作者 主题: 【BotA】《古国血脉》Blood of the Ancients:变体合集【施工中】  (阅读 7838 次)

副标题: 【PZO9490】考虑到章节对应的都是已经化为乌有的国家,故修改了下书的译名

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这变体居然不是秘學+调查! 差评 :em014 :em014
強烈譴責向施法怪物套幼年模版的流氓行為!

PF1e结束前的许願:
人类迷信蛮 1/1
自设种族[坎巴拉人]1/1 (雖然跑了2次后咕了)

魔裔圣武士 0/1
卡薩達人双枪銃士 0/1
半身人混源學者 0/1
半精灵调查员 0/1
神魔附体双模板狗 0/1
认认真真的九环奧术 0/1
认认真真的九环神术 0/1
*3/*4武器重击一刀秒 0/1

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看我精金磚板/板手/尋路仪连击!!!
« 回帖 #31 于: 2018-07-14, 周六 12:41:06 »
辛牙士(Hinyasi) [拳师变体]

雅瑪薩(Yamasa)从利爾剛(Lirgen)脫離后,他们的精英戰鬥人員组成了一个名為辛牙士(Hinyasi)軍事種姓制度,保衛了雅瑪薩多个世纪。他们的武術傳統以利用農具和其他臨時武器為中心。

始于卑微(Humble Beginnings, Ex):辛牙士獲得隨手武器或隨手投擲作為额外专長。他不擅長盾牌。

此改变了拳師的護甲擅長。

从心訓練(Improvisation Training, Ex):辛牙士精於使用臨時武器作战。辛牙士使用臨時武器作战时的伤害等同他的徒手打擊伤害。辛牙士將臨時武器视為戰士的近身武器組的武器。

此取代了2级时的獎勵專長。

臨時战技(Improvised Maneuver, Ex):4级起,辛牙士學会利用臨時武器混淆和迷惑他的敵人。他選擇一种战技:衝撞、拖拽、卸武、破武、移位、或絆摔。当辛牙士使用臨時武器击中敵人时,他能以自由动作向同一个目标使用他選擇的战技。此次战技检定有-4罰值,並而不能在1轮內嘗試臨時战技多于1次。此战技仍会引起借机攻击,除非辛牙士擁有让他不引起借机攻击的专長或能力。
10级起,辛牙士能選擇第2种战技,但仍舊只能在1轮內使用1次臨時战技。16级起,辛牙士能選擇第3种战技,但仍舊只能在1轮內使用1次臨時战技。

此取代了震盪擊。

从心掌握(Improvisation Mastery, Ex):5级起,辛牙士挑選1种类型的臨時武器(輕型、單手或雙手)並在此类型武器的攻击和伤害检定獲得+2加值。

此取代了毆鬥大師。
劇透 -  原文:
Hinyasi
Source Blood of the Ancients pg. 9
After Yamasa seceded from Lirgen, their elite combatants formed a military caste, called hinyasi, who protected Yamasa for centuries. Their martial traditions were centered on the use of farming tools and on other improvised weapons.

Humble Beginnings (Ex): A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields.

This alters the brawler’s armor proficiencies.

Improvisation Training (Ex): A hinyasi is skilled at fighting with improvised weapons. She deals damage equal to her unarmed strike damage while fighting with an improvised weapon. A hinyasi treats improvised weapons as weapons from the close fighter weapon group.

This replaces the bonus combat feat gained at 2nd level.

Improvised Maneuver (Ex): At 4th level, a hinyasi learns to confound and befuddle her opponents with improvised weapons. She chooses one of the following combat maneuvers: bull rush, drag, disarm, sunder, reposition, or trip. When she hits an opponent with an improvised weapon, the hinyasi can perform her chosen combat maneuver against the same target as a free action. She takes a –4 penalty on the combat maneuver check, and she can’t attempt an improvised maneuver check more than once per round. This combat maneuver still provokes attacks of opportunity unless the hinyasi has a feat or ability that allows her to perform it without provoking attacks of opportunity.

At 10th level, she chooses a second combat maneuver that she can use with this ability, though she can still perform only one improvised maneuver per round. At 16th level, she chooses a third, though she can still perform only one improvised maneuver per round.

This replaces knockout.

Improvisation Mastery (Ex): At 5th level, a hinyasi picks one type of improvised weapon (light, onehanded, or two-handed) and gains a +2 bonus on attack and damage rolls with that type of weapon.

This replaces close weapon mastery.
« 上次编辑: 2018-07-14, 周六 12:43:37 由 犬良人 »
強烈譴責向施法怪物套幼年模版的流氓行為!

PF1e结束前的许願:
人类迷信蛮 1/1
自设种族[坎巴拉人]1/1 (雖然跑了2次后咕了)

魔裔圣武士 0/1
卡薩達人双枪銃士 0/1
半身人混源學者 0/1
半精灵调查员 0/1
神魔附体双模板狗 0/1
认认真真的九环奧术 0/1
认认真真的九环神术 0/1
*3/*4武器重击一刀秒 0/1

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感覺跟羅漢僧(武僧变体)还是挺不同的 :em012
強烈譴責向施法怪物套幼年模版的流氓行為!

PF1e结束前的许願:
人类迷信蛮 1/1
自设种族[坎巴拉人]1/1 (雖然跑了2次后咕了)

魔裔圣武士 0/1
卡薩達人双枪銃士 0/1
半身人混源學者 0/1
半精灵调查员 0/1
神魔附体双模板狗 0/1
认认真真的九环奧术 0/1
认认真真的九环神术 0/1
*3/*4武器重击一刀秒 0/1

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要是没翻错的话,古玩家应该就是最强调查员变体了,至少在中高级是的。

无损炼金转奥术,还不吃奥败真是太夸张了。发问者还有表和职业部分不能兼容的问题,古玩家没有这个顾虑。

高等级免疫诅咒比免疫毒素强5倍,毕竟延缓毒发太便宜了。

虽然掉了很多造物系炼金的能力,但是且不说换的能力都算很实用,而且其实用“炼金大师”专长就能补回来8成。

在真正的丢掉东西只有一个突变药剂而已,在前期会有点难受,但是作为整个奥术世界大门开启的代价来说,我觉得完全值得。
分区:女王的杂技团
劇透 -  翻译了的:
核心:城主手册(第一章 )| 探索者解放(动态造物) | 冒险者指南(银渡鸦|雄鹰骑士|铃花会
战役设定内海舰船
玩家伴侣药剂与毒药 | 初探探索者协会 | 炼金术手册
玩家手册地狱叛军 | 颅骨与镣铐
优化手册调查员手册
随手杂翻自用资源 | 至高天:阿谢伊  |
资源汇总护甲技法 | 装备技法

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要是没翻错的话,古玩家应该就是最强调查员变体了,至少在中高级是的。

无损炼金转奥术,还不吃奥败真是太夸张了。发问者还有表和职业部分不能兼容的问题,古玩家没有这个顾虑。

高等级免疫诅咒比免疫毒素强5倍,毕竟延缓毒发太便宜了。

虽然掉了很多造物系炼金的能力,但是且不说换的能力都算很实用,而且其实用“炼金大师”专长就能补回来8成。

在真正的丢掉东西只有一个突变药剂而已,在前期会有点难受,但是作为整个奥术世界大门开启的代价来说,我觉得完全值得。
:em012原来是这样的吗?
请问对于无损炼金转奥术有什么强大的優勢能舉舉例子吗?

等等…不是換表啊, 是用炼金表, 但转成奥术的方式施放
« 上次编辑: 2018-07-14, 周六 13:56:35 由 犬良人 »
強烈譴責向施法怪物套幼年模版的流氓行為!

PF1e结束前的许願:
人类迷信蛮 1/1
自设种族[坎巴拉人]1/1 (雖然跑了2次后咕了)

魔裔圣武士 0/1
卡薩達人双枪銃士 0/1
半身人混源學者 0/1
半精灵调查员 0/1
神魔附体双模板狗 0/1
认认真真的九环奧术 0/1
认认真真的九环神术 0/1
*3/*4武器重击一刀秒 0/1

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:em012原来是这样的吗?
请问对于无损炼金转奥术有什么强大的優勢能舉舉例子吗?

等等…不是換表啊, 是用炼金表, 但转成奥术的方式施放
最简单的两条:群体法术和超魔,
再或者奥术打击
分区:女王的杂技团
劇透 -  翻译了的:
核心:城主手册(第一章 )| 探索者解放(动态造物) | 冒险者指南(银渡鸦|雄鹰骑士|铃花会
战役设定内海舰船
玩家伴侣药剂与毒药 | 初探探索者协会 | 炼金术手册
玩家手册地狱叛军 | 颅骨与镣铐
优化手册调查员手册
随手杂翻自用资源 | 至高天:阿谢伊  |
资源汇总护甲技法 | 装备技法

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超强的,炼金就是因为不是施法所以歧视很多。
还有要求施法者等级的专长和进阶前置等等。

这个转了还不吃奥败血赚不亏。
见证了丢人的币+1

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Re: 煉金术換回奧法的变体
« 回帖 #37 于: 2018-07-14, 周六 18:44:57 »

咒诅抗力(Curse Resistance, Ex):2級起,古玩家在所有對抗有诅咒描述符(curse descriptor)的法术和效果的豁免檢定獲得+2加值。5級起,此加值提升至+4,並在8級起提升至+6。在11級時,古玩家將免疫此效果。

此取代了毒素抗力和毒素抗力。


毒素抗力和毒素免疫

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:em012原来是这样的吗?
请问对于无损炼金转奥术有什么强大的優勢能舉舉例子吗?

等等…不是換表啊, 是用炼金表, 但转成奥术的方式施放
最简单的两条:群体法术和超魔,
再或者奥术打击

An antiquarian does not suffer from arcane spell failure.
没有翻错。真·不吃奥败。
而且这句话似乎还能律一下“如果兼职法师是不是法师列表也不吃奥败”。所以只可能是官方大麻。

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:em012原来是这样的吗?
请问对于无损炼金转奥术有什么强大的優勢能舉舉例子吗?

等等…不是換表啊, 是用炼金表, 但转成奥术的方式施放
最简单的两条:群体法术和超魔,
再或者奥术打击

An antiquarian does not suffer from arcane spell failure.
没有翻错。真·不吃奥败。
而且这句话似乎还能律一下“如果兼职法师是不是法师列表也不吃奥败”。所以只可能是官方大麻。
这个我就得打击一下。
比如诗人轻甲不吃奥败,但是官方明显写了诗人轻甲兼职法师吃法师奥败
核心内容
我月夜白雨只想安静地过图书馆长的生活。

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这本书的法牧变体都挺弱的……还都PFS不可用,只是之前看过了顺路翻一下。法师回家再翻
Umani查了一下是意大利语,意思是复数男性人类,但是这里似乎是一个新造的词。似乎是个种族,先保留原文把。

宣法官
基于挖掘真相的热情驱使,Umani祭祀审判者在古代雅玛萨主持了正义。在雅玛萨衰落和敌对的考伯托部落的崛起之后,幸存的Umani在整个内海地区传播了他们部分哲学与坚定不移的正义。

阵营:宣法官必须守序
神圣判决:宣法官必须选择由他神灵提供的秩序领域,或是其子领域。且不获得第二领域。这调整了领域
规避混淆(Sp) (Circumvent Obfuscation):以一个标准动作,宣法官可以消耗两次引导能量来揭露真相和消除谎言。这股能量显现为类法术能力,这个动作也不受以引导为对象的专长或能力的影响。除非另有说明,效果以宣法官的牧师等级为她的施法等级,且范围和所需成分与对应的法术相同。可用的类法术能力是累计的,以宣法官可施展的等级顺序列出。

1级:安定心神;
3级:诚实之域;
5级:消除隐形;
7级:辨识谎言
9级:真知术(仅自身);
11级:高等解除魔法(30尺爆发,目标仅限幻术系法术,变形效果,给予唬骗和易容检定加值的法术);
13级:共用巧言术;
15级:感知位置;
17级:反魔场(30尺半径);

劇透 -   :
Lawspeaker
Source Blood of the Ancients pg. 9
The Umani priest-judges presided over justice in ancient Yamasa, driven by a zeal for discovering the truth. After the fall of Yamasa and the rise of hostile Koboto tribes in its place, the surviving Umani spread their philosophy of certain and unwavering justice throughout the Inner Sea region.

Alignment: A lawspeaker must be lawful.

Divine Judgment: A lawspeaker must select the Law domain or any subdomain of Law offered by her deity. She does not gain a second domain.

This alters domains.

Circumvent Obfuscation (Sp): As a standard action, a lawspeaker can expend two uses of channel energy to expose truths and banish falsehoods. The energy manifests as a spell-like ability, and this action does not count as channeling for the purposes of abilities and feats. Unless listed otherwise, the resulting abilities use the lawspeaker’s cleric level as her caster level and have the same range and required components as the corresponding spell. The spell-like abilities available are cumulative and are listed below at the level at which the lawspeaker can first access them.

Level 1: Calm emotions.
Level 3: Zone of truth.
Level 5: Invisibility purge.
Level 7: Discern lies.
Level 9: True seeing (self only).
Level 11: Greater dispel magic (30-foot burst; targets only illusion spells, polymorph effects, and spells granting a bonus on Bluff and Disguise checks).
Level 13: Communal tongues.
Level 15: Discern location.
Level 17: Antimagic field (30-foot radius).

劇透 -   :
Arcane Warden
Source Blood of the Ancients pg. 12
In the aftermath of Earthfall, some elven wizards from Mierani chose to remain behind and provide aid to others. These elves were and still are highly honored by their kin, as they sacrificed the easy comfort and refuge of Castrovel to brave the wreckage of Earthfall in order to save what short-lived human lives they could. Although Golarion has long since recovered from Earthfall, the elven arcane warden traditions remain particularly useful for those who face long-term explorations of hostile environments—whether on Golarion or the planes beyond. The arcane wardens of today are wizards who specialize in the discovery or generation of places of safety and refuge.

Universal Magic: An arcane warden values all schools of magic and recognizes that, faced with an unpredictable world, versatility is one of the greatest tools for survival. All arcane warden wizards must be universalists.

This alters arcane school.

Class Skills: An arcane warden focuses his training on survival, be it navigating difficult regions, enduring in the wilderness, or aiding others in such conditions. He gains Climb, Heal, Survival, and Swim as class skills. Appraise, Fly, Knowledge (nobility), and Linguistics are not class skills for the arcane warden.

This alters the wizard’s class skills.

Ready for Anything (Ex): Instead of crafting magical items or learning ways to manipulate metamagic, arcane wardens prefer to spend their time providing safety and refuge for others. At 1st level, an arcane warden gains a bonus feat associated with aiding allies or providing shelter. At 5th, 10th, 15th, and 20th levels, the arcane warden gains an additional bonus feat. The arcane warden must qualify for any feat he takes, and must choose from the following list: Alertness, Endurance, Great Fortitude, Improved Great Fortitude, Leadership, Self-Sufficient, Skill Focus (Survival), Toughness, or any teamwork feat.

This replaces Scribe Scroll and the bonus feats gained at 5th, 10th, 15th, and 20th levels.

Generous Touch (Su): Arcane wardens are talented at enhancing the magical effects they create to bolster allies. When an arcane warden casts a spell with a target of “creature touched” on a willing target other than himself, he can cause the effects of the spell to last longer than normal. A spell with a duration of 1 round per level lasts an additional number of rounds equal to the arcane warden’s Intelligence modifier (minimum of 1 additional round). A spell with a duration of 1 minute per level lasts for an additional number of minutes equal to the arcane warden’s Intelligence modifier (minimum of 1 additional minute). Spells with different durations than this are not enhanced by this ability. Only one spell can be enhanced in this way on any individual creature at a time.

This replaces the hand of the apprentice universalist school ability.

Restorative Shelter (Su): While an arcane warden can find refuge in many naturally occurring hideaways, his preferred places of rest are magically created cottages, homes, and even manors. An arcane warden learns the following spells: mage’s magnificent mansion, rope trick, secure shelter, and tiny hut. These spells do not take up room in the arcane warden’s spellbook, and he does not need his spellbook to prepare these spells. He must still be the appropriate level to prepare the spell in question. The arcane warden’s caster level is treated as 2 higher than his actual caster level for the purposes of determining the duration of these spells and resolving attempts to dispel these spells. Any creature that spends at least 8 hours relaxing in one of these shelters gains a bonus equal to the level of the spell that created it on any saving throws against disease or poison effects made in the next 24 hours.

This replaces the metamagic mastery universalist school ability.