骰点属性:17,14,14,14,14,13(等效36buy谢谢骰娘赏饭吃)
力量 | 13 | +1 | |
敏捷 | 14 | +2 | |
体质 | 16 | +3 | +2增强 |
智力 | 16 | +2 | +2增强 |
感知 | 23 | +6 | +2种族+2升级+2增强 |
魅力 | 18 | +4 | +2种族+2增强 |
攻击近战攻击 | +8(7bab+1力量) | |
远程攻击 | +9(7bab+2敏捷) | |
防御AC 23(+7胸甲+3黑木重盾+2敏捷+1偏斜),措手不及21,接触13
HP 85(10d8+27体质+2天赋)
强韧+9(3基础+3体质+3抗力)
反射+9(3基础+2敏捷+3抗力+1亵渎)
意志+17(7基础+6感知+3抗力+1亵渎)
种族特性和背景特性黑暗视觉(Darkvision):神裔拥有60尺黑暗视觉。
技能奖励(Skilled):神裔在交涉和察觉检定上拥有+2种族加值。
类法术能力(Spell-Like Ability):每天1次,神裔能以类法术能力来施展‘昼明术’(施法者等级等于角色等级)。
天界抗力(Celestial Resistance):神裔对强酸、寒冷和电击具有5点抗力。
人之子(Scion of Humanity):一些神裔的天界血统已非常淡薄。该种族特性让神裔在判断种族时同时被判定为一个本地异界生物和类人生物(人类),在计算专长和法术先决条件时被算作类人生物。她不必使用易容技能即可伪装成人类。该种族特性从起始语言里删除天界语并改变生物类别。
起始语言:神裔的起始语言为通用语。拥有较高智力的神裔可以选择一下的额外语言:龙语,矮人语,精灵语,侏儒语,半身人语和木族语。
背景:
心无尘(Focused Mind)【魔法】:你的童年可能被某种科班课程(音乐、学术等等)所占据;又或是糟糕的家庭氛围迫使你专注于手头的工作、锻炼了你不被干扰的本领。你的专注检定获得+2背景加值。
影响力(Influence)【UCa】:你的社会地位帮助你从新视角审视他人,也让别人看待你的眼光有所不同。选择以下一项技能:交涉、【威吓】或察言观色。你在该技能上获得+1背景加值,并且总能将其视为你的本职技能。
切利亚斯贵族【战役】:你的知识( 贵族) 检定+1 背景加值,知识( 贵族) 视为本职技能。此外,你对其他切利亚斯贵族的基于魅力的检定获得+1 背景加值。忽略贵族后裔专长先决条件中的魅力需求。最后,你在冒险开始时就拥有一件贵族服装,一枚玺戒以及一个单独的非魔法物品,其价值不超过200金币(胸甲)。
特魯恩忠實代理人:你在一項授勛儀式中宣誓將身體奉獻給女王阿波羅蓋和特魯恩家族,並願意畢生為特魯恩家族服務。每週一次,當你的血量降低到 0 點以下時,你會自動獲得 1 分鐘的快速痊愈 1。一旦此主動能力被使用後,你改為獲得在穩定傷勢的體質檢定中獲得 +4 背景加值。
天赋职业:萨满+2HP,1环扩表:圣域术、虔诚护盾,2环扩表:阵营武器,音鸣爆,3环扩表:共享团队专长,祈祷术,4环扩表:行动自如,热情祝福
职业特性萨满职业特性:武器与护甲擅长:萨满擅长所有简单武器,轻甲和中甲。
魂域(Spirit,SU):复原魂域(Restoration)
精魂之力:引导能量(Channel,SU):萨满可以如同牧师一样引导正能量,使用萨满等级作为有效牧师等级来计算引导骰和DC(5d6,dc15)。每日引导次数为1+萨满魅力调整值(5次/天)。
高等精魂之力:医者之触(Healer’s Touch,SU):萨满的医疗检定获得+4加值。以一个标准动作,她可用半速移动并触摸最多6个濒死生物。被触摸生物将会自动稳定伤势而无需医疗检定。
巫术(Hex):救助之盾(Shell of Succor,Su),邪眼(Evil Eye,SU),禅唱(Chant,SU),降祸(Misfortune,SU),祈福(Fortune,SU)
救助之盾(Shell of Succor,Su):萨满使用救助之力包裹一个她正接触的生物,给予目标每2萨满等级1D6+感知修正的临时生命(最大10D6)。这些临时生命持续每萨满等级1分钟。目标会优先失去这些临时生命,即使目标还有其他来源的临时生命(包括且不限于来自法术净化躯体*或是操念使的原力力场结界)。如果目标受到的伤害值小于他身上的来自救助之盾的临时生命,该次伤害仍会减少临时生命但是被算作一次失误,用以判定是否触发那些以命中或失误为前提的能力。该能力每天可以使用的次数为[1+魅力修正]
邪眼(Evil Eye,SU):萨满能够引发距离她30尺内、并且她所能看见的敌人心中的迷惘。目标的以下一项数据遭受-2减值(由萨满选择):属性检定、AC、攻击检定、豁免检定或技能检定。此巫术持续轮数为3+萨满的感知调整值,成功的意志豁免可以将它降低至1轮。8级时,此能力给予的减值变为-4。这是一个影响心灵的效果。
生命连结(Life Link,SU):以一个标准动作,你可以在你与一个生物之间建立生命连结。每轮萨满回合开始时,如果该生物的生命值低于最大生命值5点或更多,该生物恢复5点生命值而你受到5点伤害。你可以激活每先知等级1个额外链接。这个连结持续到你或该生物死亡。当你与该生物的距离超过100尺,或你用直觉动作切断也能使连结结束。若你同时保有多条连结,可以用一个直觉动作同时切断。
降祸(Misfortune,SU):萨满坑够为30尺内的一名生物在1轮内带来噩运。每当目标进行任何属性检定、攻击检定、豁免检定或技能检定时,都必须双骰取低。成功的意志豁免可以另该巫术无效。8级和16级时,此巫术的持续时间都会延长1轮。该巫术影响的是目标持续时间内相关检定的所有骰子。无论豁免成功与否,目标在24小时内都无法再成为该巫术的目标。
祈福(Fortune,SU):萨满能够为30尺内的一名生物在1轮内带来好运。每轮1次,目标能够凭借好运使得任何属性检定、攻击检定、豁免检定或技能检定双骰取高。目标必须在检定开始前决定是否使用此能力。8级和16级时,此巫术的持续时间都会延长1轮。每当一名生物受益于此巫术,24小时内该生物都无法再次从中获益。
飘渺魂域(Wandering Spirit,SU):部落魂域(Tribe Spirit)或 知识魂域(Lore Spirit)
飘渺魂域精魂之力:
惊世洞察(Monstrous Insight,SU):萨满可以仅通过观察就发现目标的力量和弱点。以一个标准动作,萨满可以用知识检定鉴定目标生物的信息和能力(使用对应知识技能),并在此检定中获得等于萨满等级的洞察加值。无论检定成功与否,萨满在对抗该生物时的攻击检定和AC获得+2洞察加值,持续1分钟。该能力每日使用次数为3+萨满魅力调整值。
部落协作(Tribal Cooperation,Su):萨满获得一个团队专长作为额外的专长。她必须满足该专长的先决条件。作为一个标准动作,萨满可以将她的一个团队专长分享给30英尺内所有能看到和听到她的盟友。盟友可以在3+1/2萨满等级轮内获得这个团队专长。盟友不需要满足这个额外专长的先决条件。萨满每天可以使用这个能力的次数等于3+她的魅力修正。
飘渺巫术(Wandering Hex):奥术启蒙(Arcane Enlightenment,SU):萨满的天生智能让她可以开发利用奥术之力。选择该巫术时,萨满可以选择等于当前魅力调整值个数的处于法师/术士法术列表上的法术,将这些法术加入自己的法术列表,你必须当前有法术位可以用来准备这些法术。要想施放这些法术,你的智力必须至少为10+法术环级,但是法术豁免DC取决于你的感知而非智力。当你释放这些法术时,它们视为神术而非奥术。选择该巫术后每一个新的等级,你都可以从法师/术士列表里选择1个新的法术替换1个旧的法术。
部落魂域(Tribe Spirit)翻译:
部落魂域(Tribe Spirit)原文:
劇透 - :
Tribe Spirit
Source Wilderness Origins pg. 24
A shaman who selects the tribe spirit strives to protect her allies, whether they be a traditional tribal unit or a chosen group of adventuring companions.
Spirit Magic Spells: bless (1st), shield other (2nd), create food and water (3rd), spiritual ally (4th), life bubble (5th), battlemind link (6th), vision (7th), discern location (8th), mass heal (9th).
Hexes: A shaman who chooses the Tribe spirit can select from the following hexes.
Curse of Faltering (Su): As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a penalty equal to the shaman’s Charisma modifier. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.
Curse of Isolation (Ex): The shaman makes an enemy within 30 feet keenly feel its status outside the tribe. For a number of rounds equal to the shaman’s level, the target gains no benefit from flanking or the aid another action, and it doesn’t benefit from morale bonuses. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.
Steadfast Example (Su): The shaman touches a willing creature and bolsters its mental and emotional defenses. The next time the target attempts a Will saving throw, the subject can use the shaman’s Will saving throw bonus instead of his own. The shaman can have only one creature under the effect of this hex at a time, and a creature affected by this hex cannot be affected by it again for 24 hours.
Threatening Coordination Hex (Su): The shaman causes a creature within 30 feet to view the shaman’s allies as obstacles. The target treats squares adjacent to the shaman’s allies as difficult terrain for a number of rounds equal to the shaman’s level, or for 1 round if the target succeeds at a Will saving throw. Whether or not the save is successful, a creature affected by this hex cannot be the target of it again for 24 hours.
Touch of Succor (Su): The shaman can touch a willing creature as a standard action to remove one of the following conditions: fatigued, shaken, or sickened. At 8th level, she adds confused and frightened to the list of conditions she can remove. At 12th level, she also adds dazed, nauseated, and panicked. The shaman can use this ability a number of times per day equal to her shaman level.
Spirit Animal: The shaman’s spirit animal has colorations or markings that resemble a totem or important symbol for the shaman’s tribe. When the spirit animal successfully performs the aid another action, the bonus it provides increases by 1.
Spirit Ability: A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability.
Tribal Cooperation (Su): The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Greater Spirit Ability: A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Tribal Bond (Sp): The shaman and her tribe share a transcendent bond. Once per day when she communes with her spirit animal to regain spells, the shaman can select a number of creatures equal to half her shaman level to serve as her honorary tribe. These creatures can constantly communicate with each other, as telepathic bond.
True Spirit Ability: A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Guardian of the Tribe (Su): The shaman can cast a harmless spell with a range of touch on a member of her tribal bond as long as that creature is within 30 feet. The shaman can use this ability a number of times per day equal to her Charisma modifier (minimum 1). In addition, she is constantly aware of the condition of all members of her tribal bond ability, as status.
Manifestation: Upon reaching 20th level, the shaman embodies the strength and unity of her tribe. She gains a bonus on all of her saving throws equal to her Charisma modifier and becomes immune to compulsion spells and spell-like abilities. Once per day as a standard action, she can attempt to revive a creature connected to her by her tribal bond ability who has died within 1 round as breath of life, except that the spell can be cast at any range as long as the target is on the same plane, and the target regains a number of hit points equal to 10 × the shaman’s level (maximum 200).
魂兽(Spirit Animal,EX):人面鼠
魂术(Spirit Magic):复原魂域(移除恶心(1环),次级复原术(2环),中和毒性(3环),复原术(4环),生命之息(5环));部落魂域(祝福术(1环),护卫他人(2环),造粮术(3环),灵能盟友(4环),维生气泡(5环));知识魂域(鉴定术(1环),巧言术(2环),物品定位术(3环),通晓传奇(4环),异界探知(5环))
法术:10cl,专注+18(+10cl+6感知+2背景)
0环:4
1环:4+2属性奖励+【魂术】
2环:4+2属性奖励+【魂术】
3环:3+1属性奖励+【魂术】
4环:3+1属性奖励+【魂术】
5环:2+1属性奖励+【魂术】
专长1级 传递恩惠(团队专长) 1级人物专长
3级 选择导能 3级人物专长
5级 额外巫术(生命链接)5级人物专长
7级 进阶魔宠 7级人物专长
9级 怪异梦景 9级人物专长
剧情 特魯恩委託代理人 ( 團隊專長 ) 剧情奖励
10级 神圣干涉 奸雄点5点换
技能加点10级萨满60点+智力头带(飞行)10点
交涉+22(+10等级+3本职+4魅力+2种族+3表现)+1vs贵族
威吓+21(+10等级+3本职+4魅力+1背景+3表现)+1vs贵族
医疗+14(+1等级+3本职+6感知+4医者之触)
法术辨识+11(+5等级+3本职+3智力)
驯养动物+11(+1等级+3本职+4魅力+3表现)
知识(自然)+7(+1等级+3本职+3智力)
知识(位面)+14(+8等级+3本职+3智力)
知识(宗教)+7(+1等级+3本职+3智力)
生存+10(+2等级+3本职+6感知)
察觉+22(+10等级+6感知+2种族+4警觉)
飞行+15(+10等级+2敏捷+3本职)
特技+5(+3等级+2敏捷)
使用魔法装置+17(+10等级+4魅力+3表现)
防具检定减值-1