作者 主题: 雜記  (阅读 6445 次)

副标题: Logs, 短文, 點子, 角色

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雜記
« 于: 2013-08-30, 周五 05:52:58 »
散彈槍日記

Alessio Vinci
21yr
危險的倖存者
義大利裔(三代目)
皮膚病態的蒼白
娃娃臉
左肩膀有著很大一片刺青
套頭外套
幫派混混
持槍
打工族
總是把手插在套頭外套的口袋裡
兩手都用繃帶包裹著, 卸下繃帶後手上留有嚴重灼傷留下的傷疤 而且指甲都被拔光
且左手小指像是被鎚爛後長回來一般, 關節腫脹扭曲並佈滿拆除縫線後留下的疤痕
跟大自己五歲的女朋友交往 住在女友家
疾病爆發時親手把感染變異的女朋友給崩了
爆發時期剛好在做Water Taxi的司機(短期打工)


Supply
D. 說 (上午 08:29):
*/roll 4d6
*>  rolls 4d6       -> [6+6+2+5] ->          19   

起始地點:Duck Tours (司機)

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Re: 雜記
« 回帖 #1 于: 2013-09-01, 周日 20:42:30 »
==
[散彈槍日記][活死人街區][Day1]
==

沙─ 沙沙,這是邁阿密。天空露出魚肚白,現在的溫度是攝氏28度,濕度是79%,天空晴朗無雲。
一艘停在湖面正中央顯眼的黃色計程船,裡面搭乘著兩名男子和一名年輕女孩。雖然才一大早,河邊就已經有許多活死人在晃蕩。他們不但不用睡覺,而且不怕陽光──幸好他們暫且沒學會怎麼游泳。想想看──不用換氣,在水中以自由式衝過來的殭屍。

==

Day1, 9:00AM

坐在操縱席上, 雜毛青年懶散的用下巴撐著船舵, 一邊用綁著繃帶的手穩定的操控著.
對著昨晚一夜中不斷散發電波的外星女感到頭痛不已而失眠, 眼下微微冒出了黑眼圈.

船上剩的東西也只能再吃個兩天了, 拿著條twizzlers放在嘴裡嚼著的時候不經想到.

撇了一眼船上的兩人, 雜毛青年嘆了口氣.

這抽到的是什麼下下籤, 老子今年可還真是流年不利吶.

==

銼刀,大大小小的螺絲,螺絲起子,活動板手,砂紙,六角板手,電動螺絲起子,一組電池,工業剪,工業鉗,電捲布,電線配線,橡膠手套,筆,筆記本,榔頭,半包長釘,銲槍,焊接變電器,一捆錫

穿著整齊的大叔沉默走在機艙內檢視拆下可用的物品,招牌的黯淡與其身影一同融入角落的陰暗,整理著所剩的物品

--

  「tut tut tut tut... ... 噢~~~~」
  駕駛座邊的逆風中飄來怪異的呻吟和撿來的濃烈古龍水氣味,多少掩蓋了漫天惡臭,卻更加令人作嘔。
  
  你們是在棕櫚公路的橋下發現她的,拖著厚重的戎毯和折疊椅,以及佈滿銹斑的望遠鏡,完全沒有注意到鎮上的豹變似地遊走在空盪的停車場中,偶然地避開了人群。即使到了就要不能稱作少女的年紀了,莉莉‧詹森─或許誰半強迫地看過她的ID... ... 又或者她本人自稱的"諾拉‧塔蒂安娜‧雪帕德",還是做著一身彷彿模仿哪個沒沒無聞地下樂團的哥德式裝扮。與亞萊相遇的數天中,至今為止都只是無意義地消耗著食糧與他的耐心,少女身上唯一的行李是裝有化妝品、哮喘噴劑和老舊播放器的SISLEY化妝包、用細細的皮繩綁在腰際。
  
  即使狹小的Duck Tour裡沒有像樣的設備,她還是有辦法讓自己看起來比亞萊或托瑪斯多乾淨那麼一點,只是毫無意義的一點。今天她在船上悠晃,偶爾因為一點點搖晃而靠在座位上。你們都很清楚這個女的恐怕不是在感染潮爆發之後受過什麼重大精神衝擊,而是她的思考結構本來就一點問題。

  「Arghhhhhh~多麼暗晦的日子!月神(Selene)的祝福退去,可憎的陽光又要落下來了!」她從艙尾走往艙頭,在自己腦內的紅毯上以不亞於引擎的高亢聲音尖叫,那體力當然是因為睡了個飽的緣故。
  「(giggling)體驗過黑夜的溫柔而重生的垃圾們,繼續在那裡看著妾身即可───!」
  
  「別躲在角落,難道汝是害怕日光的下等血族(Ghoul)嗎。」不知道為什麼趾高氣昂地叉著腰的諾拉,回首望了在引擎附近與陰影融為一體的托瑪斯,然後以令人不忍看上一眼的慢動作將手臂平舉、翻開五指:「然後... ... 妾身的愛僕(黎明的舵手)啊,前夜,你那眼裡看到了什麼?」這似乎就是她擅自認定的兩人的身分。
  
  「今日我等又將前往何方?」

--

掌舵室的舵盤旁貼著數張便條,上面記載著附近載客地點、熱門店家和公共交通工具搭乘地點與時刻表。第一手的貴重資料─在一個月前是如此。如今大多數地方都佈滿了要死不死的東西,但在存糧見底的這個日子裡,也許有幾個地點仍值得去探一探。

--

在將工具們整齊的收入工具箱後,托瑪斯提著工具箱自陰影中走出,給少女至意的含首後走向駛船的青年

「芬奇先生,油表已經不大足夠了,電池跟水也不大足夠繼續撐下去,要靠岸嗎?」

==

Day1, 9:20

"嘛... 是沒錯, 他娘的總在這裡打混也不是辦法. 晚上要不經意間飄到岸上讓那些狗屎上船就糟了."

雜毛不知從何時叼起根煙, 有些鬱悶的聽著快不是少女的少女所發出的電波, 腦裡還有點渾渾噩噩.
那濃厚刺鼻的香水味讓他打了個噴嚏, 在這飄盪的鴨子裡度過一夜後, 說實在精神差不多也到極限了.

在燃油用完前至少得找到燃料補給...或是新的避難所. 自己都有點為腦袋出現的責任感而感到些許吃驚,
也許是這樣吧. 雖然不願意承認, 不過在這種情況下打心底害怕會只剩自己一個人.
翻看著指示景點的小冊子, 看著有點顫抖的手指. 腦裡還總留著那天留下的火藥味道.
對不起吶, 艾莉莎.

又打了個噴嚏, 也把腦裡帶著罪惡感的想法一併吹走, 捏起鼻子後, 無法忍受的拿起了駕駛座席內的除臭
噴霧搖晃了下, 對著中二女灑了一身. 讓她成了美妙的香味嘉年華. 起身拿了個也不知是否過期的甜甜圈
囫圇吞了下去, 又開了杯咖啡喝著. 隨手大喇喇的拿起紙袋內剩下的西點分給兩人當早餐, 在拍掉碎屑後
拿著小冊子對兩人點了下Red Rd的位置.

"這邊有家Residential Supermarket, 離市中心和海灘都遠, 就先到這邊碰碰運氣."
就這樣決定了下來.

==

決定地點後,黃色客船點燃引擎轟然的朝著目的奔馳而去。不知是否受到這陣噪音的影響,沿岸有不少殭屍紛紛跌入水中。
一路上的景色平淡無趣。即使在路上閒晃的東西是殭屍,邁阿密看起來還是跟以往沒什麼兩樣。
一段時間後,你們停在河中央望著目標的超級市場。裡面沒有燈光難以看清,但外圍的空地有寥寥數隻殭屍無目的徘徊著。

--

荒唐的一天又開始了。

托瑪斯提著工具箱步下船艙,這裡面裝的可以說是他僅存的家當-即使在僵屍潮爆發之前也是如此

沉默的作為第一人,托瑪斯的心眼吊的老高,那晚被僵屍抓住壓倒的感覺仍然殘留在身體裡,一想到那張染滿血肉的大嘴對自己的臉咬來就不禁渾身發顫

只不過,手上的工具箱已經比幾日前輕盈,這是非常不好的狀況,比起沒水還要糟糕的狀況,什麼都沒有的話,就真的連反抗的機會都沒有,就像那天一樣。

擔心著不知哪裡會冒出僵屍,托瑪斯拿起榔頭,加快腳步盡量繞開疆屍走向岸邊的超級市場,期望著裡面會出現想要的電池跟手電筒。

==

Day1, 12:10

雜毛停下了鴨子, 不太安心的瞪視著眼前的情況. 把纜繩牽上路邊矮柱上栓住後, 一邊把歌德女接了下來.
穿上了套頭外套, 不切實際的期望其多少能擋住殭屍的攻擊, 掏出屁股口袋的Glock檢查了下子彈後, 跟在
水電的後面小心翼翼的前進著.

==

  「Eeeeeeek!!」迎面被噴了滿身除臭劑的諾拉一時間乖乖閉上了嘴、坐倒在地。只見她深怕發生什麼事情似的深吐屏息,顫抖地拿出噴霧劑:「呼... ... 呼... ... ...呼... ... ... 抓這種時機暗算妾身,可憎的神之爪牙... ... 咳咳咳咳咳」
  
  「汝果然是生存於晝夜交界之人,灰色的掌者、暮色的槍使... ... 妾身終究還是沒能夠掌握汝的意志嗎... ... 」她跪坐在相當礙事的位置,染滿藍灰色眼影膏的眼尾泛起不知是咳嗽還是演技帶來的淚水。車於是停了,她也止住了啜泣,半走半摔地重新踏上陸地。
  
  「Arghhhhhh───新人類,那些正是卑賤的新人類姿態啊───」她不知道第幾次地在上陸時這麼嘆息「... ... 可憎的陽光」旋即,因為沒能獲得理睬、少女頹廢地仰起頭,瞇細了雙眼。在清晨的朝陽底下宛如一叢濡濕的皮草般,緩慢而不安地隨著兩人移動。

--

你們一路前進到超商門口,幸運的沒有任何殭屍對你們感到興趣。然而超商的門被封死了,你們看到對面有些木板封條跟家具、貨櫃架頂在門上,似乎曾經有人在這裡死守過。熟悉的惡臭跟唏唆聲,伴隨殭屍無意識的低鳴從裏頭傳出。

==

Day1, 12:45

雜毛看著封死的門皺了皺眉頭, 往後面退了兩步, 沒有多少猶豫的就舉起槍對著玻璃門開了一槍, 打碎了玻璃門一角後就著縫隙鑽入, 招呼兩人進門再拉著貨櫃架再把打出的缺口堵起. 吐掉了菸蒂後, 從外套裡掏出一把手電筒咬在嘴裡轉開, 交給了歌德女拿著. 雜毛本身也稱不上健談, 對於多話的中二病更多時候選擇的是放置. 轉頭對著水電工說著.

"先在裡面探看看吧, 可別走散了."

超市裡一片寂靜, 只能靠外頭射入的陽光看到一點模糊的輪廓, 讓歌德女照亮道路後雜毛先就著水電工去找
超市裡的主電閥. 雖然不出意外的出了些問題(理所當然的, 在雜毛的腦裡根本沒辦法認知是什麼問題), 不過
在水電工的修繕下倒是簡單的處理完畢, 開關一修補起來後, 整個超市裡也隨之亮起. 只是一個月下來, 超市
裡明顯的被大肆洗劫了一番, 生鮮品也都生霉並泛著一股腐臭的味道. 隨著空調的起動飄散了出來.

"嘖嘖" 一邊走動一邊感到可惜的咂著舌, 在經過櫃台時隨手拿了條煙放入懷裡, 雜毛小心的探索空無的超市,
評估著待在此處的風險.

==

超市內的狀況看來,這裡至少已有三組以上的人馬進來過了,幾乎沒剩下什麼有用的東西,雜毛立刻就判斷出這並不是久待的好地方。雖然正門用雜物擋住,但有可能被潛入的破綻太多,超市內可用的東西也太少,更何況室內還有些殭屍的臭味。

狀況就在雜毛身後發生。在眾人經過倒塌成堆的貨架時,突然有隻手從貨架中竄出,抓住了歌德女的腳,一顆腐爛的頭同時探了出來。

==

Day1, 13:00

雜毛不堪驚嚇的坐倒在地, 咬著牙顫抖著拿起了槍, 搖搖晃晃的瞄準了殭屍探出並正準備朝歌德女咬下的頭,
然後一槍崩掉了那殭屍的腦袋. 黑色腥臭的血液散射濺上了雜毛的臉, 閉眼躲避的同時讓他感到一陣反胃,
不顧顏面的就著一旁乾嘔了起來.

==

  被捉住腳踝的少女向前仆倒,忘了切上的手電筒敲擊在地上、旋轉著照射出詭譎的光影。諾拉以似笑非笑的呆然表情看著向自己的小腿肚猛然咬下的死者,把原本那份聒噪收到不知何處去了。她緩緩地把視線從死者身上,移向亞萊那搖晃的眼神。
  
  「Ooopsy Daisy!」
  
  槍聲響起。
  
  *
  「咯咯咯咯,咯咯咯咯。」在四濺的污濁血花中,少女清理著長襪上被抓握過的部份、抹去沾在圓頭鞋上的腦漿,一面輕笑。「汝又保護了妾身,啊─又保護了妾身!」諾拉在由衝擊中恢復過來之後,站起身來轉了半圈。裝得沒事人一樣,持著手帕踩著虛浮的腳步。
  
  「汝應該抬頭挺胸,沒有什麼好愧對自己的。」她伸出手打算搭上青年的背,卻意識到自己的顫抖而作罷。

--

 「Ooopsy Daisy!」
  
  


反應過來之前,高頻的爆響震懾了的托馬斯,只能看著缺了半邊腦袋趴在地上的僵屍、下方的少女及一旁還舉著槍癱坐著的男人,一時間什麼的反應都做不出來-

直到空洞寂靜的低鳴再度充斥,托馬斯終於恢復知覺,看著突然竄出的僵屍遺體,急促的喘了幾口氣才終於挪動僵硬的雙腿,上前將兩人扶起,

雖然想說些什麼卻又說不出口,含糊地呃呃啊啊一陣子後才終於擠出幾個字,「幸好沒事啊,兩位。」


引著兩個精神暫時受到創傷的兩人,托馬斯快速進入倉庫裏頭撿了些吃的及幾罐掉在角落的罐裝水,沿著原路回到計程船上。

--

時間經過:9/24
受到了驚嚇,一夥人只撿了一點罐頭和水就匆匆回到船上。 (補給+1)
然而,要踏入船中時發現船的狀態跟原本有點不太一樣,有被人動過。
雜毛謹慎的提槍而入,結果看見一個東方面孔的黑髮消瘦的年輕人。
「啊!你們是活人嗎!太好了,我以為這裡只剩下我了!」年輕人講起英文流利且快,然而他見到雜毛手上的槍口對著自己時嚇的氣不成聲:「阿,你,你有槍阿...我,我只是為了躲殭屍才跑進這裡,什麼東西我都沒有碰過!對不起,我現在就出去!」不過,因為雜毛站在艙門的地方,所以年輕人也不曉得該怎麼辦,在原地躊躇磨蹭著。

==

Day1, 13:20

遲疑的放下了槍, 雜毛盯著年輕人, 想判斷對方到底有沒有威脅.
不過怎麼想2vs1還有槍...應該是不會輸吧?
沒有找到燃油和有用的補給讓雜毛有點焦慮, 擺了擺手讓對方坐回船內, 從大叔那拿了瓶礦泉水扔了過去.
"槍聲好像引來殭屍了...你不會想跑出去的"
解開繫繩後悶頭鑽入了駕駛艙再朝後面說著, 引擎起動還讓人提心吊膽的花了好一會時間.
開動鴨子後沒有再理會後面的人, 雜毛很快速的翻著手上破爛的小冊子, 想找出一個安全的避護所.

真想找個有熱水和廁所的地方

他在心裡如此希冀著

==

年輕人癱坐在地上,五六個喘氣後才意識過來雜毛對他沒有敵意,戰戰兢兢的喝了一口水。
「啊,啊啊!謝謝,謝謝!我太緊張了,因為最近都沒有看到死人以外的東西。對了,我叫唐澤,你們可以叫我唐就好。我是打雜工的,通常都是搬東西。我手腳很快,幹勁很好,所以老闆也都對我很好,不過他們現在已經都死了,都死了...」這位自稱唐澤的年輕人似乎有種一說話就停不下來的毛病,而且像是手臂很癢似的摳搔個不停。

--

  「Eeeeeeeeeeeeeeeeeeek───不要動手!」晚了一步才跌跌撞撞地從後面趕上來的諾拉看著手裡還握著槍的亞萊,飛快地擅自誤解了什麼。用不穩的姿態跨著戲劇性的步伐,捉住了青年的背、歇斯底里地尖叫:「我看到了!我看到那背後的光芒!滿溢而出的霧氣(魔力)!」
  
  「這個人是,尚向著新生蛻變的舊人類啊!!!」她一旦陷入這種狀態就會遮斷大半外界訊號和判斷力,已經少了幾片的假指甲依然深深嵌入亞萊的套頭背心:「這樣也要下手嗎?!妖魔!汝果然還是個喪心病狂的.... ... 噫!」卻在話卡在中途的時候雙腳一軟,辛苦的捂著胸口。
  
  「咻...咻... ... 咻... ... ... 」沒能說完剩下的話。

==

Day1, 13:30

嘆了口氣, 調整了下套頭的帽簷, 雜毛小心翼翼的蹲下了身子, 拿起電波女的皮包翻找著.
默默的朝歌德女遞出哮喘噴劑, 也沒再多說什麼.

之後折騰了許久也不見再有進展, 鴨子游過的各點隨時都能看到那些遊蕩排徊的身影,
而在日落後沒有人會敢冒著風險上岸, 隨著幾次上岸卻只讓時間無意義的消耗, 雜毛的情緒也越來越低迷,
雖然主要原因還是來自於自己上午那窩囊舉動就是了.

往好處想, 至少兩個同伴都不是那種擅長表達溫柔友善的傢伙. 慢慢的獨自吞嚥對自己的憎厭之火.
無趣的抬頭用微掛眼袋的倦眼看著河面. 繃緊的神經只剩下香煙得以慰藉.

但緩慢的抽著煙的同時, 每一根抽完後就會拿除臭噴劑消臭, 然後用手電扇小心的把煙霧吹遠.

(尋找避難所. 骰出4個6, 失敗)

==

事件:
鴨船在河道上來回,不時引得一些僵屍跳水。
雜毛翻閱那本景點小冊子一邊漫不經心的前進著,身後突然傳來驚呼。
在他不解的抬頭看望時,碰巧看見那團從橋上洩下來的殭屍群在船前十碼左右接連落水,漸起的水花洗刷了船面玻璃。
若再剛才開的快了一點,這些殭屍將會直接落在船身上。

唐澤臉色發青的整個人貼到船尾上。

有見到這幕的成員作恐懼檢定。
現在的恐懼值:雜毛2 水管工1

--

1. 托瑪斯.馬力歐 (伊凡)的「恐懼」 擲了「1 d 6 + 0」 ,擲出「4」,總合為「4」。

恐懼值2


深夜的甲板上,托瑪斯坐在船邊發楞著,整個河岸已經繞過一圈,一路上可以看見大大小小的僵屍在路上走著,過去曾以奢華聞名的城市居然落得這副模樣,一股莫名的笑意及沮喪湧上心頭,究竟這樣的日子還會持續多久?

正當馬力歐打算起身走走時,距離四五步,船尾的唐澤尖叫出聲

聽見唐澤的慘叫,托瑪斯反射性的看向湖邊,一團僵屍密密麻麻的落入湖底,一次看見那麼多悽慘的人臉令托瑪斯嚇的整個人摔倒在甲板上,恐懼再度鎖住他的聲帶,好不容易雙腿恢復知覺,馬力歐跌跌撞撞的從甲板上爬起,撿起地上的眼鏡顫抖的戴上,靠在船沿邊試圖辨識船邊有沒有疆屍爬上來

--

  「... ... hmm?」在太陽下走路超過10分鐘,對諾拉而言都足以分類在跋涉的層級。比起總是處於亢奮狀態的精神,肉體素質實在是太過低落。直到唐澤的尖叫聲響起前,少女側倚在僵硬的椅墊上,已然陷入假寐。
  
  「啊啊───墮落了,墜落下來了啊───無法達到神的跟前,醜陋的墜落下來了啊───!」尚未清醒的諾拉如夢似幻地吟道,呆滯無光的眼神不知為何確定定地放在唐澤身上。
  
  「該隱啊!汝佈下的種,散佈在全人類血脈中的罪惡!就是這悽慘悲哀的末路啊。」
  
  「咯咯咯咯咯咯咯。」似乎對於自己的發言相當滿意,少女抖著雙肩,陰沉地持續著嬌笑。
  「即使是汝也不會想輾過去吧?我等愛僕呀。」

--

Day1, 15:20

D. * rolls 1d6 -> [2] -> 2 過恐懼

正把雙腳跨在駕駛座上看著手冊的雜毛這時才大聲咒罵了一句, 也不理會後面傳來的喧嘩,
掌著船舵就往旁閃躲. 不過水上畢竟不比陸地, 突如其來的重心移轉除了讓鴨子平衡不穩的搖晃著外
跟理想的轉移距離比來是天差地遠. 好不容易在終於穩住船身駛離橋下後, 也只能憤恨隨手拿起喝完
的咖啡空瓶往水上丟去. 想到連水中都帶著那些屍體的髒污而微微顫抖著.

之後剩下一天的時間裡也毫無所獲, 增加了探索的專心度也只是無意義的更加消耗精神.

(探索骰僅水電骰出2個6, 失敗.)

==

經歷了一整天無展獲的搜索,眾人異常的疲憊,稍作警戒確定沒有過於靠岸就各自休息了。

殭屍爆發一個月,在幾乎已停止供電的城市裡,只有幾盞燈光應和著滿天星斗。

===
第一天結束,時鐘歸零。
今天收穫:補給1 (總補給3)
今天消耗:補給1 (總補給2)
殭屍時鐘上升到2了。
目前成員的恐懼情況:雜毛2/水電工2/歌德女沒有/唐澤2
成員的道具狀況:水電工的工具箱(+1) 雜毛的手槍(+2) 歌德女的化妝組合(化妝+1)
===

  為了在團體中取得一點點個人空間,人們可以付出龐大的努力、無以計數的金錢。然而,這件事情對諾拉幾乎沒有什麼難以跨越的障礙。幽暗的夜裡,少女就坐在船上其中一個位置,略低著頭讓劉海遮蔽了雙眼。她輕輕顫抖著露出微笑,不時咯咯地用單手掩著嘴角。
  
  她回想起今天一整天的事,寫下萬丈長文。
  在自己的世界裡。

  要不了多久時間,甚至不等船身停止晃動、尋找到暫時的泊錨地點。
  少女便以尚留著詭異笑容的表情,坐著睡了去。

==

是夜, 眾人在天色完全暗下後也不敢再上岸. 雜毛在夜裡開了頭燈, 把鴨子停擺在一個小湖中.
後過了小段時間整理了下過夜準備後, 把身子沉入駕駛座椅裡, 用套頭外套披上身子. 一直看著眾人逐漸
睡去後, 才從手上拿出了一個錄音機, 壓低了聲音斷斷續續的記錄著這一天的瑣碎.

片刻後也再找不到話講, 才關上了手上的機器, 沉默的看著天上的月亮, 然後在水波聲中睡去.

只有睡臉安祥的像個孩子.

==
« 上次编辑: 2013-09-01, 周日 20:52:36 由 darkfantasy.tw »

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Re: 雜記
« 回帖 #2 于: 2013-09-12, 周四 09:17:40 »

=============================================
人類巫妖, 職業: 死靈法師18
守序邪惡偏中立, 中型不死生物(類人)
先攻: +9 (敏捷+5, 專長+4)
黑暗視覺60呎, Arcane Sight, See Invisibility常駐, 察覺+42
恐懼靈光 (60呎, 豁免難度25)
=============================================
防禦能力
AC: 32/觸碰15/遲滯27 (敏捷+5, 護甲+6, 盾+6, 天生護甲+5)
生命值: 193 (18d6+128)
豁免: 強韌+18, 反射+17, 意志+20
防禦式特能: 引導抗力+5, 傷害減免15/魔法與敲擊, 免疫寒冷/電擊, 不死生物特性
=============================================
攻擊能力
速度30呎
近戰觸碰+9 (1d8+9負能量傷害, 附加麻痺之觸, 豁免難度25)
施法視同19級法師, 對立學派: 塑能, 附魔. 豁免難度=21+環數
每日施法數量: 4/7+1/7+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1
=============================================
基礎屬性
力量10, 敏捷20, 體質-, 智力32, 睿智16, 魅力22
基礎攻擊加值: +9/+4, 戰技檢定: +9, 戰技防禦: 24
語言: (除秘密語言外所有語言)
=============================================
背景特性
Tireless Logic: 每日一次, 在進行基於智力的技能或屬性檢定時可以擲雙骰取高
Second Chance: 每日一次, 可以重骰失敗的豁免檢定
Omen: +1特性加值在威嚇上, 每日一次, 可以以迅捷動作對目標進行挫敗士氣(Demoralize)
缺陷
Meticulous: 進行未受訓的技能檢定-2不利
=============================================
專長
人類額外(等級1): Skill Focus (Knowledge Arcana)
人類額外(等級8): Skill Focus (Spellcraft)
人類額外(等級16): Skill Focus (Perception)
法師額外(等級1): Scribe Scroll
法師額外(等級5): Persist Spell
法師額外(等級10): Quicken Spell
法師額外(等級15): Opposition Research (Evocation)
等級1: Defiant Luck
等級3: Inexplicable Luck
等級5: Spell Focus (Necromancy)
等級7: Leadership
等級9: Mage's Tatoo (Necromancy)
等級11: Undead Master
等級13: Innocent Blood (Story)
等級15: Improved Initiative
等級17: Golem Constructor (Mithral)
=============================================
技能 (點數268)
飛行 +9 (Rank1, Dex+5, Class+3)
潛行 +17 (Rank1, Dex+5, Class+3, Racial+8)
護甲手藝 +34 (Rank18, Int+11, Class+3, Cir+2)
煉金手藝 +17 (Rank1, Int+11, Class+3, Cir+2)
語言學 +34 (Rank18, Int+11, Class+3, Cir+2)
法術辨識 +38 (Rank18, Int+11, Class+3, SF+6)
察覺 +42 (Rank18, Wis+3, Class+3, Racial+8, Feat+10)
察言觀色 +36 (Rank18, Wis+3, Class+3, Racial+8, Feat+4)
偽裝 +30 (Rank18, Cha+6, Class+3, Com+3)
交涉 +30 (Rank18, Cha+6, Class+3, Com+3)
威嚇 +34 (Rank18, Cha+6, Class+3, Com+3, Feat+4, +1 Trait)
使用魔法裝置 +12 (Rank1, Cha+6, Class+3, Com+3)
知識
地區 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├亞里多德 1
├牛角海灣 17
├歐隆鐸薩 18
├荒蕪沙海 1
├山嶽部落 1
└其他 1
地理 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├山嶽 1
├叢林 1
├平原 1
├海洋 1
└地底 18
貴族 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├亞里多德王權體系 2
├牛角海灣富人圈 18
├歐隆鐸薩軍閥體系 18
└其他 1
宗教 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├諸神信仰體系(源初神系) 18
├次級神位體系(昇華神系) 1
├原始精魂體系(傳統元靈) 1
├遠東諸神體系(源初神系) 1
└其他 1
自然 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├叢林生態系 1
├山嶽生態系 1
├天空部族生態系 1
├平原生態系 1
├海洋生態系 1
├古代生物生態系 1
└地底生態系 16
祕法 +45 (Rank18, Int+11, Class+3, Com+5, Cir+2, SF+6)
├預言系 18
├附魔系 1
├死靈系 18
├咒法系 1
├防護系 5
├幻術系 1
└塑能系 1
地城 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├天然洞穴 1
├遺跡 18
├機關 18
└迷宮 2
工程學 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├建築學 1
├矮人科技(蒸氣機械) 18
├爆破學 1
├機械 17
├煉金術 1
└化學 1
歷史 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├亞里多德王朝歷史(西方人類) 7
├山嶽種族歷史(矮人王朝、半巨人部落歷史) 1
├巨林諸族歷史(精靈、樹精族歷史) 1
├荒蕪沙海古代種族史 10
├歐隆鐸薩諸族歷史(人類、象人、鼠人、獸人、地精、哥布林) 18
├遠東巨龍血脈歷史 1
└其他 1
位面 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├遠東 3
├影界 18
└其他 1
=============================================
種族能力

人類
精研(Focused Study)
在1級、8級以及16級時,選擇一項技能,獲得該技能的技能專攻專長。

技能受訓(Skilled)
人類在1級以及以後每次升級時獲得1點額外技能點。

巫妖
重生(Su)
當巫妖被摧毀時,它的護命匣(通常被安置在離巫妖本人較遠的安全位置)將立刻在附近開始重構巫妖的軀體。通常這個過程耗 時1d10天——如果製造中的巫妖軀體再次被摧毀,那麼護命匣也會重新啟動此過程。在重構結束時巫妖將獲得一個完全恢復的新軀體(但之前使用的裝備仍留在 原地)並通常燃燒著對殺身之仇的熊熊恨意。

恐懼靈光(Fear Aura)(SU)
處於巫妖身周60尺半徑內所有HD小於5的生物必須通過一個意志檢定,否則將陷入驚懼狀態;生命值等於或高於5HD的生物若未通過檢定則戰慄等同于巫妖的HD數輪,成功通過豁免檢定的生物在接下來的24小時內免疫同一個巫妖的恐懼靈光,這是一個影響心靈的效果。

麻痹之觸(Su)
任何被巫妖的觸碰攻擊命中的生物都必須通過一個堅韌檢定,否則將被永久性麻痹。移除麻痹法術或任何可以移除詛咒的法術皆可以接觸此效果,但是這個效果不能被驅散。被麻痹的生物從外表看起來和死人無異,不過通過一個DC20的察覺檢定或者DC15的醫療檢定也 可以發現其實他還活著。
=============================================
職業能力

法師
奧術聯結(Arcane Bond)
聯結物品(戒指): 一日一次, 可以施放任何法術書中的法術而無需準備

奧術學派(Arcane School)
學派專精(死靈系), 禁制塑能系與附魔系. 每級能多獲得一個額外法術格以準備專精學派法術.
禁制學派在準備法術時占用兩格法術格

死靈學派
恐怖的死靈師指揮不死生物並且使用不生的污穢力量對抗他的敵人。

力勝於亡(SU)
你獲得”命令不死生物”或者”超渡不死生物”作為獎勵專長。你每天能引導能量的次數等於3+智力修正值,但只能使用你所選的專長。你能夠選擇其他專長來增 強這項能力,比如”額外導能”或者”精通導能”。但是不能用專長來改變這項能力,比如”元素導能”或者”陣營導能”。對抗此專長的DC=10+1/2法師 等級+魅力修正值。在20級,不死生物不能用它們的導能抗性來對抗此能力。

墓穴之觸(SP)
作為標準動作,你能通過一次近戰接觸攻擊使一個活物顫慄,此效果持續每1/2法師等級一輪(至少為1)。如果你對顫慄中的生物使用次能力,它將導致1輪驚懼(如果該生物HD小於你的法師等級)。你能夠每天使用此能力次數為3+智力修正值。

生命視野(SU)
8級開始,你獲得10尺盲視,每天持續等於你法師等級的輪數。此能力僅僅允許你偵測活物和不死生物。這個視野也會告訴你一個生物到底是 不死是活物。構裝體和其他不死不活的生物無法被此能力看見。此能力的範圍在12級以及之後的每4級額外增加10尺。這些輪不必是連續的。
=============================================
裝備, 總資產530,000gp
30,000gp 主手: Staff of Master(Necromancy)
13,515gp 盾: Mithral Buckler +5
12,680gp 護甲: Silken Ceremony Armor +5
20,000gp 戒指: Freedom of Movement (Bond)
2,500gp 戒指: Sustence
45,000gp 頭環: Headband of mental prowess +6 (Int and Cha)
2,250gp 頭部: Circlet of Persuasion
1,250gp 眼部: Eyes of Eagle
12,500gp 肩部: Cloak of Resistance +5
18,000gp 腰帶: Dexterity +6
5,000gp 手部: Glove of Storing
17,500gp Rod, Metamagic Quicken Minor
25,000gp Rod, Absorption

5,000gp Ioun Stone (Dark Blue Rhomboid) Alertness (as the feat)
4,000gp Ioun Stone (Incandescent Blue Sphere) +2 enhancement bonus to Wisdom
8,000gp Ioun Stone (Mossy Disk, Flawed)*10, +5 competence on one Knowledge
15,000gp Ioun Stone (Orange Prism) +1 caster level
1,000gp Bag, Handy Haversack

Permanency Spells:
7,500gp Arcane Sight
5,000gp See Invisibility
12,500gp Telepathic Bond (Cohort)

Spellbook:
17,165gp Manual of Binding
12,990gp Scribe Fee
12,500gp Book, Blessed*2

Spell Focus
8,115gp for Total

Spell Material
5000gp for Total

Craft: Mithral Golem
180,750gp

Non-Magic Items
500gp Books, adventurer's chronicle*10
300gp Arcane Family Workbook
500gp Talisman, Necrotic (+1 Channel Resistance)
200gp Outfit, Royal

=============================================
« 上次编辑: 2013-09-29, 周日 20:58:25 由 darkfantasy.tw »

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Re: 雜記
« 回帖 #3 于: 2013-09-12, 周四 09:18:04 »
Blessed Book Spell List

9th—freedom, imprisonment, mages disjuction, mages excellent enclosure, spellbane, mass suffocation, foresight, gate, soul bind, summon monster IX, time stop, wish

8th—dimensional lock, trap the soul, moment of prescience, shadow evocation greater, clone, polymorph any object, create greater undead, horrid wilting, greater planar binding, maze, screen, regenerate (esoteric)

7th—sequester, spell turning, instant summons, mages magnificent mansion, phase door, teleport object, forcecage, invisibility mass, project image, Simulacrum, control weather, fly mass, limited wish, banishment, finger of death, grasping hand, greater teleport, reverse gravity, summon monster VII, harm (esoteric), animate object (esoteric)

6th—antimagic field, guards and wards, acid fog, getaway, geas/quest, contingency, mislead, permanent image, shadow walk, veil, create undead, curse major, hardening, contagious flame, disintegrate, greater dispel magic, legend lore, planar binding, wall of iron

5th—break enchantment, dismissal, mages private sanctum, prying eyes, telepathic bond, shadow evocation, dream, magic jar, animal growth, fabricate,telekinesis, cloudkill, cone of cold, contact other plane, hungry pit, magic jar, overland flight, permanency, secret chest, symbol of pain, greater teleport (esoteric)

4th—dimensional anchor, phantom steed communal, solid fog, arcane eye, animate dead, fear, magic siege engine greater, ball lightning, black tentacles, detect scrying, dimension door, enervation, greater invisibility, resilient sphere, remove curse, arcane concordance (esoteric)

3rd—dispel magic, sleetstorm, arcane sight, blood biography, tongue, displacement, invisibility sphere, vampiric touch, fly, haste, magic weapon greater, shrink item, keen edge, blink, daylight, enter image, fireball, gentle repose, secret page, sepia snake sigil, stinking cloud

2nd—arcane lock, retrieve item, blood transcription, embrace destiny, blurr, invisibility, command undead, spectral hand, alter self, ant haul communal, bulls strength, cats grace, eagles splender, foxs cunning, owls wisdom, knock, sculp simulacrum, whispering wind, darkvision, false life, glitterdust, make whole, mirror image, resist energy, see invisibility, summon swarm, web, ill omen (esoteric)

1st—alarm, summon monster I, comprehend language, identify, true strike, claurion call, vanish, crafter's fortune, feather fall, burning hands, detect undead, disguise self, grease, mage armor, magic aura, magic missile, ray of enfeeblement, unseen servant

0—resistance, acid splash, drench, detect magic, detect poison, read magic, ghost sound, haunted fey aspect, bleed, disrupt undead, touch of fatigue, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitation
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Re: 雜記
« 回帖 #4 于: 2013-09-13, 周五 23:14:00 »
=======================================
Guldurneth(Cohort)
Lv16 Synthesist (Summoner)
NE Lich, (Half-Drow, Female) Medium Undead, Age:424.
5'8"(172cm), 125lb(56kg)
Language: Common, Elf, Necril, Draconic, Abyssal, Infernal.
=======================================
HD:16d8+160 (243)
Initiative:+8 (+2 Dex, +4 Feat, +2 Trait)
Fear Aura (60ft, DC28 Wil)
AC:17/12/15(+2 Dex, +5 NAC)
Save: F+20 R+12 W+20
Str10, Dex14, Con-, Int16, Wis16, Cha30
Speed: 30ft. Sense: Darkvision 60ft.
=======================================
Spell
Cast spell as lv16 Summoner
Spells per Day: 8/8/7/6/5/3, DC=20+Spell Level
Spell Known: 6/6/6/5/5/4/2
0-Acid Splash, Arcane Mark, Detect Magic, Ligjt, Read Magic, Mage Hand
1-Enlarge Person, Mage Armor, Rejuvenate Eidolon Lesser, Compel Hostility, Ant Haul, Unseen Servant
2-Alter Self, Barkskin, Summon Eidolon, Haste, Invisibility, See Invisibility
3-Black Tentacle, Dimension Door, Displacement, Invisibility Greater, Magic Fang Greater
4-Sending, Evolution Surge Greater, Transmogrify, Overland Flight, Purified Calling
5-True Seeing, Teleport Greater, Heroism Greater, Invisibility Mass
6-Maze, Dominate Monster
=======================================
Feat
Lv1-Cosmopolitan
Lv3-Weapon Focus (Claw)
Lv5-Improved Initiative
Lv7-Rending Fury
Lv9-Improved Natural Attack (Claw)
Lv11-Dimensional Agility
Lv13-Dimensional Assault
Lv15-Dimensional Dervish
=======================================
Traits
Reactionary: +2 trait bonus on Initiative
Noble: +1 trait bonus on knowledge(noble) and sense motive.
=======================================
Skills 80
Fly: Rank1, Class+3, Dex+2 = +6
Stealth: Rank1, Class+3, Dex+2, Racial+8 = +14
Knowledge(Arcane): Rank1, +3 Class, +3 Int =+7
Knowledge (Religion): Rank1, +3 Class, +3 Int = +7
Knowledge (Nobility): Rank1, +3 Class, +3 Int, +1 Trait = +8
Knowledge (Planes): Rank1, +3 Class, +3 Int = +7
Spellcraft: Rank1, +3 Class, +3 Int =+7
Perception: Rank16, +3 Class, +3 Wis, +8 Racial = +30
Sense Motive: Rank16, +3 Class, +3 Wis, +8 Racial, +1 Trait = +31
Bluff: Rank16, +3 Class, +10 Cha, +3 Com, +1 Racial = +33
Diplomacy: Rank16, +3 Class, +10 Cha, +3 Com = +32
Intimidate: Rank1, +3 Class, +10 Cha, +3 Com = +17
Disguise: Rank4, +3 Class, +10 Cha, +3 Com = +20
Use Magic Device: Rank4, +3 Class, +10 Cha, +3 Com = +20
=======================================
Racial Abilities

Half-Elf
Elven Immunities:Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.

Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class).

Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Lich:
Ejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
=======================================
Class Abilities
Favored Class Bonus: add +1/4 Evolution point (4)

Synthesist

Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Maker's Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

Split Forms (Su)
At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.
The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner's class level.

Aspect (Su)
At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Summon Monster VIII(Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

=======================================
Equipment
Wealth: 58,500gp
2,500gp Ring: Sustence
18,000gp Belt of giant strength +6
18,000gp Headband of alluring charisma +6
12,500gp Shoulder: +5 Resistance
1,000gp Bag, Handy Haversack
Left: 6,500gp
=======================================
« 上次编辑: 2013-09-14, 周六 19:27:49 由 darkfantasy.tw »

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Re: 雜記
« 回帖 #5 于: 2013-09-14, 周六 11:39:30 »
Mithral Golem, Bioconstruct Modification   CR 17
Cost: 180,750
N Huge construct
Init +11; Senses darkvision 60 ft., low-light vision; Perception +21

DEFENSE
AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, –2 size)
hp 219 (25d10+65)
Fort +8, Ref +15, Will +8
DR 15/adamantine, evasion; Immune construct traits, magic

OFFENSE
Speed 50 ft.
Melee 2 slams +36 (6d10+12), treat as Magic
Space 15 ft.; Reach 15 ft.
Special Attacks fluid form, quickness

STATISTICS
Str 33, Dex 24, Con —, Int —, Wis 11, Cha 1
Base Atk +25; CMB +38; CMD 56
Feats DodgeB, MobilityB, RunB, Spring AttackB, Weapon Focus(Slam), Power Attack, Vital Strike, Improved Vital Strike, Greater Vital Strike, Improved Natural Attack(Slam), Improved Unarmed Attack, Crane Style, Crane Wing, Crane Reposite, Improved Initiative, Stunning Assault(DC=34), Toughness
Skills Acrobatic +10, Stealth +29, Perception +21

SPECIAL ABILITIES
Fluid Form (Ex)
A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.

Immunity to Magic (Ex)
A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).
Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (no save) and lose the use of its fluid form ability for 24 hours.

Quickness (Ex)
A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to double its speed and still make a full attack.
« 上次编辑: 2013-09-14, 周六 17:06:44 由 darkfantasy.tw »

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Re: 雜記
« 回帖 #6 于: 2013-09-15, 周日 09:46:43 »
龍之翼
==================================
Son of Mars, Guide/Skirmisher Level 5
N Medium Human
Init +5; Senses darkvision 60 ft.; Perception +11
==================================
DEFENSE
AC 19, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +6 Armor)
HD: (5d10+5)
Saves: Fort +5, Ref +7, Will +2
Resist to Acid, Cold, Electricity 5,
==================================
OFFENSE
Speed: 20 ft. (30ft. without Armor)
Melee: Magic Falchion +10 (2d4+6/18-20x2)
Range: Mwk Composite Longbow +9 (1d8+8/x3)
==================================
STATISTICS
Str 18, Dex 16, Con 12, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +9; CMD 22
==================================
Racial Abilities:
Tactic Domain from Mars
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
==================================
Class Abilities:

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger’s Focus (Ex)
At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
This ability replaces favored enemy.

Terrain Bond (Ex)
At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
This ability replaces hunter’s bond.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored Terrain (Ex) (Water)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter’s Tricks
At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.

Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
==================================
Traits:
Reactionary
Ease of Faith
World Traveller
Pride (Drawback)
==================================
Feats:
Ranger Style: Two-Weapon Fighting
Ranger Bonus: Endurance
Lv1 Power Attack
Lv3 Defiant Luck
Lv5 Inexplicable Luck.
==================================
Skills (40pt)
Climb: Rank1, +3 Class, +4 Str, -3 Armor = +5
Swim: Rank1, +3 Class, +4 Str, -3 Armor = +5
Ride: Rank1, +3 Class, +3 Dex, -3 Armor = +4
Stealth: Rank4, +3 Class, +3 Dex, -3 Armor = +7
Knowledge(Dungeoneering): Rank1, +3 Class, +1 Int = +5
Knowledge(Geography): Rank1, +3 Class, +1 Int = +5
Knowledge(Nature): Rank1, +3 Class, +1 Int = +5
Heal: Rank1, +3 Class, +1 Wis = +5
Perception: Rank5, +3 Class, +1 Wis, +2 Racial = +11
Profession(Soldier): Rank5, +3 Class, +1 Wis = +9
Profession(Sailor): Rank1, +3 Class, +1 Wis = +5
Sense Motive: Rank5, +3 Class, +1 Wis, +1 Trait = +10
Survival: Rank5, +3 Class, +1 Wis = +9
Diplomacy: Rank5, +3 Class, +1 Cha, +1 Trait, +2 Racial = +12
Intimidate: Rank1, +3 Class, +1 Cha = +5
Handle Animal: Rank1, +3 Class, +1 Cha = +5
Perform(Wind): Rank1, +1 Cha = +2
==================================
Equipments
Wealth: 5250gp
Masterwork Composite Longbow (+4) 800
+1 Greatsword 2350
Masterwork Spiked Breastplate 700
1400gp
==================================
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Re: 雜記
« 回帖 #7 于: 2013-11-03, 周日 06:40:41 »
=========================================
Viara
Weapon Master lv4/Anti-Paladin lv2/Noble Scion lv10
Human Forsaken Lich, Medium undead (augement)
Initiative: +9; Senses darkvision 60 ft.; Perception +29
------------------------------------------------------------------------
DEFENSE
 AC 40, touch 16, flat-footed 37 (+3 Dex, +7 Shield, +14 Armor, +3 NAC, +2 Def, +1 Insight)
 hp 214 (2d10+14d8+128)
 Fort +32, Ref +21, Will +24
 Defensive Abilities: channel resistance +4, SR25, DR15/Bludgeoning and Magic, Immune to cold and electricity, soul shield, soul storm, undead traits
------------------------------------------------------------------------
OFFENSE
 Speed 20 ft. (30ft without armor)
 Melee 2 Shield +37/+37/+32/+32/+27 (2d6+24/x2)
 Special Attacks: Sneak Attack +2d6, disembodied strike (1d8+8); soul lash (DC 26; 8d6)
------------------------------------------------------------------------
STATISTICS
Str 34, Dex 17, Con -, Int 14, Wis 12, Cha 26
Base Atk +13; CMB +25; CMD 41
Languages Common, Elven, Undercommon, Necril, Orc, Giant, Dwarven, Dragon, Sylven, Halfling, Gnome
------------------------------------------------------------------------
Feats
 Human Bonus(lv1): Skill Focus(Intimidate)
 Human Bonus(lv8): Skill Focus(Diplomacy)
 Human Bonus(lv16): Skill Focus(Sense Motive)
 Fighter Bonus(lv1): Weapon Focus(Heavy Shield)
 Fighter Bonus(lv2): Dazzling Display
 Fighter Bonus(lv4): Weapon Specialization(Heavy Shield)
 Noble Scion(lv7): Leadership
 Regional Expertise(lv9): Improved Initiative
 Regional Expertise(lv11): Enforcer
 Regional Expertise(lv13): Intimiadating Prowess
 Lv1: Two-Weapon Fighting
 Lv3: Double Slice
 Lv5: Improved Shield Bash
 Lv7: Improved Two-Weapon Fighting
 Lv9: Shield Slam
 Lv11: Shatter Defense
 Lv13: Two-Weapon Rend
 Lv15: Shield Master
------------------------------------------------------------------------
Skills (120)
Knowledge(Nobility): Rank16, Class+3, Int+2, NS+5 = +26
Knowledge(Local): Rank16, Class+3, Int+2, NS+5 = +26
Linguistic: Rank8, Class+3, Int+2 = +13
Perception: Rank16, Class+3, Wis+1, Feat+4, Com+5 = +29
Sense Motive: Rank16, Class+3, Wis+2, Feat+10 = +31
Bluff: Rank16, Class+3, Cha+8, Com+3 = +35
Diplomacy: Rank16, Class+3, Cha+8, Feat+6, Com+3, +5 NS = +41
Intimidate: Rank16, Class+3, Str+12, Cha+8, Feat+6, Com+3 = +48
------------------------------------------------------------------------
Trait: Reactionary, +2 trait bonus on Initiative
Trait: Second Chance, Once per day reroll a failed save
Trait: Weapon of Peace, lethal weapon deal nonlethal damage for -2 attack instead -4
Drawback: Pride. when someone threatens, accuses, or challenges, take –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes.
------------------------------------------------------------------------
SPECIAL ABILITIES

Fighter: Weapon Guard (Ex)
Gains a +1 bonus to CMD against disarm and sunder attempts while wielding shield. This bonus also applies on saves against any effect that targets shield.

Fighter: Weapon Training (Ex)
Gains a +1 bonus on attack and damage rolls with shield.

Anti-Paladin Aura of Evil (Ex)
The power of an antipaladin’s aura of evil is equal to 2 level. A paladin who uses smite evil on an antipaladin deals 4 points of damage on his first successful attack.

Anti-Paladin: Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Anti-Paladin: Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.

Anti-Paladin: Unholy Resilience (Su)
Gains a bonus equal to Charisma bonus (+8) on all saving throws.

Anti-Paladin: Touch of Corruption (Su)
An antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 9 times. As a touch attack, an antipaladin can cause 1d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points.

Noble Acion: Affluent (Ex)
Gains extra 41250gp

Noble Scion: Greater Leadership (Ex)
Gains the Leadership feat as a bonus feat and can recruit a cohort of the same level.

Noble Scion: Aristocratic Erudition (Ex)
At 3rd level, a noble scion gains a bonus equal to 5 on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the noble scion by the same amount.

Noble Scion: Prestigious Influence (Ex)
A noble scion can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 250 gp to spend on services and non-material goods. This pool replenishes at the beginning of every week.
Services and nonmaterial goods available to a noble scion include:
Pay for lodgings, stabling, taxes, and tolls.
Improve his lifestyle quality.
Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
Obtain invitations to exclusive events, or entry into privileged locations.
Spread rumors or start a whispering campaign.
Purchase spellcasting services.
Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).
A noble scion cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion.

Noble Scion: Regional Expertise (Ex)
The Empire of Devils: Enforcer, Intimidating Prowess
General: Improved Initiative.

Noble Scion: Dilettante Studies
Dilettante Scoundrel (Ex): A noble scion gains a +2d6 sneak attack bonus as per the rogue class ability. If a noble scion gets a sneak attack bonus from another source, the bonuses on damage stack.
Dilettante Warrior (Ex): A noble scion gains a +2 bonus on attack and damage rolls.

Noble Scion: Servitor (Ex)
At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion's manor in his stead.

Noble Scion: Peerless Patrician (Ex)
At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20.
------------------------------------------------------------------------
Equipment: 99,750
36,360gp, 2 Spiked Heavy Shield +5 Bashing
13,070gp, Piecemeal Armor +5
18,000gp, Giant's Strength Belt +6
18,000gp, Headband of Alurring Charisma +6
12,500gp Cloak of Resistance +5
2,250gp, Circlet of Persuation
4,000gp, Ring of Protection +2
500gp Quick Runner's Shirt
1,250gp Eye of the Eagle
6,000gp Boots of Haste
7,500gp Gloves of Dueling
4,000gp Ioun Stone, Pale Green Prism, Cracked*2
3,000gp Ioun Stone, Deep Red Sphere, Flawed
2,000gp Ioun Stone, Dusty Rose Prism, Flawed
Total: -28680gp
=========================================
Ziegfred
Warrior lv4/Expert lv12
Human, LN Medium Humanoid
Initiative: +2; Senses darkvision 60 ft.; Perception +39
------------------------------------------------------------------------
DEFENSE
 AC 21, touch 12, flat-footed 19 (+2 Dex, +9 Armor)
 hp 110 (2d10+14d8+32)
 Fort +15, Ref +12, Will +16
------------------------------------------------------------------------
OFFENSE
 Speed 30 ft.
 Melee +14/+9/+4 Masterwork Dagger (1d4)
 Range +16/+11/+6 Masterwork Musket, Double Berrel (1d12)
------------------------------------------------------------------------
STATISTICS
 Str 10, Dex 14, Con 14, Int 20, Wis 14, Cha 14
 Base Atk +13; CMB +13; CMD 25
------------------------------------------------------------------------
Feat
Human Bonus(lv1): Skill Focus(Knowledge Engineering)
Human Bonus(lv8): Skill Focus(Craft Siege Engines)
Human Bonus(lv16): Skill Focus(Craft Alchemy)
Lv1 Exotic Weapon Profience (Bombard)
Lv3 Difiant Luck
Lv5 Inexplicable Luck
Lv7 Siege Engineer
Lv9 Siege Gunner
Lv11 Siege Commander
Lv13 Master Siege Engineer
Lv15 Monument Builder
------------------------------------------------------------------------
Skills 176
Craft(Alchemy): Rank16, Class+3, Int+5, Feat+6, Cir+2 = +32
Craft(Siege Engines): Rank16, Class+3, Int+5, Feat+6, Cir+2 = +32
Knowledge(Engineering): Rank16, Class+3, Int+5, Feat+6, Cir+2 = +32
Knowledge(Local): Rank16, Class+3, Int+5, Cir+2 = +26
Knowledge(Nobility): Rank16,
Profession(Governor)
Sense Motive
Diplomacy
------------------------------------------------------------------------
Equipment (45,000gp)
2,800gp Masterwork Musket, Double-Barreled
=========================================
« 上次编辑: 2013-11-03, 周日 12:24:13 由 darkfantasy.tw »

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Re: 雜記
« 回帖 #8 于: 2013-11-13, 周三 19:34:31 »
"十歲殺死熊" 本鄉猛
=========================================
Fighter lv4/Ranger lv6
Weapon Master/Guide/Skirmisher
Partholon, Medium Humanoid(Partholon)
Initiative: +12; Senses darkvision 60 ft.; Perception +29
------------------------------------------------------------------------
DEFENSE
AC 31, touch 18, flat-footed 23 (+8 Dex, +3 Shield, +10 Armor)
hp 94 (10d10+30)
Fort +12, Ref +16, Will +9
Defensive Abilities:
------------------------------------------------------------------------
OFFENSE
Speed 30 ft.
Melee 2 Shield +24/+24/+24/+24 (1d3+15/x2)
Special Attacks: Smite 1/day, Ranger's Focus 2/day
------------------------------------------------------------------------
STATISTICS
Str 13, Dex 26, Con 12, Int 16, Wis 16, Cha 18
Base Atk +10; CMB +11; CMD 29
Languages Common, Elven, Giant, Dragon
------------------------------------------------------------------------
Feats
Mythic T1: Power Attack
Mythic T3: Weapon Finesse
Fighter Bonus(lv1): Weapon Focus(Heavy Shield)
Fighter Bonus(lv2): Weapon Finesse
Fighter Bonus(lv4): Weapon Specialization(Heavy Shield)
Ranger Style(lv2): Two-Weapon fighting
Ranger Style(lv6): Shield Master
Lv1: Power Attack
Lv3: Double Slice
Lv5: Improved Shield Bash
Lv7: Leadership
Lv9: Improved Two-Weapon Fighting
------------------------------------------------------------------------
Skills (74)
Stealth: Rank 10, Class+3, Dex+8 = +21
Knowledge(Dungeoneering): Rank 1, Class+3, Int+3 = +7
Knowledge(Engineering): Rank 1, Class+3, Int+3 = +7
Knowledge(Geography): Rank 1, Class+3, Int+3 = +7
Knowledge(Nature): Rank 1, Class+3, Int+3 = +7
Perception: Rank 10, Class+3, Wis+3, Com+5 = +21
Sense Motive: Rank 10, Class+3, Wis+3 = +16
Survival: Rank10, Class+3, Wis+3 = +16
Diplomacy: Rank10, Class+3, Cha+4, trait+1 = +18
Intimidate: Rank10, Class+3, Cha+4 = +17
------------------------------------------------------------------------
Trait: Auspicious Tattoo, gain a +1 trait bonus on Will.
Trait: Second Chance, Once per day reroll a failed save
Trait: World Traveler, +1 Dip & become class skill
Drawback:
------------------------------------------------------------------------
Scale   10 gp   +1   +3   –2   25%   30 ft.   20 ft.   5 lbs.
Scale   10 gp   +1   +3   –2   15%   30 ft.   20 ft.   10 lbs.B15
Four-mirror armor   20 gp   +5   +4   –5   30%   20 ft.   15 ft.   40 lbs.

62000gp
2169gp +2 light steel shield
2169gp +2 light steel shield
6040gp +2 Piecemeal armor
8000gp +4 Belt of incredible dexterity
7500gp Gloves of dueling
2000gp +2 Cloak of resistance
6000gp Boots of haste

17878gp

斗士特性(Champion Features)
随着你的阶层获得提升,你会获得后述能力。
斗士之击(Champion's Strike):从后述能力中选择一种。一旦做出选择就无法进行更改。
飞掠冲刺(Fleet Charge,Ex):以迅捷动作,你能够花费1次神话之力并进行移动,移动距离最多与你的速度相同。在这次移动中的任意一点,你能够以最高的攻击加值进行一次近战或远程攻击,并将你的阶层加到攻击检定上。此次攻击不算在你在本轮做出的任何其他攻击之内。此次攻击所造成的伤害能穿透任何伤害减免。
护具宗师(Armor Master,Ex):当你穿着轻甲或者使用盾牌(包括塔盾)的时候,不会受到护甲检定减值或者遭受奥术失败率。此外,轻甲的最大敏捷加值不会再限制你。该能力最多可以选取3次。第2次选取后可以应用至中甲。第3次选取后可以应用至重甲。
永生(Longevity,Su):通过获取该能力,你不再会因为年迈而死亡。若你由于年龄而受到身体属性减值,获得该能力之后你就不再会受到这些惩罚。你的年龄仍会继续增长,而且你会获得所有年龄增长带来的精神属性加值。
飞掠战士(Fleet Warrior,Ex):当你进行全力攻击(full attack)时,你可以在攻击前或后移动不超过你速度的距离。此移动会照常引发借机攻击。
精准(Precision,Ex):你那致命的攻击比其他人更容易命中目标。每当你进行全力攻击(full attack)时,通过较高基本攻击加值而获得的额外攻击会得到5点加值。该能力不能对这些攻击提供比你的基本攻击加值更高的攻击加值。例如:12级战士通常具有+12/+7/+2的基本攻击加值;具有该能力,基本攻击加值便成为+12/+12/+7。该能力不会减少双武器战斗或者其他情境对攻击检定带来的减值(比如寓守于攻、猛力攻击、防御式战斗、或者有害状态)。你能够多次选取该能力。每次你选取,对额外攻击的攻击加值就再增加5点。

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Re: 雜記
« 回帖 #9 于: 2014-04-17, 周四 07:36:29 »
Верность партии - Верность Родине

35歲
KGB國家安全委員會邊防軍管理局(第三局)秘密計畫"匿名"管理擔當
尤里·弗拉基米羅維奇·安德羅波夫派系
遭灰衣主教彈劾
實戰經驗豐富
參與鎮壓基輔羅斯叛亂
參與入侵捷克斯洛伐克作戰
1941年出生於蘇聯英雄伊萬·斯捷潘諾維奇·科涅夫家族第三代
1944年伊萬·斯捷潘諾維奇·科涅夫升任蘇聯元帥
1951-1953年其父與時年近訪莫斯科中央尤里·弗拉基米羅維奇·安德羅波夫來往甚密 並同期出任外交部第四歐洲司
1956年隨其父見證了匈牙利十月事件, 事件後回本國就讀高等軍事學校
1959-1963年於高等軍事學校畢業, 任職中尉入伍, 在作戰期間因其殘暴的用兵手段而逐漸聞名
1963-1965年在參與鎮壓基輔羅斯叛亂回國後受拔升 後進入就讀並畢業於伏羅希洛夫軍事學院(總參軍院)
1968年率領蘇聯空降師參與捷克斯洛伐克征伐
在鎮壓布拉格之春事件後 由於時年並未發生越戰 美方壓力遠出蘇聯當局意料
於1969 當時率軍大將伊萬·格里戈利耶維奇·巴甫洛夫斯基遭受國際輿論壓力而被問罪
於風波之中遭受牽連 入獄兩年後因尤里一派的聲勢成長而被釋放
出獄後於1971年春進入KGB第三局中某任秘密計畫負責人
« 上次编辑: 2014-04-17, 周四 17:11:37 由 darkfantasy.tw »