Sungazer (Character Kit)

Sungazer
This mage derives his power from the dark forces of the ancient past, which gives him the means to destroy them. Unfortunately, the price for this specialization in long forgotten summoning, protection, and warding spells is that the sungazer slowly goes insane.
Weapon Proficiencies:
* Bonus: none;
* Recommended: jambiya, staff.
Nonweapon Proficiencies:
* Bonus: Ancient History, Dark Lore; 
* Recommended: Reading/Writing, Genie Lore, Spellcraft.
Equipment: The sungazer needs spell books like most other wizards.
Distinctive appearance: Sungazers wear the dark robes of a qadi, and their beards run long like an imams. As they grow progressively wilder and closer to insanity, their eyes become tinged with red or yellow. 
Special Benefits: The sungazer can communicate with all supernatural creatures as if by a comprehend languages spell. Once per day, he can sense the presence of evil. This functions much like a paladins ability to detect evil but does not require concentration. The first time the sungazer comes in contact with sufficiently powerful evil (with more HD than the sungazer has levels), a cold chill runs up his spine. If he encounters such creatures more than once a day, there is no warning the second time.
Magical abilities: All sungazer protection spells (such as armor, protection from evil, abjure) reduce damage suffered from attacks by creatures of darkness by -1 per six levels of ability.
Special Hindrances: The sungazer mage is both drawn to dark knowledge and repelled by it; part of him is tainted with corruption though he still resists it. A sungazer suffers a    -2 penalty to saving throws against all magical effects cast by evil supernatural creatures.
For each warding a sungazer learns, he must make a saving throw versus death magic (Wisdom adjustments apply). If he fails, he loses a point of Wisdom, and when his wisdom falls below 3, he loses his sanity and falls under DM control.
Wealth Options: Sungazers are rarely interested in wealth except as a means to an end, namely more knowledge.
Races: Only goblins and humans can be sungazers (see the City of Delights boxed set for details on goblin mages).
== NEW NWP Dark Lore ==
1 slot, Intelligence -3
The Dark Lore proficiency gives the PC
a wide ranging knowledge of the nature of the dark powers of the deserts, peaks, and oceans, and the charms and rituals that can hold them at bay. A priest with this proficiency gains minor access to the Protection sphere of spells, even if he is otherwise not entitled to it, and gains major access to it if he already has minor access. Other characters gain knowledge of which spells and magical items can fend off which monsters.
With a successful proficiently check, the character knows how to bribe, avert, or ward off a particular type of supernatural creature. He knows the weaknesses and abilities of most supernatural, evil mon- sters (not including the genies). He also knows their customs, their likes and dis- likes, and their enemies, improving the
PCs bribery, haggling, and reaction rolls by +2. With powerful creatures of darkness (more HD than the PC has levels), the DM should roll the skill check. The skill still provides the nature of their weakness, if anybut on a failed check the supposed knowledge is completely false, and per haps even makes the creature stronger. This proficiency does not provide any detailed knowledge of genies; the Genie Lore proficiency provides that.
Category:Character Kit
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