Players Handbook.pdf
(
20476 KB
)
Pobierz
Player's Handbook
Contents
Armor ................................................................ 122
Goods and Services ........................................ 126
Chapter 8: Combat
........................................... 133
The Battle Grid................................................ 133
How Combat Works ..................................... 133
Combat Statistics............................................ 133
Combat Basics ................................................. 135
Initiative ........................................................... 136
Attacks of Opportunity ................................ 137
Actions in Combat ......................................... 138
Injury and Death ............................................ 145
Movement, Position,
And Distance .............................................. 146
Combat Modifiers.......................................... 150
Special Attacks ................................................ 154
Special Initiative Actions ............................ 160
Table 3–11: Small or Large Monk
Unarmed Damage .......................................41
Table 3–12: The Paladin..................................43
Table 3–13: The Ranger ..................................46
Table 3–14: Ranger Favored Enemies ........47
Table 3–15: The Rogue....................................49
Table 3–16: The Sorcerer................................52
Table 3–17: Sorcerer Spells Known ............54
Table 3–18: The Wizard ..................................55
Table 4–1: Skill Points per Level..................62
Table 4–2: Skills ................................................63
Table 4–3: Difficulty Class Examples .........64
Table 4–4: Example Opposed Checks ........64
Table 4–5: Skill Synergies ..............................66
Table 4–6: Example Ability Checks ............66
Table 5–1: Feats .................................................90
Table 6–1: Creature, Race, and
Class Alignments ...................................... 104
Table 6–2: Deities by Race .......................... 106
Table 6–3: Deities by Class.......................... 106
Table 6–4: Random Starting Ages ............ 109
Table 6–5: Aging Effects .............................. 109
Table 6–6: Random Height
and Weight ................................................. 109
Table 7–1: Random Starting Gold ............ 111
Table 7–2: Coins............................................. 112
Table 7–3: Trade Goods................................ 112
Table 7–4 Tiny and Large
Weapon Damage....................................... 114
Table 7–5: Weapons ...................................... 116
Table 7–6: Armor and Shields.................... 123
Table 7–7: Donning Armor......................... 123
Table 7–8: Goods and Services................... 128
Table 8–1: Size Modifiers ............................ 134
Table 8–2: Actions in Combat.................... 141
Table 8–3: Tactical Speed ............................ 147
Table 8–4: Creature Size and Scale ........... 149
Table 8–5: Attack Roll Modifiers .............. 151
Table 8–6: Armor Class Modifiers ............ 151
Table 8–7: Special Attacks........................... 154
Table 8–8: Common Armor, Weapon, and
Shield Hardness and Hit Points .......... 158
Table 8–9: Turning Undead ....................... 159
Table 8–10: Two-Weapon
Fighting Penalties .................................... 160
Table 9–1: Carrying Capacity ..................... 162
Table 9–2: Carrying Loads........................... 162
Table 9–3: Movement and Distance ........ 162
Table 9–4: Hampered Movement............. 163
Table 9–5: Terrain and Overland
Movement .................................................. 164
Table 9–6: Mounts and Vehicles............... 164
Table 9–7: Light Sources
and Illumination....................................... 165
Table 9–8: Common Armor, Weapon, and
Shield Hardness and Hit Points ............... 166
Table 9–9: Substance Hardness
and Hit Points............................................ 166
Table 9–10: Size and Armor Class
of Objects .................................................... 166
Table 9–11: Object Hardness
and Hit Points............................................ 166
Table 9–12: DCs to Break or
Burst Items ................................................. 166
Table 10–1: Items Affected by
Magical Attacks ......................................... 177
Introduction
........................................................... 4
Character Creation Summary
........................ 6
Chapter 1: Abilities
.............................................. 7
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............................................................18
Half-Orcs .............................................................18
Halflings ..............................................................19
Chapter 9: Adventuring
................................ 161
Carrying Capacity .......................................... 161
Movement ........................................................ 162
Exploration ...................................................... 164
Treasure............................................................. 167
Other Rewards ................................................ 168
Chapter 3: Classes
...............................................21
The Classes..........................................................21
Class and Level Bonuses .................................21
Level-Dependent Benefits .............................22
Class Descriptions ............................................23
Barbarian .............................................................24
Bard .......................................................................26
Cleric ....................................................................30
Druid.....................................................................33
Fighter..................................................................37
Monk ....................................................................39
Paladin..................................................................42
Ranger ..................................................................46
Rogue....................................................................49
Sorcerer................................................................51
Wizard ..................................................................55
Experience and Levels ....................................58
Multiclass Characters ......................................59
Chapter 10: Magic
............................................. 169
Casting Spells .................................................. 169
Spell Descriptions.......................................... 172
Arcane Spells ................................................... 177
Divine Spells.................................................... 179
Special Abilities .............................................. 180
Chapter 11: Spells
............................................. 181
Bard Spells........................................................ 181
Cleric Spells ..................................................... 183
Cleric Domains ............................................... 185
Druid Spells ..................................................... 189
Paladin Spells .................................................. 191
Ranger Spells................................................... 191
Sorcerer/Wizard Spells ................................ 192
Spells .................................................................. 172
Chapter 4: Skills
..................................................61
Skill Summary ...................................................61
Acquiring Skill Ranks .....................................61
Using Skills ........................................................62
Skill Descriptions .............................................66
Appendix: General Guidelines
and Glossary
.................................................. 304
Index
...................................................................... 315
Character Sheet
................................................. 318
Chapter 5: Feats
...................................................87
Acquiring Feats .................................................87
Prerequisites .......................................................87
Types of Feats.....................................................87
Feat Descriptions ..............................................89
List of Numbered Tables
Table 1–1: Ability Modifiers
and Bonus Spells ............................................8
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 ..................... 28
Table 3–6: The Cleric ...................................... 31
Table 3–7: Deities ............................................. 32
Table 3–8: The Druid ...................................... 35
Table 3–9: The Fighter.................................... 39
Table 3–10: The Monk.................................... 40
Chapter 6: Description
.................................. 103
Alignment ........................................................ 103
Religion ............................................................ 106
Vital Statistics ................................................. 109
Looks, Personality,
and Background ........................................ 110
Customizing Your Character ..................... 110
Chapter 7: Equipment
................................... 111
Equipping a Character ................................. 111
Wealth and Money ....................................... 112
Weapons ........................................................... 112
3
Introduction
The game assumes the use of miniatures and a battle grid, and the
rules are written from this perspective.
® Roleplaying Game, the game
that defines the genre and has set the standard for fantasy role-
playing for more than 30 years.
D&D® is a game of your imagination in which you participate in
thrilling adventures and dangerous quests by taking on the role of a
hero—a character you create. Your character might be a strong
fighter or a clever rogue, a devout cleric or a powerful wizard. With a
few trusted allies at your side, you explore ruins and monster-filled
dungeons in search of treasure. The game offers endless possibilities
and a multitude of choices—more choices than even the most
sophisticated computer game, because you can do whatever you can
imagine.
Dungeons
&
Dragons
CHARACTERS
Your characters star in the adventures you play, just like the heroes
of a book or movie. As a player, you create a character using the rules
in this book. Your character might be a savage barbarian from the
frozen wastes or a clever rogue with a quick wit and a quicker blade.
You might be a deadly archer trained in survival techniques or a
wizard who has mastered the arcane arts. As your character
participates in adventures, he or she gains experience and becomes
more powerful.
ADVENTURES
Your character is an adventurer, a hero who sets out on epic quests
for fortune and glory. Other characters join your adventuring party
to explore dungeons and battle monsters such as the terrible dragon
or the carnivorous troll. These quests unfold as stories created by the
actions your characters perform and the situations your DM
presents.
A Dungeons & Dragons adventure features plenty of action,
exciting combat, terrifying monsters, epic challenges, and all kinds
of mysteries to uncover. What lies at the heart of the dungeons?
What waits around the next corner or behind the next door? Playing
the roles of your characters, you and your friends face the dangers
and explore a world of medieval fantasy.
One adventure might play out in a single game session; another
might stretch across several sessions of play. A session lasts as long
as you and your friends want to play, from a couple of hours to an all-
day affair. The game can be stopped at any time and picked up
wherever you left off when everyone gets back together.
Every adventure is different, every quest unique. Your character
might explore ancient ruins guarded by devious traps or loot the
tomb of a long-forgotten wizard. You might sneak into a castle to spy
on an enemy or face the life-draining touch of an undead creature.
Anything is possible in a
THE D&D GAME
The D&D game is a fantasy game of your imagination. It’s part
acting, part storytelling, part social interaction, part war game, and
part dice rolling. You and your friends create characters that develop
and grow with each adventure they complete. One player is the
Dungeon Master (DM). The DM controls the monsters and ene-
mies, narrates the action, referees the game, and sets up the adven-
tures. Together, the Dungeon Master and the players make the game
come alive.
This
Player’s Handbook
has all the rules players need to create
characters, select equipment, and engage in combat with a variety of
supernatural and mythical foes.
The
Dungeon Master’s Guide
, available separately, provides the DM
with advice, guidelines, and everything he or she needs to create
challenges, adventures, and full-fledged D&D campaigns, including
sections on prestige classes, magic items, and character rewards.
The
Monster Manual
, available separately, contains material that
players and DMs alike will find useful. With hundreds of monsters
to populate all levels of dungeons, this tome also includes monster
creation rules, information on playing monsters as characters,
details on monster tactics, and powered-up versions of standard
creatures.
Together, these three volumes comprise the core rules for the
Dungeons
Dungeons
&
Dragons
game, and your
character can try to do anything you can imagine.
&
Dragons
game.
THREE DIMENSIONS
PLAYING THE GAME
game is a game of imagination, but it
is also a game of tactics and strategy. Miniatures and a battle grid
provide the best way to visualize the action. Miniatures, represent-
ing characters and monsters in the game, can be purchased from
most hobby shops. The
Dungeon Master’s Guide
includes a paper
battle grid. More durable versions may be purchased separately.
Dungeons
&
Dragons
uses a core mechanic to resolve all actions
in the game. This central game rule keeps play fast and intuitive.
The Core Mechanic:
Whenever you attempt an action that has
some chance of failure, you roll a twenty-sided die (d20). To deter-
mine if your character succeeds at a task (such as attacking a mon-
ster or using a skill), you do this:
&
Dragons
game debuted in 2000. In the three
years since the d20 Open System energies the RPG industry, we’ve
gathered tons of data on how the game is being played. We consider
D&D to be a living game that constantly evolves as it is played.
We’ve gathered feedback from as many people who have played D&D
as we could. We’ve talked to you at conventions, examined countless
message boards devoted to the game, and collected information from a
variety of customer-response outlets including our customer service
department. We used all this data to retool the game from the ground up
and incorporate everyone’s suggestions. We listened to what you had to
say, and we responded enthusiastically to improve the game and this
product.
If this is your first experience with D&D, we welcome you to a wonder-
ful world of adventure and imagination. If you used the prior version of
Dungeons
&
Dragons
this book, rest assured that this revision is a testament to our dedication
to continuous product improvement. We’ve updated errata, clarified
rules, and made the game even better than it was. But also rest assured
that this is an upgrade of the d20 System, not a new edition of the game.
This revision is compatible with all existing products, and those products
can be used with the revision with only minor adjustments.
What’s new in the revised
Player’s Handbook
? We’ve increased the
number of feats and spells to choose from, and we’ve added new class
features to the barbarian, bard, druid, monk, ranger, and sorcerer. The
entire book has been polished and refined, all in response to your feed-
back and to reflect the way the game is actually being played. We’ve
streamlined some rules, expanded others. We’ve overhauled skills and
spells.
Take a look, play the game. We think you’ll like how everything turned
out.
4
This is the
Dungeons
The
WHY A REVISION?
The new
Plik z chomika:
R5700
Inne pliki z tego folderu:
WTC17524.D&D3.5.Players_Handbook(OCR).pdf
(20481 KB)
Monster Manual III.pdf
(5969 KB)
D&D - Supplement - Monster Manual 5 - 3.5E ING.pdf
(118525 KB)
D&D - Supplement - Monster Manual 4 - 3.5E ING.pdf
(75272 KB)
D&D 3.5 - Monster Manual II (OCR).pdf
(9259 KB)
Inne foldery tego chomika:
The Complete Series
Zgłoś jeśli
naruszono regulamin