作者 主题: 【DA】神秘生物装备(Cryptid Gear)&神秘生物职业专长(Cryptid Class Feats)  (阅读 5850 次)

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离线 四月

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  • 苹果币: 15
神秘生物装备(Cryptid Gear)
神秘生物猎人会使用与众不同的装备来追踪并发现那些隐藏着的猎物,从神秘生物的尸骸中获取的原料可以用于创造那些普通工匠无法制作的新物品。

引述: 边栏
边栏:神秘生物的副作用(CRYPTID SIDE EFFECTS)
后述副作用适用于灾血散酿(Baleblood Draft)或者其他由神秘生物制成物品所产生的副作用。
  • 你的影子看起来像是一头长着翅膀的庞大魔族。即便在你本人不动的时候,它有时候也会抓握附近的生物或者对他们挥爪。
  • 你身边的轻风会就此停止,距你50尺范围内的风向会缓慢地转为指向你所在的方位,被扭曲的气流会发出阴沉地呼啸声。
  • 每当你穿过圣所(sanctified place)的入口时,就会听到虚幻的雷鸣声,并被一道可以看到且宛如幽影的网状电流击中,这并不会造成真正的伤害,但却能迫使你退缩。
  • 你所映照出的倒影是看起来面容苍白、宛如枯骨版本的自己,还长着外扩的獠牙和深深凹陷的双眼。在倒影被改变的这段时间内,任何以你为模特描绘或者绘制的画像,都会在1小时的转化过程后变为上述样貌。
  • 从黄昏到黎明时分,潮湿的血液会从地面涌出填满你的脚印。在此期间试图追踪(track)你的尝试会获得+4环境加值。
  • 食物和饮料在被你携带24小时候会失去所有颜色,变成黑白两色的样子。不过这不会影响你所携带物资的可食用性。
  • 你的声音变为音调很高的低语声的共鸣合音,这听起来至少有五个不同的声音在异口同声地说话。你的呼吸散发出硫磺的臭味,在寒冷的空气中,你所呼出的气是黄色而非正常的白色。
  • 你的肌肤潮湿到让人感到不安,任何碰触你的人都会短暂地感到麻木和刺痛,就好像他们接触到了某种效果较弱的接触式毒药一般。你所碰触的物体表面都会留下明显的指纹,即便那些在通常情况下不会留下指纹的表面也会如此——但这些指纹都不属于你。

灾血散酿(Baleblood Draft)    物品 10
[稀有] [炼金] [消耗] [灵药]
价格 155gp
用法 手持,1只手;负载 L
启动 单动 交互
这小瓶具有刺鼻气味的浑浊液体是以怪异血液制成的混合物,这些材料通常来源于异怪(aberrations)和神秘生物(cryptids)。单独使用该物品并不具有任何效用,但如果你在饮用1剂炼金灵药(alchemical elixir)的前一刻喝下它的话,则可以延长该剂灵药的持续时间。许多和神秘生物相关的传说故事其实就源于那些受到此类混合物的后效影响的人与其他人遭遇的结果。
在喝下1剂灾血散酿后,你在1分钟内喝下的下1剂灵药(elixir)的持续时间延长50%,但仅限于持续时间至少为1分钟至至多为1小时的灵药(因此次等猎豹灵药的持续时间为1分半以取代原本的1分钟)。
然而,将灾血散酿与其他灵药搭配之后,你将会在长达1周时间内承受可怕的副作用。这种副作用不会带来严重的伤害,但它总是会产生不便而且总是呈现出不详的外貌。所有同一批制作的灵药会产生相同的副作用。喝下具有相同副作用的灵药将会使得副作用的持续时间延长1周,而喝下具有不同副作用的灵药则会使你同时承受两种副作用的影响。

混沌颈环(Chaos Collar)    物品 5
[伙伴] [绑定] [原能] [变化]
价格 125gp
用法 穿戴,颈环(collar);负载 L
这条不显眼的项圈被制成可以隐藏在动物的毛皮之下或者与带鳞片的皮肤相结合。道德败坏的战利品猎人最常使用这种物品,他们利用不幸的动物作为弃子,希望通过击败自己人为制造的威胁来为自身谋取名望。
混沌颈环在首次被扣在生物的颈部时就会与动物的相结合。每个月有3个夜晚,这件物品会把动物转化成可怕怪物的形态。它看起来与原始动物的体型相同,而且不会改变该动物的数据,但它总是会带来某些全新且可怖的外观,变化的内容专属于对应的那条混沌颈环。这种转变会从黄昏持续至黎明,且发生的时机在该月之内完全随机。
佩戴混沌颈环的动物在死亡后会维持其当时的形态。佩戴者死亡时,颈环会变化为一段肮脏的绳索并掉落下来,使得那些道德败坏的猎人可以在回收物品后再次使用。

奇美拉缝合线(Chimera Thread)    物品 4
[消耗] [魔法] [变化]
价格 15gp
启动 10分钟(交互)
这种多彩线由多种材料绞合在一起制作而成。当你用它将两具或更多动物尸体的部件缝合在一起时,它会将这些部件融合成单个完整的尸骸,这具外观古怪的怪物尸骸具有缝合在一起的动物部件的特点。缝合线会消失,不会留下明显的接缝并使得各个生物部件之间的过度变得平滑。

伪敌披风(Cloak of The False Foe)    物品 12
[绑定] [原能] [变化]
价格 1850gp
用法 穿戴,披风(cloak);负载 L
怪异动物和扭曲人像的图案被编制在这条粗糙的具有毛皮衬里的披风上。
启动 交互(变形 原能 变化);频率 1次/日;效果 披风抬升起来包裹住你的头和身体,将你的外表重塑为当地令人恐惧的神秘生物。若在当地的传说中没有此类存在,伪敌披风会转而把你的外表改变为披风制造者所构想的形象。此处列出出现频率高到令人不安的一个选项:手指有三个关节的巨大人影;头部没有眼睛和毛发,但如同七鳃鳗一般的嘴巴位于脸部正中;此外还有短粗的触手在颈部周边舞动。若你变化为中型神秘生物(Medium cryptid),该变化就会提供3环类人形态(humanoid form)法术的效果,持续1小时;若你变化为大型神秘生物(Large cryptid),就会提供5环类人形态法术的效果,持续10分钟。
当你身处神秘生物形态时,你的法术(spells)以及打击(Strikes)造成的伤口总是看起来好似神秘生物的非武装攻击以及特殊能力造成的创口,但仅限于对那些草草调查了事之人来说。这不会改变实际造成的伤害类型或者此类攻击的效果。对于那些仔细研究伤口的人来说,可以在成功通过DC 30的医疗(Medicine)检定后意识到魔法改变了创口的外观。

秘闻猎人工具箱(Hoax-Hunter's Kit)    物品 3
[罕见]
价格 50gp
用法 手持,2只手;负载 1
木箱在打开时会随之展开一系列绞盘连接的托盘,上面装着卡钳、放大镜、酸液和试剂、用于比对容易混淆的不同物种的草图、以及用于测试样本的玻璃载片。当你用这个工具箱研究关于某个生物的描述或者它留下的事物(如足迹、痕迹或者毛发样本)时,你会在关于该生物的回忆知识(Recall Knowledge)或者追踪(Track)它的检定中获得+1物品加值。从外,若你在关于该生物的回忆知识中失败(但并非大失败)时,你能够至少排除一种常见类型(common type)的动物的可能性。举例来说,尽管你没能得到进一步的信息,但你可以验证该生物并非一头枭熊(owlbear)。

老特利马奎恩(Old Tillimaquin)    物品 12
[独特] [惑控] [魔法]
价格 2000gp
负载 3
这件受人喜爱的旅馆吉祥物是一个安置在巨大硬木台上的破旧填料野兽标本。这头野兽的大小和形状与狼獾(wolverine)大致相同,但鼻子更宽、后腿以及背部鬃毛上有蓝色的条纹、其长尾巴的末端还有带刺棒状的骨头。没人能回想起老特利马奎恩来自何处,也没人知道这野兽标本是因何矗立在这旅店之内,甚至没人记得它是否是一件真品。摩擦它的前爪以谋求好运的传统被认为持续了很久,久到它的前爪都被磨短了。当地人相信只要老特利马奎恩还立在这里,火灾和洪水都不会光顾这座城镇。
启动 交互(预言 幸运 异能);频率 1次/月;效果 你在启程去完成一项可能会对城镇带来益处的任务之前,揉搓老特利马奎恩的古铜色爪子以寻求好运。你在接下来的24小时内可以重掷单次失败的豁免检定,但是必须接受第二次的结果,即便该结果比最初的结果更差也要接受。每个摩擦爪子的人每月仅能从中获得1次好处,但是可以借用老特利马奎恩的运气的人数不受限制。

采样弹药(Sampling Ammunition)    物品 5
[消耗] [魔法] [死灵]
价格 22gp
弹药 箭矢(arrow),弩失(bolt)
这枚箭矢或弩失的头部是带有尖头的中空玻璃圆柱体。当它命中具有实体的生物时,采样弹药会采取目标的一小部分皮肤、血液和肉。样本会掉落在该生物被命中时所在的地面上。样本会被魔法密封并保存在弹药的容器内,不过当圆筒被开启后,内容物仍会如常变质。采样弹药无法从完全由金属、石材或其他坚硬物质构成的生物上采取样本。



原文
剧透 -  原文:
CRYPTID GEAR
Cryptid hunters make use of unusual gear to track down and uncover their hidden quarries, and those who find ingredients salvaged from a cryptid’s corpse create new items that seem impossible to a normal crafter.

BALEBLOOD DRAFT ITEM 10
RARE ALCHEMICAL CONSUMABLE ELIXIR
Price 155 gp
Usage held in 1 hand; Bulk L
Activate [one-action] Interact
This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir’s duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions.
After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser cheetah’s elixir lasts for a minute and a half instead of 1 minute).
However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect’s duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously.

CHAOS COLLAR ITEM 5
COMPANION INVESTED PRIMAL TRANSMUTATION
Price 125 gp
Usage worn collar; Bulk L
This unobtrusive collar is made to hide beneath an animal’s fur or blend in against scaled skin. It’s most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns.
A chaos collar fuses to its animal bearer the first time it’s clasped around the creature’s neck. Three nights per month, it transforms the animal into the form of a terrifying monster. The appearance is the same size as the original animal and doesn’t change the animal’s statistics, but it’s always something new, horrifying, and unique to that particular chaos collar. The transformation lasts from dusk until dawn, and it occurs with complete randomness throughout the month.
An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again.

CHIMERA THREAD ITEM 4
CONSUMABLE MAGICAL TRANSMUTATION
Price 15 gp
Activate 10 minutes (Interact)
This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures.

CLOAK OF THE FALSE FOE ITEM 12
INVESTED PRIMAL TRANSMUTATION
Price 1,850 gp
Usage worn cloak; Bulk L
Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak.
Activate Interact (polymorph, primal, transmutation); Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid.
While you’re in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid’s unarmed attacks and special abilities to a casual inspection. This doesn’t alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.

HOAX-HUNTER’S KIT ITEM 3
UNCOMMON
Price 50 gp
Usage held in 2 hands; Bulk 1
This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to Recall Knowledge about the creature or to Track the creature. In addition, if you fail to Recall Knowledge about the creature (but don’t critically fail), you’re able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn’t an owlbear, even if you get no further information.

OLD TILLIMAQUIN ITEM 12
UNIQUE ENCHANTMENT MAGICAL
Price 2,000 gp
Bulk 3
This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it’s a genuine article. The tradition of rubbing its bronzed claws for good luck has been observed for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town.
Activate Interact (divination, fortune, occult); Frequency once per month; Effect You rub Old Tillimaquin’s bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it’s worse than your original result. Each person who rubs the claws can benefit only once per month, but there’s no limit to how many people can draw on Old Tillimaquin’s luck.

SAMPLING AMMUNITION ITEM 5
CONSUMABLE MAGICAL NECROMANCY
Price 22 gp
Ammunition arrow, bolt
The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target’s skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can’t collect samples from creatures made entirely of metal, stone, or other hard substances.

CRYPTID SIDE EFFECTS
The following side effects are appropriate for a baleblood draft or other items made from cryptids.
· Your shadow appears to be that of a monstrous, winged fiend. It sometimes claws and clutches at nearby creatures, even when you don’t move.
· Light breezes die in your presence, and weather vanes within 50 feet turn slowly to point in your direction, creaking gloomily as they twist.
· Every time you cross the threshold of a sanctified place, you hear a phantom crash of thunder and are struck by a visible web of ghostly electricity, which causes no real damage but forces you to flinch.
· Your reflection appears as a pallid, skeletal version of yourself with distended fangs and sunken eyes. Any drawing or depiction of you made during this time transforms, over the course of an hour, into the same appearance.
· From dusk till dawn, wet blood wells up from the ground to fill your footsteps. Attempts to track you during this period gain a +4 circumstance bonus.
· Food and drink lose all their color after 24 hours in your possession, becoming monochrome black and white. This doesn’t affect the edibility of your supplies.
· Your voice rises to a high, vibrating chorus of whispers that seems to contain at least five different voices speaking in unison. Your breath reeks of sulfur, and in cold air, the clouds you exhale are yellow rather than white.
· Your skin becomes disconcertingly clammy and anyone who touches you feels a brief, tingling numbness as though they had encountered a mild contact poison. You leave behind distinct fingerprints on every surface you touch, even those that shouldn’t normally hold fingerprints—but the prints aren’t your own.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
神秘生物职业专长(Cryptid Class Feats)
尽管大多数德鲁伊和游侠都会与传统的动物、植物和自然生物打交道,但你能感受到未知存在的呼唤。你解锁了与不可思议的神秘野兽相关的陌生技术。

引述: 边栏
边栏:怪异动物伙伴(罕见)
UNSEEN ANIMAL COMPANIONS (UNCOMMON)
神秘生物的动物伙伴看起来有些怪异,它通常会具有可怖的身体特征或者看起来好像是不同动物的组合。当你选取的专长在通常情况下可以让你选择把你的动物伙伴变为灵敏或狂怒动物伙伴时,你还可以选择把它变为怪异动物伙伴作为替代。怪异动物伙伴的感知调整值增加2点,其力量、敏捷和体质调整值增加1点。它的非武装攻击造成3点额外伤害,且会对措手不及(flat-footed)目标造成额外1d4点精准伤害(若动物伙伴已经能够造成精准伤害,比如猫,则将这些精准伤害合并计算)。它在隐秘(Stealth)上的熟练度提升至专家(expert)。它还会习得对应类型的进阶战技(advanced maneuver)。

神秘法术(Crypic Spell)单动    等级 4
[专注] [德鲁伊] [操作] [超魔]
要求 你正处于自然地形(natural terrain)中
你把自己的魔力潜藏在青蛙的鸣叫声、树叶的摇摆声、风的呼啸声、和摇曳的鬼火(will-o'-wisp)之中。若你采取的下个动作是施法(Cast a Spell),则尝试1次自然(Nature)检定对抗所有观察者的察觉DC(Perception DCs)。若你的检定成功对抗一名观察者的察觉DC,则该观察者不会发现你在施法,即便法术的语言、姿势、材料成分在通常情况下很明显,且法术在通常情况下有明显的感官表现使得施法对于周遭的人来说十分明显也是如此。所有这些都隐藏在自然景观以及环境的声音之中。该能力仅会隐藏法术的施法动作(spellcasting actions)以及表现(manifestations),而非其效果,因此观察者仍然能够看到你变成了一头巨熊。

披羊皮的狼(Wolf In Sheep's Clothing)    等级 4
[游侠]
先决条件 欺骗(Deception)熟练度达到受训(trained)
用一些兽皮、几段鹿角以及一些被遗弃的毛发,你能够制作出伪装,这甚至能够愚弄经验老到的猎人。
你能够乔装(Impersonate)具有动物(animal)、魔兽(beast)或植物(plant)特征的生物,但前提是它们的体型与你相同或者只比你大1阶,且体态至少与你大致相符(换句话说,标准的类人生物可以乔装成熊或树精,但不能乔装成马、巨蝎或杀人藤)。乔装成更大的生物不会改变你的实际体型。

你瞎了?(Can't You See?)    等级 8
[德鲁伊] [游侠]
先决条件 神秘(Occultism)熟练度达到受训(trained),隐秘(Stealth)熟练度达到专家(expert)
双眼罢工、思维缴枪——无论那些能够看到你的人怎么解释你那里有什么,他们的朋友的目光却只会从你身边掠过,就像害怕落向地面的鸟儿一般。尝试对你作出指出位置(Point Out)动作的角色必须尝试DC 14的纯骰检定。若检定失败,他们的盟友会误解他,无法知晓你在何处。大失败时,他们的盟友会认为他指出你在另一个完全不同的位置,由GM进行选择。同样地,当你对于某生物来说处于藏匿(hidden)或者无踪(undetected)时,且该生物在搜索(Seek)你的检定中得出大失败时,它会认为你身处在另一个不同的位置,具体由GM选择。在这两种情况下,你对于那些认为你在不同位置的生物来说似乎处于藏匿(hidden)状态,但实际上你对于选定目标(targeting)以及后续使用的搜索(Seek)动作来说处于无踪(undetected)状态。

诡异伴身(Eerie Environs)    等级 8
[德鲁伊] [游侠]
先决条件 威吓(Intimidation)熟练度达到受训(trained),隐秘(Stealth)熟练度达到受训(trained)
自然界对不熟悉它的人来说很可怕——而你让它变得更加可怖。若你对某个生物来说处于藏匿(hidden)状态,则可以在不失去藏匿状态的前提下对其尝试挫败士气(Demoralize)——模仿奇怪野兽的叫声或者让树丛沙沙作响来产生紧迫感。当你这么做时,不会因为目标无法理解你的语言而在检定上承受减值。

诡异痕迹(Eerie Traces)    等级 8
[专注] [德鲁伊] [探索期] [移动] [游侠]
先决条件 威吓(Intimidation)熟练度达到受训(trained),生存(Survival)熟练度达到受训(trained)
你所留下的痕迹十分怪异,不知怎的让人感到紧张不安——这可能是倒退的痕迹,或者途中经过了没人想要靠近的地方。你把自己的痕迹变得怪异,这么做时至多以自身旅行速度(travel speed)的一半来移动。你不需要尝试生存检定就能够改变痕迹,但是任何追踪你的人必须尝试意志豁免对抗你的职业DC(class DC)或者法术DC(spell DC)中较高的一项。
   成功 追踪者不受影响。
   失败 追踪者只要跟着你的痕迹就会陷入惊惧1(frightened 1)。该状态不会减少,直至追踪者停止跟随你为止;若追踪者重新开始最终你的痕迹,就会再次获得该状态。若追踪者在跟随你的痕迹后与你遭遇,就会以惊惧1的状态开始遭遇。
   大失败 同失败,但是你那令人不安的痕迹会导致追踪者陷入惊惧2(frightened 2)作为替代。

被遗忘的存在(Forgotten Presence)    等级 8
[罕见] [德鲁伊]
这个世界想要你被遗忘,从此无人注意——相关的记忆变得模糊、墨水会弄脏你在账本上的名字、而你的画像上的面容则会扭曲碎裂。对你尝试回忆知识(Recall Knowledge)的角色会在检定中承受-2环境减值。将修改记忆(modify memory)作为原能法术加入到你的法术列表中。

诡异宣告(Eerie Proclamation)双动    等级 10
[罕见] [听觉] [专注] [诅咒] [德鲁伊] [语言] [操作] [死灵] [原能] [游侠]
先决条件 神秘(Occultism)熟练度达到专家(expert),生存(Survival)熟练度达到专家(expert)
频率 1次/小时
要求 你必须身处自然地形(natural terrain)或者废弃的或者相对来说无人使用的人造地形(比如漆黑的小巷或者闹鬼的房子)之中
你知道这个世界上有些地点不该存在——在那里,鸟儿不会歌唱,你总是觉得被监视着。你能找到这些地点,而且还能够唤醒它们。要这么做,你必须先对着自己能够看到的一片10尺边长的方形区域打手势,以某种方式作出不详的宣告(比如,“这是片被诅咒的地方”、“那是片不详的场所”)。下一个进入该标记区域的生物必须尝试意志豁免对抗你的法术DC(若你是德鲁伊)或者职业DC(若你是游侠)。
   成功 目标不受影响。
   失败 受害者在被诅咒的土地上会发生可怕的事情。这取决于GM——这可能是个纯粹的‘自然’事故(也许对方会踩进了古来的捕熊陷阱),或者某种更加诡谲、奇怪的事情。目标获得一个持续2回合的状态。投掷1d4,按照后述表格中失败那一列来判断是何种状态。
   大失败 同失败,但是效果惊人地可怕。使用大失败那一列来判断状态,且该状态持续1分钟。
d4    失败大失败
1笨拙2(Clumsy 2)笨拙3(Clumsy 3)
2力竭2(Enfeebled 2)力竭3(Enfeebled 3)
3呆滞2(Stupefied 2)    呆滞3(Stupefied 3)
4目眩(Dazzled)目盲(Blinded)1轮,之后目眩(Dazzled)

缓缓现身(Obscured Emergence)    等级 12
[游侠]
先决条件 隐秘(Stealth)熟练度达到专家(expert)
你天生就如同阴暗森林或者贫瘠荒野中的存在一般,当你选择现身之时,一缕幽暗会附着在你的身上,用怪异的畸变或者迷雾来遮蔽你的形体。当你由于自身的动作(而非由于某人成功找到你)而中止藏匿(hidden)状态时,你会由于人们的双眼很难聚焦在你身上而获得隐蔽(concealment),持续至你的下个回合开始为止。由于该隐蔽如正常一般具有明显的视觉表现,因此你无法利用这种隐蔽来躲藏(Hide)。

诡奇变化(Bizarre Transformation)单动    等级 14
[德鲁伊] [操作] [超魔]
先决条件 野性变身(Wild Shape)
你所呈现出的形态挑战着自身的信仰——荒诞形状的扭曲鹿角或者带有酸性的唾液。若你的下个动作是施放野性变身(Wild Shape),则可以改变野性变身所赋予的单个非武装攻击的伤害类型,使其变为后述类型中的一种:酸液(acid)、钝击(bludgeoning)、寒冷(cold)、电击(electricity)、火焰(fire)、毒素(poison)、穿刺(piercing)、或挥砍(slashing)。被选取的攻击会获得相应的特征。



原文
剧透 -  原文:
CRYPTID CLASS FEATS
While most druids and rangers deal with typical animals, plants, and natural creatures, you feel the call of the unknown. You’ve unlocked stranger techniques associated with mysterious cryptid beasts.

CRYPTIC SPELL [one-action] FEAT 4
CONCENTRATE DRUID MANIPULATE METAMAGIC
Requirements You’re in natural terrain.
You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o’-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers’ Perception DCs. If you succeed at your check against an observer’s Perception DC, that observer doesn’t notice that you’re Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.

WOLF IN SHEEP’S CLOTHING FEAT 4
RANGER
Prerequisites trained in Deception
With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter.
You can Impersonate creatures with the animal, beast, or plant traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn’t change your actual size.

CAN’T YOU SEE? FEAT 8
DRUID RANGER
Prerequisites trained in Occultism, expert in Stealth
The eye rebels, the mind recoils—no matter how much those who can see you try to explain what’s there, their friends’ gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren’t sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you’re hidden to or undetected by it, it thinks you’re in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you’re in a different location, though you’re actually undetected by it for targeting and further uses of the Seek action.

EERIE ENVIRONS FEAT 8
DRUID RANGER
Prerequisites trained in Intimidation, trained in Stealth
The natural world can be scary to those not used to it—and you make it scarier still. If you’re hidden from a creature, you can attempt to Demoralize it without losing your hidden condition—imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don’t take a penalty to your check if the target doesn’t understand your language.

EERIE TRACES FEAT 8
CONCENTRATE DRUID EXPLORATION MOVE RANGER
Prerequisites trained in Intimidation, trained in Survival
The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don’t need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC.
Success The tracker is unaffected.
Failure The tracker becomes frightened 1 for as long as it follows your tracks. This condition doesn’t decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.
Critical Failure As failure, but your disturbing traces cause the tracker to be frightened 2 instead.

FORGOTTEN PRESENCE FEAT 8
UNCOMMON DRUID
The world conspires to keep you forgotten and unnoticed—memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a –2 circumstance penalty. Add modify memory to your spell list as a primal spell.

EERIE PROCLAMATION [two-actions] FEAT 10
UNCOMMON AUDITORY CONCENTRATE CURSE DRUID LINGUISTIC
MANIPULATE NECROMANCY PRIMAL RANGER
Prerequisites expert in Occultism, expert in Survival
Frequency once per hour
Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).
You know there are places in the world that are just wrong—places where the birds don’t sing and where you always feel like you’re being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10-foot square you can see and make an ominous proclamation of some manner (i.e. “This is cursed ground,” “That is an ill-omened place.”). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you’re a druid) or class DC (if you’re a ranger).
Success The target is unaffected.
Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely “natural” accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.
Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.
d4 Failure Critical Failure
1 Clumsy 2 Clumsy 3
2 Enfeebled 2 Enfeebled 3
3 Stupefied 2 Stupefied 3
4 Dazzled Blinded for 1 round, then dazzled

OBSCURED EMERGENCE FEAT 12
RANGER
Prerequisites expert in Stealth
You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When you stop being hidden due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people’s eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can’t use this concealment to Hide.

BIZARRE TRANSFORMATION [one-action] FEAT 14
DRUID MANIPULATE METAMAGIC
Prerequisites Wild Shape
The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast wild shape, you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.

UNSEEN ANIMAL COMPANIONS (UNCOMMON)
Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in Stealth to expert. It also learns the advanced maneuver for its type.
« 上次编辑: 2022-10-08, 周六 08:56:44 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 月伶

  • Chivary
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这个动物伙伴变体的UNSEEN显然不是看不见,而是未曾被看过的意思,应该翻成奇形、异类或怪奇之类的

离线 四月

  • Flawless
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这个动物伙伴变体的UNSEEN显然不是看不见,而是未曾被看过的意思,应该翻成奇形、异类或怪奇之类的

随手改成怪异了
没有团,为什么还要翻译规则呢?
当然是为了友情了