作者 主题: 【ARG】巨灵裔(苏里,Sulis)  (阅读 10023 次)

副标题: 不是很喜欢这个风格的配图………………

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【ARG】巨灵裔(苏里,Sulis)
« 于: 2012-09-19, 周三 21:15:57 »
感谢巫妖张翻译的种族描述。

巨灵裔(苏里,Sulis)
巨灵裔,又名苏里巨灵,是凡人和巨灵的后裔。他们或是在青春期就显现出了超凡的特质,或是在与妖灵遭遇时才觉醒。这些精力充沛的个体强壮而又富有魅力,可以呼唤四种元素的力量来增强他们的作战能力。他们既非妖灵也非人类,而是处于两个世界的夹缝之中,因此常常被认为并不归属于任何一个世界。

巨灵裔种族特性
+2力量,+2魅力,-2智力:巨灵裔健壮而又迷人,但是有些冥顽不灵。
生物类型:巨灵裔属于异界生物,本地子类。
中型体型:巨灵裔是中等体型生物,不因体型获得任何加值或者减值。
基本速度:巨灵裔的基本速度为30尺。
感官:巨灵裔拥有昏暗视觉,在昏暗光照下能够看到的距离是人类的两倍远。
元素攻袭(Elemental Assault)(Su):每天一次以一个迅捷动作,巨灵裔能够使用强酸、冻气、闪电或火焰(acid, cold, electricity, or fire)覆盖她的手臂。这个效果持续每等级1轮,并且可以以一个自由动作解消。当她使用手臂或手掌进行徒手攻击(或者用手持用武器攻击,or attacks with weapons held in those hands)时造成+1d6点选定的能量类型伤害。
能量抗力:巨灵裔拥有强酸抗力5,寒冷抗力5,闪电抗力5以及火焰抗力5。
起始语言:通用语以及一种元素语言(水族语、风族语、火族语或土族语)。拥有足够智力的巨灵裔可以选择下列语言作为额外语言:水族语、风族语、龙语、火族语以及土族语。

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

能量打击(Energy Strike)(Su):拥有该种族特性的巨灵裔对某一种能量类型有着更强烈联系。选择一种能量类型:强酸,寒冷,闪电或火焰。巨灵裔的元素攻袭能力仅能造成此类型的能量伤害。并且仅仅对此类能量有5点能量抗力,对其他3种类型没有任何种族带来的抗力。然而当她的元素攻袭能力启动之后,巨灵裔能够基于她所选择的能量类型获得额外的能力。
  • 地步(强酸,Earthfoot (acid)):每当巨灵裔通过与地面以及岩石(碎石、泥地或沙地等等)有关的困难地形时,她每轮能够穿过5尺此类困难地形,就如同它是普通地形一般。该能力允许巨灵裔在此类困难地形中使用五尺快步。其他类型的困难地形(冰面、铁蒺藜或茂密植物等等)正常影响巨灵裔。
  • 炎掌(火焰,Firehand (fire)):巨灵裔能够投掷一部分手臂上的火焰以取代增加近战伤害,投掷火焰就如同使用投掷武器一般。巨灵裔进行一次远程接触攻击;如果攻击命中,目标会受到1d6点火焰伤害。这些火焰的射程增量为10尺。
  • 冰行(寒冷,Icewalk (cold)):巨灵裔能够在基于水的液体(water-based liquids)上行走,除了她在水面上创造了供其行走的冰膜,并且这些冰膜在她离开后立刻融化以外,该能力就如同使用水面行走(Water Walk)一般。这些冰膜对巨灵裔来说一点都不滑,也不会影响她的平衡或者速度,但是其他冰面会正常对巨灵裔产生作用。其他生物无法在冰膜上行走,但是巨灵裔能够在移动时携带一名生物(carry a creature)。
  • 电罩(闪电,Shockshield (electricity)):每轮一次,以一个直觉动作,巨灵裔能够电击一名碰触(touche)她或者以天生武器、徒手攻击、金属近战武器攻击她的生物,这会对其造成1d6点闪电伤害。
该特性在其他方面同同元素攻袭并取代之。

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巨灵裔,除非另有说明,每当你获得天赋职业级别均会获得该奖励。
魔战士:魔战士的奥能力池增加1/4点。
武僧:元素攻袭(elemental assault)的伤害增加1/2点。
游侠:强酸抗力、寒冷抗力、闪电抗力或火焰抗力增加1点。

种族变体职业
以下种族变体职业适用于巨灵裔。

引用
元素骑士(魔战士变体)
元素骑士不但天生拥有流淌着元素力量的血脉,还懂得将这股原初力量调和凝聚成奥能的知识。元素骑士拥有以下职业能力。

元素奥能(Elemental Arcana)(Su):3级起,元素骑士能够选择下列只对他们有效的魔战士奥能。
引用
  • 增效攻袭(Assault Synergy)(Su):以一个迅捷动作,元素骑士能够消费1轮元素攻袭的持续时间,使他当轮施放的攻击性法术造成的能量伤害提高1d6点。该法术必须带有酸、寒冷、闪电或火描述符(acid,cold, electricity or fire descriptor)。额外的能量伤害与法术的能量伤害一致。10级起,他能够消费2轮以使法术增加2d6点能量伤害。
  • 能量反射(Energy Reflection)(Su):该奥能除了只对造成强酸、寒冷、闪电或火焰伤害的法术生效以外,如同反射(reflection)魔战士奥能一般作用。只要元素骑士从他的奥能力池中消费至少1点奥能,以启动这个魔战士奥能,他就能够花费元素攻袭的持续轮数,就如同花费奥能点数一般。例如元素骑士能够消费1点奥能力池点数以及3轮元素攻袭反射4级或更低等级的法术。元素骑士必须至少12级才能选择此奥能。
  • 强化能量抗力(Energy Resistance Boost)(Su):以一个迅捷动作,元素骑士能够从他的奥能力池中消费1点奥能或者元素攻袭的1轮持续时间,使他的所有种族能量抗力增加5点,持续1轮。

元素基体(Elemental Matrix)(Su):4级起,元素骑士获得蓄能元素攻袭(见巨灵裔专长)作为奖励专长。此外自4级起,以一个迅捷动作,元素骑士能够消耗他的元素攻袭能力的持续轮数。每消耗4轮时间,他就可以获得1点奥能力池点数。该能力取代法术唤回。

魔战士奥能(Magus Arcana):下述列出的为推荐元素骑士选择的魔战士奥能:法术强效(empowered magic),力池打击(pool strike),法术护盾(spell shield)。

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

巨灵裔道具
巨灵裔可以使用以下道具。

元素活性剂(Elemental Flux):这瓶炼金粉末会对巨灵裔血液中的元素力量起反应。只要往瓶中注入至少相当于1点生命的巨灵裔血液,就可以将其制成炼金泼溅武器。除了造成的伤害为随机的能量类型(强酸、寒冷、闪电或火焰)以外,该泼溅武器如同强酸瓶一般作用。DC为10的工艺(炼金)检定能够辨认激活了何种能量类型。炼金活性会在消失前持续24小时。DC为20的工艺(炼金)能够制造该物品。
价格(Cost):20gp;重量(Weight):1磅;制作DC(Craft DC):20

巨灵裔专长
巨灵裔可以使用以下专长。

额外元素攻袭(Extra Elemental Assault)
你开启了更强的元素力量。
先决条件:巨灵裔
好处:你的元素攻袭能力每天能够持续的轮数额外增加2轮。
特殊:你能够多次选择该专长,其效果叠加。

蓄能元素攻袭(Incremental Elemental Assault)
你每天可以多次启动元素攻袭能力。
先决条件:巨灵裔
好处:你可以以1轮为单位使用你的元素攻袭能力,每日使用的轮数最高等同于你的人物等级。这些轮数不必连续。启动该能力是一个迅捷动作;解消效果是自由动作。
正常:你每天只能使用1次元素攻袭。它持续的轮数等同于你的等级。

巨灵裔法术
巨灵裔可以使用以下法术。

元素力量灌输(IMBUE WITH ELEMENTAL MIGHT)
学派:塑能系[见下文]
等级:牧师 2,魔战士 2,术士/法师 2
成分:语言,姿势
持续时间:24小时或直到能量散发(可解消)
豁免:意志,通过则无效(无害)
法术抗力:可(无害)
    除了你将你的元素攻袭能力转移至目标以外,该法术的作用方式如同法术灌输(Imbue with Spell Ability)一般。目标的智力属性必须至少达到5才能使用该能力。除了元素灌输能力的持续时间以目标的等级或生命骰计算以外,灌入的元素攻袭的效果和你的一样。一旦你施放该法术,在法术的持续时间结束之前你无法使用自己的元素攻袭能力。

原文
劇透 -   :
Sulis
Sulis, or suli-jann, are the descendents of mortals and jann.They manifest their otherworldly heritage in adolescence,or when awakened by an encounter with a genie. Strong and attractive, these dynamic individuals can call forth elemental energies to augment their prowess in combat.Neither genie nor quite human, sulis stand in two worlds and often feel as if they don’t belong to either.

Suli Racial Traits
+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.
Native Outsider: Sulis are outsiders with the native subtype.
Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sulis have a base speed of 30 feet.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5,and fire 5.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic,Ignan, and Terran.

ALTERNATE RACIAL TRAITS
The following racial trait may be selected instead of existing suli racial traits. Consult your GM before selecting this new option.

Energy Strike (Su): A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold,electricity, or fire. The suli’s elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type.
Earthfoot (acid): Whenever the suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice,caltrops, foliage, and so on) affect the suli normally.
Firehand (fire): Instead of adding damage to a melee attack, the suli may hurl a piece of her arm-flames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the target takes 1d6 points of fire damage. The flames have a range increment of 10 feet.
Icewalk (cold): The suli can walk on water-based liquids as if using water walk, except instead of hovering above the surface, she creates a temporary layer of ice that supports her and immediately melts once she moves away from it.This ice is not slippery to the suli and does not affect her balance or speed, though other ice affects her normally.Other creatures cannot travel on this ice, but the suli may carry a creature while moving.
Shockshield (electricity): Once per round as an immediate action, the suli can shock a creature that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing 1d6 points of electricity damage to the creature.
This racial trait otherwise works like and replaces elemental assault.

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

Magus: Add +1/4 point to the magus’s arcane pool.
Monk: Add +1/2 point of damage to elemental assault.
Ranger: Add +1 to acid resistance, cold resistance,electricity resistance, or fire resistance.

RACIAL ARCHETYPES
The following racial archetype is available to sulis.

Elemental Knight (Magus)
Elemental knights are born with elemental energies surging through their blood and discover the secret of reconciling and focusing this primal power into the arcane.An elemental knight has the following class features.

Elemental Arcana (Su): At 3rd level, elemental knights may select the following magus arcana available only to them.

Assault Synergy (Su): As a swift action, the elemental knight can expend 1 round of duration from elemental assault to add +1d6 points of energy damage to an offensive spell he casts that round. The spell must have the acid,cold, electricity or fire descriptor. This extra energy damage matches the energy damage of the spell. At 10th level, he may expend 2 rounds instead of 1 to add +2d6 points of energy damage to the spell.

Energy Reflection (Su): This functions like the reflection magus arcana, except it only works on spells that deal acid,cold, electricity, or fire damage. As long as the elemental knight spends at least 1 point from her arcane pool to activate this arcana, he may expend rounds of elemental assault as if they were arcane pool points. For example, the knight could spend 1 arcane pool point and 3 rounds of elemental assault to reflect a spell of 4th-level or lower. The elemental knight must be at least 12th level before selecting this arcana.

Energy Resistance Boost (Su): As a swift action, the elemental knight can expend 1 point from his arcane pool or 1 round of elemental assault to increase all of his racial energy resistances by +5 for 1 round.

Elemental Matrix (Su): At 4th level, an elemental knight gains Incremental Elemental Assault (see below) as a bonus feat. In addition, at 4th level, as a swift action, an elemental knight may expend rounds of duration from her elemental assault ability. For every 4 rounds expended, he gains 1 arcane pool point.This ability replaces spell recall.

Magus Arcana: The following magus arcana complement the elemental knight archetype: empowered magic, pool strike, spell shield.

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

Suli Equipment
Sulis have access to the following equipment.

Elemental Flux: This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works like a flask of acid, except the damage is a random energy type (acid, cold,electricity, or fire). A DC 10 Craft (alchemy) check identifies what energy type the activated flask has. The activated flux retains its power for 24 hours before becoming inert material. The Craft (alchemy) DC to create this is 20.

Suli Equipment
Item                  Cost  Weight Craft DC
Elemental flux (flask) 20 gp 1 lb.   20

Suli Feats
Sulis have access to the following feats.

Extra Elemental Assault
You have unlocked greater elemental power.
Prerequisite: Suli.
Benefit: Your elemental assault ability lasts an additional 2 rounds per day.
Special: You can take this feat multiple times. Its effects stack.

Incremental Elemental Assault
You may activate and quench your elemental assault ability multiple times per day.
Prerequisite: Suli.
Benefits: You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. These rounds do not have to be consecutive. Activating the ability is a swift action; ending it is a free action.
Normal: You can use elemental assault once per day. It lasts a number of rounds equal to your class level.

Suli Spells
Sulis have access to the following spell.

IMBUE WITH ELEMENTAL MIGHT
School evocation [see text]; Level cleric 2, magus 2, sorcerer/wizard 2
Components V, S
Duration 24 hours or until discharged (D)
Save Will negates (harmless); Spell Resistance yes (harmless)
    This spell functions like imbue with spell ability, except you transfer the use of your elemental assault ability to the target. The target must have an Intelligence score of at least 5 to use the ability. The imbued elemental assault functions exactly like yours, except the ability’s duration is based on the target’s level or Hit Dice. Once you cast this spell, you cannot use your elemental assault ability until the duration of the spell is over.
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】巨灵裔(苏里,Sulis)
« 回帖 #1 于: 2012-09-19, 周三 22:09:09 »
奈奈子最棒了~~~~
我月夜白雨只想安静地过图书馆长的生活。

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Re: 【ARG】巨灵裔(苏里,Sulis)
« 回帖 #2 于: 2012-09-20, 周四 00:07:02 »
奈奈子最棒了~~~~
哦哦哦应援奈奈!

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Re: 【ARG】巨灵裔(苏里,Sulis)
« 回帖 #3 于: 2014-03-02, 周日 00:00:51 »
漏了一项标准种族特性

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
谈判家(Negotiator):巨灵裔是敏锐的谈判家,并在交涉和察言观色技能检定上获得+2种族加值。
« 上次编辑: 2014-03-02, 周日 00:02:42 由 Falengel »