MAMLUK SCHOLAR:
The Mamluk Scholars are the most intelligent and charismatic slaves of mixed monster ancestry. They have abilities and skills that enable them to be administrators, scholars, and advisors to the Zanitarian Nobility. They usually take classes that emphasize learning. Some few possess magic and spell-like abilities. Because magic for Mamluks is punishable by death, most keep it a secret. Some are even tied to the Ancient Horrors, the monstrous gods of long ago but get no formal clerical schooling because religion is banned for all Mamluk. However, some noble masters allow exceptions to the rules and allow Mamluk to develop their skills and religious beliefs as long as the Mamluk is loyal.
ATTRIBUTES: Choose from the below options:
* No Modifiers (+2 Racial Power Points)
* +2 INT but -2 STR or CON* +2 WIS but -2 STR or DEX or CON
* +2 CHA but -2 STR or DEX or CON
SIZE: Medium size.
SPEED: Mamluk base speed is 30 feet.
MAMLUK VISION: Mamluk base sight starts as normal but can be made either low-light or dark.
MAMLUK RACIAL ABILITY: Mamluk get to choose up to 8 points of racial traits, 10 if they choose not to augment their attributes.
AUTOMATIC LANGUAGES: Common.
BONUS LANGUAGES: Any, Scholars mingle with all races and are quick to master foreign tongues.
FAVORED CLASS: Any. Mamluk highest level class is not penalized for multi-classing.
FAVORED ALIGNMENT: No particular alignment.
RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.
REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Zanitar.
REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Zanitar.
MAMLUK SCHOLAR RACIAL POWERS:
Mamluk have the mixed ancestry of many ancient monster races and many look different or have racial abilities that enable them to fight better than most creatures. All Abilities have a point cost. (1, 2, 3 or 4) these are added together to get the Mamluk's ECL. 1-4 pts the character is a 0 ECL creature. From 5 to 8 he is a +1 ECL creature. In high level campaigns he may be able to take more than 1 ECL.
Those Mamluk who choose no Attribute Bonuses Get 2 bonus points to spend on Racial Powers.
1 PT POWERS:
* MYSTICALLY SENSITIVE: (Daily x1: Detect Poison, Detect Magic, and Detect Secret Doors)
* ANTENNA: (+2 Spot and Listen Checks)
* INQUISITIVE: (Knowledge: History becomes a class skill or gains a +2 if it is already a skill)
* HEAVY FUR: (+1 Natural AC)
* DIVINELY INSPIRED: (Daily x1: Cure Minor Wounds, Guidance, and Resistance)
* SMALL (+1 AC, -4 Grapple, +4 Hide, 2-4' tall, 8-60 lbs, space/reach 5)
* LONG-FINGERED: (Sleight of Hand becomes a class skill or gains a +2 if it is already a skill)
* BONY RIDGES: (Grapplers take 1d3 damage per round when wrestling with Mamluk)
* SWIFT (+5' Move Rate - can be stacked)
* ADMINISTRATIVE: (Gain + 1 spoken language, +2 Profession (Scribe) Checks)
* CRAFTY: (Pick 3 Craft skills at +2 bonus)
2 PT POWERS:
* URBAN CAMOUFLAGE: (x3 Daily: Disguise Appearance)
* DEVIL'S SMILE (+2 to CHA checks)
* ENLARGED BRAIN (+2 to INT Checks)
* HYPNOTIZING GAZE: (x3 Daily: Hypnotism spell-like ability)
* LOW LIGHT VISION: (60 feet)
* OLD SOUL: (+2 to WIS Checks)
* HAUNTED: (x3 Daily: Ghost Sound, Dancing Lights, Light)
* POISON RESISTANT: (+4 Saves versus Poison)
* THICK HIDE: (+2 Natural Armor)
* BEAST SOUL: (x1 Daily: Calm Animal, Charm Animal, Detect Animals or Plants)
* TRICKSTER: (Bluff, Disguise, and Hide are Class Skills or gain a +2 if it is already a skill)
3 PT POWERS:
* DARKVISION: (60 feet)
* OILY SKIN: (Escape Artist becomes a class skill or gains a +2 if it is already a skill, Cast Grease x1 Daily)
* SCALED: (DR / 1)
* UNFLAPPABLE: (+2 to WILL Saves)
* SPELL RESISTANCE: 13
* HYPER-AWARENESS: Cannot be caught Flat-footed even if Surprised.
* RESILIENT: (Heals 1 HP per hour of rest)
* ELEMENTAL RESISTANCE (Permanent Endure Elements)
* SPIDERWALK: (Gain Spider Climb x1 Daily and Immune to Webs)
* MANDIBLES: (Bite attack for 1d4 damage)
* VOIDSENSE: (Gain Blindsense 30 feet)
4 PT POWERS:
* BRILLIANT: (+2 to INT, WIS, or CHA but -2 to STR)
* DARKVISION: (120 feet)
* NATURAL WEAPONRY: 2 Claws (Primary - 1d4) and 1 Bite (Secondary - 1d6, -5 to hit)
* SPELL RESISTANCE: (15)
* POISON TOUCH (x1 daily, touch attack causes 1d6 DEX / 1d4 CON damage)
* DEVIL'S SIGHT: See normally in darkness and Magical Darkness (60 feet).
* SUPERIOR SMELL: (Gain Scent Feat)
* ARCANE SIGHT: (x1 Daily, as 3rd level sorcerer spell)
* TAIL PREHENSILE: (Grab Tiny objects 5 feet away, use them as a weapon (no Strength Bonus), -2 to hit)
* FIRE RESISTANCE (5 resistance)
* COLD RESISTANCE (5 Resistance)