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CHARACTER RACES (GNOMES)determine the matter in question. The phenomenon does not otherwisebe<strong>com</strong>e apparent to the character, for he or she must concentrate on thesubiect to get some form of answer.In melee <strong>com</strong>bat, gnome characters add 1 to their dice rolls to hitopponents who are kobolds or goblins. When being attacked by gnolls,bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characterssubtract 4 from their opponents' "to hit" dice rolls because of the gnomes'small size and their <strong>com</strong>bat skill against these much bigger creatures.Half-Elves:Half-elves do not form a race unto themselves, but rather they can befound amongst both elvenkind and men. For details of the typical half-elfsee ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL under theheading Elf.A character of half-elven race can play as a cleric (maximum of 5th level),druid, fighter (maximum of 8th level), ranger (maximum of 8th level),magic-user (maximum of 8th level), thief, or assassin (maximum of 11thlevel). A character of half-elven race can also opt to be<strong>com</strong>e a multiclassedindividual, i.e. clericlfighter, cleric/ranger, cleric/magic-user,fighter/magic-user, fighte/thief, magic-user/thief, cleric/fighter/magicuser,or a fighter/magic-user/thief. Half-elven characters who choose thecleric as one of their multi-classes aren't limited by that class' proscriptionsupon weapons usable, but they are quite restricted in level. Half-elvencharacters who choose the thief class as one of their multi-roles are limitedto the weaponry and armor of that class when operating as a thief. Allearned experience is always divided evenly between the classes of themulti-classed character, even though the character is no longer able togain levels in one or more of the classes. (See CHARACTER CLASSES, andconsult the various classes for more detailed information pertaining tohalf-elven characters operating within the stated classes.)Half-elven characters have a 30% resistance to sleep and charm spells (ifthe spells are cast upon them, a percentile dice roll of 31% or better isrequired to allow the magic any chance of having an effect, and even thenthe saving throw against spells is allowed versus the charm spell).All half-elven characters are able to speak the "<strong>com</strong>mon tongue" of men,their alignment language (q.v.), and the following: elvish, gnome,halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven characters ofabove 16 intelligence are able to learn one additional language for everypoint of intelligence above 16, so that a 17 intelligence indicates thecharacter can learn one additional language, and an 18 intelligenceindicates two languages can be learned in addition to those listed above.Half-elves have the ability to see into the infra-red spectrum, so they areable to see up to 60' in darkness, noting varying degrees of heat radiation.Secret or concealed doors are difficult to hide from half-elves, just as theyare noticeable by elves. Merely passing within 10' of a concealed doorgives the half-elven character a 1 in 6 chance (16 213%) chance of spottingit. If the character is actively seeking to discover such doors, he or she hasa 2 in 6 chance (33 1/3%) of spotting a secret door and o 3 in 6 chance(So%) of locating a concealed door.Halflings:Halflings are very much like small humans, thus their name. As playercharacters, it is assumed that any of the sub-races of the race of halflingscan be considered as that of the halfling character in question. Completeinformation on halflings is found in ADVANCED DUNGEONS LDRAGONS, MONSTER MANUAL.A character of the halfling race can be a fighter, a thief, or a fighter/thief.As halflings ore unable to work beyond 6th level as fighters, it is mostprobable that the character will be a thief or a multi-classed fighter/thief.In the latter case the character is limited to the armor and weaponry of athief whenever any such functions are to be performed during the courseof an adventure. Furthermore, earned experience is always dividedevenly between the two classes, even though the character may no longerbe able to gain additional levels as a fighter.All halfling characters have a high resistance to magic spells, so for every3% points of constitution ability the character possesses, he or she gains a+ 1 on saving throws versus wands, staves, rods, and spells. This convertsCHARACTER RACES (HUMANS)to the following bonuses for constitution: 4-6 = + 1,7-10 = +2, 11-13 =+3,14-17 = +4,and 18 = +5.As halflings also have a similar resistance to poisons of all sorts, they gaina constitution bonus identical to that for saving throws versus magicalattacks when they make saving throws versus poison, i.e. +1 to +5depending on constitution score.All halfling characters are able to speak the following languages inaddition to mankind's "<strong>com</strong>mon tongue" and the alignment language:dwarven, elven, gnome, goblin, halfling, and orcish. Halflings with intelligenceabove 16 can learn one additional language for every point of intei-,ligence they possess above the 16 minimum, so at 17 intelligence thecharacter can learn one additional language, and at 18 intelligence twocan be learned.Certain halfling characters have infravision. Those with mixed blood areassumed to have infravision which functions up to 30' distant, while thoseof pure Stoutish blood are able to see heat radiation variation at up to 60'(normal infravision).Similarly, halflings of mixed type and those of pure Stoutish blood are ableto note if a passage is an up or down grade 75% (d4, 1-3) of the time, andthey can determine direction 50% of the time. Note that these abilitiesfunction only when the character is concentrating on the desiredinformation to the exclusion of all other thought and activity.If alone (or well in advance - 90' or more - of a party which does notconsist entirely of halflings or elves not in metal armor) and not in metalarmor, halfling characters are able to move very silently; thus, if they donot have to open some form of door or other screen, they will surprise(q.v.) a monster 66 2/3% (d6, 1-4) of the time. If a door must be opened,chance for surprise drops to 33 1 /3% (d6,l-2).Halfling characters must accept a penalty of -1 from their initiallygenerated strength ability score, and they gain a bonus of + 1 on dexterity.Half-Ores:Orcs are fecund and create many cross-breeds, most of the offspring ofsuch being typically orcish. However, some one-tenth of orc-humanmongrels ore sufficiently non-orcish to pass for human. Complete detailsof orcs and crossbreeds will be found under the heading Orc inADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL.As it is assumed that player characters which are of half-orc race arewithin the superior lo%, they have certain advantages. A half-orccharacter can be<strong>com</strong>e a cleric (maximum of 4th level), a fighter(maximum of 10th level), a thief (maximum of 8th level), or an assassin. Itis also possible for a half-orc character to operate in two classes at thesame time: cleric/fighter, cleric/thief, cleric/assassin, fighter/thief, orfighter/assassin. When playing a multi-classed character, the half-orcmust abide by the restrictions of the least favorable class with regard onlyto armor. All earned experience is always divided equally between theplayer's two classes, even though the character might no longer be able toprogress upwards in level in one of the two classes. (See CHARACTERCLASSES for more information regarding this subject.)Half-orc characters are able to speak the "<strong>com</strong>mon tongue" of humanity,their alignment language, and orcish as well. These characters are able tolearn a maximum of two additional languages.Half-orcs have infravision, so that they can detect varying degrees of heatradiation up to 60' distant in the dark.As has been shown before, half-orc characters have bonuses of + 1 to boththeir strength and constitution scores initially rolled, but they must subtracta charisma penalty of -2. Note that this penalty is in regard to those nonplayercharacter henchmen who are not themselves of half-orc race, sothe initial, unaltered, charisma ability score should be recorded (cf.Dwarves).Humans:Human characters are neither given penalties nor bonuses, as they areestablished as the norm upon which these subtractions or additions forracial stock are based. Human characters are not limited as to what class ofcharacter they can be<strong>com</strong>e, nor do they have any maximum limit - other17

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