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Great Dismal Library

你说不清这到底是一座图书馆还是一座寺庙。高大紧闭的窗户,昏暗摇烁的烛光,穿着长袍戴着罩帽的管理员让你想起印记城里的Dustman,

阿斯特纽斯在帕兰萨斯图书馆里记载过去和现在,智者阿兰多在烛堡里撰写未来,苦力们在大阴暗图书馆里挖坑......呃,是的,这些僧侣似的家伙都被称作“苦力众”,他们喜欢在图书馆里四处挖坑,有些良心没有泯灭的家伙过些时候会主动把坑填上,但大多数坑就这么放在那,有时两个苦力会挖到同一个坑里,他们管这个叫“撞车”......

好罢不管那些乱七八糟的事,这地方就实在太暗了!你决定先向管理员们提出这个意见,很快你得到了答复:请自行调节显示器的亮度和对比度,建议购买非礼扑LightFrame系列产品.......

 

 
 




 
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最深的地下城 UNDERTOPIA / 大阴暗图书馆 / 核心规则 / 规则变动(3.5版) / 3.5E修正汇编
3.5E修正汇编
日期:2004-08-21  作者:cobalt、Liz  来自:  点击: 30019
 
 

 

进阶职业

进阶职业

f. 在地下城主指南(DMG)中增加了一些进阶职业, 包括以下(打*者为DMG中新加入的职业):
Arcane Archer: Master of the elven warbands, the arcane archer is a warrior
skilled in using magic to supplement her combat prowess. Beyond the woods,
arcane archers gain renown throughout entire kingdoms for their
supernatural accuracy with a bow and their ability to imbue their arrows
with magic.
*Arcane Trickster: Arcane tricksters combine their knowledge of spells with
a taste for intrigue, larceny, or just plain mischief. They are among the
most adaptable of adventurers. The arcane trickster now grants +1
spellcasting level at each class level, which is crucial since the
character has given up at least 3 levels in his spellcasting class to
qualify (2d6 sneak attack required).
*Archmage: The highest art is magic -- often referred to as the Art. Its
most advanced practitioners are frequently archmages, characters who bend
spells in ways unavailable to other spellcasters. An archmage gains strange
powers and the ability to alter spells in remarkable ways, but must
sacrifice some of her spell capability in order to master these arcane
secrets. The Archmage’s Spell Power ability is a true caster level
increase, and the effects aren't unintended. It'll help duration, range,
damage, dispel checks, spell penetration checks, and any other factor based
on caster level.
Assassin: The assassin is the master of dealing quick, lethal blows.
Assassins also excel at infiltration and disguise. Assassins often function
as spies, informants, killers for hire, or agents of vengeance. Their
training in anatomy, stealth, poison, and the dark arts allows them to
carry out missions of death with shocking, terrifying precision. The
assassin becomes a spontaneous caster. The 3.5 assassin gains hide in plain
sight at 8th level.
Blackguard: The blackguard epitomizes evil. He is nothing short of a mortal
fiend. The quintessential black knight, this villain carries a reputation
of the foulest sort that is very well deserved. Consorting with demons and
devils and serving dark deities, the blackguard is hated and feared by all.
Some people call these villains antipaladins due to their completely evil
nature.
*Dragon Disciple: It is known that certain dragons can take humanoid form
and even have humanoid lovers. Sometimes a child is born of this union, and
every child of that child unto the thousandth generation claims a bit of
dragon blood, be it ever so small. Usually, little comes of it, though
mighty sorcerers occasionally credit their powers to draconic heritage. For
some, however, dragon blood beckons irresistibly. These characters become
dragon disciples, who use their magical power as a catalyst to ignite their
dragon blood, realizing its fullest potential. Instead of getting bigger,
the dragon disciple gains blindsense. Dragon disciples get wings at 9th
level regardless of size.
*Duelist: The duelist (sometimes known as the swashbuckler) is a nimble,
intelligent fighter trained in making precise attacks with light weapons,
such as the rapier. He always takes full advantage of his quick reflexes
and wits in a fight. Rather than wearing bulky armor, a duelist feels the
best way to protect himself is not to get hit at all. Canny defense, for
example, allows you to add your Int bonus to AC when unarmored and wielding
a melee weapon, but only up to a maximum value equal to your duelist level.
HD d10; prereq: Base Attack +6, Perform 3 ranks, Tumble 5 ranks, Feats
Dodge, Mobility, Weapon Finesse; skill points 4+int; Base Attack of a
fighter; Ref save is good; 1st canny defense; 2nd improved reaction +2; 3rd
Enhanced Mobility; 4th Grace; 5th Precise strike +1d6; 6th Acrobatic
Charge; 7th Elaborate parry; 8th improved reaction +4; 9th deflect arrows;
10th precise strike.
Dwarven Defender: The defender is a sponsored champion of a dwarven cause,
a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the
name might imply, this character is a skilled combatant trained in the arts
of defense. A line of dwarven defenders is a far better defense than a
10-foot-thick wall of stone, and much more dangerous.
*Eldritch Knight: Studying the martial and arcane arts to equal degree, the
eldritch knight is a versatile combatant who can cast a fireball on his
foes or charge them with sword drawn. The eldritch knight takes pride in
his ability to use the right technique for the job: spells against
physically tough foes and force of arms against spellcasting enemies. (EK
requires 3rd level arcane spells and martial weapon proficiency to enter;
gains +1/level BAB, d6 HD, 9/10 +1 spellcasting levels(all except 1st)).
The eldritch knight doesn’t ignore any arcane spell failure. Bonus fighter
feat at 1st level, Skills 2 + Int; Concentration, Craft, Decipher Script,
Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense
Motive, Spellcraft, Swim.
*Hierophant: A divine spellcaster who rises high in the service of his
deity gains access to spells and abilities of which lesser faithful can
only dream. The hierophant prestige class is open to powerful divine
spellcasters who are approaching access to the strongest and most difficult
divine spells. They delay the acquisition of these greatest gifts in
exchange for a deeper understanding of and ability to control the power
they channel.
*Horizon Walker: The horizon walker is an unceasing traveler to the
universe's most dangerous places. As her journeys take her from place to
place, she adapts to become one with her environment. In time, she develops
a mystic connection with the ground beneath her. But she is by no means
tied to a particular place; her restless feet are ever leading her toward
the horizon, where new adventures await. Horizon Walker is essentially an
explorer who at each level gains power from terrain. Example: you could
chose "Forest" as your terrain at first level, and get +4 to Hide checks as
well as +1 to-hit and damage on any creatures with "Forest" listed as their
environment in the Monster Manual. The Hide bonus applies anywhere, not
just when you're in a forest. Reqs are Endurance and Knowledge: Geography.
Loremaster: Loremasters are spellcasters who concentrate on knowledge,
valuing lore and secrets over gold. They uncover secrets that they then use
to better themselves mentally, physically, and spiritually.
*Mystic Theurge: Blurring the line between divine and arcane, mystic
theurges draw power from divine sources and musty tomes alike. While most
spellcasters choose one path to magical power, mystic theurges walk two
roads at once, simultaneously mastering spells common to clerics and
wizards.
*Red Wizard: The Red Wizards are the masters of Thay, the would-be magical
overlords of the land of Faerun (in the Forgotten Realms campaign setting).
They focus on a school of magic more intently than any specialist,
achieving incredible mastery of magic within a very narrow focus. Seen as
cruel and evil tyrants by people across the worl of Toril, a few choose to
leave their region, assume secret identities, and practice magic without
having to worry about political alliances and possible slave uprisings.
Shadowdancer: Operating in the border between light and darkness,
shadowdancers are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder when met.
*Thaumaturgist: The thaumaturgist reaches out with divine power to other
planes of existence, calling creatures there to do his bidding. Evil
thaumaturgists conspire with demons and devils to gain power on the
Material Plane, while good thaumaturgists send powerful angels or eladrins
on holy quests. The thaumaturgist has full clerical spell progression and
an emphasis on summoning. Req's: Spell Focus (conjuration), Able to cast
lesser planar ally.It's a 5 lvl PrC with wizard attack and saves and HD.
All levels are +1 caster level.
1. Improved Ally: diplomacy check to convince a creature called with a
planar ally spell to aid him for a reduced payment
2. Augment Summoning: +4 Str and Con
3. Extended Summoning: double duration
4. Contingent Conjuration: sort of a contingency for conjuration spells only
5. Planar Cohort: use planar ally casting to get a cohort

责任编辑: dexter_yy

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