player's guide to monks and paladins.pdf

(8079 KB) Pobierz
891690445.051.png 891690445.062.png 891690445.070.png
I NTRODUCTION
TM
C REDITS
A UTHORS :
C.A. Suleiman (Chapters 1–3)
and Michael Gill (Chapters 4–6)
C OVER A RTIST :
Michael Phillipi
I NTERIOR A RTISTS :
David Day, Jim Nelson, Nate Pride, and Tim Truman
A DDITIONAL M ATERIAL :
Joseph D. Carriker, Jr., James Maliszewski,
John “Jack” Geiger
F RONT &
B ACK C OVER D ESIGN :
Mike Chaney & Matt Milberger
D EVELOPER :
Joseph D. Carriker Jr.
D EDICATION
To all of our fans out there who have made the
Scarred Lands in general, and the Player’s Guide series
in particular the rip-roaring success it is. This one is
for you, folks.
E DITOR :
Anita Hager
M ANAGING E DITOR :
Andrew Bates
G ROVELSOME A POLOGIES
To James Maliszewski , for leaving his name out of
the Additional Materials section of the Player’s Guide
to Wizards, Bards and Sorcerers and the Player’s
Guide to Fighters and Barbarians . Mea culpa, mea
culpa, mea maxima culpa.
A RT D IRECTOR :
Rich Thomas & Mike Chaney
L AYOUT AND T YPESETTING :
Mike Chaney
Check out upcoming Sword and Sorcery Studio
products online at: http://www.swordsorcery.com
Player’s Guide to Monks and Paladins © 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf
Publishing, Inc.
This printing of Player’s Guide to Monks and Paladins is published in accordance with the Open Game License. See the Open Game License
Appendix of this book for more information.
Player’s Guide to Monks and Paladins, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the Sword
and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie, Relics & Rituals, and Relics & Rituals 2: Lost Lore are trademarks
of White Wolf Publishing, Inc. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
“d20 System” and the “d20 System” logo are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used
according to the terms of the d20 System License version 4.0. A copy of this license can be found at http://www.wizards.com/d20.
Dungeons & Dragons® and Wizards of the Coast® are trademarks or registered trademarks of Wizards of the Coast in the U.S. and/or other
countries, used with permission.
PRINTED IN CANADA
1
891690445.071.png 891690445.001.png 891690445.002.png 891690445.003.png 891690445.004.png 891690445.005.png 891690445.006.png 891690445.007.png 891690445.008.png 891690445.009.png 891690445.010.png 891690445.011.png 891690445.012.png 891690445.013.png 891690445.014.png 891690445.015.png 891690445.016.png 891690445.017.png 891690445.018.png 891690445.019.png
,
S GUIDE TO MONKS AND PALADINS
PLAYER
3
P REFACE
4
I NTRODUCTION
B OOK O NE : M onks
9
C HAPTER O NE : T HE T ALE OF THE P ERFECTED O NE
18
C HAPTER T WO : S EEKERS OF K I
32
C HAPTER T HREE : W AY OF THE W ARRING H AND
B OOK T WO : P ALADINS
41
C HAPTER F OUR : S CIONS OF C OREAN
50
C HAPTER F IVE : T HE H OLY O RDERS
68
C HAPTER S IX : K NIGHTS E RRANT
A PPENDICES
78
A PPENDIX O NE : T HE W AYS OF D EVOTION
90
A PPENDIX T WO : T HE M ASTERS OF D EVOTION
126
A PPENDIX T HREE : T HE T OOLS OF D EVOTION
134
L EGAL A PPENDIX
2
891690445.020.png 891690445.021.png 891690445.022.png 891690445.023.png 891690445.024.png 891690445.025.png 891690445.026.png 891690445.027.png 891690445.028.png 891690445.029.png 891690445.030.png 891690445.031.png 891690445.032.png 891690445.033.png 891690445.034.png 891690445.035.png
I NTRODUCTION
Welcome to the fifth in the Player’s Guide series.
Our intent with this series is simple: We want to
examine the ways in which players can become a stron-
ger part of the setting in which their characters exist. By
providing ways in which characters may derive a back-
ground from and have a role in the setting’s development,
they become closely tied to the setting. In turn, players
adopt a more vested interest in both their characters and
in the setting as a whole. The more richly a setting is
developed, the more characters can “come to life,” cre-
ating memorable role-playing and exciting adventures.
Thus, our goal is to help your characters become a
living, breathing part of the game world.
More than that, though, we want to see how these
classes might shape and inspire a campaign setting. The
player characters — and characters like them, past and
present — are the movers and shakers in the game world.
Not every character in the setting has levels in the so-
called “PC classes.” In fact, those who do are in the
minority. But from these relatively few individuals come
the events, both heroic and monstrous, that forever
shape their world.
Therefore, this series uses the setting of the Scarred
Lands to help show you how diverse classes weave their
influence into every aspect of the tapestry of a game
world. As with the rest of the book, you can refer to it for
your own Scarred Lands game, or use it as inspiration in
any other campaign.
The Player’s Guide to Monks and Paladins is more
than suggestions and rules on how to play a certain type
of character. This is a book about determining how your
characters, and those like them, have affected the world.
As such, we look at the various disciplines practiced by
these men and women of dedication. Monks and pala-
dins are noteworthy in their staunch dedication to
precepts and philosophies that most people in the cam-
paign setting do not share — it is that devotion that sets
them apart and grants them their power.
Within these pages are the pious, the disciplined,
the warriors in the cause of law.
So, welcome to a book filled with the dedicated and
the devoted, a book on holy warriors and masters of ki ,
knights and wandering mystics.
Welcome to the Player’s Guide to Monks and
Paladins .
J OSEPH D
.
C ARRIKER ,
J R .
S CARRED L ANDS D EVELOPER
S WORD
&
S ORCERY S TUDIOS
3
891690445.036.png 891690445.037.png 891690445.038.png 891690445.039.png 891690445.040.png 891690445.041.png 891690445.042.png 891690445.043.png 891690445.044.png 891690445.045.png 891690445.046.png 891690445.047.png 891690445.048.png 891690445.049.png 891690445.050.png 891690445.052.png
,
S GUIDE TO CLERICS AND DRUIDS
PLAYER
While the Player’s Guide to Monks and Pala-
dins is designed for use in any d20 campaign, you’ll
find that it is undeniably focused on the Scarred
Lands. Throughout this book, you will read many
references to that setting, its history and its inhab-
itants.
Yet, it would be a mistake to assume that this
book’s utility is limited to the Scarred Lands. As
explained in the Preface, the purpose of the Player’s
Guide series is show how the various character
classes shape and inspire a campaign setting. The
Scarred Lands is used as a single example of this
process rather than the only one. Any references
to it are meant to inspire your own ideas regardless
of the campaign setting in which they occur.
Adapting material in this book to other set-
tings may require some work. This introduction
should make that easier, since it offers a compre-
hensive overview and plenty of suggestions. Armed
with its advice, players and Game Masters should
have little difficulty tailoring the rest of the book’s
content to campaigns set in other worlds, or even
to other conceptions of the Scarred Lands setting
than the standard one presented in Sword & Sor-
cery products.
As always, the key is for GMs to remember the
oft-quoted — though oft-forgotten — truism: you
are the final arbiter of what is and is not the case
for your campaign, wherever it is set. This book
offers a multitude of options, variants and alter-
nate takes on many aspects of the core classes of
monks and paladins (not to mention an exhaus-
tive discussion of their place in the Scarred Lands
setting). If anything here runs counter to your
conception of things or would do violence to the
established truths of your campaign, feel free to
ignore them! That’s as true for campaigns in the
Scarred Lands as in any other setting. Use only
what appeals to you and is genuinely useful, and
discard the rest.
So long as you bear that in mind, this book is
as valuable to players and GMs alike, regardless of
whether the campaign is set in the Scarred Lands
or in a game world of their own creation.
the game is played and the types of stories that are
told within it. These in turn affect how the char-
acters relate to the setting and the kind of impact
that they can have on it.
It’s important to note that some campaign
settings are broadly enough drawn that they can
allow for multiple types of games depending on the
interests of the GM and the players. The following
sections provide some insight into the benefits
and drawbacks of each type. They also make it
easier for those not playing in the Scarred Lands to
categorize their own campaign by its type, so as to
take fuller advantage of the material presented in
later chapters.
Simply read through the following to see where
your campaign best fits, and you’ll also find assis-
tance of how to adjust the rest of this book’s
contents accordingly.
H IGH F ANTASY
High fantasy is, in many ways, the default type
of fantasy roleplaying setting. Its name derives
from the fact that its fantastical elements — magic,
monsters, heroism — are at the high end of the
scale. High fantasy games are in no way “realistic.”
They pay little heed to notions of plausibility.
Instead, they rely on over the top plotlines, out-
landish locales and larger than life characters to
tell epic stories set in a mythical locale. Most high
fantasy games also consider that good and evil are
more than just ethical principles; they are super-
natural realities. Individuals are called to choose
one side or the other — or remain neutral — and
to fight against those who take up the opposing
belief.
The conflicts of a high fantasy setting are thus
driven largely by the battle between good and evil,
often personified in deities and expressed in the
never-ending struggle of those mortals who act as
their champions. Indeed, mortals often have a key
role to play, for, unlike the gods, they may choose
which ethos to follow.
The Scarred Lands setting is largely a high
fantasy setting, so the majority of information in
this book is well suited to use in other high fantasy
campaigns. High fantasy settings are also strongly
archetypal, which is to say they use characters that
embody certain universal qualities or roles. High
fantasy regularly includes warriors — whether
armed with weapons or with their own physical
T YPES OF G AMES
Fantasy roleplaying games come in many fla-
vors, not all of which operate under the same
“rules.” That is, each type has its own distinct
mood, feel and tone, all of which influence how
4
891690445.053.png 891690445.054.png 891690445.055.png 891690445.056.png 891690445.057.png 891690445.058.png 891690445.059.png 891690445.060.png 891690445.061.png 891690445.063.png 891690445.064.png 891690445.065.png 891690445.066.png 891690445.067.png 891690445.068.png 891690445.069.png
Zgłoś jeśli naruszono regulamin