Orc weapon expertise (combat) — КиберПедия 

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Orc weapon expertise (combat)

2021-02-05 78
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You can do more with the weapons орки favor the most.

Предпосылки: Base бонус атаки +1, orc.

Преимущества: When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has “orc” in its name, you gain the benefit you chose so long as you are actually proficient with that weapon.

Bully: Gain a +1 bonus on damage rolls against creatures at least one size небольшойer than you.

Defender: Gain a +1 щит bonus to your КБ (or +2 if wielding a two-handed weapon).

Disrupter: Add 3 to the СЛ of opponents’ concentration checks to cast a заклинание within your threatened area. This only applies if you are aware of the enemy’s location and are capable of taking an внеочередная атака. If you have already used all of your available внеочередных атак for the round, this increase does not apply.

Killer: Gain a +2 бонус мастерства on attack rolls made to confirm критический ударs.

Thug: Deal +1 point of nonlethal damage with the weapon.

Trickster: Gain a +2 bonus on a single type of combat maneuver check that you can Исполнение with that weapon.

This feat has no effect if you are not proficient with the weapon you’re using.

Special: You can gain this feat multiple times. Each time you take this feat, you must choose a different benefit. You may only apply one of these benefits per round (chosen as a свободное действие at the start of your turn).

 

RESOLUTE rager

ужас passes quickly while you are raging.

Предпосылки: Orc, ярость class feature.

Преимущества: While raging, when under the effect of a ужас effect that allows a saving throw, you can make a new saving throw against that ужас effect at the start of each of your turns before acting. If you make the new save, the ужас effect ends.

 

REVERSE-FEINT (COMBAT)

You can goad an opponent into attacking you in order to make your counter attack all the more powerful.

Предпосылки: Живучесть, base бонус атаки +1, orc.

Преимущества: As a сопутствующее действие, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.

 

TRAP WRECKER

You can smash traps instead of disarming them.

Предпосылки: Сокрушительный Удар, Механика 1 rank, orc.

Преимущества: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Механика check. As a действие полного хода, make a melee attack against an Класс Брони equal to the trap’s Механика СЛ. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap’s Механика СЛ, you disable the trap. If this damage is less than half the trap’s Механика СЛ, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM’s discretion, some traps may not be susceptible to this feat.

 

ORC магические вещи

орки have access to the following weapon special ability and magic item.

Fury-Born (weapon special ability): A fury-born weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its бонус усиления increases by +1 when making attacks against that opponent (maximum total бонус усиления of +5). This extra бонус усиления goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes. Only melee weapons can have the fury-born ability.

Faint очарование; CL 7th; Создание Волшебного Оружия И Доспехов, ярость; Price +2 bonus.

 

 BONEBREAKER GAUNTLETS     

Aura faint некромантия; CL 5th

Slot hands; Price 6,000 gp; Weight 2 lbs.

DESCRIPTION        

These thick brass and leather gauntlets allow the wearer to tear through bone and muscle like paper. Once per day, as part of a melee attack, the wearer can activate the gauntlets to inflict a horrific injury on an opponent. If the attack hits, the target must make a СЛ 14 испытание Воли. If the save fails, the gauntlets reduce the target’s Сила, Ловкость, or Выносливость (wearer’s choice) by -6. This penalty cannot reduce the target’s характеристики below 1. The injury Лечениеs over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by Лечение, регенерация, восстановление, or any magic that can break a проклятие.

конструкцияION    

Requirements Создание Волшебных Вещиц, проклятие; Cost 3,000 gp

ORC заклинания

орки have access to the following заклинания.

 

 BLOOD BLAZE 

Школа: превращение [огонь];

Круг: алхимик 2, antiпаладин 1, жрец 2, маг 2, чародей/волшебник 2, ведьма 2

Время сотворения: 1 основное действие

Components V, S

Дистанция: атака касанием

Цель: существо (которого коснулись)

Длит.: 1 round/level (D)

Испытание: Стойкости отменяет (безвредно);

устойчивость к магии yes (безвредно)

The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with воздух. Any creature (including the заклинание’s target) within the aura that takes at least 5 points of piercing, slashing, or кровотечение damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a randomly determined square adjacent to the injured creature. The spray deals 1d6 points of огонь damage to any creature in that square, and 1 point of splash damage to all creatures within 5 футов of the spray’s target, including the target of this заклинание. A creature can only create one spray of burning blood per round. Creatures that do not have blood (including жижаs and most конструкцияs and нежить) do not create blood sprays when attacked.

 

 blood scent      

Школа: превращение;

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

Время сотворения: 1 основное действие

Components V, S

Дистанция: средний (100 футов + 10 футов/level)

Цель: s one creature/2 levels, no two of which can be more than 30 футов apart

Длит.: 1 мин./1 УЗ (D)

Испытание: Воли отменяет (безвредно);

устойчивость к магии yes (безвредно)

You greatly magnify the target’s ability to smell the presence of blood. The target is considered to have the нюх универсализм monster ability, but only for purposes of detecting and pinpointing injured creatures (below full пункты здоровья). Creatures below half their full пункты здоровья or suffering кровотечение damage are considered strong scents for this ability.

орки and any creature under the effects of ярость gain a +2 бонус боевого духа on attack and damage rolls against creatures they can smell with this заклинание, or a +4 бонус боевого духа if the target’s blood counts as a strong нюх.

 

 ENEMY’S HEART

Школа: некромантия [смерть, зло];

Круг: adept 2, antiпаладин 2, жрец 2, ведьма 2

Время сотворения: 1 действие полного хода, special see below

Компоненты: V, S, M (target creature’s heart)

Дистанция: атака касанием

Цель: living существо (которого коснулись)

Длит.: concentration/1 minute per HD of the subject; see text

Saving Throw none;

устойчивость к магии yes

You cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own. As part of casting this заклинание, you Исполнение a coup de gнарод with a slashing weapon on a беспомощьность, living adjacent target. If the target dies, you eat its heart to gain the заклинание’s benefits. If the target survives, the заклинание is not wasted and you can try again as long as you continue concentrating on the заклинание. When you consume the heart, you gain the benefits of a погребальный звон заклинание, except you gain 1d8 temporary пункты здоровья +1 per Hit Die of the target, and the bonus to Сила is a несвященный бонус.

 

 SENTRY SKULL

Школа: некромантия [зло];

Круг: antiпаладин 1, жрец 2, чародей/волшебник 2, ведьма 2

Casting Time 1 hour

Компоненты: V, S, M (an onyx gem worth at least 10 gp)

Дистанция: атака касанием

Цель: severed head атака касаниемed

Длит.: permanent (D); see text

Saving Throw none;

устойчивость к магии no

You restore the senses to the severed head of a гуманоид or monstrous гуманоид killed within the past 24 hours, creating a grisly sentinel. The head must be affixed to a pole, spear, tree branch, or other стабилизирован object, and the заклинание ends if the head or its object is moved. The head has ночное зрение 60 футов and сумеречное зрение, can swivel in place to look in any direction, and has a +5 bonus on Внимание checks.

If you are within 30 футов of the head, as a основное действие you can shift your senses to it, seeing and hearing from its location and gaining the benefit of its ночное зрение and сумеречное зрение, and you may use its Внимание skill instead of your own. While your senses are in the severed head, your body is blind and deaf until you spend a свободное действие to shift your senses back to your own body.

When you create the head, you can imprint it with a single triggering condition, similar to волшебный рот. Once this triggering condition is set, it can never be changed. If you are within 30 футов of the head, you immediately know if it is triggered (if you have multiple active sentry skulls, you also know which one was triggered). This wakens you from normal сон but does not otherwise disturb your concentration.

For example, you could have a sentry skull alert you if any гуманоид comes into view, if a particular rival approaches, if your guard животное is killed, and so on, as long as it occurs where the severed head can see it.

This заклинание does not give the head any ability to speak, think, or take any kind of action other than to turn itself, though it is a suitable target for other заклинания such as волшебный рот.

 

 


 

Ореады

ореады are люди whose ancestry includes the атака касанием of an elemental being of земля somewhere along the линия, often that of a shaitan genie. Stoic and contemplative, ореады are a народ not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find ореады to be quiet, dependable, and protective of their friends.

Physical Description: ореады are strong and solidly built, with skin and hair colored stony живые тени of black, brown, gray, or white. While all ореады appear vaguely земляy, a few bear more pronounced signs of their elemental heritage-skin that shines like polihed onyx, rocky outcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalлиния spikes. They often dress in земляy tones, wearing practical clothing well suited to vigorous physical activity and preferring fresh flowers, simple gemstones, and other natural accents to complex manufactured jewelry.

Society: As a minor offshoot of the human народ, ореады have no real establihed society of their own. Instead, most ореады grow up in human communities learning the customs of their parents. Adult ореады have a well-deserved reputation among other народы for being hermits and loners. Few take well to the bustle of city life, preferring instead to spend their days in quiet contemplation atop some remote mountain peak or deep below the земля in a secluded cavern. ореады with a greater tolerance for life among люди often join the city watch, or find some other way to serve their community in a position of responsibility.

Relations: ореады feel comfortable in the company of дварфы, with whom they have much in common. They find гномы too strange and many полурослики far too brash, and so avoid these народы in general. ореады gladly associate with полуорки and полуэльфы, feeling a sense of kinship with the other part-human народы despite inevitable personality conflicts. Among the elemental-атака касаниемed народы, ореады have few friends but no true enemies.

Alignment and Religion: ореады are, perhaps above all else, set in their ways, and any разрушительное of their routine is met with quiet disapproval. ореады are fiercely protective of their friends, but don’t seem particularly concerned with the well-being of those outside their небольшой circle of acquaintances. As such, most ореады are принципиальность нейтральный. Religious life comes easily to the земля- атака касаниемed. They appreciate the quiet, contemplative life of the monastic order, and most dedicate themselves to the worship of земля- or nature-related deities.

Adventurers: ореады are initially hesitant adventurers. They dislike leaving their homes and don’t handle the грозы of new experiences well. Usually it takes some outside сила to rouse ореады into action, often by threatening their homes, lives, or friends. Once the initial threat is dealt with, however, ореады often find they’ve grown accustomed to the adventuring life, and continue to pursue it through the rest of their days. ореады make добро монахs and воинs thanks to their prodigious Сила and self-discipлиния.

Male Names: Andanan, Jeydavu, Mentys, Oret, Sithundan, Urtar.

Female Names: Besthana, Echane, Ghatiyara, Irice, Nysene, Pahe.

 

Ореада особенности народа

+2 Сила, +2 Мудрость, -2 Харизма: ореады are strong, solid, стабилизирован, and stoic.

Native потустороннее существо: ореады are потустороннее существоs with the native subtype.

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

замедление быстрое: ореады have a базовая скорость of 20 футов.

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

псевдозаклинание: волшебный камень 1/day (caster level equals the ореада’s total level; СЛ 11 + модификатор Харизмы).

Energy сопротивляемость: ореады have кислота сопротивляемость 5.

земля Affinity: ореада чародейs with the elemental (земля) наследие treat their Харизма score as 2 points higher for all чародей заклинания and class abilities. ореада жрецs with the земля сфера use their сфера powers and заклинания at +1 caster level.

Languages: ореады begin play speaking Common and Terran.

ореады with high Интеллект scores can choose from the following: Aquan, Auran, дварфы, Elven, Gnome, Полурослик, Ignan, and Undercommon.

 


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