Lone Wolf Inviata 21 Febbraio 2012 Segnala Inviata 21 Febbraio 2012 Ciao a tutti =) Il mio problema è il seguente: avrei bisogno di portare il Kirin dal GS 18 al 12, ma non so come fare. I primi ritocchi che avevo in mente riguardavano la riduzione della taglia (da Enorme a Grande) e delle caratteristiche, ma non credo basti. Sotto spoiler metto la scheda del mostro aggiornato alla versione 3.5 Spoiler: Huge Magical Beast Hit Dice: 12d10+60 (126 hp) Initiative: +4 (+4 Dex) Speed: 60 ft., fly 120 ft. (good) AC: 25 (–2 size, +4 Dex, +13 natural) Attacks: Horn +21 melee, 2 hooves +13 melee Damage: Horn 2d6+11, hoof 1d6+4 Face/Reach: 15 ft./10 ft. Special Attacks: Spells Special Qualities: Spell-like abilities, telepathy, detect thoughts, SR 28 Saves: Fort +13, Ref +14, Will +11 Abilities: Str 26, Dex 18, Con 20, Int 19, Wis 21, Cha 23 Skills: Concentration +20, Diplomacy +8, Knowledge (arcane) +19, Listen +22, Sense Motive +20, Spellcraft +21, Spot +22 Feats: Alertness, Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes Climate/Terrain: Any land Organization: Solitary Challenge Rating: 18 Treasure: Standard Alignment: Always lawful good Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan) A ki-rin’s horn is a +3 magic weapon, though its power disappears if it is removed from the ki-rin. Spells: A ki-rin casts spells as an 18th-level sorcerer. The save DC is 16 + spell level. Spell-Like Abilities: At will—astral projection (self plus 50 pounds of objects only), call lightning, controlweather, etherealness (self plus 50 pounds of objects only), gaseous form, permanent image, wind walk. Once per day, a ki-rin can use a permanent creation ability that can create nutritious food and beverages for 2d12 people, 32 cubic feet of soft goods (cloth, pillows, blankets, clothing), or 18 cubic feet of wooden items. These creations are permanent, but otherwise similar to the major creation spell. Alternatively, the ki-rin can create metal items with a total weight up to 400 pounds, but such items last only ten times as long as similar items created with major creation. All ki-rins’ spell-like abilities are as the spells cast by an 18thlevel sorcerer (save DC 16 + spell level). Telepathy (Su): A ki-rin can communicate telepathically with any creature within 100 feet that has a language. Detect Thoughts (Su): A ki-rin can continuously detect thoughts as the spell cast by a 12th-level sorcerer (DC 18). This ability is always active. Grazie mille a tutti quelli che vorranno aiutarmi^^
Supermoderatore Alonewolf87 Inviato 21 Febbraio 2012 Supermoderatore Segnala Inviato 21 Febbraio 2012 Rendere le capacità magiche utilizzabili invece che a volontà un tot numero di volte al giorno (3 o 5) potrebbe essere utile, oltre ad abbassare un pò la RI.
tamriel Inviato 21 Febbraio 2012 Segnala Inviato 21 Febbraio 2012 Come dice giustamente Alonewolf87 abbasserei la RI a 22, e magari i DV a 10...
Drimos Inviato 21 Febbraio 2012 Segnala Inviato 21 Febbraio 2012 Io farei così (in rosso i cambiamenti): Spoiler: Large Magical Beast Hit Dice: 10d10+30 (85 hp) Initiative: +5 (+5 Dex) Speed: 45 ft., fly 105 ft. (good) AC: 24 (–1 size, +5 Dex, +10 natural) Attacks: Horn +17 melee, 2 hooves +9 melee Damage: Horn 1d8+9, hoof 1d4+2 Face/Reach: 10 ft./5 ft. Special Attacks: Spells Special Qualities: Spell-like abilities, telepathy, detect thoughts, SR 22 Saves: Fort +13, Ref +12, Will +11 Abilities: Str 22, Dex 20, Con 16, Int 19, Wis 21, Cha 19 (qua un po' a taglia, un po' a naso, visto che il Car è quello che influenza gli incantesimi) Skills: Concentration +20, Diplomacy +8, Knowledge (arcane) +19, Listen +22, Sense Motive +20, Spellcraft +21, Spot +22 (non sto a sottrarre tutto, penso che l'omarello ti serva in combattimento) Feats: Alertness, Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes Climate/Terrain: Any land Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Always lawful good Advancement: Who cares? A ki-rin’s horn is a +2 magic weapon, though its power disappears if it is removed from the ki-rin. Spells: A ki-rin casts spells as an 12th-level sorcerer. The save DC is 14 + spell level. Spell-Like Abilities: Three per day (non so come sia detto nei manuali inglesi)—astral projection (self plus 50 pounds of objects only), call lightning, controlweather, etherealness (self plus 50 pounds of objects only), gaseous form, permanent image, wind walk. Once per day, a ki-rin can use a permanent creation ability that can create nutritious food and beverages for 2d6 people, 16 cubic feet of soft goods (cloth, pillows, blankets, clothing), or 9 cubic feet of wooden items. These creations are permanent, but otherwise similar to the major creation spell. Alternatively, the ki-rin can create metal items with a total weight up to 200 pounds, but such items last only ten times as long as similar items created with major creation. All ki-rins’ spell-like abilities are as the spells cast by an 12thlevel sorcerer (save DC 14 + spell level). Telepathy (Su): A ki-rin can communicate telepathically with any creature within 50 feet that has a language. Detect Thoughts (Su): A ki-rin can continuously detect thoughts as the spell cast by a 8th-level sorcerer (DC 16). This ability is always active. 1
Lone Wolf Inviato 22 Febbraio 2012 Autore Segnala Inviato 22 Febbraio 2012 Bueno, grazie mille a tutti e tre^^
ciro992 Inviato 24 Agosto 2016 Segnala Inviato 24 Agosto 2016 scusatemi qualcuno sa dirmi su quale manuale trovo il kirin?
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