Przedstawiam tu kilka przedmiotów właściwych dla Zakrytego Bractwa. Sending stone ma każdy członek bractwa, veil of disguise większość, scry shroud tylko pewna część. Są jednak tak archetypiczne dla tej organizacji, że umieszczam je tutaj:
Sending Stone
Aura: moderate evocation, CL 7th
Slot: — (held); Price: 1,400 gp; Weight: 1 lb.
Description
These fist-sized chunks of unworked stone are mirror images of one another.
These unremarkable-looking stones are connected to each other and make a web called "pyramid" by Veiled Alliance. Once per day, the bearer of each stone can send a message (as the sending spell) to the bearer of the other stone. If another stone is not in a creature's possession, no message is sent and you know the communication has failed.
Construction Requirements
Craft Wondrous Item, sending. Cost: 700 gp
Veil of Disguise
Aura faint illusion; CL 1st
Slot head; Price 1,800 gp; Weight —
Description
This apparently normal veilallows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the veil can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
Construction Requirements
Craft Wondrous Item, disguise self; Cost 900 gp
Scry Shroud
Aura: moderate illusion, CL 7th
Slot: shoulders; Price: 4000 gp; Weight: —
Description
The black lining of this nondescript gray cloak seems to absorb both light and sound.
While wearing a scry shroud, you gain a +5 competence bonus on saves against divination spells. This is a continuous effect and requires no activation.
Additionally, if you see or otherwise detect a magical sensor created by a scrying spell and similar effects, you can activate the cloak to become invisible to that sesor (as the invisibility spell) for 10 minutes.
Construction Requirements
Craft Wondrous Item, nondetection, invisibility. Cost: 2000 gp
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piątek, 2 września 2011
poniedziałek, 15 sierpnia 2011
Moce psychowojowników, cz. 2
Poziom 2:
Animal Affinity - +4 do cechy. Dobry, uniwersalny self-buff, lepszy niż u egoisty, bo psychowojownik częściej wykorzystuje jego potencjał.
Body Adjustment - czyli leczenie. Psychowojownik otrzymuje je wcześniej niż psionik. Zawsze się to przydaje, unikalną właściwością jest duża losowość leczenia (rzuca się d12).
Body Equilibrium - chodzenie (ale nie bieganie) po czymkolwiek - sieci pajęczej, lotnych piaskach, wodzie. Sytuacyjne, ale fajne.
Body Purification - leczenie ability damage. Używane rzadziej niż leczenie hp, ważne jednak, że psychowojownik i tutaj może się obejść bez kapłana.
Concealing Amorpha - 20 % miss chance oraz odporność na sneak attacks - czyli jak blur. Warto dodać, że ektoplazma to nie jest iluzja i nie nie da się jej przejrzeć .
Defy Gravity - psioniczna lewitacja. O jej zaletach nie trzeba chyba nikogo przekonywać.
Detect Hostile Intent - Sense Motive jako free action (no powiedzmy, czasem może się przydać) oraz tak zbuffowanego psychowojownika myślące istoty nie mogą zaskoczyć/złapać flat-footed. W zasadzkach jest ok.
Dimension Swap - czyli zamiana miejsc z sojusznikiem. Teleportacyjnie, dodajmy. Sytuacyjna moc.
Dissolving Touch - jedna naturalna broń zostaje "naładowana" kwasem i przy pierwszym trafieniu zadaje dodatkowe 4d6 obrażeń. Ok.
Dissolving Weapon - to samo, tyle że z bronią wytworzoną.
Empathic Transfer - bierzemy na siebie całe zło świata - obrażenia, ability damage, trucizny itd. Tak jak u egoisty (altruisty?), tyle że psychowojownik jeszcze gorzej z tego wychodzi.
Energy Adaptation, Specified - dobra moc ochronna, zabezpieczająca przed jednym żywiołem. Augumentation pozwala manifestować to jako immediate action.
Feat Leech - kradziejka (meta)psionicznych featów. Wymagany touch, jest rzut obronny, kradnie feata na krótko i tylko od tego, kto go ma. Strata czasu.
Heightened Vision - moc zapewniajaca darkvision. Długi okres działania. Użyteczna w wielu sytuacjach.
Hustle - dodatkowa move action. Dla wojownika - super (byłaby jeszcze bardziej super, gdyby nie istniała psionic lion's charge).
Painful Strike - wszystkie naturalne formy ataku (dobre chociaż i to) zadają dodatkowe 1d6 nonlethal damage. Działa bardzo krótko.
Prowess - jeśli wróg prowokuje AoO, a psychowojownikowi się wyczerpał akurat limit na tę rundę, to może wydać punkty i wykonać oportunkę. Wow, jestem pod wrażeniem. Robić moc będącą kulawą wersją słabego feata.
Psionic Scent - zapewnia scent, czyli węch. Żałośnie krótki czas działania wyklucza jej zastosowania poza walką, a w walce sprawdza się średnio.
Psionic Lion’s Charge - czyli szarżujemy z pełnym atakiem, bonusem do obrażeń i full pier@#$@#. Cudna!
Strength of My Enemy - strasznie przekombinowana. Pozwala wysysać Strength z wrogów i dodawać je sobie, ale tylko przy użyciu konkretnej broni. Ma tak krótki czas działania, ze minie, zanim zdążymy się podładować.
Sustenance - nie je, nie pije, a chodzi i bije. Kto to? Psychowojownik!
Thought Shield - zapewnia SR-a przeciwko mocom działającym na umysł. Ochrony przed dominacją nigdy za wiele.
Wall Walker - pozwala chodzić po ścianach z połową normalnej prędkości, nie pozwalając skakać ani biegać, a i to - na krótko. Lepiej lewitować.
Animal Affinity - +4 do cechy. Dobry, uniwersalny self-buff, lepszy niż u egoisty, bo psychowojownik częściej wykorzystuje jego potencjał.
Body Adjustment - czyli leczenie. Psychowojownik otrzymuje je wcześniej niż psionik. Zawsze się to przydaje, unikalną właściwością jest duża losowość leczenia (rzuca się d12).
Body Equilibrium - chodzenie (ale nie bieganie) po czymkolwiek - sieci pajęczej, lotnych piaskach, wodzie. Sytuacyjne, ale fajne.
Body Purification - leczenie ability damage. Używane rzadziej niż leczenie hp, ważne jednak, że psychowojownik i tutaj może się obejść bez kapłana.
Concealing Amorpha - 20 % miss chance oraz odporność na sneak attacks - czyli jak blur. Warto dodać, że ektoplazma to nie jest iluzja i nie nie da się jej przejrzeć .
Defy Gravity - psioniczna lewitacja. O jej zaletach nie trzeba chyba nikogo przekonywać.
Detect Hostile Intent - Sense Motive jako free action (no powiedzmy, czasem może się przydać) oraz tak zbuffowanego psychowojownika myślące istoty nie mogą zaskoczyć/złapać flat-footed. W zasadzkach jest ok.
Dimension Swap - czyli zamiana miejsc z sojusznikiem. Teleportacyjnie, dodajmy. Sytuacyjna moc.
Dissolving Touch - jedna naturalna broń zostaje "naładowana" kwasem i przy pierwszym trafieniu zadaje dodatkowe 4d6 obrażeń. Ok.
Dissolving Weapon - to samo, tyle że z bronią wytworzoną.
Empathic Transfer - bierzemy na siebie całe zło świata - obrażenia, ability damage, trucizny itd. Tak jak u egoisty (altruisty?), tyle że psychowojownik jeszcze gorzej z tego wychodzi.
Energy Adaptation, Specified - dobra moc ochronna, zabezpieczająca przed jednym żywiołem. Augumentation pozwala manifestować to jako immediate action.
Feat Leech - kradziejka (meta)psionicznych featów. Wymagany touch, jest rzut obronny, kradnie feata na krótko i tylko od tego, kto go ma. Strata czasu.
Heightened Vision - moc zapewniajaca darkvision. Długi okres działania. Użyteczna w wielu sytuacjach.
Hustle - dodatkowa move action. Dla wojownika - super (byłaby jeszcze bardziej super, gdyby nie istniała psionic lion's charge).
Painful Strike - wszystkie naturalne formy ataku (dobre chociaż i to) zadają dodatkowe 1d6 nonlethal damage. Działa bardzo krótko.
Prowess - jeśli wróg prowokuje AoO, a psychowojownikowi się wyczerpał akurat limit na tę rundę, to może wydać punkty i wykonać oportunkę. Wow, jestem pod wrażeniem. Robić moc będącą kulawą wersją słabego feata.
Psionic Scent - zapewnia scent, czyli węch. Żałośnie krótki czas działania wyklucza jej zastosowania poza walką, a w walce sprawdza się średnio.
Psionic Lion’s Charge - czyli szarżujemy z pełnym atakiem, bonusem do obrażeń i full pier@#$@#. Cudna!
Strength of My Enemy - strasznie przekombinowana. Pozwala wysysać Strength z wrogów i dodawać je sobie, ale tylko przy użyciu konkretnej broni. Ma tak krótki czas działania, ze minie, zanim zdążymy się podładować.
Sustenance - nie je, nie pije, a chodzi i bije. Kto to? Psychowojownik!
Thought Shield - zapewnia SR-a przeciwko mocom działającym na umysł. Ochrony przed dominacją nigdy za wiele.
Wall Walker - pozwala chodzić po ścianach z połową normalnej prędkości, nie pozwalając skakać ani biegać, a i to - na krótko. Lepiej lewitować.
Cerebramancer
Alignment: Any.
Hit Die: d6.
Requirements
To qualify to become a cerebremancer, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 3 ranks, Knowledge (psionics) 3 ranks.
Spells: Able to cast 2nd-level arcane spells.
Psionics: Able to manifest 2nd-level powers.
Class Skills: The cerebramancer’s class skills (and the key ability for each skill) are Knowledge (arcane) (Int), Knowledge (psionics (Int), Psicraft* (Int) and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
Level | BAB | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +1 | Arcane manifesting (1st spell or 1 pp) |
2nd | +1 | +1 | +1 | +1 | |
3rd | +1 | +1 | +1 | +2 | Arcane manifesting (2nd spell or 3 pp) |
4th | +2 | +1 | +1 | +2 | |
5th | +2 | +2 | +2 | +3 | Arcane manifesting (3rd spell or 5 pp) |
6th | +3 | +2 | +2 | +3 | |
7th | +3 | +2 | +2 | +4 | Arcane manifesting (4th spell or 7 pp) |
8th | +4 | +3 | +3 | +4 | |
9th | +4 | +3 | +3 | +5 | Arcane manifesting (5th spell or 9 pp) |
10th | +5 | +3 | +3 | +5 | Mind and magic |
Level | Spells per Day / Powers Known |
1st | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
2nd | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
3rd | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
4th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
5th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
6th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
7th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
8th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
9th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
10th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
Class Features
All the following are class features of the cerebremancer prestige class.
Weapon and Armor Proficiency:
Cerebremancers gain no proficiency with any weapon or armor.
Spells per Day/Powers Known
When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.
Arcane Manifesting (Su)
A cerebramancer can use his power points to cast an arcane spell without expending a spell slot, and use his spell slot to manifest a power, without expending power points.
At 1st level, the cerebramancer can use this ability to cast a 1st-level spell by using 3 power points or to manifest a power up to 1 power point by using a 2nd-level spell slot. Every two levels thereafter, the level of spells that can be cast in this way increases by one, and the amount of the power points that can be used increased by two, to a maximum of 5th-level spells (there spells would take 11 power points) and 9-power-points powers (these powers would take 6th-level spell slots) at 9th level.
The cerebramancer can use this ability to cast prepared spells only, even if these spells have been cast that day.
Mind and Magic (Su)
Once a cerebremancer reaches 10th level, he can manifest a power and cast a spell using one action. Both the power and the spell must have the same manifesting and casting time. The cerebremancer can make any decisions concerning the power and spell independently. Any target affected by both the power and the spell takes a -2 penalty on saves made against each. The cerebremancer receives a +2 bonus on manifester and caster level checks made to overcome power and spell resistance with this power and spell. A cerebremancer may use this ability once per day.
sobota, 6 sierpnia 2011
Lista Summonów cz. II
Zgodnie z obietnicą, publikuję listę dla Summon Nature's Ally, dla poziomów I-V
Level 1
Dire rat
Dolphin
Eagle
Erdlu
Fire beetle
Giant centipede
Giant cockroach
Giant maggot
Poisonous frog
Stirge
Viper (snake)
Level 2
Ant, giant (worker)
Baazrag
Elemental (small)
Giant bee
Giant fly
Giant frog
Giant spider
Hyena
Octopus
Rasclinn
Squid
Zhackal
Level 3
Ant, giant (soldier)
Ape
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric eel
Giant crab
Kank
Leopard (cat)
Monitor lizard
Shark
Thoqqua
Wolverine
Level 4
Ant, giant (drone)
Crodlu
Crystal spider
Deinonychus (dinosaur)
Dire ape
Dire boar
Elemental (medium)
Giant scorpion
Giant stag beetle
Giant wasp
Grizzly bear
Lion
Mephit (any)
Pteranodon (dinosaur)
Rhinoceros
Tagster
Tiger
Level 5
Cyclops
Dire lion
Elemental (large)
Ettin
Emperor cobra (snake)
Giant moray eel
Giant queen beetle
Girallon
Orca (dolphin)
Tembo
Tigone
Woolly rhinoceros
Level 1
Dire rat
Dolphin
Eagle
Erdlu
Fire beetle
Giant centipede
Giant cockroach
Giant maggot
Poisonous frog
Stirge
Viper (snake)
Level 2
Ant, giant (worker)
Baazrag
Elemental (small)
Giant bee
Giant fly
Giant frog
Giant spider
Hyena
Octopus
Rasclinn
Squid
Zhackal
Level 3
Ant, giant (soldier)
Ape
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric eel
Giant crab
Kank
Leopard (cat)
Monitor lizard
Shark
Thoqqua
Wolverine
Level 4
Ant, giant (drone)
Crodlu
Crystal spider
Deinonychus (dinosaur)
Dire ape
Dire boar
Elemental (medium)
Giant scorpion
Giant stag beetle
Giant wasp
Grizzly bear
Lion
Mephit (any)
Pteranodon (dinosaur)
Rhinoceros
Tagster
Tiger
Level 5
Cyclops
Dire lion
Elemental (large)
Ettin
Emperor cobra (snake)
Giant moray eel
Giant queen beetle
Girallon
Orca (dolphin)
Tembo
Tigone
Woolly rhinoceros
piątek, 5 sierpnia 2011
Magma Domain
Magma Domain
Your powers are granted by powerful volcanoes and lava eruptions from the Athas itself.
Granted Powers:
Magma Spit (Sp): As a standard action, you can unleash a drop of lava targeting any foe within 30 feet as a ranged touch attack. This drop lasts for two round, dealing continuous damage. In the first round, when hit, it deals 1d4 bludgeoning damage. It the second round, it deals 1 point of fire damage for every two cleric levels you possess.You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Aura of Heat (Su): At 8th level, you can emit a 30-foot aura of heat for a number of rounds per day equal to your cleric level. All stone or metal weapon used by your allies within this aura are treated as flaming burst weapons. These rounds do not need to be consecutive.
Domain Spells: 1st—endure elements, 2nd—pyrotechnics, 3rd—call lava drop (as lightning, fire damage), 4th—volcanic storm**, 5th—fire shield, 6th—stoneskin, 7th—fire storm, 8th—earthquake, 9th—wall of lava*.
* spell from Advanced Player's Guide
** spell from Ultimate Magic
Your powers are granted by powerful volcanoes and lava eruptions from the Athas itself.
Granted Powers:
Magma Spit (Sp): As a standard action, you can unleash a drop of lava targeting any foe within 30 feet as a ranged touch attack. This drop lasts for two round, dealing continuous damage. In the first round, when hit, it deals 1d4 bludgeoning damage. It the second round, it deals 1 point of fire damage for every two cleric levels you possess.You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Aura of Heat (Su): At 8th level, you can emit a 30-foot aura of heat for a number of rounds per day equal to your cleric level. All stone or metal weapon used by your allies within this aura are treated as flaming burst weapons. These rounds do not need to be consecutive.
Domain Spells: 1st—endure elements, 2nd—pyrotechnics, 3rd—call lava drop (as lightning, fire damage), 4th—volcanic storm**, 5th—fire shield, 6th—stoneskin, 7th—fire storm, 8th—earthquake, 9th—wall of lava*.
* spell from Advanced Player's Guide
** spell from Ultimate Magic
czwartek, 4 sierpnia 2011
Silt Domain
Silt Domain
You are devoted to silt paraelement that some day will engulf all Athas.
Granted Powers:
Silt Tentacle (Sp): At 1st level, as a standard action, you can create a 10-foot-long, silt tentacle that springs from your hand and immediately make a single disarm, steal, or trip combat maneuver, using your cleric level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Through the Deep (Ex): At 6th level, you gain a swim speed of 30 feet. At 12 level, you gain the amphibious trait and blindsense 30 feet. At 20th level, this improves to swim speed of 60 feet and blindsight 30 feet.
Domain Spells: 1st—pass without trace, 2nd—soften earth and stone, 3rd—water walk, 4th—black tentacles, 5th—transmutate rock to mud, 6th—move earth, 7th—control water, 8th—horrid wilting, 9th—imprisonment.
You are devoted to silt paraelement that some day will engulf all Athas.
Granted Powers:
Silt Tentacle (Sp): At 1st level, as a standard action, you can create a 10-foot-long, silt tentacle that springs from your hand and immediately make a single disarm, steal, or trip combat maneuver, using your cleric level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Through the Deep (Ex): At 6th level, you gain a swim speed of 30 feet. At 12 level, you gain the amphibious trait and blindsense 30 feet. At 20th level, this improves to swim speed of 60 feet and blindsight 30 feet.
Domain Spells: 1st—pass without trace, 2nd—soften earth and stone, 3rd—water walk, 4th—black tentacles, 5th—transmutate rock to mud, 6th—move earth, 7th—control water, 8th—horrid wilting, 9th—imprisonment.
wtorek, 2 sierpnia 2011
Lista Summonów
Na Athasie nie występuje wiele istot, znanych z uniwersum D&D/Pathfindera, takich jak demony, diabły czy aniołowie. Nie ma też czarcich czy niebiańskich zwierząt. W związku z tym, niezbędna jest nowa lista stworów możliwych do sprowadzenia. Podaje rdzeń, listę Summon Monster poziomów I-V.
Oznaczone gwiazdkami potwory mają, wybrany przez rzucającego, template elemental kin creature. Przypominam też, że potwory da się przyzwać tylko do środowiska, które jest dla nich naturalne, co ogranicza, ale nie przekreśla przydatności delfina czy węgorza elektrycznego :). A oto lista:
Level 1
Dire rat*
Dolphin*
Eagle*
Erdlu*
Fire beetle*
Giant cockroach*
Poisonous frog*
Viper (snake)*
Level 2
Ant, giant (worker)*
Baazrag*
Elemental (small)
Giant bee*
Giant fly*
Giant frog*
Giant spider*
Hyena*
Octopus*
Squid*
Level 3
Azer
Ant, giant (soldier)*
Ape*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Electric eel*
Kank*
Leopard (cat)*
Monitor lizard*
Shark*
Thoqqua
Wolverine*
Level 4
Ant, giant (drone)*
Crodlu*
Crysmal
Crystal spider
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Elemental (medium)
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell hound (pochodzi z Planu Żywiołu Ognia)
Lion*
Mephit (any)
Pteranodon (dinosaur)*
Rhinoceros*
Sandman
Level 5
Belker
Dire lion*
Elemental (large)
Emperor cobra (snake)*
Giant moray eel*
Giant queen beetle*
Orca (dolphin)*
Rast
Salamander
Woolly rhinoceros*
Xorn
Oznaczone gwiazdkami potwory mają, wybrany przez rzucającego, template elemental kin creature. Przypominam też, że potwory da się przyzwać tylko do środowiska, które jest dla nich naturalne, co ogranicza, ale nie przekreśla przydatności delfina czy węgorza elektrycznego :). A oto lista:
Level 1
Dire rat*
Dolphin*
Eagle*
Erdlu*
Fire beetle*
Giant cockroach*
Poisonous frog*
Viper (snake)*
Level 2
Ant, giant (worker)*
Baazrag*
Elemental (small)
Giant bee*
Giant fly*
Giant frog*
Giant spider*
Hyena*
Octopus*
Squid*
Level 3
Azer
Ant, giant (soldier)*
Ape*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Electric eel*
Kank*
Leopard (cat)*
Monitor lizard*
Shark*
Thoqqua
Wolverine*
Level 4
Ant, giant (drone)*
Crodlu*
Crysmal
Crystal spider
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Elemental (medium)
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell hound (pochodzi z Planu Żywiołu Ognia)
Lion*
Mephit (any)
Pteranodon (dinosaur)*
Rhinoceros*
Sandman
Level 5
Belker
Dire lion*
Elemental (large)
Emperor cobra (snake)*
Giant moray eel*
Giant queen beetle*
Orca (dolphin)*
Rast
Salamander
Woolly rhinoceros*
Xorn
środa, 29 czerwca 2011
Czarodzieje specjaliści
Na Athasie nie ma specjalizacji magicznych znanych z Pathfindera/D&D, istnieją jednak defilerzy i preserverzy. Mają własne zdolności, są jednak w pewnym sensie specjalistami. Oto zasady dla nich:
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A defiler must specialize in conjuration or necromancy and a preserver must specialize in abjuration or divination. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
A defiler or preserver do not gain any abilities from arcane school abilities. Instead, they gain the defiler or preserver arcane school abilities.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A defiler must specialize in conjuration or necromancy and a preserver must specialize in abjuration or divination. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
A defiler or preserver do not gain any abilities from arcane school abilities. Instead, they gain the defiler or preserver arcane school abilities.
niedziela, 26 czerwca 2011
Defiler
Defiling Arcane School
The defiler is a master of the dark arts. She learns how to increase his power by draining vitality from plants and animals.
Defiling (Su)
When you cast a spell, you tap the life energy of Athas and destroy vegetation around - it does not require an action, being a part of spellcasting. In some terrains, as a swift action, you can also apply a single metamagic feat to a spell without changing the spell slot you expend. You must still possess the appropriate metamagic feat. You have to use defiling every time you cast a spells. At 20th level, you treat terrain vegetation as a one level higher (i.e. a desolate terrain is a barren terrain for you).
Unnatural Touch (Sp)
As a standard action, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a sickened creature with this ability, it becomes nauseated for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Fuel (Su)
At 8th level, as a swift action taken during spellcasting, you can directly drain life energy from one living target within 30 feet. For this spell, you treat a vegetation level as abundant, and the target takes 1d6 damage per spell level. The target is allowed a Fortitude save to negate this effects, the DC is 10 + 1/2 your wizard level + your Intelligence modifier (if the target succeeded, the spell is still cast, but without any modifiers). You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
The defiler is a master of the dark arts. She learns how to increase his power by draining vitality from plants and animals.
Defiling (Su)
When you cast a spell, you tap the life energy of Athas and destroy vegetation around - it does not require an action, being a part of spellcasting. In some terrains, as a swift action, you can also apply a single metamagic feat to a spell without changing the spell slot you expend. You must still possess the appropriate metamagic feat. You have to use defiling every time you cast a spells. At 20th level, you treat terrain vegetation as a one level higher (i.e. a desolate terrain is a barren terrain for you).
Unnatural Touch (Sp)
As a standard action, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a sickened creature with this ability, it becomes nauseated for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Fuel (Su)
At 8th level, as a swift action taken during spellcasting, you can directly drain life energy from one living target within 30 feet. For this spell, you treat a vegetation level as abundant, and the target takes 1d6 damage per spell level. The target is allowed a Fortitude save to negate this effects, the DC is 10 + 1/2 your wizard level + your Intelligence modifier (if the target succeeded, the spell is still cast, but without any modifiers). You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
poniedziałek, 2 maja 2011
magia defilerska
Enlarge | Extend | Silent | Empower | Maximize | Quicken | |
Desolate | -- | -- | -- | -- | -- | -- |
Barren | lesser | lesser | lesser | -- | -- | -- |
Infertile | medium | medium | medium | lesser | -- | -- |
Fertile | greater | greater | greater | medium | lesser | lesser |
Abundant | greater | greater | greater | greater | medium | medium |
Defiling radius: 5 feet * spell level burst, centered on caster.
Lesser: spell level 1-3
Medium: spell level 1-6
Greater: spell level 1-9
[no magic]: Obsidian Plains
Desolate: Salt Flats, Sea of Silt
Barren: Sandy Wastes, Stony Barrens
Infertile: Mountains, Rocky Badlands, Scrub Plains, Urban
Fertile: Mud Flats, Savannah, Verdant Belt
Abundant: Forest, Ocean
Preserver
Preservation Arcane School
The preserver uses magic without harm to plants and animals. She is skilled in hiding her magic from viewers.
Hidden Art (Su)
You gain a +2 enhancement bonus on Bluff, Disguise, and Sleight of Hands skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, any spell you cast is silenced and stilled (as with Silent Spell and Still Spell metamagic feats), without using higher slot levels.
Calming Touch (Sp)
You can use your preserving and nutritious magic to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Preserving Aura (Su)
At 8th level, you can emit a 30-foot preserving aura for a number of rounds per day equal to your wizard level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. Additionally, any attempts to defile the protected area (even partially) automatically fails, and the spell is cast without defiling. These rounds do not need to be consecutive.
The preserver uses magic without harm to plants and animals. She is skilled in hiding her magic from viewers.
Hidden Art (Su)
You gain a +2 enhancement bonus on Bluff, Disguise, and Sleight of Hands skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, any spell you cast is silenced and stilled (as with Silent Spell and Still Spell metamagic feats), without using higher slot levels.
Calming Touch (Sp)
You can use your preserving and nutritious magic to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Preserving Aura (Su)
At 8th level, you can emit a 30-foot preserving aura for a number of rounds per day equal to your wizard level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. Additionally, any attempts to defile the protected area (even partially) automatically fails, and the spell is cast without defiling. These rounds do not need to be consecutive.
Create water
Cześć!
Ze względu na specyfikę świata, jak i mechanikę Pathfindera, zdecydowałem się wprowadzić poniższe zmiany:
Create Water
School conjuration (creation) [water]; Level cleric 1, druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect up to 5 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Ze względu na specyfikę świata, jak i mechanikę Pathfindera, zdecydowałem się wprowadzić poniższe zmiany:
Create Water
School conjuration (creation) [water]; Level cleric 1, druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect up to 5 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
niedziela, 3 kwietnia 2011
Identyfikacja, psionika i magia
Na Athasie psionika i magia są mocami o podobnym pochodzeniu, acz inaczej wykorzystywanymi. W związku z tym test Spellcrafta do identyfikacji psionicznych przedmiotów ma karny modyfikator -10, podobnie jak test Psicrafta do identyfikacji przedmiotów magicznych. Identify (psionics) zostaje przeniesione na poziom pierwszy listy psiona/wildera, a opis tej mocy dostosowany do czaru.
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