Nové skryté povolání !
Jedná o skryté popisky povolání které obsaženy ve hře ačkoliv povolání ještě nejsou aktivní ( snad v jednom z byrzkých updatů ). Původně jsem pro vás chtěl popisky původně přeložit, ale je to tak jednoduchá a dobře pochopitelná agličtina, že si myslím že to není zapotřebí.
DWARVEN DEFENDER
The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Regardless of the accuracy of that claim, no one can hold the line more effectively.
Class Features:
Must be a Dwarf.
May wear helmets.
May wear any armor and use any weapon.
May achieve Grand Mastery (five slots) in Axe and War Hammer.
May achieve Proficiency (two slots) in any other weapon.
May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
Gains Defensive Stance 1x/day for every 4 levels.
Gains 5% resistance to crushing, slashing, piercing, and missile damage for every 5 levels to a maximum of 20% at level 20.
Hit Dice: d12
Defensive Stance: The Dwarven Defender gains +2 to Strength, +4 to Constitution, +2 bonus to Saving Throws, +4 bonus to Armor class, and a 50% penalty to movement rate for 1 turn.
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SHADOWDANCERS
Shadowdancers can harness the power of the shadow weave to increase their lethal abilities. This powerful kit is able to blend seamlessly into the shadows, striking without warning.
Class Features:
May not wear armor heavier than studded leather.
May not equip shields larger than bucklers
May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, crossbow, shortbow, dart, sling.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May only distribute 15 points per level (30 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide in Shadows, Detect Illusions, Set Traps.
May use Backstab ability for increased damage
Level 1-9: x2
Level 9+: x3
Hide in Plain Sight: A shadowdancer may hide in shadows, even when being observed.
Can cast Shadowstep 1x/day for every 3 levels
Slippery mind: +1 bonus to Saving Throws
Hit Dice: d6
Shadowstep: Give bonus to AC and teleport to selected creature.
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DRAGON DISCIPLES
Dragon Disciples are powerful sorcerers who are able to manifest draconic abilities. These powers stem from the Dragon blood in their lineage.
Class Features:
May not wear any armor.
May only use the following weapons: dagger, quarterstaff, dart, sling.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May cast arcane spells.
May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they cast daily without memorization.
Lower number of spells per day available than Sorcerer.
1st level: +1 bonus to AC.
3rd level: Breath Weapon (2d8) 1x/day.
4th level: 25% fire resist.
5th level: +1 bonus to AC. +1 Bonus to CON.
6th level: Breath Weapon (3d8) 1x/day.
8th level: 50% fire resist.
9th level: Breath Weapon (4d8) 1x/day.
10th level: +1 bonus to AC.
12th level: Breath Weapon (5d8) 1x/day.
12th level: 75% fire resist
15th level: Breath Weapon (6d8) 1x/day.
15th level: +1 bonus to AC. +1 Bonus to CON.
16th level: 100% fire resist.
18th level: Breath Weaoon (7d8) 1x/day.
20th level: +1 bonus to AC.
Hit Dice: d6
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DARK MOON MONK:
Followers of the dark goddess Shar, the power these monk wield is augmented by their connection to the Shadow weave.
Class Features:
Must be evil.
May not wear any armor.
May only use weapons available to the Thief class (except two-handed)
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style.
Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels.
May make 1 unarmed attack per round. An additional ½ attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows:
Levels 1-2: 1d6
Levels 3-5: 1d8
Levels 6-8: 1d10
Levels 9-14: 1d12
Levels 15+: 1d20
At level 9, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to damage and hit rolls. This enchantment improved to +2 at level 12, +3 at level 15, and +4 at level 25.
Receives a +(x) bonus to Saving Throws vs. Spell.
Deflect Missiles: +1 bonus to AC vs. missile attacks every (x) levels.
Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every (x) levels.
May use Stunning Blow ability once every (x) levels
Weak against divination spells but strong against illusions spells
1st level: Gains the abilty to cast the spell Blindness 1x/day.
3rd level: Gains the ability to cast the spell Blur 1x/day.
5th level: Becomes immune to all diseases and cannot be slowed or hasted
7th level: Gains the ability to cast Chill Touch 1x/day.
8th level: Gains a +1 bonus to Speed Factor.
9th level: Gains a +1 bonus to all Saving Throws and becomes immune to Charm.
9th level: Gains the ability to cast Vampiric Touch 1x/day.
12th level: Gains another +1 bonus to Speed Factor.
13th level: May use the Quivering Palm ability once per day.
14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level).
20th level: Becomes immune to non-magical weapons.
Hit Dice: d8
DWARVEN DEFENDER
The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Regardless of the accuracy of that claim, no one can hold the line more effectively.
Class Features:
Must be a Dwarf.
May wear helmets.
May wear any armor and use any weapon.
May achieve Grand Mastery (five slots) in Axe and War Hammer.
May achieve Proficiency (two slots) in any other weapon.
May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
Gains Defensive Stance 1x/day for every 4 levels.
Gains 5% resistance to crushing, slashing, piercing, and missile damage for every 5 levels to a maximum of 20% at level 20.
Hit Dice: d12
Defensive Stance: The Dwarven Defender gains +2 to Strength, +4 to Constitution, +2 bonus to Saving Throws, +4 bonus to Armor class, and a 50% penalty to movement rate for 1 turn.
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SHADOWDANCERS
Shadowdancers can harness the power of the shadow weave to increase their lethal abilities. This powerful kit is able to blend seamlessly into the shadows, striking without warning.
Class Features:
May not wear armor heavier than studded leather.
May not equip shields larger than bucklers
May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, crossbow, shortbow, dart, sling.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May only distribute 15 points per level (30 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide in Shadows, Detect Illusions, Set Traps.
May use Backstab ability for increased damage
Level 1-9: x2
Level 9+: x3
Hide in Plain Sight: A shadowdancer may hide in shadows, even when being observed.
Can cast Shadowstep 1x/day for every 3 levels
Slippery mind: +1 bonus to Saving Throws
Hit Dice: d6
Shadowstep: Give bonus to AC and teleport to selected creature.
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DRAGON DISCIPLES
Dragon Disciples are powerful sorcerers who are able to manifest draconic abilities. These powers stem from the Dragon blood in their lineage.
Class Features:
May not wear any armor.
May only use the following weapons: dagger, quarterstaff, dart, sling.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May cast arcane spells.
May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they cast daily without memorization.
Lower number of spells per day available than Sorcerer.
1st level: +1 bonus to AC.
3rd level: Breath Weapon (2d8) 1x/day.
4th level: 25% fire resist.
5th level: +1 bonus to AC. +1 Bonus to CON.
6th level: Breath Weapon (3d8) 1x/day.
8th level: 50% fire resist.
9th level: Breath Weapon (4d8) 1x/day.
10th level: +1 bonus to AC.
12th level: Breath Weapon (5d8) 1x/day.
12th level: 75% fire resist
15th level: Breath Weapon (6d8) 1x/day.
15th level: +1 bonus to AC. +1 Bonus to CON.
16th level: 100% fire resist.
18th level: Breath Weaoon (7d8) 1x/day.
20th level: +1 bonus to AC.
Hit Dice: d6
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DARK MOON MONK:
Followers of the dark goddess Shar, the power these monk wield is augmented by their connection to the Shadow weave.
Class Features:
Must be evil.
May not wear any armor.
May only use weapons available to the Thief class (except two-handed)
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style.
Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels.
May make 1 unarmed attack per round. An additional ½ attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows:
Levels 1-2: 1d6
Levels 3-5: 1d8
Levels 6-8: 1d10
Levels 9-14: 1d12
Levels 15+: 1d20
At level 9, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to damage and hit rolls. This enchantment improved to +2 at level 12, +3 at level 15, and +4 at level 25.
Receives a +(x) bonus to Saving Throws vs. Spell.
Deflect Missiles: +1 bonus to AC vs. missile attacks every (x) levels.
Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every (x) levels.
May use Stunning Blow ability once every (x) levels
Weak against divination spells but strong against illusions spells
1st level: Gains the abilty to cast the spell Blindness 1x/day.
3rd level: Gains the ability to cast the spell Blur 1x/day.
5th level: Becomes immune to all diseases and cannot be slowed or hasted
7th level: Gains the ability to cast Chill Touch 1x/day.
8th level: Gains a +1 bonus to Speed Factor.
9th level: Gains a +1 bonus to all Saving Throws and becomes immune to Charm.
9th level: Gains the ability to cast Vampiric Touch 1x/day.
12th level: Gains another +1 bonus to Speed Factor.
13th level: May use the Quivering Palm ability once per day.
14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level).
20th level: Becomes immune to non-magical weapons.
Hit Dice: d8
5
Comments
Jinak Defender a Dragon Disciples vypadají zajímavě.
Ale kde jsou pořád ty nové rasy ?
No ono se to točí hlavně kolem jedné kokrétní rasy...
Drowové jsou prostě až přespříliš populární.
V jedničce se mě napadá:
1) Setkání s Viconií
2) Setkání s Drizztem
Ve dvojce:
1) Setkání s Viconií a davem ( tady nás nejspíše budou chtít upálit oba
2) Romance s Viconií ( do teď měla povoleného jen člověka ale v tomto případě by bylo hloupé kdyby ji odpuzovala vlastní rasa )
3) Banery s Viconií
4) Setkání a rozprava s Adalon ( stříbrná dračice )
5) Možná pár lehkých úprav textu v podtemnu ( Heh, zvlášť dobrá by byla věta " Máš pravdu, já nejsem drow, jsem drow a přišel jsem z povrchu " )
6) Setkání s Elfy po východu z podtemna
7) Setkání s Drizztem
8) Komentáře elfíků v elfím městě ( " Spaste duši, teď útočí i drowové ! " )
Drowa je skrze editor samozřejmě jednoduché si udělat, ale když je to oficiální, tak je to prostě takové víc oficiálnější... Těžko se to vysvětluje.
A konečně opravili zoom.
SUN SOUL MONK
Sun Soul Monks were once worshippers of Amaunator in the time of the Netheril, but today their worship is divided between Lathander, Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it.
Advantages:
– 2nd level: May cast Sun Soulray once per day.
SUN SOULRAY: The Sun Soul Monk projects a blast of light from open palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This ability does an additional 6 damage vs. undead.
– 5th level: May cast Flaming Fists once per day.
FLAMING FISTS: The Sun Soul Monk channels inner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.
– 6th level: Gains an additional use of Sun Soulray.
– 8th level: May cast Greater Sun once per day.
GREATER SUN: The Sun Soul Monk wreathes self in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d8+2 points of fire damage.
– 10th level: Gains an additional use of Sun Soulray.
– 13th level: May cast Soul Sunbeam once per day.
SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the Monk must save vs. Spell or be blinded for 10 turns.
– 15th level: Gains an additional use of Sun Soulray.
Disadvantages:
– Alignment restricted to lawful good.
– May not use Stunning Blow ability.
– May not use Quivering Palm ability.
Abych zase od znova prolézal všechny oblasti...
Stačí dát novou hru a určitě si toho brzo všimneš.
Ta nová věc je: (je to jen malé technické "vylepšení", žádný nový obsah)
Nové barvy pro některá NPCčka.
Nicmene, tvurci, kteri jsou placeni by se meli zamyslet, jedna vec je vydat "nedomrlou" neprelozenou hru, dobrý, fanousci pockaj jsou to nadsenci, chapu. Ale ctvrt roku potom vydat vcelku zasadni rozširujici patch ( v podstate skoro nova druzina zejo) a nedomluvit si ani nejakyho brigadnika nebo podrztasku co by za kapesny a jointa prelozil 5 stranek textu, aby si to hraci mohli zahrat taky ve svem , podporovanem, jazyku, to uz mi fakt nepripada kosher.
Rassad neni prelozenej, novy kity nejsou prelozeny, z toho co jsem zde v diskusich pochopil tak na novej preklad si taky par mesicu pockame...jako zacina me fakt mrzet ze jsem si hru poctive koupil.To ani nemluvim o mem klesajicim nadseni k Bg2ee
A taky se spousta věcí v původním překladu musí opravit protože tam třeba chybí 1 věta atd. Ono práce je na tom dost.