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 31 
 inserito:: Novembre 29, 2023, 10:02:21 am 
Aperta da Jarlaxle - Ultimo messaggio da Jarlaxle
NOME PERSONAGGIO

Soprannome: ?...?
Razza: ?...?
Occupazione: ?...?
Provenienza: ?...?
Residenza: ?...?
Carattere: ?...?
Occhi: ?...?
Pelle: ?...?
Capelli: ?...?
Altezza e Peso: ?...?
Divinità: ?...?
Data di Nascita/Età: ?/?/1?...? - ?? anni
Segno zodiacale: ?...?
MBTI type: ?...?
Allineamento: ?...?

...Inserire background...


TRAITS
...sezione per il master...

DRAWBACK
...sezione per il master...

FEAT BONUS DEL MASTER
...sezione per il master...


 32 
 inserito:: Novembre 29, 2023, 09:59:17 am 
Aperta da Jarlaxle - Ultimo messaggio da Jarlaxle
Buongiorno a tutti, in questa sezione per favore postate i background dei personaggi una volta che saranno bene o male concordati, un post per personaggio.
Sotto i background metterò per ciascuno i traits che ciascuno ha acquisto da quel background.  Cheesy

In coda a questo post metterò il format così che lo possiate copiare ed usare.

Ricordate che valgono le HOUSE RULE nella sezione di campagna quindi leggetevele...

Anche le RAZZE sono modificate, nella media posto quelle che scegliete come sono cambiate con il tag come quello usato per la razza del mezzosatiro di Valerio [RAZZA] Piper (mezzo-satiro).


 33 
 inserito:: Novembre 27, 2023, 02:12:26 pm 
Aperta da Jarlaxle - Ultimo messaggio da Jarlaxle
PIPER
Clicca per vedere in grandezza originale
Pipers are a fairly common halfbreed that does well in the world. The children of elves (or humans) druids and satyrs, pipers inherit power over music, an affinity for the natural world and a certain carefree attitude from their fey heritage, which is counterbalanced by the stability and focus of their more mortal blood. Pipers seek out the company of others and walk through mortal societies as vibrant, joyful souls that brighten the world around them

Appearance
Pipers look mostly human or elven, with small horns that protrude from their forehead and a slight curve to their pointed ears. Pipers may or may not have cloven hooves instead of feet.
In terms of dress, pipers tend to favor light, unrestricting clothing and armor and tend to dress to attract and allure, or to enhance performances if the piper intends on playing for others. Pipers tend to either dress in bright, flashy colors or in natural ones that help them blend into the woodlands.
Pipers tend towards small, tasteful pieces of jewelry rather than bangles or thick necklaces, mostly so that they don’t snag on things in the event that a swift escape needs to be made.

Demeanor
Pipers can be stereotyped by others as being a race of fun-loving swindlers, not necessarily without cause. Pipers do inherit a carefree joy from their fey parentage, and their charm and vibrancy draws lovers and rubes to them with equal ease. Not every piper actually takes advantage of that, though, especially since they are typically raised by their mortal parent with almost no influence from the satyr who sired (or birthed) them. Many pipers learn responsibility and stability from the mortal societies that raise them and know that there’s a time and place to cut loose and a time to be a lot more serious about matters. Piper emotions, for better or worse, are extremely intense. That passion can inspire others, but it also means that pipers suffering from grief, loss, and fury know pain that others sometimes have trouble understanding.

Pipers tend to fall into one of two categories, romantically. Some take after their satyr parent and take many casual lovers that they feel no real attachment to. Others, especially those whose mortal parent had their heart broken by a satyr’s lies, are cautious about love and deal only in firmly committed relationships. Piper friendships are fierce, and a piper may be the heart and soul of her group of friends. Some handle the pressure of the role better than others.

Backgrounds
The overwhelming majority of pipers are raised by single parents or, at the very least, with the knowledge that they are the product of a one-night stand or even infidelity. They may grow up with stigma for being an “illegitimate” child, or their native culture may not care. In either event, pipers grow into fierce emotions, joy, and music early in their lives—blessings and curses from their fey blood. Even those pipers who grow up facing discrimination about their origins gather admirers easily, sometimes to the frustration of parents and elders.

Eventually, pipers leave home. They are seemingly incapable of settling down in one place for too long, and even though some —perhaps most—try to make a stable life for themselves where they are born, they inevitably leave, looking for something they never really find. Pipers pick up a smattering of skills and professions during their wanderings, mostly becoming good at a little bit of everything, and never have trouble working for a hot meal and a roof over their head. For many pipers, these mundane concerns help keep them grounded in the real world and remember why they aren’t supposed to use and abuse people. Some need the reminder much more than others.

Adventures
Many pipers end up as adventurers, either part-time (when they feel like a job is easy, or the mood strikes them) or full time, attached to paramilitary companies or chartered adventuring parties. The vast and overwhelming majority of pipers become bards, with druids, rangers, and oracles taking up the minority of their adventuring skill set. Pipers understand that adventuring is a serious job, but they get fed up pretty quickly with people who think that just because something is serious it can’t also be fun, and also tend to get irritated with stealth -oriented teammates who insist they be quiet or still their music. Pipers tend not to like dour races like dwarves and orcs, and keep the company of halflings, gnomes, elves, and humans instead.

RACIAL TRAITS

Ability Score Adjustments
  • +2 Dexterity, +2 Charisma, -2 Strength: Pipers are quick and likable, but weaker than they look (N.d.Master: nonsense visto che bestie sono i satiri).
Size
  • Medium: Pipers are Medium creatures and thus have no bonuses or penalties due to their size.
Type
  • Humanoid (feyblood): Pipers are humanoids with the feyblood subtype.

  • Humanoid Heritage: At first level a piper must choose from the elf or human subtype. They gain the chosen subtype in addition to any other subtypes they possess.
Other Racial Traits
  • Speed: Pipers have a base speed of 30 feet.

  • Forest Slip (Ex): A piper may move through any sort of undergrowth at her normal speed and without taking damage or suffering any other impairment. Terrain magically manipulated to impede motion, however, still affect her. Pipers also gain a +2 racial bonus on Stealth checks in forests.

  • Pipes of Panic (Sp): A piper able to make music can cause a number of things to happen. They gain the following as spell -like abilities usable once per day each, at a caster level equal to their character level: charm person, sleep, and cause fear. The piper may not use these spell-like abilities if it cannot make sound (such as within the area of a silence spell).

  • Musical Composition (Ex): Pipers who cast spells make music rather than speaking the normal incantations of a spell’s verbal component; they increase the Spellcraft DC to identify spells they cast by 5 and gain a +1 bonus to the save DC of enchantment spells they cast.

  • Low-light vision (Ex): Pipers can see twice as far as humans in dim light.

  • Languages: Pipers begin play speaking Common and Sylvan. Pipers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
  • Forlarren Tainted (Sp): Some pipers resemble the blighted fey known as the forlarren. While these beings normally cannot have children their relation is attested to in the most obvious form; they lack the ability to weave magic through their pipes but can cast heat metal and hold animal as spell-like abilities up to once per day each. This replaces pipes of panick.

  • Satyr Aptitudes (Ex): Some pipers have a talent for the things a satyr is known for. They gain a +2 racial bonus on Perception, Perform, and Stealth and these are always treated as class skills. This racial trait replaces musical composition.

  • Satyrical Horns (Ex): Some pipers lack the musical tone of the satyr. These pipers are sometimes jokingly referred to as “bleaters” due to their normal voice. For whatever reason, these piper’s horns are always more forward facing, allowing them to be used as a weapon. The piper gains a gore attack that deals 1d6 damage. This replaces musical composition.

Favored Class Options
  • Alchemist: Add +10 minute to the duration of mutagens.
  • Barbarian: Add 1 to the total number of rage rounds per day. Can still use pipes of panick while raging.
  • Bard: Add +1/4 to the effective bard level for the bardic performance class feature.
  • Druid: +1/4 effective level of the nature bond class feature for animal companions.
  • Fighter: Add +1/6 to the fighter’s armor training modifier.
  • Gunslinger: Add +1/4 to the gunslinger’s grit points.
  • Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.
  • Ranger: Add +1/4 of a new favored terrain.
  • Rogue: Add a +1/2 racial bonus on Stealth checks in wooded terrain.
  • Sorcerer: Add +1/4 to sonic effects caused by spells the sorcerer cast.
  • Summoner: Add +1/4 evolution points.
  • Witch: Gain 1/6 of a new hex.

 34 
 inserito:: Novembre 27, 2023, 01:56:44 pm 
Aperta da Jarlaxle - Ultimo messaggio da Jarlaxle
Implementate:


 35 
 inserito:: Novembre 27, 2023, 01:56:00 pm 
Aperta da Jarlaxle - Ultimo messaggio da Jarlaxle
NON SO ANCORA QUALI DI QUESTE COSE LASCIO. HOLD IN LINE.

 36 
 inserito:: Gennaio 26, 2022, 04:22:56 pm 
Aperta da Jarlaxle - Ultimo messaggio da Jarlaxle
Drow Rifle
Advanced Firearm
Cost 6,500 gp Weight 12 lbs.
Damage 1d10 (con cartuccia standard); Critical x4; Range 80 ft.; Type B and P; Special —
Misfire double 1; Capacity 1
Category Two-Handed; Proficiency Exotic

Description
This improvement on the musket features a grooved barrel that imparts a twisting, spiral motion to the bullet as it exits, stabilizing it and preventing the end-over-end tumbling common to projectiles from simpler firearms. As a result, a drow rifle can fire significantly farther and with more accuracy than early long-bore firearms.

A drow rifle uses metal cartridges as ammunition. This is an advanced firearm.
This is considered a Masterwork weapon (+1 to atk).

Drow Revolver
Advanced Firearm
Cost 4,500 gp Weight 12 lbs.
Damage 1d8 (con cartuccia standard); Critical x4; Range 20 ft.; Type B and P; Special —
Misfire double 1; Capacity 6
Category One-Handed; Proficiency Exotic

Description
A revolver is a pistol with a revolving cylinder containing six chambers. Each chamber can hold a metal cartridge, and when one cartridge is shot, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing. A revolver uses metal cartridges as ammunition.


Firearm Rules
Firearms work differently from other ranged projectile weapons—they instead use the following rules.
  • Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.
    Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.
    All firearms are part of the same weapon group for the purposes of the fighter’s weapon training class feature.

  • Capacity: A firearm’s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.

  • Range and Penetration: Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range.
    • Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
    • Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.


  • Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat). The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.
    Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.
    • Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.
    • Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.


  • Misfires: If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.
    • Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
    • Advanced Firearms: Advanced firearms can misfire, but when they do, they only gain the broken condition. A further misfire does not cause advanced firearms to explode.


  • Ammunition: Firearm ammunition takes two forms: either black powder and shot (either bullets or pellets) or cartridges. Unlike other types of ammunition, firearm ammunition is destroyed when it is used, and has no chance of being retrieved on a miss. No part of a cartridge can be reused to create new cartridges. Firearm ammunition cannot be treated with poison, unless you are using a pitted bullet.

  • Concealing Firearms: Like light weapons and hand crossbows, one-handed firearms are easy to conceal on your person. Some smaller firearms (like the coat pistol) can grant bonuses to conceal a weapon on your person.

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