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CHARACTER ABILITIES (WISDOM)Wisdom: Wisdom is a <strong>com</strong>posite term for the character’s enlightenment,judgement, wile, will power, and (to a certain extent) intuitiveness. It hasa certain effect on saving throws against some magical attack modes. It isof utmost importance to clerics, their maior characteristic, and those withwisdom of 16 or greater add 10% to earned experience. Furthermore,clerics with exceptional wisdom (16 or greater) also gain bonus spells overand above the number they are normally able to use. The two tables whichfollow detail the information pertaining to the effects of wisdom.CHARACTER ABILITIES (DEXTERITY)For additional information regarding clerics, see the section pertaining toclerics as characters given hereafter (CHARACTER CLASSES).WISDOM TABLE 1.AbilityScore General Information345 Here orthief67RMagical AttackAdiustment*-1-1nene12 Minimum wisdom foro druid character none13 Minimum wisdom for a paladin or multiclassedhalf-elven cleric characternone14 Maximum wisdom for a half-orc characterMinimum wisdom for a ranaer character none18 Minimum wisdom for use of 7th levelspells +4*This adjustment applies to the saving throw of the character in question,the penalfy for low wisdom, or the bonus for high wisdom, being used toalter the result of the die roll accordingly. The adjustment applies only tomental attack forms involving will force, i.e. beguiling, charming, fear,hypnosis, illusion, magic jarring, mass charming, phantasmal forces,possession, rulership, suggestion, telepathic attack, etc.Dexterity: Dexterity en<strong>com</strong>passes a number of physical attributesincluding hand-eye coordination, agility, reflexes, precision, balance, andspeed of movement. A high dexterity indicates superiority in all of theabove attributes, while a low dexterity might well indicate that one ofthese attributes is actually superior, but that the others are very poor.Dexterity affects a11 characters with regord to initiative in attack, theprojection of missiles from hand or other means, and in defensivemeasures. Dexterity is the maior characteristic of the thief class ofcharacter, and it affects their professional activities (such as pickingpockets, opening lacks, and so forth) accordingly. Thieves with a dexterityability score of 16 or more gain a bonus of 10% of earned experience. Thetwo tables which follow outline the effects of dexterity on characters.DEXTERITY TABLE 1.Re action /Ability Attacking DefensiveScore General Information3456 Minimum dexterity tor a haltmagic-usercharacter 0 +17 Minimum dexterity for an elfc haracter 0 08 Minimum dexterity for a halflingWISDOM TABLE 11.:ADJUSTMENTS FOR CLERICSAbilitv Spell Chance of15%me 10%12none05%13 ._One 1 st level0%14 One 1 st level 0%0%0%0%12 Minimum dexterity for on assassincharacter 0 013 0 014 Maximum dexterity for a half-orc16 Minimu17 Moximu18 +3 -4Notes Regarding Dexterity Table I:ISpell aonus indicates tne number OT additional spells the cleric is entitledto according to wisdom ability score. Note that these spells are onlyavailable when the cleric is entitled to spells of the applicable level. Bonusspells are cumulative, so a cleric with 14 wisdom is entitled to two 1st levelbonus spells, one with 15 wisdom has two 1st and one 2nd level bonusspells, etc.Chance of Spell Failure states the percentage chance of failure clerics withlow wisdom risk when casting spells. To determine if a spell fails,percentile dice are rolled, and if the number generated is equal to or lessthan the number shown for failure, the spell is expended and hasabsolutely no effect whatsoever.Reaction/Attacking Adjustment is the penalty or bonus for both surprise(q.v.) situations ond missile <strong>com</strong>bat attacks.Defensive Adjustment refers to the penalty or bonus applicable to acharacter’s saving throws against certain forms of attack (such as fire ball,lightning bolts, etc.) due to dodging ability. It also applies to thecharacter‘s parrying and/or dodging ability in missile or melee <strong>com</strong>bat; inthis case the penalty sutracts from the armor class (q.v.) of the character,making him or her easier to hit, while the bonus adds to the defensivevalue of the character’s armor class, making him or her harder ta hit. Forexample, a character with plate moil and shield is normally treated asarmor class 2; if the character has 3 dexterity, there is o +4 penalty, so thearmor class changes to 6 (2 + 4). However, if the same character has adexterity of 18, there is a bonus of -4, so armor class changes from 2 to a -2(2 + -4 = l,O, -1, -2).11

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