Well, the Archer, Gnome/Marksman, Priest of Mielikki, Red Wizard of Thay, Fire Knife and Barbarian tribe of the Elk kits are done, scripts, special abilities and all (The scripts add your special kit abilites, and are run by a guild repersenative when you join the guild.)
The BeastMaster, Paladin kits, Battlerager, and others still need scripts, but I have most of their special kit abilities done.
The Hunter, and Cleric of Tempus I havent started yet...As 2 when they will all be done, well hopefully not 2 much longer. The hard part for me isnt doing the kits, its finding the time to do them between my 2 jobs, and testing the kits in game to see how balanced they are. No doubt you will be able to find them in my groups (link in sig) files in my folder, when I am finished, however I will also post a topic here, and update this thread.
Heres what I got for Cleric of Tempus, (sound ok?):
Evil or Neutral aligned only. Specialization allowed in maces, flails, and warhammer.
-1 priest spell memorization slot for every level.
Innate Ability: Fury of Tempus, usable once per day for every four levels, similiar to a barbarians Rage ability , only str, con and dex is raised by 1 point for every six levels, instead of a fixed 4, for 1 turn. After the 60 seconds is up (turn), the cleric is slowed for 2 rounds, as he regains his breath from the exertion of using that draining ability...
Globe of Faith: Innate Ability lasts 1/Round every 3 levels, up to a maximum duration of 4 rounds, at level 12.: While active, absorbs 50% of all physical damage.
Any more Ideas?
Wizards Of Eregion Expansion Team Presents:
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]