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Impacto del sobrecosto CFE en la Planta Productiva Nacional

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8. Impacto del sobrecosto CFE en la Planta Productiva Nacional

This section presents alternative rules for monster dream traits. Instead of using dream points, a creature can only use its monstrous dream traits a limited number of times per day. GMs should feel free to use these alternative monster dream traits in conjunction with the Dream Point System to allow creatures to expend dream points on dream actions and feats. Although this option allows for even more fantastic Dream Plane campaigns, it adds a layer of complexity that some might find is too much hassle when compared with the benefits.

Step #1

Apply one of the following templates to the base creature: slumbering, awakened, corporeal, trueborn, or progeny.

Step #2:

Determine the racial dream traits for each creature. If using the alternate dream point abilities variant, also use this step to determine the base creature’s dream point modifying ability score. This should be the most defining mental ability score (Intelligence, Wisdom, or Charisma) available to the base creature:

Slumbering: Slumbering creatures have their normal racial

traits, unless the GM is using the incarnation variant.

Awakened: Awakened creatures use the alternative awakened

racial dream trait guidelines presented in this appendix to determine the base creature’s racial dream traits.

Corporeal: Corporeal creatures use their normal racial traits.

If playing with the rebirth variant then the creature uses the alternative trueborn racial dream trait guidelines presented in this appendix in order to determine the base creature’s racial dream traits and also gains the dream points of trueborn creatures of an equal Challenge Rating.

Trueborn: Trueborn creatures use the alternative trueborn

racial dream trait guidelines presented in this appendix in order to determine the base creature’s racial dream traits.

Progeny: Progeny creatures have their normal racial traits. If

playing with the dreamspawn/nightmare variant the progeny also gains the dreamspawn or nightmare racial traits presented later in this appendix.

Step #3

Apply the following dream traits to the base creature according to its challenge rating and the role the creature plays within the encounter, as determined by the GM. A creatures with class levels does not apply them to its CR when determining its dream traits instead, only the challenge rating of the base creature is used.

For Example: A drider with 5 character levels only uses his challenge rating 7 to determine its dream traits.

A creature’s dream traits are determined by the role it plays

in a campaign and its challenge rating. Creatures with fractional challenge ratings are treated as being CR 1 for purposes of determining dream traits.

Ambusher: These creatures have the primary purpose of

confronting adventurers via surprise combat. Creatures with this role have the following dream traits according to their challenge rating.

Table A.4: Ambusher Dream Traits

CR Special 1 Feats of ambushing 4 Ambushing attack 8 Dream skills (4) 12 Improved ambushing 16 Dream skills (8) 20 Greater ambushing

Feats of Ambushing (Ex): An ambusher may gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative, Investigator, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the ambusher’s stat block), Stealthy, Weapon Finesse. . An ambusher must meet the prerequisites of the feat in order to access it. An ambusher can only access one feat of ambushing per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the ambusher’s total challenge rating.

Ambushing Attack (Ex): An ambusher may declare one melee or ranged attack (the target can be no more than 30-feet distant if the ambushing attack is a ranged attack) an ambushing attack and deal an additional 2d6 points of damage. The target of the attack also loses any Dexterity bonus to AC, but only against the ambushing attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the ambusher’s total challenge rating.

Dream Skill (Ex): An ambusher selects a number of skills as indicted by Table A.4 that appear in their stat block and gain a +5 dream bonus to checks with those skills.

Improved Ambushing: An ambusher may gain access two feats of ambushing per encounter.

In addition, an ambusher may declare an improved ambushing attack that deals an additional 6d6 points of damage. The target of the attack also loses any Dexterity bonus to AC, but only against the ambushing attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the ambusher’s total challenge rating.

Greater Ambushing: An ambusher may gain access three feats of ambushing per encounter.

Combatant: These creatures have the primary purpose of

confronting adventurers via physical combat. Creatures with this role have the following dream traits according to their challenge rating.

Table A.5: Combatant Dream Traits

CR Special

1 Feats of combat 4 Heroic attack

8 Dream skills (1), weapon mastery 12 Improved combat

16 Dream skills (2), paragon of martial prowess 20 Greater combat

Feats of Combat: A combatant may gain temporary access to one of the fighter bonus feats he does not currently have. This ability can also be

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used to gain access to the Awesome Blow, Endurance, Die Hard, Flyby Attack, Improved Natural Armor, Improved Natural Attack, Great Fortitude, Multiattack, Multiweapon Fighting, Skill Focus (for any skill that appears in the combatant’s stat block), Snatch, or Toughness feats. A combatant must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A combatant can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating.

Heroic Attack (Ex): A combatant may use the heroic surge ability when using it to attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating.

Dream Skill (Ex): A combatant selects a number of skills as indicted by Table A.5 that appear in their stat block and gain a +5 dream bonus to checks with those skills.

Weapon Mastery (Ex): A combatant may re-roll one melee or ranged damage roll each round for one encounter. The combatant takes the better of the two results. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating.

Improved Combat: A combatant may gain access two feats of combat per encounter.

Paragon of Martial Prowess (Ex): A combatant may gain a +4 dream bonus to Strength, Dexterity, and Constitution for one encounter. It also chooses one of the following additional benefits to gain for the duration of one encounter: a +4 dream bonus to natural armor, a +10 dream bonus to one speed type, or +2 bonus to attack rolls in regards to a particular extraordinary special attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating.

Greater Combat: A combatant may gain access three feats of combat per encounter.

Magic Wielder: These creatures have the primary purpose of

confronting adventurers via magical combat. Creatures with this role have the following dream traits according to their challenge rating.

Table A.6: Magic Wielder Dream Traits

CR Special

1 Feats of magic, spell templates (2) 4 Spell templates (4)

8 Dream skills (1), spell templates (6), spontaneous casting

12 Spell templates (8), improved magic

16 Dream skills (2), paragon of magic, spell templates (10) 20 spell templates (12), greater magic

Feats of Magic (Ex): A magic wielder may gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Empower Spell-Like Ability, Improved Counterspell, Iron Will, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the magic wielder’s stat block), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A magic wielder must meet the

prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A magic wielder can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to

1 + one quarter of the magic wielder’s total challenge rating. Spell Templates (Ex): A magic wielder selects a number of spell templates as indicted by Table A.6 that it gains access to. The spell templates gained via this ability can only be applied to spell-like abilities spells.

Dream Skill (Ex): A magic wielder selects a number of skills as indicted by Table A.6 that appear in their stat block and gain a +5 dream bonus to checks with those skills.

Spontaneous Casting (Sp): A magic wielder may channel

stored spell energy into spells of the same school that it normally does not have access to on its spell-like ability list. The magic wielder can “lose” a spell-like ability for one round in order to cast a new spell-like ability of the same school of magic, same type (i.e. cleric, druid, sorcerer/wizard spell) and same spell level or lower. This expends one of the magic wielder’s uses per day for the chosen spell-like ability. This is a free action that can be used a number of times per day equal to 1 + one quarter of the magic wielder’s total challenge rating.

Improved Magic: A magic wielder may gain access two feats of magic per encounter.

Paragon of Magic (Su): A magic wielder may gain a +6 dream bonus to Intelligence, Wisdom, or Charisma for one encounter. In addition, the magic wielder gains a spell resistance equal to 10 + half the magic wielder’s challenge rating + the magic wielder’s Intelligence modifier (a magic wielder who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) this also lasts for one encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the magic wielder’s total challenge rating.

Greater Magic: A magic wielder may gain access three feats of magic per encounter.

Skill User: These creatures have the primary purpose of

confronting adventurers via the use of skills, both inside and outside of combat. Creatures with this role have the following dream traits according to their challenge rating.

Table A.7: Skill User Dream Traits

CR Special

1 Feats of skill 4 Heroic action 8 Dream skills (4) 12 Improved skill

16 Dream skills (8), paragon of skill 20 Greater skill

Feats of Skill (Ex): A skill user may gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical, Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus (for any skill), Stealthy, or Track. A skill user must meet the prerequisites of the feat in order to access it. A skill user can only access one feat of skill per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the skill user’s total challenge rating.

Heroic Action (Ex): A skill user may gain an extra full-round action at any time during this round as long as that full-round action is used in conjunction with a skill. This is considered to be a use of the heroic surge dream point ability and thus can only be used once per round. This is a free action that can be used a number of times per day equal to 1 + one quarter of the skill

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