Chapter 563
Chapter 567 .Seven tribes, chief chief Pain Hess.
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Name: Painhurs Level: Level 16 (Level 4 Monster + Level 12 Warlock)
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In front of you are the chiefs of the Bloodfury clan, the co-lords of the seven tribes, the gothic protectors, the orc slayers, the giants and the slave owners of the goblins, the pale calamities, the dragon slayers, the dragon blood bathers, and the great chieftain. Inges!
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Centaur: extra +8 strength +4 agility +4 physique +2 perception-2 intelligence (human soul does not reduce intelligence)
Strength: 22 (6)
Agility: 20 (5)
Physique: 16 (3)
Intelligence: 12 (1)
Perception: 10 (0)
Charisma: 24 (7) (+4 level promotion +5 witchcraft crown)
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Health: 100 (4D8+12D4+42)
Defense level: 22 (10 + 3 natural + 5 agility adjustment value + 5 archmage robe-1 large size), touch 14, flat-footed 17
Initiation adjustment: +15 (+5 agility adjustment value +4 mastery initiation +6 witchcraft crown)
Basic attack bonus: +10/+5 (+4 man and horse +6 warlock).
Horseshoe +16 attack, damage 1D6+6.
[Heavenly Punishment Blade] (Electric Explosion, Thunder Enchantment) +17/+12 Attack (+10 Basic Attack + 6 Strength Adjustment Value-1 Large Size + 2 Quality), Damage 2D6+8 (+6 Strength Adjustment + 2 Quality) ), hit 19-20*2 hard.
Electric burst: Once ordered to be activated, the electric shock weapon is covered by electric current. This current will not harm the user. The effect lasts until the user orders the weapon again. When the attack is successful, the electric shock weapon deals an additional 1d6 points of electric shock damage. A heavy hit will also cause 1d10 points of electrical damage.
Thunder: The weapon can make a loud noise like thunder when it causes a heavy blow. This sound will not harm the user. When hit hard, thunder weapons can deal an additional 1d8 sonic damage.
Delicate halberd +16/+11 attack (+10 basic attack + 6 strength adjustment value-1 large size +1 quality), damage 2D8 + 10 (+9 strength adjustment +1 quality), heavy hit *3
Compound longbow +12/+12/+7 attack (+10 basic attack +5 agility adjustment-1 large size-2 fast shooting), damage 2D6+6 heavy hit *3, range 110 feet.
Heavy javelin +14 attack (+10 basic attack +5 agility adjustment -1 size), damage 2D8+6 heavy blow*2. Range is 30 feet.
Grappling +20 (+10 basic attack +4 size +6 strength adjustment)
Speed: 65 feet
Racial Traits: Darkvision 60 feet. Immune toxins, paralysis, sleep state.
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Fortitude save +8 (+3 Constitution modifier + 4 warlocks + 1 man)
Reflex save +19 (+5 agility modifier + 4 warlocks + 4 horses + 6 witchcraft crown)
Will save +12 (+0 Wisdom modifier + 8 warlocks + 4 horses)
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[Good at simple weapons] [Good at military weapons]
[Short-range shooting]: When using a long-range weapon to attack a target within 30 feet, both the attack check and the damage value can have a +1 bonus.
[Accurate Shot]: When you use a long-range weapon to shoot or throw at an opponent who is in close combat with your teammate, your attack roll will not receive a -4 penalty.
[Quick Shot]: When you use a long-range weapon, you can attack once more per round. This attack is calculated with the highest base attack bonus, but all attack rolls (the extra one and the normal ones) in the round have a -2 penalty. You must use this feat when attacking at full force.
[Charge]: Charge causes double damage, spear charge causes triple damage.
[Proficient in initiative]: initiative +4.
[Illusory School Specialization]: Illusory spell DC+1.
【Higher illusion school specialization】: illusion spell DC+1.
[Ferocious momentum]: You are as ferocious as a dragon, and can make people around you feel scared. Acquire the ability to use ferocious aura. When you attack or sprint, all opponents who are within 30 feet of you and whose level (or HP) is lower than yours will become shaken. This effect lasts for “1d6 + your Charisma modifier.” . A successful Will check invalidates this ability. If your opponent passes the saving throw, you will be immune to your ferocious aura for 24 hours. This ability cannot affect creatures with intelligence below 3, nor can it affect any dragons.
[Necromancer School Specialization]: Necromancer DC+1.
[Higher Necromancer School Specialization]: Necromancer DC+1.
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[Shenjun White Horse]: When making judgments about charm skills with horse-type intelligent creatures, additional strength adjustment values are added.
[Bloodline Specialty·Planar Familiar]: When you are ready and capable of acquiring a new Familiar, you can choose a non-standard Familiar.
[Bloodline Specialty·Intermediate Domination]: When the caster has sufficient level, he does not occupy the knowable spell slot, and he can acquire additional monster summoning spells of 1 9 levels. For all creatures that are dominated, basic attacks are increased by an additional amount equal to your warlock level.
[Undead Contract]: In order to escape the inevitable death, your ancestors exhausted all the experiments that mortals could not imagine at all costs. In the end, his immortal blood. After several generations of inheritance and silence, in your body, it is surging again.
Gain extra expertise: Necromancer specializes, Advanced Necromancer specializes.
Each sorcerer level can awaken an additional necromantic spell (1-3 Awakening 2nd ring, 4-5 Awakening 3rd ring, 6-7 Awakening 4th ring, 8-9 Awakening 5th ring, 9-10 Awakening 6th ring , 11-12 Awakening Seven Rings).
Second ring: blindness/deafness, intimidation, false life.
Three Rings: Vampire’s Touch, Embalming.
Fourth Ring: Manipulate dead bodies. Cast a spell.
Five rings: Night caress, freezing blood.
Sixth Ring: Aura of Horror, Heart Frozen to Death,
Seven Rings: The finger of death, the breath of hatred.
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【Witchcraft Crown】(Missed 4/9)
Wearer +5 charm (+1 crown + 4 gems)
[Super Magic Casting]: The wearer can use the super magic skills without occupying high-level spell slots, and the number of uses per day is equal to the wearer’s level (18/18). Can use super magic skills: 4/9 (spells fixed, spells instant. Spells are powerful, spells are extremely effective)
【Jadeite】: The wearer is immune to toxins, paralysis, and sleep. The wearer is allowed to use [Spell fixed hair].
[Night Powder Soul]: The wearer has +6 first strike, +6 reflex, allowing the wearer to use [spell instant]
[Sky Fall]: As long as you pay the HP equal to the level of the spell, when you cast the spell, an extra copy of exactly the same spell will be created. Allows the caster to use [Spell Power].
[Chaos Core]: DC +9 for all spells, +9 for all spells damage, +9 for the wearer’s spell resistance, allowing the caster to use [Spell Extremely Effective].
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[The Chosen of Chaos]: In the name of eight roads and four deities, the eight-pointed black star on the back of your hand bursts into a terrifying abyssal light. You can use priest magic that is equivalent to the Charisma modifier. The number of daily uses is the adjustment value for your charm.
[Tricky Blessing]: You can use the magic arts in [Magic Domain] and [Knowledge Domain], and get corresponding bonuses in this domain. Share the number of uses with other magic arts.
[Blessing of Abusive Blessing]: You can use the magical arts of [Flame Field] and [Power Field], and get the corresponding bonuses in this field, and share the use times with other magical arts.
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Known spells
[0 ring] DC: 17. Frozen Ray, Communication, Mage’s Hand, Magic Trick, Detection Magic, Reading Magic, Phantom Voice, Improving Resistance, Scribing. (Can be used six times a day)
[1 ring] DC: 18. King car translocation, defeat the enemy, mage armor, summoning spell materials, blood blade, first-level monster summoning. (Can be used eight times a day)
[2 Rings] DC: 19. Ghost Hand, Ghoul Touch, Invisibility, Ghost Strike, Intertwined Blade, Blindness/Deafness, Karugul Tomb Mist, False Life, Level 2 Monster Summoning. (Can be used eight times a day)
[3 rings] DC: 20. Gasification form, protection against energy damage, advanced magic weapon, acceleration, powerful phantom, vampire touch, body embalming, three-level monster summoning. (Can be used eight times a day)
[4 rings] DC: 21. Blizzard, shadow spell, fear, swift burst, advanced invisibility, manipulation of dead bodies. Curse cast, four-level monster summoning. (Can be used seven times a day)
[5 Rings] DC; 22. Shadow shaping, ice cone, night caress, freezing blood, five-level monster summoning. (Can be used six times a day)
[6 rings] DC: 23. Disintegration, Horror Aura, Frozen Heart, Sixth-level Monster Summoning. (Can be used four times a day)
[7 Rings] DC: 24. The finger of death, the breath of hatred. (Can be used once a day)
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【Divine Art】
[Knowledge Field]: Add all knowledge and skills to your pastor’s professional skills list. When you cast prophecy spells, the caster level is +1.
1. Detect secret doors.
2. Detect thoughts.
3. Sharp ear surgery/hawk eye surgery.
4. Prophecy.
5. True knowledge.
6. Look for shortcuts.
7. Know the legend.
[Magic Domain]: When using scrolls, wands, and other stored spell or spell triggered magic devices, an extra +9 bonus is added.
1. Magic aura.
2. Identification technique.
3. Dispel the magic.
4. Spell instillation.
5. Spell resistance.
6. Anti-Magic Field.
7. Spell reversal.
[Flame Domain]: Dispel or destroy water creatures like a good priest dispels undead creatures. Rebuke, command, or inspire fire creatures like an evil priest rebuke undead creatures. The daily use of this ability is 3 + your charm adjustment value. This divine power is a supernatural ability.
1. Burning hand.
2. Burning fire technique.
3. Resist energy damage.
4. Fire wall technique.
5. Flame shield.
6. Tinder technique.
7. Fire storm.
[Power Field]: You can use power abilities with a supernatural ability. Your strength gains an enhancement bonus equal to your priest’s level. Using this ability is an instant action, and this power will last for 1 round. You can use it once a day.
1. Human beings become giants.
2. The power of cattle.
3. Demonized armor.
4. Magic immunity.
5. Spell resistance.
6. Anti-Magic Field.
7. Exclusion surgery.