3. Diagnóstico
3.1. Estructura urbana de la ciudad de Cancún
3.1.3. Equipamiento Urbano
The main purpose of this appendix is to aid players who have access to the d20 core rules but not Monte Cook’s Arcana Unearthed. In truth, most of the monsters in this book can be used with almost no conversion. Still, this Appendix covers any details you really need.
I
n a standard d20 System campaign, players and DMsmay want to convert the monsters in Part One to stan- dard races or classes or find substitutes for skills, feats, spells, and items from Monte Cook’s Arcana Unearthed. You will find some suggested replacements below. It is recom- mended, however, that the characters in Part Two are run just as they are published here.Races
For the most part, it’s best to use the races as they are pre- sented, particularly since the statistics are already provided for you. You can simply treat the races of Monte Cook’s Arcana
Unearthed characters as exotic or rare creatures in your game.
If you must convert, here are the suggested replacements:
Giant: Dwarf or half-orc (or ogre) Litorian: Elf (or orc)
Loresong Faen: Gnome Quickling Faen: Halfling Sibeccai: Dwarf (or gnoll) Spryte: Pixie
Verrik: Elf (or dark elf) or human
Classes
If need be, you can convert the Arcana Unearthed classes to standard d20 classes in this way:
Akashic: Rogue (perhaps multiclassed with sorcerer) Champion: Paladin
Greenbond: Druid Mage Blade: Bard or cleric Magister: Wizard Oathsworn: Monk Runethane: Sorcerer
Totem Warrior: Ranger or barbarian
Unfettered: Rogue (perhaps multiclassed with fighter) Warmain: Fighter
Witch: Sorcerer
Skills
To convert the skills mentioned in this book that come from
Monte Cook’s Arcana Unearthed rather than the standard d20
System, you can use these substitutions:
Alchemy: Craft (alchemy) Intuit Direction: Spot or Search
Knowledge (Ceremony): Knowledge (religion) Knowledge (Cosmology): Knowledge (the planes) Knowledge (Magic): Knowledge (arcana)
Knowledge (Runes): Knowledge (arcana)
Sneak: Divide ranks between Hide and Move Silently, as
seems appropriate (usually evenly)
Wilderness Survival: Survival
Feats
Because many of the feats in Monte Cook’s Arcana Unearthed were designed to offer options not available in the standard d20 System, the suggested replacements below—while appropriate—do not necessarily perform the same game functions as the original feats. If a feat is not on this list, flip to the “Referenced Feats” section starting on page 154, where the entire feat is presented for you to use.
Affinity With Skill: Skill Focus
Ambidexterity: Two-Weapon Fighting or Improved Two-
Weapon Fighting
Blessed Mage: Enlarge Spell Born Leader: Leadership
Brandish Magical Might: Spell Penetration Complex Spell: Spell Focus
Corrupt Mage: Heighten Spell Craft Charged Item: Craft Wand
Craft Constant Item: Craft Wondrous Item Craft Single-Use Item: Brew Potion Craft Spell-Completion Item: Scribe Scroll Creator Mage: Craft Staff
Defensive: Dodge Defensive Move: Dodge Defensive Stance: Dodge
Eldritch Training: Magical Aptitude Elemental Mage: Spell Focus (evocation) Hands as Weapons: Deflect Arrows Improved Cleave: Great Cleave
Massive Two-Weapon Fighting: Improved Two-Weapon
Fighting
Modify Spell: Any one metamagic feat Psion: Spell Focus (enchantment) Resistant Spell: Spell Focus Sense the Unseen: Blind-Fight Sensitive: Magical Aptitude Signature Spell: Iron Will Skill Mastery: Skill Focus Slippery Mind: Spell Focus Stunning Blow: Stunning Fist Sturdy: Toughness
Equipment
Monte Cook’s Arcana Unearthed includes some equipment not
present in the core rules. The items explained briefly below are mentioned in this book.
Dire Weapon Quality: Dire weapons cost 300 gp more
than standard and are considered exotic weapons. They inflict +2 damage more than their nondire counterparts.
Devanian Weapon and Armor Quality: Weapons and
armor made according to ancient Devanian techniques require special training to use. They weigh half as much as items of a similar type; treat a Devanian weapon of a charac- ter’s own size as a light weapon for that character. Devanian weapons, armor, and shields are all exotic (weapons being either ranged or melee [agile]).
Other Weapons: Spikestick (use d20 spiked chain); heavy
mangler (use dwarven waraxe), battle claws (use kama), and giant’s sword (use Large greatsword).
Magic
Monte Cook’s Arcana Unearthed has a somewhat different
magic system than the core rules, but that almost never comes up in Legacy of the Dragons. The only significant exceptions are the two issues mentioned below:
Runes: Treat all general references to runes as symbol of . . .
spells and/or glyphs of warding. For example, a shuyarn has free use of any symbol or glyph spells.
Truenames: Almost all creatures have a secret truename.
If a foe knows your truename, you suffer a –1 penalty on all saves against her spells. Further, she can use certain effects against you, as described in the Power of the Name feat, below (other effects, both good and bad, are detailed in
Monte Cook’s Arcana Unearthed).
Creatures that do not have truenames are “Unbound.” They cannot take ceremonial feats.
Spells
As with feats, many of the spells that come from Monte
Cook’s Arcana Unearthed fulfill a slightly different game func-
tion than standard d20 spells. Below are suggested replace- ments for the spells mentioned in this book. Note that sometimes spells of equivalent overall effect or power are chosen rather than spells that fit the flavor of the originals.
Acrobatics: use cat’s grace Analyze: use identify
Animate weapon: use spiritual weapon Attack from within: use fireball Bash: use divine favor Bind with plants: use entangle Blinding light: use blindness/deafness Blindsight: use true seeing
Boil: use burning hands Bypass ward: use find traps Canny effort: use guidance
Carnivorous plant defense: use speak with plants Chains of vengeance: use hold monster Charm: use charm person
Cloak of darkness: use deeper darkness Cold blast: use color spray
Coma: use hold monster
Compelling command: use command Conjure repast: use hero's feast Contact: use message
Creature loresight: use legend lore Curse of the chaotic mind: use insanity Curse of vengeance: use bestow curse Dazzlesphere: use glitterdust Defensive field: use fire shield Detect disease: use detect poison Dimensional door: use dimension door Directed charm: use charm person Disintegration: use disintegrate Disorient: use daze monster Distraction: use daze monster Drain away speed: use hold person Duplicate: use time stop
Earth burst: use shatter Eldritch armor: use mage armor Eldritch web: use web
Enchanting flavor: use purify food and drink Energy blade: use flame blade
Enfeebled mind: use feeblemind Fireburst: use burning hands Gaze of petrification: use flesh to stone Gaze of terror: use fear
Ghost weapon: use keen edge Glamour: use disguise self
Greater ability boost: use greater heroism
Greater animate the dead: use create greater undead Greater battle healing: use cure critical wounds Greater beastskin: use stoneskin
Greater compelling question: use suggestion Greater dominate: use dominate monster Greater eldritch wall: use wall of force
Greater enhance magical flow: use Ray's mnemonic enhancer Greater repair: use make whole
Greater summon minor elemental: use summon monster V Greater telekinesis: use telekinesis
Greenspy: use prying eyes Gusting wind: use gust of wind Hand of battle: use inflict serious wounds Icebolt: use Mel's acid arrow
Incorporeal form: use gaseous form Learn truename: use legend lore
Lesser ability boost: use bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom
Lesser beastskin: use barkskin
Lesser compelling question: use command Lesser creation: use minor creation Lesser dominate: use dominate person Lesser enhance magical flow: use fox's cunning Lesser glowglobe: use light
Lesser learn secret: use identify Lesser repair: use mending
Lesser resilient sphere: use Otil’s resilient sphere
Lesser summon major elemental: use summon monster VII Lesser summon minor elemental: use summon monster III Lesser telekinesis: use mage hand
Lesser transfer wounds: use cure light wounds Location loresight: use legend lore
Magic armor: use shield of faith Magnetism: use levitate
Mass devastation: use meteor swarm Mind stab: use magic missile Minor illusion: use silent image Modify memory: use confusion Mudball: use magic stone
Muddy ground: use soften earth and stone Object loresight: use legend lore
Open door: use passwall Open lock: use knock
Peer through matter: use clairvoyance Perfect health: use heal
Permanent rest: use soul bind Plant armor: use barkskin
Portal to another plane: use plane shift Precise vision: use detect secret doors Predict weather: use augury Protect the soul: use death ward
Protection from elements: use protection from energy Protective charm: use sanctuary
Psychic blast: use holy word Read mind: use detect thoughts Revivication: use raise dead Rock’s hand: use big grasping hand Safe fall: use feather fall
Saving grace: use resistance Scent bane: use ghost sound Scent tracker: use invisbility purge Scream: use shout
Security: use Mord's private sanctum Sense thoughts: use message Shape element: use stone shape Silent sheath: use silence
Song of paralysis: use mass hold person Sorcerous blast: use fireball
Sorcerous guise: use alter self Spell magnet: use spell turning? Spirit of prowess: use divine power
Steal health: use vampiric touch Stimulate: use greater heroism Stone blast: use magic missile Subtle steps: use silence Tears of pain: use chill touch Telekinetic shield: use holy aura Telepathy: use Ray's telepathic bond Touch of disruption: use inflict light wounds Touch of fear: use cause fear
Touch of nausea: use touch of fatigue Touch of pain: use inflict moderate wounds Tracer: use locate creature
Unknown: use nondetection Veil of darkness: use darkness Vitrification: use flesh to stone Water roil: use control water
Whisper of madness: use touch of idiocy Wind churn: use gust of wind Woodland prison: use imprisonment