- See also Sha'ir Abilities (AA).
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 |
Sha'ir[]
The legendary sha'irs were tale-spinners and advisors to desert chieftains, serving them in much the same way as Merlin advised Arthur in western legend. They were imbued with great wisdom, and boasted the power to communicate with the desert's awesome spirits, the genies.
The sha'irs of the AL-QADIMTM campaign are modeled after these legendary figures. They, too, can communicate with genies. But they are more than advisors to chieftains. Members of the sha'ir kit are often found alone, as free agents, unfettered by social requirement and position. They may be found in the city as well as the desert, commanding great power from their dealings with genies. Instead of merely advising rulers, they may be rulers.
Requirements: None. Both genders are allowed. The unisex title is sha'ir (shah-EER). The optional feminine title, preferred by traditionalists, is sha'ira (shah-EER-ah). Even races normally forbidden to have wizards among their people are eligible for this kit, though their skills are diminished. (See "Races" below for further details.)
Role: Sha'irs are regarded as enigmatic and powerful figures in the Land of Fate. They do not gain spells in the manner of other wizards. Instead, they acquire their magics and enchantments through the workings of genies. Because genies are a mighty force in the Land of Fate, many would-be attackers think twice before offending a sha'ir—especially attackers who don't have their own sha'irs and genies supporting them.
Weapon Proficiencies: Sha'irs must take the staff as their initial weapon proficiency. For additional weapons, they are limited much like standard wizards; they must choose from among the dagger, knife, jambiya, dart, and sling.
Nonweapon Proficiencies:
- Bonus Proficiency: Genie lore.
- Recommended, General: Etiquette, haggling, heraldry.
- Recommended, Warrior: Endurance, survival (desert).
- Recommended, Priest: Local history.
- Recommended, Wizard: Ancient history, languages (ancient), reading/writing, spellcraft, religion.
- Recommended, Rogue: Appraising, reading lips.
- Forbidden: Awareness, blind-fighting, riding (horse specialization), riding (camel specialization), display weapon prowess. These may never be gained by the sha'ir.
Equipment: Sha'irs are limited in weaponry as are sorcerers. They may not wear armor of any sort, but may use magical devices that improve Armor Class.
Special Benefits: Sha'irs have unique spell-like abilities. See Chapter 7 for details.
Special Hindrances: Sha'irs may not use any spells in the standard fashion of wizards. (Their spell-like abilities supersede that restriction, of course.) Nor may they create magical items. However, sha'irs may still use magical items reserved for wizards.
Wealth Options: Every sha'ir receives (1d4 + 1) × 10 gp as starting money.
Races: Members of any race may be sha'irs, even races normally forbidden to have magic-users among them. But for races such as dwarves—who have an inherent nonmagical nature—sha'ir abilities fail 20 percent of the time. For races with an inborn magic resistance (such as drow), sha'ir abilities fail a percentage of the time equal to their magic resistance score.
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