作者 主题: CS中可获得专长的地点一览  (阅读 26103 次)

副标题: 仅限持续时间为永久

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CS中可获得专长的地点一览
« 于: 2013-07-21, 周日 08:18:48 »
摘自 CS p.142 Legendary sites一节,CS的此类地点中存在若干个效果为永久的处所。节录如下,仅供各位欲花钱买专长者参考。当然一个地点一次只能获得一个专长 :em008

Count of Thieves(p.144): 任一满足先决条件的幸运专长(见本书专长部分),等效6000gp

The Frog God's Fane(p.145): 技能专攻:历史、自然或宗教知识,等效2000gp。可进行变体提供其他合适的知识组合

The Highest Spire(p.147): 技能专攻:攀爬或Agile Athlete(RotW专长),等效3000gp。
劇透 -   :
轻快健将Agile Athlete
先决条件:攀爬1级,跳跃1级。
效果:攀爬和跳跃检定使用敏捷调整值替代力量调整值。
Iron Wyrm Vault(p.149):灵巧手指、技能专攻:解除装置、躲藏、潜行、开锁或搜索、隐秘、Tactile Trapsmith(CAd),等效3000gp。
劇透 -   :
灵敏触觉Tactile Trapsmith
你可以用你快速的反射和敏捷的手指代替你的智力来搜索一个房间或解除一个陷阱。
效果:你把你的敏捷调整值(取代智力调整值)加到所有搜索检定和解除装置检定上。
此外,在黑暗或目盲时你在这些技能检定上不受减值。
Otyugh Hole(p.151):钢铁意志、技能专攻:威吓、Extend Rage(CW)、Menacing Demeanor(RoD),等效3000gp。
劇透 -   :
持续狂暴Extend Rage
你能够比大部分人持续狂暴的时间更长。
先决条件:狂怒或者狂暴能力。
效果:每次你使用狂暴或狂怒能力时将比正常情况下多持续5回合的时间。
特殊:你可以反复选择此专长,效果累加。

威胁举止Menacing Demeanor[种族]
先决条件:兽人血脉或兽人子类别。
效果:威吓获得+4加值。

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Re: CS中可获得专长的地点一览
« 回帖 #1 于: 2013-07-21, 周日 12:38:05 »
其它的书里有类似的地点马?
设定控。比快乐多的人思路广,比思路广的人快乐多!
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Re: CS中可获得专长的地点一览
« 回帖 #2 于: 2013-07-21, 周日 14:30:14 »
CC CM也有,但获得的能力或专长一般只能保持一年。只有CS中有持续时间永久的效果

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Re: CS中可获得专长的地点一览
« 回帖 #3 于: 2013-07-22, 周一 18:46:49 »
能用来做进阶条件么 :em003

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Re: CS中可获得专长的地点一览
« 回帖 #4 于: 2013-07-22, 周一 19:03:51 »
可以吧。

顺便,lz的价格是每个专长的价格?有没有时间和XP需求?
设定控。比快乐多的人思路广,比思路广的人快乐多!
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Re: CS中可获得专长的地点一览
« 回帖 #5 于: 2013-07-23, 周二 11:34:47 »
持续时间是永久的可以作为进阶前提

等效gp是在计算人物总财产时需要扣掉的费用。或者是DM在给出该地点冒险奖励时用来衡量的金币数。
所有地点都有启动的要求,有些需要一定的时间。请参阅原书。没有xp消耗

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Re: CS中可获得专长的地点一览
« 回帖 #6 于: 2013-07-27, 周六 20:35:18 »
赞美O酱XD
角色信息: 费恩 男性 | NG 魔裔 | 审判者1|HP 9/9 | AC 19(12 tch, 17 fl)  | CMD 16 | F3 R2 W5 | 先攻+2 | 黑暗视觉60尺 |  觉察+7 | 通用语,深渊语,炼狱语,龙语 | 戏法:侦测魔法;眩晕术;神导术;光亮术 | | 一环:神恩;命令术

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Re: CS中可获得专长的地点一览
« 回帖 #7 于: 2016-05-03, 周二 17:55:19 »
Court of Thieves
Below labyrinthine sewers, deep basement vaults, and the lairs of hidden creatures that feast on society’s filth lies the lost throne of the underworld, the famed yet forgotten court of thieves. Generations of bandit lords, robber kings, master assassins, and at times fouler tyrants held court in this sprawling den of excesses hidden beneath the very noses of those who would root it out. Those days are long past.
Lore: Characters with ranks in Knowledge (history) or Knowledge (local) can research the court of thieves to learn more about it. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.
DC 10: The court of thieves was a hidden place where anything could be bought and any pleasure could be had.
DC 15: All thieves’ guilds and criminal activities were once ruled over by the elusive court of thieves.
DC 20: Treasures from a hundred lands were piled at the feet of the king of thieves as payment for the privilege of conducting crimes within his city.
DC 25: The vices of greedy brigands and honorless rogues eventually splintered the king’s power and left the court of thieves abandoned.
Description: The court of thieves is a subterranean palace, a complex of chambers built in secret far beneath city streets. One hall might be as vast and grand as the royal opera house—and indeed might have been used for a similar purpose—while the next could be nothing more than a crumbling chamber of exposed rock and sewer pipes. The most splendid and remarkable room in the court of thieves is the hall housing the Throne of Thieves. This giant-sized throne of the king of thieves is ornately and fantastically sculpted, and within its nooks and crevices generations of rogues kept their precious trinkets, lucky charms, and symbols of Olidammara. Although the court was largely stripped by the criminals who abandoned it, these trifles were left behind out of respect for the dethroned king of thieves.
The entrance to the court of thieves has long been lost.
Hidden deep within an ancient sewer, crumbled warehouse, tavern basement, or in the shadow of some bastion of law, the door is masterfully disguised. Those who do
manage to find it must then best a gantlet of tricks and traps designed to keep out uninvited guests, not to mention overcoming whatever creatures might now call the court of thieves home.
Prerequisite: A character must navigate the court of thieves all the way to the Throne of Thieves to gain the location’s benefit.
Location Activation: A character merely has to take a trinket from the Throne of Thieves to gain this location’s special ability. Although ancient, these baubles are not valuable, being lucky copper coins minted by long fallen empires, archaic or no-longer-used holy symbols, rusted lockpicks scored with an owner’s initials, and similar such items.
Recharge: As long as the location of the court of thieves remains a secret, anyone can gain its benefits. Should its location become widespread knowledge, though, the
exceptional nature of having visited the place fades, and it no longer confers any benefit.
Special Ability (Ex): Any character who successfully navigates the dangers of the court of thieves is blessed with the great luck of Olidammara. He gains a bonus luck feat (page 72) of his choice, though he must still meet the normal prerequisite for that feat.
Furthermore, any character who bears an item taken from the Throne of Thieves is considered to have touched rogue royalty. The character doubles his Charisma bonus (if
any) for the purpose of determining his Leadership score when trying to attract a cohort or followers with levels of bard or rogue. In addition, the character can also have double the normal number of contacts within the criminal underworld (DMG2 153).
Duration: The luck feat gained by the character is a permanent benefit. The other benefits last as long as the character possesses the trinket taken from the Throne of
Thieves.   
Ability Value: 6,000 gp.
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

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Re: CS中可获得专长的地点一览
« 回帖 #8 于: 2016-05-03, 周二 17:58:39 »
The Frog God’s Fane
Half sunken and overgrown by ages of decay, the ancient temple of a strange, little-known deity molders deep in the jungle marshes. Its location has been long forgotten, and now the only attendants of the frog god’s fane croak lazily amid moldy relics and fallen statues forming islands of gold.
Lore: Characters with ranks in Knowledge (history), Knowledge (nature), or Knowledge (religion) can research the frog god’s fane to learn more about it. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.
DC 15: Countless civilizations have risen and fallen deep within the jungle. Their ruins still lie hidden from civilized eyes.
DC 20: A cult that worshiped Wastri, a deity shaped like a frog, once held great influence from a stone temple in an untamed swamp. Frogs of incredible size are sometimes spotted near mysterious ruins deep within the flooded jungle.
DC 25: Wastri directs his followers to further the needs of humans and amphibians. His worshipers once erected rich temples to honor their deity in the murky places his
swamp-born wards might attend.
Description: Crumbling and overrun by denizens of the swamp—especially bloated and oversized amphibians— the frog god’s fane is now more a monument to rot
than to any deity. Whole floors have been flooded, and the riches that once lined the walls and served as sacrifices have been lost to ages of muck and eroding waters. Yet within its deepest sanctuaries, through passages filled by brackish waters, lie hidden chambers in air pockets.
Within these depths remain treasures untouched by swamp water, but even more valuable are the strange secrets carved in stone: sculptures once viewed only by the
highest of priests, which detail worship by both human and amphibian.
Prerequisite: A character must discover the ruined frog god’s fane and reach the secret chambers within its depths to gain the benefit of this location.
Location Activation: A character must spend at least 10 minutes in meditation on the scriptural secrets hidden deep within the frog god’s fane, and make a DC 15 Intelligence check at the end of that time. If she succeeds on this check, she gains the benefit of this location. Otherwise, she has failed to accept some vital truth among the markings.
Recharge: Any number of characters who plumb the treacherous depths of the frog god’s fane can gain the benefit of this location. A character who fails the required Intelligence check cannot try again until her Intelligence score permanently increases.
Special Ability (Ex): Upon succeeding on the Intelligence check to understand the frog god’s secrets, the character makes a fundamental connection, gaining an
insight into truths she never realized were linked. She gains Skill Focus in her choice of Knowledge (history), (nature), or (religion) as a bonus feat. Furthermore, even if the character has no ranks in the chosen Knowledge skill, she can make checks with that skill as if she were trained.
Duration: A character who gains the insight of the frog god’s fane learns its secrets and gains its benefits permanently.
Variation: Any seat of great and unfathomable information might grant an effect like that of the frog god’s fane. For example, a metal tower crashed from the stars might grant those who come to understand it bonuses on Knowledge (architecture and engineering) and Knowledge (the planes) checks, while the ancestral library of the imperial family might provide insights into Knowledge (geography) and Knowledge (nobility and royalty). Such information is too esoteric to share, requiring one to experience it personally to gain its benefits, but a character might learn some important piece of information that could lead to further adventures.
Ability Value: 2,000 gp.
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

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Re: CS中可获得专长的地点一览
« 回帖 #9 于: 2016-05-03, 周二 18:01:34 »
Heward’s Hall
An obscure patron of bards and other music makers, the mortal Heward studied the ancient songs of the elves, and legends say, eventually brought music to humanity.
He created instruments that are commonplace today and composed some of the oldest songs and airs known to the race, as well as crafting a unique pipe organ known for its mystical properties. His furthering of music led bards to honor Heward’s name, eventually giving rise to a number of cathedrals, concert halls, and playhouses dedicated to the first bard, each taking the name “Heward’s hall.” Some of these sites are incredibly inspirational to songsmiths and musicians of all walks, instilling within them the ability to push their own talents to extreme heights. The specific locale described below is just one example of such
a legendary performance venue.
Lore: Characters with ranks in Knowledge (religion) can research a Heward’s hall to learn more about it. When a character succeeds on a skill check, the following lore
is revealed, including the information from lower DCs.
DC 15: Heward is the patron of bards and human musicians. This result reveals the commonly known stories bout him.
DC 20: Numerous concert halls and theaters are known as Heward’s halls, in honor of the first bard. Some such places are very inspirational to artists.
DC 25: Owners, managers, or religious groups controlling a legendary Heward’s hall often restrict access to only the most accomplished or promising artists.
Description: Behind the stage of the Saltmarsh Playhouse’s main auditorium is an organist’s nook, a famed Heward’s hall. The high-ceilinged room allows an ccompanist
to play the impressive, two-story pipe organ without its size and grandeur detracting from performances on stage. The walls of the room and many of the towering brass pipes of the organ are engraved with well-known songs that are said to have been composed by Heward or that are dedicated to the first bard. Directly over the dual keyboards of the organ sits a stone bust of Heward himself, a foppish-looking rake with a jaunty smile and tousled hair. Despite all efforts, the Saltmarsh Heward’s
hall is constantly plagued by small rodents, and the organ itself requires frequent retuning. Aydi Zarastian, guildmaster of the playhouse, created this Heward’s hall as a matter of tradition, holding that all the finest theaters and performance halls should host such a shrine. As a connoisseur of the arts, she grants access only
to those with formal training and true musical talent.
Prerequisite: To gain the special ability conferred by a Heward’s hall, a character must possess at least 10 ranks in a Perform skill and must succeed on a DC 30 Perform check made as part of a public performance in the hall. The performer can’t take 10 on this check. The owner of the Heward’s hall, however, might place additional conditions or limits on access.
Though most performers prefer to use the Saltmarsh hall’s great pipe organ (requiring Perform [keyboard instruments]), other types of performances are permitted.
Location Activation: At the conclusion of a successful performance in a Heward’s hall, the location immediately confers its benefit on the performer.
Recharge: Only one character per night can gain the benefit of a Heward’s hall.
Special Ability (Ex): A character who successfully completes a performance in a Heward’s hall gains Skill Focus (Perform) as a bonus feat, using the same Perform
subcategory as that of the performance. If the performer already has Skill Focus (Perform) in that subcategory, he can instead select any bardic music feat for which he meets the prerequisite.
The performer also gains a +2 competence bonus on Craft checks to create new artistic compositions related to Perform skills. This bonus applies to all forms of performance, from acting to instrumental play.
Variation: This version of a Heward’s hall enhances the Perform skill, but the idea of an inspirational site yielding greater works can easily be adapted to any number of other skills. For example, the nonmagical forge in which a famous weapon or legendary artifact was created might inspire future generations to create great works in metal over its fires, granting Skill Focus (Craft) or even an item creation feat.
Duration: The bonus feat granted by a Heward’s hall is permanent. The competence bonus on Craft checks fades after 1 year.
Ability Value: 5,000 gp.
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY: