CAPÍTULO II: MARCO CONCEPTUAL
6. Competencia
6.4. Fundación Microfinanzas BBVA
itself an undeniable calling for many on the road to leg- end. This legendary path grants incredible presence and personal magnetism to its devotees, who can persuade even the angriest mobs to lay down their arms or swin- dle the cheapest merchant out of his prize wares. The saltbloods of Seagarden, the dawn elves of Sildanyr, and the Faring Folk of Ambria are enamored with persuasive legends, while the tieflings and night elves understand their more sinister place in society.
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Characters do not gain access to legendary paths through XP, instead acquiring legend points (LP) to gain the powers and abilities associated with becoming a leg- end. Legend points are accumulated by accomplishing legendary deeds, which can be an end of their own or realized as part of a greater adventure.
A legendary deed is anything defined by the DM as having an important impact on the world at large. It need not be immediately recognized as such, but it must have the potential to be sung in tales throughout the ages. Destroying the legendary weapon wielded by a giant king, finding a stone that deciphers the language of the Wohm, and destroying a legendary creature are all feats that are worthy of a legend point.
When a party of adventurers completes a leg- endary deed, each character gains a legend point. It does not matter what the deed is, or what path the character chooses to follow with his accumulated points. These legend points may be used to qualify for legendary paths, which can then be used to qualify for legendary classes. They are not a replacement for experience points and do not help a character gain levels or perform any tasks that require XP, such as magic item creation or the casting of powerful spells.
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A character must meet several prerequisites before he can take each level in a legendary path. First, he must accumulate enough legend points to do so. He must also have a minimum score in the ability that corresponds with the legendary path he would like to pursue. This ability score must be a natural score and cannot include any ability points gained through magic items. Finally, a character must meet a level requirement. Characters must gain legendary status through a life of adventuring, so no matter how many legendary deeds a character can pack into a given week, he can only gain so much renown.
Path Ability Character
Circle LP Score Level
1st 1 18 5 2nd 2 20 7 3rd 3 22 9 4th 4 24 11 5th 5 26 13
Legendary paths grant similar abilities to their devotees, although how those abilities are used varies as much as the characters who pursue them. Each time a character achieves the next circle in a legendary path, he gains the following bonuses and abilities:
• A +1 legendary bonus to the ability score associ- ated with the path. Legendary bonuses always stack.
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The legend point system allows the DM to interweave legendary themes with his nor- mal adventures at any pace that he desires. If he wants his characters to begin achieving leg- endary status fairly early in their careers, he can begin inserting legendary deeds within the adventures. Characters can even begin accu- mulating legend points before they are able to gain legendary paths, although the benefits of such do not kick in until the character reaches the prerequisite level and ability score.
Since characters accumulate legend points at the same rate, there is little for the DM to worry about as far as characters out- stripping one another with their legendary powers. Of course, it is still possible for some characters to be able to gain legendary paths more quickly than others. This should not be too much of an issue, however, unless some characters are never able to reach legendary proportions while others do. The DM should be careful to moderate this, and to make sure that all of the characters in the party will be able to qualify for legendary paths at some point in their careers.
Of course, legendary classes require access to certain legendary paths before a char- acter takes them. This means that if you are going to allow some characters to progress to these levels, then they will invariably be more powerful than those who do not. While this might be fine for some games, a DM should always be careful when balancing one party member against another.
• Once per day, the character gains a +20 leg- endary bonus on an ability check (or skill check that uses the relevant ability score). Furthermore, if the char- acter continues to perform the same action in each fol- lowing round, he retains the bonus on the subsequent checks. If he ever stops performing the action, then he loses the bonus. This bonus can extend to a maximum number of rounds equal to the relevant ability score with each use. For example, a swift legend with Dexterity 20 could use the bonus on a Balance check to stride across the treetops of Sildanyr. He could apply the same bonus on checks for up to 20 consecutive rounds before he loses the bonus. The character gains an additional daily use of this ability with each new level.
• The character may choose a skill from the fol- lowing lists. He may substitute the ability relevant to his legendary path for the skill’s normal ability when mak- ing checks with that skill.
Mighty: Escape Artist, Diplomacy, Intimidate,
Open Lock, Use Rope
Swift: Climb, Intimidate, Jump, Perform, Swim Unyielding: Climb, Escape Artist, Intimidate,
Survival, Swim
Learned: Bluff, Climb, Diplomacy, Hide,
Survival
Wise: Concentration, Diplomacy, Hide, Ride,
Tumble
Persuasive: Concentration, Heal, Ride, Sense
Motive, Sleight of Hand
A character can only achieve up to 5th circle in a single legendary path, or a combination of circles that does not exceed five. A focused character might advance in a single path (and some legendary classes require this), while a character with multiple interests might divide his legendary aspirations among several of the paths. A character may continue to accumulate leg- endary paths throughout his career, and is not limited by his class or level, except where the prerequisites are concerned.
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This section presents a selection of new feats for use in a DAWNFORGEcampaign. The text of this section
is designated as Open Game Content.
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Choose a type of exotic shield, such as the break- er shield or flankshield. You understand how to use that type of shield in combat.
Prerequisite: Base attack bonus +1 (plus Str 13
for breaker shield or flankshield).
Benefit: You can use the special qualities of the
shield.
Normal: A character who uses a shield with
which he is not proficient cannot use its special quali- ties.
Special: You can gain Exotic Shield Proficiency
multiple times. Each time you take the feat, it applies to a new type of exotic shield. Proficiency with the break- er shield or flankshield has an additional prerequisite of Str 13.
A fighter may select Exotic Shield Proficiency as one of his fighter bonus feats.
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You can create magic pouches, which carry spells within themselves.
Prerequisite: Caster level 5+.
Benefit: You can create a magic pouch out of any
4th-level or lower spell that you know and that targets a creature or creatures, an item or items, or an area. Crafting a magic pouch takes one day for each 1,000 gp in its base price. When you create a magic pouch, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a magic pouch is its caster level x the spell level x 75 gp. To craft a magic pouch, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.
When you craft a magic pouch, you make any choices that you would normally make when casting the spell. If the spell targets a person, you can decide that the opener is the target or that the opener may choose the target upon opening the pouch. If the spell targets an item, the opener must decide its target when he opens the pouch. If the spell targets an area, you may decide that the pouch is the center of the area when it is opened, or that the opener may choose a target location.
Any magic pouch that stores a spell with a costly material component or an XP cost also carries a com- mensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the magic pouch.
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You can create spell fetishes, which carry spells within themselves.
Prerequisite: Caster level 1st, Knowledge
(nature) 5 ranks.
Benefit: You can create a spell fetish of any divine
spell that you know. Crafting a spell fetish takes one day for each 1,000 gp in its base price. The base price of a spell fetish is its spell level x its caster level x 25 gp. To