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Miniatures Handbook
MINIATURES HANDBOOK
Jonathan Tweet, Mike Donais, Skaff Elias, Rob Heinsoo
ADDITIONAL DESIGN
Bruce R. Cordell
ART DIRECTOR
Mike McVey
DEVELOPERS
Mike Donais, David Eckelberry
COVER ART
Stephen Tappin
E DI T OR S
Charles Ryan, Jennifer Clarke Wilkes
INTERIOR ARTISTS
Trevor Hairsine, Des Hanley, Adrian
Smith, Stephen Tappin, Richard Wright
MANAGING EDITOR
Kim Mohan
GRAPHIC DESIGNER
Mari Kolkowsky
CORE D&D DESIGN MANAGER
Ed Stark
CARTOGRAPHER
Todd Gamble
DIRECTOR OF RPG R&D
Bill Slavicsek
VICE PRESIDENT OF PUBLISHING
Mary Kirchoff
GRAPHIC PRODUCTION SPECIALIST
Erin Dorries
PROJECT MANAGER
Martin Durham
PHOTOGRAPHY
Craig Gibson
PRODUCTION MANAGER
Chas DeLong
IMAGE TECHNICIANS
Travis Adams, Jason Wiley
Playtesters: Paul Barclay, Randy Buehler, Curt Gould, Worth Wollpert
Based on the original D
UNGEONS
& D
RAGONS
® rules created by E. Gary Gygax and Dave Arneson and the new D
UNGEONS
& D
RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This W
IZARDS OF THE
C
OAST
®
game product contains no Open Game Content. No portion of this work may be reproduced in any form
without written permission. To learn more about the Open Gaming License and the d20 System™ License, please visit
www.wizards.com/d20.
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UNGEONS
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RAGONS
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YSTEM
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Visit our website at www.wizards.com/dnd
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 5: Skirmish Rules . . . . . . . . . . . . . . . . 83
Building a Warband . . . . . . . . . . . . . . . . . . . . . . 83
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Skirmish Basics. . . . . . . . . . . . . . . . . . . . . . . . . . 85
Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Attacks and Damage . . . . . . . . . . . . . . . . . . . . . 90
Melee Attacks . . . . . . . . . . . . . . . . . . . . . . . . 90
Ranged Attacks . . . . . . . . . . . . . . . . . . . . . . . 93
Morale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . 99
Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Scenarios and Variants . . . . . . . . . . . . . . . . . . 102
Random Scenarios . . . . . . . . . . . . . . . . . . . 103
Warband-Building Scenarios . . . . . . . . . . 107
Team Scenarios . . . . . . . . . . . . . . . . . . . . . . 109
Challenge Skirmishes . . . . . . . . . . . . . . . . 110
The Skirmish Campaign. . . . . . . . . . . . . . . . . 111
Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Skirmish Glossary . . . . . . . . . . . . . . . . . . . . . . 116
Chapter 7: Random Dungeons. . . . . . . . . . . 163
A Basic Random Dungeon . . . . . . . . . . . . . . . 163
Creating a Dungeon Delve. . . . . . . . . . . . . . . 164
The Dungeon Deck . . . . . . . . . . . . . . . . . . . . . 164
Constructing Your Deck . . . . . . . . . . . . . . 164
Special Encounter Types . . . . . . . . . . . . . . 165
Special Cards . . . . . . . . . . . . . . . . . . . . . . . . 167
Evolving the Dungeon Deck . . . . . . . . . . 169
The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Limited-Use Items . . . . . . . . . . . . . . . . . . . 170
How to Win. . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Playing the Delve . . . . . . . . . . . . . . . . . . . . . . . 171
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Special Delve Rules . . . . . . . . . . . . . . . . . . 171
Playing without a DM . . . . . . . . . . . . . . . . 172
Random Dungeon Campaigns . . . . . . . . . . . 173
Chapter 1: Characters . . . . . . . . . . . . . . . . . . . . . 5
Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Favored Soul . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Healer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Marshal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Prestige Classes. . . . . . . . . . . . . . . . . . . . . . . . . . 16
Bonded Summoner . . . . . . . . . . . . . . . . . . . 16
Dragon Samurai . . . . . . . . . . . . . . . . . . . . . . 18
Havoc Mage . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Skullclan Hunter. . . . . . . . . . . . . . . . . . . . . . 20
Tactical Soldier . . . . . . . . . . . . . . . . . . . . . . . 22
War Hulk . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Warchief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Sudden Metamagic Feats . . . . . . . . . . . . . . 25
Feat Descriptions . . . . . . . . . . . . . . . . . . . . . 25
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
NUMBERED TABLES
Table 1–1: Random Starting Gold . . . . . . . . . . . . . 5
Table 1–2: The Favored Soul . . . . . . . . . . . . . . . . . . 6
Table 1–3: Favored Soul Spells Known . . . . . . . . . 7
Table 1–4: The Healer . . . . . . . . . . . . . . . . . . . . . . . . 9
Table 1–5: The Marshal. . . . . . . . . . . . . . . . . . . . . . 12
Table 1–6: The Warmage . . . . . . . . . . . . . . . . . . . . 15
Table 1–7: The Bonded Summoner . . . . . . . . . . . 16
Table 1–8: The Dragon Samurai . . . . . . . . . . . . . . 19
Table 1–9: The Havoc Mage. . . . . . . . . . . . . . . . . . 20
Table 1–10: The Skullclan Hunter . . . . . . . . . . . . 21
Table 1–11: The Tactical Soldier . . . . . . . . . . . . . . 22
Table 1–12: The War Hulk . . . . . . . . . . . . . . . . . . . 23
Table 1–13: The Warchief. . . . . . . . . . . . . . . . . . . . 24
Table 1–14: Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Table 4–1: Challenge Ratings
and Encounter Levels. . . . . . . . . . . . . . . . . . . . 76
Table 4–2: Combined EL Calculations . . . . . . . . 76
Table 5–1: Sample Warband . . . . . . . . . . . . . . . . . 83
Table 5–2: Melee Attack Modifiers . . . . . . . . . . . 97
Table 5–3: Ranged Attack Modifiers . . . . . . . . . . 97
Table 5–4: Random Basic Scenarios . . . . . . . . . 103
Table 5–5: Random Warband-Building
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Table 5–6: Random Magic Items . . . . . . . . . . . . 114
Table 5–7: Magic Armor. . . . . . . . . . . . . . . . . . . . 114
Table 5–8: Magic Shields . . . . . . . . . . . . . . . . . . . 114
Table 5–9: Magic Weapons . . . . . . . . . . . . . . . . . 115
Table 5–10: Potions . . . . . . . . . . . . . . . . . . . . . . . . 115
Table 5–11: Rings. . . . . . . . . . . . . . . . . . . . . . . . . . 115
Table 5–12: Wondrous Items . . . . . . . . . . . . . . . 116
Table 6–1: Minimum Numbers
in a Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Table 6–2: Creatures in Formed Units . . . . . . . 132
Table 6–3: Creatures in Unformed Units. . . . . 132
Table 6–4: Combat Modifiers . . . . . . . . . . . . . . . 141
Table 6–5: Morale Save Modifiers . . . . . . . . . . . 143
Table 6–6: What Commanders Can Do . . . . . . 147
Table 6–7: Special Orders . . . . . . . . . . . . . . . . . . 149
Table 6–8: Random Mass Battles
Victory Conditions . . . . . . . . . . . . . . . . . . . . . 149
Table 7–1: Random Dungeon Treasure. . . . . . . 171
Chapter 2: Magic . . . . . . . . . . . . . . . . . . . . . . . . . 29
The Swift Action. . . . . . . . . . . . . . . . . . . . . . . . . 29
Spell Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . 33
Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Chapter 6: Mass Battles Rules . . . . . . . . . . . 127
Mass Battles Basics. . . . . . . . . . . . . . . . . . . . . . 127
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Trays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Formed Units. . . . . . . . . . . . . . . . . . . . . . . . 131
Unformed Units . . . . . . . . . . . . . . . . . . . . . 132
Unit Space . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Phases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Activating Units . . . . . . . . . . . . . . . . . . . . . 134
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Formed Unit Movement . . . . . . . . . . . . . . 135
Unformed Unit Movement . . . . . . . . . . . 135
Moving and Friendly Units . . . . . . . . . . . 135
Moving and Enemy Units . . . . . . . . . . . . 135
Charge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Disengage . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Attacks and Damage . . . . . . . . . . . . . . . . . . . . 137
Melee Contact . . . . . . . . . . . . . . . . . . . . . . . 138
General Melee Rules . . . . . . . . . . . . . . . . . 139
Ranged Attacks . . . . . . . . . . . . . . . . . . . . . . 140
Modifiers to Ranged Combat. . . . . . . . . . 140
Formed Units
Making Ranged Attacks . . . . . . . . . . . . 141
Damage and Casualties . . . . . . . . . . . . . . . 141
Special Attack Effects . . . . . . . . . . . . . . . . 142
Morale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Morale Saves . . . . . . . . . . . . . . . . . . . . . . . . 142
Morale Save Modifiers. . . . . . . . . . . . . . . . 143
Morale States . . . . . . . . . . . . . . . . . . . . . . . . 143
Rallying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Lone Creatures
and Commanders . . . . . . . . . . . . . . . . . . 144
Commanders. . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Attached Commanders . . . . . . . . . . . . . . . 145
Commander Position . . . . . . . . . . . . . . . . . 146
Unattached Commanders. . . . . . . . . . . . . 148
Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Difficult Units . . . . . . . . . . . . . . . . . . . . . . . 149
Commander Morale. . . . . . . . . . . . . . . . . . 149
Victory Conditions . . . . . . . . . . . . . . . . . . . . . 149
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Mass Battles Glossary . . . . . . . . . . . . . . . . . . . 153
Chapter 3: Monsters. . . . . . . . . . . . . . . . . . . . . . 45
Abyssal Eviscerator . . . . . . . . . . . . . . . . . . . . . . 45
Aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Bright Naga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Catfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Cave Dinosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Crucian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Cursed Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Displacer Serpent . . . . . . . . . . . . . . . . . . . . . . . . 60
Equiceph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Gravehound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Kruthik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Hatchling Kruthik . . . . . . . . . . . . . . . . . . . . 62
Adult Kruthik . . . . . . . . . . . . . . . . . . . . . . . . 63
Greater Kruthik. . . . . . . . . . . . . . . . . . . . . . . 64
Mad Slasher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Magma Hurler . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Nothic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Phargion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Protectar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Ramadeen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Scaled Stalker . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Shadow Beast. . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Ghirrash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Khumat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Thaskor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Spark Lasher . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Stonechild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Walking Wall. . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Chapter 4: Stat Cards . . . . . . . . . . . . . . . . . . . . . 73
Roleplaying Statistics . . . . . . . . . . . . . . . . . . . . 73
Miniatures Statistics . . . . . . . . . . . . . . . . . . . . . 76
Converting to the Miniatures Rules . . . . . . . 79
Deriving Miniatures Ratings . . . . . . . . . . . . . . 79
Deriving Costs . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Player Characters
in the Miniatures Rules. . . . . . . . . . . . . . 82
3
Introduction
The D
UNGEONS
& D
RAGONS
game follows the heroic lives of indi-
vidual characters, a “close-up” as it were. The
Miniatures Handbook
“zooms out” to follow the fortunes of elite warbands fighting one
another in lethal skirmishes. Then
it zooms out again to cover the fates
of entire armies as they clash on the
fields of battle.
An adventurer faces many
physical and mental challenges,
mostly in mundane, arcane, and
supernatural combat. A com-
mander of a warband or army, how-
ever, faces these challenges and
more—directing troops to where
they can do the most good, know-
ing which ones are dependable
and which ones will flee when the
going gets tough..
Whether you’re playing miniatures
battles for a change of pace from your
D&D campaign or incorporating bat-
tles into that campaign, you’ll find what
every good warlord needs right here.
character from the dead without level loss—but only if you cast
the spell within 1 round of the character’s death.
This chapter also introduces the swift action, which
is a type of action similar to casting a quickened spell.
Several of the new spells have a casting time of “1
swift action.” Characters can cast spells of this type
in combat without provoking attacks of oppor-
tunity or giving up their own attacks.
New magic items range from the cheap and
simple to the mighty. Low-level characters will
appreciate the
bracers of quick strike,
granting one
extra attack once per day. More pricey, power-
ful items include the
cloak of thorns
, which not
only grants a bonus to Armor Class but dam-
ages creatures that strike the wearer in melee.
Chapter 3: Monsters
describes more than
thirty new monsters. As with the spells in this book,
most of the monsters are designed for low- to
mid-level play. The bright naga, for example, has
limited special abilities, making it a suitable
opponent for lower-level parties (and easy
for the DM to run). At the top end are the
aspects, creatures spawned from tiny portions of
divine energy. They resemble the deities and arch-
fiends from which they have sprung.
Chapter 4: Stat Cards
shows you how to read a
miniature’s information card (known as a stat card)
whether you’re using the creature in skirmishes, mass
battles, or in a roleplaying scenario.
This chapter also includes a conversion guide to help you
convert characters or creatures to the miniatures rules.
Player characters can lead troops in combat, whether fast-
paced skirmishes or grand battles.
Chapter 5: Skirmish Rules
gives complete rules for
playing small-scale tactical battles with D&D creatures and
characters. This chapter also includes a large array of sce-
narios to challenge your strategic creativity. Play head-
to-head, multiplayer, or in teams. You can even play
campaigns, in which your warlord rises in level and your
warband gains magic items.
Chapter 6: Mass Battles Rules
presents rules for large-
scale actions in which creatures fight together in large, regi-
mented groups.
Chapter 7: Random Dungeons
shows you how to turn
your miniatures’ stat cards into a “dungeon deck” to generate
random encounters. You can use that deck to run a random
dungeon as an evening’s diversion or a campaign in its own
right. You don’t even need a DM!
The
Appendix
is filled with visual aids, including ter-
rain elements, illustrations of mass battle unit formations,
and spell templates.
HANDBOOK
This book provides new rules and material
for D&D roleplaying and miniatures (both
skirmishes and mass battles).
Chapter 1: Characters
introduces several
new base classes, new prestige classes, and many
new feats. While these classes and feats offer inter-
esting new abilities for miniatures, they also provide
players and the Dungeon Master (DM) with new options
for both player and nonplayer characters.
Most of the new classes are combat-oriented, such as the tac-
tical soldier and the war hulk. You can expect to see members
of these classes on the miniatures battlefield, but they make
great additions to any D&D roleplaying campaign as well.
The new feats provide an array of combat options, such
as Powerful Charge, Distracting Attack, and Shieldmate.
For spellcasters, this book introduces “sudden” feats that
let you apply a metamagic feat to a spell without using
up a higher-level slot to do so.
Chapter 2: Magic
details new spells, ranging from 0-
level to 5th level, as well as several new magic items.
(Spells of higher than 5th level are too powerful for the
typical miniatures battle.) Some spells are simple and
straightforward, such as
conviction
, which grants a
+2 morale bonus on saving throws. Other spells
are more dramatic, such as
revivify
, which raises a
Charge into battle with the
Miniatures Handbook,
and
expand the possibilities for characters in your campaign.
pqqqqrs
The concept sketches were created to give the sculptors of the
miniatures a visual reference for their work. By comparing a concept
sketch to the photograph of the finished miniature, you can see how
closely the sketch resembles the final result—and if you don’t already
have all these miniatures in your collection, now you can literally see
what you’re missing.
pqqqqrs
4
Copper Samurai
MINIATURES
MINIATURES ON DISPLAY
As you’ll soon discover (if you haven’t already), the
Miniatures
Handbook
is lavishly illustrated. In addition to illustrations that are
directly tied to the text, such as all the classes in Chapter 1 and all the
monsters in Chapter 3, this book contains concept sketches and photos
of dozens of miniatures from the
Harbinger
™ and
Dragoneye
™ sets.
hile resourceful captains lead troops into combat, fear-
some warmages blast foes with fire and ice. Brave and
selfless healers race into battle not to smite their foes
but to keep their allies on their feet. It takes every-
thing these combatants can do to face the raw power
of war hulks, ogres, and giants trained to batter down smaller foes
in great number.
This chapter details new character classes and prestige
classes related to battle and warfare, and offers new feats for
characters of all classes.
Warmage:
Same as bard.
STARTING GEAR
Each class has a starting package that you can use when
creating a 1st-level character of that class. Alternatively,
you can roll randomly for the character’s gold (see Table
1–1) and buy equipment item by item.
Table 1–1: Random Starting Gold
Class
Amount (Average)
Favored soul
5d4
×
10 (125 gp)
Healer
4d4
×
10 (100 gp)
CLASSES
The favored soul, healer, marshal, and warmage are standard
classes, like the fighter and wizard classes.
Favored Soul:
A divine caster with an innate casting ability.
Healer:
A spellcaster specializing in healing magic, with
other healing abilities.
Marshal:
A military leader who inspires the best from com-
panions and battlemates.
Warmage:
A powerful battlefield spellcaster.
Marshal
5d4
×
10 (125 gp)
Warmage
3d4
×
10 (75 gp)
FAVORED SOUL
The favored soul follows the path of the cleric but is
able to channel divine power with surprising ease. She
is able to perform the same tasks as her fellow divine
spellcasters but with virtually no study; to her, it
comes naturally. Scholars wonder if favored souls
have traces of outsider blood from unions, holy or
unholy, centuries ago and generations removed.
Others suggest that the ability is awakened by
divine training of the proper type, or that favored souls
are simply imbued with their gifts by their gods when
they begin training as clerics. In any case, favored
souls cast their spells naturally, as much through
force of personality as through study.
STARTING AGE
As with any other class, you can choose a likely age or roll
randomly for it. If you roll randomly, refer to the information
below and use the appropriate column on Table 6–4: Random
Starting Ages, page 109 of the
Player ’s Handbook
.
Favored Soul:
Same as barbarian.
Healer:
Same as bard.
Marshal:
Same as cleric.
5
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