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dungeonkeeper


注册日期: Nov 2001
来  自: 血盆大口
发贴数量: 825

龙与地下城第三版怪物手册(L)

Lamia<p>Medium-Size Magical Beast
Hit Dice: 9d10+9 (58 hp)
Initiative: +2 (Dex)
Speed: 60 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Touch +9 melee; or dagger +11/+6 melee
Damage: Touch 1 permanent Wisdom drain; or dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, Wisdom drain
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 15, Cha 12
Skills: Bluff +13, Concentration +11, Hide +14
Feats: Dodge, Iron Will, Mobility, Weapon Finesse (dagger)<p>Climate/Terrain: Any desert, hill, and underground
Organization: Solitary, pair, or gang (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)<p>Combat<p>Spell-Like Abilities: 1/day-charm person, major image, mirror image, and suggestion. These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).<p>Wisdom Drain (Su): By making a successful touch attack, a lamia permanently drains 1 point of Wisdom. Lamias try to use this power early in an encounter to make foes more susceptible to charm person and suggestion.<p>Lamia<p>中型魔法生物<p>生命骰数:9d10+9 (58点生命点数)
主动性:  +2(敏捷)
速度:    60尺
防御等级:17 (+2 敏捷,+5天赋)
攻击:    碰触 +9 近身,或匕首 +11/+6 近身
伤害:    碰触 智慧持久性损失一点,匕首 1d4
触及/占据:5尺宽,5尺长/5尺    
特殊攻击:类法术能力,智慧汲取
豁免:     坚忍 +7,反射 +8,意志 +7
能力:    力量 10,敏捷 15,体质 12,智力 13,智慧 15,魅力 12
技能:    欺诈 +13,集中精神 +11,隐藏 +14
特技:    闪避,钢铁意志, 灵活躲闪,武器娴熟(匕首)<p>气候 / 地域:任何沙漠、丘陵地带及地底世界
团体组成:   独处,配对,或gang (2-4),
挑战评估:   6
宝物:       标准
阵营:       通常是无序邪恶
进化:       10-13 生命骰数(大型);14-27 生命骰数(巨型)<p>灵吸怪说地底通用语,但更喜欢用心灵沟通,巨人语,水族语,古代语和通用语,丛林语和精灵语,地底通用语<p>
战斗:<p>类法术能力:每天一次的魅惑人类、major image、镜影术以及暗示术。这些能力相当于9级术士所施放的法术(豁免难度 11+法术等级)<p>
智慧汲取(超自然):每当作出一次成功的碰触攻击,lamia将持久性汲取一点智慧。lamia通常会在遭遇战中尽早使用这项能力,使敌人更容易受到魅惑人类术或暗示术的影响。<p>                                                                  by bal


__________________
于是我就掐住他的脖子,用力抻出他的血管,围着脖子绕三圈,然后用力一吸…………
血液总是最美味的。

-----吸血狼

There are a lot of people totally opposed to VIOLENCE. They’re all dead.

理性的四环胜过激情的平安大道

向版主报告此贴 | IP地址: 已记录

Old Post 2002-02-17 16:44
bal现在离线 点击这里查看bal的个人资料 点击这里给bal发送一条悄悄话 查找更多关于bal的帖子 添加bal至你的好友列表 编辑/删除信息 回复/引用
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peasant


注册日期: Nov 2001
来  自:
发贴数量: 13

Locathah

Locathah

Medium-Size Humanoid (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +1 (Dex)
Speed: 10 ft., swim 60 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Longspear +1 melee; or light crossbow +2 ranged
Damage: Longspear 1d8; or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11
Skills: Craft (any one) +3, Listen +4, Spot +4
Feats: Blind-Fight

Climate/Terrain: Warm aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or tribe (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Locathah Characters

A locathah’s favored class is barbarian. Locathah clerics can choose two of the following domains: Animal, Protection, and Water.

Locathah

中等类人生物(水生)

生命骰: 2d8(9点生命值)
主动性: +1(敏捷)
速度: 10尺,游泳60尺
防御等级: 14(+1敏捷, +3天赋)
攻击: 长矛,近身+1;轻弩,范围+2
伤害: 长矛1D8;轻弩1D8
触及/占据: 5x5/5尺
豁免: 坚忍 +3,反射 +1,意志 +1
基本属性: 力量 10, 敏捷 12, 体质 10, 智力 13, 知觉 13, 魅力 11
技能: 手艺(所有)+3,听觉+4,察辨+4
特技: 盲眼格斗

气候/地形: 温暖的水生环境
组织: 结伙(2-4),patrol(11-20个外加2个3级军士及一个4-6级的指挥官),部落(30-100个外加100%非战斗成员,每10个成年人1个三级军士及 5个5级的中尉、3个7级的上尉).
挑战等级: 1/2
宝物: 标准
阵营: 通常中立
进化: 依据角色职业而定

Locathah人物

Locathah的天生职业是蛮战士.Locathah牧师可以从下列神域中选择两个作为自己的信仰:动物,保护,水.

向版主报告此贴 | IP地址: 已记录

Old Post 2002-02-28 07:34
kingstar666现在离线 点击这里查看kingstar666的个人资料 点击这里给kingstar666发送一条悄悄话 查找更多关于kingstar666的帖子 添加kingstar666至你的好友列表 编辑/删除信息 回复/引用
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dungeonkeeper


注册日期: Nov 2001
来  自: 血盆大口
发贴数量: 825

Lycanthrope

Lycanthrope

"Lycanthrope" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). The creature’s type changes to "shapechanger." The lycanthrope takes on the characteristics of some type of carnivorous animal (referred to hereafter as the "animal"). This can be any predator between the size of a small dog and a large bear. The most common are listed in the table below. Some kinds of lycanthropes can also adopt a hybrid shape that combines features of the character and the animal.

A lycanthrope uses either the character’s or the animal’s statistics and special abilities in addition to those set out below.

Hit Dice: Same as the character or animal, whichever produces the higher hit point total. If the lycanthrope’s number of Hit Dice is important, as with a sleep spell, use the character’s or animal’s number of Hit Dice, whichever is greater.

Speed: Same as the character or animal, depending on which form the lycanthrope is using.

AC: The character’s or animal’s natural armor increases by +2, depending on which form the lycanthrope is using. (A wererat in hybrid form is an exception; see the entry below.)

Attacks: Same as the character or animal, depending on which form the lycanthrope is using. (A wererat in hybrid form is an exception; see the entry below.)

Damage: Same as the character or animal, depending on which form the lycanthrope is using.

Special Attacks: A lycanthrope retains all the special attacks of the character or animal, depending on which form it is using, and also gains those listed below.

Lycanthropic Empathy (Ex): Lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. A wererat can spread lycanthropy with its bite or by hitting with a piercing or slashing weapon. Bludgeoning or nonpenetrating attacks do not transmit the condition.

Special Qualities: A lycanthrope retains all the special qualities of the character or animal and also gains those listed below.

Alternate Form (Su): All lycanthropes can shift into animal form as though using the polymorph self spell (though their gear does not change). Wererats, weretigers, and werewolves also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. Upon assuming either form, the lycanthrope regains hit points as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retains their animal form, however. This shapeshifting ability can be difficult to control (see Lycanthropy as an Affliction, below).

Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 15/silver.

Saves: The base saves are as for the character or animal, whichever is better. In addition, lycanthropes receive a +2 racial bonus to Fortitude and Will saves.

Abilities: For a lycanthrope in humanoid form, ability scores are unchanged. In animal or hybrid form, a lycanthrope’s ability scores improve by type, as set out in the table below.

Skills: Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen checks when in humanoid form. In animal or hybrid form, these bonuses increase to +8. A lycanthrope in hybrid or animal form gains the same skills as a normal animal of its form in addition to the character’s skills. If a lycanthrope has a skill in both its humanoid and animal forms, use the better score. Afflicted lycanthropes also can learn the Control Shape skill (see the sidebar) as a class skill.
Feats: Same as the character. When in hybrid or animal form, the lycanthrope gains any feats a normal animal of its form has. Lycanthropes also have the Improved Control Shape feat (see the sidebar). Lycanthropes in hybrid or animal form have additional feats as set out in the accompanying table.

Climate/Terrain: Same as either the character or animal
Organization: Solitary or pair, sometimes family (2-4), pack (6-10), or troupe (family plus related animals)
Challenge Rating: Same as the animal +2
Treasure: Standard
Alignment: Any; see examples below
Advancement: By character class

Common Lycanthropes

Name Animal Form Ability Score Adjustments Feats
---- ----------- ------------------------- -----
Werebear Brown bear Str +16, Dex +2, Con +8 Blind-Fight, Multiattack, Power Attack
Wereboar Boar Str +4, Con +6 Blind-Fight, Improved Initiative
Wererat Dire rat Dex +6, Con +2 Multiattack (despite only one natural weapon), Weapon Finesse (bite), Weapon Finesse (any)
Weretiger Tiger Str +12, Dex +4, Con +6 Blind-Fight, Multiattack, Power Attack
Werewolf Wolf Str +2, Dex +4, Con +4 Blind-Fight, Improved Initiative,Weapon Finesse (bite) Control Shape (Wis)
Any character who has contracted lycanthropy and is aware of his or her condition can learn Control Shape as a class skill. This determines whether the afflicted lycanthrope can voluntarily control his or her shape. Natural lycanthropes instead have the Improved Control Shape feat, which gives them full control over their shapeshifting abilities.

Check: The afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his or her hit points by one-quarter and again after each additional one-quarter lost (save DC same as for full moon).

Task DC
---- --
Resist involuntary change 25
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Voluntary change (full moon) 10
Voluntary change (not full moon) 15
*For game purposes, the full moon lasts three days every month.

Retry: Check for an involuntary change once each time a triggering event occurs.

On a failed check to return to humanoid form (see below), the character must remain in animal or hybrid form until the next dawn, when he or she automatically returns to humanoid form.

Special: An involuntary change to animal or hybrid form ruins the character’s armor and clothing if the new form is larger than the character’s natural form. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds at a Fortitude save (DC 15).

When returning to normal form after an involuntary change, the character attempts a Wisdom check (DC 15) to realize what has happened. If the check succeeds, the character becomes aware of the affliction and can now voluntarily attempt to change to animal or hybrid form, using the appropriate DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.

An afflicted character who is aware of his or her condition can also try to return to humanoid from after assuming animal or hybrid form, using the appropriate DC. Only one attempt is allowed, however, as described above.

Lycanthropy as an Affliction

When a character contracts lycanthropy through a lycanthrope’s attack (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and becomes a ravening beast, forgetting his or her own identity. The character remains in animal form, assuming the appropriate alignment, until dawn and remembers nothing about the incident.

Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed at a Control Shape check to resist changing into animal form (see the sidebar).

Many lycanthropes are born, not made, and are sometimes called "natural lycanthropes" to distinguish them from those who have contracted lycanthropy ("afflicted lycanthropes").

Curing Lycanthropy

An afflicted character who eats a sprig of belladonna (also called wolfsbane) within an hour of a lycanthrope’s attack can attempt a Fortitude save (DC 20) to shake off the affliction. If a healer administers the herb, use the character’s save or the healer’s Heal check, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).

However, fresh or not, belladonna is toxic. The character must succeed at a Fortitude save (DC 13) or take initial damage of 1d6 points of temporary Strength. One minute later, the character must succeed at a second save or take an additional 2d6 points of temporary Strength damage.

A remove disease or heal spell cast by a cleric of at least 12th level also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.

The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed at a Will save (DC 20) to break the curse (the caster knows if the spell works). Otherwise the process must be repeated. Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.

Only afflicted lycanthropes can be cured of lycanthropy.

Werebear Wereboar Wererat
Medium-Size/Large Shapechanger Medium-Size Shapechanger Medium-Size/Small Shapechanger
Hit Dice: 6d8+24 (51 hp) 3d8+9 (22 hp) 1d8+1 (5 hp)
Initiative: +0; +1 (Dex) as bear +0; +4 (Improved Initiative) as boar +0; +3 (Dex) as rat
Speed: 30 ft.; 30 ft. as bear 30 ft.; 40 ft. as boar 30 ft.; 40 ft., climb 20 ft. as rat
AC: 12 (+2 natural); 17 (-1 size, +1 Dex 12 (+2 natural)18(+8 natural) 12 (+2 natural); 16 (+3 Dex,+3 natural) as hybrid;
+7 natural) as bear as boar 17 (+1 size,+3 Dex, +3 natural) as rat
Attacks: Unarmed strike +0 melee; 2 claws +11 Unarmed strike +0 melee; Unarmed strike +0 melee;
melee, bite +9 melee as bear gore +4 melee as boar rapier +3 melee, bite +1 melee as
hybrid; bite +4 melee as rat
Damage: Unarmed strike 1d3 subdual; Unarmed strike 1d3 subdual; Unarmed strike 1d3 subdual;
claw 1d8+8, bite 2d8+4 gore 1d8+3 rapier 1d6; bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft.;
5 ft. by 5 ft./10 ft as bear 5 ft. by 5 ft./5 ft as boar 5 ft. by 5 ft./5 ft. as rat or hybrid
Special Attacks: Improved grab, curse of Ferocity, curse of lycanthropy Curse of lycanthropy as rat
lycanthropy as bear as boar or hybrid
Special Qualities: Bear empathy; plus scent, damage Boar empathy; plus scent, damage Rat empathy; plus scent, damage
reduction 15/silver as bear reduction 15/silver as boar reduction 15/silver as rat or hybrid
Saves: Fort +11, Ref +6, Will +4 Fort +8, Ref +3, Will +3 Fort +5, Ref +5, Will +4
Abilities: Str 27, Dex 13, Con 19, Str 15, Dex 11, Con 17, Str 10, Dex 17, Con 13,
Int 10, Wis 10, Cha 10 as bear1 Int 10, Wis 10, Cha 10 (as boar1) Int 10, Wis 10, Cha 10 as rat or hybrid1
Skills: Listen +11, Search +8, Spot +14, Listen +15, Search +8, Spot +12 Climb +14, Hide +11 as rat or +7 as
Swim +14 as bear2 as boar2 hybrid, Listen +8. Move Silently +6,Search +8, Spot +8 as rat or hybrid2,
Feats: Blind-Fight, Multiattack, Blind-Fight, Improved Multiattack, Weapon Finesse (bite),
Power Attack as bear3 Initiative as boar3 Weapon Finesse (rapier) as hybrid3
Climate/Terrain: Any forest, hill, mountains, and Temperate and warm forest Any land and underground
underground
Organization: Solitary, pair, family (2-4), or troupe Solitary, pair, brood (2-4), or troupe Solitary, pair, pack (6-10), or
(2-4 plus 1-4 brown bears) (2-4 plus 1-4 boars) troupe (2-5 plus 5-8 dire rats)
Challenge Rating: 5 3 2
Treasure: Standard Standard Standard
Alignment: Always lawful good Always neutral Always lawful evil
Advancement: By character class By character class By character class
Werebear

Improved Grab (Ex): To use this ability, the werebear must hit with a claw attack.

Wereboar

Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Wererat

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat. The bipedal form is Medium-size with head, torso, and tail identical to those of a rat, although the limbs remain human. The rat form is 2 feet long from nose to rump and is preferred for travel and spying on potential victims.

Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb checks.

Weretiger Werewolf
Medium-Size/Large Shapechanger Medium-Size Shapechanger
Hit Dice: 6d8+18 (45 hp) 2d8+4 (13 hp)
Initiative: +0; +2 (Dex) as tiger or hybrid +0; +6 (+2 Dex, +4 Improved Initiative) as wolf or hybrid
Speed : 30 ft.; 40 ft. as tiger or hybrid 30 ft.; 50 ft. as wolf or hybrid
AC: 12 (+2 natural);17 (+2 Dex, +5 natural) as hybrid; 12 (+2 natural); 16 (+2 Dex,
16 (-1 size, +2 Dex, +5 natural) as tiger +4 natural) as wolf or hybrid
Attacks: Unarmed strike +0 melee; 2 claws +10 melee, bite +8 Unarmed strike +0 melee;
melee as hybrid; 2 claws +9 melee, bite +7 melee as tiger bite +3 melee as wolf or hybrid
Damage: Unarmed strike 1d3 subdual; Unarmed strike 1d3 subdual;
claw 1d8+6; bite 2d6+3 bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft;
5 ft. by 10 ft./5 ft. as tiger or hybrid 5 ft. by 5 ft./5 ft. as wolf or hybrid
Special Attacks: Pounce, improved grab, rake 1d8+3, Trip, curse of lycanthropy
curse of lycanthropy as tiger or hybrid as wolf or hybrid
Special Qualities: Tiger empathy; plus scent, damage Wolf empathy; plus scent, damage
reduction 15/silver as tiger or hybrid reduction 15/silver as wolf or hybrid
Saves: Fort +10, Ref +7, Will +4 Fort +7, Ref +5, Will +2
Abilities: Str 23, Dex 15, Con 17, Str 13, Dex 15, Con 15,
Int 10, Wis 10, Cha 10 as tiger or hybrid1 Int 10, Wis 10, Cha 10 as wolf or hybrid1
Skills: Balance +6, Hide +9 as hybrid or +5 as tiger, Listen +10, Hide +3, Listen +14, Move Silently +4, Search +8,
Move Silently +9, Search +8, Spot +10, Swim +11 as tiger Spot +14, Wilderness Lore +0 as wolf or hybrid2
or hybrid2
Feats: Blind-Fight, Multiattack, Blind-Fight, Improved Initiative,
Power Attack as tiger or hybrid3 Weapon Finesse (bite) as wolf or hybrid3
Climate/Terrain: Any forest, hill, mountains, and plains Any forest, hill, mountains, and plains
Organization: Solitary or pair Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Challenge Rating: 5 3
Treasure: Standard Standard
Alignment: Always neutral Always chaotic evil
Advancement: By character class By character class
(1)In human form, these lycanthropes have the following ability scores: Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
(2)In human form, these lycanthropes have the skill Craft or Profession (any one) +6, Knowledge (any one) +4.
(3)In human form, these lycanthropes have the feat Skill Focus (any Craft or Profession).

Weretiger

Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger. The bipedal form is about 7 feet tall, with a 3-foot tail, and covered by tiger-striped hide. The legs are more feline than human, and this form walks on its toes. The fingernails grow into claws. The head is a mixture of features: Ears, nose, muzzle, and teeth are tigerlike, but the eyes and overall shape are human. If the human form’s hair is long, it is still present. The animal form is that of a fully grown tiger without any trace of human features.

Pounce (Ex): If a weretiger in hybrid or tiger form leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the weretiger in hybrid or tiger form must hit with a claw or bite attack. If it gets a hold, it can rake.

Rake (Ex): A weretiger in hybrid or tiger form that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d8+3 damage each. If the weretiger pounces on an opponent, it can also rake.

Skills: In hybrid or tiger form, weretigers receive a +4 bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Werewolf

Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf. The bipedal form is about 6 feet tall, with a short tail, and covered in fur. The legs are like those of a wolf, and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. The animal form is that of a fully grown wolf without any trace of human features.

Trip (Ex): A werewolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

Skills: A werewolf in hybrid or wolf form gains a +4 racial bonus to Wilderness Lore checks when tracking by scent.



变狼狂

变狼狂是一个可以套用在任何人型生物的模版(已经申请今后作为一个“角色人物”)。生物的类型将变为“形态改变者”。变狼狂将具有一些食肉类生物的特征(已经申请今后作为一个“动物”),从小型的狗类到大型的熊类。下面表格列出了常见的几种生物,而有些变狼狂则采取混合变形的方式,同时具有角色和动物双方的特点。

变狼狂可以使用包括角色和动物的所有能力和特殊能力,以及下面列出的能力:

生命骰数:取角色和动物之间能获得较多生命点数的那方一样;而当生命骰数比较重要时(比如做Sleep检定时),取双方生命骰数较高的一方。

速度:与变狼狂所呈现形态相同。

防护等级:在变狼狂所呈现形态的防护等级上获得+2的奖励。(混合形态的鼠人例外,请参见下面)

攻击:与变狼狂所呈现形态相同(混合形态的鼠人例外,请参见下面)。

伤害:变狼狂所呈现形态相同(混合形态的鼠人例外,请参见下面)。

特殊攻击:变狼狂继承了所呈现形态的所有特殊攻击,并将获得下面的额外能力。

变狼狂移情(独特):变狼狂可以和它们动物形态相同的普通动物或可怕的动物交流并移情。它们在影响动物看法检定上获得+4的种族奖励,并且可以简单地与动物交流或命令动物(如果该动物是友善的),例如“友好”、“敌人”、“逃跑”以及“攻击”。

变狼狂的诅咒(超自然):被处于动物形态变狼狂咬中的任何人型生物都必须通过一个难度5的坚忍检定,否则将感染变狼症。鼠人则可以通过它的挥砍以及穿刺武器击中对方来传播变狼症,大棒和钝器则不会传播。

特性:变狼狂继承了所呈现形态所有的特性,并将获得下面的额外特性。

形态改变(超自然):所有的变狼狂都可以随意地象变形自我法术一样变换成动物形态(只是变换的形态是固定的)。鼠人、虎人以及狼人还可以呈现混合的两足变异,有人的手和动物的面貌。变化成混合或动物形态以及改变回来都被视为一个标准动作。无论变为上述哪种形态,变狼狂都会重新获得生命点数,就象已经休息了一天似的。杀死一只变狼狂会使其转变回人型,不过还是维持死的状态(哈哈,总还是挂了);而分离的肢体会呈现动物形态。这项变形能力很难控制(参见下面)。

伤害减免(独特):处于动物或者混合形态的变狼狂获得伤害减免 15/银制

豁免:基础豁免取动物和角色之间较好的一方。额外的,变狼狂在坚忍和意志检定上会获得+2的种族奖励。

能力:当变狼狂处于人形时,能力没有改变。而处于动物或混合形态时,则根据下列表中不同类型的生物做出改变。

技能:当变狼狂处于人形时在搜寻、察辨以及听觉检定上获得+4的种族奖励。而处于动物和混合形态时,这些方面的奖励则变为+8。一个处于混合或动物形态的变狼狂会在角色的技能上外加与它形态相同的动物的技能,如果人形和动物形态都有的技能,取其中较好的一方。历经磨难的变狼狂还可以学会控制变形这个职业技能。

特技:与角色相同。当处于混合或动物形态时,变狼狂将获得该形态的动物的所有特技。变狼狂一样可以获得特技:控制变形改善(参见下面)。处于混合或动物形态的变狼狂还将额外得到一个附表中所列出的特技。

气候 / 地域 兼有动物或人的特点

团体组成 独处、配对、家庭(偶尔)(2-4)、一群(6-10)、一团(家族以及相关动物)

挑战评估 在动物基础上+2

宝物 标准

阵营 可以是任何阵营(参见下面)

进化 与职业相关



普通变狼狂

名称 动物组成 能力调整 特技
---- ----------- ------------------------- -----
熊人 棕熊 力量 +16, 敏捷 +2, 体质 +8 盲眼格斗, 多重攻击, 强力攻击
猪人 野猪 力量 +4, 体质 +6 盲眼格斗, 改善优先
鼠人 凶猛的老鼠 敏捷 +6, 体质 +2 多重攻击 (尽管只有一个普通武器), 武器娴熟 (咬) , 武器娴熟 (任何一个)
虎人 虎 力量 +12, 敏捷 +4, 体质 +6 盲眼格斗, 多重攻击, 强力攻击
狼人 狼 力量 +2, 敏捷 +4, 体质 +4 盲眼格斗, 改善优先,武器娴熟 (咬), 控制变形 (智慧)


任何受变狼症感染并清楚自身情形的人都可以得到控制变形能力作为职业技能。这也就决定了一个历经磨难的变狼狂可以随心所欲地控制他(她)自身的变形。而一个普通的变狼狂则获得可以完全控制它们变形能力的特技:控制变形改善。

检定:历经磨难的人物必须在每个满月夜晚的月出时分做一个检定来避免不知不觉地变为动物形态。受伤的人物在受到足以降低它1/4的生命点数时做一个检定,成功则会不知不觉地变回原形。若失败则每失去1/4的生命将自动进行一次相同的检定(豁免难度与满月状况相同)。


Task 难度
---- --
抵抗无意识变换 25
回复人型(满月*) 25
回复人型(非满月) 20
主动变换(满月) 10
主动变换(非满月) 15

*在游戏中,每个月的满月时间持续三天。

重试:当回复人型的检定失败后,人物只得保持动物或混合形态直到黎明,然后将自动变回人型。

特殊:不知不觉地变为动物形态时,如果新形态体型大于人物的原始形态,则将毁坏人物身上的盔甲和衣服。当变形时,人物可以快速地脱下衣服,但是并不能迅速卸下盔甲。魔法盔甲如果通过了坚忍检定则可保完整(豁免难度 15)。

当不知不觉地变回原始形态时,人物要尝试通过一个难度15的智慧检定来了解刚才所发生的事情。如果检定成功,则人物将洞悉所经历的磨难,并从此可以随意变化自己的形态到动物或混合形态(要通过一个适当难度的检定)。变形的尝试被视为标准动作并可以每回合进行一次。任何自愿地变化为动物或混合形态的行为将立即并永久性地将人物的阵营改变为相对应的变狼狂的阵营。

历经磨难并清楚了解自身情况的人可以在转变为动物或混合形态后尝试变回人型(适当的豁免难度)。这种尝试只能进行一次。

历经磨难的变狼狂

当一个人物被变狼狂攻击而感染后,直到下一个月圆之夜症状才会显露。在那天晚上,人物将不知不觉的变为动物形态并且成为一只贪婪的野兽,完全忘记他们的本来身份。人物将保持动物形态并转变为适当阵营直至黎明到来,而且事后不会记得曾经发生过的事情。

在此之后,人物每逢月圆时分或在战斗中受伤便将变为动物形态。他(她)将感受到一种无法阻挡的骚动涌上来,除非通过控制变型检定以避免转变为动物形态。

许多变狼狂是天生的,并非后天改变,通常被称为“天生变狼狂”以与那些感染的变狼狂(历经磨难的变狼狂)区别开。

治疗变狼狂

一个历经磨难的人物如果在一个小时内吃下一小枝颠茄(也被称为附子草)就可以进行坚忍检定(难度20)以摆脱痛苦。如果是一个医者给予的药草,豁免检定取医者与人物之间较高的一方进行。人物只有一次机会,不论服下多少颠茄。颠茄必须适度新鲜(于一个礼拜内摘下)。

无论新鲜与否,颠茄毕竟有毒性。人物必须通过一个难度13的坚忍检定,否则将临时损失1d6点初始力量。一分钟后,人物必须通过第二次检定否则将再次损失2d6的力量。

由12级牧师施展的移除疾病或治疗法术同样可以治疗痛苦,只要该人物被变狼狂攻击不超过三天。

剩下唯一可以解除的方法是在月圆的三天的某一天对人物施展移除诅咒或破除附魔。受术后的人物必须通过意志检定(豁免难度 20)以打破诅咒(施术者知道法术是否起了作用),否则该过程只能重新再来一次。受术人物通常会被关在笼子里直至法术发生作用为止.

只有历经磨难的人物才能被移除变狼狂症。

熊人

中型/大型变形生物

生命骰数:6d8+24(51点生命点数)
主动性: +0,+1(敏捷)熊形态
速度: 30尺,30 尺 熊形态
防御等级:12 (+2天赋)17 (-1 体型,+1 敏捷,+7 天赋 熊形态)
攻击: 徒手攻击 +0 近身,两次爪攻击 +11 近身,咬 +9 近身 熊形态
伤害: 徒手攻击 1d3 淤伤,爪 1d8+8,咬 2d8+4
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/10尺 熊形态
特殊攻击:抓取改良,变狼狂诅咒 熊形态
特性: 熊类移情,嗅觉加强,伤害减免 15/银制 熊形态
豁免: 坚忍 +11,反射 +6,意志 +4
能力: 力量 27,敏捷 13,体质 19,智力 10,智慧 10,魅力 10 熊形态 [1]
技能: 听觉 +11,搜寻 +8,察辨 +14,游泳 +14 熊形态 [2]
特技: 盲目战斗,多重攻击,强力攻击 熊形态 [3]

气候 / 地域:任何森林、丘陵、山脉及地底世界
团体组成: 独处,配对,家庭(2-4),团体 (2-4外加 1-4只棕熊)
挑战评估: 5
宝物: 标准
阵营: 通常是守序善良
进化: 根据职业

猪人

中型变形生物

生命骰数:3d8+9(22点生命点数)
主动性: +0,+4(改善优先) 猪形态
速度: 30尺,40 尺 猪形态
防御等级:12 (+2 天赋);18(+8天赋 猪形态)
攻击: 徒手攻击 +0 近身,顶撞 +4 近身 猪形态
伤害: 徒手攻击 1d3 淤伤,顶撞 1d8+3
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/5尺 猪形态
特殊攻击:凶猛,变狼狂诅咒 猪形态
特性: 猪类移情,嗅觉加强,伤害减免 15/银制 猪形态
豁免: 坚忍 +8,反射 +3,意志 +3
能力: 力量 15,敏捷 11,体质 17,智力 10,智慧 10,魅力 10 猪形态 [1]
技能: 听觉 +15,搜寻 +8,察辨 +12 猪形态 [21]
特技: 盲目战斗,改善优先 猪形态 [3]

气候 / 地域:温暖森林地带
团体组成: 独处,配对,一窝(2-4),团体 (2-4只外加 1-4只野猪)
挑战评估: 3
宝物: 标准
阵营: 通常是中立
进化: 根据职业


鼠人

中型/小型变形生物

生命骰数:1d8+1(5点生命点数)
主动性: +0,+3(敏捷)鼠形态
速度: 30尺,30 尺 熊形态
防御等级:12 (+2天赋)16 (+3 敏捷,+3 天赋 混合形态) 17 (+1 体型,+3 敏捷,+3 天赋 鼠形态)
攻击: 徒手攻击 +0 近身,刺叮剑 +3 近身,咬 +1 近身 鼠形态
伤害: 徒手攻击 1d3 淤伤,刺叮剑 1d6,咬 1d4
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/5尺 鼠形态或混合形态
特殊攻击:变狼狂诅咒 鼠形态
特性: 鼠类移情,嗅觉加强,伤害减免 15/银制 鼠形态或混合形态
豁免: 坚忍 +5,反射 +5,意志 +4
能力: 力量 10,敏捷 17,体质 13,智力 10,智慧 10,魅力 10 鼠形态或混合形态 [1]
技能: 攀爬 +14,隐藏 +11 鼠形态或混合形态,听觉 +8,无声移动 +6,搜寻 +8,察辨 +8 鼠形态或混合形态 [2]
特技: 多重攻击,武器娴熟(咬),武器娴熟 (刺叮剑)混合形态 [3]

气候 / 地域:任何陆地及地底世界
团体组成: 独处,配对,一群 (6-10),团体 (2-5外加 5-8只恐鼠)
挑战评估: 2
宝物: 标准
阵营: 通常是守序邪恶
进化: 根据职业


熊人

抓取改良(独特):熊人必须用爪子击中对手才能应用这项能力。

猪人

凶猛(独特):猪人是如此地好战以至于即使它在伤残甚至垂死状态下战斗也丝毫不会受到惩罚。

鼠人

形态改变(超自然):鼠人可以变为双足直立混合形态或凶恶的老鼠形态(恐鼠)。双足形态为中等体型生物,头、躯干、尾巴保持老鼠模样,而四肢则呈现人形。老鼠形态从鼻子到尾有两英尺长,非常适合跟踪可能造成威胁的敌人。

技能:处于老鼠或混合形态的鼠人在进行攀爬检定时以其敏捷修正代替。

虎人

中型/大型变形生物

生命骰数:6d8+18(45点生命点数)
主动性: +0,+2(敏捷)虎形态或混合形态
速度: 30尺,40 尺 虎形态或混合形态
防御等级:12 (+2天赋)16 (-1 体型,+2 敏捷,+5 天赋 虎形态) 17 (+2 敏捷,+5 天赋 混合形态)
攻击: 徒手攻击 +0 近身,两次爪 +10 近身,咬 +8 近身 混合形态;两次爪 +9 近身,咬 +7 近身 虎形态
伤害: 徒手攻击 1d3 淤伤,爪 1d8+6,咬 2d6+3
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,10尺长/5尺 虎形态或混合形态
特殊攻击:突袭,抓取改良,撕扯 1d8+3,变狼狂诅咒 虎形态或混合形态
特性: 虎类移情,嗅觉加强,伤害减免 15/银制 虎形态或混合形态
豁免: 坚忍 +10,反射 +7,意志 +4
能力: 力量 23,敏捷 15,体质 17,智力 10,智慧 10,魅力 10 虎形态或混合形态 [1]
技能: 平衡 +6,隐藏 +11 混合形态或 +5 虎形态,听觉 +10,无声移动 +9,搜寻 +8,察辨 +10,游泳 +11 虎形态或混合形态 [2]
特技: 盲眼格斗,多重攻击,强力攻击 虎形态或混合形态 [3]

气候 / 地域:任何森林、丘陵、山脉及平原
团体组成: 独处或配对
挑战评估: 5
宝物: 标准
阵营: 通常是中立
进化: 根据职业

狼人

中型变形生物

生命骰数:2d8+4(13点生命点数)
主动性: +6(+2 敏捷,+4 改善优先)狼形态或混合形态
速度: 30尺,50 尺 狼形态或混合形态
防御等级:12 (+2天赋)16 (+2 敏捷,+4 天赋)狼形态或混合形态
攻击: 徒手攻击 +0 近身,咬 +3 近身 狼形态或混合形态
伤害: 徒手攻击 1d3 淤伤,咬 1d6+1
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/5尺 狼形态或混合形态
特殊攻击:摔绊,变狼狂诅咒 狼形态或混合形态
特性: 狼类移情,嗅觉加强,伤害减免 15/银制 狼形态或混合形态
豁免: 坚忍 +7,反射 +5,意志 +2
能力: 力量 13,敏捷 15,体质 15,智力 10,智慧 10,魅力 10 狼形态或混合形态 [1]
技能: 隐藏 +3,听觉 +14,无声移动 +4,搜寻 +8,察辨 +14,野外知识 +11 狼形态或混合形态 [2]
特技: 盲眼格斗,改善优先,武器娴熟(咬)狼形态或混合形态 [3]

气候 / 地域:任何森林、丘陵、山脉及平原
团体组成: 独处、配对、一群(6-10)、团体(2-5外加5-8条狼)
挑战评估: 3
宝物: 标准
阵营: 通常是无序邪恶
进化: 根据职业

注1:人形态时,这些变狼狂的基本能力如下:力量 11,敏捷 11,体质 11,智力 10,智慧 10,魅力 10
注2:人形态时,这些变狼狂拥有技能:手艺或专长(任意一种)+6,知识(任意一种)+4
注3:人形态时,这些变狼狂拥有特技:技能强化(任一手艺或专长)

虎人

形态改变(超自然):虎人可以变为双足直立混合形态或老虎形态。双足形态为7英尺高、尾巴3英尺长全身覆盖虎皮的生物,双腿比起人形更像猫科动物一些,并且以脚趾行走;手指甲变为利爪。头部则是混合模样,耳朵、鼻子和嘴以及牙齿接近老虎,而眼睛和面部形态则更像人一些。如果该人留长发则现在仍然如此。动物形态则完全转变为老虎模样,不留丝毫人类特征。

突袭(独特):如果处于混合形态或动物形态的虎人在战斗的第一回合从敌人上方跃过时,它可以作一个全回合攻击,即使它已经有过一个移动动作。


抓取改良(独特):处于混合或老虎形态的虎人必须用爪子击中或咬中对手才能应用这项能力。如果抓住了,即可以撕扯对手。

撕扯 (独特): 处于混合或老虎形态的虎人一旦抓住对手,可以用后腿作两次撕扯攻击(+9 近身,每次伤害1d8+3)。如果虎人突袭对手,同样可以进行撕扯攻击。

技能:处于混合或老虎形态的虎人将在平衡、隐藏以及无声移动上获得+4的奖励。
*当处于高大的草丛或茂森的灌木丛区域时,隐藏奖励变为+8。

狼人

形态改变(超自然):狼人可以变为双足直立混合形态或狼形态。双足形态为6英尺高、短短的尾巴,全身覆盖着皮毛。腿比较像狼,面部则一定程度上综合了狼和人自身的特征,所以每个狼人都不一样。动物形态则完全呈现一只成年狼的模样,不留丝毫人类特征。

绊摔(独特):一个狼人在咬中对手时可以试图绊摔对手,被视为一个自由动作,不需要触碰,也不会引起借机攻击。即使尝试失败,对手也无法反摔狼人。

技能:当处于混合或狼形态的狼人以嗅觉追踪时将在野外知识上获得+4的种族奖励。


__________________
于是我就掐住他的脖子,用力抻出他的血管,围着脖子绕三圈,然后用力一吸…………
血液总是最美味的。

-----吸血狼

There are a lot of people totally opposed to VIOLENCE. They’re all dead.

理性的四环胜过激情的平安大道

向版主报告此贴 | IP地址: 已记录

Old Post 2002-05-30 11:00
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dungeonkeeper


注册日期: Nov 2001
来  自: 血盆大口
发贴数量: 825

Lich

Lich

"Lich" is a template that can be added to any humanoid creature (referred to hereafter as the "character"), provided it can create the required phylactery (see The Lich’s Phylactery, below). The creature’s type changes to "undead." It uses all the character’s statistics and special abilities except as noted here.

Hit Dice: Increase to d12

Speed: Same as the character

AC: The lich has +5 natural armor or the character’s natural armor, whichever is better.

Damage: Creatures without natural weapons gain a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save with a DC of 10 + 1/2 lich’s HD + lich’s Charisma modifier reduces the damage by half. Creatures with natural attacks can use their natural weaponry or use the touch attack, as they prefer.

Special Attacks: A lich retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 lich’s HD + lich’s Charisma modifier unless noted otherwise.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the lich’s level.

Paralyzing Touch (Su): Any living creature the lich touches must succeed at a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. This power works in conjunction with the lich’s damaging touch (see above).

Spells: The lich can cast any spells it could cast while alive.

Special Qualities: A lich retains all the character’s special qualities and those listed below, and also gains the undead type (see page 6).
Turn Resistance (Ex): A lich has +4 turn resistance (see page 10).

Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/+1.

Immunities (Ex): Liches are immune to cold, electricity, polymorph, and mind-affecting attacks.

Saves: Same as the character
Abilities: A lich gains +2 to Intelligence, Wisdom, and Charisma, but being undead, has no Constitution score.
Skills: Liches receive a +8 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the character.
Feats: Same as the character

Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 lich, plus 2-4 vampires_ and 5-8 vampire spawn)
Challenge Rating: Same as the character + 2
Treasure: Standard coins; double goods; double items
Alignment: Any evil
Advancement: By character class

The Lich’s Phylactery

An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death.

Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.


巫妖

“巫妖”是一个可以套用在任何人型生物的模版(已经申请今后作为一个“角色人物”),只要可以造出所需要的匣子(见后文)。生物的类型将变为“不死生物”。它拥有原人物所有的属性以及特殊能力,下面提到的除外。

生命骰数:增加到d12

速度:与人物相同

防护等级:巫妖拥有+5的天赋防护等级加值,如果人物的防护更高则以人物防护等级为准。

伤害:没有天赋武器的生物将增加一种可以将负能量注入活物体内造成1d8+5点伤害的碰触式攻击;通过豁免难度为10+1/2巫妖生命骰数+巫妖魅力修正的意志检定将减少一半伤害。有天赋武器的生物可以选择碰触式攻击或天赋武器中较好的一种使用。

特殊攻击:巫妖保留了人物所有的特殊攻击以及下面列出的能力。如无特别说明则豁免难度为10+1/2巫妖生命骰数+巫妖魅力修正。

恐惧光环(超自然):巫妖全身都笼罩在充满邪恶和死亡气息的可怕的光环里。60尺内所有生命骰数低于5的生物若注视巫妖则必须通过意志检定,否则将受到相当于巫妖级别的术士所施放的恐惧术的影响。

麻痹碰触(超自然):任何被巫妖碰触到的活物必须通过坚忍检定否则将永久麻痹。移除麻痹术或其他移除诅咒的法术可以解放受害者。该影响不能被解消。任何被巫妖麻痹的生物看起来就好像死了似的,只有一次成功的察辨检定(难度20)或治疗检定(难度15)可以显现出受害人仍然存活。这种强力效果是伴随着上面提到的巫妖的伤害性接触起作用的。

法术:巫妖可以施放它当它还活着的时候可以施放的任何法术。

特性:巫妖保留了人物所有的特性以及下面列出的特性,而且还拥有了不死生物的特性。

驱逐抗力(独特):巫妖拥有+4的驱逐抗力

伤害减免(超自然):巫妖的不死肢体非常的坚韧,使生物拥有伤害减免 15/+1。

免疫(独特):巫妖对冰冻、电、变形以及精神类影响免疫。

豁免:与人物相同。

能力:巫妖得到+2的智力、智慧以及魅力,但是作为不死生物,不再拥有体质属性。

技能:巫妖在隐藏、听觉、无声移动、搜索、察言观色以及察辨上得到+8的种族奖励,其他与人物相同。

特技:与人物相同

气候 / 地域:任何陆地及地底世界
团体组成: 独处,配对,团体 (1巫妖,2-4只吸血鬼外加 5-8只吸血鬼后代)
挑战评估: 在人物基础上+2
宝物: 标准金钱;双倍货物;双倍物品
阵营: 任一邪恶
进化: 根据职业

巫妖的匣子

变巫妖的主要组成部分就是创造出一个存放它生命精力的匣子。除非匣子被找到并破坏掉,否则巫妖将在表面上死亡的1d10天内复生。

每个巫妖都需要有自己的匣子,制造需要特技:手艺(神奇物品)。人物必须是至少11级以上的术士、法师或牧师。匣子需要花费120,000 gp和4,800点经验值来制作。而且施法者等级等同于施法时的创造者的等级。


__________________
于是我就掐住他的脖子,用力抻出他的血管,围着脖子绕三圈,然后用力一吸…………
血液总是最美味的。

-----吸血狼

There are a lot of people totally opposed to VIOLENCE. They’re all dead.

理性的四环胜过激情的平安大道

向版主报告此贴 | IP地址: 已记录

Old Post 2002-05-30 11:08
bal现在离线 点击这里查看bal的个人资料 点击这里给bal发送一条悄悄话 查找更多关于bal的帖子 添加bal至你的好友列表 编辑/删除信息 回复/引用
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