查看完整版本: 期望越大,失望越大

yzzf 2007-9-28 20:25

期望越大,失望越大

因为版权的问题,所以pdf格式的说明书还没有人放上来,不过,就目前了解到的信息,个人的感觉,很失望

首先,最重大的改变就是传奇等级时BAB,攻击次数和SAVE的成长跟传奇以前是一样,意味着,26的BAB可以每轮攻击6回

然后,就是传奇法术的资料,上帝,原谅我的懒惰吧,留给勤劳的人来翻译吧

Spell : Damnation

Classes : Cleric ,Warlock
Spellcraft required : 32
School : Enchantment
Components : Verbal ,Somatic
Range : Touch
AoE/Target :creature touched
Duration : Instant
Save : Will negates (DC+5)
Spell resistant : Yes.

You Banish a single foe to the Hells ,with no possibility of return. You must succeed at a melee touch attack. if the target fails his saving throw ,it is dragged screaming to the Hells ,to be tormented and ultimately devoured by fiends.

Creatures that succeed at their throw are nonetheless exhausted from resisting so powerful an enchantment ,and they are dazed for 1d6+1 rounds.

Spell : Entropic Husk

Classes : Spirit shaman ,druid ,wizard ,Sorc ,Warlock
Spellcraft required : 31
School : Conjuration
Components : Verbal ,Somatic
Range : Touch
AoE/Target :creature touched
Duration : 20 rounds
Save : Will negates (DC+5)
Spell resistant : No.

If the target fails his saving throw ,its soul is instantly annihilated ,and its body is animated by primal entropy. For the duration of the spell the creature becomes a juggernaut of destruction ,gaining +8 bonus to STR and CON ,and randomly attacks former allies and enemies alike. After 20 rounds ,the entropic force animating the creatures body burns itself out and the creature collapses into dust.

Spell : Epic Gate

Classes : Cleric ,Warlock ,Bard ,druid ,Sorc ,Spirit shaman ,Wizard
Spellcraft required : 27
School : Conjuration
Components : Verbal ,Somatic
Range : medium
AoE/Target oint
Duration : 40rounds
Save : none
Spell resistant : No.

This spell opens a portal to the lower planes and calls forth a horned devil to assail your foes ,If the devil is slain ,a second one is immediately summoned in its place. The strength of this conjuration is such that the devil is bound to your will ,and no prot from evil or similar needs to be cast.

Spell : Hellball

Classes : Druid ,wizard ,Sorc ,Spirit shaman ,Warlock
Spellcraft required : 30
School : Evocation
Components : Verbal ,Somatic
Range : Long
AoE/Target :Huge
Duration : Instant
Save : reflex 1/2 (DC+5)
Spell resistant : Yes.

You unleash a massive Blast of energy that detonates upon all in the AoE ,dealing 10d6 fire ,10d6acid ,10d6 electrical and 10d6 sonic damage ,The Hellball ingnores Evasion and Improved Evasaion.

Spell : Mass Fowl

Classes : Bard ,druid ,Spirit shaman ,Wizard ,Sorc
Spellcraft required : 24
School : Transmutation
Components : Verbal ,Somatic
Range : Long
AoE/Target :Hostile creatures within 20 feet of caster
Duration : Permanent
Save : Fortitude Negates
Spell resistant : Yes.

This spell transforms hostile creatures of Medium size or small in the area into chickens. Targets are allowed a Fort save (DC+5) to negate the effects of the spell. The transformation is permanent ,sufficently powerful creatures are unaffected by this spell.

Spell : Vampiric feast

Classes : Cleric ,druid ,Spirit shaman ,Wizard ,Sorc ,Warlock
Spellcraft required : 24
School : Necromancy
Components : Verbal ,Somatic
Range : Personal
AoE/Target :Hostile creatures within 20 feet
Duration : Instant
Save : Fortitude (DC+5)
Spell resistant : Yes.

When this spell is cast you drink in the life force of creatures in the AoE. Creatures who succeed at a save lose only half their remaining hit points ,while those who fail their saving throw lose all their remaining hit points and are instantly slain. The total amount of damage done by this spell is then added to the casters Hitpoint total ,Moreover ,the life-force of slain creatures coalesces as a greater shadow ,which will attack any surviving enemies ,very powerful creatures are unaffected by this spell.

You are only able to absorb enough hit points to restore you to full health ,remaining points dissipates into the fabric of the weave.

yzzf 2007-9-28 20:27

(为了方便浏览,所以分开发,本楼是新的牧师领域)

新的牧师领域还是相当令人满意的,尤其是time,现在牧师也可以用haste了

Chaos


Clerics of the Chaos domain  ..........................

Domain Special Abilities and Bonus Spells:

· Slippery Mind: The cleric retains his Dexterity bonus to AC, even when flat-footed or struck by an invisible creature.

· The cleric gains access to the following spells at the specified spell level: Color Spray (1) , Confusion (5)



Cold


Clerics who take the Cold domain are resistant to the searing cold of frost, and are granted spells that call down cold against their foes.

Domain Special Abilities and Bonus Spells:

· Granted Power: Cold Resistance 5.

· The cleric gains access to the following spells at the specified spell level: Creeping Cold (2), Hypothermia (3), Polar Ray (9)



Darkness


Clerics who take the Death domain can summon an enhanced shadow and gain spells related to blindness and shadows.

Domain Special Abilities and Bonus Spells:

· Granted Power: Blind-Fight feat.

· The cleric gains access to the following spells at the specified spell level: Blindness and Deafness (2), Shadow Conjuration (5), Power Word Blind (7).



Dream


Clerics who take the Dream domain are able to smite the unfaithful and are granted spells that allow them to weaken and destroy their enemies.

Domain Special Abilities and Bonus Spells:

· Immune to Sleep.

· The cleric gains access to the following spells at the specified spell level: Sleep (1), Phantasmal Killer (4), Hiss of Sleep (7)



Fury


Clerics of the Fury domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess. (This is the War Domain from the OC.  It has been renamed for Mask of the Betrayer)

Domain Special Abilities and Bonus Spells:

· Battle Master: Once per day, the cleric may gain a +1 bonus, plus 1 per five levels, to Dexterity, Constitution, attack rolls, and damage. The cleric also gains damage reduction equal to twice this amount. Like the barbarian's class ability, this DR is not overcome by any material or magic. The effect lasts for 5 rounds + the cleric's Charisma modifier.

· The cleric gains access to the following spells at the specified spell level: enlarge person (1), Tenser's transformation (6).



Law


Clerics who take the Law domain are .........................

Domain Special Abilities and Bonus Spells:

· Granted Power: Iron Will, 1 - Lionheart, 5 - Hold Monster, 7 - Mass Hold Person.

· The cleric gains access to the following spells at the specified spell level: Lionheart (1), Hold Monster (5), Mass Hold Person (7).



Luck


Clerics of the Luck domain ............................

Domain Special Abilities and Bonus Spells:

· Granted Power: Gain Feat:Luck of Heroes

· The cleric gains access to the following spells at the specified spell level: Freedom of Movement (3), Greater Spell Mantle (8).



Time


Clerics who take the Time domain can bend the fabric of time to gain advantages against their enemies.

Domain Special Abilities and Bonus Spells:

· Granted Power: Gain Feat: Improved Initiative.

· The cleric gains access to the following spells at the specified spell level: Haste (3), 7 - Premonition (7).



Undeath


Clerics who take the Undeath Domain can summon the dead to fight by their side.  

Domain Special Abilities and Bonus Spells:

· Granted Power: Gain Feat: Extra Turning

· The cleric gains access to the following spells at the specified spell level: Animate Dead (2), Create Greater Undead (7).



War


Clerics who take the War domain summon the righteous fury of their god to smite their enemies.

Domain Special Abilities and Bonus Spells:

· Granted Power:  Weapon Focus with the deity’s favored weapon.

· The cleric gains access to the following spells at the specified spell level: 4 - Flame Strike (4), 8 - Power Word Stun (8).

yzzf 2007-9-28 20:30

本楼是新的非传奇专长,实际上,数量少得可怜,觉得会让大多数人失望的, 不过KD的改变还是很令人高兴的,终于没那么bug了

Weapon Focus (Ranged Touch Attack)

Weapon Focus (Melee Touch Attack)

Improved Crit (Ranged Touch Attack)

Improved Crit (Melee Touch Attack)

Imbue Item - Warlocks can create magic items based on spells you cannot cast. You must take the appropriate Item Creation Feat and then make a Use Magic Device check vs. DC 15 + Spell level for Arcane spells –or– DC 25 + Spell level for Divine spells.

Plant Shape  - At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

Summon Gale - The Air Genasi .................

Merge with Stone - The Earth Genasi ..................

Shrouding Fog - The Water Genasi ....................

Ring of Fire - The Fire Genasi .....................

Item Creation Feats Added:

Create Rod

Create Staff

Forge Ring

Non_Epic Feats Changed:

Knockdown now needs a Melee Touch Attack before the opposed roll. Knockdown also has a cool down, 2 rounds

yzzf 2007-9-28 20:34

最后,传奇专长,不过,不要抱太大期望就是,尤其是dragon shape,很烂,真的很烂。其他的,只有一个弓箭手的传奇专长,虽然看起来是很不错,如果不考虑过高的敏捷要求的话,warlock,众多期待的专长也是一个都没有。

Armed Deflection

Type of Feat: General
Prerequisite: 21st level, Dexterity 21, Intelligence 13, Wisdom 15, Combat Expertise, Epic Weapon Focus, Weapon Focus
Specifics: When wielding a weapon you have selected for the Epic Weapon Focus feat, you automatically deflect the first ranged weapon attack made against you that round.
Use: Automatic


Armor Skin

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a natural +2 bonus to armor class. May only be taken once.
Use: Automatic


Bane of Enemies

Type of Feat: Class
Prerequisite: 21st level
Specifics: Any weapon the character wields against any of their favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).
Use: Automatic


Blazing Aura

Type of Feat: Class
Prerequisite: Monk 21st level, Wisdom 25, Diamond Soul
Specifics:  As a standard action, you can engulf your body in magical flames. While this aura is active, you deal an additional 1d10 fire damage with every attack, and enemies that attack you in melee take 1d6 fire damage whether they hit or miss. Blazing Aura lasts for 5 rounds + 1 round/wis modifier. It has a cooldown of 20 rounds.
Use: Selected


Blinding Speed

Type of Feat: General
Prerequisite: 21st level, Dexterity 25
Specifics: The character is able to cast Haste once per day.  
Use: Selected


Chorus of Heroism
   
Type of Feat: Class
Prerequisites:  21st level, Bard level 15, Perform 18, Song of Heroism
Specifics: Your Song of Heroism abaility now rallies the entire party. For 5 rounds, rallied Creatures gain +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally the rallied creatures gain +4 temporary hot points per level. There is a cool down of 20 rounds before this ability can be used again.
Use: Selected


Combat Insight
   
Type of Feat: Combat
Prerequisite: 21st level, Intelligence 19, Combat Expertise, Epic Prowess, BAB15
Specifics:  When wielding a melee weapon, add your Intelligence modifier, rather than your Strength modifier to the weapon's damage rolls.
Use: Automatic


Damage Reduction
   
Type of Feat: Defensive
Prerequisite:
Specifics: This feat allows the character to shrug off six points of damage from each attack that hits them.  
Use: Automatic


Dragon Companion

Type of Feat: Class
Prerequisite: 21st level, Wisdom 30+, Dragon Shape, Epic Animal Companion
Specifics: Druid can summon a small dragon as a companion.  
Use: Selected. After selecting, the character must choose what type of dragon they wish to appear: either a small Blue or small Bronze.  The stats are identical, only the alignment varies.

Dragon statistics:
24 STR 17 DEX 15 CON 16 INT 17 WIS 16 CHA,
AC 36
Attack bonus 31 / 29 / 27 / 25 / 23 / 21
Damage 1-6 +6, 1-6 +7, 1-8 +7
Feats:  Evasion, Improved Evasion, Darkvision, Lowlight vision, Alertness, Power Attack.


Dragon Shape
     
Type of Feat: Class
Prerequisites: 21st level, Wisdom 30+ and Wild Shape 6x/day
Specifics: The character may use wild shape to change into a dragon. The transformation has a duration of 1 hour per class level.  
Use: Selected. After selecting, the character must choose what type of dragon they will appear as.


Eldritch Master

Type of Feat: Class
Prerequisites:
Specifics: +50% extra damage on blast, +2 to hit chance  
Use: Automatic


Epic Animal Companion

Type of Feat:
Prerequisites: 21st level, Wisdom 25, Animal Companion
Specifics:  
Use: Selected


Epic Deflection

Type of Feat:
Prerequisites: 21st Level, Dexterity 25, Deflect Arrows, Improved Unarmed Strike
Specifics:You Automatically deflect the first two projectile attacks made against you each round  
Use: Automatic


Epic Divine Might

Prerequisites: Charisma 21, Strength 21, Divine Might, Power Attack, ability to turn or rebuke creatures.
Specificst: Spend one of your turn/rebuke undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. The effects of this feat stack with those granted by Divine Might. May be taken multiple times.
Use: Selected


Epic Dodge

Type of Feat: Class
Prerequisite: 21st level, Dexterity 25+, Dodge, ranks in Tumble, Improved Evasion and Defensive Roll
Specifics: The character avoids the first attack each round.
Use: Automatic


Epic Energy Resistance  

Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to the specific type of energy named form of damage. This feat may be taken multiple times, to a maximum of 100. These feats do not stack with energy resistance granted by magic items or nonpermanent magical effects. Each different form of energy resistance must be taken separately: Acid, Cold, Electricity, Fire, Sonic
Use: Automatic


Epic Fiendish Resilience

Type of Feat:
Prerequisite  
Specifics:  
Use:


Epic Fortitude
     
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Fortitude saves.
Use: Automatic


Epic Precision

Type of Feat: General
Prerequisite: 21st level
Specifics: 1/2 sneak damage to creatures immune to sneak damage
Use: Automatic


Epic Prowess

Type of Feat: Combat
Prerequisite: 21st level
Specifics: The character gains a +1 to all attacks.
Use: Automatic


Epic Rage

Type of Feat: Combat
Prerequisite: 21st level
Specifics:  
Use:


Epic Reflexes

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Reflex saves.
Use: Automatic


Epic Reputation

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Persuasion and Taunt checks.
Use: Automatic


Epic Resilience

Type of Feat: General
Prerequisite: 21st level
Specifics:
Use: Automatic


Epic Spell Focus

Type of Feat: Spell
Prerequisite: 21st level, Spell Focus and Greater Spell Focus in the chosen school
Specifics: The character gains a +6 to the Difficulty Class for all saving throws against spells from the chosen school of magic.
Use: Automatic


Epic Spell Penetration

Type of Feat: Spell
Prerequisite: 21st level, Spell Penetration and Greater Spell Penetration
Specifics: The character gains a +6 bonus on caster level checks to beat a creature's spell resistance.
Use: Automatic


Epic Toughness   

Type of Feat: Defense
Prerequisite: 21st level
Specifics: The character gains +30 hit points. This feat may be taken multiple times up to a maximum of +XXX hit points.  
Use: Automatic


Epic Weapon Focus

Type of Feat: Combat
Prerequisite: 21st level, Greater Weapon Focus with chosen weapon
Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon.
Use: Automatic


Epic Weapon Specialization

Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon
Specifics: The character gains a +4 bonus to all damage you deal with the chosen weapon.
Use: Automatic


Epic Will

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 to all Will saves.
Use: Automatic


Expose Weakness

Type of Feat: Combat
Prerequisite: 21st level, Evasion, Epic Prowess
Specifics: As a full attack action, you make a single normal attack against an opponent (regardless of the number of attacks per round you normally receive). If the attack hits, the target's weakness is exposed: every round for 5 rounds the target takes damage equal to your Dexterity bonus (minimum 1) This damage ignores all damage reductions and immunities. During this time, the target's AC is also reduced by 3.
Use: Automatic


Great Charisma
Great Constitution
Great Dexterity
Great Intelligence
Great Strength
Great Wisdom

Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +1 to their chosen ability. This may be taken multiple times, to a maximum of +10.
Use: Automatic


Great Smite

Type of Feat: Class
Prerequisite: 21st level, Charisma 25+, Smite Evil
Specifics: Whenever the character makes a successful smite attack, it adds 2X the characters level to damage. This feat may be taken multiple times, up to a maximum of 10X.
Use: Combat Mode


Hymn of Requiem

Type of Feat: Class
Prerequisite: Bard 21st level, Song of Requiem, Perform 30.
Specifics:Your Song of Requiem now also heals all party members. The amount healed is the same as the damage caused by the Hymn and is divided among all party members; the minimum amount healed per ally is Perform/3.
Use: Selected


Improved Sneak Attack 1D6

Type of Feat: Class
Prerequisite: 8d6 Sneak Attack
Specifics: Add +1d6 to your sneak attack damage. This feat may be taken multiple times, to a maximum of +10d6.
Use: Automatic


Improved Spell Resistance

Type of Feat: Defense
Prerequisite: 21st level
Specifics: The character gains a +2 to spell resistance. This feat may be taken multiple times, to a maximum of +20.
Use: Automatic


Improved Stunning Fist

Type of Feat: Class
Prerequisite: 21st level, Dexterity 19, Wisdom 19, Improved Unarmed Strike and Stunning Fist
Specifics: Adds +2 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +20.
Use: Automatic


Improved Whirlwind Attack

Type of Feat: Combat
Prerequisite: 21st level, Intelligence 13+, Expertise, Dexterity 23+, Dodge, Mobility, Whirlwind Attack and Spring Attack
Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten.
Use: Selected


Last Stand

Type of Feat: Class
Prerequisite: 21st level, Epic Fortitude, Epic Prowess
Specifics: You and all party members gain 20d10 temporary hit points for one round per your charisma bonus. Minimum durhation is 2 rounds. This ability can be used once per day.
Use: standard action.


Magical Beast Wild Shape

Type of Feat: Class
Prerequisite: Druid level 21, Wisdom 25, Wild Shape
Specifics: You can use one wild shape use to transform into a Celestial Leopard, Phase Spider or Winter Wolf
Use: Selected


One Shot:

Type:
Prerequisites: 21st Level, Dexterity 27, Point blank shot, Improved Rapid shot
Specifics: You can attempt to deliver an extremely powerful ranged attack. The attack ignores all concealment and circumvents any arrow deflection (like that granted by deflect arrows or armed deflection). If the attack hits it deals maximum damage and inflicts a critical hit, even if the target would normally be immune to critical hits. This ability has a cooldown of 60 seconds.
Use: Standard action


Overwhelming Critical

Type of Feat: Combat
Prerequisite: 21st level, 23+ Strength, Cleave, Great Cleave, Improved Critical (in chosen weapon), Power Attack and Weapon Focus (in weapon chosen)
Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.
Use: Automatic  


Perfect Two Weapon FIghting

Type of Feat: General
Prerequisite: 21st level
Specifics:
Use: Automatic


Planar Turning

Type of Feat: General
Prerequisite: 21st level, Wisdom 25+, Charisma 25+ and Turn Undead
Specifics: This feat allows outsiders to be turned like undead.  
Use: If the character has twice as many levels as the outsiders have Hit Die, the outsiders are instantly destroyed.


Rescue:

Type: General
Prerequisite: 21st level, Fortitude save +12, Epic Toughness
Specifics:  When rescue is activated allies within 5ft take half damage; the amount of damage not taken by your allies is taken by you. You also gain damage reduction 2/- while activated.
Use: Standard action.  


Self-Concealment 10%

Type of Feat: Defense
Prerequisite: 21st level, Dexterity 30+, Hide 30 ranks, Tumble 30 ranks and improved evasion
Specifics: The character gain a 10% concealment bonus. This feat may be taken multiple times, to a maximum of 50%.
Use: Automatic


Song of Requiem

Type: Class
Prerequisite: Bard level 21, Perform 24
Specifics: This song damages all enemies within 20 ft for 5 rounds. The total sonic damage caused is equal to 2xperform skill; the minimum damage caused per target is perform/3. For example, with perform 30, a total of 60 points of damage is inflicted each round. If six (or more) enemies are affected, they would each take 10 sonic damage per round.
Use: Selected  


Thundering Rage

Type of Feat: Class  
Prerequisite: Barbarian level 21, Strength 25
Specifics: Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to deafened for 3 rounds.  
Use: Automatic


Metamagic Feats
Automatic Quicken Spell (Metamagic)   

Type of Feat: Spell
Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.
Specifics: This feat allows the character to cast spells with a moment of thought.
This feat may be taken multiple times:
Automatic Quicken Spell I: Quicken any level 0 - 1 spells
Automatic Quicken Spell II: Quicken any level 2 spells
Automatic Quicken Spell III: Quicken any level 3 spells  
Use: Automatic



Automatic Silence Spell (Metamagic)

Type of Feat: Spell
Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced. This feat may be taken multiple times:
Automatic Silent Spell I: Cast any level 0 - 3 spell as silent spell
Automatic Silent Spell II: Cast any level 4 - 6 spell as silent spell
Automatic Silent Spell III: Cast any level 7 - 9 spell as silent spell  
Use:  Automatic

Automatic Still Spell (Metamagic)

Type of Feat: Spell
Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range as stilled spells without using higher-level spell slots. This feat may be taken multiple times:
Automatic Still Spell I: Cast any level 0 - 3 spell as silent spell
Automatic Still Spell II: Cast any level 4 - 6 spell as silent spell
Automatic Still Spell III: Cast any level 7 - 9 spell as silent spell  
Use:  Automatic

毒草 2007-9-28 21:04

感谢~~~可信我今天能加的分用完了……残念

PS:你们下载好快哦  我昨天1有种子就开始下,下到现在都没下完  我又没被封BT   嫉妒

yzzf 2007-9-28 21:09

我还没开始下,不过欧洲正版已经发售了,所以拿到正版的人将这些信息放上来分享

Ericzjg 2007-9-28 23:11

资料很好,赞。
感觉还是值得去玩的[s:7]

贤者之剑 2007-9-28 23:37

4E?

非常感谢!

这就是4E的专长部分? 好少啊! 是不是应该有更多? 多发点儿哦!

zgjzgjkyo 2007-9-29 09:11

[s:3] 攻击次数和SAVE的成长跟传奇以前是一样?汗...那么战士系貌似进一步抬头了.........
那30级战士就已经有基本次数6次?(还是7次?)再配合双手...
啊啊~~哒、哒、哒!!!传说中的机关枪攻击次数.....

luckybaby 2007-9-29 10:32

Epic Divine Might

Prerequisites: Charisma 21, Strength 21, Divine Might, Power Attack, ability to turn or rebuke creatures.
Specificst: Spend one of your turn/rebuke undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. The effects of this feat stack with those granted by Divine Might. [color=Red]May be taken multiple times.[/color]
Use: Selected


红色部分有点问题。按习惯应该是无法叠加的。

DoDoRaven 2007-9-29 10:43

我以为你已经习惯了,照惯例这玩意儿不由玩家自己校对就根本不能读的……

Azrael 2007-9-29 10:56

攻击次数和SAVE的成长跟传奇以前是一样

但貌似没说攻击次数传奇后还能增长 有待研究

zgjzgjkyo 2007-9-29 11:32

[s:14] 老鹰入手游戏没有?
有谁试过?如果是这样的话太过BT了...法师就没法活了.......[s:3]

luckybaby 2007-9-29 12:36

引官方论坛近期非常火的帖子中的一句话:

Yet in MotB, characters continue to gain the same BAB they do for whatever class they take, meaning a full ab class like fighter or barbarian gets an extra +5 ab and an [color=Red]extra 2 attacks per round over[/color] and above what they are supposed to get.

毒草 2007-9-29 13:09

[quote]原帖由 [i]贤者之剑[/i] 于 2007-9-28 23:37 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=64175&ptid=9389][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]
非常感谢!

这就是4E的专长部分? 好少啊! 是不是应该有更多? 多发点儿哦! [/quote]

这位大大,这个就是你说的
[quote]原帖由 [i]贤者之剑[/i] 于 2007-9-23 19:40 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=63444&ptid=9298][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]
这种等级,都绝无仅有了! 还穿甲....真让人诧异!

还不如把乱七八糟的属性统统堆上去, 然后慢慢兼职来赚好处,1级的PAL能赚多少豁免? 我记的2级才有神恩吧? [/quote]

这种CRPG游戏 不是什么4E规则…… 只有个用了3.5E规则的电脑游戏  认真看字的话(我记得应该是中文) 就能明白  (前提是认真看字)

还有,这个版和下面个版是CRPG 中叫<无冬之夜》的一个系列电脑游戏的板块,不要搞错了

Azrael 2007-9-29 13:12

根本没空全力加班ing

到时候再说吧

如果真是这么修改的话其实是把Epic前的20LV 改成了30LV(区别在于传奇能力要在后10lv获得)……

以后准备开60LV的封顶传奇么?…… 恩 开始脱离核心规则了 hoho

ps:这就不难理解 “完美双持”专长的作用了……

因为理论上主手出了6次,如果副手获得与主手攻击次数一样的话……也是6次,理论上比次级双持多了3次。于是一个坏消息就是双持就是敏捷者耍的活了 哈哈

yzzf 2007-9-29 13:17

没错,现在26的bab就意味着每轮6次,如果有perfect two weapon fighting的话,应该就是12次

Azrael 2007-9-29 13:21

恩 这样敏双持+SA+传奇偷袭是必然的选择了……

恭喜你 传奇力双持+猴抓娴熟又是浮云中的浮云啊。更有传奇武僧添乱……

太刀流双轮舞 爱好者继续默哀 hoho

毒草 2007-9-29 13:44

谣言没错~刚建的30级战士 我上图 NO BUFF

我已经打算放弃法师这份很有前途的工作了,走牧师路线  EN 还进阶那个风暴之主的牧师+战牧路线

[size=5][color=YellowGreen]为法师泪奔~~~~[/color][/size]

zgjzgjkyo 2007-9-29 14:00

[s:5] 奔泪去了.....法师这职业算是玩完了..........
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