Mostrar mensagens com a etiqueta DM Concepts. Mostrar todas as mensagens
Mostrar mensagens com a etiqueta DM Concepts. Mostrar todas as mensagens

18 de abril de 2009

Hunter

Source of Power: Martial Only

Trained by other hunters from childhood, the Hunter studied the weakness of a specific race.

Armor Proficiencies: Hide

XP Bonus:

  • +2 to Bow attack
  • +2 to Perception, Stealth, Nature and Heal
  • +1 to Dodge

Abilities:

Bulls eye: When using the Take Aim Offensive Action you can threaten a critical hit with a 18,19 or 20

Favored Enemy: Choose one of the following races:

  Humans, Elves, Goblin, Viashinho, Vedalken, Half-Humans, Ogres, Centaur, Dryads, Undead, Minotaur, Demon, Giants, Teratogens. Beasts, Faerie, Human.

You have a +2 bonus to attack and your bulls eye ability can also threaten a critical hit on a 17 against your favored enemy.

When using the retreat defensive option , if you successfully avoided the attack from your attacker you don't provoke attacks of opportunity from him when making a ranged attack.

17 de abril de 2009

Necromancer

Source of Power: Magic Only

One who has learned to draw power from the blood sacrifice and communion with death, the Necromancer uses black magic to cast curses and raise undead minions.

Armor Proficiencies: Leather

XP Bonus:

  • +1 Staves attack
  • +2 Will save
  • +2 Strain Limit
  • Arcana is trained

Abilities:

Blood Cast: Whenever you cast a black spell you may pay its strain cost with your own life force. For spells that cost 2 or less, the conversion factor is one, or two if the spell cost more that 2.

Blood Power: As a minor action, sacrifice two hit points and the next black spell you cast until the end of your turn deals an extra 1 point of damage to your target(s).

Steel Bones: Undead creatures you summon gain DR 3/bludgeoning.

Specialized Color: Black and any other color(the secondary color will help to create different strategies to play this concept)

Spellcasting Attribute: Any Mental(The chosen score can define the style of play)

Spells: 
Summon Carrion Feeder and the like.
Corruption fits like a glove.

Arcane Dervish

Source of Power: Martial and Magic

Bolstered by arcane powers, these warriors reap the benefits of multiple Enchantments. With a sharpened scythe, the Dervish can unleash a whirlwind of destruction.

Armor Proficiencies: Cloth

XP Bonus:

  • +1 Polearms attack
  • +1 Scythe attack
  • +2 Dodge defense

Abilities: 

Concentration: You can maintain enchantments more easily than others. You have a concentration pool equal to Spellcasting Attribute. You can maintain more than one enchantment that requires a minor action, for each enchantment maintained that way 1 point is deduced from the pool. The same is valid for enchantments that requires more that a minor action to maintain except as noted in the followed table:

Action - Cost(per enchantment maintained)
      Move - 2
Standard - 3

You can also extend the duration of the enchantment by 1 round using a minor action, this also taxes your pool using the same principles described above.

Touched by Magic: When casting an enchantment spell, roll d20, on a 20 you may cast another enchantment as an immediate action.

Specialized Color: Blue or White Recommended

Spellcasting Attribute: Wisdom or Charisma

Spells: Almost only Enchantments. Mostly ones that helps coping with the lack of defense and damage resistance.

Shieldlocker

Source of Power: Martial Only

The Shieldlocker is an expert using the Shield and forming formidable defences when teaming with other Shieldlockers. When the right moment comes, he charges at the enemy wielding its shield as a weapon.

Armor Proficiencies: Chain, Heavy Shield

XP Bonuses:

  • +2 Block defence
  • +2 Attack with Spears and Thrown Weapons
  • +2 to Shield Bash DC
  • +2 to Athletics and Endurance

Melee Abilities:

Shieldlock:

  • Simple: Using a Standard Action, you position yourself in a fully defensive stance. The shield grant partial cover(20%) and a +2 bonus to your Block defence. This last until the beginning of your next turn.
  • Combined: You and another Shieldlocker may ready a standard action to use Shieldlock together, creating some sort of barrier. The barrier grants partial cover(20%) and a +2 bonus to Block defence for each participant. This last until the beginning of your next turn.

While in a shieldlock the only Defensive Options you can use is Block.

Shieldbash: When charging you may choose to use your shield for the attack. Your target, can't use a defensive action, but can choose to avoid your bash, doing so requires a sucessful reflex save DC 10+ Your Charge Attack Bonus. Failing the Reflex Save you deal 1d4+1 bludgeoning damage, and the target rolls a endurance check versus your athletic check, if you win, the target fall prone in his space, if your target win by 5 or more you fall prone.

Notas: Como dá para reparar, este Concept é muito defensivo, funciona melhor em equipa, e se alguns elementos forem shieldlockers é que atinge o potencial maximo. Não sei se é um Concept bom para sacar ideias, pois geralmente os PCs são todos muito diferentes uns dos outros.

Hell-Kite

Source of Power: Martial Only

The Hell-kite is a very fierce fighter who fights with double-weapons, or an Axe and Light Shield.

Armor Proficiencies: Chain, Light Shield

XP Bonus:

  • +1 HP
  • +1 Block
  • +2 Attack with Axes and Double Weapons
  • +2 Endurance, Athletics and Intimidate

Melee Abilities

Power Strike: You shift your weight for the attack granting it greater momentum, but this makes you less able to defend yourself. You add twice your strength modifier to the damage, suffer the same value as a penalty to your defense value, and grant combat advantage.

Whirlwind Attack: You make one attack roll against every creature adjacent to you, each creature choose a defensive action separately. This attack uses a standard and move action. You roll only one time for damage and you add only half strength bonus to the damage.

Notas sobre este conceito:

Notem que o conceito especifica que o estilo de combate usa um machado E escudo OU uma double weapon. Um Player mais "atrevido" quando vé estes stats, poderia dizer " E que fixe, tenho proficiencia com Axe, logo posso fazer whirlwind attack com um GREAT AXE, que bom!". Não se esquecam daquilo que definiram no inicio para o vosso Concept.

O Whirlwind attack pode parecer poderoso, mas não se esqueçam que se os oponentes tiverem o cuidado de não acabar adjacentes, quando isso for possível, este ataque não podera ser usado. E quando o Hell-kite se defende com retreat, depois não poderá usar esta habilidade.

Pensem neste tipo de coisas quando criarem as vossas habilidades.

NPC Concepts

O pessoal pediu-me se era possível partilhar os Concepts que criei para os meus NPCs.

Devo primeiro lembrar que estes Concepts estão obviamente mais orientados para combate, e praticamente sem opções de roleplay. No entanto podem tirar ideias, desde que encaixe no vosso conceito, lembrem-se não da para pegar nos Concept todos e fazer um com um pedaço de cada um.

Vou colocar os Concepts a medida que escrevo um bocado de texto sobre cada um pois senão são só stats.