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Elementos de innovación educativa hallados en los programas de educación

In document Objetivos de los programas (página 77-84)

7. Análisis

7.3 Elementos de innovación educativa hallados en los programas de educación

NOTE: The KPG Conversion Guide follows this section and supercedes and discrepancies between the two documents.

p. 3 - On Table 1-1, the Half-Hobgoblin (Kargi) racial adjustments should be +2 Constitution

& -2 Intelligence. The Half-Hobgoblin (Krangi or other) racial adjustments should be +2 Dexterity, -2 Wisdom & -2 Charisma.

p. 11 - Mountain Dwarves have the following abilities in addition to those listed in the text.

Stonecunning.

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells & spell like effects.

+1 racial bonus to attack rolls against orcs & goblinoids.

+4 dodge bonus to AC against giants.

p. 14 - Wood Elves have the following abilities in addition to those listed in the text:

Low-light Vision.

p. 15 - Wild Elves have the following abilities in addition to those listed in the text:

Low-light Vision.

Immunity to magic sleep spells & effects, & a +2 racial saving throw bonus against enchantment spells or effects.

Proficient with either longsword or rapier; proficient with shortbow, longbow, composite shortbow &

composite longbow.

p. 16 - Gray Elves have the following abilities in addition to those listed in the text:

Low-light vision.

Immunity to magic sleep spells & effects, & a +2 racial saving throw bonus against enchantment spells or effects.

Proficient with either longsword or rapier; proficient with shortbow, longbow, composite shortbow &

composite longbow.

p. 17 - Dark Elves have the following abilities in addition to those listed in the text:

Darkvision to 120 ft. This replaces the Darkvision to 60 ft. listed in the text.

Immunity to magic sleep spells & effects, & a +2 racial saving throw bonus against enchantment spells or effects.

+2 racial bonus to Will saves against spells & spell-like effects.

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p. 21 - Deep Gnomes have the following abilities in addition to those listed in the text:

Darkvision to 120 ft.

+1 racial bonus to attack rolls against dark elves, troglodytes, mind flayers, & grimlocks.

Stonecunning.

Ability to cast 0-level spells, as the rock gnome ability.

p. 28 - Hobgoblins have Darkvision to 60 ft.

p. 30 - The brigand, infiltrator & spellsinger should be in the same column as the barbarian, rogue & sorcerer on Table 1-3. The basiran dancer & gladiator should be in the same column as the bard, fighter, paladin & ranger on Table 1-3.

The shaman is in the same column as the cleric, druid, monk, & wizard on Table 1-3.

p. 30 - The place of origin tables apply to all subraces. The DM may allow a character to choose their place of origin or choose which table they would like to roll on.

p. 33 - The list of bonus fighter feats should include all the feats from the Dungeons & Dragons™ Player’s Handbook

& Sword & Fist, in addition to the following feats from the Kalamar Player’s Guide: Blind Shot, Commanding Presence, Expert Timing, Eyes of Fury, Fearsome Appearance, Final Breath, Finding the Secrets, Guardian, Hammer & Anvil, Improved Subdual, Knock Prone, Movement Check, Patience, Push, Quick Dismount, Ram, Rapid Ready, Shield Specialization, Shock Resistant, Smashing Blow, Tough as Nails, Undying, Unerring Strike.

p. 34 – The psychic warrior’s bonus feat list should be the same as the fighter’s list.

p. 34 – The variant classes do not count as a favored class for any race unless specifically stated.

p. 35 - Table 2-2 lists the incorrect Base Attack Bonus for the Brigand. It should follow the progression on pg. 39 in Table 2-6: The Brigand.

p. 35 - The starting gold for the variant classes in the Kalamar Player’s Guide is as follows:

Basiran Dancer = 4d4 x 10 gp Brigand = 6d4 x 10 gp Gladiator = 4d4 x 10 gp Infiltrator = 5d4 x 10 gp Shaman = 2d4 x 10 gp Spellsinger = 3d4 x 10 gp

p. 37 - The second level class ability of the Basiran Dancer, Weapon Finesse, functions exactly like the feat. It applies to all light weapons & the rapier, just like the feat.

p. 40 - The Brigand's Improved Bluff class feature grants 4 bonus ranks, not 4 ranks.

p. 44 - The Infiltrator cannot use the Search skill to find traps with DCs greater than 20, nor can he use the Disable Device skill to disable magical traps.

p. 47 - Table 2-9: The Shaman has the wrong Base Attack Bonus for the Shaman. It should follow the same progression as the druid, as indicated on Table 2-2 on pg. 35. It should be:

1 +0 11 +8/+3

2 +1 12 +9/+4

3 +2 13 +9/+4

4 +3 14 +10/+5

5 +3 15 +11/+6/+1

6 +4 16 +12/+7/+2

7 +5 17 +12/+7/+2

8 +6/+1 18 +13/+8/+3

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125

9 +6/+1 19 +14/+9/+4

10 +7/+2 20 +15/+10/+5

p. 48 - The Shaman ability Wild Shape should be renamed Totem Shape, as it differs slightly from the druid ability.

Totem shape functions as described in the Shaman section. When choosing an animal, you get the version appropriate to your home terrain. Dire animals are never appropriate.

For example, if your Totem is the Bear, you could choose from the Brown Bear, the Black Bear & the Polar Bear, depending upon your native climate.

p. 50 - The following are the details for the apprentice level variant classes:

Table 2-22a: Apprentice Level Variant Characters

Class BAB Fort

Save Ref

Save Will

Save Special Spells

Basiran Dancer +0 +1 +1 +0 -- 1/0

Brigand +0 +0 +1 +0 Improved Bluff -/-

Gladiator +0 +1 +1 +0 Exotic WP

Center of Attention -/-

Infiltrator +0 +0 +1 +0 Fast Movement -/-

Shaman +0 +0 +0 +1 -- 2/1

SpellSinger +0 +0 +0 +1 -- 2/1

p. 58 - The Order of the Slayer spells are divine & are based off Wisdom. A member of the order must have a Wisdom of 10 + the spell’s level to cast a spell of that level.

p. 61 - The description of the Sentinel Prestige Domain under the Sentinels of Providence prestige class is incorrect. The prestige domain works like all other prestige domains, as described in Defenders of the Faith. In short, if you are a cleric, gaining a prestige domain grants you another domain that functions just like your previous two domains. You can also use the granted power. Your domain spell for each level can come from one of your three domains. If you are a non-cleric divine spellcaster, you gain an additional spell per day for each spell level you can cast. This spell is the prestige domain spell for that level. You can also use the granted power. Arcane spellcasters that gain a prestige domain add all the prestige domain spells to their spellbooks or spells known. They can still only cast spells that they are high enough level to cast. They can also use the granted power.

p. 68 - The following changes should be made to these new skills with regard to the standard PHB classes:

Pantomime is a class skill for bards, & a cross-class skill for all others. Knowledge (Fighting Styles) is a class skill for fighters, warriors & monks & cross-class skills for all others. Knowledge (Military Logistics), Knowledge (Military Tactics) & Knowledge (Military Training) are class skills of the fighter, & are cross-class skills for all others.

Knowledge (Monsters) is a class skill for wizards, bards & rangers, & a cross-class skill for all others.

p. 76 - The new use for sense motive is a free action, but it can only be used if you have ranks in sense motive & in situations when you would not be denied your Dexterity bonus to AC. This applies to characters that do not have a Dexterity bonus as well.

p. 82 - The prerequisites for the Channel Positive Energy feat should be the ability to turn/rebuke undead, & a level of cleric. The prerequisites for Sense Danger should additionally be a psionic character.

p. 82 - Table 5-1 should list the feat Magical Affinity as available to Rock Gnomes, not Golden Halflings.

p. 83 - The feat Commanding Presence (& the brigand ability of the same name) has a range of the character’s natural reach plus five feet, & a duration of one round.

p. 83 - The Child of the Earth feat grants a luck bonus to saving throws equal to the character's Constitution modifier, not +1.

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p. 83 - The duration of Commanding Presence is 1 round.

p. 86 - For the feat Final Breath, this last attack receives all the bonuses you would normally receive on a melee attack with that weapon, & it uses your highest base attack bonus.

p. 86 - The feat Finding the Secrets does allow one to use the sneak attack ability against the chosen creature type.

However, you must have the sneak attack ability to do so.

p. 86 - The feat Guardian is activated each turn on the character’s initiative, just like the feat Dodge. It need not be activated if the player chooses otherwise. Use of this feat is discernable by enemies.

p. 88 - The feat Miser with Magic can be used on a number of spell levels per day equal to the ability score modifier appropriate to the type of spells you cast.

p. 88 - For the feat Lone Wolf, you select the bonus when the feat is taken & that bonus does not change.

p. 90 - The DC of the fortitude save should be 10+ the damage dealt.

p. 92 - The feat Unerring Strike applies only to melee attacks. The penalty to damage & bonus to hit apply to the same attack, not different ones.

p. 97 - Monks are not listed on Table 6-4 of the Player's Guide. They favor Lawful gods, & worship the Powermaster &

the Old Man most commonly, but can follow any & all gods.

p. 122 - The size categories for the simple & martial weapons on Table 7-5 should all be moved down one size category.

Small weapons should be Tiny, Medium weapons should be Small, & Large weapons should be Medium.

p. 122 - The gnomish mace, bear claw, & pony club do not deal subdual damage, but normal damage.

p. 122 - The range increment for the tear knife is 10 ft., & the bill knife cannot be used as a thrown weapon.

p. 125-125 - All fighting schools teach the prerequisites for any feats listed in addition to the listed feats.

p. 128 - The feat progression for the Hobgoblin soldier should be as follows:

1st: Iron Touch of Kruk-Ma-Kali 2nd: Hammer & Anvil

3rd: Power Attack 4th: Cleave 5th: Great Cleave

p. 142 - Targets do get a saving throw against the Channel Positive Energy ability Chaos Reigns.

p. 143 - The Channel Positive Energy power Imprisonment should have a Strength check DC of 10 + the character's Wisdom modifier.

p. 143 - On Table 10-1, the ability Rejection should give a -1 morale penalty to all attack rolls, weapon damage, skill checks & saves.

p. 150 - The granted power for the celerity domain should state that each advantage can be used once per day, for a duration of one minute.

p. 162 - Spells that require a material component or an XP sacrifice do not require them again when copied with a moment ago.

P. 169 - Any item that is submerged beneath the character may be retrieved with the spell disinter, subject to the normal restrictions of the spell. This includes items accidentally dropped over the side of a boat, etc.

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p. 170 - The spell Dorama's Battle Ward should have a duration of 2 rounds/level.

p. 175 - The duration of graced by saints should be 1 round/ level, not 1 minute as indicated in the stat block.

p. 177 - The spell inspiration should be a transmutation spell, not an evocation spell.

P 188 - The Summon Fey spell can summon a fey creature with CR equal to the level of the spell, not HD.

p. 193 - The following are the special abilities for the weapon of the deity spell:

Deity Weapon Special Abilities

Knight of the Gods +1 Mighty Cleaving Greatsword

Holy Mother +1 Defending Light Hammer

Speaker of the Word +1 Ghost Touch Mace

The True +1 Keen Longsword

The Eternal Lantern +1 Flaming Mace

The Raiser +1 Defending Sickle

The Peacemaker +1 Spell Storing Quarterstaff

The Pure One +1 Distance Net

Lord of Silver Linings +1 Defending Quarterstaff The Traveler +1 Frost Quarterstaff

The Guardian +1 Defending Longsword

Raconteur +1 Shock Club

The Shimmering One +1 Flaming Rapier The Great Huntress +1 Returning Spear

The Coddler +1 Defending Halberd

The Founder +1 Shock Warhammer

The Mule +1 Distance Crossbow

Powermaster +1 Frost Greatclub

The Old Man +1 Mighty Cleaving Halberd Eye Opener +1 Spell Storing Quarterstaff Mother of Elements Air +1 Distance Bow

Mother of Elements Earth +1 Shock Sling Mother of Elements Fire +1 Flaming Scimitar Mother of Elements Water +1 Frost Trident The Riftmaster +1 Flaming Dagger

The Bear +1 Shock Quarterstaff

The Landlord +1 Ghost Shock Dire Flail Fate Scribe +1 Ghost Touch Quarterstaff Battle Rager +1 Mighty Cleaving Hand Axe The Watcher +1 Throwing Quarterstaff

The Storm Lord +1 Shock Warhammer

Risk +1 Returning Dagger

The Laughter +1 Defending Club

The Corruptor +1 Keen Longsword

The Overlord +1 Flaming Spiked Chain

The Dark One +1 Keen Greataxe

The Flaymaster +1 Frost Whip Harvester of Souls +1 Keen Scythe

Locust Lord +1 Mighty Cleaving Mace

Emperor of Scorn +1 Shock Club The Seller of Souls +1 Keen Dagger

Rotlord +1 Frost Flail

The Confuser of Ways +1 Spell Storing Club

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Prince of Terror +1 Shock Greatsword Creator of Strife +1 Frost Flail

The Vicelord +1 Mighty Cleaving Heavy Pick p. 194 - Magic weapons & armor do get a saving throw against woodiron.

p. 199 - The ring of weapon mastery does grant the feat Weapon Finesse. The examples used are incorrect.

p. 234 - The language section of the character sheet is incorrect for humans. Humans start with one language free, usually their national tongue, plus any additional languages due to a high Intelligence. Demi-humans start with two free languages (their racial language & Merchant's Tongue) plus any additional languages due to high Intelligence.

In document Objetivos de los programas (página 77-84)