Protector (Character Kit)

Protector
The protector is an elf wizard dedicated to the defense of his tribe. He combines magic with warrior skills to create a true combat mage. Indeed, pro- tectors are among the most ferocious and dangerous elf opponents enemies of an elf tribe can face.
Character Class: Protectors must be preservers, as defilers don’t have the commitment or honor necessary to adhere to the tenets of this kit. In addition, a protector must be a multiclassed fighter/wizard of some kind.
Races: Only elves may become pro- tectors, though a DM may rule that a half-elf who’s dedicated to a particular slave tribe might become that tribe’s protector.
Requirements: Only the best elves can meet the standards set for this kit. A protector must have a Strength score of 13 or better, a Constitution score of 12 or better, and an Intelligence score of 14 or better.
Role: Protectors defend their tribes from all threats and dangers, using magic and muscle to keep those they have sworn to protect from harm. Not every fighter/mage can rise to the standards of this kit, for it takes skill, commitment, compassion, and a dedication not seen very often among the elves of Athas.
An elf tribe usually has one designated protector at a time. This elf receives the traditional weapon of protection to use in defense of the tribe. This weapon is a bone Iong sword +3 that’s sometimes imbued with an additional power depending on the tribe it belongs to. For example, one tribe might have a thri- kreen slayer, while another has an undead slayer, each inflicting extra dam- age (usually becoming a +5 weapon) against their dedicated foes. The protector ranges far from the tribe for months at a time, seeking any threats long before the tribe is placed in danger.
When traveling with the tribe, the protector runs at the head of the tribe in a place of honor reserved just for him. He provides consul to the chief and tribal elders, trains tribal defenders, and keeps alert for any dangers. When dan- ger presents itself, the protector often leads the tribe into battle, wielding the tribal sword where all can see. He inspires the tribe, casting magic and striking quickly with his enchanted sword.
Class Modification: Protectors always seek to learn spells that can be used to defend their tribes. Offensive spells are selected first, followed by spells that can be used to defend those in their care. Some protectors even learn divination spells in order to gain as much warning to dangers as possible.
Weapon Proficiencies: Protectors can learn to use any weapons, though they must select the long sword among their initial proficiencies.
Nonweapon Proficiencies:
* Bonus: Survival.
* Required: Tracking.
Recommended Proficiencies: Direction sense, armorer, blind-fighting, weaponsmithing, mental armor.
Special Benefits: At 3rd level, a protector is only a protector-in-training. He receives a bone long sword +1 to use until his training period ends. During training, the protector-to-be travels with the tribe’s protector for one month per level. The rest of the time he is encouraged to find an adventuring party to join with to further hone his abilities.
At 5th level, the training period ends. If the tribe’s protector is ready to step down from his post, the new protector receives the bone long sword +3. If not, the young protector is encouraged to keep traveling until such time as his tribe has need of his services.
A protector carries around a pouch full of items that are important to his tribe. With this pouch, the protector and the tribe are always connected. At 5th level, a protector gains danger sense in relation to his tribe. With this ability, he knows when his tribe needs him and can follow the tingling sensation right to them. This ability works best as long as he’s within 10 miles of the tribe; at farther distances the tingling is too weak to do more than warn him that something is amiss. If the protector loses the pouch, he loses this ability.
Due to his training and combat orientation, a protector receives extra offensive spells to memorize every day. Up to 5th level, he receives an extra 1st- level spell; from 6th to 9th level he receives two extra 1st-level spells; from 10th to 12th level he receives two 1st- level and one 3rd-level spell; at 13th level and above, his extra spells are two 1st-level and two 3rd-level spells.
Special Hindrances: Through the connection formed by the tribal pouch, a protector must respond to a summons from his tribe. The tribal shaman can use the pouch to summon the protector, and any true threats to the tribe also force the protector to respond.
If a protector’s tribe is ever destroyed and the protector survives, he becomes an avenger. An avenger wanders the land, seeking to protect others from whatever danger destroyed his tribe. He also seeks to avenge the tribe by hunting down and eliminating whatever destroyed them though this isn’t always an easy task.
Wealth Options: Protectors begin play with little money, only (1d4+1) x 5 cp, but they do receive a bone long sword +1.
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