名字:巴特福来·皮格 职业等级:LV3德鲁伊/LV3法师/LV10奥术大祭司
族类:强心半身人 体型:中型
阵营:中立善良 信仰:欧柏·亥
先攻:+2 感官:
语言:通用语,半身人语,风族语,德鲁伊语
经验:104000
————————————————————————————————————————
AC:32(敏捷+4,护甲+6,感知+7,偏斜+2,天生+2,体型+1;护盾术+4),接触22,措手不及23
HP:107(3D8+3D4+10D6+48)
免疫:无 易伤:无
抗性:无 特殊抵抗:无
豁免:强韧15,反射13,意志25 特定调整:对恐惧+2
————————————————————————————————————————
速度:30尺(6格),飞行40尺(普通)
近战攻击:橡棍法杖+07(1D10-1)
远程攻击:远程接触+10
面宽/触及:5尺/5尺
对抗:BAB+7,擒抱+5,绊摔-6,冲撞-6
可选攻击:法师奥术,德鲁伊神术
特殊攻击:动物渠道(4/D),植物渠道(2/D)
————————————————————————————————————————
属性:力量7,敏捷18(+4),体质16(+2),智力18(+4),感知24(+4),魅力8
法师特性:
德鲁伊特性:宿敌,
同伴魔宠,忽略失败率,荒野变形,动物渠道(4/D),植物渠道(2/D)
专长:强效召唤,[绿缚召唤],莱瑟曼元素召唤,灰烬誓约,自然连结,伙伴法术联系,熟练施法(德鲁伊) ,熟练施法(法师),追踪
技能:专注20/17,法术辨识19/15,侦查22/14,聆听24/14,生存19/9,知识(自然)16/10,骑术(撕肉龙)18/14
武器擅长:简易武器,德鲁伊武器
————————————————————————————————————————
施法能力:
法师奥术(职业等级:13)
法术书:
LV0:全核心(死灵系,附魔系除外)
LV1:魔法飞弹;血肉旋风,脚底抹油;精确施法,鉴定术,通晓语言;法师护甲,王车易位,魔宠口袋,油腻术;护盾术,防护阵营,忍受元素 150GP
LV2:弱化鳞甲,鬼击术,敲击术,变身术;夺目华彩,隐形术;盲视术,识破隐形,黑暗视觉;闪光尘,蛛网术;防护箭矢,抵抗元素 1350GP
LV3:火球术,风墙术;加速术,气化形体,水中呼吸;鹰眼锐耳;隐形法球;高等法师护甲,独角兽之箭,臭云术;反阵营法阵,防护元素 3000GP
LV4:火墙术,弹力法球;迅捷爆发;解析弱点,巧言术,秘法眼;高等镜影,重雾术,黑触手;次元锚,次级防护法术结界 4900GP
LV5:翱翔天际,龙类变身;高等任意门,传送术,石墙术,冻雾术;力墙术;窥视魔眼;破除结界;法术恒定 6750GP
LV6:进阶提升抗力,高等解除魔法;咒文解析,真知术;法术无效结界,法术触发术 3300GP
LV7:琥珀石棺;高等秘法视觉;高等传送;有限祈愿术 4550GP
抄书总计:24000GP
法术位:4/5/5/5/5/4/3/2(DC=15+LV,CL16)
剩余数:4/5+1/5+1/5+1/5+1/3+1/2+1/1+1
LV0:魔法伎俩,阅读魔法,法师之手,幻音术
LV1:防护阵营,精确施法,王车易位,护盾术,护盾术,魔宠口袋
LV2:识破隐形,弱化鳞甲,变身术,盲视术,鬼击术,鬼击术
LV3:[高等法甲],[高等法甲],隐形法球,加速术,飞行术,反阵营法阵
LV4:解析弱点,高等镜影,黑触手,重雾术,火墙术,迅捷爆发
LV5:翱翔天际,高等任意门,冻雾术,力墙术
LV6:咒文解析,[进阶提升抗力],铁墙术
LV7:高等传送,琥珀石棺
德鲁伊神术(职业等级:13)
法术位:6/7/7/6/5/4/3/2(DC=17+LV,CL16)
剩余数:6/7/7/6/5/4/3/2
LV0:造水术,侦测魔法,侦测毒性,光亮术,指北术
LV1:妖火术,妖火术,妖火术,纠缠术,神莓术,橡棍术,忍受环境
LV2:自然宠爱,自然宠爱,自然宠爱,树肤术,树肤术,铁齿银牙,医疗学识
LV3:独角兽之角,毒火术,植物交谈,恶意触手,高等魔牙,盲视术
LV4:精力防护,精力防护,行动自如,行动自如,触发能量抗力
LV5:独角兽之血,虎人之啮,动物变异,医疗动物伙伴
LV6:熊人之啮,熊人之啮,火种术
LV7:阳炎射线,火焰风暴
长效增益:高等法师护甲,进阶提升抗力,储法杖(储存于橡木法杖,医疗术),触发术(将要受到伤害时,对自己使用弹力法球)
————————————————————————————————————————
特性:
专攻学派:每环得到一个额外的咒法系法术位。失去施展死灵与附魔系法术的能力。
法师变体[UA]:失去魔宠。得到动物伙伴(像德鲁伊一样;把术士或法师等级当作德鲁伊等级)。
咒法师变体[UA]:失去制造卷轴。得到强效召唤。
德鲁伊变体[UA]:失去盔甲与盾牌熟练,荒野变形。如武僧般得到无甲AC,快速移动;如巡林客般宿敌,快速追踪,追踪。
奥法猎人[CM]:将奥术施法者和邪术使用者视为宿敌,但不包括有其他类法术能力的生物。
魔宠同伴:动物同伴得到了通常属于魔宠的许多能力,将你的奥术大祭司等级与你的奥术施法者职业等级叠加来决定你的动物同伴从此得到的智力奖励和特殊能力。
动物渠道:每天有4次机会通过触摸使你和一个单一动物之间建立一个魔法渠道。
植物渠道:每天有2次机会通过触摸使你和一个单一植物之间建立一个魔法渠道。
————————————————————————————————————————
物品:橡木法杖(橡棍术;储法杖),法师祝福书 12500GP,体质艾恩石 8000GP,法师便利袋 2000GP,异种军用鞍座,法术材料包
杂物:睡袋,水袋,丝绳,燧石与铁片,缝衣针X6,蜡烛X6,羽毛笔X6,墨水瓶,羊皮纸X12,防寒衣服
材料:牙雕独角兽(25GP),琥珀X2(1000GP),蓝宝石透镜(1500GP),象牙方框(200GP),真知眼膏(1000GP)
————————————————————
卷轴:
LV1:忍受元素,通晓语言,王车易位,油腻术,护盾术,防护阵营,脚底抹油 175GP
LV2:识破隐形,敲击术,盲视术,黑暗视觉,变身术,隐身术,抵抗能量,防护箭矢 1200GP
LV3:奥术视觉,鹰眼锐耳,飞行术,闪现术,气化形体,水中呼吸,防护能量 2625GP
LV4:次级防护法术结界,巧言术,秘法眼 2100GP
总计:6100GP
魔杖
防护阵营魔杖(50) 750GP
————————————————————
装备:
[头]+4智力头带 16000GP
[颈]+4感知护符 16000GP
[躯]+2索林尼克长袍 20000GP
[手]+4敏捷手套 16000GP
[肩]+5抗力斗篷 25000GP
[指]野兽戒指 8000GP
[指]高等法术反制戒指(高等解除魔法) 16000GP
[足]步跃靴 6000GP
————————————————————
资金:170000GP
合计:169830GP
剩余:170GP
————————————————————————————————————————
年龄:30 出生地:拉斯洛
体貌特征:红发碧眼 服饰:青铜木胸甲,深绿色披风
————————————————————————————————————————
背景:灰焰公会成员
————————————————————————————————————————
附录1:动物伙伴
名字:迅影 职业:撕肉龙
族类:魔法兽 体型:中型
阵营:中立善良 信仰:欧柏·亥
先攻:+6 感官:昏暗视觉,灵敏嗅觉
————————————————————————————————————————
AC:44(天生+22,敏捷+6,盔甲+6;护盾术+4,熊人之啮+7,虎人之啮+5),接触16,措手不及38
HP:93(12D8+36)
免疫:无 易伤:无
抗性:SR21 特殊抵抗:无
豁免:强韧16,反射19,意志13(抗附魔+4) 特定调整:进阶提升抗力
————————————————————————————————————————
速度:50尺(10格)
近战攻击:爪抓+15(2d4+6;毒素;毒火+16D6)(自然宠爱+5/+5;熊人之啮+8/+8;虎人之啮+6/+6)
啮咬+15(1D6+3)(自然宠爱+5/+5;熊人之啮+8/+4;虎人之啮+6/+3)
尾击+15(1D6+3;毒素;毒火+16D6)(自然宠爱+5/+5;熊人之啮+8/+4;虎人之啮+6/+3)
耙抓+14(1D6+3;毒素;毒火+16D6)(自然宠爱+5/+5;熊人之啮+8/+4;虎人之啮+6/+3)
远程攻击:血肉旋风+15
面宽/触及:5尺/5尺
对抗:BAB+9,擒抱+15,绊摔+10,冲撞+10
特殊攻击:扑袭,毒,耙抓,多重攻击
长效增益:毒火,高等魔牙,高等法师护甲,触发术(非主人意愿往异界传送,触发次元锚)
————————————————————————————————————————
属性:力量22,敏捷23,体质16,智力12,感知14,魅力12 |熊人之啮:力量38,敏捷25,体质24|虎人之啮:力量34,敏捷27,体质22
特性:警觉,链接,忠诚,共享法术,反射闪避,精通反射闪避,传递接触法术,与主人交谈,与动物同类交谈,法术抗力,探知魔宠
专长:精通天生武器(爪抓),追踪,钢铁意志,战斗专注,战斗稳固,多重攻击
技能:躲藏+12*,跳跃+24,
————————————————————————————————————————
撕肉龙喜欢以扑袭作为每次战斗的开始。撕肉龙会试图跳到目标的身上,将它压制在地,然后疯狂地尽快撕碎它的猎物。若目标在一次扑击中未被杀死,则撕肉龙很可能立刻逃走以使其衰弱毒性有机会发生作用,并在稍后猎物衰弱不堪时折返回来。
撕肉龙无法在其啮咬对手的同一轮中使用其尾巴攻击之。
×扑袭(Leaping Pounce,Ex):当撕肉龙冲锋时,它可以跳到猎物上方,并且尝试将其撞在地上。这个能力的作用很像猛扑,然而撕肉龙超然的跳跃能力使它的扑袭格外地致命。
当撕肉龙冲锋一个敌人时,它可以使用全回合攻击,同时包括一次耙抓攻击。若撕肉龙在这次冲锋中成功击中并且伤害了一个体型和它相同或更小的生物,它可以以一个即时动作对对手进行绊摔而不引起借机攻击。若撕肉龙通过了对抗绊摔检定,它可以立刻做一个擒抱检定。若检定通过,则该对手视为被擒抱同时被撕肉龙压倒在地上。在之后的每一轮中,撕肉龙都可以通过一次成功的对抗倒地对手的擒抱检定来自动对其造成爪抓和耙抓伤害。
若撕肉龙在对抗绊摔检定中失败,它也不会遭到反绊摔。若它成功绊摔了对手但却在接下来的擒抱对抗中失败,则对手倒在撕肉龙所在的位置,但既不被擒抱也不会被压制。
×毒(Poison,Ex):伤害,强韧豁免DC14,最初造成1d6敏捷伤害,第二次造成1d6敏捷伤害。该豁免DC基于体质。
×耙抓(Rake,Ex):攻击加值+2近战,伤害1d6+2。
技能:撕肉龙在躲藏检定上有+8的种族加值而在跳跃检定上有+6的种族加值。*在森林地带中撕肉龙的这个躲藏检定加值增加至+10。
--------------------------------------------------------
附录2:召唤生物
绿缚凶暴熊 (Dire Bear)
大型动物
生命骰:12d8+99 (153 hp)
先攻权:+2
速度:40尺 (8格)
防御等级:24 (-1体型,+2敏捷,+13天生),接触11,措手不及22
基本攻击/ 擒抱:+9/ +32
攻击:爪抓 +27 近战 (2d4+15)
全回合攻击:2 爪抓 +27 近战 (2d4+15) 及啮咬 +21 近战 (2d8+7)
占据/ 触及:10尺/ 5尺
特殊攻击:精通攫抓
类法能力:随意施展(纠缠术,行动无踪,植物交谈;CL12,DC12),每日一次(荆墙术;CL12,DC12)
特性:伤害减免10/魔法,抗电10,抗冷10,昏暗视觉,灵敏嗅觉,震颤感知60尺
豁免:强韧+12,反射+9,意志+9
属性:力量41,敏捷15,体质27,智力2,感知12,魅力14
技能:聆听+10,侦察+10,游泳+13
专长:警觉,坚忍,飞跑,健壮,专攻武器 (爪抓)
奥格拉斯风暴元素,超大型(Storm Elimental,Huge)
超大型元素(风系,寒系,主位面生物)
生命骰:16d8+160(232hp)
先攻权:+3
速度:50英尺(10格),飞行100英尺(完美)
防御等级:19(-2体型,-1敏捷,+12天生),接触7,措手不及17
基本攻击/擒抱:+12/+34
攻击:挥击+25近战(2d6+12外加2d6电与1D6冷)
全回合攻击:2挥击+25近战(2d6+12外加2d6电与1D6冷)
面宽/触及:15英尺/15英尺
特殊攻击:冲击(即时动作,8D4瘀伤,DC28),电闪雷鸣(整轮动作,8D6音波,16D6闪电,DC28),寒冰锥(SP,CL16,DC16,3/D)
特性:天空熟悉,伤害减免5/-,黑暗视觉60英尺,电系与音波治疗,元素特性,快速恢复3(寒冷天气),自然元素
豁免:强韧+13,反射+11,意志+5
属性:力量34,敏捷9,体质30,智力10,感知11,魅力11
技能:聆听+11,侦察+12
专长:警觉,盲斗,顺势斩,精通先攻,闪电反射,猛力攻击
奥格拉斯风暴元素,高等(Storm Elimental,Greater)
超大型元素(风系,寒系,主位面生物)
生命骰:21d8+210(304hp)
先攻权:+4
速度:50英尺(10格),飞行100英尺(完美)
防御等级:24(-2体型,+16天生),接触8,措手不及22
基本攻击/擒抱:+15/+37
攻击:挥击+29近战(3d6+13外加2d6电与1D6冷)
全回合攻击:2挥击+29近战(3d6+13外加2d6电与1D6冷)
面宽/触及:15英尺/15英尺
特殊攻击:冲击(即时动作,10D4,瘀伤,DC30),电闪雷鸣(整轮动作,10D6音波,21D6闪电,D30),寒冰锥(SP,CL16,DC16,3/D)
特性:天空熟悉,伤害减免10/-,黑暗视觉60英尺,电系与音波治疗,元素特性,快速恢复3(寒冷天气),自然元素
豁免:强韧+15,反射+14,意志+7
属性:力量36,敏捷11,体质30,智力10,感知11,魅力11
技能:聆听+14,侦察+14
专长:警觉,盲斗,顺势斩,大顺势斩,精通先攻,精通天生武器(挥击),闪电反射,猛力攻击
索米尔土元素,高等 (Earth Elemental, Greater)
超大型元素生物 (土系,主位面生物)
生命骰:21d8+189 (283 hp)
先攻权: -1
速度: 30尺 (6格)
防御等级: 22 (-2体型,-1敏捷,+15天生),接触7,措手不及19
基本攻击/ 擒抱:+15/ +38
攻击: 挥击 +28 近战 (2d10+12)
全回合攻击: 2 挥击 +28 近战 (2d10+12)
占据/ 触及: 15尺/ 15尺
特殊攻击: 大地熟悉,推进,石砾形态(SR31,DR15/-),吞咽(伤害2D6,DC34)
特性: SR26,伤害减免10/-,黑暗视觉60尺,遁地,元素特性
豁免: 强韧+21,反射+6,意志+9
属性: 力量35,敏捷8,体质29,智力10,感知11,魅力11
技能: 聆听+14,侦察+14
专长: 警觉,无畏一击,顺势斩,大顺势斩,精通冲撞,精通击破武器,钢铁意志,猛力攻击
--------------------------------------------------------
附录3:扩展法术
自然之宠爱(Nature's Favor)
塑能系
等级:德鲁伊2、巡林客2
法术成分:V、S、DF
施法时间:迅捷动作
距离:触摸
目标:触摸到的动物
持续时间:1分钟
豁免检定:意志(无害)
法术抗力:可(无害)
你轻轻摩擦动物的肋部,低声将这个法术意识的最后一小部分说出。被触摸的动物在将目光投向你的敌人之前瞥了你一眼,毛发同样竖了起来。
你能给你所触摸的动物每三施法者等级+1幸运攻击检定和伤害检定(最高+5)。
医疗学识(Healing Lorecall)
预言系
等级:牧师 2,德鲁伊 2,游侠 1
成分:V,S,M
施法动作:标准动作
射程:自己
对象:自己
持续时间:10分钟/等级
你将薄荷叶含在你的舌头下方,轻声低吟令人舒适的话语。然后你便感受到一股神圣的力量在引导你施展治疗法术。
施法者的医疗达到5以上后,当他施展咒法系(医疗)时,他可以将“恢复以下其中一种不良状态”加到该治疗法术的效果中:晕眩,目眩,疲乏。当施法者的医疗达到10以上,还能恢复以下不良状态:力竭,反胃,恶心。
同时,在进行使用治疗法术后的治疗伤害检定时,你可以用你医疗的技能等级替换你施法者的等级,但是法术的施法者等级限制依然有效。例如,一个拥有6级医疗的3级牧师在医疗学识的持续时间内施放治疗轻伤时可以治疗1D8+5的伤害。
材料:一片薄荷叶
Venomfire
(Serpent Kingdoms)
Transmutation [Acid]
Level: Cleric 3, Druid 3, Ranger 4, Consecrated Harrier 4,
Components: V, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You cause the subject's venom to become caustic, dealing an additional 1d6 points of acid damage per caster level with each use.
This spell has no effect on creatures that do not naturally produce poison.
Material Component: A drop of acid.
艾伐恶意触手(Evard’s Menacing Tentacles)(phb2)
变化系
等级:德鲁依3,法师/术士3
法术成分:言语、姿势、材料
施法时间:一个标准动作
距离:个人
目标:你自己
持续时间:1轮/每等级
两根黑色的触手从你的肩胛骨里冒了出来,并缠绕在你的肩膀上。
这些活的触手可以接触到10呎内的东西。从你施展法术的回合开始,每轮你可以用一个自由动作命令每一根触手攻击范围内的对手。触手使用你的基本攻击加值与力量属性,并且能造成1d8+你的力量调整值的敲击伤害。触手的威胁区域等同于他能触及的范围,每根触手每轮可以进行一次机会攻击。
这些触手能让你的攀爬检定得到+4加值。
材料成份:一条章鱼、乌贼或是食腐虫的触手。
枭之洞察 OWL’S INSIGHT
变身系
等级:德鲁伊5
成分:V,S
施法时间:1标准动作
射程:接触
目标:被触碰的生物
持续时间:1小时
豁免:坚韧通过则无效(无害)
法术抗力:可(无害)
当你施放此法术,你的脸显出雪枭的样貌。一旦你理解包容了你的盟友,样貌便会淡去。
目标对象的感知(Wisdom)获得等同于你施法者等级1/2的洞察奖励。
虎人之啮(Bite Of The Weretiger)(万法大全)
变化系
等级:德鲁伊5、术士/法师6
法术成分:V、S、M
施法时间:标准动作
距离:个人
目标:自己
持续时间:1轮/每等级
你咆哮着,并且身形转变成老虎的模样。你的首长出尖锐的爪子,厚重的兽皮和条纹状的虎毛复盖在你的身体上。
你在力量上得到+12的增强加值、在敏捷上得到+4增强加值、在体质上得到+6增强加值以及得到+5天生防御增强加值。你的手变形成爪子,使你拥有两次挥击爪抓攻击,而你的嘴变成了像是猛虎的大口,使你有一次的啮咬攻击。你可以用你的全力攻击加值加在你的挥击攻击之上使用双爪攻击,并使用最高的基本攻击加值,但是你的啮咬攻击会承受-2减值(假使如同你拥有“多重攻 击”专长)。每次挥击会造成1d8点伤害(小型体型则为1d6)+力量调整值,啮咬则造成2d82d6点伤害(小型体型则为2d6)+1/2力量调整值。你还可 以得到“盲战”以及“猛力攻击”专长的好处(自注:并不获得对应专长,仅获得专长的效果)。此外,就算如果你的基本攻击加值在+6以上,你在熊人化时也无法得到任何额外的攻击次数。
此系列法术翻译均有误,错误程度不同,在此仅举一例,望更正。
施法材料:一根虎爪
熊人之啮(Bite Of The Werebear)(万法大全)
变化系
等级:德鲁伊6、术士/法师7
法术成分:V、S、M
施法时间:标准动作
距离:个人
目标:自己
持续时间:1轮/每等级
随着非人的咆哮声,你的脸逐渐的加长变宽,你的手变成了巨大的爪子。在你的身体下长出了健壮的肌肉,使你变成一个半熊生物。
你在力量上得到+16的加值、在敏捷上得到+2加值、在体质上得到+8加值以及得到+7天生防御加值。你的手变形成爪子,使你拥有两次挥击攻击,而你的嘴变成了像是熊的大口,使你有一次的啮咬攻击。你可以用你的全力攻击加值加在你的挥击攻击之上,但是你的啮咬攻击会承受-2减值(假使你拥有“多重攻击” 专长)。每次挥击会造成1d8点伤害(小型体型则为1d6)+力量调整值,啮咬则造成2d8点伤害(小型体型则为2d6)+1/2力量调整值。你还可以得 到“盲战”以及“猛力攻击”专长。此外,就算你的基本攻击加值在+6以上,你在熊人化时也无法得到任何额外的攻击次数。
施法材料:一撮熊毛
高级任意门(Dimension Door,Greater)(万法大全)
咒法系[传送]
等级:法师/术士5
范围:触及
目标:你以及你接触的物体或自愿的生物
持续时间:1轮/2等级
在你想要去别处时,你的身体不由自主地一颤。你一下子消失不见,同时在远处出现。
除上述不同外,本法术与任意门(PH221)效果相同.此外,你可以每轮传送生物1次,至多25尺+5尺/2施法者等级远,该动作是一个类移动动作,不会引发借机攻击。
————————————————————————————————————————
附录4:扩展专长
获得魔宠(Obtain Familiar)
你得到一只魔宠。
先决条件:知识(神秘)4级,奥术施法者等级3。
专长效果:你得到一只魔宠,它术士及法师所拥有的完全相同(见PHB52页,术士的职业描述以及附表)。和术士及法师相同地,获得魔宠需要耗费24小时并消耗价值100GP的魔法材料。
魔宠的能力则取决于角色的奥术施法者等级,也就是任何可以施展奥术的职业等级。
绿缚召唤 (Greenbound Summoning)(失落的费伦帝国)
你习得失落已久的召唤方式,它曾为至高森林的亚尔兰尼精灵所用。回应你呼召的生物会自动承载森林之力。
先决条件:能够施展任何召唤盟友术。
效益:你以召唤盟友术召来的所有动物,在召唤法术持续期间,均获得绿缚范本(参见第173页)。
灰烬誓约(Ashbound)[普通]
前提:有能力自发施展召唤自然盟友。
优势:角色施展召唤自然盟友时持续时间加倍,召唤生物在进行攻击检定时获得+3的幸运加值。
Rashemi Elemental Summoning
( Unapproachable East, p. 45)
[General]
You may summon Rashemen's native elementals in any situation where you could summon an air or earth elemental.
Prerequisite:Spellcaster Level 5
Benefit:When casting a spell that summons air or earth elementals, you may choose to summon an orglash or thomil instead. (See the Orglash and Thomil entries in Chapter 6: Monsters of the East) For example, if you cast summon monster V, which can summon a medium elemental, you may summon an orglash or thomil using a medium elemental as the base creature. If you cast elemental swarm, you could opt to summon orglashes or thomils based on large, huge, and greater air or earth elementals. Altering the spell in this manner does not change any other aspects of the spell. You may use this ability outside of Rashemen.
伙伴法术联系(Companion Spellbond)[General]
你与你的动物伙伴间有特殊的魔法连结,让你可以与他在更远的距离共享法术
先决条件:动物伙伴。
效果:你使用你的动物伙伴共享能力提升30尺距离,而非原本的5尺。你可以施展触碰类法术时,比平时更远的距离影响你的动物伙伴。如果法术对象只是你的动物伙伴,你可以触发的法术距离,从触碰变成短距离(25尺+每两个施法者等级5尺)。
————————————————————————————————————————
附录5:扩展物品
野兽戒指(ring of the beast)
价格(物品等级):8000gp(11)
装备位置:戒指
施法者等级:10
灵光:中等(DC20)咒法系灵光
激活:-
重量:-
这枚戒指上雕刻着优雅的树木,以及爬满全体的常青藤。
当你施展一个召唤自然盟友法术(不论是正常施法还是自发施法),你可以将它视为高一个等级的法术。例如,当你使用三级召唤自然盟友(或牺牲一个三级德鲁伊法术自发施展它),你可以将它视为你施展了一个四级召唤自然盟友作为替代。无论如何,你不能使用这个能力施展一个超过你正常情况下所能施展等级的法术(你的职业等级所允许你施展的召唤自然盟友法术)。这个戒指持续生效,即时你处于自然变身状态。
先决条件:制造奇物
————————————————————————————————————————
附录6:生物模板
绿缚生物模板
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.(Medium 1D6)
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.
奥格拉斯元素生物
"Orglash" is a template that can be applied to any elemental creature with the air subtype (referred to hereafter as the "base creature"). Most orglashes use an air elemental as the base creature, but secret and undiscovered leaders could be based on another elemental being, such as an invisible stalker. It uses all of the base creature's statistics and special abilities except as noted here.
Speed: If the base creature cannot fly, it gains a fly speed equal to its land speed (poor maneuverability). If the base creature can fly, use the base creature's fly speed and maneuverability.
AC: Natural armor increases by +2.
Damage: An orglash's natural attacks deal cold damage in addition to the normal damage for the attack. This cold damage is half the number of dice of damage the natural attack deals, not including the Strength modifier. If the natural attack deals one die of damage, reduce the die type by two steps. For example, if the base creature deals 2d8 points of damage with a slam attack, add 1d8 points of cold damage. If the base creature deals 1d6 points of damage, add 1d3 points of cold damage.
Special Attacks: An orglash retains all the special attacks of the base creature, and also gains the following special attack.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice.
Special Qualities: An orglash retains all the base creature's special qualities, and also gains those special qualities listed below.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Saves: Orglashes receive a +2 morale bonus on all saving throws against spells from creatures they recognize to be Red Wizards.
Abilities: Adjust from the base creature as follows: Con +4, Int at least 10.
索米尔元素生物
"Thomil" is a template that can be applied to any elemental creature with the earth subtype (referred to hereafter as the "base creature"). Most thomils use an earth elemental as the base creature, but in the deep places under Rashemen's mountains where the magma warms the earth, some thomils may be based on other elemental creatures such as thoqquas. A thomil uses all of the base creature's statistics and special abilities except as noted here.
AC: Natural armor increases by +2.
Special Attacks: A thomil retains all the special attacks of the base creature, and also gains the following special attack.
Engulf (Ex): As a standard action, a thomil of size Small or larger may attempt to envelop an opponent at least one size category smaller than itself. It cannot make a slam attack on the round it engulfs prey. The thomil merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the thomil, but if they do, they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 10 + 1/2 thomil's Hit Dice + thomil's Constitution modifier) or be engulfed; on a success they are pushed back or aside (opponents' choice) as the thomil moves forward. Engulfed creatures are considered grappled and trapped within the thomil's body and automatically take crushing damage each round, based on the thomil's size, as set out below. The thomil adds its Strength modifier to the damage dealt.
Thomil Size Engulfing Damage
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
An engulfed creature can attempt to cut its way out of the thomil's body with either claws or a light slashing or piercing weapon. Dealing at least one-quarter of the elemental's normal hit points (AC equal to its flat-footed AC) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the thomil's body reshapes to close the hole; thus, another swallowed opponent must cut its own way out. The engulfed creature can instead attempt an Escape Artist check (DC 15 + 1/2 thomil's Hit Dice + thomil's Constitution modifier) or Strength check (DC 20 + thomil's Strength modifier). The thomil's body can hold two creatures one size category smaller than itself, or four of two or more size categories smaller.
The thomil can move and attack normally while enveloping a creature.
Special Qualities: A thomil retains all the base creature's special qualities, and also gains those special qualities listed below.
Boulder Defense (Ex): A thomil can change its shape to a smooth, immobile, boulder-like form. In this form, the thomil's damage reduction increases to 15/- and its spell resistance increases by 5, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its semihumanoid form is a free action.
Damage Reduction (Ex): A thomil's rocky body grants it DR 10/magic. If the base creature already has damage reduction, use the better value.
Cold Resistance (Ex): A thomil has cold resistance 5.
Native Elemental: Thomils are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on them. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Thomils can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Spell Resistance (Ex): A thomil has SR equal to 5 + the thomil's Hit Dice.
Saves: Thomils receive a +2 morale bonus on all saving throws against spells from creatures they recognize to be Red Wizards.
Abilities: Adjust from the base creature as follows: Con +4, Int at least 10.