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Coeficientes parciales y vida útil remanente

Variable X i Factor de sensibilidad  i

6.4 Coeficientes parciales y vida útil remanente

Aspect Skill: Intimidate.

Surging Projection: Allies gain a bonus to their next damage roll equal to one-half the wilder's class level (minimum +1).

Granted Abilities: The wilder projects an incredible sense of anger and rage.

Vengeance (Su): When the wilder deals damage to an enemy, she gains a +2 bonus to future damage rolls against that enemy. This bonus lasts until the wilder goes a round without dealing damage to that enemy.

The benefits of this ability stack; thus, if the wilder deals damage to the same enemy three rounds in a

row, she deals +2 damage on the second round, +4 damage on the third round and if she damaged the enemy on the fourth round, she would deal +6 damage. Damage bonuses from this ability are static (that is, a power that deals multiple dice of damage only gains the bonus once) and may only be applied once per round. At 8th level, the damage bonus increases to +3. At 15th level, it increases to +4.

Berserker's Tenacity (Su): Starting at 6th level, the wilder and all allies within 30 feet of her do not

become unconscious when reduced below 0 hit points.

They are still dying and take damage as normal. Any ally that moves farther than 30 feet from the wilder immediately becomes unconscious.

Aspect Powers: 3rd–energy missile; 7th–share pain, forced;

11th–accelerate; 15th–disintegrate, psionic

Wizard D

Except as noted here, wizards have the class features listed in the Pathfinder Core Rules.

Skills: Bluff and Disguise are class skills for wizards.

Spells: Wizards now ready spells instead of

preparing them. See the Magic chapter for information about how to ready spells, and the tables below for the readied spells and spell slots that wizards gain.

A wizard's spells are divided into three groups:

Simple, Complex, and Exotic. Simple spells represent basic magic, and can be readied by any wizard who can ready spells of the appropriate level. Complex spells represent a fundamental insight into the nature of magic. Wizards must choose which schools of Complex spells they can ready at first level. A specialist wizard can ready Complex spells of his specialized school, plus the Complex spells of five other schools. A universalist wizard can ready all Complex spells. Finally, Exotic spells are a wizard's own custom creations, and are almost always unique.

A wizard can ready any exotic spell that he knows.

Spellbooks: Wizards no longer store their spells in spellbooks. Instead, a spellbook contains the complex formulae, diagrams, and notes that a wizard needs. A wizard without his own spellbook cannot ready Complex or Exotic spells, and he readies two fewer spells of each level. If he uses another wizard's

spellbook, he can only ready Complex spells that both

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he and the other wizard were able to ready.

Wizards usually find it necessary to conceal the nature of their spellbooks from strangers, who are unlikely to be friendly to a known mage. Wizards can use the Disguise skill to disguise their spellbooks as innocuous objects.

Many braid their spells into giant hair ropes, or pass them off as especially complex sketches. A successful Perception or Spellcraft check, against the DC set by the wizard's Disguise result, reveals the true nature of a spellbook.

Defiling: Athasian mages draw their power from the life essence of living things. Many mages,

called defilers, draw this essence quickly and brutally, obtaining more power in the process but killing nearby flora and making fauna weak and ill. When casting an arcane spell, any wizard can extend the casting time of the spell to a full-round action to gain a +1 bonus to the caster level and the save DC of that spell. Doing so kills all plants in a radius equal to 5 feet per spell level. (Cantrips kill all plants in the caster's own square.) All living creatures except the defiler inside the defiling radius suffer a -1 penalty to all checks for 1 round. Plant creatures also suffer 2 damage per spell level. The power of defiling can be increased with Raze feats.

Some wizards, called preservers, choose not to use this power and maintain the health of the life around them. Even to a preserver, however, defiling is an ever-present temptation. A preserver who defiles must make a Will save (DC 10 + spell level + number of times previously defiled) or become a defiler – a spellcaster addicted to defiling. Even if he succeeds, he loses his preserver status and becomes tainted. Tainted mages and defilers can cleanse the taint and ease their addiction with the conversion spell. Some feats and

prestige classes require that a character be either a preserver or defiler.

Because a wizard's power comes from the life-energy around him, his magical strength varies based on how many living things are nearby. See the Magic chapter for details.

Specialization: Specialist wizards only choose one school of opposition. It takes two readied slots to ready a spell from an opposed school, and two spell slots to cast a spell from an opposed school.

Specialist wizards choose five schools of spells at character creation. They can cast Complex spells from these schools, as well as Complex schools of the specialized school. Universalist wizards can cast Complex spells from all eight schools.

Specialist wizards do not receive additional spell slots. However, their caster level is one higher than normal for spells of their specialized school, and they gain a +1 bonus to save DCs of spells from their

specialized school. They also gain a +2 bonus to saving throws against spells of their specialized school.

Universalist wizards do not gain any of these benefits.

Some specializations have been modified as

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Wizard: Spells Readied Per Day Wizard: Spell Slots Per Day

Level 0 1 2 3 4 5 6 7 8 9 Level 1 2 3 4 5 6 7 8 9

1 5 3 - - - - - - - - 1 3 - - - - - - -

-2 6 4 - - - - - - - - 2 3 - - - - - - -

-3 6 4 3 - - - - - - - 3 3 2 - - - - - -

-4 7 5 4 - - - - - - - 4 4 3 - - - - - -

-5 7 5 4 3 - - - - - - 5 4 3 2 - - - - -

-6 8 6 5 4 - - - - - - 6 4 4 3 - - - - -

-7 8 6 5 4 3 - - - - - 7 5 4 3 2 - - - -

-8 9 7 6 5 4 - - - - - 8 5 4 4 3 - - - -

-9 9 7 6 5 4 3 - - - - 9 5 5 4 3 2 - - -

-10 9 8 7 6 5 4 - - - - 10 5 5 4 4 3 - - -

-11 9 8 7 6 5 4 3 - - - 11 5 5 5 4 3 2 - -

-12 9 9 8 7 6 5 4 - - - 12 5 5 5 4 4 3 - -

-13 9 9 8 7 6 5 4 3 - - 13 6 5 5 5 4 3 2 -

-14 * 10 9 8 7 6 5 4 - - 14 6 5 5 5 4 4 3 -

-15 * 10 9 8 7 6 5 4 3 - 15 6 6 5 5 5 4 3 2

-16 * 10 10 9 8 7 6 5 4 - 16 6 6 5 5 5 4 4 3

-17 * 10 10 9 8 7 6 5 4 3 17 6 6 6 5 5 5 4 3 2

18 * 10 10 10 9 8 7 6 5 4 18 6 6 6 5 5 5 4 4 3

19 * 10 10 10 9 8 7 6 5 4 19 6 6 6 6 5 5 5 4 4

20 * * 10 10 10 9 8 7 6 5 20 6 6 6 6 5 5 5 5 5

* You ready all spells of this level.

follows.

Conjuration: The acid dart ability deals 1d8 acid damage + 1 per wizard level.

Evocation: The force missile ability deals 1d8 + Intelligence modifier force damage. It is still enhanced by intense spells as normal.

Transmutation: The telekinetic fist ability deals 1d8 bludgeoning damage + 1 per wizard level.

Craft Limited Item: Wizards receive Craft Limited Item as a bonus feat at 1st level. This replaces their Scribe Scroll feat.

Exotic Spells: At 2nd level, and again at each wizard level thereafter, a wizard devotes himself to studying the arcane arts and creates a custom spell.

This spell is an Exotic spell, a jealously-guarded secret among all wizards. A specialist wizard cannot create an Exotic spell from his opposed school. Players must present their proposed Exotic spell to the DM for revision, and are encouraged to take Exotic spells from other source material, such as the Spell Compendium.

Bonus Feats: Wizards can use their bonus feats to select Raze feats or any Arcane Armor Training Feat.

Preservers can also use them to select the Path Dexter feat; defilers can select Path Sinister.

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The options presented here supplement those in the Pathfinder Core Rules except where noted.

D Skills

The predominance of psionics in Athas requires new skills to address psionic abilities. Other skills have new or expanded roles in Athas.

Autohypnosis (Con ; Trained)

You have trained your mind to achieve incredible focus, gaining mastery over both mental and physical processes.

Check: The DC and the effect of a successful check depend on the task you attempt.

Ignore Pain: If you are inhibited by some sort of pain-based effect, such as a caltrop wound, a minor wound, or a symbol of pain spell, you can attempt to ignore it. The DC of this check is either 15 or the Save DC of effect that created the pain, whichever is higher.

If you succeed, you can ignore all penalties associated with the pain for one round per point by which your Autohypnosis check result exceeded the DC.

Ignore Privation: If you are suffering from the negative effects of hunger, thirst, heat, or cold, you can make a DC 20 Autohypnosis check to resist them. If you succeed, such penalties do not hinder you for one hour per point by which your Autohypnosis check result exceeded 20.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information.

Memorizing information requires a successful DC 15 Autohypnosis check. Each check allows you to memorize a single page of text (up to 800 words),

numbers, diagrams, or sigils. You do not need to understand the meaning of something that you memorize. If a document is longer than one page, you can make additional checks for each additional page.

You can memorize a similar amount of spoken language or other active interaction. You retain information memorized this way forever; however, you can only recall it with another successful Autohypnosis check.

Resist Death: Your body naturally attempts to attain equilibrium even while you are unconscious.

You can make an Autohypnosis check instead of a Constitution check to stabilize while you are dying.

Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear, with a DC equal to the original save DC against the fear effect. If you succeed, you shrug off the fear without further penalty. If you fail, the fear affects you normally and you gain no further attempts to shrug off that particular fear effect.

Resist Poison: You can choose to substitute an Autohypnosis check for one saving throw against poison. You cannot resist the initial application of poison in this way.

Resist Unconsciousness: If reduced to 0 hit points, you can make a DC 20 Autohypnosis check. If successful, you can take an action without taking damage for doing so. A failed Autohypnosis check in this circumstance does not prevent you from acting, but does mean that you take damage as normal for doing so.

Action: An Autohypnosis check normally requires either no action (when used reactively, such to resist an effect) or a standard action (to ignore an effect).

Memorization requires as much time as would normally be required to study the material to be memorized (normally about one minute). Recalling memorized material is a free action.

Try Again: Yes, for memorization and resisting unconsciousness, although a success does not negate previous failures. No, for other uses.

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