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Unleash a world of monsters! Bestiary 3 presents hundreds of new creatures for use in the Pathfinder Roleplaying Game. Within this collection of creatures you’ll find grave knights and savage cyclopes, kappa and colossal kaiju, clockwork killers, mysterious sphinxes, imperial dragons, and so much more! Yet not all these monsters need to be foes, as fleet-footed sleipnirs, cunning vanaras, whimsical faerie dragons and more companions from myth and modern fantasy join heroes on the path to legend. In addition, new rules for customizing and advancing monsters and an expanded glossary of creature abilities ensure that you’ll be prepared to challenge your players wherever adventure takes them!

The Pathfinder RPG Bestiary 3 is the latest indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary.

The 320-page Pathfinder RPG Bestiary 3 includes:

More than 300 different monsters

New creatures drawn from the best-known beasts of legend, literature, and Pathfinder RPG adventures

Challenges for any adventure and every level of play

Hordes of new templates and variants, including simple templates for on-the-fly creature customization

Numerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat

Expanded universal monster rules to simplify special attacks, defenses, and qualities

New familiars, animal companions, and other allies

...and MUCH, MUCH MORE!

Dopo il Ninja, il Samurai, il Wu-Jen e la Geisha ecco i Kappa e i Kaiju: Oriental Adventure 3.75 sto arrrivaaaaaaaaaaaaaando ^^

P.S. mi intriga molto anche le new creatures drawn from the best-known beasts of legend, literature


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Per ora promette di essere parecchio interessante; vediamo come procedono.

Altra uscita che hanno annunciato per l'anno a venire (sì, vi sto anno...iando) è quella di un manuale dedicato alle razze. Dove forse forniranno buone regole per giocare personaggi mostruosi.

Insomma, contrariamente ai timori di chi temeva un proliferare di splatbooks per ora Pathfinder sembra mantenersi abbastanza in alto. Speriamo bene.

Inviato

Dopo il Ninja, il Samurai, il Wu-Jen e la Geisha ecco i Kappa e i Kaiju: Oriental Adventure 3.75 sto arrrivaaaaaaaaaaaaaando ^^

P.S. mi intriga molto anche le new creatures drawn from the best-known beasts of legend, literature

Immagino che per Wu-Jen intendi le scuole elementali per il mago che con l'introduzione di quella del metallo e del legno nell'Ultimate Magic possono coprire tutte le varianti del Wu-Jen. Inoltre ricordo che nel Bestiatio 1 ci sono pure i Tengu!

Cavolo potremmo quasi aprire un topic per elencare tutti gli spunti orientali presenti sui manuali ;-)

Questo Bestiario 3 un po' se lo aspettavano tutti (ne sono usciti 3 pure per D&D), la domanda è: ci sarà anche un 4? e poi quanti altri? Includo implicitamente tutti i pregi e i difetti del caso...

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Immagino che per Wu-Jen intendi le scuole elementali per il mago che con l'introduzione di quella del metallo e del legno nell'Ultimate Magic possono coprire tutte le varianti del Wu-Jen. Inoltre ricordo che nel Bestiatio 1 ci sono pure i Tengu!

Cavolo potremmo quasi aprire un topic per elencare tutti gli spunti orientali presenti sui manuali ;-)

Ovviamente sì intendevo le due nuove scuole elementali di Legno e Metallo (:sbav2: maaaaaaaaaga del meeeeeeeetaaaaallooo :sbav:)

Alla lista di quell'ipotetico topic aggiungo gli Oni dal prossimo Adventure Path, il 1° del ciclo Jade Regent (che sia un riferimento all' Imperatore di Giada della mitologia cinese?!?)

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Questo Bestiario 3 un po' se lo aspettavano tutti (ne sono usciti 3 pure per D&D), la domanda è: ci sarà anche un 4? e poi quanti altri? Includo implicitamente tutti i pregi e i difetti del caso...

La 3.5 di Monster Manual ne conta 5 e sinceramente credo che Pathfinder non sarà da meno

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La 3.5 di Monster Manual ne conta 5 e sinceramente credo che Pathfinder non sarà da meno

Sei, con Abissi ed Inferi... E senza contare i nuovi mostri sparsi in manuali di serie come quelli sugli ambienti e sui tipi di mostri...

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I bestiari escono uno all'anno... Finchè continueranno ad avere buone idee possono anche continuare, tanto mica siamo obbligati a comprarli... Basta che smettano prima di fare la fine di quelli della 3.5, in cui gli ultimi manuali dei mostri erano piuttosto scadenti...

  • 2 settimane dopo...
  • 2 settimane dopo...
Inviato

Come già preannunciato nel primo Adventure Path del nuovo ciclo "Jade Regent" verranno introdotti gli Oni in un articolo che farà da anteprima al Bestiary 3

Nel post del blog Paizo di oggi ci vengono presentati i nomi ed le immagini: fire yai, ice yai, water yai, and wind yai

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  • 3 mesi dopo...
Inviato

La Paizo ci conferma la presenza di un nuovo sottotipo di creatura all'interno del Bestiary 3 presentato per la prima volta sull' Adventure Path #52: Forest of Spirits (Jade Regent 4 of 6): I Kami, esterni nativi solitamente (ma non sempre; Kamigawa docet) benevoli che esistono per proteggere ciò che davvero non può proteggere se stesso dal progresso dell'umanità e della civiltà.

Molti sono i Kami che verranno introdotti con un CR che varierà da 2 al 20 e saranno tutti accumunati dalle seguenti caratteristiche

  • Immune to bleed, mind-affecting effects, petrification, and polymorph effects.
  • Resist acid 10, electricity 10, fire 10
  • Although they are native outsiders, kami do not eat, drink, or breathe.
  • Telepathy.
  • Fast Healing (Ex) As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
  • Merge with Ward (Su) As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  • Ward (Su) A kami has a specific ward—a creature with an Intelligence score of 2 or lower (usually an animal or vermin), a plant (not a plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.

James Jacobs ce ne mostra due che ritroveremo poi nel Bestiary 3 e nell'AP lo Shikigami e lo Zuishin

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  • Shikigami CR 2

    XP 600
    LN Tiny outsider (kami, native)
    Init +1; Senses darkvision 60 ft.; Perception +11

    DEFENSE

    AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
    hp 19 (3d10+3); fast healing 2
    Fort +4, Ref +2, Will +8
    DR 5/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10

    OFFENSE

    Speed 30 ft.
    Melee improvised weapon +4 (1d4+2/x3)
    Ranged improvised weapon +6 (1d3+2/x3)
    Space 2-1/2 ft.; Reach 0 ft.
    Spell-Like Abilities (CL 6th; concentration +8)
    At will—invisibility (self only), statue (self only)
    3/day—hide from animals, purify food and drink
    1/week—commune with nature (CL 12th)

    STATISTIC

    Str 8, Dex 13, Con 12, Int 11, Wis 17, Cha 14
    Base Atk +3; CMB +2; CMD 11
    Feats Alertness, Catch Off-GuardB, Iron Will, Throw AnythingB
    Skills Heal +9, Knowledge (nature) +6, Perception +11, Sense Motive +11, Stealth +15, Survival +9
    Languages Common
    SQ improvised weapon mastery, merge with ward, ward (minor works of civilization)

    ECOLOGY

    Environment any
    Organization solitary, pair, or gang (3–8)
    Treasure standard

    SPECIAL ABILITIES

    Improvised Weapon Mastery (Ex) A shikigami gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although a shikigami is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If a shikigami critically hits an opponent with an improvised weapon, it deals x3 damage.

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  • Zuishin CR 10

    XP 9,600
    LG Medium outsider (kami, native)
    Init +9; Senses darkvision 60 ft., detect evil, see invisibility; Perception +20

    DEFENSE

    AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 natural)
    hp 123 (13d10+52); fast healing 5
    Fort +8, Ref +13, Will +14
    DR 10/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 21

    OFFENSE

    Speed fly 30 ft. (perfect, 40 ft. without armor)
    Melee +1 holy halberd +18/+13/+8 (1d10+7/x3)
    Ranged +1 holy composite longbow +20/+15/+10 (1d8+5/x3)
    Special Attacks healing arrow, holy weapons
    Spell-Like Abilities (CL 13th; concentration +18)
    Constant—detect evil, see invisibility
    At will—cure light wounds, dimension door
    3/day—alarm, breath of life, dispel magic, neutralize poison, remove curse, remove disease, restoration
    1/day—dispel evil (DC 20), heal, true seeing

    STATISTIC

    Str 18, Dex 21, Con 18, Int 11, Wis 18, Cha 21
    Base Atk +13; CMB +17; CMD 34 (can’t be tripped)
    Feats Improved Initiative, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
    Skills Fly +10, Heal +20, Intimidate +18, Knowledge (nature) +16, Perception +20, Sense Motive +20, Stealth +18
    Languages Common; telepathy 100 ft.
    SQ merge with ward, ward (gate, doorway, or shrine)

    ECOLOGY

    Environment any
    Organization solitary, pair, or warband (3–8)
    Treasure double (+1 composite longbow [+4 Str], +1 halberd, masterwork breastplate, other treasure)

    SPECIAL ABILITIES

    Healing Arrow (Su) As a swift action, a zuishin can infuse an arrow it fires to carry any of the following effects: breath of life, cure light wounds, heal, neutralize poison, remove curse, remove disease, or restoration. Using one of these effects consumes a use of the same spell-like ability. The zuishin must make a touch attack to deliver the effect to the target—the target takes no damage from the arrow.
    Holy Weapons (Su) Any weapon wielded by a zuishin is treated as if it had the holy special ability. A zuishin creates arrows out of nothing as part of its attacks with any bow it wields.

Inviato

Siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!!!!!!!!!!!!!! Finalmente! Solo questo obbliga tutti quelli che vogliono giocare un ambientazione orientale a comprare il Bestiary 3. Tra l'altro con i kami si può finalmente delineare meglio la religione orientale (in modo ufficiale).

PS: i Kami non sono stati inventati con Kamigawa comunque XD

Inviato

Dopo Oni e Kami una nuova anteprima dal Bestiary 3; il primo degli Imperial Dragon: il Forest Dragon qui presentato in versione Young:

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Young Forest Dragon CR 10

XP 9,600

CE Large dragon (earth)

Init +5; Senses dragon senses, tremorsense 60 ft.; Perception +15


DEFENSE

AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)

hp 126 (11d12+55)

Fort +11, Ref +8, Will +8 Immune paralysis, poison, sleep


OFFENSE

Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft. (poor)

Melee bite +17 (2d6+9), 2 claws +16 (1d8+6), gore +16 (1d8+9), tail slap +14 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)

Special Attacks breath weapon (40-ft. cone, 6d6 piercing damage, DC 19)

Spell-Like Abilities (CL 11th; concentration +12)

At will—pass without trace

Spells Known (CL 1st; concentration +12)

1st (4/day)—obscuring mist, shield

0 (at-will)—ghost sound, read magic, resistance, touch of fatigue


STATISTICS

Str 23, Dex 12, Con 18, Int 12, Wis 13, Cha 12 Base Atk +11; CMB +18; CMD 29 (33 vs. trip)

Feats Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Toughness, Weapon Focus (bite)

Skills Acrobatics +10 (+14 when jumping), Bluff +15, Climb +28, Fly –3, Intimidate +15, Knowledge (arcana, nature) +9, Perception +15, Stealth +17, Survival +10

Languages Common, Draconic

SQ sound imitation, woodland stride

Nel Bestiary 3 verranno presentate anche la versione Adult e Ancient di questo drago oltre alle tre versioni degli altri Imperial Dragon (sea dragons, sky dragons, sovereign dragons, and underworld dragons).

Inviato

E millenni prima che esca senza errori aggiunti a quelli dell'originale.

Visti poi certi errori in quel manuale specifico, non ho ansia di vedere quale caos ne uscirà nella versione italiana.

Comunque, riguardo al Bestiary 3, avendo compreso che sarà pieno di creature orientali, al momento la curiosità per me è più volta a quelle non-orientali.

  • 3 settimane dopo...
Inviato

Nuovo spoiler del Bestiary 3 sottoforma di Wallpaper: ecco a voi Kirin,Tanuki (*_*) e Yuki-Onna:

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e direttamente dal Fiend Folio (Advance) il Kamadan:

Kamadan CR 4

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XP 1,200

NE Large magical beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8


DEFENSE

AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, –1 size)

hp 42 (5d10+15)

Fort +7, Ref +6, Will +2


OFFENSE

Speed 40 ft.

Melee bite +7 (1d6+3), 2 claws +7 (1d3+3), snakes +2 (1d4+1)

Space 10 ft.; Reach 5 ft. (10 ft. with snakes)

Special Attacks breath weapon (30-ft. cone, sleep, Fortitude DC 15 negates, usable every 1d4 rounds), pounce


STATISTICS

Str 17, Dex 15, Con 16, Int 5, Wis 12, Cha 9

Base Atk +5; CMB +9; CMD 22 (26 vs. trip)

Feats Combat Reflexes, Dodge, Mobility

Skills Acrobatics +6 (+10 when jumping), Perception +8, Stealth +6; Racial Modifiers +4 Stealth

Languages Aklo


ECOLOGY

Environment temperate or warm plains

Organization solitary, pair, or pack (3–9)

Treasure standard


SPECIAL ABILITIES

Breath Weapon (Su) A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude DC 15 negates). Slapping or wounding awakens a creature put to sleep by this attack, but normal noise does not. This is a sleep effect. The save DC is Constitution-based.

Snakes (Ex) A kamadan’s snakes attack simultaneously; this is always a secondary attack.

Dusk Kamadan (CR +1): A dusk kamadan has midnight black fur and snakes bearing black and red ring patterns on their bodies. A dusk kamadan has the advanced creature template, and its snakes have a poisonous bite: Snakes—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.

Polar Kamadan (CR +2): A polar kamadan has white fur with black spots like a snow leopard. Its snakes are furred as well. A polar kamadan has the advanced creature template and batlike wings that grant it a fly speed of 60 ft. (average). The breath weapon of a polar kamadan is particularly cold—those who succumb to it also suffer 1d4 points of Dexterity damage from numbness.

  • 2 settimane dopo...

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