Anônimo

REMOVA OS ANÚNCIOS!

Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!

Aventurando-se/en: mudanças entre as edições

De Runarcana Wiki
Atualizando para corresponder à nova versão da página de origem
(Criou página com '= Resting =')
(Atualizando para corresponder à nova versão da página de origem)
 
(7 revisões intermediárias por 2 usuários não estão sendo mostradas)
Linha 1: Linha 1:
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center">
Este artigo está em conformidade com a '''versão 0.92''' do [https://runarcana.org Runarcana RPG]
<!--T:2-->
</div>
[[Categoria:0.92]]
<languages/>
<languages/>
<div class="mw-translate-fuzzy">
Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.
Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Caçar piratas em busca de suas recompensas nas Águas de Sentina. Desativar e desviar de armadilhas enquanto se explora um templo perdido nas areias de Shurima. Trabalhar a serviço de um nobre mercante dos clãs de Piltover. Tudo isso pode ser princípios de uma aventura em Runeterra. Os personagens podem sobreviver ao Tormento, explorar a perigosa floresta de Kumungu ou até mesmo ser um mago demaciano em busca de igualdade.
</div>


Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.
<div class="mw-translate-fuzzy">
If all goes as planned, it could be that these characters enjoy the profits and renown their adventures bring them, or it could be that everything goes wrong... and your character becomes doomed to the mortal realm with a purpose he couldn't fulfill in life.
</div>


Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.
<div class="mw-translate-fuzzy">
In this chapter we will discuss how time works, travel and the environment that you will have to face in your adventures around the world. As is common knowledge, the GM dictates how the scenario is described, the course of the adventure and the consequences of the players' actions.
</div>


<div class="mw-translate-fuzzy">
Often, Masters use notes, flowcharts, or maps to keep in mind the characters’ actions and what this entails in their adventure. Also in this chapter, we will talk about the activities that players can perform between adventures and general rules outside of a combat environment.
Often, Masters use notes, flowcharts, or maps to keep in mind the characters’ actions and what this entails in their adventure. Also in this chapter, we will talk about the activities that players can perform between adventures and general rules outside of a combat environment.
</div>


= Time =
= Time =
Linha 20: Linha 27:
For long journeys, a scale of days works best. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
For long journeys, a scale of days works best. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.


<div class="mw-translate-fuzzy">
== Moon Phases ==
== Moon Phases ==
</div>


<div class="mw-translate-fuzzy">
If the GM does not know how to define the moon phase for his campaigns, for game purposes and narrative ease during the sessions, the moon phases can be defined by the Master rolling a d20 at the beginning of the session in the Moon Phases table. During the session, the normal duration of this phase follows, each phase lasts 7 days.
If the GM does not know how to define the moon phase for his campaigns, for game purposes and narrative ease during the sessions, the moon phases can be defined by the Master rolling a d20 at the beginning of the session in the Moon Phases table. During the session, the normal duration of this phase follows, each phase lasts 7 days.


Linha 42: Linha 52:
|Waning Moon
|Waning Moon
|}
|}
</div>


=Movement=
=Movement=
Linha 67: Linha 78:
=== Travel Pace ===
=== Travel Pace ===


<div class="mw-translate-fuzzy">
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
</div>


'''Forced March'''. The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.
'''Forced March'''. The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.
Linha 75: Linha 88:
On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).
On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).


'''Mounts and Vehicles'''. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.  
<div class="mw-translate-fuzzy">
'''Mounts and Vehicles'''. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
</div>


<div class="mw-translate-fuzzy">
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.


Linha 108: Linha 124:
|Able to use Stealth
|Able to use Stealth
|}
|}
</div>


=== Difficult Terrain ===
=== Difficult Terrain ===


<div class="mw-translate-fuzzy">
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain
</div>


You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
Linha 179: Linha 198:


By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
== Falling ==
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands Prone, unless it avoids taking damage from the fall.
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
== Cavando ==
{| class="wikitable"
|-
! colspan="3" style="text-align:center; font-weight:bold; background-color:#B4A7D6;" | Cavar
|- style="font-weight:bold;"
| CD
| Terreno
| Ferramentas
|- style="background-color:#b4a7d6;"
| style="text-align:center; background-color:#B4A7D6;" | 15
| Terra macia sem rochas ou Areia
| pá
|-
| style="text-align:center;" | 20
| Terra com rochas
| pá + picareta
|- style="background-color:#b4a7d6;"
| style="text-align:center; background-color:#B4A7D6;" | 15
| Argila ou terreno duro
| pá + picareta
|-
| 15
| Argila ou terreno duro, com pedras
| pá + picareta
|- style="background-color:#B4A7D6;"
| style="text-align:center;" | 20
| Rocha pura
| pá + picareta + martelo + estacas de ferro
|}
Seja qual for o motivo, você pode se encontrar em uma situação onde cavar é necessário, seja para enterrar algo, seja para tentar criar um túnel de fuga ou mesmo uma trincheira para uma batalha inevitável.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Para cavar buracos é feita uma jogada de Atletismo com CD baseada no tipo de terreno em questão, um sucesso significa que 5 pés cúbicos são cavados em um tempo também  baseado no tipo de solo.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Uma falha significa que o tempo para cavar 5 pés é dobrado e uma falha crítica recebe uma jogada adicional de 1d4, caso caia 1, o instrumento se quebra.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
== Queda ==
Para cada 5 pontos obtidos na jogada, acima da CD necessária, o tempo necessário para cavar os 5 pés é reduzido em 1 minuto.
</div>
</div>


A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands Prone, unless it avoids taking damage from the fall.
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Uma pessoa pode fazer uma quantidade de testes igual a metade do seu modificador de Constituição, antes de correr risco de sofrer por exaustão. Uma pessoa que tenha ultrapassado esse valor, deve descansar por ao menos 1 hora.Para cada nova jogada feita acima desse valor, a CD é aumentada em 2 e caso seja uma falha, a pessoa sofre 1 nível de exaustão que pode ser recuperado descansando por pelo menos 8 horas.
</div>
 
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Cavar um buraco sem possuir instrumentos adequados, impõe uma penalidade:
* Ausência de pá triplica o tempo
* Ausência de picareta duplica o tempo.
* Ausência de martelo e estacas de ferro quadruplica o tempo
</div>
 
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
A proficiência no Ofício de Minerador faz com que a jogada seja feita somando o dobro do nível de ofício às jogadas.
</div>


== Suffocating ==
== Suffocating ==
Linha 190: Linha 267:
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).


<div class="mw-translate-fuzzy">
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
</div>


For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
Linha 238: Linha 317:
A character needs 4 liters of water per day, or 8 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
A character needs 4 liters of water per day, or 8 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Se o personagem já tem um ou mais níveis de exaustão, ele recebe dois níveis em ambos os casos.
</div>
<div class="mw-translate-fuzzy">
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.


== Social Interaction ==
== Social Interaction ==
</div>


An adventure is always guided by 3 main pillars, Combat, Exploration, and Social Interaction, all essentially important for the development of the story that the GM and the players are creating together
An adventure is always guided by 3 main pillars, Combat, Exploration, and Social Interaction, all essentially important for the development of the story that the GM and the players are creating together
Linha 291: Linha 376:
Just like in real life, you can take advantage of a person's personality, fears, and stubbornness. To achieve this, you have a greater chance of success in the interactions you have with an NPC, pay close attention to the GM's description of the mood, attitudes, and dialogues of the NPC that you are interacting with.
Just like in real life, you can take advantage of a person's personality, fears, and stubbornness. To achieve this, you have a greater chance of success in the interactions you have with an NPC, pay close attention to the GM's description of the mood, attitudes, and dialogues of the NPC that you are interacting with.


<div class="mw-translate-fuzzy">
You often end up insulting allies of a specific merchant, making fun of a proud warrior, or even speaking disrespectfully to a nobleman. Depending on your actions, the NPC will act in an equivalent way to what was proposed to you.
You often end up insulting allies of a specific merchant, making fun of a proud warrior, or even speaking disrespectfully to a nobleman. Depending on your actions, the NPC will act in an equivalent way to what was proposed to you.
</div>


=== Skills Checks ===
=== Skills Checks ===
Linha 313: Linha 400:
= Resting =
= Resting =


<div class="mw-translate-fuzzy">
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Existem 3 tipos de Descanso, o Descanso curto, Descanso longo e Descanso pleno, cada um deles explicados a seguir.
 
== Dados de Vida ==
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Todo personagem possui Dados de Vida que podem ser utilizados durante descansos para curar pontos de vida ou mesmo por algumas habilidades ou características. Quando um Dado de Vida é gasto, esse dado é descontado do total de dados de vida desse personagem.
</div> 
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
A quantidade de Dados de Vida de um personagem é baseada em seu nível de classe, por exemplo, um Tecmaturgo de 2º nível possui 2d6 Dados de Vida. Já personagens multiclasse tem a somatória de Dados de Vida de suas classes, por exemplo, um Tecmaturgo 2 e Combatente 1 tem 2d6 e 1d10.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Quando um personagem gasta um Dado de Vida para recuperar pontos de vida, ele deve jogar o dado respectivo, curando o valor que for obtido no dado somado a qualquer bônus que possa existir.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Quando um personagem esgota seus de Dados de Vida, ele não poderá mais gastar Dados de Vida até que se complete um Descanso Pleno.
</div>
<div class="mw-translate-fuzzy">
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.


== Short Rest ==
== Short Rest ==
</div>


<div class="mw-translate-fuzzy">
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading,
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading,
and tending to wounds. A character can’t perform consecutive short rests, each short rest has to be at least 8 hours of difference from
and tending to wounds. A character can’t perform consecutive short rests, each short rest has to be at least 8 hours of difference from
another.
another.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Ainda, durante um Descanso Curto, um personagem pode utilizar um Estojo de Primeiro socorros para cuidar de seus ferimentos, o consumo de um Estojo recupera seu bônus de Proficiência em dados de vida.
</div>


<div class="mw-translate-fuzzy">
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.


== Long Rest ==
== Long Rest ==
</div>


<div class="mw-translate-fuzzy">
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
</div>


<div class="mw-translate-fuzzy">
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
== Descanso Pleno ==
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Um descanso pleno, tem funcionamento similar a um descanso longo, sendo também um período de inatividade prolongada, de pelo menos 8 horas de duração, com a necessidade de dormir por pelo menos 6 horas. No entanto, só é possível realizar um Descanso plano após completar 2 descansos longos. Dessa forma, após completar 2 descansos longos, o terceiro será um descanso pleno.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Ao término de um descanso pleno, um personagem recupera todos os seus pontos de vida perdidos e também recupera uma quantidade de Dados de Vida gastos igual a metade do seu nível. Personagens multiclasse recuperam metade do nível de cada classe em Dados de Vida de forma alternada. Por exemplo, um personagem que tem oito níveis de uma única classe recupera quatro Dados de Vida gastos após terminar um descanso pleno, já um personagem multiclasse, como por exemplo um pesonagem que possua 3º nível de Combatente e 7º nível de Atirador, pode recuperar um total de 5 Dados de Vida, sendo 3 de de Atirador e 2 de Combatente, ou 3 dados de vida de Combatente e 2 dados de vida de Atirador.
</div>
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Ainda, durante o descanso pleno, um personagem reduz o seu nível de exaustão para 0, considerando que, tanto no descanso curto quanto no descanso longo, ele também tenha ingerido comida e água.
</div>


A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Um personagem deve ter pelo menos 1 ponto de vida no início do descanso pleno para obter os benefícios do mesmo.
</div>


= Between Adventures =
= Between Adventures =
Linha 351: Linha 494:
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.


=== Learning ===
=== Apprenticeship ===
 
You can use your downtime to learn a wide range of possibilities. You can spend a number of GP and a few weeks of work to learn a new Enhancement, a new Spell, a new Skill, or even a saving throw.
 
First, you must find an instructor willing to teach you, a detailed manual or scroll, or learn on your own. The DM determines whether one or more skill checks are needed. If you want to learn on your own, the amount of Base Weeks is doubled.
 
If you have the Spellcasting feature, you can learn new Mysteries and spells. An instructor can be another caster, without needing to be of the same class as you, however, a caster cannot teach something it doesn't know or that you can't perform, limiting itself to teaching a spell up to your Maximum Spell Level.
 
The learning cost is not just paying your instructor, but also the purchase of materials and living expenses for a modest lifestyle.
 
==== Optional Rule ====
 
High levels of intelligence and wisdom influence the dedication to learning and the ease of assimilating new knowledge, technique, or anything else being learned.
 
When using this optional rule, you must add your Intelligence and Wisdom modifiers (both minimum of 0), then divide the result by 2, this final value determines the needed number of weeks that are decreased for learning.
 
If what you're learning already uses your Intelligence or Wisdom modifier to reduce the number of learning weeks, you can only add half of the modifier of the other unused Attribute to the weeks reduction. An apprenticeship cannot have its weeks reduced to less than half.
 
==== Grand Masters ====
 
Learning from someone is a process of interaction between those who teach and those who want to learn. Dedication is important, but just as important is an instructor's ability to teach. Thanks to this, some instructors are even more efficient in their teaching, usually, these instructors will be more expensive or more difficult to find, convince or even dedicate their time to this teaching.
 
When the level difference between apprentice and instructor is greater than 4 levels or 1 CR above the character's level, the Work Weeks may be reduced. In this case, you must add the Instructor's Intelligence and Wisdom modifier (both minimum of 0), then divide the result by 2 and finally and multiply by the difference in levels between learner and instructor, this final value determines the needed number of weeks that are decreased for learning.
 
The learning cost can be higher or lower depending on the relationship established with the Instructor. A fast apprenticeship usually has higher costs, but in special cases, the cost can be reduced, for example, an instructor who is a patron and has an interest in your learning.
 
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center">
'''IMPORTANT''' <p> In all of the above cases, Work Weeks cannot be reduced by half. The only exception to this rule is magical or divine Apprenticeship when powers beyond human comprehension interfere with something.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
{| class="wikitable"  
{| class="wikitable" style="vertical-align:middle; margin: auto auto 10px 10px; float:right;"
|- style="font-weight:bold;"
|- style="font-weight:bold; text-align:center; background-color:#B4A7D6;"
! Aprendizado
! Aprendizado
! Custo
! Custo
! Semanas de Trabalho
! Semanas de Trabalho
|-
|-
|style="background-color:#cfe2f3;" | Aprimoramento
| Aprimoramento
|style="background-color:#cfe2f3;" | 250 PO/ semana
| 250 PO/ semana
|style="background-color:#cfe2f3;" | 100
| 100
|-
|- style="background-color:#d9d2e9;"
| Arma
| Arma
| 25 PO/ semana
| 25 PO/ semana
| 10 - seu Modificador utilizado pela arma (mínimo de 0)
| 10 - seu Modificador utilizado pela arma<br /> (mínimo de 0)
|-
| colspan="3" style="background-color:#cfe2f3;" | Armadura
|-
|-
| colspan="3" | Armadura
|- style="background-color:#d9d2e9;"
| style="font-style:italic;" | Escudos
| style="font-style:italic;" | Escudos
| 50 PO/ semana
| 50 PO/ semana
| 5 semanas
| 5 semanas
|- =
| style="font-style:italic; background-color:#cfe2f3;" | Armaduras Leves
|style="background-color:#cfe2f3;" | 50 PO/ semana
|style="background-color:#cfe2f3;" | 10 semanas
|-
|-
| style="font-style:italic;" | Armaduras Leves
| 50 PO/ semana
| 10 semanas
|- style="background-color:#d9d2e9;"
| style="font-style:italic;" | Armaduras Médias
| style="font-style:italic;" | Armaduras Médias
| 50 PO/ semana
| 50 PO/ semana
| 15 semanas
| 15 semanas
|- style="
| style="font-style:italic; background-color:#cfe2f3;" | Armaduras Pesadas
|style="background-color:#cfe2f3;" | 50 PO/ semana
|style="background-color:#cfe2f3;" | 30 semanas
|-
|-
| style="font-style:italic;" | Armaduras Pesadas
| 50 PO/ semana
| 30 semanas
|- style="background-color:#d9d2e9;"
| Experiência
| Experiência
| 1 PO/ xp
| 1 PO/ xp
| Semanas igual ao seu nível de personagem
| Semanas igual ao seu nível de personagem
|-
|-
|style="background-color:#cfe2f3;" | Idioma ou Ofício
| Idioma ou Ofício
|style="background-color:#cfe2f3;" | 25 PO/ semana
| 25 PO/ semana
|style="background-color:#cfe2f3;" | 10 - seu modificador de Inteligência (mínimo de 0)
| 10 - seu modificador de Inteligência (mínimo<br />de 0)
|-
|- style="background-color:#d9d2e9;"
| Magia
| Magia
| 25 PO/ semana
| 25 PO/ semana
| 10 (por nível de magia) - Seu modificador de Conjuração (mínimo de 0)
| 10 (por nível de magia) - Seu modificador<br />de Conjuração (mínimo de 0)
|-
|style="background-color:#cfe2f3;" | Mistério de Magia
|style="background-color:#cfe2f3;" | 50 PO/ semana
|style="background-color:#cfe2f3;" | 25 - seu modificador de conjuração
|-
|-
| Mistério de Magia
| 50 PO/ semana
| 25 - seu modificador de conjuração
|- style="background-color:#d9d2e9;"
| Perícia
| Perícia
| 50 PO/ semana
| 50 PO/ semana
| 20 - Modificador da Perícia (mínimo de 0)
| 20 - Modificador da Perícia (mínimo de 0)
|-
|-
|style="background-color:#cfe2f3;" | Salvaguarda
| Salvaguarda
|style="background-color:#cfe2f3;" | 125 PO/ semana
| 125 PO/ semana
|style="background-color:#cfe2f3;" | 50 - Modificador da Salvaguarda (mínimo de 0)
| 50 - Modificador da Salvaguarda (mínimo de 0)
|}
|}
</div>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
You can use your downtime to learn a wide range of possibilities. You can spend a number of GP and a few weeks of work to learn a new Enhancement, a new Spell, a new Skill, or even a saving throw.
=== Criando Objetos ===
 
First, you must find an instructor willing to teach you, a detailed manual or scroll, or learn on your own. The DM determines whether one or more skill checks are needed. If you want to learn on your own, the amount of Base Weeks is doubled.
 
If you have the Spellcasting feature, you can learn new Mysteries and spells. An instructor can be another caster, without needing to be of the same class as you, however, a caster cannot teach something it doesn't know or that you can't perform, limiting itself to teaching a spell up to your Maximum Spell Level.
 
The learning cost is not just paying your instructor, but also the purchase of materials and living expenses for a modest lifestyle.
 
==== Optional Rule ====
 
High levels of intelligence and wisdom influence the dedication to learning and the ease of assimilating new knowledge, technique, or anything else being learned.
 
When using this optional rule, you must add your Intelligence and Wisdom modifiers (both minimum of 0), then divide the result by 2, this final value determines the needed number of weeks that are decreased for learning.
 
If what you're learning already uses your Intelligence or Wisdom modifier to reduce the number of learning weeks, you can only add half of the modifier of the other unused Attribute to the weeks reduction. An apprenticeship cannot have its weeks reduced to less than half.
 
==== Grand Masters ====
 
Learning from someone is a process of interaction between those who teach and those who want to learn. Dedication is important, but just as important is an instructor's ability to teach. Thanks to this, some instructors are even more efficient in their teaching, usually, these instructors will be more expensive or more difficult to find, convince or even dedicate their time to this teaching.
 
When the level difference between apprentice and instructor is greater than 4 levels or 1 CR above the character's level, the Work Weeks may be reduced. In this case, you must add the Instructor's Intelligence and Wisdom modifier (both minimum of 0), then divide the result by 2 and finally and multiply by the difference in levels between learner and instructor, this final value determines the needed number of weeks that are decreased for learning.
 
The learning cost can be higher or lower depending on the relationship established with the Instructor. A fast apprenticeship usually has higher costs, but in special cases, the cost can be reduced, for example, an instructor who is a patron and has an interest in your learning.
 
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center">
'''IMPORTANT''' <p> In all of the above cases, Work Weeks cannot be reduced by half. The only exception to this rule is magical or divine Apprenticeship when powers beyond human comprehension interfere with something.
</div>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
=== Crafting ===
Você pode criar objetos não mágicos, incluindo equipamentos de aventura e obras de arte. Você deve ser proficiente com as ferramentas relacionadas com o objeto que está tentando criar (normalmente ferramentas de artesão). Talvez também seja necessário acesso a materiais especiais ou a locais indispensáveis para a criação do objeto. Por exemplo, alguém proficiente com ferramentas de ferreiro precisa de uma forja a fim de criar uma espada ou armadura.
 
</div>
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.
 
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 GP, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 GP, you make progress every day in 5-GP increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 GP) takes 300 days to craft by yourself.


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place.
Para cada dia de tempo livre que gasta criando um objeto, você pode criar um ou mais itens com um valor de mercado total não superior a 5 PO, e deve gastar matéria prima na metade do valor total de mercado do objeto. Se algo que quiser criar tenha valor de mercado acima de 5 PO, você faz progressos diários no valor de 5 PO até atingir o valor de mercado do item. Por exemplo, uma armadura de placas (valor de mercado 1.500 PO) leva 300 dias para ser criada por você.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Each character contributes 5 GP worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 GP.
Vários personagens podem combinar seus esforços com o objetivo de construir um único item, desde que tenham proficiência com as ferramentas necessárias e estejam trabalhando juntos no mesmo lugar.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
While crafting, you can maintain a modest lifestyle without having to pay 1 GP per day or a comfortable lifestyle at half the normal cost.
Cada personagem contribui com o valor de 5 PO de esforço para cada dia que passou ajudando na criação do item. Por exemplo, três personagens com proficiência na ferramenta necessária e com instalações adequadas podem criar uma armadura de placas em 100 dias, com um custo total de 750 PO.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
=== Practicing a Profession ===
Durante a criação, você pode manter um estilo de vida modesto, sem ter que pagar 1 PO por dia, ou um estilo de vida confortável com a metade do custo normal.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 GP per day. This benefit lasts as long as you continue to practice your profession.
=== Exercendo uma Profissão ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.
Você pode trabalhar entre aventuras, permitindo que mantenha um estilo de vida modesto, sem ter que pagar 1 PO por dia. Este benefício dura pelo tempo você continuar exercendo sua profissão.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
Se é membro de uma organização que pode fornecer um emprego remunerado, como um templo ou guilda de ladrões, você ganha o suficiente para sustentar um estilo de vida confortável.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
=== Recuperating ===
Se tiver proficiência na perícia Atuação e colocar essa sua habilidade em uso durante seu tempo livre, você ganha o suficiente para sustentar um estilo de vida rico.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
=== Recuperando-se ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
Você pode usar o tempo livre entre aventuras para se recuperar de uma lesão debilitante, doença ou envenenamento.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* End one effect on you that prevents you from regaining hit points.
Após três dias de inatividade gastos se recuperando, você pode fazer uma salvaguarda de Constituição CD 15. Em um sucesso, você pode escolher um dos resultados a seguir:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
* Encerre um efeito em você que o impeça de recuperar pontos de vida.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Researching===
* Pelas próximas 24 horas, ganhe vantagem nas salvaguardas contra uma doença ou envenenamento que o esteja afetando no momento.
=== Pesquisando ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign.
O tempo entre aventuras é uma grande oportunidade para fazer pesquisas e ganhar conhecimento acerca dos mistérios que são desvendados ao longo da campanha.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
A pesquisa pode incluir debruçar-se sobre tomos empoeirados e pergaminhos despedaçados em uma biblioteca ou comprar bebidas para os moradores para arrancar rumores e fofocas dos lábios deles.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Investigation check to find clues pointing toward the information you seek or a Persuasion check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.
Quando você começar sua pesquisa, o Mestre determina se a informação está disponível, quantos dias de tempo livre levará para encontrá-la, e se existem quaisquer restrições em sua pesquisa (como a necessidade de procurar um indivíduo, tomo ou local específico). O Mestre também pode exigir que você faça um ou mais testes de perícia, como um teste de Investigação para encontrar pistas que apontem para a informação desejada, ou um teste de Persuasão para conseguir o auxílio de alguém. Uma vez que essas condições sejam atendidas, você aprende a informação se ela estiver disponível.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
For each day of research, you must spend 1 GP to cover your expenses. This cost is in addition to your normal lifestyle expenses.
Para cada dia de pesquisa, você deve gastar 1 PO para cobrir suas despesas. Este custo é um acréscimo aos seus custos de estilo de vida.
</div>
10 204

edições