作者 主题: ECL8 PC贴卡处  (阅读 8728 次)

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离线 aland

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ECL8 PC贴卡处
« 回帖 #20 于: 2008-11-10, 周一 23:46:56 »
猴抓DMM牧-_-
As Divine Grace ┓( ̄▽  ̄)┏

离线 stevenfisher

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ECL8 PC贴卡处
« 回帖 #21 于: 2008-11-30, 周日 11:09:32 »
Name : Grom Grap
Race : Crucian
Alignment : CG
speed : 30 ft.
Language : Comman, Draconic

pal of freedom 6 / shadow striker 1
xp:34632/36000

str   22   18   +4   
dex   12   14   -2   
con   22   15   +6   +1
int   10   10
wis   16   15      +1
cha   16   15   -2   +2   +1   

init   +1

HP   85 = 10 +8 +6 +7 +6 +7 +6 +7*5   -2

AC   32 = 10 +9(armor) +1(dex) +8(na) +3(shield) -1(flaw) +1(luck) +1(def)
   ff31 touch12

fort   17 = 7 +6 +3 +1 +1 -1
ref   9 = 2 +1 +3 +1 +1 +1
will   12 = 4 +3 +3 +1 +1
+1 vs spell and spell-like (Nymph's kiss)

bab   +7
ab   +14/+9 adamantine greatsword +1 (2d6+10, 19-20/*2)
   +15/+10 greatsword+2 (2d6+11, 19-20/*2)
   +14/+9 mwk lance (1d8+9, 20/*3)

feat
flaw1   power attack
flaw2   luck of heroes
lv1   Nymph's kiss (BoED)
lv3   protective devotion (CC)(6/day)
lv6   battle blessing

Traits
quick: +10 base speed, -1 hp/level (UA)
nimble reflection: -1 fort, +1 ref (HR)

Flaws
Shaky      -2 ranged ab
vulnerable   -1 ac

Class Features:
detect evil at will
smite evil 1/day
lay on hand 15/day
Aura of Resolve(vs Compulsion)
divine health
turn undead 1/day

Armor Check Penalty   -5

skills
knowledge(rel)      2 = 2   +0
sense motive      13 = 10   +3
diplomacy      17 = 10   +3 +2 +2
ride         10 = 6   +1 +3
jump         6 = 0    +6 +5 -5
spellcraft      1 = 1   +0

AP   2

equipment
+1 full plate 2650
+1 Animated Darkwood Heavy Rider's Shield 9325
+1 vestment of resistance 1000GP
+1 adamantine Greatsword
+1 Chainshirt               1,250gp/2
con +1, wis +1
mwk coldiron heavy flail 330
mwk 甲刺      350
mwk lance      310
oil of magic weapon
daylight pellet
unicorn masterwork military saddle + armor    460GP
hippogriff saddle + armor   190GP
+1 con      750GP
+1 dex      750GP
Crystal of Return   300GP
Crystal of Restful armor 500GP
Potion of lesser restoration
跑跳靴   
Crystal of Acid Assult *2
ring of protection +1
Greatsword +2


余款 3974.14

spells
1   divine favor, bless weapon


简历:

    Grom除了自己出生在刀锋沙漠之外,很少向别人提起自己曾经的经历。和Grom有过接触的人只知道,他是一个有着自己处世原则的人。对于他来讲,保护他人生命永远是放在第一位的。同时,他还对不死生物有着超出常人的仇视。

DIRE WOLF   Large Animal
 
Hit Dice: 8d8+18 (68 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +2 Dex, +3 natural, +3 armor), touch 11, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Bite +14 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 26, Dex 15, Con 18, Int 6, Wis 12, Cha 10
Skills: Hide +0, Listen +8, Move Silently +4, Spot +8, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.


HIPPOGRIFF
Large Magical Beast
Hit Dice: 5d10+15 = 5+6+8+7+7+15 = 48
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 20 (–1 size, +4 Dex, +4 natural, +3 armor), touch 11, flat-footed 13
Base Attack/Grapple: +5/+13
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 melee (1d4+4) and bite +3 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 20, Dex 16, Con 16, Int 6, Wis 13, Cha 8
Skills: Listen +5, Spot +9
Feats: Dodge, Wingover
Challenge Rating: 2

Level Adjustment: —
 
Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.

COMBAT
Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.

Skills: Hippogriffs have a +4 racial bonus on Spot checks.

TRAINING A HIPPOGRIFF
A hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.

Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.


UNICORN
Large Magical Beast
Hit Dice: 6d10+42 = 6+8+6+8+8+8+42 = 86 hp -6
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 22 (–1 size, +4 Dex, +6 natural, +3armor), touch 13, flat-footed 18
Base Attack/Grapple: +6/+13
Attack: Horn +14 melee (1d8+8)
Full Attack: Horn +14 melee (1d8+9) and 2 hooves +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +13, Ref +9, Will +9
Abilities: Str 22, Dex 18, Con 22, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +12, Move Silently +9, Spot +12, Survival +8*
Feats: Alertness, Skill Focus (Survival), Impr Toughness
Alignment: Always chaotic good
Level Adjustment: +4 (cohort)
 
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Unicorns speak Sylvan and Common.

COMBAT
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.