译文资料区 > 上古规则（2E或更早）
This non-heirarchical priest knows something about the dark forces of the ancient past and means to destroy them. He may have learned about them as part of a heirarchical order, then left on his own to combat these great evils, or he may have been a mystic of some kind who stumbled upon the knowledge by accident. Though he begins with little knowledge, he is always certain of his faith and his god's help. Unlike a paladin, a priest-defender depends on spells to win the day, not sheer strength of arms.
Weapon proficiencies: Bonus: none; Recommended: mace, staff.
Nonweapon proficiencies: Bonus: Ancient History, Reading/Writing; Recommended: Ancient Languages, Dark Lore(new proficiency, see later), Debate, Genie Lore, Religion, Spellcraft.
Equipment: Priest-defenders are usually equipped as warriors. Their armor and clothing is commonly embroidered, painted or inlaid with sacred verses, holy writings, and religious symbols.
Distinctive appearance: Priest-defenders care litle for their appearance but maintain their tools devotedly.
Special benefits: This kit is aligned with the mamluks of the Vigilant (describe later). After reaching 9th level, a priest-defender gains two 3rd-level mamluks and 10 1st-level faris as guards and helpers. If these followers die, the Vigilant may send others if the priest-defender seems to have done all he could to prevent the mamluks’ deaths.
Like rangers, priest-defenders gain bonuses against a single type of foe, generally the campaign’s chief villain. Against this opponent, the priest-defender’s speels all operate at maximum effectiveness. The foe could be anything from sahuagin to yak-men to efreet to the Brotherhood of True Flame.
Magic abilities: Priest-defenders gain spells from the following spheres as priests:
Major access: All, Charm, Combat, Guardian, Healing, Protection, Wards(from the Tome of Magic); Minor access: Divination, Elemental, Necromantic, Sun.
Forbidden: All others, except spells that overlap one or more spheres.
Turning Undead: A priest-defender can turn undead as a standard cleric of the same level, and also can turn genies. A priest-defender turns genies as undead of equivalent hit dice. To keep this ability, the priest must not associate with genies and must uphold two or more vows determined by the DM (perhaps fasting twice each week, chastity, silence, poverty, celibacy, preaching to the un-Enlightened and this impious each day, or wandering Zskhara, never setting down). If there is a sha’ir in the PC party, the resulting tension can make for some very interesting role-playing-or it can lead to trouble all round. The priest and the sha’ir may engage in a party power struggle, resulting in bad feelings among the players. To avoid this, before these two characters meet, any party with both a priest-defender and a sha’ir PC should be required to explain why these two will tolerate each other and go adventuring together.
Special hindrances: The priest-defender is driven to exterminate evil, and cannot rest from his labors and vigilance.
The priest-defender may never build a temple or stronghold, though the most charismatic may attract an entourage of hundreds of followers. After 9th level, the henchmen and followers of a priest-defender require no pay, as they serve out of faith and love.
Wealth options: Priest-defenders must spend all available funds on seeking out and destroying agents of darkness.
Races: Members of any race may be priest-defenders, though dwarves and humans seem especially drawn to this profession.[/size]
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, Darklore; 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 imam’s. 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 paladin’s 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: Sungezers 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).
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 proficiency 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 monsters (not including the genies). He also knows their customs, their likes and dislikes, and their enemies, improving the PC’s 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 perhaps even makes the creature stronger.
This proficiency does not provide any detailed knowledge of genies; the Genie Lore proficiency provides that.
Other possible Dark Arabian kits include paladins who take the faris kit (normally not allowed in Zakhara) and rogues who become tomb robbers. The tomb robber kit allows the same abilities as the burglar kit, applied to trapped mausoleums and underground tombs.
Though paladins are normally not native to Zakhara,in Dark Arabia they are al-lowed as members of the faris kit because the Dark Arabian faris act as defenders of mankind as well as defenders of the faith. Existing faris may gain paladin powers if they are pure-hearted,lawful good,and willing to undertake a difficult quest to gain this status (perhaps to recover the bones of a saint or a scrap of the robe of the Loregiver).
Paladins and other faris are allied with a new order of mamluks dedicated to the extermination of evil creatures beyond the Enlightened lands. Called "abd-Haris," or the Vigilant, this mamluk society is based in the frontier regions of Zakhara,includ-ing the Free Cities, the Ruined Kingdoms, and the Crowded Sea. The Vigilant cover up the existence of the forces of darkness, to protect the innocent from things that would only terrify them. They also hide the darkness to keep evil knowledge away from those who might seek to learn more. A new tomb-robber kit for rogues gives them an edge with the ancient traps, wardings, and writings of pre-human history. These tomb-robbers have a work-ing knowledge of the mechanics and socie-ty of the ancients, as opposed to the arcane knowledge of the mad mage kit or the protective bonuses of the priest-defender and faris.