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Кошачий-народ магические вещи

2021-02-05 71
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The following магические вещи are often created and used by кошачий-народ.

 

 CAT’S EYE CROWN

Aura moderate прорицание; CL 10th

Slot head (and none; see below); Price 18,000 gp; Weight 1 lb.

DESCRIPTION        

This slender silver crown is decorated with a single cat’s eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains ночное зрение 60 футов, or increases his ночное зрение by 60 футов if he already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or растениеed on a creature. Once per day, on приказ, the crown’s wearer gains the benefit of the clвоздухaudience/ clвоздухvoyance заклинание, but uses the cat’s eye gemstone as that заклинание’s sensor and gains ночное зрение when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone’s true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat’s eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.

конструкцияION    

Requirements Создание Волшебных Вещиц, ясновидение/яснослышание, ночное зрение, creator must be кошачий-народ; Cost 9,000 gp

 

 DAREDзло SOFTPAWS  

Aura faint очарование; CL 3rd

Slot футов; Price 1,400 gp; Weight 1 lb.

DESCRIPTION        

This pвоздух of magical softpaw boots (see above) allows the кошачий-народ wearing them to gain extra maneuverability while moving through hazardous areas. As a свободное действие, the wearer can click his heels together to grant herself a +5 бонус мастерства on Акробатика checks made to move through threatened squares or to move through an enemy’s space without provoking внеочередных атак for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an внеочередная атака, he gains a +2 бонус к броскам атаки against that enemy until the end of his turn.

конструкцияION    

Requirements Создание Волшебных Вещиц, кошачья грация; Cost 700 gp

 

 RENDING CLAW BLADE

Aura moderate превращение; CL 11th

Slot none; Price 10,305 gp; Weight 1 lb.

DESCRIPTION        

This set of +1 острое claw blades is most effective when the wearer has multiple claw attacks per round. When making a full attack with claws, if the wielder hits the same target with this weapon and a different claw attack or set of claw blades, he deals an extra 1d4 points of damage plus 1-1/2 times his Сила bonus. The wearer can deal this extra damage no more than once per round. This counts as a rend attack and does not stack with other abilities that grant rend attacks.

конструкцияION    

Requirements Создание Волшебного Оружия И Доспехов, бычья сила, острое лезвие; Cost 5,305 gp

 

Кошачий-народ заклинания

кошачий-народ have access to the following заклинания.

 

 NINE LIVES     

Школа: преграждение;

Круг: жрец 8, ведьма 8

Время сотворения: 1 основное действие

Компоненты: V, S, M/DF (a cat’s whisker)

Дистанция: атака касанием

Цель: one существо (которого коснулись)

Длит.: 1 hour/level

Испытание: Воли отменяет (безвредно);

устойчивость к магии yes (безвредно)

Despite its name, this powerful ward does not grant the target multiple lives, but rather gives the target the ability to get out of trouble and relieves harmful effects and conditions. For the заклинание’s duration, the target can use any of the following abilities as an immediate action, but only up to a total of nine times, at which point the заклинание ends.

Cat’s Luck: The target can use this ability when it fails a saving throw. The target can reroll the failed saving throw, but must take the new result even if it is worse.

Стойкость: The target uses this ability when a критический удар or sneak attack is scored against it. The критический удар or sneak attack is negated and the damage is instead rolled normally.

Rejuvenate: The target uses this ability when it is reduced to 0 or fewer пункты здоровья. The target is instantly healed 3d6 points of damage. If enough пункты здоровья are regained to bring the target to positive пункты здоровья, it does not fall без сознания. If it is not enough to leave the target with positive пункты здоровья, the target automatically первая aids. Both of these effects work even if the damage was originally enough to kill the target.

Shake Off: The target uses this ability when it is under the effects of any of the following conditions: слепота, замешательство, оцепенение, ступор, растерянность, опутывание, бессилие, утомление, испуг, тошнота, паника, потрясение, дезориентация, or ошеломление. Using this ability ends one of those conditions.

Shimmy Out: The target uses this ability when it is захват or обездвиженность. The target automatically escapes the захват as if it had succeeded at an Изворотливость check to escape the захват.

Stay Up: The target uses this ability when it is tripped or otherwise knocked распластан. The target steadies itself and stays upright.

 

 STEAL BREATH

Школа: превращение [воздух];

Круг: бард 2, друид 2, чародей/ волшебник 2, ведьма 2

Время сотворения: 1 основное действие

Components V, S

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

Цель: one living creature

Длит.: 1 round (see text)

Испытание: Стойкости отменяет; see text;

устойчивость к магии yes You pull the breath from a creature’s lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast заклинания with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use breath weapons, or anything else requiring breathing, and a visible линия of swirling воздух leaves the target’s mouth and enters your mouth.

If, during the duration, the target moves out of range or линия of effect to you, the заклинание immediately ends. This заклинание has no effect on creatures that do not need to breathe воздух.

 


 

Дампиры

The half-living children of vampires birthed by human females, дампиры are progenies of both horror and tragedy. The circumstances of a дампир’s conception are often призванное into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that дампиры result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest дампиры’ состояние as a unique народ, instead viewing them as люди suffering from an нечестивое affliction. Indeed, this hypothesis is Strengthened by дампиры’ личины inability to reproduce, their offspring inevitably люди (usually чародейs with the нежить наследие). Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of эльфы.

Hardship and suffering fill a дампир’s formative years. Most grow up as orphans, and despite their exquisite features and innate чары, they face a lifetime of prejudice, mistrust, ужас, and persecution. люди who witness the seemingly sinister nature of a дампир child’s supernatural powers or sensitivity to дневной свет display an array of reactions ranging from awe to terror to outright hatred. Eventually, a дампир must learn to cope with these difficulties in order to find his place in the world. While most дампиры succumb to the innate зло of their нежить heritage and devolve into the monstrous fiends depicted by society, a few reject their нечестивое conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them.

дампиры keep few, if any, close companions. Ultimately, the majority of зло дампиры regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their народ. However, even with those they feel attached to, most дампиры are sullen and reserved. Some ужас the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust Воля one day overwhelm them and they’ll inadvertently turn upon their friends. In any case, an alliance with a дампир almost always leads to an ill-fated conclusion.

Physical Description: Tall and slender and with well- deкрошечныйd musculature, дампиры look like статуяsque люди of unземляly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunсвет, while those with dark complexions often possess skin the color of a bruise.

While many дампиры can pass as люди in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid gнарод. All дампиры have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary deсветs, despite the fact that the act provides most no physical benefit.

Society: дампиры have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides дампиры with a social camouflage that hides them from both predators and prey. In rare instances, дампиры might gather to form небольшой groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common дампир culture.

Relations: As дампиры are scions of зло, few народы view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly тифлинги and полуорки. люди view them with a combination of ужас and pity, though such feelings often devolve into hatred and violence. Other гуманоид народы, such as дварфы, эльфы, and полурослики, simply shun them. Similarly, дампиры bear a deep-seeded loathing for living creatures, their hatred растениеed by jealousy and fed by frustration.

Alignment and Religion: Most дампиры succumb to the зло within their blood. They are unnatural creatures, and the foul influence of their нежить heritage makes an зло outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a нейтральный outlook.

дампиры who become vampire hunters tend to worship Sarenrae or Pharasma, depending on their moral stance. Those who have spiraled into зло and embraced their нежить heritage typically worship the demon lord Zura the Vampire Queen or Urgathoa, goddess of the нежить.

Adventurers: The life of an adventurer comes naturally to most дампиры, since constant persecution condemns many to spend their days wandering. зло дампиры keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most дампиры simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become воинs and плутs.

Almost универсализмly, those incлинияd toward magic pursue the field of некромантия, though дампир алхимикs have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become инквизиторs.

Names: Lacking a culture and unified traditions, дампиры share люди’ predilection for a diversity of names, and most keep their human birth names. Many дампиры take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.

 

Дампир особенности народа

+2 Ловкость, +2 Харизма, -2 Выносливость: дампиры are fast and seductive, but their racial bond to the нежить impedes their mortal vigor.

дампир: дампиры are гуманоидs with the дампир subtype.

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

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

Senses: сумеречное зрение and ночное зрение 60 футов.

Manipulative: +2 бонус народа on Блеф and Внимание.

нежить сопротивляемость: дампиры gain a +2 бонус народа on испытания against болезнь and эффекты влияющие на разум.

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

Negative Energy Affinity: Though a living creature, a дампир reacts to positive and negative energy as if it were нежить-positive energy повреждениеs it, while negative energy Лечениеs it.

псевдозаклинание: A дампир can use обнаружение нежити three times per day as a псевдозаклинание. The caster level for this ability equals the дампир’s class level.

Resist Круг: Drain (Экс): A дампир takes no penalties from вытягивание жизни effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a дампир takes are removed without the need for an additional saving throw.

Languages: дампиры begin play speaking Common.

Those with high Интеллект scores can choose any language it wants (except secret languages, such as друидic).

 


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