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A word about gender

Dans le document by Bill Slavicsek and Richard Baker (Page 167-171)

DU N G E O N S & DR A G O N S c h a r a c te r s c a n b e e ith e r m a le o r fe m a le . P la y in g a m a le o r fe m a le c h a ra c -te r is a p e r s o n a l c h o ic e , a n d to k e e p it th a t w a y ,

th e g a m e s e e s n o d iffe r e n c e in c h a r a c te r s o f d iffe r e n t g e n d e r s . In D& D w o r ld s , fe m a le a d v e n -tu r e r s a r e th e e q u a ls o f th e ir m a le c o u n te r p a r ts .

the dark.

Dwarves gain a +2 racial bonus on Search checks to notice unusual stonework.

Dwarves treat dwarven waraxes as martial weapons, rather than exotic weapons.

Dwarves are extremely stable. They gain a +4 bonus on ability checks to resist bull rushes and trip attacks.

Dwarves are hardy. They receive a +2 racial bonus on saving throws against poisons.

Dwarves have an innate resistance to magic spells. They receive a +2 racial bonus on saving throws against spells and spell-like effects.

Due to special training, dwarves gain a +1 racial bonus on attack rolls against orcs and goblinoids.

Due to special training, dwarves gain a +4 dodge bonus to Armor Class when fighting giants (including ogres, trolls, and hill giants).

Dwarves receive a +2 racial bonus on Appraise checks made to determine the value of stone or metal items.

Dwarves receive a +2 racial bonus on Craft checks related to stone or metal.

Best class

Dwarves are especially suited to the fighter class, thanks in large part to their Constitution adjustment and their innate combat skills. Cleric is a good second choice for a dwarf character. While dwarves can excel at any class, they have a harder time with the arcane spellcasting classes due to their innate magic resistance.

Elves

Elves are slender and graceful, standing about 5 feet tall, with pale, otherworldly skin, dark hair, large, almond-shaped eyes, and pointed ears. Elven home-lands lie deep in the forests and woodhome-lands, where the elves learn swordplay, archery, and magic. With a love for nature and a talent for the arts, elves have a unique outlook on life. They have amazingly long life spans, which tend to make them appear amused and curious — they rarely show the extremes of

emotion that humans regularly demonstrate. Elf adventurers love freedom and variety, which makes them lean toward the gentler aspects of chaos, usually neutral or good. For elves, the call to adventure comes from an inborn wander-lust, though they can become focused and relentless when a particular quest catches their interest.

Play an elf character if you want to focus on magic or ranged combat.

Elves have special abilities that make them indispensable for wilderness adventuring. If playing a hauntingly beautiful, somewhat alien and magically inclined character appeals to you, consider selecting the elf race for your character.

Ability adjustments

After you’ve assigned the ability scores you generated to your abilities, make the following adjustments:

Add 2 points to your Dexterity score. Elves are quick and graceful.

Subtract 2 points from your Constitution score. Elves are frail and less hearty than other races.

Special traits

Elves have the following racial traits:

Elves are immune to magic sleep effects, and elves receive a +2 racial bonus on saving throws against enchantment spells and effects.

Elves have low-light vision, which allows them to see twice as far as a human in poorly illuminated conditions.

Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow, and shortbow as bonus feats.

Elves have keen senses. They gain a +2 racial bonus on Listen, Search, and Spot checks.

Best class

Elves make great arcane spellcasters, so the sorcerer class is a good choice for them. While elves can excel at any class, be careful with the combat-oriented classes due to their reduction in Constitution.

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Chapter 13: Picking a Race

Halflings

Halflings are about half as tall as humans, with slender, muscular frames and nimble features. Halflings are nomads, wanderers with no homelands to call their own. Clever and capable, cunning and resourceful, halflings constantly seek ways to avoid boredom and complacency. Halfling adventurers tend to take a neutral stance when it comes to alignment, and they watch for ways to use their skills to attain wealth and status. Although all halflings have a bit of thief in them, most follow their curiosity and have learned how to get into and out of trouble better than any of the other races.

Play a halfling character if you want to focus on stealth and skill use. Halflings have special abilities that let them excel at avoiding danger. If curious, fun-loving, good-hearted thieves appeal to your sense of adventure, consider selecting the halfling race.

Ability adjustments

After you’ve assigned the ability scores you generated for your abilities, make the following adjustments:

Add 2 points to your Dexterity score. Halflings are quick, agile, and athletic.

Subtract 2 points from your Strength score. Halflings are weaker than the other races due to their small size.

Special traits

Halflings have the following racial traits:

Halflings are Small creatures. Due to their size, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. However, they must use smaller, less effective weapons and have a base speed of 20 feet (4 squares).

Halflings gain a +2 racial bonus on Climb, Jump, and Move Silently checks.

Halflings are naturally good at avoiding danger. They gain a +1 racial bonus on all saving throws.

Because they let their curiosity overpower their sense of fear, halflings gain a +2 morale bonus on saving throws against fear.

Due to special training and natural athleticism, halflings gain a +1 racial bonus on attack rolls with thrown weapons and slings.

Due to keen hearing, halflings gain a +2 racial bonus on Listen checks.

Best class

Halflings make great rogues. They do less well as melee fighters, but they can excel as fighters that specialize in ranged attacks.

Dans le document by Bill Slavicsek and Richard Baker (Page 167-171)

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