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Arcanos desenterradosREQUISITOS PREVIOS BASADOS EN PRUEBASTo make prerequisites seem more “real,” this variant changes them to actual tests that would be observable in the game world. The assassins’ guild, for example, might require potential members to sneak past the castle guards (employing Esconder and Muévete en silencio), infiltrate the queen’s banquet (using Disfraz), y envenenar el vino de un noble menor (matando así a alguien sin otra razón que la de Únete a los asesinos). Ciertamente ayuda tener 4 rangos en Disfraz y 8 rangos cada uno en Escondite y Muévete en silencio, pero el Resultado observable es lo que juzgan los asesinos. Test-based prerequisites have two big advantages. First, they encourage character variety and player cleverness. Any PC who wants to become an Arquero Arcano can dream up a dozen ways to gain an edge in the “Twelve Arrow Challenge” competition, and maybe he succeeds even if he has a base attack bonus of only +5. It’s entirely arbitrary to keep out a would-be arcane archer who has a Dexterity of 20 but accept an archer with a Dexterity of 13 and the Enfoque de arma (longbow) feat. The first character is a much better archer, and the prestige class should recognize that. The second advantage to test-based prerequisites is that they help immerse the player in the game world. It’s more exciting if a would-be Hierofante goal is “I want to earn a Pact with the Heavens” rather than “I need 15 ranks in Conocimiento (religion).” Debido a que la existencia de una prueba implica que hay un NPC que administra la prueba, estos nuevos requisitos previos funcionan mejor si Las clases de prestigio de tu campaña están vinculadas a Organizaciones. En el caso de las hazañas, los requisitos previos basados en pruebas funcionan mejor si: Los PJs deben entrenarse como se describe en el DMG (y así encontrar un instructor) para conseguir nuevas hazañas. Employing test-based prerequisites means that a character taking a test spends some time at the gaming table trying to earn access to the prestige class or feat. If a test is elaborate or timeconsuming, the other players at the game table might get bored. A short single-player session before or after the main game session is often a good way to take care of a test. Another risk with a test-based prerequisite is that it relies at least to a degree on the fall of the dice. If a player with her heart set on becoming a Maestro de la historia has a run of bad luck during the Examination of Ineffable Lore, she might resent the extra obstacle you’ve placed in her character’s way. Conversely, a lucky set of die rolls can potentially give a PC access to a prestige class or feat much earlier than would otherwise be possible. DETRÁS DE LA CURTAIN: REQUISITOS PREVIOS BASADOS EN PRUEBASSo why don’t all prestige
classes employ test-based prerequisites? It’s a matter of
control that highlights a fundamental difference between the job
of the game designer and the job of the GM. The d20 rules use the
prerequisites they do because they’re based on predictable
numbers. No character can have a base attack bonus higher than
her character level, for example, or more ranks in a skill than
her character level + 3. For the game designer, that
predictability is an important balancing tool, ensuring that no
character gets access to a prestige class or feat so early that
it makes the game less fun.
But as the GM, you don’t have to have to worry about millions of possible characters, just the specific ones in your campaign. You can predict your players better than anyone else, both in terms of what appeals to them and what means they use to achieve those ends. And you are the architect of the game world. If a PC becomes an Caballero sobrenatural by “cheating” on the entrance test, the knights might kick him out and update their test to close the loophole — just as a real-world organization would. PRUEBAS DE CLASE PRESTIGEThe following tests are examples of test-based prerequisites for the standard prestige classes. Because this variant relies heavily on the guiding hand of the GM, these tests won’t be appropriate in all campaigns.Arquero Arcano: The Test of the Twelve Arrows. The applicant must cast magic weapon on the provided bow, then take twelve +1 arrows into a specially tended part of the forest. Before night falls, she must slay a wild boar, use magic to capture an owl, and bring down the albino stag without hitting any of the other stags in the herd. The applicant fails if the tasks aren’t completed by nightfall or if she runs out of arrows. Embaucador arcano: Fleece the Police. First, the applicant must intentionally get arrested for unlawful magic use, displaying his flashiest spells while the arcane tricksters watch him surreptitiously. That night in jail, the applicant receives a confusing, seemingly contradictory map, which he must figure out (Descifrar script DC 17). The relevant parts of the map show the layout of the precinct building. If the applicant can escape, he is welcomed into the ranks of the arcane tricksters. This test is made more difficult by the fact that the guards take away all the applicant’s gear. Archimago: The Counterspell Test of Sol'atur. An archmage visits the applicant unannounced and proposes a counterspell battle. The archmage casts 5th-, 6th-, and 7th-level spells from all eight schools, and the applicant must successfully identify and mostrador as many as he can. To be accepted among the archmages, the applicant must have a perfect score on identification and must successfully counter at least one 7th-level spell and one spell from each of at least five different schools. Asesino: The Test of Theku et Rhasett—"Elimina, entonces reemplazar". Contactado por una carta anónima, el solicitante se le da el nombre de un funcionario muy conocido en la corte nobiliaria, a menudo el chambelán, el trovador o el mago de la corte. La demandante debe colarse en el castillo en la noche de luna llena, matar el objetivo, y luego hacerse pasar por él. La prueba es un éxito si: El solicitante sale del castillo disfrazado de objetivo cuando las puertas se abren por la mañana, llevando el cabeza en una cartera. Canalla: Break the Weapon, Bind the Contract. Below the palace is a chamber forgotten by most: the prison of Thazill, a bearded devil of unsurpassed evil. A would-be applicant must slip past the clay golem that wanders the prison complex and convince Thazill to agree to a nonlethal duel. Thazill is fascinated with questions of mortal faith, so even a basic understanding of religion (Conocimiento [religion] DC 12) impresses him greatly. Thazill wields a glaive, and anyone who can break it has earned the right to call himself a blackguard. Discípulo de dragón: Ritual of Essence Distillation. Fundamentally, becoming a dragon disciple is a question of heritage. But a ritual exists that, when performed properly, can awaken the blood of one’s draconic heritage. Performing the 12-hour ritual requires the ability to speak Draconic and a successful DC 18 Conocimiento (arcana) check. At three points during the ritual, the applicant must release some of his stored magical energy (expend a spell slot, in other words). Duelista: Crossed Swords at Noon. This one’s simple — to become a duelist, you have to beat an existing duelist in a fair duel before a crowd in the town square. But the duelists are in on a secret that the applicant usually isn’t: The battle may be won with blades, but the duelists are judging the applicant’s worthiness based on the acclaim of the crowd. The battle is to surrender, not death, and the NPC duelist surrenders when reduced to one-third of her hit points or less. Defensor enano: The Tunnel of Implacable Stone. The dwarven defenders take the applicant deep into the bowels of the earth, give him his weapon of choice (but no other gear), and order him to start a timed run up a steeply sloping tunnel to the surface. Along the way, he faces a series of fights with progressively larger Elementales de la Tierra, Pero después de cada pelea, gana una pieza de equipo: primera armadura, luego un escudo, luego tal vez una poción curativa, y así sucesivamente. Entre peleas, el solicitante debe correr cuesta arriba, esforzándose por salir a la superficie. Si sobrevive a las peleas con los elementales y logra salir de el túnel con el tiempo, se convierte en un defensor enano. Caballero sobrenatural: Tourney of the Grand Eagle. Every year, the eldritch knights have a two-day tournament in a tent city they magically create outside the city walls. On the first day, applicants go through an archery contest, a duel with swords, and another duel using a melee weapon of each applicant’s choosing. (The duels are to unconsciousness, and clerics are on hand to heal the gravely wounded.) On the second day, applicants engage in a series of spellcasting duels — everything from fights between summoned monsters to games of counter spelling one-upsmanship. Using a complex scoring system, the eldritch knights select two applicants to join their order at sunset of the second day. Hierofante: Pact with the Heavens (or Depths). First, the would-be hierophant calls an outsider allied with his faith (traditionally by means of an extendido menor Aliado planar spell). The ally tests the applicant’s knowledge of his religion (Conocimiento [religion] DC 25) and asks for a demonstration of the applicant’s spellcasting potency. If the ally is impressed, it intercedes on the applicant’s behalf, and the new hierophant receives an indisputable sign of his deity’s favor. Caminante del horizonte: The Red Lodge. The test for entrance to the horizon walkers is simple: find the door to the clubhouse. The Red Lodge isn’t exactly secret — clues to its location are scattered across dozens of maps — but it’s located in a remote wilderness location and magically protected against divinations and teletransportar spells. The applicant has to learn where the Red Lodge is, then get there under her own power. Maestro de la sabiduría: Examination of Ineffable Lore. To become a loremaster, an applicant must first impress the existing loremasters by giving them either a magic item or an original spell that the applicant created herself. Then the loremasters pose a question or riddle of unsurpassed difficulty, which the applicant has one game month to solve. It’s an open-book, open-magic test — without restrictions on the means the applicant may use to solve the riddle posed by the loremasters. When the applicant returns with the correct answer, the loremasters reveal that they didn’t know the answer themselves, then congratulate the applicant on her original contribution to their accumulated store of knowledge. Exhorto místico: Journey of the Two Tests. The applicant must travel to a far-off city to study at a particular arcanists’ college, passing their examination with a DC 16 Conocimiento (arcana) check. Then the applicant goes to the mountain-top Citadel of the Theurges, where he meditates and learns from the priests there. Finally, he receives a divine vision in which a representative of his deity or alignment questions him about matters of faith (answering correctly requires a DC 16 Knowledge [religion] check). Bailarina de las sombras: Audition in Darkness. On a dimly lit stage in an abandoned theater, the applicant must dance well enough to impress the judges sitting unseen in the audience (a DC 15 Realizar [dance] check). Even if she passes the dance audition, she hears a cry of “Get her!” and dozens of guards rush the stage. She must escape the labyrinthine theater any way she can, employing stealth and combat prowess. She isn’t allowed to attack the guards directly, but she can make ripostes (attacks of opportunity, in other words) if she gets the chance. If she gets out of the theater, she’s welcomed into the troupe of shadowdancers with a great revel. Taumaturgo: Duel of the Servants. After calling a planar ally, the would-be thaumaturgist visits the vine-covered ruins of an ancient temple. A high-level thaumaturgist meets the applicant and his ally there, then begins casting his own Aliado plano menor spell. During the 10 minutes it takes the thaumaturgist to cast his spell, the applicant can cast whatever spells he wishes on his own planar ally. Then the allies of the thaumaturgist and the applicant battle. The thaumaturgist’s ally yields when reduced to 20% or less of its full normal hit points. If the applicant’s ally wins, he’s eligible to join the ranks of the thaumaturgists. PRUEBAS DE HAZAÑASThe tests described below are examples of what an instructor might demand from a PC before teaching a particular feat. As with the prestige class tests above, they won’t be appropriate for all campaigns.No todas las hazañas con un requisito previo tienen una prueba asociada con porque muchos de los requisitos son muy simples (base bonificación de ataque de +1, por ejemplo), o están vinculados a un Árbol de hazañas (Ataque de poder is a prerequisite for Hender, por ejemplo). Lo mejor Los candidatos a las pruebas de hazañas son hazañas en la parte superior de su árboles de hazañas respectivas (aquellos que tienen otras hazañas como prerrequisitos, pero no son en sí mismos prerrequisitos) y hazañas disponible solo para personajes de nivel superior, porque esas proezas representan una formación especializada que solo los más logrados puede esperar completar. Bien Hender: Test of the Death-Dealer. The applicant must run headlong into battle against a numerically superior foe (often goblins, kobolds, or low-level soldiers), using his Hender feat in 3 consecutive rounds and dropping a second foe on at least two of those occasions. That performance sufficiently impresses the instructor, who offers to teach the applicant Great Cleave. Mayor de dos armas Peleando: Tempest of Steel. The applicant must deal at least 6 points of damage to each of five gladiators (AC 13), all in the same round. Arma superior Centro de atención and Arma superior Especialización: Seek the Master. The applicant must find a reputed master of her chosen weapon, then survive for 5 rounds in a duel against the master. The master sets the conditions of the duel, which can be safe or deadly, depending on the alignment and inclination of the master. Crítico mejorado: Anatomists’ Examination. The trainer sets up an array of cadavers or butcher’s meat swinging from ropes. The applicant must strike each one a single time, aiming for a particularly vulnerable point (AC 20). The trainer accepts any applicants who can hit at least six of the targets over the course of 4 rounds. Magic weapons aren’t allowed. Precisión mejorada Tiro: Test of the Shield Maiden. The applicant must hit an elusive, armored target (AC 24 because it’s using the Defensa total action) without hitting the shield-wielding assistant who stands between the applicant and the target. The applicant gets three chances and must hit with two. Magic weapons and ammunition aren’t allowed. Manyshot (Muchos): Attack the Caravan. The applicant must hit seven out of nine bullseye targets (AC 18) mounted on the back of wagons 30 feet away, and she has only 3 rounds to do so. Any sort of magical assistance is acceptable, except for prisa spells and weapons with the velocidad special ability. Disparado a la fuga: Gauntlet of Cudgels. The applicant must move down the middle of a 120-foot long path lined on both sides with cudgel-wielding soldiers. At the end of the path is a target (AC 10), which the applicant must hit with four arrows or other projectiles before 30 seconds pass. Magic weapons and ammunition aren’t allowed. Arrebatar Flechas: Become the Bullseye. The applicant must stand in one spot as an archer shoots ten arrows at him, one per round. He must successfully deflect at least half of the arrows (and survive the damage from the rest). Ataque de torbellino: Warrior Unscathed. The instructor surrounds herself with four assistants in the center of the dojo. The applicant must successfully hit the instructor three times with primavera Ataques without suffering so much as a scratch from the instructor or her assistants. (Most applicants opt to Lucha a la defensiva and use Pericia en combate to improve their Armor Class.) DISEÑO DE SUS PROPIAS PRUEBASThe tests described above tend to reward the same feats, ability scores, and other character aspects that standard prerequisites do. That’s a useful starting point for tests you might design based on published prestige classes or high-level feats: Imagine what kinds of activities would be significantly easier for characters who possess the relevant feat or other attribute defined as a prerequisite.En el caso de las clases de prestigio basadas en organizaciones que tengas, diseñado por ti mismo, tienes mucha más libertad. Responde a esto Pregunta: ¿Qué impresionaría al líder de la organización? ¿Suficiente para ofrecer membresía? A continuación, construya una prueba tal como la líder, lo que hace que sea lo suficientemente difícil mantener la membresía de manera justa exclusivo. Considere cómo los solicitantes podrían torcer o romper las reglas de la prueba, tanto como líder como GM. Cualquier cosa El líder anticiparía razonablemente que se abre camino en el Reglas de la prueba. Si ves un posible "trampa" que el líder de la organización no anticiparía, A continuación, diseñe una prueba completamente diferente o deje que el laguna legal abierta, lo que sea más probable que conduzca a una Interesante historia. Trate de mantener las pruebas bastante simples, porque son esencialmente asuntos en solitario. No querrás dejar el resto de los PJs que esperan impacientes mientras un personaje se abre camino a través de una prueba. Como excepción, puede diseñar una prueba tan compleja o es difícil que el PC correspondiente no pueda completarlo por sí solo — el resto de los ordenadores deben ayudar, y completar la prueba se convierte en una aventura en toda regla. Esta técnica funciona mejor cuando: junto con otras recompensas (por lo general, tesoros o la oportunidad de hacer una buena acción o saldar una vieja cuenta) para los PJs que no están tomando un examen. For example, you could design a multiple-part riddle for a would-be Maestro de la historia that takes the PCs from the city to an ancient, ruined temple, then to a planar city where they must bargain with an efreeti lord. The wizard PC gets the chance to become a loremaster, the cleric PC can reclaim the temple for his deity, the rogue gets a chance to sneak into the treasure vaults of the efreet, and the fighter gets out of the city, where he’s wanted for a murder he didn’t commit. Everyone has a motivation to help the wizard with her riddle. |