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Posted by : LeonDelgado martes, 25 de marzo de 2014


La mayoría de los n nigromantes prestan poca o ninguna atención para con los vivos, en lo que a ellos respectan estos son en el mejor de los casos fuentes potenciales de nuevos servidores no-muertos y en el peor, como entrometidos inconvenientes. El segador de almas tiene un enfoque radicalmente diferente, en lugar de utilizar su magia para ampliar el poder de la muerte el usa su magia para romper la barrera entre los vivos y los muertos. Su poder le permite espiar el mundo de las sombras  para arrebatar el espíritu de una criatura en la fracción de segundo que parte del mundo material y cruza a la otra vida .

Al recoger las almas de esta manera y mediante rituales obscenos para atormentarlas y esclavizarlas , el segador de almas puede expandir su poder arcano y conquistar a sus enemigos más fácilmente. Por esta razón, él es el más temido de los magos negros de Arcadia. Otros nigromantes usan espíritus malignos y muertos vivientes sin mente para lograr sus metas, sin embargo solo los Segadores de almas niegan sistemáticamente a sus víctimas su recompensa final atrapándolas dentro de su servicio, suspendiéndolas entre la vida y la muerte.


Personajes arcanos y caminos
En el libro de leyendas de Arcadia, tu puedes interpretar un personaje especializado en las artes arcanas: el mago. Al tomar el primer nivel de la clase tu debes de elegir uno de los diez caminos que la clase te ofrece, dándote varios poderes y habilidades exclusivos a tu camino.

Sin embargo, estos caminos no son los únicos exclusivos a tu clase, en el articulo de hoy veremos un nuevo camino: el segador de Almas. Esta clase es completamente valida en cualquier partida de leyendas de arcadia y puede servir para un personaje oscuro que un jugador quiera interpretar o para un villano que derrotar.

Los caminos divergentes que aparecen en este blog son completamente legales en tu partida, simplemente son caminos poco frecuentes que debido a su poca frecuencia no aparecen en el manual básico de los héroes.


Sobre la clase en Español e Ingles
En lo personal prefiero escribir las reglas de arcadia en ingles, primero debido a que la versión de D&D (por ende D20) en español vino con una traducción desastrosa, y segundo por que así es mas fácil que sea compatible con la infinita variedad de manuales de D20 que hay afuera en el mercado y puede expandir tu juego en muchos caminos.

Aquí te presentare un resumen y traducción de la clase en español, pero al final puedes leer las reglas completas en ingles para que las uses en tus partidas.


Reglas del Segador de Almas (resumen en español)


Habilidades de clase adicionales: Intimidar (Car) y Bliff (Cha).
Escuela Especialista: nigromancia
Prohibida la escuela: Uno, general ilusión
Beneficios de lanzamiento de Conjuros: Un segador de almas tiene un conocimiento más profundo de su escuela de magia, cuando lanza un conjuro de la escuela de nigromancia su nivel de lanzador de conjuros se incrementa en 1 y la dificultad de salvacion de estos conjuros aumenta en +1.

Arcana : Un Segador de almas obtiene las siguientes capacidades arcanas :

• 1er Nivel - Vasallo Espiritual: El Segador de almas puede obligar a la obediencia de una multitud de espíritus que se ha capturado a través de un pacto sacrílego, combinándolos en un solo vasallo espiritual. Esta aparición fantasmal tiene poco efecto en el mundo físico, para todos los efectos funciona igual que un familiar que otorga al Segador de almas algunos de los conocimientos que en vida poseían las almas que utilizo para crear el vasallo espiritual.

• 1er Nivel - Inquisidor de la tumba (Sp): a nivel 1, el segador alma aprende forzar información del alma de un cuerpo recientemente fallecido. Una vez al día, el Segador de almas puede utilizar hablar con muertos como una aptitud sortílega, esto es exactamente igual a utilizar el hechizo hablar con muertos. El segador alma debe seguir todos los lineamientos y restricciones asociadas con la fundición ese hechizo.

• 5to nivel - Conocimiento Ancestral (Sp): El vasallo espiritual puede recurrir a sus recuerdos de sus previas vidas para proporcionar consejos, habilidades y atributos para el segador de almas de manera temporal.

• 10 nivel - Atrapar Espíritu (Sb): a nivel 10, el Segador de almas puede tratar de capturar el espíritu de una criatura moribunda en una gema o cristal de un valor de al menos 500 gp.



Reglas completas (en ingles)

Soul reaper
Most necromancer care little for the living, regarding them at best as potential sources of new undead servitors and at worst as inconvenient meddlers. The soul reaper takes a radically different approach. rather than use his magic to expand the power of death. He crafts spells to breach the battier between the living and the dead. By peering into the shadow world, the soul reaper can snatch a creature's spirit in the split second that it hovers between the material world and the shadow world.

By collecting souls in this manner and using obscene rituals to torment and enslave them, the soul reaper can expand his arcane power and conquer his enemies more easily. For this reason, he is the most feared of the dark magi. Other Necromancers traffic with evil spirits and mindless undead, but only the soul reaper routinely denies her victims their final reward trapped within his service, suspended between life and death, they endure a terrible, lonely existence in which they cater to the whims of a power-hungry wizard.

Additional Class Skills: Intimidate (Cha) and Bliff (Cha).
Specialist school: necromancy
Prohibited school: One, Usually illusion
Spell casting benefits: A Soul reaper has a deeper knowledge of his school of magic, when he cast a spell from the Necromancy School, his caster level increase in +1; and the Spell saving throw DC for any Necromancy spell he cast increased by +1.

Arcana: Soul reaper gain the following arcana abilities:
• 1st Level— Spiritual Vassal:The soul reaper can compel obedience from a host of spirits that she has seized through a foul ceremony and combined into a single spiritual vassal. This ghostly apparition has little effect on the physical world, but besides acting as a familiar, it grants the reaper some of the knowledge the souls used to create it held in life.

A soul reaper dominates and controls the spirits that make up the vassal through a vile ritual that requires 100 gp worth of materials (primarily blood and bone taken from outsiders) and a humanoid creature slain via a ritual sacrifice. After killing her victim, the soul reaper can open a magical link to the afterlife, compel a number of minor spirits to enter the material world, and force them into her service. These spirits combine to form a single entity known as a spiritual vassal that obeys the soul reaper's every command - primarily because it faces terrible repercussions if it refuses to do so. As a free action, a soul reaper can induce wracking agony in her vassal, causing it to howl in pain. The pain immobilizes the vassal (no save) until the reaper wills the effect to end (also a free action). This pitiable creature might moan for an end to its horrid existence even as it moves to oppose the soul reaper's foes.

While the spiritual vassal serves the soul reaper, it is as loyal and trustworthy as a standard wizard's familiar. If it is destroyed, the soul reaper suffers the same drawbacks as a wizard does if her familiar is slain. The spiritual vassal gains all the abilities indicated on the Spiritual Vassal Special Abilities table, based on its master's level. Many of these are the standard abilities of a familiar, but a few are unique to the spiritual vassal. The spiritual vassal also gains all the abilities described under "Familiar Basics".

Spiritual vassals are rarely encountered without a master. The statistics provided here, for an unbonded vassal, should only actually be used if the vassal's master is slain and it manages to survive. Unbonded vassals constantly whimper and softly moan of their despair, begging any creatures they encounter to end their miserable existence and send the souls trapped in their bodies back to the afterlife.

Spiritual Vassal (unbonded): CR -; Tiny undead; HD 1/2d12; hp 2; Init +1; Spd 10 ft., fly 30 ft. (perfect); AC 14, touch 13, flat-footed 13, BAB +0; Grp -8; Atk +1 melee (1-1, slam); Full Atk +1 melee (1-1, slam); SA -; SQ undead traits; AL N; SV Fort +0, Ref +1, Will +3; Str 8, Dex 12, Con -, Int 10, Wis 12, Cha 10.
A spiritual vassal looks like a small sphere of pale, glowing light. Those unfamiliar with soul reapers and their servants might mistake one for a will-o'-wisp. When in combat or forced to perform some other unpleasant task, spiritual vassals moan in inarticulate whispers of their pain and misery. Up close, shadowy faces - the spirits of the unfortunate souls bound into the vassal - occasionally appear and fade on the surface of the orb.

Spirit vassal special abilities: depending of the Soul reaper level the spirit vassal gains special abilities and bonus

Master Class Level
Natural Armor Adj.
Int
Special
1st–2nd
+1
6
Improved evasion, share spells, empathic link
3rd–4th
+2
7
Deliver touch spells
5th–6th
+3
8
Ancestral Knowledge (1/day), Speak with master
7th–8th
+4
9
-
9th–10th
+5
10
Ancestral Knowledge (2/day),
11th–12th
+6
11
Spell resistance
13th–14th
+7
12
Ancestral Knowledge (3/day), Scry on familiar
15th–16th
+8
13
17th–18th
+9
14
Ancestral Knowledge (4/day),
19th–20th
+10
15

• 1st Level— Inquisitor of the Grave (Sp): At 1st level, the soul reaper learns to force information from the recently departed soul of a fresh corpse. Once per day, the soul reaper can use speak with dead as a spell-like ability, duplicating the effects of the speak with dead spell. The soul reaper must follow all the guidelines and restrictions associated with casting that spell.

• 5th Level—Ancestral Knowledge (Sp): The spiritual vassal can draw on its memories from life to provide the reaper with advice, skills, and abilities on a temporary basis. Starting at 5th level, the soul reaper can access her spiritual vassal's memories, gaining one of the abilities described below (reaper's choice) once per day. She gains one additional selection per day at 9th level, another at 13th level, and a fourth at 17th level. The soul reaper may mix and match the abilities as desired within her usage allotment. For example, a 17th-level soul reaper could use the memories of past lives ability four times, or memories of past lives twice and talents of the elders twice, or any combination of the three abilities that adds up to four uses. The reaper's spiritual vassal must be able to communicate with her for this ability to function.

Memories of Past Lives: Drawing on her spiritual vassal's memories, the soul reaper gains a +5 competence bonus on checks made with a skill of her choice. This bonus lasts for 1 minute.

Speech of the Ancients: The soul reaper gains the ability to speak and read a language of her choice for 1 minute.

Talents of the Elders: The soul reaper gains temporary access to a feat of her choice for which she meets the prerequisites. She can use the feat for 1 minute.


• 10th Level— Bind Spirit (Su): At 10th level, the soul reaper may attempt to capture the spirit of a dying creature in a gem or crystal worth at least 500 gp. This entrapment requires a standard action, and the soul reaper must ready her action to use it at the moment her victim reaches -10 hit points or is destroyed. The victim may attempt a Will save (DC 15 + the soul reaper's Intelligence modifier) to resist the binding. On a failed save, the victim's spirit is trapped in the gem, where it must remain for 1 day per level the soul reaper possesses in this class, or until the gem is broken or destroyed. As long as the soul is in the gem, the victim cannot be restored to life in any manner. The victim's soul cannot be communicated with or contacted in any way, with the exception of the soul reaper abilities described below.

The soul reaper can choose to use any one of the following benefits once per day while the soul is within the gem.

-Compel the bound soul to answer one yes or no question truthfully.
-Speak any one language the bound soul knows for 1 hour.
-Choose any one skill the bound soul possesses and use its level bonus of the soul in place of her own for 1 minute. The soul reaper is considered trained in the use of the skill.

Whether or not the reaper actually uses one of these options, the soul is automatically released at the end of the ability's duration. If the gem or crystal is destroyed, the soul is freed immediately.

• 15th Level— Spawn Undead Servitor: At 15th level, the soul reaper gains the dreaded ability to force a soul captured via her bind spirit ability to inhabit the body of a skeleton or zombie. By completing a ritual that costs 500 gp per Hit Die of the skeleton or zombie, the reaper can permanently grant it the trapped soul's base attack bonus (if higher than its current one), level bonus, weapon proficiencies, armor proficiencies, and feats. In addition, the undead creature gains the victim's Intelligence, Wisdom, and Charisma scores. Other abilities, such as class abilities, special attacks, and special qualities, cannot be transferred in this manner.

This process creates a corrupted, twisted version of the original soul with the soul reaper's alignment in the undead creature. Once the ritual is complete, the trapped soul used in the ritual is freed and moves on to the afterlife normally. The reaper gains no special control over undead creatures created in this way unless she already commands them. For purposes of turning or rebuking undead, an undead servitor counts as 1 1/2 times its actual Hit Dice. Its challenge rating equals its base CR plus 1/4 of the CR of the bound spirit used in the ritual.

• 20th Level— Greater Bind Spirit (Ex): At 20th level, the soul reaper learns how to take the soul from a living creature. The DC of his Bind spirit ability increase to 10 + 1/2 the soul reaper level+ Int Bonus. 


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