作者 主题: 【ARG】窃影鬼(Fetchlings)  (阅读 32982 次)

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【ARG】窃影鬼(Fetchlings)
« 于: 2012-08-30, 周四 00:27:39 »
召唤师变体职业使用的是啊沉的翻译。
感谢法兰子的描述翻译

窃影鬼(Fetchlings)

  窃影鬼是光与影交融的生物,是困在阴影位面的人类的后裔。世代都与影界及其住民接触,使得窃影鬼成为了独立于人类的种族。尽管了解自己的起源,窃影鬼与自己的主物质位面先祖在肉体和精神特质方面并不相似,并以被和人类比较为耻。一些成员对“窃影鬼”之名抱以愤怒,因为这是那些将他们视为影界珍禽异兽的人类所取的名字。多数窃影鬼更喜欢被称为卡雅(kayal),这一邪灵语词汇的大意是“阴影之民”或“暮光住民”。

  作为人类血脉与阴影位面影响的混合产物,窃影鬼这一影界住民进化出了适于在萧瑟与无色地区生存的特性和能力。尽管多数窃影鬼将阴影位面视为家园,他们经常和主物质位面的生物联络和交易。为了寻求盟友和交易通道,一些窃影鬼从两界之间边界模糊之处深入主物质位面。这些窃影鬼通常以双方界域之间的商人和向导身份登场。

  体貌描述:表面上看,窃影鬼像是不自然地柔软到处于脆弱边缘的人类。影界故土吸收了他们皮肤和毛发的鲜明色彩。他们的颜色从纯白到深黑,遍及了这两个极端之间的各种灰色。他们的眼睛清楚而没有瞳孔,通常散发著淡淡的黄色或黄绿光耀,也有少数个体拥有蓝绿色调的眼睛。他们的发色接近纯白或暗灰,不过多数窃影鬼会将头发染成黑色。一些地位崇高者或是居住在主物质位面的窃影鬼会将头发染成各种纯色,通常是暗紫、靛蓝和深红。

  社会:窃影鬼是适应力强的生物,很少会有特殊的道德哲学或法律条例。多数窃影鬼会仿效住处周边或者所侍奉种族的政府体制。尽管在阴影位面人口众多,他们很少统治同类;多数窃影鬼侍奉自己家乡的黑耀巨龙,或者深幽黑暗中的虚空异怪。无论如何,窃影鬼是幸存者。不屈不挠、多才多艺和圆滑世故帮助他们在阴影位面的恶劣环境中生存下来,并成为其中的强大生物。当位于主物质位面——尤其是难以随意回归影界故乡时,窃影鬼倾向于聚集成小型社群,并就地仿照与自己交易的种族的形式来组建政体。

  关系:由于祖先相同,窃影鬼和人类交流时最为方便,当然他们也能和侏儒等故乡和主物质位面被阻断的种族取得共鸣。【译注:侏儒拥有精类起源。】他们的圆滑世故使自己尽量少和好战种族打交道,如果不得不和兽人、地精之类扯上关系时,窃影鬼会利用在影界巨龙脚下求存的技巧、扮演阿谀奉承之徒的角色。窃影鬼和矮人与精灵之间的关系意外地紧张。矮人认为他们奸诈和诡异,而精灵的脾气微妙费解这一点也让双方难以沟通。

  阵营和宗教:窃影鬼——尤其是生活在阴影位面以外的——会崇拜的神祗有很多。少数邪恶的窃影鬼会崇拜支配黑暗和淫欲的恶魔领主。

  冒险:多变多灾的阴影位面对窃影鬼冒险者们而言是个巨大的危险,但同时也是巨大的机会。不过出于自己在故乡的仆人地位,多数窃影鬼更青睐在主物质位面展开冒险,那里有更多的自由和更大的建立两界贸易渠道的机会。窃影鬼是优秀的忍者、先知、游侠、盗贼和召唤师。

  常用男名:阿利姆(Arim),德罗西(Drosil),耶甘(Jegan),索玛(Somar),耶塔(Yetar),佐卡(Zoka)。

  常用女名:阿赛拉(Acera),阿梅利瑟(Amelisce),淫娃(Inva),莲加(Renza),塞西琳(Zaitherin)。

窃影鬼种族特性
+2敏捷,+2魅力,-2感知:窃影鬼迅捷而又坚强,但是有时会很怪异并且容易被错误的想法困扰。
生物类型:窃影鬼属于异界生物,本地子类。
中型体型:窃影鬼是中等体型生物,不因体型获得任何加值或者减值。
感官:窃影鬼拥有昏暗视觉和60尺黑暗视觉。
技能奖励:窃影鬼在知识(位面)以及潜行检定上获得+2种族加值。
融影(Shadow Blending)(Su):在昏暗的环境下攻击窃影鬼有50%失手率而非正常的20%失手率。该能力不会赋予窃影鬼全隐蔽;它只是增加了失手率。
类法术能力(Su):窃影鬼每天可以以类法术能力使用1次易容术(disguise self)。他可以使用这个类法术能力变为任何类人生物的样貌。当窃影鬼的职业等级总和达到9级时,他获得了每天以类法术能力使用1次行影术(shadow walk,只限自身)的能力;在达到13级时,他每天可以使用1次异界传送(Plane Shift,仅限自身,且只能传送至主物质位面Material Plane以及阴影位面Shadow Plane)。窃影鬼的施法者等级等同于其总生命骰。
起始语言:通用语。拥有足够智力的窃影鬼可以选择下列语言作为额外语言:邪灵语,水族语,风族语,龙语,D’ziriak*(仅能理解,无法说),火族语,土族语以及任何地区的人类语言(any regional human tongue)。
*译注:求该语言为何物。

种族特性替换
以下种族特性可以用来替换窃影鬼的种族特性。在选择这些新选项之前请先咨询您的DM。

使者(Emissary):在极为罕见的情况下,窃影鬼能够胜任并充当阴影位面以及主物质位面之间的使者。每天一次,窃影鬼可以在唬骗或交涉检定中骰两次并取高。该特性取代融影。

阴影闪现(Gloom Shimmer):有的窃影鬼可以操纵阴影能量替换他所在的位置而非在影子之间传送。在达到9级时,这些窃影鬼获得了每日以类法术能力使用2次移位术(displacement)的能力以取代使用行影术类法术能力。该能力的施法者等级等同于窃影鬼的总生命骰。该特性修改了类法术能力。

暗影魔法(Shadow Magic):愿意求索他们适应的位面中魔法的精微之处的窃影鬼,会对暗影魔法别有领悟。这些窃影鬼施放的所有幻术学派(暗影shadow)的法术的DC获得+1种族加值。该特性取代技能奖励。

狡诈操纵者(Subtle Manipulator):相较化身为其他形态,有的窃影鬼更善于破坏其他生物的记忆。这些窃影鬼获得了每日以类法术能力使用1次记忆空白(memory lapse*,APG 232页)的能力以取代以类法术能力使用易容术。该能力的施法者等级等同于窃影鬼的总生命骰。该特性修改了类法术能力。

世界行者(World Walker):那些花了大部分时间生活在主物质位面的窃影鬼们变得更容易适应新环境。他们在知识(自然)以及知识(本地)检定上获得+1种族加值以取代在知识(位面)上的加值。该特性修改了技能奖励。

*译注:
记忆空白(Memory Lapse)
学派:附魔系[影响心灵]
等级:吟游诗人 1,术士/法师 1
施法时间:标准动作
成分:语言,姿势
范围:近距
目标:一名活物
持续时间:立即
豁免:意志,通过则无效
法术抗力:可
    你让目标遗忘了从他的上回合开始到受到该法术影响期间的事情。这让你能够重新对他进行交涉,威吓或技能对抗的检定——如果这件事没有关系到其他生物的话。


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窃影鬼,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

先知:在确定先知能够使用的种族类法术能力时,视为其先知等级比正常高+1/3。
游侠:在阴影位面(Plane of Shadow)进行的察觉以及生存检定获得+1/2加值。
盗贼:在昏暗或黑暗中进行的潜行以及巧手检定获得+1/2加值。
术士:获得+1/2点寒冷或闪电抗力(每种类型最高10点)。
召唤师:召唤师的精神向导获得1点寒冷或闪电抗力。每当召唤者选择该奖励后,他的精神向导增加1点所选能量类型的抗力(每种类型最高10点)。
法师:从法师法术列表中获得一个法术加入其法术书中,该法术必须比角色可以使用的最高等级法术低一级,并且必须为幻术(暗影)子学派或带有黑暗描述符(darkness descriptor)。

引用
边栏
影化模板(CR+1)
拥有影化模板的生物生活在阴影位面,只有极少数敢于冒险的生物会到其他更亮的位面,并且能够被阴影召唤者所召唤。应用影化模板的生物CR+1。影化模板的快建规则与重建规则相同。
重建规则
感官:获得昏暗视觉以及60尺黑暗视觉
防御:按照下表获得DR与能量抗力
法术抗力:获得等同于新CR+6的法术抗力
特殊能力:融影(shadow Blend)(Su)在任何光亮照明以外的光线环境下,影化生物都可以融入阴影之中,这使得他们获得隐蔽(20%失手率)。影化生物可以以一个自由动作暂停或恢复该能力。

影化模板防御能力
HD寒冷与闪电抗力DR
1–45
5–10105/魔法
11+1510/魔法

种族变体职业
以下种族变体职业适用于窃影鬼。

引用
黄昏追猎者(游侠变体)
作为阴影位面的猎手和向导,黄昏追猎者是成长在阴影中的巡游者。这些擅长在阴影、黑暗和暮光中狩猎的猎手们精于操纵阴影的艺术。

本职技能(Class Skills):黄昏追猎者将知识(位面)加入他的本职技能列表,并从中移除知识(自然)。

暗影向导(Shadow Guide):当黄昏追猎者获得偏好地形时,该能力以下述方式作出改变。3级起,黄昏追猎者如常选择偏好地形,不过在阴影位面的该地形中加值为+3,而在其他位面的该种地形时则为+1。每当他选择提升偏好地形的加值时,他在阴影位面的该地形中提升的加值为+3,而在其他位面的该种地形时提升的加值为+1。该能力修改了偏好地形。

暗影羁绊(Shadow Bond)(Su):4级起,黄昏追猎者与暗影间形成了神秘的羁绊。他的周围围绕着交织旋转的暗影,并以此迷惑他的敌人。当黄昏追猎者昏暗或黑暗(魔法效果或其他)的环境中时,他在以特技动作检定穿过敌人或敌人的威胁范围时获得+4洞察加值。此外,每天等同于他的感知调整值次,黄昏追猎者可以操纵30尺内一个5尺方格中的影子。那个方格必须在昏暗或黑暗的范围内(魔法效果或其他)。在这5尺方格内或者与之接邻的拥有智力属性的敌人会在AC以及反射豁免检定上受到-2减值。扰人的影子持续1轮。这是一个影响心灵的恐惧效果。该能力取代猎手羁绊。*
*译注:原文并没注明操控影子的动作。

黑暗视域(Dark Sight)(Su):12级起,黄昏追猎者获得看透黑暗怪物能力*(Bestiary 2 301)。该能力取代伪装。
*译注:魔裔专长中有该能力说明。

引用
影唤师(召唤师变体)
当绝大多数的召唤师还在以各种方式呼唤跨越界域的生物协助他们战斗,借由不同类型的生物来强化向导的能力时,有些召唤师却选择避开同道这种粗俗而实用的风格,专注于呼唤来自影界深处的存在。

本职技能(Class Skills):影唤师将潜行加入他的本职技能表,并将使用魔法装置从他的本职技能表中移除。

影召唤(Shadow Summoning)(Sp):当影唤师使用他的召唤怪物能力或者施展召唤怪物法术时,他通常会召唤出来自影界,或是跟影界有紧密关联的生物。在正常状况下,一个召唤怪物法术列表上的生物会由于施法者的阵营,而被加上炼狱或天界模板后被召唤出来时,由影唤师所召唤出来的生物则改为获得影化模板(见前)。此外,召唤怪物列表将有以下调整(但仍然能够以高阶召唤法术召唤复数来自低阶列表的生物)。
  • 召唤怪物Ⅰ:没有改变。
  • 召唤怪物Ⅱ:影唤师无法召唤小型元素与劣魔,但能够召唤索格(zoogs,Bestiary 3 288)。
  • 召唤怪物Ⅲ:影唤师无法召唤怯魔与圣光亚空,但能够召唤邪窥魔(Augur kytons,Bestiary 3 171)。
  • 召唤怪物Ⅳ:影唤师无法召唤中型元素、地狱犬、獒首亚空与魔蝠,但能够召唤怨灵(Bestiary 3 12)、幽翼(Gloomwing,Bestiary 2 133)与幽影(Bestiary 245)。
  • 召唤怪物Ⅴ:影唤师无法召唤巴布魔、巴霸魔(或称倒钩魔)、勃拉尼天族(bralani azatas)、大型元素、沙罗曼蛇与锡尔族(Xills),但能够召唤幽影獒犬(Bestiary 3 241)与无拘影民(shae,Bestiary 3 242)。
  • 召唤怪物Ⅵ:影唤师无法召唤超大型元素、欲魔、翼蛇人与魅魔,但能够召唤蛰伏伪怪(Bestiary 47)。
  • 召唤怪物Ⅶ:影唤师无法召唤狩魔蛛、骨魔、元素长老与弗洛魔,但能够召唤高等幽影(Bestiary 245)。
  • 召唤怪物Ⅷ:影唤师只能召唤德格霍邪魔(Derghodaemons,Bestiary 3 66)与少年影龙(Bestiary 2 102)。
  • 召唤怪物Ⅸ:影唤师只能召唤邪验魔(Interlocutor kytons,Bestiary 3 174)与夜翼(nightwing,Bestiary 3 203)。
此能力在作用上如同并取代召唤师正常的召唤怪物类法术能力。

暗影向导(Shadow Eidolon):影唤师的向导揉合了他自身的影子跟从影界深处召唤而来的幽影;这两者是密不可分的。当他的向导显现身形时,他的影子会拉长、最终从他身上分离,成为一个独立的生物。当影唤师的向导仍然显现时,无论有无光源,他与他的向导的影子都会显得不大清晰。这种影子的缺失取代了用以辨识召唤师与其向导的魔法印记。此能力替代召唤师的向导能力。

引用
新进化(New Evolutions)

进化形态II(2-Point Evolutions)

融影(Shadow Blend)(Su):在任何并非明亮光源的照明度下,向导会消失在阴影中,这将给予它隐蔽(20%失手率)。如果向导同时拥有幽影型态进化,则改为获得全隐蔽(50%失手率)。向导可以用一个自由动作终止或者重新开启此能力。

幽影型态(Shadow Form)(Ex):向导的躯壳会变得阴暗且更加的朦胧。此进化会给予向导常时的隐蔽(20%失手率),并且使它的近战攻击能如同拥有幽冥属性般影响到虚体生物。然而,向导的攻击对实体生物只造成一半的伤害。

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

窃影鬼道具
窃影鬼可以使用以下道具。

窃影鬼道具
名称价格    重量    制作DC
黑光提灯20gp  3磅    —
阴暗视域护目镜200gp  —    25
影脂瓶25gp  1磅    20

黑光提灯(Darklight Lantern):这盏提灯不烧灯油,但是需要燃烧影脂(见后文)。当其以影脂为燃料,提灯会创造一片古怪的黑暗阴霾,在其周围30尺范围内的光照等级(light level)会降低一级(核心 172页)。与被影脂命中的单一目标不同,这片阴霾不会将自然黑暗变为超自然黑暗。一瓶影脂可供一盏黑光提灯使用1分钟。

阴暗视域护目镜(Gloom Sight Goggles):这些非魔法性质的护目镜使用炼金处理过的黑色石头作为镜片,而这种看起来像是黑曜石的材料来自阴影位面。当窃影鬼的双眼均佩戴上护目镜时,阴暗视域护目镜会与他们独特的眼部构造相互作用,这使得窃影鬼的黑暗视觉提升至90尺,但是他们也会获得光线敏感的弱点(Bestiary 301页)。其他种族无法通过这些镜片视物,并且已经通过阴暗视域专长*增强了视觉的窃影鬼也不会获得护目镜的效果。虽然这些护目镜实际上是炼金制品而非魔法性质的道具,但是它们会占据奇物的眼部位置。
*译注:见窃影鬼专长。

影脂(Shadowcloy):这稀薄的黑色液体由于暴露在空气中会很快挥发,因此一般都密封在瓶中。它油腻的蒸汽会附着在目标身上,在短期内使其视线模糊。你可以将一瓶影脂作为溅射武器以10尺的射程增量掷出。被直接命中的目标会将光照环境视为比正常暗一个档次(target treats the ambient light as one category darker than normal,核心 172页),已经在自然黑暗中的生物会将周围视为超自然黑暗。这个效果持续1轮。被掷出的影脂瓶不会影响接邻或者未命中的生物。

窃影鬼专长
窃影鬼可以使用以下专长。

黑暗视域(Dark Sight)
通过进一步的增强,你的双眼甚至能够看透一定距离的魔法黑暗。
先决条件:阴暗视域,窃影鬼
好处:你获得能够看透15尺范围内魔法黑暗的能力,比如深幽黑暗术造成的黑暗。

阴暗视域(Gloom Sight)
通过奇特的暗影魔法与外科手术的联合作用,你的双眼在黑暗中的视力被永久强化了。
先决条件:窃影鬼
好处:你获得90尺黑暗视觉,但是也获得光线敏感弱点(Bestiary 301页)。

阴暗打击(战斗专长)(Gloom Strike (Combat))
只有少数生物能够像你一样习惯于在阴影中战斗。
先决条件:盲斗,窃影鬼
好处:当你在黑暗或者昏暗的区域内,你对同样在黑暗或者昏暗区域内的敌人的攻击检定获得+1加值。

精通黑暗视域(Improved Dark Sight)
通过再一步的增强,你的双眼不但能够在自然黑暗中视物,就连魔法黑暗也难不倒你。
先决条件:黑暗视域,阴暗视域,窃影鬼
好处:你获得看透黑暗怪物能力*(Bestiary 2 301)并且失去了光线敏感弱点,但是你获得了强光致盲弱点。
*译注:魔裔专长中有该能力说明。

暗影幽灵(Shadow Ghost)
你可以更加频繁地来往于阴影位面与主物质位面之间。
先决条件:窃影鬼,行影术类法术能力
好处:你获得每天可以额外使用一次行影术的能力。
特殊:你可以多次选择该专长,其效果叠加。

暗影行者(Shadow Walker)
你可以更频繁并以更高的效果穿透阴影位面与主物质位面之间的障壁。
先决条件:窃影鬼,行影术类法术能力
好处:你可以花费一次以类法术能力使用行影术的机会,并以此来通过类法术能力使用任意门。不过使用该能力时你的起始与结束的位置必须在昏暗光线或者黑暗中。

窃影鬼奇物
窃影鬼可以使用以下奇物。

光室护符(AMULET OF HIDDEN LIGHT)
灵光:微弱幻术系;施法者等级:3级
位置:项链;价格:9000gp;重量:—
    这个大型护身符由粗制的玻璃容器制成,通过命令可以如同照明杖一样散发光芒。与通常的光源不同,在这个光照区域外的生物无法看到护符发出的光芒。
制造条件:制造奇物,光亮术,隐形术
制造成本:4500gp

闪烁之窗(LAMBENT WINDOW)
灵光:中等预言系;施法者等级:7级
位置:无;价格:20000gp;重量:2磅
    这个以黑色金属为框的小型玻璃窗乍看之下就和一面小手镜一样,但是当一个生物花费至少一分钟凝视着它的镜面后,其展示的画面会变换并转化为另一个位面的景观。若在主物质位面激活闪烁之窗,它会展示阴影位面上对应的位置以及任何在该位置的生物。同样,在阴影位面使用则会展示主物质位面的相应位置。这个道具只允许凝视它的生物看到其他位面所对应的位置;他们无法通过窗口听到或者通过其他感官获知另一侧的信息。该效果每天可以使用10分钟。这些时间不需要连续,激活时持续1分钟的凝视也不计算入使用时效之内。
    手持正在激活状态的闪烁之窗的人可以将它作为一个特殊的焦点,此时施放异界传送法术或者以类法术能力使用异界传送时能够直接到达镜面展示的具体位置,而非持有者意欲到达目的地周边5-500英里的地域。
制造条件:制造奇物,异界传送,探知
制造成本:10000gp

舞影灯(LANTERN OF DANCING SHADOWS)
灵光:中等变化系;施法者等级:6级
位置:无;价格:41000gp;重量:2磅
    这个小灯笼是由黑色金属架以及薄到几乎透明的纸张做成。灯笼每燃烧6个小时消耗1品脱的油。灯笼的光芒使半径30尺范围内的照明等级(illumination level)向着昏暗(dim light)变化一级,明亮(bright light)变为正常(normal light),正常变为昏暗,或者将黑暗(darkness)变为昏暗。灯笼对照明已经为昏暗的区域没有影响。非魔法性质的光源——比如火把或提灯——无法影响提灯影响范围内的光照等级(light level)。而魔法光亮或黑暗也只有在施法者等级高于灯笼时才能影响其范围内的光照等级。
    每天一次,发光的舞影灯能够通过命令从它所发出的光影中创造几近真实的幻影,就如同使用幽影咒法术一般。此外每天一次,通过持用者的命令,灯笼可以在短时间内将阴影凝结。这些凝固的阴影可以将灯笼光照范围内(30尺)的虚体生物凝聚成半实体的形态,就如同使用群体镇魂歌一般(APG 225页)。
制造条件:制造奇物,黑暗术,群体镇魂歌*,幽影咒法术
制造成本:20500gp
*译注:见格里菲因姐姐翻译的牧师/先知扩展法术,5环。

窃影鬼法术
窃影鬼可以使用以下法术。

黑盲矢(GLOOMBLIND BOLTS)
学派:咒法系(创造)[暗影shadow]
等级:魔战士 3,术士/法师 3,女巫 3
施法时间:标准动作
成分:语言,姿势
范围:中距
效果:一或多根能量弩矢
持续时间:立即
豁免:反射,通过则无效
法术抗力:可
    你创造了一支或多支注入阴影位面能量的负能量弩矢。你能创造1支,加上5级之后每4施法者等级1支的弩矢(最多13级3支)。你能使其射向同一个或不同的若干个目标,不过所有目标彼此距离不得超过30尺。若远程接触攻击命中,每支弩矢对活物造成4d6伤害或对不死生物提供4d6治疗。此外,弩矢的能量将会包裹目标的皮肤,使其在短时间内陷入目盲。任何被弩矢命中的生物如果反射检定失败则会目盲一轮。

阴影庇护所(SHADOWY HAVEN)
学派:变化系
等级:术士/法师 4
施法时间:标准动作
成分:语言,姿势,材料(一个黑色丝质小包)
范围:解除
目标:接触到的5尺见方的平面
持续时间:2小时/等级
豁免:无
法术抗力:否
    这个法术工作方式类似魔绳术(rope trick),不过入口是一个5尺的方格而非绳子。开辟的空间中能容纳最多10个任意体型的生物。
    当该法术被施放在一堵5尺见方的墙壁上时,它将创造一个毗邻阴影位面的异次元空间。身处该空间内的生物将不会被非跨界法术影响(包括预言法术)。这个空间能容纳最多10个生物(无论大小)。这个异次元空间的入口是可见的,它表面的亮度明显比周围的墙面要昏暗。
    法术不能穿过异次元空间的出入口造成效果,范围效果也不行。异次元空间中的生物可以如同从一个位于施法墙面的5尺见方的门或窗户中观察外界。该窗口是不可见的(不过如上所述,入口是可见的),并且即使生物能从外面看到窗口,也不可能看到内部的情景。任何位于异次元空间中的东西在法术结束时都会被驱逐出来。同一时间只能有一个生物进入或离开异次元空间。
    空间入口只能在昏暗(dim)的环境亮度下可以打开。如果任何其他亮度导致入口关闭(更亮或更暗),内部生物将会身陷异次元空间中。如果在法术结束时,入口仍处于关闭状态,内部生物有50%几率被喷到阴影位面而非原入口位置。如果发生这种情况,生物会随机出现在主物质位面原位置对应的阴影位面位置半径1d10英里的地方。该法术在并非毗邻阴影位面的位面无法生效。
    因为异次元空间毗邻阴影位面,任何行影术法术或类似的能够前往阴影位面的效果都会更加精确,会让生物抵达阴影位面时的位置误差减少一半。

原文
剧透 -   :
Fetchlings

Fetchling Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability.When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only)usable once per day. A fetchling’s caster level is equal to his total Hit Dice.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran,Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.

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

Emissary: Rare fetchlings excel in the role of emissary between the Shadow Plane and the Material Plane. Once per day, such a fetchling can roll twice when making a Bluff or Diplomacy check and take the better roll. This racial trait replaces shadow blending.

Gloom Shimmer: Some fetchlings can manipulate shadowy energy in order to displace their location instead of transporting between shadows. Upon reaching 9th level, instead of gaining shadow walk as a spell-like ability, these fetchlings gain displacement as a spell-like ability usable twice per day. For this ability, a fetchling’s caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.

Shadow Magic: Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast.This racial trait replaces the skilled racial trait.

Subtle Manipulator: Rather than taking on the forms of others, some fetchling are adept at destroying the memories of other creatures. Instead of gaining disguise self as a spell-like ability, such fetchlings can use memory lapse (Advanced Player’s Guide 232) once per day as a spell-like ability. For this ability, a fetchling’s caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.

World Walker: Fetchlings who have spent most of their lives on the Material Plane can become more acclimated to their new environments. Instead of gaining a +2 racial bonus on Knowledge (planes) checks, these fetchlings gain a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks. This racial trait modifies the skilled racial trait.

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

Oracle: Treat the oracle’s level as +1/3 higher for the purposes of determining which of its racial spell-like abilities it can use.
Ranger: Add a +1/2 bonus on Perception and Survival checks made on the Plane of Shadow.
Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Sorcerer: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type).
Summoner: The summoner’s eidolon gains resistance 1 against either cold or electricity. Each time the summoner selects this reward, he increases his eidolon’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).
Wizard: Add one spell from the wizard spell list to wizard’s spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.

Shadow Creature (CR +1)
Creatures with the shadow creature template dwell on the Shadow Plane, only rarely venturing onto other, brighter planes, and can be summoned by shadow callers. A shadow creature’s CR increases by +1. A shadow creature’s quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision and low-light vision 60 ft.; Defensive Abilities gains energy resistance and DR as noted on the table below; SR gains SR equal to new CR + 5; Special Abilities Shadow Blend (Su) In any condition of illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

Shadow Creature Defenses
Hit Dice     Resist Cold and Electricity         DR
1–4                    5                        —
5–10                  10                      5/magic
11+                    15                      10/magic

RACIAL ARCHETYPES
The following racial archetypes are available to fetchlings.

Dusk Stalker (Ranger)
Hunters and guides through the Shadow Plane, dusk stalkers are rangers that thrive in shadow. Adept at hunting in dusk, darkness, and twilight, these rangers excel at manipulating shadows.

Class Skills: The dusk stalker adds Knowledge (planes)to his list of class skills and removes Knowledge (nature)from his list of class skills.

Shadow Guide: When a dusk stalker gains the favored terrain ability, that ability is modified in the following ways. At 3rd level, a dusk stalker picks his primary terrain normally, but only gains a +1 bonus on those checks while on a plane other than the Shadow Plane, and gains a +3 bonus on those checks while on the Shadow Plane. Each time he chooses to add a bonus in a favored terrain, he gains a +1 bonus on those checks while on a plane other than the Shadow Plane, and gains a +3 bonus on those checks while on the Shadow Plane. This ability modifies favored terrain.

Shadow Bond (Su): At 4th level, a dusk stalker creates a mystical bond with shadows. The shadows around a dusk stalker weave and swirl, confusing his enemies. When a dusk stalker is fighting in dim light or darkness (magical or otherwise), he gains a +4 insight bonus on Acrobatics checks made to move through an enemy’s threatened area or through its space. Furthermore, a number of times per day equal to his Wisdom modifier, the dusk stalker can manipulate shadows in a 5-foot square within 30 feet. That square must be in an area of dim light or darkness (magical or otherwise). Enemies with an Intelligence score within or adjacent to that 5-foot square take a –2 penalty to AC and on Ref lex saving throws.The harassing shadows last for 1 round. This is a mindaffecting fear effect. This ability replaces hunter’s bond.

Dark Sight (Su): At 12th level, a dusk stalker gains the see in darkness ability (Bestiary 2 301). This ability replaces camouf lage.

Shadow Caller (Summoner)
While most summoners can call any manner of creature from across the planes to serve them in combat, supplementing the skills of their eidolon with a diverse range of creatures,others eschew this broad utility and instead concentrate upon calling forth entities from the Shadow Plane. A shadow caller has the following class features.

Class Skills: The shadow caller adds Stealth to his list of class skills and removes Use Magic Device from his list of class skills.

Shadow Summoning (Sp): When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead (see sidebar). Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
Summon Monster I: No changes.
Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs (Bestiary 3 288).
Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons (Bestiary 3 171)
Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips (Bestiary 3 12), gloomwings (Bestiary 2 133), and shadows (Bestiary 245).
Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals,salamanders, or xills, but can summon shadow mastiffs (Bestiary 3 241) and shae (Bestiary 3 242).
Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers (Bestiary 47).
Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows (Bestiary 245).
Summon Monster VIII: A shadow caller can only summon derghodaemons (Bestiary 3 66) and young umbral dragons (Bestiary 2 102).
Summon Monster IX: A shadow caller can only summon interlocutor kytons (Bestiary 3 174) and nightwings (Bestiary 3 203).
This ability otherwise functions as and replaces the summoner’s normal summon monster spell-like abilities.

Shadow Eidolon: A shadow caller’s eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller’s eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.
This ability alters the summoner’s eidolon ability.

New Evolutions
The following evolutions are available to all summoners.

2-Point Evolutions
Shadow Blend (Su): In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

Shadow Form (Su): The eidolon’s body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon’s melee attacks deal only half damage to corporeal creatures.

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

Fetchling Equipment
The following alchemical items either boost the strange physiology of fetchlings or augment their abilities to manipulate shadow and darkness.

Darklight Lantern: This lantern does not burn oil, but instead burns shadowcloy (see below). When shadowcloy is used as its fuel, this lantern creates a strange, hazy darkness that decreases the light level for 30 feet around it by one step (Core Rulebook 172). Unlike when shadowcloy is thrown at a single target, this haze does not decrease natural darkness to supernatural darkness. One flask of shadowcloy fuels a darklight lantern for 1 minute.

Gloom Sight Goggles: These nonmagical goggles are set with a piece of alchemically treated, black, obsidianlike stone found in the mountainous regions of the Shadow Plane. Gloom sight goggles interact with the unique eyes of fetchlings in such a way that when the goggles are worn over both eyes, they expand the range of a fetchling’s darkvision to 90 feet, but the fetchling also gains the light sensitivity weakness (Bestiary 301). Other races cannot see through the lenses of these goggles, and they have no affect on fetchlings whose eyes have been modified by the Gloom Sight feat.Though they are alchemical rather than magical in nature,these goggles take up the magic item eye slot.

Shadowcloy: This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air.Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal (Core Rulebook 172),with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round.A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.

Fetchling Equipment
Item                    Cost     Weight     Craft DC
Darklight lantern       20 gp    3 lbs.       —
Gloom sight goggles    200 gp      —         25
Shadowcloy flask        25 gp     1 lb.       20

Fetchling Feats
Fetchlings have access to the following feats.

Dark Sight
With further modification, your eyes can pierce the gloom of even magical darkness.
Prerequisites: Gloom Sight, fetchling.
Benefit: You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.

Gloom Sight
With a combination of strange shadow magic and chirurgery, your eyes are permanently modified to see farther in darkness.
Prerequisite: Fetchling.
Benefit: You gain darkvision 90 ft., but gain the light sensitivity weakness (Bestiary 301).

Gloom Strike (Combat)
Few creatures are as accustomed to fighting in the shadows as you.
Prerequisites: Blind-Fight, fetchling.
Benefit: When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness.

Improved Dark Sight
With further modification, your eyes see clearly in not only normal darkness, but in magical darkness as well.
Prerequisites: Dark Sight, Gloom Sight, fetchling.
Benefit: You gain the see in darkness ability (Bestiary 2 301) and lose the light sensitivity weakness, but gain the light blindness weakness (Bestiary 301).

Shadow Ghost
You can move between the Shadow Plane and the Material Plane more often.
Prerequisites: Fetchling, shadow walk spell-like ability.
Benefit: You gain the ability to use shadow walk an additional time each day.
Special: You may select this feat multiple times. Its effects stack.

Shadow Walker
You can pierce the veil between the Shadow Plane and the Material Plane more often, and to greater effect.
Prerequisites: Fetchling, shadow walk spell-like ability.
Benefit: You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability.Your start and end locations for this ability must be in dim light or darkness.

Fetchling Magic Items
Fetchlings have access to the following magic items.

AMULET OF HIDDEN LIGHT
Aura faint illusion; CL 3rd
Slot neck; Price 9,000 gp; Weight —
DESCRIPTION
    This large amulet crafted of rough-cut glass can, on command,shed light as a sunrod. Unlike a normal light source, creatures outside this area cannot see the amulet’s light.
CONSTRUCTION
Requirements Craft Wondrous Item, light, invisibility;Cost 4,500 gp

LAMBENT WINDOW
Aura moderate divination; CL 7th
Slot none; Price 20,000 gp; Weight 2 lbs.
DESCRIPTION
    This small pane of glass in a frame made of black metal looks like a small hand mirror at first glance, but when a creature spends at least 1 minute staring into its reflection, the image shifts and changes, showing the landscape of another plane. If the lambent window is activated on the Material Plane, it shows the corresponding location on the Shadow Plane, along with any creatures at that location. Likewise, when used on the Shadow Plane, it shows the corresponding location on the Material Plane. This item only allows those staring into it to see the corresponding location on the other plane;they cannot hear through or gain other sensual information about the other side by way of the window. This effect can be used for up to 10 minutes per day. Those minutes need not be consecutive, and the 1 minute it takes to activate the lambent window does not count against this limit.
    A person holding an active lambent window can use it as a special focus when casting plane shift or using plane shift as a spell-like ability to reach the specific location shown in the mirror, rather than 5–500 miles from the bearer’s intended destination.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift, scrying; Cost 10,000 gp

LANTERN OF DANCING SHADOWS
Aura moderate transmutation; CL 6th
Slot none; Price 41,000 gp; Weight 2 lbs.
DESCRIPTION
    This small lantern is made of thin, nearly transparent paper and black iron. The lantern burns for 6 hours on 1 pint of oil. The lantern’s light causes the illumination level in a 30-foot radius to move one step toward dim light, from bright light to normal light, from normal light to dim light, or from darkness to dim light. The lantern has no effect in an area that is already in dim light. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in the lantern’s area. Magical light or darkness only change the light level in the lantern’s area if they have a higher caster level than the lantern.
    Once per day, the lit lantern of dancing shadows can be commanded to create quasi-real illusions from the shadows cast by its light, as the shadow conjuration spell. In addition,once per day, the lantern can be commanded to solidify shadows for a short period of time. These solidified shadows cause incorporeal creatures within the lantern’s illumination radius (30 feet) to coalesce into semi-physical forms, as the mass ghostbane dirge spell (Advanced Player’s Guide 225).
CONSTRUCTION
Requirements Craft Wondrous Item, darkness, mass ghostbane dirge, shadow conjuration; Cost 20,500 gp

Fetchling Spells
Fetchlings have access to the following spells.

GLOOMBLIND BOLTS
School conjuration (creation) [shadow]; Level magus 3,sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one or more bolts of energy
Duration instantaneous
Saving Throw Reflex negates; see text; Spell Resistance yes
    You create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. You can fire one bolt,plus one for every four levels beyond 5th (to a maximum of three bolts at 13th level) at the same or different targets,but all bolts must be aimed at targets within 30 feet of each other and require a ranged touch attack to hit. Each bolt deals 4d6 points of damage to a living creature or heals 4d6 points of damage to an undead creature. Furthermore, the bolt’s energy spreads over the skin of creature, possibly blinding it for a short time. Any creature struck by a bolt must succeed at a Reflex saving throw or become blinded for 1 round.

SHADOWY HAVEN
School transmutation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a small black silk bag)
Range touch
Target one 5-foot square of floor touched
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
    This spell functions like rope trick, except the point of entry is through a 5-foot-square instead of a rope. The space holds as many as 10 creatures of any size.
    When this spell is cast upon a 5-foot-square part of a wall,it creates an extradimensional space adjacent to the Plane of Shadow. Creatures in the extradimensional space are hidden beyond the reach of spells (including divinations) unless those spells work across planes. The space holds as many as 10 creatures (of any size). The entrance to the extradimensional space remains visible as an area that is darker than the ambient illumination.
    Spells cannot be cast across the extradimensional interface,nor can area effects cross it. Those in the extradimensional space can see out of it as if a 5-foot-by-5-foot door or window were centered on the affected surface. The window is invisible(though it is within the shadowed entrance to the spell,which is visible), and even creatures that can see the window from the outside can’t see through it. Anything inside the extradimensional space is ejected when the spell ends. Only one creature may enter or exit the extradimensional space at a time.
    The entrance is only open when the area around it is in dim light. Any other level of light (brighter or darker) closes the entrance, trapping creatures inside the extradimensional space. If the entrance is closed when the spell expires, there is a 50% chance that creatures in it are ejected into the Shadow Plane instead of the location of the entrance. If this occurs, the creatures appear on the Shadow Plane 1d10 miles in a random direction from their corresponding location on the Material Plane. The spell has no effect if cast on a plane that is not adjacent to the Shadow Plane.
    Because the extradimensional space is adjacent to the Shadow Plane, any shadow walk spell or similar effect that allows travel to the Shadow Plane is more accurate, reducing the distance creatures arrive off-target by half.

« 上次编辑: 2015-10-24, 周六 02:04:56 由 Leviathan »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #1 于: 2012-08-30, 周四 10:36:09 »
这货竟然不自带黑暗视觉?这不科学!

 :em016 :em032 :em031
« 上次编辑: 2012-08-30, 周四 11:31:09 由 背叛者之殇 »

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #2 于: 2012-08-30, 周四 11:19:22 »
这货竟然不自带黑暗视觉?这不科学!

感官:窃影鬼拥有昏暗视觉和60尺黑暗视觉。
其实有带...
我是叉烧龙猫啦,
我犯了一个致命的错误:
在家里没办法用繁体中文登入果园...

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #3 于: 2012-08-31, 周五 14:38:09 »
不是影唤师变体的召唤师,向导能选择融影进化吗?
剧透 -  PFS人物卡:
269757-2 Abarai Renji 阿散井恋次9级26XP
269757-5 BM Carlock 卡洛克8级22XP
269757-9 XX-Saber Faultroll 福特罗尔8级21XP
269757-4 Jesse Mccree 麦克雷6级16XP(欠2张单子没填)
269757-8 BF Armor Master 黑羽6级15XP
269757-3 Six Samurai Kizan 辉山6级15XP
269757-6 Hyuga Neji 日向宁次4级9XP
269757-10 Goyo Defender 高尤·蒂芬德2级5XP

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #4 于: 2012-08-31, 周五 14:45:46 »
不是影唤师变体的召唤师,向导能选择融影进化吗?
New Evolutions
The following evolutions are available to all summoners.

可以,Shadow Form临时激励出来打虚体效果很好.
 
DND3R战力最强  1/1
DND4E战力最强  1/1
-----PF战力最强  1/1
DND5E战力最强  1/1


Unclean!Undead!Unholy!

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #5 于: 2013-06-30, 周日 14:32:15 »
因为查到了奈奈的问题所以挖个古坟

D’ziriak是一种影界的半白蚁种族,长相神丑,出自怪物图鑑2,作为一个PF的新怪物还未有翻译

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #6 于: 2013-07-01, 周一 09:14:53 »
因为查到了奈奈的问题所以挖个古坟
D’ziriak是一种影界的半白蚁种族,长相神丑,出自怪物图鑑2,作为一个PF的新怪物还未有翻译

感谢指出不过……这无从改起啊
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #7 于: 2013-10-11, 周五 16:24:29 »
窃影鬼(Fetchlings)

  窃影鬼是光与影交融的生物,是困在阴影位面的人类的后裔。世代都与影界及其住民接触,使得窃影鬼成为了独立于人类的种族。尽管了解自己的起源,窃影鬼与自己的主物质位面先祖在肉体和精神特质方面并不相似,并以被和人类比较为耻。一些成员对“窃影鬼”之名抱以愤怒,因为这是那些将他们视为影界珍禽异兽的人类所取的名字。多数窃影鬼更喜欢被称为卡雅(kayal),这一邪灵语词汇的大意是“阴影之民”或“暮光住民”。

  作为人类血脉与阴影位面影响的混合产物,窃影鬼这一影界住民进化出了适于在萧瑟与无色地区生存的特性和能力。尽管多数窃影鬼将阴影位面视为家园,他们经常和主物质位面的生物联络和交易。为了寻求盟友和交易通道,一些窃影鬼从两界之间边界模糊之处深入主物质位面。这些窃影鬼通常以双方界域之间的商人和向导身份登场。

  体貌描述:表面上看,窃影鬼像是不自然地柔软到处于脆弱边缘的人类。影界故土吸收了他们皮肤和毛发的鲜明色彩。他们的颜色从纯白到深黑,遍及了这两个极端之间的各种灰色。他们的眼睛清楚而没有瞳孔,通常散发着淡淡的黄色或黄绿光耀,也有少数个体拥有蓝绿色调的眼睛。他们的发色接近纯白或暗灰,不过多数窃影鬼会将头发染成黑色。一些地位崇高者或是居住在主物质位面的窃影鬼会将头发染成各种纯色,通常是暗紫、靛蓝和深红。

  社会:窃影鬼是适应力强的生物,很少会有特殊的道德哲学或法律条例。多数窃影鬼会仿效住处周边或者所侍奉种族的政府体制。尽管在阴影位面人口众多,他们很少统治同类;多数窃影鬼侍奉自己家乡的黑耀巨龙,或者深幽黑暗中的虚空异怪。无论如何,窃影鬼是幸存者。不屈不挠、多才多艺和圆滑世故帮助他们在阴影位面的恶劣环境中生存下来,并成为其中的强大生物。当位于主物质位面——尤其是难以随意回归影界故乡时,窃影鬼倾向于聚集成小型社群,并就地仿照与自己交易的种族的形式来组建政体。

  关系:由于祖先相同,窃影鬼和人类交流时最为方便,当然他们也能和侏儒等故乡和主物质位面被阻断的种族取得共鸣。【译注:侏儒拥有精类起源。】他们的圆滑世故使自己尽量少和好战种族打交道,如果不得不和兽人、地精之类扯上关系时,窃影鬼会利用在影界巨龙脚下求存的技巧、扮演阿谀奉承之徒的角色。窃影鬼和矮人与精灵之间的关系意外地紧张。矮人认为他们奸诈和诡异,而精灵的脾气微妙费解这一点也让双方难以沟通。

  阵营和宗教:窃影鬼——尤其是生活在阴影位面以外的——会崇拜的神祗有很多。少数邪恶的窃影鬼会崇拜支配黑暗和淫欲的恶魔领主。

  冒险:多变多灾的阴影位面对窃影鬼冒险者们而言是个巨大的危险,但同时也是巨大的机会。不过出于自己在故乡的仆人地位,多数窃影鬼更青睐在主物质位面展开冒险,那里有更多的自由和更大的建立两界贸易渠道的机会。窃影鬼是优秀的忍者、先知、游侠、盗贼和召唤师。

  常用男名:阿利姆(Arim),德罗西(Drosil),耶甘(Jegan),索玛(Somar),耶塔(Yetar),佐卡(Zoka)。

  常用女名:阿赛拉(Acera),阿梅利瑟(Amelisce),淫娃(Inva),莲加(Renza),塞西琳(Zaitherin)。

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #8 于: 2013-11-02, 周六 16:47:45 »
捉个虫,种族特性漏了两项

  标准速度:窃影鬼的基本速度为30尺。

  暗影抗力(Shadowy Resistance):窃影鬼拥有5点寒冷抗力和5点闪电抗力。

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Re: 【ARG】窃影鬼(Fetchlings)
« 回帖 #9 于: 2014-01-15, 周三 19:50:59 »
传说中的BUG还没改么?
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