12.07.2015 Views

url?sa=t&source=web&cd=1&ved=0CCQQFjAA&url=http://idiscepolidellamanticora.files.wordpress.com/2012/09/tsr2010-players-handbook

url?sa=t&source=web&cd=1&ved=0CCQQFjAA&url=http://idiscepolidellamanticora.files.wordpress.com/2012/09/tsr2010-players-handbook

url?sa=t&source=web&cd=1&ved=0CCQQFjAA&url=http://idiscepolidellamanticora.files.wordpress.com/2012/09/tsr2010-players-handbook

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

ALIGNMENTbasically good in its "true" neutrality, or tend towards evil. It is probablethat your campaign referee will keep a graph of the drift.of your characteron the alignment chart. This is affected by the actions (and desires) of yourcharacter during the course of each adventure, and will be reflected onthe graph. You may find that these actions are such as to cause thedeclared alignment to be shifted towards, or actually to, some other.Changing Alignment:While involuntary change of alignment is quite possible, it is very difficultfor a character to voluntarily switch from one to another, except withinlimited areas. Evil alignment can be varied along the like axis. The neutralcharacter can opt for some more specific alignment. Your referee willprobably require certain stringent sacrifices and appropriate acts -possibly a quest, as well - for any other voluntary alignment change. Infact, even axial change within evil or good, or radial movement fromneutrality may require strong proofs of various sorts.Further voluntary change will be even more difficult. Changing bock to aforsaken alignment is next to impossible on a voluntary basis. Eveninvoluntary drift will bring the necessity of great penance.CHARACTER HIT POINTSEach character has a varying number of hit points,' just as monsters do.These hit points represent how much damage (actual 01: potential) thecharacter can withstand before being killed. A certain amount of these hitpoints represent the actual physical punishment which can be sustained.The remainder, a significant portion of hit points at higher levels, standsfor skill, luck, and/or magical factors. A typical man-at-arms can takeabout 5 hit points of damage before being Killed. Let us suppose that a 10thlevel fighter has 55 hit points, plus a bonus of 30 hit points for hisconstitution, for a total of 85 hit points. This IS the equivalent of about 18 hitdice for creatures, about what it would take to kill four huge warhorses. Itis ridiculous to assume that even a fantastic flghter can take that muchpunishment. The some holds true to a lesser extent for clerics, thieves, andthe other classes. Thus, the majority of hit paints aresymbolic of <strong>com</strong>batskill, luck (bestowed by supernatural powers), and magical forces.Hit points are determined by hit dice. At 1s Q character has but onehit die (exception: rangers and monks begi fwo dice each). At eachsuccessive level another hit die is gained, i.e. the die is rolled to determinehow many additional hit points the character gets. Hit points can bemagically restored by healing potions, cure woundsspells rings ofregeneration, or even by wish spells. However, a charccter's hit points cannever exceed the total initially scored by hit dice, constitution bonus (orpenalty) and magical devices. For example, if a character has 26 hit pointsat the beginning of an adventure, he 0' she cannot drink o potion or beenchanted to above that number, 26 in this case.As an example, let us assume that the character with 26 hit pointsmentioned above is engaged in on adventure. Early in the course ofexploring the dungeon, he or she falls intosix-sided die (ld6) of damoge - 4 hit pointsdrops to 22 hit points. Next, he or she takFq<strong>com</strong>bat, so the character drops to 7 hit pointscure serious wounds spell on the characteexample, depending upon the die roll) of his or her lost hit points, so thecharacter has a total of 17. later activities reduce the character to 3 hitpoints, but the party uses a wish spell to restore all members to full hitpoints, so at that time the character goes up to 26 once more. .Rest also restores hit points, for it gives the body a chance to heal itself andregain the stamina or force which adds the skill, luck, and magical hitpoints.Your character's class will determine which sort of die you will roll todetermine hit points. In some campaigns the referee will keep this totalsecret, informing <strong>players</strong> only that they feel "stror)g", "fatigued" or "veryweak", thus indicating waning hit points. In other campains the DungeonMaster will have <strong>players</strong> record their character's hit points and keep trackof all changes. Both methods are acceptable, and it is up to your DM as towhich will be used in the campaign you participate in.CHARACTER LANGUAGEScreated your character. Next you must name him or her, and possibly givesome family background (and name a next of kin as heir to thepossessions of the character if he or she should meet an untimely death) topersonify the character. Having done all that, your Dungeon Master willintroduce your character to the campaign setting. In all likelihood,whether the locale is a village, town, or city, your character will have toacquaint himself or herself with the territory.The first step will often be getting into the place i.e. a gate guarddemanding to know what business you have in the town or city. Thereafterit will be necessary to locate a safe and reasonably priced place in whichto lodge - typically an inn of some sort, but perhaps a rented cot, a loft oreven chambers at a hostel. Since the location selected will have to serveas base and depot, it must be relatively safe from intrusion or burglary.Once a headquarters has been found, your character can set aboutlearning the lay of the land, and attempt to find the trade establishmentsneeded to supply the desired equipment for adventuring. Perhaps it willalso be necessary to locate where other player characters reside in orderto engage in joint expeditions.In any event, your character created, personified, and established will beready to adventure once equipment is purchased and relations with otherplayer characters are settled. If player characters are not immediatelyavailable, or if they are not co-operative, it is advisable that men-at-armsbe hired. Hirelings of this sort, as well as henchmen (q.v.), ore detailed inthe sections entitled HIRELINGS and HENCHMEN.CHARACTER LANGUAGESAll humans, as well as those semi-humans and non-humans in closecontact with people, speak the "<strong>com</strong>mon tongue". This language isspoken by all states in the central campaign area, but your referee maywell have areas in which the <strong>com</strong>mon tongue is different from that whichyour character speaks.In addition to the <strong>com</strong>mon tongue, all intelligent creatures able toconverse in speech use special languages particular to their alignment.These olignrnent languages are: Chaotic Evil, Chaotic Good, ChaoticNeutral, lawful Evil, Lawful Good, Lawful Neutral, Neutral Evil, NeutralGood, and Neutrality. The alignment of your character will dictate whichlanguage he or she speaks, for only one alignment dialect can be used bya character (cf. CHARACTER CLASSES, The Assassin). If a characterchanges alignment, the previously known longuage is no longer able tobe spoken by him or her.In addition to the above, druids (q.v.) have their own special tongue, andthieves have their secret speech, the Thieves' Cant.Therefore, a character will speak at least two languages - <strong>com</strong>mon andolignment. He or she might also be able to converse in the special patoisof druids or thieves. Semi-human and non-human characters ore able tospeak racial tongues as well. (See CHARACTER RACES.) In mostcampaigns, it is likely that open alignment speech will be frowned upon asa serious breach of social etiquette.A character can learn additional languages. Even the rather slow (80 I.Q.)can learn one odditionol language. However, his vocabulary, usage, andability to translate must, perforce, be limited. The very bright can learnfive, six, or even seven. (For details of the number of tongues which canbe learned see CHARACTER ABILITIES, Intelligence.) Here is how a newlanguage is learned:The character must find a person (human, semi-human, or non-human) ortalking creature who speaks the language which is to be learned. Thecharacter must then be in close proximity to his or her instructor for up toone year, and prior to that period the language can be learned one monthearly for each point of intelligence above 12. Thus, a chorocter with 13intelligence learns the new longuage in 11 months, 14 intelligence learnsin 10 months, all the way to 18 intelligence which requires but six monthsto learn. Only one new language can be studied at any given time.Which languages are knowable in a campaign is strictly up to the DM whoruns it. The following list gives some of the languages typically used:ESTABLISHING THE CHARACTERBy determining abilities, race, class, alignment, and hit points you haveDwarvishElvishGoblinHalflingHobgoblinKoboldLizardmanOgrishOrcish34

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!