作者 主题: 【ARG】半精灵(Half-Elves)  (阅读 24255 次)

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【ARG】半精灵(Half-Elves)
« 于: 2012-10-21, 周日 14:46:42 »
在此感谢弑君者伊恩做出的变体职业翻译。
在此感谢法兰子做出的描述与亚种翻译。


半精灵(Half-Elves)

  精灵引起其他种族的垂涎已不是一天两天了。漫长的寿命,魔法的天赋,与生俱来的优雅等等无一不是邻居们羡慕或嫉妒的对象。然而,没有谁比人类和精灵各方面之美更为接近。这两族最先相互接触,人类把精灵当作肉体的完美化身,将其视作自身的理想版本。另一方面,尽管觉得人类相对有点粗野,很多精灵还是被这个年轻种族的激情和狂热所深深吸引。

  这种相互的迷恋有时会成为一段情史的开端。尽管即便以人类的标准而言这段罗曼史也往往过于短暂,但其确实常会带来半精灵的降生,这孩子既是两者文化融合的结晶,却又不属于任一方。半精灵之间也可以结合生子,但即便是“血统最纯”的半精灵也常被人类和精灵双方当作贱种。夹在命运祝福与嘲弄之间,半精灵常将自己看作迷失在世界中心的孩子。

  体貌描述:半精灵比人类稍高,比精灵略矮。他们的体格更像精灵血统靠拢,但肤色则受人类一侧的影响更深。半精灵也有长长的耳朵,但不如精灵的那么尖。他们的眼睛形状更像人类,但眼睛的颜色则是从琥珀色、紫罗兰到翡翠绿、天青蓝的别具一格。上述状况在半精灵出身于卓尔精灵血统时大相径庭。这些半精灵的发色如同卓尔血亲般纯白或银灰,肤色倒是相比卓尔的暗灰色更加偏向稍亮的蓝或紫色,而眼睛的颜色则更像人类亲属。

  社会:缺少独有的故乡和文化迫使半精灵保持着多面手的特色,能够适应几乎任何环境。尽管出于和父母一代相同的原因,半精灵往往能够吸引两者的种族,但他们甚少能真正地融入人类或精灵,因为双方都能在半精灵身上看到太多对方的影子。这种不被认可给很多半精灵套上了沉重的枷锁,不过也有不少半精灵善用自身的无二特质赢取了终极的自由。作为结果,半精灵具有非凡的适应力,能够在任何置身的社群中调整好心态、并保证自己有一技之长。
  即便被血统的其中一方所欢迎的半精灵也会发现,自己常被夹在双方的文化之间,他们常常被恭维、哄骗、甚至是被强迫去担任人类和精灵两个种族之间的亲善大使。很多半精灵在这种任务中脱颖而出,把其当作是向双方种族证明自身价值的难得良机。另一些半精灵则痛恨这种被强加的负担,仅仅为了个人利益而参与人类和精灵之间的交易、和平等调停事务。

  关系:半精灵懂得孤独的含义,并明白生命体验对人格的塑造比出身种族更关键。因此他们经常和其他种族之间建立友谊和联盟,相比其他人而言更少把第一印象作为评判新朋友的根据。
  其他种族经常为了追求强大力量而产生混血儿,譬如半兽人、半龙或半炼狱族;半精灵则在他们的亲族和其他世人眼中有着不同的位置。钦羡精灵种族的人类,将半精灵视作两族之间的联系和桥梁。但是当人类将不公平的重任强加给半精灵、这种期望又未能实现时,他们对半精灵的态度却往往迅速地沦为轻蔑和嘲弄。另外,被精灵抚养或在精灵社会里长大的半精灵常因人类的那一半血统而境遇不佳,他们全力以赴仍难跟上精灵式的教育方针,即便是最为善意的精灵导师也常向半精灵灌输应当为了“上进”而拒绝自己的人类半身。其中的例外则是那些少见的、人类和卓尔精灵所生的半精灵。与半兽人的不幸并无大异,这种结合往往是暴力和野蛮的后果,导致母亲哪怕不致亲手扼杀幼子,也不愿接受这个孩子。更有甚者,由于半卓尔的体貌特征明确地体现了出身,使得他们想要让人更注重自己的品格和功绩、而非血统,变得愈发困难重重。即便最富同情心的半精灵也会在见到半卓尔时望而却步。
  半精灵经常能够和其他种族建立独一无二的联系。具有不信任精灵这一传统的矮人,会认为半精灵的人类血统还算靠谱,并将他们更多地视作“半人类”而非半精灵。此外矮人比较长寿,矮人的寿命与半精灵的接近程度远胜于与其双亲。因此半精灵和矮人之间常有长久的羁绊,可能是友情、公务甚至竞争心。【译者吐槽:坦尼斯老弟,咱明天要去砍小龙人了,今儿再陪俺火炉喝一杯。】
  侏儒和半身人常将半精灵看成稀罕的家伙。置身于社会边缘、无家可归的半精灵通常会瞧不起侏儒和半身人的轻佻,但私下里却又嫉妒他们的无忧无虑。聪明上进的侏儒和半身人有时会与半精灵为伍一同冒险,利用半精灵的优势来共同完成自己独力所难及的事业。【译者吐槽:泰斯!我会把你从那条鳄鱼的嘴里揪出来的,不过你最好先解释下为啥我的钱包又在你手里?!】
  最为独特和具有分歧的关系当属半精灵和半兽人之间的了。由非人类的那一侧抚养长大的半精灵和半兽人会将彼此视为可憎的亘古仇敌。但是,被社会边缘化的半精灵则明白,半兽人常由于外表和粗犷天性而比自己承受更多的苦难,因此对他们有着强烈、甚至是一见如故的亲切感。并非所有半兽人都能理解这种同情,但愿意接受它的半兽人会发现自己身边多了一位无私的交涉家、好朋友和辩护人。投桃报李的半兽人时常会请缨为保镖或打手、以及其他能发挥自己强壮体格这一长处的方式来回馈半精灵的这份善意。

  阵营和宗教:半精灵被异化的遭遇对他们的人格和价值观影响深远。残酷无情和逆来顺受都不是他们的天性——因此多数半精灵都是混乱善良的。传统文化的缺失使半精灵难有统一的宗教,但他们通常会沿袭故乡的信仰习俗。还有些半精灵皈依较晚,尤其是当其远离社会、以及信仰传教等熏陶时。一些半精灵能够体会信仰的推动力,但其生活方式又与社会中严格的宗教信条不同。这些精灵往往尊崇自由、和谐、平衡这些抽象的理想和概念,或直接信仰世界的源动力。还有甚者为已被长久遗忘的古神吸引,认为远眺而非近尊神祗的理念更适于自身。

  冒险:半精灵有着巡礼者的倾向,游荡在五湖四海、只为寻找一个终于能称为家的地方。向世人证明自己的身份和存在这一欲望,驱使着众多半精灵冒险者勇敢地生活。一些半精灵认为自己尽管长寿、但拥有的时间更接近人类而非精灵,这令他们期冀于尽早积累财富、权力和名望,如此才能在余生加以享受。

  常见男名:卡拉瑟斯(Calathes),恩西诺(Encinal),艾拉迪利(Iradli),凯拉斯(Kyras),纳西索(Narciso),昆瑞(Quinray),赛尔泰(Seltyiel),齐路尔(Zirul)。

  常见女名:凯瑟兰(Cathran),爱斯贝丝(Elsbeth),爱恩多莉(Iandoli),柯扬娜(Kieyanna),莉雅达(Lialda),玛黛拉(Maddela),莱妲(Reda),塔玛莉耶(Tamarie)。



种族亚种(Racial Subtypes)

  你可以将种族替换规则加以组合,构建如下半精灵亚种。

  卓尔后裔(Drow-Descended):这些半精灵明显地携带者黑暗精灵父母的特征,无论其企图或人品如何,都常遭到他人的怀疑目光。这些半精灵拥有「卓尔血脉」和「卓尔魔法」种族特性。

  精灵抚养(Elf-Raised):这些半精灵受到了精灵亲人的呵护,并接受了典型纯血精灵式的传统文化熏陶和教育。这些半精灵拥有「祖传武器」和「奥术训练」种族特性。

  人类抚养(Human-Raised):这些半精灵在人类社群中出生长大并逐渐接受周遭环境,抚养他们的常为独户或教会、神殿等慈善机构。这些半精灵拥有「亲和力」和「警惕性」种族特性。


半精灵种族特性
任意一项属性+2:半精灵角色在1级时选择任意一项属性+2,以表现他们各异的天性。
中型体型:半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:半精灵的基本速度为30尺。
感官:半精灵拥有昏暗视觉,在昏暗光照下能够看到的距离是人类的两倍远。
适应力:半精灵在1级时获得技能专攻(Skill Focus)作为奖励专长。
精灵血脉:在判断与种族相关的效果时,半精灵同时被视为精灵与人类。
精灵免疫:半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:半精灵的察觉检定获得+2种族加值。
多才多艺:半精灵在1级时选择两个天赋职业,并且无论其中哪个天赋职业提升等级时,均可以获得+1生命值或者+1技能点的奖励。
起始语言:通用语以及精灵语。拥有足够智力的半精灵可以选择任何额外语言(除了秘密语言,如德鲁伊语)。

种族替换规则
由于其混合血统,半精灵的能力表现出极强灵活性。

种族特性替换
下列种族特性能够取代标准的半精灵种族特性。在选择这些新选项之前请先咨询您的DM。
剧透 -   :
祖传武器(Ancestral Arms):部分半精灵接受过使用罕见武器的训练。拥有该种族特性的半精灵在1级时针对某一种武器,获得异种武器熟悉或军用武器熟悉作为奖励专长。给特性取代适应力。

奥术训练(Arcane Training):为了精通奥术,半精灵偶尔会从自身的血脉之中寻求帮助。拥有该种族特性的半精灵只能选择一个天赋职业,并且该职业必须为奥术施法者。他们能够在使用法术触发类以及法术完成类物品时视其天赋职业比正常高1级(如果他们在天赋职业上没有等级,那么视其为1级)。该特性取代多才多艺。

卓尔血脉(Drow-Blooded):部分半精灵的父辈是卓尔精灵,他们更多表现出了卓尔的特征——特别是卓尔精灵的物理特征——拥有60尺黑暗视觉以及强光致盲(Bestiary 301页)。该特性取代感官中的昏暗视觉。

卓尔魔法(Drow Magic):少数拥有卓尔祖先的半精灵呈现出了该种族的魔法特质。拥有该种族特性的半精灵的背景中有着卓尔精灵的血脉,并且每天能够以类法术能力施放舞光术(dancing lights),黑暗术(darkness)以及妖火(faerie fire)各1次,施法者等级使用半精灵的角色等级。该特性取代适应力以及多才多艺。

双重思维(Dual Minded):部分半精灵的混合血统能够助其抵抗精神攻击。拥有该种族特性的半精灵的所有意志豁免获得+2加值。该特性取代适应力。

亲和力(Integrated):许多半精灵擅长讨好别人的技巧,使自己像是本地人一样融入一个群体。拥有该种族特性的半精灵的唬骗、交涉以及知识(地方)检定获得+1加值。该特性取代适应力。

社交能手(Sociable):半精灵擅长迷住他人并弥补自己的失言。如果拥有该种族特性的半精灵在尝试改变他人态度的交涉检定中失败5点或更多的话,他们能够在经过24小时之前获得第二次尝试影响这些生物的机会。该特性取代适应力。

警惕性(Wary):半精灵经常由于他人的敌意而被驱逐,因此许多半精灵在迁徙中花了大半辈子。这样的经历使得他们总是时刻警惕着他人。如果拥有该种族特性的半精灵的察言观色以及唬骗检定获得+1种族加值。该特性取代敏锐感官。

水之子(Water Child):有些半精灵生于栖息在水边的精灵族群。这些半精灵的游泳检定获得+4种族加值,并且总能够在游泳检定上取10(can always take 10 while swimming),此外还能够选择水族语作为奖励语言。该特性取代适应力以及多才多艺。

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半精灵,除非另有说明,每当你获得天赋职业的等级时均会获得该奖励。
剧透 -   :
炼金术士:炼金术士投掷的溅射武器(包括炼金术士的炼金炸弹)的射程增量提高1尺。在炼金术士获得该奖励5次(或5的倍数)之前没有效果;比如24尺射程增量与20尺射程增量的范围是相同的。
野蛮人:在对抗陷阱时,由陷阱感知获得的AC上的闪避加值以及反射豁免获得+1/4点加值。
吟游诗人:吟游诗人的每日吟游表演总轮数提高1轮。
骑士:骑士坐骑的基本速度提高1尺,坐骑在获得该奖励5次(或者以5为单位的倍数)之前没有效果。如果骑士更换他的坐骑,新坐骑也获得这些奖励。
牧师:牧师引导能量造成伤害或治疗伤害的总量提高1/3点。
德鲁伊:从牧师领域之力中选择一种1级获得并且每日使用次数为3+德鲁伊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。对于选择动物伙伴作为自然纽带的德鲁伊来说,动物伙伴获得1点技能点。如果德鲁伊更换他的动物伙伴,新动物伙伴也获得这些技能点。
战士:在对抗卸除武器或者闯越战技时,战士的CMD提高1点。
铳士:铳士的勇毅点上限提高1/4点。
审判者:审判者每日更改她最新的团队专长的次数提高1/4次。
魔战士:魔战士的奥能力池上限提高1/4点。
武僧:在通过狭窄表面时的特技动作检定以及逃脱检定获得+1/2加值。
先知:从先知法术列表中获得一个已知法术。此法术必须比先知可以施放的最高等级法术低一级。
圣武士:圣武士的所有灵光职业能力(all the paladin’s aura class features)的范围提高1尺。在圣武士选择该奖励5次(或5的倍数)之前没有效果;比如14尺灵光与10尺灵光的实际范围是相同的。
游侠:游侠的动物伙伴获得1点技能点。如果游侠更换他的动物伙伴,新动物伙伴也获得这些技能点。
盗贼:在使用唬骗检定进行虚招以及使用交涉检定搜集信息时获得+1/2加值。
术士:选择一种1级获得并且每日使用次数为3+术士魅力调整的血统力量。这个血统力量的每日使用次数+1/2次。
召唤师:精神向导的进化点数提高1/4点。
女巫:女巫魔宠习得一个女巫法术列表中的法术。此法术必须比女巫可以获得的最高级别法术低一级。如果女巫更换她的魔宠,新的魔宠依旧了解这个法术。
法师:当法师施放附魔系法术时,法术的施法者等级提高1/3级,但是该效果只在确定法术的持续时间时生效。

种族变体职业
以下种族变体职业适用于半精灵。

联结女巫(女巫变体)
所有的女巫都与未知的力量交流,而人类的天资与学习能力和精灵的血脉混合,赋予了某些半精灵引导奥术能量的天赋。联结女巫放弃了作为力量容器的魔宠,而是偏好一件能赋予她们更强大特别的物品,通过对这件强大物品所蕴含魔力的发掘,她们超越了那些仅仅依靠其庇护主的女巫。联结女巫拥有以下职业能力。
剧透 -   :
联结物品(Bonded Item,类法术能力):1级时,联结女巫获得一件联结物品,而非一只魔宠。这一联结物品与法师的奥术联结联结物品类似(核心手册78页),并遵从所有对于此类物品的规则,除了以下例外。
  联结女巫的联结物品既是她法术的容器,又是她与庇护主沟通的工具。联结女巫每日必须与其联结物品沟通方可准备法术。联结物品中储存了所有联结女巫的所知法术,联结女巫无法准备为储存在其中的法术。联结女巫在起始时和升级时获得同普通女巫一样数量的法术,也可以以同样的方法从卷轴中学习法术(进阶玩家指南68页),但是联结女巫不能从其它联结物品处习得法术。
  联结女巫并不拥有一本法术书,从2级开始,每日一次,联结女巫的联结物品可以用来施展一个由联结物品类型(由女巫选定)决定的法术。这一法术在计算时如同女巫施展的其他任何法术,包括施法时间,持续时间,和其它与女巫等级相关的效果。超魔专长或其他能力不能作用于这一法术。当联结女巫获得新的等级时,联结物品将获得新的女巫可以以此种方法施放的法术。每日一次,她可以使用联结物品施展这些法术中的任何一个,但是在法术的选择上有很大的灵活性,还能在获得新等级时获得更强大的法术。不同种类的联结物品法术参见下文。
  这一能力取代女巫的魔宠职业能力。
剧透 -   :
护符(Amulet): 2级—石拳术(stonefist,APG 247页);4级—熊之坚韧(bear’s endurance);6级—速度爆发(burst of speed,UC 225页);8级—强记术(mnemonic enhancer);10级—石肤术(stoneskin);12级—类人形态IV(monstrous physique IV,UM 229页);14级—火焰纹章(firebrand,APG 222页);16级—钢筋铁骨(iron body);18级—神威如狱(overwhelming presence,UM 230页)。

戒指(Ring):2级—护盾术(shield);4级—超越之障(ablative barrier,UC 221页);6级—防护能量伤害(protection from energy);8级—回避侦测(nondetection);10级—维生气泡(life bubble,APG 230页);12级—树脂皮肤(resinous skin,UC 242页);14级—反魔场(antimagic field);16级—偏转术*(deflection,APG 215页);18级—法术免疫(spell immunity)。

法杖(Staff):2级—橡棍术(shillelagh);4级—曲木术(warp wood);6级—植物滋长(plant growth);8级—巨树之锤*(arboreal hammer,UM 206页);10级—穿墙术(passwall);12级—地动术(move earth);14级—化棍法(change staff);16级—操控植物(control plants);18级—树界降诞(wooden phalanx,UM 249页)。

魔杖(Wand): 2级—魔法飞弹(magic missile);4级—敲击术(knock);6级—火球术(fireball);8级—复原术(restoration);10级—极效灼热射线(maximized scorching ray);12级—群体熊之坚韧(bull’s strength ,mass);14级—高等复原术(greater restoration);16级—强效极效火球术(empowered and maximized fireball);18级—强效极效火焰护盾(empowered and maximized fire shield)。

武器(Weapon):2nd—戒卫武器(warding weapon,UC 248页);4th—武器幻化(versatile weapon,APG 254页);6th—高等魔化武器(greater magic weapon);8th—念动冲锋(telekinetic charge,UC 247页);10th—能量炮击(energy siege shot,UC 228页);12th—剑刃护壁(blade barrier);14th—奥术大炮(arcane cannon,UC 223页);16th—地震术(earthquake);18th—驭雷而行(ride the lightning,UM 235页)。

*译注:带有*标记的都为目前仍未翻译的法术,翻译如下。
剧透 -   :
偏转术(deflection)
学派:防护系[力场]
等级:术士/法师 7
施法时间:标准动作
成分:语言,姿势,材料(一片蘸有胶水的橡胶)
范围:个人
目标:自己
持续时间:1轮/等级
  你被旋转的力场屏障所环绕,它会将任何没有击中你的攻击调转至攻击者自身。只要针对你的远程或近战攻击使用攻击检定确认是否命中你,该法术的效果就适用。如果攻击没有命中你,攻击者必须进行第二次攻击检定对抗其自身的AC,使用所有原本攻击所适用的调整值,一旦命中,攻击者会受到攻击的伤害并且承受所有该次伤害带来的其他结果。由于攻击检定失败以外的原因而没有命中的攻击你无法偏转(比如由于隐蔽)。同样,你不能偏转那些攻击你,但是单纯无法造成伤害的攻击。

巨树之锤(Arboreal Hammer)
学派:变化系
等级:德鲁伊 4
施法时间:标准动作
成分:语言,姿势,法器
范围:中距
目标:一颗超大型或更大的树木
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
  该法术活化一棵树的树枝并指示其对抗你的敌人。在施法者等级为10级或更低时,你能以超大型树木为目标。在施法者等级11-15级时,你能够以巨型树木为目标,在施法者等级为16级或更高时你能够选择超巨型树木为目标。活化树枝进行力量属性等同于10 + 你的施法者等级的猛击。树枝每轮进行1次攻击加值等同于你的施法者等级 + 树枝的力量调整值的攻击,并使用适当的体型调整值(超大型-2,巨型-4,超巨型-8)。超大型树木的击打造成2d6伤害,巨型树木的击打造成3d6伤害,超巨型树木造成4d6伤害;并加上等同于它1.5倍力量调整值的伤害。超大型树木的触及范围为15尺,巨型树木的触及范围为20尺,超巨型树木的触及范围为30尺。树木无法移动,它会攻击你施法时所指定的生物,你能够以一个移动动作指示树木攻击一名新的目标。树木无法通过夹击获得加值,也无法帮助其他人进行夹击。它无法攻击你看不到的敌人。

种植专家(炼金术士变体)
一些半精灵炼金术士混合了人类的好奇心和精灵与自然的联系。这类炼金术士可以操控炼金术的力量制造能重塑地形并让一大片的植被落叶的炸弹,或是制造赋予橡树的回复力和竹竹子的坚韧的药剂。种植专家拥有以下职业能力。
剧透 -   :
石南炸弹(Briar Bombs,超自然能力):2级时,种植专家获得绊足炸弹科研发现(tanglefoot bomb,极限魔法17页),但是纠缠会持续相当于种植专家智力调整值的轮数(至少1轮)。此外,当种植专家投掷一枚绊足炸弹,它会将溅射范围内的所有方格都变为困难地形,持续时间如同炸弹的纠缠效果。尽管这些炸弹不会造成伤害,但是种植专家的标准炸弹每能造成1d6伤害,石南炸弹的溅射半径就增加5尺。这一能力取代2级获得的科研发现。

树化药剂(Dendrite Mutagen,超自然能力):1级时,种植专家的突变药剂仍然可以造成形态变化的能力,但是造成的是树木般的茁壮,而不是标准突变药剂般的野性力量。饮用后,树化药剂提供+4天生护甲加值,任意一项物理属性+2炼金加值,对应精神属性-2罚值(如同标准突变合剂职业能力;进阶玩家指南28页)。此外,炼金术士只要处于有明亮光线的区域(比如日光或昼明术法术范围内)就会获得快速治疗1。该能力在其他方面如同标准突变药剂能力般运作,并取代之。
  一名选择高等药剂科研发现的种植专家创造出的树化药剂仍然提供+4天生护甲加值,同时在一项物理属性上提供+4加值,在另一项物理属性上提供+2加值。在药剂的持续时间内,种植专家在对应的两项精神属性上均承受-2罚值,但是若他处于明亮光线中,快速治疗提升至3。这一能力在其他方面如同高等药剂般运作,并取代之。
  一名选择高级药剂科研发现的种植专家创造出的树化药剂现在提供+6天生护甲加值,同时在一项物理属性上提供+6加值,第二项物理属性上提供+4加值,第三项物理属性上提供+2加值。在药剂的持续时间内,种植专家在智力,感知和魅力属性上均承受-2罚值,但是若他处于明亮光线中,快速治疗提升至5。这一能力在其他方面如同高级药剂般运作,并取代之。

贤者之证(Grand Discoveries,超自然能力):20级时,选择极致药剂作为高级科研发现的种植专家创造出的树化药剂现在提供+8天生护甲加值,在力量,敏捷和体质上提供+6炼金加值。在药剂的持续时间内,种植专家在智力,感知和魅力属性上均承受-2罚值,他若处于明亮光线中,便可获得快速治疗10。一名种植专家必须拥有高级药剂科研发现才能选择该贤者之证。

科研发现(Discoveries):以下科研发现可以完善种植专家变体的能力:精确炸弹(precise bombs)以上出自APG;除叶炸弹(defoliant bomb,见下文);阴魂不散(lingering spirit),炸弹轰炸(strafe bomb),日光炸弹(sunlight bomb)以上出自UM。

边栏:新科研发现(New Alchemist Discovery):下列科研发现更适合种植专家。
剧透 -   :
除叶炸弹(Defoliant Bomb*):这些有毒炸弹能够清除树叶,对植物类生物造成额外伤害。
  当炼金术士制造炼金炸弹时,可以选择制作够出对植物类生物造成额外伤害,但是对其他生物降低伤害的炸弹。在用其对抗植物类生物时,除叶炸弹造成1d8点伤害,并在之后的每个奇数炼金术士等级提高1d8点以取代原本的1d6伤害。在对抗其他类型生物时,除叶炸弹只能造成1d4点伤害,并在之后的每个奇数炼金术士等级提高1d4点而非原本的1d6伤害。这是毒素效果。除叶炸弹会杀死目标所在方格以及溅射范围内的所有普通植物;任何在该效果范围内的基于植物的困难地形会变为正常地形。

自然召唤者(召唤师变体)
半精灵往往与大自然紧密相连,而精灵的血脉是如此强大,以至于他的召唤能够影响自然。自然召唤者召唤出的幻灵在形态上更为自然与野性,并且来自于自然,而不是异界。自然召唤者拥有以下职业能力。
剧透 -   :
法术(Spells):自然召唤者不获得召唤怪物法术。他以召唤自然盟友法术在对应等级取代这些法术。这一能力是在普通召唤师法术列表上的改变。

幻灵(Eidolon):自然召唤者的幻灵比起其他召唤师的,显出更多的自然和野性。自然召唤者获得相当于其职业等级1/4的进化点数作为幻灵进化池中的奖励点数,但是他的幻灵不能选择以下进化:
  进阶玩家指南——1点进化点数:魔法攻击,技能(虽然幻灵能选择该进化,但是它只能选择下述技能:特技动作,攀爬,拖到,飞行,威吓,察觉,生存,游泳);2点进化点数:能量供给,免疫,武器训练;3点进化点数:伤害减免,威势;4点进化点数:喷吐武器,法术抗力。
  极限魔法——1点进化点数:基础魔法,非自然灵光;2点进化点数:引导抗力,头,进阶魔法,不死外形;3点进化点数:高等魔法;4点进化点数:任意门,虚体形态,生命感知,不需呼吸,终极魔法。这一能力是在普通召唤师幻灵能力上的改变,但是在其他方面与该职业能力相同。
译注:最初译法‘精神向导’在此变体中相对不太合适,故用幻灵一词代替。

召唤自然盟友I(Summon Nature’s Ally I,类法术能力):从1级起,每日3+魅力调整值次,自然召唤者可以施展召唤自然盟友。在3级和之后的每2级,这一能力的强度都会增加一个法术等级,允许其召唤更强大的生物(直到在17级时达到召唤自然盟友IX)。此外,在19级时,自然召唤者不能以类法术能力施展异界之门,但是可以使用召唤上古蠕虫*(summon elder worm,UM)或召唤沼喉怪*(summon froghemoth,UM)。这一能力在其他方面如同标准召唤师的召唤怪物I般运作,并取代之。

*译注:带有*标记的都为目前仍未翻译的法术,翻译如下。
剧透 -   :
召唤上古蠕虫(summon elder worm)
学派:咒法系(召唤)
等级:德鲁伊 9
施法时间:1轮
成分:语言,姿势
范围:近距
效果:一个召唤生物
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
  除了你召唤的是一只带有巨大化模板*的紫虫(purple worm)以外,该法术如同召唤自然盟友VIII一般作用。
*译注:巨大化模板见http://www.goddessfantasy.net/bbs/index.php?topic=50681.0。

召唤沼喉怪(summon froghemoth)
学派:咒法系(召唤)
等级:德鲁伊 9
施法时间:1轮
成分:语言,姿势
范围:近距
效果:一个召唤生物
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
  除了你召唤的是一只沼喉怪(froghemoth)以外,该法术如同召唤自然盟友IX一般作用。

荒野之影(游侠变体)
某些半精灵所感受到的孤立让他们选择在世界上的荒野包围中过着自我孤立的生活。这些游侠如同影子般潜伏在荒野里,与荒野本身建立的紧密的连接,而不是寻找伙伴的慰藉的帮助。虽然他们在城市或城镇环境中并不自在,但是却擅长应用地形来获得战术上的优势;他们在灌木间射出飞矢,以令人惊异的优雅穿越野地,并将荒野本身作为武器击倒敌人。荒野之影拥有以下职业能力。
剧透 -   :
荒野之心(Wild at Heart,特异能力):1级时,当处于城镇环境中时,一名荒野之影只能将其职业等级的1/2添加在野性认同检定上,并只能将其职业等级的1/4添加在追踪或辨识踪迹的检定上。在非城镇环境中,她在决定上述检定的加值时视为高2级。这一能力是对追踪和野性认同能力做出的补充。

偏好地形(Favored Terrain,特异能力):3级时,当荒野之影选择偏好地形,他不能选择城镇。在8级和之后的每5级,当他选择新的偏好地形时,他依旧不能选择城镇。这一能力是对偏好地形能力做出的补充。

穿林步(Woodland Stride,特异能力):这一能力如同游侠7级同名职业能力般运作,除了荒野之影在4级时便获得该能力。这一能力取代猎手羁绊。

神行步(Unfettered Step,特异能力):7级时,荒野之影的穿林步职业能力可以作用于在任何其偏好地形中的困难地形,即使这些地形是由魔法增强或特意创造用来阻碍移动的。这一能力取代7级时游侠获得的穿林步。

扰乱攻击(Harrying Attack,特异能力):11级时,荒野之影可以运用他对于地形的知识来在战斗中使用精明而狡猾的攻击。这类攻击可以使敌人在荒野之影的偏好地形内乱成一团。以一个标准动作,荒野之影选定一个在其视觉线内,且处于荒野之影偏好地形中的生物作为他的扰乱目标。一旦该生物被如是指定,每当荒野之影用近战或远程武器(不论是人造武器还是天生武器)命中扰乱目标时,目标都会陷入纠缠1轮。一名荒野之影不能同时拥有一名以上的扰乱目标,且扰乱目标必须属于其宿敌之一。他可以随时以一个自由动作取消该效果,但是在24小时内不能选择一个新的扰乱目标。若荒野之影确认了他的扰乱目标死亡,他在等待1小时之后便可选择一个新的扰乱目标。这一能力取代狩猎目标。

荒野伏击(Wild Stalker,特异能力):14级时,荒野之影学会和如何利用自然环境来隐藏自己在战斗中的位置。只要一名荒野之影处在其偏好地形内,且该偏好地形内的环境给他提供了掩蔽,掩蔽对AC和反射豁免上的加值提升1点。此外,当他处于其偏好地形内,且获得了隐蔽或完全隐蔽时,任何一种隐蔽提供的失手率都增加10%。而且,在16级和19级时,掩蔽提供的加值还会再+1,隐蔽提供的失手率还会再+10%(最高在20级时达到+3和+30)。这一能力取代伪装。
译注:原文如此,但是关于等级的数据一定在哪里有些不对,估计是该能力加值的提升是在17和20级,而不是16和19级。

地形大师(Master of Terrain,特异能力):19级时,荒野之影可以使他的扰乱攻击可以作用于非宿敌生物,他也可以选择以一个标准动作同时选定至多两名宿敌作为其扰乱攻击的目标。这一能力取代高等狩猎大师。

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

半精灵道具
半精灵可以使用以下道具。
剧透 -   :
半精灵道具
名称    价格    重量
金枫叶 50gp1/2磅
星图200gp1/2磅

金枫叶(Golden Maple Leaves):这种强效添加剂只能使用一种罕见的枫树的叶片制作出来,已知这种树只能在城市地区找到。这些矮小盘结的树木的成长过程极其缓慢——其叶片达到成熟需要3年的周期——并且它们几乎都是被半精灵种植栽培的。半精灵敏锐地察觉到这些长成的叶片的功效,而且通常只将这些劳动成果卖给他们的同族。当金枫树那纤弱的五角星形叶片最终成长为如其名称一般的金黄色时,就能够被采收了,晒干之后再磨成细粉,这个过程需要DC为15的知识(自然)或者专业(采药人,herbalist)检定。如果配合使用工艺(炼金)技能的话,就可以创造出特殊物质,类似于炼金润滑剂或烈性添加剂的物品,金枫叶会使任何炼金物品的制造DC降低5点,并且使其造成的任何豁免DC增加+1点。一份剂量的金枫叶粉能够在制造过程中增强3个炼金道具。

星图(Star Charts):许多半精灵居住在大城市或者较大的社区中,他们发现在这些地方难以与自然产生联系。因此其中部分人长时间逗留在旷野之上,而其他人则在夜晚爬上那高耸孤寂的房顶仰望星空。这些孤独的灵魂使用星图追寻星星以及其他天体的轨迹。任何人在晴朗的夜晚使用这样一张星图时,可以尝试DC为20的知识(地理)检定以判断她与月亮的大致位置。此外,如果在晴朗的夜晚使用星图,那么在防止迷路的生存检定上能够获得+2环境加值。

半精灵专长
半精灵可以使用以下专长。
剧透 -   :
洞察之眼(Discerning Eye)
你可不会轻易被幻术与赝品所蒙骗。
先决条件:精灵或半精灵,敏锐感官种族特性
好处:在对抗幻术系法术以及效果时,你的豁免检定获得+2种族加值。同时在使用语言学检定揭穿伪造文件时获得+2加值。你能够在未受训的情况下使用语言学技能揭穿伪造的文件。

精灵之魂(Elven Spirit)
虽然你是混血儿,但是你更接近你的精灵亲属,他们那充满魔力的血液流淌在你的血管中。
先决条件:半精灵
好处:你拥有精灵的精灵魔法种族特性,这使你在克服法术抗力时的施法者等级检定获得+2种族加值。此外在使用法术辨识技能检定辨认魔法物品的特性时,获得+2种族加值。另外,你能够选取任何精灵能够选择的,用于替换精灵魔法种族特性的种族特性。
特殊:你只能在1级时选择该专长。如果你选择该专长就不能选择人类之魂专长。

流放之路(Exile’s Path)
一直以来被躲避他人,并努力逃避自身血脉的经历,使你对窥视你内心的效果产生了抗力。
先决条件:半精灵
好处:每天1次,如果你在一次对抗附魔系法术或效果的意志豁免中失败,那么你能够重骰豁免检定,但是你必须接受第二次结果,即使重骰结果更差。

半卓尔典范(Half-Drow Paragon)
你的卓尔血脉十分强烈。
先决条件:卓尔血脉以及卓尔魔法种族特性,半精灵
好处:在判断与种族相关的效果时,你被视为卓尔精灵。此外,由卓尔魔法种族特性获得的类法术能力能够作为需要卓尔类法术能力才能选取的专长的先决条件。

人类之魂(Human Spirit)
你的血液中燃烧着激情,同时还拥有追求自我完善的不屈不挠的精神,这一切都突显着你的人类亲缘。
先决条件:半精灵
好处:你获得1点奖励技能点。每当你获得新的生命骰时,你获得额外1点技能点。你无法由此方式获得超过4点技能点。
特殊:你只能在1级时选择该专长。如果你选择该专长就不能选择精灵之魂专长。

文武全能(Multitalented Mastery)
你精熟于众多学科。
先决条件:角色等级5,半精灵,多才多艺种族特性
好处:你所拥有的所有职业均被视为天赋职业。每当你在任何职业上获得等级时,均可以获得+1生命值或者+1技能点的奖励。所有没有获得这些加值之一的职业等级也能够追授这些加值。
正常:拥有多才多艺种族特性的半精灵拥有两个天赋职业。

既非精灵也非人类(Neither Elf nor Human)
你将自身从你的血脉中抹除得如此彻底,就连魔法也无法识别出你。
先决条件:流放之路,飘忽不定,角色等级11,半精灵
好处:在判断与你的类别相关的有害法术以及效果时,你既不被视为精灵也不被视为人类,比如破敌武器或者游侠的宿敌职业能力。

飘忽不定(Seen and Unseen)
隐匿自身的你难以被魔法或者常规方式所探寻,同时你学会了与自身先祖战斗的技巧。
先决条件:流放之路,角色等级5,半精灵
好处:你在对抗所有探知(scrying)以及预言(divination)效果时,豁免检定获得+2加值。此外你的所有潜行检定获得+2加值,并且精灵、半精灵以及人类在使用生存检定追踪你时受到-4减值。

众口铄金(Shared Manipulation)
你能够巧妙地支持盟友的能力以误导并激怒他们的敌人。
先决条件:魅力13,半精灵
好处:以一个移动动作,你能够使30尺内的所有能够看到或听到你的友好生物在唬骗或威吓检定上获得+2加值(每当你使用该能力时选择提升哪种技能)持续的轮数等同于你的魅力调整值(最低1轮)。

半精灵奇物
半精灵可以使用以下奇物。
剧透 -   :
传承握扣(ANCESTRAL CLASP)
灵光:微弱变化系;施法者等级:5级
位置:无;价格:10000gp;重量:1/2磅
    半精灵喜爱使用这样道具激发自身的血脉力量并用于前线的战斗,传承握扣的形状类似一个金属管,两端均有开口,上面还复盖着精制的精灵刻文。当半精灵将传承握扣装置在柄(pommel),握手(grip)或者长弓、长剑、细剑、短弓的握柄上时,角色被视为擅长该武器。此外,当传承握扣被装置在任何冠以“精灵”之名的武器时,角色将其视为军用武器,就如同精灵的武器熟悉种族特性一样。若半精灵已经擅长上述武器,同时还装置传承握扣的话,他在使用该件武器进行攻击检定时获得+1洞察加值。虽然该效果源自道具的魔法,但是它在克服伤害减免时并不会使武器被视为魔法武器。装置或卸除传承握扣是一个标准动作。
制造条件:制造奇物,(paragon surge,见下文),制造者必须是半精灵
制造成本:5000gp

融合胸针(BROOCH OF BLENDING)
灵光:微弱变化系;施法者等级:3级
位置:颈部;价格:2000gp;重量:—
    有时,半精灵们发现他们在社交方面很容易完全融入精灵或人类之中。以一个标准动作,这个胸针的佩戴者能够将他的特征转变为真正的精灵或人类的样子。胸针的魔法实际上转化的是佩戴者的身体特征,这使他在显现为其所选种族的外观时,易容检定获得+20环境加值。这种转化并不会改变佩戴者的特性,并且了解佩戴者的人无需察觉检定就能认出他。变形持续至佩戴者再次使用胸针或者效果被移除为止。这种变化不会散发魔法灵光,也不会被侦测魔法(detect magic)探查,但是真知术(True Seeing)能够揭示该变化。该道具只对半精灵生效,但是也存在着给半兽人使用的版本。
制造条件:制造奇物,变身术(alter self),制造者必须是半精灵
制造成本:1000gp

外交官披风(CLOAK OF THE DIPLOMAT)
灵光:中等附魔系;施法者等级:7级
位置:肩部;价格:20000gp;重量:1磅
    当精灵与人类发生冲突时,半精灵总是会被派去协调纠纷。其中一部分关系是他们的血脉,但是他们作为交涉人与外交官的天赋也是重要的原因。外交官披风在辅助他们完成这类任务时有着很大的作用。该披风使穿戴者的交涉以及察言观色检定获得+5表现加值。此外每天1次,在进行一次交涉或察言观色检定之前,穿戴者能够唤起披风的力量,在该次检定进行2次掷骰,并且取较好的结果。最后,披风的穿戴者在使用交涉技能改善生物的态度时最高能够改善3级而非原本的2级。然而这件披风有一个缺点,如果穿戴者在使用交涉检定改善生物态度时失败5点或更多时,生物的态度降低2级而非原本的1级。
制造条件:制造奇物,魅惑人类(charm person),制造者必须拥有5级交涉与5级察言观色技能
制造成本:10000gp

净化珍珠(PURIFYING PEARL)
灵光:中等咒法系与变化系;施法者等级:10级
位置:无;价格:19000gp;重量:—
    这件道具深受外交官以及负责保护执政者与其他重要人物之人的青睐,这个散发光芒的白色小珍珠能够以两种方式净化毒素与腐败。其一,通过碰触每天净化至多10立方尺的食物或水,就如同对这些食物或水施放净化食粮法术一般。其二,每天1次,如果生物将其放在口中(以一个会引发借机攻击的标准动作),珍珠就会如同中和毒性法术(施法者等级10)一般作用于生物。
制造条件:制造奇物,中和毒性(Neutralize Poison),净化食粮(Purify Food and Drink)
制造成本:8000gp

世故之戒(RING OF THE SOPHISTICATE)
灵光:中等变化系与预言系;施法者等级:8级
位置:戒指;价格:11000gp;重量:—
    居住于城市的半精灵、人类以及半身人都比较喜欢这种戒指。这枚戒指那小巧朴实的银质基座上装饰着一块辐射切割成的蓝宝石,并在其金属环上雕刻有迷宫样式的图案。它通常被佩戴在小拇指上。戒指能够使佩戴者的察言观色以及知识(地方)检定获得+4表现加值。此外,通过指令每天1次,佩戴者能够使用戒指施放生物定位术或物品定位术(由佩戴者选择)。此外,佩戴者能够随意通过指令立刻了解到距离他最近的旅馆、酒馆或小酒吧的位置——只要这些设施是建立在规模等同于乡村(village)或更大规模的城镇中(GameMastery Guide 203页)并且距离佩戴者不超过20英里。
制造条件:制造戒指,指北术(Know Direction),生物定位术(Locate Creature),物品定位术(Locate Object),制造者必须拥有4级察言观色与4级知识(地方)技能
制造成本:5500gp

半精灵法术
半精灵可以使用以下法术。
剧透 -   :
遗忘沉眠(FORGETFUL SLUMBER)
学派:附魔系(胁迫)[影响心灵]
等级:吟游诗人 4,术士/法师 4,女巫 4
施法时间:1轮
成分:语言,姿势,材料(几滴河水)
范围:近距
目标:一名活物
持续时间:1分钟/等级
豁免:意志,通过则无效
法术抗力:可
   该法术如同深度睡眠(Deep Slumber)一般作用,但是只影响一名生命骰为10或更低的生物。此外,被该法术影响的生物在醒来后不会有被施放该法术的记忆。目标失去了在进入睡眠之前5分钟内的记忆。除了神迹术(Miracle)与祈愿术(Wish)之外没有任何效果能够恢复由此法术所丧失的记忆。

完美半精灵(PARAGON SURGE)
学派:变化系(变形)
等级:炼金术士 3,牧师 3,魔战士 4,圣武士 4,术士/法师 3,女巫 3
施法时间:标准动作
成分:语言,姿势
范围:个人(只限半精灵)
目标:自己
持续时间:1分钟/等级
  你的血脉力量急剧成长,暂时性地加强了体内所有的精灵血脉与人类血脉的力量,将你转化为兼具两个种族之力的完人——某种优于纯血精灵或人类的生物。与大多数变形效果不同,你的基本形态不会改变,因此你能够保留半精灵形态下所有的特意能力与超自然能力。
  在该法术存续期间,你的敏捷以及智力获得+2增强加值,并且在施放该法术时选择一个专长,只要你满足该专长的先决条件,就可以视为你拥有它。每日第一次对自己使用该法术时,你就必须选择这个已满足所有先决条件的专长。做出选择后,当日所有该法术的效果都固定为该专长。

惩戒之池(RESILIENT RESERVOIR)
学派:变化系
等级:魔战士 3,圣武士 3,术士/法师 4,女巫 4
施法时间:标准动作
成分:语言,姿势
范围:个人
区域:特殊,见下文
持续时间:1轮/等级
豁免:无(见下文)
法术抗力:可
  该法术会创造惩戒用的魔法波动,施法者能够极快地将其中的力量释放出来。
  当施放该法术后,所受到的近战攻击以及接触法术造成的伤害会被转移至特殊的贮存池之中,你可以在法术持续时间结束之前将这些伤害重定向。
  每当你被近战攻击或接触法术打击并受到生命值伤害,其中1点伤害被无效化并转移至该法术创造的贮存池之中。贮存池内能够存储的总伤害无法超过你的施法者等级(最高在20级时储存20点)。以一个直觉动作,在法术持续时间结束之前的任何时刻,你都能释放出一定额的能量,使你自身在一次技能检定、攻击检定、伤害检定或战技检定中获得洞察加值,加值等同于释放出的能量数,但是你必须在想要加强的检定进行之前这么做。每5个施法者等级,你能够额外多召唤贮存池一次(最高为15级时的4次)。
  如果你在该法术的效果的影响下,生命值降低至负值,该法术会自动释放贮存池中剩余的魔法,造成爆炸性的力场冲击。所有在15尺半径范围内的生物会受到1d6点力场伤害/每2点贮存池内的剩余能量(最高10d6)。成功的反射豁免可以将该伤害减半,同时法术抗力也适用于该效果。

城镇的恩典(URBAN GRACE)
学派:变化系
等级:炼金术士 1,吟游诗人 1,游侠 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:个人
目标:自己
持续时间:1分钟/等级
  你被城镇所眷顾,它使你更易于在建筑群与人群之间穿行。在法术的存续期间,你的陆上基本速度提高10尺。此外,进入被人群占据的方格并不会使你消耗两倍的移动速度,但人群依旧会给你提供遮蔽。不过即使在法术存续期间,当你进入敌人所占据的方格时,仍需进行适当特技动作检定。另外,当你使用特技动作检定通过崎岖的城镇地形时(比如屋顶与破损的路面),以及在使用攀爬检定攀登墙壁以及其他人造表面时获得+4环境加值。每当你在两栋建筑或其他人工构造之间进行特技动作检定进行跳远时,无论你实际行动的距离,总是被视为进行过了助跑(had a running start)。

原文
剧透 -   :
Half-Elves
Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.

Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

ALTERNATE RACIAL RULES
Due to their mixed heritage, half-elves exhibit great flexibility in their abilities.

Alternate Racial Traits
The following racial traits may be selected instead of existing half-elf racial traits. Consult your GM before selecting any of these new options.

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness (Bestiary 301). This racial trait replaces the low-light vision racial trait.

Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf ’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.

Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.

Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.

Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

Favored Class Options
The following favored options are available to all halfelves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

Alchemist: Add +1 foot to the range increment of the alchemist’s thrown splash weapons (including the alchemist’s bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Cavalier: Add +1 foot to the cavalier’s mount’s base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Fighter: Add +1 to the fighter’s CMD when resisting a disarm or overrun combat maneuver.
Gunslinger: Add +1/4 to the number of grit points in the gunslinger’s grit pool.
Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
Magus: Add +1/4 to the magus’s arcane pool.
Monk: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1 foot to the size of all the paladin’s aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Ranger: Add +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner: Add +1/4 to the eidolon’s evolution pool.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

RACIAL ARCHETYPES
The following racial archetypes are available to half-elves.

Bonded Witch (Witch)
While all witches commune with the unknown, the blend of human ingenuity and adept learning mixed with elven blood gives some half-elves a unique conduit to channel the powers of the arcane. Bonded witches forsake familiars as vessels of power in favor of a specific object that grants them powers above and beyond those of their patron alone, as they tap into the powerful magic of the item itself. A bonded witch has the following class features.

Bonded Item (Sp): At 1st level, a bonded witch gains a bonded item instead of a familiar. This bonded item is similar to a wizard’s arcane bond bonded item (Core Rulebook 78), and follows all the rules of such an item with the following exceptions.
  A bonded witch’s bonded item serves as a vessel for her spells and a conduit for communication with her patron. A bonded witch must commune with her bonded item each day to prepare her spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it. A bonded witch starts with the same number of spells and gains new spells the same way as a witch, and can even add spells by learning them from scrolls in the same way (Advanced Player’s Guide 68), but a bonded witch cannot learn spells from another bonded item.
  Since a bonded witch does not have a spellbook, starting at 2nd level, a bonded witch’s bonded item can be used once per day to cast a spell dependent on the type of bonded object chosen by the bonded witch. The spell is treated like any other spell cast by the bonded witch, including its casting time, duration, and other effects dependent of the bonded witch’s level. This spell cannot be further modified by metamagic feats or any other ability. As the bonded witch gains levels, the bonded item gains new spells that the bonded witch can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater f lexibility in what spells she can cast, and gains more powerful spells as she gains new levels. The bonded item spells associated with each item type are as follows.
  Amulet: 2nd—stonefist (Advanced Player’s Guide 247); 4th— bear’s endurance; 6th—burst of speed (Ultimate Combat 225); 8th—mnemonic enhancer; 10th—stoneskin; 12th—monstrous physique IV (Ultimate Magic 229); 14th—firebrand (Advanced Player’s Guide 222); 16th—iron body; 18th—overwhelming presence (Ultimate Magic 230).
  Ring: 2nd—shield; 4th—ablative barrier (Ultimate Combat 221); 6th—protection from energy; 8th—nondetection; 10th— life bubble (Advanced Player’s Guide 230); 12th—resinous skin (Ultimate Combat 242); 14th—antimagic field; 16th— def lection (Advanced Player’s Guide 215); 18th—spell immunity.
  Staff: 2nd—shillelagh; 4th—warp wood; 6th—plant growth; 8th—arboreal hammer (Ultimate Magic 206); 10th—passwall; 12th—move earth; 14th—change staff; 16th—control plants; 18th—wooden phalanx (Ultimate Magic 249).
  Wand: 2nd—magic missile; 4th—knock; 6th—fireball; 8th—restoration; 10th—maximized scorching ray; 12th— bull’s strength (mass); 14th—greater restoration; 16th— empowered and maximized fireball; 18th—empowered and maximized fire shield.
  Weapon: 2nd—warding weapon (Ultimate Combat 248); 4th—versatile weapon (Advanced Player’s Guide 254); 6th—greater magic weapon; 8th—telekinetic charge (Ultimate Combat 247); 10th—energy siege shot (Ultimate Combat 228); 12th—blade barrier; 14th—arcane cannon (Ultimate Combat 223); 16th—earthquake; 18th—ride the lightning (Ultimate Magic 235).
  This ability replaces the witch’s familiar class feature.


Bramble Brewer (Alchemist)
Some half-elven alchemists merge human curiosity with their elven link to nature. Such alchemists can manipulate the forces of alchemy to create bombs that reshape terrain and defoliate swaths of vegetation or to create mutagens that bestow the resilience of oak or the tenacity of bamboo. A bramble brewer has the following class features.

Briar Bombs (Su): At 2nd level, a bramble brewer gains the tanglefoot bomb discovery (Ultimate Magic 17), but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s  splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

Dendrite Mutagen (Su): At 1st level, a bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature; Advanced Player’s Guide 28). In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell). This otherwise works like the standard mutagen class feature and replaces that ability.
  A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability.
  A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as he is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability.

Grand Discovery (Su): At 20th level, a bramble brewer who selects the true mutagen grand discovery can create a dendrite mutagen that grants a +8 natural armor bonus and a +6 alchemical bonus to Strength, Dexterity, and Constitution. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s gains fast healing 10, but instead of only gaining fast healing in bright light, this fast healing persists in areas of bright or normal light. A bramble brewer must possess the grand mutagen discovery before selecting this discovery.

Discoveries: The following discoveries complement the bramble brewer archetype: precise bombs (Advanced Player’s Guide); defoliant bomb (Advanced Race Guide); lingering spirit, strafe bomb, sunlight bomb (Ultimate Magic).

New Alchemist Discovery
The following discovery is favored by bramble brewers.

Defoliant Bomb*: These poisonous bombs clear away foliage, dealing extra damage to plant creatures.
  When the alchemist creates a bomb, he can choose to have it deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the alchemist possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every oddnumbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target’s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.


Wild Caller (Summoner)
Often a half-elf ’s ties to nature and elven heritage are so strong that they can dramatically affect the nature of his summonings. The wild caller calls eidolons that take more natural and savage forms and summons from nature rather than the Great Beyond. A wild caller has the following class features.

Spells: A wild caller does not have access to summon monster spells. Instead, he swaps out those spells on his spell list with summon nature’s ally spells of the same level. This ability alters the normal spell list of the summoner.

Eidolon: The eidolon of a wild caller tends to take more natural and more savage forms than other summoners’ eidolons. A wild caller gains 1/4 his class level as bonus evolution points in his eidolon’s evolution pool, but his eidolon cannot take the following evolutions:
  Advanced Player’s Guide—1-point evolutions: magic attacks, skilled (while the eidolon can select this evolution, it can only do so with the following skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Survival, and Swim); 2-point evolutions: energy attacks, immunity, weapon training; 3-point evolutions: damage reduction, frightful presence; 4-point evolutions: breath weapon, spell resistance.
  Ultimate Magic—1-point evolutions: basic magic, unnatural aura; 2-point evolutions: channel resistance, head, minor magic, undead appearance; 3-point evolutions: major magic; 4-point evolutions: dimension door, incorporeal form, lifesense, no breath, ultimate magic.
  This ability alters the normal summoner’s eidolon class feature, but is otherwise identical to that class feature.

Summon Nature’s Ally I (Sp): Starting at 1st level, a wild caller can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modif ier. At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature’s ally IX at 17th level). Furthermore, at 19th level, the wild caller cannot use gate as a spell-like ability, but can use either summon elder worm or summon froghemoth (Ultimate Magic 240) instead. This ability otherwise functions like the standard summoner’s summon monster I ability and replaces that ability.


Wild Shadow (Ranger)
The isolation that some half-elves feel leads them to live a life of isolation amid the wild places of the world. Such rangers stalk the wild like shadows, creating close bonds with the wild itself instead of seeking the solace and aid of companions. While ill at ease within cities and other urban areas, they are adept at using the terrain to tactical advantage; they dart through brambles and rough terrain with uncommon grace and has the following class features.

Wild at Heart (Ex): At 1st level, a wild shadow adds only 1/2 his class level when making wild empathy checks while in urban areas, and adds only 1/4 his class level to follow or identify tracks in such areas. In non-urban settings, he is considered two levels higher when determining the bonuses for such checks. This ability alters the track and wild empathy class features.

Favored Terrain (Ex): At 3rd level, when a wild shadow chooses a favored terrain, he cannot choose urban as the terrain type. Furthermore, at 8th level and every five levels thereafter, when he chooses a new favorite terrain type, he cannot choose the urban terrain type. This ability alters the favored terrain class feature.

Woodland Stride (Ex): This ability functions as the 7thlevel ranger class feature of the same name, but the wild shadow gains it at 4th level instead. This ability replaces the hunter’s bond class feature.

Unfettered Step (Ex): At 7th level, a wild shadow’s woodland stride class feature functions in any difficult terrain within any of his favored terrains, even in areas that are enchanted or magically manipulated to impede motion. This ability replaces the ranger’s woodland stride class feature gained at 7th level.

Harrying Attack (Ex): At 11th level, a wild shadow can use his knowledge of terrain to make shrewd attacks in combat. Such attacks can make foes fumble or cause them to become entangled within areas of the wild shadow’s favored terrain. As a standard action, the wild shadow denotes one target within line of sight and within one of his favored terrains as his harried prey. Once the foe is so designated, every time the wild shadow hits this harried prey with a melee or ranged weapon attack (either manufactured or natural), that creature is entangled for 1 round. A wild shadow can have no more than one harried prey at a time and that creature must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, be he cannot select a new harried prey for 24 hours. If the wild shadow sees proof that his harried prey is dead, he can select a new harried prey after waiting 1 hour. This ability replaces the quarry class feature.

Wild Stalker (Ex): At 14th level, a wild shadow learns to better use natural surroundings to obscure his position in combat. Whenever a wild shadow is within one of his favored terrains and a feature of that terrain grants him cover, the bonuses to AC and Ref lex saves for that cover improve by 1. Additionally, while he is within one of his favored terrains, if he gains concealment or total concealment, the miss chance of either type of concealment improves by 10%. Furthermore, at 16th level and 19th level, the bonuses granted by cover increase by 1 and the miss chance increases by another 10% (maximum +3 and +30% respectively at 20th level). This ability replaces the camouf lage class feature.

Master of Terrain (Ex): At 19th level, a wild shadow can use his harrying attack against creatures other than his favored enemy or he can spend a standard action to designate up to two of his favored enemies as his harried prey instead. This ability replaces the improved quarry class feature.

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

Half-Elven Equipment
Half-elves have access to the following equipment.

Golden Maple Leaves: These potent additives can only be culled from a rare maple tree known to grow exclusively in urban areas. These small, elaborately twisting trees are extremely slow to grow and mature—the leaves reach maturity only once every 3 years—and they are almost always grown and cultivated by half-elves. Additionally, half-elves are keenly aware of the effort put into the leaves’ growth and normally only sell the products of their labors to others of their kind. When the golden maple’s delicate, five-pointed leaves finally take on their namesake’s color, they can be cut, dried, and then ground into a fine powder, a process that requires a DC 15 Knowledge (nature) or Profession (herbalist) check. When used in conjunction with the Craft (alchemy) skill to create special substances and items like alchemical grease or tanglefoot bags, golden maple leaves reduce the Craft DC by 5 and add +1 to the DC of any save required by the alchemical item. A single dose of golden maple leaf powder is sufficient to augment the crafting of three alchemical items.

Star Charts: Many half-elves live in large cities or communities where they find it difficult to commune with nature. While some go on long sojourns to the wilderness, others spend their evenings on high, lonely rooftops, gazing at the stars. These lonely souls use star charts to track the movement of the stars and other celestial bodies. Anyone referencing one of these charts on a clear night can attempt a DC 20 Knowledge (geography) check to determine her approximate location and the month. In addition, these charts grant a +2 circumstance bonus on Survival checks made to avoid getting lost at night with a clear sky.

Half-Elven Equipment
Item                  Cost   Weight
Golden maple leaves  50 gp   1/2 lb.
Star charts         200 gp   1/2 lb.


Half-Elven Feats
Half-elves have access to the following feats.

Discerning Eye
You are not easily fooled by illusions and forgeries.
Prerequisites: Elf or half-elf, keen senses racial trait.
Benefit: You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. You can use the Linguistic skill to detect forgeries untrained.

Elven Spirit
Although you are of mixed heritage, you are closer to your elven relatives and the magic in their blood flows freely in your veins.
Prerequisite: Half-elf.
Benefit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.
Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Human Spirit feat.

Exile’s Path
A lifetime spent shunned by others and eschewing your heritage makes you resistant to efforts to pry inside of your mind.
Prerequisite: Half-elf.
Benefit: Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it’s worse.

Half-Drow Paragon
Your drow blood is particularly strong.
Prerequisites: Drow-blooded and drow magic racial traits, half-elf.
Benefit: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spelllike abilities for the purposes of any feat prerequisites.

Human Spirit
Your blood burns with the passion and unyielding quest for self-improvement displayed so prominently by your human relatives.
Prerequisite: Half-elf.
Benef it: You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four skill ranks in this way.
Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Elven Spirit feat.

Multitalented Mastery
You are adept at numerous disciplines.
Prerequisites: Character level 5th, half-elf, multitalented racial trait.
Benefit: All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively for all class levels that have not yet gained one of these bonuses.
Normal: Half-elves with the multitalented racial trait have two favored classes.

Neither Elf nor Human
You have removed yourself from your heritage so thoroughly that even magic does not recognize you.
Prerequisites: Exile’s Path, Seen and Unseen, character level 11th, half-elf.
Benefit: You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger’s favored enemy class feature.

Seen and Unseen
Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.
Prerequisites: Exile’s Path, character level 5th, half-elf.
Benefit: You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, halfelves, and humans take a –4 penalty on all efforts to track you through the Survival skill.

Shared Manipulation
You can subtly bolster allies’ ability to misdirect and infuriate their enemies.
Prerequisites: Cha 13, half-elf.
Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round).

Half-Elven Magic Items
Half-elves have access to the following magic items.

ANCESTRAL CLASP
Aura faint transmutation; CL 5th
Slot none; Price 10,000 gp; Weight 1/2 lb.
DESCRIPTION
  Favored by half-elves seeking to distill their heritage into a combat edge, an ancestral clasp resembles a metal tube, open on both sides and covered in delicate elven calligraphy. Whenever a half-elf fits an ancestral clasp to the pommel, grip, or haft of a longbow, longsword, rapier, or shortbow, the character is treated as though she were proficient with that weapon. In addition, when an ancestral clasp is fitted to any weapon with the word “elven” in the title, the character treats the weapon as if it were a martial weapon, mirroring the Weapon Familiarity elven racial trait. A half-elf who already is proficient with one of the above weapons adorned with an ancestral clasp receives a +1 insight bonus on attack rolls with that weapon. Although this ability stems from the item’s magic, the affected weapon is treated as nonmagical for the purpose of overcoming damage reduction. Affixing and removing an ancestral clasp is a standard action.
CONSTRUCTION
Requirements Craft Wondrous Item, paragon surge, creator must be a half-elf; Cost 5,000 gp

BROOCH OF BLENDING
Aura faint transmutation; CL 3rd
Slot neck; Price 2,000 gp; Weight —
DESCRIPTION
  Occasionally, half-elves find it socially advantageous to blend in fully with either elves or humans. As a standard action, the wearer of this brooch can transform his features to appear either entirely elven or entirely human. The magic of this brooch actually changes the wearer’s features physically, granting him a +20 circumstance bonus on Disguise checks to appear as a member of the selected race. The transformation does not otherwise alter the wearer’s features, and those who know him recognize him without a Perception check. This change remains until the brooch is used again or removed. This change does not radiate magic and cannot be seen with detect magic, although true seeing does reveal the alteration. This item only functions for half-elves, but there are versions that exist for half-orcs as well.
CONSTRUCTION
Requirements Craft Wondrous Item, alter self, creator must be a half-elf; Cost 1,000 gp

CLOAK OF THE DIPLOMAT
Aura moderate enchantment; CL 7th
Slot shoulders; Price 20,000 gp; Weight 1 lb.
DESCRIPTION
  Half-elves are often called upon to mediate disputes when elves and humans come into conflict. This is due in part to their blood, but also to their natural skills as facilitators and diplomats. The cloak of the diplomat greatly aids them in this task. The cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature’s attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak’s power does have one drawback. Should the wearer ever fail a Diplomacy check to adjust a creature’s attitude by 5 or more, the creature’s attitude is reduced by two steps instead of one.
CONSTRUCTION
Requirements Craft Wondrous Item, charm person, creator must have 5 ranks in Diplomacy and Sense Motive; Cost 10,000 gp

PURIFYING PEARL
Aura moderate conjuration and transmutation; CL 10th
Slot none; Price 19,000 gp; Weight —
DESCRIPTION
  A favored tool of diplomats and those tasked with protecting the lives of regents and other important people, this small luminescent white pearl purifies putridity and poison in two ways. First, up to 10 cubic feet of food or drink that it touches per day is affected as if a purify food and drink spell had been cast upon the food or drink. Second, once per day, if placed in the mouth of a creature (as a standard action that provokes attacks of opportunity), the pearl acts as a neutralize poison spell cast on that creature (caster level 10th).
CONSTRUCTION
Requirements Craft Wondrous Item, neutralize poison, purify food and water; Cost 8,000 gp

RING OF THE SOPHISTICATE
Aura moderate transmutation and divination; CL 8th
Slot ring; Price 11,000 gp; Weight —
DESCRIPTION
  A favorite ring of urban half-elves, humans, and halflings, this small and plain silver band is set with a single radiant-cut sapphire and decorated with a mazelike pattern engraved into the ring’s metal. Often worn on the little finger, the ring grants its wearer a +4 competence bonus on Sense Motive and Knowledge (local) checks. Also, once per day on command, the wearer can use the ring to cast either locate creature or locate object (the wearer’s choice). Furthermore, on command and at will, the wearer can instantly know the direction from her to the nearest tavern, pub, or similar watering hole as long as that establishment is in a settlement whose population is equivalent to that of a village or greater (GameMastery Guide 203) and which is within 20 miles of the wearer.
CONSTRUCTION
Requirements Forge Ring, know direction, locate creature, locate object, creator must have at least 4 ranks in both Sense Motive and Knowledge (local); Cost 5,500 gp

Half-Elven Spells
Half-elves have access to the following spells.

FORGETFUL SLUMBER
School enchantment (compulsion) [mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 round
Components V, S, M (a few drops of river water)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
  This spell acts as the deeper slumber spell, but only affects one creature of 10 Hit Dice or fewer. In addition, a creature affected by this spell awakens with no knowledge of the events that led to the spell’s casting. The target loses all memory from the 5 minutes prior to falling asleep. No effect short of a miracle or wish can restore memories lost by this spell.

PARAGON SURGE
School transmutation (polymorph); Level alchemist 3, cleric 3, magus 4, paladin 4, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range personal (half-elf only)
Duration 1 minute/level
  You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear.
  For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.

RESILIENT RESERVOIR
School transmutation; Level magus 3, paladin 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range personal
Area special, see text
Duration 1 round/ level
Saving Throw none (see below); Spell Resistance yes
  This spell creates a magical well of retribution that a caster can unleash with blinding speed.
  Upon casting this spell, damage from melee attacks and touch spells gets transferred into a special pool that you then redirect before the spell’s duration expires.
  Each time you are struck by a melee attack or touch spell that deals hit point damage, 1 point of damage is negated and transferred into the reservoir created by this spell. The total number of points in the reservoir cannot exceed your caster level (to a maximum of 20 points at 20th level). As an immediate action, anytime before the spell’s duration expires, you can release some or all of the energy of the reservoir, granting yourself an insight bonus on one skill check, attack roll, damage roll, or combat maneuver check, but you must do so before the roll is made. This bonus is equal to the number of points in the reservoir. For every five caster levels, you may call upon the reservoir one additional time (maximum of four times at 15th level).
  If you are reduced to negative hit points while you are under the effect of this spell, the spell automatically release the remaining magic of the reservoir in a concussive blast of force. All creatures within a 15-foot radius take 1d6 points of force damage per 2 points remaining in the reserve (maximum of 10d6). A successful Reflex save halves this damage, and spell resistance applies to this effect.

URBAN GRACE
School transmutation; Level alchemist 1, bard 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range personal
Duration 1 minute/level
  You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance traveled.
« 上次编辑: 2015-08-08, 周六 12:13:56 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

离线 月夜白雨

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Re: 【ARG】半精灵(Half-Elves)
« 回帖 #1 于: 2012-10-21, 周日 15:16:11 »
第一张图好合口味 :em032
我月夜白雨只想安静地过图书馆长的生活。

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Re: 【ARG】半精灵(Half-Elves)
« 回帖 #2 于: 2012-10-21, 周日 18:26:14 »
同样喜欢第一张啊
因为短暂才会想要不朽,因为卑微才会想要权利,因为软弱才会整天叫嚷着:“我们要掌握自己的命运,我们要改变自己的命运!”
命运是什么?你所能改变的和不能改变的,你所能选择的和你无法选择的,都是命运。
那些两腿站立的生物认为:对抗命运征服命运才是强大的表现!结果到头来无非是自寻烦恼。


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Re: 【ARG】半精灵(Half-Elves)
« 回帖 #3 于: 2012-10-22, 周一 13:46:35 »
圆满了吗!

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Re: 【ARG】半精灵(Half-Elves)
« 回帖 #4 于: 2013-10-06, 周日 01:33:47 »
半精灵(Half-Elves)

  精灵引起其他种族的垂涎已不是一天两天了。漫长的寿命,魔法的天赋,与生俱来的优雅等等无一不是邻居们羡慕或嫉妒的对象。然而,没有谁比人类和精灵各方面之美更为接近。这两族最先相互接触,人类把精灵当作肉体的完美化身,将其视作自身的理想版本。另一方面,尽管觉得人类相对有点粗野,很多精灵还是被这个年轻种族的激情和狂热所深深吸引。

  这种相互的迷恋有时会成为一段情史的开端。尽管即便以人类的标准而言这段罗曼史也往往过于短暂,但其确实常会带来半精灵的降生,这孩子既是两者文化融合的结晶,却又不属于任一方。半精灵之间也可以结合生子,但即便是“血统最纯”的半精灵也常被人类和精灵双方当作贱种。夹在命运祝福与嘲弄之间,半精灵常将自己看作迷失在世界中心的孩子。

  体貌描述:半精灵比人类稍高,比精灵略矮。他们的体格更像精灵血统靠拢,但肤色则受人类一侧的影响更深。半精灵也有长长的耳朵,但不如精灵的那么尖。他们的眼睛形状更像人类,但眼睛的颜色则是从琥珀色、紫罗兰到翡翠绿、天青蓝的别具一格。上述状况在半精灵出身于卓尔精灵血统时大相径庭。这些半精灵的发色如同卓尔血亲般纯白或银灰,肤色倒是相比卓尔的暗灰色更加偏向稍亮的蓝或紫色,而眼睛的颜色则更像人类亲属。

  社会:缺少独有的故乡和文化迫使半精灵保持着多面手的特色,能够适应几乎任何环境。尽管出于和父母一代相同的原因,半精灵往往能够吸引两者的种族,但他们甚少能真正地融入人类或精灵,因为双方都能在半精灵身上看到太多对方的影子。这种不被认可给很多半精灵套上了沉重的枷锁,不过也有不少半精灵善用自身的无二特质赢取了终极的自由。作为结果,半精灵具有非凡的适应力,能够在任何置身的社群中调整好心态、并保证自己有一技之长。
  即便被血统的其中一方所欢迎的半精灵也会发现,自己常被夹在双方的文化之间,他们常常被恭维、哄骗、甚至是被强迫去担任人类和精灵两个种族之间的亲善大使。很多半精灵在这种任务中脱颖而出,把其当作是向双方种族证明自身价值的难得良机。另一些半精灵则痛恨这种被强加的负担,仅仅为了个人利益而参与人类和精灵之间的交易、和平等调停事务。

  关系:半精灵懂得孤独的含义,并明白生命体验对人格的塑造比出身种族更关键。因此他们经常和其他种族之间建立友谊和联盟,相比其他人而言更少把第一印象作为评判新朋友的根据。
  其他种族经常为了追求强大力量而产生混血儿,譬如半兽人、半龙或半炼狱族;半精灵则在他们的亲族和其他世人眼中有着不同的位置。钦羡精灵种族的人类,将半精灵视作两族之间的联系和桥梁。但是当人类将不公平的重任强加给半精灵、这种期望又未能实现时,他们对半精灵的态度却往往迅速地沦为轻蔑和嘲弄。另外,被精灵抚养或在精灵社会里长大的半精灵常因人类的那一半血统而境遇不佳,他们全力以赴仍难跟上精灵式的教育方针,即便是最为善意的精灵导师也常向半精灵灌输应当为了“上进”而拒绝自己的人类半身。其中的例外则是那些少见的、人类和卓尔精灵所生的半精灵。与半兽人的不幸并无大异,这种结合往往是暴力和野蛮的后果,导致母亲哪怕不致亲手扼杀幼子,也不愿接受这个孩子。更有甚者,由于半卓尔的体貌特征明确地体现了出身,使得他们想要让人更注重自己的品格和功绩、而非血统,变得愈发困难重重。即便最富同情心的半精灵也会在见到半卓尔时望而却步。
  半精灵经常能够和其他种族建立独一无二的联系。具有不信任精灵这一传统的矮人,会认为半精灵的人类血统还算靠谱,并将他们更多地视作“半人类”而非半精灵。此外矮人比较长寿,矮人的寿命与半精灵的接近程度远胜于与其双亲。因此半精灵和矮人之间常有长久的羁绊,可能是友情、公务甚至竞争心。【译者吐槽:坦尼斯老弟,咱明天要去砍小龙人了,今儿再陪俺火炉喝一杯。】
  侏儒和半身人常将半精灵看成稀罕的家伙。置身于社会边缘、无家可归的半精灵通常会瞧不起侏儒和半身人的轻佻,但私下里却又嫉妒他们的无忧无虑。聪明上进的侏儒和半身人有时会与半精灵为伍一同冒险,利用半精灵的优势来共同完成自己独力所难及的事业。【译者吐槽:泰斯!我会把你从那条鳄鱼的嘴里揪出来的,不过你最好先解释下为啥我的钱包又在你手里?!】
  最为独特和具有分歧的关系当属半精灵和半兽人之间的了。由非人类的那一侧抚养长大的半精灵和半兽人会将彼此视为可憎的亘古仇敌。但是,被社会边缘化的半精灵则明白,半兽人常由于外表和粗犷天性而比自己承受更多的苦难,因此对他们有着强烈、甚至是一见如故的亲切感。并非所有半兽人都能理解这种同情,但愿意接受它的半兽人会发现自己身边多了一位无私的交涉家、好朋友和辩护人。投桃报李的半兽人时常会请缨为保镖或打手、以及其他能发挥自己强壮体格这一长处的方式来回馈半精灵的这份善意。

  阵营和宗教:半精灵被异化的遭遇对他们的人格和价值观影响深远。残酷无情和逆来顺受都不是他们的天性——因此多数半精灵都是混乱善良的。传统文化的缺失使半精灵难有统一的宗教,但他们通常会沿袭故乡的信仰习俗。还有些半精灵皈依较晚,尤其是当其远离社会、以及信仰传教等熏陶时。一些半精灵能够体会信仰的推动力,但其生活方式又与社会中严格的宗教信条不同。这些精灵往往尊崇自由、和谐、平衡这些抽象的理想和概念,或直接信仰世界的源动力。还有甚者为已被长久遗忘的古神吸引,认为远眺而非近尊神祗的理念更适于自身。

  冒险:半精灵有着巡礼者的倾向,游荡在五湖四海、只为寻找一个终于能称为家的地方。向世人证明自己的身份和存在这一欲望,驱使着众多半精灵冒险者勇敢地生活。一些半精灵认为自己尽管长寿、但拥有的时间更接近人类而非精灵,这令他们期冀于尽早积累财富、权力和名望,如此才能在余生加以享受。

  常见男名:卡拉瑟斯(Calathes),恩西诺(Encinal),艾拉迪利(Iradli),凯拉斯(Kyras),纳西索(Narciso),昆瑞(Quinray),赛尔泰(Seltyiel),齐路尔(Zirul)。

  常见女名:凯瑟兰(Cathran),爱斯贝丝(Elsbeth),爱恩多莉(Iandoli),柯扬娜(Kieyanna),莉雅达(Lialda),玛黛拉(Maddela),莱妲(Reda),塔玛莉耶(Tamarie)。



种族亚种(Racial Subtypes)

  你可以将种族替换规则加以组合,构建如下半精灵亚种。

  卓尔后裔(Drow-Descended):这些半精灵明显地携带者黑暗精灵父母的特征,无论其企图或人品如何,都常遭到他人的怀疑目光。这些半精灵拥有「卓尔血脉」和「卓尔魔法」种族特性。

  精灵抚养(Elf-Raised):这些半精灵受到了精灵亲人的呵护,并接受了典型纯血精灵式的传统文化熏陶和教育。这些半精灵拥有「祖传武器」和「奥术训练」种族特性。

  人类抚养(Human-Raised):这些半精灵在人类社群中出生长大并逐渐接受周遭环境,抚养他们的常为独户或教会、神殿等慈善机构。这些半精灵拥有「亲和力」和「警惕性」种族特性。