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发表于 2007-5-22 21:59:05
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Karsus也有WoTC论坛写的第3方数据~
Karsus Male Human (Netherese) Sor6/ Wiz36/ Acm5/ Acn5: CR 52; Medium-size
humanoid; HD 6d4+42 plus 36d4+252 plus 5d4+35 plus 3d4+35; HP 557; Init +8; Spd 30 ft.;
AC36 (flat-footed 32); Atk +32/+27 melee or +27/+22 ranged touch (by spell); SQ Mastery of counterspelling, mastery of elements, mastery of shaping, arcane reach, arcane fire, field specialization, spell focus (epic), backlash resistance 5, epic spell artisan, greater spell focus (epic), enhanced ability scores, enhanced intelligence, immunities; SR 40; AL CN; SV Fort +29, Ref +28, Will +35; Str 29, Dex 18, Con 24, Int 42, Wis 24, Cha 20. Height 6 ft. 1 in.
Skills and Feats: Alchemy +71, Appraise +15, Balance +11, Bluff +20, Concentration +62, Craft (blacksmithing) +27, Craft (bookbinding) +30, Craft (calligraphy) +30, Craft (gemcutting) +27, Craft (leatherworking) +27, Craft (painting) +27, Craft (weaving) +27, Diplomacy +16, Decipher Script +51, Disguise +10, Forgery +19, Gather Information +27, Handle Animal +12, Heal +10, Hide +10, Innuendo +12, Intimidate +27, Intuit Direction +10, Knowledge (spell theory & design) +71, Knowledge (architecture & engineering) +36, Knowledge (geography) +36, Knowledge (netherese lore) +36, knowledge (history) +36, Knowledge (nobility) +36, Knowledge (the planes) +71, Knowledge (arcana) +81, Knowledge (nature) +25, Knowledge (religion) +27, Knowledge (undead) +58, Listen +23, Move Silently +10, Perform +12, Scry +71, Search +23, Sense Motive +14, Spellcraft +75, Spot +14, Wilderness Lore +14; Combat Reflexes, Improved Initiative, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Focus (Enchantment), Spell Focus (Illusion), Empower Spell, Chain Spell, Maximize Spell, Improved Counterspell, Reactive Counterspell, Scribe Scroll, Craft Wondrous Item, Eschew Materials, Quicken Spell, Silent Spell, Still Spell.
Epic Feats: Automatic Quicken Spell x3, Automatic Silent Spell, Automatic Still Spell, Craft Epic Wondrous Item, Epic Counterspell, Epic Spellcasting, Ignore Material Components, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Spell Capacity (13th), Improved Metamagic x2, Intensify Spell, Multispell.
Special Qualities:
Archmage High Arcana:
Arcane Reach: Karsus's touch spells have a 30-foot range.
Arcane Fire: Karsus can channel arcane spell energy into arcane fire. The bolt has long range (400 + 40 feet/level of archmage) and deals 1d6 damage per level of archmage plus 1d6 damage per spell level.
Mastery of Counterspelling: When Karsus successfully counters any spell subject to spell turning, he reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled.
Mastery of Elements: Karsus can cast any arcane spell he knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element.
Mastery of Shaping: Karsus can alter the area or effect of spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spells area or effect that are not subject to the spell.
Netherese Arcanist Qualities:
Field Specialization: Karsus's major field of specialization is mentalism, his minor is variation.
Enhanced Ability Scores: Karsus used wish spells to increase his Strength, Dexerity, Constitution, Intelligence, Wisdom, and Charisma each by 5 points.
Enhanced Intelligence: Karsus read a tome of understanding +5.
Immunities: through the casting of the epic spells epic spell reflection and eternal freedom, Karsus is permanently immune to all spells of 1st through 9th level that target him (and they are reflected back to the caster) and to the following specific spells, effects, and spell like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. By permanently casting multiple energy immunity spells, Karsus is immune to damage from fire, cold, acid, sonic, and electricity.
Permanent Spells: Through the use of permanency, Karsus has the following permanent continuous magical abilities: arcane sight, filter, gaze screen, indifference, detect poison, read magic, comprehend languages, detect secret doors, detect undead, darkvision, non-detection, detect scrying, reverse arrows (as protection from arrows except missiles are reflected back), see invisibility, true seeing, and tongues.
Sorcerer Spells Known: (0-3) 8/7/6/4. Base DC= 15+spell level, 17+spell level for Enchantment and Illusion Spells. Caster Level 9th. 0- mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, ray of frost; 1st- obscuring mist, magic missile, ray of enfeeblement, burning hands, feather fall; 2nd- hypnotic pattern, invisibility; 3rd- fireball.
Wizard Spells Per Day0-13) 4/9/8/8/8/8/6/5/6/12/3/3/3/3. Base DC= 27+spell level, 29+spell level for Enchantment and Illusion Spells. Caster Level 41st.
Spellbook: As an extremely powerful arcanist from Netheril, Karsus has access to spellbooks containing all the wizard/sorcerer spells from the Player’s Handbook, the Forgotten Realms Campaign Setting, Lords of Darkness, Tome and Blood, Magic of Faerûn, Manual of the Planes, and any other sourcebook the DM desires.
Epic Wizard Spells Per Day: 8 (the epic spell contingent resurrection uses up one spell slot per day until it is triggered.)
DC= 42
Epic Spells Known: contingent resurrection, damnation, dreamscape, enslave, epic counterspell, epic repulsion, epic spell reflection, eternal freedom, greater spell resistence, kenetic control, mass frog, mummy dust, nailed to the sky, safe time, soul dominion, soul scry, spell worm, superb dispelling, time duplicate, proctiv's move mountain.
Possessions: As probably the most powerful spellcaster on Toril, Karsus has access to unimaginable resources and can aquire or make any nonartifact item he might need, if he does not already possess it. Among some of the magic items he usually has with him, or has at his immediate disposal are an amulet of epic natural armor +10, a mantle of epic spell resistance, a ring of epic wizardry IX, a ring of spell battle, a rod of epic absorption (size reduced 50%), a rod of epic spellcaster (size reduced 50%), a rod of excellent magic (size reduced 50%), bracers of epic armor +12, a lore stone, dual caster gloves III, vestments of readiness. Karus also has an additional 5,000,000 gp in magic items, artifacts, and rare treasures. His treasury contains approximately 3,000,000 gp in platinum, gold, and silver coinage.
Lore Stone: This small, rather ordinary looking opal grants a +10 bonus to any single knowledge skill the wearer already has. The stone affixes itself in the center of the forehead but does not impeed the wearing of other forms of head gear, though only one Lore Stone can be worn at any given time.
Caster Level: 20th; prerequisites: Craft Wondrous Item, legend lore; market price: 180,000.
Gloves of the Dual Caster: These soft and supple black leather gloves go up to the wearer's elbow and are embroidered with soft, bluish glowing runes. When they are being used, the runes shed light equal to a daylight spell. These gloves allow any arcane spellcaster to cast any two non-epic spells simulataneously (ie: casting a fireball spell one way with your left hand, while casting mage armor upon yourself with the right hand, or you could cast two fireballs at the same place, or different places.). Because it takes great concentration to cast two spells simultaniously, the concentration checks for each spell are doubled. Also, the wearer can't cast spells at targets that are in opposed positions to himself, ie: can't cast a spell at a target in front of him and at a target behind him at the same time, nor at two targets directly left and right of him, though he can cast spells at targets that are in front of him and beside him. Basically, the wearer can only cast spells at targets if those targets are within a 45 degree viewing angle. There are three different kinds of gloves of the dual caster: I, II, and III. gloves of the dual caster I can only be used with 3rd level spells and lower, gloves of the dual caster II can only be used with 6th level spells and lower, and gloves of the dual caster III, which can be used with 9th level spells and lower. Note: only the level of the base spell determines whether or not the gloves can be used with it, ie: the gloves of the dual caster I can be used with two fireball spells, even if the spells have been modified beyond 3rd level by metamagic feats (except Heighten Spell, which actually raises the DC level of the spell).
Caster Level: 22nd/ 25th/ 28th, respectively; prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, multispell or twin spell feats; 30,000 XP/ 60,000 XP/ 90,000 XP, respectively; market price: 225,000gp/ 450,000gp/ 675,000gp, respectively.
Vestments of Readiness: These silk vestments grants the wearer the improved initiative feat. If the wearer already has the feat, then there is no change.
Caster Level: 15, prerequisites: Craft Wondrous Item, Improved Inititiative feat; 2,000 XP; market price: 20,000
不过由于是死人,偶没兴趣翻~ |
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