Creating New Kits (CWH)

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Using the kits above as guidelines, many new kits can be created. If the DM has a certain type of wizard that he would like in his world, he should design a Wizard Kit for that personality. To design a Wizard Kit, the DM should consider the following questions about the wizard and his role in the campaign.
Description: What's this wizard like? Is he drawn from a specific literary, mythological, or historical source? Are there any special requirements for a character who wishes to be this type of wizard?
Role: What place does this wizard have in the campaign? How is he regarded by his own culture? By other cultures? Is there a particular attitude or outlook he needs to belong to this Wizard Kit?
What kinds of activities does this wizard tend to perform in a campaign—is he a bold man of action? A withdrawn scholar? An impulsive show-off? What is his relationship with the other characters—is he friendly, distanced, wary, impassive?
Preferred and Barred Schools: Are there certain types of specialties that seem especially appropriate to the wizards described in your kit? If so, note them as preferred schools. Are there other specialists that seem particularly inappropriate to your kit? Note them as barred schools.
Secondary Skills: If using the Secondary Skills system, you need to decide if this Wizard Kit requires such a skill. If there isn't a particular secondary skill or skills common to all wizards of this type, then do not require a secondary skill. But if all members of a Wizard Kit share the same skill—or one of a small number of skills—then you might require it of all characters who take this kit. 
Weapon Proficiencies: Often, certain types of wizards tend to favor certain types of weapons. Others select their weapons from a wide range of choices. If the wizard described in your kit seems to prefer one or two weapons more than others, note this in the kit. Keep in mind, however, that all wizards share certain weapon restrictions—see Chapter 5.
Nonweapon Proficiencies: As with weapon proficiencies, many wizards tend to have certain skills in common. For instance, it would be hard to imagine a Patrician who wasn't skilled in Etiquette. Therefore, one or two nonweapon proficiency slots can be given free of charge to characters taking this kit. If appropriate, the proficiencies can come from the Priest, Rogue, and Warrior listings. Normally, the cost in slots for non-wizard proficiences would be higher, but this can be ignored when kits are being given free.
Equipment: If a wizard is known for using certain types of equipment, require that such a character have this equipment before the campaign begins. If some but not all wizards of this type use the same equipment, then it needn't be required; instead, simply list it as recommended equipment.
Special Benefits: Although not necessary, most Wizard Kits should have some special benefit. Any kind of benefit is acceptable, but it should relate to the way this wizard operates in fiction, mythology, or similar source material. Possible benefits could include:
* Bonuses to reaction rolls, particularly from certain categories of people. Bonuses on wizard proficiency uses, especially in specifically defined situations.
* Bonuses to hit and/or damage, especially against certain categories of enemies, or in special circumstances.
* Special resistances, such as an immunity or bonus to saving throws against specific magical attacks or types of magic.
* Special rights in the culture in which the character normally travels (such as immunity from prosecution or free lodging on demand).
Special Hindrances: One or more special hindrances should be imposed which limit the character as much as his special benefits help him. Possible hindrances include:
* Penalties to reaction rolls, especially from certain categories of people.
* Penalties to hit and/or damage, particularly against certain categories or enemies, or in special circumstances.
* Restrictions from learning certain nonweapon proficiencies.
* Special restrictions in the culture in which the characters normally travel (for instance, the wizard is prohibited from owning property or is punished excessively for certain crimes).
Wealth Options: Does the wizard have less or more starting gold than other characters? Are there any restrictions as to how his starting gold must be spent?
Races: Note any variations for wizards of specific races. Are any races barred from the kit? Does any race receive special benefits, proficiencies, or hindrances when taking this kit?
Notes: If there are any additional details about the kit, explain them fully. You can also adapt kits to other classes by adjusting the skills, weapons, proficiencies, benefits, and hindrances. A campaign might include Academician Priests or Patrician Warriors
==Wizard Kit Creation Sheet==
At the end of this book is a blank Kit Creation Sheet. Copies of this sheet may be made to help you design new kits. The DM or players can design new kits appropriate to the character types they would like to play. However, if a player designs his own kit, he should check all details of the kit with his DM. The DM may make changes, or he may disallow the kit altogether
==Suggestions for New Kits==
Here are a few ideas that might be developed into new kits:
Dragon Master (a wizard with a special affinity for dragons and the magic they use)
Outlaw Wizard (a wizard who is rightly or wrongly wanted by the law)
Spiritualist (a wizard with a special interest in ghosts, spirits, and extraplanar phenomena)
Nomad (a rootless wizard with no permanent homeland)