作者 主题: 【ISC】变体职业(Archetypes)  (阅读 54633 次)

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【ISC】变体职业(Archetypes)
« 于: 2014-05-07, 周三 03:31:35 »
变体职业(Archetypes)
变体职业的概念最初刊载于进阶玩者手册(Advanced Player’s Guide)。通过变体职业,你能够进一步特化角色,通过将部分职业能力替换为更加适宜某些特定主题的能力,来使得角色的作用更为明确。后文中的变体职业与内海地区的某些元素具有很强的联系,但是你也可以将它们用于任何类似的设定中。
你可以在进阶玩者手册的72页找到关于变体职业的完整规则(相关部分的翻译请见这里)。

索引
巴克雅尔绑匪(盗贼变体)
猎仇蜂(战士变体)
杜鲁玛黑衫兵(战士变体)
枪迷(铳士变体)
刺魔宗师(武僧变体)
义洛理圣武士(圣武士变体)
丛林蛮人(野蛮人变体)
金塔格叛乱者(盗贼变体)
七相僧(武僧变体)
欧克诺解放者(盗贼变体)
奥托(矮人武僧变体)
卡蒂亚马王(骑士变体)
粗莽怒兽(反圣武士变体)
紫貂军团兵(游侠变体)
破封者(反圣武士变体)
休盎提烧灼骑手(野蛮人变体)
攻城炮匠(铳士变体)
法痕流浪者(骑士变体)
扭曲棘林屠魔者(游侠变体)
乌斯塔拉夫决斗者(战士变体)
波涛驭手(骑士变体)


原文
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Archetypes
The concept of archetypes first appeared in the Advanced Player’s Guide. With an archetype, you can further specialize a character to fill a rarified role by replacing some of your class features with others that fall into specific themes. The archetypes detailed below all have strong ties to elements in the Inner Sea region, but you can use these archetypes in any setting with similar themes.
Full rules for how archetypes function can be found beginning on page 72 of the Advanced Player’s Guide.
« 上次编辑: 2019-12-17, 周二 18:01:10 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】变体职业(Archetypes)
« 回帖 #1 于: 2014-05-07, 周三 03:32:04 »
巴克雅尔绑匪(盗贼变体)
Bekyar Kidnapper (Rogue Archetype)
作为众多芒吉莽原(Mwangi Expanse)的原生种族之一,巴克雅尔人(the Bekyar people)是十足的奴隶贩子与恶魔崇拜者。巴克雅尔绑匪不仅能够熟练地在茂密的丛林中隐藏自身,还能够迅速地制服她的猎物,此外她还善于散布传闻,这些传闻可能是隐蔽的遗迹、被埋葬的财宝、或者是任何其他能够吸引大意的外来者进入她精心布置的陷阱的宝藏信息。

轻松捕获(Clean Capture,Ex):1级起,巴克雅尔绑匪能够在压制或者以其他方式控制(restrained)目标时,降低为此而进行的战技检定所承受的减值,降低量为她的盗贼等级的一半。此外,她还能够将精通擒抱(Improved Grapple)与高等擒抱(Greater Grapple)专长作为盗贼天赋进行选取。在把这些专长作为盗贼天赋选取时,她可以忽略精通徒手打击(Improved Unarmed Strike)的先决条件,但是必须满足所有其他先决条件。该能力取代寻找陷阱(Trapfinding)。

绑匪(Abductor,Ex):3级起,巴克雅尔绑匪在擒抱(grapple)敌人的战技检定中获得+1加值。此外,在敌人尝试擒抱巴克雅尔绑匪、或者巴克雅尔绑匪擒抱的目标尝试挣脱的时候,还将她的战技加值(combat maneuver bonus;即CMB)视为比正常高1点。这些加值会在3级之后的每3个等级提高1点。该能力取代陷阱感知(Trap Sense)。

推荐盗贼天赋:黑市客户UC(black market connections),伪装APG(camouflage),战斗窍门(combat trick),绳技大师UC(rope master),求生者APG(survivalist)以及地形专家UC(terrain mastery)。

推荐高等天赋:致残攻击(crippling strike),视线躲藏UC(hide in plain sight),一击倒地APG(knock-out blow),谣言散布者UC(rumormonger)以及抢夺武器UC(weapon snatcher)。

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Bekyar Kidnapper (Rogue Archetype)
One of the many ethnicities found in the Mwangi Expanse, the Bekyar people are slavers and demon worshipers. A Bekyar kidnapper is not only adept at hiding herself in thick jungles and quickly subduing her prey, but also at spreading rumors of hidden ruins, buried treasure, and other such valuables that might lure an unwary foreigner into her traps.
Clean Capture (Ex): At 1st level, a Bekyar kidnapper reduces the penalty to her combat maneuver check to tie up a pinned or otherwise restrained target by an amount equal to 1/2 her rogue level. In addition, she can take the feats Improved Grapple and Greater Grapple as rogue talents. She can ignore the Improved Unarmed Strike requirement when selecting these feats as rogue talents, but must meet all other prerequisites. This ability replaces trapfinding.
Abductor (Ex): At 3rd level, a Bekyar kidnapper gains a +1 bonus on combat maneuver checks to grapple a foe. In addition, the Bekyar kidnapper treats her combat maneuver bonus as 1 higher when a foe tries to grapple her or when a grappled target attempts to break free of her grapple. These bonuses increase by 1 for every 3 levels beyond 3rd. This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the Bekyar kidnapper archetype: black market connectionsUC, camouflageAPG, combat trick, rope masterUC, survivalistAPG, and terrain masteryUC.
Advanced Talents: The following advanced rogue talents complement the Bekyar kidnapper archetype: crippling strike, hide in plain sightUC, knock-out blowAPG, rumormongerUC, and 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 #2 于: 2014-05-07, 周三 03:32:41 »
猎仇蜂(战士变体)
Calistrian Hunter (Fighter Archetype)
并非每个卡利斯翠信徒(Calistrian)都能够将自身奉献于女神,通过神术来向那些应受惩罚之人降下制裁。就像赏金猎手会遵循自己的准则一般,猎仇蜂会使用自身的才智追踪行踪不定的猎物,并对目标施行它早该应得的惩罚,而在此刻,猎仇蜂能够通过享受完成工作带来的快感而轻易忽略自身受到的创伤。

武器和防具擅长(Weapon and Armor Proficiency):猎仇蜂擅长所有简易武器和军用武器,外加长鞭。此外,猎仇蜂还擅长轻甲、中甲以及盾牌(不包括塔盾)。这取代了普通战士的武器和防具擅长。

本职技能(Class Skills):猎仇蜂将交涉、知识(本地)以及察觉视为本职技能,同时不再将知识(地城)与知识(工程)视为本职技能。

决意追踪者(Tenacious Tracker,Ex):2级起,猎仇蜂在搜集讯息的交涉检定与用于鉴别或追踪的生存检定中获得+1加值。这些加值会在2级之后的每4个等级再增加1点。该能力取代英勇(Bravery)。

复仇(Vengeance,Ex):5级起,若有生物在猎仇蜂的上一回合开始之后对他造成伤害,那么猎仇蜂在对该名生物造成伤害时,会额外造成1d4点出血伤害(bleed damage)。每当有生物由于该效果而受到出血伤害时,它还会在攻击检定、武器伤害检定、豁免检定、技能检定以及属性检定中承受-1减值,持续1轮。这个减值是痛苦效果(pain effect)并且不会与恶心(sickened)状态叠加。这个出血伤害会在9级时增加至1d6点,13级时增加至1d8点,并在17级时增加至2d6点。该能力取代武器训练 1(Weapon Training 1)。

品味蜂刺(Savor the Sting,Ex):9级起,每当目标承受猎仇蜂的复仇能力所带来的出血伤害时,猎仇蜂都会获得等量的临时生命值。这些临时生命值持续1分钟,并且彼此不会叠加。该能力取代武器训练 2(Weapon Training 2)。

即刻寻仇(Swift Revenge,Ex):13级起,猎仇蜂获得狩猎目标(Quarry)职业能力;这与游侠同名能力的功能类似,不过目标必须在过去的1小时内对猎仇蜂造成过伤害。该能力取代武器训练 3(Weapon Training 3)。

察觉冤屈(Perceived Wrongs,Ex):17级起,每日1次,猎仇蜂能够使用他的复仇能力对抗任意生物——即便是并未伤害他的生物也额可以。若目标在猎仇蜂的上个回合开始之后对他造成过伤害,那么出血伤害会增加至3d6点,而且目标会在出血效果持续期间内恶心(sickened)。该能力取代武器训练 4(Weapon Training 4)。

有仇必报(Certain Revenge,Ex):20级起,猎仇蜂获得高等狩猎目标(Improved Quarry)职业能力;这与游侠同名能力的功能类似,不过目标必须在过去的1天内对猎仇蜂进行过攻击。每当猎仇蜂对他的狩猎目标使用复仇能力时,每个出血伤害骰会增加2点伤害。该能力取代武器宗师(Weapon Mastery)。

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Calistrian Hunter (Fighter Archetype)
Not every Calistrian who dedicates himself to the goddess can channel divine magic to track down those who deserve punishment. Like a bounty hunter following his own rules, a Calistrian hunter tracks down elusive prey using his wits and delivers long-overdue retribution while easily ignoring his own injuries thanks to the joy he receives from a job well done.
Weapon and Armor Proficiency: A Calistrian hunter is proficient with all simple and martial weapons, plus the whip. In addition, the hunter is proficient with light and medium armor as well as shields (except tower shields). This replaces the normal fighter armor and weapon proficiencies.
Class Skills: A Calistrian hunter gains Diplomacy, Knowledge (local), and Perception as class skills and loses Knowledge (dungeoneering) and Knowledge (engineering) as class skills.
Tenacious Tracker (Ex): At 2nd level, a Calistrian hunter gains a +1 bonus on Diplomacy checks to gather information and on Survival checks made to identify or follow tracks. This bonus increases by 1 for every 4 levels the Calistrian hunter possesses beyond 2nd. This ability replaces bravery.
Vengeance (Ex): At 5th level, a Calistrian hunter deals 1d4 points of bleed damage when he damages a creature that has damaged him since the beginning of his last turn. Whenever a creature takes bleed damage from this effect, it also takes a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. This penalty is a pain effect and does not stack with the effects of the sickened condition. This bleed damage increases to 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level. This ability replaces weapon training 1.
Savor the Sting (Ex): At 9th level, whenever a target takes bleed damage from a Calistrian hunter’s vengeance ability, the Calistrian hunter gains an equal number of temporary hit points. These temporary hit points last for 1 minute and do not stack with each other. This ability replaces weapon training 2.
Swift Revenge (Ex): At 13th level, a Calistrian hunter gains the quarry class feature; this functions like the ranger ability of the same name, but the target must be one that has damaged the Calistrian hunter in the past hour. This ability replaces weapon training 3.
Perceived Wrongs (Ex): At 17th level, a Calistrian hunter can, once per day, use his vengeance ability against any creature—even one that has not harmed him. If the target is also one that has damaged him since the beginning of his last turn, the bleed damage increases to 3d6 and the target is sickened for as long as the bleed effect continues. This ability replaces weapon training 4.
Certain Revenge (Ex): At 20th level, a Calistrian hunter gains the improved quarry class feature; this functions like the ranger ability of the same name, but the target must have attacked him in the past day. Whenever he uses his vengeance ability against his quarry, the bleed damage increases by 2 per bleed damage die. This ability replaces weapon mastery.
« 上次编辑: 2014-05-07, 周三 08:46:28 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 #3 于: 2014-05-07, 周三 12:04:25 »
杜鲁玛黑衫兵(战士变体)
Druman Blackjacket (Fighter Archetype)
这些被称为黑衫兵的武者们是杜鲁玛(Druma)的精英士兵,可他们一直都是雇佣兵,而非正规军。不过俗话说有钱能使鬼推磨,卡利斯拉德的信众(Kalistocrats)也能支付高额佣金来确保这些强者的忠诚。因此黑衫兵全部装备精良,致力于进行小规模战术训练,并能够迅速拟定策略处理他们金主所受到的任何威胁。

奖励专长(Bonus Feats):除了战斗专长之外,杜鲁玛黑衫兵还能够选择精通钢铁意志(Improved Iron Will)、钢铁意志(Iron Will)或任何团队专长(teamwork feat)作为奖励专长。

高薪养忠(Well-Paid Loyalty,Ex):2级起,杜鲁玛黑衫兵在对抗胁迫(compulsion)法术、类法术能力与效果时,意志豁免获得+1加值。这些加值在2级之后的每4个等级增加1点。该能力取代英勇(Bravery)。

黑衫兵战术(Blackjacket Tactics,Ex):4级起,两个或更多个杜鲁玛黑衫兵能够花费1分钟讨论策略,之后选取他们之中至少有一个人拥有的团队专长。以其中等级最高的杜鲁玛黑衫兵为准,相当于每等级1小时的时间内,所有参与者都能获得先前选择的专长的好处,即便有人不满足专长的先决条件也可以。若从该能力获得好处的生物与任何其他参与者的距离超出30尺,则会失去该能力带来的所有好处,直至其再度回到30尺距离内为止。在这个变体职业上不具有等级的生物无法从该能力中获取任何好处,而且没有生物能够在同一时间内从该能力获取一次以上的好处。该能力取代4级获得的奖励专长。

临时战团(Amateurs!,Ex):8级起,在使用黑衫兵战术时,杜鲁玛黑衫兵能够让1个或更多个没有这个变体等级的生物参与其中,不过这么做会使该能力的持续时间减少,降低为以等级最高的杜鲁玛黑衫兵为准,每等级1分钟的时间以取代原本的每等级1小时。如果只有杜鲁玛黑衫兵享受该效果,那么对于所有受影响的黑衫兵来说,在效果持续时间内的技能检定与豁免检定会得到+1士气加值。该能力取代8级获得的奖励专长。

卓越战术(Superior Tactics,Ex):12级起,在使用黑衫兵战术时,杜鲁玛黑衫兵能够让所有受影响的黑衫兵获得其中一员所拥有的第二个团队专长。该能力取代12级获得的奖励专长。

团队精神(Esprit de Corps,Ex):16级起,杜鲁玛黑衫兵在使用黑衫兵战术时,能够让所有共享一个或更多个团队专长的黑衫兵在攻击检定、属性检定、技能鉴定以及豁免检定中获得+2士气加值。每个受影响的黑衫兵如果在其上个回合开始后,若有其他黑衫兵的生命值降至0或更低,则会让上述加值增加1点。该能力取代16级获得的奖励专长。

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Druman Blackjacket (Fighter Archetype)
Known as the Blackjackets, the elite soldiers of Druma are and always have been mercenaries rather than a standing army. Still, gold buys loyalty, and the Kalistocrats pay best of all. As a result, the Blackjackets are well equipped and dedicate themselves to training in small-unit tactics, quickly communicating strategies and tricks to handle any threat to their charges.
Bonus Feats: In addition to combat feats, a Druman Blackjacket can choose Improved Iron Will, Iron Will, or any teamwork feat as bonus feats.
Well-Paid Loyalty (Ex): At 2nd level, a Druman Blackjacket gains a +1 bonus on Will saves against compulsion spells, spell-like abilities, and effects. This bonus increases by 1 for every 4 levels the Blackjacket possesses beyond 2nd. This ability replaces bravery.
Blackjacket Tactics (Ex): At 4th level, two or more Druman Blackjackets can spend 1 minute discussing strategy, then choose a single teamwork feat (Advanced Players Guide 150) possessed by at least one of them. For a number of hours equal to the class level of the highestlevel Blackjacket, the participants each gain the benefits of the selected feat even if they do not meet the feat’s prerequisites. If a creature benefiting from this ability moves more than 30 feet away from any other participant, it loses all benefits of this ability until it is again within 30 feet. Creatures that do not have levels in this archetype can’t benefit from this ability, and no creature can benefit from this ability more than once at any given time. This ability replaces the bonus feat gained at 4th level.
Amateurs! (Ex): At 8th level, when using the Blackjacket tactics ability, a Druman Blackjacket can include one or more creatures without levels in this archetype, but doing so reduces the duration of the effect to a number of minutes equal to the class level of the highest-level Blackjacket instead of a number of hours per level. If only Blackjackets are included in the effect, all Druman Blackjackets affected gain a +1 morale bonus on skill checks and saving throws for the duration of the effect. This ability replaces the bonus feat gained at 8th level.
Superior Tactics (Ex): At 12th level, a Druman Blackjacket who uses the Blackjacket tactics ability can allow all affected Blackjackets to gain a second bonus teamwork feat possessed by at least one of the participants. This ability replaces the bonus feat gained at 12th level.
Esprit de Corps (Ex): At 16th level, a Druman Blackjacket grants all Blackjackets with whom he is sharing one or more teamwork feats through the Blackjacket tactics ability a +2 morale bonus on attack rolls, ability checks, skill checks, and saving throws. Each affected Blackjacket increases this bonus by 1 if another affected Blackjacket has been reduced to 0 or fewer hit points since the beginning of his last turn. This ability replaces the bonus feat gained at 16th level.
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 #4 于: 2014-05-07, 周三 15:48:41 »
枪迷(铳士变体)
Gun Scavenger (Gunslinger Archetype)
尽管阿肯斯塔(Alkenstar)才是内海地区火器生产与革新的中心,不过对于其他地方的火器爱好者来说,燧石的撞击声与枪膛产生的硝烟就足以激发她们的灵感,凭借自己的一双巧手而非他人设计的蓝图来制造枪械。枪迷会收集废弃物、备用零件以及任何其他可能用得上的部件——只要这些东西进行稍加修改——便能给自己的火器添加额外的优势。

炮匠(Gunsmith):枪迷的起始武器是连其他火器爱好都无法理解的组装品。除枪迷之外的任何人都将她的起始武器视为破损(broken)武器,即便枪迷使用枪匠(Gunsmithing)专长(见下面剧透)将其修复也是如此。该能力在其他方面与铳士的炮匠职业能力作用相同。
剧透 -   :
枪匠(Gunsmithing)
  你知道如何修复和保养枪支的技术秘密。
  专长效果:如果你有一套枪械修理工具,你可以制造或维修火器、手工制作弹药或调配所有枪支使用的黑火药。你在制造火器和弹药或修复火器时,不需要进行相关工艺检定。
  手工制造火器:你可以只消耗一半的正常原材料成本来制造任何早期火器。按照你的GM的判断,你可以只消耗一半的正常原材料成本来制作一些高级火器。制造一件火器需要消费每1000金币成本1天的时间(最少1天)。
  手工制造弹药:你可以只消耗10%的正常原材料成本来制造子弹、霰弹或黑火药。如果你在工艺(炼金)上有至少1个等级,你可以只消耗一半的正常原材料成本来制作炼金弹匣。按照你的GM的判断,你可以只消耗一半的正常原材料成本来制作金属弹匣。制造子弹、黑火药或弹匣时需要消费每1000金币成本1天的时间(最少1天)。
  修复破损火器:每天通过1个小时的工作,你可以用该专长来修复一把破损的火器。你可以在休息时间通过该专长来修理火器。
  特殊说明:如果你是一个铳士,该专长将会给予你如下额外好处。你可以用该专长来修理和保养你的初始的简易火器。通过花费300gp的材料成本和1天的工作,你可以将它升级成一把同类型的精制品火器。

全凭感觉(Go By Feel,Ex):枪迷操弄火器的感觉和独特的应用方式使得她的火器容易哑火,这有可能是因为装填时候倒了太多火药进去、使用了有缺陷的部件、或者火器上其他的一些小瑕疵所造成的结果。在使用火器时,枪迷无法将火器的哑火率降低至0点;它总是会在自然掷出1点时哑火。

炫技(Deeds):枪迷会在相应的等级获得后文列出的炫技。

枪械换装(Change Out,Ex):1级起,以整轮动作(full-round action),枪迷能够移除她当前所持用的单件火器的破损状态,不过这个破损状态必须是由于火器哑火所造成的。当她这么做时,她能够将破损的零件更换后文中的一种专用临时部件:
具有这些修正的火器会在每次射击后累计增加1点哑火率,直至产生哑火为止。当它哑火之后,临时部件的效果就会消失。枪迷必须至少还有1点勇毅才能使用这个炫技。除此之外,若枪迷选择花费1点勇毅来执行枪械换装,则可以使用标准动作来替代原本的整轮动作,或者选择对着还未破损的火器执行枪械换装。该炫技取代快速清膛(Quick Clear)。

临时改装(Jury-Rig,Ex):7级起,以标准动作,枪迷能够对她当前所持用的单件火器做出调整,使其能够以非常规的方式开火。她能够花费1点勇毅来使她的火器获得后述魔法武器附魔中的一种,持续每铳士等级1轮:及远(distance),炽焰(flaming),幻化UE(glamered)或雷鸣(thundering)。若她花费2点勇毅,则能够赋予火器焰爆(flaming burst)或围猎UE(stalking)武器附魔作为替代。多次使用该能力并不会叠加效果。该炫技取代精确瞄准(Targeting)。

随意瞄准(Arbitrary Aim,Ex):2级起,枪迷使用火器做出的攻击会变得难以预测。当她使用火器射击时,若目标的防御等级中具有闪避或洞察加值,枪迷会视为这些组合的加值(combined bonus)比正常低1点。这个数值会在2级之后的每4个等级增加1点(最高位20级时的5点)。该能力取代机敏(Nimble)。

原文
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Gun Scavenger (Gunslinger Archetype)
Although Alkenstar is the center of firearm production and innovation in the Inner Sea, the crack of flint and tang of gun smoke is enough to inspire enthusiasts elsewhere to try their hand at making their own guns using intuition instead of blueprints. A gun scavenger collects scraps, spare parts, and other components that might—if modified properly—give her firearm an extra edge.
Gunsmith: The gun scavenger’s starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat (Ultimate Combat 103) to repair it. This ability works in all other ways like the gunslinger’s gunsmith class feature.
Go By Feel (Ex): A gun scavenger’s intuitive and unique style leaves her firearms prone to misfire, whether as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm’s misfire chance to 0; it can always misfire on a natural 1.
Deeds: A gun scavenger gains the following deeds at the listed level.
Change Out (Ex): At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality (Ultimate Combat 137); increases the damage dealt by the pistolwhip deed by one die size; or increases the firearm’s range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken. This deed replaces the quick clear deed.
Jury-Rig (Ex): At 7th level, as a standard action, a gun scavenger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: distance, flaming, glameredUE, or thundering. If she spends 2 grit points, she can instead grant the firearm flaming burst or stalkingUE. Multiple uses of this ability don’t stack with themselves. This deed replaces the targeting deed.
Arbitrary Aim (Ex): Starting at 2nd level, a gun scavenger’s attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a dodge or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level). This ability replaces nimble.
« 上次编辑: 2014-05-10, 周六 21:22:07 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 #5 于: 2014-05-07, 周三 23:20:33 »
刺魔宗师(武僧变体)
Hamatulatsu Master (Monk Archetype)
金欲魔姐妹会(Sisterhood of the Golden Erinyes)曾经是欲魔女王(Eiseth)座下姐妹会的一部分,这个女性武僧组织致力于使用体术来达到尖刺魔(barbed devil)的倒刺才能造成的可怕创口,这并不会杀死敌人,但却能让对方永久遭受痛苦带来的折磨——即被称作“尖刺魔之击(hamatulatsu)”的技法。这些女子还在对抗自身技巧上投入了相当程度的训练,而且她们几乎全员崇拜阿斯莫迪尔斯(Asmodeus)

阵营(Alignment):刺魔宗师的阵营必须是守序中立或者守序邪恶。

奖励专长(Bonus Feats):刺魔宗师使用后述专长取代正常武僧的奖励专长:拨挡飞箭(Defect Arrows),闪避(Dodge),擅长异种武器(Exotic Weapon Profciency),精通擒抱(Improved Grapple),威逼(Intimidating Prowess),蝎形拳(Scorpion Style)或武器专攻(Weapon Focus)。6级时,将后述专长加到奖励专长列表中:蛇形拳(Gorgon’s Fist),尖刺魔之击(Hamatulatsu;出自内海世界指南,见下剧透),精通破武(Improved Sunder),灵活移动(Mobility),猛力攻击(Power Attack)。10级时,将后述专长加到奖励专长列表中:重击专攻(Critical Focus),穿刺重击:徒手打击UC(Impaling Critical:unarmed strike),精通重击(Improved Critical),万蛇出洞(Medusa’s Wrath),抓取飞箭(Snatch Arrows)。14级时,将后述专长加到奖励专长列表中:精通穿刺重击UC(Improved Impaling Critical)。每当刺魔宗师获得奖励专长时,她能够选取获得额外2次震慑拳(stunning fist)的每日使用次数作为替代。
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尖刺魔之击 [战斗专长](Hamatulatsu [Combat])
你精通了这种致命的战斗技艺,创造这种武艺的灵感源自尖刺魔那骇人的攻击。
先决条件:精通徒手打击(Improved Unarmed Strike),武器专攻:徒手打击(Weapon Focus:unarmed strike)
好处:你的徒手打击能造成钝击或穿刺伤害。当你攻击敌人时决定你造成何种种类的伤害,但是你同时只能从中选择一种。如果你在使用徒手打击造成穿刺伤害时对敌人造成重击,那么这次攻击造成的疼痛会使得敌人恶心(sickened)1轮(如果目标已经恶心,则恍惚staggered 1轮)。在1轮之内对同一个敌人造成多次重击并不会增加恶心或恍惚状态的持续时间。
特殊:武僧可以在6级时将尖刺魔之击作为替换奖励专长进行选择,即使他并不满足这项专长的先决条件。这种格斗术通常来说只会教授给金欲魔姐妹会的女性(women of the Sisterhood of the Golden Erinyes)。

震慑拳(Stunning Fist,Ex):刺魔宗师能够扩展她所打出的震慑拳对目标所能造成的状态,而不是仅仅将其震慑。4级起,她能够选择让目标战栗(shaken)1分钟。8级起,她能够选择造成1d10点非致命出血伤害(nonlethal bleed damage)。12级起,她能够选择让目标惊惧(frightened)1d3轮。16级起,她能够选择造成2d12点非致命出血伤害。目标可以尝试进行意志豁免来免受战栗与惊惧的效果,而非进行强韧豁免。该能力在其他方面与和她等级相应的普通武僧相同。

丹田气池(Ki Pool,Su):通过以迅捷动作从刺魔宗师的气池中花费1点气,她能够在进行疾风连击(Flurry of Blows)时以最高攻击加值进行1次额外的攻击。或者她也可以选择以迅捷动作花费1点气来在该轮获得1次额外震慑拳使用次数,不过这并不会使她获得额外的攻击次数。最后,刺魔宗师能够以直觉动作花费1点气进行单次获得+2加值的近战攻击,这次攻击用于对抗使用天生近战攻击、徒手打击或者不具有长武(Reach)特性的武器对刺魔宗师造成伤害的生物。该能力在其他方面与和她等级相应的普通武僧相同。

炼狱坚韧(Infernal Resilience,Ex):5级起,刺魔宗师免疫所有具有痛苦描述符(pain descriptor)的法术、类法术能力以及效果,此外在对抗会使她恶心(Sickened)、反胃(Nauseated)、恍惚(Staggered)或震慑(Stunned)的效果时,豁免检定获得+2加值。该能力取代百病不侵(Purity of Body)。

原文
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Hamatulatsu Master (Monk Archetype)
Once part of the Sisterhood of Eiseth, the Sisterhood of the Golden Erinyes is an order of female monks dedicated to emulating the painful strikes of the barbed devil, leaving targets alive but permanently scarred and broken by pain—a method called hamatulatsu. The sisters train equally hard to resist their own techniques, and nearly all revere Asmodeus.
Alignment: A hamatulatsu master must be lawful neutral or lawful evil.
Bonus Feats: A hamatulatsu master replaces the normal monk bonus feats with the following: Defect Arrows, Dodge, Exotic Weapon Profciency, Improved Grapple, Intimidating Prowess, Scorpion Style, or Weapon Focus. At 6th level, the following feats are added to the list: Gorgon’s Fist, Hamatulatsu (Pathfnder Campaign Setting: The Inner Sea World Guide 287), Improved Sunder, Mobility, Power Attack. At 10th level, the following feats are added to the list: Critical Focus, Impaling Critical (unarmed strike) (Ultimate Combat 105), Improved Critical, Medusa’s Wrath, Snatch Arrows. At 14th level, the following feat is added to the list: Improved Impaling Critical  (Ultimate Combat  105). Anytime a hamatulatsu master would gain a bonus feat, she can instead choose to gain two additional uses of stunning fst per day.
Stunning Fist (Ex): A hamatulatsu master expands the conditions that she can apply to the target of her stunning fst beyond merely stunning her target. At 4th level, she can choose to make the target shaken for 1 minute. At 8th level, she can choose to deal 1d10 points of nonlethal bleed damage. At 12th level, she can choose to make the target frightened for 1d3 rounds. At 16th level, she can deal 2d12 points of nonlethal bleed damage. The shaken and frightened conditions allow the target to attempt a Will save to negate the efect instead of a Fortitude save. This ability otherwise functions as normal for a monk of her level.
Ki Pool (Su): By spending 1 point from her ki pool as a swif action, a hamatulatsu master can make one additional attack at her highest attack bonus when making a furry of blows attack. Alternatively, she can spend 1 ki point as a swif action to gain one additional use of her stunning fst ability that round, though this does not grant her an additional attack. Finally, as an immediate action, a hamatulatsu master can spend 1 ki point to make a single melee attack with a +2 bonus against a creature that has damaged her with a natural melee attack, unarmed strike, or weapon without the reach property. This ability otherwise functions as normal for a monk of her level.
Infernal Resilience (Ex): At 5th level, a hamatulatsu master gains immunity to all spells, spell-like abilities, and efects with the pain descriptor, as well as a +2 bonus on saving throws against efects that would sicken, nauseate, stagger, or stun her. This ability replaces purity 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 #6 于: 2014-05-08, 周四 00:21:47 »
义洛理圣武士(圣武士变体)
Iroran Paladin (Paladin Archetype)
义洛理圣武士为了达成自我完善而冥思并不断进行着修炼,他们知道自己作为榜样可以激励他人变得更加优秀。义洛理(Irori)提倡一种不同寻常的圣武士守则——每位服务于他的圣武士都必须创造出一种属于自己的守则,并将这作为自身心灵之旅的一部分,而是否能够遵循这种有自己定下的信条则是达到完美境界所必须面对数个考验之一。

技能(Skills):义洛理圣武士获得特技动作、攀爬以及游泳作为本职技能。

胆大心细(Confident Defense,Ex):1级起,当义洛理圣武士穿轻甲或者不穿甲,而且没有使用盾牌时,他能够将每职业等级1点魅力加值(若有的话)加到自身防御等级的敏捷加值上。若他处于措手不及(flat-footed)或者其他让敏捷加值失效的情况,则也会失去该能力带来的加值。该能力取代圣武士的重甲、中甲与盾牌擅长。

徒手打击(Unarmed Strike):1级起,义洛理圣武士获得精通徒手打击(Improved Unarmed Strike)作为奖励专长。此外,他还会获得武僧的徒手打击(Unarmed Strike)能力,将他的圣武士等级的一半作为其武僧等级(最低为1)来计算徒手打击的伤害。

秩序灵光(Aura of Law,Su):义洛理圣武士的秩序灵光强度等同于他的职业等级。该能力取代善良灵光(Aura of Good)。

查知修为(Sense Perfection,Su):1级起,义洛理圣武士能够随意侦测生命力量(detect life forces),就如同使用圣武士的侦测邪恶职业能力一般;取代感知邪恶生物,他能够感知到具有丹田气池(ki pool)的生物。每个此类生物都具有一种类似于同种阵营牧师的灵光,并且在判断该能力的效果时,将此类生物当前具有气的点数作为生命骰数。该能力取代侦测邪恶(Detect Evil)。

个人试炼(Personal Trial,Su):每日1次,义洛理圣武士能够以迅捷动作宣布视线内的一个目标作为他的个人试炼。义洛理圣武士在对抗该生物时,攻击检定与伤害检定获得+1洞察加值,在对抗该生物进行的攻击时,AC获得+1洞察加值,此外在对抗目标的法术与特殊能力时,豁免获得+1洞察加值。这个加值在4级以及之后的每4个等级增加1点,最高为20级时的+6点。个人试炼的效果会持续至试炼目标死亡或者圣武士下次休息并重新获得该能力的使用次数。在4级以及之后的每3个等级,义洛理圣武士每日能够额外使用1次个人试炼。该能力取代制裁邪恶(Smite Evil)。

卓越灵光(Aura of Excellence,Su):3级起,义洛理圣武士免疫任何迫使他投掷两次取较低结果、或者迫使他重掷的效果。每当距离义洛理圣武士10尺范围内的盟友被迫重掷时,她能够投掷两次并取较高的结果。每当距离义洛理圣武士10尺范围内的盟友被迫投掷两次并取较低结果时,她能够投掷三次并取第二低的结果。该能力只有在义洛理圣武士有意识时才能生效,该能力取代勇气灵光(Aura of Courage)。

丹田气池(Ki Pool,Su):4级起,义洛理圣武士获得丹田气池,该能力的有效武僧等级等同于他的职业等级。义洛理圣武士的气池大小为1/2职业等级 + 他的魅力调整值。通过从丹田气池中花费1点气,他能够在1轮内忽略个人试炼目标所具有的任何伤害减免。该能力在其他方面与武僧的同名能力相同,并且取代引导正能量(Channel Positive Energy)。

神躯(Divine Body,Su):在达到5级时,义洛理圣武士必须选择与武器产生联结,而且他只能选择增强自身的徒手打击。该能力在其他方面与神契(Divine Bond)相同并取代之。

完美灵光(Aura of Perfection,Su):11级起,每当义洛理圣武士或者任何距其10尺范围内的盟友要进行重掷并取第二次结果,即便第二次结果更差的时候,比如使用牧师机运领域(Luck Domain)的好运(Good Fortune)能力时,他能够在这次重掷中额外进行一次投骰,并使用其中较高的结果作为重掷结果。该能力只有在义洛理圣武士有意识时才能生效,该能力取代审判灵光(Aura of Justice)。

原文
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Iroran Paladin (Paladin Archetype)
Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.
Skills: An Iroran paladin gains Acrobatics, Climb, and Swim as class skills.
Confident Defense (Ex): At 1st level, when wearing light or no armor and not using a shield, an Iroran paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields.
Unarmed Strike: At 1st level, an Iroran paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage.
Aura of Law (Su) The power of an Iroran paladin’s aura of law is equal to his class level. This ability replaces aura of good.
Sense Perfection (Su): At 1st level, at will, an Iroran paladin can detect life forces as if he were using a paladin’s detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability. This ability replaces detect evil.
Personal Trial (Su): Once per day, an Iroran paladin can as a swift action declare one target within line of sight as his personal trial. The Iroran paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Iroran paladin can use personal trial one additional time per day. This ability replaces smite evil.
Aura of Excellence (Su): At 3rd level, an Iroran paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Iroran paladin is conscious, and replaces aura of courage.
Ki Pool (Su): At 4th level, an Iroran paladin gains a ki pool with an effective monk level equal to his class level. The number of points in an Iroran paladin’s ki pool is equal to 1/2 his class level + his Charisma modifier. By spending 1 point from his ki pool, he can ignore any damage reduction possessed by the target of his personal trial ability for 1 round. This ability otherwise functions as the monk ability of the same name and replaces channel positive energy.
Divine Body (Su): Upon reaching 5th level, an Iroran paladin must form a bond with a weapon, except he can only choose to enhance his unarmed strike. This ability otherwise functions as and replaces divine bond.
Aura of Perfection (Su): At 11th level, whenever an Iroran paladin or ally within 10 feet would reroll a die and take the second result even if it is lower (via the good fortune ability of the Luck domain, for example), he can roll an additional die as part of the reroll and use the higher of the two as the result of the reroll. This ability functions only while the Iroran paladin is conscious, and replaces aura of justice.
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 #7 于: 2014-05-08, 周四 12:25:04 »
丛林蛮人(野蛮人变体)
Jungle Rager (Barbarian Archetype)
有很多“ 文明 ”种族会嘲笑芒吉莽原(Mwangi Expanse)的住民,由于粗糙原始的工艺技术而轻蔑他们。确实有的部落主要依赖于木材与骨骼的造物而非金属,不过他们最大的优势是来自对地形的把握。丛林蛮人可以在别人的观察下隐匿身形,从死角发动攻击,并使用环境作为屏障来避免受伤。

门前狠(Home Ground Advantage,Ex):2级起,丛林蛮人会学会如何最有效的利用家园的自然环境来取得优势。她能够从游侠的偏好地形(Favored Terrain)列表中选取1个特定地形种类。当她处于此类地形中时,由于掩蔽(cover)、部分掩蔽(partial cover)、强化掩蔽(improved cover)所带来的对AC以及反射豁免带来的加值增加1点,该能力对软掩蔽(soft cover)无效。在这个地形中,丛林蛮人还能够使对她进行的攻击在由于隐蔽(concealment)而产生失手率时,失手率提高5%。该能力取代直觉闪避(Uncanny Dodge)。

丛林耐性(Jungle Endurance,Ex):3级起,丛林蛮人在抵御高温气候(hot weather)和疾病(diseases)的效果时,强韧豁免获得+1加值。这些加值在3级后的每3个等级再增加1点。该能力取代陷阱感知(Trap Sense)。

门前霸(Home Ground Supremacy,Ex):5级起,丛林蛮人在处于优势地形中战斗或行动时,会变得更加干练。她获得了游侠的穿林(Woodland Stride)能力,不过这只有在主场优势能力中选择的地形中才能生效。在这个地形中,她从掩蔽(cover)和强化掩蔽(improved cover)获得的AC加值额外增加1点,该能力对软掩蔽(soft cover)无效。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

伤害减免(Damage Reduction,Ex):丛林蛮人会在8级获得该能力,不过对于该能力来说,她的有效野蛮人等级为野蛮人等级-1。此外,这个伤害减免在对抗具有集群亚种(swarm subtype)造成的伤害时翻倍。该能力在其他方面与野蛮人的同名能力相同。

推荐狂暴之力(Rage Powers):野性之怒(animal fury),兽性攀爬UC(bestial climber),蜂群图腾UC(hive totem),内在强韧(internal fortitude),昏暗视觉(low-light vision),夜之视觉(night vision),狂暴攀手(raging climber),灵敏嗅觉(scent),敏锐精确UC(sharpened accuracy)以及无比精准(surprise accuracy)。

原文
剧透 -   :
Jungle Rager (Barbarian Archetype)
More “civilized” folk sometimes scoff at the people of the Mwangi Expanse, dismissing them as primitives with inferior technology. Although some tribes do rely on wood and bone over metal, their greatest advantage comes from mastery of the terrain. A jungle rager can disappear from sight, strike from hiding, and use the environment to shield herself from harm.
Home Ground Advantage (Ex): At 2nd level, a jungle rager learns how to make optimal use of the natural cover of her homeland. She chooses a specific terrain type from the ranger list of favored terrains. When in this terrain, she increases her bonus to AC and on Reflex saving throws gained from cover, partial cover, and improved cover (but not soft cover) by 1. In this terrain, she also increases the miss chance caused by concealment for attacks against her by 5%. This ability replaces uncanny dodge.
Jungle Endurance (Ex): At 3rd level, a jungle rager gains a +1 bonus on Fortitude saves to resist the effects of hot weather and diseases. This bonus increases by +1 every 3 barbarian levels after 3rd. This ability replaces trap sense.
Home Ground Supremacy (Ex): At 5th level, a jungle rager becomes even more capable when navigating and fighting in her preferred terrain. She gains the woodland stride ranger ability, though this ability works only in the terrain she selected for the home ground advantage ability. In this terrain, she gains an additional +1 bonus to AC when benefiting from cover or improved cover (but not soft cover). This ability replaces improved uncanny dodge.
Damage Reduction (Ex): A jungle rager gains this ability at 8th level, except her effective barbarian level for the ability is equal to her barbarian level – 1. In addition, this damage reduction is doubled against damage dealt by creatures with the swarm subtype. This ability otherwise functions as the barbarian ability of the same name.
Rage Powers: The following rage powers complement the jungle rager archetype: animal fury, bestial climberUC, hive totemUC, internal fortitude, low-light vision, night vision, raging climber, scent, sharpened accuracyUC, and surprise accuracy.
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 #8 于: 2014-05-08, 周四 15:05:23 »
金塔格叛乱者(盗贼变体)
Kintargo Rebel (Rogue Archetype)
与艾格利安(Egorian,切利亚斯首都)相距数里的金塔格(Kintargo)是一座繁荣的国际化港口,它并没有太多天然屏障,正是由于它在地理上的位置,使得这里成为了极其适合反抗切利亚斯(Cheliax)严厉律法的地点。这些叛乱行为并不具有政治目的;仅仅是因为少了官僚之后生意更好做而已。随着切利亚斯的海军驶入港口,这些叛乱者就会为了避免惩罚和掩饰自身的违规行为而一下子就变得卑躬屈膝、慈眉善目起来。

地下工作者(Sophisticated Stealth,Ex):3级起,金塔格叛乱者的知识(贵族)检定获得+1加值。此外,她还在传递密语的唬骗检定与识别密语的察言观色检定中获得+1加值。这些加值会在之后的每3个等级增加1点。该能力取代陷阱感知(Trap Sense)。

误导术(Misdirection,Sp):4级起,每日1次,金塔格叛乱者获得对自身施放误导术(Misdirection)的能力,不过取代法术原本将物体作为第二目标的效果,她必须选择法术范围内的一个生物。该能力的施法者等级与她的职业等级相同,且法术的豁免DC为12 + 金塔格叛乱者的智力调整值。若第二目标为守序或者邪恶的话,该能力的豁免DC增加1点。该能力取代直觉闪避(Uncanny Dodge)。

推荐盗贼天赋(Rogue Talents):心细如丝APG(canny observer),万人迷APG(charmer),虚假朋友ARG(false friend),奔若狡兔APG(fast getaway),甜言蜜语APG(honeyed words),混淆故事ARG(obfuscate story)以及迅速易容APG(quick disguise)。

推荐高等天赋(Advanced Talents):难以愚弄UC(hard to fool),易容大师APG(master of disguise),技能专精(skill mastery),心智灵活(slippery mind)以及诡诈心智APG(thoughtful reexamining)。

原文
剧透 -   :
Kintargo Rebel (Rogue Archetype)
With few natural barriers, a thriving international port, and many miles separating it from Egorian, Kintargo is geographically suited for rebellion against the rigid laws that reign in Cheliax. This rebellion is hardly malicious in intent; business is simply easier without the imposing bureaucracy. Whenever the Chelish navy sails into the port, these rebels are quick to appear agreeably subservient in order to conceal their noncompliance and avoid retribution.
Sophisticated Stealth (Ex): At 3rd level, a Kintargo rebel gains a +1 bonus on Knowledge (nobility) checks. In addition, she gains a +1 bonus on Bluff checks to convey a secret message and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter. This ability replaces trap sense.
Misdirection (Sp): At 4th level, a Kintargo rebel gains the ability to cast misdirection on herself once per day, though instead of choosing an object for the second target, she must choose a creature in range. The caster level for this ability is equal to her class level, and the save DC for this spell is 12 + the Kintargo rebel’s Intelligence modifier. The save DC of this ability increases by 1 if the secondary target is lawful or evil. This ability replaces uncanny dodge.
Rogue Talents: The following rogue talents complement the Kintargo rebel archetype: canny observerAPG, charmerAPG, false friendARG, fast getawayAPG, honeyed wordsAPG, obfuscate storyARG, and quick disguiseARG.
Advanced Talents: The following advanced rogue talents complement the Kintargo rebel archetype: hard to foolUC, master of disguiseAPG, skill mastery, slippery mind, and thoughtful reexaminingAPG.
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 #9 于: 2014-05-08, 周四 16:06:06 »
七相僧(武僧变体)
Monk of the Seven Forms (Monk Archetype)
天夏(Tian)的武僧们在卡蒂亚(Qadira)塔尔多(Taldor)的边界附近创办七相寺院(the Monastery of the Seven Forms)时,是为了让慕名而来的学生在漫长的旅途中经受挑战,并且在寺院的墙内经受训练之前证明自身的热诚。然而时至境迁,寺院已经多次陷入卡帝亚的掌控,而寺院原本的七相之名也就这样湮没在历史的长河中了。在这个与世隔绝的寺院中,此处生活的武僧现在仍在传授一种风格迥异的快攻武术,这种功夫同时模仿了狂舞(dervish dances)与荒漠的灼风,兼具机动性与耐久力。

奖励专长(Bonus Feats):七相僧失去了通过奖励专长选取精通卸武(Improved Disarm),精通虚招(Improved Feint),精通擒抱(Improved Grapple)以及精通绊摔(Improved Trip)的能力,并将灵狐步(Nimble Moves)添加到他的奖励专长列表中。6级时,将神行步(Acrobatic Steps)以及疾风步(Wind Stance)添加到他的奖励专长列表中。10级时,将闪电步(Lightning Stance)添加到他的奖励专长列表中。

迅突(Lightning Finish,Ex):1级起,七相僧能够以直觉动作进行单次攻击,这次攻击要使用他正在持用的人造的轻型或者单手挥砍武器进行,用于攻击任何在他的回合内曾经至少成功被他用徒手打击命中两次的敌人。这次攻击造成正常伤害,但是伤害不会如常附加力量加值。
4级起,只要七相僧与目标相邻,就能够在进行迅突之前或之后进行五尺快步,不过只要他进行此次五尺快步,就无法在他的下个回合内进行五尺快步。8级起,七相僧能够将完整的力量加值加到额外攻击的伤害检定上,即便他使用的是副手武器攻击或者双手持用武器进行攻击也是如此。12级起,若七相僧在自己的回合内至少使用徒手打击命中目标3次,那么由迅突所带来的五尺快步就不会再占用他的下个回合的五尺快步机会。
七相僧每日能够使用该能力的次数与他的武僧等级相同,但是每轮最多使用1次。该能力取代震慑拳(stunning fist)。

坚忍(Endurance,Ex):3级起,七相僧获得坚忍(Endurance)作为奖励专长。该能力取代招式训练(Maneuver Training)。

灼风怒袭(Sirocco Fury,Su):11级起,七相僧能够以整轮动作(full-round action)花费2点气来进入一种出神状态,这与百袭战舞(Dance of a Hundred Cuts;UM法术,见下剧透)法术产生的效果相同,使用他的武僧等级作为施法者等级。与法术不同的是,七相僧在进入这种状态后,每轮必须移动10尺并且进行1次近战攻击才能避免效果终止。15级起,他能够在使用该能力时花费3点气,来产生千袭战舞(Dance of a Thousand Cuts)的效果,并且受到与上述相同的限制。该能力取代遁术(Abundant Step)以及渗透劲(Quivering Palm)。
剧透 -   :
百袭战舞(Dance of a Hundred Cuts)
学派:变化系
等级:吟游诗人 4
施法时间:标准动作
成分:语言
范围:个人
目标:自己
持续时间:1轮/等级
    你化身为致命的战舞者,优雅精确地旋转舞动。你的近战攻击检定,近战伤害检定,特技动作检定以及AC获得士气加值。该加值等同于每3个施法者等级1点(最高为15级+5点)。任何导致你的AC失去敏捷加值的情况,也会导致你失去从法术获得的AC上的加值。你必须保持运动才能使法术持续生效。如果在任何1轮中你无法移动至少10尺或进行一次近战攻击的话,那么法术的持续时间结束。

千袭战舞(Dance of a Thousand Cuts)
学派:变化系
等级:吟游诗人 6
    该法术如同百袭战舞(dance of a hundred cuts)一般运作,不过你同时还获得加速术(haste)的好处。

原文
剧透 -   :
Monk of the Seven Forms (Monk Archetype)
When Tian monks founded the Monastery of the Seven Forms near the present border between Qadira and Taldor, they did so as a challenge to prospective students to travel great distances and prove their devotion before training within the monastery’s walls. Over the centuries, the monastery has fallen under Qadiran control many times, and the original seven forms for which the monastery was named have been lost to history. In their place, the monks of the isolated sanctuary now teach a style featuring lightningfast strikes that mimic both dervish dances and the searing winds of the arid desert, favoring mobility and endurance.
Bonus Feats: A monk of the seven forms loses the ability to take Improved Disarm, Improved Feint, Improved Grapple, and Improved Trip as bonus feats. He adds Nimble Moves to his list of bonus feats. At 6th level, he also adds Acrobatic Steps and Wind Stance to his list of bonus feats. At 10th level, he adds Lightning Stance to his list of bonus feats.
Lightning Finish (Ex): At 1st level, as an immediate action, a monk of the seven forms can make a single attack with a manufactured light or one-handed slashing weapon he is currently wielding against any target he has successfully hit at least twice with his unarmed strike during his turn. This attack deals normal damage but without the normal Strength bonus to damage.
At 4th level, he can take a 5-foot step before or after performing a lightning finish so long as he ends adjacent to his target, though if he takes this step, he cannot perform a 5-foot step during his next turn. At 8th level, he applies his full Strength bonus to his damage roll for the extra attack, even if he made the attack with an offhand weapon or with a weapon wielded in two hands. At 12th level, if he hit the target at least three times with his unarmed strike during his turn, taking the 5-foot step granted by lightning finish does not prevent him from taking a 5-foot step during his next turn.
A monk of the seven forms can use this ability a number of times per day equal to his monk level, but no more than once per round. This ability replaces stunning fist.
Endurance (Ex): At 3rd level, a monk of the seven forms gains Endurance as a bonus feat. This ability replaces maneuver training.
Sirocco Fury (Su): At 11th level, a monk of the seven forms can spend 2 ki points as a full-round action to enter a meditative trance that replicates the spell dance of a hundred cuts (Pathfinder RPG Ultimate Magic 215), using his monk level as his caster level. Unlike the spell, a monk of the seven forms must both move 10 feet and make a melee attack each round after he begins this trance to prevent the effect from ending. At 15th level, he can instead spend 3 ki points when using this ability to make his trance replicate dance of a thousand cuts (Ultimate Magic 216) with the same limitations. This ability replaces abundant step and quivering palm.
没有团,为什么还要翻译规则呢?
当然是为了友情了