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la-horda-de-la-mano-roja(2)

La Forja de los Heroes

Cargando editor
08/02/2011, 14:28
Director

No veo porque no.... adelante con ese equipo mágico; en un principio no había incluido el equipo del adventurers Vault simpelmente porque no lo tengo; pero si me lo describes de esa forma............... Aceptado!!

En cuanto al idioma, mucho goblinoide, mucho orco...........  cualquiera de los 2 está bien; aunque el que más se utiliza (por parte de los enemigos) es el dracónido

Cargando editor
08/02/2011, 14:32
Director

En términos muy generales uds se encuentran de camino a un pequeño poblado llamado Drellyns Ferry, para tomarlo como base, ya que han encontrado un mapa (en alguna aventura anterior) que detalla una fortaleza olvidada, donde pueden encontrar un gran tesoro...

En cuanto a la aventura anterior, se los dejo uds (por el momento), quizá un ogro que azotaba una pequeña vila y pedia tributo junto a sus subditos kobolds [el mapa puede ser de un aventuraro que murió en el intento de salvar a la poblacion], o quizá fueron contratados para desenmascarar un malvado noble y entre los documentos que adquirieron descubrieron un mapa de un tesoro, o un mago requiere una pieza del tesoro como componente especial y dejará que uds se queden con el resto del tesoro que encuentren....

Cualquier cosa está bien para mí.

Cargando editor
08/02/2011, 15:30
Arthurus

 ¿Y los rituales? ¿Es que nadie piensa en los rituales?

Cargando editor
08/02/2011, 15:38
Nalklyr

De hecho yo sí, como dije antes. La cosa es que al ver que tú tirarás por esa opción me he planteado coger a nivel 4 la dote de Alquimista y crear componentes alquímicos.

De hecho me gustaría pedirle al DM que si os "regala" rituales a vosotros tenga en consideración regalarme fórmulas a mí para mi siguiente dote :-P

 

Cargando editor
08/02/2011, 15:50
Nalklyr
Sólo para el director

El idioma voy a esperar para ver cómo hicimos la partida anterior ya que no veo muy lógico que hable dracónido.

Aunque lo he puesto abiertamente, quería plantearte la opción de coger en nivel 4 la dote Alquimista que permite hacer productos alquímicos en lugar de rituales. Te pego las reglas del Adventurer's Vault:

Cita:

The crafting of magic items is an expensive endeavor. For those unwilling or unable to devote the resources to crafting magic items, alchemy provides a powerful alternative. A ranger might use alchemy to craft a poultice that aids an ally’s healing. A rogue can create an alchemical chalk to destroy a lock beyond the limits of his Thievery skill. A cleric can use alchemy to make his or her weapons more potent against insubstantial creatures.

Magic is unnecessary to create alchemical items, but arcane ingredients are required. These items are rare and expensive, so alchemists commonly have adventuring backgrounds. Applying an alchemical substance or administering an alchemical item is a standard action. Imbibing an alchemical substance or drawing an alchemical item out of your pack is a minor action.

Using Alchemy

The process of creating alchemical items is similar to the process of casting rituals (see Chapter 10 of the Player’s Handbook). As with casting rituals, a character using alchemy must first take a special feat that allows them to understand and use alchemical formulas.

Alchemist

Heroic Tier

Benefit: You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill.

Special: If you receive the Ritual Caster feat as a class feature, you can take the Alchemist feat instead.

Gaining and Using

Alchemical Formulas

Alchemical formulas are like rituals; they are usually written down in a book or on a scroll. Unlike rituals, though, formulas are nonmagical and recorded with normal materials. As a result, alchemical formulas are generally less expensive than rituals. They also cannot be performed from a scroll like rituals. A character wishing to use a formula must buy the formula and learn it or else pay someone to teach it to him or her (the same market price).

Alchemical formulas have a cost and creation time that the character creating an alchemical item must spend. The components used in alchemical formulas are the same as those used for rituals (PH 300).

Notas de juego

 He cogido como equipo algunos productos alquímicos, luego te pego en mi ficha sus funcionalidades para que puedas revisarlos.

Cargando editor
08/02/2011, 16:14
Arthurus

 Yo estuve planteandome si irme por la rama de la alquimia, pero es que al invocador le regalan "Mano del destino" by the face.

Y es un ritual que me gusta :D

Cargando editor
08/02/2011, 16:40
Director

 

¿Y los rituales? ¿Es que nadie piensa en los rituales?

Bueno, ayer no pude revisar como lo había prometido, pero empecemos con 5 Rituales escogidos libremente de nivel 1, 2 ó 3.

Cargando editor
08/02/2011, 17:20
Arthurus

 Thanks :)

Enseguida me pongo a ello.

Cargando editor
08/02/2011, 18:15
Nalklyr

¿Aplicado también a la Alquimia?

Cargando editor
08/02/2011, 18:20
Director

Pero la alquimia no la coges a nivel 4??....

Cargando editor
08/02/2011, 18:19
Nalklyr
Sólo para el director

Repito y completo las reglas de Alquimia que no me deja modificar el post:

 

Cita:

The crafting of magic items is an expensive endeavor. For those unwilling or unable to devote the resources to crafting magic items, alchemy provides a powerful alternative. A ranger might use alchemy to craft a poultice that aids an ally’s healing. A rogue can create an alchemical chalk to destroy a lock beyond the limits of his Thievery skill. A cleric can use alchemy to make his or her weapons more potent against insubstantial creatures.

Magic is unnecessary to create alchemical items, but arcane ingredients are required. These items are rare and expensive, so alchemists commonly have adventuring backgrounds. Applying an alchemical substance or administering an alchemical item is a standard action. Imbibing an alchemical substance or drawing an alchemical item out of your pack is a minor action.

Using Alchemy

The process of creating alchemical items is similar to the process of casting rituals (see Chapter 10 of the Player’s Handbook). As with casting rituals, a character using alchemy must first take a special feat that allows them to understand and use alchemical formulas.

Alchemist

Heroic Tier

Benefit: You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill.

Special: If you receive the Ritual Caster feat as a class feature, you can take the Alchemist feat instead.

Gaining and Using

Alchemical Formulas

Alchemical formulas are like rituals; they are usually written down in a book or on a scroll. Unlike rituals, though, formulas are nonmagical and recorded with normal materials. As a result, alchemical formulas are generally less expensive than rituals. They also cannot be performed from a scroll like rituals. A character wishing to use a formula must buy the formula and learn it or else pay someone to teach it to him or her (the same market price).

Alchemical formulas have a cost and creation time that the character creating an alchemical item must spend. The components used in alchemical formulas are the same as those used for rituals (PH 300).

Category

Each alchemical formula has a category that defines the type of item it creates.

Oil: Oils are applied to items (typically weapons), granting them temporary properties or powers.

Volatile: An item of this type explodes or expands when shattered or broken, often dealing damage by the creation of a specific type of energy, such as acid, cold, fire, or lightning.

Curative: These items aid in healing or in overcoming adverse and debilitating effects.

Poison: A poison is a toxin that hampers or harms a creature.

Other: Some items create miscellaneous effects that don’t fall into the other alchemical categories.

Modifications

Some alchemical items can be modified to change some aspect of the item’s function, such as turning an item that is normally thrown into ammunition. Changing an item’s function typically increases the item’s level and cost.

Consumable

Like potions and elixirs, alchemical items are consumable items. They contain one-time powers that are expended when you use them, rendering the items inert or destroying them.

Ahora te pongo los que me he cogido "comprados", no como fórmulas. Todos comprados al nivel más bajo posible.

Antivenom:

Level: 1
Category: Curative
Time: 15 minutes
Component Cost: See below
Market Price: 70 gp
Key Skill: Heal or Nature (no check)
Antivenom is contained in a small vial. Consuming the liquid provides additional resistance against poison.
Antivenom Level 1+
This thick tonic can help counter the effects of most poisons.
Lvl 1 20 gp Lvl 21 9,000 gp
Lvl 11 350 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
Level 11: Poisons of 20th level or lower.
Level 21: Poisons of 30th level or lower.

Clearsense Powder:

Level: 1
Category: Curative
Time: 30 minutes
Component Cost: See below
Market Price: 80 gp
Key Skill: Heal or Nature (no check)
This white powder is usually kept in a small vial that can be placed under a subject’s nose. When inhaled, the powder can remove the blinded or deafened conditions.
Clearsense Powder Level 1+
This fine, silvery powder can restore lost senses.
Lvl 1 20 gp Lvl 16 1,800 gp
Lvl 6 75 gp Lvl 21 9,000 gp
Lvl 11 350 gp Lvl 26 45,000 gp
Alchemical Item
Power (Consumable): Minor Action. You or an adjacent ally can make a saving throw against a blinded or deafened condition that a save can end. The source of the condition must be 5th level or lower.
Level 6: 10th level or lower.
Level 11: 15th level or lower.
Level 16: 20th level or lower.
Level 21: 25th level or lower.
Level 26: 30th level or lower.

Clearwater Solution:

Level: 1
Category: Other
Time: 30 minutes
Component Cost: See below
Market Price: 100 gp
Key Skill: Arcana, Nature, or Religion (no check)
Clearwater solution makes stagnant water drinkable and cleanses even the deadliest liquids.
Clearwater Solution Level 1
This small glob of white jelly purifies even the most toxic liquids, from poisons to dwarven spirits.
Alchemical Item 20 gp
Power (Consumable): Minor Action. Apply clearwater solution to a volume of liquid filling a cube 1 square on a side (5 feet by 5 feet by 5 feet; approximately 935 gallons). The solution removes any poison or disease present in the liquid after 1 minute. Clearwater solution cannot remove poison or disease from water already in a creature’s system, and it has no adverse effect on creatures with the aquatic or water keyword. If it’s applied to a volume of liquid larger than the amount specified above, the clearwater solution has no effect.

 

Cargando editor
08/02/2011, 18:28
Nalklyr

Si, lo que digo es si puedo tener un libro con esas 5 fórmulas que me permita crearlas cuando coja la dote. Sería como una especia de libro de estudio :-P

Cargando editor
08/02/2011, 18:38
Director

Bueno, lo que pasa es que rituales hay muchos, por eso elegir 5 no es gran cosa... en cambio con la alquimía es otro cuento, elegir 5 significaría elegir casi todas las opciones disponible.

Voy a permitir que tengas fórmulas de alquimia en tu libro pero sólamnete 3.

Cargando editor
08/02/2011, 18:48
Nalklyr
Sólo para el director

Me parece perfecto, incluso si quieres que me espera a nivel 4 y que coja la dote sin problemas :-)

Cargando editor
08/02/2011, 19:39
Director

He visto por encima y he notado que ya todos tienen colgada la hoja de personaje =), pero aún no las he revisado; alguien falta por algo?, más dudas? alguna ayuda que requieran?........

A propósito, a nadie le he visto la historia de su personaje, quizás eso pueda esperar un poco, pero no vayan a quedarse sin ella.

Cargando editor
08/02/2011, 20:27
Terios

la historia de mi personaje trataré de ternerla lista para mañana ^^

Cargando editor
08/02/2011, 21:04
Shamash

Para la historia, necesitamos saber algo sobre la partida para enfocarlo.

Cargando editor
09/02/2011, 11:52
Terios

Creo que la introducción de la partida puede darnos algunas pistas de la historia. Una horda de hobgoblins o bichejos de esos que pretenden invadir las tierras en las que estamos nosotros XD

Por mi parte ya tengo terminada la historia. Faltaria completarla con la aventura inicial que vivimos juntos, la que dio pie a que llegaramos al pueblo de Drellyns Ferry...

Cargando editor
09/02/2011, 12:09
Arthurus

 Yo tambien tengo pendiente la historia

Por cierto, no dispongo ni del manual de Dark sun, ni del manual del jugador 3. Asi que si alguien que los tenga cree que hay algun ritual que nos pueda ser de utilidad... Es el momento de hablar XD

Cargando editor
09/02/2011, 13:12
Nalklyr

CREATE PRIMAL. ELEMENT:

The primal spirits infuse the element before you, making it harmful to unnatural creatures.

Level: 2
Category: Creation
Time: 10 minutes
Duration: 24 hours
Component Cost: See primal element below
Market Price: 100 gp
Key Skill: Arcana or Nature (no check)
You infuse primal energy into a small container of earth, air, or blood. The component cost is based on the level of the primal element you create, which can be up to your level. A primal element sheds light as a candle.

Primal Element Level 2
Creatures not of this world suffer the sting of this primal essence.

Lvl 2      25
Lvl 7    100
Lvl 12  500
Lvl 17  2600
Lvl 22  13000
Lvl 27  65000

Aichemical Item
Power (Consumable): Standard Action. Make the following attack against an aberrant, an elemental, a fey, an immortal, or an undead creature: Ranged 3/6; +5 vs. Reflex; 1 d8 damage, and the target doesn’t benefit from resistances until the end of your next turn.
Level 7: +1 0 vs. Reflex; 1 d8 damage.
Level 12: +1 5 vs. Reflex; 2d8 damage.
Level 17: +20 vs. Reflex; 2d8 damage.
Level 22: +25 vs. Reflex; 3d8 damage.
Level 27: +30 vs. Reflex; 3d8 damage.

 

CREATE TREE OF LIFE:

Channeling primalforces into a sapling, you produce a magn~ficent tree injust a short time.
Level: 25
Category: Creation
Time: 1 hour
Duration: Instantaneous
Component Cost: 25,000 gp
Market Price: 200,000 gp
Key Skill: Nature (no check)
You empower a sapling with the mighty primal forces that remain on Athas, transforming it into a tree of life (see the Dark Sun Creature Catalog).
 

LAND WARD:

You channel spiritual energy into the area, protecting it against defilers.
Level: 11
Category: Warding
Time: 1 hour
Duration: 24 hours
Component Cost: 500 gp, plus 2 healing surges
Market Price: 2,600 gp
Key Skill: Nature
You ward the land in a 30-square-by-30 square area, up to 30 squares high. Creatures that attempt to use a power associated with defiling (one that has defile, defiling, or defiler in the name) within the warded area must succeed on an Arcana check against a DC equal to the result of the Nature check you make when performing this ritual. A creature that fails this check spends the action necessary to use the power but does not expend the power. 
At the end of the ward’s duration, you can spend a healing surge to extend the ward for an additional 24 hours, even if you are not near the ward’s area. If the ritual’s effect is sustained in this way without interruption for a year and a day, the effect becomes permanent.
 

REVITALIZE:

You infuse the land with primal energy, healing it.
Level: 15
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 3,000 gp
Market Price: 8,000 gp
Key Skill: Nature
You transform an area of defiled terrain (see Dark Sun Creature Catalog, page 134) into normal terrain. The size of the area you transform is determined by the result of your Nature check.

Nature Check Result Area Transformed
14 or lower               Close burst 1
15-22                        Close burst 2
23-30                        Close burst 5
31 or higher              Close burst 10

 

SILT WALK:

You tread lightly across even thefinest silt without danger of sinking.
Level: 12
Category: Exploration
Time: 10 minutes
Duration: 1 hour
Component Cost: 500 gp
Market Price: 2,600 gp
Key Skill: Nature (no check)
You and up to six of your allies can move on silt as if it were solid ground. Any creature affected by this ritual can end the effect on itself as a free action.
 
 

Notas de juego

Estos son los de Dark Sun, el MdJ3 no trae rituales