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  Hello Noble Creatures of Brahman,

  Here I present The Ascetic, a new class/kit for AD&D 2nd Eddition and
  an example NPC.

  Ascetic: priest(wizard)/psionicist.

  I hope you like it.

  Roberto N.
  giga@rocinha.nce.ufrj.br

--------------------------------------------------------------------------
Table of Contents

- Ascetic Character
  - Role-Playing notes
  - Ascetic Progression Table
  - Recommended Psionics
  - Granted Powers
- Notes About Brahman
- Notes About Siva
- Optional Rule: Dharma, Karma, and Reincarnation
- NPC Example: Rafiki
  - Description
  - Rafiki's Staff (Psionic item)
  - Psionics
  - Prefered spells 
  - Background & Role-playing notes

--------------------------------------------------------------------------
Ascetic Characters
------------------

A variation from the class/kit described in Legends & Lore p. 125.

    Alignment:             Neutral Good
    Ability Requirements:  Wisdow 14, Constitution 12, Charisma 10
    Prime Requisites:      Wisdow, Constituition
    Races Allowed:         Any (Most human but Brahman is everything)
    Patron Deity:          Brahman

* The text uses "he" but of course you can change to she. Female
ascetics are not strange since women are part of Brahman too.


One of the basic Vedic doctrines is that in order to achieve unity with
the Brahman, it is necessary to release worldly desires. In accordance
with this line of thought, many people shunned worldly pleasures and
devoted themselves to meditation, hoping to achieve some spiritual intuition
that would allow them to join the Brahman. Often, they took their efforts
to the extreme, forsaking family, friends, possessions, and even food.
Although such efforts may seem peculiar to western minds, it must be noted
that these "ascetics" achieved many remarkable insights that allowed them
to perform seemingly impossible feats and produce an incredible
understanding of the true nature of the world.

Player characters who forsake their wordly possessions and devote themselves
to spiritual enlightenment may become ascetics. A character who
wishes to become an ascetic gives away all of the trappings (such as weapons,
tools, magical components, etc.), saving only the clothing on his or her
back. (Note: these items must truly be given away, not merely entrusted to
another member of the party for safe-keeping.)

The ascetic must meditate four hours per day, cannot possess any item other
than a begging bowl and the clothing on his back, and must deny himself all
pleasures of the flesh (such as eating fine food, drinking expensive wines,
the taking of a hot bath, etc.).

Remmember, meditation is not sleep. An ascetic needs to sleep, as any
creature, regardless of the meditation. The ascetic can lend items
that are necessary to perform important tasks, but they must be
immediately returned or given away, however, or the ascetic loses all
benefits of being an ascetic.

In return, the ascetic became a multiclass priest/psionicist using the
better of each class regardless of the race. However, the ascetic casts
wizard spells instead of priest spells, and gains new spells as if he
were a wizard of the appropriate rank. Through his long hours of spiritual
devotion, the character learns more and more about the true nature of the
cosmos. He can use this knowledge in much the same way that wizards use
their spells, except that he never needs material components to cast a spell
and does not need to record the spells he knows in a spell book. Instead,
his daily meditation serves to refresh these spells in much the same way
that a priest's daily prayer restores his powers. Generally, the ascetic
chooses to learn non-destructive spells and normally specialize in
divinations (Divination is the only school of magic an ascetic can be
specialist).

An ascetic uses wizard THAC0 table and the psionicist hit point progression.
The psionicist class progression is the same as the normal psionicist
and, as a psionicist, the primary discipline of an ascetic must be
Psychometabolism. The priest class progression is presented hereinafter,
just to summarize all changes. Brahman has no priest in the normal sense,
for he is usually worshiped through one of his manifestations as another
god, but all ascetics may be considered priests of Brahman.

Remmember, an ascetic is not a wizard. Brahman is a very "different"
god and he does not directly grant any power. The ascetics are very
intelligent humans who study hard preparing his mind and body to understand
the word, so, the origin of his magic an powers is his personal enlightment
and knowledge about the nature of cosmos. "They know how things works
and how to manage the energys of the nature to cast spells."

As ascetics advance, they earn several other benefits -- and suffer one
additional detriment. First, each time an ascetic advances a level, he
loses a point of Strength because of the physical deprivations to which he
is subjecting himself (though he never falls below a Strength of 3).
But he also gains a point to put into either Wisdom, Constitution,
Charisma (his choice). In this way, an ascetic can raise any or
all of these ability scores to a maximum of 20 (but never more). All the
benefits of been an ascetic are presented in the tables below.

The usage of the Reincarnation and Karma points optional rules is
recommended. You can find it in Legend & Lore (pg 126). A revised
set of rules is presented in the end with some notes about the Brahman
as a Greater God.


Role-Playing notes and anti-Muchkin Considerations
--------------------------------------------------

First, I do not add any anti-munchkin rule since this is not the kind of
character a muchking will like (no +10 sword of godslayer, no ring of eternal
stoneskin, etc.). However, the ascetic can be very powerfull. I recommed
an enforcement on the role playing aspect. Here some guidelines:

An ascetic is an extremist pacifist (remmeber Gandhi) and will do
everything to avoid a fight. Ascetics must always avoid killing. His own
death is not enought reason to kill anyone. The ascetic will only kill
someone (an only in defense of the others) if he consider that person a
distortion or a offence to the nature of the Brahman (e.g.: a very evil
and powerfull Defiler, an Undead or some Nazi-like genocide).

An ascetic will likely to choose pacific psionic powers and spells. (See
recommend and forbbiden powers below.) The ascetic strongly belives in
reincarnation, thus, he have no affraid of the death. He will willing risk
his own life to help the others or to preserve the nature.

The ascetic should help any creature in danger and must respect everything
"Everything is part of Brahman". An ascetic will become an adventurer to
search knowledge or spiritual enlightenment, to defend the nature or to help
a very important good cause.

The only thing that can be considered an enemy of the ascetics is the
undead. An undead state is considered a great curse, so, the ascetic must
help that poor soul (the undead).

  Noble Creature: "- Look!!! a Vampire!!! Run!! Run!!"
     The Ascetic: "- No! We must help him. Free his poor soul."
                  "- Give him, the freadom to a new Reincarnation."
                  "- Poor vampire..."


Ascetic Progression Table
-------------------------

Priest Class
(The psionicist class progression is equal to normal psionicists)

Level      XP   HD(d6) THAC0  1   2   3   4   5   6   7   8   9   10
1           0   1       20    1
2       1.500   2       20    2
3       3.000   3       20    2   1
4       6.000   4       19    3   2
5      13.000   5       19    4   2   1
6      27.500   6       19    4   2   2
7      55.000   7       18    4   3   2   1
8     110.000   8       18    4   3   3   2
9     225.500   9       18    4   3   3   2   1
10    450.000   10      17    4   4   3   2   2
11    675.000   10+2    17    4   4   4   3   3
12    900.000   10+4    17    4   4   4   4   4   1
13  1.125.000   10+6    16    5   5   4   4   4   2
14  1.350.000   10+8    16    5   5   5   4   4   2   1
15  1.575.000   10+10   16    5   5   5   5   5   2   1
16  1.800.000   10+12   15    5   5   5   5   5   3   2   1
17  2.025.000   10+14   15    5   5   5   5   5   3   3   2
18  2.250.000   10+16   15    5   5   5   5   5   3   3   2   1
19  2.475.000   10+18   14    5   5   5   5   5   3   3   3   1
20  2.700.000   10+20   14    5   5   5   5   5   4   3   3   2   1
21  3.000.000   10+22   14    5   5   5   5   5   4   4   4   2   1

In the 20th level the ascetic can choose to start an avagion transformation
(as described in Dragon Kings) or continue as a psionicist. For DM's that
do not allow progression to 30th level an ascetic reach unity with Brahman at
21th (3.000.000 xp).

Ascetic Saving Throws (Priests/Psionicist)
---------------------
       Paralyzation,
       Poison, or    Rod, Staff Petrification,
Level  Death Magic   or Wand    or Polymorph   Breath Weapon    Spell
1-3        10           14           13             16           15
4-6         9           13           12             15           14
7-9         7           11           10             13           12
10-12       6           10            9             12           11
13-15       5            9            8             11           10
16-18       4            8            7             10            9
19+         2            6            5              8            7


Psionics
--------
Disciplines Learnable Order: Psychometabolism, Psychokinesis,
   Clairsentient, Telepathy, Metapsionic, Psychoportive.

Recommended Devotions: Absorb Disease, Cell Adjustment, Lend Health,
   Martial Trance, Mind Over Body, Levitation, Time/Space Anchor,
   Immovability, Astral Projection, Heightened Senses.

Recommended Sciences: Telekinesis, Complete Healing, Precognition.

Forbbiden Psionic Powers: Desintegrate, Detonate, Life Draining,
    Double Pain, Death Field,  ...
    Any very agressive power (DM discretion) and of course any "only
    for evil" power.

Proficiences
------------
Bonus: Endurance, Rejuvenation, Meditative Focus and Mind Over Matter.
Recommended: Religion, Spellcraft, Ancient History, Languages (Any)


Granted Powers
--------------
The ascetic gains the following powers.
(Most of powers are normal psionic powers)

Level   Bonus & Granted Powers
1       Turn Undead  -1 Str/level, +1 Wis, Con or Cha/level. (Max 19, Min 3)
2       2 bonus devotions (must be of the recommended devotions list)
6       1 bonus science (must be of the recommended sciences list)
12      Heal (Self only) (as a fast Complete Healing - 1/day)
13      Automaticaly learn a new spell: Reincarnation
15      Ignore Death *
20      Do not physically age (Can start Avagion transformation, if human)
25      Immune to all non-magical damage (if not avangion)
30      Reach unity with Brahman **

*  The ascetic has the ability to continue functioning normally for 1d10
rounds after reaching 0 hit points. During this time, any manner of healing
magic may be used to restore the character to life by bringing his hit
points back to a positive value.

** Ascetic characters who attain the 30th level have acquired an
understanding of the universe so exact that they become one with the
Brahman and are thus retired from play. A more worthy or noble end for a
character is hard to imagine.


Notes About Brahman
-------------------

Brahman (Greater God)

Brahman is also known as Hiranyagarbha, Prajapati (both used in the
early Vedic Age), and many other names. Here, Hiranyagarbha and Prajapati
are used interchangeably. Brahman is the world spirit that enfolds all of
existence and the divine essence that is hidden in all beings, and of
which all beings are a part. Everything that exists -- the gods, men,
animals, plants, even rocks -- is simply a manifestation of the Brahman.

According to legend, in the beginning there were only the waters. From the
waters was formed a golden egg (Hiranyagarbha). Prajapati was hatched from
the egg, speaking the sounds "bhur," "bhuvah," and "svark," thereby forming
the earth, the air, and the sky. Prajapati/Brahman has every power that
any god or mortal in the Indian mythos possesses, for all things are a
part of him. In his true form, Brahman has a face on each side of his head.
There is also a vacant spot on the top of his head where a fifth face was
burned off by the gaze of the god Siva.

Role-playing Notes: Though he sees and hears all, Brahman is an aloof god
and will involve himself in the affairs of men only when existence itself
(i.e., Brahman himself) is threatened.

Statistics:
  Alignment: Neutral             Workship Alignment: any
  Area of Control: everything    Symbol: four-faced head.

Brahman's Avatar (fighter, wizard, priest, rogue and psionicist 30)

Brahman's avatar can take any form, but most often appears as a
four-armed, four-faced man. He can call upon any sphere or school of
magic for his spells and he knows all psionic sciences and devotions.
In his four hands, he carries four different weapons, each doing 1d10
damage: a scimitar, a dagger, a mace, and a short sword.

 Str 21    Dex 21     Con 21
 Int 21    Wis 21     Cha 21
 MV  20    SZ  any    MR  50%
 AC  -5    HD  30     HP  207
 #AT  4    THACO -1   Dmg 1d10 (any weapon) + 9

Special Att/Def: Brahman's avatar can only be harmed by magical spells or
weapons. The attacker also suffers any damage or spell effect inflicted
upon the avatar (because the attacker is part of the Brahman).

Duties of the Priesthood

Brahman has no priests in the normal sense, for he is usually worshiped
through one of his manifestations as another god. However, all ascetics
seeking true spiritual enlightenment may be considered priests of
Brahman, so anybody wishing to worship him directly must become an
ascetic. The requirements for becoming an ascetic are discussed in the
introduction to this section.


Notes About Siva
----------------

Siva is power incarnate, a fierce ascetic who repeatedly brings the world
to brink of annihilation by dancing in fire. He is the negative force of
the cosmos. Anything that Siva touches is utterly annihilated and can never
be reconstructed, raised, or reincarnated.

Though determined to destroy all of existence (all of Brahman), Siva does
not consider himself evil. He is merely attempting to return everything to
unity with the cosmic spirit. He is an impersonal god who seldom answers
prayers.

Priest of Siva are noted for their monthly fire dance. After scouring
the countryside in serch if sacrifices (which includes everything from
furniture to living beings), the priests spend several hours dencing
in huge bon-fire. They end the ceremony throwing everything they collected
into the fire.

I couldn't find anything about an encounter (Brahman x Siva) but since
Brahman is everything (including Siva) maybe this encounter never happens
and Brahman avatar has one burned face to include Siva as a part of Him.
Another possibility is to show the part of Brahman that Siva were able to
destroy (until now).


Optional Rule: Dharma, Karma, and Reincarnation
-----------------------------------------------
(Revised version of the rules found on Legend & Lore p. 125-126)

Indian society is founded upon the concepts of dharma, karma, and
reincarnation. If you wish to incorporate these concepts into your
campaign, you may want to use the following optional rules.

A PC's dharma is a combination of character class and alignment. In order
to follow his dharma, a character must behave according to the alignment
guidelines given in the Player's Handbook. These tenets must be followed
strictly, or the character will suffer a karma penalty (see below).
For example, a Lawful Good character who participated in the theft of a
magic sword would be violating his dharma, for he would be breaching his
duty to respect the laws of the land.

In addition to alignment, each class carries with it certain dharmic duties.
The duties for the standard AD&D character classes are summarized below, but
if your campaign incorporates non-standard or highly specialized character
types, you may have to define your own dharmic duties:

Fighter: Fighters must always be brave, never allowing fear to dictate their
actions. They must never hide from danger or flee while a friend or ally
fights on.

Ranger: The requirements for Rangers are the same as they are for Fighters,
but rangers must also show reverence to nature, never killing an animal
or plant without reason.

Paladin: The dharma of a paladin is also much the same as that of a
fighter, but the paladin must never tolerate evil. Further, the paladin
must always help the weak or poor and be quick to give alms to beggars.

Wizard: Wizards must never pass up an obvious opportunity to learn about
the forces that shape the world or the magic with which it is infused.

Specialist: Although basically the same as if is for wizards, the
specialist gains an additional duty of the DMs devising that is related to
his or her field of study.

Priest: The priest must devote himself to the worship of his god and must
never allow an insult to his faith to go unavenged. He must try to recruit
followers for his god whenever possible. Specific religions might place
additional demands on these characters.

Druid: The druid character must act in a way that is always complimentary
to the natural world around him. He must never harm or destroy plants or
animals without good reason.

Rogue: Rogue characters must attempt to accrue wealth (usually for his own
benefit, but occasionally for a cause or to help another). They can never
leave a potential victim or inviting fortune untouched.

Thief: Thieves have the same dharma as rogues, but must rely on cunning,
stealth, trickery or something other than brute force to accomplish their
goals whenever possible.

Bard: A bard must serve to entertain and enlighten. He must pursue knowledge
in the form of tales and songs, not in the rigid manner of a wizard. He
must pass up no chance to tell others of the wonders he has seen and the
tales he has heard.

If a situation occurs which pits the dharma requirements of a character's
alignment against those of his class, violating the requirements of either
is still a breach of his dharma and results in the karma penalties outlined
below. If a multi- or dual-class character has conflicting dharma
requirements, the same rule applies.

Each time a character goes up a level, he receives a point of karma. In
addition, a character who does a truly outstanding job of role-playing
his character according to the dharma requirements, such as finding a
clever way to meet the conflicting demands of alignment and class dharma,
may receive an additional point of karma (never more than one per
session). If a character significantly violates his dharma (such as a
lawful good character engaging in theft), he loses a point of karma
(there is no limit to the number of points that may be lost in this way).

When a reincarnation spell is used, the player does not roll up a new
character. Instead, he consults the row matching his number of karma points
on the reincarnation table below, then rolls 2d6 to see what he comes back as
(ascetics modify their roll by +2)

Sometime afther a character death he/she should reincarnate naturally, but
with no memories of the previus life and in any place (can be very far
from the start. In any plane, or any world). This way the character will
restart as a baby, of course.

Reincarnation Table

   karma  | 2d6 roll
   points | 2        3-5      6-8      9-11     12
      0   | slug     table 1  table 2  table 3  table 4
    3-5   | table 1  table 2  table 3  table 4  human
    6-10  | table 2  table 3  table 4  human    human(1)
   11-15  | table 3  table 4  human    human(1) human(2)
   16-20  | table 4  human    human(1) human(2) human(3)
   20 +   | human    human(1) human(2) human(3) nirvana

Slug: The character is removed from play and the player must roll up a
new one.

Tables: The character new reincarnation should be rolled in the tables
below. If the character is reincarnated as a monster of the type listed.
See rules for creating new PC races in the Dungeon Master's Guide. The
Intelligence, Wisdom, and Charisma of the old character are transferred
to new one (making any necessary adjustments for race) and all other scores
are rerolled. Additionaly, the DM may choose to give physical disabilities to
characters with bad karma, creativity is encouraged.

        Table 1          Table 2
00-05   Dog *            Lizard Man
06-19   Kobold           Orc
20-27   Troll            Centaur
28-39   Goblin           Bugbear
40-47   Yuan-ti          Ogre Mage
48-59   Hobgoblin        Hobgoblin
60-68   Lizard Man       Gnoll
69-78   Bugbear          Ogre
79-95   Orc              Half-Orc
96-00   DM Choice        DM Choice

* or any animal in the same level of intelligece.

Table 3: Roll in the reincarnation spell
Table 4: Roll for any player character race

Human: The player transfers his old character's Intelligence, Wisdom, and
Charisma to his new character. All other attribute scores are rerolled.
Character begins at level one in the same class(es) as the previous
character. In any "Human" option the DM may allow the player to choose
between any player character race.

Human(1): The player transfers his old Intelligence, Wisdom, and Charisma
to the new character and rerolls all other attributes. The new character
retains the old one's class(es), but begins at 1d4 levels lower than the
previous character.

Human(2): The player transfers all old ability scores to the new character,
and begins one level lower in the previous character's class(es).

Human(3): The player may add 1d4 points to any single ability score of his
old character (to maximum 18), and then transfer all of the old character's
scores to new character. The new character begins at the same level as the
old one and retains the previous character's class(es).

Nirvana: The character achieves unity with the Brahman and is retired from
play. A completely new character is generated to replace the old one, but
the new character receives +1 modifier on all of its abilities scores.

When a reincarnation spell is used the new body will appear having only
vague memories of his previous life. All karma points from the previous
character are lost, and the new character starts over at 0 karma. In any
case, if a raise dead or similar spell is used on the previous character's
body, both the reincarnation and the old character die and are removed from
play.

------------------------------------------------------------------------
NPC Ascetic Example 
------------------------------------------------------------------------
AD&D 2nd Eddition
Homeworld: Any (Including Dark Sun -
                 Brahman is not a "Normal God". It is a concept)

Rafiki "The Ascetic" - 16th level Ascetic (Priest/Psionicist)

Alignment: Neutral Good

Str: 3  Int: 17 Con: 19
Dex: 13 Wis: 20 Cha: 17

Height: 1.68m  Weight: 48
Age:    48     Eyes:   Black  Hair:   None (Black)  

Description: Very thin and no hair. Skin like bronze dressed with
  a white tunic.

Wizard Spells:  5/5/5/5/5/3/2/1 (+ bonus for high wisdom: 2/2/1/1)
Psionics: 5 Disciplines, 9 Sciences, 24 Devotions, All Defense modes
Granted Powers: Turn Undead, Heal (Self only - 1/day), Ignore Death

Saving Throws: PP&DM: 4  RS&W: 8  P&P: 7  BW: 10  Spell: 9

Proficiencies: Hardness Subconsious, Hypnosis, Geography, Healing,
   Endurance, Rejuvenation, Meditative Focus, Herbalism,
   Mind Over Matter, Religion, Spellcraft, Ancient History,
   Languages (Elf, Dwarf, Halfling), Read/Writing (Commom, Elf), 
   Somatic Concealment, Psionic Detection.


Equipment: An empowered wood staff (probabibly with a magic staff spell
  casted on it and/or a semipermanent spell).

  He is normally carring one (and only one) empowered staff. This staff
can be any of those kinds listed below. He makes his own staff and sometimes
he gives it to any noble creature of Brahman he meets who proves to be of
wisdom and good will. Later, he will make another staff to himself.
Any staff will have traces of his own personality, this mean, pacifist,
good, will like to help and heal every creature.

-  Rafiki's Staff of Healing
   Alignment: NG              PSPs: 40    Receptacle: 256 PSPs
   Inteligence: 14            Ego: 10
   Discipline: Psychometabolism
   Sciences: Metamorphosis*, Regenerate
   Devotions: Cell Adjustment, Mind Over Body
   Semipermanency: Detect Disease
   * this staff can transform itself in any tool.

-  Rafiki's Staff Against Undead
   Alignment: NG              PSPs: 36    Receptacle: 256 PSPs*
   Inteligence: 15            Ego: 9
   Discipline: Metapsionic
   Sciences: Psychic Surgery
   Devotions: Wrench, Receptacle*, Stasis Field
   Semipermanency: Protection from Evil, Detect Evil, Detect Undead
   * this staff can fill its own receptacle.

-  Rafiki's Utility Staff
   Alignment: NG              PSPs: 28    Receptacle: 256 PSPs
   Inteligence: 15            Ego: 7
   Discipline: Psychosynesis
   Sciences: Telekinesis
   Devotions: Inertial Barrier, Levitation
   Semipermanency: Detect Magic

-  Rafiki's Staff of Travel
   Alignment: NG              PSPs: 44    Receptacle: 256 PSPs
   Inteligence: 16            Ego: 11
   Discipline: Psychoportive
   Sciences: Teleport
   Devotions: Time/Space Anchor, Astral Projection, Ethereal Traveler,
              Dimension Door.
   Semipermanency: Tongues

-  Rafiki's Staff Against Evil Psionicists
   Alignment: NG              PSPs: 80    Receptacle: 256 PSPs
   Inteligence: 16            Ego: 20
   Discipline: Telepathic
   Sciences: Psionic Blast, Tower of Iron Will
   Devotions: Contact, Id Insinuation, Ego Whip, Mind Blank,
              Mental Barrier, Thought Shield, Intelect Fortress
   Semipermanency: Detect Psionics, Detect Evil

----------------------------------------------------------------------------
Books: CPsiH, DK, TWATW

Psionics: 218 PSPs; Psychometabolism, Psychoportive, Metapsionic,
          Telepathy, Psychokinesis.

Sciences: Telekinesis, Energy Containment, Metamorphosis, Regenerate,
          Teleport, Empower, Slipt Personality, Psychic Surgery,
          Psionic Blast
Devotions:
   Psychometabolic (10): Cell Adjustment, Lend Health, Enhanced Strength,
       Mind Over Body, Photosyntesis, Biofeedback, Heightened Senses,
       Body Equilibrium, Chemical Simulation, Ectoplasmic Form
   Psychokinetic(2): Inertial Barrier, Levitation.
   Metapsionic(3): Receptacle, Wrench, Stasis Field.
   Psychoportive(6): Time/Space Anchor, Astral Projection, Ethereal Traveler,
       Teleport Lock, Dimension Door, Teleport Trigger.
   Telepathy(3): Id Insinuation, Ego Whip, Contact

-----------------------------------------------------------------------
Prefered Spells: (Books: PHB, ToM, DK, FR, GA...)

Of course, he will memorize attack spells when necessary but he will
always spent, at least, one slot in divination, and he will not like to
use killing spells. I include spells from all levels, thus, you can change
the character to fit your campaign.

(- "Any time is time to improve my knowledge about the Brahman")

Cantrips: Compass, Shoo, Polish, Shine, Sort, Tie, Warm, Clean, Count
   Protection from Sun, Umbrella

1) Armour, Enlarge/Reduce, Detect Magic, Detect Undead, Sleep, Shied,
   Chromatic Orb, Identify, Corpselight, Comprehend Languages, Copy,
   Protection from Evil, Gaze Reflection, Mount, Light
2) Web, Forget, Continual Light, Strength, Cloack from undead, Detect Evil
   Death Recall, Detect Invisibility, Detect Life, Hypnotic Pattern,
   Detect Psionics, Invisibility, Know alignment
3) Clairvoyance, Wizard Sight, Alamir's fundamental breakdown, Dispel Magic,
   Hold Undead, Hold Person, Ward Against Undead, Spirit Armour,
   Protection from Evil, 10' Radius, Wraithform, Tongues, Suggestion
4) Magic mirror, Locate creature, Detect scrying, Nystul's Lightburst
   Nystul's Radian Arch, Stoneskin, Fire Aura, Remove Curse,
   Minor Spell Turning, Otiluke's Dispelling Screen
5) Contact other plane, False vision, Hold Monster, Magic Staff,
   Lower Resistance, Dismissal, Feeblemind, Advanced Illusion,
   Invulnerability to Normal Weapons, Wall of Force
6) Reincarnation, True Seeing, Legend Lore, Improved Haste, Anti-Magic Shell,
   Contingency (Stoneskin or Minor Globe), Globe of Invulnerability,
   Mordenkainen's Lucubration, Revelation, Invulnerability to Magical Weapons
7) Rary's Plane Truth, Semipermanency, Prismatic Spray, Spell Turning,
   Banishment, Power Word: Stun, Sands of Time
8) Screen, Sunburst, Serten's Spell Immunity, Symbol, Wildzone
9) Wildfire, Foresight, Mordenkainen's Disjunction, Spellstrike
   Chain Contingency (Anti-Magic Shell or Spell Turning, Invul. Magical Weapons)
10) Prolific Forestation
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Background & Personality:

Rafiki became a traveler to search for knowledge and spiritual enlightenment.
Them he travels a lot trying to learn and achieve spiritual enlightenment
and maybe, in the future, to reach unity with Brahman. (Read about the
ascetic class below).

Today, he knows lots of strange and different places and races. He can be
a great source of information and will try to help any good creature.

He will appear very poor (only an old man without hair and with a poor
tunic and a wood staff) but he is very intelligent and have a amazing
wisdom.

He will not eat meat or any fine food. He won't drink alchool or even soft
drinks. He will forbid himself any worldly pleasures. "- to faster achieve
unity with the Brahman, it is necessary to release worldly desires.".
Please, do not make him a irritating fanatic vegetarian. Of course, he may
eat meat if he is in a place (or time) when vegetarians do not exists.
He will not offend his hosts refusing everything. He may eat anything
but will always prefer very simple food. Fruits, vegetables, water (at
natural temperatures, not cold), milk, are good examples. He will always
eat only a few and he may pass some days without anything (fasting).

He will be celibate and chaste. He will prefer to sleep in the floor
(stone or wood) and will spent all his spare time in meditation, at
least, 4 hours per day (but often much more). Sometimes, he will pass
days or mouths in meditation (DMs should read the meditation section in
The Will and the Way accessory).

Rafiki will always talk with a calm and slow voice. He will always think
before he acts and when he acts he will show his wisdom. He will respect
people faith ("- All Gods are manifestations of the Brahman, different
aspects of the same thing"). He will try to explain his phylosophy and
make people understand the nature of the Brahman, but will not offend
anybody and will not force anyone. ("- Brahman is the end of all paths,
some creatures choose different paths but sooner or later they will
reach Him")

Rafiki talking about his phylosophy:
- "To reach the unity with the Brahman..."
- "You must know the world."
- "You must know HOW the world functions, HOW the world's power flows."
- "So, go!..., go in the way of the knowledge. Try to know the world..."
- "And this wouldn't be enought."
- "You must know yourself and increase your Will."
- "To increase your Will you must go on the Way, The Way of the Unseen."
- "Every creature has the Will but only a few can follow the Way"
- "To reach the unity with Brahman you must walk in both ways..."
- "You must walk in THE WAY OF THE MIDDLE"

Role playing notes:

Rafiki is an extremist pacifist (remmeber Gandhi) and will do everything to
avoid or prevent a fight. He must always avoid killing. He will only kill
someone (and only in defense of others) if he consider this one a
distortion or an offence to the nature of the Brahman (e.g.: a very evil
and powerfull Defiler, an Undead or some Nazi-like genocide).

Rafiki strongly belives in reincarnation, thus, he have no affraid of 
death. He will willing risk his own life to help others or to preserve
nature.

Rafiki will help any creature in danger and will respect everything, 'cause
"Everything is part of Brahman", as he will always repeats. He should
appear on an adventure as a knowledge source or as a help in a very good
cause. He will always try to defend the nature or to help any good cause.

He may ask a PC to help him in a search for knowledge or to help the poors.
He may give his empowered staff to any character who helps him in a good
cause, but he will not like if the character asks for payment to help
the poors. In this case he may offer his staff but the staff will
do nothing for this character and will probably be given without charges
(0 PSPs or in the end of Semipermanency) - remember, he is NEUTRAL good,
not LAWFUL good, so justice and goodness are above law.

The only thing that can be considered an enemy to him is the undead. An
undead state is considered a great curse, so he must help that poor soul
(the undead).

  Noble Creature: "- Look!!! a Vampire!!! Run!! Run!!"
          Rafiki: "- No! We must help him. Free his poor soul."
                  "- Give him, the freedom to a new Reincarnation."
                  "- Poor vampire..."

Rafiki's frequently used expressions:
 - "Everything is part of Brahman"
 - "Give peace a chance"
 - "Calm down, violence generates violence"
 - "He is an ... but he is part of Brahman"
 - "Poor soul... We must pray now"
 - "Brahman bless us (or you, or him,...)"
 - "Ooh! Poor creature! Poor Soul! Trapped in this state... as an undead"

Rafiki, when refering to a very evil person or act:
 - "This thing is a degenerated creature of Brahman"
 - "This is a distortion to the nature of Brahman"

Rafiki, when he is forced to kill a very evil guy or to destroy an undead:
 - "Go! corrupted creature of Brahman. Go! and restart again, maybe
     you will be better when you come back, in your next reincarnation"


The End.
------------------------------------------------------------------------
Who is this thin and weak guy ? Who is this poor man who show an
astonishing wisdom, magic and mental power ?
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                                           The Ascetic
                                        Priest of Brahman
                                        -----------------
 Internet:                       "Everything is part of Brahman."
 giga@rocinha.nce.ufrj.br            "Give peace a chance."
------------------------------------------------------------------------
