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* '''''Wearing the Apron'''''. You gain proficiency in the Leatherworker's and Tinker's craft.
* '''''Wearing the Apron'''''. You gain Proficiency with the Colector (Miner) Craft and Specialty with the Amorer or Weaponsmith Crafts.
* '''''Blacksmith'''''. At the 5th level, as described at Chapter 8: Adventuring, you spend only ¼ of the Market value of an armor, simple weapon or martial weapon on raw materials instead of half the value. Besides that, for each day of free time you spend crafting those items, you can create another item with a market value no higher tha 10 gp instead of 5, as specified in the item creation rules.
* '''''Blacksmith'''''. At 5th level, when creating items, as described in the Creating Items rule in Chapter 8: Adventuring, you add 1 GP/day to your craft limit. You add 1 GP/day again upon reaching the 10th, 15th and 20th levels of this subclass. Items you make with the Amorer or Weaponsmith Crafts have their market value reduced by 10% for the purposes of crafting costs and time required. That way, a Plate Armor that costs 1500 GP that would only cost 750 GP to craft, now has a rafting value of 675 GP. Additionally, you gain Specialty with the unchosen Craft from Wearing the Apron.
* '''''Diversifier'''''. At the 9th level, you learn to use a wide range of material in your weapons and armor. You can use Runesteel, Relic Stones and Moonsilver as raw material for your weapons and armor, as long as you have access to those material. Additionaly, all items you craft have +1 to their attack and damage rolls for weapons and +1 to AC for armors.
* '''''Enhanced Forge'''''. At level 9, you gain 3rd level in the Weaponsmith and Armourer Crafts. Your evolution in these Crafts happens again at Acolyte levels 15 and 18, when you gain respectively 5th and 6th levels in the Crafts.
* '''''Enhanced Forge'''''. At the 14th level, every weapon you craft through you Diversifier feature has +2 to their attack and damage rolls instead of +1 and the armors have +2 to theur AC instead of +1. Besides that, you can craft armors and weapons of up to 15gp using your Blacksmith feature.
* '''''Expert Boiler'''''. At level 15, you learned to utilize your knowledge to take weapon and armor creation one step further. Armor and Weapons created by you gain an additional bonus, once per long rest, the wielder of an armor or weapon created by you can use his bonus action to activate the special effect of your creation for the next minute.
* '''''Expert Boiler'''''. At the 17th level, you've learn to use your knowledge to take one step further in the creation of weapons and armors. From now on, you can craft any weapon or armor using your Blacksmith feature. Additionaly, once per short rest, a user of an armor made by you can use their bonus action to activate the special effect of your creation for the next minute, in doing so the user gains a bonus in their Strength ot Dexterity value (at the user's choice an within a limit of 29) equal to your Wisdom modifier at the moment the armor was crafted.
** '''''Weapons'''''. When using this feature, the wielder gains a bonus to his damage rolls equal to half your Wisdom modifier at the time the weapon was created.
* '''''Master of the Forge'''''. At the 20th leve, you have become a reputed master of weapons and armors, your creations are legendary and sought after, all weapons crafted by you cause magical damage. Besides that, you can add your Wisdom modifier to attack and damage rolls instead of +2 for all weapons you make and all armor made by you have resistence to simple physical damage and can add your Wisdom modifier to the AC instead of +2. Additionaly, you can use Voidborn Chitin as raw material for your armor and weapons.
** '''''Armors'''''. When using this feature, the wearer gains a DR bonus equal to half your Wisdom modifier at the time the armor was created.
* '''''Master of the Forge'''''. Upon reaching 20th level, you have become a renowned master of weapons and armor, your creations are legendary and in demand, all weapons you create now deal magic damage. In addition, all armor you create has resistance to simple physical damage.

Edição atual tal como às 16h22min de 14 de março de 2023

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Definição da mensagem (Acólito)
* '''''Vestindo o Avental'''''. Você recebe Proficiência com o Ofício de Coletor (Minerador) e Especialidade com o Ofício de Cuteleiro ou de Armoreiro.
* '''''Forjador'''''.  No 5º nível, ao criar itens, como descrito na regra de Criando Itens no Capítulo 8: Aventurando-se, você adiciona 1 PO/dia ao limite de seus ofícios. Você adiciona novamente 1 PO/dia ao alcançar níveis 10, 15 e 20 desta subclasse. Itens que você crie através dos Ofícios de Cuteleiro ou Armoreiro tem seu valor de mercado reduzido em 10% para os propósitos de custos de criação e tempo necessário. Dessa forma, uma Armadura de Placas que custa 1500 PO e que custaria apenas 750 PO para a construção, passa a ter o valor de construção em 675 PO. Adicionalmente, você recebe Especialidade com o Ofício não escolhido em Vestindo o Avental.
* '''''Forja Aprimorada'''''. No nível 9, você recebe o 3º nível nos Ofícios de Cuteleiro e Armoreiro. Sua evolução nesses Ofícios acontece novamente nos níveis 15 e 18 de Acólito, quando você recebe respectivamente os 5º e 6º níveis nos Ofícios.
* '''''Caldeador Perito'''''. No nível 15, você aprendeu a utilizar seu conhecimento para dar um passo adiante na criação de armas e armaduras. Armaduras e Armas criadas por você recebem um bônus adicional, uma vez por descanso longo, o usuário de uma armadura ou arma criada por você pode utilizar a ação bônus dele para ativar o efeito especial de sua criação pelo próximo minuto.
** '''''Armas'''''. Ao usar essa característica, o usuário recebe um bônus em suas jogadas de dano igual a metade do seu modificador de Sabedoria no momento em que a arma foi criada
** '''''Armaduras'''''. Ao usar essa característica, o usuário recebe um bônus de RD igual a metade do seu modificador de Sabedoria no momento em que a armadura foi criada.
* '''''Mestre da Forja'''''. Ao atingir o 20º nível, você se tornou um renomado mestre das armas e armaduras, suas criações são lendárias e requisitadas, todas as armas criadas por você passam a causar dano mágico. Além disso, todas as armaduras criadas por você possuem resistência a danos físicos simples.
  • Wearing the Apron. You gain Proficiency with the Colector (Miner) Craft and Specialty with the Amorer or Weaponsmith Crafts.
  • Blacksmith. At 5th level, when creating items, as described in the Creating Items rule in Chapter 8: Adventuring, you add 1 GP/day to your craft limit. You add 1 GP/day again upon reaching the 10th, 15th and 20th levels of this subclass. Items you make with the Amorer or Weaponsmith Crafts have their market value reduced by 10% for the purposes of crafting costs and time required. That way, a Plate Armor that costs 1500 GP that would only cost 750 GP to craft, now has a rafting value of 675 GP. Additionally, you gain Specialty with the unchosen Craft from Wearing the Apron.
  • Enhanced Forge. At level 9, you gain 3rd level in the Weaponsmith and Armourer Crafts. Your evolution in these Crafts happens again at Acolyte levels 15 and 18, when you gain respectively 5th and 6th levels in the Crafts.
  • Expert Boiler. At level 15, you learned to utilize your knowledge to take weapon and armor creation one step further. Armor and Weapons created by you gain an additional bonus, once per long rest, the wielder of an armor or weapon created by you can use his bonus action to activate the special effect of your creation for the next minute.
    • Weapons. When using this feature, the wielder gains a bonus to his damage rolls equal to half your Wisdom modifier at the time the weapon was created.
    • Armors. When using this feature, the wearer gains a DR bonus equal to half your Wisdom modifier at the time the armor was created.
  • Master of the Forge. Upon reaching 20th level, you have become a renowned master of weapons and armor, your creations are legendary and in demand, all weapons you create now deal magic damage. In addition, all armor you create has resistance to simple physical damage.