The Complete Book of Humanoids - …watermark.dndclassics.com/pdf_previews/16998-sample.pdf ·...

6
Advanced Player's Handbook 2 nd Edition ' Rules Supplement The Complete Book of Humanoids by Bill Slavicsek Sample file

Transcript of The Complete Book of Humanoids - …watermark.dndclassics.com/pdf_previews/16998-sample.pdf ·...

AdvancedPlayer's Handbook 2 n d Edition

'Rules Supplement

TheComplete Book ofHumanoids

by Bill Slavicsek

Sam

ple

file

Table of Contents

Introduction 4Kulung'sTale 4What are Humanoids? 4Humanoids in Campaigns 5The Purpose of This Handbook 5A Note About Optional Rules 6

Chapter One: Humanoid Characters 7Creating Humanoid Characters 7

Getting Started 7Generating Ability Scores 7Humanoid Races 8Groups, Classes, and Kits 8

Multi-Class Characters 8Character Class Maximum Levels 8Exceeding Level Limits 8

Adding Humanoids to a Campaign 9Campaign Model #1 9Campaign Model #2 11Campaign Model #3 12Campaign Model #4 13

Chapter Two: Humanoid Races 15How to Read the Entries 15Aarakocra 16Alaghi 18Beastman 19Bugbear 21Bullywug, Advanced 22Centaur 24Fremlin 25Giant-kin, Firbolg 27Giant-kin, Voadkyn 29GnoU 31GnolLFlind 32Goblin 35Hobgoblin 36Kobold 38Lizard Man 40Minotaur 42Mongrelman 43Ogre, Half-Ogre 46Ogre Mage 47Ore, Half-Ore 49Pixie 51

Satyr 53Saurial 55Swanmay 59Wemic 60

Chapter Three: Humanoid Kit 62Kit Descriptions 62Warrior Kits 63

Tribal Defender 65Mine Rowdy 66Pit Fighter 67Saurial Paladin 69Sellsword 70Wilderness Protector 72

Wizard Kits 73Hedge Wizard 74Humanoid Scholar 75Outlaw Mage 76

Priest Kits 77Shaman 78Witch Doctor 79Oracle 80War Priest 81Wandering Mystic 82

Rogue Kits 83Scavenger 84Tramp 85Tunnel Rat 86Shadow 87Humanoid Bard 88

Chapter Four Humanoid Proficiencies 90Proficiencies and Specialization 90Nonweapon Proficiencies 92

Acting 92Alertness 92Animal Noise 92Begging 92Blind-fighting 92Chanting 93Cheesemaking 93Close-quarter Fighting 93Craft Instrument 94Crowd Working 94Danger Sense 94

2 • Table of Contents

Sam

ple

file

Table of ContentP

Drinking 94Eating 94Fast-talking 95Fortune Telling 95Hiding 95Information Gathering 96Intimidation 96Looting 96Natural Fighting 96Observation 97Poetry 97Voice Mimicry 97Whistiing/Humming 97Wild Fighting 97Winemaking 98

Chapter Five: Role-Playing Humanoids ..100Life as a Humanoid 100Tribal Life 101

Social and Racial Disadvantages 101Humanoid Traits 103Campaign Complications 105

Chapter Six: Superstitions 107A Mysterious World 107

Superstitions in Game Terms 107Using Superstitions in Play 108The Superstitions 109

Chapter Seven: Arms and Armor I l lArmor Restrictions IllWeapon Size Restrictions Ill

Weapon Breakage (Optional) IllClose-quarter Weapons Ill

Special Humanoid Weapons 112

Humanoid Comparison Chart 115

Humanoid Character Sheets 122

INDEX TO TABLES1: Humanoid Group Limits 92: Bonus Levels for Single-Classed

Humanoids 93: Nonweapon Proficiency Group

Crossovers 634: Nonweapon Proficiencies 915: Personal Superstitions 1086: Optional Weapon Breakage Ill7: Weapons 1148: Character Kit Summary app9: Average Height and Weight app

10: Age app11: Aging Effect app12: Racial Ability Requirements app13: Multi-Class Combinations app14: Thieving Skill Racial Adjustments app15: Reincarnation Table app16: Monstrous Traits app17: Bestial Habits app18: General Superstitions app19: Campaign Complications app

CREDITSDesign: Bill SlavicsekEditing: Jon Pickens

Black and White Art: Doug ChaffeeColor Art: Doug Chaffee, Sam Rakeland,

Thomas Baxa, Clyde CaldwellTypography: Tracey ZamagneProduction: Paul Hanchette

TSR, Inc.POB756Lake GenevaWI53147U.S.A.

TSR Ltd.120 Church EndCherry Hinton

Cambridge CB1 3LBUnited Kingdom

This book is protected under the copyright laws of the United States of America.Any reproduction or unauthorized use ofthe material contained herein is prohibitedwithout the express written permission of TSR, Inc.Random House and its affiliate companies have worldwide distribution rights in thebook trade for English language products of TSR, Inc. Distributed in the book andhobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobbytrade by regional distributors.ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, FORGOTTENREALMS, WORLD OF GREYHAWK, and SPELLJAMMER are registered trade-marks owned by TSR, Inc.DUNGEON MASTER DM, MONSTROUS COMPENDIUM, and the TSR logo aretrademarks owned by TSR, b e . All TSR characters, character names and distinctivelikenesses thereof are trademarks owned by TSR, Inc.Printed in the U.S.A. ©1993 TSR, Inc. All Rights Reserved.

Table of Contents

Sam

ple

file

^HMwiiii

troduction

Kulung's TaleI travel the back roads of human civilization, fol-

lowing a quest I do not always understand. Someunseen force, some inner desire, drew me away frommy tribe and brought me to the towns and cities ofhumanity. Does this mean I reject my place as anogre mage? I do not think so. Instead, I believe I amtrying to enhance it.

I wander the edges of human settlements, drawnlike an insect to the brightly burning torch of civi-lization. Like an insect, I cannot turn away from theintense heat. Like an insect, I will be destroyed if Iget too close to the flame. I am fascinated, capti-vated, afraid.

But the fear flows both ways. While I fear thescreaming mobs of humans with their swords andclubs and sharp-tipped arrows, they also fear me. Tomost of them, I am a monster. I look different. Isound different. I pray to different gods. Humansare quick to show fear toward that which is differ-ent. And what they fear, they often destroy.

Why did I leave my tribe? The answer is at oncesimple and complex. I was not like my tribe mates. Irejected the practice of catching and keeping slaves.I followed a path that was closer to good than toevil. I even sought out knowledge and scholarlyendeavors while my tribe mates reveled in combatand conquest. In short, I was different, much differ-ent, and humanoids are less tolerant of differencesthan even the humans and demihumans whoselands I now roam.

I live in humanity's shadow, but I am not ashadow of humanity. Indeed, those few humans whoI have come to call friend proclaim that I am morehuman than most of their kind. Sometimes I takethis as a compliment, sometimes a foul curse, for Ihave seen the heights that humanity can reach and Ihave witnessed the dark depths it can sink to. Theyare grand, these humans, but they are also desper-ately dangerous. And the greatest danger lies in thebright center of civilization's flame, for it draws metoward its scrolls and books and epic ballads, whereits searing heat can consume me. Perhaps it is bet-ter in the shadows, for the darkness offers some

small protection from the flame.Am I a monster? It depends on the point of view.

To my own people, lama weakling, a coward, a fail-ure. To the humans and demihumans who know me,lama trusted companion, a learned associate and afriend. To those who refuse to see beyond my appear-ance, I am a foul creature, a hated enemy, a monster.I am all these things and none of them. I am Kulungthe Ogre Mage, the Tribeless One, the Searcher.

I am the Humanoid, and I walk the perimeter ofhumanity's blazing flame.

What are Humanoids?Every AD&D® game has them. Most often,

they are under the control of the DUNGEONMASTER™. When player characters encounterthem, they usually appear in the role of villainor opponent. They are the humanoids, mon-sters that have two arms, two hands, at leasttwo legs, and stand generally upright.

From a distance, within the folds of a hoodedcloak, or obscured by deep shadows,humanoids can be mistaken for humans. Onlyon closer inspection and in the light of day arethey immediately seen for what they are. Theybear the general shape of humanity, but theyhave startling — and often times frightening— differences. Some are taller or broader thanthe average human. Others are smaller, frailer.Many have misshapen features, wicked clawsand fangs, thick fur or long, dank hair. Human-ity is one race, humanoid races are legion.

Humanoids have their own cultures, soci-eties, morals, values, and attitudes. These varygreatly from the general human experience.They are more than "humans in funny suits,"or at least they should be in a well-developedcampaign world. The world looks vastly dif-ferent through the cruel eyes of a minotaur orthe bulging eyes of a bullywug. It is these dif-ferences that separate the human from thehumanoid — and these differences create thegreatest challenges and most fun when playinga humanoid character.

4 • Introduction

Sam

ple

file

Humanoids in CampaignsHumanoids have been a major part of the

AD&D® game from the beginning. Who has notsent his or her favorite character up against ahorde of goblins, a dungeon full of hobgoblinsand bugbears, or an ogre of monstrous propor-tions? And yet, over the years, the same charac-ter may have received timely help from a flockof screeching aarakocra, been guided to safetyby a herd of noble centaurs, or have been givencritical information by a beautiful swanmay.

Now it's time for something different. Just asnot every thief is a greedy scoundrel and notevery warrior is a dim-witted bully, not everyhumanoid fits the mold that we have come toknow over the years. Some decide to leavedungeon and lair behind to take up the life of anadventurer — though these fellows are rareindeed! Not only must such humanoids goagainst the norms of the very societies they wereborn into (in most cases), but often they findprejudice and rejection wherever the spirit ofadventure leads them. The adventuring human-oid ever struggles to find acceptance and a placeto fit in, while taking on the quests his spiritdemands. Perhaps the next adventure will bringhim to such a place, for it always seems to be justover the next hill and around the next bend.

This is the drama and tension of which goodstories are made — and great role-playinggame campaigns. By opening a campaign tohumanoid player characters, players andDungeon Masters alike are opening a mysteri-ous box. Ultimately, what's in the box dependson the attitudes of everyone involved. It couldcontain a wondrous reward of challenge andfun, or it could hold the key to a campaign'sdestruction. It all depends on how humanoidPCs are used.

This book attempts to show you how to usehumanoids in a positive way to add newdimensions to your role-playing experiences.With moderation, planning, and the coopera-tion of all involved, humanoid PCs can become

important parts of ongoing campaigns. Butthat doesn't mean every player should imme-diately roll up a humanoid PC. Too many ofthese characters will spoil a good thing. Wesuggest no more than one humanoid PC beused in an adventuring group at any giventime. If more than one player wants to try hisor her hand at running these unique charac-ters, then they should take turns bringing theirhumanoid PCs into the game. All of this willbe discussed detail later in the book.

The Purpose of This HandbookThe Complete Book of Humanoids is designed to

provide rules that allow players to createhumanoid player characters. In short, to designand role-play their own monsters!

Every player will use this book in a differentway, depending upon a number of factors.Long-time players will turn these pages insearch of new role-playing challenges. Somegamers will seek out new abilities to increasethe power of their characters. Others will lookfor a way to combine these for a new role-play-ing game experience. It all depends on aplayer's interests and experience, the shape ofthe campaign world in which the adventuresare set, and the interest and commitment of theDungeon Master. /

Skilled players seeking new role-playingchallenges should read this book carefully.Others can use the table of contents to findareas of special interest to themselves.

At the end of this book, you'll find newhumanoid record sheets. These have beendesigned to help role-play humanoids, whileproviding room for all the pertinent gamematerial. There is also a sheet for creating newhumanoid kits. These sheets may be photo-copied for your personal use.

The back of the book has the tables necessaryto create and run humanoid characters. Thesehave been gathered here for convenience andease of use.

Introduction • 5

Sam

ple

file

If you need it to create, play, or run a human-oid character, then you'll find it in here. Inaddition to the basics, there are special sectionsabout superstitions, monstrous traits, socialand racial disadvantages, personalities, cam-paign models for introducing humanoid char-acters into your game, and campaigncomplications that a Dungeon Master can useto keep a humanoid character in character.

A Note About Optional RulesThis book is full of new rules, humanoid kits,

suggestions on role-playing, new proficienciesand spells, and other details concerning theuse of humanoids by the players. This infor-mation adds to the rules presented in thePlayer's Handbook. However, this is only a sup-plement to that volume. All of the rules in this

book are optional. As a player, you should beprepared to abide by your Dungeon Master'sdecisions about how to use any of these newrules in the campaign.

Even if your Dungeon Master decides thatnone of the rules presented here can be used inhis campaign, much can be learned in thepages that follow. Humanoids, after all, are apart of every AD&D® campaign world, and toknow them better is to know your game worldbetter. The best way to use this book is to createa humanoid character and play it in a game.Without humanoids, there would be no Kaz™the Minotaur or Dragonbait™ the Saurial orKulung™ the Ogre Mage.

And without The Complete Book of Humanoids,you won't be able to add your own charactersto the ballads of the bards and the tales of thestorytellers!

Introduction

Sam

ple

file