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【ARG】鼠族(Ratfolk)
« 于: 2012-08-16, 周四 00:26:48 »
感谢法兰子的描述翻译

鼠族(Ratfolk)

  鼠族是矮小、啮齿动物般的类人生物;起源于干燥荒漠和平原的地下区域,它们现在多见于游荡的交易篷车中。与寻常鼠群类似,鼠族四处流浪又有群居天性;如今它们已是贸易大师,尤其在买卖和修复魔法装置时。尽管不少鼠族奸商小心地游走于黑市和集市之间,很多鼠族热爱收集来的商品要多于金钱本身,并更愿意通过交易扩大商贸规模而非一味攒钱。你会时常看到一个成功的鼠族商人赶着巨鼠拖动、装得满满当当的车子出城,车上的钱袋远比进城时要殷实得多。

  体貌描述:典型的鼠族身高4英尺,重80磅。他们常穿长袍以求在沙漠中凉爽自在,或在城市里隐藏身份——它们明白自己的啮齿类外表并不受其他类人生物的待见。亮闪闪的首饰对鼠族有着强烈的吸引力,尤其是铜、银和金,很多鼠族会用这些金属打制的小环装饰在自己的耳朵或尾巴上。它们因擅于训练巨鼠(giant rats,套用巨大化模板的凶暴鼠)而闻名,经常用其当作家畜或坐骑。

  社会:鼠族商贸性极强,生活在城市人口稠密的下水坑道或贫民窟里,那里的众多小巷暗道能够储存货物、或是在危险来临时迅速逃命。他们与大家庭和自己的亲属之间有着强烈的羁绊,如同啮齿类动物一样活得乱糟糟却又一团和气,在受到威胁时愿为保护彼此而拼死一战。他们会迅速利用作为商品的装备投入战斗,但更喜欢通过对双方都有益的磋商来解决纷争。
  当某个鼠族聚居点过于拥挤、而周遭环境又无力支持更大的社群时,年轻的鼠族们会本能地出发寻找适合居住的新地方。如果一个规模够大的鼠族群体共同移民到新区域,他们会建立一个新的聚居点,经常会在制度上沿袭原先的故乡。此外,鼠族个体也会离开家园搬往别处、或长年累月地赶着篷车四处游商,这些都减轻了故乡人口过密的压力。

  关系:鼠族倾向于和人类良好相处,并常在人类城市的下水道、暗巷和阴影处建立鼠族社会。鼠族觉得矮人太过墨守成规和保守排外,并常把矮人的温和批评看作人身攻击。鼠族对侏儒和半身人没什么特别的感情,不过在那些必须和他们争夺资源的地方,部族战争可能会成为流传数个世代的惯例。鼠族享受和精灵与半精灵之间的友谊,并常把他们看作最为冷静和明智的文明种族。鼠族格外欣赏精灵的音乐和艺术,很多鼠族社区会将精灵的艺术品作为装饰,并将这些友好贸易的象征作为传家宝流传下去。

  阵营和宗教:鼠族的个体行为往往由收集有趣物件和修补复杂物品的欲望所推动。鼠族社区的强烈连结令它们重视社会秩序带来的益处,甚至对那些倾心于追求个人目标的鼠族而言也不外于此。

  冒险:鼠族经常被寻找新的贸易机会这一欲望所驱使,为了它们自己、也为了整个社区。鼠族冒险者会搜寻部族商品的潜在市场,留神关注新货源,或单纯地抱着搜集财宝来为商贸积累资金的希望而游荡。鼠族的战斗模式往往包括狡猾的陷阱、伏击,或对敌人的优势进行削弱。年轻的鼠族英雄们经常会选择炼金术师、铳士和盗贼等职业。【译者吐槽:现在先进火器都出来了,小老鼠们不做飞行员或坦克手吗!】

  常用男名:阿吱(Agiz),布里兹(Brihz),多吉(Djir),尼奈(Ninnec),雷达(Rerdahl),瑞坎(Rikkan),史基文(Skivven),塔莫(Tamoq)。

  常用女名:贝瑟儿(Bessel),珐(Fhar),吉克丝(Jix),姬奇(Kitch),╱/( ‿‿ )\╲(Kubi),涅姆(Nehm),瑞希(Rissi),提卡(Thikka)。

鼠族种族特性
+2敏捷,+2智力,-2力量:鼠族敏捷而又机智,但是身体虚弱。
生物类型:鼠族属于类人生物,鼠族子类。
小型体型:鼠族是小体型生物。他们在AC上获得+1体型加值,攻击检定获得+1体型加值,在战技检定以及CMD上获得-1减值,并且在潜行检定上获得+4体型加值。
缓慢速度:鼠族的基本速度为20尺。
感官:鼠族拥有60尺黑暗视觉。
啮齿动物认同:鼠族在影响啮齿动物的驯养动物检定上获得+4种族加值。
群居:鼠族一向以族群为单位生活以及战斗,他们善于以团队的方式对敌人造成损伤并守护自己的利益。两名鼠族能够同时分享同一个方格。若他们如此站位并且攻击同一个敌人,则视为他们在夹击敌人就好像他们在相对侧的方格一般。
流浪者:鼠族在工艺(炼金)、察觉以及使用魔法装置检定上获得+2种族加值。
起始语言:通用语。拥有足够智力的鼠族可以选择下列语言作为额外语言:邪灵语、龙语、矮人语、豺狼人语、侏儒语、哥布林语、半身人语、兽人语以及地底通用语。

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

困鼠犹斗(Cornered Fury):鼠族能够在与盟友的联系被切断时勇猛战斗。拥有该种族特性的鼠族在生命减少到一半或更少并且30尺范围内没有任何有意识的盟友时,他在近战攻击检定以及AC上获得+2种族加值。该特性取代群居。

灵敏嗅觉(Scent):部分鼠族拥有十分灵敏的嗅觉,不过眼睛和耳朵却没那么灵光了。这些鼠族拥有灵敏嗅觉能力,但是在所有基于视觉与听觉的察觉检定获得-2减值。该特性取代流浪者。

潜伏(Skulk):有的鼠族可以轻松地与环境融为一体并轻巧地进行移动。鼠族在潜行检定上获得+2种族加值,并且在以唬骗检定使生物分心后可以在以潜行检定进行躲藏时只受到-5减值(而不是正常的-10减值)。该种族特性取代流浪者。

过街喊打(Unnatural):有些鼠族总是会引发动物的攻击冲动,所以他们被迫学会了如何在这些攻击下保住自己的小命。这些鼠族在以基于魅力的技能影响动物类生物时获得-4减值,同时在应对这些动物的攻击时AC获得+2闪避加值。动物对这些鼠族的初始态度比正常低一级。该特性取代啮齿动物认同。

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鼠族,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

炼金术士:获得1/6个科研发现。
野蛮人:狂暴时,野蛮人依靠群居种族特性进行夹击的攻击检定加值额外增加+1/4加值。
德鲁伊:在使用野性认同影响生活在地下的动物与魔法兽时获得+1加值。
战士:在对抗冲撞以及擒抱时,战士的CMD获得+1加值。
铳士:只要铳士拥有至少1点勇毅值,他在先攻检定上获得+1/2加值。
武僧:武僧使用潜行检定而不会受到惩罚的移动距离+1尺。该加值在获得5次(或5的倍数)之前没有效果。这并不会增加武僧潜行时奔跑以及冲锋的速度。
游侠:当动物伙伴与游侠相邻时,动物伙伴的CMD获得+1加值。如果游侠更换了他的动物伙伴,新的动物伙伴也会获得该加值。
盗贼:脱逃检定获得+1/2加值。
召唤师:精神向导在对抗毒素的豁免检定上获得+1加值。
女巫:选择一个范围为‘接触’以外的巫术,使其范围增加+5尺。

种族变体职业
以下种族变体职业适用于鼠族。

引用
深谷枪手(铳士变体)
鼠族往往在狭小、封闭的空间作战,如鼠族的地下鼠穴、陷阱重重的峡谷要塞,以及地精或类似敌人的地下隧道。由于这些战场多为狭窄的弯道并且少有视线良好的直线通道,那些在使用火器上精益求精的鼠族近乎自然地成为了这些密闭地区的战斗专家。这些深谷枪手往往专精于某一种手枪(易于在狭小空间活动)并漫游在鼠穴间,把自己的隧道射术卖给出价最高的人。深谷枪手拥有以下职业能力。

本职技能(Class Skills):深谷枪手将解除装置、脱逃和知识(地城)加入她们的本职技能,并将知识(地方)、骑术以及游泳移除出她们的本职技能列表。

勇毅(Grit)(Ex):1级起,深谷枪手如同普通铳士一样获得勇毅。然而,专注于近接作战导致深谷枪手恢复勇毅值的环境设置略有不同。
  • 零距离射击(Daring Adjacent Shot):若深谷枪手在每轮第一时间使用远程火器(ranged firearm)攻击邻近的敌人并引发借机攻击,则恢复1点勇毅值。对无助、没有意识的或者HD低于你一半的邻近生物进行射击无法获得勇毅值,使用能力用远程攻击对深谷枪手进行借机攻击也不会使其恢复勇毅值。该能力取代以火器重击恢复勇毅值。

勇毅动作(Deeds):深谷枪手拥有一些独特的勇毅动作,这些动作取代了部分普通铳士的勇毅动作。下列勇毅动作遵循所有普通铳士勇毅动作的规则以及限制。
  • 闪光冲击(Flash and Shock)(Ex):1级起,深谷枪手可以利用火器的闪光和声响摆脱近距敌人的攻击。当她使用火器攻击第一个射程增量内的敌人时,她可以花费1点勇毅值在AC上获得+4点环境加值针对该敌人的攻击直到她下回合开始。她只能在装备中甲、轻甲或者不穿甲,并且负重不超过轻载时使用该勇毅动作。该勇毅动作取代神射手。
  • 火药喷燃(Powder Burns)(Ex):3级起,深谷枪手学会了使用火器在极近距离造成最大伤害的技巧。当深谷枪手成功以远程火器(ranged firearm)命中领近的敌人时,她可以花费1点勇毅值利用她枪口的闪光额外造成1d6火焰伤害。目标必须进行一次成功的反射豁免(DC为10 + 1/2 深谷枪手等级 + 深谷枪手感知调整值)否则将被引燃(catch on fire)。该勇毅动作取代枪柄打击。
  • 恍惚射击(Staggering Shot)(Ex):15级起,当深谷枪手用远程火器(ranged firearm)攻击命中领近目标时,目标必须进行一次成功的强韧豁免(DC为10 + 1/2 深谷枪手等级 + 深谷枪手感知调整值)否则将会恍惚1d4轮。该勇毅动作取代鸣枪。
    【译注:该能力没有提及需要剩余的勇毅值、消耗的勇毅值或任何和勇毅值相关的描述。】

开膛射击(Belly Shot)(Ex):9级起,深谷枪手可以握住她的火器对领近目标的弱点进行直击以造成额外伤害。当深谷枪手用远程火器(ranged firearm)攻击命中领近目标时,她额外造成1d6点伤害。该伤害在13级时提高到2d6,在17级时提高到3d6。免疫精确伤害、重击以及偷袭的生物不会受到该额外伤害。该能力取代9级、13级和17级的枪械训练。

引用
瘟疫之源(炼金术士变体)
瘟疫之源视疾病为终极武器,并且经过他们不屑的努力终于掌握了新型疾病以及传播系统。瘟疫之源并不会由于在激烈战斗中将他们的武器泼向敌人而比一名弓箭手向敌人射箭负有更大的愧疚。疾病只是工具,而瘟疫之源是它的主人。瘟疫之源拥有以下职业能力。

瘟疫之瓶(Plague Vial)(Su):1级起,瘟疫之源可以制作出瘟疫之瓶——以炼金术栽培并浓缩的疾病样本。制作瘟疫之瓶需要1小时,一旦调配好,效果就可以持续至使用为止。瘟疫之源每次只能维持一瓶瘟疫之瓶的效果,一旦他制作第二瓶,前一瓶的瘟疫就会失去活性。瘟疫之瓶若被瘟疫之源以外的人持有则失去活性,直到它重回主人的手中。
      饮用瘟疫之瓶是一个标准动作。一旦喝下去,瘟疫之瓶将会改变瘟疫之源的血液、汗液、眼泪以及其他体液,持续每职业等级10分钟。任何以近战武器(长武除外)伤害他的生物必须进行一次成功的强韧豁免(DC 10 + 1/2 瘟疫之源等级 + 瘟疫之源智力调整值)否则将会恶心每瘟疫之源等级1轮。瘟疫之源免疫自己制造的瘟疫之瓶的效果,但是依旧会受到其他人制作的瘟疫之瓶影响。瘟疫之瓶的效果不会叠加。
      以一个标准动作,瘟疫之源可以使他的武器获得让人恶心的效果(通常是通过舔、以他的血或者脓水擦拭)。武器上沾染的病原体视为涂毒武器一般,除了造成的效果是疾病而非毒素(矮人的对抗毒素豁免对此无效)。
      瘟疫之源以外的人(包括其他炼金术士)喝下瘟疫之瓶必须进行一次等同于瘟疫之瓶DC的豁免,未通过则会反胃1个小时。除非他习得突变药剂科研发现(见UM),否则他无法获得突变药剂的好处就如同他并非炼金术士一般。在任何时候,瘟疫使者只能受到瘟疫之瓶或突变药剂的影响(二者其一);喝下任何一瓶都会立刻结束之前拥有的瘟疫之瓶或突变药剂带来的任何效果。
      任何对突变药剂的限制同样适用于瘟疫之瓶,就好像他们是同一物质一样。灌注突变药剂科研发现以及长效突变药剂职业能力均适用于瘟疫之瓶。粘稠毒药科研发现适用于用武器感染瘟疫之瓶效果。瘟疫之瓶是一种疾病效果(disease effect)。该能力取代突变药剂。

疾病抗力(Disease Resistance)(Ex):2级起,瘟疫之源在对抗疾病的豁免检定上获得+2加值。这个加值在5级提升至+4,在8级提升至+6。10级起,瘟疫之源对疾病完全免疫(包括魔法疾病)。该能力取代所有毒性抗力以及毒性免疫。

科研发现(Discoveries):以下为瘟疫之源建议选择的科研发现:强效爆弹,精确炸弹,烟雾弹,急速炸彈(以上出自APG);炸裂噴吐,反胃炸弹*(以上出自UC);瘟疫炸弹(以上出自UM)。
【*译者注:原文为nauseating bomb,疑为毒性肌肤(Nauseating Flesh)】

引用
边栏:鼠族科研发现
以下新发现适用于任何符合条件的炼金术士,但是鼠族使用这些科研发现比较常见。

高等瘟疫炸弹(Greater Plague Bomb):这种炼金炸弹散发出具有高等疫病术(见下)效果的烟云取代云雾术,它会充满两倍于炼金炸弹溅射范围的区域,并且持续每炼金术士等级1轮。炼金术士至少需要达到16级并且拥有瘟疫炸弹(见UM)以及烟雾弹才能选择此科研发现。

顽疾(Lingering Plague):当任何生物由于炼金术士的提取物或其他能力染上疾病并且豁免失败后,他们必须在接下来的一轮再进行一次豁免,若失败则将疾病的持续时间延长一倍。若疾病没有持续时间,则将疾病的潜伏期以及发病频率减半。炼金术士至少需要达到8级才能选择此科研发现。

高等疫病术
劇透 -   :
高等疫病术
学派:死灵系[疾病,邪恶]
等级:牧师 5,德鲁伊 5,术士/法师 6,女巫 5
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:强韧,通过则无效
法术抗力:可
这个法术的功能如同疫病术一般,除了受害者不能以非魔法方式治愈——连续的豁免成功无法治愈疾病。以魔法移除疾病的DC等同于豁免DC+5。


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

鼠族装备
鼠族可以使用以下装备。

表:鼠族道具
名称价格重量制作DC
凋零增强剂150gp1磅20
疫病裂袋50gp1磅20
恶臭墨水5gp1磅15
灌魔恶臭墨水特殊1磅

凋零增强剂(Blight Tonic):凋零增强剂可以使一个生物的疾病攻击增强为可以通过物理接触传播,比如凶暴鼠的腐热症。被感染的人必须进行对饮用者携带的疾病进行豁免,最初感染疾病的DC增加2点。增强剂持续10分钟或直到有生物需要对饮用者的疾病进行豁免为止,以先到者为准。

疫病裂袋(Pox Burster):疫病裂袋是装满毒剂以及腐朽材料的经过炼金防腐处理过的动物囊袋或者葫芦形容器。你可以将疫病裂袋作为泼溅武器使用。这是一个射程增量10尺的远程接触攻击。一旦目标被直接命中则需要立刻进行一次DC13的强韧豁免,未通过则染上腐热症。任何临近被疫病裂袋击中的目标的方格都会笼罩在可能引起疾病的污浊空气中。在接下来的1分钟,任何在这片区域内受伤的生物都必须成功进行一次DC为9的强韧豁免,否则会染上腐热症。

恶臭墨水(Stink Ink):恶臭墨水是以麝香为原料特制而成的拥有强烈气味的墨水,它允许使用者以味道编译信息而非使用普通的文字。恶臭墨水干得很快,但是它那极端特殊的味道可以使那些足够灵敏鼻子通过嗅觉阅读信息。只有拥有敏锐感官特性或灵敏嗅觉能力的生物才能不依靠某些形式的法术帮助阅读恶臭墨水写下的信息。使用恶臭墨水读写信息要消耗相当于普通墨水两倍的时间。

灌魔恶臭墨水(Stink Ink, Arcane):鼠族炼金术士最常用这种墨水,灌魔恶臭墨水通常用来将炼成公式以及法术抄写到公式本以及法术书上。和普通的恶臭墨水一样,灌魔后的版本依旧只能由拥有灵敏嗅觉的生物阅读(尽管阅读魔法依旧适用于使用恶臭墨水抄写的法术或炼成公式)。使用灌魔恶臭墨水将法术抄写进法术书需要比正常金额多10%的开销(核心219页)。

表:鼠族武器
军用武器价格伤害(S)伤害(M)重击射程增量重量伤害类型特殊
轻型近战武器
尾刃11gp    1d2    1d320/x2        -1/2磅    挥砍  -

尾刃(Tailblade):尾刃是固定在佩戴者尾巴尖端的一柄小型利刃。装备或者卸除尾刃均需要一个整轮动作。佩戴者可以以一个移动动作粗略地将其装置(并没有结实牢固地栓紧)在尾巴上,但是这样随意装置上的尾刃在作为武器进行攻击检定时受到-4减值,并且其他生物在以卸除武器战技检定卸除尾刃时获得+4加值。鼠族可以用尾巴挥舞尾刃攻击,并将他的力量调整值加至尾刃的伤害上。鼠族视为擅长这种攻击,并且可以将专长或者适合天生武器的能力应用在装置尾刃的尾部攻击上。在进行全回合攻击时,使用尾刃攻击视为次要攻击。

鼠族专长
鼠族可以使用以下专长。

掘地利齿(Burrowing Teeth)
你拥有的利齿与锐爪很适合用来挖坑。
先决条件:锐爪,坑道鼠,鼠族。
好处:你获得等同于你1/2基本速度的掘地速度。你可以钻到沙子、泥土、粘土、沙砾或者其他类似的材质中,但是不能通过坚固的石头。你身后不会留下隧道,地表之上也不会出现痕迹。

锐爪(战斗专长)(Sharpclaw (Combat))
你的指甲长又硬。
先决条件:鼠族。
好处:你获得两次爪抓攻击。这是主要天武攻击,它们可以造成1d4点伤害。

坑道鼠(Tunnel Rat)
你是在狭窄空间战斗的大师
先决条件:鼠族,群居种族特性。
好处:当你挤入狭小空间时体型视为比正常小一级。

鼠族奇物
鼠族可以使用以下奇物。

伪装帽(CAP OF HUMAN GUISE)
灵光:微弱幻术系;施法者等级:3级
位置:头部;价格:800gp;重量:--
    这个破旧的帽子可以使佩戴者改变她的外貌就如同施放了易容术一般,除了她只能将外貌改变为衣着朴素的人类儿童、成年半身人或成年侏儒,就好像一名农夫,铁匠或商贩。穿戴者可以稍稍改变帽子的外观就如同它是伪装的一部分一样,但是整体必须与其不显眼的虚幻伪装相一致。
制造条件:制造奇物,易容术
制造成本:400gp

狂鼠披风(CLOAK OF THE SCUTTLING RAT)
灵光:微弱变化系;施法者等级:5级
位置:肩部;价格:6000gp;重量:1磅
    这件不起眼的披风是由素色的皮革制成的。只要穿戴者说出指令,狂鼠披风就会立刻包裹住身体并且把她转化为一只凶暴鼠就如同使用了野兽形态I一般。穿戴者每天可以保持凶暴鼠的形态5分钟。使用时间不必连续,但是使用时间必须以分钟为单位。
制造条件:制造奇物,野兽形态I
制造成本:3000gp

鼠穴卫士之笛(PIPES OF THE WARREN GUARDIAN)
灵光:微弱咒法系;施法者等级:5级
位置:无;价格:6000gp;重量:--
    这些精巧的黄色象牙管由青铜链接在一起,上面还装饰有少量的琥珀。如果拥有者吹奏出正确的曲子,每天一次,他可以如同使用召唤怪物III一样用笛子召唤出1d4+1只凶暴鼠。被召唤出的老鼠拥有群居种族特性,就如同鼠族的群居种族特性一般生效。
制造条件:制造奇物,召唤怪物III
制造成本:3000gp

鼠牙戒指(RING OF RAT FANGS)
灵光:微弱变化系;施法者等级:3级
位置:戒指;价格:5000gp;重量:--
    这个骨戒的形状是一只拉长的老鼠咬着自己的尾巴。佩戴者获得噬咬攻击,这是一个主要天武。中等体型的佩戴者造成1d4伤害,小体型的佩戴者造成1d3伤害。当佩戴该戒指1星期后,尽管佩戴者仍旧看起来像是原本种族的一员,但是外观会越来越像老鼠(例如:人类的牙齿可能会变得突出)。
制造条件:制造戒指,魔牙术,变形术
制造成本:2500gp

群刺之戒(RING OF SWARMING STABS)
灵光:微弱变化系;施法者等级:5级
位置:戒指;价格:6000gp;重量:--
    这个戒指用软毛、羽毛、骨片以及象牙在硬化皮环上编排而成。每天两次,若佩戴者在夹击敌人时成功以近战攻击命中对手的话,可以以一个迅捷动作对其造成1d6伤害。这个伤害受任何减少或免疫偷袭的能力影响。
制造条件:制造戒指,神导术,制造者必须能够偷袭
制造成本:3000gp

鼠族法术
鼠族可以使用以下法术。

炼金物转化术
学派:变化系
等级:牧师 2,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:接触到的火器或炼金道具
持续时间:1分钟/等级
豁免:强韧,通过则无效(物品)
法术抗力:可
你可以将炼金道具或火器转化为相同或更低价值的炼金道具或火器。魔法物品不受此法术影响。在这个法术的持续时间结束后,转化期间内使用过的炼金道具会被摧毁并且无法恢复到可用的状态,火器则会重新恢复回他们原本的类型。

暂缓病发
学派:咒法系(医疗)
等级:炼金术士 2,牧师 2,德鲁伊 2,审判者 2,圣武士 2,游侠 2,女巫 1
施法时间:标准动作
成分:语言,姿势,法器
范围:接触
目标:接触到的生物
持续时间:1天
豁免:强韧,通过则无效(无害)
法术抗力:可(无害)
目标暂时免疫疾病。任何在法术持续时间内感染的疾病在法术持续时间结束之前无法影响目标。若目标染上了疾病,你必须用施法者等级检定对抗疾病的DC,成功则在持续时间内暂缓疾病的效果;否则疾病正常影响目标。暂缓疾病无法治愈疾病已经造成的伤害。

恶心打击
学派:变化系[疾病]
等级:炼金术士 2,反圣武士 2,德鲁伊 2,魔战士 2,游侠 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:1轮/等级
豁免:强韧,通过则无效
法术抗力:可
你的体内充满了病毒,任何被你用近战攻击命中的生物必须进行成功的强韧豁免,否则将会恶心1分钟。免疫疾病的生物也免疫该效果。

原文
劇透 -   :
Ratfolk Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Ratfolk have a base speed of 20 feet.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception,and Use Magic Device checks.
Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo,Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc,and Undercommon.

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

Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Scent: Some ratfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These ratfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing.This racial trait replaces tinker.

Skulk: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty). This racial trait replaces tinker.

Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal’s starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

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

Alchemist: The alchemist gains +1/6 of a new discovery.
Barbarian: When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls.
Druid: Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or grapple attempt.
Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
Monk: Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.
Ranger: Add +1 to an animal companion’s CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Rogue: Add a +1/2 bonus on Escape Artist checks.
Summoner: Add a +1 bonus on saving throws against poison made by the summoner’s eidolon.
Witch: Add +5 feet to the range of one hex with a range other than “touch.”

RACIAL ARCHETYPES
The following racial archetypes are available to ratfolk.

Gulch Gunner (Gunslinger)
Ratfolk warfare often occurs in cramped, claustrophobic spaces such as the ratfolk’s own underground warrens and heavily trapped gulch fortresses, or the subterranean tunnels of goblins and similar foes. Since these battlegrounds often have tight corners and few areas with long lines of sight, those ratfolk who seek to master the use of firearms almost inevitably become experts in closequarters combat. These gulch gunners often specialize in proficiency with a single pistol (easily handled in tight spaces) and wander from warren to warren selling their tunnel-shooting skills to the highest bidder. A gulch gunner has the following class features.

Class Skills: A gulch gunner adds Disable Device,Escape Artist, and Knowledge (dungeoneering) to her list of class skills and removes Knowledge (local), Ride, and Swim from her list of class skills.

Grit (Ex): At 1st level, a gulch gunner gains grit as a standard gunslinger. However, the close-combat focus of the gulch gunner results in a slightly different set of circumstances for regaining grit.
    Daring Adjacent Shot: The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity. This ability replaces the ability to regain grit from a critical hit with a firearm.

Deeds: A gulch gunner has some unique deeds, which replace some of the standard gunslinger deeds as listed in each entry. These deeds follow all the general rules and restrictions of gunslinger deeds.

Flash and Shock (Ex): At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker’s aim at close range. When she makes an attack against a foe within her firearm’s first range increment,she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn.She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. This deed replaces the deadeye deed.

Powder Burns (Ex): At 3rd level, the gulch gunner learns to maximize the damage dealt by a firearm at extremely close range.When the gulch gunner successfully hits an adjacent foe with a ranged firearm attack, she may spend 1 grit point to deal an additional 1d6 points of fire damage from the muzzle flash of her weapon.The target must also make a Reflex save (DC 10 + 1/2 the gulch gunner’s level + the gulch gunner’s Wisdom modifier) or catch on fire. This deed replaces the pistol whip deed.

Staggering Shot (Ex): At 15th level, when the gulch gunner hits an adjacent target with a ranged firearm attack, the target must also make a Fortitude save (DC 10 + 1/2 the gulch gunner’s level + the gulch gunner’s Wisdom modifier) or be staggered for 1d4 rounds. This deed replaces the menacing shot deed.

Belly Shot (Ex): At 9th level, a gulch gunner can press her firearm directly against a vulnerable location of an adjacent target, dealing additional damage. When the gulch gunner successfully hits an adjacent target with a ranged firearm attack, she deals +1d6 points of damage. This damage increases to +2d6 at 13th level and to +3d6 at 17th level. Creatures immune to precision damage, critical hits,or sneak attacks do not take this additional damage. This ability replaces the gun training ability gained at 9th, 13th,and 17th level.

Plague Bringer (Alchemist)
The plague bringer sees disease as the ultimate weapon,and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master. A plague bringer has the following class features.

Plague Vial (Su): At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial,and once prepared, the vial remains potent until used.A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer’s possession becomes inert until a plague bringer picks it up again.
        It’s a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer’s blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer’s level + the plague bringer’s Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another’s plague vial. The effects of multiple plague vials do not stack.
        As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf ’s resistance to poison does not apply).
        Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial’s DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery (see Ultimate Magic), he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.
        All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect. This ability replaces mutagen.

Disease Resistance (Ex): At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease.This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases). This ability replaces all increments of poison resistance and poison immunity.

Discoveries: The following discoveries complement the plague bringer archetype: explosive bomb, precise bombs, smoke bomb (Advanced Player’s Guide); breath weapon bomb, fast bomb, nauseating bomb (Ultimate Combat); plague bomb (Ultimate Magic).

Ratfolk Discoveries
The following new discoveries can be taken by any alchemist who meets the prerequisites, but are more common among ratfolk.

Greater Plague Bomb: The effects of the smoke created by an alchemist’s bomb duplicates the effects of greater contagion (see Ultimate Magic) instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level. An alchemist must be at least 16th level and must possess the plague bomb (see Ultimate Magic) and smoke bomb discoveries before selecting this discovery.

Lingering Plague: Any creature that must make a save against a disease caused by the alchemist’s extract or other class ability must make a second save 1 round later to avoid doubling the duration of the disease effect. If the disease doesn’t have a duration, this discovery reduces its onset time and frequencies by half. An alchemist must be at least 8th level before selecting this discovery.

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

Ratfolk Equipment
Ratfolk have access to the following equipment.

Blight Tonic: Blight tonic increases the potency of a creature’s disease attack transmitted by physical contact,such as a dire rat’s filth fever. The next time a creature must save against the drinker’s disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker’s disease DC, whichever comes first.

Pox Burster: A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic,rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever.

Stink Ink: Stink ink is a special, pungent, musk-based ink that allows its user to encode information with smell rather than visually. Stink ink dries clear but its sharp,extremely localized smell can be picked out by those with sensitive enough noses to make it possible to read by sense of smell. Only creatures with the keen senses trait or scent ability can read stink ink without aid of some form of magic. Reading or writing something with stink ink takes twice as long as going through the same amount of information written in normal ink.

Stink Ink, Arcane: Most common among ratfolk alchemists, arcane stink ink is used to inscribe formulae or spells into formula books and spellbooks. Like normal stink ink, the arcane version can only be read by creatures with the scent ability (although read magic works normally on spells and arcane formulae inscribed with stink ink).Using arcane stink ink to inscribe a spell or formula into a book costs +10% of the normal amount (Core Rulebook 219).

Ratfolk Equipment
Item                   Cost       Weight    Craft DC
Blight tonic          150 gp        1 lb.      20
Pox burster            50 gp        1 lb.      20
Stink ink               5 gp        1 lb.      15
Stink ink, arcane     special       1 lb.      —
Tailblade: A tailblade is a small, sharp knife designed to be strapped to the tip of a wielder’s tail. It takes a full-round action to strap on or remove a tailblade. The wearer can loosely attach the tailblade (without strapping it securely in place) as a move action, but using a loosely attached tailblade gives the wielder a –4 penalty on all attack rolls made with the weapon, and other creatures get a +4 bonus on disarm combat maneuver checks to disarm the tailblade. A ratfolk wielding a tailblade can make a tail attack, adding its Strength modifier to the tailblade’s damage. Ratfolk are considered proficient with such attacks and can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade. If used as part of a full attack action, attacks with a tailblade are considered secondary attacks.

Table 2–3: Ratfolk Weapons
Martial Weapons     Cost     Dmg (S) Dmg (M) Critical Range  Weight   Type Special
Light Melee Weapons
Tailblade          11 gp       1d2    1d3      20/×2   —   1/2 lb.    S     —

Ratfolk Feats
Ratfolk have access to the following feats.

Burrowing Teeth
You have teeth and claws that suit you well to digging.
Prerequisites: Sharpclaw, Tunnel Rat, ratfolk.
Benefit: You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay,gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.

Sharpclaw (Combat)
Your nails are large and strong.
Prerequisite: Ratfolk.
Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Tunnel Rat
You are a master of fighting in confined spaces.
Prerequisites: Ratfolk, swarming racial trait.
Benefit: You count as one size smaller than normal for the purpose of squeezing.

Ratfolk Magic Items
Ratfolk have access to the following magic items.

CAP OF HUMAN GUISE
Aura faint illusion; CL 3rd
Slot head; Price 800 gp; Weight —
DESCRIPTION
This threadbare hat allows its wearer to alter her appearance as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap’s appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.
CONSTRUCTION
Requirements Craft Wondrous Item, disguise self; Cost 400 gp

CLOAK OF THE SCUTTLING RAT
Aura faint transmutation; CL 5th
Slot shoulders; Price 6,000 gp; Weight 1 lb.
DESCRIPTION
This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however,the cloak of the scuttling rat wraps itself around the ndividual,transforming her into a dire rat as if using beast shape I. The wearer can remain in dire rat form for up to 5 minutes per day.This duration need not be consecutive, but it must be used in 1-minute increments.
CONSTRUCTION
Requirements Craft Wondrous Item, beast shape I; Cost 3,000 gp
PIPES OF THE WARREN GUARDIAN
Aura faint conjuration; CL 5th
Slot none; Price 6,000 gp; Weight —
DESCRIPTION
These finely crafted yellow-ivory pipes are bound in bronze and decorated with bits of amber. If the possessor learns the proper tune, once per day he can use these pipes to summon 1d4+1 dire rats as if using summon monster III. The summoned dire rats also have the swarming racial trait, and count as ratfolk for the purposes of the ratfolk’s swarming racial trait.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster III;Cost 3,000 gp

RING OF RAT FANGS
Aura faint transmutation; CL 3rd
Slot ring; Price 5,000 gp; Weight —
DESCRIPTION
This bone ring is the shape of an elongated rat biting its own tail. The wearer gains a bite attack as a primary natural attack.This attack deals 1d4 points of piercing damage for a Medium wearer or 1d3 points of damage for a Small wearer. After about a week of wearing the ring, the wearer’s appearance becomes more ratlike, though she still looks like a member of her original race (for example, a human might gain prominent teeth).
CONSTRUCTION
Requirements Forge Ring, magic fang, polymorph; Cost 2,500 gp

RING OF SWARMING STABS
Aura faint transmutation; CL 5th
Slot ring; Price 6,000 gp; Weight —
DESCRIPTION
This ring is crafted of hardened leather strips, into which bits of fur, feathers, bone, and ivory have been woven. Twice per day, when the wearer is flanking an opponent, he can as a swift action deal an additional 1d6 points of damage on a successful melee attack against that opponent. This is a sneak attack for any effects that reduce or negate such damage.
CONSTRUCTION
Requirements Forge Ring, guidance, creator must be able to sneak attack; Cost 3,000 gp

Ratfolk Spells
Ratfolk have access to the following spells.

ALCHEMICAL TINKERING
School transmutation; Level cleric 2, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target firearm or alchemical item touched
Duration 1 minute/level
Saving Throw Fortitude negates (object); Spell Resistance yes
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. Magic items are unaffected by this spell. At the end of the spell’s duration, alchemical items used while transformed are destroyed and do not return to a usable state and firearms transformed revert back to their original type.

DELAY DISEASE
School conjuration (healing); Level alchemist 2, cleric 2, druid 2,
inquisitor 2, paladin 2, ranger 2, witch 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 day
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell’s duration does not affect the target until the spell’s duration has expired. If the target is currently infected with a disease, you must make a caster level check against the disease’s DC to suspend it for the duration of the spell; otherwise, that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.

SICKENING STRIKES
School transmutation [disease]; Level alchemist 2, antipaladin 2,
druid 2, magus 3, ranger 4, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Saving Throw Fortitude negates; see text; Spell Resistance yes
You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.


« 上次编辑: 2013-10-20, 周日 16:03:52 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 格里菲因

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #1 于: 2012-08-16, 周四 01:11:02 »
快来只猫娘把这老鼠抓走

离线 erwin

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #2 于: 2012-08-16, 周四 11:07:38 »
这鼠族真不是从WH中古穿越过来的吗,我不信呀
老鼠步枪队好萌~
所有曾经的荣耀和辉煌,都如流沙般逐渐消失殆尽

离线 夜星

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #3 于: 2012-08-16, 周四 12:18:37 »
人家中古老鼠比这家伙先进多了……人家有能量石和一堆能量科技……
“是谁把正装裤带提到咯吱窝,我告诉你我身经百战见得多。西方哪一个国家我没有去过?荒烟蔓草的年头,辣妹子唱着小背篓。”

离线 他化自在天

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #4 于: 2012-08-16, 周四 12:31:12 »
比起吱星人喵族真是又废又不萌!

离线 桑特

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #5 于: 2012-08-17, 周五 21:17:07 »
吱星人好法师...
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!

离线 Arcenciel

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #6 于: 2012-08-17, 周五 21:46:33 »
用嗅觉准备魔法?!碉堡了

——民以食为天,天以民为食——
《提卡的料理书(Tika's Cookbook)》,克莱恩美食赏


与命运为侣一道浮沉就好些吗?我觉得总比站在外面好些,虽然命运本身不是什么甜美的东西。

离线 Whisper

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #7 于: 2012-08-19, 周日 08:45:11 »
配图看来好像吱星人萌多了……

离线 某某

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #8 于: 2012-09-19, 周三 12:36:24 »
Cornered Fury

奈奈啊……这个能力,在自设那里也有啊……能换个不?

不过,其实也不用在意……
« 上次编辑: 2012-09-19, 周三 12:41:48 由 小丑伊沃儿 »
别人笑我太坑,我笑他人不懂。

离线 KALES

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Re: 【ARG】鼠族(Ratfolk)
« 回帖 #9 于: 2012-10-01, 周一 01:19:14 »
和這邊的是同個東西? ( "Ratkin" 名字差一點 不過圖片挺可愛)
【http://www.d20pfsrd.com/races/3rd-party-races/adamant-entertainment/ratkin】
« 上次编辑: 2012-10-01, 周一 01:24:10 由 KALES »
[紅龍] KALES:
開團時給PC多一點觸手成分如何
逆神猪:
视你描述的猥琐程度PC的反应可能从无视到掀桌不等