作者 主题: 妮可优化计划  (阅读 18576 次)

副标题:

离线 Sheepy

  • 纯良的白色生物
  • 风纪委
  • *
  • 帖子数: 14117
  • 苹果币: 2
(10:23:05 PM) 欧剃: 咩的笑话一般不仅冷,而且是黑漆漆的阴冷?
(10:23:11 PM) 布布: 这只是,对别人来说是掉SAN值的腹黑,对咩来说仅仅是笑话而已
(10:23:45 PM) ***Sheepy 耸肩, 一笑置之
(10:24:17 PM) ***布布 死了
  D&D 4e 殁土英豪 头两章试译

离线 Sheepy

  • 纯良的白色生物
  • 风纪委
  • *
  • 帖子数: 14117
  • 苹果币: 2
Re: 妮可优化计划
« 回帖 #1 于: 2016-07-03, 周日 16:36:46 »
18 级纯职吸血鬼,兼职剑法

能力值 9 13 | 23 13 | 11 23

HP:110 = 12 + 13 体 + 85 = 5 * 17
恢复力:2 + 1 Paragon + 2 Durable + 1 Iron Ring + 1 Flickers + 1 Belt of Endurance

AC:35 = 10 + 9 等级 + 6 敏 + 4 增强 + 2 专长 + 3 盾牌 + 1 装备
强韧:30 = 10 + 9 等级 + 1 体 + 4 增强 + 3 专长 + 1 人魂 + 1 装备 + 1 职业
反射:34 = 10 + 9 等级 + 6 敏 + 4 增强 + 3 专长 + 1 人魂 + 1 盾牌(+1 快步)
意志:36 = 10 + 9 等级 + 6 魅 + 4 增强 + 3 专长 + 1 人魂 + 1 职业 + 2 护甲

先攻:19 = 9 等级 + 6 敏 + 4 威能
豁免:
   晕眩、震摄于回合始加投,即使非豁免终效应。
   对 晕眩、震摄、禁足、束缚 +1。
   对 晕眩、震摄、禁足、束缚、操控、减速 +1 装备。
易伤:光耀 5、阳光衰弱(豁免终,豁免+6)
抗力:黯蚀 5、借机 5
免疫:同级或以下的疾病。
其他:浴血时再生 6(除非上回终后曾吃光耀)

速度:6,攀爬 6(能爬天花但不能停留)

触发:
* 长休后 1d8 临血。
* 首回合对所有敌人有战优。
* 每战首次浴血时,反应 MBA。
* 当再风,投一次豁免。
* 当爆动作点,全防 +1 装备到你下回终。
* 当吃冰伤时,2 格内的敌人减速到你下回终。
* 当快步时,反射 +1 到你下回终。
* (每日)当被打倒时,一半机会打断回血。
* (每日)当杀敌时,花恢复力 或 恢复一项遭遇攻击。若敌是异怪或不死,两者皆可作。
* (每日)当近战打失,次微 MBA,命中则获战优到你下回终。
* (每日)无动作重投失败的豁免。
等等

命中:
* +2 专长 / Staff Expertise
* +1 优异法器
* +4 当爆动作点,如有临血或额外恢复力 / Vampire Noble, Vampiric Action
* +1 装备 从爆动作点到你下回终 / Veteran's Armor
* 命中的首目标冰弱 5

伤害:
* +4 强化
* +10 吸血鬼威能 / Vampire, Hidden Might
* +3 冰攻击 / Icy Heart
* +2 冰攻击 或 忽略 5 冰抗 / Gloves of Ice
* +3 法器攻击 / Siberys Shard of the Mage
* +4 近战基础攻击 / Bracers of Mighty Striking
* +3 有战优 / Vampire Noble, Beguiler Bloodline
* +2 对浴血 / Crimson Determination
* +5 冰弱
最高 +35 + 威能伤害

剧透 -  原文:

Race: Revenant
Background: Arcane Student Who Saw Too Much
Theme: Halaster's Clone
Class: Vampire
Paragon Path: Vampire Noble

Trained Skills: Arcana, History, Religion, Bluff + Nature
Bluff: Paragon[ +2, +3 Pass as Revenant, feint as minor ]
Stealth: Paragon[ +2, +2 if move <= 2 or out of combat ], Camourflage[ +2 When not moving ]
Endurance: +2 Racial
Intimidate: +2 Racial


剧透 -  Features:
Revenant, HoS
Past life (Human): You are considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites.
Undead: You are considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature.
Unnatural Vitality: When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.

Arcane Student Who Saw Too Much, Dr 366
You receive a +1 bonus to saving throws to end effects that daze, stun, immobilize, or restrain you.

Halaster's Clone, Dr 409
1 You do not age. In addition, you gain immunity to diseases of your level or lower.
5 You gain the alter time power.
10 You gain a +4 power bonus to initiative.



Blood Drinker, Vampire, HoS
Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.

Child of the Night, Vampire, HoS
You gain the following benefits and weaknesses.
* You are an undead creature. You are unaffected by anything that affects only living creatures. You don't need to breathe, which means you are immune to suffocation. You also don't age. Unlike most undead, you do need to sleep.
* You have darkvision.
* You have resist 5 necrotic.
* You have vulnerable 5 radiant.
* If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.

Enduing Soul, Vampire, HoS
While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take radiant damage, your regeneration does not function until the end of your next turn.

Hidden Might, Vampire, HoS
You gain a bonus to the damage rolls of your vampire powers and vampire paragon path powers. The bonus equals your Charisma modifier. The bonus increases to 2 + your Charisma modifier at 5th level, 4 + your Charisma modifier at 15th level, and 6 + your Charisma modifier at 25th level.

Vampiric Reflex, Vampire, HoS
You gain a +2 shield bonus to AC while you are wearing cloth armor or no armor and aren't using a shield.

7 Improved Blood Drinker, Vampire, HoS
You gain one more use of blood drinker per encounter, but you can use it only once per turn.

8 Night Crawler, Vampire, HoS
You gain a climb speed equal to your speed. You can climb across a ceiling or similar surface. However, if you end your turn on such a surface, you fall.

13 Enduring Reserves, Vampire, HoS
Your number of healing surges increases by one.



11 Blood Lord, Vampire Noble, HoS
You gain one more use of blood drinker per encounter, but you can still use it only once per turn.

11 Beguiler Bloodline Feature, Vampire Noble, HoS
You gain a +2 bonus to Bluff checks. This bonus increases to +5 when you are trying to pass as a specific individual of your race. In addition, you can make a Bluff check to feint and gain combat advantage as a minor action. You also gain a +3 bonus to damage rolls against any creature granting combat advantage to you.

11 Vampiric Action, Vampire Noble, HoS
When you spend an action point to take an extra action, if you have temporary hit points or have more healing surges than your usual number of healing surges for the day, you gain a +4 power bonus to your next attack roll before the end of your turn.

16 Beguiler Bloodline Feature, Vampire Noble, HoS
You gain a +2 bonus to Stealth checks. This bonus increases to +4 if you move 2 or fewer squares during the turn in which you make the check, or if you are not in combat.
In addition, sunlight no longer deals radiant damage to you, and when it weakens you, you gain a bonus to saving throws to end that effect. The bonus equals your Charisma modifier.

剧透 -  Powers:

Dark Reaping, Revenant, HoS / Revenant Racial Utility
Encounter ✦ Necrotic ✦ Free Action
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.

Alter Time, Halaster's Clone, Dr 409 / Halaster's Clone Utility
Encounter ✦ Arcane ✦ Move Action Personal
Effect: You move up to your speed. Any ally adjacent to you at the end of this movement can move up to his or her speed as a free action.



Blood Drinker x3, Vampire, HoS / Vampire Attack
Encounter ✦ Shadow ✦ No Action ✦ Personal
Trigger: You hit an enemy with a vampire melee at-will attack power.
Target: The triggering enemy
Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.
   Level 17: 2d10 extra damage.
   Level 27: 3d10 extra damage.
Special: Once per turn.

Swarm of Shadows, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Fortitude
Daily ✦ Implement, Shadow, Teleportation ✦ Standard Action ✦ Close blast 3 ✦ Each enemy in the blast
Hit: 3d6 + Dexterity modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn.


Dark Beckoning, Vampire, HoS / Vampire Attack 1 / Charisma + 2 vs. Will
At-Will ✦ Charm, Implement, Psychic, Shadow ✦ Standard Action ✦ Ranged 5 ✦ One creature
Hit: 1d6 + Charisma modifier psychic damage, and you pull the target up to 3 squares.
   Level 21: 2d6 + Charisma modifier psychic damage.

Taste of Life, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Fortitude
At-Will ✦ Implement, Necrotic, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 1d8 + Dexterity modifier necrotic damage, and you gain temporary hit points equal to 2 + your Charisma modifier.
   Level 21: 2d8 + Dexterity modifier necrotic damage.

Vampire Slam, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Reflex
At-Will ✦ Implement, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 1d10 + Dexterity modifier damage, and you can push the target 1 square.
   Level 21: 2d10 + Dexterity modifier damage.
Special: You can use this power as a melee basic attack.

Charming Gaze, Vampire, HoS / Vampire Utility 2
Encounter ✦ Charm, Shadow ✦ Minor Action ✦ Close blast 5
Target: One creature in the blast
Effect: Until the end of your next turn, the target cannot make opportunity attacks or take immediate actions. In addition, you gain a +4 bonus to the next Bluff check or Diplomacy check you make against the target before the end of the encounter.

Feral Assault, Vampire, HoS / Vampire Attack 3 / Dexterity vs. Reflex
Encounter ✦ Implement, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 2d12 + Dexterity modifier damage.
Special: You can lose a healing surge when you use this power to either target a second creature or deal 2d8 extra damage with the attack.


Strength of Blood, Vampire, HoS / Vampire Utility 4
Encounter ✦ Shadow ✦ Minor Action ✦ Personal
Effect: You gain a +5 power bonus to the next Athletics, Endurance, or Strength check you make before the end of your turn.
Special: You can lose a healing surge when you use this power to increase the bonus to +10.

Unfettered Hunger, Vampire, HoS / Vampire Attack 5 / Dexterity vs. Reflex
Daily ✦ Implement, Shadow ✦ Standard Action ✦ Close burst 1 ✦ Each creature in the burst
Hit: 2d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls, you can shift up to your speed as a move action, and you cannot spend healing surges to regain hit points.

Form of the Bat, Vampire, HoS / Vampire Utility 6
Encounter ✦ Polymorph, Shadow ✦ Standard Action ✦ Personal
Effect: You assume the form of a Tiny bat. While you are in this form, you have a speed of 2 and a fly speed of 8, and you cannot make attacks or hold or carry any object. Your equipment becomes part of this form. You use a move action to return to your normal form.

Domineering Gaze, Vampire, HoS / Vampire Attack 9 / Charisma + 2 vs. Will
Daily ✦ Charm, Implement, Necrotic, Shadow ✦ Standard Action ✦ Ranged 5 ✦ One enemy
Hit: The target is dominated (save ends). While the target is dominated by this power, you can use a minor action while adjacent to the target to gain a healing surge and to deal necrotic damage to the target equal to your healing surge value. Doing so ends the domination.
Miss: The power is not expended.

Gaseous Form, Vampire, HoS / Vampire Utility 10
Daily ✦ Polymorph, Shadow ✦ Minor Action ✦ Personal
Effect: You assume a gaseous form. While in this form, you are insubstantial and phasing, gain a fly speed of 8, and gain a +10 power bonus to Stealth checks. You cannot attack in this form. The form lasts until the end of your next turn or until you use a minor action to end it.
Sustain Minor: The gaseous form persists until the end of your next turn.

Hungry Swarm, Vampire, HoS / Vampire Attack 1 / Dexterity vs. Fortitude
Daily ✦ Implement, Shadow, Teleportation ✦ Standard Action ✦ Close blast 3 ✦ Each enemy in the blast
Hit: 5d6 + Dexterity modifier damage, and the target is blinded (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn. If you hit at least one living creature with this attack, you gain a healing surge.

Shared Blood, Vampire, HoS / Vampire Utility 16
Daily ✦ Healing, Shadow ✦ Standard Action ✦ Melee 1 ✦ One ally
Requirement: You must have at least one healing surge remaining.
Effect: You lose a healing surge. The target regains 1 hit point, gains temporary hit points equal to his or her bloodied value, and can make a saving throw with a +2 power bonus.

Unleashed Fury, Vampire, HoS / Vampire Attack 17 / Dexterity vs. Reflex
Encounter ✦ Implement, Shadow ✦ Standard Action ✦ Melee 1 ✦ One creature
Hit: 3d12 + Dexterity modifier damage.
Special: You can lose a healing surge when you use this power to either target each creature adjacent to you with the attack or deal 3d10 extra damage to a single target.



Aura of Grandeur, Vampire, HoS / Vampire Noble Utility 12
Daily ✦ Aura, Charm, Shadow ✦ Minor Action ✦ Personal
Effect: You activate an aura 3 that lasts until the end of your next turn. Enemies in the aura cannot make opportunity attacks against you or your allies. Whenever an enemy ends its turn in the aura, you can use a free action to slide that enemy up to 2 squares to another square in the aura.
Sustain Minor: The aura persists until the end of your next turn.



Healing Word, Multiclass Sentinel, HoFK / Cleric Utility
Encounter (Special) ✦ Healing ✦ Minor Action ✦ Close burst 5 (10 at 11th level, 15 at 21st level) ✦ You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
   Level 6: 2d6 additional hit points.
   Level 11: 3d6 additional hit points.
   Level 16: 4d6 additional hit points.
   Level 21: 5d6 additional hit points.
   Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.



Amulet of Resolution +4, AV
Daily ✦ No Action
Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.

Nature's Fervor lv3, Divine Boon, Dr 412 / Utility Power (Healing)
Daily ✦ Free Action
Trigger: You drop an enemy to 0 hit points.
Effect: You can spend a healing surge or regain the use of an expended encounter attack power. If the enemy was aberrant or undead, you can do both.

Necklace of Prayer Beads, MME / Utility Power
Encounter ✦ Minor Action
Effect: Choose one of the following benefits.
*: You and each ally within 5 squares of you can make a saving throw.
*: Until the end of this turn, your healing powers restore the maximum number of hit points possible.
*: Once before the end of your next turn, when you miss with a divine attack power, you can reroll the attack roll. You must use the second result.

Iron Ring of the Dwarf Lords, ring, PHB
Daily ✦ Immediate Interrupt
You can use this power when you are hit by a power that has a pull, a push, or a slide effect. You negate the forced movement.
If you've reached at least one milestone today, you also gain immunity to pull, push, and slide effects (unless you are willing to be moved) until the end of your next turn.

Boots of the Fencing Master, Feet, AV
Encounter ✦ Minor Action
Shift 2 squares.

Secret of Life's Persistence, Wanderer's Secret, DSCS
Daily ✦ Free Action
Trigger: You make an Endurance check or Nature check and dislike the result.
Effect: You reroll the check and use either result.

Drizzt's Kick, Grandmaster Training, NCS
Daily ✦ Minor Action
Requirement: You must have missed an enemy with a melee attack during this turn.
Effect: You make a melee basic attack against the same enemy. On a hit, the enemy grants combat advantage until the end of your next turn.

Flickers of Faith lv4, Divine Boon, Dr 408 / Utility Power (Healing)
Daily ✦ Immediate Interrupt
Trigger: You drop below 1 hit point but do not die.
Effect: Roll a d6. On a 3 or higher, you regain hit points as if you spent a healing surge, plus additional hit points equal to the d6 result.

Belt of Raging Endurance heroic, waist, Dr 380
Encounter ✦ Immediate Interrupt
Trigger: An enemy hits you and causes damage.
Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn.

Circlet of Second Chances, head, AV
Daily ✦ No Action
Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.

Power Jewel x3, Wondrous, AV
Special: You must have reached at least one milestone today to activate this item.
Daily ✦ Minor Action
This power allows you to regain the use of an encounter power of 1st or 3rd level.



Potion of Vitality x5, PHB HoFL HoFK
Power (Healing) ✦ Consumable (Minor Action)
Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end.

Fey Step Potion x2, Potion, Dr 393
Consumable ✦ Teleportation ✦ Minor Action
After consuming this potion, you can use a move action to teleport up to 5 squares before the end of your next turn. If you consume another fey step potion before the end of the encounter or before 5 minutes elapses (whichever comes first), you teleport 2 fewer squares than the last dose allowed you to teleport.

Elixir of Speed x2, Potion, AV
Consumable ✦ Minor Action
Drink the elixir and gain a +2 power bonus to your speed for 1 hour.

Elixir of Invisibility lv6 x2, Potion, MME / Utility Power
Consumable ✦ Illusion ✦ Minor Action
Effect: You drink the elixir and become invisible until the end of your next turn or until you attack.

Elixir of Giant Strength lv 9 x6, MME / Utility Power
Consumable ✦ Minor Action
Effect: You drink the elixir. Until the end of the encounter, you gain a +2 power bonus to Strength ability checks and Strength-based skill checks. You also gain a +2 bonus to the damage rolls of melee basic attacks and of ranged basic attacks with thrown weapons. However, if your attack roll for any such attack is a natural 1 or 2, this effect ends.

剧透 -  Feats:

Durable, PHB HoFL HoFK
Benefit: Your number of healing surges increases by two.

Unarmored Agility, PHB3
Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Human Soul, Dr 376
Prerequisite: Human, revenant
Benefit: You gain a +1 bonus to Fortitude, Reflex, and Will defenses.

Superior Will, HoFL HoFK
Prerequisite: Wisdom 15 or Charisma 15
Benefit: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.

Superior Reflexes, HoFL HoFK
Prerequisite: Dexterity 15 or Intelligence 15
Benefit: You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level.
You also gain combat advantage against all enemies during your first turn in an encounter.

Great Fortitude, HoFL HoFK
Benefit: You gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level.

Sentinel Initiate, Multiclass Druid, Dr 402
Prerequisite: Wisdom 13
Benefit: You gain training in the Nature skill.
Once per day, you can use the druid's healing word power. You also gain proficiency with staff and totem implements.

Superior Implement Training (Accurate Staff), PHB3
Benefit: You can use a single superior implement of your choice. The implement must be of a type you are already able to use.

Lasting Frost, PHB
Prerequisite: 11th level
Benefit: Once per turn, the first target you hit with a power that has the cold keyword gains vulnerable 5 cold after the attack. The vulnerability lasts until the end of your next turn.

Icy Heart, HoEC
Prerequisite: 11th level
Benefit: You gain a +3 feat bonus to cold damage rolls. This bonus increases to +4 at 21st level.
In addition, whenever you take cold damage from an attack, each enemy within 2 squares of you becomes slowed until the end of your next turn.

Staff Expertise, HoFL HoFK
You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don't provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

剧透 -  Items:

Frost Accurate Staff +4, PHB
Critical: +1d6 cold damage per plus
+ Power
Power (Cold) ✦ (Free Action)
All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Cold) ✦ Daily (Free Action)
Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.
   Level 13 or 18: 2d8 cold damage.
   Siberys Shard of the Mage paragon, Dragonshard augment, EPG
   You gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon.
      Level 13: Gain a +3 bonus to damage
      Level 23: Gain a +5 bonus to damage

Veteran's Mindweave Armor +4, Armor, AV HoFL
When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
  Mindweave Armor, AV
  AC Bonus: +0
  Minimum Enhancement Value: +4
  Special: +2 Will

Amulet of Resolution +4, Neck, AV
+ Power

Rhythm Blade Dagger +1, Off-hand, AV2
Critical: +1d6 damage per plus
While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1.

Necklace of Prayer Beads +2, Holy Symbol, MME
Critical: +1d8 damage per plus
+ Power

Circlet of Second Chances, head, AV
+ Power

Gloves of Ice paragon, Hands, AV2
Choose one: Your cold attacks gain a +2 bonus to damage rolls, or your cold attacks ignore 5 of the target's resistance to cold. You can switch between properties as a minor action.

Bracers of Mighty Striking paragon, Arms, PHB HoFL
When you hit with a melee basic attack, you gain a +4 item bonus to the damage roll.

Iron Ring of the Dwarf Lords, ring, PHB
Gain one healing surge.
+ Power

Belt of Raging Endurance heroic, waist, Dr 380
You gain 1 healing surge.
+Power

Boots of the Fencing Master, Feet, AV
When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
+ Power

Backlash Tattoo, Tattoo, AV2
The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

Elven Chain Shirt, Wondrous, MME
You gain a +1 item bonus to AC while wearing this shirt with light armor or no armor.

Polyglot Gem, Wondrous
Each polyglot gem contains the knowledge of one language, chosen when the item is created. As long as you carry the gem on your person, you are able to speak, read, and write that language fluently.
If you carry more than one polyglot gem on your person, none of them function.

Bag of Holding, Wondrous, PHB
This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from the bag is a minor action.

Restful Bedroll, Wondrous
Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.

Camouflaged Clothing, Gear, MME
While you are not moving, these garments allow you to blend into your surroundings by granting you a +2 bonus to Stealth checks.



Avandra's Blessing of Confidence heroic, Divine Boon, Dr 398
You gain resist 5 to all damage against opportunity attacks.
You gain a +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.

Nature's Fervor lv3, Divine Boon, Dr 412
When you use your second wind, you can make a saving throw against one effect that a save can end.
+ Power

Flickers of Faith lv4, Divine Boon, Dr 408
Your number of healing surges increases by one.
+Power

Crimson Determination heroic, Legendary Boon, Dr 393
You gain a +2 bonus to damage rolls against bloodied targets.
    Level 14: Gain a +4 bonus to damage
    Level 24: Gain a +6 bonus to damage

Secret of Life's Persistence, Wanderer's Secret, DSCS
You gain a +1 item bonus to Fortitude.
+ Power

Drizzt's Kick, Grandmaster Training, NCS
+ Power
Power ✦ Daily (Minor Action)
Requirement: You must have missed an enemy with a melee attack during this turn.
Effect: You make a melee basic attack against the same enemy. On a hit, the enemy grants combat advantage until the end of your next turn.




« 上次编辑: 2016-07-09, 周六 10:19:12 由 Sheepy »
(10:23:05 PM) 欧剃: 咩的笑话一般不仅冷,而且是黑漆漆的阴冷?
(10:23:11 PM) 布布: 这只是,对别人来说是掉SAN值的腹黑,对咩来说仅仅是笑话而已
(10:23:45 PM) ***Sheepy 耸肩, 一笑置之
(10:24:17 PM) ***布布 死了
  D&D 4e 殁土英豪 头两章试译

离线 霜千翎

  • Flawless
  • *******
  • 帖子数: 5737
  • 苹果币: -2
Re: 妮可优化计划
« 回帖 #2 于: 2016-07-03, 周日 17:21:25 »
 :em003厉害的咩咩!

离线 poorlunch

  • Diver
  • ******
  • 帖子数: 2371
  • 苹果币: 2
Re: 妮可优化计划
« 回帖 #3 于: 2016-07-06, 周三 21:17:28 »
frost是把法器staff当成quarterstaff武器来附魔,然而吸血鬼虽然会ki focus(没记错的话,会ki focus就可以法器附魔上擅长武器),但是似乎没有武器当法器的能力呢。于是frost staff当法器用的时候可以打出寒冷效果么?
所谓便当,就是没有主角模板的围观群众们人手一份的洗具……
----------
16:48:30 <DnDBot> 史龙 投掷 神秘: 1d20+11=(2)+11=13
16:49:13 <史龙> (杯具了。。。
16:49:18 <朗读者> : 你感到这里似乎有某种魔法,可是完全没法判断具体位置和种类。
16:49:38 <史龙> “小不点,你来试试,这个仓库有点古怪。”
16:49:54 * 史龙 戳了戳密云。
16:49:56 <DnDBot> 密云 投掷 神秘: 1d20+8=(4)+8=12
16:50:18 * 密云 也很无奈
16:50:32 * 史龙 又戳了戳本杰明。
16:50:41 <DnDBot> 本杰明 投掷 神秘: 1d20+13=(1)+13=14
16:50:49 <露丝特> (你们啊……
16:50:55 <露丝特> (我应该说啥……
16:51:06 <DnDBot> 拓瓦尔德 投掷 神秘: 1d20+3=(19)+3=22
16:51:24 * 拓瓦尔德 幸好自己也读过几本奥法书
16:52:38 * 本杰明 蹲在墙角画圈圈
--------

很多人需要的4E车卡器

无证量贩便当车

离线 Sheepy

  • 纯良的白色生物
  • 风纪委
  • *
  • 帖子数: 14117
  • 苹果币: 2
Re: 妮可优化计划
« 回帖 #4 于: 2016-07-07, 周四 22:39:51 »
frost是把法器staff当成quarterstaff武器来附魔,然而吸血鬼虽然会ki focus(没记错的话,会ki focus就可以法器附魔上擅长武器),但是似乎没有武器当法器的能力呢。于是frost staff当法器用的时候可以打出寒冷效果么?
Sentinel Initiate, Multiclass Druid, Dr 402
Benefit: ... You also gain proficiency with staff and totem implements.
(10:23:05 PM) 欧剃: 咩的笑话一般不仅冷,而且是黑漆漆的阴冷?
(10:23:11 PM) 布布: 这只是,对别人来说是掉SAN值的腹黑,对咩来说仅仅是笑话而已
(10:23:45 PM) ***Sheepy 耸肩, 一笑置之
(10:24:17 PM) ***布布 死了
  D&D 4e 殁土英豪 头两章试译