• No se han encontrado resultados

El sistema tripartito del delito de Luden

In document Antijuricidad penal y sistema del delito (página 190-200)

LA EVOLUCIÓN HISTÓRICA HACIA LA ANTIJURIDICIDAD NO CULPABLE

Capítulo 2. El sistema del delito en la gestación del Derecho penal moderno

VI. El sistema tripartito del delito de Luden

Description

Many fear the deadly warlord, master of double weaponry. They are elite warriors who have taken the style of double weapon fighting to the verge of perfection. Warlords are students of battle, often studying war in history as well as current engagements. Because of this and their martial skill, warlords are often great leaders and tacticians.

Warlords are not an organised order, like a knighthood, but they have respect for one another and the dedication it takes to become one of them. They are rarely masters of horsemanship as fighting from a mount limits the double weapon style. Lawful characters find it easier to accept the practice regiment and state of mind of most warlords. Wild chaotic warlords do exist, but most warlords prefer to teach those who can dedicate themselves to their art.

Warlords train every day. They approach combat from a logical point of view and believe that he who trains the hardest will bleed

the least. A warlord must practice with his favoured weapon for at least two hours a day or risk losing his special abilities. For every day after 3 that a warlord misses his practice, he loses his highest level special ability (listed in the Special column above). A full day of practice will bring back one level of special abilities. Thus, a 5th level warlord who misses practice for 6 days only has the special abilities of a 2nd level warlord. Each day he spends in practice will bring back one level of ability. Combat does not count as practice, thus a warlord cannot fight everything he sees and call it training.

All warlords have some experience as fighters (as the Weapon Specialisation feat is a requirement). Most warlords are single class fighters before joining the ranks. Occasionally warrior priests or paladins are found among them. It is rare for a ranger to accept the discipline required for this class. Barbarians and monks can benefit from the warlord bonuses. Wizards and sorcerers are extremely rare, and most rogues prefer stealthy weapons over the large double

Dungeons and Dragons 3e Prestige Classes

7 +7 +5 +2 +2 Double Weapon Style +3

8 +8 +6 +2 +2 Whirlwind Attack

9 +9 +6 +3 +3 Bonus Feat

10 +10 +7 +3 +3 Double Weapon Style +4

Requirements

Base Attack +8

Feat: Cleave Combat Reflexes Two-Weapon Fighting Weapon Specialisation (Any Double Weapon)

Skills: Intimidate 4 Ranks Jump 6 Ranks Knowledge (War) 4 Ranks Hit Dice: d10

Class Skills

The Prestige class skills (and the key ability for each skill) are:

The warlord's class skills (and the key ability for each skill) are:

Climb (Str) Craft (Int) Intimidate (Cha) Jump (Str) Knowledge (War) (Int) Search (Int) Spot (Wis)

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armour Proficiency: The warlord is proficient in all simple and martial weapons, as well as all types of armour, but not shields.

Bonus Feat: Warlords can choose their bonus feats from the list of fighter bonus feats, and from Death Blow, Power Lunge, and Expert Tactician from Sword & Fist.

Double Weapon Style: Warlords fight with double weapons as if they had the Ambidexterity feat. They also add the indicated bonus to all hit rolls when using a double weapon.

Flurry: Much like a monk, a warlord may make extra attacks each round at the expense of accuracy. A warlord may attack with a flurry, making an additional attack at the character's highest base attack, but the attack and each after it suffer a -3 penalty to hit. The warlord makes one additional attack with each end of his double weapon (two bonus attacks in all), one with his normal hand and one with his off hand (with normal off-hand penalties and the -3 flurry penalty).

Precision: The warlord gains the Improved Critical feat with his preferred double weapon, or increase the threat range by +2 if he has this feat already.

Swirling Defence: The warlord's continued swirling and spinning of his weapon makes it harder for his opponent to score melee attacks. Add a +2 dodge bonus to AC against melee attacks when the warlord is aware of the attack. This is an extraordinary ability.

Whirlwind Attack: At this level, the warlord is capable of using the Whirlwind feat even if she does not have the prerequisites to acquire the feat normally. This is an extraordinary ability.

Deathmaster

Description

Deathmasters are spellcasters who seek to gain knowledge of all the mysteries of death and undeath. Some study the anatomy and processes of the physical body in order to better understand what sustains life, and therefore, what causes death. Others explore the nature of the soul and the spiritual energy from which it is formed.

Many Deathmasters are veritable sages in necrology, the lore of the undead. Most use this knowledge to gain power through the

command of undead, and often seek immortality by becoming undead themselves. A rare few use their lore only to better hunt and destroy unliving creatures.

Necromancers, and clerics of deities associated with the domain of Death, such as Wee Jas or Nerull, are the most common characters to become Deathmasters. Wizards, sorcerors, and clerics of other deities may also easily meet the requirements for this prestige class.

While many Deathmasters are or become corrupted to evil, it is not a requirement of the class.

Table

Level Attack Bonus

Fort Save

Ref Save

Will Save

Special Spell

1 0 0 0 2 Rebuke Undead +1 level of existing class

2 1 0 0 3 Spell Access +1 level of existing class

3 1 1 1 3 Spurn Death's Touch +1 level of existing class

4 2 1 1 4 Poison Use +1 level of existing class

5 2 1 1 4 Extra Rebuking +1 level of existing class

6 3 2 2 5 Bone Armour +1 level of existing class

7 3 2 2 5 Imbue Turn Resistance +1 level of existing class

8 4 2 2 6 Transformation of Undeath +1 level of existing class

Dungeons and Dragons 3e Prestige Classes

9 4 3 3 6 Extra Rebuking +1 level of existing class

10 5 3 3 7 Archlich +1 level of existing class

Requirements

Skills: Knowledge (Necrology): 10 ranks. Two Skills (choose from the list below): 8 ranks in each. Alchemy, Knowledge (Anatomy), Knowledge (Arcana), Knowledge (The Planes), Knowledge (Religion), Spellcraft

Spellcasting: The ability to cast seven different necromancy spells, one of which must be 3rd level or higher

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill) Spellcraft (Int)

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are Class Features of the Deathmaster prestige class.

Weapons and Armour: The Deathmaster is proficient with the dagger (any type), scythe, and sickle. Deathmasters are proficient in bone armour but not with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

Spells per Day: A Deathmaster continues training in magic as well as his studies of death and undeath. Thus, when a new Deathmaster level is gained, the character gains new spell abilities as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. All spell-oriented abilities of the previous class are increased, including spells per day, spells known, and caster level. He does not, however, gain any other benefit a character of that class would have gained, such as bonus feats. This essentially means that he adds the level of Deathmaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster levels accordingly. If a character had more than one spellcasting class before he became a Deathmaster, he must decide to which class he adds each level of Deathmaster for purposes of determining spell abilities when he adds the new level.

Rebuke Undead: A Deathmaster of 1st level has the supernatural ability to rebuke and command the undead (see the Player's Handbook, pages 139-140). He rebukes and commands undead as would an evil cleric of equal level. If the Deathmaster is also a cleric with the Death domain, or a necromancer, he may add the levels of one of those classes to his Deathmaster levels for purposes of determining the most powerful undead he can rebuke, his rebuking damage, and the number of undead he can command at one time.

Extra Rebuking: At 5th and 9th levels the Deathmaster gains a bonus Extra Turning feat. It increases the number of times he can rebuke undead by +4, as it would for an evil cleric. A Deathmaster may also take Extra Turning for some of his regular feat allotment based on character level.

Spell Access: At 2nd level, the Deathmaster gains access to all necromancy spells, as well as spells from other schools that specifically deal with undead, corpses (or parts thereof), and spirits/souls. If the previous spellcasting class to which the Deathmaster levels are added uses divine magic, then all of the new spells available are prepared and cast as divine spells. If the previous class uses arcane magic, then all of the new spells are learned, prepared, and cast as arcane spells. In cases of spells that require a divine focus component, the arcane version replaces this with a non-divine focus; a rune-inscribed bone. The level of the spell for the Deathmaster is equal to the cleric/domain or sorceror/wizard level of the spell, whichever is lowest. This applies regardless of whether the Deathmaster is an arcane or divine spellcaster. For example, animate dead is a 3rd level spell for a cleric, and a 5th level spell for a sorceror or wizard, but a Deathmaster can cast it as a 3rd level spell even if he uses arcane magic. The Spell Access Table below lists all the spells from the Player's Handbook to which the Deathmaster gains special access.

Note that the Deathmaster also retains access to all the spells available to his previous spellcasting class.

Table

1st 2nd

Disrupt Undead, Inflict Minor Wounds

Cause Fear, Chill Touch, Death Watch, Detect Undead, Speak with the Dead, Vampiric Touch

5th 6th

Death Ward, Enervation, Fear, Inflict Critical Wounds, Poison

Circle of Doom, Magic Jar, Slay Living Soul Bind, Wail of the Banshee Spurn Death's Touch: A 3rd level Deathmaster applies his wisdom modifier (if positive) as an additional bonus to all saving throws versus effects and spells used by the undead. Will saves thus add double the normal wisdom modifier.

Poison Use: Deathmasters often use poison to slay foes in order to minimise structural damage to their enemies' bodies, thus making them more suitable for animating as undead. A Deathmaster may also apply poisons to the claws or other natural weapons of his undead minions in order to enhance their physical attacks. At 4th

Dungeons and Dragons 3e Prestige Classes

level, the Deathmaster becomes skilled in the use of poisons and never risks accidentally poisoning himself when applying poison to a blade or other object.

Bone Armour: At 6th level, the Deathmaster gains the ability to cast arcane spells while wearing bone armour without incurring the usual chance of arcane spell failure.

Imbue Turn Resistance: A 7th level Deathmaster gains the extraordinary ability to imbue the undead he creates with a turn resistance equal to his charisma bonus. This turn resistance applies to the Deathmaster himself, if he becomes undead through the use of the Transformation of Undeath or Archlich Class Features, since he is in effect creating an undead from himself.

Transformation of Undeath: A Deathmaster of 8th or greater level can cast specialised versions of create undead and create greater undead spells upon live subjects, instead of the usual target of a corpse. Any willing subject may be automatically transformed, including the Deathmaster casting the spell. Unwilling targets must be paralysed, unconscious, or otherwise restrained so that the material components may be placed properly and they may still resist the transformation either by a successful Will save or spell resistance check.

Archlich: At 10th level, the Deathmaster unlocks the secrets to the process of becoming an Archlich. Use of this knowledge is optional,

so the Deathmaster may opt not to undergo the transformation immediately, if ever. If the character becomes an Archlich, apply the Lich template on pages 216-217 of the Monster Manual, with some exceptions. Do not apply the organisation and treasure aspects of the template, as those are things the character must acquire through play. Archliches keep the same alignment they had in life, and are not forced to shift to evil. An Archlich has the spell-like ability of a permanent gentle repose spell upon itself that keeps it's body from rotting away like that of a normal Lich. A Deathmaster that becomes some other sort of undead through the use of Transformation of Undeath or other means may not later become an Archlich, unless he can somehow become mortal again before undergoing the transformation ritual.

In document Antijuricidad penal y sistema del delito (página 190-200)