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  1. Credo che dipenda dalla natura del licantropo. In sè la licantropia è una malattia, e può essere intesa come una piaga, oppure come parte integrante della natura. Per esempio, se il licantropo è un orso mannaro, quindi di allineamento buono, sarà sicuramente visto meglio di un lupo mannaro. Potrebbe addirittura essere considerato come una versione migliorata dell'uomo, che si avvicina maggiormente alla natura. Resta poi comunque il fatto che è una malattia, e che in generale non è comunque ben vista.
  2. The Nemesis ha risposto a Lyonaler a un discussione D&D 3e regole
    Sì. Perchè mai non dovrebbe? Con il bonus in Tempra dei livelli di classe. Semplicemente non lo è. Un qualsiasi "megalich" sicuramente non è diventato ""mega"" per essere stato sprovveduto. Un qualsiasi lich che si rispetti conosce i propri punti deboli, e indubbiamente cerca di preparare tutte le precauzioni necessarie per rinforzarli, o evitare di metterli allo scoperto. Per esempio, per sistemarsi basta questo incantesimo: SPELL IMMUNITY, GREATER Abjuration Level: Clr 8 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 8th level or lower.The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. Thus, a creature given immunity to lightning bolt is still vulnerable to shocking grasp or chain lightning. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
  3. Come sempre, anche per i non-norti, la prudenza è il pane dei saggi. Anche avendo un esercito di 2000 vampiri non ti converrebbe mandarli tutti allo sbaraglio, magari alla conquista di una città. Magari in primo luogo avresti il vantaggio, ma, come detto da FeAnpi, gli esterni buoni in D&D esistono, e sono pronti e disposti ad intervenire in favore del bene. Immagina quanto potrebbe essere felice Pelor della venuta di qualche migliaio di facce zannute da spaccare XD
  4. Il problema che salta fuori quando crei infiniti vampiri è che necessiti così di infinite prede, che non hai. E non avendole, non puoi far altro arrestare la produzione di progenie, ad un certo momento.
  5. Incatesimo preso dal player's handbook: Control Undead Necromancy Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible (in the area of a silence spell, for instance), the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. Material Component: A small piece of bone and a small piece of raw meat.
  6. In parte deve avercela per forza, perchè il personaggio anche se neutrale ha comunque scelto da tempo di diventare lich, e la trasformazione volontaria in un non-morto non mi sembra la una bella cosa da spiegare ad un paladino! A meno che non ci sia una buona motivazione dietro. Es.: voglio diventare lich per sopravvivere a questa malattia incurabile (nemmeno con desiderio, per ipotesi), ottenere una conoscenza superiore ed avere il tempo (si parla di decadi) necessario per studiare la malattia che sta decimando il mio popolo, prima che sia troppo tardi. Così allora magari la si può anche far passare, ma è difficile che un PG neutrale compia una tale scelta senza pensare minimamente di essere in realtà buono. E comunque probabilmente il paladino direbbe che per lui ci si deve dedicare al suo dio misericordioso ed affidarsi alla sua benevolenza. Questo avverrebbe se il paladino fosse un fondamentalista, però.
  7. Pagina 63-64-65-66 del manuale Complete Warrior (Perfetto combattente). Per convenienza te lo posto qui. Spoiler: NATURE’S WARRIOR Nature’s warriors are defenders of the wild, protectors of the natural world . . . and often druids who have spent “too much time” in wild shape form. Members of this prestige class share a bond that transcends race and outside appearance. When a character gains the ability to naturally shift into the form of a “lower animal,” she sometimes gains a perspective on life that makes her envy this adopted form over her own. She may simply feel a stronger tie to nature while in animal (or elemental) form, or perhaps she longs for the power such forms give her. Certainly she begins to develop her abilities while in wild forms at the expense of the shape she was born in. Many people consider nature’s warriors to be loners or fanatics, even less a part of the world than the most solitary druid or ranger. Nature’s warriors, however, tend to be very communal. They often communicate with each other—sometimes through animal messengers, or even face to face, when they can bring themselves to leave their territories—and they keep a careful watch on “civilization.” Nature’s warriors develop their animalistic instincts more strongly than the behavior associated with societal learning, and do have a tendency to come off as gruff or impatient with those who are not as “in tune” with nature as themselves. It is not uncommon for a nature’s warrior to spend days or even weeks in a single animal or elemental form, or to shift from form to form regularly, without returning to whatever humanoid form she started with. Virtually all nature’s warriors begin as members of the druid class, but some members of other prestige classes or creatures with the wild shape ability have adopted this class. Many more militant druids—those with levels in fighter, barbarian,or ranger—find this class ideal for their purposes. Hit Die: d10. Requirements To qualify to become a nature’s warrior, a character must fulfi ll all the following criteria. Alignment: Any neutral. Base Attack Bonus: +4. Skills: Knowledge (nature) 8 ranks, Knowledge (the planes) 2 ranks, Survival 8 ranks. Feats: Track. Special: Wild shape ability. ---> (NON SPECIFICA "CLASS ABILITY": PUÓ ESSERE UN ABILITÁ DERIVANTE ANCHE DA UN'ALTRA FONTE) Class Skills The nature’s warrior class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Table 2–24: The Nature’s Warrior Level \ Base Attack Bonus \ Fort Save \ Ref Save \ Will Save \ Special 1st \ +1 \ +2 \ +0 \ +0 \ Nature’s armament, wilding 2nd \ +2 \ +3 \ +0 \ +0 \ +1 level of existing divine spellcasting class 3rd \ +3 \ +3 \ +1 \ +1 \ Nature’s armament 4th \ +4 \ +4 \ +1 \ +1 \ +1 level of existing divine spellcasting class 5th \ +5 \ +4 \ +1 \ +1 \ Nature’s armament Class Features All of the following are class features of the nature’s warrior prestige class. Weapon and Armor Proficiency: Nature’s warriors gain no proficiency with any weapon or armor. Spells per Day: At every even-numbered level gained in the nature’s warrior class, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. If the character did not belong to a divine spellcasting class before attaining 2nd level in the prestige class, she gains a druid spellcasting level. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a nature’s warrior, she must decide to which class she adds the new level for purposes of determining spells per day. Nature’s Armament (Su): Upon attaining an odd-numbered level in this prestige class, a nature’s warrior may choose one of the following abilities. These abilities, unless otherwise noted, are only applicable while the nature’s warrior is in wild shape form. Armor of the Crocodile: The nature’s warrior’s natural armor bonus is improved by +1 per class level. This is an actual improvement, not an enhancement bonus. Blaze of Power: While in fi re elemental form, the nature’s warrior is covered in a blaze of power, which functions as a warm fi re shield at a caster level equal to her druid level (if any) plus her nature’s warrior level. Claws of the Grizzly: The nature’s warrior gains a +3 bonus on damage when using her natural weapons. Earth’s Resilience: The nature’s warrior gains damage reduction 3/–. Nature’s Weapon: The nature’s warrior gains a +1 enhancement bonus on attack rolls when using her natural weapons, and her attacks are treated as magic weapons for the purpose of overcoming damage reduction. Robe of Clouds: While in air elemental form, the nature’s warrior may as a free action wreathe her body in mist and clouds for 1 minute per class level (or until she dismisses the effect). This gives her concealment, though it does not affect her ability to see or act at all. Serpent’s Coils: When in the form of a creature that normally has the improved grab ability, the nature’s warrior gains a +4 bonus on all grapple checks and does damage equal to 1d8 + her Strength bonus after winning an opposed grapple check. Water’s Flow: To use this ability, the nature’s warrior must be able to use wild shape to take the form of an elemental. Three times per day as part of a move action, the character may transform her body into a fl owing rush of water. She may move at her base land speed while in this form but does not provoke attacks of opportunity while doing so. She may do nothing but move while in this form. At the end of her move, she immediately changes back into whatever form she was in prior to activating this ability. She may use this ability while not in wild shape form. Wild Growth: The nature’s warrior gains fast healing 1. Wings of the Hurricane: If the nature’s warrior is in an avian form or air elemental form, she increases her base fly speed by 30 feet and improves her maneuverability by one category (thus good maneuverability becomes perfect). Wilding (Su): Nature’s warrior class levels stack with druid levels (as well as levels in other prestige classes that allow these abilities to stack) to determine wild shape abilities and for wild empathy checks. For example, a druid 8/nature’s warrior 3 would be considered an 11th-level druid for purposes of wild shape size, type, and frequency (she could assume wild shape form 4/day and could become a Tiny creature). She would add +11 for her class levels (instead of +8) to her wild empathy checks against animals and certain magical beasts. Sample Nature’s Warrior Beshya: Female human druid 6/nature’s warrior 4; CR 10; Medium humanoid; HD 6d8+12 plus 4d10+8; hp 69; Init +3; Spd 30 ft.; AC 20, touch 13, flat-footed 18; Base Atk +8; Grp +9; Atk +10 melee (1d6+2/18–20, +1 scimitar) or +12 ranged (1d4, masterwork sling); Full Atk +10/+5 melee (1d6+2/18–20, +1 scimitar) or +12/+7 ranged (1d4, masterwork sling); SA spells; SQ animal companion, armor of the crocodile, claws of the grizzly, nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 4/day, wilding, woodland stride; AL NG; SV Fort +11, Ref +6, Will +9; Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 8. Skills and Feats: Concentration +11, Handle Animal +8, Knowledge (nature) +10, Knowledge (the planes) +2, Listen +9, Spot +12, Survival +14; Augment Summoning, Combat Casting, Spell Focus (conjuration), Track, Weapon Focus (scimitar). Dire Wolf Shape: Beshya often uses wild shape to change into a dire wolf. This changes her statistics as follows: Init +2; Spd 50 ft.; AC 18, touch 11, flat-footed 16; Grp +19; Atk +14 melee (1d8+13, bite); Full Atk +14 melee (1d8+13, bite); SA trip; SV Fort +12, Ref +5, Will +9; Str 25, Dex 15, Con 17, Int 10, Wis 16, Cha 8. Animal Companion (Ex): Beshya’s animal companion is Grishka, a wolf (see below). Armor of the Crocodile (Su): In wild shape form, Beshya gains a +4 bonus to her natural armor. Claws of the Grizzly (Su): In wild shape form, Besyha gains a +3 bonus on damage rolls when using her natural weapons. Nature Sense (Ex): Beshya gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistics above). Resist Nature’s lure (Ex): Beshya gains a +4 bonus on saving throws against the spell-like abilities of fey. Spontaneous Casting: Beshya can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Trackless Step (Ex): Beshya leaves no trail in natural surroundings and cannot be tracked. Trip (Ex) (Dire wolf shape only): If Beshya hits with her bite attack, she can attempt to trip her opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip her. Wild Empathy (Ex): Beshya’s wild empathy check is 1d20+9. Wild Shape (Su): Beshya can turn herself into any Small, Medium, or Large animal and back again four times per day. This ability functions like the polymorph spell, except as noted here. The effect lasts for 6 hours, or until she changes back. Changing form is a standard action and doesn’t provoke an attack of opportunity. Wilding (Su): Beshya’s druid levels and nature’s warrior levels stack to determine wild shape abilities and wild empathy checks. Woodland Stride (Ex): Beshya may move through any sort of undergrowth at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated still affect her. Druid Spells Prepared (6/5/4/4/2; save DC 13 + spell level): 0—cure minor wounds (2), detect magic, fl are, light, resistance; 1st—cure light wounds (2), entangle, longstrider, speak with animals; 2nd—barkskin, bull’s strength, fl aming sphere, resist energy; 3rd—cure moderate wounds (2), greater magic fang, neutralize poison; 4th—air walk, fl ame strike. Beshya casts spells as an 8th-level druid. Possessions: +1 scimitar, +2 leather armor, +1 large wooden shield, gauntlets of Dexterity +2, ring of protection +1, boots of elvenkind, masterwork sling, 20 bullets, 20 silvered bullets. Grishka: Wolf; Medium magical beast [augmented animal]; HD 6d8+15; hp 42; Init +3; Spd 50 ft.; AC 18, touch 12, fl at-footed 16; Base Atk +4; Grp +6; Atk +7 melee (1d6+3, bite); Full Atk +7 melee (1d6+3, bite); SA trip; SQ animal companion abilities, low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +2, Listen +7, Move Silently +5, Spot +5, Survival +1*; Alertness, Toughness, TrackB, Weapon Focus (bite). *+4 racial bonus on Survival checks when tracking by scent. Animal Companion Abilities: Link, share spells, evasion, devotion, 3 bonus tricks. Grishka is trained for hunting and also knows the tricks come, defend, and guard. Scent (Ex): Grishka can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Trip (Ex): If Grishka hits with its bite attack, it can attempt to trip its opponent (+2 check modifi er) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Grishka.
  8. Allora mettici un po' di livelli da Guerriero della Natura, dal Perfetto Combattente. Richiede allineamento neutrale, BaB +4, Conoscenza (natura) 8, Conoscenza (piani) 2, Sopravvivenza 8 e il talento Track, ma il problema principale è che dovresti procurarti in qualche modo la capacità di cambiare forma. Suggeribile sarebbe quella di druido, visti i 2 totali livelli da spellcaster divino che aggiunge la CdP. Così ti potrebbe riuscire un ranger druido...
  9. Ma allora perchè non metterci giusto qualche livellino da barbaro? Mi pare che sia abbastanza appropriata, come scelta, no?
  10. Dal manuale Magic and Mayhem, della Warcraft RPG
  11. Ci sarebbe un metodo, molto semplice ed efficacie, pure magico, ma devi prenderlo in prestito da un altro RPG della d20. Con due incantesimi, Soul Preservation e Recall Undead SOUL PRESERVATION Spoiler: Sends undead into stasis in the Twisting Nether. Necromacy [Fel] Level: Ncr 2 ----> (mago/stregone/dread necromancer/ecc. 2) Components: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft. /2 levels) -----> (5 ft. = 1,5 m.) Target: One undead creature under your control Duration: Permanent Saving Throw: None Spell Resistance: No Description The caster sends one of his undead minions to the Twisting Nether, where it floats idly until recalled. Spell Effect The target creature, which must be an undead creature under the caster's control, is sent to the Twisting Nether. While the target is under the effect of this spell, the caster cannot control the creature and it does not count against his limit of controlled undead. The caster can bring the creature back to his side casting recall undead. Material Component: A crystal hourglass worth at least 10 gp that the caster crushes when casting the spell. RECALL UNDEAD Spoiler: Brings back undead sequestered in the Twisting Nether. Necromancy [Fel] Level: Ncr 2 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft. /2 levels) Effect: One or more summoned undead creatures, the total Hit Dice of Which cannot exceed your caster level Duration: Instantaneous Saving Throw: None Spell Resistance: No Description The caster recallsa number of undead creatures that he had previously secluded away in the netherworld. Spell Effect The caster summons one or more undead creatures from the Twisting Nether that he had previously secluded there with the spell soul preservation. The undead creatures are under his control. In questo modo si riesce facilmente a "dispensare" i propri non morti, senza limite alcuno, ed al momento opportuno li si può richiamare senza problemi. Molto più sicuro e pratico che nasconderli in un carro di letame o nelle fogne, e soprattutto più igienico! (per quanto un cadavere standard in decomposizione possa essere considerato in sè igienico )
  12. Era per rendere ai lettori l'idea di cosa era la CdP del Pugno della Foresta Comunque un consiglio te lo do lo stesso: se vuoi una bella CdP da Ranger ci sarebbe sempre lo Stalker of Karash, dal Book of Exalted Deeds, solo che purtroppo richiede un allineamento Neutrale Buono, che non è proprio quello che chiedevi tu...
  13. FIST OF THE FOREST Spoiler: "To be one with the wild, you must become wild yourself. It's only natural. " —Sorag, Warden of the Green For some among the Guardians of the Green (see page 68), the pursuit of an animalistic lifestyle is a form of asceticism. A feral disposition seems to come naturally to others. In either case, the result is a powerful defender of nature: the fist of the forest. BECOMING A FIST OF THE FOREST Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it. ENTRY REQUIREMENTS Base Attack Bonus: +4. Skills: Handle Animal 4 ranks, Survival 4 ranks. Feats: Great Fortitude, Improved Unarmed Strike, Power Attack. Special: Must gain approval as a fist of the forest by the leaders of a band of Guardians of the Green, then adopt the lifestyle of an animal (see Primal Living, below). TABLE 2-2: THE FIST OF THE FOREST HIT DIE: D10 Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special / Unarmed Damage* 1st \ +1 \ +2 \ +2 \ +0 \ AC bonus, fast movement, feral trance 1/day, primal living \ ld8 2nd \ +2 \ +3 \ +3 \ +0 \ Uncanny dodge, untamed strike \ 1d8 3rd \ +3 \ +3 \ +3 \ +1 \ Feral trance 2/day, scent \ 1d10 * The value shown is for Medium characters. Use the monk class table (PH 41) for Small or Large fists of the forest. Class Skills (2 + Int modifier per level): Balance, Climb, Handle Animal, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Survival, Swim. CLASS FEATURES You are skilled at hunt-ing and killing with your bare hands. You defend the forest by channeling raw, bestial might through your own being, using either disciplined focus or primal ferocity. AC Bonus (Ex): While unarmored, you gain a bo¬ nus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH 40). Fast Movement (Ex): Your base land speed is faster than the norm fori your race. See the barbarian class feature (PH 25). | If you already have fas| movement from another class, the bonuses to your speed stack. Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes on gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action] The damage for this attack is ld6 + your Str modifier, regardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian's rage class feature (PH 25-26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects. At 3rd level, you can use this ability twice per day. Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you. Unarmed Damage (Ex): Your unarmed attacks deal more damage than usual. At 1st level, you deal ld8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH 41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table. Uncanny Dodge (Ex): At 2nd level, you cannot be caught flat-footed, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH 26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge. Untamed Strike (Su): On attaining 2nd level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk's ki strike class feature (PH 41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time. Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name (MM 314). PLAYING A FIST OF THE FOREST Living like an animal gives you a clear understanding of and sympathy for natural living things, and association with the Guardians of the Green gives you purpose and direction. Your personality, however, is your own. Depending on your character's background and the band to which you belong, you can be as erudite or savage, as disciplined or unruly, as you see fit. Combat Your most powerful attacks are your unarmed strikes, so you should charge into the thick of battle as quickly as possible. Save your feral trance ability until the middle of a fight, so that you don't end up fatigued while your enemies are still attacking. Sample Encounter The PCs come upon Sorag, Hasayla (page 85), and Denon (page 83) fighting a band of gnolls, as described in the Guardians of the Green section on page 71. Sorag lives so completely as an animal that she has forsworn all possessions. SORAG, WARDEN OF THE GREEN CR 9 Female human monk 6/fist of the forest 3 LN Medium humanoid Init +5; Senses scent; Listen +14, Spot +11 Languages Common, Gnome AC 21, touch 21, flat-footed 16; Dodge, Mobility, uncanny dodge (+3 Con, +5 Dex, +2 Wis, +1 class) hp 73 (9 HD) Immune normal disease Resist evasion Fort +13, Ref+13, Will +8 (+10 against enchantments) Speed 60 ft. (12 squares) Melee unarmed strike +12/+7 (2d6+7) and bite+12 (ld6+5) or Melee unarmed strike +11/+11/+6 (2d6+7) with flurry of blows Base Atk +7; Grp +12 Atk Options Combat Reflexes, Improved Disarm, Power Attack, Stunning Fist, feral trance 2/day (6 rounds), ki strike (magic), untamed strike (lesser ghost touch) Abilities Str 20, Dex 20, Con 16, Int 13, Wis 15, Cha 11 SQ primal living, slow fall 30 ft., Warden of the Green Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Improved Unarmed Strike, Mobility, Power Attack, Stunning Fist Skills Climb +17, Jump +17, Listen +14, Ride +9, Spot +11, Survival +10, Swim +10 Untamed Strike (Su) Sorag's unarmed strikes are treated as lesser ghost touch weapons, which deal full damage against incorporeal creatures 50% of the time and half damage instead of no damage the rest of the time. Warden of the Green Sorag's rank within the Guardians of the Green grants her a +2 bonus on Hide, Move Silently, and Survival checks made in natural areas (see page 69). When not in a feral trance, Sorag has the following changed statistics: AC 19, touch 19, flat-footed 16 Ref+11 Melee unarmed strike +12/+7 (2d6+5) or Melee unarmed strike +11/+11/+6 (2d6+5) with flurry of blows Abilities Dex 16 Skills Handle Animal +4, Hide +3, Move Silently +3, Ride +7 (Tratta dal manuale Complete Champion)
  14. Allora, la tua descrizione della razza che cerchi può essere accostata al: - CATFOLK (felinide) Catfolk resemble a cross between a large predatory cat and a human, with a sleekly muscled humanoid body and the head and mane of a feline. Most male catfolk wear their thick hair in braids, while females keep theirs short and sleek. The most common catfolk have feline characteristics reminiscent of lions, including thick manes for the males. Other groups have the characteristic markings and appearance of leopards, tigers, or cheetahs. Catfolk have thicker nails than other humanoids, but not the powerful claws of their feline counterparts, and they make unarmed attacks just like humans. Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors. Catfolk speak Common and a language called Feline (each tribe speaking a dialect). Brighter catfolk often learn the languages of gnolls and halflings. Catfolk characters possess the following racial traits: • +4 Dexterity, +2 Charisma. • A catfolk’s base land speed is 40 feet (12 m.). • Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks. • +1 natural armor bonus. • Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. • Favored Class: Ranger. • Level adjustment +1. - LYCANTHROPE (licantropo) Since they live in the wilderness, most lycanthropes become barbarians or rangers. Wererats tend to become rogues. Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features, as noted in Chapter 3 of the Player’s Handbook. Lycanthrope characters possess the following racial traits. — +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms. —Size same as the base creature or the base animal form. —Low-light vision in any form. —Scent in any form. —Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly. —Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form. —Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat. — +2 natural armor bonus in any form. —Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only). —Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only). —Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only). —Automatic Languages: As base creature. —Favored Class: Same as the base creature. —Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural). Come licantropo dovresti essere un licantropo naturale, e per rispettare al meglio l'allineamento neutrale potresti scegliere tra Tigre mannara e Cinghiale mannaro, anche se in fin dei conti un licantropo naturale non cambia necessariamente l'allineamento quando si trasforma, perciò potresti fare benissimo un qualsiasi altro licantropo. Questi sono i miei consigli, per quanto riguarda la razza. Una domanda però. Cosa intendi per:
  15. Non è che casualmente hai preso spunto da nessuna trilogia scritta da Tolkien proponendo l'esempio della città da difendere dagli orchi, giusto? Comunque, a parer mio, alla fine tutto dipende dal burattinaio che tira le fila dell'avventura, il DM. Con i validi esempi a sostegno di tesi controverse e contrapposte, che abbiamo confrontato, la scelta ricade sul suo giudizio e sulla sua interpretazione, congiunta a quella dei giocatori.
  16. Teoricamente il personaggio non può compiere azioni, allo stato gassoso, quindi avrebbe bisogno di qualcuno che al momento oppurtuno gli apra la borsa conservante, sia per farlo entrare, sia per farlo uscire, una volta rigenerato. Come consiglio io darei al giocatore di procurare al suo PG un Prescelto della Morte oppure una progenie, che lo seguano e gli siano ciecamente fedeli, in modo tale da assicurarsi sempre il funzionamento di questa procedura.
  17. Come dici tu stesso, la tua è un'interpretazione personale, ed inoltre la condotta può variare anche in base alla divinità del paladino: non tutte hanno i non-morti come acerrimi nemici Citandomi ti sei già risposto. Ed inoltre vorrei farti notare un'altra cosa, che non c'entra nulla con paladini e lich, ma riguarda invece il discorso "incantesimi con descrittore male - creature buone" e perciò mi serve per sostenere le mie affermazioni: e ora, per verificare il descrittore dell'incantesimo Symbol of Pain: Quindi anche un angelo stesso, una creatura per definizione buona, per regola coercitivamente buona e vivente in ambienti buoni prepara incantesimi da chierico da lanciare con descrittore male. E pensi che si faccia problemi a lanciare l'incantesimo, quando capita? Ma soprattutto pensi che i suoi compagni angeli gli salterebbero subito addosso per ucciderlo perchè ha la capacità di lanciare quell'incantesimo, o anche se lo lancia?
  18. Infatti le mie erano solo ipotesi, e spunti per chi ha aperto il topic, o per il suo master. Oltrettutto, c'è da contare anche che un lich neutrale, anche se generato da energie negative della peggior specie, non è un lich malvagio. Esso non ha necessariamente scopi malvagi, altrimenti il suo allineamento sarebbe malvagio come i suoi fini. Ed inoltre si deve considerare anche che non sappiamo se il lich vuole rimanere lich, oppure se desidera tornare mortale, oppure se per lui non cambia nulla esserlo o meno. In queste condizioni così incerte, sapendo solo che il paladino ed il suddetto lich sono compagni di squadra, anche se non sappiamo da quanto tempo e quali siano i rapporti interpersonali tra i due (magari quando il lich era in vita i due erano amanti...), non possiamo che elaborare congetture, o attendere ulteriori specificazioni da parte di Earilmar. Non sappiamo nemmeno i livelli dei personaggi, ed i loro gradi di conoscenza. Non sappiamo se loro sono al corrente del fatto che uccidendo un lich lo si può far risorgere...
  19. Tratto dal manuale Monsters of Faerûn: Come si deduce dalle parole del libro, un lich può essere tranquillamente buono, e può esserlo diventato di sua spontanea volontà, facendo anche tutto da solo, a patto che la trasformazione sia motivata da una giusta causa. Quindi, alla luce di ciò, non vedo come un lich buono ed un paladino non possano non essere in grado di convivere pacificamente senza uccidersi.
  20. Vorrei segnalare anche la presenza di altre CdP presenti in manuali di Warcraft che, seppure non siano di D&D, fanno parte della d20, e quindi sono equivalenti: Premessa: Spirit (Spt) = Saggezza; Stamina (Sta) = Costituzione; Agility (Agy) = Destrezza ELVEN RANGER Spoiler: Description: The elven ranger is an elite wilderness warrior whose skills are unique to the elven race. These skills are rooted in ancient tradition, from even before the time of Queen Azshara, and survive in the cultures of both the high elves and the night elves. Among modern high elves, the elven ranger is known as just that, but among the night elves the elven rangers are called by their ancient title: sentinels. The elven rangers of both races are elite archers and wilderness skirmishers capable of running through rugged terrain to make impossible shots that appear fluid and natural. Hit Die: d8. Requirements Race: High elf or night elf. Affiliation: Alliance. Base Attack Bonus: +5. Skills: Knowledge (nature) 6 ranks, Survival 6 ranks. Feats: Point Blank Shot, Track. Class Skills The elven ranger’s class skills (and the key ability for each) are Climb (Str), Concentration (Sta), Craft (Int), Heal (Spt), Jump (Str), Knowledge (geography) (Int), Knowledge (military tactics) (Int), Knowledge (nature) (Int), Listen (Spt), Spot (Spt), Stealth (Agy), Survival(Spt), Swim (Str) and Use Rope (Agy). See Chapter 5: Skills for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Elven rangers are proficient with all simple and martial weapons and with light and medium armor. They are also proficient in the use of arrows as melee weapons, and do not suffer the standard –4 penalty for using an arrow as a weapon in melee combat. Spells: Beginning at 1st level, an elven ranger gains the ability to cast a small number of divine spells per day, as shown on Table 4–8. To cast a spell, an elven ranger must have a Spirit score of at least 10 + the spell’s level, so an elven ranger with a Spirit of 10 or lower cannot cast these spells. She may prepare and cast any spell from the elven ranger spell list, provided that she can cast spells of that level. In addition, she receives bonus spells per day if she has a high Spirit score. When an elven ranger gets 0 spells of a given level, she gets only bonus spells available due to a high Intellect. An elven ranger prepares and casts spells under the same guidelines as a healer. Extended Range (Ex): Starting at 1st level, after all multipliers have been applied, an elven ranger adds 10 feet to the range increment of bows or crossbows she uses for each level she possesses in the elven ranger prestige class. Thus, an 8th-level elven ranger with a composite longbow and the Far Shot feat would have a range increment of ([110 feet x 1.5] + [8 x 10 feet] = 165 feet + 80 feet) 245 feet. Favored Enemy (Ex): At 1st level, an elven ranger selects a type of creature as a favored enemy, chosen from among the creatures on Table 4–6. If the elven ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. Due to her extensive study of her chosen foe, the elven ranger gains a +2 competence bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using those skills against that type of creature. Likewise, due to practice with combat techniques effective against the creature, the elven ranger gets a +2 bonus on damage rolls against her favored enemy. When attacking a favored enemy within 30 feet using a ranged weapon, the elven ranger’s damage bonus doubles to +4. This bonus does not apply to damage against creatures immune to critical hits. At 3rd level and every two levels thereafter (5th, 7th and 9th levels), the elven ranger selects another favored enemy from Table 4–6. In addition, each time a new favored enemy is selected, the competence bonus on skill checks against previously selected enemies increases by +2. Thus, at 5th level, an elven ranger will receive a +2 bonus on checks against the enemy chosen at 5th level, +4 against the enemy chosen at 3rd level, and +6 against the enemy chosen at 1st level. If a creature falls into more than one category of favored enemy, the bonuses do not stack; the elven ranger simply uses whichever bonus is higher. Archery Combat Style (Ex): At 1st level, the elven ranger receives the Rapid Shot feat as a special bonus feat. At 6th level, she gains Manyshot. At 10th level, she receives Improved Precise Shot. These bonus feats maybe used even if the elven ranger does not possess the prerequisites, but they may not be used as prerequisites for other feats or abilities unless all of their prerequisites have been met. Further, the elven ranger may make use of feats gained via the archery combat style only when wearing light or no armor. Heightened Perception (Ex): The elven ranger’s senses grow sharper than even those of other elves. The elven ranger may add a bonus equal to half her levels in the prestige class (fractions round down) on any Listen and Spot checks, except those against their favored enemies. Woodland Stride (Ex): At 2nd level, an elven ranger may move through any sort of nonmagical undergrowth (such as natural thorns, briars, overgrown areas and other similar terrain) at her normal speed without taking damage or suffering any other impairment. Keen Arrows (Ex): At 4th level, all arrows or bolts fired by the elven ranger gain the keen property if they do not already possess it, doubling their threat range; a normal arrow in the hands of a 5th level elven ranger has a threat range of 19-20/x2. Swift Tracker (Ex): An elven ranger of 5th level or higher can move at her normal speed while following tracks without taking the standard –5 penalty. She takes only a –10 penalty (instead of the standard –20 penalty) when moving at up to twice her normal speed while tracking. If an elven ranger already possesses swift tracker from another class, these penalties are adjusted to –2 and –5 respectively. Bow Strike (Ex): Upon reaching 6th level, an elven ranger may use her bow in melee combat without risk of damaging the bow. A longbow does damage as a quarterstaff, and a shortbow does damage as a club. The bow’s enhancement bonuses and masterwork quality do not grant any bonus on the attack. Anticipation (Ex): After achieving 8th level, the elven ranger can notice the tiny movements of her enemies along with other visual and auditory cues that allow her to react more quickly in combat. This grants her a +4 competence bonus on all initiative checks. In addition, the elven ranger may select one creature each round; that creature may not make attacks of opportunity against or flank the elven ranger during that round. Arrow Cleave (Ex): A bow in the hands of a 10th level elven ranger becomes a weapon capable of shots with incredible power and precision. Whenever an elven ranger deals enough damage to a creature using an arrow, bolt or quarrel to drop the creature below 0 points, the ranger receives a second attack against another creature within half the weapon’s range increment of the first target. If the second target is dropped below 0 points by the attack, the ranger may take a third attack against another creature within one-quarter of the weapon’s range increment from the second target, and so on — the maximum distance between potential targets halving each time a target is successfully dropped. Elven Ranger Spell List Elven rangers draw their spells from their relationships with nature and the spirits of nature. As such, their spell lists are focused on archery, wilderness, animals and stealth. 1st Level — alarm, detect poison, detect snares and pits, pass without trace, resist energy, shadow meld, speak with animals, summon nature’s ally I. 2nd Level — bear’s endurance, cat’s grace, cure light wounds, detect chaos/evil/ good/law, hold animal, protection from energy, speak with plants, summon nature’s ally II. 3rd Level — cure moderate wounds, invisibility, neutralize poison, remove disease, see invisibility, sentinel, summon nature’s ally III, water breathing. 4th Level — animal growth, commune with nature, cure serious wounds, freedom of movement, mark of the wild, nondetection, summon nature’s ally IV. Table 4–7: Elven Ranger Favored Enemies Type (subtype) / Example Aberration / Murloc Animal / Storm crow Construct / Harvest golem Dragon / Red dragon Elemental / Ice elemental Fey / Wisp Giant / Sea giant Humanoid (aquatic) / Naga Humanoid (dwarf) / Wildhammer dwarf Humanoid (elf) / High elf Humanoid (furbolg) / Furbolg Humanoid (gnoll) / Gnoll Humanoid (gnome) / Gnome Humanoid (human) / Human Humanoid (orc) / Orc Humanoid (pandaren) / Pandaren Humanoid (tauren) / Tauren Humanoid (troll) / Jungle troll Magical beast / Gryphon Monstrous humanoid / Harpy Ooze / Mana surge Outsider (demon) / Pit lord Plant / Treant Undead / Ghoul Vermin / Spitting spider Table 4–9: Elven Ranger Spells Slots per Day Level 1 \ 2 \ 3 \ 4 1st ->0 \ — \ — \ — 2nd ->1 \ — \ — \ — 3rd ->1 \ 0 \ — \ — 4th ->1 \ 1 \ — \ — 5th ->1 \ 1 \ 0 \ — 6th ->1 \ 1 \ 1 \ — 7th ->2 \ 1 \ 1 \ 0 8th ->2 \ 1 \ 1 \ 1 9th ->2 \ 2 \ 1 \ 1 10th -> 2 \ 2 \ 2 \ 1 Table 4–8: The Elven Ranger (Elr) Class Level \ Base Attack Bonus \ Fort Save \ Ref Save \ Will Save \ Special 1st \ +1 \ +2 \ +2 \ +0 \ Spells, 1st favored enemy, archery combat style (Rapid Shot), extended range 2nd \ +2 \ +3 \ +3 \ +0 \ Heightened perception, woodland stride 3rd \ +3 \ +3 \ +3 \ +1 \ 2nd favored enemy 4th \ +4 \ +4 \ +4 \ +1 \ Keen arrows 5th \ +5 \ +4 \ +4 \ +1 \ 3rd favored enemy, swift tracker 6th \ +6 \ +5 \ +5 \ +2 \ Bow strike, archery combat style (Manyshot) 7th \ +7 \ +5 \ +5 \ +2 \ 4th favored enemy 8th \ +8 \ +6 \ +6 \ +2 \ Anticipation 9th \ +9 \ +6 \ +6 \ +3 \ 5th favored enemy 10th \ +10 \ +7 \ +7 \ +3 \ Arrow cleave, archery combat style (Improved Precise Shot)
  21. La mia Barbaro/Guerriero/Monaco era solo un esempio E comunque, se ben ci pensi un attimo, anche Kenshiro come il barbaro va in Ira, di tanto in tanto... (praticamente circa 1 volta ogni 2 episodi dell'anime , almeno) Invece i 10 liv da Guerriero li avevo aggiunti solo per il fatto che lui è "KEN il guerriero" anche se ripensandoci non sono stati assegnati proprio così tanto a casaccio: magari non di Guerriero e non 10, ma un po' di livelli di una classe puramente combattente ci vanno, come una specie di Campione di Gwynharwyf, però non castante e per niente caotico...
  22. Infatti di solito Kenshiro non fa "esplodere" i nemici potenti, o almeno non dopo averli indeboliti: di solito fa sempre saltare in aria i nemici più brocchi, i soliti scagnozzi-pedone . Comunque, più specificatamente, come fareste voi la progressione del personaggio? Per esempio: Monaco 10 / Barbaro 10 / Guerriero 10, ...
  23. The Nemesis ha risposto a Dusdan a un discussione D&D 3e regole
    Come da titolo, quanti e quali modi esistono per conferire e/o aumentare la riduzione del danno /- e la resistenza agli incantesimi? Si parla di qualsiasi cosa immaginabile: razze, archetipi, talenti, classi (di prestigio e non), oggetti... insomma, qualunque cosa vi venga in mente. Qualunque cosa sia è ben accetta.
  24. Anche se si sono già visti altri topic simili a questo in questo forum o altri, vorrei fare questa proposta, per gli appassionati del manga/anime: Creare un PG di D&D 3.5 (nient'altro, anche se della d20) di livello 30 che si avvicini il più possibile all'idea e alla figura di Kenshiro. Sono ammessi solamente tutti i manuali ufficiali. Sbizzarritevi!
  25. Nelle fumetterie di tutta Italia (teoricamente) dal mese di Dicembre in poi saranno venduti mensilmente dei cofanetti esclusivi contenenti ognuno un OAV e un volume del manga HELLSING. Consiglio ai Fan di non lasciarsi sfuggire l'occasione. [non è spam, ma solo un'informazione di servizio relativa ad Hellsing, nel relativo apposito topic ]

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