PDA

Visualizza versione completa : D&d 3.5



Kevin_il_bardo
09-06-2003, 18.53.27
Dungeons and dragons terza edizione Revised edition,
detta amichevolmente 3.5, è nata dalle lettere dai
consigli e dalle critiche che la wotc ha ricevuto, quindi
piuttosto che creare tonnellate e tonnelate di Errata
corrige hanno deciso di ristampare questa nuova
edizione dei 3 manuali, con nuove regole rivedute e
migliorate, nuova veste grafica e tantissimi prodotti
supportati(gia da adesso race of faerun e
unapproachable east sono stati creati sulle regole 3.5,
senza contare l'imminente campagna di Dragonlance
che finalmente vedrà luce con le nuove regole), ma
niente paura non sarete obbligati a ricomprare tutto
infatti la Wizards renderà disponibile online un
compendio(senza abbellimenti grafici si intende) con
tutte le regole che vi servono per giocare a questa nuova
versione.

La 25 tradurrà in italiano l'SRD, che contiene TUTTI e tre
i manuali base. L'SRD sarà online in inglese il giorno
dopo che usciranno i manuali, e sarà completamente
gratis. Appena potranno, spero con maggiore celerità,
tradurranno l'SRD della 3.5.
Questo vuol dire D&D gratis, online e libero per tutti.
Naturalmente in formato rtf

http://www.wizards.com/global/images/products_dndcore_175240000_lgpic.jpg
manuale del giocatore: 320 pagine, nuove regole di combattimento classi razze ed equipaggiamento riviste.

http://www.wizards.com/global/images/products_dndcore_177520000_lgpic.jpg
Manuale del Dm, nuove regole, nuovi oggetti magici tantissime Classi di prestigio.(come il teurgo mistico che è alla fine di questo post)

http://www.wizards.com/global/images/products_dndcore_177550000_lgpic.jpg
manuale dei mostri, revisione dettagliata dei mostri e dei "tipi" di mostri, nuovi talenti di mostro, e come utilizzare il mostro con un pg su quasi tutti i mostri.

Kevin_il_bardo
09-06-2003, 18.57.05
Ogni round di combattimento rappresenta 6 secondi di tempo reale, ogni azione che ragionevolmente una persona potrà fare in 6 secondi i pg la potranno fare in 1 round.

attacchi di opportunità:

Azioni di attacco
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Attack (aid another) No
Bull rush (attack) No
Escape a grapple No
Feint (see the Bluff skill) No
Ready (triggers an attack action) No
Make a dying character stable Yes
Attack a weapon Yes
Attack an object Maybe2
Total defense No
Use a skill that takes an attack action Usually

azioni di movimento

Move your speed Yes
Use a piece of equipment No
Climb (one-quarter speed) No
Climb, accelerated (one-half speed) No
Crawl No
Draw a weapon3 No
Holster a weapon Yes
Move a heavy object Yes
Open a door No
Pick up an object Yes
Reload a firearm with a Yes
box magazine or speed loader
Retrieve a stored object Yes
Stand up from prone, sitting, or kneeling No
Start/complete full-round action Varies
Swim No
Use a skill that takes a move action Usually

azioni di round completo

Bull rush (charge) No
Charge No
Coup de grace Yes
Full attack No
Overrun (charge) No
Run Yes
Withdraw No
Extinguish flames No
Use a skill that takes a full round Usually
Reload a firearm with an internal magazine Yes

azioni gratuite
Drop an object No
Drop to prone, sitting, or kneeling No
Speak No

varie

Disarm4 Yes
Grapple4 Yes
Load a weapon Yes
Trip an opponent4 No
Use a feat5 Varies

Tipi di azioni
ci saranno 4 tipi di azioni base: attacco, movimento, round completo e gratuite(notare non più parziali), un personaggio nello stesso round può effettuare un azione di attacco e una di movimento o due di movimentoaltrimenti un azione di round completo, inoltre potràcompiere tante azioni gratuite quanto il dm
ne concede. In alcune situazioni come un round di sorpresa il personaggio potrà fare solamente un azione di movimento o di attacco al contrario di quanto detto sopra.

Un azione di attacco permette al PG di fare qualcosa, il pg può fare un attacco o usare una abilità o un talento(sempre che l'abilità o il talento non richiedano un azione di round completo), o comunque azioni equivalenti, prima o dopo l'azione di attacco il pg può compiere un azione di movimento.Un azione di movimento permette al pg di muoversi alla sua velocità o fare un azione che occupa l'equivalente del tempo di movimento come scalare un pezzo di roccia liberare un arma incastrata etc. il pg potrannocomunque effettuare un azione di movimento al posto di una di attacco se vorranno.un azione di round completo utilizza tutte le risorse del personaggio per quel round, dopodichè(o prima o durante) il personaggio potra muoversi solamente per 1,5 metri, tuttavia alcune azioni di round completo non permetto no al personaggio di fare il movimento di 1,5m, il pg potrà cmque fare delle azioni gratuite.

le azioni gratuite consumano un tempo veramente breve nel round, e i loro effetti possono essere considerati minori, un pg potra effettuare tante azioni gratuite nel round quante il dm ne riterrà ragionevoli. lasciar cadere un arma, buttarsi a terra e parlare sono considerate azioni di gratuite.

Kevin_il_bardo
09-06-2003, 18.57.56
Le armi specifiche di razza saranno considerate per quella razza come armi da guerra e non esotiche. Ad esempio un urgosh nanico sarà considerato arma da guerra per i nani, il chè rende possibile per la classe utilizzarlo più facilmente ma impedisce di dare grossi vantaggi ad alcune classi(un guerriero nano avràautomaticamente la cpacità di usarla, mentre un chierico nano dovrà prendersi un talento specifico per farlo)

La classe preferita dello gnome è il bardo.

Molti oggetti avranno il peso differente che cambierà a seconda della taglia di chi li indossa.

Chiunque potrà usare scudi di ogni taglia con degli opportuni malus per le differenze di taglia per la quale
sono stati creati.

Non esistono più le abilità di classe esclusiva, alcune skill avranno bisogno di altre combinate per funzionare, ad esempio empatia animale avrà bisogno di alcuni gradi in diplomazia per avere effetto.

Nuovo talento: Creare costrutti.

Nuova condizione: Ammalato (-2 a tutti i tiri e ai danni)

Incantesimi riveduti

Harm
Necromancy
Level: CHR6, Destruction 6
Components: V,S
[snik]
Saving throw: will half
Harm infligge 10 danni dimezzabili con TS ogni livello
del lanciatore, massimo livello 15, non puo' ridurre gli HP del bersaglio sotto 1.

Hold *(person etc)
Ora hanno un TS ogni round per ripigliarsi dalla paralisi

Haste
Movimento aumentato di 9 metri.
+1 al tiro per colpire
+1 alla AC
+1 ai riflessi
Se il personaggio fa un'azione di attacco totale,
conferisce un attacco
in più.

Polymorph
Poly Other e' stato diviso in Polymorph e Baneful
Polymorph.
Polymorph
Trasforma la creatura toccata in un altra creatura del suo
tipo (oppure aberrazioni, fey, giganti, umanoidi, animali, draghi,
bestie magiche, umanoidi mostruosi, melme, piante, pappatacci), max 15 dadi vita, limita la taglia (ma non spiega come), conferisce ;le caratteristiche fisiche ma non le capacita' straordinarie, sovrannaturali o spell-like, dura 1
minuto a livello.

Baneful Polymorph
Trasforma il nemico in una rana o simili. Ha un +4 al TS se la nuova forma e' suscettibile all'ambiente, come quando siete
nel deserto e volete trasformare un orchetto in un tonno.
pelle di pietra DR 10/- adamantine Bull str 1 min/lvl
From a 25th lvl caster disinagrate does 40d6 on a failed
save, 5d6 if saved Slow--only a move or standared action move is at half speed and -1 to attack, AC, and reflex
also

Kevin_il_bardo
09-06-2003, 18.58.31
Cambiamenti accertati del bardo
- 6 punti abilita'/livello
- qualche nuovo effetto di Musica Bardica
- riduzione o eliminazione della % di errore lancio
incantesimi (forse solo con armature leggere)
-Vari cambiamenti negli spell tra cui l'esclusione del
dardo incantato, e un mutamento per l'ammaliamento e
divinazione


Cambiamenti del ranger
- 6 punti abilita'/livello
- dado vita d8
- il bonus del nemico prescelto sarà di +2, + un altro
nemico o l'incremento di un ulteriore +2 sul precendete
ogni 5 livelli
- empatia animale al primo livello
- talento in doppia arma o arco al 2° 6° e 11° livello
- Endurance al 3° livello
- Compagnio animale al 4° livello
- Camminare tra i rovi al 7° lvl
- Camminare nella foresta senza lasciare tracce(come i
druidi) all' 8° lvl
- Evasion al 9° lvl
- Camouflage al 13° (nascondersi su qualsiasi terreno
anche senza copertura o occultamento)
- Hide in plain sight al 17° livello
-vari cambiamenti in spell list come charme animal al 1° livello come incantesimo scelto, pelle coriacea al 2°. scurovisione al 3° e crescita animale al 4°


Cambiamenti barbaro

-3° livello:schivare prodigioso bonus contro trappole; incrementa ogni 3 livelli.
-7° livello:Riduzione del danno; incrementa ogni 3 livelli.
-11°livello:Ira Maggiore (+6 FOR e COS,+3 YS volontà, -2 alla CA)
-14° livello:Volontà Indomabile:il barbaro ottiene un bonus +4 ai TS Volontà contro gli ammaliamenti.
-17° livello:barbaro non più affaticato dopo l'ira.
-20° livello:Ira Suprema (+8,+8,+4,-2).

Kevin_il_bardo
09-06-2003, 18.59.12
The mystic theurge offers unparalleled magic diversity and outrageous spell advancement -- but at a deceptive price. You'll be able to cast nearly any spell in the Player's Handbook, and you have two sets of spell slots so you can cast spells all day long. But you face a choice every round -- am I casting as a cleric or a wizard? You'll find that while you're as good as a cleric or a wizard, you aren't as good as a cleric and a wizard.


Illustration by Matt Cavotta.

Mystic Theurge

Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.

Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost any spell in the Player's Handbook. While a mystic theurge doesn't have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, he makes up for this with versatility. Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight.

Because a mystic theurge casts both arcane and divine spells, all members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with druid/sorcerers more rare and druid/wizards almost unheard of.

Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda.

Hit Die: d4.

Requirements

To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills

The mystic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are features of the mystic theurge prestige class.

Weapon and Armor Proficiency: Mystic theurges gain no proficiency with any weapon or armor.

Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class and any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.

For example, a 3rd-level cleric/3rd-level wizard who takes a level in mystic theurge has the same access to spells as a 4th-level cleric and a 4th-level wizard. But she continues to turn undead as a 3rd-level cleric, and her wizard familiar won't gain any new abilities.

If a character had more than one arcane spellcasting class or more than one divine spellcasting class before she became a mystic theurge, she must decide to which class she adds each level of mystic theurge for the purpose of determining spells per day.

Table 6-14: The Mystic Theurge

Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Spells per Day
1st +0 +0 +0 +2 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
5th +2 +1 +1 +4 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
7th +3 +2 +2 +5 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
9th +4 +3 +3 +6 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
10th +5 +3 +3 +7 +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class

dedouz
09-06-2003, 19.14.49
WOW!


:clap: :clap: :clap:

rischiooo
09-06-2003, 20.07.59
complimenti a voi tutti...xò credevo che finalmente il ranger sarebbe stato con 1d10 e con caratteristiche migliori...vabbè.

Kevin_il_bardo
09-06-2003, 20.56.23
Originally posted by rischiooo
complimenti a voi tutti...xò credevo che finalmente il ranger sarebbe stato con 1d10 e con caratteristiche migliori...vabbè.

il ragner ora ha talmente tanti punti abilità da essere un segugio perfetto, abile per tutto quello che riguarda la foresta e un nemico mortale per il suo foe(nemico prescelto).

kakikoio
10-06-2003, 15.29.14
HAHAHHAHAAHAHAHAH CHE CAGATA MOSTRUOOOOSAAAAAAAAAAAAAAAAAAAAAAAAAA.............

Scusate ma non riuscivo proprio a trattenermi.....3.5 vampiri del menga...:(

arkanis
10-06-2003, 16.54.15
a me non dispiacciono affatto invece i cambiamenti che ho visto fin ora nella 3.5 ....
tralasciando ovviamente cmq il ruolo prettamente commerciale che ricopre l uscita della 3.5....

Kevin_il_bardo
10-06-2003, 21.04.49
ragazzi se volete contrastare il tipo di operazione semplicemente non comprate i manuali ma usate il materiale free di conversione/adattamento.

Kevin_il_bardo
11-06-2003, 14.55.41
Druids
Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier.

Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability.
Hit Die: d8.

Class Skills

The druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell).

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid's companion is completely typical for its kind except as noted in the sidebar on page 36. As a druid advances in level, the animal's power increases as shown on the table in the sidebar.

A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table in the sidebar to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3–8: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.