[Accessory] [11316] Demihumans of the Realms.pdf
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Demihumans of the Realms
Demihumans
of the Realms
Roger E. Moore
U.S., CANADA,
EUROPEAN HEADQUARTERS
ASIA, PACIFIC, & LATIN AMERICA
Wizards of the Coast, Belgium
Wizards of the Coast, Inc.
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+32-14-44-30-44
Visit our website at www.tsr.com
Contents
Introduction ............................................................. 3
Demihuman Races of Faerûn.. ................. .5
Using This Book ................................... 10
Acrobat, Festival ...................................... 15
Advisor, Imperial Fleet ............................. 17
Artificer, Gnome ...................................... 19
Barbarian, Arctic Dwarf ............................ 22
Barbarian, Jungle Dwarf ............................ 25
Barbarian, Lythari .................................... 27
Barbarian, Wild Elf ................................... 29
Beggar, Professional .................................. 31
Cat Burglar .............................................. 33
Explorer, Winged Elf................................. 35
Exile, Gray Dwarf .....................................
37
Forester ...................................................
40
Giant Killer .............................................
42
Gladiator, Fugitive Hillsfar ...................... .45
Hound Master ..........................................
47
Ironsmith, Wandering ............................... 50
Lorefinder ................................................ 52
Manhunter ...............................................
54
Mariner of Evermeet ................................. 57
Marshal, Halfling ..................................... 59
Merchant, Sea Elf..................................... 61
Merchant, Underdark ................................
64
Mountebank ............................................
67
Orcslayer ................................................. 69
Peasant Hero ...........................................
72
Pestkiller .................................................
74
Prospector ...............................................
77
Runaway, Dambraii ................................... 79
Scholar ................................................... 81
Scout ...................................................... 83
Slave, Fugitive ......................................... 85
Smuggler
.................................................
87
Thug, Waterdeep ...................................... 90
Tunnelrat ................................................ 92
Zurchin ................................................... 95
Credits
Design:
Roger E. Moore
Research Assistance:
Jim Butler, Dale Donovan, Ed
Greenwood, Julia Martin, Thomas Reid, Steven E.
Schend, and those on America Online who gave me
their opinions. Also, thanks to Kim Eastland for that
scout article!
Editing:
Michelle Vuckovich
Interior Art:
Carol Lyon
Brand Management:
David Wise
Art Direction:
Paul Hanchette
Graphic Design and Production:
Dee Barnett
Typesetting:
Eric Haddock
Campaign setting based on the original campaign world of
Ed Greenwood.
Based on the original D
UNGEONS
& D
RAGONS
® rules created
by E. Gary Gygax and Dave Arneson.
The day shall not be up so soon as I,
To try the fair adventure of tomorrow.
William Shakespeare,
King John
A
DVANCED
D
UNGEONS
& D
RAGONS
, AD&D, A
L
-Q
ADIM
, D
ARK
S
UN
, D
RAGON
, D
UNGEON
C
RAWL
, D
UNGEONS
& D
RAGONS
,
F
ORGOTTEN
R
EALMS
, M
ENZOBERRANZAN
, M
ONSTROUS
C
OMPENDIUM
, P
LAYER
S
O
PTION
, P
OLYHEDRON
, S
PELLJAMMER
, and
the TSR logo are registered trademarks owned by TSR, Inc. C
OUNCIL
OF
W
YRMS
and M
ONSTROUS
M
ANUAL
are trademarks of TSR, Inc.
All TSR characters, character names, and the distinctive likenesses
thereof are trademarks owned by TSR, Inc.
©1998 TSR Inc. All rights reserved. Made in the U.S.A. TSR, Inc. is a
subsidiary of Wizards of the Coast, Inc.
Distributed to the book trade in the United States by Random House,
Inc. and in Canada by Random House of Canada Ltd.
Distributed to the hobby, toy, and comic trade in the United States
and Canada by regional distributors.
Distributed worldwide by Wizards of the Coast, Inc. and regional dis-
tributors.
This product is protected under the copyright laws of the United
States of America. Any reproduction or unlawful use of the material or
artwork contained herein is prohibited without the express written
permission of TSR, Inc.
11316XXX1501
ISBN 0-7869-1316-9
2
Introduction
A hero must move.
Cormyrean proverb
It seem to me that there is a direct relation between the amount of time a person spends travel-
ing and just how much that person truly understands about the world, not to mention the degree
of that persons fame and power. With sincerest apologies to my parents, I cannot think of a
single worthwhile individual of any sort who never left home.
Binbollar Clambake ,halfling merchant of Luiren
emihumans of the Realms
is similar to two previous F
ORGOTTEN
R
EALMS
®
game accessories that described character kits of Faerûn. In these two
earlier works,
Wizards and Rogues of the Realms
and
Warriors and Priests of
the Realms,
the Warrior, Rogue, and Wizard kits were primarily for
human characters and were categorized by geography (Waterdeep,
Cormyr, the Dales, Moonsea, etc.). The Priest kits were based upon the deities wor-
shiped, one kit per Faerûnian god but again were primarily for human characters.
This work offers new Warrior (fighter and ranger), Rogue (thief), and Wizard (mage
and specialist wizard) kits for Faerûnian demihumans: elves, half-elves, dwarves, gnomes,
and halflings. Kits for demihumans from Maztica, Zakhara, or Kara-Tur are not covered.
Demihuman Deities
(9585) covers the gods of the demihumans, along with the appro-
priate Priest kits, so no Priest kits appear here for demihuman clerics or druids. (In the
Realms, wild elves as well as any sort of half-elf can become druids.) Religious training,
beliefs, and behaviors supersede regional, cultural, and racial characteristics in most cases.
Many character kits allowed for use by demihumans of the Realms are detailed in
other works and are not covered here. The reader is encouraged to look for
Wizards and
Rogues of the Realms, Warriors and Priests of the Realms, The Complete Book of Elves, Elves
of Evermeet, The Complete Book of Gnomes & Halflings,
and
The Complete Book of
Dwarves
for important examples. In addition, many of the kits appearing in other vol-
umes in the Complete Handbook series and the
P
LAYER
S
O
PTION
® Skills & Powers
book
are useful for Faerûnian demihumansfor example, elves and half-elves could use many
of the kits from
The Complete Rangers Handbook,
and half-elves could use
The Complete
Bards Handbook.
The kits presented in this book simultaneously incorporate cultural, racial, and occu-
pational elements. Some are very specialized and can be used by only one race, and by
only those individuals likely to be found outside their homelands. Still, these kits fill
major functions in the workings of the Realms.
Demihumans of the Realms
often do not have greatly differing powers or abilities
within each specific occupation. A wayfaring halfling merchant from Luiren is much like
a wayfaring halfling merchant from Tethyr, except for particulars of their dress, personal-
ities, beliefs, and cultural habits. The player should look up details to make each charac-
ter more authentic and add a true personality to a hero with a kitsomething game me-
chanics and guidelines cannot dofor example, what were the heros family and child-
hood like? What are his beliefs, goals, and motivations? What does he love, fear, and
hate? What does he think of the world?
Some kits here are altered versions of published generic kits. Changes were made to
merge very similar kits, tone down overpowered kits, and most importantly to make
3
them specific to the Realms and give characters reasons
to adventure widely. For example, the halfling sheriff
from
The Complete Book of Gnomes & Halflings
is good
for a halfling homeland campaign, but the halfling mar-
shal herein wanders the whole of Faerûn as part of his
job. The pestkiller kit here merges the vermin slayer and
pest controller kits from
The Complete Book of Dwarves
and adds new material to boot. And a wide assortment of
barbarians and merchants tailored to fit unusual races
and their cultures appear to bring more unusual demihu-
mans into regular campaigning.
Proficiencies from many sources were used, their ori-
gins noted in parentheses. The option is offered to use ei-
ther the nonweapon proficiencies system or the sec-
ondary skills system, as per the
Players Handbook (PHB).
If proficiencies are used, the number of languages nor-
mally granted to a character for Intelligence
(PHB,
Table
4) should be taken as bonus nonweapon slots instead.
Minor modifications of previous guidelines regarding
kits are used here. The following two points are very im-
portant regarding the kits described in this book.
l
Demihuman
Races of Faerûn
A multiclassed character may have only one kit,
which can be applied to only one of the characters
classes. Thus, a fighter/thief may use either a fighter
kit or a thief kit but not both. Certain kits may be ap-
plied to several different classes; for example, the ban-
dit kit can be used with either the fighter or thief class
but not both classes in the same character, as with a
halfling fighter/thief.
The following sections set out basic facts on the demi-
human types, common and rare, known in the Realms.
This material should be used during the process of char-
acter generation
(PHB,
chapter 2). Each player can
choose a homeland and deity for his character and is not
restricted solely to those mentioned here; these are
merely the major demihuman homelands and deities of
Faerûn. Initial languages does not mean that a 1st-
level character starts off knowing all of the tongues
given; this is the list from which a player can choose spo-
ken languages for his character, given the characters In-
telligence
(PHB,
Table 4) or nonweapon proficiencies
allotted to language knowledge. The Dungeon Master
may add or remove languages from this list, depending
on campaign circumstances and the other languages spo-
ken near the characters homeland.
The DM may grant 1-2 bonus nonweapon proficien-
cies in reading/writing to a character, applied to Common
and the characters racial language (Dethek for dwarves
and Espruar for elves), but further knowledge of a written
language should be paid for in regular proficiency slots.
An exception here is for gnome illusionists, who
automatically gain knowledge of Ruathlek, the secret
magical script of Faerûnian illusionists. Only researchers
and very long-lived races know Thorass (Auld Common).
Details on these and other Faerûnian languages are found
on pages 24-26 in
A Grand Tour of the Realms,
the booklet
from the 1993
F
ORGOTTEN
R
EALMS
boxed set.
l
A specialist wizard cannot be multiclassed, except in
the case of a gnome illusionist. A gnome illusionist
can mix his magic use with either the fighter, thief, or
cleric class.
Gold (High, Sunrise) Elf
(ArTelQuessir)
Major Homelands:
Evermeet, with a minority in
Cormanthor (Elven Court only) and Evereska.
Allowed Classes:
cleric, fighter, ranger, mage, di-
viner, enchanter, thief (very rare).
Multiclass Combinations:
fighter/mage, fighter/thief,
mage/thief, fighter/mage/thief.
Initial Languages:
Elvish, Common, Thorass, Sea
Elvish (Evermeet), sylvan creature languages (for ex-
ample, Centaur, Dryad, Giant Eagle, Pegasus, Satyr,
Sprite, Treant, Unicorn), allied demihuman languages
(for example, Dwarvish, Gnome, Halfling), Auld Wyr-
mish, certain dragon tongues (gold, silver, bronze). The
languages of evil beings (giants, humanoids, etc.) are
very unlikely to be known without good reason.
4
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