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Their hair tends to grow thick and long and males tend to grow sideburns. Their skin tones range from a tawny brown to black, but occasionally a tibbit has pure white skin. Their hair color matches the wide range of colors found in house cats, from pure white to striped silver to deep black. In their cat form, tibbits look like fat but energetic house cats. They appear identical to—and indistinguishable from—any common, domesticated breed.

Relations: Tibbits tend to regard other folk with a detached sense of bemusement. Much of their lore and common wisdom regarding men, dwarves, and elves filters through their guise as house cats. Thus, tibbits see how other races act when they think no one else is around. To a tibbit, every intelligent creature is a bundle of secrets just waiting to unfurl before them.

In general, tibbits find humanity's ambition, drive, and fiery passion intriguing. They consider dwarves overly dour. Elves strike them as kindred spirits, as tibbits appreciate that the long-lived races share a similar tendency to see issues from different perspectives. They adore gnomes and halflings and many good-aligned tibbits adopt such folk. More than one kobold or goblin party has descended upon a sleepy gnome village or halfling caravan only to find an enraged tibbit wizard waiting for them.

Gnome and halfling folk who have benefited from such welcome surprises have strong traditions of taking care of stray cats and treating their feline pets as treasured companions.

Alignment: Tibbits have a strong tendency toward chaos and an equally strong lethargy toward moral issues, making the majority of them chaotic neutral. Carefree, decadent, and given to long periods of wallowing in luxury, tibbits can be maddeningly self-centered.

Some tibbits tend toward proactive freedom-seeking, marking chaotic good as their second most common alignment. Such tibbits share many of their neutral brethren's tendencies, but a righteous struggle or a chance to spring a trap on evildoers rouses them to action.

Evil tibbits, particularly chaotic evil ones, are rare but dangerous. They use their shapeshifting ability to spy on humanoids for information useful for extortion schemes. Many of them work as spies and assassins, as their innocent, feline form makes it easy for them to slip into even heavily guarded areas. After all, even the most alert guard pays little mind to a cat. Some evil tibbits become powerful crime lords, observing their underlings and competitors in cat form and ruthlessly culling those who plot against them.

Tibbit Lands: Tibbits have no lands of their own. Instead, they dwell within civilized territories established by other folk. Any civilization that keeps domesticated cats likely houses colonies of tibbits within its cities.

Few tibbits make their identity openly known once they settle in an area. A tibbit is much more likely to remain in cat form as she travels through a city, although she usually keeps a well-hidden, luxurious apartment hidden in an out-of-the-way corner of town. Many tibbits become petty thieves, raiding pantries for fine foods, liquor, and other creature comforts.

Tibbits who travel the land might keep their humanoid guise to make dealings with other creatures easier. Even these tibbits prefer to pass themselves off as travelers from other planes, and they rarely publicize their ability to change shape Religion: Tibbits pay homage to the Cat Lord, a powerful creature who watches over all felines.

They generally lack an organized religion, instead preferring to view the Cat Lord as a big brother figure and protector. Some clerics believe that tibbits are simply too arrogant and independent to shackle themselves to a deity, and few tibbits argue against this assessment.

Her favored weapon is the dagger. Language: Tibbits speak Common or whatever other language dominates the area they settle in. The Feline language, a strange combination of purrs, hisses, and empathic transfers, allows tibbits to communicate with cats of all forms. Tibbits are born with the knowledge of this language. Names: Tibbits tend to adopt names based on their physical traits and deeds. A tibbit kitten is given a nickname by her parents, one that reflects her temperament and appearance.

When a tibbit comes of age she adopts a name of her choice. Tibbits tend to pick names from other folk, usually based solely on the sound. Strangers and business partners use the name a tibbit picks for herself, while the tibbit's close friends and family use the original nickname chosen by her parents. A tibbit allows only her closest friends to learn and use her nickname.

A nontibbit given such a privilege has received one of the highest honors a tibbit can grant to an outsider. As a tibbit travels the world, she adopts a surname that reflects her experiences and important deeds. A tibbit usually changes her surname after such an event, but her true name uses all of her adopted surnames from childhood onward, and not just her latest one.

When two tibbits meet, they share these long-form names to express their pasts with one another. In general, tibbit names work for either sex. Whether male or female, a tibbit who has a short tail in cat form likely ends up with the nickname "Spiketail. Adventurers: The life of an adventurer comes naturally to a tibbit, as her curiosity pushes her ever onward. While many tibbits satisfy this drive with travel to civilized areas and exploration of a city's corners, some tibbits want more out of life.

In some cases, a tibbit in cat form takes to following an adventuring band, concealing its true nature until an opportune moment. A tibbit fighter might spring from cat to humanoid form in time to drive off a group of orcs that threatens the party's camp.

In this manner, tibbits prove their valor and demonstrate their unmatched stealth in hopes of winning a place with their unwitting comrades. Tibbits, of course, would be horrified to learn that they are classified as "monstrous. This effect is similar to the spell polymorph but with a number of key changes. In cat form, the tibbit becomes size Tiny. A tibbit gains natural claw and bite attacks in her feline form. A tibbit's claws deal ld2 points of damage and her bite deals ld3 points of damage.

With a full attack, she can attack twice with her claws at her full attack bonus and once with her bite with a -5 penalty. A tibbit does not gain additional attacks due to a high base attack bonus when in cat form. A tibbit can transform from a cat back to her humanoid form as a full-round action. She must wait 1 hour to turn back into a cat after reverting to her humanoid form. A tibbit's equipment usually transforms to become part of her cat body.

She loses the benefits of any weapons, shields, armor, or robes she wears or carries. Items that require a physical apparatus to function, such as a ring or a pair of boots, shift to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits.

A tibbit's cat form is unable to speak or use her paws to manipulate fine objects. She cannot cast spells with a verbal or somatic component, use scrolls, or otherwise activate magic items.

While in cat form, a tibbit gains the scent ability. A tibbit slain in cat form reverts to her humanoid form after 1 round. Any spell that reveals the true nature ofa creature under the effects of polymorph shows the truth behind a tibbit's cat guise.

Spells that reveal magical auras but do not penetrate a polymorph spell reveal nothing special about a tibbit in cat form. Aside from the changes noted here, a tibbit's abilities and game statistics otherwise remain the same. Note that anyone spotting a tibbit in cat form has a difficult time recognizing the feline as a tibbit.

Tibbits have keen eyes. Like their feline cousins, tibbits are quick, nimble, and lithe. Automatic Languages: Common and Feline. The Feline language is spoken by all tibbits and cats with an Intelligence of 3 or higher, allowing a tibbit to use the Diplomacy skill against such felines. This language is part of the felines' racial heritage. Other races cannot master it, nor can they use spells such as tongues to communicate with cats. Tibbits travel far and wide and their curiosity pushes them to learn a number of languages.

Favored Class: Rogue. A multiclass tibbit's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Tibbits excel at keeping a low profile and finding secrets, two tasks for which the rogue is ideally suited. Some of them—most notably the mountebank, jester, and savant—were first proposed as additions to the core rules. The death master was originally intended as an NPC class meant solely for villains.

Its loathsome abilities and tight connection to the dreaded Orcus once again casts it in this role. The battle dancer is a new take on a martial artist. The seven new and updated character classes presented in this chapter are as follows, with their abbreviations given in parentheses after each name: Battle Dancer Btd : An elegant warrior who pairs martial arts with graceful maneuvers in battle. Death Master Dtm : A servant ofOrcus who commands legions of undead and is a master of necromancy.

Jester Jst : A prankster who uses his cutting wit and spells to inspire his allies and manipulate his enemies. Mountebank Mtb : A thief and trickster who draws on the power of an infernal pact with the dark powers. Savant Svt : A scholar and researcher who studies everything from armed fighting to divine and arcane magic. Sha'ir Shr : A flexible arcane spellcaster who relies on a spirit ally to fetch his spells from across the planes.

In most tyrannical regimes arms, armor, spells, and other potential weapons undergo tight control. A slave with a sword is a rebel.

Thus, oppressive regimes do everything within their power to keep their vassals unarmed. The battle dancer's art arose among the oppressed, the enslaved, and those trod upon by tyranny's ironshod boots.

Whether they first appeared in a drow city's slave pits, a tyrant's cages, or elsewhere, none can say. The battle dancer's art arose under the innocent facade of dances, stories, and songs that slaves used to entertain themselves during their few free moments. Even the most vicious lord knows to sometimes spare the lash: A slave with nothing left to lose is a slave who rebels.

The battle dancer's fighting abilities resemble a monk's martial arts. Where a monk embraces order and focus, the battle dancer revels in chaos and wild, frenetic maneuvers. A monk trains under a master to gird her mind and body against attacks and deadly magical effects.

The battle dancer learns to hit hard and hit often via a training regimen that turns her into a living weapon. Adventures: Battle dancers adventure to overthrow tyranny, exemplify mastery of their exotic martial arts, and experience the excitement of battle.

Unlike monks, battle dancers allow their emotions to run wild. A battle dancer considers a deadly battle the perfect place to test her skills. Many battle dancers fight for a cause or struggle against a chosen foe. These crusading battle dancers prefer to work alone or in small groups to accomplish their goals. The adventuring life is the perfect cover for their actions. Characteristics: Battle dancers are skilled combatants who use their unarmed attacks to overwhelm their foes.

They learn a number of dances that, when performed correctly, allow them to gain access to magical abilities. Just as monks use focus and discipline to unlock their ki power, battle dancers use their highly structured, elaborate dances to awaken their inner potential. Alignment: The battle dancer's unique martial art requires a free spirit unfettered by doubt, worry, or rigid structure. Battle dancers are always chaotic, with most tending toward good or neutrality.

Many battle dancers see themselves as freedom fighters and crusaders who fight for the common folk. Evil battle dancers are rare, but they do exist. These fiends use their talents for their own gain. Many work as assassins. Their performance abilities and unarmed fighting style make it easier for them to slip close to unsuspecting targets.

Religion: Many battle dancers worship Olidammara. They see his love of wine, song, and dance as the perfect counterpart to their reckless lifestyle. Evil battle dancers tend to honor Erythnul. Background: Battle dancers are made, not born. Many of them gain their talents by studying for long, strenuous hours under the tutelage of the members of a dance circle. A circle consists of traveling musicians, battle dancers, and elders who teach their arts to promising youths and any men and women with good hearts and the desire to protect their communities.

Circles wander the land as they wish, interfering in local matters if they feel they can help. Races: Humans, halflings, and elves make up the vast majority of battle dancers.

Dwarves normally lack the fiery personalities needed to embrace this class. Gnomes prefer other forms of performance, particularly music. Half-orcs are usually too dim and simple to master the intricate dance maneuvers. Other Classes: Battle dancers see fighters and paladins—with their heavy armor and bulky weapons— as stodgy, slow, and awkward. They feel a kinship to the fiery barbarians.

Monks earn their respect, but most battle dancers consider them too rigid to truly embrace the power that dwells within. Role: The battle dancer is a skilled warrior who can protect her comrades in battle. She can take on a fighter in the right situation, and her exotic, magical dance abilities grant her excellent mobility and maneuver options. Abilities: Charisma is the battle dancer's key ability, as it affects her dance abilities and defenses.

A good Dexterity helps her avoid blows, as the battle dancer scorns armor, while Strength and Constitution make her a more effective fighter. Alignment: Any chaotic. Hit Die: d8. Weapon and Armor Proficiency: A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks.

This bonus reflects the battle dancer's intense training in unarmed and unarmored combat. These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: A battle dancer uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat. The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.

The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows. Table summarizes the damage she deals by level. Large and Small battle dancers inflict more and less damage respectively as shown below. Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity. Bonus Speed Ex : The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances.

Dance of the Vexing Snake Su : A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed. Dancer's Strike Su : The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands.

These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage.

At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment as well as magic. She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction such as adamantine, cold iron, holy, or even lawful. Her aura now includes that material or alignment.

Once she has made this choice, she cannot change it. Dance of the Floating Step Su : The battle dancer moves with such grace and speed that she can dance across water. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the Springing Tiger Su : An nth-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a DC 20 Tumble check. If she succeeds, she may make a full attack rather than a standard attack as part of her charge. Dance of the Crushing Python Su : The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent.

She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity.

If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action.

After the battle dancer completes her attack, she enters a square of her choice adjacent to the target. Dance of the Soaring Eagle Su : A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability.

She may use her dance of the springing tiger in conjunction with an aerial charge. Dance of Death's Embrace Su : A 2oth-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete.

In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. Armed with a powerful combination of divine and arcane magic, the death master is the unquestioned master of necromancy. He gains a series of boons from Orcus that allow him to spread terror and fear across the land. Even some of the mightiest undead creatures see him as a worthy leader.

While rare, the magical powers and deadly abilities of death masters allow them to cause far more damage than their numbers would otherwise allow.

Adventures: To a death master, poisoning a town's well, unleashing a horde of undead monsters against a sleeping village, and butchering innocents in the name of Orcus qualify as adventures.

Only black-hearted villains follow this class. Characteristics: A death master can use a variety of necromantic spells. He masters the ability to create undead sooner than any other caster, and his close relationship with Orcus grants him the ability to command undead. He gains several other boons that allow him to handle undead creatures with greater skill than any other class.

Alignment: Death masters are always evil. A staggering majority of them are chaotic evil like their master, but a few lean toward neutral evil or lawful evil.

These villains might worship other dark deities who grant similar powers or they might serve so effectively as agents of evil that Orcus bestows them with power despite their tendency away from chaos.

Religion: Death masters revere Orcus. The prince of the dead grants this class's powers to the most ambitious and sadistic of his cultists. In some cases, a deity, demon lord, or archdevil graces a favored servant with the death master's abilities. Even then, a death master pays at least some respect to Orcus.

Background: Death masters usually arise within the cults ofOrcus. They study the sect's blasphemous texts, experiment with the production of undead, and master forbidden secrets. Other death masters are apprentice wizards and neophyte clerics who find necromancy too tempting to resist.

These students uncover the principles of necromancy and study them in secret. A demon or undead creature dispatched by Orcus tempts the most promising students with the death master's powers. Races: Most death masters are humans and half-orcs. Humanity's ambition and often short- sighted outlook leads many to this path. Half-orcs raised among the orcs have the intelligence and cruel curiosity needed to follow the death master's path.

Among the gnolls, a small sect of Yeenoghu embraces the death master's abilities. Other Classes: Death masters usually associate with blackguards, hexblades, mountebanks, rogues, and warlocks. They consider paladins their ultimate enemies, and a death master might travel well out of his way to slay such a champion of good. Role: The death master's role is simple: He strives to spread undead across the world.

In so doing, he increases his own prestige and power and that of his dreaded lord, Orcus. Abilities: Intelligence determines the potency and number of a death master's spells. Charisma is a key attribute in his ability to rebuke undead and force them into service.

Alignment: Any evil. Weapon and Armor Proficiency: A death master is proficient with the club, crossbow light and heavy , dagger, scimitar, scythe, sickle, and staff. Death masters are proficient with light armor but not with shields of any type. Bonus Language: The death master gains Abyssal as a bonus language. All of his spells, along with most death master tomes and manuals, appear in that tongue. Rebuke Undead: As an emissary of Orcus, a death master has the power to compel undead to serve him.

He channels Orcus's fell energy and uses it to turn the living dead into his pawns. Spells: The death master's exhaustive study of necromantic magic grants him the ability to use arcane spells.

The death master can cast the spells given on the death master spells list. He must choose and prepare his spells ahead of time, as a wizard. The death master receives bonus spells for having a high Intelligence score.

Similar to a wizard, the death master keeps a series of spellbooks in which he scribes the formulas for his spells. He must choose and prepare his spells by getting a good night's sleep and studying his books for 1 hour.

While studying, the death master chooses the spells he wants to prepare. The death master's spells have a special material component that makes them easier to cast in armor. If the death master uses a vial of blood as a material component he can cast the spell without somatic components and thereby ignore the spell failure chance for casting in armor.

This blood must come from an intelligent creature Intelligence 3 or higher that the death master sacrificed to Orcus. The death master can extract 8 vials from a Medium creature. Double this for each size category above Medium and halve it, to a minimum of 1, for each category below. This extracted blood remains viable for one day, but a gentle repose spell prolongs this time. Spellbooks: The deathmaster keeps a set of unholy tomes that record the blasphemous, arcane methods for his spells.

His spellbooks function in all ways as a wizard's spellbooks, including size, capacity, and cost to add spells. Undead Minion: A death master gains the services of an undead creature bestowed unto him by Orcus, typically a wolf skeleton or a zombie troglodyte. With your DM's permission you can gain the services of a different skeleton or zombie creature with a total, posttemplate CR of 1 or lower.

The death master's minion gains new abilities as he gains levels. A minion's abilities depend on the death master's total level in this class. The death master gains this minion from the great undead legions of Orcus.

It obeys his commands without fail, and even takes suicidal actions. The minion is as much a spy for Orcus as a servant for the death master.

If destroyed, a new minion appears 24 hours later. The death master can also choose to dismiss his minion to gain a new one. In this case, the death master must wait 24 hours for the new minion to appear.

A death master can choose to gain the services of a more powerful undead servitor at higher levels. Subtract the level modifier listed for a minion from the death master's level to determine the abilities and bonuses it gains.

For example, an nth-level death master with a ghast minion grants it benefits as a 2nd-level death master. Bonus Hit Dice: The undead minion gains the listed bonus hit dice. Advance its saving throws, base attack bonus, and so forth as per the Monster Manual It does not increase in size due to these bonus HD. Special Abilities: As the death master gains levels, his undead minion gains a number of special abilities.

Unholy Might: Once per day as a standard action, the death master can channel unholy energy into his minion to allow it to fight with increased vigor. The death master must touch the minion to imbue it with this power. If the minion is a zombie, it loses the single actions only drawback for the duration of this ability. Persistent Corruption: The death master of this level is such a favored apostle of Orcus that the lord of undead returns a destroyed minion to him shortly after its destruction.

The death master must only wait 1 hour for a replacement undead minion if his is destroyed. He must still wait 24 hours for a replacement undead minion if he releases his current one. Link of the Grave: Once per day as a free action, the death master can cast a shield other spell that links him to his minion.

This spell has one critical difference from its normal form. Treat the death master as the spell's target and the minion as the caster. Thus, if the death master suffers damage he shares the total with his minion, but not vice versa. Relentless Undead: The death master's minion gains fast healing 3. Bane: Enemies take - 1 on attack rolls and saves against fear. Cause Fear: One creature of 5 HD or less flees for l d 4 rounds.

Bugbear zombie Ghoul Owlbear skeleton 1 round. Comprehend Languages: You understand all spoken and written languages. Chimera skeleton Deathwatch: Reveals how near death subjects Minotaur zombie Ogre zombie Wyvern zombie within 30 ft. Allip Doom: One subject takes - 2 on attack rolls, damage Ettin skeleton Ghast Gray render zombie rolls, saves, and checks.

Wight Expeditious Retreat: Your speed increases by 30 ft. Wraith Identify: Determines properties of magic item. Arcane Mark: Inscribes a personal rune visible or invisible. Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect Magic Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object. Disrupt Undead: Deals l d 6 damage to one undead. Flare: Dazzles one creature -1 penalty on attack rolls. Ghost Sound: Figment sounds. Inflict Minor Wounds: Touch attack, 1 point of damage. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object. Prestidigitation: Performs minor tricks. Ray of Frost: Ray deals ld3 cold damage. Read Magic: Read scrolls and spellbooks. Touch of Fatigue: Touch attack fatigues target. Virtue: Subject gains 1 temporary hp. Obscuring Mist: Fog surrounds you. Sanctuary: Opponents can't attack you, and you can't attack.

Unseen Servant: Invisible force obeys your commands. Alter Self: Assume form of a similar creature. Animate Dead: Creates undead skeletons and zombies. Chill Metal: Cold metal damages those who touch it.

Command Undead: Undead creature obeys your commands. Darkness: ft. Darkvision: See 60 ft. Daze Monster: Living creature of 6 HD or less loses next action. Desecrate: Fills area with negative energy, making undead stronger.

Detect Thoughts: Allows "listening" to surface thoughts. Fog Cloud: Fog obscures vision. Gentle Repose: Preserves one corpse. Deep Slumber: Puts 10 HD of creatures to sleep. Deeper Darkness: Object sheds supernatural shadow in ft. Diminish Plants: Reduces size or blights growth of normal plants. Dispel Magic: Cancels magical spells and effects. Gaseous Form: Subject becomes insubstantial and can fly slowly. Magic Circle against Good: As protection spells, but ft.

Magic Weapon, Greater. Meld into Stone: You and your gear merge with stone. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Locate Object: Senses direction toward object specific or type.

Make Whole: Repairs an object. Misdirection: Misleads divinations for one creature damage from one kind of energy. Ray of Exhaustion: Ray makes subject exhausted.

Remove Curse: Frees object or person from curse. Resist Energy: Ignores first 10 or more points of - 1 to AC, reflex saves, and attack rolls. Restoration, Lesser: Dispels magical ability penalty two levels. Stone Shape: Sculpts stone into any shape. Scare: Panics creatures of less than 6 HD.

See Invisibility: Reveals invisible creatures or objects. Shatter: Sonic vibration damages objects or crystalline creatures. Silence: Negates sound in ft. Soften Earth and Stone: Turns stone to clay or dirt to caster gains damage as hp. Wind Wall: Deflects arrows, smaller creatures, and gases. Construct, upgrade and mantain buildings costs resources and time. Costs in resources and time increase at higher levels.

Spend DEC to speed up the construction process. Any DEC spent in this way will be burned. Most buildings will also require some existing Monster and Summoner cards to work in them. Monsters and Summoners from certain Splinters will be better suited to working on specific types of buildings and land plots.

Buildings can also be destroyed by their owner and a percentage of the resources used to build them can be recovered. The end goal of owning land is to mint the new Item and Spell cards. There will be specific buildings that can be built for minting. They will require Monster and Summoner cards to work in them. Minting will require both the Magical Resources and Essences.

See more at IMDbPro. Trailer The Natural. The Natural: Director's Cut. Clip Photos Top cast Edit. Paul Sullivan Jr. Young Roy as Young Roy. Barry Levinson. More like this. Watch options. Storyline Edit. An unknown middle-aged batter named Roy Hobbs with a mysterious past appears out of nowhere to take a losing s baseball team to the top of the league in this magical sports fantasy.

With the aid of a bat cut from a lightning struck tree, Hobbs lives the fame he should have had earlier when, as a rising pitcher, he is inexplicably shot by a young woman. The best there was! Did you know Edit. Goofs In the game where Hobbs breaks the Wrigley Field clock, his homer ends the game, as everyone in the stands begins to leave and Hobbs gets mobbed by the press.

But since the Knights were the visitors, the Cubs get to bat last. The movie depicts the season. Prior to the season the home team had the option to bat first or last so it was possible for the visiting team to bat in the bottom of an inning.

Quotes Iris Gaines : You know, I believe we have two lives. Alternate versions There is an edited version which was released in several European countries e.



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