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Broadmoor >> Broadmoor Rules >> Classes in Al-Qadim
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Message started by humboldtscott on Dec 28th, 2008 at 9:00pm

Title: Classes in Al-Qadim
Post by humboldtscott on Dec 28th, 2008 at 9:00pm
At the start of the campagin, characters can choose a total of 3 levels from the list below (p58-92). They may be multi-classed within reasonable character concepts (p57). Societal roles in Al-Qadim are in parentheses after each class. Note that there is no Holy Warrior/Paladin (Faris) or Bard (Rawun) class. Players wishing to play such characters should consult the GM. Other base and prestige classes may become available later in the campaign.
  • Barbarian (usually unenlightened outsiders, often mercenaries)
  • Borderer (a rarity, usually desert and mountain guides)
  • Noble (may include others who aspire to leadership as well as titled and untitled nobility)
  • Nomad (most Al-Badia)
  • Pirate (self explanatory, although the role expands to include other seafarers)
  • Scholar (professor/sage type, Qadi – judge, Iman – religious leader, Sah'ir – studies genies, hakima – wise women, Sorcerers – in league with demons, devils, and unenlightened gods, Mystics)
  • Soldier (Mercenaries, Askars – citizen-soldiers, Mamluk – slave warriors)
  • Thief (Beggar-Thief, Sa'luk – scoundrels, Matrud – desert thieves outcast from their tribes)


Class Abilities are as per Conan standard, except as noted below:
  • Hit Points: Maximum at first level, roll thereafter, ignoring all die results less than ½ of max roll

  • Skill Points: Note, this is different than Conan standard. (p116-152)
            1.Barbarian (6+Int mod) x 4 at 1st level, 6+Int mod at each additional level
            2.Borderer (6+Int mod) x 4 at 1st level, 6+Int mod at each additional level
            3.Noble (6+Int mod) x 4 at 1st level, 6+Int mod at each additional level
            4.Nomad (6+Int mod) x 4 at 1st level, 6+Int mod at each additional level
            5.Pirate (6+Int mod) x 4 at 1st level, 6+Int mod at each additional level
            6.Scholar (8+Int mod) x 4 at 1st level, 8+Int mod at each additional level
            7.Soldier (4+Int mod) x 4 at 1st level, 4+Int mod at each additional level
            8.Thief (10+Int mod) x 4 at 1st level, 10+Int mod at each additional level

  • Feats: 1 at 1st level, 1 at 3rd level, 1 if at least one level in a favored class, and any class bonuses (p153-184)

  • Nobles can choose from any of the special regional features. Names will change to reflect the setting, but the abilities will be the same. (p67)

  • Scholars who wish to be spell-casters should consider their source of power (82-84) and sorcery style (p296-297). Additional sorcery styles may become available as the campaign progresses. The following are acceptable starting sources; demonic pact may not be chosen during character creation.
         a)Acolyte
         b)Independent
         c)Lay Priest

  • Thieves do not gain the Eyes of the Cat feat at second level. Instead, they gain the alertness feat, which grants a +3 bonus to the Notice skill.

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