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AQ 3.

5: Character Classes

Character Classes
Table: Zakharan Class Variants

Class Name Base Class Blurb

Corsair Fighter Swashbuckling sailor (or pirate) of the Seven Seas


Dervish Barbarian A whirling frenzy of death devoted to a single cause
Desert Rider Ranger Nomadic warrior who lives (and dies?) in the saddle
Fakir Monk Strange ascetic overcoming mortal limitations to master her body
Faris Paladin Devout firebrand of the true gods and defender of the faith

Fighter Fighter Expert in the art of combat


Kahin Druid He draws strange powers out of ancient idols
Matrud Rogue Exiled to the desert for a crime he did commit
Mystic Cleric Entrusted with a message from the gods
Ordered Priest Cleric Wandering pragmatists, kindly ethoists, and cranky moralists

Province Mage Wizard Specialist in one province: Flame, Sand, Sea, or Wind
Rawun Bard His songs can sway genies – or call the evil eye
Sa'luk Rogue Pure scoundrel, with a heart – or purse? – of gold
Saher Sorceror The blood and magical power of geniekind runs through her veins
Vizier Wizard Magical knowledge matched with political power

hile the core classes in the SRD are sufficient for most Except for the changes noted below, the variant classes are
W Western fantasy campaigns, some changes are required
to fit the setting and theme of the Land of Fate. Each core class
otherwise identical to the base classes. (For example, Rawuns
have d6 hit dice, same as a bards, since there is no hit die listed
has one or more analogous variant class as shown in Table: for Rawun.)
Zakharan Class Variants. A player can choose any of these
class variants for a Land of Fate character; the core classes as
presented in the SRD are not generally available.

The correlation between core classes and Land of Fate variants


is shown in the following table; italicized classes are related
prestige classes.

Base Class Class Variants

Barbarian Dervish
Bard Rawun; Barber
Cleric Mystic, Ordered Priest (Pragmatist,
Ethoist, Moralist); Hakima
Druid Kahin
Fighter Corsair, Fighter; Mamluk Officer
Monk Fakir
Paladin Faris
Ranger Desert Rider
Rogue Sa’luk; Holy Slayer
Sorceror Saher; Sha’ir
Wizard Province Mage (Flame Mage, Sand Mage,
Sea Mage Wind Mage), Vizier; Sha’ir

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AQ 3.5: Character Classes

Class Skills:
Corsair (Fighter)
The corsair's class skills (and the key ability for each skill) are
Except as noted below, the corsair class is equivalent to the Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Jump (Str),
fighter class in the SRD. Knowledge (geography), Profession (Wis), Speak Language
(n/a), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope
(Dex).
Corsairs are warriors born to the sea, unencumbered by bulky
armor, accustomed to swift moves and running battles over
open water. While the early Zakharan peoples were born to Weapon and Armor Proficiency: A corsair is proficient
the desert, they soon became practiced in the ways of the sea, with all simple and martial weapons; he is proficient light
and dominated trade (and piracy) in the waters surrounding armor but not with shields.
their empire.
Two-Weapon Style (Ex): At 3rd level, the corsair is treated
Corsairs successfully bring to the sea lanes the same virtues that as having the Two Weapon Fighting feat, even if he does not
have worked so well for their desert-born cousins -- bravery, have the normal prerequisites for that feat. This benefit
honesty among allies, leadership by example, and applies only when the corsair is wearing light or no armor.
advancement by merit. However, corsairs are not tethered to
land-based organizations or leaders; they are the masters of Uncanny Dodge (Ex): At 7nd level, a corsair retains his
their own universes when at the help of their ships. Dexterity bonus to AC (if any) even if he is caught flat-footed
or struck by an invisible attacker. However, he still loses his
Dexterity bonus to AC if immobilized. If a corsair already has
Adventures: Corsairs exist on the borders of society. They
uncanny dodge from a different class, he automatically gains
are continual travelers between the great seaports, with no
improved uncanny dodge (see below) instead.
single place to call their homes. Many are explorers, seeking
out new lands and adventures. Others are pirates and
freebooters, looking to loot as much possible from their prey. Evasion (Ex): At 11th level and higher, a corsair can avoid
Upon "retiring," corsairs often become simple sea merchants, even magical and unusual attacks with great agility. If she
following common routes and carrying traditional cargoes. Yet makes a successful Reflex saving throw against an attack that
even in the heart of these old sea dogs a fire burns -- a passion normally deals half damage on a successful save, she instead
that may lead them to accept one "last" great adventure. takes no damage. Evasion can be used only if the corsair is
wearing light armor or no armor. A helpless corsair does not
gain the benefit of evasion.
Races: Most corsairs are humans. Mesa dwarves, sandstorm
halflings, dune elves, jannlings, and other denizens of the Improved Uncanny Dodge (Ex): At 15th level and higher, a
desert have little interest in plying their trades on the high corsair can no longer be flanked. This defense denies a rogue
seas. Some kheri and oasis elves have been known to heed the the ability to sneak attack the corsair by flanking him, unless
call of the seas. the attacker has at least four more rogue levels than the target
has corsair levels. If a character already has uncanny dodge (see
Religion: The typical corsair is too self-sufficient to place above) from a second class, the character automatically gains
much faith in any person or thing other than himself, his improved uncanny dodge instead, and the levels from the
captain, and his ship. However, even the least devout captain classes that grant uncanny dodge stack to determine the
will say a prayer to Hakiyah of the Sea Breezes before minimum level a rogue must be to flank the character.
departing on a journey by sea.

Other Classes: Corsairs tend to get in friendly rivalries with Dervish (Barbarian)
fighters, and not-so-friendly rivalries with desert riders. They
share little common ground, even if religious, with the more Except as noted below, the dervish class is equivalent to the
regimented faiths, so relationships with ethoist and moralist barbarian class in the SRD.
priests, faris, and fakirs can often be strained. They mistrust
most arcane casters save for sea mages. The dervish is a warrior who serves a cause with single-minded
intensity, to the point that he becomes a whirling, living
Abilities: Unlike fighters, corsairs value Dexterity slightly weapon of destruction in service to that cause. Unlike the
higher than Strength, although the latter is necessary for barbarian of the northern lands, the dervish is literate; a part of
climbing rigging and swimming. A high Charisma is important civilized society, he may be lawful, neutral, or chaotic. What
because it certainly helps to look good, whatever you’re doing. distinguishes him from others is not his style of dress or lack of
Wisdom and Intelligence are not particularly necessary for a manners, but his intense devotion.
corsair.

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The cause for which a dervish fights can be any, as long as it is Weapon and Armor Proficiency: A dervish is proficient
strongly held. The dervish may seek to promote a religious with all simple and martial weapons, light armor, and shields
faith, to follow a charismatic leader, or to complete a great task. (except tower shields).
If the dervish is ever without a cause – because of a completed
task, a slain leader, or any other reason – the dervish is unable Literacy: [replaces Illiteracy] Dervishes are, like members of
to frenzy until a new cause is selected. other classes, able to read and write.

Adventures: A dervish’s devotion to his chosen cause in life is Whirling Frenzy (Ex): [replaces Rage] A dervish can fly into
the source of his power as well as the meaning for his a whirling frenzy a certain number of times per day. In a
existence. To this end, he will undertake adventures whenever whirling frenzy, a dervish temporarily gains a +4 bonus to
they promote that cause or are complementary; the dervish Strength and a +2 dodge bonus to Armor Class on on Reflex
will never willingly undertake actions which would harm his saves. While in a whirling frenzy, the dervish may make one
cause. extra attack in a round at his highest base attack bonus, but this
attack takes a -2 penalty, as does each other attack made that
Races: Human dervishes can be found in both nomadic tribes round. This penalty applies for 1 round, so it also affects attacks
and in cities, although they tend to keep a lower profile within of opportunity the dervish might make before his next action.
settled towns. Half-orc dervishes are common among the orc
tribes, and many have sworn oaths of vengeance against the While raging, a dervish cannot use any Charisma-, Dexterity-,
dune elves. The single-mindedness of the dervish holds appeal or Intelligence-based skills (except for Balance, Escape Artist,
for the kheri, while jannlings are drawn to the flash of the Intimidate, and Ride), the Concentration skill, or any abilities
dance. Most sewer goblins and sandstorm halflings lack the that require patience or concentration, nor can he cast spells or
desire to follow the way of the dervish. activate magic items that require a command word, a spell
trigger (such as a wand), or spell completion (such as a scroll) to
Religion: For some dervishes, religious faith may be function. He can use any feat he has except Combat Expertise,
completely irrelevant. For others, it is their raison d’etre. item creation feats, and metamagic feats. A fit of whirling
Fiery rhetoric and appeals to emotion tend to hold greater frenzy lasts for a number of rounds equal to 3 + the character's
sway among the dervishes than clear thinking and profound Constitution modifier. A dervish may prematurely end his
theology. Dervishes are rarely Pantheists; the most common whirling frenzy. At the end of the whirling frenzy, the dervish
deities worshiped by the dervishes include Hajima the Brave, loses the whirling frenzy modifiers and restrictions and
Old Kor, and Namj the Adventurous. becomes fatigued (-2 penalty to Strength, -2 penalty to
Dexterity, can't charge or run) for the duration of the current
Other Classes: Dervishes see nearly all other people as being encounter (unless he is a 17th-level dervish, at which point this
passionless, especially dour faris, fakirs, and viziers. They are limitation no longer applies; see below).
drawn to strong personalities such as desert riders, sha’irs,
mystics, and moralist priests. Most everyone else is A dervish can fly into a whirling frenzy only once per
unimportant. encounter. At 1st level he can use his whirling frenzy ability
once per day. At 4th level and every four levels thereafter, he
Abilities: Constitution is a key ability for the dervish as it can use it one additional time per day (to a maximum of six
determines how long a whirling frenzy may last. Dexterity is times per day at 20th level). Entering a whirling frenzy takes
also important as frenzies preclude the wearing of all but light no time itself, but a dervish can do it only during his action, not
armor. Charisma and Intelligence are of least priority to the in response to someone else's action.
dervish; he already knows his cause is right, so what does he
care what you think of him? Greater Whirling Frenzy (Ex): [replaces Greater Rage] At
11th level, a dervish's bonus to Strength during his whirling
frenzy increases to +6, and the dodge bonus to Armor Class
Alignment: Any.
and on Reflex saves increases to +3.

Class Skills: Instinctive Reflexes (Ex): [replaces Indominable Will] While


in a whirling frenzy, a dervish of 14th level or higher gains the
The dervish's class skills (and the key ability for each skill) are evasion ability. If the dervish makes a successful Reflex saving
Climb (Str), Craft (Int), Concentration (Cha), Intimidate throw against an attack that normally deals half damage on a
(Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), successful save, he instead takes no damage.
Perform (dance) (Cha), Spot (Wis), and Tumble (Dex).
If the dervish already possesses the evasion ability from
another source, the dervish gains improved evasion while in a
Class Abilities: whirling frenzy. He still takes no damage on a successful

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Reflex saving throw against attacks, but henceforth he takes
only half damage on a failed save. Races: The largest nomadic tribes of the desert are humans,
and they account for the majority of desert riders, followed
Tireless Whirling Frenzy (Ex): [replaces Tireless Rage] At closely by dune elves. Half-elves are found among both as
17th level and higher, a dervish no longer becomes fatigued at well. Jannlings and falcon kheri have a natural inclination to
the end of his whirling frenzy. the class as well. Some sandstorm halflings develop the special
connections with their ostrich mounts that allow them to
Mighty Whirling Frenzy (Ex): [replaces Mighty Rage] At become desert riders.
20th level, a dervish's bonus to Strength during his whirling
frenzy increases to +8, and the dodge bonus to Armor Class Religion: By far the most venerated god among the desert
and on Reflex saves increases to +4. tribes is Free Haku, Master of the Desert Wind. His mystics
are often found among the tribes, and desert riders will stop at
ethoist-run oasis mosques to pay their respects whenever
Desert Rider (Ranger) possible. Hajama and Jisan are respected by a few desert riders
as well. Desert riders need not select a patron deity to receive
their divine spells.
Except as noted below, the desert rider class is equivalent to
the ranger class in the SRD. Other Classes: Desert riders look favorably upon those
classes which can keep up with them in the desert.
Desert riders represent the classic Arabian mounted warriors: Unfortunately, there are few of those, and even fewer meet
well-trained, mounted fighters sweeping out of the barren the desert rider’s high standards to which he holds himself and
wastes. They are the romantic heroes of a nomatic people, others. Matruds are too dishonorable, dervish are too
living their lives and fighting their battles from the saddle. obsessed, and mystics are often simply insane. Rawun, kahin,
Desert riders are primarily horsemen, but some are more adept saher, and sand mages are respected by the desert tribemen.
at riding camels or even more exotic steeds.
Abilities: Strength and Dexterity are both of utmost
Opinions on the nature of desert riders vary according to importance in riding into battle. Wisdom is also highly favored
whom you ask. To the nomadic tribes, desert riders are heroes, for the ability to cast spells drawn from the desert rider’s faith
exemplifying the traditions of the desert: bravery, honesty, in himself and his people.
and freedom. To the small towns that are sometimes targets of
raids, the riders are little more than wandering thieves and
haughty looters, who sweep into civilized lands for raids, then Class Skills:
“turn tail” and disappear into the desert to avoid pursuit. Both
opinions are partly right. There are indeed good and lawful The desert rider's class skills (and the key ability for each skill)
desert riders who exemplify the positive values of the desert. are Climb (Str), Concentration (Con), Craft (Int), Handle
And there are evil men and women who live up to the villainy Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge
portrayed by the townsfolk. The true nature of the group lies (geography) (Int), Knowledge (nature) (Int), Listen (Wis),
somewhere between these two poles. Move Silently (Dex), Profession (Wis), Ride (Dex), Search
(Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
In turn, desert riders tend to view city-dwellers as
impoverished cousins, unaware that the greatest riches are Trusty Steed (Ex): At 1st level, a desert rider gains an animal
those of the soul, not knowing that such rewards can only be companion selected from the following list: camel, horse (light
found in the freedom of the desert. Desert riders of good or heavy), or pony. If the desert rider is size Small, a riding dog,
alignment tend to demonstrate the inherent superiority of a wolf, or an ostrich may be selected. This animal is a loyal
their life (which accounts for the haughty attitude perceived companion that accompanies the desert rider on his
by the townsfolk), while evil desert riders see the towns and adventures as appropriate for its kind and serves as a mount.
villages as mere supply houses for needed material.
This ability functions like the druid's animal companion ability;
the desert rider's effective druid level is equal to his desert
Adventures: Desert riders will gladly undertake nearly any
mission which benefits their tribe, as well as adventures which rider level. A desert rider can not select from the list of
promote the way of life followed by all who live in the desert. alternate animal companions as a druid may.
It is less common for a desert rider to venture into a city,
although at times that may be a necessary evil. Only in the Mounted Combat Style (Ex): [replaces Combat Style] At
most desperate of situations will a desert rider allow himself to 2nd level, the desert rider is treated as having the Mounted
be separated from his mount (as commonly happens in Combat feat, even if he does not have the normal prerequisites
dungeon explorations). for that feat. In addition, the normal -5 penalty on Ride checks
for riding without a saddle is eliminated. The benefits of the

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desert rider's combat style apply only when he wears light or
no armor. He loses all benefits of his combat style when Adventures: A fakir seeks out challenges not to defeat them,
wearing medium or heavy armor. but to master her own response to the challenge. If a wrong is
righted or a great evil is defeated, that is certainly a desirable
Improved Mounted Combat Style: [replaces Improved thing, but the primary focus is on what the fakir learns from
Combat Style] At 6th level, a desert rider's aptitude in the the experience.
mounted combat style improves. The penalty for using a
ranged weapon while mounted is eliminated. The benefits of Races: Most races don’t have the tolerance and self-control to
the desert rider's combat style apply only when he wears light become fakirs, so it’s surprising that there are any of them at
or no armor. He loses all benefits of his combat style when all. Humans, of course, are quite common, as are mesa dwarves
wearing medium or heavy armor. and oasis elves.

Woodland Stride (Ex): The desert rider's mount also gains Religion: Fakirs are often quite eclectic in their faith; holding
this ability when the desert rider reaches 7th level. both broad and deep beliefs as well. All must have a chosen
god or group of gods; the pragmatism of the Temple of Ten
Mounted Tracker (Ex): [replaces Swift Tracker] Beginning at Thousand Gods is preferable to the closed dogma of the
8th level, a ranger receives no penalty on tracking while Pantheon. A few fakirs follow the idol faiths of the kahin.
mounted, assuming his mount is moving at normal speed. The
desert ranger takes only a -10 penalty when the steed is moving Other Classes: Fakirs tend to be tolerant of most classes,
at up to twice normal speed, and a -20 penalty if his mount is getting along especially well with rawuns, pragmatists, and
running. kahin. They are puzzled by those who let strong emotions
guide their actions, such as farisan, dervishes, and corsairs –
Mounted Combat Style Mastery (Ex): [replaces Combat although fakirs tend to be oddly fascinated by mystics, eager to
Style Mastery ] At 11th level, a desert rider's aptitude in the hear whatever new revelations they may have to share.
mounted combat style improves again. He is treated as having
the Spirited Charge feat, even if he does not have the normal Abilities: Wisdom is the key to understanding one’s self and
prerequisites for that feat. In addition, he may take 10 on any place in the universe, and fakirs value Wisdom quite highly.
Ride check even if stress and distractions would normally Constitution and Dexterity are also important for a fakir’s
prevent him from doing so. He loses all benefits of this combat training in self mastery.
style when wearing medium or heavy armor.

Class Skills:
Fakir (Monk)
The fakir's class skills (and the key ability for each skill) are
Except as noted below, the fakir class is equivalent to the monk Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),
class in the SRD. Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha),
Heal (Wis), Hide ( Dex), Gather Information (Cha), Jump (Str),
For some, faith in the gods and the Words of the Lorebringer is Knowledge (geography) (Int), Knowledge (history) (Int),
not about wild frenzy or cleansing destruction; it is an inner Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex),
quest for ongoing enlightenment. Such is the path of the fakir, Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight
who devotes herself to meditation and self-perfection. of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and
Use Rope (Dex).
Fakirs eschew wealth and material possessions, living humble
lives of contemplation. A fakir’s mastery of her own body lets Class Features:
her perform deeds which would seem amazing to others, such
as standing on hot coals, floating into the air, or dodging
arrows. When in danger, the fakir’s same control over her Weapon and Armor Proficiency: Fakirs are proficient with
body allows her to defend herself as effectively as if she were bagh nagh, club, crossbow (light or heavy), dagger, jambiya,
armed and armored. handaxe, javelin, quarterstaff, and sling. Fakirs are not
proficient with any armor or shields. When wearing armor,
While some fakirs are reclusive hermits in remote retreats, using a shield, or carrying a medium or heavy load, a fakir loses
her AC bonus, as well as her fast movement and flurry of blows
many can be found in the bazaars and at the city gates,
abilities.
demonstrating their skills and abilities. A fakir does not do this
to show off, but to instruct her audience, making them aware
of the potential that each person has inside himself or herself. Energy Resistance (Ex): [replaces Bonus Feat] At 1st level,
the fakir chooses one energy type (acid, cold, electricity, fire,
Fakirs also enjoy using their unique talents to entertain
children they meet, and are protective of beggars. or sonic), and gains energy resistance 10 against that chosen

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element. At 2nd and 6th levels, the fakir may select additional Races: Most farisan are human or half-human. An occasional
energy types. At 7th level the resistance to all chosen energy mesa dwarf or oasis elf will become a faris. The other races are
types increase to 20, and at 11th level it increases to 30. This rarer still, with kheri being unsuited for a class requiring
ability is identical to (and does not stack with) the resist energy obedience to the gods and jannlings being automatically
spell. suspect due to their genie (outsider) heritage.

Levitate (Sp): [replaces Slow Fall] At 4th level or higher, a Religion: The faith of a faris is the core of her strength, and
fakir is able to levitate once per day. This is identical to the she must select one of the enlightened gods or the Pantheon as
levitate spell, except that target of the effect is always the fakir her patron deity. Farisan follow the teachings of the moralist
herself. The effect lasts for one minute per class level. Every faction to the exclusion of all others.
even level (6th, 8th, 10th, 12th, 14th, 16th, 18th) adds an
additional use of this ability, until at 20th level the fakir is able Other Classes: Farisan are intolerant of ordered priests of
to levitate at will. other religions, farisan of other religions, pragmatists of their
own faith, mystics, and kahins. They have a grudging tolerance
Faris (Paladin) for fakirs and dervishes who serve the same god or gods. Saher
and sha’ir are mistrusted due to their connections to
geniekind. Other classes are treated well, assuming their
Except as noted below, the faris class is equivalent to the actions do not conflict with the moral code of the faris, because
paladin class in the SRD. she sees an opportunity to inspire those believers to greater
faith in the true religion (the faris’s) through her actions.
A holy war is more than just a mobilization of an army a
religious fervor. In Zakhara, it is also an opportunity for Abilities: Charisma is vital to the mission of the faris to
spiritual redemption for those fighting the war; if they fight inspire by example, as well as useful for class abilities. Strength
the good fight, their souls will be redeemed, regardless of any and Constitution are necessary for destroying the enemies of
past sins. Since no mortal is without sin, the opportunity for a the faith on the battlefield of holy war.
free pass to the paradisiacal afterlife is hard to pass up. A holy
war is thus a “good war,” one which enjoys the popular support
Alignment: Lawful good, lawful neutral, or lawful evil.
of its people. Warriors engaged in it are not mindless slaves
blinded by literal allegiance to holy texts; rather, they are
popular, living champions of their people and their faith. Class Skills
The farisan of the Land of Fate are such warriors. They are The faris's class skills (and the key ability for each skill) are
devoted to their cause, drawing power from the faith of the Concentration (Con), Craft ( Int), Diplomacy (Cha), Handle
people, acting as model champions for the Law of the Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge
Loregiver. Farisan are champions of their faith and their (geography) (Int), Knowledge (religion) (Int), Knowledge (the
people, in that order. Each faris is bound tightly to one faith planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive
and one deity or recognized pantheon. (Wis).

Adventures: Farisan are obedient to their mosques and faith Class Features
organizations, and cannot refuse a legitimate order from a
recognized authority in that faith. A faris may be called upon
to redress attacks against her church and its devoted members. All of the following are class features of the faris.
Action is the expected response to such a call; the faris must be
willing to fight or die in the faith’s name. A faris also will be Weapon and Armor Proficiency: Farisan are proficient with
asked to join in wars which the church has declared holy; all simple and martial weapons, with light and medium armor,
failure to do may result in loss of class abilities (see Code of and with shields (except tower shields).
Conduct, below).
Aura of Law (Ex): [replaces Aura of Good] The power of a
faris's aura of law (see the detect law spell) is equal to her faris
Between such assignments, farisan are expected to be level.
exemplars of their faith – invariably in the moralist version –
and champion their cause through rooting out enemies, both Detect Chaos (Sp): [replaces Detect Evil] At will, a faris can
foreign and domestic. Farisan are especially intolerant of use detect chaos, as the spell.
geniekind and other outsiders who are seen as meddlers sent to
deceive true believers. Smite Chaos (Su): [replaces Smite Evil] Once per day, a faris
may attempt to smite chaos with one normal melee attack. She
adds her Charisma bonus (if any) to her attack roll and deals 1

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extra point of damage per faris level. If the faris accidentally advancement potential if she atones for her violations (see the
smites a creature that is not chaotic, the smite has no effect, but atonement spell description), as appropriate.
the ability is still used up for that day.
Like a member of any other class, a faris may be a multiclass
At 5th level, and at every five levels thereafter, the faris may character, but multiclass fariss face a special restriction. A faris
smite chaos one additional time per day, to a maximum of five who gains a level in any class other than faris may never again
times per day at 20th level. raise her faris level, though she retains all her faris abilities.

Fate’s Grace (Su): [replaces Divine Grace] At 2nd level, a


faris gains a bonus equal to her Charisma bonus (if any) on all
saving throws.
Fighter
Lay on Hands (Su): Beginning at 2nd level, a faris with a Except as noted below, the fighter class is equivalent to the
Charisma score of 12 or higher can heal wounds (her own or fighter class in the SRD.
those of others) by touch. Each day she can heal a total number
of hit points of damage equal to her faris level x her Charisma The typical Arabian fighter is an askar – a citizen with fighting
bonus. A faris may choose to divide her healing among skills. Most fighters start this way – from rank-and-file soldiers
multiple recipients, and she doesn't have to use it all at once. to caravan guards to palace officials. Usually of common
Using lay on hands is a standard action. beginnings, they can rise to well-respected positions through
ability and prowess. Such fighters are more urbane and socially
Alternatively, a faris can use any or all of this healing power to acceptable than other warrior types.
deal damage to outsiders. Using lay on hands in this way
requires a successful melee touch attack and doesn't provoke They have but one flaw worth noting: a tendency to
an attack of opportunity. The faris decides how many of her chauvinism and provincial attitudes. Most askars believe that
daily allotment of points to use as damage after successfully their respective homelands and cities are the finest in the
touching an outsider. world, to the exclusion of all others.

Special Mount (Sp): Farisan mounts are always warcamels Other fighters are mamluks, professional slave soldiers who
instead of warhorses. This ability is otherwise identical to the were captured or purchased at a young age to undergo rigorous
paladin ability. training. Mamluks are not only skilled in combat and tactics,
but in government, as their bureaucracies and supply lines
Code of Conduct: A faris must be of lawful alignment and could run entire cities.
loses all class abilities if she ever willingly commits a chaotic act.
While the impression of slavery upon young children is strange
Additionally, a faris's code requires that she respect legitimate and frightening to modern eyes, the mamluk system has a
authority, act with honor (not lying, not cheating, not using number of advantages. These young men and women were not
poison, and so forth), assist the enlightened against the only trained for war, but operate the civil service. With no
unenlightened, and eliminate heresies which threaten to lead hereditary ties, advancement within mamluk societies depends
the faithful astray. upon ability, not birth station, and the lowliest of warrior could
rise to the position of army commander on his own merit.
Associates: While she may adventure with characters of any
lawful alignment, a faris will never knowingly associate with Mamluks wear simple facial tattoos to indicate their rank and
chaotic characters or the unenlightened, nor will she continue organization. Common tattoos include lines, circles, or
an association with someone who consistently offends her patterns on either or both cheeks, or on the forehead. The
moral code. A faris may accept only henchmen, followers, or more ornate the design, the more powerful the mamluk.
cohorts who share the same alignment.

A fighter player character is not required to identify as an askar


Ex-Farisan or a mamluk; there are many fighters who are neither.
However, a player wishing to play his fighter as a mamluk must
A faris who ceases to be lawful, who willfully commits a chaotic make that decision when the character is starting out, by
act, who grossly violates the code of conduct, or who disobeys selecting the Exotic Weapon (khopesh) proficiency at first
the laws of the Loregiver loses all faris spells and abilities level.
(including the service of the faris's mount, but not weapon,
armor, and shield proficiencies). She may not progress any
farther in levels as a faris. She regains her abilities and

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AQ 3.5: Character Classes

Class Features:
Races: Fighters are found among any race. City-dwelling
races such as (non-tribal) humans, half-elves, oasis elves, sewer
Weapon and Armor Proficiency: A fighter is proficient
goblins, and jackal kheri are drawn to being askars. Mamluk with all simple and martial weapons, and with light and
ranks will often include nomadic tribe races captured as medium armor and shields (including tower shields).
children, such as sand elves, jannlings, or sandstorm halflings,
as well as foreign humans and mesa dwarves.
Kahin (Druid)
Religion: The warrior god most respected by fighters is Brave Except as noted below, the kahin class is equivalent to the
Hajama, representing the ideal of courage in the face of druid class in the SRD.
opposition. Vataqatal the Warrior-Slave, Master of the
Battlefield, is venerated by fighters (and others) who are
Kahins are idol-priests, believing that divinity is found in all
mamluks. The Temple of Ten Thousand Gods is also quite
things, and that through worship of certain items of power,
popular among fighters who seek a simple faith to follow.
they may come to understand the ebb and flow of mystical
power and divinity in the universe. Their beliefs predate the
Other Classes: Most fighters respect other classes which fight worship of the known gods of Zakhara, though their records
well – dervishes, desert riders, faris, and corsairs. Mamluks also
are primary verbal as opposed to written, kept for generations
value those classes with tactical value in battle, such as ethoist
by other kahins and sympathetic rawuns.
priests, viziers, and province mages. Sa’luks, matruds, mystics,
and sha’irs are generally mistrusted by fighters.
Kahin draw their energy from the strength of the land itself;
they believe that all forces are in balance, but moving
Class Skills: continually moving against one another. The kahin symbol is
six arrows arranged in an arc, all pointed downward.
The fighter's class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate
(Cha), Jump (Str), and Ride (Dex).

Table: The Kahin

Level BAB Fort Ref Will Special Spells: 0th 1st 2nd3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Idol bond, detect idol, 3 1 - - - - - - - -
nature sense
2nd +1 +3 +0 +3 Wild empathy 4 2 - - - - - - - -
3rd +2 +3 +1 +3 Idol bond, woodland stride 4 2 1 - - - - - - -
4th +3 +4 +1 +4 Trackless step 5 3 2 - - - - - - -
5th +3 +4 +1 +4 Idol bond 5 3 2 1 - - - - - -
6th +4 +5 +2 +5 Resist nature's lure 5 3 3 2 - - - - - -
7th +5 +5 +2 +5 Idol bond 6 4 3 2 1 - - - - -
8th +6/+1 +6 +2 +6 Break idol bond 6 4 3 3 2 - - - - -
9th +6/+1 +6 +3 +6 Idol bond 6 4 4 3 2 1 - - - -
10th +7/+2 +7 +3 +7 Persistent bonds 6 4 4 3 3 2 - - - -
11th +8/+3 +7 +3 +7 Idol bond 6 5 4 4 3 2 1 - - -
12th +9/+4 +8 +4 +8 Venom immunity 6 5 4 4 3 3 2 - - -
13th +9/+4 +8 +4 +8 Idol bond 6 5 5 4 4 3 2 1 - -
14th +10/+5 +9 +4 +9 Animate idol 6 5 5 4 4 3 3 2 - -
15th +11/+6/+1 +9 +5 +9 Idol bond 6 5 5 5 4 4 3 2 1 -
16th +12/+7/+2 +10 +5 +10 Unbreakable bonds 6 5 5 5 4 4 3 3 2 -
17th +12/+7/+2 +10 +5 +10 Idol bond 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Idol bond 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Timeless body 6 5 5 5 5 5 4 4 4 4

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AQ 3.5: Character Classes

The eternal balancers, kahins are more devoted to the land, All of the following are class features of the kahin.
which is everlasting, than to people, who like matches are
struck once and then extinguished. “The land” includes all Weapon and Armor Proficiency: Kahins are proficient with
expanses of nature, from desert to sea, arid waste to verdant the following weapons: club, dagger, dart, jambiya, quarterstaff,
valley. In fact, to destroy the desert would be as great a crime scimitar, sickle, shortspear, sling, and spear. Kahins are
to kahins as torching a field. For this reason, kahins are often proficient with light and medium armor but are prohibited
considered obstructions to the growth of cities and from wearing metal armor; thus, they may wear only padded,
consequently to the power of the merchant classes. leather, or hide armor. (A kahin may also wear wooden armor
that has been altered by the ironwood spell so that it functions
as though it were steel.) Kahins are not proficient with shields.
Adventures: The faith of the kahins is a lost one, and the role
of the kahin adventurer is to recover that faith by establishing
A kahin who wears prohibited armor is unable to cast kahin
connections with lost idols. A kahin’s motivation is to discover
spells or use any of her supernatural or spell-like class abilities
and unlock the lost powers within these forgotten idols, as well
while doing so and for 24 hours thereafter.
as teaching others the way of balance.
Spells: A kahin casts divine spells, which are drawn from the
Races: Common races for kahin include those which live
druid spell list. Her alignment may restrict her from casting
outside of human civilization, such as half-orcs, dune elves,
certain spells opposed to her moral or ethical beliefs; see
jannlings, or mesa dwarves. Humans, oasis elves, sewer goblins,
Chaotic, Evil, Good, and Lawful Spells, below. A kahin must
and others who reject their city upbringing may become
choose and prepare her spells in advance (see below).
kahins as well.
To prepare or cast a spell, the kahin must have a Wisdom score
Religion: Kahins follow their own religion based on the
equal to at least 10 + the spell level. The Difficulty Class for a
worship of idols and natural places of divine power. They are
saving throw against a kahin's spell is 10 + the spell level + the
not inherently antagonistic to the enlightened gods, but
kahin's Wisdom modifier.
believe that the kahin’s faith represents an ancient, eternal
kind of enlightenment whose value the newer religions have
Like other spellcasters, a kahin can cast only a certain number
only recently (as in, less than a thousand years) begun to fully
of spells of each spell level per day. Her base daily spell
embrace.
allotment is given on Table: The Druid in the SRD. In addition,
she receives bonus spells per day if she has a high Wisdom
Other Classes: Kahins are wanderers and teachers, instructing score. She does not have access to any domain spells or granted
men and women to live within their boundaries rather than powers, as a cleric does.
expanding to excessive lengths. These idol priests have the
most amiable relationship with others who live in peace with A kahin prepares and casts spells the way a cleric does, though
the environment, such as desert riders, mystics, rawuns, and she cannot lose a prepared spell to cast a cure spell in its place.
corsairs. Kahins are more uneasy with those who are severed A kahin may prepare and cast any spell on the kahin spell list,
from the land and who are by nature city-dwellers – for provided that she can cast spells of that level, but she must
example, viziers and ordered priests. choose which spells to prepare during her daily meditation.

Abilities: A kahin’s most important attribute for spellcasting is Spontaneous Casting: A kahin is unable to channel
her Wisdom. Constitution is also essential for survival outside prepared spells into summoning spells.
of the city. Dexterity and Strength can also be quite useful.
Chaotic, Evil, Good, and Lawful Spells: A kahin can't cast
spells of an alignment opposed to her alignment. Spells
Class Skills: associated with particular alignments are indicated by the
chaos, evil, good, and law descriptors in their spell descriptions.
The kahin's class skills (and the key ability for each skill) are
Concentration (Con), Craft ( Int), Diplomacy (Cha), Handle Bonus Languages: A kahin's bonus language options include
Animal (Cha), Knowledge (arcana) ( Int), Knowledge Jannti, the language of the genies. This choice is in addition to
(geography) (Int), Knowledge (history) (Int), Knowledge the bonus languages available to the character because of her
(nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), race. Kahins do not have their own secret language, nor do
Spot (Wis), Survival (Wis), and Swim (Str). they learn the Druidic language.

Class Features: Nature Sense (Ex): A kahin gains a +2 bonus on Knowledge


(nature) and Survival checks.

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AQ 3.5: Character Classes
Idol Bond: A kahin can create a divine bond between herself power listed for that domain. In addition, once per day the
and an idol by performing a ceremony. This ceremony kahin can invoke the power of the bond to cast one spell from
requires that the kahin be physically present with the idol, and the idol's domain which is less than or equal to the level of the
takes 1 hour and requires materials worth at least 100 g.p. per bond.
level of the idol. Once the ceremony is complete, a bond exists
between the idol and the kahin that allows her to call upon its A bond between a kahin and an idol can be broken in only
powers regardless of distance from the idol. At every odd level, four ways: by the death of the kahin, by the destruction of the
the kahin is able to establish a new bond to another idol. idol, by the use of the Break Idol Bond special ability (see
below), or by a ceremony voluntarily breaking the bond. To
Both idols and the power of the bond between the idol and the willingly break a bond, the kahin performs a ceremony that
kahin are rated from 1st to 9th. An idol's level depends on its lasts one hour and requires 100 g.p. in materials; at the end of
size as shown below on the Idol Level table. The maximum the ceremony, the bond is broken. The kahin need not be in
level of a bond that can be established with any given idol is physical contact with the idol to break the bond.
limited to its level. In addition, each idol can only bond with a
limited number of kahins; if another kahin tries to bond with Kahins with available bond slots may create bonds with new (or
the idol, the ceremony will fail. previously bonded) idols by using the original bonding
ceremony.
The strength of the bond is also limited by the level of kahin,
as shown on the table below. At first and second level, the If the kahin and a bonded idol are no longer on the same plane
kahin is limited to a single 1st-level idol bond. At third level, of existence, the bond is surpressed and the kahin cannot use
the kahin can bond with an additional idol, creating another the granted powers or spells provided by the idol. However,
1st-level bond. If the original idol was at least 2nd level the bond still exists and counts against the bond limits for both
(Diminutive size), the power of that bond increases the kahin and the idol. Once the kahin and idol are on the
automatically to 2nd level. same plane, the bond is automatically restored. Anti-magic
fields (on either the kahin or the idol) also surpress the bond.
Each idol is tied to a specific domain of clerical spells. Upon
the establishment of the bond, the kahin receives the granted

Table: Kahin Idol Bonds by Level

Kahin Level 1 2 3 4 5 6 7 8 9 10
1st 1 - - - - - - - - -
2nd 1 - - - - - - - - -
3rd 2 1 - - - - - - - -
4th 2 2 - - - - - - - -
5th 3 2 1 - - - - - - -
6th 3 3 2 - - - - - - -
7th 4 3 2 2 - - - - - -
8th 4 4 3 2 - - - - - -
9th 5 4 3 3 2 - - - - -
10th 5 5 4 3 3 - - - - -
11th 6 5 4 4 3 3 - - - -
12th 6 6 5 4 4 3 - - - -
13th 7 6 5 5 4 4 3 - - -
14th 7 7 6 5 5 4 4 - - -
15th 8 7 6 6 5 5 4 4 - -
16th 8 8 7 6 6 5 5 4 - -
17th 9 8 7 6 6 6 5 5 4 -
18th 9 8 7 6 6 6 6 5 5 -
19th 9 8 7 6 6 6 6 6 5 5
20th 9 8 7 6 6 6 6 6 6 5

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AQ 3.5: Character Classes
By making a Concentration check with a DC of 15, a kahin is Break Idol Bond (Sp): A kahin of at least 8th level can
able to tell the approximate distance and the direction from perform a ceremony to break another kahin's connection to a
her location to the location of a bonded idol. A kahin is always given idol. The kahin must be physically present at the idol,
aware when her connection to a bonded idol gets broken or and the ceremony takes 1 hour per level of the idol, and costs
surpressed, but she does not automatically know the reason for 1,000 g.p. per level of the idol. Upon completion of the
the loss or surpression of the bond. ceremony, the kahin makes a roll equal to 1d20 + her class
level against a DC equal to 11 + the other kahin's spell level. If
Detect idol (Su): A kahin automatically will recognize an idol the level check is successful, the other kahin's connection to
by sight or touch for what it is; idols do not normally radiate the idol is broken; if it is, not the connection remains intact.
magic and may appear to simply be primitive works of carved Whether the check is successful, the other kahin is aware of
art. As a full-round action, the kahin can touch the idol and be the attempt to sever the bond and will almost certainly take
aware of the idol's level and cleric domain. Subsequent rounds steps to reinstate the bond and locate his attacker. Successful
of concentration on the idol will reveal how many kahins (if or not, this ceremony cannot be attempted again by the
any) have established a bond with the idol, and then the name original kahin for another 24 hours.
of each kahin with such a bond, one per round ordered from
weakest bond to highest level. Persistent Bonds (Ex): At 10th level, the bond between
kahin and idol can extend across the planes. Even if the idol
Wild Empathy (Ex): Starting at second level, a kahin can and the kahin are on different planes of existence, the kahin
improve the attitude of an animal. This ability functions just may still use the full powers of the idol. Anti-magic effects will
like a Diplomacy check made to improve the attitude of a still surpress the bond, however.
person. The kahin rolls 1d20 and adds her kahin level and her
Charisma modifier to determine the wild empathy check Venom Immunity (Ex): At 12th level, a kahin gains
result. The typical domestic animal has a starting attitude of immunity to all poisons.
indifferent, while wild animals are usually unfriendly.
Animate Idol (Sp): At 14th level, a kahin is able to magically
To use wild empathy, the kahin and the animal must be able to animate a bonded idol for one round per class level. This
study each other, which means that they must be within 30 ability has a range of touch and each bonded idol may be
feet of one another under normal conditions. Generally, animated once per day.
influencing an animal in this way takes 1 minute but, as with
influencing people, it might take more or less time. A kahin Unbreakable Bonds (Ex): At 16th level, the bond between
can also use this ability to influence a magical beast with an kahin and idol cannot be affected by the Break Idol Bond
Intelligence score of 1 or 2, but she takes a -4 penalty on the ability.
check.
Timeless Body (Ex): After attaining 20th level, a kahin no
Woodland Stride (Ex): Starting at 3rd level, a kahin may longer takes ability score penalties for aging and cannot be
move through any sort of undergrowth (such as natural thorns, magically aged. Any penalties she may have already incurred,
briars, overgrown areas, and similar terrain) at her normal however, remain in place. Bonuses still accrue, and the kahin
speed and without taking damage or suffering any other still dies of old age when her time is up.
impairment. However, thorns, briars, and overgrown areas that
have been magically manipulated to impede motion still affect Idol Statistics
her.
To someone ignorant of the ancient role of idols, there may be
Trackless Step (Ex): Starting at 4th level, a kahin leaves no
trail in natural surroundings and cannot be tracked. She may nothing remarkable about an old carving. Idols do not have
choose to leave a trail if so desired. magic auras or alignments that can be registered with spells.
They do not have any overt abilities, and may often be
mistaken for simple statues or other art objects. (Approximate
Resist Nature's Lure (Ex): Starting at 6th level, a kahin gains
a +4 bonus on saving throws against the spell-like abilities of value is equal to 1 g.p. per pound.)
fey.
A kahin will automatically recognize an idol for what it is, and
a rawun (or other character with the bardic knowledge ability)
can identify an idol with a bardic knowledge check. The DC of
such a check is 30 for idols of Medium size or smaller, and 25
for idols which are Large or bigger.

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AQ 3.5: Character Classes

Table: Idol Levels Wistunu (Fine wooden idol)


Level: 1st
Idol Size Idol Level Max. Bonds Weight Domain: Strength
Fine 1st 1 1 lb. Description: A little wooden monkey carved of surprisingly
Diminutive 2nd 2 2 lb. hard wood, weighing less than a pound. The kahin carries the
Tiny 3rd 3 15 lb. idol around with her. This is an example of an idol which is
Small 4th 5 80 lb. little more than a personal fetish.
Medium 5th 8 750 lb.
Large 6th 12 6,000 lb. Takkateru (Tiny stone idol)
Huge 7th 20 50,000 lb.
Level: 3rd
Gargantuan 8th 40 400,000 lb.
Domain: Healing
Colossal 9th Unlimited Immobile1
1 Description: This household idol is a block of sandstone
9th level idols are actually naturally formed locations, such as
carved to resemble a rotund bear. It weighs 15 lbs. The idol is
a waterfall, cliff, or cave.
located at the family home of the kahin. This is a typical low-
powered idol that probably isn't practical to carry around while
The weight values given above are for idols carved of stone;
adventuring.
idols of wood or bone weigh 1/2 the listed value, although
wood idols are limited to Huge size and bone to Small.
Third Column of the Great Library of Huzuz
Hardness, Hit Points, and Resistances: All idols are naturally (Large stone idol)
resistant to destruction. An idol’s hardness is 20 points higher Level: 6th
an object of the same material (22 for bone, 25 for wood, 28 Domain: Plant
for stone). An idol has hit points equal to an animated object D e s c r i p t i o n : Not all idols have survived the years
of the same size with an additional 20 hit points. Idols are unmolested. Once a Huge tree idol carved of the finest white
immune to critical hits and non-lethal damage, take half marble, this idol was taken by an ambitious vizier and used in
damage from ranged weapons, fire, and electricity, and one- the construction of a new wing of a library building. So far, the
quarter damage from cold. All idols have energy resistance 20 kahins have left the column in place, as they can still call upon
against all energy types (acid, cold, electricity, fire, sonic). Idols its (reduced) powers wherever it is located.
which take damage repair themselves at a rate of 5 hit points
per hour. The Great Sphinx of Protection
Animated idols: Idols animated by the Animate Idol ability (Gargantuan stone idol)
possess all the qualities listed above, as well as the statistics Level: 8th
given for Animated Objects in the SRD. In addition, they gain Domain: Protection
Intelligence and Wisdom scores equal to 10 + idol level. An Description: This enormous statue of a sphinx is well-known
animated idol may one of the spells in its related domain, up to to every kahin, as most make a pilgrimage to the ruined city
the idol’s level. The caster level for such a spell is equal to that containing this marvel. This is an example of a very large idol
of the kahin who aminated the idol. Only one such spell can that is bonded by many kahin at once. A kahin using this idol
be cast in this way. does risk having her bond broken due to the fame and
accessibility of the idol.
Animated Locations: A 9th level idol which is animated forms
a Colossal-sized guardian from the material of the location. If Icewater Lake at the Base of the World
this guardian is destroyed, the location itself remains Pillar Mountains (Colossal location idol)
unharmed.
Level: 9th
Domain: Water
SAMPLE IDOLS Description: This small lake, formed from icemelt, was used
in ancient times to annoint warriors about to go into battle
At first level, a newly created kahin can select one of the against the yak-men. Their blood eventually flowed down the
following idols as her bonded idol. The name given for each is mountains to rejoin the sacred pool after they were
a proper name; if a similar idol is used, create a new name. slaughtered by the yikaria. A group of kahin explorers
discovered this location 20 years ago and lead expeditions to
bond with the power of lake -- hopefully escaping the notice of
the yak-men in the peaks above. This is an example of an idol
which is actually a geographical feature.

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AQ 3.5: Character Classes

Matrud (Rogue) Class Skills

Except as noted below, the matrud class is equivalent to the The matrud's class skills (and the key ability for each skill) are
rogue class in the SRD. Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable
Device (Int), Disguise (Cha), Escape Artist (Dex), Handle
Animal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str),
Matruds are desert brigands, outcast from their tribes, shunned
Knowledge (geography) (Int), Knowledge (local) (Int), Listen
by former comrades and family, surviving at the margins of
their society. The cause of her rejection may or may not have (Wis), Move Silently (Dex), Open Lock (Dex), Profession
been just, but in any case she has lost both her possessions and (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot
her former position. As a result, she lives for survival and (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
revenge. She has become a rebel and a raider, striking against
both the desert tribes and the civilized folk, seeking to grab a Skill Points at 1st Level: (6 + Int modifier) x 4.
slice of what she feels is justifiably hers.
Skill Points at Each Additional Level: 6 + Int modifier.
Adventures: Matruds are motivated by their own plights;
outcast and without social position, they think of themselves
first, and the rest of the world not at all. From their Class Features
perspectives, the world has done them no favors, brought them
no boons, so why should they be concerned with the fates of Weapon and Armor Proficiency: Matruds are proficient
others? with all simple weapons and martial weapons. They are
proficient with light armor, but not with shields.
Races: Matruds can be outcasts from any of the desert-
dwelling races, including humans, mesa dwarves, dune elves, Trapfinding, Trap Sense: Matruds have no exceptional
half-elves, half-orcs, jannlings, and kheri. The sandstorm ability with traps, and never gain these abilities.
halflings are a special case – their society is based on small,
highly fluid bands of matruds who work together for short Mounted Raider: At 2nd level, the matrud receives the
periods of time to raid and steal what they feel they’re owed Mounted Combat feat for free.
from the larger races.

Religion: Most matruds have turned their back on their faiths


as they’ve given up on the rest of civilized society. A few will
Mystic (Cleric)
pay lip service to Free Haku or Brave Hajama, but if the gods
care little for your fate, why should you care for them? If the Except as noted below, the mystic class is equivalent to the
gods expect to be worshiped by matruds, they could at least cleric class in the SRD.
send a little good favor their way, you know?
Lone figures who stride out of the desert with new revelations
Other Classes: A matrud views other classes in light of how from the gods or Fate Herself, mystics are strange and
she can get what she wants. Sa’luks and corsairs are great flamboyant clerics whose words have moved armies and moved
contacts in cities and ports for selling stolen goods. Rawuns, mountains. They require no conventional channels to hear the
saher, kahin, and mystics can be sources of information, spells, gods’ words, and they shun the convenience of an orthodox
or healing, as long as you don’t let them get too close to you. hierarchy. At times they are allies of ordered priests, but just
Desert riders, farisan, ordered priests, viziers, and others are as often they are foes. Mystics bring new revelations and new
representative of the civilized society – and as such are ideas – often gained through euphoric dancing, meditative
considered as targets, rarely allies. trances, and other exotic means. At best, the organized church
finds their ideas difficult to accept.
Abilities: Despite all that Fate has thrown against them,
matruds are survivors first and foremost. A high Constitution is There are as many types of mystics as there are mystics
very useful, as is Dexterity. A matrud with high Charisma and themselves, all of whom receive their revelations and divine
Intelligence is likely to better than one with lower scores; if magics in a different fashion. Some prepare their spell slots
you can’t be lucky, at least be clever. after inducing euphoria or a higher level of consciousness
through wild and energetic dancing. Others seek solitude and
Alignment: Any non-lawful. mediation, sing, engage in simple work, take long walks, or
employ other means to prepare their spells.
Hit Die: d8.

- 13 -
AQ 3.5: Character Classes
Adventures: Each mystic is convinced that she has received a
special message from her god or gods. As such, she has an Ordered priests do not always share the same religious views –
obligation to go out into the world and prove the worthiness of far from it. They worship a number of different gods, many of
this revelation, both by her words and by her deeds. which may be in open conflict, philosophically or literally. But
regardless of the god or gods venerated by a given faith, the
Races: Mystics can be of any race, although nearly all will find clerics within it belong to one of three philosophical groups:
their source of enlightenment by getting away from the pragmatists, ethoists, and moralists.
everyday life of civilized society. Being called as a mystic is a
work of Fate, not of choice, and who can say whom Fate will Adventures: All ordered priests are driven by their faiths to
select? take specific actions. Pragmatists adventure because of a desire
help others and promote the values of their faith. Moralists
Religion: A mystic may serve any of the enlightened gods, or adventure because of a desire to destroy that which is
even new, previously unknown gods who make themselves abominable and promote the values of their faith. Ethoists are
known to the mystic. The mystic is required to define which the exception, as they rarely adventure; they stay home in
god or gods she has been in contact with, and what the message order to mind the mosques and promote the values of their
for the world consists of. faith.

Other Classes: Mystics almost never get along with the Races: Ordered priests are usually human, although mesa
established faiths, especially the more dogmatic moralists and dwarves, oasis elves, half-elves, and half- orcs are common as
farisan. Fakirs and dervishes are often accepting of the new well. There are almost no ordered priests among the desert
revelations brought by the mystic. Other classes are looked tribes, and it’s rare for a kheri or sewer goblin to become an
upon as potential converts; if the religious establishment won’t ordered priest.
hear her, the mystic will take the words of the gods to those
outside the mosques.
Religion: Ordered priests can be devoted to one or several of
the enlightened gods, to the Temple of Ten Thousand Gods, or
Abilities: A mystic’s faith in herself and her divine revelation to the five gods of the Pantheon. An ordered priest must select
is what sustains her, so Wisdom is a vital attribute. A high a god or gods, as well as a faction.
Charisma reflects the force of personality needed to project
the gods’ messages to those who need to hear it.
Other Classes: The ordered priest’s view of other classes
depends primarily on his faction. Pragmatists are the most
Alignment: Mystics can be any non-lawful alignment. open-going and accepting, slow to judge and quick to kindness.
Ethoists will also welcome any who walk through the doors of
Class Skills: their mosques, although visitors will likely be required to wash
up and remove their shoes before entering. Moralists rarely
like anyone who disagrees with them, which means they only
The mystic's class skills (and the key ability for each skill) are
get along with farisan, some dervishes and fakirs, and other
Concentration (Con), Intimidate (Cha), Knowledge (nature)
religious conservatives among any classes.
(Int), Knowledge (religion) (Int), Perform (Cha), Profession
(Wis), Spellcraft (Int), and Survival (Wis).
Abilities: Much as with clerics, the core ability for the
ordered priest is Wisdom. The importance of Charisma and
Class Features: Strength depends on what priority the ordered priest places on
talk vs. action.
Weapon and Armor Proficiency: Mystics are proficient
with all simple and martial weapons, with light armor, and with Alignment: Ordered priests may be of any alignment allowed
shields (except tower shields). by their faction; the alignment of the ordered priest's patron
deity or deities is unimportant.
Ordered Priest (Cleric)
Class Skills:
Except as noted below, the ordered priest class is equivalent to
the cleric class in the SRD. The ordered priest's class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Diplomacy (Cha),
Ordered priests are clerics who are part of a formal, established Heal (Wis), Knowledge (history) (Int), Knowledge (religion)
faith hierarchy, organized into three factions. They maintain (Int), Knowledge (the planes) (Int), Profession (Wis), and
the mosques, care for the poor, and lead jihads against the Spellcraft (Int).
wicked.

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AQ 3.5: Character Classes
Factions and Class Skills: Ordered priests of the faith worshipers as well as the most fervent, zealous in pursuing the
pragmatic add Gather Information (Cha), Knowledge goals of their personal faiths. Moralists are required to be of
(geography) (Int) and Speak Language (n/a) to the class skills lawful alignment (Lawful Good, Lawful Neutral, or Lawful
listed above. Ordered priests of the faith ethical add Evil).
Knowledge (local) (Int), Knowledge (nobles) (Int), and Perform
(Cha) to the class skills listed above. Ordered priests of the At least one domain chosen must be alignment-based (Evil,
faith moral add Intimidate (Cha) and Sense Motive (Wis) to Good, or Law), and the second domain is chosen from the
the class skills listed above. following: Air, Death, Destruction, Earth, Evil, Fire, Good,
Law, Magic, Strength, Sun, War, or Water. Other possible
domains include Courage, Nobility, Planning, Tyranny (from
Class Features: The Complete Warrior); Glory (from Deities and Demigods);
Hatred, Retribution, Storm, and Suffering (from the Forgotten
Weapon and Armor Proficiency: Ordered priests are Realms Campaign Setting).
proficient with all simple weapons, with light and medium
armor, and with shields (except tower shields). Spontaneous Casting: Any ordered priest, regardless of
alignment, can channel stored spell energy into healing spells
Faction and Domains: An ordered priest is required to that the ordered priest did not prepare ahead of time. The
select which faction within his faith he will serve: pragmatists, ordered priest can 'lose' any prepared spell that is not a domain
ethoists, or moralists. The choice of faction determines which spell in order to cast any cure spell of the same spell level or
domains are available to be chosen by an ordered priest. lower (a cure spell is any spell with 'cure' in its name). Ordered
priests may not convert spells to inflict spells, even if of evil
Ordered Priest of the Faith Pragmatic: Pragmatists are clerics alignment.
of the common folk; they are the most liberal of all ordered
priests, as well as the most common. While certain faiths have Turn Undead (Su): [replaces Turn or Rebuke Undead] Any
only a few pragmatists, as a whole most ordered priests take this ordered priest, regardless of alignment, has the power to affect
liberal and tolerant approach to worship. Pragmatists believe undead creatures by channeling the power of his faith through
that the ethos of the gods must be fitted to the problems of the his holy (or unholy) symbol. All ordered priests turn or
contemporary world. destroy undead and never rebuke or command such creatures,
even if the ordered priest is of evil alignment.
An ordered priest of the faith pragmatic may select one
domain of his choice (except those based on alignment), and An ordered priest may attempt to turn undead a number of
another chosen from the following list: Knowledge, Luck, times per day equal to 3 + his Charisma modifier. A ordered
Travel, Freedom (from Deities and Demigods) or Fate (from priest with 5 or more ranks in Knowledge (religion) gets a +2
The Complete Warrior). bonus on turning checks against undead.

Ordered Priest of the Faith Ethical: Ethoists are more


conservative than pragmatists; they maintain the temples, Province Mage (Wizard)
mosques and monasteries of the faith. These men and women
provide a sense of continuity and permanence to the lives of Except as noted below, the province mage class is equivalent to
the believers around them. It is they who make the call for the wizard class in the SRD.
prayers, they who deliver the sermons, they who perform the
daily tasks required by the gods. Ethoists may choose any non- Province mages specialize in one of the four elemental
chaotic alignment. provinces: sand, sea, flame or wind. They gain great power
and control within that province, but lose their ability to cast
An ordered priest of the faith ethical selects his domains from spells from any of the remaining three. Province mages are
the following choices: Air, Animal, Earth, Fire, Healing, rare, and a great deal of mystery and suspicion accompanies
Knowldge, Magic, Plant, Protection, Sun, or Water. Other them. People assume that all province mages are gathered in
possible domains include Courage (from The Complete secret brotherhoods committed to their chosen provinces – and
Warrior); Community, Creation, Repose (from Deities and not necessarily for the betterment of those around them.
Demigods; Craft, Family, Metal, Moon, Ocean, Renewal, and
Trade (from the Forgotten Realms Campaign Setting). The reason behind this impression is the Brotherhood of the
True Flame. The Brotherhood is an organization of flame
Ordered Priest of the Faith Moral: Moralists are the most mages who make no bones about their aims – they believe the
narrow-minded and intolerant of all ordered priests. They are only true magic is that of fire. Further, they believe that all
the heart and fire of their churches, the keepers of the true arcane spellcasters who are not flame mages must come under
faith, the sword of their god's vengeance, and the protectors of the control of the Brotherhood – or die.
their people. They are the most militant of their god's

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AQ 3.5: Character Classes
The Brotherhood maintains chapters and related bodies in all class skills listed above. Wind Mages add Knowledge (nature)
major cities of the land, as well as close ties with several holy and Knowledge (geography) to the class skills listed above.
slayer fellowships.

Despite common beliefs to the contrary, mages devoted to Class Features:


sand, wind, or sea do not have this level of organization, nor do
they have similar aims. But the known existence of the
Province Spells: [replaces Spells] A provincial mage casts
Brotherhood brings suspicion on all province mages.
arcane spells which are drawn from the Universal Province
spell lists in addition to the spells of her Elemental Province
Adventures: Province mages seek out danger and excitement (Flame, Sand, Sea, or Wind). She cannot cast any spells
for the same reasons other wizards do – to increase their belonging to any other Elemental Province. A provincial mage
knowledge and mastery of magical power. Some hire must choose and prepare her spells ahead of time by getting a
themselves out for jobs where their abilities can be used – sea good night's sleep and spending 1 hour studying her spellbook.
mages are well-regarded sailors – but in general, the suspicion While studying, the provincial mage decides which spells to
afforded to flame mages makes it hard for a province mage to prepare.
find steady non-adventuring work.
To learn, prepare, or cast a spell, the provincial mage must
Races: Humans, half-elves, and oasis elves are the most have an Intelligence score equal to at least 10 + the spell level.
common of province mages. Mesa dwarves make excellent The Difficulty Class for a saving throw against a provincial
sand mages, and every now and then a sewer mage will take up mage's spell is 10 + the spell level + the provincial mage's
sea magic. Intelligence modifier.

Religion: Hakiyah of the Sea Breezes is well-respected by sea A provincial can cast only a certain number of spells of each
mages, as is Jisan of the Floods. Haku, Master of the Desert spell level per day. Her base daily spell allotment is given on
Winds is the deity of choice of wind mages. Brave Hajama Table: The Wizard; she receives bonus spells per day if she has
finds favor among sand mages. A handful of flame mages a high Intelligence score.
revere Kor the Old, while the Brotherhood is associated with
the mad cult of the cold god Kossith. Province Specialization: [replaces school specialization] A
provincial mage can prepare one additional spell of her chosen
Other Classes: Despite differences in provinces, provincial Province per spell level each day. She also gains a +2 bonus on
mages get along well with each other. There is no sense of Spellcraft checks to learn the spells of her chosen Province.
“opposition elements” that drives wind mages to oppose sand
mages; in fact, the natural forces often show these two In addition, any time the province mage casts a spell from
provinces working together as much as apart. Provincial mages within her Province, either a bonus spell or one memorized
also get along well with other arcane spellcasters, such as viziers normally, she casts the spell as if her caster level were one
or rawuns. However, all province mages who are not part of higher (affecting range, duration, damage, caster level checks,
the Brotherhood of the True Flame will have very strong and any other factor influenced by caster level).
negative reactions to any member they meet.
Prohibited Spells: A province mage is prohibited from
Abilities: The primary ability for the province mage is learning, casting, or using spell completion items based upon
Intelligence. Constitution is important as well, because many categories of spells:
of the spells in the elemental provinces can be quite • All spells from other Elemental Provinces, (which are
demanding. Strength and Charisma are not particularly useful not included in her own Elemental Province).
to a province mage. • Spells from schools of necromancy and illusion.
• Spells with the acid, darkness, or force descriptors.
Class Skills:
Familiar: Province mages are unable to obtain familiars.
The provincial mage's class skills (and the key ability for each Elemental Affinity: As she progresses in level, the province
skill) are Concentration (Con), Craft (Int), Disguise (Cha), mage gains the following abilities at 1st, 5th, 10th, 15th and
Knowledge (arcana) (Int), Knowledge (the planes) (Int), 20th level, depending on her province.
Profession (Wis), and Spellcraft (Int).
Flame
Province and Class Skills: Sand Mages add Survival (Wis) to
the class skills listed above. Sea Mages add Swim (Dex) to the
Produce Flame (Su): Beginning at 1st level, the flame mage
may use the produce flame spell a number of times per day

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AQ 3.5: Character Classes
equal to her class level. The flame produced lasts for one
minute, unless thrown (in which it goes out immediately). Body of Sand (Su): Once per day, a 20th level sand mage can
Using this ability is a free action (and counts as using a change her body into rolling sand. While in this form, the sand
quickened spell, so it may only be used once per round). mage has immunity to poison, sleep, paralysis, and stunning.
She gains a slam attack that deals bludgeoning damage equal to
Flame Resistance (Ex): At 5th level, the flame mage gains fire a morningstar of the sand mage's size (1d8 for Medium sand
resistance 10. mages, 1d6 for Small druids). Her natural armor bonus
becomes +8 (replacing any other natural armor bonus the
Fire Immunity: A 10th level flame mage gains fire immunity. sand mage has, though enhancement bonuses to natural armor
still apply normally). She also gains damage reduction
Unleash the Wildfire (Ex): When the flame mage reaches 10/magic. This transformation lasts for one round per class
15th level, she can apply the effects of one metamagic feat level.
when casting a spell within the Flame Province. The spell need
not be memorized with the metamagic feat, nor does she need Sea
to possess the feat itself. This can be done once per day, and
the following metamagics can be used: Empower Spell, Enlarge Ride the Currents (Ex): Beginning at 1st level, the sea mage
Spell, Extend Spell, Maximize Spell, or Widen Spell. The flame gains a swim speed of 30 feet. She can move through the water
mage is then fatigued (-2 penalty to Strength, -2 penalty to at her swim speed without making Swim checks. She has a +8
Dexterity, can't charge or run) for one round per spell level. bonus on any Swim check to perform some action or avoid a
hazard. She can always choose to take 10 on a Swim check,
Body of Flame (Su): Once per day, a 20th level flame mage even if distracted or endangered. She can use the run action
can cause her body to burst into flame. While in this form, the while swimming, provided she swims in a straight line.
flame mage has immunity to fire, poison, sleep, paralysis, and
stunning. In addition, any creature struck by the flame mage
Breathe Water (Ex): A 5th level sea mage gains the ability to
in melee (whether with a weapon, unarmed attack, or natural
breathe underwater.
weaponry) takes an extra 1d6 points of fire damage and must
succeed on a Reflex save or catch fire for 1d4 rounds. The save Cold Immunity: A 10th level sea mage gains the cold subtype,
DC is 10 + 1/2 flame mage level + flame mage's Con protecting her from the chill of the deepest depths of the sea.
modifier. Creatures hitting the flame mage with natural
weapons or unarmed attacks while she this ability is being used Ride the Tsunami (Ex): When the sea mage reaches 15th
take 1d6 points of fire damage and also catch fire unless they level, she can apply the effects of one metamagic feat when
succeed on the Reflex save noted above. The flame mage also casting a spell within the Sea Province. The spell need not be
gains damage reduction 10/magic. This transformation lasts for memorized with the metamagic feat, nor does she need to
one round per class level. possess the feat itself. This can be done once per day, and the
following metamagics can be used: Empower Spell, Enlarge
Sand Spell, Extend Spell, Maximize Spell, or Widen Spell. The sea
mage is then fatigued (-2 penalty to Strength, -2 penalty to
Sandwalk (Ex): Beginning at 1st level, the sand mage's speed Dexterity, can't charge or run) for one round per spell level.
increases by 10 feet whenever she is walking on sand, earth, or
stone. Body of the Sea (Su): Once per day, a 20th level sea mage can
change her body into a semifluid, transparent form. While in
Sandsense (Ex): A 5th level sand mage gains tremorsense with this form, the sea mage gains a +10 bonus on Escape Artist
a range of 30 feet. checks, resistance to fire 10, and immunity to poison, sleep,
paralysis, and stunning. Her swim speed increases to 90 feet,
Acid Immunity (Ex): At 10th level, the sand mage becomes and her touch puts out torches, campfires, exposed lanterns,
immune to acid. and other open flames of non-magical origin if these are Large
or smaller. The sea mage can dispel magical fire she touches as
Embrace the Sandstorm (Ex): When the sand mage reaches if she had cast greater dispel magic on it. She also gains damage
15th level, she can apply the effects of one metamagic feat reduction 10/magic. This transformation lasts for one round
when casting a spell within the Sand Province. The spell need per class level.
not be memorized with the metamagic feat, nor does she need
to possess the feat itself. This can be done once per day, and Wind
the following metamagics can be used: Empower Spell, Enlarge
Spell, Extend Spell, Maximize Spell, or Widen Spell. The sand Windswept Whispers (Ex): Beginning at 1st level, a wind
mage is then fatigued (-2 penalty to Strength, -2 penalty to
mage gains a +4 bonus on Listen checks.
Dexterity, can't charge or run) for one round per spell level.

- 17 -
AQ 3.5: Character Classes
Feather Fall (Su): Whenever a 5th level wind mage falls more
than 10 feet, she is automatically protected by a feather fall Rawuns are competent and entertaining, glib and smooth, but
spell. The duration of the spell is up to one round per wind with a deep, abiding regard for both tradition and art. As a
mage level each day, and the ability may be used as many times group, they tend to be showy; citified rawuns often don rich
as possible within that limit. cloaks dripping with jewels, while those among the desert
tribes prefer simple but stunning white robes trimmed with
Breathless (Ex): A 10th level wind mage does not need to gold.
breathe, so she has immunity to drowning, suffocation, and
attacks that require inhalation (such as some types of poison).
Adventures: Rawuns seek out sources of new lore, be that in
long-forgotten cities buried under shifting sands or in the
Reap the Whirlwind (Ex): When the wind mage reaches 15th
courts of the local caliph.
level, she can apply the effects of one metamagic feat when
casting a spell within the Wind Province. The spell need not
Races: Nearly all races have rawuns among them, both in the
be memorized with the metamagic feat, nor does she need to
nomadic tribes and in the cities. The exceptions are the kheri,
possess the feat itself. This can be done once per day, and the
whose past is lost to them, and the sandstorm halflings, who
following metamagics can be used: Empower Spell, Enlarge
place little value on traditions.
Spell, Extend Spell, Maximize Spell, or Widen Spell. The wind
mage is then fatigued (-2 penalty to Strength, -2 penalty to
Religion: Rawuns honor all the enlightened gods, and many
Dexterity, can't charge or run) for one round per spell level.
are drawn to the open philosophies of the Temple of Ten
Thousand Gods. Free Haku, Jauhar the Gemmed, Selan the
Body of Wind (Su): Once per day, a 20th level wind mage can
Beautiful Moon, and Zann the Learned are favorites among
turn her body gaseous (as the gaseous form spell, except she
the rawun. A small but devoted underground cult of rawun
can fly at a speed of 100 feet with perfect manueverability and
operating within the Pantheon cities keeps alive the forbidden
doesn't lose her supernatural abilities while in this form).
worship of Bala of the Tidings.
While in this form, the wind mage has immunity to poison,
sleep, paralysis, and stunning, as well as any other immunities
provided by the gaseous form spell. This transformation lasts Other Classes: Rawun tend to be the most likable people
around, and they get along well with nearly everyone.
for one round per class level.
Notable exceptions include moralist ordered priests and
farisan.
Rawun (Bard)
Abilities: A rawun’s primary ability is Charisma, as that
Except as noted below, the rawun class is equivalent to the bard determines his spellcasting ability. Intelligence and Wisdom
class in the SRD. are valuable for these storytellers who preserve the history of
their people.
Rawuns are the bards of the desert tribes – the tale-spinners,
the lore-keepers, and the entertainers. Each is entrusted with Class Features:
the legends of his own tribe as well as other tribes with which
he has contact. Rawuns are the master poets of their peoples,
Bardic Music: Add the following two bardic music effects to
and most of their knowledge is repeated through epic poems. the rawun's repertoire.
Rawuns may be found in most desert tribes; the most powerful Attract evil eye (Su): A rawun with 3 or more ranks in a
of them act as advisors to a sheikh or tribal leader. In more Perform skill can use his music or poetics to cause the evil eye
urban areas, rawuns run the gamut from bazaar entertainers to to fall upon another. The creature must be within 90 feet of
advisors serving a sultan. the rawun, but need not be able to see or hear the rawun; the
rawun makes his appeal to the greater genie forces who may or
A rawun is blessed with a strong memory and an even stronger may not be listening. By stoking their ire against the target,
voice. In more cultured areas, they are well read, and their the rawun brings the wrathful evil eye upon his target.
verses are captured on paper. In the tribal lands of the desert –
where paper may be considered excess weight to a traveling To use the ability, a rawun makes a Perform check against a DC
people – rawuns are the keepers of all knowledge, the memory of 15. If the Perform check fails, then the evil eye is drawn to
of their tribes. No tomes or scrolls hold their stories.
the rawun himself, who must make a Will save of DC 15 to
avert its effects. If the Perform check succeeds, the result is the
DC the affected creature's Will save against the evil eye. If
save is successful, the evil eye is averted, and the rawun may
not use this ability against that target for the next 24 hours.

- 18 -
AQ 3.5: Character Classes

Dispel evil eye (Su): A rawun with 3 or more ranks in a Religion: The favored god of sa’luks is Najm. Tales of this
Perform skill can use his music or poetics to remove the baleful god have common themes: Najm doing the impossible, Najm
effects of the evil eye from another. (The rawun may not finding the unfindable, or Najm attaining the unattainable.
remove the evil eye from himself.) The createure must be Sa’luks are rarely devout worshipers, but show their gratitude
within 90 feet of the rawun, but need not be able to see or by hefty donations after a successful adventure.
hear the rawun; the rawun makes his appeal to the greater
genie forces who may or may not be listening. By flattery, Other Classes: The sa’luk’s lack of ties makes him look down
humility, and supplication, the rawun removes the evil eye on those who are more firmly anchored into society.
from the affected creature. Moralists, farisan, viziers, and even desert riders are too
enmeshed in their roles. Corsairs, mystics, matruds,
To use the ability, a rawun makes a Perform check against the pragmatists, and saher are held in higher esteem by sa’luk for
original Will save DC of the evil eye (usually 20). If the their lack of encumberment.
Perform check succeeds, then the gaze of the evil eye is
removed from the affected creature. If the Perform check fails, Abilities: Dexterity, Charisma, and Intelligence are the most
the effects of the evil eye remain, and the rawun may not abilities for any sa’luk. Wisdom is the least important. Who
attempt to use this ability on the affected creature for the next needs to be wise when you have finesse, charm, and brains?
24 hours.

Class Features:
Sa'luk (Rogue)
Weapon and Armor Proficiency: Sa’luk are proficient with
Except as noted below, the sa’luk class is equivalent to the all simple weapons, plus the sap, scimitar, shortbow, and short
rogue class in the SRD. sword. Sa’luk are proficient with light armor, but not with
shields.
Sa’luks 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
Saher (Sorceror)
ease. They tend no herds, raise no crops, and produce no craft.
They are freebooters, con artists, beggars, or swindlers. They Except as noted below, the saher class is equivalent to the
survive by simply being more clever and daring than those sorceror class in the SRD.
around them.
Saher are instinctive spellcasters who can master the mystical
Adventures: Sa’luks are traditionally without property or energies that flow through the land and shape those energies
possession, beyond what they carry on their backs. This lack of with their force of will. No one knows with certainty the
material ties gives them a mobility that many other people power of the saher, although the legends of the rawuns say
lack; sa’luks follow the free-wheeling path of adventure, living that a single drop of genie blood in one’s long family tree is
fully and for the moment through finesse and luck. enough to unlock the secrets of sorcery.

Sa’luks tend to think little of the moneyed classes. When they Sahers are found in every strata of society – from beggars at the
have a bit of silver themselves, they often spend it on baubles. palace gates to powerful spellcasters who advice the sultan. In
Should a sa’luk find great wealth, he may buy grand estates, general, they are not considered to be as dangerous as the
throw expensive parties, and shower others with gifts. Oncehis unpredictable sha’irs and province mages, although not quite
funds are exhausted, he’ll disappear into the night, to start as respectable as the viziers. To further their own needs, saher
fresh in a new location amassing yet another fortune. If in the often use disguises to pass among others (even their comrades)
process the sa’luk can embarrass a few merchants, and perhaps unnoticed.
topple a despotic regime, so much the better.

Adventures: Saher adventure in order to perfect their


Races: Sa’luks are found among any race. Humans are well abilities, and sometimes, to seek out knowledge on the source
represented, as are oasis elves, half-elves, half-orcs, sewer of their inborn powers. Few actually succeed in this quest, but
goblins, jannlings, and cat kheri. it is one considered honorable for anyone suspected to carry
potent genie blood in her veins.

- 19 -
AQ 3.5: Character Classes

Races: Because sahers do not require bulky spellbooks nor Religion: Zann the Learned is the favored god of scholars,
formal training, they are the most common arcane spellcasters including viziers. The mosques of Zann are overshadowed by
to be found among the desert tribes. Humans, dune elves, the universities and libraries staffed by viziers and Zannite
half-elves, half- orcs, and sandstorm halflings all have sahers clerics.
among their camps. Jannlings are especially drawn to the saher
path due to their strong genie blood ties. Other Classes: Viziers maintain cordial relations with
everyone they meet, whenever possible, although in their
hidden thoughts they view nearly everyone with suspicion –
Other Classes: Saher generally get along well with most
especially rival arcane spellcasters.
classes, save for the most conservative of moralists and farisan,
who consider saher spellcasting to be proof of impure blood.
Saher are resented for their natural prowess at magics which
Abilities: The key ability for the saher is her Charisma score, require a lifetime for a vizier to master; rawuns are resented for
which determines her ability to cast spells. Dexterity and the stories they know but refuse to freely share; province
Constitution are also useful, as is Intelligence to provide a mages are resented for their specialist knowledge of broad
broad range of skills. categories of spells.

Ordered priests of Zann – usually ethoists or moralists – are


Class Skills: respected, but many of them tend to be multiclassed viziers
anyway, and thus are professional rivals as well. Classes which
The saher's class skills (and the key ability for each skill) are are unable to cast spells are viewed simply as tools to be used in
Bluff (Cha), Concentration (Con), Craft (Int), Disguise, the quest for ultimate power. Of course, you never let them
Initimidate (Cha), Knowledge (arcana) (Int), Knowledge (the know that.
planes) (Int), Profession (Wis), Spellcraft (Int) and Use Magic
Device. Abilities: Intelligence is essential to gaining knowledge as
well as using it to cast spells, so this is without fail the highest
Vizier (Wizard) ability of any vizier. Charisma is necessary for maintaining
polite facades and manipulating both the masses and the great
leaders. Physical attributes are far less important, because if it
Except as noted below, the vizier class is equivalent to the comes down to a fight, you’ve probably done something wrong
wizard class in the SRD. to begin with.

Viziers are a scholarly class of wizard who gain their abilities


through long study and mastery of the arcane arts. They are Class Skills:
storehouses of magical knowledge whose mystical prowess is
unmatched. The vizier's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int),
The vizier learns early on that political and military power is Diplomacy (Cha), Disguise (Cha), Knowledge (arcana) (Int),
fleeting at best, and the only true power is that of knowledge. Knowledge (geography) (Int), Knowledge (history) (Int),
For this reason, most viziers are more than happy to remain the Knowledge (nobility) (Int), Knowledge (the planes (Int), and
power behind the throne – for whoever happens to sit on the Spellcraft (Int).
throne at any given time.
Skill Points at 1st Level: (4 + Int modifier) x4.
Adventures: Viziers hunger for arcane power, and the source
of that power is knowledge. Musty books, ancient artifacts, Skill Points at Each Additional Level: 4 + Int modifier.
and lost spells are their meat and drink. A vizier rarely
adventures simply for money’s sake, but sometimes a hefty Bonus Languages: A vizier may select Jannti as a bonus
payment can be a means to an end if could purchase an language, but she may not choose Draconic as a bonus
expensive spell component. Every vizier views herself as language. (She may learn it normally, however.)
competing with every other vizier for the ultimate prize of
mystic mastery. School Specialization:
Races: Humans, half-elves, and oasis elves are the most
A vizier who opts to specialize in a specific school of magic
common viziers. Very few other races have the aptitude for
gives up her ability to obtain a familiar, but gains a specific
magic or the drive for knowledge to become effective viziers.
benefit based on her chosen school.

- 20 -
AQ 3.5: Character Classes

Abjurer:
Evoker:
Resistance to Energy (Su): Once per day, the abjurer can
create a mystical shield that grants herself or any one creature Energy Affinity (Ex): The evoker must choose an energy type
that she touches limited protection against a chosen energy (acid, cold, electricity, fire, or sonic). This choice is made upon
type (acid, cold, electricity, fire, or sonic). The affected character creation and cannot be altered thereafter. Any time
creature gains resistance equal to 5 plus one-half of the the character casts an evocation spell with the chosen energy
abjurer's class level against the chosen energy type. Activating type, she casts the spell as if her caster level were one higher
this ability is a standard action. Once activated, the protection (affecting range, duration, damage, caster level checks, and any
lasts for 1 hour. This protection overlaps with (and does not other factor influenced by caster level).
stack with) the effects of spell such as resist energy.
Illusionist:
Conjurer:
Chains of Disbelief (Ex): Even if a viewer disbelieves an
Rapid Summoning (Su): Any time the conjurer casts a illusion created by the illusionist and communicates the details
summon monster spell, its casting time is 1 standard action of the illusion to other creatures, those other creatures do not
rather than 1 full round. (Creatures so summoned can only receive the normal +4 bonus on their saving throws to
take a standard action in the round they are summoned.) disbelieve the illusion. Furthermore, even when presented
Conjurers gain the normal benefits from enhancing a summon with incotrovertable proof that the illusion isn't real, creatures
monster spell with the Quicken Spell feat. must still succeed on a Will saving throw to see objects or
creatures that the illusion obscures, although they get a +10
Diviner: bonus on the saving throw.

Enhanced Awareness (Ex): The diviner adds Sense Motive Necromancer:


(Wis) to her list of class skills. In addition, she gains minor
benefits when casting certain divination spells. She needs only Skeletal Minion: The 1st-level necromancer can begin play
study an item for 10 minutes (rather than 1 hour) when casting with an undead minion (a human warrior skeleton, as
identify. An arcane eye cast by the diviner travels at 20 feet described in the Monster Manual). Obtaining this minion
per round when studying its surroundings (rather than 10 feet takes 24 hours and uses up magical materials that cost 100 g.p.
per round). Add +1 to the saving throw DCs of the character's This creature is a loyal servant that follows the necromancer's
divination spells. (This bonus stacks with the bonus from the commands and accompanies her on adventures if desired. If
Spell Focus and Greater Spell Focus feats.) the skeletal minion is destroyed, the necromancer suffers no ill
effects and may replace it by performing a ceremony identical
Enchanter: to the one that allowed her to obtain her first servant.

At 1st level, the skeleton is completely typical, but it gains


Cohort: Upon reaching 6th level, the enchanter gains the
powers as the necromancer gains levels. The skeleton ahs a
service of a loyal cohort of the player's choice (with the DM's
number of Hit Dice equal to the necromancer's class level.
approval). The cohort is a 4th-level character when first
Add one-half the necromancer's class level to the skeleton's
gained; after that point, follow the normal rules described in
natural armor bonus. Add one-third of the necromancer's class
the Leadership feat to determine the cohort's level, but treat
level to the skeleton's Strength and Dexterity scores.
the enchanter's level as being two levels lower than normal.
The enchanter doesn't gain any followers from this ability. If
the enchanter selects the Leadership feat, she attracts followers Transmuter:
as normal, the penalty to the enchanter's effective level is
eliminated, and the enchanter automatically qualifies for the Enhance Attribute (Ex): Once per day, plus an additional one
"special power" modifier to her Leadership score. time per five class levels, a transmuter using this variant can add
a +2 enhancement bonus to any one of his ability scores. This
bonus lasts for a number of minutes equal to the transmuter's
class level. Using this ability is a free action (and counts as
using a quickened spell, so it may only be used once per
round).

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