作者 主题: 投徳大王的终极形态  (阅读 11476 次)

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投徳大王的终极形态
« 于: 2016-01-02, 周六 13:12:47 »
投徳大王
男性顽灵注1大地精,战士6/游荡者4/特使7注2:CR18;中型类人生物(地精);HD 6d10+6 加 11D6+11 ;HP120;先攻-3;速度30英尺;AC18,接触10,措手不及—;BAB+14;擒抱+14;近战 +3防御短剑+17/+12/+7(1d6+3/19-20);偷袭+2d6;黑暗视觉60英尺;反射闪避;快速医疗2;使馆优势;免疫;洞察体会;复活;随从+2;寻找陷阱;陷阱感知+2:直觉闪避;阵营 守序邪恶;豁免 强韧+9,反射+5,意志+12;属性 力量10,敏捷4,体质12,智力14,感知14,魅力12。
技能与专长:唬骗+9,解读文书+10,交涉+23,收集信息+15,威吓+19    ,跳跃+6,知识(神秘)+10,知识(贵族与王室)+10,知识(宗教)+10,潜行+1,骑乘+1,察言观色+18;寓守于攻,精通卸除武器,精通虚招,精通先攻,钢铁意志,领导力,骑乘战斗,谈判专家,说服者,技能专攻(威吓),践踏。
快速医疗(超自然):作为顽灵,投徳具有快速医疗2,只要至少还有1HP,每回合就能自动回复2HP。投徳在HP达到0或更低时总能自动稳定伤势,但在HP达到1或更高以前,快速医疗能力暂时失效。
使馆优势(特异):作为特使,投徳非常了解特定的政治舞台,并学会适应其独特的习俗和宫廷怪癖。当他在漂流镇及其周边地区,所有交涉、收集信息、知识(贵族与王室)和察言观色检定获得+6加值。
免疫:作为顽灵,投徳免疫死亡法术死灵系效果,不受能量吸取负能量伤害的影响。
洞察体会(特异):作为特使,投徳在与不同文化、种族、政治背景或宗教人物互动时,可以通过解读对方的肢体语言、非言语的暗示、宗教或文化上的切口,尝试进行察言观色检定以汇集信息。此能力类似于吟游诗人的逸闻知识,但更直接,需要与对象交谈或近距离观察至少10分钟。察言观色的检定DC取决于特使想要了解的信息本身。所获取的信息必须有文化、本地传统相关的背景,且通常只是几处要点,但已经足够让特使察觉到对方的个人背景。
复活(超自然):作为顽灵,投徳不会永远死亡。若其被杀,将会在2d4周内复活。若其被摧毁,通过DC16的等级检定(1d20+17),即会返回其最后的住所(或其死亡现场)。只有神只能给予顽灵永恒的安息,即使用许愿术或者奇迹术,也仅能延迟其复活时间1d4周。
随从(特异):作为特使,投徳获得领导力专长,且其领导力点数获得+2加值。
财产+3防御短剑防御护腕+6防护戒指+3力场护盾戒指郎中披风盾卫注3的控制护符。
注1:顽灵模板,出自《Dragonlance - Spectre Of Sorrows/悲叹幽灵》,P167。
注2:特使,进阶职业,出自《Dragonlance - Age of Mortals/凡人之年代》,P38。
注3:盾卫,见《怪物图鉴》3.5中文版,P240。
出自《Dragonlance - Spectre Of Sorrows/悲叹幽灵》,P177。

引用
Lord Toede
Male tenacious soul hobgoblin fighter 6/rogue 4/Master Ambassador 7*: CR 18; Medium humanoid (goblinoid); HD 6d10+6 plus 11d6+11; hp 120; Init -3; Spd 30 ft.; AC 18, touch 10, flat-footed —; Base Atk +14; Grp +14; Atk +17 melee (1d6+3/19-20, +3 defending short sword); Full Atk +17/+12/+7 melee (1d6+3/19-20, +3 defending short sword); SA sneak attack +2d6; SQ darkvision 60 ft., evasion, fast healing 2, favored embassy, immunities, insightful acclimation, rejuvenation, retinue +2, trapfinding, trap sense +2, uncanny dodge; AL LE; SV Fort +9, Ref +5, Will +12; Str 10, Dex 4, Con 12, Int 14, Wis 14, Cha 12.
*The master ambassador prestige class appears in the Age of Mortals sourcebook.
Skills and Feats: Bluff +9, Decipher Script +10, Diplomacy +23, Gather Information +15, Intimidate +19, Jump +6, Knowledge (arcana) +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +10, Move Silently +1, Ride
+1, Sense Motive +18; Combat Expertise, Improved Disarm, Improved Feint, Improved Initiative, Iron Will, Mounted Combat, Negotiator, Persuasive, Skill Focus (Intimidate), Trample.
Fast Healing (Su): A tenacious soul gains fast healing 2, and recovers 2 hit points a round as long as it has at least 1 hit point remaining. A tenacious soul creature always stabilizes when it is reduced to 0 or fewer hit points, but its fast healing does not activate until it is brought to at least 1 hp.
Favored Embassy (Ex): A master ambassador becomes intimately familiar with the political arenas to which he is assigned, and learns to adjust to the unique customs and quirks of courtly life. This master ambassador gains a +6 bonus to all Diplomacy, Gather Information, Knowledge (nobility and royalty) and Sense Motive checks in the town of Flotsam and the surrounding area.
Immunities: A tenacious soul is immune to death spells and effects, energy drain and negative energy damage.
Insightful Acclimation (Ex): Whenever a master ambassador is interacting with somebody from a different culture, race, political background or religion than his own, he may attempt a Sense Motive check to gather or assemble information from the individual’s body language, non-verbal cues, attitude and cultural quirks. This resembles a bard’s bardic knowledge ability, but is more immediate and
direct, and requires at least ten minutes of conversation or close observation of
the individual to work. The DC of the Sense Motive check depends on the kind of information the master ambassador is trying to learn. The information gained must have some cultural, local or tradition-related context, and will rarely be more than
a few key points, but is often enough to give the master ambassador a sense of the individual’s background.
Rejuvenation (Su): A tenacious soul never stays dead; if it is killed, it will restore itself in 2d4 weeks. A tenacious soul that would otherwise be destroyed returns to the last place that it considered home (or the place that it died, otherwise) with a successful DC 16 level check (1d20 +17). Only the actions of a deity can grant the tenacious soul permanent release; even the use of a wish or miracle spell serves to delay the tenacious soul’s return by 1d4 weeks.
Retinue (Ex): The master ambassador effectively gains the Leadership feat, and his leadership score gains a +2 bonus.
Possessions: +3 defending short sword, bracers of armor +6, ring of protection +3, ring of force shield, cape of the mountebank, shield guardian’s amulet.
« 上次编辑: 2016-01-06, 周三 13:10:31 由 xiezhenggang »
目前是太古遗迹,抽空换成远古的

新手向TRPG中文模组《初龙志》:淘宝官店

离线 xiezhenggang

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Re: 投徳大王的终极形态
« 回帖 #1 于: 2016-01-02, 周六 13:21:17 »
洞察体会的快速版本:“看得出来,您到过阿富汗……”
目前是太古遗迹,抽空换成远古的

新手向TRPG中文模组《初龙志》:淘宝官店

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Re: 投徳大王的终极形态
« 回帖 #2 于: 2016-01-25, 周一 01:06:24 »
范例居然是这货。