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ADVANCED DUNGEONS & DRAGONS®
2nd Edition Player's Handbook Rules Supplement
The Complete Ninja's Handbook
By Aaron Allston
CREDITS
Design: Aaron Allston
Editing: Barbara G. Young
Black and White Art: Jim Holloway
Color Art: Clyde Caldwell, Fred Fields,
Les Dorscheid
Typography: Tracey Isler
Production: Paul Hanchette
Acknowledgements: Many elements of The Complete Ninja's Handbook were derived
from parts of Oriental Adventures designed by David "Zeb" Cook. In particular, portions
of the optional Advanced Martial Arts rules are drawn from Oriental Adventures.
TSR, Inc.
201 Sheridan Springs Rd.
Lake Geneva
WI 53147
USA
TSR Ltd.
120 Church End,
Cherry Hinton
Cambridge CB1 3LB
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, and DUNGEON
MASTER are registered trademarks owned by TSR, Inc. The TSR logo is a trademark
owned by TSR, Inc.
This book is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of TSR, Inc.
Random House and its affiliate companies have worldwide distribution rights in the
book trade for English language products of TSR, Inc. Distributed to the book and hobby
trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by
regional distributors.
©1995 TSR, Inc. All rights reserved. Printed in the U.S.A.
Table of Contents
Introduction
Chapter 1: The Ninja Class
Ninja and Rogue
Ninja Experience Levels
Ninja Class Requirements
Alignment
Weapons and Armor
Thieving Skills
Ninja's Followers
Nonweapon Proficiencies
Starting Money
Multiclass Ninja
Dual-class Ninja
Other Character Creation Notes
Chapter 2: Ninja Kits
Kit Descriptions
Ninja Kits
Stealer-In
Shadow Warrior
Intruder
Consort
Pathfinder
Lone Wolf
Spirit Warrior
Ninja Spells
First-Level Spells
Second-Level Spells
Third-Level Spells
Fourth-Level Spells
Fifth-Level Spells
Sixth-Level Spells
Chapter 3: Shinobi, Spies, and Killers
Shinobi
Shinobi Fighter
Shinobi Ranger
Shinobi Mage
Shinobi Illusionist
Shinobi Priest
Shinobi Thief
Shinobi Bard
Spies
The Foreign Service
Ninja Kits and the Spy
What the Spy Does
Demihuman Spies
Killers
Restrictions
Killer Kits
Chapter 4: Proficiencies and Martial Arts
Weapon Proficiencies
Weapon Specialization
and Weapon Groups
Nonweapon Proficiencies
Nonweapon Proficiencies
from the Player's Handbook
New Nonweapon Proficiencies
New Nonweapon
Proficiency Descriptions
Martial Arts
Martial Arts Results
Specializing in Martial Arts
Mixed Campaigns
Advanced Martial Arts (Optional)
Prerequisites to Learning Martial Arts
Finding a Master
Training Under the Master
Learning the Style
Pre-Campaign Learning
Multiple Styles
Style Characteristics
Creating a New Style: Basics
Creating a New Style: Weapons
Creating a New Style:
Special Maneuvers
Armed and Armored Opponents
Stunning and Incapacitating
Hit Locations
Chapter 5: Tools of the Trade
Weapons
Entangling Attacks
Prone and Entangled Opponents
Weapon List
Missile Weapon Ranges
Armor
Miscellaneous Equipment
Weapon Modifications
Magical and Special Treasures
Miscellaneous Magic
Magical Weapons
Chapter 6: Country and Clan
Land of the Ninja
The Ninja Clan
Chapter 7: Playing the Ninja
Ninja in the Outer World
Ninja in a Non-Ninja Party
An All-Ninja Party
Playing The Lone Wolf
Chapter 8: Campaigning the Ninja
Secrecy Within the Campaign
The Character Mix
Ninja Adventures
Ninja Kits in the Campaign
Ninja Clan Resources
Spy Campaigns
Chapter 9: Examples
Examples of Ninja Characters
Examples of Ninja Clans
Other Ninja-Type Organizations
Tables
1: Rogue Experience Levels
2: Ninja Thieving Skill Base Scores
3: Thieving Skill Dexterity Adjustments
4: Backstab Damage Multipliers
5: Thieving Skill Armor Adjustments
6: Clan Status
7: Spirit Warrior Spell Progression
8: Spirit Warrior Experience Levels
9: Shinobi Thief Base Scores
10: Shinobi Bard Base Scores
11: Proficiency Costs
12: Nonweapon Proficiency Groups
13: Broad and Tight Weapon Groups
14: Enamor Proficiency Results
15: Escape Proficiency Penalties
16: Martial Arts Results
17: Common Martial Arts Styles
18: Martial Style Combinations
19: Special Maneuvers
20: Ch'i Attacks
21: Penalties and Bonuses Vs. Armored Opponents
22: Penalties Vs. Armed Opponents
23: Martial Arts Hit Locations
24: Weapon List
25: Missile Weapon Ranges
26: Miscellaneous Equipment
27: Weapon Modifications
28: Ninja Clan Alignments
29: Clan Member Alignments
30: Ninja Clan Resources
Introduction
What is a ninja? Everywhere you turn, you find a different definition, especially in
the movies. Is the ninja a cruel supernatural assassin with godlike powers of invisibility,
illusion, and teleportation? A modern, feeling Oriental man with family, job
responsibilities, and an interesting double life? A stone-faced westerner who
miraculously inherits the duties of an ancient ninja clan tradition when his adopted
brother is slain? A martial arts practitioner celebrating hundreds of years of unbroken
tradition?
In the AD&D® game, the ninja is a highly trained spy who is expert in matters of
intrusion, sabotage, and elimination. He is part of a tight-knit clan whose profession and
goals he shares. Some ninja are generalists, equally at home in matters of stealth and
combat. Some are specialists, becoming adept at social skills, magic, or interaction with
nature.
They're all exotic, secretive, and dangerous—just the thing for the player who's tired
of stand-up fighters, clean-cut clerics, and nearsighted scholar-mages.
Ninja have been here before, in the pages of DRAGON® Magazine and the
Oriental
Adventures
supplement. Now they return, slinking into the game's shadows in their night-
suits, learning the balance of weapons and tools made a little unfamiliar by adaptation to
AD&D® 2nd Edition rules. We've missed them, and it's high time to welcome them
back.
The Complete Ninja's Handbook
is a supplement to the
Player's Handbook.
It
consists of optional rules that are intended to round out and add color to a campaign.
The key word here is "optional." No DM is required to introduce any of these rules
into his campaign simply because they're in print. Likewise, any DM should feel
perfectly at ease plundering these guidelines for rules and options he likes, whether or not
he introduces ninja characters into the campaign. Ultimately, the DM, not this rulebook,
is the final authority on what appears in the campaign.
Arrangement of the Sourcebook
Chapter 1: The Ninja Class provides character class information for the ninja.
Chapter 2: Ninja Kits details kits that allow you to further customize ninja characters.
Chapter 3: Shinobi, Spies, and Killers introduces kits to create shinobi (adjunct
members of ninja clans), spies (characters built with the ninja rules but employed by non-
Oriental organizations, and killers (NPCs built with the rules of the ninja class).
Chapter 4: Proficiencies and Martial Arts details the roles of certain proficiencies
used by ninja, adds new proficiencies, and expands on martial arts and weapon
proficiency rules.
Chapter 5: Tools of the Trade describes weapons and armor available to the ninja
character.
Chapter 6: Country and Clan discusses the role of the ninja character within his
culture.
Chapter 7: Playing the Ninja provides information and tactics for the player who
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