Chronicler (Character Kit)

Chronicler
Description: The chronicler is a priest who seeks wisdom in the lost records of the past. He knows more about the forgotten history of Athas than any other character, and he tries to use the ancient secrets in pursuit of his own goals in modern Athas. The chronicler is not just a tomb- robber or archaeologist; he is also a historian who makes painstaking efforts to record current events and pass on his own knowledge to future generations.
Both templars and clerics may be chroniclers; druids have too many pressing cares in the immediate present to care much about lost secrets and lore. The long lifespans of elves and dwarves make them particularly appropriate for this kit, but priests of any race may choose to be chroniclers. Chroniclers may be of any lawful alignment, and require an Intelligence of 13 in addition to all other prerequisites.
Weapon Proficiencies: There are no special weapon requirements for chroniclers.
Nonweapon Proficiencies:
* Bonus: Ancient History, Reading/Writing, Astrology.
* Recommended: Etiquette, Land- based Riding, Heraldry, Ancient Language, Religion.
Equipment: Chroniclers may use any weapons or armor appropriate for their class. They are required to purchase astrological charts, histories, journals,  pen and ink, and papyrus. These materials cost a total of 20 cp multiplied by the priests level.
Special Benefits: Chroniclers gain the thiefs ability to read unknown or ancient languages. This skill begins at a percent- age chance equal to the chroniclers Intel- ligence score, and increases by 5% per level that the character advances. Chroni- clers also have a 5% chance per level to identify the general purpose and function of ancient magical items, tomes, or texts, just as a bard. The chronicler can identify only those items with some historical sig- nificance; a bone sword +1 wielded 30 years ago by a common outlaw would not qualify, but a sword +1 wielded by an ancient warlord 700 years ago would.
Chroniclers also are known for their extraordinary memories. Athasian scholars must deal with extensive oral histories and epic poems, and they rigorously train themselves to remember incredibly long texts or songs. Once a chronicler reads or hears anything, he can commit it to mem- ory and remember it to the word forever. This process takes 1d4 turns plus the time of reading or listening. The character can also memorize maps, faces, or conversations. In many cities, the chroniclers memory is considerable admissible as evidence in a trial.
The game effect of this ability is to allow the player controlling the chronicler character to confer with the DM and recall the exact wording of instructions, directions, or bargains made with NPCs. The character also carries around a map of the Tyr Region in his head; the DM can allow the player to refer to any non keyed map relevant to the situation at any time. This ability gives the character a +1 bonus on Intelligence checks and non- weapon proficiency checks for navigation, direction sense, survival, bargaining, and any other proficiency the DM allows. Special hindrances: The chronicler must attempt to recover any item of ancient work he knows of and return it to his school or library. A templar chronicler who finds a steel long sword +3, or a suit of plate mail, or even a rare and expensive book will go to any lengths to either purchase or steal the item and return it to his sorcerer-king. Chronicler clerics have similar responsibilities to a library, museum, or hidden temple. The Dungeon Master should be reasonable with this requirement; the chronicler will not attack his teammates over one rusty steel sword, but if his fellow adventurers came across an ancient artifact or book, the chronicler should insist on its return and study.
Chroniclers may keep only magical items that have no historical significance. All others must be returned to their organizations.
Wealth Options: The chronicler begins with the standard starting money for a priest character.
Category:Character Kit
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