作者 主题: 求个天运法师的完整版  (阅读 9752 次)

副标题: 出自T&B,书卷与血脉

离线 joasy

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求个天运法师的完整版
« 于: 2013-05-01, 周三 20:16:26 »
生命骰:1D4


职业要求:
要成为一个天运者,需要有下面的这些能力。
知识(神秘):8级
知识(任意):8级
法术:能施展3级或以上的奥术
特殊要求:天运者必须曾经经历过一次意外的死亡(或者严重的灾难,总之是被命运给狠狠作弄了一下)。举例而言,如果他错过了一次到邻近某个小岛的渡船而被迫滞留在岛上,但那次却偏偏有一场突如其来的暴风雨把船给掀翻了,使那艘船上的全部土著居民都死于非命,他就可以说这是命运跟他开的一个大玩笑。(这点上,我认为如果20级的法师被某只地精的长矛很“意外”的砸中,而DM又三次投出20使致命一击成立,恰好强韧检定又没有通过……我觉得这个法师就很有资格了……)

职业特性:
专注(体质),手艺(智力),逸闻(智力),预言(智力),搜索(智力),知识(智力),辩认法术(智力),Intuie Duiection(Wis),Appeaise(Int)

升级时可获得技能点数:2+智力调整值

职业特性:

武器和装甲:天运者不擅长任何武器和盔甲。

施法能力:天运者可以继续提升其原有的施法能力。因此,当得到二级新的天运者等级时,人物获得和提升其原有施法职业等级一级一样的每日法术数量,但是不能得到原有施法职业的其它特殊能力(改善驱散/斥喝不死生物的几率,“自然变身”能力等)。也就是说,人物天运等级的二分之一加上其原有的其她施法职业等级决定其每日的法术数量。

天运编织(Spin Fate,Ex):天运者在每次法术攻击时都可以选择是否要接受法术豁免DC-2的自罚,如果是的话,他可以将这2点作为备用的“命运点(Spin)”储存起来,这些“命运点”可以用来增加其它法术攻击时的豁免DC,每次最多可以使用3点“命运点”,直接加到所用法术的豁免DC上去。天运者可以储存的命运点数量等于他的施法者等级。注意:你不能欺骗命运。所以,你无法在法术的目标自愿放弃法术豁免的时候累积命运点(要是可以的话就赚大了……)

天运亟抗(Resist Fate,EX):在达到2级的时候,天运者格外的钻研了如何提升他幸运的办法。每日一次的,他可以立刻重投前一次投骰,但必须接受重投结果——即使它比原先的更糟糕,这就如同机运领域牧师的特殊能力。

天运之指(Fickle Finger of Fate,EX):在升到3级时,天运者获得了操控他人命运的非凡能力。每日一次的,他可以为一个生物重投前一次投骰,对方必须接受重投结果。天运者必须能看到对方才能使用这个能力。注意:天运者必须在最后的结算之前使用重投的能力,否则他就只能等待下一个对手的行动时再使用它。

操弄天运(Spin Destiny,EX):从5级开始,天运者更清晰的看透了命运的本质,所以他可以更有效的利用它。从现在开始,他可以把命运点利用在技能检定,攻击投骰,或者是豁免检定上。

逆转天运:(Deny Fate,EX):从6级开始,天运者对机运的控制更精细了。现在他可以每天为自己重投两次掷骰,如同使用两次天运亟抗一般。

天运附体:(Luck to the Wind,EX):在达到7级的时候,天运者开始摆脱命运对自己的影响,这是一个极为强大的能力。天运法师可以在每次施展法术的时候,决定是否要使用这个力量——他可以选择用1D20+施法者等级+智力或者魅力调整值(如果为正的话)来替代一般的豁免值。他依然可以选择从这个豁免DC中自罚2点,或者加上储存的3点命运点,但是两者不能共用。这不能被其他的异能所影响,比如操弄天运(Spin destiny)

天运封印:(Seal Fate,SP):在9级的时候,天运者获得了掌控生死的力量。作为一个类法术能力,他可以每天一次的用天运封印来对付一个生物。这是一个标准动作。他可以选择一个在100英尺内看的见的生物,并且说出“你的命运已经到此为止了。”(Your fate is sealed)(汗,怎么觉得像北斗神拳……)对方必须通过一个DC20的强韧检定,否则立刻死亡。即使它成功的通过了检定,也会受到3d6+13点的伤害。命运点可以用来增加这个法术的豁免DC,或者是伤害,亦或同时增加在两者上——只要需要的话。

命运之子:(Favored One):在升到10级时,天运者已经摆脱了命运的纠缠,不再是凡俗之体。他被视为一个外层界生物,影响人类的法术(比如魅惑人类)已经无法对他造成影响。命运之子是天运法师的最高成就。

lv bab fort ref will
1st +0 +0 +0 +2 转运(Spin Fate)
2nd +1 +0 +0 +3 抵抗命运(Resist Fate) 职业现有等级+1
3rd +1 +1 +1 +3 天命弄人(Fickle Finger of Fate)  
4th +2 +1 +1 +4 命中注定(As Fate Would Have It) 职业现有等级+1
5th +2 +1 +1 +4 扭转乾坤(Spin Destiny)
6th +3 +2 +2 +5 拒绝命运(Deny Fate) 职业现有等级+1
7th +3 +2 +2 +5 抛砖引玉(Luck to the Wind)
8th +4 +2 +2 +6 命中注定(As Fate Would Have It) 职业现有等级+1
9th +4 +3 +3 +6 偷天换日(Steal Fate)
10th+5 +3 +3 +7 天之骄子(Favored One) 职业现有等级+1


这是最深找到的,命中注定(As Fate Would Have It)这个能力没写出来,不知道是什么,求个完整版,谢谢
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离线 winkar

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Re: 求个天运法师的完整版
« 回帖 #1 于: 2013-05-01, 周三 22:08:34 »
T&B……这不是3E的东西么,只记得C分区的天运法师是五级的

离线 joasy

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Re: 求个天运法师的完整版
« 回帖 #2 于: 2013-05-01, 周三 22:42:12 »
就是要问这个版本的
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Re: 求个天运法师的完整版
« 回帖 #3 于: 2013-05-04, 周六 18:48:24 »
好吧我自己找到了,原来就是奖励个超魔专长,这么夸张的名字
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Re: 求个天运法师的完整版
« 回帖 #4 于: 2013-05-04, 周六 21:33:31 »
这就是标题党……
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

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Re: 求个天运法师的完整版
« 回帖 #5 于: 2013-05-06, 周一 22:55:04 »
                        The Fatespinner
"Keep trying. I have a feeling your luck will change-soon."
Some people are lucky. Others, less so. And a few make their own luck.

A fatespinner (also called a "mage of many fates") has pulled back the curtain
 of chance, circumstance, and chaos to glimpse a deeper truth: probability.
When one event occurs, innumerable possible ones do not, as the universe
blindly seeks balance. Through his newfound understanding, the fatespinner
satisfies that unthinking drive-with prejudice. He can increase the
probablility of events in his favor, at the expense of a greater probability
of undesirable events.

Any arcane spellcaster who has cursed his bad luck is a potential candidate
for this prestige class. Who has not fired off a spell, hoping to fervently
but impotently for a particular outcome, or sadly noted the astounding luck
of an enemy who resists spell after spell? The fatespinner is all about
applying some control over the seeming vagaries of chance-fortune for himself,
 misfortune for his foes.

NPC fatespinners are often found in positions of power and authority, as
would be expected from those able to directly affect their own destiny. Others
 continue to ply the world, honing their abilities and seeking their ultimate
fortune.


Hit Dice: d4.
Level  BAB   Fort.Save  Ref.Save  WillSave        Special                         SpellsPerDay
1       +0     +0           +0           +2                Spin fate       
2       +1     +0           +0           +3                Resist fate                    +1 level of existing class
3       +1     +1           +1           +3                Fickle finger of fate
4       +2     +1           +1           +4                As fate would have it     +1 level of existing class
5       +2     +1           +1           +4                Spin destiny     
6       +3     +2           +2           +5                Deny fate                     +1 level of existing class
7       +3     +2           +2           +5                Luck to the wind           
8       +4     +2           +2           +6                As fate would have it     +1 level of existing class
9       +4     +3           +3           +6                Seal fate       
10     +5     +3           +3           +7                Favored one                 +1 level of existing class

Requirements
  To qualify to become a fatespinner, a character must fulfill all of the
  following criteria:
  Knowledge (arcana): 8 ranks.
  Knowldge (any): 8 ranks.
  Spells: Ability to cast arcane spells of 3rd level of higher.
  Special: The fatespinner must have avoided death (or severe calamity)
by the machinations of fate. For instance, if he misses a ferry crossing to
the nearby Isle of Sadonne due to a strange premonition that caused him to
tarry overlong at the landing, and learns that the ferry was lost with all
aboard to a sudden storm, it can be said that fate has sparred him.

Class Skills
The fatespinner's class skills (and the key ability for each skill) are:
Appraise (Int), Concentration (Con), Craft (Int), Gather Information (Cha),
Intuit Direction (Wis), Knowledge (Int), Profession (Wis),
Scry (Int, exclusive skill), Search (Int), and Spellcraft (Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at each level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency
A fatespinner gains no additional proficiency in any weapon or armor
Spells per Day
    At every second level gained in the fatespinner class, as well as at 7th
level, the character gains new spells per day as if he had also gained a level
 in a spellcasting class he belonged to before adding the prestige class. He
does not, however, gain any other benefits a character of that class would
have gained (improved chance of controlling or rebuking undead, metamagic or
item creation feats, hit points beyond those he receives from the prestige
class, and so on), except for an increased effective level of spellcasting.
If a character had more than one spellcasting class before becoming a
fatespinner, he must decide to which class he adds the new level for purposes
of determining spells per day.

Spin Fate (Ex)
    The mage of many fates understands that "chance" is less random than many
believe, and he can adjust the probability of certain events. This is an
extraordinary ability.
    When a fatespinner casts a spell that allows a saving throw, he can choose
 to subtract 2 from the spell's save DC (making it easier for the target to
resist)-neither more nor less. He stores the 2 opints as a sort of spell
karma called "spin." Each time he so adjusts a spell, he accumulates another 2
opints of spin. At any one time, the fatespinner can store a maximum spin
value equal to his caster level (the total of all spellcasting class levels,
including this prestige class). For example, a 5th-level wizard/1st-level
fatespinner can store up to 6 points of spin at any one time.
    The fatespinner can use accumulated spin to boost the save DC of other
spells he casts, adding up to 3 opints of spin to any one spell. Thus, the
above 5th-level wizard/1st-level fatespinner can increase the Will save DC of
a charm person spell by up to +3. If he spends all 3 points, his spin "balance"
drops to 3.
    Sometimes more points are subtracted from save DC's that can be
accumulated as spin. In this case, exess is lost. If the above spellcaster
were to reduce the save DC's of two spells before using his spin again, he
would accumulate 4 points of spin. Since his maximum is 6 not 7, the extra
point is lost.
    Note: You can't cheat fate. A fatespinner accumulates no spin from casting
spells on targets who voluntarily fail their saving throws. Nor can he
accumulate spin by reducing the save DC of a benign spell cast on a friend or
a meaningless inanimate object. Only where the outcome of the spell is
important to the fatespinner's own fate can he use this ability.

Resist Fate (Ex)
    At 2nd level, the fatespinner develops extraordinary good luck. Once per
day, he may reroll one roll that he has just made. He must take the result of
the reroll, even if it's worse than the original roll. If the fatespinners has
levels of cleric with the Luck domain, this benefit stacks with that domain's
granted power.

Fickle Finger of Fate (Ex)
    On reaching 3rd level, the fatespinner gains the extraordinary ability to
affect the luck of others. Once per day, he may reroll one roll that another
creature-friend or enemy-had just made. That creature must take the reroll,
even if it's worse than the original roll.
    Fickle finger of fate takes place outside the normal initiative order,
but the fatespinner still can't use it if he is caught flat-footed. he must be
able to see the recipient to use this ability.
    Note: the fatespinner must decide whether to reroll before the results of
the roll in question are applied; otherwise he must wait for another
opportunity. He is not automatically privy to the rolls of others, especially
enemies, but it is usually easy to tell when a creature makes a saving throw
or hits a target. The fatespinner player should notify the DM prior to a foe's
roll, stating his intention to use this ability immediately if the outcome
appears undesirable.

As Fate Would Have It
    At 4th and 8th level, fate conspires with circumstance to bring about a
useful, if rather mundane, result. The fatespinner learns a bonus metamagic
feat.


Spin Destiny (Ex)
    Beginning at 5th level, the fatespinner more clearly apprehends the
matrix of reality and can use accumulated spin to adjust other "random" events.
The method is identical to increasing a spell's save DC, but the fatespinner
can now add spin to boost any skill check, attack roll, or saving throw.
However, he can't subtract points from these checks to accumulate spin.
    In addition, he can apply a number of points of spin up to his caster
level (which is still the maximum spin he can store) to skill checks, attack
rolls, or saving throws. For example, a 5th-level wizard/5th-level fatespinner
could apply up to 10 points of spin to a desired check, assuming enough had
been stored.

Deny Fate (Ex)
    At 6th level, the fatespinner's control of chance becomes stronger. he can
now reroll a roll, as with Resist Fate, twice per day. This also stacks with
the Luck domain's granted power.

Luck to the Wind (Ex)
    On reaching 7th level, the mage of many fates can appease chance by
"throwing luck to the wind." This is an extraordinary ability. He chooses
whether or not to use this power each time he casts a spell that allows a
saving throw. The save DC for a spell so adjusted is 1d20 + spell level +
caster's Charisma or Intelligence modifier (whichever is greater). The
fatespinner rolls the d20 when he casts the spell. He can also enhance the
spells by adding up to 3 points of spin to the spell's save DC, or accumulate
spin by deducting 2 points from it, but not both. This cannot be further
adjusted by other abilities such as spin destiny.

Seal Fate (Sp)
At 9th level, the fatespinner can meddle in matters literally of life and
death. Once per day, he can attempt to seal the fate of one other creature as
a spell-like ability. As a standard action, the fatespinner selects a size
Large or smaller target creature he can see within 100 feet and speaks the
words, "Your fate is sealed." The target must make a successful Fortitude save
(DC 20) or die. Even if the save is successful (or if the target is Huge or
larger), it instead takes 3d6+13 points of damage. The fatespinner may add
spin to increase the fortitude save DC, the amount of damage dealt, or both,
as desired.

Favored One
On attaining 10th level, the fatespinner is favored by chance, rising above
the common animal caught in the web of reality it can't see or appreciate.
His type changes to "outsider," which means (among other things) that he is
no longer affected by spells that specifically target humanoids, such as
charm person, but he can be hedged out by a magic circle spell against his
alignment. The Favored One can store a maximum value of spin equal to twice
his caster level.
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