4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Here's my first attempt at the beggar-thief. The "Reactive Stealth" feature is taken from the gnome, and the "handspring assault" & "fox's gambit" powers are from the Aerialist Rogue build from Martial Power.
Beggar-Thief
“All men are thieves – no matter their stated profession.”
For those who live without hearth or home, Fate is a cruel mistress. Circumstance may have made you a beggar, but ambition has made you a thief. Though you pick pockets and hustle pilgrims by day, at night you dream of a better life from your rooftop shanty. You find it supremely ironic that the exorbitant taxes which pay for the sultan’s palace, or the raids which capture cattle and slaves go unpunished and yet stealing a loaf of bread merits the loss of a hand. Not only do you see nothing wrong with thieving (or, as you would say, “surviving”), but you also see yourself as a champion of the poor, standing up for the downtrodden by making fools of the upper classes, and occasionally sharing your “earnings.” When you finally strike it rich, will the money change you for the better or worse, or will you always remain a child of the streets at heart?
Suggested Feat: Escape Artist Suggested Skills: Acrobatics, Athletics, Bluff, Stealth, Streetwise, Thievery Suggested At-Will Powers:deft strike, sly flourish Suggested Encounter Power:fox’s gambit Suggested Daily Power:handspring assault Suggested Paragon Paths: Ear of the Souk*, Damsel of Distress*, Dashing Anti-Hero*, Sultan(a) of Thieves*
Reactive Stealth
If you have cover or concealment when you make an initiative check, you may make a Stealth check to escape notice.
Beggar-Thief Talent
When fighting in urban difficult terrain gain a +1 bonus to attack, and for one round during each encounter you may ignore the urban difficult terrain penalty to movement entirely.
It's been pointed out to me that the cutlass, as I wrote it, is too good.
"With the strengths of a longsword and the defensive ability, what sword and board defender would pass this weapon up?' was the question, and I have no answer.
I don't see a cutlass as being a superior weapon, so just moving it up a notch doesn't seem right for the genre. I see three or four other possibilities: the easiest is to say that a cutlass has the same stats as a shortsword or scimitar (this was the suggestion at wizard's boards), we could have the cutlass as the 'light scimitar' (+3 prof, d6, light blade and high crit) or as the 'short scimitar' (+2 prof, d6, heavy blade, high crit + offhand) or a mix of the two ( +3 prof, d6 heavy blade, high crit).
I liked the sample campaign model and the beggar thief
When Martial Power comes out, we might have a couple extra rogue tactics that we can use to model the other thief types.. a tactic that uses Intelligence would be really nice!
Hope you get a chance to look at this before long.
Jon
Actually, now that I've slept on it, doesn't the reactive stealth given as a class trait step on the gnome's toes? What if a gnome takes this class?
Jon (again) :P
Last edited by Jubelo; 30th October 2008 at 10:58 PM..
Reason: added questions
It's been pointed out to me that the cutlass, as I wrote it, is too good.
"With the strengths of a longsword and the defensive ability, what sword and board defender would pass this weapon up?' was the question, and I have no answer.
I don't see a cutlass as being a superior weapon, so just moving it up a notch doesn't seem right for the genre. I see three or four other possibilities: the easiest is to say that a cutlass has the same stats as a shortsword or scimitar (this was the suggestion at wizard's boards), we could have the cutlass as the 'light scimitar' (+3 prof, d6, light blade and high crit) or as the 'short scimitar' (+2 prof, d6, heavy blade, high crit + offhand) or a mix of the two ( +3 prof, d6 heavy blade, high crit).
Given it's historical use, a +3 prof bonus seems appropriate, and it was definitely a chopping weapon, so I think the mix of the two works best (+3 prof, d6, heavy blade, high crit).
Quote:
Originally Posted by Jubelo
I liked the sample campaign model and the beggar thief
Thanks Jon!
Quote:
Originally Posted by Jubelo
When Martial Power comes out, we might have a couple extra rogue tactics that we can use to model the other thief types.. a tactic that uses Intelligence would be really nice!
I was wondering about incorporating info from supplements, since it would require their use by anyone wanting to run certain builds in AQ4e. Personally, I find the current powers/builds pretty limiting, and would like to have more to work with.
Quote:
Actually, now that I've slept on it, doesn't the reactive stealth given as a class trait step on the gnome's toes? What if a gnome takes this class?
Yeh, I was thinking the same thing as I wrote it. I think I'll revise that class feature to more accurately reflect what I'm going for - the ability to fade into a crowd unnoticed, or slip inconspicuously into an alley while trailing a mark.
100 years has passed... venerable dwarves and elves recall the Great Unbinding, when storm genies rode thunderheads casting green lightning down upon the earth with savage glee, when sha'ir lost their ability to call upon the genies and many were hunted down by their former servants, when the yak-folk and the dao waged war in the World Pillar Mountains causing earthquakes to wrack the north... yet to the human majority such things are the province of tales of their grandparents. Most folk are more concerned with the realities of the present day, and these are greatly shaped by the region in which they live.
Cities of the North (Tuigan Sultanate)
50 years ago, the Cities of the North were invaded by the Tuigan khan Kaland Pyar, whose nephew had been abducted during a raid by Zakharan soldiers for boy mamluks. Khan Kaland sought to create a clan-society which would purify the decadent ways of the city – to the Khan, the best way to defend his people’s steppe was to conquer their enemies. When he invaded the “Free Cities” he met fierce opposition, but skillfully timed his attacks during in-fighting. After just three years he conquered the 4 northernmost cities of Zakhara before the Grand Caliph recognized a Tuigan Sultanate. Harsh punishments for thievery, cowardice, and lying were implemented, all youth were required to learn Tuigan, horsemanship, an elaborate code of honor, and spend 2 years living as a nomad border-guard. However, great leeway was given to the independent character of the city-states. Any mamluk fleeing to the Sultanate would be freed from service.
The last of the cities to fall to Khan Kaland Pyar was proud Muluk, whose people suffered under an endless winter siege. Wishing to spare further suffering, the Khan met with Muluk’s King and, impressed by his character, allowed the kings of Muluk to rule on as vassals of the Tuigan.
Cities of the Mamluks
During the Tuigan invasion, the mamluks fought valiantly, declaring marshal law in Umara and Liham. In many cases they fought against their forgotten relatives; during these battles it was not uncommon for mamluks to return to their Tuigan families or for yunichaar to seek sanctuary among the mamluks. With the greatest source of mamluks (the Tuigan tribes) having received recognition and Enlightenment, the mamluks had to look to dwindling hill tribes for new slaves. Eventually, the Grand Caliph implemented a policy requiring a term of service from the children of mamluks; depending on the quality of service by the mamluk this “sword due” could be reduced, increased, or erased entirely. The Mamluk Rebellion: Several mamluk generals disagreed with the Grand Caliph’s acknowledging the Khan’s proposed sultanate, and with the indentured servitude of their children, and increasingly this cadre of mamluks became more independent of the Grand Caliph, pursuing their own agendas. It is not uncommon for orders from Huzuz to be “delayed” or “misinterpreted”. Some believe the Qudran emir even has pretensions for the Enlightened Throne. Liham Insurgency: A group of citizens has grown discontent with the increasingly heavy-handed policies of the mamluks ruling Liham, and plans to overthrow the government, purportedly allying with even the corsairs of Hawa.
Cities of the Heart
Raiding tribes have become commonplace as the Caliph of the Shadows terrorizes the populace with dramatic assassinations. Hardly a week goes by in any of the cities without a public official being slain, a noble child being ransomed, a mosque being burned, or a bloody head arriving at the Grand Caliph’s palace gate.
Cities of the Pantheon
Cities of the Pearl The Choking Coast: A terrible drought befell the southeastern deserts 25 years ago, and wadis dried up as tribal and village refugees flooded the streets of the Pearl Cities, shanty-towns rapidly consuming the outer boundaries of the cities.
Cities of the Ancients
Cities of the Farthest Shore
The Corsair Domains, the Crowded Sea, a new city facilitating trade with Akota...
“Anyone can give you a haircut, but a scalping you get once in a lifetime…”
Legends tell of the mad barber who murders his clients, but most folks dismiss such tales as fantasy. That is unfortunate for them. Plying your razor and wit inconspicuously in the bazaar and noble houses, you are a barber – an apothecary, informant, surgeon, and a menacing spy hellbent on revenge. Whether you seek blood for a wrong done to you, or are willing to do whatever it takes to uncover a conspiracy, you carry a list of targets who deserve death. While you may choose to bring them to justice alive, or even attempt to make them repent of their wicked ways, you always do so in a twisted fashion. You derive a sick enjoyment from watching your clients squirm as you engage them with an offbeat and rambling story…and all the more so when it is the wicked man who unwittingly submits to a shave. Will you become the bloody-minded barber of legend or in the final hour will the razor of your revenge be put to other uses?
Class Features: Barber Razor Talent*, Death by Many Cuts*, First Strike, Rogue Tactics (Brutal Scoundrel) Class Skills: Athletics, Bluff, Heal, History, Insight, Intimidate, Perception, Stealth, Streetwise, Thievery Station: 8
Death by Many Cuts
Once per round, when you have combat advantage against an enemy and are using a light blade, you inflict ongoing damage upon that enemy when an attack hits. You decide whether to apply the ongoing damage after making the damage roll. As you advance in level your ongoing damage increases. The ongoing damage ends on a successful save.
Barber Razor Talent
Against a foe that is prone, restrained, or stunned increase your damage die by one. When you wield a dagger you gain a +2 bonus to initiative.
Bumping this thread to get the creative juices going again. I would love to know who has been following this thread so far! I remember there being a few folks wanting a return of Al-Qadim on these boards, and some fresh feedback would be very appreciated.
I'm currently trying to finish the rogue kits and compile a list of mega-plots & regional plots. Most recently I've been brainstorming about a prophecy concerning "three blind princes" who fracture the caliphate.
The Feuding Princes
The Grand Caliph must decide which of his three sons will inherit the Enlightened Throne, but their actions bring division to the Land of Fate. Though their palaces are all in the vicinity of Huzuz, the princes have little love for one another.
Suhail, the eldest son, is a paladin whose blind faith threatens to sunder the Enlightened Faith into vying factions. Returning home after the holy war against the southern drow to find his family torn apart, he sought guidance but no cleric could shed light on his destiny; thus he set out to find the Tablets of Destiny (ostensibly to learn who should be heir).
Aim: Revitalize the Enlightened Faith, Convert/subjugate Crowded Sea,
Supporters: Order of the Crescent, mamluks of the Dauntless, Swords of the True Gods, the Readers mystics, The Grey Fire holy slayers
Palace: Suhail’s palace is located in Huzuz’s Pilgrim’s Ward, where he hosts visiting scholars and learns of clues about holy places from pilgrims.
Brothers: While he loves his brothers, he considers Qasim a disgrace and Omar an uncouth brute; he and Omar are not on speaking terms.
Qasim, the middle son, is a bard whose blind ambition...
Omar, the youngest son, is a warlord whose blind desire threatens to precipitate war. Fearing the fracturing of his father’s empire, Omar believes a preemptive war against the Cities of the Ancients (whose governments are being corrupted by loyalists of Nog) will unify the people. Unwittingly, his courting of the Akotan princess is leading Zakhara towards a divisive and controversial war with Akota.
Supporters: Several mamluk societies, hill tribes, al-Bulad merchant house, dwarves of Al-Akara, Soft Whisper holy slayers, and Keepers of the Seal arcane society.
Palace: Omar’s palace is located along the Al-Sarif inland of Huzuz where he studies military history, hosts visiting generals, and trains his personal mamluk unit.
Brothers: He harbors a grudge against Qasim for stealing his fiancé, and thinks Suhail would make a better monastic than a leader (Suhail’s “faith” once cost a battle).
My semester is about to get heavy, but that won't last too long. And I could really use some side writing projects now.
For the moment, I'm working on a world that riffs of Ray Harryhausen's work and will be using an adapted version of Al-Quadim - smaller and weirder - to represent all of the Sinbad movies.
I think some other regions we should work on are non-urban regions. I'd need to look up the exact geographies, but I think distinguishing between different nomad, barbarian, and corsair regions would be a cool feature.
Hadn't we also discussed thinking about throwing in a Persian/Byzantine region? Lots of heavy cavalry, costumed priest-beauracrats, an ancient decadent culture, and a weird interpretation of the Lore Giver?
Maybe throw it in as an optional region that shows up in the desert after the breaking of the seals.
I just moved and am looking for a local store to transfer to, so I'm a little busier right now than I'd expected. I also can't find any of my notebooks right now
Somewhere, I have the beginning of the write up for the Rekindled Brotherhood.
I thought we should assume that the adventures written before had occurred, so the Brotherhood of the True Flame would have been dispersed. However, one of the leader's charmed wives escaped and bore a daughter. This daughter was raised to believe that her father, interested only in the welfare of his fellow elemental mages, was set upon and murdered by brigands in the service of his enemies. She studied from what books and scrolls had been rescued from the ruins and plans revenge upon the descendants of her father's killers and to reclaim the glory of his vision.
I also had the start of the campaign set in the haunted lands.
The kraken who rules the underdark sea knew that the Peacock Throne would be recovered by the Janni, and knew that whoever sat upon the reasssembled throne would lead a powerful kingdom. Therefore, he set subtle magics upon the pieces of the throne to bend the ruler's actions to his own ends.
The Janni indeed have a new kingdom in the wastes which is beginning to prosper. Their sheik sends treasure and slaves into the earth for the kraken under some fairly reasonable pretext. He also prevents interlopers from descending into the black gulfs beneath the palace he built from the ruins of (umm.. the city in the module Cities of Bone).
I think some other regions we should work on are non-urban regions. I'd need to look up the exact geographies, but I think distinguishing between different nomad, barbarian, and corsair regions would be a cool feature.
That's something I've neglected so far, but I also like the idea of giving more life to the desert tribes. Some themes that might be interesting to explore...
* Tribes adapting to city life vs. rejecting it
* Ethics of raiding
* Tribes carrying an older more authentic version of the Faith
* A tribe guarding a secret ruin
* Intermarriage between tribes
* The prophecy of "green fire" from Caravans
Quote:
Didn't we also discussed thinking about throwing in a Persian/Byzantine region? Lots of heavy cavalry, costumed priest-beauracrats, an ancient decadent culture, and a weird interpretation of the Lore Giver?
Maybe throw it in as an optional region that shows up in the desert after the breaking of the seals.
One idea is to base the eladrin, with their 300+ year lifespans on the Persians. Many of the eladrin's grandparents may have been "pagans", and ancient traditions have likely been integrated into the Faith. How would the eladrin interpret the Loregiver?
Quote:
Originally Posted by Jubelo
Somewhere, I have the beginning of the write up for the Rekindled Brotherhood.
I thought we should assume that the adventures written before had occurred, so the Brotherhood of the True Flame would have been dispersed. However, one of the leader's charmed wives escaped and bore a daughter. This daughter was raised to believe that her father, interested only in the welfare of his fellow elemental mages, was set upon and murdered by brigands in the service of his enemies. She studied from what books and scrolls had been rescued from the ruins and plans revenge upon the descendants of her father's killers and to reclaim the glory of his vision.
Great start! So she has a vendetta against the Grand Caliph? Yet strives to unite the elemental mages?
Quote:
The kraken who rules the underdark sea knew that the Peacock Throne would be recovered by the Janni, and knew that whoever sat upon the reasssembled throne would lead a powerful kingdom. Therefore, he set subtle magics upon the pieces of the throne to bend the ruler's actions to his own ends.
The Janni indeed have a new kingdom in the wastes which is beginning to prosper. Their sheik sends treasure and slaves into the earth for the kraken under some fairly reasonable pretext. He also prevents interlopers from descending into the black gulfs beneath the palace he built from the ruins of (umm.. the city in the module Cities of Bone).
Moradask? Interesting how you've made the throne a cursed object/artifact! Sounds like it would make a killer campaign.
Some quick notes on how Dragonborn specifically could be potentially incorporated into Zakhara:
- The Unbinding is one of the causes of drawing Abeir "into" Toril.
- A massive area of Abeir is transported as an Earth Mote above wherever the Yikkari are located (not sure where this is). This piece of Abeir contained a slightly warped clan of Dragonborn that have a bond with the Yikarri, creating a dangerous force within Zakhara. Some of the Dragonborn there reject the ideals of this new union and make there way into other parts of Zakhara where they become enlightened. These Dragonborn then become driven to "release" there brethren from the bond with the Yikarri. (In this scenario the Yikarri reverse the role they played with there bond with the Djinn/Dao).
Some other notes on how the events of the Spellplague (as the Unbinding is called in Faerun) could be incorporated:
- Halruaa was destroyed within Faerun, maybe a large portions of the wizards of this country had wind of this (through prophecy/whatever) and teleported away to their brethren in the City of Wands.
- Plaguelands are areas of strong intervention from the Unbinding. Maybe Plaguelands are created where this bond was strongest.
- *FLASH OF INSPIRATION* Maybe magic was a manifestation of this bond and "Mystra" was a immortal manifestation and keeper of this bond. The stupid Faeruneans (and Cyric in particular) thought that the destruction of Mystra was just the killing of a diety, but in reality was the destruction of this bond. One of the reasons for the change in the Sha'ir class (Sha'ir's being the modern representatives of this bond between Djinn and the mortals) could be because of this loss of the physical manifestation of magic. Could also explain why there was a difference in the use of magic between Faerun and Zakhara, Faerun mages need this goddess to construct their thought processes to cast magic, while the Zakharan elementists inheritly understood this physical manifestation of the bond...
That's something I've neglected so far, but I also like the idea of giving more life to the desert tribes. Some themes that might be interesting to explore...
* Tribes adapting to city life vs. rejecting it
* Ethics of raiding
* Tribes carrying an older more authentic version of the Faith
* A tribe guarding a secret ruin
* Intermarriage between tribes
* The prophecy of "green fire" from Caravans
One idea is to base the eladrin, with their 300+ year lifespans on the Persians. Many of the eladrin's grandparents may have been "pagans", and ancient traditions have likely been integrated into the Faith. How would the eladrin interpret the Loregiver?
Right, I'm working on this and here's what I've got so far:
1.) There are three basic nomad geo-cultural areas: The East, The West, and The North.
2.) The West here the breaking of the seals has had two main effects: the first is ecological weirdness and the second is the rise of two competing magical nomad kingdoms one of Janni and the other of Ghuls. As such nomads in this area have become increasingly marginalized and adaptable. Frequently they bear little resemblance to the nomads of legend as they have worked to survive in their strange new world. Those who have stuck to the old ways are increasingly associated with cities or other stranger powers who can protect them in return for their service in an increasingly hostile land.
3.) The North is at the once the most traditional area of nomad culture and the least. Here the basic life of the nomads has remained unchanged, but their political structure has evolved rapidly. The rise of the Sultan, on the one hand, works to empower nomad tribes - promoting creativity and ambition. The fracturing of the Mamlukes and the aggression of the Free Cities, on the other, has drawn tribes into any number of strange alliances and conflicts. In this climate some tribes are better described as hordes or moving cities while others have simply become companies, guilds, or nomad academies.
4.) In the East the Breaking of the Seals had the strangest effect. Long ago the East was filled with exotic kingdoms and flourishing peoples. The handmaiden of fate, however, had cursed them, scattered them across the worlds, and stricken their memories. Since then the descendants of the world's proudest kingdom would know themselves as nothing more than the pious nomads of a humble valley at home among the proud ruins and the humble truth of the law. When the seals broke, however, the sands ran aside revealling rich lands and richer memories. Now the nomads of the east are defined by how they respond to these returned kingdoms and the knowledge that comes with them.
A further threat in the East is the expansion of the league of the Pantheon which, in the wake of the spiritual crisis caused by the return, has worked to evangelize nomad tribes bringing them in close to the League and using them as agents loyal to the league as a whole rather than any one city, but also as a resource to be exploited by the league in concert rather than any one temple.
5.) The Eladrin. Deep deep in the heart of the East was the proudest kingdom of all. Here only one simple milkmaid had offered hospitality to the Loregiver. For 101 nights she had sheltered her in a high mountain cave first as the loregiver went to offer truth to the kingdoms immortal princes and then as winter kept her in the high vale. For all these night the sheperdess listened to the Loregivers wisdom in stories and fables rather than law and philosophy. When the loregiver cast forth the wicked kingdoms she cast this one into the feywyld itself, there the inhabitants drank deep of the magic and of the tales of this one storyteller who was like a sister of the loregiver.
Now, melenia later, they have returned with their own form of enlightenment. They are eager for the law, but they are also eager to share the tales they now see Zhakara never heard. Their manners are older than any great city in Zhakara, but their eyes, minds, and magic are fresh. Their Princes dress in Black to mourn their once deaf ears, and they recognize themselves as merely governors for fate - awaiting the return of the loregiver to whom they would offer their empty throne, the Pennitent Seat. Thus they are known as the Ebon Satraps. And their land of high cool mountains and impossible citadels as the Land of Fables.
6.) The Dragonborn. I love the idea that they came on a rogue eathmote of Abeir. But let us say they came to the Desert of the West. Right into the midst of the ecological madness there - perhaps even causing it - and that starving there they were met by a nomad tribe lead by a great mystic, his sister a Hakima, and their grandfather a Kahin. They feed them, showed them the ways of the land, and taught them of the ways of fate. Now the nomads of the west live in gratitude at the mercy of strangely shaped nomads dressed in veils against the weather who save them from the predations of ghouls and the hauteur of jann. While the clerics of the cities wonder in awe at the monstrous creatures with impeccable language and exquisite prayers who arrive in pilgrimage at the temples.
Beloved of Fate. You gain training in Religion. Once per encounter you may use the evil eye power.
Evil Eye - Encounter - Divine - Immediate Interupt. You may apply a -2 modifier to an attack or skill roll made by another character. This penalty takes effect after the action has been declared but before the roll is resolved.
Then you can build a whole Gladiator or Spell Scarred Savant multi-class feat only power set off of being beloved by fate. Let's you really expand on the fate mechanics from the old game.
Some quick notes on how Dragonborn specifically could be potentially incorporated into Zakhara:
- The Unbinding is one of the causes of drawing Abeir "into" Toril.
- A massive area of Abeir is transported as an Earth Mote above wherever the Yikkari are located (not sure where this is). This piece of Abeir contained a slightly warped clan of Dragonborn that have a bond with the Yikarri, creating a dangerous force within Zakhara. Some of the Dragonborn there reject the ideals of this new union and make there way into other parts of Zakhara where they become enlightened. These Dragonborn then become driven to "release" there brethren from the bond with the Yikarri. (In this scenario the Yikarri reverse the role they played with there bond with the Djinn/Dao).
Some other notes on how the events of the Spellplague (as the Unbinding is called in Faerun) could be incorporated:
- Halruaa was destroyed within Faerun, maybe a large portions of the wizards of this country had wind of this (through prophecy/whatever) and teleported away to their brethren in the City of Wands.
Actually, all of the above are awesome. Any modifications I wanted to make to that I know rescind.
Instead. The war between the Ghul and the Jann is the cause of the West's devastation. Whole tribes have been turned into Tieflings or Genasi as a result of the conflict as well.
nice thing
i like the al-qadim setting, we played with HARP rules, but they become a little bugged in the higher levels.
playing al-qadim with the new dnd4e rules would be very interessting.
what are your plans about the sha'ir? i think, that one would be a very difficult class to create.
i have discussed with one of my former alqadim dungeon-master, we would like to support this project and to help this to become a good gamehelp to other players.
how are the plans for the future, do you want to create new powers for the different classes? I see a lot of "*" in the current templates for the classes.
Some quick notes on how Dragonborn specifically could be potentially incorporated into Zakhara:
- The Unbinding is one of the causes of drawing Abeir "into" Toril.
- A massive area of Abeir is transported as an Earth Mote above wherever the Yikkari are located (not sure where this is). This piece of Abeir contained a slightly warped clan of Dragonborn that have a bond with the Yikarri, creating a dangerous force within Zakhara. Some of the Dragonborn there reject the ideals of this new union and make there way into other parts of Zakhara where they become enlightened. These Dragonborn then become driven to "release" there brethren from the bond with the Yikarri. (In this scenario the Yikarri reverse the role they played with there bond with the Djinn/Dao).
Wow! That's an interesting take on introducing the Dragonborn into Zakhara, and it might give the Dragonborn a commonality with the Dwarves (who were once slaves to the giants). I wonder if there's a way to blend it with Dr. Strangemonkey's interpretation?
Quote:
Originally Posted by Dr. Strangemonkey
2.) The West here the breaking of the seals has had two main effects: the first is ecological weirdness and the second is the rise of two competing magical nomad kingdoms one of Janni and the other of Ghuls. As such nomads in this area have become increasingly marginalized and adaptable. Frequently they bear little resemblance to the nomads of legend as they have worked to survive in their strange new world. Those who have stuck to the old ways are increasingly associated with cities or other stranger powers who can protect them in return for their service in an increasingly hostile land.
3.) The North is at the once the most traditional area of nomad culture and the least. Here the basic life of the nomads has remained unchanged, but their political structure has evolved rapidly. The rise of the Sultan, on the one hand, works to empower nomad tribes - promoting creativity and ambition. The fracturing of the Mamlukes and the aggression of the Free Cities, on the other, has drawn tribes into any number of strange alliances and conflicts. In this climate some tribes are better described as hordes or moving cities while others have simply become companies, guilds, or nomad academies.
4.) In the East the Breaking of the Seals had the strangest effect. Long ago the East was filled with exotic kingdoms and flourishing peoples. The handmaiden of fate, however, had cursed them, scattered them across the worlds, and stricken their memories. Since then the descendants of the world's proudest kingdom would know themselves as nothing more than the pious nomads of a humble valley at home among the proud ruins and the humble truth of the law. When the seals broke, however, the sands ran aside revealling rich lands and richer memories. Now the nomads of the east are defined by how they respond to these returned kingdoms and the knowledge that comes with them.
A further threat in the East is the expansion of the league of the Pantheon which, in the wake of the spiritual crisis caused by the return, has worked to evangelize nomad tribes bringing them in close to the League and using them as agents loyal to the league as a whole rather than any one city, but also as a resource to be exploited by the league in concert rather than any one temple.
5.) The Eladrin. Deep deep in the heart of the East was the proudest kingdom of all. Here only one simple milkmaid had offered hospitality to the Loregiver. For 101 nights she had sheltered her in a high mountain cave first as the loregiver went to offer truth to the kingdoms immortal princes and then as winter kept her in the high vale. For all these night the sheperdess listened to the Loregivers wisdom in stories and fables rather than law and philosophy. When the loregiver cast forth the wicked kingdoms she cast this one into the feywyld itself, there the inhabitants drank deep of the magic and of the tales of this one storyteller who was like a sister of the loregiver.
Now, melenia later, they have returned with their own form of enlightenment. They are eager for the law, but they are also eager to share the tales they now see Zhakara never heard. Their manners are older than any great city in Zhakara, but their eyes, minds, and magic are fresh. Their Princes dress in Black to mourn their once deaf ears, and they recognize themselves as merely governors for fate - awaiting the return of the loregiver to whom they would offer their empty throne, the Pennitent Seat. Thus they are known as the Ebon Satraps. And their land of high cool mountains and impossible citadels as the Land of Fables.
6.) The Dragonborn. I love the idea that they came on a rogue eathmote of Abeir. But let us say they came to the Desert of the West. Right into the midst of the ecological madness there - perhaps even causing it - and that starving there they were met by a nomad tribe lead by a great mystic, his sister a Hakima, and their grandfather a Kahin. They feed them, showed them the ways of the land, and taught them of the ways of fate. Now the nomads of the west live in gratitude at the mercy of strangely shaped nomads dressed in veils against the weather who save them from the predations of ghouls and the hauteur of jann. While the clerics of the cities wonder in awe at the monstrous creatures with impeccable language and exquisite prayers who arrive in pilgrimage at the temples.[/quote]
Quote:
Originally Posted by Dr. Strangemonkey
So here's an idea: Multi-Class Feat
Beloved of Fate. You gain training in Religion. Once per encounter you may use the evil eye power.
Evil Eye - Encounter - Divine - Immediate Interupt. You may apply a -2 modifier to an attack or skill roll made by another character. This penalty takes effect after the action has been declared but before the roll is resolved.
Then you can build a whole Gladiator or Spell Scarred Savant multi-class feat only power set off of being beloved by fate. Let's you really expand on the fate mechanics from the old game.
Love it! Though it seems a Cleric who automatically gets training in Religion would have less incentive to take it...
Quote:
Originally Posted by Togaras
i have discussed with one of my former alqadim dungeon-master, we would like to support this project and to help this to become a good gamehelp to other players.
how are the plans for the future, do you want to create new powers for the different classes? I see a lot of "*" in the current templates for the classes.
Hi Togaras! Thanks for your interest in the conversion project. I had to put it on hold until the new year, but I'm just now getting back to it. Yes, the asterisks indicate new powers that either I've roughly designed or plan to design.
what are your plans about the sha'ir? i think, that one would be a very difficult class to create.
Warlock pact with a "gen" feature allowing spells to be cast from the gen's location, and spells based on convereted AQ spells. Maybe incorporating some "leader" type features/powers to bring out more of the advisor archetype the sha'ir embodies in Arabian myth.
Just droppin' in on this thread, if any more help/advise is wanted.
ShaneB's suggestion for incorporating AQ into 4e are simply magnificent, one and all. I love where the thread is headed. I have always been a huge AQ fan and have everything from 2e at home.
As I said, if my advise is wanted, here are my two cents:
I think that one great advantage of 4e is the lack of an army of classes (3e) or character kits (2e). This streamlines gameplay - and most classes or kits of days gone by can be neatly converted into heroic tier options.
The Sha'Ir as a Heroic Tier for the Warlock seems to me like a logical step. Steal, err, borrow something from the "Animal Companion" Tier of the Ranger to give him a Gen and adjust him to AQ standards. I think Quickleaf is right that he should also gain other skill options to be more representant of the "advisor/leader" type. Or the Advisor type Sha'Ir are usually multiclassed into an actual Leader Class.
If you want, I'd try and write the Sha'Ir down the next few days and post him here.
Honestly, I think it quite stupid to have an actual Barber and Beggar-Thief Class. Let's face it - those guys (and gals) are thiefs, so why not move them into Heroic Tier options as well. Maybe we can even come up with a few feats to make them fit into their "role" better.
Here's what I would make of the original AQ character kits, though PH2 might change that to other classes:
- Faris => HT fighter
- Askar => HT fighter or warlord
- Corsair => HT ranger
- Desert Rider => HT ranger
- Mamluk => HT warlord
- Mercenary Barbarian => HT barbarian?
- Outland Warrior => any other HT option for martial (oriented) chars
- Pragmatist / Ethoist / Moralist
=> std. priest, perhaps add in feats to make them
representant of their worldview
- Hakima => HT priest
- Kahin => HT druid
- Mystic => HT priest
- Outland priest => any other HT or priest of foreign gods
That means if we just stick to the old character kits and convert them into 4e (by what way ever) we loose a few Classes of the 4e, especially when the PH2 goes to our selection of D&D books.
So we have to decide wether there are truly no Paladins / Warden / Whatever in AQ or come up with original ideas for them.
Hooo, that's right we have the PHB2 classes to contend with now.
Divine:
Invoker
Avenger
Arcane:
Bard
Sorceror
Primal:
Barbarian
Druid
Shaman
Warden
Hmm, I think most of them could be integrated. What I think is going to be most interesting, however, is accounting for the whole Primal power source.
Adding spirits into the cosmology shouldn't be too difficult, but it would be pretty interesting to see where we find space for the Barbarian cultures they're supposed to represent.
They're certainly out there in the setting, but heretofore they've been very much in the background. It'll be interesting to bring them to the foreground.
To incorporate characters of Barbarian origin should prove no problem gameworld-wise. They have always been there in AQ, at the northern part of the map or even in the jungles of the lost empires of Nog and Kadar.
I don't think there should be an issue to explain why or how the words of the Loregiver reached even out to them, driving them to leave their communities and explore the rest of the enlightened world.
Which brings me to another suggestion:
How exactly did the enlightened world react to the Great Unbinding and the entire fallout afterwards (the coming of the Abeirans, ect al)?
I would think that in the Pantheon League faith rises ever higher. They'd see everything as a test of the gods. Further away, people might think the gods have deserted them. I could even imagine some people turning back to idol gods, that in the east the old faiths of Nog/Kadar spring back to life and that even some interloper gods of the northern Barbarians of Faerun might try to missionary the people. Even to pragmatist priests, that would be a test of faith.