Al-Qadim: Character Classes, Races, Deities & Other Info

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Al-Qadim: Character Classes, Races, Deities & Other Info

#1 Post by GreyWolfVT »

Warriors
Askar: a kind of citizen warrior.
Corsair: Sea-born warriors; your typical swashbuckler.
Desert rider: Nomadic fighters who ride horses and camels across the desert.
Faris: Holy warriors fighting for their faith and their people.
Mamluk: A slave warrior noted for the special tattoos they wear.
Mercenary barbarian: Warriors from abroad who come to fight for money, fame, or power.
Outland warrior: A fighter truly foreign to the land of Zakhara.

Wizards
Elemental mage: A master of one of the four elements: sand (earth), sea (water), flame (fire), or wind (air).
Sha'ir: A wizard whose magic centers on genies and is aided by its familiar, a gen (minor genie).
Sorcerer: A wizard who deals with two elemental forces. They are the most common mages in Zakhara.
Ajami: Any outland wizard from beyond the Land of Fate.
Jackal: A wizard who steals spells from other wizards.
Astrologer: A wizard who studied the stars and used the constellations to augment their powers.
Clockwork mage (Mechanician): A wizard who created mechanical constructs possessing spell-like abilities.
Digitalogist: A wizard specializing in the special connection between numbers and magic.
Ghul Lord: A wizard using the Negative Energy plane to power their magic.
Mageweaver: A wizard who wove magical power into artistic creations.
Mystic of Nog: A wizard who channeled and contained magical power through their flesh.
Spellslayer: A wizard who directly attacked the magic of another wizard.
Baule diviner: A diviner who gets insight from Fate throught the elements.

Rogues
Sa'luk: A free man or woman who follows his or her own path.
Barber: Experts in the ways of the bazaar and the city.
Beggar-thief: Often overlooked by others, beggar thieves can go places others would be noticed.
Holy slayer: An assassin working for a secretive order.
Matrud: Cast out of their tribes, these individuals make their own way in the Land of Fate.
Merchant-rogue: Masters of the mercantile arts, these individuals carry their trade from town to town.
Rawun: The story-tellers and bards of Zakharan society.

Priests
Pragmatist: The most liberal and common of all priests, the pragmatist tries to adapt their faith to the everyday world.
Ethoist: Conservative priests who promote a particular path.
Moralist: The most conservative and intolerant among the priests.
Hakima: Wise women who serve as valuable advisors to the outer tribes.
Kahin: These are the idol-priests of Zakhara, and often champions of nature.
Mystic: Hermitic priests who tend to visit populous centers to deliver prophetic pronouncements.
Outland priest: A priest who follows a faith foreign to the Land of Fate.
Last edited by GreyWolfVT on Tue Dec 20, 2016 2:29 am, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races & Deities

#2 Post by GreyWolfVT »

Races
All the standard character races exist in the Land of Fate. Players may assume the roles of dwarves, elves, gnomes, half-elves, halflings, and humans. Except as noted here, the usual abilities of each race still apply. Humans are by far the most common race in Zakhara, especially in the more populous areas. Although elven and dwarven nations lie on the fringes of the Land of Fate, in the heart of Zakhara non-humans are a vibrant minority, maintaining at best a “halflings’ market” or “gnome district” in a few cities. In addition to the PC races, a number of other humanoids may be found in Zakhara’s cities, including orcs, goblins, gnolls, and even ogres.

Despite their small numbers, non-humans suffer almost none of the prejudices found in most “Western” AD&D® campaigns. In comparison, Zakhara is an egalitarian society. Here the standard “racial hatreds” of the AD&D game—such as the antipathy between dwarf and elf, or hatred between gnome and goblin—no longer exist. Zakharan elves deal with orcs and dwarves as easily as they deal with humans (though it’s true that many elves ultimately prefer to deal with other elves). Hatred may arise between individuals, families, or nations—but not at the level of racial hatreds detailed in the core AD&D® rules.

Abilities: Zakhara’s racial harmony causes a change in ability for dwarves and gnomes.

Dwarves no longer gain a +1 attack bonus against orcs, half-orcs, goblins, and hobgoblins. However, dwarves retain their benefit when being attacked by ogres, trolls, ogre magi, giants, or titans.

Gnomes no longer gain a +1 attack bonus against kobolds or goblins. However, gnomes retain their benefit when being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans.

Classes: Each race is eligible for the classes and multi-class combinations noted in the Player’s Handbook, with two exceptions:

Dwarves who are native Zakharan wizards must take the sha’ir kit (see Chapter 3). As wizards, their maximum experience level is 10. A dwarf who is a mage may not be multi-class. In addition, he or she has further limitations as noted for the sha’ir kit.

Gnomes may be any type of wizard introduced in Chapter 3, including sha’irs, elemental mages, and sorcerers. They are limited to the usual maximum level of 15 in wizard kits.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races & Deities

#3 Post by GreyWolfVT »

Here also is the information about Classes/Kits:

In the Arabian Adventures rules, all four major character groups function normally: warrior, wizard, priest, and rogue.
The classes within these groups also remain unchanged but for one development: every character in the AL-QADIM™ campaign, regardless of class, must also have a character kit.

Groups, Classes, and Kits
A kit is a specialized role. The idea was introduced in The Complete Fighter’s Handbook, followed by other supplements in the same “PHBR” series. Kits augment and enhance the character class system; they don’t replace it. Every character still belongs to a class. For example, The Complete Fighter’s Handbook describes over a dozen kits for fighters and other warriors, from swashbucklers to samurai. Similarly, The Complete Priest’s Handbook features new specializations for priests, from patricians to fighting monks. Kits add detail to characters after their class has been selected. Chapter 3 in this book describes the many kits of the AL-QADIM campaign. They help give characters a background appropriate to the Land of Fate. For example, a fighter might be a desert rider or a slavesoldier. Every character group and every class is represented in the campaign with two exceptions:

Druids are not native to the Land of Fate, and they’re not allowed as newly created characters. If a player decides to bring a druid into the campaign anyway (and the DM allows it), that character must be a foreigner.

Illusionists and other specialist wizards also are not allowed, unless they enter the campaign as foreigners.

Characters whose origins lie outside the Land of Fate have their own specialized kits, which describe the drawbacks of being foreigners. These drawbacks apply no matter how a foreigner enters the campaign, and no matter character may how experienced (or inexperienced) a character may be. See Chapter 3 for details.

Multi-class and Dual-class Characters
Multi-class characters are allowed in the Land of Fate, but they require one kit for each class. Players may not choose a Zakharan kit for one class and a “foreigner” kit for another. Human characters can be dual-class according to the rules in the Player’s Handbook. The original class must have a kit, but a kit for the second class is optional. Even foreigners in the Land of Fate can acquire a second class. In that case, they’re allowed to take a “native” kit for the second class (assuming they’ve spent enough time in Zakhara), and may still have a “foreigner” kit for their original class.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races & Deities

#4 Post by GreyWolfVT »

Piety
Religion is a way of life among people in the Land of Fate. If it seems that the codes of conduct described so far are pursued religiously, it’s because they are. Honor is also a matter of piety, of behaving in the manner deemed good and right by those who rule the heavens those who will determine whether you are worthy of finding paradise in the afterlife. A dishonorable man, it is said, is never worthy of this great reward. Zakharans accept people whose religions are different. In fact, there are a great variety of faiths throughout the Land of Fate. Yet Zakharans find it exceedingly difficult to accept anyone who does not believe in and pay homage to some higher power. To believe in other gods may seem strange, but it is not a sin. The sin is believing in nothing.

Major gods, recognized throughout Zakhara include:

Old Kor Kor the god of wisdom of Zakhara. He is one of the eight Great Gods of the Land of Fate and preaches that wisdom stems from age, and wisdom brings strength. Kor's symbol is a sunburst.

Learned Zann Zann is the scholarly deity of learning and intelligence of Zakhara. He is one of the eight Great Gods of the Land of Fate and preaches the value of studying and understanding, of seeking new and preserving old knowledge. Zann's symbol is a fountain's jet.

Brave Hajama Hajama is the Zakharan god of bravery. He is one of the eight Great Gods of the Land of Fate and encourages his followers to never shy away from any opposition, be it in battle or other circumstances. His followers believe that it is better to try and fail than not to try at all, as even living through a defeat strengthens the spirit. Hajama's symbol is a featureless disc or none at all.

Najm the Adventurous Najm is the dashing god or goddess of adventure and curiosity of Zakhara. He is one of the eight Great Gods of the Land of Fate and wants his followers to venture forth an make the unknown known. Najm's symbol is a single arrow pointed upward.

Selan the Beautiful Moon Selan is the goddess of beauty of Zakhara. She is one of the eight Great Gods of the Land of Fate and stands for the beauty that lay in everything. Selan's symbol is a moon within a ring.

Jisan of the Floods Jisan is the goddess of fruitfulness of Zakhara, who stands for fertility and productivity. She is one of the eight Great Gods of the Land of Fate and encourages hard work and diligent planning in order to harvest the riches of the world. Jisan's symbol is a rain cloud, a relic of her long-gone origins as a storm-goddess who provides the monsoon rains necessary for the fertility of the land.

Haku of the Desert Winds Haku is the god of freedom of Zakhara. He is one of the eight Great Gods of the Land of Fate and preaches the value of personal independence and self-reliance. Haku's symbol is a stylized gust of wind.

Hakiyah of the Sea Breezes Hakiyah is worshiped as the goddess of truth in the lands of Zakhara. She is one of the eight Great Gods of the Land of Fate and preaches the value of honesty and calm examination of the truth. Hakiyah's symbol is a cresting wave.

None of these gods has a precise portfolio. Instead, each shows strength in a particular ideal or element wisdom, knowledge, bravery, courage, beauty, bounty, freedom, and honesty. Zakharan deities also include a plethora of lesser gods, local gods, and demigods. Such minor deities may be venerated in one small area, while they are unknown just ten miles away. All gods major and minor answer their worshipers’ needs with equal ability.

Fate and the Loregiver
Despite the variety of gods that are worshipped by Zakharans, one belief transcends all others: the belief in Fate. Every Zakharan knows her power. Who is this creature after which an entire land is named? Not even the genies can agree. A few Zakharans believe she is the mother of the gods, though she herself is not a goddess, for she grants no spells and calls for no one to worship her. To others she is simply a pervasive elemental force who can be as vast as the heavens, yet can assume a form as small as an ordinary woman or as insubstantial as a whisper.

It was as the shadow of a woman that Fate is said to have appeared in ancient times, to share her wisdom with the genies, gods, and men. When her visit was complete, she had left her teachings in the hands of a beautiful girl, over whom all the gods and genies had been fighting. The girl recorded Fate’s teachings upon a series of scrolls.

The story of this girl, who became the Loregiver, survived for centuries in legends told by the rawuns (desert bards). Then, just five hundred years ago, the scrolls were discovered. The customs that wise men had always espoused as good—the code of honorable behavior—were laid out in manner that was so clear, so complete, that all immediately knew its wisdom. Soon all Zakharans embraced these ideals, and Zakhara became known as the Land of Fate.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races & Deities

#5 Post by GreyWolfVT »

Character Kit Summary Table.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races & Deities

#6 Post by GreyWolfVT »

New Proficiency Table.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#7 Post by GreyWolfVT »

Armor Table.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#8 Post by GreyWolfVT »

Note:
Each item listed has three prices. “A” stands for asking price, where negotiations begin. “N” is the normal price, while “B” is the bargain price. Only merchant-rogues (members of a thief kit) and characters with the haggling proficiency can obtain equipment at bargain rates.
New Weapons.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#9 Post by GreyWolfVT »

Sling, Staff - cost 2 sp
Weight 2|Size M|Type |Speed 11| Range 0/6/9
Sling Stone dmg S/M 2d4|L 2d4+1
Sling Bullet smg S/M 1d8|L 2d4
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#10 Post by GreyWolfVT »

Haggling
Check with the DM before taking this proficiency. While it enhances the flavor of the AL-QADIMIM campaign, haggling may result in PCs spending too much time at the bazaar and too little time on the battlefield (or in other realms of high adventure). The bazaar is a place of give and take, where steep prices are demanded and modest amounts are paid. The price list for equipment in Chapter 6 shows three amounts for each item. The first is the “asking price,” the second the “normal price,” and the third the “bargain price.” If the DM chooses to avoid all haggling, only the normal price applies. But if haggling is allowed, then all three prices come into play in the AL-QADIM campaign.

The asking price is just that—what a merchant typically asks for a given item when a buyer points it out. A poor haggler usually ends up paying that price. The bargain price reflects the most successful result of a haggling character, while the normal price reflects a middle ground—a sort of standoff or compromise between buyer and seller. Here’s how the proficiency works in play. A buyer with the haggling proficiency—usually a PC—points to an item for sale and asks the price. (Prices are rarely posted.) Variations exist, but as a general rule, merchants are assumed to have the haggling proficiency too, with a Wisdom of 14 to back it up. (In other words, their haggling score is 14.) The PC makes a haggling check. The DM does the same for the merchant. Results are as follows:

• If the buyer makes a successful check but the merchant doesn’t, the item will sell for the bargain price—usually with some complaint by the merchant. (“You are stealing from me! You remember that it was I who was so good to you when next you need supplies. Now, what else may I show you?”)

• If both the buyer and the seller make successful checks, the merchant will not settle for less than the normal price, regardless of bickering.

• If both the buyer and the seller fail their checks, the merchant won’t settle for less than the normal price (the “fine price,” the “excellent price,” the “price that barely feeds my wife and my ten sick children—a virtual killing!”).

• If the buyer fails the check but the seller succeeds, the merchant will hold firm to the asking price, and no amount of haggling will change it. (“Hah! You insult me with your swine-headed ways! If you think you can get a better price, then go somewhere else! Now, what else may I show you?”)

Lacking the haggling proficiency is the same as failing the proficiency check. For example, if the buyer lacks the proficiency, and the seller’s proficiency check fails, then the normal price applies. If the PCs are together, only one of them can haggle for a particular item; a merchant won’t begin anew with another player character. Further, the price of an item determined by haggling applies throughout the business day. Return attempts are useless until the next morning. If the character wishes to buy another item of the same type, the previous price automatically applies. A character can haggle for another kind of item right away, but could not, for example, attempt to buy a second waterskin that day from the same merchant for a better price.

At the DM’s option, merchants may decide not to haggle with a PC who appears not to have the asking price in hand. (Why should merchants waste effort on a pauper who has no intention of buying?) “Let me see your silver” is a common response to a questionable buyer’s attempt to haggle. Bazaars are packed with all manner of goods, some rare and strange, such as armor imported from northern realms or an occasional coffee-pouring automaton. If an item is not listed in Chapter 6, the DM should set a normal price, add 50 percent to determine the asking price, and subtract 25 percent from the normal price to find the bargain price. For example, a set of fine crystalline cups might have a normal price of 100 gp. The asking price would be 150 gp, and the bargain price would be 75 gp. Haggling should enhance the flavor of adventures in the Land of Fate, with appropriate role-playing to supplement the proficiency checks. The DM should not allow it to dominate or otherwise slow the campaign.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#11 Post by GreyWolfVT »

Weapons
Al-Qadim Weapons.JPG
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Armor
Al-Qadim Armor.jpg
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#12 Post by GreyWolfVT »

Miscellaneous Equipment
Al-Qadim Misc Equip.jpg
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#13 Post by GreyWolfVT »

Clothing
Al-Qadim Clothing.jpg
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#14 Post by GreyWolfVT »

Dehydration
The average living individual in the Land of Fate must consume one gallon of fresh water per 24-hour period to sustain normal activity. A character that is relatively inactive—for instance, sitting, resting, or sleeping—requires only half a gallon. By restricting activity to the shade or traveling only at night, characters can halve their daily requirements: an active character needs one-half gallon and an inactive character requires one-quarter gallon. Encumbered individuals double their required water intake, such that an active character requires two gallons and an inactive character needs one gallon.

Characters with the desert survival proficiency fare better than others in desert terrain. (See “Survival” in Chapter 6 of the Player's Handbook.) With a successful proficiency check, they can find or obtain one gallon of water per day. The water is typically of poor quality a puddle beneath a crust of mud, for example but it’s sufficient for survival. As a result, a character with this proficiency stands a fair chance of staying alive when lost in the desert, but is of little help to others. In particularly barren and desolate areas, penalties to the desert survival proficiency may apply (as the DM sees fit).

Dehydration is reflected by a loss of Constitution. It begins the first day in which a character does not receive the required allotment of water, with the following effects:

TABLE 7: Dehydration
Water Consumed Per Day Constitution Loss
Full requirement None
Half or more of requirement 1d4
Less than half of requirement 1d6

Animals:
Water is also a concern for animals in the desert heat. Those failing to receive the allotments shown on the table below succumb to dehydration.

TABLE 8: Dehydration, Animal
Animal Size* Daily Water Requirement
Tiny (2 ft. or less) 1/8 Gallon
Small (4 ft. or less) 1/2 Gallon
Man-sized (4 ft. to 7 ft.) 1 Gallon
Large (7-plus ft. to 12 ft.) 4 Gallons
Huge (12-plus ft. to 25 ft.) 8 Gallons
Gargantuan (25 ft.) 16 Gallons
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#15 Post by GreyWolfVT »

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#16 Post by GreyWolfVT »

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#17 Post by GreyWolfVT »

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#18 Post by GreyWolfVT »

Sandstorm Info:
High winds can lift sand and dust into a choking, blinding storm that can scour individuals as well as property. Characters trapped in such a storm without protection suffer 1d2 points of damage per round. In addition, they must make a saving throw vs. wands; those who fail are blinded (per the spell) for 1d6 turns. A tent or rock outcropping offers sufficient protection from the storm; so does lying prone with a cloth across the eyes, nose, and mouth. Further, the protection from normal missiles spell and similar magics can protect the individual unless the storm is magical in origin.

In addition to inflicting the damage noted above, desert storms can bury characters alive, eventually causing them to suffocate. So can certain spells that trigger sand slides or move dunes. Characters who are buried alive by a desert storm can dig themselves out in 1d3 rounds. Those buried by an avalanche of sand—whether natural or caused by a spell—can dig free in 1d6 rounds unless otherwise noted in the spell description. Crawling out of a sandy grave is no simple task. For each round spent digging toward the surface, a character must make a Strength check as well as a Constitution check. A successful Strength check reduces the time required for escape by one round; failure has no effect. In contrast, a failed Constitution check results in the loss of 1d4 points of Constitution, while a successful Constitution check neither helps nor hinders the character. An individual reduced to 0 Constitution cannot move. If no help is forthcoming, the paralyzed character will suffocate in 1d10 rounds. A number of variables can delay or retard suffocation, however, including spells and magical items which reduce or eliminate the need to breathe.

The endurance proficiency enables a character to make a Constitution check every other round instead of every round, but it does not affect the required Strength checks. Assuming they know where to dig, other characters can rescue an individual who has been buried alive. For every round in which they dig downward, would-be rescuers reduce the number of rounds required for escape by one. Excavating time is the same no matter how many characters dig. Rescuers can dig out an individual who has reached 0 Constitution, and is unable to move. Constitution lost while a character is buried alive is regained at 1 point per turn. Hit points are unaffected by Constitution lost in this fashion. Constitution may never be regained to a level higher than a character’s usual maximum.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#19 Post by GreyWolfVT »

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: Character Classes, Races, Deities & Other Info

#20 Post by GreyWolfVT »

Attack Modifiers:
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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