Пост N: 20|
Откуда: Россия, Москва
Отправлено: 05.10.10 13:30. Заголовок: D20 DragonQuest Campaign Setting
Мир не похожий на наш. Мир где есть волшебство. Где на смертный мир влияют извне Божественые силы.- Где Владыки Хаоса сталкивают свои орды с армиями Владык Закона в своей Вечной Борьбе, которая сотрясает Вселенную! Мир Трагического Героизма, где человечество и другие расы должны сделать Свой выбор, на чьей они стороне, либо оказаться между Молотом и Наковальней...
Для начала хочу сказать, что на создание данного сетинга, я вдохновлялся творчеством М. Муркока, Р.Говарда и Вселенными Warhammer Fantasy Battles и Legacy of Kain.
А началось все с того, что друг попросил его поводить по D&D. Ну я собственно, начал вести его персонажа - Варвара. И мир начал продумываться по ходу пьесы: от города в котором происходили действия до Карты Мира!
Начну с игромеханики:
Накидка 6 Аттрибутов( Сила, Ловкость, Конституция, Интеллект, Мудрость, Харизма):
4d6 с вычетом самого меньшего значения( Например: выпало 6 5 3 1, и в итоге получается значение 14 ) если на дайсах при накидки выпадает две единицы, то они перекидываются.
TABLE 1–1: ABILITY MODIFIERS AND BONUS SPELLS
——————————————————— Bonus Spells (by Spell Level) ——————————————————
Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 —————————————————— Can’t cast spells tied to this ability ——————————————————
2–3 –4 —————————————————— Can’t cast spells tied to this ability ——————————————————
4–5 –3 —————————————————— Can’t cast spells tied to this ability ——————————————————
6–7 –2 —————————————————— Can’t cast spells tied to this ability ——————————————————
8–9 –1 —————————————————— Can’t cast spells tied to this ability ——————————————————
10–11 0 — — — — — — — — — —
12–13 +1 — 1 — — — — — — — —
14–15 +2 — 1 1 — — — — — — —
16–17 +3 — 1 1 1 — — — — — —
18–19 +4 — 1 1 1 1 — — — — —
20–21 +5 — 2 1 1 1 1 — — — —
22–23 +6 — 2 2 1 1 1 1 — — —
24–25 +7 — 2 2 2 1 1 1 1 — —
26–27 +8 — 2 2 2 2 1 1 1 1 —
28–29 +9 — 3 2 2 2 2 1 1 1 1
30–31 +10 — 3 3 2 2 2 2 1 1 1
32–33 +11 — 3 3 3 2 2 2 2 1 1
34–35 +12 — 3 3 3 3 2 2 2 2 1
36–37 +13 — 4 3 3 3 3 2 2 2 2
38–39 +14 — 4 4 3 3 3 3 2 2 2
40–41 +15 — 4 4 4 3 3 3 3 2 2
42–43 +16 — 4 4 4 4 3 3 3 3 2
44–45 +17 — 5 4 4 4 4 3 3 3 3
etc. . . .
HUMAN RACIAL TRAITS
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See other racial lists for common languages or the Speak Language skill (page 82) for a more comprehensive list. Humans mingle with all kinds of other folk and thus can learn any language found in an area.
DWARF RACIAL TRAITS
+2 Constitution, –2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a
human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven warhammers (see Chapter 7:Equipment) as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
+2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
+1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to
Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
+2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
+2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Goblin, Orc, Terran. Dwarves are familiar with the languages of their enemies and of their subterranean allies.
ELF RACIAL TRAITS
+2 Dexterity, –2 Constitution: Elves are graceful but frail. An elf’s
grace makes her naturally better at stealth and archery.
Medium: As Medium creatures, elves have no special bonuses or
penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw
bonus against enchantment spells or effects.
Low-light Vision: An elf can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. She retains the ability to distinguish color and detail
under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency
feats for the longsword, rapier, longbow (including
composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of swordplay and
archery, so all elves are familiar with these weapons.
+2 racial bonus on Listen, Search, and Spot checks. An elf who
merely passes within 5 feet of a secret or concealed door is
entitled to a Search check to notice it as if she were actively
looking for it. An elf’s senses are so keen that she practically has a
sixth sense about hidden portals.
Automatic Languages: Common and Elven. Bonus Languages:
Draconic, Gnoll, Goblin, Orc, and Sylvan. Elves commonly
know the languages of their enemies and of their friends,
as well as Draconic, the language commonly found in ancient
tomes of secret knowledge.
Пост N: 21|
Откуда: Россия, Москва
Отправлено: 06.10.10 22:27. Заголовок: HALF-ELF RACIAL TRAI..
HALF-ELF RACIAL TRAITS
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throw against enchantment spells or effects.
Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks: A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
+2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people.
Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. (See the Monster Manual for more information about elves, and the Dungeon Master’s Guide for more on magic items.)
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Half-elves have all the versatility and broad (if shallow) experience that humans have.