作者 主题: 【LotFW】《第一世界传承》(Legacy of the First World)  (阅读 57641 次)

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目录

古老者(The Elder)
介绍(Introduction)
精类起源(Fey Origin)
侏儒遗产(Legacy of Gnomes)
伽瑟兰遗产(Legacy of Gathlain)
第一世界的印记(Touched by The First World)
精痕(Fey Scarred)
背叛者之嗣(Scion of The Traitor)
怒放的盛宴之花(Grown of The Feasting Flower)
双子塔下(Beneath the Towering Twins)
提灯王之光(Illuminated by The Lantern King)
忧郁之主的侍从(Servant of The Melancholy Lord)
生于三相(Born of The Three)
兜帽虔心(Devotee of The Hooded)
水之主的后裔(Child of the Water Lord)
无限的时光守望者(Timekeeper of The Many)




PFS可用和修正情况

种族替换特性:除了被蔑视者、妖精之眼、萨满强化、警戒外均可用
变体职业:除了深海怒者和诱惑者外均可用
装备:本书中所有装备均可用
天赋职业奖励:除了伽瑟兰的操念使天赋职业奖励外均可用
专长:除了困于城中、拥抱黑暗精类、沉迷凡世外均可用
神祇:本书中所有神祇皆为合法信仰
法术:除了凡人怖惧外均可用
背景:除了固体之声外均可用
杂项:除了高等窒息抓握外本书中的炼金科研发现,血脉,骑将骑士团,幻灵亚种,进化,巫术,传世名作,先知诅咒,先知秘示域,异能者精神境界,狂暴之力,变体施法均可用

第3页—精类巫术不会与诅咒巫术或者其它能够让你对一个生物释放比通常更多次巫术的效果叠加。
第7页—精类突变药剂,高等精类突变药剂,以及究极精类突变药剂不会赋予天生护甲。
第11页—闪现启示持续1轮
第11页—在使用怪诞的恶作剧时,你使用你的先知等级来计算基本攻击加值(而不是你的战技加值)。
第13页—对于法术钢脊,移动被定义为做出任何不是说话或者心里活动的行动。一个生物可以在它移动时做一个强韧豁免来避免受到法术的负面效果一轮。
第14页—阴影分身是幻觉效果。在决定它们与类似真视术效果互动时将他们视作镜影术,直到杀手达到20级,这时它们就会被视为阴影咒法。
第17页纠缠之结的持续时间为1轮/等级或者直到被触发。
第19页—如果双子幻灵使用了具有昂贵材料成分的类法术能力,它必须支付这个成分。
第19页—对于法术导管专长,导管不能接受距离为个人或者能够产生以施法者为中心的弥散区域的法术(像是反魔场)。
第23页—在无拘狂暴专长中,将专长效果中的第一句改为,“当你狂暴时,当你宣告一次全回合攻击时”。这意味着,做出额外攻击的决定需要在你回合的一开始做出,并会承受下列减值。
第29页—当你使用拉格达恩的肚皮舞吟游表演时,一个生物必须在移动结束时必须占据至少一个独立的方格。对于被骑乘的生物,在这个规则中将骑手和坐骑视为单个生物。
第29页—当你使用拉格达恩的旋转升华之舞吟游表演时,诗人每回合只要消耗一个移动动作来维持它,旋风就能让一个悬浮的生物保持浮空,即使这个生物处在邻接旋风的空间。如果诗人停止使用移动动作来维持旋风,悬浮的生物就会在诗人回合结束时坠落。
« 上次编辑: 2019-12-17, 周二 03:50:55 由 黎白羽 »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
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  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #1 于: 2017-09-09, 周六 14:19:16 »
古老者
古老者是第一世界古奥的神祇,被精类,精类血脉的凡人,以及主物质界的非精类崇拜着。
剧透 -   :
The Eldest are the mysterious gods of the First World, worshiped by fey, fey-blooded mortals, and non-fey on the Material Plane and beyond.

莱诺克伯爵(Count Ranalc)

背叛者
混乱中立
司掌背叛,放逐,阴影的男性古老者
领域:混乱,黑暗,高贵,旅行
偏好武器:细剑


绿母(Green Mother)   

盛宴之花
中立邪恶
司掌藤蔓植物,阴谋,色诱的女性古老者
领域:魅惑,邪恶,地,植物
偏好武器:镰刀


因博莱克斯(Imbrex)

双生
守序中立
司掌结局,雕像,孪生的古老者
领域:团队,地,守序,力量
偏好武器:双头链枷


提灯王(The Lantern King )   

狂笑谎言
混乱中立
司掌欢笑者,恶作剧,转化的男性古老者
领域:魅惑,混乱,疯狂,诡术
偏好武器:匕首



失落王子(Lost Prince)   

忧郁之主
绝对中立
司掌被遗忘之物,悲伤,孤独的男性长者
领域:知识,疯狂,高贵,安眠
偏好武器:木棍



玛芙(Magdh)   

三相
守序中立
司掌复杂联系,命运,三位一体的男性古老者
领域:知识,秩序,机运,符文
偏好武器:巨镰



无(Ng)   

兜帽客
绝对中立
司掌季节,秘密,游荡者的男性古老者
领域:知识,魔法,旅行,天气
偏好武器:铁手套



拉格达恩(Ragadahn)   

水之主
混乱邪恶
司掌蛇龙,海洋,漩涡的男性古老者
领域:混乱,邪恶,鳞兽,水
偏好武器:长鞭



夏依卡(Shyka)   

不计其数
众相
司掌熵,转世,时间的女性古老者
领域:死亡,毁灭,疯狂,魔法
偏好武器:轻型硬头锤


« 上次编辑: 2018-02-17, 周六 15:33:47 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #2 于: 2017-09-09, 周六 14:27:54 »
介绍INTRODUCTION
      第一世界是无限的,不断变化的荒野之地,充满了鲜艳的色彩和异域情调的气味,当然,还有诡奇的生灵。第一世界大部分拥有智慧的原住民——几乎都是精类——掌握着超自然的力量,这让他们扭曲怪诞的世界美丽但也充斥着残忍。当通向第一世界的裂缝在格拉利昂出现时,狂野的力量和精类生物喷涌而出,改变了整个大地,并用怪异的能力浸染了大地上的生物。很多凡俗的生物无法拒绝来自第一世界以及精类生物的力量和狂想。尽管自身已经不是精类,侏儒们仍然保持着和第一世界的紧密联系,并留存下了那种狂野多变的力量。除此之外,那些第一世界的神祗,古老者的后代和追随者们,也拥有着第一世界的魔力。
剧透 -   :
The First World is a land of infinite, ever-changing wilderness, full of vibrant colors, exotic scents, and strange life. Most intelligent natives of the First World—almost exclusively fey—have supernatural powers, embodying both the beauty and the cruelty of the twisted, whimsical plane they inhabit. Wherever rifts to the First World appear on Golarion, wild energies and fey creatures flow through, altering the land and imbuing creatures with strange abilities. The power and whimsy of the First World and its fey provide an irresistible attraction to many mortal creatures. Although no longer fey creatures themselves, gnomes maintain close ties to the First World and retain some of its capricious power. In addition, followers and descendants of the gods of the First World, the Eldest, also bear the magic of the First World.
古老者THE ELDEST
      当神明们抛弃第一世界的时候,精类的国度陷入了混乱,直到它们之中的最强者站了出来取得了权力,混乱才最终停歇。在漫长的时间过后,这些遗留下来的古老者成为了真正的神明。
     这些古老者中包括流亡的叛徒伯爵莱诺克,秀色可餐的绿母,巨大的双重存在因博莱克斯,拨弄是非的提灯王,孤独的失落王子,明察秋毫的玛芙,神秘的流浪者无,神话般的海洋之主拉格达恩,还有时间的主人夏依卡。透过它们的代理人,后裔,以及深远的计划,古老者们影响着格拉利昂的诸多地区。
剧透 -   :
When the gods abandoned the First World, the fey realm descended into chaos that lasted until the strongest remaining inhabitants of the plane stepped forward to seize power. Over time, these revered Eldest attained true godhood.
The Eldest include the exiled traitor Count Ranalc, the seductive Green Mother, the enormous dual entity Imbrex, the mischievous Lantern King, the lonely Lost Prince, the clairvoyant Magdh, the mysterious wanderer Ng, the draconic ocean lord Ragadahn, and the master of time Shyka. Through their agents, offspring, and far-reaching schemes, the Eldest influence many regions of Golarion.
被精类影响的格拉利昂地区FEY-TOUCHED REGIONS OF GOLARION
      因为第一世界的居民会在主物质界永久地死去,它们自我保护的本能使它们不会大规模经过或长时间逗留在主物质界。尽管如此,你仍然可以在格拉利昂的几乎每一个地方找到精类。下面给出了精类特别多的地区。每一个被精类影响的区域都拥有一个合适的地区背景。
剧透 -   :
Because the denizens of the First World can die permanently while on the Material Plane, their instinct for self-preservation keeps them from crossing over in large numbers or staying for long stretches of time. Regardless, fey can be found in nearly every part of Golarion. The following are examples of places where fey are particularly populous. Each of these feytouched regions includes an appropriate regional trait.
黑月森林Darkmoon Wood
      安多安的西北部最为知名的一点就是它那广袤的黑森林。精类生物在黑月森林中十分常见,它们常常打击那些想要侵占它们领地的贪婪人类。陷入了这场斗争的角色获得了对于精类诡计的抗力。

习于诡计Accustomed to Trickery(黑月森林)
你曾经直面过精类的魔法,因而你知道该如何避免受到它的影响。
每天一次,当你在对抗精类类法术或者超自然能力的豁免中失败时,你可以重投该次豁免。你必须接受第二次的结果,即时它更糟糕。
剧透 -   :
Northwestern Andoran is best known for its abundant darkwood. Fey creatures are common in Darkmoon Wood, and they often come to blows with greedy human neighbors encroaching on their territory. Characters caught in this struggle develop resistances to fey trickery.
Accustomed to Trickery (Darkmoon Wood): You have been exposed to fey magic and know tricks to avoid it. Once per day, when you fail a saving throw against a fey’s spell-like or supernatural ability, you may reroll the save. You must take the second result, even if it is worse.
格朗基尔森林Grungir Forest
      尽管传奇的蛇龙法夫尼尔(Fafnheir)是格朗基尔森林中最为臭名昭著的居民,但是精类才是这片位于林诺姆王国中心的原始森林真正的统治者。因为格朗基尔森林充斥着第一世界与格拉利昂之间的裂缝,所以这里吸引了很多种类的精类。日益增长的木料需求造成了精类和它们乌尔芬邻居之间的冲突,但所幸的是,当地侏儒和被称为格朗基尔守护者的德鲁伊调节着它们的冲突。

精类调和者Fey Mediator(格朗基尔森林)
你获得森精语(Sylvan)作为奖励语言。除此之外,从唬骗,交涉,或者知识(自然)中选择一个技能作为你的本职技能。
剧透 -   :
Although the legendary linnorm Fafnheir is the most infamous inhabitant of Grungir Forest, the fey are the true rulers of this primeval forest in the heart of the Lands of the Linnorm Kings. Rife with breaches between Golarion and the First World, Grungir Forest attracts many kinds of fey. A growing demand for the forest’s lumber leads to friction between the fey and their Ulfen neighbors but, thankfully, local gnomes and a group of druids known as the Guardians of Grungir act as mediators.
Fey Mediator (Grungir Forest): You gain Sylvan as a bonus language. Additionally, choose Bluff, Diplomacy, or Knowledge (nature). That skill is a class skill for you.
伊利森Irrisen
      精类生物在永寒之地伊利森很常见,特别是在东北部的妖霜(Feyfrost)省。妖霜省的首府,寒疫(Chillblight),全部由冰建成,而且作为一个拥有超过12000居民的城市,它可能是格拉利昂以精类为主体人口的最大聚落。

精类巫术Fey Hex(伊利森)
你学会了将精类的惑控之力融入到自己的巫术之中,诱杀那些挣脱了你诅咒的受害者。
每天一次以一个自由动作,当一个生物在对抗你的巫术豁免中取得成功,并且该巫术每天只能对一个生物生效一次时,你可以宣告那个生物成为你的精类巫术的目标。你可以在1分钟内再次对那个生物尝试之前失败的巫术。
剧透 -   :
Fey creatures are common in perpetually cold Irrisen, particularly in the northeastern province of Feyfrost. Feyfrost’s provincial capital, Chillblight, is built entirely from ice, and as a city of over 12,000 inhabitants, it is perhaps the largest settlement on Golarion with fey as the majority of the population.
Fey Hex (Irrisen): You have learned to incorporate fey enchantments into your hexes to snare victims that shake off your curses. Once per day as a free action, when a creature succeeds at its saving throw against your hex that cannot target the same creature more than once per day, you can declare that creature to be subject to your fey hex. You can attempt the failed hex against the creature a second time, so long as you do so within 1 minute.
女巫集市Witchmarket
      女巫集市是一支精类的商队,通过跨位面的传送门进行旅行,在格拉利昂建立了暂时的驻扎地来售卖它们的奇妙货物。这些货物中包括了瓶装记忆,强化实力,或者失物不可思议的复制品。这些商人要求作为回报的东西也十分不寻常,像是一次危险的服务,购买者的中名,或者是她看到狗的能力。

固体之声Voices of Solid Things (女巫集市)
你跟随女巫集市旅行了一段时间,要么是出于自愿,要么是因为有买家把你当成了交易的筹码。你在女巫集市度过的时间中,你学会了聆听物件们的耳语,就好像它们是活生生的生物一样,这让你了解到它们的功能。
在估价,工艺,解除装置或者法术辨识中选择一项技能。你可以在这个技能上以魅力调整值取代通常技能所需的属性调整值。这个技能会被视为你的本职技能。
剧透 -   :
The Witchmarket is a fey merchant caravan that travels through interplanar portals, setting up temporary camps on Golarion to sell their bizarre wares. These include goods like bottled memories, enhanced prowess, or uncanny replicas of lost items. The things the merchants require in return are equally unusual, such as dangerous services, the buyer’s middle name, or her ability to see dogs.
Voices of Solid Things (Witchmarket): You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function. Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.
« 上次编辑: 2018-01-31, 周三 12:43:48 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #3 于: 2017-09-10, 周日 08:41:45 »
精类起源FEY ORIGINS
      绝大多数精类都不会受到世俗行为规范的约束,所以凡人拥有精类血统的故事也还算是常见。在都市传说中,宁芙和萨特羊人这种纵欲的精类是一个很流行的主题,但当一个凡人产下拥有“精类印记“的后代时,一般来说可能只是因为一只精类的诅咒或者恶作剧,而这种特性可能会在一个家族中绵延数代。第一世界的血脉在凡物中的表现就和精类自身一样狂野。一些学究的系谱学家坚持说精类血统通常表现为术士或者血脉狂怒者体内的精类血脉,但下面的规则允许任何角色获得一份来自精类的血脉。
剧透 -   :
Most fey are unfettered by mortal rules of propriety, so tales of people bearing fey heritage are common. While the sensuality of fey such as nymphs and satyrs is a popular theme in stories and urban legends, a mortal might produce “fey-touched” offspring from nothing more than a fey curse or prank, and these traits might run in a family for generations. The manifestation of First World ancestry in a mortal creature’s veins can be as wild and unpredictable as the fey themselves. Bookish genealogists insist that fey ancestry commonly manifests as fey bloodlines in sorcerers and bloodragersACG, but the following rules allow any character to establish a fey heritage.
精类种族特性FEY RACIAL TRAITS
      精类的影响可能会在成功表现出来之前潜伏数代,这种影响可能会表现为鲜豔颜色的眼睛或者头发,超乎寻常的美丽,或者其他更为基本的改变。下面的例子会告诉我们内海地区常见的种族会怎样表现出它们所获得的精类血统。
剧透 -   :
Fey influence might remain dormant for generations before manifesting as vibrantly colored hair or eyes, eerie beauty, or more fundamental changes. The examples below illustrate how the common races of the Inner Sea region might manifest a fey heritage.
矮人Dwarf
      拥有精类印记的矮人通常会拥有比它们同族更开朗的特性,这会让他们在中年的时候显得更为年轻和温和。一些拥有精类血脉的男性矮人可能会一点胡子也不长,这可能会成为他们耻辱的根源。精类血脉的矮人可能会发现他们很难控制自己的感情,所以他的同族可能会为他的外向感到不舒服。拥有精类祖先的矮人可能会渴望着探索世界,以及这个世界中的奇迹,这种渴求会常与矮人对自己部落的忠诚产生冲突。
引用
漫游者:一些拥有精类印记的矮人从他们命运的束缚中被解放出来,漫游的渴望不断侵扰着他们的脑海。这些矮人通常被其他矮人认为是不值得信任的流浪汉,但是他们确实有能力克服旅行中的严苛环境。他们获得坚忍作为奖励专长,并且攀爬和游泳将被视为他们的本职技能。这个种族背景替换了坚韧。
剧透 -   :
Fey-touched dwarves usually have much finer features than their kin, appearing youthful and soft well into middle age. Some male dwarves with fey ancestry cannot grow a beard at all, which can be a source of shame. Feydescended dwarves can find it hard to conceal their feelings, so other dwarves usually view them as uncomfortably expressive. A dwarf with fey ancestry may also yearn to explore the world and its wonders, often creating conflict when the dwarf has honor-bound responsibilities to her clan.
Wanderer: Freed from the confines of duty, certain fey-touched dwarves are stricken with wanderlust. These dwarves are often considered untrustworthy vagabonds by other dwarves but excel at the rigors of traveling. They gain Endurance as a bonus feat, and Climb and Swim are class skills for them. This racial trait replaces hardy.
精灵Elf
      精灵和精类有着漫长的友好协作的历史,精类的遗产在精灵社会中被广泛理解和接受,拥有精类祖先的精灵会更快地向着周围自然环境颜色生长,这让他们在一年之内就能长出树叶色泽的头发或者树皮颜色的肉体。一些精灵承受着长期潜伏的邪恶精类的联结;这些精灵会表现出病态甚至是残暴的性格,在完全没有必要的时候渴求杀戮。
引用
妖精之眼:对于拥有精类血统的精灵,在他们的全部生涯中,魔法对他们来说就是一种可见的存在。这些拥有侦测魔法作为常态的类法术能力,施法者等级等于他们的角色等级。这个种族特性替换了精灵魔法。
剧透 -   :
Elves have a long history of befriending and working alongside fey, and fey heritage is well understood and usually accepted by elven communities. Elves with fey ancestry have an accelerated tendency to assume the coloration of their surroundings, developing leaf-hued hair or bark-colored flesh in a single year. Some elves bear long-dormant ties to evil fey; these elves demonstrate morbid or even brutal personalities, seeking bloodshed even when it isn’t necessary.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
侏儒Gnome
      侏儒从未真正地断开与第一世界的联系,所以所有的侏儒都是真正意义上的拥有精类祖先。有超常强大精类血统的侏儒通常会表现出超凡的精神品质。这些侏儒可能会在一个极为真实的梦境中被第一世界召唤,他们说著不可知的语言,编制着动人的故事。
引用
精类印记:拥有这个特性的侏儒获得精怪之相UC植物交谈而不是舞光术动物交谈作为侏儒魔法种族特性的奖励法术。这个种族特性改变了侏儒魔法种族特性。
剧透 -   :
Gnomes have never been fully untethered from the First World, so all gnomes are, in a very real sense, descended from fey ancestors. Gnomes boasting an unusually strong fey heritage manifest unusual mental characteristics. These gnomes may have vivid recurring dreams of the First World, speak in unknown languages, or weave enchanting stories.
Fey-Tongued: Gnomes with this trait gain haunted fey aspectUC and speak with plants instead of dancing lights and speak with animals as spell-like abilities from the gnome magic racial trait. This racial trait alters the gnome magic racial trait.
半精灵Half-Elf
      半精灵本来就已经是生存在两个文明的夹缝之中,拥有精类印记的半精灵对于他们的人类和精灵亲属会显得更为异类。最好的情况是,这些半精灵成为了推翻暴政的领袖,或者他们鼓励了艺术家们去打破风格的限制。而最坏的情况,他们拥抱了诡诈和残忍,成为不安定的窃贼或是煽动者。
引用
被蔑视者:拥有这个特性的半精灵训练著自己的魔法技巧,来在例行的检查中掩盖自己的精类特征。这些半精灵在施放幻术系法术时的施法者等级视为比原来高1级。拥有11或者更高魅力的半精灵获得下列每天一次的类法术能力——神导术无罪术APG催眠曲,和法师之手。这个法术的施法者等级等于半精灵等级。法术的DC等于10+法术环级+半精灵的魅力调整值。这个种族特性替换了敏锐感官。
剧透 -   :
Already caught between two cultures, fey-touched half-elves seem even more alien to their human and elven relations. At best, these half-elves become charismatic leaders working to overthrow oppressive systems or inspiring artists pushing the bounds of style. At worst, they embrace deceit and cruelty, becoming erratic grifters or demagogues.
Disregarded: Half-elves with this trait practice magical techniques to conceal their fey features from casual scrutiny. These half-elves treat their caster level as 1 higher when casting illusion spells. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/ day—guidance, innocenceAPG, lullaby, and mage hand. The caster level for these effects is equal to the half-elf’s level. The DC for these spells is equal to 10 + the spell’s level + the half-elf’s Charisma modifier. This racial trait replaces keen senses.
半兽人Half-Orc
      拥有精类印记的半兽人经常被他们的族群放逐,但他们却也乐意前往荒野,在那里没有任何人类或者兽人能够影响到他们。精类血脉的半兽人可能会走上德鲁伊或者萨满的道路,在不需要导师的情况下获得自然魔法的启蒙。拥有精类血统的半兽人可能会展现出一双巨大或拥有不寻常颜色的眼睛或者耳朵,让他们看起来愈发地异类。
引用
萨满强化:特定的半兽人了解到该如何使用仪式来增强他们盟友的力量和兽性。这些半兽人在法术辨识检定上获得+2种族加值。除此之外,当这样一个半兽人获得动物伙伴,契约坐骑,部属,魔宠,或者魂兽,这些生物将会在力量,敏捷,或者体质上获得+2加值,哪一项增加由半兽人决定。这项种族特性替换了武器熟悉和威慑力。
剧透 -   :
Often outcast, half-orcs with a touch of fey ancestry commonly find themselves drawn to the wilderness, where neither humans nor orcs can bother them. Fey-blooded halforcs may engage in druidic or shamanistic pursuits, tapping into natural magic without need of a teacher. Half-orcs may manifest fey heritage with large or unusual-colored eyes or ears, further marking them as outsiders.
Shamanic Enhancement: Certain half-orcs know rituals to enhance the strength and brutality of their allies. These halforcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
半身人Halfling
      精类血脉的半身人常常比它们的同族移动地更快,而且可以比其他生物更敏锐地感知到周围的世界,更快地在周围的世界移动。这些半身人常常致力于提高他们所选中社群中半身人的生活质量,或者四处漫游,去帮助一路上遇到的半身人。
引用
精类之速:一些拥有精类血脉的半身人比他们的同族移动地更快,但同时保有了用于察觉危险的敏锐目光。这些半身人获得飞跑作为奖励专长,并在先攻检定上获得+2种族加值。这个种族特性替换了无畏和敏锐感知。
剧透 -   :
Fey-blooded halflings are usually even quicker than the rest of their kin and seem to move and perceive the world around them faster than most other creatures do. These halflings often work to improve halfling lives within their chosen community, or wander to help any halflings they encounter in need.
Fey-Quickened: Some fey-blooded halflings are faster than their kin, yet retain a sharp eye for danger. These halflings gain Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses.
人类Human
      长期以来,人类一直追寻著精类的奥秘,但又常常混淆了精类的恶作剧和第一世界最好的遗产。即使是刻意掩盖了自己精类血统的人类也会显得有些“怪异“,但是对于其他人类来说他们魅力十足。
引用
精怪之心:与精类生物有所关联的人类拥有比其同类更强的感官和反应速度。这种人类拥有昏暗视觉,在反射和意志豁免上获得+1种族加值,并将知识(自然)和察觉视为本职技能。此种族特性替代奖励技能。
剧透 -   :
Humans have long been lured by the mysteries of the fey and often blunder into fey machinations or First World lore best left alone. Even humans who disguise their fey heritage are often seen as indefinably “peculiar,” yet fascinating, to other humans.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
故事专长STORY FEATS
      精类血统或者与精类生物的偶遇可能是一次足以改变一生的经历——无论是变得更好还是更坏。下列故事专长(开拓者RPG极限战役66)对于那些命运和第一世界居民交织在一起的角色来说非常理想。
剧透 -   :
Fey heritage or an encounter with fey creatures can be a lifealtering experience—for good or ill. The following story feats (Pathfinder RPG Ultimate Campaign 66) are ideal for characters whose destinies are entwined with denizens of the First World.
困于城中City-Locked(故事)
你的灵魂渴求着在荒野旅行,但是你被一些法律条文,一些使命,或其他的一些责任困在了乏味的城市生活之中。
先决条件:你必须长期居住在一个大小至少为小镇的聚落中。你的家系中必须有一位精类祖先,或者拥有漫游者背景(Wanderer,极限战役45)。
即时收益:当你和你居住聚落的NPC互动时,你在唬骗,交涉和察言观色上获得+1加值。
专长目标:完成法律,使命,或者其他责任带给你的任务,这让你能够毫无耻辱地离开你的聚落。
完成收益:你刚刚获得的自由激励着你的身体和心灵。你在基于敏捷和智力的属性检定和技能检定以及意志豁免上获得+1加值。
剧透 -   :
Your soul craves travel through wild places, but you are stuck in a sedentary urban life by legal matters, honor-bound duties, or other responsibilities.
Prerequisite: You must permanently dwell in a settlement at least as large as a large town. You must also have a fey ancestor somewhere in your family line, or have The Wanderer background (Ultimate Campaign 45).
Benefit: When interacting with NPCs who live in your settlement, you gain a +1 bonus on Bluff, Diplomacy, and Sense Motive checks.
Goal: Complete the tasks to satisfy the terms of the law, matter of honor, or other responsibility, freeing you to leave the settlement without shame.
Completion Benefit: Your newfound freedom inspires your body and mind. You gain a +1 bonus on Dexterity- and Intelligence-based ability checks and skill checks and on Will saving throws.
拥抱黑暗精类Embrace the dark Fey(故事)
邪恶精类的血脉流淌在你的血管中,让你变得极富攻击性,你拼命地压制那种渴血的冲动。
先决条件:你必须在家系中有一位邪恶精类祖先,像是快可灵B2或是红帽子B2,或者你必须拥有耻辱血系背景(Shameful Heritage,极限战役40)。
即时收益:你在威吓检定上获得+2加值。如果你在威吓技能上有10或者更高的等级,这个加值会提升到4。同时你在用于确认重击的攻击骰上获得+2环境加值。
专长目标:使用威吓技能挫败一定数量生物的士气。
完成收益:对被你挫败士气陷入战栗的生物造成伤害的攻击同时,会对那个生物造成1点流血伤害。来自这个能力的流血伤害并不会与自身叠加。
剧透 -   :
Embrace the dark Fey (Story)
The blood of an evil fey ancestor in your veins lends you aggressive, often bloodthirsty impulses that you strive to keep under control.
Prerequisite: You must have an evil fey such as a quicklingB2 or redcapB2 somewhere in your family line, or you must have the Shameful Heritage background (Ultimate Campaign 40).
Benefit: You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. You also gain a +2 circumstance bonus on attack rolls made to confirm critical hits.
Goal: Demoralize an appropriate number of creatures using the Intimidate skill.
Completion Benefit: While a creature is shaken because you have demoralized it using the Intimidate skill, your attacks that deal damage to the creature also deal 1 point of bleed damage. Bleed damage from this ability does not stack with itself.
沉迷凡世Fascinated by the mundane(故事)
你对于凡物的观点有一些轻微的扭曲,你会很容易被寻常的工具或者动作所吸引。这个世界似乎在持续地压制你的感官,你挣扎地在这样的世界中找到自己的位置。
先决条件:你必须在你的家系中有一位精类祖先,你还必须拥有精类养子(Adopted by the Fey),接触精类(Fey Meeting),或者接触奇妙生物(Met a Fantastic Creature)的背景(分别在极限战役21,30和24)。
即时收益:你在基于魅力的属性检定和除了交涉的技能检定上获得+2加值
专长目标:你必须成功通过五个不同法术的豁免,这五个法术需要拥有情绪UM描述符或者试图让你陷入迷魂状态。
完成收益:你那种无时无刻的敬畏之情已经在你的掌握之下。你对于基于魅力的技能加值现在可以应用到交涉上。你可以提升你所受到的任何士气加值1点。
剧透 -   :
Fascinated by the mundane (Story)
Your perspective of normality is slightly skewed, and you are easily awed by things such as commonplace tools or mundane activities. You struggle to find your place in a world that seems continually poised to overwhelm your senses.
Prerequisite: You must have a fey ancestor somewhere in your family line, and you must have the Adopted by the Fey, Fey Meeting, or Met a Fantastic Creature background (Ultimate Campaign 21, 30, and 24, respectively).
Benefit: You gain a +2 bonus on Charisma-based ability checks and skill checks other than Diplomacy checks.
Goal: You must succeed at your saving throws against five different spells with the emotionUM descriptor or attempts to apply the fascinated condition to you.
Completion Benefit: Your ever-present awe is under your control. Your bonus on Charisma-based skill checks now also applies on your Diplomacy checks. You can increase any morale bonus you receive by 1.

精怪之心使用了空山鸣的翻译,略作修改,以下是链接
http://www.goddessfantasy.net/bbs/index.php?topic=83830.msg871477#msg871477
« 上次编辑: 2023-03-28, 周二 02:31:44 由 蕾贝卡【沉沦】 »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #4 于: 2017-09-10, 周日 08:41:59 »
侏儒遗产LEGACY OF GNOMES
      侏儒们在主物质界成功地生存了下来,甚至还可以说是繁荣昌盛,尽管他们已经离开第一世界数千年,他们仍然展现出了来自他们失落家园的那种创造力。对于很多侏儒来说,这表现为一种无法满足的冲动,这种冲动驱使着他们去发明豔丽而强力的炼金奇物。对于每一个侏儒来说,他们必须去持续探索新的主意和经历,否则他们就会受到一种名为漂白症(Bleaching)的疾病的折磨。
剧透 -   :
Despite having survived and even thrived on the Material Plane for millennia since their exodus from the First World, gnomes still exhibit much of the creative energy of their lost homeland. For many gnomes, this manifests as an insatiable drive to invent colorful and potent alchemical wonders. Every gnome, however, must continually explore new ideas and experiences or else succumb to an illness called the Bleaching.
漂白症BLEACHLINGS
      自从从第一世界迁徒以来,侏儒就一直挣扎在主物质界那些平凡的事物中。主物质面可不仅仅是无聊;那些不去经历新鲜事物的侏儒将会承受被称作漂白症的种族之痛(开拓者战役设定:内海种族89)。漂白症会持续地让一名患病的侏儒的色素流失——最后甚至会让生命流失。很少能有侏儒在这种疾病中存活下来,即使存活了下来也会变成一个毫无幽默感的白化病人。这些漂白者非常冷静,精神也很集中,就像是发现了什么真理,或者与自然世界建立了什么深切的联系一样。
      那些想要作为漂白者进行游戏的角色可以选择拥有下列替换种族特性的侏儒。
引用
漂白症:在漂白症的侵袭中存活下来的侏儒会在之后免疫漂白症。这些侏儒获得两个天赋职业:德鲁伊,和其他一个由他们选择的职业。他们失去了除了动物交谈外所有由侏儒魔法获得的类法术能力,但他们可以每天以类法术能力使用三次动物交谈,这个种族特性替换了工作狂并改变了侏儒魔法。
剧透 -   :
Ever since their migration from the First World, gnomes have struggled with the relative mundanity of the Material Plane. This is no mere boredom; gnomes who do not regularly experience new things succumb to a racial affliction known as the Bleaching (Pathfinder Campaign Setting: Inner Sea Races 89). The Bleaching gradually drains an afflicted gnome of his color—and eventually of life itself. Rarely, a gnome survives the affliction and emerges as a humorless albino. These “bleachlings” are calm and centered, as if having discovered some truth or made a deep connection with the natural world.
Those who wish to begin play as a bleachling can do so with the gnome alternate racial trait below.
Bleachling: Gnomes who have survived the Bleaching are immune to effects of the Bleaching thereafter. These gnomes gain two favored classes: druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.
专长FEATS
      漂白者可以获得下列专长。
剧透 -   :
Bleachlings have access to the following feats.
奇异专注Eerily Centered
很少有东西可以影响到你平和的心境。
先决条件:漂白症种族特性,侏儒
专长效果:你在对抗拥有情绪UM描述符的法术豁免上获得+4种族加值。拥有恐惧描述符或者赋予你士气加值的效果只影响你一半的时间(最少1轮),当你可以为自己启动类似的效果时(像是野蛮人的狂暴),你需要付出比平常多两倍的时间或次数来使用这些能力。
剧透 -   :
Little can shake your peaceful temperament.
Prerequisites: Bleachling racial trait, gnome.
Benefit: You gain a +4 racial bonus on saving throws against spells and effects with the emotionUM descriptor. Effects with the fear descriptor or that grant you a morale bonus affect you for only half the normal duration (minimum 1 round), and such effects that you can activate on yourself (such as a barbarian’s rage) require you to expend daily uses or rounds of those abilities at twice the normal rate.
荒野之声Wild Speaker
漂白症强化了侏儒与自然世界沟通的能力。
先决条件:漂白症种族特性,侏儒
专长效果:你可以任意以类法术能力使用动物交谈
剧透 -   :
The Bleaching enhances a gnome’s ability to communicate with the natural world. Prerequisites: Bleachling racial trait, gnome.
Benefit: You can use your speak with animals spell-like ability at will.
精类炼金FEY ALCHEMY
      作为一个拥有无穷变化和成长的区域,第一世界是许多强力但是难以预测炼金发明的来源。
剧透 -   :
As a place of boundless growth and variety, the First World is the source of potent yet unpredictable alchemical inventions.

第一世界革新者FIRST WORLD INNOVATOR (炼金术师变体)

      第一世界的能量缓慢地洩露到了主物质界,用那种无法预测的能量狂乱地影响著凡间的物质。那些可以掌握这种非凡物质(我们叫它原初试剂)的人,行走在天才和灾难之间那微妙的分界线之上。

原初试剂(Primal Reagents, Su):在恢复了他的每日炼成之后,第一世界革新者可以在他周围的环境中走动,以此来收集剂量数等同于1/2他的炼金术师等级+他智力调整值的原初试剂。原初试剂能够在他重新回复每日炼成之前一直保持效力。以使用化合炼成,服用药剂,投掷炸弹或者喝下突变药剂动作的一部分,第一世界革新者可是消耗一剂量的原初试剂来获得下列额外的效果。
引用
炸弹:使用一剂量原初试剂可以改变炸弹的伤害类型或者其造成的伤害。当你要改变炸弹的伤害类型时,炸弹会造成酸,寒冷,电或者火焰伤害(随机决定)而不是一般的伤害。当你改变炸弹的伤害时,炸弹的伤害骰会提升1级(比如1d6会提升到1d8),但是每个投出的伤害骰都会降低1点伤害。
化合炼成或药水:消耗一剂原初试剂可以提升化合炼成或者药水的施法者等级1级。
突变药剂:消耗一剂原初试剂让第一世界革新者随机获得下列效果(投1d4骰):突变药剂的效果减半;服用突变药剂将会回复对一项属性值造成1d4点属性伤害(如果可以的话)或者回复等同于2d8+第一世界革新者的炼金术师等级的生命值;突变药剂将会让第一世界革新者获得一个下列由他选择的科研发现效果:阴魂不散UM,保存器官UM,或者自体再生UM;或者突变药剂会赋予第一世界革新者下列由他选择科研发现的效果:野性突变,触手UM,畸变之臂UM,或者翅膀UM。他不能在自己没有满足先决条件时选取一个科研发现。
在6级时,炼金术师可是使用多剂原初试剂来获得多重效果。当他投掷炸药时,他可是消耗2剂来改变炸弹的伤害类型和造成的伤害。当服下了灵药或者药水时,他可以消耗剂量等同于化合炼成或者药水法术环位的额外原初试剂来提升施法者等级2级而不是1级。当他服用化合炼成时,他可以消耗2剂来投两次来决定额外的效果,两次的结果都会应用在突变药剂上面。
在10级时,当第一世界革新者使用原初试剂改变炸弹的伤害类型时,炸弹可以造成酸,寒冷,电,力场或者音波伤害(种类随机决定)而不是普通的伤害。除此之外,当第一世界革新者使用原初试剂在突变药剂中获得额外效果,他可以投一个1d6来获得额外效果,将下列选项加入随机列表中:突变药剂将赋予免疫毒素和麻痹;或者第一世界革新者选择一项突变药剂本身的能力(比如天生护甲加值)提升1d3点。
这个能力取代了制造药水,用毒,迅捷上毒,以及毒性免疫职业特性。

有限的炸弹(Limited Bombs,Su):第一世界革新者每天可以使用的炸弹数等于1/2职业等级+他的智力调整值(最少为1)。
这改变了炼金炸弹职业特性。

精炼试剂(Refined Reagents,Su):在2级时,当第一世界革新者消耗一剂原初试剂来让突变药剂或者炼金炸弹获得额外的效果时,他可以消耗1剂额外的试剂忽略这次效果然后重投一次;他必须接受第二次的结果。
这个能力替换了毒性抗力。
剧透 -   :
The First World’s energies slowly leak into the Material Plane, haphazardly infusing mundane reagents with unpredictable power. Those who can harness these unusual substances—called primal reagents—walk a fine line between genius and catastrophe.
Primal Reagents (Su): By spending 10 minutes patrolling his surroundings after recovering his daily extract slots, a First World innovator can gather a number of doses of primal reagents equal to half his alchemist level + his Intelligence modifier. Primal reagents retain their potency until the next time the First World innovator regains his extract slots. As part of the same action used to consume an extract, imbibe a potion, throw a bomb, or drink his mutagen, the First World innovator can expend 1 dose of primal reagents for additional effects as described below.
Bomb: Expending 1 dose can change either the bomb’s damage type or its damage dealt. When changing the damage type, the bomb deals acid, cold, electricity, or fire damage (determine the type randomly) instead of its normal damage. When changing the bomb’s damage dealt, the bomb’s die size increases by one step (for example, increasing 1d6 to 1d8), but it deals 1 less point of damage per die rolled.
Extract or Potion: Expending 1 dose increases the caster level of the extract or potion by 1.
Mutagen: Expending 1 dose grants the First World innovator an additional effect for the duration of the mutagen, determined at random (by rolling 1d4): halve all benefits provided by the mutagen; imbibing the mutagen immediately either heals 1d4 points of ability damage to one ability score (if applicable) or restores a number of hit points equal to 2d8 plus the First World innovator’s alchemist level; the mutagen grants the First World innovator his choice of the benefits of the lingering spiritUM, preserve organsUM, or spontaneous healingUM alchemist discoveries; or the mutagen grants the First World innovator his choice of the benefits of the feral mutagen, tentacleUM, vestigial armUM, or wingsUM alchemist discoveries. He cannot select a discovery if he does not meet its prerequisites.
At 6th level, the alchemist can expend multiple doses of primal reagents to apply multiple effects. When throwing a bomb, he can expend 2 doses to change both the bomb’s damage type and damage dealt. When imbibing an elixir or potion, he can expend an additional number of doses equal to the extract’s or potion’s spell level to increase its caster level by 2 instead of 1. When imbibing a mutagen, he can expend 2 doses to roll twice for additional effects, applying both results.
At 10th level, whenever the First World innovator or would use a dose of primal reagents to alter the damage type of a bomb, the bomb deals acid, cold, electricity, fire, force, or sonic damage (determine the type randomly) instead of its normal damage. Additionally, whenever the First World innovator would use a dose to gain an additional effect for a mutagen, he may roll 1d6 for the effect, adding to the list of options above: the mutagen grants immunity to poison and paralysis; or one numeric benefit of the mutagen (such as the natural armor bonus) selected by the First World innovator increases by 1d3.
This ability replaces the Brew Potion, poison use, swift poisoning, and poison immunity class features.
Limited Bombs (Su): A First World innovator can use a number of bombs per day equal to half his class level + his Intelligence modifier (minimum 1) per day. This ability alters the bombs class feature.
Refined Reagents (Su): At 2nd level, whenever the First World innovator expends a dose of primal reagents to roll a die to apply a randomized outcome to his bombs or mutagen, he can expend 1 additional dose to ignore the result and roll again; he must take the second result. This ability replaces poison resistance.
炼金术士科研发现ALCHEMIST DISCOVERIES
      下列由侏儒开创的炼金术士科研发现常常吸引了第一世界的学者。非侏儒的第一世界学者常常跨越千里,就为了与研究出下列科研发现的侏儒一起学习,但即便是如此,这些学者也必须出奇地耐心才能避免因为他们老师的变化莫测而带来的挫败感。
剧透 -   :
Pioneered by gnomes, the following alchemist discoveries often appeal to First World scholars. Non-gnome First World scholars often travel great distances to study with the gnomes who developed a given discovery, but even then, these scholars must be exceedingly patient to avoid being thwarted by the capriciousness of their teachers.
引用
精类突变药剂(Fey Mutagen,Su):炼金术士获得了制造精类突变药剂的能力,这个混合物可以赋予他一些第一世界的力量和优雅。当他服用精类突变药剂时,他在敏捷和魅力上获得+2炼金加值,在力量上获得-2减值,并获得DR2/寒铁。这在其他方面和一般的突变药剂一样,并在决定其他效果时被视作是正常的突变药剂。
究极精类突变药剂(Grand Fey Mutagen,Su):炼金术士的精类突变药剂现在在敏捷和魅力上赋予+6炼金加值,在力量上给予-2减值,赋予DR10/寒铁,以及德鲁伊的穿林步职业能力。除此之外,只要一个法术不能同时影响他原先生物种类以及精类,他就可以选择不受这个法术的影响。炼金术士必须至少16级且必须拥有高等精类突变药剂才能选择这个科研发现。
高等精类突变药剂(Greater Fey Mutagen,Su):炼金术士的精类突变药剂现在可以在敏捷和魅力上获得+4炼金加值,在力量上给予-2减值,赋予DR5/寒铁,以及德鲁伊的穿林步职业能力。炼金术士必须至少12级且必须拥有精类突变药剂才能选择这个科研发现。
剧透 -   :
Fey Mutagen (Su): The alchemist gains the ability to create a fey mutagen, a mixture that lends him some of the grace and power of the First World. When imbibed, a fey mutagen grants a +2 alchemical bonus to the alchemist’s Dexterity and Charisma, a –2 penalty to his Strength, and DR 2/cold iron. This otherwise works like the standard mutagen class feature and interacts with other effects as though it were a mutagen.
Grand Fey Mutagen (Su): The alchemist’s fey mutagen now grants a +6 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR 10/cold iron, and the druid’s woodland stride class feature. In addition, he can choose not to allow spells and effects to affect him if they would not be capable of affecting both his original creature type and the fey creature type. An alchemist must be at least 16th level and must have the greater fey mutagen discovery before selecting this discovery.
Greater Fey Mutagen (Su): The alchemist’s fey mutagen now grants a +4 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR  5/ cold iron, and the druid’s woodland stride class feature. An alchemist must be at least 12th level and must have the fey mutagen discovery before selecting this discovery.
炼金物品ALCHEMICAL ITEMS
      下列物品对于任何一个专注于精类的炼金术师的工具包来说都是一个十分有用的扩充选项。
剧透 -   :
The following are useful additions to any fey-fixated alchemist’s toolkit.
色彩手榴弹CHROMA GRENADE
价格:75GP 重量:2磅
这件金属的小罐装有被羊皮纸分割开来的反应物,还有一根会缓慢燃烧的引线。点燃引线是一个移动动作;1d3轮后,色彩手榴弹就会爆炸,喷射出发光的火花和气体,这些火花和气体将会迅速填充一个半径为10呎的区域。这边区域内的生物会陷入目眩并在对抗幻术(心灵幻觉)法术的豁免上得到-2减值,持续3轮(通过DC15的意志豁免可使其无效)。色彩手榴弹可以被扔出去,就如同是一件拥有10呎射程增量的泼溅武器一样。制造这件物品需要成功通过一个DC为25的工艺(炼金)检定。
剧透 -   :
CHROMA GRENADE
PRICE 75 GP WEIGHT 2 lbs.
This metal canister contains alchemical reactants separated by parchment and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later, the chroma grenade explodes, spewing luminescent sparks and gases that fill a 10-foot-radius area. Creatures in the area are dazzled and take a –2 penalty on saving throws against illusion (pattern) spells for 3 rounds (DC 15 Will negates). A chroma grenade can be thrown as though it were a splash weapon with a range increment of 10 feet. Crafting this item requires a successful DC 25 Craft (alchemy) check.
藤蔓管VINE TUBE
价格:40GP 重量:
这个密封的铜管装有一袋炼金肥料和一些来自第一世界的已经发芽的种子。当你以一个标准动作摇晃并打开它时,这根管子会渗出很多藤蔓,这些藤蔓将在3轮中爬满一个临近的方格。放任不管的话,这些藤蔓会将这个方格变成困难地形,但是持有管子的生物可以将藤蔓塑造成一件粗糙的工具,家具,或者是其他木制物体,或者是一根重量为20磅的绳子,又或者是一件只需要成功通过DC为10的工艺(篮子或者木工)检定就能制造出来的物品。在崩坏成碎片之前这个藤蔓结构将会持续10分钟。制作这个物品需要成功通过一个DC为25的工艺(炼金)检定。
剧透 -   :
VINE TUBE
PRICE 40 GP WEIGHT —
This sealed copper tube contains a packet of alchemical fertilizer and several sprouted seedlings from the First World. Once shaken and opened as a standard action, the tube exudes a multitude of vines that spill into an adjacent square for 3 rounds. Left alone, these vines create an area of difficult terrain in the square, but a creature holding the tube can shape the vines as they emerge into a crude tool, piece of furniture, or other object of wood or rope weighing 20 pounds or less with a successful DC 10 Craft (baskets or carpentry) check. The vine construct lasts for 10 minutes before crumbling to pieces. Crafting this item requires a successful DC 25 Craft (alchemy) check.

« 上次编辑: 2023-06-22, 周四 07:57:22 由 Πληΐαδες »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #5 于: 2017-09-10, 周日 08:42:28 »
伽瑟兰的遗产LEGACY OF GATHLAINS
      一棵数英里高的树伫立在第一世界长达数千年,在这个永恒变化的世界中却未曾改变。它的种子落在哪里,哪里就会生长出伽瑟兰,这种小小的精类生物与一些植物互利共生,而这些植物就长在他们的后背上。有些人说,这棵树本身和他们的广泛传播的后代一起构成了第一世界这个无穷变化生命体的缩影,这一切是一项被神明们遗忘了的实验。
      每一个伽瑟兰的生理机能取决于他们出生的地点,每一个伽瑟兰都与他们背后的藤蔓建立共生关系,这些藤蔓就和他们肩膀上的肌腱无缝地合为一体,从植物到肌肉的过渡是如此的自然,你根本不可能分辨出两者的界限。温带森中肥沃土壤中生长的种子对伽瑟兰来说是最好的,从这些种子中长出的伽瑟兰常常拥有强壮的藤蔓,这些藤蔓上还连接着可以作为叶状翅膀的薄膜。当然,还存在着许多其他种类的伽瑟兰,他们有些在多石的土壤中发芽,或是在风化的悬崖上,又或是在第一世界中那些更为不同寻常的地点。
      伽瑟兰是一种热爱旅行的群居生物,由他们自己的话来说,他们在出生之前就是四处飘散的种子。伽瑟兰很少会长时间执迷于一个固定的地点或者人物,他们会去探索整个世界以求得全新的体验。伽瑟兰常会以非常私人的话题去质问他们遇到的生物,得到的回答将会引发更深入的问题或者是出于善意的嘲弄。这些灵巧的精类觉得没有什么比调查新伙伴的行李更有趣了,他们翻遍每一个包和口袋,完全不关心什么是礼节和私有财产。
      伽瑟兰会经常去找侏儒,因为他们对侏儒有一种同属于怪诞种族的同族感情,但是许多侏儒认为伽瑟兰太过于放纵自己的趣味。当侏儒将他们的好奇心转化为技能和熟练度时,伽瑟兰将大量的精力投入到研究一个课题上,只有在他们的研究没有任何明显的进展时才会放弃他们的工作。嗤妖(Mockingfey)(开拓者RPG怪物图鉴6 189)是少有的可以忍受和伽瑟兰长久相处的生物(反之亦然),因为这两种生物都很享受恶作剧和那些无礼的趣味。
      伽瑟兰通过裂缝从第一世界旅行到格拉利昂,在森林和精类较多的地区中,比如莽吉荒原,维尔杜兰森林,河域诸国,伽瑟兰算是比较常见的。伽瑟兰也喜欢格拉利昂的贸易路线或者十字路口,他们被这些地方的有趣的文化交流所吸引(当然,还有不受拘束的恶作剧)。
剧透 -   :
A miles-tall tree has stood for millennia in the First World, curiously immutable in a land of constant transformation. Where its seeds land, they grow into gathlains, little fey creatures with symbiotic plants sprouting from their backs. Some say this tree and its widely disseminating progeny, themselves a microcosm of the infinitely variable life that is the First World, are a forgotten experiment of the gods.
While the specific physiology of each gathlain depends on where it germinates, gathlains exist in a symbiotic relationship with the vines whose natural fibers seamlessly integrate with the sinew of their shoulder muscles, the transition of flesh to plant so gradual that it is impossible to distinguish a dividing line between the two. The seeds from which gathlains issue find best purchase in the rich soil of temperate forests, and such gathlains usually bear strong vines with thin connective webbing that serve as leafy wings. Many other varieties of gathlains exist, however, based on whether the gathlains sprouted in rocky soil, on wind-swept cliffs, or in more unusual locales of the First World.
Gathlains are gregarious creatures consumed with a wanderlust imparted, they say, from their prebirth time as drifting seeds. Rarely attached to a single place or person for long, gathlains explore the world in search of new experiences. Gathlains pepper other creatures they meet with intensely personal questions, the answers fueling further questions or good-natured japes. The nimble fey think nothing of investigating the belongings of a new acquaintance, pawing through packs and pockets with apparent indifference to concepts of property or propriety.
Gathlains often seek out gnomes, feeling a kinship with the whimsical race, though many gnomes find gathlains too capricious even for their liking. Whereas gnomes tend to translate their curiosity into talents and professions, gathlains invest enormous amounts of energy into learning as much as they can about a subject, only to discard their accomplishments without any apparent practical gain. Mockingfey (Pathfinder RPG Bestiary 6 189) are among the few creatures that can tolerate gathlain company for any extended amount of time (and vice versa) as they both enjoy pranks and tactless humor.
Gathlains travel to Golarion through breaches from the First World, and are most common in forests and fey-rich regions such as the Mwangi Expanse, Verduran Forest, and forests in the River Kingdoms. Gathlains also gravitate toward trade routes and crossroads across Golarion, drawn by the interesting interchanges of culture that take place in such areas (as well as by the boundless opportunities to make mischief there).
替换种族特性ALTERNATE RACIAL TRAITS
      下列种族特性可以被选取用来替换一般的伽瑟兰种族特性。在选取这些新的选项之前请先询问你的GM。
剧透 -   :
The following racial traits can be selected instead of typical gathlain racial traits. Consult your GM before selecting any of these new options.
引用
荆棘之体:在特别不友好的环境中成长的伽瑟兰在他们的藤蔓上长出了荆棘,来保护他们免受狂热的食草动物侵扰。拥有这个种族特性的伽瑟兰在没穿甲或者厚重的衣物时被视为装备了精制品甲刺。这些荆棘可以被击破或者破坏,就如同它们是被穿戴的物品(硬度1,5hp),但是它们可以在一周内长回来。这个种族特性替换了类法术能力种族特性。
生于荫蔽:一些伽瑟兰的种子到达了悬垂之荫(Hanging Bower),这是诱惑的古老者——绿母的领域。在悬垂之荫成长的伽瑟兰在他们的藤蔓上开出了美丽但是脆弱的木槿花,并散发出迷人的费洛蒙。拥有这一特性的伽瑟兰在交涉和驯养动物检定上获得+2种族加值。这个种族特性替换了天生护甲。
光合视野:有时与伽瑟兰共生的藤蔓的卷须会包住伽瑟兰的脸,就像一个由叶子构成的面具一样。这些藤蔓将会像一个光接收器一样增强伽瑟兰的视觉。拥有这一种族特性的伽瑟兰在察觉检定上获得+2种族加值。光合视野替换了昏暗视觉。
粘性卷须:当一只伽瑟兰发现他在一个时常变化扭曲的环境中生根,他最终会学会该如何使用它的藤蔓来顽强地攀附在这些环境中。伽瑟兰可以攀附在墙上甚至在天花板上,只要这些地方有可供抓握的地方,伽瑟兰会被视作长期处于非魔法的蛛行术效果之下(但伽瑟兰不能攀附在完全光滑的表面上)。伽瑟兰的的藤蔓变得只能提供滑翔而非真正的飞行能力;伽瑟兰不会受到坠落伤害,就如同持续处于非魔法的羽落术效果之下。在半空中时,伽瑟兰每坠落1呎就能以每轮60呎的速度水平移动5呎。伽瑟兰不会因为它的翅膀而上升,但是可以在它下降的时候朝着其他方向移动。如果遭到了强风或者其他能让他上升的效果,伽瑟兰可以从上升效果中获得好处,来提升它可以滑行的距离。这个种族特性替换了飞行速度。
共生失衡:有时伽瑟兰的种子会在特别有利于他体内植物部分的环境中生长,这就让更多的养分参与到构建它的藤蔓翅膀而不是它的腿。这些伽瑟兰拥有比一般的伽瑟兰更大的翅膀。他们拥有20呎的基础速度和40呎飞行速度(一般)。这个种族特性改变了伽瑟兰的速度。
剧透 -   :
Body Thorns: Gathlains that mature in particularly hostile environments develop thorns on their vines to protect them from overeager herbivores. A gathlain with this racial trait is considered to be wearing masterwork armor spikes when not wearing armor or bulky clothing, and it is proficient with armor spikes. These thorns can be sundered or destroyed as if they were a worn object (hardness 1, 5 hp), but grow back 1 week later. This racial trait replaces the spell-like abilities racial trait.
Bower Born: Some gathlain seeds find their way to the Hanging Bower, the realm of the alluring Eldest known as the Green Mother. Gathlains grown in the Hanging Bower sprout beautiful but delicate hibiscus flowers on their vines and emit a seductive pheromone. Gathlains with this trait gain a +2 racial bonus on Diplomacy and Handle Animal checks. This racial trait replaces natural armor.
Photosynthetic Vision: Occasionally the tendrils of a gathlain’s symbiotic vines wrap around the gathlain’s face like a leafy mask. The vines supplement the gathlain’s vision with photosynthetic receptors. Gathlains with this racial trait gain a +2 racial bonus on Perception checks. Photosynthetic vision replaces low-light vision.
Sticky Tendrils: When a gathlain seed finds itself taking root in an environment that warps and changes erratically, the resulting gathlain learns to cling tenaciously with its vines. The gathlain can cling to walls and even ceilings as long as the surface has handholds, and it is treated as being constantly under the effects of a nonmagical spider climb spell (except that the gathlain may not cling to smooth surfaces). The gathlain’s vines provide only the ability to glide rather than true flight; the gathlain takes no damage from falling, as if subject to a constant nonmagical feather fall spell. While in midair, a gathlain can move up to 5 feet horizontally for every 1 foot it falls, at a speed of 60 feet per round. The gathlain cannot gain height with its wings, but instead coasts in other directions as it falls. If subjected to strong winds or any other effect that causes it to rise, the gathlain can take advantage of this updraft to increase the distance it can glide. This racial trait replaces the gathlain’s fly speed.
Symbiotic Imbalance: Occasionally the conditions for a gathlain seed’s growth heavily favor the plant portion of its body, causing more nutrients to go to the building of its vine wings and fewer to developing the gathlain’s legs. These gathlains have larger wings than normal. They have a base speed of 20 feet and a fly speed of 40 feet (average). This racial trait alters the gathlain’s speeds.
天赋种族选项FAVORED CLASS OPTIONS
      下列选项对于所有的拥有列出的天赋职业的伽瑟兰都是可选的,除非有特别说明,这些加值在你每次选择天赋职业奖励的时候都会直接应用上去。
剧透 -   :
The following options are available to all gathlains who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
引用
炼金术士:增加炼金术士突变药剂的持续时间10分钟。
吟游诗人:在吟游诗人的表演(喜剧)检定上获得1/2加值。
调查员:在用于唬骗和知识检定上的灵感骰上获得1/3加值。
操念使:在使用念力凝聚的时候,念力凝聚将会多降低1/6点超载(超载消耗的最小值为0)。
催眠师:提升催眠师诡计每日使用数量1/3次。
先知:从术士/法师法术列表中获得一个惑控法术作为已知法术。此法术必须至少比先知可以施放的最高环级法术低一环。除非这个法术已经在先知的法列表中,否则就会被视为比原先高一环。
游荡者:在森林和沼泽中的隐匿检定会获得1/2加值。
术士:选择一个来自精类或者苍翠APG血脉的术士可用血脉之力。在决定这些能力的效果时,术士的等级视为比原本高1/2级(最高+4)。
剧透 -   :
Alchemist: Add 10 minutes to the duration of the alchemist’s mutagens.
Bard: Add a +1/2 bonus on the bard’s Perform (comedy) checks.
Investigator: Add a +1/3 bonus on inspiration rolls applied to Bluff and Knowledge checks.
Kineticist: Increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point (the minimum burn cost of 0 still applies).
Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by one-third.
Oracle: Add one spell known that is an enchantment spell from the sorcerer/wizard spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
Rogue: Add a +1/2 bonus on Stealth checks while in forests and swamps.
Sorcerer: Choose a bloodline power from the fey or verdantAPG bloodlines that the sorcerer can use. The sorcerer treats her class level as though it were 1/2 higher (to a maximum of +4) when determining the effects of that power.
伽瑟兰专长GATHLAIN FEATS
      伽瑟兰可以选择下列专长,这些专长和他们独特的生理结构和狂放的性格紧密联系。
剧透 -   :
Gathlains have access to the following feats tied to their unique physiologies and irrepressible personalities.
生物栅格Biological Lattice
你通过练习学会了从你背后交织的藤蔓中取出和存储物品。
先决条件:伽瑟兰,种族飞行速度
专长效果:以一个移动动作,你可以在你的藤蔓中储存你正在携带的物品。当你的藤蔓中储存著物体时,你会失去你的飞行速度。你可以以一个迅捷动作取出存储的物品或者以一个自由动作将其丢到地上,在这之后你将立即获得你的飞行速度。
剧透 -   :
You have practiced storing items in and retrieving them from the tangled vines on your back. Prerequisites: Gathlain, racial fly speed.
Benefit: As a move action, you can store an item you are carrying in your vines. While you are holding an item in your vines, you lose your fly speed. You can retrieve the stored item as a swift action or drop it as a free action, immediately regaining your fly speed in either case.
水栖适应Hydroponic Adaptation
你可以调整你的翅膀以此来使它们在水中生效。
先决条件:伽瑟兰,种族飞行速度
专长效果:每天一次,以一个整轮动作,你可以重新调整你的共生藤蔓来帮助你在水下移动。你会获得30呎的游泳速度,但是作为代价你会失去你的飞行速度。这个效果将会持续1小时,或者持续到你以一个整轮动作结束这种状态。
剧透 -   :
You can change your wings to instead be effective underwater.
Prerequisites: Gathlain, racial fly speed.
Benefit: Once per day as a full-round action, you can lose your fly speed to gain a swim speed of 30 feet as you reconfigure your symbiotic vines to help you move underwater. This effect lasts for 1 hour, or until you end it as a full-round action.
轻盈妖精的步伐Step of the Flighty Fey
你的类法术能力开发出了来自第一世界的魔力和适应力。
先决条件:伽瑟兰,轻羽步APG类法术能力
专长效果:处于你轻羽步类法术能力效果的生物,在这个效果的持续时间内获得DR1/寒铁。如果你拥有至少8个生命骰,这个生物会获得DR2/寒铁,如果你拥有至少16个生命骰,这个生物会获得DR3/寒铁。
剧透 -   :
Your spell-like ability taps the magic and resilience of the First World.
Prerequisites: Gathlain, feather stepAPG spell-like ability.
Benefit: A creature under the effect of your feather step spell-like ability gains DR 1/cold iron for the duration of the effect. If you have at least 8 Hit Dice, the creature instead gains DR 2/cold iron, and if you have at least 16 Hit Dice, the creature instead gains DR 3/cold iron.
奇妙收益Strange Yield
你的藤蔓可以产出拥有有益功效的水果。
先决条件:工艺(炼金)5级,伽瑟兰,种族飞行速度
专长效果:每天一次以一个整轮动作,你可以用你共生的藤蔓结出一颗小小的水果。投一个D100来决定一个在开拓者RPG极限宝具371页表格7-17:1环药水和魔法油中出现的常见药水和魔法油;这颗水果的功效和这次投骰的结果一样。在24小时后,这颗水果将会失去它的魔力。
剧透 -   :
Your vines produce fruit with helpful properties.
Prerequisites: Craft (alchemy) 5 ranks, gathlain, racial fly speed.
Benefit: Once per day as a full-round action, you can withdraw a small fruit from your symbiotic vines. Roll d% to determine a Common Potion or Oil on Table 7–17: 1st-Level Potions and Oils on page 371 of Pathfinder RPG Ultimate Equipment; the fruit functions as the result of that roll. After 24 hours, the fruit loses its magic.
« 上次编辑: 2017-11-21, 周二 21:33:37 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #6 于: 2017-09-10, 周日 08:43:21 »
第一世界印记TOUCHED BY THE FIRST WORLD
      在格拉利昂的某些特定地区,像是黑月森林或者是格朗基尔森林,第一世界和主物质界的界限正在不断缩小,而且还在变得模糊。在这些地方,第一世界变幻莫测的生态渗入到了主物质界,以无法预测的方式改变着这片土地,并使得好奇的精类可以从第一世界穿越而来。精类们被凡界的生物所吸引,他们努力地与这些生物接触,享受着取悦或者捉弄它们的过程。
     和善或者多变的精类影响着这个世界,这个章节中展现的新规则就反映了这一点。
剧透 -   :
In certain areas of Golarion, such as Darkmoon Wood or the Grungir Forest, the veil between the Material Plane and the First World blurs and thins. Here, the First World’s capricious and fluid nature seeps into the Material Plane, altering the land in unpredictable ways and allowing curious fey to cross over from the First World. Fascinated by mortal creatures, fey seek them out and enjoy causing them mischief or delight. This section presents new rules to reflect benevolent or whimsical fey influences.
精类印记生物FEY-TOUCHED CREATURE(CR+0或者CR+1)
      精类印记的生物的血脉可以追溯到第一世界的居民,而且比起它们一般的同族来显得十分引人注目,它们拥有光艳的色彩或者是狡黠的面庞。精类印记生物的第一世界祖先并不需要是一只精类,即使是魔法兽,第一世界的侏儒,以及其他来自这片丰饶之地的居民,在它们与其他位面的生物一夜欢愉之后,这个魔法位面会在它们子嗣身上留下精类的印记。一些精类印记生物因此可以宣称自己的祖先是一位传奇的Tane,甚至可能是一名神明般的古老者,虽然这些声明大都没有什么依据——这些家伙不过是在因为第一世界影响在遗传上有意无意地展现出来罢了。
      只有当基础生物拥有5个或更多的生命骰时,精类印记生物的CR才会提高1点。精类印记生物模板只能被应用到活物上。精类印记生物的快速套用和重建的规则都是相同的。与精类紧密联系的施法者(比如拥有精类血脉的术士)可以使用召唤怪物法术来召唤拥有精类印记的生物,并且可以在3级的时候选取精类印记的生物作为进阶魔宠,就和选择炼狱和天界魔宠一样。
剧透 -   :
Fey-touched creatures are descended from inhabitants of the First World and often possess striking features compared to their normal counterparts, such as bright coloration or a cunning visage. The fey-touched creature’s First World ancestor needn’t be a fey specifically,  and even magical beasts, First World gnomes, and other non-fey inhabitants of the fecund, magical plane can produce fey-touched heirs generations after their initial dalliance with residents of other planes. Some fey-touched creatures thus claim to be descended from the legendary Tane and even the godlike Eldest, though these claims are likely unfounded—such claims themselves intentional or accidental manifestations of the creature’s hereditary First World influence.
A fey-touched creature’s CR increases by 1 only if the base creature has 5 or more Hit Dice. The fey-touched creature template can be applied only to living creatures. A fey-touched creature’s quick and rebuild rules are the same. Spellcasters with ties to the fey (such as sorcerers with the fey bloodline) can summon fey-touched creatures with summon monster spells and take fey-touched creatures as improved familiars at 3rd level, similar to selecting celestial or infernal familiars.
引用
重建规则:感官—获得昏暗视觉;防御能力—获得+2意志豁免以及如下表所示的DR;法术抗力—获得相当于 {新CR+5} 的法术抗力;特殊能力—变形(一个固定的小型或者中型的类人形态,变身术),穿林步(如同德鲁伊的职业能力)
剧透 -   :
Rebuild Rules: Senses gains low-light vision; Defensive Abilities gains +2 bonus on Will saves and DR as noted on the table; SR gains SR equal to new CR +5; Special Qualities change shape (a single fixed Small or Medium humanoid form, alter self), woodland stride (as the druid ability).
精类印记生物防御Fey-touched creature Defenses
引用
生命骰DR
1-4
5-105/寒铁
11+10/寒铁

恶作剧PRANKED (先知诅咒)

      性情多变的精类持续地困扰着你,它们在你身上犯下无数的恶作剧,像是把你的鞋带系在一起,藏起你的装备,在正式的场合中法术不合时宜的噪音或者气味,以及模仿你的声音说出让人难堪的谎话。除了这些恶作剧导致的恶劣社交结果外,你还在先攻检定上获得-4减值。除此之外,当你试着从你的装备中拿出一件物品时,在这个动作中,你有25%的概率没法找到这个物品。将妖火幻音术加入你的可知法术列表。在10级时,将困惑术作为5环法术加入你的可知法术列表。在15级时,将投影术加入到你的可知法术列表中。着魔智者UM可以选择这个诅咒代替鬼扰。
剧透 -   :
Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies. In addition to any social consequences of such mischief, you take a –4 penalty on initiative checks. Furthermore, whenever you attempt to retrieve a stored item from your gear, there’s a 25% chance that you fail to find it with that action. Add faerie fire and ghost sound to your list of spells known. At 5th level, add glitterdust and minor image to your list of spells known. At 10th level, add confusion to your list of spells known as a 5th-level spell. At 15th level, add project image to your list of spells known. A possessed oracleUM can select this curse in place of the haunted curse.

狂想WHIMSY (先知秘示域)

狂想先知从善变的精类欺诈师那里获得了力量

神祗:绿母,提灯王,无,纱卡

本职技能:拥有狂想秘示域的先知将唬骗,易容,表演,手上功夫,以及隐匿加入到她的本职技能列表中。

奖励法术:妖火(2级),狂笑术(4级),羞耻盛装UI(6级),强效幻影(8级),次等引诱精类UI(10级),假像术(12级),引诱精类UI(14级),迷舞(16级),高等引诱精类(18级)

启示:选择了狂想秘示域的先知可选择下面给出的启示。
引用
假想形态(Assumed Form,Sp):你可以任意改变的你的容貌,就如同使用了施法者等级等于你的先知等级的易容术。在7级时,你可以改变你的物理形体,就如同变身术一样。在11级时,这个能力会一直持续下去,直到你解消它或者你再次使用它,这允许你在睡觉的时候也能激活这个能力。
善变误导(Capricious Misdirection,Sp):你多变的天性让你可以轻易地误导对于灵光的感知。你将持续处于误导术的效果之下,但你可以以一个标准动作选择60呎内的一个物体或者生物,这个生物将会作为本来对你施放的侦测法术的目标,直到你选择另外一个生物或者物体。你必须至少达到7级才能选择这个启示。
精类狡黠(Feywise,Ex):你的跳跃思维让你可以免受精类恶作剧的侵扰。你获得德鲁伊的抗自然诱惑职业特性。除此之外,你还在对抗精类的察觉,察言观色,以及生存检定上获得+2加值。你必须至少达到3级才能选择这个启示。
闪现(Flicker,Sp):你可以在短时间内进行闪现,这让你可以逃跑或者完成一个恶作剧。以一个迅捷动作,你可以消失每先知等级1轮。这个能力和隐形术一样生效。你每天可以使用这个能力的次数等于你先知等级的一半(至少为1)。
精通误导(Misdirection Mastery,Su):你愉快地躲开攻击,并用你的诡诈的误导能力迷惑你的敌人。你获得误导战法UI作为奖励专长。在10级时,你获得转向误导UI作为奖励专长,在15级时你获得反击误导UI作为奖励专长。你不需要满足这些专长的前置。你必须达到至少3级才能选择这个启示。
至纯狂想(Pure Whimsy,Su):每天一次,你可以以一个标准动作释放出一股来自第一世界的游荡混沌。当你这样做时,选择一个90呎内的目标,它将会承受一个随机效果,就如同处于惊奇权杖的影响之下(或者,由DM来判断,另一个随机或者不同寻常的类似能力的效果)。这个效果的DC(如果有)等于10+1/2你的先知等级+你的魅力调整值,通过这个能力产生的效果不会持续超过一天。你在7级的时候每天可以使用这个能力1次,这个次数会在之后的每4级增加一次。你必须达到至少7级才能选择这个启示。
万能喜剧(Versatile Comedy,Ex):狂想的力量让你的喜剧可以让人敬畏和迷醉。你可以用你所有的表演(喜剧)加值来替换你的唬骗和交涉加值。
怪诞的恶作剧(Whimsical Prank,Su):以一个标准动作,你可以呼唤一只妖精来对30呎内的一个生物进行一次恶作剧,就如同使用了阴招APG战技。这个行动将会如常结算,但是它不会引起借机攻击,你可以使用你的先知等级来替换战技加值,并用你的魅力调整值来替换你的力量或者敏捷调整值。这个能力不能被豁免,但是被这个启示影响过的生物不能在一天内再次作为这个启示的目标。
诡奇步伐(Whimsical Step,Su):每天一次,以一个移动动作,你可以将你自己传送10呎每先知等级。你在7级的时候每天可以使用这个能力一次,在7级之后的每4级这个能力的使用次数会增加一次。你必须至少达到7级才能选择这个启示。
林地漫游(Woodland Caprice,Su):你的精类力量让你可以轻易地穿越丛林环境。你获得穿林步能力,就如同德鲁伊的职业能力。在7级时,你获得德鲁伊职业能力无踪步,你还能掩盖任何位于你30呎内盟友的踪迹。
最终启示:在你达到20级的时候,你在肉体上真正变成了精类欺诈师。你的种类变成精类,并且你将获得昏暗视觉,免疫毒素,和DR10/寒铁。
剧透 -   :
Whimsy oracles gain powers from capricious fey tricksters.
Deities: Green Mother, Lantern King, Ng, Shyka.
Class Skills: An oracle with the whimsy mystery adds Bluff, Disguise, Perform, Sleight of Hand, and Stealth to her list of class skills.
Bonus Spells: faerie fire (2nd), hideous laughter (4th), shamefully overdressedUI (6th), major image (8th), lesser entice feyUI (10th), mislead (12th), entice feyUI (14th), irresistible dance (16th), greater entice feyUI (18th).
Revelations: An oracle with the whimsy mystery can choose from any of the following revelations.
Assumed Form (Sp): You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.
Capricious Misdirection (Sp): Your ever-changing nature allows you to misdirect aura-reading divinations with ease. You are constantly under the effects of a misdirection spell, except that you can take a standard action to select a creature or object within 60 feet to serve as the target of detection spells used against you until you select a different creature or object. You must be at least 7th level to select this revelation.
Feywise (Ex): Your whimsy grants you protection from fey mischief. You gain the resist nature’s lure druid class feature. In addition, you gain a +2 bonus on Perception, Sense Motive, and Survival checks against fey. You must be at least 3rd level to select this revelation.
Flicker (Sp): You can flicker from sight for a short time, allowing you to escape or set up a prank. As a swift action, you can disappear for 1 round per oracle level. This ability functions as invisibility. You can use this revelation a number of times per day equal to half your oracle level (minimum 1).
Misdirection Mastery (Su): You gleefully evade attacks and confound foes with your capricious misdirection. You receive Misdirection TacticsUI as a bonus feat. At 10th level, you receive Misdirection RedirectionUI as a bonus feat, and at 15th level you receive Misdirection AttackUI as a bonus feat. You do not need to meet the prerequisites to receive these feats. You must be at least 3rd level to select this revelation.
Pure Whimsy (Su): Once per day, you can release a stream of errant chaos from the First World as a standard action. When you do so, identify a target within 90 feet and generate a random effect as from a rod of wonder (or, at the GM’s discretion, another random or unusual effect of similar power). The DC of any required saving throw is 10 + half your oracle level + your Charisma modifier, and no effect from this ability persists for more than 1 day. You can use this ability once per day at 7th level and one additional time per day for every 4 levels beyond 7th. You must be at least 7th level to select this revelation.
Versatile Comedy (Ex): The powers of whimsy infuse your comedy with the ability to awe and befuddle. You can use your total Perform (comedy) bonus in place of your Bluff and Intimidate bonuses.
Whimsical Prank (Su): As a standard action, you can call upon fey to play a prank on a creature within 30 feet as a dirty trickAPG combat maneuver. Resolve this attempt as normal, except that it doesn’t provoke attacks of opportunity, you use your oracle level in place of your Combat Maneuver Bonus, and you add your Charisma modifier in place of your Strength or Dexterity modifier. No save is allowed against this attempt, but a creature affected by this revelation cannot be the target of this revelation again for 1 day.
Whimsical Step (Su): Once per day as a move action, you can teleport up to 10 feet per oracle level. You can use this ability once per day at 7th level and one additional time per day for every 4 levels beyond 7th. You must be at least 7th level to select this revelation.
Woodland Caprice (Su): Your fey powers allow you to move easily through woodland environments. You gain woodland stride, as per the druid ability. At 7th level, you also gain the trackless step druid class feature and can similarly conceal the tracks of any allies within 30 feet that you choose.
Final Revelation: Upon reaching 20th level, you become a fey trickster in the flesh. Your type changes to fey and you gain low-light vision, immunity to poison, and DR 10/ cold iron.

第一世界歌者FIRST WORLD MINSTREL (诗人变体)

在很多文明中传述着这样的故事,一个人被精类带走了仅仅数年,却在这段时间中被永久地改变了。第一世界的歌者就是在这种情况下被精类改变的,因此他的表演可以引导来自第一世界的神秘力量。

精类魔法(Fey Magic):第一世界歌者将召唤自然盟友加入到他的法术列表中,这将替换掉同环位的召唤怪物法术。
这个能力改变了第一世界歌者的法术列表。

野性认同(Wild Empathy,Ex):第一世界歌者获得德鲁伊的野性认同职业能力,在这个能力上使用他的诗人等级当作德鲁伊等级来计算相关效果。
这个能力替换了逸闻知识。

吟游诗人表演:第一世界歌者获得下列吟游表演能力。
引用
第一世界的回声(Echoes of the First World,Su):第一世界歌者可以赋予他自己或者30呎内一个自愿的个体来自第一世界的怪异魔法,这个魔法会让目标获得一个来自精类模板的特殊能力(参见开拓者RPG 怪物图鉴3 116)持续1轮,获得这些能力并不会让目标变形。第一世界歌者在1级后每3个等级,他就可以指定一个额外的盟友或者为他其中一个目标赋予额外的特殊能力。这是一个依赖听觉成分的变形效果。
这个能力替换了激发勇气。
小魔怪厄运(Gremlin’s Luck,Su):在第一世界歌者达到8级或者更高等级的时候,他可以使用他的表演来在一轮内给30呎内的一个目标降下厄运。在目标投属性检定,攻击骰,投豁免或者技能检定的时候,他必须投两次并选取较差的结果。成功通过意志豁免(DC10+1/2第一世界歌者等级+他的魅力调整值)将会不受这个效果的影响,并能在24小时内免疫这个能力。这是一个依赖听觉成分的影响心灵效果。
这个能力替换了末日丧歌。

抗自然诱惑(Resist Nature’s Lure,Ex):在2级时,第一世界歌者获得德鲁伊的抗自然诱惑职业特性。
这个能力替换了通晓音律。
剧透 -   :
Most cultures tell stories of people stolen away by the fey, only to return years later, forever changed. The First World minstrel was changed in such a way by the fey, and his performances channel the mysterious powers of the First World.
Fey Magic: A First World minstrel adds summon nature’s ally spells to his spell list instead of the equivalent summon monster spells.
This ability alters the First World minstrel’s spell list.
Wild Empathy (Ex): A First World minstrel gains the wild empathy druid class feature, using his bard level as his druid level for this ability.
This ability replaces bardic knowledge.
Bardic Performance: A First World minstrel gains the following types of bardic performance.
Echoes of the First World (Su): A First World minstrel infuses himself or a single willing ally within 30 feet with the strange magic of the First World, granting the target one of the special abilities from the fey creature template (see Pathfinder RPG Bestiary 3 116) other than change shape for 1 round. For every 3 levels beyond 1st the First World minstrel has, he can target one additional ally or add an additional special ability to one of his targets. This is a polymorph effect that relies on audible components.
This ability replaces inspire courage.
Gremlin’s Luck (Su): A First World minstrel of 8th level or higher can use his performance to inflict bad luck on a target within 30 feet for 1 round. Whenever the target rolls an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A target that succeeds at a Will save (DC 10 + half the First World minstrel’s level + his Charisma modifier) negates the effect and is immune to this ability for 24 hours. This is a mind-affecting effect that relies on audible components.
This ability replaces dirge of doom.
Resist Nature’s Lure (Ex): At 2nd level, a First World minstrel gains the resist nature’s lure druid class feature.
This ability replaces well-versed.
« 上次编辑: 2017-10-04, 周三 21:02:14 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #7 于: 2017-09-10, 周日 08:44:28 »
精痕FEY-SCARRED
      并不是所有的精类都让人喜悦而且与世无争。在格拉利昂某些特定的地区,精类算是非常活跃的威胁,它们威胁着其他生物的生存,并用它们极具破坏力的魔法扭曲着整个大地。居住在这些被摧残土地上的凡人们要么是生活在恐惧之下——要么是学会了该如何反抗。
剧透 -   :
Not all fey are playful and reclusive. In certain parts of Golarion, fey are an active menace, threatening other creatures and twisting the land with disfiguring magic. Mortals dwelling in these blighted areas live in fear—or learn to fight back.
精痕之地FEY-SCARRED LANDS
因为居住着邪恶的精类而被人所熟知的地区已经列在了下方。每一个介绍中都包含了一个或多个替换种族特性,这些种族特性可以被选取用来替换原有的种族特性。
剧透 -   :
Some of the regions known to harbor wicked fey are described below. Each description includes one or more alternate racial traits which can be selected in place of the indicated racial traits.
黑色瘟疫Darkblight
      虽然大部分居住在利齿之森的精类都会忍受甚至是欢迎那些心怀尊重的客人,但这片森林的心已经被邪恶的森精阿兰提拉所腐化(Arlantia)。她的魔法毒害了利齿之森的最深处,将这片区域扭曲成了一片被称作黑色瘟疫的腐烂之地。在这片区域生活的生物必须时刻警觉黑色瘟疫的扩散。
引用
疫病恐惧(侏儒种族特性):侏儒是类人生物而不是精类生物,因此他们不会对利齿之森中影响精类的黑色瘟疫特别敏感。但无论如何,这些侏儒的成长就伴随着对黑色瘟疫的恐惧,并因此狂热地训练他们的身体来抵御这些疾病。这些侏儒在对抗疾病和毒素,包括魔法疾病的豁免上获得+4加值。这个种族特性替换了工作狂。
剧透 -   :
While much of the Fangwood is home to fey who tolerate or even welcome respectful visitors, its heart is rotten, corrupted by the malign dryad Arlantia. Her magic poisons the deepest part of the Fangwood, twisting it into a corrupted region called the Darkblight. Humanoids living in the area must be wary for signs of Darkblight contagion.
Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
交织蔷薇Tanglebriar
      精灵们在即位之年返回了奇奥尼(Kyonin),就在这之后不久,恶魔领主毁树者(Treerazer)就发现了这片被精灵们遗弃的森林王国,并宣称这是他的领土。在精灵们回到这里之后,他们将这位恶魔领主的活动范围限制到了一个名为交织蔷薇的沼泽地带,但是他们并没有能力将它完全放逐出去。交织蔷薇现在是一片被恶魔腐化的沼泽,同时也是许多邪恶精类的灯塔。
引用
警戒(精灵种族特性):一些精灵怀着无比的热诚去训练该如何对抗恶魔和邪恶的精类,但这使得他们没有那么多的时间去磨练自己传统魔法技艺。拥有这一种族特性的精灵在对抗混乱生物攻击的AC上获得+2加值。这个特性替换了精灵魔法。
剧透 -   :
Shortly before the elves returned to Kyonin during the Age of Enthronement, the demon lord Treerazer discovered their abandoned forested realm and claimed it as his own. When the elves came back, they confined the demon lord to a swampy region called Tanglebriar, but they have been unable to banish him completely. Tanglebriar is now a morass of demonic corruption and a beacon for evil fey.
Vigilance (elf racial trait): Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.
上科勒河Upper Korir River
      上科勒河流域的土地饱受狂热的精类邪教徒的困扰。这些精类相信苍翠之地(the Verdant Region)在许多年以前因为某种原因才被第一世界放逐,清除掉那里的类人生物才能让这片土地回归第一世界。他们意识到他们不能直接对赞吉(Zenj)的当地人动手,所以他们转而依赖于诡诈和欺骗,他们假装自己是精类古老者以此来欺骗赞吉人去毁灭他们自己。这些精类让家族之间的和睦关系破裂,诱惑部落的成员们毁掉自己的纹身,然后毁掉人们对于古老者议会的信仰。而作为结果,赞吉人面对超自然力量变得多疑了起来,即使这些超自然力量看起来是善良的。
引用
提防伪物(人类种族特性):有些精类会伪装成自己的同族,而受过辨别精类伪装的人类会在对抗幻术法术和效果的豁免上获得+2种族加值,在1级的时候在察言观色上获得1个免费的等级,并在每次升级的时候都能在察言观色上获得一个额外的等级。这个种族特性替换了奖励技能。
引用
警戒叛徒(半精灵种族特性):一些半精灵对于他们表面上的盟友存有怀疑,这让他们变得顽固而愤世嫉俗。这些半精灵在对抗幻术法术和效果的豁免检定上获得+2种族加值。察觉和察言观色将被视为他们的本职技能。这个种族特性替换了适应力。
剧透 -   :
The lands along the Upper Korir River are plagued by fanatical fey cultists. These fey believe that the verdant region was somehow banished from the First World in ages past, and that wiping out humanoid life there will allow the land to return. Recognizing that they can’t take on the local Zenj populace directly, the fey rely on deceit, impersonating elders to trick the Zenj into destroying themselves. These fey infiltrators poison relations between families, tempt tribesfolk to break taboos, and undermine elder councils. In response, the Zenj have learned to be skeptical when encountering even benign-seeming supernatural powers.
Imposter-Wary (human racial trait): Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
Alert for Betrayal (half-elf racial trait): Some halfelves’ skepticism of apparent allies makes them cynical and stubborn. These half-elves gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for them. This racial trait replaces adaptability.

精类杀手FEYKILLER (猎人变体)

一些生活在被精类侵扰地区的猎人将自己的一生都花费在了追踪和根除这些威胁上。他们使用他们与自然的联系来磨练他们的感官,并与腐化的第一世界的入侵者抗争到底。

动物之力(Animal Focus,Su):精类杀手模仿着可以赋予她揭穿精类诡计能力的动物。她将下列选项加入到他的动物之力能力中,这将取代动物之力选项中的熊,青蛙,猴子,老鼠,蛇。
引用
乌鸦:生物在识别生物的能力和弱点的知识检定上获得+4表现加值。这个加值在8级时提升到+6,在15级时提升到+8。
山羊:生物在对抗惑控法术和类法术能力的豁免上获得+2表现加值。这个加值在8级时提升到+4,在15级时提升到+6。
猫鼬:生物在擒抱战技检定以及对抗毒素的豁免上获得+2表现加值。这个加值在8级时提升到+4,在15级时提升到+6。
鲨鱼:生物在用于追踪一只在24小时内受到猎人或她动物伙伴伤害的生物的生存检定上获得+4表现加值。这个加值在8级时提升到+6,在15级时提升到+8。
乌龟:生物在它的天生护甲加值上获得+2增强加值。这个加值在8级时提升到+4,在15级时提升到+6。(没有天生护甲的生物拥有+0的有效天生护甲加值。)
这个能力改变了动物之力。

寒铁爪击(Iron Talons,Ex):通过训练和祈祷,精类杀手能够赋予她的动物伙伴更强的力量来对抗精类。动物伙伴的其中一个天生武器攻击,由精类杀手选择,将会在克服伤害减免时视作寒铁。在7级时,她动物伙伴的所有天生武器都会被视作寒铁。
这个能力替换了野性认同和与主人交谈。

抗自然诱惑(Resist Nature’s Lure,Ex):在4级时,只要精类杀手的动物伙伴在他的60呎内,她就能获得德鲁伊的抗自然诱惑职业能力。
这个能力替换了高等情感链接。

不动如山(Grounded,Su):在17级时,精类杀手在对抗幻术和魅惑效果的豁免上获得+4洞察加值,而且她将会免疫精类创造的幻术和魅惑效果。这个能力只有在她与她的动物伙伴的距离不超过60呎时才会生效。
这个能力替换了野性主宰。
剧透 -   :
Some hunters in fey-plagued regions are dedicated to tracking down and eradicating these threats. They use their connection to the natural world to ground their senses and fight corrupted First World intrusions.
Animal Focus (Su): A feykiller emulates animals that grant her the ability to unmask fey trickery. She adds the following choices to her animal focus ability instead of the bear, frog, monkey, mouse, and snake choices.
Crow: The creature gains a +4 competence bonus on Knowledge checks to identify the abilities and weaknesses of creatures. This bonus increases to +6 at 8th level and +8 at 15th level.
Goat: The creature gains a +2 competence bonus on saving throws against enchantment spells and spell-like abilities. This bonus increases to +4 at 8th level and +6 at 15th level.
Mongoose: The creature gains a +2 competence bonus on grapple combat maneuver checks and on saving throws against poison. These bonuses increase to +4 at 8th level and +6 at 15th level.
Shark: The creature gains a +4 competence bonus on Survival checks to track a creature that has taken damage from the hunter or her animal companion in the past 24 hours. This bonus increases to +6 at 8th level and +8 at 15th level.
Turtle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)
This ability alters animal focus.
Iron Talons (Ex): Through training and prayer, a feykiller imbues her animal companion with an enhanced ability to fight fey. One of the animal companion’s natural attacks, as selected by the feykiller, is treated as cold iron for the purpose of overcoming damage reduction. At 7th level, all of her animal companion’s natural attacks are treated as cold iron.
This ability replaces wild empathy and speak with master.
Resist Nature’s Lure (Ex): At 4th level, a feykiller gains the resist nature’s lure druid class feature whenever her animal companion is within 60 feet.
This ability replaces improved empathic link.
Grounded (Su): At 17th level, a feykiller gains a +4 insight bonus on saving throws against illusion and enchantment effects, and she is immune to illusion and enchantment effects created by fey. This ability functions only when her animal companion is within 60 feet.
This ability replaces one with the wild.
猎杀精类法术FEY-HUNTING SPELLS
      下列法术常被内海地区与精类战斗的人们使用。
剧透 -   :
The following spells are used by those who combat fey in many parts of the Inner Sea region.
【咒法】寒铁之缚(Cold Iron Fetters)(创造)

环位:牧师5,审判者 4, 秘学士 5, 游侠3,萨满5,术士/法师 5,召唤师 4,女巫 5
施法时间:标准动作
成分:语言, 姿势,材料/法器(寒铁镣铐模型)
范围:中距(100呎+10呎/等级)
目标:一个生物
持续时间:1轮/等级(可解消)
豁免:反射过则无效
法术抗力:不可

寒铁的镣铐出现在目标腿的周围,将每一个目标的移动速度减半。任何飞行生物的机动性都将会下降两个级别(比如从良好到不良,机动性最差到笨拙)。除此之外,任何拥有DR/寒铁或者DR/寒铁与魔法的目标。它将不能在法术的持续时间内使用超自然能力或者类法术能力来进行移动(像是任意门传送术,或者融身入树)。
剧透 -   :
COLD IRON FETTERS
School conjuration (creation);
Level cleric 5, inquisitor 4, occultist 5, ranger 3, shaman 5, sorcerer/wizard 5, summoner 4, witch 5
Casting Time 1 standard action
Components V, S, M/DF (miniature cold iron shackle)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Reflex negates;
Spell Resistance no
Cold iron shackles materialize around the target’s limbs, reducing each of the target’s movement speeds by half. Any flying target has its maneuverability worsened by two steps (from good to poor, for example, to a minimum of clumsy maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron and magic, it is unable to use supernatural or spell-like means of movement (such as dimension door, teleport, or tree meld) for the duration of the spell.
【变化】钢脊(Iron Spine)

环位:牧师4, 魔战士3,术士/法师3,女巫3
施法时间:标准动作
成分:语言,姿势,材料/法器(寒铁锭)
范围:中距(100呎+10呎/等级)
目标:一个活物
持续时间:1轮/等级
豁免:
法术抗力:

你对目标发射出一块铁锭。如果你在一次远程接触攻击中成功命中,目标的骨骼或者外骨骼会变成锯齿状的寒铁碎片。在目标移动时,它会受到1d6点穿刺伤害,并会在1轮内陷入恶心,因为金属的脊椎刺进了他的血肉中。这个伤害会受到伤害减免的影响,但它会被视作寒铁和魔法武器来克服相应的伤害减免。被这个法术的影响的生物可以选择静止不动来避免受到伤害。拥有DR/寒铁或DR/寒铁与魔法的生物在被这个法术影响时会陷入反胃而不是恶心。这个法术对没有骨骼或硬质外壳的生物没有影响。
剧透 -   :
IRON SPINE
School transmutation;
Level cleric 4, magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (cold iron ingot)
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round/level
Saving Throw no;
Spell Resistance yes
You launch an ingot of iron at the target. If you succeed at a ranged touch attack, the target’s skeleton or exoskeleton turns into jagged shards of cold iron. Whenever the target moves, it takes 1d6 points of piercing damage and is sickened for 1 round as metal spines stab into its flesh. This damage is subject to damage reduction, but it overcomes damage reduction as though it were a weapon of cold iron and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with DR/cold iron or DR/cold iron and magic affected by this spell are nauseated instead of sickened. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.
【惑控】凡人怖惧(Mortal Terror)[恐惧,影响心灵]

等级:反圣武士2,吟游诗人2,牧师2,审判者2,催眠师2,异能者2,萨满2,术士/法师2,战斗祭司2,女巫2
施放时间:一个标准动作
成分:语言, 姿势
范围:近距(25呎+5尺/2等级)
目标:一个生物
持续:1轮/等级
豁免:意志过则部分生效(见下文)
抗力:可

一种被夸大的对死亡的感知被你灌注到了目标的脑海里,这驱使他进入到一种自我保护的状态中。目标变得战栗,并在每轮第一次受到伤害时(包括法术持续时间的第一轮),他必须成功通过一个意志豁免否则他的恐惧等级会上升一级(从战栗到惊惧,从惊惧到恐慌)。如果目标在恐慌的状态下豁免失败,它会在恐惧中动弹不得,并在法术剩余的持续时间内陷入无助。如果目标成功通过了一开始的意志检定,它会战栗1轮,但它的恐惧等级不能在那一轮中被法术效果进一步提升。
剧透 -   :
MORTAL TERROR
School enchantment [fear, mind-affecting];
Level antipaladin 2, bard 2, cleric 2, inquisitor 2, mesmerist 2, psychic 2, shaman 2, sorcerer/wizard 2, warpriest 2, witch 2
Casting Time 1 standard action 。
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will partial (see text);
Spell Resistance yes
You imbue the target with an exaggerated sense of its own mortality and a drive for self-preservation. The target is shaken, and the first time each round the target takes damage (including the first round of the spell’s duration), it must succeed at another Will save or its fear level increases by one step (from shaken to frightened, and from frightened to panicked). If the target fails a saving throw against this effect while panicked, it is transfixed in terror and is helpless for the remainder of the spell’s duration. If the target succeeds at the initial Will save, it is shaken for 1 round but its fear level cannot be further increased by this spell’s effects during that round.
« 上次编辑: 2018-01-31, 周三 12:57:04 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #8 于: 2017-09-10, 周日 08:48:03 »
背叛者之嗣SCIONS OF THE TRAITORLA
      古老者们很少与物质界的居民们互动,但莱诺克伯爵在他这些保持中庸的同胞之中是一个例外。莱诺克和奈克斯弧光领主之间保持着一种复杂的关系,这种关系常在竞争对手和盟友之间摇摆不定。在历史的长河中有件事尘封已久,古老者们曾经联合在一起将莱诺克放逐到了阴影位面。这次放逐的原因已经消失在历史、神话以及古老者们守秘的天性之中,但莱诺克的力量是如此强大,以至于在他被流放的时候他也能保持自己的影响力。莱诺克伯爵的追随者们坚持认为其他古老者背叛莱诺克是因为他计划将自己那位强大的宁芙爱人升华到与古老者们一样的地位,但其他理论却认为莱诺克是一次大型暗杀阴谋的首脑。其他古老者的追随者们指出,莱诺克在那个时候获得的称号——“背叛者”——就是莱诺克计划著针对他同胞的巨大阴谋的铁证,这次阴谋实在是太过可怕,以至于古老者们没有办法使用传统办法来应对。
      距离莱诺克放逐已经过去了千年之久,但作为永恒阴谋和背叛的象征,对他的信仰已经广泛地传播开来。那些为流放者提供帮助和庇护以及在黑暗之中密谋背叛密友的人们都向背叛者莱诺克祈祷,以求获得神启。下列新规则很适合对莱诺克效忠的角色。
剧透 -   :
The Eldest rarely interact with the inhabitants of the Material Plane, but Count Ranalc has always been an exception among his eclectic peers. Ranalc maintained a complicated relationship with the archmage Nex across the centuries that wavered between a rivalry and an alliance. Untold years ago, a group of Eldest banded together to banish Ranalc to the Shadow Plane. The reasons for this exile are obscured by history, myth, and the Eldest’s secretive natures, but Ranalc’s power was such that he has continued to retain influence even in exile. Count Ranalc’s followers maintain that the other Eldest betrayed him because of his plans to elevate a powerful nymph lover to the status of Eldest, though other theories place Ranalc as the mastermind of a massive assassination plot. Followers of other Eldest point to the moniker Ranalc acquired at the time—the “Traitor”—as evidence that Ranalc instigated some great crime against his peers that they could not counter with a traditional course of action.
In the millennia since Count Ranalc’s banishment, his faith has splintered into myriad branches due to internal scheming and betrayals. Those who provide aid and shelter to exiles and those who scheme under cover of darkness to betray their most trusted confidants pray to Ranalc the Traitor for guidance. The following new rules are well suited for characters with an allegiance to Count Ranalc.

死魂精之影ANKOU’S SHADOW (杀手变体)

死魂精是可怕的有翼精类刺客,他们被第一世界至高的领主们派遣去消灭他们的对手。一些凡人通过效仿死魂精来成为完美的刺客;而有些人则相信他们就是死魂精,只是为了执行一项隐蔽的任务而化身进凡人的躯壳中。无论是哪种情况,死魂精之影都训练著第一世界最可怕的执刑者所掌握的致命技术。

阴影分身(Shadow Double,Sp):死魂精之影可以以一个整轮动作来创造一个接近真实的暗影复制品。这个阴影分身和他的本体处在同一个方格,并模仿着他的动作,就像单个的镜影一样,但它会持续到被摧毁或者死魂精之影选择以一个迅捷动作解消的时候。这个能力不会与镜影术或者其它类似的能力叠加,像是诡术领域的复制幻象。
      在5级时,死魂精之影获得第二个阴影分身。他除了可以将这些阴影分身放在自己的方格中当作镜影术来使用,还可以自身移动动作的一部分移动他的分身,将他的移动分配给他自己和他的分身们。当分身位于他所处方格外的时候,阴影分身不会像镜影术一样保护死魂精之影,并且他们可做的动作也有所限制。阴影分身可以为死魂精之影以及他的盟友们提供夹击,但他们并不会拥有改变夹击和协助他人效果的团队专长和特殊能力。以一个迅捷动作,死魂精之影可以让他的阴影分身使用协助他人,这次投骰将使用死魂精自己的基本攻击加值再加上他的智力加值。虽然阴影分身看上去可以复制死魂精之影的装备,但这些装备其实是他形态的一部分;阴影分身的装备不能被摧毁,丢弃,或者被偷窃。在阴影化身冒险离开死魂精之影超过50呎或者离开了他的效果线或者视觉线时,阴影分身就会消失。阴影化身在受到伤害或者被一次需要攻击骰的攻击命中后就会被摧毁。阴影化身的AC等于死魂精之影的接触AC,但是它的CMD和豁免和死魂精之影相等。如果死魂精之影拥有反射闪避,那么阴影分身也会获得该能力。把死魂精之影的分身当作目标的影响心灵的效果会转而影响到死魂精之影自身,但是他不会因为该效果同时把他和阴影分钟作为目标而受到这个效果影响两次。
      在10级时,死魂精之影获得第三个阴影分身。他可以将他的动作分别用他的本体和阴影分身做出,用它们来作为攻击或能力的起始点。举个例子,死魂精之影以全力攻击的一部分做出三次攻击,他的第一次攻击来自他自己的本体,剩下两次攻击则来自他的两个阴影分身。
      在15级时,死魂精之影获得第四个阴影分身。除了上述能力外,死魂精之影可以指派分身去单独完成一项任务,就如同法术隐形仆役一样,但是阴影分身拥有有效力量属性10。
      这个能力取代了杀戮目标。

死魂精之眼(Ankou’s Vision,Sp):在7级时,每天一次,死魂精之影可以以一个迅捷动作识破隐形,如同同名法术,这个能力每天可以使用每等级1分钟。持续时间不需要连续,但是每次至少使用1分钟。
这个能力替换了追踪者。

阴影猎物(Shadow Prey,Ex):死魂精之影不能在没有阴影分身的时候将一个目标标记为他的狩猎目标,但和其它杀手不同,这个目标不需要是他的杀戮目标。
这个能力改变了狩猎目标和精通狩猎目标。

无拘阴影(Unfettered Shadows,Su):在20级时,以一个标准动作,死魂精之影可以在1分钟内解放他所有的阴影分身。在无拘状态下,每一个阴影分身都可以像死魂精之影一样移动和攻击,而且不会消耗死魂精之影的任何动作。被死魂精之影击中的生物在每次受到伤害时都需要做一个意志豁免(DC20+死魂精之影的智力调整值)来忽视掉幻术效果。如果它成功了,目标将会把阴影分身视作20%的真实强度,就和阴影咒法术一样。阴影分身不能使用阴影分身能力。死魂精之影每天可以使用这个能力3+智力调整值次。

推荐绝技:下列杀手绝技(以及盗贼绝技)能够完善死魂精之影变体:流血攻击,快速潜行,延缓打击,以及突袭攻击。
推荐高等绝技:下列高等杀手绝技(以及高等盗贼绝技)能够完善死魂精之影变体:一击瞬杀,猎手突袭APG,以及穿林步。
剧透 -   :
Ankous are terrifying, winged fey assassins dispatched by the greatest lords of the First World to eliminate rivals. Some mortals emulate ankous to become the perfect assassins; others believe themselves to be ankous incarnated in mortal shells on a deep cover mission. In either case, an ankou’s shadow practices the deadliest skills of the First World’s most feared enforcers.
Shadow Double (Sp): An ankou’s shadow can take a full-round action to create a single, quasi-real, shadowy duplicate. This shadow double remains in his square, mimicking his movements as a single mirror image, except that it lasts until it is destroyed or he chooses to dismiss it as a swift action. This ability does not stack with the mirror image spell or with similar abilities, such as the copycat ability of the Trickery domain.
At 5th level, an ankou’s shadow gains a second shadow double. In addition to using these shadow doubles as mirror images in his square, he can move his doubles as part of his own move action, dividing his movement between himself and his doubles. When outside his square, shadow doubles do not protect the ankou’s shadow as mirror image and are limited in the actions they can take. Shadow doubles provide flanking for the ankou’s shadow and his allies, but they do not possess teamwork feats or special abilities that alter the effects of flanking or aiding another.
As a swift action, the ankou’s shadow can direct his shadow doubles to use the aid another action, using his own base attack bonus plus his Intelligence modifier for the roll. Although a shadow double appears to duplicate the ankou’s shadow’s gear, this gear is part of its form; a shadow double’s gear cannot be destroyed, dropped, or stolen. A shadow double disappears if it ventures more than 50 feet from the ankou’s shadow or if it leaves his line of sight or effect. A shadow double that is hit by an attack roll or takes any damage is destroyed. The AC of a shadow double is equal to the ankou’s shadow’s touch AC, and it has the same CMD and saving throw bonuses as the ankou’s shadow. Shadow doubles possess evasion if the ankou’s shadow does. Mind-affecting effects targeting a shadow double affect the ankou’s shadow instead, though he isn’t affected twice by effects that target both him and a shadow double.
At 10th level, an ankou’s shadow gains a third shadow double. He can divide his actions between his actual body and his shadow doubles, using them as the origin point for attacks or abilities. For example, an ankou’s shadow making three attacks as a part of a full attack could make his primary attack from his own body and his other two attacks from two of his shadow doubles.
At 15th level, an ankou’s shadow gains a fourth shadow double. In addition to the abilities above, an ankou’s shadow can assign the doubles to perform simple tasks on their own, as the unseen servant spell, except that the shadow doubles have an effective Strength score of
10.
This ability replaces studied target.
Ankou’s Vision (Sp): At 7th level, an ankou’s shadow can use see invisibility, as per the spell, as a swift action for 1 minute per level per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.
This ability replaces stalker.
Shadow Prey (Ex): An ankou’s shadow cannot denote a target as his quarry unless he has a shadow double present, but unlike other slayers, the target does not need to be one of his studied targets.
This ability alters quarry and improved quarry.
Unfettered Shadows (Su): At 20th level, as a standard action an ankou’s shadow can unfetter all of his shadow doubles for 1 minute. While unfettered, each shadow double can move and attack as if it were the ankou’s shadow without using any of his actions. A creature struck by a shadow double can attempt a Will save (DC 20 + the ankou’s shadow’s Intelligence modifier) each time it takes damage to recognize the illusion. If it succeeds, the target treats all the shadow doubles as 20% real, as the spell shadow conjuration. The shadow doubles cannot use the shadow double ability. The ankou’s shadow can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Slayer Talents: The following slayer talents (and rogue talents) complement the ankou’s shadow archetype: bleeding attack, fast stealth, slowing strike, and surprise attack.
Advanced Slayer Talents: The following advanced slayer talents (and advanced rogue talents) complement the ankou’s shadow archetype: assassinate, hunter’s surpriseAPG, and woodland stride.

暗影之嗣SHADOW SCION (盗贼变体)

莱诺克伯爵的追随者们集聚在黑暗和光明的夹缝之中,寻找著可以将他们的庇护主从神秘的流放中解放出来的秘密。暗影之嗣了解到了这些秘密的其中一二,并凭藉他们自己从暗影中获得了力量。许多暗影之嗣是献身于莱诺克伯爵的窃影鬼(开拓者RPG 怪物图鉴2 123)或者剪影人(开拓者RPG 怪物图鉴4 274)。

阴影居民(Shadow Dweller,Ex):暗影之嗣获得30呎黑暗视觉,并在昏暗和黑暗光照下的潜行获得+1表现加值。如果她已经拥有了黑暗视觉,她黑暗视觉的距离提高10呎。在3级和之后的每2级,她的黑暗视觉的距离都会提高10呎,她在潜行检定上的加值也会提升1点。
这个能力替换了寻找陷阱。

阴影奇袭:在2级时,暗影之嗣获得阴影奇袭APG作为奖励专长。使用来自开拓者RPG解放的unchained版本盗贼的角色会转而获得盲斗作为奖励专长。
这个能力替换了2级时的盗贼绝技。

暗影步伐(Shadow Step,Sp):在8级时,以一个标准动作,暗影之嗣可以行走在阴影位面中,然后重新出现在物质界中的其它地方。暗影之嗣每天可以以这种方式移动最多30呎,无论是在一轮中一次性移动还是分开在多次暗影步伐中移动。以这种方式移动时,不会引发借机攻击,但每次需要至少移动5呎。在阴影位面中移动不会很精淮,当暗影之嗣返回主物质界的时候,她会偏离目标方格1格,这使用投炸武器的规则。如果这将让她到达被占据的方格,她将转而达到最近的安全位置。当暗影之嗣到达物质界时,她将在1轮内披上一层阴影并获得隐蔽,就如同朦胧术一样。
这个能力替换了盗贼在8级时获得的绝技。

阴影语者(Shadow Speaker,Sp):在14级时,暗影之嗣可以在一片昏暗或者黑暗的区域中进行冥想,在冥想结束之后,她可以从阴影中获得信息。这将如同问道自然般生效,但它不能揭示当前没有在昏暗或者黑暗光照下的物体或者目标。暗影之嗣在14级时每天可以使用这个能力1次,在19级时每天使用2次。
这个能力替换了14级时获得的盗贼绝技。

阴影主宰(Shadow Master,Su):在20级时,当暗影之嗣在昏暗的环境中时,她获得DR10/寒铁,并在所有的豁免上获得+2幸运加值。除此之外,当她对一个在昏暗环境中的敌人确认重击时,这个敌人将会目盲1d6轮。
这个能力替换了大师之击。

推荐绝技:下列盗贼绝技能够完善暗影之嗣变体:虚假老友(false friend)ARG,快速潜行,扰乱反应,突袭攻击,以及狡诈花招UC
推荐高等绝技:下列高等盗贼绝技能够完善暗影之嗣变体:视线躲藏UC,精通反射闪避,心智灵活,以及化敌为友UC
剧透 -   :
Count Ranalc’s worshipers congregate in the places between dark and light, searching for secrets that might one day free their patron from his mysterious exile. Shadow scions have learned some of these secrets and draw power from the shadows themselves. Many shadow scions are dedicated fetchling (Pathfinder RPG Bestiary 2 123) or wayang (Pathfinder RPG Bestiary 4 274) devotees of Count Ranalc.
Shadow Dweller (Ex): A shadow scion gains darkvision with a range of 30 feet and a +1 competence bonus on Stealth checks in dim light and darkness. If she already has darkvision, the range of her darkvision increases by 10 feet. At 3rd level, and every 2 levels thereafter, the range of her darkvision increases by 10 feet and her bonus on Stealth checks increases by 1.
This ability replaces trapfinding.
Shadow Strike: At 2nd level, a shadow scion gains Shadow StrikeAPG as a bonus feat. A character using the unchained rogue class from Pathfinder RPG Pathfinder Unchained instead gains Blind-Fight as a bonus feat.
This ability replaces the rogue talent gained at 2nd level.
Shadow Step (Sp): At 8th level, a shadow scion can walk through the Shadow Plane and reappear elsewhere on the Material Plane as a standard action. The shadow scion can travel up to 30 feet per rogue level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in increments of at least 5 feet and does not provoke attacks of opportunity. Travel through the Shadow Plane is imprecise; when the shadow scion arrives back on the Material Plane, she reenters 1 square off target, as per the rules for thrown splash weapons. If this would place her in an occupied square, she instead arrives in the nearest safe location. When the shadow scion arrives on the Material Plane, she is cloaked in shadow and gains concealment as per the blur spell for 1 round.
This ability replaces the rogue talent gained at 8th level.
Shadow Speaker (Sp): At 14th level, a shadow scion can spend 1 minute meditating within a patch of dim light or darkness; at the end of the time, she can draw information from the shadows. This functions as commune with nature, except that it functions in any terrain to a radius of 100 feet per rogue level, and it cannot reveal information about any object or subject that is not currently in dim light or darkness. The shadow scion can use this ability once per day at 14th level and twice per day at 19th level.
This ability replaces the rogue talent gained at 14th level.
Shadow Master (Su): At 20th level, whenever a shadow scion is in an area of dim light, she gains DR 10/cold iron and a +2 luck bonus on all saving throws. In addition, whenever she confirms a critical hit against a foe that is in an area of dim light, that foe is blinded for 1d6 rounds.
This ability replaces master strike.
Rogue Talents: The following rogue talents complement the shadow scion archetype: false friendARG, fast stealth, slow reactions, surprise attack, and underhandedUC.
Advanced Talents: The following advanced rogue talents complement the shadow walker archetype: hide in plain sightUC, improved evasion, slippery mind, and unwitting allyUC.
« 上次编辑: 2017-10-10, 周二 18:21:50 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #9 于: 2017-09-10, 周日 08:48:37 »
怒放的盛宴之花GROWN OF THE FEASTING FLOWER
      对于很多凡人来说,危险常常带着不可抵抗的诱惑。绿母是自然诱惑的具现化,并体现了这种潜藏在不可抵抗诱惑之后的危险。绿母有很多的象征符号:妖妇,情报贩子,以及大意之人的陷阱。比起她那些食人植物来,她没有那么多的恶意,不过她也不是什么宽宏大量的神祗。道德对于她来说并不是一件值得考虑的事,而她也向她的崇拜者们赋予了同样的自由。她的诱惑之力在几千年来已经被她的子嗣散播到诸位面之中。绝大多数绿母的后代都没有意识到他们真正的遗产,但他们的成长仍会去依赖那种毋庸置疑的诱惑力和影响力。拥有绿母血脉或者忠于绿母的角色很有可能会使用下面列出的新规则。
剧透 -   :
For many mortals, danger holds an irresistible allure. The Green Mother embodies nature’s attraction and the peril masked by this irresistible seduction. The Green Mother has been represented many ways: as temptress, information broker, and snare for the unwary. She holds no more malice than her sacred predatory plants, but neither is she forgiving. Concerns of morality hold little meaning for her, and she extends that same freedom to her worshipers. Her seductive prowess has littered the planes with her progeny over long millennia. Most of the Green Mother’s descendants are unaware of their true heritage but nevertheless rely on their unmistakable allure and influence over growing things. Characters descended from or loyal to the Green Mother are most likely to make use of the following new rules.

贪婪之藤GRASPING VINE (萨满变体)

效忠于绿母的教会比较分散,而贪婪之藤萨满通常就是这些分散教会中的一名信徒。他们会崇拜所有形态的植物生命,而对于食肉或者有毒的植物会有特别的喜爱。不像大多数萨满,贪婪之藤会受到类植物的生物而不是魂兽的引导。

魂域(Spirit):贪婪之藤通常会选择生命,自然,或者森林(Wood)(开拓者玩家伴侣:荒野英雄26)魂域,但他们选择魂域的时候并不会受到限制。

植物精魂(Plant Spirit,Ex):萨满的魂兽由树叶和带刺的藤蔓构成。这个植物精魂拥有和萨满魂兽一样的数据和能力,但是它的种类被视为植物类而不是本地异界生物。
这个能力改变了萨满的魂兽。

苍翠魔法(Verdant Magic):贪婪之藤将下列法术加入她的可用魂术列表:纠缠术(1环),树肤术(2环),飞刺纠缠术ACG(3环),命令植物(4环),棘墙术(5环),火种术(6环),活化植物(7环),凋死术(8环),以及蔓生术(9环)。
这个能力替换了由萨满魂域赋予的魂术。

翠绿之语(Greentongue,Sp):在2级时,以一个标准动作,贪婪之藤可以以类法术能力使用植物交谈。贪婪之藤每天可以使用这个能力的次数等于她萨满等级的一半。除此之外,当处于植物交谈的效果之下时,贪婪之藤可以对30呎内的一个单个植物生物进行暗示(如同使用了暗示术),这可以无视植物免疫心灵的能力。在2级时贪婪之藤每天可以使用这个能力一次,在2级之后的每4级获得一次额外的使用次数。
这个能力替换了萨满2级时获得的萨满巫术。

鲜花形态(Flower’s Form,Sp):在8级时,以一个标准动作,贪婪之藤变成一颗小型获得中型的植物生物,就如同使用了植物形态I。在12级时,这个能力将会如同植物形态II一样生效。在16级时,这个能力会如同植物形态III一样生效。贪婪之藤每天可以使用这个能力每萨满等级1分钟。使用时间不需要连续,但是每次至少需要使用1分钟。
这个能力替换了萨满8级时获得的萨满巫术。
剧透 -   :
Grasping vine shamans are typically adherents of one of several scattered sects dedicated to the Green Mother. They revere plant life in all its forms, with a special fondness for poisonous or carnivorous plants. Unlike most shamans, a grasping vine is guided by a plantlike creature rather than a spirit animal.
Spirit: Though a grasping vine is not limited to a particular choice of spirit, common selections are Life, Nature, or Wood (Pathfinder Player Companion: Heroes of the Wild 26).
Plant Spirit (Ex): A shaman’s spirit animal is made of leaves and thorny vines. This plant spirit has the statistics and abilities as a shaman’s spirit animal, but it is treated as a creature of the plant type rather than a native outsider.
This ability alters the shaman’s spirit animal.
Verdant Magic: A grasping vine adds the following spells to the list of spells she can cast using spirit magic: entangle (1st), barkskin (2nd), thorny entanglementACG (3rd), command plants (4th), wall of thorns (5th), fire seeds (6th), animate plants (7th), horrid wilting (8th), and shambler (9th).
This ability replaces the spirit magic spells granted by the shaman’s spirit.
Greentongue (Sp): At 2nd level, as a standard action, a grasping vine can use speak with plants as a spell-like ability. The grasping vine can use this ability a number of times per day equal to half her shaman level. In addition, while under the effects of speak with plants, the grasping vine can deliver a suggestion (as per the spell) to a single plant creature within 30 feet, ignoring the plant’s immunity to mind-affecting effects. The grasping vine can use this ability once per day at 2nd level, plus an additional time per day every 4 levels after 2nd level.
This ability replaces the shaman’s hex gained at 2nd level.
Flower’s Form (Sp): At 8th level, as a standard action, a grasping vine can assume the form of a Small or Medium plant creature, as per plant shape I. At 12th level, this ability functions as plant shape II. At 16th level, this ability functions as plant shape III. The grasping vine can use this ability for 1 minute per shaman level per day. This duration does not need to be used consecutively, but it must be spent in 1-minute increments.
This ability replaces the shaman’s hex gained at 8th level.

诱惑者SEDUCER (女巫变体)

这些魅力十足的女巫通常是绿母的信徒,依靠其超凡脱俗的魅力来实现自己的目标。诱惑者专注于惑控,把敌人变为朋友,又把朋友变为玩具来满足自己的欲望。

庇护主(Patron):诱惑者必须选择欺瞒,惑控,植物(plant)(来自玩家伴侣《荒野英雄》第11页),荆棘(thorns)(出自玩家伴侣《荒野英雄》第13页)或者诡术来作为其庇护主。

超凡魅力(Otherworldly Allure):诱惑者的力量来自于她的魅力。她使用魅力而不是智力来决定她所能施展的最高法术环级、法术豁免DC、1级时获得的已知法术,以及任何通常由智力决定的巫术的效果。

精类魅惑(Fey Charm,Su):诱惑者1级时获得巫术:魅惑(charm),且这个巫术的豁免DC+1。如果巫术目标对诱惑者有或者可能有性趣,则此豁免DC提高至2。如果诱惑者和巫术目标在过去的24小时内有着自愿的性关系,则此豁免DC提高至3。
该能力取代1级的女巫巫术。

引诱之吻(Seducer’s Kiss,Su): 6级起,诱惑者可以亲吻其他生物,这视为一次近战接触攻击。目标必须通过一次成功的意志豁免(DC10 +一半的诱惑者等级+魅力调整) ,失败则恍惚1轮。如果巫术目标对诱惑者有或者可能有性趣,则此豁免DC+2。如果诱惑者和巫术目标在过去的24小时内有着自愿的性关系,则此豁免DC+4。无论豁免成功与否,该生物在1天内都不会再次成为此巫术的目标。在10级,此能力会导致目标震慑1轮,然后恍惚额外1轮。这是一项影响心灵的魅惑效果。
该能力取代6级的女巫巫术。

欢欣花园(Garden of Delight,Su): 8级起,诱惑者可以每天一次制造一个不可思议的闺房。这个闺房如同施法者等级等于女巫等级的避难小屋一样生效,只不过内部是一片郁郁葱葱的花园。那些在闺房里面休息8小时的人恢复速度是平时的两倍。此外,任何在此闺房内与诱惑者发生自愿性关系的生物在接下来的24小时内,在所有豁免上都会获得+2的士气加值。这个豁免加值不能用于豁免来自诱惑者的法术和能力。
该能力取代8级的女巫巫术。
剧透 -   :
These charismatic witches, often devotees of the Green Mother, rely on their otherworldly charms to achieve their aims. A seducer focuses on enchantments, turning enemies into friends and friends into toys for her amusement.
Patron: A seducer must select deception, enchantmentUM, plant (Pathfinder Player Companion Heroes of the Wild 11), thorns (Heroes of the Wild 13), or trickery as her patron.
A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.
Fey Charm (Su): A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.
This ability alters the hex gained at 1st level.
Seducer’s Kiss (Su): At 6th level, a seducer can kiss another creature as a melee touch attack. The target must succeed at a Will save (DC 10 + half the seducer’s level + her Charisma modifier) or be staggered for 1 round. If the target is (or could be) sexually attracted to the seducer, the save DC is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 4. Whether or not the creature succeeds at this save, it cannot be the target of this ability again for 1 day. At 10th level, this ability causes the target to become stunned for 1 round, then staggered for an additional round. This is a mind-affecting charm effect.
This ability replaces the hex gained at 6th level.
Garden of Delight (Su): At 8th level, the seducer can create a magical bower once per day. This functions as tiny hut with a caster level equal to the seducer’s witch level, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities.
This replaces the hex gained at 8th level.
女巫巫术WITCH HEXES
      无论女巫是否选取了诱惑者变体,这些新的女巫巫术都很适合绿母的信徒们。
剧透 -   :
These new witch hexes are suitable for devotees of the Green Mother, regardless of whether they have selected the seducer archetype
引用
色诱(Seduction,Su):女巫可以用迷人的动作来使一个60尺内并且能够看到女巫的敌人陷入迷魂。成功的意志豁免可以令其无效。如果巫术目标对诱惑者有或者可能有性趣,则此豁免DC+2。这个效果持续1轮,但女巫可以用一个标准动作来维持其迷人的动作,延长此效果1轮(总轮数不能超过其女巫等级)。无论豁免成功与否,该生物在1天内都不会再次成为此巫术的目标。8级起,迷魂效果在女巫停止使用标准动作来维持色诱时,会额外持续2轮。这是一项影响心灵的魅惑效果。
母亲之眼(Mother's Eye,Su):女巫可以看穿植物,就如同通用怪物能力翡翠视域一般(开拓者RPG怪物图鉴4 295),她每天能够使用此巫术的分钟数等同于她的女巫等级。这些时间不需连续,但每次至少需要使用1分钟。
剧透 -   :
Seduction (Su) (Legacy of the First World pg. 17): The witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch. A Will save negates this effect. If the target is (or could be) sexually attracted to the witch, the save DC is increased by 2. The effect lasts for 1 round, but the witch can extend this effect for 1 additional round (up to a total number of rounds equal to her class level) by taking a standard action to continue her enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after the witch ceases taking a standard action to maintain it. This is a mind-affecting charm effect.
Mother's Eye (Su) (Legacy of the First World pg. 17): The witch can see through plant matter, as the greensight universal monster ability (Pathfinder RPG Bestiary 4 295), for a number of minutes per day equal to her witch level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.
萨满巫术SHAMAN HEX
      下列新的萨满巫术对于献身于盛宴之花的萨满来说非常合适。
剧透 -   :
剧透 -   :
The following new hex is appropriate for shaman devotees of the Feasting Flower.
引用
丝线罗网(Silkstring Snare,Su):萨满可以在单个目标的脚下生成蜘蛛丝构成的丝线。目标必须成功通过一个反射豁免,否则就会陷入纠缠并被固定在一个位置。敌人可以一个标准动作尝试逃脱丝线,他可以尝试一个逃脱或力量检定,和反射豁免拥有相同的DC,或者对丝线造成两倍于萨满等级的伤害(丝线的硬度是0)。这个巫术的持续时间等同于3+萨满的感知调整值。被这个巫术影响过的生物不能在24小时内被再次影响。
剧透 -   :
Silkstring Snare (Su): The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex save or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A creature affected by this hex cannot be affected by it again for 24 hours.
苍翠法术VERDANT SPELLS
      绿母的信徒经常使用下列法术。
剧透 -   :
The Green Mother’s worshipers often use the following spells.
【咒法】诱惑孢子(Alluring Spores)(创造)

环位:德鲁伊 2, 萨满2,女巫2
施法时间:标准动作
成分:语言, 姿势,材料/法器(花粉块)
范围:中距(100呎+10呎/等级)
区域:20呎半径扩散
持续时间:1分钟/等级
豁免:强韧过则无效
法术抗力:


这个法术会创造出一阵让心灵衰弱的花粉爆发。在范围内的生物必须通过一个强韧豁免否则就会在法术持续时间内,在对抗你的惑控法术或效果的豁免上获得-1减值。如果生物对你有性趣或者可能对你有性趣,这个减值提升到-2。
剧透 -   :
ALLURING SPORES
School conjuration (creation);
Level druid 2, shaman 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a clump of pollen)
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 minute/level
Saving Throw Fortitude negates;
Spell Resistance yes
This spell creates a burst of spores that weaken the mind. Creatures within the area must succeed at a Fortitude save or take a –1 penalty on saving throws against your enchantment spells or effects for the duration of this spell. This penalty increases to –2 for any creature that is (or could be) sexually attracted to you.
【防护】纠缠之结(Strand of The Tangled Knot)

环位:牧师1,审判者1,萨满1,女巫1
施法时间:标准动作
成分:语言, 姿势,材料/法器(一个小小的绳结)
范围:个人
目标:你
持续时间:1轮/等级(可解消)

你模仿着绿母编制传奇绳结的方式,以此来巧妙地改变你的命运。下一次针对你的攻击会受到-10减值。如果这次攻击重击了,它将转而被视为普通的命中。
剧透 -   :
STRAND OF THE TANGLED KNOT
School abjuration;
Level cleric 1, inquisitor 1, shaman 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a small knot of twine)
Range personal
Target you
Duration 1 round/level (D)
You mimic tugging at the Green Mother’s legendary Tangled Knot to subtly alter your fate. The next single attack made against you takes a –10 penalty. If that attack is a critical hit, it is instead treated as a normal hit.
【变化】饥渴纠缠(Thirsting Entanglement)

环位:德鲁伊4,游侠4,萨满4


这个法术的功能如同纠缠术,只是植物会抓住目标并榨干他们的生命力。任何在避免被纠缠的豁免或者在挣脱检定中失败的生物会受到1d2点体质伤害。
剧透 -   :
THIRSTING ENTANGLEMENT
School transmutation;
Level druid 4, ranger 4, shaman 4
This spell functions as entangle, except the plants latch on to targets and drain away their vitality. Any creature that fails a save to avoid becoming entangled or fails a check to break free takes 1d2 points of Constitution damage.

女巫变体诱惑者和女巫巫术已经被祈一仔翻译过,这里使用了他的翻译但略作了修改,下面是祈一仔翻译的链接
http://www.goddessfantasy.net/bbs/index.php?topic=93115.0
« 上次编辑: 2017-09-14, 周四 10:22:00 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。