Chapter 1 - Class - Character Kits
Wizard Kits
Wizard kits are entirely optional-- a wizard character can easily get along without one.
But a player who wishes to add detail to his wizard should choose a kit when the
character is first created. Only one wizard kit can be chosen for a character.
It is possible to incorporate these rules into existing campaigns, providing the players
and the DM can agree on which kits are appropriate. A kit must be compatible with a
character's past actions, his background, and his established personality traits. For
instance, if a diviner has been played as a thoughtful man of reason with a history of
preferring negotiation to combat, and the player has made it clear that his character is
from a sophisticated urban culture, it doesn't make sense to assign him the Savage Wizard
kit.
Once a particular kit has been assigned to a character, it cannot be changed. However,
the character can later abandon it if he wishes, giving up all benefits and hindrances.
Bonus proficiencies (see below) are not forfeited. Instead, such proficiencies are no
longer considered to be bonuses. The former bonus proficiencies are set aside until the
character acquires new proficiency slots; at that time, the new proficiency slots are filled
by the former bonus proficiencies.
When designing a new character, first determine the character's ability scores, race,
specialization, and alignment. Once these elements have been decided, choose a kit for the new character. After
choosing the kit and recording the information on the character sheet, continue with the
character's proficiencies, money and equipment, and other pertinent information.
Kits are culturally-based. Generally, any kit can be assigned to a specialist from any
school. An Amazon-- one of several kits described below-- might be a necromancer or an
illusionist, while a Mystic-- another type of kit-- could be a diviner or an abjurer.
However, there are occasional exceptions. Diviners, for instance, require a high
Wisdom score, but the Savage Wizard-- a kit associated with the more primitive parts of
the world-- usually lacks the necessary intuition and insight to specialize in the school of
greater divination. Likewise, there are also some schools that favor certain kits.
All excluded schools and preferred schools are noted in each kit description. But these
are only suggestions-- a Savage Wizard diviner is perfectly acceptable if the DM rules
that such a character is allowable in his campaign.
Unless the DM determines otherwise, all kits are available to mages. Before allowing players to choose kits for their characters, the DM should look at each
kit and consider several factors.
- Is this kit appropriate to the campaign? Not all kits make sense for every campaign. If it is established that Amazons do not exist in the DM's campaign world, he should not allow players to choose the Amazon kit. The DM should tell the players which kits he will allow and which are forbidden before they create their characters.
- Do the players need more information about a kit? The DM might want to furnish the players with additional background information about a particular kit. For instance, he might tell them that in his world, the Savage Wizards all live on the jungle peninsula of Blackroot and have had little-- if any-- contact with other civilizations.
- Are there any changes in the kit? The DM is free to make changes in the proficiencies, hindrances, and any other components of the kits to make them compatible with his campaign world. The players should be informed of any such changes before they choose kits for their characters.
Each wizard kit consists of a variety of elements.
Description: This section explains the cultural background, appearance, and manner
of characters associated with this kit. It also lists any requirements necessary for
characters taking the kit; for instance, characters taking the Amazon Sorceress kit must be
female. Suggestions are also given for how a character might abandon the kit.
Preferred Schools: This lists which specialists are most appropriate to the kit. As
explained in the Kits and Schools of Magic section above, there are many exceptions, andthese should be considered suggestions only.
Chapter 1 outlined an ethos for each school, suggesting philosophies, attitudes, and
personality traits for each specialist. When designing a character, the player should
compare the personality traits and attitudes of the character's school with those of his kit.
If a conflict arises, the player can choose whichever traits and attitudes he prefers, or
whichever seem to make the most sense for his character.
In general, a character's cultural background will have more influence on his
personality than his school. Therefore, if a player cannot decide between the personality
traits associated with his school's ethos and the traits associated with his character's kit,
he should give more emphasis to the kit traits.
Barred Schools: This entry explains which schools are inappropriate for the kit.
Though the DM is free to make exceptions, it is usually not a good idea to assign a kit to
a specialist from a barred school.
Role: This section describes the role of a particular wizard in his society and in his
campaign. For instance, an Amazon Sorceress has a different cultural role than a Witch,
even if both are enchanters.
Secondary Skills: If you're using the Secondary Skills rules from the AD&DŽ 2nd
Edition game rules, then a kit may require a character to take a specific skill instead of
choosing or rolling randomly for it. (When choosing kits for characters, we suggest you
use the Weapon and Nonweapon Proficiency rules instead of the Secondary Skills rules.)
Weapon Proficiencies: If you are using the Weapon Proficiency rules from the
AD&D 2nd Edition game, this entry indicates which Weapon Proficiency is required for
characters taking this kit. In some cases, a specific Weapon Proficiency is required; in
other cases, a Weapon Proficiency can be chosen from among a list of recommended
proficiencies.
Nonweapon Proficiencies: If you are using the Nonweapon Proficiency rules, this
entry indicates whether specific Nonweapon Proficiencies are required for characters
taking this kit. However, unlike Weapon Proficiencies, the Nonweapon Proficiencies are
bonuses. If a kit requires that the character must have Astrology, then the character gets
that proficiency free, above and beyond the slots he is normally granted. Even if such
proficiencies belong to groups other than the Wizard or General groups, the character still
gets them as bonuses at no charge.
If the kit grants a Nonweapon Proficiency that the wizard already has because of his
specialization, the character receives instead one extra free Nonweapon Proficiency slot.
He may spend this free slot on any specialization of his choice.
Some Nonweapon Proficiencies are recommended, not required. In such cases, the
character is not required to take the proficiency if he does not want it. If he takes a
recommended proficiency, he spends the normal number of his available proficiency
slots.
Table 38 on page 55 of the Player's Handbook lists Nonweapon Proficiency
crossovers for various groups. The crossover groups that apply to mages and illusionistsalso apply to specialists from all other schools; that is, any specialist selecting a
Nonweapon Proficiency from the Wizard or General groups shown on Table 37 (page 54-
55 of the PH) spends the listed number of proficiency slots. When any specialist selects a
proficiency from any other category, he must spend one additional slot beyond the
number listed (exceptions are given in the Nonweapon Proficiencies entries for the
various kits).
Equipment: Some wizard types tend to use specific equipment. Others have
limitations or restrictions on the way they acquire or use equipment. This entry details the
equipment employed by characters using this kit. (In no case is a wizard allowed to
purchase armor.)
Special Benefits: Most kits grant special benefits to characters. Often, these benefits
are defined as special reaction bonuses when encountering certain classes of society, or as
special rights in specific cultures.
Special Hindrances: Each kit carries certain disadvantages to hinder the wizard.
Often, these are reaction penalties or cultural restrictions.
Wealth Options: Some wizard types have special rules regarding their wealth.
Usually, these rules specify differences in the amount of money received when the
character is created and limitations on how the money can be spent.
Races: If a kit is not available to particular races, this will be noted here. Unless the
DM makes exceptions for his campaign, humans can choose any of the kits.
Academician
Amazon Sorceress
Anagakok
Militant Wizard
Mystic
Patrician
Peasant Wizard
Savage Wizard
Witch
Wu Jen