查看完整版本: 16级游侠的崔斯特3版数据

donkey 2007-6-12 17:44

16级游侠的崔斯特3版数据

男性卓尔(黑暗精灵),16级游侠
力量13(+1),敏捷21(+5),体质15(+2),智力17(+3),感知17(+3),魅力14(+2)
强韧豁免+12,反射豁免+12,意志豁免+8
阵营 混乱善良 速度 30英尺 体型 中型
先攻+9(精通先攻) 防御等级24(+5敏捷,+9盔甲)
生命值 92 攻击加值 +16/+11/+6/+1(主手武器),+17/+12(副手武器)

技能 理解动物+6,唬骗+3,攀爬+5,驯养动物+5,医疗+4,躲藏+12,方向感+9,跳跃+5,聆听+6,潜行+12,骑术+8,用绳+4,搜索+8,侦察+9,追踪+12,野外求生+10

专长 双巧手(游侠奖励专长),盲斗,闪避,寓守于攻,精通先攻,精通双武器战斗,闪电反射,双武器战斗(游侠奖励专长)

游侠法术(3/3/2/1):崔斯特是森林女神梅丽凯的信徒,他通常准备的游侠法术包括:
1——动物友谊术,纠缠术,行动无踪
2——侦测邪恶,动物定身术,防护元素
3——控制植物,中和毒素
4——无法侦测

特殊:作为游侠,崔斯特在唬骗、聆听、侦察、追踪和伤害值上得到加值:类地精生物(+4),魔法兽(+3),邪恶异界生物(+2),和虫类生物(+1)。作为卓尔,他能使用以下类法术能力,各每日一次,相当于等级等于他的等级的术士:舞光术,妖火,黑暗术。他有黑暗视觉并且在对抗法术和类法术能力的豁免上有+2加值;[color=Red]他已经失去了法术抗力,因为他在地面太久了。[/color]

语言:崔斯特会说通用语,精灵语,矮人语,和地底通用语(幽暗地域的语言)。

物品:秘银锁子甲+4,[color=Red]霜冻(frostbrand)+3弯刀(名为冰亡),防御(defender)+5弯刀(名为闪光)[/color],和一个异能雕像,那是一个名为关海法的玛瑙豹。崔斯特携带了一些冒险装备,包括了一些卓尔和矮人装备。

外表(有错,无视)

背景(太老,无视)

关海法(有3.5版数据,无视)

译自[url]http://www.wizards.com/forgottenrealms/FR_3E_Drizzt.asp[/url]

_________________________________
貌似是在FRCS之前的数据?很多地方都很有趣。

donkey 2007-6-12 17:55

再帖一个自己YY的3.5版崔斯特数据[s:7]
套上了无视阵营的罗丝宠儿模板
————————————————————————————————
DRIZZT DO'URDEN CR 18
男性卓尔 战士10/野蛮人1/巡林客5(Mielikki) Height 5 ft. 4 in.
混乱善良 中型类人生物(精灵)
先攻权:+5;感知力:黑暗视觉120英尺;聆听+17,侦察+17
语言:通用语,精灵语,地底通用语,卓尔手语,地精语,侏儒语
————————————————————————————————————————————————————————————
防御等级23,接触14,措手不及19;二刀流
生命值:168(16HD)
免疫:恐惧,睡眠,食尸鬼之麻痹
法术抗力:27
强韧+18,反射+12,意志+7(对法术和类法术再+2,对魅惑系再+2)
弱点:强光暂盲
————————————————————————————————————————————————————————————
速度:40英尺(8格)
近战:+3寒铁冰爆破敌(邪恶异界生物)弯刀+21/+16/+11/+6(1d6+9外加1d6寒冷/15-20)和+5镀银防御弯刀+23/+18/+13(1d6+8/15-20)或
+2锐锋精金长剑+22/+17/+12/+7(1d8+8/17-20)
远程:手弩使用冲击矢+22/+22/+17/+12/+7(1d4外加3d4+3力场伤害/19-20)使用快速射击或
手弩使用冲击矢+24/+19/+14/+9(1d4外加3d4+3力场伤害/19-20)
基础攻击加值+16;擒抱+20
攻击选项:宿敌地精+4,宿敌魔法兽+2,狂暴(每日一次,持续10轮)
已准备巡林客法术(施法者等级2)
1级——侦测动物或植物
类法术能力(施法者等级16):
每日1次——舞光术,黑暗术,妖火术
————————————————————————————————————————————————————————————
狂暴(Ex): 在狂暴时,Drizzt的数据如下:
生命值:200; 防御等级 21 (接触 12, 措手不及17);
近战:+3寒铁冰爆破敌(邪恶异界生物)弯刀+23/+18/+13/+8(1d6+11外加1d6寒冷/15-20)和+5镀银防御弯刀+25/+20/+15(1d6+9/15-20)或
+2锐锋精金长剑+24/+19/+14/+9(1d8+11/17-20)
强韧+20,反射+12,意志+9(对法术和类法术再+2,对魅惑系再+2); 力量 23, 体质 25.
技能: 攀爬 +10,跳跃 +14.
————————————————————————————————————————————————————————————
属性:力量19,敏捷20,体质21,智力17,感知17,魅力14
特性:自动搜索密门或隐蔽门,野性认同+9(魔法兽+5)
专长:擅长异种武器(手弩)(RACE),二刀流(LV1),双武器攻击(FTR1),专攻武器(弯刀)(FTR2),盲斗(LV3),武器专精(弯刀)(FTR4),战斗反射(LV6),精通双武器攻击(FTR6),高等专攻武器(弯刀)(FTR8),精通重击(弯刀)(LV9),快速装填(FTR10),高等双武器攻击(LV12),追踪(RGR1),快速射击(RGR2),坚忍(RGR3),即时备战(LV15)
技能:攀爬+8,驯养动物+9,躲藏+19,跳跃+12,知识(自然)+7,聆听+17,潜行+19,骑术+9,搜索+13,侦察+17,生存+9,绳技+7
装备:+4秘银链甲,冰亡(+3寒铁冰爆破敌【邪恶异界生物】弯刀),闪光(+5镀银防御弯刀),卡基德,手弩,冲击矢(5),异能塑像:玛瑙黑豹
————————————————————————————————————————————————————————————
卡基德,又名切削者:+2锐锋精金长剑;阵营 混乱中立;智力17,感知10,魅力17;心灵感应(卡基德好像不会说话或阅读);120英尺黑暗视觉和听觉;自我意识值 17。
主要能力:卡基德授予持有者随意使用顺势斩,强力顺势斩,精通击破武器专长的能力。
特殊意图:打败或杀害万物(物品本身及持有者除外)。
特殊意图力量:如同名法师法术一样使持有者狂怒(rage)。
个性:从卓尔武技长丹卓·班瑞处得来,卡基德不会说话。这把剑渴望的只有战斗的混乱和敌人的鲜血,总是怂恿持有者卷入战斗,并且嫉妒任何不是它亲自造成的杀戮。但是,这把剑不会区分敌人和朋友,当所有敌人都倒下时很有可能要求持有者和盟友作战。这把剑只有当持有者同意杀死所有“敌人”或者当它自己获得主导权时才赋予持有者狂怒的能力。如果卡基德的持有者获得主导权,它会改变柄头以更好地适合新主人的审美观。

冲击矢:这些不寻常的十字弓矢包含了一小瓶魔法的爆炸液体。矢的构造为当矢命中时,小瓶被压碎然后液体就爆炸。每一根矢都有+3的攻击加值并且对目标造成额外的3d4+3点力场伤害。5英尺爆发范围内的生物必须通过一次反射检定(DC14)否则受到一半的力场伤害。

关海法:雌性独特黑豹;挑战级数7;中型魔法兽(跨位面);
生命骰 9d10+36;生命 85;先攻权 +6;速度 40英尺,攀爬20英尺;防御等级24,接触16,措手不及18;
基本攻击+9;擒抱+13;
攻击 +15近战(1d8+4,啮咬);全力攻击 +15近战(1d8+4,啮咬)和+13近战(1d4+2,2爪抓);
特殊攻击 精通擒抱,魔力击,猛扑,耙抓1d4+2
特性 黑暗视觉60英尺,忠诚,反射闪避,昏暗视觉,异界传送(每日2次),灵敏嗅觉,法术共享,技巧;
阵营 中立善良;豁免 强韧+10,反射+12,意志+5;
力量19,敏捷22,体质18,智力5,感知15,魅力9
技能和专长:平衡+14,攀爬+12,躲藏+12,跳跃+12,聆听+8,潜行+12,侦察+8;警觉,强化天生攻击(啮咬),强化天生攻击(爪抓),多重攻击,武器娴熟。
精通擒抱(特异):使用这项能力之前,关海法必须先用她的啮咬攻击命中目标。随后她能以一个即时动作尝试擒抱而不会被借机攻击。如果她擒抱成功,就将对手定身,还可耙抓对手。
魔力击(特异):该能力允许关海法将她的天生武器视为寒铁,炼银,魔法和善良阵营。
猛扑(特异):如果关海法冲锋敌人,她能做一次全力攻击,包括两次耙抓攻击。
耙抓(特异):攻击加值+15近战,伤害1d4+2。
忠诚(特异):关海法完全忠于她的主人,因此在对抗魅惑系法术和效果时,意志豁免有+4士气加值。
反射闪避(特异):有些攻击效果若通过反射检定可以减少一半伤害,如果关海法遭到此类攻击,在通过反射检定后她将不受伤害。
异界传送(超自然):关海法能够听从主人的指令使用异界传送,该能力能再带最多一个生物;每两天可以从自然之家到她主人身边待6小时再回到自然之家。在主物质界关海法不能自然治疗,但是在自然之家她的恢复速率为两倍(每天18点生命)。如果被杀,她就变回雕像并自动异界传送到自然之家,并以-9生命稳定状态开始治疗。
灵敏嗅觉(特异):关海法能察觉接近的敌人、嗅出隐藏的对手、或者凭借嗅觉展开追踪。
法术共享(特异):作为一个前动物伙伴,关海法保留了法术共享的能力。主人可以选择让他施放给自己的法术同样影响关海法,只要她在5英尺范围内。另外,关海法的主人可以对她施展那些法术目标为“自己”的法术(如同接触法术)而不是对自己施展。
技巧(特异):关海法知道以下10个技巧,见玩家手册第四章驯养动物技能:攻击,来,防御,退让,取物,看守,跟随,搜寻,停留和追踪。
语言:关海法能听懂,但是不会说通用语和地底通用语
技能:关海法在进行平衡和跳跃检定时可获得+8种族加值,在进行躲藏和潜行检定时可获得+4种族加值。她在进行攀爬检定时可获得+8种族加值,她可以在攀爬检定上直接取10,即使受到干扰或威胁也一样。
注意:关海法被雕像所有者拥有。

lotusking 2007-6-12 18:00

问一下,我看了那么多设定,对冰亡怎么都没有防火这一条阿??

donkey 2007-6-12 18:23

[quote]原帖由 [i]lotusking[/i] 于 2007-6-12 18:00 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=47121&ptid=7533][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]
问一下,我看了那么多设定,对冰亡怎么都没有防火这一条阿?? [/quote]
你看了很多设定么?
英文的看过没?
二版的看过没?
3版的frost brand是一把+3的特殊巨剑,有一些特殊能力,比如抗火10点,我觉得把巨剑换成弯刀就是冰亡了。

frostbrand和defender的二版设定我没看,不过我猜想应该会能够解释。

冰亡
According to Dungeons & Dragons 2nd Edition rules, it is a "frostbrand scimitar +3", although in the more recent 3.0 ruleset is a slightly more streamlined "+3 frost scimitar," though "frostbrand" would seem more accurate.
闪光
According to 2nd edition Dungeons & Dragons rules, it is a Defender +5 while in 3.0 edition it is a slightly tweaked +2 Defending scimitar. The Defending property has, however, not been revealed as accurate in Salvatore's writings.

lotusking 2007-6-12 18:29

我。。。玩过bg2,里面的冰亡似乎没防火的说

donkey 2007-6-12 18:37

寒冰剑:这把+3冻寒巨剑在温度低于0度的环境里能发出火炬般的光亮。一旦拔出,它的光便不能被隐蔽或熄灭。它保护使用者免受火的伤害,每轮吸收使用者受到的前10点火焰伤害。
寒冰剑会熄灭周围所有非魔法火焰。使用者能以一个标准动作解除持续效果而非即时效果的火法术,但需先通过解除检定(1d20+14),DC为11+火法术施法者的等级。

把巨剑改成弯刀就行了[s:7]

lotusking 2007-6-12 18:42

对了,一直以来还有个疑惑,怎么小崔对的法师都那么废阿,在魔索的那个要杀他的法师,连个石肤都不加就敢阴小崔,结果一刀就捅死了[s:7] [s:7] [s:7]
还是后来想搞小恩的那个战斗法师准备充足,这才像法师样子啊。

donkey 2007-6-12 18:48

自然是作者怎么写就怎么是了,解释可以有无数。
比如一种可能性就是他等级太低,不会4级法术。

图南 2007-6-12 18:53

BG2里面崔黑炭的弯刀有抗火50%的隐藏属性,没写在说明里而已

贴一个侏罗纪时期的设定,都不记得出处在哪儿了……,注意这里的冰亡没有抗火


AD&D中Drizzt的资料设定(作者:karla)

Drizzt Do''Urden
崔斯特
等级: 18级战士/16级游侠
阵营: 叛逆善良
力量: 13
敏捷: 20
体质: 15
智力: 17
智慧: 17
魅力: 14
防护等级: -8
零级命中率: 5
每回合攻击次数: 5
右手武器“冰亡”刀+3,命中率:+3;攻击力:1d8+3
左手护卫武器“闪光”刀+5,命中率:+3;攻击力:1d8+3 防御等级+2 据说敌人靠近时刀会开始发光!
铠甲:秘银锁链甲+4 AC1
秘宝:Guenhwyvar一个雌黑豹雕像,每周可以召唤出黑豹3次24个小时;通常在危急的时候使用;

(下面这段是warii兄补充的崔斯特的特殊能力)
Drizzt每天还可以使用一次以下的能力:
dancing lights, faerie fire, darkness, levitate,
know alignment, and detect magic

拥有以下的牧师魔法(1-3级各可记忆3个):
1级: 媚惑动物(animal friendship),纠缠术(entangle),踏雪无痕(pass without trace);
2级: 媚惑人类(charm person or mammal),与动物交谈(speak with animals), warp wood;
3级: hold animals, snare, spike growth.

精通以下武器种类: scimitars (two-handed fighting style),
short sword, dagger, long sword, short bow, flight arrow;

以下的盗贼/浪人技能: Move Silently: 99%, Hide in Shadows: 99%,
Detect Noise: 60%, Climb Walls: 99%.

并精通以下各种能力: 寻路(direction sense), 各地语言(languages):
现代科技(modern (undercommon));白昼搏击(light-fighting)(黑暗精灵
都精于黑暗中战斗,Drizzt在光亮处同样强大),使用绳索(rope use),
逃跑(running), 野外生存(survival)就是特种兵都得会的哪些技能啦,
追踪(tracking)

lotusking 2007-6-12 18:58

晕阿,18战士/16游侠,小崔多少级?
还有现代科技是什么??

donkey 2007-6-12 19:04

languages,modern (Undercommon);
这是个翻译错误

[url]http://www.odyguild.net/bbs/thread-5357-1-6.html[/url]
这个帖子第二页的图上没有说战士18/游侠16,不知道是哪里的……

lotusking 2007-6-12 19:09

[quote]原帖由 [i]donkey[/i] 于 2007-6-12 18:48 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=47132&ptid=7533][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]
自然是作者怎么写就怎么是了,解释可以有无数。
比如一种可能性就是他等级太低,不会4级法术。 [/quote]
这样的水准也敢去挑战武斗塔第一名,真不知道他的自信从哪里来的。

donkey 2007-6-12 19:11

是啊,我觉得MR就很难破的说

lotusking 2007-6-12 19:22

老萨似乎不喜欢法师阿

小崔生下来就让他们家族唯一的一个成形的法师被自己人捅掉了--而且还不给复活
本来小崔也是学法师的好料子,而且家族也缺法师,马烈丝主母怎么就脑子坏了让小崔去学武斗--家里有个最强的武斗长还不够么?
后来2个废柴法师想阴小崔,2刀就干掉2个
幽暗地域那么强的一个法师--精金塔阿,我的天,居然就那样被搞掉了
到了地面上,好不容易出现点哈贝尔法师家族基本都是疯子
战斗法师还是蛮牛的,可惜还是杀不死战士小恩。

valthonis 2007-6-12 19:40

老萨是蛮子。。。蛮子向。。。

青萝 2007-6-12 19:57

我这里有个小崔3.5版的数据,candlekeep网站发的

图南 2007-6-12 19:58

回复 #11 donkey 的帖子

我也觉得奇怪,刚才去龙堡搜索了一下,发现《被遗忘的国度背景相关内容》这个帖子已经不存在了……

还真是诡异03、04年的时候还有……

donkey 2007-6-12 20:13

[quote]原帖由 [i]青萝[/i] 于 2007-6-12 19:57 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=47143&ptid=7533][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]
我这里有个小崔3.5版的数据,candlekeep网站发的 [/quote]
要!大人帖出来吧,英文也可,给出链接也行

ps:其实我觉得现在小崔和小恩都应改升到传奇等级了吧

青萝 2007-6-12 20:20

Drizzt Do'Urden Stats for D&D v3.5

Based on the character created by R. A. Salvatore
Updated for 3.5 Edition D&D by Mon Yao

Drizzt Do'Urduen  :

Male Drow Ranger6 Fighter8 Rogue2 Dervish1 Barbarian1; CR 20; Medium-size humanoid (elf); HD (6d8)+(8d10)+(2d6)+(1d10)+(1d12)+36; hp 137; Init +10; Spd Walk 70'; AC 26 (flatfooted 19, touch 18); Base Atk +17; Grp +18; Full Atk +26/+21/+16/+11 Melee (1d6+7/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +24/+19/+14 Melee (1d6+4 plus 1d6 cold/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ); SA dervish dance, rage 1/day, sneak attack +1d6, spell-like abilities; SQ animal companion, darkvision 120 ft., drow traits, evasion, favored enemy outsider (evil) +4, favored enemy humanoid (goblinoid) +2, improved combat style, movement mastery, slashing blades, SR 29, trapfinding, wild empathy +10; AL: CG; SV: Fort +15, Ref +19, Will +9; Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.

Skills and Feats : Balance +16, Climb +8, Concentration +5, Handle Animal +9, Heal +6, Hide +15, Jump +28, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +11, Knowledge (The Planes) +5, Listen +20, Move Silently +17, Perform (Dance) +14, Ride +13, Search +13, Spot +15, Survival +13, Tumble +18, Use Rope +9, Blind Fight, Combat Expertise, Combat Reflexes, Dodge, Endurance[B], Greater Two Weapon Fighting, Improved Initiative, Mobility, Quick Draw, Improved Two Weapon Fighting[B], Track[B], Two Weapon Fighting[B], Twin Sword Style, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar).

Dervish Dance (Ex): Once per day for 6 rounds, Drizzt can make a single move action and still make a full attack, but he must move 5 feet between each attack and cannot return to a square he just exited. He gains a +1 bonus on attack and damage rolls when performing the dervish dance with a slashing weapon. The following changes are in effect during the dance : Atk +27/+22/+17/+12 Melee (1d6+8/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +25/+20/+15 Melee (1d6+5 plus 1d6 cold/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ). At the end of his dance, Drizzt is fatigued for the duration of the encounter. *NOTE, Drizzt cannot perform a dance while under the effect of the rage ability.

Rage (Ex): Once per day, Drizzt can enter a state of fierce rage that lasts for 7 rounds. The following changes are in effect as long as he rages: hp 173; AC 24 (flat-footed 17, touch 16); Grp +20; Atk +26/+21/+16/+11 Melee (1d6+9/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +24/+19/+14 Melee (1d6+5 plus 1d6 cold/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ); SV Fort +17, Will +11; Str 17, Con 19; Climb +10; Jump +30. At the end of his rage, Drizzt is fatigued for the duration of the encounter.

Spell-Like Abilities: 1/day?dancing lights, darkness, faerie fire. Caster level 18th; save DC 12 + spell level.

Animal Companion: Drizzt has no animal companion.

Drow Traits: Drizzt is immune to magic sleep spells and effects. He has a +2 racial bonus on saves against enchantment spells or effects and a +2 racial bonus on Will saves against spells or spell-like abilities. He is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As a drow, Drizzt has light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light). He also has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.

Favored Enemy (Ex): Drizzt gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil outsiders. He gains the same bonus on weapon damage.

Full Atk +26/+21/+16/+11 Melee (1d6+11/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +26/+21/+16 Melee (1d6+10 plus 1d6 cold plus 2d6 bane/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) )

or [Atk +27/+22/+17/+12 Melee (1d6+12/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +27/+22/+17 Melee (1d6+11 plus 1d6 cold plus 2d6 bane/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ) (dervish dance)]

or [Atk +26/+21/+16/+11 Melee (1d6+13/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +26/+21/+16 Melee (1d6+11 plus 1d6 cold plus 2d6 bane/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ) (rage)]

Against goblinoids, he gains a +2 bonus on these skill checks and on weapon damage rolls

Improved Combat Style (Ex): Drizzt has chosen two-weapon style. He acts as if he has the Two-Weapon Fighting and Improved Two-Weapon Fighting feats when in light or no armor.

Slashing Blades (Ex): Drizzt treats the scimitar as a light weapon rather than a one-handed weapon.

Trapfinding: Drizzt can use the Search skill to locate traps when the task has a DC higher than 20.

Wild Empathy (Ex): Drizzt can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. His bonus on the check is +10. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Drizzt and the animal must study each other for 1 minute. This ability can also be used to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Ranger Spells Prepared : 1 --- Calm Animals (DC:14), Pass without Trace (DC:14)

Languages: Common, Drow Sign Language, Elven, Goblin, Illuskan, Undercommon

Possessions:   Twinkle (+4 defending scimitar; see below); Icingdeath (+2 bane frostbrand scimitar; see below); figurine of wondrous power: onyx panther (name Guenhwyvar; see below); Ad'non's silkshirt (+5 spidersilk shirt of moderate fortification); Bracers of the Blinding Strike (as anklets; see below);

Onyx Panther: This magical figurine summons the black panther Guenhwyvar, a friend and loyal companion to Drizzt. She can be summoned every other day for a period of 6 hours. If slain, she reverts to her figurine form and cannot be summoned for 48 hours. Guenwhyvar is about 8 feet long and weighs about 600 pounds.

Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 28,500 gp.

Guenhwyvar: Female unique dire panther; CR 9; Large magical beast (extraplanar); HD 10d10+50; hp 105; Init +4; Spd 40 ft., climb 20 ft.; AC 20, touch 13, flat-footed 16; Base Atk +10; Grp +22; Atk +18 melee (1d6 +8, claw); Full Atk +18 melee (1d6+8, 2 claws) and +15 melee (1d8+4, bite); SA improved grab, magic strike, pounce, rake 1d6+4; SQ darkvision 60 ft., devotion, evasion, low-light vision, plane shift 2/day, scent, share spells, tricks; AL NG; SV Fort +12, Ref +11, Will +9; Str 26, Dex 19, Con 21, Int 4, Wis 14, Cha 12.

Skills and Feats: Balance +14, Climb +12, Hide +12*, Jump +16, Listen +8, Move Silently +9, Spot +8; Alertness, Run, Weapon Focus (claw), Multiattack.

Improved Grab (Ex): To use this ability, Guenhwyvar must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.

Magic Strike (Ex): This ability allows Guenhwyvar to treat her natural weapons as cold iron, silver, magic, and good-aligned.

Pounce (Ex): If Guenhwyvar charges a foe, she can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +15 melee, damage 1d6+4.

Devotion (Ex): Guenhwyvar's devotion to her master is so complete that she gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex): If Guenhwyvar is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw.

Plane Shift (Su): Guenhwyvar can plane shift upon command of her master as the spell with up to one other being from The House of Nature to her master and back to the House of Nature every other day for a period of 6 hours. Guenhwyvar cannot heal naturally on the Material Plane but heals at double the rate (18 hp/day) when on The House of Nature. If slain, she reverts to her figurine form and automatically plane shifts back to The House of Nature where she begins to heal as if she were stabilized at -9 hp.

Scent (Ex): Guenhwyvar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Share Spells (Ex): As a former animal companion, Guenhwyvar retains her ability share the spells her master casts. At her master's option, she may have any spell her master casts upon himself also affect her so long as she is within 5 feet. Additionally, her master may cast a spell with a target of "You" on Guenhywvar (as a touch range spell) instead of on himself.

Tricks (Ex): Guenhwyvar knows the following ten tricks, as described under the Handle Animal skill in Chapter 4 of the Player's Handbook: attack, come, defend, down, fetch, guard, heel, seek, stay, and track.

Languages: Guenhwyvar understands, but cannot speak, Common and Undercommon

Skills: Guenhwyvar has a +8 racial bonus on Balance and Jump checks, and a +4 racial bonus on Hide and Move Silently checks. She has a +8 racial bonus on climb checks, and she can always choose to take 10 on a Climb check, even if rushed or threatened.

Note: Guenhwyvar is owned by the owner of the figurine.



New Equipment and Magic Items

搮 He sifted through the portion of the pile he had just freed from the ice, uncovering a gem-encrusted sword pommel, its black adamantite hilt masterfully sculpted into the likeness of the toothed maw of a hunting cat. The lure of the intricate workmanship pulled at Drizzt, and with trembling fingers he slid the rest of the weapon out from under the gold.

A scimitar. Its curving blade was of silver, and diamond-edged. Drizzt raised it before him, marveling at its lightness and perfect balance.

"A few baubles . . . and this," he corrected. ??excerpt from The Crystal Shard

Icingdeath : This +2 frost scimitar is made of Solarian Truesteel which gives it a silvery gleam (as well as a +1 to confirm critical). It sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take . Icingdeath extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells , but not instantaneous effects , though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11+ the caster level of the fire spell.

In addition to the frost brand abilities, Icingdeath is also an intelligent evil outsider bane scimitar with the following properties and powers; AL NG; Int 15, Wis 15, Cha 10; Empathy, 60ft. darkvision and hearing; Ego score 16.

Special Purpose : Slay/Defeat Evil Outsiders

Dedicated Lesser Power : Icingdeath has +10 ranks in sense motive against evil outsiders.

Dedicated Power : Icingdeath has the Magic Strike ability which treats damage inflicated as cold iron, silver, and good-aligned against evil outsiders.

Icingdeath communicates to the wielder by urges and sometimes emotions. This happens when the presence of evil outsiders is detected by the scimitar. Against evil outsiders (even in disguise or with an alter-self/polymorph spell in effect), Icingdeath will have a rank of +12 in sense motive to check to avoid being bluffed.

Strong evocation ; CL 15th; Craft Magic Arms and Armor, ice storm, aura against flame (MoF), summon monster I; Price 77,420 gp; Cost 39340 gp and 5 sp + 3097 XP.

History: During the middle of the thirteenth century, some defenders of the high forrest banded together to help stem the corruption of the fiends of Hellgate Keep. Andrath, a cleric of Eldath created a scimitar with the help of his goddess for a half-elf ranger/druid of Meilikki name Celina. A fierce defender of the forrest, she (and Andrath) eventually fell to the fiends but not without taking a whole group with them. Part of Celina's soul still powers the intelligence and the hatred against the fiends that defiled her beloved forrest. Sadly, the scimitar stayed unnamed until a little more than a century later, when the famed ranger Drizzt Do'urden named it after the dragon whose lair he found it from.

Bracers of the Blinding Strike : These bracers of armor +6 give the wearer the benefits of the Improved Initiative feat. When making a full attack action, the wearer may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

When worn as anklets, it takes the slot of shoes/boots. The wearer gains a +1 dodge bonus to AC and Reflex saves. All of the wearer's modes of land movement increase by 30 feet, to a maximum of twice the wearer's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Strong transmutaion; CL 12th; Craft Wondrous Item, haste, mage armor; Price 85000 gp; Weight: 1lb.

This item appeared in the Magic of Faerun and has been updated.

Ad'non's Silkshirt : Found on the body of Ad'non, a renegade drow working with the orc king Obould, this +5 spidersilk shirt is also moderately fortified. A magical force protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +8, and no armor check penalty. It is considered light armor and weighs 5 pounds. Total AC Bonus is +8.

Strong abjuration; CL 13th; Craft Magic Arms and Armor, miracle ; Price 64,900 gp; Cost 32900 gp + 2596 XP

"I see that one of your scabbards is empty," he said to Drizzt. Malchor pulled a beautifully crafted scimitar from its mount. "Perhaps this will fill it properly."

Drizzt sensed the power of the weapon as he took it from the wizard, felt the care of its crafting and the perfection of its balance. A single, star-cut blue sapphire glittered in its pommel.

"Its name is Twvinkle," Malchor said. "Forged by the elves of a past age."

"Twinkle," echoed Drizzt. Instantly a bluish light limned the weapon's blade. Drizzt felt a sudden surge within it, and somehow sensed a finer edge to its cut. He swung it a few times, trailing blue light with each motion. How easily it arced through the air; how easily it would cut down a foe! Drizzt slid it reverently into his empty scabbard.

"It was forged in the magic of the powers that all the surface elves hold dear," said Malchor. "Of the stars and the moon and the mysteries of their souls. You deserve it, Drizzt Do'Urden, and it will serve you well."

- excerpt from The Halfing's Gem

Twinkle : This elven made +4 defending scimitar has a star cut sapphire adorning the pommel. When wielded in battle, Twinkle glows with bluish light that can illuminate an area with a 20-foot radius. On occasion, this ability can be turned off by the wielder.

Moderate abjuration[force]; CL 14th; Craft Magic Arms and Armor, shield ; Price 55315 gp; Cost 30315 gp + 2213 XP.


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Wulfgar  :

Male Human Barbarian7 Fighter4; CR 11; Medium humanoid; HD (7d12)+(4d10)+33; hp 115; Init +2; Spd Walk 40'; AC 15 (flatfooted 15, touch 12); Base Atk +11; Grp +16; Full Atk +21/+16/+11 Melee (1d10+13 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul) ); Atk +18 Ranged (1d10+11 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul/Thrown) , Range 30' ); SA rage 2/day; SQ damage reduction 1/--, improved uncanny dodge, literate, trap sense +2, uncanny dodge; AL: CG; SV: Fort +12, Ref +5, Will +4; Str 20, Dex 15, Con 17, Int 13, Wis 12, Cha 13 . Height 6' 10".

Skills and Feats : Climb +10, Craft (Blacksmithing) +5, Handle Animal +6, Intimidate +5, Jump +14, Knowledge (the North local) +3, Knowledge (Nature) +5, Listen +9, Profession (Bouncer) +2, Ride +5, Spot +9, Survival +12, Swim +12, Alertness, Cleave, Dodge, Endurance, Improved Critical (Maul), Power Attack, Weapon Focus (Maul), Weapon Specialization (Maul).

Rage (Ex): Twice a day, Wulfgar can enter a state of fierce rage that lasts for 8 rounds. The following changes are in effect as long as he rages: hp 137; AC 13 (flatfooted 13, touch 10); Grp +18; Full Atk +23/+18/+13 Melee (1d10+16 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul) ); Atk +18 Ranged (1d10+13 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul/Thrown) , Range 30' ); SV Fort +14, Will +6; Str 24, Con 21; Climb +12; Jump +16, Swim +14. At the end of his rage, Wulfgar is fatigued for the duration of the encounter.

Improved Uncanny Dodge (Ex): Wulfgar cannot be flanked and can only be sneak attacked by a character who has at least eleven levels of rogue.

Uncanny Dodge (Ex): Wulfgar retains his Dexterity bonus to Armor Class even when flat-footed or targeted by an unseen foe (he still loses his Dexterity bonus if paralyzed or otherwise immobile).

Languages: Common, Dwarven, Illuskan.

Possessions :  Aegis-Fang (+3 mithral dwarven thrower maul; see below); Wolfskin armor (count as masterwork studded leather );


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Bruenor Battlehammer  :

Male Dwarf Fighter14; CR 14; Medium humanoid; HD (14d10)+84; hp 175; Init +2; Spd Walk 20'; AC 22 (flatfooted 20, touch 12, with shield 25); Base Atk +14; Grp +18; Atk +23/+18/+13 Melee (1d10+11/19-20/x3, *Bruenor's Axe (+3 mithral keen dwarven waraxe) ); Atk +15/+10/+5 Melee (1d8+5/20/x2, +1 bashing shield ); SQ darkvision 60 ft., dwarf traits; AL: NG; SV: Fort +15, Ref +6, Will +7; Str 18, Dex 14, Con 22, Int 15, Wis 13, Cha 13 . Height 4' 6".

Skills and Feats : Bluff +6, Climb +5, Craft (weaponsmithing) +14 (+16 for stone or metal weapons), Diplomacy +7, Handle Animal +3, Intimidate +5, Jump +3, Knowledge (the North history) +5, Knowledge (the North local) +5, Ride +8, Spot +3, Blind Fight, Bullheaded, Cleave, Great Cleave, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Bull Rush, Improved Shield Bash, Improved Sunder, Leadership, Power Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).

Dwarf Traits: Bruenor has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. He also has stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth) and stability (+4 bonus on ability checks made to avoid being bull rushed or tripped when standing on the ground). In addition, Rurik has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (already figured into the statistics above).

Languages: Chondathan, Common, Dwarven, Illuskan.

Possessions :  Bruenor's weapon and armor(see below) : Bruenor's Axe (+3 mithral keen dwarven waraxe); Bruenor's Gauntlet of Ogre Power; Bruenor's Plate (+2 mithral full plate of moderate fortification) ; Bruenor's Shield (+1 bashing mithral shield);

New Equipment and Magic Items

"If yer talent for the craft is keen," his father had said, "and ye're lucky enough to live long and feel the strength of the earth, ye'll find a special day. A special blessin' - some would say a curse - has been placed upon our people, for once, and only once, the very best of our smiths may craft a weapon of their choosing that outdoes any work they'd ever done. Be wary of that day, son, for ye'll put a great deal of yerself into that weapon. Ye'll never match its perfection in yer life again and, knowing this, ye'll lose a lot of the craftsman's desire that drives the swing of yer hammer. Ye may find an empty life after yer day, but if yer good as yer line says ye'll be, ye'll have crafted a weapon of legend that will live on long after yer bones are dust. "

- excerpt from The Crystal Shard

Aegis Fang : This weapon appears to be an extra large hammer made of mithral and functions as a +3 maul. However, a character of good alignment and with sufficient strength (at least 19) finds that the maul gains an additional +1 enhancement bonus (for a total enhancement bonus of +4) and deals additional +1d4 points of bonus damage on any hit. It also gains the ability to be hurled with a 30-foot range increment. It returns to its thrower on the round after it was thrown or when called and is then ready to be wielded or thrown again:

Moderate evocation[divine] and transmutation; CL 10th, Craft Magic Arms and Armor, divine favor , magic stone, teleport, telekinesis , creator must be a dwarf of at least 10th level, Price 87015 gp; Cost 43515 gp + 3280 XP.

Bruenor accepted the compliment silently and bent to dust the dirt from Garumn's helm. "Garumn wears still the armor and weapons of Bruenor, me namesake and the hero of me clan. Me guess is that they cursed this place as they died," he said, "for the gray ones did not return and loot."

Drizzt agreed with the explanation, aware of the power of the curse of a king when his homeland has fallen.

Reverently, Bruenor lifted Garumn's remains and bore them into a side chamber. Drizzt did not follow, allowing the dwarf his privacy in this moment. Drizzt returned to Catti-brie and Wulfgar to help them comprehend the importance of the scene around them.

They waited patiently for many minutes, imagining the course of the epic battle that had taken place and their minds hearing clearly the sounds of axe on shield, and the brave war cries of Clan Battlehammer.

Then Bruenor returned arid even the mighty images the friends' minds had concocted fell short of the sight before them. Regis dropped the few baubles he had found in utter amazement, and in fear that a ghost from the past had returned to thwart him.

Cast aside was Bruenor's battered shield. The dented and one-horned helm was strapped on his backpack. He wore the armor of his namesake, shining mithril, the mug standard on the shield of solid gold, and the helm ringed with a thousand glittering gemstones. "By me owns eyes, I proclaim the legends as true," he shouted boldly, lifting the mithril axe high above him. "Garumn is dead and me father, too. Thus I claim me title: Eighth King of Mithril Hall!"

- excerpt from The Streams of Silver

Handed down from King to King, the armor and weapon of the first Bruenor of Clan Battlehammer consist of the following items :

Bruenor's Axe : This finely crafted +3 mithral keen dwarven waraxe has dwarven runes inlaid along both sides of the blade. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Moderate transmution; CL 10th, Craft Magic Arms and Armor, keen edge ; Price: 35780 gp; Cost 19780 gp + 1431 XP.

Bruenor's Gauntlet : Made of mithral, these mailed gauntlets are equivalent to gauntlets of ogre power . They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.

Faint transmutation; CL 6th; Craft Wondrous Item, bull's strength ; Price 4,500 gp; Weight 1 lb.

Bruenor's Plate : This +2 mithral fullplate is built for any Dwarf sized character. This suit of armor is moderately fortified. A magical force protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Speed while wearing a suit of mithral full plate is 20 feet for Dwarves. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor and weighs 25 pounds. Total AC Bonus is +10.

Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish ; Price 35500 gp; Cost 23000 gp + 1420 XP

Bruenor's Shield : Made of mithral and gold, this +1 bashing heavy shield bears the foaming mug emblem the standard of Clan Battlehammer.

The shield has an arcane spell failure chance of 5%, no armor check penalty and weighs 7.5 pounds. Total AC Bonus is +3.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength ; Price 5,020 gp; Cost 3020 gp + 200 XP


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Catti-Brie Battlehammer :

Female Human Fighter6 Ranger3; CR 9; Medium humanoid; HD (6d10)+(3d8)+18; hp 65; Init +3; Spd Walk 30'; AC 18 (flatfooted 15, touch 13); Base Atk +9; Grp +10; Full Atk +13/+8 Melee (1d8+3/17-20/x2, *Khazid'hea( +2 keen surestrike adamantine longsword) ) or +11/+6 Melee (1d4+2/19-20/x2, +1 Distance Dagger ) or +10/+5 Melee (1d6+1/0, *Taulmaril as club ) or +16/+11 Ranged (1d8+3 plus 1d6 force/19-20/x3, *Taulmaril , Range 30' ), or +15/+10 Ranged (1d8+2 plus 1d6 force/19-20/x3, *Taulmaril , Range 150' ), or +14/+14/+9 Ranged (1d8+3 plus 1d6 force/19-20/x3, *Taulmaril and Rapid Shot , Range 30' ) or +13/+13/+8 Ranged (1d8+2 plus 1d6 force/19-20/x3, *Taulmaril and Rapid Shot , Range 150' ), or +13/+8 Ranged (1d4+2/19-20/x2, +1 Distance Dagger, Range 30' ); SQ combat style (archery), favored enemy humanoid (goblinoid) +2, low-light vision, wild empathy +8 AL: CG; SV: Fort +10, Ref +8, Will +6; Str 12, Dex 17, Con 15, Int 14, Wis 16, Cha 17 . Height 5' 4".

Skills and Feats : Balance +5, Climb +9, Handle Animal +8, Hide +6, Jump +6, Knowledge (Dungeoneering) +5, Knowledge (the North local) +4, Knowledge (Nature) +6, Listen +6, Move Silently +6, Profession (Sailor) +4, Ride +10, Search +5, Sense Motive +6, Spot +8, Survival +8, Swim +3, Use Rope +5 , Dodge, Endurance(B), Far Shot, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot(B), Shot on the Run, Track(B), Weapon Focus (Longbow, Longsword).

Combat Style: Cattie-Brie has selected archery as her combat style. She gains the benefits of the Rapid Shot feat as long as she wears light or no armor.

Favored Enemy (Ex): Cattie-Brie gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against goblins. She gets the same bonus on weapon damage rolls against creatures of this kind.

Wild Empathy (Ex): Cattie-Brie can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Her bonus on the check is +8. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Cattie-Brie and the animal must study each other for 1 minute. This ability can also be used to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Languages: Chondathan, Common, Dwarven, Illuskan.

Possessions: +1 mithral shirt, Khazid'hea (see below), +1 distance dagger, Taulmaril (a.k.a. Heartseeker; +3 force keen elven longbow ; see elven bow below), circlet of starlight sight (see below), quiver of Anariel (alchemical silver arrows; see below).

New Equipment and Magic Items

Khazid'hea, a.k.a. Cutter: +2 keen sure-striking adamantine longsword; AL CN; Int 17, Wis 10, Cha 17; Telepathy (Khazid'hea appears to lack the ability to speak or read); 120 ft. darkvision and hearing; Ego score 17.

Lesser Powers: Khazid'hea grants its wielder free use of the Cleave, Great Cleave, and Improved Sunder feats.

Special Purpose: Defeat/slay all (other than the item and wielder).

Dedicated Power: Cause rage in wielder as wizard spell.

Personality: Taken from Dantrag Baenre, a drow battle master, Khazid'hea has little personality of which to speak. The blade longs for little more than the chaos of battle and the blood of foes, and it constantly eggs its wielder into battle and is jealous of any kill for which it is not responsible. However, the blade makes little distinction between friend and foe and is likely to demand its wielder battle allies when all enemies have fallen. The blade grants its wielder the benefits of rage only if the wielder agrees to kill all "foes" or the blade is dominant. If Khazid'hea is dominated by its wielder, it alter its pommel to better suit the aesthetic tastes of its new master.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, align weapon , keen edge ; Price 104,015 gp; Cost 53,515 gp + 4,161 XP.

Circlet of Starlight Sight: This circlet grants the wearer low-light vision, which is the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Faint transmutation; CL 1st; Craft Wondrous Item, low-light vision (see Magic of Faerûn ); Price 1,800 gp.

Regis, meanwhile, had found something more, a golden plaque wedged in another crack in the pile. He managed to slip it free and brought it into the torchlight to read its carved runes.

" 'Taulmaril the Heartseeker,' " he read. " 'Gift of-' "

"Anariel, Sister of Faerun," Bruenor finished without even looking at the plaque. He nodded in recognition to Catti-brie's questioning glance.

"Free the bow, boy," he told Wulfgar. "Suren it might be put to a better use than this."

Wulfgar had already discerned the structure of the pile and started lifting away specific blocks at once. Soon Catti-brie was able to wiggle the longbow free, but she saw something else beyond its nook in the pile and asked Wulfgar to keep digging.

While the muscled barbarian pushed aside more stones, the others marveled at the beauty of the bow. Its wood hadn't even been scratched by the stones and the deep finish of its polish returned with a single brush of the hand. Catti-brie strung it easily and held it up, feeling its solid and even draw.

- From Streams of Silver

Taulmaril the Heartseeker: A gift from Lady Anariel to Clan Battlehammer, this beautifully crafted +3 force keen elven bow is made of polished wood. Though highly decorated, elf crafters also gave the bow metal inlays which gives the wielder the option to fend off attacks without sacrificing rate of fire and accuracy.

Taulmaril has a +3 enhancement and arrows launched from it emit a powerful jolt of magical force and deal an additional 1d6 points of force damage on a successful hit. If the arrow successfully hits a target protected by a force effect, such as a shield spell or bracers of armor, it might dispel the force effect in addition to damaging the target. Make a dispel check (1d20+10) against the effect (DC 11 + caster level). If the check succeeds, the force effect is dispelled (if a spell) or suppressed for 1d4 rounds (if a magic item). Incorporeal creatures get no miss chance against force weapons.

If used as an offensive weapon, Taulmaril acts as two-handed melee weapon that deals 1d6 points of bludgeoning damage. The wielder does not get any masterwork or enhancement bonuses when using the bow to attack in melee.

Moderate evocation and transmutation; CL 15th; Craft Magic Arms and Armor, creator must be an elf, keen edge , wall of force ; Price 98,450 gp; Cost 49,450 gp + 3938 XP; Weight 6 lb.

Quiver of Anariel: Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. This particular quiver creates arrows made of alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation ; Price 28,200gp for alchemical silver arrows; Weight 1 lb.


还没来得及翻译,大家先看英文好了。另外问一下,如果我翻译深水城蒙面领主的资料有人看吗?

donkey 2007-6-12 20:42

稍微看了一下,感觉还是很赞的。
我那个柴东西就是听说小崔被罗丝罩着就套了个模板再强化了一下武器。
这里的加速脚环和软猬甲我设计不出……
冰亡果然就是那把巨剑改成弯刀么,变成智能物品也很符合小说。
果然还是进阶狂舞了,不过才1级……
2级贼也不错。
CR好像应该是19,因为卓尔+1CR。
看这架势,6级游侠完全是为了骗专长,可是按照小说应该是先战士再蛮子再游侠的。
总是,还是很赞的。
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