Kahin (Character Kit)

__NOTOC__
==Kahin (Idol Priest)==
Kahins (KAH-hins) are idol-priests, believing that divinity is found in all things, and that through worship of certain items of power, they may come to understand the ebb and flow of mystical power and divinity in the universe. Their beliefs apparently predate the worship of the known gods of Zakhara, though their records are primarily verbal as opposed to written, kept for generations by other kahins and sympathetic rawuns.
Kahins claim to draw their strength from the basic energy of the land itself, though they do respect gods of the earth, agriculture, and the desert. Some outlanders from the North mistakenly call them druids, because both groups have similar attitudes, abilities, advancement, and spells. Like druids, kahins believe that all forces are in balance—but from the kahins' viewpoint, they are continually moving against one another. The kahin symbol is six arrows arranged in an arc, all pointed downward.
Although kahins are technically clerics, they use the druid tables for advancement. Like druids, they cannot turn undead. At 16th level, kahins become Aged Masters.
Requirements: Kahins must first belong to the cleric class. They are always neutral, but may tend toward law or chaos, good or evil. Characters must have a Wisdom of at least 12 and a Constitution of at least 14 to qualify. All races and both genders are eligible. The unisex title is kahin (KAH-hin). The optional feminine title is kahina (KAH-hin-ah).
Role: The eternal balancers, kahins are more devoted to the land, which is everlasting, than to people, who like matches are struck once and then extinguished. "The land" includes all expanses of nature, from desert to sea, arid waste to verdant valley. In fact, to destroy the desert would be as great a crime to kahins as torching a field. For this reason kahins are often considered obstructions to the growth of cities and consequently to the power of the merchant classes.
Kahins are wanderers and teachers, instructing men and women to live within their boundaries rather than expanding to excessive lengths. These clerics have the most amiable relationship with others who live in peace with the environment, such as desert riders, mystics, and corsairs. Kahins are more uneasy with those who are severed from the land and who are by nature city-dwellers—for example, merchant-rogues and the organized clergy.
Weapon Proficiencies: Kahins are limited to the following weapons: club, dart, spear, light horse lance, jambiya, scimitar, sling, and staff.
Nonweapon Proficiencies:
* Bonus Proficiency: Survival (any area but urban).
* Recommended, General: Agriculture, animal handling, animal training, direction sense, fire-building, riding (land-based), swimming, weather sense.
* Recommended, Warrior: (Counts as normal number of slots) animal lore, endurance, mountaineering, set snares, tracking.
* Recommended, Priest: Ancient history, astrology, herbalism, local history, religion, spellcraft, genie lore.
* Recommended, Wizard: None.
* Recommended, Rogue: None.
* Forbidden: Haggling, bureaucracy, begging. Kahins may gain these later, should the opportunity arise, but may not take these proficiencies initially.
Equipment: Kahins are not permitted to wear any armor other than hide (AC 6), nor may they carry shields. If they wear inappropriate armor, kahins cannot use their spells or special abilities.
Special Benefits: Unlike the druid hierarchy, the kahin power structure includes an unlimited number of positions at higher levels. Upon attaining 16th level (by the druid experience charts), kahins join the Circle of Aged Masters. The Circle comprises incredibly old and (usually) wise men and women who exemplify the balance. At 16th level and at each level gained thereafter, kahins gain one each of the
following benefits:
* Immunity to one specific type of weapon (e.g., flight arrow, short sword, jambiya), including conjured and magical versions of that weapon.
* Immunity to one element (sand, wind, flame, or sea) and all attacks based on that element. The Aged Master would not be harmed by entering the corresponding elemental plane.
* Immunity to one creature (e.g., cobra, ghul, efreeti) provided that the Aged Master makes no attack upon that creature. Once the Aged Master makes such an attack, the immunity is null and void forever. (The DM's best judgment applies. With proper atonement, or magic as powerful as a wish, the immunity could be restored.)
Kahins cannot rise beyond 20th level; further experience is lost. Players must retire such high-level PCs but can begin anew with other kahins at 3rd level (a small bonus for achievements in a "previous life"). At 20th level, kahins are so in tune with their surroundings that they cannot succumb to death by natural causes; however, they still can be slain by a malicious force.
Magical Abilities: Kahin spells are limited as follows:
* Major Access: All, Animal, Divination, Elemental, Healing, Plant, and Weather.
* Minor Access: Creation, Protection, Sun.
* Forbidden Spheres: All others (except spells duplicated in one of the permitted spheres above).
Kahins may use all priestly magical items with these exceptions: they may not use magical armor other than hide, nor magical weapons other than those listed under "Equipment" above. Kahins who have the reading/writing proficiency may use clerical scrolls for all spheres.
Turning Undead. Unlike other clerics (but like druids), kahins cannot turn undead.
Special Hindrances: Kahins have no special hindrances other than the limitations noted above for spells, arms, and armor.
Wealth Options: Each member of this kit begins play with 3d6 × 10 gp. Kahins may keep any gold that remains after purchases.
Races: Members of any race may be kahins, including elves, half-elves, dwarves, gnomes, and halflings. See "cleric" in Table 7 of the DMG for level limitations by race.
Category:Character Kit
Category:Character Kit AA