        Kit name :
        ~~~~~~~~~~
Sunrunner (SR)

        Description :
        ~~~~~~~~~~~~~
This kit is based on the Sunrunners as described in Dragon Prince. ( I changed
it a lot to suit my own purposes )

In this kit you use your inherent abilities for this type of magic. You're
either born with it or not. This ability may skip several generations before
reappearing. These people are known for their hate of water and love of light.

This is a kit for magicians but is based on principles normally used for
priests. This implies that you advance differently in level than with your
normal abilities. People born with this ability may choose not to be trained
but can be trained later in life.

Because of the fact that this kit uses innate abilities, you can not abandon
this kit.

        Role :
        ~~~~~~
The historical purpose of this kit was to communicate over large distances
between castles of influential people. Because of their important role in the
goverments of these castles the Sunrunners (SR) had to be present at a large
number of official seremonies and learned the ability to use light to create
illusions.

Sunrunners are desert based people, therefore there love for light. When
peoples from outside the desert attacked the people of the desert the
Sunrunners learned to control fire-elementals.

The people that know of Sunrunners are afraid of them because of the Sunrunners
contact with influential people. Sunrunners are also a small, tightly knit
group of people who normally revenge the unnatural death of one of them. This
is an obscure art ( science ? ) and few people know of it.

        Prefered/Barred Schools :
        ~~~~~~~~~~~~~~~~~~~~~~~~~
Preferably illusion but definitely not necromancy.

        Secondary Skills :
        ~~~~~~~~~~~~~~~~~~
Can read time and direction from the position of the sun/moon.

        Weapon Proficiencies :
        ~~~~~~~~~~~~~~~~~~~~~~
May only use blunt weapons allowed for mages.

        Nonweapon Proficiencies :
        ~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus : Survival (Desert)

May not have swimming as a proficiency.

        Equipment:
        ~~~~~~~~~~
Must wear plain robes. May wear soft boots but preferably sandals. Simple way
of life.

For every SunRunner Level (SRL) the Sunrunner atains he/she must wear a ring,
received as a present, for each SRL valued at least at SRL*100 gp. Only one
ring on a finger.

        Special Benifits:
        ~~~~~~~~~~~~~~~~~
People that know of Sunrunners have -1 to hit on whole group because of their
fear of reprisals.

Fire-elementals will never attack a group with a Sunrunner except if the
Sunrunner is known to have destroyed another fire-elemental. If the
Sunrunner has destroyed a fire-elemental, all fire-elementals will attack him/
her on sight.

Sunrunners have the ability after attaining SRL 1 to communicate with fire-
elementals.

SRL 0 : ( Before any training as Sunrunner ) The Sunrunner can feel that
        other Sunrunners are communication via light and can feel the
        direction of the other Sunrunners although he/she cannot understand
        the communication.

SRL 1 : Can communicate by using light 200 miles +10*1d10 miles/level with
        any other Sunrunner as long as they use the same light source. The
        Sunrunner must concentrate for the duration of the communication. If
        the Sunrunner's concentration is broken in any way the communication
        stops. If the light source of any of the communicating parties is
        removed ( clouds before the sun etc. ) all parties must do a INT
        test ( with a SRL bonus ) and if this test is failed, go mad.

SRL 2 : Can SRL times a day start a natural fire like the first level spell,
        except the Sunrunner can only concentrate for a segment and point to
        where the fire must start.

SRL 3 : Can ( SRL - 2 ) times a day create any illusion with light/fire and
        hold it until his/her concentration is broken. The size of the illusion
        is limited by the size of the light source and by what is believable.
        If the light source used for the illusion is removed ( fire dies ) the
        Sunrunner must do a INT test ( with a SRL - 2 bonus ) and if this test
        is failed, go mad.

SRL 4 : Roaming sight -This sight has normal vision. Sight can only be used in
        the same lightsource as what you are using. The sight can move
        200 miles/hour. If you're studying the terain as you move the roaming
        sight the sight has a movement rate of 6. The sight is totaly invisible
        and undetectable and therefore unatackable. If the light source is
        removed ( blindfold etc. ) you must succesfully do a System Shock test
        or die. For every 10 minutes without light you must do a System Shock
        asof your CON is one point lower/10 minutes until your sight returned.
        For example : Your sight is 200 miles away when the Chaotic Evil thief
        in your party pulls a bag over your head. You do a normal System Shock
        test. You will need a hour to return your sight to yourself. After
        10 minutes you have to do a System Shock asof your CON is one point
        lower. If you make it you have to repeat this test after another 10
        minutes asof your CON is TWO points lower. The fighter at this stage
        hit the thief and remove the bag. If you're still alive you may
        continue your roaming sight asof nothing happened. This ability can
        be used as long as there is light and he/she can concentrate.

SRL 5 : Like the Conjure Fire Elemental ( Priest ) spell with level = SRL*2.
        If the light source used for this spell is removed the caster must
        do a System Shock test. If the caster fails the Fire Elemental is
        totaly destroyed. Can do this once a week.

        Special Hinderances :
        ~~~~~~~~~~~~~~~~~~~~~
Sunrunners ( trained and untrained ) don't want to travel across water. They
have a ( 70 - 8*SRL ) % chance every round to throw up while traveling across
water. They take a round to throw up and a round to recover in which time they
can not concentrate or fight.

Loses 1 HP/hour in ABSOLUTE darkness until extremely weak ( SRL+1d4 HP left ).
Loses 1 point CON for every 24 hours in ABSOLUTE darkness. Sunrunners may
sleep without light without above mentioned penalties. For every point CON
lost in this way the Sunrunner must spend two days in sunlight to recover it.
Torches, fires etc. are considered light sources.

Needs light for all the above mentioned abilities ( spells ). If clouds obscure
the light source or the fire used dies or the caster is affected by something
that stops him from seeing light, the spells ( abilities ) backfire as
described. If the light source used is very small the Sunrunner may not be able
to use some of the higher level abilities and/or the range and duration of the
spells may be affected.

Can do NO spells that change/control water/water elementals directly. NO
illusion with water as component will work.

-2 on charisma on characters that know about Sunrunners. If the character is
highly intelligent or have some other reason to accept the Sunrunners as
another mage then this penalty is not used on that character.

SRL*5 % chance on a flash flood if rivers are crossed.

SRL*2 % larger chance on rain every day if the SR is within 500 miles of a
large body of water.

Water elementals will attack a Sunrunner and his party on sight.

Water based animals is +1 to hit and +1 dammage on Sunrunners.

        Wealth options :
        ~~~~~~~~~~~~~~~~
The normal for mages.

        Races :
        ~~~~~~~
Any race that can live in a desert.
