Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: [Lungo] Teoria. O pensieri nell'etere...

Esimi ed egregi colleghi di un tempo e non,
Bentrovati!
Bando ai convenevoli di rito, un inchino a tutti bastera' (spero).
Giungo con una idea nebulosa cui voi potrete, confido, portar lumi.
TEORIA:Volendo Teoricamente giocare proprio a DD3 (ecco il motivo per 
cui scrivo qui e non in altra sede), e volendo Teoricamente giocare (/
impersonare, /giochinterpretare, etc etc) un umanoide (cosi' ci mettiamo 
dentro anche altre razze oltre alla umana), sin dal livello di 
esperienza 1, che faccia d'un subito (non al livello 2 o che, ma subito) 
una transizione speciale per cui un corpo fisico Passa a 
"inesistente"... (Si direbbe acquisire il template "incorporeo", mi 
pare, ma non so bene, o non so se valga il rischio ;-D).
Ora, "incorporeo" per regola nei libri base pare implichi 
automaticamente volare, attraversare ogni cosa nel mondo fisico, 
telecinesi su oggetti fisici, tocco prosciugaEnergia e quant'altro.
Se pero' io volessi giocare nello stato menzionato sopra, 'bloccato' 
però (per attaccamento destino o che) Dentro o Vicino un oggetto (un 
acciarino, un anello, un manuale di D&D, o che) o a una persona (un mio 
lontano parente, un tale che ha karmicamente qualcosa che me lo rende 
affine o complementare o che...) Dico, a che mi serve tutta la roba di 
cui sopra? devo inventare una serie di "svantaggi" da acquistare che mi 
privino via via di questi poteri inutili al mio personaggio? Tipo: 
acquisto una Skill "Elimina-Volo", una "elimina-Telecinesi", un'altra 
Elimina..." ?
Per poi magari con esperienza spendere altre slot per acquisire la Skill 
"mi posso allontanare di X (ics) metri * (per) livello"... o la skill 
"Telecinesi atta a sollevare a malapena le pagine del manuale di D&D"...
^_^
e se poi, oltre a questo, voglio usare qualche incantesimo, Divino o 
Arcano... dovrei prendere un livello magari da chierico per poi togliere 
tutte le abilità per usare armature che non mi servono e armi che non mi 
servono etc etc?
HMM Teoria Proofiana, ovvero mia.
Creo una nuova classe Clericale, il Pantheon ce l'ho gia' dai tempi, 
Astrea e Hilian e il Duca mi donano l'assenza di corpo fisico (d'un 
colpo perdo le capacità di Movement, di usare e trasportare oggetti, di 
utilizzare correttamente Armature Leggere, Medie Pesanti Scudi e Arma [4 
slot in tutto ]), parto con la 'capacità' di aggrapparmi a 1 particolare 
oggetto/persona [1 slot?] e parlare [telepatia limitata a una sola 
persona alla volta, 1 slot?]...
a me pare meno sbilanciato che dover ridefinire tutto con skills "che 
tolgono quello che hai dovuto prendere per Avvicinarti soltanto a quel 
che vuoi impersonare"... MA POSSO SBAGLIARE! percio' ci metto "IMHO e 
IWOT!!!" (opera proofianamente nota)
A voi, dottori di D&D, commentare.
Mi riservo di potervi leggere da lurker, non essendo sicuro di una mia 
assiduità nell'interagire a ogni reply: se riuscite a dare seguito al 
thread, vi ringrazio sin d'ora. Anzi, vi ringrazio comunque, e saluto 
tutti caramente, specie chi mi ha conosciuto.
-- 
HP, IHGGero 47 del tempo che fu,biografo del Duca, memoria di Hilan

Teoria
Alla WotC, grazie a Balthanon che ringrazio sentitamente, è stato 
sviluppato sinora quanto segue!
-------******--------
Balthanon has just replied to a thread you have subscribed to entitled - 
Having No Body, period - in the Races forum of Wizards Community.
This thread is located at:
http://forums.gleemax.com/showthread.php?t=902172&goto=newpost
Here is the message that has just been posted:
***************
Here is my attempt at a template that might fit what you're looking to do.  
I think it is fairly balanced and I was thinking that a feat which allowed 
the creature to add an additional spectral assignment would be fair as 
well.  (Perhaps with an ability to move between the bound regions a few 
times per day regardless of distance if you put in requirements that make 
it unavailable until higher level.)
Spectral Observer
Similar to ghosts, spectral observers are the remnants of intelligent 
beings who have a connection or bond with a creature or object that is so 
strong that it overcomes the pull of the afterlife and keeps the spirit 
upon the Material Plane.
A spectral observer greatly resembles its corporeal form in life, but in 
some cases the spiritual form is somewhat altered. 
Creating A Spectral Observer
"Spectral Observer" is an acquired template that can be added to any 
aberration, animal, dragon, giant, humanoid, magical beast, monstrous 
humanoid, or plant. The creature (referred to hereafter as the base 
creature) must have a Charisma score of at least 6. 
A spectral observer uses all the base creature?s statistics and special 
abilities except as noted here. 
*Size and Type*
The creature?s type is unchanged.  While spectral observers are similar to 
ghosts, they are in many ways less than the undead, being closer to 
misplaced petitioners without an attachment to an outer plane. Do not 
recalculate the creature?s base attack bonus, saves, or skill points. It 
gains the incorporeal subtype. Size is unchanged. 
*Speed*
Spectral observers have a fly speed of 30 feet, unless the base creature 
has a higher fly speed, with average maneuverability.  A spectral observer 
loses all other modes of movement.
*Armor Class*
Natural armor is the same as the base creature?s but applies only to 
ethereal encounters. When the spectral observer manifests (see below), its 
natural armor bonus is +0, but it does not gain a deflection bonus equal 
to its Charisma modifier like a normal creature of the incorporeal 
subtype. 
*Attack*
A spectral observer loses all the attacks of the base creature and may not 
directly affect other creatures. 
*Full Attack*
A spectral observer loses all the attacks of the base creature and may not 
directly affect other creatures.
*Damage*
Against other creatures, the spectral observer usually cannot deal 
physical damage at all but can use its special attacks, if any, when it 
manifests (see below). 
*Special Attacks*
A spectral observer retains all the special attacks of the base creature, 
although they do not directly affect other creatures. The spectral 
observer also gains a manifestation and ghost hand ability. The save DC 
against a special attack is equal to 10 + ? spectral observer?s HD + 
spectral observer?s Cha modifier unless otherwise noted. 
*Manifestation (Su)*
Every spectral observer has this ability. A spectral observer is normally 
almost imperceptible (DC 15 spot check) and cannot affect the material 
plane in any way. When a spectral observer manifests, it becomes visible, 
though it still appears slightly translucent. A manifested spectral 
observer can be harmed only by other incorporeal creatures, magic weapons, 
or spells, with a 50% chance to ignore any damage from a corporeal source. 
A manifested spectral observer can pass through solid objects at will, and 
its own attacks pass through armor, though they deal no damage. A 
manifested spectral observer can strike with a weapon, but deals no damage 
regardless of the properties the weapon holds.
A manifested spectral observer must make a move silently check in order to 
suppress the subtle whispering sound it makes when moving, unlike most 
incorporeal creatures.  Unlike most incorporeal creatures, nonvisual 
senses generally work as well on a spectral observer as they do on other 
creatures, though to detect a non-manifested spectral observer, a DC 15 
Wisdom check is required.
When a spellcasting spectral observer manifests, its spells are visible as 
translucent outlines but do not affect other creatures.  Some illusions 
may still be effective despite their translucent nature, however, most 
spells that have an effect upon other creatures are ineffective, including 
mind-influencing and benefial spells.
Unlike a ghost, a spectral observer has only one home plane, the Material 
Plane.  
*Ghost Hand (Sp)*
A spectral observer can use mage hand as a full round action (caster level 
equal to the spectral observer?s HD). When a spectral observer uses this 
power, it must wait 1d4 hours before using it again. This ability is one 
of the only methods that a spectral observer can use to directly influence 
the material world. 
*Special Qualities*
A spectral observer has all the special qualities of the base creature as 
well as those described below. 
*Spectral Assignment (Su)*
A spectral observer is bound to a specific object or person, unable to 
move away from it without great effort.  If a spectral observer attempts 
to move more than 10 feet per HD away from the object of their spectral 
assignment they must make a DC 11 Will save.  Furthermore, for each 
additional 10 feet beyond that limit that the spectral observer attempts 
to move beyond that point, it must make an additional Will save at an 
additional +2 to the DC.  A spectral observer must make this Will save 
each round that it is away from its spectral assignment.
For example, a 1st level elven spectral observer that was bound to their 
still living child could move no more than 10 feet away from the child 
normally.  If they made a DC 11 Will save, they could then move up to 20 
feet away and could attempt a DC 13 Will save to move 30 feet away.  For 
each round that the spectral observer was 30 feet away from its child it 
would need to make a DC 13 Will save.
Regardless of the distance that a spectral observer is allowed to move, 
they must keep line of sight unobstructed between themself and their 
spectral assignment.  If line of sight is obstructed or the spectral 
assignmement moves out of range, the spectral observer must immediately 
move in the direction of their assignment.  If the focus of their 
assignment is destroyed or dies, the subject immediately passes on to the 
afterlife themselves, losing their connection to the Material Plane.
*Rejuvenation (Su)*
In most cases, it is difficult to destroy a powerful spectral observer 
through simple combat: The "destroyed" spirit will often restore itself in 
2d4 days. Even the most powerful spells are usually only temporary 
solutions. A spectral observer that would otherwise be destroyed returns 
to its spectral assignment with a successful level check (1d20 + spectral 
observer?s HD) against DC 25. As a rule, the only way to get rid of a 
spectral observer for sure is to destroy the creature's spectral 
assignment.  
*Turning Susceptibility (Ex)*
A spectral observer can be affected by a cleric that channels either 
positive or negative energy, despite the fact that it is not undead.  If a 
cleric turns a spectral observer (using the standard turning rules) it is 
forced to unmanifest and may not manifest again for 10 rounds.  If a 
cleric rebukes a spectral observer, it must immediately manifest itself. 
*Abilities*
The same as the base creature, except that a spectral observer has no 
Strength score. 
*Skills*
Spectral observers have a +2 racial bonus on Listen and Spot checks.  
These bonuses do not stack with any racial bonuses of the base creature.  
A spectral observer may make a survival check with a DC of 15 in order to 
determine the direction of its spectral assignment if out of sight.  
Otherwise same as the base creature. 
*Environment*
Any, often as base creature. 
*Organization*
Solitary. 
*Challenge Rating*
Same as the base creature -2. 
*Treasure*
None. 
*Alignment*
Any. 
*Level Adjustment*
Same as the base creature +0. 
*Ghostly Equipment*
When a spectral observer forms, all its equipment and carried items 
usually become incorporeal along with it. In addition, the spectral 
observer retains 2d4 items that it particularly valued in life (with the 
exception of its spectral assignment and provided they are not in another 
creature?s possession). The equipment passes harmlessly through objects or 
creatures and magic items cannot affect creatures other than the spectral 
observer directly.
The original material items remain behind, just as the spectral observer?s 
physical remains do. If another creature seizes the original, the 
incorporeal copy fades away.
--
SalutiSaluti
by
HerrProof
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47... provo: Zaknafein?
Sulle regole non so aiutarti, mi spiace.
Ciao,
Myszka
-- 
la mia mail? e' il mio nick ma su fastwebnet punto it
"Ok, Billy! E' la Polizia del gioco! Sappiamo che stai ignorando i
modificatori opzionali sul movimento. Vieni fuori con le mani in alto!"

 Myszka
Grazie ancora!
--
HP del 47° fantasmi-leggeri
[cfr.
cavalleggeri x la cavalleria,
fantasmi-leggeri per la fantasmagoria ^.^]
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