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TM & © 1993 TSR, Inc. All Rights Reserved.

19th Level Human Fighter (Desert Rider) STRENGTH: 18 DEXTERITY: 16 CONSTITUTION: 16 INTELLIGENCE: 14 WISDOM: 14 CHARISMA: 16

ARMOR CLASS: 0 (with magical boots) or 1 THAC0: -3 (with great scimitar) or 1

(with bow) MOVEMENT: 12 HIT POINTS: 128 ALIGNMENT: Lawful good

SPECIAL ATTACKS: great scimitar, magic weapons SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Nil SIZE: 6’1”

Equipment: lamellar armor +3, great scimitar (vorpal blade +3), ring of genie summoning, boots of striding and springing, composite longbow +1, quiver with 20 arrows +3, four arrows of slaying (dao, efreeti, giant, and elemental), three potions of extra-healing, miscellaneous equip- ment, and a light warhorse named Tempest (spirited charger with maximum hit points).

Physical Appearance: Khaldun is tall and powerfully built for a man in his late fifties. The aging desert warrior has a commanding pres- ence and a proud, stern demeanor. His hair, moustache, and beard are touched with white and his handsome face scarred from past bat- tles and adventures.

Background: Sheikhh Khaldun is a legendary figure among the Al- Badia tribes of the Haunted Lands, especially to his own House of Hanif. He assumed the leadership of the tribe at the age of fourteen and was called to pay homage to the Enlightened Court in Huzuz when he was fifteen. At that early age, he swore to uphold the Grand Caliph’s will in the Haunted Lands like his ancestors. Khal- dun has served his leige admirably in the past four decades by main- taining oases, protecting caravans, and sheltering travelers through his desert home.

Though most familiar with the Haunted Lands surrounding the Ghost Mountains and the Al-Akara Range, Khaldun has widely traveled the desert in his youth and can give expert advice and guid- ance to any guests. He pays a visit to the Grand Caliph once a year and is full of tales about his travels to Huzuz and the Enlightened Court.

In addition to his knowledge of the Haunted Lands and Huzuz, the Sheikh is a master swordsman and rider. As his two sons Mu’awiya and Yazid have become older and taken on more responsi- bility in the tribe, Khaldun has started teaching young pupils some of his impressive fighting and riding skills. Khaldun is proficient in all bladed weapons, the composite longbow, and the light horse lance. He is specialized in the great scimitar, scimitar, longsword, jambiya, and in riding both horses and camels.

Khaldun only teaches those who have performed a great service or quest for him to prove their worthiness. The Sheikh’s rigorous training lasts one month, at the end of which time the pupil can gain one of Khaldun’s weapon or riding proficiencies with no cost of proficiency slots. If the pupil has already expended a slot in learning that particular skill, then he or she becomes specialized.

Role-playing Notes: Khaldun is a wise and reasonable man. His pride and passion have been tempered by time and the growing real- ization that his days of rulership over the tribe are nearing their end. The Sheikh’s ring and great scimitar are family heirlooms that Khaldun inherited with the leadership of the House of Hanif and which he will pass on to his appointed heir. His ring summons the pleasant and charming djinni Besper, who is full of tales about his homeland and the marvellous beauties he is fond of romancing there.

Besper, a djinni: Int Highly (13); AL CG; AC 4; MV 9, Fl 24; HD 7+3; hp 42; THAC0 13; #AT 1, Dmg 2-16; SA spells; SD spells; SZ L (10’ tall); ML 13.

Magical abilities, usable 1/day: create food and water; create soft, wooden and metal items; create illusion; become invisible; assume gaseous form; wind walk; or form a whirlwind.

Khaldun’s great scimitar is a deadly weapon named Storm of Jus- tice, with which he can attack five times every two rounds because of his specialization. The two-handed vorpal blade inflicts 2-16 +7 points of damage on a successful hit. If the DM uses the optional parrying rules described in The Complete Fighter’s Handbook, Khal- dun devotes one of his attacks per round to parrying opponents’ blows.

Salana

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TM & © 1993 TSR, Inc. All Rights Reserved.

6th Level Pahari Sea Mage STRENGTH: 15 DEXTERITY: 15 CONSTITUTION: 12 INTELLIGENCE: 16 WISDOM: 11 CHARISMA: 18 ARMOR CLASS: 6 THAC0: 17 MOVEMENT: 12, Sw 18 or Sw 24 HIT POINTS: 15

ALIGNMENT: Chaotic good

SPECIAL ATTACKS: Spells; sea magic spells inflict +1 pt of dmg/die

SPECIAL DEFENSES: +2 saving throw bonus against sea magic or water spells; water attacks inflict -2 pts of dmg/die (min. 0/die); polymorph to fish or human

MAGIC RESISTANCE: 25% SIZE: 5’6”

Equipment: Salana has only a few possessions gathered during her life undersea. Her spellbooks are inscribed on a belt of purple sea shells around her waist and contain the few spells charm person, friends, light, sea sight; fog cloud, mirror image, and converse with sea creatures. She carries a small pouch of woven kelp decorated with small pink shells that contain her spell components. Both the pouch and belt are polymorphed also when she changes her form.

Physical Appearance: Salana’s natural form is that of a human female from the waist up and that of a fish with ruby colored scales from the waist down. Salana is strikingly beautiful, with sea-green eyes and flame-red hair.

Because she is still young and her polymorphing power is not fully developed, Salana can only change form while bathed in the sea. She can change into a young human woman between the age of 15 and 18. In her human form, Salana has a muscular, perfectly formed body which she takes no pains to conceal (clothes are never worn in the ocean). If endangered in the sea, Salana will assume the form of a small (12 inches long) ruby-scaled fish to escape.

Background: Salana lives in a small pahari settlement south of Zarastro’s Isle, which lies 30 miles northeast of Muluk. She has spent most of her six decades of life in the nurturing community of her sis- ters, cousins, aunts, and mother. Though many of the pahari have occasional encounters with surface dwellers, Salana has been forbid- den from such contacts because of her young age. Like all youths, however, Salana is rebellious, and has taken many secret trips to the forbidden surface.

Unfortunately, Salana is indeed too young to be separated from the ocean for any length of time. She can only polymorph while immersed in the sea (a bath of salt water will not suffice) and loses 1 hit point each hour she is separated from her oceanic home by more than 100 feet. This handicap will disappear only after she has reached maturity (in about another decade).

Salana is knowledgeable in all matters relating to undersea life. She can converse with all types of fish, dolphins, whales, and zaratani, and can speak the language of reef giants as well. Salana can identify all types of aquatic flora native to her region of the sea and knows the locations of several oyster fields that contain fine pearls. Salana is more adventurous than other pahari and has explored the ocean floor for shipwrecks and undersea rums. Finally, like all pahari, Salana’s kiss will bestow water breathing on the recipi- ent for a full day. If a party is interested in aquatic adventuring, Salana would be an invaluable asset to their group.

Role-playing Notes: Salana should always be encountered near the sea (unless the naive pahari has been kidnapped and taken else- where). Though she knows very little about surface dwellers, Salana is incredibly bright and eager to learn all about their ways. She hungers for a life of adventure and romance heralded by bards and recorded in the legends. She is completely innocent of her fantastic beauty and oblivious to the demands of modesty or the need for clothes.

Although Salana is young and naive, she is by no means stupid. She is a headstrong, impulsive faerie creature, who voices her opin- ions loudly. Though not overly moralistic, she has a well-developed sense of right and wrong instilled by her mother and aunts; if a group she is accompanying makes a wrong decision, they will get an earnest plea to change their position. If the party ignores her advice too many times, she will leave and seek another group with more compatible personalities.

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