作者 主题: 【ISC】变体职业(Archetypes)  (阅读 54640 次)

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离线 四月

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #10 于: 2014-05-09, 周五 10:25:30 »
欧克诺解放者(盗贼变体)
Okeno Liberator (Rogue Archetype)
内海中若有船只使用黄色风帆,则代表着这艘船来欧克诺(Okeno,卡塔佩什港口名称),这里是最残忍最令人生畏的奴隶贩子聚集的船籍港。绝大多数人看到黄帆就会吓得惊慌逃窜,只有真正的自由斗士才会致力于被这些人所俘获,毕竟要想混入石脊岛(Stonespine Island)上的城市、解救奴隶并带领他们奔向自由的话,佩戴镣铐上岛是最为简单有效的手段。

镣铐破坏者(Bond Breaker,Ex):欧克诺解放者的逃脱检定获得加值,数值为其职业等级的一般,同时她绝不会由于使用简易道具开锁而在解除装置检定上受到减值。该能力取代寻找陷阱(Trapfinding)。

隐秘指挥官(Covert Commander,Ex):3级起,距离欧克诺解放者30范围之内并且与她有视觉线相连的盟友(不包括她自己)会在易容与潜行检定中获得+1表现加值。这些加值在3级之后的每3个等级增加1点。该能力取代陷阱感知(Trap Sense)。

随手武器(Catch Off-Guard,Ex):4级起,欧克诺解放者临时武器(improvising weapons)。她获得随手武器(Catch Off-Guard)作为奖励专长。该能力取代直觉闪避(Uncanny Dodge)。

推荐盗贼天赋(Rogue Talents):灵巧之腕UC(deft palm),快速开锁APG(fast picks),快速潜行(fast stealth),迅速易容APG(quick disguise),扰乱反应(slow reactions),狡诈花招UC(underhanded)。

推荐高等天赋(Advanced Talents):防御翻滚(defensive roll),快速翻滚(fast tumble),一击倒地APG(knock-out blow),技能专精(skill mastery),抢夺武器UC(weapon snatcher)。

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Okeno Liberator (Rogue Archetype)
The sight of yellow sails on the Inner Sea signals the approach of a ship from Okeno, home port of the most ruthless and feared of all slaving operations. Most who see these sails flee in terror, but some freedom fighters actually endeavor to be captured, knowing that being taken to Stonespine Island in manacles is the easiest way to infiltrate the city, liberate other slaves, and lead them to freedom.
Bond Breaker (Ex): An Okeno liberator adds 1/2 her class level to Escape Artist checks, and never takes a penalty on Disable Device checks when using improvised tools to open locks. This ability replaces trapfinding.
Covert Commander (Ex): An Okeno liberator grants all allies within 30 feet who are in her line of sight (but not herself ) a +1 competence bonus on Disguise and Stealth checks. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces trap sense.
Catch Off-Guard (Ex): At 4th level, the Okeno liberator is adept at improvising weapons. She gains Catch Off-Guard as a bonus feat. This ability replaces uncanny dodge.
Rogue Talents: The following rogue talents complement the Okeno liberator archetype: deft palmUC, fast picksAPG, fast stealth, quick disguiseAPG, slow reactions, underhandedUC.
Advanced Talents: The following advanced rogue talents complement the Okeno liberator archetype: defensive roll, fast tumble, knock-out blowAPG, skill mastery, weapon snatcherUC.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #11 于: 2014-05-09, 周五 12:16:07 »
奥托(矮人武僧变体)
Ouat (Dwarf Monk Archetype)
有一群被称为奥托的矮人苦修者居住在沙漠中,他们刻意疏远死板的矮人传统,并且认为这些条条框框是古人带来的束缚,以及对自我完善的抑制。他们剃去发须,生活在星空之下,研习着普通矮人所不了解的技艺,奥托追随着义洛理(Irori)内希斯(Nethys)的步伐,希望能够唤醒存在于每名生物体内的神性。

唤起神性(Awaken Divinity,Su):1级起,以标准动作,奥托能够接触一个生物并赋予它1点临时的气,保留至奥托的下个回合开始为止。除了目标原本具有的对气的使用方式之外,它还能够以迅捷动作花费1点气,以此来使AC获得+2闪避加值或者让基本速度增加20尺,两个效果均持续1轮。奥托能够以迅捷动作并对自己为目标使用该能力,但是如此使用能力需要花费2次该能力的使用次数。
4级起,AC的闪避加值增加值+4点。8级起,受影响的生物能够花费气来在1轮内忽略所有力量、敏捷与体质的减值。12级起,奥托能够以标准动作来对两个相邻的生物使用该能力,但是必须要对每个受影响的目标各花费1次能力的使用次数。16级起,受影响的生物能够花费气来在进行所有豁免检定时投掷两次并取较好的结果,该效果持续1轮。20级起,受影响的生物能够花费气来在1轮内获得奥托的超凡入圣(Perfect Self)职业能力所带来的好处。若该名生物已经具有超凡入圣职业能力,那么它所具有伤害减免与法术抗力都会在1轮内增加2点。
奥托每日能够使用该能力的次数等同于他的职业等级,但是每轮使用次数不得超过1次。该能力取代武僧的震慑拳(Stunning Fist)职业能力以及矮人的贪婪(Greed)种族特性。

摒弃传统(Spurn Tradition,Ex):奥托矮人致力于使自身摆脱种族与传统所带来的束缚。以矮人亚种生物为目标或者特指对矮人亚种特定生效的非魔法效果所带来的奖励(比如游侠的宿敌职业能力)全部减半。此外,奥托还擅长一种具有武僧(Monk)特性的军用武器。该能力取代矮人的防御训练(Defensive Training),岩石敏锐(Stonecunning)和武器熟悉(weapon familiarity)种族特性。

识破隐形(Know the Unseen Disciples,Su):7级起,奥托能够识别出隐藏的生物,就如同使用识破隐形(See invisibility)法术一般。使用该能力是个花费2点气的标准动作。该能力的施法者等级与他的职业等级相同。该能力取代混元体(Wholeness of Body)。

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Ouat (Dwarf Monk Archetype)
The ascetic, desert-dwelling dwarves known as the Ouat have eschewed dwarven traditions, whose unchanging rigidity, they believe, shackles their people to the past and inhibits self-improvement. Shaving their heads, living under the open sky, and practicing arts unfamiliar to the typical dwarf, the Ouat follow in the footsteps of Irori and Nethys by aspiring to awaken the divine essence that lives within each creature.
Awaken Divinity (Su): At 1st level, as a standard action, an Ouat can touch a creature to grant it a temporary ki point until the beginning of the Ouat’s next turn. In addition to any other ways in which the target can use ki, it can expend the ki point as a swift action in order to either gain a +2 dodge bonus to AC for 1 round or increase its base speed by 20 feet for 1 round. The Ouat can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.
At 4th level, the dodge bonus to AC increases to +4. At 8th level, an affected creature can spend the ki point to ignore all Strength, Dexterity, and Constitution penalties it would otherwise take for 1 round. At 12th level, an Ouat can target two adjacent creatures with this ability as a standard action, but must expend one use of the ability for each target affected. At 16th level, an affected creature can spend this ki point to roll all saving throws twice and take the higher result for 1 round. At 20th level, an affected creature can spend the ki point to benefit from the Ouat’s perfect self class ability for 1 round. If the creature already has the perfect self class feature, its damage reduction and any spell resistance it has increases by 2 for 1 round.
An Ouat can use this ability a number of times per day equal to his class level, but no more than once per round. This ability replaces the stunning fist monk class feature and the greed and hatred racial traits.
Spurn Tradition (Ex): Ouat dwarves strive to separate themselves from the rest of their race and the traditions that bind them. The bonuses for nonmagical effects that target or specifically affect dwarf subtype creatures (such as a ranger’s favored enemy class feature) are all reduced by half. In addition, an Ouat becomes proficient in one martial weapon with the monk property. This ability replaces the dwarf ’s defensive training, stonecunning, and weapon familiarity racial traits.
Know the Unseen Disciples (Su): At 7th level, an Ouat can spot hidden creatures, as if using the spell see invisibility. Using this ability is a standard action that consumes 2 points from his ki pool. His caster level for this effect is equal to his class level. This ability replaces wholeness of body
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #12 于: 2014-05-09, 周五 12:27:59 »
卡蒂亚马王(骑士变体)
Qadiran Horselord (Cavalier Archetype)
就如同她们所骑乘的马匹血统一般,这些卡蒂亚(Qadira)的马王对自身的机动性与持久力充满自豪感。尽管卡蒂亚马王并不具备终焉之墙(Lastwall)骑兵部队那样的指挥系统,但是她们只需要消耗少量的补给就能够长时间作战。在战斗中,卡蒂亚马王作为散兵在残酷的战场上进出自如,挥舞着弯刀精确地打击敌人。

武器和防具擅长(Weapon and Armor Proficiency):卡蒂亚马王擅长所有简易与军用武器,轻甲、中甲以及盾牌(不包含塔盾)。这取代了骑士常规的武器和防具擅长。

坐骑(Mount,Ex):在选择坐骑时,卡蒂亚马王必须选择马(horse)或者矮种马(pony)作为她的坐骑。根据DM的判断,也可以选取其他坐骑。在其他方面,该能力与骑士的坐骑能力没有区别。

一骑绝尘(Desert Wind,Ex):1级起,卡蒂亚马王的坐骑速度增加5尺。这个速度提升会在5级以及之后的每5个等级再增加5尺。该能力取代战术(Tactician)。

沙地骑术(Desert Mastery,Ex):3级起,卡蒂亚马王获得偏好地形:沙漠(favored terrain:desert),如同游侠的同名能力一般。在8级以及之后的每5个等级,卡蒂亚马王在技能检定与先攻上的加值增加2点,但是她们无法再选择其他的偏好地形。此外,卡蒂亚马王的坐骑也会获得她的偏好地形能力所带来的所有好处。该能力取代骑士冲锋(Cavalier's Charge)。

沙暴掠击(Sand Storm,Ex):6级起,卡蒂亚马王只要保持骑乘,就能够获得灵活移动(Mobility)专长的好处。此外,卡蒂亚马王在坐骑冲锋后(from the back of a charging mount)使用单手挥砍武器(one-handed slashing weapon)能造成双倍伤害,就如同使用长枪(Lance)一般。该能力取代6级获得的奖励专长(bonus feat)。

人马一体(As One,Ex):9级起,卡蒂亚马王只要保持骑乘,就能够获得跳跃攻击(Spring Attack)专长的好处。在进行该动作时,卡蒂亚马王使用她坐骑的速度,而且她与坐骑均不会引起目标的借机攻击。当卡蒂亚马王在使用跳跃攻击专长,并且用单手挥砍武器进行单次攻击时,她的坐骑被视为在冲锋。在判断是否有资格选取其他专长时,该能力可以如同跳跃攻击专长一样作为先决条件使用;但是卡蒂亚马王只有在骑乘时才能享受这些专长带来的效果。该能力取代高等战术(Greater Tactician)。

沙之鞭笞(Sand Scourge,Ex):17级起,卡蒂亚马王以及她的坐骑能够以整轮动作(full-round action)对敌人的阵列进行冲击战术。马王的坐骑能够向着一条直线移动最高两倍于正常速度的距离。卡蒂亚马王可以在坐骑移动期间,对其威胁的每个生物进行单次攻击,最高达到她每轮正常的攻击次数。这些攻击使用她的完整基本攻击加值,但是要受到-2减值;这些攻击不是冲锋,因此会造成正常伤害。在这次移动期间,卡蒂亚马王会如常引起借机攻击,而她的坐骑不会。该能力取代战术大师(Master Tactician)。

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Qadiran Horselord (Cavalier Archetype)
Much like the breed of horses they ride, Qadiran horselords pride themselves on their mobility and endurance. While the horselords don’t command the same presence as a host of Lastwall cavalry, they can get to the battle in half the time and on a third of the rations. In battle, horselords are skirmishers, ducking in and out of combat with brutal, precise slashes of their scimitars.
Weapon and Armor Proficiency: A Qadiran horselord is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). This replaces the cavalier’s normal weapon and armor proficiencies.
Mount (Ex): When selecting a mount, a Qadiran horselord must select a horse or pony as her mount. At the GM’s discretion, other mounts can be selected. Otherwise, this functions as the cavalier mount class feature.
Desert Wind (Ex): At 1st level, the Qadiran horselord’s mount’s speed increases by 5 feet. This speed increases by an additional 5 feet at 5th level and for every 5 levels thereafter. This ability replaces tactician.
Desert Mastery (Ex): At 3rd level, a Qadiran horselord gains favored terrain (desert) as the ranger ability of the same name. At 8th level and for every 5 levels thereafter, the horselord’s bonus on skill checks and initiative increases by 2, but the horselord never selects additional favored terrains. Additionally, the horselord’s mount gains all the benefits of her favored terrain ability. This ability replaces cavalier’s charge.
Sand Storm (Ex): At 6th level, a Qadiran horselord gains the benefits of the Mobility feat so long as she is mounted. Additionally, the horselord deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance. This replaces the bonus feat gained at 6th level.
As One (Ex): At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as she remains mounted. The horselord uses her mount’s movement for this action and neither the horselord nor her mount provoke attacks of opportunity from the target. When making a single attack with a one-handed slashing weapon while using the Spring Attack feat, the Qadiran horselord treats her mount as charging. This ability can be used to qualify for other feats that treat Spring Attack as a prerequisite; however, the cavalier can benefit from those feats only while mounted. This ability replaces greater tactician.
Sand Scourge (Ex): At 17th level, the Qadiran horselord and her mount can as a full-round action make a tactical rush through enemy ranks. The horselord’s mount can move up to twice its normal speed in a straight line. The horselord can make a single attack against each creature she threatens during her mount’s movement, up to her normal number of attacks per round. These attacks are made using her full base attack bonus and take a –2 penalty; this is not a charge, and these attacks deal normal damage. The horselord provokes attacks of opportunity during this movement but her mount does not. This ability replaces master tactician.
« 上次编辑: 2014-05-09, 周五 13:49:26 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #13 于: 2014-05-09, 周五 13:44:04 »
粗莽怒兽(反圣武士变体)
Rough Rampager (Antipaladin Archetype)
粗莽怒兽崇拜拉瓦古格,沉醉于这黑暗神祗所代表的毁灭之中。在其他人谋求着权力、财富和复仇的时候,粗莽怒兽只专注于如何制造更多的流血与杀戮。由于他们寻求破坏的本性,大多数粗莽怒兽都很短命,而他们被斩杀之前会一直残暴地过着充满献血与杀戮的生活。据传,当拉瓦古格的子嗣逃脱时,数十名粗莽怒兽会出现并制造毁灭,这些人是毁天灭兽的使者,预示着由毁灭之神的可怕后代所造成的更大灾难。

血之灵光(Aura of Blood,Su):3级起,粗莽怒兽会散发出一股让人畏惧的有形灵光,这会使距离他10尺范围内的所有敌人在体质检定、停止出血伤害以及稳定濒死生物的医疗检定中受到-4减值。该能力只有在反圣武士具有意识时才能生效。该能力取代战栗灵光(Aura of Cowardice)。

腐蚀灵光(Aura of Putrefaction,Su):8级起,粗莽怒兽会散发出一股灵光,所有距离他10尺范围内的敌人的创口都会流出鲜血。在此区域内的受伤的敌人每轮都会受到1点出血伤害(bleed damage)。该能力只有在反圣武士具有意识时才能生效。该能力取代绝望灵光(Aura of Despair)。

致命灵光(Aura of Quietus,Su):14级起,粗莽怒兽会散发出一股灵光,这会导致用于恢复距离他10尺范围内的敌人的治疗法术、类法术能力以及超自然能力失败。这并不是反魔场(antimagic field),而且持续性或者被动的效果不受影响。施法者可以使用施法者等级检定来对抗粗莽怒兽的职业等级 + 11,若成功则可以克服该能力的效果。该能力取代罪孽灵光(Aura of Sin)。

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Rough Rampager (Antipaladin Archetype)
Rough rampagers venerate Rovagug, reveling in the destruction the dark god represents. Where others seek power, wealth, or revenge, the rough rampager merely focuses on slaughter and mayhem. Because of their sheer destructive nature, most rough rampagers live short, brutal lives swathed in blood and carnage before someone puts them to the blade. Legends speak of dozens of rough rampagers wreaking havoc when Rovagug’s spawn escape, acting as heralds and harbingers of the greater destruction created by the Rough Beast’s terrifying children.
Aura of Blood (Su): At 3rd level, a rough rampager radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on Constitution or Heal checks to stop bleed damage and checks to stabilize while dying. This ability functions only while the antipaladin is conscious. This ability replaces aura of cowardice.
Aura of Putrefaction (Su): At 8th level, a rough rampager radiates an aura that causes the wounds of enemies within 10 feet to weep blood. Injured enemies in the area take 1 point of bleed damage per round. This ability functions only while the antipaladin is conscious. This ability replaces aura of despair.
Aura of Quietus (Su): At 14th level, a rough rampager radiates an aura that causes the failure of healing spells, spell-like abilities, and supernatural abilities used to restore enemies within 10 feet of him. This is not an antimagic field, however, and ongoing or passive effects are not affected. Casters can overcome this ability with a successful caster level check versus the rough rampager’s class level + 11. This ability replaces aura of sin.
« 上次编辑: 2014-05-11, 周日 02:02:11 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #14 于: 2014-05-10, 周六 18:05:56 »
紫貂军团兵(游侠变体)
Sable Company Marine (Ranger Archetype)
紫貂军团的兵士们在科瓦萨(Korvosa)的恩德林军事学园(Endrin Military Academy)接受他们的训练。而他们所学习的大部分课程是关于如何驾驭与骑乘鹫马(Hippogriff),即军团成员的标志性坐骑。

鹫马伙伴(Hippogriff Companion):2级起,紫貂军团兵将怪物坐骑(Monstrous Mount)专长加入到他所选择的战斗流派可选奖励专长列表中,无论他选择何种战斗流派都是如此。他只能通过该专长选择鹫马坐骑。若他这么做,则将他的游侠等级-1作为他的有效德鲁伊等级。做出该选择的紫貂军团兵无法在4级获得猎手羁绊(hunter’s bond)职业能力。
6级起,紫貂军团兵将精熟怪物坐骑(Monstrous Mount Mastery)加入到他所选择的战斗流派可选奖励专长列表中。若他的6级战斗流派奖励专长选择精熟怪物坐骑的话,请注意他必须等到8级满足有效德鲁伊等级等级要求才能使用坐骑的精熟能力。
译注:精熟怪物坐骑专长的描述为需要角色等级(character level)满足精熟要求。而上文中则要求是有效德鲁伊等级满足才能使用。特此注明。

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Sable Company Marine (Ranger Archetype)
Sable Company marines receive their training at the elite Endrin Military Academy in Korvosa. A large portion of their education is the handling and riding of hippogriffs, the iconic mounts of members of the company.
Hippogriff Companion: At 2nd level, a Sable Company marine adds Monstrous Mount (see page 14) to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount (see page 14). If he does so, he treats his ranger level – 1 as his effective druid level. A marine who takes this option does not gain the hunter’s bond class feature at 4th level.
At 6th level, a Sable Company marine adds Monstrous Mount Mastery (see page 14) to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount’s mastery abilities.
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

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #15 于: 2014-05-10, 周六 19:17:38 »
破封者(反圣武士变体)
Seal-Breaker (Antipaladin Archetype)
破封者将自己献身于默语暴君(Whispering Tyrant)并且接受一项任务,即寻找并摧毁绞架尖塔(Gallowspire)中那些束缚默语暴君的封印。他们依赖于默语暴君所赐予的力量,其中包含掌控不死生物的能力以及其他黑暗之力。

墓穴灵光(Aura of the Grave,Su):3级起,破封者经常会被死亡之寒所复盖。距离破封者10尺范围内的无心智不死生物若不受到直接命令就不会攻击他,而且即便有人下令,它们也需要成功通过意志豁免(DC = 10 + 1/2破封者等级 + 他的魅力调整值)才能这么做。该能力取代战栗灵光(Aura of Cowardice)。

亡尸驭者(Corpse Rider,Su):达到5级时,破封者会从墓穴彼岸获得一种增益。这种增益只有两种形式:破封者能够选择让他的武器与之产生联结,或者也能够选择唤起一具不死坐骑用以骑乘。
若选择武器,该能力与反圣武士的魔契(Fiendish Boon)能力完全相同。
若选择不死坐骑,破封者获得唤起任何大型尸体(对于体型为小型的破封者来说则是中型尸体)作为不死坐骑的能力。如果没有这样的尸体,破封者就不能召唤自己的坐骑。唤起的尸体视为与破封者所能够骑乘的体型相同的四足生物。这具不死坐骑的功能如同德鲁伊的动物伙伴一般,使用破封者的等级作为他的有效德鲁伊等级。这个坐骑的基础属性可以如同重型马(heavy horse)、矮种马(pony)、野猪(boar)、骆驼(camel)或犬(dog)一般(基于它的体型来选择),并有如下变动:生物类型变更为不死生物(undead),具有较高的意志豁免和较差的强韧与反射豁免,它使用基础生物的体质属性作为它的魅力属性(这同样适用于所有按照等级获得的提升,用魅力替代体质),它的智力属性至少是6。该能力在其他方面与魔契(Fiendish Boon)相同并取代之。

死亡灵光(Aura of Death,Su):8级起,破封者会获得一个灵光,这个灵光会使半径10尺距离内的不死生物在所有豁免检定中获得+2亵渎加值。该能力取代绝望灵光(Aura of Despair)。

唤魂灵光(Aura of Rebirth,Su):11级起,若有活物在距离破封者10尺距离内被杀死,那么破封者可以在他的下个回合开始时,以标准动作花费2次制裁善良(smite good)能力的使用次数,以此来召唤一个已死的谋杀者之魂将尸体唤醒为魔魂尸(Mohrg)。这具魔魂尸会立即被唤起并且攻击破封者的敌人,并在反圣武士的命令下行动。在1分钟后,谋杀者的灵魂会离开尸身,而这具尸体会再度变回无生命的形态。15级起,破封者能够以移动动作启动该能力。19级起,他能够以迅捷动作启动该能力。该能力取代复仇灵光(Aura of Vengeance)。

行为准则(Code of Conduct):破封者专注于将默语暴君从监牢中解救出来的任务。若破封者自愿并无私地执行善良行动,就会失去武器防具擅长之外的所有职业能力。这并不意味着破封者不能进行可以被某些人算作善良的事情,不过这也只有在这样此类行为能够指引他最终施放默语暴君时才会发生。破封者的准则要求他将施放塔-巴冯(Tar-Baphon;即默语暴君)作为高于一切的终极目标,此外还有施行暴政、处事不择手段以及惩罚善良和正义(如果这些行为不会妨碍到他的终极目标的话)。

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Seal-Breaker (Antipaladin Archetype)
Seal-breakers are dedicated to the Whispering Tyrant and have tasked themselves with finding and destroying the seals that bind him within Gallowspire. Their ties to the Whispering Tyrant give them power over undead creatures and other dark forces.
Aura of the Grave (Su): At 3rd level, a seal-breaker is constantly surrounded by the chill of death. Mindless undead within 10 feet of the seal-breaker will not attack him unless directly ordered to, and even then only after succeeding at a Will save (DC = 10 + 1/2 the seal-breaker’s level + his Charisma modifier). This ability replaces aura of cowardice.
Corpse Rider (Su): Upon reaching 5th level, a sealbreaker receives a boon from beyond the grave. This boon can take one of two forms: the seal-breaker can choose to form a bond with his weapon, or he can choose to animate an undead mount to ride.
If a bonded weapon is selected, this ability works exactly like the antipaladin’s fiendish boon ability.
If the undead mount ability is selected, the sealbreaker gains the ability to reanimate any Large corpse (or a Medium corpse for Small seal-breakers) as his corpse mount. If no such corpse is present, the seal-breaker cannot summon his mount. The corpse animates as a quadruped of the same size that the seal-breaker can ride, regardless of the corpse’s living form. This corpse mount functions as a druid’s animal companion using the seal-breaker’s level as his effective druid level. The mount has the same base statistics as a heavy horse, pony, boar, camel, or dog (based on its size) with the following changes: its type changes to undead, it has a good Will save and bad Fortitude and Reflex saves, it uses the base creature’s Constitution score as its Charisma score (and likewise applies all level-based advancements to Charisma instead of Constitution), and it has an Intelligence score of at least 6. This ability otherwise functions as and replaces fiendish boon.
Aura of Death (Su): At 8th level, a seal-breaker radiates an aura that causes undead creatures within 10 feet to gain a +2 profane bonus on all saving throws. This ability replaces aura of despair.
Aura of Rebirth (Su): At 11th level, if a living creature is slain within 10 feet of the seal-breaker, the seal-breaker can spend two uses of his smite good ability at the start of his next turn as a standard action to summon the spirit of a dead murderer to reanimate the corpse as a mohrg. The mohrg immediately rises and attacks the seal breaker’s foes, acting under the antipaladin’s command. After 1 minute, the murderer’s soul leaves the body, which collapses, again lifeless. At 15th level, the seal-breaker can activate this ability as a move action. At 19th level, he can activate this ability as a swift action. This ability replaces aura of vengeance.
Code of Conduct: The seal-breaker is dedicated to releasing the Whispering Tyrant from his prison. If a sealbreaker willingly and altruistically commits a good act, he loses all class features except proficiencies. This doesn’t mean that a seal-breaker can’t take actions someone else might qualify as good, only that such actions must always lead toward the eventual release of the Whispering Tyrant. A seal-breaker’s code requires that he place the ultimate release of Tar-Baphon above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just (provided such actions don’t interfere with his ultimate goal).
« 上次编辑: 2014-05-11, 周日 10:41:33 由 四月 »
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

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #16 于: 2014-05-10, 周六 20:26:47 »
休盎提烧灼骑手(野蛮人变体)
Shoanti Burn Rider (Barbarian Archetype)
居住在灰烬之地(Cinderlands;瓦瑞西安东部地区)休盎提(Shoanti)部落已经将肆虐在这片地区的灰烬风暴转化成为一种成人仪式。少数参与过仪式的幸存者开始变得喜爱这种在火风暴边缘舞动的刺激与愉悦。这些寻求刺激的人被称作烧灼骑手,他们的事迹为休盎提人所颂扬。焰行者明白,只有速度与闪电般的反应才是避免被困在变化无常的灰烬风暴内的基本因素。他们对火焰有着一种神秘的认知力,而且能够在烟雾中读取风暴的流向。

热情疾奔(Flame Runner,Ex):1级起,每次狂暴时可以使用1次,烧灼骑手能够刺激她的坐骑,使其爆发出难以置信的速度。坐骑在直至烧灼骑手的回合结束之前速度增加10尺。这个速度的加值在9级以及15级时会再增加10尺。该能力取代快速移动(Fast Movement)。

灰烬视域(Cinder Sight,Ex):2级起,休盎提烧灼骑手能够看穿火焰(fire),云雾(fog)以及烟雾(smoke),且只要光线足够她正常视物就不会承受任何惩罚。该能力取代直觉闪避(Uncanny Dodge)。

灰烬之舞(Cinder Dance,Ex):3级起,当烧灼骑手成功通过避免火焰伤害的反射豁免时,她能够以直觉动作移动,距离至多为她速度的一半。若烧灼骑手在效果区域外结束此次移动,则不会由于该效果而受到伤害。在这次突发的移动后,烧灼骑手会在她的下个回合结束之前恍惚(staggered)。若烧灼骑手正在骑乘,则可以让她的坐骑进行移动来作为替代,而这会使烧灼骑手和坐骑两者在直至烧灼骑手的下个回合结束之前恍惚。该能力取代陷阱感知(Trap Sense)。

坐骑(Mount):4级起,烧灼骑手获得一匹忠诚的坐骑。该能力的功能如同德鲁伊的动物伙伴能力(就如同自然纽带职业能力中的描述一般),不过烧灼骑手只能选择马(horse)或矮种马(pony),通过DM的允许,她也可以获得其他额外选项,烧灼骑手的有效德鲁伊等级为烧灼骑手等级-3。该能力取代4级、8级、12级与16级获得的狂暴之力(rage powers)。

火与激情(Give Me Fire,Ex):5级起,若休盎提烧灼骑手在狂暴时受到火焰伤害,她就能够恢复1轮狂暴轮数。只有在火焰伤害穿透或超过任何能量抗力以及其他有效的保护时,烧灼骑手才能恢复狂暴轮数。烧灼骑手每轮只能恢复1轮的狂暴轮数。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

推荐狂暴之力(Rage Powers):元素之怒APG(elemental rage),能量抵抗APG(energy resistance),狂暴坐骑APG(ferocious mount),凶猛践踏APG(ferocious trample),增强伤害减免(increased damage reduction),昏暗视觉(low-light vision),夜之视觉(night vision),重生之力(renewed vigor),灵敏嗅觉(scent),骏马精神APG(spirit steed),奋力冲刺UC(sprint)以及迅足(swift foot)。

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Shoanti Burn Rider (Barbarian Archetype)
The Shoanti tribes who live in the Cinderlands have turned the deadly emberstorms that plague the region into a rite of passage. A few who survive the experience begin to embrace the adrenaline and surge of joy that comes from dancing along the edge of a whirling firestorm. These thrill-seekers are known as burn riders, and their exploits are celebrated by all Shoanti. Burn riders learn early on that speed and lightning-quick reactions are essential to avoid becoming trapped by the fickle whims of a raging emberstorm. They have an uncanny understanding of fire and can read the currents in the smoke.
Flame Runner (Ex): At 1st level, once per rage, a burn rider can goad her mount into a burst of incredible speed. The mount’s speed increases by 10 feet until the end of the burn rider’s turn. This bonus to speed increases by 10 feet at 9th level and again at 15th level. This ability replaces fast movement.
Cinder Sight (Ex): At 2nd level, a Shoanti burn rider can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally. This ability replaces uncanny dodge.
Cinder Dance (Ex): At 3rd level, when a burn rider succeeds at a Reflex save to avoid fire damage, she can spend an immediate action to move up to half her speed. If the burn rider ends this movement outside the area of effect, she takes no damage from the effect. After this sudden movement, the burn rider is staggered until the end of her next turn. If the burn rider is mounted, her mount makes the movement instead, and both the mount and the burn rider are staggered until the end of the burn rider’s next turn. This ability replaces trap sense.
Mount: At 4th level, a burn rider gains a loyal mount. This ability functions like the druid’s animal companion ability (as described in the nature bond class feature), except that the burn rider always gains a horse or pony (though she can gain additional options at the GM’s discretion) and her effective druid level is equal to her Shoanti burn rider level – 3. This ability replaces the rage powers gained at 4th, 8th, 12th, and 16th level.
Give Me Fire (Ex): At 5th level, if a Shoanti burn rider takes fire damage while raging, she regains 1 round of rage. The burn rider regains the round of rage only if the fire damage bypasses or exceeds any energy resistance or other protections in effect. The burn rider can only regain 1 round of rage per round. This ability replaces improved uncanny dodge.
Rage Powers: The following rage powers complement the Shoanti burn rider archetype: elemental rageAPG, energy resistanceAPG, ferocious mountAPG, ferocious trampleAPG, increased damage reduction, low-light vision, night vision, renewed vigor, scent, spirit steedAPG, sprintUC, and swift foot.
« 上次编辑: 2014-05-10, 周六 20:52:14 由 四月 »
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

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #17 于: 2014-05-10, 周六 21:20:57 »
攻城炮匠(铳士变体)
Siege Gunner (Gunslinger Archetype)
阿肯斯塔大公国(The Grand Duchy of Alkenstar)孕育了各种各样的火器专家,她们手持着形式类似的大小火器。而攻城炮匠则专注于其中最大号的那种——加农火炮(Cannon)、臼炮(Bombard)和炎蛟炮(Firedrake)。这种专家在阿肯斯塔之外的地区十分罕见,诚然,其中有一部分原因是大公对这些最具威力的枪炮抱以了极大的关注,而且内海的其他地区很少会有这种东西。不过也有少数在阿肯斯塔以外地区生活的攻城炮匠,她们以自身的技艺谋取利益,并且会为了自己信赖的人活着要价最高的雇主使用个人珍藏的攻城火器。

勇毅(Grit,Ex):攻城炮匠很少依赖幸运与直觉,大多数情况下都是运用冷静的判断与计算。在计算攻城炮匠每日获得的勇毅值数量以及最高勇毅值时,都基于攻城炮匠的智力调整值进行计算,而非她的感知调整值。

技师训练(Engineer Training,Ex):攻城炮匠受过所有关于工程机械方面的训练,包括攻城兵器的运作以及通常作为她们攻击目标的建筑知识。从2级起,攻城炮匠的知识(工程)检定获得加值,数值等同于她的铳士等级的一半。该能力取代机敏(Nimble)。

炫技(Deeds):攻城炮匠会按照后文所述更换掉部分炫技。

定向轰击(Targeted Blast,Ex):1级起,当攻城炮匠使用火器或者攻城兵器(siege engine)以一片区域为目标而非针对特定生物时,她能够花费1点勇毅来使爆炸的冲击轰向目标区域内的单个生物。目标会受到额外伤害,数值为每攻城炮匠等级1点。这是精准伤害,因此不会在重击时翻倍。在5级以及之后每5个等级时,攻城炮匠能够选取额外1个生物作为这些额外伤害的目标。选取目标必须在任何攻击检定或豁免检定做出之前进行。该能力取代狙击之眼(Deadeye)。

散弹专家(Scattershot,Ex):3级起,若攻城炮匠至少保留1点勇毅,她就能够提高手持火器的散弹射击(scattering shots)以及攻城兵器的散爆弹(Blast shot)的有效范围。散弹射击以及散爆弹的锥形半径增加,增加量为每3个攻城炮匠等级增加5尺(最高为18级时的30尺)。该能力取代把握主动(Gunslinger Initiative)。

奖励专长(Bonus Feats):4级时,攻城炮匠获得攻城技师UC(Siege Engineer)作为奖励专长。8级时,她获得攻城宗匠UC(Master Siege Engineer)作为奖励专长。她不需要满足这些专长的先决条件。12级以及之后的每4个等级,攻城炮匠都会获得正常升级提升之外的奖励专长。这些额外奖励专长必须是战斗或勇毅专长,而且她必须如常满足这些专长的先决条件。该能力取代普通铳士的奖励专长。

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Siege Gunner (Gunslinger Archetype)
The Grand Duchy of Alkenstar has spawned all manner of firearm specialists, wielding small and large firearms alike. Siege gunners specialize in the very largest— cannons, bombards, and firedrakes. These specialists are rarely seen outside of Alkenstar, however, in part because the duchy keeps close tabs on its most powerful guns and few are found elsewhere in the Inner Sea. A few siege gunners outside of Alkenstar make a living renting out their services and the use of their personal collection of siege weaponry to causes in which they believe or to the highest bidder.
Grit (Ex): A siege gunner relies less on luck and intuition and more on cold calculation and wit. The number of grit points a siege gunner gains each day and her maximum grit are based on the siege gunner’s Intelligence modifier rather than her Wisdom modifier.
Engineer Training (Ex): A siege gunner is trained in all aspects of siegecraft, including the workings of siege engines and knowledge of the structures that are often the target of their assaults. Starting at 2nd level, a siege gunner gains a bonus on Knowledge (engineering) checks equal to 1/2 her gunslinger level. This ability replaces nimble.
Deeds: A siege gunner swaps a pair of deeds of her choosing for the following.
Targeted Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made. This ability replaces deadeye.
Scattershot (Ex): At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level). This ability replaces gunslinger initiative.
Bonus Feats: At 4th level, a siege gunner gains Siege EngineerUC as a bonus feat. At 8th level, she gains Master Siege EngineerUC as a bonus feat. She does not need to meet the prerequisites for these feats. At 12th level and for every 4 levels thereafter, the siege gunner gains a bonus feat in addition to those gained by normal advancement. These additional bonus feats must be combat or grit feats, and she must meet the prerequisites as normal. This replaces the gunslinger’s normal bonus feats.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #18 于: 2014-05-11, 周日 09:38:30 »
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.
« 上次编辑: 2014-05-11, 周日 21:16:33 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【内海战斗】变体职业(Archetypes)
« 回帖 #19 于: 2014-05-11, 周日 10:29:01 »
扭曲棘林屠魔者(游侠变体)
Tanglebriar Demonslayer (Ranger Archetype)
当精灵们从格拉利昂(Golarion)舞台中消失的那段岁月中,初生的恶魔领主垂拉泽尔(Treerazer)被放逐至菲拉尼森林(Fierani Forest)并将此地据为己有,而此处正好位于当今的精灵王国奇奥尼(Kyonin)。存在于森林中的恶魔将精灵们带回了格拉利昂,他们试图将这股腐败的恶疫从神圣的土地上清除出去。最终,精灵们战胜了垂拉泽尔,却没有办法消灭他,仅仅是把他逼入了菲拉尼森林的南部,这片被扭曲的植物与炼狱住民所污染的地区现在被称为扭曲棘林(Tanglebriar)。时至今日,精灵们仍然在和扭曲棘林向着菲拉尼森林甚至其他地区延伸的腐化作战。虽然扭曲棘林屠魔者将垂拉泽尔与其爪牙视为大敌,但是他们现在已经不单单专注于奇奥尼,而是向着更广阔的的地域传播毁灭恶魔的专业知识。

技能(Skills):扭曲棘林屠魔者获得知识(位面)作为本职技能。

宿敌(Favored Enemy,Ex):1级起,扭曲棘林屠魔者必须选择宿敌(邪恶异界生物)。在5级以及之后每次强化他的宿敌加值时,屠魔者必须增强对抗邪恶异界生物的加值。除了宿敌带来的普通好处之外,扭曲棘林屠魔者还在对抗邪恶异界生物的法术、类法术能力以及超自然能力时,豁免检定会获得加值,数值相当于相当于宿敌加值的一半。该能力在其他方面与游侠的宿敌(Favored Enemy)职业能力相同并取代之。

恶魔学者(Demonologist,Ex):3级起,扭曲棘林屠魔者对深渊之敌的洞察力得到了提升。屠魔者在牵涉到恶魔的知识(位面)检定、识破恶魔易容的察觉检定、以及追踪恶魔的生存检定中获得加值,数值相当于屠魔者职业等级的一半。该加值与宿敌带来的加值叠加。该能力取代坚忍(Endurance)。

扩充法术列表(Expanded Spell List):扭曲棘林屠魔者将后述法术加到他的法术列表中:1级——防护邪恶(protection from evil);2级——阵营武器(align weapon),反邪恶法阵(magic circle against evil);4级——次元锚(dimensional anchor),驱逐术(dismissal)。

狩猎恶魔(Fiendish Quarry,Su):11级起,当扭曲棘林屠魔者选择邪恶异界生物作为狩猎目标时(Quarry),它能够放弃正常的+2攻击加值,从而使他的武器在对抗狩猎目标时如同善良武器一般。该能力在其他方面与狩猎目标相同并取代之。

精通狩猎恶魔(Improved Fiendish Quarry,Su):19级起,当扭曲棘林屠魔者选择邪恶异界生物作为狩猎目标时(Quarry),他能够放弃正常的+4攻击加值,从而使他的武器在攻击狩猎目标时如同具有神圣武器(holy weapon)特殊能力一般。该能力在其他方面与高等狩猎目标(Improved Quarry)相同并取代之。

原文
剧透 -   :
Tanglebriar Demonslayer (Ranger Archetype)
During the elves’ long absence from Golarion, the nascent demon lord Treerazer took up residence in the Fierani Forest in what is now the Elven kingdom of Kyonin. Eventually, the demon’s presence in the forest drew the elves back to Golarion, who sought to purge the fiendish blight from this once-sacred land. They defeated Treerazer but could not destroy him, forcing him instead into the southern reaches of the Fierani, a corrupted region of twisted plants and fiendish denizens called Tanglebriar. Even today, the elves constantly battle to keep the corruption in the Tanglebriar from spreading to the rest of the Fierani Forest and beyond. Though they are sworn foes of Treerazer and his kin, Tanglebriar demonslayers are known to venture forth from Kyonin to broaden their expertise in the destruction of demons.
Skills: Tanglebriar demonslayers gain Knowledge (planes) as a class skill.
Favored Enemy (Ex): At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.
Demonologist (Ex): At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.
Expanded Spell List: A Tanglebriar demonslayer adds the following spells to his spell list: 1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th— dimensional anchor, dismissal.
Fiendish Quarry (Su): At 11th level, when a Tanglebriar demonslayer chooses an evil outsider as his quarry, he can the forgo the normal +2 attack bonus and instead treat his weapon as if it were good-aligned versus his quarry. This ability is otherwise identical to quarry and replaces that ability.
Improved Fiendish Quarry (Su): At 19th level, when a Tanglebriar demonslayer chooses an evil outsider as his quarry, he can forgo the normal +4 attack bonus and instead treat his weapon as if it had the holy weapon special ability while attacking his quarry. This ability is otherwise identical to improved quarry and replaces that ability.
没有团,为什么还要翻译规则呢?
当然是为了友情了