Character Card Update (Level 8)

The last time I updated the character card was the last time, and if I don't update the character card, the character card is not updated.

It's troublesome to expand the car height, and it's even more troublesome to write this kind of card with a bunch of house rules, and I still like the kitchen knife that the car is simple and doesn't have any sassy operation to hit hundreds of points of damage in one round.

Streamlining a lot of unused abilities, the buff is relatively restrained, nothing particularly strong, and most of them are static defense spells that last for a long time.

The static defense is okay to see.,But the offensive ability is miserable (mainly not written),If you want to play melee combat in actual combat, it's actually going to be +12 power tiger man's bite、+5 power of dragon power and divine grace three-piece stacked attributes,Plus a variety of doubling、Attached injuries are actually more than 300 burst output。

The piling ability is still qualified, but with such a little blood on the front row every minute, it is still better to use the spirit to make the path spell enhance the benefits of teammates.

Addendum 1: A description of the holder in the character card section

Name: Zhou Chen

Gender: Male

Race: Tiger Man (humanoid, human subspecies)

Age: 25 years old

Rank: 5 Warlocks and 3 Mysticians

Attribute:

Strength: 23

Dexterity: 14

Constitution: 15

Intelligence: 15=11+4 Enhancement (Intelligence Charm)

Perception: 14

Charisma: 30 = 18 + 2 (Level 4) + 4 (ML2/4) + 6 Enhancement (Song of the Snow)

First Strike: 26 = +2 Agility + 5 (Heroic Swiftness) +5 Performance (Primal Instinct) + 4 (Omens) + 4 (Swift Preparation) + 2 (Eager Enchanted Weapon) +4 Mythic (Magical First Strike)

BAB:3

Tenacity: 24 = +1 Warlock + 1 Arcane + 2 Constitution + 10 Charisma (Divine Grace) + 6 Resistance (Advanced Resistance) + 4 Morale (Song of the Snow)

Reflection: 24 = +1 Warlock + 1 Arcane + 2 Agility + 10 Charisma (Divine Grace) + 6 Resistance (Advanced Resistance Increase) + 4 Morale (Song of the Snow)

Will: 29 = +4 Warlock + 3 Arcane + 2 Perception + 10 Charisma (Divine Grace) + 6 Resistance (Advanced Increases Resistance) + 4 Morale (Song of the Snow)

AC: 44 = 10 + 9 Armor (Inert Armor) + 4 Shield (Shield) + 5 Innate (Innate Defense Charm) + 4 Innate Enhancement (Dragon Power) + 10 Deflection (Charisma) + 2 Insight (Song of the Snow)

HP: 116 = 5d6 + 3d4 + 16 Constitution + 8 Ableness + 50 Temporary (Wrath of the Righteous)

Ability:

Fire Field Power, Bloodline (Extreme Cold), Origin of Spell (Aurora), Spell Casting Material, Mana Release, Extreme Cold Charge, Aurora Charge, Song of Valor, Demon Pet, Dragon Companion, Forged Soul, Turning Energy into Law

Path Ability:

Wild Arcane: With the standard move, you can cast any arcane spell for 1 spell of mythic power without consuming prepared spells or spell slots. The spell must be in your arcane class spell list, and the spell level must be the level you have that the arcane casting class can cast, and the cast time must be "standard action" (or faster). You don't need to prepare the spell, and it doesn't need to be in your list of known spells. When you cast a spell in this way, all level-related effects are judged to be 2 levels higher than normal. You can apply any supermagical feats you know to this spell, but the modified total level cannot be higher than the highest level of arcane that you have for the spellcasting class.

Mythic Casting Abilities: Water Creation, Wind Creation, Attribute Boost, Low Temperature Waterfall, Wind Burst, Rainbow Starfall

Path: Harmonious Path

Specialty:

Level 1: Specialized School: Spells

Level 3: Higher Specialized School: Spells

Level 5: Crossover Spells

Level 7: Sacred Geometry (Rapid Progression, Telefray)

Mythic Expertise:

ml1: Cast Material-Free (M)

ML3: Mythology School: Spells

Self-taught/Other Specialties or Abilities: Strong, Cold Specialization, Snow Cast, Onslaught, Jump Split, Mental Focus (AoN), Vision Strike (Arcanon), Divine Grace, Holy Slash, Holy Heal

*Only commonly used items are listed

Mana: 222 = 6 * 0.5 (trick) + 8 * 1 (1 ring) + 8 * 3 (2 rings) + 8 * 5 (3 rings) + 7 * 7 (4 rings) + 6 * 9 (5 rings) + 4 * 11 (6 rings)

Mythic Power: 11/11

SCL (Base Cast Level): 11 = 5 Warlocks + 6 Mystics

ML (mythical stratum): 4

Known + Path + Domain

Tricks: Mage's Hand, Magic Tricks, Dance Style (5e)

1 Ring: Water Formation, Frost Walker, Lantern Dance, Light Guide Arrow (5e), Summoning Monsters, Summon Ice Beasts, Summoning Artistic Elemental Statues, Prismari Command, Seeking the First Baby, Manifest Iteration, Catapult (5e), Inert Armor + Cat's Agility, Identification, Blazing Slash

2 Rings: Snow Mist, Frost Domain, Glacial Waterfall, Light of the Castle Tower + Passionate Poems, Miracle Poetry, Healing Sounds, Flower Fields, Wind Making, Lost Steps (5e) + Allergic Reaction + Scorching Metal, Demonic Weapons

3 Rings: Teleportation Preview, Acceleration, Removal of Magic + Calm Smile, Shackles of Nature, Rainbow Dome, Heart of Confidence, Insight through Invisibility, Elemental Weapons, Protective Energy Damage

4 Rings: Inferior Spells Invalid Enchantment, Swift Burst + Low Temperature Waterfall, Chaos Healing, Deadly Beauty, Mysterious Nature, Exorcise Pests, Magical Craft, Fire Wall Technique

5 Rings: Teleportation, Time Repair (Dragon Miscellaneous) + Friendly Embrace, Sudden Wind, Radiance, Spiritual Pillar, Asking Nature, Revitalizing Objects, and Creation

6 Rings: Trigger Spell + Life Joy, Autumn Wind Sweeping Leaves, Nature Shelter, Rainbow Star Fall, Steel Song + Cat's Gravity

Other commonly used in-table spells:

DC: 10 + 10 (charm) + number of rings

Spell School DC+3, consume 1 time of the Mythical Power Receiver's double dice

Cold Spell DC+2

Radiant Spell DC +1

Gain:

The poet priest buff is too much to be too lazy to write

Status Class:

ditto

Immunity:

deformation, petrification, and other morph-altering effects;

Energy Absorption, Attribute Absorption, Attribute Damage;

Psychic effects;

Lightning, cold, strong acid damage;

disease, toxin, deterrence, sleep, paralysis, instant death, dissociative effects;

etc (buff immunity) ......

Resistance & Mitigation:

flame resistance;

10/ Legendary;

32 Spell Resistance;