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Iron World [TdS]


Dardan

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  • 2 settimane dopo...
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On 7/7/2019 at 11:35 AM, Dardan said:

@dalamar78

Direi che per andare avanti aspettiamo che @Pentolino torni dalle ferie .

Non ho ben capito lascena.

Da quel che leggo: dal portone arrivano colpi e raschiamenti ma non sappiamo cosa sia a causarli, ci siamo girati in direzione dalla strada ed abbiamo visto un orso in carica verso di noi.

Ho capito male?

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16 hours ago, Dardan said:

Scusa ma pensavo che fossi ancora a cavallo , non hai scritto che smontavi , comunque ormai lasciamo la scena così è più cinematografica 😁

Se fossi rimasto a cavallo avrei caricato, non ho mounted combat per questo non ero a cavallo, di sicuro non sarei rimasto fermo a farmi travolgere da un orso  inferocito

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  • 1 mese dopo...
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5 ore fa, Pentolino ha scritto:

Ti elenco quello che ho:

Fury pool

Life pool point 60

Berserker strenght

Berserker MInd

Berserker toughness

 

@ Riepilogo
 

Spoiler

 

Fury Pool: A berserker relies on his raw emotional fury to

carry his attacks to the enemy. While a weapon master draws

on his training and practice, a berserker allows his inner animal

instincts to guide his attacks. Some berserkers black out

in battle. Their adrenaline and intense emotions overwhelm

their rational minds. (And, in many cases, berserkers are

barely rational even in peaceful circumstances.)

As a berserker, you gain access to the fury token pool. You

spend these tokens to fuel your inner rage. Some actions you

commit—and some your enemies commit—allow you to

build up more fury tokens. This pool represents the growing

rage in your mind as a battle progresses.

You earn fury tokens for a variety of actions and events

that are summarized below and on the table under Improved

Fury Pool (see page 44). These tokens last till the end of the

encounter, and you may use them against any foe. You may

have, at most, a number of unspent fury tokens equal to 10 +

your class level.

Action Tokens Gained

Friend defeated 5

Suffer attack 1/attack that hits

Stoke fury 1/move action

Stoke fury 2/standard action

Stoke fury 4/full-round action

Friend Defeated: If any ally suffers injuries that drop her to

0 or fewer hit points, you immediately gain 5 fury tokens as a

desire for vengeance wells up within you.

Suffer Attack: As you withstand pain, animal fury naturally

rises in you. Like a cornered creature, you summon an inner

reserve of courage and anger to defend yourself. You gain

1 fury token for each attack that hits you. If you wear armor,

the attack must inflict damage of some sort. If you rely on

your berserker DR, the attack does not have to make it

through your damage reduction.

Stoke Fury: You bite your shield, howl, stomp your feet,

and cut yourself with your weapon to stoke the inner fire

of rage that burns within you. Each round, you can use a

move action to arouse your fury. When you do so, you gain

1 fury token. You gain 2 fury tokens if you stoke your fury

as a standard action, and 4 if you opt for a full-round

action.

 

Berserk Strength: This ability represents the stereotypical

berserker state. It transforms you into a snarling, foaming

madman who can cleave through enemies with relative ease.

By spending 2 fury tokens, you gain a +2 bonus to Strength

and a +2 bonus to Constitution for a number of rounds equal

to 2 + your (newly improved) Constitution modifier. You gain

additional hit points, and lose those hit points, as normal (see

the rules for gaining and losing Constitution points under

“Temporary Hit Points” in Chapter Eight: Combat). You can

use this ability once per encounter. You can extend its duration

at any time by 2 rounds by spending a single fury token.

There is no limit to the total duration you can extend it to. You

can choose to end this state at any time as a standard action.

 

Berserk Mind: While in the grip of your rage, your mind

becomes a cloud of hatred, bloodlust, and fury. By spending

2 fury tokens, you can enter this almost mindless state of

being. You become immune to all mind-affecting effects and

spells and gain a +2 bonus on all saving throws. This state

lasts for a number of rounds equal to 2 + your Constitution

modifier. You can use this ability once per encounter. You

can extend its duration at any time by 2 rounds by spending

a single fury token. There is no limit to the total duration you

may extend it to. You can choose to end this state at any time

as a standard action.

 

Berserk Toughness: When you empty your mind and allow your

instinctual rage to guide you, you have a prodigious capacity

to absorb wounds that would leave others in terrible pain.

You may use this ability only while under the effects of

berserk mind, above. For each fury token you spend on this

ability, you can transfer 2 points from your reserve pool

immediately to heal your injuries. This healing applies only

to hit points of damage. You cannot spend more than 4 fury

tokens on berserk toughness per round.

 

RESERVE POINTS= Life pool point

Reserve points represent your resiliency, toughness, and

willpower. Since hit point damage has no effect on characters

until they reach 0, most effects that damage you cause no

more than superficial bleeding, minor scrapes, and bruises.

While these injuries can prove life threatening if you sustain

many of them in a short period, you can rally your strength

quickly if you have time to rest. Reserve points represent

your capacity to recharge your energy and shrug off the

effects of minor injuries.

You have reserve points equal to your maximum hit points.

Whenever you engage in nonstrenuous activity, you may

choose to convert 1 reserve point to heal 1 hit point per

minute. Remember that whenever you receive healing, you

heal an amount of nonlethal damage equal to the hit point

damage at the same time. During these minutes, you catch

your breath, the pain from a twisted ankle fades, or a cut

stops bleeding and slowly starts to heal. You do not gain

reserve-point healing while engaged in combat or undertaking

other strenuous actions such as climbing a wall or

running a long distance.

If you have suffered nonlethal damage, you may use 1

reserve point to heal 4 points of nonlethal damage. When

you choose this option, you do not heal 1 hit point with that

reserve point, only nonlethal damage.

A successful Heal skill check to treat wounds as described

in Chapter Four restores a number of reserve points to your

pool equal to the healer’s number of ranks in Heal. After a

successful Heal check to offer long-term care, you recover

reserve points at twice the normal rate.

 

 

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