作者 主题: PF可能用到的资源集合(翻译+未翻译)  (阅读 9552 次)

副标题: 知识的渴求,是否已让你不计代价?

离线 mikun

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PF可能用到的资源集合(翻译+未翻译)
« 于: 2016-09-12, 周一 22:00:24 »
本贴的部分资源来源于网页/网友制作,如有侵权请联系我删除

魔宠  警觉 精通反射闪避 法术共享 情感连接 传递接触法术 与主人交谈 与动物同类交谈 法术抗力 探知魔宠
饵宠  1                            1      1      1
神使  1                     1                    1
幻梦        1               1             1          1
吉祥物 1     1    1          1      1      1      1   1
战宠                        1      1      1      1
戍卫宠 1     1               1             1      1
智囊  1           
伺服魔宠1                     1             1          1
« 上次编辑: 2017-05-08, 周一 00:05:47 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

离线 mikun

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背景
« 回帖 #1 于: 2016-09-14, 周三 01:42:34 »
剧透 -   :
靠谱的种族背景:乌尔芬的巨剑+1伤害,大板牙,半精灵的补CL,Changeling的重击确认+2,CMB+1,意志+1对预言法术+2,基于语言的胁迫+1,颤动感知,负重+2力,非守序武僧,+1对奥术,重投战技,威吓自动取10,终结战斗,敏捷CMD,跨表拿一个带善良描述的神术,对法术类法2项豁免+1、1项-1,专注+2,

ULFEN
Weapon Training: As soon as you were old enoughto hold it, you were trained to defend yourself withtraditional Ulfen weapons. You gain a +1 traitbonus on damage rolls with the followingweapons: bastard sword, battleaxe, greataxe,greatsword, handaxe, light hammer,longbow, longsword, shortbow, short sword,throwing axe, and warhammer

MWANGI
Magaambyan Arcana: Your study ofMagaambyan magic traditions allowsyou to add one spell with the gooddescriptor from the druid or clericspell list to the spell list of an arcane spellcasting class of your choice, at the same spell level as it appears on the cleric or druid list. Pick the spell when you choose this trait.

Trox—Magic Survivor: You fought off devious magic inorder to escape duergar captors. Choose two of Fortitude,Ref lex, or Will saves. You gain a +1 trait bonus on saves ofthe types you chose against spells and spell-like abilities,and you take a –1 penalty on all saves of the remaining type.

PFS Legal Social Ties
Source Inner Sea Races pg. 214
Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.

Ethical Leader
Source Blood of Angels pg. 30 (Amazon)
Category Race
Requirement(s) Aasimar
You attract followers who agree with your philosophical outlook on life. Your followers and cohorts are more willing to serve you because of their confidence in your strong moral position. You gain a +1 trait bonus to your Leadership score if all your cohorts and followers have an alignment within one step of your alignment.

Natural-Born Leader
Source Ultimate Campaign pg. 60 (Amazon), Second Darkness Player's Guide pg. 13 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Category Basic (Social)
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Wicked Leader
Source Champions of Corruption pg. 12 (Amazon)
Category Basic (Social)
You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat (see page 14) at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil.

Ancestral Weapon
Source People of the River pg. 7 (Amazon)
Category Region
Requirement(s) Numeria
You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be prof icient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Source Dragon Empires Primer pg. 12 (Amazon)
Category Region
Requirement(s) Hwanggot
Your upbringing in Hwanggot has influenced you to be both peaceful and wise, and your arguments are consistently sound. You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.

Category Religion
Requirement(s) Sarenrae
Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy checks.

Source Pirates of the Inner Sea pg. 5 (Amazon)
Category Region
Requirement(s) Andoran
You’ve developed a reputation as a privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a –2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for you.

Source Occult Mysteries pg. 37 (Amazon)
Category Cosmic
Requirement(s) 17 Calistril - 11 Pharast
Your sign is of two lovers, intertwined as one. You gain a +2 bonus on Diplomacy checks to influence those who might be romantically attracted to you, and Diplomacy becomes a class skill for you.

Propitiation [Link]
Source Inner Sea Gods pg. 221 (Amazon), Faiths of Purity pg. 19 (Amazon)
Requirement(s) any dwarven deity
Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

PFS Legal Charmed Innocent [Link]
Source Heroes of the Streets pg. 5
Requirement(s) Any City
Your apparent good nature or playful charm makes nonevil creatures want to like you. Once per day, before you roll any Charisma check or Charisma-based skill check against a nonevil creature, you can roll twice and take the better result.

Gemstone Collector [Link]
Source Divine Anthology pg. 20
Requirement(s) Yulreal
You have long found focus and inspiration in the natural beauty of rare gemstones. As long as you carry bejeweled objects worth a total combined value of 200 gp x your character level, you gain a +1 trait bonus on all Will saving throws and a +2 trait bonus on a single Charisma-based skill check of your choice.

Umbral Unmasking [Link]
Source Champions of Corruption pg. 29 (Amazon)
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Soaring Sprinter
Source Quests and Campaigns pg. 18 (Amazon)
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower. You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
Suggested Characters: Chelaxians, gnomes, Korvosans.

PZO9405 Taldor, Echoes of Glory
Precocious Spellcaster: Before you even began your training as a spellcaster, you spent a great deal of time studying cantrips and simple spells on your own. Because of this, you developed some innate magical abilities without any outside guidance. Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

PZO9405 Taldor, Echoes of Glory
Brute (Half-Orc): You have spent long hours working for a crime lord, either as a low-level enforcer or as a guard or bouncer. You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks

PZO9406 Qadira, Gateway to the East
Alchemical Prodigy: In your magical studies, you have learned to substitute the careful application of alchemical principles for spell knowledge. Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list.

Bifurcated Magic [Link]
Source Inner Sea Races pg. 194
Requirement(s) Half-Elf
You’ve studied the methods of both elven and human spellcasters. Pick two classes when you gain this trait—your caster level in each of those classes is treated as 1 higher as long as this doesn’t raise your caster level above your total Hit Dice. This doesn’t stack with any similar increase from traits such as Magical Knack.

The Vessel Between
Source People of the River pg. 8 (Amazon)
Category Region
Requirement(s) Daggermark
The assassin ushers her victims from the kingdoms of the living to the kingdom of the dead. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.

Fiendish Sniper [Link]
Source Dirty Tactics Toolbox pg. 23
Requirement(s) Tiefling
You instinctively hide after you shoot your opponents, waiting for an opportune moment to strike again. You gain a +5 trait bonus on Stealth checks following a sniping attack.

Tarnished Halls Runner [Link]
Source Black Markets pg. 9
You evaded Technic League patrols with the Blood Gar pirates. When you move at least 10 feet, you gain a +1 trait bonus on attack rolls with firearms and technological weapons and a +1 dodge bonus to your AC against such weapons until the start of your next turn.

Zest for Battle [Link]
Source Dwarves of Golarion pg. 10 (Amazon)
Requirement(s) Dwarf
Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause. Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Militia [Link]
Source Dragon Empires Primer pg. 8 (Amazon)
Requirement(s) Amanandar
As part of Amanandar’s militia, you have trained extensively with groups. You gain a +1 trait bonus on attacks made while flanking an opponent.
« 上次编辑: 2017-09-02, 周六 23:48:01 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

离线 mikun

  • 台词本信者
  • Hero
  • ****
  • 帖子数: 892
  • 苹果币: 0
  • 你安心地睡吧,就算你将遗忘一切,我也会永远记得。我将为你而生、为你而死。
职业
« 回帖 #2 于: 2017-04-29, 周六 13:31:06 »
剧透 -   :
Dragon Herald
Source Kobolds of Golarion pg. 22 (Amazon)
Dragon heralds are messengers and evangelists of true dragonkind. They carry the word of their dragon patrons far and wide, whether that’s a message of peace or a declaration of war. A kobold whose scales already associate her with a revered dragon is often trained as her tribe’s dragon herald.

Weapon and Armor Proficiency: The dragon herald is proficient with simple weapons and light armor, but not with shields. Dragon heralds are messengers, not warriors. Like other bards, dragon heralds don’t incur the normal arcane spell failure chance from wearing light armor.

Dragon Patron (Ex): A dragon herald must choose a particular true dragon species whose glory to extol. In most cases, this is a dragon with whom the herald is familiar, but it could be a dragon deity, a long-dead dragon hero, or even an entire dragon lineage. The energy type associated with her dragon patron (as shown on page 75 of the Core Rulebook) determines the energy type used by several of her abilities. She must also designate a sacred space relevant to her dragon choice—usually the lair of a patron dragon or a shrine or holy place associated with a dragon type.

Coat of Arms (Ex): A dragon herald gains energy resistance equal to her dragon herald level against the energy type associated with her dragon patron. This resistance stacks with any inherent racial resistances, but not with magical or temporary resistances.

Dragon Voice (Ex): A dragon herald gains a bonus equal to half her level on Intimidate and Diplomacy checks. She gains Draconic as a bonus language. This ability replaces bardic knowledge.

Bardic Performance: A dragon herald gains the following types of bardic performance:

Diplomatic Immunity (Su): A dragon herald can use bardic performance to generate a sanctuary effect upon herself. Most use this to deliver the word of their patron or to safely complete Diplomacy or Intimidate checks in the presence of hostile foes. The effect persists for as long as the dragon herald performs and for 1 round after.

This performance replaces countersong and fascinate.

Diplomatic Protection (Su): At 3rd level, the dragon herald can use bardic performance to wrap a single ally in the colors and scales of her patron. The dragon herald must be able to see her ally, and that ally must be able to perceive her performance. While the herald performs, the target gains resistance equal to twice the dragon herald’s level to the energy type associated with the dragon herald’s patron, and an enhancement bonus to natural armor equal to 1/2 the dragon herald’s level.

This performance replaces inspire competence.

Rebuke Foes (Su): At 12th level, the dragon herald gains the ability to rain down her patron’s wrath on her enemies, dealing energy damage of the appropriate type equal to twice her dragon herald level (Ref lex save for half ). She can target one enemy within 50 feet for every 4 dragon herald levels she has. This effect occurs once per round for as long as she continues her performance.

This performance replaces soothing performance.

Retreat to Lair (Sp): At 15th level, the dragon herald can spend 5 daily uses of performance as a full-round action to teleport herself, or a willing target touched, to her sacred place.

This performance replaces inspire heroics.

Master of Persuasion (Ex): At 5th level, the dragon herald becomes so sure in her craft that she can take 10 on any Diplomacy or Intimidate check, even when rushed or threatened. Once per day, she may attempt either a Diplomacy or Intimidate check as a full-round action, instead of spending a full minute. She can use this ability one additional time per day at 11th and 17th level.

This ability replaces lore master.

Extol Glory (Su): At 10th level, the dragon herald gains the ability to spread her patron’s glory to all intelligent creatures. When she speaks Draconic, any intelligent creature that hears her and knows any language can understand her words. This ability does not allow the dragon herald to understand languages with which she is not familiar.

This ability replaces jack-of-all-trades.

Negotiator
Source Champions of Balance pg. 18 (Amazon)
Bards are experts at manipulating the emotions and perceptions of others. Negotiators are those bards who take the skills of a performer and apply them to the realms of business and law.

Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.

Bardic Performance: A negotiator gains the following types of bardic performance.

Counterargument (Su): This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

Fast Talk (Su): At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Binding Contract (Sp): At 9th level, the negotiator can bind another creature’s promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator’s level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator’s level + the negotiator’s Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. This performance replaces inspire greatness.

Rogue Talents: At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability. This ability replaces versatile performance.

Master of Rhetoric (Ex): At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill. A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level. This ability replaces lore master.

Advanced Talents: At 10th level and every 4 levels thereafter, a negotiator can select an advanced rogue talent in place of a rogue talent. A negotiator cannot select an advanced talent that modifies the sneak attack ability.

Instructor
Source Cohorts and Companions pg. 31 (Amazon)
Whether serving as staff at a formal school of magic or simply acting as a wandering teacher, an instructor has an apprentice who trades service to the instructor for lessons in magic.

Apprentice (Ex): At 1st level, an instructor acquires the services of a loyal apprentice. She functions similarly to a cohort, though your apprentice begins as a 1st-level commoner with Magical Aptitude as their 1st-level feat and NPC ability scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the instructor reaches 3rd level, if his Leadership score is at least 2, the apprentice becomes a 1st-level wizard of the same school specialization as the instructor, and she gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modifiers). The apprentice never gains item creation feats, but otherwise follows the normal rules for a cohort.

Each time the instructor gains a level, he may dismiss his existing apprentice as graduated (or expelled, depending on her performance), and gain a new cohort following the same rules. If an apprentice dies in service to the instructor, the instructor takes a –2 penalty to his Leadership score. This penalty is reduced by 1 for every level the instructor gains after the death, to a minimum of 0.

Because cohorts are most interested in the instructor’s magical ability, the instructor uses his Intelligence modifier, rather than Charisma, to determine his Leadership score. At 7th level, an instructor may select the Leadership feat—using his Intelligence modifier to determine his Leadership score—but doing so only provides followers, never a second cohort.

This ability replaces arcane bond.

Trained Teamwork (Ex): Starting at 5th level, the instructor can take a teamwork feat as his wizard bonus feat. As long as his apprentice is within 60 feet, the apprentice gains all such teamwork feats as bonus feats. The apprentice does not have to meet the feat’s prerequisites. This ability modifies the bonus feats gained at 5th, 10th, 15th, and 20th level.

Ankou's Shadow
Source Legacy of the First World pg. 14
Ankous are terrifying, winged fey assassins dispatched by the greatest lords of the First World to eliminate rivals. Some mortals emulate ankous to become the perfect assassins; others believe themselves to be ankous incarnated in mortal shells on a deep cover mission. In either case, an ankou’s shadow practices the deadliest skills of the First World’s most feared enforcers.

Shadow Double (Sp): An ankou’s shadow can take a full-round action to create a single, quasi-real, shadowy duplicate. This shadow double remains in his square, mimicking his movements as a single mirror image, except that it lasts until it is destroyed or he chooses to dismiss it as a swift action. This ability does not stack with the mirror image spell or with similar abilities, such as the copycat ability of the Trickery domain.

At 5th level, an ankou’s shadow gains a second shadow double. In addition to using these shadow doubles as mirror images in his square, he can move his doubles as part of his own move action, dividing his movement between himself and his doubles. When outside his square, shadow doubles do not protect the ankou’s shadow as mirror image and are limited in the actions they can take. Shadow doubles provide flanking for the ankou’s shadow and his allies, but they do not possess teamwork feats or special abilities that alter the effects of flanking or aiding another. As a swift action, the ankou’s shadow can direct his shadow doubles to use the aid another action, using his own base attack bonus plus his Intelligence modifier for the roll. Although a shadow double appears to duplicate the ankou’s shadow’s gear, this gear is part of its form; a shadow double’s gear cannot be destroyed, dropped, or stolen. A shadow double disappears if it ventures more than 50 feet from the ankou’s shadow or if it leaves his line of sight or effect. A shadow double that is hit by an attack roll or takes any damage is destroyed. The AC of a shadow double is equal to the ankou’s shadow’s touch AC, and it has the same CMD and saving throw bonuses as the ankou’s shadow. Shadow doubles possess evasion if the ankou’s shadow does. Mind-affecting effects targeting a shadow double affect the ankou’s shadow instead, though he isn’t affected twice by effects that target both him and a shadow double.

At 10th level, an ankou’s shadow gains a third shadow double. He can divide his actions between his actual body and his shadow doubles, using them as the origin point for attacks or abilities. For example, an ankou’s shadow making three attacks as a part of a full attack could make his primary attack from his own body and his other two attacks from two of his shadow doubles.

At 15th level, an ankou’s shadow gains a fourth shadow double. In addition to the abilities above, an ankou’s shadow can assign the doubles to perform simple tasks on their own, as the unseen servant spell, except that the shadow doubles have an effective Strength score of 10.

This ability replaces studied target.

Ankou’s Vision (Sp): At 7th level, an ankou’s shadow can use see invisibility, as per the spell, as a swift action for 1 minute per level per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.

This ability replaces stalker.

Shadow Prey (Ex): An ankou’s shadow cannot denote a target as his quarry unless he has a shadow double present, but unlike other slayers, the target does not need to be one of his studied targets.

This ability alters quarry and improved quarry.

Unfettered Shadows (Su): At 20th level, as a standard action an ankou’s shadow can unfetter all of his shadow doubles for 1 minute. While unfettered, each shadow double can move and attack as if it were the ankou’s shadow without using any of his actions. A creature struck by a shadow double can attempt a Will save (DC 20 + the ankou’s shadow’s Intelligence modifier) each time it takes damage to recognize the illusion. If it succeeds, the target treats all the shadow doubles as 20% real, as the spell shadow conjuration. The shadow doubles cannot use the shadow double ability. The ankou’s shadow can use this ability a number of times per day equal to 3 + his Intelligence modifier.

Slayer Talents: The following slayer talents (and rogue talents) complement the ankou’s shadow archetype: bleeding attack, fast stealth, slowing strike, and surprise attack.

Advanced Slayer Talents: The following advanced slayer talents (and advanced rogue talents) complement the ankou’s shadow archetype: assassinate, hunter’s surpriseAPG, and woodland stride.
« 上次编辑: 2017-08-17, 周四 13:59:26 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

离线 mikun

  • 台词本信者
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  • 你安心地睡吧,就算你将遗忘一切,我也会永远记得。我将为你而生、为你而死。
法术
« 回帖 #3 于: 2017-04-29, 周六 13:32:31 »
剧透 -   :
诱惑者之眼 Seducer`s Eyes
学派:附魔系[魅惑][影响心灵];
环位:吟游诗人2,术士2,法师2
施法时间:1个标准动作
成分:语言,姿势,法器
距离:个人
法术目标:你
持续时间:10分钟/等级

  这个法术可以增强你肉体的诱人程度。你在所有的基于魅力的技能检定上获得每4个施法者等级+1加值(最高为+5),但这个加值只在与对你可能有性趣的生物接触时才能生效。这个法术的效果对正在与你战斗或是威胁你的敌人无效。

融境迷彩 (Blend) [精灵]
学派              幻术系 (五官幻觉)
环位              炼金术士 1, 德鲁伊 1, 魔战士 1, 游侠 1, 术士/法师 1, 女巫 1
施法时间       标准动作
成分              姿势
范围              个人
目标              自己
持续时间       10分钟/等级
  你能够利用自己的精灵本质,通过与荒野进行链接改变自身以及携带装备的颜色,让你与周围环境融为一体。这使你的隐匿检定获得+4环境加值,并且允许你在没有遮蔽物的情况下进行隐匿检定,但是这只有在你的移动速度等于或低于基本速度的一半时才会有效。如果你的速度比这更高,那么直到你的下轮之前不会从该法术获得任何好处。如果你进行攻击,那么该法术结束 (如同『隐形术』)。

Scales of Deflection
Source Legacy of Dragons pg. 31
School abjuration [draconic]; Level arcanist 3, bloodrager 2, magus 3, occultist 3, paladin 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3, summoner (unchained) 3
Casting
Casting Time 1 standard action
Components V, M (a dragon scale)
Effect
Range personal
Target you
Duration 1 minute/level (see text)
Description
Brilliant draconic iconography matching your draconic heritage (or a kind of dragon whose alignment matches your own) surrounds you. Any touch attack attempted against you resolves against your normal AC. Once such an attack has been resolved, this spell is dismissed at the end of your next turn.

Rite of Bodily Purity
Source Divine Anthology pg. 13
School abjuration [meditative]; Level cleric 1, druid 1, paladin 1, ranger 1, shaman 1, warpriest 1
Casting
Casting Time 1 hour
Components V, M (soothing incense worth 100 gp)
Effect
Range personal
Target you
Duration 24 hours or until discharged
Description
You energize your body’s immune system, improving your ability to resist toxins and ailments. You gain a +2 resistance bonus on saving throws to resist diseases, drugs, and poisons. Additionally, at any time during the spell’s duration, whenever you fail a saving throw to resist a disease, drug, or poison, you can expend the spell’s remaining duration as an immediate action in order to reroll that saving throw. You must take the second result, even if it’s worse. The +2 resistance bonus granted by the spell applies to the reroll, but after you make this reroll, the spell ends.

适应文化(Cultural Adaptation)
学派:预言系
等级:吟游诗人 1,牧师 1,通灵者 1,秘学士 1,异能者 1,术士/法师 1
施法时间:标准动作
成分:语言,姿势,材料/法器(1份文件,用法术要模仿的文化所使用的语言书写)
范围:个人
目标:自己
持续时间:10分钟/等级
当你施放该法术时,必须专注于自身想要适应的那种文化或亚文化。如果你说出上述文化中的本地语言(native language),那么在法术的持续时间内,在说这种语言时会带有本地口音。该法术不会教会你上述语言,但是你可以将该法术与巧言术(Tongues)或类似的法术结合使用。你的肢体语言与姿态都会表现出属于上述文化的特征,而且你会不自觉地做出微小的决定,来帮助你融入到该文化中。上述内容结合起来,使你在尝试影响相应文化的成员时,交涉检定获得+2环境加值;如果你会由于身为相应文化的成员而获得其他环境加值的话,该法术的加值不会与其叠加。你还会在以易容检定将自身伪装成该文化的成员时获得+2环境加值(前提是你本身并非属于该文化)。
当你将自身伪装成对应文化的特定成员时,该法术不会提供好处,不过它可以让你免受由于行为看起来与这个特定成员的文化不符而带来的环境惩罚。最后,当你对相应文化的成员施放附魔系(魅惑)法术时,其DC会增加1点。

【幻术】(幽影幻觉)阴影陷阱(Shadow Trap)
等级:反圣武士 1、吟游诗人/歌者 1、血脉狂怒者 1、牧师/先知/战斗祭司 1、催眠师 1、秘学士 1、异能者 1、萨满 1、术士/法师/奥能师 1、女巫 1
施放时间:一个标准动作
成分:语言、姿势
范围:近距 (25呎+5呎/等级)
目标:一个生物
持续:一轮/等级
豁免:意志,通过则无效
抗力:有
你将目标的影子在它目前的位置上钉住,让此目标被纠缠(Entangled),并阻止目标从原始位置移动超过5英尺的范围,如同他的影子被锚定在了地上。每一轮到他的行动时,目标可以尝试新的豁免检定,以一个整轮动作来结束此效果。被此方式纠缠的飞行生物,只能在此处盘旋或著坠落。此法术对于那些不会投射出影子的生物自动失败,如果生物处在完全没有光照的地方,此法术自动结束。
« 上次编辑: 2017-06-29, 周四 00:39:41 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

离线 mikun

  • 台词本信者
  • Hero
  • ****
  • 帖子数: 892
  • 苹果币: 0
  • 你安心地睡吧,就算你将遗忘一切,我也会永远记得。我将为你而生、为你而死。
专长
« 回帖 #4 于: 2017-04-29, 周六 13:32:47 »
剧透 -   :
Noble Scion
Source Inner Sea World Guide pg. 288 (Amazon)
You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.
Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Note: Pathfinder Player Companion: Heroes of the High Court p.5) Noble houses throughout Golarion train their courts to focus on the ideals and skills most appropriate for their given region. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) provides benefits to noble characters. Presented below are a number of benefits that can be taken in place of the standard selection of benefits provided by the feat.

Scion of Absalom: You gain one of the following languages as a bonus language: Dwarven, Elven, Giant, Gnome, Halfling, or Orc. You gain a +1 bonus on Diplomacy checks when interacting with a creature that shares this bonus language. Scion of Brevoy: You gain a +2 bonus on Bluff checks against other nobles or members of a noble court.

Scion of Cheliax: You gain a +1 bonus on Knowledge (planes) checks and treat your caster level as 1 higher when attempting to bind or call a devil.

Scion of Goka: Choose either Sleight of Hand or Stealth. While you are in a small city or larger settlement, you can take 10 with the chosen skill, even while rushed or threatened.

Scion of Highhelm: You use your Constitution modifier instead of your Charisma modifier for the purpose of the Leadership feat.

Scion of Irrisen: You reduce the amount of nonlethal damage you take from exposure to cold by 4 (minimum 0).

Scion of Jalmeray: Once per day, you can reroll a save against a psychic spell and gain a +2 bonus on that reroll.

Scion of Katapesh: Once per day, you can attempt a Diplomacy check to reduce the cost of an item by 10% (DC = 15, + 1 for every 500 gp of the item’s base cost). The item must have a market value of 5,000 gp or less.

Scion of Kyonin: You use your Dexterity modifier instead of your Charisma modifier for the purpose of the Leadership feat.

Scion of Nidal: You gain low-light vision. If you already have low-light vision, you instead gain a +2 bonus on Perception checks in areas of dim light.

Scion of Numeria: You gain a +1 bonus on skill checks when interacting with technology (Pathfinder Campaign Setting: Technology Guide 5) and a +2 bonus on damage rolls against creatures of the robot subtype.

Scion of Osirion: You reduce the amount of nonlethal damage you take from heat exposure by 2 (minimum 0). Additionally, you require only a gallon of water per day to avoid dehydration in hot climates.

Scion of Qadira: Once per day, when attempting to negate an attack with Mounted Combat, you can roll twice and take the better result. Ride is a class skill for you.

Scion of the River Kingdoms: Whenever you take 10 on Handle Animal, Knowledge (nature), Perception, Ride, or Survival checks, treat the result as if you had rolled a 13 instead of a 10.

Scion of Taldor: You gain a +2 bonus on Charisma-based checks when interacting with nobles or members of a noble court.

Scion of Ustalav: Once per day as a free action, you can suppress any fear effects affecting you for a number of rounds equal to half your Hit Dice (minimum 1) even if you could not normally take actions due to your fear. Knowledge (religion) is a class skill for you.

Center of Power
Source Quests and Campaigns pg. 26 (Amazon)
You have posted loyal followers in the most vital places.

Prerequisites: Leadership score 13, hold a leadership role related to running a kingdom.

Benefit: Choose a building in your kingdom as your center of power, and dedicate one of the followers granted to you by the Leadership feat to overseeing that location. For every kingdom turn in which that follower does nothing but oversee that location, the benefits that building grants to your kingdom’s Economy, Fame, Loyalty, and Stability are doubled and any penalties are negated. This feat does not allow a building to grant benefits it does not normally provide, and has no effect on a building’s other effects.

This feat only applies to one building, and committing multiple followers to this or different buildings has no effect—the selected location is treated as being of particular importance to you, and its uniqueness combined with the follower’s loyalty grants it special efficiencies. The same follower does not have to oversee your center of power every month, but you must keep at least one follower dedicated to this location for the entire month to gain this feat’s benefits. Once per year, you may change which building is your center of power.

Dynasty Founder (Story)
Source Quests and Campaigns pg. 9 (Amazon)
You will claim rulership of a city, whether under a larger government or independently.

Prerequisites: You must have lived in the chosen city for at least 1 year or be the heir of a former city leader.

Benefit: You gain followers as if you had the Leadership feat, although you cannot attract followers of a level higher than your level – 2. If you also have the Leadership feat, increase your Leadership score by 3 for the purpose of determining how many followers you have.

Goal: Thwart all rivals to rulership over the chosen region, including at least one challenging foe.

Completion Benefit: You gain control of the settlement (see the settlement rules in the Pathfinder RPG GameMastery Guide). Upon gaining this benefit and once per year thereafter, you can attempt to alter the settlement in one of the following ways by attempting a DC 25 Diplomacy check modified by the settlement’s Society modifier or a DC 25 Intimidate check modified by its Law modifier:
Move the settlement’s alignment 1 step closer to yours along either the good-evil or law-chaos axis.
Replace one settlement quality with another.
Change the government type.
Significantly alter the laws.
Failure indicates that popular opinion in the city successfully opposes you.

In addition, from now on, your followers gain a +1 morale bonus on attack rolls and saving throws as long as they can see you.

Special: For groups using the kingdom-building rules from Pathfinder RPG Ultimate Campaign, you can optionally use the rules for establishing a settlement to complete the goal of this story feat.

Suggested Traits: Domineering, Inspiring, Natural- Born LeaderAPG.
Possible Dynasty Founder Quests

d12   Quest
1   Trollheim awaits the slayer of a linnorm to claim the city’s empty throne (page 105).
2   Whispers of rebellion against House Surtova draw you toward Restov in Brevoy (page 53).
3   River Kingdoms denizens respect openly seizing what you want, and you want the throne of a River Kingdom, such as that of King Irovetti of Pitax (page 163).
4   Mendev’s understaffed fringe cities wait to be claimed by valiant crusaders (page 119).
5   You believe that the Black Sovereign has ruled Numeria’s capital of Starfall for too long (page 145).
6   Riddleport in Varisia is chaotic and poorly governed, but a strong leader might become ruler with enough support from one of its various factions (page 197).
7   Outlaws lairing in the Vergan Forest will need a strong leader if they are to successfully rebel against the living god Razmir (page 161).
8   The ruler of Lastwall (or some other randomly determined nation) promises rulership of a city to any hero who can slay a menacing dragon in the nearby woods (page 100).
9   The empire of Minkai in Tian Xia has been in a state of turmoil since Emperor Shigure Higashiyama was deposed by his own clansmen. If you are to seize a kingdom in the Dragon Empires, now is the time (page 208).
10   If you can slay the dreaded creature known as the Devil in Gray in Lozeri of Ustalav, then perhaps you can inspire enough faith in the surrounding populace to usurp the ruling council of Courtaud (page 193).
11   The Byzantine nature of Taldor’s burdensome bureaucracy can make it easy for a silver-tongued beguiler to achieve some station of power in the nation (page 184).
12   By winning the Free Captain’s Regatta in the Shackles, you hope to achieve a place on the infamous Pirate Council and gain control of your own island (page 171).

Inspirational Commander
Source Quests and Campaigns pg. 27 (Amazon)
Armies under your command enjoy higher morale thanks to your excellent leadership.

Prerequisites: Charisma 13.

Benefit: You or any army that is under your command gains a +2 bonus on Morale checks. Additionally, you gain two additional boons of your choice (see page 240 of Ultimate Campaign).

Natural Ruler
Source Quests and Campaigns pg. 27 (Amazon)
You have a special talent for ruling a nation, and take to the task with ease.

Prerequisites: Hold a leadership role related to running a kingdom.

Benefit: Choose an ability score. Any time your leadership role calls for that ability score to affect one of your kingdom’s attributes, your modifier to that ability score is treated as being +2 higher. For example, if you choose Charisma and occupy the General or High Priest leadership role, your Charisma modifier to affect your kingdom’s stability would be +2 higher than normal. However, if you occupied the Spymaster leadership role—which employs the Intelligence and Wisdom ability scores—this feat would grant no benefit.

Additionally, the entire kingdom gains +2 Stability for as long as you occupy a leadership role.

Special: You may gain this feat multiple times, but each time you must choose a different ability score. The bonus to Stability gained from this feat stacks.

Squire
Source Knights of the Inner Sea pg. 20 (Amazon)
You attract a squire to aid you in your knightly endeavors.

Prerequisites: Character level 4th, proficient with all martial weapons.

Benefit: This feat acts similarly to the Leadership feat, with several exceptions. You can only attract a 1st-level cohort (referred to hereafter as a squire) with this feat, and cannot recruit followers until you have the Leadership feat. You determine your Leadership score according to the rules presented in the Leadership feat, but your squire is always at least three or more levels lower than yourself.

A squire can only take levels in a class that grants proficiency with all martial weapons as a class feature, such as paladin, gunslinger, cavalier, or fighter. She cannot multiclass, though she may take any archetype she qualifies for, including those from the following “Squire Archetypes” section.

If a squire gains enough XP to bring her to two levels lower than your level, the squire does not gain the new level until you gain your next level—until then her new XP total is 1 less than the amount needed to attain the next level and she gains no additional XP until you advance.

If you release your squire from service, you may gain a new one by scouting for potential candidates in a city or large town where members of your knightly order can typically be found, which requires at least 24 hours of uninterrupted scouting. This act can also replace a squire who has perished.

Graduation: When you reach 7th level, this feat automatically upgrades to the Leadership feat (meaning that you effectively lose this feat and replace it with Leadership). You gain all the normal benefits of the Leadership feat, except that your squire must remain at least three levels lower than you and must continue to take levels in her first class. In order for your squire to be able to be two levels lower than you, your squire must be at least 4th level, and you must witness her as she single-handedly defeats a creature with Hit Dice equal to or greater than her own. Upon the creature’s defeat, your squire graduates to full knighthood and acts as a normal cohort; she may begin taking levels in other classes if she so chooses, and she may increase in level to up to two levels lower than yourself.

Stronghold (Story)
Source Ultimate Campaign pg. 72 (Amazon)
You seek to build a bastion against which your enemies shall break like water against the rocks.

Prerequisites: You must have the Leadership feat and must lead at least 10 combat-capable followers (such as fighters or rangers).

Benefit: You can spend a move action to give battle orders to your troops, granting creatures under your command within 60 feet your choice of a +1 morale bonus on attack rolls, a +1 dodge bonus to AC, or a +1 bonus on a single type of saving throw. All creatures must receive the same benefit. You can’t use this benefit on allies not under your command. This is a language-dependent, mind-affecting effect.

Goal: Build or capture a stronghold capable of housing a force of at least 200 troops, and staff it with at least 100 combat-capable soldiers (or the equivalent) under your command. You must also provide food and water sufficient to survive at least a 6-month siege and a gold reserve sufficient for at least 6 months of wages if your troops require pay.

Completion Benefit: Your battle order bonuses improve to +2, and the range of your orders increases to 120 feet. In addition, you can give two different orders to your troops. For example, you could grant your archers +2 on attack rolls while your front line gains a +2 bonus to AC.

Commander of Goblinkind
Source Monster Codex pg. 116 (Amazon)
You employ ruthlessness and malice to command other races of goblinoids to do your bidding.

Prerequisites: Cha 13, hobgoblin.

Benefit: You receive a +5 competence bonus on Knowledge (local) checks and Charisma-based skill checks regarding other goblinoids. If you have the Leadership feat, treat your leadership score as 2 higher when taking followers or a cohort with the goblinoid subtype.

Noble Impostor (Story)
Source Heroes of the High Court pg. 4
You put on airs and others believe your tales.

Prerequisites: Must not be a member of an established family or a member of nobility.

Benefit: You gain a +2 bonus on Bluff and Knowledge (nobility) checks and these skills are class skills for you.

Goal: Convince at least three noble families, a ruling monarch, or a settlement of at least small city size that you are a member of an existing or a previously unknown noble family.

Completion Benefit: You gain followers as if you had the Leadership feat. If you also have the Leadership feat, increase your Leadership score by 3 for the purpose of determining how many followers you have.

Practiced Leadership
Source Champions of Balance pg. 15 (Amazon)
When you and your cohort are both members of the same organization, you needn’t shoulder the burden of leadership alone. By relying on the authority of your shared organization as well as your own leadership skills, your cohort demonstrates improved devotion and tactical acumen.

Prerequisites: Leadership, membership in the same organization as your cohort.

Benefit: As long as you and your cohort maintain membership in good standing within the same organization, your cohort gains a +4 morale bonus on Will saves against enchantment spells and effects. Additionally, your cohort is treated as though she possessed the same teamwork feats you do for the purpose of determining whether you receive a bonus from your teamwork feats. Your cohort doesn’t receive any bonuses from these feats unless she actually possesses the feats.

If you and your cohort belong to one of the organizations listed in this section, your cohort gains the practiced leadership benefit associated with your organization. If a benefit grants your cohort access to a spell-like ability, the caster level of the effect is 1st or equal to your cohort’s caster level, whichever is higher.

Recruits
Source Cohorts and Companions pg. 30 (Amazon)
Be they students, retainers, new recruits to your order, or neophyte members of your faith, you have access to a small set of dedicated servants.

Prerequisites: Cha 13, character level 5th.

Benefit: You gain a number of cohorts (as the Leadership feat) that represent NPCs you are responsible for instructing and overseeing. You have a number of such cohorts equal to half your character level. Unlike normal cohorts, these minor cohorts must be at least 4 levels lower than your character level. Since these students must spend most of their time studying and gaining experience, you can only have one minor cohort travel with you at a time (though they all gain experience at the same rate, as those not present are assumed to be studying and growing independently). Whenever you are in a major town or city, you may exchange your current minor cohort for a different member of your recruits.

As minor cohorts are busy learning and studying the basics of their careers, those not traveling with you cannot engage in mundane or magical crafting or Profession checks. Minor cohorts not traveling with you can serve as managers for your holdings if you are using downtime rules (Ultimate Campaign 88). If a minor cohort dies, you take only a –1 penalty to your Leadership score.

Special: Recruits counts as the Leadership feat for purposes of prerequisites. A character cannot have both Leadership and Recruits. A character with Recruits that later qualifies for Leadership may exchange this feat for Leadership immediately upon qualifying (selecting one minor cohort to become a full cohort, while the rest move on).

Torchbearer
Source Dungeoneer's Handbook pg. 20 (Amazon)
You acquire a professional torchbearer to accompany you

Prerequisites: Character level 5th.

Benefit: This feat is similar to the Leadership feat, with several exceptions. You can attract only a 1st-level cohort (referred to hereafter as a torchbearer) with this feat, and can’t recruit followers. You determine your Leadership score according to the rules presented in the Leadership feat, but your torchbearer is always at least 3 levels lower than your level.

A torchbearer can take levels in the alchemist, bard, fighter, ranger, or rogue class. She can’t multiclass, though she can take any archetype she qualifies for, including those from the Torchbearer Archetypes section on page 21. The torchbearer must take the Torch Handling feat at 1st level (see the sidebar on page 21).

If a torchbearer gains enough XP to bring her to 2 levels lower than your level, she doesn’t gain the new level until you gain your next level; until then her new XP total is 1 less than the amount needed to attain the next level and she gains no additional XP until you advance.

If you release your torchbearer from service or otherwise lose your torchbearer, you may gain a new one by scouting for potential candidates in a city or large town where adventurers are at least somewhat common, which requires 24 hours of uninterrupted scouting.

Unlike other hirelings, a torchbearer requires no compensation for her services as long as her employer has this feat; the opportunity to train under a hardened adventurer is reward enough for most torchbearers.

Graduation: When you reach 8th level, this feat automatically upgrades to the Leadership feat (meaning that you effectively lose this feat and replace it with Leadership). You gain all the normal benefits of the Leadership feat but lose the benefits of this feat, and your torchbearer acts as a normal cohort; she may begin taking levels in other classes if she so chooses, and may increase in level to up to 2 levels lower than your level.

Possessed Hand
Source Haunted Heroes Handbook pg. 25
You’ve made a peaceful and permanent bargain with a ghost, spirit, or outsider. It possesses your hand, guiding and aiding you in exchange for help in return.

Benefit: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat.

Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.
« 上次编辑: 2017-04-30, 周日 11:03:09 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

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物品
« 回帖 #5 于: 2017-04-29, 周六 13:38:55 »
剧透 -   :
Diadem of Inspiring Rule
Source Quests and Campaigns pg. 31 (Amazon)
Aura faint transmutation; CL 5th
Slot head; Price 4,500 gp; Weight —
Description
This ornate, ostentatious diadem grants its wearer a +3 competence bonus to her Leadership score.
Construction
Requirements Craft Wondrous Item, eagle's splendor; Cost 2,250 gp

Lover's Breath
Source Heroes of the High Court pg. 28
Price 200 gp; Weight —
Category Clothing
Description
This alchemical perfume is distilled from a blend of humanoid pheromones and fey sweat. When applied as a full-round action, it grants the wearer a +2 circumstance bonus on all Charisma checks and Charisma-based skill checks for 1 hour. During this time, the wearer takes a –2 penalty on saving throws against charm and fascination effects originating from fey.

Long-term use of lover’s breath eventually results in physical changes, causing the user to vaguely resemble a fey creature such as a nymph or dryad, although these changes are only cosmetic.

Banner of Tactical Command
Source Quests and Campaigns pg. 31 (Amazon)
Aura moderate divination; CL 10th
Slot none; Price 20,000 gp (Lesser), 100,000 gp (Normal); Weight 3 lbs.
Description
This brightly colored banner measures 2 feet by 4 feet in size, and is mounted on an 8-foot-long pole of spiraled gold and ivory. When the commander of an army engaged in mass combat displays this banner, the army under her command is treated as knowing one additional tactic. The granted tactic must be selected at the time of the banner’s creation and cannot be changed. The army must be able to see the banner in a given phase of mass combat to receive the bonus; a banner is considered obscured in conditions of darkness, fog, and sandstorms. If the commander is killed or captured, the banner ceases to function, even if it remains visible in the commander’s absence. A commander may have a number of banners in effect equal to her Charisma modifier; if more banners are displayed than her Charisma modifier allows, roll randomly each round to determine which banners’ abilities are suppressed.

Banner of Tactical Command, Lesser: This functions as a banner of tactical command but can only affect armies of size Large or smaller.
Construction
Requirements Craft Wondrous Item, tactical insight; Cost 10,000 gp (Lesser), 50,000 gp (Normal)

Roar cord
Source Advanced Race Guide pg. 1 (Amazon)
Price 15 gp; Weight 1 lb.
Category Tools
Description
This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.

Banner of the Ancient Kings
Source Lands of the Linnorm Kings pg. 50 (Amazon)
Aura moderate abjuration; CL 8th
Slot none; Price 18,000 gp; Weight 5 lbs.
Description
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity).

When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings— once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.

If the banner’s carrier possesses the Flagbearer feat (Pathfinder Campaign Setting: The Inner Sea World Guide 286), the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.
Construction
Requirements Craft Wondrous Item, heroism, resistance; Cost 9,000 gp

Three Reasons to Live
Source Plunder and Peril pg. 46 (Amazon)
Aura faint evocation; CL 5th
Slot none; Price 9,000 gp; Weight 2 lbs.
Description
The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn’t grant the bard access to new bardic performances; it only enhances those to which the bard already has access.
Construction
Requirements Craft Wondrous Item, shout; Cost 4,500 gp

Windsong Lute
Source Blood of the Elements pg. 31 (Amazon)
Aura faint transmutation; CL 3rd
Slot none; Price 4,250 gp; Weight 3 lbs.
Description
The haunting strains of any music played on this unusually light, gold-inlaid oak lute travel farther than that of any mundane instrument, as if carried by the wind. If a bard uses this lute to play a bardic performance with a limited range (such as countersong or distraction), the range of the bardic performance increases by 10 feet. If the bard is a sylph, the range increases by 20 feet instead.
Construction
Requirements Craft Wondrous Item, whispering wind, creator must be a sylph with the bardic performance class feature; Cost 2,125 gp

Long Gloves
Source Heroes of the High Court pg. 28
Price 15 gp; Weight —
Category Clothing
Description
These full-length gloves of layered silk are popular among Kalistocrats and others who disdain physical contact. The wearer gains a +4 circumstance bonus on saving throws against contact poisons on objects he touches.

Veil
Source Heroes of the High Court pg. 28, People of the Sands pg. 29 (Amazon)
Price 40 gp; Weight —
Category Clothing
Description
Whether made of sheer gauze or thicker material, a veil is useful for hiding one’s facial expressions. While worn, a veil grants a +2 circumstance bonus on Bluff checks; however, the wearer treats all other creatures as having concealment. The wearer has a 50% chance to avoid gaze attacks, as if averting his eyes.

Kerchief of Remembrance
Source Heroes of the High Court pg. 13
Aura faint divination CL 3rd
Slot arm or wrist; Price 600 gp; Weight —
Description
This favor is a simple checked kerchief worn around the arm or wrist. For 1 week, the recipient can automatically call to mind a detailed recollection of the presenter’s features, even if his memory has been impaired or modified (such as by modify memory). In addition, the recipient can take a standard action to know the presenter’s status in the same manner that the presenter can take a standard action to know the recipient’s status.
Construction
Requirements Craft Wondrous Item, eagle's splendor, status; Cost 1,000 gp

Chameleon ointment
Source Alchemy Manual pg. 15 (Amazon)
Price 20 gp; Weight —
Category Alchemical Remedies
Description
When applied to a homunculus’s skin (which takes 1 minute), this ointment causes the creature’s flesh to shift color and pattern reflexively to match its surroundings. The homunculus gains a +4 circumstance bonus on Stealth checks for 24 hours. The ointment can also be applied to other creatures as long as they are Medium or smaller and wear no clothing or armor to obstruct their skin, but the bonus is reduced to +2.
Alchemical Recipe
Recipe (1 gold + 12 silver + 12 urea)/ceration; Craft 20
Time 10 minutes; Tools crucible; Type alchemical remedy

Camouflage blanket
Source Ranged Tactics Toolbox pg. 20 (Amazon)
Price 12 gp; Weight 2 lbs.
Category Adventuring Gear
Description
This large, coarse blanket covers a single square and has a multi-colored design that blends in with a specific environment type, such as underground, forests, or plains (see the ranger’s Favored Terrains table on page 65 of the Pathfinder RPG Core Rulebook for a full list of environment types). A character covered by a camouflage blanket in that blanket’s matching terrain has concealment. Such characters who are also prone gain a +2 circumstance bonus on Stealth checks. The bonus applies even when the covered character attempts a Stealth check to remain hidden after sniping with a projectile weapon.

Chameleon pill
Source Inner Sea Intrigue pg. 50
Price 100 gp; Weight —
Category Alchemical Tools
Description
This pill causes the imbiber’s skin to shift colors and patterns to match whatever is behind her. As long as a significant portion of her skin is exposed (her head and forearms, for example), the imbiber gains a +4 circumstance bonus on Stealth checks for 4 hours. This bonus doesn’t stack with that granted by invisibility, vanishAPG, or similar magical effects. Crafting a chameleon pill requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Periscope
Source Ultimate Equipment pg. 57 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Price 20 gp; Weight 4 lbs.
Category Adventuring Gear
Description
This 2-foot-long metal tube has right angles at each end with mirrors inside; if you look in one end, you can see out the other end, allowing you safely peer over obstacles, around corners, or into small spaces your head where wouldn’t fit. When using a periscope, the end of the tube counts as a Diminutive object, making it much less likely that an observed creature notices you; if you have total concealment from the creature except for the end of the periscope, use the tube’s Diminutive size modifier on your Stealth check instead of your own size modifier. Distortion from the mirrors gives you a –4 penalty on Perception checks while looking through the periscope. Though the tube is fairly sturdy (hardness 5, 2 hit points), the mirrors inside are fragile (hardness 1, 1 hit point), and any damage that gets through the tube’s hardness applies to the tube and the mirrors.

Lisken's Medicinal Tonic
Source Halflings of Golarion pg. 10 (Amazon)
Price 10 gp/cup; Weight —
Category Food/Drink
Description
Non-halflings do not receive any bonus from this drink. This mild sedative is normally used to treat insomnia, making the drinker reluctant to take hasty actions but adept at remaining still or silent. One cup of the tonic gives a halfling a –4 penalty on initiative checks for 10 minutes and a +2 alchemical bonus on Stealth checks for that time

Shinobi shozoku
Source Adventurer's Armory 2 pg. 28
Price 50 gp; Weight 2 lbs.
Category Clothing
Description
This close-fitting bodysuit of soft, dark fabric is favored by ninja and assassins. When worn, it grants a +2 circumstance bonus on Stealth checks. Wearing armor with a base armor bonus higher than +1 negates this bonus, as does additional heavy clothing or equipment worn under the shinobi shozoku (at the GM’s discretion).

Camouflage netting
Source Ultimate Equipment pg. 56 (Amazon)
Price 20 gp; Weight 5 lbs.
Category Adventuring Gear
Description
This loose mesh of twine and varicolored cloth is used to disguise the presence of creatures or large objects. Camouflage netting must be manufactured to provide camouflage in a single type of terrain, such as snow, sand, forest, grass, swamp, urban, or water. When you hide under the netting in the appropriate terrain, you gain a +4 circumstance bonus on Stealth checks as long as you remain immobile and prone. Covering up with camouflage netting is a full-round action requiring a DC 10 Survival check (failure means you do not cover yourself correctly with the netting and do not gain its bonus on Stealth checks). You have the entangled condition when using the netting, except your Dexterity penalty does not affect your initiative or Stealth checks. Taking off camouflage netting is a move action, or a swift action if combined with a move action to stand up from a prone position.

You may spend 1 minute covering an object with camouflage netting. Make a Survival check with a –10 penalty and use the total as the Stealth check result for the object. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain. For example, you can conceal a wagon as a rock or patch of brush. Covering a Large object requires two nets. Covering a Huge or Gargantuan object requires five nets and takes 10 minutes of work, and the Survival check penalty is –20 instead of –10. Camouflaging a Colossal object depends on its shape but generally requires at least 10 camouflage nets and takes 1 hour of work, and the Survival check penalty is –30 instead of –10.

A creature with the scent ability ignores the effect of camouflage netting and makes checks against your actual Stealth roll when in scent range. Any creature within 10 feet of a Large or larger object hidden by camouflage netting automatically recognizes it as an object covered in camouflage.
« 上次编辑: 2017-08-14, 周一 13:44:01 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

离线 mikun

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FAQ
« 回帖 #6 于: 2017-05-07, 周日 23:19:34 »
剧透 -  FAQ:
先知:知识秘示域的先知选择闪避秘诀启示后可以用魅力代替敏捷来决定CMD吗?如果我措手,那么会失去魅力上AC吗?
尽管这里没有明确写出,但是选择该启示后的确可以用魅力代替敏捷决定CMD。措手的这种先知同样会失去魅力上AC,因为魅力此时是敏捷的替代品。

『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

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图片类资源
« 回帖 #7 于: 2017-05-07, 周日 23:46:54 »
剧透 -   :
剧透 -  舌战攻防关系图:

剧透 -  世界地图:
感谢xiang0987上传
各地区译名:伽仑德(Garund),阿维斯坦(Avistan),卡斯马隆(Casmaron),阿卡狄亚(Arcadia),天夏(tian-xia)


« 上次编辑: 2017-05-08, 周一 00:42:08 由 mikun »
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)

离线 mikun

  • 台词本信者
  • Hero
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  • 帖子数: 892
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  • 你安心地睡吧,就算你将遗忘一切,我也会永远记得。我将为你而生、为你而死。
附魔
« 回帖 #8 于: 2017-06-17, 周六 17:51:59 »
剧透 -   :
PZO9405 Taldor, Echoes of Glory
Pitfall (Weapon Quality)
Aura moderate transmutation; CL 5th
Price +1 bonus
DESCRIPTION
This ability can only be placed on a melee weapon. A weapon with the pitfall quality gives you a heightened danger sense. When holding a pitfall weapon, apply the weapon’s enhancement bonus to your initiative checks, Reflex saves made to avoid traps, and AC against attacks made by traps. For example, a +5 pitfall longsword gives you a +5 bonus to initiative, +5 to Reflex saves made to avoid traps, and a +5 bonus to AC against attacks made by traps. Wielding two weapons with the pitfall weapon quality only grants the bonuses from the better weapon.
CONSTRuCTION Requirements Craft Magic Arms and Armor, Improved Initiative, cat’s grac
『莫扎特曾经说过大胆地踏上旅途吧,我不知道路途的前方究竟有什么,但是,我们还是迈出了步伐,我们仍在旅途之中。』

剧透 -  成就列表 21/21:
《魔鬼筋肉人》 1/1: 力量超过35
《汽车人,变形出发!》 1/1: 力量超过50
《老娘是最强的》 1/1:在DND团中到达⑨级
《I Am Legend》 15/20 :在DND团中到达20级
《力量与荣耀!!》 1/1:在仅剩5HP的情况下杀死战场上的所有敌人。
《女权主义者》 1/1 在PF团里成功诱拐小LOLI,并且在结局里带着她四处旅行。
《职业?我们是主唱,贝斯,副吉他,鼓手和伴舞》 1/1:在PF模组团中组成乐队。
《没有什么是一个全家桶解决不了的,如果有。。。》 1/1:在PF团中选择召唤师,并且通过两桶全家桶强行将幻灵画皮为女仆。
《主线?不存在的》 1/1: 硬生生的用交涉将悬疑PF团跑成galgame团
《我要圆润一点的那种直角》 1/1:使用各种颜色和音乐来装点自己的论坛团团贴
《感动中国2017:论坛回帖王》 1/1:顶着老板的监视在工作时间回复论坛帖
《初入PFS》 1/1:申请PFS账号并且成功完成一个模组。
《世界这么大,我要出去看看》 20/??:在PFS中参与不同的GM举办的游戏。(灰灰,星云,左手,莉莉,梦子,考喵,面包,海鸥,白魔,受,静姐,笨哈,空山,道是无常,阳光,马丁,TT,凯文,牧语,小尘)
《懒癌也要开团团》 1/??:在PFS中作为GM成功完成一次团团并且没有人退票
《最初的愿望》 1/1:在第一次参加的圣杯团中夺取圣杯,并让御主怀上自己的孩子
《粉红团小学生毕业证书》 1/1:参加粉红团,提高自己姿势水平
《新手运》 1/1:在首次COC团中完成TE并且全员存活
《iroll20s》 1/1:在失去关键线索的COC团中依靠骰运强行GE
《全回合快速多重集束射击》 1/1:双枪射杀TOC团的BOSS
《仔细想想,不充钱你能变强吗?》 1/1:入坑炉石一周后到达天梯5级
《真是一段又长,又奇妙的旅行》 3/∞:生命不息,跑团不止(2014.11.21)