quarta-feira, junho 08, 2016

Como Narrar uma Aventura de Horror

quinta-feira, fevereiro 07, 2013

Pathfinder no Brasil! Quem vai traduzir? | RPG Notícias

Pathfinder no Brasil! Quem vai traduzir? | RPG Notícias

terça-feira, maio 15, 2012

Pathfinder: Advanced Race Guide - Felinos


Pessoalmente sempre fui um fã de raças felinas ( Catfolks ) para D&D, provavelmente pelo meu carinho pelo personagem Kimahri de Final Fantasy X.


Por sorte, o Advanced Race Guide irá trazer essa raça de uma maneira completa para Pathfinder e vários talentos, habilidades de ladino e até magias foram anunciadas no Blog Oficial da Paizo


Como de se esperar, são ruma raça bem agil, aonde as classes monge, ranger e principalmente ladino chamam mais a atenção, porem parece que também terão acesso a poderes misticos relacionados a sorte e magias especificas para Felinos. 


Nos poderes abaixo, o que mais me chamou a atenção foram os feats relacionados a sorte como Disarming Luck e a magia Steal Breath que me lembra muito a historia de Stephen King Cat's Eye.


Enfim, divirtam-se e já imagem seus personagens felinos. Eu adoraria fazer um Magus de lança por motivos óbvios...e vocês?

Catfolk Rogue Talents

The following rogue talents can only be taken by catfolk.
Deadly Scratch (Ex): A catfolk rogue with this talent can apply poison to her claws without accidentally poisoning herself. A catfolk rogue must have the cat’s claws racial trait and the poison use class feature before taking this talent.
Disarming Luck (Ex): Once per day, when a catfolk rogue attempts to disable a device and fails by 5 or more, she can reroll the check as a free action. She must take the result of the reroll, even if it’s worse than the original roll.
Graceful Faller (Ex): A catfolk rogue with this talent lands on her feet even when she takes lethal damage from a fall. If the catfolk rogue also has the nimble faller racial trait, she takes damage from any fall as if it were 20 feet shorter than it actually is.
Nimble Climber (Ex): A catfolk rogue with this talent gains a +4 bonus on Climb checks. If she has the climber racial trait, she can take 10 on her Climb checks even when in immediate danger or distracted.
Single-Minded Appraiser (Ex): A catfolk rogue with this talent is skilled at determining the value of sparkly things. She can always take 10 when appraising gems and jewelry.
Vicious Claws (Ex): A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat’s claws racial trait before taking this talent.

Catfolk Feats

Catfolk have access to the following feats.
Black Cat
Bad luck befalls those who dare to cross you.
Prerequisite: Catfolk.
Benefit: Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.
Special: If you take this feat and don’t already have all black fur, your fur turns completely black when you take this feat.

Catfolk Magic Items

The following magic items are often created and used by catfolk.
Daredevil Softpaws
Aura faint enchantment; CL 3rd
Slot feet; Price 1,400 gp; Weight 1 lb.
Description
This pair of magical softpaw boots (see above) allows the catfolk wearing them to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Construction
Requirements Craft Wondrous Item, cat’s graceCost 700 gp

Catfolk Spells

Catfolk have access to the following spells.
Steal breath
School transmutation [air]; Level bard 2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round (see text)
Saving Throw Fortitude negates; see text; Spell Resistance yes
You pull the breath from a creature’s lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use breath weapons, or do anything else requiring breathing, and a visible line of swirling air leaves the target’s mouth and enters your mouth.
If, during the duration, the target moves out of range or line of effect to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.