作者 主题: 兴趣使然的杂项翻译  (阅读 13109 次)

副标题: 集合了各种奇奇怪怪的东西

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兴趣使然的杂项翻译
« 于: 2017-02-27, 周一 16:22:08 »
消耗品
剧透 -   :
呼吸水晶(Air crystals)出自《探索者协会外勤指南 Pathfinder Society Field Guide 48页》
价格:50gp;重量:无
类型:炼金药
效果:尽管味道糟糕,这些以炼金术培育的晶体在被咀嚼时能释放出可供呼吸的空气。一小袋呼吸水晶能提供1分钟供以呼吸的空气。把呼吸水晶放到嘴里是一个标准动作,而每回合进行咀嚼是一个自由动作。任何在咀嚼水晶时开口说话的尝试将马上消耗掉水晶的剩余使用时间。

剧透 -   :
Air crystals
Source Pathfinder Society Field Guide pg. 48 (Amazon)
Price 50 gp; Weight —
Category Alchemical Remedies
Description
These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.
空耳(Clear ear) 出自《冒险家的武器库  Adventurer's Armory 19页》
价格:15gp;重量:无
类型:黑市物品
效果:这种绿色凝胶在塞入使用者耳朵的2小时后生效,在增强使用者的感官和记忆力的同时也让其焦躁易怒。6小时内,使用者在知识检定和察觉检定上得到+2炼金加值,在所有基于魅力的检定上得到-2减值

剧透 -   :
Clear ear
Adventurer's Armory pg. 19
Price 15gp; Weight —
Category Black Market
Description
This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.
单身鼻烟(Bachelor snuff) 出自《冒险家的武器库  Adventurer's Armory 19页》
价格:1gp;重量:无
类型:黑市物品
效果:只要通过鼻子摄入,这种煤烟味的金色粉末会短暂地让雄性类人生物不育,然而丝毫不影响其床上雄风。一剂的效果能持续1到3天。长期使用单身鼻烟的对象其指甲和牙齿容易染上一层轻微,但依然可以被注意到的淡金色。

剧透 -   :
Bachelor snuff
Source Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Black Market
Description
If inhaled through the nose, this sootysmelling golden powder renders humanoid males temporarily sterile without otherwise affecting their performance. A dose typically lasts 1–3 days. Long-term users of bachelor snuff tend to develop a slight, but still noticeable, gilded tinge to their teeth and nails.
一夜茶(Night tea) 出自《冒险家的武器库  Adventurer's Armory 19页》
价格:1sp;重量:无
类型:黑市物品
效果:由植物"一夜茶"那骨白色的三角叶子所冲泡而成,雌性类人生物只要每天饮用这种起泡的茶饮就可以避免怀孕。如果剂量过大,则可能导致饮用者终止妊娠

剧透 -   :
Night tea
Source Adventurer's Armory pg. 19
Price 1 sp; Weight —
Category Black Market
Description
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
热能石(Heatstone) 出自《内海世界指南  Inner Sea World Guide 293页》
价格:20gp;重量:1lb
类型:冒险装备
效果:这些圆形或卵形的松脂石在经过炼金处理后,其发热性能得到了增强。即使在最寒冷的冬日也能提供足够的热量让室内保持温暖。一块热能石能在极度严寒中(-20°F以下)让边长20尺的正方形区域维持舒适的温暖。而在严寒中(介于-20°F和0°F)则能让边长40尺的正方形区域保持温暖。热能石只要在坚硬表面敲击就可以激活,并在随后的24小时内提供热量。但热能石激活后所提供的热量不足以用于烹饪或造成伤害

剧透 -   :
Heatstone
Source Inner Sea World Guide pg. 293
Price 20 gp; Weight 1 lb.
Category Adventuring Gear
Description
Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold (between –20° F and 0° F). A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage.
  妈富隆    醉蜂赐(Calistria's kindness) 出自《内海诡道  Inner Sea Intrigue 50页》
价格:3gp;重量:无
类型:炼金物品
效果:如果能坚持1个月内每天服用,这种补药能在缓解痛经的同时有效地降低性行为时的怀孕几率。只要于此之后坚持每天服用,上述的效果就能一直持续下去。每瓶醉蜂赐可供使用者服用30次,而制作该补药需要成功通过一个DC20的工艺(炼金术)检定

剧透 -   :
Calistria's kindness
Source Inner Sea Intrigue pg. 50
Price 3 gp; Weight -
Category Alchemical Items
Description
This tonic reduces menstrual pains and dramatically reduces the chances of conception during sexual intercourse if taken daily for 1 month. The effects last as long as it is taken daily thereafter. Each bottle contains 30 doses. Crafting it requires a successful DC 20 Craft (alchemy) check.
汉化膏与娘化酊(Anderos salve and mulibrous tincture) 出自《冒险者指南  Adventurer's Guide 168页》
价格:5gp;重量:-
类型:炼金药
效果:汉化膏和娘化酊是两种截然不同的炼金混合物,其效果虽然南辕北辙,但目标殊途同归:在改善凡胎肉躯的同时减轻心理压力。汉化膏是一种灰色的糊状物,将其涂抹在双臂及胸膛能有助于对象恢复年轻活力。而娘化酊则是一种带薄荷香味的苦涩茶饮,其在有助于消除对象痛苦的同时软化皮肤。如果对象在几个月内以至少每周两次的频率使用汉化膏,则她的女性第二性征会逐渐弱化,而男性第二性征会逐渐增强。以上述的周期饮用娘化酊则是会弱化对象的男性第二性征,而增强其女性第二性征。若对象每周同时使用这两种炼金混合物,则他的所有第二性征都会同时弱化,并使对象的外表显得雌雄同体。而在连续6个月的使用后,则上述的改变将成为永久性的变化,对象不需要使用更多剂量以保持自己的新形态。

因为这些炼金手段不会像魔法手段那般造成迅速或大规模的剧变,因此它们比起后者价格更为平易近人。这两种炼金物品在钉魂门(Rivethun)之中尤其受欢迎,其成员经常将这两种东西的制造方法教授给自己的学徒。

剧透 -   :
Anderos salve and mulibrous tincture
Source Adventurer's Guide pg. 168
Price 5 gp; Weight —
Category Alchemical Remedies
Description
Anderos salve and mulibrous tincture are two very different alchemical concoctions with contrary but similar goals: refining the mortal body and quieting mental stresses. Anderos salve is a gray paste applied to the arms or chest that helps restore youthful vigor, while mulibrous tincture is a bitter, minty tea that eases pain and softens skin. If a dose of anderos salve is applied at least twice per week over a period of months, the user’s feminine secondary sex characteristics are gradually reduced and masculine ones develop; imbibing mulibrous tincture in this way reduces the drinker’s masculine secondary sex characteristics and feminine ones develop. Taking a dose of each concoction every week instead softens all secondary sex characteristics, causing the user to take on an androgynous appearance. After a period of 6 months, the transformation is permanent, with no further doses required to maintain the new form.

While these alchemical solutions do not cause as swift or extensive a change as magical alternatives, they are far more affordable, especially among the Rivethun, who often teach the process of their creation to their disciples.
吉荼木之怒(Kitumu's ire) 出自《冒险者的武具库,Adventurer's Armory 2,25页》
价格:75gp
重量:
类型:炼金武器
制作:工艺(炼金)DC 30
效果:吉荼木之怒乃是以恶毒的莽吉女神所命名,这包明亮的胶体是由丛林鲜花揉碎制成。你能以射程增量为10尺的远程接触攻击投掷吉荼木之怒。一旦命中,目标将被这种胶体所复盖。而被这种胶体所复盖的目标将会吸引30尺以内所有集群的注意,并使该目标比起其他生物更优先成为集群搜索与攻击的对象。此外,受到吉荼木之怒影响的生物在对抗集群扰乱心神能力的豁免上承受-2罚值。吉荼木之怒的效果持续1小时,或直到其被至少1加仑酒精洗掉。

剧透 -   :
Kitumu's ire
Source Adventurer's Armory 2 pg. 25
Price 75 gp; Weight —
Category Alchemical Weapons
Description
Named after a malevolent Mwangi goddess, this sack of luminous paste is made from crushed jungle flowers. You can throw Kitumu’s ire as a ranged touch attack with a range increment of 10 feet; on a hit, the target is coated with the paste. A target coated with the paste draws the attention of any swarm within 30 feet, causing it to seek out and attack the target over any other creature. In addition, an affected creature takes a –2 penalty on saving throws against swarms’ distraction ability. Kitumu’s ire lasts for 1 hour or until washed away with at least a gallon of alcohol.
Construction:Craft (Alchemy) DC 30
凝神口香糖(Focus chew)出自《幽暗地域英杰 Heroes of the Darklands 28页》
价格:40gp;重量:无
类型:炼金道具
效果:这种海绵般的口香糖在被咀嚼时会释放出温和的兴奋剂来强化你的注意力。德洛人会利用凝神口香糖以改善自己的实验,然而来自其他幽暗地域文明的施法者也会将德洛人的处方用于研究当中。在咀嚼该口香糖的一小时内,你在专注检定上获得+2炼金加值,同时在所有基于智力的技能上获得+1炼金加值。

【注:按照PFS的clarifications,炼金术师和调查员可以通过DC 25的工艺(炼金术)检定来制作该物品】
剧透 -   :
Focus chew
Source Heroes of the Darklands pg. 30
Price 40 gp; Weight —
Category Alchemical Tools
Description
When chewed, this spongy gum releases mild stimulants that heighten your focus. Derros use focus chew in an effort to improve their experiments, though spellcasters from other Darklands cultures have adopted their recipe for use in research. For up to 1 hour while chewing focus chew, you gain a +2 alchemical bonus on concentration checks and a +1 alchemical bonus on Intelligence-based skill checks.
胡蜂腑(Waspguts)出自《内海诡道 Inner Sea Intrigue 50页》
价格:100gp;重量:2磅
类别:炼金道具
制作:工艺(炼金术)DC 20
描述:这种金色油质的炼金试剂能复盖在任何表面或是以某一接触攻击来进行传递(持用者若没有穿戴手套并在之后处理掉的话也会暴露在其影响之下)。被胡蜂腑沾上的生物或物品则会招惹愤怒的虫子。30尺内的虫类生物都会最优先攻击该目标,而非其他可攻击的生物。而1英里以内的黄蜂也会受到影响;在大部分黄蜂生息的环境里,目标每小时都会遭到至少一只狂怒黄蜂的蛰刺。该效果持续8小时或直到被洗掉或是刮掉(需要一个整轮动作)。胡蜂腑同样可以作为溅射武器来进行投掷。直接命中不会造成伤害,但目标将会受到胡蜂腑效果的影响。制作胡蜂腑需要通过一个DC20的工艺(炼金术)检定。


剧透 -   :
Waspguts
Source Inner Sea Intrigue pg. 50
Price 100 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This golden, oily alchemical reagent can be applied to any surface or delivered as a touch attack (the wielder exposes herself unless she uses a glove and disposes of it afterward). A creature or object marked with waspguts attracts angry insects. Vermin within 30 feet attack the target over other available creatures. Wasps are affected at a range of up to 1 mile; in most environments where wasps live, the target is stung by at least one wild wasp per hour. The effect lasts 8 hours or until washed or scraped off (a full-round action). Waspguts can also be thrown as a splash weapon. A direct hit deals no damage, but exposes the target to the waspguts’ effects. Crafting waspguts requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

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背景特性
« 回帖 #1 于: 2017-02-27, 周一 23:59:46 »
背景特性
剧透 -   :
移情外交家(Empathic Diplomat) 出自《卡蒂亚,东方之珠 第10页》
类别:地区
要求:卡蒂亚或奥斯里昂
效果:长久以来,你在和别人打交道时都很注重将心比心与移情领悟。你使用感知修正而非魅力修正进行交涉检定。

剧透 -   :
Empathic Diplomat
Source Qadira, Jewel of the East pg. 10
Category:Regional
Requirement(s):Qadira or Osirion
You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.

狡猾欺诈师(Cunning Liar) 出自《市井英雄 第5页》
类别:地区
要求:任意城市
效果:年轻时你被迫或自愿过着四处躲藏,疲于逃亡的生活,并学到了读懂他人利益并以此编织谎言的技巧。你能使用智力修正或感知修正以取代魅力修正进行唬骗检定。

剧透 -   :
Cunning Liar
Source Heroes of the Streets pg. 5
Category Region
Requirement(s) Any City
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

布雷斡匪帮(Brevoy Bandit) 出自《河域子民 第12页》
类别:地区
要求:米沃恩
效果:你从布雷斡的官方迫害中逃离而出,并一直流亡到了米沃恩。无论你是否会为自己犯下的罪行感到愧疚,你都希望在新邻居之间开始一段全新的生活。选择一个专业技能以及一个除感知以外的属性值。你在进行该专业技能的检定时在感知修正外额外加上选定属性值的修正。

剧透 -   :
Brevoy Bandit
Source People of the River pg. 12 (Amazon)
Category Region
Requirement(s) Mivon
You fled the persecution of Brevoy authorities and wound up in Mivon. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.

目盲热忱(Blind Zeal) 出自《神圣选集》,第19页
类别:宗教
要求:信仰薇尔迪斯
效果:虽然你目不能视,但薇尔迪斯信徒的训练使你能通过声音与触碰来感知周遭。你无须进行技能检定就能全速移动,且仅会在特技,骑术,巧手与隐匿检定上承受目盲带来的-4罚值。此外你获得盲斗作为奖励专长。你在得以视物的时候将会失去上述好处,但一旦重新变得目盲的话就会再次获益。

剧透 -   :
Blind Zeal
Source Divine Anthology pg. 19
Category Religion
Requirement(s) Vildeis
You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.

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Re: 兴趣使然的杂项翻译
« 回帖 #2 于: 2017-02-28, 周二 11:05:55 »
专长
剧透 -   :
引述:皇庭英豪《Hero of High Court》
冠位专长(Vested Feats)
一些被神力选中的统治者把自身的能量和训练都花在了磨砺被赐予的大能上。下列专长对于这类的天选神通来说特别有用

冠位抗力
Ennobled Resistances
上天赐予你的庇护和抗性异常惊人
先决条件:神授权能职业特性,角色等级4
效果:当以迅捷动作使用天选神通职业特性为豁免检定提供加值时,选择另一个豁免并在此之上得到同样的加值。

额外权能
Extra Investiture Points
无论是何种力量指引你走向天命,它都为你提供了额外的能量
先决条件:神授权能职业特性
效果:你的权能池增加2点。
特殊:你能多次选择该专长,其效果累计。

额外冠位之力
Extra Vested Power
你被赐予了额外的力量以便实现自己的天命
先决条件:神授权能职业特性
效果:你得到了一项额外的冠位之力,你必须满足该项冠位之力的等级要求。
特殊:你能多次选择该专长。

剧透 -  原文:
Vested Feats
Some rulers chosen by divine powers focus both their energy and their training to hone the abilities granted to them. The following feats are particularly useful for such invested regents.

Ennobled Resistances
The protection and resilience granted by your investiture is particularly strong.
Prerequisites: Investiture class feature, character level 4th.
Benefit: When you improve one of your saving throws with your investiture class feature as a swift action, select a second type of saving throw to gain the same bonus.

Extra Investiture Points
Whatever power has invested you to guide your destiny has instilled you with additional energy.
Prerequisite: Investiture class feature.
Benefit: Your investiture points increase by 2.
Special: You can take Extra Investiture Points multiple times. The effects stack.

Extra Vested Power
You have been invested with additional powers to guide your destiny.
Prerequisite: Vested power class feature.
Benefit: You gain an additional vested power. You must meet the level requirement for this vested power.
Special: You can take Extra Vested Power multiple times.

引述:《作祟英雄手册 》Haunted Heros Handbook 4页

魂刃
Soulblade
你无法总是依赖正能量对抗作祟,因而选择精通了一门将自身生命能量短暂灌注入武器中的怪诞外道[/size]
先决条件:知识(宗教)1级,察觉1级
效果:你能通过一个标准动作以使用武器对单一作祟进行攻击。如果成功,你能对其造成等同于 [ 武器伤害骰+增强加值 ] 的伤害,但其他来源的加值——比如说源自力量,武器专精,或偷袭等职业能力的加值则不能计算入内。此外,你能同时使用任何要害打击专长以增强本次攻击的效果。同时,只要你距离作祟范围10尺以内,你就能如同使用了侦测亡灵一般尝试发现作祟,但仍要受到常规的-4减值。
剧透 -   :
Soulblade
Source Haunted Heros Handbook pg. 4
Prerequisites: Knowledge (religion) 1 rank, Perception 1 rank.
Benefit: As a standard action, you can make a weapon attack against a haunt. If successful, your attack deals damage equal to your weapon dice plus any enhancement bonus (but not other bonuses, such as those granted by Strength, Weapon Specialization, or class features like sneak attack). You can use any Vital Strike feat in order to enhance this attack.Whenever you come within 10 feet of a haunt’s area, you can attempt to notice it as though casting detect undead (with the standard –4 penalty).

引述:《炼狱血脉 》 Blood of Fiends 25页

鲁莽瞄准
Reckless Aim
你对同伴安全的罔顾在射击近战中的对手时特别派得上用场。
先决条件:近身射击,精准射击
效果:当你向陷入近战中的对手射出或投掷远程武器时,你能选择使自己的AC承受-1减值,而同时在攻击骰上获得+2表现加值。然而,如果在你获得该加值时攻击骰自然出1,则该次攻击会自动随机命中你打算攻击目标旁的某一邻接方格内,正在威胁该目标的生物。
剧透 -   :
Reckless Aim (Combat)
Source Blood of Fiends pg. 25 (Amazon)
Your lack of regard for others proves a boon when you fire projectiles into melee.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.
引述:《怪物志》 Monster Codex 116页

连环挑战 / 连战(Chain Challenge)
你享受碾灭敌寇的凯旋大捷,并把对胜利的狂热投入至激斗当中。
先决条件:挑战职业特性,角色等级达到7级
效果:当成为你挑战目标的对象死亡或者失去知觉时,你能通过一个直觉动作宣告30尺内的某一对象成为新的挑战目标。该行动必须要在你的初始挑战目标被击败后马上进行,且你不能因为此刻无法行动而推迟进行宣告。若你通过该专长选择了某一新挑战目标,该次挑战将不会计入你每天可用挑战能力的次数之内。除去初始选定挑战目标外,你连环选定新挑战目标的次数至多等同于你的魅力加值(至少为1)

剧透 -   :
Chain Challenge
Source Monster Codex pg. 116
You feed off the rush of victory over your enemies, and channel that fervor into battle.
Prerequisites: Challenge class feature, character level 7th.
Benefit: When the target of your challenge ability is killed or knocked unconscious, you can declare a new challenge target within 30 feet as an immediate action. This action must be taken immediately upon your initial challenge target’s defeat, and you can’t take it later if you are unable to act at the time. If you declare a new challenge using this feat, it doesn’t count against your total daily uses of challenge. You can chain together a number of challenges beyond the first equal to your Charisma bonus (minimum 1).

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Re: 兴趣使然的杂项翻译
« 回帖 #3 于: 2017-03-28, 周二 12:03:12 »
秘示域
剧透 -   :
火山秘示域(Volcano)  出自《烈火铁砧,Anvil of Fire,72页》

神祇:弗烙斯,马尔,拉瓦古格,Valani,山积,Ymeri

本职技能:拥有火山秘示域的先知将攀爬,威吓,知识(地理)以及生存加到本职技能列表中。

奖励法术:2级:燃烧之手(burning hands);4级:灼热金属(heat metal);6级:防护能量伤害(protection from energy);8级:火山暴(volcanic storm,UM);10级:间歇泉(geyser,APG);12级:游荡烈焰(contagious flame,APG);14级:火焰风暴(fire storm);16级:熔岩墙(wall of lava,APG);18级:流星暴(meteor swarm)

启示:选择了火山秘示域的先知可选择下面给出的启示:

灰烬云烟(Ash Cloud,Su):你能通过一个标准动作使以自身为中心扩散开的10尺范围内烟尘缭绕,此能力如同隐雾术一般运作,然而你自己能清晰地看穿该效果。该云烟静止不动,并且能维持等同于你先知职业等级的轮数。重复使用该能力会使你之前放出的云烟落到地上。7级时,你的云烟里充满了余烬。所有除了你自己以外位于云烟内的生物每回合受到1d6点火焰伤害,并且他们必须通过强韧检定以避免咳嗽,如同他们吸入浓烟一般

创造之息(Breath of Creation,Ex):火山的蒸汽在伤害你身体的同时也振奋着你的思绪。每当你因火山气体受到体质伤害时,你的魅力得到等同于该伤害的加值。该加值持续1小时或直到对应属性伤害被治愈为止。你得到魅力加值的上限是+2,该上限在10级时提升到+4,15级时提升到+6.

燃烧魔法(Burning Magic,Su):如果某个目标没有通过你释放的火系魔法的豁免检定并受到火焰伤害,他将着火。在轮到着火的目标开始行动的时候他受到每法术等级1点的火焰伤害。着火状态将持续1d4轮,但可以用一个移动动作结束这一状态,只要该目标通过一个反射检定(使用那个法术的DC)。将目标浸湿水可以使他在豁免检定上获得+2加值,而把他浸入水中则可以直接将火熄灭。不需要通过豁免的法术不会使目标着火。

净炎(Cleansing Flames,Su):你能以一个迅捷动作借由承受每先知等级1d4点伤害来获得对一个持续中的效果重新进行豁免检定的机会,而且你必须先前在对抗该效果的豁免中失败过才行。如果你以此能力通过了豁免,则该效果被移除。在7级和15级时,你每天能使用该能力的次数额外加1。

爆发(Erupt,Su):以一个迅捷动作,你能从身体中爆发出燃烧的岩石碎片。这些锋利的碎片对10尺扩散区域内的所有生物造成「每两级先知职业等级1d6」的伤害(至少为1d6),该伤害可以通过反射豁免减半。并且该能力造成的伤害一半为火焰,一半为穿刺。同时能形成维持一回合的困难地形。你每天可以使用此能力1次,并在5级和之后每5级额外增加1次使用次数。

炽热导管(Fiery Conduit,Su):你能将接触法术使用到距离自己30尺内的燃烧生物身上,而无须真正接触到他们。就该能力而言,所谓的燃烧生物包括被点燃的生物,受到持续火焰伤害的生物,以及本身拥有火系亚种或者变形成拥有火系亚种的生物。你必须通过远程接触攻击以对非自愿目标使用该能力。

熔岩步(Lava Walk,Su):你能以正常的移动速度在熔岩,岩浆或者类似的高温岩石上移动。你对所有因在该类表面上行走而引起的火焰伤害免疫,即使其能在一定距离外造成伤害也是如此。使用熔岩步时,你绝不会因为打滑或缺少稳固立足点而失足沉入其中。你每天可以使用此能力每先知等级1分钟,这些时间不必连续,但每次使用至少要花费1分钟。要选择此启示你至少要达到3级。

熔岩形态(Magma Form,Su):你能以一个标准动作呈现出小型熔岩元素的形态,如同元素形态 I。你能得到如同选择土元素形态的能力,除了潜地能力如同岩浆元素的同名能力一般运作。在9级时,你能呈现出中型熔岩元素的形态,如同元素形态 II。11级时,你能呈现出大型熔岩元素的形态,如同元素形态 III。13级时,你能呈现出超大型熔岩元素的形态,如同元素形态IV。你每天可以使用此能力1次,持续每先知职业等级1小时。要选择此启示你至少要达到7级.

火烬冲击(Pyroclastic Shove,Su):你能通过一个标准动作召来火山灰瀑流以冲撞30尺内的一个生物。战技CMB等于你的「BAB+魅力修正+4(巨型瀑流)」。如果冲撞成功,生物受到每先知等级1d6的火焰伤害。而在12级和17级时,你每天使用该能力次数额外增加1。要选择此启示你至少要达到7级。

炽焰之触(Touch of Flame,Su):你能通过一个标准动作进行一次近战接触攻击,并造成「1d6+1/2先知职业等级」火焰伤害。你每天可以使用此能力次数为「3+魅力修正」。11级时,当你手持武器,该武器视作炽焰武器。

最终启示:20级时,先知的身躯质地如同岩石一般,并且其碰触带着火山般的高温。她同时获得火系和土系亚种,并且变得寒冷易伤。她所造成的任何火焰伤害忽视前10点火焰抗力,但火焰免疫正常生效。此外,先知获得+4天生护甲,她的天武攻击,徒手打击,以及拥有金属柄部的武器都能额外造成1d6点火焰伤害。任何以天生武器或徒手打击命中先知,或者对其进行擒抱战技成功的生物都会受到1d6点火焰伤害。该伤害与其他来源的火焰伤害叠加。先知能以一个标准动作压制或者重新激活这种高温。
剧透 -  原文:
Volcano
Source Pathfinder #95: Anvil of Fire pg. 72 (Amazon)

Deities: Flauros, Mhar, Rovagug, Valani, Yamatsumi, Ymeri.

Class Skills: An oracle with the volcano mystery adds Climb, Intimidate, Knowledge (geography), and Survival to her list of class skills.

Bonus Spells: burning hands (2nd), heat metal (4th), protection from energy (6th), volcanic storm (8th), geyser (10th), contagious flame (12th), fire storm (14th), wall of lava (16th), meteor swarm (18th).

Revelations: An oracle with the Volcano mystery can choose from any of the following revelations.

Ash Cloud (Su): As a standard action, you can surround yourself with a 10-foot-radius cloud of ash, which functions as an obscuring mist spell, except you can see through it clearly. The cloud is stationary, and remains for 1 round per oracle level. Using this ability again causes your previous cloud to fall to the ground. At 7th level, your ash cloud fills with embers. All creatures in the cloud except you take 1d6 points of fire damage per round and must succeed at Fortitude saves to avoid choking, as though they were breathing in heavy smoke (Core Rulebook 444).

Breath of Creation (Ex): Volcanic vapors elevate your mind even as they ravage your body. When you take Constitution damage from volcanic gases, you gain a bonus to your Charisma equal to the damage taken. This bonus lasts for 1 hour or until the ability damage is healed. The maximum bonus to your Charisma is +2, increasing to +4 at 10th level, and to +6 at 15th level.

Burning Magic (Su): Whenever a creature fails a saving throw against one of your spells that deals fire damage, that creature catches on fire, taking 1 point of fire damage per spell level at the beginning of its turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the original spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water extinguishes the fire. Spells that don’t grant a saving throw don’t cause a creature to catch on fire.

Cleansing Flames (Su): As a swift action, you can take 1d4 points of damage per oracle level to gain a new saving throw against a single ongoing effect. The effect must be one for which you already failed a saving throw. If you succeed, the effect is removed. At 7th and 15th levels, you can use this ability one additional time per day.

Erupt (Su): As a swift action, you cause flaming shards of rock to erupt from your body. These shards deal 1d6 points of damage per 2 oracle levels (minimum 1d6) to all creatures in a 10-foot-radius burst (Reflex half ). Half of this damage is fire damage and the other half is piercing damage. The shards create difficult terrain for 1 round. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Fiery Conduit (Su): You can deliver touch spells to burning creatures within 30 feet without actually touching them. For the purposes of this ability, burning creatures include creatures that have caught on fire, creatures taking ongoing fire damage, and creatures with the fire subtype or that are polymorphed into such creatures. You must succeed at a ranged touch attack to affect an unwilling target.

Lava Walk (Su): You can walk across lava, magma, and similarly heated stone at your normal movement speed. You are immune to any fire damage caused by the surface while you walk above it, even if it radiates damage at a distance. While using lava walk, you never slip or fall from poor or slippery footing. You can use lava walk for 1 minute per day per oracle level. This duration doesn’t need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.

Magma Form (Su): As a standard action, you can assume the form of a Small magma elemental, as elemental body I. You gain the same abilities as if you had chosen an earth elemental’s form, except your earth glide functions as the earth glide ability of a magma elemental. At 9th level, you can assume the form of a Medium magma elemental, as elemental body II. At 11th level, you can assume the form a Large magma elemental, as elemental body III. At 13th level, you can assume the form of a Huge magma elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour per oracle level. You must be at least 7th level to choose this revelation.

Pyroclastic Shove (Su): As a standard action, you conjure a cascade of volcanic ash to bull rush a creature within 30 feet of you. The CMB of this cascade is equal to your base attack bonus + your Charisma modifier + 4 from the cascade’s Gargantuan size. If the bull rush succeeds, the creature takes 1d6 points of fire damage per oracle level. At 12th and at 17th level, you can use this ability one additional time per day. You must be 7th level to select this revelation.

Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, when you wield a weapon, it is treated as a flaming weapon.

Final Revelation: At 20th level, the oracle’s body takes on the consistency of rock, and her touch carries the heat of a volcano. She gains the fire and earth subtypes and becomes vulnerable to cold. Any fire damage she deals ignores the first 10 points of fire resistance, but not fire immunity. The oracle gains a +4 bonus to natural armor. Her attacks with natural weapons, unarmed strikes, and metal-hafted weapons deal an additional 1d6 points of fire damage. Any creature that strikes the oracle with a natural weapon or unarmed strike, or that succeeds at a grapple combat maneuver check against her, takes 1d6 points of fire damage. This damage stacks with other sources of fire damage. You can suppress or reestablish this heat as a standard action.


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圣武士守则
« 回帖 #4 于: 2017-04-05, 周三 13:48:28 »
圣武士守则
剧透 -   :
引述:神圣选集《Divine Anthology》,19页

  圣武士守则-静瑠

静瑠的圣武士只会为领主大名献上自己的服务,他们乃是反对贼寇的和平守护者,并时刻不忘捍卫及光耀祖先的荣誉。当伟大的英雄陨落离世,这些富有奉献精神的圣武士会按照既定仪式将尸体加以保存,以为其将来的复苏做好准备。静瑠的圣武士准则包括以下几点。

  • 我之刀剑当耀如朗朗烈日,我之武炼当恒如巍巍青山。我应对精通之艺满怀尊敬,并时刻不忘传之于人
  • 我应光耀祖辈,因我之生命乃是得自前人先烈的血脉所赐
  • 真爱当能跨越天地距离,但我不应藉距离考验真爱
  • 家族和主君皆是我身荣耀所在,纵使身处兵戈战阵,我亦将为其而捍卫自己的声誉清白
  • 我当如同敬重天界女帝一样,对誓言效力的主君躬身以待
剧透 -  原文:
The paladins of Shizuru are warriors who serve just lords, peacekeepers who oppose banditry, and those who advocate for honored ancestors. When great heroes fall, these dedicated paladins sometimes ritually preserve the bodies for later revivification. Their tenets include the following affirmations.
 • My blade will be as steady as the sun and my training will be as consistent; I shall respect what I have mastered and seek to impart this training to others.
• I will honor my ancestors, who have come before me and provided for my life.
• The bonds of love extend across any distance, but I will not add to the burden by separating lovers.
• My personal honor reflects on my family and my liege; I will conscientiously maintain my reputation for the sake of theirs, even on the battlefield.
• As I respect the Empress of Heaven, so will I respect my sworn liege.

引述:神圣选集《Divine Anthology》,18页

  圣武士守则-拉贾瑟尔

拉贾瑟尔的圣武士在战场上乃是闪耀着狂怒决意的灯塔,而在其他场合他们则是谨慎小心的勇气象征。尽管这些圣武士来自形形色色的文明社区,但这些社区都极其抵制圣武士训练,包括半兽人、大地精聚居地,以及盖布和奈多等等。拉贾瑟尔的信条包括以下誓言。

  • 我将对染指无辜之辈的邪恶报以复仇怒火
  • 我绝不轻言,但一言既出,定当捍卫至最后一息
  • 证据确凿的犯人必须为其罪行接受惩罚,我将不会对劣行视若罔闻
  • 怒火仅在施向应得之徒时才是美德与力量,我将不会追寻有失公允的惩戒
  • 即使在最为残酷的心肠里也存在救赎的可能,我将致力避免对凡人同伴的种族或出身报以歧视
剧透 -  原文:
The paladins of Ragathiel are shining beacons of furious resolve on the battlefield, and they are careful stewards of valor everywhere. These paladins  disproportionately  come  from cultures that are typically hostile to paladin training, including those of half-orcs, hobgoblins, Gebbites, and the Nidalese. The tenets of Ragathiel’s paladins include the following affirmations. I will avenge evil wrought upon the innocent.
 • I will not give my word lightly, but once it is given, I will uphold a promise until my last breath.
• Those proven guilty must be punished for their crimes. I will not turn a blind eye to wrongdoing.
 • Rage is a virtue and a strength only when focused against the deserving. I will never seek disproportionate retribution.
• Redemption finds hearts from even the cruelest origins. I will strive not to act upon prejudice against fellow mortals based on race or origin.

引述:神圣选集《Divine Anthology》,20页

  圣武士守则-薇尔迪斯

薇尔迪斯的圣武士乃是为了善良大业而满怀热情,克己献身的殉道者。他们的准则包括以下誓言。

  • 舍身牺牲乃是对邪恶自私的蔑视与反抗,我定当勇于为了上善大业而捐躯赴死
  • 邪恶无有休止,故善良亦须如此。我定当不会安于现状,而将时刻搜捕邪孽,并加以诛杀
  • 家庭乃是少有能远离此世之恶的庇护之所,但我定当不会为此而偏离正途。我将对自己的家庭与其他无辜之众一视同仁。
剧透 -  原文:
The paladins of Vildeis are eager and self-denying martyrs in search of a good cause. Their tenets include the following affirmations.
• Sacrifice defies the selfishness of evil. I will not shy from a sacrifice that would help the greater good.
• Evil does not rest, so good cannot either. I will not be complacent, but rather seek out evil to oppose.
• Family is a rare refuge from the evils of the world, but it cannot keep me from my cause. I will not favor my own family over other innocents.

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Re: 兴趣使然的杂项翻译
« 回帖 #5 于: 2017-05-19, 周五 11:35:56 »
动物技巧及任务
剧透 -   :
引述:动物档案馆《Animal Archive》

动物技巧
动物技巧就是可以通过驯养动物技能教授给动物的一系列特定行动。要成功地让动物学会这些技巧需要花费一周时间,同时必须成功通过下列对应的技能DC才能实现,而其中内容则包括让动物正确地跟从指令完成任务。

拥有1点智力属性的动物最多能学会3个技巧,而拥有2点智力属性的动物则最多能学会6个技巧。在《探索者》核心规则书里面的驯养动物技能部分中定义了12个技巧:攻击、过来、护卫、退下、捡拾、看守、跟随、表演、搜索、停留、追踪、工作,以及7种常见任务:作战训练、格斗训练、防卫训练、劳役训练、狩猎训练、演出训练、骑乘训练。虽然这7种任务里面涵盖了各种现有技巧的组合,但动物可以通过受训学会的技巧可不止这么点。

新动物技巧
以下的新技巧可以通过花费一周时间以及成功通过对应的驯养动物技能DC来教授给动物。

援助(Aid,DC 20)
动物能通过攻击正与某一盟友交战的单一敌手来进行援助他人的动作。你能指定一名特定生物作为动物援助的对象,同时指定另一个生物作为攻击骰对抗的对象,如果条件允许,则动物会响应你的指令去行动。然而正常的攻击技巧里生物类型限制依然有效。

轰炸(Bombard,DC 20)
飞行中的动物能听从指令向指定的地点或者对手投弹,向其掷下能携带的特定物品(通常是炽火胶或其他易燃物)。进行该行动时使用其基本攻击加值以决定攻击骰。动物不能把物品丢向目标,同时必须能直接地飞到目标上空才能执行该技巧。

冲破(Break Out,DC 20)
动物能听从指令尝试去打破,或者咬烂任何限制住自己,主人,或者主人指定对象自由的束缚或者障碍。即使仅靠动物自身也无能为力,该技巧也能为对象在逃脱检定上提供+4的环境加值。同时动物也能进行某些诸如抬起门栓,或是为主人弄来够不到的钥匙等基本行动。然而重量以及力量限制仍然有效,另外,从别人身上偷走钥匙或是撬锁仍然远远超出动物能力所及。

埋藏(Bury,DC 15)
学会该技巧的动物能听指令将带着的某一物品埋藏起来。动物通常会找到一个隐蔽的地方来埋藏这个物品。而同时学会埋藏和捡拾技巧的动物则能遵照命令将其之前埋藏起来的物品拿回来。

传递(Deliver,DC 15)
动物能将某一物品(可以是你或者你盟友给予的物品,又或是通过捡拾技巧获得的东西)带到指定的地方或者个人那里。如果你指定的是单一地方,动物会将物品投下然后回到你的身边。如果你指定的是单一个人,则动物会停留在那个人的临近方格处,直到物品被拿走为止。而从使用传递技巧的动物身上获得物品是一个移动动作。

侦察(Detect,DC 25)
动物能受训以通过气味找出爆炸物或毒药,以及找出不同寻常的噪音,回响,气流或者其他意味着潜在危险或秘密通路的事物。若被下达该指令,动物则会尝试在单一室内或者地方找出任何对它来说不同寻常的发现及其源头所在。要注意的是,因为动物并不具备灵智,因此任何数量的奇异装置,门,气温,或是不熟悉的物品都可能引起动物的注意,同时该察觉检定一旦尝试后无法重复。

娱乐(Entertain,DC 25)
动物能通过跳舞,歌唱或者表演一些印象深刻的技巧来取悦周围的人。遵从其主人的命令,动物能进行一次表演检定以炫耀其天赋(如果没有在表演上投入技能则用魅力检定取代)。而自愿围观以及没能通过察言观色检定的对象在注意动物表演以外事物的察觉检定上承受-2罚值。欺诈师和骗子经常把这种把戏教给他们饲养的动物,然后趁机扒走观众们的钱包或是悄悄落跑。

把持(Exclusive,DC 20)
动物只会听从教授它这个技巧的驯兽人的指令。如果动物同时具有把持以及服侍两种技巧,则它只会听从来自教授它把持技巧的驯兽人,以及被训练员指定的服务对象的指令。而具有把持技巧的动物不会听从来自其他人的技巧指令,哪怕它对其他人的态度是友善或是乐于帮助也是如此(比如说魅惑动物法术的效果等)。但这仍然无法让其避免受到其他惑控法术的控制(例如支配动物等的),同时动物只要可能的话仍将如同处于友善或者乐于帮助的态度那样行动。

夹击(Flank,DC 20)
你能让动物按照自己的指令攻击指定的敌人,同时它会一直努力尝试与敌人保持邻接以对其造成威胁。如果你或某一盟友也同样正在对该敌人造成威胁,如果条件允许,则动物会尝试去夹击目标。而动物也总是会进行借机攻击。动物必须先学会攻击技巧才能学习夹击技巧。
(译者:原文那一句It always takes attacks of opportunity严格按照字面意思翻译的确是“动物则总是会进行借机攻击”,换言之就出现了以下几种解释:1、没这个技巧的动物伙伴“不一定”会进行借机攻击;2,没这个技巧的动物伙伴不会去借机“指定攻击目标以外”的敌人;3,P子又抽大麻,把provoke attacks of opportunity写成了takes attacks of opportunity。请各位根据实际情况酌情解读)

逃离(Flee,DC 20)
动物会尽力尝试逃开或者藏匿,直到驯导员下令才会回来。而在唤回的命令发出前,动物会尽量远远地追踪在主人及其陪同的任意生物后面,并且期间会尽可能地把自己藏匿起来,然而跟踪的距离仍会控制在动物目力或耳力所及的范围。这个技巧对于窃贼和冒险者来说尤为有用——动物可以因此摆脱被俘虏的命运,并且在之后再回来解救它的朋友。

求助(Get Help,DC 20)
只要教会了动物该技巧,驯导师能指定数量等同于动物智力属性的生物作为求助对象。一旦发出指令,动物就会尝试找到上述对象中的其中一个,然后将求助对象领向主人,即使这意味着动物可能要踏上一段漫长的远行以回到与求助对象最后一次碰面的地方也是如此。

捕猎(Hunt,DC 20)
该技巧能让动物发挥出觅食本能或天生捕猎的本领,以找到食物并将其带回给主人。具备该技巧的动物能尝试通过生存检定(如果没有在生存技能上投入技能点则进行感知检定)来为他人觅食,或是将后者引领到水源或者庇护所所处位置,如同使用生存技能进行荒野求生一样。同时,具备该技巧的动物能使用援助他人动作,为主人进行的用于荒野求生的生存检定提供支援。

战技(Maneuver,DC 20)
受训过该技巧的动物能依照命令来使用特定的战技。动物必须先学会攻击技巧才能学会战技技巧,而且动物也只会向其通常能攻击的对象使用战技。这个技巧能多次教授给动物,而其中的每一个都对应着不同的战技。

威逼(Menace,DC 20)
具备该技巧的动物能会设法让一个你指定的生物待在原地。它会尽力地威吓该目标,但只会在目标尝试从当前位置离开,或是做出任何别有用意的举动时(尤其是那些看起来具有敌意的行动)才会攻击。只要该对象停止移动,则动物也将停止攻击,但其仍将会继续威逼对手。

服侍(Serve,DC 15)
受训过该技巧的动物愿意听从你所指定对象的指令。如果指定的服务对象知晓动物具备何种技巧,则他能命令动物执行这些技巧,并且使用你的驯养动物技能加值,而不是他自己的,去进行相关检定。动物对待指定服务盟友的态度将会是友善。而动物也能通过为时一周的训练忘却这个技巧。这个技巧能多次教授给动物,而每一次都可以让你指定一个额外的服务对象。

隐匿(Sneak,DC 15)
动物能听命进行隐匿检定以让自己保持隐藏,并且即使在环境或其自然本能通常会使其脱离隐藏的状况下仍然会继续进行隐匿。

甩下(Throw Rider,DC 15)
动物能尝试将骑乘在自己身上的生物甩到地面。该行动如同对任何骑乘在动物身上的生物使用摔绊战技,而且动物不会因此引起借机攻击。而同时学会了把持以及甩下技巧的动物能通过事先下达的指令自动将任何不是驯导员却尝试去骑乘它的家伙给甩下来。

警戒(Watch,DC 15)
动物能听命警戒一个特定的区域,比如营地等,并在注意到有任何体型较大或者危险的生物进入时发出警报。而这个技巧通常会被包括在防卫任务里面。

新任务
和教授动物一些个别的技巧不同,你也可以训练动物掌握一项较为全面的任务类型(核心规则书97页)。一般来说一种“任务”包括一系列预先制定的技巧组合,比如看守或是搬运。动物只有在可以训练这些技巧的前提下才能学习整个任务。如果一项任务包含有3个以上的技巧,那么受训的动物至少要有2点智力值。

一只动物只能受训承担一种特定的任务,不过只要能力允许以及通过正确的训练,动物在此之外还可以学习其他的技巧(除受训任务已经掌握的之外)。训练动物掌握一类任务只需要进行一次驯养动物技能检定,但仍将花费等同于承担任务内所含技巧数量的周数。

空中支援(Air Support,DC 20)
受训过空中支援任务的动物学会了攻击,轰炸,以及传递技巧

窃贼(Burglar,DC 25)
受训过窃贼任务的动物学会了过来,捡拾,战技(盗取),搜索,以及隐匿技巧。你能命令其去窃取一个指定的物品。

解放(Liberator,DC 25)
受训过解放任务的动物学会了冲破,逃离和求助技巧。

侍奉(Servant,DC 20)
受训过侍奉任务的动物学会了传递,把持和服侍技巧。

剧透 -  原文:
ANlMAl TRlCKS
Animal tricks are specific tasks you can teach an animal using the Handle Animal skill. The training process requires a week of work and a successful Handle Animal check against a listed DC. Successfully teaching an animal a trick includes teaching it some command that indicates it should perform the trick. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. The  Pathfinder RPG Core Rulebook  defines 12 tricks in the Handle Animal skill description (attack, come, defend, down, fetch, guard, heel, perform, seek, stay, track, and work) and seven general purposes (combat training, fighting, guarding, heavy labor, hunting, performance, and riding) that include various combinations of the existing tricks, yet these are not the only tasks animals can be trained to perform.

NEW ANIMAL TR1CKS
The following new tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC.

Aid (DC  20 ) :  The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.

Bombard (DC  20 ) :  A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.

Break Out (DC  20 ) :  On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a  +4  circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort oflock is still far beyond the animal's ability.

Bury (DC  15 ) :  An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be \/  instructed to fetch an item it has buried.

Deliver (DC  15 ) :  The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)

Detect (DC  2 5 ) :  The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.

Entertain (DC  2 5 ) :  The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command ofits owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a  -2  penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed.

Exclusive (DC  20 ) :  The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal),  and the animal still otherwise acts as a friendly or helpful creature when applicable.

Flank {DC  20 ) :  You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Flee {DC  20 ) :  The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Get Help {DC  20 ) :  With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as "help." When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.

Hunt {DC  20 ) :  This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the "get along in the wild" use ofthe Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.

Maneuver (DC  20 ) :  The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

Menace {DC  20 ) :  A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.

Serve {DC  15 ) :  An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training.  This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.

Sneak (DC  15 ) :  The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Throw Rider (DC  15 ) :  The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.

Watch (DC  15 ) :  The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

NEW GENERAL PURPOSES
Rather than teaching an animal individual tricks, you can simply train it for a general purpose  ( Core Rulebook  97). Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the general purpose package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks above and beyond those included in its general purpose, it may do so with the proper training. Training an animal for a general purpose requires only one Handle Animal check, but takes a number of weeks equal to the number of tricks in the general purpose package.

Air Support (DC  20 ) :  An animal trained in air support knows the attack, bombard, and deliver tricks.

Burglar (DC  2 5 ) :  An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.

Liberator (DC  2 5 ) :  An animal trained in liberating knows the break out, flee, and get help tricks.

Servant (DC  20 ) :  An animal trained as a servant knows the deliver, exclusive, and serve tricks.

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Re: 兴趣使然的杂项翻译
« 回帖 #6 于: 2018-03-20, 周二 00:47:19 »
种族特性
剧透 -   :

下列的种族特性可替代标准精灵的种族特性

十字弓训练(Crossbow Training) 出自《冒险之路:阿兹兰特废墟 第四部:深海之城 第79页》
莫丹特尖塔的精灵们接受过使用水下武器的训练。具有该种族特性的精灵能以自由动作装填轻弩和以移动动作装填重弩,条件是其必须擅长上述武器。若该精灵选择了快速装填(重弩)专长,则其能以自由动作装填重弩。该种族特性替代武器熟悉(Weapon familiarity)。

天生泳客(Natural Swimmer) 出自《冒险之路:阿兹兰特废墟 第四部:深海之城 第79页》
莫丹特尖塔的精灵们在年幼时就会学习潜水以及游泳。具有该种族特性的精灵在游泳检定上获得+2种族加值,并且其总是能在游泳检定中取10,即便身处危险或分心的情况下也是如此。该种族特性替换精灵魔法(elven magic)以及敏锐感官(Keen Senses)。

浩海之语(Tongue of the Sea) 出自《冒险之路:阿兹兰特废墟 第四部:深海之城 第80页》
莫丹特尖塔的精灵们使用先祖,敌寇以及蒸腾海其他本地生物的古老语言。具备该种族特性的精灵起始时只会说阿兹兰特语以及精灵语。具备高智力属性的精灵能学习以下语言:底栖魔鱼语,深渊语,邪灵语,水族语,通用语以及地底通用语。该种族特性替代精灵通常的起始语言。
剧透 -   :
Alternate Racial Traits:

The following racial traits may be selected instead of the standard elf racial traits.

Crossbow Training: Mordant Spire elves train with weapons that can be used underwater. An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity.

Natural Swimmer: Mordant Spire elves learn to dive and swim at an early age. Elves with this trait gain a +2 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.

Tongue of the Sea: Mordant Spire elves speak the ancient languages of their ancestors, enemies, and other creatures native to the Steaming Sea. Elves with this racial trait begin play speaking Azlanti and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages.



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Re: 兴趣使然的杂项翻译
« 回帖 #7 于: 2018-06-09, 周六 02:04:27 »
变体职业
剧透 -   :
引述:极限荒野《Ultimate Wilderness》

金牌箭客(ARROW CHAMPION)【游荡剑客】

游荡剑客优雅的战斗技巧无论在市井坊间亦或荒郊野外都同样适用,但奇巧的步法在开阔区域或崎岖地形里不足以拉近距离或躲闪敌矢,而弓箭在此时就不可或缺了。

金牌箭客派头(Arrow Champion’s Panache,Ex):金牌箭客只有在以轻型、单手穿刺近战武器,又或者是弓(长弓、短弓、复合长弓或者复合短弓)造成致命一击时才能恢复时髦值。这改变了派头(Panache)。

炫技:金牌箭客获得如下炫技,每个都替代了一个原来的炫技。

报复反击(Retaliation,EX):当某一敌人的攻击命中金牌箭客时,他能花费1点时髦来对该敌人进行报复性的借机攻击。若始动攻击是近战攻击,且攻击的生物是处于金牌箭客的触及以内,则他能以轻型或单手穿刺近战武器来进行一次近战反击。若始动攻击是远程攻击,且攻击的生物距离金牌箭客30尺以内,则他能以弓进行一次远程反击。这个炫技的消耗无法通过任何降低炫技时髦值消耗的能力或效果来减少。该炫技替代了适时格挡反击(opportune parry and riposte)炫技。

精密瞄准(Precise Aim,Ex):3级时,当金牌箭客以轻型或单手穿刺近战武器进行攻击时,金牌箭客能将其游荡剑客等级加到自己造成的伤害上,其如同游荡剑客的精确刺击炫技一般。而当目标距离金牌箭客30尺以内时,金牌箭客可以将1/4的游荡剑客等级加到以弓攻击造成的伤害上。此外,金牌箭客也可以通过一个迅捷动作消耗1点时髦来将该能力的范围扩大至他的弓的第一个射程增量。有别于通常的游荡剑客,金牌箭客无法花费时髦来使额外伤害翻倍。该炫技改变了精确刺击(precise strike)炫技。

闪电切装(Swift Switch,Ex):3级时,若金牌箭客至少还有1点时髦,则他能以一个迅捷动作收起或拔出一把没有隐藏的弓,或是一柄轻型、单手穿刺近战武器,且不会因此招致借机攻击。若金牌箭客花费1点时髦,则他能以一个直觉动作进行上述任一行为。此外,若金牌箭客具有即时备战(Quick Draw)专长且一只手为空,则他能在同一个迅捷动作内收起一把武器并拔出一把没有隐藏的武器,但这两柄武器中其中一把必须是弓,而另一把是轻型或单手近战武器才行。若金牌箭客花费1点时髦,则他能通过一个直觉动作进行上述切换。该炫技替代了游荡剑客之反应(swashbuckler’s initiative)炫技。

虚晃一箭(Archer’s Feint,Ex):7级时,当金牌箭客用弓命中30尺范围内的某一敌人时,他能选择放弃伤害并以迅捷动作进行一次唬骗检定来对该敌人使用虚招。若检定通过,则金牌箭客在获得通常虚招好处的同时,直到他的下一回合结束为止,金牌箭客的下一次近战攻击里来自精确瞄准炫技的额外伤害翻倍。该炫技替代了迅捷佯攻(superior feint)炫技。

器变武通(Weapon Versatility,Ex):5级时,金牌箭客能像使用近战武器一般以弓准确无误地使出精妙的技巧。只要金牌箭客的游荡剑客等级足够高,他就能在用弓对30尺以内的目标进行攻击时使用伤口出血(bleeding wound),死亡突刺(deadly stab),威胁剑舞(Menacing Swordplay),完美穿刺(perfect thrust)以及精确瞄准(targeted strike)炫技。若金牌箭客花费了1点时髦来增加其精密瞄准能力的范围,则该能力的范围也会获得同样提升。这替代了游荡剑客武器训练(swashbuckler weapon training)。

精通器变武通(Versatile Weapon Mastery,Ex):20级时,金牌箭客在使用弓、轻型或单手穿刺近战武器时会获得游荡剑客武器大师(swashbuckler weapon mastery)的好处。这改变了游荡剑客武器大师(swashbuckler weapon mastery)。
剧透 -  原文:
ARROW CHAMPION (SWASHBUCKLER ARCHETYPE)

While the swashbuckler’s agile style of combat is equally suited to urban settings and wilderness, the bow and arrow is an indispensable asset in open areas and harsh terrain where fancy footwork isn’t enough to close the distance or dodge the enemy’s arrows.

Arrow Champion’s Panache (Ex): An arrow champion regains panache when she makes a killing blow with a light or one-handed piercing melee weapon or a bow (a longbow, shortbow, composite longbow, or composite shortbow). This alters panache.

Deeds: An arrow champion gains the following deeds, each of which replaces an existing deed.

Retaliation (Ex): When a foe hits the arrow champion with an attack, she can spend 1 panache point to make a retaliatory attack of opportunity against that foe. If the triggering attack is a melee attack, she can retaliate with a melee attack using a light or one-handed piercing melee weapon, provided the creature is within her reach. If the triggering attack is a ranged attack, she can retaliate with a ranged attack using a bow, provided that the creature is within 30 feet of her. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. This deed replaces opportune parry and riposte.

Precise Aim (Ex): At 3rd level, when attacking with a light or one-handed piercing melee weapon, an arrow champion can add her swashbuckler level to the damage she deals, as the swashbuckler’s precise strike deed. She can also add one-quarter of her swashbuckler level to the damage dealt when attacking with a bow, but the target must be within 30 feet of her. As a swift action, an arrow champion can spend 1 panache point to increase the range of the effect to her bow’s first range increment. Unlike a normal swashbuckler, an arrow champion cannot spend panache to double the extra damage. This deed alters precise strike.

Swift Switch (Ex): At 3rd level, while the arrow champion has at least 1 panache point, she can sheathe or draw an unhidden light or one-handed piercing melee weapon or a bow as a swift action without provoking attacks of opportunity. If the arrow champion spends 1 panache point, she can perform either action as an immediate action. In addition, if she has the Quick Draw feat and one of her hands is free, she can sheathe a weapon and draw an unhidden weapon as part of the same swift action, provided that one of the weapons is a bow and the other is a light or one-handed piercing melee weapon. If she spends 1 panache point, she can perform the switch as an immediate action. This deed replaces swashbuckler’s initiative.

Archer’s Feint (Ex): At 7th level, when the arrow champion hits a foe within 30 feet with a bow attack, she can forgo the damage and instead attempt a Bluff check to feint against that foe as a swift action. If successful, in addition to the normal benefits of feinting, she doubles the extra damage from precise aim on her next melee attack before the end of her next turn. This deed replaces superior feint.

Weapon Versatility (Ex): At 5th level, an arrow champion learns to use precision-based tricks just as accurately with her bow as with her melee weapons. Provided that her swashbuckler level is high enough, she can use the bleeding wound, deadly stab, menacing swordplay, perfect thrust, stunning stab, and targeted strike deeds when attacking with a bow, so long as her target is within 30 feet. If she spends a panache point to increase the range of her precise aim ability, the increased range applies to this ability as well. This replaces swashbuckler weapon training.

Versatile Weapon Mastery (Ex): At 20th level, an arrow champion gains the benefits of swashbuckler weapon mastery when using a light or one-handed piercing melee weapon or a bow. This alters swashbuckler weapon mastery.

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引述:极限荒野《Ultimate Wilderness》

荒野神行客(WILDSTRIDER)【游荡剑客】

虽然许多游荡剑客都以城市为家,但也有一些个体对舒适的市井生活毫无兴趣,他们反而更为钟情于荒漠、沼泽、山岳或是树林,这些地区的崎岖地形让他们占尽上风

职业技能:荒野神行客知识(自然),隐匿和生存加入本职技能列表,把知识(贵族),察言观色和巧手从本职技能列表中移除。这调整了游荡剑客的本职技能列表。

炫技:荒野神行客获得如下炫技,每个都替代了一个原来的炫技。

诡遁(Subterfug,EX):荒野神行客能将隐匿加入到适用于大胆特技(derring-do)的技能列表当中。15级时,她能将隐匿加入可以通过游荡剑客之骄傲(Swashbuckler’s Edge)炫技来取10的技能列表当中。该炫技替代了闪避派头(dodging panache),同时调整了大胆特技(derring-do)以及游荡剑客之骄傲(swashbuckler’s edge)炫技。

巧步(Adroit Step,Ex):3级时,荒野神行客能通过一个迅捷动作将某一5尺困难地形视作为正常地形。若他同时选择花费1点时髦,则其可以在自己的回合结束前将所有的困难地形视作为正常地形。该炫技替代了鲤鱼打挺(kip-up)炫技。

锐目(Keen Gaze,Ex):11级时,若荒野神行客至少还有1点时髦,则其能忽视由普通或魔法的雾气、烟雾以及树丛造成的隐蔽失手率(但不能是全隐蔽),但他无法忽视由其他原因造成的隐蔽或是失手率,比如说朦胧术。该炫技替代了狡猾之刃(subtle blade)炫技。
剧透 -  原文:
WILDSTRIDER (SWASHBUCKLER ARCHETYPE)

Most swashbucklers call cities their home, but some prefer deserts, marshlands, mountains, or woods, where the rough terrain grants them an advantage, and have little interest in the comforts of an urban lifestyle.

Class Skills: A wildstrider gains Knowledge (nature), Stealth, and Survival as class skills, but does not gain Knowledge (nobility), Sense Motive, and Sleight of Hand as class skills. This alters the swashbuckler’s class skills.

Deeds: A wildstrider gains the following deeds, each of which replaces an existing deed.

Subterfuge (Ex): A wildstrider adds Stealth to the list of skills to which the derring-do deed applies. At 15th level, she adds Stealth to the list of skills on which she can take 10 using the swashbuckler’s edge deed. This deed replaces dodging panache and alters derring-do and swashbuckler’s edge.

Adroit Step (Ex): At 3rd level, a wildstrider can use a swift action to treat a 5-foot square of difficult terrain as if it were normal terrain. If she also spends a panache point, she can treat all difficult terrain as though it were normal terrain until the end of her turn. This deed replaces kip-up.

Keen Gaze (Ex): At 11th level, while a wildstrider has at least 1 panache point, she can ignore the miss chance from concealment (but not total concealment) caused by normal and magical fog, smoke, and undergrowth, but not other sources of concealment or a miss chance, such as blur. This deed replaces subtle blade.

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