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[內容分享] [PRC基礎職業]狂念者(Wilder) [複製鏈接]

Rank: 3Rank: 3

閱讀權限
30
生命值
1304
法力值
1081
金幣
973 G
聲望
25
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發表於 2013-11-5 20:12:23 |只看該作者 |倒序瀏覽
WS.jpg
(基礎職業)
心靈術士從他嚴格的精神訓練和智力發展中獲得靈能力量.狂念者則不然.對他來說,原始的情緒才是通向心靈力量的道路.
由感情引發靈能的能力並非理性的能力,而是感性的能力.這種狂念者用於引發靈能能力的激情是如此強大以至於他偶爾可以引發遠超出自己通常能力的能量巨潮.但是伴隨此能力而來的代價是:由於超出了他的能力界限,狂念者可能被精神反噬所傷.

- 生命骰: d6
- 武器和裝甲擅長: 擅長所有簡單武器,輕甲和盾牌
- 技能點: 4 + 智力調整值.
WilderShade.jpg
能力:
Lv BAB F R W
1   0  0 0 2  狂野衝動 +1 精神虛弱
2   1  0 0 3  迴避接觸
3   2  1 1 3  狂野衝動 +2
4   3  1 1 4  狂野興奮 +1
5   3  1 1 4  不穩定心智 (1靈能點)
6   4  2 2 5
7   5  2 2 5  狂野衝動 +3
8   6  2 2 6
9   6  3 3 6  不穩定心智 (2靈能點)
10  7  3 3 7
11  8  3 3 7  狂野衝動 +4
12  9  4 4 8  狂野興奮 +2
13  9  4 4 8  不穩定心智 (3靈能點)
14  10 4 4 9
15  11 5 5 9  狂野衝動 +5
16  12 5 5 10
17  12 5 5 10 不穩定心智 (4靈能點)
18  13 6 6 11
19  14 6 6 11 狂野衝動 +6
20  15 6 6 12 狂野興奮 +3

狂野衝動 - 使用增加顯能者等級
精神虛弱 - 狂野衝動有可能導致疲勞
迴避接觸 - 對抗接觸攻擊AC獲得魅力加值
狂野興奮 - 狂野衝動增加攻擊,傷害,豁免檢定
不穩定心智 - 對狂念者使用心靈附魔系異能需要額外支付靈能點

要發掘或展現一道異能,狂念者至少需要有10+該異能能級的魅力值.DC=10+異能能級+狂念者的魅力調整值.
心靈異能進展:
等級  靈能點  已知異能  已知異能等級
1      2         1         1
2      6         2         1
3      11        2         1
4      17        3         2
5      25        3         2
6      35        4         3
7      46        4         3
8      58        5         4
9      72        5         4
10     88        6         5
11     106       6         5
12     126       7         6
13     147       7         6
14     170       8         7
15     195       8         7
16     221       9         8
17     250       9         8
18     280       10        9
19     311       10        9
20     343       11        9
dnd_cwc_20061017a.jpg

傳奇
傳奇狂念者原本就無常的力量變得更變幻莫測了.
生命骰: d6
技能點: 4 + 智力調整值

異能:傳奇狂念者的顯能者等級等於他的職業等級.狂念者的靈能點數和已知異能到20級後都不會增加(除非通過傳奇專長)
狂野衝動:超過20級,從23級別起,每提升4個等級獲得+1,並多1次使用次數.(23級+7,27級+8,類推)
興奮衝動:更強的興奮衝動在20級之後,每提升8個等級就多+1.士氣獎勵至她的攻擊命中,傷害和豁免骰上+1.(28級+4,36級時+5,類推)

不穩定心智:20級後每4個等級獲得1點(21級時5點,25級時6點,類推)
額外專長:21級後每提升3個等級獲得一次 (24級, 27級, 類推).
傳奇專長列表
所有靈能專長, 裝甲皮膚, 宿敵剋星, 閃電速度, 致命一擊, 傳奇傷害減免, 傳奇閃避, 傳奇能量抵抗, 傳奇強化堅韌, 傳奇 領導力, 傳奇戰鬥技巧, 傳奇反射閃避, 傳奇聲譽, 傳奇健壯, 傳奇武器專攻, 傳奇意志, 快速醫療, 超凡魅力, 超凡體質, 超凡敏捷, 超凡智力, 超凡力量, 超凡感知, 聖潔打擊, 精通旋風攻擊, 傳奇指揮官, 毀滅重擊, 完美體魄, 完美雙武器攻擊, 自我隱蔽, 超級先攻, 邪惡打擊

(BASE CLASS)
The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder - for her, raw emotion is the source of psionic power.
Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback.

- Hit Die: d6
- Skill Points Per Level: 4 + Int Modifier
- Base Attack Bonus: +3/4
- Fortitude: weak
- Reflex: weak
- Will: strong

Proficiencies: Wilders are proficient with all simple weapons, with light armor, and with shields.


CLASS SKILLS
Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble

CLASS FEATURES

Level:
1: Wild Surge +1, Psychic Enervation
2: Elude Touch
3: Wild Surge +2
4: Surging Euphoria +1
5: Volatile Mind (1 power point)
6:
7: Wild Surge +3
8:
9: Volatile Mind (2 power points)
10:
11: Wild Surge +4
12: Surging Euphoria +2
13: Volatile Mind (3 power points)
14:
15: Wild Surge +5
16:
17: Volatile Mind (4 power points)
18:
19: Wild Surge +6
20: Surging Euphoria +3

Psionic powers progression:
Level  Power Points  Powers Known  Maximum Power Level Known
1      2             1             1st
2      6             2             1st
3      11            2             1st
4      17            3             2nd
5      25            3             2nd
6      35            4             3rd
7      46            4             3rd
8      58            5             4th
9      72            5             4th
10     88            6             5th
11     106           6             5th
12     126           7             6th
13     147           7             6th
14     170           8             7th
15     195           8             7th
16     221           9             8th
17     250           9             8th
18     280           10            9th
19     311           10            9th
20     343           11            9th


Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.

Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.

Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
At 12th level, the morale bonus on a wilder's attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Volatile Mind (Ex): A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
NWN implementation detail: This ability only affects powers manifested by a hostile manifester.


EPIC
The epic wilder's powers become even more volatile and unpredictable.

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Powers: The epic wilder's manifester level is equal to her class level. The wilder's power points and powers known do not increase after 20th level (except through the use of epic feats).
Wild Surge: The epic wilder's wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on).
Surging Euphoria: The wilder's surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on).
Volatile Mind: The epic wilder's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).
Bonus Feats: The epic wilder gains a bonus feat at 21st level and every three levels thereafter (24th, 27th, and so on).

Epic feat list
All psionic feats, Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Holy Martial Strike, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Perfect Health, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Unholy Strike
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