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Ranger
Shagir take to the more urban aspects of the ranger versus the more traditional rural ranger skills.  Typically born and bred in the dwarven ghettoes of the Buchlayne's major cities, a Shagir ranger is a skilled urban warrior, serving as tracker, spy, guide, and explorer of the tunnels underneath the city.  The ranger's favored enemy bonus comes in handy against the enemies of the Shagir, particularly conservative sects of closed-minded AEtonists, who tend to torture, persecute, and even murder Shagir in the name of religion.
Urban Stalker (Variant): These Shagir specialists are behind the scenes warriors, striking out from the shadows against injustices commited against their people.  The Urban Stalker uses his abilities to track his enemies for blocks at a time, even underground into the sewers and abandoned tunnels that are home to evil religious cults and hordes of undead.  They leave the leadership and the glory to the Ancestral Champions: an Urban Stalker is not confined by a strict moral code or his status within the Shagir community.  He knows how to get a job done quickly and efficiently, quietly making life better for his people.      
    
Suggested Skills: Climb, Hide, Move Silently; Urban Lore (Traps & Treachery)
    
Suggested Feats: Skill Focus (Urban Lore), Streetwise
    
Suggested PrCs: Stonehound (Hammer & Helm)

Rogue
Traditional organized crime among the Shagir is almost unknown: the race tends to band together to fight the injustices they face.  Many Shagir rogues use their skills not to steal from their people, but to help them, such as constructing stronger locks for homes and treasures, appraising gems and jewels being traded by the Shagir Jewelry Guild, and deciphering ancient Shagir manuscripts.  Outside their own communities, though, Shagir rogues have been known to use their skills to prey upon other races, particularly human AEtonists. 
Smuggler (Variant): In many dwarven ghettoes, goods and services are hard to come by.  Many Shagir make due with sub-standard goods, and most are not allowed to carry weapons. The smuggler fulfills these needs by working with the Smuggler's Union, an offshoot of the powerful Shagir Jewelry Guild set up to help smuggle goods and services into and out of the ghettoes.  The Smuggler uses the good reputation of the Shagir Jewelry Guild to make sure his people have access to a more quality lifestyle than they would otherwise be permitted.  The fact that he makes a few extra coins on the side is just a secondary bonus, certainly.
    
Suggested Skills: Appraise, Bluff, Forgery, Gather Information
    
Suggested Feats: Stealthy
    
Suggested PrCs: Thieves' Guildsman (custom)

Sorcerer
Sorcery is relatively uncommon among the Shagir.  Traditionally a magic-poor race, the Shagir are unaccustomed to having arcane powers develop within their people.  As such, any adolescent who begins to exhibit signs of sorcery is treated with a mixture of suspicion, prejudice, and awe.  Such individuals quite frequently leave the ghetto and concentrate on controlling their emerging powers withtout the interference of Shagir elders.
Stonewyrd (Variant): A pariah from his own people, the Stonewyrd is usually a loner who was cast out of his home after discovering that he has some ability to control rock, stone, and oftentimes the very soil itself.  Many who begin on this path try to make a place for themselves among their people, hoping to return home and become useful to the Shagir Jewelry Guild or the various mining federations.  Most, however, discover that a mercantile way of life is not to their choosing and eventually leave the community again to live on their own, eventually gaining mastery over the elemental arcane forces of earth and stone.
    
Suggested Skills: Craft (Alchemy), Concentration, Knowledge: Geology
    
Suggested Feats: Stoneborn Sorcery
    
Suggested PrCs: Jewel Mage (Spells & Magic)

Wizard
As uncommon as sorcery is among the Shagir, it is almost commonplace compared to wizardry.  The immense costs and study involved with the practice of wizardry usually preclude any Shagir who desire to pursue the path of magick.  Given their long life spans and penchant for ancient history, however, sometimes a Shagir is adopted as an apprentice to a more liberal minded wizard master.  In most of the Buchlayne, wizards and Shagir both are persecuted by the AEtonist religion, so it is often beneficial for the Shagir to work with wizards, helping to hide them and provide the necessary gems and jewels for their master's research in return for magical training.
Arcane Smith (Variant): Given their affinity for crafting quality weapons and armor, some Shagir apprentice with an arcane master in order to imbue their creations with powerful magicks.  Many times Arcane Smiths give these weapons to Ancestral Champions and other community leaders, but just as often they sell them to the highest bidder (Shagir or not).  Arcane Smiths are generally respected by the Shagir community, although more mercenary ones are less well-liked.
    
Suggested Skills: Appraise, Craft (Weaponsmith or Armorsmith), Knowledge (Smithing), Knowedge (Ores and metals), Profession (Smith)
    
Suggested Feats: Craft Magic Arms & Armor, Martial Weapon Proficiency
    
Suggested PrCs: Magesmith (Hammer & Helm); Artificer (Heroes of High Favor: Dwarves)
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