|
Conan Hakkında Bilgi
Karakter Kağıdı Hazırlamak
Şimdi adım adım
bu dünyada nasıl karakter hazırlayacağımızı öğreneceğiz...
1.HouseRules'u Kontrol et
Yani isimdir, vs..dir.. Burada bir kaç değişik şunlardır...
>>House Rules
*Alignment(Yönelim): Karakterler, yaratıklar ve tanrılar'ın
alignment'ı yoktur. Zaten Chaotic bir dünyadr Hyboria.
Ve örneğin Protection from evil, spell of protection olarak
değiştirilmiştir.
**Spellcasters(Büyü kullanıcılar):Bunlarda bazı değişiklikler
vardır.Bunlar;
İki tür büyü sınıfı vardır,
Arcane Magic, 2 ye ayrılır; Wizardy ve Sorcery
Divine Magic 3 e ayrılır; Cleric, Druid ve shaman(şaman) olarak.
Ranger'lar büyü yapamazlar.
Bardlar ve paladinler ise Hyborian çağına uygun karakterler
değildirler ve oyuncular tarafından seçilmemelidir.
Item Creation Feat'i oyunculara açık değildir.
Clericler wizardlar tarafından oluşturulan scrolları
kullanabilirler, Sorcerer, druid ve shaman ise kullanamaz.
***Başlangıç Yaşı ve Yaşlanma Efektleri: Druid, shaman ve
sorcererlar başlangıç yaşlarına 4, Cleric ve Wizardlar ise 6 yaş
eklerler. Ve hyboria'da 30 insanalr için orta, 45 yaşlı ve 60 ise
hürmet edilen moruk olarak ayrılır:) en fazla 1d20 yaş daha
yaşlanabilirler.
2. Ability Score'ları belirleme: Bu hepimizin bildiği gibi
standart yani 4d6 yuvarlayarak Str, dex vs.. statlarımızı
belirliyoruz...
3.Bir ırk ve sınıf seçin: Hyboria çağında diğer ırklar
yazılmamıştır Howard'ın romanları referans alınırsa eğer. O yüzden
oyuncularda çeşitlenen insan ırklarından seçerler...Bu yüzden
Oyuncuların seçecekleri ırklar(yani insan ırkları)
şunlardır.Buradan ırkınıza uygun gelecek sınıfınızı seçin ve
artılarınızı gerekli statlara ekleyin.
Aesir>> Con +2,+2 ırksal bonus Intimidate ve
Wilderness Lore yeteneklerine Uygun sınıflar:Barbarian, Druid,
Ranger, Shaman
Afghuli>> Dex +2, +2 ırksal bonus Climb ve Hide. Uygun
Sınıflar: Fighter, Ranger, Rogue
Aquilonian>> Str +1, Cha +1, +2 ırksal bonus Ride ve
Diplomacy yeteneklerine. Uygun Sınıflar: Cleric, Fighter, Ranger,
Rogue
Argossean>> Dex +1, Cha +1. +2 Irksal bonus Profession
(sailor) veya Profession (shipwright) yeteneğine, ve +2 bonus
Appraise yeteneğine. Uygun sınıflar: Cleric, Fighter, Rogue
Brythunian>> Dex +1, Wis +1. +2 ırksal bonus Knowledge
(nature) ve Handle Animal. Uygun Sınıflar: Cleric, Fighter, Ranger,
Rogue
Cimmerian>> Dex +1, Con +1. +2 Irksal bonus Climb ve Intuit
Direction yeteneklerine. Uygun Sınıflar: Barbarian, Druid, Ranger,
Shaman
Corinthian>> Con +1, Wis +1. +2 ırksal bonus Gather
Information yeteneğine.Uygun sınıflar: Cleric, Fighter, Ranger,
Rogue
Hyperborean>> Con +1, Wis +1. +2 ırksal bonus Intimidate ve
Knowledge (nature) yeteneklerine. Uygun sınıflar: Druid, Fighter,
Ranger, Rogue, Sorcerer, Wizard
Hyrkanian>> Dex +2. +2 Irksal bonus Ride ve Spot
yeteneklerine. Uygun Sınıflar: Barbarian, Fighter, Monk, Ranger,
Rogue
Iranistani>> Str +1, Wis +1. +2 Irksal bonus Bluff ve
Knowledge (religion) yeteneklerine. Cleric, Fighter, Ranger, Rogue,
Sorcerer
Khitani>> Dex +1, Int +1. +2 Irksal bonus Concentration ve
Tumble yeteneklerine. Uygun Sınıflar: Cleric, Fighter, Monk, Rogue,
Shaman, Sorcerer, Wizard
Kothian>> Con +2. +1 extra bonus feat. Uygun sınıflar:
Cleric, Fighter, Rogue
Kushite>> Str +1, Dex +1. +2 ırksal bonus Hide ve
Wilderness Lore'a. uygun Sınıflar: Barbarian, Cleric, Druid, Fighter,
Ranger, Rogue, Shaman, Sorcerer
Nemedian>> Int +1, Wis +1. +2 Irksal bonus Knowledge
(tüm)'a.Uygun sınıflar: Cleric, Fighter, Rogue
Ophirian>> Int +1, Cha +1. Oyuna %50 fazla başlangıç
parası ve/veya ekipmanla başlar.Uygun sınıflar: Cleric, Fighter,
Rogue
Pictish>> Dex +1, Con +1. +2 Irksal bonus Move Silently ve
Wilderness Lore'a .Uygun Sınıflar: Barbarian, Druid, Ranger, Shaman
Shemitish>> Con +1, Wis +1. +2 ırksall bonus Diplomacy
ve Gather Information yeteneklerine. Uygun sınıflar: Cleric, Fighter,
Rogue, Sorcerer, Wizard
Stygian>> Int +2. +2 ırksal bonus Knowledge (arcana) veya
Knowledge (religion) yeteneğinel, ve +2 Spellcraft'a. Uygun
sınıflar:Cleric, Fighter, Rogue, Wizard
Turanian>> Dex +1, Int +1. +2 ırksal bonus Appraise ve
Diplomacy yet.Uygun sınıflar: Cleric, Fighter, Rogue, Sorcerer,
Wizard
Vanir>> Str +2. +2 ırksal bonus Ride Swim yet. Uygun
sınıflar: Barbarian, Druid, Ranger, Shaman
Vendhyan>> Wis +2. +2 ırksal bonus Knowledge
(Evrenler) veya Knowledge (religion), ve +2 Sense Motive yeteneğine.
Uygun sınıflar:l Cleric, Fighter, Monk, Rogue, Shaman, Sorcerer,
Wizard
Zamoran>> Int +1, Cha +1. +2 ırksal bonus Knowledge (arcana)
ve Move Silently yet. Uygun sınıflar: Cleric, Fighter, Rogue,
Sorcerer, Wizard
Zingaran>> Cha +2. +2 ırksal bonus Search ve Swim yet.
Uygun sınıflar: Fighter, Rogue
4.Skill, Feat ve diller:[/b] Skill ayarlamayı zaten biliyoruz
ama yeni eklenen feat'lerimiz var onlarda şunlar:
Expert Armor Use(Zırh kullanımında ustalık)>>>Soldier level 1+,
Herhangi bir Armor Proficiency
Expert Shield Use(Kalkan kullanımında ustalık)>>>Soldier level 1+,
Shield Proficiency
Favored Beast(Favori yaratık)>> Genel
Favored Enemy(favori düşman)>>Genel
Diller ise;
Acheronean*
Ancient Stygian*
Aquilonian
Argossean
Atlantean*
Barachan*
Kara krallıklar(Old Kushite)
Brythunian
Cimmerian
Himelian-Değişik türleri Meru, Afghulistan ve Ghulistan'da
kullanılır
Hyperborean
Hyrkanian
Iranistani
Kambujan
Keshani
Khitani-Kusani de de konuşulur.
Kothian-Ophir, Corinthia, Khauran ve Khoraja'da konuşulur
Lemurian*
Nemedian
Nordheimr-Değişik türleri Vanaheim ve Asgard'da kullanılır
Pictish
Shemitish -Kara krallıkların çoğunun kullandığı dildir.
Stygian
Tongue of the Serpent Men*
Turanian- Hyrkanian'dan elde edildi.
Valusian*
Vendhyan- Vendhyan'ın bir alt dili Uttara Kuru Kosala'da kullanılan
Vilayet (Low Turanian)
Zamoran
Zembabwan
Zhemri* (Ancient Zamoran)
Zingaran
Zuagir
5.Ekipman Seçimi: Hyboria çağının silahları biraz farklılık
göstermektedir.
*Taş Devri/Vahşi Kültürler
Silahlar:Adze; Axe, stone; Battle axe, Blowgun-barbed dart, needle;
Bola; Boomerang; Bow, short-arrow, stone, arrow, flight, club;
Dagger, Bone dagger, Stone dagger; Dart, Hand axe, Harpoon-, Bone
harpoon; Javelin-, Stone javelin; Knife, Bone knife; Stone knife;
Lasso; Machete-, Quarterstaff; Rock; Sling-Sling stone; Spear,
Throwing Knife-, War club
Zırhlar:Cord armor; Hide armor; Leather; Padded; Studded leather;
Wood/Bone
Uygulandığı yerler:Darfar, Keshan, Pictland ve Kara Krallıklar
*Bronz Çağı/Kadim kültürler
Silahlar:Adze; Battle axe; Bow (long bow, short bow, composite short
bow)-Arrow, flight; Cestus; Dagger; Dart; Hand/ Throwing axe;
Javelin; Lance, light; Mace, footman; Mace, horseman's; Mace-axe,
Pike; Quarterstaff; Spear; Spear, long; Staff sling- stinkpot, stone;
Sword (Broad sword, Khopesh, Sapara, Short, Sword-axe; Trident; Two-handed
axe; Warhammer; War club
Zırhlar:Bronze plate; Cord armor; Hide armor; Leather; Light scale;
Padded; Ring mail; Scale; Studded leather; Wood/Bone
Uygulandığı Yerler:Stygia, Shem, Zembabwei, Punt, Kush
*Roma Devri Kültürleri
Silahlar:Battle axe; Bow (long bow, short bow, composite short bow),
Arrow (flight, sheaf); Caltrop; Crossbow (Light cross-bow, Pellet
bow), (Light quarrel, Pellet); Dagger; Dart; Hand/Throwing axe;
Javelin; Lance (light, medium); Mace, footman's; Mace, horseman's;
Quarterstaff; Spear; Spear, long; Staff sling-stinkpot, stone; Sword
(Broad sword, Long sword, Sabre, Short sword); Two-handed axe;
Warhammer
Zırhlar:Bronze plate; Chain mail; Leather; Light scale; Metal
lamellar; Padded; Ring mail; Scale; Studded leather
Uygulandığı Yerler:Aquilonia, Nemedia, Brythunia, Zingara, Border
Kingdom, Cimmeria, Vanaheim, Asgard, Hyperborea.
*OrtaDoğu Kültürleri
Silahlar:Ankus; Bagh nakh; Battle axe; Blowgun; Bow (Composite long
bow, Composite short bow). Arrow, flight; Chain; Chakram; Crossbow (Hand
crossbow, Light crossbow, Pel-let bow), (Hand quarrel, Light quarrel,
Pellet); Dagger, Jambiya, Katar; Dart; Flail, footman's; Flail,
horseman's; Hand/Throwing axe; Javelin; Lance (Light, Medium); Mace,
footman's; Mace, horseman's; Mancatcher; Pole-arm (Awl pike, Glaive,
Halberd, Military fork) Quarterstaff; Spear; Spear, long; Sword (Cutlass,
Great scimitar, Long sword, Sabre, Scimitar, Short sword, Tulwar);
Trident
Zırhlar:Brigandine; Chain mail; Cord; Hide; Improved mail; Leather;
Light scale; Metal lamellar; Padded; Scale; Studded leather
Uygulandığı Yerler:Zamora, Turan, Hyrkania, Iranistan
*Oriantal(Doğulu) Kültürler
Silahlar:Ankus; Battle axe; Blowgun; Bo stick; Bow (Composite long
bow, Composite short bow, Short bow), Arrow (Flight, Sheaf); Chain;
Chakram; Chijikiri; Crossbow (Cho-ku-no; Light crossbow, Pellet bow),
(Hand quarrel, Light quarrel, Pellet); Dagger; Dart; Gunsen; Hand
axe; Javelin; Jitte; Kama; Kau sin ke; Kawanaga; Kusari-gama; Lance
(Light, Medium); Mace, footman's; Mace, horseman's; Mancatcher;
Nunchaku; Polearm (Awl pike, Lajatang, Nag-imaki, Tetsubo); Sai;
Sang kauw; Shuriken; Spear; Spear, long; Swprd (Cutlass, Katana,
Ninja-to, No-dachi, Sabre, Short sword, Tulwar, Wakizashi); Trident
Zırhlar:Brigandine; Chain mail; Cord; Hide; Leather; Light scale;
Padded; Ring mail; Splint mail; Studded leather
Uygulandığı Yerler:Kambuja, Khitai, Kosala, Kusan, Meru, Uttara
Kuru, Vendhya
Ek olarak yeni Cleric Domainleri ise şöyledir;
-Bats
Bat Domain Spells
1. Animal Friendship: Gains permanent animal companions (bats
only).
2. Darkvision: See 60 ft. in total darkness.
3. Fly: Subject flies at speed of 90.
4. Vampiric Touch: Touch deals 1d6/two caster levels; caster gains
damage as hp.
5. Insect Plague: Insect horde limits vision, inflicts damage, and
weak creatures flee.
6. Harm: Subject loses all but 1d4 hp.
7. Screen: Illusion hides area from vision, scrying.
8. Energy Drain: Subject gains 2d4 negative levels.
9. Wail of the Banshee: Kills one creature/level.
-Beast
Beast Domain Spells
1. Magic Fang: One natural weapon of subject creature gets +1
bonus to attack and damage.
2. Bull's Strength: Subject gains 1d4+1 Str for 1 hour/level.
3. Greater Magic Fang: One natural weapon of subject creature gets
+1 bonus on attack and damage rolls per 3 caster levels (max +5).
4. Dominate Animal: Subject animal obeys silent mental commands.
5. Charm Monster: Makes monster believe it is your character's ally.
6. Hold Monster: As hold person, but any creature.
7. Insanity: Subject suffers continuous confusion.
8. Symbol: Triggered runes have array of effects (symbol of discord
only).
9. Shapechange: Transforms you into any creature, and change forms
once per round (animals, dire animals and beasts only).
-Blood
1. Delay Poison: Stops poison from harming subject for 1 hour/level.
2. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2
Str, and +1 level.
3. Vampiric Touch: Touch deals 1d6/two caster levels; caster gains
damage as hp.
4. Neutralize Poison: Detoxifies venom in or on subject.
5. Magic Jar: Enables possession of another creature.
6. Flesh to Stone: Turns subject creature into statue.
7. Regenerate: Subject's severed limbs grow back.
8. Finger of Death: Kills one subject.
9. Horrid Wilting: Deals 1d8 damage/level within 30 ft.
-Darkness
Darkness Domain Spells
1. Darkness: 20-ft. radius of supernatural darkness.
2. Blindness/Deafness: Makes subject blind or deaf (blindness only).
3. Deeper Darkness: Object sheds absolute darkness in 60-ft. radius.
4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6
damage.
5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
6. Solid Darkness*: Creates an area of darkness that slows movement
and inflicts negative energy damage. [Nyambe]
7. Shadow Walk: Step into a shadow to travel rapidly.
8. Power Word, Blind: Blinds 200 hp worth of creatures.
9. Weird: As phantasmal killer, but affects all within 30 ft
-Fertility
Fertility Domain Spells
1. Fertility Charm*: Improves the subject's ability to have
children, and grants use of the Endurance feat. [Nyambe]
2. Make Whole: Repairs an object.
3. Plant Growth: Grows vegetation, improves crops.
4. Create Food and Water: Feeds three humans (or one horse)/level.
5. Minor Creation: Creates one wood or cloth object.
6. Heroes' Feast: Food for one creature/level cures and blesses.
7. Major Creation: As minor creation, plus stone or metal.
8. Mordenkainen's Magnificent Mansion: Door leads to
extradimensional mansion.
9. Clone: Duplicate awakens when original dies
-Guardian
Guardian Domain Spells
1. Hold Portal: Holds door shut.
2. Obscure Object: Masks object against divination.
3. Nondetection: Hides subject from divination, scrying.
4. Dimensional Anchor: Bars extradimensional movement.
5. False Vision: Fools scrying with an illusion.
6. Guards and Wards: Array of magic effects protect area.
7. Sequester: Subject is invisible to sight and scrying.
8. Mind Blank: Subject is immune to mental/emotional magic and
scrying.
9. Screen: Illusion hides area from vision, scrying.
-Illusion
Illusion Domain Spells
1. Change Self: Changes your appearance.
2. Hypnotic Pattern: Fascinates 2d4+1 HD/level of creatures.
3. Major Image: As silent image, plus sound, smell and thermal
effects.
4. Illusory Wall: Wall, floor, or ceiling looks real, but anything
can pass through.
5. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6
damage.
6. Seeming: Changes appearance of one person/two levels.
7. Programmed Image: As major image, plus triggered by event.
8. Simulacrum: Creates partially real double of a creature.
9. Weird: As phantasmal killer, but affects all within 30 ft
-Plague
Plague Domain Spells
1. Summon Swarm: Summons swarm of small crawling or flying
creatures.
2. Contagion: Infects subject with chosen disease.
3. Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
4. Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks;
or 50% chance of losing each action.
5. Insect Plague: Insect horde limits vision, inflicts damage, and
weak creatures flee.
6. Harm: Subject loses all but 1d4 hp.
7. Antilife Shell: 10-ft. field hedges out living creatures.
8. Creeping Doom: Carpet of insects attacks at your command.
9. Bite of the Plague Rat*: Your touch spreads a highly contagious
disease. [Nyambe]
-Prophecy
Prophecy Domain Spells
1. Identify: Determines single feature of magic item.
2. Augury: Learns whether an action will be good or bad.
3. Tongues: Speak any language.
4. Divination: Provides useful advice for specific proposed actions.
5. Contact Other Plane: Ask question of extraplanar entity.
6. Legend Lore: Learn tales about a person, place, or thing.
7. Vision: As legend lore, but quicker and strenuous.
8. Discern Location: Exact location of creature or object.
9. Foresight: "Sixth sense" warns of impending danger
-Seduction
Seduction Domain Spells
1. Charm Person: Makes one person your friend.
2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
3. Suggestion: Compels subject to follow stated course of action.
4. Emotion: Arouses strong emotion in subject.
5. Charm Monster: Makes monster believe it is your ally.
6. Mass Suggestion: As suggestion, plus one/level subjects.
7. Eyebite: Charm, fear, sicken or sleep one subject.
8. Mass Charm: As charm monster, but all within 30 ft.
9. Dominate Monster: As dominate person, but any creature
-Serpents
Serpent Domain Spells
1. Magic Fang: One natural weapon of subject creature gets +1
bonus to attack and damage (reptiles, dragons, and reptilian
creatures only).
2. Animal Trance: Fascinates 2d6 HD of animals (reptiles only).
3. Greater Magic Fang: One natural weapon of subject creature gets
+1 bonus to attack and damage per three caster levels (max +5) (reptiles,
dragons, and reptilian creatures only).
4. Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
5. Animal Growth: One animal/two levels doubles in size, HD (reptiles
only).
6. Sticks to Snakes*: Transforms pieces of wood into poisonous
serpents. [Nyambe]
7. Snake Staff*: Changes the end of a quarterstaff into the head of
a poisonous snake. [Nyambe]
8. Animal Shapes: One ally/level polymorphs into chosen animal (reptiles
only).
9. Shapechange: Transforms you into any creature, and change form
once per round (reptiles, dragons, and reptilian creatures only).
-Spiders
Spider Domain Spells
1. Spider Climb: Grants ability to walk on walls and ceilings.
2. Summon Swarm: Summons swarm of small crawling or flying creatures
(spiders only).
3. Web: Fills 10-ft. cube/level with sticky spider webs.
4. Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
5. Polymorph Self: You assume a new form (spider only).
6. Animal Growth: One animal/two levels doubles in size, HD (spiders
only).
7. Creeping Doom: Carpet of insects attacks at your command (spiders
only).
8. Summon Nature's Ally VIII: Calls creature to fight (spiders only).
9. Weird: As phantasmal killer, but affects all within 30 ft.
-Weather
1. Obscuring Mist: Fog surrounds you.
2. Resist Elements: Ignores first 12 damage from one energy type
each round.
3. Call Lightning: Directs lightning bolts (1d10/level) during
storms.
4. Sleet Storm: Hampers vision and movement.
5. Control Winds: Change wind direction and speed.
6. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone inflicts damage and can pick up creatures.
9. Earthquake: Intense tremor shakes 5-ft./level radius
Yazan:
FallenPaladin
|

FrpNet
Forum

Bize
Ulaşın

FrpNet
Anket

Yeni
Kitaplar

Siteiçi
Arama

Kitap
Satışı

Linkler - Bağlantılar

Basında FrpNet

|