法痕流浪者(骑士变体)Spellscar Drifter (Cavalier Archetype)法痕荒漠(Spellscar Desert)是一片危险的荒漠,很少有人会在没有向导带领的时候冒险进入。而法痕流浪者却在这片破碎之地安下家来。在这块荒漠中,那些存在有不断变换转移的死魔法区的地带中,隐藏着被遗忘的宝藏或魔法,若法痕流浪者没有去寻找这些事物,则可能受雇与他人,或成为向导,或作为保镖,还可能化身为刺客。甚至有一些法痕流浪者被
阿肯斯塔大公国(The Grand Duchy of Alkenstar)临时认命,进入到城市的普通巡查无法深入的地域施行律法和执行任务。法痕流浪者们只依靠自己,而且永远子弹上膛——在法痕荒漠中,不能快速应变的骑手往往活不了多久。
武器和防具擅长(Weapon and Armor Proficiency):法痕流浪者擅长所有简易和军用武器,外加长鞭(Whip)以及所有火器(firearms)。他们擅长所有轻甲。这取代了普通骑士的武器和防具擅长。
配枪(Have Gun):1级起,法痕流浪者获得业余铳士
UC(Amateur Gunslinger)和枪匠
UC(Gunsmithing)作为奖励专长。在判断最高勇毅值以及任何其他使用勇毅的能力时,法痕流浪者使用他的魅力调整值(最低为1)取代感知调整值。该能力取代战术(tactician)。
大胆炫技(Daring Deeds,Ex):3级起,法痕流浪者获得快速装填(Rapid Reload)作为奖励专长。法痕流浪者必须将该专长与火器关联。此外,法痕流浪者能够选择1个额外的1级铳士炫技(Deeds),而这项炫技必须是他能够通过业余铳士专长使用的。该能力取代骑士冲锋(Cavalier's Charge)。
身披战旗(Worn Banner,Ex):5级起,法痕流浪者能够选择他的帽子作为旗帜使用。若他不佩带帽子,那么其他标志物——比如眼带、头巾或者标志鲜明的外套——都能够作为替代品当做旗帜使用。在所有其他方面,该能力的功能与骑士的旗帜(Banner)能力相同并取代之。
奖励专长(Bonus Feats):6级以及之后的每6个等级,法痕流浪者会在正常的升级获取专长之外,额外获得1个奖励专长。这些奖励专长必须为战斗或勇毅专长,而且法痕流浪者必须如常满足这些专长的先决条件。该能力取代骑士正常的奖励专长。
著名炫技(Notorious Deeds,Ex):9级起,法痕流浪者能够额外选取两个他能够通过业余铳士专长使用的铳士炫技(Deeds)。法痕流浪者能够从铳士3级可以使用的炫技列表中选择一个,然后再从铳士7级可以使用的炫技列表中选择另一个。该能力取代高等战术(Greater Tactician)。
可靠老枪(Old Reliable,Ex):11级起,每当法痕流浪者发出一次挑战后,他的火器在对抗挑战目标时威胁范围加倍。这个增加只能影响一把武器,而且不会与其他增加武器威胁范围的效果叠加。此外,若法痕流浪者在挑战期间掷出哑火(misfire),那么他能够花费1点勇毅来重掷这次攻击检定。法痕流浪者必须接受第二次检定结果,即便结果更差也是如此。该能力取代强力冲锋(Mighty Charge)。
译注:由于大多数火器并不具有威胁范围(因为是远程武器),所以此处应该指的是重击威胁范围。法力断流(Spell Severed,Ex):12级起,法痕流浪者由于长时间暴露在法痕荒漠之中,因此留下了永久性的印记。法痕流浪者获得法术抗力,数值为10 + 他的角色等级。法痕流浪者能够以标准动作在1轮内压制这个法术抗力,或者他也能够花费1点勇毅来以迅捷动作压制它。该能力取代威迫挑战(Demanding Challenge)。
招牌炫技(Infamous Deeds,Ex):17级起,法痕流浪者能够额外选取两个他能够通过业余铳士专长使用的铳士炫技(Deeds)。法痕流浪者能够从铳士7级可以使用的炫技列表中选择一个,然后再从铳士11级可以使用的炫技列表中选择另一个。该能力取代战术大师(Master Tactician)。
英雄本色(Tough as Nails,Ex):20级起,法痕流浪者能够额外选取三个他能够通过业余铳士专长使用的铳士炫技(Deeds)。其中两个从铳士15级可以使用的炫技列表中选择,另外一个从铳士19级可以使用的炫技列表中选择。
此外,若法痕流浪者由火器做出的攻击确认重击的话,目标会被震慑(stunned)1d4轮。成功的意志豁免(DC = 10 + 法痕流浪者的基本攻击加值)能够将该效果削弱为恍惚(staggered)以取代震慑。该能力取代至高冲锋(Supreme Charge)。
原文
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Spellscar Drifter (Cavalier Archetype)
The Spellscar Desert is a dangerous wasteland into which few venture without a guide. Spellscar drifters have made themselves at home in these badlands. When not scouring the desert for forgotten treasures or magic hidden by the region’s shifting magic-dead zones, a Spellscar drifter might hire himself out as a guide, bodyguard, or assassin. There are even a few Spellscar drifters who are temporarily deputized by the Grand Duchy of Alkenstar to perform law enforcement tasks beyond the reach of the city’s normal constabulary. Spellscar drifters are self-reliant and always keep their firearms loaded—in the Spellscar Desert, a rider with a slow draw doesn’t live long.
Weapon and Armor Proficiency: Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.
Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.
Daring Deeds (Ex): At 3rd level, a Spellscar drifter gains Rapid Reload as a bonus feat. The Spellscar drifter must choose a firearm to associate with this feat. Additionally, the Spellscar drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat. This ability replaces cavalier’s charge
Worn Banner (Ex): At 5th level, a Spellscar drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eyemask, bandana, or distinguishing coat—can instead serve as his banner. In all other ways, this ability functions as and replaces the banner cavalier ability.
Bonus Feats: At 6th level, and at every 6 levels thereafter, a Spellscar drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the Spellscar drifter must meet the prerequisites as normal. This replaces the cavalier’s normal bonus feats.
Notorious Deeds (Ex): At 9th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers. This ability replaces greater tactician.
Old Reliable (Ex): At 11th level, whenever a Spellscar drifter declares a challenge, the threat range of the Spellscar drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the Spellscar drifter rolls a misfire during his challenge, the Spellscar drifter can spend 1 grit point to reroll the attack roll. The Spellscar drifter must accept the results of the second roll, even if it is worse. This ability replaces mighty charge.
Spell Severed (Ex): At 12th level, a Spellscar drifter becomes permanently marked by long exposure to the Spellscar Desert. The Spellscar drifter gains spell resistance equal to 10 + his character level. The Spellscar drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action. This ability replaces demanding challenge.
Infamous Deeds (Ex): At 17th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.
Tough as Nails (Ex): At 20th level, a Spellscar drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers.
In addition, if the Spellscar drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the Spellscar drifter’s base attack bonus) reduces this effect to staggered instead of stunned. This ability replaces supreme charge.