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DOOMel
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Rejestracja: pt paź 15, 2004 6:42 pm

Gra Liszem...

ndz lis 14, 2004 8:05 pm

Czy moge zostac Liszem???? Za³ó¿my, ¿e jestem elfem czarownikiem nekromant±, czy po ¶mierci moge podj±æ próbê zostania Liszem???
 
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Herr Bata
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Rejestracja: pt kwie 09, 2004 9:01 pm

ndz lis 14, 2004 8:07 pm

Po śmierci raczej nie...
Rozpiska lisza/licza i opis przemiany w niego jest w Księdze Potworów (Monster Manual) na stronie 211.
 
DOOMel
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Rejestracja: pt paź 15, 2004 6:42 pm

ndz lis 14, 2004 8:21 pm

mhm... Jeszcze nie czyta³em Bestiariusza (tylko wyrywkami), bo go po¿yczy³em mo¿esz powiedzieæ o co mniej wiêcej chodzi... jak to zrobiæ????
 
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Rejestracja: pn lip 05, 2004 10:02 am

ndz lis 14, 2004 8:28 pm

LICH
A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets.
Liches speak Common plus any other languages they knew in life.

CREATING A LICH
“Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery; see The Lich’s Phylactery, below.
A lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells: A lich can cast any spells it could cast while alive.
Special Qualities: A lich retains all the base creature’s special qualities and gains those described below.
Turn Resistance (Ex): A lich has +4 turn resistance.
Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Organization: Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).
Challenge Rating: Same as the base creature + 2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

LICH CHARACTERS
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.

THE LICH’S PHYLACTERY
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Informacje o liszach z SRD (3.5). Mam nadzieje, ¿e siê przydadz±. Je¶li chodzi o elfa licha to istnieje co¶ takiego jak dobry elfi lich opisany w Potworach Faerun.
 
DOOMel
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Rejestracja: pt paź 15, 2004 6:42 pm

ndz lis 14, 2004 8:37 pm

thx...

mam jeszcze jedno pytanko... Co my¶licie o mie¶cie w skale... By³oby to wiasto przymirza elfów i krasnoludów, miasto Corellona i Moradina, miasto magii i wojaczki, sztuki i piêkna oraz umiejêtno¶ci rzemie¶lniczych. Obie rasy doskonale sie uzupe³niaj±. Symbolem by³by pó³ksiê¿yc na kowadle...

i jeszcze jedno... pó³elf-pó³kirasnolud (sami rozumiecie:P) jak by mogl wygl±daæ???
 
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Rejestracja: śr lis 05, 2003 4:28 pm

ndz lis 14, 2004 8:41 pm

Do notki wy¿ej -> tzw. baelorny (dobrze napisa³em?). Ale co to za gra liszem, jak siê nie jest z³ym? :D Przecie¿ chodzi o tworzenie intryg, przywo³ywanie 40metrowych szkieletów i zabijanie poszukiwaczy przygód :). A jak nam siê znudzi cia³ko, to zostawiamy se czaszkê i latamy jako demi moore. Jako MG ciemno widzê grê liczem w dru¿ynie poszukiwaczy przygód... to tak jakby rze¼nik chodzi³ ze ¶winiami na spacer :D.
 
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Rejestracja: czw sty 24, 2008 11:28 pm

ndz lis 14, 2004 8:55 pm

Borg grali Red Wizardem Lichem przez pewien czas i było całkiem przyjemnie. I wcale nie byliśmy tacy niezniszczalni, a te 1d10 dni to strasznie długi czas, zwłaszcza kiedy wypadnie 10... ;F
 
DOOMel
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Rejestracja: pt paź 15, 2004 6:42 pm

ndz lis 14, 2004 9:02 pm

a wracajac do tego miesta... i krasnoludow... to co myslicie???
 
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Kejmur
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Rejestracja: wt cze 15, 2004 4:35 pm

ndz lis 14, 2004 9:32 pm

Co do tego miasta krasnoludów, no cóż:

1. Według mnie obie rasy się zbytnio od siebie różnią, a przyjaźnią również nie emanują. Raczej takie miasto bym widział jako tymczasową fortecę przed jakimiś ważnymi działaniami wojennymi obu ras. Widocznie wróg jest potężny, więc trzeba współpracować.
2. Jeśli jednak waśni znikną i ciągła współpraca się opłaca dla obu stron, to coś takiego zdarzyć się może. Nie jest to jednak zbyt częste.
3. To jest w pewnym sensie zarówno zbawieniem jak i bolączką DnD, ta różnorodność ras i ich mieszanek. Gracz ma dzięki temu ma większe pole manewru jeśli chodzi o tworzenie postaci, ale za to te mieszanki się robią coraz dziwniejsze, co psuje klimat gry. Mieszaniec krasnala z elfem jest jak najbardziej możliwy, chociaż żadna ze stron się do tego nie przyzna. A podobno takie przypadki są......
 
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Rejestracja: pn lis 01, 2004 10:12 am

ndz lis 14, 2004 9:34 pm

Że to dyskusja nie na ten temat. Kto jak kto, ale jego założyciel winien się trzymać tematu tematu.

<span style='color:blue'>Bardzo słuszna uwaga i warto z niej skorzystać. - Darklord</span>
 
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Rejestracja: sob sty 29, 2005 4:34 pm

czw lis 18, 2004 5:55 pm

Bardzo chcia³bym wiedzieæ co¶ ciekawszego o Demiliczu. Mo¿e kto¶ z Was wie?
 
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czw lis 18, 2004 9:57 pm

DEMILICH
Diminutive Undead
Hit Dice: 21d12 (130 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 180 ft. (perfect)
AC: 51 (+4 size, +3 Dex, +5 natural armor, +8 bracers of armor, +2 ring of protection, +21 insight)
Base Attack/Grapple: +10/-2
Attack: Touch +35 (10d6+20 plus paralyzing touch) melee
Full Attack: Touch +35 (10d6+20 plus paralyzing touch) melee
Space/Reach: 1 ft./0 ft.
Special Attacks: Trap the soul, fear aura, paralyzing touch, 21st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like abilities
Special Qualities: Magic immunity, phylactery transference, turn resistance +20, DR 15/Epic and bludgeoning, undead traits, acid resistance 20, fire resistance 20, sonic resistance 20, immune to cold, electricity, polymorph, and mind-affecting attacks.
Saves: Fort +10, Ref +12, Will +17
Abilities: Str 10, Dex 16 (with gloves), Con -, Int 39 (with headband), Wis 24, Cha 20
Skills: Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27
Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Epic Feats: Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic (any)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 29
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Demiliches speak the languages they knew as liches and as living creatures.
A demilich’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 36). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could cast as a lich. This sample demilich was a 21st-level wizard (spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and available for 0-9th level metamagic spells.
Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures.
Spell-Like Abilities: At will-alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird; 2/day-greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 36. The DC is Charisma-based.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The sample demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +2.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive dam-age, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.

CREATING A DEMILICH
“Demilich” is a tem-plate that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
Size: Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches.
Hit Dice: As lich.
Speed: Replace with fly 180 ft. (perfect) or the lich’s supernatural (not natural) fly speed, whichever is better.
AC: The demilich retains the lich’s +5 natural armor bonus and gains an insight bonus equal to AC equal to its Hit Dice, as well as a probable size adjustment to AC.
Attack: The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks.
Damage: The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The demilich’s touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them.
Special Attacks: The demilich retains all the lich’s special attacks and also gains those described below.
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich’s Cha modifier) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could cast as a lich.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like Abilities: At will-alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, and weird; 2/day- greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich’s HD + the demilich’s Charisma modifier.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
Saves: Same as the lich.
Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma.
Skills: Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).
Feats: Same as the lich.
Epic Feats: Demiliches gain the feats Blinding Speed, Tenacious Magic, and Automatic Quicken Spell.
Climate/Terrain: Same as the lich.
Organization: Solitary or consistory (1 demilich and 3-6 liches).
Challenge Rating: Same as the lich + 6.
Treasure: Same as the lich.
Alignment: Any evil.
Advancement: By character class.

DEMILICH CHARACTERS
The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich.

CREATING SOUL GEMS
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.

I znów SRD 3.5. Pod wzglêdem mechaniki wiêcej ju¿ chyba nie da siê powiedzieæ.
 
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Demoon
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Rejestracja: sob sty 29, 2005 4:34 pm

Demilicz- kto to?

ndz lis 21, 2004 11:41 am

No tak mam ten sam opis demilicza ale wola³bym wiedzieæ to dok³adnie, wiêc wolê jednak po polsku...
 
dragon.disciple
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Rejestracja: ndz lis 14, 2004 11:43 am

ndz lis 21, 2004 12:05 pm

Demilicz to przede wszystkim wersja potê¿na licza, co czyni z niego co¶ bardzo bardzo silnego, jako ¿e sam licz jest ju¿ nie¶miertelny. Wydaje mi siê, ¿e najpierw trzeba siê poddaæ trudnemu procesowi zamiany w licza, ¿eby zostaæ demiliczem..
 
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Demoon
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Rejestracja: sob sty 29, 2005 4:34 pm

ndz lis 21, 2004 12:20 pm

No raczej nie, Demiliczem mo¿na zostaæ po ¶mierci za pomoc± czarów nekromanckich. Ale z Licza te¿ mo¿na. Demilicz, za³ó¿my je¶li jest czaszk±, mo¿e nosiæ tylko przedmioty na g³owê? Np. Korony itd.? Bo gdzie¶ tam przeczyta³em ¿e Demilicz ma karwasze pancerza +8, heh...
 
Anushka
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Rejestracja: ndz mar 07, 2004 9:05 am

ndz lis 21, 2004 12:38 pm

Dok³adnie, te¿ mnie to rozsmieszy³o ... lataj±ca czêsc cia³a, zazwyczaj czaszka, która ma w ekipunku karwasze, pierscienie etc.

Co to dostania demiliczem, to stwórca musi stworzyc relikwiarz (jal licz) z t± róznic± ze demi ma ich 7. Dodatkowo dostaje wiecej odpornosci, 20/- ogien, kwas, dzwiek. Moce oparte na czarze: uwiêzienie duszy... i wiele, wiele innych rzeczy.
 
Dark88
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Rejestracja: pn cze 30, 2003 6:52 pm

ndz lis 21, 2004 1:26 pm

A jak s³abo znasz jêzyk angielski to nie pozosta³ ci nic oprócz poczekaæ na polska wersje ELH gdzie znajduje siê jego (i nie tylko) rozpiska. Mo¿e to zabrzmi jak reklama, ale warto go kupiæ.
PS.: Radzi³bym przenie¶æ rozmowê do wskazanego wy¿ej tematu nie podwajaæ tre¶ci.
 
Darklord
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Rejestracja: sob lis 15, 2003 2:03 pm

ndz lis 21, 2004 3:23 pm

Ja przy okazji zwracam na warto¶ciowy stary temat, gdzie podzieli³em siê swoj± wiedz±: Liche - przemiana w licha/licza - rozmowy o liczach. Mo¿e to byæ interesuj±ca i rozwijaj±ca lektura.
 
memnos
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Rejestracja: sob mar 11, 2006 8:10 pm

ndz lis 21, 2004 3:25 pm

Demoon powiedział:
Demilicz, załóżmy jeśli jest czaszką, może nosić tylko przedmioty na głowę? Np. Korony itd.?


Na demilisza działają wszystkie przedmioty znajdujące się w pobliżu jego filakterium. Spójrz część Phylactery Transference powyżej.
 
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Rejestracja: pt paź 29, 2004 11:43 pm

Kochane licze!

ndz lis 21, 2004 4:33 pm

<!--QuoteBegin-Demoon+-->
Demoon pisze:
<!--QuoteEBegin-->Demiliczem mo¿na zostaæ po ¶mierci za pomoc± czarów nekromanckich

“Demilich” is a template that can be added to any lich


Czytaj dok³adnie!
Mam pytanie: czy kto¶ z was prowadzi³ epick± dru¿ynê z demi-liczem? Czy by³y z nim jakie¶ problemy?
 
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pn lis 22, 2004 6:29 pm

S³ysza³em o jednym przypadku prowadzenia Demilicza... MG mówi³ mi, ¿e by³o bardzo ciê¿ko, ale gdy od³±czy³ siê od dru¿yny, by³o ju¿ pro¶ciej. Narazie tylko to wiem...
 
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pt sie 26, 2005 1:05 am

Dokładnie, też mnie to rozsmieszyło ... latająca częsc ciała, zazwyczaj czaszka, która ma w ekipunku karwasze, pierscienie etc.

Chodzi o to, że przedmioty typu pierścienie i karwasze leżą przy relikwiarzu, a demilich czerpie z nich moc. Tak w każdym razie czytałem bodajże w ELH.

Poza tym czy jest jakiś sposób na obejście problemów z aurą grozy?

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