3rd Edition - Players Handbook(scan), Rpg, D&D 3ed

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Character Creation Basics
................................ 4
Introduction
........................................................... 6
Chapter 1: Abilities
.............................................. 7
Your Ability Scores............................................. 7
The Abilities ......................................................... 8
Changing Ability Scores.................................10
Chapter 2: Races
..................................................11
Choosing a Race................................................11
Racial Characteristics ......................................11
Humans ...............................................................12
Dwarves ...............................................................14
Elves......................................................................15
Gnomes ................................................................16
Half-Elves............................................................17
Half-Orcs .............................................................18
Halflings..............................................................19
Chapter 3: Classes
..............................................21
The Classes..........................................................21
Class and Level Bonuses .................................21
Level-Dependent Benefits .............................22
Class Descriptions ............................................22
Barbarian .............................................................24
Bard .......................................................................26
Cleric ....................................................................29
Druid.....................................................................33
Fighter..................................................................35
Monk ....................................................................37
Paladin..................................................................41
Ranger ..................................................................44
Rogue....................................................................46
Sorcerer................................................................48
Wizard..................................................................52
Multiclass Characters ......................................55
Chapter 4: Skills
..................................................57
Skill Summary ...................................................57
How Skills Work ..............................................57
Acquiring Skill Ranks .....................................58
Using Skills ........................................................60
Skill Descriptions .............................................62
Chapter 5: Feats
...................................................77
Acquiring Feats .................................................77
Prerequisites.......................................................77
Types of Feats.....................................................77
Feat Descriptions ..............................................78
Chapter 6: Description
.....................................87
Alignment ...........................................................87
Religion ...............................................................90
Vital Statistics ....................................................92
Looks, Personality,
And Background..........................................93
Customizing Your Character ........................94
Chapter 7: Equipment
......................................95
Wealth and Money ..........................................96
Selling Loot ........................................................96
Weapons ..............................................................96
Armor ................................................................ 104
Goods and Services ....................................... 107
Special and Superior Items......................... 113
Chapter 8: Combat
.......................................... 115
How Combat Works..................................... 115
Combat Basics................................................. 117
Combat Sequence .......................................... 118
Combat Statistics ........................................... 118
Initiative ........................................................... 120
Actions in Combat ......................................... 121
Injury and Death ............................................ 127
Movement and Position............................... 130
Combat Modifiers.......................................... 132
Special Initiative Actions ............................ 133
Special Attacks and Damage....................... 134
Chapter 9: Adventuring
................................ 141
Carrying Capacity .......................................... 141
Movement ........................................................ 142
Exploration ...................................................... 144
Experience and Levels.................................. 144
Treasure............................................................. 146
Other Rewards ................................................ 146
Chapter 10: Magic
............................................ 147
Casting Spells .................................................. 147
Arcane Spells ................................................... 154
Divine Spells.................................................... 156
Schools of Magic ............................................ 156
Special Abilities .............................................. 158
Chapter 11: Spells
............................................ 159
Bard Spells........................................................ 159
Cleric Spells ..................................................... 160
Druid Spells ..................................................... 166
Paladin Spells .................................................. 167
Ranger Spells................................................... 167
Sorcerer and Wizard Spells......................... 168
Spell Format .................................................... 171
Spells .................................................................. 172
Appendix: General Guidelines
and Glossary
......................... 275
Index
...................................................................... 283
Playtester Credits
............................................ 287
Table 3-18: Familiars ........................................51
Table 3-19: Familiar Special
Abilities ......................................51
Table 3-20: The Wizard ...................................52
Table 4-1: Skill Points Per Level ...................58
Table 4-2: Skills..................................................59
Table 4-3: Example Opposed
Checks ........................................60
Table 4-4: Example Ability
Checks ........................................62
Table 4-5: Example Door DCs .......................62
Table 4-6: Languages ........................................74
Table 5-1: Feats ..................................................79
Table 6-1: Creature, Race, and
Class Alignments.....................88
Table 6-2: Deities by Race...............................90
Table 6-3: Deities by Class ..............................90
Table 6-4: Random Starting Ages.................93
Table 6-5: Aging Effects ..................................93
Table 6-6: Random Height
and Weight ................................93
Table 7-1: Random Starting Gold.................95
Table 7-2: Coins .................................................96
Table 7-3: Trade Goods ....................................96
Table 7-4: Weapons ..........................................98
Table 7-5: Armor............................................. 104
Table 7-6: Donning Armor.......................... 105
Table 7-7: Goods and Services.................... 108
Table 7-8: Containers and Carriers ........... 110
Table 7-9: Special and
Superior Items....................... 114
Table 7-10: Grenadelike Weapons ............ 114
Table 8-1: Fundamental Actions
in Combat ............................... 122
Table 8-2: Two-Weapon Fighting
Penalties .................................. 125
Table 8-3: Partial Actions ............................. 127
Table 8-4: Miscellaneous Actions ............. 127
Table 8-5: Standard Scale ............................. 130
Table 8-6: Tactical Speed.............................. 130
Table 8-7: Creature Size and Scale ............ 131
Table 8-8: Attack Roll Modifiers ............... 132
Table 8-9: Cover.............................................. 133
Table 8-10: Concealment ............................. 133
Table 8-11: Size and AC of Objects........... 136
Table 8-12: Substance Hardness
and Hit Points........................ 136
Table 8-13: Common Weapon and
Shield Hardness
and Hit Points........................ 136
Table 8-14: DCs to Break
or Bust Items.......................... 136
Table 8-15: Object Hardness
and Hit Points........................ 136
Table 8-16: Turning Undead ...................... 140
Table 9-1: Carrying Capacity ...................... 142
Table 9-2: Carrying Loads............................ 142
Table 9-3: Movement and
Distance................................... 143
Table 9-4: Hampered Movement .............. 143
Table 9-5: Terrain and Overland
Movement .............................. 143
Table 9-6: Mounts and Vehicles ................ 143
Table 9-7: Light Sources............................... 144
Table 10-1: Items Affected by
Magical Attacks..................... 150
List of Tables
Table 1-1: Ability Modifiers and
Bonus Spells ................................8
Table 1-2: Average Strength Scores ...............8
Table 1-3: Average Dexterity Scores ..............9
Table 1-4: Average Constitution
Scores.............................................9
Table 1-5: Average Intelligence
Scores.............................................9
Table 1-6: Average Wisdom Scores................9
Table 1-7: Average Charisma Scores........... 10
Table 2-1: Racial Ability
Adjustments ............................. 12
Table 3-1: Base Save and
Base Attack Bonuses .............. 22
Table 3-2: Experience and Level-
Dependent Benefits ............... 22
Table 3-3: The Barbarian ................................ 25
Table 3-4: The Bard .......................................... 27
Table 3-5: Bard Spells Known....................... 27
Table 3-6: The Cleric ....................................... 30
Table 3-7: Deities .............................................. 31
Table 3-8: The Druid........................................ 34
Table 3-9: The Fighter ..................................... 36
Table 3-10: The Monk ..................................... 38
Table 3-11: Small Monk
Damage and Speed ................. 39
Table 3-12: The Paladin................................... 42
Table 3-13: The Ranger ................................... 44
Table 3-14: Ranger Favored
Enemies ..................................... 45
Table 3-15: The Rogue .................................... 46
Table 3-16: The Sorcerer ................................ 49
Table 3-17: Sorcerer Spells Known............. 49
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Follow these steps to create a beginning, 1st-level character. You will
need a photocopy of the character sheet, a pencil, some scratch
paper, and four six-sided dice.
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Look at the class’s starting package at the end of each class
description in Chapter 3: Classes. It offers a fast way to complete the
next several steps of character design. If you like the feat, skills, and
equipment listed there for a character of the class you’ve chosen,
then you can record this information on your character sheet. You
can also use it as a guideline for making your own decisions from
scratch.
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Your Dungeon Master (DM) may have house rules or campaign
standards that vary from the standard rules. You might also want to
know what character types the other players are playing so that you
can create a character that fits in well with the group.
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Your character’s race and class grant him or her certain features.
Most features are automatic, but some of them involve making
choices. Some decisions require thinking ahead about one of the
upcoming character steps. For instance, to know whether you want
to give a fighter Exotic Weapon Proficiency as a bonus feat, you
need to know something about exotic weapons (described in
Chapter 7: Equipment). Look ahead when you need to, and don’t be
afraid to backtrack and do something over.
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Roll your character’s six ability scores. Determine each one by
rolling four six-sided dice, ignoring the lowest die, and totaling the
other three. Record your six results on scratch paper.
If you roll really poorly, you can roll again. Your scores are
considered too low if your total modifiers (before changes according
to race) are 0 or less, or if your highest score is 13 or lower.
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You want to choose your character’s class
and race at the same time because some
races are better suited to some classes. The
description of each class in Chapter 3:
Classes includes an entry labeled “Races”
You can look there to see what class and
race combinations are most common.
Write the character’s class and race on the
character sheet.
Take some time to think about what sort
of person your character is going to be. You
don’t have to develop his or her whole
personality at this point, but now’s a good
time to start thinking about it.
The classes are barbarian, bard, cleric,
druid, fighter, monk, paladin, ranger,
rogue, sorcerer, and wizard. The races are
human, dwarf, elf, gnome, half-elf, half-orc,
and halfling.
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Now that you know your character’s class
and race, assign the scores you rolled in
Step 1 to your character’s six abilities:
Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.
Adjust these ability scores up and down
according to his or her race, as indicated on
Table 2–1: Racial Ability Adjustments.
Put high scores in abilities that work for
your character’s class. Each class
description includes an entry called
“Abilities” that points out important
abilities for that class. You’ll also want to
assign abilities according to your concept of
what sort of person the character is, and his
or her strengths and weaknesses.
For each ability, record the character’s
modifier. See Table 1–1: Ability Modifiers
and Bonus Spells. This number essentially
tells you how far above (or below) average
your character is in regard to that ability.
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Depending on your character’s class and Intelligence modifier, you
get a certain number of skill points to spend on skills as a 1st-level
character. Skills are measured in ranks. Each rank adds +1 to checks
(rolls) you make to successfully use that skill. At 1st level, your
character can buy up to 4 ranks in a class skill (a skill from your
class’s list of class skills) or up to 2 ranks in a cross-class skill (a skill
from some other class’s list of class skills).
Your class skills are listed in the description of your class in
Chapter 3: Classes, and all skills are listed on Table 4–2: Skills and
described in Chapter 4: Skills.
Buying skills goes faster if you spend 4 skill points (your
maximum) on every skill you buy, following the example of the
skills in each class’s starting package.
Each skill has a key ability associated with it. When you list the
skills on your character sheet, fill in the space on the ability modifier
column with the appropriate ability modifier (which you recorded
back in Step 3).
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Each 1st-level character starts with a feat. See Table 5–1: Feats for a
list of available feats. Some feats refer to equipment or skills, so you
may need to look ahead at other chapters to decide whether you
want one of those feats for your character.
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Look over Chapter 6: Description. It helps you detail your character.
You can decide these details now or wait until later, but they’re at
least worth reviewing at this stage.
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If you don’t use the equipment in the starting package for your
character’s class, you randomly determine the value of his or her
starting equipment (see Table 7–1: Random Starting Gold) and then
select it piece by piece. You still might want to use the equipment
listed for the starting package as a guide.
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Based on your race, class, ability modifiers,
feat, and equipment, figure out your saving
throws, Armor Class, hit points, initiative
modifier, melee attack bonus, ranged
attack bonus, weapon statistics, and total
skill bonuses. Fill in the character sheet
with base attack and saving throw bonuses
from your character’s class table. Create a
total bonus (or maybe a penalty) for each
saving throw, for melee and ranged attacks,
for attack and damage for each weapon, for
each skill, and for initiative.
Determine the character’s Armor Class
(AC). This represents how difficult the
character is to hurt in combat, based on his
or her armor, shield, and Dexterity
modifier.
Each character has hit points (hp),
representing how difficult he or she is to
kill. At 1st level, wizards and sorcerers get 4
hp. Rogues and bards get 6 hp. Clerics,
druids, and monks get 8 hp. Fighters,
paladins, and rangers get 10 hp. Barbarians
get 12 hp. To this number, add your
character’s Constitution modifier.
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Now invent or choose a name for your
character, determine his or her sex, choose
an alignment, decide how old he or she is
and what he or she looks like, and so on. As
Chapter 6: Description shows, there’s no
end to how thoroughly you can detail your
character’s looks, personality, and personal
history.
There’s no need to develop the character
completely. With your DM’s permission,
you can always add, or even change, details
as you play and as you get a better feel for
your character.
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