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Caverna do Dragão!

Em CdD Tiamat non eh uma divindade meeesmo... elá é um monstro. Pode ser um monstro foda, mas ainda assim um monstro.

E detalhe: no livro Divindades e Semideuses, Tiamat, divindade dos Dragões, é inferior a divindade dos Kobolds.

XD
 
Pelo simples fato de que existem mais Kobolds que dragões.

Além disso, no Draconomicon, os dragões são descritos como sendo, em sua maioria, pouco religiosos.

Mas essa classificação de deuses varia muito pela influência que a o deus tem no mundo. No último ano, diversos eventos (tanto no D&D básico quanto em FR) deram muito poder à deusa. Tanto que na 4e, Tiamat será uma das principais deusas do mundo, assim como Bahamut.
 
Uhahahhaa, bem pelo que me lembro assitindo a caverna do Dragão eles não falavam A Tiamat e sim o Tiamat, no más depois põe o uni aí.

Hmm... é mesmo é? nunca tinha reparado nisso, pois sempre que ouvi falar de Tiamat era como fêmea, pena que eu não vi essa versão que o Sky falou, e mudando um pouco do assunto eu acharia estranho ter uma ficha do mestre dos magos, afinal alguém já uma ficha de mestre?
 
Fala sério, esse desenho é foda, né?

Pois é, eu comprei o box pela Amazon (baratím!) e voilá! veio um suplemento da Wizards of the Coast com uma aventura e as fichas oficiais dos personagens e NPCs!

Como eu sou um cara muito legal, vou compartilhar as mui queridas fichas dos personagens com vocês. E é óbvio que vou começar com o mais foda de todos:

VENGER CR 21

Male half-fiend human sorcerer 13/archmage 5
NE Medium outsider (native)
Init +6; Senses darkvision 60ft; Listen +7, Spot +12
Languages: Abyssal, Common, Draconic, Elven, Infernal

AC 25 touch 16, flat-footed 19 (+5 Dex, +8 armor +1 natural)
HP 190 (18HD); DR 10/magic
Immune poison
Resist acid, cold, electricity, fire 10; SR 28
Fort +15 Ref +13 Will +16

Speed: 30ft; Fly 30ft (average)
Melee: claws +12/+12 (1d6+4) and bite (1d4+2)
Ranged: arcane fire +15 ranged touch (5d6+1d6 per level of spell used)
BAB +8; Grp +12
Special actions: arcane reach, empower spell, mastery of elements, mastery of shaping
Combat gear: bead of force, elemental gem (fire), maximize metamagic rod, potion of barkskin +3, potion of cat's grace

Sorcerer spells known (CL19th)
9th (2/day)-imprisionment
8th(4/day)-Otiluke's telekinetic sphere (DC 28), polar ray (+16 ranged touch)
7th(6/day)-control undead (DC 27), delayed blast fireball (DC 27), limited wish
6th(6/day)-chain lightning (DC 26), flesh to stone (DC 24), Otiluke's freezing sphere (DC 26)
5th(6/day)-cone of cold (DC 25), symbol of pain (DC 25), telekinesis (DC 22), wall of force
4th(7/day)-animate dead, bestow curse (DC 23), polymorph, wall of ice (DC 23)
3rd(8/day)-dispel magic, displacement, fireball (DC 22), hold person (DC 20)
2nd(8/day)-knock, false life, scorching ray (+16 ranged touch), touch of idiocy (+12 touch), web (DC 21)
1st(8/day)-expeditious retreat, magic missile, protection from good, ray of enfeeblement (+16 ranged touch), shield
0(6/day)-arcane mark, detect magic, ghost sound (DC 16), light, mage hand, open/close, read magic, resistance, touch of fatigue (+12 touch; DC 16)

Spell-like abilities (CL 18th):

3/day- darkness, poison (+12 touch; DC 23), unholy aura
1/day- blasphemy (DC 26), contagion (DC 23), desecrate, horrid wilting (DC 27), summon monster IX, unhallow

Abilities: Str 18, Dex 22, Con 26, Int 18, Wis 15, Cha 24

SA: arcane fire, mastery of elements, mastery of shaping, spell-like abilities, spell power

SQ: darkvision 60ft, DR 10/magic, resistance to acid, cold, electricity and fire 10, SR 28.

Feats: Empower spell, great fortitude, iron will, lightning reflexes, skill focus (spellcraft), spell focus (evocation), spell focus (necromancy), weapon focus (ray).

Skills: bluff +23, concentration +27, diplomacy +9, disguise +7 (+9 acting), intimidate +18, knowledge arcana +22, knowledge history +17, knowledge the planes +13, listen +7, spellcraft +25, spot +12, survival +2 (+4 on the planes)

Possessions: combat gear plus amulet of health +6, bracers of armor +8, cape of the montebank.

Arcane fire (su): Venger can expend a spell to create a bolt of arcane energy and hurl it up to 600 feet. The bolt is a ranged touch attack (+15 ranged touch) and causes 5d6 points of damage + 1d6 points of damage per level of the spell used to create the effect. This ability costs Venger a 9th-level spell slot.

Arcane reach (su): Venger can cast any touch spell as a ranged touch spell (+15 ranged touch) at a target with 30 feet. This ability cost Venger a 7th-level spell slot.

Mastery of elements: Venger can alter the energy type of any spell that he casts that causes acid, cold, electricity, fire or sonic damage, choosing a different type of energy damage. This ability cost Venger a 8th-level spell slot.

Mastery of shaping: Venger can alter a burst, cone, cylinder, emanation or spread area of any spell he casts, leaving spaces within that the spell does not affect. This ability cost Venger a 6th-level spell slot.

Spell power: Venger's effective caster level is +1 higher than normal. This ability cost Venger a 5th-level spell slot.

Cool, huh?

E aí, quem querem que seja o próximo?

Hank? Eric? Bobby? Sheila? Diana? Presto? Uni? Ou The Shadow?


concordo plenamente com voce! o desenho e foda!!!:joy::joy:
 
Eu tô com a cópia da do Presto em casa. Se o Sky não postar ela até eu chegar, eu posto.
 
Presto

Male human wizard 7
NG Medium humanoid (human)
Init -1; Senses Listen +4, Spot +2
Languages Common, Dwarven, Elven, Giant, Orc
---
AC 11, touch 10, flat-footed 11 (-1 Dex, +1 natural, +1 deflection)
hp 40 (7HD)
Fort +7, Ref +5, Will +9
---
Speed 30 ft. (6 squares)
Melee dagger +3 (1d4/19–20)
Ranged dagger +2 (1d4/19–20)
Base Atk +3; Grp +3
Combat Gear potion of aid, potion of cure serious wounds, potion of displacement, wand of magic missile (7th)
Wizard Spells Prepared (CL 7th):
4th—ice storm, wall of fire
3rd—fireball (DC 20), haste, lightning bolt (DC 20)
2nd—glitterdust (DC 17), levitate, extended mage armor, scorching ray (+2 ranged touch)
1st—burning hands (DC 18), feather fall, grease (DC 16), ray of enfeeblement (+2 ranged touch), shield x2
0—detect magic, ghost sound (DC 15), light, resistance
---
Abilities Str 11, Dex 9, Con 16, Int 20, Wis 15, Cha 13
Feats Combat Casting, Empower Spell, Lightning Reflexes, Magical Aptitude, Scribe Scroll, Spell Focus (Evocation)
Skills Climb +3, Concentration +13, Hide +3, Jump +3, Knowledge (arcana) +15, Listen +4, Move Silently +4, Sense Motive +5, Spellcraft +19 (+21 deciphering scrolls), Use Magic Device +8 (+10 scrolls)
Possessions combat gear plus dagger, hat of many spells, amulet of natural armor +1, cloak of resistance +2, headband of intellect +2, ring of protection +1, spellbook, waterskin, one day's trail rations, 3 torches, flint and steel
Spellbook spells prepared plus 0—all; 1st—color spray, expeditious retreat, identify, jump, magic missile, sleep, Tenser's floating disk; 2nd—flaming sphere, Melf's acid arrow, resist energy, rope trick, touch of idiocy, spider's climb; 3rd—dispel magic, displacement, major image, sleet storm, stinking cloud, suggestion; 4th—confusion, phantasmal killer, stoneskin

Hat of Many Spells

Price: 25,000 gp
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 20) enchantment
Activation: See below
Weight:

This floppy, pointed green hat doesn't look like much, but when you open it, its interior glows with mystic power.

Presto's hat of many spells acts as a rod of wonder and can be activated as a standard action when held (which does not provoke attacks of opportunity). It also holds any material component, up to a 1,000 gp value, for any spell Presto casts. Presto need only put his hand into his hat like he might do to draw components from a spell component pouch. Such components last 1 round before dissolving.

In addition, Presto can use his hat of many spells to either empower a spell he is casting (per the Empower Spell feat but with no increase in the level of the spell) or to cast a spell from his spellbook in place of one he has prepared (the spells must be the same level, and the prepared spell is lost). In either case, using the hat is part of the action of spellcasting. Using the hat of many spells in either of those two manners can have unpredictable results. Whenever Presto uses the hat of many spells to empower a spell or switch it for one from his spellbook, roll d%. On a roll of 1 to 35, the spell is wasted, but a rod of wonder effect happens instead. On a roll of 36 to 65, the spell takes effect as desired, but a rod of wonder effect happens as well. On a roll of 66 to 100, the spell is cast as desired.

Prerequisites: Craft Wondrous Item, Empower Spell, confusion.
Cost to Create: 12,500 gp, 1,000 XP, 25 days.
 
Com o item em negrito:

Possessions combat gear plus dagger, hat of many spells, amulet of natural armor +1, cloak of resistance +2, headband of intellect +2, ring of protection +1, spellbook, waterskin, one day's trail rations, 3 torches, flint and steel
 
A ficha é legal, mas não corresponde muito ao desenho. O Presto não "é" um mago. E o efeito do chapéu no desenho não é esse descrito, é só o item mágico mais forte de todos os tempos, que ele não sabe usar (então vira o mais divertido de todos os tempos).
 
Ah, tá, eu deixei passar isso. Mas mesmo assim, eu nunca vi ele conjurar nenhuma dessas magias...
 
Sky ta enrrolandooooo..... as fichas, já que tem essa do presto põe a real se é que essa não é a real sei lá...
 
Essa é a ficha do presto. O Rodrigo jogou com ele, inclusive. Eu não tenho como postar as fichas, to na praia e longe do DVD.
 
Bem, vou colocar a ficha do Eric, então, que foi quem eu usei na sessão com o Rodrigo e o Skywalker.

===

Eric, the Cavalier

Sarcastic, pessimistic, and egotistical, Eric can get on the other's nerves. Beneath his prickly exterior, however, Eric has a good heart and deeply cares for his friends, using the powers of his shield to protect them time again. Ironically, Eric uses his biting wit as a shield to protect himself from his worst fear - being ridiculed.

Eric
Male human fighter 7
NG Medium humanoid (human)
Init +5; Senses Listen +0, Spot +2
Languages Common, Giant
---
AC 22, touch 11, flat-footed 21 (+1 Dex, +7 armor, +4 shield)
hp 57 (7HD)
Fort +9, Ref +7, Will +4
---
Speed 30 ft. (6 squares)
Melee griffon shield +13/+8 (1d8+9)
Base Atk +7; Grp +11
Atk Options Combat Expertise, Improved Disarm, Improved Shield Bash
Combat Gear potion of cure moderate wounds
---
Abilities Str 18, Dex 13, Con 14, Int 13, Wis 10, Cha 9
Feats Combat Expertise, Improved Disarm, Improved Initiative, Improved Shield Bash, Lightning Reflexes, Run, Weapon Focus (shield), Weapon Specialization (shield)
Skills Bluff +4, Diplomacy +1, Disguise -1 (+1 acting), Hide +3, Intimidate +1, Jump +9, Spot +2, Swim +6
Possessions combat gear plus +2 elven chain, griffon shield, bag of holding (type 1), cloak of resistance +2, gauntlets of ogre power +2, waterskin, one day's trail rations, 3 torches, flint and steel

Griffon Shield

Price: 20,370 gp
Body Slot: — (held)
Caster Level: 8th
Aura: Moderate; (DC 19) evocation
Activation: See below
Weight: 15 lb.

This golden shield bears the emblem of a white griffon's head on a black circle. It hums with power in your hands.

Eric's griffon shield is a +2 bashing heavy steel shield that can be wielded two-handed. The statistics for Eric assume he wields it two-handed. If not, his damage should be 1d8+7.

In addition, as an immediate action (a free action usable even on other people's turns), Eric can use the griffon shield to create a 10-foot diameter sphere of force like that produced by the Otiluke's resilient sphere spell.

The effect must be centered on Eric, and any creatures within the area except Eric can make a DC 16 Reflex save, being pushed out to the nearest open square on a success. The effect can be dismissed by Eric as a standard action, but otherwise it lasts until the duration elapses. Eric can use the griffon shield for 5 rounds each day. Rounds do not have to be consecutive, but each activation always counts as at least 1 round.

Prerequisites: Craft Magic Arms and Armor, bull's strength, Otiluke's resilient sphere.
Cost to Create: 10,270 gp, 808 XP, 21 days.
 
Pow, Eric com 18 de força? A destreza também poderia ser menor, ele é todo atrapalhado. Na verdade ele é um péssimo guerreiro que tem um item legal em mãos, nada mais.
 
É, as fichas são legais, mas as crianças em si estão muito fortes. Além dos itens, elas não tem tantos poderes; o Presto não faz magias sem ser as do chapéu, o Eric não ataca com o escudo o tempo todo (e não tem força 18, um adulto normal tem força 10!).
 

Valinor 2023

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