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

    Sabi, Narsabi (Fire Sabi)

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    3E Material
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    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.

    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 skin is a warm-looking red, like heated metal. Their eyes have a burning intensity, as if they were fiery coals.

    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 efreeti in their veins, narsabi are usually thought of as hot-blooded & quick to anger, & they have earned that reputation. Mercurial, proud, & often fearless, they are not content to sit & watch the world pass them by. Narsabi have obvious physical traits that mark them as different from mortal races, & they are often the target of mistrust & persecution. Some narsabi are able to use their quick wits to turn the tables on their tormentors, while others find that their barbed words only make their foes angrier. Many narsabi are destroyed as infants by their own parents who fear that they are demon-spawn.

    Sometimes called Zarqa-Farun (“Fire-Blooded”), narsabi are proud of their ancestry & consider themselves superior to normal humans, although the smarter ones don’t make an issue of it. Narsabi enjoy the company of their own kind & have been known to form elite groups of mages or fighters that hire themselves out on the basis of their skill & heritage. They have been known to adopt the narsabi children of mortal parents as well. They tend to live in places that are hot & arid, such as the Satha Laylanuha (especially Fire Hand Mountain), & they have a large community in the city of Maisan (on Siraaj), as well as one in the city of Agni (on Najmah).

    A narsabi is about 5-6½’ tall & weighs around 120-275 pounds. They speak Common & Ignan.

    Plot Hooks
    • A recent series of house fires is declared the work of an arsonist, & the narsabi population is taking the blame.
    • A band of narsabi bandits has been raiding nearby settlements, prompting a rich bounty.
    • A charismatic narsabi paladin is recruiting brave warriors for a crusade into the desert.
    Last edited by Zeta Kai; 2011-03-01 at 03:08 PM.