- Back to Home »
- Camino de Clase , Class path , Necromancer , Nigromante , Reglas , Rules »
- Segador de Almas (Camino nuevo para Wizard)
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.