作者 主题: 【ARG】天狗(Tengus)  (阅读 32589 次)

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【ARG】天狗(Tengus)
« 于: 2012-08-22, 周三 00:07:23 »
感谢法兰子的描述翻译

天狗(Tengus)

  面似乌鸦的天狗种族以流浪和盗贼天分而闻名。这些生物被贪婪天性所驱使,自负、爱听恭维。虚伪、奸诈又狡猾,天狗为了能够使环境对自己有利而不惜损人利己,哪怕损害的是同类的利益。他们有时竞争心强,却又冲动随性。有些人号称他们的行为是出于天性,另一些则相信他们的自私自利是风气的影响、是在数个世纪来的歧视中不得不学会适应的生活方式。

  天狗是天生的活命主义者。对很多成员来说,唯有偷盗和犯罪才能让自己短暂地享受其他种族所拥有的生活。人类和巨人等种族都曾在过去把这些鸟之民当作奴隶和下仆。很多天狗为了活命而以拾荒为生,在城市的阴影中拣取食物,或在荒野中狩猎采集过活。他们的后代在如今的社会中为自己的一席之地而拼搏,经常同对外界针对自己的负面观念和羞辱斗争,在无情的世界中用盗术和剑技为自己开出荆棘之路。

  体貌描述:天狗是有鸟类外形的类人生物,有着与乌鸦极为相似的外貌。他们都宽厚的鸟喙,双臂和双足的先端都生着强有力的爪。虽然天狗不会飞,他们的体表复盖着富有光泽的羽毛——通常为漆黑色,偶尔也有褐色或青色。他们的皮肤和爪牙有着类似的颜色,而多数外族都很难分辨天狗个体之间的差异。希望能被其他种族轻松辨认的天狗会漂白特定位置的羽毛、或是用染料加以装饰。虽然身高与人类相仿,他们体格瘦小、且弯腰驼背。天狗的眼睛几乎分别位于脑袋两侧,这给予了他们非常宽阔、远胜于其他类人种族的视域。与鸟类相似,天狗有着中空的骨骼结构,并且是卵生的。

  社会:天狗生活在保守而组织严密的社群中。在城镇中心他们倾向于在贫民区群居,而当身处郊野时则会建立隔绝的集落。整体而言,他们保持着神秘的文化,这些文化是古老传统、和通过流浪生活从周边外族那里学来的东西所形成的大杂烩。流浪文化拓展了他们的语言能力,天狗的方言中夹杂了很多外来语的词汇和口语。因此天狗的语言天赋和习得新语言的快速也就不足为奇了。多数天狗社群都会沿循部落结构。部落的法规相对宽松和先入为主,部落成员之间的冲突也常以公开辩论来解决(偶尔也有私斗)。虽然多数集落里,每个个体都有自己在社群中的发言权,天狗还是会遵从长辈的智慧和教诲。

  关系:少有种族能轻易接受天狗。在常见种族中,只有人类允许他们在城市中有规模地定居。这种情况下,天狗难以避免要在隔离区和贫民窟中生活,通常是市民们最不幸的邻居。除了这种程度的宽容,多数人类会尽可能地少和天狗接触。天狗有时会和半身人与侏儒交友,当且仅当双方有着互利互惠的兴趣时。相反地,矮人没有耐心和天狗周旋。其他种族看待天狗的方式与人类相近,多数会拒绝他们作为侨民。

  阵营和宗教:天狗倾向于中立,不过那些愿让冲动支配自己的个体会成为混乱中立阵营。不同部落之间的宗教理念迥然不同;有些崇拜传统的天狗神祗(多为那些知名神祗的某个侧面),也有些崇拜人类的神祗或天界圣灵。天狗在信仰方面轻浮善变,在可以获得更多好处之时轻易背弃宗教习俗。很多天狗接受多神论,无事不登三宝殿地因时因势选择守护神。

  冒险:经常无家可归,很多天狗都过着追求名誉、天运和荣耀的冒险生活。天狗的人生信条正是:路上的生活如同体验和历练的一章,是通往启迪之道的试炼。有些人沿循这一信条走上灵魂升华之途,也有些人视此路为修炼完美剑技之道。可能遭受来自他族歧视这一事实,已经被很多天狗冒险者承认并直面。这些个体追寻着彰显和超越自身种族品性,骄傲地向世人夸耀自己的血统。尽管有着鸟类的脆弱,天狗凭借快速的反应和急智成为了出类拔萃的盗贼和游侠,而那些与精魂世界有着强烈连结的天狗则往往成为先知。自强不息、勤于磨练武技的天狗选择佣兵和保镖等适合自身天赋发挥的职业。

  常用男名:武枷(Bukka),渣渣(Chak-Chak),丘果(Chuko),曜羽(Ebonfeather),高栖(Highroost),考福(Kraugh),裴咤(Pezzack),队长(Taicho),赵叶(Tchoyoitu),悔恨(Xaikon)。

  常用女名:高守(Aerieminder),爱子(Aikio),七巧(Cheetchu),妲芭(Daba),金羽(Gildedhackle),幻海(Kankai),三笠(Mikacha),茹(Ruk),章夜(Zhanyae)。

天狗种族特性

+2敏捷,+2感知,-2体质:天狗迅捷并且观察力敏锐,但是身体纤细而又虚弱。
生物类型:天狗属于类人生物类,天狗子类。
中型体型:天狗是中等体型生物,不因体型获得任何加值或者减值。
基本速度:天狗的基本速度为30尺。
感官:天狗拥有昏暗视觉。
鬼祟:天狗在察觉以及潜行检定上获得+2种族加值。
天生巧言:天狗在语言学检定上获得+4种族加值,并且当她在语言学投入技能点时习得两门语言而非正常的一门。
剑类训练:天狗从出生起便受到了剑术训练,因此被视为自动擅长剑类武器(包括重剑,匕首,精灵曲刃,弯刃大刀,巨剑,反曲刀,长剑,拳匕,细剑,弯刀,短剑和双头剑)。
天生武器:天狗拥有啮咬攻击,造成1d3伤害。
起始语言:通用语以及天狗语。拥有足够智力的天狗可以选择任何额外语言(除了秘密语言,如德鲁伊语)。

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

腐臭嗅觉(Carrion Sense):许多天狗天生拥有嗅出腐肉的能力。虽然他们的嗅觉并没有办法精确辨别其他味道,但是他们特别善于分辨创口或死亡的气味。拥有该种族特性的拥有有限的灵敏嗅觉能力,它只对死尸以及濒死的生物(生命小于等于50%)生效。该特性取代天生巧言。

爪击(Claw Attack):拥有该种族特性的天狗懂得如何使用他们的爪子作为天生武器。他们获得两爪抓作为主要天生武器并可以造成1d3伤害,并且视其为拥有精通徒手击打专长作为选择其他专长的前置条件。该特性取代剑类训练。

异种武器训练(Exotic Weapon Training):有的天狗受过异种武器的训练,而非通常的剑类武器。这些天狗可以选择等同于3+他们的智力调整值个东方武器(UC 131页)并且擅长它们。该特性取代剑类训练。

滑翔(Glide):有的天狗可以使用他们带有羽毛的四肢滑翔。拥有该种族特性的天狗可以进行DC为15的飞行技能检定以使他们自身从任何高处坠落而不会受到伤害,就如同使用羽落术一般。当他安全地坠落时,天狗可以进行另外一次DC为15的飞行技能检定进行滑翔,每坠落20尺可以横向移动5尺。该特性取代天生巧言。

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天狗,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

野蛮人:增加1/3点迷信狂暴之力的加值。
战士:当对抗擒抱或摔绊时,CMD获得+1加值。
武僧:气池上限增加1/4点。
先知:当决定先知诅咒能力的效果时,视为先知等级增加1/2级。
盗贼:选择天狗剑类训练种族特性列表中的一把武器。在使用该武器进行重击确认时获得+1/2加值(最高+4)。该加值不与重击专攻叠加。
术士:选择一种1级获得并且每日使用次数为3+术士魅力调整的血统力量。这个血统力量的每日使用次数+1/2次。
女巫:女巫魔宠从女巫法术列表中选择一个法术习得。此法术必须比女巫可以获得的最高级别法术低一级。如果女巫更换她的魔宠,新的魔宠依旧了解这个法术。

种族变体职业
以下种族变体职业适用于天狗。

引用
修验者(先知变体)
修验者寻找与天界灵魂合二为一的方法,从而追寻启智与超凡之路。如此,她能从自身的灵魂力量中解锁武术潜质。修验者拥有以下职业能力。

本职技能(Class Skills):修验者将生存替换交涉加入本职技能

阵营(Alignment):任意中立。

推荐启示领域(Recommended Mysteries):先祖,战斗,烈火*,夜空,知识,钢铁,自然,岩石,时间,波涛,森林。
*译注:ARG原文写的是fire,而烈火领域是flame.

奖励法术(Bonus Spells):克敌机先(2级),变身术(4级),神能(8级),魔魂壶(12级),狮子吼*(14级,UM),片刻预知(16级)。这些奖励法术取代对应等级的专注领域法术。
*译注:详细见格子姐姐翻译的新增术士/法师法术7环塑能系。

气运丹田(Ki Pool)(Su):7级起,修验者获得丹田气池,她可以用这种超自然能量完成神妙的技艺。修验者的丹田气池大小等同于1/3她的先知等级 + 她的魅力调整值。丹田气池会在经过8小时的休息或冥想后的早晨回满;这些时间不必连续。如果修验者具有其他提供丹田气池的职业,那么修验者获得的气池与其他职业获得的气池叠加以计算她气池的总量,但是只有一个属性的调整值可以加在气池总量上。当你在获得第二个拥有气池的职业时选择何种属性调整值用于决定气池总量,一旦选择则无法改变。修验者能够使用丹田气池中的气强化她拥有的带气池的职业的能力。
    只要她的丹田气池中至少还有1点气,她就能如同等同于她的先知等级-3的武僧使用斗气击。以一个迅捷动作并消耗1点气,她可以获得下列优势中的一种。
  • 以气御术(Ki Magic):在她的回合释放的下一个法术豁免DC+1。
  • 以气御魔(Ki Curse):下一个回合计算她的先知诅咒效果时视为其先知等级比当前高5级。
  • 以气御神(Ki Insight):法术辨识检定获得+4洞察加值,持续1轮。
该能力取代修验者7级的启示。

浸透劲(Quivering Palm)(Su):15级起,修验者习得如何使用浸透劲,就如同武僧同名能力一般,该能力取代同等级的启示。使用该能力时将她的先知等级视为武僧等级,并且以魅力调整值取代感知调整值以确定DC。

最终启示(Final Revelation):20级时,你实现了真正的启示并且成为了超凡的存在。你可以用语言与任何生物交谈。你可以忽视天气、饥饿、口渴与力竭效果等同于你感知属性天数。若你死亡,你与天界的强大联系会使你在3日后重生(如同转生术)。

引用
剑术宗师(盗贼变体)
剑术宗师通过冥想增强她的精神与剑刃之联接。并力求通过默想使用六种体势将她的技法发挥至极致。剑术宗师拥有以下职业能力。

本职技能(Class Skills):剑术宗师将知识(自然)与生存加入她的本职技能列表,并从中移除易容与知识(地城)。

默想(Trance)(Ex):3级起,剑术宗师学会了将她的精神集中在剑术技法上进入默想的状态。在默想的影响下,剑术宗师可以使用高超的武艺。进入默想状态是会引起借机攻击的整轮动作。剑术宗师每天可以维持默想状态的轮数等同于4+她的感知调整值。在3级之后,每次提升等级均可以提高1轮默想的持续时间。她可以以一个自由动作结束默想。在默想结束之后剑术宗师会进入疲乏状态,疲乏持续时间等同于两倍默想持续的轮数。剑术宗师无法在疲乏状态下进入默想,但是她可以在单一一次遭遇或战斗中多次进入默想。如果剑术宗师失去意识,默想会立刻结束。
    3级起,剑术宗师可以从下列列出的默想体势中选择一种。在6级,9级,12级,15级以及18级时她可以选择分别选择一新的种默想体势。同一时间剑术宗师只能使用一种默想体势。
  • 流鹤势(Crane Trance)(Ex):剑术宗师的剑刃划着优雅的圆弧上下舞动就如同那山中的青鹤一般。在这种默想体势中,剑术宗师获得白鹤拳专长(武僧流派专长)的优势。
  • 镇龙势(Dragon Trance)(Ex):剑术宗师将她的身心磨练得如同巨龙一般稳固。在这种默想体势中,剑术宗师获得龙形拳专长(武僧流派专长)的优势。
  • 飞豹势(Leopard Trance)(Ex):剑术宗师使用那豹子般迅捷闪烁的步法迷惑她的敌人。在这种默想体势中,剑术宗师获得灵活移动专长的优势。
  • 跃猿势(Monkey Trance)(Ex):就如同猿猴一般灵活,剑术宗师跳离敌人的进攻范围。在这种默想体势中,剑术宗师可以以一个特技动作检定对抗敌人的CMD。如果她成功了,他可以以一个迅捷动作在敌人的威胁范围内移动5尺;这个移动不会引起借机攻击并且不被算作5尺快步。
  • 蛇突势(Serpent Trance)(Ex):剑术宗师的如蛇一般迅捷的突袭使她的敌人措不及防。在这种默想体势中,剑术宗师在以唬骗检定进行虚招时获得+4加值。
  • 虎袭势(Tiger Trance)(Ex):剑术宗师对她的对手进行突袭,就好似凶暴残忍的野生猛虎一般。在这种默想体势中,剑术宗师可以对冲锋范围内的一个敌人进行一次战技检定。如果成功,她则可以冲锋对手并对其进行全回合攻击。
该能力取代所有等级的陷阱感知。

盗贼天赋(Rogue Talents):以下列出的为剑术宗师建议选择的盗贼天赋:战斗窍门,鲤鱼打挺,突袭攻击,武器训练(以上出自核心);迷惑打击,定位攻击*(以上出自APG)。
*译注:原文为positioning strike,而APG中只有叫做Positioning Attack的盗贼天赋。

高等盗贼天赋(Advanced Talents):以下列出的为剑术宗师建议选择的高等盗贼天赋:致残攻击,防御翻滚(以上出自核心);猎手的突袭*,斗转星移(以上出自APG);困惑之刃(以上出自UC)。
*译注:猎手的突袭盗贼天赋原文的持续时间描述为‘Until the end of her next turn’,而非当前翻译的‘直到她的下一轮开始前’。

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

天狗装备
天狗可以使用以下装备。

天狗道具
名称价格重量制造DC
信号风筝工具5gp
恐怖风筝20gp
翼油1gp20

信号风筝工具(Signal Kite Kit):尽管没有翅膀,天狗仍然向往着在天空飞翔。他们的风筝由各种颜色的纸质图画贴在竹子框架上制成。放风筝是一种休闲活动,不过天狗也使用各种颜色以及图案的风筝传递信号与信息。天狗已经发明了一套广泛使用的编码,通过使用风筝向很远的距离传递复杂的讯息。信号风筝工具包含6个彩色的小风筝,可以用来以不同的方式连接在一起传递复杂的讯息。该工具还包括一个线轴和300英尺长的风筝线。发送以及解读信号风筝的信息就如同使用唬骗技能一般,但是发信者与任何尝试理解信息的人必须都懂天狗语。

恐怖风筝(Terror Kite):这个小风筝上通常绘有凶残的脸以及鲜明的颜色,边缘都是木质的锯齿片。它的风筝线通常都会预先浸泡在胶水中加固,有时还会用碎玻璃片在线上使其变得锋利。风筝拥有5点硬度以及3点生命。风筝战的参与者通过破武战技检定轮流攻击其他参赛者的风筝;每次成功的战技允许参赛者对对手的风筝造成1d6伤害。当风筝的HP归零,则代表风筝被破坏或者风筝线被割断,操作这个风筝的参赛者输掉这场比赛。在有的赛事中,则是用自己的风筝顶端碰对手的风筝线以获得分数,第一个达到预先设定的最高分的参赛者获得优胜。那些有兴趣参加风筝战的参赛者可以将恐怖风筝视为武器并选择相关的专长,比如武器专攻以及武器专精,并可以在使用恐怖风筝时这些加值应用在风筝的伤害检定以及破武战技检定上。

翼油(Wing Oil):天狗专门调制这种油膏用以从风雨中保护他们的羽毛。一盎司翼油可以使带羽毛的生物(feathered creature)在对抗由寒冷天气带来的任何豁免检定中获得+1加值。该效果持续24小时。

天狗专长
天狗可以使用以下专长。

血喙(战斗专长)(Blood Beak (Combat))
你的流血攻击血腥而又危险。
先决条件:基本攻击加值+5,天生武器种族特性,天狗
好处:你的啮咬攻击伤害提升至1d6。此外,当你的啮咬攻击造成重击时,你可以额外造成1点流血伤害。
特殊:该专长获得的流血伤害与流血重击以及同类效果叠加,使你的流血伤害增加1点。

食腐鸟(Carrion Feeder)
与其他食腐动物一样,你能够若无其事地吃下可能让虚弱生物染病的食物。
先决条件:天狗
好处:你在对抗疾病以及通过摄入生效的毒素(对抗其他传递方式的毒素不获得加值)时豁免检定获得+2种族加值。你在以生存检定给自己(only yourself)寻找食物时获得+2加值。

长鼻人(Long-Nose Form)
你可以变身为有着超长鼻子的人类。
先决条件:人物等级3,天狗
好处:每天一次,你可以变为人类的样貌,不过鼻子会和你的喙一样长。该类法术能力就如同变身术(alter self)一般生效,施法者等级等同于人物等级。在这种形态下你获得灵敏嗅觉能力,并且力量属性获得+2加值。但是由于你的长鼻子清楚地显示你不是一名普通人类,所以你无法获得由变形术(polymorph)带来的易容检定加值(不过你可以以一个不幸的诅咒或者畸形解释这异常的长鼻子,或者用瘟疫医生面具*将其掩藏起来)。
*译注:瘟疫医生面具(plague doctor’s mask)为中世纪欧洲医生戴的面具,玩过刺客信条的人应该都会了解吧。有兴趣可以google图片一下。

拾荒者锐眼(Scavenger’s Eye)
你总是能自然而然地注意到那些有价值的闪亮物体。
先决条件:天狗
好处:你在估价检定上获得+2加值。你还可以以一个标准动作使用估价检定辨明一堆宝藏中最贵重的物品,在这么做时你在估价检定上额外获得+2加值。此外,当你在估价检定中失败5或更多时得到的结果也如同失败5点之内一般。
正常:使用估价检定辨明一堆宝藏中最贵重的物品需要一个全回合动作。

鸦天狗(Tengu Raven Form)
你可以变身为巨大的黑乌鸦。
先决条件:天狗双翼,人物等级7,天狗
好处:每天一次,你可以变成类似乌鸦的大型黑色鸟类形态,这个形态赋予你60尺飞行速度(机动性良好),力量+4体型加值,敏捷-2,并且天生防御+4。该类法术能力其他功能如同野兽形态II(beast shape II),施法者等级等同于人物等级。

天狗双翼(Tengu Wings)
你可以长出能够飞行的双翼。
先决条件:人物等级5,天狗
好处:每天一次,你可以长出一对巨大的黑鸦翅膀,这赋予你30尺飞行速度(机动性普通)。该类法术能力其他功能如同野兽形态I(beast shape I,你无法获得该法术的其他优势),施法者等级等同于人物等级。

天狗奇物
天狗可以使用以下奇物。

黑羽扇(BLACK FEATHER FAN)
灵光:微弱塑能系;施法者等级:5级
位置:无;价格:10000gp;重量:1磅
    这把精致的扇子是由十几根黑色羽毛插入金属把手制成,把手有传统风格的山脉浮雕。持有者可以使用扇子施放造风术,风讯术或风墙术。这把扇子每天可以任意组合其功能,一共使用三次。
制造条件:制造奇物,造风术,风讯术,风墙术
制造成本:5000gp

黑玉鸦(异能雕像)(BLACK JADE RAVEN (FIGURINE OF WONDROUS POWER))
灵光:中等咒法系;施法者等级:11级
位置:无;价格:9100gp;重量:1磅
    这块拳头大小的黑玉被雕刻成正在展翅的乌鸦形状。通过命令,它可以变成一只黑色乌鸦(使用鹰(eagle)的数据)或一只黑色巨鸦(使用巨鹰(giant eagle)的数据)。这两种乌鸦均获得精通盗取专长(ARG)作为奖励专长。黑玉鸦可以理解命令但是无法说话。它可以通过叫声回答关于自身能力或所见所闻的问题,鸣叫一声为“是”,两声则为“否”。
    黑玉鸦每周能够在非雕像形态下维持24小时。这些时间不必连续,但是必须以1小时为单位。在转化为黑色巨鸦(而非较小版本)三次后,它会失去所有魔法特性,变为普通的雕像。
制造条件:制造奇物,活化物品
制造成本:4550gp

红羽扇(RED FEATHER FAN)
灵光:中等塑能系;施法者等级:6级
位置:无;价格:5000gp;重量:1磅
    这把扇子是由十几根铜铸羽毛安装在环状骨柄上制作而成。每日一次,持有者可以握住扇子并且说出命令反制一个黑暗效果(如同使用昼明术)或者反制一个光亮效果(如同使用深幽黑暗术)。如果在重叠有光明与黑暗两种效果的区域激活它,红羽扇会随机反制其中一个,其余效果继续生效。
制造条件:制造奇物,昼明术,深幽黑暗术
制造成本:2500gp

天狗汲水樽(TENGU DRINKING JUG)
灵光:微弱变化系;施法者等级:3级
位置:无;价格:1000gp;重量:2磅
    这个白釉粗瓷壶中间有着一圈黑鸟彩绘,配套的软木塞用麻绳系在壶颈上。任何灌入壶中的液体都可以安全饮用,就如同受到净化食粮影响一般(不过这个瓷壶只能影响液体)。每日三次,持有者可以通过命令改变壶中液体的温度,范围从冰水到开水均可。每日一次,持有者可以通过命令使壶内的液体变为梅子酒,米酒或茶水。天狗汲水樽能够容纳一加仑的液体。
制造条件:制造奇物,魔法伎俩,净化食粮
制造成本:500gp

天狗法术
天狗可以使用以下法术。

问询群鸟(COMMUNE WITH BIRDS)
学派:预言系
等级:吟游诗人 2,德鲁伊 1,游侠 1,术士/法师 2,女巫 2
施法时间:标准动作
成分:语言,姿势
范围:个人
目标:自己
持续时间:10分钟;见下文
    你用在一英里内能够听到的鸟类低鸣提出问题,你也能够理解这个范围内鸟类给予的答复。在接下来的10分钟内,你如同使用动物交谈一般向鸟类询问问题并得到答复,它们会给所知范围内的大体统一的意见。例如,你可以询问范围内是否有可饮用的水,食肉动物或者其他生物的位置,山顶或其他自然地貌的方向等等,当地的鸟群会尽其所能回答你的问题。
    如果范围内没有鸟类,法术不会有任何效果,你也无法得到回应。任何听到你的鸣叫并且使用动物交谈的生物(或其他类似能力)都可以理解你的问题,但他可能无法用你能够听到的方式回复。

防盗结界(THEFT WARD)
学派:防护系
等级:牧师 1,审判者 1,术士/法师 1,女巫 1
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的物品
持续时间:1天
豁免:意志无效(无害,物品)
剧透 -   :
法术抗力
:有(无害,物品)
    你可以使你身上的单件物品难以被盗。你在发现有人尝试从你身上取走该物品的察觉检定上获得+10加值。

冬之羽(WINTER FEATHERS)
学派:防护系
等级:牧师 1,德鲁伊 1,审判者 1,游侠 1,术士/法师 1
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的有羽毛的生物
持续时间:24小时
豁免:意志,通过则无效(无害)
法术抗力:可(无害)
    目标的羽毛变得厚实蓬松到足以抵御冬季的寒冷。目标不会受到寒冷环境的损害,并可以在华氏-50度*的环境下生存而无需进行强韧检定。该生物的装备受到同样的保护。该法术无法防护寒冷伤害,也不能防止其他与严寒季节有关的环境产生的危害(比如在冰面打滑,雪盲等等)。
    当你使用该法术时,可以在法术持续时间内将目标的羽毛变为白色,这使得目标在冰雪中隐藏的潜行检定获得+4环境加值。
*译注:约等于零下-46摄氏度。


原文
剧透 -   :
Tengus
Tengu Racial Traits

+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.
Tengu: Tengus are humanoids with the tengu subtype.
Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tengus have a base speed of 30 feet.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained: Tengus are trained from birth in swordplay,and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers,elven curve blades, falchions, greatswords, kukris,longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Languages: Tengus begin play speaking Common and Tengu.Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

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

Carrion Sense: Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). This racial trait replaces gifted linguist.

Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats.This racial trait replaces swordtrained.

Exotic Weapon Training: Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons (Ultimate Combat 131) equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.

Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.This racial trait replaces gifted linguist.

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

Barbarian: Add +1/3 to the bonus from the superstitious rage power.
Fighter: Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Monk: Add +1/4 point to the monk’s ki pool.
Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Rogue: Choose a weapon from those listed under the tengu’s swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

RACIAL ARCHETYPES
The following racial archetypes are available to tengus.

Shigenjo (Oracle)
The shigenjo walks the path of enlightenment and transcendence by seeking oneness with the celestial spirits. In doing so, she unlocks the martial potential of her own spiritual power. A shigenjo has the following class features.

Class Skills: A shigenjo adds Knowledge (nature),Knowledge (religion), Knowledge (planes), and Survival to her list of class skills. These replace the additional class skills from her mystery.

Alignment: Any neutral.

Recommended Mysteries: ancestor, battle, fire,heavens, lore, metal, nature, stone, time, waves, wood.

Bonus Spells: true strike (2nd), alter self (4th), divine power (8th), magic jar (12th), ki shout (14th, Ultimate Magic),moment of prescience (16th). These bonus spells replace the shigenjo’s mystery bonus spells at these levels.

Ki Pool (Su): At 7th level, a shigenjo gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the shigenjo’s ki pool is equal to 1/3 her oracle level + her Charisma modifier. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the shigenjo possesses levels in another class that grants points to a ki pool, ki points gained from the shigenjo class stack with those gained from the other class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is permanent. The shigenjo can use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
As long as she has at least 1 point in her ki pool, a shigenjo can make a ki strike as a monk whose level is equal to her oracle level – 3. As a swift action, she may spend 1 point of ki to gain one of the following benefits.
Ki Magic: Add +1 to the DC of the next spell she casts on her turn.
Ki Curse: Treat her oracle level as 5 higher for the purpose of determining the effects of her curse for the next round.
Ki Insight: Gain a +4 insight bonus on Spellcraft checks for 1 round.
This ability replaces the shigenjo’s 7th-level revelation.

Quivering Palm (Su): At 15th level, a shigenjo may learn quivering palm as the monk ability of the same name in place of a revelation. She treats her oracle level as her monk level for this ability, and the DC is based on her Charisma bonus instead of her Wisdom bonus.

Final Revelation: Upon reaching 20th level, you achieve true enlightenment and becomes one with the celestial spirits. You gain the ability to speak with any creature that uses a language. For a number of days equal to your Wisdom score, you can ignore the negative effects of extreme weather, starvation, thirst, and exhaustion. If you die, your powerful connection to the celestial realm allows you to be reborn 3 days later (as reincarnate). This replaces the final revelation of the shigenjo’s mystery.

Swordmaster (Rogue)
A swordmaster meditates to strengthen her spiritual connection to her blade. She strives to perfect her skills by mastering six deadly trances. A swordmaster has the following class features.

Class Skills: The swordmaster adds Knowledge (nature) and Survival to her list of class skills and removes Disguise and Knowledge (dungeoneering) from her list of class skills.

Trance (Ex): At 3rd level, a swordmaster learns to focus her martial prowess using an intense meditative trance.Under the influence of a trance, the swordmaster can perform fantastic martial feats. Entering a trance is a fullround action that provokes attacks of opportunity. The swordmaster can maintain the trance for a number of rounds per day equal to 4 + her Wisdom modifier. At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swordmaster is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swordmaster cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swordmaster falls unconscious,her trance immediately ends.

At 3rd level, the swordmaster chooses one trance from the list below. She chooses another trance at 6th, 9th, 12th, 15th,and 18th level. She can only use one type of trance at a time.

Crane Trance (Ex): The swordmaster’s blade rises and falls with the graceful sweeping arcs of the mountain crane. When in this trance, a swordmaster gains the benefits of the Crane Style feat (Ultimate Combat 93).

Dragon Trance (Ex): Like the dragon, the swordmaster has honed the steadiness of her mind and body. When in this trance, a swordmaster gains the benefits of the Dragon Style feat (Ultimate Combat 98).

Leopard Trance (Ex): Using the swiftness of the leopard, a swordmaster’s evasive footwork confuses her opponents.When in this trance, a swordmaster gains the benefits of the Mobility feat.

Monkey Trance (Ex): As the monkey springs, the swordmaster leaps from the reach of her enemies. While in this trance, a swordmaster can make an Acrobatics check opposed by an opponent’s CMD. If she succeeds,she may move 5 feet as a swift action within the opponent’s threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Serpent Trance (Ex): Like the serpent, the swordmaster’s quick movements allow her to catch her opponent unawares. While in this trance, a swordmaster receives a +4 bonus on Bluff checks made to feint during combat.

Tiger Trance (Ex): The swordmaster pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swordmaster can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent.

This ability replaces all increments of trap sense.

Rogue Talents: The following rogue talents complement the swordmaster archetype: combat trick, stand up, surprise attack, weapon training (Core Rulebook); befuddling strike,positioning strike (Advanced Player’s Guide).

Advanced Talents: The following advanced rogue talents complement the swordmaster archetype: crippling strike, defensive roll (Core Rulebook); hunter’s surprise,redirect attack (Advanced Player’s Guide); confounding blade (Ultimate Combat).

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

Tengu Equipment
Tengus have access to the following equipment.

Signal Kite Kit: Though wingless, tengus have long cast their thoughts toward the sky and flight. Built from paper glued to bamboo frames, their kites are painted with various colors and pictures. In addition to flying kites as a leisure activity, tengus also fly kites of various shades and patterns to send signal messages. Tengus have developed an extensive code of signals and can use their kites to display complex messages visible at great distances. A signal kite kit includes six small colored kites that can be hooked together in different patterns to facilitate complex messages. The kit also includes a spool and 300 feet of twine. Sending or interpreting a signal kite’s message functions as described in the Bluff skill, but the sender and anyone trying to understand the message must also know Tengu.

Terror Kite: This small kite is usually painted with a fierce face and bright colors and is edged with serrated wooden blades. Its twine is strengthened by soaking it in glue and sometimes with crushed glass to give it a slight cutting edge. The kite has hardness 5 and 3 hit points. Participants in a kite battle make alternating sunder combat maneuvers against each other’s kites; each successful maneuver allows a competitor to roll 1d6 points of damage against the opponent’s kite. When a kite reaches 0 hit points, it is broken or its string is cut, and its player loses the match. In some matches, points are awarded for touching the kite’s top to the opponent’s string, with the winner being the first to reach a set point total. Those interested in kite-fighting may select the terror kite as a weapon for the purpose of feats such as Weapon Focus and Weapon Specialization, and apply these bonuses on kite damage rolls and on their sunder combat maneuver attempts made while using terror kites.

Wing Oil: Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours.

Tengu Equipment
Item             Cost   Weight   Craft DC
Signal kite kit  5 gp     —        —
Terror kite     20 gp     —        —
Wing oil         1 gp     —        20

Tengu Feats
Tengu have access to the following feats.

Blood Beak (Combat)
Your bleed attack is bloody and dangerous.
Prerequisites: Base attack bonus +5, natural weapon racial trait, tengu.
Benefit: Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage.
Special: The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage.

Carrion Feeder
Like many scavengers, you can stomach foods that would make weaker creatures ill.
Prerequisite: Tengu.
Benefit: You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).

Long-Nose Form
You can shift into the form of a human with an unusually long nose.
Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spelllike ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor’s mask).

Scavenger’s Eye
Your gaze is naturally drawn to valuable glittering objects.
Prerequisite: Tengu.
Benefit: You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5.
Normal: Determining the most valuable object in a treasure hoard takes 1 full-round action.

Tengu Raven Form
You can shift into the form of a giant black raven.
Prerequisites: Tengu Wings, character level 7th, tengu.
Benefit: Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.

Tengu Wings
You can grow wings that allow you to fly.
Prerequisites: Character level 5th, tengu.
Benefit: Once per day, you can sprout a pair of giant black crow’s wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

Tengu Magic Items
Tengus have access to the following magic items.

BLACK FEATHER FAN
Aura faint evocation; CL 5th
Slot none; Price 10,000 gp; Weight 1 lb.
DESCRIPTION
This elaborate fan is made with a dozen black feathers set into a metal handle embossed with a stylized crest. The bearer can use it to create a gust of wind, whispering wind,or wind wall. The fan’s effects can be used 3 times per day,in any combination.
CONSTRUCTION
Requirements Craft Wondrous Item, gust of wind,whispering wind, wind wall; Cost 5,000 gp

BLACK JADE RAVEN (FIGURINE OF WONDROUS POWER)
Aura moderate conjuration and transmutation; CL 11th
Slot none; Price 9,100 gp; Weight 1 lb.
DESCRIPTION
This fist-sized piece of black jade is exquisitely tooled into the shape of a raven with outstretched wings. Upon command, it transforms into a black raven (use the stats for an eagle) or a giant black raven (use the stats for a giant eagle). Both forms of the raven have Improved Steal (Advanced Player’s Guide) as a bonus feat. The raven understands Common but cannot speak. It can answer questions related to its abilities or what it has seen by cawing once for “yes” and twice for “no.”
    The raven can maintain its non-figurine status for only 24 hours per week. This duration need not be continuous,but it must be used in 1-hour increments. After three transformations into its giant raven form (though not its smaller version), the statuette loses all magical properties.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects; Cost 4,550 gp

RED FEATHER FAN
Aura moderate evocation; CL 6th
Slot none; Price 5,000 gp; Weight 1 lb.
DESCRIPTION
This fan is made of copper fashioned into a dozen small feathers mounted on a ring-shaped bone handle. Once per day, the bearer can hold it and speak a command word to counterspell a darkness effect (as if using daylight) or counterspell a light effect (as if using deeper darkness). If activated in an area of overlapping light and darkness effects,the fan randomly counterspells one of them, leaving the other intact.
CONSTRUCTION
Requirements Craft Wondrous Item, daylight, deeper darkness;Cost 2,500 gp

TENGU DRINKING JUG
Aura faint transmutation; CL 3rd
Slot none; Price 1,000 gp; Weight 2 lbs.
DESCRIPTION
This looks like a one-gallon stoneware jug with white glaze,black birds painted around the middle, and a cork stopper tied about the neck with a hemp cord. Any liquid placed within the jug becomes safe to drink, as though affected by purify food and drink (though the jug only affects liquids).Three times per day, the bearer can command the jug to alter the temperature of its contents so that it ranges anywhere from ice cold to boiling hot. Once per day, the bearer can command water placed into the jug to transform into plum liquor, sake, or tea. A tengu jug holds up to 1 gallon of any liquid.
CONSTRUCTION
Requirements Craft Wondrous Item, prestidigitation, purify food and drink; Cost 500 gp

Tengu Spells
Tengus have access to the following spells.

COMMUNE WITH BIRDS
School divination; Level bard 2, druid 1, ranger 1, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes; see text
You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using speak with animals, giving you a general consensus answer to the question based on their knowledge. For example, you could ask if there is drinkable water in the area,the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability.
    If there are no birds in range, the spell has no effect and you do not get a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand your question, though it may not be able to reply in a way you can hear.

THEFT WARD
School abjuration; Level cleric 1, inquisitor 1, sorcerer/wizard 1,witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target one object
Duration 1 day
You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice someone trying to take the object from you.

WINTER FEATHERS
School abjuration; Level cleric 1, druid 1, inquisitor 1, ranger 1,sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target feathered creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes(harmless)
The target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.This spell doesn’t provide any protection from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as slipping on ice, blindness from snow, and so on).
    When you cast this spell, you may have the target’s feathers turn white for the duration, granting it a +4 circumstance bonus on Stealth checks to hide in ice and snow.
« 上次编辑: 2016-03-06, 周日 01:10:42 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 星踪幻影

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Re: 【ARG】天狗(Tengus)
« 回帖 #1 于: 2012-08-22, 周三 00:42:55 »
突然想用文文了……
你是光,我是影。光照耀着影,影守护着光。我们是最疏离的双生子,我们是最亲密的陌生人...

离线 沙包

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Re: 【ARG】天狗(Tengus)
« 回帖 #2 于: 2012-08-22, 周三 00:49:17 »
shigenjo是修验者吧
据信是天狗的原型

离线 四月

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Re: 【ARG】天狗(Tengus)
« 回帖 #3 于: 2012-08-22, 周三 00:54:00 »
shigenjo是修验者吧
据信是天狗的原型

 :em016
哎……我改吧,唯独没问你……
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】天狗(Tengus)
« 回帖 #4 于: 2012-08-22, 周三 00:56:32 »
突然想用文文了……

 :em009奇物COS用很棒哦!!
还有相关用COS专长(好吧,虽然只是很烂的变变身
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】天狗(Tengus)
« 回帖 #5 于: 2012-08-22, 周三 01:11:03 »
shigenjo怎么读怎么像“修真者”!
始终如一的男人。

  规则链接点我。专区链接
关于PF1魔战士魔战士随笔

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Re: 【ARG】天狗(Tengus)
« 回帖 #6 于: 2012-08-22, 周三 02:06:59 »
天狗混源学者,精神向导选4足,是否能进行2次啮咬?
如果天狗还带爪击,2爪击是否算入向导的天武数量之中?
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】天狗(Tengus)
« 回帖 #7 于: 2012-08-22, 周三 02:29:14 »
推荐启示领域(Recommended Mysteries):先祖,战斗,烈火*,夜空,知识,钢铁,自然,岩石,时间,波涛,森林

总觉得漏了重要的什么……
你是光,我是影。光照耀着影,影守护着光。我们是最疏离的双生子,我们是最亲密的陌生人...

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Re: 【ARG】天狗(Tengus)
« 回帖 #8 于: 2012-08-22, 周三 08:33:53 »
推荐启示领域(Recommended Mysteries):先祖,战斗,烈火*,夜空,知识,钢铁,自然,岩石,时间,波涛,森林

总觉得漏了重要的什么……

下面附有原文……书上确实只是写了这些……
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】天狗(Tengus)
« 回帖 #9 于: 2012-08-22, 周三 13:49:18 »
我的文文才不长这样!