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thread topic: AD&D玩家手册-完整电子版(当然,是全英文版) <<  13   14   15   16  >>  Pages: ( 16/16 total )
  
 
Pucs
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Table 65:

Base Climbing Success Rates

 

Category                                  Success Rate

Thief with mountaineering proficiency *             Climb walls % + 10%

Thief                                                                 Climb walls %

Mountaineering proficiency *                            40% + 10% per proficiency slot

Mountaineer (decided by DM)                          50%

Unskilled climber                                              40%

 

    * Only if the optional proficiency system is used.

 

            On particularly long climbs--those greater than 100 feet or requiring more than one turn (10 minutes) of climbing time--the DM may require additional checks. The frequency of these checks is for the DM to decide. Characters who fail a check could fall a very long way, so it is wise to carry ropes and tools.

 

Climbing Rates

    Climbing is different from walking or any other type of movement a character can do. The rate at which a character moves varies greatly with the different types of walls and surfaces that must be climbed. Refer to Table 67. Cross-reference the type of surface to be climbed with the surface condition. Multiply the appropriate number from the table by the character's current movement rate. The result is the rate of climb for the character, in feet per round, in any direction (up, down, or sideways).

    All the movement rates given on Table 67 are for nonthief characters. Thief characters are able to climb at double the movement rate for normal characters.

    For example, Ragnar the thief and his companion Rupert (a half-elf) are climbing a cliff with rough ledges. A recent rain has left the surface slightly slippery. Ragnar has a movement rate of 12 and Rupert's is 8. Ragnar can cover 12 feet per round (12 x 1 since he is a thief), but Rupert struggles along at the pace of 4 feet per round (8 x _). If Ragnar had gone up first and lowered a rope to Rupert, the half-elf could have climbed at the rate of 8 feet per round using rope and wall (8 x 1).


  
 
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Types of Surfaces

    Very smooth surfaces include expanses of smooth, uncracked rock, flush-fitted wooden walls, and welded or bolted metal walls. Completely smooth walls, unbroken by any feature, cannot be climbed by anyone without tools.

    Smooth and cracked walls include most types of well-built masonry, cavern walls, maintained castle walls, and slightly eroded cliff faces.

    Rough faces are most natural cliffs, poorly maintained or badly built masonry, and typical wooden walls or stockades. Any natural stone surface is a rough face.

    Rough with ledges is similar to rough faces but is dotted with grips three inches or more wide. Frost-eroded cliffs and natural chimneys are in this category, as are masonry buildings falling into ruin.

    Ice walls are cliffs or faces made entirely of frozen ice. These are different from very smooth and smooth surfaces in that there are still many natural cracks and protrusions. They are extremely dangerous to climb, so a Climbing check should be made every round for any character attempting it without tools.

    Trees includes climbs with an open framework, such as a scaffold, as well as trees.

    Sloping walls means not quite clifflike but too steep to walk up. If a character falls while climbing a sloping wall, he suffers damage only if he fails a saving throw vs. petrification. If the save is made, the character slides a short distance but is not harmed.

    Rope and wall require that the character uses a rope and is able to brace himself against a solid surface.

 

Actions While Climbing

    Although it is possible to perform other actions while climbing, such as spellcasting or fighting, it is not easy. Spellcasters can use spells only if they are in a steady, braced position, perhaps with the aid of other characters.

    Climbing characters lose all Armor Class bonuses for Dexterity and shield and most often have rear attack modifiers applied against them also. Their own attack, damage, and saving throw rolls suffer -2 penalties. Those attacking from above gain a +2 bonus to their attack rolls, while those attacking from below suffer an additional -2 penalty to their attack rolls.

 

Table 67:

Rates of Climbing

 

                         ------------------ Surface Condition ----------------------

Type of Surface  Dry Slightly Slippery Slippery

Very smooth *              ¼                      --**                 --**

Smooth, cracked *       ½                      1/3                   ¼

Rough *                       1                      1/3                   ¼

Rough w/ledges            1                      ½                      1/3

Ice wall                        --                     --                     ¼

Tree                             4                      3                      2

Sloping wall                  3                      2                      1

Rope and wall              2                      1                      ½

 

    * Nonthief characters must be mountaineers and have appropriate tools (pitons, rope, etc.) to climb these surfaces.

    ** Thief characters can climb very smooth, slightly slippery surfaces at _. However, even thieves cannot climb very smooth, slippery surfaces.

 

    A climbing character cannot use a two-handed weapon while climbing. The DM can overrule these penalties if he feels the player character has reached a place of secure footing. If struck while climbing (for any amount of damage), the character must make an immediate Climbing check. Failure for a roped character means he spends a round regaining his balance; an unroped character falls if he fails this check.


  
 
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Climbing Tools

    Tools are an integral part of any mountaineer's equipment and all climbs can profit from the use of tools. Mountaineering tools include rope, pitons (spikes), and ice axes. However, it is a mistaken belief that the main function of tools is to aid in a climb. The main purpose of pitons, rope, and the like is to prevent a disastrous fall. Climbers must rely on their own skills and abilities, not ropes and spikes, when making a climb. Accidents happen when people forget this basic rule and trust their weight to their ropes and pitons.

    Therefore, aside from ropes, other tools do not increase the chance of climbing success. However, in the case of a fall, climbing tools can reduce the distance fallen. When a character falls, he can fall only as far as the rope allows, if being belayed, or as far as twice the distance to the last piton set (if the piton holds--a piton pulls free 15% of the time when a sudden stress occurs). The distance fallen depends on how far apart the pitons have been set. Falling characters fall twice the distance to the last piton that holds.

    For example, Rath is 15 feet above his last piton. Suddenly, he slips. He falls the 15 feet to his piton, plus another 15 feet past his piton since there's 15 feet of rope between him and the piton, for a total of 30 feet fallen and 3d6 points of falling damage.

    Roping characters together increases individual safety, but it also increases the chance that more than one person falls. When a character falls, the character(s) on either side of the falling climber must roll Climbing checks (a penalty of -10 is applied for each falling character after the first one to fall). If all checks are successful, the fall is stopped and no one suffers any damage. If a check is failed, that character also falls and Climbing checks must be repeated as before. Climbing checks are made until either the fall is stopped (the climbers on either side of the falling character[s] successfully roll Climbing checks or the last nonfalling climber succeeds with his check), or all the roped-together characters fall.

    For example, a party of five is roped together as they go up a cliff. Suddenly, Johann falls. Megarran, immediately above him, and Drelb, following him, must roll Climbing checks. Megarran passes her check. But Drelb fails and is snapped off the wall. Now Megarran must make another check with a -10 penalty (for two falling characters), and Targash, who's bringing up the rear, must also roll a check with a -10 penalty. Both succeed on their rolls and the fall is stopped.

 

Getting Down

    Aside from jumping or flying, the quickest way to get down from a height is to rappel. This requires a rope attached at the top of the climb and a skilled mountaineer to set up the rappel and to hold the rope at the bottom. When rappeling down a surface, a Climbing check with a +50 bonus must be rolled. Free rappels (with the end of the rope unsupported at the bottom) are also possible, but the modifier is only +30. Of course, a failed check results in a slip sometime during the rappel (the DM decides on the damage suffered). A character can rappel at a speed equal to his normal dungeon movement (120 feet per round for an unencumbered human). One other thing to bear in mind is that there must be a landing point at the end of the rope. Rappelling 60 feet down a 100-foot cliff means the character is either stranded at the end of the rope or, worse still, rappels right off the end and covers the last 40 feet much faster than he did the first 60!


  
 
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Appendix I:

Spell Lists *

 

Wizard Spells

 

   1st Level

 

Affect Normal Fires

Alarm

Armor

Audible Glamer

Burning Hands

Cantrip

Change Self

Charm Person

Chill Touch

Color Spray

Comprehend Languages

Dancing Lights

Detect Magic

Detect Undead

Enlarge

Erase

Feather Fall

Find Familiar

Friends

Gaze Reflection

Grease

Hold Portal

Hypnotism

Identify

Jump

Light

Magic Missile

Mending

Message

Mount

Nystul's Magical Aura

Phantasmal Force

Protection From Evil

Read Magic

Shield

Shocking Grasp

Sleep

Spider Climb

Spook

Taunt

Tenser's Floating Disc

Unseen Servant

Ventriloquism

Wall of Fog

Wizard Mark

 

2nd Level

 

Alter Self

Bind

Blindness

Blur

Continual Light

Darkness, 15' Radius

Deafness

Deeppockets

Detect Evil

Detect Invisibility

ESP

Flaming Sphere

Fog Cloud

Fool's Gold

Forget

Glitterdust

Hypnotic Pattern

Improved Phantasmal Force

Invisibility

Irritation

Knock

Know Alignment

Leomund's Trap

Levitate

Locate Object

Magic Mouth

Melf's Acid Arrow

Mirror Image

Misdirection

Protection From Cantrips

Pyrotechnics

Ray of Enfeeblement

Rope Trick

Scare

Shatter

Spectral Hand

Stinking Cloud

Strength

Summon Swarm

Tasha's Uncontrollable Hideous Laughter

Web

Whispering Wind

Wizard Lock

 

3rd Level

 

Blink

Clairaudience

Clairvoyance

Delude

Dispel Magic

Explosive Runes

Feign Death

Fireball

Flame Arrow

Fly

Gust of Wind

Haste

Hold Person

Hold Undead

Illusionary Script

Infravision

Invisibility, 10' Radius

Item

Leomund's Tiny Hut

Lightning Bolt

Melf's Minute Meteors

Monster Summoning I

Nondetection

Phantom Steed

Protection From Evil, 10' Radius

Protection From Normal Missiles

Secret Page

Sepia Snake Sigil

Slow

Spectral Force

Suggestion

Tongues

Vampiric Touch

Water Breathing

Wind Wall

Wraithform

 

4th Level

 

Charm Monster

Confusion

Contagion

Detect Scrying

Dig

Dimension Door

Emotion

Enchanted Weapon

Enervation

Evard's Black Tentacles

Extension I

Fear

Fire Charm

Fire Shield

Fire Trap

Fumble

Hallucinatory Terrain

Ice Storm

Illusionary Wall

Improved Invisibility

Leomund's Secure Shelter

Magic Mirror

Massmorph

Minor Creation

Minor Globe of Invulnerability

Monster Summoning II

Otiluke's Resilient Sphere

Phantasmal Killer

Plant Growth

Polymorph Other

Polymorph Self

Rainbow Pattern

Rary's Mnemonic Enhancer

Remove Curse

Shadow Monsters

Shout

Solid Fog

Stoneskin

Vacancy

Wall of Fire

Wall of Ice

Wizard Eye


  
 
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5th Level

 

Advanced Illusion

Airy Water

Animal Growth

Animate Dead

Avoidance

Bigby's Interposing Hand

Chaos

Cloudkill

Cone of Cold

Conjure Elemental

Contact Other Plane

Demishadow Monsters

Dismissal

Distance Distortion

Domination

Dream

Extension II

Fabricate

False Vision

Feeblemind

Hold Monster

Leomund's Lamentable Belaborment

Leomund's Secret Chest

Magic Jar

Major Creation

Monster Summoning III

Mordenkainen's Faithful Hound

Passwall

Seeming

Sending

Shadow Door

Shadow Magic

Stone Shape

Summon Shadow

Telekinesis

Teleport

Transmute Rock to Mud

Wall of Force

Wall of Iron

Wall of Stone

 

6th Level

 

Antimagic Shell

Bigby's Forceful Hand

Chain Lightning

Conjure Animals

Contingency

Control Weather

Death Fog

Death Spell

Demishadow Magic

Disintegrate

Enchant an Item

Ensnarement

Extension III

Eyebite

Geas

Glassee

Globe of Invulnerability

Guards and Wards

Invisible Stalker

Legend Lore

Lower Water

Mass Suggestion

Mirage Arcana

Mislead

Monster Summoning IV

Mordenkainen's Lucubration

Move Earth

Otiluke's Freezing Sphere

Part Water

Permanent Illusion

Programmed Illusion

Project Image

Reincarnation

Repulsion

Shades

Stone to Flesh

Tenser's Transformation

Transmute Water to Dust

True Seeing

Veil

 

7th Level

 

Banishment

Bigby's Grasping Hand

Charm Plants

Control Undead

Delayed Blast Fireball

Drawmij's Instant Summons

Duo-Dimension

Finger of Death

Forcecage

Limited Wish

Mass Invisibility

Monster Summoning V

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword

Phase Door

Power Word, Stun

Prismatic Spray

Reverse Gravity

Sequester

Shadow Walk

Simulacrum

Spell Turning

Statue

Teleport Without Error

Vanish

Vision

 

8th Level

 

Antipathy-Sympathy

Bigby's Clenched Fist

Binding

Clone

Demand

Glassteel

Incendiary Cloud

Mass Charm

Maze

Mind Blank

Monster Summoning VI

Otiluke's Telekinetic Sphere

Otto's Irresistible Dance

Permanency

Polymorph Any Object

Power Word, Blind

Prismatic Wall

Screen

Serten's Spell Immunity

Sink

Symbol

Trap the Soul

 

 

9th Level

 

Astral Spell

Bigby's Crushing Hand

Crystalbrittle

Energy Drain

Foresight

Gate

Imprisonment

Meteor Swarm

Monster Summoning VII

Mordenkainen's Disjunction

Power Word, Kill

Prismatic Sphere

Shape Change

Succor

Temporal Stasis

Time Stop

Weird

Wish

*  Italicized spells are reversible.


  
 
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Priest Spells

 

     

1st Level

 

Animal Friendship

Bless

Combine

Command

Create Water

Cure Light Wounds

Detect Evil

Detect Magic

Detect Poison

Detect Snares & Pits

Endure Heat/Endure Cold

Entangle

Faerie Fire

Invisibility to Animals

Invisibility to Undead

Light

Locate Animals or Plants

Magical Stone

Pass Without Trace

Protection From Evil

Purify Food & Drink

Remove Fear

Sanctuary

Shillelagh

 

 

2nd Level

 

Aid

Augury

Barkskin

Chant

Charm Person or Mammal

Detect Charm

Dust Devil

Enthrall

Find Traps

Fire Trap

Flame Blade

Goodberry

Heat Metal

Hold Person

Know Alignment

Messenger

Obscurement

Produce Flame

Resist Fire/Resist Cold

Silence, 15[FM] Radius

Slow Poison

Snake Charm

Speak With Animals

Spiritual Hammer

Trip

Warp Wood

Withdraw

Wyvern Watch

 

3rd Level

 

Animate Dead

Call Lightning

Continual Light

Create Food & Water

Cure Blindness or Deafness

Cure Disease

Dispel Magic

Feign Death

Flame Walk

Glyph of Warding

Hold Animal

Locate Object

Magical Vestment

Meld Into Stone

Negative Plane Protection

Plant Growth

Prayer

Protection From Fire

Pyrotechnics

Remove Curse

Remove Paralysis

Snare

Speak With Dead

Spike Growth

Starshine

Stone Shape

Summon Insects

Tree

Water Breathing

Water Walk

 

4th Level

 

Abjure

Animal Summoning I

Call Woodland Beings

Cloak of Bravery

Control Temperature, 10' Radius

Cure Serious Wounds

Detect Lie

Divination

Free Action

Giant Insect

Hallucinatory Forest

Hold Plant

Imbue With Spell Ability

Lower Water

Neutralize Poison

Plant Door

Produce Fire

Protection From Evil, 10' Radius

Protection From Lightning

Reflecting Pool

Repel Insects

Speak With Plants

Spell Immunity

Sticks to Snakes

Tongues


  
 
Pucs
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5th Level

 

Air Walk

Animal Growth

Animal Summoning II

Antiplant Shell

Atonement

Commune

Commune With Nature

Control Winds

Cure Critical Wounds

Dispel Evil

Flame Strike

Insect Plague

Magic Font

Moonbeam

Pass Plant

Plane Shift

Quest

Rainbow

Raise Dead

Spike Stones

Transmute Rock to Mud

True Seeing

Wall of Fire

 

6th Level

 

Aerial Servant

Animal Summoning III

Animate Object

Antianimal Shell

Blade Barrier

Conjure Animals

Conjure Fire Elemental

Find the Path

Fire Seeds

Forbiddance

Heal

Heroes' Feast

Liveoak

Part Water

Speak With Monsters

Stone Tell

Transmute Water to Dust

Transport Via Plants

Turn Wood

Wall of Thorns

Weather Summoning

Word of Recall

 

7th Level

 

Animate Rock

Astral Spell

Changestaff

Chariot of Sustarre

Confusion

Conjure Earth Elemental

Control Weather

Creeping Doom

Earthquake

Exaction

Fire Storm

Gate

Holy Word

Regenerate

Reincarnate

Restoration

Resurrection

Succor

Sunray

Symbol

Transmute Metal to Wood

Wind Walk

 

    *  Italicized spells are reversible.


 
 
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