Jira Odan

Fadilah al-Qadib's page

735 posts. Alias of Jesse Heinig.


Full Name

Fadilah al-Qadib

Race

Human

Classes/Levels

Wizard (Sha'ir) 6 | 14/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Gender

Female

Size

Medium

Age

25

Alignment

Neutral Good

Languages

Zakharan

Homepage URL

Picture

Strength 10
Dexterity 15
Constitution 11
Intelligence 16
Wisdom 13
Charisma 15

About Fadilah al-Qadib

Fadilah al-Qadib
Neutral good female human wizard (sha'ir) 6
Experience points: 42,018

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Defense
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AC 9 (-1 Dex)
HP 14 (4d4: 4, 1, 3, 2, 3, 1)
THAC0 19
Saving Throws
Paralyzation, Poison, or Death Magic 13
Rod, Staff, or Wand 9
Petrification or Polymorph 11
Breath Weapon 13
Spell 10

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Offense
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Speed 30 ft.
Melee Staff S-M 1d6/L 1d4 (bludgeoning, speed 4)
Melee Jambiya S-M 1d4/L 1d4 (piercing/slashing, speed 3)

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Statistics
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Str 10, Dex 15, Con 11, Int 16, Wis 13, Cha 15
Languages: Midani (literate)

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Weapon Proficiencies
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Starting weapon proficiencies: 1
Bonus every: 6 wizard levels

Staff (1)
Jambiya (1)

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Nonweapon Proficiencies
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Starting nonweapon proficiencies: 4
Bonus every: 3 wizard levels
Intelligence bonus: 5

Cooking (1): Int
Direction Sense (1): Wis+1
Etiquette (1): Cha
Genie Lore (B): Int
Haggling (2): Wis
Heraldry (1): Int
Poetry (1): Int-2
Reading/Writing (1): Int+1 — Zakharan
Riding, land-based (1): Wis+3 — Camel
Singing (1): Cha
Spellcraft (1): Int-2

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Gear
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Total starting wealth: 30 gp

Clothing:
• Belt (3 sp)
• Blouse (4 sp)
• Boots, low, soft (8 sp, 1 lb.)
• Cloak, plain (5 sp)
• Knife sheath, leather (1 gp)
• Pouch, large leather (1 gp)
•• Dry rations, 1 week (10 gp, 10 lbs.)
• Skirt, cotton (3 sp)

Waterskins, 4 (1 gp ea., 1 lb. ea.)

Staff of the sea (4 lbs.)

406 gp, 7 sp

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Special Abilities
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Sha'ir Abilities

At 1st level, a sha’ir can summon a small elemental familiar, which will provide spells, including magics that other 1st-level wizards cannot cast.

Summoning a Familiar: This power allows a sha’ir to summon a small elemental familiar, called a gen, which becomes a permanent and willing servant. The sha’ir is allowed to choose which type of gen appears (air, fire, water, or earth).
Whatever its origin, the gen happily becomes an agent for its master in all the elemental planes, seeking out and retrieving magic that its master would otherwise be unable to cast.
The act of summoning and binding a gen lasts 1d20 hours. If a sha’ir spends the required time fasting and communing with the “nature” of the elemental planes—while uninterrupted—then no proficiency check is required. Success is automatic.
Gens can tap into a network of other geniekind, conferring with creatures of any element. This allows gens to retrieve spells for their masters. A sha’ir simply states the spell which he or she desires, and the loyal gen rushes off to the appropriate elemental plane to find it (locating even spells in the universal province).
Sha’irs can only request spells which they know exist. All 1st- and 2nd-level wizard spells shown in Appendix A are considered common knowledge; any sha’ir can request them. Otherwise, sha’irs must have actually seen a spell. If a sha’ir sees an ajami casting a strange spell (or sees its effects), then that spell can be requested, too. Priest spells are also available. Spelllike abilities of other creatures and characters cannot be gained in this fashion, however.
Gens require time and effort to find spells for their masters. The higher the spell’s level, the longer a gen must search, and the greater the chance that its efforts will be for naught. In fact, for more powerful spells, the gen may not return at all—or perhaps worse, may return with a powerful personage in tow, who is very curious to see who is seeking such magic.

Requesting a Spell: When requesting a spell from his or her gen, a sha’ir must specify which spell it is, and whether it’s a wizard or priest spell. The gen immediately sets out to find it on the outer planes.
The length of time that a gen searches for a spell depends on the type of magic sought:
• If a sha’ir requests a spell that a native wizard of the same experience level could normally cast, then the gen searches for 1d6 rounds plus 1 round per level of the spell. (All “native” spells are listed in Appendix A. Anything not on that list is considered foreign to the Land of Fate.)
• If a native wizard of the same experience level could not normally cast the desired spell, then the gen searches for 1d6 turns + 1 turn per level of the spell.
• If the spell is not native to the Land of Fate—or is a priest spell—the gen searches for 1d6 hours plus 1 hour per level of the spell.
Even if the gen doesn’t find the spell (or has no chance of doing so), it expends the full amount of time searching. Once the request for a spell is made, the gen cannot be recalled until its search is done.
To determine whether a gen’s search is successful, the DM makes a percentage roll. A roll of 90 or more always indicates failure. Otherwise, all gens have a 50 percent base chance of finding a spell. The following modifiers apply:
• Each level of sha’ir: +5 percent
• Each level of spell being sought: -10 percent
• Spell is “general knowledge” (by the definition above): +10 percent
• Spell is priestly magic, or does not appear in Appendix A: -30 percent
• Gen repeats search for spell on same day after initial failure: -10 percent per attempt
If the modified chance is 0 or less, the gen always returns “empty-handed.” A gen’s failure to gather a spell never harms its master (beyond disappointment). The gen simply returns after the usual period of search, extremely apologetic for its failure. If the sha’ir requests the same spell again, the gen immediately repeats the search. As noted above, however, its chance of success drops an additional 10 percent for each attempt within a given 24-hour period. (The penalty applies only if the gen is seeking the same spell again.)
If the elemental spirit succeeds, it returns at the end of its search, appearing within 10 feet of its master. The sha’ir can cast the spell within three turns; thereafter the magic is lost. Damage and other effects for the spell reflect the sha’ir’s experience level. The gen cannot set out to retrieve another spell for its master until the previous magic has been cast or has expired.
The sha’ir gains the spell because the gen “shares” the verbal and somatic components immediately upon returning. Their link is mental, not verbal. Hence, the gen can describe any material components needed, but it’s still up to the sha’ir to supply them. (As in standard AD&D® game play, material components are optional in the AL-QADIM campaign. The DM may or may not require them.)
00 Results: If the DM rolls “00” when checking for success, the gen is automatically delayed 1d10 additional rounds, turns, or hours (as indicated by the spell requested). The link between the gen and its master remains intact; the sha’ir knows the gen has been delayed, and can sense that it’s still alive.

Recognizing Genie Work: At 3rd level, sha’irs can recognize the workings of djinn, jann, and other members of the genie races. These wizards can recognize items that have been created by genies, as well as spells cast by genies or provided by gen for other sha’irs. Further, this ability enables sha’irs to detect genies that are invisible, disguised, or polymorphed.
A sha’ir’s chance to recognize genie work is 5 percent per experience level. The sha’ir must declare that he or she is checking for the work of genies in a particular situation. Success requires full concentration; the sha’ir can perform no other action for a round. If multiple genie-works are at hand, only the most powerful or most recent are revealed.

Calling Upon the Jann: At 5th level, sha’irs can call upon the jann for aid and protection once each day. Jann are lesser genies. They haunt the desert and other lonely, forlorn places, and sha’irs must be in such a location to use this ability.
A sha’ir must give a great yell for help to capture the jann’s attention. The chance that a janni is located within 10 miles equals 5 percent per level of the sha’ir. (Beyond that distance, no janni will respond.) If the call fails, then no sha’ir can call upon the jann successfully in the same 10-mile radius for the next 48 hours. If a janni is within that area, it arrives within two to eight turns. No proficiency or ability check is required. Only a janni can hear the sha’ir’s call up to 10 miles away; to others, it is merely a normal shout.
A single janni answers the call (though others may have heard it, too). Usually, the creature arrives by flight and is invisible. In areas of relative peace, however, a janni may ride a camel. The janni responds in a friendly fashion to the caller and any other sha’irs who are present. A janni will aid those lost in the desert, even to the point of bringing them back to its own camp, celebrating their arrival with a feast in their honor.
A summoned janni is not charmed or otherwise enchanted by a sha’ir’s call. If the wizard behaves hostilely, or the sha’ir’s companions similarly misbehave, the janni abandons them—only to return later with enough reinforcements to destroy those who would take advantage of a janni’s hospitality. If slain, jann that are summoned or encountered as a result of this power do not provide experience points.
If a sha’ir is party to an attack on a janni after summoning it, this special ability ceases to work. All jann shun the sha’ir. Future attempts to call upon the jann automatically fail until restitution is made. To do so, the offending sha’ir must contact the jann in a more traditional fashion (seeking them out in the high desert) and then offer gifts. Usually, a large diyya, or wergild, for the slain janni plus a few magical items are enough to repair relations.
A janni that answers a sha’ir’s call does not fight for the sha’ir unless the wizard is attacked. Nor does the janni act as a servant, messenger, or load-bearer. Only grudgingly does it perform actions beyond the basic giving of shelter and protection, though gifts of jewels and magic may persuade it to provide more help. If two rival sha’irs both call upon the jann, each requesting protection from the other, the jann who arrive try to mediate between them to resolve the conflict. If such mediation fails, both jann depart, leaving the sha’irs to their fate. While jann may be rivals, they rarely battle each other over such petty things as mortals.
Jann never forget a kindness, including those which they perform for sha’irs. Each time a PC sha’ir attains a level over 10th, there is a 30 percent noncumulative chance that a janni who once aided the PC reappears—and insists that the sha’ir (and allies) perform a certain quest or mission. Failing to comply is enough to destroy one’s reputation in the eyes of jann, forbidding all further kindness. The mission may involve the protection of an item or person for a short time, the location of an item, or some other task with which they are encharged by greater genies. Jann never request a mission that would violate a sha’ir’s natural alignment, however.

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Backstory
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Description: Fadilah is a lean woman with brown skin, dark hair and eyes, and a perpetually curious expression. She often smiles broadly. She has a narrow frame that one would expect of a city-dweller who walks often but rarely engages in hard labor or climbing. Her hair is wavy and long, sometimes tied up when necessary for convenience, and she has nimble fingers.
Fadilah usually dresses as a fashionable city-dweller, in a skirt or bloused trousers and a breezy shoulderless top. She likes gauzy material in bright yellows and reds.

Hair: Dark brown, wavy, long
Eyes: Brown
Height: 5' 6"
Weight: 122 lbs.

Personality: Fadilah is often chipper and happy, even under tough circumstances; some might call her "perky." She is well-educated and hungry for knowledge. She likes stories and legends and enjoys writing and reciting poetry, singing, and reading. She is very fond of cats, less so of dogs.

Background: Fadilah's father was a butcher and her mother a dyer. They worked hard to give her a decent education, in hopes of attracting a good career prospect or marriage offer, but the offer they got was unexpected: in the City of Wands, mages are plentiful, and an old, bent sorcerer named Omar offered to apprentice Fadilah in his craft. Her overjoyed but also terrified parents accepted, and from the age of eight and on she spent her time poring over books, learning poems, digging through history, and learning all the ins and outs of genies.
As one might expect, her mentor was actually a cruel man and using Fadilah for his own purposes. Having ruined his own reputation among the genies by his use of capturing devices, he sought a student with a fresh reputation so that he could train her and then force her to bind genies on his behalf. As soon as she had learned enough, Omar sent her on a mission to attempt to barter with a genie at an oasis a few days outside of the city. Instead, she fled, leaving behind her old life and looking for a new start with her meager skills and her gen companion.