Do you go to the dungeon?

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al-qadim:characters [2020-01-27 09:45] sandraal-qadim:characters [2020-01-29 09:39] – [Spells] sandra
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-====== Kits & Classes ======+====== Characters ======
  
-===== “Kit first” approach =====+===== Classes =====
  
-==== Askar ====+You need to select a [[classes-and-kits|kit]] in addition to selecting a class. Write your kit's name in the "class" field on your character sheet. Feats are OK. You can't multiclass outside of your kit. I.e. in addition to all ability score requirements, all of your classes also need to fit your kit.
  
-Armed citizenry of settlements of all sizes.+===== Backgrounds =====
  
-Battle Master, Eldritch Knight or Champion **Fighter**; AncientDevotion or Vengeance **Paladin**; Hunter **Ranger**.+The kits are kinda like backgrounds because they include starting equipment and a special feature or benefit. Tool proficienciesthe corresponding kit, and flaws, traits and ideals are still missing so we need to fix that somehow. 
 +===== Types of being =====
  
-  * **Benefit** Advantage on checks in home town+  * Human (PHB) 
-  * **Equipment** An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a memento of your home town, a set of common clothes, and a belt pouch containing 10 dinars+  Dwarve (PHB) 
 +  Elf (non-drow) (PHB) 
 +  Gnome (PHB) 
 +  Half-Orc (PHB) 
 +  * Half-Elf (PHB) 
 +  * Halfling (PHB) 
 +  * Genasi (Princes p 227, or the [[http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf|Elemental player's companion]]) 
 +  * Bugbear (Volo's) 
 +  Goblin (Volo's) 
 +  Hobgoblin (Volo's) 
 +  Kenku (Volo's) 
 +  Kobold (Volo's) 
 +  * Lizardfolk (Volo's) 
 +  * Orc (Volo's)
  
-==== Corsair ==== +===== Spells =====
- +
-Seafaring warriors! +
- +
-Battle Master, Eldritch Knight or Champion **Fighter**; Conquest or Vengeance **Paladin**; Hunter **Ranger**; Swashbuckler **Rogue**. +
- +
-  * **Benefit** Two-weapon fighting style (in addition to any other fighting styles you may have) +
-  * **Equipment** 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 dinars +
- +
-==== Desert Rider ==== +
- +
-Army of the desert tribes. +
- +
-Any **Barbarian**; Battle Master, Eldritch Knight, Champion or Cavalier **Fighter**; Ancients **Paladin**; Beast Master or Hunter **Ranger**; Scout **Rogue**. +
- +
-  * **Benefit** Your mount can take its exhaustion level effect in any order. +
-  * **Equipment** [[https://dnd.idiomdrottning.org/LoF%20Card:%20Al-Badian%20possessions.pdf|al-Badian possessions]] +
- +
-==== Faris ==== +
- +
-Holy soldiers! +
- +
-Zealot **Barbarian**; Battle Master, Eldritch Knight or Champion **Fighter**; Vengeance, Devotion or Redemption **Paladin** +
- +
-  * **Benefit** Advantage on checks and saves related to own faith. +
-  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars +
- +
-==== Mamluk ==== +
- +
-Slave warriors! Born into being a warrior! Face tats! +
- +
-“Samurai” **Fighter**; Devotion or Conquest **Paladin**. +
- +
-  * **Benefit** Can give orders to any mamluk that are at least three hd lower than themselves. +
-  * **Equipment** Face tattoos! And clothes. +
- +
-==== Outland Warrior ==== +
- +
-Any other martial class or subclass but you come from another land. +
- +
-  * **Punishment** You’re broke. Also you have a noticable accent. +
-  * **Equipment** Clothes +
- +
-==== Two-Element Sorcery ==== +
- +
-In Zakhara, sorcerers and wizards are hung up on the elements! Sand, sea, flame and wind. +
- +
-Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic **Sorcerer**; Any **Wizard**. +
- +
-Choose two elements as you take this kit. What counts as a “spell related to that element” is something you might have to argue for each spell, it’s not clearly defined. This two-element approach is the most common among Zakharan spellcasters. +
- +
-  * **Benefit** Spells that are related to your two chosen elements just take up half the space among your list of “spells known” and you can learn two such spells everytime you otherwise could learn a spell. **But you can never learn any spell related to the two elements you did not choose.** You can learn non-elemental spells normally. +
-  * **Equipment** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars +
- +
-==== Elemental Mage ==== +
- +
-Most are into two and exactly two of the elements. To be hung up on only //one// element is rare. This is mostly an NPC kit, and flame elementalists are especially evil (Brotherhood of the True Flame). But players are welcome to play this kit of course! +
- +
-Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic **Sorcerer**; Any **Wizard**. +
- +
-  * **Benefit** You can //only// learn spells related to one element! //Every single spell// has to be related to that element. No mage hand, no mending, no flowers, no wedding dress. But you can double your proficiency bonus for spellcasting (and for your DC) and you can add +1 to any dice (in addition to any other bonus, from the school of evocation for example). Also most people will realise that you are evil once they figure out that you’re an elemental mage. +
-  * **Equipment** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars +
- +
-==== Sha’ir ==== +
- +
-This is the Noble Genie patron warlock from [[https://dnd.wizards.com/articles/unearthed-arcana/subclasses1|this UA]]. Any pact (blade, chain or tome) is allowed. +
- +
-“Noble Genie” **Warlock**. +
- +
-For “Find Familiar” spells, the PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. In Zakhara, the familiar is an elemental instead of its normal type. +
- +
-  * **Benefit** None but you get to be lock/witch, best class! +
-  * **Equipment** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars +
- +
-==== Ajami ==== +
- +
-Any other arcane class or subclass but you come from another land. +
- +
-  * **Punishment** You cannot ever learn any spell related to sea, wind, flame or sand. +
-  * **Equipment** Clothes. 2 dinars. +
- +
-==== Sa’luk ==== +
- +
-You are a free scoundrel. Bards, thieves, charlatans, rogues are welcome here! You can come from Zakhara or from other lands. You’re a classic adventurer! +
- +
-Arcane Trickster, Inquisitive, Mastermind, Scout, Swashbuckler or Thief **Rogue**; Any **Bard**. +
- +
-  * **Benefit** None +
-  * **Equipment** Clothes and a belt pouch containing 15 dinars. +
- +
-==== Barber / hairdresser ==== +
- +
-You can cut hair and tend to wounds. Barbers are also well connected to gossip and stories. +
- +
-Sword, Lore **Bard**, Open Hand **Monk**, Arcane Trickster, Inquisitive, Mastermind or Swashbuckler **Rogue**. +
- +
-  * **Benefit** You gain the “Healer” feat (PHB 167) and you’re proficient with razors as a weapon (1d4, light, finesse, counts as monk weapon, small item). You can also cast the Identify spell as a ritual if you have components. Also if you write the session recap on the campaign webpage and are in charge of summarizing and explaining past events at the table, you gain (30 × your current level) xp per session. But you don’t, you lose the same amount of xp. This does not cause you to lose levels but it slows your advancement towards further levels. +
-  * **Tool proficiency** Barber’s kit +
-  * **Equipment** A barber’s kit (small item, includes a razor but if you store the razor separately it’s faster to get out), a set of common clothes and a belt pouch containing 10 dinars. +
- +
-==== Beggar-thief ==== +
- +
-Thief **Rogue**. +
- +
-Also, gnomes cannot take this kit. +
- +
-  * **Benefit** You happen to look exactly like a particular noble (for example a sultan). +
-  * **Benefit** Dirty and torn clothes. A cup or bowl. +
- +
-==== Holy Slayer ==== +
- +
-You are member of an assassin order. +
- +
-Assassin **Rogue**, Shadow **Monk**. +
- +
-  * **Benefit** You may use the “Dueling” fighting style (p72 in the fighter chapter in the PHB). **You can only ever use one-handed weapons.** Each level there is a 10% chance of receiving the “call” — a dangerous mission from your order. (AA p 52.) +
-  * **Equipment** A set of dark common clothes including a hood, and a belt pouch containing 15 dinars +
- +
-==== Matrud ==== +
- +
-Desert thieves, horse thieves, outcasts, murderhobos. +
- +
-Arcane Trickster, Inquisitive, Mastermind, Scout, Swashbuckler or Thief **Rogue**. +
- +
-  * **Benefit** You gain twice the amount of XP from killing your fellow party members as you normally would get. +
-  * **Benefit** Common clothes in good condition and 4d20 dinars. +
- +
-==== Merchant-rogue ==== +
- +
-Motto: “It’s legitimate (as long as you don’t get caught)!” +
- +
-Arcane Trickster, Inquisitive, Mastermind or Thief **Rogue**. +
- +
-  * **Benefit** If you buy 1000 of the same item (or just 100 if it’s an item that costs a dinar or more) you pay half price. Only for items that are actually available in those quantities (using normal rules to determine this). You can not resell it in the same city. Also, you may cherry flip the d100 rolls (e.g. you may read an 18 as an 81 if you wish) on the “Running a business” table (the DMG has this). +
-  * **Equipment** A set of traveler’s clothes, and a belt pouch containing 15 gp. +
- +
-==== Rawun ==== +
- +
-Rawuns are the bards of the desert tribes! They are entrusted with keeping alive the legends of their tribe and of allied tribes. +
- +
-Any **Bard**. +
- +
-  * **Benefit** You gain two additional spells. “Identify” and “Hex”. These do not count towards your spells known. +
-  * **Equipment** [[https://dnd.idiomdrottning.org/LoF%20Card:%20Al-Badian%20possessions.pdf|al-Badian possessions]] +
- +
-==== Cleric of the Faith Pragmatic ==== +
- +
-Life **Cleric**. +
- +
-  * **Benefit** Free lodging in mosques & monasteries of own faith +
-  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars +
- +
-==== Cleric of the Faith Ethical ==== +
- +
-Life **Cleric**. +
- +
-More strict behavior. No chaotic alignment. +
- +
-  * **Benefit** You start a church when you reach “follower” level. (Which was 8th level in 2e but in our ACKS-derived house rules it’s 9th level.) Free lodging, safe haven, and free food in mosques & monasteries of own faith. And you can request services of fighter NPCs from the church (see AA p 62 for restrictions) or an assistant retainer. +
-  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars +
- +
-==== Cleric of the Faith Moralist ==== +
- +
-Law (from Ravnica book) **Cleric** +
- +
-Super strict! Lawful only. +
- +
-  * **Benefit** Free lodging, safe haven, and free food in mosques & monasteries of own faith. And you can request services of fighter NPCs from the church or an assistant retainer. Your henches in this manner are generally stronger & better than for ethoists. (AA p 64 has deets.) +
-  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars +
- +
-==== Hakima ==== +
- +
-Knowledge **Cleric**; Horizon Walker or Monster Slayer **Ranger**. +
- +
-Women only! +
- +
-  * **Benefit** You can see a persons class & station in life if you see them eat. +
-  * **Equipment** A scroll case stuffed full of notes from your studies or prayers, a blanket, a set of common clothes, and 5 dinars +
- +
-==== Kahin ==== +
- +
-It’s not really called “druid” and doesn’t follow the traditional druid social organization. It’s called kahin. But mechanically it uses the same rules, features, and circles as the PHB druid class. +
- +
-Any circle **Druid**. +
- +
-  * **Benefit** None, but you get to be druid! (Kind of.) +
- +
-Also there is a new circle that you may (but are not required to) choose: +
- +
-  * **Equipment** Robes, 5 sticks of incense, and a pouch containing 15 dinars. +
- +
-=== Circle of the Aged Masters === +
- +
-== Level 2: Weapon immunity == +
- +
-Choose a weapon when you gain this feature. You have immunity to damage from one specific weapon (for example arrow, short sword, or dagger). Including conjured and magical versions of that weapon. +
- +
-== Level 6: Creature immunity == +
- +
-Choose a creature when you gain this feature. You have immunity to damage from that one specific creature (e.g. cobra, ghul, efreeti) //provided that you do not make any attacks on that creature//. If you ever make an attack on one creature of that type, you lose this feature permanently (a wish spell can restore it). +
- +
-== Level 10: Element immunity == +
- +
-Select between fire and cold when you gain this feature. You have immunity to damage for that damage type. +
- +
-== Level 14: Another creature or weapon == +
- +
-You may choose one more creature type or weapon type. You may not choose a creature type if you have lost your previous creature immunity. +
- +
-==== Mystic ==== +
- +
-Alcohol is not common in Zakhara. Instead of Drunken Master, it’s Dervish dancing. +
- +
-Open Hand, “Drunken Master” (Dervish), Four Elements or Sun Soul **Monk**; Celestial **Warlock**. +
- +
-  * **Benefit** You can gain followers as if you were a cleric and you gain the Channel Divinity ability as if you were a life domain cleric (Turn Undead [and, for monks only because cellylocks already have enough healing: Preserve Life]). +
-  * **Equipment** Clothes, 5 pieces of frankincense +
- +
-==== Outland priest ==== +
- +
-Any other divine class or subclass but you come from another land. +
- +
-  * **Punishment** If any Zakharan citizen is present, you have disadvantage on checks. If a pragmatist, ethoist or moralist is present, you also have disadvantage on saves. +
-  * **Equipment** Clothes +
- +
-===== “Class first”-approach ===== +
- +
-==== Barbarian ==== +
- +
-  * **Zealot** [[#faris|Faris]], [[#desert-rider|Desert rider]] +
-  * **Any other path** [[#desert-rider|Desert rider]] +
- +
-==== Bard ==== +
- +
-  * **Sword, Lore** [[#barberhairdresser|Barber]], [[#rawun|Rawun]], [[#sa-luk|Sa’luk]] +
-  * **Any college** [[#rawun|Rawun]], [[#sa-luk|Sa’luk]] +
- +
-==== Cleric ==== +
- +
-  * **Life domain** [[#cleric-of-the-faith-pragmatic|Pragmatist]], [[#cleric-of-the-faith-ethical|Ethoist]] +
-  * **Law domain (from Ravnica book)** [[#cleric-of-the-faith-moralist|Moralist]] +
-  * **Knowledge domain** [[#hakima|Hakima]] (women only) +
-  * **Other domains** [[#outland-priest|Outland priest]] +
- +
-==== “Druid” (a.k.a. Kahin) ==== +
- +
-  * **Any circle** [[#kahin|Kahin]]. There is also a new (optional) circle available: [[#circle-of-the-aged-masters|Circle of the Aged Masters]]. +
- +
-==== Fighter ==== +
- +
-  * **Battle Master, Eldritch Knight, Champion** [[#askar|Askar]], [[#corsair|Corsair]], [[#desert-rider|Desert rider]], [[#faris|Faris]] +
-  * **Cavalier** [[#desert-rider|Desert rider]] +
-  * **“Samurai”** [[#mamluk|Mamluk]] +
- +
-==== Monk ==== +
- +
-  * **Open Hand** [[#mystic|Mystic]], [[#barberhairdresser|Barber]] +
-  * **“Drunken Master” (Dervish), Four Elements, Sun Soul** [[#mystic|Mystic]] +
-  * **Shadow** [[#holy-slayer|Holy Slayer]] +
-  * **Kensei** [[#outland-priest|Outland priest]] +
- +
-==== Paladin ==== +
- +
-  * **Ancients** [[#desert-rider|Desert rider]], [[#askar|Askar]] +
-  * **Vengeance** [[#askar|Askar]], [[#corsair|Corsair]], [[#faris|Faris]] +
-  * **Devotion** [[#askar|Askar]], [[#faris|Faris]], [[#mamluk|Mamluk]] +
-  * **Redemption** [[#faris|Faris]] +
-  * **Conquest** [[#mamluk|Mamluk]], [[#corsair|Corsair]] +
- +
-==== Ranger ==== +
- +
-  * **Beast Master** [[#desert-rider|Desert rider]] +
-  * **Hunter** [[#desert-rider|Desert rider]], [[#askar|Askar]], [[#corsair|Corsair]] +
-  * **Horizon Walker, Monster Slayer** [[#hakima|Hakima]] +
-  * **Gloom Stalker** [[#outland-warrior|Outland Warrior]] +
- +
-==== Rogue ==== +
- +
-  * **Assassin** [[#holy-slayer|Holy Slayer]] +
-  * **Arcane Trickster, Inquisitive, Mastermind** [[#barberhairdresser|Barber]], [[#merchant-rogue|Merchant-rogue]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]] +
-  * **Scout** [[#desert-rider|Desert rider]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]] +
-  * **Swashbuckler** [[#barberhairdresser|Barber]], [[#corsair|Corsair]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]] +
-  * **Thief** [[#beggar-thief|Beggar-thief]], [[#merchant-rogue|Merchant-rogue]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]] +
- +
-==== Sorcerer ==== +
- +
-  * **Divine Soul, Shadow Magic, Storm Sorcery, Wild Magic** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]] +
-  * **Draconic Bloodline** This unenlightened bloodline will abandon ye in the Land of Fate. +
- +
-==== Warlock ==== +
- +
-  * **“Noble Genie” patron from [[https://dnd.wizards.com/articles/unearthed-arcana/subclasses1|this UA]]** [[#sha-ir|Sha’ir]] +
-  * **Celestial** [[#mystic|Mystic]] +
-  * **Great Old One** [[#ajami|Ajami]] +
- +
-Fey, Fiend, and Hexblade patrons will abandon ye in the Land of Fate. +
- +
-===Wizard ==== +
- +
-  * **Any school** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]]+
  
 +In your spell card bag there are also the elemental spells. Very appropriate for al-Qadim. Some of them were reprinted in XGE but there is a whole deck of the elemental spells. It works similarly to the XGE spell card deck in that there are symbols for the various classes.