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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Sabi, Hawasabi (Air Sabi)

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 16 (+1 Dex, +3 studded leather, +2 heavy wooden shield); touch 11; flat-footed 15
    Base Attack/Grapple: +1/+3
    Attack: Flail +3 melee (1d8+2) or Shortbow +2 ranged (1d6+2/×3)
    Full Attack: Flail +3 melee (1d8+2) or Shortbow +2 ranged (1d6+2/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Breathless, Darkvision 60’, Elemental Resistance, Genie Heritage, Native traits, Outsider traits, Spell-like Abilities
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 14 (+2), Dex 13 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)
    Skills: Climb +6, Hide +3, Jump +6, Move Silently +3
    Feats: Alertness, Racial Feat (Bonus)
    Environment: any land (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 1
    Treasure: standard
    Alignment: often Lawful Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    Hawasabi are not the most militant of people, but they will defend their adopted homelands with surprising ferocity. They tend to use ranged weapons, or melee weapons that have a long reach. They prefer light armor, to allow for a greater mobility, & they use their racial abilities in battle whenever possible.

    Breathless (Ex): Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).

    Elemental Resistance: A hawasabi gains Sonic Resistance 2.

    Genie Heritage (Sp): A hawasabi gains a +2 racial bonus on saving throws against all [Air] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Racial Skills: A hawasabi character gains a +2 racial bonus on Hide & Move Silently checks.

    Racial Feat: Hawasabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.

    Spell-Like Abilities
    • 3/Day: stinging breeze
    • 1/Day: gust of wind (DC12)
    • Caster level 5th. The save DCs are Wisdom-based.

    Hawasabi Lore
    Characters that have ranks in Knowledge (Local) or Knowledge (The Planes) can learn more about hawasabi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “When the blood of the genies is thinned through intermingling with mortal beings, a sabi is often the result.” A character making this check recalls all native outsider traits.
    • DC16: “Sabi of the air have the wind & the clouds in their veins, inherited from their djinn ancestors.” A character making this check knows the workings of the Breathless & Levitate abilities.
    • DC21: “The most prominent hawasabi today is Haqalil ral-Shuqa, the so-called Caliph of Dajajah.” A character making this check remembers the Clerical Focus of a sabi, as well as their Genie Heritage & combat tactics.
    • DC26: “They are spread thin, & only have large congregations in Dajajah (on Siraaj) & Ahimsa (on Najmah).” A character making this check is familiar with hawasabi settlements & habits.

    Abilities & Racial Features
    Hawasabi characters possess the following racial traits:
    • +2 Dexterity, +2 Wisdom.
    • Outsider (Native): Hawasabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, hawasabi have no special bonuses or penalties due to their size.
    • Hawasabi base speed is 30 feet.
    • Darkvision up to 60 feet.
    • Breathless (Ex): Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).
    • Elemental Resistance: A hawasabi gains Sonic Resistance 2.
    • Genie Heritage (Sp): A hawasabi gains a +2 racial bonus on saving throws against all [Air] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.
    • Racial Skills: A hawasabi character gains a +2 racial bonus on Hide & Move Silently checks.
    • Racial Feat: Hawasabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.
    • Spell-Like Abilities
      • 3/Day: stinging breeze
      • 1/Day: gust of wind (DC12)
      • Caster level 5th. The save DCs are Wisdom-based.
    • Automatic Languages: Auran. Bonus Languages: Common.
    • Favored Class: Ranger.
    • Level Adjustment: +1.

    4E Material
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    Please see Genasi in the Monster Manual 2, pages 116-118.


    The figure before you appears to be a Human. Their hair is tousled & waving, as if by a breeze. Their skin is pale & subtly mottled, like a sun-struck cloud.

    The product of a union between half-genies & mortals, the sabi (SAH-bee) are a blend of the magical & the mundane. Caught between two radically different worlds, sabi sometimes have difficulty fitting in with other races & cultures, especially those with a more insular or xenophobic society. Although they are native to the daylight world of Siraaj, they are equally at home in the star-lit world of Najmah.

    With the blood of the djinni in their veins, hawasabi are fast & free-willed. Because the traits that identify a hawasabi are subtle, many go unrecognized for what they are for many years, & are sometimes mistaken for sorcerers. Those who are overtly different quickly learn to disguise their nature from common folk, at least until they are able to protect themselves & strike out on their own.

    Sometimes called Haqara-Farun (“Air-Blooded”), hawasabi are widespread throughout the world of Siraaj. They can be found in most major cities in Admaja, & even have some representation on Najmah. They rarely have their own communities, preferring to integrate themselves & attempt to fit in with their parent races.

    A hawasabi is about 5-6’ tall & weighs around 120-200 pounds. They speak Auran & Common.

    Plot Hooks
    • A human official has been outed as a hawasabi, potentially ending her political career.
    • The hawasabi noble is trying to organize a pan-sabi alliance, but is facing resistance.
    • A recently-uncovered tome of lore gives credence to legends of a mighty hawasabi sorceress & her vast treasure vaults.
    Last edited by Zeta Kai; 2011-03-01 at 03:02 PM.