Tutti i contenuti pubblicati da The Nemesis
-
introdurre una nuova razza di non morti
Dai un'occhiata a questi non morti, dal Monster manual V: HAUNT Spoiler: Haunts are spirits that left unfi nished business in life and have returned to seek recompense. Victims of injustice, haunts have no qualms about causing others to suffer as they did. A haunt can’t be permanently defeated by normal means, instead, someone must right the wrongs that led to its grim state. BRIDGE HAUNT An old man leans against the railing of the bridge ahead, whittling a piece of wood into the shape of a fi sh. He looks up from his work to see you and smiles as he pockets both his knife and the piece of woodwork. He begins to speak in a genial tone. Bridge Haunt CR 7 Usually NE Medium undead (incorporeal) Init +7; Senses darkvision 60 ft.; Listen +13, Spot +8 Aura unnatural (30 ft.) Languages Common AC 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection) Miss Chance 50% (incorporeal) hp 90 (12 HD); rejuvenation Immune incorporeal immunities, undead immunities Fort +4, Ref +9, Will +9 Speed 30 ft. (6 squares), fly 30 ft. (perfect) Melee 2 incorporeal touches +10 each (3d6 plus push) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp — Spell-Like Abilities (CL 12th): 3/day—mass suggestion (DC 20) 1/day—mirage arcana (DC 19) Abilities Str —, Dex 16, Con —, Int 10, Wis 13, Cha 19 SA push, spell-like abilities, unnatural aura SQ bridge dependent, incorporeal traits, living visage, undead traits Feats Alertness, Improved Initiative, Improved Toughness, Lightning Reflexes, Weapon Focus (incorporeal touch) Skills Bluff +14, Diplomacy +13, Disguise +4 (+6 acting), Hide +13, Intimidate +16, Listen +13, Sense Motive +11, Spot +8 Advancement 13–18 HD (Medium); 19–24 HD (Large) Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a bridge haunt at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within range. Rejuvenation (Su) A bridge haunt cannot be permanently destroyed through combat. The “destroyed” spirit restores itself and returns to the bridge it haunts in 1d4 days. Taking a haunt more than 1,000 feet from its bridge can destroy it, as can destroying a haunt’s bridge. A bridge haunt is laid to rest by taking a piece of the corporeal remains of its former body, or a possession important to it in life, and delivering that item to the place where the creature that became the haunt was headed before its demise. Push (Su) A creature damaged by a bridge haunt’s incorporeal touch attack must succeed on a DC 20 Will save or be telekinetically pushed 10 feet away from the creature. If a bridge haunt makes a full attack, it can attack a single creature with both touch attacks, resolving the push after it is determined if both attacks deal damage. If both attacks deal damage, the creature must succeed on a DC 22 Will save or be pushed 20 feet away. Movement from a push does not provoke attacks of opportunity. Bridge Dependent (Ex) Each bridge haunt is mystically bound to a single bridge and cannot stray more than 1,000 feet from it. If somehow forced to do so, a bridge haunt is instantly destroyed. Living Visage (Ex) A bridge haunt seems to be corporeal and alive until it flies or attacks, when it becomes partially transparent and appears as the rotting corpse of the person it was in life. A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was. Embittered and vengeful, bridge haunts come in many forms, but all have the same irrational and murderous intent: They seek to lure others to their deaths. Strategies and Tactics Bridge haunts lure their victims into vulnerable positions in numerous ways. A haunt can use mirage arcana either to make its bridge look more or less stable than it truly is, or to make the terrain below appear more or less dangerous. A bridge haunt uses mass suggestion only if it must, since it prefers unwitting victims. It can use the spell to cause a whole group to stumble into danger or to prevent the remainder of the group from coming to a single member’s aid. In combat, a bridge haunt attacks with its incorporeal touch BRIDGE HAUNT LORE Characters who have ranks in Knowledge (religion) can learn more about bridge haunts. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. If the bridge haunt has not yet revealed that it is not alive and not corporeal, increase all DCs by 10. Knowledge (Religion) DC Result 17 This is a bridge haunt, the incorporeal spirit of someone who died at this bridge. 22 In combat, a bridge haunt can push its opponents off the bridge. Its incorporeal touch also disrupts fl esh. 27 Masters of deception through magical trickery, bridge haunts can change the appearance of their bridge or nearby terrain. They can make their words seem true to all who hear them. 32 A bridge haunt can be destroyed only if it is moved more than 1,000 feet from its bridge, if its bridge is destroyed, or if a piece of its former body is delivered to the location to which it was traveling when it died. Otherwise, it returns in a few days. attacks, hoping to push foes off the bridge if doing so can result in a deadly fall. It does the same to continually push a foe deeper beneath the water near a bridge that crosses a river or deep creek. Sample Encounters A bridge haunt seeks to cause deaths in the manner it was killed and prevent others from reaching their destinations across the bridge. Bridge haunts appear as they did in life, so their shapes and the means by which they lure victims vary greatly. Because each bridge haunt is tied to a bridge, and each has a different reason for being there, fi nding more than one bridge haunt at a location is extremely rare. However, if two or more people were emotionally bound to one another, were traveling to the same place, and died near a bridge in a similar manner, this can cause more than one bridge haunt to linger at a single bridge. The Bride (EL 7): Lanara, an elf maiden in a beautiful dress, sings a mournful song as she walks along the riverbank. When someone hails her, she seems startled and scared, and she runs under a nearby bridge to hide. Suddenly, a terrifi ed scream comes from beneath the bridge, then is cut off by a strangling sound. Elves or females of any race who investigate find Lanara waiting to push them beneath the water to drown. Lanara was murdered on her wedding day by thugs sent by her husband-to-be so he could marry another. She can be permanently destroyed only by fi nding her wedding ring in the mud beneath the bridge and bringing it to her once-fi ancé, or by bringing him to her. The Wrestler (EL 7): Thaven Firehammer, a dwarf paladin of Kord, challenges warriors who wish to cross his bridge across a mountain chasm. He awaits victims at the middle of the bridge and offers a friendly challenge to one person in the group: a wrestling match. If he wins, they cannot cross. If he loses, he offers his full plate armor and weapon in addition to passage. He seems to lack a weapon, but he says he left his axe on the other side of the bridge. Anyone who takes his offer or tries to pass him suffers his wrath as he tries to push that person off the bridge. Once he has succeeded, Thaven moves inside the bridge until someone else comes along. To free Thaven and end his deadly game, the PCs must fi nd his bones in the rocky vale below the bridge and bring them to the temple of Kord in the mountains. Alternatively, they can seek his magic axe, taken from him by the man who pushed him off the bridge during what was supposed to be a friendly challenge, and return it to the side of the bridge where Thaven left it when he wrestled his foe. The Fisher and the Serpent (EL 8): Cedrik, a young human boy with a fi shing pole and fi sh basket, used to come to the river to fi sh all the time. He would balance on the railing of the bridge to cross, rather than walk the boards. One day he slipped, and a giant constrictor snake (MM 280) living under the bridge made short work of him. When people approach the bridge, Cedrik uses mirage arcana to make the railings look solid and the bridge itself shoddy. Then he encourages travelers to balance along the railing—they can even follow him across if they like. When someone has reached the center, Cedrik pushes that person off the bridge into the waiting coils of the snake. Cedrik can be permanently destroyed by taking one of his fi shhooks from inside the snake’s belly and bringing the hook to the boy’s former home. Ecology Bridge haunts have little effect on the nearby ecology, but they do possess an ecology of sorts in their choice of prey and the frequency of their attacks. Many bridge haunts seem content to set upon anyone who wanders their way, while others show a preference for certain types of victims. Some bridge haunts linger near their bridges continually, while others rest inside the structure of the bridge, emerging on certain nights or at particular times during the day. Each bridge haunt has its own habits, so discovering its patterns requires observation. Environment: A bridge haunt can exist at a bridge in any environment. Unless an appealing target is nearby, the haunt doesn’t leave its bridge. Typical Physical Characteristics: Bridge haunts have the height and appearance they possessed in life. Being incorporeal, they are weightless. Alignment: Bridge haunts are usually neutral evil, but some are chaotic or lawful if they possessed strong tendencies toward one or the other of those alignments in life. Good bridge haunts are unheard of, but neutral haunts do exist. Neutral bridge haunts attempt to keep people away from their bridges, scaring them away or warning them off. To those who show sympathy, such haunts relate how they can be freed to go to their eternal rest. Still, even a neutral bridge haunt is compelled to kill those who try to cross its bridge. Typical Treasure Bridge haunts cannot manipulate treasure, nor do they typically show any desire to possess it. Nevertheless, a bridge haunt’s victims often bore items that become lost beneath the bridge, awaiting discovery by any brave enough to confront the structure’s undead inhabitant. The items beneath the bridge are equivalent to standard treasure for a creature of the bridge haunt’s Challenge Rating. FOREST HAUNT A shimmering form emerges from the woods, looking like a dead tree with purplish-green veins of sap winding across its surface. It crashes its way forward as if moving large obstacles from its path, but it glides through all such impediments as if they were mere illusions. Forest Haunt CR 10 Usually NE Huge undead (incorporeal) Init: +0; Senses: darkvision 60 ft., low-light vision; Listen +18, Spot +18 Languages: Common, Sylvan, Treant AC: 11, touch 11, flat-footed 11 (–2 size, +3 deflection) Miss Chance: 50% (incorporeal) hp: 78 (12 HD); DR 10/slashing; rejuvenation Immune incorporeal immunities, undead immunities Resist +2 turn resistance Saves: Fort +4, Ref +4, Will +13 Weakness: vulnerability to fire Speed fly: 30 ft. (perfect) (6 squares) Attacks: Melee incorporeal touch +5 (1d4 Cha) Space: 15 ft.; Reach: 15 ft. Base Atk: +6; Grp: — Special Actions: arboreal vengeance, Daunting Presence (DC 19) Abilities: Str —, Dex 10, Con —, Int 12, Wis 16, Cha 16 SA: arboreal vengeance SQ: incorporeal traits, undead traits Feats: Ability Focus (arboreal vengeance), Daunting Presence*, Iron Will, Track, Weapon Focus (incorporeal touch)* New feat; see sidebar. Skills: Hide +7, Listen +18, Move Silently +15, Spot +18, Survival +18 Advancement: 13–30 HD (Huge) Arboreal Vengeance (Su): A forest haunt can temporarily animate trees and undergrowth around it. When it activates this ability, each tree within 60 feet makes a melee attack against the nearest enemy. Trees have a reach of 20 feet. Each attack is made with a +9 bonus and deals 2d6+4 points of damage. In addition, undergrowth within 60 feet begins to writhe and grasp at creatures in the area. Any creature attempting to move out of a space containing undergrowth must succeed on a DC 21 Reflex save or be entangled for 1 round. The attack bonus, damage bonus, and save DC are Charisma-based. Rejuvenation: A forest haunt is not destroyed if reduced to 0 hit points. It instead reappears in its grove 1d4 days later. Each forest haunt has a specific condition that must be fulfilled to lay it to rest. Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond. Strategies and Tactics A forest haunt silently approaches enemies, staying within the cover of trees to avoid being noticed. Even if it is seen, it is typically mistaken for a trick of the light or a play of shadow in the forest. Once it is in range, it uses arboreal vengeance to batter foes that stand near trees. If an opponent spots the forest haunt, the haunt tries to intimidate that foe with Daunting Presence, while staying close to other trees so that opponents must come into range of the trees’ attacks if they wish to fight the haunt directly. It uses its touch attack only if it is severely damaged. Since it knows it can rejuvenate, a forest haunt fights until destroyed. NEW FEAT: DAUNTING PRESENCE You are skilled at inducing fear in your opponents. Prerequisites: Cha 13, base attack bonus +1. Benefit: You can take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken. Special: A fighter can select Daunting Presence as one of his fighter bonus feats. Sample Encounters A forest haunt waits for opponents to venture into the forest before it unleashes its vengeance. Only rarely does more than one of these creatures appear in a given area, and groups larger than four are unheard of. Orc Murderers (EL 10): A group of trappers has been missing for several days, and the trail leads into a dark, forbidding part of a nearby wood. A forest haunt rampages in the deepest part of the wood, where trees are thick and the ground is covered in underbrush. The dryad that once lived in the wood was killed by a group of orc marauders, and the orc shaman now uses her bones for fortune-telling. The marauders consist of six orc berserkers (MM4 114) and a 4thlevel orc druid. This encounter is EL 10, but PCs can also attempt to negotiate for the dryad’s bones or steal them. Only by retrieving the bones and returning them to the dryad’s grove can the PCs put the forest haunt to rest. Of course, they have to deal with an irate forest haunt on the way to the grove. Ecology Forest haunts are subject to outbursts of rage as they try to cope with the loss of their dryad companions. Thus, although a forest haunt coexists with natural f lora, it tends to drive away or accidentally kill most wildlife. A recently awakened forest haunt causes a steady migration away from its grove, a clear indication that something is wrong. The area roamed by a forest haunt might eventually begin to change. As the unnatural aura of the haunt bleeds into the surrounding terrain, it turns the foliage a dark—almost black—green and causes trees to warp into unsettling shapes. A forest haunt can be destroyed only by meeting a particular condition. This condition can range from returning the body of its dryad to her grove, to defeating an evil power at work in the forest, to destroying the tree from which the forest haunt sprang. Environment: Forest haunts are found exclusively in forests. A forest haunt roams throughout the forest as though on patrol, but returns to its dryad’s grove at least once every day. Some roam during the night and some during the daytime. Chaotic forest haunts vary this pattern, but neutral haunts are more predictable. Typical Physical Characteristics: A forest haunt appears to be a deformed, translucent tree, with a trunk nearly 5 feet wide and a span of branches greater than 20 feet. It has veins of violet sap running along its trunk. Alignment: A forest haunt is interested in nothing but the destruction of the living, and most are difficult to reason with. Forest haunts are usually neutral evil or chaotic evil, though some are neutral (especially those whose dryads were especially sympathetic toward humans and other civilized intruders). Non-evil forest haunts are likely to try to scare off invaders instead of killing them outright. Typical Treasure Though a forest haunt doesn’t care for wealth, the area it roams might be littered with the gear of those who did not escape its wrath. Such treasure is usually the arms, armor, or other equipment associated with would-be heroes. The scattered treasure can also serve as a warning to any who would enter the forest haunt’s domain. Such items add up to standard treasure for the forest haunt’s Challenge Rating. FOREST HAUNT LORE Characters who have ranks in Knowledge (nature) can learn more about forest haunts. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Religion) DC Result 20 This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born. It is incorporeal, but nonetheless it can be harmed more easily by slashing weapons. 25 A forest haunt can animate nearby trees to attack its enemies. 30 A forest haunt can be destroyed only if a specific condition is met. Otherwise, it returns to existence in a few days. TAUNTING HAUNT The spectral image of a short, rotund human wearing a tattered jester’s outfi t appears before you. It bursts into laughter and points at you. Its laughter grows so violent that it falls to the fl oor, still laughing and pointing. Taunting Haunt CR 4 Usually CN Medium undead (incorporeal) Init +6; Senses darkvision 60 ft.; Listen +5, Spot +4 Languages: Common AC: 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection) Miss Chance 50% (incorporeal) hp: 39 (6 HD); encore Immune incorporeal immunities, undead immunities Resist +2 turn resistance ST: Fort +2, Ref +4, Will +5 Speed fly: 40 ft. (perfect) Attacks: Melee incorporeal touch +5 (1 Cha) Space: 5 ft. Reach: 5 ft. Base Atk: +3; Grp — Special Actions: tripping tongue, vicious lampoon Spell-Like Abilities (CL 6th): At will—daze (DC 12), ghost sound, summon instrument 3/day—grease (DC 13), invisibility, Tasha’s hideous laughter (DC 13) 1/day—fear (DC 16), glibness Abilities: Str —, Dex 14, Con —, Int 13, Wis 11, Cha 15 SA: spell-like abilities, tripping tongue, vicious lampoon SQ: font of knowledge, incorporeal traits, undead traits Feats: Dodge, Improved Initiative, Skill Focus (Perform [comedy]) Skills: Bluff +11, Diplomacy +13, Disguise +2 (+4 acting), Intimidate +13, Knowledge (all) +10, Listen +5, Perform (comedy) +14, Spot +4 Advancement: 7–12 HD (Medium) Encore (Ex): Fueled by anger and bitterness, a taunting haunt is difficult to send to its final rest. A taunting haunt that is destroyed by any means returns to existence after 24 hours. These creatures can be driven away only when defeated in a battle of wits or put to rest only when their final wishes are met (see below). Tripping Tongue (Su): A taunting haunt can force an opponent to speak the opposite of an intended statement. An entreaty for peace becomes a challenge to battle. A friendly greeting becomes an insulting threat. Three times per day, as an immediate action, a taunting haunt can attempt to reverse an opponent’s intended words. If that foe succeeds on a DC 15 Will save, this ability has no effect. Anyone listening to a creature affected by this ability can make a DC 15 Sense Motive check to notice that the affected creature has been compelled to speak unintended words. The save DC is Charisma-based. This is a mind-affecting ability. Vicious Lampoon (Su): When an opponent within 30 feet misses with an attack, a taunting haunt can, as an immediate action, deliver a short, scathing commentary on that foe’s competence (or lack thereof). The subject must succeed on a DC 15 Will save or take a –2 penalty on attack rolls, ability checks, and skill checks for 1 round. The save DC is Charisma-based. Font of Knowledge (Ex): A taunting haunt is considered to be trained in all Knowledge skills and to have maximum ranks in those skills. A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer. Bitter and angry, and resentful of the living, a taunting haunt uses its sharp wit, cruel humor, and spiteful performances to create havoc and chaos wherever it goes. Taunting haunts pose a minimal physical threat, yet they are dreaded by almost anyone unfortunate enough to encounter them. With their biting sense of humor and relentless spirit, they can prove more diffi cult to handle than foes in a stand-up fight. Strategies and Tactics A taunting haunt exists to spread misery, anger, and confusion. In life, it used its talents to bring happiness and amusement to others. In death, this desire has warped into a compulsion to make others miserable. Taunting haunts use a variety of schemes to humiliate the foolish, trusting, or greedy. A typical taunting haunt picks out an important fi gure for continual harassment. The haunt introduces itself, insults its mark, and uses its Perform (comedy) skill to poke fun. It follows its target, offering running commentary on that person’s ineptitude. Not a murderous spirit, a taunting haunt takes care to avoid killing anyone. After all, a corpse can’t wince at a barbed comment or provide endless amusement as it tries to muddle through negotiations while its words are being twisted. A taunting haunt might even help particularly enjoyable victims of its torments stay alive. TAUNTING HAUNT LORE Characters who have ranks in Knowledge (religion) or who have the bardic knowledge class feature can learn more about taunting haunts. When a character makes a successful check, the following lore is revealed, including the information from lower DCs. A bard gains a +4 bonus on this check. Knowledge (Religion) or Bardic Knowledge DC Result 14 This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard. This result reveals all undead traits and incorporeal traits. 19 When a taunting haunt decides to shadow a victim, it can cause that person to speak the opposite of what is intended. 24 Taunting haunts are expert liars. Never believe what one says unless you defeat it in a battle of wits. 29 A taunting haunt can be defeated only if it loses a battle of wits or its fi nal wishes are met. Otherwise, it returns within a day. Taunting haunts are roleplaying challenges. They can prove annoying, but they lack attacks or abilities to directly kill. Their immortal nature and access to Knowledge skills makes them useful sources of (perhaps unreliable) information. Each taunting haunt is an individual with a distinct—often warped or crazy—personality. A haunt might take a liking to a PC, egg on another one with taunts, and needle another with endless pranks. In the hands of a skilled DM, a haunt becomes a foil for the characters. With good roleplaying and quick thinking, PCs can turn a taunting haunt into a useful informant or even an ally. A taunting haunt can go to its final rest if someone resolves whatever caused it to become undead. A wandering bard killed by a cruel tyrant might pass on if a party overthrows the tyrant’s descendants. Sample Encounter Taunting haunts do not travel in groups. The only time a taunting haunt is seen with other creatures is when it is being a nuisance to them. The Staff of the Sewers (EL 4): Bertrose Bignose was a jester who was killed for making one joke too many at the expense of a visiting archmage. He uses his abilities to make spellcasters look foolish, particularly in front of superiors or allies. If possible, he uses glibness to convince spellcasters he is a friendly spirit who knows the location of a lost magic staff. Invariably, this staff is supposedly hidden at the bottom f a garbage dump or outhouse pit. More than one greedy wizard has ended up knee deep in sewage before Bertrose revealed his lie. Ecology Taunting haunts add nothing to the local ecosystem except cruel humor, practical jokes, and humiliating schemes. Environment: Taunting haunts can thrive anywhere, but they prefer civilized areas. Those that used to live in cities can usually fi nd easy targets there. They are seldom found in the wilderness. Typical Physical Characteristics: Taunting haunts are humanoid in appearance. They wear outrageous or ostentatious clothes to draw attention to themselves. Though the taunting haunt in this entry is Medium, gnomes and other Small creatures can also become taunting haunts. Alignment: More mischievous than malicious, most taunting haunts can’t be considered evil. However, exceptions exist, and some taunting haunts are even goodaligned. They are, without exception, chaotic. Typical Treasure A taunting haunt requires anyone it defeats in a battle of wits to bury all treasure wagered on the outcome in an isolated spot. These haunts have no use for treasure, but since mortals love gold and magic items, taunting haunts do what they can to remove such wealth from circulation. A BATTLE OF WITS The only way to defeat a taunting haunt is in a battle of wits. Usually, a victim gets rid of a haunt when it grows bored and moves on to a new audience. Adventurers who turn or destroy the spirit win the honor of a repeat performance soon thereafter. A battle of wits with a taunting haunt involves riddles, jokes, and other competitions. In game terms, the haunt and its opponent take turns choosing Knowledge and Perform skills, then make opposed checks involving the chosen skill. The first person to win three checks wins the competition. A haunt expects a magic item worth 500 gp from the PCs if it wins. If the characters win, the haunt leads them to a hidden treasure with a value appropriate to its CR and agrees to leave them alone. When resolving a battle of wits, you can replace the skill checks with riddles and questions for an interesting roleplaying encounter. Regardless of how you handle the battle, the PCs should gain experience points for defeating a taunting haunt whether they drive it off, send it against someone else, or otherwise remove it as an annoyance. P.S.: perdonate, ma sono riuscito solo a sistemare l'estetica degli ultimi due dei tre tipi di non-morti, per motivi di tempo, sistemerò l'altro a breve.
-
paladini e lich
Gli svantaggi morali dipendono dalla psicologia del personaggio e dalla società in cui è inserito, e gli svantaggi sociali solo dalla società. Ma considerando che egli è il sovrano, non ha alcun senso fare un qualsiasi cenno a questo. Belzebù è una schifosissima lumaca, ma nonostante ciò i suoi sudditi lo rispettano/temono e sono ai suoi ordini. Ovviaemente quello è un signore infernale ed è una cosa diversa, ma è considerabile parallela, come situazione.
-
paladini e lich
Vi dico solo che esistono più tipi di paladini, ed i codici morali sono simili, ma il comportamento è diverso, non sono tutti creati con lo stampino. Per esempio porto i paladini Arthas e Uther Lightbringer, quando Arthas era ancora paladino. Situazione: città infettata da una piaga che trasforma le persone in zombie. Soluzione di Arthas: uccidere tutti i cittadini infetti e quelli potenzialmente infettati, prima che la piaga si propaghi per tutta la città. Soluzione di Uther Lightbringer: far evacuare i cittadini sani dalla città, evitando le perdite al massimo. Cosa scieglierebbe di fare secondo voi un paladino?
-
paladini e lich
Parliamo di progenie, non di non morti indipendenti a priori (come il lich, per questo mi scuso se in parte vado un po' OFF TOPIC) ma citando il manuale vorrei sapere cosa mi dici ora.
-
paladini e lich
Immaginiamo un Paladino di Pelor vampirizzato con tutti i livelli da Prole Emancipata (Speci Selvagge). Non potrebbe forse essere un caso come quello che propone Vitellio?
-
Suggestione, charme, desideri e miracoli
Solitamente per noi il sistema era questo: - desiderio -> lo si usava veramente molto raramente, soprattutto per il costo in PX, di cui eravamo tutti avidi , e comunque il DM regolava la potenza degli effetti. Magari se avessi chiesto un oggetto o un qualsivoglia desiderio al di fuori della tua portata allora anzichè ottenere l'effetto sperato, potevi veder arrivare una gigantesca manona, di di colore variabile in base alla divinità di ogni singolo PG, che si fermava di fronte a chi aveva espresso il desiderio, facendogli il gito medio . - charme -> solitamente lo usavano sempre, ma veramente sempre gli incantatori avversari sui nostri combattenti (e nonostante ciò non so per quale motivo non si sia mai preoccupato di porvi rimedio, non dandomi mai ascolto ) e il DM faceva ce li scagliava sempre contro... convincendo il PG in questione che noi eravamo i nemici di chi gli aveva usato Charme, che ovviamente era il suo più grande amico, ed invece noi non lo usavamo mai sugli avversari perchè erano minimo 4 - 5 livelli più potenti di noi, e non potevamo nemmeno azzardarci a sperare di superare il TS in volontà, anche perchè normalmente tutti gli avversari avevano buoni TS in tutto... - suggestione -> per il mio DM suggestione era una parola poco significativa, ed addirittura spesso veniva totalmente trascurata. Infatti non c'erano mai bardi in squadra, i mercanti erano incorruttibili e chiunque usasse un incantesimo di suggestione aveva praticamente sprecato un incantesimo.
-
I miei disegni
In realtà l'hai fatto bene, davvero bene e realistico... e a guardarla ora che mi hai fatto notare la cosa la tua opera sembra ancora più bella di quanto apparisse prima. Il mio errore è dovuto anche al fatto che al confronto la manica sinistra lascia intravedere l'avambraccio della maga, mentre quella destra trae in inganno a causa della luce, ed inoltre fa sembrare il polso destro più massiccio di quello sinistro. Lasciando da parte le critiche, mi congratulo nuovamente con te, ma questa volta per il motivo floreale che adorna le vesti, hai rappresentato la tridiemensionalità della donna magnificamente
-
I miei disegni
Wow complimenti, anche l'ombra delle mani sul vestito ha un effetto spettacolare! L'unica cosa che mi tocca notificare: purtroppo la manica destra (a sinistra, nella immagine) dà l'impressione che il polso della donna sia sproporzionatamente grosso in rispetto al resto del braccio... oppure è un effetto grafico? Noncapisco se è un voluto effetto di incupimento della zona sottostante il braccio, oppure la trama del vestito che diventa più scura...
-
Leonardo's Gallery
Sìsì tranquillo, era per scherzare Comunque è vero, ti riesce bene la realizzazione del fisico...
-
Creatura ferina ed in genere cambi di tipo
I cambiamenti si applicano ai livelli razziali preesistenti. Se prendi per esempio uno gnoll e lo fai diventare ferino, vanno apportate tutte le differenza di cui parli ai suoi due livelli da umanoide (normalmente non mostruoso).
-
Leonardo's Gallery
Forse perchè i tuoi ultimi lavori sono stati due uomini quasi nudi? A parte gli scherzi, apprezzo molto la realizzazione del fisico che rendono i tuoi soggetti, soprattutto il primo (che tra l'altro ha un volto un po' alla Hitler senza baffi, e una posizione mussoliniana ). Mi ricordano l'insegnante Hajime Fukuroda. W GTO!
-
Scurovisione e scurovisione superiore
Darei volentieri anche io una mano a risolvere l'enigma. In che manuale si trova la CdP?
-
Tiri salvezza
La soluzione non è proprio così equilibrata però, se ci pensi. Un mago di 10° livello con 22 in intelligenza (18 base + 2 razza +2 aumentato) potrebbe in questo modo lanciare incantesimi con CD variabile tra 21 (incantesimo di livello 0) e 26 (incantesimo di V livello), se si aggiunge anche il livello dell'ncantesimo. Altrimenti, se intendevi il caso in cui non si aggiungesse il livello dell'incantesimo, la CD di tutti i suoi incantesimi sarebbe sempre uguale, da una Magic Jar ad uno Spruzzo acido.
-
Tiri salvezza
Penso che sia deluso dal fatto che un maghetto livello 1 con incantesimi basilari ha gioco facile contro gli avversari del suo livello, mentre per un incantatore di livello 20 gli avversari hanno dei tiri salvezza improponibili, proporzionalmente (oltre alle varie immunità ad effetti e resistenze agli incantesimi). Contro certi nemici ti tocca sperare che il tuo avversario prenda assolutamente un 1 nel tiro, oppure il maghetto diventa il solito supporter a combattenti dannatamente forti. Per citare un mio esempio, io con un incantatore divino e arcano di 18° livello mi trovavo sempre costretto a castare Avvizzimento Oscuro, per essere sicuro di fare almeno 10 danni (la metà del minimo risultato di 20d6, perchè essendo negromante puro aggiungevo un massimo di 3 al livello incantatore per gli incantesimi di negromanzia) al mio avversario, che se si avvicinava si beccava un bel ferire in faccia (75 danni nel peggiore dei casi, se lo colpivo). In effetti però se si pensa a questo è vero: un guerriero dotato di un sufficiente numero di pozioni di guarigione, al livello 20 e con un giusto equipaggiamento, può abbattere un elevatissimo numero di nemici. Sempre per fare un esempio, un combattentre che avevo in squadra allora al livello 20 aveva attorno al +40 ai TxC, e faceva un bordello di danni, usando inoltre due spade era devastante. Quando ci trovavamo di fronte avversari come draghi, celestiali ecc. il problema principale era la resistenza agli incantesimi, che quasi sempre si risolveva grazie all'incantesimo Assay Spell Resistance, ma dopo c'era sempre l'ostacolo del TS avversario, ch precludeva qualsiasi uso di incantesimi decenti. L'unica e la migliore soluzione era sempre Assay Spell Resistance + Carne Tremante. Avversario bloccato fino al mio prossimo turno, nel frattempo in balia del warrior. Il problema saltava fuori quando mi ritrovavo da solo contro un avversario, e purtroppo succedeva spesso. Per fortuna avevo sempre il mio filatterio da lich . Per trarre una conclusione, è vero che un mago di 20° livello può provocare cataclismi, ma è anche vero che contro un avversario con i controc******i non può che ripararsi dietro ad un altro tank, relegato a incantesimi da supporter.
-
paladini e lich
Si spera in un'intervento divino . A parte gli scherzi, penso che un paladino che si rifiuti di eseguire gli ordini di un suo superiore non è legale, e quindi nemmeno più un paladino. Se il suo amico è malvagio ormai non dovrebbe interessargli più della sua sorte, perchè un paladino DOC non sta con gente malvagia, e se lo ritiene ancora suo amico allora cercherà di trovare un metodo per liberarlo dalla non-morte... invece se il lich è neutrale o buono e non provoca problemi potrebbe essere il superiore del paladino ad avere problemi, perchè il capo di un ordine di un paladino, se è anche lui tale, per esserlo diventato deve aver fatto esperienza, o avere dei meriti e quindi una certa dimestichezza anche in questi casi. Oltre al poter chiedere aiuto ad un chierico, che è in grado di usare l'incantesimo Commune, con il quale può interpellare la propria divinità. In tal caso puoi chiedere se la missione è giusta o no Commune Spoiler: Divination Level: Clr 5 Components: V, S, M, DF, XP Casting Time: 10 minutes Range: Personal Target: You Duration: 1 round/level You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a oneword answer would be misleading or contrary to the deity’s interests, the DM should give a short phrase (five words or less) as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends. Material Component: Holy (or unholy) water and incense. XP Cost: 100 XP.
-
I miei disegni
Semplicemente fantastici! I gattini hanno uno sguardo iperealistico ed i due maghetti hanno un viso perfetto! Per non parlare poi del curioso e interessante metodo di rappresentazione del tratto condiviso tra gli occhiali e i capelli, che si sovrappongono... un po' come l'effetto che viene usato per gli occhi ed i capelli nel manga/anime Sayuki (anche se lì a volte viene esagerato, tanto che talvolta un intero occhio nascosto viene sovrapposto ai capelli). Davvero dei bei lavori, complimenti, e spero di vedere i gattini sulla copertina di qualche volume esposto nelle librerie
-
paladini e lich
- paladini e lich
In generale il paladino è il difensore del bene. Lui combatte il male, in qualsiasi forma esso si presenti, anche se fosse la sua stessa famiglia. Il fatto che il paladino sia avverso ai non morti è che i non morti sono etichettati come esseri malvagi, nella visione più comune ed usuale. Allo stesso modo un paladino saggio e credente che tenti di sconfiggere il male in qualunque forma è abbastanza intelligente e savio da comprendere che un non morto non malvagio non è irrimediabilmente portatore di male, e anzi può contribuire alla causa del bene. Non è detto che il metodo di creazione del non morto influisca sulla natura di quell'essere non vivente, e se così non fosse il paladino potrebbe, anzichè distruggerlo indiscutibilmente, concordarsi con lui per un suo ritorno alla vita, o una sua liberazione dell'anima nell'aldilà, nel qual caso la resurrezione non fosse possibile.- paladini e lich
... e per rivelare il male A me era successo un caso simile, però in un'occasione in cui io dovetti ucciderlo come idea fin dal principio, ed ero addirittura lich, accompagnato da un cinghiale mannaro (sì lo so è strano ). Il paladino ci ha seguiti fino al cimitero, dove stava un presunto esercito di non morti. All'inizio il paladino mi credette, ma quando usò rivelare ill male egli si scagliò contro di me. Inutile dire che il mio compagno di squadra lo aprì a metà con un solo colpo dello spadone, subito dopo che il paladino mi si fu scagliato contro- Il Ladro (2)
Le statistiche dell'archetipo "vampiro" si trovano esattamente nella sottosezione del paragrafo "Vampiro", del manuale dei mostri, sotto la voce "Creare un vampiro". Applicare l'archetipo "vampiro" significa usare le regole descritte nel manuale come "creare un vampiro" partendo dalla creatura designata.- Druidi e licantropia
L'allineamento del druido influenza la considerazione del licantropo, per quanto riguarda l'alllineamento di quest'ultimo, cosa che coinvolge direttamente anche le sue azioni, perciò si può dire che le due cose siano concordanti: P.S.:Per natura intendevo "allineamento":lol: Per quanto riguarda io posso dire che si può parlare di libertà d'agire se si parla di un licantropo naturale, ma un licantropo infettato non ha scelta: un caotico malvagio quando si trasforma (nei momenti meno desiderati, magari) cambia allineamento, carattere e via dicendo, e le sue azioni diventano da PNG, conseguentemente all'allineamento.- Neltharion's Gallery
Però... carina- Druidi e licantropia
Secondo me dipende dalle situazioni: se il licantropo in questione è un licantropo che rispetta la natura e che fa uso dei suoi poteri per difendere la madre terra è un conto, ma se invece si sta parlando di un branco di licantropi infettati che vaga per il faerun devastando villaggi, foreste e quant'altro, allora penso che un druido, sia esso buono o neutrale che si voglia, non debba apprezzare troppo l'uso che questi fanno della loro forza, devastando la natura.- Vampiri e progenie
Paladino: Manuale del giocatore (la variante citata si trova in Unhearthed Arcana, ossia Arcani Rivelati) Knight (ossia cavaliere): Manuale del giocatore II Crusader: Tome of Battle- Il Ladro (2)
Da mezzovampiro inoltre ritieni il valore di costituzione perchè non divieni non morto. Da questo punto di vista è molto conveniente, ma d'altro canto ottieni solo una variante altamente depotenziata delle abilità vampiriche originali, ed inoltre non ottieni l'immortalità. Rimani un mortale. Il diventare mezzovampiro però potrebbe essere già un buon inizio per diventare un vampiro originale più avanti (accordandosi con il DM che, al momento dell'acquisizione dell'archetipo vampiro -se è possibile, non ricordo se il mezzovampiro precluda ciò- l'archetipo di mezzovampiro scompaia, assieme ai suoi privilegi e difetti, e tu inglobi quel LEP +2 del mezzovampiro nel nuovo status di vampiro, aggiungendo solo un LEP +6, all'attuale stato del tuo personaggio. Questo è quello che ti consiglio io, almeno. - paladini e lich
Impostazioni cookie
Utilizziamo cookie tecnici necessari al funzionamento del sito e, solo con il tuo consenso, cookie statistici (analytics) per misurare e migliorare i servizi. Non utilizziamo cookie di profilazione pubblicitaria. Leggi la Cookie Policy oppure gestisci le preferenze.