War Wizard (Warrior/ Wizard Kit) Description: War Wizards are a product of societies where warfare and magic are commonplace. They receive training in magic and weapon use, plus schooling in the strategy, tactics and history of warfare. They're more commonly seen commanding the troops than down in combat itself, but if that situation occurs, they are more than able. Preferred/ Barred Schools: Other than the schools the War Wizard are not allowed to use spells from (see special hindrances), they are required to be multi-functional, and so are not allowed to be a specialist wizard. Attribute Requirements: War Wizards are required to have an Intelligence and Charisma of 15, in addition to the standard race and fighter requirements. Weapon Proficiencies: Unlike most multi-classed warriors, War Wizards can specialize, but only receive two weapon slots at first level. Their specialization grants a +1 to hit and damage, instead of +1/+2. Non-Weapon Proficiencies: Bonus: Strategy/ Tactics Required: Riding, Spellcraft, Read/Write/ History (warfare). Wealth: War Wizards receive 3d6x10 in gp, and can spend it as they wish. Special Benefits: War Wizards can wear leather, padded, studded leather, or elven chain and still cast spells, regardless of race. Special Hindrances: War Wizards can only cast spells from the following Schools: Minor Divination, Alteration, Invocation/ Evocation, Illusion/ Phantasm, Abjuration, Conjuration/ Summoning. Holy Slayer (Cleric/ Thief Kit) Description: The churches of the lands often have their hands in many affairs. In many churches, there exists a group whose job it is to make sure these interests are protected. They operate in secret, unkown to many others in the church. In some cases, this group has no formal connections with the church, other than that they worship the same god. Only the highest in the church hierarchy even know these groups, dubbed Holy Slayers, even exist. If the church's interests are threatened, the Patriarchs may call on the Holy Slayer, who will take care of the problem, cleanly and quietly. Any one in the way are removed, often permanantly. In some, they are completely seperate, and the church Patriarchs may not even know they exist. Attributes: To qualify as a Holy Slayer, a character must have a Dexterity of 14, and a Wisdom of 10. Weapon Proficiencies: Holy Slayers can use any weapon a cleric can use, plus a symbolic weapon, which varies with the induvidual god. Non-Weapon Proficiencies: Bonus: Streetwise Required: Religion, Read/Write, Acrobatics Wealth: Holy Slayers recieve a suit of leather, their symbolic weapon, and 2d4x10 in gold. Special Benefits: Holy Slayers receive a +1 to hit and damage when using their symbolic weapon. This rises to +2 at eigth level. Armour: Although they have no penalty on armour, their thief abilities will suffer if they wear anything other than leather. Spells: Holy Slayers cast spells as a cleric of their level. Special Hindrances: The primary hindrance to a Holy Slayer is the required dedication to his god. A Holy Slayer must respond whenever he is called upon to protect the church or the god's interest. This is determined by the DM.