Hej!
Na początku kilka uwag. Po pierwsze, orzeł z beast shape I jest dużo wolniejszy (30 ft.) niż normalny (80 ft.). Po drugie, wild shape trwa w przypadku Streetdoga tylko 4 godziny. Po trzecie, te 30 ft. prędkości podróżnej odpowiada czarowi overland flight. Po czwarte, prędkości w tabeli są podane dla idealnie prostej linii, szerokiego, brukowanego, równego traktu, a wszelkie góry, lasy i brak ścieżek wyrażają się w karnych mnożnikach. Innymi słowy, rzecz ma się tak:
Streetdog może w ciągu 4 godzin normalnie przelecieć 12 mil, lub wysilając się (hustle, czyli utrzymując cały czas speex x2) może przelecieć 24 mile. Po takim wysiłku dostaje 6 nonlethal damage i jest fatigued. Jak widać, nie jest to super efektywne, głównie przez strasznie małą prędkość orła (wzrasta ona dwukrotnie na 6 poziomie), ALE nie powoduje to random encounterów. A te, jak wiecie, bywają zabójcze...
piątek, 31 grudnia 2010
czwartek, 30 grudnia 2010
Hierarchia zła według Srebrnego Płomienia
W porządku malejącym:
- Entities of alien evil. These include evil outsiders and many aberrations. Being not merely creatures of innate malevolence, but also foreign to Eberron, these entities cause the most harm to the physical and spiritual health of the world.
- Entities of unnatural evil. These include undead and lycanthropes, creatures that were native to Eberron but corrupted into something hideous. Their presence taints the world around them, making them almost as great a threat as outsiders.
- Entities of innate evil. These include most creatures that are malevolent as a group, such as medusas, yuan-ti, and hags, but are not unnatural.
- Those who choose evil. This includes all evil humanoids, warforged, and the like. Though the cliché of the Purified shows no mercy to evildoers, most real followers of the Flame seek to save these people, not destroy them. Human evil should be fought with compassion, diplomacy, and leading by example. Whenever possible, people should be shown the error of their ways and have the chance to correct their behavior. If this is not possible, the sword might be the only answer; it should never be the first choice, however.
- The evil within. Even the most devout follower of the Silver Flame holds sin in his heart. The Purified believe that once all other evil is destroyed, mortals must purge the very desire for it from their souls. Only then will the demon be expelled from the Silver Flame, and the fi nal traces of evil vanish from the world.
środa, 29 grudnia 2010
Jyhad Kavken
JYHAD KAVKEN Male human
Cleric 4 (The White Stag)
LG Medium humanoid
Init +5 ; Senses Perception +5
LG Medium humanoid
Init +5 ; Senses Perception +5
DEFENSE
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 dex)
hp 31 (4d8+8)
Fort +6, Ref +3, Will +8
hp 31 (4d8+8)
Fort +6, Ref +3, Will +8
OFFENSE
Spd 20 ft./x3
Melee Mwk Morningstar +8 1d8+4 20/x2
Ranged Mwk Longbow, composite +5 1d8+4 20/x3
Melee Mwk Morningstar +8 1d8+4 20/x2
Ranged Mwk Longbow, composite +5 1d8+4 20/x3
Special attacks channel energy (3/day, 2d6, Will DC 12)
Domain spell-like abilities (CL 4th, concentration
+4)
6/day—resistant touch, touch of good
Cleric Spells Remembered (CL 4th , Concentration +7):
2nd (3+1/day)—
1st (4+1/day)—
0 (at will)—
Domains Good, Protection
Domains Good, Protection
STATISTICS
Str 18, Dex 12, Con 12, Int 10, Wis 17, Cha 10
Base Atk +3, Cmb +7 Cmd 18
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Casting (PFCR 119), Improved Initiative (PFCR 127), Martial Weapon Proficiency (PFCR 130), Shield Proficiency (PFCR 133)
Skills Diplomacy +4, Heal +7, Knowledge (religion) +6, Knowledge (planes) +4, Linguistics +4, Perception +5, Sense Motive +7, Spellcraft +5
Languages Celestial, Common
Base Atk +3, Cmb +7 Cmd 18
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Casting (PFCR 119), Improved Initiative (PFCR 127), Martial Weapon Proficiency (PFCR 130), Shield Proficiency (PFCR 133)
Skills Diplomacy +4, Heal +7, Knowledge (religion) +6, Knowledge (planes) +4, Linguistics +4, Perception +5, Sense Motive +7, Spellcraft +5
Languages Celestial, Common
Sesja?
Hej!
Jako, że jutro gruntownie sprzątam dom, proponuje termin sesji: jutro, czyli czwartek, 17.00-21.30. Akurat 4,5 h będzie w sam raz. Proszę, bądźcie punktualni.
Jako, że jutro gruntownie sprzątam dom, proponuje termin sesji: jutro, czyli czwartek, 17.00-21.30. Akurat 4,5 h będzie w sam raz. Proszę, bądźcie punktualni.
poniedziałek, 27 grudnia 2010
Bogowie Eberronu
Wersja z domenami pod Pathfindera:
Name
|
Alignment
|
Favored Weapon
|
Domains
|
|
Sovereign Host
|
||||
Arawai
|
Neutral Good
|
Morningstar
|
Good, Plant, Water, Weather
|
|
Aureon
|
Lawful Neutral
|
Quarterstaff
|
Knowledge, Law, Magic, Rune
|
|
Balinor
|
True Neutral
|
Battleaxe
|
Air, Animal, Earth
|
|
Boldrei
|
Lawful Good
|
Spear
|
Community, Good, Law, Protection
|
|
Dol Arrah
|
Lawful Good
|
Halberd
|
Good, Law, Nobility, Sun, War,
|
|
Dol Dorn
|
Chaotic Good
|
Longsword
|
Chaos, Good, Strength, War
|
|
Kol Korran
|
Lawful Neutral
|
Mace
|
Charm, Community, Law, Travel
|
|
Olladra
|
Neutral Good
|
Sickle
|
Good, Healing, Luck, Plant
|
|
Onatar
|
Neutral Good
|
Warhammer
|
Artifice, Fire, Good
|
|
The Dark Six
|
||||
The Devourer
|
Neutral Evil
|
Trident
|
Destruction, Evil, Water, Weather
|
|
The Fury
|
Neutral Evil
|
Rapier
|
Evil, Liberation, Madness, Strength,
|
|
The Keeper
|
Neutral Evil
|
Scythe
|
Darkness, Death, Evil,
|
|
The Mockery
|
Neutral Evil
|
Kama
|
Destruction, Evil, Trickery, War
|
|
The Shadow
|
Chaotic Evil
|
Quarterstaff
|
Chaos, Evil, Knowledge, Magic, Rune
|
|
The Traveler
|
Chaotic Neutral
|
Scimitar
|
Artifice, Chaos, Travel, Trickery
|
|
The Silver Flame
|
||||
The Silver Flame
|
Lawful Good
|
Longbow
|
Glory, Good, Law, Protection
|
|
The White Stag
|
Lawful Good
|
Longbow
|
Animal, Good, Law, Protection
|
|
The Blood of Vol
|
||||
The Blood of Vol
|
Lawful Neutral
|
Dagger
|
Death, Law, Repose
|
|
The Cults of the Dragon Below
|
||||
The Dragon Below
|
Neutral Evil
|
Heavy Pick
|
Darkness, Destruction, Earth, Evil, Madness
|
|
The Path of Light
|
||||
The Path of Light
|
Lawful Neutral
|
Unarmed Strike
|
Law, Liberation. Protection
|
|
The Path of Inspiration
|
||||
The Path of Inspiration
|
Lawful Neutral
|
Flail
|
Community, Law, Protection
|
|
The Undying Court
|
||||
The Undying Court
|
Neutral Good
|
Scimitar
|
Glory, Good, Nobility, Protection, Repose
|
|
The Keepers of the Past
|
Neutral
|
Double Scimitar
|
Destruction, Protection, War
|
|
Cz wiecie, że...
... trucizny działają inaczej, niż w 3.5 edycji?
Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.
Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.
niedziela, 26 grudnia 2010
Kalendarz Eberronu
Hej!
Eberron to świat trochę mniejszy od naszej ziemi. Dlatego też, choć rok dzieli się na 12 miesięcy, to każdy z nich ma tylko 28 dni. Miesiące można nazywać w kilku językach, w Commonie nazywają się tak jak nasze. Obecnie na Pograniczu jest 1 października 998 YK (czyli 998 lat od założenia cesarstwa Galifaru). Październik w mowie Galifaru to Sypheros, czyli miesiąc Znaku Cienia (tak też nazywa się odpowiadający Znakowi księżyc).
A oto i ciekawy link, wyznaczający zbliżanie się (waxing), oddalanie (waning) oraz okresy, kiedy sfery Eberronu graniczą (conterminous) i są odcięte (remote) od Planu Materialnego. Można także śledzić ustawienie wszystkich dwunastu księżyców.
I jeszcze to.
Eberron to świat trochę mniejszy od naszej ziemi. Dlatego też, choć rok dzieli się na 12 miesięcy, to każdy z nich ma tylko 28 dni. Miesiące można nazywać w kilku językach, w Commonie nazywają się tak jak nasze. Obecnie na Pograniczu jest 1 października 998 YK (czyli 998 lat od założenia cesarstwa Galifaru). Październik w mowie Galifaru to Sypheros, czyli miesiąc Znaku Cienia (tak też nazywa się odpowiadający Znakowi księżyc).
A oto i ciekawy link, wyznaczający zbliżanie się (waxing), oddalanie (waning) oraz okresy, kiedy sfery Eberronu graniczą (conterminous) i są odcięte (remote) od Planu Materialnego. Można także śledzić ustawienie wszystkich dwunastu księżyców.
I jeszcze to.
Pogoda
Witajcie,
Od następnej sesji planuje wprowadzić efekty pogodowe, generowane oczywiście losowo. Mam nadzieję, że będą stanowić urozmaicenie, przeszkodę, a także i pomoc w waszych działaniach. Zwróćcie uwagę, że chodzicie nie po chodnikach czy nawet ścieżkach w Tatrach, tylko skałach, zarośniętych jarach, podmokłych łąkach i podobnych dzikich terenach. Tam śnieg i deszcz są znacznie większym utrudnieniem niż w mieście.
Przepowiadanie pogody, Survival
Na dziś - DC 10
Na jutro - DC 20
Na pojutrze - DC 30
Burza
Deszcz ze śniegiem
Poruszenie się o więcej niż połowę swojej wartości Ruchu w rundzie wymaga testu Acrobatics o DC 10, porażka oznacza pozostanie w miejscu, porażka o 5 lub więcej upadek. DC jest już zmodyfikowane o +4.
Od następnej sesji planuje wprowadzić efekty pogodowe, generowane oczywiście losowo. Mam nadzieję, że będą stanowić urozmaicenie, przeszkodę, a także i pomoc w waszych działaniach. Zwróćcie uwagę, że chodzicie nie po chodnikach czy nawet ścieżkach w Tatrach, tylko skałach, zarośniętych jarach, podmokłych łąkach i podobnych dzikich terenach. Tam śnieg i deszcz są znacznie większym utrudnieniem niż w mieście.
Przepowiadanie pogody, Survival
Na dziś - DC 10
Na jutro - DC 20
Na pojutrze - DC 30
Burza
-8 do testów ataków na dystans.
-8 do testów Perception.
-2 do testów Acrobatics.
-2 do testów Acrobatics.
Gasi automatycznie źródła ognia takie jak świeczka lub pochodnia, 75 % szans że zgasi też chronione, takie jak latarnia.
Burza śnieżna
Trudny teren (każda kratka kosztuje dwa punkty ruchu).
-4 do testów ataków na dystans.
-4 do testów Perception.
-4 do testów Acrobatics.
-4 do testów Acrobatics.
50 % szans na zgaszenie źródeł ognia takich jak świeczka lub pochodnia.
Istoty znajdujące się dalej niż 5 stóp (jedna kratka) mają concealment (20 % miss chance).
Częściowe zachmurzenie
Brak efektów.
Czyste niebo
Brak efektów.
Deszcz (ulewa)
-4 do testów ataków na dystans.
-4 do testów Perception.
-2 do testów Acrobatics.
-2 do testów Acrobatics.
Gasi automatycznie źródła ognia takie jak świeczka lub pochodnia, 50 % szans że zgasi też chronione, takie jak latarnia.
Deszcz ze śniegiem
Trudny teren (każda kratka kosztuje dwa punkty ruchu).
-4 do testów ataków na dystans.
-4 do testów Perception.
-4 do testów Acrobatics.
-4 do testów Acrobatics.
Gasi automatycznie źródła ognia takie jak świeczka lub pochodnia, 75 % szans że zgasi też chronione, takie jak latarnia.
Gołoledź
Trudny teren (każda kratka kosztuje dwa punkty ruchu).
-4 do testów Acrobatics
Mgła
Istoty znajdujące się dalej niż 5 stóp (jedna kratka) mają concealment (20 % miss chance).
Mżawka (lekki deszcz)
-2 do testów ataków na dystans.
-2 do testów Perception.
Gasi automatycznie źródła ognia takie jak świeczka lub pochodnia.
Pada śnieg
Trudny teren (każda kratka kosztuje dwa punkty ruchu).
-4 do testów ataków na dystans.
-4 do testów Perception.
-4 do testów Acrobatics.
-4 do testów Acrobatics.
Pochmurnie
Istoty z light blindness oraz light sensitivity mogą poruszać się bez kar po powierzchni.
Pochmurne niebo jest też podczas deszczu, śniegu, burzy itd.
Pochmurne niebo jest też podczas deszczu, śniegu, burzy itd.
Przelotne deszcze
50 % szans, że akurat pada, następny test za 1d4 godzin. Jeśli pada, efekt jak deszcz.
Przelotny śnieg
50 % szans, że akurat pada, następny test za 1d4 godzin. Jeśli pada, efekt jak śnieg.
Stary śnieg
Trudny teren (każda kratka kosztuje dwa punkty ruchu).
Stary śnieg
Trudny teren (każda kratka kosztuje dwa punkty ruchu).
piątek, 24 grudnia 2010
Role w królestwie
Cześć!
Wklejam, jakie role możecie pełnić w królestwie, i co od nich zależy.
Ruler
The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.
Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.
Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.
Special Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.
Councilor
The councilor ensures that the will of the citizenry is represented.
Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.
Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor.
General
The General commands the kingdom’s armies and is a public hero.
Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier.
Vacancy Penalty Decrease Stability by 4.
Grand Diplomat
The Grand Diplomat oversees international relations.
Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.
Vacancy Penalty Decrease Stability by 2; the kingdom cannot issue Promotion Edicts.
High Priest
The high priest guides the kingdom’s religious needs and growth.
Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.
Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.
Magister
The Magister guides a kingdom’s higher learning and magic.
Benefit Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier.
Vacancy Penalty Decrease Economy by 4.
Marshal
The Marshal helps organize patrols and enforces justice in rural and wilderness regions.
Benefit Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.
Vacancy Penalty Decrease Economy by 4.
Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin.
Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty A kingdom without a Royal Assassin suffers no vacancy penalty.
Spymaster
The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.
Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase).
Vacancy Penalty Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster.
Treasurer
The Treasurer organizes tax collection, and manages the treasury.
Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.
Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes.
Warden
The Warden leads the kingdom’s defense and city guards.
Benefit Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier.
Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.
[...]
Jak widzicie, jest jedenaście ról, jedna może być podwójna (Ruler - ale tylko pary mieszane, gejom mówimy nie), jedna może pozostać nieobsadzona (Royal Assassin).
A teraz skrót, kto ma ku czemu predyspozycje:
Zelephar
Najlepszy jako: Councilor, General, High Priest, Marshal, Royal Assassin, Treasurer, Warden
Uliczny Pies
Jak widać, jesteście w stanie obsadzić sami wszystkie role - to znaczy, jest was trzech, nie jedenastu, ale na każde miejsce znajdzie się ktoś z odpowiednimi zdolnościami. Są jednak role (Ruler, Grand Diplomat, Magister, Spymaster), do których talent ma tylko jeden z was.
Wklejam, jakie role możecie pełnić w królestwie, i co od nich zależy.
Ruler
The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.
Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.
Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.
Special Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.
Councilor
The councilor ensures that the will of the citizenry is represented.
Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.
Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor.
General
The General commands the kingdom’s armies and is a public hero.
Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier.
Vacancy Penalty Decrease Stability by 4.
Grand Diplomat
The Grand Diplomat oversees international relations.
Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.
Vacancy Penalty Decrease Stability by 2; the kingdom cannot issue Promotion Edicts.
High Priest
The high priest guides the kingdom’s religious needs and growth.
Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.
Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.
Magister
The Magister guides a kingdom’s higher learning and magic.
Benefit Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier.
Vacancy Penalty Decrease Economy by 4.
Marshal
The Marshal helps organize patrols and enforces justice in rural and wilderness regions.
Benefit Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.
Vacancy Penalty Decrease Economy by 4.
Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin.
Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty A kingdom without a Royal Assassin suffers no vacancy penalty.
Spymaster
The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.
Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase).
Vacancy Penalty Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster.
Treasurer
The Treasurer organizes tax collection, and manages the treasury.
Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.
Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes.
Warden
The Warden leads the kingdom’s defense and city guards.
Benefit Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier.
Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.
[...]
Jak widzicie, jest jedenaście ról, jedna może być podwójna (Ruler - ale tylko pary mieszane, gejom mówimy nie), jedna może pozostać nieobsadzona (Royal Assassin).
A teraz skrót, kto ma ku czemu predyspozycje:
Zelephar
Najlepszy jako: Councilor, General, High Priest, Marshal, Royal Assassin, Treasurer, Warden
Uliczny Pies
Najlepszy jako: Councilor, High Priest, Marshal, Treasurer
Dobry jako: Spymaster, Warden
Eckhardt
Najlepszy jako: General, Royal Assassin, Warden
Dobry jako: Councilor, Ruler, Grand Diplomat, High Priest, Magister,
Jak widać, jesteście w stanie obsadzić sami wszystkie role - to znaczy, jest was trzech, nie jedenastu, ale na każde miejsce znajdzie się ktoś z odpowiednimi zdolnościami. Są jednak role (Ruler, Grand Diplomat, Magister, Spymaster), do których talent ma tylko jeden z was.
środa, 22 grudnia 2010
Umiejętności społeczne
Hej!
Krótkie przypomnienie, jak działają umiejętności Diplomacy oraz Intimidate.
Diplomacy można używać na kilka sposobów, tu opiszę tylko zmienianie nastawienia napotkanych NPC-ów. Zaczynamy więc od tabelki:
Hostile 25 + creature's Cha Modifier
Unfriendly 20 + creature's Cha Modifier
Indifferent 15 + creature's Cha Modifier
Friendly 10 + creature's Cha Modifier
Helpful 0 + creature's Cha Modifier
I testujemy umiejętność. Sukces - podnosimy nastawienie o jedno oczko. Sukces o 5 i więcej - podnosimy o dwa oczka. Ważne: using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction.
Przypominam, że "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.".
Jeśli ktoś jest co najmniej indifferent, można Dyplomacją prosić go o przysługę. Przykładowe prośby: "czy rozpoznajesz może tego człowieka narysowanego na pergaminie [DC bazowe, czyli np. dla indifferent 15 + Cha modifier]", "wskaż mi drogę do zamku [DC -5]", "mogę stanąć przed królem, nawet mając broń [DC +15]", "odnajdź maga i zanieś mu ten pakunek [DC +5]".
Intimidate można używać na dwa sposoby i opiszę tu oba. Pierwszy to wymuszanie na kimś czegoś (poza walką), drugi to demoralizowanie wroga w walce jako standard action. Oba mają ten sam DC: 10 + the target’s Hit Dice + the target’s Wisdom modifier. Pierwsza akcja jest oczywista, druga nakłada stan shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) na 1 rundę, plus 1 rundę/za każde 5 punktów powyżej DC.
Krótkie przypomnienie, jak działają umiejętności Diplomacy oraz Intimidate.
Diplomacy można używać na kilka sposobów, tu opiszę tylko zmienianie nastawienia napotkanych NPC-ów. Zaczynamy więc od tabelki:
Hostile 25 + creature's Cha Modifier
Unfriendly 20 + creature's Cha Modifier
Indifferent 15 + creature's Cha Modifier
Friendly 10 + creature's Cha Modifier
Helpful 0 + creature's Cha Modifier
I testujemy umiejętność. Sukces - podnosimy nastawienie o jedno oczko. Sukces o 5 i więcej - podnosimy o dwa oczka. Ważne: using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction.
Przypominam, że "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.".
Jeśli ktoś jest co najmniej indifferent, można Dyplomacją prosić go o przysługę. Przykładowe prośby: "czy rozpoznajesz może tego człowieka narysowanego na pergaminie [DC bazowe, czyli np. dla indifferent 15 + Cha modifier]", "wskaż mi drogę do zamku [DC -5]", "mogę stanąć przed królem, nawet mając broń [DC +15]", "odnajdź maga i zanieś mu ten pakunek [DC +5]".
Intimidate można używać na dwa sposoby i opiszę tu oba. Pierwszy to wymuszanie na kimś czegoś (poza walką), drugi to demoralizowanie wroga w walce jako standard action. Oba mają ten sam DC: 10 + the target’s Hit Dice + the target’s Wisdom modifier. Pierwsza akcja jest oczywista, druga nakłada stan shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) na 1 rundę, plus 1 rundę/za każde 5 punktów powyżej DC.
wtorek, 21 grudnia 2010
Shifters
Shifter Racial Traits
Shifting:
- +2 Dexterity, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from their social interaction.
- Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Shifters have a base speed of 30 feet.
- Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light (see low-light vision).
- Agile: Shifters receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Shifting: A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of six shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier. (If a shifter trait or other effect increases the character’s Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability. Every shifter feat a character takes in creases the duration of shifting by 1 round. For every two shifter feats a character takes, the number of times per day she can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.
- Languages: Shifters begin play speaking Common. Shifters with high Intelligence scores can choose from the following: Elven, Gnome, Halfling, and Sylvan.
Shifting:
- Beasthide (Su): While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
- Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a –5 penalty on her attack roll) while wielding a weapon.
- Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
- Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She can not attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a –2 penalty.
- Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.
- Wildhunt (Su): While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.
poniedziałek, 20 grudnia 2010
Kesten Garess
KESTEN GARESS Male human Fighter 4
CN Medium humanoid
Init +2 ; Senses Perception +5
CN Medium humanoid
Init +2 ; Senses Perception +5
DEFENSE
AC 23, touch
12, flat-footed 21 (+10 armor, +1 shield, +2 dex)
hp 40 (4d10+12)
Fort +6, Ref +3, Will +4
hp 40 (4d10+12)
Fort +6, Ref +3, Will +4
Defensive abilities bravery +1
OFFENSE
Spd 20 ft./x3
Melee Mwk Battleaxe +8 1d8+6 20/x3, Mwk Spiked shield, light +7 1d4+4 20/x2
Melee Mwk Battleaxe +8 1d8+6 20/x3, Mwk Spiked shield, light +7 1d4+4 20/x2
STATISTICS
Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4, Cmb +8 Cmd 20
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Double Slice (PFCR 122), Improved Shield Bash (PFCR 128), Iron Will (PFCR 129), Shield Proficiency (PFCR 133), Two-weapon Fighting (PFCR 136), Weapon Focus (PFCR 136-137), Weapon Specialization (PFCR 137)
Skills Climb +4, Diplomacy +1, Intimidate +7, Perception +5, Survival +5, Swim +4
Languages Common
Base Atk +4, Cmb +8 Cmd 20
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Double Slice (PFCR 122), Improved Shield Bash (PFCR 128), Iron Will (PFCR 129), Shield Proficiency (PFCR 133), Two-weapon Fighting (PFCR 136), Weapon Focus (PFCR 136-137), Weapon Specialization (PFCR 137)
Skills Climb +4, Diplomacy +1, Intimidate +7, Perception +5, Survival +5, Swim +4
Languages Common
SQ armor training 1
Combat Gear Mwk Battleaxe, Mwk Spiked shield, light, Full plate +1, Masterwork Shield, light steel
Combat Gear Mwk Battleaxe, Mwk Spiked shield, light, Full plate +1, Masterwork Shield, light steel
BRELAND SOLDIER Male human Warrior 2
N Medium humanoid
Init +0 ; Senses Perception +2
N Medium humanoid
Init +0 ; Senses Perception +2
DEFENSE
AC 18, touch
10, flat-footed 18 (+6 armor, +2 shield)
hp 16 (2d10+5)
Fort +4, Ref +0, Will +0
hp 16 (2d10+5)
Fort +4, Ref +0, Will +0
OFFENSE
Spd 20 ft./x4
Melee Longsword +4 1d8+2 19-20/x2
Ranged Crossbow, heavy +2 2d6 19-20/x2
Melee Longsword +4 1d8+2 19-20/x2
Ranged Crossbow, heavy +2 2d6 19-20/x2
STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2, Cmb +4 Cmd 14
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Knowledge (local) +0, Perception +2, Ride -3
Languages Common
Combat Gear Longsword, Crossbow, heavy, Chainmail, Shield, heavy wooden
Base Atk +2, Cmb +4 Cmd 14
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Knowledge (local) +0, Perception +2, Ride -3
Languages Common
Combat Gear Longsword, Crossbow, heavy, Chainmail, Shield, heavy wooden
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