这里是名字(这里是英文名)速度 30尺
角色信息
这里是背景。
性别种族(英文) 职业(变体)等级
阵营,体型种类
信仰:
XP - 英雄点 -
先攻 +X;感官 ;察觉 +X
灵光
防御能力
AC 10,接触 10,措手不及 10()
HP 0()
抗性
强韧 +0,反射 +0,意志+0
攻击能力(http://这里放人设的网址)
近战 武器 +0(1dx 10-20/x2)
远端 武器 +0(1dx 10-20/x2)x0ft.
特殊攻击
类法术能力
基本资料
力量 10,敏捷 10,体质 10,智力 10,感知 10,魅力 10
BAB +x;CMB +x;CMD 1x
专长 专长1,专长奖励,专长3
背景 背景
技能
语言
特殊能力
法术
法术书
0环[22]:
1环[102]:
准备法术 专注+
0环[5+0]:
1环[4+2]:
装备
装备:
奇物:
药水:
卷轴:
冒险装备:
钱币:
背景
这里是更大的背景
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.
边栏:扮演魔人Playing Tieflings
Source: Council of Thieves Player's Guide
注:即便以下的规则起初是为了Council of Thieves Player's Guide中的魔人所设计,但是任何允许玩家使用附带HD的怪物的战役将会发现它们十分有用。
基于魔人相较于其他基础种族而言略为强势,在你创造一名魔人的时候请向你的GM确认。以魔人来说,其优势尚属轻微,乃至有些GM可能会允许你直接使用这个种族,但是下方的规则更有助于平衡一般种族玩家与魔人之间的差距─如果有玩家使用强力的种族,你的GM可以、会需要使用下面的方法之一或类似的限制来平衡整个游戏。和你的GM商议并且确保其他团员对结果还算满意。
经验值消耗(XP Debt):你从1级升到2级所需的经验值是其他人的1.5倍,这让你的角色稍微落后于其他玩家,却又不会过分逊色。
使用NPC职业(NPC Class):GM能要求使用强力怪物的玩家选择平民、专家、导师或武人作为他们的第一个等级。
种族背景元素(Tiefling Trait):如果你的GM开放使用背景元素规则,他可以要求使用魔人的玩家选择「邪魔之子」(Infernal Bastard)这项元素,而它本来就是被设计来弱化玩家的。(译注:相关背景元素属于Council of Thieves Player's Guide)
强化其他PC(PC Boons):你的GM可以单纯给其他PC几个额外的等级,或者让你比其他人低个几等。或者允许其他PC在还没有获得种族属性加值的属性上获得额外+2种族属性加值,又或者让非怪物玩家的起始金额提升一定比例。
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.