Rebalanced and Revised Kits
This documents the Tales of Faerun version of the original-game kits (excluding specialist mages and speciality priests). Most of the changes are from the 'Rebalanced and Revised Kits' component, but the Holy Smite powers of the undead hunter and cavalier are from 'Revised Smite Evil' and the changes to avenger shapeshifting are from 'Revised Druid Shapeshifting'.
A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not - additional abilities that have been earned through extensive rituals, a process that is very physically draining.
Advantages
- Six mage spells are added to his/her repertoire, all the way up to the 6th level. These are listed below:
1st level: Chromatic Orb.
2nd level: Web.
3rd level: Lightning Bolt.
4th level: Improved Invisibility.
5th level: Chaos.
6th level: Chain Lightning.
- 3rd level: May shapeshift more frequently: One use at 3rd level and an addtional use every 2 levels thereafter.
- 4th level: May shapeshift into a hunting spider.
- 6th level: May shapeshift into a baby wyvern.
- 7th level: Shapeshifts into a winter wolf in place of a dire wolf.
- 8th level: Hunting spider form is replaced by sword spider.
- 10th level: Baby wyvern form is replaced by wyvern.
Disadvantages
- May not wear armor heavier than leather.
- Incurs a -2 penalty to Strength and Constitution.
This Druid is not called Shapeshifter because he/she has access to a great variety of forms, but rather because of his/her complete dedication to a single alternate form. This Druid has willingly allowed him/herself to become infected with lycanthropy, but due to intense study and training he/she has the ability to control his/her affliction. The creature he/she becomes is that of the werewolf, the most famous of the lycanthrope shape changers.
Advantages
- May shapeshift into the form of a lesser werewolf once per day. Gains one use at level 1 and an additional use every 3 levels thereafter.
LESSER WEREWOLF: AC 4, Strength 18/76, Dexterity 15, 1 attack per round for 1d6 slashing damage (counts as a +1 weapon for the purposes of harming creatures resistant to non-magical weapons).
- 7th level: Now assumes the form of a full werewolf when shapeshifting.
WEREWOLF: AC 1, Strength 19, Dexterity 16, 2 attacks per round for 1d6 slashing damage (as +2 weapon), 20% magic resistance.
- 13th level : Now assumes the form of a greater werewolf when shapeshifting.
GREATER WEREWOLF: AC -4, Strength 21, Dexterity 20, 3 attacks per round for 1d10 slashing damage (as +3 weapon), 40% magic resistance, 50% elemental resistance.
- 19th level: Now assumes the form of a werewolf lord when shapeshifting.
WEREWOLF LORD: AC -8, Strength 23, Dexterity 20, 3 attacks per round for 1d12 slashing damage (as +4 weapon), 50% magic resistance, 50% elemental resistance.
Disadvantages
- May not wear any armor.
- No other shapeshifting abilities due to the effort required in maintaining balance in his/her primary forms.
A Barbarian can be an excellent warrior. While not as disciplined or as skilled as a Fighter, the Barbarian can willingly throw him/herself into a berserker rage, becoming a tougher and stronger opponent.
CLASS FEATURES
- May not wear armor heavier than splint mail.
- May not exceed Specialization (two slots) with any weapon class.
- May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day every 4 levels (starts at 1st level with one use).
RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.
- Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze
7th level: Gains 5% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 11, 15 and 19.
Hit Die: d12
This is a warrior who is in tune with his/her animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him/her to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager.
Advantages
- May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
RAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).
- Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze and imprisonment
Disadvantages
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not Specialize in ranged weapons.
This warrior has been specially trained by his/her sect to excel in hunting and combating spellcasters of all kinds.
Advantages
- Each successful hit bestows a 10% cumulative chance of spell failure on the target.
- Magic Resistance of 20% at first level, increasing by 1% per level.
Disadvantages
- May not use any magic items apart from weapons and armor.
This class represents the most common picture of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. The cavalier is specialized in battling "classical" evil monsters such as demons and dragons.
Advantages
- Smite evil does double damage against evil dragons and evil extraplanar creatures.
- +3 bonus to hit and damage rolls against most evil draconic and extra-planar creatures (such as wyverns, evil dragons, fiends, efreeti, and salamanders).
- Immune to fear and morale failure.
- 10% resistance to fire, cold, electricity and acid. This increases by 5% at levels 6, 11, 16, and 21.
- 3rd level: May cast Remove Fear at will.
- 5th level: Gains immunity to poison.
- 7th level: Gains immunity to charm effects.
- 12th level: May evade the effects of a dragon's breath weapon entirely on a successful saving throw.
Disadvantages
- May not use missile weapons.
The Inquisitor has dedicated his/her life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and his/her god has provided him/her with special abilities toward that end.
Advantages
- May cast Detect Invisibility once per day, as the second level wizard spell. An additional use is gained at 5th level.
- 3rd level: May cast Dispel Magic once per day. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. An additional use is gained at 7th level and every 4 levels thereafter.
- 5th level: Gains immunity to paralysis.
- 7th level: Gains immunity to charm effects.
- 9th level: May cast True Sight once per day per 4 levels, as the fifth level cleric spell. An additional use is gained at 13th level and every 4 levels thereafter.
Disadvantages
- May not Turn Undead.
- May not use Lay On Hands ability.
- May not cast priest spells.
This holy avenger has honed his/her abilities toward the destruction of the undead and other unnatural creatures and can learn to be immune to many of their most devastating abilities.
Advantages
- Smite evil does double damage against undead.
- +1 bonus to hit and damage rolls against undead creatures, increasing to +2 at 5th level and to a maximum of +3 at 9th level.
- 3rd level: Gains immunity to paralysis.
- 7th level: Gains immunity to level drain.
Disadvantages
- May not use Lay On Hands ability.
This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his/her task.
Advantages
- +1 bonus to hit and damage rolls.
- Backstab ability advances more quickly and can reach x7 instead of capping at x5.
- Level 4-6: x3
- Level 7-10: x4
- Level 11-14: x5
- Level 15-18: x6
- Level 19+: x7
Sneak attacks (if 3E Sneak Attack is enabled) progress at a faster rate:
Level 3-5: +2d6
Level 6-8: +3d6
Improves by +1d6 every 3 levels, up to +11d6 at level 30
Crippling strikes (if 3E Sneak Attack is enabled) progress at a faster rate:
- Level 3-5: -1 to target's hit and damage rolls
Level 6-8: -2 to target's hit and damage rolls
Level 9-11: -3 to target's hit and damage rolls
Improves by -1 every 3 levels, up to -10 at level 30
May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter.
POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (up to a maximum of 12 points of damage per hit). Moreover, if the target fails a Saving Throw vs. Poison, he will suffer 1 additional point of damage per round for 4 rounds.
Disadvantages
- May only distribute 15 skill points per level among thieving skills.
- Alignment restricted to any non-good.
The Blade is an expert fighter and adventurer whose bardic acting abilities make him/her appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous.
Advantages
- May place 3 slots in Two-Weapon Style.
- 3rd level: May use the Defensive Spin ability, as detailed below. An additional use is gained at 7th level and every 4 levels thereafter.
DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.
- 5th level: May use the Offensive Spin ability, as detailed below. An additional use is gained at 9th level and every 4 levels thereafter.
OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and he/she gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.
Disadvantages
- Only has one half the normal Lore value.
- Only has one half the normal Pick Pockets score.
- Does not know the songs available to regular Bards, other than the Ballad of Three Heroes.
This Bard is well versed in the arts of ridicule and hilarity, and uses his/her abilities to distract and confuse his/her enemies, cavorting madly during combat. Do not mistake him/her for a true fool, however, as he/she can also be quite deadly.
Advantages
- The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects:
- 1st level: Save vs. Spell at +2 or be distracted, and slowed (10%) or confused (10%). Distracted opponents suffer -2 to attack rolls, damage rolls, and AC.
- 5th level: Save vs. Spell at +2 or be distracted, and slowed (20%) or confused (20%).
- 10th level: Save vs. Spell or be distracted, and (slowed (30%), or confused (30%).
- 15th level: Save vs. Spell at -2 or be distracted, and slowed (40%), confused (40%), or knocked unconscious (20%).
- 20th level: Save vs. Spell at -2 or be distracted, and confused and slowed (50%) or knocked unconscious (50%).
Disadvantages
- Does not know the songs available to regular Bards..
This nordic Bard is also a warrior of great strength, skill, and virtue; his/her songs are inspiring sagas of battle and valor, and the Skald devotes his/her life to those pursuits.
Advantages
- +1 bonus to hit and damage rolls.
- The Skald's song is different from the typical Bard's and has the following effects:
- 1st level: Grants allies a +1 bonus to hit and damage rolls, and a +1 bonus to AC.
- 5th level: Grants allies a +1 bonus to hit, and a +2 bonus to damage rolls and AC.
- 10th level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC.
- 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear.
- 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
Disadvantages
- Only has one quarter the normal Pick Pockets score.
- Does not know the songs available to regular Bards.
Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities. Each Dragon Disciple has the blood of a specific dragon species: red, blue, green, black, or white.
Advantages
- 1st level: +1 bonus to AC. This increases to +2 at 5th level, to +3 at 10th level, to +4 at 15th level, and to a maximum of +5 at 20th level.
- 3rd level: May use Breath Weapon once per day.
BREATH WEAPON: The Dragon Disciple has a breath weapon that inflicts 3d8 damage, with an area and a damage type dependent on the disciple's dragon species. The damage increases by 1d8 every three levels after 3rd level, to a maximum of 8d8 at 18th level.
- 4th level: Gains 25% innate resistance to an element dependent on the disciple's dragon species. This increases to 50% at 8th level, to 75% at 12th level, and to a maximum of 100% at 16th level.
- 5th level: +1 bonus to Constitution. This increases to +2 at 15th level.
- 7th level: Gains immunity to hold.
- 13th level: Gains immunity to charm.
- Hit Die: d6
Disadvantages
- May cast one fewer spell per level per day.