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Martial versatility (combat)

2021-02-05 110
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You further broaden your study of weapons to encompass multiple similar weapons.

Предпосылки: воин level 4th, human.

Преимущества: Choose one combat feat you know that applies to a specific weapon (e.g., Уверенное Владение Оружием). You can use that feat with any weapon within the same weapon group.

Special: You may take this feat more than once. Each time it applies to a different feat.

 

SURGE OF SUCCESS

Your success drives your further actions.

Prerequisite: Human.

Преимущества: When you confirm a критический удар or roll a natural 20 on a saving throw, you gain a +2 ситуативный бонус on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.

 

HUMAN магические вещи

люди have access to the following магические вещи.

 

 BELT OF FORAGING     

Aura faint прорицание; CL 3rd

Slot belt; Price 6,000 gp; Weight 1 lb.

DESCRIPTION        

This belt allows its wearer to easily forage while in the дикийerness. As long as the wearer of this belt has at least 1 rank in Выживание, he need not make a check to get along in the дикий; he always succeeds at that Выживание check as long as he moves at half his overland быстрое. He can still choose to make that check to provide food and вода for one other creature for every 2 points by which his result exceeds СЛ 10. Furthermore, he can instead make a СЛ 20 Выживание check to get along in the дикий while moving at full быстрое instead of half быстрое. While doing so, he can provide food and вода for one other creature for every 2 points by which his check result exceeds 20.

конструкцияION    

Requirements Создание Волшебных Вещиц, detect животноеs and растениеs, creator must have at least 1 rank in Выживание; Cost 3,000 gp

 

 CROWN OF CONQUEST

Aura moderate очарование; CL 7th

Slot head; Price 24,600 gp; Weight 3 lbs.

DESCRIPTION        

This crown of steel and gold projects an aura of угрожающее power. The wearer gains a +4 бонус мастерства on Запугивание checks, and whenever he confirms a критический удар, the crown creates a молебен effect centered on the crown’s wearer (caster level 5th).

If the wearer of the crown has the Лидерство feat, he gains a +1 bonus to his Лидерство score and any follower or cohort of the wearer gains a +1 бонус к броскам атаки and испытания against ужас effects while within линия of sight of the wearer.

конструкцияION    

Requirements Создание Волшебных Вещиц, благословение, орлиное великолепие, молебен; Cost 12,300 gp

 

 CROWN OF SWORDS    

Aura faint разрушение; CL 3rd

Slot head; Price 6,000 gp; Weight 3 lbs.

DESCRIPTION        

This сияющий crown of steel is bedecked with miniature mithral swords. A crown of swords can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword- shaped призрачное оружие that then attacks his attacker. On the wearer’s next turn, he may spend one additional use each round to continue attacking that target with the призрачное оружие; the призрачное оружие cannot be redirected and disappears if the target is killed or moves out of range. Multiple призрачное оружиеs may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.

конструкцияION    

Requirements Создание Волшебных Вещиц, призрачное оружие; Cost

3,000 gp

 

 ROD OF STEADFAST RESOLVE  

Aura moderate преграждение; CL 9th

Slot none; Price 38,305 gp; Weight 5 lbs.

DESCRIPTION        

This rod functions as a +2 свет mace. It takes the form of a свет mace with a head in the shape of a сжатый кулак. While a creature wields this rod, it grants all its allies within a 20-foot- radius взрыв a +2 бонус боевого духа on испытания against ужас and эмоция effects, or a +4 бонус боевого духа on such saves if the ally has the human subtype.

Also, once per day as an immediate action, the wielder can activate the rod to allow himself or a single ally within the rod’s aura to reroll a failed saving throw against a заклинание or effect with the ужас or эмоция descriptor. The affected creature must take the result of the reroll, even if it is worse.

конструкцияION    

Requirements Ремесло Rod, благословение, спокойствие, the creator must have the human subtype; Cost 19,305 gp

 

HUMAN заклинания

люди have access to the following заклинания.

 

 BESTOW INSIGHT

Школа: очарование (принуждение);

Круг: бард 2, жрец 3, инквизитор 2, чародей/волшебник 2, ведьма 2

Время сотворения: 1 основное действие

Component V, S

Дистанция: атака касанием

Цель: one существо (которого коснулись)

Длит.: 1 мин./1 УЗ

Испытание: Воли отменяет (безвредно);

устойчивость к магии yes (безвредно)

When casting this заклинание, choose a single skill that you have at least one rank in. The target gains a +2 интуитивный бонус on skill checks with this skill and is considered trained in that skill. The интуитивный бонус increases by 1 for every four levels of the caster (maximum +6). Furthermore, once before the заклинание’s duration, the target can choose to roll two checks and take the greater result. Doing so ends the заклинание’s other effects.

 

 BLACK MARK   

Школа: некромантия [проклятие, ужас];

Круг: друид 7, ведьма 7

Время сотворения: 1 основное действие

Компоненты: V, S, M (a flask of seaвода)

Дистанция: атака касанием

Цель: one creature

Длит.: permanent

Испытание: Воли отменяет;

устойчивость к магии yes

You mark the target with a black marking on its skin; the mark’s exact appearance is determined by you, but can be no крупныйr than your hand. The black mark functions as a метка справедливости, and when the mark is activated, the target becomes потрясение anytime it is on or in the вода more than a 5 футов from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature’s exile (Advanced Player’s Guide 233), but all creatures with the aquatic or вода subtype or with a Плавание быстрое are made hostile, even those not of the животное type, though non-aquatic животноеs are not.

 

 OLD SALT’S проклятие

Школа: некромантия [проклятие];

Круг: друид 5, ведьма 5

Время сотворения: 1 основное действие

Компоненты: V, S, M (a flask of seaвода)

Дистанция: атака касанием

Цель: one creature

Длит.: permanent

Испытание: Воли отменяет;

устойчивость к магии yes

You inflict a проклятие of the roiling sea upon the target, making it permanently дезориентация. Anytime the target is on or in the вода more than a mile from shore, it also becomes ошеломление with seasickness. This проклятие cannot be diзаклинаниеed, though снятие проклятия or break очарование can negate it.

 


 

FEATURED народы

 

Down!” Seoni yelled. In his hand, a marble-sized ball of flame sprang into being, roaring to consume his whole fist as he lifted it high and-

A rough arm shoved his back. “Are you insane?” Alahazra asked. “Do you really think огонь’s going to hurt an ифрит?” Before them, the огненное warrior grinned, priceless scrolls turning to ash as they bruhed against his glowing legs. She raised his sword.

“She’s just an overgrown campогонь,” Alahazra said.

She leveled his staff, its head crackling with светning. “And what puts out огоньs better than a thunderstorm?”

 

 

FEATURED народы

While the seven core народы are the primary focus of the Pathfinder Roleplaying Game, they’re not the only ones suitable to be played as characters. Other, even stследопыт народы help populate the world, and-with the GM’s permission- also work well as player character народы, creating fun and exciting new roleplaying opportunities. This chapter details the most common of such народы. From the nimble кошачий-народ to the fiery ифриты and scavenging, birdlike тенгу, these народы have just as much motivation to be adventurers as do эльфы, гномы, and люди. And while they may not be as common in the major population hubs of the Pathfinder campaign setting, each of the народы detailed in this chapter presents its own unique background and abilities.

While many of these народы are considered civilized, some are typically viewed as monsters, and may prove interesting challenges for roleplaying and character interaction. When playing дроу, кобольды, орки, or other such народы, it is often best for party dynamics to take on the roles of characters who rebel against the norms of their народы and societies-creatures who do not agree with their often brutal cultures, and instead желание to carve out a better existence for themselves among other народы. When playing these народы, even more so than for many other народы, it is important to work with your GM to determine character motivations and backgrounds that work in the campaign.

This chapter provides details on the following народы.

аасимары: Creatures blessed with a celestial наследие, аасимары seem human except for some exotic quality that betrays their otherworldly origin. While аасимары are nearly always beautiful, something simultaneously a part of and apart from humanity, not all of them are добро, though very few are зло.

кошачий-народ: A народ of gнародful explorers, кошачий-народ are both clannish and curious by nature. They tend to get along with народы that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers.

дампиры: The acпроклятиеd spawn of vampires, дампиры are living creatures tainted with the проклятие of unсмерть, which causes them to take damage from positive energy and gain исцеление from negative energy. While many members of this народ embнарод their dark sides, others are powerfully driven to rebel against their taint and hunt down and destroy vampires and their ilk.

дроу: Dark reflections of surface эльфы, дроу are теньy hunters who strive to snuff out the world’s свет. дроу are powerful magical creatures who typically serve demons, and only their хаос nature stops them from becoming an even greater menace. A select few forsake their народы depraved and nihilistic society to walk a heroic path.

фетлинги: Long ago, фетлинги were люди exiled to the тень Plane, but that plane’s persistent umbra has transformed them into a народ apart. These creatures have developed an ability to meld into the теньs and have a natural affinity for тень magic. фетлинги-who call themselves kayal -often serve as emissaries between the inhabitants of the тень Plane and the Material Plane.

гоблины: Crazy pyromaniacs with a tendency to commit unspeakable violence, гоблины are the smallest of the гоблинoid народы. While they are a fun-loving народ, their humor is often жестокое and hurtful. Adventuring гоблины constantly wrestle with their darkly mischievous side in order to get along with others. Few are truly successful.

хобгоблины: These creatures are the most discipлинияd and militaristic of the гоблинoid народы. Tall, tough as nails, and strongly built, хобгоблины would be a boon to any adventuring group, were it not for the fact that they tend to be жестокое and malicious, and often keep slaves.

ифриты: ифриты are a народ descended from mortals and the strange inhabitants of the Plane of огонь. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ифриты make powerful огонь чародейs and warriors who can wield flame like no other народ.

кобольды: Considering themselves the scions of драконs, кобольды have миниатюрный statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful чародейs, canny алхимикs, and хитрое плутs.

орки: Savage, brutish, and hard to kill, орки are often the scourge of far-f lung дикийernesses and cavern deeps. Many орки become ужасsome варварs, as they are muscular and распластан to bloody яростьs. Those few who can control their bloodlust make excellent adventurers.

ореады: Creatures of human ancestry mixed with the blood of creatures from the Plane of земля, ореады are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most народы other than дварфы. ореады make excellent warriors and чародейs who can manipulate the raw power of stone and земля.

Ratfolk: These небольшой, ratlike гуманоидs are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin.

сильфы: Ethereal folk of elemental воздух, сильфы are the result of human blood mixed with that of воздухy elemental folk. Like ифриты, ореады, and русалы, they can become powerful elemental чародейs with приказ over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping.

тенгу: These crowlike гуманоид scavengers excel in mimicry and swordplay. Flocking into densely populated cities, тенгу occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them.

тифлинги: Diverse and often despised by гуманоид society, тифлинги are mortals stained with the blood of fiends. Other народы rarely trust them, and this lack of empathy usually causes тифлинги to embнарод the зло, depravity, and ярость that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand героизм.

русалы: Like their cousins, the ифриты, ореады, and сильфы, русалы are люди атака касаниемed by планарное elements. They are the scions of elemental вода, equally gнародful both on land and in вода. русалы are adaptable and resistant to холод, and have an affinity for вода magic.

 

GENERAL DESCRIPTION

Each народы entry begins with a general description of the народ followed by specific entries for the народы physical description, society, relations with other народы, alignment and religion, and common motivations for adventuring members of the народ.

 

Особенности народа

Each народы entry features a sidebar listing the народы standard особенности народа. This information includes the народы type, size, видение, and базовая скорость, as well as a number of other traits common to most members of the народ. With your GM’s permission, you Воля also have the option to exchange these standard особенности народа for a number of alternate особенности народа, the rules for which are provided in the section below.

 


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