作者 主题: ECL 13 PC贴卡处  (阅读 3428 次)

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离线 omnific9

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ECL 13 PC贴卡处
« 于: 2009-06-17, 周三 09:57:29 »
貌似,某女王已经13了? :em001  
09:51:24 <九妃> 菊长就俩法术,瞧给折腾的- -b
09:51:44 <莉塔> 选了
09:51:49 <莉塔> 就是重雾
09:51:52 <真田尤利安> 结果是啥?
09:51:53 <莉塔> 还有触手
09:51:56 <真田尤利安> ……
09:52:07 <九妃> 。。。。
09:52:14 <真田尤利安> 就算不要DD也要触手……
09:53:48 * 莉塔 对真田尤利安说:DD是什么?
09:53:48 <真田尤利安> 不过也很有趣
09:54:02 <真田尤利安> Dimension Door
09:54:13 <真田尤利安> 保命用的
09:54:20 <真田尤利安> 不要命,要触手?
09:54:40 <莉塔> 好吧
09:55:09 <莉塔> 那就不要重雾了?
09:55:13 <真田尤利安> ……
09:55:13 <九妃> 。。。。

离线 g84448098

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ECL 13 PC贴卡处
« 回帖 #1 于: 2009-07-05, 周日 09:30:14 »
Player         KKMAN
Name         Alice.Deepwater
Race          Human(Aundair)
Size          Medium
Age          23
Height        5'4"
Weight        96 lbs
Skin          blond
Hair          blond
Eyes          Green
Gender        Female
AL           NG
Base Speed     30'
Language      Common, Elven, Draconic ,Quori
Faith         The Sovereign Host
Action Point    8/11
Level        Sorcerer 6/Dragon Prophet 7
XP          87391/91000

Str:11/+0
Dex: 14/+2
Con: 12/+1
Int: 16/+3
Wis: 12/+1
Cha: 22/+6(+4 item)

HP          59
AC          15     (Touch 14 FF 13)
Fortitude      +9(+4 item); +1 when in prophetic favor
Reflex        +10(+4 item); +1 when in prophetic favor
Will         +15(+4 item); +1 when in prophetic favor

Init.   +2
Bab/Grapple     +6/+6
Melee Dagger+6 (1d4/19–20)
Ranged Crossbow, light +8(1d8/19–20)
Atk Options Prophetic favor 8/day (10 rounds)

Name                       Key  Skill = Ability + Ranks + Misc.
Appraise                        INT   8=   3+   5+    0
CONCENTRATION#             CON  14=   1+  13+   0
DIPLOMACY#                  CHA 12 =   6+   6+    0
^KNOWLEDGE(Arcana)          INT  15=   3+   11+    1
^KNOWLEDGE(History)          INT  11=   3+    8+   0
^KNOWLEDGE(Local)            INT  11=   3+   8+   0
^KNOWLEDGE(Nobility and royalty) INT  11=   3+    7+   1
^SPELLCRAFT                  INT  17=  3 +   14+   0
Heal                           WIS   6=  1 +   5+   0
^KNOWLEDGE(Religion)          INT   8=  3 +   5+   0
^KNOWLEDGE(Dungeoneering)     INT   6=  3 +   3 +   0
^KNOWLEDGE(The planes)        INT   8=  3 +   5+   0
^Use Magic Device                CHA  7=  6+   1+    0
^KNOWLEDGE(Nature)           INT   6=  3 +   3+   0

Feats:
LV1:Education
Human Bonus:Least Dragonmark of Passage
LV3:Draconic Heritage (Gold Dragon)
LV6:Dragon Prophesier
LV9:Lesser Dragonmark of Passage
Bonus Feat:Prophecy’s Shaper
Bonus Feat:Draconic Power
LV12:Greater Dragonmark of Passage

Special:
Constellation Power of Io
Constellation Power of Falazure
Constellation power of Garyx
Constellation power of Lendys

Skill Trick:Collector of Stories(Arcana) 、Swift Concentration

Specia:Divine Companion



Possessions:
Name                       Weight(lbs)       GP     
Dagger                            1          2
Crossbow, light                      4         35
Traveler’s outfit                     5          1
Backpack                           2          2
Bread (10)                          5          1
Spell component pouch                2         5
Mirrior,Small Steel                    0.5      10
Waterskin                           4          1
Scroll case                            2          1
Aecane signer ring                      -        150
Bolts(20)                             2           2
Soap                                2           1
Glamerweave Dress                     5         180
Pouch,belt                           0.5          1
Vestment of many styles and resistance +3        
Quicken Channeling Rod              
Magic Necklace
Handy Haversack
Wand of Mage Armor (4charges)
Rune stuff                         5400
Cloak of Charisma +4
Ring of Sharpshooting 
Healing Belt
Wand of dispel magic (CL 10th, 7 charges)
magic bedroll
Charm Person Minor Schemas
Benign Transposition Minor Schemas
Necklace of fireballs type II
Gems(2000gp)
+2 Protecion Ring
Rod of Lesser Sculpting Spell
Boots of tremorsense
Bag of Holding
Robe of Sulatar
Erase Minor Schemas 
Secret Page Minor Schemas 

Potion:
Cure light wounds potion*4
Cure mimor wounds potion*2
Shield of Faith+2 potion*4

Scrolls:
Ture Strike                       25G
==============================================================
Total 898.1GP 44b
Load: 38/76/115,Moderate  Load, 30ft
Gold Left: 38583G

Sorcerer Spells Known(CL12):
Lv0(6) - Read Magic、Detect Magic、Light、Disrupt Undead、Ray of Frost、Mending、Repair Minor Damage、Amanuensis、Prestidigitation
Lv1(6+2)-Orb of Fire Lesser(CL14)、Shield、Magic Missile、Comprehend Languages、Mage Armor
LV2(6+2)-Scorching Ray(CL14)、Mirror Image、Dimension Leap(CL13)、Baleful Transposition、See Invisibility
LV3(6+1)-Fireball(CL14)、Greater Thunderclap、Dragonskin(CL13)、Dispel Magic
LV4(6+1)- Wings of Flurry(CL13)、Flight of the Dragon(CL13)、Orb of Fire(CL14)
LV5(5+1)- Teleport、Telekinesis
LV6(3+1)-Chain Lighting

Rune stuff:
LV1: Orb of Cold Lesser
LV2:Ray of Ice
LV3:Ice lance

魔法装备列表:名称/效果
头上轨道:
头上:
眼睛:
项链/饰品:Necklace of fireballs type II
背心:Vestment of many styles and resistance +4
盔甲/法袍:Robe of Sulatar
腰带: Healing Belt
肩上披挂: Cloak of Charisma +4
护腕:BRACERS OF ARCANE FREEDOM
手套/手甲:
戒指: Ring of Sharpshooting
戒指:+2 Protecion Ring
鞋子: Boots of Tremorsense
主要武器:Shortspear
次要武器:Crossbow, light
盾牌:

 
« 上次编辑: 2009-10-02, 周五 12:18:21 由 g84448098 »

离线 stevenfisher

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ECL 13 PC贴卡处
« 回帖 #2 于: 2009-08-26, 周三 20:24:43 »
Name : Grom
Race : Crucian(呃,外表就参照sandstorm里那张图好了...)
Alignment : CG
Age : 92
speed : 30 ft.
Language : Comman, Draconic

pal of freedom 13
xp:80177/91000
      base   racial   equip   lv-up   buff
str   26   18   +4   +2   +2
dex   15   14   -2   +3   
con   24   15   +6   +3      
int   10   10
wis   16   15      +1
cha   18   15   -2   +4   +1   

init   +10

HP   174 = 10 +8 +6 +7 +6 +7 +6 +9 +8 +8 +7 +10 +4 +13*6   

AC   40 = 10 +9(armor) +3(dex) +8(na) +6(shield) +5(def) -1(taint)
   ff37 touch23
   +4(cover) 
   +5(Protection Devotion 4/day)
   +3(Shield of Warding 1/day)
   +5 vs ranged weapon
   +5 vs incoporeal
   +4 vs melee(lumious armor)
SR 17
AP 10

fort   21 = 8 +7 +4 +3 -1
ref   15 = 4 +3 +4 +3 +1
will   14 = 4 +3 +4 +3   
+1 vs spell and spell-like (Nymph's kiss)
+2 ref (cover)
+3 ref (Shield of Warding 1/day)

bab/grapple   +13/+23(抵抗29)
ab   +22/+17/+12 adamantine greatsword +1 (2d6+13, 19-20/*2)
   +26/+21/+16 holy avenger (1d8+17, 19-20/*2)
   +22/+17/+12 mwk lance (1d8+12, 20/*3)

平时PA2   
   +24/+19/+14 holy avenger (1d8+23, 19-20/*2)

divine favor(4/day) PA2
   +27/+22/+17 holy avenger (1d8+26, 19-20/*2)

   haste +28/+28/+23/+18 holy avenger (1d8+26, 19-20/*2)

-1 mount death

feat
flaw1   power attack
flaw2   Shield Specialization(PH2)
lv1   Nymph's kiss (BoED)
lv3   protective devotion (CC)
lv6   battle blessing (CC)
lv9   Practiced Spellcaster
lv12   Shield Warding(PH2) resist bull rush, disarm, grapple, overrun, or

trip attempts against you.

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

Flaws
Shaky      -2 ranged ab
那啥啥      -4 listen spot

Class Features:
detect evil at will
smite evil 3/day
lay on hand 52/day
Aura of Resolve(vs Compulsion)
divine health
turn undead 10/day
remove desease 2/week

Armor Check Penalty   -3

skills
concerntration      13 = 1 +7 +5
sense motive      19 = 16   +3
diplomacy      16 = 7   +3 +2 +4
ride         21 = 16   +2 +3
jump         8 = 0    +6 +5 -3
spellcraft      4 = 4   +0
listen         -1 = 0 +3 -4
spot         -1 = 0 +3 -4


THE SHINING LIGHT OF PELOR Rank 2(Score 15)
1 4-9 Novitiate of the Sun: Gain a+2
bonus on Heal checks made to stabilize a dying creature.
2 10-17 Light of the Sun: Gain a+2 bonus on
turning checks.


equipment
cha +4
str +2, belt of battle
gloves of dex +4
Armbands of Might         
+1 Animated Darkwood Heavy Rider's Shield 9325
+1 soulfire mithral full plate of speed
ring of protection +5, Enduring Arcana
vestment of resistance +3, tunic of steady spellcasting   8750GP
amulet of con+3, wis +1, Amulet of retributive healing, amulet of tears,

Blindfold of true darkness      
+1 warning 甲刺   
holy avenger   
义手   1000GP
Circlet of mages
跑跳靴   


+4 vestment of resistance   //Griffon
+1 adamantine Greatsword
+1 Chainshirt               1,250gp
con +1, wis +1
mwk coldiron heavy flail 330
mwk lance      310
mwk Greatclub      300
daylight pellet
Griffon masterwork military saddle + armor    635GP
hippogriff saddle + armor   190GP
+1 dex
Potion of heal*1
防晒抗寒服 26GP*3
nightstick

lv1 法力珍珠*3   
lv2 法力珍珠*2
lv3 法力珍珠*2         
         
rod of lesser extend   
rod of bodily restoration

Crystal of Return
Crystal of Restful armor
crystal of touch, lesser -5         
crystal of Arrow deflection, lesser -5   
crystal of true death, lesser

memento magika lv1(samiel)

余款 1932.1GP


目指:
Medal of steadfast honor   2250
Shield of vigor         +4000
vestment +3 -> +4      +7000
vanishing         +8000
wis +1 -> +3         12000
luck blade         20000?
Aporter            +20000
ring of fom         40000

lost:
+2 vestment of resistance
unicorn masterwork military saddle + armor + 1    1635GP
+1 con, +1 wis   
+1 str


spells
1   divine favor, Silvered Weapon
2   lesser lumious armor, Shield of Warding
3   rightous fury, find the gap


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。



GRIFFON Large Magical Beast
Hit Dice: 11d10+33 = 6+8+6+8+8+8+6+7+7+9+8+11*3 (110 hp)
Initiative: +2
Speed: 40 ft. (6 squares), fly 90 ft. (good)
Armor Class: 29 (–1 size, +3 Dex, +12 natural, +4 armor, +1 def), touch 13,

flat-footed 25
Base Attack/Grapple: +11/+20
Attack: Bite +16 melee (2d6+5)
Full Attack: Bite +16 melee (2d6+5) and 2 claws +13 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, Smite Evil 1/day
Special Qualities: Darkvision 60 ft., low-light vision, scent, Resistance to

acid, cold, and electricity 10, DR 5/magic, SR 16, impr evasion
Saves: Fort +15, Ref +14, Will +11
Abilities: Str 20, Dex 16(15), Con 16, Int 7, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +14
Feats: Iron Will, Multiattack, Weapon Focus (bite), 改善机动性
Environment: Temperate hills
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +3 (cohort)
 
Griffons are powerful, majestic creatures with the characteristics of both

lions and eagles. From nose to tail, an adult griffon can measure as much as

8 feet. Neither males nor females are endowed with a mane. A pair of broad,

golden wings emerge from the creature’s back and span 25 feet or more. A

griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.

COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or

leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full

attack, including two rake attacks.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.

Skills: Griffons have a +4 racial bonus on Jump and Spot checks.




*UNICORN
Large Magical Beast
Hit Dice: 10d10+10*7 = 6+8+6+8+8+8+6+7+7+9+70 = 143 hp
Initiative: +4
Speed: 70 ft. (14 squares)
Armor Class: 32 (–1 size, +4 Dex, +14 natural, +5armor), touch 13, flat-

footed 28
Base Attack/Grapple: +10/+15
Attack: Horn +16 melee (1d8+9)
Full Attack: Horn +19 melee (1d8+10) and 2 hooves +11 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like

abilities, immunity to poison, charm, and compulsion, low-light vision,

scent, wild empathy, Resistance to acid, cold, and electricity 10, DR

5/magic, SR15, 
Saves: Fort +16, Ref +13, Will +13
Abilities: Str 24(23), Dex 18, Con 22(21), Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +18, Survival +8*,

tumble +11
Feats: Alertness, Skill Focus (Survival), Impr Toughness, Iron will
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.


RHINOCEROS Large Animal
 
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 24 (–1 size, +11 natural, +4 armor), touch 9, flat-footed 20
Base Attack/Grapple: +7/+20
Attack: Gore +15 melee (2d6+13)
Full Attack: Gore +15 melee (2d6+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 28(27), Dex 10, Con 22(21), Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore), Power Attack
Environment: Warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 4
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: —
The rhinoceros is infamous for its bad temper and willingness to charge

intruders.

The statistics presented here are based on the African black rhino, which is

6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000

pounds. These statistics can describe any herbivore of similar size and

similar natural weapons (antlers, horns, tusks, or the like).

Combat
When it is harassed or annoyed, a rhinoceros lowers its head and charges.
Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it

makes a charge.


SEA CAT
Large Magical Beast
 
Hit Dice: 8d10+18 = 6+8+6+8+8+8+6+7+24 (89 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 26 (–1 size, +1 Dex, +12 natural, +4 armor), touch 10, flat-

footed 17
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d6+6
Special Qualities: Darkvision 60 ft., hold breath, low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will
Environment: Temperate aquatic
Organization: Solitary, pair, or pride (5–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: —
 
A typical sea cat is 12 feet long and weighs 800 pounds.

COMBAT
Sea cats attack on sight, either for food or to defend their territory, and

use both claws and teeth to grab and rend their prey. They display

tremendous courage, always fighting to the death, even against creatures

many times their size. Pairs and prides of sea cats attack in concert,

trying to wear the opponent down until one beast can dispatch it.

Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal

to 6 x its Constitution score before it risks drowning.

Rend (Ex): A sea cat that hits with both claw attacks latches onto the

opponent’s body and tears the flesh. This automatically deals an extra

2d6+6 points of damage.

Skills: A sea cat has a +8 racial bonus on any Swim check to perform some

special action or avoid a hazard. It can always choose to take 10 on a Swim

check, even if distracted or endangered. It can use the run action while

swimming, provided it swims in a straight line.