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
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