Kahin
Kahins (KAH-hins) are idol-priests, believing that divinity is found in all things, and that through worship of certain items of power, they may come to understand the ebb and flow of mystical power and divinity in the universe. Their beliefs apparently predate the worship of the known gods of Alcirya (in fact, these were the wise-men or slave-priests while the now free-men were slaves in Appollonia), though their records are primarily verbal as opposed to written, kept for generations by other kahins and sympathetic rawuns. Kahins claim to draw their strength from the basic energy of the land itself, though they do respect gods. Some outlanders from the North mistakenly call them druids, because both groups have similar attitudes, abilities, advancement, and spells. Like druids, kahins believe that all forces are in balance - but from the kahins’ viewpoint, they are continually moving against one another. Although kahins are technically clerics, they use the druid tables for advancement. Like druids, they cannot turn undead. At 16th level, kahins become Aged Masters.
Role
The eternal balancers, kahins are more devoted to the land, which is everlasting, than to people, who like matches are struck once and then extinguished. “The land” includes all expanses of nature, from desert to sea, arid waste to verdant valley. In fact, to destroy the desert would be as great a crime to kahins as torching a field. For this reason kahins are often considered obstructions to the growth of cities and consequently to the power of the merchant classes. Kahins are wanderers and teachers, instructing men and women to live within their boundaries rather than expanding to excessive lengths. These clerics have the most amiable relationship with others who live in peace with the environment, such as desert riders, mystics, and corsairs. Kahins are more uneasy with those who are severed from the land and who are by nature city-dwellers - for example, merchant-rogues and the organized clergy.
Distinctive Appearance
None
Special Benefits
Unlike the druid hierarchy, the kahin power structure includes an unlimited number of positions at higher levels. Upon attaining 16th level (by the druid experience charts), kahins join the Circle of Aged Masters. The Circle comprises incredibly old and (usually) wise men and women who exemplify the balance. At 16th level and at each level gained thereafter, kahins gain one each of the following benefits:
- Immunity to one specific type of weapon (e.g., flight arrow, short sword, jambiya), including conjured and magical versions of that weapon.
- Immunity to one element and all attacks based on that element. The Aged Master would not be harmed by entering the corresponding elemental plane.
- Immunity to one creature (e.g., cobra, ghul, efreeti) provided that the Aged Master makes no attack upon that creature. Once the Aged Master makes such an attack, the immunity is null and void forever. (The DM’s best judgment applies. With proper atonement, or magic as powerful as a wish, the immunity could be restored.)
Kahins cannot rise beyond 20th level; further experience is lost. Players must retire such high-level PCs but can begin anew with other kahins at 3rd level (a small bonus for achievements in a “previous life”).
At 20th level, kahins are so in tune with their surroundings that they cannot succumb to death by natural causes; however, they still can be slain by a malicious force.
Special Hindrances
Unlike other clerics (but like druids), kahins cannot turn undead.
Class
Priest
Attribute Requirements
Wisdom of 12 and a Constitution of 14
Barred Beliefs
Kahins are always non-specialist clerics. They are always neutral, but may tend toward law or chaos, good or evil.
Race Requirement
All races and both genders are eligible. The unisex title is kahin (KAH-hin). The optional feminine title is kahina (KAH-hin-ah).
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Kahins are limited to the following weapons: club, dart, spear, light horse lance, jambiya, scimitar, sling, and staff.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Survival (any area but urban)
Recommended Non-Weapon Proficiencies
Agriculture, Animal Handling, Animal Training, Direction Sense, Fire Building, Riding (Land-Based), Swimming, Weather Sense, Animal Lore, Endurance, Mountaineering, Set Snares, Tracking, History (Ancient), Astrology, Herbalism, History (Local), Religion, Spellcraft, Genie Lore
Barred Non-Weapon Proficiencies
Haggling, bureaucracy, begging. Kahins may gain these later, should the opportunity arise, but may not take these proficiencies initially.
Equipment
Kahins are not permitted to wear any armor other than hide (AC 6), nor may they carry shields. If they wear inappropriate armor, kahins cannot use their spells or special abilities. Kahins may use all priestly magical items with these exceptions: they may not use magical armor other than hide, nor magical weapons other than those listed under “Equipment” above. Kahins who have the reading/writing proficiency may use clerical scrolls for all spheres.
Wealth Options
Each member of this kit begins play with 3d6 x 10 gp. Kahins may keep any gold that remains after purchases.
Homeland Terrain
None
Economic System
None