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  1. Salve, amanti del D&D 3.5 raffinato e non. Dato che la classe base del ninja di D&D 3.5 mi è sempre apparsa mediocre e priva di attrattiva (altresì detta classe "busta"), mi sono sentito in dovere di crearne una da zero e, visti i recenti sviluppi del sistema pathfinder, mi è sembrato il caso di adattarla proprio a questo. Ho posto come basi le classi del monaco e del ladro, eliminando del tutto la ki-pool (abbiate pietà), cercando di evidenziare i punti di forza e le tecniche più popolari di queste leggendarie figure, e sforzandomi comunque di equilibrare la classe mantenendola più o meno allo stesso livello delle altre classi basi di pathfinder. Ninja Alignment: Any non-lawful. Hit Die: d6. Base attack bonus: medium. Primary save: Reflex. Class Skills The ninja’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Whis) and Swim (Str). Skill Ranks Per Level: 6 + Int modifier. Class Features All of the following are class features of the ninja. Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the chain, hand crossbow, kama, kukri, kunai, kusarigama, ninjato, sai, shortbow, short sword, shuriken, siangham, and starknife. Ninjas are not proficient with any type of armor or shield. When wearing armor, using a shield, or carrying a medium or heavy load, a ninja loses his AC bonus, as well as his fast movement. AC Bonus (Ex): When unarmored and unencumbered, the ninja adds his Wisdom bonus (if any) to his AC. In addition, a ninja gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. Trapfinding (Ex): A ninja can use the Perception skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature. Evasion (Ex): At 2nd level or higher, if a ninja makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion. Ninja Techniques: As a ninja gains experience he learns a number of techniques that aid his and confound his foes. Starting at 2nd level, a ninja gains one ninja technique. He gains an additional ninja technique for every 2 levels of ninja attained after 2nd level. A ninja cannot select an individual techniquemore than once. - Combat Trick: A ninja may gain a combat feat that he qualifies for in place of a ninja technique. - Fast Stealth (Ex): This ability allows a ninja to move at full speed using Stealth without penalty. - Finesse Ninja: A ninja gain the Weapon Finesse feat in place of a ninja technique. - Ghost Step (Sp): A ninja with this technique gains the ability to cast swift invisibility spell. This spell can be cast 3/day as a spell-like ability. Using this spell-like ability is a swift action that does not provoke attacks of opportunity. The caster level for this ability is equal to half his ninja level. - Ledge Walker (Ex): This ability allows a ninja to move along narrow surfaces at full speed using Acrobatics without penalty. - Mirror Image (Sp): A ninja with this technique gains the ability to cast mirror immage spell. This spell can be cast 2/day as a spell-like ability. Using this spell-like ability is a standard action that provoke attacks of opportunity. The caster level for this ability is equal to half his ninja level. - Palm Throw (Ex): When using little throw weapons (darts, shuriken adn daggers), a ninja with this technique may throw two of each weapon whit a single attack roll. Damage for each weapon is resolved, but the ninja does not apply his Strenght bonus to either damage roll. - Sneaky Shot (Ex): Just Before making a ranged attack, a ninja with this technique can use a move action to make a Sleight of Hand check opposed ny his target's Perception check. If he wins the opposed check, his opponent is denied his Dextery bonus to Armor Class against the attack. - Speed Climb (Ex): A ninja with this technique can scramble up or down walls and slopes with great speed. He can climb at her speed as a move action with no penalty; however, he must begin and end the round on a horizontal surface (such as the ground or a rooftop). If he does not end her movement on a horizontal surface, he falls, taking falling damage as appropriate for his distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load. - Stand Up (Ex): A ninja with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe. Fast Movement (Ex): At 3rd level, a ninja gains an enhancement bonus to his speed, as shown on Table. A ninja in armor or carrying a medium or heavy load loses this extra speed. Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon. Trap Sense (Ex): At 3rd level, a ninja gains an intuitive sense that alerts his to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before his senses would normally allow his to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized. If a ninja already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Improved Uncanny Dodge (Ex): At 5th level and higher, a ninja can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Advanced Techniques: At 10th level, and every two levels thereafter, a ninja can choose one of the following advanced talents in place of a ninja technique. - Dragon's Breath (Sp): A ninja with this technique gains a breath weapon. This breath weapon deals 1d6 points of damage of fire per two ninja levels. Those caught in 30-foot cone of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Constitution modifier. - Hide in Plain Sight (Sp): A ninja can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a ninja can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. - Hypnotic Eye (Sp): This technique grants to the ninja a powerfull sight attack able to influence the mind of the target, reproducing a charm, immobilization or sleep effect, as he wish. This ability works as charme monster, hold monster, or symbol of sleep spell (in the latter case, the target creature sees the symbol reflected in the ninja's eyes). This technique can be cast 2/day as a spell-like ability. Using this spell-like ability is a standard action that provoke attacks of opportunity. The caster level for this ability is equal to half his ninja level. The save DC for this spell is determined using the ninja’s Intelligence modifier. - Improved Evasion (Ex): This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion. - Kyusho (Ex): This technique allows the ninja to strike with his fingers the pressure points of the body of his opponent, paralyzing him. The ninja can make an unarmed attack against an humanoid opponent that deals no damage but a change to paralyzing the target. If his attack is successfull his target must attempt a Fortitude saving throw or remain paralyzed for 1d4+1 rounds. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Intelligence modifier. This technique can be used 2/day. - Poisoned Needles Rain (Ex): A ninja with this technique gains the extraordinary ability to produce and shoot from his body poisoned needles. This cloud of needles deals 1d4 points of piercing damage per two ninja levels. Those caught in a 20-foot cone receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Intelligence modifier. Additionally, all those who suffered damage receive a Reflex save or be poisoned. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Constitution modifier. The poison have Frequency 1 round (5), Effect 1 Con damage and Cure 1 save. A ninja must have the Improved Unarmed Strike feat before choosing this technique. - Residual Image (Sp): Once a day, when a ninja is hit by an attack may choose to use this valuable technique to evade the blow. This technique allows the ninja to move quickly away to 5-foot (laterally or backward), so the attack affects his residual image instead him. The ninja can't use residual image technique if there is no free space to move in. Using this ability is an immediate action that does not provoke attacks of opportunity. A ninja must declare to use this technique before rolling damage dice. - Slippery Mind (Ex): This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel him. If a ninja with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw. Feat: A ninja may gain any feat that he qualifies for in place of a ninja technique. Living Shadow: At 20th level, a ninja becomes a true living shadow, a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the ninja’s creature type was) for the purpose of spells and magical effects. Additionally, the ninja gains the ability to see in the darkness, as though she were permanently under the effect of a darkvision spell. Additionally he gains concealment (20% miss chance) and damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the ninja can still be brought back from the dead as if he were a member of his previous creature type. Ho ancora qualche dubbio su alcuni poteri, ma in linea di principio la classe è questa. Accorrete numerosi e fatemi sapere cosa ne pensate. see you
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  2. Come da tradizione, con un po' di ritardo rispetto agli standard degli ultimi due anni, torna l'appuntamento con un po' di numeri sparati a caso per capire qualcosa in più degli utenti del forum. In allegato a questo messaggio il pdf con i risultati. Riporto qui solo il riassunto delle informazioni di massima: Aggiornato al: 18/07/2009 Numero utenti: 6.689 (confermati) + 1.069 (non confermati) = 7.758 Forum esistente da: 2.375 giorni Data di nascita media/mediana degli iscritti: 28 Dicembre 1983 – 28 Novembre 1985 Età media: 25 anni e spiccioli Totale messaggi in categorie che fanno rank: 417.328 Numero medio di messaggi per utente: 62,39 I primi 10 utenti hanno: più del 13% di tutti i messaggi Per ottenere il 50% dei messaggi bastano: 90 utenti Media di iscritti al giorno: 2,82 Proiezione dei potenziali iscritti al 31/12/2009: circa 7.500 (confermati) o 9.000 (totali) Permanenza media nel forum (anzianità): 2 anni, 1 mese e 19 giorni Numero medio di messaggi al giorno per utente: 0,11 Numero medio di messaggi totali al giorno: 175,72 Età media al momento dell’iscrizione: 23,76 Molti più dettagli nelle sedici pagine seguenti. Buona lettura! DLforum2009_stat.pdf
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  3. Non sono i giocatori di ruolo a dire questo. Giocare di ruolo spesso aiuta ad avere una mente aperta a molte possibilità, dopotutto giocare di ruolo ti mette di fronte a scrupolose analisi psicologiche, studiare la mente di vari esseri (seppur immaginari) aiuta molto in questo senso. Detto questo, in realtà non è nella narrativa che esistono generi differenti di vampiro, è nella tradizione popolare da cui derivano che esistono specie differenti di creature classificate sommariamente sotto il capitolo "vampiri". Esistono qualcosa come 140 tipi diversi di vampiri nelle tradizioni popolari di tutto il mondo e non sono certo tutti dei succhiasangue: esistono (si fa per dire) vampiri olandesi (mi pare di ricordare... prendete con le pinze i luoghi che cito, sto andando a memoria) che mangiano esclusivamente pesce. Vampiri classificati come tali solo perchè nella tradizione africana, alcune persone si risvegliavano dalla morte e sviluppavano un forte legame con le creature notturne. Certo, esistono (si fa sempre per dire) vampiri "cattivi": si va dal classico succhiasangue, ai malvagi un pò più sinistri, che entrano nei sogni delle donzelle per poi stuprarle e nutrirsi della paura prodotta. Mi pare che lo abbia sottolineato in qualche intervista... Detto questo, il classicismo non esiste per i giovini. I fondamenti di tante cose non sono materia interessante, è il risultato che conta. Sbattersi per capire cosa c'è dietro a un certo argomento o a una certa storia non è un'attività contemplata nei cervelletti ristretti dei teenager di oggi. (badate bene, ve lo dice un teenager... certo, un teen estremamente differente dalla marmaglia che passeggia per le strade, ma pur sempre un teen)
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  4. Proprio vero, solo che ultimamente, chiamiamolo l'effetto mediatico chiamiamolo un pò come vi pare, la maggior parte della gente proprio di fantasia , o meglio , di capacità interpretativa, ne ha tanta quanta ne potrebbe avere un organismo unicellulare... senza offesa per tutti gli organismi unicellulari ^^' se in un gruppo di sei persone di idonei all'interpretazione se netrova uno o due è quasi un miracolo , ma ciò poi va a discapito di quelli che questa capacità la rilegano al mero "oggi mi vesto di verde così mi mimetizzo tra le fresche frasche". Oggigiorno c'è una "fatica" sempre maggiore nello sforzare la testolina a immaginare la situazione 1 differente dalla 2 e soprattutto a ricordare per più di 30 secondi una dannata descrizione. L'abitudine ad avere un mondo visivo, fatto di miniature tabelle colorate e muri di polistirolo ha abbassato notevolmente le doti mentali insite nelle persone . Ho notato nel mio gruppo, guardacaso, che chi interpreta meglio è uno che si divora libri fantasy e non come fossero noccioline quelli che interpretano peggio son quelli che passano ore davanti a un famoso MMORPG Online di cui ora non mi va di fare il nome. Saranno sensazioni? Sarà quel che sarà . Speriamo non sia peggio! PS con questo non vuol dire che non esistano bravi giocatori ^^'' PPS credo ceh bisognerebbe dividere il Gioco di Ruolo in tre: GDRI: Gioco di ruolo Interpretativo GDRPIMMMAACMD: Gioco Di Ruolo Poco Interpretativo Ma Molto Meglio Ammazza Ammazza Che Mi Diverto GDRSPCCPFMTSKEAS: Gioco Di Ruolo Su Personal Computer Con Poca Fantasia Ma Tanti Soddisfacenti Kill E Armature Sgrave (altrimenti detto MMorpg) XD
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