作者 主题: 【ARG】吸血裔(Dhampirs)  (阅读 31170 次)

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【ARG】吸血裔(Dhampirs)
« 于: 2012-08-11, 周六 22:41:57 »
感谢法兰子的描述翻译

吸血裔(Dhampirs)

  作为恐怖和悲剧的果实,吸血裔是由人类母亲诞下的吸血鬼小孩。由于凡人母亲很少能从吸血裔的降生中幸存,他们经常在备受怀疑、极少能被理解的环境里长大。活下来的母亲则常遗弃这些孩子,并拒绝告诉他们真相。有人认为吸血裔是凡人女性和吸血鬼结合的结晶,也有人认为他们是孕妇惨遭吸血鬼啮咬的后果。一些特别狂热的学者专家甚至将吸血裔归类为独立的种族,而非将其视为遭受亵渎玷污的人类。事实上,上述假设被吸血裔难以遗传下去这一证据所支持,他们的后代几乎全都是人类(通常是拥有亡灵血统的术士)。无论如何,他们如同凡间生物般生老病死,尽管有着如精灵一样超自然的漫长寿命。

  艰难困苦是吸血鬼早期生活的真实写照。大多数都是孤儿,尽管拥有细腻面容和天生美貌,他们终生都在面对着不公、误解、恐惧和迫害。见识过吸血裔邪性的超常力量、日光敏感等反应的人类,常抱着恐惧和憎恨之心与他们保持距离。最终吸血裔必须学会如何面对这些艰辛,并为自己找到立足之地。虽然多数吸血裔都自甘堕落于亡灵血统的邪恶天性、并论为世间公认的怪物;一些人拒绝接受自身的不洁血脉,并发誓要通过猎杀衍下自己的吸血生物来为母亲复仇。【译注:请参见《恶魔城——月下夜想曲》。】

  吸血裔极少有同伴。邪恶的吸血裔不过将同伴和盟友看作工具而已,他们选择人的标准是有用与否而非其种族。即便是面对令自己心动之人,多数吸血裔也会沉郁和内敛。有时是不想让自己受到的迫害被加诸伙伴,有时则是害怕自己的吸血冲动会因一念之差而宣泄在朋友颈上。总之,与吸血裔之间的羁绊往往以悲剧收场。

  体貌描述:苗条修长、肌肉匀称,吸血裔看上去像是雕塑般美丽的人类。他们的头发、眼睛和皮肤的颜色与母亲接近,但在阳光下格外苍白冰凉,肤色偏黑者还会显现淤青色调。虽然多数吸血裔都能在理想条件下保持与人类无二的外表,但他们毕竟有着独特的形貌,并且一举一动优雅得不寻常。所有吸血裔都拥有尖利的犬齿。尽管并非獠牙,这些牙齿还是尖锐到足以令人血溅三尺;而很多吸血裔都背负着难以抑制的吸血冲动,尽管这种行为对他们并无任何生理益处。

  社会:吸血裔没有自己的文化、领土、甚至社群。吸血裔通常秘密出生后被遗弃于孤儿院、或者被抛于郊野生死在天,他们倾向于独居和自我流放。每个吸血裔个体都或多或少地在自己生长的地方接受过一些文化教条和宗教信仰方面的教育,并额外地接受了关于自身复杂命运的价值认同。这种对众多环境的适应能力,使吸血裔无论作为猎人还是猎物都能在社会中伪装好自己。少数情况下,吸血裔会聚集成较小的秘密结社来寻求共鸣。即便如此,这些社团的价值观也是每个独立个体的意志体现,而非共同的文化理念。

  关系:由于吸血裔是邪恶的血脉,少有种族能善待他们。他们与那些由于一方血脉而被人类社会疏离的混血种族之间格外亲和,尤其是魔裔和半兽人。人类以恐惧和同情的复杂心理看待吸血裔,这种心态随时会沦为憎恶和暴力。其他类人种族如矮人、精灵和半身人单纯地回避他们。吸血裔也对活物抱持着同样的刻骨之恨,这种憎恨因嫉妒而发芽,被失落和沮丧所浇灌。

  阵营和宗教:多数吸血裔屈服于自身血液中流淌的邪恶。他们是超常的生物,而亡灵遗传的秽恶影响让吸血裔对万物的邪恶视角往往难以动摇。那些不断挣扎在良知和丑恶天性中的吸血裔,或能为自己赢取中立的态度。

  冒险:由于被迫背井离乡、四处漫游,冒险者的生活对吸血裔而言顺其自然。邪恶的吸血裔为隐藏行踪、躲避暴民而时刻奔走,那些走上凶险的复仇之路的人则四处搜寻自己可憎的父亲。无论理由为何,多数吸血裔觉得置身于旅途才更有家的感觉。由于很少受到正式训练,这些旅行者很大一部分都成为了战士和盗贼。吸血裔普遍天生就拥有死灵法师的倾向,尽管也有专注于调试自己身体的吸血裔炼金术师的传说。感受到自己的猎杀使命之人多成为了审判者。

  姓名:缺少独立的文化传统,吸血裔沿袭了人类命名的多样性,并经常紧握着自己出生时获得的人类乳名。很多吸血裔使用母亲的姓氏,其他人则采用出生的城镇或地域的常用名,又或者以生命中的重大事件来为自己定名。

吸血裔种族特性
+2敏捷,+2魅力,-2体质:吸血裔敏捷而又充满魅力,但是与亡灵的紧密联系削弱了他们的生命力。
生物类型:吸血裔属于类人生物,吸血裔子类
中型体型:吸血裔是中等体型生物,不因体型获得任何加值或者减值。
基本速度:吸血裔的基本速度为30尺。
感官:吸血裔拥有昏暗视觉和60尺黑暗视觉。
操控者:唬骗与察觉获得+2种族加值。
亡灵抗性:吸血裔在对抗疾病与影响心灵效果的豁免检定上获得+2种族加值。
光线敏感:吸血裔在明亮的日光下以及昼明术影响范围内会目眩(dazzled)。
负能量亲和:虽然身为活物,但吸血裔对正能量与负能量的反应如同不死亡灵——受正能量伤害,被负能量治愈。
类法术能力:吸血裔每日可以以类法术能力使用三次侦测亡灵。施法者等级等于吸血裔职业等级。
抵抗等级流失(Ex):吸血裔虽然依旧会由于超过其HD的负向级别而死亡,但是他不会受到能量吸取的惩罚。经过24小时后,吸血裔无须做额外的豁免即可移除其所有的负向级别。
起始语言:通用语。拥有足够智力的吸血裔可以选择任何语言作为额外语言。(除了某些秘密语言,比如德鲁伊语)

种族特性替换
以下种族特性可以用来替换吸血裔的种族特性。在选择这些新选项之前请先咨询您的DM。

生于白昼(Dayborn):少数幸运的吸血裔是受到牧师的祝福在日间降生的,其他同族相比,他们的血液与亡灵血脉的联系相对薄弱一些。这些吸血裔不会受到日光的影响,他们失去光线敏感种族特性。该特性取代类法术能力。

尖牙(Fangs):有时,吸血裔会继承他们父亲的尖利犬齿。每当吸血裔以擒抱战技检定对敌人造成伤害时,他可以选择噬咬造成1d3伤害就如同使用天生武器的噬咬攻击一样。以一个标准动作,吸血裔也可以噬咬一个被束缚(bound),无助,麻痹或其他类似的无法自卫的敌人。该特性取代类法术能力。

吸血鬼共鸣(Vampiric Empathy):尽管吸血裔往往难以被人类所认同,但是一部分吸血裔对低等生物拥有更好的亲和力。这些吸血裔获得如同动物交谈法术一般(施法者等级等同于1/2吸血裔HD)与蝙蝠,老鼠以及狼沟通的能力。此外,他们在与这些动物进行交涉检定时获得+2种族加值。每当吸血裔与这些动物交涉时,它们的起始态度为冷淡。这是一个超自然能力。该特性取代操控者。

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吸血裔,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:炼金术士的突变药剂持续时间+10分钟。
牧师:使用任何引导专长影响不死生物时施法者等级+1。
战士:濒死状态进行伤势稳定检定时+2加值。
审判者:以威吓检定挫败类人生物士气时+1/2加值。
盗贼:在昏暗或者黑暗环境下进行潜行或察觉检定时+1/2加值。
先知:使用造成负能量伤害的法术时,伤害获得1/2负能量伤害加值。
法师:当使用死灵学派法术时+1/4施法者等级。

种族变体职业
以下种族变体职业适用于吸血裔。

引用
融血师(法师变体)
那些懂得如何操纵血液的吸血裔,可以将血作为施放魔法的强大媒介。融血师可以将其独有的生者血液与亡灵脓水的混合物的力量融入他的死灵法术。融血师找发现了独特的方式将他的污血以及死灵法术混合在一起,这种奇特的神秘艺术增强了他的力量。融血师拥有以下职业能力。

血之灌注(Blood Infusion)(Su):当融血师使用一个死灵学派的法术时,他可以选择以一个迅捷动作将他的不死污血融入法术中。随着他等级的提升,血液灌注的力量与影响会变得越来越强大。每当融血师使用血液灌注时需要用刀割伤自己或者揭开旧伤口的结痂,以此消耗他自身的部分血液。每当他这么做时消耗等同于1d4 + 法术环术的生命。融血师同时只能使用一种血液灌注影响法术。1级时,他可以以以下灌注方式影响死灵学派的法术。
  • 聚焦灌注(Focused Infusion):当融血师使用该灌注方式,灌注后的死灵法术的DC+1。
  • 恶心灌注(Sickening Infusion):当融血师使用该灌注方式,任何受到灌注后的死灵法术伤害的生物会恶心1轮。【译注:原文并没有提到豁免的问题】
该能力取代奥术联结。

血之令(Blood Command)(Su):5级起,当融血师使用操纵死尸法术时,他最多可以控制每施法者等级5HD的不死生物而非原本的每施法者等级4HD。他还可以获得以下血液灌注能力。
  • 命令灌注(Commanding Infusion):当融血师以此灌注方式使用操纵死尸时,他最高可以创造三倍于施法者等级HD的不死生物而非原本的施法者等级的两倍。
该能力取代法师的5级奖励专长。

血之亵渎(Blood Desecration)(Su):10级起,融血师获得以下血液灌注。
  • 亵渎灌注(Desecrating Infusion):当融血师使用该灌注时,他可以选择以自己或者一个由该灌注增强的法术的目标(施法时决定)为中心造成亵渎效果。该效果类似亵渎术,但是持续时间为每融血师施法者等级1分钟,并且该效果无法被祭坛、神殿或其他永久物增强。
    该能力取代法师的10级奖励专长。
该能力取代法师的10级奖励专长。

血之力(Blood Ability )(Su):15级起,融血师可以选择一个通过命令灌注增强的法术创造的不死生物。你获得该不死生物的感官并视为受到秘法视力法术影响一般(施法者等级等同于融血师的法师等级)。该能力取代法师的15级奖励专长。

完美灌注(Perfect Infusion)(Su):20级起,融血师可以使用血液灌注而无需受伤。该能力取代法师20级奖励法术。
【译注:原文如此,应该是paizo手滑把feat写成了spell。】

引用
弑亲者(审判者变体)
弑亲者震惊于自身出生时的恐怖境遇并由此产生负罪感,她将自身奉献于毁灭所有与她血脉相通的生物的事业上。并以自己的生命去猎杀那些以人类为食的吸血怪物。弑亲者拥有以下职业能力。

审判(Judgment)(Su):1级起,弑亲者获得以下审判。
灭绝烙印(Slayer’s Brand)(Su):当使用该审判时,弑亲者获得使用正能量对不死生物打上烙印的能力。若她这么做,需要先以一次近战接触攻击成功命中不死生物。该能力造成1d6 + 弑亲者魅力调整的正能量伤害,并在不死生物的血肉、骸骨、甚至无形之体上烙下她的个人印记。从这一时点起,弑亲者可以感觉到被她打上烙印的生物如同对其使用生物定位术一般(施法者等级等于1/2弑亲者审判者等级)。灭绝烙印持续至不死生物被毁灭或者弑亲者给对其他生物使用该能力为止。该能力取代惩戒审判。

高等烙印(Greater Brand)(Su):1级起,随着等级的提升,弑亲者学会了如何改变她的灭绝烙印审判。每当她获得奖励团队专长时,她可以选择学习下列其中一种改进方式改变她的灭绝烙印审判以替换团队专长。
  • 烙印射线(Branding Ray):灭绝烙印审判用射程20尺的远程接触攻击触发。弑亲者可以选择该高等烙印多次,每次选择使她的烙印射程增加20尺。
  • 虚弱烙印(Debilitating Brand):当前受到灭绝烙印审判的生物对打下烙印的弑亲者的攻击检定获得-2减值。
  • 毁灭烙印(Devastating Brand):当弑亲者攻击一名受到她的灭绝烙印审判影响的生物时,她掷出19-20就可造成重击威胁。若弑亲者的阵营为善良,她对被烙印的生物造成的重击的重击确认检定获得+2神圣加值。
  • 双重烙印(Dual Brand):弑亲者同时可以给两个生物打上烙印。
  • 神圣烙印(Holy Brand):弑亲者可以对邪恶子类的生物以及不死生物打上烙印。
  • 灼热烙印(Searing Brand):弑亲者每获得5个审判者等级,其灭绝烙印额外增加1d6伤害。若受到灭绝烙印伤害的生物对光脆弱(particularly vulnerable to bright light),灭绝烙印对其的伤害骰增强为d8骰。弑亲者至少需要6级才能选择此高等烙印。
  • 圣银烙印(Silver Brand):弑亲者可以如同对不死生物一般对兽化人以及对银脆弱(vulnerability to silver)的生物使用烙印。
每当弑亲者选择高等烙印时,它会取代该级别的奖励团队专长。

察觉亡灵(Undead Sense)(Sp):2级起,弑亲者获得如同使用类法术能力一般使用侦测亡灵的能力(施法者等级等同于弑亲者的审判者等级)。如果她侦测到不死生物的存在,她可以使用怪物学识能力尝试判断被侦测出的亡灵的种类,以及其可能拥有的能力以及弱点。如果她侦测到吸血鬼,她在识别它们时获得等同于她审判者等级的加值。该能力取代侦测阵营。

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

吸血裔道具
以下道具适用于吸血裔、或由吸血裔制造。

穿心弩箭(Heartstake Bolts):穿心弩箭由实心黒木特制而成,专门用于猎杀吸血鬼。穿心弩箭适用于任何类型的弩,但是它对攻击检定有-2的减值,并且使武器的射程增量减半。其命中吸血鬼则造成正常伤害,但是若其没有成功豁免DC20的强韧豁免检定则会无助1轮。若吸血鬼因此而无助,则其他生物可以以一个整轮动作尝试使用穿心弩箭贯穿吸血鬼的心脏并杀死他。使用穿心弩箭杀死吸血鬼使用木桩杀死吸血鬼的规则以及限制并遵循吸血鬼弱点的描述(Bestiary 270页)。穿心弩箭造成的伤害取决于弩的类型。

护颈(Neck Guard):这个由硬皮革制作并用金属镶边加固的衣领用于保护穿戴者,使其尽可能抵御吸血鬼对咽喉的噬咬。它在针对吸血鬼对咽喉的噬咬或其他类似的攻击时给穿戴者的AC提供+1盔甲加值。不同于大多数盔甲加值,护颈的+1加值与轻甲以及中甲的盔甲加值叠加,但是无法对重甲提供额外的奖励。

吸血鬼猎人工具(Vampire Slayer’s Kit):这个带有碰锁的小木箱中放置了许多用来猎杀吸血鬼的工具和设备。它包含10瓣大蒜,4根精制品木桩,1柄战锤,1面镀银镜子,4瓶圣水,1份炼银软膏和1个精制品圣徽。它还装有大量用于处理伤口以及制作防护结界、药膏或其他混合物的试剂和粉末。除了一般的功能,当使用者展开吸血鬼猎人工具时,所有用于调查与找出吸血鬼的基于魅力的技能检定获得+2加值。

表:吸血裔道具
名称                            价格                         重量
穿心弩箭(5只)100gp3磅
护颈10gp1/4磅
吸血鬼猎人工具500gp8磅

吸血裔专长
吸血裔可以使用以下专长。

饮血者(Blood Drinker)
吸取鲜血使你重新振作起来。
先决条件:吸血裔。
好处:选择一种类人生物子类,比如‘哥布林’(你无法选取‘吸血裔’子类)。你偏好吸食这个子类生物的鲜血。每当你从这类生物身上吸食新鲜的血液之后,你获得5点临时生命,并且在所有基于体质的检定与豁免上获得+1加值。该效果持续1小时。临时生命可以通过多次吸食叠加,你每拥有3个HD,可以获得的临时生命上限增加就会5点,但是基于体质的检定与豁免上的+1加值不会叠加。
通常你只能从无助、被擒抱、麻痹、被压制、昏迷或者类似的无法行动的敌人身上吸血。如果你拥有噬咬攻击,则可以将吸食血液作为你噬咬攻击动作的一部分,否则你必须用挥砍或穿刺武器对目标造成至少1点伤害以割伤他(尽管你可能能够对目标造成剧烈的伤害或流血效果而无须真正割伤他)。一旦你割伤目标,你可以以一个标准动作从它的伤口吸血。吸血对被你吸食的生物造成2点体质伤害。

宴血者(Blood Feaster)
吸食血液给予你超人般的力量。
先决条件:饮血者,基本攻击加值+6,吸血裔。
好处:如果你使用饮血者专长使一个活物流失至少4点体质,你就在伤害检定上获得+2加值,并且所有基于力量的检定获得+1加值。这个加值持续的轮数等同于你HD的1/2。

残羹剩血(Blood Salvage)
你不需要通过吸食活物以获得治疗的好处。
先决条件:饮血者,吸血裔。
好处:你可以对已死的生物使用饮血者专长,只要他的生物类型为你所选择的类人生物子类。你只可以对死亡未满6小时的生物吸血。
正常:你只能使用饮血者专长吸取活物的新鲜血液。

新口味(Diverse Palate)
你对血液口味的涉猎范围比其他吸血裔更广。
先决条件:饮血者,吸血裔。
好处:选择一种类人生物子类或人形怪物类。你可以对该子类的生物使用饮血者专长。
特殊:你可以多次选择本专长。每次选择一种新的类人生物子类或人形怪物类。

天生丽质(Natural Charmer)
你掌握了一些吸血鬼先祖的控制之力。
先决条件:魅力17,吸血裔。
好处:当你使用任何基于魅力的技能吸引,劝说,说服或引诱人形生物时可以取20,这些生物对你的起始态度至少需要友善。取20依旧需要20倍于正常的时间执行技能。
正常:你不能在任何失败后会遭受惩罚的技能检定上取20。

吸血裔奇物
吸血裔可以使用以下奇物。

引导生命护符(AMULET OF CHANNELED LIFE )
灵光:中等变化系;施法者等级:10级
位置:颈部;价格:12000gp;重量:1/2磅
    这个护身符由暗灰色金属框和镶嵌其中的半透明宝石组成,上面雕刻着古代的符文。若佩戴者拥有负能量亲和种族特性,该护符会改变正能量对其身体造成的效果。当有人选择引导正能量治疗活物时,佩戴者获得等同于引导正能量治疗数值一半的临时生命。这些临时生命值最多持续10分钟。该效果不与引导生命法术(见吸血裔法术)或其他将正能量治疗效果转变为临时生命的能力叠加。
    这个道具并没有将正能量变为负能量,它只是影响了佩戴者的身体对正能量的反应。只有活物可以受益于该护符;引导生命护符对亡灵无效。
制造条件:制造奇物,引导生命(见吸血裔法术)
制造成本:6000gp

黑暗透镜(LENSES OF DARKNESS)
灵光:微弱变化系;施法者等级:3级
位置:眼部;价格:12000gp;重量:--
    它由充满魔法黑暗的深色晶体制成,这些镜片装置在佩戴者的眼睛前方。若佩戴者对光线敏感或者会因强光致盲,这些镜片则可以帮助佩戴者对抗从日光、昼明术或类似的光线效果。必须同时戴两个镜片,魔法才会生效。
制造条件:制造奇物,黑暗术。
制造成本:6000gp

不洁之令徽记(SYMBOL OF UNHOLY COMMAND)
灵光:微弱死灵系;施法者等级:3级
位置:无;价格:8000gp;重量:1磅
    这个邪徽完全由人骨雕刻而成。若使用者使用这个邪徽专注于命令死灵专长时,他在该专长的DC上获得1点亵渎加值。
    HD小于等于5的善良生物若接触到这个邪徽则需要进行一次DC15的意志豁免,未通过则战栗一轮。故意使用不洁之令徽记是一个邪恶的行为。
制造条件:制造奇物,命令死灵或命令死灵
制造成本:4000gp
【译者注:制造条件里原文如此,两个命令死灵应该分别为专长或法术。但是怎么看这东西都是给牧师用的。官网FAQ也没有找到相关条目。】

吸血裔法术
吸血裔可以使用以下法术。

炫目射线(BLINDING RAY)
学派:塑能系[善良,光亮]
等级:牧师 2,审判者 3,圣武士 2
施法时间:标准动作
成分:语言,姿势,圣物
范围:近距
效果:一或多条射线
持续时间:立即(见后文)
豁免:强韧,通过则无效
法术抗力:可
你用与阳光一样耀眼的射线炸翻敌人。你可以发射一条射线,比3级每多4个等级可以额外增加一条射线(最高为11级的3条射线)。每条射线都需要一次远程接触攻击来命中。如果射线命中,它会爆炸为强烈的光尘,目标必须通过豁免,否则会目盲1轮。若目标拥有遇光失明、光线敏感、或者拥有其他对强光虚弱的特性,该法术豁免未通过时则会失明1d4轮并且受到每2个施法者等级1d4点伤害(最高5d4)。任何因射线目盲的生物在目盲持续时间内都会如同照明杖一样发光。这些射线可以攻击同一个或多个目标,但是所有射线必须瞄准相距不超过30尺的生物并同时发射。

引导生命(LIFE CHANNEL)
学派:变化系
等级:牧师 2
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的拥有负能量亲和特性的生物
持续时间:1分钟/等级
豁免:强韧,通过则无效(无害)
法术抗力:可(无害)
当法术对一个拥有负能量亲和特性的生物使用后,目标可以将被引导的正能量转变为临时生命。当受术者受到只能治疗活物的效果时(比如治疗轻伤或引导正能量),他会获得相当于用正能量治愈生命值一半的临时生命。这些临时生命在该法术持续时间结束后消散。

防衍体结界(SPAWN WARD)
学派:死灵系
等级:牧师 5,审判者 5
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:强韧,通过则无效(无害)
法术抗力:可(无害)
目标可以抵御不死生物造成的能量吸取(energy drain)以及吸血(blood drain)效果,并且不会在法术持续时间内被杀死而变为不死衍体。
若不死生物的HD小于等于你的施法者等级,则其攻击造成的能量吸取(energy drain)以及吸血(blood drain)不会有任何效果。若不死生物的HD大于你的施法者等级,亡灵必须进行一次成功的强韧豁免(对抗法术DC)才能使他的特殊能力对其攻击的目标造成影响。该法术只能防止吸血(blood drain)造成的体质伤害以及能量吸取(energy drain)造成的负向等级,对其他效果没有任何影响。

原文
剧透 -   :
Dhampirs
Dhampir Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

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

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Fangs: On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.

Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals  spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.

FAVORED CLASS OPTIONS
The following options are available to all dhampirs 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.
Cleric: Add +1 to the caster level of any channeling feat used to affect undead.
Fighter: Add a +2 bonus on rolls to stabilize when dying.
Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize humanoids.
Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Sorcerer: Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Wizard:  Add +1/4 to the wizard’s caster level when casting spells of the necromancy school.

RACIAL ARCHETYPES
The following racial archetypes are available to dhampirs.

Cruoromancer (Wizard)
To those who know how to manipulate it, the blood of a dhampir can be a powerful component to magic. A cruoromancer infuses his necromantic magic with the power of his unique mixture of living blood and undead ichor. As his power increases in this strange arcane art,a cruoromancer finds potent ways to infuse his unique blood with necromancy spells. A cruoromancer has the following class features.

Blood Infusion (Su): When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused.A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.
Focused Infusion: When the cruoromancer uses this infusion,he adds +1 to the DC of the infused necromancy spell.
Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.
This ability replaces arcane bond.

Blood Command (Su): At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.
Commanding Infusion: When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.
This ability replaces the 5th-level wizard bonus feat.

Blood Desecration (Su): At 10th level, a cruoromancer gains the following blood infusion.
Desecrating Infusion: When the cruoromancer uses this infusion, he can choose to center a desecrate effect on himself or a single target of the spell modified by this infusion (he chooses upon casting). This effect is like the desecrate spell, but lasts for 1 minute per caster level of the cruoromancer, and does not interact with altars, shrines,or permanent fixtures that boost the desecrate effect. This ability replaces the 10th-level wizard bonus feat.

Blood Ability (Su): At 15th level, a cruoromancer can choose to scry through a single undead creature he created with a spell modified by a commanding infusion. The undead creature is treated as if imbued with an arcane eye spell (caster level equal to the cruoromancer’s wizard level).This ability replaces the 15th-level wizard bonus feat.

Perfect Infusion (Su): At 20th level, a cruoromancer can use his blood infusions without taking damage. This ability replaces the 20th-level wizard bonus spell.


Kinslayer (Inquisitor)
Appalled and guilt-ridden by the horrific circumstances of her birth, a kinslayer dedicates herself to eradicating the very creatures whose blood flows within her veins.She spends her life hunting and slaying those vampiric monsters for whom humans have become prey. A kinslayer has the following class features.

Judgment (Su): At 1st level, a kinslayer gains the following judgment.

Slayer’s Brand (Su): When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer’s Charisma score, and burns her personal symbol into the undead creature’s flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer’s inquisitor level). A slayer’s brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature. This ability replaces the destruction judgment.

Greater Brand (Su): A 1st level, a kinslayer learns to modify her slayer’s brand judgment as she gains levels.Whenever she gains the ability to learn a teamwork feat, she can instead opt to learn one of the following modifications to her slayer’s brand judgment.

Branding Ray: The slayer’s brand judgment can be used as a ranged touch attack with a range of 20 feet. A kinslayer can take this modification more than once. Whenever she does, she increases the range of her brand by 20 feet.

Debilitating Brand: A creature currently affected by the slayer’s brand judgment takes a –2 penalty on attack rolls against the kinslayer who placed the brand.

Devastating Brand: When the kinslayer attacks a creature that she has branded with her slayer’s brand, she threatens a critical hit on a roll of 19–20. If the kinslayer is good, she also gains a +2 sacred bonus on all rolls to confirm critical hits on a branded creature.

Dual Brand: The kinslayer can have up to two creatures branded at a time.

Holy Brand: The kinslayer can use her brand on creatures with the evil subtype as well as undead.

Searing Brand: The kinslayer’s slayer’s brand deals an additional 1d6 points of damage for every five inquisitor levels she has. If the creature hit with the slayer’s brand is particularly vulnerable to bright light, the damage dice of her slayer’s brand increases to d8s. A kinslayer must be at least 6th level to take this modification.

Silver Brand: The kinslayer can use her brand on lycanthropes and creatures with vulnerability to silver as well as undead.

Each time the kinslayer opts to take a greater brand, it replaces her ability to gain a teamwork feat at that level.

Undead Sense (Sp): At 2nd level, a kinslayer gains the ability to use detect undead as a spell-like ability (caster level equal to the kinslayer’s inquisitor level) at will. If she detects the presence of undead, she can use her monster lore ability to attempt to determine the type of undead detected as well as to reveal any strengths or weaknesses the undead might have. If any of the detected undead are vampires, she gains a bonus on the check equal to her inquisitor level to immediately identify them as such.
This ability replaces detect alignment.

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

Dhampir Equipment
The following equipment is used or made by dhampirs.

Heartstake Bolts: Specially crafted from solid darkwood, heartstake bolts are specifically designed to slay vampires. A heartstake bolt can be fired from any crossbow, but it imposes a –2 penalty on the attack roll and halves the range increment of the weapon. A vampire struck with a heartstake bolt takes the normal damage but must also succeed at a DC 20 Fortitude saving throw or fall to the ground helpless for 1 round. While the vampire is helpless in this manner, a creature can attempt to use the heartstake bolt to finish off the vampire by driving it through the vampire’s heart as a full-round action. Once the debilitating effect of the heartstake bolt has ended, the vampire can pull out the bolt as a move action. A vampire slain with a heartstake bolt is subject to the rules and limitations of slaying a vampire with a wooden stake as described under vampire weaknesses (Bestiary 270).
    A heartstake bolt deals normal damage for the crossbow of its type.

Neck Guard: Made from hardened leather reinforced with a band of metal, this collar protects the wearer against vampire bites when worn around the throat. It provides a +1 armor bonus to AC against vampire bites or similar attacks that specifically target the wearer’s throat. Unlike most armor bonuses, the neck guard’s +1 bonus stacks with the armor bonus of light or medium armor, but it provides no additional bonus when worn with heavy armor.

Vampire Slayer’s Kit: This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, four masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of  silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer’s kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires.

Dhampir Equipment
Item                     Cost       Weight
Heartstake bolts (5)    100 gp      3 lbs.
Neck guard               10 gp     1/4 lb.
Vampire slayer’s kit   500 gp      8 lbs.

Dhampir Feats
Dhampirs have access to the following feats.

Blood Drinker
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.
Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

Blood Feaster
Consuming blood gives you superhuman strength.
Prerequisites: Blood Drinker, base attack bonus +6, dhampir.
Benefit: If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and a +1 bonus on Strength-based skill checks. This bonus lasts for a number of rounds equal to 1/2 your Hit Dice.

Blood Salvage
You do not need to drink blood from a living creature to gain healing benefits.
Prerequisites: Blood Drinker, dhampir.
Benefit: You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.
Normal: You only benefit from the Blood Drinker feat if you consume fresh blood from a living creature.

Diverse Palate
Your taste for blood is broader than that of other dhampirs.
Prerequisites: Blood Drinker, dhampir.
Benefit: Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.
Special: You can take this feat multiple times. Each time you select it, choose a new humanoid subtype or the monstrous humanoid.

Natural Charmer
You possess some of the dominating powers of your vampire progenitor.
Prerequisites: Cha 17, dhampir.
Benefit: You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.
Normal: You cannot take 20 on any check where you incur penalties for failure.

Dhampir Magic Items
Dhampirs have access to the following magic items.

AMULET OF CHANNELED LIFE
Aura moderate transmutation; CL 10th
Slot neck; Price 12,000 gp; Weight 1/2 lb.
DESCRIPTION
This amulet consists of a pale translucent gem in a dull gray metal setting etched with ancient runes. When worn by an individual with the negative energy affinity racial trait, it alters the effects of positive energy on his body. When targeted by positive energy that heals living creatures, the wearer instead gains half the hit points the positive energy heals as temporary hit points. These temporary hit points go away after 10 minutes. This effect does not stack with life channel (see below) or other effects that convert healing positive energy to temporary hit points.
    This item does not actually transpose positive energy into negative energy, it just affects the way the wearer’s body reacts to positive energy. Only a living creature can benefit from this amulet; it provides no benefit to undead.
CONSTRUCTION
Requirements Craft Wondrous Item, life channel; Cost 6,000 gp

LENSES OF DARKNESS
Aura faint transmutation; CL 3rd
Slot eyes; Price 12,000 gp; Weight —
DESCRIPTION
Crafted from a dark-colored crystalline material and infused with magical darkness, these lenses fit over the wearer’s eyes. When worn by a creature with light sensitivity or light blindness, these lenses protect the wearer against the effect of sunlight, the daylight spell, or similar light effects. Both lenses must be worn for the magic to be effective.
CONSTRUCTION
Requirements Craft Wondrous Item, darkness; Cost 6,000 gp

SYMBOL OF UNHOLY COMMAND
Aura faint necromancy; CL 3rd
Slot none; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
This unholy symbol is carved entirely from human bone. When the wielder uses this unholy symbol as a focus for the Command Undead feat, he gains a +1 profane bonus to the DC of that feat.
    Good creatures of 5 Hit Dice or less that attempt to touch the symbol must make a DC 15 Will save or be shaken for 1 round. Deliberate use of a symbol of unholy command is an evil act.
CONSTRUCTION
Requirements Craft Wondrous Item, Command Undead or command undead; Cost 4,000 gp

Dhampir Spells
Dhampirs have access to the following spells.

BLINDING RAY
School evocation [good, light]; Level cleric 2, inquisitor 3, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays of light
Duration instantaneous (see text)
Saving Throw Fortitude negates; Spell Resistance yes
You blast your enemies with blinding rays of sunlight. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit. If a ray hits, it explodes into powerful motes of light, and the target must save or be blinded for 1 round. If the target has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature blinded by a ray sheds light as a sunrod for the duration of its blindness. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

LIFE CHANNEL
School transmutation; Level cleric 2
Casting Time 1 standard action
Component V, S
Range touch
Target one touched creature with negative energy affinity
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. When subject to an effect that heals hit points only to living creatures (such as cure light wounds or channel positive energy), the target gains a number of temporary hit points equal to half the number of hit points that the positive energy would normally heal. These temporary hit points go away at the end of this spell’s duration.

SPAWN WARD
School necromancy; Level cleric 5, inquisitor 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 10 minutes/level
Save Fortitude negates (harmless); Spell Resistance yes (harmless)
The target becomes resistant to the effects of energy drain and blood drain attacks made by undead creatures, and cannot be made into undead spawn if killed while the spell is in effect.
If the attacking undead’s Hit Dice is less than or equal to your caster level, the blood drain or energy drain has no effect. If the attacking undead’s Hit Dice are greater than your caster level, the undead must make a Fortitude save (against the DC of the spell) with each attack for those special abilities to have any effect. The spell only prevents the Constitution damage from blood drain and negative levels from energy drain, but not any other effects of these attacks.
« 上次编辑: 2015-08-08, 周六 12:54:46 由 月夜白雨 »
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: 【ARG】吸血裔(Dhampirs)
« 回帖 #1 于: 2012-08-11, 周六 22:57:23 »
这个好帅[开花]
我是叉烧龙猫啦,
我犯了一个致命的错误:
在家里没办法用繁体中文登入果园...

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Re: 【ARG】吸血裔(Dhampirs)
« 回帖 #2 于: 2012-08-11, 周六 23:22:43 »
终于编完了呀(咦?

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Re: 【ARG】吸血裔(Dhampirs)
« 回帖 #3 于: 2012-08-13, 周一 16:33:35 »
终于编完了呀(咦?
毁灭烙印好像出现了两次?
我是叉烧龙猫啦,
我犯了一个致命的错误:
在家里没办法用繁体中文登入果园...

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Re: 【ARG】吸血裔(Dhampirs)
« 回帖 #4 于: 2012-08-13, 周一 17:40:19 »
中型体型:魔裔是中等体型生物,不因体型获得任何加值或者减值。
基本速度:魔裔的基本速度为30尺。
你是光,我是影。光照耀着影,影守护着光。我们是最疏离的双生子,我们是最亲密的陌生人...

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Re: 【ARG】吸血裔(Dhampirs)
« 回帖 #5 于: 2012-08-13, 周一 22:34:48 »
已修正,感谢楼上和楼上上

* 四月奈奈子 复制粘贴的事情被发现了…… :em031

明明检查过的………… :em023
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: 【ARG】吸血裔(Dhampirs)
« 回帖 #6 于: 2012-08-14, 周二 18:55:18 »
吸血鬼共鸣要替换的能力也是类法术能力?

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Re: 【ARG】吸血裔(Dhampirs)
« 回帖 #7 于: 2012-08-14, 周二 22:28:26 »
吸血鬼共鸣要替换的能力也是类法术能力?

不,替代的是操控者,感谢抓虫
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: 【ARG】吸血裔(Dhampirs)
« 回帖 #8 于: 2013-10-10, 周四 10:53:55 »
吸血裔(Dhampirs)

  作为恐怖和悲剧的果实,吸血裔是由人类母亲诞下的吸血鬼小孩。由于凡人母亲很少能从吸血裔的降生中幸存,他们经常在备受怀疑、极少能被理解的环境里长大。活下来的母亲则常遗弃这些孩子,并拒绝告诉他们真相。有人认为吸血裔是凡人女性和吸血鬼结合的结晶,也有人认为他们是孕妇惨遭吸血鬼啮咬的后果。一些特别狂热的学者专家甚至将吸血裔归类为独立的种族,而非将其视为遭受亵渎玷污的人类。事实上,上述假设被吸血裔难以遗传下去这一证据所支持,他们的后代几乎全都是人类(通常是拥有亡灵血统的术士)。无论如何,他们如同凡间生物般生老病死,尽管有着如精灵一样超自然的漫长寿命。

  艰难困苦是吸血鬼早期生活的真实写照。大多数都是孤儿,尽管拥有细腻面容和天生美貌,他们终生都在面对着不公、误解、恐惧和迫害。见识过吸血裔邪性的超常力量、日光敏感等反应的人类,常抱着恐惧和憎恨之心与他们保持距离。最终吸血裔必须学会如何面对这些艰辛,并为自己找到立足之地。虽然多数吸血裔都自甘堕落于亡灵血统的邪恶天性、并论为世间公认的怪物;一些人拒绝接受自身的不洁血脉,并发誓要通过猎杀衍下自己的吸血生物来为母亲复仇。【译注:请参见《恶魔城——月下夜想曲》。】

  吸血裔极少有同伴。邪恶的吸血裔不过将同伴和盟友看作工具而已,他们选择人的标准是有用与否而非其种族。即便是面对令自己心动之人,多数吸血裔也会沉郁和内敛。有时是不想让自己受到的迫害被加诸伙伴,有时则是害怕自己的吸血冲动会因一念之差而宣泄在朋友颈上。总之,与吸血裔之间的羁绊往往以悲剧收场。

  体貌描述:苗条修长、肌肉匀称,吸血裔看上去像是雕塑般美丽的人类。他们的头发、眼睛和皮肤的颜色与母亲接近,但在阳光下格外苍白冰凉,肤色偏黑者还会显现淤青色调。虽然多数吸血裔都能在理想条件下保持与人类无二的外表,但他们毕竟有着独特的形貌,并且一举一动优雅得不寻常。所有吸血裔都拥有尖利的犬齿。尽管并非獠牙,这些牙齿还是尖锐到足以令人血溅三尺;而很多吸血裔都背负着难以抑制的吸血冲动,尽管这种行为对他们并无任何生理益处。

  社会:吸血裔没有自己的文化、领土、甚至社群。吸血裔通常秘密出生后被遗弃于孤儿院、或者被抛于郊野生死在天,他们倾向于独居和自我流放。每个吸血裔个体都或多或少地在自己生长的地方接受过一些文化教条和宗教信仰方面的教育,并额外地接受了关于自身复杂命运的价值认同。这种对众多环境的适应能力,使吸血裔无论作为猎人还是猎物都能在社会中伪装好自己。少数情况下,吸血裔会聚集成较小的秘密结社来寻求共鸣。即便如此,这些社团的价值观也是每个独立个体的意志体现,而非共同的文化理念。

  关系:由于吸血裔是邪恶的血脉,少有种族能善待他们。他们与那些由于一方血脉而被人类社会疏离的混血种族之间格外亲和,尤其是魔裔和半兽人。人类以恐惧和同情的复杂心理看待吸血裔,这种心态随时会沦为憎恶和暴力。其他类人种族如矮人、精灵和半身人单纯地回避他们。吸血裔也对活物抱持着同样的刻骨之恨,这种憎恨因嫉妒而发芽,被失落和沮丧所浇灌。

  阵营和宗教:多数吸血裔屈服于自身血液中流淌的邪恶。他们是超常的生物,而亡灵遗传的秽恶影响让吸血裔对万物的邪恶视角往往难以动摇。那些不断挣扎在良知和丑恶天性中的吸血裔,或能为自己赢取中立的态度。

  冒险:由于被迫背井离乡、四处漫游,冒险者的生活对吸血裔而言顺其自然。邪恶的吸血裔为隐藏行踪、躲避暴民而时刻奔走,那些走上凶险的复仇之路的人则四处搜寻自己可憎的父亲。无论理由为何,多数吸血裔觉得置身于旅途才更有家的感觉。由于很少受到正式训练,这些旅行者很大一部分都成为了战士和盗贼。吸血裔普遍天生就拥有死灵法师的倾向,尽管也有专注于调试自己身体的吸血裔炼金术师的传说。感受到自己的猎杀使命之人多成为了审判者。

  姓名:缺少独立的文化传统,吸血裔沿袭了人类命名的多样性,并经常紧握着自己出生时获得的人类乳名。很多吸血裔使用母亲的姓氏,其他人则采用出生的城镇或地域的常用名,又或者以生命中的重大事件来为自己定名。