作者 主题: 【位面手册】专长重译  (阅读 16290 次)

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【位面手册】专长重译
« 于: 2016-02-18, 周四 16:55:22 »
  血脉专长
  血脉专长意味着角色具备一种特定的血统(本书专长提供的则是一种具体的跨位面生物血统),它鼓励玩家和DM一起去想出一个背景故事来解释角色所获得的专长,尽管角色和他先祖血脉之间的联系对这个专长的效果而言并不是至关重要的(可能还会给角色留下一个大大的谜团)。

  一个角色可以在任意等级选取血脉专长,在1级之后选择血脉专长意味着他祖先的力量直到现在才显现在他身上。

  当角色选择了一个血脉专长,他就不能再选择另一个血脉专长,除非他之前选择的那个是他将要选择的这个专长的先决条件。例如,一个选择了火焰血脉的角色就不能再选择阴影血脉,但他可以选择以火焰血脉作为先决条件的专长(例如“进阶元素血脉”专长)。



  修罗疾风舞(Acheron Flurry)[一般]
  你掌握了修罗场位面本地居民的秘密战斗技艺,它给予你在肉搏战中限制敌人行动的能力。
  先决条件:敏捷15,感知15,精通徒手击打,位面知识4级。
  效果:在你的回合时,选择一个在你触及范围内,并且在这场遭遇中被你的徒手击打伤害过的敌人。你能以一个标准动作发动一连串令人捉摸不定的攻势来愚弄他,从而分散和混淆他的注意力,尽管这会让你暴露在敌人的攻击下(AC-2),但你的敌人在他的下一个回合(his next turn)只能进行一个标准动作或移动动作。
  在你所选敌人的下一个回合之前,如果你移开了(或者因为任何原因你不再保持清醒并邻接敌人),那么这个敌人可以正常行动。



  风之血脉(Air Heritage)[血脉专长]
  你的血脉传承自气元素位面的本地生物。你继承了部分自己祖先的轻灵与优雅。
  效果:你的飞行速度增加30尺(增加的部分最多与你的正常飞行速度相同),如果你没有飞行种族能力(racial ability),那么这对你无效。
  你也可以在平衡和跳跃检定中得到+2加值,该效果只有在你轻载或无负载;和着轻甲或不着甲时有效。



  混乱血脉(Anarchic Heritage)[血脉专长]
  你的血脉传承自混乱位面的本地生物,你继承了部分自己祖先对来自守序阵营敌人的魔法的抵抗能力,并且你也可以更好地抵抗那些可以改变你的形体(reshape your form)的效果。
  先决条件:非守序阵营。
  效果:在对抗变形和石化效果时,你可以在豁免中得到+4加值。并且你在对抗由守序生物施展的法术或其他效果(spells or other effects)时,能够在豁免中得到+1加值。



  秩序血脉(Axiomatic Heritage)[血脉专长]
  你的血脉传承自秩序位面的本地生物。你得到了部分祖先对于魅惑效果的天生抗力,并且你也能更好地抵御混乱阵营的敌人施展的魔法。
  先决条件:非混乱阵营。
  效果:在对抗惑控系(魅惑)法术和效果时于豁免中得到+4加值。并且你在对抗混乱生物施展的法术或其它效果时可以于豁免中得到+1加值。



  天界血脉(Celestial Heritage)[血脉专长]
  你的血脉传承自上层位面的本地生物。你得到了部分祖先对于疾病的天然抵抗力,以及你能更好地对抗邪恶敌人所施展的法术。
  先决条件:非邪恶阵营。
  效果:你在对抗疾病的强韧豁免检定中得到+4加值,并且在对抗邪恶生物施展的法术或其它效果时于豁免中得到+1加值



  天界召唤师(Celestial Summoning Specialist)[一般]
  当你召唤善良生物时,可以选择更多的种类。
  先决条件:非邪恶阵营,位面知识2级,宗教知识2级,能够施展任何召唤怪物法术(summon moster spell)。
  效果:在你能施展的每一个召唤怪物法术的召唤列表中加入一个善良阵营的生物(你需要和DM商议来向法术的召唤物列表中添加适当的可召唤生物)。每当你能施展一个新的召唤怪物法术,你就可以向它的召唤物列表中添加一个善良阵营的召唤生物。
  正常:没有这个专长的话,向召唤列表中添加一个生物需要从中移除一个已有生物。



  大地血脉(Earth Heritage)[血脉专长]
  你的血脉传承自土元素位面的本地生物,你得到了部分祖先的稳定性和肉体力量。
  效果:当你站在地面上时,你的稳定性让你在对抗冲撞和绊摔的检定中得到+4加值。它可以与类似效果叠加,例如矮人的下盘稳固特性。同时,当你和你的敌人都接触着地面时,你在武器伤害掷骰(weapon damage rolls)中得到+1加值。



  元素施法(Elemental Spellcasting)[一般]
  选择一种元素(水,火,气,土),你在施展拥有相同描述的法术时更具威力。
  先决条件:位面知识2级。
  效果:你在施展具有对应元素描述的法术时,施法者等级+1。
  特殊:你可以重复选择该专长,其效果不叠加,每次重复选择该专长,它都会适用到一个新的元素上。



  邪魔血脉(Fiendish Heritage)[血脉专长]
  你的血脉继承自下层位面的本地生物。你得到了部分祖先对毒素的天然抗力,同时你也能够更好地抵挡善良敌人施展的魔法。
  先决条件:非善良阵营。
  效果:你在对抗毒素的强韧豁免检定中得到+4加值,并且在对抗善良生物施展的法术或其它效果时于豁免中得到+1加值



  邪魔召唤师(Fiendish Summoning Specialist)[一般]
  当你召唤邪恶生物时,可以选择更多的种类。
  先决条件:非善良阵营,位面知识2级,宗教知识2级,能够施展任意召唤怪物法术。
  效果:在你能施展的每一个召唤怪物法术的召唤列表中加入一个邪恶阵营的生物(你需要和DM商议来向法术的召唤物列表中添加适当的可召唤生物)。每当你能施展一个新的召唤怪物法术,你就可以向它的召唤物列表中添加一个邪恶阵营的召唤生物。
  正常:没有这个专长的话,向召唤列表中添加一个生物需要从中移除一个已有生物。



  火焰血脉(Fire Heritage)[血脉专长]
  你的血脉继承自火元素位面的本地生物。你得到了自己祖先的部分反应速度,并且你的天生武器变得无比炽热。
  效果:你在先攻检定中得到+1加值。此外,你的徒手攻击和天生武器造成1点额外火焰伤害。



  进阶元素血脉(Improved Elemental Heritage)[血脉专长]
  你的元素祖先对你的影响变得更加明显,它令你对元素效果具有了部分的抵抗能力。
  先决条件:风之血脉,大地血脉,火焰血脉,或水之血脉。
  效果:你基于自己的元素血脉种类而获得5点能量抗力(酸-土;电-气;冷-水;火-火);而在对抗具有相应元素描述符的法术时,你也可以在豁免中得到+2加值。



  进阶异界血脉(Improved Outer Planar Heritage)[血脉专长]
  你的异界祖先对你的影响令你的天生武器可以拥有与你祖先阵营相匹配的伤害能力。
  先决条件:混乱血脉,秩序血脉,天界血脉或邪魔血脉。
  效果:你的徒手击打和天生武器在击破伤害减免时,视作具备基于你血脉专长的阵营属性(混乱血脉-混乱;秩序血脉-秩序;天界血脉-善良;邪魔血脉-邪恶)。你持有的武器不会获得这个好处。



  天生重载(Natural Heavyweight)[血脉专长]
  你的祖先是强重力位面的本地生物。你在普通重力位面会感觉到非常嗨。
  效果:你的负重能力加倍。看玩家手册162页表格9-1来确定你加倍之后的负重能力。在普通重力位面上,你在攀爬和跳跃检定中得到+2环境加值,但是在平衡,骑术,游泳和翻滚检定中受到-2减值。在轻重力位面,这些加减值翻倍(替换原本的加减值)。



  涅拉蟾冲锋(Neraph Charge)[一般]
  你掌握了混沌海土著涅拉蟾的战斗技艺,你在冲锋一个敌人的时候能够掩饰自己的行动。
  先决条件:感知15,位面知识5级。
  效果:你能用这种冲锋方式来愚弄你的敌人,让他以为你无法靠近他,或靠近得如此缓慢,甚至无法做出有效的攻击。你以涅拉蟾冲锋攻击的目标无法在防御等级上保有敏捷加值。

  所有令人在防御等级上无法得到敏捷加值的情况也适用于涅拉蟾冲锋(举例而言,你也可以在此次攻击中做出偷袭,如果你有偷袭能力的话)。

  一旦你用涅拉蟾冲锋攻击了一个敌人(无论攻击成功与否),接下来在同一遭遇内再次对该敌人使用涅拉蟾冲锋的尝试将自动失败。当一个敌人看到了针对他自己做出的这种攻击,那么他就能在这场战斗中辨别它。
  特殊:涅拉蟾冲锋对无法看到你的敌人不起作用。



  涅拉蟾投掷(Neraph Throw)[一般]
  你掌握了混沌海土著涅拉蟾投掷武器的技艺,你在向一个敌人投掷武器的时候能够掩饰自己的行动。
  先决条件:敏捷15,位面知识5级。
  效果:你能在投掷武器时愚弄你的敌人,让他以为你投掷的武器打不到他,或者投掷的速度非常慢,以至于无法进行有效的攻击。你以涅拉蟾投掷所攻击的目标无法在防御等级上保有敏捷加值。

  所有令人在防御等级上无法得到敏捷加值的情况也适用于涅拉蟾投掷(举例而言,你也可以在此次攻击中做出偷袭,如果你有偷袭能力的话)。
 
  一旦你用涅拉蟾投掷攻击了一个敌人(无论攻击成功与否),接下来在同一场遭遇内再次对该敌人使用涅拉蟾投掷的尝试将自动失败。当一个敌人看到了这次针对他自己的攻击,那么他就能在这场战斗之中辨别它。
  特殊:涅拉蟾投掷对无法看到你的敌人不起作用。



  无言咒(Nonverbal Spell)[一般]
  你在施展具有语言成分的法术时不需要说出有实际意义的语言。
  效果:你在施展具有语言成分的法术时并不真的完全需要语言成分。你在施法时仍然需要制造一些声响(可以是任何从清晰的说话声,到复杂的歌曲,或是简单的咆哮和叫唤)。但是这些声音不会被认为是法术的语言成分(例如一个沉默术仍然会阻止你完成施法)。没有语言成分的法术不会被影响。
  这个专长对那些囿于传统观念而无法说话,但仍然有沟通能力的种族尤其有用。不过它对那些想要掩盖法术语言成分的角色而言也很有帮助。



  个人道标(Personal Touchstone)[一般]
  你能从一个与你建立了关联的位面道标那里汲取更多的力量。
  先决条件:位面道标(Planar Touchstone),产自位面道标所在位面的一件至少价值250GP的便携物品,位面知识8级。
  效果:选择任意一个位面道标,你需要事先满足它高阶能力的充能条件(看154页),它现在就是你的个人道标。从现在开始,每次当你访问你的道标,并且满足了其充能条件,你都可以获得两倍的高阶能力使用次数。
  你可以继续访问其它位面道标,并且获得每个道标正常情况下的高阶能力使用次数(你将失去未使用的个人道标高阶能力使用次数,除非你取得位面道标专长(taken Planar Touchstone)足够的次数,从而允许你同时保持超过一个位面道标的高阶能力使用次数)。
  特殊:你可以多次选择该专长,其效果并不叠加,每次你选择它,都将适用于一个新的位面道标。



  位面魔宠(Planar Familiar)[一般]
  当你准备好并且有能力得到一个新的魔宠,你可以选择一个非标准魔宠。
  先决条件:可以得到一个新魔宠,阵营与魔宠兼容,足够的奥术施法者等级,位面知识5级。
  效果:当你选择一个魔宠,你可以将下列生物加入你的可选魔宠列表。你能选择一个在每个阵营轴线上至多和你相差一阶的新魔宠(守序-混乱和善良-邪恶)。
  位面魔宠
  反常动物:要求任意混乱,CL5。
  整洁动物:要求任意守序,CL5。
  天界动物:要求任意善良,CL3。
  小型元素:要求中立,CL5。
  炼狱动物:要求任意邪恶,CL3。
  小魔鬼:要求守序邪恶,CL7。
  圣光神使:要求守序善良,CL7。
  魔蝠:要求中立,CL7。
  夸赛魔:要求混乱邪恶,CL7。

  ◇“整洁”与“反常”为新模板,见第六章:位面生物。
  ◇对于整洁、反常、天界和炼狱模板,只需要将它们加在标准魔宠列表里的任意动物之上。与进阶魔宠不同,这些生物给予其主人以正常魔宠带来的奖励,如同它们是同种的动物魔宠一样。
  ◇如果你选择元素魔宠,则仅限于水、火、气、土四种。
  ◇如果你选择小魔鬼,则仅限于标准小魔鬼。如果你使用了Fiend Folio,你可以使用filth imp来代替它。

  进阶魔宠如同普通魔宠一般与主人之间有着魔法的联系,魔宠使用该种生物的基本数据,这些数据记载于怪物手册或本书,除了下列不同。

  生命骰:在计算有关生命骰的效果时,使用主人的角色等级或魔宠的正常生命骰数,二者取高。

  生命值:用主人总HP的一半或魔宠的正常总HP,二者取高。

  攻击:使用主人的基本攻击加值或魔宠的,二者取高。

  豁免:每种豁免都使用主人的基本豁免加值(取决于其职业等级)或魔宠的,二者取高。

  魔宠特殊能力:使用PHB中的魔宠能力表格来决定额外能力,如同普通魔宠。

  除了整洁、反常、天界和炼狱动物之外的位面魔宠不会给予主人任何好处(例如蟾蜍给的HP+3那些)。



  位面道标(Planar Touchstone)[一般]
  你和魔力充盈的位面地点之间建立了联系。参考位面道标(看位面道标一节,153页)。
  先决条件:原产自指定位面道标处价值至少250GP的便携物品,位面知识8级。
  效果:选择任意一个位面道标中的特殊地点,并且你同时也需要持有一件原产自该地的物品(如同先决条件中所写)。当你第一次选择该专长,你可以在自己和所选道标之间建立起一个连接,这需要连续24小时的专注和集中精神。为了建立这个连接,你需要花费10经验点,并且消耗掉先决条件中所写的那件物品。

  当连接形成后,你就能得到该位面道标的基础能力。当你从物理意义上访问了这个位面地点并且你和它已经建立了连接,那么你还可以得到该道标的高阶能力与其有限的使用次数。你也可以多次访问位面道标,每次你都可以为你的高阶能力充能。这些使用次数不会叠加,所以在用完这些使用次数前访问位面道标不会有额外的好处。

  当你以该专长与一个位面道标间已经建立了联系后,你也可以自由地访问其它道标。当你满足了新道标的高阶能力充能条件,你立即得到它的基础能力,失去前一个道标的基础能力。你也会失去上一个道标提供的所有高阶能力使用次数,代替以新道标的高阶能力使用次数。

  通过这种方式,你可以经常从一个道标处“断开”,然后“接上”一个新的道标,如果你愿意的话。因此,在消耗掉材料与经验值来建立你的第一个连接后,与不同的道标建立后续连接和满足其高阶能力充能条件一样容易(is as easy as fulfilling the higher-order recharge condition)。

  特殊:你可以选择该专长多于一次。每次,你都可以额外保留一个位面道标给予你的基础能力和高阶能力。例如,你可以同时保留Breaching Obelisk和Echolost两个位面道标的基础能力,以及高阶能力使用次数。

  如果你访问了第三个位面道标,然后满足了其充能条件,除非你选取这个专长三次,否则当你得到第三个道标的能力时,必须丢掉前两个道标其中一个的能力。



  阴影血脉(Shadow Heritage)[血脉专长]
  你的血脉来自于阴影位面的本地居民。你得到了祖先天生的隐匿能力,但只限于昏暗或无光照明的区域。
  效果:你在昏暗或黑暗区域的潜行和躲藏检定得到+3加值。



  水之血脉(Water Heritage)[血脉专长]
  你的血脉来自于水元素位面的本地居民。你得到了祖先的部分水栖能力。
  效果:你得到20尺游泳速度,或你现有的游泳速度增加20尺。你在屏息的体质检定中得到+4加值。
  特殊:一个有游泳速度的生物在用于完成一些特殊动作或避免危险的游泳检定中得到+8种族加值,并且可以在游泳检定中取10,即使它分心或处于濒死(endangered)。它可以在游泳时采取奔跑动作,假如它沿一条直线游泳的话。



  坚定异界盟友[一般]
  你召唤的来自特定位面的盟友比普通的更强大。
  先决条件:魅力13,法术辨识5级,位面道标。
  效果:当你施展法术或类法术来召唤一个位面的本地居民(这个位面里必须有和你建立过联系的位面道标)时,你赋予它超常的抗力。该生物在AC和豁免中得到+4加值,在召唤效果持续期间一直有效。
  此外,带来该生物的召唤效果的持续时间加倍(持续时间为专注、立即或永久的不受影响)。例如,一个与天堂山某位面道标建立了连接的牧师在召唤任何来自天堂山的生物时就可以给予它们这些好处,例如獒首神使。
  特殊:如果一个生物未明确指出其原生位面,而只给出了一组相关位面(例如“任意善良位面”)时,你可以召唤原生于你所选位面(你的所选位面必须被包括在那一组位面中)的此类生物,并使此专长正常生效。但无论如何,该召唤物阵营的任意一个部分均不能和你选择的位面(就是有和你建立过联系的道标的位面)的阵营相反,否则该专长将不会生效。
  例如,上述例子中的牧师可以将该专长的效果应用于他召唤的天界黑熊(守序善良)或天界野牛(中立善良),因为天界生物的居住环境是“任意善良位面”,他不能将该专长应用于召唤天界狮上,因为天界狮的阵营是混乱善良,与天堂山的守序阵营相对立。



剧透 -  原文:
  HERITAGE FEATS
  A heritage feat signifies a specific ancestry of the character (in the case of the feats in this book, a specific extraplanar ancestry). The player and DM are encouraged to come up with a background story explaining the character’s heritage, though the exact source of this ancestral link isn’t crucial to the feat’s operation (and may remain a mystery to the character).

  A character may select a heritage feat at any level. Choosing a heritage feat after 1st level signifies that the ancestral power of the character is only now manifesting itself.

 Once a character selects a heritage feat, he cannot select another heritage feat unless it lists his first heritage feat as a prerequisite. For instance, a character who selects Fire Heritage can’t also take Shadow Heritage, but he could select additional heritage feats that have Fire Heritage as a prerequisite
(such as Improved Elemental Heritage).



  Acheron Flurry [General]
  You master the secret technique developed by Acheron native special forces of limiting a foe’s options in hand-to-hand combat.

  Prerequisites: Dex 15, Wis 15, Improved Unarmed Strike, Knowledge (the planes) 4 ranks.

  Benefit: During your turn, designate an opponent within reach to whom you have dealt damage during this encounter using an unarmed strike.

  You can spend a standard action to confound and distract your chosen foe with a constant flood of distracting mock attacks. While doing this leaves you open to attacks (applying a –2 penalty to your Armor Class), your foe may take only a single standard action or move action on his next turn.

  If you move away (or are otherwise no longer conscious and adjacent to your foe) before your chosen foe’s next turn, he may act normally.



  Air Heritage [Heritage]
  You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors’ natural agility and grace.

  Benefit: Your fly speed increases by 30 feet (up to a maximum increase equal to your normal fly speed). If you don’t have a fly speed as a racial ability, this benefit has no effect.
  You also gain a +2 bonus on Balance and Jump checks when carrying a light load or no load and wearing light armor or no armor.



  Anarchic Heritage [Heritage]
  You are descended from creatures native to the planes of chaos. You share some of your ancestors’ natural resistance to effects that would reshape your form, and you are resistant to the magic of lawful foes.
  Prerequisite: Nonlawful alignment.
  Benefit: You gain a +4 bonus on saving throws against polymorph or petrification effects.
  You also gain a +1 bonus on saving throws against spells or other effects created by lawful creatures.



  Axiomatic Heritage [Heritage]
  You are descended from creatures native to the planes of law. You share some of your ancestors’ natural resistance to charms, and you are resistant to the magic of chaotic foes.
  Prerequisite: Nonchaotic alignment.
  Benefit: You gain a +4 bonus on Will saving throws against enchantment (charm) spells and effects.
  You also gain a +1 bonus on saving throws against spells or other effects created by chaotic creatures.



  Celestial Heritage [Heritage]
  You are descended from creatures native to the Upper Planes. You share some of your ancestors’ natural resistance to disease, and you are resistant to the magic of evil foes.
  Prerequisite: Nonevil alignment.
  Benefit: You gain a +4 bonus on Fortitude saving throws against disease.
  You also gain a +1 bonus on saving throws against spells or other effects created by evil creatures.



  Celestial Summoning Specialist [General]
  You can select from a larger number of options when summoning good creatures.
  Prerequisites: Nonevil alignment, Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any summon monster spell.
  Benefit: Add one good-aligned creature to the list of creatures for each summon monster spell that you can cast. (Work with the DM to select creatures appropriate to the spell’s list of summonable creatures.) Each time you gain the ability to cast a new summon monster spell, you may add one good-aligned creature to the list.
  Normal: Without this feat, adding a creature to your summoning list requires you to remove one that is already on the list.



  Earth Heritage [Heritage]
  You are descended from creatures native to the Elemental Plane of Earth. You share some of your ancestors’ natural stability and physical power.
  Benefit: Your stability grants you a +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground.
  This bonus stacks with the benefits of similar effects, such as a dwarf’s stability.
  You also gain a +1 bonus on weapon damage rolls if both you and your foe touch the ground.



  Elemental Spellcasting [General]
  Choose an element (air, earth, fire, or water). You cast spells with that descriptor more effectively than normal.
  Prerequisite: Knowledge (the planes) 2 ranks.
  Benefit: You cast spells with the chosen descriptor at +1 caster level.
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new element.



  Fiendish Heritage [Heritage]
  You are descended from creatures native to the Lower Planes. You share some of your ancestors’ natural resistance to poison, and you are resistant to the magic of good foes.
  Prerequisite: Nongood alignment.
  Benefit: You gain a +4 bonus on Fortitude saving throws against poison.
  You also gain a +1 bonus on saving throws against spells or other effects created by good creatures.



  Fiendish Summoning Specialist [General]
  You can select from a larger number of options when summoning evil creatures.
  Prerequisites: Nongood alignment, Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any summon monster spell.
  Benefit: Add one evil-aligned creature to the list of creatures for each summon monster spell that you can cast. (Work with the DM to select creatures appropriate to the spell’s list of summonable creatures.) Each time you gain the ability to cast a new summon monster spell, you may add one evil-aligned creature to the list.
  Normal: Without this feat, adding a creature to your summoning list requires you to remove one that is already on the list.



  Fire Heritage [Heritage]
  You are descended from creatures native to the Elemental Plane of Fire. You share some of your ancestors’ natural reaction speed, and your natural attacks are red-hot.
  Benefits: You gain a +1 bonus on initiative checks.
  In addition, your unarmed attacks and natural weapons deal an extra 1 point of fire damage.



  Improved Elemental Heritage [Heritage]
  You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.
  Prerequisite: Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage.
  Benefit: You gain resistance 5 to a specific type of energy, based on your elemental heritage: acid (earth), cold (water), electricity (air), or fire (fire).
  You also gain a +2 bonus on saving throws against spells with the descriptor that matches your chosen elemental heritage (air, earth, fire, or water).



  Improved Outer Planar Heritage [Heritage]
  Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched the alignment of your ancestors.
  Prerequisite: Anarchic Heritage, Axiomatic Heritage, Celestial Heritage, or Fiendish Heritage.
  Benefit: Your unarmed attacks and natural weapons (but not the weapons you wield) are treated as having an alignment for the purpose of over-coming damage reduction. The alignment depends on the heritage feat you used to qualify for this feat: chaotic (Anarchic Heritage), evil (Fiendish Heritage), good (Celestial Heritage), or lawful (Axiomatic Heritage).



  Natural Heavyweight [Heritage]
  You are descended from creatures native to a plane of heavy gravity. On planes with normal gravity, you feel light and buoyant.
  Benefit: Your carrying capacity is doubled. Double the values given in Table 9–1, page 162 of the Player’s Hand-book, to determine what your light, medium, and heavy
loads are. On a plane with normal gravity, you gain a +2 circum-stance bonus on Climb and Jump checks, but you also take a –2 penalty on Balance, Ride, Swim, and Tumble checks.
  On a plane with light gravity, these bonuses and penalties are doubled (and replace the normal bonuses and penalties on these skill checks).



  Neraph Charge [General]
  You master the Limbo-native neraph martial art of motion camouflage when you charge a foe.
  Prerequisites: Wis 15, Knowledge (the planes) 5 ranks.
  Benefit: You can charge in such a way as to fool your foe into believing that you are not moving closer, or moving closer too slowly to attack effectively. A victim of your Neraph Charge attack may not apply its Dexterity bonus to its Armor Class.

  All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the Neraph Charge attack, if any (for instance, a sneak attack also could be made with this attack if you can make such an attack).

  Once you have used a Neraph Charge attack against an enemy (regardless of the attack’s success), any later attempts to use Neraph Charge against that enemy in
the same encounter automatically fail. Once a foe sees the attack in action against himself, the foe can discern it for what it is for the duration of that combat.

 Special: Neraph Charge has no effect against foes who can’t see you.



  Neraph Throw [General]
You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons.
  Prerequisites: Dex 15, Knowledge (the planes) 5 ranks.
  Benefit: You can throw a weapon in such a way as to fool your foe into believing that the thrown weapon is not moving closer, or moving closer too slowly to be an effective attack. A victim of your Neraph Throw attack may not apply its Dexterity bonus to its Armor Class.

  All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the Neraph Throw attack, if any (for instance, a sneak attack also could be made with this attack if you can make such an attack).

  Once you have used a Neraph Throw attack against an enemy (regardless of the attack’s success), any later attempts to use Neraph Throw against that enemy in the same encounter automatically fail. Once a foe sees the attack in action against himself, the foe can discern it for what it is for the duration of that combat.
  Special: Neraph Throw has no effect against foes who can’t see you.



  Nonverbal Spell [General]
  You can cast spells that have verbal components without actually verbalizing the words.

  Benefit: You can cast spells with verbal components without needing to utter the actual verbal components. You still make noise when casting such a spell (which may be anything from recognizable speech to elaborate song to simple growls), but the noise is unrecognizable as a verbal spell component. (A silence spell still would prevent you from completing the spell, for example.)

  Spells without verbal components are not affected.This feat is most beneficial to races incapable of speech in the traditional sense, but still capable of communication. However, it also can prove helpful to characters wishing to disguise the verbal components of their spells.



  Personal Touchstone [General]
  You draw more power from one of the planar touchstone locations to which you have forged a link.
  Prerequisites: Planar Touchstone, a portable object of at least 250 gp value native to a chosen planar touchstone plane, Knowledge (the planes) 8 ranks.
  Benefit: Choose any planar touchstone for which you have previously fulfilled the higher-order recharge condition (see page 154); this is now your personal touch stone.
  Each time you visit your touchstone from now on, you gain double the number of uses of the higher-order ability when you fulfill the recharge condition.
  You may continue to visit other touchstone sites and gain the standard number of higher-order uses with each visit to those sites (and you lose the higher-order uses left unused at your personal site, unless you have taken Planar Touchstone enough times to allow you to keep the higher-order uses of more than one planar touch stone simultaneously).
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new planar touchstone.



  Planar Familiar [General]
  When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars.
  Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficient arcane spellcaster level, Knowledge (the planes) 5 ranks.
  Benefit: When choosing a familiar, you may add the following creatures to your list of options. You may choose a familiar with an alignment up to one step away from yours on each of the alignment axes (lawful–chaotic and good–evil).
 *New template; see Chapter 6: Creatures of the Planes.
  1 Apply the anarchic, axiomatic, celestial, or fiendish template to any animal from the standard familiar list. Unlike other improved familiars, these creatures grant their
masters the standard benefits for having an animal familiar of that type.
  2 Air, earth, fire, or water elemental only.
  3 Standard only. If you are using the Fiend Folio, you may use a filth imp instead.
  The improved familiar is magically linked to its master in the same way as a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or this book, except as noted below.
  Hit Dice: For effects that depend upon Hit Dice, use the master’s character level or the familiar’s normal Hit Dice total, whichever is higher.
  Hit Points: Use one-half the master’s total or the familiar’s normal total, whichever is
higher.
  Attacks: Use the master’s base attack bonus or the familiar’s, whichever is better.
  Saving Throws: For each saving throw, use the master’s base save bonus (as calculated from his character level) or the familiar’s, whichever is better.
  Familiar Special Abilities: Use the second table in the Familiars side-bar, page 53 of the Player’s Handbook, to determine additional abilities, just as you would for a normal familiar.
  With the exception of anarchic, axiomatic, celestial, and fiendish animals, planar familiars do not grant their masters any of the benefits that appear on the first table in that sidebar。



  Planar Touchstone [General]
  Forge a link between you and power-rich planar locations, referred to as planar touchstones (see Planar Touchstones, page 153).
  Prerequisite: Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (the planes) 8 ranks.

  Benefit: Choose any site designated as a planar touch-stone for which you also possess an object native to that location, as noted in this feat’s prerequisite. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours of uninterrupted concentration. To forge a link, you must spend 10 experience points and expend the object described in this feat’s prerequisite.

  Once the link is forged, you gain the base ability described for that touchstone. If you physically visit the planar location once you’ve forged a link, you also gain a higher-order ability with a limited number of uses, as described for that planar touchstone. You may repeatedly visit the planar touchstone, each time recharging your usages of the higher-order ability. Usages of a higher-order ability do not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefit.

  Once you’ve established a link with one planar touchstone site by taking this feat, you may also freely visit other planar touchstones. When you do so and fulfi  ll the higherorder ability’s recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone site and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order ability uses appropriate to the new site.

  In this way, you can “unplug” from one site and “plug in” to a new planar touchstone site as often as you desire. Thus, after expending the raw materials and experience points for making your fi  rst connection, making subsequent connections with different sites is as easy as fulfi  lling the higher-order recharge condition.

  Special: You can take this feat more than once. Each time, you gain the base ability to retain one more planar touchstone location in addition to your previous ability. You also gain the capacity to retain uses of one more planar touchstone’s higher-order ability.

  Thus, you could retain the base abilities for both the Breaching Obelisk and Echolost (planar touchstone locations described in Chapter 7), as well as both sites’ higher-order uses, simultaneously. If you then visit a third planar touchstone and fulfill itsrecharge condition, unless you have taken this feat three times, you must choose which of your two previous touchstone site abilities to lose when you gain the abilities of the third touchstone site.



  Shadow Heritage [Heritage]
  You are descended from creatures native to the Plane of Shadow. You share some of your ancestors’ natural stealth, but only in areas of dim or no illumination.
  Benefits: You gain a +3 bonus on Hide and Move Silently checks when in an area of darkness or shadowy illumination.



  Water Heritage [Heritage]
  You are descended from creatures native to the Elemental Plane of Water. You share some of your ancestors’ natural aquatic talents.
  Benefits: You gain a swim speed of 20 feet, or your existing swim speed increases by 20 feet. Also, you gain a +4 bonus on Constitution checks made to hold your breath.
  Special: A creature with a swim speed also gains a +8 racial bonus on Swim checks made to perform some special action or avoid a hazard, and can take 10 on a Swim check even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



  Stalwart Planar Ally [General]
  The allies you summon from a specific plane are tougher than normal.
  Prerequisites: Cha 13, Spellcraft 5 ranks, Planar Touchstone.
  Benefit: When you use a spell or spell-like ability to summon a creature native to a plane that has a planar touchstone site to which you have forged a link (see the Planar Touchstone feat), you imbue the creature with exceptional resilience. The creature gains a +4 bonus to its Armor Class and on saving throws for the duration of the summoning effect.
  Furthermore, the duration of the summoning effect that brought the creature is doubled. (Effects with a duration of concentration, instantaneous, or permanent are not affected.) For example, a cleric who has used his Planar Touchstone feat to forge a link between himself and Empyrea Mere (a touchstone located on the Seven Mounting Heavens of Celestia) grants these bonuses to any creature he summons from Celestia, such as a hound archon.

  Special: If a creature’s indicated environment doesn’t specify a particular home plane, but rather a group of related planes (such as “any good-aligned plane”), you may choose to summon a creature of that kind that is native to your chosen plane and thus apply the feat’s effect normally.However, no component of the alignment of the creature to be summoned may be opposed to any alignment traits of your chosen plane for the feat to work.
  For instance, the cleric in the example above could apply the feat’s effect to a summoned celestial black bear (lawful good) or a celestial bison (neutral good), since celestial creatures have an environment of “any good-aligned plane.” He couldn’t apply it to a summoned celestial lion (chaotic good), since the lion’s alignment has at least one component (chaotic) that is opposed to the alignment traits of the Seven Mounting Heavens of Celestia (lawful).
« 上次编辑: 2016-06-14, 周二 19:58:25 由 风见幽华 »
石镌凤书苔藓驳,像垂龙衮水云飘。
波鸣海市晴输税,雾卷鲛宫夜贡绡。

离线 神圣冻茶

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Re: 【位面手册】专长重译
« 回帖 #1 于: 2016-02-18, 周四 17:31:18 »
好评 :em025

线上 longman123

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Re: 【位面手册】专长重译
« 回帖 #2 于: 2016-02-18, 周四 18:26:20 »
赞美苦力

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Re: 【位面手册】专长重译
« 回帖 #3 于: 2016-02-19, 周五 04:12:30 »
赞美苦力
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【位面手册】专长重译
« 回帖 #4 于: 2016-06-14, 周二 16:13:01 »
位面道标(Planar Touchstone)[一般]
    先决条件:原产自指定位面道标处价值至少250GP的便携物品,神秘知识8级。

这里有个错误
Prerequisite: Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge(the planes) 8 ranks.
条件是位面知识8级,不是神秘知识

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Re: 【位面手册】专长重译
« 回帖 #5 于: 2016-06-14, 周二 19:58:38 »
多谢抓虫,已修改。
石镌凤书苔藓驳,像垂龙衮水云飘。
波鸣海市晴输税,雾卷鲛宫夜贡绡。