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El Legado de Gygax

Dudas sobre las reglas.

Cargando editor
18/08/2019, 15:50
Masca

En principio a todos pueden estar sujetos a RC. ¿A que conjuros no sería inmune?

No todos los conjuros están sujetos a RC. En cada uno tienes un apartado que indica si está sujeto a resistencia a conjuros, justo antes del texto descriptivo.

P.e.

Orb of Fire

(Spell Compendium, p. 151)

Conjuration (Creation) [Fire]
Level: Sorcerer 4, Wizard 4,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of fire
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No.
 

This spell functions like orb of acid, except that it deals fire damage. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.

He ahí un conjuro al que no es inmune el gólem.

Cargando editor
03/10/2019, 15:44
NoX

Yo entiendo que se podría permitir a discreción del narrador.

Me explico:

La variante dice:

"Aquellos pícaros que prefieren el entrenamiento marcial al sigilo y la astucia pueden obtener beneficios si escogen cuidadosamente sus peleas.

Obtienen: dotes adicionales (como los guerreros)

Pierden: Ataque furtivo."

Entiendo que al trasvasar un rasgo al otro (las dotes adicionales que sólo se pueden escoger de esa lista) tiene sentido trasvasar también las dotes a las que solo los guerreros pueden acceder y pueden seleccionar a través de esta lista. De la misma manera que un guerrero que tome la variante opuesta del mismo manual quedaría cualificado para las dotes que requieren ataque furtivo y lo mejoran, e incluso para clases de prestigio que requieren ataque furtivo. 

Por otro lado, cuando se abre esta lista a otras clases como el Caballero Arcano, se especifica que deben cumplir los prerrequisitos incluyendo los niveles de guerrero, y en este caso esa última puntualización no existe. 

Con los números en la mano ,tampoco es que estemos hablando de algo que vuelva al pícaro imparable. Tened en cuenta las competencias del pícaro y su Ataque base. Un pícaro de nivel 4 podría acceder a digamos "especialización con un arma", +2 al daño, y necesita competencia y soltura con el arma. Mecánicamente cambia +2d6 de daño por +1 al ataque y +2 al daño. Todo ello con un Ataque base de 3/4 en vez de 4/4 y un DG d6 en lugar de d10. Las competencias con armas son igualmente muy diferentes. 

Resumiendo: no creo que sea algo desequilibrado , el resultado no es superior a un pícaro ni a un guerrero y el manual no especifica a favor ni en contra. Queda a discreción del DM

Cargando editor
03/10/2019, 16:37
darofar

Vamos a la fuente, la variante dice esto:

Rogue
The rogue who favors martial training over stealth and cunning can profit if she chooses her fights carefully.
Gain: Bonus feats (as fighter).
Lose: Sneak attack.

En la clase de fighter existe esta entrada.

Bonus Feats:  At  1st  level,  a  fighter  gets  a  bonus  combat-oriented  feat  in  addition  to  the  feat  that  any  1st-level  character  gets  and  the  bonus  feat  granted  to  a  human  character.  The  fighter  gains an additional bonus feat at 2nd level and  every  two  fighter  levels  thereafter  (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must  be  drawn  from  the  feats  noted  as  fighter  bonus  feats  on  Table  5–1:  Feats  (page  90).  A  fighter  must  still  meet  all  prerequisites  for  a  bonus  feat,  including  ability  score  and  base  attack  bonus  minimums.  (See  Chapter  5:  Feats for descriptions of feats and their prerequisites.) These bonus feats are in addition to the feat that a character of any class  gets  from  advancing  levels  (see  Table  3–2:  Experience  and  Level-Dependent  Benefits,  page  22).  A  fighter  is  not  limited  to  the  list of fighter bonus feats when choosing these feats.

En mi opinión aunque la entrada del Unearthed Arcana es parca en palabras, supongo que por espacio, lo que quiere decir es que reemplazas la class feature sneak attack por la class feature bonus feats de fighter con todo su texto.

Asi que si dice que aún así debe cumplir todos los requisitos la respuesta es no.

 

Cargando editor
03/10/2019, 16:42
NoX

Pero es que el propio rasgo, al igual que las dotes, dan por supuesto que sólo un guerrero va a acceder a ello. El nivel es para que no pilles las más potentes de golpe y para obligar a seleccionar un cierto número de niveles de la clase que te proporciona el rasgo.

Lo que se comenta en este caso es sustituir el requisito "niveles de guerrero" por "niveles de pícaro".

No tiene sentido que una variante te dé acceso a un rasgo de manera incompleta sin especificarlo, y menos aún cuando en otros casos sí lo especifica. Sobretodo cuando cuesta mucho más con un ataque base más bajo llegar a los demás prerrequisitos.

Cargando editor
03/10/2019, 17:21
darofar

Solo tienes que mirar la diferencia en las clases Nox. Pon delante un guerrero con su class feature feats  de un rogue con la misma class feature y que ademas cuente como guerrero para cualquier requisito de guerrero (feats, clases de prestigio, etc...).

Las diferencias son en proficiencies, el dado de golpe vs un buen chorro de class features que el guerrero no tiene.

Fighter Rogue
Alignment

Any.

Hit Die

d10.

Class Skills

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level

(2 + Int modifier) ×4.

Skill Points at Each Additional Level

2 + Int modifier.

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Alignment

Any.

Hit Die

d6.

Class Skills

The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level

(8 + Int modifier) ×4.

Skill Points at Each Additional Level

8 + Int modifier.

 

Class Features

All of the following are class features of the rogue.

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities

On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)

Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery

The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex)

This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat

A rogue may gain a bonus feat in place of a special ability.