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 |
Matrud[]
Matruds (mah-TROODS) are desert thieves, outcast from their tribes, shunned by former comrades and family, surviving at the margins of their former society. The cause of their rejection may or may not have been just, but in any case matruds have lost both their possessions and their former position. As a result, they live for survival and for revenge. They have become rebels and raiders, striking against both the desert tribes and the settled folk, seeking to grab a slice of what they feel is justifiably theirs.
Requirements: Only thieves are matruds. (Outcast bards tend to gravitate toward the sa'luk or rawun kit instead.) Either gender is eligible. The unisex title is matrud (mah-TROOD). The optional feminine title is matruda (mah-TROOD-ah).
Role: Matruds may be found everywhere in Zakhara, from the sea to the desert. Among the desert tribes, they are renowned as horse-thieves. All are motivated by their own plight. Outcast and without social position, they think of themselves first, and the rest of the world not at all. From their perspective, the Land of Fate has done them no favors, brought them no boons so why should they be concerned with the fate of others?
Matruds are transient, and most take on jobs that even beggars would refuse. The key difference between beggars and matruds is that the latter have no aversion to hard work, particularly if it places them in a position where they can steal. These rogues tend to move quickly from job to job, hoping to stay one leap ahead of trouble. Many corrupt bureaucrats began their career as matruds.
The matruds are marginal individuals. In the cities, they are little better than beggars, but without the benefit of great numbers. Sometimes matruds form small bands of raiders. Distrust and suspicion of one another keep the association loose at best. Leadership in such bands is by the strongest, and slaying the previous leader is considered sufficient recommendation for the position.
Matruds who become successful rarely return to their native tribes. Instead they seek to hoard their gold, gems, and magic, creating strongholds defended by tricks and traps (because even loyal retainers may be bribed). Matruds give little more than lip service to the Zakharan principle of hospitality and good will. Honor has become a matter of surviving without helping or being helped by others. They trust no one. To the matruds, all men are thieves-whatever their stated profession. The matruds continually strive to protect themselves against such thievery.
Weapon Proficiencies: One of a matrud's two initial weapon proficiencies must be the scimitar.
Nonweapon Proficiencies:
- Bonus Proficiencies: Riding (land-based), survival (desert).
- Recommended, General: Debate, direction sense, haggling, weather sense.
- Recommended, Warrior: Animal lore, endurance, running, survival (other), tracking.
- Recommended, Priest and Wizard: Herbalism.
- Recommended, Rogue: Awareness, begging, blind-fighting, bureaucracy, reading lips, setting snares, riding specialization (horse or camel).
- Forbidden: None.
Equipment: Matruds purchase only what they can carry. Initially, they may not purchase a horse, camel, or other beast of burden.
Special Benefits: None.
Special Hindrances: Matruds are outcasts, and obviously so. When dealing with desert tribes, members of this kit suffer a 2-point penalty to rolls on the Encounter Reaction chart in the DMG (see Table 59 in Chapter 11). In the city, this reduction does not occur, thanks to a larger, more varied society and a more accepting atmosphere.
Thief Abilities: Some thieving skills undergo adjustments, as shown below.
- Pick Pockets: No change Open Locks: -5 percent
- F/R Traps: No change
- Move Silently: +10 percent
- Hide in Shadows: +10 percent
- Detect Noise: No change
- Climb Walls: +5 percent
- Read Languages: -10 percent
Wealth Options: Each matrud begins the game with 1d10 x 10 gp. Any further moneys must be borrowed (or liberated) from others.
Races: Members of any race may be matruds, provided that they normally may be thieves. Matruds are not only outcast from their families and tribes, but also from their native race. For example, before they are cast out, dwarven matruds are marked on the forehead to signify this state to others. Elves notch the ears of their outcasts. Halflings have no such visible markings. Gnome families usually try to rehabilitate their matruds enthusiastically—so enthusiastically that gnomes who are members of this kit often flee the family circle before they are formally ejected.
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