作者 主题: 【ARG】侏儒(Gnomes)  (阅读 47434 次)

副标题: 核心翻译为啥还差俩种族啊……啊啊啊啊啊……(崩溃中)懒得检查错别字了……(被燃尽)

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【ARG】侏儒(Gnomes)
« 于: 2012-10-14, 周日 23:56:50 »
在此感谢PATIBAUL做出的种族简述翻译。
在此弑君者伊恩做出的变体职业翻译。
在此感谢法兰子做出的描述与亚种翻译。


侏儒(Gnomes)

  侏儒是精类生物的远亲,他们的历史述说了当侏儒和妖精同住在神秘国度的时代——那里色彩斑斓、绿野广袤、热情四溢。多年前,未知的力量驱使远古的侏儒离开了那片国度,强迫他们在世上流浪;尽管如此,侏儒却从未完全背弃他们的精类根源、或彻底流于世俗的文化。虽然侏儒已不再是真正的精类生物,他们的妖精血统仍然通过杰出的魔法天赋、任性的无常本性、和对世间万物的特殊视角来得以显现。

  侏儒可以和其他种族拥有同样的行为动机和关注事物,但驱策他们的动力则是强烈的、在外族眼中甚至是奇葩和荒谬的激情与欲望。侏儒可以冒着生命危险去巨人的餐桌上品尝料理,或仅为打破自己钻地纪录而前往深渊底层,或者跟龙讲个笑话——对侏儒而言这些成就和研究出新法术、获得富可敌国的金库或推翻超强的恶势力一样值得自豪。并非所有侏儒都会干出上面那些脱线的事情,但这对侏儒而言似乎司空见惯,因此也就难怪世人把侏儒这个整体当作是轻率和略为癫狂的代名词了。

  小巧的体型、鲜明的色调、再加上常识的欠缺,这些观感使得侏儒在他族眼中成为奇异的另类存在。反过来呢,侏儒却常为其他种族的相似而惊讶。侏儒觉得,人类和精灵拥有如此多自己所不具备的共性这一点好奇妙。其实侏儒常常由于把外族朋友们统一看成“非侏儒生物A”而给他人造成困扰。

  体貌描述:侏儒是常见种族中最小巧者之一,平均身高在3尺左右。侏儒体格虽小却有超强适应力,并不像很多敌人所以为的那样孱弱。尽管小尺寸限制了他们的快速移动力,侏儒们常学习如何发挥短小精悍的优势,尤其在和大家伙们对战之时。
  侏儒的肤色和发色变化多端,以至于陌生人会认为他们天天用假发和幻术变化外貌。侏儒当然不会如此爱好化妆(偶尔会为了挑战自己看上去能有多诡异而真的试试),他们的颜色分布真的如彩虹般多姿多彩。他们的发色多鲜明亮丽,如秋叶般火红、如春林般翠绿、如野花般或褐或紫。与此类似,他们的肤色从土黄到淡粉都有,而乌黑、湛蓝甚至嫩绿的肤色也不是凤毛麟角。侏儒的颜色和遗传关系不大,和父母或其他近亲们相差十万八千里有如家常便饭。
  侏儒的面部特征彼此迥异,而五官比例也与其他类人种族大相径庭。很多侏儒有着超大的嘴巴和眼睛,至于看在你眼里是激萌还是惊悚就看个人口味了。另有些侏儒五官小到整张脸像块白板,或者是大眼小口钮扣鼻。侏儒很少会因外貌而自傲或自卑,但是其他种族的家伙们却喜欢用侏儒最突出的外表特征来羞辱或是恭维他们。

  社会:与多数种族不同,侏儒并不是常见的群居社会。侏儒城市很少见,而侏儒王国更是闻所未闻。甚至在大量侏儒一同和其他种族杂居时,他们也不会刻意聚到一起去。尽管会有一些法令限定他们必须在“侏儒区”聚居,或者某种社会压力迫使外族迁离侏儒人口较多的区域,侏儒还是喜欢四海为家、到愿意接纳他们的每个社群中去生活。
  哪怕侏儒已经在某个社群中数量稳定、并有自己的行会,作为个体的侏儒还是倾向于不停地流动。异想天开是他们的天性,他们会独自或和临时同伴一道踏上旅程,永远去追求新的体验。与其忙于在同类间或是和其他种族之间建立稳定关系,侏儒更喜欢以一种近乎狂热的激情投身于创造、研究和收集。如果一个侏儒竟然会常年滞留在同一个地方,那一定是因为这个发烧友所甘愿献身的心爱事业在此处最能开花结果。
  尽管出身各异、很少会有共同的故乡,侏儒依然有着一些相同的文化习俗。男性侏儒会醉心于不寻常的帽子或头盔,并常佩戴着能买得起单的、最精贵的(以及不至于和他的职业相冲突的)头部装具。女性侏儒很少戴头盔,但以浮夸炫目的发型为美,并常用珠宝和头饰加以装点。

  关系:从肉体和精神层面而言,侏儒都很难和其他种族有来往。很多时候正是由于彼此都觉得太过诡异,才使得双方根本欠缺能够相互理解和互信的土壤。当两名侏儒相遇时,无论他们之间的信念和传统差异有多大,双方倒是都会相信彼此能建立起有益共识。即便磋商不顺利,侏儒也会尽力寻找双方行为的共同价值。而其他种族在沟通时不能也不愿如侏儒般诚挚,也令他们感到沮丧。
  大多时候,侏儒总是对各种不靠谱的事情都抱持热忱,这一点使得其他种族难以与他们深交。譬如侏儒式的幽默往往是肢体恶作剧、起毫无逻辑的绰号、和他人讲显然是胡吹大气的故事等等。侏儒们认为这些事好玩到爆,但他们的幽默感对其他种族而言往往不可理喻,这也不禁让侏儒们觉得那些大块头种族们都是些无聊的傻大个儿。
  半身人和人类好歹有些怪诞的侏儒式幽默感,因此和侏儒相处得还不错。侏儒觉得矮人和半兽人需要活得轻松点,并努力给他们的生活带去对方根本无法理解的恶作剧、笑话和吹牛故事。侏儒很尊敬精灵,却往往由于这些长命种族在决策时太她喵慢节奏而感到沮丧。对侏儒而言,乱动好于不动,很多侏儒会随身携带几件闲暇时打发时间的小玩意儿。

  阵营和宗教:尽管侏儒是任性的捣蛋鬼、行为难以预料且手段令人眼花,他们的心却时常走在正道上。在他族眼中被视为恶意的行为,很可能仅是侏儒想为他的新朋友带来某种新体验罢了——若不论那体验会不会令人抓狂。侏儒们随心而行,时常会发现当置身于自然世界之时最为自在。

  冒险:侏儒的漫游癖、好奇心、求知欲(掌握万般技术和语言)让他们成为了天生的冒险者。他们经常为了体验生命而展开漫游,哪怕冒险者所要面对的危险远比小说中更甚。很多侏儒将冒险看作生命唯一的存在价值,并仅仅为了“体验”而踏上冒险之旅。另一些侏儒冒险的动机,则是寻找自己热衷的工作中所需的罕见知识或材料,并相信这些宝贝只能在龙穴或是远古遗迹中寻获——这使得在那些同行自称为术者或斥候时,侏儒冒险者更愿意以面包师或纺织工自居。侏儒的体格和很多种族相比较弱,而他们把这件事看成生命理所应当的安排之一。多数侏儒冒险者用术士或吟游诗人的魔力来填补身体方面的弱势,也有人投向炼金术或新奇武器来证明一己之锐。

  常见男名:阿布罗施特(Abroshtor),巴斯塔格雷(Bastargre),哈伦加洛姆(Halungalom),克罗姆尼忒(Krolmnite),珀施门特(Poshment),扎祖科特(Zarzuket),加奎米耶(Zatqualmie)。

  常见女名:贝雪(Besh),菲吉特(Fijit),莉妮(Lini),玛捷特(Majet),涅姬(Neji),小圆(Pai),葵柯(Queck),特丽歌(Trig)。



种族亚种(Racial Subtypes)

  你可以将种族替换规则加以组合,构建如下侏儒亚种。

  可怖侏儒(Dread Gnomes):可怖侏儒的精类血统较为黑暗,他们比起其他侏儒更加情绪化、不宽容和残忍。尽管并非所有可怖侏儒都是邪恶的,他们确实都以看他人受苦为乐,并缺少其他表亲的那种对光芒和喜悦的追求。可怖侏儒拥有「凶恶魔法」和「用毒诀窍」种族特性。

  机巧侏儒(Gear Gnomes):有时并非一个侏儒醉心于某项工程,整个家族都会投身于这项需要世代相继才能完成的大手笔。这些工程往往和复杂机械装置(或者干脆就是幢机工建筑)有关,而降生于这个家族、并终生为之添砖加瓦的侏儒就被称为机巧侏儒。机巧侏儒拥有「院士」和「精通机械」种族特性。

  熔岩侏儒(Lava Gnomes):被岩浆之力吸引并居住在活火山下的溶洞里,熔岩侏儒即便在其他侏儒眼中也是激情澎湃和捉摸不定的。熔岩侏儒拥有「黑暗视觉」和「纵火狂」种族特性。

  行旅侏儒(Traveler Gnomes):这些侏儒在旅途中降生,他们的家庭就在船舶或篷车上。行旅侏儒拥有「魔法语言学家」种族特性,并拥有「探险家」和「天赐巧舌」特性之一。


侏儒种族特性
+2体质,+2魅力,-2力量:侏儒力量不足但是身体出人意料地强健,还拥有豁达的心态。
小型体型:侏儒是小体型生物。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。
基本速度:侏儒的基本速度为20尺。
感官:侏儒拥有昏暗视觉,在昏暗光照下能够看到的距离是人类的两倍远。
防御训练:侏儒在对抗巨人子类(giant subtype)的生物时,AC获得+4闪避加值。
侏儒魔法:侏儒所施放的所有幻术学派法术的豁免DC增加1点。拥有11或更高魅力属性的侏儒获得下列类法术能力:1次/天—舞光术(Dancing Lights),幻音术(Ghost Sound),魔法伎俩(Prestidigitation)以及动物交谈(Speak with Animals)。这些效果的施法者等级等同于侏儒的等级。豁免DC等同于10 + 法术等级 + 侏儒的魅力调整值。
仇恨:由于经过专门的针对性训练,侏儒在对抗类人生物中,爬虫子类以及地精子类的生物时,他们的攻击检定获得+1加值。
幻术抗性:侏儒在对抗任何幻术学派法术以及效果时,豁免检定获得+2种族加值。
敏锐感官:侏儒的察觉检定获得+2种族加值。
工作狂:侏儒自选的一种工艺或专业技能获得+2种族加值。
武器熟悉:侏儒将任何冠以“侏儒”之名的武器视为军用武器。
起始语言:通用语,侏儒语以及木族语。拥有足够智力的侏儒可以选择下列语言作为额外语言:龙语,矮人语,精灵语,巨人语,哥布林语以及兽人语。

种族替换规则
侏儒是有着强烈个体差异和独立性的种族。因此他们的能力,观点以及个人风格有许多种变化。以下规则只是侏儒的部分个性表现的特征,这通常与他们的传统或训练没什么关系。

种族特性替换
下列种族特性能够取代标准的侏儒种族特性。在选择这些新选项之前请先咨询您的DM。
劇透 -   :
院士(Academician):有些侏儒比他们的同族更偏向于研究学术问题。拥有该种族特性的侏儒在单一一项知识技能上获得+2加值。该特性取代工作狂。

地形羁绊(Bond to the Land):作为妖精血脉的延续,一部分侏儒与某种特殊的地形有着强烈的联系。这些侏儒从游侠的偏好地形中选择一种,当他们处于该类地形时AC获得+2闪避加值。这种选择必须在建立角色时决定,一旦决定无法更改。该特性取代防御训练以及仇恨。

黑暗视觉(Darkvision):有的侏儒在地底深处生活时间之久,以至于他们已经完全放弃依靠光亮,并且获得了60尺黑暗视觉。该特性取代感官中的昏暗视觉以及敏锐感官。

永恒希望(Eternal Hope):侏儒很难失去希望并且永保自信,他们相信即使处于绝境之中也能化险为夷。拥有该种族特性的侏儒在对抗恐惧以及绝望效果(fear and despair effects)时,豁免检定获得+2种族加值。每天1次,如果在一次d20检定中掷出1的话,侏儒能够重骰并且使用第二个结果。该特性取代防御训练以及仇恨。

探险家(Explorer):许多侏儒都沉迷于探索这大千世界,而非精通某种技艺或专业。这些侏儒的攀爬检定和一种自选的知识技能检定获得+2种族加值。该特性取代仇恨以及工作狂。

凶恶魔法(Fell Magic):侏儒所施放的所有死灵学派法术的豁免DC增加1点。拥有11或更高感知属性的侏儒获得下列类法术能力:1次/天—放血术(Bleed),寒冷之触(Chill Touch),侦测毒素(Detect Poison),疲乏之触(Touch of Fatigue)。这些效果的施法者等级等同于侏儒的等级。豁免DC等同于10 + 法术等级 + 侏儒的感知调整值。该特性取代侏儒魔法。

天赐巧舌(Gift of Tongues):侏儒热爱并且学习所有他们遇到的语言。拥有该种族特性的侏儒的唬骗以及交涉检定获得+1加值。并且每当他们在语言学技能上每投入1点技能时,就可以学会1种额外语言(译注:大概是1点技能学两种的意思)。该特性取代防御训练以及仇恨。

用毒诀窍(Knack with Poison):部分侏儒对毒药的功能与运用有一种本能性的理解。他们对抗毒素时的强韧豁免检定获得获得+2种族加值,并且在使用工艺(炼金)检定制作毒素时获得+2加值。如果他们在准备或应用毒素时意外中毒,在对抗毒素时的强韧豁免加值提升至+4。该特性取代幻术抗性以及工作狂。

魔法语言学家(Magical Linguist):侏儒研习任何普通或者超自然形式的语言。拥有该种族特性的侏儒所施放的任何带有依赖语言(language-dependent)描述,或者创造刻文(glyphs)、徽记(symbols)以及任何其他形式的魔法文字的法术时,该法术豁免DC增加1点。同时他们在对抗这些类型的法术时,豁免检定获得+2种族加值。拥有11或更高魅力属性的侏儒获得下列类法术能力:1次/天—秘法印记(Arcane Mark),通晓语言(Comprehend Languages),传讯术(Message)以及阅读魔法(Read Magic)。这些效果的施法者等级等同于侏儒的等级。该特性取代侏儒魔法以及幻术抗性。

精通机械(Master Tinker):侏儒运用各种类型的机械设备进行实验。拥有该种族特性的侏儒的解除装置以及知识(工程)检定获得+1加值。并且视他们擅长任何自己亲手制作的武器。该特性取代防御训练以及仇恨。

纵火狂(Pyromaniac):拥有该种族特性的侏儒在施放带有火描述符的法术、使用火领域的神授力量、使用元素血统(火)的血统力量、先知烈火领域的启示以及在决定炼金炸弹造成的火焰伤害时,视其等级比正常高1级(该能力不会使侏儒更早地获得基于等级的力量;它只影响在计算该能力之前能够施放的能力的效果)。有11或更高魅力属性的侏儒获得下列类法术能力:1次/天—舞光术(Dancing Lights),闪光术(Flare),魔法伎俩(Prestidigitation)以及燃火术(Produce Flame)。些效果的施法者等级等同于侏儒的等级;豁免DC基于魅力。该特性取代侏儒魔法以及幻术抗性。

自然守卫(Warden of Nature):侏儒必须时常保护他们的家园免受横行的异怪与虫群的侵害。由于他们的特殊训练,拥有该种族特性的侏儒在对抗异怪(aberrations),泥怪(oozes)以及虫类(vermin)时,AC获得+2闪避加值,攻击检定获得+1加值。该特性取代防御训练以及仇恨。

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侏儒,除非另有说明,每当你获得天赋职业的等级时均会获得该奖励。
劇透 -   :
炼金术士:每天能够制作炼金炸弹的次数增加1/2次。
野蛮人:野蛮人从陷阱感知获得的加值提升+1/2点。
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:骑士坐骑的基本速度提高1尺,坐骑在获得该奖励5次之前(或者以5为单位的倍数)不在战斗中生效。如果骑士更换他的坐骑,新坐骑也获得这些奖励。
牧师:当牧师在治疗动物类,精类或植物类生物时,引导能量获得+1/2加值
德鲁伊:德鲁伊获得1点能量抗力对抗强酸,寒冷,闪电或者火焰。每次德鲁伊选择该奖励时,只能在这些能量类型中选择一种抗力增加1点(每种类型最高10点)。
战士:在对抗阴招或者偷窃战技时,战士的CMD增加1点。
铳士:当你使用枪匠(Gunsmithing)专长修复破损火器时,修复所需的时间降低5分钟(最高降低50分钟)。
审判者:审判者施放审判者法术时,专注检定获得+1加值。
魔战士:将下列武器特殊能力加入到魔战士使用奥能力池赋予武器特殊能力的列表中:护体(defending),幽冥(ghost touch),慈悯(merciful),狂斩(mighty cleaving),反噬(vicious)以上出自核心;助盟(allying),能渠(conductive),酸蚀(corrosive),酸爆(corrosive burst),猛攻(menacing)以上出自APG。 一旦通过该奖励获得一种能力,将无法进行变更。
武僧:武僧从丹田气池消耗1点气提供给特技动作检定的加值提升1点。武僧必须达到5级才能选择该奖励。
先知:当决定先知诅咒能力的效果时,视为先知等级增加1/2级。
圣武士:圣武士的圣疗能力的效果增加1/2点(无论是用其治疗或是制造伤害均获得该加值)。
游侠:游侠的动物伙伴获得DR 1/魔法。每当游侠选择该奖励时,DR/魔法提高1/2(最高为DR 10/魔法)。如果游侠更换他的动物伙伴,新的动物伙伴也获得这些DR。
盗贼:盗贼使用解除装置以及使用魔法装置技能进行与刻文(glyphs)、徽记(symbols)、卷轴(scrolls)以及任何其他形式的魔法文字相关的检定时,获得+1/2加值。
术士:选择一种1级获得并且每日使用次数为3+术士魅力调整的血统力量。这个血统力量的每日使用次数+1/2次。
召唤师:精神向导的生命值获得+1加值。
女巫:女巫获得1/6个巫术。
法师:选择一种1级获得并且每日使用次数为3+法师智力调整的学派之力。这个学派之力的每日使用次数+1/2次。

种族变体职业
以下种族变体职业适用于侏儒。

实验派枪匠(铳士变体)
实验派枪匠着迷于制造一件登峰造极的火器,并且甘愿承担她设计中的风险和隐患。实验派枪匠拥有以下职业能力。
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实验用火器(Experimental Firearm,特异能力):1级时,一名实验派枪匠在开始游戏时拥有一件实验用火器。这如同铳士的枪匠能力般运作,但是实验用火器在开始时具有一项技术创新(见下文)。此外,实验派枪匠仅在考虑其初始火器(或为在初始火器遗失的情况下进行的替换制造)时被视为拥有枪械制造专长。这一能力在其他方面如同标准铳士的枪匠和枪械制造能力般运作,并取代这些能力。

技术创新(Innovations,特异能力):实验派枪匠在游戏开始时拥有一项可以添加在其实验用火器上的技术创新,由下表中选择。这一技术创新是对一件普通火器设计的颠覆性改变,同时具有额外的优势和值得注意的缺陷。实验派枪匠只能拥有一把具有一项或多项技术创新的实验性火器,且其要求持续的调校,枪匠许多的时间都花费用于维护该武器。若实验派枪匠获得了枪匠专长,她可以制造具有一项她已知科技创新的其他火器(或在一把已经存在的火器上添加技术创新),虽然这样的武器在之后会越变越不可靠。这类火器的不发火值在制造后的每周都会增加1点,尽管实验派枪匠可以通过花费一天时间和50gp的原材料来维护武器以将其不发火值复原。在考虑制造该类武器时,每件技术创新都被视为是精制品武器性质(价值300gp)。
  在5级和之后的每4级(9级,13级和17级),实验派枪匠都会从下表中习得一项新的技术创新。它们代表了对一件她所拥有的火器的持续增长的工艺技巧,且当实验派枪匠获得一项技术创新时,她可以立刻将其添加在她的实验用火器上。一旦选择一项技术创新,即无法改变。这一能力取代枪械训练。
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扩充弹仓(Expanded Capacity):实验派枪匠将她的火器弹仓容量扩大一(一般来说是增加一个额外的枪管,取决于武器设计)。她同时还会增加火器的重量50%。因为扩大弹仓容量的复杂性,她的火器更容易不发火,不发火值上升1(对于由枪匠专长制造的武器,这一不发火值是其他不发火值上升之外的)。

扩充枪膛(Expanded Chamber):实验派枪匠的火器拥有一个比正常情况下大得多的盛放黑火药的枪膛,允许她在每次设计时使用2份黑火药。武器在伤害掷骰上获得+1环境加值。然而,当火器不发火时,会产生一瞬间的燃烧。这如同武器爆炸(对实验派枪匠所在方格周围一圈造成伤害),除了该武器不会自动毁坏。如果一件损坏的武器不发火,它会正常毁坏。

爪钩发射器(Grapple Launcher):实验派枪匠的火器包括了一件特殊的拉轨装置,让她可以以一个整轮动作将一件爪钩拉入枪膛并将其发射。爪钩会抓住任何枪匠通过成功的攻击掷骰命中的东西,移除爪钩的力量检定DC等同于她将其固定时的攻击检定。一个成功的解除装置检定可以移除它(在检定上具有+5加值),一名被爪钩击中的生物可以通过战技检定或脱逃检定脱离它(在检定上具有+5加值)。火器足够发射带有100尺长绳子的爪钩,但是会让实验派枪匠的火器失去平衡,射程增量降低50%。

无后座力(Recoilless):实验派枪匠的火器包含了一系列设计用来减少后座力从而增加精度的齿轮、弹簧和活塞。武器的射程增量增加10尺。然而,该系统脆弱且易被毁坏。一旦武器不发火,该系统就会损坏,直到实验派枪匠花费1小时修好它前都不会产生作用。

药管发射器(Vial Launcher):实验派枪匠在她的火器中添加一件独特的药管,可以储存一份化学材料,比如炽火胶,绊足包,或爆雷石。一个特殊的装置让她能够将黑火药产生的力进入药管,并以一次远程攻击发射该药管,射程增量为火器射程增量的一半,且可以使用她使用火器的攻击加值。若该化学物质有豁免DC,它在被实验派枪匠从火器中发射时变为10+1/2实验派枪匠等级+她的感知调整值。这一增加仅对第一次豁免有效。如果需要进行额外的豁免,它们如常计算。装填药管是一个耗费时间的过程,需要两个整轮动作。如果武器在装填有化学物质时不发火,它将实验派枪匠(和其火器)作为目标。

捣蛋鬼(吟游诗人变体)
捣蛋鬼把幽默视作艺术的最高形式,并且把恶作剧视作幽默的最高形式。除了用轻松愉快的小闹剧来给他的朋友们打起精神,捣蛋鬼还可以使用他的机智风趣和近乎残忍的幽默感激怒敌人,最后再用一串连珠妙语逗得他们失去战斗力。
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吟游表演(Bardic Performance):捣蛋鬼的吟游表演如同普通的吟游表演般作用,除了某些表演被替换为下述能力:
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嘲弄(Mock,超自然能力):1级时,捣蛋鬼可以使用他的表演让一个或更多的敌人对他感到愤怒。被嘲弄的每个生物必须彼此相距不超过90尺,且可以看见,听见并理解捣蛋鬼,并且能够将注意力放在捣蛋鬼身上。捣蛋鬼也必须能看到受影响的生物。在1级之后的每4级,捣蛋鬼都可以用此能力影响一个额外的目标。每个范围内的生物都必须进行一个意志豁免(DC为10+1/2捣蛋鬼等级+魅力调整值)以忽略该效果。若一个生物成功豁免,捣蛋鬼在24小时内将不能对该生物进行成功的嘲弄。若豁免失败,该生物将因表演感到恼怒,并且想方设法伤害捣蛋鬼。只要捣蛋鬼维持嘲弄,目标便会在所有的攻击掷骰和技能检定上承受-2罚值,直到它以一次进站或远程攻击成功命中捣蛋鬼,或用法术对捣蛋鬼造成伤害。
  嘲弄是一个影响心灵的惑控系(胁迫)能力。嘲弄需依靠听觉和视觉成分才能发挥作用。这一能力取代迷魂。

妙语连珠(Punchline,类法术能力):6级时,捣蛋鬼可以运用他的表演能力来讲述一串妙语,娱乐一名已被他嘲弄的生物(见上文),如同使他受到狂笑术的效果(如同法术)。使用这一能力不会打断嘲弄的效果,但是需要花费一个标准动作启动(这是在维持嘲弄效果的自由动作之外的动作)。一名捣蛋鬼可以在一次单独的表演中对单独生物使用不止一次该能力。
讲述一串妙语并不会花费捣蛋鬼的每日吟游表演次数。一个成功的意志豁免(DC为10+1/2诗人等级+诗人魅力调整值)可以抵消妙语连珠的效果。这一能力仅能对一名单独生物生效。妙语连珠是一个基于听觉成分和语言的、影响心灵的惑控系(胁迫)能力。这一能力取代暗示。

群体妙语连珠(Mass Punchline,类法术能力):这一能力如同妙语般作用,但是允许18级或更高等级的捣蛋鬼同时对任意数量的他所嘲弄的生物使用狂笑术。这一能力取代群体暗示。

偷梁换柱(Swap,特异能力):捣蛋鬼可以从一名生物那里偷窃一件物品,并用手中的一件大小相仿或更小的物品来替换之。这一能力如同偷窃战技(进阶玩家指南322页)般运作,但是捣蛋鬼并不会引起借机攻击,并且可以用手上功夫检定代替战技检定。弱捣蛋鬼的检定高出目标的CMD至少10点,目标会对换物毫不知情,直到他尝试使用被置换的物品,或是它的回合结束(以先发生者为准)。这一能力取代博学。

破坏狂(炼金术士变体)
破坏狂是精通于于破坏敌人的计划、设备和盟军。破坏狂的炼金研究专注于掩蔽自己、散布混乱和把大型建筑炸上天的新方法。
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本职技能(Class Skills):破坏狂将知识(工程学)加入他的本职技能列表,将知识(自然)从他的本职技能列表中移除。

变色龙药剂(Chameleon Mutagen,超自然能力):1级时,破坏狂发现了如何制造一种独特的药剂,让他可以喝下,以力量为代价增强他的潜行能力和机动性。饮用后,该药剂使破坏狂的皮肤变换显色以与背景吻合,同时让他的手上和脚上分泌出一种黏黏的物质。这给他的隐秘检定提供了相当于炼金术士等级一半的环境加值(最小+1),同时使他获得等同于基本速度一半的攀爬速度,持续时间为每破坏狂等级10分钟。此外,当变色龙药剂生效时,破坏狂在力量上承受-2罚值。
  这一能力取代突变药剂。喝下普通炼金术士突变药剂的破坏狂被视作非炼金术士。一切对突变药剂的限制都作用于变色龙药剂,如同它们效果相同。灌输药剂(infuse mutagen)科研发现和持久药剂职业能力对变色龙药剂生效。

破坏狂科研发现(Saboteur Discoveries):以下新的科研发现选项可以被破坏狂选取。
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钻孔炸弹(Bore Bomb*):当破坏狂制造一枚炼金炸弹时,他可以选择将其制成一枚钻孔炸弹。若钻孔炸弹击中一面墙壁,大门,攻城器械或类似的大型、坚固的无生命建筑物,它可以忽略目标一半的硬度,并造成每破坏狂等级1点伤害。若钻孔炸弹将一件无生命目标的生命值降低至一半或更低,它可以在目标上炸出一个五尺宽五尺深的大洞。

复合炸弹(Complex Bomb):当破坏狂制造一枚炼金炸弹时,他可以选择让两项不同的修正炸弹伤害的科研发现(标注星号的科研发现)作用于它。每个科研发现都作用于炸弹伤害的半数伤害骰,向下取证。举例来说,一枚由9级破坏狂制造的震荡/冰霜炸弹造成2d4音波伤害+2d6寒冷伤害。制造一枚复合炸弹花费2次炼金炸弹能力的每日次数。

高级变色龙药剂(Grand Chameleon Mutagen):破坏狂的变色龙药剂现在在隐秘检定上赋予他相当于炼金术士等级的环境加值,同时也提供了相当于其基本速度的攀爬速度。破坏狂必须拥有高等变色龙药剂科研发现且达到至少16级才能选择该科研发现。

高等变色龙药剂(Greater Chameleon Mutagen):破坏狂的变色龙药剂现在让他能够在视线中躲藏,如同游侠同名能力,但是在任何地形中都生效。破坏狂需要达到至少12级才能选择该科研发现。

贤者之证(Grand Discoveries):破坏狂可以选择以下贤者之证。
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极致变色龙药剂(True Chameleon Mutagen):破坏狂的变色龙药剂现在使他如同处在高等隐形术和蛛行术的效果下,使用其炼金术士等级作为施法者等级决定药剂持续时间。破坏狂必须拥有高等变色龙药剂科研发现才能选择该科研发现。

科研发现(Discoveries):以下科研发现可以完善破坏狂变体的能力:酸性炸弹(acid bomb),震荡波炸弹(concussive bomb),定时炸弹(delayed bomb),强效炸弹(explosive bomb),急速炸弹(fast bombs),地狱火炸弹(inferno bomb),癫狂炸弹(madness bomb),精确炸弹(precise bombs),(smoke bomb),恶臭炸弹(stink bomb)以上出自APG;爆裂飞弹(explosive missile),焚化炸弹(immolation bomb),攻城炸弹(siege bomb)以上出自UC;致盲炸弹(blinding bomb),异变药剂(cognatogen),困惑炸弹(confusion bomb),(tanglefoot bomb)以上出自UM。

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

侏儒装备
侏儒可以使用以下装备。
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侏儒装备
名称价格    重量  制造DC
业余冒险者服装*  20gp 8磅  —
猎犬之血110gp  20
月光杖10gp 1磅  25
兴趣日志25gp 1磅  —
歪鼻子熏香80gp  20
治安官警哨1gp  —
*适合小型角色使用的这类物品重量是标准的四分之一,小型角色使用的容器容积也是标准的四分之一。

业余冒险者服装(Dilettante’s Outfit):这些衣服深受侏儒发明家以及旅行者的喜爱,它由耐用的靴子、一条结实的亚麻裤或裙子、一件衬衣、皮革手套、帽子、披风加上数条的腰带、肩带以及附属品组成(比如围巾,马甲,麻绳或细线,以及子弹带)。这些道具都是不成套的,每件均取自其他套装的‘上极品’,同时这些衣服都充满了各种口袋和暗兜。它的穿戴者在使用巧手检定往身上隐藏小物件时获得+2环境加值。

猎犬之血(Hound’s Blood):如果你将名为猎犬之血的红色粘稠膏状物涂抹在鼻孔或上唇上,嗅觉将会被大大提高。对大多数生物来说,这会使其察觉检定获得+2炼金加值,持续1小时。而对侏儒来说,它会极大地增强嗅觉,使其获得持续5分钟的灵敏嗅觉(Scent),并且在该效果结束后的1小时内,察觉检定获得+2炼金加值。

月光杖(Moonrod):当你以一个标准动作敲击这根1尺长的镶银锡杖后,它会发出暗淡的光芒。它会辐射出30尺半径的昏暗光线。然而月光杖所发射出的光线易于被拥有昏暗视觉的生物感知。对这些生物来说,月光杖将半径60尺范围内的光照水平提升了1级(最高为正常光亮)。它能够发光6小时,在这之后,杖上的镀银会燃尽,变得毫无价值。

兴趣日志(Obsession Log):侏儒使用这些小本子记录资料以及她们的兴趣所在。当侏儒翻阅她的日志之后(花费1分钟),她接下来亲自进行的工艺或专业检定就会获得+2环境加值,不过这需要该技能与她的工作狂种族特性所选择的技能相一致。

歪鼻子熏香(Scentbane Incense):焚烧歪鼻子熏香会产生一种粘性烟雾,并且会遮挡掉大多数气味。只要烟雾存在,拥有若想使用灵敏嗅觉定位烟雾中的生物,必须用察觉检定对抗烟雾中生物的潜行检定。如果生物在歪鼻子熏香产生的烟雾中待了5轮或更长时间,烟雾的味道会附着在他身上,使他在离开烟雾范围之后的1轮内依旧撒发着味道,使他难以被灵敏嗅觉发现。

治安官警哨(Sheriff ’s Whistle):侏儒治安官与游侠最常使用这种哨子,治安官警哨能够发出尖锐的声响,一般情况下能够轻易传到1000尺远的距离。然而哨声的频率是如此之高,只有獾(badgers),犬(dogs)以及侏儒能够听到。

侏儒专长
侏儒可以使用以下专长。
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随手幻术师(Casual Illusionist)
你能够使用内在的魔力创造出简单的幻术,辅助你进行诈欺或诡计。
先决条件:侏儒,侏儒魔法种族特性
好处:只要你至少还有一个从侏儒魔法种族特性中获得的类法术能力没有使用,那么你的唬骗、交涉以及巧手检定获得+2种族加值。10级起,这些加值提升至+4。
特殊:在判断的先决条件时,该专长视同诈欺师专长(Deceitful)。

扩展抗性(Expanded Resistance)
你将自身对魔法的天然抗性扩展至其他不同种类的法术上。
先决条件:侏儒,幻术抗性种族特性
好处:选择除幻术学派之外的任意一种学派。你在豁免该类学派的法术或效果时获得+2种族加值。
特殊:你能够多次选择该专长。其效果不叠加,每次可以选择不同的法术学派。

侏儒武器专攻(战斗专长)(Gnome Weapon Focus (Combat))
你对传统侏儒武器进行的延伸训练给予你优势。
先决条件:基本攻击加值+1,侏儒,擅长所有军用武器
好处:在使用侏儒武器(任何冠以“侏儒”之名的武器)时,你的攻击检定获得+1加值。

强烈仇恨(战斗专长)(Great Hatred (Combat))
你的怒火剧烈燃烧着。
先决条件:侏儒,仇恨种族特性
好处:在对抗你的仇恨种族特性中的种族时,你的近战与投掷攻击检定获得额外+1加值。

剧烈仇恨(战斗专长)(Vast Hatred (Combat))
你的怒火已经超越了正常的界限。
先决条件:侏儒,仇恨种族特性
好处:从游侠的宿敌职业能力列表中选择两种生物类型(或者适当的子类)。你的仇恨种族特性获得的加值同样适用于你所选类型(或子类)的生物。
特殊:你能够多次选择该专长。其效果不叠加。每次你选择该专长,可以使仇恨种族特性适用于额外两种类型的生物。

侏儒奇物
侏儒所制作的魔法物品多是在他们的工作中有用的工具,或者能够强化自身内在魔法的道具。
劇透 -   :
神奇造物工具(AMAZING TOOLS OF MANUFACTURE)
灵光:微弱变化系;施法者等级:3级
位置:无;价格:12000gp;重量:1磅
    这类工具总是显现出最高的品质,同时选用最好的材料制作,最常使用的是秘银,黒木以及精金。在一名外行人手中时,这些物品只是似乎带有魔法增强的精制品工具,用于某种特定的工艺技能(随机确定),这会使持有者在该项技能检定上获得+4环境加值。
    然而在真正的工匠(在某种特定工艺技能上有6或更高等级)手中,神奇造物工具的强大力量会变得十分明显。该工具让使用者能更快、更可靠地通过工艺技能制造物品。持用者可以消耗等同于需要制作的物品的一半价格的原材料,然后在短短1小时内做出最终成本少于等于2000gp的成品道具。对于最终成本大于2000gp的物品来说,持用者能够在单一一个小时内执行相当于2000gp价值的工作,但是每天只能这么做1次。持用者只需要在能够成功完成道具的最后一天进行单一一次工艺技能检定,这些工具为该次检定提供+4环境加值。
制造条件:制造奇物,造物专家专长(Master Craftsman)
制造成本:6000gp

逃生靴(BOOTS OF ESCAPE)
灵光:微弱咒法系;施法者等级:5级
位置:脚部;价格:8000gp;重量:1磅
    这双坚固的皮底布靴在脚踝以及小腿处有皮带以确保穿戴者舒适。每天1次,当靴子的穿戴者被擒抱(grappled),被压制(pinned)或者被纠缠(entangled)时,他能够将自己传送至30尺内的任意地点。这如同穿戴者使用任意门(Dimension Door)法术一般运作。如果是侏儒穿着这双鞋能够将自身传送的距离提高至400尺。
制造条件:制造奇物,制造者必须为侏儒或者专攻咒法系的法师,任意门
制造成本:4000gp

幻影宝石(PHANTASMAL GEM)
灵光:微弱幻术系;施法者等级:3级
位置:无;价格:4000gp;重量:1磅
    这个被切割成小块的水晶中似乎充满了模糊、朦胧并且不断变换的图像。如果施法者在握住幻影宝石时施放持续时间为专注(或者专注 + 数轮)的幻术学派法术时,幻象会在施法者停止专注后持续至多10轮。施法者能够使用一个迅捷动作提前结束幻象。幻影宝石每天能够使用多次,但是每天延长幻术学派法术的总轮数不能超过10轮。侏儒能通过花费侏儒魔法种族特性中类法术能力的使用次数给幻影宝石填充能量。每个标准动作的类法术能力能够给幻影宝石填充1轮持续时间(最高为10轮)。
制造条件:制造奇物,制造者必须为侏儒或者专攻幻术系的法师
制造成本:2000gp

奇工戒指(RING OF CRAFT MAGIC)
灵光:微弱变化系;施法者等级:3级
位置:戒指;价格:12000gp;重量:1磅
    奇工戒指上总是设计有一些工具类的标志。戒指的佩戴者视法术如工艺品,反之亦然。戒指的佩戴者在确定一件物品能否使用工艺技能制造时,能够使用工艺检定替代法术辨识检定。佩戴者同样能够通过花费一个法术位或者准备好的法术,在一次工艺或专业检定(无论该次检定耗时多久)中获得等同于所消耗法术等级的增强加值。
制造条件:制造戒指,制造者必须拥有工作狂(obsession)种族特性
制造成本:6000gp

侏儒法术
侏儒可以使用以下法术。
劇透 -   :
矮处求生(DEATH FROM BELOW)
学派:防护系
等级:吟游诗人 3,术士/法师 2
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的生物
持续时间:1轮/等级
豁免:强韧,通过则无效(无害)
法术抗力:可(无害)
  你能够使目标在对抗较大生物时的AC获得闪避加值。攻击者比受术者体型每大1级,获得的加值就能够提升1点,最高获得+1/3个施法者等级。如果受术者为侏儒,那么最高获得的加值等同于+1/2个施法者等级。

附体虫影(JITTERBUGS)
学派:幻术系(虚假幻觉)[影响心灵]
等级:吟游诗人 1,术士/法师 2
施法时间:标准动作
成分:语言,姿势
范围:近距
目标:一个生物
持续时间:1轮/等级
豁免:意志,通过则无效
法术抗力:可
  你使得目标感觉自身身体上覆盖着正在爬行、蠕动、刺咬的虫群。这使得目标变得神经紧张、坐立不安,并且迫使其不断地抖动。目标在所有敏捷检定以及基于敏捷的技能检定上受到-4减值,并且无法进行延迟动作,准备动作或全防御动作。

强效虚假物品(MAJOR PHANTOM OBJECT)
学派:幻术系(幽影幻觉)[阴影]
等级:术士/法师 5
施法时间:10分钟
范围:近距
效果:虚假的、未被持用、非魔法的物品,至多1立方尺/等级
持续时间:10分钟/等级(可解消)
豁免:意志,通过则无效
法术抗力:可
  除了如上文所述,制造出的物品为半真实的虚假幻觉以外,该法术如同强效造物术(Major Creation)一般作用。任何与物品进行互动的生物需要进行一次意志豁免,成功的豁免会造成虚假物品的消失。侏儒施放该法术时可以进行一次法术辨识检定以取代任何需要作出复杂物品所需的工艺检定。

弱效托梦术(MINOR DREAM)
学派:幻术系(虚假幻觉)[影响心灵]
等级:炼金术士 2,吟游诗人 3,术士/法师 3,女巫 2
施法时间:1分钟
成分:语言,姿势
范围:无限
目标:自己或者接触到的一名侏儒
持续时间:见下文
豁免:无
法术抗力:可
  除了后述内容以外,该法术如同托梦术(Dream)一般作用。信息传递者必须是你自身或者一名接触到的侏儒。信息长度不能超过20个词。如果在施法时接受信息的人没有在睡觉的话,该法术自动失败。

弱效虚假物品(MINOR PHANTOM OBJECT)
学派:幻术系(幽影幻觉)[阴影]
等级:术士/法师 4
施法时间:1分钟
成分:语言,姿势
范围:0尺
效果:以已无生命的植物为组成成分,虚假的、未被持用、非魔法的物品,至多1立方尺/等级
持续时间:10分钟/等级(可解消)
豁免:意志,通过则无效
法术抗力:可
  该法术如同弱效造物术(Minor Creation)一般作用,不过创造出的物品为半真实的虚假幻觉。任何与物品进行互动的生物需要进行一次意志豁免,成功的豁免会造成虚假物品的消失。侏儒施放该法术时可以进行一次法术辨识检定以取代任何需要作出复杂物品所需的工艺检定。

自法充盈(RECHARGE INNATE MAGIC)
学派:变化系
等级:炼金术士 1,吟游诗人 1,牧师 1,德鲁伊 1,审判者 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:个人
目标:自己
持续时间:立即
   你将魔法能量引导至自身体内,填充你内在的魔法能力。所有你能够使用并且通过种族特性获得的0级以及1级类法术能力全部重新获得1次使用机会。

原文
劇透 -   :
Gnomes
Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.

Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

ALTERNATE RACIAL RULES
Gnomes are a wildly varied and independent race. As a result, there are many variations in their abilities, outlooks, and styles. The following rules are just some of the different traits that manifest in gnomes, frequently without regard for heritage or training.

Alternate Racial Traits
The following racial traits may be selected instead of standard gnome racial traits. Consult your GM before selecting any of these new options.

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.

Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Knack with Poison: Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s f lame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce f lame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.

Favored Class Options
The following options are available to all gnomes who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Barbarian: Add a +1/2 bonus to the barbarian’s trap sense.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Cavalier: Add +1 to the cavalier’s mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
Cleric: Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types.
Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Fighter: Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt.
Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
Magus: Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious (Core Rulebook); allying, conductive, corrosive, corrosive burst, menacing (Advanced Player’s Guide). Once an ability has been selected with this reward, it cannot be changed.
Monk: Add +1 to the monk’s Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger: Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/ magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner: Add +1 hit point to the summoner’s eidolon.
Witch: The witch gains 1/6 of a new witch hex.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

RACIAL ARCHETYPES
The following racial archetypes are available to gnomes.

Experimental Gunsmith (Gunslinger)
The experimental gunsmith is obsessed with creating the ultimate firearm, and is willing to take risks to work the kinks out of her design. An experimental gunsmith has the following class features.

Experimental Firearm (Ex): At 1st level, an experimental gunsmith begins play with an experimental firearm. This acts as the gunslinger’s gunsmith ability, but the firearm the experimental gunsmith begins with has one innovation (see below). Further, the experimental gunsmith is treated as having the Gunsmithing feat, but only in regard to his beginning firearm (or the construction of a replacement firearm of the same design, if the original is lost). This ability otherwise works like the standard gunslinger’s gunsmith and Gunsmithing abilities and replaces those abilities.

Innovations (Ex): An experimental gunsmith starts play with one innovation she can make to her experimental firearms, selected from the list below. This innovation is a radical change to the typical design of a firearm, and comes with both additional benefits and noteworthy drawbacks. The experimental gunsmith can maintain only one experimental firearm modified with one or more innovations, as it requires constant adjustments and much of her time is spent maintaining the weapon. If the experimental gunsmith takes the Gunsmithing feat, she can create other firearms using a single innovation she knows (or add one innovation to an existing firearm), though such weapons become unreliable over time. The misfire value of such weapons increases by 1 for each week after its creation, although the experimental gunsmith can return the misfire rate to normal by spending 1 day maintaining the weapon and spending 50 gp in raw materials. For the purposes of crafting such firearms, each innovation is treated as the masterwork weapon quality (with a value of 300 gp).
  At 5th level, and every four levels after that (9th, 13th, and 17th level), the experimental gunsmith learns one additional innovation from the list below. These represent constant and increasingly skilled tinkering with a single firearm in her possession, and when the experimental gunsmith gains an innovation, she may immediately apply it to her experimental firearm. Once an innovation has been selected, it cannot be changed. This ability replaces gun training.
  Expanded Capacity: The experimental gunsmith increases her firearm’s capacity by one (generally by adding another barrel, depending on the weapon’s design). She also increases its weight by 50%. Because of the complexity of increasing its capacity, her weapon is more prone to misfire, and its misfire value increases by 1 (this is in addition to any misfire increase if the weapon is made with the Gunsmithing feat).
  Expanded Chamber: The experimental gunsmith’s firearm has a much larger than normal chamber for black powder, allowing her to use 2 doses of powder with each shot. The weapon grants a +1 circumstance bonus on damage rolls. However, when the weapon misfires, it causes a f lashburn. This is the same as the weapon exploding (dealing damage from a corner of the experimental gunsmith’s square), except the weapon is not automatically destroyed. If a broken weapon misfires, it is destroyed as normal.
  Grapple Launcher: The experimental gunsmith’s firearm includes a special set of rails that allows her to slide a grappling hook over the barrel and fire it as a full-round action. The grappling hook anchors into anything she successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to her attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the experimental gunsmith’s firearm, reducing its range increment by 50%.
  Recoilless: The experimental gunsmith’s firearm includes a series of gears, springs, and pistons designed to reduce its recoil and thus improve accuracy. The range increment of the weapon increases by 10 feet. However, the system is fragile, and easily damaged. Anytime the weapon misfires, this system becomes broken and does not function until the experimental gunsmith spends 1 hour repairing it.
  Vial Launcher: The experimental gunsmith adds a special tube onto her firearm that can hold 1 vial of alchemical material, such as alchemist’s fire, a tanglefoot bag, or a thunderstone. A special trigger allows her to channel the force of black powder into this tube to launch the vial as a ranged attack with half the range increment of her firearm. The experimental gunsmith can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 her experimental gunsmith level + her Wisdom modifier when she launches the vial from her firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two fullround actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the experimental gunsmith (and the firearm) as the target.

Prankster (Bard)
The prankster sees humor as the highest form or art, and pranks as the highest form of humor. In addition to setting friends up for light-hearted pranks, the prankster can use his quick wit and cruel sense of humor to enrage foes before incapacitating them with a clever turn of phrase.

Bardic Performance: A prankster’s bardic performance functions like a bard’s, but some of its performances are exchanged for those listed below.

Mock (Su): At 1st level, the prankster can use his performance to cause one or more creatures to become furious with him. Each creature to be mocked must be within 90 feet, able to see, hear, and understand the prankster, and capable of paying attention to him. The prankster must also be able to see the creatures affected. For every three levels the prankster has attained beyond 1st, he can target one additional creature with this ability.
  Each creature within range receives a Will save (DC 10 + 1/2 the prankster’s level + the prankster’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and seeks to harm the prankster. While the prankster maintains the mocking, the target takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
  Mock is an enchantment (compulsion) mind-affecting ability. Mock relies on audible and visual components in order to function. This ability replaces fascinate.

Punchline (Sp): At 6th level, the prankster can use his performance to tell a punchline to amuse a creature he has already mocked (see above), goading it into hideous laughter (as the spell). Using this ability does not disrupt the mock effect, but it does require a standard action to activate (in addition to the free action to continue the mock effect). A prankster can use this ability more than once against an individual creature during an individual performance.
  Telling a punchline does not count against a prankster’s daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard’s level + the bard’s Charisma modif ier) negates the effect. This ability affects only a single creature. Punchline is an enchantment (compulsion), mind affecting, languagedependent ability and relies on audible components. This ability replaces the suggestion ability.

Mass Punchline (Sp): This ability functions just like punchline, but allows a prankster of 18th level or higher to use hideous laughter simultaneously against any number of creatures that he has mocked. This ability replaces the mass suggestion ability.

Swap (Ex): A prankster can steal an object from a creature and replace it with another object of the same size or smaller that the prankster has in his hand. This functions as the steal combat maneuver (Advanced Player’s Guide 322), but the prankster does not provoke an attack of opportunity, and may use his Sleight of Hand check in place of his combat maneuver check. If the prankster’s check exceeds the target’s CMD by 10 or more, the target is unaware the swap has been made until it tries to use the swapped object or the end of its next turn (whichever happens first). This ability replaces lore master.

Saboteur (Alchemist)
The saboteur is an alchemist who specializes in destroying the plans, materials, and allies of his enemies. A saboteur has focused his alchemical research toward new ways to conceal his presence, sow confusion, and blow up large structures.

Class Skills: A saboteur adds Knowledge (engineering) to his list of class skills and removes Knowledge (nature) from his list of class skills.

Chameleon Mutagen (Su): At 1st level, a saboteur discovers how to create a special elixir that he can imbibe in order to heighten his ability to move undetected and his mobility at the cost of his physical might. When consumed, the elixir causes the saboteur’s skin to change color to match the background and causes his hands and feet to secrete a sticky residue. This grants him a circumstance bonus on Stealth checks equal to half his alchemist level (minimum +1), as well as granting him a climb speed equal to half his base speed, for 10 minutes per saboteur level. In addition, while the chameleon extract is in effect, the saboteur takes a –2 penalty to his Strength.
  This ability replaces mutagen. A saboteur who drinks an alchemist’s mutagen is treated as a non-alchemist. All limitations to mutagens apply to chameleon mutagen as if it were the same ability. The infuse mutagen discovery and persistent mutagen class ability apply to the chameleon mutagen.

Saboteur Discoveries: The following new options may be taken as discoveries by a saboteur.
  Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target’s hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.
  Complex Bomb: When the saboteur creates a bomb, he can choose to have it modif ied by two different discoveries that modify a bomb’s damage (those discoveries marked with an asterisk). Each discovery modif ies half the bomb’s damage dice, rounding down. For example, a concussive/frost bomb from a 9th-level saboteur deals 2d4 points of sonic damage + 2d6 points of frost damage. Creating a complex bomb counts as 2 daily uses of the bomb ability.
  Grand Chameleon Mutagen: The saboteur’s chameleon mutagen now grants him a circumstance bonus on Stealth checks equal to his alchemist level, as well as granting him a climb speed equal to his normal movement speed. The saboteur must possess the greater chameleon mutagen discovery and be at least 16th level to select this discovery.
  Greater Chameleon Mutagen: The saboteur’s chameleon mutagen now also grants the saboteur the hide in plain sight ability, as the ranger ability of the same name, but it functions in any terrain. The saboteur must be at least 12th level to select this discovery.

Grand Discoveries: A saboteur may select the following grand discovery.
  True Chameleon Mutagen: The saboteur’s chameleon mutagen now acts as if he was under the effects of the improved invisibility and spider climb spells, using his alchemist level as the caster level, for the duration of the mutagen. The saboteur must possess the grand chameleon mutagen discovery to select this grand discovery.

Discoveries: The following discoveries complement the saboteur archetype: acid bomb, concussive bomb, delayed bomb, explosive bomb, fast bombs, inferno bomb, madness bomb, precise bombs, smoke bomb, stink bomb (Advanced Player’s Guide); explosive missile, immolation bomb, siege bomb (Ultimate Combat); blinding bomb, cognatogen, confusion bomb, tanglefoot bomb (Ultimate Magic).

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

Gnome Equipment
Gnomes have access tot he following equipment.

Dilettante’s Outfit: These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as “superior” from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body.

Hound’s Blood: If you apply the thick, red paste known as hound’s blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 circumstance bonus on Perception checks for 1 hour. For gnomes, it brief ly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 circumstance bonus on Perception checks for an additional 1 hour.

Moonrod: This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (to a maximum of normal) for a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and  worthless.

Obsession Log: Gnomes use these small books to record information about their obsessions. When a gnome consults her obsession log (taking 1 minute), she gains a +2 circumstance bonus on the next Craft or Profession check she makes, as long as that skill was the one chosen for her obsessive racial trait.

Scentbane Incense: Scentbane incense is a form of smokestick that also blocks most scents. As long as the smoke lasts, creatures with the scent special ability must make Perception checks, opposed by the Stealth checks of any creatures within the smoke, to use scent to locate creatures within the smoke. If a creature remains in scentbane incense for 5 rounds or more, the smoke clings to it for 1 round after it leaves, making it similarly difficult to find by scent during that time.

Sheriff ’s Whistle: Used most often by gnome sheriffs and rangers, a sheriff ’s whistle gives off a piercing shriek that can easily be heard up to 1,000 feet away under ordinary circumstances. However, the frequency of the shriek is such that it can only be heard by badgers, dogs, and gnomes.

Gnome Equipment
Item                    Cost   Weight   Craft DC
Dilettante’s outfit    20 gp   8 lbs.*    —
Hound’s blood (vial)  110 gp    —        20
Moonrod                 10 gp   1 lb.      25
Obsession log           25 gp   1 lb.      —
Scentbane incense       80 gp    —        20
Sheriff’s whistle       1 gp    —        —
* This items weighs 1/4 of this amount when made for Small characters.

Gnome Feats
Gnomes have access to the following feats.

Casual Illusionist
You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.
Prerequisites: Gnome, gnome magic racial trait.
Benefit: As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.
Special: This feat counts as the Deceitful feat for the purposes of all prerequisites.

Expanded Resistance
You have expanded your natural resistance to magic to encompass different kinds of magic.
Prerequisites: Gnome, illusion resistance racial trait.
Benefit: Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.
Special: You may select this feat more than once. Its effects do not stack. Each time you select it, it applies to a different school of magic.

Gnome Weapon Focus (Combat)
Your extensive training with traditional gnome weapons gives you an advantage.
Prerequisites: Base attack bonus +1, gnome, proficient with all martial weapons.
Benefit: You gain a +1 bonus on attack rolls with gnome weapons (weapons with “gnome” in the title).

Great Hatred (Combat)
Your rage burns with vast intensity.
Prerequisites: Gnome, hatred racial trait.
Benefit: You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.

Vast Hatred (Combat)
Your rage stretches beyond normal bounds.
Prerequisites: Gnome, hatred racial trait.
Benefit: Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies to creatures of the selected types (and subtypes).
Special: You may take this feat more than once. Its benefits do not stack. Each time you select this feat, you select two additional creature types to which your hatred racial trait applies.

Gnome Magic Items
Magic items crafted by gnomes are often useful tools to assist them in their labors or items that take advantage of their innate magical abilities.

AMAZING TOOLS OF MANUFACTURE
Aura faint transmutation; CL 3rd
Slot none; Price 12,000 gp; Weight 1 lb.
DESCRIPTION
  Tools of this type always appear to be of the highest quality and wrought of the finest materials, most often mithral, darkwood, and adamantine. In the hands of a casual wielder, these items simply appear to be magically enhanced masterwork tools for a specific Craft skill (determined randomly), granting a +4 circumstance bonus on such skill checks.
  However, in the hands of a craftsman with 6 or more ranks in the selected Craft skill, the greater power of the amazing tools of manufacture becomes apparent. The wielder may use the tools to create items using the Craft skill much more surely and quickly. The wielder may take raw materials with a value equal to half the price of an object to be crafted, and produce a finished object in as little as 1 hour for an item with a final cost of 2,000 gp or less. For objects with a final cost of more than 2,000 gp, the wielder can perform 2,000 gp worth of work in a single hour, but only once each day. Only a single skill check is required to successfully complete the item, made on the last day of crafting and gaining the +4 circumstance bonus granted by the tools.
CONSTRUCTION
Requirements Craft Wondrous Item, Master Craftsman; Cost 6,000 gp

BOOTS OF ESCAPE
Aura faint conjuration; CL 5th
Slot feet; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
  These sturdy, leather-soled cloth boots have straps at the ankles and calves to ensure a snug fit. Once per day, when the wearer of the boots is grappled, pinned, or entangled, he may transfer himself to any spot within 30 feet. This acts as if the wearer had used a dimension door spell. A gnome wearing these boots may instead transfer himself up to 400 feet.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a gnome or a wizard specialized in the school of conjuration; Cost 4,000 gp

PHANTASMAL GEM
Aura faint illusion; CL 3rd
Slot none; Price 4,000 gp; Weight 1 lb.
DESCRIPTION
  This small cut crystal appears to be filled with hazy, indistinct images that constantly shift and vary. If a spellcaster holding the phantasmal gem casts an illusion spell with a duration of concentration (or concentration + a number of rounds), the illusion lasts up to an additional 10 rounds after the spellcaster ceases concentrating on it. The spellcaster may end the illusion early as a swift action. The phantasmal gem can be used multiple times in a day, but cannot grant more than a total of 10 additional rounds of illusion spells per day. A gnome using a phantasmal gem can recharge it by expending uses of spell-like abilities gained through the gnome magic racial trait. Each spell-like ability expended as a standard action recharges 1 round of duration to the phantasmal gem (up to a maximum of 10 rounds).
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a gnome or a wizard specialized in the school of illusion; Cost 2,000 gp

RING OF CRAFT MAGIC
Aura faint transmutation; CL 3rd
Slot ring; Price 12,000 gp; Weight 1 lb.
DESCRIPTION
  A ring of craft magic always bears some sort of tool-like design in its craftsmanship. The wearer of the ring sees spells as similar to crafts, and vice versa. The wearer of this ring may make a Craft check in place of a Spellcraft check to identify an item that could be created with the Craft skill. The wearer may also expend a spell slot or prepared spell to gain an enhancement bonus equal to the level of the expended spell on a single Craft or Profession check (regardless of the amount of time needed to make the check).
CONSTRUCTION
Requirements Forge Ring, creator must have the obsession racial trait; Cost 6,000 gp

Gnome Spells
Gnomes have access to the following spells.

DEATH FROM BELOW
School abjuration; Level bard 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Save Fortitude negates (harmless); Spell Resistance yes (harmless)
  You grant the target a dodge bonus to its Armor Class against attacks from larger creatures. The bonus is equal to +1 for every size category the attacker is larger than the target of the spell, to a maximum of +1 per 3 caster levels. If the spell’s target is a gnome, the maximum bonus is equal to +1 per 2 caster levels.

JITTERBUGS
School illusion (figment) [mind-affecting]; Level bard 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range short (25 ft. +5 ft. 2/levels)
Target one creature
Duration 1 round/level
Save Will negates Spell Resistance yes
  You cause the target to perceive itself as being covered in creeping, crawling, stinging bugs. This causes the target to become jittery and unable to stay still, forcing it to constantly move and twitch. The target takes a –4 penalty on all Dexterity checks and Dexterity-based skill checks, and cannot take the delay, ready, or total defense actions.

MAJOR PHANTOM OBJECT
School illusion (figment) [mind-affecting]; Level sorcerer/wizard 5
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Effect phantasmal, unattended, nonmagical object, up to 1 cu. ft./level
Duration 10 minutes/level (D)
Save Will negates; Spell Resistance yes
  This spell functions as the major creation spell, except as noted above and the object created is a semi-real phantasm. Any creature that interacts with the object may make a Will save, with success causing the object to cease to exist. A gnome casting this spell may make a Spellcraft check in place of any Craft check required to make a complex item.

MINOR DREAM
School illusion (figment) [mind-affecting]; Level alchemist 2, bard 3, sorcerer/wizard 3, witch 2
Casting Time 1 minute
Components V, S
Range unlimited
Target you or one gnome touched
Duration see text
Save none; Spell Resistance yes
  This spell functions as the dream spell, except as follows. The messenger must be yourself or a gnome touched. The message can be no longer than 20 words. If the recipient of the message is not asleep when the spell is cast, the spell automatically fails.

MINOR PHANTOM OBJECT
School illusion (figment) [mind-affecting]; Level sorcerer/wizard 4
Casting Time 1 minute
Components V, S
Range 0 ft.
Effect phantasmal, unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration 10 minutes/level (D)
Save Will negates; Spell Resistance yes
  This spell functions as the minor creation spell, except the object created is a semi-real phantasm. Any creature that interacts with the object may make a Will save, with success causing the object to cease to exist. A gnome casting this spell may make a Spellcraft check in place of any Craft check required to make a complex item.

RECHARGE INNATE MAGIC
School transmutation; Level alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous
  You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all 0-level and 1st-level spell-like abilities you can use as a result of a racial trait.
« 上次编辑: 2015-08-08, 周六 12:07:40 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】侏儒(Gnomes)
« 回帖 #1 于: 2012-10-15, 周一 00:25:20 »
占领沙发...
这个傲娇的副标题是想让人来帮忙找错吧 :em013

侏儒工匠的那张图好有范

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Re: 【ARG】侏儒(Gnomes)
« 回帖 #2 于: 2012-10-15, 周一 00:56:57 »
占领沙发...
这个傲娇的副标题是想让人来帮忙找错吧 :em013

侏儒工匠的那张图好有范

 :em030你才是傲娇!你全家都是傲娇!
侏儒工匠确实超有范,而且铳士也感觉很帅啊(某种层次的)
* 四月奈奈子 蠕动蠕动
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】侏儒(Gnomes)
« 回帖 #3 于: 2012-10-15, 周一 10:24:46 »
一般來說,這個是翻地侏吧...
[看著佐鳥之前翻譯統一帖。]
我是叉烧龙猫啦,
我犯了一个致命的错误:
在家里没办法用繁体中文登入果园...

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Re: 【ARG】侏儒(Gnomes)
« 回帖 #4 于: 2012-10-15, 周一 10:46:05 »
两岸译名这种问题随意就好啦,反正都知道什么是什么……每次要统一翻译都不容易
* 星 摔,去看原文了
« 上次编辑: 2012-10-15, 周一 10:48:55 由 星 »

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Re: 【ARG】侏儒(Gnomes)
« 回帖 #5 于: 2012-10-15, 周一 10:50:14 »
 :em016
个人习惯性的缘故用的侏儒,好几年的WOW玩家,大陆这边一直都用的侏儒所以习惯了。
 :em016
如果你仔细看我之前的翻译的话,你会发现所有哥布林我都翻译的Goblin都是地精,但是语言中都写的哥布林语。(但是语言中不是地侏语而是侏儒语)
 :em012
考虑到未来整合的问题,佐鸟大大的译名对照在绝大多数情况下我都是遵从的。并且大多数能力名称都是沿用的前人的译名(最近考虑到查询原文所以近期的翻译中基本都配上了原文名称)。

两岸译名这种问题随意就好啦,反正都知道什么是什么……每次要统一翻译都不容易
* 星 摔,去看原文了

所以考虑到目前要求统一的译名并不多(其实总觉得法术的描述符、奇物部位、动作名称等等都应该有统一译名)所以我所有的翻译贴都附上原文了。
 :em032算是对我渣翻的一些补偿。
* 四月奈奈子 在没自信方面上自信满满
« 上次编辑: 2012-10-15, 周一 10:56:45 由 星 »
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】侏儒(Gnomes)
« 回帖 #6 于: 2012-10-15, 周一 10:56:52 »
:em016
个人习惯性的缘故用的侏儒,好几年的WOW玩家,大陆这边一直都用的侏儒所以习惯了。
 :em016
如果你仔细看我之前的翻译的话,你会发现所有哥布林我都翻译的Goblin都是地精,但是语言中都写的哥布林语。(但是语言中不是地侏语而是侏儒语)
 :em012
考虑到未来整合的问题,佐鸟大大的译名对照在绝大多数情况下我都是遵从的。并且大多数能力名称都是沿用的前人的译名(最近考虑到查询原文所以近期的翻译中基本都配上了原文名称)。

两岸译名这种问题随意就好啦,反正都知道什么是什么……每次要统一翻译都不容易
* 星 摔,去看原文了

所以考虑到目前要求统一的译名并不多(其实总觉得法术的描述符、奇物部位、动作名称等等都应该有统一译名)所以我所有的翻译贴都附上原文了。
 :em032算是对我渣翻的一些补偿。
* 四月奈奈子 在没自信方面上自信满满

你看,如果你是好几年的台服玩家……

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Re: 【ARG】侏儒(Gnomes)
« 回帖 #7 于: 2012-10-15, 周一 11:53:12 »
你看,如果你是好几年的台服玩家……

我还真是在台服待了2年多……
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】侏儒(Gnomes)
« 回帖 #8 于: 2012-10-16, 周二 09:27:48 »
翻译这个吗……还是大陆这边译名靠谱

* lichzeta 因为当初战锤规则书被台湾战棋会各种乱翻坑得一塌糊涂到现在一直鄙视台湾版翻译

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Re: 【ARG】侏儒(Gnomes)
« 回帖 #9 于: 2012-10-16, 周二 09:39:26 »
翻译这个吗……还是大陆这边译名靠谱

* lichzeta 因为当初战锤规则书被台湾战棋会各种乱翻坑得一塌糊涂到现在一直鄙视台湾版翻译

 :em012 我个人感觉哪里的译名倒不是问题
只要翻译者不是把机翻往书里一丢然后往外卖的话,我们都是应该尊重的
如果不合理,可以讨论改正,但是在习惯性用法上,我觉得就没什么好议论的了(比如地精和哥布林什么的……实际上神裔/神人/阿斯莫也是如此……)……
(当然这会使搜集译文制作合集的人脑袋爆掉,因为同一份CHM里会出现各种译名……比如某法兰子)
 :em016而且译名对照表中也提及了译者可以按照个人的想法翻译。
考虑到我习惯使用简体,而且语文水平【】屁不通,所以对岸的大大们请多包涵一下。
没有团,为什么还要翻译规则呢?
当然是为了友情了