Al’Akbar

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Living Greyhawk Gazetteer, p.165 • LG Deities v.2.0The Strategic Review #7

(High Cleric, Restorer of Righteousness), LG Al-Qadim demigod of Guardianship, Faithfulness, Dignity, and Duty

Holy symbol
Eight-pointed star or an image of the Cup and Talisman of Al’Akbar
Domains
Community, Good, Healing, Knowledge, Law, Protection
weapon of the deity
+1 defending falchion

Al’Akbar (ahl AHK-bar) first came to prominence in the days following the Invoked Devastation, when he was called by the Enlightened Gods to restore the Zakharan people to the path of righteousness and dignity. In earnest of this mission, he was given the fabled Cup and star-shaped Talisman that now bear his name. He taught that true religion must include proper devotion to the gods, protection of the community, and guidance of the faithful. Eventually, he caused his own mosque to be constructed and allowed his followers to call upon his name in their prayers, soon thereafter ascending to take his place among the gods, although he remains a demigod out of respect for the rest of the pantheon. His symbol is an image of the Cup and Talisman artifacts.

Be as a vessel of kindness and emblem of devotion, for the righteous man is both steadfast and merciful. Be not as the untutored infidel, but rather heed your superiors, and submit to their wisdom and guidance. Let the faithful strive always to nurture the seed of Good in the soil of Law, that by doing so they are received into the Garden of Al’Akbar.

The faith of Al’Akbar inspires the Zakharan culture with its sense of community and propriety. They teach Ancient Midani as the language of poetry and learning; they are generally well disposed toward other faiths that use the classical language in their liturgy. Two historical branches of this faith exist. The followers of the Exalted Faith recognize the supremacy of the Grand Caliph (the ruler of Huzuz); they are masters of rhetoric and diplomacy, with high regard for academic achievement. Followers of the True Faith defer to the authority of the grand Emir of the Cities of the Pantheon, taking a more fundamental approach to religion that emphasizes hard work, plain speech, and obedience. More obscure divisions exist among Zakharan dervishes.

Clerics of the Exalted Faith usually bear the title of qadi, and tend toward lawful good or neutral good. Clerics of the True Faith are called mullahs, and strongly favor lawful neutral. Both types hold office as ministers, judges, scholars and teachers in civil government, while also serving as healers, advisers and guardians for the military. Adventuring clerics are tolerant of infidels, though they are still expected to uphold the ideals of the faith. The wandering clergy may travel to any land in search of the Cup and Talisman of Al’Akbar. Ritual prayers may be made at dawn and dusk.

Church

Two historical branches of this faith exist, and more obscure divisions exist among the Paynim dervishes.

Followers of the Exalted Faith
recognize the supremacy of the holy caliph (the ruler of Ekbir); they are masters of rhetoric and diplomacy, with high regard for academic achievement. Clerics of the Exalted Faith usually bear the title of qadi, and tend toward LG or NG.
Followers of the True Faith
defer to the authority of the grand mufti of the Yatils, taking a more fundamental approach to religion that emphasizes hard work, plain speech, and obedience. Clerics of the True Faith are called mullahs, and strongly favor LN.

Clerics of both branches hold office as ministers, judges, scholars, and teachers in civil government, while also serving as healers, advisers, and guardians military. Adventuring clerics are tolerant of infidels, though they are still expected to uphold the ideals of the faith. The wandering clergy may travel to any land in search of the Cup and Talisman of Al’Akbar. Ritual prayers may be made at dawn and dusk.

Clergy

Clerics

Paladins

Shining Blades

Living Greyhawk Deities v.2.0 (2005 March 2)Complete Divine (p.63) based on Dragon #283

The shining blade of Al’Akbar is a member of an order of knights dedicated to prowess in melee combat.

Al’Akbar’s teachings focus on promoting good through the use of armed force. Those among Al’Akbar’s servants, both clerics and paladins, who aspire to become mighty weapons in their deity's unending war against evil hope one day to enter the shining blades. The shining blades of Al’Akbar is an order of knights dedicated to prowess in melee combat, which is achieved through prayer, devotion, and asceticism. Members of the shining blades have an austere and simple lifestyle, forsaking all worldly wealth and many earthly pleasures in their quest to become but a blade in the hand of Al’Akbar.

Most shining blades of Al’Akbar are clerics or paladins. Some members of the order believe that a minimum of training as a cleric, combined with the intense martial discipline of the fighter, is ideal to achieve the goal the shining blades seek, while others follow a single class exclusively. Very few multiclass arcane spellcasters, rogues, or monks feel drawn to the shining blades.

NPC members of the shining blades are probably the most devout, single-minded, and driven crusaders in the world. Consumed with passion for the path they have chosen, they have little patience for those who are “blinded” by desire for material goods or personal power. All that matters, they believe and preach, is the fight against evil; as long as evil remains strong there is important work to be done.

Requirements

Base Attack Bonus
+7.
Alignment
Lawful good.
Skills
Knowledge (religion) 7 ranks.
Base Save Bonus
Will +3.
Spells
Able to cast 1st-level divine spells.
Special
Must have Al’Akbar as a patron deity.

Advancement

Class skills
Concentration, Craft, Diplomacy, Heal, Knowledge (religion), Profession, Spellcraft.
Skill points
2 + Int.
Hit die
d10.
Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Shock blade (2/day)
2nd +2 +3 +0 +3 +1 level of existing divine class
3rd +3 +3 +1 +3 Shock blade (3/day)
4th +4 +4 +1 +4 +1 level of existing divine class
5th +5 +4 +1 +4 Holy blade (4/day)
6th +6 +5 +2 +5 +1 level of existing divine class
7th +7 +5 +2 +5 Holy blade (5/day)
8th +8 +6 +2 +6 +1 level of existing divine class
9th +9 +6 +3 +6 Brilliant blade (6/day)
10th +10 +7 +3 +7 +1 level of existing divine class

Features

Proficiency

The shining blades of Al’Akbar are proficient with all simple and martial weapons, with all armor, and with shields.

Spells per day/known

When an even-numbered level is gained, the shining blade of Al’Akbar gains new spells per day (and spells known, if applicable) as if they had also gained a level in whatever spellcasting class in which they could cast divine spells before they added the prestige class level. They do not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which they could cast 1st-level spells before they became a shining blade, they must decide to which class they add each level of shining blade for the purpose of determining spells per day and spells known.

Shock blade

(Su) Supernatural ability

Twice per day as a standard action, a shining blade of Al’Akbar can cause a slashing or piercing weapon they are holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus their Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If they are disarmed or give the weapon to another character, the magical effect ends.

Holy blade

(Su) Supernatural ability

At 5th level, the shining blade of Al’Akbar can bestow two magical enhancements upon their weapon. This supernatural ability replaces the shock blade ability and can be used three times per day. With each use of this ability, they can choose to make the weapon a shock weapon dealing +1d6 points of damage or a holy weapon dealing +2d6 points of bonus damage against evil creatures. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus their Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If they are disarmed or give the weapon to another character, the magical effect ends. The two uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make their blade holy and another to make it a shock weapon. The weapon cannot be made to be doubly holy or doubly shocking.

Brilliant blade

(Su) Supernatural ability

At 9th level, a shining blade can bestow three magical enhancements upon their weapon. This supernatural ability replaces the holy blade ability and can be used six times per day. With each use of this ability, they can choose to make the weapon a shock weapon dealing an extra 1d6 points of electricity damage, a holy weapon dealing an extra 2d6 points of damage against evil creatures, or a brilliant energy weapon, which sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus their Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If they are disarmed or give the weapon to another character, the magical effect ends. The three uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make their blade holy, another to make it a shock weapon, and another to make it a brilliant energy weapon. The weapon cannot be made to be doubly holy, doubly shocking, or doubly brilliant.

Magic

Ref. Ed. Date
The Strategic Review, Vol. II No. 2 oD&D 1976 Apr.
Dungeon Masters Guide, pp.124, 157 AD&D 1979
I9 Day of Al’Akbar, p.20 AD&D 1986
Book of Artifacts, pp.30–31 AD&D2 1993
Book of Exalted Deeds, pp.118–119 v.3.5 2003 Oct.

Cup and Talisman

Book of Exalted Deeds (2003, p.118)

This pair of holy artifacts first appeared in the desert city of Khaibar shortly after a great devastation. Sultan Amhara of Khaibar sent agents to retrieve the cup and talisman after they were stolen from a local temple by bandits. Fearing a great invasion, the sultan concealed the artifacts in two different areas of his palace, but they were found and stolen yet again. Their current whereabouts are unknown.

Cup of Al’Akbar

This chalice is made of hammered gold, chased with silver filigree and set with twelve great gems (apparent value 75,000 gp). It does not radiate magic, although it glows with a warm golden light. Seven times per day, the cup can turn ordinary water into a potion of cure light wounds (1d8+1). The potion must be imbibed directly from the cup; it reverts to ordinary water if poured into another vessel. The holder of the cup can also use a bless spell once per day (cast at 20th level).

A nongood keeper of the cup takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, they die and turn into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Talisman of Al’Akbar (see below).

Talisman of Al’Akbar

The talisman is made of hammered platinum in the shape of an eight-pointed star, chased with gold inlays, and with a small gem tipping each point. The star depends from a chain of gold set with silver beading (apparent value 25,000 gp). Like the cup, the talisman does not radiate magic. However, the wearer can use the following spells: At will—remove disease; 1/day—remove curse.

A nongood keeper of the talisman takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, they die and turn into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Cup of Al’Akbar (see above).

Resonating effect

A creature wearing the talisman and holding the cup can cast resurrection three times per week. Casting the spell requires a 10-minute ritual during which a vial of holy water must be poured into the cup and poured over the remains of the creature to be resurrected. The spell works only on nonevil creatures and ignores the usual material component cost.

Whenever the cup and talisman are shown at the same time, all intelligent creatures viewing the artifacts must succeed on a DC 19 Will save or be overcome with greed and covetousness. Affected creatures attack the possessor in an attempt to steal the artifacts. Creatures friendly toward the possessor gain a +4 bonus on their Will save. The effect ends when both artifacts are removed from the affected creature’s sight.

Original D&D

“Mighty Magic Miscellany” by Neal Healy, The Strategic Review, Vol. II No. 2, April ’76

The Cup and Talisman of Akbar

This very puissant and holy item is usable only by Dervishes, Rangers, and Paladins. It consists of a golden cup chased with platinum and mithril filigree and many jewels of great price. Lying in the bowl of the chalice is a platinum talisman engraved with an eight-pointed star, and the name of Allah in Kufic script, which is attached to a golden chain with platinum and silver beadwork. The object has a minimum face value of 75,000 gold pieces, however, in the hands of any of the above types, the true worth of the object becomes apparent; for when the chalice is filled with water and the talisman is dipped into the water (with appropriate prayers), the water is miraculously transmuted into a potion according to the following percentages:

0–45 light healing potion
46–70 heavy healing potion
71–75 intensive healing balm (4–40)
76–85 the universal antidote
86–94 a cure for all diseases
95–99 an ointment to raise the dead
00 balm for victims of the undead* *(acts as the restoration spell)

This item is usable but once per week, and will produce a volume equal to one potion bottle.

The Staff of the Priest Kings

This is the clerical equivalent of the Staff of Wizardry, and combines the following functions: 1) the snake staff, 2) sticks to snakes, 3) insect plague, 4) create/pollute food and water, 5) cure/cause disease, 6) continual light, 7) neutralize poison, 8) cure light and serious wounds. This is the basic staff, which is +1 on spell effectiveness. Other staves may be found, according to the following percentages:

0–65 basic staff
66–75 above with the Pillars of Flame and Smoke (a spectacular find the path spell)
76–85 as above, and Earthquake and Hold Person
86–95 as above, and Raise the Dead (2–8, burns 2 charges)
96–99 as above, and Raise the Dead Fully (1–6, burns 3 charges/spell)
00 as above, and Restoration (1–4, 4 charges/spell), and Blade Barrier, +2 on spell effectiveness.

Like the Staff of Wizardry, these staves have 200 charges, but have no final-strike capacity.

The Brazen Bottle

This item has the appearance of a highly-burnished brazen flask, shaped like a Kline’s bottle. The flask is corked, the cork having a red seal impressed with mystical runes. When uncorked, the symbols on the seal may be used to compel 1–6 djinni or 1–2 efreet into the bottle, which is then corked. When only one creature is being compelled, the compulsion is at +4 effectiveness, for two creatures the effectiveness drops to +1, and more than 2 creatures have normal saving throws. The bottle may also be used to attempt to jug one of the following critters, a balrog (+3), invisible stalker (+2), an air elemental (−1), a fire elemental (−2), or a demon (+1). If forcibly compelled into the bottle, all of the above creatures (including the djinni and efreet) will tend to be in a very foul mood when next uncorked (attacking with haste and ferocity). When found in a dungeon, or elsewhere, the bottle may already be occupied, at the referee’s discretion. If a considerable time has elapsed since the being was compelled into the jug (say about 1500 years), the being may be so glad for its newfound freedom that it will willingly serve the person who has freed it for 1001 days. Though, in some cases (a balrog f’rinstance) the freed creature may attempt to trash out everyone in the immediate vicinity (just on general principles, of course).

See also