作者 主题: 【WMH】武器大师手册之补完(除某个掉链子相关资源)  (阅读 19068 次)

副标题: 技法招式名称取名无能,欢迎回帖提供想法

离线 四月

  • Flawless
  • *******
  • 帖子数: 4164
  • 苹果币: 15
战斗技法(Fighting Tricky)
无论是作为被雪藏的秘技亦或者名扬四海的奥义,这些武器技法才是熟用武器的莽夫和真正掌握其用法的大师之间的分水岭。每一类技法都能让武器达人获取多个新技巧。



专长(Feats)
如果使用者能够灵活运用,武器和盾牌便不再是简简单单的战斗工具。当角色具有在使用和武器技法专长相符的装备时,她便能够使用名为武器技法的行动。
引用
武器技法(战斗)
Weapon Trick (Combat)
选择一种武器技法类别(单手武器、长武器、远程武器、双手武器、双武器、或者盾武双持)。如果你装备着对应武器,那么便可以在战斗中执行相应的武器技法。
先决条件:基本攻击加值+1
好处:选择一种武器技法类别,如果你满足武器技法的先决条件,而且擅长执行技法时所使用的任何武器或盾牌,那么你就可以使用与其相关的任何武器技法。
特殊:你可以多次选择武器技法专长。每当你选取该专长时,它都会对新的一种武器技法类别生效。



武器技法类别(Weapon Trick Options)
要想使用武器技法,除了要满足每个武器技法后标注的先决条件(列在括号中),你还要擅长执行技法时所使用的任何武器或盾牌,并且还需要具有相应类别的武器技法专长。
译注:武器技法的先决条件多为专长或技能等级,专长出自核心就不再一一标注。考虑到版式所以没有将先决条件的英文写上,详细请查阅本文的原文(见后)

单手武器技法
One-Handed Weapon Tricks
擅长此类技法的多为奥多里剑豪(Aldori swordlords)和天夏(Tian Xia)的达人。你只能在穿戴轻甲或者不穿甲、单手持用一把轻型或单手人造武器、并且副手为空手(holding nothing)时使用这些技法。
  • Free Hand Maneuver(基本攻击加值+6):以整轮动作(fullround action)你能够用武器做出单次攻击,并且以空着的手(free hand)尝试一次阴招APG(dirty trick)、卸武(disarm)、拖拽APG(drag)、移位APG(reposition)、或盗取APG(steal)战技,而且无需承受双武器战斗的惩罚。除非你有相应的能力或专长,否则战技会如常引发借机攻击。在此次战技中你不会被视为徒手(unarmed),但你无法将任何武器带来的好处应用至战技检定上。
  • Mindful Dodge(闪避):以直觉动作(immediate action),你在对抗单次自身意识到的攻击时,AC会获得+4闪避加值。你必须在攻击骰被揭示之前作出是否使用该技法的决定。你的下个回合会陷入恍惚(staggered)。
  • Strike and Seize(精通卸武,基本攻击加值+6):以标准动作,你能够用武器做出单次攻击,并且用空着的手(free hand)尝试一次卸武(disarm)战技且无需承受双武器战斗的惩罚。
  • Stylish Riposte(战斗反射,基本攻击加值+4):当敌人对你作出的近战攻击检定结果比你的AC低5点或更多时,该名敌人会引发你的借机攻击。一旦你对一名敌人做出上述借机攻击,那么你在当日无法再对该名敌人使用此项技法。

长武器技法
Polearm Tricks
迦伦德(Garund)南部以及阿卡迪亚(Arcadia)大陆艾欧巴瑞亚(Iobaria)地区的武者通常会使用这些武器技法。你只有在持用一把属于长兵器武器组(polearm weapon group)的武器时才能使用这些技法。
  • Choke Up(特技动作1级,攀爬1级):你可以让自身的攻击检定与伤害检定在直至你的下个回合开始之前承受-2减值,并以此来握紧武器,以单手来持握一把符合你的体型的双手长武器(two-handed polearm),不过在此期间你无法使用另一只手进行攻击。
  • Close Sweep(精通冲撞、精通移位APG或精通摔绊):即便在持用具有长触及(reach)特性的武器时,你也能够对一名相邻的敌人尝试冲撞(bull rush)、移位APG(reposition)或摔绊(trip)战技(你必须具有与战技相应的专长才能使用该技法)。
  • Haft Bash(武器专攻):对于具有长触及(reach)特性的长武器(polearm),如果你还具有相应的武器专攻专长,就可以选择在攻击检定上承受-2的减值,并以此来在你的下个回合开始为止,视为该武器不具有长触及特性。若你这么做的话,长武器会被视为一根木棒(club)。在此期间,任何木棒无法具有的特性(比如摔绊)或特殊能力(比如锐锋)、以及任何无法应用至木棒的专长或能力,都不会应用至该武器作出的攻击上。
  • Polearm Balance(特技动作10级):你能够用长武器来维持平衡。当你没有做出近战攻击的任何一轮内,都能够在特技动作中取10,即便在受到通常会妨碍你这么做的干扰时也可以。
  • Quick Brace(基本攻击加值+6):当你使用具有反冲锋(brace)特性的长武器(polearm)做出全力攻击(fullattack action)时,你能够使用长武器准备(ready)一次攻击来取代全力攻击的最后一次攻击。准备攻击使用和被取代的攻击相同的攻击加值。

远程武器技法
Ranged Weapon Tricks
锐齿森林(Fangwood;位于涅玛萨斯)的切尔纳萨多游侠(Chernasardo Rangers)以及切利亚斯(Cheliax)的纳里寇普洛斯家族(House Narikopolus)所训练出的弓手通常会使用此类武器技法。当你持用一把远程武器时,可以使用这些技法。
  • Hindering Shot(精准射击,快枪UC:你能够在关键时刻分散一名敌人的注意力,让它更容易受到盟友的攻击。你能够准备(ready)一次远程攻击,在盟友迫使敌人尝试豁免检定时对抗目标。若你的攻击命中敌人并且造成伤害的话,该名敌人在触发你的准备动作的豁免检定中承受-4减值。
  • Suppressing Shot(远程射击,精准射击):你能够在盟友麻痹大意时对其进行掩护。你能够准备(ready)一次远程攻击,对抗一名进行借机攻击的敌人。若你的攻击命中敌人并且造成伤害的话,该名敌人的借机攻击会自动失手无法命中目标。

双手武器技法
Two-Handed Weapon Tricks
五王山脉(Five Kings Mountains)的矮人以及灰烬之地(Cinderlands;瓦瑞西安东部地区)休盎提勇士(Shoanti champions)让这些技法闻名世界。你只有持用任意双手武器(two-handed weapon)时才能使用这些技法。
  • Cleaving Smash(顺势斩,精通要害打击,猛力攻击):当你使用顺势斩时,能够将要害打击(Vital Strike)带来的额外伤害加到初次攻击以及第二次攻击上。若你还具有高等要害打击(Greater Vital Strike)专长的话,则可以将精通要害打击(Improved Vital Strike)带来的额外伤害加到初次和第二次攻击上作为替代。
  • Crush Armor(精通破武,猛力攻击):当你以双手武器成功使用破武(sunder)战技检定对一名敌人的护甲造成伤害时,敌人必须进行一次强韧豁免(DC = 10 + 1/2*你的基本攻击加值 + 你的力量调整值),失败则会疲乏(fatigued)1轮。若护甲在你造成伤害后陷入破损(broken)状态,则该名敌人必须每轮持续进行豁免,直至他脱下护甲或者护甲的破损状态被移除为止。若护甲被你的破武尝试破坏,则该名敌人会自动疲乏(fatigued)1轮。敌人无法因为该技法而陷入力竭(exhausted)。
  • Two-Handed Menace(威吓5级):你能够有效利用巨大武器所带来的恐惧感,你能够在威吓检定中取10,即便是受到干扰或者在战斗中也可以。
  • Warding Weapon(寓守于攻):当你使用全防御动作(total defense action)、防御式战斗(fighting defensively)、或者使用寓守于攻(Combat Expertise)时,你的AC获得+1盾牌加值。

双武器技法
Two-Weapon Tricks
镣铐群岛(the Shackles)的海贼、休盎提人(the Shoanti)、以及卡斯马隆(Casmaron)与迦伦德(Garund)北部住民善用此类武器技法。你只有在持握两把武器的时候才能使用这些武器技法。
  • Arm Bind(双武器防御,双武器战斗):你能够尝试一次战技检定来卸除敌人的武器,即便该名敌人没有携带武器也可以。这杯视为卸武(disarm)战技。若你的检定成功,而且敌人没有武器(has no weapon),则可以选择限制住敌人的一只手臂,直至你的下个回合结束为止防止该名敌人使用这只肢体。该名敌人能够以标准动作解放这只手臂。
  • Dual Strike(双重切割,精通要害打击):以标准动作,你能够做出两次攻击,用你持用的两把武器分别作出,每次攻击都会如常受到的双武器战斗带来的惩罚。
  • Off-Hand Opportunity(战斗反射):每轮你都可以用副手武器(off-hand weapon)做出一次额外的借机攻击。
  • Piercing Climb(攀爬8级):你能够使用穿刺武器进行攀爬,就如同你空着手一般(as if your hands were free)。你在这么做时,潜行检定受到-4减值。你能够在上述攀爬检定中取10,即便受到干扰或威胁(distracted or endangered)也是如此。

盾武双持技法
Weapon and Shield Tricks
在塔尔多(Taldor),龙德勒罗(rondelero)战士会使用此类技法,而在终焉之墙(Lastwall),十字军的战争学院会将此类技巧教授给学生们。你只有在持用一面盾牌和一件可单手持用武器时,才能使用此类武器技法。
  • Confounding Shield(唬骗5级):你在战斗中使用虚招时,总是能够在唬骗检定中取10。
  • Feint and Bash(精通虚招,精通双武器战斗,唬骗10级):当你成功对一名敌人使用虚招后,如果该名敌人在你的威胁范围内,那么它会引起你的借机攻击,但是你只能用盾击(shield bash)来作出此次借机攻击。
  • Shielded View(知识:地城1级):当你用转移视线来避免遭受凝视攻击(gaze attack)时,有80%的概率避免被迫进行豁免检定以对抗凝视。
  • Warded Movement(闪避):以迅捷动作(swift action),你能够选择一名你能够看到的敌人。该轮内你能够在不引起该名敌人的借机攻击的情况下,通过它的威胁范围。一旦你对一名敌人使用了该项技法,则在当天内无法再次以该目标使用此技法。



劇透 -  原文:
Fighting Tricky
Weapon tricks, whether they’re well-kept secrets or storied achievements, are often the difference between mere proficiency with a weapon and true mastery of it. Each of these skilled tricks allows a weapon master to get several new advantages.

FEAT
When used cleverly, weapons and shields become more than simple combat tools. Weapon tricks are actions available to characters that have the Weapon Trick feat for the appropriate equipment.

Weapon Trick (Combat)
Choose one weapon trick option (one-handed weapon, polearm, ranged, two-handed weapon, two-weapon, or weapon and shield). You can perform weapon tricks in combat when armed appropriately for that option. Prerequisite: Base attack bonus +1.
Benefit: You can use any weapon tricks relating to the chosen weapon option if you meet the trick’s prerequisites and are proficient with any weapon or shield that you use as part of the trick.
Special: You can gain Weapon Trick multiple times. Each time you take the feat, it applies to a new weapon trick option.

WEAPON TRICK OPTIONS
In addition to the prerequisites (listed in parentheses) for each of the following weapon tricks, you must be proficient with any weapon or shield used in the trick and have the Weapon Trick feat with the appropriate option.

One-Handed Weapon Tricks
These weapon tricks are common among the Aldori swordlords and many weapon masters of Tian Xia. You can use these tricks only while wearing light or no armor, wielding a light or one-handed manufactured weapon in one hand, and holding nothing in your off hand.
Free Hand Maneuver (base attack bonus +6): As a fullround action, you can make a single attack with your weapon and attempt to perform a dirty trickAPG, disarm, dragAPG, repositionAPG, or stealAPG combat maneuver with your free hand, taking no penalties for two-weapon fighting. The combat maneuver provokes attacks of opportunities as normal, unless you have an appropriate ability or feat. You are not considered unarmed for this maneuver, but can’t apply any benefits of your weapon to the combat maneuver check.
Mindful Dodge (Dodge): As an immediate action, you can gain a +4 dodge bonus to your AC against a single of which attack you are aware. You must make this decision before the attack roll is revealed. You are staggered on your next turn.
Strike and Seize (Improved Disarm, base attack bonus +6): As a standard action, you can make a single attack with your weapon and attempt to perform a disarm combat maneuver with your free hand, taking no penalties for two-weapon fighting.
Stylish Riposte (Combat Ref lexes, base attack bonus +4): When your AC exceeds the result of a foe’s melee attack against you by 5 or more, that foe provokes an attack of opportunity from you. Once you make such an attack of opportunity against a foe, you can’t again use this trick against the foe that day.

Polearm Tricks
These weapon tricks are common in southern Garund and parts of Iobaria and Arcadia. You can use these tricks only while wielding a weapon from the polearm weapon group.
Choke Up (Acrobatics 1 rank, Climb 1 rank): You can take a –2 penalty on attack rolls and damage rolls until the beginning of your next turn in order to choke up on and wield a two-handed polearm sized for you in one hand, as long as you do not make attacks with your other hand.
Close Sweep (Improved Bull Rush, Improved RepositionAPG, or Improved Trip): You can attempt a bull rush, repositionAPG, or trip combat maneuver check (one for which you have the matching prerequisite feat) against an adjacent foe, even if wielding a weapon with the reach quality.
Haft Bash (Weapon Focus): You can accept a –2 penalty on attack rolls with a reach polearm for which you have Weapon Focus in order to treat the weapon as if it lacked the reach quality until the start of your next turn. If you do, the polearm functions as a club. Any qualities (such as trip) or special abilities (such as keen) of the weapon that a club could not have, and any feats or abilities you can’t apply to a club, don’t apply to attacks with the weapon during this time.
Polearm Balance (Acrobatics 10 ranks): You can use a polearm to improve your balance. Any round in which you do not make a melee attack, you can take 10 on an Acrobatics check even when distraction would normally prevent you from doing so.
Quick Brace (base attack bonus +6): While taking a fullattack action with a polearm with brace, you can ready an attack with the polearm in place of your final attack. The readied attack uses the attack bonus of the attack you used to ready it.

Ranged Weapon Tricks
These weapon tricks are common among the Chernasardo Rangers of Fangwood and the archers trained by House Narikopolus in Cheliax. You can use these tricks while wielding a ranged weapon.
Hindering Shot (Precise Shot, Snap Shot): You can distract a foe at a crucial moment, making it vulnerable to your allies’ abilities. You can ready an action to make a ranged attack against a foe when an ally forces the foe to attempt a saving throw. If your attack hits the foe and deals damage, the foe takes a –4 penalty on the saving throw that triggered your readied action.
Suppressing Shot (Far Shot, Precise Shot): You can cover an ally’s momentary vulnerability. You can ready an action to make a ranged attack against a foe when it makes an attack of opportunity. If your attack hits and damages the foe, the foe’s attack of opportunity automatically misses its target.

Two-Handed Weapon Tricks
These weapon tricks are known to dwarves of the Five Kings Mountains and Shoanti champions of the Cinderlands. You can use these tricks while wielding any two-handed weapon.
Cleaving Smash (Cleave, Improved Vital Strike, Power Attack): When you use Cleave, you can add the additional damage from Vital Strike to both your initial and your secondary attacks. If you also have the Greater Vital Strike feat, you can instead add the damage from Improved Vital Strike to both your initial and your secondary attacks.
Crush Armor (Improved Sunder, Power Attack): When you deal damage to a foe’s armor with a successful sunder combat maneuver check while using a two-handed weapon, the foe must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or be fatigued for 1 round. If the armor has the broken condition after you damage it, the foe must continue making this save every round until he removes the armor or the armor loses the broken condition. If the armor is destroyed by your sunder attempt, the foe is automatically fatigued for 1 round. The foe cannot become exhausted this way.
Two-Handed Menace (Intimidate 5 ranks): Capitalizing on the fear inspired by massive weapons, you can take 10 on Intimidate checks even when distracted or in combat.
Warding Weapon (Combat Expertise): While you are using the total defense action, fighting defensively, or using Combat Expertise, you gain a +1 shield bonus to AC.

Two-Weapon Tricks
These weapon tricks are common among the pirates of the Shackles, the Shoanti, and natives of Northern Casmaron and Garund. You can use these tricks only while wielding two weapons.
Arm Bind (Two-Weapon Defense, Two-Weapon Fighting): You can attempt a combat maneuver check to disarm a foe even if the foe has no weapons. This functions as the disarm combat maneuver. If you succeed and the foe has no weapon, you ensnare an arm of your choice, preventing your foe from using that limb until the end of your next turn. A foe can take a standard action to free its arm.
Dual Strike (Double Slice, Improved Vital Strike): As a standard action, you can make two attacks, one with each weapon you’re wielding, applying the normal penalties for twoweapon fighting to each.
Off-Hand Opportunity (Combat Ref lexes): You can make one additional attack of opportunity each round with your off-hand weapon.
Piercing Climb (Climb 8 ranks): You can use piercing weapons to climb as if your hands were free. You take a –4 penalty on Stealth checks while doing so. You can take 10 on such Climb checks even while distracted or endangered.

Weapon and Shield Tricks
These weapon tricks are common in Taldor, where they are used by rondelero fighters, and Lastwall, where they are taught in the Crusader’s War College. You can use these tricks only while wielding a shield and a weapon you can wield in one hand.
Confounding Shield (Bluff 5 ranks): You can always take 10 on Bluff checks to feint in combat.
Feint and Bash (Improved Feint, Improved Two-Weapon Fighting, Bluff 10 ranks): When you feint successfully against a foe you threaten with your shield, that foe provokes an attack of opportunity from you. You can only perform a shield bash with this attack of opportunity.
Shielded View (Knowledge [dungeoneering] 1 rank): When you avert your eyes to avoid a gaze attack, you have an 80% chance to avoid having to attempt a saving throw against the gaze.
Warded Movement (Dodge): As a swift action, you can choose a foe you can see. You can pass through that foe’s threatened area without provoking attacks of opportunity from that foe this round. Once you target a foe with this trick, you can’t target it again that day.
« 上次编辑: 2017-05-21, 周日 09:55:53 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4164
  • 苹果币: 15
Re: 【WMH】武器大师手册之补完(除某个掉链子相关资源)
« 回帖 #1 于: 2016-07-25, 周一 03:17:41 »
种族武器大师(Racial Weapon Masters)
许多种族都具有自己专属的战斗流派,这些流派都利用了自身的种族和文化上的优势,并且尽可能掩盖自身的劣势。这些战斗流派通常被描述为种族战斗流派,它们会需要特定的种族特性。关于流派专长(style feats)的详细内容请见极限战斗(Pathfinder RPG Ultimate Combat)78页的说明。某些允许角色在选取专长时忽略专长先决条件的职业能力——比如武僧变体的形意拳师UC(Master of Many Styles)——无法忽略种族流派专长中关于种族特性的先决条件。



种族专长(Racial Feats)
后续专长只有那些拥有必要特性的合适种族才能够选取。

矮人气到炸(战斗)
Dwarven Fury (Combat)
你能够引导自身的恨意,并利用它来对抗大量的敌人。
先决条件:矮人恨意流,矮人怒如火,基本攻击加值+7,防御训练与仇恨种族特性,中等体型
好处:当你使用矮人怒如火时,你能够同时维持防御训练与仇恨种族特性带来的奖励,并且可以用于对抗任意数量的敌人。

矮人恨意流(战斗,流派)
Dwarven Hatred Style (Combat, Style)
你将仇恨转化为一腔怒火。
先决条件:基本攻击加值+1,防御训练(Defensive Training)与仇恨(Hatred)种族特性,中等体型(Medium size)
好处:在对抗合适的种族或亚种时,你能够将仇恨种族特性的加值同时加到攻击检定和武器伤害检定上,而且这些加值提升至+2点。

矮人怒如火(战斗)
Dwarven Seething (Combat)
是仇恨驱使着你挥舞着手中的武器。
先决条件:矮人恨意流,基本攻击加值+5,防御训练与仇恨种族特性,中等体型
好处:当你使用矮人恨意流时,若有一名敌人以一次攻击命中你(包括需要进行攻击检定的法术),你便能够以直觉动作,来使用防御训练或仇恨种族特性的加值(由你选择)对抗该目标,无论敌人的种族类型或亚种为何。该能力持续至敌人死亡、战斗结束、你改变流派、或者你使用该能力指定不同的敌人为目标时为止,以较先发生者为准。

精灵武技专攻(战斗)
Elven Battle Focus (Combat)
聪明才智能帮助你强化攻击的威力。
先决条件:智力13,精灵武技,精灵战斗训练ARG,武器娴熟,基本攻击加值+4,武器熟悉种族特性
好处:当你使用精灵武技时,你能够将智力调整值加到武器的伤害上(来取代任何其他让你能够加到武器伤害上的属性加值或调整值)。该武器必须符合你的体型。

精灵武技(战斗,流派)
Elven Battle Style (Combat, Style)
你使用传统精灵武器的姿势华丽而优雅。
先决条件:精灵战斗训练ARG(Elven Battle Training),武器娴熟(Weapon Finesse),基本攻击加值+1,武器熟悉(Weapon Familiarity)种族特性
好处:当你持用长剑(longsword)、细剑(rapier)、或者任何冠以“精灵(elven)”之名的近战武器时,用这些武器在借机攻击中尝试的战技检定不会让你引起借机攻击。

精灵反击术(战斗)
Elven Battle Torrent (Combat)
你能迅速向敌人发起反击。
先决条件:智力13,精灵武技专攻,精灵武技,精灵战斗训练ARG,武器娴熟,基本攻击加值+10,武器熟悉种族特性
好处:当你使用精灵武技时,任何在你使用防御式战斗(fighting defensively)、全防御(total defense)或者寓守于攻(Combat Expertise)专长的情况下对你作出攻击并且失手的敌人,都会引起你的借机攻击。即便具有战斗反射(Combat Reflexes)专长,你在每轮中也只能获取一次该专长带来的好处。

侏儒迷乱打(战斗)
Illusive Gnome Bewilderment (Combat)
你能以更为奇特的姿势使用侏儒武器。
先决条件:智力13,寓守于攻,侏儒武器专攻ARG,侏儒幻影武技,侏儒幻影奇袭,精通虚招(Improved Feint),侏儒魔法与武器熟悉种族特性
好处:在你使用侏儒幻影武技期间,当你成功以唬骗对一名敌人使用了虚招的时候,能够从侏儒幻影奇袭中列出的特殊武器特性中选择一种,与此同时还可以让敌人失去AC上的敏捷调整值,就如同普通的虚招一般;或者你也可以选择两种特殊武器特性,以取代选择一种(但是不会让敌人的AC失去敏捷加值)。

侏儒幻影武技(战斗,流派)
Illusive Gnome Style (Combat, Style)
造型奔放、设计怪异的侏儒兵器很容易和幻术形成组合技。
先决条件:智力13,寓守于攻(Combat Expertise),侏儒武器专攻ARG(Gnome Weapon Focus),精通虚招(Improved Feint),基本攻击加值+1,侏儒魔法(Gnome Magic)与武器熟悉(Weapon Familiarity)种族特性
好处:当你以冠有“侏儒(gnome)”之名的近战武器进行虚招时,能够牺牲一个法术位(spell slot)、一个幻术学派的法术、或者一个来自侏儒魔法种族特性的法术,并以此来在尝试虚招的技能检定中获得加值。这个加值为1 + 被牺牲的法术环级。如果你牺牲的是0级法术,则在24小时内无法施放或者牺牲该法术。

侏儒幻影奇袭(战斗)
Illusive Gnome Surprise (Combat)
你能够以不同寻常的方式使用侏儒武器。
先决条件:智力13,寓守于攻,侏儒武器专攻ARG,侏儒幻影武技,精通虚招(Improved Feint)
好处:当你使用侏儒幻影武技时,执行阴招APG(dirty tricks)战技的战技检定以及执行虚招的唬骗检定均会获得+2加值。此外,当你成功使用唬骗对一名敌人进行虚招时,可以选择不让该名敌人失去AC上的敏捷加值,取而代之的是让你正在持用的一把“侏儒(gnome)”武器视为拥有后述武器特殊能力中的一种:格挡UC(Blocking)、反冲锋(Brace)、虚实UC(Distracting)、演武UC(Performance)、破武*(sunder)或摔绊(trip)。该效果仅能用于对抗该名敌人,持续轮数等同于你的魅力调整值(最低1轮)。
译注:武器特性中有卸武(Disarm),但是没有破武(sunder),此处怀疑作者笔误。

兽人暴怒斩(战斗,流派)
Orc Fury Style (Combat, Style)
你能在敌群中散播恐惧。
先决条件:威吓猛击ARG(Bullying Blow),威逼(Intimidating Prowess),威吓3级,武器熟悉(Weapon Familiarity)种族特性
好处:当你持用巨斧(Greataxe)、弯刃大刀(Falchion)、或任何冠有“兽人(orc)”之名的近战武器时,能够以全力攻击(full-attack action)的首次攻击或以标准动作的一部分做出一次或更多次攻击(比如使用顺势斩专长)时使用威吓猛击ARG(Bullying Blow)专长。

兽人狂怒斩(战斗)
Orc Rampage (Combat)
你能轻松地斩杀心生惧意的敌人。
先决条件:威吓猛击ARG,威逼,兽人暴怒斩,威吓5级,武器熟悉种族特性
好处:当你使用兽人暴怒斩时,对抗战栗(shaken)敌人的攻击检定和伤害检定会获得+1加值,而且你的攻击不再会因为使用威吓猛击ARG专长而承受减值。

兽人咆哮斩(战斗)
Orc Snarl (Combat)
你的攻击会把敌人吓得屁滚尿流。
先决条件:威吓猛击ARG,威逼,兽人暴怒斩,兽人狂怒斩,威吓7级,武器熟悉种族特性
好处:若你正在使用兽人暴怒斩,你的豁免检定便会在对抗战栗(shaken)敌人创造的效果时获得+4加值。

半身人轰击手(战斗)
Slipslinger Bombardment (Combat)
You can sling a rain of splash weapons at your enemies.
先决条件:即时备战(Quick Draw),半身人投弹兵,半身人投石术,随手投掷,武器专攻(投石索)或武器训练(投掷类)职业能力,战争投石者ARG种族特性
好处:在使用半身人投弹兵专长时,你能在攻击动作(attack action)或全力攻击动作(full-attack action)中,将炼金溅射武器(alchemical splash weapon)当做投石索的弹药一般使用,并且能够以自由动作进行装填。
特殊:炼金术士的炸弹(alchemists’ bombs)不适用于该专长。

半身人投弹兵(战斗)
Slipslinger Grenadier (Combat)
你能用投石索发射溅射武器。
先决条件:半身人投石术,随手投掷(Throw Anything),武器专攻(投石索)或武器训练(投掷类)职业能力,战争投石者ARG种族特性
好处:当你使用半身人投石术时,能够以标准动作使用投石索抛掷(hurl)一个炼金溅射武器(alchemical splash weapon),它在取出物品以及向投石索进行装填之时被视为投石索弹丸(sling bullet)。你的投石索会造成正常的武器伤害,外加被装填上的溅射武器的效果或伤害。这些额外伤害不会在重击时翻倍。
特殊:炼金术士的炸弹(alchemists’ bombs)不适用于该专长。

半身人投石术(战斗,流派)
Slipslinger Style (Combat, Style)
你能够使用所有类型的投石索以及与投石索相近的武器。
先决条件:武器专攻:投石索(Weapon Focus:sling)或武器训练:投掷类(Weapon Training:thrown)职业能力,战争投石者ARG(Warslinger)种族特性
好处:你所使用的任何类型的投石索(slings)造成的伤害检定均会获得+1加值,而且在给投石索装填弹药时不会引起借机攻击。此外,你可以将所有名称内具有“投石(sling)”的远程和投掷武器视为投石索(slings),不过仅适用于需要上述武器的专长和职业能力、以及战争投石者ARG种族特性。



劇透 -  原文:
Racial Weapon Masters
Many races have specialized fighting styles that capitalize on their racial and cultural strengths while minimizing their weaknesses. These fighting styles are represented by racial style feats that require specific racial traits. See page 78 of Pathfinder RPG Ultimate Combat for more information about style feats. Class features that allow a character to ignore the prerequisites of feats when selecting them (such as the master of many styles monk archetype’s bonus feat ability) can’t ignore the racial trait prerequisites of a racial style feat.

RACIAL FEATS
The following feats are available to any member of the appropriate race with the prerequisite traits.

Dwarven Fury (Combat)
You can channel your hatred against many opponents.
Prerequisites: Dwarven Hatred Style, Dwarven Seething, base attack bonus +7, defensive training and hatred racial traits, Medium size.
Benefit: When using Dwarven Seething, you can maintain bonuses from both your defensive training racial trait and hatred racial trait’s against any number of opponents.

Dwarven Hatred Style (Combat, Style)
You harness hatred into ferocity.
Prerequisites: Base attack bonus +1, defensive training and hatred racial traits, Medium size.
Benefit: You apply your hatred racial trait’s bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2.

Dwarven Seething (Combat)
Your hatred drives every swing of your weapon.
Prerequisites: Dwarven Hatred Style, base attack bonus +5, defensive training and hatred racial traits, Medium size.
Benefit: While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent’s type or subtype, as an immediate action. This ability lasts until the opponent dies, the combat ends, you change styles, or you designate a different opponent with this ability, whichever occurs first.

Elven Battle Focus (Combat)
Your fighting style is enhanced by your keen intellect.
Prerequisites: Int 13, Elven Battle Style, Elven Battle TrainingARG, Weapon Finesse, base attack bonus +4, weapon familiarity racial trait.
Benefit: While using Elven Battle Style, you can add your Intelligence modifier to that weapon’s damage (instead of any other ability bonus or modifier you can add to your weapon damage). The weapon must be one appropriate for your size.

Elven Battle Style (Combat, Style)
You wield traditional elven weapons with grace.
Prerequisites: Elven Battle TrainingARG, Weapon Finesse, base attack bonus +1, weapon familiarity racial trait.
Benefit: While wielding a longsword, a rapier, or any melee weapon that has “elven” in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don’t themselves provoke attacks of opportunity.

Elven Battle Torrent (Combat)
You rapidly counter enemy attacks.
Prerequisites: Int 13, Elven Battle Focus, Elven Battle Style, Elven Battle TrainingARG, Weapon Finesse, base attack bonus +10, weapon familiarity racial trait.
Benefit: While using Elven Battle Style, any opponent that makes an attack against you and misses while you are fighting defensively or using total defense or the Combat Expertise feat provokes an attack of opportunity from you. Even if you have Combat Ref lexes, you can’t benefit from this feat more than once per round.

Illusive Gnome Bewilderment (Combat)
You can use your gnome weapons in unusual ways.
Prerequisites: Int 13, Combat Expertise, Gnome Weapon FocusARG, Illusive Gnome Style, Illusive Gnome Surprise, Improved Feint, gnome magic and weapon familiarity racial traits.
Benefit: While using Illusive Gnome Style, when you successfully use Bluff to feint against an opponent, you can pick one special weapon feature from among those listed by Illusive Gnome Surprise and deny the opponent its Dexterity modifier to AC, as normal for feinting; alternatively, you can pick two special weapon features instead of one.

Illusive Gnome Style (Combat, Style)
The chaotic, somewhat random design of your racial weapons makes it easy to combine them with illusions.
Prerequisites: Int 13, Combat Expertise, Gnome Weapon FocusARG, Improved Feint, base attack bonus +1, gnome magic and weapon familiarity racial traits.
Benefit: While feinting with a melee weapon that has “gnome” in its name, you can sacrifice a spell slot, a spell of the illusion school, or a spell from the gnome magic racial trait to gain a bonus on the skill check attempted to feint. This bonus is equal to 1 + the level of the spell sacrificed. If you sacrifice a 0-level spell, you cannot cast or sacrifice that spell again for 24 hours.

Illusive Gnome Surprise (Combat)
You can use gnome weapons in unusual ways.
Prerequisites: Int 13, Combat Expertise, Gnome Weapon FocusARG, Illusive Gnome Style, Improved Feint.
Benefit: While using Illusive Gnome Style, you gain a +2 bonus on combat maneuver checks to perform dirty tricksAPG and on Bluff checks to feint. In addition, when you successfully use Bluff to feint against a foe, instead of denying that foe its Dexterity bonus to AC, you can treat one “gnome” weapon that you are wielding as if it had one of the following weapon special features: blockingUC, brace, disarm, distractingUC, performanceUC, sunder, or trip. This benefit applies only against that foe and lasts for a number of rounds equal to your Charisma modifier (minimum 1).

Orc Fury Style (Combat, Style)
You inspire great fear in your enemies.
Prerequisites: Bullying BlowARG, Intimidating Prowess, Intimidate 3 ranks, weapon familiarity racial trait.
Benefit: While wielding a greataxe, a falchion, or any melee weapon that has “orc” in its name, you can use the Bullying Blow feat with the first attack of a full-attack action or as part of a standard action to make one or more attacks (such as with the Cleave feat).

Orc Rampage (Combat)
You effortlessly savage fearful enemies.
Prerequisites: Bullying BlowARG, Intimidating Prowess, Orc Fury Style, Intimidate 5 ranks, weapon familiarity racial trait.
Benefit: While using Orc Fury Style, you gain a +1 bonus on attack rolls and damage rolls against shaken opponents, and you don’t take an attack penalty when using the Bullying Blow feat.

Orc Snarl (Combat)
Your attacks leave your opponent quivering in fear.
Prerequisites: Bullying BlowARG, Intimidating Prowess, Orc Fury Style, Orc Rampage, Intimidate 7 ranks, weapon familiarity racial trait.
Benefit: While using Orc Fury Style, you gain a +4 bonus on saving throws against effects created by shaken foes.

Slipslinger Bombardment (Combat)
You can sling a rain of splash weapons at your enemies.
Prerequisites: Quick Draw, Slipslinger Grenadier, Slipslinger Style, Throw Anything, Weapon Focus (sling) or weapon training (thrown) class feature, warslinger racial traitARG.
Benefit: You can use a sling to hurl alchemical splash weapons as ammunition with Slipslinger Grenadier during an attack action or a full-attack action, loading your sling with such weapons as a free action.
Special: This feat can’t be used with alchemists’ bombs.

Slipslinger Grenadier (Combat)
You can hurl splash weapons with your sling.
Prerequisites: Slipslinger Style, Throw Anything, Weapon Focus (sling) or weapon training (thrown) class feature, warslinger racial traitARG.
Benefit: While using Slipslinger Style, as a standard action you can use a sling to hurl an alchemical splash weapon, treating it as a sling bullet for the purpose of drawing and loading it into your sling. Your sling deals its normal weapon damage, plus the loaded splash weapon’s effect or damage. This extra damage is not multiplied on a critical hit.
Special: This feat cannot be used with alchemists’ bombs.

Slipslinger Style (Combat, Style)
You can fire all manner of slings and sling-like weapons.
Prerequisites: Weapon Focus (sling) or weapon training (thrown) class feature, warslinger racial traitARG.
Benefit: You gain a +1 bonus on damage rolls made with all types of slings, and don’t provoke attacks of opportunity when reloading a sling. In addition, you treat all ranged and thrown weapons that have “sling” in their name as if they were slings for all feats and class abilities that require such weapons, as well as the warslinger racial trait.
« 上次编辑: 2020-10-16, 周五 11:11:02 由 沉淪 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4164
  • 苹果币: 15
Re: 【WMH】武器大师手册之补完(除某个掉链子相关资源)
« 回帖 #2 于: 2016-07-25, 周一 03:17:58 »
魔法武器(Magic Weapons)
能够完全发挥出武器达人训练成果的魔法武器尤为难能可贵。
译注:后述制造要求一栏中蓝绿色是专长棕色是法术



武器特殊能力(Weapons Special Abilities)
后述武器特殊能力可以应用至特定类型的武器上。

推力(Driving)
价格:+1加值;灵光:中等塑能系
施法者等级:10级;重量:—
这个特殊能力仅能够加持在远程武器(ranged weapons)上。推力武器能够在第一个射程增量内用于执行冲撞(bull rush)和摔绊(trip)战技。成功的远程冲撞不需要持用者进行移动来撞飞目标超过5尺。远程摔绊在失败10点或更多时不会让攻击者被反摔为倒地(prone)。
制造成本:+1加值
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)念动冲锋UC(Telekinetic Charge)

穿心(Heart-Piercing)
价格:+5加值;灵光:中等塑能系
施法者等级:10级;重量:—
这个特殊能力仅能够加持在穿刺远程武器(piercing ranged weapons)上。它的功能如同斩首(Vorpal)一般,不过穿心武器能够洞穿目标的心脏(heart;如果目标有的话),以此来立即杀死目标。
制造成本:+5加值
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)死亡一指(Finger of Death)锐锋术(Keen Edge)

御力(Leveraging)
价格:+1加值;灵光:微弱变化系
施法者等级:6级;重量:—
这个特殊能力仅能够加持在近战武器(melee weapons)上。御力武器的持用者的CMD在对抗冲撞(bull rush)、拖拽APG(drag)、移位APG(reposition)和摔绊(trip)战技时,获得等同于武器增强加值的加值。御力武器若应用于冲撞、拖拽、移位和摔绊战技,它的增强加值在战技检定中会翻倍。
制造成本:+1加值
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)变巨术(Enlarge Person)

释放(Liberating)
价格:+7000gp;灵光:中等防护系
施法者等级:10级;重量:—
以标准动作,释放武器的持用者能够让自身或者一名相邻生物从限制移动的法术或能力中解放出来,比如麻痹(paralysis)、重雾(solid fog)、缓慢术(Slow)和蛛网术(Web)。持用者要在持握(holding)着武器尝试一次战技检定(DC = 15 + 法术的施法者等级或生物的生命骰);成功则能够解除(dispels)效果。释放对抗每个法术或效果时仅有单次的尝试机会。
制造成本:+3500gp
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)解除魔法(Dispel Magic)行动自如(Freedom of Movement)

撼地(Quaking)
价格:+2加值;灵光:微弱塑能系
施法者等级:6级;重量:—
这个特殊能力仅能够加持在近战钝击武器(melee bludgeoning weapons)上。撼地武器的持用者能够以标准动作猛击地面,沿着地面对5尺半径扩散、10尺锥形或20尺线形范围内的所有敌人进行一次摔绊(trip)战技。持用者可以以此方式摔绊的任意体型的生物。除非持用者具有专长或能力能够避免由于执行摔绊战技而受到借机攻击,否则该次摔绊战技尝试会如常引起借机攻击。持用者永远不会因为此次特殊摔绊战技的失败而被反摔倒地(prone)。
制造成本:+2加值
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)高等雷霆重踏ACG(Thunderstomp, Greater)

分裂(Sharding)
价格:+2加值;灵光:中等咒法系
施法者等级:10级;重量:—
这个特殊能力仅能够加持在近战或投掷武器(melee or thrown weapons)上。分裂武器的持用者能够用武器做出特殊远程攻击来替代任何近战攻击。要这么做,持用者要做出投掷武器的挥动姿势,而非真的松手掷出。武器会分裂出一个自身的复制品,就如同被持用者投掷出去一般飞向预定的目标。复制品会获得10尺的射程增量,但是关于武器擅长以及其他方面的功能均和原始武器相同。复制品会在命中目标或攻击失手后消失。
制造成本:+2加值
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)强效造物术(Major Creation)

吸血(Vampiric)
价格:+2加值;灵光:中等咒法系
施法者等级:8级;重量:—
这个特殊能力仅能够加持在近战武器(melee weapons)上。吸血武器通常会饰有内希斯(Nethys)的徽记,它的攻击能够从任何活物身上汲取少量生命力。每日3次,当持用者使用吸血武器命中敌人时,她能够以迅捷动作用武器盗取少量生命力。持用者会恢复2d6点或者相当于攻击造成的伤害值的生命值,取较低者。
制造成本:+2加值
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)吸血鬼之触(Vampiric touch)



特殊魔法武器(Specific Magic Weapons)
任何武器达人都可以使用后述武器。

凯连斗殴杯(Cailean Fighting Tankard)
位置:无;价格:10301gp
施法者等级:10级;重量:2磅
灵光:中等咒法系
这尊金属啤酒杯(steel tankard)的功能如同+1轻锤(+1 Light hammer)一般。凯登 · 凯连(Cayden Cailean)的信徒会自动擅长该武器。酒杯的内部包含6个相同的次元空间。每个空间内都可以储存一份不同的可饮用液体(可以包含药水,但是无法容纳毒素),其容积至多为1/2立方尺。这些液体不会意外洒出(尽管这杯子看起来总是好像要漫出来),而且当持用者使用酒杯饮用其中的液体时,酒杯会确保他喝下自己想要喝的那份液体(如果没有特别要求的话,则会随机指定一份)。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)制造奇物(Craft Wondrous Item)秘藏箱(Secret Chest)
制造成本:5301gp

十字军长剑(Crusader's Longsword)
位置:无;价格:47315gp
施法者等级:10级;重量:4磅
灵光:中等塑能系
这把+1神圣破敌恶魔寒铁长剑(+1 cold iron holy demon-bane longsword)上刻有艾奥梅黛(Iomedae)的圣徽。每当持用者使用神契(Divine Bond;圣武士职业能力)或者神圣武器(Sacred Weapon;战斗祭司职业能力)增强该武器时,十字军长剑会使得上述职业能力提供的增强加值增加1点。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)圣光击(Holy Smite)召唤怪物 I(Summon Monster I),制造者必须信仰艾奥梅黛(Iomedae),制造者必须是圣武士(paladin)或者战斗祭司(warpriest)
制造成本:23815gp

盾勋双筒枪(Shield Marchal's Pistol)
位置:无;价格:20050gp
施法者等级:9级;重量:5磅
灵光:中等预言系
这把+1双管手枪(+1 double-barreled pistol)具有单个勇毅专长(grit feat),该勇毅专长取自后述列表:熟练射手UC(Deft Shootist Deed)、骗徒CoB(Fabulist)、枪口飞扬CoB(Gun Twirling)、跳跃射击UC(Leaping Shot Deed)、无名枪手UC(No Name)以及反弹射击UC(Ricochet Shot Deed)。任何持用或者携带盾勋双筒枪、并且满足专长先决条件的人,都可以获得该专长带来的好处。持用者无法使用盾勋双筒枪的专长来满足任何先决条件。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)共享记忆UM(Share Memory)
制造成本:11050gp
劇透 -  专长速查:
译注:UC专长取自CHM、CoB(Champions of Balance)专长译者自翻
熟练射手(勇毅)
Deft Shootist Deed
当你专注于你的武器时仍保持警惕,使得你在射击或装填火器时能避免受到攻击。
先决条件:勇毅职业特性或业余铳士专长,闪避,灵活移动
好处:当你还有至少1点勇毅点时,你不会在射击或装填火器时引发借机攻击。

骗徒(勇毅)
Fabulist
你很乐于讲述荒诞不经的故事,并且善于凭借这些话语获取信任。
先决条件:勇毅职业特性或业余铳士UC(Amateur Gunslinger)专长
好处:你的表演(戏剧、喜剧、演讲、演唱)技能检定获得+1加值,而且表演对你来说成为本职技能。此外,每当你成功使用唬骗检定说服他人相信过于牵强()或不可能发生()的故事时,便能恢复1点勇毅值。成功对友好(friendly)或乐于帮助(helpful)的生物、或者对生命骰数量低于你的角色等级一半的生物撒谎不会恢复勇毅值。

枪口飞扬(勇毅)
Gun Twirling
单手火器在你手中旋转飞舞,这让他人难以预测你将要射击的位置。
先决条件:勇毅职业特性或业余铳士UC(Amateur Gunslinger)专长,炫目技巧(Dazzling Display),武器专攻(Weapon Focus)
好处:你能够花费1点勇毅值来使用一把单手火器(one-handed firearm)进行一次虚招尝试(以取代近战武器),但是你需要具有与火器相应的武器专攻专长。此次虚招的目标必须位于距离你30尺的范围内,而且能够看到你。
如果你还具有即时备战(Quick Draw)专长,则只要还有1点勇毅值,就能够以自由动作将一把单手火器收入枪套。

跳跃射击(勇毅)
Leaping Shot Deed
你跃入半空,枪火闪耀。
先决条件:敏捷13,勇毅职业特性或业余铳士专长,闪避,灵活移动,基本攻击加值+4
好处:你在跳跃的特技检定上获得+2加值。作为一个整轮动作,你能以你的基本速度移动、并用你最高的BAB令你手上的每一把已装填火器开火。你可以在你移动轨迹的任意一点进行攻击,而如果你持有两把火器,你可以在移动轨迹上的不同地方开火。在移动结束时,你将卧倒。这个铳技消耗1点勇毅点。

无名枪手(勇毅)
No Name
你无需花费心思来隐藏自己的身份。
先决条件:勇毅职业特性或业余铳士专长,唬骗4级
好处:你在人际交往上经常依靠出人意料和误导。你在唬骗检定上获得+2加值,而且可以消耗1点勇毅点,在每个铳士等级10分钟(最少10分钟)里在易容检定上获得+10加值。这个铳技并不能真的改变你的外貌,但却能让你以其他方式隐藏你的身份。

反弹射击(勇毅)
Ricochet Shot Deed
你能利用墙壁反弹子弹,命中目标。
先决条件:勇毅职业特性或业余铳士专长,盲斗
好处:你可以对一面墙壁或一块固体地面射击,使其反弹。当你这么做时,使用正在那面墙前面的方格,或那块地面的方格来决定对目标的视线,而这个方格将被视为发起攻击的起点方格。以那个方格决定掩蔽效果,而以你所在的方格决定隐蔽效果。你可以在有至少1点勇毅点时进行这样的射击。当这么射击时,你可以消耗1点勇毅点忽略所有掩蔽和遮蔽的效果。你必须在检定前选择是否消耗勇毅点。

光荣先祖之矛(Spear of The Honored Ancestors)
位置:无;价格:15302gp
施法者等级:9级;重量:6磅
灵光:中等咒法系
当这柄+1幽冥矛(+1 ghost touch spear)的持用者进入狂暴(rage)时,她能以迅捷动作拿这柄矛敲击盾牌或地面。若她这么做,五彩的光芒会飘扬在长矛上,而持用者可以选择获得神导术(Guidance)的好处、让被碰触到的盾牌获得幽冥(ghost touch)特殊能力、或者让矛获得回力(returning)特殊能力。被选定的好处会持续至狂暴的持续时间结束为止。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)神导术(Guidance)妖火(Faerie Fire)异界传送(Plane Shift)
制造成本:7802gp

勇气之刃(Valorous Blade)
位置:无;价格:20315gp
施法者等级:9级;重量:5磅
灵光:中等附魔系
每日1次,在持用者使用这把+1勇气UE弯刀(+1 valiant scimitar)将一名敌人杀死(kill)或击倒至昏迷(knock unconscious)后的1分钟内,持用者能够鼓舞60尺范围内所有可以看到她的盟友的士气。这些盟友会在所有攻击检定、技能检定和豁免检定中获得+2士气加值,持续10分钟。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)强大希望(Good Hope)克敌机先(True Strike)
制造成本:10315gp

阅风者之弓(Windreader's Bow)
位置:无;价格:54400gp
施法者等级:8级;重量:3磅
灵光:中等预言系
每当这柄+1适应UE寻踪复合长弓(+1 adaptive seeking composite longbow)射出的箭矢对持用者的宿敌(favored enemy)或已经研究过(studied)的目标(比如游侠和杀手ACG的职业能力,分别计算)造成伤害时,除了其原本的效果,还能够造成2点出血(bleed)伤害。只要出血效果仍在持续着,持有者就可以有每日两次的机会以标准动作嗅探风的味道,并以此来感知到敌人的大致距离和方位。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)出血术(Bleed)生物定位术(Locate Creature)曲木术(Warp Wood)
制造成本:27400gp



劇透 -  原文:
Magic Weapons
Magic weapons that allow weapon masters to make better use of their training are especially prized.

WEAPON SPECIAL ABILITIES
The following weapons special abilities can be applied to weapons of the appropriate types.

DRIVING PRICE +1 bonus
AURA moderate evocation CL 10th
This special ability can be placed only on ranged weapons. A driving weapon can be used to perform bull rush and trip combat maneuvers in its first range increment. A successful ranged bull rush does not require the wielder to move to push the target farther than 5 feet. A ranged trip that fails by 10 or more cannot result in the attacker being knocked prone.
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, telekinetic chargeUC

HEART-PIERCING PRICE +5 bonus
AURA moderate evocation CL 10th
This special ability can be placed only on piercing ranged weapons. It functions as vorpal except that a heart-piercing weapon can pierce the target’s heart (if it has one), killing it instantly.
CONSTRUCTION REQUIREMENTS COST +5 bonus
Craft Magic Arms and Armor, finger of death, keen edge

LEVERAGING PRICE +1 bonus
AURA faint transmutation CL 6th
This special ability can be placed only on melee weapons. The wielder of a leveraging weapon gains a bonus equal to the weapon’s enhancement bonus to her Combat Maneuver Defense against bull rush, dragAPG, repositionAPG, and trip combat maneuvers. The leveraging weapon’s enhancement bonus is doubled when applied to combat maneuver checks to attempt bull rush, drag, reposition, and trip combat maneuvers.
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, enlarge person

LIBERATING PRICE +7,000 GP
AURA moderate abjuration CL 10th
As a standard action, the wielder of a liberating weapon can free herself or an adjacent creature from spells and abilities that inhibit movement, such as paralysis, solid fog, slow, and web. The wielder attempts a combat maneuver check while holding the weapon (DC = 15 + either the spell’s caster level or the creature’s HD); success dispels the effect. Only a single attempt can be made against each spell or effect.
CONSTRUCTION REQUIREMENTS COST +3,500 GP
Craft Magic Arms and Armor, dispel magic, freedom of movement

QUAKING PRICE +2 bonus
AURA faint evocation CL 6th
This special ability can be placed only on melee bludgeoning weapons. The wielder of a quaking weapon can strike the ground as a standard action to perform a trip combat maneuver that applies to all foes within a 5-foot-radius spread, a 10- foot cone, or a 20-foot line along the ground. The wielder can trip creatures of any size this way. This trip maneuver attempt provokes attacks of opportunity unless the wielder has some feat or ability that prevents it, and the wielder can never be knocked prone as a result of failing this special trip combat maneuver check.
CONSTRUCTION REQUIREMENTS COST +2 bonus
Craft Magic Arms and Armor, greater thunderstompACG

SHARDING PRICE +2 bonus
AURA moderate conjuration CL 10th
This special ability can be placed only on melee or thrown weapons. The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target.
CONSTRUCTION REQUIREMENTS COST +2 bonus
Craft Magic Arms and Armor, major creation

VAMPIRIC PRICE +2 bonus
AURA moderate conjuration CL 8th
This special ability can be placed only on melee weapons. Often decorated with the symbol of Nethys, a vampiric weapon steals a bit of the life force of any living creature it strikes. Three times per day, when the wielder strikes a foe with a vampiric weapon, she can will it to give her a fragment of the stolen life force as a swift action. She regains a number of hit points equal to 2d6 or the amount of damage dealt by the attack, whichever is less.
CONSTRUCTION REQUIREMENTS COST +2 bonus
Craft Magic Arms and Armor, vampiric touch

SPECIFIC MAGIC WEAPONS
The following weapons are available to any weapon master.

CAILEAN FIGHTING TANKARD PRICE 10,301 GP
SLOT none CL 10th WEIGHT 2 lbs.
AURA moderate conjuration
This steel tankard functions as a +1 light hammer. Worshipers of Cayden Cailean are automatically proficient with it. The interior of the tankard contains six identical extradimensional spaces. Each space can hold 1 dose of a different potable liquid of up to 1/2 cubic foot in volume (including potions, but not poisons). Liquid never sloshes out of the these spaces accidentally (though it often appears ready to do so), and when the wielder drinks from the tankard, it provides the drink from the desired extradimensional pocket (or a random pocket, if the wielder has no preference).
CONSTRUCTION REQUIREMENTS COST 5,301 GP
Craft Magic Arms and Armor, Craft Wondrous Item, secret chest

CRUSADER’S LONGSWORD PRICE 47,315 GP
SLOT none CL 10th WEIGHT 4 lbs.
AURA moderate evocation
This +1 cold iron holy demon-bane longsword is marked with the symbol of Iomedae. Whenever the wielder uses the divine bond ability or sacred weapon ability to enhance it, a crusader’s longsword increases the points of enhancement bonus she has to spend on its abilities by 1.
CONSTRUCTION REQUIREMENTS COST 23,815 GP
Craft Magic Arms and Armor, holy smite, summon monster I, creator must worship Iomedae, creator must be a paladin or a warpriest

SHIELDMARSHAL’S PISTOL PRICE 20,050 GP
SLOT none CL 9th WEIGHT 5 lbs.
AURA moderate divination
This +1 double-barreled pistol contains a single grit feat from the following list: Deft Shootist DeedUC, Fabulist (Pathfinder Player Companion: Champions of Balance 19), Gun Twirling (Champions of Balance 19), Leaping Shot DeedUC, No NameUC, and Ricochet Shot DeedUC. Anyone who wields or carries the shieldmarshal’s pistol and meets the feat’s prerequisites gains the feat’s benefit. The wielder can’t use the pistol’s feat to meet prerequisites.
CONSTRUCTION REQUIREMENTS COST 11,050 GP
Craft Magic Arms and Armor, chosen grit feat, share memory (Pathfinder RPG Ultimate Magic 238)

SPEAR OF THE HONORED ANCESTORS PRICE 15,302 GP
SLOT none CL 9th WEIGHT 6 lbs.
AURA moderate conjuration
When the wielder of this glimmering +1 ghost touch spear enters a rage, she can drum the spear against a shield or the ground as a swift action. If she does, colorful lights dance around the spear and the wielder can choose to gain the benefit of guidance, grant the touched shield the ghost touch special ability, or grant the spear the returning special ability. The chosen benefit lasts for the duration of the rage.
CONSTRUCTION REQUIREMENTS COST 7,802 GP
Craft Magic Arms and Armor, guidance, faerie fire, plane shift

VALOROUS BLADE PRICE 20,315 GP
SLOT none CL 9th WEIGHT 5 lbs.
AURA moderate enchantment
Once per day within 1 minute of using this +1 valiantUE scimitar to kill or knock unconscious a foe, as a standard action, the wielder can inspire all allies within 60 feet who can see her. Those allies gain a +2 morale bonus on attack rolls, skill checks, and saving throws for 10 minutes.
CONSTRUCTION REQUIREMENTS COST 10,315 GP
Craft Magic Arms and Armor, good hope, true strike

WINDREADER’S BOW PRICE 54,400 GP
SLOT none CL 8th WEIGHT 3 lbs.
AURA moderate divination
Whenever an arrow fired from this +1 adaptiveUE seeking composite longbow damages the wielder’s favored enemy or studied target (as per the ranger and slayerACG class features, respectively), in addition to its normal effects, it also deals 2 points of bleed damage. As long as the bleed effect continues, the wielder can sense that foe’s approximate direction and distance twice per day by smelling the wind as a standard action.
CONSTRUCTION REQUIREMENTS COST 27,400 GP
Craft Magic Arms and Armor, bleed, locate creature, warp wood
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 靜海聆

  • 呵呵
  • Chivary
  • *****
  • 帖子数: 1909
  • 苹果币: 6
Re: 【WMH】武器大师手册之补完(除某个掉链子相关资源)
« 回帖 #3 于: 2016-07-25, 周一 04:35:55 »
矮人气到炸超萌,稀饭  :em020
PDF成品索引

世人笑我太痴狂,我笑世人看不穿。收尽百川一海纳,鲜衣怒马踏西山。

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1829
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【WMH】武器大师手册之补完(除某个掉链子相关资源)
« 回帖 #4 于: 2016-07-25, 周一 12:56:19 »
单手长武已经泛滥。
长武大师已是时代眼泪,方阵士兵恐成最大输家。
« 上次编辑: 2016-11-08, 周二 14:16:02 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 涅薇儿·德拉诺尔

  • 世间万物都需要锱铢必较
  • Flawless
  • *******
  • 帖子数: 5976
  • 苹果币: 2
  • LV5滥弱
Re: 【WMH】武器大师手册之补完(除某个掉链子相关资源)
« 回帖 #5 于: 2016-07-25, 周一 18:15:55 »
考虑要-2AB和伤害,也不是随随便便就能选择单手持的。
下辈子一定要当个蛮子,免得想太多。
帕拉丁冲锋破鞋必出1,这是一种真理
每当我出carry的时候总有人抢中路,每当我出辅助的时候总让我去中单
自从当了DM,豁免骰那是一个比一个大……
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投擲 出1我就掀桌: 1d20+13=(1)+13=14