Chapter 3: Kits |
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Kits |
Proficiencies |
Kit Descriptions |
Warrior Kits |
Askar · Corsair · Desert rider · Faris · Mamluk · Mercenary barbarian · Outland Warrior |
Wizard Kits |
Sorcerer · Elemental mage · Sha'ir · Ajami |
Rogue Kits |
Sa'luk · Barber · Beggar-thief · Holy slayer · Matrud · Merchant-rogue · Rawun |
Priest Kits |
Pragmatist · Ethoist · Moralist · Hakima · Kahin · Mystic · Outland priest |
Elemental Mage[]
Elemental mages specialize in one of the four elemental provinces: sand, sea, flame, or wind. They gain great power and control within that province, but lose their ability to cast spells from any of the remaining three. (See Appendix A.)
Requirements: None. Either gender, all races, and all alignments are eligible. However, elemental mages specializing in flame tend to be evil NPCs.
Elementalists from the Tome of Magic may not take this kit. If the DM allows them in the campaign, they become ajamis (alien wizards).
Role: Elemental wizards are rare in the Land of Fate, and a great deal of mystery and suspicion accompanies them. Upon encountering spellcasters, most folk assume them to be standard sorcerers, or perhaps even the more unpredictable sha'irs. Once a caster is known to be one of the purely elemental wizards, distrust and suspicion grow.
Natives assume that all elemental mages are gathered in brotherhoods committed to a given province—and not necessarily for the betterment of those around them. The reason behind these impressions is the Brotherhood of the True Flame. The "Brotherhood" is an organization of flame wizards who make no bones about their aims. They believe that the only true magery is that of fire. Further, they believe that all wizards who are not elemental mages in flame must convert—that is, come under their control—or die. The Brotherhood maintains chapters and related bodies in all major cities of the land. The organization also maintains close ties with several holy slayer (assassin) organizations. Despite common beliefs to the contrary, mages devoted to sand, wind, or sea do not have this level of organization, nor do they have similar aims. But the known existence of the Brotherhood brings suspicion on all elemental mages.
No PC specializing in flame may begin the campaign as a member of the Brotherhood. The organization accepts only evil members, and it carefully observes all those who are not members. Should a PC perform "well" (slaying mages who are not flame wizards and acting in a generally evil manner, for example), he or she may be invited to participate in the Brotherhood's initiation rites. Should a PC behave in a good manner, aiding non- Brotherhood members or associating with the like, the Brotherhood may label the PC as an enemy, and target the rogue flame mage for eventual termination. The same may occur if someone simply refuses an invitation to undergo the initiation rites.
Weapon Proficiencies: Elemental mages are limited much like standard sorcerers—they must choose from among the dagger, staff, knife, jambiya, dart, and sling.
Nonweapon Proficiencies:
- Bonus Proficiencies: Fire-building (flame),
weather sense (wind), swimming (sea), or desert survival (sand). The mage's bonus proficiency matches his or her specialty.
- Recommended, General: Spellcraft.
- Recommended, Warrior: Endurance.
- Recommended, Priest: Local history.
- Recommended, Wizard: Languages (ancient), reading/writing, religion.
- Recommended, Rogue: Disguise, local history.
- Forbidden: Flame wizards cannot take swimming and seamanship. Other elemental mages have no forbidden proficiencies.
Equipment: The elemental mage may purchase and use the weaponry listed under "Weapon Proficiencies" above. The elemental mage does not wear armor of any type, but may have his or her Armor Class increased by magical means.
Special Benefits: An elemental mage chooses to specialize in one elemental province: sand, wind, sea, or flame. The mage can use spells in this province, as well as those in the universal category. An elemental mage gains a 40 percent bonus to his or her chance to learn spells within the chosen province. Spells designated "universal" are learned normally.
An elemental mage also has additional control over and resistance to his or her chosen element. This consists of a +2 bonus to all saving throws against attacks using that element, and +2 to all proficiency and ability checks involving that element. The mage also gains +1 to each damage die inflicted with an attack using that element (magical or otherwise). In addition, if the mage suffers an attack using the specialty element, a -2 penalty is applied to each damage die (with a minimum of no damage inflicted). For example, a flame mage would gain a +1 to each die of a fireball he or she casts, while a sea mage would gain a +2 on a swimming proficiency, and a wind mage a -2 to each die of damage inflicted by a djinni's whirlwind attack.
Special Hindrances: Except for universal spells, elemental mages can never gain magics outside their chosen province. Nor can elemental mages use magical items that duplicate the effects of such forbidden spells. Sea mages, for example, cannot learn the fireball spell, nor can they wield a wand of fire because it holds a related spell.
Wealth Options: The elemental mage begins play with (1d4 + 1) x 10 gp.
Races: Members of any race may be elemental mages, save those forbidden to have wizards. Level restrictions for a given race apply as usual.
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