人物姓名: | 库瑞比·拉文(Creepy Raven) |
人物简介: |
“旅途的终点?老实说,我自己也不清楚。”
库瑞比能回忆中最早的清晰记忆就是流浪。从一个地方被赶出来,然后向另一个地方旅行,期望着找到个容身之所。然而随着时间的推移,他渐渐回忆起了更多的东西,那是自己更小的时候的记忆残片,而库瑞比将这些综合起来,也只能得到一些断断续续、难以分辨细节的情报。他唯一能确定的是,自己小时候家被不知道什么人闯入了,而自己阴差阳错地从对方的魔爪里逃离了。
虽然所知甚少,但是库瑞比因此有了新的旅行动机,不再是单纯地混日子讨口饭,而是找到自己的家、家人的下落(不论死活)以及弄清楚当初到底发生了什么。这使得他的旅行有了更多积极的意义,除了独自旅行,他也开始与商队、冒险者同行,到后来与佣兵和冒险者临时组队完成一些人的委托。大部分时候,库瑞比会将商量报酬的活计交给其他人,对于他来说,只要目的地并未去过就足够了。
独自旅行的时候,库瑞比会如同一般的旅行者一般,穿着饱经风沙、略有些破旧的兜帽大衣,将自己的脸盖在兜帽的阴影下。不过与商队同行的时候,他则会摇身变为商贾之神Kol Korran的牧师(前提是商队内并没有另一位牧师)。作为半变形怪,为了避免不必要的目光和猜忌,库瑞比多以人类的外貌旅行,那是一个面孔方正而有棱角,带有略晒黑的古铜色皮肤的乡下小子的形象。但是与其他人一同冒险之时,库瑞比会在出发前展示自己的真实面孔(毕竟,提前说明总比事后解释省事),和大多数半变形怪相似,库瑞比有着瘦削的脸庞、尖锐的下巴(不能当穿刺天武使用)以及苍白的皮肤。
对于库瑞比来说,谎言和伪装是为了让自己多份清净,而不是多份麻烦。虽然如果愿意,他可以把自己装成一名贵族而享受周围羡慕的目光(以及一些免费的食宿),但是也可能会召来小偷、强盗或是背后的一把匕首。因此库瑞比大多数时候低调少言,也很少为了钱财或者名声而去欺骗。
和大小姐的冒险结束后,库瑞比发现自己对于薪水有了莫名的执念,原因不详。
****************************************************************************
种族: | 半变形怪Changeling |
阵营: | 绝对中立 |
信仰: | 旅者The Traveler |
体型: | 中型 |
年龄: | 26 |
性别: | 男 |
语言: | Common,Halfling,Elven,Dwarven,Infernal,Draconic,Auran |
职业等级: | 1 Changeling Rogue/1 Cleric/2 EX-Monk(Sleeping Tiger)/1 Fighter/4 Chameleon |
经验点数: | 36000/45000 |
****************************************************************************
购点属性: | 13,17,14,16,17,13 |
力量 13 | () |
敏捷 22 | (+1升级+2competence+2增强) |
体质 16 | (+2增强) |
智力 16 | () |
感知 18 | (+1升级) |
魅力 13 | () |
****************************************************************************
生命值:1d6+1d8+2d8+1d10+4d8+3*9=70 防御等级20(+6敏捷,+4感知) 接触 20,措手不及 14 先攻调整 +10(+6敏捷,+4 Improved Initiative) 基本攻击加值 +5,擒抱 +6 速度 40(基本速度 30+10 ft Domain,负重50/100/150,无甲) |
****************************************************************************
强韧豁免 +14 | (+3 Ex-Monk,+2 Cleric,+2 Fighter,+1 Chameleon,+2 Divine Focus,+3体质,+1 抗力) |
反射豁免 +13 | (+2 Rogue,+3 Ex-Monk,+1 Chameleon,+6敏捷,+1 抗力) |
意志豁免 +13 | (+3 EX-Monk,+2 Cleric,+1Chamelon,+2 Divine Focus,+4感知,+1 抗力) |
****************************************************************************
专长: |
LV1: | Able Leaner |
LV3: | Point Blank Shot |
Monk LV1: | Weapon Finesse |
Monk LV2: | Improved Initiative |
Fighter LV1: | Weapon Focus(Shuriken) |
LV6: | Precise Shot |
LV9 | Searing Spell |
****************************************************************************
职业能力:
Rogue:
Sneak Attack +1d6
Social Intuition(Changeling):
-Gather information checks to gain knowledge only takes 1d4+1X10 minutes.
-Sense Motive gut reactions are done as a move equivalent action.
-You can always take 10 on: Bluff, Intimidate, Gather Information, Diplomacy and Sense motive, even when distractions normally would not allow it.
Monk:
AC Bonus
Flurry of Blow
Evasion
Cleric:
Domain:Celerity&Travel
Turn Undead
Fighter:
Bonus Feat
Chameleon
Aptitude focus 1/day (+2)
Bonus feat
Mimic class feature 1/day
Ability boon +2
****************************************************************************
种族特性:
• Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
• Medium
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and charm effects
• +2 racial bonus on Bluff, Intimidate, and Sense Motive checks
• Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
• Minor Change Shape (Su)
• Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.
• Favored Class: Rogue.
****************************************************************************
技能点: | (10+3)x4+(2+3)+(4+3)x2+(2+3)+(4+3)x3+(4+3) |
+8 Balance | (6 DEX+2共效) |
+15 Bluff | (12+1 CHA+2种族) |
+15 Concentration | (12+3 CON) |
+2 Decipher Script | (1+1 INT) |
+3 Diplomacy | (1 CHA+2共效) |
+14 Disguise | (11+1 CHA+2共效) |
+1 Forgery | (1 INT) |
+1 Gather Information | (1 CHA) |
+16 Hide | (10+6 DEX) |
+8 Jump | (5+1 STR+2共效) |
+4 Knowledge(Local) | (1+3 INT) |
+4 Knowledge(Arcane) | (1+3 INT) |
+4 Knowledge(Religion) | (1+3 INT) |
+16 Listen | (12+4 WIS) |
+6 Move Silently | (6 DEX) |
+7 Open Lock | (1+6 DEX) |
+11 Sense Motive | (5+4 WIS+2种族) |
+8 Sleight of Hand | (6 DEX+2共效) |
+4 Speak Language | (Dwarven,Infernal,Draconic,Auran) |
+14 Spellcraft | (11+3 INT) |
+16 Spot | (12+4 WIS) |
+13 Tumble | (5+6 DEX+2共效) |
****************************************************************************
法术位:4/4+1/3+1/1+1
****************************************************************************
装备: |
Arm: | Bracers of the Entangling Blast | 1500gp | stardust® |
Body: |
Face: | Goggles of Foefinding | 2500gp |
Feet: | Boots of Swift Passage | 3750gp | stardust® |
Hands: | Gloves of Object Reading | 3000gp |
| +【Gloves of Dexterity+2】 | 3000gp | stardust® |
Head: | Helm of the Hunter | 9000gp |
Rings: |
| Ring of Four Winds | 2000gp |
| Ring of Silent Spell | 2000gp |
Shoulder: | Cloak of Resistance+1 | 1000gp |
Throat: | Amulet of Health+2 | 4000gp |
Torso: | Shiftweave | 500gp | 5lb |
| (Traveler,Monk,Cleric,Peasant,Royal) |
Waist: |
Free Slot: |
| Handy Haversack | 2000gp | 5lb |
| | |
Misc: |
| Spell Book | 15 gp | 3lb |
| Searing Fire Shuriken x 100 | ---- | 50lb(Haversack) |
| Searing Fire Shuriken x 80 | ---- | 40lb(Haversack侧袋) |
| Searing Fire Shuriken x 20 | ---- | 10lb |
| Holy Symbol, Wood(Kol Korran) | 1gp | ---- |
| Holy Symbol, Wood(The Traveler) | 1gp | ---- |
| Rations x 4 | 2gp | 4lb |
| bedroll | 1sp | 5lb |
| Thieves’ tools, masterwork | 100gp | 2lb |
| Disguise kit | 50gp | 8lb |
| Spell component pouch | 5gp | 2lb |
Gold Left: | | 1575gp5sp |
Total: | | 36000gp | 44lb |
种族: | 半变形怪Changeling |
阵营: | 绝对中立 |
信仰: | 旅者The Traveler |
体型: | 中型 |
年龄: | 26 |
性别: | 男 |
语言: | Common,Halfling,Elven,Dwarven,Infernal,Draconic,Auran |
职业等级: | 1 Changeling Rogue/1 Cleric/2 EX-Monk(Sleeping Tiger)/1 Fighter/4 Chameleon/1 Master Thrower |
经验点数: | 45000/55000 |
****************************************************************************
购点属性: | 13,17,14,16,17,13 |
力量 13 | () |
敏捷 22 | (+1升级+2competence+2增强) |
体质 16 | (+2增强) |
智力 16 | () |
感知 18 | (+1升级) |
魅力 13 | () |
****************************************************************************
生命值:1d6+1d8+2d8+1d10+4d8+1d8+3*10=77 防御等级20(+6敏捷,+4感知) 接触 20,措手不及 14 先攻调整 +10(+6敏捷,+4 Improved Initiative) 基本攻击加值 +6,擒抱 +7 速度 40(基本速度 30+10 ft Domain,负重50/100/150,无甲) |
****************************************************************************
Fort +14 | (+3 Ex-Monk,+2 Cleric,+2 Fighter,+1 Chameleon,+2 Divine Focus,+3 CON,+1 Res) |
Ref +15 | (+2 Rogue,+3 Ex-Monk,+1 Chameleon,+2 Master Thrower,+6 DEX,+1 Res) |
Will +13 | (+3 EX-Monk,+2 Cleric,+1Chamelon,+2 Divine Focus,+4 WIS,+1 Res) |
****************************************************************************
Feats: |
LV1: | Able Leaner |
LV3: | Point Blank Shot |
Monk LV1: | Weapon Finesse |
Monk LV2: | Improved Initiative |
Fighter LV1: | Weapon Focus(Shuriken) |
LV6: | Precise Shot |
LV9 | Searing Spell |
Master Thrower LV1: | Quick Draw |
****************************************************************************
职业能力:
Rogue:
Sneak Attack +1d6
Social Intuition(Changeling):
-Gather information checks to gain knowledge only takes 1d4+1X10 minutes.
-Sense Motive gut reactions are done as a move equivalent action.
-You can always take 10 on: Bluff, Intimidate, Gather Information, Diplomacy and Sense motive, even when distractions normally would not allow it.
Monk:
AC Bonus
Flurry of Blow
Evasion
Cleric:
Domain:Celerity&Travel
Turn Undead
Fighter:
Bonus Feat
Chameleon
Aptitude focus 1/day (+2)
Bonus feat
Mimic class feature 1/day
Ability boon +2
Master Thrower:
Quick Draw
Thrown Weapon Trick (Ex): Palm Throw
****************************************************************************
种族特性:
• Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
• Medium
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and charm effects
• +2 racial bonus on Bluff, Intimidate, and Sense Motive checks
• Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
• Minor Change Shape (Su)
• Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.
• Favored Class: Rogue.
****************************************************************************
技能点: | (10+3)x4+(2+3)+(4+3)x2+(2+3)+(4+3)x3+(4+3)+(4+3) |
+8 Balance | (6 DEX+2共效) |
+16 Bluff | (13+1 CHA+2种族) |
+16 Concentration | (13+3 CON) |
+2 Decipher Script | (1+1 INT) |
+3 Diplomacy | (1 CHA+2共效) |
+16 Disguise | (13+1 CHA+2共效) |
+1 Forgery | (1 INT) |
+1 Gather Information | (1 CHA) |
+16 Hide | (10+6 DEX) |
+8 Jump | (5+1 STR+2共效) |
+4 Knowledge(Local) | (1+3 INT) |
+4 Knowledge(Arcane) | (1+3 INT) |
+4 Knowledge(Religion) | (1+3 INT) |
+17 Listen | (13+4 WIS) |
+6 Move Silently | (6 DEX) |
+7 Open Lock | (1+6 DEX) |
+11 Sense Motive | (5+4 WIS+2种族) |
+8 Sleight of Hand | (6 DEX+2共效) |
+4 Speak Language | (Dwarven,Infernal,Draconic,Auran) |
+14 Spellcraft | (11+3 INT) |
+16 Spot | (12+4 WIS) |
+13 Tumble | (5+6 DEX+2共效) |
Skill Trick:
Second Impression
****************************************************************************
法术位:4/4+1/3+1/1+1
****************************************************************************
装备: |
Arm: | Bracers of the Entangling Blast | 1500gp | stardust® |
Body: |
Face: | Goggles of Foefinding | 2500gp |
Feet: | Boots of Swift Passage | 3750gp | stardust® |
Hands: | Gloves of Object Reading | 3000gp |
| +【Gloves of Dexterity+2】 | 3000gp | stardust® |
Head: | Helm of the Hunter | 9000gp |
Rings: |
| Ring of Four Winds | 2000gp |
| Ring of Silent Spell | 2000gp |
Shoulder: | Cloak of Resistance+1 | 1000gp |
Throat: | Amulet of Health+2 | 4000gp |
Torso: | Shiftweave | 500gp | 5lb |
| (Traveler,Monk,Cleric,Peasant,Royal) |
Waist: |
Free Slot: |
| Handy Haversack | 2000gp | 5lb |
| | |
Misc: |
| Spell Book | 15 gp | 3lb |
| Searing Fire Shuriken x 100 | ---- | 50lb(Haversack) |
| Searing Fire Shuriken x 80 | ---- | 40lb(Haversack侧袋) |
| Searing Fire Shuriken x 20 | ---- | 10lb |
| Holy Symbol, Wood(Kol Korran) | 1gp | ---- |
| Holy Symbol, Wood(The Traveler) | 1gp | ---- |
| Rations x 4 | 2gp | 4lb |
| bedroll | 1sp | 5lb |
| Thieves’ tools, masterwork | 100gp | 2lb |
| Disguise kit | 50gp | 8lb |
| Spell component pouch | 5gp | 2lb |
Gold Left: | | 1575gp5sp |
Total: | | 36000gp | 44lb |
给自己用的
lv1
Blockade
(Complete Scoundrel)
Conjuration (Creation)
Level: Druid 1, Ranger 1, Sorcerer 1, Wizard 1,
Components: V, S, M,
Casting Time: 1 swift action
Range: 0 ft.
Effect: 5-ft. cube of wood
Duration: 3 rounds
Saving Throw: No
Spell Resistance: None
You drop a tiny wooden block before you.
It rapidly begins growing and hits the ground with a heavy thud, now a perfect 5-foot cube
of dense wood.
You call a cube of solid wood, 5 feet on a side, into being.
The cube must be created upon solid ground in an empty square.
If no solid surface exists that is large enough for the cube to fit on, or if no adjacent
square is empty, the spell fails.
The cube weighs 2,000 pounds.
It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square.
Multiple cubes can be stacked.
If it is pushed into water, the cube floats.
Material Component: A block of wood, less than 3 inches on a side.
-----------
Ice Slick
(Frostburn)
Conjuration (Creation) [Cold]
Level: Cleric 1,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 20-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
An ice slick spell covers a solid surface with a layer of slippery ice.
Any creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall.
Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally.
However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.
The DM should adjust skill checks by circumstance.
For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).
----------
Remove Fear
(Player's Handbook v.3.5, p. 271)
Abjuration
Level: Bard 1, Cleric 1, Healer 1, Hunter of the Dead 1, Knight of the Chalice 1, Vigilante 1, Death Delver 1, Celebrant of Sharess 1, Competition 1, Courage 1, Pleasure 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.
----------
Ray of Hope
(Book of Exalted Deeds, p. 105)
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Apostle of Peace 1, Bard 1, Cleric 1, Emissary of Barachiel 1, Celebrant of Sharess 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.
Ray of hope counters and dispels sorrow (detailed in the Book of Vile Darkness).
---------
Crabwalk
(Spell Compendium, p. 53)
Transmutation
Level: Bard 1, Druid 1, Ranger 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: None
_The creature you touch now moves much faster, scuttling about with disconcerting ease.
When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no
penalty to Armor Class. This benefit replaces the normal +2 bonus on attack rolls and -2
penalty to AC that a charge attack normally confers. If the creature is capable of multiple
attacks after a charge, such as a lion with the pounce ability, the bonus applies only to
the first attack.
Material Component: A crab's leg.
--------------
Embrace the Wild
(Spell Compendium, p. 79)
Transmutation
Level: Ranger 1, Druid 2,
Components: V,
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level (D)
While picturing a certain kind of animal in your mind, you cry out in imitation of its most
common call. Immediately thereafter, you perceive your surroundings as the animal you
imagined would.
Upon casting the spell, you gain the senses of animal creatures. You gain low-light vision
and either blindsense out to 30 feet or scent (your choice). You also gain a +2 bonus on
Listen and Spot checks.
--------------------------
Eyes of the Avoral
(Book of Exalted Deeds, p. 99)
Transmutation
Level: Apostle of Peace 1, Beloved of Valarian 1, Cleric 1, Druid 1, Ranger 1, Sorcerer 1,
Wizard 1,
Components: S,
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains an avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for
the duration of the spell.
-------------------------
Hawkeye
(Spell Compendium, p. 110)
Transmutation
Level: Druid 1, Ranger 1,
Components: V,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem
closer and more distinct.
Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus
on Spot checks.
--------------
Instant of Power
(The Forge of War, p. 114)
Transmutation
Level: Bard 1, Druid 1, Ranger 1,
Components: V, S,
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow a brief moment of power on your ally, granting a +4 enhancement bonus on his next
attack roll, saving throw, or damage roll.
----------------
Linked Perception
(Player's Handbook II)
Divination
Level: Ranger 1, Druid 2,
Components: V, DF,
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your senses are muddied for a moment, but when they clear, your sight and hearing are
improved.
This spell imparts to all allies in its area a shared awareness of their surroundings.
Each ally in the area (including yourself ) gains a +2 bonus on Spot and Listen checks per
each ally in the area.
For example, if you and three allies are in the area, each of you gains a +6 bonus.
------------------
Sandblast
(Spell Compendium, p. 180)
Evocation
Level: Druid 1,
Components: V, S, DF,
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Whipping your hand in a wide arc, you spray sand from your fingers in a powerful blast.
Creatures in the area take 1d6 points of nonlethal damage. Any creature that fails its
Reflex save is also stunned for 1 round. You are not harmed by the spell.
-----------------
Sunstroke
(Sandstorm)
Necromancy
Level: Druid 1, Sorcerer 1, Wizard 1, Summer 2,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You cause a living creature to experience the effects of heatstroke.
The target takes 2d6 points of nonlethal damage.
If the target fails a Fortitude save, it immediately becomes fatigued, or exhausted if
already fatigued.
Since this spell causes heatstroke, the damage and fatigue dealt can only be healed after
that condition is treated properly (see page 13).
lv2
Barkskin
(Player's Handbook v.3.5, p. 203)
Transmutation
Level: Nentyar Hunter 1, Druid 2, Ranger 2, Urban Druid 2, Plant 2,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the
creature's existing natural armor bonus. This enhancement bonus increases by 1 for every
three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but
not with other enhancement bonuses to natural armor. A creature without natural armor has an
effective natural armor bonus of +0, much as a character wearing only normal clothing has an
armor bonus of +0.
----------
Bite of the Wererat
(Spell Compendium, p. 28)
Transmutation
Level: Druid 2, Sorcerer 3, Walker In the Waste 3, Wizard 3,
Components: V, S, M,
Casting Time: 1 Standard Action
Range: Touch
Target: Personal
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
With a sneeze, you grow a whiskered snout
and ratlike tail as fine gray fur covers your
thickening skin.
You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a
+3 enhancement bonus to natural armor. Your face lengthens into a ratlike snout, and you
gain a bite attack that deals 1d4 points of damage (or 1d3 points if you are Small) + 1-1/2
times your Str modifier. You also gain the benefit of the Weapon Finesse feat. If your base
attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A rat's tail.
----------
Binding Winds
(Spell Compendium, p. 27)
Evocation [Air]
Level: Druid 2, Windstorm 2,
Components: V, S,
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Concentration
Saving Throw: Reflex negates
Spell Resistance: Yes
Calling upon the power of elemental air, you encircle the target in whipping winds.
The subject can act normally, but it cannot move from its current location. The winds carry
its voice away, so it can speak but cannot be heard, and it cannot hear anything but the
roar of the winds. This spell distracts spellcasters, and so a Concentration check is
required to successfully cast any spell (DC equal to this spell's DC + the level of the
spell being cast).
Furthermore, no sonic or language dependent spells or effects can be cast into or out of the
winds though spells cast by you upon yourself function normally). Ranged attacks made into
or out of the winds take a —2 penalty. Binding winds holds flying creatures in midair.
-------------
Whip of Thorns
(Champions of Ruin, p. 36)
Transmutation
Level: Druid 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Effect: 15-foot-long whip covered with sharp thorns
Duration: 1 round/level, or until discharged
Saving Throw: None
Spell Resistance: No
When you cast this spell, a piece of vine grows into a thorn-studded whip capable of
savagely ripping your opponent's flesh. You can wield this whip as if you were proficient,
and it follows all the rules for a whip except that it deals 1d8+1 points of lethal damage
per strike. Any time you strike a Large or smaller opponent successfully with the whip, you
can release it and entangle the creature. Doing this ends the spell, but the thorny vine
continues to wrap around your enemy until the opponent breaks free with a successful Escape
Artist check (DC equal to the save DC of the spell). On a failed check, the creature takes
an additional 1d4 points of damage and remains entangled. On a successful check that exceeds
the DC by 10 or less, the creature takes the additional damage in the process of freeing
itself. A creature can also attempt to burst the vine with a DC 20 Strength check, although
it takes 1d4 points of damage whether or not the attempt succeeds.
Material Component: A tiny piece of vine.
---------------
Blinding Spittle
(Spell Compendium, p. 32)
Transmutation
Level: Druid 2,
Components: V, S,
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of spit
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Whipping your head forward with the last word of the spell, you spit a globule of dark
liquid at your foe.
You spit caustic saliva into your target's eyes with a successful ranged touch attack. A —4
penalty applies to the attack roll. The subject is blinded until it can wash its eyes with
water or some other rinsing fluid, which requires a standard action.
This spell has no effect on creatures without eyes or creatures that don't depend on eyes
for vision.
--------------------
Listening Lorecall
(Spell Compendium, p. 133)
Divination
Level: Druid 2, Ranger 2,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You feel conscious of your ears as they warm noticeably. Sounds that seem as though they
should be muffled become clear to you.
You gain a +4 insight bonus on Listen checks. In addition, if you have 5 or more ranks in
Listen, you gain blindsense out to 30 feet. If you have 12 or more ranks in Listen, you gain
blindsight out to 15 feet.
A silence spell or effect negates the blindsense or blindsight granted by a listening
lorecall spell.
-----------------
Halo of Sand
(Sandstorm)
Abjuration [Earth]
Level: Druid 2, Ranger 2,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Halo of sand creates a thin band of sand that swirls and twists around your body, helping to
deflect incoming attacks.
The sand does not make it difficult for others to see you, but it grants a +1 deflection
bonus to AC.
This deflection bonus increases by 1 for every three caster levels above 3rd, to a maximum
of +4 at caster level 12th.
---------------------
Lava Missile
(Serpent Kingdoms)
Conjuration (Creation) [Fire]
Level: Cleric 2, Druid 2,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
A missile of lava darts forth from your fingertip and strikes its target, dealing 1d4 points
of fire damage.
The missile strikes unerringly if the target has less than total cover or concealment.
Specific parts of a creature can't be singled out.
A target that fails its saving throw catches on fire (see Catching on Fire in the Dungeon
Master's Guide).
For every two caster levels, you gain an additional missile—
two at 4th level, three at 6th level, four at 8th level, and the maximum of five at 10th
level or higher.
If you shoot multiple missiles, you can have them strike a single creature or several
creatures.
A single missile can strike only one creature.
You must designate targets before you check for spell resistance or roll damage.
A lava missile cures firenewts of 1d4 points of damage.
This spell was first used by firenewt clerics of Kossuth.
lv3
Evard's Menacing Tentacles
(Player's Handbook II)
Transmutation
Level: Druid 3, Sorcerer 3, Wizard 3,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Two black tentacles sprout from your shoulder blades and arch over your shoulders.
The tentacles have 10-foot reach and are animate.
Each round as a free action, starting on the turn when you cast the spell, you can direct
each tentacle to attack one opponent within reach.
The tentacles use your base attack bonus and Strength score, and each deals bludgeoning
damage equal to 1d8 points + your Str modifier.
The tentacles threaten the area within their reach, and each can make one attack of
opportunity per round.
The tentacles also grant you a +4 bonus on Climb checks.
Material Component: A piece of octopus, squid, or carrion crawler tentacle.
-------------------------
Icelance
(Spell Compendium, p. 119)
Conjuration (Creation)
Level: Druid 3, Sorcerer 3, Wizard 3,
Components: V, S, AF, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One lance of ice
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You clutch the quartz in your hand, focusing the energy of the spell into a sharp spear.
With a thought, you send it whistling through the air at your foe.
You must succeed on a normal ranged attack to strike a target with an icelance. You gain a
+4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the
target. Half of this damage is piercing damage; the rest is cold damage. In addition, the
target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of
the attack, the icelance shatters upon its first use.
Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can
substitute 10 pounds of ice or snow for the quartz.
-----------------------------
Hypothermia
(Spell Compendium, p. 118)
Evocation [Cold]
Level: Druid 3, Cleric 4,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The fighter drops to her knees, her face pale and a bluish cast to her lips and fingers. A
cloud of frosted breath escapes her lips as she whispers, "So . . . c-c-cold . . ."
The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes
fatigued. A successful Fortitude save halves the damage and negates the fatigue.
Greenbound
A "greenbound creature" is an acquired template that can be added to any animal, fey, giant, humanoid, monstrous humanoid, or vermin (hereafter referred to as the base creature).
A greenbound creature uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to plant with the appropriate augmented subtype. Do not recalculate base attack bonus, base saves, or skill points. Size is unchanged.
Hit Dice: Change all current Hit Dice to d8s.
Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base creature.
Attack: A green bound creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the greenbound creature retains this ability. A greenbound creature fighting without weapons uses either its slam attack or its primary natural weapons (if it has any). A greenbound creature armed with a weapon uses either its slam attack or a weapon, as it desires.
Full Attack: A greenbound creature fighting with out weapons uses either its slam attack (see above) or its natural weapons (if it has any): If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: A greenbound creature has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the greenbound creature's size. A creature that has other kinds of natural weapons retains its old damage values or uses the appropriate values from the table below, whichever is better.
Size Base Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A greenbound creature retains all the special attacks of the base creature and gains those described below.
Spell-Like Abilities: At will - entangle, pass without trace, speak with plants; 1/day - wall of thorns. Caster level equals greenbound creature's character level; save DC 10 + spell level + greenbound creature's Charisma modifier.
Special Qualities: A greenbound creature retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A greenbound creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.
Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hands and feet grant it a +4 bonus on grapple checks.
Resistance to Cold and Electricity (Ex): A greenbound creature gains resistance 10 to cold and electricity.
Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with the ground.
Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Cha +4.
Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
Environment: Any forests.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Standard
Alignment: Same as the base creature.
Advancement: By character class or as base creature.
Level Adjustment: Same as the base creature +8.
种族: | 半变形怪Changeling |
阵营: | 绝对中立 |
信仰: | 旅者The Traveler |
体型: | 中型 |
年龄: | 26 |
性别: | 男 |
语言: | Common,Halfling,Elven,Dwarven,Infernal,Draconic,Auran |
职业等级: | 1 Changeling Rogue/1 Cleric/2 EX-Monk(Sleeping Tiger)/1 Fighter/4 Chameleon/1 Master Thrower/1 Chameleon |
经验点数: | --/-- |
****************************************************************************
购点属性: | 13,17,14,16,17,13 |
力量 13 | () |
敏捷 22 | (+1升级+2competence+2增强) |
体质 16 | (+2增强) |
智力 16 | () |
感知 18 | (+1升级) |
魅力 13 | () |
****************************************************************************
生命值:1d6+1d8+2d8+1d10+4d8+1d8+1d8+3*11=85 防御等级20(+6敏捷,+4感知) 接触 20,措手不及 14 先攻调整 +10(+6敏捷,+4 Improved Initiative) 基本攻击加值 +6,擒抱 +7 速度 40(基本速度 30+10 ft Domain,负重50/100/150,无甲) |
****************************************************************************
攻击
+13 远程
+11/11/6 疾风手里剑
神能下:
+18 远程
+16/16/11 疾风手里剑
****************************************************************************
Fort +16 | (+3 Ex-Monk,+2 Cleric,+2 Fighter,+1 Chameleon,+4 Divine Focus,+3 CON,+1 Res) |
Ref +15 | (+2 Rogue,+3 Ex-Monk,+1 Chameleon,+2 Master Thrower,+6 DEX,+1 Res) |
Will +15 | (+3 EX-Monk,+2 Cleric,+1Chamelon,+4 Divine Focus,+4 WIS,+1 Res) |
****************************************************************************
Feats: |
LV1: | Able Leaner |
LV3: | Point Blank Shot |
Monk LV1: | Weapon Finesse |
Monk LV2: | Improved Initiative |
Fighter LV1: | Weapon Focus(Shuriken) |
LV6: | Precise Shot |
LV9 | Searing Spell |
Master Thrower LV1: | Quick Draw |
****************************************************************************
职业能力:
Rogue:
Sneak Attack +1d6
Social Intuition(Changeling):
-Gather information checks to gain knowledge only takes 1d4+1X10 minutes.
-Sense Motive gut reactions are done as a move equivalent action.
-You can always take 10 on: Bluff, Intimidate, Gather Information, Diplomacy and Sense motive, even when distractions normally would not allow it.
Monk:
AC Bonus
Flurry of Blow
Evasion
Cleric:
Domain:Celerity&Travel
Turn Undead
Fighter:
Bonus Feat
Chameleon
Aptitude focus 2/day (+4)
Bonus feat
Mimic class feature 1/day
Ability boon +2
Master Thrower:
Quick Draw
Thrown Weapon Trick (Ex): Palm Throw
****************************************************************************
种族特性:
• Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
• Medium
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and charm effects
• +2 racial bonus on Bluff, Intimidate, and Sense Motive checks
• Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
• Minor Change Shape (Su)
• Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.
• Favored Class: Rogue.
****************************************************************************
技能点: | (10+3)x4+(2+3)+(4+3)x2+(2+3)+(4+3)x3+(4+3)+(4+3)+(4+3) |
+8 Balance | (6 DEX+2共效) |
+17 Bluff | (14+1 CHA+2种族) |
+17 Concentration | (14+3 CON) |
+2 Decipher Script | (1+1 INT) |
+3 Diplomacy | (1 CHA+2共效) |
+17 Disguise | (14+1 CHA+2共效) |
+1 Forgery | (1 INT) |
+1 Gather Information | (1 CHA) |
+16 Hide | (10+6 DEX) |
+8 Jump | (5+1 STR+2共效) |
+4 Knowledge(Local) | (1+3 INT) |
+4 Knowledge(Arcane) | (1+3 INT) |
+4 Knowledge(Religion) | (1+3 INT) |
+17 Listen | (13+4 WIS) |
+6 Move Silently | (6 DEX) |
+7 Open Lock | (1+6 DEX) |
+11 Sense Motive | (5+4 WIS+2种族) |
+8 Sleight of Hand | (6 DEX+2共效) |
+4 Speak Language | (Dwarven,Infernal,Draconic,Auran) |
+17 Spellcraft | (14+3 INT) |
+18 Spot | (14+4 WIS) |
+13 Tumble | (5+6 DEX+2共效) |
Skill Trick:
Second Impression
****************************************************************************
法术位:4/4+1/3+1/2+1/0+1
****************************************************************************
装备: |
Arm: | Bracers of the Entangling Blast | 1500gp | stardust® |
Body: |
Face: | Goggles of Foefinding | 2500gp |
Feet: | Boots of Swift Passage | 3750gp | stardust® |
Hands: | Gloves of Object Reading | 3000gp |
| +【Gloves of Dexterity+2】 | 3000gp | stardust® |
Head: | Helm of the Hunter | 9000gp |
Rings: |
| Ring of Four Winds | 2000gp |
| Ring of Silent Spell | 2000gp |
Shoulder: | Cloak of Resistance+1 | 1000gp |
Throat: | Amulet of Health+2 | 4000gp |
Torso: | Shiftweave | 500gp | 5lb |
| (Traveler,Monk,Cleric,Peasant,Royal) |
Waist: |
Free Slot: |
| Handy Haversack | 2000gp | 5lb |
| | |
Misc: |
| Spell Book | 15 gp | 3lb |
| Searing Fire Shuriken x 100 | ---- | 50lb(Haversack) |
| Searing Fire Shuriken x 80 | ---- | 40lb(Haversack侧袋) |
| Searing Fire Shuriken x 20 | ---- | 10lb |
| Holy Symbol, Wood(Kol Korran) | 1gp | ---- |
| Holy Symbol, Wood(The Traveler) | 1gp | ---- |
| Rations x 4 | 2gp | 4lb |
| bedroll | 1sp | 5lb |
| Thieves’ tools, masterwork | 100gp | 2lb |
| Disguise kit | 50gp | 8lb |
| Spell component pouch | 5gp | 2lb |
Gold Left: | | 1575gp5sp |
Total: | | 36000gp | 44lb |