Warrior 1
Medium Outsider (Native)
Hit Dice: 1d8+1 (5HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 17 (+1 Dex, +4 chain shirt, +2 heavy steel shield); touch 11; flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Scimitar +3 melee (1d6+2, 18-20/×2) or Light Crossbow +2 ranged (1d8+1, 19-20/×2)
Full Attack: Scimitar +3 melee (1d6+2, 18-20/×2) or Light Crossbow +2 ranged (1d8+1, 19-20/×2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Elemental Resistance, Genie Heritage, Hot to the Touch, Native traits, Outsider traits, Spell-like Abilities
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 13 (+1), Wis 8 (-1), Cha 8 (-1)
Skills: Bluff +3, Climb +6, Intimidate +5, Jump +6
Feats: Dodge, 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 Chaotic Neutral
Advancement: by character class
Level Adjustment: +1
Combat
As the most martially-oriented of the sabi kin, narsabi are almost always ready for a fight. They enter a batter the way that they approach anything else: with passion & zeal. They will use anything that they have at their disposal in order to win, showing no preference for particular tactics. They usually wear heavier armor, often choosing metal over other materials.
Elemental Resistance: A narsabi gains Fire Resistance 2.
Genie Heritage (Sp): A narsabi gains a +2 racial bonus on saving throws against [Fire] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.
Hot to the Touch (Ex): Each time that a narsabi character makes a successful attack with a natural weapon or an unarmed strike, they deal an additional 1 point of fire damage. This damage cannot be added to any other melee or ranged attack. In addition, they deal 1 point of fire damage per round to all opponents that are grappling them.
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 narsabi character gains a +2 racial bonus on Bluff & Intimidate checks.
Racial Feat: Narsabi 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: flickerflame
- 1/Day: flame blade
- Caster level 5th. The save DCs are Intelligence-based.
Narsabi Lore
Characters that have ranks in Knowledge (Local) or Knowledge (The Planes) can learn more about narsabi. 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 fire have the heat & the flame in their veins, inherited from their efreet ancestors.” A character making this check knows the workings of the Control Flame ability.
- DC21: “The infamous Circle of Jalud is a diabolical cabal of sorcerers & wizards operating out of Maisan who only accept narsabi within their ranks.” A character making this check remembers the Clerical Focus of a sabi, as well as their Genie Heritage & combat tactics.
- DC26: “They gravitate toward the warmer parts of the world, & are especially plentiful in the hottest deserts, where efreet are also known to gather.” A character making this check is familiar with narsabi settlements & habits.
Abilities & Racial Features
Narsabi characters possess the following racial traits:
- +2 Dexterity, +2 Intelligence.
- Outsider (Native): Narsabi 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, narsabi have no special bonuses or penalties due to their size.
- Narsabi base speed is 30 feet.
- Darkvision up to 60 feet.
- Elemental Resistance: A narsabi gains Fire Resistance 2.
- Genie Heritage (Sp): A narsabi gains a +2 racial bonus on saving throws against [Fire] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.
- Hot to the Touch (Ex): Each time that a narsabi character makes a successful attack with a natural weapon or an unarmed strike, they deal an additional 1 point of fire damage. This damage cannot be added to any other melee or ranged attack. In addition, they deal 1 point of fire damage per round to all opponents that are grappling them.
- Racial Skills: A narsabi character gains a +2 racial bonus on Bluff & Intimidate checks.
- Racial Feat: Narsabi 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: flickerflame
- 1/Day: flame blade
- Caster level 5th. The save DCs are Intelligence-based.
- Automatic Languages: Ignan. Bonus Languages: Common.
- Favored Class: Rogue.
- Level Adjustment: +1.