Hakima (Character Kit)

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==Hakima (Wise Woman)==
More than a few tales from the Arabian Nights portray intelligent and outspoken women with mystical abilities. The hakima kit is modeled after such extraordinary characters. A hakima's gaze can penetrate the veils of magic and lies to perceive the underlying truth. Although her other abilities are limited, the hakima's insight is highly valued both in the desert and the cities of Zakhara.
Requirements: Hakimas (hah-KEEM-ahs) must be female clerics, and they must have a Wisdom of 15 or higher. They may be of any alignment, though most are good or neutral. (An evil wise woman may perceive the truth, but bend it to her own ways.)
Role: Wise women are not fighters or aggressors by nature, but they still know how to defend themselves. Most of their spells are defensive. They are the keepers of the home fires, the protectors of the family, and the unifier of tribes. They may rise in power to be leaders themselves, or guide others along the path to greatness. (Although women in the Land of Fate are treated with great equality compared to those in Western history, most Zakharan leaders are male.) A wise woman does not normally contest others directly; instead she opposes them more subtly, more cleverly, with champions and feints and challenges. A sultan could choose no one better than a loyal hakima to be the leader of his household, as well as his favored confidant and domestic spy.
Weapon Proficiencies: Wise women are limited to the following weapons: club, staff, dart, blowgun, short sword, jambiya, dagger, knife, sling, war hammer, horseman's mace. Hakimas choose from among these weapons to fill weapon proficiency slots.
Nonweapon Proficiencies:
* Bonus Proficiency: None. However, hakimas may choose from all nonweapon proficiency groups without expending an extra slot.
* Recommended, General: Agriculture, animal handling, brewing, cooking, debate, etiquette, haggling, languages (modern), leatherworking, pottery, seamstress/tailor, singing, swimming, weaving.
* Recommended, Warrior: Animal lore, endurance, bowyer/fletcher, gaming, hunting, tracking.
* Recommended, Priest: Ancient history, astrology, bureaucracy, healing, herbalism, languages (ancient), local history, musical instrument, reading/writing, spellcraft.
* Recommended, Wizard: Ancient history, astrology, herbalism, languages (ancient), reading/writing, spellcraft, genie lore. * Recommended, Rogue: Ancient history, appraising, bureaucracy, disguise, forgery, local history, reading lips, ventriloquism.
* Forbidden: None.
Equipment: The hakima may not purchase any form of armor with her initial gold, though she may buy it later. Most hakimas don padded armor when anticipating a battle.
Hakima dress ranges from ordinary to spectacular. Most women wear veils in the Land of Fate, especially in settlements. In the city, a short, diaphanous curtain serves more as a fashionable custom than as a restriction. In many areas of the hinterland, veils are optional, serving only to keep the wind off one's face. However, a few tribes do require women hide their features behind a dark, heavy mask. In such tribes, the hakimas follow suit.
Special Benefits: A wise woman's greatest power is the ability to perceive truth—both in word and appearance. She can detect lies, discern alignment, and see polymorphed, disguised, or otherwise hidden or concealed objects. She must first be able to see, hear, or otherwise sense the target in order to use this ability. Next, the hakima (her player) must state that she is attempting to use her extraordinary perception. Finally, she must make a Wisdom check.
Circumstances may modify this ability check. In critical situations, the DM instead of the player may make the roll. If the character's senses are handicapped—for example, if she is blinded or the target is magically silenced—the DM's best judgment applies. (The player may attempt to justify the hakima's use of this ability in questionable situations.)
A wise woman's perception with this power depends on the situation and her experience level:
* At 1st level, the wise woman can detect truth in the spoken word. Provided she makes a successful ability check, she can determine whether a speaker is truthful. Truth is subjective to the speaker. For example, if an individual truly believes he is the last Khan of Khargastan, then that belief will be revealed, not whether the individual truly is the last Khan. Failure of the ability check indicates that nothing one way or another is discerned. Only one attempt per day is allowed. The undetectable lie spell causes the wise woman to declare that the individual believes he or she is speaking the truth (if the ability check succeeds).
* Also at 1st level, the wise woman may discern an individual's true class and station in life by watching the individual eat and drink. A wise woman could discern a prince masquerading as a beggar, and vice versa. If the individual has used the disguise proficiency, the wise woman may only successfully determine that the individual is disguised, and a second successful roll is needed to reveal that person's station.
* At 3rd level, the wise woman may search for secret doors, concealed panels, or similar items. A successful ability check reveals the door, item, or passageway.
* At 6th level, the wise woman is able to detect illusions as well as mirages. A successful ability check reveals the illusion or mirage for the falsehood it is, and in addition shows what is being concealed. This ability is modified by a-5 penalty if genies or genie- based magic are involved.
* At 9th level, the wise woman has the ability to reveal enchantments. If observing an item or individual, a successful ability check reveals any ensorcellment, including curses, charms, and other magics. It reveals the general nature of the enchantment, but not the specific spell. The exceptions to this are polymorph and other shape- changing spells. A successful ability check reveals both the nature of the spell and the individual who is concealed. This ability is modified by a-5 penalty if genies or genie-based magic are involved.
Magical Abilities: Hakimas are allowed the following spells. Other magical abilities are limited; see "Special Hindrances."
* Major Access: All, Divination, Healing, Protection, and Sun.
* Minor Access: Charm, Creation, Guardian, Weather.
* Forbidden Spheres: All others (except spells duplicated in one of the permitted spheres above).
Turning Undead. Hakimas cannot turn undead.
Special Hindrances: The wise woman can only use magical items that are available to all classes. Although she belongs to the cleric class, she cannot use magical or clerical scrolls (even if she is able to read them). Otherwise, the hakima's only limitations are those noted above for equipment and spells.
Wealth Options: Hakimas begin play with 2d6 x 10 gp each. They are allowed to keep any gold that remains after initial purchases.
Races: Only humans and half-elves may be hakimas.
Category:Character Kit
Category:Character Kit AA