domingo, 15 de abril de 2012

Avengers

Señores, ya empezó la preventa de Avengers, tonces la cosa es asi, parece ser que solo esta en 3D entonces cada boleta sale a 10.500 mas el servicio de YettoBoleta :D. toca ver la forma para que me vayan pasando la plata porque estoy algo iliquido.

viernes, 6 de abril de 2012

Priests of the Thunder-God Thor.

Races allowed: as cleric.
Hit Dice: as cleric (d8).
Spell Advancement: as cleric.
Experience: as fighter.

Spheres: (Major) All, Astral, Charm, Combat, Elemental, Guardian, Healing, Sun,
        Weather, (Minor) None.
Prime Requisites: Strength, Constitution.
Adjustments: +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma.
        "You shall fight, not think!!"
        "What do you mean Thor isn't the best god next to Odin?"
        "What are these things called baths, anyways?"
Armor: All.
Weapons: only blunt weapons allowed.

Powers:
o Turn Undead
o Bonus of 2 or 10%, on every die roll, in whichever direction (+ or -) is
        beneficial to the Priest. Thor always wins, doesn't he?
o 1st level: can cast a 1d10 lightning bolt (3/day), must make wisdom check or
        the bolt hurts friend or self or some other bad occurence (the mayor's
        beard is now gone...)
o 2nd level: can cast continual light (2/day)
o 3rd level: +1H&D with warhammer, can cast a 1d12 lightning bolt (2/day)
o 4th level: Double Damage Dice vs Giants (only giants, not giant-class)
o 5th level: +3H&D vs. giants
o 6th level: can cast a 4d6 lightning bolt (2/day)
o 7th level: +1H&D with warhammer, +2 on saves
o 8th level: can cast lightning bolt (as per mage spell) (1/day), Fly as spell,
        special effect: hammer throw as per Thor in Marvel Comics.
o 9th level: can cast chain lightning (1/day)
o 10th level: +1H&D with warhammer, warhammer returns when thrown
o 11th level: 2 more lightning bolts & chain lightning each per day
o 12th level: can cast Power Word: Stun (2/day), special effect: Thunderclap.

I do suppose you now know why he's on the fighter's xp table and probably should
be on the Mage's ?

Of course, these abilities DO depend on the priest having his holy symbol, being
a warhammer.

==========================================================================

Christian Beijner (d88-cbr@dront.nada.kth.se)
Re: Priest of the Thunder-God Thor

1) Thor is strong but not neccesarily stupid. Of course his brawn his greather
   than his mind, but that is because he is THE strongest being in the universe,
   and that's without his strength-belt. Of course Thor may appear stupid
   compared to Odin or Mimir. But the comparasion is not correctly. Compared to
   humans like us, Thor will will have infinitly more wisdom. But he doesn't
   usually need it.

2) Whaddaya mean Thor doesn't bathe? Considering all the rooms at Bilskirnir
   (his castle), at least one is bound to be a bathroom. Last count was 580, I
   think. The Viking age people was very clean (or is it cleanly), compared to
   Christian Medieval ages, when plagues were more frequent despite greater
   isolation.

3) Low charisma? Never. Charisma is the ability be liked by others, consider
   then that Thor is the single-most worshipped God in Norse Mythos. "Tor" is by
   far the most frequent word remaining from those times in place names etc.

4) Thor is not just God of Thunder, in the Mythos he got his hammer rather late,
   after such adventures as the Wall of Asgard. The thunder-part probably
   originates from the whetstone he got stuck in his forehead after a
   particularly viscious fight with a giant. Thor is God of Strength,
   Protection, Fair Play, Rain (partly fertility), Thunder, Laughter.

Footnote.

Protection:
Married couples put the Thor-symbol (the hammer) into bed before their wedding
    night.
Seafarers made sacrifice to Thor before voyages, and not always to the seagod
    Egir who took pleasure in seastorms.

Odin lives and is still preparing for Rangarok.

sábado, 31 de marzo de 2012

La aventura continua...

Dos años han pasado, las cicatrices no se han curado del todo, el veneno que era el mago maligno estaba demasiado arraigado en su pueblo, luego de terminar la batalla se eliminaron los pocos supervivientes que quedaban asi como las creaciones mágicas, haciendo toda la zona un territorio maldito, un yermo que solo traía desolación al que lo veía.  Arturo no pudo soportar tal brutalidad y se aisló en su castillo junto con su esposa y su consejero, su alma había pagado el precio supremo, había perdido su humanidad...

Tantos amigos caidos, la cleriga y su hijo no nato, el bardo y su acordeon. el giganton adusto, la clerigo medio loca y todos los demás que murieron para llegar a este punto hacían de esta una victoria pírrica, una carga y una carga para los sobrevivientes, incluso para el enano lunático, que se enloqueció más, si esto fuera posible, afeito su cabeza y barba dejando solo una perilla de hirsuto pelo negro como su alma, llenó partes de su cuerpo con tatuajes y se puso pedazos de metal, haciendo más temible su imagen, si esto fuera posible, compro pintura negra y cubrio sus parpados con esta pintura y poco despues desapareció, algunos dicen que gasto mucha de su fortuna en todos los excesos posibles y aunque fue el único de su grupo que obtuvo tierras no llegó a ocuparlas...... Hasta ahora.

El enano jefe de la patrulla no solo se culpa de las muertes de sus amigos, la transformación del otro enano en una bestia sedienta de sangro lo lastimó más de lo que estaba dispuesto a aceptar y encontró la paz en los animales que los enanos tanto aprecian, perdido en las montañas sin comunicarse con ninguno de los miembros de su antiguo grupo...... Hasta ahora.

Para los magos la decisión fue sencilla, pagar un alquiler de una casucha alejada de todo y meterse en sus estudios, algo que en verdad podrían controlar y permanecieron enclaustrados..... Hasta ahora.

El sacerdote sobreviviente empezó un largo peregrinaje para buscar el entendimiento necesario para lo que pasó, para intentar entender el por qué su Dios guíaba sus pasos por este sendero y desapareció del mundo mortal..... Hasta ahora.

Aquellas dos guerreras que se habían vuelto casi hermanas desaparecieron sin dejar ninguna huella, tan solo el recuerdo que la espada de una de ellas fue la que puso fin al mal del reino.

El único que pareció que no le habia ocurrido algo malo desaparecio brevemente para volver acompañado...






Fighting-Monk

Description: This priest belongs to an order devoted in large part to the study of fighting styles, especially barehanded martial arts. These monks live and study in monasteries devoted to their orders. If, for example, they are priests of the god of War, these monks do not live and study in ordinary temples of that god; they have their own secluded monastery away from the normal temples.

These monks do not confine their war-training to the monasteries, however. They
travel the wide world in order to learn the secrets of life, the world, magic and the gods.

As an order, they sometimes volunteer their services to rulers in times of war, and act as elite forces against the enemy.

These monks are most appropriate for an oriental-flavored campaign and the DM may wish to decide that they cannot be used in his campaign. Before you create a Fighting-Monk character, consult your DM and ask if he is allowing the Fighting-Monk kit in his campaign.

In order to be a fighting-monk, the character must have a Dexterity of 12 or more. If a fighting-monk wants to abandon this kit, he must go through a difficult process in order to do so. He must not use any of his unarmed combat techniques for three whole experience levels' worth of time. Once he's reached that third experience level, he has forgotten his unarmed combat techniques and may resume the wearing of armor; and, if he renounced some of his spheres of influence when he became a fighting-monk, may now resume those lost spheres.

As an example, a fighting-monk priest at 5th level decides to renounce his allegiance to the fighting-monk order. He adventures normally, still not wearing armor but otherwise performing as a normal priest of his priest-class. He abstains from using his unarmed combat techniques. At 8th level, he has abandoned his fighting techniques and may once again wear the armor appropriate to his priest-class.

If a character forgets himself and uses unarmed combat techniques during this process, he must "start over." It will be three experience levels from his current level, from the time he made the slip, until he can resume his priest-class.

Barred: A priest of any priesthood which starts out with Poor Fighting Abilities is barred from this choice.

Role: In the campaign, this priest is the philosophical warrior whose principal duty is self-enlightenment. He is less concerned with the ordinary priestly duties (such as guidance, marriage, community service) than those priests, but will still perform them; he just won't go out of his way to look for them, nor will he normally volunteer for them (NPCs must ask his help in these matters). Such characters are usually wanderers, which help make them appropriate for adventuring parties. They do periodically return to their monasteries, to pass on the learning they have acquired on the road, and to brush up on their fighting-skills; the rest of the time they spend out in the world.

Secondary Skills: This priest may choose or random-roll his secondary skill, if you are using the secondary skills system in addition to the weapon/nonweapon proficiencies system.

Weapon Proficiencies: Required: See under "Special Benefits," below. Otherwise, the priest may take any weapon proficiencies which his specific priest class allows him; he may not take any the class does not allow him.

Nonweapon Proficiencies: Bonus Proficiency: Tumbling. Recommended: Riding (Land-Based), Artistic Ability (any), Dancing, Reading/Writing, Religion.
Equipment: See "Special Hindrances," below.

Special Benefits: The principal benefit of being a Fighting-Monk is that the character  receives two free weapon proficiency slots which he must use to take Specialization in one of the three styles of Unarmed Combat (Punching, Wrestling, or Martial Arts). These were described in greater detail in The Complete Fighter's Handbook, but that information also appears here, in the "Equipment and Combat" chapter. The Fighting-Monk is the only priest who can specialize in an Unarmed Combat style. He can specialize in any or all of the three styles, but he may only specialize in one of them at first experience level.
As a second benefit, regardless of what it says for the priest's class, the Fighting-Monk has a Nonweapon Proficiency Group Crossover with all five Proficiency Groups (General, Priest, Rogue, Warrior, Wizard). No proficiency he takes will cost double the usual number of slots.

The last of the Fighting-Monk's benefits is this: He doesn't have to spend all his
starting Weapon Proficiency slots at first level. He can save his unspent proficiencies, and they do not "go away." Later, he can spend them at a rate of one proficiency per experience level to improve his martial arts or buy new martial arts.

Special Hindrances: This priest cannot wear any sort of armor. Additionally, if he's a priest-class with Medium Combat Abilities, he must "give up" some of his Spheres of Influence. He may have no more than three Major Accesses (one of which must be All) and two Minor Accesses. The player may choose from the accesses he currently has which ones the character loses and which he keeps.
Additionally, the priest may never own more things (weapons, treasure, money, etc.) than he can carry on his back.

Wealth Options: The Fighting-Monk gets the usual 3d6x10 gp as starting money.

Races: No special limitations. Humans, elves and half-elves seem visually more suited to this kit than dwarves, gnomes, and halflings, but the DM can allow those races to take this kit if he so chooses.

domingo, 25 de marzo de 2012

Bienvenidos Hermanos

Buen viento os acompañe en tu viaje...

Este es el blog oficial de la Hermanad de Arek, donde cada uno de los miembros publicará y se hara fuerte con la hermandad, espero que sean muy colaborativos.