[P5] Kits


You get 1 kit per 2nd edition class. You may purchase extra kits at 4 nonweapon proficiencies each, if you have fewer kits than your highest level number. You may have the same kit more than once, but the stat requirement increases.
Req: Requisites. S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). These have a requirement of 9, unless two of the same letter appears, then it's 18. If you have the same kit twice, the requirements double. If you have the same kit three times, they triple, etc.
Bonus Prof: All kits give one bonus proficiency, listed here. Some give more, these are listed under the "Effect" entry.
Kits Removed from this List: Adventurer (XP), Animal Master (Familiar), Barbarian (Exc stats), Champion (Wpn spec), Duplicator, Martial Arts, Myrmidon (Wpn spec), Rider (Familiar), Runner (+1V), The Trick, Weapon Master (+ to #Att)

Name Req Effect Bonus Prof Source
Academician IW +3 NPC reactions; +level Int checks; +level Wis checks; -1 TH penalty Spellcraft PHBR4
Acrobat DS +2 AC; 3 Tumbling slots, 3 Tightrope Walking slots, 3 Jumping slots Juggling S&P2
Amazon S +2 TH in first round; +2 dmg in first round Riding S&P2
Artificier DIS X^3 / (your level) days: Build a Tech Level X item Engineering PHBR17
Assassin IW Detect Poison 5*level% cont.; Backstab x2; 1 Healing slot; 1 Herbalism slot Poison Use S&P2
Beggar C +1 nonweapon prof.; Pick Pockets 10*level%; -4 NPC reactions Disguise S&P2
Bladesinger SKDI +1/+1 TH/dmg with one weapon type; -1 TH all other weapons; +lvl/2+1 AC Dancing PHBR8
Cavalier C +2 mental saves; +1 weapon prof. Heraldry S&P2
Diplomat IWC +2 NPC reactions; x2 starting money; Charm/Influence Reaction 5*level% Debating S&P2
Explorer WI 2 Survival slots; Deeppockets cont. DirectionSense S&P2
Feat (none) Gain a feat from 3rd edition, even if your class isn't 3rd edition (none) DM
Geomancer IC Legend Lore (other crystal spheres) 10*level%, (alternate primes) 5*level% Planetology CGR1
Gladiator SK +1 TH; Considered 1/3 of a size class larger for weapons (e.g. M -> M/L) Blind Fighting S&P2
Golemmaster IW 1M,1V: Turn Golem; +4/+4 TH/dmg vs. Golems; Level 12: Manual/Golems Stonemasonry PHBR16
Guardian WC +1 TH/dmg/saves and opponents -2 saves in a specified 1 sq. mile area Local History PHBR11
Healer W 1P: Cure Tiny Wounds (1 hp); +1 hp per die with Cure spells; -1 wpn prof. Healing PHBR9
Hedge Wizard I 1 hour of F actions: Neutralize Poison; 1/d, Level 7: Brew random potion Brewing PHBR10
Jester IC +1 Chr; 1 Juggling slot; 1 Comedy slot; 1 Acting slot Singing S&P2
Loremaster IW Legend Lore 5*level%; Operate Item 5*level%; Persuasion 5*level% Ancient History PHBR7
Mariner I x2 TH with nets; 1F: Friends (aquatic only) WeatherSense S&P2
Merchant IC +1 NPC reactions; 3 Appraisal slots; +10% gp when selling items Appraisal S&P2
Mystic W XM: +2 to any one subability score for X/2 rounds; 1 Meditation slot Astrology S&P2
Noble C +2 NPC reactions; 1F: Bluff (save); 1 Language slot Etiquette S&P2
Outlaw SK You have a hidden location secret to everyone else Set Snares S&P2
Pacifist Priest W +2 Chr; halve your number of weapon proficiencies (round loss up) Meditation PHBR3
Peasant Hero W Give and receive shelter (see Knight class); 0, 1/d: +/-(5+level)% to 1 roll Agriculture S&P2
Pirate KD +1 TH at sea; -2 NPC reactions; 1 weapon slot with ship-based weapon Navigation S&P2
Psiologist IWK +2*level PSPs in Psi2; +1 prof. slot in a Psi2 power per 2 levels; -1 TH Harness Subc. WatW2
Pugilist SD +4 TH unarmed; Can parry unarmed as if had a weapon NaturalFighting S&P2
Resist-Evader DW Opponents get -(your level)*2-10% blahR and -4 saves vs. your effects MR Evasion DM
Savage K +3 nonweapon proficiencies; -2 NPC reactions Hunting S&P2
Scholar I +1 Int checks; +1 Wis checks; +4 Knowledge proficiencies History S&P2
Scout W +1 all nonweapon checks when outdoors; Move Silently 10*level% Tracking S&P2
Sharpshooter D +1/+1 TH/dmg with missiles; x1.5 wpn slots, extra only for missile weapons Bowyer/Fletch. S&P2
Smuggler W 3 Appraisal slots; 1F: Make small object invisible; 1F: Locate Object 30' Forgery S&P2
Soldier K +1 nonweapon proficiency; 1/w: Gain a level^2 gp weapon Weaponsmith S&P2
Spy IC +2 NPC reactions; 1 Disguise slot; Spying 10*level% Trailing S&P2
Swashbuckler DI +2 AC; +2 NPC reactions; Ambidextrous Tumbling S&P2
Thug S +1 dmg; 0, -level TH this segment: +level dmg this segment Gaming S&P2
Troubleshooter IW 1F: Find a flaw in a house's / person's / security system's defenses Observation PHBR2