Kit
Kits are a mechanical function for classes introduced in Advanced Dungeons & Dragons.
A kit can be summarized as a "sub-class" or a "class variant"; a way to take a specific class, such as a Fighter, Wizard or Rogue and to redefine its skills abilities to better fit a specific archetype. For example, an Anatomist Necromancer who is capable of surgically healing living beings and crafting flesh & bone golems, or a Blade Bard who fits the role of the Swashbuckler as defined by Eric Flynn.
Kits always have special, additional requirements in order to enter them. At the same time, they give special advantages and disadvantages that build onto those of the existing base class.
Kits were abandoned as a mechanic when Dungeons & Dragons 3rd edition was released by Wizards of the Coast. Although Dungeons & Dragons 4th edition began to retouch upon their basic concept with the idea of built-in variant class features, the truest homage to the mechanic was done by Pathfinder, which introduced the Archetype system for its classes. Dungeons & Dragons 5th Edition followed in Pathfinder's footsteps and actually made kits core, to the extent all classes now have to choose from a number of kits that is slowly growing with the release of Unearthed Arcanas. They are now class features though, rather than specializations that lock out other options.
List of Kits
Racial
Dwarf
Elf
Gnome
Halfing
Humanoids
These kits hail from the Complete Book of Humanoids, an AD&D splatbook aimed at making the various low-level humanoid and monstrous humanoids, like orcs, ogres, gnolls, etc into playable options or at least making them more flexible for DMs.
Barbarian
Bard
- Blade - Stabby bard. Gets some insanely-powerful stances, but not good at the theif-y side of barding, gets no bardsong progression, and has a lower Lore. Not very bard-y, but very dangerous.
- Jester - Uses music to inflict nasty status effects and penalties on enemies instead of buffing allies. Great for enemies immune to most magics.
- Skald - Heavy metal bard. Good at fighting and pumps up party with metal ballads, but almost as shit at thieving as the blade.
Cleric
- Amazon Priestess - Since Amazons tend to be fairly devout to one or more patron deities, not to mention often shoehorned into being a "primitive" culture of the type often influenced/led by shamans and witch doctors, it's only natural they have a special kit to represent their holy women, just as the Amazon Warrior kit represents their fighting femme fatales. It basically functions exactly like the Amazon kit for Fighters, below, but the DM needs to figure out what deities the amazons actually worship and, also, if the Priestess's patron god is one that forbids her to wield the same weapons as the warriors, then she will almost certainly command less respect.
- Barbarian/Berserker Priest - As you might guess, this represents the priests of the same "uncivilized" cultures that Barbarians and Berserkers hail from. Because they look and act so intimidating, they get a minor positive bonus to reaction rolls - except against members of their own culture (who respect them more, obviously) or individuals in positions of power (who tend to be prejudiced against the priest's culture and react with more hostility). Berserker Priests in particular make it easier for Berserkers from their culture to fly into rage - if inciting berserk rage is actually part of their class powers, friendly berserkers can go berserk in 1 round, otherwise they just take 5 rounds.
- Fighting-Monk - The first mechanical appearance of the concept that became the Monk class in 3rd ed, these priests must have Dexterity 12 or greater and must belong to a priesthood that allows its members to start out with Medium or better Fighting Ability. In exchange for skill with unarmed combat, opening up all non-weapon proficiency groups and the ability to "save" weapon proficiency points for later use, the Fighting-Monk can't wear armor, drastically reduces its spellcasting ability, and takes a vow of poverty that prevents it from owning anything more than it can carry.
- Nobleman Priest - A former noble who sees no reason to let their priestly calling prevent them from enjoying the privileges of rank, which means they tend to have a special affinity for other nobles. This kit starts with more gold (though they have to buy a good suit of armor, a good weapon and a good horse to ride), has a better reaction from nobles, and can demand shelter amongst the nobility, but always has to buy the best stuff (so double all costs), loses this reaction bonus if it has to settle for cheaper goods, and has to give the same shelter to other nobles.
- Outlaw Priest - Inspired by Friar Tuck, this is a priest who considers it their duty to minister to those declared outlaws, even when their own priesthood disagrees. Barred to priests of Community, members of this kit are outcasts from their own priestly hierarchy, which is both advantageous and disadvantageous.
- Pacifist Priest - Intended for NPCs rather than PCs, this is a priest who is determined to avoid hurting anyone. Naturally, priests dedicated to the causes of Disease, Evil, Justice, Revenge and War can't belong to this kit. Forsaking the ability to wield weapons or wear armor - with the loss of spells for a month if they do - this priest gains increased affability, manifesting as +2 Charisma and a further +2 to reaction rolls against beings not opposed to their words of peace and tolerance.
- Peasant Priest - Counterpart to the Nobleman Priest, these priests dedicate themselves to ministering to the peasantry over the nobility, willingly taking a vow of poverty. Such a priest may only own a grand total of 75 gold pieces worth of goods at a time, and must give away everything in excess of this value, but is much loved by all peasantry; in their own country, peasants will take any risk to help, whilst beyond those lands, they gain a +2 bonus to reaction rolls with peasants.
- Prophet Priest - Those priests who are touched by the gods may develop prophetic insight. Requiring a minimum Wisdom of 15, this kit grants a priest the power to gain a prophetic vision once per day, but at the cost of suffering a penalty to reaction rolls, due to creeping out others.
- Savage Priest - Related to the Savage kit, this represents a medicine man or witch doctor from one of the most primitive and primal of tribal communities. Such priests cannot serve the Divinity of Mankind, Disease, Evil or Good deities; disease is an unholy and unclean force to savages, whilst the others represent concepts too cerebral for such "primitives". Hardened by the rigors of their lifestyle, Savage Priests always have a minimum Strength of 11 and a Constitution of 13. He has similar non-weapon proficiencies and weapon restrictions to the Savage. A Savage Priest can Detect Magic 1/day per character level, but suffers a reaction roll penalty against "civilized" NPCs.
- Scholar Priest - A theological researcher, belonging to this kit requires Int 13+. Because of its focus on learning, a Scholar Priest can "spend" weapon proficiency points on non-weapon proficiencies instead. Additionally, it gets a notable reaction roll bonus when encountering other scholars, admirers of scholastic concerns, writers, journalists, and people who imagine that they are scholars - however, there is a chance that a given scholar will instead have a severe reaction roll penalty instead, as this represents someone antagonized by the Scholar Priest's scholastic efforts.
Druid
- Totemic Druid - Trades in shapeshifting for ability to summon spirit animals. Busted solid at lower levels by virtue of magic weapons being a hell of a lot rarer back in the day, and being able to call up creatures immune to non-magical and +1 weapons. By the time they fall off, the class is already starting to fall off a bit anyway.
Fighter
- Amazon - Because fuck you, it's the 80s and we're nerds, we want hot warrior-women as a playable class, that's why! Nearly a third of the kit actually goes towards pointing out that you don't have to be an amazon to be a female warrior, you take this kit to portray a very specific kind of female warrior. Needless to say, you have to be a female warrior to take this class, with proficiency in two weapons (recommended: Spear and Longbow for humans, elves and half-elves, Axe and Hammer for dwarves, Throwing Axe and Shortsword for gnomes, and Javelin and Sling for halflings) to qualify. You also need the Animal Handling non-weapon proficiency, on the justification that amazons are skilled animal trainers/mounted warriors. Amazons get a bonus to their first ever attack against a given male NPC - if they're not a skilled (level 5+) warrior themselves or haven't seen amazons fighting before, since "most men won't expect an amazon to know how to fight". They also suffer a -3 penalty to reaction rolls against NPCs from male-dominated societies.
- Barbarian - This is a pretty blatant Conan expy, and the book (Complete Fighter's Handbook) admits it. You need at least 15 strength and proficiency in Battleaxe and Bastard Sword (or two other weapons the DM judges "thematically appropriate" for a barbarian warrior). In exchange, you get "barbaric charisma", which increases the results on your reaction rolls - positive and negative.
- Beast-Rider - Essentially an analogue to the Cavalier with a little Barbarian flavoring, this is a warrior who specialises in riding into battle atop a mighty battle beast. Requires Charisma 13 and the Animal Handling proficiency, but the Beast-Rider gets to select a specific kind of animal that he or she is specifically adept at riding. He starts the game with a tamed mount and is better at handling them, even having a telepathic link with his current bonded steed. Drawback? A -3 penalty to reaction rolls outside his tribe, and a similar nasty effect to the death of his bonded mount as if he were a mage who lost his familiar; 2d6 damage and save vs. spells or spend the next 2d6 hours as if Feebleminded
- Berserker - Barbarians before the class got fully introduced. Requires a minimum of 15 Strength, +3 reaction to cultures that also respect berserkers, and can use a full-turn action to "Go Berserk" for a bunch of combat-related bonuses. The drawback? Other cultures don't like you, you can't use ranged weapons whilst berserk (and therefore can't start with proficiency in them), can't use cover, keep fighting until all enemies are dead, can potentially die after leaving the berserk state, can't be healed while berserk, and can't use any sort of strategy while berserk - talk about your two-edged swords!
- Cavalier - Your knight in shining armor, this kit is only available to Fighters and Paladins, must be a Good alignment, and must have the following minimum ability scores: Strength 15, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10. Only humans, elves and half-elves can be cavaliers, and you need the Animal Handling, Lance and Sword proficiencies to join the kit. You get a big bunch of combat-related bonuses; increasing attack roll bonuses with lances, swords and horseman's weapons, complete immunity to Fear and nullify Fear on allies within 10 feet, resistance to mind-altering effects, +3 to reaction rolls against NPCs from your culture (unless they're evil, of course), and you get a free noble steed AND the in-game right to demand shelter from lower caste members of your culture. The drawbacks? Oh, brother... you cannot use ranged weapons, must always go for the most impressive target, must always have the best grade of armor (ignoring magical bonuses - so, yes, you do have to forgo that powerful +5 chainmail for the shiny, totally mundane suit of plate armor), must follow "The Code of Chivalry" and can lose all your kit-benefits if you ignore these restrictions, just like a fucking paladin!
- Gladiator - Introduced before Dark Sun made this into a full-fledged class in its own right, this is a standard "showy" professional fighter, the bloodier equivalent to a pro-wrestler. You must have proficiency in shortswords, tridents and nets to join this class, and "the DM is within his rights to insist that the Gladiator learn one strange weapon proficiency (such as whip) for every "normal" proficiency (like sword, spear, etc.)." They get a free, bonus weapon specialization, but they are both more recognizable and likely to be harassed by sleazy would-be promoters and managers.
- Myrmidon - A highly trained combat professional, the kind of warrior who makes a living as a high-ranking soldier. Requires 12s or better for Strength and Constitution, gets a free weapon specialization and the benefits of a powerful patron, but is more memorable and, of course, has to obey that patron, since that represents their boss.
- Noble Warrior - If the Cavalier wasn't "knight in shining armor" enough for you, you got this palooka. Restricted to members of the "noble" caste of society with Str and Con 13+, Noble Warriors are expected to have proficiency in Animal Handling, and in the following weapon proficiencies (unless the DM rules the culture is different to medieval Europe): longsword OR bastard sword, lance, horseman's flail OR horseman's mace. A Noble Warrior starts with the highest amount of gold of any of the warrior kits, gets a +3 reaction bonus to "lower caste" members of his native culture, and is respected by those of equal or higher rank. The drawback? His costs of living increase sharply (+10% multiplied by character level to all costs) to reflect his demands for "the best of the best", with his reaction bonus changing to a penalty if he settles for less than he is "expected to". Also, he's got a powerful patron he's sworn loyalty to and has to obey.
- Peasant Hero - Your basic "local boy done good" type, this warrior originated from a rural background but hasn't forgotten their roots, meaning he can always count on help and loyalty from amongst the peasantry, but he's also expected to help them however he can, or lose their respect until he makes amends.
- Pirate/Outlaw - Two archetypes merged together due to their basic similarities, this kit doesn't have much going for it. You may get some nebulous DM mandated bonus, like belonging to the equivalent of Robin Hood's Merry Men or being able to fence your loot in a notorious pirate city, but you will be plagued by the lawful authorities.
- Samurai - Were you really surprised that this would show up? Your standard "Oriental noble warrior", you must have proficiency in the Scribe skill and your weapon proficiencies are pretty damn restricted; two specialization points in Katana and three in Daikyu (samurai greatbow), plus one point you can put in any other "samurai" type weapon. You gain the Kiai ability, letting you boost your Strength to 18/00 (the peak of human ability) for 1 round once per day per level. The drawback, of course, is that either you have sworn your loyalty to a master, who can command you kill yourself if they wish, or you're a ronin, and so you halve all your experience.
- Savage - This is similar to the Barbarian in that it represents a warrior from a particularly primitive culture. Naturally, you need to be strong (min Strength 11) and very tough (min Constitution 15) to have survived, and your initial weapons proficiency options are limited to what the DM considers appropriate for your culture, like spear and bow. You gain one special ability that mimics the effect of one of four specific spells (Alarm, Animal Friendship, Detect Magic, Detect Evil) but which is not magical and which can be used once per day per level. The drawback is that you don't like armor, so you can't wear it without giving yourself a penalty to attack, damage and skill rolls - a penalty the DM can increase if they judge you're just ignoring the roleplaying aspect of "you don't like civilized foolishness like armor".
- Swashbuckler - The witty, charming sword-flashing hero, a swashbuckler needs brains (Int 13+) and grace (Dex 13+) to succeed at their chosen role. You get free specialization-tier proficiency with either the stiletto, main-gauche, rapier or sabre, you get to take Rogue skills for their standard price, you improve your AC when unarmored or lightly armored, and you improve your reaction rolls with members of the opposite sex. Downside is that the DM has full authority to make your life "interesting", since swashbucklers are always in trouble.
- Wilderness Warrior - Not quite the Ranger, as you might expect, this is merely a warrior from a particularly tough and rugged environment, with a dash of "funny foreigner" for that extra 80s sleazy-charm. Requires a minimum Constitution of 13, a Wilderness Warrior receives a +5 bonus to Survival checks in their native environment, with the only penalty being that you should roleplay being a "fish out of water" early on in your career.
Paladin
Ranger
- Archer - Trades in any armor above light, Charm Animal, and the ability to put more than one point into any melee weapons for absolute missile supremacy, able to put an otherwise fighter-exclusive five proficiency points into bows, get a scaling hit-and-damage bonus with them, and make called shots.
- Beast Master - Druid-y. Can't wield metal weapons or armor, but can summon animals to fight for them and gets some boosts to stealth.
- Stalker - Gets some nice wizard spells on their list and thief-style backstabbing and stealth in exchange for their heavier armor proficiencies.
Rogue
- Acrobat - A traveling entertainer who finds a way to turn their physical adeptness towards larcenous means. Naturally, you need to be strong (Str 12+) and agile (Dex 14+) to make it as an acrobat, and their speciality is an increased proficiency with climbing, jumping, tumbling and tightrope walking. Since these are more effective when the acrobat is lightly to unarmored, which presents its own dangers, it has no other specific drawbacks.
- Adventurer - In contrast to your "basic" thief, this is a thief who has specifically trained with the idea of delving into dungeons and ruins to acquire that sweet, sweet loot. This doesn't even really count as a kit so much as notifications as to what kinds of skills and equipment a "professional" would take into the dungeon.
- Assassin - What really needs to be said? Requiring any Non-Good alignment and better than average Strength (12), Dexterity (12) and Intelligence (11), an assassin can learn all weapons and is uniquely adept at identifying poisons, even being capable of using Herbalism to craft antidotes. In return, their thieving skills advance more slowly (only 40 points to distribute at level 1, and only 20 new points each level) and, of course, non-evil NPCs tend to be horrified when they learn what the assassin's craft really is.
- Bandit - The hassles of surviving and thieving from travelers in the wilderness make these thieves particularly tough and hardy. They must take proficiency in a bludgeoning weapon and in dagger, but they get a free weapon proficiency slot for a third weapon, and can wield flails, maces, morningstars and daggers. Naturally, they need at least a 10 in both Strength and Constitution. They're more adept at surviving in the wilderness (giving them a bunch of appropriate skill options) and better at making ambushes in the wilderness, but on the downside, most people really hate bandits.
- Beggar - This represents the "professional" beggar, a perfectly healthy soul who has learned to pass unnoticed and to play on peoples' emotions. Their big advantage is the increased number of skills and skill points they get, but the downside is that A: people who aren't beggars look down on them, and B: they can't really use good stuff without giving themselves away.
- Bounty Hunter - Although this may seem more like a Ranger kit, this was a different time. The Bounty Hunter's only real difference to your ordinary thief is that they can learn to use any weapon, although it costs twice the normal proficiency points to do so.
- Buccaneer - A seafaring thief, the Buccaneer is more specialized than the basic pirate/outlaw kit mentioned above. Requiring a minimum Constitution of 10, they are experts at climbing ropes, which also makes them better at rope combat (that is, fighting whilst tied to/swinging from ropes), but worse at climbing without the use of a rope.
- Burglar - Requiring Strength 10, Dexterity 13, and points in the Alertness and Looting skills, the Burglar really isn't that different to your vanilla thief, save some tweaks in non-weapon proficiencies.
- Cutpurse - Perhaps the lowest tier of the active thieves, the cutpurse's dedication to observing its targets allows it to try and guess the class and level of other characters. Its only real drawback is roleplay based; DMs are encouraged to remind you that your character, in the company of thieves, ranks little higher than a beggar.
- Fence - Well, once the loot is swiped, you gotta hock it somewhere if you want to get the real value of it, right? The Fences are the thieves who make stolen goods disappear. Requiring a minimum Intelligence of 12, this kit is recommended more for NPCs than for PCs, since its focus is on doing business in a given area, with both its special ability and its special hindrance being based on being known in the criminal - and thusly the legal - social circles.
- Investigator - To catch a thief, set a thief. Or at least learn how to think like a thief. That is the basic premise of the investigator, who is pretty much your "great detective" type character. This is, like the Adventurer kit, another "fluff before crunch" kit. Yes, the thieves have quite a few kits that aren't really much, mechanically speaking.
- Scout - This can basically be summarized as being to the thief what the Ranger is to the Fighter; a specialist geared towards doing their work in the wilderness. They increase their Hide in Shadows and Move Silently skills in the wilderness, and increase their chance of surprising opponents in the same environment. However, being specialized in the woods makes them less adept in the cities; in an urban environment, a scout suffers a -5% penalty to all their thief skills.
- Smuggler - Specializing in transporting illicit goods and people who shouldn't be going where they should, the smuggler's only real difference to a regular thief is their +1 bonus to surprise rolls, as they're not easy to catch off-guard.
- Spy - Aside from its Int 11+ requirement, there's nothing really distinguishing a spy from a vanilla thief beyond some non-weapon proficiency choices.
- Swashbuckler - This is almost literally the same as the Warrior kit from The Complete Fighter's Handbook, and the game admits it. The only real difference is that the Thief version requires Charisma 13+ as well as trading the AC bonus for improved THAC0 (Fighter grade) when wielding the iconic swashbuckler weapons, a unique Disarm combat maneuver, and the requirement that a thief-swashbuckler must devote half their weapon proficiency slots to the available weapon choices until they're proficient in all of them.
- Swindler - Again, this is a fluff before crunch kit, with a Cha 12+ requirement and a focus on smooth-talking and faking people out.
- Thug - Brutal and tough, thugs are great at hurting people, but less adept at the more delicate options a thief has. The only kit with a maximum ability score requirement (Int can't be greater than 12) as well as minimum ones (Str and Con 12), thugs get an extra weapon proficiency slot, can learn non-thief weapons (at double the proficiency points) and get a +1 to their To Hit rolls, but only have 40 points to distribute between their thieving skills at level 1.
- Troubleshooter - As with the Investigator, this is a thief kit to represent "law abiding thieves"; individuals who act as security consultants by testing security measures. Their unique trait is an annoying "DM's prerogative"... basically, anything that can go wrong when a troubleshooter is involved is very likely to go wrong. Especially if this personally disadvantages the troubleshooter, although it does say that DMs should try and balance this with advantageous mess-ups.
Wizard
- Academician - Even by wizard standards, these characters are loremasters and scholars. Requiring a minimum Int of 13 and Wisdom of 11, it grants an academician a reaction bonus to those who are correspondents or fans of their work and a bonus to Int and Wis checks. On the downside, they're awful combatants even by those same standards, suffering a -1 penalty to their To Hit rolls the first time they attack any given target. Also, they tend to be know-it-alls and braggarts.
- Amazon Sorceress - With Amazon warriors and priests, surely there have to be wizards to complete the mix, right? Amazon Sorceresses are prohibited the use of Necromancy and Illusion spells, can learn to use "amazon weapons" in addition to the normal wizard ones, and have access to the same advantages and hindrances as all amazons.
- Anagakok - A variant of the Savage Wizard or Witch kit who hails from a primitive culture native to an extremely hostile climate; the namesake of these wizards in the real world is the traditional Inuit shaman. They require Constitution 13+, cannot cast Illusion or Necromancy spells, and have access to altered weapon and non-weapon proficiency options, reflecting their tribal origins. They are incredibly adept at foraging for food, are immune to the environmental hazards of their native environment, and can cast a Good Fortune spell on themselves and their allies once per week. The downside is that they look freakish to those not familiar with the Anagakok's native culture (reaction roll penalty) and they are more vulnerable to the other end of the environmental spectrum (an Anagakok from a Frigid environment doesn't do too well in deserts, for example).
- Militant Wizard - An elite warrior wizard, the Militant Wizard combines enhanced prowess with melee combat (use fighter weapons, learn fighter non-weapon proficiencies) with reduced prowess in magic (can't learn Enchantment or Illusion spells, and DM can choose to apply any one or more of three additional hindrances; can't learn 8th or 9th level spells, treats Int as 2 points lower for learning spells, max spells, casting spells and spell immunity, loses access to three randomly determined schools). Militant Wizards need a Strength score of at least 13.
- Mystic - Seeking self-enlightenment through magic, Mystics require a minimum Wisdom of 13. They gain access to one of three spell-like abilities usable 1/week (Feign Death, Spirit Form, Levitate Self) at the cost of needing to meditate for 2 consecutive hours each day, or be treated as if they were 1 level lower for all spellcasting abilities and options. Mystics tend to be pacifistic, so while they can learn Necromancy, Evocation and Conjuration spells, they cannot become Specialist Wizards in those schools.
- Patrician - A wizard who hails from a noble background, giving him pretty much the same advantages and hindrances as the other "noble-origin kits" mentioned here. Patricians cannot specialize as Necromancers, as such magic is seen as "uncouth" (read: disgusting).
- Peasant Wizard - Counterpart to the Patrician, a Peasant Wizard has the same advantages and hindrances as the Peasant Priest above.
- Savage Wizard - The witch doctor to the Savage Priest's medicine man, this is a wizard from a particularly feral and primitive tribal culture. They are barred from learning Enchantment or Abjuration magic, due to the relative subtlety and "civilized nature" of both schools. A Savage Wizard has one of the following special powers, each of which can be used once per week: can create an herbal talisman that grants Protection from Evil for a day, can create a voodoo doll to attack a foe with from afar, can seek an omen as to a planned event. On the downside, they suffer a reaction roll penalty against outsiders.
- Witch - The most extensive kit in the Complete Wizard's Handbook, this is practically an alternate class in disguise, reflecting a caster who draws their power from extraplanar forces and patrons. They get an increasing array of special abilities as they level (automatically knows detect magic and read magic, can Summon Familiar at 3rd level, can Brew Calmative at 5th level, can Brew Poison at 7th level, can Beguile a single victim at a time at 9th level, can Brew Flying Ointment at 11th level, and can place a Witch's Curse at 13th level). Downside? Any one (or more) of three ability penalties to reflect the meddling of the patrons at certain times, extremely negative reactions from the public, must have at least 13s in Int, Wis and Con, and gains no proficiency with any weapons whatsoever.
- Wu Jen - An Oriental flavored wizard. Although it lacks the elemental focus it'll get in later editions, it does get oriental weapon proficiencies and the ability to cast a maximised spell 1/day in exchange for an inability to be Lawful, requiring Int 13, and the need to obey one or more strange taboos or else lose all spellcasting power.
Necromancer
The Necromancer is such a strongly iconic form of wizardry that it got its own handbook for 2e, and with it came a selection of specialized necromancer kits.
- Archetypal Necromancer - This is your iconic evil necromancer, the degenerate wizard who masters the black arts for the sake of perversion and destruction. Naturally, it requires any Evil character alignment, it has a slightly elevated affinity for weapons, and it taps into the otherwise optional rules about Dark Blessings (unique special powers like mundane weapon immunity, regeneration, shadow form, etc) and Fell Prices (curses, deformities, madness and incurable diseases) from the same handbook, gaining 1d3 Dark Blessings and at least as many Fell Prices.
- Anatomist - This kind of necromancer dabbles in the dark arts more for the opportunities it offers for understanding how the human body works. An anatomist is more lethal in melee with cutting implements, gaining free Specialization (Dagger) and the ability to wield cutlasses and shortswords. They are much more effective at surgery, which translates to increased proficiency with the Healing skill, and can use the unique Autopsy skill to examine bodies for information. As a drawback, they have to do at least one dissection of a humanoid corpse a month or lose their special surgical skills until they catch up on their practice.
- Deathslayer - Believing heavily in the adage "know thy enemy", the deathslayer is a warrior-wizard who studies necromancy solely for increased aptitude in killing the undead. Consequently, they need Strength 13 in addition to Intelligence 9 and Wisdom 16 to qualify for the kit, and have special traits that make them much more powerful against a specific kind of "higher" undead (ghost, vampire, spectre, mummy, lich or banshee). The drawback is that their compulsion to kill the undead is so strong it functions as an irreversible geas effect.
- Philosopher - The philosopher doesn't give a damn about the moral implications of necromancy and other black arts; their all-consuming hunger is to learn, study and understand dark magic, making them a theoretician of the occult and skilled, if unnerving, sages in the fields of dark lore. Consequently, philosopher-necromancers have a minimum Int requirement of 14 instead of 9, and must be a neutral and non-good (so Neutral Evil or L/T/C Neutral) alignment. Their advanced knowledge makes them potentially capable of instantly knowing anything relating to the topics of necromancy, necromantic items and the netherworlds (lower planes), advanced proficiency at learning necromantic skills, and an increased likelihood of having psionic wild talents. The drawback? Increased likelihood of being insane and a high penalty to learning any non-necromancy spells.
- Undead Master - The other sort of archetypal necromancer, this is a black mage whose obsession is with mastery and control, driving them to enslave the dead, the damned and the living for the sake of their own glory and ego. Restricted to the Neutral and Evil alignments, Undead Masters have access to the Enchantment school of spells (normally forbidden to necromancers) and can command and bind undead, fiends and extraplanar creatures as if they were clerics. The downside is that they're much less adept at defending themselves (restricted to proficiency in only one wizard weapon) and their proficiency with Necromancy, Conjuration and Enchantment prevents them from using the Alteration, Illusion and Divination schools of spellcraft.