作者 主题: 【CEoD】《切利亚斯,魔鬼王朝》(Cheliax, Empire of Devils)中的专长  (阅读 12240 次)

副标题: 献给伊贝林

离线 我还是我

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骨魔之狡诈(Osyluth Guile)【战斗】
你有技巧地使你的对手的攻击失准。
先决条件:唬骗8级,闪避
专长效果: 当你使用防御式战斗或者采用全防御时,你可以选择一名对手。到你的下回合为止,你在针对其的近战攻击时在AC上获得等同于你的魅力调整值的闪避加值。当你不能看到你所选择的对手时你不能使用此专长。

欲魔之落袭(Fury's Fall) 【战斗】
你同时使用力量和机敏将你的对手放倒在地。
先决条件:精通绊摔
专长效果:当你使用绊摔战技时,将你的敏捷调整值加到你的战技加值上。

角魔之猛击(Cornugon Smash )【战斗】
先决条件:猛力攻击,威吓6级
专长效果:当你以猛力攻击的方式对你的对手造成伤害时,你可以立即以一个自由动作对你的对手做一次威吓检定用以挫败士气。

地狱猫之潜藏(Hellcat Stealth)
你在光亮中难以被察觉到。
先决条件:技能专攻(潜行),潜行6级。
专长效果:你可以在正常或者强光环境中进行潜行检定,即使你被察觉到了。不过,你需要承受-10的检定罚值。
正常情况:你不能在被察觉到时进行潜行检定。

虚妄魔之噬咬(Belier's Bite)【战斗】
你的徒手攻击使你的对手流血。
先决条件:精通徒手击打
专长效果:当你的徒手攻击对一名对手造成伤害时,你额外造成1d4点流血伤害。
特殊:这个能力不能与其他特殊能力,攻击,物品造成的流血伤害相叠加。

角魔之防护(Cornugon Shield)【战斗】
你使用你的刺链就好像同时使用武器与防具一样。
先决条件:敏捷15,武器专攻(刺链)
专长效果:当你使用刺链时,你获得+1的盾牌AC。你使用防御式战斗或者全防御时,该加值提升至+2.

角魔之绊摔(Cornugon Trip)【战斗】
你可以投掷出你的刺链去做绊摔攻击。
先决条件:敏捷15,精通绊摔,武器专攻(刺链)
专长效果:你可以投掷刺链(被视为一个具有10尺射程增量的投掷武器),投掷刺链时你可以做一个绊摔攻击。如果此次绊摔攻击失败了,你不会受到绊摔。

欲魔之圈套(Fury's Snare)【战斗】
你使用你的武器纠缠你的对手。
先决条件:欲魔之落袭,精通绊摔
专长效果:如果你成功使用鞭子绊摔了一名敌人,你可以放开你的鞭子。被你绊摔的目标将会陷入纠缠状态。该目标可以尝试做一个DC10的力量检定或者DC15的脱逃检定来获得自由(将你的鞭子的增强加值加入DC中去),该目标还可以用一个全回合动作来摆脱纠缠。如果该目标以力量检定的方式逃脱鞭子,则鞭子进入破损状态。如果鞭子上附有魔法效果,例如火焰,则每回合都造成该魔法效果的伤害(在你的回合造成)。

尖刺魔之握(Hamatula Grasp)【战斗】
你对被“刺穿”的敌人造成可怕的伤害。
先决条件:尖刺魔之触,精通擒抱,力量13,基础攻击加值+9
专长效果:当你对被“刺穿”(见“尖刺魔之触”)的敌人使用那把刺穿它的武器时,你在擒抱检定中仅受到-2的罚值。如果该擒抱检定成功,你还可以造成额外的1d6点伤害。

角魔之震慑(Cornugon Stun)【战斗】
你可以使用特别的武僧武器发动震慑拳。
先决条件:震慑拳
专长效果:当你用特别的武僧武器进行近战攻击时,你可以如同徒手攻击一样使用震慑拳。
正常:你只能在徒手攻击时使用震慑拳。

尖刺魔之触(Hamatula Strike)【战斗】
你可以用你的武器抓住对手并将它们控制在原地。
先决条件:精通擒抱,力量13,基础攻击加值+7
专长效果:无论何时,当你的穿刺武器对敌人造成伤害时,你可以立即做一个擒抱检定;如果成功则意味着敌人被你的武器所“刺穿”,你们同时进入擒抱状态。当你的对手处于“刺穿”状态时,在你的回合你可以承受-4罚值的以攻击动作进行擒抱检定来用武器来伤害你的对手,即便是正常擒抱中不能使用的武器此时也可。
正常:当你在擒抱时,你只能对使用徒手武器,天生武器和轻型武器。

剧透 -   :
Osyluth Guile (Combat)
You are skilled at misdirecting an opponent's attacks
Prerequisites: Bluff 8 ranks, Dodge.
Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent's melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.

Fury's Fall (Combat)
You can use strength and agility to send foes crashing to the ground.
Prerequisites: Improved Trip.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.

Cornugon Smash (Combat)
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Hellcat Stealth
You are difficult to see in the light.
Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.
Benefit: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Normal: You cannot make Stealth checks while observed.

Bleeding Attack (Combat)
Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Cornugon Shield (Combat)
You can use your spiked chain as both armor and weapon.
Prerequisites: Dex 15, Weapon Focus (spiked chain).
Benefit: When wielding a spiked chain, you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Cornugon Trip (Combat)
You can throw your spiked chain to make trip attacks.
Prerequisites: Dex 15, Improved Trip, Weapon Focus (spiked chain).
Benefit: You may throw your spiked chain (as if it were a thrown weapon with a range increment of 10 feet) and can make trip attacks when throwing it. Failing at this attack does not knock you prone.

Fury's Snare (Combat)
You entangle your foe in your weapon.
Prerequisites: Fury's Fall, Improved Trip.
Benefit: If you successfully use a whip to trip a foe, you can choose to drop your whip. Your tripped target gains the entangled condition. The target can break free of the whip by making a DC 10 Strength check or a DC 15 Escape Artist check (add the enhancement bonus of the whip to these DCs), or by using a full-round action to disentangle himself. Escaping the whip by making a Strength check means the whip gains the broken condition. If the whip has a magical quality such as flaming, apply this quality's damage to the target every round on your turn.

Hamatula Grasp (Combat)
You deal terrible damage to impaled foes.
Prerequisites: Hamatula Strike, Improved Grapple, Strength 13, Base Attack Bonus +9.
Benefit: When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.

Cornugon Stun (Combat)
You are able to make stunning attacks with special monk weapons.
Prerequisites: Stunning Fist.
Benefit: You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.
Normal: You can only use Stunning Fist when making an attack with an unarmed strike.

Hamatula Strike (Combat)
You can catch your opponents on your weapon and hold them in place.
Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.
« 上次编辑: 2019-12-17, 周二 04:48:15 由 黎白羽 »