作者 主题: 【ARG】半兽人(Half-Orcs)  (阅读 14828 次)

副标题: 半兽人翻译出乎意料地顺利,下面就是半精灵了。

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【ARG】半兽人(Half-Orcs)
« 于: 2012-10-17, 周三 22:59:59 »
在此感谢弑君者伊恩做出的变体职业翻译。
在此感谢法兰子做出的变体职业与亚种翻译。


半兽人(Half-Orcs)

  半兽人在文明种族的眼中是怪物般的存在,这种歧视导致误解和暴力——无论其是否属实。半兽人很少是爱情的结晶,成长艰辛而又必须快速,他们被迫为了获得保护和证明自己而不停战斗。半兽人痛恨这种遭遇,与其扮演受害者的角色、他们更愿意以暴制暴,这却在不知不觉中证明了他人的偏见。一些在恐惧中长大、不被信任的半兽人决心要以丰功伟业和过人智慧来吓一吓那些恶意中伤之辈——尽管敲碎他们的脑袋似乎更容易。有些半兽人倾其一生向纯血兽人证明,他们的勇猛比起后者不遑多让。其他的半兽人则决定融入人类社会,向他们证明自己并非怪兽。对证明自我的渴求,鞭策着所有半兽人在自己置身的社会中追求权力与地位。

  体貌描述:半兽人平均身高6英尺,体格魁梧,肤色偏绿或偏灰。他们的犬齿往往长到足以伸至口外,这些獠牙与浓眉尖耳相结合,构成了半兽人常为人诟病的兽性外表。半兽人令人印象深刻,但很少会被形容为美。除了那些显著的兽人特征,半兽人的样貌随人类亲属而变。

  社会:与出于嫉妒或吸引而受到社会歧视的半精灵不同,半兽人在双方的世界中都不受待见:肉体不如兽人亲族强壮,却又常被那些懒于分辨纯血和混血兽人的人类所畏惧或攻击。即便在最好的状况下,半兽人也很难被文明社会彻底接纳,并往往被认为唯一价值在于其强壮的肉体。另一方面,兽人掌权者故意和人类繁衍出半兽人也是众所周知的事情,因为这些混血儿突出的狡黠和攻击性弥补了体能方面的不足,这使他们成为天生的领袖和军师。
  在兽人部落中,半兽人不停地为证明自己的战斗价值和力量天赋而奋斗。兽人抚养长大的半兽人会研磨獠牙,并纹上部族的刺青。部落领袖会渐渐地意识到半兽人更加聪明,并让他们成为萨满的学徒,如此一来他们的狡狯便有可能最终为部落派上用场。但成为萨满学徒是野蛮且易早夭的磨练,存活下来的半兽人要么在部落中影响力非凡,要么被迫远走他乡。
  半兽人在人类社会中的际遇更加复杂,很多文化将他们视作洪水猛兽。他们甚至难以找到正常工作,并被迫在军中谋生或被卖为奴隶。半兽人只能在这些环境中偷生,尽可能隐藏自己的天性。黑暗的地下社会倒往往是最宽容的地方,因此很多半兽人在盗贼工会担任打手,或者参与其他形式的犯罪团伙。
  有些少见的人类城市会允许半兽人光明正大地存在,甚至让其得以建立自己的社区。这些社区通常位于竞技场、军营或佣兵组织附近,蛮力和勇猛的价值在这些地方最受承认。即便在同类的包围中,半兽人的生活也并不轻松。肢体对抗对他们来说如同家常便饭,尤其是耳濡目染类似行为长大的半兽人。但无论如何,这里是年幼半兽人得以不受歧视地成长的最佳环境;这些小小社区也是真正接纳他们的婚姻、爱护他们的孩子的难寻桃源。
  更为鲜见的是,一些人类文化会因为半兽人的强壮而仰慕他们。据说有些地方的人们将半兽人小孩视为祝福象征,并会追求半兽人或兽人作为恋人。在这些社会中,半兽人的生活和纯种人类并没有什么两样。

  关系:精灵和矮人对半兽人的接纳度最低,认为他们和自己的世仇太过相似,而其他种族并没有认识到这一点。
  充满歧视的生涯让半兽人谨慎却又易怒,但越过他们野蛮的外表,人们可能会发现潜藏在半兽人心底的温情。没有兽人烦扰的人类社会对他们最为包容,这里的半兽人能够找到佣兵和保镖等工作。但是,即便在对半兽人较友善的地方,还是有很多人类无法摆脱对他们的不信赖感。
  半兽人羡慕半精灵在人类和精灵社会中的认同感、以及他们与自己凶蛮外表形成鲜明对比的雅观容姿。虽然半兽人会尽量避免与这些混血表亲直接对抗,当有机会时他们还是会毫不犹豫地向对方展现实力以证明自己。
  在其他所有种族中,半兽人对那些处境同样艰辛的半身人最有好感。半兽人尊重半身人在人群中游刃有余的能力,并钦羡他们在逆境中保持微笑的乐观开朗。可惜半身人并不能体会这一点,因为经常在看到大只又吓人的半兽人时就溜之大吉了。

  阵营和宗教:被迫在野蛮的兽人行伍中生存、或是流浪在文明之邦,多数半兽人冲动而孤僻。走上邪路似乎是顺其自然,但他们天性并不邪恶——长久的生活经验告诉他们不要做对自己无益的事情,因此多数半兽人是混乱中立的。半兽人根据生长的环境,会崇拜人类或兽人的神祗。在人类一侧长大的半兽人会侍奉与战争、自由或毁灭相关的人类神祗;在兽人部落长大的半兽人则更倾向于与鲜血、火焰和钢铁相关的神祗——主要决定于该部落尊崇哪位神祗,而非个人的感受。很多半兽人背弃宗教,要么完全加以忽视,要么曾与其有深深纠葛而对其切齿痛恨;甚至半兽人的神术施法者也会带着疑惑和愤怒在宗教与信仰中挣扎。

  冒险:很多半兽人出于必要以外的各种理由选择冒险生活,试着摆脱痛苦的过去,或进一步磨练自己的力量。对能否被世人接纳这一点更为乐观或绝望的半兽人,则会为了证明自己立足于世的价值而投身正道、不懈奋战。
  兽人社会中的半兽人常走上与周遭众人相似的野蛮之道,成为战士、野蛮人或游侠。在萨满训练中存活下来的半兽人可能会最终超越其导师、成为部落萨满,或者逃离部落、以放逐者或探索者的身份研习魔法。
  半兽人与其他种族一样,会诞生具有术士天赋的孩子,且其血脉多为深渊、命运和元素。半兽人对炼金术情有独钟,它的毁灭力量显然能使任何兽人部落受益匪浅。半兽人炼金术师将自己当作活体实验对象,甚至试图通过炼金术分离自己的兽人和人类半身。另有些炼金术师用职业技巧强化肉体能力,以增加自己在兽人社群中的分量。
  在人类社会中,半兽人的选择会更广一点。很多人发现可以轻松利用自己的强壮肉体获得佣兵或商队保镖的工作。犯罪是另一条捷径,因为数不胜数的违法团伙都在寻找能打的家伙。人类社会中的半兽人牧师比较少见;信仰心较强的半兽人常投身于(或被逼于)为宗教服务的武修之道,并成为圣骑士或审判者。半兽人通常缺少成为一名法师所需的耐心与荷包。

  常见男名:奥斯克(Ausk),达沃(Davor),哈卡(Hakak),吉泽亚(Kizziar),马寇(Makoa),内斯特鲁(Nesteruk),查多克(Tsadok)。

  常见女名:迦南(Canan),卓海达(Drogheda),歌路加(Goruza),玛卓(Mazon),希丽什(Shirish),特瓦迦(Tevaga),泽吉卡(Zeljka)。



种族亚种(Racial Subtypes)

  你可以将种族替换规则加以组合,构建如下半兽人亚种。

  竞技士(Arena-Bred):很多半兽人为了被送进竞技场而长大,双亲常常是两位半兽人、甚至一位半兽人和一位人类。这些为角斗场而生的半兽人失去了兽人祖先的野蛮外表,看上去更像人类。他们拥有「市民」和「技能受训」种族特性。

  地底人(Deep Kin):有些半兽人生长在依然居住在永恒黑暗笼罩的地下的兽人部落。这些部落的半兽人体格稍小,并比那些地表兽人更习惯地下的世界。这些半兽人拥有「敏锐黑暗视觉」和「穴居人」种族特性。

  野生儿(Feral):还在婴儿或幼儿时便被遗弃的半兽人孩子很难在荒野中生存下来,但有少数能够如“野孩子”般地啃出活路、坚强求生,但完全和文明无缘。野生儿拥有「林间行者」和「獠牙」种族特性。

  山岳族(Mountain Clan):多山地区的半兽人更为机敏,并对故乡的一声一响都极为敏感。山岳族拥有「兽性」和「攀岩者」种族特性。

  神秘者(Mystic):兽人萨满是野蛮的教师,他们有时会为了消除未来的潜在对手而杀害或弄残最出色的学生。从萨满导师的虐待中存活下来的半兽人遍体鳞伤,精神也被这种经历所深深影响。萨满学徒很早就学到,狡猾和幸运往往是求生之路仅有的救命稻草。他们拥有「萨满学徒」和「神圣纹身」种族特性。


半兽人种族特性
任意一项属性+2:半兽人角色在1级时选择任意一项属性+2,以表现他们各异的天性。
中型体型:半兽人是中等体型生物,不因体型获得任何加值或者减值。
基本速度:半兽人的基本速度为30尺。
感官:半兽人在黑暗中能够看到60尺远。
威慑力:由于半兽人令人生畏的天性,他们的威吓检定获得+2种族加值。
兽人血脉:在判断与种族相关的效果时,半兽人同时被视为兽人与人类。
兽人凶猛:每天1次,当半兽人的生命值低于0但是并没有被杀害时,他能以瘫痪(disabled)状态继续战斗1轮。在他的下一轮结束后,除非生命值恢复到0点以上,否则他会立刻失去意识并且进入濒死状态。
武器熟悉:半兽人擅长巨斧(greataxes)以及弯刃大刀(falchions),并且将任何冠以“兽人”之名的武器视为军用武器。
起始语言:通用语以及兽人语。拥有足够智力的半兽人可以选择下列语言作为额外语言:深渊语,龙语,巨人语,豺狼人语以及哥布林语。

种族替换规则
以文化与周遭环境而言,半兽人的丰富程度与兽人和人类一样。下述规则会表现一些其中的不同方面,它们能够被任何半兽人角色选取。如果经过DM的许可,半兽人也可以选取兽人种族替换规则的内容。

种族特性替换
下列种族特性能够取代标准的半兽人种族特性。在选择这些新选项之前请先咨询您的DM。半兽人也可以选取污秽种(squalid)种族特性(见兽人种族特性)取代兽人凶猛种族特性。
剧透 -   :
敏锐黑暗视觉(Acute Darkvision):部分半兽人拥有异常敏锐的黑暗视觉,这使他们的黑暗视觉提升至90尺。该特性取代兽人凶猛。

兽王(Beastmaster):有的半兽人与野兽有着特殊的亲切感,他们与野兽一同生活、嬉戏与狩猎。拥有该种族特性的半兽人将鞭子(whips)与捕网(nets)视为军用武器,并且驯养动物检定获得+2种族加值。该特性取代兽人凶猛。

兽性(Bestial):兽人的血脉造成的兽人特征在部分半兽人身上表现得尤为突出,这使得他们的外表变得更加兽化的同时感官也更加敏锐。他们的察觉检定获得+2种族加值。该特性取代兽人凶猛。

穴居人(Cavewight):部分半兽人生活在地表之下的深处,在曲折的洞窟中寻求着自由。拥有该种族特性的半兽人的知识(地城)以及在地下进行的生存检定获得+1种族加值。该特性取代威慑力。

镣铐战士(Chain Fighter):有些半兽人从奴役中逃脱,并将束缚他们的锁链重铸成致命的武器。拥有该种族特性的半兽人擅长轻型链枷(flails)以及重型链枷(heavy flails),并且视双头链枷(dire flails)以及刺链(spiked chains)为军用武器。该特性取代武器熟悉。

市民(City-Raised):拥有该种族特性的半兽人对他们的兽人血统所知甚少,并且在大城市中被人类以及其他半兽人抚养大。生长于城市的半兽人擅长鞭子(whips)与长剑(longswords),并且知识(地方)检定获得+2种族加值。该特性取代武器熟悉。

林间行者(Forest Walker):有的兽人十分适应他们周边的环境,他们在这世间的丛林与森林之间中就仿佛像在家一样。拥有该种族特性的半兽人拥有昏暗视觉并且他们的攀爬检定获得+2种族加值。该特性取代感官中的黑暗视觉。

破门者(Gatecrasher):许多半兽人沉醉于肆意破坏的行为之中。拥有该种族特性的半兽人在破坏物品时的力量检定以及击破武器战技检定获得+2种族加值。该特性取代兽人凶猛。

攀岩者(Rock Climber):来自山区的半兽人都是出色的攀岩者,他们有时从高处突然跃下伏击猎物。拥有该种族特性的半兽人的特技动作以及攀爬检定获得+1种族加值。该特性取代威慑力。

神圣纹身(Sacred Tattoo):许多半兽人使用纹身,穿孔以及疤痕仪式(ritual scarification)装饰自己,他们会在身上留下神圣的符号。拥有该种族特性的半兽人的所有豁免检定获得+1幸运加值。该特性取代兽人凶猛。

拾荒者(Scavenger):有的半兽人勉强靠着翻捡社会残留的大量垃圾过活,他们必须学会从废料中找出罕见的物品。拥有该种族特性的半兽人的估价检定以及使用察觉检定发现隐藏物件(包括陷阱以及秘门)、判断食物是否变质或者判断药水功能时获得+2种族加值。该特性取代威慑力。

萨满学徒(Shaman’s Apprentice):只有最强壮的半兽人才能在多年的严苛对待下幸存,并满足成为兽人萨满的要求。拥有该种族特性的半兽人获得坚忍(Endurance)作为奖励专长。该特性取代威慑力。

技能受训(Skilled):第二或第三代半兽人一般更加青睐他们的人类传统而非兽人传统。拥有该种族特性的半兽人每等级获得1点额外技能点。该特性取代黑暗视觉。

獠牙(Toothy):部分半兽人的獠牙又大又尖,这使他们获得啮咬攻击。这是主要天生武器,并且能够造成1d4点穿刺伤害。该特性取代兽人凶猛。

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兽人,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。
剧透 -   :
炼金术士:炼金术士的炼金炸弹伤害提高1/2点。
野蛮人:野蛮人每日狂暴总轮数提高1轮。
吟游诗人:吟游诗人的每日吟游表演总轮数提高1轮。
骑士:骑士坐骑的生命值提高1点。如果骑士更换他的坐骑,新坐骑也获得这些奖励生命值。
牧师:选择一种1级获得并且每日使用次数为3+牧师感知调整的领域之力。这个领域之力的每日使用次数+1/2次。
德鲁伊:当德鲁伊使用自然变身时,他的天生防御加值提高+1/3点。
战士:濒死时稳定伤势的检定获得+2加值。
铳士:当铳士使用枪柄打击勇毅动作时,攻击检定获得+1/3点加值。
审判者:审判者的威吓检定以及识别怪物时的知识检定获得+1/2加值。
魔战士:由魔战士所施放的法术所造成的火焰伤害提高1/2点。
武僧:在对抗擒抱战技时,武僧的CMD获得+1加值,此外武僧每日可使用震慑拳的次数提高1/2次。
先知:从先知法术列表中获得一个已知法术。此法术必须比先知可以施放的最高等级法术低一级。
圣武士:当圣武士使用制裁邪恶时,重击确认检定获得+1/3加值(最高+5)。该加值与重击专攻不叠加。
游侠:游侠动物伙伴的生命值提高1点。如果游侠更换他的动物伙伴,新动物伙伴也获得这些奖励生命值。
盗贼:当盗贼使用偷袭时,重击确认检定获得+1/3加值(最高+5)。该加值与重击专攻不叠加。
术士:由术士所施放的法术所造成的火焰伤害提高1/2点。
召唤师:召唤师的精神向导的生命值提高1点。
女巫:女巫魔宠获得1点技能点。如果半兽人更换她的魔宠,新魔宠也获得这些奖励技能点。
法师:当施放法师法术时,由于受到伤害而进行的专注检定获得+1加值。

种族变体职业
以下种族变体职业适用于半兽人。

血神信徒(召唤师变体)
信奉一名兽人嗜血神祗的半兽人召唤师或许会相信,他的精神向导是神祗的化身,而并非仅仅是一只超自然的怪物。一名血神信徒通常与这只化身并肩作战,并将鲜血祭祀给它,以换取战斗能力上的提升。血神信徒拥有以下职业能力。
剧透 -   :
鲜血盛宴(Blood Feast,超自然能力):1级时,血神信徒可以用一名刚倒下不久的敌人来喂食他的精神向导,使该异界生物将其一部分的力量导引给召唤师。精神向导须花费一个标准动作来吞食敌人的部分肢体,该敌人必须是一名由血肉组成的活物,且必须在最近的一分钟里被召唤师或其精神向导杀死或击倒(失去意识)。吞食会对目标造成伤害,如同精神向导对其进行了一次天生武器攻击(通常来说是啮咬)。被击倒的生物的生命骰数至少须达到召唤师等级的一半。一旦喂食完成,召唤师可以获得一个1点进化点数的进化形态,持续一分钟。进化形态使用召唤师的生命骰和属性值,而不是精神向导的属性值来决定其效果。血神信徒每日可以使用该能力3+魅力调整值次。他同时只能具有一项来自该能力的效果(第二次使用会代替掉先前通过该能力获得的进化形态),且只能获得他的精神向导所拥有的进化形态。
  5级时,当血神信徒使用鲜血盛宴,他可以获得一个2点进化点数的进化形态来代替1点进化点数的形态。9级时,他可以获得至多两项、总值至多为3点进化点数的进化形态。13级时,他可以获得至多两项、总值至多为4点进化点数的进化形态。13级时,他可以获得至多三项、总值至多为5点进化点数的进化形态。这一能力取代召唤怪物I,III,V,VII和IX类法术能力。

鲜血馈赠(Blood Gift,超自然能力):3级后,当血神信徒使用鲜血盛宴获得进化形态时,他可以接触一名盟友并同样也赋予他这项进化形态。每个受影响的盟友都会计入一次每日鲜血盛宴能力次数。在7级,11级,15级和19级,血神信徒能使用该能力影响一个额外生物(每个都花费一次每日鲜血盛宴次数)。若血神信徒可以每鲜血盛宴获得多项进化形态,他所选择的盟友也会获得多项进化形态。这一能力取代召唤怪物II类法术能力。

血兽化身(Avatar Gambit,特异能力):7级时,当一名血神信徒解散其精神向导时,他如同野蛮人一样陷入狂暴,持续轮数等同于其召唤师等级的一半(他可以像野蛮人一样提前结束狂暴,但是若如此做,他会失去该能力提供的剩余狂暴轮数)。这一能力取代召唤怪物IV类法术能力。

狂暴之力(Rage Power,特异能力):在11级和15级,血神信徒选择一项野蛮人狂暴之力,他在狂暴中可以使用这些狂暴之力(不论是来自换位战术能力的狂暴还是来自野蛮人等级的狂暴)。这一能力取代召唤怪物VI和VIII类法术能力。

恨意狂暴者(野蛮人变体)
从很小的时候开始,许多半兽人就被残忍地对待,欺负,嘲笑,被驱逐。即便其中的某些将这种耻辱埋在心底,其他的一些却心怀深深的、燃烧着的憎意,并将这种憎意变为一种发自内心的狂怒,倾泻在他们的敌人身上。这些半兽人被称作恨意狂暴者。恨意狂暴者拥有以下职业能力。
剧透 -   :
削减狂暴(Reduced Rage,特异能力):在2级和之后的每级,恨意狂暴者只获得每日1轮的狂暴轮数,而不是每日两轮。

宿敌(Favored Enemy,特异能力):2级时,恨意狂暴者选择一个宿敌。这一能力如同游侠的同名能力般运作。在8级,14级和20级,恨意狂暴者再选择一个宿敌,并对其已有宿敌之一获得额外的加值,如同游侠能力描述。
  当狂暴时,恨意狂暴者会尽最大的力量去攻击一名宿敌而不是其他的敌人。若一名宿敌存在,恨意狂暴者必须通过一个DC为20的意志豁免才能攻击其它生物;豁免失败意味着野蛮人必须攻击宿敌或向其宿敌移动。她可以自由攻击试图阻挡她贴近宿敌的敌人(不管它们是主动地尝试阻止她攻击还是只是杵在路中央)。她可以避免在接近过程中遇到的有害障碍,并且不必采用最短路线。
  这一能力取代野蛮人在2级时获得的狂暴之力。在8级,14级和20级,她可以不选择狂暴之力,从而获得新的宿敌。

延续狂暴(Feed the Rage,特异能力):5级时,恨意狂暴者每击倒或杀死一名宿敌便会获得1轮额外的狂暴轮数。这些轮数只能加在她当前的狂暴上,并且随着她的狂暴结束而消失。这一能力取代精通直觉闪避。

恨意激增(Amplified by Hate,特异能力):9级时,当对一名宿敌使用狂暴之力时,恨意狂暴者将他的宿敌加值的一半增加到该狂暴之力的豁免DC上。这一能力取代陷阱感知+3。

狂暴之力(Rage Powers):以下狂暴之力可以完善恨意狂暴者变体的能力:威吓凝视(intimidating glare),无边怒火(roused anger),怖惧狂嚎(terrifying howl)以上出自核心;无畏厮杀(come and get me),狂怒激发(inspire ferocity),霸道推进(overbearing advance),血性狂怒(reckless abandon)以上出自APG。

救赎者(圣武士变体)
就像大多数被遗弃的半兽人那样,一名半兽人圣武士清楚地知道,有时怪物并不一定是邪恶的,而有时候,就算是那些邪恶的人,有时也是因为环境和不幸才会堕入邪道。一些半兽人圣武士将这些被误解的生物当做是自己的责任,站在这些怪物生物一边,并且在可能的情况下,引领它们走向光明。这些圣武士被称作救赎者。救赎者拥有以下职业能力。
剧透 -   :
悲悯制裁(Merciful Smite,超自然能力):1级时,当救赎者选择制裁一名生物,她可以使她针对该生物的所有攻击造成非致命伤害。她不必承受通常用致命武器造成非致命伤害的-4罚值。她不能使用该能力对具有邪恶亚种的异界生物、邪恶阵营的龙类或亡灵生物造成非致命伤害(这些生物因她的制裁能力受到致命伤害)。这一能力在其它方面同标准圣武士的制裁邪恶般运作,并替换之。

怪物亲和(Monstrous Rapport,特异能力):1级时,救赎者在影响通常被认为是怪物的生物时,在交涉检定上获得+2加值。这包括但不限于地精、兽人、人形怪物或其他人类人生物的怪物等“怪物”种族。这一能力取代制裁邪恶。

和平契约(Pact of Peace,特异能力):8级时,救赎者可以强制被击败的生物接受一条和平契约作为其投降的条件,如同在使用次级契约术(lesser geas)法术。她使用该能力的施法者等级等同于圣武士等级。不同于为一项任务签订的契约,救赎者只赋予该生物一系列禁令,以便保护他们。举例来说,契约可以包含“离开这座城市且不要再回来”或“不许攻击商队”。禁令必须针对一处不大于300平方英里的土地,或是一个特别的人群(比如一个部族,或是某一城市的居民)。这一能力持续每圣武士等级一个月。这一能力取代虔诚灵光。

悲悯灵光(Aura of Mercy,超自然能力):11级时,救赎者可以花费2次悲悯制裁次数,以使其周围10尺内的盟友获得悲悯制裁的效果,使用圣武士的数据。盟友须在圣武士的下轮开始后才能使用悲悯制裁能力,这些加值持续1分钟。使用这一能力是一个自由动作。邪恶生物不会因此能力获益。这一能力取代正义灵光。

伙伴关系(Associates):救赎者可以与邪恶生物结盟,只要她认为该生物尚有被救赎的希望。救赎者可以接受并非守序善良的部属,随从和追随者,只要他们表现出追随她的意愿,且寻求在她的领导下获得进步。

潜伏杀手(盗贼变体)
周围的社会促成了半兽人们的犯罪生活,而它们也正被正对上胃口的犯罪活动吸引。半兽人游荡者放弃了半身人和精灵游荡者们的技巧和精妙战术,取而代之以蛮力和破坏力。潜伏杀手改变了对原始力量的用法,发动炫目的突击。潜伏杀手拥有以下职业能力。
剧透 -   :
武器和护甲擅长(Weapon and Armor Proficiency):潜伏杀手获得巨木棒和鞭的擅长,但是失去细剑和手弩的擅长。

本职技能(Class Skills):潜伏杀手不获得解除装置,语言学和手上功夫作为本职技能。

每级技能点数(Skill Ranks per Level):6+智力调整值。

人类的条件(Pass for Human,特异能力):1级时,当试图掩盖其半兽人血统时,潜伏杀手可以在易容检定上获得相当于她等级一半的加值。让使用易容技能来伪装为一个特定个体时,潜伏杀手忽略一般的易容为另一个种族的-2罚值。

卑鄙伎俩(Underhanded Maneuvers,特异能力):1级时,当杀手可以正常造成一次偷袭伤害时,她可以选择进行一次阴招或偷窃战技,并在掷骰上获得加值。对于阴招,加值等同于偷袭伤害骰数,而对于偷窃,加值等于1/2偷袭伤害骰数。这一能力取代寻找陷阱。

奖励专长(Bonus Feats):2级时,潜伏杀手可以选择顺势突袭(Suprise Follow-Through)专长(见下文)代替一项游荡者天赋。10级时,如果她有顺势突袭专长,则她可以选择精通顺势突袭(Improved Suprise Follow-Throug)专长代替一项高级游荡者天赋。

无畏打击(Bold Strike,特异能力):3级时,当潜伏杀手冲锋并以双手武器造成偷袭时,她的偷袭伤害使用d8伤害骰,而不是d6。这一能力取代陷阱感知+1和+4。

诡诈(Shifty,特异能力):6级时,潜伏杀手在用于虚招的唬骗检定上获得相当于她等级一半的加值。这一能力取代陷阱感知+2。

意外冲锋(Unexpected Charge,特异能力):9级时,潜伏杀手可以在冲锋前以一个迅捷动作做一次唬骗检定来使用虚招。这一能力取代陷阱感知+3。

游荡者天赋(Rogue Talents):以下游荡者天赋可以完善潜伏杀手变体的能力:战斗窍门(combat trick),突袭攻击(surprise attack)以上出自核心;战斗舞步(combat swipe),强袭猛击(powerful sneak)以上出自APG;地形专家(terrain mastery)以上出自UC。

高级游荡者天赋(Advanced Talents):以下高级游荡者天赋可以完善潜伏杀手变体的能力:致残攻击(crippling strike)以上出自核心;致死突袭(deadly sneak)以上出自APG;不存在的盟友(unwitting ally)以上出自UC。

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

半兽人道具
半兽人可以使用以下道具。
剧透 -   :
半兽人道具
名称价格    重量    制造DC
黑脓30gp  25
半兽人易容工具  75gp1磅  —

黑脓(Black Fester):这种漆黑的膏状物常常在突袭前涂抹于兽人武器上,用于阻碍敌人的治疗法术。黑脓就像毒药一样,能够涂抹在武器上,并在第一次攻击到敌人时生效。它会在目标的体内存续1小时。被黑脓影响到的生物会对治疗法术形成一种抗力;尝试以法术治疗目标必须成功进行DC为10的施法者等级检定,才能够恢复目标的生命值。

半兽人易容工具(Half-Orc Disguise Kit):这套独特的易容工具是由半兽人制作的,用于帮助他们将自己装扮得更像人类。它包括能够掩盖灰绿色皮肤的膏药以及其他旨在隐藏典型的半兽人外貌特征的道具。半兽人使用这套工具易容成人类时的易容检定获得+3加值。如果是兽人使用的话,这套工具能够在易容检定上提供+1加值。这套工具在使用10次后消耗完毕。

半兽人专长
半兽人可以使用以下专长。
剧透 -   :
兽骑兵(Beast Rider)
你获得了巨型动物或坐骑的帮助。
先决条件:动物伙伴或坐骑职业能力,人物等级7,半兽人或兽人
好处:从下列生物类型中选择一种:大象(elephant),犀牛(pteranodon),翼龙(rhinoceros),剑龙(stegosaurus)或三角龙(triceratops)。将这种生物类型加入到你能够使用的动物伙伴或坐骑列表中。当你召唤所选中类型的生物作为坐骑或动物伙伴为你服务时,视你的有效德鲁伊等级高2级(最高等同于你的角色等级)。如果该生物足够大到可供你骑乘,它会获得战斗训练*(combat training,见驯养动物技能)而无需任何训练。
译者注:旧CHM翻译为战斗骑乘(CombatRiding),此处以paizo官网为准

血腥复仇(Blood Vengeance)
盟友的倒下激起了你的狂暴并使你变得残忍愤怒。
先决条件:半兽人或兽人,非守序阵营
好处:每当你的盟友生命值降低至负值或被杀害时,你能够在下一轮以自由动作进入类似于野蛮人狂暴职业能力的状态,但是这状态并没有那么强力。如果你拥有狂暴职业能力并且已经处于狂暴状态,那么在狂暴中你的力量以及体质额外获得+2士气加值。如果你没有狂暴职业能力,或者你当日已经用光狂暴轮数,这种弱效狂暴会给予你所有野蛮人狂暴带来的优势以及劣势,不过你的力量以及体质只会获得+2士气加值。无论何种情况,该状态只持续4轮。
    如同野蛮人的狂暴一样,当这种弱效狂暴结束时,你会疲乏;如果在该效果结束之前有其他盟友被击败,弱效狂暴会额外持续4轮。该专长不会允许你在疲乏状态下进入狂暴。只有被击败的盟友拥有至少与你相同的HD时你才能使用该专长(不包含被魔法召唤的盟友,excluding conjured or summoned allies)。

破坏者之祝福(战斗专长)(Destroyer’s Blessing (Combat))
破坏给予你力量。
先决条件:半兽人或兽人,狂暴职业能力
好处:当你处于狂暴中并且成功进行击破武器战技之后,你的狂暴轮数恢复1轮。如果击破武器战技使物件获得破损状态(broken condition),你会恢复1点生命值。这些效果每轮只能获得1次。

凶暴决意(Ferocious Resolve)
你的兽人血脉允许你持续作战。
先决条件:体质13,半兽人,兽人凶猛种族特性
好处:你获得凶猛(ferocity,见兽人种族特性)通用怪物能力,这使你能够在生命值降至负值之后继续战斗。当使用该能力时,你的威吓检定获得+2加值。
正常:半兽人的兽人凶猛种族特性只允许他在生命值降至负值后战斗1轮。

凶暴召唤(Ferocious Summons)
你召唤的生物如你一般凶猛。
先决条件:增强召唤,法术专攻(咒法系),半兽人或兽人
好处:你召唤的生物获得凶猛(ferocity)通用怪物能力。

不屈凶暴(战斗专长)(Ferocious Tenacity (Combat))
你对死亡不屑一顾。
先决条件:凶猛种族特性*,半兽人或兽人,狂暴职业能力
好处:当你处于狂暴状态时,每天1次,如果你受到一次攻击所造成的伤害足以杀死你(负生命值等同于你的体质属性),你能够以一个直觉动作并花费1或更多的狂暴轮数降低该伤害并使你存活下来。你所花费的每个狂暴轮数能够降低1点该次攻击的伤害,但是无法将该次伤害降低至1点以下。
    比如,当你处于狂暴状态,拥有18点体质,当前生命值为2点,并且受到1次造成20点伤害的攻击(这足以使你的生命值降至-18点并杀死你。),你能够花费1轮狂暴轮数使伤害降低1点(这使你的生命值降至-17点并免于被直接杀死);如果你花费17轮狂暴轮数,你能够将伤害降至1点(最低值),使你还剩1点生命值。
注意(Note):如果该伤害仍会使你失去意识,你的狂暴就会像通常情况那样结束,将你的体质属性降至普通状态并使你的总生命值恢复正常。因此,上述例子允许你使用该专长防止自己立刻死亡,但是你仍可能由于负生命值超过正常体质属性—所以当你使用该专长并决定花费多少狂暴轮数时,多考虑一下原本的体质属性。
译注:凶猛(Ferocity)为兽人种族特性,半兽人初始木有。

嗜血恶魔(Gore Fiend)
无论是自身还是敌人身上那令人恐惧的创口,都会使你热血沸腾。
先决条件:半兽人或兽人,狂暴职业能力
好处:当你处于狂暴状态时,无论是你使用近战武器确认重击还是被确认重击(无论由近战武器、法术还是远程武器造成的),你的狂暴轮数恢复1轮(最高等同于你每日狂暴轮数)。该效果每轮只能获得1次。

部落冲锋(团队专长)(Horde Charge (Teamwork))
与盟友一同冲锋使你更加致命。
先决条件:基本攻击加值+1,半兽人或兽人
好处:当你与同样拥有该专长的盟友在同一轮冲锋时,在冲锋获得的正常加值之外,你的攻击检定以及伤害检定均会获得额外+2加值。如果你能够在冲锋时进行多次攻击,那么该加值只应用于初次攻击。

精通顺势突袭(战斗专长)(Improved Surprise Follow-Through (Combat))
你在一次攻击后突然展开一系列雨点般的打击。
先决条件:力量13,顺势斩,大顺势斩,猛力攻击,顺势突袭,基本攻击加值+8
好处:当使用大顺势斩时,每个你在你的回合中攻击的敌人(除了第一个)都失去对你的敏捷加值。

兽性强韧(Resilient Brute)
你能承受他人认为致命的攻击。
先决条件:半兽人或兽人
好处:每天1次,当一名生物对你确认重击时,你能够将其中的一半伤害转化为非致命伤害。如果你免疫非致命伤害,那么你无法使用该能力。当你的基础攻击加值提升至+10时,你每天能够额外使用该能力1次。

顺势突袭(战斗专长)(Surprise Follow-Through (Combat))
当击中一个敌人时,你能抓住其盟友在防守上的空当。
先决条件:力量13,顺势斩,猛力攻击,基本攻击加值+1
好处:当使用顺势斩或大顺势斩时,你在你的回合攻击的第二个敌人失去对你的敏捷加值。

共鸣狂暴(战斗专长)(Sympathetic Rage (Combat))
看到狂暴的盟友使你自身充满愤怒。
先决条件:半兽人或兽人,非守序阵营
好处:每当你与处于狂暴状态的盟友接邻时,你能够选择在自己的回合以一个自由动作进入弱效狂暴状态。这种弱效狂暴会给予你所有野蛮人狂暴带来的优势以及劣势,不过你的力量以及体质只会获得+2士气加值。只要你能够保持与一名狂暴的盟友接邻,那么处于该类狂暴的时间没有限制(比如你能够使用五尺快步远离狂暴中的盟友,并与另一名狂暴的盟友接邻以维持你的狂暴)。如同野蛮人的狂暴一样,当这种弱效狂暴结束时,你会疲乏。你无法在疲乏状态下进入狂暴。

顽强幸存者(Tenacious Survivor)
同样处于死亡边缘,其他人都挺不过你灵魂徘徊的时间。
先决条件:体质13,顽强(Diehard),坚忍(Endurance),半兽人或兽人
好处:当你死于生命值伤害,你的灵魂会在你的体内徘徊的轮数等同于你的体质加值(Constitution bonus)。你依旧死亡,但是其他生物能够以一个标准动作进行DC为10的医疗检定发现你能够被救活。你能够如同活着的状态一般被法术治疗。如果你受到足够的治疗使你脱离死亡,那么你会活过来,但是你因此获得1个永久的负等级。

杀戮之愉悦(Thrill of the Kill)
杀戮使你的狂暴更加持久。
先决条件:半兽人或兽人,狂暴职业能力
好处:当你处于狂暴状态并且你的攻击将一名敌人的生命值降至负值或杀死敌人时,你的狂暴轮数恢复1轮。只有当你击败的敌人的生命骰至少与你相同时,你才能使用该专长。该效果每轮只能获得1次。

半兽人奇物
半兽人可以使用以下奇物。
剧透 -   :
人类伪装披风(CLOAK OF HUMAN GUISE)
灵光:微弱幻术系;施法者等级:1级
位置:肩部;价格:900gp;重量:1磅
    这件朴素披风的效果只对半兽人或半精灵这样的半人种族生效。它如同易容帽(hat of disguise)一般改变佩戴者的外貌,但是只限于隐藏或改变佩戴者的非人类体貌特征,使其看起来像是真正的人类。任何改变后的体貌特征都完全符合人类血统。比如一名半兽人穿戴上披风后,会失去他绿或灰色的皮肤以及尖耳朵,尖牙也会消失,并且其他方面也完全变得符合他通常状态下的人类版本。同样一名半精灵穿戴披风之后耳朵也会变圆,双眼如同人类一般并且不会表现出其他体现精灵血统的特征。佩戴者无法控制自己伪装成某种特定的形态,并且那些熟悉佩戴者正常外貌的人能够在他处于人类伪装时辨认出他来。
制造条件:制造奇物,易容术(Disguise Self)
制造成本:450gp

凶猛行动指环(RING OF FEROCIOUS ACTION)
灵光:微弱变化系;施法者等级:5级
位置:戒指;价格:3000gp;重量:1磅
    这个戒指允许佩戴者忍耐那些妨碍他行动的物理或精神伤害。戒指拥有5次使用次数,并且会在每天重置。在佩戴者回合开始时,如果他处于恍惚状态,那么他能够以一个自由动作并消耗1次使用次数启动戒指,在他的下回合开始之前忽略恍惚效果。
制造条件:制造戒指,加速术(Haste),稳定伤势(stabilize)
制造成本:1500gp

迅捷黑曜石巨斧(SWIFT OBSIDIAN GREATAXE)
灵光:中等变化系;施法者等级:10级
位置:无;价格:11320gp;重量:12磅
    这把+1锐锋巨斧的斧刃是由黑玉色的黑曜石雕琢而成。当它的持用者向着敌人冲锋时,他的速度会在该轮获得+10尺增强加值。每天1次,他能够命令巨斧使30尺内所有盟友的基本速度获得+10尺增强加值,持续1轮。
制造条件:制造魔法武器和防具,脚底抹油(Expeditious Retreat)
制造成本:5820gp

半兽人法术
半兽人可以使用以下法术。
剧透 -   :
忘我争战(BATTLE TRANCE)
学派:附魔系(胁迫)[情绪,影响心灵]
等级:炼金术士 3,反圣武士 3,牧师 4,审判者 3,游侠 3,女巫 4
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:1分钟/等级
豁免:意志,通过则无效
法术抗力:可
  你被转化为纯粹的破坏之力。你获得凶猛(ferocity)怪物特殊能力、等同于1d6 + 你的施法者等级(最高+10)点临时生命、并且在对抗影响心灵效果时豁免检定或+4士气加值。但是你无法使用撤退动作或以自己的意愿远离曾经攻击过你的生物。
  当你使用该法术后,你立刻受到4点智力伤害。此外你必须通过DC20的专注检定才能施放法术,并且所有其他施放法术的专注检定受到-5减值。

幽灵狼(GHOST WOLF)
学派:咒法系(创造)
等级:术士/法师 4,召唤师 2
施法时间:10分钟
成分:语言,姿势,器材(可怕的狼牙)
范围:0尺
目标:一只近乎真实的狼形生物
持续时间:1小时/等级(可解消)或1轮/等级;见下文
豁免:无(见描述)
法术抗力:否
  该法术会从翻滚的黑烟中召唤一只大型的近乎真实的狼形生物。它的功能除了上面提到的以外,如同魅影驹(Phantom Steed)一般。此外,该生物散发着恐惧灵光(aura of fear)。任何生命骰低于6并且在距离它30尺范围内的生物(除了幽灵狼的骑手)必须进行意志豁免检定,失败将会战栗1d4轮(这是一个影响心灵的恐惧效果)。进行过豁免检定的生物会在24小时内免受坐骑的恐惧灵光的影响。
  幽灵狼也能用于战斗。每轮1次,骑手能够以一个自由动作指使幽灵狼在战斗中进行攻击(啮咬+10,1d8+6点伤害);与普通的动物坐骑不同,这不需要进行骑术检定或经受任何训练。一旦幽灵狼进行攻击,那么它只能在这之后存续1轮/等级。

半血化纯(HALF-BLOOD EXTRACTION)
学派:变化系
等级:炼金术士 5,牧师 5,德鲁伊 5,术士/法师 5,女巫 5
施法时间:1小时
成分:语言,姿势,材料/法器(价值3000gp的油与毒)
范围:接触
目标:接触到的自愿的半兽人
持续时间:立即
豁免:无
法术抗力:否
  你将半兽人转化为纯血兽人。目标失去所有半兽人种族特性,同时获得所有兽人种族特性。

冲破阵线(LINEBREAKER)
学派:变化系
等级:炼金术士 1,反圣武士 1,审判者 1,魔战士 1,圣武士 1,游侠 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:1分钟/等级
  当你冲锋时的基本速度获得+20尺加值,另外冲撞以及闯越战技检定获得+2加值。

野蛮大嘴(SAVAGE MAW)
学派:变化系
等级:反圣武士 1,牧师 2,德鲁伊 2,审判者 2,魔战士 2,游侠 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:1分钟/等级(可解消),特殊(见下文)
  你的牙齿伸长变尖,你的嘴被转变为充满锋利尖牙的大嘴。你获得啮咬攻击,能够造成1d4点加上你的力量调整值的伤害。如果你使用啮咬攻击确认重击,它还会造成1点流血伤害(bleed damage)。如果你已经拥有啮咬攻击,那么你的啮咬攻击会在确认重击时造成2点流血伤害。你被视为擅长该种攻击。如果你将其作为全回合攻击的一部分,那么啮咬攻击被视为次要攻击,使用你全部基本攻击加值-5进行攻击,并且其伤害只获得你的力量调整值的一半。
  你可以在该法术正常持续时间之内以迅捷动作进行一次野性咆哮并结束该法术。当你这么做时,你能够对距离半径30尺内所有能够听到咆哮的人进行威吓检定以挫败士气。

原文
剧透 -   :
Half-Orcs
Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.

Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

ALTERNATE RACIAL RULES
Half-orcs are as varied as humans and orcs in terms of culture and environment. The following rules represent some of those varied aspects and can be taken by any half-orc character. At the GM’s discretion, a half-orc may also select from the alternate racial rules for orcs.

Alternate Racial Traits
The following racial traits may be selected instead of existing half-orc racial traits. Consult your GM before selecting any of these new options. A half-orc also has the option of selecting the squalid alternate racial trait (see page 139) in place of his orc ferocity racial trait.

Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.

Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Cavewight: Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating trait.

Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Forest Walker: More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.

Gatecrasher: Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks. This racial trait replaces orc ferocity.

Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Favored Class Options
The following options are available to all half-orcs 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 alchemist’s bomb damage.
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Cavalier: Add +1 hit point to the cavalier’s mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.
Fighter: Add a +2 bonus on rolls to stabilize when dying.
Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Magus: Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Summoner: Add +1 hit point to the summoner’s eidolon.
Witch: Add +1 skill rank to the witch’s familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

RACIAL ARCHETYPES
The following racial archetypes are available to half-orcs.

Blood God Disciple (Summoner)
A half-orc summoner who devotes himself to one of the bloody orc gods may believe his eidolon is an avatar of that god rather than a mere supernatural creature. A blood god disciple generally fights by the avatar’s side and offers it blood sacrifices in exchange for martial prowess. A blood god disciple has the following class features.

Blood Feast (Su): At 1st level, a blood god disciple can feed a recently fallen foe to his eidolon, allowing the outsider to channel some of its power into the summoner. The eidolon must spend a standard action to eat some of the opponent, which must be a living, corporeal creature killed or knocked unconscious by the eidolon or summoner in the past minute. This eating deals damage to the target as if the eidolon had attacked it with one natural attack (typically a bite). The fallen creature must have at least half as many Hit Dice as the summoner. Once the feeding is complete, the summoner may manifest one 1-point evolution. This lasts for 1 minute. The evolution’s effects use the summoner’s Hit Dice and ability scores rather than the eidolon’s. The blood god disciple can use this ability a number of times per day equal to 3 + his Charisma modifier. He may only apply one use of this ability at a time (using it a second time replaces any evolution manifested with this ability), and can only manifest evolutions his eidolon has.
  At 5th level, when the blood god disciple uses blood feast, he may manifest one 2-point evolution instead of a 1-point evolution. At 9th level, he may manifest up to two evolutions worth a total of 3 evolution points or fewer. At 13th level, he may manifest up to two evolutions worth a total of 4 evolution points or fewer. At 17th level, he may manifest up to three evolutions worth a total of 5 evolution points or fewer.
  This ability replaces the summon monster I, III, V, VII, and IX spell-like abilities.

Bloody Gift (Su): At 3rd level, when a blood god disciple uses blood feast to manifest an evolution, he may touch one ally and grant it that evolution as well. Each affected ally counts as one use per day of the blood feast ability. At 7th, 11th, 15th, and 19th level, the blood god disciple can affect an additional creature with this ability (each one counting as a use per day of blood feast). If the blood god disciple can manifest multiple evolutions per use of blood feast, his selected allies manifest these multiple evolutions as well. This ability replaces the summon monster II spell-like ability.

Avatar Gambit (Ex): At 7th level, when a blood god disciple dismisses his eidolon, he rages like a barbarian for a number of rounds equal to half his summoner level (he may end this rage early just like a barbarian, but if he does so, any remaining rounds of rage from this ability are lost). This replaces the summon monster IV spell-like ability.

Rage Power (Ex): At 11th level and 15th level, a blood god disciple selects a barbarian rage power, which he may use when raging (whether from the avatar gambit ability or actual barbarian rage). This replaces the summon monster VI and VIII spell-like abilities.

Hateful Rager (Barbarian)
From a young age, many half-orcs are treated cruelly, bullied, ridiculed, and made outcasts. While some hide their shame, others foster a deep, burning hatred that they channel into a raw fury and unleash against their enemies. These half-orcs are called hateful ragers. A hateful rager has the following class features.

Reduced Rage (Ex): At 2nd level and every level thereafter, a hateful rager only gains 1 additional round of rage per day instead of the normal 2 additional rounds of rage per day.

Favored Enemy (Ex): At 2nd level, a hateful rager selects a favored enemy. This ability works identically to the ranger ability of the same name. At 8th, 14th, and 20th level, the hateful rager selects another favored enemy and increases her bonus against one favored enemy type, as described in the ranger class.
  While raging, the hateful rager makes every effort to fight a favored enemy rather than other opponents. If aware of the presence of a favored enemy, the hateful rager must make a DC 20 Will save each round to attack another creature; failure means the barbarian must attack the favored enemy or move closer to that enemy. She may freely attack creatures preventing her from reaching that favored enemy (regardless of whether they are actively trying to prevent her attacks or merely in the way). She can avoid harmful obstacles normally in her attempts to reach the target and is not forced to take the shortest route.
  This ability replaces the barbarian’s rage power gained at 2nd level. At 8th, 14th, and 20th levels, in place of a rage power she gains another favored enemy and increases her bonus against one favored enemy type.

Feed the Rage (Ex): At 5th level, a hateful rager gains 1 additional round of rage for each favored enemy she knocks unconscious or kills in combat. These current rounds of rage can only be used to add to the duration of her rage, and disappear when the rage ends. This ability replaces improved uncanny dodge.

Amplified by Hate (Ex): At 9th level, a hateful rager adds half her favored enemy bonus to the DC of any rage power she uses against a favored enemy. This ability replaces trap sense +3.

Rage Powers: The following rage powers complement the hateful rager archetype: intimidating glare, roused anger, terrifying howl (Core Rulebook); come and get me, inspire ferocity, overbearing advance, reckless abandon (Advanced Player’s Guide).


Redeemer (Paladin)
As most half-orcs are outcasts, a half-orc paladin recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some half-orc paladins take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These paladins are called redeemers. A redeemer has the following class features.

Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin’s smite evil.

Monstrous Rapport (Ex): At 1st level, redeemers gain a +2 bonus on Diplomacy checks to inf luence creatures who are commonly considered monstrous. This includes but is not limited to “monstrous” races such as goblins and orcs, monstrous humanoids, and other intelligent nonhumanoid monsters. This ability replaces detect evil.

Pact of Peace (Sp): At 8th level, a redeemer can force a defeated creature to accept a binding pact of peace as a condition of its surrender, as if using lesser geas. Her caster level for this ability is equal to her paladin level. Rather than assigning a mission or task, the redeemer gives the creature a simple set of prohibitions to protect others. Example geas include “Leave this city and do not return” or “Do not attack caravans.” The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per paladin level. This replaces aura of resolve.

Aura of Mercy (Su): At 11th level, a redeemer can expend two uses of her merciful smite ability to grant the merciful smite ability to all allies within 10 feet, using her bonuses. Allies must use this merciful smite ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benef it from this ability. This replaces aura of justice.

Associates: A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.


Skulking Slayer (Rogue)
Pushed into a life of crime by the society around them, halforcs gravitate toward criminal activities that suit them best. Half-orc rogues leave subtle tactics and finesse to half lings and elves, and rely on brute strength and thuggery when they go about making mischief. Skulking slayers have turned the use of raw strength and surprise into an art form. A skulking slayer has the following class features.

Weapon and Armor Proficiency: The skulking slayer gains proficiency with greatclubs and whips, but loses proficiency with rapiers and hand crossbows.

Class Skills: The skulking slayer does not gain Disable Device, Linguistics, and Sleight of Hand as class skills.

Skill Ranks per Level: 6 + Int modifier.

Pass for Human (Ex): At 1st level, when trying to conceal her half-orc heritage, a skulking slayer gains a bonus on Disguise checks equal to half her level. When using disguise to appear as a specific individual, skulking stalkers ignore the normal –2 penalty to appear as another race.

Underhanded Maneuvers (Ex): At 1st level, when she could normally make a sneak attack, a slayer may instead make a dirty trick or steal combat maneuver with a bonus on her roll. This bonus is equal to her number of sneak attack dice for a dirty trick combat maneuver, or 1-1/2 × her number of sneak attack dice for a steal combat maneuver. This ability replaces trapfinding.

Bonus Feats: At 2nd level, a skulking slayer can select the Surprise Follow-Through feat (see below) in place of a rogue talent. At 10th level, she can select the Improved Surprise Follow-Through feat in place of an advanced rogue talent.

Bold Strike (Ex): At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, she rolls d8s instead of d6s for her sneak attack damage. This ability replaces trap sense +1 and +4.

Shifty (Ex): At 6th level, a skulking slayer gains a bonus on Bluff checks to feint equal to half her level. This ability replaces trap sense +2.

Unexpected Charge (Ex): At 9th level, a skulking slayer can make a Bluff check to feint as a swift action before a charge. This ability replaces trap sense +3.

Rogue Talents: The following rogue talents complement the skulking slayer archetype: combat trick, surprise attack (Core Rulebook); combat swipe, powerful sneak (Advanced Player’s Guide); terrain mastery (Ultimate Combat).

Advanced Talents: The following advanced rogue talents complement the skulking slayer archetype: crippling strike (Core Rulebook); deadly sneak (Advanced Player’s Guide); unwitting ally (Ultimate Combat).

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

Half-Orc Equipment
Half-orcs have access to the following equipment.

Black Fester: This black paste is often applied on orc weapons before going on raids to stymie an enemy’s healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target’s body for 1 hour. A creature exposed to black fester resists magical healing; a creature trying to magically heal the target must make a DC 10 caster level check to restore any hit points to the target.

Half-Orc Disguise Kit: This specifically designed kit was put together by half-orcs to help them appear more human. It includes skin cream to disguise greengray skin color and other items designed to conceal or draw attention away from typical half-orc physical characteristics. Using this kit on a half-orc grants a +3 bonus on Disguise checks to appear human. Used on an orc, it only grants a +1 bonus on these checks.

Half-Orc Equipment
Item                   Cost   Weight  Craft DC
Black fester (vial)    30 gp    —      25
Half-orc disguise kit  75 gp   1 lb.    —

Half-Orc Feats
Half-orcs and orcs have access to the following feats.

Beast Rider
You gain the service of a monstrous companion or mount.
Prerequisites: Animal companion or mount class feature, character level 7th, half-orc or orc.
Benefit: Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective druid level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost.

Blood Vengeance
Seeing an ally fall in combat fills you with a raging and murderous fury.
Prerequisites: Half-orc or orc, nonlawful.
Benefit: Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your next turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a barbarian’s rage, except your morale bonus to Strength and Constitution is only +2. In either case, this state lasts for 4 rounds.
  As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for an additional 4 rounds. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you (excluding conjured or summoned allies).

Destroyer’s Blessing (Combat)
Breaking things adds to your power.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point. You can only gain these benefits once per round.

Ferocious Resolve
Your orc heritage allows you to fight on.
Prerequisites: Con 13, half-orc, orc ferocity racial trait.
Benefit: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
Normal: A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below 0 hit points.

Ferocious Summons
Your summoned creatures gain your ferocity.
Prerequisites: Augment Summoning, Spell Focus (conjuration), half-orc or orc.
Benefit: Creatures you summon gain the ferocity universal monster ability.

Ferocious Tenacity (Combat)
You spit in the face of death.
Prerequisites: Ferocity racial trait, half-orc or orc, rage class feature.
Benefit: Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by 1 point, but cannot reduce the damage taken below 1 hit point.
  For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and take 20 hit points of damage from a hit (which is enough to bring you to –18 hit points, thereby killing you), you may spend 1 round of rage to reduce the damage by 1 hit point (leaving you perilously close to death at –17 hit points); if you spend 17 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Note: If this damage still makes you fall unconscious, your rage ends just like it normally would, lowering your Constitution to its normal value and reducing your hit point total as normal. Therefore, it is possible to use this feat to prevent yourself from instantly dying, yet you still die because your negative hit points exceed your normal Constitution score—take your normal Constitution into account when deciding how many rounds of rage to spend with this feat.

Gore Fiend
Horrible wounds, whether on yourself or your enemies, make your blood sing.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only gain this benefit once per round.

Horde Charge (Teamwork)
When you charge with an ally, you are more deadly.
Prerequisites: Base attack bonus +1, half-orc or orc.
Benefit: When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.

Improved Surprise Follow-Through (Combat)
You follow up an attack with a surprising series of sweeping blows.
Prerequisites: Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8.
Benefit: When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.

Resilient Brute
You absorb punishment others find deadly.
Prerequisite: Half-orc or orc.
Benefit: Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day.

Surprise Follow-Through (Combat)
When striking one opponent, you catch its ally off guard.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +1.
Benefit: When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.

Sympathetic Rage (Combat)
Seeing an ally rage fills you with your own fury.
Prerequisites: Half-orc or orc, nonlawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian’s rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian’s rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued.

Tenacious Survivor
Your spirit lingers long after any other’s would have passed on.
Prerequisites: Con 13, Diehard, Endurance, half-orc or orc.
Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

Thrill of the Kill
Killing fuels your rage.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per round.

Half-Orc Magic Items
Half-orcs have access to the following magic items.

CLOAK OF HUMAN GUISE
Aura faint illusion; CL 1st
Slot shoulders; Price 900 gp; Weight 1 lb.
DESCRIPTION
  This plain cloak only has any effect when worn by a member of a half-human race such as a half-orc or half-elf. It alters the wearer’s appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer’s non-human physical traits so the creature appears fully human. Any feature that is plausibly human remains. For example, a halforc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elf ancestry. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.
CONSTRUCTION
Requirements Craft Wondrous Item, disguise self; Cost 450 gp

RING OF FEROCIOUS ACTION
Aura faint transmutation; CL 5th
Slot ring; Price 3,000 gp; Weight 1 lb.
DESCRIPTION
  This ring allows its wearer to persevere through physical or mental trauma that hampers his actions. The ring has 5 charges, renewed each day. At the start of his turn, if the wearer is staggered, as a free action he may spend a charge to activate the ring and ignore the staggered condition until his next turn.
CONSTRUCTION
Requirements Forge Ring, haste, stabilize; Cost 1,500 gp

SWIFT OBSIDIAN GREATAXE
Aura moderate transmutation; CL 10th
Slot none; Price 11,320 gp; Weight 12 lbs.
DESCRIPTION
  The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, expeditious retreat, keen edge; Cost 5,820 gp

Half-Orc Spells
Half-orcs have access to the following spells.

BATTLE TRANCE
School enchantment (compulsion) [emotion, mind-affecting]; Level alchemist 3, antipaladin 3, cleric 4, inquisitor 3, ranger 3, witch 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
Save Will negates; Spell Resistance yes
  You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving throws against mindaffecting effects. You cannot use the withdraw action or willingly move away from a creature that has attacked you.
  When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5 penalty.

GHOST WOLF
School conjuration (creation); Level sorcerer/wizard 4, summoner 2
Casting Time 10 minutes
Components V, S, F (dire wolf tooth)
Range 0 ft.
Target one quasi-real wolflike creature
Duration 1 hour/level (D) or 1 round/level; see text
Saving Throw none (see description); Spell Resistance no
  This spell conjures a Large, quasi-real, wolflike creature made of roiling black smoke. It functions as phantom steed, except as noted above. In addition, the creature radiates an aura of fear. Any creature with fewer than 6 Hit Dice within 30 feet (except the ghost wolf ‘s rider) must make a Will save or become shaken for 1d4 rounds (this is a mind-affecting fear effect). A creature that makes its Will save is unaffected by the steed’s fear aura for 24 hours.
  The ghost wolf may also be used in combat. Once per round, the rider may direct the ghost wolf to attack in battle as a free action (bite +10, 1d8+6 points of damage); unlike an animal mount, this does not require a Ride check or any training. Once the ghost wolf attacks, it lasts for only 1 round per level thereafter.

HALF-BLOOD EXTRACTION
School transmutation (polymorph); Level alchemist 5, cleric 5, druid 5, sorcerer/wizard 5, witch 5
Casting Time 1 hour
Components V, S, M/DF (oils and poisons worth 3,000 gp)
Range touch
Target willing half-orc touched
Duration instantaneous
Saving Throw none; Spell Resistance no
  You transform the target half-orc into a full-blooded orc. The target loses all of its half-orc racial traits and gains the orc racial traits.

LINEBREAKER
School transmutation; Level alchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
  You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.

SAVAGE MAW
School transmutation; Level antipaladin 1, cleric 2, druid 2, inquisitor 2, magus 2, ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D), special (see below)
  Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is considered a secondary attack, is made at your full base attack bonus –5, and adds half your Strength modifier to its damage.
  You can end this spell before its normal duration by making a bestial roar as a swift action. When you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.
« 上次编辑: 2015-08-08, 周六 12:18:36 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

离线 背叛者之殇

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #1 于: 2012-10-17, 周三 23:31:51 »
禽兽来了啊 :em014

离线 夜星

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #2 于: 2012-10-18, 周四 00:30:14 »
血祭血神!颅献颅座!
“是谁把正装裤带提到咯吱窝,我告诉你我身经百战见得多。西方哪一个国家我没有去过?荒烟蔓草的年头,辣妹子唱着小背篓。”

离线 四月

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #3 于: 2012-10-18, 周四 00:34:40 »
血祭血神!颅献颅座!

 :em030
消灭他们!为了沙利士的荣光~
没有团,为什么还要翻译规则呢?
当然是为了友情了

线上 涅薇儿·德拉诺尔

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #4 于: 2012-10-18, 周四 14:26:34 »
一旦接受设定……
* 涅薇儿·德拉诺尔 这么说着一边给奈奈上孜然
下辈子一定要当个蛮子,免得想太多。
帕拉丁冲锋破鞋必出1,这是一种真理
每当我出carry的时候总有人抢中路,每当我出辅助的时候总让我去中单
自从当了DM,豁免骰那是一个比一个大……
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投掷 出1我就掀桌: 1d20+13=(1)+13=14

离线 erwin

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #5 于: 2012-10-18, 周四 14:29:02 »
双手武器偷袭贼!真·王道!
所有曾经的荣耀和辉煌,都如流沙般逐渐消失殆尽

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #6 于: 2012-10-18, 周四 14:33:44 »
看我双头大爹偷袭!

离线 Lomias

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #7 于: 2012-10-18, 周四 15:31:07 »
双手武器偷袭碉堡了. 想想都觉得带感啊... :em020
准备动作巨爹偷袭用来坑PC一流啊
“找一群电波都能对上的PC有多难?"
“大约等于找一群不会吵架的老婆吧。"
“教练我也要开后宫!"

离线 沙包

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #8 于: 2012-10-18, 周四 16:59:16 »
草丛人士……?

离线 四月

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #9 于: 2012-10-18, 周四 17:03:57 »
草丛人士……?

没有错,那个传说中经常在草丛中刷新,大喊着‘德玛【】【】’的人其实是半兽人!还是盗贼!!
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】半兽人(Half-Orcs)
« 回帖 #10 于: 2012-10-18, 周四 17:07:00 »
啧啧看这性感的小獠牙

离线 四月

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #11 于: 2012-10-18, 周四 17:22:02 »
啧啧看这性感的小獠牙

 :em017
* 四月奈奈子 被星的爱好所震慑
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 背叛者之殇

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #12 于: 2012-10-19, 周五 14:24:11 »
 :em014 准备50张卡,冲锋冲死boss

离线 Falengel

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Re: 【ARG】半兽人(Half-Orcs)
« 回帖 #13 于: 2013-10-07, 周一 13:35:20 »
半兽人(Half-Orcs)

  半兽人在文明种族的眼中是怪物般的存在,这种歧视导致误解和暴力——无论其是否属实。半兽人很少是爱情的结晶,成长艰辛而又必须快速,他们被迫为了获得保护和证明自己而不停战斗。半兽人痛恨这种遭遇,与其扮演受害者的角色、他们更愿意以暴制暴,这却在不知不觉中证明了他人的偏见。一些在恐惧中长大、不被信任的半兽人决心要以丰功伟业和过人智慧来吓一吓那些恶意中伤之辈——尽管敲碎他们的脑袋似乎更容易。有些半兽人倾其一生向纯血兽人证明,他们的勇猛比起后者不遑多让。其他的半兽人则决定融入人类社会,向他们证明自己并非怪兽。对证明自我的渴求,鞭策着所有半兽人在自己置身的社会中追求权力与地位。

  体貌描述:半兽人平均身高6英尺,体格魁梧,肤色偏绿或偏灰。他们的犬齿往往长到足以伸至口外,这些獠牙与浓眉尖耳相结合,构成了半兽人常为人诟病的兽性外表。半兽人令人印象深刻,但很少会被形容为美。除了那些显著的兽人特征,半兽人的样貌随人类亲属而变。

  社会:与出于嫉妒或吸引而受到社会歧视的半精灵不同,半兽人在双方的世界中都不受待见:肉体不如兽人亲族强壮,却又常被那些懒于分辨纯血和混血兽人的人类所畏惧或攻击。即便在最好的状况下,半兽人也很难被文明社会彻底接纳,并往往被认为唯一价值在于其强壮的肉体。另一方面,兽人掌权者故意和人类繁衍出半兽人也是众所周知的事情,因为这些混血儿突出的狡黠和攻击性弥补了体能方面的不足,这使他们成为天生的领袖和军师。
  在兽人部落中,半兽人不停地为证明自己的战斗价值和力量天赋而奋斗。兽人抚养长大的半兽人会研磨獠牙,并纹上部族的刺青。部落领袖会渐渐地意识到半兽人更加聪明,并让他们成为萨满的学徒,如此一来他们的狡狯便有可能最终为部落派上用场。但成为萨满学徒是野蛮且易早夭的磨练,存活下来的半兽人要么在部落中影响力非凡,要么被迫远走他乡。
  半兽人在人类社会中的际遇更加复杂,很多文化将他们视作洪水猛兽。他们甚至难以找到正常工作,并被迫在军中谋生或被卖为奴隶。半兽人只能在这些环境中偷生,尽可能隐藏自己的天性。黑暗的地下社会倒往往是最宽容的地方,因此很多半兽人在盗贼工会担任打手,或者参与其他形式的犯罪团伙。
  有些少见的人类城市会允许半兽人光明正大地存在,甚至让其得以建立自己的社区。这些社区通常位于竞技场、军营或佣兵组织附近,蛮力和勇猛的价值在这些地方最受承认。即便在同类的包围中,半兽人的生活也并不轻松。肢体对抗对他们来说如同家常便饭,尤其是耳濡目染类似行为长大的半兽人。但无论如何,这里是年幼半兽人得以不受歧视地成长的最佳环境;这些小小社区也是真正接纳他们的婚姻、爱护他们的孩子的难寻桃源。
  更为鲜见的是,一些人类文化会因为半兽人的强壮而仰慕他们。据说有些地方的人们将半兽人小孩视为祝福象征,并会追求半兽人或兽人作为恋人。在这些社会中,半兽人的生活和纯种人类并没有什么两样。

  关系:精灵和矮人对半兽人的接纳度最低,认为他们和自己的世仇太过相似,而其他种族并没有认识到这一点。
  充满歧视的生涯让半兽人谨慎却又易怒,但越过他们野蛮的外表,人们可能会发现潜藏在半兽人心底的温情。没有兽人烦扰的人类社会对他们最为包容,这里的半兽人能够找到佣兵和保镖等工作。但是,即便在对半兽人较友善的地方,还是有很多人类无法摆脱对他们的不信赖感。
  半兽人羡慕半精灵在人类和精灵社会中的认同感、以及他们与自己凶蛮外表形成鲜明对比的雅观容姿。虽然半兽人会尽量避免与这些混血表亲直接对抗,当有机会时他们还是会毫不犹豫地向对方展现实力以证明自己。
  在其他所有种族中,半兽人对那些处境同样艰辛的半身人最有好感。半兽人尊重半身人在人群中游刃有余的能力,并钦羡他们在逆境中保持微笑的乐观开朗。可惜半身人并不能体会这一点,因为经常在看到大只又吓人的半兽人时就溜之大吉了。

  阵营和宗教:被迫在野蛮的兽人行伍中生存、或是流浪在文明之邦,多数半兽人冲动而孤僻。走上邪路似乎是顺其自然,但他们天性并不邪恶——长久的生活经验告诉他们不要做对自己无益的事情,因此多数半兽人是混乱中立的。半兽人根据生长的环境,会崇拜人类或兽人的神祗。在人类一侧长大的半兽人会侍奉与战争、自由或毁灭相关的人类神祗;在兽人部落长大的半兽人则更倾向于与鲜血、火焰和钢铁相关的神祗——主要决定于该部落尊崇哪位神祗,而非个人的感受。很多半兽人背弃宗教,要么完全加以忽视,要么曾与其有深深纠葛而对其切齿痛恨;甚至半兽人的神术施法者也会带着疑惑和愤怒在宗教与信仰中挣扎。

  冒险:很多半兽人出于必要以外的各种理由选择冒险生活,试着摆脱痛苦的过去,或进一步磨练自己的力量。对能否被世人接纳这一点更为乐观或绝望的半兽人,则会为了证明自己立足于世的价值而投身正道、不懈奋战。
  兽人社会中的半兽人常走上与周遭众人相似的野蛮之道,成为战士、野蛮人或游侠。在萨满训练中存活下来的半兽人可能会最终超越其导师、成为部落萨满,或者逃离部落、以放逐者或探索者的身份研习魔法。
  半兽人与其他种族一样,会诞生具有术士天赋的孩子,且其血脉多为深渊、命运和元素。半兽人对炼金术情有独钟,它的毁灭力量显然能使任何兽人部落受益匪浅。半兽人炼金术师将自己当作活体实验对象,甚至试图通过炼金术分离自己的兽人和人类半身。另有些炼金术师用职业技巧强化肉体能力,以增加自己在兽人社群中的分量。
  在人类社会中,半兽人的选择会更广一点。很多人发现可以轻松利用自己的强壮肉体获得佣兵或商队保镖的工作。犯罪是另一条捷径,因为数不胜数的违法团伙都在寻找能打的家伙。人类社会中的半兽人牧师比较少见;信仰心较强的半兽人常投身于(或被逼于)为宗教服务的武修之道,并成为圣骑士或审判者。半兽人通常缺少成为一名法师所需的耐心与荷包。

  常见男名:奥斯克(Ausk),达沃(Davor),哈卡(Hakak),吉泽亚(Kizziar),马寇(Makoa),内斯特鲁(Nesteruk),查多克(Tsadok)。

  常见女名:迦南(Canan),卓海达(Drogheda),歌路加(Goruza),玛卓(Mazon),希丽什(Shirish),特瓦迦(Tevaga),泽吉卡(Zeljka)。



种族亚种(Racial Subtypes)

  你可以将种族替换规则加以组合,构建如下半兽人亚种。

  竞技士(Arena-Bred):很多半兽人为了被送进竞技场而长大,双亲常常是两位半兽人、甚至一位半兽人和一位人类。这些为角斗场而生的半兽人失去了兽人祖先的野蛮外表,看上去更像人类。他们拥有「市民」和「技能受训」种族特性。

  地底人(Deep Kin):有些半兽人生长在依然居住在永恒黑暗笼罩的地下的兽人部落。这些部落的半兽人体格稍小,并比那些地表兽人更习惯地下的世界。这些半兽人拥有「敏锐黑暗视觉」和「穴居人」种族特性。

  野生儿(Feral):还在婴儿或幼儿时便被遗弃的半兽人孩子很难在荒野中生存下来,但有少数能够如“野孩子”般地啃出活路、坚强求生,但完全和文明无缘。野生儿拥有「林间行者」和「獠牙」种族特性。

  山岳族(Mountain Clan):多山地区的半兽人更为机敏,并对故乡的一声一响都极为敏感。山岳族拥有「兽性」和「攀岩者」种族特性。

  神秘者(Mystic):兽人萨满是野蛮的教师,他们有时会为了消除未来的潜在对手而杀害或弄残最出色的学生。从萨满导师的虐待中存活下来的半兽人遍体鳞伤,精神也被这种经历所深深影响。萨满学徒很早就学到,狡猾和幸运往往是求生之路仅有的救命稻草。他们拥有「萨满学徒」和「神圣纹身」种族特性。