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 |
Each of the kits in this chapter begins with 2 overview, explaining how the kit fits into Zakhara and how it relates to Arabian history or legend. Other sections for each kit include the following:
Requirements: Who's eligible for the kit and who's not. (For example, the hakima, or wise woman, must be female.) When both males and females are allowed, an optional feminine title may appear along with the unisex name. For example, a faris is a male or female holy warrior. (For ease of use, we've applied the Arabic masculine form to both genders.) However, some female characters prefer the traditional title farisa (as do some players who wish to add more flavor to their games).
Role: This section elaborates on the character's place within society. It explains how most members of the kit behave, but player characters, of course, may choose their own paths.
Weapon Proficiencies: Many kits require specific weapon proficiencies. Such proficiencies are taken when the character is created, at the usual expense in proficiency slots.
Nonweapon Proficiencies: Some kits also require particular nonweapon proficiencies. These mandatory proficiencies cost nothing in terms of proficiency slots; they're bonus proficiencies.
Other proficiencies are recommended. These strengthen a particular kit, but they're optional, and cost the usual number of proficiency slots.
Recommended proficiencies are organized by group—general, warrior, priest, wizard, and rogue. Note that some groups are more costly than others for a given class. Consult the table below. When a player takes a proficiency from the groups listed for his or her character's class, it costs the usual number of slots. When a player selects a proficiency from any other category, it costs one additional slot beyond the norm (unless the rules for a particular kit state otherwise). This table is reprinted from Chapter 5 in the Player's Handbook for convenient reference.
Character Class | Proficiency Groups |
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Fighter | Warrior, General |
Paladin | Warrior, Priest, General |
Ranger | Warrior, Wizard, General |
Cleric | Priest, General |
Druid | Priest, Warrior, General |
Mage | Wizard, General |
Illusionist | Wizard, General |
Thief | Bard |
Rogue, General | Rogue, Warrior, Wizard, General |
Finally, each entry includes forbidden proficiencies, which may not be chosen by members of the kit initially. For example, a desert rider is not allowed to take the swimming proficiency at the onset. (Waves of sand are more familiar than ocean swells.) However, if the player can later show a reason for acquiring the proficiency—in this case, perhaps a long sea voyage—then the DM may allow it.
Equipment: If a kit is limited to certain types of weapons or armor, the restrictions are listed here. Weapon proficiencies may dictate some choices, as noted above. (From the character's viewpoint, "restriction" is a bit harsh; these limitations reflect the weaponry and armor that members of a given kit tend to prefer.)
Special Benefits: Nearly all kits include some sort of special advantage—some unique benefit in combat, conversation, or simply for life in general. Many of these benefits involve a bonus to encounter reactions, which are determined on Table 59 in Chapter 11 of the Dungeon Master's Guide. Bonuses are expressed as positive numbers. By definition, however, a bonus is in the character's favor—and in this case it's usually subtracted from the die roll. In addition, "special benefits" sometimes include individual class awards, for the benefit of DMs who use that optional rule (see Chapter 8 in the DMG).
Magical Abilities: This section applies only to priests. It describes spheres of access, any special benefits for spell use, as well as forbidden spells. The ability (or inability) to turn or command undead is also noted here.
Special Hindrances: Like special benefits, these are usually unique to each character kit. Hindrances often force or prohibit certain actions.
Wealth Options: Starting funds are detailed here, since members of some kits begin the campaign with more (or less) gold than others of their class. Some kits also have spending requirements, which are noted here. (For priests, this includes tithing.)
Races: If a certain race is prohibited from taking a kit, or tends to avoid it, that's noted here. Most kits, however, are available to all PC races in the Land of Fate. Zakharans are more tolerant of racial differences than many foreigners. As a result, elves, dwarves, halflings, and gnomes are all part of the mosaic of Zakharan culture; they are not segregated as they are in other lands. (The rules from Chapter 2 of the Player's Handbook still apply, however, so a given race may be prevented from belonging to some character classes.)
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