Dragonlance - Skills and Powers - Taladas.pdf

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An Unofficial Supplement for the Advanced Dungeons & Dragons game.
by James O'Rance.
Advanced Dungeons & Dragons and D RAGONLANCE are registered trademarks owned by
Wizards of the Coast. P LAYER S O PTION is a trademark owned by Wizards of the Coast. The
owner of this work is not associated with Wizards of the Coast; no challenge to the ownership
of WotC’s intellectual properties is intended by this work.
This work may only be redistributed whole and unaltered.
http://travel.to/Taladas
This is an expansion of P LAYER S O PTION : Skills and Powers , a volume that expanded
upon character creation for the AD&D 2 nd Edition game. The material presented within
allows players and referees to construct P LAYER S O PTION characters for use in the
D RAGONLANCE Taladas setting. The largest change to character creation is the introduction of
a character point system. Information about character points can be found in the P LAYER S
O PTION : Skills and Powers volume.
In Taladas, players have more options for player character races than they have had
before. In addition to the normal assortment of humans, elves, half-elves, dwarves, gnomes,
and kender, Taladan characters can also be minotaurs, goblins, ogres, and bakali. Furthermore,
familiar races have new and different attitudes, and in the case of the gnomes, improved
abilities.
R a c i a l R e q u i r e m e n t s
Players should consult the following table, which lists minimum and maximum ability scores for the player
character races of Taladas. Minimum scores are listed to the left of the slashes, maximums to the rights.
Starting character statistics must fall within these ranges, although the statistics can increase and decrease
during the course of play. For example, if a gnomoi has his Intelligence reduced to less than 6 because he
suffered some magical mishap, the character is still a gnome. If a kender drank a potion that increased his
Intelligence to 19, he is still a kender.
Table 1: Racial Requirements
Race
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Bakali
7/18
3/18
8/18
3/17
3/17
3/15
Centaur
11/18
5/18
10/17
3/16
3/17
3/18
Dwarf
Fianawar
8/18
3/17
11/18
3/18
3/18
3/12
Rainward
9/18
3/17
12/18
3/18
3/18
3/17
Scorned
8/18
3/17
12/18
3/18
3/18
3/16
Elf
Cha’asii
8/18
8/18
8/18
3/18
8/18
8/18
Dargonesti
3/18
9/18
3/18
8/18
8/18
8/18
Dimernesti
3/18
9/18
3/18
8/18
8/18
3/18
Elf Clan
8/18
8/18
8/18
3/18
8/18
8/18
Hulder
3/18
6/18
7/18
8/18
3/18
8/18
Silvanaes
3/18
6/18
6/18
10/18
6/18
12/18
Gnome
Gnomoi
6/18
3/18
8/18
6/18
3/18
3/18
Minoi
6/18
8/18
8/18
8/18
3/12
3/18
Goblin
3/17
5/18
3/18
3/16
3/16
3/16
Human
3/18
3/18
3/18
3/18
3/18
3/18
Kender
Marak
6/17*
8/18
8/18
6/18
3/16
6/16
True
6/17*
8/18
8/18
6/18
3/16
6/18
Minotaur
8/18
3/18
8/18
3/18
3/18
3/18
Mischta
12/18
6/18
14/18
3/18
10/18
13/18
Ogre
10/18
3/15
3/15
3/12
3/14
3/16
* kender warriors cannot possess exceptional Strength scores.
Once the character’s ability scores have been determined, the race chosen, and the Racial Requirements
table consulted, modify the ability scores based on the racial Adjustments table – and determine the subability
scores as per the rules in chapter two of P LAYER S O PTION : Skills & Powers .
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Table 2: Racial Adjustments
Race
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Bakali
+1
+1
–1
–1
Centaur
–2
+1
+1
Dwarf
Fianawar
+1
–1
Isles
+1
–1
Scorned
+1
–1
Elf
Cha’asii
+1
–1
Dargonesti
–1
+2
Dimernesti
–1
+1
Elf Clan
+1
–1
Hulder
+1
–1
Silvanaes
+1
–1
Gnome
Gnomoi
+1
–1
Minoi
+1
–1
Goblin
–1
+1
Human
Kender
Marak
–1
+1
True
–1
+1
Minotaur
+1
–1
–1
+1
Mischta
+2
–2
+2
+2
Ogre
+2
–1
+2
–2
–1
R a c i a l L e v e l L i m i t s
The Racial Level Limits chart lists the maximum experience levels attainable by the various races. For
more on classes, see the following section and chapter 4 of P LAYER S O PTION : Skills & Powers .
Table 3: Racial Class and Level Limits
Race
Fighter
Ranger
Paladin
Wizard
Priest
Thief
Bard
Tinker
Bakali
12
7
Centaur
12
10
14
12
Dwarf
Fianawar
15
9
5
12
7
Isles
15
8
10
13
Scorned
15
12
12
Elf
Cha’asii
12
9
15
6
10
Clan
15
9
12
13
9
Dargonesti
14
14
8
14
14
Dimernesti
10
10
10
10
Hulder
10
12
8
Silvanaes
12
16
12
15
15
12
15
Gnome
Gnomoi
11
15
9
13
U
Minoi
6
5
U
Goblin
9
7
6
15
Human
U
U
U
U
U
U
U
Kender
Marak
10
5
6
15
True
9
9
8
15
4
Minotaur
16
9
9
12
10
Mischta
10
15
10
15
15
10
Ogre
16
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E x c e e d i n g T h e s e L i m i t s
The D UNGEON M ASTER G UIDE included an optional rule where demihuman characters could exceed level
limits if they possessed high prime-requisite scores. This rule is official in the P LAYER S O PTION system. See the
chart below for bonus levels granted to those characters with high scores in their class prime requisites.
Table 4: Prime Requisite Bonuses
Ability Score Bonus Levels
14-15 +1
16-17 +2
18 +3
19 +4
20+ +5
The bonus levels are added to the character’s maximum experience level shown in the Racial Level Limits
table.
Each race detailed below receives a number of character points that can be spent on racial skills and
other abilities. This lets players personalise their characters. No longer must all dwarves have exactly the same
abilities, skills, and bonuses. Players can purchase packages of abilities, or they can customise their characters.
Demihumans can save 5 character points from this process and apply them at any other point in the
character creation process. Humans can save 10 points.
Note: Krynnish dwarves, elves, gnomes, half-elves, and humans receive the same number of Character
Points as their standard counterparts.
R a c i a l V a r i a n t s
Numerous races have off-shoots that can be player characters. For example, a player fond of dwarves
could choose from the Fianawar, Scorned, or Rainward Isles varieties. Players who select such a character
purchase the standard package of abilities for the subrace. Optionally, a player can customise a character by
choosing individual abilities from the list for that race. Generally, buying a package of abilities is the most
efficient way to spend character points.
B a k a l i
The Bakali are a race of reptilian humanoids that dwell in the warm waters of Blackwater Glade. Though
savage, brutal, and uneducated, they are not unintelligent. Indeed, they are cunning and quick to learn,
although they do have their limitations.
Known also as “lizardmen” or “dragonmen” by the humans of Thenol, bakali are racially distinct from the
degenerate hurdu of the Steamwall Mountains, or their larger, more vicious cousins in Ansalon. Ansalonian
lizardfolk are more properly named jarak-sinn , meaning “new race” in the bakali tongue.
Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides
range in colour from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They
have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the
back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial
claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet
are used like fingers.
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