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SaherThis is a 3E conversion of the Sorcerer and Elemental Mage kits from Al-Qadim. These two kits become but a single class in 3E. Since sorcerer is already the name of a standard class in 3E, the sorcerer from Al-Qadim now uses the Midani word, saher. This may well be the same word as sha'ir, with a different transcription, but no matter. Sahers are the standard mages of Zakhara; they represent the standard and most common form of spellcaster. In tune with the basic fabric of the real world, they understand the power of all the elements: Earth in the form of desert sand, Water in the waves of the sea, Air in the free winds, and Fire in the heat of rage and flames of passion. Role: Sahers are as common in Zakhara as standard mages are in other lands. For the most part, they are treated with the respect granted to any individual of unknown power and capability. In general, however, Sahers are not considered as dangerous as sha'irs or elemental mages. Sahers are found in every strata of society - from beggars at the palace gates to wizards who advise the sultan. To further their own needs, Sahers often use disguise to pass among others (even comrades) unnoticed. Some sahers specialize in one of the four elemental provinces: sand, sea, flame, or wind. They gain great power and control within that province, but lose their ability to cast spells from any of the remaining three. A specialized saher is often known as an elemental mage. Elemental mages are rare in the Land of Fate, and a great deal of mystery and suspicion accompanies them. Upon encountering spell casters, most folk assume them to be standard sahers, or perhaps even the more unpredictable sha'irs. Once a caster is known to be one of the purely elemental mages, distrust and suspicion grow. Natives assume that all Elemental Mages are gathered in brotherhoods committed to a given province - and not necessarily for the betterment of those around them. The reason behind these impressions is the Brotherhood of the True Flame. The "Brotherhood" is an organization of flame wizards who make no bones about their aims. They believe that the only true magery is that of fire. Further, they believe that all wizards who are not Elemental Mages in flame must convert - that is, come under their control - or die. The Brotherhood maintains chapters and related bodies in all major cities of the land. The organization also maintains close ties with several holy slayer (assassin) organizations. Despite common belief to the contrary, mages devoted to sand, wind, or sea do not have this circle of organization, nor do they have similar aims. But the known existence of the Brotherhood brings suspicion on all Elemental Mages. No PC specializing in flame may begin the campaign as a member of the Brotherhood. The organization accepts only evil members, and it carefully observes all those who are not members. Should a PC perform "well" (slaying mages who are not flame wizards and acting in a generally evil manner), he or she may be invited to participate in the Brotherhood's initiation rites. Should a PC behave otherwise, the Brotherhood may label the PC as an enemy, and target the rogue flame mage for eventual termination. The same may occur if someone simply refuses an invitation to undergo the initiation rites. Restrictions: Members of any race or sex may become Sahers.
Weapon and Armor Proficiency: Sahers are proficient with the club, dart, halfspear, and quarterstaff, but not with armor or shields. Note that the standard armor check penalties to skills apply. Like any other arcane spellcaster, a saher can cast spells while wearing armor or using a shield but suffers a chance of arcane spell failure if the spell in question has a somatic component (most do). Spells: Sahers calculate their maximum number of arcane spells per day as wizards of equal level, including intelligence bonuses. See PH, p. 52. These are the spells described in the Arabian Adventures book. Converting these spells to 3E is a separate task, but some guidelines can be given. Spells from 3E PH can also be used, but often lack the flavor of the spells from Arabian Adventures.
Elemental Specialization: Some sahers specialize in one element, thus becoming elemental mages. This works just like school specialization (PH, p 54), with spells of the given element as the chosen school and all other element-specific spells as opposed schools. For spells from 3E, electricity and air spells are of the wind school, cold, water, and acid spells are of the sea school spells, light and fire spells are of the flame school, while sonic and earth spells are of the sand school. Some spells, while not noted as having one of these effects, are still obviously tied to one element. Such spells of then have the name of an element as a part of their title (for example Earthquake, PH p. 198). Bonus Languages: A saher may substitute Aquan, Auran, Ignan, or Terran for any or all of the bonus languages acquired as a result of high intelligence (PH, p 9). Sahers usually use these languages to scribe their spell books. They are also useful for speaking to summoned elementals creatures. Bonus Feats: Sahers gain bonus feats from the metamagical or item creation feats, or from the special feats of the class. These feats are gained at the first level, and every three full levels thereafter. Familiar: A saher can learn to summon a familiar as a feat, that works the same way a sorcerer's familiar does. See PH, page 51. This can be taken as a bonus feat. Endure Element: A saher can learn to endure element as a feat. Each element must be learned separately, and an elemental mage may only learn to endure his specialized element. This works just like the spell, and works continually. Endure Wind protects against cold and air attacks. Endure sea protects against water and acid attacks. Endure flame protects against fire, and endure sand protects against earth. Even if dispelled, this power can be reactivated as a free action. The saher can learn endure element as a bonus feat. Spell Focus (element): This works just like the regular Spell Focus feat (PH, page 85), but applies to the spells of one elemental province instead of to a school of spells. This can be taken as a bonus feat. Spell Mastery: A saher may learn the Spell Mastery feat, just as a wizard does (PH, p 54). This can be taken as a bonus feat.
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