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Arcanos desenterradosARMAS LEGENDARIAS![]() En todos los casos, la clase de prestigio del vástago asociada con un Un arma en particular define cuál de sus habilidades es el portador elegibles para beneficiarse. Las descripciones de la muestra legendaria Más adelante en esta sección se detallan las habilidades específicas de cada arma. Por lo tanto, cada vástago es diferente, incluso con solo cuatro Variaciones de la clase de prestigio para elegir. VÁSTAGOSScions come in as many varieties as there are legendary items, but each one falls into one of four distinct groupings based on the intended wielder of the item. Each sample weapon described in this section is tied to one of the following prestige classes (and the weapon description immediately follows the prestige class description).Vástago de batalla: This prestige class is for the wielders of legendary weapons made for the hands of fighters, barbarians, rangers, monks, and the occasional paladin. Vástago de la fe: This prestige class is meant for characters who wield legendary weapons of divine power for clerics, druids, and paladins. Vástago de hechizos: This class is for characters who wield legendary weapons designed for use by arcane spellcasters, such as wizards, sorcerers, and sometimes bards. Vástago veloz: This class is for those who wield legendary weapons that make use of or improve the wielder’s stealth, speed, or dexterity (in the general sense). Rogues are excellent candidates for this class, as are bards, rangers, and the occasional monk. Reglas y restriccionesNone of the scion prestige classes grant a character any new weapon or armor proficiencies. Thus, it is entirely possible for a scion to be not proficient with his legendary weapon unless he independently takes the necessary weapon proficiency feat.Además de cumplir con los requisitos previos para la prestigio (que son dictados por las propias armas), una clase El personaje que desee adoptar una clase de vástago también debe cumplir con otras reglas y restricciones. Especialización de armas: A scion who does not meet the fighter level prerequisite for the Especialización de armas feat may still select that feat, but only for the type of weapon (such as martial or exotic) that his legendary weapon is. Un vástago que califique para el arma apropiada Hazaña de especialización normalmente (es decir, quién tiene todos los prerrequisitos para la proeza) puede seleccionar y aplicar la proeza a cualquier tipo de arma. Perder un arma legendaria: Legendary weapons should never become permanently lost, for fate has a way of bringing them back to their rightful wielders. On a more practical level, the loss of a legendary weapon means that the character who has invested levels in the associated prestige class is denied most of the class’s special abilities until the weapon is regained, because the abilities are specifically tied to the weapon. Thus, as the GM, you must try to ensure that the weapon and its wielder do not stay separated for long — unless, of course, the purpose of the adventure is to recover the weapon. In most cases, the weapon should turn up at the end of an encounter, or should be near enough at hand that the wielder need only make a reasonable effort to reclaim it. Destruyendo un legendario Arma: Each legendary weapon has its own hardness and hit points. Treat the item as if it had a greater hardness and more hit points based on its maximum possible enhancement bonus, even if the wielder has not yet qualified to benefit from that high a bonus. That said, under ordinary circumstances, legendary weapons do not break: Any attempt to sunder such an item automatically fails, and the weapon is treated as having immunity to all effects that could otherwise destroy it (such as a desintegrar spell, a dragon’s breath weapon, and so on). Si un atacante es lo suficientemente tonto como para intentar dividir un arma legendaria, los combatientes aún deben hacer que el oponente Sin embargo, las tiradas de ataque. Si el vástago gana, el vástago puede inflige daño inmediatamente al arma del atacante como si El vástago había iniciado el ataque. La única excepción a esta regla es si la persona que ataca al Arma legendaria es ella misma empuñando un arma legendaria. En este caso, el atacante puede infligir daño al arma del defensor si gana la tirada de ataque opuesto. Sin embargo, el defensor también inmediatamente hace su propio intento de despedazamiento contra el Arma legendaria del atacante. Si el defensor gana este segunda tirada opuesta, puede infligir daño a la incluso si su propia arma fue dañada o destruida por el atacante. Reparar un arma legendaria rota nunca debería ser fácil. Eso debería ser el resultado de una búsqueda épica, tal vez con la ayuda de otros planos, arduos rituales y peligrosos viajes. Obtención de Ganancias Adicionales Armas legendarias: If the wielder of a legendary weapon somehow gains another legendary weapon linked to the same scion prestige class, she may only use the weapon as would a character with no levels in the weapon’s associated prestige class, and she may not transfer the benefits of her scion levels to the new weapon. If she were to acquire a weapon linked to a different scion prestige class, she could begin advancing levels in the scion prestige class for that weapon, assuming that she meets the requirements. El nivel de compromiso que exige un arma legendaria Su portador no le permite dividir su atención entre dos o más armas de este tipo simultáneamente. Por lo tanto, el propietario de dos Armas legendarias debe elegir qué compromiso desea con cada nuevo nivel de personaje, en virtud de su prestigio Selección de clase. Ex-Vástagos: A wielder who no longer meets the prerequisites of his scion prestige class loses the ability to access the special abilities of his legendary weapon (as noted in the sample weapons below) that correspond to actual scion levels. He retains the basic features of the prestige class as given in its description (base attack bonus, base save bonuses, and even spellcaster levels, when appropriate), but the weapon supplies only the magical abilities it would grant to any wielder. Likewise, a scion who no longer possesses his legendary weapon (because of loss, destruction, theft, or some other reason) loses all the benefits that the weapon granted (though he still retains the basic features of the class). An ex-scion may not progress in the prestige class until he corrects the problem, either by once again meeting the requirements of the class or by regaining the weapon. Esta restricción no impide que un vástago tome niveles en otra clase, o de usar las habilidades ya adquiridas como vástago mientras lo hace. A menos que la nueva clase viole de alguna manera los requisitos previos del vástago (por ejemplo, al requerir un alineación), o la descripción del arma especifica las sanciones para avanzar en otra clase, entonces el único inconveniente para perseguir una clase diferente es que el vástago no está ganando nuevos poderes del arma. BATALLA PÚAA battle scion has earned the right to fight with a particular legendary weapon, either because the weapon is an ancestral heirloom or because he upholds the principles for which the weapon was originally created. While characters of any class can eventually qualify for the battle scion class, those who wield weapons professionally — fighters, barbarians, rangers, and paladins — are ideal candidates.No hay dos vástagos de batalla idénticos, en virtud de las armas que les dan acceso a esta clase de prestigio. Un vástago podría Empuña un arma de reliquia que le proporciona las habilidades necesario para mantener el honor de la familia. Otro podría ser el azote de un templo maligno, usando su legendaria espada para demostrar De hecho, el poder hace lo correcto. Otro más podría estar empuñando un hacha, un martillo o un bastón dedicado a su profesión, o a su raza, con habilidades que se basan en las fortalezas de la misma. A pesar de todos los poderes que le otorga su espada, un vástago de batalla no es terriblemente diferente de cualquier otro luchador, bárbaro, Ranger, o paladín que usa su parte del tesoro para mejorar su arma favorita de vez en cuando. Lo que realmente lo distingue es el hecho de que su arma lo conduzca hacia un destino, aunque solo sea dando forma a sus futuras opciones de ascenso. Golpear el dado: d10. RequisitosTo qualify to become a battle scion, a character must fulfill the criteria given in his particular weapon’s entry. (For an example, see Hoja Drakeblade, below.)Habilidades de claseThe battle scion’s class skills (and the key ability for each skill) are Ascensión (Str), Oficio (Int), Asa Animal (Cha), Intimidar (Cha), Saltar (Str), Montar (Dex), and Nadar (Str).Puntos de habilidad en cada nivel: 2 + Int modifier. Mesa: El Vástago de Batalla
Características de la claseThe following are class features of the battle scion prestige class. A legendary weapon associated with the class provides a unique set of additional special abilities, which are detailed in the weapon’s description. (For an example, see Hoja Drakeblade, below.) These abilities accrue in addition to those already noted in the Special column on Mesa: El Vástago de Batalla. However, because those abilities are functions of the weapon rather than the wielder, they are lost if the legendary weapon that granted them is lost. The features mentioned on Table: The Battle Scion are retained even if the weapon is lost.Hazañas de bonificación: At 1st level, a battle scion receives a bonus feat. Thereafter, he gains an additional bonus feat at 4th, 7th, and 10th level. These bonus feats must be drawn from the Bonificación de luchador hazaña list. A battle scion must still meet all prerequisites to take a bonus feat. Hoja DrakebladeReputedly carved from the fang of a great wyrm red dragon, the bastard sword known as Hoja Drakeblade has served many masters over the centuries, from bloodthirsty warlords to treasure-seeking adventurers. It is a legendary weapon that provides many benefits to its wielder, but most of the benefits apply only if the wielder has levels in the battle scion prestige class.Requisitos: Any character can wield Hoja Drakeblade as a +2 bastard sword and also gain the benefit of the bravery special ability described below. A battle scion who wields Hoja Drakeblade gains additional special abilities if the character fulfills the following criteria. Bonificación de ataque base: +9. Habilidades: Conocimiento (arcana) 6 ranks. Hazañas: Crítico mejorado (bastard sword), Voluntad de hierro. Atributos: Hoja Drakeblade has the following attributes. Dureza/Puntos de vida: 20/55. Nivel de lanzador: 15th. Valor: To any character other than a battle scion who meets the above requirements, Hoja Drakeblade appears to be worth as much as a Medium +2 bastard sword that grants the bravery special ability (market price 14,335 gp). Tabla: Habilidades Otorgado por Drakeblade
Habilidades especiales: Hoja Drakeblade provides a number of special abilities to its wielder, depending on the character’s class level in the battle scion prestige class. Habilidades iniciales: When first acquired, Hoja Drakeblade functions as a +2 bastard sword. Anyone who wields it, whether a battle scion or not, also benefits from the bravery ability (see below). Valentía (Ex): The wielder of Hoja Drakeblade has immunity to a dragon’s frightful presence ability. All allies within 30 feet of the wielder gain a +4 morale bonus on saves against the frightful presence of dragons. Bane (Dragones) (Sb): When wielded by a battle scion, Hoja Drakeblade gains the pesadilla (dragons) special ability. Its enhancement bonus is treated as 2 points higher when attacking a dragon, and it deals an extra 2d6 points of damage on a successful strike against a dragon. Resistencia a la energía (Sb): Once per day, when a battle scion of 2nd level or higher wielding Hoja Drakeblade is dealt at least 1 point of damage from any type of energy (acid, cold, electricity, fire, or sonic), the scion gains resistencia 10 to that form of energy for 1 hour thereafter (including against the damage that activated the ability). For example, if the scion were engulfed in a bola de fuego, la resistencia surten efecto inmediatamente, reduciendo el daño recibido por el Bola de fuego (y cualquier otra fuente de daño por fuego durante la próxima hora) por 10 puntos. Una vez que se determina el tipo de energía, no se puede cambiar por el uso actual de la habilidad. Si dos o más tipos de energía golpea al vástago simultáneamente, puede seleccionar el tipo de energía contra la cual protege su resistencia. Cuando un vástago de batalla alcanza el 5º nivel, la resistencia otorgada por esta habilidad aumenta a 20 puntos. En el 8º nivel, aumenta a 30 puntos. Presencia intimidatoria (Ej): A battle scion of 4th level or higher wielding Hoja Drakeblade may add his class level as a bonus on Intimidar checks made against dragons (or one-half his class level as a bonus on Intimidate checks made against nondragons). Bonificación por esquivar> (Ej): At 7th level and higher, a battle scion wielding Hoja Drakeblade gains a +2 dodge bonus to Armor Class against creatures at least two size categories larger than himself. Presencia espantosa (Ej): A battle scion of 9th level or higher wielding Hoja Drakeblade can unsettle foes with his mere presence. This ability takes effect automatically whenever the scion attacks or charges. Creatures within a radius of 60 feet are subject to the effect if they have fewer Hit Dice than the scion’s character level. A potentially affected creature that succeeds on a Will save (DC 10 + class level + scion’s Cha modifier) remains immune to that scion’s frightful presence for one day. On a failure, creatures with 4 or less HD become Pánico for 4d6 rounds and those with 5 or more HD become Sacudido for 4d6 rounds. Even dragons can be affected by the scion’s frightful presence. VÁSTAGO DE LA FEA faith scion wields his legendary blade in the name of his deity — or, in the case of a druid, in the service of nature. A legendary weapon usually comes into the hands of a faith scion either as a gift from his religious order or as a blessing from his deity. Because of the divine nature of these weapons, clerics, druids and paladins are ideally suited for this prestige class, though other classes can also qualify.Un arma legendaria influenciada por la divinidad debería ser rara y único. Ciertamente, ninguna deidad crearía múltiples copias de una armas como algo natural, y pocas órdenes religiosas pueden permitirse para hacerlo. Por lo tanto, cada arma debe otorgar diferentes habilidades, salvo en casos especiales. Por ejemplo, las armas duplicadas pueden ser creado especialmente para combatir a los enemigos de una iglesia, o tal vez para destruir (o crear) muertos vivientes. Una espada legendaria divina de un orden dedicado a la curación podría ser incluso menos un arma que un instrumento para aliviar el sufrimiento de los demás. Un vástago de la fe suele tener un alto estatus dentro de su religión orden. Su posesión de un arma legendaria implica que tiene el favor de su deidad, o que está más en sintonía con la naturaleza que otros de su orden, en el caso de un druida. Según la alineación de su deidad, sin embargo, su propiedad del arma podría interpretarse como una invitación a tratar de quitársela de él. Golpear el dado: d8. RequisitosTo qualify to become a faith scion, a character must fulfill the criteria given in his particular weapon’s entry. (For an example, see Martillo del Padre Enano, below.)Habilidades de claseThe faith scion’s class skills (and the key ability for each skill) are Concentración (Con), Oficio (Int), Diplomacia (Cha), Curar (Wis), Conocimiento (arcana) (Int), Conocimiento (nature) (Int), Conocimiento (religion) (Int), Profesión (Wis), Montar (Dex), Hechicería (Int), and Supervivencia (Wis).Dominios y habilidades de clase: A cleric who gains additional class skills from his domain can treat those skills as class skills for the faith scion class. Puntos de habilidad en cada nivel: 2 + Int modifier. Tabla: El Vástago de la Fe
Características de la claseThe following are class features of the faith scion prestige class. A legendary weapon associated with the class provides a unique set of additional special abilities, which are detailed in the weapon’s description. (For an example, see the Martillo del Padre Enano, below.) These abilities accrue in addition to those already noted on Tabla: El Vástago de la Fe. However, because those abilities are functions of the weapon rather than the wielder, they are lost if the legendary weapon that granted them is lost. The features mentioned on Table: The Faith Scion are retained even if the weapon is lost.Hechizos por día/Hechizos conocidos: At each faith scion level, a character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If the character had more than one spellcasting class before becoming a faith scion, the player must decide to which class to add each faith scion level for the purpose of determining spells per day and spells known. Habilidades especiales: Faith scion levels stack with other class levels for determining the effectiveness of the following abilities: Animales de compañía, Poner las manos, Montaje especial, Dar la vuelta o reprender no-muerto, Forma salvaje (including additional daily uses or increased range of sizes or creature types), and Empatía salvaje. Por ejemplo, un El druida de nivel 5/vástago de fe de nivel 6 podría asumir una forma salvaje cuatro veces al día (incluidas las criaturas diminutas), y agregaría 11 (más el modificador Cha) a sus salvajes comprobaciones de empatía. Su animal El compañero sería tratado como el de un druida de nivel 11. Martillo del Padre EnanoThe Martillo del Padre Enano is said to have been crafted by the dwarven gods and symbolizes the glory of the dwarven race.Requisitos: Any character can wield the Martillo de el Padre Enano as a +2 adamantine warhammer and also gain the benefit of the Craft bonus and lore of souls special ability described below. A faith scion who wields the Martillo de la Padre enano gains additional special abilities if the character fulfills the following criteria. Raza: Dwarf. Alineación: Lawful good. Bonificación de ataque base: +7. Habilidades: Oficio (armorsmithing) or Craft (weaponsmithing) 10 ranks. Hazañas: Habilidad de armadura (pesado), Gran Fortaleza, Poder Atacar, Enfoque de arma (warhammer). Hechizos: Ability to cast Protección contra el mal as a divine spell. Restricciones: Should the wielder of the Martillo de el Padre Enano become an alignment other than lawful good, or attack a lawful good, lawful neutral, or neutral good-aligned dwarf, he loses all special abilities granted by the faith scion prestige class. To regain these abilities, the scion must receive an expiación spell from a dwarf cleric. Mantenimiento: A wielder of the Martillo de la Padre enano must strike the hammer against an anvil at least once every seven days. Failure to perform this task reduces the hammer’s enhancement bonus by 1. Multiple failures are not cumulative (that is, if the hammer goes two weeks without striking an anvil, the reduction does not increase to 2). Atributos: The Martillo del Padre Enano has the following attributes. Dureza/Puntos de vida: 30/76. Nivel de lanzador: 15th. Valor: To any character other than a faith scion who meets the above requirements, the Martillo de la Padre enano appears to be worth as much as a Medium +2 adamantine warhammer that grants the Craft bonus and lore of all souls special ability (market price 21,812 gp). Mesa: Habilidades otorgadas por el Martillo del Padre Enano
Habilidades especiales: The Martillo del Padre Enano provides a number of special abilities to its wielder, depending on the character’s class level in the faith scion prestige class (see the table below). Habilidades iniciales: When first acquired, the Martillo del Padre Enano functions as a +2 adamantine warhammer. Anyone who wields it, whether a faith scion or not, also benefits from the Craft bonus and lore of souls ability (see below). Bonificación de fabricación (Ex): The owner of the Martillo de la Padre enano gains a +5 insight bonus on all Oficio checks related to stone or metal. Esta bonificación aumenta en un +1 adicional por cada vástago de fe Nivel de clase ganado, incluido el 1er nivel. Tradición de las almas (Do): Three times per day, the owner of the Martillo del Padre Enano can use a full-round action to consult the knowledge of his dwarven ancestors. This gives the character a bonus on any one Conocimiento check (made as part of the action) equal to his faith scion level (if any) + his Wisdom bonus (if any). (At the GM’s discretion, if the Knowledge check is directly related to dwarvenkind, the bonus granted by the character’s faith scion level is doubled.) The check is treated as a trained skill check, even if the character has no ranks in that Knowledge skill. Smite Evil (Sb): Once per day, a faith scion wielding the Martillo del Padre Enano may smite evil with an attack. The attack may be a melee attack or a ranged attack, but must be delivered by the Martillo del Padre Enano. El El portador añade 4 a su tirada de ataque e inflige 2 puntos extra de Daño por nivel de vástago de fe. Si el portador golpea accidentalmente una criatura que no es malvada, el castigo no tiene ningún efecto, pero el La habilidad todavía se usa para ese día. Un portador puede usar esta habilidad dos veces al día en el 5º nivel y tres veces al día en el 9º nivel. Fortaleza de las almas (Do): A faith scion of 2nd level or higher wielding the Martillo del Padre Enano derives endurance from the support of his ancestors, gaining a +2 enhancement bonus to Constitution. At 6th level, the bonus increases to +4, and at 8th level to +6. Lanzamiento y devolución (Sb): Three times per day, a faith scion of 3rd level or higher wielding the Martillo de la Padre enano can treat the weapon as a throwing Volver weapon. Activating this ability is a free action, and it lasts for 1 round. VÁSTAGO DE HECHIZOSSometimes a magic weapon is not so much a weapon as a magic device in the shape of a weapon. The spell scion is the ideal wielder for a legendary weapon of this sort. Spellblades and similar items are weapons of significant arcane power, and their wielders often have great magical destinies. Such a character might wield a fey sword, or a demon blade, or a magic staff that is actually an important symbol of his or her arcane order.Empuñar un arma legendaria arcana es una gran responsabilidad porque el arma contiene mucho poder mágico. Arcano Los hechiceros que reconocen un arma en particular generalmente pueden permitirse el más respeto —o tal vez miedo— de los que podría otro de su calaña que no estuviera tan equipado. Golpear el dado: d6. RequisitosTo qualify to become a spell scion, a character must fulfill the criteria given in her particular weapon’s entry. (For an example, see Kaiein, below.)Habilidades de claseThe spell scion’s class skills (and the key ability for each skill) are Concentración (Con), Oficio (Int), Conocimiento (all skills, taken individually) (Int), Profesión (Wis), and Hechicería (Int).Puntos de habilidad en cada nivel: 2 + Int modifier. Tabla: El Vástago del Hechizo
Características de la claseThe following are class features of the spell scion prestige class. A legendary weapon associated with the class provides a unique set of additional special abilities, which are detailed in the weapon’s description. (For an example, see Kaiein, below.) These abilities accrue in addition to those already noted on Tabla: El Vástago del Hechizo. However, because those abilities are functions of the weapon rather than the wielder, they are lost if the legendary weapon that granted them is lost. The features mentioned on Table: The Spell Scion are retained even if the weapon is lost.Hechizos por día/Hechizos conocidos: At each spell scion level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a spell scion, the player must decide to which class to add each spell scion level for the purpose of determining spells per day and spells known. Kaiein, el Bastón LlameanteCreated by a wizard from pure elemental fire, Kaiein is a conduit between the wielder and the Plano elemental de fuego. The staff is made of polished obsidian and is wreathed at all times in wispy blue-white flame. This flame deals no damage to the wielder.Requisitos: Any character can wield Kaiein as a +1 llameante/+1 flaming quarterstaff and also gain the benefit of the resistance to fire special ability described below. A spell scion who wields Kaiein gains additional special abilities if the character fulfills the following criteria. Alineación: Any nonlawful. Habilidades: Conocimiento (arcana) 5 ranks, Conocimiento (the planes) 5 ranks, Hechicería 10 ranks. Hazañas: Hechizo de potenciación. Hechizos: Ability to cast 4th-level arcane spells, including at least three spells with the fire descriptor. Especial: Must have been reduced to -1 or less hit points on at least one occasion from a hit that dealt fire damage. Restricciones: If Kaiein is grasped by a creature with vulnerabilidad a frío, la llama del arma se apaga temporalmente. Éste rinde todas las habilidades especiales del pentagrama (excepto su Bono de mejora) inactivo. La criatura que agarra el bastón Recibe 1 punto de daño de fuego en cada ronda cuando el arma sigue siendo captado. Mantenimiento: Kaiein must be kept in a warm environment to remain at full power. If the staff spends at least 1 hour in an area where the temperature is below 50°F, its flame goes out temporarily. This renders all the staff’s special abilities (except for its enhancement bonus) inactive. This loss of special abilities can be postponed by dealing at least 5 points of fire damage to Kaiein every hour. (Damage dealt to the staff "counts" for this purpose even if the staff actually takes no damage, such as because of its hardness.) Atributos: Kaiein has the following attributes. Dureza/Puntos de vida: 14/45. Nivel de lanzador: 15th. Valor: To any character other than a spell scion who meets the above requirements, Kaiein appears to be worth as much as a Medium +1 llameante/+1 Bastón llameante que otorga la capacidad de resistencia al fuego (precio de mercado 24,600 médico de cabecera). Tabla: Habilidades otorgadas por Kaiein
Habilidades especiales: Kaiein provides the following special abilities to its wielder, depending on the character’s class level in the spell scion prestige class (see the table below). Habilidades iniciales: When first acquired, Kaiein functions as a +1 llameante/ +1 Báculo llameante. Cualquiera que lo empuñe, ya sea un vástago de hechizo o no, también se beneficia de la habilidad de resistencia al fuego (ver más abajo). Resistencia al fuego (Ex): The wielder of the staff gains Resistencia al fuego 5, even if she has no levels in the spell scion class. Un vástago de hechizo que empuña el bastón gana resistencia al fuego 10. En el 4º nivel, la resistencia mejora a 20, y en el 7º nivel a 30. Esta resistencia no se acumula con ninguna otra resistencia para disparar el portador puede tener. Hechizos potenciados (Sb): Three times per day, a spell scion wielding Kaiein can empower (as the Autorizar Ortografía feat) any arcane spell she casts that has the fire descriptor. She may apply this effect to any spell whose level is equal to or less than her spell scion level, and may even apply it to spell-like abilities cast by the staff itself. Activating this power is a free action and has no effect on the spell’s level or its casting time. Hechizo de retirada (Sb): As a free action, a spell scion of 2nd level or higher can recall any arcane spell she has just cast, as long as that spell has the fire descriptor, up to a maximum spell level equal to her spell scion level. She either restores that spell to her list of prepared spells (if she prepares spells) or regains that spell slot (if she does not prepare spells). She may only recall a spell cast in the same round that she uses this ability. Esta habilidad se puede usar una vez al día en el 2º nivel, dos veces al día día en el 5º nivel, y tres veces al día en el 8º nivel. Escudo de fuego (esp): Once per day, when wielded by a spell scion of 3rd level or higher, Kaiein can wreathe the wielder in a warm Escudo contra incendios of blue flames. Bonificación de mejora (Ex): When Kaiein is wielded by a spell scion of 5th level or higher, the staff’s enhancement bonus improves from +1/+1 to +2/+2. The bonus increases to +3/+3 when the wielder attains 9th level as a spell scion. Desplazamiento de plano (Sp): Once per day, Kaiein can transport a spell scion of 6th level or higher to the Plano Elemental de Fuego, just as if it had cast Cambio de plano. Additional willing characters can accompany the scion, as described in the plane shift spell. The effect is more accurate than normal for plane shift, delivering the scion 5 to 500 yards (not miles) from her intended destination. The spell scion must have her own method of return, since Kaiein provides no return trip. Inmunidad al fuego (Ex): At 10th level, a spell scion wielding Kaiein gains immunity to fire. VÁSTAGO VELOZSome legendary weapons are meant for the hands of the quick and the silent. A swift scion might inherit her weapon or acquire it "by accident", but the weapon is no less part of her destiny than is the legendary weapon of any other scion. Characters of any class can become swift scions, but rogues, bards, rangers, and monks benefit most from the special abilities of the legendary weapons associated with this class.Los vástagos veloces empuñan sus armas para una amplia variedad de Propósitos. Un pícaro puede usarlo para complementar sus ingresos, mientras que un pícaro puede usarlo para complementar sus ingresos. Monk podría simplemente tratar de dominar su uso. Un bardo podía recurrir a el poder de la rica historia de su arma para mejorarla música, mientras que un guardabosques puede usarla como parte de la caza. De todos Armas legendarias, las asociadas con la clase Vástago Veloz son los más enfocados en su aplicación. Cada uno tiende a favorecer pícaros, monjes, guardabosques o bardos específicamente, en lugar de un amplia gama de clases como lo hacen las otras armas legendarias. Golpear el dado: d6. RequisitosTo qualify to become a swift scion, a character must fulfill the criteria given in her particular weapon’s entry. (For an example, see >Fantasma nocturno, a continuación). Habilidades de claseThe swift scion’s class skills (and the key ability for each skill) are Equilibrar (Dex), Farol (Cha), Ascensión (Str), Oficio (Int), Diplomacia (Cha), Escapar Artista (Dex), Esconder (Dex), Saltar (Str), Escuchar (Wis), Muévete en silencio (Dex), Realizar (Cha), Profesión (Wis), Buscar (Int), Motivo de sentido (Wis), Mancha (Wis), Nadar (Str), Caída (Dex), and Usar cuerda (Dex). Puntos de habilidad en cada nivel: 6 + Int modifier. Tabla: El Vástago Veloz
Características de la claseThe following are class features of the swift scion prestige class. A legendary weapon associated with the class provides a unique set of additional special abilities, which are detailed in the weapon’s description. (For an example, see Fantasma nocturno, below.) These abilities accrue in addition to those already noted on Tabla: El Vástago Veloz. Sin embargo porque esas habilidades son funciones del arma en lugar de el portador, se pierden si el arma legendaria que otorgaba se pierde. Las características mencionadas en Table: The Swift Scion se conservan incluso si el arma se pierde. Habilidad de clase de bonificación: At 1st level, 5th level, and 9th level, a swift scion may choose an additional class skill from the following list: Valorar (Int), Concentración (Con), Descifrar Guión (Int), Desactivar dispositivo (Dex), Disfraz (Cha), Reunir Información (Cha), Conocimiento (all skills, taken individually) (Int), Juego de manos (Dex), Habla el idioma (Int), Hechicería (Int), Supervivencia (Wis), and Usar dispositivo mágico (Cha). Once designated, that skill is considered a class skill for the swift scion prestige class. Habilidad especial adicional: At 2nd level, 6th level, and 10th level, a swift scion may choose an additional special ability from the following list. She may select the same ability more than once if desired, and the effects stack where appropriate. Hechizos Arcanos por Día/Hechizos Conocidos: A swift scion may gain a number of new spells per day and spells known (if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a swift scion, the player must decide to which class to add each swift scion level for the purpose of determining spells per day and spells known. Música Bárdica: A swift scion may choose to gain an extra two daily uses of the bardic music ability, provided that she already has the ability. She doesn’t gain any new bardic music abilities, nor do her existing bardic music abilities improve in effectiveness. Movimiento rápido (Ex): If a swift scion has an enhancement bonus to her speed from a class feature, she may choose to increase this enhancement bonus by 10 feet. This enhancement bonus follows the same rules as her existing enhancement bonus to speed (for instance, a monk who selects this feature only benefits from the enhancement bonus when wearing no armor). Conocimiento bárdico mejorado: A swift scion can choose to gain a +4 bonus on bardic knowledge checks. (If the character doesn’t have the Conocimiento bárdico class feature, this benefit has no effect.) Evasión mejorada (Ex): A swift scion may choose to gain the Evasión mejorada ability, provided that she already has the evasión ability. Enemigo favorito mejorado: If a swift scion has at least one Enemigo favorecido, el bono Obtenido en tiradas de daño y ciertas pruebas de habilidad contra cualquiera El enemigo favorito mejora en +2. El personaje no gana cualquier enemigo favorito adicional seleccionando esta habilidad. Daño desarmado mejorado: If a swift scion has the Desarmado mejorado Huelga feat, she may choose to increase the damage dealt by her unarmed strikes. Treat this as if the character’s monk level had increased by four. For instance, a 6th-level monk/2nd-level swift scion who selects this ability would increase her unarmed strike damage from 1d8 to 1d10. (If the character has no monk levels, she gains unarmed damage as a 4th-level monk.) Esquiva extraña mejorada (Ex): If a swift scion has the Esquiva extraña class feature, she may select Extraño mejorado regate. Sus rápidos niveles de vástago se acumulan con sus niveles en otros Clases que otorgan Esquiva Misteriosa para determinar el pícaro mínimo nivel requerido para flanquear al personaje. Ataque furtivo: If a swift scion has the chivato atacar ability, she may choose to increase the extra damage it deals by 2d6 points. Rastreador rápido (Ex): If a swift scion has the Pista feat, she may select this special ability. A swift scion with this ability can move at her normal speed while following tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Sentido de la trampa: If a swift scion has the trampa sentido ability, she can take this special ability to increase her bonus on Reflex saves and to AC against traps by 1. Fantasma nocturnoA cabal of halfling clerics created the bow called Fantasma nocturno long ago. Since then, it has been passed down along a line of elite rangers and rogues, but was recently lost when its wielder was slain while away from her village.Requisitos: Any character can wield Fantasma nocturno as a +2 composite shortbow (+2 Str bonus) and also gain the benefit of the stealth special ability described below. A swift scion who wields Fantasma nocturno gains additional special abilities if the character fulfills the following criteria. Bonificación de ataque base: +6. Habilidades: Esconder 10 ranks, Mover Silenciosamente 10 ranks. Hazañas: Disparo a quemarropa, Tiro lejano, Furtivo. Especial: The wielder must be of Small size. Restricciones: Fantasma nocturno does not grant its stealth ability to a wielder who is not of Small size, though its enhancement bonus is still effective. Atributos: Fantasma nocturno has the following attributes. Dureza/Puntos de vida: 15/55. Nivel de lanzador: 15th. Valor: To any character other than a swift scion who meets the above requirements, Fantasma nocturno appears to be worth as much as a Small +2 composite shortbow (+2 Str bonus) that grants the stealth ability (market price 10,525 gp). Tabla: Habilidades Otorgado por Nightphantom
Habilidades especiales: Fantasma nocturno provides a number of special abilities to its wielder, depending on the character’s class level in the swift scion prestige class (see the table below). Habilidades iniciales: When it is first acquired, Fantasma nocturno functions as a +2 composite shortbow (+2 Str bonus). Any Small character who wields it, whether a swift scion or not, also benefits from the stealth ability (see below). Sigilo (Sb): The wielder of Fantasma nocturno may use her Wisdom bonus (if any) as a bonus on her Esconder and Muévete en silencio checks. Invisibilidad (Esp): A swift scion wielding Fantasma nocturno can become invisible once per day as a free action. The effect lasts for 1 round per class level. For a swift scion of 6th level or higher, the invisibility granted by this power is the equivalent of Mayor invisibilidad. La duración sigue siendo de 1 ronda por nivel de clase. Toque fantasmal (Sb): When Fantasma nocturno is wielded by a swift scion of 2nd level or higher, any arrow fired from the bow can damage incorporeal creatures as if it had the Toque fantasma special ability. Presencia Efímera (Sb): A swift scion of 3rd level or higher bearing Fantasma nocturno leaves no trail and cannot be tracked. At 8th level, a swift scion bearing the weapon no longer gives off a scent. Creatures with the olor ability cannot detect her presence by means of that ability, nor can she be tracked by scent. Bonificación de mejora (Ex): When Fantasma nocturno is wielded by a swift scion of 4th level or higher, the bow’s enhancement bonus improves from +2 to +3. The bonus increases to +4 at 7th level and +5 at 10th level. Flechas de Dreamstrike (Sb): Three times per day (but no more than once per round), a swift scion of 5th level or higher can fire a special arrow from Fantasma nocturno. The arrow strikes as a touch attack (ignoring armor, shield, and natural armor bonuses to AC). The arrow deals only half the normal damage, but the damage dealt is Daño de sabiduría, no es daño en puntos de vida. Los dados de daño adicional, si los hay, no se aplican a El daño infligido por una flecha de Dreamstrike. Etéreo (Sb): At 9th level or higher, a swift scion bearing Fantasma nocturno can become ethereal for up to 10 rounds per day (which need not be spent all at one time) Activating this power, or deactivating it to become material, is a standard action. ARTÍCULO FAMILIARES![]() Para utilizar estas reglas, el personaje debe elegir el Tras una nueva hazaña. Elemento familiar [Generalidades]Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.Prerrequisito: A character must be at least 3rd level to take this feat. Beneficio: By establishing a link to a particular item, you enable that item to gain power as you gain levels. The exact nature of the item and the powers are described in the following text. Especial: If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200 XP per level as well as all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, you regain these XP. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time. Tipos de artículos familiaresAn item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The GM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.Para ser un objeto familiar, un objeto mágico debe:
Tenga en cuenta que el artículo solo debe cumplir con los requisitos básicos de este criterio. El objeto mágico puede tener funciones en el personaje no se puede usar actualmente, y una vez que el elemento está vinculado a la personaje que puede separar de él por cortos períodos de tiempo sin ningún daño. Objetos inteligentesThis variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.VINCULACIÓN A UN ARTÍCULO FAMILIARWhen a character selects an item and chooses the Elemento familiar feat, the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.Una vez que el personaje se ha unido al objeto mágico, el El objeto puede obtener poderes o inteligencia adicionales. El personaje también puede comenzar a invertir habilidades en el objeto, usando el objeto familiar para mejorar sus propias capacidades. Use Tabla: Elemento familiar Habilidades to determine what, if any, abilities the item familiar gains based on its owner’s character level. Tabla: Elemento familiar Habilidades
Invertir energía vitalA character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.Cuando un personaje elige invertir su energía vital en su familiar, su total de XP actual y todas las recompensas de XP futuras aumentar en un 10%. Sin embargo, si el personaje pierde el objeto, pierde toda la EXP adicional obtenida, más 200 XP adicionales por cada nivel de carácter. Por ejemplo, Boredflak, un personaje de nivel 6 con 19.000 XP, elige invertir su objeto familiar, un anillo, con algunos de sus energía vital. Añade 1.900 XP (10% de 19.000) a su total de XP, así que ahora tiene 20.900 XP. Si se va a la aventura y gana otros 1,000 XP, en realidad gana 1,100 XP (1,000 + 10% de 1.000), aumentando su total a 22.000 XP, lo que lo convierte en un Personaje de 7º nivel. Si luego pierde el anillo, perdería los 2.000 XP ganados de la investidura (los 1.900 XP que recibió originalmente más los 100 XP adicionales que ganó más tarde), más 1,400 XP adicionales (200 XP por nivel), para una pérdida total de 3.400 XP. Esta pérdida reduce su total de XP a 18.600 y su nivel de personaje al 6º. Invertir rangos de habilidadWhenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.If the character loses the item familiar, is separated from it for one day per level (see the Elemento familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost. Por ejemplo, Boredflak acaba de alcanzar el 7º nivel de personaje, Y toma un nivel de mago. Por su alta inteligencia puntuación, gana 7 puntos de habilidad. Asigna 1 punto de habilidad a cada uno de las siguientes competencias:
Utiliza un asterisco para señalar que 1 rango para cada una de las seis habilidades reside en su anillo. Ya que eso suma un total de 6 habilidades en el ring, obtiene dos bonificaciones de +1 que puede aplicar a cualquier habilidad. Decide asignar ambas bonificaciones (un total de +2) a su Habilidad de concentración. Boredflak solo tiene 1 rango en la clase cruzada Punto de habilidad. Si hubiera querido, podría haber aplicado un solo +1 bonificación a esa habilidad, pero no a ambas. Invertir ranuras de hechizosOnly spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.Si un lanzador de conjuros no tiene una ranura de conjuros dos niveles más abajo que el nivel de hechizo más alto que puede lanzar (si solo puede lanzar 0- y hechizos de 1er nivel), no puede usar esta opción. Al igual que con todas las demás opciones de investidura, si el elemento familiar es perdidas o destruidas, al igual que ambas ranuras de hechizos. Por ejemplo, como mago de nivel 7, Boredflak puede lanzar Hechizos de 4º nivel. Elige invertir una ranura de hechizo de nivel 4 en su anillo. El anillo gana una ranura de hechizo adicional de nivel 2, que Boredflak puede usar siempre y cuando tenga el anillo en su posesión. Cuando Boredflak alcanza el nivel 9, la ranura de hechizos asignado al anillo se convierte automáticamente en un hechizo de nivel 5 y la ranura de bonificación se convierte en una ranura de hechizo de nivel 3 en su lugar de uno de 2º nivel. SapienciaIf a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or GM’s choice) are 10 and one is 12. The item familiar also gains an Puntuación del ego. This last score should not come into play very often — an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.SentidosIf a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Mancha or Escuchar checks separately from its master, but its master gains the benefit of the Vigilancia feat while wielding the item.ComunicaciónIf a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.Especial CapacidadWhen an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.Armadura, escudo o Habilidad especial de arma: An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus (as found on Mesa: Habilidades especiales de armas cuerpo a cuerpo, or Mesa: Habilidades especiales de armas a distancia), such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Mejorar un elemento familiar, and Adición de nuevos Habilidades). Un personaje puede seleccionar esta habilidad especial varias veces, cada vez permitiendo que su familiar gane un habilidad diferente equivalente a una bonificación de +1. Prerrequisito: The item familiar must be a type of magic armor, a magic shield, or a magic weapon. Cantrips/Orisons: An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as "If I fall unconscious, cast curar heridas leves on me") equal to one more than his Charisma modifier (minimum one). Mayor Poder: An item familiar empowered with this special ability gains any single greater power listed on the Inteligente Objeto: Poderes Mayores table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power. Prerrequisito: An item must have at least one Menor potencia for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours. Mayor Sentidos: An item familiar empowered with this special ability gains Sentido ciego out to 30 feet. Prerrequisito: The item familiar must already have the mejorado sentidos special ability. Mejorado Sentidos: An item familiar empowered with this special ability gains darkvision out to 60 feet. Aumento de la sapiencia: An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand. Menor Poder: An item familiar empowered with this special ability gains any single lesser power listed on the Inteligente Objeto: Poderes menores table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power. Prerrequisito: The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours. Propósito especial y Potencia dedicada: An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master (see the Inteligente Propósito del artículo and Especial Objeto de propósito Poderes dedicados tables). Un elemento familiar suele mostrar más flexibilidad en la forma en que lleva a cabo su propósito especial que un elemento inteligente estándar, especialmente si su propósito entra en conflicto con su amo. Sin embargo, si un maestro (especialmente uno que le dio al objeto un propósito especial en primer lugar) actúa sistemáticamente contra la propósito especial, el artículo tiene aún más influencia para mantener el "Maestro" en la fila. Un elemento familiar puede cortar temporalmente el vínculo entre el objeto y el maestro, esencialmente cerrando el acceso a cualquier habilidades invertidas en el objeto más todas sus habilidades mágicas normales habilidades, como si el objeto se hubiera perdido o destruido. El artículo sólo restablece el vínculo si está convencido de que el maestro está comprometidos a ayudarlo a cumplir con su propósito especial. Ningún elemento familiar puede tener más de un propósito especial y una potencia dedicada. Prerrequisito: The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours. Uso de hechizos: An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, supra). Si un elemento familiar lanza un hechizo invertido, es como si el maestro lo lanzara A efectos de hechizos por día y preparación. Prerrequisito: The item must have an Hechizo invertido ranura of the appropriate spell level, and the master must have the ability to cast 3rd-level spells. ALINEACIÓN FAMILIAR DEL ELEMENTOAn item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.Si un elemento familiar cambia a una alineación que le impidan utilizar algunos de sus poderes no vinculados a un propósito, el cambio en la alineación tiene lugar, sin ruptura de la y el elemento no puede usar esos poderes hasta que su La alineación vuelve a ser compatible. Por ejemplo, si un La buena caña tiene la capacidad de lanzar cantrips de druida y la caña se convierte en un bien lícito, pierde esa capacidad. Si un santo vengador El elemento familiar se vuelve no lícito, pierde todas las habilidades que tenía por ser un Vengador Sagrado, pero sigue siendo una espada larga de hierro frío +2 y conserva sus otras habilidades familiares. Mejorar un elemento familiarAn item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Puntuación del ego. HEREDAR UN ELEMENTO FAMILIARSometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.Cuando un personaje encuentra o de alguna manera entra en posesión de el elemento familiar de otro personaje, dos resultados pueden ocurrir. Se produce un concurso de egos: An item familiar normally resists being picked up and used by another character. If the item familiar has an Puntuación del ego, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Artículos en contra Caracteres. Normalmente, un objeto inteligente se resiste a su dueño sólo cuando se produce un conflicto de personalidad o propósito. Un artículo familiar asume que cualquier uso de la misma por parte de alguien que no sea su El maestro vinculado (o previamente vinculado) es un conflicto, por lo que se resiste cada vez que el nuevo propietario intenta hacer uso de ella. Si el nuevo propietario gana el concurso Ego, puede empuñar el objeto de forma segura durante 1 hora, pero no puede acceder a ninguna de las habilidades del objeto familiar obtenido a través de su enlace (como XP invertida, habilidad rangos, o ranuras de hechizos, o cualquier habilidad especial que tenga que no son simplemente una característica del objeto mágico). Un artículo familiar puede hablar con su nuevo propietario (si tiene esa capacidad), pero se siente, en el mejor de los casos, poco amigable y podría ser extraordinariamente hostil. Si la alineación de un elemento familiar coincide con la de su nuevo dueño, el objeto familiar puede volverse menos hostil pero siempre obliga a los concursos de Ego cuando es posible. El nuevo propietario puede intentarlo a Enlace: The new owner can attempt to link to the item by selecting the Elemento familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner. El nuevo propietario es el mismo o Nivel Superior: The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels. El nuevo propietario es de nivel inferior: The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner. Verdadero HerenciaA character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Concurso de egos immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Elemento familiar feat, but it cooperates with its new owner.PODERES DE DESPERTAR Y HABILIDADESRather than giving a player free rein to choose an item familiar’s special abilities, the GM may decide to create items with "sleeping" abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.Es posible que el DJ desee mezclar y combinar habilidades de despertar con permitiendo a los personajes elegir nuevas habilidades para sus familiares. Este sistema puede soportar ambos conceptos. |