Variable X i Factor de sensibilidad i
6.2 Modelo para la carga de nieve para un periodo de referencia de un año
6.2.2 Deducción del modelo .1 Antecedentes
Except as noted here, monks have the class features listed in the Pathfinder Core Rules.
Weapon Proficiencies: Athasian monks are proficient with the chatchka, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shortspear, siangham, sling, spear, tonfa, and wrist razor.
Skills: Autohypnosis, Disguise, Knowledge (psionics), and Psicraft are class skills for monks.
Knowledge (history) and Swim are no longer class skills for monks. Monks gain 5 + Intelligence modifier skill points per level.
Psionic: Monks are treated as having a power point reserve for the purpose of acquiring psionic feats and mainting a psionic focus
Ignore Heat: Athasian monks control their bodies to remain cool even during a summer noon, or warm during the coldest night. Starting at 5th level, monks gain heat protection +3.
Ignore Thirst: Athasian monks can suppress their body's need for water, reducing both their awareness of thirst and their expenditure of moisture. Starting at 9th level, monks can last without any hydration for a number of days equal to their Wisdom modifier. After that time, start applying penalties for thirst as normal.
Diamond Soul: Athasian monks gain psi resistance instead of spell resistance.
Paladin D
When defilers poison the land with their magic, or rogue psions distort the Way for their own gain, the ordinary people of Athas have few defenders. There are not many who can stand against the supernatural powers of spell and mind. Those who can are known by different names in different places, but the spirit of all such titles may be found in the word “paladin”. It is somewhere between an office, a duty, and a calling.
Paladins track down the supernatural enemies that hunt the wastes and city-states of the Tablelands. Their duties are respected by all, their power feared. But most terrible of all is the strength of a paladin's
conviction. The majority of paladins have been scarred by reckless or abusive powers, and their hatred of intemperate spellcraft runs deep.
Most paladins are wanderers, roaming across the Tyr region in search of the renegade mages who are their lawful prey. A paladin's craft is illegal in the city-states, where they are labeled disturbers of the peace and exiled upon discovery, but many paladins still operate covertly within the walls of the cities. Templar are loathe to confront a paladin without
overwhelming superiority. Paladins, in turn, are near-universally contemptuous and hostile toward the Templarate, and are usually keystones in resistance movements against the sorcerer-kings. Finally, paladins will congregate at major magical disasters which tend to reanimate the dead. Paladins view the undead as one of the worst consequences of sorcery, and will go to great lengths to destroy them.
Many paladins follow the elemental and
paraelemental powers, drawing their abilities from the pseudo-divinities of the planes. Others draw their power from deep meditation on the Way, which they see as a divinely inspired source of stability. Still others claim atheism, and say that their abilities come from their deep convictions. Though all paladins are capable of a form of spellcasting, most prefer to refer think of them as miracles or talents instead.
Class Features
The paladin class has undergone considerable
changes. Unless specified here, they have none of the class features listed in the Pathfinder Core Rules.
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Alignment: Athasian paladins serve the elements and the people of Athas, but their morals and methods are as varied as in any other profession. For every paladin who would hold trials and careful
investigations to determine the identity of a village's defiler, there is another who would simply slaughter the entire village in their beds to ensure that the mage could not escape. Paladins have no alignment
restrictions. They are usually not chaotic, but this is not a requirement.
Hit Die: d10.
Build Options: When taking your first level of paladin, you must decide whether to advance as a standard paladin or as a templar. See the Templar Knight kit below for details. Paladins who lose their calling often “fall” and become templar knights.
Class Skills: Autohypnosis, Craft, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (psionics), Knowledge (religion), Knowledge
(warcraft), Profession, Ride, Sense Motive, Spellcraft, and Survival.
Skill Points: Paladins gain 4 + Intelligence modifier skills points at each level.
Weapon and Armor Proficiencies: Paladins are
proficient with simple and martial weapons, with all types of armor, and with all shields except tower shields.
Detect Mage (Sp): Paladins can use detect psionics and detect magic at will, as the power and spell.
Detect Defiler (Sp): Paladins constantly gain the benefits of the defiler scent spell.
Smite Foe (Su): This is exactly identical to the smite evil ability described in the Pathfinder Core Rules, with the following exceptions. First, it deals no
additional damage to evil outsiders. Second, the alignment of the target does not matter. Finally, the paladin gains 5 + paladin level spell and power resistance against the spells and powers of the smite target.
Divine Grace (Su): At 2nd level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
Lay On Hands (Su): At 2nd level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
Aura of Courage (Su): At 3rd level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
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Paladin Hit Die: d10 Skill Points: 3 + Int mod per level Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Detect mage, detect defiler, smite foe 1/day
2 +2 +3 +0 +3 Divine grace, lay on hands
3 +3 +3 +1 +3 Aura of courage, divine health, judgment, mercy
4 +4 +4 +1 +4 Channel positive energy, smite foe 2/day, spells
5 +5 +4 +1 +4 Mageslayer's weapon 1/day
6 +6/+1 +5 +2 +5 Mercy
7 +7/+2 +5 +2 +5 Smite foe 3/day
8 +8/+3 +6 +2 +6 Aura of resolve
9 +9/+4 +6 +3 +6 Mageslayer's weapon 2/day, mercy
10 +10/+5 +7 +3 +7 Smite foe 4/day
11 +11/+6/+1 +7 +3 +7 Rally the hunters
12 +12/+7/+2 +8 +4 +8 Mercy
13 +13/+8/+3 +8 +4 +8 Mageslayer's weapon 3/day, smite foe 5/day
14 +14/+9/+4 +9 +4 +9 Aura of sanctity
15 +15/+10/+5 +9 +5 +9 Mercy
16 +16/+11/+6/+1 +10 +5 +10 Smite foe 6/day
17 +17/+12/+7/+2 +10 +5 +10 Champion's aegis, mageslayer's weapon 4/day
18 +18/+13/+8/+3 +11 +6 +11 Mercy
19 +19/+14/+9/+4 +11 +6 +11 Smite foe 7/day
20 +20/+15/+10/+5 +12 +6 +12 Magebane, mageslayer's weapon 4/day
.
Divine Health (Ex): At 3rd level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
Mercy (Su): At 3rd level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
Judgment (Su): Starting at 3rd level, a paladin can choose to forgo the bonus damage of her smite foe ability to instead cause her target to be afflicted by a status condition. A paladin may use this ability to inflict any status condition that she could could cure with a mercy, with the following exceptions: cursed, diseased, poisoned, and staggered. This effect is applied to all attacks that the paladin makes in a round, and must be chosen before the paladin rolls the attacks. Each condition lasts for one round. No more than one status condition may be inflicted at one time.
Channel Positive Energy (Su): At 4th level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
Spells: At 4th level, paladins gain the feature of the same name described in the Pathfinder Core Rules, with the following exceptions. Paladins cast divine spells, drawn from the list found in the Magic chapter.
Paladins now ready spells instead of preparing them.
See the Magic chapter for information about how to ready spells, and the table to the right for the number of readied spells and spell slots that paladins gain.
Mageslayer's Weapon (Su): The hallmark power of a paladin is her ability to render a mage completely vulnerable to her attacks. Starting at 5th level, a paladin may spend a standard action to concentrate on a melee weapon, empowering it. This empowerment lasts for one minute per paladin level. For the
duration, the weapon gains a +1 enhancement bonus.
In addition, the first time that the weapon strikes a spellcaster or manifester in a round, the target of the attack must succeed on a concentration check (DC 5 + damage dealt) or be unable to cast spells or manifest powers the following round. The enhancement bonus granted by this ability increases by +1 at 8th level, and every three paladin levels thereafter. These bonuses can be added to the weapon, stacking with existing enhancement bonuses (to a maximum of +5), or they can be used to add any of the following weapon properties: acidic, defending, disruption, flaming, freezing, keen, psychokinetic, shocking, suppression (choose
magical or psionic), or any burst enchantments for the elemental enchantments on this list. These bonuses are added to any properties that the weapon already has, but duplicate abilities do not stack. If the weapon is not already magical, at least a +1 enhancement bonus must be added before any properties. The bonuses and properties are determined when the paladin empowers her mageslayer's weapon, and cannot be changed until she does so again.
Any other character holding a mageslayer's weapon gains none of the benefits of this ability, but they return if the paladin wields the weapon again.
These bonuses apply only to one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four additional levels, to a maximum of four times per day at 17th level.
Aura of Resolve (Su): This is exactly identical to the aura of resolve ability described in the Pathfinder Core Rules, except that the immunity and save bonus also apply to compulsion effects.
Rally The Hunters (Su): This is exactly identical to the aura of justice ability described in the Pathfinder
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Paladin Spells
Spells Readied Spell Slots
Level 1 2 3 4 Level 1 2 3 4
1 - - - - 1 - - -
-2 - - - - 2 - - -
-3 - - - - 3 - - -
-4 1 - - - 4 0 - -
-5 2 - - - 5 1 - -
-6 2 - - - 6 1 - -
-7 3 1 - - 7 1 0 -
-8 3 2 - - 8 1 1 -
-9 3 2 - - 9 2 1 -
-10 4 3 1 - 10 2 1 0
-11 4 3 2 - 11 2 1 1
-12 4 3 2 - 12 2 2 1
-13 4 4 3 1 13 3 2 1 0
14 5 4 3 2 14 3 2 1 1
15 5 4 3 2 15 3 2 2 1
16 5 4 4 3 16 3 3 2 1
17 5 5 4 3 17 4 3 2 2
18 5 5 4 3 18 4 3 2 2
19 6 5 4 4 19 4 3 3 2
20 6 5 5 4 20 4 4 3 3
.
Core Rules, except that it applies to smite foe instead of smite evil.
Aura of Sanctity (Su): At 14th level, paladins gain 5 + paladin level spell and power resistance. The spell and power resistance granted by their smite foe ability increases to 10 + paladin level. Allies within 10 feet of the paladin gain spell and power resistance equal to the paladin's level.
Champion's Aegis (Su): At 17th level, a paladin gains DR 5/cold iron. She also becomes immune to the effects of a defiling radius, and to the effects of a defiler's raze feats.
Magebane (Su): At 20th level, a paladin becomes the ultimate hunter of the supernatural. Her damage reduction increases to 10/cold iron. Whenever she channels positive energy or uses lay on hands to heal, she heals the maximum possible amount. Finally, when she uses smite foe against an arcane spellcaster or psionic manifester, she may attempt to sunder the target's powers. Every time she hits the target, it must make a Will save (DC 15 + the paladin's Charisma modifier); on a failure, the target cannot cast spells or manifest powers for 24 hours.