作者 主题: PF二版blog翻译文  (阅读 373781 次)

副标题: 持续追踪:现在更新7/9「吟游诗人」

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Re: PF二版blog翻译文
« 回帖 #310 于: 2018-07-22, 周日 01:11:51 »
引用
环境和危害

    GM章节的最后一部分简要总结了环境和危害相关规则(如陷阱,环境危险和作祟)。 这些在Pathfinder Playtest Bestiary中有更详细的介绍。 它们将成为最终PF二版CRB的一部分,但Playtest规则手册没有足够的空间用于所有东西!

    你是否期待玩游戏测试? 你希望看到什么变化? 你打算运行Logan Bonner Designer,还是尝试一些自己的冒险? 在评论中说出心声!

你打算运行Logan Bonner Designer还行,那我要运行Mark Seifter Designer来获得烂强模式。
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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Re: PF二版blog翻译文
« 回帖 #311 于: 2018-07-22, 周日 09:05:23 »
你打算运行Logan Bonner Designer还行,那我要运行Mark Seifter Designer来获得烂强模式。
你以为是Logan Bonner Designer吗,其实是我dio哒!
恍惚了,已改
« 上次编辑: 2018-07-22, 周日 09:26:01 由 连桑 »
更好的美工、格式、翻译、润色建议随时欢迎。

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Re: PF二版blog翻译文
« 回帖 #312 于: 2018-07-24, 周二 17:52:47 »
精神恍惚.jpg
希望不撞车,求更好的译名
原文http://paizo.com/community/blog/tags/pathfinderRoleplayingGame/playtest
剧透 -   :
Druid Class Preview
Monday, July 23, 2018

Druids are practitioners of primal magic, which blends vital essence (the essence of life, instinct, and faith) with material essence (the essence of matter and the natural world). Thus, primal traditions are rooted in an instinctual connection with and faith in the surrounding world: the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey. Druids are the iconic primal spellcasters; they call upon the power of nature for magic through their deep faith, as opposed to primal sorcerers, who harness the power of fey or other natural creatures that flows through their blood to access the same sorts of primal energies.

Since this is the last class, before we go deeper into the druid's mechanics, I want to show you some extra pieces each class has that you might not know about. Every class entry starts with some bullet points to help you get a feel for what playing the class might be like.

Playing a Druid
Players of druid characters might approach gameplay in the following ways:

During combat, you call upon the forces of nature to defeat your enemies and protect your allies. You can cast spells drawing upon primal magic to summon deadly animals to fight at your side, grant resilience to you and your friends, or heal their wounds. Depending on your bond to nature, you might also call upon powerful elemental magic or even change shape into a terrifying beast to fight with tooth and claw.
During social encounters, you represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can't have all that they desire.
In exploration mode, your skills in nature are invaluable. You can track down enemies, navigate through the wilderness, or use your spells to detect any magical auras around you. You might even ask wild animals to assist your group in your travels with their extraordinary senses and scouting abilities.
In downtime mode, you might craft magic items or potions. Alternatively, your tie to nature might lead you to tend to an area of the wild, befriending its beasts and healing the wounds caused by civilization. You might even attempt to teach people sustainable techniques that allow them to subsist off the land without harming the natural balance.
Roleplaying a Druid
Druids are the living embodiment of nature, acting as its agent; you protect the wild places from harm and speak for their interests in more civilized lands.

If You're a Druid, You Likely...
Have a deep and meaningful respect for the power of nature.
Are in constant awe of the natural world, eager to share it with others but cautious of their influence.
Treat plants and animals as allies in your quest, working with them toward your goals.
Others Probably...
View you as a representative of nature, and might even assume you can control it.
Assume you're a recluse who avoids society and cities, preferring to live in the wild.
Treat you as a mystic, similar to a priest, but answering only to the forces of nature.

Illustration by Wayne Reynolds

Spellcasting
Druids are full prepared spellcasters, able to cast the same number of spells per day as the cleric and bard, rather than gaining extra spells through bloodlines or schools as the sorcerer and wizard do. However, just as the cleric has channel energy and the bard has compositions, the druid has more than enough tricks up her sleeve to make her a primal powerhouse. And figuring those out starts with...

Orders
As the druid's initial architect, Jason pulled the concept of orders from the sidelines of lore directly into the spotlight, making your choice of order a major part of your druid. As with the bard's muse, you can choose abilities that belong to another order, but unlike for the bard, you gain extra benefits from feats and abilities that belong to your own order, incentivizing you to check out your own order's feats first. An order member gains a new skill and an order power that druids of other orders can't gain, and each order adds its own component to the basic druid anathema forbidding actions like despoiling nature. The four orders presented in the playtest are animal, leaf, storm, and wild, though more orders are all but certain to arise.

Animal
An animal druid (known by names like druid of the claw or druid of the wing depending on her preferred animal) has a strong connection to animals. She is trained in Athletics, which is a signature skill for her. She also gains the heal animal order power (exclusive to that members of order) and the Animal Companion feat. Committing wanton cruelty to animals or killing them unnecessarily is anathema to her. (This doesn't prevent her from defending herself against animals or killing them cleanly for food.)

This is the order that's all about having the coolest animal companion. Other druids can easily get an animal companion (and they're a solid choice for all druids) and take the same upgrade feats, but with each feat, the animal order druid will get something cool or extra for the animal. As an example, an animal druid's companion can have multiple specializations, which are like animal companion archetypes, if the animal druid commits more to this path.

Leaf
A druid of the leaf reveres plants and the bounty of nature, acting as a caretaker and warden for the wilderness, teaching sustainable techniques, and helping areas regrow after disasters or negligent humanoid expansion. She is trained in Diplomacy, which is a signature skill for her. She also gains the Leshy Familiar druid feat and the goodberry order power (exclusive to that members of order). Committing wanton cruelty to plants or killing plants unnecessarily is anathema to her. (This doesn't prevent her from defending herself against plants or harvesting them if necessary for survival.)

This style of druid is all about plants, with options including Verdant Metamorphosis, where you flat-out become a plant, and the druid of the leaf's leshy familiar, which has more powers than a typical familiar. Let's check out Verdant Metamorphosis to see a special benefit only druids of the leaf receive:

VERDANT METAMORPHOSIS FEAT 18

Druid

Leaf Order

You transform into a plant version of yourself. You gain the plant trait and lose any trait that's inappropriate for your new form (typically humanoid). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as an action (this action has the concentrate trait). Perception checks don't reveal your true form, but a creature can attempt a Nature or Survival check against your class DC to determine that the plant is new to the surrounding area. While in this form, you can observe everything around you, but you can't act other than to spend an action (this action has the concentrate trait) to change back, which ends your turn. In this form, your AC is 30, your TAC is 20, only conditional bonuses, conditional penalties, and circumstance bonuses and penalties can affect you, and you treat all successes and critical successes on Reflex saves as failures.

Special If you are a druid of the leaf order, if you transform into a non-creature plant and take your daily rest during daylight hours, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, sluggish, and stupefied conditions.

Storm
A druid of the storm carries nature's fury within her, channeling it to terrifying effect and riding the winds and storms. She is trained in Acrobatics, which is a signature skill for her. She also gains the Storm Born druid feat and the tempest surge order power (exclusive to that members of order). Creating unnatural weather patterns that could be damaging to the local environment (such as by using a 9th-level control weather ritual) is anathema to her.

In addition to healing magic, the primal list contains powerful energy blasts, including fireball and other spells newly available to druids. Armed with this magic, druids of the storm are elemental dynamos who focus on the power of the tempest, flying around in storms and ignoring penalties from weather. Notably, their tempest surge order power is an extremely good blast for a 1 Spell Point power, particularly after if they take a feat that ups the d10s to d12s. Let's take a look, since you'll be slinging it around a bunch of times each day.

TEMPEST SURGE POWER 1/SPAN>

Air

Electricity

Evocation

Casting [[A]] Somatic Casting, [[A]] Verbal Casting

Range 30 feet; Targets one creature

You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d10 electricity damage to the target, depending on their Reflex saving throw.

Success Half damage.

Critical Success No damage.

Failure Full damage, and the target is sluggish 1 for 1 round.

Critical Failure Double damage, and the target is sluggish 2 for 1 round.

Heightened (+1) The damage increases by 1d10.

After increasing the damage to d12s, the damage scales at the same rate as lightning bolt. But it doesn't just deal damage! The sluggish condition penalizes AC, attack rolls, and Reflex saves, so taking double damage on the critical failure is just the beginning of the horrible pain. When we were playtesting, every creature that critically failed against tempest surge was in for a very bad round.

Wild
The savage, uncontrollable call of the natural world infuses a druid of the wild, granting her the ability to change her shape into the ferocious form of a wild creature. She is trained in Intimidation, which becomes a signature skill for her. She also gains the Wild Shape druid feat and the wild claws order power (exclusive to that members of order). Becoming fully domesticated by the temptations of civilization is anathema to her. (This doesn't prevent her from buying and using processed goods or staying in a city for an adventure, but she can never come to rely on these conveniences or truly call such a place her permanent home.)

Notice the wild order druid starts with Wild Shape? Any druid with Wild Shape feats gets a free extra casting of certain polymorph spells, heightened to her highest possible level, eventually rising up to two free castings if the druid takes enough Wild Shape feats. But the thing that makes a wild order druid particularly different is that, in addition to these, she gains a number of additional bonus castings of these spells equal to her Strength modifier (if it's more than 1). That means a druid of the wild tends towards higher Strength than a typical member of other orders.

Druid Features
Aside from an order, you gain spellcasting and primal spell proficiency at the same levels as all the other spellcasters, new spell levels at every odd level save 19th, expert proficiency in primal spells at 12th level, master proficiency at 16th level, and legendary proficiency at 19th level. You also get the secret Druidic language (don't teach it to nondruids—that's anathema!) and wild empathy, which lets you use Diplomacy to Make a Request of animals, and possibly of plants if you're a leaf order aficionado.

Druid Feats
I covered many feats that connect to orders, but many feats aren't affiliated, like this powerhouse:

[[F]] LEYLINE CONDUIT FEAT 20

Druid

Metamagic

Frequency once per minute

Trigger You start to cast a spell of 5th level or lower that has no duration and a maximum of 2 spellcasting actions.

You add a Somatic Casting action to the casting of the triggering spell, and you don't expend the prepared spell as you cast it.

This means every minute, you can cast a 5th level or lower spell without expending it. That's really useful! There are some interesting effects of how Jason designed this feat, though, that make it more than just a simple repetition, particularly the fact that you can use Leyline Conduit only if you were already able to cast the spell, meaning you had to prepare it and then avoid using it up by casting it without Leyline Conduit. So the feat gives you somewhat limitless uses of the spell, but if you really need to cast it again before the minute is up, while Leyline Conduit is unavailable, you'll expend the spell for real (at least for the rest of the day).

Animal Companions
Before I go, let's talk about animal companions. While Jason was deep in preliminary design of the druid, he bestowed upon me a strange primal chart of flowing options, almost in Druidic itself, and explained it to me. This chart combined all the best aspects of the 4th- and 7th-level animal companion advancements with animal companion archetypes and new unique features for each different animal, all while moving away from having to make tons of basic feat selections for the companion. What I built from that chart was the first draft of the animal companion system in the playtest. Let's show off the companion most often overlooked in Pathfinder First Edition, the noble bear. The bear has generated a plethora of threads dedicated to how neglected it is, so let's see how the playtest handles it.

BEAR

Your companion is a grizzly, panda, polar bear, or other type of bear.

Size Small

[[A]] UnarmedStrikes jaws, Damage 1d8 piercing;

claw (agile), Damage 1d6 slashing

Abilities Str, Con

Hit Points 8

Skill Intimidation

Senses scent

Speed 35 feet

Work Together Benefit Your bear mauls your enemies when you create an opening. Until your next turn, all your weapon Strikes against a creature your bear threatens deal 1d8 additional slashing damage. If your bear has a specialization, the additional slashing damage increases to 2d8.

Advanced Maneuver Bear Hug

[[A]]BEAR HUG

Requirements Your last action was a successful claw Strike.

Make another claw Strike against the same target. If your Strike hits, the target is also grabbed, as if you had succeeded at the Grapple action.

The bear starts out Small. Don't worry—when it grows up, it can eventually become a Large bear (in the first book, too; there's no need to wait). The bear's boost in Strength and d8 damage die for its jaws make it the most directly damaging companion, tied with the snake, which it edges out in terms of Constitution, Hit Points, and land Speed. (The snake, for its part, has better AC and lots of special Speeds.) The Work Together benefit is something you can have the bear do instead of attack, and it again deals the most direct damage, adding 1d8 (later 2d8) to the damage of your weapon Strikes. The bear is a great companion for someone who plans, much like the bear itself, to wade into the thick of the fight. Finally, the bear can eventually learn the Bear Hug advanced maneuver. This maneuver essentially means that if the bear hits twice in a row, it gets a free automatic grapple. Handy for keeping foes in place!

So that about wraps up the druid. If you were a druid, which of the four orders would you be?

Mark Seifter
Designer

德鲁伊职业预览
Monday,July 23, 2018

德鲁伊是原能魔法的实践者。而原能魔法即活力本质(生命、本能和信仰的本质)和物质本质(物质和自然世界的本质)相结合的产物。因此,原能的根基来源于与周围世界的本能联系和对其的信仰:日夜交替、四季轮回以及物竞天择。德鲁伊是典型的原能施法者;她们通过虔诚的信仰呼唤自然之力,而非如那些原能术士一般,利用流淌在鲜血之中的精类或其他自然生物的力量来使用原能。

由于这是最后一个职业,因此在我们深入探讨德鲁伊的能力之前,我想向你们展示一些额外的、你们可能不知道的小信息。每个职业入门都从一些重点开始来帮助你们体会玩这个职业的正确姿势。

玩个德鲁伊Playing a Druid

德鲁伊角色的玩家将会有这样的游戏体验:

  • 战斗中,你可以呼唤自然之力来痛击你的敌人,保护你的队友。你可以施放原能法术来召唤致命的野兽和你并肩作战,给你和你的队友提供抗力resilience,或治愈他们的伤口。依据你和大自然的联系,你还可能使用强大的元素魔法,甚至变成可怕的野兽用尖牙利爪战斗。

  • 在社交活动中,你代表着平衡和理性的解决问题的方式,探寻着不仅适合自然世界,而且还允许其中的生物和谐共处的方法。你常常和稀泥,让双方得到他们真正需要而非想要得到的东西。

  • 在探索模式中,你的自然系技能非常宝贵。你可以追踪敌人,在荒野中导航,或用法术侦测周围的魔法灵光。你甚至可以要求野生动物在旅途中用他们非凡的感官和侦测能力协助你的团队。

  • 在休整期中,你可以制造魔法物品和药水。或许,你与自然的联结会引导你到达一片荒野,和那里的野兽成为friends,治疗那些“文明”造成的创伤。你甚至可能试图教导人们可持续发展,让他们在不破坏自然平衡的情况下生存下去。


扮演德鲁伊Roleplaying a Druid

德鲁伊就是自然的化身,是自然的代言人;你保护荒野免受伤害并在更文明的地方为它们发声。

如果你是个德鲁伊,你可能……
  • 对自然力量有着深刻意义的崇敬。
  • 时刻对自然世界保持着敬畏之心,渴望与他人分享这份情感但又对他们造成的影响保持警惕。
  • 在任务中将动植物视为盟友,和它们一起向着目标前进。

其他可能……
  • 将自己视为自然的代表,甚至可以假设你能控制自然。
  • 假想你是个忘却尘世喧嚣,远居山林的隐士。
  • 把自己视为类似牧师的神秘主义者,但只解答大自然的伟力。

施法Spellcasting

德鲁伊是准备施法者,每天法术量与牧师和吟游诗人一致,而不像法师和术士那样通过学习或血统来获得额外的法术。然而,就像牧师有引导能量、诗人有创作一般,德鲁伊也有足够的技巧让她成为一个原能强者。让我们来从这些开始……

信则Orders
作为德鲁伊职业最初的构建者,Jason将随口讨论的“信则”概念直接拉到了聚光灯之下,使你所选择的信则成为了德鲁伊的主要部分。与诗人的缪斯一样,你可以选择另一个信则的能力。但与诗人不同,你可以从属于自身信则的专长和能力中获得额外的好处,以此激励你优先选择自身信则的专长。每个信则给予各不相同的技能受训和信则之力,并增加各异的德鲁伊禁忌,禁止诸如掠夺自然的行为。Playtest中的四个信则分别是动物、绿叶、风暴和野性,而将来肯定会推出更多的信则。

动物Animal

动物德鲁伊(以利爪德鲁伊或翼德鲁伊等名字闻名,这取决于她喜欢的动物)与动物有着强烈的联系。她在“运动”上受训,且这是她的标志性技能。她还会获得“治疗动物heal animal”信则之力(动物限定)和“动物伙伴Animal Companion”专长。对动物肆意虐待或因不必要的理由杀害它们对她来说是种禁忌。(这并不妨碍她自我防卫或者干净利落地猎取食物。)

这是个完全与最酷的动物伙伴相关的信则。别的德鲁伊也可以轻易地获得动物伙伴(而且这是所有德鲁伊的固定选择)和相同的进阶专长,但对于每个专长,动物信则的德鲁伊都可以额外地得到一些酷炫的东西。比如说,如果一个动物德鲁伊投入更多资源,她的动物伙伴就可以如它的原型一般,拥有多项特殊能力。

绿叶Leaf

绿叶德鲁伊敬受植物和大自然的恩惠,充当旷野的守卫和监管者,教授可持续发展技术,并帮助灾难或人工疏散后的区域再生。她在“交涉”上受训,且这是她的标志性技能。她还会获得“莱西魔宠Leshy Familiar”德鲁伊专长和“神梅goodberry”信则之力(绿叶限定)。对植物肆意虐待或因不必要的理由杀害它们对她来说是种禁忌。(这并不妨碍她自我防卫或者获取食物。){这么偷懒的吗}

这类德鲁伊的能力完全与植物相关,其中包括 苍翠变形 ,由此你可以开足马力变为一株植物。而绿叶德鲁伊的“莱西魔宠”也会比典型的“魔宠”更强。让我们查查 苍翠变形 来看看绿叶德鲁伊的特权:

引用
苍翠变形Verdant Metamorphosis    18级专长
德鲁伊,绿叶信则

你变成你自己的植物型态。你获得植物特性并失去任何不适合你新型态(通常是 类人humanoid )的特性。你可以花费一个动作来从你自己的样子转变为一棵树或任何其他非生物植物(需专注)。 察觉Perception 检定不会显示你的真实型态,但生物可以通过 自然Nature 或 生存Survival 检定对抗你的 职业class DC来确定该植物是否是新出现在周围区域的。在这种型态下,你可以观察周围的一切,但除了花费一个动作变回来(需专注)并结束回合之外你无法采取其他行动;你的AC为30,TAC为20,只有 有条件的conditional 加减值和环境加减值会影响你;你所有反射豁免的成功和大成功视为失败。

特殊 假如你是个绿叶信则的德鲁伊,且变成了一个非生物植物并在白天休息,那么这次休息会使你恢复至最大HP并移除所有非永久性的吸取drained、衰弱enfeebled、迟滞sluggish、发呆stupefied。

风暴Storm

风暴德鲁伊以自然之怒为己任,将它引为可怕的效果并驾驭狂风和暴雨。她在“特技”上受训,且这是她的标志性技能。她还会获得“风暴降生Storm Born”德鲁伊专长和“暴风浪涌tempest surge”信则之力(风暴限定)。制造可能对当地环境造成破坏的不自然的天气(例如通过使用9环“操控天气”仪式control weather ritual)对她来说是种禁忌。

除了治疗魔法外,原能列表还包含有强大的能量爆发,包括“火球术fireball”和其他新的德鲁伊可用法术。拥有这种魔法的风暴德鲁伊就是元素发电机,她们专注于暴风雨的力量,在风暴中肆意腾飞,无视天气惩罚。值得注意的是,她们的 暴风浪涌 信则力量对于1SP的花费来说是个非常好的爆发,特别是她们用个专长把d10提升到d12后。让我们来看看吧,因为你每天都会要把它扔来扔去的。

引用
暴风浪涌tempest surge    1SP
气,电,塑能
成分
 [[A]]姿势成分 [[A]]语言成分
范围 30尺;目标 单个生物
你用呼啸的狂风,旋转的云浪和噼啪作响的闪电组成的风暴环绕一个敌人。风暴会对目标造成1d10点电击伤害,基于反射豁免。
成功  一半伤害
大成功 免受伤害
失败  完整伤害,迟滞1 1轮
大失败 双倍伤害,迟滞2 1轮
升阶(+1)  伤害+1d10

将伤害增加到d12后,它的伤害增速就和 闪电束lightning bolt 一样了。但它不只造成伤害! 迟滞 状态对AC、AB和反射豁免都有减值,因此大失败的双倍伤害只是痛苦的开始。在我们进行游戏测试时,每一个对 暴风浪涌 大失败的生物都会度过极其糟糕的一轮。

野性Wild

来自自然世界的狂野呼唤着野性德鲁伊,给予了她变为凶猛型态的野生动物的能力。她在“威吓”上受训,且这是她的标志性技能。她还会获得“自然变身Wild Shape”德鲁伊专长和“狂野利爪wild claws”信则之力(野性限定)。被文明的诱惑完全驯化对她来说是种禁忌。(这并不妨碍她购买和使用加工产品或在城市中进行冒险,但她永远不会依赖这些便利或真正称其为永久居所。)

从 自然变身 开始关注野性德鲁伊?任何具有 自然变身 专长的德鲁伊都有次额外的机会免费施放某些 变形Polymorph 法术,并提升至所能施放的最高环级,假如德鲁伊拥有足够多的 自然变身 相关专长,那此能力的使用次数会变为两次。但野性信则特殊的地方在于,除此之外,她还会获得相当于她力量修正的使用次数(如果大于1)。这意味着野性德鲁伊会倾向于拥有比其他信则的成员更高的力量值。

德鲁伊特性Druid Features

除了信则之外,你还会获得与所有其他施法者相同等级的施法能力和法术受训,除19级外每个奇数等级的新环级,12级的专家熟练,16级的大师熟练和19级的传奇熟练。你也将得到神秘的德鲁伊语(不要把它教给非德鲁伊 - 这就是禁忌!)和对荒野的同理心,这让你可以用交涉来对动物提出要求,如果你是一个绿叶信则爱好者,也可能是植物。

德鲁伊专长Druid Feats

我已经介绍了许多信则相关专长了,但仍有许多专长没有提到,像这个大招:

引用
[[F]]地脉通路LEYLINE CONDUIT   20级专长
德鲁伊,超魔
频率
  每分钟一次
触发  你开始施放一个没有持续时间且最多2个动作的5环或以下的法术。
你可以在施放触发法术时增加一个姿势成分,以此方式施法不用消耗法术位。

这意味着每分钟,你就可以无偿施放一个5环或以下的法术。这真的超好用!然而,Jason的设计产生了一些有趣的效果,这使得 地脉通路 不仅仅时一个简单的重复,特别是你在能释放那个法术的时候才能用 地脉通路 ,因此你必须准备它,然后用 地脉通路 来避免用掉它。所以这个专长会给你一些无限的法术使用能力,但如果你真的需要在一分钟以内再次施放它,而 地脉通路 不可用,那你只能真正地用掉它了(至少在当天的剩余时间里)。

动物伙伴Animal Companions

在我离开之前,让我们来聊一聊动物伙伴。在Jason设计德鲁伊之初,他给了我一张奇怪的流动的原始图表,几乎正中德鲁伊的核心,并向我解释。这张图表结合了所有最佳的4级和7级动物伙伴提升的方面,以及动物伙伴原型和每种动物的新特性,同时还舍弃必须进行的大量基础专长的选择。我从该图表中构建的就是游戏测试中动物伙伴系统的初稿。让我们展示在PF1中最常被忽略的伙伴——高贵的熊。熊已经展现了太多为何被忽略的因素了,因此我们来看看游戏测试是如何处理它的。

引用
熊BEAR
你的伙伴是个灰熊,熊猫,北极熊,或其他种类的熊。
体型  小
[[A]]天生武器  啮咬,伤害1d8穿刺;爪抓(灵巧agile)伤害1d6挥砍
属性  力量,体质
HP  8
技能  威吓
感官  灵敏嗅觉
速度  35尺
并肩作战Work Together Benefit  当你创造一个破绽时,你的熊会摧毁你的敌人。在你的下一回合之前,你对你的熊威胁的生物的武器攻击都会造成额外1d8点挥砍伤害。 如果你的熊已进化,额外的挥砍伤害增至2d8。
进阶能力 熊抱

引用
[[A]]熊抱
先决条件  你的上一个动作是成功的爪抓攻击
以相同的加值再进行一次爪抓攻击。如果命中,目标还会被攫抓,如同成功的擒抱动作一般。

熊一开始是小体型。但别担心,当它长大后,它会最终变为大体型(这也在第一本书中,不需要等待)。熊的力量增长和啮咬的d8伤害让它成为了最直接的伤害性伙伴,和蛇相比,它的体质、HP和陆地速度都会好上许多。(就其而言,蛇有着更好的AC和特殊移动速度。)相比进行额外攻击,并肩作战能让熊直接增加1d8(而后的2d8)到武器伤害中。对于那些想要像熊一样沉浸于战斗的人来说,熊就是一个伟大的伴侣。最后,熊最终可以学习熊抱进阶能力。这个能力本质上意味着如果熊能在一回合中连续击中两次,它就会获得一个免费的自动擒抱。极其便利地使敌人无法移动!

所以这些便是德鲁伊的方方面面。如果你是德鲁伊,你会选择哪个信则呢?

Mark Seifter
Designer


大图
剧透 -   :
« 上次编辑: 2018-07-24, 周二 22:51:36 由 连桑 »
更好的美工、格式、翻译、润色建议随时欢迎。

离线 月夜白雨

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Re: PF二版blog翻译文
« 回帖 #313 于: 2018-07-24, 周二 17:56:39 »
鼓励一下,翻译得不错
很多专有名词需要考究,不过现在只是blog我就不管那么多。
正式翻译的话请一定要细究哦 :em028
« 上次编辑: 2018-07-24, 周二 17:59:58 由 月夜白雨 »
我月夜白雨只想安静地过图书馆长的生活。

离线 连桑

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Re: PF二版blog翻译文
« 回帖 #314 于: 2018-07-24, 周二 18:48:57 »
受宠若惊
感受到了语文渣的苦恼 :em032
更好的美工、格式、翻译、润色建议随时欢迎。

离线 妖猫

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Re: PF二版blog翻译文
« 回帖 #315 于: 2018-07-24, 周二 18:55:20 »

引用
[[F]]莱茵线LEYLINE CONDUIT   20级专长

Leyline是地脉,见https://en.wikipedia.org/wiki/Ley_line




离线 连桑

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Re: PF二版blog翻译文
« 回帖 #316 于: 2018-07-24, 周二 19:14:45 »
受教了,以后多看维基
« 上次编辑: 2018-07-24, 周二 19:19:14 由 连桑 »
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Re: PF二版blog翻译文
« 回帖 #317 于: 2018-07-24, 周二 20:23:19 »
地脉的标题改了 但后面的内文没改
感谢翻译

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Re: PF二版blog翻译文
« 回帖 #318 于: 2018-07-24, 周二 20:49:18 »
Order我想应该是信则之类的意思

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Re: PF二版blog翻译文
« 回帖 #319 于: 2018-07-24, 周二 21:07:08 »
莱西熟稔Leshy Familiar”

familiar魔宠