Re: [A] Aralan Naïlo - Maurício (17/08/2018)
Posted: Mon Dec 10, 2018 12:10 pm
Coisas que o Aralan tem comentado por aí (para o jogador lembrar de fazer)
Tier 2
Enemies that Hit You With a Melee Attack Take 1d6 Acid, Cold, Fire,
Lightning, or Thunder Damage
DC: 75
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Tier 2
Gain 5 Temporary Hit Points at the Startof Your Turn if You Have at Least 1 Hit Point
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 1st level or higher that restores hit points
Tier 3
Enemies that Hit You With a Melee Attack Take 1d6 Radiant or Necrotic Damage
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Tier 3
While You are Below Half Your Maximum Hit Points You Regain 1d4 Hit Points at the Start of Your Turn as Long as You Have at Least 1 Hit Point.
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell that restores hit points
Tier 1
+1 Bonus to Hit and Damage
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 2rd level
Tier 1
1d4 Bonus Acid, Cold, Fire, Lightning, or Thunder Damage
DC: 50
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Tier 2
Gain 4 Temporary Hit Points on Hit
DC: 150
Minimum DC: 15
Prerequisites: -
- Comprar uma casa! OK (encontrei algo melhor, moro num navio!)
- Equipar o navio com Spears;
- Comprar / Fazer um rowboat pra ir até o navio.
Quests
Mostrar
- Buscar o barco o quanto antes; OK
- Liberar as minas;
- Ir até os bandidos que produzem as drogas e buscar a raíz lá;
- Explorar o mar! OK (começamos)
- Vila Kobolds.
- Liberar as minas;
- Ir até os bandidos que produzem as drogas e buscar a raíz lá;
- Explorar o mar! OK (começamos)
- Vila Kobolds.
Construções
Mostrar
- Fazer uma estrada até a passagem na montanha ao sul, que tem um caminho até as minas;
- Nas montanhas do sul, no meio do caminho, instalar um Outpost pra ajudar aqueles que estão fazendo a travessia;
- Construir uma pedreira próximo a essa passagem, que já ajudaria a abrir caminho para as minas;
- Colocar um Outpost depois das montanhas, a caminho das minas;
- Conectar a estrada de fogo vivo as minas, depois de liberar o caminho;
- Construir as docas.
- Nas montanhas do sul, no meio do caminho, instalar um Outpost pra ajudar aqueles que estão fazendo a travessia;
- Construir uma pedreira próximo a essa passagem, que já ajudaria a abrir caminho para as minas;
- Colocar um Outpost depois das montanhas, a caminho das minas;
- Conectar a estrada de fogo vivo as minas, depois de liberar o caminho;
- Construir as docas.
Forjar / Encantar Armas e Armaduras
Mostrar
Wind of the Sea (Spear)
Mostrar
Spear
Customization
Oversized (2)
Enhancment
Tier 1
1d4 Bonus Acid, Cold, Fire, Lightning, or Thunder Damage
DC: 50
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Customization
Oversized (2)
Enhancment
Tier 1
1d4 Bonus Acid, Cold, Fire, Lightning, or Thunder Damage
DC: 50
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Talon of Zeboim (Glaive)
Mostrar
Glaive
Customization
Extended Reach
Balanced
Enhancments
Tier 1
+1 Bonus to Hit and Damage
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 2rd level
Tier 1
1d4 Bonus Acid, Cold, Fire, Lightning, or Thunder Damage
DC: 50
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Customization
Extended Reach
Balanced
Enhancments
Tier 1
+1 Bonus to Hit and Damage
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 2rd level
Tier 1
1d4 Bonus Acid, Cold, Fire, Lightning, or Thunder Damage
DC: 50
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Vengeance of Aralan (Halberg)
Mostrar
Halberg
- Savage;
- Enchantment 1;
- Enchantment 2.
- Savage;
- Enchantment 1;
- Enchantment 2.
Dragon Turtle Shell (Chainmail)
Mostrar
Chain Mail
Enhancment
Tier 1
+1 Bonus to AC
DC: 100
Minimum DC: 15
Prerequisites: Ability to cast a spell that increases AC, Ability to cast a 2nd level spell
Customization
Padded
Reinforced
Stretchy
Enhancment
Tier 1
+1 Bonus to AC
DC: 100
Minimum DC: 15
Prerequisites: Ability to cast a spell that increases AC, Ability to cast a 2nd level spell
Customization
Padded
Reinforced
Stretchy
Shell of Zeboim (Shield)
Mostrar
Shield
Enhancment
Tier 1
Creatures Take 1d4 Piercing or Slashing Damage When They Hit you with a Melee Weapon Attack
DC: 25
Minimum DC: 5
Prerequisites: -
Customization
Hardened (2 slots)
Nome: Shield
Custo: 10GP
DC: 35
Material: 2 metal/2 wood.
Enhancment
Tier 1
Creatures Take 1d4 Piercing or Slashing Damage When They Hit you with a Melee Weapon Attack
DC: 25
Minimum DC: 5
Prerequisites: -
Customization
Hardened (2 slots)
Nome: Shield
Custo: 10GP
DC: 35
Material: 2 metal/2 wood.
Other Weapons
Mostrar
- Battle-axe (Bleed);
- Morning Star (Fast).
- Chain Mail; ok
- Plate Mail; --
- Shield; ok
- Glaive; --
- Halberg; --
- Battle Axe; ok
- War Pick; ok
- Quarterstaff; --
- Longsword; --
- Lance. ok
- Morning Star (Fast).
Arsenal
Mostrar
- Chain Mail; ok
- Plate Mail; --
- Shield; ok
- Glaive; --
- Halberg; --
- Battle Axe; ok
- War Pick; ok
- Quarterstaff; --
- Longsword; --
- Lance. ok
Enchantments
Mostrar
Armor and Shield Enhancments
Mostrar
Tier 2
Enemies that Hit You With a Melee Attack Take 1d6 Acid, Cold, Fire,
Lightning, or Thunder Damage
DC: 75
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Tier 2
Gain 5 Temporary Hit Points at the Startof Your Turn if You Have at Least 1 Hit Point
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 1st level or higher that restores hit points
Tier 3
Enemies that Hit You With a Melee Attack Take 1d6 Radiant or Necrotic Damage
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Tier 3
While You are Below Half Your Maximum Hit Points You Regain 1d4 Hit Points at the Start of Your Turn as Long as You Have at Least 1 Hit Point.
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell that restores hit points
Weapon Enchantments
Mostrar
Tier 1
+1 Bonus to Hit and Damage
DC: 150
Minimum DC: 15
Prerequisites: Ability to cast a spell of 2rd level
Tier 1
1d4 Bonus Acid, Cold, Fire, Lightning, or Thunder Damage
DC: 50
Minimum DC: 10
Prerequisites: Ability to cast a spell of 1st level or higher that deals that type of damage.
Tier 2
Gain 4 Temporary Hit Points on Hit
DC: 150
Minimum DC: 15
Prerequisites: -
Outras ideias
Mostrar
- Comprar uma casa! OK (encontrei algo melhor, moro num navio!)
- Equipar o navio com Spears;
- Comprar / Fazer um rowboat pra ir até o navio.