作者 主题: 【ISC】战斗多样性(Variant Combat)  (阅读 32709 次)

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【ISC】战斗多样性(Variant Combat)
« 于: 2014-05-16, 周五 18:20:53 »
奥多里剑斗技(Aldori Dueling)
奥多里剑术长时间以来都是荣誉与完美的代名词。后文中的专长会使用极限战斗(Ultimate Combat)的决斗规则(dueling rules),除此之外还需要内海世界指南(Pathfinder Campaign Setting: The Inner Sea World Guide)第290页上刊载的奥多里决斗剑(Aldori dueling sword)。要想获取更多奥多里剑术的信息,请查看关于奥多里剑斗院(Aldori Academy)的章节。

奥多里剑斗学徒(战斗专长)
Aldori Dueling Disciple (Combat)
你对自己的奥多里剑术手法充满自豪,这赋予了你勇气和冒险精神。
先决条件:擅长异种武器:奥多里决斗剑(Exotic Weapon Proficiency:Aldori dueling sword),武器娴熟(Weapon Finesse),武器专攻:奥多里决斗剑(Weapon Focus:Aldori dueling sword)
好处:你在所有挫败士气的威吓检定中获得+2士气加值,而且尝试挫败你的士气的威吓DC会增加2点。当你参与决斗(participating in a duel)的时候,上述加值增加至+4点。

怒流剑式(战斗专长)
Duelist of the Roaring Falls (Combat)
你学会了奥多里剑术中的怒流剑式,这招以优雅而势不可挡的攻击而闻名。
先决条件:奥多里剑斗学徒(Aldori Dueling Disciple),擅长异种武器:奥多里决斗剑(Exotic Weapon Proficiency:Aldori dueling sword),武器娴熟(Weapon Finesse),武器专攻:奥多里决斗剑(Weapon Focus:Aldori dueling sword),基本攻击加值+5
好处:当你对战栗(shaken)、惊惧(frightened)或恐慌(panicked)的敌人造成伤害时,你能够将你的敏捷加值加到伤害检定上,以取代你的力量加值。你无法在双手持握时将1.5倍的敏捷加值应用至伤害检定。若你已经能够将敏捷加值加到伤害检定上,那么作为替代,你在使用奥多里决斗剑时伤害检定会获得+1表现加值。
当你尝试在决斗中进行决斗格挡(dueling parry)时,格挡对攻击检定造成的减值从-5点降低至-3点。
你只有在持握奥多里决斗剑(没有使用盾牌、副手武器、甲刺、徒手打击或天生武器)的时候才能获得这些好处。

雾池剑式(战斗专长)
Duelist of the Shrouded Lake (Combat)
你学会了奥多里剑术中的雾池剑式,这招以迂回而诡诈的步伐而闻名。
先决条件:奥多里剑斗学徒(Aldori Dueling Disciple),擅长异种武器:奥多里决斗剑(Exotic Weapon Proficiency:Aldori dueling sword),武器娴熟(Weapon Finesse),武器专攻:奥多里决斗剑(Weapon Focus:Aldori dueling sword),基本攻击加值+5
好处:当你尝试对敌人进行冲撞(bull rush)或移位(reposition)战技时,你的战技检定获得+1洞察加值,并且AC在对抗你所引起的借机攻击时获得+4闪避加值。此外,你在对抗冲撞或移位战技的尝试时,CMD获得+1洞察加值。
当你尝试在决斗中进行决斗闪避(dueling dodge)时,你在AC上获得的加值增加至+6点。
你只有在持握奥多里决斗剑(没有使用盾牌、副手武器、甲刺、徒手打击或天生武器)的时候才能获得这些好处。

落花流水剑(战斗专长)
Falling Water Gambit (Combat)
你将奥多里剑术中的怒流剑式与雾池剑式相结合,成为一种行云流水般的变招。
先决条件:奥多里剑斗学徒(Aldori Dueling Disciple),怒流剑式(Duelist of the Roaring Falls),雾池剑式(Duelist of the Shrouded Lake),擅长异种武器:奥多里决斗剑(Exotic Weapon Proficiency:Aldori dueling sword),武器娴熟(Weapon Finesse),武器专攻:奥多里决斗剑(Weapon Focus:Aldori dueling sword),基本攻击加值+8
好处:当你攻击一个生物,而该生物由于你做出了成功的虚招(feint),从而无法将自身的敏捷加值应用至AC时,你的奥多里决斗剑的威胁范围增加1点(通常是18 - 20 / x2),并且在确认重击的攻击检定中获得+2加值。
当你在决斗中作出决斗闪避(dueling dodge)或者成功进行决斗格挡(dueling parry)时,而且攻击你的敌人已经战栗(shaken)、惊惧(frightened)或恐慌(panicked)的话,那么你可以对其进行一次借机攻击。
你只有在持握奥多里决斗剑(没有使用盾牌、副手武器、甲刺、徒手打击或天生武器)的时候才能获得这些好处。

原文
剧透 -   :
Aldori Dueling
Aldori swordsmanship has long been synonymous with honor and perfection. The feats below use the dueling rules from Ultimate Combat, though the required Aldori dueling sword is found on page 290 of Pathfinder Campaign Setting: The Inner Sea World Guide. For more information on the Aldori Academy, see page 26.

Aldori Dueling Disciple (Combat)
Your pride and prowess in the art of Aldori swordplay grants you both bravery and bravado.
Prerequisites: Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword).
Benefit: You gain a +2 morale bonus on all Intimidate checks to demoralize opponents, and the DC of any attempt to demoralize you increases by 2. When you’re participating in a duel, these bonuses increase to +4.

Duelist of the Roaring Falls (Combat)
You have embraced the Roaring Falls method of Aldori swordplay, known for its elegant, sweeping strikes.
Prerequisites: Aldori Dueling Disciple, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), base attack bonus +5.
Benefit: When you deal damage to a shaken, frightened, or panicked foe, you can add your Dexterity bonus to damage rolls instead of your Strength Bonus. You do not apply 1-1/2 times your Dexterity bonus to damage rolls while fighting two-handed. If you can already add your Dexterity bonus to damage rolls, you instead gain a +1 competence bonus on damage rolls with an Aldori dueling sword.
When you attempt a dueling parry during a duel, the penalty on your attack roll to parry is reduced from –5 to –3.
To gain these benefits, you must be wielding only an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).

Duelist of the Shrouded Lake (Combat)
You have embraced the Shrouded Lake style of Aldori swordplay, known for its circuitous and canny footwork.
Prerequisites: Aldori Dueling Disciple, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), base attack bonus +5.
Benefit: When attempting a combat maneuver to bull rush or reposition a foe, you gain a +1 insight bonus on combat maneuver checks and a +4 dodge bonus to AC against any attack of opportunity you provoke. You also gain a +1 insight bonus to CMD against bull rush and repositionAPG attempts.
When you attempt a dueling dodge during a duel, your bonus to AC increases to +6.
To gain these benefits, you must be wielding only an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).

Falling Water Gambit (Combat)
You have integrated both the Roaring Falls and Shrouded Lake styles of Aldori swordplay into a seamless union.
Prerequisites: Aldori Dueling Disciple, Duelist of the Roaring Falls, Duelist of the Shrouded Lake, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), base attack bonus +8.
Benefit: When attacking a creature denied its Dexterity bonus to AC because of your successful feint, you increase the threat range of your Aldori dueling sword by 1 (typically to 18–20/×2), and gain a +2 bonus on attack rolls to confirm critical hits.
After you make a dueling dodge or succeed at a dueling parry during a duel, you can make an attack of opportunity against the foe who attacked you if that foe is shaken, frightened, or panicked.
To gain these benefits, you must be wielding only an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).
« 上次编辑: 2019-12-17, 周二 17:59:51 由 黎白羽 »
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】战斗多样性(Variant Combat)
« 回帖 #1 于: 2014-05-16, 周五 18:21:07 »
信仰之战(Faithful Combat)
在内海地区,游侠们在选择战斗流派时,经常会根据自身信仰的神祗,顺着它们所指引的道路前行。

主要神祗(Major Deities)
内海世界指南(The Inner Sea World Guide)的218–227页详细记述了大多数内海地区的主要神祗。信奉这些神祗的游侠可以选择后述战斗流派(Combat Style)。

卡莉斯翠(Calistria)
若游侠选择卡莉斯翠的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
战斗反射(Combat Reflexes),擅长异种武器:长鞭(Exotic Weapon Proficiency:Whip),武器娴熟(Weapon Finesse)以及长鞭熟稔UC(Whip Mastery)。
6级起,将精通绊摔(Improved Trip)以及精通长鞭熟稔UC(Improved Whip Mastery)加入到列表中。
10级起,将高等绊摔(Greater Trip)以及高等长鞭熟稔UC(Greater Whip Mastery)加入到列表中。

凯登·凯连(Cayden Cailean)
若游侠选择凯登·凯连的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
随手武器(Catch Off-Guard),寓守于攻(Combat Expertise),战斗反射(Combat Reflexes)以及武器娴熟(Weapon Finesse)。
6级起,将精通卸武(Improved Disarm)以及突刺(Lunge)加入到列表中。
10级起,将卸武重击APG(Disarming Strike)以及精通重击:细剑(Improved Critical:rapier)加入到列表中。

黛丝娜(Desna)
若游侠选择黛丝娜的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
即时备战(Quick Draw),近距射击(Point-Blank Shot),快速射击(Rapid Shot)以及武器娴熟(Weapon Finesse)。
6级起,将长距投掷UC(Distance Thrower)以及远近夹攻UC(Opening Volley)加入到列表中。
10级起,将近身投掷UC(Close- Quarters Thrower)以及移动射击(Shot on the Run)加入到列表中。

埃拉斯蒂尔(Erastil)
若游侠选择埃拉斯蒂尔的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
致命瞄准(Deadly Aim),远程射击(Far Shot),近距射击(Point-Blank Shot)以及精准射击(Precise Shot)。
6级起,将集束射击UC(Clustered Shots)以及快枪UC(Snap Shot)加入到列表中。
10级起,将精通快枪UC(Improved Snap Shot)以及精确瞄准(Pinpoint Targeting)加入到列表中。

古拉姆(Gorum)
若游侠选择古拉姆的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
顺势斩(Cleave),精通冲撞(Improved Bull Rush),猛力攻击(Power Attack)以及剑刃屏障APG(Shield of Swings)。
6级起,将终势斩UC(Cleaving Finish)以及要害打击(Vital Strike)加入到列表中。
10级起,将死而后生UC(Death or Glory)以及精通要害打击(Improved Vital Strike)加入到列表中。

哥兹莱(Gozreh)
若游侠选择哥兹莱的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
致命瞄准(Deadly Aim),长距投掷UC(Distance Thrower),近距射击(Point-Blank Shot)以及双手掷者UC(Two-Handed Thrower)。
6级起,将突刺(Lunge)以及精准射击(Precise Shot)加入到列表中。
10级起,将穿刺重击:三叉矛UC(Impaling Critical:trident)以及回击(Strike Back)加入到列表中。

艾奥梅黛(Iomedae)
若游侠选择艾奥梅黛的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
保镖APG(Bodyguard),精通盾击(Improved Shield Bash),快步跟进(Step Up)以及双武器格斗(Two-Weapon Fighting)。
6级起,将肉盾APG(In Harm’s Way)以及盾牌猛冲(Shield Slam)加入到列表中。
10级起,将一击扑杀APG(Bashing Finish)以及盾牌大师(Shield Master)加入到列表中。

义洛理(Irori)
若游侠选择义洛理的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
精通擒抱(Improved Grapple),精通徒手打击(Improved Unarmed Strike),修道传承UC(Monastic Legacy)以及双武器格斗(Two-Weapon Fighting)。
6级起,将精通绊摔(Improved Trip)以及跳跃攻击(Spring Attack)加入到列表中。
10级起,将太极推手APG(Ki Throw)以及震慑拳(Stunning Fist)加入到列表中。

拉玛什图(Lamashtu)
若游侠选择拉玛什图的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
顺势斩(Cleave),沉着暴怒APG(Furious Focus),猛力攻击(Power Attack)以及推进强袭APG(Pushing Assault)。
6级起,将血腥强袭APG(Bloody Assault)以及要害打击(Vital Strike)加入到列表中。
10级起,将惧栗屠杀APG(Dreadful Carnage)以及精通要害打击(Improved Vital Strike)加入到列表中。

诺格巴(Norgorber)
若游侠选择诺格巴的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
盲斗(Blind-Fight),即时备战(Quick Draw),波浪打击UC(Wave Strike)以及武器娴熟(Weapon Finesse)。
6级起,将精通重击:短剑(Improved Critical:short sword)以及精通虚招(Improved Feint)加入到列表中。
10级起,将致命终结UC(Deadly Finish)以及高等盲斗APG(Greater Blind-Fight)加入到列表中。

莎伦莱(Sarenrae)
若游侠选择莎伦莱的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
精通先攻(Improved Initiative),灵活移动(Mobility),灵狐步(Nimble Moves)以及滑步APG(Sidestep)。
6级起,将旋风攻击(Whirlwind Attack)以及疾风步(Wind Stance)加入到列表中。
10级起,将闪电步(Lightning Stance)以及跳跃攻击(Spring Attack)加入到列表中。

托拉格(Torag)
若游侠选择托拉格的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
钝击士UC(Bludgeoner),精通破武(Improved Sunder),猛力攻击(Power Attack)以及盾牌专攻(Shield Focus)。
6级起,将击倒猛攻UC(Felling Smash)以及高等破武(Greater Sunder)加入到列表中。
10级起,将高等盾牌专攻(Greater Shield Focus)以及破武重击APG(Sundering Strike)加入到列表中。

宗-库山(Zon-Kuthon)
若游侠选择宗-库山的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
灵巧武艺(Agile Maneuvers),扰法者(Disruptive),擅长异种武器:刺链(Exotic Weapon Proficiency:spiked chain)以及武器娴熟(Weapon Finesse)。
6级起,将血腥强袭APG(Bloody Assault)以及精通绊摔(Improved Trip)加入到列表中。
10级起,将流血重击(Bleeding Critical)以及压迫锚定UC(Pin Down)加入到列表中。

其他神祗(Other Gods)
许多游侠会信仰后述这些神祗,你可以在内海世界指南(The Inner Sea World Guide)的228–229页找到与其相关的信息。

阿卡艾克克(Achaekek)
若游侠选择阿卡艾克克的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
双重切割(Double Slice),擅长异种武器:锯齿剑UE(Exotic Weapon Proficiency:sawtooth sabre),双武器虚招UC(Two-Weapon Feint)以及双武器格斗(Two-Weapon Fighting)。
6级起,将精通双武器虚招UC(Improved Two-Weapon Feint)以及双武器防御(Two- Weapon Defense)加入到列表中。
10级起,将高等双武器格斗(Greater Two-Weapon Fighting)以及双武器撕裂(Two-Weapon Rend)加入到列表中。

贝丝玛拉(Besmara)
若游侠选择贝丝玛拉的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
灵巧武艺(Agile Maneuvers),精通阴招APG(Improved Dirty Trick),精通虚招(Improved Feint)以及武器娴熟(Weapon Finesse)。
6级起,将高等虚招(Greater Feint)以及快速阴招UC(Quick Dirty Trick)加入到列表中。
10级起,将重击专攻(Critical Focus)以及逃之夭夭UC(Disengaging Flourish)加入到列表中。

库尔吉斯(Kurgess)
若游侠选择库尔吉斯的战斗流派,则可以在获得战斗流派专长时从后述列表中进行选择:
冲锋投掷UC(Charging Hurler),致命瞄准(Deadly Aim),精通擒抱(Improved Grapple)以及远近夹攻UC(Opening Volley)。
6级起,将精通冲锋投掷UC(Improved Charging Hurler)以及高等擒抱(Greater Grapple)加入到列表中。
10级起,将压制击昏UC(Pinning Knockout)以及移动射击(Shot on the Run)加入到列表中。

原文
剧透 -   :
Faithful Combat
In the Inner Sea region, rangers often take combat styles that let them walk the paths their gods have laid out for them.

Major Deities
The most prominent gods of the Inner Sea region are detailed on pages 218–227 of The Inner Sea World Guide. Rangers who worship them may take the following fighting styles.

Calistria: If a ranger selects Calistria’s style, he can choose from the following list whenever he gains a combat style feat: Combat Reflexes, Exotic Weapon Proficiency (Whip), Weapon Finesse, and Whip MasteryUC. At 6th level, he adds Improved Trip and Improved Whip MasteryUC to the list. At 10th level, he adds Greater Trip and Greater Whip MasteryUC to the list.
Cayden Cailean: If a ranger selects Cayden Cailean’s style, he can choose from the following list whenever he gains a combat style feat: Catch Off-Guard, Combat Expertise, Combat Reflexes, and Weapon Finesse. At 6th level, he adds Improved Disarm and Lunge to the list. At 10th level, he adds Disarming StrikeAPG and Improved Critical (rapier) to the list.
Desna: If a ranger selects Desna’s style, he can choose from the following list whenever he gains a combat style feat: Quick Draw, Point-Blank Shot, Rapid Shot, and Weapon Finesse. At 6th level, he adds Distance ThrowerUC and Opening VolleyUC to the list. At 10th level, he adds Close- Quarters ThrowerUC and Shot on the Run to the list.
Erastil: If a ranger selects Erastil’s style, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Far Shot, Point-Blank Shot, and Precise Shot. At 6th level, he adds Clustered ShotsUC and Snap ShotUC to the list. At 10th level, he adds Improved Snap ShotUC and Pinpoint Targeting to the list.
Gorum: If a ranger selects Gorum’s style, he can choose from the following list whenever he gains a combat style feat: Cleave, Improved Bull Rush, Power Attack, and Shield of SwingsAPG. At 6th level, he adds Cleaving FinishUC and Vital Strike to the list. At 10th level, he adds Death or GloryUC and Improved Vital Strike to the list.
Gozreh: If a ranger selects Gozreh’s style, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Distance ThrowerUC, Point-Blank Shot, and Two-Handed ThrowerUC. At 6th level, he adds Lunge and Precise Shot to the list. At 10th level, he adds Impaling CriticalUC (trident) and Strike Back to the list.
Iomedae: If a ranger selects Iomedae’s style, he can choose from the following list whenever he gains a combat style feat: BodyguardAPG, Improved Shield Bash, Step Up, and Two-Weapon Fighting. At 6th level, he adds In Harm’s WayAPG and Shield Slam to the list. At 10th level, he adds Bashing FinishAPG and Shield Master to the list.
Irori: If a ranger selects Irori’s style, he can choose from the following list whenever he gains a combat style feat: Improved Grapple, Improved Unarmed Strike, Monastic LegacyUC, and Two-Weapon Fighting. At 6th level, he adds Improved Trip and Spring Attack to the list. At 10th level, he adds Ki ThrowAPG and Stunning Fist to the list.
Lamashtu: If a ranger selects Lamashtu’s style, he can choose from the following list whenever he gains a combat style feat: Cleave, Furious FocusAPG, Power Attack, and Pushing AssaultAPG. At 6th level, he adds Bloody AssaultAPG and Vital Strike to the list. At 10th level, he adds Dreadful CarnageAPG and Improved Vital Strike to the list.
Norgorber: If a ranger selects Norgorber’s style, he can choose from the following list whenever he gains a combat style feat: Blind-Fight, Quick Draw, Wave StrikeUC, and Weapon Finesse. At 6th level, he adds Improved Critical (short sword) and Improved Feint to the list. At 10th level, he adds Deadly FinishUC and Greater Blind-FightAPG to the list.
Sarenrae: If a ranger selects Sarenrae’s style, he can choose from the following list whenever he gains a combat style feat: Improved Initiative, Mobility, Nimble Moves, and SidestepAPG. At 6th level, he adds Whirlwind Attack and Wind Stance to the list. At 10th level, he adds Lightning Stance and Spring Attack to the list.
Torag: If a ranger selects Torag’s style, he can choose from the following list whenever he gains a combat style feat: BludgeonerUC, Improved Sunder, Power Attack, and Shield Focus. At 6th level, he adds Felling SmashUC and Greater Sunder to the list. At 10th level, he adds Greater Shield Focus and Sundering StrikeAPG to the list.
Zon-Kuthon: If a ranger selects Zon-Kuthon’s style, he can choose from the following list whenever he gains a combat style feat: Agile Maneuvers, Disruptive, Exotic Weapon Proficiency (spiked chain), and Weapon Finesse. At 6th level, he adds Bloody AssaultAPG and Improved Trip to the list. At 10th level, he adds Bleeding Critical and Pin DownUC to the list

Other Gods
Many rangers follow the gods listed below, which are described on pages 228–229 of The Inner Sea World Guide.
Achaekek: If a ranger selects Achaekek’s style, he can choose from the following list whenever he gains a combat style feat: Double Slice, Exotic Weapon Proficiency (sawtooth sabreUE), Two-Weapon FeintUC and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon FeintUC and Two- Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
Besmara: If a ranger selects Besmara’s style, he can choose from the following list whenever he gains a combat style feat: Agile Maneuvers, Improved Dirty TrickAPG, Improved Feint, and Weapon Finesse. At 6th level, he adds Greater Feint and Quick Dirty TrickUC to the list. At 10th level, he adds Critical Focus and Disengaging FlourishUC to the list.
Kurgess: If a ranger selects Kurgess’s style, he can choose from the following list whenever he gains a combat style feat: Charging HurlerUC, Deadly Aim, Improved Grapple, and Opening VolleyUC. At 6th level, he adds Improved Charging HurlerUC and Greater Grapple to the list. At 10th level, he adds Pinning KnockoutUC and Shot on the Run to the list
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】战斗多样性(Variant Combat)
« 回帖 #2 于: 2014-05-16, 周五 18:21:22 »
角斗表演(Gladiatorial Performance)
无论是在泰莫恩(Tymon;位于河谷诸国)领内沃克纳角斗学院(Valknar Gladiatorial College)的角斗舞台上,塔尔多(Taldor)的比武大会(the grand jousting tourneys)中,又或者是在大都市中的那些地下死斗场(secret pit fights)里,战斗总会成为那些激动的观众时常挂在嘴边的话题。演武(performance combat;刊载于极限战斗)规则描写了如何依靠观众的呼声赢得胜利的技艺。对于这些通过战斗技巧来赢得声誉的人来说,为观众表演就成为了在致胜的道路上与磨光利刃和练习步法同等重要的事情。

惊人重挥(战斗专长,演武专长)
Awe-Inspiring Smash (Combat, Performance)
你的武勇在战斗中被转化为让观众欢呼的展示。
先决条件:力量15,猛力攻击(Power Attack),基本攻击加值+3
好处:你能够用力量调整值来替代魅力调整值进行演武检定(performance combat checks)。
此外,当你以成功的冲撞(bull rush)或破武(sunder)战技检定,进而触发迅捷动作尝试的演武检定时,你会在此次演武检定中获得+2加值。你的攻击每超过敌人CMD 5点,该加值就会增加2点。

黑火药表演(战斗专长,勇毅专长,演武专长)
Black Powder Spectacle (Combat, Grit, Performance)
你能够牺牲一些火药来制造出让人惊叹的画卷。
先决条件:业余铳士UC(Amateur Gunslinger)或勇毅(Grit)职业能力,基本攻击加值+4
好处:当你花费迅捷动作来尝试演武检定时,你能够牺牲单次射击所需要的一发定装弹(cartridge)或一份黑火药(black powder)来产生一声鸣响或引人注目的闪光。若你选择让你的武器发出鸣响,那么你在1轮内的所有威吓检定均会获得+4加值。若你选择制造闪光,那么1轮内你所尝试的任何表演检定均会获得+4加值。

得心应手(战斗专长,演武专长)
Masterful Flourish (Combat, Performance)
你对使用演武武器所作出的艰苦训练,让你在使用它们演武时能够获得更大的优势。
先决条件:武器训练(Weapon training)职业能力
好处:当你持用具有演武(Performance)武器特性的武器,而且该武器还属于你已经具有的武器训练的武器类别,那么你可以将武器训练的加值加到使用该武器做出的任何演武检定的结果上。

技指弱点(战斗专长,演武专长)
Ostentatious Weakness (Combat, Performance)
你对死敌的了解能够让观众满意。
先决条件:基本攻击加值+5,宿敌(favored enemy)职业能力
好处:当你花费迅捷动作来尝试演武检定时,若与你战斗的敌人是你的宿敌,则可以将宿敌加值加到此次检定上。

汹涌狂怒(战斗专长,演武专长)
Savage Surge (Combat, Performance)
你能够控制自身的狂野之力,把它变为让观众疯狂的暴行,以此来帮助你在竞技场中获得优势。
先决条件:威逼(Intimidating Prowess),狂暴(rage)职业能力
好处:当你在狂暴中尝试演武检定时,你可以以自由动作花费一定轮数的每日狂暴轮数,最高花费数量为你的野蛮人等级的一半,以此来进行野蛮的武力展示。你的演武检定会获得加值,该加值为你所花费的狂暴轮数的一半,向下取整。若你以此方式花费所有剩余的狂暴轮数,如此会结束你的狂暴,而你会在检定中获得额外+2加值。

华丽转进(战斗专长,演武专长)
Spectacular Exit (Combat, Performance)
你所掌握的特技动作甚至能把后退演绎成让人叹为观止技巧。
先决条件:敏捷15,闪避(Dodge),特技动作7级
好处:当你由于使用撤退动作(withdraw action)而被迫进行演武检定时,你能够在进行该次演武检定之前,尝试进行一次特技动作检定对抗敌人的CMD。成功则可以让你进行撤退而不会在检定中受到标准的-5减值。此外,你的特技动作结果每比敌人的CMD高5点,则能够在该轮剩余的时间内进行的所有演武检定获得+1加值。

复仇之喜(战斗专长,演武专长)
Thrilling Vengeance (Combat, Performance)
当你将狂野的怒火倾泻至曾经伤害你的人身上时,观众们都会为你而欢呼。
先决条件:基本攻击加值+3,狂暴(rage)职业能力
好处:当你在狂暴中花费迅捷动作尝试演武时,如果此次检定的触发与你对一个生物造成伤害有关,而该生物在上一轮中命中了你的话,你会在这次演武检定中获得+2加值。

原文
剧透 -   :
Gladiatorial Performance
Whether it’s bouts in the arena at the Valknar Gladiatorial College in Tymon, the grand jousting tourneys of Taldor, or secret pit fights in a bustling metropolis, combat for the thrill of onlookers is commonplace throughout the Inner Sea. The rules for performance combat (beginning on page 153 of Ultimate Combat) detail the art of attaining victory by winning over the crowd. For those who craft reputations for their skill in battle, performing for spectators becomes as integral to victory as a honed blade or proper footwork.

Awe-Inspiring Smash (Combat, Performance)
Your fury in combat translates into crowd-pleasing displays.
Prerequisites: Str 15, Power Attack, base attack bonus +3.
Benefit: You can apply your Strength modifier instead of your Charisma modifier to performance combat checks.
In addition, when you spend a swift action to attempt a performance combat check that was triggered by a successful bull rush or sunder combat maneuver check, you gain a +2 bonus on the performance combat check. For every 5 points by which your attack exceeded your opponent’s CMD, this bonus increases by 2.

Black Powder Spectacle (Combat, Grit, Performance)
You can sacrifice ammunition to make a grand spectacle.
Prerequisites: Amateur GunslingerUC or the grit class feature, base attack bonus +4.
Benefit: When you spend a swift action to attempt a performance combat check, you can sacrifice one cartridge or an amount of black powder required for a single shot to make either a loud sound or an impressive flash. If you choose to make your weapon’s report louder, you gain a +4 bonus on all Intimidate checks you attempt for 1 round. If you choose to create an impressive flash, you gain a +4 bonus on any Perform checks you attempt for 1 round.

Masterful Flourish (Combat, Performance)
Your training with gladiatorial weapons gives you the upper hand when using them in performance combat.
Prerequisite: Weapon training class feature.
Benefit: When wielding a weapon with the performance weapon special quality that belongs to a category of weapons in which you have weapon training, you may add the bonus from your weapon training to any performance combat checks made as a result of using the weapon.

Ostentatious Weakness (Combat, Performance)
You use knowledge of your hated foes to please onlookers.
Prerequisites: Base attack bonus +5, favored enemy class feature.
Benefit: When you spend a swift action to attempt a performance combat check, you may add your favored enemy bonus to the check if you’re fighting a favored enemy

Savage Surge (Combat, Performance)
You can channel your rage into crowd-pleasing displays of brutality that aid you in the arena.
Prerequisites: Intimidating Prowess, rage class feature.
Benefit: When attempting a performance combat check while raging, you may, as a free action, expend a number of your daily rounds of rage up to half your barbarian level to create a display of savagery. You gain a bonus on the performance combat check equal to half the number of rounds expended, rounded down. If you expend all your remaining rounds of rage in this manner, thus ending your rage, you gain an additional +2 bonus on the check.

Spectacular Exit (Combat, Performance)
You have mastered acrobatic maneuvers that turn even your retreats into breathtaking feats of skill.
Prerequisites: Dex 15, Dodge, Acrobatics 7 ranks.
Benefit: When you must attempt a performance combat check because you used the withdraw action, you can attempt an Acrobatics check against your opponent’s CMD before the performance combat check. Success allows you to withdraw without taking the standard –5 penalty on your check. In addition, for every 5 points by which your Acrobatics check result exceeds your opponent’s CMD, you gain a +1 bonus on all Perform checks you make for the remainder of the round.

Thrilling Vengeance (Combat, Performance)
Your savage rage thrills the crowd as you turn it upon a foe that has harmed you.
Prerequisites: Base attack bonus +3, rage class feature.
Benefit: When you spend a swift action to attempt a performance combat check while you’re raging, you gain a +2 bonus on the check if the trigger involved you dealing damage to a creature that had hit you within the last round.
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】战斗多样性(Variant Combat)
« 回帖 #3 于: 2014-05-16, 周五 18:22:40 »
无瑕居流派(Houses of Perfection)
扎摩诔(Jalmeray)境内有一处被称为无瑕居(the Houses of Perfection)的地方,此处的无明火(Unblinking Flame)、不定风(Unfolding Wind)和难破金(Untwisting Iron)三个宗派只会接纳最有潜力的门生,这些人中的绝大多数都具有武僧等级。这些武术学校会从大自然最为强大的方面以及与自身息息相关的巨灵本质中汲取灵感。

新流派专长(New Style Feats)
被无瑕居(the Houses of Perfection)所接纳的角色可以学习后述流派专长。你可以在极限战斗(Ultimate Combat)找到与流派专长相关的完整规则。

无瑕式(战斗专长,流派专长)
Perfect Style (Combat, Style)
你已经接受了无瑕居流派的训练,并且与宗派相关的元素产生了一些联系。
先决条件:感知13,基本攻击加值+5或武僧等级5级
好处:当你选取该专长时,要从无瑕居流派(Houses of Perfection)中选取一种宗派;一旦做出这个选择,就无法再次变更。当你使用这个流派专长时,会根据你选择的无瑕居流派而获得一类能量抗力。难破金宗(Monastery of Untwisting Iron)的门生获得5点强酸抗力。无明火宗(Monastery of Unblinking Flame)的门生获得5点火焰抗力。不定风宗(Monastery of Unfolding Wind)的门生获得5点闪电抗力。若你已经从种族特性或者职业能力中获得了能量抗力,那么从这个流派专长中获得的能量抗力会与其叠加。
此外,你会获得丹田气池(ki pool),这些气是用来启动你所选择的无瑕居流派能力的。你在1级时气池里会有1点气,在1级之后的每4个等级这个气池会增加1点。若你由其他来源获得了丹田气池,则不会由于该专长而获得额外的气。
特殊:你可以多次选取本专长。每次你选择该专长的时候,都必须选择无瑕居流派中的另一个宗派。

业火袭(战斗专长,流派专长)
Unblinking Flame Feint (Combat, Style)
你的行动如同闪烁的火焰一般迅捷而又不可预测,从而把敌人打得措手不及。
先决条件:智力13,感知13,寓守于攻(Combat Expertise),无瑕式(Perfect Style),基本攻击加值+9或武僧等级9级
好处:若你正在使用无瑕式(Perfect Style),则能够在尝试使用唬骗检定进行虚招时,使用感知调整值替代魅力调整值。你能够以迅捷动作花费1点气,来在1轮内获得精通虚招(Improved Feint)的好处。

业火灼身(战斗专长,流派专长)
Unblinking Flame Fist (Combat, Style)
你能够如同肆虐的火焰一般充分利用敌人防守上的破绽。
先决条件:智力13,感知13,寓守于攻(Combat Expertise),无瑕式(Perfect Style),震慑拳(Stunning Fist),业火袭(Unblinking Flame Feint),基本攻击加值+13或武僧等级13级
好处:若你正在使用无瑕式(Perfect Style),措手不及的目标在对抗你的震慑拳时,震慑拳DC提高2点。当你你花费1点气来在1轮内获得精通虚招(Improved Feint)的好处时,可以在冲锋时将虚招的尝试作为移动的一部分。

八风流转(战斗专长,流派专长)
Unfolding Wind Rush (Combat, Style)
你所掷出的武器犹如狂风助力,你走过的道路会产生盘旋的凌风。
先决条件:敏捷13,感知13,灵活移动(Mobility),无瑕式(Perfect Style),即时备战(Quick Draw),八风涌(Unfolding Wind Strike),基本攻击加值+13或武僧等级13级
好处:若你正在使用无瑕式(Perfect Style)而且持用投掷武器,那么你能够将全力攻击(full attack action)和单个移动动作(single move action)相结合。你必须放弃最高加值的那次攻击,但是可以在你移动的任意一点如常做出剩余的攻击。你能够以迅捷动作花费1点气,以此来沿着你移动的路径造出一道风,这被视为风墙术(Wind Wall),持续1轮;该效果不会影响你的远程攻击。

八风涌(战斗专长,流派专长)
Unfolding Wind Strike (Combat, Style)
你所掷出的武器在经过风的指引后,或直取敌人,或重回手中。
先决条件:敏捷13,感知13,无瑕式(Perfect Style),即时备战(Quick Draw),基本攻击加值+9或武僧等级9级
好处:若你正在使用无瑕式(Perfect Style),则能够让你所持用的任何投掷武器的射程增量翻倍。你能够以迅捷动作花费1点气,来向数把武器灌入你的真气,受影响的武器数量等同于你的感知调整值,这些武器会在1轮内获得回力(returning)或寻踪(seeking)武器特殊能力。

金刚霸体(战斗专长,流派专长)
Untwisting Iron Skin (Combat, Style)
经过训练之后,你的肉体能如同经过千锤百炼的钢铁一般抵御打击。
先决条件:力量15,感知13,无瑕式(Perfect Style),健壮(Toughness),金刚劲(Untwisting Iron Strength),基本攻击加值+13或武僧等级13级
好处:若你正在使用无瑕式(Perfect Style),就会获得DR/精金,伤害减免的数值为你的等级的1/3(最高6点)。此外,每当你击破至少硬度为10的物品时,就会获得DR 1/-,持续的轮数等同于物品生命值的一半(最高10轮);物品的硬度每比10高5点,这个伤害减免就会增加1点。你能够以迅捷动作花费1点气来使该专长所赋予的伤害减免中的一种加倍,持续1轮。

金刚劲(战斗专长,流派专长)
Untwisting Iron Strength (Combat, Style)
你精通了断金折铁的武艺,你的拳头就如同精金铁锤一般,能够打破坚硬的物体。
先决条件:力量15,感知13,无瑕式(Perfect Style),基本攻击加值+9或武僧等级9级
好处:若你正在使用无瑕式(Perfect Style),则能够忽略一定量的硬度,数值与你的角色等级相等。此外,你在破坏物体(break objects)的力量检定中获得+4加值。若你以迅捷动作花费1点气,则能够在1轮内获得精通破武(Improved Sunder)的好处。

原文
剧透 -   :
Houses of Perfection
Known as the Houses of Perfection, the Monasteries of Unblinking Flame, Unfolding Wind, and Untwisting Iron in Jalmeray accept only the most promising students, most of whom take levels in the monk class. These schools draw inspiration for their techniques from the most powerful aspects of nature and the genies intrinsically tied to them.

New Style Feats
Characters accepted into the Houses of Perfection have access to the following style feats. Full rules on style feats can be found on page 78 of Ultimate Combat.

Perfect Style (Combat, Style)
You have trained at one of the Houses of Perfection and have an innate connection to the school’s associated element.
Prerequisites: Wis 13, base attack bonus +5 or monk level 5th.
Benefit: When you take this feat, choose one of the Houses of Perfection; once this decision has been made it cannot be changed. While using this style, you gain a type of energy resistance based on the House of Perfection you have chosen. Students of the Monastery of Untwisting Iron gain acid resistance 5. Students of the Monastery of Unblinking Flame gain fire resistance 5. Students of the Monastery of Unfolding Wind gain electricity resistance 5. If you have energy resistance from a racial trait or class feature, the energy resistance gained from this style stacks.
Additionally, you gain a ki pool that you can use to activate abilities of your chosen House of Perfection style. Your pool contains 1 ki point at 1st level and increases by 1 point every 4 levels thereafter. If you have a ki pool from another source, you do not gain additional ki points from this feat.
Special: You may select Perfect Style multiple times. Each time you do so, you must select a different House of Perfection to belong to.

Unblinking Flame Feint (Combat, Style)
You move as swiftly and unpredictably as a flickering flame, throwing your opponents off guard.
Prerequisites: Int 13, Wis 13, Combat Expertise, Perfect Style, base attack bonus +9 or monk level 9th.
Benefit: When using Perfect Style, you can use your Wisdom modifier in place of your Charisma modifier when attempting Bluff checks to feint. You can spend 1 ki point as a swift action to gain the benefits of Improved Feint for 1 round.

Unblinking Flame Fist (Combat, Style)
You can exploit the weaknesses in your opponents’ defenses, like a flame seeking fuel to consume.
Prerequisites: Int 13, Wis 13, Combat Expertise, Perfect Style, Stunning Fist, Unblinking Flame Feint, base attack bonus +13 or monk level 13th.
Benefit: When using Perfect Style, the save DC of your stunning fist attack increases by 2 against flat-footed targets. When you spend 1 ki point to gain the benefits of Improved Feint for 1 round, you may attempt a feint as part of your movement when charging

Unfolding Wind Rush (Combat, Style)
Thrown weapons fly from your hands as if blown by a gale, and you leave behind a wake of wind as you move.
Prerequisites: Dex 13, Wis 13, Mobility, Perfect Style, Quick Draw, Unfolding Wind Strike, base attack bonus +13 or monk level 13th.
Benefit: When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks

Unfolding Wind Strike (Combat, Style)
The wind through which your thrown weapons fly directs them to their target or back to your hand.
Prerequisites: Dex 13, Wis 13, Perfect Style, Quick Draw, base attack bonus +9 or monk level 9th.
Benefit: When using Perfect Style, you double the range increment of any thrown weapon you wield. You can spend 1 ki point as a swift action to imbue a number of thrown weapons equal to your Wisdom bonus with the returning or seeking weapon special ability for 1 round

Untwisting Iron Skin (Combat, Style)
Your training has tempered your flesh to resist blows as though it were forged iron.
Prerequisites: Str 15, Wis 13, Perfect Style, Toughness, Untwisting Iron Strength, base attack bonus +13 or monk level 13th.
Benefit: When using Perfect Style, you gain an amount of DR/adamantine equal to 1/3 your character level (maximum 6). Additionally, whenever you break an item with at least hardness 10, you gain DR 1/— for a number of rounds equal to half the item’s hit points (maximum 10 rounds); the value of this damage reduction increases by 1 for every 5 points of hardness above 10 the broken item possessed. You can spend 1 ki point as a swift action to double either of the damage reduction values granted by this feat for 1 round.

Untwisting Iron Strength (Combat, Style)
You are a master at breaking through even the toughest of objects, as though your fists were adamantine hammers.
Prerequisites: Str 15, Wis 13, Perfect Style, base attack bonus +9 or monk level 9th.
Benefit: When using Perfect Style, you can ignore an amount of hardness equal to your character level. Additionally, you gain a +4 bonus on Strength checks to break objects. If you spend 1 ki point as a swift action, you also gain the benefits of Improved Sunder for 1 round.
« 上次编辑: 2014-08-26, 周二 09:07:51 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】战斗多样性(Variant Combat)
« 回帖 #4 于: 2014-05-16, 周五 18:23:05 »
怪物坐骑(Monstrous Mounts)
奇幻坐骑在内海地区中并不罕见,它与魔法一样普遍却又具有其独特性。后文中与怪物坐骑相关的内容主要是用来供骑士(cavaliers)、游侠(rangers)与圣武士(paladins)的骑乘使用。获取怪物坐骑需要选取专长,除此之外均使用动物伙伴(animal companion)职业能力的规则。想要解锁怪物坐骑最有用的能力以及强力的攻击方式则需要选择另一个专长。
本书的紫貂军团兵(Sable Company marine)和波涛驭手(wave rider)变体职业也使用这些规则来获取她们的标志性坐骑。

新专长(New Feats)
后述专长会赋予一名角色获得怪物坐骑的权力。

怪物坐骑
Monstrous Mount
你学会了如何驯服并骑乘那些奇特猛兽的技巧。
先决条件:驯养动物4级,骑术4级,有效德鲁伊等级4级的神契坐骑(divine bond mount)、猎手羁绊动物伙伴(hunter’s bond animal companion)或坐骑(mount)职业能力
好处:你能够从怪物坐骑列表中选择一只奇特猛兽来做你的动物伙伴或特殊坐骑。你可以按照本专长先决条件里的职业能力的描述,使用与坐骑和动物伙伴相同的方式来获取和进化怪物坐骑。你也能够按照职业能力中描述的那样遣散怪物坐骑。
你必须满足额外的先决条件才能选择智力属性为3或更高的生物作为怪物坐骑,详细要求标注在每个生物的说明中。

精熟怪物坐骑
Monstrous Mount Mastery
你的怪物坐骑掌握了那些只有野生同类才能拥有的能力。
先决条件:怪物坐骑,角色等级大于或等于坐骑的精熟要求中列出的等级
好处:你的怪物坐骑会获得其属性中标注为“精熟”一栏的能力与加值。你的等级必须至少与该栏标示的等级相同才能使用这些能力,因此如果你遣散一只怪物坐骑并更换不同种的新坐骑的话,尽管你可能会保留该专长,但是你的等级未必足够获取新坐骑的精熟一栏所带来的好处。
正常:怪物坐骑无论如何成长都无法使用自身的精熟能力。

可选怪物坐骑(Monstrous Mount Choices)
后述生物可以被具有怪物坐骑专长的人选择,作为动物伙伴或坐骑使用。它们的获取与进化和动物伙伴一致,但是有2点不同。首先,任何智力为3或更高的生物均会有一项或更多的额外先决条件,只有满足这些条件的角色才能选择该种坐骑。其次,只有具有精熟怪物坐骑专长的角色与这些生物进行搭档时,才能使用每个坐骑都具有的精熟能力。获得该专长的最低等级已经标注在括号内。

引用
狮鹫(Griffon)
先决条件:交涉、威吓或驯养动物5级;骑术5级
基础属性
体型:大型;速度:30尺,飞行40尺(机动性普通;飞行时无法携带骑手);AC:+4天生防御
属性:力量 16,敏捷 15,体质 16,智力 5,感知 13,魅力 8
攻击:啮咬(1d6);特殊能力:60尺黑暗视觉(darkvision),昏暗视觉(low-light vision),灵敏嗅觉(scent)
语言:通用语(不能说)
7级进化
速度:40尺,飞行80尺(机动性普通;飞行时无法携带骑手);AC:+2天生防御;属性:力量 +2,体质 +2
攻击:啮咬(1d6),2爪击(1d6);特殊能力:猛扑(pounce),耙抓(Rake,1d6)
精熟(7级):狮鹫可以在飞行时携带骑手,但是这么做会让飞行速度减半。

引用
海马(Hippocampus)
基础属性
体型:大型;速度:5尺,游泳40尺;AC:+4天生防御
属性:力量 16,敏捷 9,体质 15,智力 2,感知 12,魅力 11
攻击:啮咬(1d4);特殊能力:60尺黑暗视觉(darkvision),昏暗视觉(low-light vision),依赖水(water dependency)
4级进化
速度:游泳60尺;属性:力量 +2,敏捷 +4;攻击:啮咬(1d6)
精熟(7级):海马的游泳速度增加20尺,并且获得尾扫次要攻击,这可以造成1d4点伤害外加力量加值的一半。

引用
鹫马(Hippogriff)
基础属性
体型:大型;速度:40尺,飞行60尺(机动性普通;飞行时无法携带骑手);AC:+2天生防御
属性:力量 15,敏捷 15,体质 14,智力 2,感知 12,魅力 9
攻击:啮咬(1d6);特殊能力:60尺黑暗视觉(darkvision),昏暗视觉(low-light vision),灵敏嗅觉(scent)
4级进化
速度:40尺,飞行100尺(机动性普通;飞行时无法携带骑手)
属性:力量 +2,体质 +2;攻击:啮咬(1d6),2爪抓(1d4)
精熟(7级):鹫马可以在飞行时携带骑手,但是这么做会让飞行速度减半。

引用
座狼(Worg)
先决条件:阵营与中立邪恶相差不超过1阶
基础属性
体型:中型;速度:50尺;AC:+2天生防御
属性:力量 17,敏捷 15,体质 13,智力 6,感知 14,魅力 10
攻击:啮咬(1d6);特殊能力:60尺黑暗视觉(darkvision),昏暗视觉(low-light vision),灵敏嗅觉(scent)
语言:通用语,地精语
4级进化
AC:+2天生防御;属性:力量 +2,体质 +2;攻击:啮咬(1d8 外加 摔绊)
精熟(7级):每日1次以标准动作,座狼能够进行一次恐惧嚎叫(fearful howl)。该能力如同通用怪物能力中锥形(30尺)版本的恐惧(fear)。

原文
剧透 -   :
Monstrous Mounts
Fantastical mounts are not uncommon in the Inner Sea region, rife as it is with magic and the extraordinary. The Monstrous Mount Choices section below details monsters that are ridden primarily by cavaliers, rangers, and paladins. Taking on a monstrous mount requires a feat, but otherwise uses the rules for the animal companion class feature. Unlocking the most useful abilities and powerful attacks of a monstrous mount requires a second feat.
The Sable Company marine (page 43) and wave rider (page 47) archetypes use these rules to obtain their signature mounts.

New Feats
The following feats grant a character access to a monstrous mount.

Monstrous Mount
You have learned how to tame and ride exotic beasts.
Prerequisites: Handle Animal 4 ranks; Ride 4 ranks; divine bond (mount), hunter’s bond (animal companion), or mount class feature with an effective druid level of 4.
Benefit: You can select an exotic beast from the list of monstrous mounts to serve as your animal companion or special mount. You acquire and advance this creature in the same way as the mount or animal companion detailed in the class feature used as a prerequisite for this feat. You can also dismiss the creature as dictated by your class feature.
You must meet additional prerequisites to choose a creature with an Intelligence score of 3 or higher, as described in each creature’s entry.

Monstrous Mount Mastery
Your monstrous mount has developed an ability that only its wild kin would normally possess.
Prerequisites: Monstrous Mount, character level equal to or higher than that listed in your mount’s Mastery entry.
Benefit: Your monstrous mount gains the abilities and bonuses listed under Mastery in its stat block. You must be of at least the indicated level for the mount to use these abilities, so if you dismiss a mount and gain a new mount of a different type, you retain the feat but might not yet be of sufficient level for the new mount to gain its Mastery benefits.
Normal: A monstrous mount is unable to use its Mastery abilities regardless of its advancement.

Monstrous Mount Choices
The following creatures can be chosen as animal companions or mounts by a character with the Monstrous Mount feat. Their entries and advancement are the same as for animal companions, with two exceptions. First, any creature with an Intelligence score of 3 or higher has one or more additional prerequisites the character must meet to choose the mount. Second, each mount has a mastery ability that it can use only if the character it is bonded to has the Monstrous Mount Mastery feat. The minimum level to gain this feat is listed in parentheses.

Griffon
Prerequisites: Diplomacy, Intimidate, or Handle Animal 5 ranks; Ride 5 ranks.
Starting Statistics: Size Large; Speed 30 ft., fly 40 ft. (average; unable to carry a rider while flying); AC +4 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8; Languages Common (cannot speak); Special Qualities darkvision 60 ft., low-light vision, scent.
7th-Level Advancement: Speed 40 ft., fly 80 ft. (average; unable to carry a rider while flying); AC +2 natural armor; Attack bite (1d6), 2 talons (1d6); Ability Scores Str +2, Con +2; Special Attacks pounce, rake (1d6).
Mastery (7th Level): The griffon can carry a rider while flying, but reduces its fly speed by half while doing so.

Hippocampus
Starting Statistics: Size Large; Speed 5 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11; Special Qualities darkvision 60 ft., low-light vision, scent, water dependency.
4th-Level Advancement: Speed swim 60 ft.; Attack bite (1d6); Ability Scores Str +2, Dex +4.
Mastery (7th Level): The hippocampus’s swim speed increases by 20 feet, and it gains a tail slap secondary attack that deals 1d4 points of damage plus half its Strength bonus.

Hippogriff
Starting Statistics: Size Large; Speed 40 ft., fly 60 ft. (average; unable to carry a rider while flying); AC +2 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.
4th-Level Advancement: Speed 40 ft., fly 100 ft. (average; unable to carry a rider while flying); Attack bite (1d6), 2 claws (1d4); Ability Scores Str +2, Con +2.
Mastery (7th Level): The hippogriff can carry a rider while flying, but reduces its fly speed by half while doing so.

Worg
Prerequisites: Alignment within one step of neutral evil.
Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10; Languages Common, Goblin; Special Qualities darkvision 60 ft., low-light vision, scent.
4th-Level Advancement: AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +2, Con +2.
Mastery (7th Level): Once per day as a standard action, the worg can make a fearful howl. This functions as the fear cone (30 ft.) version of the fear universal monster rule.
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】战斗多样性(Variant Combat)
« 回帖 #5 于: 2014-05-16, 周五 18:23:18 »
内海的誓约(Oaths of the Inner Sea)
很多守序和善良的神祗会公开或较为隐晦地将圣武士看做是自身的侍者与使徒。尽管所有的圣武士都坚信并侍奉律法和善良之理,不过她们中的一部分还是会以立下神圣誓言的方式获得更为强大的力量和坚定的信念。后述两种誓约适用于圣律沿循者(Oathbound Paladin)变体职业(出自极限魔法):地狱骑士的成员通常会支持反混乱誓约,而反异化誓约则会由纱琳的圣武士所接纳。

反混乱誓约(Oath against Chaos)
尽管表面上看起来十分矛盾,确实有一定数量的圣武士加入到了切利亚斯(Cheliax)那支以激进著称的地狱骑士团(Hellknights)中,这种情况在神手骑士团(Order of the Godclaw)中尤其明显。通常来说,这些圣武士对地狱骑士宣誓效忠是由于她们对秩序的奉献精神高于其他一切事物。
神祗(Deities):阿巴达尔(Abadar),埃拉斯蒂尔(Erastil),艾奥梅黛(Iomedae),托拉格(Torag)
侦测混乱(Detect Chaos,Su):该能力的功能如同标准圣武士的侦测邪恶(detect evil)能力一般,不过使用侦测混乱(detect chaos)以取代侦测邪恶(detect evil)。该能力取代侦测邪恶(detect evil)。
制裁混乱(Smite Chaos,Su):该能力的功能如同标准圣武士的制裁邪恶(smite evil)能力一般,不过圣武士会在对抗混乱阵营的生物时获得加值,而非邪恶生物。圣武士在对抗具有混乱亚种(chaotic subtype)的异界生物、混乱阵营的龙类与异怪时会造成额外伤害,以取代对邪恶异界生物、邪恶龙类以及不死生物造成额外伤害。该能力取代制裁邪恶(smite evil)。
以善良之名(Order of Good,Su):当圣律沿循者(Oathbound Paladin)达到4级时,她会获得一种能力,当她使用制裁混乱时可以花费1次圣疗(lay on hands)来造成制裁邪恶的效果,如同圣武士的同名能力一般。该能力取代引导正能量(channel positive energy)。
行为准则(Code of Conduct):只要法律是为公证服务而不是作为暴君的工具,那么无论走到哪里都要传播律法之理。要警惕混乱之徒并与之抗争。
誓约法术(Oath Spells):1级—命令术(command);2级—安定心神(calm emotions);3级—暗示术(suggestion);4级—秩序之怒(order’s wrath)

反异化誓约(Oath against Grotesquery)
对于永恒玫瑰(Eternal Rose)的圣武士来说,美是美德的同义词,美也是能让所有的善透过的滤镜。纱琳(Shelyn)的勇士都明白美是一种主观的概念,而美同时也是不容侵犯的概念。
神祗(Deities):纱琳(Shelyn)
美之坚韧(Beauty Unyielding,Su):3级起,圣武士获得法术抗力,数值为11 + 她的圣武士等级,不过这只能用于对抗非伤害性变化系效果(non-harmless transmutation effects)。这些法术抗力可以通过标准动作压制。此外,每当圣武士要受到魅力伤害(Charisma damage)或遭受魅力吸取(Charisma drain)的时候,她能够将这个伤害或吸取量降低1点(最低为0)。该能力取代神佑(Divine Health)。
恢复原初之美(Restore True Beauty,Su):14级起,圣武士能够花费2次圣疗使用次数,以此来尝试解除一个目标受到的任何非伤害性变化系效果,就如同破除结界(break enchantment)一般。此外,圣武士还能够花费两次圣疗次数,以此来移除目标所受到的所有临时魅力伤害并且恢复它被吸取的所有魅力属性,就如同复原术(restoration)一般。该能力取代坚信灵光(Aura of Faith)。
行为准则(Code of Conduct):尊重万事万物的内在之美,并且努力维持它免受腐败与堕落。绝不要蓄意对人造物或艺术作品造成损害,也不要以任何方式把生物或物体的形态改变。
誓约法术(Oath Spells):1级—圣域术(sanctuary);2级—完全修复术(make whole);3级—表象祛除APG(banish seeming);4级—现形术APG(true form)

原文
剧透 -   :
Oaths of the Inner Sea
Many good and lawful gods, both prominent and obscure, count paladins among their followers and acolytes. While all paladins are devout and staunch servants of good and law, some drive themselves to the pinnacle of strength and faith by swearing an oath. The following are two oaths for the oathbound paladin archetype (Pathfinder RPG Ultimate Magic 60): the oath against chaos, typically upheld by members of a Hellknight order, and the oath against grotesquery, embraced by paladins of the goddess Shelyn

Oath against Chaos
Despite the seemingly inherent contradiction, the militant Hellknights of Cheliax count a number of paladins among their ranks, especially the Order of the Godclaw. Typically these paladins reconcile their allegiance to the Hellknights by dedication to the rule of law above all other things.
Deities: Abadar, Erastil, Iomedae, Torag.
Detect Chaos (Su) This ability works like the standard paladin ability to detect evil, except as detect chaos instead of detect evil. This ability replaces detect evil.
Smite Chaos (Su) This ability works like the standard paladin ability to smite evil, except the paladin gains bonuses against targets with chaotic alignments instead of evil. The paladin deals additional damage against outsiders with the chaotic subtype, chaotic-aligned dragons, and aberrations, instead of against evil outsiders, evil dragons, and undead. This ability replaces smite evil.
Order of Good (Su) When an oathbound paladin reaches 4th level, she gains the ability to spend one use of her lay on hands ability when using her smite chaos ability to instead smite evil, as the paladin ability of the same name. This ability replaces channel positive energy.
Code of Conduct: Spread the order of law wherever you go, so long as the law is just; do not serve as a tool of tyranny. Fight vigilantly the servants of chaos.
Oath Spells: 1st—command; 2nd—calm emotions; 3rd— suggestion; 4th—order’s wrath

Oath against Grotesquery
For paladins of the Eternal Rose, beauty is synonymous with virtue, and it is the lens through which all goodness is filtered. For champions of Shelyn, who are aware that aesthetics is subjective, beauty is the form inviolate.
Deity: Shelyn.
Beauty Unyielding (Su) At 3rd level, a paladin gains spell resistance equal to 11 + her paladin level, but only against non-harmless transmutation effects. This spell resistance can be lowered as a standard action. Additionally, whenever the paladin would take Charisma damage or suffer Charisma drain, she reduces the amount of damage or drain by 1 (minimum 0). This ability replaces divine health.
Restore True Beauty (Su) At 14th level, a paladin can expend two uses of her lay on hands ability to attempt to dispel any non-harmless transmutation effect on a target, as break enchantment. Additionally, the paladin can expend two uses of her lay on hands ability to remove all of the target’s temporary Charisma damage and restore all points drained from its Charisma score, as restoration. This ability replaces aura of faith.
Code of Conduct: Respect the innate beauty in all things, and strive to preserve it from corruption and perversion. Never willfully cause damage to crafted objects or works of art, nor cause a creature or object to be deformed in any way.
Oath Spells 1st—sanctuary; 2nd—make whole; 3rd—banish seemingAPG; 4th—true formAPG
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】战斗多样性(Variant Combat)
« 回帖 #6 于: 2014-05-16, 周五 18:23:30 »
绝技(Skill Stunts)
如果你询问内海地区的盗贼们长命百岁的秘诀——以盗贼的标准来说——那么她们会指出最重要的几点是运气、思维敏捷和技法革新。在许多情况下,所谓技法革新指的是盗贼以快速而出人意料的形式,来在激烈的战斗中以机智的方式运用自身的多种技能。从芒吉莽原(Mwangi Expanse)中心地带的血港湾(Bloodcove),到位于布雷斡(Brevoy)寒冷北部的寒冰港(docks of Port Ice),隶属于盗贼行会的盗贼们都熟练运用着一套完善的技巧,来为她们的行会成员在内海地区的暗巷和秘密藏匿处进行的惨烈竞争中提供帮助。

新盗贼天赋(New Rogue Talents)
后述新盗贼天赋可以由任何满足先决条件的盗贼所选取。盗贼可以选择数种绝技(skill stunts),每种绝技都关联一项不同的敏捷或力量为基础属性的技能,不过同一种绝技无法选取两次。

翻滚绝技(Acrobatic Stunt,Ex):每日1次,当具有该项天赋的盗贼至少被两名敌人夹击,而且任何威胁到盗贼的敌人攻击她时,盗贼可以以直觉动作尝试一次特技动作检定,以此来对抗威胁生物中最高的CMD,若威胁到盗贼的敌人超过两名,则每增加一名敌人,此次对抗的CMD就增加2点。若检定成功,盗贼便能够向任意方向进行五尺快步,不过她必须在移动后仍处于触发移动的攻击者的触及范围内。以盗贼的最终位置来判断攻击者是否会从夹击中获益。若盗贼的检定失败,那么她会在初始地点倒地(prone),而攻击者会正常判定攻击(敌人的攻击在对抗倒地的目标时会获得+4加值)。盗贼每具有5个盗贼等级,每日便能多使用该能力1次。盗贼必须在特技动作技能上受训才能选取该项盗贼天赋。

攀爬绝技(Climbing Stunt,Ex):具有该项天赋的盗贼能够在攀爬检定中承受-10减值,以此来在攀爬时全速移动。盗贼必须在攀爬技能上受训才能选取该项盗贼天赋。

拆除绝技(Disabling Stunt,Ex):具有该项天赋的盗贼能够以标准动作,尝试一次不引起借机攻击的解除装置检定对抗构装体(construct)的CMD。若检定成功,盗贼能够在1分钟内,对构装体造成偷袭伤害时忽略它的伤害减免。若盗贼尝试检定时没有使用盗贼工具,则会如常在检定中承受减值。盗贼必须在解除装置技能上受训才能选取该项盗贼天赋。

逃脱绝技(Escaping Stunt,Ex):具有该项天赋的盗贼能够以直觉动作,使用逃脱检定来替代可能会使其陷入纠缠(entangled)状态的反射豁免检定。此外每日1次,当盗贼成为擒抱战技的目标时,具有该项天赋的盗贼能够以直觉动作尝试逃脱检定,使用技能检定的结果替代她的CMD来对抗此次战技。盗贼每具有5个盗贼等级,每日便能多使用该能力1次。盗贼必须在逃脱技能上受训才能选取该项盗贼天赋。

飞行绝技(Flying Stunt,Ex):当具有该项天赋的盗贼从上方向目标冲锋时,她能够以迅捷动作,尝试飞行检定来对抗目标的CMD。成功则能够将她的敏捷调整值加到攻击的伤害上。这些额外伤害是精准伤害,而且不会由于重击而翻倍。免疫偷袭的生物也免疫这些额外伤害。盗贼必须在飞行技能上受训才能选取该项盗贼天赋。

骑术绝技(Riding Stunt,Ex):具有该项天赋的盗贼在骑乘不带鞍的坐骑时,仅会在骑术检定中承受-2减值来取代正常的-5减值。当具有该项天赋的盗贼使用骑术技能进行纵马跳跃(mount leap)时,她能够使用她的骑术调整值或者坐骑的跳跃调整值,取其较高者来取代原本的两者取低。具有该项天赋的盗贼会在使用骑术技能减轻落马伤害(soften a fall from her mount)或者快速上下马(fast mount or dismount)时,骑术检定获得+5表现加值。最后,具有该项天赋的盗贼在从镫里藏身(Cover)的姿态回身上鞍时,可以尝试DC15的骑术检定,若成功,则可以使用自由动作取代原本的移动动作。在该次检定中失败的话,就只能如常使用移动动作恢复姿态。盗贼必须在骑术技能上受训才能选取该项盗贼天赋。

巧手绝技(Sleight of Hand Stunt,Ex):若处于盗贼威胁范围内的敌人使用投射武器(projectile weapon)射击并引起借机攻击的话,具有该项天赋的盗贼能够使用一次巧手检定对抗该名敌人的CMD,以此来替代进行借机攻击。若成功,盗贼能够拔取投射武器的弹药来使攻击无效。只要盗贼能够进行借机攻击,她就可以在一个回合内多次使用该能力。按照DM的判断,某些投射武器可能不会受到该能力的影响,比如火器或者攻城兵器。盗贼必须在巧手技能上受训才能选取该项盗贼天赋。

潜行绝技(Stealth Stunt,Ex):当具有该项天赋的盗贼具有隐蔽(concealment)带来的好处时,她能够放弃一次借机攻击的机会,并尝试潜行检定对抗引起借机的敌人的CMD。成功则允许盗贼在下个回合结束之前,对该名敌人做出的首次近战攻击时视为敌人措手不及。使用该能力并不会算作消耗该轮内盗贼的可用借机攻击次数。盗贼必须在潜行技能上受训才能选取该项盗贼天赋。

游泳绝技(Swimming Stunt,Ex):每轮1次,当具有该项天赋的盗贼在水下对敌人进行一次可以应用偷袭伤害的攻击时,她能够以自由动作尝试一次游泳检定对抗该名敌人的CMD。若攻击与游泳检定双方都成功了,而且攻击造成了偷袭伤害,那么盗贼能够选择放弃1个或更多个偷袭伤害骰,以此来降低敌人能够屏息(hold breath)的总轮数,每放弃1个偷袭伤害骰降低1轮。盗贼必须在游泳技能上受训才能选取该项盗贼天赋。

原文
剧透 -   :
Skill Stunts
Ask any rogue of the Inner Sea the secrets to a long life— by a rogue’s standards—and she will point to luck, quick thinking, and innovation. In many cases, innovation takes the form of the rogue quickly and unexpectedly utilizing her many skills in clever ways in the heat of battle. Rogues belonging to thieves’ guilds from Bloodcove in the heart of the Mwangi Expanse to the frigid northern docks of Port Ice in Brevoy have perfected a number of skill stunts to give their fellow guild members a leg up on the fierce competition in the back alleys and underground hideouts of the Inner Sea.

New Rogue Talents: The following new rogue talents can be taken by any rogue who meets the prerequisites. A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Acrobatic Stunt (Ex): Once per day, when flanked by at least two opponents, a rogue with this talent can, as an immediate action when any of the threatening opponents attacks her, attempt an Acrobatics check against the highest CMD of the threatening creatures plus 2 per threatening creature beyond the second. If successful, the rogue may take a 5-foot step in any direction, so long as she remains within the reach of the attacker triggering the movement. The rogue’s final position is used to determine whether the attacker benefits from flanking. On a failed check, the rogue falls prone in her original position and the attack resolves as normal (the opponent gains a +4 bonus for attacking a prone target). A rogue may use this ability one additional time per day for every 5 rogue levels she possesses. A rogue must be trained in Acrobatics to select this talent.

Climbing Stunt (Ex): A rogue with this talent can take a –10 penalty on a Climb check to move at full speed while climbing. A rogue must be trained in Climb to select this talent.

Disabling Stunt (Ex): A rogue with this talent can attempt a Disable Device check against a construct’s CMD as a standard action that does not provoke attacks of opportunity. If the check is successful, the rogue can ignore the construct’s damage reduction when dealing sneak attack damage for 1 minute. The normal penalties apply to this check if the rogue attempts it without using thieves’ tools. A rogue must be trained in Disable Device to select this talent.

Escaping Stunt (Ex): A rogue with this talent can, as an immediate action, attempt an Escape Artist check in place of a Reflex saving throw against any effect that would impose the entangled condition on her. Additionally, once per day when she is the target of a grapple combat maneuver, a rogue with this talent can attempt an Escape Artist check as an immediate action, using the result of the skill check in place of her CMD against that combat maneuver attempt. A rogue can use this second ability one additional time per day for every 5 rogue levels she possesses. A rogue must be trained in Escape Artist to select this talent.

Flying Stunt (Ex): A rogue with this talent can attempt a Fly check against a target’s CMD as a swift action when charging from above that target. Success allows the rogue to add an amount damage equal to her Dexterity modifier to the attack’s damage. This additional damage is precision damage and is not multiplied on a critical hit. A creature immune to sneak attacks is immune to this additional damage. A rogue must be trained in Fly to select this talent.

Riding Stunt (Ex): A rogue with this talent takes only a –2 penalty on Ride checks when riding a mount bareback instead of the normal –5 penalty. When using the Ride skill to make a mount leap, a rogue with this talent can use her Ride modifier or her mount’s jump modifier, whichever is higher, instead of using the lower of the two. A rogue with this talent gains a +5 competence bonus when using the Ride skill to soften a fall from her mount or to perform a fast mount or dismount. Finally, a rogue with this talent can attempt a DC 15 Ride check to recover from a position of cover as a free action instead of as a move action. Failing this check results in the recovery requiring a move action as normal. A rogue must be trained in Ride to select this talent.

Sleight of Hand Stunt (Ex): In place of an attack of opportunity, a rogue with this talent can attempt a Sleight of Hand check against the CMD of an opponent that provokes an attack of opportunity by firing a projectile weapon while threatened. If successful, the rogue plucks the ammunition from the provoking weapon, negating the attack. The rogue may use this ability as many times in a round as she could make attacks of opportunity. At the GM’s discretion, certain projectile weapons may not be susceptible to this ability, such as siege engines or firearms. A rogue must be trained in Sleight of Hand to select this talent.

Stealth Stunt (Ex): When benefiting from concealment, a rogue with this talent can forgo an attack of opportunity to attempt a Stealth check against the provoking opponent’s CMD. Success allows the rogue to treat her opponent as flat-footed against the rogue’s first melee attack before the end of her next turn. Using this ability does not count against the rogue’s available attacks of opportunity for the round. A rogue must be trained in Stealth to select this talent.

Swimming Stunt (Ex): Once per round, when making an attack against an opponent underwater that qualifies for sneak attack damage, a rogue with this talent can attempt a Swim check as a free action against her opponent’s CMD. If the attack and Swim check are both successful, and the attack deals sneak attack damage, the rogue can choose to forgo one or more of her sneak attack dice to reduce the number of total rounds her opponent can hold its breath by 1 round per die. A rogue must be trained in Swim to select this talent.
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】战斗多样性(Variant Combat)
« 回帖 #7 于: 2014-05-16, 周五 18:23:50 »
战斗中的技术(Technology in Combat)
阿肯斯塔大公国(the Grand Duchy of Alkenstar)盾勋执法官(Shieldmarshals)中流传着这样一句话:“要是你搞不懂应该用哪头,枪炮工场造出的武器再精致也比不上大棒一根。”这句话在教训那些使枪的菜鸟时最常被提及,而这也从侧面突显出了格拉利昂(Golarion)的黑火药技术核心地区生产的火器复杂性与高超的相关技艺。后述专长同时会在小规模与大范围的火器战斗中提供新的选项,它们可以被大胆的铳士或者经验丰富的攻城技师选取。
你可以在极限宝具(Ultimate Equipment)中找到火器的相关规则。而关于攻城兵器的更多信息,包括黑火药攻城兵器,则刊载于极限战斗(Ultimate Combat)中。

火炮大师(战斗专长)
Cannon Master (Combat)
你明白如何在火炮本身状态不良的情况下准备战斗。
先决条件:攻城技师UC(Siege Engineer),知识(工程)或专业(攻城技师)7级,至少擅长一种火器型攻城兵器
好处:你在用于修理火器型攻城兵器(firearm siege engine)的工艺(攻城兵器)检定中获得+2表现加值。此外,若你是攻城兵器的机师长(crew leader),而且你所负责的火器型攻城兵器具有破损(broken)状态,那么这架攻城兵器的哑火范围(misfire range)仅会增加2点,以取代正常的4点,而且破损的攻城兵器在炸膛之前必须先哑火两次。

破法枪击(战斗专长,勇毅专长)
Casterbane Shot (Combat, Grit)
在法力荒漠中生活的人们明白,此处的魔力是不可预知并且通常会产生致命的影响,这使得你很善于使用火器破坏他人施法。
先决条件:业余铳士UC(Amateur Gunslinger)或勇毅(Grit)职业能力,近距射击(Point-Blank Shot),精准射击(Precise Shot),基本攻击加值+4
好处:若你使用准备动作(ready),指定当施法者开始施法时使用火器对其进行远程攻击,而且成功命中敌人时,你能够花费1点勇毅来将目标由于施法时受伤而进行的专注检定DC增加5点。

枪械亲熟
Grand Duchy Familiarity
你曾经在阿肯斯塔大公国境内度过了一些日子,在此期间与大量火器的接触使你获得了巧妙处理它们的能力。
先决条件:基本攻击加值+3,至少擅长一种火器
好处:每日1次以直觉动作,你能够在使用火器进行一次攻击检定并得到哑火的结果时重掷攻击检定。你必须接受重掷检定得到的结果,即便这次结果仍旧哑火也是如此。

撞球射艺(战斗专长,勇毅专长)
Redirected Shot (Combat, Grit)
你能以让人咋舌的精准度改变盟友那糟糕的射击弹道。
先决条件:业余铳士UC(Amateur Gunslinger)或勇毅(Grit)职业能力,致命瞄准(Deadly Aim),近距射击(Point-Blank Shot),精准射击(Precise Shot),
好处:只要你至少还保留1点勇毅,那么你就能在一个盟友做出远程攻击检定,但是在检定结果揭示出来之前,使用已经装填好的火器对正在向着目标运动的弹药开火以变更它的路径。使用你最高的攻击加值进行一次攻击检定,并且使用你的结果来替代盟友原本的攻击检定。若成功命中,那么盟友的攻击会如常造成伤害。你在每轮中可以执行此动作的次数至多等同于你的感知加值(最低为1)。

原文
剧透 -   :
Technology in Combat
The Shieldmarshals of the Grand Duchy of Alkenstar have a saying: “The most exquisite weapon to emerge from the Gunworks is no better than a club if you don’t know which end to use.” This axiom, popular for chastising neophyte gun-users, underscores the complexity of firearms and the skill it takes to master them in the undisputed heart of black powder technology on Golarion. The following feats provide new options for both small- and large-scale firearm combat, usable by daring gunslingers and veteran siege engineers alike.
The rules for firearms can be found on 41–46 of Pathfinder RPG Ultimate Equipment. More information on siege weaponry, including gunpowder siege weapons, can be found on pages 158–167 of Ultimate Combat.

Cannon Master (Combat)
You have learned how to keep firearm siege engines ready for battle despite harrowing circumstances.
Prerequisites: Siege EngineerUC, Knowledge (engineering) or Profession (siege engineer) 7 ranks, proficiency with at least one firearm siege engine.
Benefit: You gain a +2 competence bonus on any Craft (siege engine) checks made to repair a firearm siege engine. In addition, if you are the crew leader for a firearm siege engine with the broken condition, that siege engine’s misfire range is increased by only 2 instead of by 4, and the broken siege engine must misfire twice before it explodes.

Casterbane Shot (Combat, Grit)
Life in the Mana Wastes, where magic has unpredictable and often fatal effects, has taught you to disable spellcasters with your firearms.
Prerequisites: Amateur GunslingerUC or the grit class feature, Point-Blank Shot, Precise Shot, base attack bonus +4.
Benefit: If you ready a ranged attack with a firearm to attack a spellcaster when he begins casting a spell and successfully hit your opponent, you can expend 1 grit point to increase the target’s concentration check DC for being injured while casting by 5.

Grand Duchy Familiarity
You have spent significant time in the Grand Duchy of Alkenstar, and your proximity to so many firearms has given you a familiarity with their delicate handling.
Prerequisites: Base attack bonus +3, proficiency with at least one firearm.
Benefit: Once per day as an immediate action, you can reroll an attack roll with a firearm that would have resulted in a misfire. You must take the results of the new roll, even if it results in a misfire as well.

Redirected Shot (Combat, Grit)
You can redirect your allies’ poorly aimed ranged attacks with incredible accuracy.
Prerequisites: Amateur GunslingerUC or the grit class feature, Deadly Aim, Point-Blank Shot, Precise Shot.
Benefit: As long as you have at least 1 grit point, after an ally has made a ranged attack roll but before the results of the roll have been revealed, you can fire a loaded firearm at the volley as it moves toward its target, redirecting its path. Make an attack roll using your highest attack bonus, and use your result in place of your ally’s original attack roll. On a successful hit, your ally’s attack deals damage as normal. You may perform this action a number of times per round up to your Wisdom bonus (minimum 1).
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 Dya

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Re: 【内海战斗】战斗多样性(Variant Combat)
« 回帖 #8 于: 2014-05-16, 周五 18:40:23 »
这只泥怪好厉害
我先放个卷轴在这里,上面记载的咒语足以解决你们生活与跑团中遇到的大部分困境:别把自己太当一回事。
苦难会在不经意间开始,不经意间结束,幸福亦然。

离线 誓约推倒之剑

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Re: 【内海战斗】战斗多样性(Variant Combat)
« 回帖 #9 于: 2014-05-16, 周五 19:03:48 »
撞球射艺,酷!
关注嘉然,顿顿解馋!