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thread topic: AD&D玩家手册-完整电子版(当然,是全英文版) <<  1   2   3   4   5   6  >>  Pages: ( 2/16 total )
  
 
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Strength

    Strength (Str) measures a character's muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. A fighter with a score of 16 or more in Strength gains a 10% bonus to the experience points he earns.

    Furthermore, any warrior with a Strength score of 18 is entitled to roll percentile dice (see Glossary) to determine exceptional Strength; exceptional Strength improves the character's chance to hit an enemy, increases the damage he causes with each hit, increases the weight the character is able to carry without a penalty for encumbrance (see below), and increases the character's ability to force open doors and similar portals.

    The rest of this section on Strength consists of explanations of the columns in Table 1. Refer to the table as you read.

    Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 (one 20-sided die) during combat. A bonus (positive number) makes the opponent easier to hit; a penalty (negative number) makes him harder to hit.

    Damage Adjustment also applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack (regardless of subtractions, a successful attack roll can never cause less than 1 point of damage). For example, a short sword normally causes 1d6 points of damage (a range of 1 to 6). An attacker with Strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage. The damage adjustment also applies to missile weapons, although bows must be specially made to gain the bonus; crossbows never benefit from the user's Strength.

    Weight Allowance is the weight (in pounds) a character can carry without being encumbered (encumbrance measures how a character's possessions hamper his movement--see Glossary). These weights are expressed in pounds. A character carrying up to the listed weight can move his full movement rate.

    Maximum Press is the heaviest weight a character can pick up and lift over his head. A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice his body weight over his head. In 1987, the world record for lifting a weight overhead in a single move was 465 pounds. A heroic fighter with Strength 18/00 (see Table 1) can lift up to 480 pounds the same way and he can hold it overhead for a longer time!

    Open Doors indicates the character's chance to force open a heavy or stuck door. When a character tries to force a door open, roll 1d20. If the result is equal to or less than the listed number, the door opens. A character can keep trying to open a door until it finally opens, but each attempt takes time (exactly how much is up to the DM) and makes a lot of noise.

    Numbers in parentheses are the chances (on 1d20) to open a locked, barred, or magically held door, but only one attempt per door can ever be made. If it fails, no further attempts by that character can succeed.

    Bend Bars/Lift Gates states the character's percentage chance (rolled on percentile dice) to bend normal, soft iron bars, lift a vertical gate (portcullis), or perform a similar feat of enormous strength. When the character makes the attempt, roll percentile dice. If the number rolled is equal to or less than the number listed on Table 1, the character bends the bar or lifts the gate. If the attempt fails, the character can never succeed at that task. A character can, however, try to bend the bars on a gate that he couldn't lift, and vice versa.

 

Table 1:

Strength

 

Ability             Hit                   Dmg.   WeightMax.   Open   Bend Bars/

Score               Prob.               Adj.     Allow.  Press   Doors  Lift Gates       Notes

1                      -5                     -4         1          3          1          0%

2                      -3                     -2         1          5          1          0%

3                      -3                     -1         5          10        2          0%

4-5                   -2                     -1         10        25        3          0%

6-7                   -1                     None    20        55        4          0%

8-9                   Normal             None    35        90        5          1%

10-11               Normal             None    40        115      6          2%

12-13               Normal             None    45        140      7          4%

14-15               Normal             None    55        170      8          7%

16                    Normal             +1        70        195      9          10%

17                    +1                    +1        85        220      10        13%

18                    +1                    +2        110      255      11        16%

18/01-50          +1                    +3        135      280      12        20%

18/51-75          +2                    +3        160      305      13        25%

18/76-90          +2                    +4        185      330      14        30%

18/91-99          +2                    +5        235      380      15(3)    35%

18/00               +3                    +6        335      480      16(6)    40%

19                    +3                    +7        485      640      16(8)    50%                Hill Giant

20                    +3                    +8        535      700      17(10)  60%                Stone Giant

21                    +4                    +9        635      810      17(12)  70%                Frost Giant

22                    +4                    +10      785      970      18(14)  80%                Fire Giant

23                    +5                    +11      935      1,130   18(16)  90%                Cloud Giant

24                    +6                    +12      1,235   1,440   19(17)  95%                Storm Giant

25                    +7                    +14      1,535   1,750   19(18)  99%                Titan


  
 
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Dexterity

    Dexterity (Dex) encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character's reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy's blows. It is the prime requisite of rogues and affects their professional skills. A rogue with a Dexterity score of 16 or higher gains a 10% bonus to the experience points he earns.

    Reaction Adjustment modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs. The more positive the modifier, the less likely the character is to be surprised.

    Missile Attack Adjustment is used to modify a character's die roll whenever he uses a missile weapon (a bow or a thrown weapon). A positive number makes it easier for the character to hit with a missile, while a negative number makes it harder.

    Defensive Adjustment applies to a character's saving throws (see Glossary) against attacks that can be dodged--lightning bolts, boulders, etc. It also modifies the character's Armor Class (see Glossary), representing his ability to dodge normal missiles and parry weapon thrusts. For example, Rath is wearing chain mail, giving him an Armor Class of 5. If his Dexterity score is 16, his Armor Class is modified by -2 to 3, making him harder to hit. If his Dexterity score is 5, his Armor Class is modified by +2 to 7, making him easier to hit. (In some situations, beneficial Dexterity modifiers to Armor Class do not apply. Usually this occurs when a character is attacked from behind or when his movement is restricted--attacked while prone, tied up, on a ledge, climbing a rope, etc.)

Table 2:

Dexterity

                                   Missile

    Ability      Reaction      Attack          Defensive

    Score Adj.              Adj.              Adj.

    1               -6           -6           +5

    2               -4           -4           +5

    3               -3           -3           +4

    4               -2           -2           +3

    5               -1           -1           +2

    6                0             0           +1

    7                0             0             0

    8                0             0             0

    9                0             0             0

    10-14         0            0             0

    15               0            0           -1

    16             +1          +1          -2

    17             +2          +2          -3

    18             +2          +2          -4

    19             +3          +3          -4

    20             +3          +3          -4

    21             +4          +4          -5

    22             +4          +4          -5

    23             +4          +4          -5

    24             +5          +5          -6

    25             +5          +5          -6

 

 


  
 
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Constitution

    A character's Constitution (Con) score encompasses his physique, fitness, health, and physical resistance to hardship, injury, and disease. Since this ability affects the character's hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes. Some classes have minimum allowable Constitution scores.

    A character's initial Constitution score is the absolute limit to the number of times the character can be raised or resurrected from death. Each such revival reduces the character's Constitution score by one. Magic can restore a reduced Constitution score to its original value or even higher, but this has no effect on the number of times a character can be revived from death! Once the character has exhausted his original Constitution, nothing short of divine intervention can bring him back, and divine intervention is reserved for only the bravest and most faithful heroes!

    For example, Rath's Constitution score at the start of his adventuring career is 12. He can be revived from death 12 times. If he dies a 13th time, he cannot be resurrected or raised.

    Hit Point Adjustment is added to or subtracted from each Hit Die rolled for the character. However, no Hit Die ever yields less than 1 hit point, regardless of modifications. If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1. Always use the character's current Constitution to determine hit point bonuses and penalties.

    Only warriors are entitled to a Constitution bonus of +3 or +4. Non-warrior characters who have Constitution scores of 17 or 18 receive only +2 per die.

    The Constitution bonus ends when a character reaches 10th level (9th for warriors and priests)--neither the Constitution bonus nor Hit Dice are added to a character's hit points after he has passed this level (see the character class descriptions in Chapter 3).

    If a character's Constitution changes during the course of adventuring, his hit points may be adjusted up or down to reflect the change. The difference between the character's current hit point bonus (if any) and the new bonus is multiplied by the character's level (up to 10) and added to or subtracted from the character's total. If Delsenora's Constitution increased from 16 to 17, she would gain 1 hit point for every level she had, up to 10th level.

    System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if the character retains consciousness in particularly difficult situations. For example, an evil wizard polymorphs his dim-witted hireling into a crow. The hireling, whose Constitution score is 13, has an 85% chance to survive the change. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die.

    Resurrection Survival lists a character's percentage chance to be successfully resurrected or raised from death by magic. The player must roll the listed number or less on percentile dice for the character to be revived. If the dice roll fails, the character is dead, regardless of how many times he has previously been revived. Only divine intervention can bring such a character back again.

    Poison Save modifies the saving throw vs. poison for humans, elves, gnomes, and half-elves. Dwarves and halflings do not use this adjustment, since they have special resistances to poison attacks. The DM has specific information on saving throws.

    Regeneration enables those with specially endowed Constitutions (perhaps by a wish or magical item) to heal at an advanced rate, regenerating damage taken. The character heals 1 point of damage after the passage of the listed number of turns. However, fire and acid damage (which are more extensive than normal wounds) cannot be regenerated in this manner. These injuries must heal normally or be dealt with by magical means.

 

 

Table 3:

Constitution

 

    Ability             Hit Point      System  Resurrection      Poison

    Score        Adjustment  Shock           Survival       Save      Regeneration

    1                      -3           25%             30%             -2    Nil

    2                      -2           30%              35%              -1    Nil

    3                      -2           35%              40%              0     Nil

    4                      -1           40%              45%              0     Nil

    5                      -1           45%              50%              0     Nil

    6                      -1           50%              55%              0     Nil

    7                      0            55%              60%              0     Nil

    8                      0            60%              65%              0     Nil

    9                      0            65%              70%              0     Nil

    10                    0            70%              75%              0     Nil

    11                    0            75%              80%              0     Nil

    12                    0            80%              85%              0     Nil

    13                    0            85%              90%              0     Nil

    14                    0            88%              92%              0     Nil

    15                    +1          90%              94%              0     Nil

    16                    +2          95%              96%              0     Nil

    17                    +2 (+3)*       97%              98%              0     Nil

    18                    +2 (+4)*       99%              100%            0     Nil

    19                    +2 (+5)*       99%              100%            +1   Nil

    20                    +2 (+5)**     99%             100%           +1   1/6 turns

    21                    +2 (+6)***   99%             100%           +2   1/5 turns

    22                    +2 (+6)***   99%             100%           +2   1/4 turns

    23                    +2 (+6)**** 99%             100%           +3   1/3 turns

    24                    +2 (+7)**** 99%             100%           +3   1/2 turns

    25                    +2 (+7)**** 100%           100%           +4   1/1 turn

* Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die.

** All 1s rolled for Hit Dice are automatically considered 2s.

*** All 1s and 2s rolled for Hit Dice are automatically considered 3s.

**** All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.


  
 
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Intelligence

    Intelligence (Int) represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. A wizard with an Intelligence score of 16 or higher gains a 10% bonus to experience points earned. The wizard's Intelligence dictates which spells he can learn and the number of spells he can memorize at one time. Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells.

    This ability gives only a general indication of a character's mental acuity. A semi-intelligent character (Int 3 or 4) can speak (with difficulty) and is apt to react instinctively and impulsively. He is not hopeless as a player character (PC), but playing such a character correctly is not easy. A character with low Intelligence (Int 5-7) could also be called dull-witted or slow. A very intelligent person (Int 11 or 12) picks up new ideas quickly and learns easily. A highly intelligent character (Int 13 or 14) is one who can solve most problems without even trying very hard. One with exceptional intelligence (Int 15 or 16) is noticeably above the norm. A genius character is brilliant (Int 17 or 18). A character beyond genius is potentially more clever and more brilliant than can possibly be imagined.

    However, the true capabilities of a mind lie not in numbers--I.Q., Intelligence score, or whatever. Many intelligent, even brilliant, people in the real world fail to apply their minds creatively and usefully, thus falling far below their own potential. Don't rely too heavily on your character's Intelligence score; you must provide your character with the creativity and energy he supposedly possesses!

    Number of Languages lists the number of additional languages the character can speak beyond his native language. Every character can speak his native language, no matter what his Intelligence is. This knowledge extends only to speaking the language; it does not include reading or writing. The DM must decide if your character begins the game already knowing these additional languages or if the number shows only how many languages your character can possibly learn. The first choice will make communication easier, while the second increases your opportunities for role-playing (finding a tutor or creating a reason why you need to know a given language). Furthermore, your DM can limit your language selection based on his campaign. It is perfectly fair to rule that your fighter from the Frozen Wastes hasn't the tongues of the Southlands, simply because he has never met anyone who has been to the Southlands.

 

Table 4:

Intelligence

 

Ability   # of Spell      Chance to    Max. # of     Illusion

Score     Lang.     Level     Learn Spell  Spells/Level Immunity

  1          0*      --       --        --               --

  2          1 --       --        --               --

  3          1 --       --        --               --

  4          1 --      --              --              --

  5          1 --      --              --              --

  6          1 --      --              --       --

  7          1 --      --              --              --

  8          1 --      --              --              --

  9          2 4th  35%              6               --

10            2 5th  40%            7               --

11            2 5th  45%            7               --

12            3 6th  50%            7               --

13            3 6th  55%            9               --

14            4 7th  60%            9               --

15            4 7th  65%            11             --

16            5 8th  70%            11             --

17            6 8th  75%            14             --

18            7 9th  85%            18           --

19            8 9th  95%            All          1st-level

20            9 9th  96%           All         2nd-level

21          10   9th  97%           All         3rd-level

22          11   9th  98%           All         4th-level

23          12   9th  99%           All         5th-level

24          15   9th  100%           All         6th-level

25          20   9th  100%           All         7th-level

   

* While unable to speak a language, the character can still communicate by grunts and gestures.

 

If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence. These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language.

 

    Spell Level lists the highest level of spells that can be cast by a wizard with this Intelligence.

    Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell. A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell. If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book. If the wizard fails the roll, he cannot check that spell again until he advances to the next level (provided he still has access to the spell).

 

Maximum Number of Spells per Level (Optional Rule)

    This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book (unless the optional spell research system is used). Once a spell is learned, it cannot be unlearned and replaced by a new spell.

    For example, Delsenora the wizard has an Intelligence of 14. She currently knows seven 3rd-level spells. During an adventure, she finds a musty old spell book on the shelves of a dank, forgotten library. Blowing away the dust, she sees a 3rd-level spell she has never seen before! Excited, she sits down and carefully studies the arcane notes. Her chance to learn the spell is 60%. Rolling the dice, Delsenora's player rolls a 37. She understands the curious instructions and can copy them into her own spell book. When she is finished, she has eight 3rd-level spells, only one away from her maximum number. If the die roll had been greater than 60, or she already had nine 3rd-level spells in her spell book, or the spell had been greater than 7th level (the maximum level her Intelligence allows her to learn), she could not have added it to her collection.

 

    Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws. All benefits are cumulative, thus, a character with a 20 Intelligence is not fooled by 1st- or 2nd-level illusion spells.


  
 
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Wisdom

    Wisdom (Wis) describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character's resistance to magical attack. It is the prime requisite of priests; those with a Wisdom score of 16 or higher gain a 10% bonus to experience points earned. Clerics, druids, and other priests with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use.

    Magical Defense Adjustment listed on Table 5 applies to saving throws against magical spells that attack the mind: beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. These bonuses and penalties are applied automatically, without any conscious effort from the character.

    Bonus Spells indicates the number of additional spells a priest (and only a priest) is entitled to because of his extreme Wisdom. Note that these spells are available only when the priest is entitled to spells of the appropriate level. Bonus spells are cumulative, so a priest with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell.

    Chance of Spell Failure states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having their spells fizzle. Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever. Note that priests with Wisdom scores of 13 or higher don't need to worry about their spells failing.

    Spell Immunity gives those extremely wise characters complete protection from certain spells, spell-like abilities, and magical items as listed. These immunities are cumulative, so that a character with a Wisdom of 23 is immune to all listed spells up to and including those listed on the 23 Wisdom row.

 

 

Table 5:

Wisdom

 

            Magical                                  Chance

Ability Defense          Bonus              of Spell            Spell

Score   Adjustment     Spells              Failure            Immunity

1            -6         --            80%             --

2            -4         --           60%              --

3            -3         --           50%              --

4            -2         --           45%              --

5            -1         --           40%              --

6            -1         --           35%              --

7            -1         --           30%              --

8              0        --           25%              --

9              0         0          20%              --

10            0         0          15%              --

11            0         0          10%              --

12            0         0            5%            --

13            0         1st          0%         --

14            0         1st          0%         --

15          +1          2nd        0%         --

16          +2          2nd        0%         --

17          +3          3rd         0%         --

18          +4          4th         0%         --

19          +4          1st, 3rd  0%        cause fear, charm person,

                                                        command, friends, hypnotism

20          +4          2nd, 4th 0%        forget, hold person, ray of

                                                        enfeeblement, scare

21          +4          3rd, 5th 0%        fear

22          +4          4th, 5th  0%        charm monster, confusion,

                                                        emotion, fumble, suggestion

23          +4          1st, 6th  0%        chaos, feeblemind, hold

                                                        monster, magic jar, quest

24          +4          5th, 6th  0%        geas, mass suggestion, rod of

                                                        rulership

25          +4          6th, 7th  0%        antipathy/sympathy, death

                                                        spell, mass charm


  
 
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Charisma

    The Charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.

    Maximum Number of Henchmen states the number of nonplayer characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character.

    Loyalty Base shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores (in the DMG). This is crucial during battles, when morale becomes important.

    Reaction Adjustment indicates the penalty or bonus due to the character because of Charisma when dealing with nonplayer characters and intelligent creatures. For example, Rath encounters a centaur, an intelligent creature. Rath's Charisma is only 6, so he is starting off with one strike against him. He probably should try to overcome this slight handicap by making generous offers

of gifts or information.

 

 

Table 6:

Charisma

 

                     Maximum

    Ability      # of        Loyalty Reaction

    Score Henchmen   Base             Adjustment

      1         0               -8               -7

      2         1               -7               -6

      3         1             -6               -5

      4         1               -5               -4

      5         2               -4              -3

      6         2               -3               -2

      7         3               -2               -1

      8         3               -1                0

      9         4                0               0

    10           4                0               0

    11           4                0               0

    12           5                0               0

    13           5                0             +1

    14           6              +1               +2

    15           7              +3               +3

    16           8              +4               +5

    17             10            +6               +6

    18             15            +8               +7

    19             20          +10          +8

    20             25          +12          +9

    21             30          +14        +10

    22             35          +16        +11

    23             40          +18        +12

    24             45          +20        +13

    25             50          +20        +14


  
 
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What the Numbers Mean

Now that you have finished creating the ability scores for your character, stop and take a look at them. What does all this mean?

    Suppose you decide to name your character "Rath" and you rolled the following ability scores for him:

 

    Strength     8

    Dexterity   14

    Constitution      13

    Intelligence       13

    Wisdom    7

    Charisma   6

 

    Rath has strengths and weaknesses, but it is up to you to interpret what the numbers mean. Here are just two different ways these numbers could be interpreted.

    1) Although Rath is in good health (Con 13), he's not very strong (Str 8) because he's just plain lazy--he never wanted to exercise as a youth and now it's too late. His low Wisdom and Charisma scores (7, 6) show that he lacks the common sense to apply himself properly and projects a slothful, "I'm not going to bother" attitude (which tends to irritate others). Fortunately, Rath's natural wit (Int 13) and Dexterity (14) keep him from being a total loss.

    Thus, you might play Rath as an irritating, smart-alecky twerp forever ducking just out of range of those who want to squash him.

    2) Rath has several good points--he has studied hard (Int 13) and practiced his manual skills (Dex 14). Unfortunately, his Strength is low (8) from a lack of exercise (all those hours spent reading books). Despite that, Rath's health is still good (Con 13). His low Wisdom and Charisma (7, 6) are a result of his lack of contact and involvement with people outside the realm of academics.

    Looking at the scores this way, you could play Rath as a kindly, naive, and shy professorial type who's a good tinkerer, always fiddling with new ideas and inventions.

    Obviously, Rath's ability scores (often called "stats") are not the greatest in the world. Yet it is possible to turn these "disappointing" stats into a character who is both interesting and fun to play. Too often players become obsessed with "good" stats. These players immediately give up on a character if he doesn't have a majority of above-average scores. There are even those who feel a character is hopeless if he does not have at least one ability of 17 or higher! Needless to say, these players would never consider playing a character with an ability score of 6 or 7.

    In truth, Rath's survivability has a lot less to do with his ability scores than with your desire to role-play him. If you give up on him, of course he won't survive! But if you take an interest in the character and role-play him well, then even a character with the lowest possible scores can present a fun, challenging, and all-around exciting time. Does he have a Charisma of 5? Why? Maybe he's got an ugly scar. His table manners could be atrocious. He might mean well but always manage to say the wrong thing at the wrong time. He could be bluntly honest to the point of rudeness, something not likely to endear him to most people. His Dexterity is a 3? Why? Is he naturally clumsy or blind as a bat?

    Don't give up on a character just because he has a low score. Instead, view it as an opportunity to role-play, to create a unique and entertaining personality in the game. Not only will you have fun creating that personality, but other players and the DM will have fun reacting to him.


  
 
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Chapter 2:

Player Character Races

After creating your character's ability scores, you must select a player character race. This is not a race in the true sense of the word: caucasian, black, asian, etc. It is actually a fantasy species for your character -- human, elf, dwarf, gnome, half-elf, or halfling. Each race is different. Each possesses special powers and has different lists of classes to choose from.

    All six of the standard races are described in detail in this chapter. In many cases, broad statements are made concerning the race in general. Players are not bound by these generalities. For example, the statement that "dwarves tend to be dour and taciturn" does not mean that your character cannot be a jolly dwarf. It means that the garden-variety dwarf is dour and taciturn. If player characters were just like everyone else, they wouldn't be adventurers. Make your character unique and he will be more fun to play.

Minimum and Maximum Ability Scores

    All nonhuman PC races (also called "demihuman" races) have minimum and maximum requirements for their ability scores. If you want to have a demihuman character, the character's ability scores must be within the allowable range. The minimums and maximums for each race are listed on Table 7 (the minimums are listed before the slash; the maximums are listed after the slash). Your character's sex has no effect on these minimums or maximums.

    Consult Table 7 before making any racial adjustments to your character's ability scores. If the basic scores that you rolled up meet the requirements for a particular race, your character can be of that race, even if later modifications change the ability scores so they exceed the maximums or don't meet the minimums. Once you satisfy the requirements at the start, you never have to worry about them again.

    Table 7 gives the minimum and maximum scores a newly created character must have to be a member of a demihuman race. Any character can be a human, if the player so desires.

Table 7:

Racial Ability Requirements

Ability          Dwarf           Elf              Gnome  Half-Elf Halfling

Strength         8/18            3/18                6/18             3/18           7/18*

Dexterity       3/17            6/18                3/18             6/18           7/18

Constitution   11/18            7/18                8/18             6/18          10/18

Intelligence    3/18            8/18                6/18             4/18           6/18

Wisdom        3/18            3/18                3/18             3/18           3/17

Charisma       3/17            8/18                3/18             3/18           3/18

    * Halfling fighters do not roll for exceptional Strength.

Racial Ability Adjustments

    If you chose to make your character a dwarf, elf, gnome, or halfling, you now have to adjust some of your character's ability scores. The adjustments are mandatory; all characters of these races receive the adjustments. Even if adjustments raise or lower your character's ability scores beyond the minimums and maximums shown on Table 7, you do not have to pick a new race. The adjustments can also raise a score to 19 or lower it to 2.

Table 8:

Racial Ability Adjustments

Race               Adjustments

Dwarf               +1 Constitution; -1 Charisma

Elf                    +1 Dexterity; -1 Constitution

Gnome             +1 Intelligence; -1 Wisdom

Halfling             +1 Dexterity; -1 Strength

Class Restrictions and Level Limits

    The human race has one special ability in the AD&D game: Humans can choose to be of any class-- warrior, wizard, priest, or rogue -- and can rise to great level in any class. The other races have fewer choices of character classes and usually are limited in the level they can attain. These restrictions reflect the natural tendencies of the races (dwarves like war and fighting and dislike magic, etc.). The limits are high enough so a demihuman can achieve power and importance in at least one class. A halfling, for example, can become the best thief in the land, but he cannot become a great fighter.

    The limits also exist for play balance. The ability of humans to assume any role and reach any level is their only advantage. The demihuman races have other powers that make them entertaining to play -- particularly the ability to be multi-classed (see Glossary). These powers balance the enjoyment of play against the ability to rise in level. Ask your DM for the level limits imposed on nonhuman characters.

Languages

    Racial languages for demihumans can be handled in either of two ways, depending on whether or not your DM uses the optional proficiency system. Either way, your character automatically knows his native language.

    Without the proficiency system, your character starts adventuring already knowing a number of additional languages (the number depends on his Int score, see Table 4). The additional languages must be chosen from among those listed in his race's description.

    If you use the proficiency system, your character receives additional languages by using proficiency slots (see Chapter 5: Proficiencies) to determine how many languages he knows when he starts adventuring (his native language does not cost a slot). Demihumans must choose these languages from among those listed in the following racial descriptions.

    Human PCs generally start the game knowing only their regional language--the language they grew up speaking. The DM may decide to allow beginning PCs additional languages (up to their Int score limit or proficiency slot limit), if he feels the PCs had the opportunity to learn these as they grew up. Otherwise, human PCs may learn additional languages as they adventure.


  
 
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Dwarves

Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4-_ feet tall. They have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for 350 years.

    Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.

    Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.

    Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground. They have several special abilities that relate to their underground life, and they are noted for being particularly resistant to magics and poisons.

    A character of the dwarven race can be a cleric, a fighter, or a thief. He can also choose to be a fighter/cleric or fighter/thief.

    From living underground, dwarves have found it useful to learn the languages of several of their neighbors, both friendly and hostile. The initial languages a dwarf can learn are common, dwarf, gnome, goblin, kobold, orc, and any others your DM allows. The actual number of languages is limited by the Intelligence of the player character (see Table 4) or by the proficiency slots he allots to languages (if that optional system is used).

    By nature, dwarves are nonmagical and never use magical spells (priest spells are allowed however). This gives a bonus to dwarves' saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 - _ points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws. These bonuses are summarized on Table 9.

 

 

Table 9:

Constitution Saving Throw Bonuses

 

Constitution Score    Saving Throw Bonus

          4-6                  +1

          7-10                +2

        11-13                  +3

        14-17                  +4

        18-19                  +5

 

 

    Similarly, dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with the same bonuses that they get against magical attacks (see Table 9).

    Also because of their nonmagical nature, however, dwarves have trouble using magical items. All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.

    In melee, dwarves add 1 to their dice rolls to hit orcs, half-orcs, goblins, and hobgoblins. When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.

    Dwarven infravision enables them to see up to 60 feet in the dark.

    Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).

 

Detect grade or slope in passage                       1-5 on 1d6

Detect new tunnel/passage construction             1-5 on 1d6

Detect sliding/shifting walls or rooms                 1-4 on 1d6

Detect stonework traps, pits, and deadfalls        1-3 on 1d6

Determine approximate depth underground       1-3 on 1d6

 

    Note that the dwarf must deliberately try to make these determinations; the information does not simply spring to mind unbidden.

    Because of their sturdy builds, dwarves add 1 to their initial Constitution scores. Their dour and suspicious natures cause them to subtract 1 from their initial Charisma scores.


  
 
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Elves

Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race.

    Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.

    Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.

    There are five branches of the elven race; aquatic, gray, high, wood, and dark. Elf player characters are always assumed to be of the most common type -- high elves -- although a character can be another type of elf with the DM's permission (but the choice grants no additional powers). To the eye of outsiders, the differences between the groups are mostly cosmetic, but most elves maintain that there are important cultural differences between the various groups. Aquatic elves spend their lives beneath the waves and have adapted to these conditions. Gray elves are considered the most noble and serious-minded of this breed. High elves are the most common. Wood elves are considered to be wild, temperamental, and savage. All others hold that the subterranean dark elves are corrupt and evil, no longer part of the elven community.

    A player character elf can be a cleric, fighter, wizard, thief, or ranger. In addition, an elf can choose to be a multi-class fighter/mage, fighter/thief, or ranger. In addition, an elf can choose to be a multi-class fighter/mage, fighter/thief, fighter/mage/thief, or mage/thief. (The rules governing these combinations are explained under "Multi-Class and Dual-Class Characters" in Chapter 3: Player Character Classes).

    Elves have found it useful to learn the languages of several of the forest's children, both the good and the bad. As initial languages, an elf can choose common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll. The number of languages an elf can learn is limited by his Intelligence (see Table 4) or the proficiency slots he allots to languages (if that optional system is used).

    Elven characters have 90% resistance to sleep and all charm-related spells. (See Chapter 9: Combat for an explanation of magic resistance.) This is in addition to the normal saving throw allowed against a charm spell.

    When employing a bow of any sort other than a crossbow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.

    An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

    Elven infravision enables them to see up to 60 feet in darkness.

    Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a  one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

    As stated previously, elven characters add 1 to their initial Dexterity scores. Likewise, as elves are not as sturdy as humans, they deduct 1 from their initial Constitution scores.


 
 
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