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The Nemesis

Circolo degli Antichi
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  1. 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)
  2. 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:
  3. 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.
  4. 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.
  5. 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?
  6. 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...
  7. 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.
  8. 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)
  9. 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...
  10. 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, ...
  11. 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.
  12. 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!
  13. 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 ]
  14. Però bisogna anche ammettere che un ninja gnomo che non abbatte il suo bersaglio con un attacco e si ritrova costretto ad inseguirlo per 1 km lanciandogli shuriken da 1 danno l'uno mi pare un po' triste come idea... la velocità ridotta contrasta fortemente con i pregi previamente evidenziati.
  15. Il semidio si trova nel Player's Handbook, pagine 174-175. Per comodità ti ho postato tutto l'intro ai destini epici e anche i destini epici presentati nel Player's Handbook. Mi dispiace, ma è tutto in inglese e spero tu sia pratico della lingua. Buona lettura EPIC DESTINIES Spoiler: Your epic destiny describes the mythic archetype you aspire to achieve. Some characters have a clear epic destiny in mind from the moment they began adventuring, while others discover their epic destiny somewhere along the way. Most people don’t ever come close to achieving an epic destiny. Whether they simply failed in their journey, or whether the universe never intended them to gain such lofty heights, is unknown and unknowable. Your epic destiny sets you apart from such individuals—you know you’re destined for greatness and you have every opportunity to achieve it. Extraordinary Power Compared to a class or paragon path, an epic destiny grants few benefits, but those it bestows are exceptional. Certain laws of the universe work differently for you—and some don’t apply at all. Your race, class, path, and other character elements might define what you can do, but your epic destiny defines your place in the universe. Immortality Each epic destiny defines your lasting impact on the world or even the universe: how people forever afterward remember and talk about you. Some people achieve lasting fame or notoriety without achieving an epic destiny, but that’s a fleeting thing. Inevitably, those people are forgotten, lost in the murky depths of history. Your epic destiny ensures that your name and exploits live on forever. The End Perhaps most important, your epic destiny describes your character’s exit from the world at large (and more specifically, from the game) once you’ve completed your final adventure. It lays out why, after so many adventures, you finally take your leave of the mortal realm—and where you go next. Gaining an Epic Destiny Epic destiny abilities accrue from 21st to 30th level. As shown on the Character Advancement table in Chapter 2, your epic abilities pick up where paragon path benefits leave off. After gaining all other benefits of reaching 21st level (including class features, ability score increases, and the like), you can choose an epic destiny. Epic destinies are broader in scope than a class or paragon path. Though most have certain requirements to enter, even these typically apply to a wide range of characters with various backgrounds, talents, and powers. If you don’t choose an epic destiny at 21st level, you can choose one at any level thereafter. You retroactively gain all benefits of the epic destiny appropriate to your current level. Fulfilling Your Epic Destiny The “Immortality” feature of your destiny is not gained at 30th level. Instead, it is gained when you and your allies complete their Destiny Quest. This is described more thoroughly in the Dungeon Master’s Guide, but essentially, your Destiny Quest is the final grand adventure of the campaign, during which you face the greatest challenges of your characters’ careers. This quest might actually begin before 30th level (in fact, most do), but the climax of the quest can only occur after all participants have reached 30th level. Upon completing your Destiny Quest, your adventuring career—and your life as a normal mortal being—effectively ends. Your DM might give your character a little time to put affairs in order before moving on, or it can occur spontaneously upon completion of the quest. Work with your DM to determine the appropriate timing based on your character, your destiny, and the quest. Once you’ve completed your Destiny Quest and initiated your ascension to immortality, your character’s story has ended. He lives on in legend, but he no longer takes part in mortal events. Instead, it’s time to create a new group of adventurers and begin a new story. Growing into Your Character’s Destiny Epic destinies are as much about a player character’s place in the world and the cosmos as they are about gaining new abilities. Therefore, campaigns that intend to play through the epic tier often weave PCs’ expected epic destinies into the storyline before 21st level. A character working to become a Demigod might conduct herself differently from a character who believes he is destined to be a Deadly Trickster. Destiny Quests The Destiny Quest is a dangerous epic adventure tied to a particular epic destiny (or perhaps to multiple epic destinies in the group) that a high-level adventuring party can undertake to complete the storyline (or storylines) of epic characters. It’s entirely possible that a DM’s campaign plans don’t lead through any Destiny Quests. But if a DM doesn’t have solid plans for their campaign during the epic tier, orienting several sessions around quests tied to each PC’s epic destiny is an excellent route to explore. Destiny Quests and Immortality Groups that want a definite endpoint to their PCs’ adventures can use Destiny Quests as a springboard for showing how their 30th-level character eventually leaves the mortal world and ascends into the world of gods and legends. This type of endpoint obviously won’t appeal to all groups. Many DMs will have their own ideas of how their campaign should end. Other groups will prefer to keep their 30th-level characters around as options for high-level play. Therefore, the notes that appear in each of the epic destinies below are entirely optional. We present them mainly to help you get in the mood for what an epic character’s final destiny might look like, with the understanding that you or your DM might have other plans for your PC’s final destiny. Introducing the Epic Destinies Epic Destinies are presented in alphabetical order. Each destiny description provides a general overview, followed by game rule information. Prerequisites: If the epic destiny has requirements for entry, they are listed here. Destiny Features: Every epic destiny has a unique mix of features described in this section. Upon choosing an epic destiny, you gain the destiny feature listed for 21st level. Powers: A full description of the power or powers granted by the epic destiny appears here. Immortality: This entry describes your particular form of immortality once you’ve completed your Destiny Quest. Archmage Spoiler: As the Archmage, you lay claim to being the world’s preeminent wizard. Prerequisite: 21st-level wizard Your lifelong perusal of grimoires, librams, tomes, and spellbooks has finally revealed the foundation of reality to you: Spells are each tiny portions of a larger arcane truth. Every spell is part of some far superior working, evoking just a minuscule fraction of that ultimate formula. As you continue your studies, you advance your mastery of spells so much that they begin to infuse your flesh, granting you a facility in their use undreamed of by lesser practitioners. You are often called to use your knowledge to defend the world from supernormal threats. Seeking ever greater enlightenment and the magical power that accompanies it, you are at times tempted by questionable relics, morally suspect spells, and ancient artifacts. Your destiny remains yours to choose—will you be archmage or archfiend? Immortality, of a Sort Archmages are an idiosyncratic lot. There’s no telling what choices the preeminent wizard of the age will make when he has completed his destiny. The following section details a path several Archmages have walked, but your path might vary. Arcane Seclusion: When you complete your final quest, you retreat from the world to give your full time and attention to the study of the ultimate arcane formula, the Demispell, whose hyperplanar existence encompasses all the lesser spells there ever were or ever will be. To aid your study, you build a sanctum sanctorum. At your option, your retreat provides you complete seclusion, and thus could take the form of a tower lost somewhere in the Elemental Chaos. However, you might desire to retain a tie to the world, and thus build a sanctum with a connection to the world. In such a case, you might found a new order of mages for which you serve as the rarely seen High Wizard. Alternatively, you might found a school of magic, for which you serve as the rarely seen headmaster. Regardless of your retreat’s physical form or temporal connection, your contemplation of the arcanosphere persists. As the years flow onward, your study of the fundamental, deep structure of the cosmos removes you from the normal flow of time. Eventually your material shell fades as you merge into the Demispell itself. Thereafter, your name becomes tied to powerful spells and rituals used by lesser wizards. Archmage Features All Archmages have the following features. Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once. Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead. At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form. If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like. Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell). Archmage Power Shape Magic, Archmage Utility 26 You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory. Daily Standard Action; Personal Effect: You regain one arcane power you have already used. Deadly Trickster Spoiler: The universe is a vast stage set up to amuse you and spark your curiosity, and you are the ultimate trickster—amusing, unrivaled, and deadly. Prerequisites: 21st level; Dexterity 21 or Charisma 21; training in Acrobatics, Bluff, Stealth, or Thievery As a Deadly Trickster, you might be a wanderer, thief, cheat, pragmatist, or survivor. Or you might be something stranger still—a hero. You delight in ever-stranger wonders, from the loftiest heights of the celestial spheres to the ash-strewn depths of the encircling chaos. As you take a firmer grasp on your destiny, you alternately scandalize, charm, upset, reward, and confound those around you. Some prophecies predict the Deadly Trickster will eventually betray his comrades and, in so doing, tumble princes, kingdoms, and perhaps even celestial realms. However, conflicting divinatory writs foretell the trickster’s unexpected but vital aid, thus forestalling ultimate disaster and helping to create a new era of prosperity. Rogues and warlocks are the most likely characters to become Deadly Tricksters, but they have also appeared from the most unlikely of origins. Immortality? Deadly Tricksters have to resist the temptation to take the dark path. Here’s an example of how a campaign might present that choice. Travel by Crooked Paths: When you complete your final quest, your legendary reputation is assured. The stories of your convoluted exploits live forever. If you stand with your companions and see them through their final quest, embracing their cause as yours, you are acclaimed a true hero. You are acquitted of past transgressions, if any, and you are commended for conquering your erratic temperament when it counted most. You are invited into the realm of the entity you most admire and provided a palace, riches, true friends, and a legacy told and retold for a thousand years describing how the Trickster’s changeable nature burned steady and pure in the finally tally. If, however, you betray your comrades and disrupt the completion of their final quest (or merely fail to aid them), you are cast out by all who once loved or trusted you. Your worst enemies welcome you to their courts as a newfound friend, and your name becomes a dark curse, forever despised by all who hear it. Deadly Trickster Features All Deadly Tricksters have the following class features. Sly Fortune’s Favor (21st level): You have a knack for getting out of tough situations. Three times per day, as a free action, you can reroll a d20 roll (attack roll, skill check, ability check, or saving throw). Trickster’s Control (24th level): If you roll an 18 or higher on the d20 when making the first attack roll for an encounter or daily attack power, that power is not expended. Trickster’s Disposition (30th level): Once per day, you can tell the DM to treat the result of a d20 roll he just made as a 1. No rerolls are possible. Deadly Trickster Power Epic Trick, Deadly Trickster Utility 26 When the need is great, you pull an amazing trick out of thin air. Daily ✦ Healing Minor Action, Personal Effect: Regain all of your hit points and healing surges, automatically save against all effects on you, recover all expended encounter powers, or recover all expended daily powers except this one. Once you use this power, you cannot recover it except by taking an extended rest. Demigod Spoiler: A divine spark ignites your soul, setting you on the path to apotheosis. Prerequisite: 21st level Your flesh becomes more than mortal and partakes of the divine vigor enjoyed by the gods themselves. Your epic-level companions are fast, strong, and smart, but you have the spark of godhood that sets you ever so slightly above all mortals. Deities from every plane eventually learn your name, your nature, and your goals. Some might monitor your progress to observe whether you possess the mettle of a true demigod, and a few could throw roadblocks in your path. It is in your hands to impress the lords of creation, or disappoint them. If you survive, overcome all challenges put before you, and reach the heights of ability achieved by few mortals, you are worthy to ascend to the ranks of the divine. Exarch or Free Agent? One or more gods might ask that you serve them as a probationary exarch while you work toward your own divine goals. You do not gain any additional abilities for accepting such a position, though you do gain access to a divine connection that might grant you information helpful for completing your quests. On the other hand, you might be required to perform tasks that delay your own goals, or even work at crosspurposes to your goals. No one said godhood would be easy, and acting as a free agent has its own problems as various astral beings take your measure. Route to Immortality At least one Demigod has chosen the path to ascension outlined below. Your own route to divinity might be different. Divine Ascension: When you complete your final quest, your divine nature yearns to complete your apotheosis. Upon ordering your mortal affairs, the astral flame smoldering within you detonates, consuming all that remains of your mortal flesh. The astral flame leaves behind a fledgling god, flush with the power only the truly divine can comprehend and wield. You ascend, blazing like the sunrise (or darkening the skies like an eclipse, if your inclinations run dark). Streaking into the Astral Sea, you are taken up into the realm of an established god who welcomes your strength. You join that god’s pantheon and take on an aspect of the god’s portfolio. Soon enough, your transcendent senses discern mortal prayers directed at you. Demigod Features All Demigods have the following class features. Divine Spark (21st level): Increase two ability scores of your choice by 2 each. Divine Recovery (24th level): The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points. Divine Miracle (30th level): When you have expended your last remaining encounter power, you regain the use of one encounter power of your choice. In this way, you never run out of encounter powers. Demigod Power Divine Regeneration, Demigod Utility 26 You ignite the divine spark that glows within you, unleashing a wave of regenerating energy for a short time. Daily ✦ Healing Minor Action, Personal Effect: You gain regeneration equal to your highest ability score until the end of the encounter. Eternal Seeker Spoiler: You continue to search for your ultimate destiny, but that doesn’t stop you from participating (some say interfering) in world-shaking events. Prerequisite: 21st level You might be a hero whose destiny is still unfolding. Maybe you’re a free spirit who wants to experience everything the universe has to offer before tying yourself to a particular piece of the cosmos. You might be a rebel who hates the concept of having a singular destiny and therefore claims that you’re not even interested in having a destiny. Or you may just want to avoid taking a side. Whatever the case, you’re carving such a wide swath through events that your destiny will have no problem finding you when the time is right. Seeking Immortality? No one can predict your final destination. Compared to many other epic characters, your destiny has the advantage of being entirely mutable, so you might end up forging your own destiny by helping your friends accomplish theirs. Eternal Seeker Features All Eternal Seekers have the following class features. Seeker of the Many Paths (21st level): When you gain a class encounter or daily power by gaining a level, you can choose your new power from any class. Learning a power doesn’t necessarily equip you with all the attributes required to use the power. For example, a fighter who learns a wizard spell as an Eternal Seeker would not gain the ability to use implements that make casting wizard spells more effective. Therefore, you’re usually better off learning powers that are compatible with what you already know. Eternal Action (24th level): When you spend an action point to take an extra action, you also gain an extra action on your next turn. The extra action you take on your next turn doesn’t benefit from any abilities (such as many paragon path features) that affect what happens when you spend an action point. Seeker’s Lore (26th level): You gain one 22ndlevel utility power from any class. Seeking Destiny (30th level): You gain the 24thlevel epic destiny feature from any other epic destiny that you qualify for. P.S.: Scusate l'incongruenza temporale ma purtroppo non ho potuto inviare il messaggio quando l'avevo terminato.
  16. Se il DM fa sì che l'anima in questione sia interpellabile, nello stato in cui la riduci, nel senso che le puoi proprio effettivamente parlare e lei ti può rispondere, mantenendo quindi anche un abbozzo di coscienza, ergo mente, se l'anima appartiene ad un essere particolarmente importante o con poteri soprannaturali io spenderei tutto il mio tempo per cercare di farmi insegnare con la forza, oppure anche solo convincendolo, i segreti ed i poteri che conosce. In quello stato la si può anche ricattare e, se il master la riconosce anche come una mente senziente, la si può bersagliare con incantesimi come Charm su mostri e Dominare mostri (se hai un mago/stregone nel party) per ottenere il risultato desiderato senza incorrere in troppi problemi.
  17. Un po' come Doomveil, la Shadow Sun Ninja mezz'orca del Tome Of Battle
  18. Non penso però che potrò attivarmi tanto presto per chiedergli questo favore: al momento sono tenuto al guinzaglio dal cacciatore, che mi ha sventuratamente colto alla sprovvista e legato a sè con un incatesimi di compulsione/restrizione, che a suo volere mi blocca totalmente. Sarò liberato da ciò non appena avrò ottenuto un preziosoe antico artefatto per lui, il quale però sarà venduto all'asta pochi giorni dopo la data attuale dell'ambientazione. Però, pensandoci un momento, quest'abilità potrebbe anche essere una delle chiavi che mi potrebbero aiutare nell'impresa...
  19. Non è necessario scervellarsi tanto, secondo me: basta dare un'occhiata allo gnomo di ... :lol::lol:
  20. Tra l'altro nella storia, che è ambientata a Padova, Siegfried Engel (il mio vampiro) ha un conoscente Lasombra, e non dovrebbe essere troppo difficile chiedere di insegnargli qualcosina... Ciò che invece è a sfavore è il numero di punti da spendere: 3 al primo livello della capacità, poi 7 x il numero di pallini già in possesso, per farla salire.
  21. Anche io lo avevo pensato, ma il master mi ha detto che il clan degli Tsimisce prevede Auspex, come disciplina. Esiste qualche modo per aggirare la questione?
  22. Infatti ho agito così. Solo che, essendo la mia prima avventura in assoluto, non sapevo praticamente nulla, e ho fatto il PG con le seguenti Caratteristiche: Forza 1 Destrezza 3 Costituzione 3 (aumentata di 1) Carisma 4 Manipulation 4 Aspetto 2 Percezione 3 Intelligenza 4 (aumentata di 1) Saggezza 2 Inoltre gli ho messo 5 gradi in Medicina e anche 3 gradi in armi da fuoco, ovviamente un tedesco ex-nazista che si rispetti deve saper minimo come utilizzare una Luger e un Mauser Come capacità di clan gli ho dato 3 in Vicissitudine e 1 in Auspex. Come privilegi gli ho dato "9 vite" e "Vista sviluppata", e come svantaggi "Cacciato" e un altro da 2 punti, ma nulla di compromettente. Come cacciatore ho un paladino dell'ordine di San Leopoldo, un tizio biondo, occhi verdi, occhialuto, con la barba trascurata e uno strano sorriso da schizzoide a 48 denti: sarà mica Andersen?!
  23. Salve a tutti! Avrei bisogno di un disegno tipo avatar, di un dragonide di colore nero-bluastro con un paio di zanne vampiriche e gli occhi celesti fiammeggianti (tipo questi), più o meno come QUESTO, però un pochino più come QUESTO P.S: Se qualcuno è interessato a farmi questo favore, per favore mi avvisi tramite messaggio privat, per non creare situazioni in cui l'uno e/o l'altro attenda invano risposta.
  24. Io avrei in mente per te una razza mostruosa presa dal manuale Warcraft The Roleplaying Game - Manual Of Monsters, il Troll della foresta, ovvero Forest Troll: Spoiler: Forest Troll Characters A forest troll's favored class is barbarian. Forest troll characters possess the same racial traits as jungle trolls (see subsequent entry), except as noted below. - +6 Strength, +2 Dexterity, +6 Constitution, -2 Wisdom, -4 Charisma. -Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. - Spacemeach: 10 ft./lO ft. - Racial Hit Dice: A forest troll begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. - Racial Skills: A forest troll's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skill is Hide. Forest troll's receive a +4 racial bonus to Hide checks in forested environments. - Racial Feats: A forest troll's monstrous humanoid levels give it one feat. - Special Qualities (see above): Fast healing 2. - Automatic Language: Low Common. - Level adjustment: +1. In riassunto toglie un po' di carisma e saggezza, ma ti conferisce notevoli bonus in forza e destrezza, qualcosina anche in destrezza. Il LEP totale è +3, dato da 2 HD da umanoide mostruoso e un LA +1. Inoltre esso ti garantisce anche un non poco vantaggioso BaB +2 e TS +3 sia ai riflessi che alla volontà, nonchè un talento, e +4 alle prove di nascondersi in ambiente boscoso. Per non parlare poi della taglia grande e dell'utilissima, a mio parere, abilità Fast Healing 2, con cui recuperi 2 PF a round, e, se non ricordo male, in qualche manuale esiste perfino un sistema per aumentare questo valore. Esso si rivela specialmente utile soprattutto ad inizio campagna, magari nel caso dovessi trovare trappole che infliggono danni, ma non eccessivi (anche solo 5 o 6 danni possono essere fatali agli inizi, in certi momenti). La razza è perfettamente compatibile con D&D perchè il manuale in cui è presente fa parte del circolo d20.
  25. In merito alla scelta di paladino, posso dirti che mi sembra in assoluto la scelta più azzeccata come classe per quella razza, almeno per ora. Per il discorso del Mago-Spada mi associo a Gorthar Bonecrusher, il genasi è senza dubbio il migliore, soprattutto se poi come cammino leggendario gli applichi quello che permette di utilizzare più di una manifestazione alla volta... Invece, parlando del nome, scegline uno che ti piace: immagina il tuo PG, dagli forma, colore, voce e atteggiamento. Collocalo in un ambiente che preferisci, quindi immaginagli un adeguato nome e/o cognome. Oppure prova ad associare alcune parole secondo te adatte al tuo PG, in una lingua che stimi, e rileggile al contrario, oppure anagrammale, o mischiale con parole di altre lingue. Ci sono infiniti modi di decisione del nome del proprio PG.

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