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【第一章】种族替换特性
« 于: 2016-10-09, 周日 18:27:51 »
矮人
种族替换特性

古墓学者:拥有此特性的矮人在鉴定不死生物的知识(宗教)检定上得到+2种族加值并且可以在未受训的情况下进行这类检定。此特性取代岩石敏锐。

古墓防卫者:拥有此特性的矮人在对抗不死生物时,攻击骰获得+1加值,AC获得+1闪避加值。此特性取代防御训练和仇恨。

健康:拥有此特性的矮人在对抗疾病和毒素的豁免上获得+2种族加值。成功治愈疾病和毒素所需的豁免次数减少一次(至少一次)。此特性取代坚韧。

感知异怪:拥有此特性的矮人在知识(地城)和发现易容和隐匿的异怪的的察觉检定上获得+2种族加值。此特性取代岩石敏锐。

谨慎:拥有此特性的矮人在对抗卸武和盗取的CMD上获得+4种族加值,并在发觉巧手检定的察觉检定上获得+2种族加值。如果一个矮人发现了一个试图从他身上偷走东西的巧手检定,且他并未处于措手不及状态或拥有战斗反射专长,此巧手检定就会触发该矮人的借机攻击。此特性取代稳固和岩石敏锐。

黏稠血液:拥有此特性的矮人能减少一点因流血或吸血(blood drain)而造成的伤害,属性吸取或属性伤害。每轮一次,他们可以用迅捷动作进行一次医疗检定来止血。此特性取代坚韧。

天赋职业奖励
下列奖励可以被矮人选取。
圣武士:从游侠宿敌列表中选择一种生物类型(或亚种),你可以在用知识技能鉴定该种怪物时获得+1/2加值。你至多可以对一种生物类型选择六次。如果你对一种生物类型选择了6次此奖励,你在对该类型生物使用破邪斩时伤害获得+1加值。
唤魂师:在附身显型状态下挥击攻击的武器伤害骰获得+1/4加值。
法师:防护系法术的施法者等级+1/3,但仅影响法术的持续时间。


精灵

大长腿(Long limbed):拥有此特性的精灵基本速度为35尺。此特性取代武器熟悉。

枯萎族裔(Blightborn):来自诅咒之地的精灵进化出了对污秽影响的抗性。拥有此特性的精灵在对抗死灵系法术和类法术,带有诅咒描述符的法术和类法术和移除临时负向等级的豁免中检定上得到+2种族加值。此特性取代精灵免疫。

完美形体(Perfect):一些精灵的超凡的美丽是不可否认的。拥有此特性的精灵在对抗类人生物的交涉和唬骗检定上获得+1种族加值,并且在抵抗变化系法术和类法术的豁免检定上得到+2种族加值。此特性取代精灵免疫。

苗条(Slender):以其它种族的标准来看,精灵通常瘦的不可思议。拥有此特性的精灵在逃脱技能和脱离擒抱的战技检定,以及抵抗擒抱的CMD上获得+2种族加值。此特性取精灵免疫。

怪异外表(Creepy):对于精灵来说,他们细长的肢体和巨大的瞳孔也没什么特别的,但其他人可不怎么想。非精灵的类人生物在对抗这类精灵施放的造成困惑或恐惧的法术时,豁免承受-1减值。另外,拥有此特性的精灵在用威吓技能挫败士气时得到+2种族加值。此特性取代精灵魔法。

守秘人(Keeper of secret):有些精灵希望能保护年轻的种族免受那些危险知识的伤害。他们对类人生物施放的惑控系法术的DC提升1,且在唬骗和制造或识破伪造文书的语言学检定上得到+2种族加值。此特性取代精灵魔法。

暗中之光(Light against darkness):精灵从古代就一直在对抗恶魔的腐化。拥有此特性的精灵在对恶魔亚种的异界生物的攻击骰上得到+1种族加值。此特性取代精灵魔法。


天赋职业奖励
催眠师:+1/4擒抱和绊摔战技检定。
术士:从游侠偏好地形列表中选择一种地形,当术士在这种地形中施法时,有效施法者等级+1/3,但仅影响持续时间。
女巫:在鉴定诅咒物品的法术辨识检定和发现惑控(enchantment)与占据(possession)的察言观色检定上得到+1/2加值。


侏儒

好奇心(Inquisitive):侏儒总喜欢往不该去的地方跑。拥有此特性的侏儒在解除装置和逃脱检定上得到+2种族加值。此特性取代敏锐感官和工作狂。

暗影敌(Shadow foe):拥有此特性的侏儒在对抗幽暗亚种或剪影人亚种的类人生物,以及阴影位面的异界生物时,攻击骰和AC得到+1加值。此特性取代防御训练和仇恨。

捕精人(Fairy catcher):一些侏儒对精类的力量尤其敏感。他们在对抗精类的察觉,察言观色和生存检定上得到+2种族加值,在对抗来自精类的法术,类法术和超自然能力的豁免中得到+2种族加值(此加值与幻术抗性特性叠加)(译注:种族加值本来就叠→_→),并且在击破精类的法术抗力的施法者等级检定上得到+2加值。此特性取代防御训练,仇恨和敏锐感官。

躲影子(Shadow dodger):拥有此特性的侏儒在对抗虚体生物和不真实的生物或物品(例如被shadow conjuration创造的)时,AC获得+4闪避加值。但必需相信他们是不真实的。此特性取代防御训练和幻术抗性。

尾行者(Stalker):一些侏儒对某个特别的人贼特么感兴趣。每日一次,拥有此特性的侏儒可以花费10分钟观察一个生物。然后他可以在对抗该生物的唬骗,知识,察觉,察言观色和生存检定上获得+1加值,同时在对抗该生物的攻击和伤害骰上得到+1加值。这些加值持续一天。此特性取代防御训练,仇恨和工作狂。

天赋职业奖励
德鲁伊:动物伙伴获得DR1/4/寒铁,如果德鲁伊更换了她的动物伙伴,新的动物伙伴也会得到DR。
操念使:物理性质注能的战技检定+1/6。
魔战士:从术士/法师的法术列表中选择1/2个幻术系法术加入魔战士的法术书,魔战士可以将该法术视为同级魔战士法术。该法术必须比角色可以获得的最高环级的法术低一环。
盗贼:制作的陷阱察觉与解除DC+1/4。


半精灵

星之子(Starchild):有些半精灵的血脉来源于另一个世界的访客。拥有此特性的半精灵在1级时得到异能敏感作为奖励专长。此特性取代适应力。

双重职业(Multideciplined):由于他们双重的血脉,半精灵擅长将不同的魔法传统结合在一起。如果一个拥有此特性的半精灵从至少两个不同的职业中获得了施法能力,他每个职业的施法者等级都被视为比正常高一级,最大为他的角色等级。此特性取代多才多艺。

梦行者(Dreamer):拥有此特性的半精灵在对抗幻术魔法和效果时,豁免获得+2种族加值。此外,当拥有此特性的半精灵在以醒梦体形态进入梦境位面时,在决定与梦境位面有关效应时的魅力视为比正常高2点。此特性取代精灵免疫。

不协调(Mismatched):一小部分半精灵拥有奇特的混合特征,他们拥有引人注目的不协调的眼睛和耳朵,以及畸形的肢体。拥有此特性的半精灵在反射豁免上承受-2减值,但在先攻检定上得到+4种族加值。此特性取代昏暗视觉和敏锐感官

圆耳朵(Round ears):有些半精灵生来就没有显著的精灵特征,甚至他们的父母也只是拥有稀薄精灵血脉的人类。拥有此特性的半精灵获得人类的奖励技能种族特性。此外,他们在伪装成人类的易容检定上得到+4种族加值。此特性取代适应力,敏锐感官和昏暗视觉。

天赋职业奖励
牧师:在移除状态(诅咒,疾病,毒素等)的施法者等级检定上获得+1/4加值。
先知:选择一项每日使用次数为3+先知魅力调整值的启示,该启示每日使用次数+1/2。
游侠:游侠的队友羁绊的持续时间增加1轮。


半身人

小便宜(Acquisitive):拥有此特性的半身人在估价检定上得到+2种族加值,此加值在用估价技能试图从一大堆不值钱的物品里挑出最有价值的那些部分时提升至+4。此特性取代敏锐感官。

专一心(Attentive):拥有此特性的半身人在察言观色检定上得到+2种族加值,此加值在用来发觉某人已被惑控或占据时提升至+4。此特性取代敏锐感官。

受福(Bleesed):拥有此特性的半身人在对抗诅咒效果和巫术的豁免中得到+2种族加值,此加值与从半身人幸运中获得的加值叠加。此特性取代无畏。

坚定(Irrepressible):拥有此特性的半身人在对抗控制和占据的的豁免中得到+2种族加值,此加值与从半身人幸运中获得的加值叠加。此特性取代无畏。

惊惧人偶(Creepy doll):玻璃般的眼睛与瓷器一样的皮肤让有些半身人看起来更像人偶而非生物。当他们未被注视时,只要他们停止移动并假装成人偶,他们就可以在没有掩蔽或隐蔽的情况下使用隐匿技能。一个成功的隐匿检定仍然会允许他人注意到半身人,只是他们认为他是一个人偶。如同静止怪物能力(但无法取20)。此外,他们在对体型更大的类人生物的威吓检定上不会承受罚值。此特性取代敏锐感官和锐足。

深林居民(Deep Jungle):一些隐居的半身人部落一直在雨林中蓬勃发展。这类半身人仅获得半身人语作为初始语言(再加上由于高智力获得的额外语言),而不是通用语和半身人语。他们在生存检定上得到+2种族加值并且擅长吹箭。此外,他们获得用毒能力(他们不会在涂毒时误伤自己)。此能力调整了半身人的语言并且取代武器熟悉。

随心攻击(Resourceful):拥有此特性的半身人不会在使用临时武器时承受任何减值。此特性如同随手武器和随手投掷般满足其它专长的先决条件。此特性取代锐足和武器熟悉。


天赋职业奖励
野蛮人:持用的投掷武器射程增量+1尺。在获得该奖励5次(或者以5为单位的倍数)之前不在战斗中生效。
骑将 :骑将的坐骑在对抗恐惧的豁免上得到+1/2加值,如果骑将更换了坐骑,新的坐骑自动获得此加值。
武僧:在对抗绊摔的CMD和对倒地生物以力量决定伤害的伤害骰上得到+1/4加值。



半兽人

粗神经(Innured):被兽人养大的半兽人对于暴力那是身经百战见得多了。拥有此特性的半兽人在避免由于遭遇怪物,极端暴力或死亡造成理智伤害的意志豁免上得到+4加值。此特性取代兽人凶猛。

痛苦投射(Projection):一些半兽人通过法术来引导负面情绪。他们施放的带有恐惧或痛苦(UM)描述符的法术豁免DC增加1。此特性取代兽人凶猛和武器熟悉。

臭味相投(Monstrous Sympathy):有的半兽人清楚怪物是怎么思考的。他们在对抗邪恶生物的唬骗,交涉和察言观色检定中得到+2种族加值。此特性取代威慑力和兽人凶猛。

忍受痛苦(Pain Tolerance):一些半兽人对痛苦有着超强的忍耐力。他们对非致命伤害获得DR1/-,并且在对抗带有痛苦描述符的法术或类法术的豁免中得到+2种族加值。此特性取代威慑力和兽人凶猛。

隐忍(Stoic):有些半兽人能够压制他们的情绪。他们不会受到士气加值影响,但是在对抗情绪或恐惧效果的豁免上得到+2种族加值,威吓他们的DC增加2点。他们可以选择如常受到士气加值的影响,但只要他们如此做,就会在24小时内失去本特性带来的好处。此特性取代威慑力和兽人凶猛。

烟雾视觉(Smog Sight):拥有此特性的半兽人可以在烟(smoke)或雾(fog)(包括魔法效果,如隐雾术)中看到正常的两倍距离,并且可以忽略5尺内的烟雾造成的隐蔽。此特性取代黑暗视觉。

天赋职业奖励

炼金术士:+1/2破坏物体的力量检定和处于增加力量或体质的突变药剂影响下的破武检定。
吟游诗人:+1/2传递暗语的唬骗检定,解读暗语的察言观色检定和破解伪造文书的语言学检定。
战士:获得对非致命伤害的DR1/2 /-(最大值为DR10/-)


人类

虔诚(Piety):人类总是相信神会保佑自己。拥有此特性的人类在知识(宗教)检定上得到+2种族加值,并且知识(宗教)总是他们的本职技能。此外,每日一次,在进行攻击,豁免,属性和技能检定之前,拥有此特性的人类可以呼唤他的守护神保佑来在这次投骰上获得+2种族加值。此能力仅能在他可以说话时使用。此特性取代奖励专长。

心防(Psychic Defense):出身于异能者文化的人类会训练自己的心灵抵抗外部影响。拥有此特性的人类在对抗异能法术和类法术,包括psychic magic能力(Bestiary 5 297)的豁免上得到+2种族加值。此特性取代奖励专长。

 自我暗示(Rationalize):人类可以通过不断告诉自己“这都是幻象!”来缓解心中的恐惧。拥有此特性的人类在对抗造成理智伤害的效果的豁免上得到+3加值。此特性取代奖励专长。(PFS禁用)

鳞类后裔(Reptilian Ancestory):有着爬行类或蛇类祖先的人类通常长着筋膜和有鳞片的皮肤。他们在对抗影响心灵的效果和毒素的豁免上得到+2种族加值。此特性取代奖励专长。

水生后裔(Aquatic Ancestory):有深潜者血统的人类可能会长出突出的眼睛和带蹼的手脚。他们在游泳检定上得到等于角色等级一半的种族加值,并且游泳总是他们的本职技能。此外,他们憋气的时间是正常的两倍。如果他们在游泳上的种族加值达到+8或更多,他们就可以在游泳检定中取10,即使在受到威胁或分心时。此特性取代奖励技能。

巨人后裔(Giant Ancestory):有巨魔或食人魔血统的人类外表粗笨而且难以协调自己的身体。他们在战技检定和CMD上得到+1种族加值,但在隐匿检定上承受-2减值。此特性取代奖励技能。

天赋职业奖励
审判者:+1/2看穿魔法伪装和定位隐形生物的察觉检定。
秘学士:在秘学仪式(occult ritual)中得到+1/3任意技能加值。异能者:+1/4措手不及AC,最多增加至未措手不及时的AC。

原文
剧透 -   :
Race Rules
 Horror is common to all intelligent species, but the specific things they find terrifying vary from race to race. Dismembered bodies that would make a halfling lose his appetite might stir an ancestral bloodlust in the heart of a half-orc. Yet even the most battle-hardened half-orc fears horrors that transcend flesh and blood. Every race has its own historical or mythical fears skulking just out of sight. Dwarves often dwell close to ghouls and unnameable creatures haunting the depths. Gnomes know that not all from the fey realm are kindly, and they also fear the inhabitants of its dark reflection, the Shadow Plane. The greatest horror for any race, though, is the monster that hides within. Unchecked greed has led many dwarves astray, and not a few gnomes have been lost to their obsessions. Elves fight zealously against demons because they know how easily the taint of evil can transform them. Humans are often surprised to discover what creatures lurk in their family trees. Full rules for alternate racial traits and favored class options are found on pages 8–9 of the Pathfinder RPG Advanced Race Guide. Remember that alternate racial traits are not a category of traits (those are called race traits).
DWARF Dwarves might be stalwart defenders against underground horrors or misers who hoard riches as jealously as any dragon.
Alternate Racial Traits Dwarves can select the following racial traits. Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning. Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred. Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy. Sense Aberration: Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations. This racial trait replaced stonecunning. Tightfisted: Dwarves with this racial trait gain a +4 racial bonus to their CMD against disarm and stealAPG combat maneuvers and a +2 racial bonus on Perception checks to notice Sleight of Hand attempts. If a dwarf with this trait notices a Sleight of Hand attempt to steal from him and the dwarf is not flat-footed or has Combat Reflexes, the attempt
triggers an attack of opportunity from that dwarf. This racial trait replaces stability and stonecunning. Viscous Blood: Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a swift action each round. This racial trait replaces hardy.
Favored Class Options The following options are available to dwarves. Paladin: Choose a creature type (and subtype, if necessary) from the ranger’s favored enemies list. Add a +1/2 bonus on Knowledge checks to identify creatures of that type. You can choose the same creature type up to six times; if you choose the same creature type six times, add 1 point of damage when smiting creatures of that type. Spiritualist: Add a +1/4 bonus on weapon damage rolls with the slam attacks from ectoplasmic bonded manifestation. Wizard: Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.
ELF Elves’ appearances reflect the beauty of nature around them, yet in realms twisted by evil, elves becomes equally distorted.
Alternate Racial Traits Elves can select the following racial traits. Blightborn: Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spelllike abilities and spells and spell-like abilities with the curseUM descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities. Creepy: For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic. Keeper of Secrets: Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts. This racial trait replaces elven magic. Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity. Perfect: The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities. Slender: Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
Favored Class Options The following options are available to elves. Mesmerist: Add a +1/4 bonus on grapple and trip combat maneuver checks. Sorcerer: Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells’ duration. Witch: Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
GNOME Death is temporary in the land of the fey, so fear and despair are a newer concept for gnomes than they are for other races.
Alternate Racial Traits Gnomes can select the following racial traits. Fairy Catcher: Some gnomes are especially sensitive to the presence of fey and receive a +2 racial bonus on Perception, Sense Motive, and Survival checks against fey, a +2 racial bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +2 bonus on caster level checks to overcome the spell resistance of fey. The racial trait replaces defensive training, hatred, and keen senses. Inquisitive: Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive. Shadow Dodger: Gnomes with this trait gain a +4 dodge bonus to their AC against incorporeal creatures and partially real creatures and objects, such as those created by shadow conjuration, but only if successfully disbelieved. This racial trait replaces defensive training and illusion resistance. Shadow Foe: Gnomes with this trait receive a +1 bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane. This racial trait replaces defensive training and hatred. Stalker: Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature. She also gains a +1 bonus on weapon attack and damage rolls against that creature.
These  bonuses last for 1 day. This racial trait replaces defensive training, hatred, and obsessive.
Favored Class Options The following options are available to gnomes. Druid: The druid’s animal companion gains 1/4 point of DR/cold iron (maximum DR 5/cold iron). If the druid replaces her companion, the new companion gains this DR. Kineticist: Add a +1/6 bonus on combat maneuver checks attempted as part of a substance infusion. Magus: Add 1/2 of an illusion spell from the sorcerer/ wizard spell list that isn’t on the magus spell list to the magus’s spellbook. The magus treats this spell as if it were on the magus spell list at the same level as on the sorcerer/ wizard list. This spell must be at least 1 level below the highest spell level the magus can cast. Rogue: Add 1/4 to the Perception and Disable Device DCs of traps the rogue creates.
HALF-ELF Inheriting humanity’s quick wit and elven farsightedness, half-elves have their own unique way of thinking.
Alternate Racial Traits Half-elves can select the following racial traits. Dreamer: Half-elves with this trait gain a +2 racial saving throw bonus against illusion spells and effects. In addition, when entering a dreamscape in a lucid body (Pathfinder RPG Occult Adventures 241), a half-elf with this racial trait treats her Charisma score as 2 points higher for the purpose of effects related to the Dimension of Dreams. This racial trait replaces elven immunities. Mismatched: Rather than having bodily and facial features that are a blend of elven and human, or tending towards one parent or the other, a rare few half-elves have a strange combination of features. They have noticeable mismatched eyes and ears, as well as uneven limbs. Half-elves with this trait take a –2 penalty on Reflex saves but receive a +4 racial bonus on initiative checks. This racial trait replaces keen senses and low-light vision. Multidisciplined: Born to two races, half-elves have a knack for combining different magical traditions. If a halfelf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, to a maximum of her character level. This racial trait replaces multitalented. Round Ears: Sometimes half-elves are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They gain the human’s skilled racial trait. In addition, they receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision.Starchild: Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity (Occult Adventures 138) as a bonus feat at 1st level. This racial trait replaces adaptability.
Favored Class Options The following options are available to half-elves. Cleric: Add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.). Oracle: Select one revelation normally usable a number of times per day equal to 3 + the oracle’s Charisma modifier. Add 1/2 to the number of uses per day of that revelation. Ranger: The duration of the ranger’s companion bond increases by 1 round.
HALF-ORC Some half-orcs draw on their experience to protect others from cruelty, while others inflict their own suffering on the world.
Alternate Racial Traits Half-orcs can select the following racial traits. Inured: Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage (see page 12) caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity. Monstrous Sympathy: Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures. This racial trait replaces intimidating and orc ferocity. Pain Tolerance: Some half-orcs have an increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the painUM descriptor. This racial talent replaces intimidating and orc ferocity. Projection: Some half-orcs channel negative emotions through magic. The DCs of any saving throws against spells with the fear or painUM descriptor they cast increase by 1. This racial trait replaces orc ferocity and weapon familiarity. Smog Sight: Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision. Stoic: Some half-orcs learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and orc ferocity.
Favored Class Options The following options are available to half-orcs. Alchemist: Gain a +1/2 bonus on Strength checks to break objects and on sunder combat maneuver checks when under the effects of a mutagen that increases the alchemist’s Strength or Constitution score. Bard: Gain a +1/2 bonus on Bluff checks to pass secret messages, Sense Motive checks to discern secret messages, and Linguistic checks to decipher unusual handwriting. Fighter: The fighter gains 1/2 point of DR/— against nonlethal damage (maximum DR 10/—).
HALFLING Halflings are surprisingly resistant to malign influence, but when they do turn evil, it is all the more shocking.
Alternate Racial Traits Halflings can select the following racial traits. Acquisitive: Halflings with this trait receive a +2 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard. This racial trait replaces keen senses. Attentive: Halflings with this trait receive a +2 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed. This racial trait replaces keen senses. Blessed: Halflings with this trait receive a +2 racial bonus on saving throws against curse effects and hexes. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless. Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed. Deep Jungle: Some reclusive halfling tribes flourish in tropical locales. These halflings begin play speaking only Halfling (in addition to any additional languages gained from having a high Intelligence score), rather than Common and Halfling. They gain a +2 racial bonus on Survival checks and are proficient with blowguns. In addition, they have the poison use ability (they never risk poisoning themselves accidentally). This racial trait alters halflings’ languages and replaces sure-footed and weapon familiarity. Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.Resourceful: Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off Guard or Throw Anything feats for the purpose of qualifying for feats. This racial talent replaces sure-footed and weapon familiarity.
Favored Class Options The following options are available to halflings. Barbarian: Add 1 foot to the range increment of thrown weapons the barbarian wields. This option has no effect unless the barbarian has selected it 5 times (or another increment of 5). Cavalier: The cavalier’s mount gains a +1/2 bonus on saving throws against fear effects. If the cavalier ever replaces his mount, the new mount gains this bonus. Monk: Gain a +1/4 bonus to CMD against trip and on damage rolls against prone targets that add the monk’s Strength modifier.
HUMAN The human mind is powerful enough to unlock the secrets of the universe, yet too fragile to accept what it discovers. Human bodies that appear out of the ordinary may bear traces of inhuman ancestry.
Alternate Racial Traits Humans can select the following racial traits. Aquatic Ancestry: Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled. Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled. Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait. Psychic Defense: Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2 racial bonus on saving throws
against psychic spells and spell-like abilities, including those that originate from the psychic magic ability (Pathfinder RPG Bestiary 5 297). This racial trait replaces the bonus feat trait. Rationalize: Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on saving throws against effects that cause sanity damage (see page 12). This racial trait replaces the bonus feat trait. Reptilian Ancestry: Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
Favored Class Options The following options are available to all humans who have the listed favored class. Inquisitor: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures. Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual (Occult Adventures 208). Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.
« 上次编辑: 2020-10-22, 周四 11:59:35 由 沉沦 »
海豹真是太可爱啦

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Re: 【HA】种族替换特性
« 回帖 #1 于: 2016-10-13, 周四 08:40:05 »
吐槽矮人:所以,你有盗墓血统,不是一个比喻? :em006

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Re: 【HA】种族替换特性
« 回帖 #2 于: 2016-10-13, 周四 13:27:14 »
苗条(Slender):以其它种族的标准来看,精灵通常的不可思议。拥有此特性的精灵在逃脱技能和脱离擒抱的战技检定,以及抵抗擒抱的CMD上获得+2种族加值。此特性取精灵免疫。


精灵确实都很“受”啊 :em032 :em032 :em032
GGAD天下无敌!

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Re: 【HA】种族替换特性
« 回帖 #3 于: 2016-10-14, 周五 21:52:32 »
膜孤生

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Re: 【HA】种族替换特性
« 回帖 #4 于: 2016-10-15, 周六 12:22:31 »
原文已附 :em004
但是直接从pdf里复制过来排版炸裂了
海豹真是太可爱啦

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Re: 【HA】种族替换特性
« 回帖 #5 于: 2017-08-14, 周一 18:09:51 »
修正了矮人种族特性的虫,感谢莉莉抓虫 :em031
海豹真是太可爱啦

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Re: 【HA】种族替换特性
« 回帖 #6 于: 2017-08-18, 周五 01:00:39 »
所以,半身人能拿到随手武器和随手投掷啊
半精灵也能拿到异能敏感
送专长的越来越多了,堆专长链也更轻松了

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Re: 【HA】种族替换特性
« 回帖 #7 于: 2017-08-18, 周五 01:52:43 »
引用
眼观六路(Sense Aberration)【HA】:拥有此特性的矮人在知识(地城)和搜寻陷阱的察觉检定上获得+2种族加值。

引用是原先错误的翻译,眼观六路是建立在原本错误翻译下取的能力名称吧?  (虽然sense 感知 Aberration 异怪 要怎么翻成眼观六路我也不知道...)

既然能力叙述更正了,能力名称要不要也顺便更正下(

雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

离线 祝孤生

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Re: 【HA】种族替换特性
« 回帖 #8 于: 2017-08-27, 周日 13:27:55 »
引用
眼观六路(Sense Aberration)【HA】:拥有此特性的矮人在知识(地城)和搜寻陷阱的察觉检定上获得+2种族加值。

引用是原先错误的翻译,眼观六路是建立在原本错误翻译下取的能力名称吧?  (虽然sense 感知 Aberration 异怪 要怎么翻成眼观六路我也不知道...)

既然能力叙述更正了,能力名称要不要也顺便更正下(
:em004起名无能,白猫姥爷帮我想一个名字吧
海豹真是太可爱啦

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Re: 【HA】种族替换特性
« 回帖 #9 于: 2017-08-27, 周日 14:01:39 »
直译「感知异怪」就好了

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Re: 【HA】种族替换特性
« 回帖 #10 于: 2019-09-26, 周四 20:19:14 »
巨人后裔(Giant Ancestory):有巨人或食人魔血统的人类外表粗笨而且难以协调自己的身体。他们在战技检定和CMD上得到+1种族加值,但在隐匿检定上承受-2减值。此特性取代奖励技能。

Giant Ancestory
Source Horror Adventures pg. 41
Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.

巨人后裔并没有巨人血统
只有巨魔和食人魔的血统 :em032

顺便我重译了一下

巨人后裔(Giant Ancestory)
出自《Horror Adventures pg. 41》
拥有食人魔或巨魔祖先的人类拥有笨重的块头和不对称的身体特征。这些人类在战技检定和CMD获得+1加值,但在隐匿检定承受-2减值。此特性取代奖励技能。
« 上次编辑: 2019-09-26, 周四 20:54:26 由 犬良人 »
强烈谴责向施法怪物套幼年模版的流氓行为!
从不放弃神术四环施法者!
好想在跑团中买恶意变形术施法者服务!
永远纪念消失在PF2e的盖丁一族!

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Re: 【HA】种族替换特性
« 回帖 #11 于: 2019-09-27, 周五 10:49:46 »
小便宜(Acquisitive):拥有此特性的半身人在估价检定上得到+2种族加值,此加值在用估价技能试图从一大堆不值钱的物品里挑出最有价值的那些部分时提升至+4。此特性取代敏锐感官。

Acquisitive
Source Horror Adventures pg. 40
Halflings with this trait receive a +2 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard. This racial trait replaces keen senses.

这不是一大堆不值钱的物品,是一大堆很值钱的物品 :em032

顺便我重译了一下

贪婪(Acquisitive)
出自《恐怖冒险 pg. 40》
拥有此特性的半身人在估价检定获得+2种族加值,当用于试图从宝藏库中确定最有价值的可见物品时此加值提升至+4。此特性取代敏锐感官。
« 上次编辑: 2019-09-27, 周五 10:54:51 由 犬良人 »
强烈谴责向施法怪物套幼年模版的流氓行为!
从不放弃神术四环施法者!
好想在跑团中买恶意变形术施法者服务!
永远纪念消失在PF2e的盖丁一族!