這裡是名字(這裡是英文名)速度 30尺
角色信息
這裡是背景。
性別種族(英文) 職業(變體)等級
陣營,體型種類
信仰:
XP - 英雄點 -
先攻 +X;感官 ;察覺 +X
靈光
防禦能力
AC 10,接觸 10,措手不及 10()
HP 0()
抗性
強韌 +0,反射 +0,意志+0
攻擊能力(http://這裡放人設的網址)
近戰 武器 +0(1dx 10-20/x2)
遠端 武器 +0(1dx 10-20/x2)x0ft.
特殊攻擊
類法術能力
基本資料
力量 10,敏捷 10,體質 10,智力 10,感知 10,魅力 10
BAB +x;CMB +x;CMD 1x
專長 專長1,專長獎勵,專長3
背景 背景
技能
語言
特殊能力
法術
法術書
0環[22]:
1環[102]:
準備法術 專注+
0環[5+0]:
1環[4+2]:
裝備
裝備:
奇物:
藥水:
卷軸:
冒險裝備:
錢幣:
背景
這裡是更大的背景
速查:
Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the nonmagical masterwork item with the cost of the new type of item. For example, a rapier of venom has a price of 8,320 gp instead of the dagger of venom's price of 8,302 gp.
The following specific armors and shields are popular
among mortal devotees of the deities of the Inner Sea
region, as designated in the item entries. This section
focuses on relatively inexpensive magic armors and
shields that low-level characters can afford. For higher level
characters, remember that these armors can be
upgraded like any other magic item by adding "plus
equivalent" or "gp value" abilities, then paying the
difference between the original item's price and the price
of the item when upgraded with the additional special
abilities. Likewise, variants of these armors may exist
using different types of armor, such as Deadeye leather,
which is made from leather armor instead of studded
leather. The full rules for customizing magic armor and
shields can be found in Chapter 15 of the Pathfinder RPG
Core Rulebook.
Chill touch is a weird spell. The touch attacks it grants do not function as "held charges." They don't disappear if you cast another spell, and the spell is pretty vague on how long the effects last—in theory, you could cast the spell on a Tuesday and still have some touches left over on Friday, for example, as long as you haven't made more touches than your level. Re-casting the spell when you still have charges left doesn't add to the existing charges—it merely resets your total available touches to its maximum.
邊欄:扮演魔人Playing Tieflings
Source: Council of Thieves Player's Guide
註:即便以下的規則起初是為了Council of Thieves Player's Guide中的魔人所設計,但是任何允許玩家使用附帶HD的怪物的戰役將會發現它們十分有用。
基於魔人相較於其他基礎種族而言略為強勢,在你創造一名魔人的時候請向你的GM確認。以魔人來說,其優勢尚屬輕微,乃至有些GM可能會允許你直接使用這個種族,但是下方的規則更有助於平衡一般種族玩家與魔人之間的差距─如果有玩家使用強力的種族,你的GM可以、會需要使用下面的方法之一或類似的限制來平衡整個遊戲。和你的GM商議並且確保其他團員對結果還算滿意。
經驗值消耗(XP Debt):你從1級升到2級所需的經驗值是其他人的1.5倍,這讓你的角色稍微落後於其他玩家,卻又不會過分遜色。
使用NPC職業(NPC Class):GM能要求使用強力怪物的玩家選擇平民、專家、導師或武人作為他們的第一個等級。
種族背景元素(Tiefling Trait):如果你的GM開放使用背景元素規則,他可以要求使用魔人的玩家選擇「邪魔之子」(Infernal Bastard)這項元素,而它本來就是被設計來弱化玩家的。(譯註:相關背景元素屬於Council of Thieves Player's Guide)
強化其他PC(PC Boons):你的GM可以單純給其他PC幾個額外的等級,或者讓你比其他人低個幾等。或者允許其他PC在還沒有獲得種族屬性加值的屬性上獲得額外+2種族屬性加值,又或者讓非怪物玩家的起始金額提升一定比例。
Here's the official word:
1. The game differentiates between permanent ability score bonuses (such as +1 every 4 character levels and wearing a +2 belt of giant strength for 24 hours) and temporary ability score bonuses (such as from barbarian rage, an alchemist mutagen, or a bull's strength spell).
2. Permanent ability score bonuses do count for the purpose of qualifying for feats.
3. If you lose a permanent ability score bonus, you still have the feat, you just can't use it until your ability score qualifies again.
4. Temporary ability score bonuses do not count for the purpose of qualifying for feats. (My earlier statement contradicting this point was my opinion of how it should work.)
5. I personally believe that differentiating between permanent and temporary scores in this fashion is needlessly complex and only hinders player choices in a metagaming way.
6. I personally believe that you could revise the feat prerequisite system so characters could select feats before they actually meet the prerequisites, but wouldn't be able to use the feat until they do, which would allow (for example) monks and rogues to take Weapon Focus at level 1 in anticipation of having the required BAB +1 at level 2.
7. Implementing points 5 and 6 as official game rules would require making revisions to language elsewhere in the game (such as qualifying for a prestige class), similar to how the discussion about revising the Stealth skill is a significant change that affects other parts of the rules (such as scent and hide in plain sight).
8. The design team hasn't discussed implementing 5 and 6 as official game rules.
Positive energy and negative energy are not "energy types," despite the unfortunately confusing use of the word "energy" in their name.
There are 5 energy types in the game that cause damage: acid, cold, fire, electricity, and sonic. In many cases, sonic is left off since it's one that so few monsters are resistant or immune to.
The sorcerer's elemental bloodline arcana and spell feats cannot affect positive or negative energy at all.
1) That's an art object. It sells for full price.
2) Also an art object; full price.
3) Also an art object; full price.
4) A masterwork weapon that's got an increased value should also sell for almost full price—you can halve the weapon's masterwork price if you want, but at that point, I wouldn't say that's necessary.
In many cases, a character is probably flat-footed when encountering a trap (though it opens its whole own can-of-worms about immediate actions to feather fall from a pit trap). However, there are various circumstances when that wouldn't be the case, such as failing to disable a trap by 5 or more.
Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.