作者 主题: 【ARG】树蛙人(Gripplis)  (阅读 5915 次)

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【ARG】树蛙人(Gripplis)
« 于: 2012-09-29, 周六 20:28:01 »
树蛙人(Gripplis)
树蛙人的直立高度只有2英尺。他们有着绿色与褐色相间的肤色。绝大部分树蛙人从事原始的捕猎和采集工作,以他们树屋周围的大型昆虫和鱼类为生,因此他们也对沼泽之外的事情漠不关心。少数为了金属和宝石的交易而离开了沼泽庇护的树蛙人倾向于成为巡林客或者炼金术士。

树蛙人种族特性
+2敏捷,+2感知,-2力量:树蛙人灵活而又警觉,但是身体纤弱。
小型体型:树蛙人是小体型生物。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。
生物类型:树蛙人属于类人生物,树蛙人子类。
基本速度:树蛙人的基本速度为30尺,并且还拥有20尺攀爬速度。
感官:树蛙人能够在黑暗中看到60尺远。
伪装:树蛙人在沼泽以及森林地区时,潜行检定获得+4种族加值。
沼地阔步(Swamp Stride)(Ex):树蛙人能够以正常速度在沼泽的困难地形中移动。魔法造成的地形效果如常影响树蛙人。
武器熟悉:树蛙人擅长捕网(nets)。
起始语言:通用语以及树蛙人语(Grippli)。拥有足够智力的树蛙人可以选择下列语言作为额外语言:沼蜍语(Boggard),龙语,精灵语,侏儒语,哥布林语以及木族语。

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

滑翔者(Glider):树蛙人拥有流线型的身体以及脚趾间的厚膜,这使得树蛙人能够在坠落时视实际高度为正常的一半。树蛙人能够在坠落时控制自己的身体,最高能够在滑翔时横向移动的距离等同于实际坠落距离的一半。当树蛙人穿戴重甲、重度负重(carrying a heavy load)或者无法对坠落做出反应(比如在无助的状态(being helpless)时)时无法使用该特性。该特性取代沼地阔步。

跳跃者(Jumper):当使用特技动作检定跳跃时,拥有该种族特性的树蛙人总是被认为已经进行助跑(have a running start)。该特性取代伪装。

皇室成员青蛙王子(Princely):拥有该种族特性的树蛙人擅长细剑(Rapiers)并且在交涉以及威吓检定上获得+2种族加值。该特性取代沼地阔步以及武器熟悉。

毒性皮肤(Toxic Skin)(Ex):每天1次以一个迅捷动作,树蛙人能够分泌出能够涂抹在武器上或者通过接触攻击传递的毒液。此外,树蛙人能够以一个标准动作将毒液涂抹在他的身体上,以此来对第一个使用徒手打击或者天生武器攻击他的生物产生影响。毒液会在1小时候失效。树蛙人对他自身的毒素免疫。该特性取代沼地阔步以及伪装。
    树蛙毒(Grippli Poison):通过皮肤或武器-接触或伤口传播;强韧豁免DC 10 + 1/2树蛙人的HD加上它的体质调整值(save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier);发作频率 1次/轮 持续6轮;效果 1d2 敏捷伤害;治愈 1次豁免。

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树蛙人,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

炼金术士:每天使用毒性皮肤(Toxic Skin)的次数提高1/4次。
德鲁伊:专注检定获得+1/2加值。这些加值在森林或沼泽地形加倍。
铳士:在使用万用射击以及死亡射击勇毅动作时,攻击检定获得+1/4加值。
盗贼:在森林或沼泽时,察觉检定获得+1/2加值。
游侠:游泳技能检定获得+1种族加值。当该加值达到+8时,游侠获得15尺游泳速度(这并不会使游侠在游泳检定上获得额外+8种族加值)。

种族变体职业
以下种族变体职业适用于树蛙人。

引用
沼地炼金师(炼金术士变体)
沼泽地以及那些栖息于此的危险生物特别适合作为部分树蛙人炼金术士的实验室与研究课题。沼地炼金师拥有以下职业能力。

本职技能(Class Skills):沼地炼金师将游泳加入他的本职技能列表。

两栖突变药剂(Amphibious Mutagen)(Ex):1级起,当沼地炼金师使用突变药剂时,他可以选择利用他的突变形态增加两栖行动模式。这使他双脚变长,手指间形成厚膜并且将脚趾伸展开,给予他两栖特殊能力(amphibious special quality)以及15尺游泳速度。该能力取代随手投掷。

科研发现选项(Discovery Options):沼地炼金师能够选择树蛙人种族特性的毒性皮肤(toxic skin)作为炼金术士的科研发现。

科研发现(Discoveries):下述列出的为推荐沼地炼金师选择的科研发现:变色龙(chameleon)以上出自ARG;浓缩毒素*(concentrate poison),粘稠毒药(sticky poison)以上出自APG;毒性肌肤(nauseating flesh),毒素转换(poison conversion)以上出自UC;瓶装软泥怪(bottled ooze),绊足炸弹(tanglefoot bomb),触手(tentacle)以上出自UM。
译者注:浓缩毒素在果园的APG炼金术士科研发现中并没有看到,在此补充说明一下。
浓缩毒素(concentrate poison):炼金术士能够结合2剂相同的毒素,增加它的效果。浓缩过程需要2剂毒素以及1分钟时间。当浓缩完成后,炼金术士获得1剂毒素。这剂浓缩毒素的发作时间延长50%(frequency is extended by 50%),豁免DC提高2点。这剂毒素必须在1小时内使用,否则将会失效。

引用
边栏:树蛙人科研发现(Grippli Discoveries)
任何炼金术士只要满足先决条件,均可选择下列新科研发现,不过这些使用这些科研发现的树蛙人更加常见。

变色龙(Chameleon)(Su):选择该科研发现的炼金术士能够改变自身皮肤与装备的颜色,使其与周围的环境融为一体。他的潜行检定获得+4增强加值。10级起,潜行检定的增强加值提升至+8。

致命分泌物(Deadly Excretions)(Ex):当炼金术士使用毒性皮肤(toxic skin)能力时,他能选择分泌出体质毒药来替代敏捷毒药。这种毒素与普通树蛙人毒性皮肤分泌的毒素作用方式相同,不过豁免失败的人将会受到的是1点体质伤害。炼金术士必须达到8级,并且在选择该科研发现之前必须拥有毒性皮肤种族特性。

水下爆破(Underwater Demolition)(Ex):炼金术士获得在水下投掷炼金炸弹的能力(正常情况下无法再水下使用投掷武器),该能力也包括将炸弹从水上投入水中。如果炼金炸弹的行动轨迹需要通过水中,那么其射程增量降低至5尺。

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

树蛙人道具
树蛙人可以使用以下道具。

黑沼蛛毒(Black Marsh Spider Venom):这种烈性蜘蛛毒液会使受害者失去判断力以及肌肉的控制力,直至他们倒下。
类型:伤口;DC:14;初始:—;发作频率:1次/轮 持续6轮;效果:1d4敏捷 并且困惑1轮;治愈:2次连续豁免;价格:800gp

树蛙人专长
树蛙人可以使用以下专长。

巧舌(Agile Tongue)
你能够用粉红色的长舌操控小物品,甚至可以用来偷窃。
先决条件:树蛙人
好处:你有一条能够伸长10尺并且适于抓取的舌头。你能够用其抓取不高于5磅的物品,进行偷窃或卸除武器战技,也可以使用舌头进行近战接触攻击。

树蛙人奇物
树蛙人可以使用以下奇物。

泡泡金库(BUBBLE VAULT)
灵光:微弱变化系;施法者等级:5级
位置:无;价格:1500gp;重量:—
    一旦把这颗微小的珍珠放入水中,它就会变为直径1尺的肥皂泡一般的形态。泡泡金库内最多能够放置多大5立方英尺的物品。通过口令,泡泡能够沉入水底,如果水底有淤泥或存在其他松散的材质,泡泡会自动将自身埋入水底以下1英尺深的地方。如果你在距离泡泡30尺的范围内,并且连说3次口令,它会浮出水面,在此时就可以打开并且取出其中的物品。一旦打开,泡泡会还原成珍珠的形态,持续24小时。泡泡不会漏水,但是也没有其他的魔法功能保护所含之物。如果想要强行打开泡泡,那么视其硬度为1并且拥有5点生命。
制造条件:制造奇物,缩物术(Shrink Item),隐形仆役(Unseen Servant)
制造成本:750gp

原文
劇透 -   :
Gripplis
Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems.

Grippli Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
Small: Gripplis 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.
Grippli: Gripplis are humanoids with the grippli subtype.
Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Darkvision: Gripplis can see in the dark up to 60 feet.
Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Weapon Familiarity: Gripplis are proficient with nets.
Languages:  Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

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

Glider: Gripplis’aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Princely: The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.

Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage.

Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier;  frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

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

Alchemist: Add +1/4 to the number of toxic skin uses per day.
Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
Gunslinger: Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
Rogue: Add a +1/2 bonus on Perception checks while in a forest or swamp.
Ranger: Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).

RACIAL ARCHETYPES
The following racial archetype is available to gripplis.

Bogborn Alchemist (Alchemist)
Some grippli alchemists are particularly attuned to the swamps and the dangerous creatures that inhabit them; these serve as their laboratories and research subjects, respectively. These bogborn alchemists have the following class features.

Class Skills: A bogborn alchemist adds Swim to his list of class skills.

Amphibious Mutagen (Ex): At 1st level, when a bogborn alchemist uses a mutagen, he may choose to have his mutagen form enhanced for aquatic movement. This gives him the amphibious special quality, his feet elongate, and the webbing between his fingers and toes expands, granting a swim speed of 15 feet. This replaces throw anything.

Discovery Options: A bogborn alchemist can select the toxic skin grippli racial trait in place of an alchemical discovery.

Discoveries: The following discoveries complement the bogborn alchemist archetype: chameleon (Advanced Race Guide); concentrate poison, sticky poison (Advanced Player’s Guide); nauseating flesh, poison conversion (Ultimate Combat); bottled ooze, tanglefoot bomb, tentacle (Ultimate Magic).

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

Chameleon (Su): An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.

Deadly Excretions (Ex): When using his toxic skin ability, the alchemist can choose to excrete a Constitution poison instead of a Dexterity poison. This poison works the same as the normal grippli toxic skin poison except that a failed save deals 1 point of Constitution damage. The alchemist must be at least 8th level and must have the toxic skin racial trait before selecting this discovery.

Underwater Demolition (Ex): The alchemist gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water. If the bomb travels through water, the range increment is reduced to 5 feet.

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

Grippli Equipment
Gripplis have access to the following equipment.

Black Marsh Spider Venom: This potent spider venom causes victims to become disoriented and lose muscle control until eventually they collapse.

Table 3–3: Grippli Poison
Name Type  Fort DC  Onset  Frequency Effect Cure Cost
Black spider marsh poison injury 14 —  1/rd. for 6 rds.     1d4 Dex and confused for 1 rd.       2consecutive saves 800 gp

Grippli Feats
Gripplis have access to the following feat.

Agile Tongue
Your long pink tongue is capable of manipulating small items and even stealing objects.
Prerequisite: Grippli.
Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

Grippli Magic Items
Gripplis have access to the following magic item.

BUBBLE VAULT
Aura faint transmutation; CL 5th
Slot none; Price 1,500 gp; Weight —
DESCRIPTION
This tiny pearl swells to form a 1-foot-diameter soap-like bubble when placed in water. Up to 5 cubic feet of goods can be placed inside the  bubble vault. On command, the bubble sinks to the bottom of the water, automatically burying itself 1 foot deep in the bottom ground if there is mud or other loose material present. If the command word is spoken three times within 30 feet of the bubble, it rises to the surface of the water, at which time it can be opened and the items within it retrieved. Once opened, the bubble reverts to its pearl form for 24 hours. The bubble is watertight but does not otherwise magically protect or preserve its contents. If forced open, it has hardness 1 and 5 hit points.
CONSTRUCTION
Requirements Craft Wondrous Item, shrink item, unseen servant; Cost 750 gp
« 上次编辑: 2013-04-02, 周二 22:44:33 由 四月奈奈子 »
无用检定次次满,关键投骰回回一,若问吾辈能干啥,唯有卖萌遭雷劈

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Re: 【ARG】树蛙人(Gripplis)
« 回帖 #1 于: 2012-09-29, 周六 20:34:13 »
 是紅眼樹蛙人!!!! (看那圓滾滾的大眼睛是多麼的......
[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

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Re: 【ARG】树蛙人(Gripplis)
« 回帖 #2 于: 2012-09-29, 周六 22:13:26 »
挺萌的啊 :em021
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