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El Legado de Gygax

Dudas sobre las reglas.

Cargando editor
29/12/2020, 09:23
Vadania

El veneno generalmente produce un daño de habilidad, y los daños de habilidad se apilan independientemente de la fuente. Así que si, sufres el efecto del veneno tantas veces como se aplique. Pasa algo similar con arañas por ejemplo, que si te pican diez veces, pues te toca sufrir las consecuencias otras tantas.

Totalmente de acuerdo.

Una criatura o arma que tenga veneno de contacto, y afecte a su enemigo con el, si le vuelve a impactar lo vuelve a envenenar? 

La criatura sí, porque produce más veneno (a menos que indique otra cosa la descripción), el arma no. Échale un ojo a la explicación de los venenos del SRD que pongo aquí abajo. 

Notas de juego

Poison

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw. The Fortitude save DC against a creature’s natural poison attack is equal to 10 + ½ poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.

Contact

Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.

Ingested

Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.

Inhaled

Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury

This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.

The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below.

Type

The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.

Initial Damage

The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.

Secondary Damage

The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throwUnconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.

Price

The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.

Perils Of Using Poison

A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon. A creature with a poison attack is immune to its own poison and the poison of others of its kind.

Poison Immunities

Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozesplants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

Table: Poisons

Poison Type Initial Damage Secondary Damage Price
  1. Permanent drain, not temporary damage.
Nitharit Contact DC 13 0 3d6 Con 650 gp
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con 300 gp
Malyss root paste Contact DC 16 1 Dex 2d4 Dex 500 gp
Terinav root Contact DC 16 1d6 Dex 2d6 Dex 750 gp
Black lotus extract Contact DC 20 3d6 Con 3d6 Con 4,500 gp
Dragon bile Contact DC 26 3d6 Str 0 1,500 gp
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int 180 gp
Arsenic Ingested DC 13 1 Con 1d8 Con 120 gp
Id moss Ingested DC 14 1d4 Int 2d6 Int 125 gp
Oil of taggit Ingested DC 15 0 Unconsciousness 90 gp
Lich dust Ingested DC 17 2d6 Str 1d6 Str 250 gp
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha1 1,000 gp
Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis 1,500 gp
Burnt othur fumes Inhaled DC 18 1 Con1 3d6 Con 2,100 gp
Black adder venom Injury DC 11 1d6 Con 1d6 Con 120 gp
Small centipede poison Injury DC 11 1d2 Dex 1d2 Dex 90 gp
Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp
Drow poison Injury DC 13 Unconsciousness Unconsciousness for 2d4 hours 75gp
Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp
Blue whinnis Injury DC 14 1 Con Unconsciousness 120 gp
Medium spider venom Injury DC 14 1d4 Str 1d4 Str 150 gp
Shadow essence Injury DC 17 1 Str1 2d6 Str 250 gp
Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp
Large scorpion venom Injury DC 18 1d6 Str 1d6 Str 200 gp
Giant wasp poison Injury DC 18 1d6 Dex 1d6 Dex 210 gp
Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp
Purple worm poison Injury DC 24 1d6 Str 2d6 Str

700 gp

Cargando editor
12/10/2021, 12:13
jilokasin31417

Un jugador, me a pedido que si le podia yo crear el pj, y usar para ello plantilla de vampiro, para crearse un PJ en mi partida de pathfinder, y tener niveles de kensai y como yo no suelo usar para mis partidas era por si alguien me puede decir si hago bien en ponerle: magus kensai nivel 5+ 2 plantilla de vampiro =7, ya que tienen nivel 7 en mi partida los jugadores . El link dice que se puede aplicar si tiene de base 5 dados de golpe; pero por 2 niveles, las mejoras de atributo y sobretodo la resistencia al daño de 10 me parece mucho, seria correcto lo que voy a hacer o lo estoy aplicando erroneamente?. Otra opcion es aplicarle el segundo link? 

https://www.d20pfsrd.com/bestiary/monster-listings...

https://www.d20pfsrd.com/extras/community-creation...

Cargando editor
12/10/2021, 13:05
Braderick

Básicamente, en d&d si el vampiro mata a una criatura de nivel 4 o menos, lo convierte en engendro vampírico. Si mata a una criatura de nivel 5 o más, lo convierte en vampiro. Así que lo lógico sería usar la clase de engendro vampírico (libris mortis) a esos niveles.

Como los links que pones son de pathfinder, ahí ya no sé, pero en especies salvajes (d&d 3.0) a los que tenían clases de monstruo no se le dejaba coger clase de personaje hasta completar su progresión como monstruo. Es decir, es vampire born, entiendo que has nacido vampiro, eres un vampire born de nivel 7, a nivel 9 podría coger su primer nivel de clase kensai. No se puede hacer al revés, no se puede ser un kensai de nivel 5 humano, y de pronto convertirte en vampire born, porque has nacido humano y no vampiro.

Cargando editor
22/08/2022, 22:04
Masca

A psicrystal’s characteristics depend on its master. Its Hit Dice are equal to its master’s Hit Dice (counting only levels in psion or wilder)

En D&D 3 y 3.5, todas las criaturas, sean PJs, PNJs o monstruos están creados mediante las mismas mecánicas, de modo que se les aplican las mismas reglas. Por tanto, si el psicristal tiene dados de golpe, debería obtener dotes al avanzar, de igual modo que el resto de criaturas.

Similar es la situación de los compañeros animales. En su caso, incluso se especifica que obtienen dotes normalmente.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Diferente caso es el de los familiares:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Los familiares no tienen más dados de golpe que los propios de una criatura de su tipo, pero pueden emplear los del lanzador de conjuros al que pertenecen de forma "virtual".

Los psicristales ganan dotes de acuerdo a las reglas. No tengo tan claro, sin embargo, que esa fuera la intención de los diseñadores. No debería ser en exceso problemático, aunque hay dotes que pueden ser particularmente potentes en un psicristal, como las diseñadas para usar rasgos de los diferentes subsistemas (dotes psiónicas, auras dracónicas, vestigios, maniobras del Libro de las 9 Espadas, incarnum...), porque suponen duplicar el número de dotes efectivas del psiónico.

Cargando editor
23/08/2022, 01:05
Garrulillo

No me suenan que los familiares ganen dote alguna. Obtienen habilidades especiales (algunas similares a dotes) conforme suben sus DGs que aumentan en consonancia con los de su amo. Ahora bien, el amo puede invertir sus dotes adquiridas en mejorar a su familiar. Hay dotes de familiar, sí. Pero son las invertidas por su propio amo para ello. El familiar no gana dotes cada 3 niveles como lo hace el amo en 3.5 (o los niveles impares en PF).

Notas de juego

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Master Class Level Natural Armor Adj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13
17th–18th +9 14
19th–20th +10 15

Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Cargando editor
23/08/2022, 10:43
Masca

Efectivamente, el familiar no gana dotes, como dije en mi anterior mensaje. Como resumen, porque entiendo por tu post que no quédo claro en ese mensaje:

Los compañeros animales ganan dotes normalmente, como queda especificado en el texto del rasgo.
Los familiares no incrementan sus dados de golpe reales originales, y por tanto no ganan dotes.
Los psicristales tienen tantos dados de golpe como sus maestros, y aunque no se indique en el texto, deberían ganar dotes en los niveles oportunos.

Yo soy el jugador del psicocristal,no busco nada rompedor, un aura de sentidos y alguna cosa de utilidad,crear una especie de radar, como tienen inteligencia pueden tener las dotes con las que cumplan los requisitos no?

El comentario no es por ti, sino general. La capacidad de un psicristal de obtener dotes no es baladí, y puede tener repercusiones en el juego.

 

Cargando editor
23/08/2022, 12:01
Braderick

Claro, candymamba. Todo bien. Es solo que las fichas de los jugadores tienen que ir enfocadas a ser exportables a otros másters en futuras posibles partidas, para darles continuidad. Por eso tienen que ser un poco más fieles a las reglas que una partida que yo pudiera hacer por mi cuenta. Todo lo que sea hacer que Piedrita vaya ganando protagonismo y ayude a enriquecer la partida está bien. Si las dotes sirven para personalizarla y la hacen distinta a otro psicocristal genérico, ganamos todos.

Gracias, Masca y Garrulillo.