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Кобольд чародей с линией крови

2021-02-05 77
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While many кобольд чародейs tout their purely draconic наследие, over generations of eldritch training, some such заклинатели have created a наследие that, while tinged with some draconic magic, is the embodiment of the народы благо distilled into arcane form. Many practitioners of this наследие go on to lead powerful кобольд tribes.

Class Skill: Механика.

Bonus заклинания: сигнал тревоги (3rd), create pit (5th), explosive руны (7th), дракон’s breath (9th), превращение камня в грязь (11th), охранные чары (13th), отложенный огненный шар (15th), облик дракона III (17th), заключение (19th).

Bonus черты: Бдительность, Боевая Магия, Самооборона, Уворот, Улучшенная Инициатива, Молниеносная Реакция, Silent заклинание.

наследие Arcana: Whenever you cast a заклинание against a creature that is denied its Ловкость bonus to КБ, increase that заклинание’s СЛ by +2.

наследие Powers: Like all кобольды, you have a natural talent for ambushing, creating traps, and mining. As your power increases, you discover ever more useful ways to blend your magic with these instinctive talents.

Trap руна (Пс): At 1st level, as a основное действие, you can sketch a single, nearly невидимость magical руна on any 5-foot-square solid surface. When you create a руна, pick one of the following energy types: кислота, холод, electricity, or огонь. While the руна is active, the next creature other than you who steps on or touches the руна’s area causes the руна to explode. The руна’s explosion deals a number of points of energy damage equal to 1d8 + 1 per чародей level you possess to anything in its square. A Реакция saving throw halves the damage (СЛ 10 + 1/2 your чародей level + your модификатор Харизмы). The руна is considered a magical trap for the purpose of perceiving it or disabling it. The СЛ for both Внимание and Механика checks is the same as the Реакция saving throw to halve the damage. You can use this ability a number of times per day equal to 3 + your модификатор Харизмы. Each руна lasts for 24 hours or until discharged.

чутье на ловушки (Экс): At 3rd level, you develop a sixth sense that helps you avoid traps. You gain a +2 bonus on Внимание checks made to notice traps. You also gain a +1 bonus on испытание Реакцииs to avoid traps and a +1 бонус уклонения to КБ against attacks made by traps. These bonuses increase by +1 at 7th level and for every four чародей levels you gain thereafter (to a maximum of +5 at 19th level). This bonus stacks with that provided by a плут’s чутье на ловушки and similar abilities.

 

TABLE 2-2: кобольд TAIL ATTACHMENTS

Weapon Cost Dmg (S) Dmg (M) Crit Range Weight Type Special

свет Melee Weapons

Long lash 15 gp 1d4 1d6 ×2 - 1 lb. S reach
Pounder 1 gp 1d6 1d8 ×2 - 4 lbs. B -
Razored 3 gp 1d6 1d8 19-20/×2 - 2 lbs. S -
Spiked 3 gp 1d6 1d8 ×3 - 2 lbs. P -
Sweeper 7 gp 1d4 1d6 ×2 - 3 lbs. B сбивание с ног

 

Arcane Ambush (Св): At 9th level, as a быстрое действие, you can expend a заклинание slot in order to grant you and your allies a бонус к броскам атак и урона. This bonus lasts 1 round, is equal to the level of the заклинание expended, and only applies to opponents your allies are flanking or opponents denied their Ловкость bonus against your allies. You grant this bonus to yourself plus up to one ally for every four чародей levels you possess (to a maximum of five allies at 20th level). The allies must be within 30 футов of you and you must have линия of effect to each affected ally.

земля Glide (Св): At 15th level, you gain the земля glide универсализм monster ability (Bestiary 2 296) with a быстрое equal to your базовая скорость. This does not give you the ability to breathe while passing through земля, so you must hold your breath or use some alternate method to breathe while using this ability.

Nimble Walker (Св): At 20th level, you gain a +5 бонус народа on Реакция испытания and on Акробатика checks made to move through a creature’s threatened area or through its space. You also gain the ability to breathe while passing through земля using your земля glide ability.

 

NEW RACIAL RULES

The following options are available to кобольды. At the GM’s discretion, other appropriate народы may make use of some of these new rules.

 

Кобольд экипировка

кобольды have access to the following экипировка.

Alchemical Coal: A кобольд who chews and swallows this alchemically treated piece of coal (a действие полного хода) can make one breath weapon attack during the next minute. If the кобольд fails to make a breath attack before this minute expires, it is дезориентация for 1 hour. Other гуманоид creatures that eat alchemical coal are дезориентация for 1 hour (though certain other creatures may be able to use them, at the GM’s discretion). Creatures that are immune to яд are immune to the дезориентация effect. The type of breath weapon depends on the type of alchemical coal that is chewed by the кобольд.

ослепительный Cinders: This jagged bit of dusty red coal allows a кобольд to breathe a 30-foot линия of coarse cinders. The breath weapon deals 1d6 points of огонь damage and blinds creatures in the area for 1 round. A creature that succeeds at a СЛ 15 Реакция saving throw takes half damage and is not слепота.

Choking Smoke: This crumbling chunk of chalky white coal allows a кобольд to breathe a 15-foot конус of foul vapor that deals 1d6 points of кислота damage and sickens a creature for 1d4 rounds. A creature that succeeds at a СЛ 15 Реакция saving throw takes half damage and is not дезориентация.

Cave Whistle: Fashioned from the spongy stem of a rare mushroom, this whistle produces a sound that only кобольды and драконs can hear. кобольды often create complicated codes made up of notes that they use to coordinate ambuhes and raids.

кобольд Tail Attachments: A кобольд with the Tail Terror feat (see below) can slip this device over the tip of his tail to augment his natural attack. Each tail attachment provides just enough weight, balance, and striking power to increase the damage of his tail slap. It takes a full- round action to slip on a кобольд tail attachment, and the кобольд gains a +4 bonus against disarm attempts made to remove his tail attachment.

While a кобольд is wearing a кобольд tail attachment, the attack deals the tail attachment damage, and some attachments gain a special feature. Tail attachments are свет weapons and can be improved by черты that can improve weapon attacks (such as Уверенное Владение Оружием and Привычное Оружие). All кобольд tail attachments make up a кобольд tail attachment weapon group that can be improved by the воин’s мастерство владения оружием class ability. Tail attachments can be конструкцияed of special material and made into искусно сделанный or магические вещи. There are five types of common tail attachments.

Long Lash: This slender cord has маленький bits of glass and stone embedded in its length.

Pounder: This squat ball is made from some sort of dull metal.

Razored: This metal wedge has a prickly edge on one of its sides.

Spiked: This narrow spike tapers to a sharp point.

Sweeper: When properly used, this sharply curved piece of metal can стук opponents off their футов. Unlike most сбивание с ног weapons, you cannot drop it if you are tripped during your own сбивание с ног attempt.

 

Кобольд экипировка

Item Cost Weight Ремесло СЛ
Alchemical coal (ослепительный cinders) 100 gp - 25
Alchemical coal (choking smoke) 50 gp - 20
Cave whistle 20 gp - -

 

Кобольд черты

кобольды have access to the following черты.

 

DRACONIC ASPECT

You possess some of the qualities of your дракон ancestors.

Prerequisite: кобольд.

Преимущества: Your scales take on the color and some of the сопротивляемостьs of one of the chromatic драконs. Choose one of the following chromatic дракон types: black (кислота), blue (electricity), green (кислота), red (огонь), or white (холод). Your scales take on the color of that дракон, and you gain сопротивляемость 5 to the дракон color’s corresponding energy type.

Special: If you have the дракон-scaled особенность народа, your scale color does not change and you gain a +1 бонус естественной брони instead.

 

DRACONIC BREATH

You possess draconic defenses and a breath weapon.

Предпосылки: Draconic Aspect, кобольд.

Преимущества: You gain a +2 bonus against сон and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the дракон-scaled особенность народа. Using a breath weapon is a основное действие that does not provoke внеочередных атак. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Реакция saving throw (СЛ 10 + your character level + your модификатор Выносливости) take only half damage.

Black (Св): You breathe a 30-foot линия of кислота that deals 2d6 points of кислота damage.

Blue (Св): You breathe a 30-foot линия of electricity that deals 2d6 points of electricity damage.

Green (Св): You breathe a 15-foot конус of кислота that deals 2d6 points of кислота damage.

Red (Св): You breathe a 15-foot конус of огонь that deals 2d6 points of огонь damage.

White (Св): You breathe a 15-foot конус холода that deals 2d6 points of холод damage.

Special: кобольд чародейs with either the draconic or кобольд наследие can use their модификатор Харизмы instead of their Выносливость to determine the СЛ of this breath weapon.

 

DRACONIC GLIDE

You possess draconic defenses and wings that allow you to glide.

Предпосылки: Draconic Aspect, кобольд.

Преимущества: You gain a +2 bonus against сон and paralysis effects. You grow a pвоздух of wings that you can use to fall and glide at a safe pace. You can make a СЛ 15 Полет check to fall safely from any height without taking falling damage, as if using плавное падение. When falling safely, you may make an additional СЛ 15 Полет check to glide, moving 5 футов laterally for every 20 футов you fall.

Special: If you have the gliding wings особенность народа, you don’t need to make a Полет check to glide, and you can move 10 футов laterally for every 20 футов you fall.

DRACONIC PARAGON

You can shrug off сон and paralysis effects as well as any дракон, and your draconic aspects improve.

Предпосылки: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, кобольд.

Преимущества: You gain a +2 bonus against сон and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow stronger, granting you a Полет быстрое of 20 футов (average maneuverability).

 

Кобольд AMBUSHER (COMBAT)

You are adept at moving fast and staying hidden.

Предпосылки: Скрытность 4 ranks, кобольд.

Преимущества: You take no penalty on Скрытность checks when you move up to your full быстрое. You can use the Бегун or charge action and remain hidden, taking a -10 penalty on the check to do so.

Normal: When moving greater than half быстрое up to your full быстрое, you take a -5 penalty on Скрытность checks.

 

Кобольд SNIPER (COMBAT)

You snipe quickly, making it harder for others to find the location of your attack.

Предпосылки: Скрытность 1 rank, кобольд.

Преимущества: When you are sniping, you only take a -10 penalty on your Скрытность checks to stay hidden.

Normal: You take a -20 penalty on your Скрытность check to maintain your obscured location while sniping.

 

TAIL TERROR (COMBAT)

You have Strengthened your tail enough to make slap attacks with it.

Предпосылки: Base бонус атаки +1, кобольд.

Преимущества: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a кобольд tail attachment. For the purpose of weapon черты, you are considered proficient with all кобольд tail attachments.

 

Кобольд магические вещи

кобольды have access to the following магические вещи.

 

 RUBBLE GLOVES

Aura faint превращение; CL 5th

Slot hands; Price 8,000 gp; Weight 1 lb.

DESCRIPTION        

These gloves are made of a крошечный metal mesh. If a creature wearing rubble gloves touches a 5-foot square of stone or земля floor, rubble roils to the surface, making the square difficult terrain. Using the gloves is a основное действие that does not provoke внеочередных атак. The wearer can use the gloves to create up to 20 squares of difficult terrain per day.

конструкцияION    

Requirements Создание Волшебных Вещиц, быстрый excavation; Cost 4,000 gp

 

 TRAPMAKER’S SACK     

Aura moderate превращение; CL 9th

Slot none; Price 20,000 gp; Weight 2 lbs.

DESCRIPTION        

This heavy leather bag bulges only sсветly but upon closer inspection appears to be chocked full of knives, gears, picks, shovels, and arrows. Once per day as a действие полного хода, the bearer can приказ the sack to create any mechanical trap of CR 4 or less (Core Rulebook 420-422), which appears at a designated spot within 50 футов. The bearer must make a Ремесло (мастер ловушек) check with a СЛ equal to the normal СЛ for creating the trap (Core Rulebook 424). If successful, the trap instantly merges with the chosen area, exactly as if someone had actually built the trap in that spot. If the check fails, no trap appears. The sack can alter земля, stone, and wood to accommodate the trap without altering nearby terrain (including doors, pits, and so on).

конструкцияION    

Requirements Создание Волшебных Вещиц, изготовление, creator must have 5 ranks in Ремесло (мастер ловушек); Cost 10,000 gp

 

Кобольд заклинания

кобольды have access to the following заклинание.

 

 IMPROVE TRAP

Школа: превращение;

Круг: antiпаладин 2, друид 3, инквизитор 3, следопыт 2, чародей/волшебник 3, ведьма 3

Casting Time 1 minute

Components V, S

Дистанция: close (25 футов + 5 футов/2 levels)

Цель: one trap

Длит.: instantaneous

Испытание: Воли отменяет (object);

устойчивость к магии yes (object)

When this заклинание is cast upon a trap, it improves one specific element of the trap chosen at the time of casting. The caster can improve the trap in any of the following ways (each one raises the trap’s CR by +1).

· Increase СЛ of the Внимание check required to locate the trap by +5.

· Increase СЛ of the Механика check required to disarm trap by +5.

· Increase the trap’s бонус атаки or saving throw by +2.

To cast this on a trap, you must know that the trap exists and its precise location. A trap can only have one improvement from this заклинание at a time. A second casting changes the improvement on the trap, but does not add another improvement.

 

 

Орки

орки are aggressive, callous, and domineering. Bullies by nature, they respect Сила and power as the highest virtues. On an almost instinctive level, орки believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when силаd to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak. They take slaves from other народы, orc men brutalize orc women, and both abuse children and elders, on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. Surrounded at all times by горький enemies, орки cultivate an attitude of indifference to боль, свирепое tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.

Physical Description: Powerfully built, орки typically stand just a few inches taller than most люди but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a sсветly lurching gait. They typically have dull green skin, coarse dark hair, beady red eyes, and protruding, tusklike teeth. орки consider scars a mark of distinction and frequently use them as a form of body art.

Society: орки usually live amid squalor and constant mayhem, and intimidation and brutal violence are the glue that holds orc culture together. They settle disputes by making increasingly grisly threats until, when a rival fails to back down, the conflict escalates into actual bloodhed. орки who win these ferocious brawls not only feel free to take whatever they want from the loser, but also frequently indulge in humiliating physical violation, casual mutilation, and even outright murder. орки rarely spend much time improving their homes or belongings since doing so merely encourages a stronger orc to seize them. In fact, whenever possible, they prefer to occupy buildings and communities originally built by other народы.

Relations: орки admire Сила above all things. Even members of enemy народы can sometimes win an orc’s grudging respect, or at least tolerance, if they break his nose enough times.

орки regard дварфы and эльфы with an odd mix of fierce hatred, sullen resentment, and a tнарод of wariness. They respect power, and, on some level, understand that these two народы have kept them at bay for countless ages. Though they never miss a chance to torment a dwarf or эльф who falls into their clutches, they tend to proceed cautiously unless certain of victory. орки dismiss полурослики and гномы as weaklings barely worth the trouble of enslaving. They often regard полуэльфы, who appear less threatening than full-blooded эльфы but have many elven features, as particularly appealing targets. орки view люди as народ of heep with a few wolves living in their midst. They freely kill or oppress люди too weak to fend them off but always keep one eye on the nearest exit in case they Бегун into a formidable human.

орки look upon полуорки with a strange mixture of contempt, envy, and pride. Though weaker than typical орки, these half-breeds are also usually smarter, more хитрое, and better leaders. Tribes led, or at least advised, by полуорки are often more successful than those led by pure-blooded орки. On a more fundamental level, орки believe each полуорк also represents an orc exerting dominance over a weaker народ.

Alignment and Religion: орки have few redeeming qualities. Most are violent, жестокое, and selfish. Concepts such as honor or loyalty usually strike them as odd character flaws that tend to afflict members of the weaker народы. орки are typically not just зло, but хаос to boot, though those with greater self-control may gravitate toward принципиальность зло. орки pray to gods of огонь, war, and blood, often creating tribal “pantheons” by combining these aspects into uniquely orc concepts.

Adventurers: орки usually leave their tribes only after losing out in a power struggle. Facing humiliation, slavery, or even смерть at the hands of their own kind, they opt instead to live and work with members of other народы. орки who fail to rein in their tempers and the instinctive drive to dominate rarely last long once they strike out on their own. Though орки who do manage to get by in other societies often enjoy the luxuries and comforts these societies can deliver, they still tend to сновидение of возвращающееся home, seizing power, and taking revenge.

Male Names: Arkus, Carrug, Felzak, Murdut, Prabur.

Female Names: Durra, Grillgiss, Ilyat, Krugga, Leffit, Olbin, Trisgrak.

 

ORC особенности народа

+4 Сила, -2 Интеллект, -2 Мудрость, -2 Харизма: орки are brutal and savage.

Orc: орки are гуманоидs with the orc subtype.

средний: орки are средний creatures and have no bonuses or penalties due to their size.

Normal быстрое: орки have a базовая скорость of 30 футов.

ночное зрение: орки can see in the dark up to 60 футов.

свет Sensitivity: орки are растерянность in areas of bright sunсвет or within the radius of a дневной свет заклинание.

Ferocity: орки can remain conscious and continue fighting even if their пункт здоровья totals fall below 0. орки are still ошеломление at 0 пункты здоровья or lower and lose 1 пункт здоровья each round as normal.

Weapon Familiarity: орки are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: орки begin play speaking Common and Orc.

орки with high Интеллект scores can chose from the following: дварфы, Giant, Gnoll, гоблин, Undercommon.

 


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