New Kits (WPR)

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The Warrior and Priest kits presented in this book are all presented in the same format, with a style similar to the standard MONSTROUS COMPENDIUM® appendix layout. Therefore, the most important information is in an easy-to-read table, with all the pertinent "numbers" and adjustments from standard class rules in sequence. After the tabular information comes the kit description including all of its role-playing features and its special abilities and restrictions.
==Class Information==
Each entry begins with a description of the kit's alterations from the normal base skills of the Warrior or Priest class. While a kit still resembles its parent class in many fundamental ways, the kit changes the class enough for unique and fun characters to develop.
===Racial Requirements===
Not every kit is available to PCs of every race. This is especially true in cases of geography. For instance, it is impossible to have a gnome warrior of the Ride, since all natives there are human barbarians.
===Ability Requirements===
Just as some kits aren't open to all races, other kits require characters to be especially gifted in certain abilities. For instance, one would never find a silkwhisper of Sune with a Charisma of 6! Any minimum (or, rarely, maximum) ability score requirement is listed in this part of the table.
===Prime Requisite===
This is the most important ability score for PCs using a given kit. The prime requisite determines if the PC gains the 10% experience point bonus, described in detail in the Player's Handbook (PHB).
===Advancement Table===
This entry shows which experience point advancement table a player uses with this character kit. Players should pay close attention to this factor when selecting a kit, since not all kits advance at the same pace. In most cases, the more powerful a kit is, the more slowly the character advances in levels.
===Hit Die Type===
In the standard rules, Warrior kits use the lo-sided Hit Dice and the Priest kits use the 8-sided dice. Any exceptions to these rules will be noted here.
===Attack Table===
As with the Hit Die type entry, most Warrior and Priest kits use the same attack tables as their respective parent classes. In rare cases, however, the nature of a kit might result in more or less martial training than is normally expected. When this happens, it will be recorded here.
===Saving Throw Table===
When kit-based PCs make saving throws, they most often do so on the table of their respective parent classes. However, there are exceptions, and some kits do use the saving throw tables of another class. In extremely rare cases, a kit might note here that a player should split saving throws over different classes. Some of the PC's saving throws are made as one class, while others are made as if the PC belonged to another class entirely. While rare, it ensures that the PC gains the best possible saving throws against harm.
===Exceptional Strength?===
The ADVANCED DUNGEONS & DRAGONS core rules indicate that only members of the Warrior class are eligible for Exceptional Strength scores, and that rule still applies for the Warrior kits in this book. The entry will spell that out nonetheless, to avoid confusion. In addition, some Priest kits are also entitled to the same bonus by virtue of the deity they serve, provided they have a Strength score of 18.
===Exceptional Constitution?===
As a rule, only Warrior classes are allowed to have more than a +2 hit point bonus for high Constitution scores above 16. However, some Priest kits may be similarly blessed, and these will be noted here. Naturally, all of the Warrior kits have Exceptional Constitution, but the entry will spell that out to avoid any confusion.
===Spell Ability===
If a Warrior kit has spell ability, it will be listed here. All Priest kits have spell ability as priests, of course. There are also some rare cases where a certain kit also has access to wizard spells as well. In all cases, further information will be presented in the entry's text.
===Starting Cash===
Starting wealth available to PCs using these kits will vary according to the respective kit. The entry here indicates the number and type of dice rolled to determine how much money a player has to equip his PC when starting out. The number rolled on the dice is multiplied by 10 to obtain an exact gold piece total. These dice and starting numbers supersede the standard starting cash dice allowed in the PHB.
===Proficiency Information===
If the optional proficiency rules are being used in the campaign, this section of the entry provides the proper information on the number of proficiency slots available, the allowable nonweapon proficiency groups, and the frequency with which additional slots are attained.
===Weapon Slots===
This entry indicates the number of initial weapon proficiency slots available to a PC built with this kit.
===Additional Slot===
As PCs advance in level, they become more proficient in combat with an increasing number of weapons. This indicates the number of levels a PC must gain in order to earn an extra proficiency slot.
===Nonproficiency Penalty===
If a PC is forced to use a weapon that he has never used or even learned how to use, his attack rolls will suffer.
This entry indicates the exact penalty applied against the PC's attack roll when using such unfamiliar weapons.
===Nonweapon Proficiency Slots===
This entry indicates the number of initial nonweapon proficiency slots available to the PC.
===Additional NWP Slot===
As a PC gains more experience, he is able to learn how to do more things. This entry indicates the number of levels a PC must advance in order to earn an additional nonweapon proficiency slot.
===Available Categories===
All nonweapon proficiencies in the AD&D® game are divided into categories (General, Warrior, Rogue, etc.) that reflect the skills normally associated with a specific class. As in the normal rules, characters can use skills from other categories, but they cost additional slots to use.
===Bonus Proficiencies===
Certain kits start with extra nonweapon proficiencies, reflecting special initial training or other circumstances. Players need not allocate slots for their PCs to use these bonus proficiencies, but they may do so in order to raise the basic roll for success.
For example, a warrior from the Ride receives the land-based riding nonweapon proficiency automatically. The riding nonweapon proficiency uses Wisdom with a check modifier of +3 for its base score. With this warrior's Wisdom of 12, the total adjusted ability score is 15. The skill is recorded on her character sheet and it is noted that it fills "0" slots. If the player wants her PC to have a better score in land-based riding, she may allocate an additional slot for each +1 increase to her total adjusted ability score. Thus, the player of the warrior from the Ride allocates two slots to land-based riding, boosting the total adjusted ability score to 17.
===Recommended Proficiencies===
Recommended proficiencies are similar to bonus proficiencies in that they reflect skills common to a kit. However, they are definitely not mandatory. They serve merely as guidelines for players to create characters with a wide range of skills that PCs of that particular kit are likely to have. Note that each recommended proficiency does require the normal slot allocation.
==Overview==
Following the tabular information is at least one paragraph generally noting the kit, its primary distinctions from other kits, and how it fits into a Realms campaign. This description is not intended to be a fully detailed essay, but rather to give players a capsule description that they can browse as they decide on a character kit.
Almost every character kit has a certain "look" to it. This might include favored types of armor, clothing, ornaments, tattoos, hairstyle, or whatever else is appropriate. In some cases, the description even gives guidelines on general appearance (groomed, dishevelled, covered in blood), and even aroma. Whenever such information is applicable, it will be mentioned here.
==Description==
Players and Dungeon Masters alike should be aware that not every PC of a kit looks precisely the same ("Oh look, a man covered in blood. . . . That must be a priest of Tempus, Lord of Battles!"). Minor deviations are allowed in general, and other changes can be made as long as they stay consistent with the role-playing (A priest of Tempus at a state dinner would not remain covered in gore!). Caution must be exercised, however, lest the PC stand out too much, and be shunned (or worse) by his peers.
==Role-Playing==
This entry gives the player the necessary information to make his portrayal of his PC even more realistic. General traits are presented here, and, when appropriate, even specific personality details are suggested. As a rule, the Priest kits are more inflexible, since the kits are set up to allow PCs to be representatives of their deities; the personality traits given for priest kits are endemic to most worshipers and clergy of that particular deity.
As with the Description entry above, it is important to note that not every PC in a certain kit acts precisely the same. There are exceptions, but once again, the DMs and players should exercise caution. These roleplaying tips are not exclusive and can be supplemented with other traits for individual characters. Therefore, while two different players with priests of Helm must play both characters as serious, stolid guardians, one could be a compassionate protectress while the other could be a stern, obsessive defender with a fiery temper.
==Special Advantages==
Every kit has some special abilities that set the character apart from those of the same class and other kits in that same class. This might be anything including saving throw bonuses, special talents like thieving abilities, extra spells, granted powers, or the power to turn undead. In addition, any entries on the table that require clarification will be detailed here. 
==Special Disadvantages==
It is certainly not fun for any challenge-loving roleplayer to have a PC that only has advantages and nice gifts. Disadvantages provide what are often interesting challenges for role-players, and they also serve to balance the kit against other classes and kits.
These disadvantages weigh against the abilities gained by each particular kit. Some disadvantages are minor nuisances like penalties on interaction rolls with NPCs, saving throw penalties, or longer spellcasting times. Other kits have potentially major threats to overcome, such as vows of absolute poverty, automatic death sentences from worshipers of rival deities, or the inability to refuse any battle challenge.