Variable X i Factor de sensibilidad i
5.4 Aplicación de las representaciones gráficas de los coeficientes parciales
These enormous lizards are much like the small scavengers common all over Athas, but far larger. Giant lizards have been known to attack crodlu herds or caravans to find the meals that their size necessitates.
Starting Statistics: Size Medium; Speed 40 feet, burrow 20 feet; AC +4 natural armor; Attack bite (1d8 + grab); Ability Scores Str 14, Dex 16, Con 14, Int 1, Wis 9, Cha 9; Special Abilities grab (+4 CMB/CMD to grapple) Special Qualities low-light vision
7th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (2d6 + grab); Ability Scores Str +8, Dex -2, Con +4; Special Abilities powerful bite (bite receives 2x Strength mod to damage instead of 1.5x)
Inix
Inixes are an evolutionary off-spurt of mekillots which, legends say, removed their tongues to make their tails long.
Inixes do indeed have no tongue, despite their large beaked mouths, and their tails are their most notable feature, three-quarters the length of their torso and ending in a heavy paddle. Inixes have a low-slung frame and strong backs, making them ideal beasts of burden.
Starting Statistics: Size Medium; Speed 40 feet; AC +6 natural armor; Attack bite (1d6) or tail slap (1d8);
Ability Scores Str 14, Dex 14, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, improved carrying capacity (double Strength for carrying purposes)
7th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (1d8) or tail slap (1d10 + stun);
Ability Scores Str +6, Dex -2, Con +4; Special
Abilities stun (Fort save; on failure, target is dazed for 1 round, or 1d4 rounds on crit; Str-based DC)
Jhakar
Jhakar look much like reptilian bulldogs, but with much larger and stronger jaws. The mouth of a jhakar seems to fill most of its face. Jhakar roam the wastes in large packs, surrounding and pulling down their prey. Jhakar are feared for their intelligence as much as their jaws – packs have driven caravans to flee over cliffs, or lured hunters into dead-end canyons or natural deadfalls.
Starting Statistics: Size Small; Speed 30 feet; AC +2 natural armor; Attack bite (1d6 + trip); Ability Scores Str 11, Dex 17, Con 12, Int 3, Wis 12, Cha 8; Special Qualities low-light vision, scent
4th-Level Advancement: Size Medium; Speed 40 feet;
AC +1 natural armor; Attack bite (1d8 + trip or grab);
Ability Scores +6 Str, -2 Dex, +2 Con; Special Abilities grab (+4 CMB/CMD to grapple)
Kivit
Kivits look much like small, slick-bodied bobcats with gray far. Their oily sheen is a product of their primary defense, a strong poison exuded by musk glands in their skin.
Anything that bites a kivit regrets it, but usually not for long. Kivits hunt the plains and wastes, and are renowned for their efficient metabolism, which lets them go for over a week without water at need.
Starting Statistics: Size Small; Speed 30 feet; AC +1 natural armor; Attack bite (1d4), 2 claws (1d3); Ability
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Scores Str 10, Dex 18, Con 12, Int 2, Wis 12, Cha 9;
Special Attacks poison (ingested, Onset 1 round, Frequency 1/min (10), Effect 1d2 Con damage + sickened until cured, Cure 1 save, Con-based DC) Special Qualities low-light vision
4th-Level Advancement: Size Medium; Speed 40 feet;
AC +2 natural armor; Attack bite (1d6), 2 claws (1d4);
Ability Scores Str +4, Dex -2, Con +2
Lion
The Athasian lion is a dying species. Despite their strength and cunning, lions must compete with the more-numerous lizards, who are better-adapted to retain water and can hide from the sun under the sands. Lion prides often find shade and water at oases, which has lead to a bounty on their heads by fearful caravans.Starting Statistics: Size Medium; Speed 40 feet; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10;
Special Attacks rake (while grappling; 2 claws, 1d4) Special Qualities low-light vision, scent
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 + grab), 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks grab (+4 CMB/CMD to grapple), pounce, rake (1d6)
Owl
The owls of Athas are as much scavengers as predators.They tend to be tan or gray, to better blend with the harsh rocks of the desert. Owls are common in the city-states, and often viewed as pests. The expression “waking to an owl-shit sunrise” is roughly analogous to “having a case of the Mondays”, and is used in much the same way.
Starting Statistics: Size Small; Speed 10 feet, fly 80 feet (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision 4th-Level Advancement: Ability Scores +2 Str, +2 Con
Pterrax
The pterrax looks very similar to a pterodactyl, but with strong legs tipped in long claws. Pterrax are rare in the Tablelands, and normally only arrive in the company of a pterran warrior or druid. They are well-respected, however, for their strength, their notable intelligence, and their innate psionic abilities.
Starting Statistics: Size Medium; Speed 10 feet, fly 30
feet (clumsy); AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 12, Dex 20, Con 12, Int 3, Wis 14, Cha 13; Special Attacks psi-like abilities (ML 1, self only; empathy 1/day, thicken skin 1/day) Special Qualities low-light vision, darkvision 60 feet 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +6, Dex -2, Con +4; Special Attacks psi-like abilities (ML 3; biofeedback (DR 2/-) 1/day)
12th-Level Advancement: Special Attacks psi-like abilities (ML 5; body adjustment (2d12) 1/day)
Snake (Constrictor)
Large constrictor snakes are common in the wastes, which is just as well, as they are a major dietary staple of mekillots and other large lizards who rarely need to fear a snake's coils. They can also be found in the scrublands near the Ringing Mountains. Halflings from the forests enjoy capturing and taming the larger specimens, and even using them as riding beasts.
Starting Statistics: Size Medium; Speed 20 feet, climb 20 feet, swim 20 feet; AC +2 natural armor; Attack bite (1d4 + grab); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab (+4 CMB/CMD to grapple); Special Qualities scent
4th-Level Advancement: Size Large; AC +1 natural armor; Attack bite (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks constrict (1d4+Str mod; auto-damage when successfully grappling)
Snake (Viper)
Venomous snakes can be found all over the Tablelands. They have a solid niche in the faltering ecosystem of the wastes, but their most successful habitat has proved to be the city-states. Bardic poisonmasters import rare and dangerous vipers to aid their craft, and enough of these snakes have escaped over the centuries to create breeding populations.
Efforts to wipe out the snakes have failed universally.
Starting Statistics: Size Small; Speed 20 feet; AC +2 natural armor; Attack bite (1d3 + poison); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2;
Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities scent
4th-Level Advancement: Size Medium; Attack bite (1d4 + poison); Ability Scores Str +4, Dex -2, Con +2
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D Fighter
Except as noted here, fighters have the class features listed in the Pathfinder Core Rules.
Build Options: When taking your first level of fighter, you must decide whether to advance as a standard fighter or as a gladiator. See the Gladiator kit below for details.
Skills: Knowledge (warcraft) and Perception are class skills for fighters. Swim is no longer a class skill for fighters. Fighters receive 3 + Intelligence modifier skill points per level.
Weapon Groups: The weapon groups have been updated in light of the new setting-specific items.
Axes: battleaxe, handaxe, heartpick, impaler, light pick, throwing axe, and urgrosh.
Blades, Heavy: elven curve blade, gythka, heavy macahuitl, jagged macahuitl, lotulis, macahuitl, scimitar, scythe, and thanak.
Blades, Light: bard's friend, dagger, elven longblade, kama, kukri, sickle, slodak, small
macahuitl, starknife, widow's knife, and wrist razors.
Bows: composite greatbow, composite longbow, composite shortbow, greatbow, longbow, and shortbow.
Close: garrote, heavy shield, heavy tonfa, light shield, puchik, sap, spiked armor, spiked gauntlet, spiked shield, talid, tonfa, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, repeating crossbow, siege crossbow, and splashbow.
Double: dire flail, double-tipped spear, gythka, lotulis, quarterstaff, and urgrosh.
Flails: alhulak, dire flail, flail, heavy flail, master's whip, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, datchi club, heavy tonfa, greatclub, heavy mace, light hammer, light mace, maul, swatter, thanak, tonfa, and warhammer.
Monk: chatchka, kama, nunchaku, quarterstaff, siangham, unarmed strike, and wrist razors.
Natural: unarmed strike, gauntlet, spiked gauntlet, talid, and all natural weapons.
Polearms: crusher, duom, halberd, tkaesali, and trikal.
Spears: alak, double-tipped spear, duom, lance,
longspear, shortspear, trident, and zerka.
Thrown: atlatl, bolas, blowgun, chatchka, dart, dejada, double-tipped spear, javelin, lasso, light hammer, net, sling, throwing axe, trident, and zerka.
Gladiator
The arena is the battlefield of the gladiator. From hand-to-hand combat in the mud pits of small forts to the grand games of the city-states, the gladiator is a warrior who fights to the sounds of people cheering his name or cursing his presence. A master of crowd control and the art of prolonged combat, gladiators are expert showmen as well as deadly fighters. They train to best wild beasts in the deadly games, or to slay the most skilled champions of the arena. They fight for glory, wealth, prestige, and power. They fight to survive. Some are merely slaves, fighting for the prospect of freedom, while others enter the arena of their own will, for the thrill of the sport or the promise of riches and fame.
The Gladiator kit is a build option for Fighters.
Gladiators, unlike most fighters, are expert showmen who can delight an audience and infuriate their enemies. They are also excellent at prolonging a fight, the better to encourage the crowd. However, they lack some of the versatility and pure death-dealing
prowess of a normal fighter, as their entertainer's instincts are not always well-suited to the brutality of pitched battle.
Skills: Gladiators receive one additional skill point per level (4 + Int mod/level). Acrobatics, Bluff,
Knowledge (local), Perform, and Sense Motive are class skills for gladiators. Knowledge
(dungeoneering), Knowledge (engineering), Ride, and Survival are no longer class skills for gladiators.
Bonus Feats: Gladiators do not gain bonus feats as quickly as normal fighters. They receive a bonus feat at first level, and at every fourth class level (4th, 8th, etc).
Weapon Training: Gladiators do not train for maximum efficiency with their weapons, instead practicing techniques to draw out a fight. Gladiators gain weapon training every eight class levels (8th and 16th).
Weapon Mastery: Gladiators do not gain the fighter's weapon mastery feature.
Gladiatorial Display: The hallmark of a gladiator
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is his performance. A good show focuses the gladiator, excites the crowd, and unnerves the opponent. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a gladiator can use gladiatorial display an additional two times per day. Each round, the gladiator can produce any of the types of gladiatorial display that he has mastered.
Starting a gladiatorial display is a standard action, but it can be maintained each round as a free action. A gladiatorial display is not interrupted by damage, but it ends if the gladiator cannot spend a free action to maintain the display (unconsciousness, paralysis, etc.).
Starting at 7th level, gladiators can begin a gladiatorial display as a move action. Starting at 13th level, they may do so as a free action.
While engaged in a gladiatorial display, gladiators gain a bonus equal to their class level to any Bluff, Diplomacy, or Perform checks made to influence an arena crowd.
Chant: A 1st-level gladiator can start a resounding chant, granting confidence to himself and his allies.
The gladiator and all allies who can hear him gain a +1 morale bonus to AC and to saving throws against fear
effects. At 5th level, and every five gladiator levels thereafter, this bonus increases by +1.
Team Strike: At 1st level, gladiators know special tricks for group-fighting, using their own attacks to drive their enemies onto the blades of their allies.
Once per round, when a gladiator hits an enemy with a melee attack while using this display, he may designate one ally who threatens that enemy as the beneficiary of the team strike. That ally's next attack against that enemy gains a +1 bonus to hit and deals an additional +1d4 damage. This bonus is lost if the enemy moves out of the ally's threat range. The bonuses granted by team strike increase for every seven gladiator levels (+2/+2d4 at 7th level, +3/+3d4 at 14th level).
Taunt: Starting at 3rd level, gladiators learn to unnerve their opponents with just a glance. While using this display, a gladiator may attempt to demoralize an opponent as a swift action (see
Intimidate, Pathfinder Core p. 99). For this purpose, use the gladiator's class level + his Charisma modifier or his Intimidate bonus, whichever is higher. All abilities which affect a normal use of the Intimidate skill to demoralize an enemy also apply to this display.
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Fighter (Gladiator) Hit Die: d10 Skill Points: 4 + Int mod per level Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Gladiatorial display, chant +1, team strike +1/+1d4, mercy
2 +2 +3 +0 +0 Bravery +1, exotic weapon
3 +3 +3 +1 +1 Armor training 1, taunt
4 +4 +4 +1 +1 Bonus feat
5 +5 +4 +1 +1 Chant +2, no mercy
6 +6/+1 +5 +2 +2 Bravery +2, exotic weapon, shake it off
7 +7/+2 +5 +2 +2 Armor training 2, team strike +2/+2d4
8 +8/+3 +6 +2 +2 Bonus feat, weapon training 1
9 +9/+4 +6 +3 +3 Confounding feint
10 +10/+5 +7 +3 +3 Bravery +3, chant +3, exotic weapon, gladiator's presence
11 +11/+6/+1 +7 +3 +3 Armor training 3
12 +12/+7/+2 +8 +4 +4 Bonus feat
13 +13/+8/+3 +8 +4 +4 Terror walking
14 +14/+9/+4 +9 +4 +4 Team strike +3/+3d4, bravery +4, exotic weapon
15 +15/+10/+5 +9 +5 +5 Riposte stance, chant +3, armor training 4
16 +16/+11/+6/+1 +10 +5 +5 Bonus feat, weapon training 2
17 +17/+12/+7/+2 +10 +5 +5 Dragon's fury
18 +18/+13/+8/+3 +11 +6 +6 Bravery +5, exotic weapon
19 +19/+14/+9/+4 +11 +6 6 Armor mastery
20 +20/+15/+10/+5 +12 +6 6 Master of the arena, chant +4, bonus feat
.
Shake It Off: Starting at 6th level, gladiators can shrug off fear and discomfort, or help an ally do the same. For each round that this display is active, the gladiator can attempt to end a mind-affecting effect on himself or one adjacent ally. The beneficiary can reroll a failed save or opposed skill check against the DC of the original effect. If the effect allows no save or check to resist it, the effect ends automatically.
Confounding Feint: Starting at 9th level, gladiators can drive foes into confusion and distraction. As a swift action, the gladiator can make a Bluff check against a single target, opposed by that creature's Combat Maneuver Defense. If the gladiator wins the contest, the target is dazed for 1 round. A creature that has been targeted by a confounding feint in the last hour gains a +2 cumulative bonus to its CMD to resist successive feints, whether or not the feint was
successful, and no matter which gladiator attempted the feint.
Riposte Stance: Starting at 15th level, gladiators develop the ability to counter enemy attacks with their own. Once per turn, when an enemy attacks the gladiator while he is using this display, he may choose to either use his Armor Class to defend against the attack or to roll an opposing attack roll at his highest base attack bonus. Treat the result of this attack roll as the gladiator's Armor Class against that attack. If the attack misses, the gladiator automatically counter-attacks and deals damage equal to his Strength modifier to the attacker
Dragon's Fury: At 17th level, a gladiator can enter a passionate frenzy, fill himself with ferocity. He gains the benefits of freedom of movement, gains temporary hit points equal to twice his class level, and receives a morale bonus to damage rolls equal to his Charisma modifier. He also gains a +4 bonus to his CMB and CMD.
Mercy: At 1st level, a gladiator suffers no penalties when attacking to inflict non-lethal damage.
Exotic Weapon: At 2nd level, and every four gladiator levels thereafter, a gladiator gains Exotic Weapon Proficiency as a bonus feat.
No Mercy: At 5th level, a gladiator can execute a coup-de-grace as a standard action instead of a full-round action.
Gladiator's Presence: At 10th level, gladiators gain either Inspiring Presence or Intimidating Presence as a
bonus feat. They must meet the prerequisites for the feat. If they do not meet the prerequisites at 10th level, they gain the feat as soon as they do meet its
prerequisites.
Terror Walking: At 13th level, when a gladiator successfully demoralizes a creature with the
Intimidate skill, it becomes panicked instead of shaken the first time that it is demoralized in that day. If the gladiator later successfully demoralizes the same creature again, it is shaken as normal.
Master of the Arena: At 20th level, a gladiator has perfected the skills of the arena. He can maintain two different gladiatorial displays. Doing so does not require him to expend additional daily uses of his gladiatorial performance ability.
Monk D
Not all psionic talents are as direct or apparent as a kineticist's fire bolts or a telepath's command. Psychic academies teach some with psionic gifts to turn their power inward, toward perfection of body and soul rather than the mind. Monks are the end-products of this training, committed practitioners of the Way who have learned to focus their Will on their own bodies.
Monks are deeply meditative by nature, as it is their deep knowledge of the Way that allows them to channel their energies. Some few retreat from the world to ensure the peace of mind that their study demands. Most, however, make their way as skilled warriors. Monks are often found working as
protectors for the merchant houses and the academies, or as bodyguards for the wealthy. In the culture of corruption found in the city-states, monk guardians are considered highly reliable. Unscrupulous monks can find easy employment as assassins, thieves, and spies. There are even a few monks living in the city-states who join the Templarate.
Most monks belong to a secret fraternity, holding membership in one of the seven known to exist. Only monks are invited to join any of the fraternities, and only after a careful analysis of their character by established members. Some monks refuse to join, while others are never offered a chance. Though few outside the academies of the Way know of these societies, there is a great deal of speculation among the scholars about the purpose of each group.
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Monks come from all sorts of backgrounds. Unlike psions, whose ranks include many of the well-born who desire a soft life of power for their children, becoming a monk is rarely considered appropriate for a child from a wealthy family. Even well-established monks are rarely better than mercenaries or
adventurers. Some choose to follow the monk's path because they were rejected from the more rigorous disciplines expected of psions. Others were brought into the academy by the patronage of a powerful member; depending on the patron in question, the motives may range from nepotism to generosity. More than one successful monk began his career as a
scholarship student from a poor family who had shown early promise to some master's chance study.
And sometimes, very rarely, such masters have retired away from the academy and trained a few select pupils outside the strictures of the formal system.