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Sa 'luk (The Scoundrel)[]

Sa'luks (sah-LUKES) are free adventurers, owing ties to no one and nothing. They pass freely from the wild cultures of the desert and the steppe to those of the city and the sea and back again with ease. They tend no herds, raise no crops, and produce no craft. They are freebooters, con artists, and swindlers. They survive by tricking, robbing, or simply outsmarting those who have greater riches.

Like the outland warrior and alien wizard, this kit is more of a catchall than a specialization. Sal'uks include the two rogue classes from the Player's Handbook: thieves and bards. In addition, rogues developed from kits in The Complete Thief's Handbook may become sa'luks (provided the DM allows those kits in the campaign). Such foreigners do not become "outlander rogues," segregated by their strangeness. By nature, the sa'luk kit is a melting pot.

Requirements: None. Members of this kit may be of any race and either gender. The unisex title is sa❜luk. The optional feminine title is sa'luka (sah-LOO-kah). The plural, sa❜luks, has been anglicized. Any rogue class is eligible.

Role: Sa'luks are traditionally without property or possession. Their lack of material ties gives them a mobility that many other classes and kits lack. In a sense, all rogues become sa'luks when they follow the free-wheeling path of adventure, living fully and for the moment. Hence, this kit represents the least specialized rogue of all—the common thief who is quite happy to survive by theft and finesse.

Sa'luks tend to think little of the moneyed classes. When they have a bit of silver themselves, they often spend it on baubles. Should they find great wealth, they may buy estates, throw great parties, and shower others with gifts. Once their funds are exhausted, the scoundrels disappear into the night (leaving unhappy creditors behind). Starting fresh in a different location, they begin to amass yet another fortune. If in the process the sa❜luks can embarrass a few merchants, and perhaps topple a despotic regime, so much the better.

Weapon Proficiencies: Same as the thief or bard, as applicable.

Nonweapon Proficiencies:

  • Bonus Proficiencies: None.
  • Recommended, General: Any.
  • Recommended, Warrior: Any.
  • Recommended, Priest and Wizard: Any.
  • Recommended, Rogue: Any.
  • Forbidden: None.

Equipment: Most sa'luks travel light, carrying only their thieving tools and a few forged documents (if they are capable of reading). Male or female, the saluk may also wear a sash with gems sewn into the lining for "emergencies." Sa'luks often masquerade as beggars or warriors if it furthers their goals. Such deceptions have given members of this kit a bad reputation. Imitating a fighter is much easier in Zakhara than in parts north, because very few warriors wear heavy armor in this warm clime.

Special Benefits: Sa'luks gain no special abilities beyond those of their class. Scoundrels created from other kits receive the special abilities of those kits with the following exception: benefits geared toward a "Western" society are lost in the Land of Fate. For example, thieves who formerly enjoyed a reaction bonus when dealing with certain individuals no longer receive that bonus in Zakhara. Special Hindrances: None.

Thief Abilities: There are no special adjustments to the thieving abilities of sa'luks. Bards and thieves have their base thieving skills, adjusted by race and Dexterity as usual.

Wealth Options: Sa'luks initially receive 2d6 x 10 gp each.

Races: Members of any race may be sa'luks. Humans are well represented, as are dwarves, halflings, elves, and gnomes. Halflings who choose to be sa❜luks are often very proud of their position, and direct their own thieving activities against the larger, slower races.

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