Pokazywanie postów oznaczonych etykietą archetype. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą archetype. Pokaż wszystkie posty

piątek, 25 lutego 2011

Silver Pyromancer

SILVER PYROMANCER

Associated School: Evocation
Replacement Powers: The following school powers replace the intense spell, force missile and elemental wall powers of the evocation school..

Sacred Flame (Su): When you cast a spell that deals fire damage, half of the damage results from this sacred energy, while the rest is normal fire damage. At 20th level, you can choose to make fire spells deal no fire damage at all, instead dealing full normal damage derived from sacred power. You can choose not to use this ability—for example, if your spell targets a creature that is vulnerable to fire (such as a creature with the cold subtype).

Holy Light (Su): Starting at 1st level, you can unleash a flashing ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two wizard levels you possess. In addition, the ray causes undead to be blinded for 1 round. Undead with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Smiting Spell (Su): At 8th level, as a swift action, you can use sacred power to imbue a spell with a holy might, gaining a +4 bonus on caster level checks to bypass the spell resisitance of evil creatures with that spell, and the spell’s damage is increased by 50% against evil creatures (as if you had applied the Empower Spell feat to it). In addition, evil creatures take a –2 penalty on their saving throws against a smiting spell. If you also apply the Empower Spell feat to your smiting spell, it deals double damage (+50% twice) to evil creatures. This ability have no effect on a nonevil creatures. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

sobota, 6 listopada 2010

Założenia

Postanowiłem prowadzić politykę "przyjazna sesja" i stosować skodyfikowane
systemy tworzenia świata i enpeców, tak by całość trzymała się kupy. Stąd, informacje, jak ja widzę potęgę poszczególnych postaci w dedekach:

  • typowy wieśniak, młody wojownik, akolita, pasterz - klasa NPC, poziom 1-3, robiony za 74 punkty
  • doświadczony wojownik, miejscowy baron, proboszcz świątyni Srebrnego Płomienia, warforged, który przeżył kampanie Last War, druid opiekun lasu - klasa heroiczna lub NPC, poziom 4-7, robiony za 78 punktów
  • dowódca obrony zamku, viceroy miejscowej enklawy Domu, szef stowarzyszenia magów w jakimś mieście, członek kolegium kardynałów - klasa heroiczna, poziom 8-11, robiony za 82 punkty
  • król Kaius z Karrnath, patriarcha Domu, mastermind Złej Organizacji, wielki mistrz zakonu paladynów - klasa heroiczna, poziom 12+, robiony za 85 punktów

Strasznie nie lubię sytuacji, gdy świat awansuje wraz z bohaterami, czyli idąc do lasu, na 1. poziomie spotyka się gobliny, na 5. trolle, a na 10. smoki i beholdery. Stąd rozwiązanie, które opisuje wyżej, a tak bardzo sprawdziło się w Dark Sunie. Czyli: tworze w ciemno enpeców, nie wiedząc, jakie postaci będą mieli gracze, obrazując całą "hierarchię mocy", a potem wyciągam odpowiednie konsekwencje w różnicy potencjałów. Zauważyłem, że tworząc mieszkańców świata na bieżąco, zbyt często naginam ich do aktualnych możliwości drużyny, w jedną albo drugą stronę, i potem wychodzą dziwne rzeczy. Nie znaczy to, że statystyki będą powszechnie dostępne, ale chciałbym Wam dać coś do porównania, żebyście zobaczyli, jak sobie radzicie w stosunku do reszty Eberron.


"HUMAN GUARDIAN Male human Warrior 2
N Medium humanoid
Init +1 ; Senses Perception +0
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
hp 17 (2d10+5)
Fort +4, Ref +1, Will -1
OFFENSE
Spd 20 ft./x4
Melee Longsword +4 1d8+5 19-20/x2
Melee Longsword +5 1d8+3 19-20/x2
Ranged Crossbow, light +3 1d8 19-20/x2
STATISTICS
Str 16, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +2, Cmb +5Cmd +16
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Climb +1, Handle Animal +3, Intimidate +3, Perception +0, Ride -1, Swim +1
Languages Common
Combat Gear Longsword, Scale mail, Shield, heavy wooden
Other Gear Armor & Shield, Weapons
Class Abilities • WARRIOR WEAPONS AND ARMOR - The warrior is proficient with all simple and martial weapons as well as all armor and shields. (PFA3 133). "


"DWARVEN WARRIOR Male dwarf Warrior 2
LN Medium humanoid
Init +1 ; Senses Perception +1
DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 dex)
hp 19 (2d10+7)
Fort +5, Ref +1, Will +0
OFFENSE
Spd 20 ft./x4
Melee Battleaxe +4 1d8+2 20/x3
Ranged Crossbow, heavy +3 1d10 19-20/x2
STATISTICS
Str 14, Dex 13, Con 14, Int 10, Wis 11, Cha 6
Base Atk +2, Cmb +4Cmd +15
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Climb -1, Craft (armor) +1, Intimidate +2, Perception +1
Languages Common, Dwarven
Combat Gear Battleaxe, Chainmail, Shield, heavy steel
Other Gear Armor & Shield, Weapons
Class Abilities • WARRIOR WEAPONS AND ARMOR - The warrior is proficient with all simple and martial weapons as well as all armor and shields. (PFA3 133). "


"ELVEN HUNTER Male elf Ranger 4
CN Medium humanoid
Init +4 (+6 in forests); Senses Perception +10
DEFENSE
AC 20, touch 14, flat-footed 16 (+5 armor, +1 shield, +4 dex)
hp 36 (4d10+8)
Fort +5, Ref +8, Will +2
OFFENSE
Spd 30 ft./x4
Melee Longsword +5 1d8+1 19-20/x2
Ranged Mwk Longbow, composite +8 1d8+5 20/x3
Ranged Mwk Longbow, composite +10 1d8+1 20/x3
Ranged Mwk Longbow, composite +6/+6 1d8+5 20/x3
STATISTICS
Str 12, Dex 18, Con 13, Int 12, Wis 12, Cha 10
Base Atk +4, Cmb +5Cmd +19
Feats Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Deadly Aim (PFCR 121), Endurance (PFCR 122), Rapid Shot (PFCR 132), Shield Proficiency (PFCR 133), Weapon Focus (PFCR 136-137)
Skills Acrobatics +6, Climb +4, Handle Animal +5, Heal +6, Knowledge (geography) +6, Knowledge (nature) +7, Perception +10, Ride +7, Stealth +10, Survival +8, Swim +5
Languages Common, Elven
Combat Gear Mwk Longbow, Longsword, Chain shirt +1, Masterwork Buckler
Other Gear potion of cat's grace, potion of cure light wounds, Armor & Shield, Weapons
Class Abilities • FAVORED ENEMY - You have bonuses to Bluff, Perception, Sense Motive, and Survival checks as well as weapon attack and damage rolls used against the following creature types: Humanoid (orc) (+2). (PFCR 64). • RANGER WEAPONS AND ARMOR - All simple and martial weapons, light armor, medium armor and shields (but not tower shields). (PFCR 64). • RANGER WILD EMPATHY - Change animal attitudes in a way similar to Diplomacy. Check bonus equals 4. Animal must be within 30 ft.. (PFCR 65). • TRACK - Add half ranger level (min. 1) to Survival checks made to follow tracks. (PFCR 64). • RANGER COMBAT STYLE - Rapid Shot (PFCR 65). • FAVORED TERRAIN - The ranger gets bonuses to Knowledge (geography), Perception, Stealth, Survival and Initiative checks in Forest (+2) terrain (PFCR 65). • RANGER ENDURANCE - A ranger gains Endurance as a bonus feat at 3rd level. (PFCR 65). • HUNTER'S BOND - You have chosen an animal companion. The Wolf is detailed in PFCR 54. (PFCR 66). • RANGER SPELLS - The ranger can cast spells drawn from the Ranger Spell List (PFCR 232) according to the ranger spell progression, spells prepared: 1st – entangle (DC 12) (PFCR 66). (PFCR 66). "

P.S. Najwyższy poziom poziom, jaki osiągnęła jakakolwiek postać w Eberronie, to 18, i udało się to tylko dwóm osobom.

Gobliny...

A teraz coś ekstra. Pojawiły się sugestie (?), że gobliny były nie-wiadomo-jak wyjechane w kosmos. Aby ukrócić te wątpliwości, wklejam statsy przykładowego goblina. Naprawdę jest taki straszny :) ?

GOBLYN ARCHER Male goblin Fighter 2
NE Small humanoid
Init +4 ; Senses Perception +2
 DEFENSE
AC 19, touch 15, flat-footed 15 (+3 armor, +1 shield, +4 dex, +1 size)
hp 20 (2d10+4)
Fort +4, Ref +4, Will +0
 OFFENSE
Spd 30 ft./x4
Melee Sword, short +4 1d4+1 19-20/x2
Ranged Longbow, composite +8 1d6+1 20/x3
 STATISTICS
Str 13, Dex 19, Con 12, Int 12, Wis 10, Cha 8
Base Atk +2, Cmb +2Cmd +16
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Point Blank Shot (PFCR 131), Precise Shot (PFCR 131), Shield Proficiency (PFCR 133), Weapon Focus (PFCR 136-137)
Skills Perception +2, Ride +11, Stealth +12
Languages Goblin
Combat Gear Sword, short, Longbow, Studded leather, Buckler
Other Gear Armor & Shield, Weapons
Class Abilities • FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55). • FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55). • BRAVERY - As a fighter of level 2 you get +1 bonus to Will saves vs. fear. (PFCR 55). "