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Enviado el 16-oct-2007, 11:16 h. (0) Citar

También hay que hacer un par de aclaraciones hacia el tema de máquina de matar...
Vamos a ver:

Contingencia de Conjuros: Impacto verdadero (Orden: al decir yo enemigo se activa)
1ª acción de combate: Herir (deja con 1d4 de vida). Es por contacto, con el impacto verdadero (un +20 al impactar es muy probable que des, Touch Atack)
2ª acción de combate proyectil mágico.

Muerto cualquier cosa que tenga menos de 116 puntos de vida... ¬¬




MMMM el hechizo ya no funciona como dices....además no se como tiras dos hechizos en un turno(solo puedes hacer una standard action al turno....ni con Haste ahora puedes tirar 2 hechizos al turno...bueno hay un hechizo que si lo permite...)....y aunque pudieras esto solo lo puedes hacer una vez....después deberias montar otra vez el combete....y son hechizos de niveles muy altos dos hechizos de nivel 6 y uno de nivel 1....para poder tirarlos necesitarias al menos nivel nivel 14 (3 cleric+3 wizard+8 magic theurge) en este caso harias 110 puntos will half....y el siguiente turno el magic missile...aunque el problema es que estarias al lado del tio....y bueno expuesto a que te haga una cara nueva... ;)

Ala aquí de donde he sacado toda la información de mi exposición...

THE COMBAT ROUND
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.


Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on an undead creature, harm acts like heal.

Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.


ESTE LINK ÉS IMPRESCINDIBLE CHICOS!!!!!
SRD las referencias bàsicas de wizards sobre el sistema d20....
http://www.wizards.com/default.asp?x=d20/article/srd35

SALUDOS!
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