Tutti i contenuti pubblicati da The Nemesis
-
I miei disegni
Wow... certo che per le dame hai un talento... Sono ansioso di vedere il tuo disegno completato Unica nota: non mi convince molto la mano destra, che a confronto della sinistra, vellutata e delicata, sembra invece rozza, oppure che indossi un guanto...
-
Demoni e Diavoli
A parere mio non acquisiscono nè talenti, nè punti abilità, a meno che non sia scritto nel testo dell'archetipo (scusate l'ignoranza: che manuale? ). In fin dei conti rimane un parassita... Ad ogni modo il tutto è a discrezione del DM, se vuole donare all'essere in questione qualche talento in più per alzare il GS, come Iniziativa migliorata o Arma focalizzata (naturale ovviamente) e magari dare qualche bonus alle skill non è poi una cattiva idea (anche se diabolica ) Guardate cosa ho trovato gironzolando per internet
-
Deva Vendicatore
Mi riferivo alle parole: ...ed alla dinamica: SONO AFFLITTO DA UNA CAUSA INGIUSTA (nel caso di DareDevil divento cieco, per The Punisher invece perdo ciò di cui avevo più caro al mondo) | v LA COMBATTO In realtà è tipica di parecchi background di fumetti, videogiochi, fumetti e quant'altro, io ne avevo solo citati due perchè adoro tutti i super eroi della MARVEL. Comunque tu abbia deciso o sia riuscito ad articolare per il tuo futuro (o già attuale) personaggio, ti chiederei di aggiornarci, magari su un altro topic adeguato, degli svolgimenti della tua campagna, sembra alquanto interessante.
-
Demoni e Diavoli
Se è possibile aggiungere l'archetipo "immondo" ad un certo parassita, soddisfando i requisiti, allora tutte le caratteristiche dell'immondo diventeranno proprie della creatura. Perciò il parassita acquisirebbe intelligenza. P.S: Perdonate il precedente messaggio, ma se guarderete attentamente l'ora in cui l'ho scritto potrete capire il perchè
-
Deva Vendicatore
Questo mi ricorda tanto The Punisher, oppure Daredevil: Attenti ai Copyright!
-
Demoni e Diavoli
Quello che intendevo io. A meno che non cambi il tipo di creatura, oppure sia specificato in maniera dettagliata che una data regola è in grado di prevalere in maniera assoluta su una generale, allora il tutto tiene.
-
Demoni e Diavoli
Esatto, come se un non-morto ipoteticamente acquisisse una template che cambia le caratteristiche dicendo "Cos: almeno 6" allora il non-morto non potrebbe ottenere costituzione, perchè entrerebbe in conflitto con la clausula del non-morto, e perciò non otterrebbe affatto Costituzione.
-
Lo Stregone (3)
Sarebbe praticamente come Ianos Audron (per chi conosce la saga Legacy Of Kain)
-
Lo Stregone (3)
Il mezzo-drow ha tutti i tratti razziali del mezzelfo trattati nel Manuale del Giocatore, eccetto per quanto segue: - Scurovisione 18 m. - Sangue Drow. Per tutte le abilità e gli effeti un mezzo-drow è considerato un drow. In più ci sono anche le caratteristiche riguardanti lingue, equipaggiamento e talenti, ma ti puoi vedere tutto questo meglio nel manuale Razze di Faerûn
-
Lo Stregone (3)
Perchè non un "mezzo-drow"? Ha addirittura LEP +0, meglio di così...
-
storia di magic e libri...mi illuminate??
Per caso sapete se è possibile trovare questi libri online, oppure se è ancora possibile reperirli in qualche modo in copia cartacea? Parlo di qualsiasi ciclo, ma con preferenza quello di Mirrodin (che è anche il ciclo di Magic che mi ha più entusiasmato: amo gli artefatti )
-
Il Paladino (2)
Ho trovato questa interessante classe, forse non molto adatta ad un paladino, nel manuale Magic of Eberron: Spoiler: Renegade Mastermaker “The warforged are examples of perfection. Shouldn’t we also strive to become perfect?” —Morran d’Cannith, Renegade Mastermaker A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with mechanical augmentations. He uses state of the art procedures to enhance his body, slowly becoming more and more like the warforged, which he regards as the pinnacle of craftsmanship. His craft does step over the line into a gray area of legality in most of the Five Nations, so most renegade mastermakers find comfort in a nomadic life, always on the lookout for opportunities to learn more secrets of warforged construction. Becoming a Renegade Mastermaker The artificer class is the natural path to becoming a renegade mastermaker, because she gains item creation feats as she advances, and Craft is a natural skill for the artifi cer. Wizard is also a good entry path, since wizards can pick up Craft Magic Arms and Armor or Craft Wondrous Item as a bonus feat. Intelligence (for spells or infusions, as well as some skills), Strength (to use the mastermaker’s battlefi st), and Charisma (for Use Magic Device) are all key abilities. ENTRY REQUIREMENTS Type: Humanoid. Skill: Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) 8 ranks. Feats: Craft Magic Arms and Armor, Craft Wondrous Item. CLASS FEATURES As you advance in level as a renegade mastermaker, you slowly transform into a living construct. You also maintain a majority of your spellcasting (or imbuing) power. Spellcasting: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a renegade mastermaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Battlefist (Ex): You have used your skill and ingenuity to create a battlefist. The battlefist is a mechanical hand that resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the battlefist to your arm, replacing your hand in the process. Your battlefist functions like your hand formerly did, and it does not inconvenience you in the least. You are considered proficient with your battlefist, and you can make a natural slam attack with your battlefist that deals 1d6 points of damage plus your Strength modifier. If your base attack bonus is +6 or higher, you can attack more than once in a round with your battlefist, just as you would with a wielded weapon. You can also use spells or infusions on your battlefist as if it were a both a natural and a manufactured weapon. At 2nd level, your battlefist becomes a magic weapon and gains a +1 enhancement bonus on attack rolls and damage rolls. This bonus improves by 1 at 5th level and again at 9th level. A battlefist with a +1 or greater enhancement bonus can be further enhanced or improved with Craft Magic Arms and Armor just as if it were a magic weapon. Craft Master (Ex): You are extremely skilled at construction and repair. You add your renegade mastermaker level to all Craft checks you make. Self-Repair (Su): Starting at 2nd level, you can channel your spells or infusions into repairing damage that you have taken. As a full-round action, you can expend a spell or infusion; you heal 1d6 hit points per level of the spell or infusion sacrificed. You can only use this ability on yourself. Supporting Construction (Ex): By the time you reach 3rd level, you have incorporated so many artificial parts into your body that you can be the target of repair damage spells and infusions. You heal half the result of the repair spell or infusion when it is cast upon you. At 6th level, your supporting construction is even more pervasive, and you gain the full benefit of repair damage spells, but you also become vulnerable to spells and infusions that deal damage to constructs, such as inflict damage and disable construct. Damage Reduction (Ex): As you incorporate pieces of adamantine and other reinforcing materials into your body, you become somewhat resistant to physical damage. At 4th level, you gain damage reduction 1/adamantine. This benefit increases to damage reduction 2/adamantine at 8th level. Embed Component (Ex): Starting at 7th level, you gain the ability to embed or attach warforged components to yourself, including docent and artifact components, as long as a component does not affect your battlefist. Each warforged component you embed or attach grants you 1 bonus hit point. Construct Exemplar: At 10th level, you have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type (see the EBERRON Campaign Setting). You are treated as a warforged for the purpose of meeting any requirements or prerequisites. You also gain a bonus warforged feat. You can even select a warforged feat that normally requires you to be 1st level, such as Mithral Body. PLAYING A RENEGADE MASTERMAKER Warforged are the next step in the evolution of humanity. They are the most magnificent creation to emerge from the forges, the perfection of Cannith craft, and you are actively attempting to become one. What better goal is there than the pursuit of perfection? As a renegade mastermaker, you dabble in forbidden knowledge, using the secrets of the creation forges to slowly transform yourself into a warforged. Others, especially most members of House Cannith, frown upon your actions, but they simply don’t understand the enlightenment of the path you deign to follow. Some call you mad, crazed by too much machine and not enough soul, but you are mostly certain that you are perfectly sane. [COLOR="DarkRed"]RENEGADE MASTERMAKER HIT DIE: d6[/COLOR] [B]Base Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting[/B] 1st +0 +2 +0 +2 Battlefist, craft master — 2nd +1 +3 +0 +3 Battlefist (+1), self-repair +1 level of existing spellcasting class 3rd +2 +3 +1 +3 Supporting construction +1 level of existing spellcasting class 4th +3 +4 +1 +4 Damage reduction 1/adamantine +1 level of existing spellcasting class 5th +3 +4 +1 +4 Battlefist (+2) +1 level of existing spellcasting class 6th +4 +5 +2 +5 +1 level of existing spellcasting class 7th +5 +5 +2 +5 Embed component — 8th +6 +6 +2 +6 Damage reduction 2/adamantine +1 level of existing spellcasting class 9th +6 +6 +3 +6 Battlefist (+3) +1 level of existing spellcasting class 10th +7 +7 +3 +7 Construct exemplar +1 level of existing spellcasting class [B]Class Skills (4 + Int modifier per level):[/B] Appraise, Concentration, Craft, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Open Lock, Profession, Search, Spellcraft, Use Magic Device.[/CODE] [b][size="3"]Combat[/size][/b] Your abilities make you harder to damage and more resilient than your more fleshy companions. As you advance, you maintain most of your spellcasting ability, so the role you fi ll doesn’t change signifi cantly from that of your earlier adventures. Your battlefi st is a reasonable weapon if you fi nd yourself in melee, and even with a low attack bonus you might be able to aid your comrades in melee using the aid another action or taking up a flanking position. As you attain levels as a renegade mastermaker, you become even harder to hurt. You can take advantage of this by using touch spells in combat, without fearing the occasional blow that lands. If you are an artificer, using [i]personal weapon augmentation[/i] and similar infusions can make your battlefist a devastating weapon. If you really want to focus on your battlefist attack, take advantage of Attune Magic Weapon and feats that increase your attack rolls and damage rolls. Further enhance your weapon with a [i]weapon augmentation[/i] infusion (or, if an arcane spellcaster, [i]greater magic weapon[/i]), and your attack and damage can be on par with that of a fighter, though you might not have as many attacks. Once you become a living construct, take advantage of your newfound immunities by placing yourself in harm’s way, making yourself a target for those poison or paralysis attacks that would incapacitate one of your less-resilient companions. [b][size="3"]Advancement[/size][/b] Renegade mastermakers come primarily from groups of disillusioned artificers and magewrights of House Cannith, who were promised the secrets of creation forges, but then forbidden to use that knowledge. Other crafters and spellcasters also began experimenting with warforged parts culled from the scattered battlefields of the Last War. You might be one of these individuals, but you could just as easily be an artisan with a desire to incorporate the strengths of the warforged into your own body. Renegade mastermakers as a group are not particularly social, so you might fi nd yourself traveling to foreboding towers in distant lands to meet another mastermaker. There you might glean some additional secrets of the warforged creation process, perhaps by analyzing the completed portions of your fellow mastermaker. However, advancing in your class is not contingent on learning such secrets directly from your peers; many renegade mastermakers perfect their craft through experimentation, using standard warforged or other constructs as learning subjects. As you attain more levels in the renegade mastermaker prestige class, you will want to keep increasing your Craft skill, since your daily healing depends upon it. If you are an artificer, choose a homunculus that fits your style, such as a furtive filcher if you require stealth, or an arbalester (see page 152) if you need ranged support. You can also transform your battlefist into a formidable weapon if you further improve it using your Craft Magic Arms and Armor feat and later take the Attune Magic Weapon feat (from the [i]EBERRON Campaign Setting[/i]). With or without enhancing your battlefist, if you are an artificer, your [i]weapon augmentation[/i] infusions can also be very effective. [b][size="3"]Resources[/size][/b] With no organization willing to support them directly, most renegade mastermakers are forced to fi nd their own workshops in which to perform their experiments. In many cases, such workspace is provided by benefactors as a reward for completing quests or missions. Even in those cases, a benefactor eventually becomes concerned about the dubious legality of a mastermaker’s work, and might be forced to close his doors. Some of the more advanced renegade mastermakers have found solace in the Mournland, and while it is unclear if the Lord of Blades supports them directly, these mastermakers seem to be less disturbed by the construct denizens of that region. [b][size="3"] RENEGADE MASTERMAKERS IN THE WORLD[/size][/b] [i][size="1"]“We made them to be like us, so it is only fi tting that we also make ourselves to be like them.”[/size][/i] [indent]—Morran d’Cannith, before his expulsion from the Cannith Forgehold[/indent] Renegade mastermakers see themselves as a self-made link between the humanoid races and the warforged. Those races seldom share that perception, instead believing most renegade mastermakers to be dangerous mad scientists, obsessed with corrupting the natural order of life. That said, many members of House Cannith secretly admire the ingenuity of the mastermakers, and the house tries to keep tabs on any new technologies the mastermakers stumble into. [b][size="3"]Organization[/size][/b] Most renegade mastermakers fi nd the constant persecution to be a detriment to research, and so move to remote or secluded locations where they can attempt to work in peace. They still occasionally deal with inquisitive neighbors and the threat of assassination by any number of private or government organizations, or even by other mastermakers seeking to add to their own libraries. Some renegade mastermakers fund adventuring groups to handle routine tasks such as retrieving extra warforged parts or gaining access to lost or secret texts and schemas. In these cases, a mastermaker might provide his envoys with various items, some experimental and of questionable reliability. These mastermakers sometimes form a mentor relationship with an adventurer, extolling the virtues of construct life while the adventurer completes the task at hand. A dirty secret of House Cannith is that Morran d’Cannith, a prominent artisan within the ranks of the house, has started down the path of the renegade mastermaker. At first, his obsession with the warforged was praised as a demonstration of a healthy appetite and enthusiasm for his work in the great creation forge in the depths of Sharn. But his experiments grew beyond the boundaries of propriety, and the house began to question his sanity. After an incident involving the disassembly of some recently created warforged, Morran was banned from the House Cannith Forgehold in the depths of Sharn. However, Morran was a close friend of Merrix d’Cannith, who could not bring himself to issue an execution order, so he instead provided Morran with an underground laboratory deep within Undersharn, where he continues his experiments and adapts his body to his construct ideal. Because many of the secrets used by the renegade mastermakers pertain to knowledge that House Cannith jealously guards, they have a certain interest in keeping track of these renegades to ensure that the knowledge remains secret. At the same time, members of the house recognize that the renegades provide a new avenue for research that isn’t available to the house through standard venues. Thus, the house is confl icted. The insular nature of the mastermakers protects them, in a way. In general, House Cannith turns a blind eye to the activities of renegade mastermakers as long as they remain isolated. But at the same time, the house is poised to deal swiftly with the mastermakers should they become a threat. [b][size="3"]NPC Reactions[/size][/b] During the fi rst few levels, a renegade mastermaker appears no different from a typical adventurer, albeit one with an oversized metallic hand. Most people stare at the replaced appendage with morbid curiosity and feel uncomfortable speaking to a renegade mastermaker, darting periodic glances at the metal hand. Such situations can be avoided by covering the hand or hiding it within a cloak or robe. Many other folk are simply indifferent to a mastermaker’s appearance. At the middle levels of the class, a renegade mastermaker begins to experience persecution and disdain, as his body incorporates more mechanical portions than most people are comfortable with. Many common folk perceive mastermakers as abominations, so attempted interactions are likely to garner an unfriendly response, if not outright hostility. At the pinnacle of his advancement, a renegade mastermaker closely resembles a warforged, and so is afforded the same courtesy (or lack thereof) offered those living constructs. Those folk who have a fear or loathing of warforged might have similar feelings toward high-level mastermakers, and are usually unfriendly, at best. In Thrane and Karrnath, mastermakers are treated with suspicion, because they are an uncomfortable reminder that warforged might, in fact, not be slaves. The members of House Cannith also afford the mastermakers a degree of respect, even while they attempt to silence those renegades who threaten to spread the secrets of warforged creation. Many mastermakers fi nd solace working under the auspices of the Lord of Blades in the Mournland, because that warforged scion and his followers are less likely to be hostile toward mastermakers simply because of their apparent mechanical nature. [b][size="3"]RENEGADE MASTERMAKER LORE[/size][/b] Characters with Knowledge (arcana) or Knowledge (architecture and engineering) can research the renegade mastermakers to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. [b][i]DC 10:[/i][/b] “Those mastermakers are mad! Who, in their right mind, would chop off his hand and strap a gauntlet on the bloody stump?” [b][i]DC 15:[/i][/b] The renegade mastermakers have found a way to replace their bodies with warforged parts. They are also some of the best smiths around—too bad they aren’t entirely stable. [b][i]DC 20:[/i][/b] “Renegade mastermakers want to be warforged, the Host knows why. House Cannith doesn’t seem to mind, but they should. Creating warforged is illegal, after all.” [b][i]DC 30:[/i][/b] Characters who achieve this level of success can learn details about specifi c mastermakers in your campaign, potentially including how to contact them. They also learn some of the more gruesome details regarding the entry requirements. In Sharn, a DC 25 Gather Information check can uncover Morran d’Cannith’s name as a prominent renegade mastermaker. At any Cannith enclave in or near Sharn, a Diplomacy check with a helpful result can facilitate a meeting with Morran. A member of House Cannith gains a +2 circumstance bonus on the check, and the bonus increases to +4 if the member also bears the Mark of Making. [b][size="3"]RENEGADE MASTERMAKERS IN THE GAME[/size][/b] Renegade mastermakers have only recently begun to appear outside the creation forges. During the Last War, a few mastermakers of House Cannith were signifi cantly involved in the operation of the creation forges that churned out warforged and other material. Once the war ended, the mastermakers found their way out into the world, though eventually they sought refuge in isolated workshops where they could continue their experiments unmolested. Their relative anonymity allows them to be easily added to an ongoing campaign. A player who chooses this prestige class likely sees the benefi ts of changing her character’s type to living construct and enjoys the roleplaying aspects of incorporating more mechanical parts into her PC’s body. You should play up these physical features, allowing a player to more fully develop how her PC feels about the world. While many renegade mastermakers have workshops or laboratories, such facilities are not actually required for a PC to advance in the class. [b][size="3"]Adaptation[/size][/b] Renegade mastermakers can fi t the role of a mad wizard in any campaign world. While the prestige class is tailored for an artificer, there is no reason why a wizard or cleric could not gain the same benefi ts. In a world without warforged, the renegade mastermaker could idolize golems or some other construct form. In such cases, replace the Embed Component ability with the ability to wear up to two magic items about the neck (amulet, brooch, medallion, necklace, periapt, or scarab). [b][size="3"]SAMPLE ENCOUNTER[/size][/b] The PCs might encounter a renegade mastermaker while journeying near the Mournland, or they might have been sent to fi nd him to deliver a message or bring him back to a nearby settlement. [b][size="3"]Thalas (EL 8)[/size][/b] Thalas, a hot-headed renegade mastermaker, has gotten himself in hot water, and fi nds himself staring up at a warforged titan ordered to kill him. If the PCs rescue or help him, he invites them back to his workshop: a hollow buried under the rubble of an abandoned town, with all manner of instruments and tools strewn about. Once there, he might be willing to spend some time enhancing a weapon or two for his saviors. [size="2"][b]THALAS[/b][/size] [size="3"][b]CR 8[/b][/size] Male human artificer 7/renegade mastermaker 1 LN Medium humanoid [b]Init[/b] +0; Senses Listen –1, Spot –1 [b]Languages[/b] Common, Draconic, Dwarven [b]AC[/b] 19, touch 10, fl at-footed 19 [b]hp[/b] 46 (8 HD) [b]Fort[/b] +7, [b]Ref[/b] +3, [b]Will[/b] +7 [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] battlefist +6 (1d8+1) or [b]Ranged[/b] mwk light crossbow +6 (1d8/19–20) [b]Base Atk[/b] +5; [b]Grp[/b] +6 [b]Atk Options[/b] Empower Spell Combat Gear [i]wand of magic missile[/i] (CL 5th, 37 charges) [b]Artificer Infusions[/b] (CL 7th, DC 13 + level of infusion): 4/day—2nd, 1st* 3/day—3rd* *See Chapter 4 and page 103 of the [i]EBERRON Campaign Setting[/i] for available artificer infusions [b]Spell-Like Abilities[/b] (CL 1st): 1/day—[i]repair serious damage[/i]* 1/day—[i]make whole[/i] *See page 114 of the [i]EBERRON Campaign Setting[/i] [b]Abilities[/b] Str 12, Dex 10, Con 14, Int 16, Wis 8, Cha 14 [b]SQ[/b] artificer knowledge +10, artisan bonus, craft homunculus, craft master, disable trap, item creation, metamagic spell trigger, retain essence [b]Feats[/b] Brew Potion, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Exceptional ArtisanB, Least Dragonmark (Mark of Making), Lesser Dragonmark (Mark of Making), Rapid Infusion*, Scribe Scroll *New feat; see Chapter 2. [b]Skills[/b] Appraise +3 (+5 armor), Concentration +13, Craft (armorsmithing) +15, Disable Device +14, Knowledge (arcana) +14, Knowledge (the planes) +8, Search +14, Spellcraft +16 (+18 scrolls), Survival –1 (+1 other planes), Use Magic Device +13 (+15 scrolls) [b]Possessions[/b] combat gear plus [i]+1 breastplate[/i], [i]+1 light steel shield[/i], battlefist, masterwork light crossbow with 20 bolts, [i]cloak of resistance +1[/i], [i]amulet of natural armor +1[/i] [b]Warforged Titan:[/b] hp 106; [i]EBERRON Campaign Setting[/i] page 302.
-
Lo Stregone (3)
Se permetti un consiglio, secondo me potresti applicare qualche archetipo utlie come Lolth-Touched, oppure, se preferisci non ottenere l'archetipo di mezzodrago ma ti piace avere qualcosa in comune con i draghi, c'è l'archetipo Creatura Draconica. Entrambi da LEP +1, conferiscono buone caratteristiche aggiuntive al tuo PG. Dacci un'occhiata.
-
Discussione sulle probabilità di infliggere colpi critici con un arma
Ok, allora per favore mutate il nome del topic in "Discussione sulle probabilità di infliggere colpi critici con un arma". Non avevo intenzione di far calcoli su come colpire un dato bersaglio con un colpo critico, di minacciare un critico o di confermarlo. Volevo solo farvi notare che stiamo discutendo inutilmente di una tematica che è assolutamente . Ad ogni modo so bene che se ogni lancio ha 1/10 di probabilità di uscire, in 10 lanci non è per niente certo che uscirà il risultato desiderato, perchè il dado non perde una faccia ad ogni lancio . E io non ho affatto detto ciò, nel mio ultimo post. Si prega di leggere il messaggio senza supporre collegamenti interperiodici inesistenti. Non stavo scherzando quando parlavo di modificare il titolo del topic.
-
Discussione sulle probabilità di infliggere colpi critici con un arma
Tu hai detto che non è che un colpo su dieci va a segno, ma hai il 10% di probabilità. Io non sono laureato in matematica, ma mi pare di ricordare che: 10% = 10/100, cioè 1/10. Sono passato da un valore in percentuale ad uno frazionario, senza variare nulla fuorchè la forma del valore (ho ripetuto questa parola giusto un po' di volte ). Non voglio dimostrare che qualcuno abbia ragione o torto, ma semplicemente che, IMVHO, voi stiate discutendo di questioni formali di terminologia in un topic in cui si parla di dove trovare il Jovar, che poi si è esteso a consigliare altri differenti esempi di armi potenti e combinazioni devastanti.
-
Il Paladino (2)
Purtroppo è così XD La vedo un po' estrema come situazione: se mi ritrovassi a lasciare il gruppo, oltre al fatto che sono miei amici da tempo, non saprei dove altro trovare gruppi di D&D. Qui a Belluno non è molto diffuso...
-
Il Paladino (2)
Immagino mille maniere per rendere impossibile l'utilizzo di un arma ad un PG, ma la mia domanda era se fosse possibile, in qualche modo, rendere indistruttibile (come fossero fatte di Darksteel, per intenderci) armi e oggetti, per capire se posso evitare di trovarmi troppo spesso senza armi e per vedere di sistemare a dovere il braccio metal-meccanico del povero paladino sciagurato senza il timore che un giorno glielo facciano arrugginire, glielo disintegrino (anche con l'incantesimo Disintegrazione, per esempio) o glielo spezzino in una sfida a "Braccio di Ferro" .
-
Il Paladino (2)
E se per caso anzichè essere rotta (frammentata), un'arma venisse totalmente disintegrata fino all'elsa? In questo caso come si potrebbe prevenire tale sciagura? Esiostono altre maniere per rendere indistruttibili altre armi, magari dei materiali speciali o quant'altro?
-
storia di magic e libri...mi illuminate??
Anche io sono sempre stato attirato dai racconti ispirati dalle edizioni di Magic. Gli unici libri che ho letto sono stati quelli del ciclo di Kamigawa (1°, 2° e 3° libro), che sono molto avvincenti, per chi apprezza l'ambientazione simil-giapponese. Poi avevo sentito parlare vagamente di una storia riguardo a Phage, Ixidor, Akroma e Kamahl, quella storia che girava attorno alla Cabala e a quella serie di edizioni, per intenderci, ma non so nulla di preciso. Avevo anche sentito parlare di un ciclo di Mirrodin, che però dovrebbe essere indipendente dal gioco, non approvato dalla Wizards, che narra la storia di Glissa Sunseeker, Bosch golem di ferro e tanti altri. Possiamo trovare informazioni qui
-
Il Paladino (2)
Ricorda che il braccio in mithril è un oggetto in grado di rompersi, e ti assicuro che se il PG con l'arto meccanico inizierà a dargli fastidio lui potrebbe decidere di inserire qualche mostro con la passione di rompere tutto, compresa l'appendice meccanica. Parlo per esperienza diretta, di chi ogni X sessioni si vede distruggere la propria arma. Ma non esiste un modo per rendere indistruttibile per sempre un oggetto?
-
Drago Zombi
Se sei preoccupato per la questione del volo, allora guarda l'archetipo Creatura Scheletrica, tratto dal Libro delle Foche Tenebre. Spoiler: BONE CREATURE Sometimes creatures that rise as undead skeletons retain heir intellect and abilities. Bone fighters wield deadly weapons and clank about in ancient armor. Bone sorcerers cast dreadful spells and are often confused with liches. Bone wyverns darken the skies and threaten with their poisoned, skeletal tails. Bone creatures cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice. CREATING A BONE CREATURE “Bone” is a template that can be added to any nonundead, corporeal creature that has a skeletal system (referred to hereafter as the base creature). The creature’s type changes to undead. It retains all type modifiers and subtypes, if applicable. The bone creature uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Increase to d12. Speed: Winged bone creatures retain the ability to fly. Now, however, the flight is magical, as the fly spell, but it still uses the creature’s original fly speed. AC: Natural armor bonus changes to a number based on the bone creature’s size. Size / Bonus Tiny or smaller / +0 Small / +1 Medium-size / +2 Large / +3 Huge / +4 Gargantuan / +6 Colossal / +10 Attacks: A bone creature retains all the natural attacks and weapon proficiencies of the base creature, except for attacks that can’t work without flesh, such as a mind flayer’s tentacle attacks. A creature with hands gains one claw attack per hand; a bone creature can strike with all of them at its full attack bonus. If the creature already had claw attacks with its hands, use the bone creature attack format and damage, if they’re better. The base creature’s base attack bonus does not change. Damage: Natural and manufactured weapons deal normal damage. A claw attack deals damage depending on the bone creature’s size. Size / Damage Diminutive or Fine / 1 Tiny / 1d2 Small / 1d3 Medium-size / 1d4 Large / 1d6 Huge / 2d4 Gargantuan / 2d6 Colossal / 2d8 Use the base creature’s claw damage if it’s greater. Special Qualities: Same as the base creature. In addition, all bone creatures gain darkvision with a range of 60 feet, undead traits, and various immunities. Immunities (Ex): Bone creatures have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing and slashing weapons. Saves: Same as the base creature, modified by ability score adjustments. Abilities: Modify the base creature as follows: Str +0, Dex +4, Con —, Int +0, Wis +0, Cha +0. Skills: Same as the base creature, modified by ability score adjustments. Feats: Same as the base creature, plus the bone creature gets the Weapon Finesse feat with any one weapon for free. SAMPLE BONE CREATURE Base Creature: 5th-level bugbear rogue. Bone Bugbear Medium-Size Undead Hit Dice: 8d12 (52 hp) Initiative: +6 Speed: 30 ft. AC: 21 (+5 Dex, +2 natural, +3 masterwork studded leather, +1 masterwork small steel shield), touch 15, flat-footed 21 Attacks: +1 short sword +12 melee, or 2 claws +9 melee Damage: +1 short sword 1d6+4/19–20, claw 1d4+4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Sneak attack +3d6 Special Qualities: Darkvision 60 ft., evasion, immunities, traps, uncanny dodge (Dex bonus to AC), undead traits Saves: Fort +4, Ref +13, Will +3 Abilities: Str 19, Dex 22, Con —, Int 15, Wis 13, Cha 10 Skills: Balance +8, Bluff +7, Climb +10, Diplomacy +2, Hide +11, Innuendo +6, Intimidate +7, Intuit Direction +6, Listen +9, Move Silently +12, Pick Pocket +13, Spot +11, Tumble +12 Feats: Alertness, Great Fortitude, Weapon Finesse (short sword) Climate/Terrain: Any underground Organization: Solitary, pair, gang (3–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level) Challenge Rating: 7 Treasure: Standard Alignment: Chaotic evil Advancement: By character class This bone bugbear conceals its undead nature as best as it can and continues to ambush travelers on the road. Combat Using its deft reflexes, the bone bugbear tries to approach foes stealthily to make a devastating sneak attack. Immunities (Ex): A bone bugbear has cold immunity. Because it lacks flesh or internal organs, it takes only half damage from piercing and slashing weapons. Undead Traits: A bone bugbear is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A bone bugbear cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). Skills: A bone bugbear receives a +4 racial bonus on Move Silently checks. Possessions: Masterwork studded leather armor, +1 short sword, masterwork small steel shield, masterwork thieves’ tools, 2 flasks of acid. ... e ormai che ci sei, perchè non anche a Creatura Cadaverica, preso dal medesimo libro? Spoiler: CORPSE CREATURE Not all corpses risen as undead are shambling, slow-moving zombies. Some retain their intellect and abilities. Surrounded by the stench of death, the flesh of these creatures hardens and becomes brittle but retains great strength. Corpse clerics still pay homage to their dark gods. Corpse warriors heft mighty weapons with skill. Corpse beholders still spray deadly rays from shriveled eyestalks. They cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice. CREATING A CORPSE CREATURE “Corpse” is a template that can be added to any nonundead, nonconstruct, nonplant corporeal creature (referred to hereafter as the base creature). The creature’s type changes to undead. It retains all type modifiers and subtypes, if applicable. The corpse creature uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Increase to d12. Speed: Winged corpse creatures retain the ability to fly. However, their maneuverability becomes clumsy. AC: The corpse creature gains a natural armor bonus based on its size. Size / Bonus Tiny or smaller / +0 Small / +1 Medium-size / +2 Large / +3 Huge / +4 Gargantuan / +6 Colossal / +11 The corpse creature keeps the natural armor bonus of the base creature if it’s better. Attacks: The corpse creature retains all the natural attacks and weapon proficiencies of the base creature. A corpse creature also gains a slam attack. The base creature’s base attack bonus does not change. Damage: Natural and manufactured weapons deal normal damage. A slam attack deals damage depending on the corpse creature’s size. For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack. Size / Damage Diminutive / 1 Fine / 1d2 Tiny / 1d3 Small / 1d4 Medium-size / 1d6 Large / 1d8 Huge / 2d6 Gargantuan / 2d8 Colossal / 4d6 Use the base creature’s slam damage if it’s greater. Special Qualities: Same as the base creature. In addition, all corpse creatures gain darkvision with a range of 60 feet, and undead traits. Saves: Same as the base creature, modified by ability score adjustments. Abilities: Modify the base creature as follows: Str +4, Dex –2, Con —, Int +0, Wis +0, Cha +0. Skills: Same as the base creature, modified by ability score adjustments. Challenge Rating: Same as the base creature +1. Alignment: Always evil. SAMPLE CORPSE CREATURE Base Creature: 3rd-level human barbarian. Corpse Barbarian Medium-Size Undead Hit Dice: 3d12 (19 hp) Initiative: +1 Speed: 40 ft. AC: 15 (+1 Dex, +2 natural, +2 leather armor), touch 11, flat-footed 15 Attacks: +1 greataxe +10 melee, or slam +9 melee Damage: +1 greataxe 1d12+10/×3, slam 1d6+9 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Darkvision 60 ft., rage 1/day, undead traits, uncanny dodge (Dex bonus to AC) Saves: Fort +3, Ref +4, Will +2 Abilities: Str 22, Dex 13, Con —, Int 10, Wis 12, Cha 10 Skills: Intimidate +5, Intuit Direction +7, Jump +8, Listen +7, Spot +2, Swim +10, Wilderness Lore +6 Feats: Cleave, Lightning Reflexes, Power Attack Climate/Terrain: Any Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Chaotic evil Advancement: By character class This corpse creature wanders without purpose, destroying anything in its way. Combat Simple and straightforward, the corpse barbarian charges into battle, raging immediately. Rage (Ex): The following changes are in effect as long as a corpse barbarian rages: AC 13, touch 9, flat-footed 13; Atk +12 melee (1d12+13/×3, +1 greataxe) or +11 melee (1d6+12, slam); SV Will +4; Str 26; Jump +10, Swim +12. His rage lasts for 3 rounds, and (as an undead) he is not fatigued afterward. Undead Traits: A corpse barbarian is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A corpse barbarian cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). Possessions: Leather armor, +1 greataxe.
-
Il Paladino (2)
Stavi dimenticando il "onn" A parte le pignolerie, secondo me bisogna fare una considerazione: un chierico di 13° o di 17° PNG in fondo, in un'ambientazione standard, che differenza fa? So bene che sono 4 livelli, ma essendo un PNG non penso che, dovendo molto probabilmente (poi dipende dal background della campagna) essere un personaggio di rilievo all'interno della casta clericale/sacerdotale della divinità, penso che non dovrebbe essere eccessivamente diversamente difficile trovare un chierico di 13° da uno di 17°. Poi, tutto sommato, dipende molto dall'avventura: magari lì i PNG arrivano al massimo al liv 15 nel luogo popolato di personaggi più potenti, non lo so, ma nel caso fosse consentito il contatto con PNG di livello superiore, allora io, come DM, non vedrei il problema. Poi un chierico di 17° molto probabilmente userà Rigenerazione, avendola probablmente preparata per le visite dei bisognosi (pensando ad una situazione come quella del prete di FullMetal Alchemist).
-
Il Guerriero (4)
Propongo questa build: Swordsage 2 / Guerriero 2 / Rodomonte 2 / Derviscio 10 / Tempesta 4 / (+1 livello da Rodomonte per il bonus di danni di Int) Permette di ignorare la forza (con il talento Shadow Blade), Conferisce bonus all'iniziativa +1, bonus alla CA pari alla saggezza, +1 ai riflessi (grazia), + i bonus del guerriero e i bonus del tempesta e del derviscio. E alla fine volendo anche i bonus addizionali ai danni pari all'intelligenza. E nessun malus all'exp. Praticamente il max dei primi livelli delle classi, che di per sè sono abbastanza compatibili, anche come background. Che ne dite?
-
Il Paladino (2)
Giusto... però miracolo è più figo! In più, come effetto scenico, mi pare più bello quello secondo cui il braccio viene materializzato, anzichè fatto ricrescere come un ramo di un albero. Sarebbe spettacolare se al PG venisse fatto riscrescere il braccio immediatamente dopo il mutilamento, ma il miracolo è più bello. E poi, come detto da FeAnPi, il giocatore potrà interpretare meglio il carattere del suo PG, benevolo e caritatevole, ora che si trova menomato.
-
Drago Zombi
Il drago zombie, preso direttamente dal Draconomicon: Spoiler: ZOMBIE DRAGON A zombie dragon is created by use of the animate dead spell or by a vampiric dragon (see above). It functions as a normal zombie in most ways, though it retains a few of its draconic abilities and qualities even after death. A zombie dragon stinks of death, and its once glorious scaled hide sports gaping holes chewed by worms. Because of the creature’s utter lack of intelligence, the instructions given to a newly created zombie dragon must be very simple, such as “Destroy anything that comes within sight.” Zombie dragons are often used as sentries (although they aren’t capable of calling for help, the sounds of the battle usually serve to raise the alarm) or guardians. Draconic spellcasters capable of creating such creatures may use the bodies of dead rivals or, in the case of particularly vile necromancers, deceased family members. CREATING A ZOMBIE DRAGON “Zombie” is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon). The creature uses all the base dragon’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a zombie dragon gains bonus hit points equal to twice its HD. Speed: Reduce flight maneuverability by one category (to a minimum of clumsy). Armor Class: Reduce natural armor bonus to one-half the base dragon’s value (rounding down). Special Attacks: A zombie dragon retains any exceptional special attacks of the base dragon (such as improved grab), except for special attacks with a save DC based on the base dragon’s Charisma (such as frightful presence). It loses all supernatural and spell-like special attacks possessed by the base dragon, except for any breath weapon attack, which is altered as noted below. Breath Weapon (Su): A zombie dragon keeps the base dragon’s breath weapon (if any), though it deals only half the listed damage. Breath weapons that don’t deal damage (such as the brass dragon’s sleep breath weapon) are unchanged. The save DC to resist the dragon’s breath weapon is 10 + 1/2 zombie dragon’s HD + zombie dragon’s Cha modifier. Special Qualities: A zombie dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains additional special qualities as noted below. Damage Reduction (Ex): Zombie dragons gain damage reduction 5/slashing. Slow (Ex): Like zombies, zombie dragons have poor reflexes and can perform only a single standard action or move action each round. Undead Traits: A zombie dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range). Saves: As undead, zombie dragons are immune to anything that requires a Fortitude save unless it affects objects. Abilities: Adjust from the base dragon as follows: Str +0, Dex –2, Cha –6. Being undead, a zombie dragon has no Constitution score. It also has no Intelligence score. Its Wisdom score becomes 10 (regardless of the base dragon’s Wisdom). Skills: A zombie dragon loses all skill ranks and racial skill bonuses possessed by the base dragon. Feats: A zombie dragon loses all feats possessed by the base dragon. It gains Toughness as a bonus feat. Environment: Any. Organization: Any. Challenge Rating: Base dragon’s CR × 1/2 +1 (minimum 2). Treasure: None. Alignment: Always neutral. Advancement: Up to +2 HD. Level Adjustment: —. SAMPLE ZOMBIE DRAGON This example uses a young adult white dragon as the base dragon. Zombie Young Adult White Dragon Large Undead Hit Dice: 15d12+33 (130 hp) Initiative: +4 Speed: 60 ft. (12 squares), burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft. Armor Class: 15 (–1 size, –1 Dex, +7 natural), touch 8, flatfooted 15 Base Attack/Grapple: +15/+23 Attack: Bite +18 melee (2d6+4) Full Attack: Bite +18 melee (2d6+4) and 2 claws +13 melee (1d8+2) and 2 wings +13 melee (1d6+2) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Breath weapon, frightful presence Special Qualities: Blindsense 60 ft., damage reduction 5/slashing, darkvision 120 ft., icewalking, immunity to cold, keen senses, slow, spell resistance 16, undead traits Saves: Fort +9, Ref +8, Will +9 Abilities: Str 19, Dex 8, Con —, Int —, Wis 11, Cha 2 Skills: Swim +4 Feats: Toughness Environment: Cold mountains Organization: Any Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: Up to +2 HD Level Adjustment:— A zombie white dragon can often be found guarding the lairs of frost giant adepts or clerics. Colder climates also slow the rotting process, keeping the zombie white dragon intact for a longer time. Combat The zombie white dragon possesses none of the animalistic ferocity it had in life. It merely acts according to the (simple) orders given it by its master. Its blindsense and keen senses make it an excellent guardian, and its icewalking ability allows it to perch in difficult- to-reach places. Breath Weapon (Su): 40-ft. cone, 2d6 cold, Reflex DC 13 halves. Frightful Presence (Ex): 150-ft. radius, HD 14 or fewer, Will DC 14 negates. Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Keen Senses (Ex): A zombie dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Skills: This zombie dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.