jorjo85 Inviata 26 Marzo 2010 Segnala Inviata 26 Marzo 2010 allora sull'atlante planare esistone i lv in razze potenti (avoral, janni etc.) e anche su specie selvagge ci sta l'avanzamento dei DV del minotauro io amo i rakshasa sono la mia razza preferita ma hanno un ML troppo alto esiste un manuale in inglese che porti l'avanzamento di DV per lv di classe come per gli esempi su detti? in italiano già so che non ci sta oppure ci sta qualcuno talmente bravo e che ha voglia di creare una progressione del genere? XD (io ci provo non si può mai sapere )
The Nemesis Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 Cercando sul manuale Specie Selvagge Spoiler: RAKSHASA Outsider (Evil, Lawful) Said to be the very embodiment of evil, rakshasas are malevolent and manipulative. They are the masterminds of evil plots, the leaders of horrible cults, capable of using magic but naturally resistant to it. Rakshasas are good choices for players who want to play leaders with some magical ability and the ability to ignore most of the spells of enemy casters. While its ability score increases are significant, a rakshasa’s gifts stem from magic. Its sorcerer abilities progress about half as fast as those of a true sorcerer, but its superior base attack bonus, saving throws, and damage reduction make up for that. The class’s most significant ability is its immunity to most spells, which starts out at very low power but climbs rapidly in the highest levels of the class. Racial Traits • Starting Ability Score Adjustments: +2 Con, +2 Cha. Rakshasas are tough and diabolically sure of themselves. • Speed: Rakshasa land speed is 40 feet. • Darkvision: Rakshasas can see in the dark up to 60 feet. • Automatic Languages: Common, Infernal, and Undercommon. • Favored Class: Rakshasa. The best multiclassing choices for a rakshasa are rogue and sorcerer. Class Skills The rakshasa’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spot (Wis). Class Features All of the following are class features of the rakshasa monster class. Weapon and Armor Proficiency: Rakshasas are proficient with all simple and martial weapons but not with armor or shields. Feats: A rakshasa receives one feat at 1st level and additional ones at 5th and 11th level. After 14th level it gains feats normally according to its character level, as shown on Table 2–5: Experience and Level-Dependent Benefits. Claws: A rakshasa has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus. Bite: A rakshasa has a bite attack that is a natural weapon dealing the indicated damage plus 1/2 Strength bonus. Alternate Form (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 18th-level sorcerer. A rakshasa can use this ability the indicated number of times per day at the indicated duration. Eventually the rakshasa can remain in an alternate form indefinitely. Vulnerable to Blessed Crossbow Bolts (Ex): Any hit scored with a blessed crossbow bolt instantly slays a rakshasa. Spells: Starting at 2nd level, a rakshasa casts spells as a sorcerer of a level equal to its Hit Dice from class levels, and can also choose 1st-level cleric spells as known spells and cast them as arcane spells. Detect Thoughts (Sp): A rakshasa can use this ability the indicated number of times per day with a caster level equal to its class level + 4 (save DC 12 + rakshasa’s Cha modifier). Spell Immunity (Su): Starting at 4th level, a rakshasa is immune to all effects of all 1st-level spells. As it advances in level it becomes immune to higher-level spells. Like spell resistance, a rakshasa may suppress this ability in order to accept its own spells or spells from allies. Table A–41: The Rakshasa Level | Hit Dice | Base Attack Bonus |Fort Save | Ref Save | Will Save | Skill Points | CR | Special 1st | 1d8 | +1 | +2 | +2 | +2 |(8 + Int mod) × 4 |1 | Feat, subtypes (evil, lawful), 2 claws 1d4, alternate form 1/day (1 hour), vulnerable to blessed crossbow bolts 2nd | 1d8 | +1 | +2 | +2 | +2 | — | 2 | Spells, bite 1d6, +2 Int 3rd | 2d8 | +2 | +3 | +3 | +3 | 8 + Int mod |2 |+2 Str, detect thoughts 1/day 4th | 2d8 | +2 | +3 | +3 | +3 | — | 3 | Alternate form 3/day (2 hours), spell immunity (1st) 5th | 3d8 | +3 | +3 |+3 |+3 | 8 + Int mod | 4 |Feat, +2 Dex 6th | 3d8 |+3 | +3 |+3 |+3 |— | 5 | Detect thoughts 3/day, spell immunity (2nd) 7th | 4d8 | +4 | +4 | +4 | +4 | 8 + Int mod | 5 | +2 Con, +2 Wis 8th | 4d8 | +4 |+4 | +4 | +4 | — | 6 | DR 10/+2, alternate form at will, spell immunity (3rd) 9th | 5d8 | +5 | +4 | +4 | +4 | 8 + Int mod | 6 | +2 Cha, detect thoughts at will 10th | 5d8 | +5 | +4 | +4 | +4 | — | 7 | +2 Dex, spell immunity (4th) 11th | 6d8 | +6/+1 | +5 | +5 | +5 | 8 + Int mod | 7 | Feat, spell immunity (5th) 12th | 6d8 | +6/+1 | +5 | +5 | +5 | — | 8 | +2 Con, spell immunity (6th) 13th | 7d8 |+7/+2 | +5 | +5 |+5 | 8 + Int mod | 8 | +2 Cha, spell immunity (7th) 14th | 7d8 | +7/+2 | +5 | +5 | +5 | — | 9 | DR 15/+3, spell immunity (8th) Perdona la difficoltà nel riportare la tabella. Spero capirai l'inglese, sennò trova un buon traduttore e fai Ctrl+C - Ctrl+V e vedi cosa ti dice.
Blackstorm Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 Cercando sul manuale Specie Selvagge Perdona la difficoltà nel riportare la tabella. Spero capirai l'inglese, sennò trova un buon traduttore e fai Ctrl+C - Ctrl+V e vedi cosa ti dice. Sottolineo che va assolutamente adattato, specie sulla spell immunity. Il rakshasa di 3.5 non è più immune a tutti gli incantesimi fino all'8 livello, ma ha solo RI.
The Nemesis Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 Sottolineo che va assolutamente adattato, specie sulla spell immunity. Il rakshasa di 3.5 non è più immune a tutti gli incantesimi fino all'8 livello, ma ha solo RI. In effetti nemmeno la riduzione del danno 15/+3 è più sensata: bisogna darci una ricontrollatina. Sul MM3 è indicata una RD 15/ bene e perforante, ma è relativa al Rakshasa da 11DV e LA+5.
Blackstorm Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 In effetti nemmeno la riduzione del danno 15/+3 è più sensata: bisogna darci una ricontrollatina. Sul MM3 è indicata una RD 15/ bene e perforante, ma è relativa al Rakshasa da 11DV e LA+5. Per il rakshasa classico, basta guardare l'originale...
jorjo85 Inviato 27 Marzo 2010 Autore Segnala Inviato 27 Marzo 2010 Cercando sul manuale Specie Selvagge Perdona la difficoltà nel riportare la tabella. Spero capirai l'inglese, sennò trova un buon traduttore e fai Ctrl+C - Ctrl+V e vedi cosa ti dice. !!!!!!!!!!!!!!!!!!!!!!!!!! hai ragione io ho specie selvagge in ita e non l'ho mai visto!!! certo ci sta da fare la conversione ma è un punto di partenza e ci sta pure l'avanzamento dei mind bello!!!
Merin Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 Per il rakshasa classico, basta guardare l'originale... beh, pur non immune agli incantesimi di ottavo livello come in 3.0, una RI 27+livello di classe non mi pare male PS: come si elimina il problema della vulnerabilità ai dardi benedetti? Un bel protezione dalle frecce permanente?
jorjo85 Inviato 27 Marzo 2010 Autore Segnala Inviato 27 Marzo 2010 ok chi mi fa la conversione in 3.5 della tabella etc.??? ho come premio speciale un grazie XD
Blackstorm Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 beh, pur non immune agli incantesimi di ottavo livello come in 3.0, una RI 27+livello di classe non mi pare male Il problema è che in 3.0 era ancora più potente, perchè immunità agli incantesimi rendeva immuni a prescindere dalla RI PS: come si elimina il problema della vulnerabilità ai dardi benedetti? Un bel protezione dalle frecce permanente? In 3.5 non esiste tale vulnerabilità. In 3.0, respingere il legno e/o il metallo.
Demerzel Inviato 27 Marzo 2010 Segnala Inviato 27 Marzo 2010 ok chi mi fa la conversione in 3.5 della tabella etc.??? Qualcosa del genere? Spoiler: RAKSHASA Outsider (Evil, Lawful) Said to be the very embodiment of evil, rakshasas are malevolent and manipulative. They are the masterminds of evil plots, the leaders of horrible cults, capable of using magic but naturally resistant to it. Rakshasas are good choices for players who want to play leaders with some magical ability and the ability to ignore most of the spells of enemy casters. While its ability score increases are significant, a rakshasa’s gifts stem from magic. Its sorcerer abilities progress about half as fast as those of a true sorcerer, but its superior base attack bonus, saving throws, and damage reduction make up for that. The class’s most significant ability is its immunity to most spells, which starts out at very low power but climbs rapidly in the highest levels of the class. Racial Traits • Starting Ability Score Adjustments: +2 Con, +2 Cha. Rakshasas are tough and diabolically sure of themselves. • Natural armor: +2 • Speed: Rakshasa land speed is 40 feet. • Darkvision: Rakshasas can see in the dark up to 60 feet. • Automatic Languages: Common, Infernal, and Undercommon. • Favored Class: Rakshasa. The best multiclassing choices for a rakshasa are rogue and sorcerer. Class Skills The rakshasa’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spot (Wis). Class Features All of the following are class features of the rakshasa monster class. Weapon and Armor Proficiency: Rakshasas are proficient with all simple and martial weapons but not with armor or shields. Feats: A rakshasa receives one feat at 1st level and additional ones at 5th and 11th level. After 14th level it gains feats normally according to its character level, as shown on Table 2–5: Experience and Level-Dependent Benefits. Claws: A rakshasa has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus. Bite: A rakshasa has a bite attack that is a natural weapon dealing the indicated damage plus 1/2 Strength bonus. Change shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa can use this ability the indicated number of times per day at the indicated duration. Eventually the rakshasa can remain in an alternate form indefinitely. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Spells: Starting at 2nd level, a rakshasa casts spells as a sorcerer of a level equal to its Hit Dice from class levels. Natural armor: Starting at 2nd level and every even level thereafter, the natural armor increases by 1. Detect Thoughts (Sp): A rakshasa can use this ability the indicated number of times per day with a caster level equal to its class level + 4 (save DC 12 + rakshasa’s Cha modifier). Spell Resistance (Ex): Starting at 4th level, a rakshasa gains a spell resistance equal to 5 + his hit dices. As it advances in level its spell resistance increases. A rakshasa may suppress this ability in order to accept its own spells or spells from allies. Table A–41: The Rakshasa Level | Hit Dice | Base Attack Bonus |Fort Save | Ref Save | Will Save | Skill Points | Special 1st | 1d8 | +1 | +2 | +2 | +2 |(8 + Int mod) × 4 | Feat, subtypes (evil, lawful), 2 claws 1d4, change shape 1/day (1 hour) 2nd | 1d8 | +1 | +2 | +2 | +2 | — | Spells, bite 1d6, +2 Int, natural armor +1 3rd | 2d8 | +2 | +3 | +3 | +3 | 8 + Int mod | +2 Str, detect thoughts 1/day 4th | 2d8 | +2 | +3 | +3 | +3 | — | change shape 3/day (2 hours), spell resitance (5 + HD), natural armor +1 5th | 3d8 | +3 | +3 |+3 |+3 | 8 + Int mod | RD 5/piercing, Feat, +2 Dex 6th | 3d8 |+3 | +3 |+3 |+3 |— | Detect thoughts 3/day, natural armor +1 7th | 4d8 | +4 | +4 | +4 | +4 | 8 + Int mod | +2 Con, +2 Wis 8th | 4d8 | +4 |+4 | +4 | +4 | — | RD 10/piercing, change shape at will, spell resitance (10 + HD), natural armor +1 9th | 5d8 | +5 | +4 | +4 | +4 | 8 + Int mod | +2 Cha, detect thoughts at will 10th | 5d8 | +5 | +4 | +4 | +4 | — | +2 Dex, natural armor +1 11th | 6d8 | +6/+1 | +5 | +5 | +5 | 8 + Int mod | RD 15/piercing, Feat, spell resitance (15 + HD) 12th | 6d8 | +6/+1 | +5 | +5 | +5 | — | +2 Con, natural armor +1 13th | 7d8 |+7/+2 | +5 | +5 |+5 | 8 + Int mod | +2 Cha 14th | 7d8 | +7/+2 | +5 | +5 | +5 | — | RD 15/piercing and good, spell resitance (20 + HD), natural armor +1
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