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Planar Handbook Chapter 1: Races节译

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Ocydia:
The races presented in the Player’s handbook are perfectly suitable to a planar campaign. Humans, elves, dwarves, and the other races all travel between the planes, and some even choose to make their home there.
   Players and DMs wishing for a more multiplanar feel to the campaign might choose to incorporate characters from one or more of the planar-oriented races in this chapter. Some of these races hail form specific planes, while others simply show the signs of planar ancestry, but all of them have a distinctly planar flavor. The neraphim originate in Limbo, but some have found their way to the great planar metropolises, including Sigil and Union. The wilden travel the wild places between planes, enjoying their capacity to seek and explore, while the Acheron-born spikers seek to prove themselves in combat wherever they go.

玩家手册中介绍的种族完全适用于一个位面战役。人类,精灵,矮人,以及其他的种族在诸位面中游历,而许多更已定居于此。
   希望能让战役充实更多位面要素的玩家和DM可以引入与本章中介绍的源自位面的种族。它们中的有些来自于特定的位面,有些则只是有着位面生物的祖先——但它们均有着明显的位面特色。来自混沌海的涅拉蟾,在印记城以及联盟市这样的位面大都会中如鱼得水。探访诸位面荒野的野民则享受着追寻与探索的愉悦。而修罗场出身的尖刺人则会在任何时间任何地点证明自己战斗的天赋。

Bariaurs
Native to the rolling hills and woods of Ysgard, the centaur-like bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle.

半人羊
半人羊是约瑟园高低起伏的丘岭与森林中的居民,他们在大地上游走着寻找邪恶。只要找到了污秽的敌人,它们就会冲锋着投入光荣的战斗。

Personality: To those unfamiliar with them, bariaurs appear carefree or even irresponsible, but this behavior is merely the outward sign of their wanderlust. They rarely remain in one place for long, preferring a life of travel to sedentary existence. When evil rears its ugly head, this carefree demeanor disappears, replaced by single-minded pursuit of that which endangers good folk of the area.

性格:不了解他们的人我觉得半人羊懒散而缺乏责任感,这是他们的漫游癖的表现。他们极少在一个地方停留长久,选择了旅行的生活而非定居。但当邪恶抬头时,懒散消失了,取而代之的是铲除乡里祸害的坚定决心。

Physical description: Standing roughly half a foot taller than a human, a bariaur resembles a centaur. Its lower body is that of a ram, with sleek brown or golden fur and cloven hooves. Its upper body is humanlike, powerfully muscled and sporting a pair of ramlike horns atop its head. The skin of a bariaur ranges in color from pale to deep nut-brown. The typical male weights nearly 300 pounds, with female about 40 pounds lighter. The average bariaur reaches adulthood at about the same age as half-elf, and the eldest members of the race live to well over 200 years of age.

体貌:半人羊体貌类似于半人马,直立时比人类约高半英尺。他的下半身类似公羊,有着棕色或金色的光滑毛皮和分趾蹄。上半身则像人类,有着强壮的肌肉和头顶一对羊角。肤色从苍白到深棕均有。典型男性半人羊体重约300磅,女性则轻40磅左右。半人羊的成年年龄与半精灵相同,最年长的族人寿命超过200岁。

Relation: Bariaurs are social and outgoing, though not foolishly trusting. They get along well with elves, gnomes, halflings, and wilden, as well as aasimars who aren’t too strict in their outlook. They grudgingly accept dwarves as allies against evil. Halfbreeds, such as half-elves and half-orcs, are objects of curiosity to bariaurs. They are moderately suspicious of races with heritages tied to planes of evil or shadow, including tiefings and shadowswyfts, but they prefer to take a positive outlook about individuals until proven wrong.

关系:半人羊喜爱社交且待人友善,但不会无选择的信任。他们与精灵,侏儒,半身人,野民,以及不是那么拘泥于准则的阿斯莫们相处良好。半人羊勉强接受矮人作为对抗邪恶的盟友。半精灵和半兽人这样的混血儿使半人羊好奇。对那些有着邪恶或者阴影位面祖先的种族,包括泰夫林和捷影,保持适度的警惕。半人羊会从正面的角度看待它们——直到被证明是错误的。

Alignment: As creatures who value freedom, most bariaurs are chaotic good in alignment. Some settled bariaurs tend toward neutrality in their approach to good, while few stray from pure good to neutrality. Evil bariaurs are extremely rare and always shunned from the flock.

阵营:作为一个热爱自由的种族,大多数半人羊属于混乱善良阵营。有些定居的半人羊则在追求善良中倾向理念中立,有些则在漂泊中从善良转向善恶中立。邪恶半人羊及其稀少而且往往会避开半人羊部族。

Religion: Bauiaurs revere Ehlonna, diety of the woodlands, more than most of other deities. Some venerate Kord, god of strength, or Pelor, god of the sun.

宗教:绝大多数半人羊信仰森林女神艾罗娜。有些则信仰力量之神寇德,或者太阳神培罗。

Language: Bariaurs have no racial language, using Celestial for most conversations. They also speak Common to allow them to converse with other races.

语言:半人羊没有种族语言,他们使用天界语进行日常交流。他们在和其他种族打交道的时候也会说通用语。

Name: A bariaur’s name is given to him by his parents. It is usually a simple, one- or two-syllable name (the easier to be shouted across the hills of Ysgard). Within the flock, he denotes his parentage by adding “buck of” his father’s name (or “doe of” the mother’s name, if female); outside the flock, he relies instead on a flock name to indicate the extended family to which he belongs. Flock name typically describe the environments favored by the flock, and can change over time.
   Male Names: Bex, Hul, Jek, Menok, Ril, Wyk.
   Female Names: Daeth, Hysh, Saph, Tyth, Vash.
   Flock Names: Cloverfield, Dalewatcher, Hillwalker, Woodstrider.

姓名:半人羊父母给孩子起名。往往是简单的,一至二个韵音节的名字(容易在约瑟园的山中呼喊)。在部族内,他往往通过自称“(父亲名)之子”来表明自己的家系(女性则是“(母亲名)之女”)。对于部族外的人,半人羊使用部族名来表示所属的大家庭。部族名一般描述的部族的生活环境,而且也经常可以改变。
   男名:贝,胡,杰,梅诺,里,威
   女名:黛,海,萨,缇,梵
   部族名:苜蓿野,溪谷看守人,山行者,林行客。

Adventure: The bariaur’s wanderlust makes them an ideal adventurer. Though leaving the flock can be a difficult decision, a young bariaur who seeks to take the fight to the evil creatures of the multiverse fits in well with most adventuring groups. Bariaurs frequently follow the path of the ranger, though bariaur fighters and barbarians are also common.

冒险:半人羊的漫游癖使得他们成为理想的冒险者。尽管离开部族是个困难的决定,在多元宇宙中寻找着与邪恶生物的战斗的年轻半人羊适合加入大多数冒险团队。半人羊往往遵循巡林客之道,但半人羊战士和野蛮人也很常见。

半人羊种族特性:
半人羊角色具有以下种族特性。
•+2力量,-2魅力:半人羊强壮,但是缺乏成熟的社交技巧。
•异界生物:半人羊是英雄领域之约瑟园的居民。当不处于约瑟园时半人羊具有跨位面(Extraplanar)亚种类别。
•中型体型。
•半人羊的基本速度是40英尺。
•半人羊具有黑暗视觉60英尺。
•四足生物:作为四足生物,半人羊在对抗冲撞和绊摔攻击时有+4加值。它们的负重能力是同体型生物的1.5倍。他们只能穿着坐骑用盔甲(一般是镶嵌皮甲)而不是普通装甲,也不能穿着为类人生物设计的靴子。
•强力冲锋:进行冲锋的半人羊可以使用羊角进行一次抵撞攻击造成2d6+1.5倍的力量调整值的钝击伤害。
•法术抗力:半人羊具有等于11+职业等级的法术抗力。
•在对抗法术及类法术能力的意志豁免上有+2种族加值。
•技能:半人羊具有敏锐的感觉,在聆听和侦查上有+2种族加值。
•天生语言:天界语,通用语。额外语言:深渊语,炼狱语。半人羊会学习恶魔们的语言来对抗此类威胁。
•天赋职业:巡林客。
•等级调整+1。

Ocydia:
咕,Bariaur做半人羊解肯定会让人和半羊人(Satyr)混淆的,这个spector君采用的译名先沿用,等有更好的

Ocydia:
NERAPHIM
A neraph (plural neraphim) is sometimes mistaken for a salad at a distance, due to the two races’ similarity in appearance. However, neraphim and slaadi are distinct kinds of creatures, at least so far as any race can be considered distinct in the roiling chaos of the plane of Limbo.
Neraphim are a nomadic people who hunt through the maelstrom of Limbo, tracking their elusive and ever-moving prey. Neraphim have developed special hunting and techniques, giving them exceptional skill in bringing down the game they seek above all else: the chaos beast, one of which provides a neraph tribe with a week’s worth of nutrition and raw materials for clothing. They are proficient leapers, able to jump from mote to mote of stable earth in the otherwise ever-changing environment of Limbo.
For social and economic purpose, the neraphim organize themselves in houses. Each house lays claim to certain hunting grounds, giving its members access to resources within that territory. The various houses congregate once every seven years to conduct a great racial celebration known as the Festival of Spawning. During that festival, the houses negotiate with one another, exchanging resources and influence as each house seeks to better its position within the neraphim hierarchy.

涅拉蟾
涅拉蟾与史拉蟾在外表上的相似性使得他们很容易被混淆。但事实上,它们完全是不同的生物,至少任何生物在混乱涌动的混沌海都可以被认为是不同的种族。
涅拉蟾是一个在混沌海的风暴中不断迁徙行猎的游牧民族。涅拉蟾特别的狩猎方式和技巧,使得他们在捕猎中无往不利。他们最主要的猎物是混沌兽,一只混沌兽可以提供一个涅拉蟾部落一周的食物和制衣的原料。作为跳跃专家,它们可以在不断改变的混沌海中仅有的小块稳定土地间跳跃前行。
出于社会与经济因素,涅拉蟾组成家族生活。一个家族占有一块相当的领地,成员则可以使用其中的资源。每七年各家族会聚集起来举行一个称为产卵节的庆典。节日期间,各家族进行会谈,施加影响,以期提高自己家族的地位。

Personality: Neraphim cannot afford to be as inconsistent as the plane they inhibit and the game they hunt – only stern discipline within each neraph house keeps its members from succumbing to poverty and starvation. Each house consists of a bonded group of neraphim made up of several related families and one matriarch. In the time between their Festivals of Spawning, the various neraphim houses meet only rarely, and then often in conflict over disputed hunting grounds. Alliances between houses are not common, if a particular threat warrants.
Within each house, the rule of the matriarch is law, and her rule can be harsh. The most severe punishment a matriarch can dispense is exile from the house. Exiled neraphim can be encountered, though most are slain by other houses, slaadi, githzerai hunting parties, and roaming chaos beats. Some exiles have open personalities and strike up friendships with travelers from other planes, hoping to accompany them home and leave the dangerous realm of Limbo behind.

性格:涅拉蟾不像他们的居所和他们的狩猎那般毫无章法,事实上是家族内部的严格纪律使得他们免于贫穷与饥饿。一个家族是由几个有血缘关系的家庭组成,由一位女族长统治。产卵节以外的时候,家族之间鲜少碰面,而且往往伴随着领地冲突。除非有外部的威胁,否则家族间的联盟并不常见。
在家族之内,女族长的话就是律法,她的统治也可以很严苛。女族长所能判处的最重刑罚是流放。有时你可以遇见流放者,但大多数都被其他家族,史拉蟾族,吉斯泽莱狩猎队,或者是位面中充斥的混乱之类的料理了。有些坦率的流放者与来自其他位面的旅行者建立友谊,希望能和他们一起离开危险的混沌海。

Physical Description: Neraphim are roughly humanoid in shape, with coarse red hide. Though bipedal like other humanoids, a neraph has a massive, toadlike head shaped like that of a red salad. The range in height and weight found among neraphim is the same as found among humans. Chitinlike encrustations on a neraph’s skin provides it some natural protection; however, neraph also prefer to wear colorful bone-spiked leather (made of stabilized and cured chaos beast hide).
Neraphim take longer to mature than humans do, not reaching adulthood until age 40, but they can live to be more than 400 years old.

体貌:涅拉蟾可以算作覆盖着一层红色糙皮的类人生物。与其他两条腿的类人生物不同,涅拉蟾结实的外形类似史拉红蟾。涅拉蟾的身高和体重遇人类相近。涅拉蟾皮肤表面的类几丁结壳提供了天然防护,另外他们也喜爱穿着色彩鲜艳的骨刺皮甲(用处理过的混沌兽皮制成)。涅拉蟾的成长期较人类长,40岁才成年,但他们可以活到400岁。

Relations: Neraphim encountered while still associated with a house are generally unfriendly toward strangers, even those of the same race. However, exiles are more open-minded and may team up with others (whether neraphim, githzerai, or some other-planar race) in order to survive. On the other hand, because neraphim remind some individuals of smaller, skinner red slaadi, other races are usually a bit standoffish at first.

关系:属于特定家族的涅拉蟾往往对于陌生人态度冷淡,对于同类也是如此。流放者们往往更开通且与他人(涅拉蟾,吉斯泽莱人,或者其他位面的种族)合作以生存。不过,因为涅拉蟾往往让人觉得像是小号版的史拉红蟾,其他种族开始往往也看他们不顺眼。

Alignment: Even though they hold themselves above the general churn of Limbo, neraphim can’t help having one chaotic component in their alignment. They try not to give in to their chaotic nature, and generally are successful in this practice.

阵营:尽管努力在混沌海的翻腾中支持自身,涅拉蟾仍然倾向于混乱阵营。但他们并没有屈服于自身混乱的天性,而将其控制在可容忍的范围内。

Religion: Giving some credence to the theory that the neraphim are a subspecies of salad, a few neraphim houses worship less bloodthirsty and less insane aspects of the entities Ssendam and Ygorl (who are normally considered to be, if not slaadi deities, at least very powerful slaadi worthy of respect).

宗教:涅拉蟾是史拉蟾的亚种的学说可以解释这一点,一些涅拉蟾家族崇拜不那么嗜血与疯狂的森达姆和依戈尔(即使不是史拉蟾神祇,它们也是强大到值得敬拜)。

Language: Neraphim speak their own language and Slaad. Some learn Common, which allows them to better communicate with creatures of other planes, and some learn Abyssal and Celestial.

语言:涅拉蟾会说自己的语言和史拉蟾语。有些则会学习通用语以和来自其他位面的生物交流,有些则会学习深渊语和天界语。

Names: Neraphim have given names and house names. Those exiled from a house are usually ceremonially stripped of their house names, though some continue to refer to themselves as such, while others take appellations similar to “the Exile,” “the Stricken,” or “the Houseless.”
Male Names: Anh, Cado, Hao, Sam, Tam, Teo, Thanh, Thuan, Van, Xuan.
Female Names: Chi, Hyunh, Lan, Mai, Nam, Tham, Trinh, Yen.
House Names: Spent River, Hanging Cliff, Invisible Sea, Lost Mountain, Burning Water, Living Stone.

Adventures: With little to no prospect of returning to his or her house, and with even less prospect of joining another house, an exiled neraph makes a perfect adventurer. Exiles who embrace this path soon learn to excel, for the skills that allow them to hunt in the changing seas of Limbo are useful elsewhere. Against all odds, some exiles adventure in order to complete a great quest or meet some other condition imposed by a house matriarch that might allow them back into a house. However, once a neraph discovers the greater cosmos, he or she seldom wishes to return to a primitive and nomadic lifestyle.

冒险:那些不期望返回家族或者加入另一个家族的流放涅拉蟾可以成为杰出冒险家。走上这条道路的流放者很快就会变得杰出,混沌海的狩猎技巧在其他地方一样有效。而有些流放者则会因为女族长的允诺而去完成某个艰巨的任务。但是,当一只涅拉蟾发现了更广大的天地之后,他很难会愿意回到原本的游牧生活。

涅拉蟾种族特性
•异界生物:涅拉蟾是混沌海的居民。当不处于混沌海时涅拉蟾具有跨位面(Extraplanar)亚种类别。
•中型体型。
•涅拉蟾的基本速度是30英尺。
•涅拉蟾具有黑暗视觉60英尺。
•涅拉蟾掩饰(Neraph Camouflage,Ex):当冲锋一名对手或者使用投掷武器时,涅拉蟾可以运用被称为移动掩饰的技巧(其他种族称为涅拉蟾掩饰),就像肉食性昆虫在接近猎物的过程中迷惑猎物的招数。目标生物会认为冲锋的涅拉蟾或者涅拉蟾投掷的武器并没有靠近,或者是靠近的很慢。
一个涅拉蟾可以在每次战斗中对每一个敌人使用一次掩饰攻击。涅拉蟾冲锋或者使用投掷武器攻击的目标在这次攻击中AC失去敏捷加值。所有AC失去敏捷加值而产生的状况均适用于涅拉蟾的这次攻击(比如,可以应用偷袭,如果涅拉蟾具有该能力。)
•跳越(Leap,Ex):涅拉蟾是天生的跳跃者。他们在跳跃检定上有+5的种族加值。
•武器熟悉:涅拉蟾将乾坤圈(annulat)视为军用武器而非异种武器。(注:乾坤圈,价格30gp,中体型用伤害1d6挥砍,致命19-20/x2,射程30英尺,重量半磅,攻击着甲或者具有天生护甲的敌人时攻击检定+2)。
•+2天生护甲:涅拉蟾的皮肤可以提供一些防护。
•技能:涅拉蟾在侦查和搜索上具有+2种族加值。
•天生语言:涅拉蟾语,史拉蟾语。额外语言:通用语,天界语,深渊语。
•天赋职业:巡林客。
•等级调整:+0。

Ocydia:
这个种族就放着,我不会译的。

BUOMMANS
There might have been a time when the buommans were merely human visitors to the Astral Plane. But now, perhaps hundreds of millennia later, the buommans are neither merely visitors, nor merely human. Known to some astral denizens as the “moaning monks”, buommans dwell in temples and shrines formed by astral debris, which they believe to be the mortal form of sleeping deities, long forgotten. Whether the buommans inhabit these structures in the hope of awakening these deities, or in an effort to ensure that they stay asleep, is known only to buommans.
Personality: Buommans are quiet, withdrawn, and deferential. Though they appear capable of understanding languages, they “speak” no tongue other than their low, booming songs in a dialect called Buommi, which appear to be more music than actual language.
Physical Description: Buommans appear more or less like humans, though with long, sagging faces and elongated hands and feet (a feature most prominent in the fingers and toes). On average, buommans are slightly shorter and slightly heavier than humans. A male buomman has long hair and bushy brows; a female buomman has no apparent body hair. Buommans reach adulthood at about the same age as humans, and the eldest members of the race can live to be 120 years old.
Relations: Buommans often spend their entire lives in ascetic contemplation within the confines of the shrine or temple in which they were born. From time to time, though, a buomman (particularly a buomman monk) departs his or her home to explore Astral Plane, or other planes, out of curiosity about the outside worlds. Sometimes these individuals gravitate to service with wandering githzerai, and occasionally venture back to Limbo with them. Buommans avoid confrontations with evil outsiders, more out of caution than from fear or dislike. If buommans have any enemies, they most likely found on the planes of Pandemonium and the Abyss. Buommans get along quite well with creatures from the Elemental Plane of Earth or the Elemental Plane of Water.
Alignment: Te average buommans is lawful, tending toward lawful neutral or lawful good. A few buommans are lawful evil or simply neutral.
Religion: Buommans eschew traditional religions, seeming, as they do, to worship their temple homes in the Astral Plane. A few who travel extensively develop an affinity for Fharlanghn, the god of roads. But few buommans become clerics of any deity, because their vow against speaking (described below) makes spellcasting difficult. Those who wish to learn to cast spells with verbal components must acquire the Non-verbal Spell feat (described on page 40).
Whether a buomman believes that the astral bodies that his race dwells upon are dead deities, sleeping deities to be awakened, or sleeping deities that must never rise is up to the individual buomman. Neutral buommans usually believe in the dead deities theory, while lawful good buommans believe that the deities are sleeping and will someday awake to spread their majesty again. Lawful evil buommans fear the return of these deities, and sing their songs to prevent them from awakening.
Language: Buommans communicate with one another by means of their low, throaty songs, but the concepts they convey appear to be more abstract than informational. Contrary to rumor, a buomman does not constantly sing, but instead sings as part of rituals that mark his daily life. The buommans have a song for arriving, a song for leaving, a song for waking, a song for sleeping, a song for eating, and countless other songs for far less concrete concepts. Except for these songs, buommans choose not to speak any recognizable language, though they are capable of learning any language they choose. The average buomman, for example, understands Common; he simply never speaks it.
Names: For a race that has collectively taken a vow against speaking, buommans have a wide variety of names – all of which are based on musical notes. For example, a buomman female might express her name as a short melody in the key of D sharp, and a different buomman female might express her name as the same melody, but in B sharp. The name of the race reflect this tradition, being based on the deep, sustained note that every buomman learns to vocalize before he or she can walk: “buomm.”
For the convenience of other races, buommans do not mind accepting nicknames, but they prefer those that have no harsh consonants. “Jak,” for example, would be an uncomfortable appellation, while “Moony” would suit a buomman just fine.
Adventurers: Most buommans who feel the urge to explore are younger members of the race. They usually set out with the goal of gathering information for the temple (which usually means seeing the multiverse), with the intent of returning to the ascetic life when they become tired or homesick. Some few actually do return, late in life, to introduce new concepts into their insular societies.

BUOMMAN RACIAL TRAITS
Buommans have the following racial abilities and characteristics.
•+2 Wisdom, -2 Charisma. Buommans have great insight and willpower, but their reserved nature leads to poor interpersonal skills.
•Humanoid (Extraplanar): Buommans are humanoid native to the Astral Plane. They gain the extraplanar subtype when not on the Astral Plane.
•Medium.
•A buomman’s base land speed is 30 feet.
•Low-Light Vision: A buomman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
•Skills: +2 racial bonus on Listen and Perform (sing) checks. All buommans have uncanny hearing and an innate sense of tone and pitch.
•Buommans take a vow against speech at an extremely early age, after which they simply refuse to engage in traditional forms of communication. A buomman who breaks this vow takes 1 point of Wisdom damage and takes a -2 penalty on attack rolls, saves, and checks for 24 hours afterward. (If the buomman breaks the vow again before 24 hours have passed, he takes an additional point of Wisdom damage, and his penalty on attack rolls, saves, and checks persists for another 24 hours.) A buomman spellcaster who wishes to cast spells with a verbal component must use the Silent Spell metamagic feat or else have the Nonverbal Spell feat (see page 40).
•Automatic languages: Buommans speaks Buommi and understand Common. Bonus language: Aquan, Githzerai, Terran.
•Favored class: Monk.
•Level adjustment +0

Ocydia:
怪物部分的两个亚种

冰矮人
+4体质-4魅力
中型
黑暗视觉120尺
免疫麻痹,幻觉,毒素
寒冷抗力10
稳定性:当冰矮人站在地面上对抗冲撞或者是摔绊进行相关的检定时具有+4的加值(但是这种情况不适用于任何没有牢固站在地面上的检定,比如攀爬,飞行,骑乘时)。
对法术和类法术的效果的豁免判定有+2种族加值。
对巨人类时攻击检定有+1加值,在防护等级上有+4闪避加值。
类法术能力:1次/日—冻寒之触chill touch和隐雾术obscuring mist。施法等级相当于冰矮人等级+2的法师(最低3)
潜行+4种族加值
对岩石或金属相关物品估价和手艺检定时,有+2种族加值。
天生语言:通用语,矮人语,巨人语。额外语言:龙语,地精语,兽人语,土族语,地底通用语。
天赋职业战士
等级调整+1

火侏儒
体质+2,力量-2
小型体型:由于体型小,火侏儒的防护等级上获得+1体型加值,攻击检定上获得+1体型加值,躲藏技能检定获得+4体型加值,然而他使用的武器比人类小,举重和负重限度是中体型人物的3/4。
基本陆地速度为20英尺。
黑暗视觉60尺
熟悉岩石:火侏儒在对不寻常的石造物进行搜索检定时,有+2种族加值。比如滑动的石墙,石制陷阱,新的石造建筑(即使刻意做得和旧石造物一样),危险的石地面,摇晃的石顶。还有一些不是由岩石制成却伪装成石造物的东西也算特殊的石造物。只要进入特殊石造物10英尺内,火侏儒就能进行搜索技能检定,如同他主动做了搜索检定一样。火侏儒也可以像游荡者一样用搜索来找到石制陷阱。在地底时候,火侏儒能感觉到他目前位置的大致深度,这如同人类的方向位置感觉。
施展带有火焰描述的法术和类法术能力时施法者等级+2
免疫火焰但易被寒冷所伤
对狗头人和地精类生物的攻击检定都有+1的种族加值。
对巨人类时在防护等级上有+4闪避加值。
类法术能力:1次/日—灼热金属heat metal和燃火术produce flame,施法者等级等于火侏儒等级+2(包括了上面的加值)
天赋语言:通用语,侏儒语,火族语。额外语言:龙语,矮人语,精灵语,巨人语,地精语,兽人语,土族语。
天赋职业术士
等级调整+1

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