Taladas

Skills & Powers: Taladas


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  This book allows DMs of AD&D 2nd Edition games to bring the Player's Option: Skills & Powers rules to their Taladas campaigns. Options for each PC race of Taladas are provided, as are new magic secialisations for wizards in this land. In addition, there is a master reference of every weapon available in Taladas (including the weapons of the minotaurs, kender, and gnomes) with its price in steel pieces, as appropriate for Taladas, and the spheres of each Taladan religion (including those introduced in the Tome of Magic).


Excerpt from Skills & Powers: Taladas

Kender
  Kender are very are on Taladas and the majority of those known are from the Marak region and are thus not a race well-loved by others. However, there are small groups of kender who retain attitudes similar to their Ansalonian cousins. In addition, their natural curiosity has prompted many of this race to travel from distant lands, Ansalon included.
  Adult kender resemble young teenaged humans; aside from their pointed ears, they could pass as human youths. Most kender stand about four feet tall, although some reach five feet in height. Despite thin limbs, kender are well muscled.
  Although fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye colour varies: pale blue, sea green, olive, light brown, and hazel. Hair colouration for kender ranges from sandy blonde to dart brown, with a few boasting coppery red or red-orange hues. Kender cannot grow beards or moustaches. Kender ears are pointed, much as elven ears are.
  "True" kender, such as those who dwell in Ansalon, are rare in Taladas; the only concentration of true kender is in the Rainward Isles. True kender share a childlike nature: curious, fearless, irrepressible, independent, lazy, taunting, and irresponsible with others' possessions. They wear durable, rustic clothing of bright natural colours, with vests, belts, or short cloaks that contain many pockets. In these pockets and belt pouches, kender carry a countless assortment of curios and junk.
  Marak kender are differentiated from "true" kender by their attitude towards life. Similar in appearance to "true" kender, they favour more sombre colours for their dress. This, however, is only a minor outward manifestation of their difference. While still a curious race, they are suspicious, distrustful, even paranoid of others. Their curiosity drives them to check everything and everyone out "just for safety's sake." They take things not because they are thieves, but to make sure the odds are always in their favour.
  Kender may become multiclassed, including the combinations of fighter/thief, ranger/thief, fighter/priest, or priest/thief.
  Players who choose kender for their characters have 40 character points to spend on racial abilities. These points can be spent to customise a kender from the general list below, or they can be used to purchase the race's skill package. Only 5 points can be retained for use later in the character creation process.

Kender Standard Racial Abilities (40)
Fear immunity Sling bonus
Handling skills Stealth
Infravision Taunting
Resistance  

Kender Abilities
  If the player wishes to create his own customised kender character, he can pick and choose from the list of kender abilities listed below. Abilities cost 5 to 10 character points; refer to the descriptions below.

  Score Bonus
  4-6 +1
  7-10 +2
  11-13 +3
  14-17 +4
  18-2 +5

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