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Minor                9         10 feet      100 feet      100 feet/round      8d6                   15

Typical             10        25 feet      500 feet      250 feet/round      8d6                   20

Massive            12       50+ feet   2,500+ feet   500 feet/round     16d6                  25

Herbalism

Herbs and useful plants and fungi abound in most wilderness regions, and while these valuable plants can be obtained in special markets or shops, the Опытный herbalist knows where to go to gather these resources by hand in the wild.

Gathering Herbs: Gathering herbs is similar to foraging and can be accomplished while you are traveling or as your sole activity during an 8-hour period. If you gather herbs while traveling, your overland быстрое is halved. Spending 8 hours doing nothing but gathering herbs from the area grants 1 additional yield of each herb you’re gathering.

When you start your Дня of herb gathering, you must declare which herb you are looking for. If you have 5 ranks of Профессия (травник), you can search for two different types of herbs at once, and for each additional 5 ranks you have in this skill, you can search for one additional herb, to a maximum of 5 herbs at once if you have 20 ranks in Профессия (травник).

Each herb listed below has a gather DC. At the end of the Время spent gathering, attempt a Профессия (травник) or Знание (природа) check against each herb’s gather DC. If the terrain you are searching in is one of your Излюбленная Местностьs, you can attempt a Выживание check instead. If the herb in question is present in the region you searched (this is always subject to the GM’s discretion), success results in a single yield of that herb. Success by 5 or more grants 1 extra yield. Success by 10 or more grants 2 extra yields.

A single yield of herb weighs 1/10 of a pound unless otherwise noted in its yield section in the stats below.

In addition to determining whether a particular herb is available to gather in a region, the GM also determines how many attempts to gather that herb can be attempted in the region. Typically, a region can support 1d4 herb-gathering expeditions before the herbs must be given 2d6 months to regrow.

Preparing Herbs: Most herbs must be prepared to unlock their potency. If this is the case for an herb, its stat block describes the method required to process it, the Ремесло (алхимик) DC to accomplish this task, and the amount of Время needed to do so. A Профессия (травник) check can be conducted instead of a Ремесло (алхимик), but the DC of the check to prepare the herb increases by 5 in this case. If the preparer fails this check by 5 or more, the dose of the herb is ruined; if she fails by less, she can try again with the same herbs.

Preparing Multiple Herbs: An herbalist can normally prepare one type of herb per day, but she can prepare a number of doses of that single type of herb equal to her ranks in Профессия (травник). An herbalist with 7 or more ranks in Профессия (травник) can simultaneously prepare a second type of herb. At 14 ranks in Профессия (травник), the character can prepare up to three types of herbs at the same time.

Herb Lifespan: A raw, unprepared herb spoils 24 hours after it is harvested. A prepared herb spoils after 1 month unless otherwise noted in its Использование entry.

 

HERBS

The herbs presented below are intended to represent a wide range of helpful plants; you can Использование these as examples for the Созидание of new herbs. Each herb is presented in its own stat block.

The first Линия of the block presents the name and the price the herb is sold for in markets and herbalist shops. This is followed by a brief description of the herb’s appearance.

The next entry provides the DC of the Профессия (травник) check to find and gather the herb with a day’s worth of work. This is followed by the yield—the base number of doses that can be gathered each day. Extra yields can be gained with greater success on a gathering roll or by taking an entire Дня to do nothing but gather herbs.

After that, the block provides the terrain the herb appears in. This is followed by information about how the herb must be prepared in Орден for it to be used. Finally, the Использование for the prepared herb is detailed at the end of the stat block. Applying, eating, or using a prepared herb typically requires a основное действие that provokes attacks of opportunity, unless otherwise specified in the description.

 

ANGELSTEP       PRICE 25 GP

This iверховая ездаНюх white shelf fungus is sПомощь to have first grown from the footsteps of an angel, though some claim it instead comes from

the footsteps of a djinni.

Gather DC 18; Yield 1 dose

Terrain temperate or warm deserts

Preparation A dose of angelstep can be used raw or processed into a pigment that can be worn on the

skin. Processing a dose of the pigment takes 4 hours and requires

a successful DC 15 Ремесло (алхимик) check. Angelstep pigment costs twice as much as the raw fungus.

Использование As part of an attempt to Первая Помощь a при смерти creature, a dose of raw angelstep can be rubbed

on the creature to grant a +4 bonus on the Лечение check to Первая Помощь the creature. A dose of angelstep pigment applied to the skin of a Средний or Небольшойer creature helps to protect that creature against Смерть for 2d4 hours. The next Время the wearer of angelstep pigment drops to negative пункты здоровья, it gains a +4 алхимический бонус on its next 1d6 Constitution checks to Первая Помощь. The pigment loses its Эффект once all these checks are attempted or once the victim is Первая Помощьd.

 

BLACK AMARANTH PRICE 100 GP

Black amaranth grows in Небольшой clusters from the remains of the мертв.

Gather DC 18; Yield 1 dose

Terrain temperate or warm forests or plains

Preparation The amaranth’s flowers and stalks must be carefully ground into paste. This requires a successful DC 12 Ремесло (алхимик) check and 1 hour of work.

Использование A dose of black amaranth paste can be applied to a мертв body to Замедление decay. One dose used on a Маленький or Небольшойer creature delays the onset of Распада for 3 days (as per Посмертный Покой). Two doses are needed for Небольшой creatures, 3 for Средний creatures, 6 for Большой creatures, 12 for Огромный creatures, 24 for Гигантский creatures, and 48 for Колоссальный creatures. Each dose applied requires a действие полного хода that provokes attacks of opportunity.

 

BLOODY MANDRAKE      PRICE 15 GP

Bloody mandПовесаs grow from the corpses of intelligent creatures who had superестественная броня powers in life. This plant’s unsettlingly humanoid-shaped tuber-like Корень s

increase fertility and vitality. Gather DC 20; Yield 1d4 doses Terrain any plains or swamps

Preparation A bloody mandПовеса must be pulped so that its sticky red sap can be gathered, skimmed, and then reКрошечныйd into an even stickier paste; this process requires a successful DC 15 Ремесло (алхимик) check and 1d4 hours of work per yield.

Использование One dose of bloody mandПовеса paste smeared on the lips (this is a свободное действие) during spellcasting can be used as an additional material component when caЖало spells that remove afflictions and conditions or that provide a боевой дух bonus. Doing so grants a +1 bonus to the spell’s effective caster level.

 

BONE REED       PRICE 75 GP

This Водная grass resembles translucent white horsetail.

Gather DC 24; Yield 1 dose

Terrain any swamps

Preparation A bone reed must be pressed and dried. This process requires a successful DC 10 Ремесло (алхимик) check and takes 8 hours to complete.

Использование A creature that Сонs for at least 8 hours in 1 Дня with a bone reed bound to one of its arms or legs лечениеs Двустороннее the normal ability damage and hit point damage (or triple with full bed rest). A bone reed loses its effectiveness after use. Сковывание a bone reed to a limb requires 1 minute of work.

 

CLOUD PUFF     PRICE 100 GP

The spores of this odorous pale-gray fungus cause a euphoric Свет-headedness.

Gather DC 18; Yield 1 dose

Terrain any Скакунains

Preparation After soaking in salt Вода for 1 hour, a Облаков puff must be dried in a delicate process that requires it to be turned three times per hour for 4 hours. This requires a successful DC 12 Ремесло (алхимик) check.

Использование By crushing a dried Облаков puff and inhaling the spores, a creature becomes Свет-headed and its mind grows resistant to outside influences. For the next hour, the creature gains a +2 алхимический бонус on испытания against Разум effects but takes a –2 penalty on Wisdom-based skill checks.

 

 

DRAGON ROSE  PRICE 25 GP

The vivid and thorny Дракон rose is admired for its hardiness but is difficult to cultivate.

Gather DC 18; Yield 1 dose

Terrain any forests or Скакунains

Preparation The petals of a Дракон rose must be delicately removed from the stem and then soaked in a mixture brewed from the flower stalk’s sap for 2 hours; this requires a successful DC 15 Ремесло (алхимик) check.

Использование A dose of prepared Дракон rose petals crushed in the hand and then smeared on a weapon (this is a основное действие) infuses the weapon with a Магия aura. For 1 hour, the weapon can bypass DR/magic, although it doesn’t gain any bonus on attack or damage rolls.

 

DREAM LICHEN PRICE 2,000 GP

This multicolored, shimmering lichen grows in places where powerful magical creatures have slept and Сновидениеt.

Gather DC 30; Yield 1 dose

Terrain anywhere the boundaries between the Material Plane and the Dimension of Сновидения grow thin

Preparation The fibrous outer layer of the lichen must be gently scrubbed away, exposing the soft interior, which must then be allowed to dry after being sprinkled with various alchemical powders. This requires a successful DC 25 Ремесло (алхимик) check and 8 hours of work.

Использование A creature that Сонs for at least 8 hours with a dose of Сновидение lichen in contact with its body has vivid Сновидения in which it endures and recovers from a superестественная броня affliction. Upon waking, the creature can attempt a new saving throw against a single curseUM or Разум Эффект from which it is currently suffering. Alternatively, the user automatically succeeds at a saving throw to remove a temporary negative level.

 

FAIRY CAP PRICE 250 GP

This toadstool’s pale-gray cap is stippled with yellow spots. Its presence often indicates ley lines or Фея bowers nearby.

Gather DC 20; Yield 1 dose

Terrain any near ley lines

Preparation A fairy cap must be gently simmered (not boiled) in a mixture of Вода and other естественная броня ingredients for 1 hour; this requires a successful DC 20 Ремесло (алхимик) check. At the end of this preparation time, the yellow spots’ color changes to bright orange or dark brown—there’s a 50% chance of either development.

Использование When eaten without proper preparation, a fairy cap is mildly Poisonous (save Fort DC 13, onset 1 minute, frequency 1/minute for 6 minutes, Эффект тошнота for 1 minute, cure 1 save), but when properly prepared, it takes on a not- unpleasant tangy flavor. The final color of a properly prepared fairy cap’s spots determines its Эффект when consumed. A cap with orange spots causes a Большой or Небольшойer creature to grow one размер category, while one with brown spots causes the eater to shrink one размер category. These effects function as per Увеличение person or Уменьшение Гуманоида, except they can affect any Большой or Небольшойer living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a fairy cap is quite chewy, and eating it is a действие полного хода.

 

GOBLINVINE     PRICE 30 GP

The leaves of this invasive creeper are wide and covered with Маленький hairlike filaments. Gather DC 16; Yield 1 dose (1 lb.)

Terrain any forests, Скакунains, plains, or swamps

Preparation Properly preparing a dose of goblinvine requires a successful DC 20 Ловкость рук check and 1 minute of work to weave and roll the vines into a compact,

fist-размерd ball so the hairy side of the leaves faces inward. On a failure by 5 or more, the leaves become torn and ruined. If gloves or gauntlets aren’t worn, the preparer is automatically exposed to the goblinvine’s effects. If the preparation check’s result is a естественная броня 1, the preparer is exposed to those effects regardless of any hand Защита worn. The goblin vine must then be stored in an area of bright Свет for at least 1 hour for the inner surface of the leaves to properly “sweat” and build up enough irritating oil to function as a Метательное weapon.

Использование Once woven into a tight ball of vines and left to sweat, a ball of goblinvine leaves can be used as an improvised Метательное weapon as a ranged touch attack. On a hit, a target must succeed at a DC 10 Стойкость save or develop a distracting, itchy rПраха that imposes a –2 penalty on ability checks, attack rolls, испытания, and skill checks. This Эффект persists for 10 minutes or until the rПраха is tended with a successful DC 12 Лечение check attempted as a действие полного хода. This is a Отрава effect, but creatures with the goblinoid subtype are immune to the effect. Innovative characters (including many goblins) have developed other uses for goblinvine, including as Силкиs and ropes to make those bound or опутывание itchy as well, but since goblinvine is relatively fragile, it makes for a very poor substitute for rope.

 

LEECHWORT     PRICE 3 GP

When dried and ground into a powder, the mottled red-and- gray bark of this shrub is a boon to лечениеers.

Gather DC 16; Yield 1d4 doses

Terrain warm forests or swamps

Preparation Properly preparing leechwort for Использование is a time- consuming process that takes 1 week, as fibers of the shrub must be dried and ground until they achieve a Крошечный, powdery texture. A single herbalist can prepare up to a dozen doses simultaneously in this manner. At the end of the week, a successful DC 15 Ремесло (алхимик) check results in all of the doses being ready for use; failure indicates that all the doses have spoiled.

Использование When a dose of prepared leechwort is used in conjunction with a Лечение check to Первая Помощь a при смерти creature, provide long- term care, treat wounds from caltrops (or similar effects), or treat смертельный wounds, it grants a +1 алхимический бонус on the Лечение check. This increases to a +2 алхимический бонус on Лечение checks to staunch кровотечение.

 

LOVE-IN-IDLENESS PRICE 150 GP

The deep-red flower has rich nectar with a honey-like scent.

Gather DC 20; Yield 1 dose

Terrain any forests

Preparation A dose of this flower’s nectar must be extracted and stored in an alchemically prepared vial with a successful DC 14 Ремесло (алхимик) check and 1 hour’s worth of work.

Использование As a действие полного хода, a dose of love-in-idleness nectar can be drizzled into the ears of a беспомощьность or willing Сфера Животных or humanoid. This causes the subject to become much more susceptible to the power of Внушение and Разум effects, taking a –2 penalty on Проницательность checks and a

–1 penalty on испытания against Разум effects for the next 2d4 hours. This is a ЯдUM effect.

 

MERFOLK’S COMB PRICE 750 GP

This vibrant yellow and pale-green variety of seaweed has wide fronds with lines of narrow fringe along the upper edge. Gather DC 25; Yield 1 dose

Terrain any underwater

Preparation A single dose of merfolk’s comb must be allowed to dry over a period of 7 days while being rubbed with alchemical oils once daily to prevent the herb from losing its properties during the process. This requires seven separate successful DC 14 Ремесло (алхимик) checks, one every 24 hours during this week. If even one of those checks is a failure, the dose of merfolk’s comb is ruined.

Использование Anyone who eats a dose of merfolk’s comb gains the ability to breathe Вода as well as Воздух for 8 hours.

 

MIMAMEITH      PRICE 600 GP

The bark of this wide-tБегунked but relatively squat tree is resistant to cutting and fire.

Gather DC 25; Yield 1d4 doses (5 lbs. per dose)

Terrain any forests or Скакунains

Preparation A living mimameith tree has hardness 7 (rather than the typical hardness 5 for most wooden objects) and Огонь сопротивляемость 5. When a mimameith tree is burned but lives, its bark regrows over Время with pЭль gray scarring—such bark bears special properties. Once harvested, this bark can be processed alchemically. Doing so requires a 5-pound dose of the bark to be soaked in Вода for 8 hours and then boiled off to a thin layer of tacky paste with a successful DC 20 Ремесло (алхимик) check.

Использование When a dose of the pasty residue from mimameith bark is applied to a creature’s skin as a основное действие, the subject gains Снижение Урона 2/bludgeoning, Огонь сопротивляемость 5, and Иммунитет to кровотечение effects for 1 hour.

 

MOLY    PRICE 1,200 GP

Moly is a Сфера Растений with flowers white as pure milk and Корень s black as night.

Gather DC 25; Yield 1 dose

Terrain any forests or plains

Preparation This flowering herb must be picked whole and boiled with Вода until the entire amount is reduced by half. The resulting mixture is then strained and poured into a sПосвящение Добру pan to evaporate. The resulting crust is scraped off as a powder.

Использование Anyone wearing or carrying fresh moly gains a +4 сопротивляемость bonus on испытания against spells and spell-like abilities. Moly remains fresh in this way for only 12 hours, regardless of magical attempts to preserve it. When processed into a powder with a successful DC 25 Ремесло (алхимик) check, moly can be sprinkled on a creature, object, or area (a основное действие) to end a spell as if with dispel Магия (caster level 6th).

 

NEPENTHE PRICE 400 GP

This foot-tall blue-green pitcher Сфера Растений produces a pollen that smells faintly of mint and lures insects and even Небольшой vertebrates toward its dangerous mouth.

Gather DC 20; Yield 1 dose

Terrain warm forests or swamps

Preparation A dose of pollen must be mixed with alchemical reagents with a successful DC 16 Ремесло (алхимик) check and then left to sit for 1 hour before it can be used.

Использование A dose of nepenthe pollen must be inhaled as a основное действие, whereupon the potent vapors act upon unpleasant or unknown thoughts and memories. This grants the creature a new saving throw to immediately end a single Разум Эффект currently affecting the creature (effects that allow no saving throw cannot be removed in this way). An Unwilling creature can be dosed with the pollen as a touch attack that provokes an внеочередная атака. A creature can be affected by a dose of nepenthe only once in a single 24-hour period. This is a ЯдUM effect.

 

 

NIGHTSAGE      PRICE 100 GP

The fragrant purple blossoms of this night-blooming wildflower are so deep in hue that they appear almost black.

Gather DC 14; Yield 1 dose

Terrain any jungles

Preparation A dose of nightМудрое must be sprinkled with священное Вода periodically over an 8-hour drying process in естественная броня sunlight; this process requires a successful DC 12 Ремесло (алхимик) check and one flask of священное water.

Использование When dried nightМудрое is lit on Огонь (a основное действие), it produces a thin but pleasant-smelling Дыма almost like that produced by a stick of incense. A dose of nightМудрое burns for 10 minutes and can be extinguished and reignited for multiple uses (but it is always used in 1 minute increments, regardless of the actual Время spent burning).

While nightМудрое burns, each corporeal нежить creature within a 5-foot radius gains a +2 несвященный bonus on испытания against positive energy effects (including Божественная Сила effects). Necromancers are fond of supplying their нежить minions with Небольшой thuribles containing a burning stick of nightМудрое that can be worn while carrying out their Приказs. A moderate or stronger Ветер extinguishes a burning stick of nightsage.

 

SEEING SLIME   PRICE 160 GP

This violet slime mold is found only in rock formations containing nodules of aВрата.

Gather DC 19; Yield 1 dose

Terrain any underground

Preparation After collecting this rare slime mold from where it естественная броняly occurs in the Светless depths, the herbalist must combine the slime with mineral salts and store it in an airtight container such as a bottle or jar.

Использование The slime causes mild skin rashes, but it grants Ночное Зрение out to a range of 30 feet for 24 hours if applied to the eyes (a действие полного хода that provokes attacks of opportunity). If the subject already had Ночное Зрение, the Ночное Зрение’s range increases by 30 feet. Frequent Использование of this herb causes permanent purple blotches on the skin around the user’s eyes.

 

WINTERBITE     PRICE 20 GP

The white-veined leaves of this minty sprig carry a pleasant and soothing scent.

Gather DC 11; Yield 1d4 doses

Terrain any cold

Preparation A dose of winterУкус must be dried near an open Пламя in which certain alchemically treated sawdust and Дерево chips are burned.

This requires a successful DC 12 Ремесло (алхимик) check and 1 hour.

Использование When held under the nose and crushed (which takes a основное действие), a dose of prepared winterУкус releases a pungent, sweet odor that clears the sinuses and sharpens the senses. For the next hour, the user of a dose of prepared winterУкус gains a +2 алхимический бонус on scent-based Внимание checks.


Spells of the Wild

The might of Магия is a great Сила of change and power, and most adventuring parties count one or more spellcasters among them. Since spells cover an incredible range of possibility, defining “wilderness spells” is a broad subject. In this section, spells accessible to nature-themed classes such as друидs and следопытs receive special attention. Spells that assist in navigating the less settled regions of the world and those that manipulate Погода or terrain are also explored in greater detail.

 

LOW-LEVEL PLAY (LEVELS 1–6)

Many wilderness-appropriate spells are available as early as 1st level. These low-level spells are often disregarded, as many of them can be substituted with class abilities, equipment, and skills. Still, low-level spells (those of 3rd level and lower) can remain useful at high levels, especially because high- level characters can cast them far more frequently.

 

Воплощение

The benefit of many low-level Воплощение spells is that they grant a wider range of versatility, letting the characters focus the spending of their hard-earned gold on items with effects that can’t be replicated, rather than on mundane equipment. Создание Еды И Питья: As a 3rd-level жрец spell, create food and Вода is one of the most obvious choices for those looking to bypass some of the rigors of wilderness выживание. The Выживание skill often eclipses the worth of this spell, as succeeding at a simple DC 10 check allows for a character to provide food and Вода for herself without needing to Расход a 3rd-level spell slot. At 5th level, it’s not unlikely that a party member can regularly succeed at the DC 16 Выживание check required to feed himself and three other party members. Imposing heavy penalties on Выживание checks to get along in the wild is one way of making create food and Вода more valuable, and such adjustments are entirely appropriate in wasteland environments.

There are several other ways to prolong the usefulness of Создание Еды И Питья. Armed with знание that the party воля be entering a particularly inhospitable region, characters might want to stock up on conjured food and water. Repeated castings of create food and Вода can provide numerous meals, and by spending a few days, a party can create a stockpile of rations for a trip. Combined with the fact that purify food and Вода can be cast an unlimited number of times per day, stockpiling food and drink with these castings is an economically savvy way of saving both gold and Охота time.

Скакун and Фантомный Скакун: Few wilderness areas are entirely amenable to or completely inhospitable to Скакунs. Open groves and wildЖизнь paths where Скакунs can roam free crisscross dense forests, while deserts often contain escarpments of jagged rocks that confound the most sure footed of creatures. The mutable Природа of these wilderness regions makes the ability to summon a temporary Скакун particularly helpful. For routine journeys, Скакун can conjure a single Скакун for a character or be repeatedly cast to provide Скакунs for a whole party. Higher-level spellcasters benefit more from Фантомный Скакун, especially at 8th level, when the steed starts gaining extra movement-related abilities.


Нейтрализация Яда: First accessible by low-level друидs, neutralize Отрава is useful as both a method of healing Отрава and a means to prevent Ядing from occurring in the first place. Using the spell as a means of detoxifying a creature is its most efficient application, since one caЖало of the spell prevents that creature from Ядing targets at all. It’s also possible to Использование this spell to remove a Отрава applied to an object or from food or drink. The Использование of neutralize Отрава   in this manner doesn’t guarantee success, and it can be interesting to keep the DC of the targeted Отрава unknown, leaving the efficacy of a given caЖало in question.

At a Стоимость of 11,250 gp, a wand of neutralize Отрава makes for a practical, if unusual, weapon. When added into the arsenal of mobile melee classes, specifically those with ranks in Использование магического устройства or supplementary spellcaster levels, such wands can be used to disable the Ядs of wilderness-dwelling creatures. The forfeiture of an attack in Орден to strike a foe with a Яд-neutralizing wand could mean the difference between Жизнь and death for a character who is facing repeated applications of Яд.

 

Прорицание

There are only a few low-level Прорицание spells specifically related to wilderness environments. Characters often ignore these spells, and instead they rely on class abilities or Навыки to replicate their effects. Introducing NPCs with access to these spells can highСвет their utility to PCs who might otherwise see these spells as extraneous.

Detect Животные or Plants: This spell has a much Крупныйr range than Определение Мировоззрения (Зло), beginning with a minimum area of a 440-foot cone. This spell also requires thinking of a specific kind of Сфера Животных or plant, making itvery specialized in its application. Further, it grants the caster the ability to see the current condition of a target, rather than just a sense of the creature’s total power. A handy application of this spell is to monitor the health of allies, such as Верный Зверьs or Сфера Растений creatures such as ghorans and vine leshys (as presented in Chapter 1).

Обнаружение Силков И Ям: As a concentration effect, this spell is more useful in low-stress situations. It cuts down on some of the monotony of having PCs attempt repeated Внимание checks, but the spell’s specific detection parameters mean that some skill checks are still required.

 

Очарование

Low-level Очарование spells that are appropriate for wilderness campaigns most often focus on the manipulation of Сфера Животных minds. Keep in mind that Животные are often simple creatures, with simple thoughts driving their actions—drinking, eating, and Сонing being at the forefront of an animal’s mind. Due to having Average or lower Мудрость scores, certain kinds of Животные can be especially распластан to being affected by these spells.

Сфера Животных Messenger: This spell compels a Маленький Сфера Животных to venture to a designated area, likely with an item in tow. The longer casting time of the spell makes it useless in combat situations but incredibly helpful in other situations. Delivery of an item via Сфера Животных messenger isn’t guaranteed, as the Сфера Животных could be waylПомощь by other creatures or potentially find itself unable to follow directions to the intended area. As with most spells, it’s important to understand that a PC shouldn’t be penalized for the caЖало of such magic. If you, as the GM, decide to have an Сфера Животных messenger fail to Досягаемость its intended destination, consider rewarding the PCs in another way. For example, the Сфера Животных messenger might have been consumed by a local predator, and by finding the slain messenger, the PCs uncover the predator’s stПраха of claimed trophies.

Усмирение Животных, Обольщение Animal, and Подчинение Животного: Spells that can adjust the attitudes of Животные have obvious uses as deterrents when traversing through wilderness environments. Simply calming or charming Животные is often sufficient to Сфера Путешествий through an area without harassment, while more powerful spells such as Подчинение Животного can be used to deal with more dangerous or more immediate threats. Another insidious Использование of this Магия is to subvert the loyal Верный Зверьs of foes. The ability to Обольщение or dominate an Верный Зверь of an opponent can significantly reduce the Бросить Вызов of an encounter, while simultaneously presenting that foe the moral quandary of how to handle its wayОпекун companion.

 

Intrigue in the Wild Pathfinder RPG Ultimate Intrigue features a section called Spells of Intrigue (beginning on page 154 of that book). Applications of several intrigue-themed spells listed in Ultimate Intrigue are also appropriate for wilderness campaigns. In order to focus on spells more specific to wilderness adventuring, this book purposefully avoids spells that were already covered in Ultimate Intrigue. Intrigue-themed spells that are particularly appropriate for wilderness-heavy campaigns but were covered in Ultimate Intrigue include the following: blood biography APG, commune with nature, create treasure map APG, detect poison, find the path, locate creature, speak with animals, speak with plants, and stone tell.

 

 

Превращение

The wilderness is a place of constant change, so it’s no surprise that most wilderness-appropriate spells come from the Превращение school of magic. These spells not only mutate the caster and her immediate surroundings but also are highly sought-after ways to control Сфера Растений life. As plants are Универсализмly immune to Разум effects, it falls to Превращение spells to grant a modicum of control over these creatures, providing an analogue to spells commonly found in the Очарование school.

Угнетение Растений: This spell controls the vegetation in a specific area. The pСфера Рун Роста option for this spell is an effective counter to spells such as Опутывание and Терновая Стена, granting the caster some combat control in addition to straightforward utility. Using this spell also allows for the Созидание of open areas more amenable to Скакунs or other big creatures. The secondary Использование of Угнетение Растений, the stunt Роста option, is most effective as a narrative tool. Озлобленностьful PCs ищущее to punish an enemy друид might decide to Использование this Эффект on the друид’s preferred territory. Conversely, an enemy друид might wrack the PCs’ homeland with several castings of this spell, potentially leading to starvation in the face of reduced crop yields. PCs who have left their homeland for a prolonged period of Время might be drawn back after hearing word that a magically induced famine has taken hold, only to find that the cause was a previous foe from the campaign!

Meld into Камень and Облик Дерева: Hiding in blocks of Камень or taking the form of a shrub allows for both intrigue and tense moments of avoiding a threat. PCs and NPCs can Использование these spells to выступление highly effective Шпионing on their enemies, with very few effects or spells being able to reveal the presence of a melded or shaped creature. Истинное Зрение or a similar Эффект could spell disaster for a stone-melded creature, and the Уничтожение of the melded Камень has immediate—not to mention mortal—repercussions. Be sure to reward the creative Использование of these spells when used by the PCs, but also make them aware of the dangers of using them, should the PCs come to rely on these spells as a guaranteed means for avoiding detection and Шпионing on foes.

Бесследный Шаг: This basic 1st-level spell can deчерта even the most dedicated of trackers. Бесследный Шаг prevents being tracked by a Выживание check or any other nonmagical means. Only spells such as Поиск Существа are suitable for tracking creatures that have obfuscated themselves with Бесследный Шаг, and such spells aren’t readily accessible until later levels. Due to the difficulty in countering this spell at lower levels, the best point to take advantage of Бесследный Шаг is in the 4th- to 6th-level range, when the spell can affect all members of the Average party and следопытs gain access to the spell. At levels above that, the foes can Использование magical countermeasures to overcome Бесследный Шаг.

Сфера Растений Роста and Шипастая Поросль: Control of the battlefield is essential when fighting in a wilderness environment. As many such environments lack manufactured cover and traps, it falls to Магия to create such hazards. Сфера Растений Роста can drastically cut down on targets’ maneuverability on a battlefield, allowing spellcasters to target enemies from afar, or even enhancing the effectiveness of spells such as Опутывание. Similarly, spike Роста creates areas of damaging terrain that are difficult to bypass without some means of Полет or levitation. In wilderness-heavy campaigns, these spells can be on par with other control-based magic, while in campaigns with only a smattering of wilderness, these spells operate best when taken in the form of one or more backup scrolls.

Тушение: Often forgotten due to its specialized nature, Тушение can swiftly extinguish fire-based creatures, effects, and spells. The typical Использование of the spell is to put out nonmagical fires in its considerable area of Эффект (a minimum of 5 20-foot cubes at minimum caster level). A more potent Использование of the spell is to act as a dispelling Эффект on fire-based spells in its area. This allows the spell to be reserved and used to counter potent spells such as Огненный Шар or Огненная Стена, though only if a character expects such spells to be used. Using the spell on Магия items that create or control Пламя can change the combat dynamic, especially if the Эффект is considerable (such as disabling the огненного взрыва ability from an enemy’s weapon). Creatures with the Огонь subtype are particularly vulnerable to Тушение, taking anywhere from 5d6 to 10d6 points of damage without any sort of save—a wand of Тушение is a potent weapon against such foes.

Камень ShПримат and Дерево Shape: Building a bridge, creating a door, or manufacturing a barricade are all immediate uses for shaping Магия such as Камень shПримат and Дерево shape. The wording of these spells is very open to interpretation, granting a lot of leeway in adjudicating their effects. Unexpected barriers can change the dynamic of combat or wilderness Исследование, so be sure to have a basic understanding of the consequences of using these spells in areas primarily made of Камень or wood. Just as PCs can Использование these spells to upturn encounters, their adversaries can Использование these spells to surprise them in dynamic ways. The PCs might expЗнание a chamber with one entrance only to be ambushed from a stone-shaped wall during their inspection of the area, or an NPC villain might allow half the party to go through an exit door before cutting it off with a well-timed caЖало of Дерево shape.

Вода Breathing and Вода Walk: Both of these spells accomplish different things, but they are similar in that they overcome an incredibly common wilderness impediment: water. Watery barriers can include a lake in the middle of a forest, rivers Running between Скакунains, a series of flooded chambers in a cavern, treacherous swamps, and underground oceans. Вода breathing can be split among numerous creatures effectively, allowing for long or quick treks underwater. Similar magic, such as aboleth’s lung (Pathfinder RPG Advanced Race Проводник 189) or Воздух bubble (Pathfinder RPG Ultimate Combat 222), can function in similar roles to Вода breathing at a lower круг заклинания, albeit at reduced efficiency. Player characters often come to rely on these spells to traverse difficult environments, sometimes believing in a simple “cast and forget” mantra. Be sure to occasionally remind the PCs of their reliance on these spells, such as directing a caЖало of dispel Магия in their direction. It’s best to give this kind of reminder in a situation where it’s possible to recover so that the potential for a more disastrous situation can loom Большой in the mind. Dispelling Вода breathing when the PCs are deep underВода and have no way to Побег and no more ways to cast the spell can mean certain death, so you shouldn’t spring this tactic on players often—if ever!

Шепот Ветра: While Послание requires 10 minutes to cast, whispering Ветер takes only a основное действие. Использование of this spell doesn’t guarantee a successful transmission though, as it requires the caster to be знаниеable of a specific location within range, but even then, there’s no guarantee that the intended recipient is at the designated location. It’s also entirely possible that if the PCs find themselves camping at an easily identifiable landmark, they might become the unintended recipients of a whispering Ветер Сообщение. Mistakenly receiving a message in this manner could Искра  a new adventure or entire campaign, especially when you consider that whispering Ветер often revolves around the need to get a message out in a quick and urgent manner.

 


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