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Maldazar

Concilio dei Wyrm
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  1. Con CL 20 si può richiamare un bestione da 40 DV... si potrebbe pensare a gente del calibro del draghi prismatici (manuale dei livelli epici).
  2. Maldazar

    Untore?

    Giusto. Richiede gradi spesi specificatamente per aumentare quella data abilità fino al livello 8, non richiede un modificatore complessivo di +8
  3. Guarda che già "master che conosce le regole di base" andrebbe meglio, eh Altro consiglio che ti si può dare è di fargli leggere queste pagine... queste e quelle nella sezione build (dove credo di averti dato un paoi di dritte, sei?). Probabilmente, leggendo questo, si arrabbierà e penserà che noi tutti siamo il popolo bue che non capisce una minchia, a quel punto gli verrà voglia di iscriversi al forum e venircelo a dire di persona (se non gli vien voglia, convincilo)... dopo aspetta e guarda, ci pensiamo noi popolo della D'L a raddrizzartelo a dovere
  4. Maldazar

    Untore?

    No, questo è impossibile. L'Ur priesta ha, fra i prerequisiti, Knowledge (religion) 8. Il minimo livello per avere 8 gradi in un'abilità è il 5°, appunto
  5. Simonoski, io ti rinnovo il mio consiglio: prendi da parte il master e dagliele... tante. Hai un master che, evidentemente, si è fumato il cervello. Io ammiro questo tuo stoicismo, riesci ad andare avanti anche avendo a che fare con degli elementi del genere. Ma, detto fra noi... chi te lo fa fare?
  6. Maldazar

    PNG arpista

    Un semplicerrimo ladro5/spia4?
  7. Traduciglielo L'halfling cuoreforte è la razza migliore per la maggioranza degli incantatori e degli stealth. Taglia piccola, bonus al TxC, bonus ai TS, bonus alla Des (caratteristica utile), malus alla For (ma che ci frega?), etc.
  8. A tal proposito, prova a farti concedere la cdp dell'unseen seer (complete mage). Ha requisiti abbastanza abbordabili, non fa perdere CL e ti concede il d6 aggiuntivo al furtivo, necessario per il mistificatore. Di altre CdP del genere ce ne possono essere, ma solitamente i requisiti sono troppo castranti o si perdono livelli da incantatore.
  9. Maldazar

    Warmachine/Hordes

    Why? Nella descrizione ti dice che la legione di maleterno e composta da mutanti-ibridi-mezzi-drago, perchè non dovrebbe andare bene un pezzo con una manona grossa (che poi, più che mano, è una zampa) e una standard? Allora, anche i difensori della GW, qui, non potrebbero postare immagini di demoni-marine del caos mutati perchè non hanno simmetria bilaterale?
  10. Alla fine della descrizione del talento c'è il punto Speciale: "Speciale : Questo talento sostituisce Combattere con Due Arm i per le creature con più di due braccia." Ora mi chiedo, se io sono un pg con ventordici braccia e mi prendo il talento "combattere con più armi", soddisfo i prerequisiti di alcune cdp che hanno fra i prerequisiti (che palle, ripetizione -.-) il talento "combattere con due armi"? Esempio scemo: con "combattere con più armi" posso entrare nella cdp del tempest?
  11. Da manuale, a me vien in mente il thri-kreen. Un pg con combattere con più armi si qualifica per entrare in cdp che richiedono combattere con due armi?
  12. Assolutamente a caso. Se voglio che i pg seguano una certa strada piuttosto che un'altra allora mi metto a studiare un pò la planimetria. Altrimenti, se voglio dare un certo effetto scenico posso mettermi a studiare planimetria e disposizione degli oggetti (chessò, entrano in un tempio e si ritrovano nella sala comune su cui si affacciano tutte le stanze e i corridoi secondari, magari davanti a loro c'è pure una doppia scalinata a tenaglia... robe così). Altrimenti, si va a sentimento
  13. Maldazar

    Warmachine/Hordes

    Non mi frega della "realtà" (), io guardo la resa del modello, io parlo del pupazzo. è credibile e proporzionato un modello con quella fisionomia e che impugna quegli oggetti? si. è credibile e proporzionato il jack di me nona 'mbriaga con la clavalanciaspada? no. Le mie critiche sono andate tutte all'aspetto e alla realizzazione dei modelli (da ambo le parti), non certo verso un gioco che non conosco. Ho esclusio immediatamente la possibilità di iniziare a giocare a warmachine non perchè sono un paladino a difesa della GW (un'azienda di cui posso dire molte brutte cose), ma perchè il mio stipendio da liceale () non mi permette di andare a spendere altri soldi di pupazzetti. Sono sempre ben felice di provare qualcosa di nuovo, ma non ora. Comunque... dato che io qui non sto dalla parte di nessuno, mi sono andato a guardare sia i modelli GW (che conosco bene), sia quelli della privateer press e devo dire che non sono tutti oribboli quanto i jack che avete postato. Ci sono diversi pupazzi molto pregevoli. Sareste in grado di darmi una veloce descrizione di "background" e tattiche che stanno alla base di Cryx e Maleterno?
  14. Si, i prerequisiti del talento chiedono o tot di saggezza, o seguire Shar. Il master, comunque, ha piena facoltà di toglierti il talento nel caso tu faccia qualcosa che fa girare le balle a Shar dato che, non mi ricordo dove, c'è scritto che Shar ha la possibilità di togliere in qualsiasi momento la possibilità di sfruttare la trama d'ombra (l'ha inventata lei, sfrutta i diritti di copyright ). Conta che dovresti spendere un altro talento per entrarci (non è un esagerazione, ma bisogna metterlo in conto). Cosa vorresti sfruttare dell'archmage?
  15. Al 7°livello puoi usare intensify manifest zone (incantesimo che trovi a pagina 151 del manuale in inglese) una volta al giorno, usando il tuo livello da incantatore divino. Puoi influenzare solo le zone manifestate del tuo piano scelto (quello della classe, in poche parole). P.S. hai tradotto tutta la classe e non ci sei saltato fuori con quelle due righe del menga? boia
  16. Pardon Ci sono entrate rapide anche in questo caso?
  17. No, pardon, non avevo capito... credevo fossero un oggetto strano che mi era sfuggito
  18. Aggiungergli il potenziamento che dannggia la costituzione, no? Cosa sono i kukri da lancio?
  19. Eh? O.o Cioè, non vuoi buttare Invocazione per avere accesso ad un incantesimo di primo livello, che produce solo danni (molto relativi) e che può essere reso completamente inutile da un'altro incantesimo di primo livello (shield)? Certo che il mondo è strano...
  20. Triste, molto triste... Ora tu, giocatore, sai che puoi fare quel cacchio che ti pare senza preoccuparti di niente, tanto non hai possibilità di morire.
  21. Maldazar

    Warmachine/Hordes

    Ma non ho capito, golem è venuto a citofonare a casa tua con un fucile in mano per IMPORTI () di giocare a warmachine? Perchè non si può dire niente contro la GW?
  22. Maldazar

    Warmachine/Hordes

    Non è che "riesce", ne ha fatte di schifezze. Solo ultimamente la qualità è molto migliorata, ma prima produceva solo aborti di sculture. Conosci la differenza fra "fuori scala" e "proporzionato"? I carri GW sono fuori scala, quei jack li sono sproporzionati. Quindi è utile.
  23. Che io sappia, per imparare un nuovo incantesimo c'è il talento Extra Spell (complete arcane), mentre per avere uno slot aggiuntivo c'è Extra Slot (compete arcane). Espandere conoscenza si applica solo ai poteri psionici.
  24. Riporto da una guida trovata su internet. Daanvi, The Perfect Order Spoiler: Plane Traits: Spells with the lawful descriptor are maximized and enlarged Spells that are Chaotic are Impeded Inhabitants: Formian Worker Formian Warrior Formian Taskmaster Formian Myrmarch Formian Queen - Special Abilities: Formian Queen casts Spells as a 17th level Sorcerer Kolyarut (inevitable) - Special Abilities: @ Will - Enervation, Disguise Self, Fear, Hold Person, Invisibility, Locate Creature, Suggestion, Geas/quest, Vampiric Touch Zelekhut (inevitable) - Special Abilities: @ Will - Clairaudience, Clairvoyance, Dimensional Anchor, Dispel Magic, Fear, Hold Person, Locate Creature, True Seeing 3/day, Hold Monster, Mark of Justice, Lesser Geas 1/week Axiomatic creatures (template) (MotP) Justicator (MM3) - Special Abilities: @ Will - Bless, Detect Chaos, Cure Serious Wounds 3/day, Dimensional Anchor, Invisibility purge, Silence, Dispel Chaos 1/day, Greater Command, Plane Shift Visilight (MM3) - Special Abilities: @ Will - Charisma Drain, Paralyzing Gaze, Telepathic link with other Visilights Dal Quor, The Region of Dreams Spoiler: Plane Traits: Subjective Directional Gravity (aka: you can fly) Flowing Time: For every 10 minutes spent on Dal Quor, 1 minute passes on the Material Plane (10:1 round ratio) Spells of the Illusion school are entended Inhabitants: Quori (all) Dolurrh, the Realm of the Dead Spoiler: Plane Traits: Heavy Gravity Timeless All spells are impeded Per day of time spent, any non native must make a Will save or be an incorporeal shade that's native to the plane (makes no mention if the character is still in control of him [ie: can a PC become a shade and still control him?]) Inhabitants: Nalfeshnee (demon) - Special Abilities: Smite 3/day, Continous use of True Seeing, @ Will - Call Lightning, Feeblemind, Greater Dispel Magic, Slow, Greater Teleport Self, Unholy Aura Lemure (devil) - Special Abilities: Immune to Mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). Marut(inevitable) - Special Abilities: Fists do Sonic and Electrical damage, @ Will - Air Walk, Dimension Door, Fear, Greater Command, Greater Dispel Magic, Mass Inflict Light Wounds, Locate creature, True Seeing 1/day, Chain lightning, Circle of Death, Mark of Justice, Wall of Force, Earthquake 1/week, Geas/quest, Plane Shift Sorrowsworn (demon, MM3) - Special Abilities: Aura of Loss (creatures in 30 ft. get -2 to attack, saving throws, ability checks and skill checks, @ Will - Detect Magic, Invisibility, Nondetection, Greater Teleport, Greater Dispel Magic 3/day, Touch of idiocy, Unholy Blight, Feeblemind 1/day, Mind fog, Plane shift, Wierd Ephemeral Swarm (MM3) - Special Abilities: Distraction (creatures in same square are nauseated), Strength Damage ~ Since this is Incorporeal AND a swarm creature, it's extremely hard to kill!! Plague Brush (MM3) - Special Abilities: Greensickness (Continual cloud of spores), Scoop (like a grapple), Trample, Airy (20% miss chance when attacking creature) Fernia, the Sea of Fire Spoiler: Plane Traits: Fire-dominant Mildly evil-aligned Spells with the fire descriptor are maximized and enlarged Spells with the cold descriptor are impeded Inhabitants: Azer - Special Abilities: Heat, Immunity to Fire, Vulnerable to Cold Balor (demon) - Special Abilities: Damage Reduction 15/cold iron and good, Darkvision 60 ft., Immunity to Electricity, fire and poision, Resistance to Acid and cold 10, Spell resistance 28,Death Throes (Deal 100 damage to 100 ft. area when killed), Entangle, Summon Tanar'ri (1/day summon 4d10 dretches or 1 Nalfeshnee, Glabrezu or Balor), Flaming Body (6d6 to anyone grappling them), Continuous True Seeing, @ will - Blasphemy, Dominate Monster, Greater Dispel Magic, Greater Teleport, Power Word stun, Telekinesis, Unholy Aura, Fire Storm 1/day, Implosion Fire Elemental (all) - Go Collosus Fire Elementals! Efreeti - Free Wishes anyone? - Special Abilities: Darkvision 60 ft., Immunity to Fire, Plane Shift, Telepathy 100 ft., Vulnerability to Cold, Change Size (Enlarge or reduce a person), Heat, @ Will - Detect Magic, Produce flame, Pyrotechnics, Scorching Ray (1 ray only), Invisibility 3/day, Wall of Fire, 3 Wishes 1/day (to nongenies only), Gaseous form, Permanent Image, Polymorph (Self Only) Hell Hound - Special Abilities: Breath Weapon, Fiery Bite Magmin - Special Abilities: Damage Reduction 5/magic, Darkvision 60 ft., Elemental Traits, Immunity to Fire, Melt Weapons, Vulnerability to Cold, Combustion, Fiery Aura Fire Mephit - Special Abilities: Breath Weapon, Fast Healing 1 when touching a flame, @ Will - Scorching ray 1/hour, Heat Metal 1/day Magma Mephit - Special Abilities: Breath Weapon, Fast Healing while touching magma, lava or flame, @ Will - Shapechange 1/hour (to form into a pool of lava), pyrotechnics 1/day Steam Mephit - Special Abilities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2 (fire), immunity to fire, vulnerability to cold, Breath Weapon, @ Will - Blur 1/hour, Rainstorm of boiling water 1/day Rast - Special Abilities: Darkvision 60 ft., Flight, Immunity to Fire, Vulnerability to Cold, Paralyzing Gaze, Improved Grab, Blood Drain (1 con damage while grappled) Salamander (all) Firre (elandrin, MotP) - Special Abilities: DR 20/+2, SR 27, cast divine spells as a 12th level Cleric, Bardic Music all day, Magic Circle against Evil, Alternate Form, @ Will - Detect Thoughts, Fireball, Improved Invisibility, Persistant Image, Polymorph Self, See Invisibility, Wall of Fire, Prismatic Spray 1/day Magma Paraelemental (all, MotP) - Special Abilities: Burn, Fire Subtype Cinder Swarm (MM3) - Special Abilities: Swarm, Burn, Distraction Conflagration Ooze (Can use the Infernal Template)(MM3) - Special Abilities: Blindsight 60 ft., DR 5/bludgeoning & 10/magic, Immune to Fire, Ooze Traits, Resistance to Cold 10, SR 20, Vulnerable to Cold, Fire in the Blood, Smite Good, @ Will - Confusion, Deep slumber & Hold Monster Harssaf (MM3) - Special Abilities: Blindsense 30 ft., DR 5/Bludgeoning, Fast Healing 3, Immune to blindness and fire, SR 17, Vulnerable to Cold, Flaming Aura, Sand Pulse 1/day, @ Will - Sand Form Phoelarch (MM3) - Special Abilities: Darkvision 60 ft., Immune to Fire, SR 18, Vulnerable to Cold, Heat, Healing Fire, Immune to Disease and Poison, Rise from the Ashes, @ Will - Light, Scorching Ray, Produce Flame 3/day, Fire shield 1/day Zezir (MM3) - Special Abilities: Darkvision 60 ft., Fast Healing 6, Immune to Fire, Low-Light vision, Vulnerable to Cold, Flammable Spray, Spark Stream Irian, the Eternal Day Spoiler: Plane Traits: Minor Positive-Dominant Spells that use positive energy, including cure spells, are maximized. You get +4 to turn undead checks and receive the maximum possible turning damage result. Negative energy magic is impeded. Inhabitants: Lantern Archon - Special Abilities: Light Ray, @ Will - Aid, Detect Evil, Continual Flame Ravid - Special Abilities: Darkvision 60 ft., Flight, Immune to Fire, Positive Energy Lash, Animate Objects, Multiattack Feat Xag-ya (MotP) - Special Abilities: Incorporeal, Positive Energy Lash, Turn Undead (as 5th lvl Cleric), Explosion Lumi (MM3) - Special Abilities: Body of Light, Clear Vision, Darkvision 60 ft., Floating Head, Outsider Traits Kythri, the Churning Chaos Spoiler: Plane Traits: Gravity changes frequently Highly Morphic Strongly Chaos-aligned Spells with the Chaotic descriptor are maximized and enlarged. Spells with the Lawful descriptor are impeded. Inhabitants: Chaos Beast - Special Abilities: Darkvision 60 ft., Immune to Critical Hits and transformation, SR 15, Corporeal Instability Githzerai - Special Abilities: Darkvision 60 ft., Psionics: Daze 3/day, Feather Fall, Shatter, Plane Shift 1/day, Caster level = Class Level, Intertial Armor, SR 6 Howler - Special Abilities: Darkvision 60 ft., Quills, Howl Slaad (all) - this is nasty since you can use the White and Black Slaad from the Epic Handbook - Special Abilities using the Black Slaad: Fast Healing 30, DR 45/+7, Alternate Form, Darkvision 320, Stun, Chaos Touch, Chaos Spittle, Weaponbreaker, Summon Slaad, Telepathy, @ Will - Animate Objects, Circle of Death, Chaos Hammer, Cloak of Chaos, Death Knell, Deeper Darkness, Dispel Law, Fear, Finger of Death, Fireball, Fly, Greater Dispelling, Identify, Improved Invisibility, Lightning Bolt, Magic circle against Law, Plane Shift, Power Word Blind, Power Word Kill, Protection from Law, See Invisibility, Shatter, Teleport without error, Word of Chaos, Implosion 1/day, Peripety 1/day, Ruin, Spell Worm Titan - Special Abilities: DR 15/lawful, Darkvision 60 ft., SR 32, Oversized Weapon, @ Will - Chain Lightning, Charm Monster, Cure Critical Wounds, Fire Storm, Greater dispel magic, Hold Monster, Invisibility purge, Levitate, Persistant Image, Polymorph (humanoid only), Etherealness 3/day, Word of Chaos 3/day, Summon Nature's Ally IX 3/day, Maze 1/day, Meteor Swarm 1/day Quaraphon (MM3) - Special Abilities: Darkvision 60 ft., Deafing Bellow, Rage 2/day, Improved Uncanny Dodge, Trap Sense, Uncanny Dodge Lamannia, The Twilight Forest Spoiler: Plane Traits: Druid Spells are extended Inhabitants: Achaierai - Special Abilities: Darkvision 60 ft., SR 19, Black Cloud - Save or go insane Animals (all) - Beast boy! Arrowhawk (all) - Special Abilities: Darkvision 60 ft., Immune to acid, electricity & poison, Resistance to cold and fire 10, Electricity Ray Belker - Special Abilities: Darkvision 60 ft., Elemental Trait, Smoke Form, Smoke Claws Celestial Animals - Special Abilities: Become a magical beast, Smite Evil, Darkvision 60 ft., DR & Resistance scaling with HD Bebilith (demon) - Special Abilities: DR 10/good, Darkvision 60 ft., Plane Shift, Scent, Telepathy 100 ft., Poison, Rend Armor, Web Hellcat (Devil) - Special Abilities: DR 5/good, Darkvision 60 ft., Invisible in light, Resistance to fire 10, scent, SR 19, Telepathy 100 ft., Improved Grab, Pounce, Rake Air Elemental (all) - Special Abilities: DR 10/-, Darkvision 60 ft., Elemental Traits, Air Mastery, Whirlwind Earth Elemental (all) - Special Abilities: DR 10/-, Darkvision 60 ft., Elemental Traits, Earth Mastery, Push, Earth Glide - Nasty with the Large size.. they weigh 6,000 pounds! Water Elemental (all) - Special Abilities: DR 10/-, Darkvision 60 ft., Elemental Traits, Water Mastery, Drench, Vortex Fiendish Animals - Special Abilities: Darkvision 60 ft., Resistance to cold and fire scales/HD, DR that scales/HD, Smite good Djinni (genie) - Special Abilities: Darkvision 60 ft., Immune to acid, Plane shift, Telepathy 100 ft., Air Mastery, Whirlwind, @ Will - Invisibility, Create food and water 1/day, Create wine 1/day, Major Creation, Persistant Image, Wind Walk, Gaseous form 1/day Avoral (Guardinal) - Special Abilities: DR 10/evil or silver, Darkvision 60 ft., Immune to electicity and petrification, Lay on hands, Low-light vision, Resistance to cold and sonic 10, Speak with animals, SR 25, True Seeing, Fear Aura, @ Will - Aid, Blur, Command, Detect Magic, Dimension Door, Dispel Magic, Gust of Wind, Hold Person, Light, Magic circle against evil, Magic missle, See invisibility, Lightning bolt 3/day Leanol (Guardinal) - Special Abilities: DR 10/evil or silver, Darkvision 60 ft., Immune to electicity and petrification, Lay on hands, Low-light vision, Protective Aura, Resistance to cold and sonic 10, speak with animals, SR 28, Roar, Pounce, Improved grab, Rake, @ will - Detect thoughts, Fireball, Hold Monster, Polymorph, Wall of Force, Cure Critical Wounds 3/day, Neutralize poison, Remove Disease, Heal 1/day Hellwasp swarm - Special Abilities: DR 10/magic, Darkvision 60 ft., Hive Mind, Immune to weapon damage, Resistance to Fire 10, low-light vision, swarm traits, Distraction, Inhabit, Poison Invisible stalker - Special Abilities: Darkvision 60 ft., Elemental Traits, Natural Invisibility, Improved Tracking Lycanthropes (all) - Nasty - Special Abilities: Alternate Form, Creature Type Empathy, DR 10/Silver, Low-light vision, scent Air Mephit - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Blur 1/hour, Gust of Wind 1/day Dust Mephit - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Blur 1/hour, Wind Wall 1/day Earth Mephit - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Change Size, Soften earth and stone 1/day Ooze Mephit - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Melf's Acid Arrow 1/hour, Stinking Cloud 1/day Salt Mephit - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Glitterdust 1/hour, Evaporate Moisture 1/day Water Mephit - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Melf's Acid Arrow 1/hour, Stinking Cloud 1/day Nightmare - Special Abilities: Astral Projection, Darkvision 60 ft., Etherealness @ will, Flaming Hooves, Smoke Thoqqua - Special Abilities: Darkvision 60 ft., Elemental Traits, Immune to fire, Tremorsense, Vulnerable to cold, Heat, Burn Tojanida (all) - Special Abilities: All-around vision, Darkvision 60 ft., Immune to acid & cold, Resistance to electricity & fire 10, Improved Grab, Ink Cloud Vermin (all) - Special Abilities: No Int Score, Immune to all mind-affecting effects, Darkvision 60 ft., Always Neutral Xorn (all) - Special Abilities: Al-around vision, Earth Glide, DR 5/bludgeoning, Darkvision 60 ft., Immune to cold & Fire, Resistance to electricity 10, Tremorsense 60 ft. Yeth Hound - Special Abilities: DR 10/silver, Darkvision 60 ft., Flight, Scent, Bay, Trip Dao (genie, MotP) - Awesome choice for free Limited Wishes! - Special Abilities: Plane Shift, Telepathy, Earth Mastery, Push, @ will - Alter self, Detect Good, Detect Magic, Gaseous form, Invisibility, Misdirection, Passwall, Persistant Image, Wall of stone, 3/day - Move earth, Transmute Rock to mud, 1/day - Grant 3 Limited Wishes to Nongenies only!! Marid (genie, MotP) - Special Abilities: Water Mastery, Drench, Vortex, Plane Shift, Telepathy, @ Will - Create water, Detect Evil, Detect Good, Detect Magic, Invisibility, Polymorph Self, Purify food and drink (water only), See invisibility, 5/day - Control water, Gaseous form, Solid fog, Water breathing, 1/year - Limited wish (nongenies only) Ooze Paramental (all, MotP) - Special Abilities: Elemental, DR 15/+3, Fire Immunity, Acid Smoke Paraelemental (all, MotP) - Special Abilities: Elemental, DR 15/+3, Smoke Claws Avalancher (MM3) - Special Abilities: Cause Avalanche, Transmute rock to mud, All-around vision, Darkvision 60 ft., Immune to Bludgeoning damage, Low-light Vision Battlebriar (MM3) - Special Abilities: Impale, Improved Grab, Thorn Volley, Trample, Darkvision 60 ft., Low light-vision, plant traits, resistance to electricity and fire 20, thorn field Dust Wight (MM3) - Special Abilities: Crumbling Touch, Petrifying cloud, DR 5/Adamintine, DR 60 ft., Elemental Turning Vulnerability, Undead Traits Gulgar (MM3) - Special Abilities: Crystalline Bone, Sonic pulse, DR 10/Adamantine, Darkvision 60 ft., Immune to Sonic, Stability, Subsonic Speech, Tremorsense 30 ft. Wood Woad (MM3) - Special Abilities: Warp wood, Low-light vision, Plant Traits, Treewalk, Vulnerability to fire Woodling Creatures (MM3) - Special Abilities: DR 5/Slashing, Low-Light vision, Plant Traits, Vulnerability to Fire Mabar, the Endless Night Spoiler: Plane Traits: Minor negative-dominant Spells that use negative energy including inflict spells are maximized Spells that use positive energy are impeded. Inhabitants: Bhargest (all) - Special Abilities: Feed, Change shape, DR 10/magic, Darkvision 60 ft., Scent, @ will - Invisibility sphere, 1/day - Mass bull's strength, Mass enlarge Bodak - Special Abilities: Death Gaze, DR 10/cold iron, Darkvision 60 ft., Immune to electricity, Resistance to acid & fire 10, Undead traits, Vulnerable to sunlight Succubus (Demon) - Special Abilities: Energy drain, Summon tanar'ri, DR 10/Cold Iron or Good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to acid & cold & fire 10, SR 18, Telepathy 100 ft., Tongues, @ will - Charm monster, Detect good, Detect Thoughts, Ethereal Jaunt, Polymorph (humanoid only, no limit on duration), Suggestion, Greater teleport Nightshade (all) - Using the Nightcrawler - Swallow Whole = Fun! - Special Abilities: Aversion to Daylight, Desecrating Aura, Energy drain, Poison, Summon Undead, Swallow Whole, DR 15/Silver & Magic, Darkvision 60 ft., Immune to Cold, SR 31, Telepathy 100 ft., Tremorsense 60 ft., Undead Traits Shadow - Awesome cause the spawn you create are PERMANENTLY under your control!!!! - Special Abilities: Create Spawn, Strength damage, Darkvision 60 ft., Incorporeal Traits, +2 Turn resistance, Undead Traits Shadow Mastif - Special Abilities: Bay, Trip, Darkvision 60 ft., Shadow Blend, Scent Xeg-yi (MotP) - Special Abilities: Incorporeal, Negative energy lash, Rebuke undead, Explosion Yugoloth (all, MotP & MM3) - Using the Nycaloth cause of the wounding ability, it's crazy - Special Abilities: Immune to Poison & Acid, Cold & Fire & Electricity resistance 20, Telepathy 100 ft., Improved grab, Rake, Wounding, Summon Yugoloth 1/day, @ will - Deeper darkness, Desecrate, Fear, Invisibility, Mirror image, See invisibility Gloom Golem (MM3) - Immune to ALL magic! (Divine, Arcane & everything else.. nice!) - Special Abilities: Crushing despair, Touch of Woe, Construct Traits, DR 10/good, Darkvision 60 ft., Immunity to magic, Low-light vision Necronaut (MM3) - Special Abilities: Assimilate Corpse, Trample, DR 15/lawful or magic, Darkvision 60 ft., Necromantic effects, SR 25, Undead Traits, Unholy toughness Trilloch (MM3) - Wow, Immune to magic AND incorporeal! Awesome - Special Abilities: Control Rage, Death Knell, Blindsight 60 ft., DR 15/lawful, Darkvision 60 ft., Immunity to magic, Incorporeal Traits, Natural Invisibility, Outsider Traits Vasuthant (MM3) - Special Abilities: Enervating Crush, Improved Grab, Reality Distortion, +2 Turn resistance, Blindsight, Darkvision 60 ft., Immune to Acid & Cold & Light, Resistance to fire and electricity 5, Trap light, Undead traits, Unholy toughness Risia, the Plain of Ice Spoiler: Plane Traits: Mildly evil-aligned Spells with the cold descriptor are maximized and enlarged Spells with the fire descriptor are impeded. Cold: The average temp. on Risia is 0°. 50% chance of extreme weather in the form of snow, sleet, hail or a blizzard. Inhabitants: Ice Devil - Special Abilities: Fear aura, Slow, Summon Baatezu, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, Regeneration 5, See in Darkness, SR 25, Telepathy 100 ft., @ will - Cone of Cold, Greater Teleport, Persistant image, Unholy aura, Wall of Ice Ice Mephit - Special Abilities: DR 5/magic, Darkvision 60 ft., Fast healing 2, Immune to cold, Vulnerable to fire, Breath Weapon, Summon Mephit, 1/hour - Magic missle, 1/day - Chill metal Ice Paraelemental (all, MotP) - Special Abilities: Chill Metal, Elemental, DR 15/+3, Cold Subtype Frost Salamander (MMII) - Special Abilities: Cold Aura, Cold subtype, Darkvision 60 ft., DR 15/+1, Low-light vision Immoth (MMII) - Could be handy, having 2 spell lists and all - Special Abilities: Ice Runes, Poison, Cold Subtype, DR 5/+1, Elemental Traits, Icewalking, Half damage from piercing & slashing weapons, SR 23, Cast spells as a 12th level sorcerer Chraal (MM3) - Special Abilities: Breath Weapon, Death throes, Freeze, DR 5/-, Darkvision 60 ft., Deflecting Cold, Elemental Traits, Immunity to Cold, Vulnerable to fire Rejkar (MM3) - Special Abilities: Freezing Gaze, DR 5/magic, Darkvision 60 ft., Heroes Feast, Immunity to Cold, Outsider Traits, Vulnerable to fire Snowflake Ooze (MM3) - Create Clones of yourself for free!! - Special Abilities: Cold Aura, Blindsight 60 ft., Immune to Cold, Ooze Traits, Split, Vulnerable to Fire Shavarath, the Battleground Spoiler: Plane Traits: Different Alignment per different creatures inhabiting a zone Spells that create weapons and excite hostile emotions are extended Compulsions that calm or pacify and all charms are impeded Whirling Blades - 70% to do 2d6 damage/round to anyone who spends a hour in the plane Inhabitants: Hound Archon - Special Abilities: Smite Evil, Turn Undead 6/day, Aura of Menace, Change shape, DR 10/evil, Darkvision 60 ft., Immune to Electricity and Petrification, Magic circle against evil, Paladin Abilities, Scent, SR 27, Teleport, Tongues, @ will - Aid, Continual Flame, Detect Evil, Message Trumpet Archon - Special Abilities: Trumpet, Aura of Menace, DR 10/evil, Darkvision 60 ft., Immune to Electricity & Petrification, Magic circle against evil, SR 29, Teleport, Tongues, @ will - Detect evil, Continual Flame, Message, Casts spells as a 14th level Cleric! Babuu (demon) - Special Abilities: Sneak Attack +2d6, Summon Tanar'ri, DR 10/cold iron or good, Darkvision 60 ft., Immune to Electricity & Poison, Protective Slime, Resistance to Acid & Cold & Fire 10, SR 14, Telepathy 100 ft., @ will - Darkness, Dispel Magic, See invisibility, Greater Teleport Dretch (demon) - Special Abilities: Summon Tanar'ri, DR 5/cold iron or good, Darkvision 60 ft., Immunity to Electricity & Poison, Resistance to Acid & Cold & Fire 10, Telepathy 100 ft. Glabrezu (demon) - Special Abilities: Improved Grab, Summon Tanar'ri, DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 21, Telepathy 100 ft., True Seeing, @ Will - Chaos Hammer, Confusion, Dispel Magic, Mirror Image, Reverse gravity, Greater Teleport, Unholy Blight, 1/day - Power word stun, Wish 1/month Hezrou (demon) - Special Abilities: Stench, Improved Grab, Summon Tanar'ri. DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 19, Telepathy 100 ft., @ will - Chaos hammer, Greater Teleport, Unholy blight, 3/day - Blasphemy, Gaseous form Marilith (demon) - Special Abilities: Constrict, Improved Grab, Summon Tanar'ri, DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 19, Telepathy 100 ft., @ will - Align weapon, Blade barrier, Magic weapon ,Project image, Polymorph, See invisibility, Telekinesis, Greater teleport, Unholy aura Quasit (demon) - Special Abilities: Poison, Alternate Form, DR 5/cold iron or good, Darkvision 60 ft., Fast healing 2, Immune to Poison, Resistance to Fire 10 Retriever (demon) - Special Abilities: Eye rays, Find target, Improved grab, Construct traits, Darkvision 60 ft., Fast healing 5, Low-light vision Barbed Devil (demon) - Special Abilities: Fear, Improved Grab, Impale, Summon Baatezu, Barbed defense, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 23, Telepathy 100 ft., @ will - Greater Teleport, Hold person, Scorching Ray, 1/day - Order's Wrath, Unholy Blight Bearded Devil - Special Abilities: Infernal Wound, Beard, Battle Frenzy, Summon Baatezu, DR 5/silver or good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 17, Telepathy 100 ft., @ will - Greater Teleport Bone Devil - Special Abilities: Fear aura, Poison, Summon Baatezu, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 21, Telepathy 100 ft., @ will - Greater Teleport, Dimensional anchor, Fly, Invisibility, Major Image, Wall of Ice Chain Devil - Special Abilities: Dancing Chains, Unnerving Gaze, DR 5/silver or good, Darkvision 60 ft., Immunity to Cold, Regeneration 2, SR 18 Erinyes (devil) - Special Abilities: Entangle, Summon Baatezu, DR 5/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 20, Telepathy 100 ft., True Seeing, @ will - Greater teleport, Charm monster, Minor image, Unholy Blight Horned Devil - Special Abilities: Fear Aura, Infernal Wound, Stun, Summon Baatezu, DR 5/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 28, Telepathy 100 ft., @ will - Dispel Chaos, Dispel good, Magic circle against good, Greater Teleport self, Persistant Image, 3/day - Fireball, lightning bolt Imp (devil) - Special Abilities: Poison, Alternate form, DR 5/good or silver, Darkvision 60 ft., Fast healing 2, Immune to poison, Resistance to fire 5, @ will - Detect good, Detect magic, Invisibility, 1/day - Suggestion Vargouille - Special Abilities: Shriek, Kiss, Poison, Darkvision 60 ft. Bladeling (MMII) - Special Abilities: Razor storm, Cold resistance 5, DR 5/+1 (slashing and piercing weapons only), Fire resistance 5, Outsider Traits, Immune to acid & rust attacks Arrow Demon (MM3) - Special Abilities: Close combat shot, Oversized weapons, Summon Tanar'ri, Symmetrical archery, DR 5/cold iron and good, Darkvision 60 ft., Immunity to electricity & poison, Resistance to acid & cold & fire 10, SR 18, Telepathy 100 ft., @ will - Dimension door Deathshrieker (MM3) - Special Abilities: Death Rattle, Despair, Scream of the dying, +4 turn resistance, Darkvision 60 ft., Death's grace, Incorporeal traits, Silince vulnerability, Undead Traits Mivilorn (MM3) - Special Abilities: Breath weapon, Charging bite, Improved grab, Swallow whole, Combative Mount, Darkvision 60 ft., Low-light vision, Scent, SR 21 Ragewalker (MM3) - Special Abilities: Control Living Spells, Induce Blood frenzy, Weapon Cloud, DR 10/cold iron, Fast healing 5, Grafted armor, Low-light vision, Repel Missles, SR 26, 3/day - Blade barrier, Bull's strength, Greater magic weapon, Wall of fire Shredstorm (MM3) - Special Abilities: Distraction, Lightning Bolt, Penetration, Construct traits, Darkvision 60 ft., Immune to Electricty, Low-light vision, Swarm Traits Syrania, the Azure Sky Spoiler: Plane Traits: Light Gravity Strongly good-aligned Spells with the good descriptor are empowered Spells with the evil descriptor are impeded Inhabitants: Angel (all) - I'm going to use the Solar here since they cast as 20th level Clerics, Miracle anyone? - Special Abilities: DR 15/epic and evil, Darkvision 60 ft., Low-light vision, Immune to Acid & Cold & Petrification, Protective Aura, Regeneration 15, Resistance to Electricity & Fire 10, SR 32, Tongues, @ will - Aid, Animate objects, Commune, Continual Flame, Dimensional Anchor, Greater dispel magic, Holy Smite, Imprisonment, Invisibility, Lesser restoration, Polymorph, Power word stun, Remove curse, Remove disease, Remove fear, Resist energy, Summon monster VII, Speak with dead, Waves of fatigue, 3/day - Blade barrier, Earthquake, Heal, Mass charm monster, Pernency, Resurrection, Waves of Exhaustion, 1/day - Greater restoration, Power word Blind, Power word Kill, Power word Stun, Prismatic Spray, Wish, Cast divine spells as a 20th level Cleric! Prismatic Golem (MM3) - Immunity to magic still doesn't make it better than the Solar - Special Abilities: Prismatic Body, Prismatic Touch, Blindsight 60 ft., Construct traits, DR 10/evil, Darkvision 60 ft., Immune to Magic, Incorporeal Traits, Low-Light vision, Moral Code Thelanis, the Faerie Court Spoiler: Plane Traits: Arcane Spells are empowered and extended 1 day = 1 week on the Material Plane Inhabitants: Dryad - Special Abilities: DR 5/cold iron, Tree dependent, Wild empathy, @ will - Entangle, Speak with plants, Tree shape, 3/day - Charm person, Deep slumber, Tree stride, 1/day - Suggestion Eladrin (all) - Using a Ghaele here - Special Abilities: Gaze, Alternate Form, DR 10/evil and Cold iron, Darkvision 60 ft., Immune to Electricity & Petrification, Low-light vision, Protective Aura, Resistance to Cold & Fire 10, SR 28, Tongues Lillend - Special Abilities: Constrict, Improved Grab, Darkvision 60 ft., Immunity to Poison, Resistance to Fire 10, Knows spells as a 6th level bard and the bardic music ability of a 6th level bard, 3/day - Darkness, Hallucinatory terrain, Knock, Light, 1/day - Charm person, Speak with animals, Speak with plants Nymph - Special Abilities: Blinding Beauty, Stunning Glance, DR 10/cold iron, Low-light vision, Unearthly grace, Wild empathy, 1/day Dimension door, Casts spells as a 7th level Druid Satyr - Special Abilities: Pipes, DR 5/cold iron, Low-light vision Sprite (all) - Using the Pixie - Special Abilities: Special Arrows, DR 10/cold iron, Greater invisibility, Low-light vision, SR 15, 1/day - Lesser confusion Triton - Special Abilities: Darkvision 60 ft., 1/day - Summon Nature's Ally IV Sylph (MMII) - Special Abilities: Improved Invisibility, Outsider Traits, SR 14, Summon Elemental, Cast spells as a sorcerer (caster level = HD + 4) Petal (MM3) - Special Abilities: Sleep songs, DR 5/cold iron, Low-light vision Shimmerling swarm (MM3) - Special Abilities: Dazzling illumination, Distraction, Hive mind, Immune to weapon damage, Low-light vision, Swarm traits Thorn (MM3) - Special Abilities: Sleep arrows, Sneak attack +2d6, DR 5/cold iron, Low-light vision Xoriat, the Realm of Madness Spoiler: Plane Traits: No Gravity Highly Morphic Mildly evil-aligned Wild Magic Distorted Time: 1 minute in Xoriat = 1 hour on the Material Plane Inhabitants: Daelkyr - nice for PaO - Special Abilities: Aura of madness, Corrupting touch, Daelkyr weapons, Tentacle whip, Alien mind, Daelkyr immunities, DR 10/byeshk or good, Darkvision 60 ft., Fast healing 5, Living breastplate, Outsider traits, SR 28, Symbiont mastery, @ will - Baleful polymorph, Confusion, Dimension door, Feeblemind, Haste, Mind fog, Polymorph, Slow, 3/day - Flesh to stone, Quickened Insanity, Quickened Polymorph any Object, Stone to Flesh Mind Flayer - Special Abilities: Mind blast, Psionics, Improved Grab, Extract, SR 25, Telepathy 100 ft., @ will - Charm monster, Detect thoughts, Levitate, Plane shift, Suggestion Pseudonatural Creatures (CA) - Special Abilities: True Strike 1/day, Alternate Form, Darkvision 60 ft., Low-light vision, Resistance to acid & electricity 5, Scent, SR 13 Rukarazyll (MMII) - Special Abilities: Fungus, Spit ooze, DR 20/+2, Evasion, Outsider Traits, Profane alacrity, SR 23, @ will - Alter self, Blur, Cat's grace, Darkness, Desecrate, Detect good, Detect Magic, Entangle, Mirror Image, Plant growth, Protection from Good, Snare, Telekinesis, Teleport without error, undetectable Alignment, 3/day - Polymorph Self, Unhallow, Unholy Blight, 1/day - Command Plants, Contagion, Heal, Wall of thorns Wyste (MMII) - Special Abilities: Bite, Improved grab, Acid Immunity, Blindsight 120 ft. Kaorti (FF) - Special Abilities: Vile Transformation, Material Vulnerability, Outsider Traits, Poison Immunity, 1/day - Alter self, Color Spray, Feather Fall, Ray of Enfeeblement, Reduce, Spider climb Odopi (MM3) - Special Abilities: Improved grab, Swallow Whole, Throw stones, Trample, All-around vision, DR 10/good & magic, Darkvision 60 ft., Fast healing 7, Resistance to cold & fire 10, Scent, SR 22, @ will - Feather fall, 1/day - True seeing Shrieking Terror (MM3) - Special Abilities: Kiss, Poison, Pounce, Shriek, Darkvision 60 ft., Fast healing 5 Voidmind creatures (MM3) - Special Abilities: Cone of Slime, Constrict, Improved Grab, DR 5/magic, Immune to acid & Mind-affecting spells and abilities and ability damage and ability drain and energy drain, Mind flayer host, SR 10+HD, Sentient Tentacle Il planar shepard è una classe sbagliata.
  25. Si, è giusto. Il vostro master vorrà far tornare in piedi i vogstri pg sfruttando incantesimi come raise dead o resurrection dato che, per il vostro livello, due lanci di true resurrection sono fuori discussione.
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