純美蘋果園

譯文資料區 => Pathfinder RPG => Pathfinder => 战役设定(Campaign Setting) => 主题作者是: 四月 于 2014-05-07, 周三 03:31:35

主题: 【ISC】变体职业(Archetypes)
作者: 四月2014-05-07, 周三 03:31:35
变体职业(Archetypes)
变体职业的概念最初刊载于进阶玩者手册(Advanced Player’s Guide)。通过变体职业,你能够进一步特化角色,通过将部分职业能力替换为更加适宜某些特定主题的能力,来使得角色的作用更为明确。后文中的变体职业与内海地区的某些元素具有很强的联系,但是你也可以将它们用于任何类似的设定中。
你可以在进阶玩者手册的72页找到关于变体职业的完整规则(相关部分的翻译请见这里 (http://www.goddessfantasy.net/bbs/index.php?topic=61134.0))。

索引
巴克雅尔绑匪(盗贼变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630454#msg630454)
猎仇蜂(战士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630455#msg630455)
杜鲁玛黑衫兵(战士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630528#msg630528)
枪迷(铳士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630593#msg630593)
刺魔宗师(武僧变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630833#msg630833)
义洛理圣武士(圣武士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630867#msg630867)
丛林蛮人(野蛮人变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg630951#msg630951)
金塔格叛乱者(盗贼变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631013#msg631013)
七相僧(武僧变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631029#msg631029)
欧克诺解放者(盗贼变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631344#msg631344)
奥托(矮人武僧变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631362#msg631362)
卡蒂亚马王(骑士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631364#msg631364)
粗莽怒兽(反圣武士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631377#msg631377)
紫貂军团兵(游侠变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631638#msg631638)
破封者(反圣武士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631645#msg631645)
休盎提烧灼骑手(野蛮人变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631663#msg631663)
攻城炮匠(铳士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631670#msg631670)
法痕流浪者(骑士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631760#msg631760)
扭曲棘林屠魔者(游侠变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631768#msg631768)
乌斯塔拉夫决斗者(战士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631771#msg631771)
波涛驭手(骑士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=67827.msg631772#msg631772)


原文
Archetypes
The concept of archetypes first appeared in the Advanced Player’s Guide. With an archetype, you can further specialize a character to fill a rarified role by replacing some of your class features with others that fall into specific themes. The archetypes detailed below all have strong ties to elements in the Inner Sea region, but you can use these archetypes in any setting with similar themes.
Full rules for how archetypes function can be found beginning on page 72 of the Advanced Player’s Guide.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-07, 周三 03:32:04
巴克雅尔绑匪(盗贼变体)
Bekyar Kidnapper (Rogue Archetype)
作为众多芒吉莽原(Mwangi Expanse) (http://www.goddessfantasy.net/bbs/index.php?topic=55123.0)的原生种族之一,巴克雅尔人(the Bekyar people)是十足的奴隶贩子与恶魔崇拜者。巴克雅尔绑匪不仅能够熟练地在茂密的丛林中隐藏自身,还能够迅速地制服她的猎物,此外她还善于散布传闻,这些传闻可能是隐蔽的遗迹、被埋葬的财宝、或者是任何其他能够吸引大意的外来者进入她精心布置的陷阱的宝藏信息。

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

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

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

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

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

Rogue Talents: The following rogue talents complement the Bekyar kidnapper archetype: black market connectionsUC, camouflageAPG, combat trick, rope masterUC, survivalistAPG, and terrain masteryUC.
Advanced Talents: The following advanced rogue talents complement the Bekyar kidnapper archetype: crippling strike, hide in plain sightUC, knock-out blowAPG, rumormongerUC, and weapon snatcherUC.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-07, 周三 03:32:41
猎仇蜂(战士变体)
Calistrian Hunter (Fighter Archetype)
并非每个卡利斯翠 (http://www.goddessfantasy.net/bbs/index.php?topic=54385.0)信徒(Calistrian)都能够将自身奉献于女神,通过神术来向那些应受惩罚之人降下制裁。就像赏金猎手会遵循自己的准则一般,猎仇蜂会使用自身的才智追踪行踪不定的猎物,并对目标施行它早该应得的惩罚,而在此刻,猎仇蜂能够通过享受完成工作带来的快感而轻易忽略自身受到的创伤。

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

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

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

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

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

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

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

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

原文
Calistrian Hunter (Fighter Archetype)
Not every Calistrian who dedicates himself to the goddess can channel divine magic to track down those who deserve punishment. Like a bounty hunter following his own rules, a Calistrian hunter tracks down elusive prey using his wits and delivers long-overdue retribution while easily ignoring his own injuries thanks to the joy he receives from a job well done.
Weapon and Armor Proficiency: A Calistrian hunter is proficient with all simple and martial weapons, plus the whip. In addition, the hunter is proficient with light and medium armor as well as shields (except tower shields). This replaces the normal fighter armor and weapon proficiencies.
Class Skills: A Calistrian hunter gains Diplomacy, Knowledge (local), and Perception as class skills and loses Knowledge (dungeoneering) and Knowledge (engineering) as class skills.
Tenacious Tracker (Ex): At 2nd level, a Calistrian hunter gains a +1 bonus on Diplomacy checks to gather information and on Survival checks made to identify or follow tracks. This bonus increases by 1 for every 4 levels the Calistrian hunter possesses beyond 2nd. This ability replaces bravery.
Vengeance (Ex): At 5th level, a Calistrian hunter deals 1d4 points of bleed damage when he damages a creature that has damaged him since the beginning of his last turn. Whenever a creature takes bleed damage from this effect, it also takes a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. This penalty is a pain effect and does not stack with the effects of the sickened condition. This bleed damage increases to 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level. This ability replaces weapon training 1.
Savor the Sting (Ex): At 9th level, whenever a target takes bleed damage from a Calistrian hunter’s vengeance ability, the Calistrian hunter gains an equal number of temporary hit points. These temporary hit points last for 1 minute and do not stack with each other. This ability replaces weapon training 2.
Swift Revenge (Ex): At 13th level, a Calistrian hunter gains the quarry class feature; this functions like the ranger ability of the same name, but the target must be one that has damaged the Calistrian hunter in the past hour. This ability replaces weapon training 3.
Perceived Wrongs (Ex): At 17th level, a Calistrian hunter can, once per day, use his vengeance ability against any creature—even one that has not harmed him. If the target is also one that has damaged him since the beginning of his last turn, the bleed damage increases to 3d6 and the target is sickened for as long as the bleed effect continues. This ability replaces weapon training 4.
Certain Revenge (Ex): At 20th level, a Calistrian hunter gains the improved quarry class feature; this functions like the ranger ability of the same name, but the target must have attacked him in the past day. Whenever he uses his vengeance ability against his quarry, the bleed damage increases by 2 per bleed damage die. This ability replaces weapon mastery.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-07, 周三 12:04:25
杜鲁玛黑衫兵(战士变体)
Druman Blackjacket (Fighter Archetype)
这些被称为黑衫兵的武者们是杜鲁玛(Druma) (http://www.goddessfantasy.net/bbs/index.php?topic=53193.0)的精英士兵,可他们一直都是雇佣兵,而非正规军。不过俗话说有钱能使鬼推磨,卡利斯拉德的信众(Kalistocrats)也能支付高额佣金来确保这些强者的忠诚。因此黑衫兵全部装备精良,致力于进行小规模战术训练,并能够迅速拟定策略处理他们金主所受到的任何威胁。

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

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

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

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

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

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

原文
Druman Blackjacket (Fighter Archetype)
Known as the Blackjackets, the elite soldiers of Druma are and always have been mercenaries rather than a standing army. Still, gold buys loyalty, and the Kalistocrats pay best of all. As a result, the Blackjackets are well equipped and dedicate themselves to training in small-unit tactics, quickly communicating strategies and tricks to handle any threat to their charges.
Bonus Feats: In addition to combat feats, a Druman Blackjacket can choose Improved Iron Will, Iron Will, or any teamwork feat as bonus feats.
Well-Paid Loyalty (Ex): At 2nd level, a Druman Blackjacket gains a +1 bonus on Will saves against compulsion spells, spell-like abilities, and effects. This bonus increases by 1 for every 4 levels the Blackjacket possesses beyond 2nd. This ability replaces bravery.
Blackjacket Tactics (Ex): At 4th level, two or more Druman Blackjackets can spend 1 minute discussing strategy, then choose a single teamwork feat (Advanced Players Guide 150) possessed by at least one of them. For a number of hours equal to the class level of the highestlevel Blackjacket, the participants each gain the benefits of the selected feat even if they do not meet the feat’s prerequisites. If a creature benefiting from this ability moves more than 30 feet away from any other participant, it loses all benefits of this ability until it is again within 30 feet. Creatures that do not have levels in this archetype can’t benefit from this ability, and no creature can benefit from this ability more than once at any given time. This ability replaces the bonus feat gained at 4th level.
Amateurs! (Ex): At 8th level, when using the Blackjacket tactics ability, a Druman Blackjacket can include one or more creatures without levels in this archetype, but doing so reduces the duration of the effect to a number of minutes equal to the class level of the highest-level Blackjacket instead of a number of hours per level. If only Blackjackets are included in the effect, all Druman Blackjackets affected gain a +1 morale bonus on skill checks and saving throws for the duration of the effect. This ability replaces the bonus feat gained at 8th level.
Superior Tactics (Ex): At 12th level, a Druman Blackjacket who uses the Blackjacket tactics ability can allow all affected Blackjackets to gain a second bonus teamwork feat possessed by at least one of the participants. This ability replaces the bonus feat gained at 12th level.
Esprit de Corps (Ex): At 16th level, a Druman Blackjacket grants all Blackjackets with whom he is sharing one or more teamwork feats through the Blackjacket tactics ability a +2 morale bonus on attack rolls, ability checks, skill checks, and saving throws. Each affected Blackjacket increases this bonus by 1 if another affected Blackjacket has been reduced to 0 or fewer hit points since the beginning of his last turn. This ability replaces the bonus feat gained at 16th level.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-07, 周三 15:48:41
枪迷(铳士变体)
Gun Scavenger (Gunslinger Archetype)
尽管阿肯斯塔(Alkenstar) (http://www.goddessfantasy.net/bbs/index.php?topic=51734.0)才是内海地区火器生产与革新的中心,不过对于其他地方的火器爱好者来说,燧石的撞击声与枪膛产生的硝烟就足以激发她们的灵感,凭借自己的一双巧手而非他人设计的蓝图来制造枪械。枪迷会收集废弃物、备用零件以及任何其他可能用得上的部件——只要这些东西进行稍加修改——便能给自己的火器添加额外的优势。

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

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

炫技(Deeds):枪迷会在相应的等级获得后文列出的炫技。

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

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

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

原文
Gun Scavenger (Gunslinger Archetype)
Although Alkenstar is the center of firearm production and innovation in the Inner Sea, the crack of flint and tang of gun smoke is enough to inspire enthusiasts elsewhere to try their hand at making their own guns using intuition instead of blueprints. A gun scavenger collects scraps, spare parts, and other components that might—if modified properly—give her firearm an extra edge.
Gunsmith: The gun scavenger’s starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat (Ultimate Combat 103) to repair it. This ability works in all other ways like the gunslinger’s gunsmith class feature.
Go By Feel (Ex): A gun scavenger’s intuitive and unique style leaves her firearms prone to misfire, whether as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm’s misfire chance to 0; it can always misfire on a natural 1.
Deeds: A gun scavenger gains the following deeds at the listed level.
Change Out (Ex): At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality (Ultimate Combat 137); increases the damage dealt by the pistolwhip deed by one die size; or increases the firearm’s range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken. This deed replaces the quick clear deed.
Jury-Rig (Ex): At 7th level, as a standard action, a gun scavenger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: distance, flaming, glameredUE, or thundering. If she spends 2 grit points, she can instead grant the firearm flaming burst or stalkingUE. Multiple uses of this ability don’t stack with themselves. This deed replaces the targeting deed.
Arbitrary Aim (Ex): Starting at 2nd level, a gun scavenger’s attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a dodge or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level). This ability replaces nimble.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-07, 周三 23:20:33
刺魔宗师(武僧变体)
Hamatulatsu Master (Monk Archetype)
金欲魔姐妹会(Sisterhood of the Golden Erinyes)曾经是欲魔女王(Eiseth)座下姐妹会的一部分,这个女性武僧组织致力于使用体术来达到尖刺魔(barbed devil) (http://www.goddessfantasy.net/bbs/index.php?topic=52697.0)的倒刺才能造成的可怕创口,这并不会杀死敌人,但却能让对方永久遭受痛苦带来的折磨——即被称作“尖刺魔之击(hamatulatsu)”的技法。这些女子还在对抗自身技巧上投入了相当程度的训练,而且她们几乎全员崇拜阿斯莫迪尔斯(Asmodeus) (http://www.goddessfantasy.net/bbs/index.php?topic=54375.0)。

阵营(Alignment):刺魔宗师的阵营必须是守序中立或者守序邪恶。

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

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

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

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

原文
Hamatulatsu Master (Monk Archetype)
Once part of the Sisterhood of Eiseth, the Sisterhood of the Golden Erinyes is an order of female monks dedicated to emulating the painful strikes of the barbed devil, leaving targets alive but permanently scarred and broken by pain—a method called hamatulatsu. The sisters train equally hard to resist their own techniques, and nearly all revere Asmodeus.
Alignment: A hamatulatsu master must be lawful neutral or lawful evil.
Bonus Feats: A hamatulatsu master replaces the normal monk bonus feats with the following: Defect Arrows, Dodge, Exotic Weapon Profciency, Improved Grapple, Intimidating Prowess, Scorpion Style, or Weapon Focus. At 6th level, the following feats are added to the list: Gorgon’s Fist, Hamatulatsu (Pathfnder Campaign Setting: The Inner Sea World Guide 287), Improved Sunder, Mobility, Power Attack. At 10th level, the following feats are added to the list: Critical Focus, Impaling Critical (unarmed strike) (Ultimate Combat 105), Improved Critical, Medusa’s Wrath, Snatch Arrows. At 14th level, the following feat is added to the list: Improved Impaling Critical  (Ultimate Combat  105). Anytime a hamatulatsu master would gain a bonus feat, she can instead choose to gain two additional uses of stunning fst per day.
Stunning Fist (Ex): A hamatulatsu master expands the conditions that she can apply to the target of her stunning fst beyond merely stunning her target. At 4th level, she can choose to make the target shaken for 1 minute. At 8th level, she can choose to deal 1d10 points of nonlethal bleed damage. At 12th level, she can choose to make the target frightened for 1d3 rounds. At 16th level, she can deal 2d12 points of nonlethal bleed damage. The shaken and frightened conditions allow the target to attempt a Will save to negate the efect instead of a Fortitude save. This ability otherwise functions as normal for a monk of her level.
Ki Pool (Su): By spending 1 point from her ki pool as a swif action, a hamatulatsu master can make one additional attack at her highest attack bonus when making a furry of blows attack. Alternatively, she can spend 1 ki point as a swif action to gain one additional use of her stunning fst ability that round, though this does not grant her an additional attack. Finally, as an immediate action, a hamatulatsu master can spend 1 ki point to make a single melee attack with a +2 bonus against a creature that has damaged her with a natural melee attack, unarmed strike, or weapon without the reach property. This ability otherwise functions as normal for a monk of her level.
Infernal Resilience (Ex): At 5th level, a hamatulatsu master gains immunity to all spells, spell-like abilities, and efects with the pain descriptor, as well as a +2 bonus on saving throws against efects that would sicken, nauseate, stagger, or stun her. This ability replaces purity of body.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-08, 周四 00:21:47
义洛理圣武士(圣武士变体)
Iroran Paladin (Paladin Archetype)
义洛理圣武士为了达成自我完善而冥思并不断进行着修炼,他们知道自己作为榜样可以激励他人变得更加优秀。义洛理(Irori) (http://www.goddessfantasy.net/bbs/index.php?topic=59003.0)提倡一种不同寻常的圣武士守则——每位服务于他的圣武士都必须创造出一种属于自己的守则,并将这作为自身心灵之旅的一部分,而是否能够遵循这种有自己定下的信条则是达到完美境界所必须面对数个考验之一。

技能(Skills):义洛理圣武士获得特技动作、攀爬以及游泳作为本职技能。

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

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

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

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

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

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

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

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

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

原文
Iroran Paladin (Paladin Archetype)
Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.
Skills: An Iroran paladin gains Acrobatics, Climb, and Swim as class skills.
Confident Defense (Ex): At 1st level, when wearing light or no armor and not using a shield, an Iroran paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields.
Unarmed Strike: At 1st level, an Iroran paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage.
Aura of Law (Su) The power of an Iroran paladin’s aura of law is equal to his class level. This ability replaces aura of good.
Sense Perfection (Su): At 1st level, at will, an Iroran paladin can detect life forces as if he were using a paladin’s detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability. This ability replaces detect evil.
Personal Trial (Su): Once per day, an Iroran paladin can as a swift action declare one target within line of sight as his personal trial. The Iroran paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Iroran paladin can use personal trial one additional time per day. This ability replaces smite evil.
Aura of Excellence (Su): At 3rd level, an Iroran paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Iroran paladin is conscious, and replaces aura of courage.
Ki Pool (Su): At 4th level, an Iroran paladin gains a ki pool with an effective monk level equal to his class level. The number of points in an Iroran paladin’s ki pool is equal to 1/2 his class level + his Charisma modifier. By spending 1 point from his ki pool, he can ignore any damage reduction possessed by the target of his personal trial ability for 1 round. This ability otherwise functions as the monk ability of the same name and replaces channel positive energy.
Divine Body (Su): Upon reaching 5th level, an Iroran paladin must form a bond with a weapon, except he can only choose to enhance his unarmed strike. This ability otherwise functions as and replaces divine bond.
Aura of Perfection (Su): At 11th level, whenever an Iroran paladin or ally within 10 feet would reroll a die and take the second result even if it is lower (via the good fortune ability of the Luck domain, for example), he can roll an additional die as part of the reroll and use the higher of the two as the result of the reroll. This ability functions only while the Iroran paladin is conscious, and replaces aura of justice.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-08, 周四 12:25:04
丛林蛮人(野蛮人变体)
Jungle Rager (Barbarian Archetype)
有很多“ 文明 ”种族会嘲笑芒吉莽原(Mwangi Expanse) (http://www.goddessfantasy.net/bbs/index.php?topic=55123.0)的住民,由于粗糙原始的工艺技术而轻蔑他们。确实有的部落主要依赖于木材与骨骼的造物而非金属,不过他们最大的优势是来自对地形的把握。丛林蛮人可以在别人的观察下隐匿身形,从死角发动攻击,并使用环境作为屏障来避免受伤。

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

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

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

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

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

原文
Jungle Rager (Barbarian Archetype)
More “civilized” folk sometimes scoff at the people of the Mwangi Expanse, dismissing them as primitives with inferior technology. Although some tribes do rely on wood and bone over metal, their greatest advantage comes from mastery of the terrain. A jungle rager can disappear from sight, strike from hiding, and use the environment to shield herself from harm.
Home Ground Advantage (Ex): At 2nd level, a jungle rager learns how to make optimal use of the natural cover of her homeland. She chooses a specific terrain type from the ranger list of favored terrains. When in this terrain, she increases her bonus to AC and on Reflex saving throws gained from cover, partial cover, and improved cover (but not soft cover) by 1. In this terrain, she also increases the miss chance caused by concealment for attacks against her by 5%. This ability replaces uncanny dodge.
Jungle Endurance (Ex): At 3rd level, a jungle rager gains a +1 bonus on Fortitude saves to resist the effects of hot weather and diseases. This bonus increases by +1 every 3 barbarian levels after 3rd. This ability replaces trap sense.
Home Ground Supremacy (Ex): At 5th level, a jungle rager becomes even more capable when navigating and fighting in her preferred terrain. She gains the woodland stride ranger ability, though this ability works only in the terrain she selected for the home ground advantage ability. In this terrain, she gains an additional +1 bonus to AC when benefiting from cover or improved cover (but not soft cover). This ability replaces improved uncanny dodge.
Damage Reduction (Ex): A jungle rager gains this ability at 8th level, except her effective barbarian level for the ability is equal to her barbarian level – 1. In addition, this damage reduction is doubled against damage dealt by creatures with the swarm subtype. This ability otherwise functions as the barbarian ability of the same name.
Rage Powers: The following rage powers complement the jungle rager archetype: animal fury, bestial climberUC, hive totemUC, internal fortitude, low-light vision, night vision, raging climber, scent, sharpened accuracyUC, and surprise accuracy.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-08, 周四 15:05:23
金塔格叛乱者(盗贼变体)
Kintargo Rebel (Rogue Archetype)
与艾格利安(Egorian,切利亚斯首都)相距数里的金塔格(Kintargo)是一座繁荣的国际化港口,它并没有太多天然屏障,正是由于它在地理上的位置,使得这里成为了极其适合反抗切利亚斯(Cheliax) (http://www.goddessfantasy.net/bbs/index.php?topic=53179.0)严厉律法的地点。这些叛乱行为并不具有政治目的;仅仅是因为少了官僚之后生意更好做而已。随着切利亚斯的海军驶入港口,这些叛乱者就会为了避免惩罚和掩饰自身的违规行为而一下子就变得卑躬屈膝、慈眉善目起来。

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

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

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

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

原文
Kintargo Rebel (Rogue Archetype)
With few natural barriers, a thriving international port, and many miles separating it from Egorian, Kintargo is geographically suited for rebellion against the rigid laws that reign in Cheliax. This rebellion is hardly malicious in intent; business is simply easier without the imposing bureaucracy. Whenever the Chelish navy sails into the port, these rebels are quick to appear agreeably subservient in order to conceal their noncompliance and avoid retribution.
Sophisticated Stealth (Ex): At 3rd level, a Kintargo rebel gains a +1 bonus on Knowledge (nobility) checks. In addition, she gains a +1 bonus on Bluff checks to convey a secret message and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter. This ability replaces trap sense.
Misdirection (Sp): At 4th level, a Kintargo rebel gains the ability to cast misdirection on herself once per day, though instead of choosing an object for the second target, she must choose a creature in range. The caster level for this ability is equal to her class level, and the save DC for this spell is 12 + the Kintargo rebel’s Intelligence modifier. The save DC of this ability increases by 1 if the secondary target is lawful or evil. This ability replaces uncanny dodge.
Rogue Talents: The following rogue talents complement the Kintargo rebel archetype: canny observerAPG, charmerAPG, false friendARG, fast getawayAPG, honeyed wordsAPG, obfuscate storyARG, and quick disguiseARG.
Advanced Talents: The following advanced rogue talents complement the Kintargo rebel archetype: hard to foolUC, master of disguiseAPG, skill mastery, slippery mind, and thoughtful reexaminingAPG.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-08, 周四 16:06:06
七相僧(武僧变体)
Monk of the Seven Forms (Monk Archetype)
天夏(Tian)的武僧们在卡蒂亚(Qadira) (http://www.goddessfantasy.net/bbs/index.php?topic=58798.0)与塔尔多(Taldor) (http://www.goddessfantasy.net/bbs/index.php?topic=28018.0)的边界附近创办七相寺院(the Monastery of the Seven Forms)时,是为了让慕名而来的学生在漫长的旅途中经受挑战,并且在寺院的墙内经受训练之前证明自身的热诚。然而时至境迁,寺院已经多次陷入卡帝亚的掌控,而寺院原本的七相之名也就这样湮没在历史的长河中了。在这个与世隔绝的寺院中,此处生活的武僧现在仍在传授一种风格迥异的快攻武术,这种功夫同时模仿了狂舞(dervish dances)与荒漠的灼风,兼具机动性与耐久力。

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

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

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

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

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

原文
Monk of the Seven Forms (Monk Archetype)
When Tian monks founded the Monastery of the Seven Forms near the present border between Qadira and Taldor, they did so as a challenge to prospective students to travel great distances and prove their devotion before training within the monastery’s walls. Over the centuries, the monastery has fallen under Qadiran control many times, and the original seven forms for which the monastery was named have been lost to history. In their place, the monks of the isolated sanctuary now teach a style featuring lightningfast strikes that mimic both dervish dances and the searing winds of the arid desert, favoring mobility and endurance.
Bonus Feats: A monk of the seven forms loses the ability to take Improved Disarm, Improved Feint, Improved Grapple, and Improved Trip as bonus feats. He adds Nimble Moves to his list of bonus feats. At 6th level, he also adds Acrobatic Steps and Wind Stance to his list of bonus feats. At 10th level, he adds Lightning Stance to his list of bonus feats.
Lightning Finish (Ex): At 1st level, as an immediate action, a monk of the seven forms can make a single attack with a manufactured light or one-handed slashing weapon he is currently wielding against any target he has successfully hit at least twice with his unarmed strike during his turn. This attack deals normal damage but without the normal Strength bonus to damage.
At 4th level, he can take a 5-foot step before or after performing a lightning finish so long as he ends adjacent to his target, though if he takes this step, he cannot perform a 5-foot step during his next turn. At 8th level, he applies his full Strength bonus to his damage roll for the extra attack, even if he made the attack with an offhand weapon or with a weapon wielded in two hands. At 12th level, if he hit the target at least three times with his unarmed strike during his turn, taking the 5-foot step granted by lightning finish does not prevent him from taking a 5-foot step during his next turn.
A monk of the seven forms can use this ability a number of times per day equal to his monk level, but no more than once per round. This ability replaces stunning fist.
Endurance (Ex): At 3rd level, a monk of the seven forms gains Endurance as a bonus feat. This ability replaces maneuver training.
Sirocco Fury (Su): At 11th level, a monk of the seven forms can spend 2 ki points as a full-round action to enter a meditative trance that replicates the spell dance of a hundred cuts (Pathfinder RPG Ultimate Magic 215), using his monk level as his caster level. Unlike the spell, a monk of the seven forms must both move 10 feet and make a melee attack each round after he begins this trance to prevent the effect from ending. At 15th level, he can instead spend 3 ki points when using this ability to make his trance replicate dance of a thousand cuts (Ultimate Magic 216) with the same limitations. This ability replaces abundant step and quivering palm.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-09, 周五 10:25:30
欧克诺解放者(盗贼变体)
Okeno Liberator (Rogue Archetype)
内海中若有船只使用黄色风帆,则代表着这艘船来欧克诺(Okeno,卡塔佩什港口名称 (http://www.goddessfantasy.net/bbs/index.php?topic=53947.0)),这里是最残忍最令人生畏的奴隶贩子聚集的船籍港。绝大多数人看到黄帆就会吓得惊慌逃窜,只有真正的自由斗士才会致力于被这些人所俘获,毕竟要想混入石脊岛(Stonespine Island)上的城市、解救奴隶并带领他们奔向自由的话,佩戴镣铐上岛是最为简单有效的手段。

镣铐破坏者(Bond Breaker,Ex):欧克诺解放者的逃脱检定获得加值,数值为其职业等级的一般,同时她绝不会由于使用简易道具开锁而在解除装置检定上受到减值。该能力取代寻找陷阱(Trapfinding)。

隐秘指挥官(Covert Commander,Ex):3级起,距离欧克诺解放者30范围之内并且与她有视觉线相连的盟友(不包括她自己)会在易容与潜行检定中获得+1表现加值。这些加值在3级之后的每3个等级增加1点。该能力取代陷阱感知(Trap Sense)。

随手武器(Catch Off-Guard,Ex):4级起,欧克诺解放者临时武器(improvising weapons)。她获得随手武器(Catch Off-Guard)作为奖励专长。该能力取代直觉闪避(Uncanny Dodge)。

推荐盗贼天赋(Rogue Talents):灵巧之腕UC(deft palm),快速开锁APG(fast picks),快速潜行(fast stealth),迅速易容APG(quick disguise),扰乱反应(slow reactions),狡诈花招UC(underhanded)。

推荐高等天赋(Advanced Talents):防御翻滚(defensive roll),快速翻滚(fast tumble),一击倒地APG(knock-out blow),技能专精(skill mastery),抢夺武器UC(weapon snatcher)。

原文
Okeno Liberator (Rogue Archetype)
The sight of yellow sails on the Inner Sea signals the approach of a ship from Okeno, home port of the most ruthless and feared of all slaving operations. Most who see these sails flee in terror, but some freedom fighters actually endeavor to be captured, knowing that being taken to Stonespine Island in manacles is the easiest way to infiltrate the city, liberate other slaves, and lead them to freedom.
Bond Breaker (Ex): An Okeno liberator adds 1/2 her class level to Escape Artist checks, and never takes a penalty on Disable Device checks when using improvised tools to open locks. This ability replaces trapfinding.
Covert Commander (Ex): An Okeno liberator grants all allies within 30 feet who are in her line of sight (but not herself ) a +1 competence bonus on Disguise and Stealth checks. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces trap sense.
Catch Off-Guard (Ex): At 4th level, the Okeno liberator is adept at improvising weapons. She gains Catch Off-Guard as a bonus feat. This ability replaces uncanny dodge.
Rogue Talents: The following rogue talents complement the Okeno liberator archetype: deft palmUC, fast picksAPG, fast stealth, quick disguiseAPG, slow reactions, underhandedUC.
Advanced Talents: The following advanced rogue talents complement the Okeno liberator archetype: defensive roll, fast tumble, knock-out blowAPG, skill mastery, weapon snatcherUC.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-09, 周五 12:16:07
奥托(矮人武僧变体)
Ouat (Dwarf Monk Archetype)
有一群被称为奥托的矮人苦修者居住在沙漠中,他们刻意疏远死板的矮人传统,并且认为这些条条框框是古人带来的束缚,以及对自我完善的抑制。他们剃去发须,生活在星空之下,研习着普通矮人所不了解的技艺,奥托追随着义洛理(Irori) (http://www.goddessfantasy.net/bbs/index.php?topic=59003.0)与内希斯(Nethys) (http://www.goddessfantasy.net/bbs/index.php?topic=60477.0)的步伐,希望能够唤醒存在于每名生物体内的神性。

唤起神性(Awaken Divinity,Su):1级起,以标准动作,奥托能够接触一个生物并赋予它1点临时的气,保留至奥托的下个回合开始为止。除了目标原本具有的对气的使用方式之外,它还能够以迅捷动作花费1点气,以此来使AC获得+2闪避加值或者让基本速度增加20尺,两个效果均持续1轮。奥托能够以迅捷动作并对自己为目标使用该能力,但是如此使用能力需要花费2次该能力的使用次数。
4级起,AC的闪避加值增加值+4点。8级起,受影响的生物能够花费气来在1轮内忽略所有力量、敏捷与体质的减值。12级起,奥托能够以标准动作来对两个相邻的生物使用该能力,但是必须要对每个受影响的目标各花费1次能力的使用次数。16级起,受影响的生物能够花费气来在进行所有豁免检定时投掷两次并取较好的结果,该效果持续1轮。20级起,受影响的生物能够花费气来在1轮内获得奥托的超凡入圣(Perfect Self)职业能力所带来的好处。若该名生物已经具有超凡入圣职业能力,那么它所具有伤害减免与法术抗力都会在1轮内增加2点。
奥托每日能够使用该能力的次数等同于他的职业等级,但是每轮使用次数不得超过1次。该能力取代武僧的震慑拳(Stunning Fist)职业能力以及矮人的贪婪(Greed)种族特性。

摒弃传统(Spurn Tradition,Ex):奥托矮人致力于使自身摆脱种族与传统所带来的束缚。以矮人亚种生物为目标或者特指对矮人亚种特定生效的非魔法效果所带来的奖励(比如游侠的宿敌职业能力)全部减半。此外,奥托还擅长一种具有武僧(Monk)特性的军用武器。该能力取代矮人的防御训练(Defensive Training),岩石敏锐(Stonecunning)和武器熟悉(weapon familiarity)种族特性。

识破隐形(Know the Unseen Disciples,Su):7级起,奥托能够识别出隐藏的生物,就如同使用识破隐形(See invisibility)法术一般。使用该能力是个花费2点气的标准动作。该能力的施法者等级与他的职业等级相同。该能力取代混元体(Wholeness of Body)。

原文
Ouat (Dwarf Monk Archetype)
The ascetic, desert-dwelling dwarves known as the Ouat have eschewed dwarven traditions, whose unchanging rigidity, they believe, shackles their people to the past and inhibits self-improvement. Shaving their heads, living under the open sky, and practicing arts unfamiliar to the typical dwarf, the Ouat follow in the footsteps of Irori and Nethys by aspiring to awaken the divine essence that lives within each creature.
Awaken Divinity (Su): At 1st level, as a standard action, an Ouat can touch a creature to grant it a temporary ki point until the beginning of the Ouat’s next turn. In addition to any other ways in which the target can use ki, it can expend the ki point as a swift action in order to either gain a +2 dodge bonus to AC for 1 round or increase its base speed by 20 feet for 1 round. The Ouat can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.
At 4th level, the dodge bonus to AC increases to +4. At 8th level, an affected creature can spend the ki point to ignore all Strength, Dexterity, and Constitution penalties it would otherwise take for 1 round. At 12th level, an Ouat can target two adjacent creatures with this ability as a standard action, but must expend one use of the ability for each target affected. At 16th level, an affected creature can spend this ki point to roll all saving throws twice and take the higher result for 1 round. At 20th level, an affected creature can spend the ki point to benefit from the Ouat’s perfect self class ability for 1 round. If the creature already has the perfect self class feature, its damage reduction and any spell resistance it has increases by 2 for 1 round.
An Ouat can use this ability a number of times per day equal to his class level, but no more than once per round. This ability replaces the stunning fist monk class feature and the greed and hatred racial traits.
Spurn Tradition (Ex): Ouat dwarves strive to separate themselves from the rest of their race and the traditions that bind them. The bonuses for nonmagical effects that target or specifically affect dwarf subtype creatures (such as a ranger’s favored enemy class feature) are all reduced by half. In addition, an Ouat becomes proficient in one martial weapon with the monk property. This ability replaces the dwarf ’s defensive training, stonecunning, and weapon familiarity racial traits.
Know the Unseen Disciples (Su): At 7th level, an Ouat can spot hidden creatures, as if using the spell see invisibility. Using this ability is a standard action that consumes 2 points from his ki pool. His caster level for this effect is equal to his class level. This ability replaces wholeness of body
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-09, 周五 12:27:59
卡蒂亚马王(骑士变体)
Qadiran Horselord (Cavalier Archetype)
就如同她们所骑乘的马匹血统一般,这些卡蒂亚(Qadira) (http://www.goddessfantasy.net/bbs/index.php?topic=58798.0)的马王对自身的机动性与持久力充满自豪感。尽管卡蒂亚马王并不具备终焉之墙(Lastwall) (http://www.goddessfantasy.net/bbs/index.php?topic=54003.0)骑兵部队那样的指挥系统,但是她们只需要消耗少量的补给就能够长时间作战。在战斗中,卡蒂亚马王作为散兵在残酷的战场上进出自如,挥舞着弯刀精确地打击敌人。

武器和防具擅长(Weapon and Armor Proficiency):卡蒂亚马王擅长所有简易与军用武器,轻甲、中甲以及盾牌(不包含塔盾)。这取代了骑士常规的武器和防具擅长。

坐骑(Mount,Ex):在选择坐骑时,卡蒂亚马王必须选择马(horse)或者矮种马(pony)作为她的坐骑。根据DM的判断,也可以选取其他坐骑。在其他方面,该能力与骑士的坐骑能力没有区别。

一骑绝尘(Desert Wind,Ex):1级起,卡蒂亚马王的坐骑速度增加5尺。这个速度提升会在5级以及之后的每5个等级再增加5尺。该能力取代战术(Tactician)。

沙地骑术(Desert Mastery,Ex):3级起,卡蒂亚马王获得偏好地形:沙漠(favored terrain:desert),如同游侠的同名能力一般。在8级以及之后的每5个等级,卡蒂亚马王在技能检定与先攻上的加值增加2点,但是她们无法再选择其他的偏好地形。此外,卡蒂亚马王的坐骑也会获得她的偏好地形能力所带来的所有好处。该能力取代骑士冲锋(Cavalier's Charge)。

沙暴掠击(Sand Storm,Ex):6级起,卡蒂亚马王只要保持骑乘,就能够获得灵活移动(Mobility)专长的好处。此外,卡蒂亚马王在坐骑冲锋后(from the back of a charging mount)使用单手挥砍武器(one-handed slashing weapon)能造成双倍伤害,就如同使用长枪(Lance)一般。该能力取代6级获得的奖励专长(bonus feat)。

人马一体(As One,Ex):9级起,卡蒂亚马王只要保持骑乘,就能够获得跳跃攻击(Spring Attack)专长的好处。在进行该动作时,卡蒂亚马王使用她坐骑的速度,而且她与坐骑均不会引起目标的借机攻击。当卡蒂亚马王在使用跳跃攻击专长,并且用单手挥砍武器进行单次攻击时,她的坐骑被视为在冲锋。在判断是否有资格选取其他专长时,该能力可以如同跳跃攻击专长一样作为先决条件使用;但是卡蒂亚马王只有在骑乘时才能享受这些专长带来的效果。该能力取代高等战术(Greater Tactician)。

沙之鞭笞(Sand Scourge,Ex):17级起,卡蒂亚马王以及她的坐骑能够以整轮动作(full-round action)对敌人的阵列进行冲击战术。马王的坐骑能够向着一条直线移动最高两倍于正常速度的距离。卡蒂亚马王可以在坐骑移动期间,对其威胁的每个生物进行单次攻击,最高达到她每轮正常的攻击次数。这些攻击使用她的完整基本攻击加值,但是要受到-2减值;这些攻击不是冲锋,因此会造成正常伤害。在这次移动期间,卡蒂亚马王会如常引起借机攻击,而她的坐骑不会。该能力取代战术大师(Master Tactician)。

原文
Qadiran Horselord (Cavalier Archetype)
Much like the breed of horses they ride, Qadiran horselords pride themselves on their mobility and endurance. While the horselords don’t command the same presence as a host of Lastwall cavalry, they can get to the battle in half the time and on a third of the rations. In battle, horselords are skirmishers, ducking in and out of combat with brutal, precise slashes of their scimitars.
Weapon and Armor Proficiency: A Qadiran horselord is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). This replaces the cavalier’s normal weapon and armor proficiencies.
Mount (Ex): When selecting a mount, a Qadiran horselord must select a horse or pony as her mount. At the GM’s discretion, other mounts can be selected. Otherwise, this functions as the cavalier mount class feature.
Desert Wind (Ex): At 1st level, the Qadiran horselord’s mount’s speed increases by 5 feet. This speed increases by an additional 5 feet at 5th level and for every 5 levels thereafter. This ability replaces tactician.
Desert Mastery (Ex): At 3rd level, a Qadiran horselord gains favored terrain (desert) as the ranger ability of the same name. At 8th level and for every 5 levels thereafter, the horselord’s bonus on skill checks and initiative increases by 2, but the horselord never selects additional favored terrains. Additionally, the horselord’s mount gains all the benefits of her favored terrain ability. This ability replaces cavalier’s charge.
Sand Storm (Ex): At 6th level, a Qadiran horselord gains the benefits of the Mobility feat so long as she is mounted. Additionally, the horselord deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance. This replaces the bonus feat gained at 6th level.
As One (Ex): At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as she remains mounted. The horselord uses her mount’s movement for this action and neither the horselord nor her mount provoke attacks of opportunity from the target. When making a single attack with a one-handed slashing weapon while using the Spring Attack feat, the Qadiran horselord treats her mount as charging. This ability can be used to qualify for other feats that treat Spring Attack as a prerequisite; however, the cavalier can benefit from those feats only while mounted. This ability replaces greater tactician.
Sand Scourge (Ex): At 17th level, the Qadiran horselord and her mount can as a full-round action make a tactical rush through enemy ranks. The horselord’s mount can move up to twice its normal speed in a straight line. The horselord can make a single attack against each creature she threatens during her mount’s movement, up to her normal number of attacks per round. These attacks are made using her full base attack bonus and take a –2 penalty; this is not a charge, and these attacks deal normal damage. The horselord provokes attacks of opportunity during this movement but her mount does not. This ability replaces master tactician.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-09, 周五 13:44:04
粗莽怒兽(反圣武士变体)
Rough Rampager (Antipaladin Archetype)
粗莽怒兽崇拜拉瓦古格,沉醉于这黑暗神祗所代表的毁灭之中。在其他人谋求着权力、财富和复仇的时候,粗莽怒兽只专注于如何制造更多的流血与杀戮。由于他们寻求破坏的本性,大多数粗莽怒兽都很短命,而他们被斩杀之前会一直残暴地过着充满献血与杀戮的生活。据传,当拉瓦古格的子嗣逃脱时,数十名粗莽怒兽会出现并制造毁灭,这些人是毁天灭兽的使者,预示着由毁灭之神的可怕后代所造成的更大灾难。

血之灵光(Aura of Blood,Su):3级起,粗莽怒兽会散发出一股让人畏惧的有形灵光,这会使距离他10尺范围内的所有敌人在体质检定、停止出血伤害以及稳定濒死生物的医疗检定中受到-4减值。该能力只有在反圣武士具有意识时才能生效。该能力取代战栗灵光(Aura of Cowardice)。

腐蚀灵光(Aura of Putrefaction,Su):8级起,粗莽怒兽会散发出一股灵光,所有距离他10尺范围内的敌人的创口都会流出鲜血。在此区域内的受伤的敌人每轮都会受到1点出血伤害(bleed damage)。该能力只有在反圣武士具有意识时才能生效。该能力取代绝望灵光(Aura of Despair)。

致命灵光(Aura of Quietus,Su):14级起,粗莽怒兽会散发出一股灵光,这会导致用于恢复距离他10尺范围内的敌人的治疗法术、类法术能力以及超自然能力失败。这并不是反魔场(antimagic field),而且持续性或者被动的效果不受影响。施法者可以使用施法者等级检定来对抗粗莽怒兽的职业等级 + 11,若成功则可以克服该能力的效果。该能力取代罪孽灵光(Aura of Sin)。

原文
Rough Rampager (Antipaladin Archetype)
Rough rampagers venerate Rovagug, reveling in the destruction the dark god represents. Where others seek power, wealth, or revenge, the rough rampager merely focuses on slaughter and mayhem. Because of their sheer destructive nature, most rough rampagers live short, brutal lives swathed in blood and carnage before someone puts them to the blade. Legends speak of dozens of rough rampagers wreaking havoc when Rovagug’s spawn escape, acting as heralds and harbingers of the greater destruction created by the Rough Beast’s terrifying children.
Aura of Blood (Su): At 3rd level, a rough rampager radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on Constitution or Heal checks to stop bleed damage and checks to stabilize while dying. This ability functions only while the antipaladin is conscious. This ability replaces aura of cowardice.
Aura of Putrefaction (Su): At 8th level, a rough rampager radiates an aura that causes the wounds of enemies within 10 feet to weep blood. Injured enemies in the area take 1 point of bleed damage per round. This ability functions only while the antipaladin is conscious. This ability replaces aura of despair.
Aura of Quietus (Su): At 14th level, a rough rampager radiates an aura that causes the failure of healing spells, spell-like abilities, and supernatural abilities used to restore enemies within 10 feet of him. This is not an antimagic field, however, and ongoing or passive effects are not affected. Casters can overcome this ability with a successful caster level check versus the rough rampager’s class level + 11. This ability replaces aura of sin.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-10, 周六 18:05:56
紫貂军团兵(游侠变体)
Sable Company Marine (Ranger Archetype)
紫貂军团的兵士们在科瓦萨(Korvosa)的恩德林军事学园(Endrin Military Academy)接受他们的训练。而他们所学习的大部分课程是关于如何驾驭与骑乘鹫马(Hippogriff) (http://www.goddessfantasy.net/bbs/index.php?topic=60136.0),即军团成员的标志性坐骑。

鹫马伙伴(Hippogriff Companion):2级起,紫貂军团兵将怪物坐骑(Monstrous Mount)专长加入到他所选择的战斗流派可选奖励专长列表中,无论他选择何种战斗流派都是如此。他只能通过该专长选择鹫马坐骑。若他这么做,则将他的游侠等级-1作为他的有效德鲁伊等级。做出该选择的紫貂军团兵无法在4级获得猎手羁绊(hunter’s bond)职业能力。
6级起,紫貂军团兵将精熟怪物坐骑(Monstrous Mount Mastery)加入到他所选择的战斗流派可选奖励专长列表中。若他的6级战斗流派奖励专长选择精熟怪物坐骑的话,请注意他必须等到8级满足有效德鲁伊等级等级要求才能使用坐骑的精熟能力。
译注:精熟怪物坐骑专长的描述为需要角色等级(character level)满足精熟要求。而上文中则要求是有效德鲁伊等级满足才能使用。特此注明。

原文
Sable Company Marine (Ranger Archetype)
Sable Company marines receive their training at the elite Endrin Military Academy in Korvosa. A large portion of their education is the handling and riding of hippogriffs, the iconic mounts of members of the company.
Hippogriff Companion: At 2nd level, a Sable Company marine adds Monstrous Mount (see page 14) to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount (see page 14). If he does so, he treats his ranger level – 1 as his effective druid level. A marine who takes this option does not gain the hunter’s bond class feature at 4th level.
At 6th level, a Sable Company marine adds Monstrous Mount Mastery (see page 14) to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount’s mastery abilities.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-10, 周六 19:17:38
破封者(反圣武士变体)
Seal-Breaker (Antipaladin Archetype)
破封者将自己献身于默语暴君(Whispering Tyrant)并且接受一项任务,即寻找并摧毁绞架尖塔(Gallowspire)中那些束缚默语暴君的封印。他们依赖于默语暴君所赐予的力量,其中包含掌控不死生物的能力以及其他黑暗之力。

墓穴灵光(Aura of the Grave,Su):3级起,破封者经常会被死亡之寒所覆盖。距离破封者10尺范围内的无心智不死生物若不受到直接命令就不会攻击他,而且即便有人下令,它们也需要成功通过意志豁免(DC = 10 + 1/2破封者等级 + 他的魅力调整值)才能这么做。该能力取代战栗灵光(Aura of Cowardice)。

亡尸驭者(Corpse Rider,Su):达到5级时,破封者会从墓穴彼岸获得一种增益。这种增益只有两种形式:破封者能够选择让他的武器与之产生联结,或者也能够选择唤起一具不死坐骑用以骑乘。
若选择武器,该能力与反圣武士的魔契(Fiendish Boon)能力完全相同。
若选择不死坐骑,破封者获得唤起任何大型尸体(对于体型为小型的破封者来说则是中型尸体)作为不死坐骑的能力。如果没有这样的尸体,破封者就不能召唤自己的坐骑。唤起的尸体视为与破封者所能够骑乘的体型相同的四足生物。这具不死坐骑的功能如同德鲁伊的动物伙伴一般,使用破封者的等级作为他的有效德鲁伊等级。这个坐骑的基础属性可以如同重型马(heavy horse)、矮种马(pony)、野猪(boar)、骆驼(camel)或犬(dog)一般(基于它的体型来选择),并有如下变动:生物类型变更为不死生物(undead),具有较高的意志豁免和较差的强韧与反射豁免,它使用基础生物的体质属性作为它的魅力属性(这同样适用于所有按照等级获得的提升,用魅力替代体质),它的智力属性至少是6。该能力在其他方面与魔契(Fiendish Boon)相同并取代之。

死亡灵光(Aura of Death,Su):8级起,破封者会获得一个灵光,这个灵光会使半径10尺距离内的不死生物在所有豁免检定中获得+2亵渎加值。该能力取代绝望灵光(Aura of Despair)。

唤魂灵光(Aura of Rebirth,Su):11级起,若有活物在距离破封者10尺距离内被杀死,那么破封者可以在他的下个回合开始时,以标准动作花费2次制裁善良(smite good)能力的使用次数,以此来召唤一个已死的谋杀者之魂将尸体唤醒为魔魂尸(Mohrg) (http://www.goddessfantasy.net/bbs/index.php?topic=59855.0)。这具魔魂尸会立即被唤起并且攻击破封者的敌人,并在反圣武士的命令下行动。在1分钟后,谋杀者的灵魂会离开尸身,而这具尸体会再度变回无生命的形态。15级起,破封者能够以移动动作启动该能力。19级起,他能够以迅捷动作启动该能力。该能力取代复仇灵光(Aura of Vengeance)。

行为准则(Code of Conduct):破封者专注于将默语暴君从监牢中解救出来的任务。若破封者自愿并无私地执行善良行动,就会失去武器防具擅长之外的所有职业能力。这并不意味着破封者不能进行可以被某些人算作善良的事情,不过这也只有在这样此类行为能够指引他最终施放默语暴君时才会发生。破封者的准则要求他将施放塔-巴冯(Tar-Baphon;即默语暴君)作为高于一切的终极目标,此外还有施行暴政、处事不择手段以及惩罚善良和正义(如果这些行为不会妨碍到他的终极目标的话)。

原文
Seal-Breaker (Antipaladin Archetype)
Seal-breakers are dedicated to the Whispering Tyrant and have tasked themselves with finding and destroying the seals that bind him within Gallowspire. Their ties to the Whispering Tyrant give them power over undead creatures and other dark forces.
Aura of the Grave (Su): At 3rd level, a seal-breaker is constantly surrounded by the chill of death. Mindless undead within 10 feet of the seal-breaker will not attack him unless directly ordered to, and even then only after succeeding at a Will save (DC = 10 + 1/2 the seal-breaker’s level + his Charisma modifier). This ability replaces aura of cowardice.
Corpse Rider (Su): Upon reaching 5th level, a sealbreaker receives a boon from beyond the grave. This boon can take one of two forms: the seal-breaker can choose to form a bond with his weapon, or he can choose to animate an undead mount to ride.
If a bonded weapon is selected, this ability works exactly like the antipaladin’s fiendish boon ability.
If the undead mount ability is selected, the sealbreaker gains the ability to reanimate any Large corpse (or a Medium corpse for Small seal-breakers) as his corpse mount. If no such corpse is present, the seal-breaker cannot summon his mount. The corpse animates as a quadruped of the same size that the seal-breaker can ride, regardless of the corpse’s living form. This corpse mount functions as a druid’s animal companion using the seal-breaker’s level as his effective druid level. The mount has the same base statistics as a heavy horse, pony, boar, camel, or dog (based on its size) with the following changes: its type changes to undead, it has a good Will save and bad Fortitude and Reflex saves, it uses the base creature’s Constitution score as its Charisma score (and likewise applies all level-based advancements to Charisma instead of Constitution), and it has an Intelligence score of at least 6. This ability otherwise functions as and replaces fiendish boon.
Aura of Death (Su): At 8th level, a seal-breaker radiates an aura that causes undead creatures within 10 feet to gain a +2 profane bonus on all saving throws. This ability replaces aura of despair.
Aura of Rebirth (Su): At 11th level, if a living creature is slain within 10 feet of the seal-breaker, the seal-breaker can spend two uses of his smite good ability at the start of his next turn as a standard action to summon the spirit of a dead murderer to reanimate the corpse as a mohrg. The mohrg immediately rises and attacks the seal breaker’s foes, acting under the antipaladin’s command. After 1 minute, the murderer’s soul leaves the body, which collapses, again lifeless. At 15th level, the seal-breaker can activate this ability as a move action. At 19th level, he can activate this ability as a swift action. This ability replaces aura of vengeance.
Code of Conduct: The seal-breaker is dedicated to releasing the Whispering Tyrant from his prison. If a sealbreaker willingly and altruistically commits a good act, he loses all class features except proficiencies. This doesn’t mean that a seal-breaker can’t take actions someone else might qualify as good, only that such actions must always lead toward the eventual release of the Whispering Tyrant. A seal-breaker’s code requires that he place the ultimate release of Tar-Baphon above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just (provided such actions don’t interfere with his ultimate goal).
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-10, 周六 20:26:47
休盎提烧灼骑手(野蛮人变体)
Shoanti Burn Rider (Barbarian Archetype)
居住在灰烬之地(Cinderlands;瓦瑞西安东部地区)休盎提(Shoanti)部落已经将肆虐在这片地区的灰烬风暴转化成为一种成人仪式。少数参与过仪式的幸存者开始变得喜爱这种在火风暴边缘舞动的刺激与愉悦。这些寻求刺激的人被称作烧灼骑手,他们的事迹为休盎提人所颂扬。焰行者明白,只有速度与闪电般的反应才是避免被困在变化无常的灰烬风暴内的基本因素。他们对火焰有着一种神秘的认知力,而且能够在烟雾中读取风暴的流向。

热情疾奔(Flame Runner,Ex):1级起,每次狂暴时可以使用1次,烧灼骑手能够刺激她的坐骑,使其爆发出难以置信的速度。坐骑在直至烧灼骑手的回合结束之前速度增加10尺。这个速度的加值在9级以及15级时会再增加10尺。该能力取代快速移动(Fast Movement)。

灰烬视域(Cinder Sight,Ex):2级起,休盎提烧灼骑手能够看穿火焰(fire),云雾(fog)以及烟雾(smoke),且只要光线足够她正常视物就不会承受任何惩罚。该能力取代直觉闪避(Uncanny Dodge)。

灰烬之舞(Cinder Dance,Ex):3级起,当烧灼骑手成功通过避免火焰伤害的反射豁免时,她能够以直觉动作移动,距离至多为她速度的一半。若烧灼骑手在效果区域外结束此次移动,则不会由于该效果而受到伤害。在这次突发的移动后,烧灼骑手会在她的下个回合结束之前恍惚(staggered)。若烧灼骑手正在骑乘,则可以让她的坐骑进行移动来作为替代,而这会使烧灼骑手和坐骑两者在直至烧灼骑手的下个回合结束之前恍惚。该能力取代陷阱感知(Trap Sense)。

坐骑(Mount):4级起,烧灼骑手获得一匹忠诚的坐骑。该能力的功能如同德鲁伊的动物伙伴能力(就如同自然纽带职业能力中的描述一般),不过烧灼骑手只能选择马(horse)或矮种马(pony),通过DM的允许,她也可以获得其他额外选项,烧灼骑手的有效德鲁伊等级为烧灼骑手等级-3。该能力取代4级、8级、12级与16级获得的狂暴之力(rage powers)。

火与激情(Give Me Fire,Ex):5级起,若休盎提烧灼骑手在狂暴时受到火焰伤害,她就能够恢复1轮狂暴轮数。只有在火焰伤害穿透或超过任何能量抗力以及其他有效的保护时,烧灼骑手才能恢复狂暴轮数。烧灼骑手每轮只能恢复1轮的狂暴轮数。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

推荐狂暴之力(Rage Powers):元素之怒APG(elemental rage),能量抵抗APG(energy resistance),狂暴坐骑APG(ferocious mount),凶猛践踏APG(ferocious trample),增强伤害减免(increased damage reduction),昏暗视觉(low-light vision),夜之视觉(night vision),重生之力(renewed vigor),灵敏嗅觉(scent),骏马精神APG(spirit steed),奋力冲刺UC(sprint)以及迅足(swift foot)。

原文
Shoanti Burn Rider (Barbarian Archetype)
The Shoanti tribes who live in the Cinderlands have turned the deadly emberstorms that plague the region into a rite of passage. A few who survive the experience begin to embrace the adrenaline and surge of joy that comes from dancing along the edge of a whirling firestorm. These thrill-seekers are known as burn riders, and their exploits are celebrated by all Shoanti. Burn riders learn early on that speed and lightning-quick reactions are essential to avoid becoming trapped by the fickle whims of a raging emberstorm. They have an uncanny understanding of fire and can read the currents in the smoke.
Flame Runner (Ex): At 1st level, once per rage, a burn rider can goad her mount into a burst of incredible speed. The mount’s speed increases by 10 feet until the end of the burn rider’s turn. This bonus to speed increases by 10 feet at 9th level and again at 15th level. This ability replaces fast movement.
Cinder Sight (Ex): At 2nd level, a Shoanti burn rider can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally. This ability replaces uncanny dodge.
Cinder Dance (Ex): At 3rd level, when a burn rider succeeds at a Reflex save to avoid fire damage, she can spend an immediate action to move up to half her speed. If the burn rider ends this movement outside the area of effect, she takes no damage from the effect. After this sudden movement, the burn rider is staggered until the end of her next turn. If the burn rider is mounted, her mount makes the movement instead, and both the mount and the burn rider are staggered until the end of the burn rider’s next turn. This ability replaces trap sense.
Mount: At 4th level, a burn rider gains a loyal mount. This ability functions like the druid’s animal companion ability (as described in the nature bond class feature), except that the burn rider always gains a horse or pony (though she can gain additional options at the GM’s discretion) and her effective druid level is equal to her Shoanti burn rider level – 3. This ability replaces the rage powers gained at 4th, 8th, 12th, and 16th level.
Give Me Fire (Ex): At 5th level, if a Shoanti burn rider takes fire damage while raging, she regains 1 round of rage. The burn rider regains the round of rage only if the fire damage bypasses or exceeds any energy resistance or other protections in effect. The burn rider can only regain 1 round of rage per round. This ability replaces improved uncanny dodge.
Rage Powers: The following rage powers complement the Shoanti burn rider archetype: elemental rageAPG, energy resistanceAPG, ferocious mountAPG, ferocious trampleAPG, increased damage reduction, low-light vision, night vision, renewed vigor, scent, spirit steedAPG, sprintUC, and swift foot.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-10, 周六 21:20:57
攻城炮匠(铳士变体)
Siege Gunner (Gunslinger Archetype)
阿肯斯塔大公国(The Grand Duchy of Alkenstar) (http://www.goddessfantasy.net/bbs/index.php?topic=51734.0)孕育了各种各样的火器专家,她们手持着形式类似的大小火器。而攻城炮匠则专注于其中最大号的那种——加农火炮(Cannon)、臼炮(Bombard)和炎蛟炮(Firedrake)。这种专家在阿肯斯塔之外的地区十分罕见,诚然,其中有一部分原因是大公对这些最具威力的枪炮抱以了极大的关注,而且内海的其他地区很少会有这种东西。不过也有少数在阿肯斯塔以外地区生活的攻城炮匠,她们以自身的技艺谋取利益,并且会为了自己信赖的人活着要价最高的雇主使用个人珍藏的攻城火器。

勇毅(Grit,Ex):攻城炮匠很少依赖幸运与直觉,大多数情况下都是运用冷静的判断与计算。在计算攻城炮匠每日获得的勇毅值数量以及最高勇毅值时,都基于攻城炮匠的智力调整值进行计算,而非她的感知调整值。

技师训练(Engineer Training,Ex):攻城炮匠受过所有关于工程机械方面的训练,包括攻城兵器的运作以及通常作为她们攻击目标的建筑知识。从2级起,攻城炮匠的知识(工程)检定获得加值,数值等同于她的铳士等级的一半。该能力取代机敏(Nimble)。

炫技(Deeds):攻城炮匠会按照后文所述更换掉部分炫技。

定向轰击(Targeted Blast,Ex):1级起,当攻城炮匠使用火器或者攻城兵器(siege engine)以一片区域为目标而非针对特定生物时,她能够花费1点勇毅来使爆炸的冲击轰向目标区域内的单个生物。目标会受到额外伤害,数值为每攻城炮匠等级1点。这是精准伤害,因此不会在重击时翻倍。在5级以及之后每5个等级时,攻城炮匠能够选取额外1个生物作为这些额外伤害的目标。选取目标必须在任何攻击检定或豁免检定做出之前进行。该能力取代狙击之眼(Deadeye)。

散弹专家(Scattershot,Ex):3级起,若攻城炮匠至少保留1点勇毅,她就能够提高手持火器的散弹射击(scattering shots)以及攻城兵器的散爆弹(Blast shot)的有效范围。散弹射击以及散爆弹的锥形半径增加,增加量为每3个攻城炮匠等级增加5尺(最高为18级时的30尺)。该能力取代把握主动(Gunslinger Initiative)。

奖励专长(Bonus Feats):4级时,攻城炮匠获得攻城技师UC(Siege Engineer)作为奖励专长。8级时,她获得攻城宗匠UC(Master Siege Engineer)作为奖励专长。她不需要满足这些专长的先决条件。12级以及之后的每4个等级,攻城炮匠都会获得正常升级提升之外的奖励专长。这些额外奖励专长必须是战斗或勇毅专长,而且她必须如常满足这些专长的先决条件。该能力取代普通铳士的奖励专长。

原文
Siege Gunner (Gunslinger Archetype)
The Grand Duchy of Alkenstar has spawned all manner of firearm specialists, wielding small and large firearms alike. Siege gunners specialize in the very largest— cannons, bombards, and firedrakes. These specialists are rarely seen outside of Alkenstar, however, in part because the duchy keeps close tabs on its most powerful guns and few are found elsewhere in the Inner Sea. A few siege gunners outside of Alkenstar make a living renting out their services and the use of their personal collection of siege weaponry to causes in which they believe or to the highest bidder.
Grit (Ex): A siege gunner relies less on luck and intuition and more on cold calculation and wit. The number of grit points a siege gunner gains each day and her maximum grit are based on the siege gunner’s Intelligence modifier rather than her Wisdom modifier.
Engineer Training (Ex): A siege gunner is trained in all aspects of siegecraft, including the workings of siege engines and knowledge of the structures that are often the target of their assaults. Starting at 2nd level, a siege gunner gains a bonus on Knowledge (engineering) checks equal to 1/2 her gunslinger level. This ability replaces nimble.
Deeds: A siege gunner swaps a pair of deeds of her choosing for the following.
Targeted Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made. This ability replaces deadeye.
Scattershot (Ex): At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level). This ability replaces gunslinger initiative.
Bonus Feats: At 4th level, a siege gunner gains Siege EngineerUC as a bonus feat. At 8th level, she gains Master Siege EngineerUC as a bonus feat. She does not need to meet the prerequisites for these feats. At 12th level and for every 4 levels thereafter, the siege gunner gains a bonus feat in addition to those gained by normal advancement. These additional bonus feats must be combat or grit feats, and she must meet the prerequisites as normal. This replaces the gunslinger’s normal bonus feats.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-11, 周日 09:38:30
法痕流浪者(骑士变体)
Spellscar Drifter (Cavalier Archetype)
法痕荒漠(Spellscar Desert)是一片危险的荒漠,很少有人会在没有向导带领的时候冒险进入。而法痕流浪者却在这片破碎之地安下家来。在这块荒漠中,那些存在有不断变换转移的死魔法区的地带中,隐藏着被遗忘的宝藏或魔法,若法痕流浪者没有去寻找这些事物,则可能受雇与他人,或成为向导,或作为保镖,还可能化身为刺客。甚至有一些法痕流浪者被阿肯斯塔大公国(The Grand Duchy of Alkenstar) (http://www.goddessfantasy.net/bbs/index.php?topic=51734.0)临时认命,进入到城市的普通巡查无法深入的地域施行律法和执行任务。法痕流浪者们只依靠自己,而且永远子弹上膛——在法痕荒漠中,不能快速应变的骑手往往活不了多久。

武器和防具擅长(Weapon and Armor Proficiency):法痕流浪者擅长所有简易和军用武器,外加长鞭(Whip)以及所有火器(firearms)。他们擅长所有轻甲。这取代了普通骑士的武器和防具擅长。

配枪(Have Gun):1级起,法痕流浪者获得业余铳士UC(Amateur Gunslinger)和枪匠UC(Gunsmithing)作为奖励专长。在判断最高勇毅值以及任何其他使用勇毅的能力时,法痕流浪者使用他的魅力调整值(最低为1)取代感知调整值。该能力取代战术(tactician)。

大胆炫技(Daring Deeds,Ex):3级起,法痕流浪者获得快速装填(Rapid Reload)作为奖励专长。法痕流浪者必须将该专长与火器关联。此外,法痕流浪者能够选择1个额外的1级铳士炫技(Deeds),而这项炫技必须是他能够通过业余铳士专长使用的。该能力取代骑士冲锋(Cavalier's Charge)。

身披战旗(Worn Banner,Ex):5级起,法痕流浪者能够选择他的帽子作为旗帜使用。若他不佩带帽子,那么其他标志物——比如眼带、头巾或者标志鲜明的外套——都能够作为替代品当做旗帜使用。在所有其他方面,该能力的功能与骑士的旗帜(Banner)能力相同并取代之。

奖励专长(Bonus Feats):6级以及之后的每6个等级,法痕流浪者会在正常的升级获取专长之外,额外获得1个奖励专长。这些奖励专长必须为战斗或勇毅专长,而且法痕流浪者必须如常满足这些专长的先决条件。该能力取代骑士正常的奖励专长。

著名炫技(Notorious Deeds,Ex):9级起,法痕流浪者能够额外选取两个他能够通过业余铳士专长使用的铳士炫技(Deeds)。法痕流浪者能够从铳士3级可以使用的炫技列表中选择一个,然后再从铳士7级可以使用的炫技列表中选择另一个。该能力取代高等战术(Greater Tactician)。

可靠老枪(Old Reliable,Ex):11级起,每当法痕流浪者发出一次挑战后,他的火器在对抗挑战目标时威胁范围加倍。这个增加只能影响一把武器,而且不会与其他增加武器威胁范围的效果叠加。此外,若法痕流浪者在挑战期间掷出哑火(misfire),那么他能够花费1点勇毅来重掷这次攻击检定。法痕流浪者必须接受第二次检定结果,即便结果更差也是如此。该能力取代强力冲锋(Mighty Charge)。
译注:由于大多数火器并不具有威胁范围(因为是远程武器),所以此处应该指的是重击威胁范围。

法力断流(Spell Severed,Ex):12级起,法痕流浪者由于长时间暴露在法痕荒漠之中,因此留下了永久性的印记。法痕流浪者获得法术抗力,数值为10 + 他的角色等级。法痕流浪者能够以标准动作在1轮内压制这个法术抗力,或者他也能够花费1点勇毅来以迅捷动作压制它。该能力取代威迫挑战(Demanding Challenge)。

招牌炫技(Infamous Deeds,Ex):17级起,法痕流浪者能够额外选取两个他能够通过业余铳士专长使用的铳士炫技(Deeds)。法痕流浪者能够从铳士7级可以使用的炫技列表中选择一个,然后再从铳士11级可以使用的炫技列表中选择另一个。该能力取代战术大师(Master Tactician)。

英雄本色(Tough as Nails,Ex):20级起,法痕流浪者能够额外选取三个他能够通过业余铳士专长使用的铳士炫技(Deeds)。其中两个从铳士15级可以使用的炫技列表中选择,另外一个从铳士19级可以使用的炫技列表中选择。
此外,若法痕流浪者由火器做出的攻击确认重击的话,目标会被震慑(stunned)1d4轮。成功的意志豁免(DC = 10 + 法痕流浪者的基本攻击加值)能够将该效果削弱为恍惚(staggered)以取代震慑。该能力取代至高冲锋(Supreme Charge)。

原文
Spellscar Drifter (Cavalier Archetype)
The Spellscar Desert is a dangerous wasteland into which few venture without a guide. Spellscar drifters have made themselves at home in these badlands. When not scouring the desert for forgotten treasures or magic hidden by the region’s shifting magic-dead zones, a Spellscar drifter might hire himself out as a guide, bodyguard, or assassin. There are even a few Spellscar drifters who are temporarily deputized by the Grand Duchy of Alkenstar to perform law enforcement tasks beyond the reach of the city’s normal constabulary. Spellscar drifters are self-reliant and always keep their firearms loaded—in the Spellscar Desert, a rider with a slow draw doesn’t live long.
Weapon and Armor Proficiency: Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.
Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.
Daring Deeds (Ex): At 3rd level, a Spellscar drifter gains Rapid Reload as a bonus feat. The Spellscar drifter must choose a firearm to associate with this feat. Additionally, the Spellscar drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat. This ability replaces cavalier’s charge
Worn Banner (Ex): At 5th level, a Spellscar drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eyemask, bandana, or distinguishing coat—can instead serve as his banner. In all other ways, this ability functions as and replaces the banner cavalier ability.
Bonus Feats: At 6th level, and at every 6 levels thereafter, a Spellscar drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the Spellscar drifter must meet the prerequisites as normal. This replaces the cavalier’s normal bonus feats.
Notorious Deeds (Ex): At 9th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers. This ability replaces greater tactician.
Old Reliable (Ex): At 11th level, whenever a Spellscar drifter declares a challenge, the threat range of the Spellscar drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the Spellscar drifter rolls a misfire during his challenge, the Spellscar drifter can spend 1 grit point to reroll the attack roll. The Spellscar drifter must accept the results of the second roll, even if it is worse. This ability replaces mighty charge.
Spell Severed (Ex): At 12th level, a Spellscar drifter becomes permanently marked by long exposure to the Spellscar Desert. The Spellscar drifter gains spell resistance equal to 10 + his character level. The Spellscar drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action. This ability replaces demanding challenge.
Infamous Deeds (Ex): At 17th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.
Tough as Nails (Ex): At 20th level, a Spellscar drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers.
In addition, if the Spellscar drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the Spellscar drifter’s base attack bonus) reduces this effect to staggered instead of stunned. This ability replaces supreme charge.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-11, 周日 10:29:01
扭曲棘林屠魔者(游侠变体)
Tanglebriar Demonslayer (Ranger Archetype)
当精灵们从格拉利昂(Golarion)舞台中消失的那段岁月中,初生的恶魔领主垂拉泽尔(Treerazer)被放逐至菲拉尼森林(Fierani Forest)并将此地据为己有,而此处正好位于当今的精灵王国奇奥尼(Kyonin) (http://www.goddessfantasy.net/bbs/index.php?topic=53974.0)。存在于森林中的恶魔将精灵们带回了格拉利昂,他们试图将这股腐败的恶疫从神圣的土地上清除出去。最终,精灵们战胜了垂拉泽尔,却没有办法消灭他,仅仅是把他逼入了菲拉尼森林的南部,这片被扭曲的植物与炼狱住民所污染的地区现在被称为扭曲棘林(Tanglebriar)。时至今日,精灵们仍然在和扭曲棘林向着菲拉尼森林甚至其他地区延伸的腐化作战。虽然扭曲棘林屠魔者将垂拉泽尔与其爪牙视为大敌,但是他们现在已经不单单专注于奇奥尼,而是向着更广阔的的地域传播毁灭恶魔的专业知识。

技能(Skills):扭曲棘林屠魔者获得知识(位面)作为本职技能。

宿敌(Favored Enemy,Ex):1级起,扭曲棘林屠魔者必须选择宿敌(邪恶异界生物)。在5级以及之后每次强化他的宿敌加值时,屠魔者必须增强对抗邪恶异界生物的加值。除了宿敌带来的普通好处之外,扭曲棘林屠魔者还在对抗邪恶异界生物的法术、类法术能力以及超自然能力时,豁免检定会获得加值,数值相当于相当于宿敌加值的一半。该能力在其他方面与游侠的宿敌(Favored Enemy)职业能力相同并取代之。

恶魔学者(Demonologist,Ex):3级起,扭曲棘林屠魔者对深渊之敌的洞察力得到了提升。屠魔者在牵涉到恶魔的知识(位面)检定、识破恶魔易容的察觉检定、以及追踪恶魔的生存检定中获得加值,数值相当于屠魔者职业等级的一半。该加值与宿敌带来的加值叠加。该能力取代坚忍(Endurance)。

扩充法术列表(Expanded Spell List):扭曲棘林屠魔者将后述法术加到他的法术列表中:1级——防护邪恶(protection from evil);2级——阵营武器(align weapon),反邪恶法阵(magic circle against evil);4级——次元锚(dimensional anchor),驱逐术(dismissal)。

狩猎恶魔(Fiendish Quarry,Su):11级起,当扭曲棘林屠魔者选择邪恶异界生物作为狩猎目标时(Quarry),它能够放弃正常的+2攻击加值,从而使他的武器在对抗狩猎目标时如同善良武器一般。该能力在其他方面与狩猎目标相同并取代之。

精通狩猎恶魔(Improved Fiendish Quarry,Su):19级起,当扭曲棘林屠魔者选择邪恶异界生物作为狩猎目标时(Quarry),他能够放弃正常的+4攻击加值,从而使他的武器在攻击狩猎目标时如同具有神圣武器(holy weapon)特殊能力一般。该能力在其他方面与高等狩猎目标(Improved Quarry)相同并取代之。

原文
Tanglebriar Demonslayer (Ranger Archetype)
During the elves’ long absence from Golarion, the nascent demon lord Treerazer took up residence in the Fierani Forest in what is now the Elven kingdom of Kyonin. Eventually, the demon’s presence in the forest drew the elves back to Golarion, who sought to purge the fiendish blight from this once-sacred land. They defeated Treerazer but could not destroy him, forcing him instead into the southern reaches of the Fierani, a corrupted region of twisted plants and fiendish denizens called Tanglebriar. Even today, the elves constantly battle to keep the corruption in the Tanglebriar from spreading to the rest of the Fierani Forest and beyond. Though they are sworn foes of Treerazer and his kin, Tanglebriar demonslayers are known to venture forth from Kyonin to broaden their expertise in the destruction of demons.
Skills: Tanglebriar demonslayers gain Knowledge (planes) as a class skill.
Favored Enemy (Ex): At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.
Demonologist (Ex): At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.
Expanded Spell List: A Tanglebriar demonslayer adds the following spells to his spell list: 1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th— dimensional anchor, dismissal.
Fiendish Quarry (Su): At 11th level, when a Tanglebriar demonslayer chooses an evil outsider as his quarry, he can the forgo the normal +2 attack bonus and instead treat his weapon as if it were good-aligned versus his quarry. This ability is otherwise identical to quarry and replaces that ability.
Improved Fiendish Quarry (Su): At 19th level, when a Tanglebriar demonslayer chooses an evil outsider as his quarry, he can forgo the normal +4 attack bonus and instead treat his weapon as if it had the holy weapon special ability while attacking his quarry. This ability is otherwise identical to improved quarry and replaces that ability.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-11, 周日 11:06:55
乌斯塔拉夫决斗者(战士变体)
Ustalavic Duelist (Fighter Archetype)
勒彼得大学(The University of Lepidstadt;位于乌斯塔拉夫 (http://www.goddessfantasy.net/bbs/index.php?topic=54487.0))以盛产强力的决斗者闻名,在每个学年度的结末,所有的学生都会聚到一起,用轻剑互相挑战。对每位参与者来说,他们只有在战斗中被挑中面部才会丧失本年的挑战资格——而这种轮斗战给他们脸上留下的“记号”足够让这些业余剑士的武力在内海世界声名远扬。勒彼得式斗剑讲究的是流畅的动作和精准的戳刺。

武器和防具擅长(Weapon and Armor Proficiency):乌斯塔拉夫决斗者擅长所有简易武器和军用武器,外加所有轻甲、中甲和盾牌(塔盾除外)。这取代了普通战士的武器和防具擅长。

决斗架势(Duelist Stance,Ex):1级起,乌斯塔拉夫决斗者只要不穿甲或者佩戴轻甲,单手持用近战武器而另一只手空着的话,他的AC就会获得+1闪避加值。乌斯塔拉夫决斗者每具有5个等级,这个加值就会增加1点,最高至20级时的+5点。该能力取代战士1级的奖励专长。

决斗训练(Duelist Training,Ex):5级起,乌斯塔拉夫决斗者选择轻刃武器组(light blades group)作为武器训练职业能力的选择。5级之后的每4个等级,武器训练对轻刃的攻击和伤害的加值都会再增加1点(最高为17级时对攻击与伤害检定的+4点)。若他使用决斗架势的话,这个伤害加值会额外增加2点。乌斯塔拉夫决斗者不会随着攻击而获得其他武器组的武器训练。该能力取代武器训练 1(weapon training 1)。

勒彼得刺击(Lepidstadt Thrust,Ex):9级起,在使用要害打击(Vital Strike)、精通要害打击(Improved Vital Strike)或者高等要害打击(Greater Vital Strike)时,乌斯塔拉夫决斗者能够将他的智力调整值加到伤害检定中(这个伤害加值不会由于重击而加倍)。若决斗者在使用上述专长时造成重击的话,他就能够自动造成最高伤害。该能力取代武器训练 2(weapon training 2)。

剑艺学识(Science of the Blade,Ex):13级起,乌斯塔拉夫决斗者能够将自己的解剖学与生理学知识应用至剑术上。决斗者能够在使用任何单手穿刺或挥砍武器进行阴招(dirty trick)、卸武(disarm)以及摔绊(trip)战技。该能力取代武器训练 3(weapon training 3)。

手术式打击(Surgical Strike,Ex):17级起,当乌斯塔拉夫决斗者使用轻型或单手穿刺或挥砍武器造成重击时,他会在重击正常造成的伤害之外额外造成属性伤害。由决斗者选择对何种属性造成伤害,而属性伤害的数量相当于他所持用的武器的重击倍率。该能力取代武器训练 4(weapon training 4)。

原文
Ustalavic Duelist (Fighter Archetype)
The University of Lepidstadt has developed a reputation for churning out fearsome duelists. At the end of each academic year, the students all gather together and duel one another with light blades. Each student duels one opponent after another until he is marked on the cheek by an adversary’s blade. These “Lepidstadt scars” are recognized throughout the Inner Sea region and beyond as marks of their prowess. The Lepidstadt Style is one of fluid motion and precise thrusts.
Weapon and Armor Proficiency: An Ustalavic duelist is proficient with all simple and martial weapons and with all light and medium armor and shields (except tower shields). This replaces the fighter’s normal weapon and armor proficiencies.
Duelist Stance (Ex): At 1st level, an Ustalavic duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a maximum of +5 at 20th level. This ability replaces the fighter’s 1st-level bonus feat.
Duelist Training (Ex): At 5th level, an Ustalavic duelist must select the light blades group for the weapon training class feature. The Ustalavic duelist’s weapon training bonus with light blades increases by 1 on attack and damage rolls for every 4 levels he possesses beyond 5th (to a maximum of +4 on attack and damage rolls at 17th level). If he is using his duelist stance, this damage bonus increases by 2. The Ustalavic duelist does not gain weapon training in any other groups as he increases in level. This ability replaces weapon training 1.
Lepidstadt Thrust (Ex): At 9th level, when using Vital Strike, Improved Vital Strike, or Greater Vital Strike, an Ustalavic duelist adds his Intelligence modifier to damage rolls (this bonus to damage is not multiplied on a critical hit). If the duelist confirms a critical hit while using one of these feats, he automatically deals maximum damage. This ability replaces weapon training 2.
Science of the Blade (Ex): At 13th level, an Ustalavic duelist is able to apply his specialized knowledge of anatomy and physiology to his bladework. The duelist can make dirty trick (Advanced Player’s Guide 320), disarm, and trip combat maneuvers using any one-handed piercing or slashing weapon. This ability replaces weapon training 3.
Surgical Strike (Ex): At 17th level, when an Ustalavic duelist confirms a critical hit with a light or one-handed piercing or slashing weapon, he deals ability damage in addition to the normal bonus damage from the critical hit. The duelist chooses which ability is damaged,  and deals an amount of damage equal to the critical multiplier of the wielded weapon. This ability replaces weapon training 4.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-11, 周日 11:20:12
波涛驭手(骑士变体)
Wave Rider (Cavalier Archetype)
在整个内海地区,都会有波涛驭手在港口巡逻,他们保持城镇免受危险海洋生物的威胁,同时警惕着走私贩的存在。在这些海马骑士中,最为知名的便是艾巴萨罗姆(Absalom) (http://www.goddessfantasy.net/bbs/index.php?topic=51714.0)的海洋骑兵队。

武器和防具擅长(Weapon and Armor Proficiency):波涛驭手擅长所有简易和军用武器,以及轻甲和中甲,但是不擅长盾牌。这取代了正常骑士的武器和防具擅长。

海马伙伴(Seafaring Companion):1级起,波涛驭手获得怪物坐骑(Monstrous Mount)作为奖励专长。波涛驭手只能利用该专长选择海马坐骑(hippocampus mount)。该能力在其他方面与正常骑士的坐骑(mount)能力相同并取代之。

原文
Wave Rider (Cavalier Archetype)
Throughout the Inner Sea region, wave riders patrol harbors, keeping them safe from dangerous sea creatures and watching for smugglers. The most famous of these is the hippocampus-riding Sea Cavalry of Absalom.
Weapon and Armor Proficiency: Wave riders are proficient with all simple and martial weapons and with light and medium armor, but not with shields. This replaces the cavalier’s weapon and armor proficiencies.
Seafaring Companion: At 1st level, a wave rider gains Monstrous Mount (see page 14) as a bonus feat. The wave rider can use this feat only to select a hippocampus mount (see page 14). Otherwise, this ability functions identically to and replaces the cavalier’s mount ability.
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 誓约推倒之剑2014-05-11, 周日 17:20:57
引用
配枪(Have Gun):1级起,法痕流浪者获得业余铳士UC(Amateur Gunslinger)和枪匠UC(Gunsmithing)作为奖励专长。在判断最高勇毅值以及任何其他使用勇毅的能力时,法痕流浪者使用他的魅力调整值(最低为1)取代感知调整值。

引用
Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.

插楼抱歉,有影响请删,替代的战术能力写掉了,就是这样XD

顺便吐个槽,这个变体P子做出来逗我吗,不能和饵骑兵一起用,挑战直接完蛋啊/_>\
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 星踪幻影2014-05-11, 周日 17:57:32
笨蛋希罗
主题: Re: 【内海战斗】变体职业(Archetypes)
作者: 四月2014-05-11, 周日 21:16:45
引用
配枪(Have Gun):1级起,法痕流浪者获得业余铳士UC(Amateur Gunslinger)和枪匠UC(Gunsmithing)作为奖励专长。在判断最高勇毅值以及任何其他使用勇毅的能力时,法痕流浪者使用他的魅力调整值(最低为1)取代感知调整值。

引用
Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.

插楼抱歉,有影响请删,替代的战术能力写掉了,就是这样XD

顺便吐个槽,这个变体P子做出来逗我吗,不能和饵骑兵一起用挑战直接挑战完蛋啊/_>\

已修正