Groups, Classes, and Kits (AA)

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In the Arabian Adventures rules, all four major character groups function normally: warrior, wizard, priest, and rogue. The classes within these groups also remain unchanged but for one development: every character in the AL-QADIMTM campaign, regardless of class, must also have a character kit.
A kit is a specialized role. The idea was introduced in The Complete Fighter's Handbook, followed by other supplements in the same "PHBR" series. Kits augment and enhance the character class system; they don't replace it. Every character still belongs to a class. For example, The Complete Fighter's Handbook describes over a dozen kits for fighters and other warriors, from swashbucklers to samurai. Similarly, The Complete Priest's Handbook features new specializations for priests, from patricians to fighting monks. Kits add detail to characters after their class has been selected.
Chapter 3 in this book describes the many kits of the AL-QADIM campaign. They help give characters a background appropriate to the Land of Fate. For example, a fighter might be a desert rider or a slave- soldier. Every character group and every class is represented in the campaign, with two exceptions:
* Druids are not native to the Land of Fate, and they're not allowed as newly created characters. If a player decides to bring a druid into the campaign anyway (and the DM allows it), that character must be a foreigner.
* Illusionists and other specialist wizards also are not allowed, unless they enter the campaign as foreigners.
Characters whose origins lie outside the Land of Fate have their own specialized kits, which describe the drawbacks of being foreigners. These drawbacks apply no matter how a foreigner enters the campaign, and no matter how experienced (or inexperienced) a character may be. See Chapter 3 for details.
==Multi-class and Dual-class Characters==
Multi-class characters are allowed in the Land of Fate, but they require one kit for each class. Players may not choose a Zakharan kit for one class and a "foreigner" kit for another.
Human characters can be dual-class according to the rules in the Player's Handbook. The original class must have a kit, but a kit for the second class is optional. Even foreigners in the Land of Fate can acquire a second class. In that case, they're allowed to take a "native" kit for the second class (assuming they've spent enough time in Zakhara), and may still have a "foreigner" kit for their original class.