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【ARG】卓尔(Drow)
« 于: 2012-08-18, 周六 17:17:02 »
感谢法兰子的描述翻译

卓尔(Drow)

  残忍而又狡诈,卓尔是精灵的黑暗投影。又被称为黑暗精灵,这些地底之民居住在巨大岩块雕琢出的复杂城市里。卓尔很少为地表之民所知,她们更喜欢保持神秘,同时用间谍与特工来执行邪恶任务。卓尔除了自己不爱任何人,并蔑视其他生物。尽管并非天性邪恶,但恶根深植于她们的文化和社会中,异端者极难活得长命。有些故事说在一个特别可憎的精灵会恰当环境下转变为卓尔,不过这种变化需要该个体极其的十恶不赦。

  体貌描述:卓尔的身材和人类相近,但拥有和精灵一样的苗条身形,还有尖尖的长耳朵。她们的眼睛没有瞳孔,并常为白色或红色。卓尔的肤色遍及漆黑到暗紫。她们的头发是白色或银色的,还有些其他的未知变数。

  社会:卓尔社会通常是阶级森严的母系社会。男性卓尔常扮演武斗角色,保护种族不受外界侵扰;女性卓尔则居于统治地位。二十个诞生的卓尔中将有一个具备特别能力者、并被称为贵族,这些特殊的卓尔又多为女性,这一点强化了上述性别定位。贵族门阀统治卓尔的政治、经济和军事,而每个门阀又分别由一位女性执掌。这些门阀同时又和恶魔领主有瓜葛。卓尔被个人兴趣和进步所驱动,这令她们的文化中充满着勾心斗角和权谋术数——卓尔平民追求贵族的赏识和宠爱,而贵族们则通过暗杀、诱惑和背叛来攫取权力。

  关系:卓尔有着强烈的种族优渥感,并将其他种族分为两类:奴隶,还没成为奴隶的。现实中,那些有着相似观点(譬如大地精和兽人)并愿为卓尔服务的种族,在卓尔社会中取得了一定的地位和信任。而其他种族譬如矮人、侏儒和半身人,在卓尔看来只值鞭笞。手段巧妙的卓尔会以寻找人类的弱点为乐。尽管声称与窃影鬼并非亲族,卓尔还是对这个种族抱持好奇,因为双方都是适应了极端险境的种族。最后,卓尔对精灵的憎恶使她们将对方单列于所有种族之外,这些黑暗精灵最大的欲望就是摧毁她们地表亲族的一切。

  阵营和宗教:卓尔将权力和生存看得无比重要,不会为求存而做出的任何恶行道歉。而她们也不只是求存而已,她们掌控着命运。她们认为怜悯毫无用处,并从不宽恕敌人——无论世仇还是时下的对手。卓尔保留着精灵的强烈情绪和激情,但将其运用于黑暗面,譬如憎恶、仇恨、对权力的饥渴、以及肉体的欢愉。结果就是多数卓尔是混乱邪恶的。

  冒险:作为征服者和奴役者,卓尔勇于开拓疆域,寻求着毁灭世仇——精灵和矮人在地表的国度,并取而代之。男性卓尔热爱武技和隐秘性的职业,让身为士兵或间谍的自己得以接近敌人和他们的家园。女性卓尔通常会选择吟游诗人等能让自己成为领导者的职业,尤其是牧师。两性都具有的魔法天赋也常让她们成为法师或召唤师。卓尔是天生的反圣骑士,不过由于女性卓尔不喜欢亲近具有强烈意志的男同胞、并本能地倾向于和恶魔领主建立“直接”关系,男性卓尔也对反圣骑士之道不太感冒。

  常用男名:阿卡瓦托(Arcavato),卓威奇(Drovic),菲因(Firyin),凯尔摩恩(Kaelmourn),米兰迪尔(Mirrendier),法诺克斯(Pharnox),席兰卓斯(Syrendross),佐夫(Zov)。

  常用女名:贝尔玛尼丝(Belmarniss),西列林思(Cylellinth),伊娃丽雅(Ilvaria),约西丝(Johysis),洛希薇雅(Loscivia),踢我汉(Tyvorhan),乌兰芭拉雅(Ulumbralya),沃兰黛儿(Volundeil)。

卓尔精灵种族特性
+2敏捷,+2魅力,-2体质:卓尔精灵敏捷且工于心计。
生物类型:卓尔精灵属于类人生物类,精灵子类。
中型体型:卓尔精灵是中等体型生物,不因体型获得任何加值或者减值。
基本速度:卓尔精灵的基本速度为30尺。
感官:卓尔精灵拥有120尺黑暗视觉。
卓尔免疫:卓尔精灵免疫魔法睡眠效果,并且在对抗附魔系法术以及效果时,豁免检定获得+2种族加值。
敏锐感官:卓尔精灵在察觉检定上获得+2种族加值。
用毒:卓尔精灵擅长用毒,她们不会在用毒时意外中毒。
法术抗力:卓尔精灵拥有等同于6+职业等级的法术抗力。
类法术能力:卓尔精灵每天可以使用舞光术,黑暗术以及妖火各一次,施法者等级等同于她的职业等级之和。
强光致盲:突然暴露在强光下会使卓尔精灵目盲1轮;在这之后,只要她们持续在光线影响的范围内就会目眩。
武器熟悉:卓尔精灵擅长手弩、细剑以及短剑。
起始语言:精灵语以及地底通用语。拥有足够智力的卓尔精灵可以选择下列语言作为额外语言:深渊语,邪灵语,水族语,通用语,龙语,卓尔手语,侏儒语或哥布林语。

种族特性替换
以下种族特性可以用来替换卓尔精灵的种族特性。在选择这些新选项之前请先咨询您的DM。

野心家(Ambitious Schemer):即使是在好战成性的社群,诱惑与背叛也是卓尔社会晋升的工具。拥有该种族特性的卓尔精灵唬骗或交涉作为本职技能,并且在该技能检定上获得+2加值。该特性取代敏锐感官。

世仇(Ancestral Grudge):卓尔精灵与矮人间的仇恨由来已久并且根深蒂固。由于经过针对性的训练,拥有该种族特性的卓尔精灵在针对类人生物矮人子类或精灵子类(卓尔精灵除外)进行攻击检定时获得+1加值。该特性取代用毒。

渎神契约(Blasphemous Covenant):自从卓尔精灵的扭曲伊始,她们便已经与恶魔有所接触。有的卓尔精灵与这些生物有着强大的联系,她们能够通过缔结古老并且淫秽的契约以驱使恶魔与其协作。拥有该种族特性的卓尔精灵在与恶魔子类的生物以交涉检定进行协商时获得+2加值。此外,任何召唤法术召唤的恶魔每HD会额外获得+2HP。在计算这些卓尔精灵使用异界盟友法术召唤出的恶魔所需要的贿赂或报酬时减少20%。该特性取代敏锐感官和用毒。

阴暗地域追踪者(Darklands Stalker):从粗凿的隧道到岩石洞窟,卓尔城市以外的地域充满了难以应对的危险。拥有该种族特性的卓尔精灵可以在地下的困难地形移动而不受任何惩罚。此外,敏捷属性大于等于13的卓尔精灵获得灵狐步(核心专长)作为奖励专长。该特性取代类法术能力。

诱惑者(Seducer):某些卓尔精灵天生就能够看透每个人内心潜藏的最黑暗的欲望。拥有该种族特性的卓尔精灵所释放的附魔学派的法术以及类法术能力的豁免DC+1。此外,感知属性大于等于15的卓尔精灵每天可以以类法术能力使用魅惑人类1次(施法者等级等同于卓尔精灵的人物等级)。该特性取代卓尔免疫。

地表渗透者(Surface Infiltrator):有的卓尔精灵居住在陆地表面附近,她们可能出于某些人的命令这么做,也可能是被放逐者。拥有该种族特性的卓尔精灵获得昏暗视觉,她们在微弱的光照环境下的视觉距离是人类的两倍。该特性取代黑暗视觉以及强光致盲。

天赋职业奖励
下列选项适用于所有拥有列表中天赋职业的卓尔精灵,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

炼金术士:突变药剂持续时间+10分钟。
反圣武士:获得1/4种反圣武士可以释放的暴行。
牧师:选择一种1级获得并且每日使用次数为3+牧师感知调整的领域之力。这个领域之力的每日使用次数+1/2次。
战士:在卸除武器以及复位战技中选择其一,当战士尝试使用该战技时CMB获得+1/3加值。(最高+4)
盗贼:以唬骗检定使用虚招或传递密语时获得+1/2加值。
术士:从术士法术列表中获得一个已知法术,该法术必须带有诅咒,邪恶或痛苦描述符,并且法术必须比角色可以使用的最高等级法术低一级。
法师:选择一种1级获得并且每日使用次数为3+法师智力调整的学派之力。这个学派之力的每日使用次数+1/2次。

种族变体职业
以下种族变体职业适用于卓尔精灵。

引用
深穴狙击手(战士变体)
深穴狙击手完美地潜伏于黑暗之中,他们利用隐秘行动以及灌入类法术能力的远程攻击扰乱对手。深穴狙击手专注于使用突袭、天生的魔法能力以及毒药干掉那些大意的敌人。深穴狙击手拥有以下职业能力。

本职技能(Class Skills):深穴狙击手将潜行加入他的本职技能列表,并将威吓移除出他的本职技能。

灌魔射击(Imbued Shot)(Su):1级起,深穴狙击手获得将卓尔类法术的效果灌入弓矢或弩箭的能力,以一个迅捷动作,他可以在卓尔类法术能力中的妖火、黑暗术、或者深幽黑暗术(如果他能够使用这些能力)中选择一个灌入箭矢之中。当这个弓矢或弩箭射出后,以它的落点决定法术范围的中心。若射击的目标占据的空间大于5尺,深穴狙击手可以可以任选生物占据空间内的任意一个方格作为类法术效果的中心,但是前提要求该方格与深穴狙击手有视觉线连接。深穴狙击手也可以选择命中一个有视觉线与其连接的单独方格作为灌魔箭矢的目标(AC 5),并以该方格作为类法术能力的范围效果的中心。灌魔箭矢必须在注魔的回合射出,否则注入的类法术能力会被浪费。若箭矢没有射中目标,也同样会消耗类法术能力。该能力取代1级的奖励专长。

寂静射手(Silent Shooter)(Ex):2级起,当深穴狙击手给弓或弩装载箭矢、给弹药淬毒与狙击*时,潜行检定获得+2加值。该加值在2级之后的每2个等级都会+2。该能力取代英勇。
*译注:狙击详细见PF潜行技能。

迅速且致命(Quick and Deadly)(Ex):4级起,深穴狙击手可以以潜行技能进行全速移动(full speed)而不会受到任何减值,同时他还可以以一个迅捷动作给一只弓矢或弩箭淬毒。该能力取代4级的奖励专长。

狙击训练(Sniper Training)(Ex):5级起,深穴狙击手选择弓类或弩类武器组,并且在使用这些武器时攻击与伤害检定均获得+2加值。这个加值在5级后的每4个等级都会+1。该能力取代武器训练1,3和4。

高等灌魔射击(Greater Imbued Shot)(Su):9级起,深穴狙击手获得额外两次使用妖火以及黑暗术类法术能力的次数,但是这些额外使用次数只能用于灌魔射击职业能力。该特性取代武器训练2。

武器宗师(Weapon Mastery)(Ex):20级时,当深穴狙击手获得武器宗师时,他必须选择弓类或弩类武器组。

引用
恶魔使徒(牧师变体)
为了生存,卓尔精灵将她们的命运交于恶魔领主。恶魔崇拜在卓尔精灵中十分常见,也因此出现了恶魔使徒这样的阶层,她们靠着那些黑暗领主给予的魔法洞察力引导恶魔能量粉碎混沌主人的敌人。恶魔使徒拥有以下职业能力。

恶魔法术(Demonic Magic):恶魔使徒必须选择引导负能量,并且必须选择混乱领域、邪恶领域或者恶魔子域(APG 89页)作为其拥有的领域之一。

恶魔魔宠(Demonic Familiar):1级起,恶魔使徒获得一个魔宠就如同同等级法师一般。若她已经因为其他职业获得了魔宠,她的牧师等级与其叠加以决定魔宠的能力。3级起,她的魔宠获得炼狱模板(Bestiary 294页)。7级起,恶魔使徒可以将她的魔宠替换为夸赛魔而无需获得进阶魔宠专长。

引导恶魔能量(Demonic Channel)(Su):1级起,恶魔使徒可以引导恶魔能量伤害守序善良阵营的生物,或者在更高的等级强化混乱邪恶盟友的能力。
      引导恶魔能量影响牧师为中心的30尺爆发范围。在这爆发范围内的守序善良生物收到1d6伤害,并且在1级后的每2个等级提高1d6伤害(3级2d6,5级3d6,以此类推)。受到引导恶魔能量伤害的生物可以以一次成功的强韧豁免使伤害减半。该豁免DC等于10 + 1/2恶魔使徒等级 + 恶魔使徒魅力调整值。守序善良生物在该豁免上获得-2减值。5级起,在该爆发范围内的混乱邪恶阵营的盟友会被强化,就如同受到只持续1轮的狂暴术影响一般。9级起,守序或善良的生物若在豁免引导恶魔能量时失败则会恶心1d6轮。引导恶魔能量是一个不会引发借机攻击的标准动作。该能力取代引导能量。

新种族规则
以下规则适用于卓尔精灵。若经过DM的允许,可以开放部分内容给其他合适的种族。

卓尔精灵装备
卓尔精灵可以使用以下装备。

卓尔精灵装备
名称价格重量制作DC
蜘蛛囊30gp1磅20
卓尔精灵坐骑
名称价格重量
骑乘用蝙蝠300gp
骑乘用蝙蝠(战斗用)450gp
骑乘用壁虎300gp
骑乘用壁虎(战斗用)400gp

骑乘用蝙蝠(Riding Bat):凶暴蝙蝠(Bestiary 30)在被圈养驯化后作为骑乘动物使用,它们被认为是黑暗地域最快捷的非魔法交通工具。只有建立在巨大地下溶洞中的卓尔精灵城市才能找到为了驯养这巨大生物而建造的兽栏,尽管许多卓尔骑卫贴着地表飞行,但驯养它们需要更大的空间。骑乘蝙蝠需要异种鞍座(exotic saddles)。

骑乘用壁虎(Riding Gecko):这些已经被卓尔精灵作为坐骑专门饲养的巨大蜥蜴甚至比一般的巨壁虎(giant gecko*)还要大。由于这种生物拥有能够在垂直墙壁以及洞穴顶壁行走的稀有能力,骑乘它们需要异种鞍座(exotic saddles)。骑乘用壁虎的数据为套用巨大化模板*(giant template, Bestiary 3 186, 291)的巨壁虎。
*译注
巨壁虎见http://www.goddessfantasy.net/bbs/index.php?topic=50580.0
巨大化模板见http://www.goddessfantasy.net/bbs/index.php?topic=50681.0


蜘蛛囊(Spider Sac):尽管名称叫做蜘蛛囊,但它与蜘蛛毫无关系,实际上它是独特的喷射用炼金道具。这些类似于葫芦的灰色袋子用于攀爬以及战斗,它是由特殊培养的有着坚硬但柔软表面的菌类制成。将这种菌类采摘后,在其一端打眼、挖空,然后注入强效炼金粘着剂。这些纤维质粘着剂暴露在空气中后会立刻变得十分强韧。当你用力挤压蜘蛛囊,内含的粘着剂会喷射最远10尺距离并且粘贴在任何它接触到的地方。此后粘着剂会立刻凝固成为一条耐用的纤维绳。当它用于攀爬时,蜘蛛囊视为抓钩,瞄准任何表面均视为其AC为5。蜘蛛囊同样可以当做套索(lasso,APG 178页)使用,纤维绳的AC为10,拥有4点生命,通过一次DC为24的力量检定可以将其拉断。蜘蛛囊是一次性物品。

卓尔精灵专长
卓尔精灵可以使用以下专长。

卓尔贵族(Drow Nobility)
你的血液中流淌着力量,而你从中获益的更多。
先决条件:能够使用卓尔精灵的类法术能力,卓尔精灵
好处:你可以随意以类法术能力使用侦测魔法,并且每日可以以类法术能力使用羽落术与浮空术各一次。你的施法者等级等同于你的人物等级。

进阶卓尔贵族(Improved Drow Nobility)
你的魔法天赋比同龄人更加强大,你较强的类法术能力证明了这点。
先决条件:魅力13,卓尔贵族,能够使用卓尔精灵的类法术能力,卓尔精灵。
好处:你每日可以以类法术能力使用舞光术,妖火,羽落术与浮空术各两次。你的黑暗术类法术能力替换为深幽黑暗术,你每天可以使用两次深幽黑暗术。

高等卓尔贵族(Greater Drow Nobility)
你已经精通了低阶的卓尔类法术能力,以此彰显你真正的贵族身份。
先决条件:魅力13,卓尔贵族,进阶卓尔贵族,能够使用卓尔精灵的类法术能力,卓尔精灵。
好处:你的侦测魔法类法术能力现在恒定存在。你可以随意以类法术能力使用舞光术,深幽黑暗术,妖火,羽落术与浮空术。

黑耀传人(Umbral Scion)
当你在卓尔精灵族群中越发具有权势的时候,你会得到新的类法术能力。
先决条件:魅力13,感知13,卓尔贵族,高等卓尔贵族,进阶卓尔贵族,能够使用卓尔精灵的类法术能力,卓尔精灵。
好处:在下列法术选择其一:解除魔法,神恩,暗示术。你获得每天以类法术能力使用该法术一次的能力。施法者等级等同于你的人物等级。

进阶黑耀传人(Improved Umbral Scion)
你精通了卓尔贵族魔法。
先决条件:魅力13,感知13,阴影后裔,卓尔贵族,高等卓尔贵族,进阶卓尔贵族,能够使用卓尔精灵的类法术能力,卓尔精灵。
好处:你可以每天以类法术能力使用解除魔法,神恩,暗示术各一次。施法者等级等同于你的人物等级。

卓越法术抗力(Noble Spell Resistance)
你的升华已经完成;你的法术抗力已经接近恶魔。
先决条件:魅力13,感知13,高等卓尔贵族,人物等级13,卓尔精灵。
好处:你的法术抗力等同于11+你的人物等级。
特殊:你在以威吓或交涉检定影响卓尔精灵时获得+1环境加值。

阴影术者(Shadow Caster)
你的命令使你创造的阴影与黑暗法术效果更加持久。
先决条件:施法者等级1,卓尔精灵。
好处:当你释放的法术为阴影子学派(shadow subschool)或带有黑暗或隐形描述符(darkness or shadow descriptor),在决定这些法术的持续时间时视为你的施法者等级比正常高2级。

蛛行攀爬(Spider Step)
你行走在只有蛛类敢于攀爬的地带。
先决条件:人物等级3,卓尔精灵。
好处:你可以以类法术能力每天使用一次蛛行术,使用你的人物等级作为施法者等级。此外,你在豁免蜘蛛的蛛网特殊攻击与蛛网术及类似法术(例如蛛网之云*)时获得+4加值。
*译注:见卓尔精灵法术

蜘蛛召唤者(Spider Summoner)
你能够召唤强大的蜘蛛。
先决条件:能够使用召唤怪物术或者召唤自然盟友术,卓尔精灵。
好处:当你施放召唤怪物术或召唤自然盟友术时,你的可选范围增加。根据你所使用的法术等级,你可以召唤下列蜘蛛。
召唤怪物术:1级-巨型蟹蛛*(Bestiary 3 254页);4级-巨型黑寡妇*(Bestiary 2 256页);5级-食人蛛*(Bestiary 3 256页);7级-巨型狼蛛*(Bestiary 2 256页)。
召唤自然盟友术:1级-巨型蟹蛛(Bestiary 3 254页);4级-巨型黑寡妇(Bestiary 2 256页);5级-食人蛛(Bestiary 3 256页);7级-巨型狼蛛(Bestiary 2 256页)。
标有(*)的生物根据召唤者的阵营不同会获得不同模板,若你的阵营为善良则赋予它们天界模板(celestial template),若你的阵营为邪恶则赋予它们炼狱模板(fiendish template)。此外,当你使用召唤怪物术或者召唤自然盟友术召唤蜘蛛,被召唤出的生物的毒素以及蛛网的豁免DC增加2。
译注:巨型蟹蛛-giant crab spider;巨型黑寡妇-giant black widow;食人蛛-ogre spider;巨型狼蛛-giant tarantula
天界与炼狱模板见http://www.goddessfantasy.net/bbs/index.php?topic=50681.0


卓尔精灵奇物
卓尔精灵可以使用以下奇物。

暗刃(GLOOM BLADE)
灵光:强烈塑能系;施法者等级:13级
位置:无;价格:8810gp;重量:2磅
    这把漆黑的短剑在远离光源的时候更加强大。它在昏暗光线下视为一把+1短剑。在黑暗中它则被视为+2短剑。而当它处于超自然黑暗中时,比如在深幽黑暗术的范围内,它被视为+2短剑,并且赋予持用者盲战专长的好处。在日光或者明亮照明下,这把剑会暂时失去其所有魔法增强加值,仅仅被视为精制品武器。只要不在光照环境它就会重新恢复其不可思议的功能。
制造条件:制造魔法武器和防具,深幽黑暗术
制造成本:4560gp

自适服装(LIVING GARMENTS)
灵光:微弱变化系;施法者等级:3级
位置:身体;价格:5000gp;重量:2磅
    这件轻薄的丝质长袍是由最高品质的蜘蛛丝制成的。通过命令,自适服装能够对自身做一些细微的调整,包括着色,尺寸和基本样式,并可以适应并强调穿戴者希望表达的任何心情。它始终保持洁净,并且每轮可以自动修复1点自身的破损(硬度0,4hp)。它同时会使穿戴者的交涉检定获得+5表现加值。
制造条件:制造奇物,鹰之威仪,魔法伎俩,制作者必须为卓尔精灵
制造成本:2500gp

暗影权杖(ROD OF SHADOWS)
灵光:中等防护系;施法者等级:8级
位置:无;价格:64305gp;重量:5磅
    这根乌木权杖如此黑暗,看起来好像在吸收周围的光线一般。这个权杖视为+2轻型硬头锤,并且允许使用者看透黑暗,就如同同名怪物能力*一般(Bestiary 2 301页)。每天三次,持用者可以用它来创造深幽黑暗术效果(施法者等级8级)。要是用这个能力,权杖的持用者必须接触要影响的对象,这是一个会引发借机攻击的标准动作。
制造条件:制造权杖,深幽黑暗术,真知术
制造成本:32305gp
*译注:看透黑暗(Su) :你可以在任何一种黑暗中完美视物,包括深幽黑暗术。

卓尔精灵法术
卓尔精灵可以使用以下法术。

返祖术(ANCESTRAL REGRESSION)
学派:变化系(变形)
等级:炼金术士 2,反圣武士 3,牧师 2,术士/法师 3,女巫 2
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的自愿的卓尔精灵
持续时间:24小时(可解消)
豁免:意志,通过则无效(无害)
法术抗力:可(无害)
法术将目标卓尔精灵转化为地表的精灵。卓尔精灵失去她的黑暗视觉以及强光致盲种族特性并获得昏暗视觉种族特性。卓尔精灵的阵营以及人格不会受到转化影响,但是该法术会隐藏她的阵营就如同受到隐匿阵营法术一般。该法术使目标伪装成精灵时的易容检定获得+10加值。尽管她自己看起来像是精灵,但是了解目标的卓尔精灵依旧可以认出她。

蛛丝球(WEB BOLT)
学派:咒法系(创造)
等级:魔战士 1,术士/法师 1,女巫 1
施法时间:标准动作
成分:语言,姿势
范围:近距
效果:一团拳头大小的蛛丝
持续时间:1分钟/等级
豁免:反射,通过则无效;见下文
法术抗力:否
你对目标掷出蛛丝球,目标必须进行一次成功的反射豁免检定否则将如同受到仅占据目标所占空间的蛛网术影响一般。若生物豁免成功或者挣破蛛网,余下的蛛丝将会自行溶解,之前占据的方格也不再视为困难地形。该法术对没有与能够粘连蛛丝的固体表面接临的生物没有影响。

蛛网之云(WEB CLOUD)
学派:咒法系(创造)
等级:术士/法师 4,女巫 4
施法时间:标准动作
成分:语言,姿势
范围:中距
效果:20尺半径,20尺高范围的云团
持续时间:1分钟/等级
豁免:反射,通过则部分有效;见下文
法术抗力:否
你创造了由粘着蛛网组成的抗燃云团,它翻腾移动的方式就如同死云术一般。云团沿着地表以每轮10尺的速度远离你。
每一轮都要以云雾新的源发点开始计算新的扩散范围,源发点的距离为每轮远离施法时的起点10英尺。之前被困在蛛网中的生物在云团离去后依旧保持被困的状态,但是云团经过的地区不算做困难地形。
因为云雾比空气重,它们将往低处蔓延,甚至会侵入洞穴或洼地。它不能渗透液体,也不能在水下施放。
这个云团在其他方面运作如同蛛网术。生物在它回合的开始时若在云团之中则必须进行豁免否则会被云团影响。该法术创造的蛛网是可燃的(见蛛网术),但是其拥有5点火焰抗力。

原文
劇透 -   :
Drow Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round;on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon.Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome,or Goblin.

ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing drow racial traits. Consult your GM before selecting any of these new options.

Ambitious Schemer: Seduction and treachery are tools for advancement in drow society, even for the martially inclined. Drow with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks. This racial trait replaces keen sight.

Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.

Blasphemous Covenant: Since their twisted beginnings,the drow have consorted with demons. Some drow have strong ties with these creatures and may call upon ancient and obscene associations to sway demonic cooperation.Drow with this racial trait gain a +2 bonus on Diplomacy checks made against unbound creatures with the demon subtype. Furthermore, demons conjured with any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes or offerings for any planar ally spell cast by these drow to summon a demon is reduced by 20%. This racial trait replaces keen senses and poison use.

Darklands Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.

Seducer: Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level). This racial trait replaces drow immunities.

Surface Infiltrator: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain lowlight vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.

FAVORED CLASS OPTIONS
The following options are available to all drow who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
Antipaladin: The antipaladin adds +1/4 to the number of cruelties he can inflict.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Fighter: Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter’s CMB when attempting this maneuver (maximum bonus of +4).
Rogue: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

RACIAL ARCHETYPES
The following racial archetypes are available to drow.

Cavern Sniper (Fighter)
Perfectly at home in the darkness, the cavern sniper capitalizes on stealth and ranged attacks imbued with his spell-like abilities to harass his opponents. The cavern sniper focuses on surprise, his innate magical abilities,and poison to take down unwary foes. The cavern sniper has the following class features.

Class Skills: The cavern sniper adds Stealth to his list of class skills and removes Intimidate from his list of class skills.

Imbued Shot (Su): At 1st level, the cavern sniper gains the ability to imbue his arrows or bolts with the effect of one of his drow faerie fire, darkness, or deeper darkness spell-like abilities (provided he has access to the ability)as a swift action. When such an arrow or bolt is fired, the spell’s area is centered where the arrow or bolt lands. If the target of the attack has a space larger than 5 feet, the cavern sniper can choose which square of the creature’s space is the center of the spell-like ability’s effect, as long as that square is within line of sight of the cavern sniper. The cavern sniper can instead choose to target a single square within line of sight with an imbued arrow or bolt, and uses that square as the center of the spell-like ability’s area of effect on a hit (AC 5). The arrow must be fired during the round it was imbued, or the spell-like ability is wasted. If the arrow or bolt misses, the use of the spell-like ability is wasted. This ability replaces the 1st-level fighter bonus feat.

Silent Shooter (Ex): At 2nd level, a cavern sniper gains a +2 bonus on Stealth checks made when loading a bow or crossbow, poisoning ammunition, and making sniping attempts. This bonus increases by +2 for every four levels beyond 2nd. This ability replaces bravery.

Quick and Deadly (Ex): At 4th level, the cavern sniper can move at full speed while using Stealth at no penalty and can apply poison to a single arrow or crossbow bolt as a swift action. This ability replaces the 4th-level fighter bonus feat.

Sniper Training (Ex): At 5th level, the cavern sniper chooses the bow or crossbow weapon group and gains a +2 bonus on attack rolls and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1, 3, and 4.

Greater Imbued Shot (Su): At 9th level, the cavern sniper gains two extra uses of both his faerie fire and darkness spell-like abilities, but can only use these extra uses to imbue arrows and bolts with the imbued shot class feature. This ability replaces weapon training 2.

Weapon Mastery (Ex): At 20th level, when the cavern sniper gains weapon mastery, he must choose a weapon in either the bow or crossbow weapon group.

Demonic Apostle (Cleric)
In order to survive, the drow threw in their lot with demon lords.Thus, demon worship is common among the drow, and so are ranks of demonic apostles, who gain magical insight from their dark lords and crush their chaotic masters’ enemies by channeling demonic energy.A demonic apostle has the following class features.

Demonic Magic: A demonic apostle must choose to channel negative energy, and must select either the Chaos or Evil domain or the Demon subdomain (Advanced Player’s Guide 89) as her sole domain.

Demonic Familiar: At 1st level, a demonic apostle gains a familiar as a wizard equal to her cleric level, or if she already has a familiar, her cleric levels stack to determine the familiar’s abilities. At 3rd level, her familiar gains the fiendish template (Bestiary 294). At 7th level, the demonic apostle exchanges her familiar for a quasit without the need to take the Improved Familiar feat.

Demonic Channel (Su): At 1st level, a demonic apostle can channel demonic energy to damage creatures of lawful and good alignment, or, at higher levels, bolster the abilities of chaotic evil allies.
    Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are lawful or good take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled demonic energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the demonic apostle’s level + the demonic apostle’s Charisma modifier. Lawful good creatures take a –2 penalty on this saving throw. At 5th level, chaotic evil allies within the burst are affected as if targeted by a rage spell with a duration of 1 round. At 9th level, lawful or good enemies are also sickened for 1d6 rounds if they fail their saving throw against the demonic channel.Channeling demonic energy is a standard action that does not provoke attacks of opportunity. This ability replaces channel energy.

NEW RACIAL RULES
The following options are available to drow. At the GM’s discretion, other appropriate races may make use of some of these new rules.

Drow Equipment
Drow have access to the following equipment.

Riding Bat: Considered to be the fastest nonmagical transport in the Darklands, dire bats (Bestiary 30) are domesticated in captivity to serve as riding animals.Stables that accommodate these massive creatures are only commonly found in drow cities built in larger underground caverns, owing to the greater space required for training and exercise, though some drow outriders fly them almost to the surface. These creatures require exotic saddles to ride.

Riding Gecko: Larger than even what is commonly referred to as a giant gecko, these mammoth lizards have been specifically bred to be used as mounts for the drow.Prized for their ability to run along cave ceilings and sheer walls, these creatures require exotic saddles to ride. Use the statistics for a giant gecko with the giant template (Pathfinder RPG Bestiary 3 186, 291).

Spider Sac: Despite their name, spider sacs have nothing to do with spiders but rather are alchemical devices with a unique delivery system. Used for climbing as well as combat, these grayish, gourdlike pouches are made of a specially grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested, pierced at one end, hollowed out, and then injected with a strong alchemical adhesive that hardens to a fibrous material almost instantly when exposed to air. When squeezed, a spider sac’s adhesive shoots out to a maximum range of 10 feet and sticks to whatever it strikes, whereupon the strand dries instantly into a durable fibrous rope. For the purposes of climbing, treat a spider sac as a grappling hook except that all surfaces are AC 5. A spider sac can also be used as a lasso (Advanced Player’s Guide 178) except with AC 10, 4 hit points, and a DC 24 Strength check to burst. A spider sac is a single-use item.

Drow Equipment
Item           Cost    Weight   Craft DC
Spider sac    30 gp     1 lb.      20

Drow Mounts
Mount                                 Cost      Weight
Bat, dire, riding                    300 gp       —
Bat, dire, riding (combat trained)   450 gp       —
Gecko, riding                        300 gp       —
Gecko, riding (combat trained)       400 gp       —

Drow Feats
Drow have access to the following feats.

Drow Nobility
Your blood courses with power, granting you greater
spell-like abilities.
Prerequisites: Able to use drow spell-like abilities, drow.
Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

Improved Drow Nobility
Your magical heritage is more potent than that of your peers, as demonstrated by your superior spell-like abilities.
Prerequisites: Cha 13, Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: You may use your dancing lights, faerie fire,feather fall, and levitate spell-like abilities twice per day.Your darkness spell-like ability instead becomes deeper darkness, which you may use twice per day.

Greater Drow Nobility
You have mastered the lesser spell-like abilities of the drow, demonstrating true nobility.
Prerequisites: Cha 13, Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness,faerie fire, feather fall, and levitate spell-like abilities at will.

Umbral Scion
New spell-like abilities are unlocked for you as you rise to ascendency among the drow people.
Prerequisites: Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster level is equal to your character level.

Improved Umbral Scion
You are a master of drow noble magic.
Prerequisites: Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, Umbral Scion,able to use drow spell-like abilities, drow.
Benefit: You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.

Noble Spell Resistance
Your ascension is complete; you have the spell resistance approaching that of a demon.
Prerequisites: Cha 13, Wis 13, Greater Drow Nobility,character level 13th, drow.
Benefit: Your spell resistance is equal to 11 + your character level.
Special: You receive a +1 circumstance bonus on Diplomacy and Intimidate checks made against any drow.

Shadow Caster
Your command over shadow and darkness create longerlasting spell effects.
Prerequisites: Caster level 1st, drow.
Benefit: When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration of those spells.

Spider Step
You tread where only arachnids dare.
Prerequisites: Character level 3rd, drow.
Benefit: You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore, you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar spells (such as the web cloud spell).

Spider Summoner
You gain the ability to summon powerful spiders.
Prerequisites: Ability to cast summon monster or summon nature’s ally spells, drow.
Benefit: When casting either a summon monster spell or a summon nature’s ally spell, your options increase.Depending on the level of the spell, you can summon the spiders listed below.
Summon Monster: 1st level—giant crab spider* (Bestiary 3 254); 4th level—giant black widow* (Bestiary 2 256);5th level—ogre spider* (Bestiary 3 256); 7th level—giant tarantula* (Bestiary 2 256)
Summon Nature’s Ally: 1st level—giant crab spider (Bestiary 3 254); 4th level—giant black widow (Bestiary 2 256); 5th level—ogre spider (Bestiary 3 256); 7th level—giant tarantula (Bestiary 2 256)
Creatures marked with an asterisk (*) are summoned with the celestial template if you are good, and the fiendish template if you are evil. If you are neutral, you may choose which template to apply to the creature.
Furthermore, when you summon spiders using summon monster or summon nature’s ally, the DC of the summoned monster’s poison and web effects increases by 2.

Drow Magic Items
Drow have access to the following magic items.

GLOOM BLADE
Aura strong evocation; CL 13th
Slot none; Price 8,810 gp; Weight 2 lbs.
DESCRIPTION
As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat to its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon,though it resumes its magical functions once it is no longer in the bright light.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, deeper darkness;Cost 4,560 gp

LIVING GARMENTS
Aura faint transmutation; CL 3rd
Slot body; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION
These sheer and silky robes, many of which are made of spider silk, are of the finest quality. On command, a living garment can make a number of subtle adjustments to itself,including coloring, fit, and basic design, accommodating and accentuating whatever mood the wearer wishes to convey.It always remains clean, and automatically repairs damage to itself at a rate of 1 hit point per round (hardness 0, 4 hit points). It also grants the wearer a +5 competence bonus on Diplomacy checks.
CONSTRUCTION
Requirements Craft Wondrous Item, eagle’s splendor, mending,prestidigitation, creator must be a drow; Cost 2,500 gp

ROD OF SHADOWS
Aura moderate abjuration; CL 8th
Slot none; Price 64,305 gp; Weight 5 lbs.
DESCRIPTION
This ebon rod is so dark it seems to absorb the light around it. The rod functions as a +2 light mace, and allows its wielder to see in darkness as if it had the see in darkness ability (Bestiary 2 301). Three times per day, the wielder can use it to create a deeper darkness effect (caster level 8th).To use this ability, the rod’s wielder must touch the object affected, which is a standard action that provokes attacks of opportunity.
CONSTRUCTION
Requirements Craft Rod, deeper darkness, true seeing; Cost 32,305 gp

Drow Spells
Drow have access to the following spells.

ANCESTRAL REGRESSION
School transmutation (polymorph); Level alchemist 2,antipaladin 3, cleric 2, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target willing drow touched
Duration 24 hours (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target drow transforms into a surface elf. The drow loses her darkvision and light-blindness racial traits and gains the low-light vision racial trait in their place. The alignment and personality of the drow are not affected by the transformation,but the spell conceals her alignment as an undetectable alignment spell. The spell grants the target a +10 bonus on Disguise checks to pass as an elf, though she appears to be an elven analog of herself and can be recognized as such by other drow who know her.

WEB BOLT
School conjuration (creation); Level magus 1, sorcerer/wizard 1,witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect fist-sized blob of webbing
Duration 1 min./level
Saving Throw Reflex negates; see text; Spell Resistance no
You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only the creature’s space. If the creature saves or breaks free of the webbing, the remaining webs dissolve and the square is not considered difficult terrain. The spell has no effect if the target is not on or adjacent to a solid surface that can support the webbing.

WEB CLOUD
School conjuration (creation); Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Component V, S
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level
Saving Throw Reflex partial; see text; Spell Resistance no
You create a cloud of flame-resistant strands of adhesive webbing that billows and flows much like a cloudkill spell. The cloud moves away from you at a rate of 10 feet per round, rolling along the surface of the ground.
    Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where the caster cast the spell. Creatures trapped in the webbing remain trapped even after the cloud passes, but the area the cloud leaves behind does not count as difficult terrain.
    Because the webbing is heavier than air, it sinks to the lowest level of the land, even pouring down den or sinkhole openings. The cloud of webbing cannot penetrate liquids,nor can it be cast underwater.
    The cloud otherwise acts like a web spell. A creature in the cloud at the start of its turn must save against the cloud or be affected. The webbing of this spell is flammable (see the web spell), but has fire resistance 5.

« 上次编辑: 2015-09-21, 周一 01:25:34 由 Leviathan »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 背叛者之殇

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Re: 【ARG】卓尔精灵(Drow)
« 回帖 #1 于: 2012-08-18, 周六 17:29:27 »
果然黑皮都是萌物 :em006

离线 KALES

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Re: 【ARG】卓尔精灵(Drow)
« 回帖 #2 于: 2012-08-19, 周日 03:43:25 »
斗篷、背影、加上側面回望的面容, 這還真是犯規啊 (第二張圖感覺就比較.....)
[紅龍] KALES:
開團時給PC多一點觸手成分如何
逆神猪:
视你描述的猥琐程度PC的反应可能从无视到掀桌不等

离线 Falengel

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Re: 【ARG】卓尔精灵(Drow)
« 回帖 #3 于: 2013-10-11, 周五 14:27:44 »
卓尔(Drow)

  残忍而又狡诈,卓尔是精灵的黑暗投影。又被称为黑暗精灵,这些地底之民居住在巨大岩块雕琢出的复杂城市里。卓尔很少为地表之民所知,她们更喜欢保持神秘,同时用间谍与特工来执行邪恶任务。卓尔除了自己不爱任何人,并蔑视其他生物。尽管并非天性邪恶,但恶根深植于她们的文化和社会中,异端者极难活得长命。有些故事说在一个特别可憎的精灵会恰当环境下转变为卓尔,不过这种变化需要该个体极其的十恶不赦。

  体貌描述:卓尔的身材和人类相近,但拥有和精灵一样的苗条身形,还有尖尖的长耳朵。她们的眼睛没有瞳孔,并常为白色或红色。卓尔的肤色遍及漆黑到暗紫。她们的头发是白色或银色的,还有些其他的未知变数。

  社会:卓尔社会通常是阶级森严的母系社会。男性卓尔常扮演武斗角色,保护种族不受外界侵扰;女性卓尔则居于统治地位。二十个诞生的卓尔中将有一个具备特别能力者、并被称为贵族,这些特殊的卓尔又多为女性,这一点强化了上述性别定位。贵族门阀统治卓尔的政治、经济和军事,而每个门阀又分别由一位女性执掌。这些门阀同时又和恶魔领主有瓜葛。卓尔被个人兴趣和进步所驱动,这令她们的文化中充满着勾心斗角和权谋术数——卓尔平民追求贵族的赏识和宠爱,而贵族们则通过暗杀、诱惑和背叛来攫取权力。

  关系:卓尔有着强烈的种族优渥感,并将其他种族分为两类:奴隶,还没成为奴隶的。现实中,那些有着相似观点(譬如大地精和兽人)并愿为卓尔服务的种族,在卓尔社会中取得了一定的地位和信任。而其他种族譬如矮人、侏儒和半身人,在卓尔看来只值鞭笞。手段巧妙的卓尔会以寻找人类的弱点为乐。尽管声称与窃影鬼并非亲族,卓尔还是对这个种族抱持好奇,因为双方都是适应了极端险境的种族。最后,卓尔对精灵的憎恶使她们将对方单列于所有种族之外,这些黑暗精灵最大的欲望就是摧毁她们地表亲族的一切。

  阵营和宗教:卓尔将权力和生存看得无比重要,不会为求存而做出的任何恶行道歉。而她们也不只是求存而已,她们掌控着命运。她们认为怜悯毫无用处,并从不宽恕敌人——无论世仇还是时下的对手。卓尔保留着精灵的强烈情绪和激情,但将其运用于黑暗面,譬如憎恶、仇恨、对权力的饥渴、以及肉体的欢愉。结果就是多数卓尔是混乱邪恶的。

  冒险:作为征服者和奴役者,卓尔勇于开拓疆域,寻求着毁灭世仇——精灵和矮人在地表的国度,并取而代之。男性卓尔热爱武技和隐秘性的职业,让身为士兵或间谍的自己得以接近敌人和他们的家园。女性卓尔通常会选择吟游诗人等能让自己成为领导者的职业,尤其是牧师。两性都具有的魔法天赋也常让她们成为法师或召唤师。卓尔是天生的反圣骑士,不过由于女性卓尔不喜欢亲近具有强烈意志的男同胞、并本能地倾向于和恶魔领主建立“直接”关系,男性卓尔也对反圣骑士之道不太感冒。

  常用男名:阿卡瓦托(Arcavato),卓威奇(Drovic),菲因(Firyin),凯尔摩恩(Kaelmourn),米兰迪尔(Mirrendier),法诺克斯(Pharnox),席兰卓斯(Syrendross),佐夫(Zov)。

  常用女名:贝尔玛尼丝(Belmarniss),西列林思(Cylellinth),伊娃丽雅(Ilvaria),约西丝(Johysis),洛希薇雅(Loscivia),踢我汉(Tyvorhan),乌兰芭拉雅(Ulumbralya),沃兰黛儿(Volundeil)。
« 上次编辑: 2013-10-11, 周五 14:48:11 由 Falengel »