Augustus Under the Horseshoe

Vol 2 Chapter 361: .Mortal Peak-Painhurs

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Name: Painhurs Level: 20 (level 4 monster + level 13 sorcerer+1 level mage + level 2 archmage) (deemed as a level 15 sorcerer)

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Endless warfare, forging legends.

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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: 25 (7) (+5 level promotion +5 witchcraft crown)

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Health: 118 (4D8+16D4+45)

Defense level: 25 (10 + 3 natural + 5 agility adjustment value + 8 defense bracer-1 large size), touch 14, flat-footed 20

Initiation adjustment: +15 (+5 agility adjustment value +4 mastery initiation +6 witchcraft crown)

Basic attack bonus: +12/+7/+2 (+4 horses and 7 warlocks).

Horseshoe +16 attack, damage 1D6+6.

[Heaven's Punishment Blade] (Electric Explosion, Thunder Enchantment) +19/+14/+9 Attack (+12 Basic Attack + 6 Strength Adjustment Value-1 Large Size + 2 Quality), Damage 2D6+8 (+6 Strength Adjustment +2 quality), heavy hit 19-20*2.

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 +17/+12 attack (+11 basic attack + 6 power adjustment value-1 large size + 1 quality), damage 2D8+10 (+9 strength adjustment +1 quality), heavy hit*

Compound longbow +14/+14/+9/+4 attack (+12 basic attack+5 agility adjustment-1 large size-2 fast shooting), damage 2D6+6 heavy blow*3, range 110 feet.

Heavy javelin +16/+11/+6 attack (+12 basic attack +5 agility adjustment -1 size), damage 2D8+6 heavy blow*2. Range is 30 feet.

Grappling +22 (+12 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 +18 (+0 Wisdom modifier +9 Warlock + 4 horses + 2 Mages + 3 Arch Mages)

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[Arcane Spellcaster] The wizard can cast arcane magic, and there is a list of spells exclusive to the sorcerer wizard. The wizard must select and prepare spells in advance. To prepare or cast a spell of a certain level, the wizard's intelligence value must reach 10 + the spell's level (the intelligence value 10 can cast zero-level spells, the intelligence value 11 can cast first-level spells, and so on). If the subject wants to fight the wizard's spell, the difficulty level of the saving throw = 10 + the spell level + the wizard's intelligence adjustment value. Like other spellcasters, there is a limit to the number of spells that a wizard can cast on spells of each level per day. Whether a wizard can obtain additional spells depends on its intelligence (see: attribute adjustment and additional spells). There is no limit to the number of spells that a wizard can learn. The mage must first rest for a night, and then spend an hour studying the spell book to prepare the spell. When studying the spell book, the mage must choose to prepare the spell he will cast that day.

[Conjuration Specialization]: A specialization mage can prepare an extra spell of a specialization school at each spell level every day. When a professional wizard makes a "Spell Observation" check on a spell of this school to learn the spell, he has a +2 bonus, but he cannot use the spells of the protection school and the control school.

[Intuitive Magic]: Abandon the familiar and gain a spell-like ability according to your specialization genre. Unleashing this ability is an intuitive action. You can use this ability equal to your own intelligence adjustment value (at least one) per day.

Quick teleport (spell): You can teleport up to ten feet. No other creatures are allowed.

[Arcane Hand]: The archmage can use touch spells to touch targets within 30 feet. This ability requires a 7th-level cast slot.

[Element Control]: The Archmage can change it when casting Arcane, and replace the normal element with another different element. This ability can only change spells with the following descriptions: acid, cold, fire, electricity, and sonic waves. The cast time of the transformed arcane is not affected. The caster can choose whether to switch the spell energy type before starting to cast the spell, and specify the new energy type of this arcane spell. This ability requires an eighth-level cast slot.

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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.

[Transcription Scroll] (Mage): Obtain the ability to copy the scroll.

[Specialized Skills: Spell Recognition]: Spell Recognition Skill +3.

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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 , 11-13 Awakening Seven Rings, 14, 15 Awakening Eight 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 freezing to death.

Seven Rings: Finger of Death, Breath of Abomination, Arrow of Bones.

Eight rings: vascular abnormalities

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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, 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. Blizzards, shadow spells, fear spells, swift bursts, manipulation of dead bodies. Curse cast, four-level monster summoning. (Can be used seven times a day)

[5 Rings] DC; 22. Shadow shaping ability, teleportation, cone of ice, night caress, freezing blood, five-level monster summoning. (Can be used seven times a day)

[6 rings] DC: 23. Disintegration, Eternal Phantom, Frozen Orb, Horror Aura, Heart Freeze, Sixth-level Monster Summoning. (Can be used seven times a day)

[7 Rings] DC: 24. Arcane Surge, Projection, Finger of Death, Breath of Hatred. (Can be used four times a day) (Arcane Hand, permanent -1 seven-level spell slot)

[8 rings] DC: 25. Vascular mutation, cloning (can be used zero times a day) (element control, permanent -1 eight-ring spell slot)

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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.

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