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Caracterización 1. Caracterización inicial

In document PLAN HIDROLÓGICO DE LA GOMERA (página 31-37)

2.3. MASAS DE AGUA SUBTERRÁNEA

2.3.2. Caracterización 1. Caracterización inicial

Weapon and Armor Proficiency: An armorist is proficient

with all simple and martial weapons, light armor, medium ar- mor, and shields (except tower shields).

Casting: An armorist may combine spheres and talents to cre-

ate magical effects. An armorist is considered a Low-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: An armorist gains a small reservoir of energy she

can call on to create truly wondrous effects, called a spell pool.

Table: The Armorist

Level Base Attack Bonus SaveFort SaveRef SaveWill Special BonusMax Caster Level TalentsMagic

1st +1 +2 +0 +0 Casting, Spell Points, bound equipment, summon equipment +1 +0 (1) 0 (+2)

2nd +2 +3 +0 +0 Arsenal trick +1 +1 1

3rd +3 +3 +1 +1 Armor training, bound equipment (+1) +1 +1 1

4th +4 +4 +1 +1 Arsenal trick +1 +2 2

5th +5 +4 +1 +1 Bound equipment (+2, 2x), summon armor +1 +2 2

6th +6/+1 +5 +2 +2 Arsenal trick +2 +3 3

7th +7/+2 +5 +2 +2 Armor training, bound equipment (+3) +2 +3 3

8th +8/+3 +6 +2 +2 Arsenal trick +2 +4 4

9th +9/+4 +6 +3 +3 Bound equipment (+4) +3 +4 4

10th +10/+5 +7 +3 +3 Arsenal trick, Bound Equipment (x3), bind staff +3 +5 5 11th +11/+6/+1 +7 +3 +3 Armor training, bound equipment (+5) +3 +5 5

12th +12/+7/+2 +8 +4 +4 Arsenal trick +4 +6 6

13th +13/+8/+3 +8 +4 +4 Bound equipment (+6) +4 +6 6

14th +14/+9/+4 +9 +4 +4 Arsenal trick +4 +7 7

15th +15/+10/+5 +9 +5 +5 Armor training, bound equipment (+7, 4x) quick summons +5 +7 7

16th +16/+11/+6/+1 +10 +5 +5 Arsenal trick +5 +8 8

17th +17/+12/+7/+2 +10 +5 +5 Bound equipment (+8) +5 +8 8

18th +18/+13/+8/+3 +11 +6 +6 Arsenal trick +5 +9 9

19th +19/+14/+9/+4 +11 +6 +6 Armor training, bound equipment (+9) +5 +9 9 20th +20/+15/+10/+5 +12 +6 +6 Bound equipment (+10, 5x), infinite arsenal +5 +10 10

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This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: An armorist gains a magic talent at 2nd level

and every 2 levels thereafter, according to Table: Armorist.

Summon Equipment (Su): An armorist may spend a spell

point as a move action to conjure a weapon or shield into her hands, which stays for 1 minute per level before disappearing. The armorist must be proficient with the weapon or type of shield to summon it, and in the case of exotic weapons, she must have studied a pre-existing version of the weapon for at least 1 week. This weapon or shield is masterwork quality, and while antimagic barriers may prevent the armorist from sum- moning these items, the items themselves are not considered magical creations and so may not be dispelled. Ranged weapons come with 50 pieces of basic ammunition.

At 5th level, the armorist may conjure any type of armor she is proficient with, either on her own body as a move action or on a touched willing target’s body as a standard action. This causes any armor the target is wearing to disappear in favor of the new armor until the dura- tion is over and the old armor returns.

Dismissing summoned equipment is a free action. Summoned equipment gains a +1 en- hancement bonus for every 3 armorist levels the creator possesses, to a maximum of +6 at 18th level. These bonuses may be traded for special qualities according to

Table: Bound Equipment. A piece

of summoned equipment cannot have higher than a +5 enhancement bonus; enhancement bonuses beyond this amount must be traded for special qualities.

Bound Equipment (Su): An ar-

morist gains a bond with a specific weapon or shield that is far great- er than with her other summoned equipment. Bound equipment is sum- moned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equip- ment at 5th level, 10th level, 15th level, and 20th level and may select a suit of armor beginning at 5th level or a staff beginning at 10th level.

Bound equipment is masterwork quality, and gains a cumulative +1 enhancement bonus for every odd armorist level possessed beyond 1st, increasing to +10 at 20th level. A piece of bound equipment’s enhancement bonus can- not exceed +1 per 3 levels (minimum: +1, maximum: +5);

all enhancement bonus beyond this must be traded for special qualities.

An armorist may give her bound weapon special enhancement properties from Table: Bound Equipment, trading enhance- ment bonus for other benefits. Bound equipment cannot be en- chanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus.

A bound staff does not possess enhancement bonuses, but in- stead grants the armorist access to magic talents she does not normally possess. A bound staff may hold one magic talent per 2 points of enhancement bonus.

Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed

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Table: Bound Equipment Weapon Special Ability Enhancement Bonus Value Shield Special Ability Enhancement Bonus Value Armor Special Ability Enhancement Bonus Value Staff Special Ability Enhancement Bonus Value

Corrosive +1 CatchingArrow +1 bonus Bolstering +1 bonus +1 Magic Talent +2 Defending +1 Bashing +1 bonus Brawling +1 bonus

Distance +1 Blinding +1 bonus Deathless +1 bonus Flaming +1 Clangorous +1 bonus Defiant +1 bonus Frost +1 Defiant +1 bonus Fortification (light) +1 bonus Impervious +1 Fortification (light) +1 bonus Grinding +1 bonus Keen +1 Grinding +1 bonus Impervious +1 bonus Merciful +1 Impervious +1 bonus Mirrored +1 bonus

Mighty

Cleaving +1 Mirrored +1 bonus Stanching +1 bonus Returning +1 Ramming +1 bonus Spell resistance (13) +2 bonus Shock +1 deflectionArrow +2 bonus Fortification (moderate) +3 bonus Throwing +1 Merging +2 bonus ResistanceEnergy +3 bonus Vicious +1 resistance (13)Spell +2 bonus Invulnerability +3 bonus Corrosive

Burst +2 Fortification (moderate) +3 bonus Spell resistance (15) +3 bonus Flaming

Burst +2 resistance (15)Spell +3 bonus Titanic +3 bonus Icy Burst +2 resistance (17)Spell +4 bonus Resistance, Energy

Improved +4 bonus Shocking

Burst +2 Fortification (heavy) +5 bonus Spell resistance (17) +4 bonus Wounding +2 resistance (19)Spell +5 bonus Fortification (heavy) +5 bonus Speed +3 Reflecting +5 bonus Spell resistance (19) +5 bonus

Vorpal +5 Resistance, Energy

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if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place.

The armorist’s bound equipment can be damaged and sun- dered, but always returns to full health the following day. A bound double-weapon must divide its enhancement bonus- es and weapon qualities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other.) Alternately, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.

Arsenal Trick: At second level and every even-numbered lev-

el thereafter the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.

Aiding: Add benevolent to the special qualities you may add to

your bound and summoned weapons and armor.

Arcane Strike: You gain the Arcane Strike feat and treat your

armorist level as your caster level when determining its effects.

Combat Feat: You may select a combat feat as a bonus feat. Crafter: You gain an item creation feat. Treat your arcanist level

as your caster level when using and meeting the prerequisites for this feat.

Dancing: Add dancing and animated to the list of special qualities

you may add to your bound and summoned weapon and shields respectively. A bound weapon or shield with the dancing or ani-

mated quality does not disappear until after it has finished its 4

rounds of independent action.

Empathic: Add menacing, cunning, cruel, and courageous to the list

of special qualities you may add to your bound and summoned weapons.

Ethereal Equipment: (Requires Armorist 8) Add brilliant energy

to the list of special qualities you may add to your summoned and bound weapons. Add ghost touch to the list of special qual- ities you may add to your summoned and bound weapons, ar- mor, and shields.

Extra Equipment: You gain an additional piece of bound equip-

ment. You may take this arsenal trick multiple times. Each time it is gained, you gain an additional piece of bound equipment.

Extradimensional Storage (Sp): You gain the extradimensional

storage Warp sphere talent, even if you do not possess the Warp sphere. You may use your armorist level as your caster level for this ability if it is higher, and you may choose to summon items from your extradimensional storage with the same action and with the same rules (such as replacing one suit of armor with another) as your other summoned equipment.

Finesse: You gain the Weapon Finesse feat. Gear Trick: You gain the Equipment Trick feat.

Greater Materials: (Requires Armorist 12, Improved Materials)

You may summon equipment and create bound equipment that is made from adamantine.

Heavy Armor: You gain the Heavy Armor Proficiency feat. Hide Equipment: All your bound and summoned gear gain the glamered special quality.

Hunter: (Requires Armorist 10) Add bane and defiant to the qual-

ities you may add to your summoned and bound weapons and armor/shields respectively.

Improved Equipment: Choose one piece of bound equipment

you possess. That piece of equipment gains an additional +1 enhancement bonus. If you permanently dismiss this piece of bound equipment, you may transfer this bonus to another piece of bound equipment you possess. You may take this talent mul- tiple times. Each time it is taken, increase the bonus granted by another piece of bound equipment by 1. You cannot increase an individual item more than once with this arsenal trick.

Improved Materials: (Requires Armorist level 6) You may sum-

mon equipment or create bound equipment out of cold iron or mithril.

Movement: Add the following special qualities to those you may

grant to a suit of armor: +20 base movement speed (+1), water- beathing (+1), 30 ft Swim speed (+1), 30 ft Climb speed (+1), 30 ft Fly speed (maneuverability poor, +2), 15 ft Burrow Speed (+2). You may grant special qualities that grant or enhance move- ment multiple times. Each time they are granted to a suit of armor beyond the first, increase the granted movement speed by 10 ft.

Shifting Weapon: All your bound and summoned weapons gain

the transformative special quality.

Tower Shield: You gain the Tower Shield Proficiency feat. Trap and Free: (Requires Armorist 5) Add advancing, anchoring,

and reposition to the list of special qualities you may add to your bound and summoned weapons.

Weapon Focus: You gain the Weapon Focus feat.

Armor Training (Ex): Starting at 3rd level, an armorist learns

to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus al- lowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor.

Quick Summons: At 15th level, the armorist may summon

or switch equipment onto herself as a swift action instead of a move action. This improves to a free action at 20th level.

Infinite Arsenal (Su): At level 20, you no longer need to

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Chapter 3

In document PLAN HIDROLÓGICO DE LA GOMERA (página 31-37)

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