Wednesday, December 31, 2008

Beautiful Agony Couple

Character Classes: Tapaq (Alt Druid)

Qayra, Pururauca Tapaq


"Our culture is based on defending

nature that includes
first people"

The tapaq are venerated to be the guardians of nature and experts to take advantage of the good in every ecological niche.
Adventures: 's adventure will learn about animals and plants with which they are unfamiliar. You can download the forces of nature to those who try to damage, hating everything unnatural, which in Allin Yawar certainly does not include the ancestors, which in some cases may be dead.
serve their ayllu in the search for sources of food and overall survival. They are therefore more common in urban areas than in other campaign settings, as it has more contact with nature even in these places Allin Yawar.
Background: tend to follow the guidelines of the Player's Handbook.
Races: ochuculco the Tsunki and have some affinity with the natural lands, and among them is common tapakuy path. The rune often belong to this class that is especially common in wild Rune tribes. It is rare to see that other races will follow this path with the exception of chullachaquis.
Other Classes: share the yatiq (browsers) and the sallka (barbarians) their reverence to nature and understanding of natural lands. However, acceptable to all, diversity and just feel offended by others.
The tapaq are more common in cities than in other campaign settings, as many of these have natural connection Allin Yawar.

Tapaq Information rules:
As described in the Player's Handbook but with some modifications:
Skills: Writing not read automatically. Riding does not exist as a class skill.
Arms and Armor Proficiency Each region possesses weapons that are exotic characters that do not belong to it. Restriction
with metals The restriction is especially Allin Yawar, can use metal items, except those of iron or steel (which does not exist in the environment field and can only come from visitors from afar.) Divine Aura
The yatiq have an aura of alignment, similar to ucus. Note that all alignments Allin Yawar aura produce characters that use divine magic.
animal companions: See Tables 2-6

initial set of ochuculco tapaq
Note: the ochuculcos have level adjustment
Armor +2: +2
size Weapons: stone ax (1d4, crit x3, 6 lb, two hands, cutting)
Waraka (1d6. crit x2, range inc 60 ft., 1 lb., piercing) Tumi
combat stone (1d2, crit 19-20/x2, 10 ', 1 lb, light, piercing
Natural Region: saw.
selection of skills: knowledge of spells, strength, survival, healing, dealing with animals, knowledge (nature), listening, watching.
Dote: animal camac resistance (guardian)
Special : companion animal (iguana), wild empathy, sense of nature.
Team: backpack, belt, stirrup vessel for water, rations for a day (jerky or dried meat), backpack, twin stones of fire, 3 torches, stone 10 bullets Waraka, misha. Real
: equivalent to 2d4 tupus

Table 2-5: Animal Companions

1st level
Aguila (anka)

Owl Call (tuku)
porpoise
Squid (Illex)
Mono (Kusillo)
Falcon (Huaman)
Bat (Masu)
Iguana (Murrup)
Dog (Aljo)
Lagarto (Suyruq)
Badger (Manco)
Lobo (Hatu)
Small and medium-snake (Kataricha)
Lobo de Mar (Asuka)
Skunk (Anas)
Loro (Uritu)

4th level or higher (level -3) Bat
Cayman
terrible (terrible Masu)
Montes Gato Andino (Osqollu) Sacha
Encaychu (Encaychu) (2)
Jack Marino (1)
constrictor snake (boa)

Snake river otter, large snake (Katari)

Tejon terrible Giant Lizard (Manco Terrible)
Bat terrible ( Masu terrible)

7th level or higher (level -6) Cayman

giant Andean Puma Jaguar

snake Snake huge (huge Katari)
Lobo terrible (Terrible Hatu)
terrible
Poma Encaychu Ape (Encaychu) (2)

10th level or higher (level -9)
Owl Bear (1) Puka
Encaychu (Encaychu) ( 2) Puma

terrible Orca Elementary
small (2)
giant constrictor snake (Anaconda)

13th level or higher (at -12) Elemental
medium (2) Bear

terrible giant octopus

16 th level or higher (at -12)

Jaguar Andean giant squid terrible Elementary
large (2)

(1) Magic Beast
(2) Although animals are not eligible. The enchaychus are in Chapter bestiary.

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Character Classes: Takiq (Cantor) (Bard variant)

Nakat Piki, Saqra takiq


"And those are the five notes
in underpinning all our music,"



The takiqs or Singers are responsible for producing, maintaining, developing and transmitting cultural values \u200b\u200bthat constitute a harmonic version of the world and a body of knowledge of original logic. Studying
all available knowledge (architecture, metalwork, mathematics, astronomy, theology, history, music, poetry, song, surgery, medicine)
composed tragedies and comedies and interpret the law. Form a warrior elite, religious and political. Only the wisest are known as amautas (this is a prestige class.)
Adventures: consider the adventures and opportunities to learn, practice their many skills, gather new songs and improve their characteristics.
backdrop: tend to follow the guidelines of the Player's Handbook.
Races: usually tend to be rune. They are extremely rare among other races, except atoqku and Saqr.
Other Classes: They get along with peers from other classes, fellow feeling more curious focused and dedicated to their profession, so I usually listen to their advice.
The singers tend to work very well as leaders of group of adventurers.

Takiq Information the game
As described in the Player's Handbook but with some important modifications
Alignment alignment you choose should match or be a step waka they serve. Skills
As all classes except the wizard can not read or write decode automatically. Riding does not exist as clasea ability. Healing is included as a class skill. Spells
the Followers of this class are the table of the bard but all spells are considered divine, arcane.
Arms and Armor Proficiency Each region possesses weapons that are exotic for characters who do not belong to it. The singers do not know how to use shields and light armor. Divine Aura
The singers have an aura
Note: Allin Yawar In all alignments produced aura to the characters that use divine magic.
Instruments: use Allin Yawar instruments of which have a five-note musical scale.
Wind instruments are used by men among these are the flute, the antara, panpipes, the pututo, the wakrapuku, flute.
There are also percussion instruments like the tinya (drums) and string the bow and the harp. Focus
divine instruments serve as the divine source, where previously these blessed in a temple of the god of the singer in question.

takiq initial set of Zofia Pita Saqra
Armor: +1 size, leather upholstery (+2 AC +1 extra strong attacks, -1 armor check penalty, arcane spell failure n / a, 10 lb)
Weapons: Axe cut stone spear (1d6, crit x3, 6 lb, shear)
stole (1d10. crit x2, range inc 60 ft., 1 lb., piercing) Tumi
combat stone (1d4, crit 19-20/x2, 10 ', 1 lb, light, piercing
Natural Region: coast. (+10 Speed)
Skills: play instruments (wind-male - or percussion-woman-), Spellcraft, Use Magic, gather information, listen, heal, Diplomacy, Know (any), sleight of hand, dressing up.
Dote: Predestined (regional)
Special : knowledge singer countersong, fascinate, inspire courage +1, music singer, divine aura
Team: backpack, belt, stirrup vessel for water, rations for one day (jerky or dried meat), backpack, twin stones of fire, 3 torches, 10 javelins to stole, flute (male) or tiny or drummer (female)
Assets: equivalent to 2d4 tupus

Body Stlye Change On Gmc Yukons

Allin Yawar and 4th Edition Character Classes

Me have wondered lately if there will be the 4th edition of Allin Yawar.

The answer is very simple: no. First

does not allow us to move forward with this project, as all our efforts would have to go to the 4th version, according to the license directices open.
So if God permits, there is time and sufficient data mainly 4th edition, prepare a campaign environment similar to tonic Allin Yawar called "The Return the Myth "this will allow us to work both in parallel if it were the case that began" The Return of the Myth ".
We will if we have time and get the 4th book (although not all classes have emerged, it calls out that the druid will come out, among others) an environment for the 4th of the same tonic called "The Return of the Myth", so we can develop both environments at once, in passing, that we take better the pros and cons of the 4th edition of Dungeons and Dragons. I also reported
wait a while before starting the return of myth, considering that this course started, so do not tell you.

Sunday, December 28, 2008

How To Build A Model Of Alamo

: Sallka (Variant of Barbaro)

Sacha (Variant of Barbaro)

Nahua Yard, Ukuku sallka


"Mountain lions are not to their prey,

why should I?"


The sallka may include fighters from tribes in the jungles and members of the ayllu or cities not under the jurisdiction or are refractory to empire.
Whatever their origin is likely to use foreign weapons, clothes and armor wear little common
, speak foreign languages \u200b\u200band do not perform well between the rigid formalities and rituals of the culture of empire. In areas without imperial control, the brutality of sallka is a way of life, an art of war.
Aventuras: como indica el manual del jugador, la aventura es la mejor manera que tiene un sallka de hacerse sitio en la sociedad civilizada, pues estan pobremente dotados para guardiania o otros oficios mundanos. Los sallka aventuran para vencer odiados enemigos, por gloria, dinero, para expresar su furia o por la escusa de romper cosas. Los sallka detestan lo que consideran antinatural como la magia o los psionicos. En un grupo de aventureros un sallka puede sentirse como un igual con los demás. Otros buscan lo imposible, esperando alcanzar nobleza gracias a sus hazañas.
Trasfondo: Suelen seguir las directrices del Manual del Jugador.
Razas: los bárbaros Runa proceden of distant wilderness or Chanca tribes. Most often Ukuku barbarians. There are some arankaymanta pururaukas and that usually follow this class. The barbarians in other races are less frequent, except in the wicked s'oqas.
Other Classes: Barbarians feel more comfortable with the explorers who sometimes share their rude manners or knaves. Although the majority of societies are barbaric wizards, druids and adherents, the barbarians are often wary of casters until they prove worthy of their trust.

Sallka Information the game
As described in the Player's Handbook but with certain modifications: Skills
Like all other classes except the wizard can not read or write decode automatically. Riding does not exist as clasea ability. Escapism and office are class skills. Competition
weapons and armor is not competing with heavy armor. Each region has weapons that are exotic for characters who do not belong to it. His favorite weapons are the kicker. Bono
Beginning at 1st level and every 4 levels you get a bonus to Armor Class +1 per dodge.

sallka initial set of rune armor

: any
Weapons: mace horn Long Stone (1d10, crit x2, 8 lb, two-handed blunt)
Waraka (1d10. crit x2, range inc 60 ft., 1 lb., piercing)
stone battle Tumi (1d4, crit.x3, inc distance 10 feet, 1 / 2 lb., piercing)
Natural Region: Select
saw skills: ctrepar, survival, listen, jump, swim, know (war), intimidate Transcláseas: watching
Dote: fury camac Special
animal : rage 1/day, fast movement
Team: backpack, belt, stirrup vessel for water, rations for a day (jerky or dried meat), backpack, twin rocks fire 10 bullets Waraka stone. Real
: equivalent to 2d4 tupus

initial set of sallka ukuku
Note: This character equals one of level 2. Life Points of race are added to the class.
Armor: CA natural armor +2 -1 size
Weapons: long pole hammer stone (1d12, crit x2, 8 lb, two-handed blunt)
Waraka (1d12. crit x2, range inc 60 feet, 1lb, boring) battle
stone Tumi (1d6, crit.x3, inc distance 10 feet, 1 / 2 lb., piercing)
Natural Region: saw
Selection Skills: climbing, survival, listen, jump, swim, know (war), intimidate Transcláseas: watching
Dote: iron will (by race)
Special : rage 1/day, fast movement
Team: backpack, belt, stirrup vessel for water, rations for a day (jerky or dried meat), backpack, twin stones of fire, 10 rounds Waraka stone. Real
: equivalent to 2d4 tupus half objects (according orphan ukukus).

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Character Classes: Lakla (variant Mago)

Lakla (Wizard Variant)

Coyllur, rune Lakla


"These strings are a powerful weapon

that hides the secrets of magic "


The lakla in Allin Yawar are arcane spellcasters with mysterious powers. A few unintelligible words and gestures short enough to get a power greater than the blows of a club. For this, they spend a lot of time studying the quipus (or other means of writing) to prepare the spells they want to launch.
Adventure: Adventures often go to expand their knowledge, tend to approach with careful planning adventures for his daily spell selection is of vital importance.
backdrop: tend to follow the guidelines of the Player's Handbook.
Races: The Rune noble start practicing magic for several reasons, but tend to be practical and innovative.
The atoqku nobles are fascinated by magic and many of them become magicians for art's sake. They see the magic as a wonderful mystery that you can not help his curiosity.
Very rarely have heard of a magician in other races, especially because only the nobles have access to the secrets of magicians.
Other Classes: generally do not like members of other classes. However, at the same time are fully aware as of nobles without auca to detain enemy soldiers, an umu that his wounds heal and perhaps a rogue to deal with the traps, their path to knowledge is blocked by fatal and insurmountable obstacles. This makes them feel dependent on other classes and accept or turn them feel uncomfortable.
Lakla: Information about the game:
As in the Player's Handbook but with some modifications: The
Skills lakla read and decode a kind of automatic writing (one) of the various existing. The default type of writing is quipu, contact the DM to choose another. Save
spells The lakla keep their spells in the middle of writing you choose to start the game. There is no writing on paper. Each branch of quipu a spell. Family
See Table 2-4
Nobles The lakla are noble, without exception. Magicians are very rare and may be a decision of DM exist in the environment field.
lakla initial set of rune
Armor: +2 CA bypass (dowry)
Weapons: cane (1d6/1d6, crit x2, 4lb, two-handed blunt)
stole (1d10. crit x2, range inc 60 ft., 1 lb., piercing)
Espina (1d3, crit.x3, inc distance 10 feet, 1 / 2 lb., piercing)
Natural Region: saw
selection skills: Spellcraft, Concentration, Know (arcana), decipher handwriting Transcláseas: hide, move silently, looking, watching.
Feats: astro guardian (guardian) (noble), Combat Casting Spells in quipu
: All
Level 0 Level 1: summon monster I, sleep, charm person plus one of the following (at your option ) per bond of intelligence: identify, silent image, magic missile, color spray
Family (spider small). This family gives +3 To concentration.
Team: backpack, belt, stirrup vessel for water, rations for a day (jerky or dried meat), backpack, twin stones of fire, pouches for spell components, quipu (rolled on a stick), 5 single strings for quipu, 10 javelins for stole. Real
: equivalent to 3d6 tupus

Table 2-4: Family
(*) Special Quechua

Family lyrics petite chandelier (1) +3 bonus on Concentration
Tuku
Owl Centipede small (1) +3 bonus in concentration Cuervo
Replace parrot (uritu) (2) Cuy
black like the rat often
Scorpion (1) +3 bonus on Concentration
Hen / cock black Huallpa +3 bonus on Know (arcana)

Falcon Cat No change No change Anka
Lizard
Masu
Otter dwarf Murcielago +2 to salvation by reflections
replace Rat Pato
black guinea Ñunume +3 bonus on Spellcraft

Unchanged Snake Toad
Katari (1) Increase your understanding as family pets are not immune to mental attacks like other vermin. In Allin Yawar named vermin here may be familiar.
(2) speaks a language known to the master as a supernatural ability.
(*) Other family members are non-existent here unnamed

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Character Classes: Illa (Wizard Variant)

Illa (Alt Warlock)

Atoqwaraka, Illa atoqku


"The day I killed thunder and other
revived me,
that day I was born as a sorcerer"


The illa in Allin Yawar are arcane spellcasters who make magic by an innate talent. No need quipus, mentors, no theories, just being able to control their will.
Adventures: same as described in the manual of the player 3.5.
Background: The illa receive their power from a lightning strike or lightning (sent or not by waka), who survived without major damage, but may or may not have scars from them. For the rest tend to follow the guidelines of the Player's Handbook.
Races: Most Illa are Runa, but the talent for sorcery is unpredictable and can appear in any of the common races, especially in the atoqku.
Other Classes: feel they have more in common with the followers of other self-taught classes like druids and rogues. Often serve as support spellcasters in barbarian tribes. Illa

: Information about the game
As described in the Manual Player with the exception of the following: Skills
Mount clasea there as skill. Not read or write decode half automatic. Dote
class The Illas received as dowry-class Combat Casting, unable to choose another, unless racial extras. The guardian of the gifts received at level 3, if they wish to take them, this being his only chance, unless for racial extras can only receive at level 1. Family
See Table 2-4

initial set of illa atoqku

Armor: any (speed +10 coast)
Weapons: short spear (1d4, crit x2, incr. Distance 20 ', 2 lb, one-handed, piercing)
stole (1d8. crit x2, range inc 60 ft., 1 lb., piercing)
Espina (1d2, crit.x3, inc distance 10 feet, 1 / 2 lb, piercing )
Natural Region: Select
coast of skills: Spellcraft, Concentration, Know (arcana), cheat Transcláseas: gather information, diplomacy, hide, move silently.
Feat: Combat Casting
Spells Known: Level 0: detect magic, read magic, flare
Level 1: sleep, magic missile (plus extra for atoqku: feather fall and those who can levitate once per day each)
Family: Scorpion often (+3 concentration)
Team: backpack, belt, stirrup vessel for water, rations for a day (or dried meat jerky) , backpack, twin stones of fire, pouches for spell components, 10 javelins for stole. Real
: equivalent to 3d4 tupus

Table 2-4: Family (*) Special Quechua

Family lyrics petite chandelier (1) +3 bonus on Concentration
Tuku
Owl Centipede small (1) +3 bonus in concentration Cuervo
Replace parrot (uritu) (2)
Cuy black like the rat often
Scorpion (1) +3 bonus on Concentration
Hen / cock black Huallpa +3 bonus on Know (arcana)

Falcon Cat No change No change Anka
Lizard
Masu
Murcielago +2 dwarf Otter to salvation by reflections
black guinea pig Rat replace Pato Ñunume
+3 bonus on Spellcraft

Unchanged Snake Toad
Katari (1) Increase your understanding as family pets are not immune to mental attacks as the rest of vermin . In Allin Yawar named vermin here may be familiar.
(2) speaks a language known to the master as a supernatural ability.
(*) Other unnamed family Here are nonexistent

Im Always Tired An I Pee A Lot

Character Classes: Aucawillka (holy warriors) (Variant Paladin)

Achik Manco, Rune Aucawillka


"It's time to purify the blood"



The Aucawillka or holy warriors have the energy and faith that are needed in the pursuit of the objectives of their waka (god), the willingness to uphold the law and the power to deal with heretics and blasphemers.
Adventures: as instructed on the paladin player, the Aucawillka take very seriously their adventures and tend to refer to them as "searches or missions." The nobles often aucawillkas.
Background: The aucawillkas defend the ideals of his waka. The good legal aucawillka often called champions, the Avengers neutral legal and lawful evil inquisitors. They are organized in groups or around major temples huacas.
Races: to have such ambitious minds, the Rune are very good as Aucawillkas. Occasionally some pururauka to tried to follow this path. Aucawillka no precedent for wild breeds, except where common kunturku.
Other Classes: like to associate with those whose skills and abilities complement yours. They usually get along with ucus (clerics) of alignment. Tend to be leaders and their gifts to help them fulfill that role.

Table 2-2: THE Nv

Aucawillka AB Fort Ref Spells per level Special Vol 1 2 3 4
1 +1 +0 +0 +2 Aura of the deity, smite 1/day, detect enemy CA +1 dodge - - - -
2 +2 +3 +0 +0 Laying on of hands, divine health - - - -
3 +3 +3 +1 +1 Aura of Power, divine health - - - -
4 +4 +4 +1 +1 +2 dodge AC 0 - - -
5 +5 +4 +1 +1 Smite 2/day, +1 Weapon skillfully waka 1/day or smaller waka form 1/day (1) 0 - - -
6 +6 / +1 +5 +2 +2 Remove Disease 1/week 1 - - -
7 +7 / +2 +5 +2 +2 1 - - -
8 +8 / +3 +6 +2 +2 +3 dodge AC 1 0 - -
9 +9 / +6 +4 +3 +3 2/semana Remove Disease, favored weapon with skill +2 waka form of waka 2/day or less 2/day 1 0 - -
10 +10 / +5 +7 +3 +3 Smite 3/day 1 1 - -
11 +11 / +6 / +1 +7 +3 +3 1 1 0 -
12 +12 / +7 / +2 +8 +4 +4 Remove Disease 3/week, CA +4 dodge, +3 waka favored weapon with skill or form of waka 2/day 1/day 1 1 1 -
13 +13 / +8 / +3 +8 +4 + 4 1 1 1 -
14 +14 / +9 / +4 +9 +4 +4 2 1 1 0
15 +15 / +10 / +5 +9 +5 +5 Smite 4/day 4/semana Remove Disease, waka Favored Weapon ability 2/day or +4 with waka shape 2/day 2 1 1 1
16 +16 / +11 / +6 / +1 +10 +5 +5 +5 dodge AC 2 2 1 1
17 +17 / +12 / + 7 / +2 +10 +5 +5 2 2 2 1
18 +18 / +13 / +8 / +3 +11 +6 +6 5/week Remove Disease, +5 waka favored weapon with skill or waka form more 1/day 3 2 2 1
19 +19 / +14 / +9 / +4 +12 +6 +6 3 3 3 2
20 +20 / +15 / +10 / + 5 +12 +6 +6 Smite 5/day, CA +6 elusive. I perfect 3 3 3 3
(1) can not get both at once


AucaWillka Information rules:

The class has been significantly changed from that described in the Player's Handbook to reflect the particularities of campaign environment.
Alignment: The Aucawillka are legal and serve wakas of alignment. Although good match aucawillka devotion paladin, there are also neutral aucawillkas (Avengers) and evil (inquisitors). Skills
not read and write decode half automatically. Riding does not exist. Knowledge (war) and know (hydraulic) are class skills. Competition
weapons and armor is not competing with heavy armor. Each region has weapons that are exotic characters that do not belong to it. (See table)

specials listed here do not work the same way that the skills of champion.

CA +1 dodge At 1st level and every 4 levels you get a bonus to Armor Class +1 per dodge. Aura
waka The aucawillkas earn an aura according to their alignment. Allin Yawar Note that all alignments produced aura. Punishing
win the ability to punish, as the domain of destruction only while duration of the effect, however this only applies only to those who actively oppose the waka of the character, never to allies or protected. Boost your charisma modifier to your attack and your character level to your damage against an enemy. Unlike traditional power to punish, if aucawillka misusing the power would receive half the damage that should violate.
detect enemy of good alignment if you work as if you detect evil evil alignment detect function as well. If the character is neutral as to detect curse worked. (New spell)
Scaring / rebuke undead lacks this power
Special Mount lacks this power
Chosen waka The aucawillka a certain level can choose between two paths Favored Weapon waka waka or shape. This ability to call replaces the saddle.
Note: Choosing weapon or form of waka the aucawillka continue with this ability can not have a gun and waka waka at a time. You can only access the two powers by spells.

TABLE 2-3: offerings to the waka

aucawillka Minimum Payment (1) Gun Shape waka waka
April 2000 or 50 XP tupus less 1/day +1
tupus 7 or 200 8000 less 2/day +2 XP
tupus 9 18 000 or 450 XP less 3/day +3
tupus 11 32000 or 800 XP less 4/day
+4 13 50 000 tupus XP or 1250 +5 1/day
tupus or 1800 14 72 000 +6 * 2/day XP
tupus or 15 98 000 2450 XP +7 * 3/day
tupus 16 128 000 3200 or XP +8 * more 1/day
17 162 000 4050 or XP tupus more 2/day +9 * 18 200 000 tupus
XP or 5000 + 10 * 3/day more
(1) The aucawillka can choose to pay a percentage in HD and one in XP, provided that each add to 100% Example can choose to pay 60% and 40% tupus XP (offering of blood)
* A weapon can not exceed +5 in improvement. Use it to create special magical abilities as flaming


favored weapon of the waka: aukawillka all begins with having the favored weapon of the waka that worships, which must be a weapon of great quality. If the weapon is only a head twice the same acquire special skills.
As you gain experience during their adventures have the option to make an offering (payment) in order to ask a favor to their god which has supernatural abilities granted in his gun. This option allows you to use the weapon as a magic weapon.
Payment must be made on items obtained in adventures or missions for the waka or on behalf of same.
At any time, the aukawillka can retire to a quiet place and spend time in prayer for a period of 12 hours, in order to ask their waka or God grant you the favor to his weapon.
If aucawillka choose a magical ability referring to the weapon of his waka, will spend 10% less in the offering in question. Example: Inti has a flaming torch, if you choose an ax aucawillka flaming to spend only 7th level tupus 7200, 180XP, or any combination thereof that totals 100%. (See Table 2-3)
If it were a magical ability opposite , you will know before you ask you can not get it. Some additional opposition to the purposes of waka may be impossible to achieve by aucawillka, as determined DM. Example: Inti has a flaming torch, his aucawillka can not choose an ax to produce frost damage. Shape
waka aucawillka If you choose this option, operate in a way similar to that of waka gun, being also necessary to retreat to pray and pay in their blood (experience points) or offerings.
perfect I like the monk's special at level 20. Unlike the monk, the character gains the two types of alignment.

initial set of human aucawillka Inti
Armor: CA +1 dodge, +2 CA diversion optional (dowry)
Weapons: long pole ax large stone quality (1d8, crit x3, 6 lb, two hands, cutting)
Waraka (1d10. crit x2, range inc 60 ft., 1lb, stone fighter Tumi (1d4, crit 19-20/x2, 10 ', 1 lb, light, piercing
Natural Region: saw
selection of skills: knowledge (hydraulic), know (war), diplomacy. Transcláseas listening, looking, watching.
Feat: Improved Initiative
regional Dote: star guardian (guardian) (noble)
Special: Aura of the deity , smite 1/day, detect enemies (detect evil).
Team: backpack, belt, stirrup vessel for water, rations for a day (jerky or dried meat), backpack, twin stones of fire, bag with 10 bullets Waraka stone, stone sacred symbol of Inti. Credit
the ayllu: 6D4 tupus equivalent

How Can I Get A Shiny Umbreon

Character Classes: Auca (Alt Guerrero)

Auca (Guerrero)

Ollantay, Auca Rune


"There is nothing I can give
Nothing can not get with my club
Except the hand of the daughter of the Inca. "


The Auca are experienced soldiers of the empire, band leader, battle-hardened mercenaries, guards or patrolmen of her village in areas where war is common.
Adventures: most aucas adventures go just to gain power and greatness, but there are also those who venture to honor or to find new land for their ayllu.
Background: tend to follow the guidelines of the Player's Handbook 3.5.
Races: The Rune and auca Pururauka are most common but any breed can follow this class.
Other Classes: is more often associated with clerics, rogues, sorcerers, but tend to value teamwork. Auca

Information rules:
As described in the Manual Player but with certain modifications: Skills
not read and write decode half automatically. Riding does not exist in the environment field. Knowledge (war) is a class skill. Competition
weapons and armor is not competing with heavy armor. Each region has weapons that are exotic characters that do not belong to the same (see table 1.2). His favorite weapons are the kicker.
Feats Feats regarding frames do not exist in the environment field. Feats
Guerrero The aucas can choose as a warrior extra skills: leadership.
improved unarmed combat are fighting Los auca improved as a dowry unarmed free class. Bono at CA
Beginning at 1st level and every 4 levels you get a bonus to Armor Class +1 per dodge.

initial set auca pururauca
Armor: CA +1 dodge, +5 natural armor, heavy shield wood mulch (+2 AC and +1 extra attack strong circumstantial)
Weapons: mace Stone (1d8, crit x2, 8 lb, one-handed, blunt)
Waraka (1d10. crit x2, range inc 60 ft., 1 lb., piercing)
stone fighter Tumi (1d4, crit 19-20/x2, 10 ', 1 lb, light, piercing
Natural Region:
saw selection skills: climb, jump, knowledge (war), intimidate, swimming. Transcláseas listening, looking, watching.
Dote: fury of animal camac (dowry guardian), improved unarmed combat (dowry free auca)
Bonus Feat (warrior): Forcing 13 or more powerful attack but enhanced initiative.
Team: backpack, belt, stirrup vessel for water, rations for a day (jerky or dried meat), backpack, twin stones of fire, bag with 10 bullets Waraka stone. Real
: equivalent to 4d4 tupus

Saturday, December 27, 2008

Derby Silver Candelabra

Allin Yawar: Introduction

Tupac Katari, Amauta


"In this world the wind carries the destination, disease and curse and condemnation renewal fire, the water life and dark magic, and the earth and poison the food. But everything, all the mantinene harmony determined by waka after hundreds of wars in the ancient world, the Pacha Naupa . "


Allin Yawar is a pre-Hispanic Peruvian campaign environment, based on myths and legends of the cultures themselves are partially or fully developed on the territory peruano.Allin Yawar is a world of racial diversity, where the law of retribution makes possible a fairly peaceful coexistence, despite the strong nationalism of each región.Para play you need the manual of the player, the Dungeon Master's Guide and Monster Manual Issue 3.5 of role playing dungeons and dragons, as well as the dice game themselves.