作者 主题: 【ARG】半鱼人(Gillmen)  (阅读 14701 次)

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【ARG】半鱼人(Gillmen)
« 于: 2012-09-25, 周二 22:53:41 »
半鱼人(Gillmen)
半鱼人是那些因为故乡被大洪水所淹没而落入底栖魔鱼手中的地表人类的残存者。底栖魔鱼救出了少数幸存者,并将它们改造为两栖族裔作为在地表世界的间谍。现在的半鱼人隐居于世并多疑,他们的恐惧既是因为他们祖居之地的毁灭,也是因为他们清楚地知道底栖魔鱼不会做无利可图的事。半鱼人有着富有吸引力的眉毛,苍白的肤色,深色的头发和明亮的紫色眼睛。在半鱼人的颈部靠近肩膀处的前左右三面各有一个浅小的腮,但除此以外他们和人类在外貌上基本没什么区别,因此走在街上(至少不会马上)吓到周围的人。

半鱼人种族特性
+2体质,+2魅力,-2感知:半鱼人充满活力而又美丽,但是底栖魔鱼的统治使她们意志薄弱。
中型体型:半鱼人是中等体型生物,不因体型获得任何加值或者减值。
生物类型:半鱼人属于类人生物,水栖子类。
基本速度:半鱼人在陆上的基本速度为30尺。作为水栖生物,她们还拥有30尺游泳速度,能够在水中行动而无须进行游泳检定,同时她们总是视游泳为本职技能。
两栖:半鱼人拥有水栖亚种(aquatic subtype),但是她们能够在水中或空气中呼吸。
附魔抗力:半鱼人在对抗非底栖魔鱼(non-aboleth)的附魔学派法术以及效果时,豁免检定获得+2种族加值。但是她们在对抗源自底栖魔鱼(aboleth sources)的此类效果时的豁免检定受到-2减值。
水之依赖:半鱼人的身体需要不断淹没于淡水或咸水之中。如果半鱼人持续超过1天没有将身体浸没在水中的话,她的内部器官就会衰竭、皮肤会开裂,并且在4d6小时内死亡。
起始语言:通用语以及底栖魔鱼语。拥有足够智力的半鱼人可以选择下列语言作为额外语言:邪灵语,水族语,龙语以及精灵语。

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

河之族裔(Riverfolk):一些半鱼人沿着巨大的河道聚居生活,并且更加适应长时间在陆地上的生活。拥有该种族特性的半鱼人的皮肤上有一层油制的薄膜,这使得她们的皮肤能够在没有水的环境下不会开裂。然而这种天然油脂同时会使这些半鱼人特别易受火焰影响,她们获得火焰弱点(vulnerability to fire)。该特性取代水之依赖。

变形猎手(Slimehunter):从底栖魔鱼在灾变中解救半鱼人的人类祖先起,这些半鱼人的先祖就一直在与底栖魔鱼进行着抗争,拥有该种族特性的半鱼人就是她们的后裔。她们在对抗底栖魔鱼的法术、类法术能力以及超自然能力时的豁免检定获得+2种族加值。该特性取代附魔抗力。

返祖(Throwback):部分半鱼人退变为她们的陆生人类祖先的样貌。拥有该种族特性的半鱼人不具备两栖种族特性,并且属于人类子类而非水栖子类,不再具有游泳速度或额外的游泳技能奖励,不能在水中呼吸,同时失去水之依赖种族特性。

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半鱼人,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

战士:角色选择两种战技,战士在对抗这两种战技时,CMD获得+1加值。
盗贼:获得1/6个盗贼天赋
术士:从术士法术列表中选择一个法术作为已知法术。此法术必须比术士可以施放的最高等级法术低一级。
法师:从法师法术列表中选择一个法术加入到法师的法术书中。此法术必须比法师可以施放的最高等级法术低一级。

种族变体职业
以下种族变体职业适用于半鱼人。

引用
奥法搜寻者(盗贼变体)
奥法搜寻者是试图揭开半鱼人家园毁灭之谜的盗贼。她们探查着那些可以追溯到古老人类帝国之时代的古遗迹,并追寻来自光辉时光的传说和遗产。奥法搜寻者拥有以下职业能力。

本职技能:奥法搜寻者将知识(神秘),知识(历史)以及法术辨识加入她的本职技能列表,并且从中移除易容,表演以及巧手。

升级技能点数:6 + 智力调整值

侦测魔法(Detect Magic)(Sp):2级起,奥法搜寻者获得随意使用侦测魔法(detect magic)的能力。奥法搜寻者将她的盗贼等级作为该能力的施法者等级。在判断获得其他盗贼天赋的前提条件时,该能力视同为次级魔法(minor magic)盗贼天赋。该能力取代2级获得的盗贼天赋。

奥法直感(Eldritch Intuition)(Ex):3级起,奥法搜寻者获得了一种直感,这使得她更易于操作术士或法师的法术完成类物品以及法术触发类物品。当她以此为目的进行使用魔法装置技能检定时,获得+1加值。这个加值在6级时提升至+2,9级时提升至+3,12级时提升至+4,15级时提升至+5,在18级时提升至+6。该能力取代陷阱感知。

新盗贼天赋(New Talents):在选择高等盗贼天赋时,奥法搜寻者能够选择下列新高等天赋。
引用
高级奥法(Major Eldritch Magic)(Sp):奥法搜寻者获得以类法术能力施放术士/法师列表中的3级法术的能力,该能力每天可以使用2次,且施法者等级等同于她的盗贼等级。法术的豁免DC为13 + 她的智力调整值。奥法搜寻者的智力属性至少要到达13才能选择该盗贼天赋。在选择该盗贼天赋之前,奥法搜寻者必须拥有次级奥法、高级魔法以及次级魔法盗贼天赋。

次级奥法(Minor Eldritch Magic)(Sp):奥法搜寻者获得以类法术能力施放术士/法师列表中的2级法术的能力,该能力每天可以使用2次,且施法者等级等同于她的盗贼等级。法术的豁免DC为12 + 她的智力调整值。奥法搜寻者的智力属性至少要到达12才能选择该盗贼天赋。在选择该盗贼天赋之前,奥法搜寻者必须拥有高级魔法以及次级魔法盗贼天赋。

盗贼天赋(Rogue Talents):下述列出的为推荐奥法搜寻者选择的盗贼天赋:高级魔法(major magic),次级魔法(minor magic),快速解除(quick disable),陷阱嗅觉(trap spotter)以上出自核心;快速开锁(fast picks)以上出自APG;黑市客户(black market connections),学者密传(esoteric scholar),忍术:反应迟钝、攀墙(ninja trick:slow metabolism, wall climber)以上出自UC。

高等盗贼天赋(Advanced Talents):下述列出的为推荐奥法搜寻者选择的高等盗贼天赋:驱散攻击(dispelling attack),精通反射闪避(improved evasion),心智灵活(slippery mind)以上出自核心;高级奥法(Major Eldritch Magic),次级奥法(Minor Eldritch Magic)以上出自ARG;诡诈心智(thoughtful reexamination)以上出自APG;魔宠(familiar),难以愚弄(hard to fool)以上出自UC。

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

半鱼人武器
半鱼人可以使用以下武器。

海之匕(Sea-Knife):海之匕带有较长的握柄以及短刃。它被设计用来绑在使用者的脚踝或脚部,刀刃向佩戴者的腿部下方延伸伸出。穿戴或解下一把海之匕是一个整轮动作。同时佩戴者不能用绑着海之匕的腿行走或跑步。海之匕能够在使用者游泳、飞行或俯卧(prone)时作为轻型近战武器使用。这允许佩戴者在使用双手武器,或者在一手持用武器一手持盾时,以海之匕做出副手攻击。在其他常规的减值之外,使用海之匕进行攻击检定还会受到-2环境减值。
军用武器:海之匕;价格:8gp;伤害(S):1d3;伤害(M):1d4
重击:19–20/×2;射程:—;重量:1磅;伤害类型:挥砍;特殊:—

底栖魔鱼之肺(ABOLETH’S LUNG)
学派:变化系
等级:牧师 2,德鲁伊 2,术士/法师 2,女巫 2
施法时间:标准动作
成分:语言,姿势,材料/法器(一片海藻)
范围:接触
目标:接触到的活物
持续时间:1小时/等级;见下文
豁免:意志,通过则无效
法术抗力:可
    目标能够在水中自由呼吸。但是他们无法呼吸空气。你可以将法术的持续时间均匀地分配给所有你接触到的生物。该法术对已经能够在水中呼吸的生物没有影响。


原文
劇透 -   :
Gillmen
Gillmen are the remnants of a race of surface-dwelling humanoids whose homeland was drowned in a great cataclysm at the hands of the aboleth. The aboleths rescued a few survivors, warping them into an amphibious race to serve as emissaries to the surface world. Modern gillmen remain reclusive and suspicious, scarred by both the loss of their ancient heritage and the sure knowledge that aboleths do nothing without expecting to profit from it. Physically gillmen have expressive brows, pale skin, dark hair, and bright purple eyes. Three slim gills mark each side of their necks, near the shoulder, but they are otherwise close enough in appearance to humans that they can pass as such (for a time) without fear of detection.

Gillman Racial Traits
+2 Constitution, +2 Charisma, –2 Wisdom: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed.
Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Gillmen are humanoids with the aquatic subtype.
Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Amphibious: Gillmen have the aquatic subtype, but can breathe both water and air.
Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.
Water Dependent: A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven.

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

Riverfolk: Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen particularly susceptible to flames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Slimehunter: Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spelllike abilities, and supernatural abilities. This racial trait replaces enchantment resistance.

Throwback: Some gillmen are throwbacks to their landdwelling human ancestors. Gillmen with this racial trait do not have the amphibious trait, have the human subtype instead of the aquatic subtype, have no swim speed or bonuses to the Swim skill, cannot breathe water, and do not have the water dependent racial trait.

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

Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Rogue: The rogue gains 1/6 of a new rogue talent.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.

RACIAL ARCHETYPES
The following racial archetype is available to gillmen.

Eldritch Raider (Rogue)
An eldritch raider is a rogue who seeks to unravel the mysteries of the destruction of the gillmen’s homeland. They explore old ruins that date back to the days of the old human empire and track down relics and lore from its glory days. An eldritch raider has the following class features.

Class Skills: An eldritch raider adds Knowledge (arcana), Knowledge (history), and Spellcraft to her list of class skills and removes Disguise, Perform, and Sleight of Hand from her list of class skills.

Skill Ranks per Level: 6 + Int modifier.

Detect Magic (Sp): At 2nd level, an eldritch raider gains the ability to use detect magic at will. The eldritch raider treats her rogue level as her caster level for this ability. This ability counts as the minor magic rogue talent for purposes of qualifying for other rogue talents. This ability replaces the rogue talent rogues gained at 2nd level.

Eldritch Intuition (Ex): At 3rd level, an eldritch raider gains an intuitive sense that allows her to more easily activate sorcerer and wizard spell completion and spell trigger items. She gains a +1 bonus on Use Magic Device checks for this purpose. This bonus increases to +2 at 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level. This ability replaces the trap sense class feature.


New Talents: An eldritch raider has access to the following new advanced talents when selecting rogue advanced talents.

Major Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list two times per day as a spell-like ability. The caster level for this ability is equal to her rogue level. The save DC for this spell is 13 + her Intelligence modifier. The eldritch raider must have an Intelligence of at least 13 to select this talent. The eldritch raider must have the major magic, minor eldritch magic, and minor magic rogue talents before choosing this talent.

Minor Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list two times per day as a spell-like ability. The caster level for this ability is equal to her rogue level. The save DC for this spell is 12 + her Intelligence modifier. The eldritch raider must have an Intelligence of at least 12 to select this talent. The eldritch raider must have the major magic and minor magic rogue talents before choosing this talent.

Rogue Talents: The following rogue talents complement the eldritch raider archetype: major magic, minor magic, quick disable, trap spotter (Core Rulebook); fast picks (Advanced Player’s Guide); black market connections, esoteric scholar, ninja trick (slow metabolism, wall climber) (Ultimate Combat).

Advanced Talents: The following advanced rogue talents complement the eldritch raider archetype: dispelling attack, improved evasion, slippery mind (Core Rulebook); major eldritch magic, minor eldritch magic (Advanced Race Guide); thoughtful reexamination (Advanced Player’s Guide); familiar, hard to fool (Ultimate Combat).

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

Gillman Equipment
Gillmen have access to the following equipment.

Sea-Knife: A sea-knife is a long-handled weapon with a short blade. It is designed to be strapped to the ankle or foot of the wielder, pointing downward and jutting out beyond the wearer’s leg. Donning or removing a seaknife is a full-round action. The wearer cannot use a leg with a sea-knife strapped to it for walking or running. A sea-knife can be used as a light melee weapon when the wielder is swimming, flying, or prone. This allows the wielder to use a two-handed weapon, or wield a weapon with one hand and carry a shield, and still make off-hand attacks with the sea-knife. Attacks made with a sea-knife take a –2 circumstance penalty on attack rolls in addition to all other attack penalties.

Table 3–2: Gillman Weapon
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Sea-knife 8 gp 1d3 1d4 19–20/×2 — 1 lb. S —

Gillman Spells
Gillmen have access to the following new spell.

ABOLETH’S LUNG
School transmutation; Level cleric 2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (piece of seaweed)
Range touch
Target living creatures touched
Duration 1 hour/level; see text
Saving Throw Will negates;
Spell Resistance yes
    The targets are able to breathe water, freely. However, they can no longer breathe air. Divide the duration evenly among all the creatures you touch. This spell has no effect on creatures that can already breathe water.
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】半鱼人(Gillmen)
« 回帖 #1 于: 2012-09-25, 周二 22:56:44 »
 :em004 终于等到有人翻这个了,毫无节操地拿走

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Re: 【ARG】半鱼人(Gillmen)
« 回帖 #2 于: 2012-09-25, 周二 23:02:00 »
底栖魔鱼:"其实偶们只是纯洁地建立后宫!"
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


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