作者 主题: 【ARG】地精(哥布林,Goblin)  (阅读 36647 次)

副标题: 地精:谁和你说我是废萌!?DM敢用我做遭遇怪物的话低级PC早就死光光了。

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【ARG】地精(哥布林,Goblin)
« 于: 2012-08-23, 周四 00:08:24 »
变体职业使用的是弑君者伊恩的翻译。
感谢法兰子的描述翻译

地精(Goblin,又译哥布林)

  地精是孩童般的生物、却有着破坏和贪吃的天性,这使得它们广泛地受到轻视。孱弱而懦弱,地精经常被需要步战炮灰的强大生物所驱使或奴役。那些在社会边缘自力更生的地精靠欺负更弱的文明生物混饭吃。多数其他种族将它们视为恶意寄生虫,这一点已被无数事实佐证。

  地精几乎能吃任何东西,但最喜欢吃肉,尤其把人类和侏儒这些难搞到手的肉品作为佳肴。尽管害怕大个头的种族,地精的健忘和无底食欲意味着它们频繁地为了装满食品柜而向其他种族发动战争或劫掠。

  体貌描述:地精是高3英尺左右的矮小、丑陋类人生物。它们骨瘦如柴的身躯上顶着大得不成比例的脑袋,大头上通常没有毛发,有着招风巨耳以及晶晶亮的红色或黄色小眼珠。地精的肤色通常基于环境而变化;一般有绿、灰、蓝几种颜色,而黑色甚至苍白的地精也曾被人目击。长满参差犬牙的大嘴适于它们追逐要命的食欲。

  社会:暴力成性、繁衍众多,地精以原始部落结构群居,而权力时常易主。极少能够通过农耕、狩猎和采集自给自足,地精部落生活在食物丰富、或者方便偷抢食物的地方。由于无力修建靠谱的防御工事、且常常被驱逐到这里那里,地精往往颠沛流离,而糟糕的建筑和规划能力决定了它们以天然洞窟、破败村落和废弃屋宅为家。少数地精擅长摆弄工具或耕种田地,而它们仅有的几件值钱家当都是人类或其他文明种族所丢弃的东西。
  地精神一般的胃口和渣一般的计划性导致了小部落由最强的斗士所支配。即便是最勤勉的地精领袖也会很快发现,它们能够生存与否都要靠频繁地组织劫掠以确保食物来源、以及干掉部落里那些最嚣张的小子来保证。地精不论男女都丑陋凶恶,而两性被推举执掌部落大权的可能性相差不多。
  地精baby在出生后不久就几乎完全自力更生,这些婴孩的待遇和宠物差不多。多数部落都将孩子放在笼子或围栏里养大,这样大人们就可以不用操心啦。幼年地精的死亡率超高,一旦成年地精们无力抚养、或者食物短缺,那么这些不幸的幼体会早早明白原来地精部落最后的生存手段还包括——同类相食。

  关系:地精将其他种族多视作食物,这令它们与文明种族之间的关系不是一般地那个啥。地精通常栖息在人类文明的边缘地带,捕食弱者和迷失的旅者,时机成熟时还会袭击小村落来满足自己病态的胃口。它们对侏儒有着特别的癖好,会在残杀这些受害者之后的宴席上大肆庆祝。在常见种族中,半兽人相对而言和它们相性最佳,两者有着相近的祖先,并都经历过被很多世人痛恨的相同境遇。但是呢,绝大多数地精注意不到半兽人的同情心,因为他们见到对方会先开溜——谁让他们略大、略猛、看上去又略不好吃呢。

  阵营和宗教:贪婪任性、破坏成瘾是地精的天性,因此多数地精都是混乱邪恶的。

  冒险:地精冒险者们抱持着旺盛的好奇心探索世界,不过比较囧的是它们经常死在自己干的蠢事手里、或是由于胡乱破坏而被通缉猎杀。【译者吐槽:我这可是涂满了火药的炸弹。】恶毒天性使地精与文明种族的交流几乎绝无可能,因此地精倾向于在文明边缘或者荒野中冒险。长期从事冒险的地精常骑着地精犬或其他少见坐骑,并习练射术以避免同大型敌人近距离交锋。地精施法者热爱火焰魔法和炸弹胜过一切。

  常用男名布瓜布谷(Boorgub),锅没壳戈马克(Gogmurch),乳腐罗特福(Rotfoot),怎么够佐玛格(Zobmaggle)。

  常用女名鸡爪吉德拉(Geedra),咕噜嘎谷露加(Goomluga),火锅喽霍格萝(Hoglob),来啃嘛拉卡姆(Luckums)。

地精种族特性
+4敏捷,-2力量,-2魅力:地精很敏捷,但是身体虚弱,并且很令人讨厌。
生物类型:地精属于类人生物,地精子类。
小型体型:地精是小体型生物。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。
迅捷:地精比同等体型的生物更快,他们的基本速度为30尺。
感官:地精拥有60尺黑暗视觉。
技能奖励:地精在骑术以及潜行检定上获得+4种族加值。
起始语言:哥布林语。拥有足够智力的地精可以选择下列语言作为额外语言:通用语,龙语,矮人语,豺狼人语,侏儒语,半身人语以及兽人语。

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

穴居地精(Cave Crawler):有的地精生长在洞穴中并且不见天日。拥有该种族特性的地精获得10尺攀爬速度,并且在以攀爬检定进行快速攀爬时获得+8种族加值。拥有该特性的地精的基础速度为20尺并且失去迅捷种族特性。

城市拾荒者(City Scavenger):生活在人类城市边界的地精靠着在垃圾中搜寻食物以及猎杀流浪动物卫生。拥有该种族特性的地精在察觉以及生存检定上获得+2种族加值,并且可以使用生存技能在城市中搜寻食物。该特性取代技能奖励。

啥都吃(Eat Anything):由于打小就几乎没吃过什么像样的食物,大多数地精都见啥吃啥求生存,因此它们几乎能消化任何东西还不会生病。拥有该种族特性的地精在以生存检定搜寻食物时获得+4种族加值,并且在对抗由于环境引起的反胃和恶心的豁免检定上获得+4种族加值。该特性取代技能奖励。

头大牙尖(Hard Head, Big Teeth):地精靠着他们那球状大脑袋和大嘴为人所熟知,但是其中一部分有着大得夸张的脑袋和满嘴尖牙。拥有该种族特性的地精获得啮咬攻击作为主要天生武器,它可以造成1d4伤害。该特性取代技能奖励。

招风耳(Over-Sized Ears):虽然地精的耳朵从来都不小,但是有些地精那出奇大的耳朵可以听取哪怕最细微的声音。拥有该种族特性的地精在察觉检定上获得+4加值。该特性取代技能奖励。

树居地精(Tree Runner):在荒蛮的雨林和沼泽中,很难找到坚硬的地面建造建筑。在这些地区生活的地精部族了解如何在树梢上生活。拥有该种族特性的地精在特技动作以及攀爬检定上获得+4种族加值。该特性取代技能奖励。

武器熟悉(Weapon Familiarity)*:地精的传统武器是狗刃(dogslicer)以及长柄马刀(horsechopper),这些武器专门设计用来击败他们最痛恨的敌人。拥有该种族特性的地精擅长狗刃和长柄马刀,并且将任何冠以“地精”之名的武器视为军用武器。该特性取代技能奖励。
*译注:狗刃(dogslicer)以及长柄马刀(horsechopper)见地精装备中的武器。

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地精,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:炼金术士获得1点火焰抗力。每次获得该奖励火焰抗力都会再+1。这些火焰抗力不与其他来源获得的抗力叠加。
野蛮人:在使用徒手攻击以及天生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。
吟游诗人:每天可以使用的吟游诗人的吟游表演总轮数提高1轮。
骑士:骑士的坐骑伙伴的生命获得+1加值。如果骑士更换她的坐骑,新的坐骑依旧获得该生命加值。
德鲁伊:德鲁伊的动物伙伴的生命获得+1加值。如果德鲁伊更换她的动物伙伴,新的动物伙伴依旧获得该生命加值。
铳士:在使用火器进行重击确认时获得+1/3加值(最高+5)。该加值不与重击专攻叠加。
先知:在施放带有火焰描述(fire descriptor)的法术时的专注检定获得+1加值。
游侠:在对犬(以及犬类生物doglike creatures)与马(以及马类生物horselike creatures)进行伤害检定是获得+1/2加值。
盗贼:在突袭轮中或者在目标进入战斗前进行的盗贼偷袭伤害检定获得+1加值。
术士:从术士法术列表中获得一个已知法术,该法术必须比角色可以使用的最高等级法术低一级,并且必须带有火焰描述符(fire descriptor)。
召唤师:精神向导额外获得+1/4点进化点数。这些奖励进化点数必须用于造成火焰伤害或者保护精神向导免受火焰影响的进化上(比如法术抗力,能量攻击,免疫,喷吐武器等等)。
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地精。

引用
咬人精(野蛮人变体)
咬人精们在荒野里长大,或是被动物养大,或是靠自己寻找残羹剩饭,并很早就学会了如何养活自己。这些野蛮人常常穿着七拼八凑成的护甲,用他们的尖牙和手边的随便什么能当武器用的东西战斗。一名咬人精获得以下职业能力。

武器与护甲擅长(Weapon and Armor Proficiency):咬人精失去除了巨木棒以外的所有军用武器擅长,也失去中甲擅长。

野性撕咬(Savage Bite,特异能力):1级时,咬人精获得一次野性啮咬攻击。这是一个主要天生武器,造成1d4点伤害。若哥布林已经获得了头大牙尖(hard head,big teeth)种族特性,这一伤害提升为1d6。在10级时,咬人精的啮咬伤害提升至1d6(若有头大牙尖种族特性则为1d8)并会在重击时造成3倍伤害。这一能力取代快速移动。

随手武器(Impromptu Armament,特异能力):2级时,咬人精获得随手投掷作为奖励专长,并且可以以一个自由动作拾取一件可以单手挥舞的无主物品。此外,咬人精可以选取随手武器专长来代替一个狂暴之力。这一能力取代2级时获得的狂暴之力。

咬住不放(Lockjaw,特异能力):3级时,咬人精在使用她的啮咬攻击时获得攫抓能力。咬人精可以对体型最多比她大一级的的生物使用该能力。这一能力取代陷阱感知+1。

精通临时武器(Improvised Weapon Mastery,特异能力):5级时,咬人精获得精通临时武器作为奖励专长。这一能力取代精通直觉闪避。

精通咬住不放(Improved Lockjaw,特异能力):6级时,只要咬人精在咬住不放的擒抱中占据主动,她便不会处于擒抱状态,但是仍然无法移动或使用嘴做擒抱外的其他任何事。这一能力取代陷阱感知+2。

高等咬住不放(Greater Lockjaw,特异能力):9级和15级时,咬人精能使用咬住不放的生物最大体型会依次增大一级。这一能力取代陷阱感知+3和陷阱感知+5。

乱咬一气(Wicked Improvisation,特异能力):12级时,咬人精能更好地使用临时武器和天生武器。咬人精在使用天生武器或临时武器时,在伤害上获得+1表现加值。在14级和之后的每2级,伤害加值还会增加+1。此伤害加值不是精准伤害,可以因重击而翻倍。这一能力取代陷阱感知+4。

狂暴之力(Rage Powers):以下狂暴之力可以完善变体的能力:增强伤害减免,灵敏嗅觉*,迷信(核心手册);次级野兽图腾,中级野兽图腾,高级野兽图腾(进阶玩家指南);吞噬魔法,鬼灵狂暴(极限战斗)。
*译注:在原本的核心野蛮人翻译中似乎漏掉了这个狂暴之力。具体内容如下
灵敏嗅觉(Scent)(Ex):野蛮人在狂暴时获得灵敏嗅觉并可以使用该能力找到看不到的敌人(见特殊能力中灵敏嗅觉的规则)。


引用
炸弹人(炼金术士变体)
炸弹人们特别擅长用炸弹来烧伤别的家伙,或是把东西炸上天,但是在制造其它类型的炸弹或药剂上却略逊一筹。一名炸弹人获得以下职业能力。

武器与护甲擅长(Weapon and Armor Proficiency):炸弹人将火把视为简易武器。

火焰轰炸(Fire Bombardier,超自然能力或特异能力):1级时,当炸弹人投掷造成火焰伤害的炸弹时,所有在溅射范围内的生物都会受到每骰1点额外的火焰伤害。炸弹人只能将他们的智力加值加在造成火焰伤害的炸弹或化学物质上。这一能力在其他方面同炼金术士的炸弹般及随手投掷能力般运作。这一能力取代炸弹和随手投掷。

奖励专长(Bonus Feats):炸弹人可以选择烧!烧!烧!(Burn!Burn!Burn!),驯火者(Fire Tamer)或燃烧之心(Flame Heart)专长代替一项科研发现。

哥布林托夫鸡尾酒(Fiery Cocktail,超自然能力):4级时,当炸弹人使用一项造成非火焰伤害的科研发现时,他可以让炸弹多造成1d6伤害,然后平摊炸弹的的伤害类型,造成一半初始类型的伤害和一半火焰伤害;若最后存在奇数个伤害骰,多出来的一个伤害骰造成原本类型的伤害(注:原文较为混乱,此处依据举例整理了格式)。举例来说,一名8级的炸弹人可以掷出一枚震荡炸弹并造成2d6火焰伤害加上3d6音波伤害。炸弹的额外效果依旧生效,但是此类混合炸弹的豁免DC减少2点。这一能力取代炼金术士4级时的科研发现。

地精自燃术(Fire Body,特异能力):8级时,炸弹人将元素身躯I作为3级公式加入他的公式表中。通过地精自燃术准备的元素身躯公式仅能用于变形成为火元素。这一能力取代抵抗毒素+6。

精通地精自燃术(Improved Fire Body,特异能力):10级时,炸弹人将元素身躯II作为4级公式加入他的公式表中。通过精通地精自燃术准备的元素身躯公式仅能用于变形成为火元素。这一能力取代毒素免疫。

高等地精自燃术(Greater Fire Body,特异能力):14级时,炸弹人将元素身躯IV作为5级公式加入他的公式表中。通过高等地精自燃术准备的元素身躯公式仅能用于变形成为火元素。这一能力取代长效突变药剂。

科研发现(Discoveries):火焰烙印,火箭炸弹(以上参见边栏);强效炸弹,急速炸弹,地狱火炸弹精确炸弹(进阶玩家指南);炸裂喷吐,炸裂飞弹,焚化炸弹(极限战斗);瓶装软泥怪,困惑炸弹,炸弹轰炸(极限魔法)。

引用
边栏:
地精科研发现(Goblin Discoveries)
以下科研发现适用于地精炼金术士

火焰烙印(Fire Brand,超自然能力):拥有此科研发现的炼金术士可以以一个迅捷动作花费一次每日炸弹使用次数从而使炸弹试剂作用于他的武器上。受此影响的武器可以造成火焰伤害,如同具有炽焰(flaming)武器特殊属性。10级时,武器如同具有焰爆(flaming burst)武器特殊属性。该炸弹试剂持续燃烧1分钟或直到在武器浸入水中时熄灭。一名炼金术士可以将此能力应用于天生武器上,但是每件受此影响的天生武器每轮都会使他受到1d6点火焰伤害。

洋娃娃突变药剂(Rag Doll Mutagen,超自然能力):当炼金术士饮用一瓶突变合剂时,他变得身轻体柔易弯折。当突变药剂生效时,炼金术士在逃脱检定上获得相当于其职业等级的加值,可以如同体型小一级的生物般穿过狭小空间,还可以通过成功的反射豁免(DC为15+1/每10尺坠落高度)减半坠落伤害。10级时,所有坠落伤害都被视为非致命伤害,而炼金术士可以如同体型小两级的生物般穿过狭小空间。

火箭炸弹(Rocket Bomb,超自然能力):拥有此科研发现的炼金术士可以准备特殊的火箭来释放它的炸弹。火箭炸弹比普通的炸弹飞的更远,炸的更宽,但是无法瞄准单独生物。火箭炸弹的爆炸半径为20尺,在此区域内的所有生物会受到炼金术士的正常溅射伤害。火箭炸弹的射程增量为50尺。精准炸弹或快速炸弹科研发现无法被应用于火箭炸弹上。一名炼金术士必须达到至少6级才能选择该科研发现。

破片炸弹(Scrap Bomb,超自然能力):当炼金术士制造一颗炸弹时,他可以选择让它在爆炸时变成碎片,造成穿刺伤害。受到破片炸弹直接攻击的生物会受到每炸弹伤害骰1点流血伤害,除非他成功通过了反射豁免。

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

地精装备
地精可以使用以下装备。

地精道具
名称价格重量制作DC
炸弹发射器10gp1/2磅  25
忘我根茎(小瓶装)25gp  —  20
静肠水(小瓶装)50gp  —  25

炸弹发射器(Bomb Launcher):这些看起来古怪的蛋形新奇道具巧妙地放置了尾翼并改进了炸弹的精度。地精炼金术士使用这种特殊容器增进远距离抛射炸弹的准确性。使用炸弹发射器发射炸弹会使其射程增强提高至30尺(或者将应用了火箭炸弹科研发现的炼金炸弹射程增量提升至70尺)。炸弹发射器在使用后将被摧毁。

忘我根茎(Mellowroot):狡诈的地精族长会在族群的战士进行鲁莽的突袭之前把这种橘色的浆糊交给他们。食用忘我根茎会使人产生一种愉悦的感觉,让你觉得自己好像无敌了。食用忘我根茎之后的1小时内,你在对抗恐惧效果时获得+5炼金加值,然而在忘我根茎的影响下,试图离开敌人的威胁范围必须进行一次DC为15的意志豁免。若你在豁免检定中失败,你则无法离开威胁范围,但是你并没有因此失去动作。

静肠水(Stillgut):饮用这样一瓶蓝色无味的液体能够使你在对抗反胃或恶心的强韧豁免上获得+5炼金加值,该效果持续1小时。如果你已经处于反胃状态,则可以以一个移动动作饮用静肠水。以这种方式饮用会给予你一次重新豁免的机会(但是没有+5加值)。地精经常通过使用静肠水来忍受高度腐败变质的肉或者其他食物。

地精武器
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
狗刃8gp   1d4   1d619-20/x2    —1磅挥砍易碎*
双手近战武器
长柄马刀10gp   1d8   1d10x3    —12磅穿刺或挥砍长武,摔绊
*易碎武器(Fragile Weapons):一件易碎的武器在持有者使用该武器攻击时掷出1时将会损坏。如果一件易碎的武器已经处于损坏状态,那么再一次的掷出1将会使它被摧毁。

狗刃(Dogslicer):这柄弯曲的短剑是地精的偏好武器,它们在剑刃上打了许多洞以减轻武器的重量。精制品狗刃会失去易碎(fragile)特殊武器特性。

长柄马刀(horsechopper):这件武器是地精为他们自己制作并用以对抗骑兵,它本质上是背刃侧装有加大铁钩的戟。

地精专长
地精可以使用以下专长。

烧!烧!烧!(Burn!Burn!Burn!)
你对纵火及玩火的热爱上升到了一个新的高度。
先决条件:解除装置1级,地精
好处:当你使用来源于炼金或非魔法的火焰攻击(比如炽火胶或火把)时额外获得1d4火焰伤害,在避免被火灼烧或者扑灭身上火焰时的反射豁免检定获得+4表现加值。该专长造成的额外伤害不适用于魔法性质的攻击(比如炼金术士的炼金炸弹)以及溅射伤害。

火掌(战斗专长)(Fire Hand (Combat))
你生来掌中带有火炬胎记,在任何与焚烧有关的事情上都能显现非同一般的天赋。
先决条件:地精
好处:你可以用火炬作为武器,并且不会由于不擅长而受到罚值,同时在使用近战武器造成火焰伤害时的攻击检定获得+1加值。

驯火者(Fire Tamer)
你熟知火焰的习性,即使是魔法的火焰也一样。
先决条件:地精
好处:你在对抗带有火焰描述的法术的豁免检定时获得+2加值。此外,你身上的疤痕说明你是一名有才华的驯火者,这使你在与其他地精打交道时的交涉以及威吓检定获得+2环境加值。

燃烧之心(Flame Heart)
你精通了与火焰有关的魔法与炼金术。
先决条件:驯火者,人物等级5,地精
好处:你获得火焰抗力5。当你施放带有火焰描述的法术或投掷造成火焰伤害的炼金炸弹时,你的施法者等级或炼金术士等级视为比当前高1级。

地精铳士(战斗专长)(Goblin Gunslinger (Combat))
你学会了如何使用大枪射击。
先决条件:地精
好处:你可以使用中型火器而不会由于越型使用武器而受到罚值。
正常:当你越型使用武器时受到-2减值。

左脚绊右脚(战斗专长)(Tangle Feet (Combat))
经过你身边的生物会被他们自己的脚绊倒。
先决条件:闪避,灵活移动,钻裤而过(APG 173页),地精,体型小或更小
好处:当你通过比你体型大的敌人的威胁范围并且以特技动作检定成功避免他的借机攻击时,你可以以一个自由动作使其在下个回合结束之前失去平衡。若该生物试图在失去平衡时移动,他必须成功进行一次DC为15的特技动作检定,否则将会摔倒并且失去这次移动动作。你每回合只能以此效果影响一个生物。

地精奇物
地精可以使用以下奇物。

尖牙斗篷(CLOAK OF FANGS)
灵光:中等变化系;施法者等级:9级
位置:肩部;价格:2800gp;重量:1磅
    这件覆盖着粗糙兽毛并且看起来粗制滥造的斗篷是地精的珍贵宝物。穿戴者在豁免检定上获得+1抗力加值。除此之外,每天五次,穿戴者还可以以迅捷动作促使他的牙齿迅速成长。这些大牙齿持续1轮,在这期间穿戴者可以进行啮咬攻击。这种攻击被视为主要天生武器,并且可以造成1d4伤害(中等体型的穿戴者造成1d6伤害)。如果穿戴者已经拥有啮咬攻击,则啮咬攻击的伤害提高一阶(见Bestiary 302页)。
制造条件:制造奇物,变身术,提升抗力
制造成本:1250gp

地精法术
地精可以使用以下法术。

火焰路径(FIRE TRAIL)
学派:变化系[火焰]
等级:炼金术士 3,魔战士 3,术士/法师 3
施法时间:标准动作
成分:语言,姿势
范围:个人
效果:顺着施法者移动路径蔓延的火焰;见下文
持续时间:1轮/等级
豁免:无
法术抗力:可
    当你施放该法术,可燃液体从你的毛孔渗出,滴落到地面自发燃烧起来。这火焰不会伤害你。在这个法术的持续时间内,每一次你离开你所占据的空间,都会在你通过的空间里创造出持续1轮才熄灭的燃烧着火焰的路径。如果你的体型为小型或者中型,每轮你可以留下60尺长的火焰路径。如果你的体型大于中等体型,你所能创造的路径的最大长度将基于你的体型减短。如果你为大型体型,你可以留下30尺长的路径(宽度为10尺),如你为超大型体型,你可以留下15尺长的路径(宽度为15尺);更大的生物每轮只能留下10尺长的路径(宽度等同于你所占的空间)。由你选择留下火焰路径的位置。
    在自身回合开始时与火焰路径相邻的生物受到1d6火焰伤害。进入火焰路径或者在火焰路径范围内开始自身回合的生物受到等同于1d6 + 每施法者等级1点火焰伤害(最高+10)。如果一个生物在一轮之内多次进入火焰路径的范围,则在每次进入火焰路径范围内的时候都会受到这些伤害。火焰路径内以及与其相邻的易燃物品会被点燃。

泥球糊脸(MUDBALL)
学派:咒法系[土,创造]
等级:德鲁伊 1,魔战士 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:近距
效果:一团拳头大小的粘稠的泥巴
持续时间:立即
豁免:反射,通过则无效
法术抗力:否
    当你施放此法术后,你召唤出一团粘稠的泥巴并且以一次远程接触攻击对着敌人的脸发射出去。若泥球命中,目标则陷入失明状态。每到目标的回合开始时,由于此法术而失明的生物可以以一次反射豁免检定甩掉泥巴并结束该效果的影响。泥球也可以被命中的目标或是其相邻的生物以一个标准动作擦掉。

吐个分身(VOMIT TWIN)
学派:咒法系(创造,传送)
等级:炼金术士 3,魔战士 3,术士/法师 4,召唤师 3
施法时间:标准动作
成分:语言,姿势
范围:个人
效果:创造一个施法者的泥造复制品
持续时间:1轮/等级
    当你施放这个法术后,你向着一个相邻的方格呕吐,以此造出你自己的泥造复制品。只要这个复制品存在,每当你使用移动动作移动它也会跟着移动,尽管它不需要跟随你,并且也无法做任何其他动作。在随后的几轮中,每当你的回合开始时,你都可以即刻与复制品交换位置,就如同使用传送术一般。这不是一个动作也不会引起借机攻击。
    复制品拥有30尺的移动速度并且它的移动会正常引发借机攻击。它的AC等同于10+1/2你的施法者等级并且拥有等同于你施法者等级的生命值。复制品的生命值若减少至0则被破坏,但是只要法术持续时间还没有过,你可以在你的回合以一个标准动作重新制造一个新的复制品。同一时间你不能有超过一个复制品。

原文
劇透 -   :
Goblin
Goblin Racial Traits

+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

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

Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.

City Scavenger: Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.

Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.

Hard Head, Big Teeth: Goblins are known for their balloonlike heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.

Over-Sized Ears: While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.

Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. Goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.

Weapon Familiarity: Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.

FAVORED CLASS OPTIONS
The following options are available to any goblins that have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward

Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
Barbarian: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Cavalier: Add +1 hit points to the cavalier’s mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
Ranger: Gain a +1/2 bonus on damage dealt to dogs (and doglike creatures) and horses (and horselike creatures).
Rogue: Add a +1 bonus on the rogue’s sneak attack damage rolls during the surprise round or before the target has acted in combat.
Sorcerer: Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
Summoner: Add +1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
Witch: Add +1 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 goblins.

Feral Gnasher (Barbarian)
Feral gnashers grow up in the wild, either raised by animals or scraping by on their own, and soon learn to fend for themselves. These barbarians often utilize pieced-together armor and fight with their sharp teeth and whatever improvised weapons are within reach. A feral gnasher has the following class features.

Weapon and Armor Proficiency: A feral gnasher loses all martial weapon proficiencies except for greatclub and loses proficiency with medium armor.

Savage Bite (Ex): At 1st level, a feral gnasher gains a savage bite attack. This is a primary natural attack that deals 1d4 points of damage. If the goblin already has the hard head, big teeth racial trait, the damage increases to 1d6. At 10th level, the damage from a feral gnasher’s bite increases to 1d6 (or 1d8 if the goblin has the hard head,big teeth racial trait) and deals ×3 damage on a critical hit. This ability replaces fast movement.

Impromptu Armament (Ex): At 2nd level, a feral gnasher gains Throw Anything as a bonus feat and can pick up an unattended object that can be wielded in one hand as a free action. Additionally, the feral gnasher can take Catch Off-Guard in place of a rage power. This replaces the rage power gained at second level.

Lockjaw (Ex): At 3rd level, a feral gnasher gains the grab ability with her bite attack. A feral gnasher can use this ability on a creature up to one size category larger than she is. This replaces trap sense +1.

Improvised Weapon Mastery (Ex): At 5th level, a feral gnasher gains Improvised Weapon Mastery as a bonus feat. This replaces improved uncanny dodge.

Improved Lockjaw (Ex): At 6th level, as long as a feral gnasher is controlling the grapple with her lockjaw attack, she does not gain the grappled condition, but is unable to move or use her mouth for anything other than grappling. This ability replaces trap sense +2.
 
Greater Lockjaw (Ex): At 9th level and again at 15th level, the size of a creature a feral gnasher is able to use her lockjaw’s grab ability on increases by one size increment.This ability replaces trap sense +3 and trap sense +5.

Wicked Improvisation (Ex): At 12th level, a feral gnasher becomes more capable with improvised weapons and natural attacks. The feral gnasher gains a +1 competence bonus on damage rolls when using natural attacks or improvised weapons while raging. At 14th level and every two levels thereafter, the damage bonus increases by +1. This increase is not precision damage and is thus multiplied on a critical hit. This ability replaces trap sense +4.

Rage Powers: The following rage powers complement the feral gnasher archetype: increased damage reduction,scent, superstition (Core Rulebook); beast totem, beast totem (greater), beast totem (lesser) (Advanced Player’s Guide); eater of magic, ghost rager (Ultimate Combat).

Fire Bomber (Alchemist)
Fire bombers are exceptionally good at using bombs to burn creatures and blow things up, but are not quite as good at creating other types of bombs or extracts. A fire bomber has the following class features.

Weapon and Armor Proficiency: A fire bomber treats torches as a simple weapon.

Fire Bombardier (Su or Ex): At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist’s bomb and throw anything abilities.This ability alters bomb and throw anything.

Bonus Feats: A fire bomber can select the Burn!Burn!Burn!, Fire Tamer, or Flame Heart feat in place of a discovery.

Fiery Cocktail (Su): At 4th level, whenever a fire bomber uses a discovery that deals damage other than fire damage,he can split the damage dice evenly between the bomb’s primary damage type and 1d6 points of fire damage;when there is an odd number of damage dice, the odd die of damage comes from the primary damage type. For example, an 8th-level fire bomber could throw a concussive bomb that deals 2d6 points of fire damage and 3d4 points of sonic damage. Additional effects from the bomb still apply, but the save DC for admixture bombs is reduced by 2. This replaces the alchemist’s 4th-level discovery.

Fire Body (Ex): At 8th level, a fire bomber adds elemental body I to his extract list as a 3rd-level extract. Elemental body extracts prepared using fire body are limited to fire elementals only. This ability replaces poison resistance +6.

Improved Fire Body (Ex): At 10th level, fire bombers add elemental body II to their spell list as a 4th-level extract.Elemental body extracts prepared using improved fire body are limited to fire elementals only. This ability replaces poison immunity.

Greater Fire Body (Ex): At 14th level, fire bombers add elemental body IV to their spell list as a 5th-level extract. Elemental body extracts prepared using greater fire body are limited to fire elementals only. This ability replaces persistent mutagen.

Discoveries: The following discoveries complement the fire bomber archetype: fire brand, rocket bomb (see sidebar); explosive bombs, fast bombs, inferno bomb,precise bombs (Advanced Player’s Guide); breath weapon bomb, explosive missile, immolation bomb (Ultimate Combat); bottled ooze, confusion bomb, strafe bomb (Ultimate Magic).

Goblin Discoveries
The following discoveries are available to goblin alchemists.

Fire Brand (Su): An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the flaming weapon special ability. At 10th level, the weapon is treated as if it had the flaming burst weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water. An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.

Rag Doll Mutagen (Su): When the alchemist imbibes a mutagen, his body and bones become rubbery and easy to contort. The alchemist gains a bonus equal to his class level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling. At 10th level, all falling damage is considered nonlethal damage, and the alchemist can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen.
 
Rocket Bomb (Su): Alchemists with this discovery can prepare special rockets to deliver their bombs. Rocket bombs travel farther and explode bigger than normal bombs, but cannot target individual creatures. Rocket bombs explode in a 20-foot radius, and all creatures in that area take the alchemist’s normal splash damage. The range increment on a rocket bomb is 50 feet. Rocket bombs cannot be used with the precise bomb or fast bomb discoveries. An alchemist must be at least 6th level before selecting this discovery.

Scrap Bomb (Su): When the alchemist creates a bomb,he can choose to have it explode into shards of shrapnel that deal piercing damage. A creature that takes a direct hit from a scrap bomb takes 1 point of bleed damage per die of bomb damage unless it succeeds at a Reflex save.

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

Goblin Equipment
The following items are just some of the pieces of equipment used by goblins.

Bomb Launcher: These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs’ accuracy. Goblin alchemists use these special containers to make their bombs more accurate when thrown long distances. Using a bomb launcher when throwing a bomb increases the bomb’s range increment to 30 feet (or increases the range increment of a bomb with the rocket bomb discovery to 70 feet). Bomb launchers are destroyed when used.

Dogslicer: This short, curved sword is a favorite weapon of goblins, who show unusual cunning by drilling numerous holes in the blade to reduce the weapon’s weight. Masterwork versions of a dogslicer lose the fragile special weapon ability.

Horsechopper: Crafted by goblins to give themselves an advantage against horses, this weapon is essentially a halberd with an enlarged hook opposite the blade.

Mellowroot: Sneaky goblin chieftains give this orange paste to the tribe’s warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.

Stillgut: Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in advanced stages of rot or decay.

Goblin Equipment
Items Cost Weight Craft DC
Bomb launcher 10 gp 1/2 lb. 25
Mellowroot (vial) 25 gp — 20
Stillgut (vial) 50 gp — 25

Table 2–1: Goblin Weapons
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Dogslicer 8 gp 1d4 1d6 19–20/×2 — 1 lb. S fragile*
Two-Handed Melee Weapons
Horsechopper 10 gp 1d8 1d10 ×3 — 12 lbs. P or S reach, trip
* Fragile Weapons: A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, rolling a natural 1 destroys it instead.

Goblin Feats
Goblins have access to the following feats.

Burn! Burn! Burn!
You take the goblin love of arson and fire play to a whole new level.
Prerequisites: Disable Device 1 rank, goblin.
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist’s bomb) or to splash damage.

Fire Hand (Combat)
Born with a torch in your hand, you have a gift with anything that burns.
Prerequisite: Goblin.
Benefit: You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.

Fire Tamer
You know your way around even magical fire.
Prerequisite: Goblin.
Benefit: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.

Flame Heart
You have mastered fire magic and alchemy.
Prerequisites: Fire Tamer, character level 5th, goblin.
Benefit: You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you were 1 level higher.

Goblin Gunslinger (Combat)
You have learned how to fire the big guns.
Prerequisite: Goblin.
Benefit: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Normal: You take a –2 penalty when using an inappropriately sized weapon.

Tangle Feet (Combat)
Creatures who cross your path find themselves tripping over their own feet.
Prerequisites: Dodge, Mobility, Underfoot (Advanced Player’s Guide 173), goblin, Small size or smaller.
Benefit: When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.

Goblin Magic Items
Goblins have access to the following magic item.

CLOAK OF FANGS
Aura moderate transmutation; CL 9th
Slot shoulders; Price 2,800 gp; Weight 1 lb.
DESCRIPTION
This rough-looking cloak covered in coarse animal hair is greatly prized by goblins. Wearing the cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d4 points of damage (or 1d6 if the wearer is Medium). If the wearer already has a bite attack, the damage of that bite attack increases by one step (see page 302 of the Bestiary).
CONSTRUCTION
Requirements Craft Wondrous Item, alter self, resistance; Cost 1,250 gp

Goblin Spells
Goblins have access to the following spells.

FIRE TRAIL
School transmutation [fire]; Level alchemist 3, magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Effect trail of flame that follows the caster’s movements; see text
Duration 1 round/level
Saving Throw none; Spell Resistance yes
When you cast this spell, flammable liquid oozes from your pores, dripping onto the ground and spontaneously combusting. The flame does not harm you. During this spell’s duration, each time you leave your space, you create a trail of fire that burns within the spaces you move through for 1 round before it burns out. You can leave up to 60 feet of flame trail each round, assuming you are Small or Medium. If you are larger than Medium, the maximum trail length is reduced based on your size. If you are Large, you can leave a trail up to 30 feet long (and 10 feet wide), and if you are Huge, you can leave a trail up to 15 feet long (and 15 feet wide); even larger casters can only leave a trail up to 10 feet long (and as wide as your space) each round. You choose where to leave a flame trail.
Creatures that start their turn adjacent to the flame trail take 1d6 points of fire damage. Creatures that start their turn within the flame trail or that enter an area of flame take a number of points of fire damage equal to 1d6 + 1 per caster level (maximum +10). If a creature moves into an area of the flame trail multiple times in a round, it takes this damage each time it enters the area of the flame trail. Flammable objects in or adjacent to the fire trail catch fire.

MUDBALL
School conjuration [earth]; Level druid 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect single fist-sized blob of sticky mud
Duration instantaneous
Saving Throw Reflex negates; see text; Spell Resistance no
When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy’s face as a ranged touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.

VOMIT TWIN
School conjuration (creation, teleportation); Level alchemist 3, magus 3, sorcerer/wizard 4, summoner 3
Casting Time 1 standard action
Components V, S
Range personal
Effect creates one ooze duplicate of the caster
Duration 1 round/level
Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you can instantaneously exchange places with your twin, as if using teleport. This is not an action and does not provoke an attack of opportunity.
The twin has a speed of 30 feet and provokes attacks of opportunity from movement as normal. It has an AC equal to 10 + 1/2 your caster level and a number of hit points equal to your caster level. If the twin is reduced to 0 hit points, it is destroyed, although you can create a new one on your turn as a standard action as long as the duration persists. You cannot have more than one vomit twin at a time.
« 上次编辑: 2015-08-08, 周六 13:03:13 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】地精(哥布林,Goblin)
« 回帖 #1 于: 2012-08-23, 周四 00:22:42 »
地精果然都是爆炸狂!
“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。”

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Re: 【ARG】地精(哥布林,Goblin)
« 回帖 #2 于: 2012-08-23, 周四 20:53:01 »
Bong~!!!炸弹小子太帅了 :em001

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Re: 【ARG】地精(哥布林,Goblin)
« 回帖 #3 于: 2012-08-23, 周四 21:09:16 »
感觉狗和马两个武器要表达的意思“屠狗刀”和“屠马刀”,所以“长柄马刀”似乎不太合适?而且原物品并非“马刀”的样子吧……
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】地精(哥布林,Goblin)
« 回帖 #4 于: 2012-08-23, 周四 23:32:10 »
感觉狗和马两个武器要表达的意思“屠狗刀”和“屠马刀”,所以“长柄马刀”似乎不太合适?而且原物品并非“马刀”的样子吧……

长柄马刀引用的是之前某位姐姐翻译的全武器列表(特意查了一下发现竟然有于是就沿用了
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】地精(哥布林,Goblin)
« 回帖 #5 于: 2012-08-23, 周四 23:49:34 »
恐怖分子你好再见…… :em032

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Re: 【ARG】地精(哥布林,Goblin)
« 回帖 #6 于: 2012-08-24, 周五 11:35:56 »
颇萌啊这个种族……

——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。

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Re: 【ARG】地精(哥布林,Goblin)
« 回帖 #7 于: 2012-08-24, 周五 12:28:20 »
Bong~!!!炸弹小子太帅了 :em001

其实是屁精制导导弹我会和你说么?
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】地精(哥布林,Goblin)
« 回帖 #8 于: 2012-08-24, 周五 17:48:54 »
那个“吐个分身”虽然恶心了点还是很强大的……
随意换位啊……

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Re: 【ARG】地精(哥布林,Goblin)
« 回帖 #9 于: 2012-08-24, 周五 17:52:50 »
引用

轻型近战武器
长柄马刀 10gp    1d8    1d10 x3     — 12磅 穿刺或挥砍 长武,摔绊

这个应该是双手武器吧