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【ARG】魔裔(泰夫林,Tieflings)
« 于: 2012-08-10, 周五 01:38:49 »
部分翻译借用了http://www.goddessfantasy.net/bbs/index.php?topic=35508.0
感谢法兰子的描述翻译

魔裔(Tieflings)

  与凡人差异不多的魔裔是人类和魔族的后代。超凡的血腥特征使他们被世人恐惧和背弃。由于造成他们出生的诅咒因缘常发生在数代之前,多数魔裔并不知晓自己的炼狱主人。血脉的污痕持续长久,常在出生时或不久之后强力且事与愿违地显现出来。尽管有着魔族的容貌和下界的起源,魔裔与人类同样主宰着自己的命运;很多魔裔确实接受了黑暗血统并寄身于炼狱之力,其他人则拒绝自己的黑暗倾向。血脉的力量几乎令每个魔裔心中涌动的破坏和狂怒,但哪怕是魅魔的后裔也能成为圣者,深渊领主的子孙也会当上英雄。

  体貌描述:没有两个魔裔长相相似;他们血脉中流淌的魔族之血各不相同,但都给他们带来了一些炼狱特征。魔裔的外表是可能生有小角、尖尾、异色双眼的人类,可能长着獠牙、细翼、利爪,或者带有血腥、硫磺般的气味。通常这些特征都可以追溯到魔裔的祖先身上;但即便如此,人类与魔族血统的混合也无常理可循、变化多端,使得魔裔外观奇妙,从脱俗美丽到令人作呕。

  社会:主物质位面的魔裔很少会建立自己的集落或要塞,而是居住在出生地周边的土地上。多数社会将魔裔看成怪物或诅咒,但在那些频繁与所召唤的魔族交流的文化中、尤其在崇拜恶魔、魔鬼或其他邪恶异界来客是合法行为的地区,魔裔可能更易为人接纳,甚至被视为来自魔族大君的祝福。
  魔裔极少能遇到自己的同族,也因此常随人类亲族的文化习俗长大成人。在其他位面,魔裔会组成自己的聚落。但这些聚落也不太平——魔裔血统来源和哲学价值的多样性是冲突之源,各种派系的力量此消彼长,唯有最审时度势者才能占据优势。只有拥有共同血脉的魔裔之间,或决定摒弃自身自私、扭曲和邪恶天性的魔裔之间才能存在真正的相互信赖、同仇敌忾,并携手在同类中赢取立足之地。

  关系:魔裔饱受来自其他种族的歧视,常被看作魔族污秽、邪恶孽种、洪水猛兽以及异界诅咒。文明种族常疏远或排斥他们,而蛮荒之民单纯地恐惧和拒绝他们,除非被迫屈从。但半精灵、半兽人以及——最不可思议的——神裔,会把他们看作亲人,认为他们同样是不被自己生身之地所容之人。对于魔裔天性邪恶的普遍观点(虽是偏见但也许正是如此)使他们难以在多数主物质位面的文化中立足,除了那些常与外位面有跨界联系的国家。

  阵营和宗教:尽管拥有魔族遗传并饱受偏见之苦,魔裔确实可能是任何阵营。很多魔裔屈服于扭曲了自己心智的黑暗欲望,听从了耳畔邪恶低语的诱惑;而那些坚定地拒绝自身起源、并主动和邪恶势力与外界偏见斗争的魔裔则有种种善行。然而,更多数的魔裔单纯地想在世上为自己找到安身立命之所,更倾向于从中立的视角审视自身和万物。虽然很多生物觉得魔裔必然崇拜魔鬼和恶魔,他们的宗教观仍然如外貌般彼此迥异。魔裔个体可能尊崇所有神祗,但也有可能背弃一切宗教。那些因黑暗低语而堕落的魔裔会追随各种强大的魔族大君。

  冒险:魔裔极少在称为家园的凡俗社会长期容身。而投身冒险生活也是一种逃避手段,他们希望为自己谋求更好的生活,来证明自己不被血统污点所束缚、或惩戒畏惧和拒绝自己的世界本身。魔裔是熟练的盗贼、强大的法师和魔战士,并因特别的血统而能成为强有力的术士。那些与内在邪恶同调的魔裔常会成为下界力量的牧师。

  常用男名:八路(Baru),狄利萨(Dellisar),马德雷克(Maldrek),莫洛斯(Molos),萨文(Sarvin),舍利摩斯(Shoremoth),忒梅利斯(Temerith),沃棱(Voren),佐棱(Zoren)。

  常用女名:阿莉萨(Allizsah),因德兰娜(Indranna),卡西卓(Kasidra),克拉娜(Kilarra),梅丽森(Mellisan),墨德兰(Mordren),妮莎(Nisha)。

魔裔种族特性
+2敏捷,+2智力,-2魅力:魔裔拥有敏捷而又机智,但是内在怪异而又不安。
生物类型:魔裔属于异界生物,本地子类
中型体型:魔裔是中等体型生物,不因体型获得任何加值或者减值。
基本速度:魔裔的基本速度为30尺。
感官:魔裔可以在黑暗中可以看到60尺远。
技能奖励:魔裔的唬骗和潜行检定获得+2种族加值
类法术能力:魔裔可以以类法术能力使用一次黑暗术,施法者等级等于魔裔的职业等级。
炼狱抗力:魔裔拥有5点寒冷抗力,5点闪电抗力以及5点火焰抗力
炼狱魔力:深渊或炼狱血统的魔裔术士在计算职业能力时视为魅力比正常高2点。
起始语言:通用语,深渊语或炼狱语中选择一个。拥有足够智力的魔裔可以选择深渊语、炼狱语、龙语、矮人语、精灵语、侏儒语、半身人语与兽人语作为额外语言。

种族特性替换
妄语谗言(Beguiling Liar):许多魔裔发现世间最好的处事方法就是说别人想听的话。这些魔裔擅长欺骗敌人,并把谎言说得和真的一样,这使得他们在唬骗检定上获得+4种族加值。该种族特性取代技能奖励。

炼狱阔步(Fiendish Sprinter):和人类相比,有的魔裔的双足如同野兽一般。很多魔裔的脚部都类似于动物的脚爪或偶蹄,这一特性使得他们的移动速度在冲锋、奔跑或撤退时获得10尺种族加值。该特性取代技能奖励。

尖牙或利爪(Maw or Claw):有的魔裔呈现出更多他们残忍祖先的兽性特征。这些魔裔拥有强有力的尖牙或危险的利爪。魔裔可以选择造成1d6伤害的噬咬攻击或者每只造成1d4伤害的双爪。这些攻击方式属于天生武器。该特性取代类法术能力。

卷尾(Prehensile Tail):很多魔裔都生有尾巴,而只有部分魔裔的尾巴比较长。这些灵活的尾巴可以用来抓取物品。虽然他们不能用尾巴持握武器,不过他们可以以一个迅捷动作用其拾取轻小物品。该种族特性取代炼狱魔力。

鳞片皮肤(Scaled Skin):某些魔裔的皮肤给予他们能量抗力,同时也坚硬如甲。选择以下能量类型之一:寒冷,闪电或火焰。拥有该特性的魔裔获得5点该种类型的能量抗力,并且还获得1点天生防御。该特性取代炼狱抗力。

观魂者(Soul Seer):极少数魔裔拥有可以看到生物的灵魂状态的特异视觉。他们可以以类法术能力使用观命术。该特性取代类法术能力以及炼狱魔力。
【译注:原文并没注明每日使用次数。】

残翼(Vestigial Wings):有的魔裔拥有一对仿佛在嘲笑着他们自身血统的短小、干枯、发育不良的翅膀。其中一些的翅膀好似皮革,如蝙蝠一般。其他的则复盖着散乱的黑色、红色或蓝紫色羽毛。而其中极少数魔裔拥有更为奇特样式的翅膀。这些翅膀无法使你真正的飞行,但是却有足够的力量以其他的一些方法辅助飞行。这使你在飞行检定上获得+4种族加值。该特性取代技能奖励。

可选天赋职业奖励
炼金术士:炼金炸弹伤害+1/2点。
牧师:在克服异界生物的法术抗力时获得+1点加值。
德鲁伊:在改善炼狱动物态度的野性认同检定时获得+1点加值。
审判者:威吓检定以及识别生物的知识检定获得+1/2加值。
魔战士:魔战士奥能力池上限提高+1/4点。
圣武士:自己对自己使用圣疗治疗伤害时获得+1加值。
盗贼:对异界生物的偷袭伤害提高+1/2点。
术士:恶魔血统的腐化之触每日可用次数增加1/2次或者使深渊血统的爪能力每日可用总轮数增加1轮。术士必须拥有这些能力才能选择该奖励。
召唤师:精神向导的生命+1或者技能点+1。
女巫:女巫魔宠获得1点寒冷,闪电或火焰抗力。每当女巫选择该奖励,女巫魔宠均会增加其中一种能量类型的抗力1点(最高每种5点)。如果女巫更换她的魔宠,新魔宠也同样拥有这些抗力。
法师:选择一种1级获得并且每日使用次数为3+法师智力调整的学派之力。这个学派之力的每日使用次数+1/2次。

种族变体职业
以下种族变体职业适用于魔裔。

引用
炼狱剥皮者(魔战士变体)
有些魔裔魔战士能够挖掘出他们炼狱血统中的黑暗能量以增强自身的魔力与战斗天赋。通过在自身污秽的血肉上进行雕刻,他们能够利用其黑暗能量以增强自己的力量,从虚无中召唤武器并且绕过敌人最强大的防御能力。炼狱剥皮者拥有以下职业能力。

地狱苦行(Infernal Mortification)(Su):炼狱剥皮者可以牺牲一些自己的污秽之血以增加他的奥能力池。以这种方式牺牲血液是一个标准动作。每当炼狱剥皮者以此对自己造成2点体质伤害,他的奥能力池增加1点。任何以这种方式获得的奥能力池没有消耗的话,则会在魔战士下次准备法术时消失。与普通的属性伤害不同,该伤害无法以次等复原术治疗。只有时间可以治愈地狱苦行造成的体质伤害。这个能力无法在炼狱剥皮者受到的体质伤害大于等于其1/2体质属性时使用。

魔战士奥能(Magus Arcana):炼狱剥皮者获得以下魔战士奥能。他无法选择任何奥能超过一次。

  • 邪魔之刃(Fiendblade)(Su):以一个迅捷动作,只要炼狱剥皮者当日曾经使用地狱苦行增加他的奥能力池,他就能够以此奥能召唤出一把武器。这么做会从他的奥能力池中消耗2点。武器可以是炼狱剥皮者擅长的任何种类的单手近战武器。该武器拥有+1增强加值,炼狱剥皮者3级起以及之后的每4级,邪魔之刃的增强加值会再增加1点,19级时达到最高+5。这件召唤武器持续存在1分钟。
          5级起,这些增强加值可以用来使邪魔之刃获得以下任何武器附魔:混乱,秩序,舞空,炽焰,焰爆,冻寒,冰爆,锐锋,电击,电爆,追击或邪恶。
          这些加值以及附魔在奥能力池点数消费时决定,直到下一次炼狱剥皮者使用该奥能之前无法更改。其他生物无法持用邪魔之刃;一旦它离开炼狱剥皮者的手就会消散在一片散发着燃烧血液味道的红雾之中。
          炼狱剥皮者同一时间只能有一把邪魔之刃。如果他第一把邪魔之刃持续时间内使用该能力,第一把就会消失。
  • 穿透打击(Bypassing Strike)(Su):炼狱剥皮者可以以一个迅捷动作,从他的奥能力池中消耗一点,使他回合结束前的单次近战攻击或法术打击忽略邪恶异界生物的伤害减免。

引用
炼狱邪蛊(牧师变体)
许多牧师向着炼狱之力祈祷或进行邪恶的交易,她们将身体与灵魂都献给其卑鄙主子的疯狂计划与邪恶目的。但是这些凡庸的牧师往往只是寻求方便而短暂的力量或是仅仅触及(力量)真相的边缘——几乎没有人完全看清他们所膜拜的存在的真貌。炼狱邪蛊通过他们的炼狱血脉,与其侍奉的魔君建立内在的联系并以此获得智慧与力量。炼狱邪蛊拥有以下职业能力。

阵营(Alignment):与普通的牧师不同,炼狱邪蛊的阵营必须与其侍奉的魔君完全相同。

领域(Domains):炼狱邪蛊必须选择恶魔、邪魔或魔鬼子域(APG 88-90页)作为她其中的一个领域。该领域必须符合她所侍奉的魔君。

引导邪恶(Channel Evil)(Su):1级起,炼狱邪蛊引导她所侍奉魔君的纯粹邪恶能量而非正能量或负能量。该能力类似引导负能量,不过取代治疗不死生物以及伤害活物,这股爆发的邪恶能量会自动治愈邪恶生物并削弱善良生物。
      引导邪恶影响所有以炼狱邪蛊为中心30尺爆发范围内的生物。对邪恶生物来说,该能力治疗1d4伤害并且在1级后每2级增加1d4(最高为19级的10d4)。在爆发范围内的善良生物需要进行一次意志豁免来使该伤害无效,若意志豁免失败会恶心(sickened)1d4轮。若受到影响的善良生物的HD小于等于炼狱邪蛊5级,豁免失败则会使其反胃(nauseated)1轮后再恶心(sickened)1d4轮。该豁免的DC为10 + 1/2炼狱邪蛊等级 + 炼狱邪蛊魅力调整值。中立生物不会受这股爆发的邪恶能量影响。
      炼狱邪蛊每日使用引导邪恶的次数等于3 + 她的魅力调整值。这是一个不会引起借机攻击的标准动作。她可以选择自己是否受此效果影响。炼狱邪蛊必须出示她的邪徽或使用她的魔宠保持专注以使用此能力。
      在选择影响引导能量的专长时,该能力视为引导负能量。若专长改变了炼狱邪蛊的引导方式或用引导造成伤害,则使用该能力治疗邪恶生物的数值作为该能力可造成的伤害。例如,一名5级的炼狱邪蛊获得了引导打击专长,她成功的攻击会对活物额外造成3d4伤害(尽管该伤害可以通过豁免降低)。该能力取代引导能量。

炼狱魔宠(Fiendish Familiar):3级起,炼狱邪蛊侍奉的魔君奖赏她一名炼狱仆役。炼狱邪蛊所侍奉的魔君类型决定其获得的是小魔鬼、夸赛魔抑或病魔怪。若她敬奉阿斯莫迪斯(Asmodeus)或一名大魔鬼(archdevil),则获得小魔鬼;若她敬奉恶魔领主(demon lord),则获得夸赛魔;若她敬奉四驭者(Four Horsemen),则获得病魔怪。该能力与法师奥术联结的魔宠以及进阶魔宠专长相同,使用炼狱邪蛊等级作为法师等级计算魔宠能力。
      这个小魔鬼的行为就像是堕落的、明显的道德指针。只要炼狱邪蛊愿意,她可以将这个魔宠作为一个活的邪徽以用于施法或者保持专注。这意味着当她使用引导邪恶能力时,只要魔宠与她有视觉线连接并且在她30尺范围内,就可以以魔宠作为能量爆发的中心点。炼狱邪蛊的魔宠往往屈从与她并且对其阿谀献媚。若炼狱邪蛊的魔宠死亡,她所侍奉的魔君会在1周内赠予其一个一样的魔宠,这并不需要进行特殊的仪式。此外,炼狱魔宠额外获得以下特殊能力。
  • 炼狱占卜(Fiendish Augury)(Sp):3级起,炼狱邪蛊可以询问魔宠一个特定的行动在不久的将来会带来何种结果。该能力如同占卜术(augury)一般运作,施法者等级等同于炼狱邪蛊等级,并以魔宠的动作作为该法术的材料。该能力每日可以使用一次。
  • 炼狱预言(Fiendish Divination)(Sp):9级起,炼狱邪蛊可以借助她的魔宠完成更强大的占卜,从而从她所侍奉的魔君处获得智慧。该能力如同预言术(Divination)一般运作,施法者等级等同于炼狱邪蛊等级,并以魔宠的动作作为该法术的材料。该能力每日可以使用一次。
  • 额外预言(Extra Divination)(Sp):13级起,炼狱邪蛊可以从魔君那里获得更多的智慧。她每日可以使用炼狱预言三次。

炼狱召唤术(Fiendish Summoning):当炼狱邪蛊使用召唤怪物术时,她只能召唤出与其侍奉的魔君相同阵营的炼狱生物和邪恶异界生物。

引用
表2-4:魔君(Fiendish Patrons)
大魔鬼(Archdevils)
大魔鬼        阵营        涉及的领域                    领域                         偏好武器
巴尔泽布LE傲慢,苍蝇,谎言气,死亡,邪恶,秩序
贝利尔LE通奸,欺骗,欲望魅力,毁灭,邪恶,秩序刺叉
迪斯帕特LE城市,监狱,统治高贵,诡术,邪恶,秩序重型硬头锤
墨菲斯托LE契约,魔鬼,秘密知识,符文,邪恶,秩序三叉矛
恶魔领主(Demon Lords)
恶魔领主     阵营        涉及的领域                    领域                         偏好武器
阿巴萨丝CE禁忌知识,魔法,蛇知识,魔法,邪恶,混乱鞭子
巴菲门特CE野兽,迷宫,牛头人动物,力量,邪恶,混乱大砍刀
大衮CE畸形,海洋,海洋怪物毁灭,水,邪恶,混乱三叉矛
沙克斯CE嫉妒,谎言,谋杀毁灭,高贵,邪恶,混乱匕首
四驭者(The Four Horsemen)
驭者           阵营        涉及的领域                    领域                         偏好武器
亚玻伦NE瘟疫气,黑暗,毁灭,邪恶巨镰
卡戎NE死亡死亡,邪恶,知识,水木棍
莎祖瑞尔NE战争邪恶,火,力量,战争巨剑
崔玛瑞希NE饥荒土,邪恶,狂乱,气象带刺铁手套

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

魔裔道具
魔裔可以使用以下道具

魔血软膏(Fiendgore Unguent):当这个软膏——由廉价的炼金试剂和炼狱之血制作——涂抹在受伤的(生命值不满)魔裔或者邪恶异界生物身上时,它会立刻将目标的本质暂时变换为更加可怖的恶魔化的存在。受到魔血药膏影响的魔裔或者邪恶异界生物在威吓检定上获得+2环境加值,并且他们施放的所有带有恐惧描述的法术的DC获得+1环境加值。涂抹软膏是一个细致的过程,需要一个整轮动作且只能应用在自愿或无助的生物身上。若应用该软膏的生物并非魔裔或邪恶异界生物,它则会使其恶心(sicken)。软膏的影响(无论是有益的还是有害的)持续1分钟。

表:魔裔道具
名称          价值           重量          DC
魔血软膏75gp1磅20

魔裔专长
魔裔可以使用以下专长。

深渊铠甲(Armor of the Pit)
你污秽的特征体现在如同铠甲的鳞片皮肤上。
先决条件:魔裔。
好处:你获得+2天生防御加值。
特殊:如果你拥有鳞片皮肤种族特性。则在寒冷、闪电以及火焰这三种能量类型中选择两种并获得5点能量抗力取代该专长的奖励天防。你只能选择你还未获得抗力的能量类型。

额外炼狱抗力(Expanded Fiendish Resistance)
你获得额外的炼狱抗力。
先决条件:魔裔
好处:在酸、寒冷、闪电以及火焰中选择一种你还没有抗力的能量类型,你或得5点该类型的能量抗力。
特殊:你可以多次选择该专长,每次你这么做都需要选择一种你仍未获得抗力的能量类型,并且获得5点该类型能量抗力。

邪魔视觉(Fiend Sight)
你的双眼在低光以及黑暗环境下变得更加锐利。
先决条件:黑暗视觉60尺,魔裔。
好处:你获得昏暗视觉,同时黑暗视觉提升到120尺。
特殊:你可以选择该专长两次。当你第二次选择,你获得看透黑暗怪物能力(Bestiary2 301页)
【译注:看透黑暗(Su) :你可以在任何一种黑暗中完美视物,包括深幽黑暗术。】
【原文:See in Darkness(Su) :The creature can see perfectly in darkness of any kind, including that created by deeper darkness.】


贪婪之尾(Grasping Tail)
你的尾巴变得更加有用。
先决条件:魔裔。
好处:你可以用尾巴抓取物品。虽然你无法使用尾巴持握武器,但是你可以以一个移动动作用其拾取轻小物品。
特殊:如果你拥有卷尾种族特性,则可以以一个迅捷动作用尾巴抓住5尺范围内的无主物品或取出自己携带的物品;尽管你无法用尾巴使用物品,但你可以用尾巴握住这些物品(与用手持握不同)。

魔裔奇物
魔裔可以使用以下奇物。

黑王护符(DARKSIRE AMULET)
灵光:微弱防护系;施法者等级:3级
位置:颈部;价格:9000gp;重量:1磅
    这个小金属盒内装有一些与炼狱相关的象征物,比如几片鳞片、一些角爪的碎屑或一绺燃烧的头发。若佩戴者为魔裔并且有寒冷、闪电或者火焰抗力,该护符会使这些抗力增加5点。此外,它还在以交涉检定影响邪恶异界生物时获得+4洞察加值。
制造条件:制造奇物,抵抗能量伤害,制作者必须是魔裔,半炼狱生物或炼狱生物。
制造成本:4500gp。

静心光环(HALO OF INNER CALM)
灵光:强烈防护系;施法者等级:15级
位置:头部;价格:16000gp;重量:1磅
    这个银白色的头环看起来就好像一个光环。当魔裔佩戴时这个光环刚好漂浮在他的头上,不过它依旧占用魔法物品的头部位置。它有助于魔裔的心绪回归平静并免受那些黑暗低语的折磨,佩戴着静心光环的魔裔在对抗所有带有情绪描述(emotion descriptor)的法术时获得+4抗力加值(resistance bonus)。若佩戴者是善良阵营的魔裔,在对抗邪恶描述(evil descriptor)的法术时获得13法术抗力,并且在豁免检定上获得+2神圣加值(sacred bonus)。
制造条件:制造奇物,制造者必须为善良阵营的魔裔,圣洁灵光。
制造成本:8000gp

魔裔法术
魔裔可以使用以下法术。

降罚传送(DAMNATION STRIDE)
学派:咒法系(传送)[火焰]
等级:术士/法师 5,召唤师 4,女巫 5
施法时间:标准动作,说明见正文
施法成分:声音
目标:自身(心灵传动)以及半径10尺的爆发范围内的生物(火焰爆发)(见下)
持续:瞬间
豁免:反射成功则减半,说明见正文
法术抗力:不可
这个法术除了在你离开后会留下火焰爆炸以外,其他功能如同任意门(dimension door)一般。从你站立的方格中选择一角。你传送离开的那一瞬间从你选择的位置发出10尺半径爆炸范围的火焰,造成4d6点火焰伤害。

地狱舌鞭(HELLMOUTH LASH)
学派:变化系[强酸,闪电或火焰]
等级:术士/法师 4,女巫 4
施法时间:标准动作
成分:姿势,语言
范围:个人
目标:自己
持续:1轮/等级(可解消)
通过这个法术,你的舌头会转化成能量鞭并可以造成强酸、闪电或火焰伤害。你需要在施放法术时选择能量伤害类型。用舌头攻击使用接触攻击并且可以对拥有天生防御或穿戴盔甲的生物造成伤害,除此以外你的舌头就如同鞭子一般。你视为擅长该武器。一次成功的接触攻击可以造成1d8点能量伤害每2个施法者等级(最高10级时造成5d8伤害)。
    在法术持续时间内,你无法说话,无法使用带有语言成分的法术或者使用需要命令触发的物品。
    这个法术带有的描述字符取决于你施放时选择的能量类型(强酸,闪电或火焰)。


原文
剧透 -   :
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing tiefling racial traits. Consult your GM before selecting any of these new options.

Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage.These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items.While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul.They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish for bearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers.Rare manifestations can take even more bizarre forms.These wings do not provide the lift required for actual f light, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

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

Alchemist: Add +1/2 to the alchemist’s bomb damage.

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Druid: Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.

Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.

Magus: Add +1/4 point to the magus’s arcane pool.

Paladin: Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.

Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.

Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.

Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

RACIAL ARCHETYPES
The following racial archetypes are available to tieflings.

Fiend Flayer (Magus)
Some tiefling magi can tap the dark energy of their fiendish blood to enhance their arcane and combat talents.By physically carving away their tainted flesh, they can use its dark energies to enhance their powers, call forth weapons from thin air, and bypass enemies’ strongest defenses. A fiend flayer has the following class features.

Infernal Mortification (Su): At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer’s Constitution damage is equal to or greater than 1/2 his Constitution score.

Magus Arcana: A fiend flayer gains access to the following magus arcana. He cannot select any arcana more than once.

Fiendblade (Su): As a swift action, as long as the fiend flayer used infernal mortification that day to increase his arcane pool, he can conjure forth a weapon using this arcana. Doing so costs 2 points from his arcane pool. The weapon can take the form of any single one-handed melee weapon the fiend flayer is proficient with. This weapon starts as a weapon with a +1 enhancement bonus, but for every four levels beyond 3rd the fiend flayer possesses,the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. This summoned weapon lasts for 1 minute.
At 5th level, these bonuses can be used to add any of the following weapon properties to the fiendblade: anarchic,axiomatic, dancing, flaming, burst, frost, icy burst, keen, shock,shocking burst, speed, or unholy.
These bonuses and properties are decided when the arcane pool points are spent and cannot be changed until the next time the fiend flayer uses this arcana. Another creature cannot wield the fiendblade; if it leaves the hand of the fiend flayer, it dissipates in a wisp of red smoke that smells of burning blood.
A fiend flayer can only have one fiendblade in existence at a time. If he uses this ability again, the first fiendblade  disappears.

Bypassing Strike (Su): The fiend flayer can expend 1 point from his arcane pool as a swift action to allow one melee or spellstrike attack he makes before the end of his turn to ignore an evil outsider target’s damage reduction.



Fiendish Vessel (Cleric)
Many clerics pray to or make evil bargains with fiendish powers, devoting body and soul to the insane plans and wicked aims of their despicable patrons. But these mortal clerics are often just shallow beings searching for quick power or the caress of true and final oblivion—few truly grasp the full scope of the entities they worship. Fiendish vessels, through their fiendish heritage, share an innate connection with their patron, and that connection grants them understanding and power. A fiendish vessel has the following class features.

Alignment: Unlike normal clerics, a fiendish vessel’s alignment must match her patron’s.

Domains: A fiendish vessel must select the Daemon,Demon, or Devil subdomain (Advanced Player’s Guide 88– 90) as one of her domain choices, based on the fiendish patron she chooses to serve.

Channel Evil (Su): At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron.This ability is similar to channeling negative energy,but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.
    Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel’s class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel’s level + the fiendish vessel’s Charisma bonus. Neutral creatures are unaffected by this burst of evil energy.
    A fiendish vessel may channel this energy a number of times per day equal to 3 + her Charisma modifier. Doing so is a standard action that does not provoke attacks of opportunity. A fiendish vessel can choose whether or not to include herself in this effect. A fiendish vessel must present her unholy symbol or use her familiar as the divine focus for this ability.
    For the purposes of feats that affect channel energy,this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level fiendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage).This ability replaces channel energy.

Fiendish Familiar: At 3rd level, a fiendish vessel’s patron rewards her with a fiendish servant. The fiendish vessel gains an imp, quasit, or cacodaemon familiar based on the patron she worships. If she worships Asmodeus or an archdevil, she gets an imp; if she worships a demon lord, she gets a quasit; and if she worships one of the Four Horsemen, she gains a cacodaemon. This ability is identical to the wizard’s arcane bond with a familiar and the Improved Familiar feat, using the fiendish vessel’s character level in place of the wizard level.
    This tiny fiend acts like a perverse, manifest moral compass. Furthermore, this familiar can act as a living divine focus and unholy symbol for her spellcasting if the fiendish vessel so desires, which means that when she uses her channel evil ability, its burst can be centered on the familiar instead, as long as that familiar is within 30 feet and line of sight. A fiendish vessel’s familiar tends to be fawning and subservient to the fiendish vessel. Should her familiar die, the fiendish vessel’s patron replaces the familiar with an identical one within 1 week, without the need for a special ritual. Furthermore, the fiendish familiar gains the following special abilities beyond the standard familiar special abilities.
    Fiendish Augury (Sp): At 3rd level, the fiendish vessel can ask the fam  iliar whether a particular course of action will bring good or bad results for her in the immediate future.This ability acts like the augury spell, with a caster level equal to the fiendish vessel’s level, with the familiar acting as the mouthpiece for the spell. This ability can be used once per day.
    Fiendish Divination (Sp): At 9th level, the fiendish vessel can use a more powerful form of divination to gain intelligence from her patron through her fiendish familiar. This ability acts like the divination spell, with a caster level equal to the fiendish vessel’s level; the familiar acts as the mouthpiece for the spell. This ability can be used once per day.
    Extra Divination (Sp): At 13th level, the fiendish vessel can gain intelligence from her patron more often each day. She can use fiendish divination up to 3 times per day.

Fiendish Summoning: When casting summon monster spells, a fiendish vessel is limited to summoning fiendish creatures and evil outsiders of the same alignment as her patron.

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

Tiefling Equipment
Tieflings have access to the following equipment.

Fiendgore Unguent: When this unguent—prepared with vile alchemical reagents and the gore of fiends—is applied to a wounded tiefling or evil outsider (not currently at maximum hit points), it momentarily transforms the essence of the target into something even more fearsome and demonic. While under the effects of a fiendgore unguent, a tiefling or an evil outsider gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that they cast. Applying the unguent is a delicate process, requiring a full-round action, and can only be properly applied to a willing or helpless creature. If applied to a creature other than a tiefling or an evil outsider, it sickens the creature instead. The unguent’s effects (either beneficial or harmful) last for 1 minute.

Item                   Cost   Weight Craft     DC
Fiendgore unguent      75 gp      1 lb.        20

Tiefling Feats
Tieflings have access to the following feats.

Armor of the Pit
Your fiendish traits take the form of a protective scaly skin.
Prerequisite: Tiefling.
Benefit: You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don’t have resistance to already: cold, electricity, and fire.

Expanded Fiendish Resistance
You gain extra fiendish resistances.
Prerequisite: Tiefling.
Benefit: Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type.
Special: You can take this feat multiple times. Each time you do, pick another energy type you do not have resistance to. You gain resistance 5 to that energy type.

Fiend Sight
Your eyes develop keener sight in dim light and darkness.
Prerequisites: Darkvision 60 ft., tiefling.
Benefit: You gain low-light vision and your darkvision improves to 120 ft.
Special: You can take this feat twice. When you take it a second time, you gain the see in darkness universal monster ability (Bestiary 2 301).

Grasping Tail
Your tail becomes more useful.
Prerequisite: Tiefling.
Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

Tiefling Magic Items
Tieflings have access to the following magic items.

DARKSIRE AMULET
Aura faint abjuration; CL 3rd
Slot neck; Price 9,000 gp; Weight 1 lb.
DESCRIPTION
This small iron locket contains some token—a scale, a shaving of a horn or claw, or lock of burning hair—from a fiend. When worn by a tiefling, if he has cold, electricity, or fire resistance, this amulet increases that resistance by 5. Furthermore, it provides a +4 insight bonus on Diplomacy skill checks made to influence evil outsiders.
CONSTRUCTIONR
equirements Craft Wondrous Item, resist energy, creator must be a tiefling, half-fiend, or true fiend ; Cost 4,500 gp

HALO OF INNER CALM
Aura strong abjuration; CL 15th
Slot head; Price 16,000 gp; Weight 1 lb.
DESCRIPTION
This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a tiefling of good alignment, holy aura; Cost 8,000 gp

Tiefling Spells
Tieflings have access to the following spells.

DAMNATION STRIDE
School conjuration (teleportation) [fire]; Level sorcerer/wizard 5, summoner 4, witch 5
Casting Time 1 standard action
Target self and creatures within a 10-foot-radius burst (see below)
Duration 1 minutes/level
Saving Throw Reflex half, see text;
Spell Resistance no
This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).

HELLMOUTH LASH
School transmutation [acid, electricity, or fire]; Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. You choose what type of energy damage the spell deals when you cast it. You attack with your tongue as if it were a whip, except you make touch attacks with it and it can harm creatures with armor or natural armor bonuses. You are considered proficient with this weapon. A successful touch attack with the tongue deals 1d8 points of energy damage per two caster levels (maximum of 5d8 points of damage at 10th level).
    While the spell is in effect, you cannot speak, cast spells requiring verbal components, or activate items requiring command words.
    The spell has the acid, electricity, or fire descriptor, depending on what type of energy damage you chose when you cast it.
« 上次编辑: 2015-08-08, 周六 13:32:01 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【ARG】魔裔
« 回帖 #1 于: 2012-08-10, 周五 08:28:03 »
引用
牧师:在服异界生物的法术抗力时获得+1点加值。

 :em013 伸手懒人党坐等lz新作

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Re: 【ARG】魔裔
« 回帖 #2 于: 2012-08-10, 周五 08:51:25 »
魔裔没有逆天的种族特性算蛮可惜的...
话说回来,有没有人要翻猫猫人?
感觉起来会是一个很有爱的种族。
[最近想先战额外先知诅咒]
话说回来PF的拓展怎么出的这么凌散?
好像有几本拓展只有一点点变体职业的样子...
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】魔裔
« 回帖 #3 于: 2012-08-10, 周五 09:51:37 »
引用
牧师:在服异界生物的法术抗力时获得+1点加值。

 :em013 伸手懒人党坐等lz新作

已修正,你给我好好把演武翻译出来啊焚淡! :em014


魔裔没有逆天的种族特性算蛮可惜的...
话说回来,有没有人要翻猫猫人?
感觉起来会是一个很有爱的种族。
[最近想先战额外先知诅咒]
话说回来PF的拓展怎么出的这么凌散?
好像有几本拓展只有一点点变体职业的样子...

ARG就是这样,每个种族1~4个变体职业。我是按照种族翻译的,所以看起来比较凌乱
毕竟这些变体都是种族限定(虽然很多我觉得也可以给其他种族用吧)
PS:本来计划吸血裔之后是猫族的,不过LS你有兴趣先战了也挺好就是了…… :em003
« 上次编辑: 2012-08-10, 周五 09:54:44 由 四月奈奈子 »
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】魔裔
« 回帖 #4 于: 2012-08-10, 周五 11:51:48 »
其实咱接下来几天晚上都很闲也不是不能战一下喵娘族的啦

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Re: 【ARG】魔裔
« 回帖 #5 于: 2012-08-10, 周五 11:54:42 »
魔裔没有逆天的种族特性算蛮可惜的...
话说回来,有没有人要翻猫猫人?
感觉起来会是一个很有爱的种族。
[最近想先战额外先知诅咒]
话说回来PF的拓展怎么出的这么凌散?
好像有几本拓展只有一点点变体职业的样子...

三本恶魔书主要讲的是种族、组织、环境、生态,所以只有一丁点职业了……毕竟大多数XX魔的职业都是简单的“异界生物”

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Re: 【ARG】魔裔
« 回帖 #6 于: 2012-08-10, 周五 11:57:42 »
其实咱接下来几天晚上都很闲也不是不能战一下喵娘族的啦

你要是确定的话我就跳过喵娘了。
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】魔裔
« 回帖 #7 于: 2012-08-10, 周五 12:01:34 »
晚上谁传我一分E文版的喵娘原文

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Re: 【ARG】魔裔
« 回帖 #8 于: 2012-08-10, 周五 12:03:41 »
 :em006 演武系列找不到同道中人,而且最近各种忙……

到时候看捡两个短的种族翻下好了又给自己挖坑

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Re: 【ARG】魔裔
« 回帖 #9 于: 2012-08-10, 周五 12:10:02 »
观魂者(Soul Seer):极少数魔裔拥有可以看到生物的灵魂状态的特异视觉。他们可以以类法术能力使用观命术。该特性取代类法术能力以及恶毒魔力.

译名乱了……和别人乱也没啥,自己和自己乱就……

恶毒魔力莫非是炼狱魔力??
别人笑我太坑,我笑他人不懂。

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Re: 【ARG】魔裔
« 回帖 #10 于: 2012-08-10, 周五 12:14:05 »
四驭者(The Four Horsemen)

这玩意,一般是指四骑士吧??
别人笑我太坑,我笑他人不懂。

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Re: 【ARG】魔裔
« 回帖 #11 于: 2012-08-10, 周五 12:35:51 »
这抗性完全逆天了啊

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Re: 【ARG】魔裔
« 回帖 #12 于: 2012-08-10, 周五 14:24:09 »
四驭者(The Four Horsemen)

这玩意,一般是指四骑士吧??

估计是因为翻译邪魔书的那位用的是“驭者”的翻译,他觉得“天启骑士”这个说法已经滥起点了

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Re: 【ARG】魔裔
« 回帖 #13 于: 2012-08-10, 周五 15:03:18 »
我预定阿斯莫的

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Re: 【ARG】魔裔
« 回帖 #14 于: 2012-08-10, 周五 15:07:54 »
我预定阿斯莫的
神裔啊...
那家伙有整整两张d100的表要翻呢。
[虽然无害的特征那边根本是史拉蟾等级的,不过话说回来,佛陀的特征也都在那张表上的样子]
总之辛苦了。
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】魔裔
« 回帖 #15 于: 2012-08-10, 周五 16:18:01 »
ARG的阿斯莫强度有点那啥,丢掉一个无关紧要的类法术能力,可以获得+4 +2或者+2 +2 +2的逆天种族加值,没减值……

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Re: 【ARG】魔裔
« 回帖 #16 于: 2012-08-10, 周五 16:24:50 »
格子姐姐的新头像好萌! :em003

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Re: 【ARG】魔裔
« 回帖 #17 于: 2012-08-10, 周五 16:26:00 »
ARG的阿斯莫强度有点那啥,丢掉一个无关紧要的类法术能力,可以获得+4 +2或者+2 +2 +2的逆天种族加值,没减值……
毕竟是神人,所以会很神也...[被拖走]
这个真的得叫DM自重了,看是开的时候要给他La还是替换的时候会替换核心能力之类的...
[ARG神人很没节操,虽然魔人的抗力也不惶多让就是。]
我是叉烧龙猫啦,
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在家里没办法用繁体中文登入果园...

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Re: 【ARG】魔裔
« 回帖 #18 于: 2012-08-11, 周六 01:35:45 »
我刚到d20pfsrd看了看,提夫林也有那两张d100表格和一大堆血脉变体……而且血脉是10个,比阿斯莫还多四个,好可怕

不过出处似乎不是ARG?

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Re: 【ARG】魔裔
« 回帖 #19 于: 2012-08-11, 周六 01:36:25 »
格子姐姐的新头像好萌! :em003

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原来你对40岁大妈有兴趣?