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A question on class kits

Posted: Tue Mar 13, 2018 10:08 am
by Bubbajoe
I'd like to be able to include class kits in my building (as I do enjoy building), but I'm a little fuzzy on how they work.

Do you gain all of the original class abilities not mentioned as being lost? For instance, the Hunter kit gains extra favored enemies, which implies that it also gets the usual favored enemy progression. Also, none of the paladin kits mention divine grace, so do they not get it?

It may seem an obvious question to answer, but it can make the difference between underpowered and overpowered.

Re: A question on class kits

Posted: Tue Mar 13, 2018 10:37 am
by chad878262
Bubbajoe wrote:Do you gain all of the original class abilities not mentioned as being lost? For instance, the Hunter kit gains extra favored enemies, which implies that it also gets the usual favored enemy progression. Also, none of the paladin kits mention divine grace, so do they not get it?
Correct (the first part). Only those abilities specifically called out are lost. So Hunter Ranger loses spell casting, for example. In your exampled regarding paladins, unless a kit specified divine grace was lost, they DO receive it.

I have tested the majority of the kits and all kits were tested by multiple QC members before release. While there are a few bugs with some of them, such as Monk of the Long Death, I would say they are well balanced.

Re: A question on class kits

Posted: Tue Mar 13, 2018 12:55 pm
by Bubbajoe
Thanks for your reply, Chad!

In light of this, the Hunter seems extremely versatile, losing only spellcasting.

Re: A question on class kits

Posted: Tue Mar 13, 2018 1:20 pm
by Sun Arrow
Is there a list of what kits are available some where? The only ones I see documentation on are the two paladin ones.

Re: A question on class kits

Posted: Tue Mar 13, 2018 1:25 pm
by chad878262
Well, note that the Ranger Spellbook is really good... Adding to AB, damage, free blindfight, Natural and Deflection AC and stat buffs. That said, the traps do give a nice benefit to pure rangers who maybe don't want to have 14 WIS and/or don't want to mess with spellcasting. It does make you more item dependent, but offers a different play style.

It's also a great option if a player wants to take fewer ranger levels, making spell casting dispellable and of less overall benefit. Hunter 21/Assassin 9 or H13/A9/AA8 are a couple of somewhat obvious examples, but there are many others as well.


As to list of kits, yeah we haven't done a good job updating the forums and Wiki doesn't really make it clear what is a kit vs. a proper class/PRC. To the best of my knowledge the kits we have are:

Ranger:
Hunter

Paladin:
Cavalier
Crusader
Divinate

Monk:
Monk of the Long Death

Pretty sure that's it, right now.

Re: A question on class kits

Posted: Tue Mar 13, 2018 4:11 pm
by Sun Wukong
Strength based Ranger 11/Assassin 9/Wilderness Stalker 10? Brutal throw for throwing weapons? It uses Greater Two-Weapon Fighting with Northlander Hewing?

Re: A question on class kits

Posted: Tue Mar 13, 2018 5:32 pm
by Bubbajoe
Sun Wukong wrote:Strength based Ranger 11/Assassin 9/Wilderness Stalker 10? Brutal throw for throwing weapons? It uses Greater Two-Weapon Fighting with Northlander Hewing?
Exactly. You don't really need to choose ranged or melee. You can have both.

Re: A question on class kits

Posted: Thu Mar 15, 2018 8:14 pm
by Khazrak
Also consider that rangers get shield proficiency. You can always go down a ranged path with sword+board for melee.

Re: A question on class kits

Posted: Mon Mar 19, 2018 4:55 pm
by Bubbajoe
Khazrak wrote:Also consider that rangers get shield proficiency. You can always go down a ranged path with sword+board for melee.
Shields also have the benefit of helping in a brutal thrower build. Might end up kinda feat intensive, but you could pick up some shield feats to allow bashing in melee, plus brutal throw. Just pump that STR!