lunes, 18 de abril de 2011

More Rules

Nuevas reglas se agregan a la jugada;

La primera es que sobre los archetypes de pathfinder, se permitira hacer deep lvl en las abilidades que uno quiera sustituir es decir creo a mi Fighter Core y hay una abilidad que da el Archetype del Fighter Two-Weapon Warrior a nivel 5 que es Twin Blades que quiero tomar pero las que estan antes no por que no me gutan y no van con mi build, se permitira hacerlo, a nivel 5 tomar el twin blade y perder weapon traning y a nivel 6 regresar a fighter core y asi contodos los archetypes que uno quiera.

NOTA: SI LA ABILIDAD REMOVIDA ES DIGAMOS ARMOR TAINING 1 Y A OTRO NIVEL GANO ARMOR TRAINING 2 ESTA SERA TOMADA COMO ARMOR TRAINING 1 Y ASI CON TODAS LAS CLASES QUE TENGAN ABILIDADES SIMILARES.

Lista de Razas disponibles de D&D http://chet.kindredcircle.org/doc/DnD3.5Index-Races.doc usen ese link todas las razas y templates que salen ahi estan disponibles, antes tomar una raza que no exista en patfinder hagan me saber para yo modificarla y pasarla a Pathfinder, todas las razas que tengan LA sera eliminado pero esto tambien causara que sus abilidades bajen drasticamente si es un LA muy alto, esto se hace con la opcion de variar las razas con las que jugamos y hace el juego mas versatil.

Regresan Los FLAWS, ya saben como funcionan al crear character pueden tomar maximo 2 a nivel 1 despues ya no es posible por medios no magicos (es decir Wish podria agregarme otro flaw o remover uno, pero tambien removeria el feat) estos son los flaws que permitire no mas...

Flaw Prerequisite ~ Effect
Aligned Devotion Ability to Spontaneously cast Cure Spells Healing has less effect on differing alignment
Arcane Conundrum Gnome, Cha 10+ May never use your spell-like abilities, -2 saving throw vs Illusions
Arcane Fatigue Ability to cast Arcane Spells Must make fortitude save after every spell cast or be fatigued
Arcane Parasites Ability to cast Arcane Spells Every Arcane Spell has a -1 to Save DC
Arcane Performer Ability to cast arcane spells without preparation, perform 1 rank In order to cast any spell, must succeed at a perform check
Beady Eyes Darkvision Have low-light vision instead, -2 search, spot
Beastly Wild Empathy Vulnerable to certain spells which affect animals
Bestail Instinct
-2 to hit with anything other than unarmed strikes or natural weapons
Blind Rage Rage Ability May not end rage voluntarily, must attack a creature every round, if able; if not able, must attack nearest breakable object.
Brash
-6 to Armor Class vs Attacks of Oppurtunity
Bravado
Don't gain any kind of dodge bonuses to your Armor Class
Cautious
Take twice as long to perform any skill which requires an action, -2 to initiative
Chivalrous Courtesy Good or Lawful Alignment -4 on all attack rolls to hit a creature you can tell is of opposite gender
City Slicker Survival as Class Skill -4 on Handle Animal, Knowledge(Nature) and Survival Checks
Claustrophobia
Become Shaken in enclosed spaces
Code of arms Good or Lawful Alignment -4 on attack rolls against enemy not armed with a melee weapon
Cold-Blooded
Automatically fail Fort Saves to overcome effects of high temperature, Fire effects deal +2 points of fire damage to you
Coward
Automatically fail saves against fear effects
Curious
-2 Listen and Spot, -2 Initiative
Divine Gestures Ability to cast divine spells Suffer a spell failure chance just like Arcane Spell Failure
Domain Devotion Access to domains Have access to only one of your deity's domains
Elven Pride of Arms Elven Blood -4 on attack rolls with anything other than a longsword, rapier or bow
Exhausting Rage Rage Ability When rage ends you become exhausted instead of fatigued
Feeble
-2 on all str, dex and con based checks
Foe Specialist Favored Enemy -1 on all attack rolls, bluff, sense motive, spot and survival checks made against creatures that are not your favored enemy
Fool Bardic Music Lose the inspire courage, inspire competence, inspire greatness, and inspire heroics bardic music abilities.
Forlorn Ability to call familiar Lose ability to call a familiar
Forlorn of Men
Become shaken id more than one humanoid is within 30 feet of you
Frail Immune System Constitution 11 or lower Whenever you fail a fortitude save you become fatigued
Frail
-1 hitpoint per per level
Free-Spirited Chaotic Alignment Weight of any carried gear is doubled for purpose of determining load, Armor check penalties are also doubled
Frivolous Performer Bardic Knowledge -10 on all Bardic Knowledge checks, except those relating to your perform skill
Fussy
Become Sickened after drinking any potion
Glory-Hound Base attack Bonus +1 -2 to AC during combat until you drop an opponent
Grudge Keeper
If damaged in combat you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm.
Gullible
-2 Saving throw vs Enchantment and Illusions, -4 Sense Motive
Half-Blood Outcast Half-Elf or Half-Orc Suffer -2 on all attack rolls, saving throws and skill checks when in sight of a full blood
Hatred Favored Enemy -4 to AC, Attack rolls and Skill Checks whenever you are in presence of a favored enemy and not fighting it
Haunted Ability to cast spells Noises surround you for no reason, -4 listen and move silently
Honor of the Duel Good or Lawful Alignment You must make a Will save (DC 10 + your level) to attack a creature in a square threatened by one of its other foes.
Honorable Challenge Good or Lawful Alignment -4 on attack rolls against any creature that has not explicitly challenged you or made an attack against you
Hot-Blooded
Automatically fail any fort saves against low temperature, +2 extra cold damage from cold effects
Implacable Base Attack Bonus +1 If you move out of Melee Combat, -2 on all attack rolls, skill checks and saving throws for 1 hour
Inattentive
-4 Listen, Spot
Individualist
-2 on all attack rolls with weapons that you have not personally create, and +1 Armor Check penalty with any armor you did not craft
Insomniac
Must succeed on a fortitude save to get a full night's rest.
Light Sensitivity Darkvision Become Dazzled in Bright sunlight
Lightweight Constitution 13 or lower, many not be Obese Half base weight, -4 penalty to resist bull rushes, grapples overruns and trips. No attack bonus when charge.
Living Faith Ability to turn or rebuke undead Lose the ability to turn or rebuke undead
Loner Ability to summon familiar or Animal Companion Lose ability to summon familiar or animal companion
Loudmouth
-4 penalty to diplomacy and move silently
Love of Nature
Must succeed on will save to attack animal, plant or vermin
Magical Fascination
-2 on attack rolls and skill checks when in sight of a visible magical effect with a duration
Magical Overlord Ability to cast spells Exchange one of your highest level spell slots for a lower level one
Material Devotion Access to Domains May only use spell trigger items that cast spells on your domain spell lists
Meager Fortitude
-3 Fort Saves
Metal Intolerance
Take one additional point of damage whenever struck by metal
Methodical Magical Methods Ability to cast spells You are considered flat-footed in any round you cast a spell
Meticulous Performer Bardic Music Initiating or maintaining bardic music is a full-round action
Mounted Warrior Ride 1 rank -2 to attack rolls when not mounted
Murky-Eyed
Additional miss chance when in Concealment
No Time For Book Learning
You are illiterate, and can never learn to read, plus -2 on all knowledge checks except knowledge (nature)
Noncombatant
-2 Melee attack Rolls
Obese Small size, Dex 13 or lower, May not be Lightweight Have double base weight, lose +1 size bonus to AC and attack, and the +4 hide bonus. Pay double for armor.
Pathetic
Reduce 1 Ability Score by 2
Phantom Sparks Ability to Cast Spells Spontaneously emit bursts of colored light, -4 penalty on hide and spot
Poor Reflexes
-3 Reflex Saves
Ponderous Spellcaster Ability to cast spells Casting times are doubled
Pride of Arms Proficiency in all Martial Weapons -4 Penalty on attack rolls with exotic or simple weapons, unarmed and touch attacks
Quarter Elf Half-Elf Not immune to sleep spells, don't have elven blood
Quick Burning Rage Rage ability Rage only lasts as long as your new con modifier
Restricted Sorcery Ability to cast spells without preperation Two schools of magic are your restricted schools
Shaky
-2 Ranged Attack Rolls
Short Attention Span
-2 on all skill checks to retry a failed check, can't take 20
Short of Breath Con 13 or lower Whenever you make a strength or constitution to run, climb, jump or swim, make fort save or be fatigued
Short Temper
If you suffer any damage during combat, make a will save or be enraged
Skulker
Must make a Will save or become shaken whenever a foe engages you in combat
Slow
Half Land Speed
Slow Healing Con 13 or lower Don't recover hp naturally
Slow to Anger Rage Ability Entering a rage is a full-round action
Solitary Paragon
-4 to attack rolls made against a foe you flank
Stubby Fingers Dwarf, Gnome or Halfling -4 on attack rolls with light or 1handed weapons, -4 to disable device, open lock, sleight of hand, and use rope checks.
Superstitious Inability to cast spells Whenever you see an item, effect or location obviously created by magic you become frightened.
Terrain Specialist Track, Wild Empathy Choose terrain as home terrain, take -2 on wild empathy checks in all other terrain, as well as to search and survival checks made to track.
Test Subject
Choose three magic schools, take -2 penalty to saving throws vs spells of those categories
Trivial Performer Bardic Music Save DC against your fascinate, suggestion abilities is halved and bardic music abilities benefits end when music ends.
Uncontrollable Rage Rage Ability Cannot enter rage voluntarily
Unreactive
-6 Initiative
Vulnerable
-1 Armor Class
Warrior of the Phalanx
-4 to attack rolls when not adjacent to an ally
Weak Will
-3 Will Saves
Weapon Bound Devotion to a Specific Deity Lose proficiency in all weapons except deity's favored
Wild Survival 1 rank Whenever entangled, pinned or bound, immediately become panicked.

FEATS DISPOBIBLES ADEMAS DE LOS DE PATHFINDER

Feat Name Prerequisite Effect
Adamantine Body (See Races of Eberron) : Armor bonus +8, DR 2/adamantine
Cold Iron Tracery Warforged " : Natural weapons are treated as cold iron; +1 bonus on Will saves against spell effects"
Construct Lock Warforged, base attack bonus +2 : +2 bonus on damage rolls, attacks can immobilize construct foes
Jaws of Death Warforged : Bite attack deals 1d6 damage
Improved Damage Reduction Warforged : Gain DR 1/adamantine or improve existing DR by 1
Improved Damage Reduction x2 Warforged : Gain DR 1/adamantine or improve existing DR by 1
Improved Damage Reduction x3 Warforged : Gain DR 1/adamantine or improve existing DR by 1
Improved Fortification Warforged, BAB +6 : Immunity to critical hits and sneak attacks
Improved Resiliency Warforged : Immune to nonlethal damage; no regeneration or fast healing
Ironwood Body Warforged, 1st level only : Armor bonus +3, DR 2/slashing
Mithral Body (See Races of Eberron) : Armor bonus +5
Mithral Fluidity Warforged, Mithral Body : Increase max Dexterity bonus by 1, reduce armor check penalties by 1
Mithral Fluidity x2 Warforged, Mithral Body : Increase max Dexterity bonus by 1, reduce armor check penalties by 1
Mithral Fluidity x3 Warforged, Mithral Body : Increase max Dexterity bonus by 1, reduce armor check penalties by 1
Psiforged Body Warforged, 1st level only. : Become Psiforged, gain 1 power point, and store power points in your body as if it were a cognizance crystal.
Second Slam Warforged, base attack bonus +6 : Gain second slam attack
Silver Tracery Warforged " : Natural weapons are treated as silvered; +1 bonus on Fortitude saves against spell effects"
Spiked Body Warforged : Body spikes deal piercing damage while grappling
Unarmored Body Warforged, 1st level only " : No armor bonus or fortification; able to wear armor; reduced chance of spell failure"
Ashbound Mark Ashbound, any true or aberrant dragonmark +2 on spell save DCs against creatures that cast arcane spells; +1 on attacks against such creatures
Bane of Argonnessen Any Siberys dragonmark Magic weapon you wield deals +2d6 damage to dragons and dragonblood creatures
Breath of Siberys Breath weapon class feature, any true dragonmark Your breath weapon deals extra damage
Cannith Forgecraft Craft (armorsmithing blacksmithing, or sculpting) 4 ranks, any Mark of Making Reroll a Craft check 1/week; reduce time and cost to repair constructs; repair more damage to warforged
Dragonmark Adept Any lesser true dragonmark Gain new lesser mark power, and use another that you already possess 1 additional time/day
Dragonmark Battlestrike Any true dragonmark Spend 1 action point to deal extra damage to dragonmarked foe
Dragonmark Mastery Any true dragonmark Spend 1 action point to use a dragonmark power as a swift or immediate action
Dragonmark Prodigy Any least true dragonmark Gain new least mark power, and use another that you already possess 1 additional time/day
Dragonmark Smite Ability to make a smite attack, any true dragonmark Spend 1 action point when you smite a foe to render it dazed, prone, or unconscious
Dragonmark Spellturning Any true dragonmark Spend 1 action point to turn a spell or spell-like ability back upon the original caster
Dragonmark Visionary Any greater true dragonmark Gain new greater mark power, and use another that you already possess 1 additional time/day
Dragonmarked Summoner Spell Focus (conjuration), any true dragonmark Creatures you summon gain a deflection bonus to AC
Dragon's Insight Least Dragonmark or Siberys Dragonmark : Expend 1 daily use of Dragonmark power for +4 Insight bonus of a skill; skill and duration determined by your Mark.
Eye of Medani Any Mark of Detection Reroll one Spot check 1/day; reduce miss chances
Feral Mark Any Mark of Handling Reroll a Handle Animal check 1/day; give one or more creatures +4 to Str and Dex
Gatekeeper’s Mark Gatekeeper Initiate, any true dragonmark +2 on save DCs against aberrations; spend 1 action point for +4 insight bonus on save against aberration’s attack
Grace of Ghallanda Any Mark of Hospitality Spend 1 action point to oppose attack roll with Diplomacy check
Healing Strike Any Mark of Healing Reroll Heal check 1/day; if you successfully attack a foe, spend 1 action point to heal yourself or an adjacent ally
Heart of Siberys Siberys Mark of Healing or Siberys Mark of Sentinel Stabilize dying character within 30 ft. as a swift action; transfer hit points to the stabilized character
Hunter’s Mark Favored enemy, any true dragonmark Favored enemy bonuses increase by 1
Improved Draconic Aura Draconic aura, any true dragonmark Spend 1 action point to increase bonus of draconic aura
Least Dragonmark Member of appropriate dragonmarked race and house You gain the least powers of a dragonmark.
Lesser Dragonmark Least Dragonmark You gain the lesser powers of a dragonmark.
Greater Dragonmark Lesser Dragonmark You gain the greater powers of a dragonmark.
Mark of the Dauntless Any true dragonmark You cannot be dazed or stunned; remove similar conditions afflicting others by touch
Mark of Deflection Any lesser, greater, or Siberys dragonmark Gain a deflection bonus to AC
Mark of Destiny Any Siberys dragonmark Spend 1 action point to gain bonus on attack rolls and weapon damage rolls equal to your heir of Siberys class level for 1 round
Mark of Purity Divine health or purity of body, any true dragonmark You cannot be sickened or nauseated; remove similar conditions afflicting others by touch
Mark of the Recovery Any true dragonmark When disabled or dying, expend a dragonmark power as an immediate action to heal yourself
Mark of Stars Any Siberys dragonmark You are never surprised or flat-footed; +2 to AC, Ref saves
Mark of Truth Any true dragonmark Deal +2d6 damage against creatures with aberrant dragonmarks
Mark of Twelve Moons Any true lesser, greater, or Siberys dragonmark Gain +1 inherent bonus to ability score, +10 bonus on Control Shape checks.
Mark of the Wilderness Warden Initiate, any true dragonmark Ignore movement penalties caused by difficult terrain
Master of Wards Any Mark of Warding Reroll a Search check 1/day; grant one or more creatures energy resistance 10
Orien Battle Stride Any Mark of Passage +4 bonus on checks to resist bull rush, overrun, and trip attempts; take 5-foot step when foe misses you with attack
Protective Mark Any true dragonmark Gain DR 5/magic; spend 1 action point to improve DR for 1 round
Quicken Dragonmark (least) Least Dragonmark Use Least Dragonmark abilities as a swift action.
Quicken Dragonmark (lesser) Quicken Dragonmark (Least), Least Dragonmark, Lesser Dragonmark Use Lesser Dragonmark abilities as a swift action.
Quicken Dragonmark (greater) Quicken Dragonmark (Least), Quicken Dragonmark (Lesser), Least Dragonmark, Lesser Dragonmark, Greater Dragonmark Use Greater Dragonmark abilities as a swift action.
Quill of Sivis Any Mark of Scribing Reroll a Decipher Script or Forgery check 1/day; +2 bonus on some Use Magic Device checks; you don’t trigger certain magic traps
Sentinel Stance Any Mark of Sentinel Reroll a Sense Motive check 1/day; allies adjacent to you gain bonus to AC and on Reflex saves
Shield of Denieth Least Mark of Sentinel or Siberys Mark of Sentinel : Expend 1 daily use of your Mark of Sentinel for a limited duration Dodge bonus to AC.
Shield of Siberys Any true dragonmark Sense aberrant dragonmarked creatures within 60 ft.; gain spell resistance against aberrant dragonmark powers
Storm’s Riposte Any Mark of Storm Spend 1 action point to attack a foe that has just attacked you, deal extra electricity or sonic damage
Stormrider Any Mark of Storm Reroll Balance check 1/day, take 10 on Balance checks when threatened or distracted; gain resistance to electricity and sonic
Swiftness of Orien Least Mark of Passage or Siberys Mark of Passage : Expend 1 daily use of your Mark of Passage for an enhancement bonus to speed for a duration dependant on your Mark.
Trap Warden Any Mark of Finding Reroll Search or Disable Device check 1/day; gain a bonus on Reflex saves and to AC against traps
Umbral Mark Any Mark of Shadow Reroll Hide check 1/day; chance to negate extra damage from a critical hit or sneak attack
Unlock Dragonmark Any least, lesser, or greater true dragonmark Spend 1 action point to use a different spell-like ability granted by your dragonmark

1 comentario:

Mario Rocket dijo...

Excelente, gracias por la lista, ojala y juguemso pronto