作者 主题: 新 冬天团,卡存放处  (阅读 8516 次)

副标题: 冬天团再次开了

离线 时光子

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新 冬天团,卡存放处
« 于: 2017-10-23, 周一 08:02:53 »
 :em020

离线 fancer

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Re: 新 冬天团,卡存放处
« 回帖 #1 于: 2017-10-23, 周一 08:18:39 »
ZOOK NINGEL  
Male Gnome (Lava Gnome) Sorcerer 10
CG Small humanoid (gnome)
Init +12; Senses Darkvision (60 ft.), Low-Light Vision, Perception +17, 
Temporary Bonuses Applied Shield, Mage Armor(11hr),

DEFENSE
AC 25, touch 14, flat-footed 23 (+1 *Amulet of Natural Armor +1, +2 Dex, +1 deflection, +3 natural, +1 size, +4 shield, )
hp 67 (10d6)+30
Fort +7, Ref +7, Will +9, +2 racial bonus against fear and despair effects
Resistances Fire 10,

OFFENSE \
Speed 20 ft.   
Ranged crossbow, light (small) +8 (1d6/19-20)       
Spell-Like Abilities: dancing lights ( 1/day) dancing lights ( 3/day) flare ( DC 16, 1/day) prestidigitation ( DC 10, 1/day) produce flame ( 1/day), Empower Intensified Fireball (CL15, 1/DAY)
Spell Tattoo:Empower Intensified Fireball (CL14)   
Known Sorcerer Spells (CL 10th, concentration +16):     
5th (4/day) - overland flight (DC )
4th (6/day) - dragon's breath (DC 21,CL12) , emergency force sphere (CL11), fear (DC 20,CL11)
3rd (7/day) - dispel magic , fireball (DC 20,CL14) , haste (DC 19) , fly (DC 19,CL11)
2nd (8/day) - bull's strength (DC 18) , burst of radiance (DC 19,CL11) , create pit (DC 18) , scorching ray(CL12) , resist energy (DC 18)
1st (8/day) - burning hands (DC 18,CL12) , fabricate bullets , liberating command (DC 17) , shield (DC ) , summon monster i , mage armor (DC 17,CL11)
0th (at will) - arcane mark , detect magic , detect poison , disrupt undead , mage hand , mending (DC 16) , prestidigitation (DC 16) , resistance (DC 16) , spark (DC 17)               

STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 23
Base Atk +5; CMB +3; CMD 16
Feats  Alertness, Empower Spell, Improved Initiative, Intensified Spell, Magical Lineage, Spell Focus (Evocation), Spell Specialization (Evocation) (Fireball), Varisian Tattoo
Skills  Acrobatics +2, Acrobatics (Jump) -2, Appraise +2, Bluff +10, Climb -1, Craft (Tattoos) +5, Craft (Untrained) +2, Diplomacy +7, Disguise +6, Escape Artist +2, Fly +8, Intimidate +10, Knowledge (Arcana) +10, Perception +17, Perform (Untrained) +6, Ride +2, Sense Motive +2, Spellcraft +15, Stealth +6, Swim -1, Use Magic Device +19,

Languages Common, Draconic, Elven, Gnome, Sylvan
Archetypes  Tattooed Sorcerer,
SQ Academician, Bloodline Arcana, Bloodline Tattoo, Cantrips, Create Spell Tattoo, Darkvision, Darkvision, Draconic Bloodline (Red), Dragon Resistances, Familiar, Familiar's Alertness ability active, Familiar Tattoo, Hatred, Lava Gnome, Ragario, Varisian Tattoo, Weapon Familiarity, +1 CHA Score Bonus (2x), Enhanced Varisian Tattoo
Possessions  amulet of natural armor +1;  ring of protection +1;  tattoo hands (spelltattoo/fireball/intensified spell/sorcerer/11th/arcane);  outfit (cold-weather/small);  robe ( save bonus (resistance) (+2));  Crossbow, Light (Small) ; Handy Haversack [ Wand (Infernal Healing/Wizard/1st); Sorcerer's Kit; Wand (Fabricate Bullets/Bouncing Spell/Sorcerer/4th); ];   
Funds: 2,757G   
   
SPECIAL ABILITIES
剧透 -   :
Bloodline Arcana  Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.
 
Bloodline Tattoo (Ex)  Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don't match the school to which her Varisian Tattoo belongs.
 
Cantrips  You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
 
Create Spell Tattoo (Su)  A tattooed sorcerer can create a spell tattoo 1 times per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time---if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. This ability replaces the bloodline feat gained at 7th level.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

 Darkvision  Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet.
 
Draconic Bloodline  At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
 
Dragon Resistances  You gain Fire Resistance 10 and a +2 natural armor bonus.
 
Enhanced Varisian Tattoo (Su)  The tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.

 Eternal Hope  Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.
 
Familiar  A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
 
Familiar Tattoo (Su)  A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar--this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces the 1st-level bloodline power. 
 
Lava Gnome  Fascinated by the power of magma and living in vast caverns beneath active volcanoes, lava gnomes are considered hot-tempered and dangerously unstable even by other gnomes. Lava gnomes have the darkvision and pyromaniac alternate racial traits.
 
Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
 
Magical Lineage (Firefall)  One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Firefall, treat its actual level as 1 lower for determining the spell's final adjusted level.
 
Obsessive (Ex)  Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
 
Pyromaniac  Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
 
Ragario  You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.
 
Reactionary  You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
 
Resistance to Fire (Ex)  You may ignore 10 points of Fire damage each time you take fire damage.
 
Varisian Tattoo (Ex)  A tattooed sorcerer gains Varisian Tattoo as a bonus feat. If she doesn't have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances.
 
Weapon Familiarity (Ex)  Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
 
+1 Bonus Feat  GM awarded PC with +1 feat (Familiar's Alertness).
 +1 CHA Score Bonus (2x)  GM awarded PC with +1 CHA bonus (BLACK KNIGHT).
 
   
« 上次编辑: 2018-03-11, 周日 07:16:41 由 fancer »

离线 时光子

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朋友的卡
« 回帖 #2 于: 2017-10-23, 周一 08:48:44 »
名字Cassy 职业:9级审判者1级牧师(复原,解放)
阵营:中立善良 信仰:Milani
体型:中型 性别女 种族(族群或亚种):人类
年龄:22 移动速度:30尺
先攻+10 察觉+13
语言:通用语,英语,俄语
     

剧透 -   :
力量10+0
敏捷24+7等级+2,黑骑士+2,人类+2,装备+2
体质14+2
智力10+0
感知16+3
魅力1000
BAB+7 CMB+5 CMD 21

攻击
M1889+15,近距+161d8暴击x4
M1889全回合快速射击(开启惩戒。破敌,近距)+19/+19/+141d8+4+2d6/1d8+4+2d6/1d8+4+2d6射程或其他说明
攻击方式攻击加值伤害/重击范围与倍率/伤害类型射程或其他说明

防御
AC 20,措手不及13,接触17
HP 77(10d8+2体质+10天赋职业)
强韧+11,反射+10,意志+12

种族特性和背景特性
天运铳(Black Powder Fortune)【UCa】:手中有枪,心中无惧。当你持用火器时,你在对抗诅咒、恐惧和情绪效果的全豁免中获得+2背景加值。

反巫术屏障:在你年轻的时候,你到过一个地方, 遇到一个东西或者曾经被邪恶的巫术力量包裹。 不论你是否成了这股力量的受害者,或者传导了 某种力量,或是仅仅目击了它的效果,这次事件 改变了你的生活。你曾经尝试将这个奇怪的事件 抛在脑后,但是对危险的朦胧感觉或是某种怪异 的似曾相识常常会止住你的步伐。你虽然害怕再 一次遇到和之前一样的邪恶巫术,但因为无法解 释的原因北国的画面常会浮现在你的脑海里。不 论是因为你心灵的纯洁,还是善良力量的赐福, 一股坚定的决心或者是一种直觉和对于黑魔法的 熟悉,你能够抵抗住各种黑暗技艺的侵袭。你在 对抗邪恶奥术施法者施展的法术、类法术能力或 超自然能力时豁免获得 +1 背景加值,在使用法 术辨识技能鉴别邪恶奥术施法者施展的法术时获 得 +1 背景加值。


职业特性
裁决:枪火(Black Powder)UC
神祇:无信仰
--------------------------------------------------------------------------------
裁决之力:你获得异种武器擅长(火器)和枪匠作为奖励专长。每当你使用火器攻击命中一个奥术施法者或是可以使用类法术能力的生物时,这个生物就必须通过一个强韧检定。如果该生物的强韧豁免检定失败,他就会在一轮内在专注检定上承受-4减值。

审判:4次
破敌(10轮)迅捷对武器施放
辨识谎言(10轮)直觉施放

双重审判:每次审判你可以选择获得两项审判能力,这只会消耗一次审判次数。

解放领域:你获得忽视妨碍你行动效果的能力。你每日能够在等同于你牧师等级(1)的轮数中正常移动,忽视妨碍行动的魔法效果,如同受到「行动自如」法术效果的影响。此效果在需要时自动生效。每日可用轮数无需一次性连续使用。
 
修复接触(Restorative Touch, Su):你可用一次神力接触来移除下列效果的一个:晕眩、疲乏、战栗、恶心、恍惚,每天「3+感知修正」次。此能力替换医疗领域的制止死亡能力。




专长
1级 近距射击 人类奖励
1级 精准射击
3级 快速射击
5级 武器专攻(火枪)
7级 快枪
8级 集束射击
独行战术
3级团队专长:警备(队友在突袭轮行动,你也可以行动)
6级团队专长:交叉火力(对被同伴夹击的敌人发动远程攻击+2
9级团队专长:见缝插针(同伴远程攻击命中时,你能以直觉动作发动攻击)

技能加点
察觉+13,隐匿+15,察言观色+12,生存+13,医疗+12,特技+10,解除装置+12
法术
-审判者-
6个已知0环法术:神导术,晕眩术,稳定伤势,提升抗力,光亮术,造水术
5个已知1环法术:神恩,治疗轻伤,防护邪恶,虚弱祷言,狂怒
4个已知2环法术:隐形术,沉默术,识破隐形,克服困境
4个已知3环法术:正义祷言,解除魔法,祈祷术,口才祷言,次元锚
2个已知4环法术:神能,法术免疫
每日可用:1个四环,4个三环,5个二环,6个一环,0环无限

-牧师-
移除恐惧


装备
法术材料包20 gp重量
精制典礼护甲(伊利森)175 gp20磅
+1 M1895--4磅--开局附送,3000G附魔
精制品长弓375 gp3磅
+2敏捷腰带4000 gp重量附加说明,用于额外说明数量、特点或出处,以及购置于几号记录单
装备名称价格重量附加说明,用于额外说明数量、特点或出处,以及购置于几号记录单
剩余金币???gp负重情况

特殊福利
此处用来记录在记录单上所获得的特殊福利

« 上次编辑: 2018-04-01, 周日 05:40:54 由 时光子 »

离线 fancer

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Re: 新 冬天团,卡存放处
« 回帖 #3 于: 2017-11-05, 周日 13:50:26 »
NPC: 这才是肉。。。
RONT
CR — 
Male Eidolon Eidolon 4
None Medium outsider
Init +2; Senses Darkvision (60 ft.), Perception +7, 
Temporary Bonuses Applied Mage Armor,

DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, +10 natural, +4 magic armor)
hp 30 (4d10)+4
Fort +5, Ref +3, Will +4, +4 bonus on saving throws against poison and petrification.
Resistances Cold 10, Electricity 10, Sonic 10,

OFFENSE
Speed 30 ft.   
Melee claw +8/+8/+8/+8 (1d8+4)                 

STATISTICS
Str 19, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +8; CMD 20
Feats  Improved Natural Attack (Claw), Power Attack
Skills  Acrobatics +6, Appraise -2, Artistry -2, Climb +4, Craft (Untrained) -2, Disable Device +17, Escape Artist +6, Fly +2, Perception +7, Ride +2, Sense Motive +4, Stealth +6, Survival +15, Swim +4,
SQ Ability Score Increase, Claws Arms, Claws Legs, Darkvision, Eidolon Progession Lv.1, Eidolon Progession Lv.4, Evasion, Improved Damage (Claw), Improved Natural Armor (2x), Limbs (Arms), Limbs (Legs), Link, Resistance, Share Spells, Skilled (Disable Device, Survival),
Possessions     

剧透 -   :
SPECIAL ABILITIES

 Ability Score Increase (Ex)  The eidolon adds 1 to one of its ability scores.
 Agathion  Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.
 Agathion Base Form ~ Biped 
 Biped 
 Claws Arms (Ex)  The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.
 Claws Legs (Ex)  The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.
 Strength 
 Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
 Eidolon Progession Lv.1  Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.
 Eidolon Progession Lv.4  At 4th level, agathion eidolons gain cold resistance 10 and sonic resistance 10.
 Evasion (Ex)  If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
 Improved Damage (Claw) (Ex)  One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.
 Improved Natural Armor (2x) (Ex)  The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.
 Limbs (Arms) (Ex)  The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
 Limbs (Legs) (Ex)  The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
 Link (Ex)  A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
 Resistance (Ex)  The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
 Resistance to Cold (Ex)  You may ignore 10 points of Cold damage each time you take cold damage.
 Resistance to Electricity (Ex)  You may ignore 10 points of Electricity damage each time you take electricity damage.
 Resistance to Sonic (Ex)  You may ignore 10 points of Sonic damage each time you take sonic damage.
 Share Spells (Ex)  The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
 Skilled (Disable Device, Survival) (Ex)  The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.
 Skills (Acrobatics, Disable Device, Escape Artist, Survival) 

以下是赠送
HEIAN AMASTACIA
CR 4 
Male Half-Elf Summoner 5
None Medium humanoid (elf, human)
Init +8; Senses Low-Light Vision, Perception +2, 

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 36 (5d8)+10
Fort +3, Ref +3, Will +4, +2 vs. enchantment spells and effects
 
OFFENSE
Speed 30 ft.           
CLASS Spell-Like Abilities: summon monster iii ( 7/Day)   
Known Summoner Spells (CL 5th, concentration +9):       
2nd (3/day) - barkskin , evolution surge, lesser (DC 16) , invisibility (DC 16)
1st (5/day) - mage armor (DC 15) , protection from evil (DC 15) , rejuvenate eidolon, lesser , shield (DC )
0th (at will) - detect magic , guidance (DC 14) , mage hand , mending (DC 14) , read magic (DC ) , resistance (DC 14)       

STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats  Extra Evolution (2x), Improved Initiative, Skill Focus (Knowledge (Planes))
Skills  Acrobatics +2, Appraise +2, Artistry +2, Bluff +4, Climb -1, Craft (Untrained) +2, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +8, Intimidate +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +7, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nature) +7, Knowledge (Nobility) +6, Knowledge (Planes) +10, Knowledge (Religion) +6, Linguistics(Draconic) +6, Perception +2, Perform (Untrained) +4, Ride +2, Spellcraft +9, Stealth +2, Swim -1, Use Magic Device +8,
Languages Common, Draconic, Elven, Sylvan
SQ Adaptability, Arcane Training, Bond Senses, Bonus Eidolon Evolution (5x), Cantrips, Eidolon, Elf Blood, Elven Immunities, Keen Senses, Life Link, Low-Light Vision, Shield Ally, Skills, Summon Monster I, Weapon and Armor Proficiency,
Possessions     

剧透 -   :
SPECIAL ABILITIES

 Adaptability (Ex)  Half-elves receive Skill Focus as a bonus feat at 1st level.
 Arcane Training  Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
 Bond Senses (Su)  At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
 Bonus Eidolon Evolution (5x)  Add +1/4 to the eidolon's evolution pool.
 Cantrips  A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
 Eidolon 
 Eidolon  A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
 Elf Blood (Ex)  Half-elves count as both elves and humans for any effect related to race.
 Elven Immunities (Ex)  Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
 Elven Reflexes  One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
 Keen Senses (Ex)  Half-elves receive a +2 bonus on Perception skill checks.
 Life Link (Su)  At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
 Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
 No Racial Subtype  You have chosen no racial subtype.
 Shield Ally (Ex)  At 4th level, whenever a summoner is within his eidolon's reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
 Skills 
 Summon Monster I (Sp)  At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
 Weapon and Armor Proficiency  Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.


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远坂凛:让你们见识一下,宝石魔法的力量吧!
« 回帖 #4 于: 2018-01-20, 周六 17:18:54 »

          远坂·凛    Tohsaka Rin
混乱善良 女性精灵 法师 11级
穿着一件单薄的,极其时尚的红色教服。她站在你的面前,面中带着一股难以描述的自信。就在你疑惑她是否是一位合格的法师时,只见几枚飞出来的宝石砸向了你四周的地面。
信仰:阿巴达尔  来自:天夏 年龄:118岁
身高:159cm  体重:47KG
类型:人型生物(精灵)  先攻 + 13  速度 30尺  感官 察觉+3
语言:通用语,精灵语,天界语,龙语,豺狼人语,侏儒语,地精语,兽人语

背景
剧透 -  背景:
远坂凛,这是一个迷一样的女孩。在魔法的天赋上,她显得异于常人。虽然她后来因为自己预言的本领而选择了预言学派,但是她仍然可以掌握所有派系的法术——只不过在禁制学派上要多花几个法术位罢了。她自称来自于远坂家,回收那些在伊利森里的寒霜宝石。不过在这之前,心地善良的她还要帮助自己解决一些麻烦~

『就让你见识一下,宝石魔法的力量吧!』
     『听我说,这是最好的处理方式了。』
                                                           ————远坂凛



速查
先攻 +13,察觉 +3,速度 30尺
防御能力
防御 14,接触 13,措手不及 11  (+1 护甲,3敏捷)
生命值 58(11HD;11D6+11+11)
强韧+6(面对寒冷气候额外+5环境),反射+7,意志+10 (对抗邪恶奥术施法者施展的法术、类法术能力或超自然能力时豁免获得 +1 背景加值和+2破巫钉)
攻击能力

八极匕首挥砍『极度恐惧•攻者(Last Attack)』! 使用匕首简单的挥砍一个生物 攻击检定+1 伤害1D4-2


数据
力量 7(-4buy),敏捷 16(+2种族)(5buy),体质 12(-2种族)(5buy),智力 25(+2种族,+2增强,+2等级,+2剧情)(13buy), 感知 12(2buy),魅力9(-1buy)
基础攻击加值 +5;战技加值 +3 ;战技防御 16
专长 法术专攻(咒法)(法师奖励),高等法术专攻(咒法)(1级等级),生命历练(3级等级),精通先攻(5级等级),Yuelral的赐福(5级法师奖励),进阶魔宠(7级奖励),元素专攻(水)(9级奖励),高等元素专攻(水)(10级奖励)
背景 自制力  反巫术屏障(冬临天下玩者指南背景)
技能(90点技能点) 9级奥秘/历史/宗教/位面/自然知识+23 7级历史/地方/工程/地理/贵族+21 10级法术辨识+20 5级估价+15 5级飞行+11
种族 奥术专攻 沙漠跑者 元素抗力(寒冷抗力5) 敏锐感官 昏暗视觉
能力 奥术联结(魔宠:莉拉妖精),法师学派(预言远视子学派)(对立死灵惑控),戏法,法术书,5级法师专长,10级法师专长
 
财产
共55磅
腰挂:匕首(1磅)。共4磅。
头带:+2远坂式马尾扎【智力头戴】(4000GP,1BL),浮游明焰(75GP,-BL),空耳(15GP,-BL)共4090GP,1BL
穿戴:御寒衣物(8GP,7磅),雪地靴(5GP,4磅),腹卷(3GP,1磅),破巫钉*5(100GP,-BL)共116GP,12BL
胸口:五芒星护符(600GP,1BL),祝福之风护符(500GP,1BL),共1100GP,2BL
左腕:皇家弹簧腕鞘(5GP,1BL)(集中权杖)
右腕:皇家弹簧腕鞘(5GP,1BL)
披风:+2红色外套【抗力披风】(4000GP,1BL)
腰间:三小罐清新喷雾(225GP 9BL)
背负:集中超魔权杖(3000GP -BL),地狱治疗魔杖*2(1500GP -BL),重负术魔杖(750GP,-BL),41发强化认知魔杖(750GP,-BL),冰矛术魔杖剩余10发 ,1环法术再生珍珠(1.28号团获得 无重量)
腰包:法术宝石包【由于法术材料已经变成奇奇怪怪的宝石了】(5GP,2磅)(这个腰包里放着的都是垃圾宝石,故在此不予说明,即普通法术用的无价值宝石)。共2磅。
防水卷轴闸:1环卷轴20张(一级怪物召唤术,侦测秘门,鉴定术,谨慎步伐,坐骑术,隐形仆从,海洋之触*3,猴爪鱼鳃*3,气泡术*2,封门术,忍受环境*2,通晓语言*2)(500GP) 2环卷轴10张(抵抗能量伤害,创造宝图,共用防护邪恶,识破隐形*3,造风术*1,隔音罩,隐形术)(1500GP)3环卷轴3张1125GP(防护能量伤害,共用蛛行术,巧言术)
1.28 (闪现术,识破隐形,灼热射线)卷轴
精致宝石包::金琥珀宝石*10(50GP),绿玛瑙宝石*10(100GP),暗金橙紫宝石*10(250GP),纯亮红燃烧宝石*10(500GP) 3.10时使用900GP重新补充
背包:方便背包(2000GP,5磅),法师工具包(21GP,21磅),干冰油*2(100GP,2BL),焦油炸弹*1(15GP,2BL),沸血片(75GP,-BL),兴奋剂(75GP,-BL),静默沙尘(60GP,1BL),巨魔止血散*3(300GP,-BL),羽符(450GP,-BL),炼金油膏(5GP,1BL),灵魂刺激剂(300GP,-BL),嗅盐(25GP,-BL),抗冻胶*2(300GP,-BL),驱虫剂*2(10GP,-BL),铋柳*2(60GP,-BLL),火炭泥(20GP,10BL),净水芯片*2(50GP,2BL),冥思茶(60GP,-BL),抽搐药*2(90GP,-BL),抗生素*2(100GP,-BL),卤盐*5(50GP,-BL)4166GP,共5磅(方便背包特性)
法术书:抄录10个1环,2环,3环法术,抄录5个4环法术(2200GP)2.10升级时摘抄1个1环法术,1个2环法术,1个4环法术(210GP)3.10升级时摘录10个4环,10个5环(4100GP)
共22789GP 共35磅 中载 剩余1GP

法术书(专注+17)
0环: 酸液飞溅,提升抗力,秘法印记,舞光术,侦测魔法,闪光术,幻音术,光亮术,法师之手,开关术,魔法伎俩,冰冻射线,阅读魔法,火花术,修复术,传讯术(共16个)
1环:绊脚沟坎(DC20),油腻术(DC19),魔法飞弹,七彩喷射(DC17),雪球术(DC20),跳跃术,法师护甲,克敌机先,脱困指令,谨慎步伐,护盾术,忍受环境,融境迷彩,气泡术,强化认知,预知危险,鉴定术,无声幻影,渐隐术,燃烧之手,冻寒之触,粘性唾液 共22个,
2环:闪光尘(DC21),造风术(DC21),镜影术,冰河瀑布,无字天书,欢欣之云(DC22),造坑术(DC21),枭之睿智,极寒之触,防弹护盾,反作用力,隐形术,鬼灵迷雾(DC19),光耀爆发(DC20),识破隐形,蜘蛛长鞭共15个
3环:灰烬风暴,飞行术,加速术,臭云术(DC22) ,雪风暴,风墙术,臭气四溢(DC23),星云锁链,幻影车夫,水牢法球(DC25),缓慢术,解除魔法,巧言术,抓挠触手(DC22) ,共14个
4环:紧急力场护罩,秘法眼,爆裂屏障,黑触手(DC23),球状闪电(DC22),软泥之触(DC24),任意门,酸池坑,火墙术,阿卡西交流,冰墙术,共用防护能量,移除诅咒,高级隐形术,自爆术,风之河,游荡星尘,吐个分身,焚云形态,瘴气形态共19个
5环:死云术,寒冰锥,饥饿坑,冰封之牢,力墙术,闪电弧,力场爆发,追踪坑,破除结界,魔法恒定术,火蛇术,一窥真实,共12个
6环:解离术 真知术
每日可准备法术4/6/6/5/4/3 每个法术位上额外一个预言法术

剧透 -  关键法术详述:
紧急力场护罩(Emergency Force Sphere)
学派:塑能(力场)
等级:术士/法师4
施法时间:1直觉动作
成分:言语
距离:5英尺
目标:一个包裹着你的五英尺半径的半球形力场
持续时间:1轮/等级(可消解)
豁免:无
法术抗力:不可
就像是力墙术一样,你可以创造一个拥有20硬度和10点生命值/每施法者等级的半球型的力场穹顶。如果你站在一个合理的平面上,穹顶的下边缘会形成一个相对安全的空间。穹顶的形状意味着坠落物(比如从倒塌的天花板上坠落的岩石)会滑到侧面并堆积到穹顶底部。如果你通过一个DC20的工艺(石匠),知识(工程学)或者专业(建筑师或工程师)检定,在法术结束时,碎片会趋于稳定并保留穹顶状的构造,否则它就将崩溃。通常情况下这个法术被利用于在雪崩,洪水和泥石流中争取时间,这也常用于应对伏击。

吐个分身 (Vomit Twin)
学派              咒法系 (创造,传送)
环位              炼金术师 3, 魔战士 3, 术士/法师 4, 召唤师 3
施法时间       标准动作
成分              语言, 姿势
范围              个人
效果              创造一个施法者的泥造复制品
持续时间       1轮/等级
当你施放这个法术后,你向着一个相邻的方格呕吐,以此造出你自己的泥造复制品。只要这个复制品存在,每当你使用移动动作移动它也会跟着移动,尽管它不需要跟随你,并且也无法做任何其他动作。在随后的几轮中,每当你的回合开始时,你都可以即刻与复制品交换位置,就如同使用传送术一般。这不是一个动作也不会引起藉机攻击。
复制品拥有30尺的移动速度并且它的移动会正常引发藉机攻击。它的AC等同于“10+1/2施法者等级”,并且拥有等同于你施法者等级的生命值。复制品的生命值若减少至0则被破坏,但是只要法术持续时间还没有过,你可以在你的回合以一个标准动作重新制造一个新的复制品。同一时间你不能有超过一个复制品。

焚云形态 (Scorching Ash Form)
学派              变化系 [火]
环位              炼金术师 4, 术士/法师 4
成分              姿势, 材料 (一段薄纱和一把灰烬)
持续时间       1分钟/等级
豁免              无
法术抗力       否
该法术的作用方式和‘气化形体 (gaseous form) ’一样,除了目标变化为可以看到的烟与粉尘组成的灼热漩涡而非透明缥缈的无害雾气。目标获得火系亚种。如果任何生物在自身的回合开始时与其共享一片空间的话,会受到2d6点火焰伤害,并且必须进行一次成功的强韧豁免检定 (DC 1 5, 每次检定再+1) 否则将会受到吸入浓烟的影响。

瘴气形态 (Miasmatic Form)
学派              变化系 [气,毒]
环位              炼金术师 4, 术士/法师 4
成分              姿势, 材料 (价值100gp的接触或吸入型毒药)
持续时间       1分钟/等级
豁免              无;见下文
法术抗力       否
除了目标那模糊的身体对接触其的生物非常危险以外,该法术的功能如同‘气化形体’。生物能够在他的回合进行DC为“14+智力修正”的强韧豁免检定抵御瘴气。当你施放该法术时,可以在以下效果中选择一个:
臭云:目标的身体会使在豁免检定中失败的生物反胃,如同‘臭云术’一般 (强韧通过则无效,见‘臭云术’描述)。使用法术变为该形态不需要材料成分。
毒云:目标的身体成为致命的毒素,在豁免检定中失败的生物会受到1d2点体质伤害 (强韧,通过则减半)。使用法术变为该形态需要材料成分。

冰封之牢 (Icy Prison)
学派          塑能系 [寒冷]
环位          术士/法师 5
施法时间    标准动作
成分          语言, 姿势
范围          中距
目标          一名生物
持续时间    1分钟/等级;见下文
豁免          反射,通过则部分生效
法术抗力    可
你用厚达每施法者等级一英吋的坚冰层捕获目标。
如果目标生物豁免失败,它陷入无助状态,不过仍可呼吸 (冰块会阻挡与目标的效果线)。
如果目标豁免成功,它陷入纠缠状态,但仍可正常采取其他行动。
不管目标是否豁免成功,它都会在处于无助或纠缠状态的每一轮受到每施法者等级1点伤害。
冰块硬度为0,每英吋厚度拥有3点生命值,如果冰块被打坏,生物获得自由。
一个生物可以用一个整轮动作尝试打破冰块,力量检定DC为15加你的施法者等级。

【塑能】力场爆发(Burst of Force)[力场]

等级:异能者 5,术士/法师/奥能师 5
施放时间:标准动作
成分:语言
范围:以自己为中心,20尺半径爆发
持续:立即
豁免:强韧,通过则减半(见描述)
抗力:有

通过爆发式的念动力场,你对其他所有影响范围内的生物造成每施法者等级1d6点力场伤害(最大15d6点伤害)。通过成功的强韧豁免将伤害减半。在这个强韧豁免中失败的生物必须再通过一次强韧豁免,否则会被击倒在地。

【咒法】(创造)追踪坑(Roaming Pit)
等级:牧师/先知/战斗祭司6,德鲁伊/猎人6,异能者6,术士/法师/奥能师5,召唤师5
施放时间:标准动作
成分:语言、姿势、材料 (价值10gp的钻石尘)
范围:中距 (100尺+10尺/等级)
效果:移动的10尺x10尺范围,每2等级深10尺的洞
持续:1轮/等级
豁免:反射,通过则无效
抗力:无
该法术如同造坑术(create pit)APG一般运作,除了这个坑可以移动。以一个移动动作,你可以指示坑移动最多20尺,不过它必须永远保持在一个足够容纳其范围的水平面上。如果这个坑与同一水平面上的一个生物占用同一格,这个生物必须通过一个成功的反射豁免,否则就会落入坑中。当坑到达新的目的地时任何避免掉入坑中的生物会移动到最近的安全空格中。掉入坑中的生物会随着坑一起移动。

一窥真实(Glimpse of Truth)
学派:预言系
等级:炼金术士 5,牧师 4,德鲁伊 5,审判者 4,魔战士 5,通灵者 3,秘学士 4,异能者 4,萨满 4,术士/法师 5,唤魂师 5,女巫 5
施法时间:标准动作
成分:语言,姿势,材料(价值50gp的碧玺)
范围:个人
目标:自己
持续时间:1轮
该法术的功能如同真知术(True Seeing)一般,区别如上所述。

【预言】阿卡西交流(Akashic Communion)

等级:吟游诗人/歌者3,通灵者3,催眠师4,秘学士3,异能者3,萨满3,术士/法师/奥能师4,唤魂者4,女巫3
施放时间:10分钟
成分:语言、姿势、材料/法器 (一方价值100gp的发亮的银版)
范围:个人
持续:1分钟/等级


你尝试从阿卡西记录(异能冒险OA244页)这个记录了所有已经发生过的经验的异位面知识库中一瞥某些特定的事件。这允许你每拥有有3个施法者等级,就可以进行一种你选定的知识技能检定,每一种都获得+10洞察加值。你被视为在所有这些检定中用到的知识技能中已受训,并可以用该法术对你之前已经失败的知识检定进行重骰。GM暗骰这些知识检定,因为阿卡西记录无比的遥远,从中获取的信息经常会发生扭曲。如果骰出自然1,会获得极其不准确的答案。该法术是在你用自身能力理解并抓取阿卡西记录中飞掠思绪时提供经验指导,而非直接提供那些去过这个异位面知识库的人能获取的完美知识。如果你发生了停顿,与他人讨论答案,或走开干别的事情,法术结束。一旦你已经用过该法术来对某特特定话题或事件收集信息,你不能再次使用该法术来了解相同的话题或事件,直到你获得了新的施法等级。





    卢比·萨罚雅 Ruby·Sapphire
混乱善良 神使莉拉妖精魔宠 超小型异界生物(爱塔,混乱,善良,跨位面)
速度:30尺,飞行80尺(完美机动性)
先攻:+8 感官:黑暗视觉60尺,昏暗视觉,常驻侦测邪恶、侦测魔法;察觉+9

背景
  萨罚雅 ,不同于寻常的莉拉妖精。她是被一位名为“宝石翁”的男人召唤出来的,一边看凛是否够格,一边搜寻着那些属于黛丝娜的上古宝石。她有着自我的意识,更像是凛的姐姐而非魔宠。对于许多事情都非常的认真,会清楚的对每一个有敌意的生物进行分析。同时找寻更优秀的战术。虽然如此,她也有着独特力量来成为黛丝娜的代表。凛的存在虽然并不是黛丝娜的信徒,但在宝石翁的命令下追随了凛。也希望凛能够变得更加成熟和细腻。
      她的前任主人名为伊利亚,后不知所踪
剧透 -  数据详述:
防御
防御等级 21 (法甲24),接触 16,措手不及 15 (+4敏捷,+2体型,+5天生)
生命值 29 (主人的一半, 10HD)
强韧+5,反射+7, 意志+8
特殊防御:精通反射闪避,伤害减免5/邪恶;免疫:电击,石化;抗力:寒冷10,火焰10
          攻击
近战 拍击 +2 (1d2-3)
占据2.5尺,触及0尺

类法术能力
CL 3; 专注+8
常驻侦测邪恶侦测魔法行动自如
随意:舞光术,眩晕术(DC 15),召唤乐器腹语术(DC 16)
1次/日:治疗轻伤,次级困惑术(DC 16),无声幻影(DC 16)
1次/周通神术(6个问题, CL 12)

数据
力量5,敏捷19,体质12,智力14,感知17,魅力20
基本攻击加值 +6,战技加值 +1,战技防御 15
专长 敏捷机动(Agile Maneuvers),精通先攻
技能: 杂技+10,唬骗 +11,交涉+11,飞行+12,知识(任一)+8,洞察+9,表演(任一)+11,辨识法术+5,潜行+18专长:
能力:小幸运(1次/日),神之指引(随意),意志共存,精通反射闪避,天生防御加值(+4),情感链接,与主人交谈,星光爆裂,旅者之友,巧言术
语言:天界语,通用语,龙语,炼狱语;常驻巧言术
特殊能力
◇本职技能:神使将医疗、知识(宗教)以及察言观色视为本职技能。
◇神之指引(Sp):神使能够随意施放神导术。
◇小幸运(Sp):每日1次,以一个标准动作触碰生物。在接下来一轮中,目标的任何d20检定均投两次并取较好的结果。
◇意志共存(Su):每当神使或其主人在对抗影响心灵效果的豁免中失败,且该效果仅影响他们两者之一的话,另外一人也可以尝试进行豁免。若第二次豁免成功,那么视为最初的豁免结果是成功的结果,不过神使和其主人在24小时内无法再次使用该能力。在第二次豁免失败时,神使与其主人都会承受豁免失败带来的效果,即便他们其中之一并非有效的目标也是如此。
◇精通反射闪避(Ex):有些攻击效果若通过反射检定可以减少一半伤害。如果魔宠遭到此类攻击,通过反射检定不受伤害,检定失败受到一半伤害。
◇情感连接(Su):主人无法用他魔宠的双眼去看,但是他们彼此分享心灵。由于这种连接的天生限制,只有一般的心灵感受可以被传递。因为这种情感链接,主人对那些他魔宠曾经遇上的事物或去过的地点也会建立起相同的关联。
◇与主人交谈(Su):魔宠和主人之间可以通过语言来交流,就像他们正在使用通用语交谈一样。其他生物在没有魔法帮助的情况下无法理解这种交流的内容。
☆星光爆裂(Su):每1d4轮以一个标准动作,莉拉精引导极乐原野的能量,在5尺范围内爆发出神圣的星光能量。区域内生物遭到1d4神圣伤害,其阵营每偏离混乱善良一级就外加1点。通过DC15的反射检定可以免除伤害,混乱善良的生物不受影响。该豁免DC为10+1/2HD+体质调整值。
☆旅者之友(Ex):莉拉精的表演和陪伴能缓解旅途的辛劳。每天一次,一个生物可以通过聆听莉拉妖精的表演一分钟来消除身上的疲惫和力竭效果。
☆巧言术(Su):爱塔天族可以和任何拥有语言的生物交谈,如同使用巧言术(CL14)一般。这一能力始终常驻。
« 上次编辑: 2018-03-25, 周日 08:53:25 由 凯文衍 »

离线 风清

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Re: 新 冬天团,卡存放处
« 回帖 #5 于: 2018-01-21, 周日 13:23:28 »
尤里扬
混乱善良  7级战争祭司
信仰:莎伦莱
身形:中型半精灵男性 
身高:5尺10寸  体重:145磅
年龄:27岁  速度:20英尺 目盲黑暗无惩罚
先攻:+1  察觉+2 
语言:通用语
经验:
     

背景
尤里扬来自于瓦瑞西安,祖父在40多年前迁居于此。全家人一直低调、谦恭,并以此为家训,这使得尤里扬不免显得有些软弱,在村里老牧师的带领下每天去莎伦莱神殿做礼拜。长久的虔诚得到了莎伦莱的感召,赐予其战斗祝福,恰逢老牧师临终委托,希望尤里扬将自己写的神学论文稿送往北方的雾纱之湖的神殿,并将神殿的宝物弯刀相送,尤里扬就此踏上了北上之路。

属性
剧透 -   :
力量18+4种族+2、4级+1
敏捷13+1
体质14+2
智力10+0
感知14+2
魅力10+0
BAB+5 CMB+9 CMD=20

防御
剧透 -   :
AC24(+1敏捷、+10盔甲、+2盾牌、+1天防),措手不及23,接触攻击11
HP49(7d8+2*7)
强韧+9(5基础+2属性+2抗力),反射+5(2基础+1属性+2抗力),意志+11(5基础+2属性+2种族+2抗力) 免疫魔法睡眠,对惑控+2
防御战术:
热诚:5次/天,治疗2d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
神圣护甲:迅捷护甲+1增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。7分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器
法术:虔诚护盾、抵抗能量伤害、镜影术魔杖、反邪恶法阵

攻击
剧透 -   :
+1锐锋弯刀+11d8+515-20/x2挥砍
攻击战术:
神圣武器:d8伤害骰,迅捷+1增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,7轮/天
善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
热诚:5次/天,治疗2d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
慈悲之刃:非致命无减值,且伤害+1
猛力攻击:命中-2,伤害+4,双手武器伤害+6
快步跟进-咄咄逼人
法术:神恩术、优雅步伐

背景能力
剧透 -   :
天佑者:幸运加值+1
慈悲之刃:挥砍打非致命无减值,且伤害+1背景(出自《烈焰遗产玩家手册》)
天赋职业奖励:无

种族能力
剧透 -   :
昏暗视觉:20尺明亮,80尺昏暗
双重思维:意志+2  (取代适应力)
精灵血脉:同时视为精灵与人类
精灵免疫:免疫魔法睡眠,惑控+2
稳步:目盲和黑暗中移动无惩罚  (取代敏锐感官)
奥术训练:选择法师  (取代多才多艺)

职业能力
剧透 -   :
灵光:强烈善良灵光
祝福:6次/天,DC15
  善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
  太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
专注武器:武器专攻-弯刀
祷念
神圣武器:d8伤害骰,迅捷+1增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,7轮/天
自发施法:同环法术转治疗轻伤
阵营法术:不能施展秩序、邪恶法术
热诚:5次/天,治疗2d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
奖励专长:
引导能量:无借机标动,消耗2次热诚
神圣护甲:迅捷护甲+1增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。7分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器

技能防具减值-7
剧透 -   :
特技动作3-3
攀爬1+4
交涉2+5
驯养动物1+4
医疗1+6
威吓1+4
骑术1-2
察言观色1+6
法术辨识1+4
生存1+6
游泳1+1

专长
剧透 -   :
1级 精类遗孤(Fey Foundling):魔法治疗每骰额外+2,对抗死亡效果豁免+2,受寒铁伤害额外+1。(等级奖励)(出自ISWG)
1级 武器专攻(Weapon Focus):选择弯刀,攻击+1。(职业奖励)
3级 猛力攻击(Power Attack):命中-2,伤害+4,双手武器伤害+6
3级 快步跟进(Step Up):邻近敌人5尺快步远离时,直觉动作5尺贴近,下回合无5尺快步、移动速度-5。(职业奖励)
5级 咄咄逼人(Following Step):快步跟进可移动10尺,下一轮仍旧可5尺快步,不减下轮速度。
6级 扰法者(Disruptive):威胁范围内敌人防御性施法DC+4,若本轮已无借机则无效。(职业奖励)
7级 即时备战(Quick Draw):自由动作拔武器,移动拔隐藏武器,魔杖不可。
剧透 -  专长链:
9级 飞步进击(Step Up and Strike):快步跟进时可攻击该敌人,计为一次借机攻击。(职业奖励)
9级 战斗反射(Combat Reflexes):每轮借机+1次,措手不及时也能借机。
11级 神圣干涉(Divine Interference):直觉动作,牺牲一个神术法术位,30尺内敌人重投攻击骰,命中减法术环位,同一目标一天1次。
12级 破法者(Spellbreaker):威胁范围内防御性施法失败的敌人会触发借机(职业奖励)

缺省法术
剧透 -   :
祷念(DC12)5个:神导术、光亮术、阅读魔法、稳定伤势、火花术
一环(DC13)4+1个:忍受环境、神恩术、防护邪恶、虔诚护盾、不屈之心
二环(DC14)3+1个:抵抗能量伤害、优雅步伐、压制魅惑与胁迫、阵营武器
三环(DC15)1个:反邪恶法阵

财产
负重能力:100/200/300磅(当前197.5磅)
持用:重木盾
右手:迅捷腕鞘
腰间:镜影术魔杖(50)、神恩术魔杖(50)、克敌机先魔杖(50)
颈部:+1天防护符
肩部:+2抗力斗篷
穿戴:+1全身甲
武器:+1锐锋弯刀
腰包:法术材料包、木制圣徽、0.8gp
背包:睡袋、水袋、羊皮纸(5张)、墨水、墨水笔、口粮(2)、麻绳
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8级战争祭司尤里扬
« 回帖 #6 于: 2018-02-05, 周一 10:08:14 »
尤里扬
混乱善良  8级战争祭司
信仰:莎伦莱
身形:中型半精灵男性 
身高:5尺10寸  体重:145磅
年龄:27岁  速度:20英尺 目盲黑暗无惩罚
先攻:+2  察觉+2 
语言:通用语
经验:
     

背景
尤里扬来自于瓦瑞西安,祖父在40多年前迁居于此。全家人一直低调、谦恭,并以此为家训,这使得尤里扬不免显得有些软弱,在村里老牧师的带领下每天去莎伦莱神殿做礼拜。长久的虔诚得到了莎伦莱的感召,赐予其战斗祝福,恰逢老牧师临终委托,希望尤里扬将自己写的神学论文稿送往北方的雾纱之湖的神殿,并将神殿的宝物弯刀相送,尤里扬就此踏上了北上之路。

属性
剧透 -   :
力量20+4种族+2、4级+1、小屋诅咒+2
敏捷14+28级+1
体质14+2
智力10+0
感知14+2
魅力10+0
BAB+6 CMB+11 CMD=23

防御
剧透 -   :
AC24(+1敏捷、+10盔甲、+2盾牌、+1天防),措手不及23,接触攻击12
HP55(8d8+2*8)
强韧+10(6基础+2属性+2抗力),反射+6(2基础+2属性+2抗力),意志+12(6基础+2属性+2种族+2抗力) 免疫魔法睡眠,对惑控+2
防御战术:
热诚:6次/天,治疗3d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
神圣护甲:迅捷护甲+1增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。8分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器
法术:虔诚护盾、抵抗能量伤害、镜影术魔杖、反邪恶法阵

攻击
剧透 -   :
+1锐锋弯刀+13/+8d8+615-20/x2挥砍
攻击战术:
神圣武器:d8伤害骰,迅捷+2增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,7轮/天
善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
热诚:6次/天,治疗3d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
慈悲之刃:非致命无减值,且伤害+1
猛力攻击:命中-2,伤害+4,双手武器伤害+6
快步跟进-咄咄逼人
法术:神恩术、优雅步伐

背景能力
剧透 -   :
天佑者:幸运加值+1
慈悲之刃:挥砍打非致命无减值,且伤害+1背景(出自《烈焰遗产玩家手册》)
天赋职业奖励:无

种族能力
剧透 -   :
昏暗视觉:20尺明亮,80尺昏暗
双重思维:意志+2  (取代适应力)
精灵血脉:同时视为精灵与人类
精灵免疫:免疫魔法睡眠,惑控+2
稳步:目盲和黑暗中移动无惩罚  (取代敏锐感官)
奥术训练:选择法师  (取代多才多艺)

职业能力
剧透 -   :
灵光:强烈善良灵光
祝福:7次/天,DC15
  善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
  太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
专注武器:武器专攻-弯刀
祷念
神圣武器:d8伤害骰,迅捷+2增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,8轮/天
自发施法:同环法术转治疗轻伤
阵营法术:不能施展秩序、邪恶法术
热诚:6次/天,治疗3d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
奖励专长:
引导能量:无借机标动,消耗2次热诚
神圣护甲:迅捷护甲+1增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。8分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器

技能防具减值-7
剧透 -   :
特技动作3-2
攀爬1+5
交涉4+7
驯养动物1+4
医疗1+6
威吓1+4
骑术1-1
察言观色1+6
法术辨识1+4
生存1+6
游泳1+2

专长
剧透 -   :
1级 精类遗孤(Fey Foundling):魔法治疗每骰额外+2,对抗死亡效果豁免+2,受寒铁伤害额外+1。(等级奖励)(出自ISWG)
1级 武器专攻(Weapon Focus):选择弯刀,攻击+1。(职业奖励)
3级 猛力攻击(Power Attack):命中-2,伤害+4,双手武器伤害+6
3级 快步跟进(Step Up):邻近敌人5尺快步远离时,直觉动作5尺贴近,下回合无5尺快步、移动速度-5。(职业奖励)
5级 咄咄逼人(Following Step):快步跟进可移动10尺,下一轮仍旧可5尺快步,不减下轮速度。
6级 扰法者(Disruptive):威胁范围内敌人防御性施法DC+4,若本轮已无借机则无效。(职业奖励)
7级 即时备战(Quick Draw):自由动作拔武器,移动拔隐藏武器,魔杖不可。
剧透 -  专长链:
9级 飞步进击(Step Up and Strike):快步跟进时可攻击该敌人,计为一次借机攻击。(职业奖励)
9级 战斗反射(Combat Reflexes):每轮借机+1次,措手不及时也能借机。
11级 神圣干涉(Divine Interference):直觉动作,牺牲一个神术法术位,30尺内敌人重投攻击骰,命中减法术环位,同一目标一天1次。
12级 破法者(Spellbreaker):威胁范围内防御性施法失败的敌人会触发借机(职业奖励)

缺省法术
剧透 -   :
祷念(DC12)5个:神导术、光亮术、阅读魔法、稳定伤势、火花术
一环(DC13)4+1个:忍受环境、神恩术、防护邪恶、虔诚护盾、不屈之心
二环(DC14)4+1个:抵抗能量伤害、抵抗能量伤害、优雅步伐、压制魅惑与胁迫、阵营武器
三环(DC15)2个:反邪恶法阵、魔化防具

财产
负重能力:100/200/300磅(当前197.5磅)
持用:重木盾
右手:迅捷腕鞘
腰间:镜影术魔杖(50)、神恩术魔杖(50)、克敌机先魔杖(50)
颈部:+1天防护符
肩部:+2抗力斗篷
穿戴:+1全身甲
武器:+1锐锋弯刀
腰包:法术材料包、木制圣徽、0.8gp
背包:睡袋、水袋、羊皮纸(5张)、墨水、墨水笔、口粮(2)、麻绳
« 上次编辑: 2018-02-07, 周三 12:42:03 由 风清 »

离线 风清

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Re: 新 冬天团,卡存放处
« 回帖 #7 于: 2018-03-06, 周二 18:24:38 »
尤里扬
混乱善良  10级战争祭司
信仰:莎伦莱
身形:中型半精灵男性 
身高:5尺10寸  体重:145磅
年龄:27岁  速度:20英尺 目盲黑暗无惩罚
先攻:+2  察觉+2 
语言:通用语
经验:
     

背景
尤里扬来自于瓦瑞西安,祖父在40多年前迁居于此。全家人一直低调、谦恭,并以此为家训,这使得尤里扬不免显得有些软弱,在村里老牧师的带领下每天去莎伦莱神殿做礼拜。长久的虔诚得到了莎伦莱的感召,赐予其战斗祝福,恰逢老牧师临终委托,希望尤里扬将自己写的神学论文稿送往北方的雾纱之湖的神殿,并将神殿的宝物弯刀相送,尤里扬就此踏上了北上之路。

属性
剧透 -   :
力量20+5种族+2、4级+1、小屋诅咒+2
敏捷14+28级+1
体质16+3腰带+2
智力10+0
感知14+2
魅力10+0
BAB+7 CMB+12 CMD=24

防御
剧透 -   :
AC25(+1敏捷、+10盔甲、+2盾牌、+2天防),措手不及24,接触攻击12
HP78(10d8+3*10)
强韧+12(7基础+3属性+2抗力),反射+7(3基础+2属性+2抗力),意志+13(7基础+2属性+2种族+2抗力) 免疫魔法睡眠,对惑控+2
防御战术:
热诚:7次/天,治疗3d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
神圣护甲:迅捷护甲+1增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。8分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器
法术:虔诚护盾、抵抗能量伤害、镜影术魔杖、反邪恶法阵

攻击
剧透 -   :
+1锐锋弯刀+14/+9d10+615-20/x2挥砍
攻击战术:
神圣武器:d8伤害骰,迅捷+2增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,7轮/天
善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
善良高等祝福:圣战先锋:标动召唤四级召唤怪物(善良异界或半天界模板)。
太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
太阳高等祝福:亡灵克星:标动,1分钟,武器附魔炽焰或破敌(不死生物),武器可以同时拥有这两种附魔。
热诚:7次/天,治疗3d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
慈悲之刃:非致命无减值,且伤害+1
猛力攻击:命中-2,伤害+4,双手武器伤害+6
快步跟进-咄咄逼人-飞步进击
法术:神恩术、优雅步伐、十字军利剑术

背景能力
剧透 -   :
天佑者:幸运加值+1
慈悲之刃:挥砍打非致命无减值,且伤害+1背景(出自《烈焰遗产玩家手册》)
天赋职业奖励:无

种族能力
剧透 -   :
昏暗视觉:20尺明亮,80尺昏暗
双重思维:意志+2  (取代适应力)
精灵血脉:同时视为精灵与人类
精灵免疫:免疫魔法睡眠,惑控+2
稳步:目盲和黑暗中移动无惩罚  (取代敏锐感官)
奥术训练:选择法师  (取代多才多艺)

职业能力
剧透 -   :
灵光:强烈善良灵光
祝福:8次/天,DC15
  善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
  善良高等祝福:圣战先锋:标动召唤四级召唤怪物(善良异界或半天界模板)。
  太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
  太阳高等祝福:亡灵克星:标动,1分钟,武器附魔炽焰或破敌(不死生物),武器可以同时拥有这两种附魔。
专注武器:武器专攻-弯刀
祷念
神圣武器:d10伤害骰,迅捷+2增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,10轮/天
自发施法:同环法术转治疗轻伤
阵营法术:不能施展秩序、邪恶法术
热诚:7次/天,治疗3d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
奖励专长:
引导能量:无借机标动,消耗2次热诚
神圣护甲:迅捷护甲+2增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。10分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器

技能防具减值-7
剧透 -   :
特技动作3-2
攀爬1+5
交涉8+11
驯养动物1+4
医疗1+6
威吓1+4
骑术1-1
察言观色1+6
法术辨识1+4
生存1+6
游泳1+2

专长
剧透 -   :
1级 精类遗孤(Fey Foundling):魔法治疗每骰额外+2,对抗死亡效果豁免+2,受寒铁伤害额外+1。(等级奖励)(出自ISWG)
1级 武器专攻(Weapon Focus):选择弯刀,攻击+1。(职业奖励)
3级 猛力攻击(Power Attack):命中-2,伤害+4,双手武器伤害+6
3级 快步跟进(Step Up):邻近敌人5尺快步远离时,直觉动作5尺贴近,下回合无5尺快步、移动速度-5。(职业奖励)
5级 咄咄逼人(Following Step):快步跟进可移动10尺,下一轮仍旧可5尺快步,不减下轮速度。
6级 扰法者(Disruptive):威胁范围内敌人防御性施法DC+4,若本轮已无借机则无效。(职业奖励)
7级 即时备战(Quick Draw):自由动作拔武器,移动拔隐藏武器,魔杖不可。
9级 飞步进击(Step Up and Strike):快步跟进时可攻击该敌人,计为一次借机攻击。(职业奖励)
9级 战斗反射(Combat Reflexes):每轮借机+2次,措手不及时也能借机。
剧透 -  专长链:
11级 神圣干涉(Divine Interference):直觉动作,牺牲一个神术法术位,30尺内敌人重投攻击骰,命中减法术环位,同一目标一天1次。
12级 破法者(Spellbreaker):威胁范围内防御性施法失败的敌人会触发借机(职业奖励)

缺省法术
剧透 -   :
祷念(DC12)5个:神导术、光亮术、阅读魔法、稳定伤势、火花术
一环(DC13)5+1个:神恩术、神恩术、防护邪恶、虔诚护盾、不屈之心、脱困指令
二环(DC14)4+1个:抵抗能量伤害、抵抗能量伤害、优雅步伐、压制魅惑与胁迫、移除麻痹
三环(DC15)3个:反邪恶法阵、魔化防具、消除隐形
四环(DC16)1个:行动自如

财产
负重能力:133/266/400磅(当前197.5磅)
持用:重木盾
右手:迅捷腕鞘
腰间:+2健体腰带、镜影术魔杖(50)、神恩术魔杖(50)、克敌机先魔杖(50)
颈部:+2天防护符
肩部:+2抗力斗篷
穿戴:+1全身甲
武器:+1锐锋弯刀
腰包:法术材料包、木制圣徽、0.8gp
背包:睡袋、水袋、羊皮纸(5张)、墨水、墨水笔、口粮(2)、麻绳
剧透 -  待购物资:
胸部:破敌授带10000
手部:磁力手套6000:每天三次卸武
肩部:抗力斗篷二升三5000
« 上次编辑: 2018-03-18, 周日 09:31:21 由 风清 »

离线 风清

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Re: 新 冬天团,卡存放处
« 回帖 #8 于: 2018-03-19, 周一 11:44:07 »
尤里扬
混乱善良  11级战争祭司
信仰:莎伦莱
身形:中型半精灵男性 
身高:5尺10寸  体重:145磅
年龄:27岁  速度:20英尺 目盲黑暗无惩罚
先攻:+2  察觉+2 
语言:通用语
经验:
     

背景
尤里扬来自于瓦瑞西安,祖父在40多年前迁居于此。全家人一直低调、谦恭,并以此为家训,这使得尤里扬不免显得有些软弱,在村里老牧师的带领下每天去莎伦莱神殿做礼拜。长久的虔诚得到了莎伦莱的感召,赐予其战斗祝福,恰逢老牧师临终委托,希望尤里扬将自己写的神学论文稿送往北方的雾纱之湖的神殿,并将神殿的宝物弯刀相送,尤里扬就此踏上了北上之路。

属性
剧透 -   :
力量20+5种族+2、4级+1、小屋诅咒+2
敏捷14+28级+1
体质16+3腰带+2
智力10+0
感知14+2
魅力10+0
BAB+8 CMB+13 CMD=25

防御
剧透 -   :
AC25(+1敏捷、+10盔甲、+2盾牌、+2天防),措手不及24,接触攻击12
HP86(11d8+3*11)
强韧+12(7基础+3属性+2抗力),反射+7(3基础+2属性+2抗力),意志+13(7基础+2属性+2种族+2抗力) 免疫魔法睡眠,对惑控+2
防御战术:
热诚:7次/天,治疗4d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
神圣护甲:迅捷护甲+2增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。11分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器
法术:虔诚护盾、抵抗能量伤害、镜影术魔杖、反邪恶法阵

攻击
剧透 -   :
+1锐锋弯刀+15/+10d10+615-20/x2挥砍
攻击战术:
神圣武器:d10伤害骰,迅捷+2增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,11轮/天
善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
善良高等祝福:圣战先锋:标动召唤四级召唤怪物(善良异界或半天界模板)。
太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
太阳高等祝福:亡灵克星:标动,1分钟,武器附魔炽焰或破敌(不死生物),武器可以同时拥有这两种附魔。
热诚:7次/天,治疗4d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
慈悲之刃:非致命无减值,且伤害+1
猛力攻击:命中-3,伤害+6,双手武器伤害+9
快步跟进-咄咄逼人-飞步进击
法术:神恩术、优雅步伐、十字军利剑术

背景能力
剧透 -   :
天佑者:幸运加值+1
慈悲之刃:挥砍打非致命无减值,且伤害+1背景(出自《烈焰遗产玩家手册》)
天赋职业奖励:无

种族能力
剧透 -   :
昏暗视觉:20尺明亮,80尺昏暗
双重思维:意志+2  (取代适应力)
精灵血脉:同时视为精灵与人类
精灵免疫:免疫魔法睡眠,惑控+2
稳步:目盲和黑暗中移动无惩罚  (取代敏锐感官)
奥术训练:选择法师  (取代多才多艺)

职业能力
剧透 -   :
灵光:强烈善良灵光
祝福:8次/天,DC15
  善良祝福:神圣之击:标动,1分钟,对邪恶额外d6伤,善良阵营武器。
  善良高等祝福:圣战先锋:标动召唤四级召唤怪物(善良异界或半天界模板)。
  太阳祝福:盲目之击:近战接触,反射目盲1轮,光线敏感者-4豁免
  太阳高等祝福:亡灵克星:标动,1分钟,武器附魔炽焰或破敌(不死生物),武器可以同时拥有这两种附魔。
专注武器:武器专攻-弯刀
祷念
神圣武器:d10伤害骰,迅捷+2增强,光能、护身、瓦解、炽焰、冻寒、锐锋、电击、混沌、反噬、幽冥、神圣,11轮/天
自发施法:同环法术转治疗轻伤
阵营法术:不能施展秩序、邪恶法术
热诚:7次/天,治疗4d6,标动队友,迅捷自己,消耗1次对自身施法,无动作,无借机。
奖励专长:
引导能量:无借机标动,消耗2次热诚
神圣护甲:迅捷护甲+2增强,能量抵抗一般、强化、高等,护命次、中、高级,无相,抗法。11分/天,自由动作结束,不能给盾,同时自由动作1次热诚激活神圣武器

技能防具减值-7
剧透 -   :
特技动作3-2
攀爬1+5
交涉10+13
驯养动物1+4
医疗1+6
威吓1+4
骑术1-1
察言观色1+6
法术辨识1+4
生存1+6
游泳1+2

专长
剧透 -   :
1级 精类遗孤(Fey Foundling):魔法治疗每骰额外+2,对抗死亡效果豁免+2,受寒铁伤害额外+1。(等级奖励)(出自ISWG)
1级 武器专攻(Weapon Focus):选择弯刀,攻击+1。(职业奖励)
3级 猛力攻击(Power Attack):命中-2,伤害+4,双手武器伤害+6
3级 快步跟进(Step Up):邻近敌人5尺快步远离时,直觉动作5尺贴近,下回合无5尺快步、移动速度-5。(职业奖励)
5级 咄咄逼人(Following Step):快步跟进可移动10尺,下一轮仍旧可5尺快步,不减下轮速度。
6级 扰法者(Disruptive):威胁范围内敌人防御性施法DC+4,若本轮已无借机则无效。(职业奖励)
7级 即时备战(Quick Draw):自由动作拔武器,移动拔隐藏武器,魔杖不可。
9级 飞步进击(Step Up and Strike):快步跟进时可攻击该敌人,计为一次借机攻击。(职业奖励)
9级 战斗反射(Combat Reflexes):每轮借机+2次,措手不及时也能借机。
剧透 -  专长链:
11级 神圣干涉(Divine Interference):直觉动作,牺牲一个神术法术位,30尺内敌人重投攻击骰,命中减法术环位,同一目标一天1次。
12级 破法者(Spellbreaker):威胁范围内防御性施法失败的敌人会触发借机(职业奖励)

缺省法术
剧透 -   :
祷念(DC12)5个:神导术、光亮术、阅读魔法、稳定伤势、火花术
一环(DC13)5+1个:神恩术、神恩术、防护邪恶、虔诚护盾、不屈之心、脱困指令
二环(DC14)4+1个:抵抗能量伤害、抵抗能量伤害、优雅步伐、压制魅惑与胁迫、移除麻痹
三环(DC15)4个:反邪恶法阵、魔化防具、消除隐形、死者交谈
四环(DC16)2个:凌空而行

财产
负重能力:133/266/400磅(当前197.5磅)
持用:重木盾
右手:迅捷腕鞘
腰间:+2健体腰带、镜影术魔杖(50)、神恩术魔杖(50)、克敌机先魔杖(50)
颈部:+2天防护符
肩部:+2抗力斗篷
穿戴:+1全身甲
武器:+1锐锋弯刀
腰包:法术材料包、木制圣徽、0.8gp
背包:睡袋、水袋、羊皮纸(5张)、墨水、墨水笔、口粮(2)、麻绳
剧透 -  待购物资:
肩部:抗力斗篷二升三5000
手部:磁力手套6000:每天三次卸武
胸部:破敌授带10000
« 上次编辑: 2018-03-20, 周二 07:53:22 由 风清 »

离线 fancer

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Re: 新 冬天团,卡存放处
« 回帖 #9 于: 2018-03-31, 周六 13:41:13 »
萌龙仆从(DRACONIC ALLY)
学派:咒法系(创造)【龙类】
等级:反圣武士3,血脉狂怒者3,圣武士3,异能者3,秘学士3,术士/法师3,唤魂师3,召唤师3
施法时间:10分钟
成分:言语,姿势,材料(一片龙鳞和250gp)
距离:近距(25英呎+5英呎/2等级)
效果:一个有智力的龙类仆从
持续时间:1天/等级(可消解)
豁免:无
法术抗力:不可
你创造一个有智力的半生命体,这种萌龙仆从可以忠诚地服从和侍奉你。这位仆从可以被视为一只伪龙,拥有由以下法术之一赋予的所有能力:form of the alien dragon I、form of the dragon I或form of the exotic dragon I。你的萌龙仆从每天可以使用一次喷吐武器。一旦被召唤出来,生物就可以不限于法术距离内,可以到很远的地方去执行你下达的任务。萌龙仆从可以说一门你选择且知晓的语言。你同时只能拥有一个萌龙仆从。只要之前的萌龙仆从还在,你就不能再次成功施展此法术。如果你拥有一种喷吐武器,你可以用一个标准动作来施展此法术,这需要你在施法时用一个自由动作来消耗掉你喷吐武器的一个使用次数。

以下萌龙属性。。。


NG Medium dragon

Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6

Defense

AC 18, touch 12, flat-footed 12 (+2 Dex, +6 natural)

hp 24 (2d12+2)

Fort +5, Ref +5, Will +4

Immune paralysis, sleep; SR 12

Offense

Speed 30 ft., fly 60 ft. (good)

Melee sting +8 (1d4 plus poison), bite +8 (1d8), 2x claws (1d6), 2x wing attacks (1d4)

Space 5 ft.; Reach 5 ft. (10 ft. with tail)

Statistics

Str 11, Dex 15, Con 15, Int 10, Wis 12, Cha 10

Base Atk +2; CMB +4; CMD 14 (18 vs. trip)

Feats Weapon Finesse

Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests)

Languages Draconic; telepathy (60 ft.)

Special Abilities
Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
breath weapons(ex) deal 6d8 points of damage and allow a Reflex save for half damage