Advanced Dungeons & Dragons 2nd Edition Wiki
Advertisement

This chapter describes the humanoid kits for every class. The use of these kits, while optional, is recommended. Table 8: Character Kit Summary provides a quick reference list of which humanoids and classes are eligible for which kits.

All of the kits in this book are designed for humanoids. Because each humanoid race is so different, the kits are defined in broad terms. When matching a humanoid to a kit, be sure to add the details from the humanoid's entry (in Chapter Two) to the kit information when setting up your character sheet.

Dungeon Masters may allow their players to use kits from the PHBR rules supplements with their humanoid characters. While this is not recommended when first introducing humanoid PCs into a campaign, it certainly can be explored at a later date. When starting out, the special kits in this chapter are the best way to create humanoid player characters.

Proficiencies[]

Kits use the proficiency rules outlined in Chapter 5 of the Player's Handbook. If you are using kits, then these rules are not optional. Be sure to review them before selecting a humanoid kit. Unless otherwise noted, all humanoids will receive the number of proficiency slots given to their class according to Table 34 in the Player's Handbook.

Kit Descriptions[]

Each kit begins with a brief overview. This gives a quick sketch of the type of character it can be used to create. Other sections within each kit include the following:

Requirements: This section lists which humanoids are definitely eligible for the kit and which ones are not. If a particular race is not mentioned, it should only be selected after consultation with the Dungeon Master. This section also notes whether or not both males and females can use the kit, and lists any alignment requirements that might exist.

Role: This section provides more details on a character's place in both human and humanoid society. It describes how most of the typical members of the kit will act. Player characters are not required to follow this information to the letter.

Weapon Proficiencies: Some kits indicate that specific weapon proficiencies must be taken when the character is created. These cost the usual number of proficiency slots as outlined in the Player's Handbook. Otherwise, use the standard class guidelines.

Nonweapon Proficiencies: Some kits also require certain nonweapon proficiencies. There are several types of proficiencies that a kit might have. First are bonus proficiencies. These are free proficiencies requiring no proficiency slots. Second are required proficiencies. These must be taken and require proficiency slots. Third are recommended proficiencies. These are optional and cost the usual number of slots. Recommended proficiencies are organized by group — general, warrior, priest, wizard, and rogue. When a player selects a proficiency from the groups listed for the character's class, it costs the usual number of slots. Selecting a proficiency from any other category costs one additional slot unless a specific kit states otherwise. Table 38 from the chapter of the Player's Handbook on proficiencies has been reprinted here for convenience.

Note: There are new humanoid proficiencies for each group, as well as some important restrictions concerning proficiencies from the Player's Handbook and the PHBR series (see Chapter Four for more information).

Finally, an entry might include forbidden proficiencies. These cannot be chosen by a character who adopts the kit. Later, if there are campaign reasons why a character might acquire a forbidden proficiency, the DM may choose whether or not to allow it.

Equipment: Restrictions on a kit's use of weapons and armor are listed here. This limits the character to the weapons and armor typically used by other characters employing the same kit.

Special Benefits: Almost every kit includes a special advantage that sets its members apart from members of other kits. These could be combat benefits, reaction adjustments, or learning advantages. Many involve a bonus to encounter reactions (see Table 59 in the Dungeon Master™ Guide, Chapter 11).

Important Note: All bonuses are expressed as positive numbers, and penalties as negative numbers. Thus, if a low number is good for the character, a bonus is actually subtracted from the die roll and a penalty is added. Some benefits include individual class awards (see Chapter 8 in the DMG).

Magical Abilities: This section applies only to priests. It lists spheres of access, special benefits for spell use, and forbidden spells. The ability (or inability) to turn or command undead is also noted here.

Special Hindrances: Like benefits, these are usually unique to each character kit. They often force or prohibit certain actions.

Wealth Options: A character's starting funds are explained here. Note that in general humanoid characters start with considerably less funds than their human and demihuman counterparts.

Table 3: Nonweapon Proficiency Group Crossovers

Character Class Proficiency Groups
Fighter Warrior, General
Paladin Warrior, Priest, General
Ranger Warrior, Wizard, General
Cleric Priest, General
Druid Priest, Warrior, General
Mage Wizard, General
Illusionist Wizard, General
Thief Rogue, General
Bard Rogue, Warrior, Wizard, General
Advertisement