Dd players handbook 3




















You are trained not only in tripping opponents safely but Your turning or rebuking attempts are more powerful than normal. Improved Two-Weapon Fighting. Improved Unarmed Strike. You are the sort of person others want to follow, You can fire multiple arrows simultaneously against a nearby target.

Martial Weapon Proficiency. Choose a type of martial weapon, such as longbow see You are skilled at dodging past opponents and avoiding blows. You are skilled at using ranged weapons while mounted. You are good at gauging and swaying attitudes. You are adept at manipulating small, delicate objects.

You have a way with words and body language. You are skilled at making well-placed shots with ranged weapons You can make exceptionally powerful melee attacks.

You are skilled at timing and aiming ranged attacks. You can cast a spell with a moment's thought. Choose a type of crossbow hand, light, or heavy.

You can use ranged weapons with exceptional speed. You are skilled at making fast attacks for your mount. You can create scrolls, from which you or another spellcaster You can take care of yourself in harsh environments and You are proficient with bucklers, small shields, and large shields. You are highly trained in skirmish ranged weapon tactics. Seller assumes all responsibility for this listing.

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Any similarity to actual people. Printed in the U. It introduces the psionic power source, used by four ofthe classes in these pages, along with a new approach to power acquisition and management that allows certain psionic characters unprecedented flexibility with their powers. Chapter 1 introduces four additional races. Wilden are a newborn race ofplantlike fey arisen to combat the threat of the Far Realm. Six new classes make up most of Chapter 2. The users of the psionic power source are the psion, the battlemind, the monk, and the ardent.

The seeker a "The Far Realm is a disease, and we are its cure. A powerful being, said to be neither god nor primordial but kin to both, guarded the Living Gate so that none could open it or peer into the madness beyond. An often-forgotten legend describes how three gods came to the Living Gate. Pelor, who shined light into all shadows, first found the gate, though he later wished he had not. And a third, nameless god, who feared no danger and doubted all authority, distracted the guardian so that all three gods could catch a glimpse through the Living Gate.

The three gods left, changed by the knowledge they had gained and linked by a terrible secret, and swore never to seek the gate again or share what they had seen.

Chapter 3 includes a variety ofnew options for characters ofevery class. First are skill powers, a new category ofutility powers that characters ofany class can gain to make better use of their skills.

New feats provide additional opportunities for characters to specialize in certain types ofweapons, maneuvers, or powers. Finally, the chapter includes new equipment, notably superior implements. The best way to stay on top ofupdates to the game's rules is by visiting the Wizards ofthe Coast website. Player's Handbook 3 concludes with a glossary of game terms that are used in this book.

Through many long ages the Living Gate rested peacefully. Even as the Dawn War sundered the fabric of the Astral Sea and its dominions, the gate's guardian kept it shut. In any event, the Living Gate awoke from its eons of sleep. The alien creatures and defiling energy ofthe Far Realm erupted into reality, and its terrors emerged across the Astral Sea and spilled into the world. Many astral realms were consumed, forCing the gods to turn their attention away from the Dawn War and defend their homes.

Finally, loun and Pelor shattered the Living Gate, sealing the passage to the Far Realm and protecting the fabric of reality, although at the cost of Pelor's verdant dominion. Through rigorous discipline and self-control.

Perhaps loun herselflearned the mysteries ofthe psionic way when she peered through the Living Gate, and foreseeing a future incursion ofFar Realm mons rosities into the world, she taught her mortal followers the use ofpsionics so that they might have a defense prepared.

In more recent years, the presence of the Far Realm has had an increasing influence on the world. Whatever the cause, the heightened presence ofFar Realm energy has provoked a stronger response from the psionic forces ofthe world, making psionic magic more common, stronger, and easier to control.

Ardents and battleminds, though, seem to acquire psionic powers at the whim of the universe, channeling their power with little effort and carrying it on the tides of their emotions. Psionic characters aren't necessarily driven by a knowledge oftheir purpose in the defense of the world or their place in loun's visions of the futme.

Most ofthem begin their careers with the same sorts of motivations that drive other adventurers: a thirst for revenge, a desire to protect their villages, a hunger for gold or glory, or simple wanderlust. However, the various psionic philosophies all agree on one thing: by simply practicing psioniC magic, you are increasing the world's ability to defend itself against the Far Realm.

Z The key philosophies that dominate discussion and debate about pslonlcs Include the following. Fists of Zuoken: Zuoken was a human monk who achieved perfect harmony of body, mind, and spirit through knowledge, meditation, and decisive action.

The Fists of Zuoken believe that psionic powers are to be nurtured in all who possess them. Adherents ofthe Fists of Zuoken are generally good. Guiding Hand: The philosophy of the Guiding Hand teaches that psionic power is a gift from the cosmos lintended to help protect the universe from destruction.

The natural extension ofthis philosophy Is that those who are blessed with psionic power have a responsibility to protect the weak and innocent from marauding monsters and other dangers.

Most followers of the Guiding Hand are good or lawful good. School of Unmatched Excellence: The masters of this school teach that those who wield psionic power are a superior class of beings. Afew students ofthe School of Unmatched Excellence are una'ligned, re'latively benign individuals who seek to benevolently gUide lesser mortals, but most are evil.

Most followers of this philosophy are unaligned. This chapter introduces four new and more unusual races. Heroic adventurers of these races are rare; ifyou choose to play one, your character is exceptional and perhaps marked for a special destiny. The githzerai and the minotaur appear in the Monster Manual, but here they're fleshed out and presented for use as player characters. The other two races-the shardmind and the wilden-are new to the game.

This chapter's races follow the same format as the ones in the Player's Handbook. Githzerai are disciplined ascetics living amid the tumult ofthe Elemental Chaos. They are not a numerous people even on their home plane. They are sworn foes of their kindred race. These twin hatreds fuel most githzerai adventurers. Minotaurs are hulking. Some minotaurs give in to their innate savagery, following the path ofthe demon lord Baphomet. Minotaur characters, though, along with the best elements ofminotaur civilization, rein in the beast and rise above their violent impulses.

Shardminds are crystalline creatures formed of physical and psychic fragments ofan ancient entity called the Living Gate. With logic and diScipline, they harness magical power with the goal ofrebuilding the Living Gate. Wilden are plantlike fey creatures, newly arisen in the Feywild to combat the spread ofthe Far Realm's influence. They can take on different aspects ofnature's essence.

Shifting Fortunes: When you use your second wind. Iron Mind: You have the iron mind power. After the bloody uprising ,that won these people their freedom, ideological differences split them into two races: the githzerai and the githyanki.

Playa githzerai ifyou want Their skin tends toward yellow tones, occasionally shading into brown or green. They have distinctive angular features and pOinted ears, as well as eyes set in deep sockets and Oattened noses set high on their faces. Male githzerai usually keep their heads shaved or tonsured and braided, and they grow controlled facial hair.

A typical style is a shaved pate with a long braid trailing from the back ofthe head. Females wear their long hair close to the head in braids or tight buns. Githzerai hair is typically russet, but black and gray sometimes occur. The githzerai commitment to asceticism means that individuals generally disdain displays ofwealth. Their clothing is practical. Even these expressions incorporate a functional purpose: Tattoos serve as identifiers, helping githzerai recognize the tradition and location from which a fellow githzerai hails.

Githzerai live about as long as humans. Where githyanki crave battle and conquest, githzerai seek inner harmony and self-mastery. They often travel great distances to explore the selfand to give up mortal attachments by witnessing the possibilities that existence has to offer.

The race's social hierarchy is based entirely on merit, and each githzerai must earn a place in history. Great heroes, leaders, and teachers are immortalized as revered ancestors, with important techniques and cultural elements bearing their names.

The unworthy remain lowly and are forgotten. They don't speak at length when a briefstatement will do. Although githzerai have fiery souls, reflected by their fierce resolve and strong loyalties, they rarely display strong emotions. The trust ofa githzerai must be earned, and most githzerai expect weakness and lack ofdiscipline in others. However, githzerai readily make use ofany resources at hand, including members ofother races, to solve problems or shore up defenses.

A githzerai rarely backs down from a challenge in which success seems possible. Few relationships hold any sway over githzerai. Githzerai place value on proven methods and associates, rather than on those that tradition or dogma might dictate. Githzerai seek out capable teachers, students, and companions, and they are unwavering allies to those who prove worthy.

To discover whether someone or something is worthy, githzerai must be open-minded as well as willing to learn and to take risks. Only a member ofthe race can truly understand the struggles that the githzerai have undergone.

Githzerai Characteristics: Ascetic, calculating, calm, cautious, cynical. Cenobite Initiate: You were raised and trained in a githzerai monastery in the Elemental Chaos or a remote part ofthe world.

Then, something drew you away from your home. Perhaps you sought the answers to questions about your race's origin. Maybe a visitor aroused your curiosity about the world beyond the monastery's walls. Now you find yourselfoutside the diSCiplined civilization ofthe githzerai. How are you adjusting? Is the experience intriguing or frustrating? Are new companions a suitable replacement for those you left behind?

Associated Skills: Arcana, History War Band Survivor: You joined a githzerai war band that either traveled to the world or originated in it. Your band sought enemies of the githzerai and found foes beyond your group's capabilities. See for yourself and you ll be impressed with our service and excellent prices. Since the introduction of MK3, Ford Focus has enjoyed remarkable sales. The Behringer EP manual says it needs about 1. To qualify for the Master Builder - Motive Power certificate, 1 Build three scale models of railroad motive power, one of which must be scratchbuilt.

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