Misc.Items,Item Packs,Mini Mods


Apprentice - Shin The Staff of Maggots,Hammer of Glory,The bow of devastation
Arcane Fist - Gyzer Arcane Fist: The Arcane Fists are an ancient order of wizards in Faerun, and are seldom ever seen. They are not quite the masters of unarmed combat, and neither are they the masters of the arcane arts, but they become a fearsome foe with the combination of both. They are taught at an early age the skills required for unarmed combat and also learn to wield mystical powers. They usually are loners, only assembling in groups with their own kind, or in times of great danger, they will group up with "out siders". There are three sects of The Arcane Fist: The Order of Light, Bakur's Brotherhood, and Death's Law. Advantages:Damage per level:1-3 1D5 4-6 1D6 7-9 1D7 (Considered +1 to hit) 10-12 1D9 (Considered +2 to hit) 13-15 1D10 (Considered +2 to hit) 16+ 1D12 (Considered +3 to hit) Armor Class Advancement Decrease 1AC per every 3 levels up to level 21 Save Vs. Spells +1 THAC0 per level 1-3 20 4-7 18 8-11 16 12-15 14 16-19 12 20+ 8 Movement +2 at level 1 and +1 every 7 levels 2 Attacks per round at level 12 3 Attacks per round at level 20 Stunning Blow Gain at level 5, and +1 a day every 5 levels Immunity to Disease, Slow, and Haste Gain at level 10 Immunity to Charm Gain at level 15 Quivering Palm Gain at level 21 Disadvantages: Cannot wear armor, except robes Can not use shields Cannot use weapons Only can gain spells up to a maximum of spell level 6 Human kit only Can only be of lawful alignments
Crusader Paladin Kit - Hansoo Paladin Kit

ATTN:PLEASE READ THE README THAT IS WITH THIS KIT
Dragon Dancer - david At level 8 he gains his first power and every few levels he gains another.At High Level he Gains the power to shapeshift into a dragon,type depends on alignment

Webmasters Note:One of if not perhaps my favorite kits!Fun to play
Elementalist - Daemon a druid kit that can summon elementals an gain elemental resistances a bit overpowerd but still ok
Gallant - Spanta This is a bard kit that, as the name suggests, follows a more chivalrous path than most, valuing innocence and pure love above all. GALLANT: There is no character as pure and romantic as the Gallant. He travels the lands on the wings of romance and true love, stealing the hearts of the young and lightening the spirits of the elderly. A Gallant seems to be blessed with a grace and charm not given to others of his race. Gallants are often mistaken for paladins or cavaliers. They dress and act much like heroic warriors. But they are not driven by blood lust or the desire to slay monsters for the sake of destroying evil. Gallants are romantics at heart. They defend beauty, innocence, and love. Advantages:A gallant can have a maximum Charisma of 19 The gallant can use poetic charm once a day (A small number of humanoids around the gallant must save vs petrification or be charmed. As the gallant gains levels both the odds of charming and the number of affected is improved to a maximum of 5 people charmed at level 13 and a maximum of -3 penalty to saves at level 19) Improved saves vs death by a factor of 3 Can acheive mastery with spears or halberds, and can put two ponts in 2-handed style Gains an additional hitpoint per level up to level 20 Disadvantages:A gallant can have a maximum Wisdom of 12 Cannot pick pockets Cannot be of neutral evil alignment The gallant's song does not improve
Juggernaut v3.0 - notrix Fighter Kit JUGGERNAUT: The Juggernaut is the ultimate fighting machine. Generally far above a normal fighter in terms of strength and stamina, as well as weapon skill, he has had to sacrifice speed and nimbleness to achieve his great mass of muscle. He is however very focused and rugged, able to ignore a significant percentage of all pain resulting from cuts, burns or frost. A Juggernaut also has several innate abilities that he uses to aid him in combat. Advantages:Can put 6*s into melee weapons (+2 damage and -2 speed factor compared to Grand Mastery) and 3*s into 2-weapon style. +1 to maximum possible strength.25% fire, cold and slashing resistance.25% bonus to maximum hit points compared to a normal fighter.+1 bonus to save vs. death. Can cast "Battle Charge" once per day for every 3 levels, 3rd level onwards.Can cast "Repulse" once per day for every 4 levels, 3rd level onwards.Can cast "Iron Skins" once per day for every 4 levels, 10th level onwards. Can use special "Steel Knuckle" weapon which can render enemies unconscious, 8th level onwards. Disadvantages:Human only. -4 to Dexterity at all times (sorry, Gloves of Dex only raise it to 14). +2 Armour Class vs. missile weapons.Cannot have proficieny in ranged weapons, axes, or daggers (can still use them though). -1 penalty to save vs. spells.Cannot be of any lawful alignment. Battle Charge: The Juggernaut concentrates his energy into one giant 30 second burst. During this time he is affected by improved haste and all his attacks do maximum damage. Repulse: All enemies (and friends!) within 5 feet of the caster are pushed away and receive 1d10 damage. Iron Skins: As druid spell but is an innate ability.
Lich v3.0 - Python This is an updated version of the original release of the lich kits mod, it does NOT however require the original version because it contains all the neccesary files already.

Webmasters Note:Another Fun kit to play another favorite and well done
Shadow Soldier - Gandorf Mightysword Thief Kit The N'Vaelahr or Shadow Soldiers are a loosley based organization with each agent given an ample amount of autonomy concerning a mission, the Shadow Solodiers roughly resembled the Harpers of Twilight. They were trained in stealth and subtlety as well as learning magic. Upon reaching 10th level, each Shadow Soldier receives a kiira N'Vaelahr or shadow lore gem that embeds itself in the wearer's skin. These are the badges of honor for the covert agents of the N'Vaelahr. These magically created gems were all formed from beljurils and emeralds, and when enchanted, they fused to form one glowing green gem. Advantages:20% bonus to Stealth and Hide In Shadows at character creation.+1 to dexterity.At level 9 that character can cast the following spells once per day: Shadow Door Shadow Blade Shadow Bolt Shadow Armor Can put 2 points in Cross Bow, Long Bow, Short Bow, Long Sword and Katana. Can put 3 points in 2 Weapon Style. Disadvantages:Can only be Elves.Must be of Chaotic Allignment.-1 to constitution at character creation. Cannot be Duel Classed. Shadow Blade:This spell creates a +3 sword that last for 3 rounds plus 1 round per level of the caster. The sword has a 75% chance to drain the target of 2 levels. Shadow Bolt:Works the same wasy as Magic Missle but also can blind the target. Shadow Armor:The same as Armour of Faith for preists, except instead of 5% per 5 levels you recieve a 10% increase per 5 levels for reduced damage.
Priest of Tempus - Daemon upgraded version of his first tempus cleric kit.3 good reasons to download 1.He can use axes 2.Can put 2 dots in warhammer 3.Best fighting cleric there is. Requires teambg kit editor to import
The Wind Walker -Matt Anderson Wind Walker: These rangers spend much of their time atop high towers or lofty mountain peaks having solitary conversations with the wind. They come to love the wind surrounding it and gradually learn to guide it, allowing them to levitate to a small degree and attune their movements to its delicate flowing motions. Usually these druids will unwittingly attract a wandering air elemental during their young lives, who, touched by their devotion, will teach them to call others of their kind for guidance. Although Wind Walkers range from light-hearted and carefree to cold and calculating, they generally strive for the betterment of the world. This whispy lifestyle eventually takes it's toll however, and the ranger's physique suffers heavily. Wind Walkers only wear very light clothes, if any, and are nearly phobic about the pressing weight and constriction of most conventional armor. Advantages:Can summon Air Elementals at 9, 12, and 15 Starts with +2 movement and gains +2 at 10, 15, and 20 Can have 3 stars in Dagger, Spear, and Sling +5 dexterity Disadvantages:-3 strength -5 constitution Cannot wear any armor Can only become proficient in Daggers, Spears, or Slings ToB Abilities:Evasion Greater Evasion (requires Evasion)Storm of Vengeance Summon Gust Summon Gale (requires Summon Gust) Whirlwind Greater Whirlwind (requires Whirlwind)Storm Shield Resist Magic Warcry
Wushi Ninja - Unknown Wushi Ninja: The Wushi Ninja are an evolved version of the regular ninjas. This happend along time ago, when ninjas were greatly exposed to magic. After time they began to gain the ability to cast spells. Like regular ninjas they have the ability to specialize in all weapons that a regular theif can use. They also are stronger than a regular theif, but cannot be as charming. The first Wushi Ninja was Nagura Firo Advantages Get less THAC0 earlier then thieves , but balance out to the same as a regular thief. Specialization of all theif weapons, including katanas.Gain spell-like innate abilities at level 3 +1 to strength +1 to Intelligence Disadvantages:-2 to Charisma Can only wear leather or studed leather Can only be Human


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