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Enviado el 14-ago-2008, 23:21 h. (+1) Citar
Aqui en wizards, en ingles, te dan la estadisticas de un airship, navio volador. ¿Quereis que lo traduzca?
http://www.wizards.com/default.asp?x=dnd/4ex/20080812b ![]() AirshipGargantuan vehicle HP 400 Space 4 squares by 8 squares Cost 85,000 gp AC 4; Fortitude 20, Reflex 2 Speed 0, fly 12 (hover), overland flight 15 Pilot The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin. Crew In addition to the pilot, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control. Load Thirty Medium creatures; twenty tons of cargo. Out of Control An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed. Decks The airship’s cabin has four decks: an exterior observation platform, the topmost crew deck, a middle deck for passengers, and a lower cargo hold.Fragile PropulsionFor every 50 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship is unable to travel and floats out of control. Aqui Alquimia.Using Alchemy The process of creating alchemical items is similar to the process of casting rituals (see Chapter 10 of the Player’s Handbook). As with casting rituals, a character using alchemy must first take a special feat that allows them to understand and use alchemical formulas. Alchemist Heroic Tier Benefit: You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill. Special: If you receive the Ritual Caster feat as a class feature, you can take the Alchemist feat instead. Category Each alchemical formula has a category that defines the type of item it creates. Oil: Oils are applied to items (typically weapons), granting them temporary properties or powers. Volatile: An item of this type explodes or expands when shattered or broken, often dealing damage by the creation of a specific type of energy, such as acid, cold, fire, or lightning. Curative: These items aid in healing or in overcoming adverse and debilitating effects. Poison: A poison is a toxin that hampers or harms a creature. Other: Some items create miscellaneous effects that don’t fall into the other alchemical categories. Alchemist’s Fire Level: 1 Category: Volatile Time: 30 minutes Component Cost: See below Market Price: 70 gp Key Skill: Arcana or Thievery (no check) This explosive substance is sealed in a specially treated clay flask. A thrown flask shatters when it hits a solid object, igniting the liquid within. Alchemist’s Fire Level 1+ When shattered, this flask fills an area with alchemical flame. Lvl 1 20 gp Lvl 6 75 gp Lvl 11 350 gp Lvl 16 1,800 gp Lvl 21 9,000 gp Lvl 26 45,000 gp Alchemical Item Power (ConsumableFire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage. Level 6: +9 vs. Reflex; 2d6 fire damage. Level 11: +14 vs. Reflex; 3d6 fire damage. Level 16: +19 vs. Reflex; 3d6 fire damage. Level 21: +24 vs. Reflex; 4d6 fire damage. Level 26: +29 vs. Reflex; 4d6 fire damage. Modification: Ammunition (level + 1). You create this item for use with a ranged weapon such as a bow, a crossbow, or a sling. Item’s range becomes the range of the weapon but continues to use the indicated attack modifier. The burst area remains unchanged. You do not include a weapon’s proficiency bonus or enhancement bonus in the attack. The item’s component cost corresponds to the table below. Level Component Cost (gp) 2 25 7 100 12 500 17 2,600 22 13,000 27 65,000 Antivenom Level: 1 Category: Curative Time: 15 minutes Component Cost: See below Market Price: 70 gp Key Skill: Heal or Nature (no check) Antivenom is contained in a small vial. Consuming the liquid provides additional resistance against poison. Antivenom Level 1+ This thick tonic can help counter the effects of most poisons. Lvl 1 20 gp Lvl 11 350 gp Lvl 21 9,000 gp Alchemical ItemPower (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes. Level 11: Poisons of 20th level or lower. Level 21: Poisons of 30th level or lower. Smokestick Level: 6 Category: Volatile Time: 1 hour Component Cost: See below Market Price: 450 gp Key Skill: Arcana or Thievery (no check) A smokestick contains reagents that mix and ignite when it is cracked, creating an area of smoke. Smokestick Level 6 This rod of alchemical clay ignites to release a haze of obscuring smoke.Alchemical Item 150 gpPower (ConsumableZone): Standard Action. The smokestick creates smoke within an area burst 1 within 5 squares. The burst creates a zone, and all squares within the zone are considered lightly obscured. The zone lasts until the end of your next turn. Tanglefoot Bag Level: 2 Category: Other Time: 1 hour Component Cost: See below Market Price: 100 gp Key Skill: Arcana or Thievery (no check) A tanglefoot bag contains a sticky gel that expands and hardens when exposed to air. The bag containing the gel is specially sealed to explode on impact. Tanglefoot Bag Level 2+ This small leather bag or satchel contains a sticky gel that can immobilize foes. Lvl 2 25 gp Lvl 7 100 gp Lvl 12 500 gp Lvl 17 2,600 gp Lvl 22 13,000 gp Lvl 27 65,000 gp Alchemical Item 150 gpPower (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn. Level 7: +10 vs. Reflex. Level 12: +15 vs. Reflex. Level 17: +20 vs. Reflex. Level 22: +25 vs. Reflex. Level 27: +30 vs. Reflex. |
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