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Barber[]

The roguish barber is a tradition in the Land of Fate. One or more of them may be found in any bazaar, flashing their blades as well as their wit. Boldly they hawk their abilities and prowess—often while performing said tasks on their customers.

The historical barbers after which this kit is modeled performed more than just haircutting and grooming. They also served as doctors and surgeons of modest skill. Their talent with blades accounted in part for this medical bent. Equally important, barbers were well versed in the folk treatments and herbal medicines of the time. They learned of such things through long experience as well as by talking with customers.

Members of this kit are founts of information (especially NPC barbers). Like their predecessors, they gather much of their knowledge while practicing their trade at the bazaar. Often barbers can advise one on the best course of action; certainly they are eager to do so. Just as often, they may recommend a course of action that would prove disastrous if followed. Barbers are nearly always entertaining, but rarely are they all-knowing.

Requirements: Barbers may be of either gender and any race. Some localities restrict female barbers to attending women, and male barbers to attending men—particularly in areas where the clergy of the Faith Moralistic is powerful. (See "Priest Kits".)

Both thieves and bards may be barbers. "Barbering bards" are limited to spells from the universal province; they may not learn or use elemental magic. (See Appendix A for a breakdown of spells.)

Role: Barbers are cunning, streetwise showmen, gifted with quick wit and a glib tongue. It is said they'll try to talk you out of more than just your gold; they'll also try for the pouch that holds it, the belt from which the pouch hangs, and the pants that are held up by the belt.

In folk tales, barbers are often portrayed as mad or insane, threatening their customers with their tools—or, worse yet, driving customers to distraction with long, unproductive, meaningless stories, each of which digresses into another tale, and then another and another, thereby trapping the unfortunate customer, who becomes desperate for escape. Not all barbers of Zakhara are mad, of course. But their reputation as being even a bit crazed helps ensure that their customers hold still for their ministrations. (Hence, a little deliberate flamboyance never hurts.) Furthermore, a touch of insanity suggests that barbers know of what they speak when describing genies, their fabulous riches, and other wonders—phenomenon that could certainly leave a person addled.

Barbers are most common in cities, where they are tolerated for their ability as well as their knowledge of rumors, gossip, and potentially valuable information. Those who stay long in one place are not held in great regard by the city's denizens. Mere barbers have been known to parlay their common sense and advice into positions at the right hand of a local sultan, emir, or caliph. On the other hand, less astute and less fortunate barbers have managed to make a muddle of their learning, and in doing so may barely escape town with their skins. (Of course, a few bunglers may escape with someone else's skin, too.)

In game play, barbers provide a way of introducing new information to the PCs, much as the standard tavern in other lands provides a starting point for adventures. Legends, rumors, tales of great riches—all reach the ears of barbers, who in turn relate these tidbits to the deserving and the worthy.

Weapon Proficiencies: One of the barber's initial weapon proficiencies is the razor (see "New Weapons" in Chapter 6).

Nonweapon Proficiencies:

  • Bonus Proficiencies: Healing, herbalism; for bards also modern language and reading/writing. Recommended, General: Debate, haggling, heraldry, languages (modern), singing.
  • Recommended, Warrior: Any.
  • Recommended, Priest: Spellcraft and genie lore for bards.
  • Recommended, Wizard: Languages (ancient), herbalism; for bards also spellcraft, genie lore.
  • Recommended, Rogue: Ancient history, appraising, disguise, gaming, grooming, local history, ventriloquism.
  • Forbidden: Etiquette. The barbers of Arabian legend are noted for their tactlessness and lack of propriety. PC barbers may acquire this proficiency at a later date through experience, however.

Equipment: Barbers have no limitations beyond the normal restrictions for their class (thief or bard). They should, however, always purchase a barbering kit initially or at least a straight razor. Each barber also needs a blanket or carpet upon which to set up shop.

Special Benefits: All barbers—whether they belong to the thief or bard class have a bard's ability to discern the general use and purpose of a magical item. For those in the bard class, this chance is 5 percent per experience level; for thieves, it's 3 percent per level. Limitations are as noted under "Bards learn a little bit of everything" in Chapter 3 of the Player's Handbook. Barbers who are thieves gain no other bard abilities.

Special Hindrances: It takes time to gain the medicinal background required for barbering. As a result, barbers have less time to perfect their initial thieving abilities. Instead of 60 discretionary percentage points assigned to 1st-level thieving abilities, only 40 percentage points are available to thieves using this kit, and only 10 points to bards who are barbers. All other limitations apply, and additional percentage points are gained as usual for advancement in level by the thief or bard.

Thief Abilities: For barbers of the thief class, thieving skills undergo the adjustments shown below. Bards do not gain these bonuses or suffer these penalties even if they have the skills in question. Pick Pockets: +5 percent

  • Open Locks: No modification
  • Find/Remove Traps: +5 percent
  • Move Silently: -5 percent
  • Hide in Shadows: -5 percent
  • Detect Noise: No modification
  • Climb Walls: -5 percent
  • Read Languages: +5 percent

Wealth Options: All barbers begin play with 2d6 x 10 gp. If any gold remains after they've purchased equipment, they're free to lend it to other characters, charging whatever interest the market will bear. Races: Members of any race may be barbers. However, barbers of demihuman races often specialize in treatments favored by others of the same race. For example, barbering elves do well with perfumes, dwarves excel at beard braiding, gnomes at razor-cuts, and halflings at pedicures and relaxing footbaths. (Many halfling customers also enjoy a henna treatment on their feet. Shaves and braiding of foot- hair are popular, too.) A demihuman barber tending a member of the same race gains a +2 bonus to the grooming proficiency.

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