Al Qarin - Characters, NPCs, Questions, Comments, and Explanations


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  1. #1
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    Al Qarin - Characters, NPCs, Questions, Comments, and Explanations

    So i guess a brief explanation of the world of Al-Qarin should preface the nitty -gritty. Firstly, the world was named the day EternalNewbie decided to post his story hour. I hate thinking up names for the following reason - every player i've ever played with has the annoying tendency to invalidate names by finding a similar sounding word or phrase that makes it impossible to think of anything but. For instance, i was contemplating using Akrazaria as a world name until its similarity to "Ass-crack-area" was so helpfully pointed out to me. But i digress. There is a creation myth, so to speak, behind this current campaign world. After having had enough with what was available on the market in the way of published campaign settings, a friend of mine came to me and said, "I want to play D&D now. But i'm sick of FR (our then current game setting). Why don't you make a world while i make my character. Here are my stats, btw." So, with that challenge in mind i set about the task of creating said world. Well, enough about me. Here are the characters!

 

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    Khalid ibn Bahir "Eternal son of Brilliance"

    Human Wizard 1
    Ht: 6'0' Wt: 155
    Hair: Black
    Eyes Brown
    Age: 25

    HP: 6
    AC: 10 (base 10 + dex 0 + armor 0 + shield 0)
    BAB: 0
    Init: 0

    Fort: +2 (base 0 + con 2)
    Refl: +0 (base 0 + dex 0)
    Will: +4 (base 2 + wis 2)

    Str: 9 -1
    Dex: 10 0
    Con: 14 +2
    Int: 17 +3
    Wis: 14 +2
    Cha: 14 +2

    Feats

    Scribe Scroll (bonus)
    Spell Focus : Conjuration (1st)
    Augment Summoning (1st - human)

    Skills

    Alchemy +4, Concentraion + 6, Decipher Script +6, Knowledge Arcana +7, Knowledge Planes +7, Sense Motive +4, Spellcraft +7

    Weapon To Hit Dmg

    Dagger -1 1d4-1
    L. Xbow 0 1d8

    Equipment

    Clothing
    Sack, Looting
    Waterskin
    Flint and Steel
    Lantern, Oil x 2
    Spellbook
    Spell Component Pouch
    Sultanas 75

    Spells

    0th - all

    1st

    Mage Armor
    Shield
    Sleep
    Expeditious Retreat
    Summon Monster 1
    Identify
    Last edited by Galeman; Monday, 24th November, 2003 at 07:28 PM.

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    Gorak

    Half-Ork Druid 1
    Ht: 5'5" Wt: 185
    Hair: Black Dreadlocks
    Eyes: White
    Age: 17

    HP: 11
    AC: 14 (base 10 + dex 0 + armor 2 + shield 2)
    BAB: 0
    Init: 0

    Fort: +6 (base 2 + con 3 + racial 1) -> see my house rules
    Refl: 0 (base 0 + dex 0)
    Will: +5 (base 2 + wis 3)

    Str: 17
    Dex: 10
    Con: 16
    Int: 10
    Wis: 16
    Cha: 16 -> see my house rules

    Feats/Special Abilities

    Track
    Resist Nature's Lure

    Skills

    Concentration +6, Craft Arms +1, Handle Animal +4, Heal +5, Knowledge Nature +3, Listen +5, Spot +5, Survival +9

    Weapon To Hit Dmg

    Cudgel +3 d6+3
    Dagger +3 d4+3
    Short Bow 0 d6

    Equipment

    Short Bow
    Leather Armor
    Large Wood Shield
    5 Pitons
    Rope
    Flint and Steel
    Tinderbox
    2 Torches
    Coal Pencil
    Fishing Line
    Hook

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    Shayla

    Half-Elf Sorceress 1
    Ht: 5'2" Wt: 115
    Hair: Auburn
    Eyes: Green
    Age: 20

    HP: 5
    AC: 12 (base 10 + dex 2 + armor 0 + shield 0)
    BAB: 0
    Init: +2

    Fort: +1 (base 0 + con 1)
    Refl: +2 (base 0 + dex 2)
    Will: +5 (base 2 + wis 3)

    Str: 10 0
    Dex: 15 +2
    Con: 12 +1
    Int: 15 +2
    Wis: 17 +3
    Cha: 18 +4

    Feats/Abilities

    Point Blank Shot (1st)
    Eschew Materials (bonus) -> see my house rules
    Summon Familiar

    Skills

    Bluff +8 (House rule), Concentration +5, Knowledge Arcana, +6, Sense Motive +6

    Weapon To Hit Dmg

    Dagger 0 1d4
    L. Xbow +2 1d8

    Equipment

    Bedroll
    Blanket
    Pillow
    Flask
    Backpack
    Jewelry

    Spells

    0th

    Ray of Frost
    Daze
    Mage Hand
    Detect Magick

    1st

    Charm Person
    Obscuring Mist
    Last edited by Galeman; Monday, 24th November, 2003 at 07:29 PM.

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    Ignore rangerjohn
    My communities:

    You keep saying to "see my house rules". Where? I checked the house rules forum but I find no threads started by Galeman.
    rangerjohn

  • #6
    galeman here, logged in as EternalNewbie... as far as "seeing my house rules" goes, i intended to post the file the other day and wonder of wonders, i found that they no longer exist on my computer! as such, i will have to attempt to reconstruct them from my various fragmented notes and memories. however, if you have any questions please feel free to ask. questions will tend to jog my clouded memory and probably help me compile a new house rules document quicker then the above methods... sorry about the confusion.

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    Q: Orc charisma = 16?

    I assume it is some sort of racial differences rule?

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    a few quick answers to some questions

    yes pogre, in my campaign half-orcs do not receive the -2 to charisma, just to int. as well they receive a +1 bonus to fort saves, darkvision and +2 to intimidate. to answer some earlier questions about house rules, sorcerers, or sorceresses in this case, all receive eschew materials for free at first level, as well as a bonus metamagick feat every five levels. my computer will finally be online after the xmas break and i promise to fully update my house rules, as well as the characters and some major npcs, then. until then, happy xmas all!

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    finally, my house rules

    so, i've managed to find a copy of my house rules finally. it seems mostly up to date, and i've added a few things to freshen it up. there are some other minor things that i believe i've forgotten but it should do. if you have any questions please ask

    Al-Qarin House Rules
    --------------------

    regarding races
    ---------------
    half-orcs : +2 str -2 int, 60ft darkvision, orc-blood, +1 fort save, weapon familiarity orc d.axe
    half-elfs : +2 diplomacy\sense motive\bluff, +1 will save, + regular half elf features
    gnomes : DON'T EXIST SO GET OVER IT!
    elves : cannot be played thanks to Zanzabar.

    regarding classes
    -----------------
    clerics of an evil alignment or neutral clerics who channel negative energy may opt to swap out spells to heal themselves or others of the same faith as per clerics who channel positive energy

    sorcerers begin play with the eschew materials feat and receive a bonus metamagick feat every 5 levels

    druids who wear metal armor are subject to double arcane spell failure chances. they are proficient in all bows, all spears, sling, staff, club, and great club. as well, druids are proficient with any natural wpns that they gain from wild shape. they are not restricted to just these weapons by any spiritual vows.

    regarding item creation feats
    -----------------------------
    scribe scroll, brew potions, craft wand, craft rod, craft staff
    remain unchanged

    create wondrous item
    craft arms and armor
    craft ring
    become create minor, medium and major permanent magick item. minor = level 1-6,
    medium 7-14, major 15-20.

    regarding aiding another
    ------------------------
    one rank in a skill is required to aid another.
    a BAB of +1 is required to aid another in combat.

    regarding character point expenditure.
    --------------------------------------
    - hp reroll = 10cp
    - 75cp gains one feat
    - you may increase a stat for 50 * (new stat mod) cp (min 50). IE: to increase from 15 to 16 costs 50 * (3) = 150 cp.
    - ranks in a skill may be purchased at a cost of 5 + new rank obtained
    - you may obtain a contact that regards you in a friendly manner as per reaction tables in the dmg. the level of the contact is based on the character point expenditure as follows :

    Level of contact CP
    1 5
    2 15
    3 30
    4 50
    5 75
    6 105
    7 140
    8 180
    9 225
    10 275
    11 330
    12 390
    13 455
    14 525
    15 600
    16 680
    17 765
    18 855
    19 950
    20 1050

    regarding magick
    ----------------
    the first rule to magick is rule zero. if i don't like it don't work. if i come not to like it don't work. magick is subject to change at my whim. more specifically however:

    magick missle : now causes a type of dmg selected by the caster at the time of casting. ie: bludgeoning, piercing or slashing.

    most individual spells will be under review after 3.5 comes out anyway so i'm going to wait.
    Last edited by Galeman; Monday, 29th December, 2003 at 02:24 AM.

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    a broken curse

    so, it has finally happened. two sessions ago the characters in the game i run, Al-Qarin A Tale of Arcanomancers, Adventurosity, Ambiton (*sigh*), finally attained 5th level! now this may seem like a commonplace occurance for most, but since the day i began running Al-Qarin (formerly Zanzabar World) no character has managed to obtain this plateau. from total party kills, to the dreaded "i don't like my character anymore", to people moving away (including myself at one point) no party or character has been able to surpass level four. so it's with much pride and joy that i give to you :

    Khalid ibn Bahir "Eternal son of Brilliance"

    Human Wizard 5
    Ht: 6'0' Wt: 155
    Hair: Black
    Eyes Brown
    Age: 25

    HP: 26
    AC: 12 (base 10 + dex 0 + armor 2 + shield 0)
    BAB: +2
    Init: 0

    Fort: +3 (base 1 + con 2)
    Refl: +1 (base 1 + dex 0)
    Will: +6 (base 4 + wis 2)

    Str: 9 -1
    Dex: 10 0
    Con: 14 +2
    Int: 18 +4
    Wis: 14 +2
    Cha: 14 +2

    Feats

    Scribe Scroll (bonus)
    Spell Focus : Conjuration (1st)
    Augment Summoning (1st - human)
    Alertness (3rd)
    Create Minor Item (5th)

    Skills

    Alchemy +5, Bluff +6, Concentraion + 10, Decipher Script +7, Diplomacy +6, Intimidate +3, Knowledge Arcana +10, Knowledge Planes +8, Listen +4, Sense Motive +6, Spellcraft +14, Spot +4

    Weapon To Hit Dmg

    Dagger +1 1d4-1
    L. Xbow +2 1d8

    Equipment

    Clothing
    Rucksack
    Rations 4
    Waterskin
    Flint and Steel
    Lantern, Oil x 2
    Spellbook
    Spell Component Pouch
    Mithral Robe (+2 AC, +8 Max Dex, 5% Arcane Failure)
    Alchemical Healing Salve - 1d8
    Sultanas 207
    Sheiks 75
    Viziers 24

    Magick Items

    Bracers of Armor +2
    Scroll - Mage Armor (4th level), Shield (4th level)
    Scroll - Rope Trick (4th level), Expeditious Retreat (4th level)
    Scroll - Protection from Arrows (5th level)
    Scroll - Rope Trick x 2 (4th level)
    Scroll - Mount x 3 (4th level)
    Oil of Remove Paralysis
    Wand of Web
    Wand of Shocking Grasp

    Spells

    0th - all

    1st

    Mage Armor
    Shield
    Sleep
    Expeditious Retreat
    Summon Monster I
    Identify
    Burning Hands
    Mount

    2nd

    Rope Trick
    Glitterdust
    Invisibility
    Summon Monster II
    See Invisibility

    3rd

    Slow
    Summon Monster III
    Last edited by Galeman; Monday, 5th January, 2004 at 05:15 AM.

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