作者 主题: 【BoA】天界血脉  (阅读 46841 次)

副标题: 感谢格里菲因翻译的亚种与专长,另外感谢solariusyang认领描述部分

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【BoA】天界血脉
« 于: 2013-05-20, 周一 09:39:06 »
神裔种族特性
+2感知,+2魅力:神裔富有洞察力、自信且风度翩翩
生物类型:神裔属于异界生物,本地子类
中型体型:神裔是中等体型生物,不因体型获得任何加值或者减值
基本速度:神裔的基本速度为30尺
感官:神裔可以在黑暗中可以看到60尺远
技能奖励:神裔的交涉和察觉检定获得+2种族加值
类法术能力:神裔可以以类法术能力使用一次昼明术,施法者等级等于神裔的职业等级
天界抗力:神裔拥有5点寒冷抗力,5点闪电抗力以及5点强酸抗力
起始语言:通用语与天界语。拥有足够智力的神裔可以选择龙语,矮人语,精灵语,侏儒语,半身人语或者木族语作为额外语言
偏好神祗:阿巴达尔(Abadar),凯登 · 凯连(Cayden Cailean),黛丝娜(Desna),艾奥梅黛(Iomedae),莎琳(Shelyn),托拉格(Torag)以及至高天神使(empyreal lords)
偏好地区:安多安(Andoran),奇奥尼(Kyonin),终焉之墙(Lastwall),蒙蒂维(Mendev),涅玛萨斯(Nirmathas),天夏(Tian Xia)以及瓦瑞西安(Varisia)
女性姓名:Adonia, Amethyst, Arabella, Arken, Arsinoe, Ayako, Bretheda, Calanthe, Castrovei, Davina, Delphinia, Drinma, Dulcida, Feyla, Imesah, Iomedae, Isabis, Liavara, Li Mei, Masozi, Maysamma, Mirei, Moonstone, Nijena, Niramour, Ondrea, Rhialla, Sabiha, Sunetra, Valtyra, Zinnia
男性姓名:Aballon, Akemi, Aritian, Aurelio, Bellarmine, Beltin, Carnelian, Cayden, Cernan, Clarion, Cronwier, Desiderio, Eanril, Eran, Eremurus, Gwyn, Ilamin, Kinjiro, Kyan, Malachite, Maudril, Okrin, Parant, Shenir, Sterling, Talyessin, Triaxus, Tural, Wyran, Zaigan


天界血脉目录

神裔能力变体(Variant Aasimar Abilities)
神裔亚种(Aasimar Heritages)
战斗:天界专长(Combat:Celestial Feats)
信仰:崇高馈赠(Faith:Gifts of the Exalted)
魔法:光明之力(Magic:Forces of Light)
社会:纯善族裔(Social:Scions of Good)


劇透 -   :
Aasimar Racial Traits
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Favored Deities: Abadar, Cayden Cailean, Desna, Iomedae, Shelyn, and Torag, as well as the empyreal lords.
Favored Regions: Andoran, Kyonin, Lastwall, Mendev, Nirmathas, Tian Xia, and Varisia.
Female Names: Adonia, Amethyst, Arabella, Arken, Arsinoe, Ayako, Bretheda, Calanthe, Castrovei, Davina, Delphinia, Drinma, Dulcida, Feyla, Imesah, Iomedae, Isabis, Liavara, Li Mei, Masozi, Maysamma, Mirei, Moonstone, Nijena, Niramour, Ondrea, Rhialla, Sabiha, Sunetra, Valtyra, Zinnia.
Male Names: Aballon, Akemi, Aritian, Aurelio, Bellarmine, Beltin, Carnelian, Cayden, Cernan, Clarion, Cronwier, Desiderio, Eanril, Eran, Eremurus, Gwyn, Ilamin, Kinjiro, Kyan, Malachite, Maudril, Okrin, Parant, Shenir, Sterling, Talyessin, Triaxus, Tural, Wyran, Zaigan.
« 上次编辑: 2013-05-20, 周一 09:56:40 由 四月 »
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: 【BoA】天界血脉
« 回帖 #1 于: 2013-05-20, 周一 09:40:07 »
“要能有像她那样的一头长发,我什么都愿做!又浓密又闪耀,就像是银子似的。我有一次跟她说了,她瞪着我像是不明白我在说什么。我猜她对什么是“不够完美”完全没概念。我母亲一次向她讨一络头发,来治我妹妹的哮喘,可她却不给。你可能以为长着天使脸庞的人本不该吝惜几根头发吧。而那些男孩子们看她的眼光——不会有好事的我跟你说。一点都不好。”
——Arika Avertin,沙点镇面包师

      神裔是美丽而被赐福者,是与天使及其他善良位面的伟大存在为伴者的后裔。他们血管中流淌着天界的血液——他们先祖正义与价值的证明。而那结合的光芒是如此耀眼,即使是无数世代的稀释也无法掩盖,它会以自有的方式毋庸置疑的体现出来。绝大多数人认为神裔远比普通人明智,纯洁,天赋秉异而又美丽。
      但同时,神裔承受着他们特权所带来的重负。他们不请自来的赐福引来周围普通人的嫉妒;即使是最亲密的朋友暗地里也心怀羡慕。有些神裔将这天赋视作理所当然,甚至将自己看得高人一等,而其他的则不停地证明自己值得他们所背负的钦佩(与责任)。神裔可能会对为什么是他们获得这礼物,以及他们对那些没被赐福者该有什么样的责任抱有疑问。无论神裔的世界观如何,他的一生并不如其他人所想的那么轻松。

源出
      与常见的误解不同,不是所有神裔都源出于天使——任何善良位面的外层界者都可以传下他的精华,导致神裔可以将他们的遗传追溯到包括从爱塔天族之类的真•异界生物到揭路荼(Garuda)之类的本土异界生物。同样的,善良异界生物和人类的直接后代也不是神裔,而是一种更其特的,被称为半天界种的生物——神裔的身体则远比异界生物普通。天界之血可能会流传数代后才在一个神裔孩子身上彰显。而虽然半天界种的孩子经常是神裔,天界之血也可能一直沉眠,直到令那些对善良异界生物曾经影响自己族谱一事毫不知情的父母们大吃一惊。虽然孩子的天生丽质和能力使他们不受血亲的歧视,可悲的事实是嫉妒与对未知的恐惧常常使神裔与其凡俗父母和兄弟的关系变得紧张。
      有关神裔起源的故事往往浪漫而雷同:天使爱上了善良又美貌非凡的凡人,虽然他们无法白头到老,他们还是共享一夜春宵。事实则是,天界能量有着无数其他的方式进入凡人的血脉之中。
      有时异界生物采取的是直接的有意行为。这生物可能为了任务而跟凡人OOXX(好假…… :em032),甚至可能认为将凡人诱入一场暧昧关系对大局有益。一个外层界者甚至可以令凡人受孕而不自知,比如伪装成一束阳光或是一阵香风。虽然这些故事听起来更适合创造魔裔的魔族——这些行为背后无不有着深刻的甚至是神授的目的(所以说艾奥梅黛什么的都是大邪神 :em014)。神学家们争论这些故事背后的伦理问题无数世纪,依然无法达成共识。
      在其他时候,求子的女人中被神以他那高深莫测的标准视为有价值的那些通常会发现自己莫名的怀孕了(求子的男人也可能发现自己成为神力的通道,将精元传导到他的下一个孩子体内)(被戴了神圣的绿帽么…… :em008)。这种神力帮助往往发生在正常受孕不可能的情侣中,比如跨种族,同性(百合终于有出路了,生出来的孩子还加四点属性哦 :em003)或有一方不孕。
      最后,访问充满正能量场所的孕妇,比如圣地,神之国度或本身就是强大神圣魔法的焦点,会使腹中的胎儿充满天界能量,转变成神裔。
      神裔父母未必会产下神裔后代。事实上神裔的绝大多数孩子没有特异的能力,只是长得好看罢了。神裔的母亲怀孕和生育都很顺利。这些女人有时会做栩栩如生的,充满光明与仙乐的美梦,而随着分娩之日临近越来越频繁。神裔的出生基本不会出问题,而神裔的婴儿也基本不生病。他们更少哭闹,在不良的环境下依然茁壮成长。

      绝大多数社会把神裔的出生看成吉兆。在普通孩子出生时家族成员和朋友们会一起庆祝,而如果孩子出生带着天界的血统,全村都会一起庆祝。当地神庙的首脑可能会到场为孩子祝福——很衷心但可能已是多余的举动。
      随着奥罗登之死,魔裔与神裔的出生率有所提高,而且逐年呈上升趋势。研究曾将魔裔的增长归功于Thrune家族和其他魔族势力随着奥罗登之死的得势。但这无法解释神裔对应的增长。似乎冥冥中这两者有着特殊的联系,但至今这联系的性质——以及背后的含义——都无人知晓。

孩提
      神裔的孩子往往性格阳光,长的强壮又健康。即使是家庭不幸或出生在贫穷与战乱频发的地区,神裔也往往会出人意料的茁壮成长。他们跟其他孩子很处得来,而且虽然有时和其他孩子一样任性又固执,但总得来说他们还是热情又亲切。绝大多数神裔的童年在5-6岁前都充满欢乐,此后嫉妒开始露出它丑恶的嘴脸。
      并非所有家庭都真心欢迎神裔孩子的出生。如果一个女人怀上了下凡天界生物的孩子,当她爱人消失时她就毁了。其他人很可能把她那天界恋人的宣称看成试图掩饰奸情与淫乱的借口,从而使她备受羞辱。就像任何孩子一样,未婚生子会使其母亲倍感压力,使神裔的人生有个艰辛的开始。事实上很多传奇的神裔都饱尝过单亲童年的困苦——这样的开始简直是游吟诗人故事里的标准套路。有些家庭担心与神裔孩子相关的宿命,害怕这孩子会给家庭带来苦难。即使是慈爱的父母也会担心他们孩子因为不同而将面临的艰辛。因此很多家庭将此隐瞒起来,导致之后的世代并不知道自己的家族中隐藏着天界的秘密。
      天界的烙印在某些腐化邪恶的国家尤其危险,比如Cheliax和Nidal。那里的政府可能将神裔看成引领叛军的天生领袖,因此希望将其扼杀在萌芽状态。这迫使家庭将新生的神裔隐藏并秘密的抚养长大。神裔小孩的身份可以通过染发剂,幻术或蓄意的毁容来隐藏。因为天生丽质并有很多有用的能力,神裔是极好的奴隶,因此神裔小孩常常被拐卖,或是被穷疯的父母卖给奴隶主。在那些神裔自主投向邪恶的案例中,经常是因为其生涯有着上述不幸的开始,直到环境的重压将其打垮。
      但绝大多数神裔孩子面临的是更普通的问题。有些父母和老师特别关照偏袒神裔小孩,使得那些“正常”孩子们心怀不满。其他的则认为神裔应该无所不能,给家族带来财富与名望。如果孩子未能如愿成功他们就大失所望。有些成年人则直接嫉妒神裔小孩的容貌与处事方式,更吝啬的给予他们认可,因为他们有“不公平的优势”。
      虽然这会让神裔的童年过得很不舒服,但他们很少会成为真正的弃儿。神裔有着天生的吸引力和内在价值,因此即使被一个社会群体驱逐,他们很快融入下一个。如果孩子们嫉妒神裔并且不肯一起玩,大人可能想和他在一起。如果家庭因为恐惧与偏见把神裔赶到街上,街上的顽童们会喜欢他。虽然神裔所处的社群未必是他们天界祖先所认可的类型,他们很少长久孤单。

« 上次编辑: 2013-05-27, 周一 12:04:07 由 solariusyang »
单个小孩的CR再X3,这遭遇怎么都是团灭的节奏啊…… T_T

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Re: 【BoA】天界血脉
« 回帖 #2 于: 2013-05-20, 周一 09:51:17 »
神裔能力变体(Variant Aasimar Abilities)
部分神裔受到他们不寻常力量的祝福或诅咒。DM能够利用下表定制自己的神裔NPC,或者允许PC使用百分骰选择。如果PC想选择一个特定的变体能力,产生想要使用特殊角色想法的话,可以与DM咨询。
在此列出的能力均会替换神裔的类法术能力种族特性。该表格中获得的任何施放法术或类法术的能力,均视神裔的人物等级为施法者等级。

d%能力
每日1次以超自然能力引导1d6点正能量。51你能够通过触摸让果实(fruit)成熟。
每日3次以类法术能力使用治疗微伤(*)。52你能够理解书面材料就如同受到通晓语言(comprehend languages)影响一般。
以移动动作,你能使头顶显现或遣散光环,它散发着亮度如同火炬的彩光。53你的CMD获得+2种族加值。
每日1次,你能饮用一瓶圣水恢复1d6点伤害。54你在对抗会使你目眩(dazzled)的法术或效果时,豁免检定获得+2种族加值。
在进行与你所选择的某个神祗相关的知识(宗教)检定时,你获得+4种族加值。55每日1次以类法术能力施放占卜术(augury)。
你拥有利爪一样的手指,它被视为可以造成1d4点伤害的天生武器。56每日1次以类法术能力施放诚实之域(zone of truth)。
你获得DR 2/邪恶。57你的医疗检定获得+2种族加值。
你使用魅力属性取代体质属性,用以判断你能够屏息的轮数。58任何咬你的生物必须成功通过DC12的强韧豁免,否则会恶心(sickened)1d4轮。
你的力量属性额外获得+2种族加值。59任何由你用召唤怪物术(summon monster)召唤的善良生物会比通常额外多存在3轮。
10你光靠蜂蜜与酒就能生存。60你总是了解当前太阳所在的方位。
11你能在空气稀薄或污浊的地方呼吸而不生病
此外你不会受到高原病(altitude sickness)影响。
61你在对抗邪恶异界生物时,攻击与伤害检定获得+1种族加值。
12你具有天生的20尺游泳速度。62你在进行移除任何自己所拥有的暂时负向等级的豁免中获得+4种族加值。
13你在对邪恶异界生物进行的重击确认检定中获得+2种族加值。63你的下盘稳固,你在对抗冲撞与摔绊尝试时,CMD获得+2种族加值。
14你拥有反自然灵光(unnatural aura)通用怪物能力
使动物靠近你的DC为10+1/2你的角色等级+你的魅力调整值。
64你在挫败敌人士气(demoralize foes)的威吓检定中获得+4种族加值。
15每日1次,当你生命值为0时,你能进行
整轮的动作(full round of actions)而不会失去生命值和失去意识。
65你古怪的身体使你在所有特技动作检定上获得+2种族加值。
16你显得非常优雅并且擅长保持平衡,你的特技动作检定获得+2加值。66每日1次以整轮动作(full-round action),你能够从稀薄的空气中召唤出
1个银质圣徽。圣徽会存在1小时或直至你丢掉它为止。
17每日1次以类法术能力使用纯善之矛(spear of purity,出自UM)。67你的察言观色检定获得+2种族加值。
18你在对抗毒素时的豁免获得+2种族加值。68每日1次以类法术能力施放风讯术(whispering wind)。
19你在成年后外貌便不会衰老,尽管你属性仍旧
会随着时间如常受到减值并且仍会老死。
69你的眼泪能够治愈疾病。每日1次你能够以类法术能力施放移除疾病(remove disease)。
20你的敏捷属性额外获得+2种族加值。70你的体质属性额外获得+2种族加值。
21你能够操控自身穿着的金属盔甲,使其发出金色或
银色光芒。这个幻象只会在你穿着你的盔甲时存在。
71你能够从阳光获得营养。站在阳光之下半个小时
对你来说就好像吃了一顿丰盛的晚餐一样。你仍需饮水。
22你的意志豁免获得+1加值。72你获得等同于10+1/2你的生命骰点法术抗力。
23每日3次以类法术能力施放造水术(create water)。73如果将你的尸身放置在圣地并对你的神祗祈祷连续24小时
你就能够如同受到死者复活(raise dead)一般被复活
该能力在你的一生中只能生效1d4次。
24你获得5点音波抗力。74你的吻能够鼓舞他人。每日1次,你能够亲吻一名生物改变他的状态
从力竭(exhausted)变为疲乏(fatigued)或者从疲乏变为正常。
25每日1次,你能够突然爆发出极速,在1轮内如同你的基本速度是50尺一般移动。75当你在一名生物处10尺范围内时,能察觉到她是否怀孕了。
26你在对抗人类亚种(human subtype)的生物进行的借机攻击时,AC获得+2闪避加值。76你在对抗诅咒(curses)时的豁免检定获得+2种族加值。
27你懂得制作高品质物品的诀窍
你在任意一种工艺检定中获得+2种族加值。
77你的知识(位面)检定获得+2种族加值。
28每日1次持续1分钟,你能够理解并被任何生物理解
就如同使用巧言术(tongues)一般。
78你的身体总是暖烘烘的,你在对抗寒冷环境效果时的豁免获得+4种族加值。
29你在白天进行的先攻检定获得+2加值。79你总是了解当前星星的位置。
30选择一种正常造成致命伤害的武器
你能够在攻击检定不受-4减值的前提下使用该武器造成非致命伤害。
80你获得5点火焰抗力。
31你在对抗魅惑效果(charm)的豁免中获得+2种族加值。81你在休息时能够恢复双倍于正常休息恢复的生命值。
32每日1次以类法术能力施放护卫他人(shield other)。82每日3次以类法术能力施放修复术(mending)。
33硬币或者其他小型金属物体在经过你手之后都会再次变得光洁闪亮。83当距你30尺范围内有善良异界生物时,你感觉
精力充沛并在属性检定(ability checks)中获得+1种族加值。
34你在对抗邪恶异界生物或不死生物进行的借机攻击时,AC获得+2闪避加值。84你在对抗炎热环境效果时的豁免获得+4种族加值。
35每日1次以类法术能力施放援助术(aid)。85当你成为次等复原术(lesser restoration)或其他治疗
暂时属性伤害的法术或效果的目标时,能够额外多治愈1点暂时属性伤害。
36非魔法的虫类不被强迫的话绝不会叮咬或刺痛你。86每日1次以类法术能力施放生存勇气祝福(blessing of courage and life,出自APG)。
37你的任意一种表演技能检定获得+2种族加值。87你的驯养动物与骑术检定获得+2种族加值。
38每日1次,你能以自己为中心创造出半径20尺的灵光
任何在灵光范围内的负生命值生物立刻稳定。灵光持续1轮。
88每日1次以移动动作,你能使一件你持用的近战武器附上
神圣(holy)附魔,这个附魔会持续3轮或直至你丢掉或丧失武器为止。
39你能够完美模仿任何动物的声音(sound of any animal)。89你在对抗疾病(disease)时的豁免检定获得+2种族加值。
40你的智力属性额外获得+2种族加值。90你的魅力属性额外获得+2种族加值。
41每日3次,你能够歌唱10分钟让1个自愿的生物入睡
任何靠着你的歌声入睡的生物会在休息的期间免受
梦魇(nightmare)以及类似法术的影响。
91如果你死了,你的尸体无法被作为不死生物复活。
42每当你成功使用援助他人动作帮助某人
进行技能检定时,你会提供+3加值取代+2加值。
92你的强韧豁免获得+1种族加值。
43你在对抗恐惧效果(fear)时的豁免获得+2种族加值。93每日1次,你能够召唤一个圣光神使(lantern archon)
就如同使用召唤怪物术 III(summon monster III)一般。
44如果你站在墓前冥想10分钟,就能了解到被埋葬之人的名字。94你能够与马匹(horses)和其他马科动物(equine animals)交谈。
45你有一对猫耳,这使你在基于听觉的察觉检定中获得+2种族加值。95你的交涉检定获得+2种族加值。
46每日1次,你能够喷出10尺锥形的寒冷空气。这如同
喷吐武器一般运作并造成1d4+1/2你的等级点寒冷伤害,最高1d4+5点。
96你的使用魔法装置检定获得+2种族加值。
47当距你30尺范围内有邪恶异界生物时
你会感觉胃部不适并在属性检定(ability checks)中受到-1减值。
97你获得DR 2/魔法。
48每日1次以类法术能力施放敬畏武器(weapon of awe,出自APG)98每日1次以类法术能力施放战友情深(compassionate ally,出自UM)。
49你的反射豁免获得+1种族加值。99你天生拥有20尺飞行速度(机动性不良)。
50你的感知属性额外获得+2种族加值。100以此表格再骰2次,再骰出100则忽略不计。
注*:原文为cure minor wounds,但是PF已经没有这个法术了。

原文
劇透 -   :
VARIANT AASIMAR ABILITIES
Some aasimars are blessed or cursed with unusual abilities. GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability.
The abilities presented here replace an aasimar’s spelllike ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar’s character level.

d%         Abilities
1 You can channel 1d6 points of positive energy once per day as a supernatural ability.
2 You can use cure minor wounds 3/day as a spell-like ability.
3 As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.
4 Once per day, you can drink a flask of holy water to heal 1d6 hit points.
5 You gain a +4 racial bonus on Knowledge (religion) checks pertaining to a deity of your choice.
6 You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
7 You gain DR 2/evil.
8 You use your Charisma score instead of your Constitution score to determine how many rounds you can hold your breath.
9 You gain an additional +2 racial bonus to your Strength score.
10 You can subsist entirely on honey and wine.
11 You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness.
12 You have a natural swim speed of 20 feet.
13 You gain a +2 racial bonus on attack rolls made to confirm critical hits against evil outsiders.
14 You possess the unnatural aura universal monster ability, except the DC to make animals come near you is equal to 10 + 1/2 your character level + your Charisma modifier.
15 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious.
16 You display exceptional grace and easily keep your balance. You gain a +2 racial bonus on Acrobatics checks.
17 You can cast spear of purity (see Pathfinder RPG Ultimate Magic) once per day as a spell-like ability.
18 You gain a +2 racial bonus on saving throws made against poison.
19 Once you’ve reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.
20 You gain an additional +2 racial bonus to your Dexterity score.
21 You can manipulate any metal armor you wear, causing it to appear to be made of shining silver or gold. This illusion lasts only as long as you wear your armor.
22 You gain a +1 racial bonus on Will saves.
23 You can cast create water three times per day as a spell-like ability.
24 You gain sonic resistance 5.
25 Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
26 You gain a +2 dodge bonus to AC against attacks of opportunity made by creatures of the human subtype.
27 You have a knack for creating high-quality objects. You gain a +2 racial bonus on any one kind of Craft check.
28 Once per day, for 1 minute, you can understand and be understood by any creature as though using tongues.
29 You gain a +2 racial bonus on initiative checks during the day.
30 Pick one weapon that normally deals lethal damage. You can deal nonlethal damage with that weapon without the usual –4 penalty on your attack rolls.
31 You gain a +2 racial bonus on saving throws against charm effects.
32 You can cast shield other once per day as a spell-like ability.
33 When coins or other small metal objects pass through your hands, they become perfectly clean and shiny again.
34 You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.
35 You can cast aid once per day as a spell-like ability.
36 Nonmagical insects never bite or sting you unless magically compelled to do so.
37 You gain a +2 racial bonus on checks made with any one Perform skill.
38 Once per day, you can generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
39 You can mimic the sound of any animal perfectly.
40 You gain an additional +2 racial bonus to your Intelligence score.
41 Three times per day, you can sing for 10 minutes to put one willing creature to sleep. Any creature that falls asleep to the sound of your song is protected from nightmare and similar spells for the duration of its rest.
42 Whenever you successfully use the aid another action to help someone make a skill check, you grant a +3 bonus instead of +2.
43 You gain a +2 racial bonus on saving throws made against fear effects.
44 If you stand atop a grave and meditate for 10 minutes, you learn the name of whoever lies buried below.
45 You have catlike ears that grant you a +2 racial bonus on hearing-based Perception checks.
46 Once per day, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + 1/2 your level, to a maximum of 1d4+5.
47 You feel sick to your stomach and take a –1 penalty on ability checks when within 30 feet of an evil outsider.
48 You can cast weapon of awe (see the Pathfinder RPG Advanced Player’s Guide) once per day as a spell-like ability.
49 You gain a +1 racial bonus on Reflex saves.
50 You gain an additional +2 racial bonus to your Wisdom score.
51 You can make fruit ripen with a touch.
52 You can understand any written material as though under the effects of comprehend languages.
53 You gain a +2 racial bonus to your CMD.
54 You gain a +2 racial bonus on saving throws against spells and effects that would cause you to become dazzled.
55 You can cast augury once per day as a spell-like ability.
56 You can cast zone of truth once per day as a spell-like ability.
57 You gain a +2 racial bonus on Heal checks.
58 Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds.
59 Any good creature you call via summon monster remains for 3 rounds longer than usual.
60 You always know the current position of the sun.
61 You gain a +1 racial bonus on attack and damage rolls against evil outsiders.
62 You gain a +4 racial bonus on saving throws to remove any temporary negative levels you possess.
63 You have a strong and stable build. You gain a +2 racial bonus to CMD against bull rush and trip attempts.
64 You gain a +4 racial bonus on Intimidate checks made to demoralize foes.
65 Once per day as a full-round action, you can summon a silver holy symbol out of thin air. The holy symbol remains in existence for 1 hour or until you drop it.
66 You are immune to undead creatures’ create spawn special ability.
67 You gain a +2 racial bonus on Sense Motive checks.
68 You can cast whispering wind once per day as a spelllike ability.
69 Your tears cure disease. You can cast remove disease once per day as a spell-like ability.
70 You gain an additional +2 racial bonus to your Constitution score.
71 You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
72 You gain spell resistance equal to 10 + 1/2 your Hit Dice.
73 If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.
74 Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
75 You can sense when a creature is pregnant by standing within 10 feet of the creature.
76 You gain a +2 racial bonus on saving throws made against curses.
77 You gain a +2 racial bonus on Knowledge (planes) checks.
78 You are always comfortably warm. You gain a +4 racial bonus to resist environmental cold effects.
79 You always know the current position of the stars.
80 You gain fire resistance 5.
81 You heal double the normal amount of hit points while resting.
82 You can cast mending three times per day as a spelllike ability.
83 You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider.
84 You gain a +4 racial bonus to resist environmental heat effects.
85 When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an extra +1 point of temporary ability damage.
86 You can cast blessing of courage and life (see the Advanced Player’s Guide) once per day as a spell-like ability.
87 You gain a +2 racial bonus on Handle Animal and Ride checks.
88 Once per day as a move action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon.
89 You gain a +2 racial bonus on saving throws made against disease.
90 You gain an additional +2 racial bonus to your Charisma score.
91 If you die, your body can never be reanimated as an undead creature.
92 You gain a +1 racial bonus on Fortitude saves.
93 You can summon a lantern archon once per day as though by summon monster III.
94 You can speak to horses and other equine animals.
95 You gain a +2 racial bonus on Diplomacy checks.
96 You gain a +2 racial bonus on Use Magic Device checks.
97 You gain DR 2/magic.
98 You can cast compassionate ally (see Ultimate Magic) once per day as a spell-like ability.
99 You have a natural fly speed of 20 feet (poor).
100 Roll on this table twice, ignoring any further rolls of 100.
« 上次编辑: 2013-05-20, 周一 10:00:19 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【BoA】天界血脉
« 回帖 #3 于: 2013-05-20, 周一 09:51:43 »
神裔亚种(Aasimar Heritages)
大部分神裔都不知晓自己血脉的确切来源,而只能通过血脉展现出的各项特性来模糊的得知它是来自一些天界的存在。然而,一些神裔从他们的祖先处继承了更加独特的特性和能力,而这些祖先的属性也会影响这些神裔的属性。
角色可以在以下提供的六种神裔种族特性中选择一种来替换原本的神裔种族特性。每个血脉都提供了新的能力、类法术能力和技能加值以取代默认的神裔种族特性,以及两项可选的追加变动。每一种血脉还提供了最常见的(虽然不是一定准确的)对应个性、物理特征,和对应血脉的起源地。

盖丁血脉(伊迪尔人)
伊迪尔人同时具有兽性和冷静的性格,并经常作为守序和混乱阵营之间友好合作的沟通桥梁。

祖先:盖丁天族(Agathion)
典型阵营:中立善良
替换属性调整:+2体质,+2魅力
替换技能加值:驯养动物,生存
替换类法术能力:伊迪尔人获得二级召唤自然盟友(summon nature’s ally II)作为类法术能力。

    和盖丁天族祖先一样,伊迪尔人用最纯粹的方式行善,而对混乱和守序漠不关心。他经常在各地之间旅行,平等的传播他们的智慧,募求智慧生命和普通野兽与他们同行。
    伊迪尔人往往具有一些野兽的特征,如龙鳞、鱼鳞、皮毛、鬃毛或尖爪。线状瞳孔、长长的犬齿和毛茸茸的耳朵是拥有盖丁天族血统的神裔们的共同特征。就像盖丁天族之间拥有不同的动物特征一样,伊迪尔人亦是如此。鹏羽神使(Avoral)的后裔具有羽毛状的头发,并且偏爱平原之类的开阔地带;而狮首神使(Leonal)的子孙则富有侵略性,通常生有尖锐的指爪。无论动物特征为何,很多伊迪尔人都愿意响应自然的呼唤而踏上德鲁伊的道路,而伊迪尔人也是最经常成为自然守护者的神裔。
    伊迪尔人经常出没在格拉利昂(Golarion)的野外,例如奇奥尼(Kyonin)、林诺姆诸王国(the Lands of the Linnorm Kings)以芒吉(Mwangi)地区。比起生活在城市,他们宁愿作为猎人、游医或牧民生活,如果他们没有选择进入荒野生活的话。他们爱好自然和生命,而非社交与财富;不过如果是为了一个共同的目标,他们也会很乐意的与其他伊迪尔人进行协作。

背景元素
伊迪尔人可以选择以下种族背景元素
沉着战士(Enlightened Warrior):你总是能轻松的保持内心的平静和沉着,即使是在战场上。即使你的阵营为绝对中立或中立善良,你也可以获得武僧职业等级。
荒野交谈(Speech of the Wilds):像你的盖丁天族祖先一样,你知晓与不同生物沟通的诀窍,擅长打破语言的障碍。你能说一种额外语言。

天使血脉(天使裔)
天使是凡人心目中美丽和善良的代名词,他们会为了传播善良和光明而不惜余力。

祖先:天使(Angel)
典型阵营:任意善良
替换属性调整:+2力量,+2魅力
替换技能加值:医疗,知识(位面)
替换类法术能力:天使裔获得变身术(alter self)作为类法术能力。

    天使血脉的神裔——通常被称为天使裔——遵从他们的天界祖先走过的善良之路,并且用不同的方法去行善而投入秩序、中立或混乱阵营。
    在所有神裔中,天使裔是最容易和魔裔(tiefling)发生冲突的。天使裔很难和他们这些堕落的邪恶表亲和谐相处,而将魔裔视为永远不可信任的邪恶化身。只有在最为紧迫的情况下天使裔才会和魔裔达成协作,但即使在这时候,这个联盟也会一触即溃。
    天使裔最常见于瓦瑞西安(Varisia)——这很大程度上是由于瓦瑞西安当地人特有的自由浪漫情怀和他们对神圣存在的尊崇——和一些大城市,例如艾巴萨罗姆(Absalom)和奥普拉(oppara)。因为很多天使裔都会选择成为十字军或圣武士,你也可以经常在安多安(Andoran)看到他们反抗压迫和奴役制度;而在世界之伤(Worldwound),对抗恶魔的最前线中也有他们的身影。

背景元素
天使裔可以选择以下种族背景元素
天界追踪(Celestial Tracker):你和你的天界祖先一样擅长追踪邪恶。你用于追踪的生存技能检定获得+1背景加值。此外,你在进行追踪时,视为痕迹的清晰度比实际时间要少24小时。
位面视野(Planetar’s Visions):从你还是个孩子开始,你就梦想着以后能砍杀大群的扭曲恶魔。每当你对一个邪恶异界生物造成了近战重击,你可以忽略相当于你武器重击倍数的伤害减免(如果它有的话),该效果不会将伤害减免降低到0以下。

神使血脉(秩序使者)
秩序使者是正义的化身,惩恶扬善。他们认为混乱是导致凡人痛苦的主要原因。

祖先:神使天族(Archon)
典型阵营:守序善良
替换属性调整:+2体质,+2感知
替换技能加值:威吓,察言观色
替换类法术能力:秩序使者获得不灭明焰(continual flame)作为类法术能力。

    秩序使者和他们的神使天族祖先一样在日常生活中充满谨慎;他们明白规则和程序的重要性,并且用其天生的纪律性在自己选择的领域磨练自己。他们比大部分同龄人更先展露才华,并且乐意在任何能吸引目光的场合展现他们的得意技能。
    秩序使者喜欢那些拥有清晰的社会结构和司法制度的地方,最好还有善良的人民和坦诚的统治者。你可以在安多安(Andoran)、终焉之墙(Lastwall)、蒙蒂维(Mendev)和摩尔苏恩(Molthune)找到很多这些神使血脉的神裔;身在蒙蒂维(Mendev)的秩序使者通常是十字军或圣武士,他们将此地作为休憩之地,以缓解在世界之伤(Worldwound)的战争中受到的伤疲。
    那些使用暴政和镇压来统治人民的邪恶国度将会引起秩序使者们的愤怒。所以这些神裔也经常出现在切利亚斯(Cheliax)、盖布(Geb)和奈多(Nidal)。他们在此地进行有组织的抵抗,寻求以最合法和造成最小破坏的方式推翻暴虐政府的道路。

背景元素
秩序使者可以选择以下种族背景元素
劝人向善(Good Influence):你有一种与生俱来的魅力,让你周围的人做正确的事。你在一次说服一个非善良生物做一件导致善良阵营偏斜的事,或一个非守序生物做一件导致守序阵营偏斜的事时,交涉检定获得+1背景加值。这两项加值在你说服一个非善良非守序生物去做一件合法的善事的时候将会叠加。
圣使之魂(Lantern Spirit):你的神使祖先在百年一次的升阶之前是一位圣光神使。你在使用你的不灭明焰类法术能力时有一种莫名的怀旧感:你可以用一个移动动作使用它,而非一次标准动作。

爱塔血脉(艺术之民)
艺术之民崇尚自由和快乐,他们周游世界,帮助那些不幸的人们。

祖先:爱塔天族(Azata)
典型阵营:混乱善良
替换属性调整:+2敏捷,+2魅力
替换技能加值:易容,表演
替换类法术能力:艺术之民获得闪光尘(glitterdust)作为类法术能力。

    无论是在繁华的城市还是荒凉的边疆,这些以随心所欲著称的神裔们都在进行着自己的冒险旅程。由于血液里携带着的不可抑制的游荡癖,艺术之民们喜欢不断探索新的地方,结交新的朋友,顺便破坏掉当地那些幕后的邪恶阴谋。
    以大多数人的审美标准,艺术之民是所有的神裔中最为美丽的一种。他们拥有不可思议的魅力,梦幻般清澈颜色的浓密长发和宝石般的眼睛。艺术之民通常具有与生俱来的音乐天赋和对旋律的热爱,而他们中也有很多在旅行中受训成为一名吟游诗人。
    他们痛恨压迫和热爱美景的天性让很多艺术之民都对安多安(Andoran)和河谷诸国(River Kingdoms)流连忘返,而他们的美貌和自由的灵魂也让他们在瓦瑞西安(Varisia)当上占卜师和流浪者;不过他们的探索欲望使他们可以出现在格拉利昂(Golarion)任何角落。来自内海(Inner Sea)的艺术之民通常可以在乌笃纳(Vudra)和天夏(Tian Xia)找到,而在迦伦德(Garund)南部的水晶城德鲁卡尼(Dehrukani)中,他们被当做圣者崇拜着。

背景元素
艺术之民可以选择以下种族背景元素
巴拉尼之步(Bralani’s Step):你的祖先是一位巴拉尼天使(Bralani),以其战斗时狂野的速度著称的爱塔天族。在你战斗时,你能感觉一股激烈的能量充斥在四肢百骸中。每天一次,你可以在一次移动动作中移动额外5尺。
翼蛇人之琴(Lillend’s Harp):你的祖先是一位翼蛇人(Lillend),他们带有天生的优雅和奇异的音乐天赋。你的表演(弦乐)获得+1背景加值。这项加值在你使用吟游表演能力而进行技能检定时变为+2。

迦楼罗血脉(羽人)
羽人那明显禽类特征让人可以一眼就认出。虽然他们性格冲动,但他们做出承诺之后从不会反悔。

祖先:迦楼罗(Garuda)
典型阵营:混乱善良
替换属性调整:+2敏捷,+2感知
替换技能加值:特技动作,飞行
替换类法术能力:羽人获得识破隐形(see invisibility)作为类法术能力。

    迦楼罗是高尚但性格浮躁的鸟型天界住民,而大部分继承迦楼罗血脉的神裔们也会在青春期长出华丽的羽毛。这些神裔们中的大部分都生有闪闪发光的羽翼;羽翼可以是任何颜色,范围包括从金属色到柔和色调直到纯白色,或着稀有的光亮黑色。羽人有时出生时在手或脚上生有鸟类的利爪,或像鹰一样的琥珀色眼睛。
    和他们的天界祖先一样,羽人会在任何需要他们出手的时候凭借一股冲动就采取行动。羽人会突然冲进胶着的战场并狠狠的打击邪恶,而在打完之后才会想起问清原委。羽人通常对纳迦和其他蛇类生物有一种难以言喻的痛恨,毫无疑问这是继承自他们的迦楼罗祖先。
    羽人偏爱高山地区,而许多羽人会前往贝尔克泽恩(Belkzen)的灵旋山脉(Mindspin Mountains)对抗那里的兽人。另一些则在五王山脉(Five Kings Mountains)定居,对抗卡塔佩什(Katapesh)的黄铜山峦(Brazen Peaks)中的豺狼人,或是在瓦瑞西安(Varisia)的群山中安家。羽人通常独来独往,不过偶尔还是喜欢有人陪伴;当他们不旅行时,他们选择会住进附近的村镇或小城中。

背景元素
羽人可以选择以下种族背景元素
我恨蛇!(Snake Hater):你坚定的憎恨着蛇和其他长条形的怪物。自从你懂事起,你就从没停下过研究怎么杀光他们。你的知识(地下城)检定获得+2背景加值,并且总是将其视为本职技能。
弓术专家(Toxophilite):你继承了你的天界祖先的射箭天赋。当你用弓造成致命一击,你的重击确认骰获得+2背景加值。

佩里血脉(琥珀之民)
作为火焰法术的大师,琥珀之民和他们的佩里天族祖先一样继承了堕落天使的血统,而他们也同样致力于为了赎罪而行善。他们的内心中,行善和作恶的冲动时刻都在交战。

祖先:佩里天族(Peri)
典型阵营:中立善良
替换属性调整:+2智力,+2魅力
替换技能加值:知识(位面),法术辨识
替换类法术能力:琥珀之民获得烟火术(pyrotechnics)作为类法术能力。

    你可以从他们施放火焰魔法的精妙技术和对赎罪的渴望中辨认出琥珀之民带有的神圣血统。许多琥珀之民长年遭受噩梦的折磨,并经常产生作恶的奇怪冲动。他们通常有着带火焰的稀疏红褐色头发和明亮的黄色眼睛,少数琥珀之民则天生患有白化病。
    琥珀之民有强烈的行善冲动。他们通常在日常生活中做些小善事,但是当发现真正的邪恶时,他们会不顾一切的前去将其消灭。琥珀之民经常在切利亚斯(Cheliax)、伽尔特(Glat)和镣铐地区(Shackles)的激烈战场中出没,对抗所有的不公正现象。
    像所有神裔一样,琥珀之民并不是被强迫去行善或维持正义。也许像他们的曾经的天界祖先们一样,琥珀之民也可以选择反抗他们内心的行善冲动而走上一条较为黑暗的道路,这也许是他们的堕落天使祖先遗留下的邪恶本质。不管怎样,这样的个体都是危险的,他们的神裔兄弟们虽然对其报以同情但还是会将其猎杀。

背景元素
琥珀之民可以选择以下种族背景元素
烧伤皮肤(Burnished Skin):在你年幼时,一场毁灭性的大火将你严重烧伤。不过随着留下的伤疤,你获得了能分清虚幻和现实的神奇力量。在进行豁免检定以否定一个幻觉时,你的豁免检定获得+2背景加值。
纵火专家(Pyromancer):你特别擅长那些基于火焰的法术。你在施放有火焰描述符的法术时的伤害获得+1背景加值。该背景元素对不造成伤害的法术没有影响。

劇透 -   :
Aasimar Heritages
Most aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.
Players may choose one of the following six heritages for their aasimar characters in place of the traditional aasimar racial features. Each heritage presents new ability modifiers, spell-like abilities, and skill modifiers that replace the default aasimar racial traits, as well as a pair of custom traits. Each entry also discusses the most common (though by no means ubiquitous) personality traits, physical features, and places of origin of aasimars with that particular heritage.

Agathion-Blooded (Idyllkin)
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.

Agathion-Blooded
Ancestry Agathion
Typical Alignment NG
Ability Modifiers +2 Con, +2 Cha
Alternate Skill Modifiers Handle Animal, Survival
Alternate Spell-Like Ability Idyllkin gain summon nature’s ally II as a spell-like ability.

Like their agathion ancestors, idyllkin seek to spread good in its purest form, unconcerned with the trivialities of chaos and law. They often travel from place to place to spread their righteous wisdom, and recruit both intelligent creatures and animals to their cause.
Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails. Many idyllkin, regardless of their animal aspect, feel called to walk the path of the druid, and idyllkin are among the most likely aasimars to become such protectors of nature.
Idyllkin are usually found in the wild reaches of Golarion, such as Kyonin, the Lands of the Linnorm Kings, or the Mwangi Expanse. They prefer villages to cities, and often work as hunters, herbalists, or herders if they haven’t carved out their own existence in the wilderness. They often put the ailments of nature and life before those of society and wealth, but when working with others idyllkin compromise to make sure everyone’s goals are met.

Traits
The following are race traits for idyllkin.
Enlightened Warrior: You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.
Speech of the Wilds: Like your agathion ancestor, you have a knack for communicating with other creatures, and you are adept at breaking down language barriers. You can speak one extra language.

Angel-Blooded (Angelkin)
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

Angel-Blooded
Ancestry Angel
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Angel-blooded aasimars—called angelkin by many—follow the righteous paths their celestial ancestors walked, and are as varied as angels in how they go about their virtuous duties, split evenly among those who embrace law, neutrality, or chaos.
Of all the aasimars, angelkin are the type who perhaps most often clash with tieflings. Angelkin have difficulty embracing the idea of harmony when it comes to their corrupt cousins, and most see tieflings as embodiments of evil that can never be trusted. It takes extraordinary circumstances for most angelkin to cooperate with tieflings, and even then, alliances are rarely more than fleeting.
Angelkin are commonly found in Varisia—due in large part to the free-roaming spirit of the native Varisians and their acceptance of signs of the divine—as well as large city centers such as Absalom and Oppara. Because many angelkin feel called to the life of a crusader or paladin, they can often be found in Andoran, fighting against oppression and slavery, as well as near the Worldwound, where they campaign against demons.

Traits
The following are race traits for angelkin.
Celestial Tracker: You share the same talent for tracking evildoers that your angelic ancestor possessed.
You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks.
Planetar’s Visions: Ever since you were a child, you’ve experienced vivid dreams of cutting down hordes of shrieking, twisted demons. Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider’s damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature’s damage reduction to below 0).

Archon-Blooded (Lawbringers)
Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.

Archon-Blooded
Ancestry Archon
Typical Alignment LG
Ability Modifiers +2 Con, +2 Wis
Alternate Skill Modifiers Intimidate, Sense Motive
Alternate Spell-Like Ability Lawbringers gain continual flame as a spell-like ability.

Lawbringers reflect the patience of their archon ancestors in their daily lives; they understand the need for rules and routines, and use their inherent discipline to train in their chosen field as they seek to do good. They develop their talents faster than most of their peers and show exceptional skill at whatever they focus their attention on.
Lawbringers feel most comfortable in regions where a clear hierarchy and system of justice exists, preferably alongside good people and honest rulers. Many archonblooded aasimars can be found in Andoran, Lastwall, Mendev, and Molthune; lawbringers in Mendev are often paladins or crusaders who use their homes as a place to rest between excursions into the Worldwound.
Evil kingdoms that use tyranny and repression to keep their people in line infuriate lawbringers. Aasimars can thus be found in Cheliax, Geb, and Nidal, conducting organized resistances that seek to find the most legitimate and least destructive ways to neutralize the nations’ tyrannical governments.

Traits
The following are race traits for lawbringers.
Good Influence: You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
Lantern Spirit: Your celestial ancestor was a lantern archon for centuries before ascending to a higher rank. You feel a strange sense of nostalgia whenever you use your continual flame spell-like ability, and can use it as a move action instead of a standard action.

Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.

Azata-Blooded
Ancestry Azata
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Cha
Alternate Skill Modifiers Diplomacy, Perform
Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.

The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.
Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.
Their distaste for oppression and innate love of good draws many musetouched to Andoran and the River Kingdoms, and their beauty and free-roaming spirits endear them to the fortune-tellers and vagabonds of Varisia. Their drive to visit new lands leads azata-blooded aasimars to explore the farthest shores of Golarion; musetouched from the Inner Sea can be found in Vudra and Tian Xia, as well as the crystalline city of Dehrukani in southern Garund, where they are seen as holy beings truly worthy of worship.

Traits
The following are race traits for musetouched.
Bralani’s Step: Your ancestor was a bralani, an azata known for its untamed speed in battle. When in combat, you feel a fierce surge of energy through your limbs. Once per day, you may move an additional 5 feet as part of a move action.
Lillend’s Harp: Your ancestor was a lillend, a being of exceptional grace and singular musical talent. You gain a +1 trait bonus on Perform (string) checks. This bonus increases to +2 when you make a Perform check as part of a bardic performance.

Garuda-Blooded (Plumekith)
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Garuda-Blooded
Ancestry Garuda
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.

Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.
Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.
Plumekith are drawn to high, mountainous regions, and many travel to the Mindspin Mountains of Belkzen to make war against the savage orcs there. Others make their homes in the Five Kings Mountains, fight gnolls in the Brazen Peaks of Katapesh, or dwell in the many hills and mountains of Varisia. Plumekith often claim to be loners, but still crave at least occasional companionship, and when they aren’t traveling they often make their homes near towns or small cities.

Traits
The following are race traits for plumekith.
Snake Hater: You’ve always loathed serpents and other slithering monsters, ever since you can remember, and have studied them extensively. You gain a +2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill for you.
Toxophilite: You’ve inherited some of your celestial ancestor’s prowess with the bow, and gain a +2 trait bonus on attack rolls made to confirm critical hits with bows.

Peri-Blooded (Emberkin)
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

Peri-Blooded
Ancestry Peri
Typical Alignment NG
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.

Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin.
Emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate. Emberkin can often be found in tumultuous regions such as Cheliax, Galt, and the Shackles, where they combat injustice in its myriad forms.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.

Traits
The following are race traits for emberkin.
Burnished Skin: Sometime during your adolescence, you suffered severe burns in a devastating fire. Along with your scars, you developed the uncanny ability to tell what is and isn’t real, gaining a +2 trait bonus on saving throws made to disbelieve illusions.
Pyromancer: You’re especially adept at casting flamebased spells. You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【BoA】天界血脉
« 回帖 #4 于: 2013-05-20, 周一 09:52:05 »
战斗:天界专长(Combat:Celestial Feats)
来自天堂的力量会让神裔能够在战斗中赋予手中的剑以神奇的力量或在战场上展现无与伦比的技巧。如果DM允许,这些专长也可交由其他合适的角色使用。

神使援护(战斗专长)
Archon Diversion (Combat)
当朋友面对危险,你能挺身而出阻挡在前。
先决条件:神使之型,寓守于攻,精通徒手打击,基础攻击加值+4或武僧等级4
好处:当你使用神使之型对你的盟友提供AC加值时,你自己的AC减值降为-1,并且你可以只花费一个移动动作便使用该能力,而非标准动作。
此外每轮一次,当你使用神使之型时,只要你还有至少一只手能自由活动,你就可以将一次即将命中一个你邻接的盟友的近战攻击转移到你自己身上,在这次攻击命中上使用你自己的AC决定这次攻击是否会命中你。
无论这次被转移的攻击是否命中你,你所保护的盟友都可以对发动攻击的敌方进行一次借机攻击。你转移攻击不需要花费任何动作,但你必须意识到这次攻击,不能处于措手不及状态。你必须在对手决定攻击对象但还没有投攻击检定之前宣布使用该能力。

神使正义(战斗专长)
Archon Justice (Combat)
你的义愤无穷无尽,而攻击你同伴的愚蠢敌人很快就会认识到他们的错误。
先决条件:神使援护,神使之型,寓守于攻,精通徒手打击,基础攻击加值+8或武僧等级7
好处:当你使用神使之型对你的盟友提供AC加值时,你自己不再受到AC减值,并且你可以只花费一个迅捷动作便使用该能力,而非移动动作。
此外,每当你使用神使援护将一次敌人的攻击转移到你身上,任何将其纳入威胁范围的盟友都可以对其进行一次借机攻击。

神使之型(战斗专长,流派专长)
Archon Style (Combat, Style)
你接受过严格的训练以确保你的盟友免受伤害,即使这将伤害到你自己。
先决条件:寓守于攻,精通徒手打击,基础攻击加值+2或武僧等级2
好处:在使用这种流派时,以一个标准动作,你可以主动保护一个邻接的盟友免受一个你邻接的单独敌人的伤害。这将给予这位被邻接的盟友在面对下一次近战攻击时的AC以+2闪避加值(持续到攻击来临或下一轮你行动开始),不过同时你在面对这个敌人的攻击时AC将会有-2罚值。即使此后你的盟友移动离开,闪避加值仍将持续,不过仍只对你指定的那个敌人有效。

放逐重击(战斗专长,重击专长)
Banishing Critical (Combat, Critical)
依靠你纯属的作战技术和法术知识,你将异界怪物送回他们的老家。
先决条件:重击专攻,施放驱逐术(dismissal)或放逐术(banishment)的能力,施法者等级9
好处:当你用一把挥砍或钝击武器造成攻击,你可以用一次直觉动作施放驱逐术或放逐术,并且目标在对抗这次法术的意志检定中有-4罚值。你必须准备有或能够自发施放驱逐术或放逐术才能使用该能力。

炫目光辉
Blinding Light
你那耀眼的光芒让黑暗的爪牙不知所措。
先决条件:内在之光,神裔,昼明术类法术能力
好处:当敌人试图反制或解除你的昼明术类法术能力而失败时,它必须进行一次强韧豁免检定(DC10+1/2你的人物等级+你的魅力调整值),否则将会像被天国之光照耀一般目盲(blinded)一轮。这是一个影响心灵的超自然效果。

法术祝圣(超魔专长)
Consecrate Spell (Metamagic)
你向法术中注入神圣的能量,使其对邪恶的爪牙的效果大幅提升。
先决条件:神裔,能准备或施放祝圣术(consecrate)
好处:被添加了法术祝圣的法术将会对邪恶生物或拥有邪恶子类别的异界生物产生法术极效的效果。对其他所有生物,这个专长都不会让法术产生任何变化(比如,一个祝圣化的火球对一个中立或善良生物来说就是一个普通的火球)。该专长效果不会与法术极效叠加。法术祝圣将占用比原法术高两级的法术位。

内在之光
Inner Light
即使你与生俱来的光明力量被击败,你和你的盟友也会和黑暗势力战斗到底。
先决条件:神裔,昼明术类法术能力
好处:每当你施放昼明术类法术能力,你的施法者等级视为比正常高1。如果一个敌人成功的反制或驱散了你的昼明术类法术能力,你和附近20尺内的盟友都将获得60尺黑暗视觉,持续轮数等于你的角色等级。这是一个超自然效果。

尊贵向导
Revered Guidance
你被你的天界祖先选为一个天选之人的引导者,成为绝望中的希望灯塔。
先决条件:神裔,必须在一级时选取
好处:选择下列生物亚种之一:矮人、精灵、侏儒、半身人、人类或兽人。你对该亚种的生物的交涉检定有+4种族加值。

阳光打击
Sunlit Strike
你的近战攻击对那些畏光的生物造成额外伤害,这让你更善于狩猎那些夜间出没的怪物。
先决条件:奥术打击,能准备或施放昼明术
好处:当你成功的用附加了奥术打击专长能力的近战攻击命中了一个对光脆弱的生物(例如强光下目盲,对光敏感,或在光线下虚弱的怪物),你将对其造成1d6点额外伤害。被命中的目标必须进行一次强韧豁免检定(DC10+你的人物等级+你的力量调整值),失败则会恍惚(staggered)一轮。

圣餐
Supernal Feast
你饮下祖先的血液,从而刺激你的愤怒。
先决条件:体质15,神裔
好处:当你邻接一个善良异界生物,而它受到流血或吸血伤害,你会因沐浴在圣洁血液中而获得1点临时生命。此外,以一个整轮动作,你可以享用一具死亡时间不超过24小时的善良异界生物的尸体。如果你这么做了,你将以每分钟1点的速度获得最大相当于尸体生前生命骰数的临时生命。该专长给予的临时生命持续1d4小时。

原文
劇透 -   :
Combat
Celestial Feats
The heavenly power that infuses an aasimar’s being often reveals itself in the form of unnatural skill with a sword or unparalleled fervor on the battlefield. At the GM’s discretion, other appropriate characters may make use of some of these feats.

Archon Diversion (Combat)
You are able to throw yourself in front of danger to protect your friends.
Prerequisites: Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +4 or monk level 4th.
Benefit: The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to –1, and you can spend a move action instead of a standard action to use this ability.
Once per round while using Archon Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an adjacent ally and take the blow in your ally’s stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed. You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.

Archon Justice (Combat)
Your righteous indignation knows no bounds, and foes that attack your companions soon learn the error of their foolish ways.
Prerequisites: Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability. Whenever you take damage from using Archon Diversion to divert an opponent’s attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent.

Archon Style (Combat, Style)
You have trained thoroughly to protect your allies from harm, even if it means temporarily sacrificing your own safety in the process.
Prerequisites: Combat Expertise, Improved Unarmed Strike, base attack bonus +2 or monk level 2nd.
Benefit: While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent’s next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability.

Banishing Critical (Combat, Critical)
With your combination of combat and spellcasting prowess, you send otherworldly monsters back to their place of origin.
Prerequisites: Critical Focus, ability to cast dismissal or banishment, caster level 9th.
Benefit: When you confirm a critical hit with a slashing or bludgeoning weapon, you may cast dismissal or banishment on that target as an immediate action, and the target takes a –4 penalty on its Will save to resist the spell’s effect. You must have dismissal or banishment prepared or otherwise available to cast, and using this ability casts the corresponding spell.

Blinding Light
You use your impenetrable luminescence to disorient harbingers of darkness.
Prerequisites: Inner Light, aasimar, daylight spell-like ability.
Benefit: Whenever an enemy unsuccessfully attempts to counter or dispel your daylight spell-like ability, it must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Charisma modifier) or become blinded for 1 round as its mind is overwhelmed with celestial light. This is a supernatural mind-affecting effect.

Consecrate Spell (Metamagic)
You infuse spells with heavenly power, drastically increasing their effectiveness against would-be heralds of evil.
Prerequisites: Aasimar, able to prepare or cast consecrate.
Benefit: A consecrated spell is treated as a maximized spell against evil creatures and creatures with the evil subtype. Against all other creatures, this feat does not modify the spell in any way (for example, a consecrated fireball acts as a normal fireball against neutral or good creatures). This feat does not stack with Maximize Spell. A consecrated spell uses up a spell slot two levels higher than the spell’s actual level.

Inner Light
Even when your innate powers over light fail you, you and your allies prove vigilant against dark forces, fighting until the end.
Prerequisites: Aasimar, daylight spell-like ability.
Benefit: Whenever you cast your daylight spell-like ability, you do so as if your caster level were one higher. Whenever an enemy successfully counters or dispels your daylight spell-like ability, you and any allies within a 20-foot radius gain darkvision 60 feet for a number of rounds equal to your character level. This is a supernatural effect.

Revered Guidance
You were selected by your celestial ancestor to be a guide for a chosen people, and serve as a beacon of hope in times of despair.
Prerequisites: Aasimar, must be taken at 1st level.
Benefits: Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on Diplomacy checks made to influence creatures of the selected subtype.

Sunlit Strike
Your melee blows deal extra damage to creatures sensitive to light, making you adept at hunting foul monsters of the night.
Prerequisites: Arcane Strike, able to prepare or cast sunlight.
Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you’ve imbued with your Arcane Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + your character level + your Strength modifier) or become staggered for 1 round.

Supernal Feast
You sup on the blood of your ancestors to fuel your fury.
Prerequisites: Con 15, aasimar.
Benefits: Whenever you are adjacent to a good outsider that takes bleed or blood drain damage, you gain 1 temporary hit point as you bathe in the celestial being’s gore. Furthermore, as a full-round action, you can feast on the fallen body of a good outsider that has been dead no longer than 24 hours. When you do, you regain 1 temporary hit point per Hit Die the outsider possessed at a rate of 1 hit point per minute. Temporary hit points gained from this feat last 1d4 hours.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【BoA】天界血脉
« 回帖 #5 于: 2013-05-20, 周一 09:52:21 »
信仰:崇高馈赠(Faith:Gifts of the Exalted)
那些带有善良异界生物的标记的人能够轻松地成为带有宗教背景的角色,并且通常会被打上神能的烙印——无论他们是否选择面对自身的命运。后述新增的先知诅咒,裁决域以及子域反应了正义之路——尽管使用这些力量的人并不全是那么善良。尽管这些特性十分适合神裔,DM也能够允许其他在适当的背景故事或者世界观中的非神裔角色使用这些特性。标有星号(*)的法术可以在进阶玩者手册(Pathfinder RPG Advanced Player’s Guide)中找到。

先知诅咒(Oracle Curses)
后述新增先知诅咒通常为那些曾经以某种方式与至高天(empyreal lords)接触的先知所拥有,且能够在1级时选取并替代任何先知诅咒。一旦做出选择,就无法再度改变,每个新增诅咒均适用于进阶玩家手册(Advanced Player’s Guide)中所有先知诅咒的规则与限制。

焦黑之臂(Blackened):你的手掌与前臂干瘪发黑,就如同你曾经把手臂插入熊熊火焰中一样。你那薄如纸张的皮肤对碰触极为敏感。你在武器攻击检定中受到-4减值,不过你能够将燃烧之手(burning hands)加入到你的已知法术列表中。
5级起,将灼热射线(scorching ray)以及炽焰法球(flaming sphere)加入到你的已知法术列表中。
10级起,将火墙术(wall of fire)加入到你的已知法术列表中。并且你的武器攻击检定所受的减值降低至-2。
15级起,将延迟爆裂火球(delayed blast fireball)加入到你的已知法术列表中。

狼痕之颜(Wolfscarred Face):你的脸颊是畸形的,就好像你天生便拥有狼的面容而非正常的鼻子和下巴一般。许多人都误以为你是狼人,在那些被兽化人所扰的地区,你必须努力掩藏自己的面容。你有严重的语言障碍,任何由你施放的带有语言成分的法术都有20%概率失败,这会浪费你的动作但是并不会消耗法术。你获得天生的啮咬攻击,如果你是中型生物则造成1d4点伤害,若为小型生物则造成1d3点伤害。
5级起,将魔牙术(magic fang)加入到你的已知法术列表中。并且你的啮咬伤害增加,中型生物增加至1d6,小型生物增加至1d4。
10级起,你的啮咬伤害再次增加,中型生物增加至1d8,小型生物增加至1d6。
15级起,将高等魔牙术(greater magic fang)加入到你的已知法术列表中。并且你的啮咬伤害又一次增加,中型生物增加至2d6,小型生物增加至1d8。

裁决域(Inquisitions)
极限魔法(Pathfinder RPG Ultimate Magic)中首次引入了裁决域,并可以被审判者选取用以替代领域。后述裁决域对那些受到天界赋予祝福的审判者十分有吸引力。

驱逐(Banishment Inquisition)
神祗:艾奥梅黛(Iomedae),莎伦莱(Sarenrae),托拉格(Torag)
神授力量:你将自己奉献给神祗仅仅是因为共同对魔鬼的憎恨。你了解将邪恶异界生物驱逐回他们本应存在之地的仪式。
正义神威(Righteous Awe)(Su):每当你对一名邪恶生物进行徒手接触攻击时,他必须成功通过意志豁免(DC 10 + 1/2你的审判者等级 + 你的感知调整值),否则会战栗(shaken)1d4轮。如果被接触的生物是一名邪恶异界生物,它会惊惧(frightened)而非战栗。每日你能够使用该能力的次数等同于3 + 你的感知调整值。
驱逐之触(Dismissive Touch)(Sp):8级起,每日1次,你能够通过进行成功的徒手接触攻击,以类法术能力施放驱逐术(dismissal,施法者等级等同于你的审判者等级)对抗一名邪恶异界生物。对抗该能力的DC增加2点。

揭示(Revelation Inquisition)
神祗:黛丝娜(Desna),义洛理(Irori),莎伦莱(Sarenrae),纱琳(Shelyn)
神授力量:邪恶总是将自己隐藏在善良的面具之后。你是一名专家,擅长搜寻出那些外表与本质不同的生物,并使用你的力量揭示出它们原本那丑恶的本质。
伪装燃毁(Burn Shroud)(Su):以标准动作,你能够使用一次徒手接触攻击对抗一名生物。目标受到1d4 + 1/2你的审判者等级(最低为1)点火焰伤害。如果目标当前是改变外观的变形效果(polymorph effect)的受术者(比如变身术[alter self],形体变化[shapechange]或者类似变形怪[doppelgangers]所拥有的天生变形能力)则会受到1d6 + 1/2你的审判者等级(最低为1)点火焰伤害。每日你能够使用该能力的次数等同于3 + 你的感知调整值。
揭示原形(Reveal Form)(Su):8级起,每日1次以标准动作,你能够向你的神祗之名进行祈求,并命令30尺内的一个变形了的目标揭示出它原本的形态。目标必须成功进行意志豁免(DC 10 + 1/2你的审判者等级 + 你的感知调整值),否则会强制使它在下一轮解消(dispel)任何正在生效的变形效果(polymorph effects)或天生变形能力,来呈现出它原本的形态。如果受到该能力影响的生物在豁免中失败,并且由于某种原因无法解消任何正在生效的变形效果或者天生变形能力,则会恍惚(staggered)1轮。这是一个影响心灵的胁迫效果。

归亡(True Death Inquisition)
神祗:阿巴达尔(Abadar),凯登·凯连(Cayden Cailean),法莱斯玛(Pharasma)
神授力量:你将不死生物看做一种歪曲的自然秩序,滥用的魔法或者对逝者之魂不公的奴役,并誓言毁灭这些存在。
魂归墓土(Back to the Grave)(Su):当你施放治疗法术(任何名称中带有“治疗[cure]”的法术)对不死生物造成伤害时,你的伤害为每施法者等级+2伤害,而非原本的每施法者等级+1伤害。每个法术的最大伤害值不变。
神圣葬仪(Hallowed Rite)(Su):8级起,你获得施行神圣葬仪的能力。这个仪式耗时1天,在这段时间你必须进行咏唱、祈祷和焚香。在仪式的最后,你必须监督尸体的埋葬。埋葬必须在仪式准备好之后24小时内进行,否则仪式将会失败。一旦尸体被埋葬,它将无法被转化为不死生物,就如同它处于圣居(hallow)法术的效果影响之下(施法者等级等同于你的审判者等级)。

子域(Subdomains)
后述子域会将力量赋予那些能力源于善良异界生物的神术施法者。

友谊子域(Friendship Subdomain)
关联领域:善良领域(Good)
替换神授力量:后述神授力量替代善良领域的好人之手(touch of good)。
强力联结(Powerful Bond)(Su):你可以与60尺内的一名盟友以心灵感应相连。这个心灵感应持续1分钟并需要一种共通的语言。每日你能够使用该能力的次数等同于3 + 你的感知调整值。
替换领域法术:
2级—护卫他人(shield other)
5级—心灵连线(telepathic bond)

忠诚子域(Loyalty Subdomain)
关联领域:秩序领域(Law)
替换神授力量:后述神授力量替代秩序领域的规律之触(touch of law)。
忠诚之触(Touch of Loyalty)(Su):你能够以标准动作接触一名自愿的生物,使其在对抗魅惑(charm)与胁迫(compulsion)效果时的豁免检定获得+4神圣加值。这个效果持续1小时或直至你提前将其结束(自由动作)。每日你能够使用该能力的次数等同于3 + 你的感知调整值。
替换领域法术:
1级—命令术(command)
5级—高等命令术(greater command)

无常子域(Whimsy Subdomain)
关联领域:混乱领域(Chaos)
替换神授力量:后述神授力量替代混乱领域的混乱之触(touch of chaos)。
无常引导(Whimsical Channel)(Su):当你引导能量时,可以选择先进行1d6检定。投掷出1时,引导能量比正常治疗或造成伤害少投掷1个1d6骰子。投掷出2、3或4时,你的引导能量不受影响。投掷出5或6时,引导能量比正常治疗或造成伤害多投掷1个1d6骰子。每日你能够使用该能力的次数等同于3 + 你的感知调整值。
替换领域法术:
1级—七彩喷射(color spray)
4级—困惑术(confusion)
6级—梦之衣*(cloak of dreams)

原文
劇透 -   :
Gifts of the Exalted
Individuals who have been marked by benevolent outsiders take to ecclesiastical roles with ease, and are commonly branded with the trappings of holy power, whether or not they choose such a fate for themselves. The following new oracle curses, inquisitions, and subdomains reflect the path of righteousness, though the wielders of such powers are not always so virtuous. Though these features are particularly suitable for aasimars, GMs can permit characters of other races with appropriate backstories or world views to gain them as well. Spells marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide.

Oracle Curses
The following new oracle curses are common among oracles who have been touched in one way or another by the empyreal lords, and can be taken in place of any oracle curse at 1st level. Once made, this choice cannot be changed, and each new curse is subject to the same rules and restrictions as the oracle curses presented in the Advanced Player’s Guide.

Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

Wolfscarred Face: Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small. At 5th level, you add magic fang to your list of known spells and your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small. At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are Small. At 15th level, you add greater magic fang to your list of known spells and the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small.

Inquisitions
Inquisitions were first introduced in Pathfinder RPG Ultimate Magic, and can be taken by inquisitors in place of a domain. The following inquisitions appeal to anointed individuals who have been blessed with the gifts of celestials.

Banishment Inquisition
Deities: Iomedae, Sarenrae, Torag.
Granted Powers: Your devotion to your deity is matched only by your hatred for fiends. You know the rites to cast evil outsiders back to the realms from which they hail.
Righteous Awe (Su): Whenever you make an unarmed touch attack against an evil creature, it must succeed at a Will save (DC 10 + 1/2 your inquisitor level + your Wisdom modifier) or become shaken for 1d4 rounds. If the creature touched is an evil outsider, it becomes frightened instead of shaken. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dismissive Touch (Sp): At 8th level, you can cast dismissal once per day as a spell-like ability (caster level equal to your inquisitor level) upon making a successful unarmed touch attack against an evil outsider. The DC to save against this ability increases by 2.

Revelation Inquisition
Deities: Desna, Irori, Sarenrae, Shelyn.
Granted Powers: Evil often hides itself behind a mask of good. You are an expert at ferreting out those who are not what they seem, and use your powers to reveal the true forms of the unworthy.
Burn Shroud (Su): As a standard action, you can make an unarmed touch attack against a creature. The target takes 1d4 points of fire damage + 1/2 your inquisitor level (minimum 1). If the target is currently the subject of a polymorph effect that changes its appearance (such as by alter self, shapechange, or an innate shapechanging ability such as that possessed by doppelgangers), it instead takes 1d6 points of fire damage + 1/2 your inquisitor level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Reveal Form (Su): At 8th level, once per day as a standard action, you can invoke the name of your deity and order one shapechanged target within 30 feet to reveal its true form. The target must succeed at a Will save (DC 10 + 1/2 your inquisitor level + your Wisdom modifier) or be forced on its next turn to dispel any ongoing polymorph effects or innate shapechanging abilities to assume its natural form. If a creature affected by this ability fails its save and is for some reason unable to dispel any ongoing polymorph effects or innate shapechanging abilities, it is instead staggered for 1 round. This is a mind-affecting compulsion effect.

True Death Inquisition
Deities: Abadar, Cayden Cailean, Pharasma.
Granted Powers: You see undead as a perversion of the natural order, a misuse of magic, or an unjust enslavement of a departed spirit’s body, and are sworn to destroying such beings.
Back to the Grave (Su): When you cast cure spells (any spells with “cure” in their name) to deal damage to undead creatures, you add +2 points of damage per caster level instead of +1 point of damage per caster level. The maximum damage for each spell remains unchanged.
Hallowed Rite (Su): At 8th level, you gain the ability to conduct a sacred funeral rite. This rite takes 1 day, during which you perform the necessary chants and prayers and burn incense. At the end of the rite you must oversee the burial of the corpse. The burial must take place within 24 hours of the preparation or the ritual fails. Once the body is interred, it cannot be turned into an undead creature, as if it were under the effect of a hallow spell (caster level equal to your inquisitor level).

Subdomains
The following subdomains grant powers to divine spellcasters whose abilities come from patrons of the good Outer Planes.

Friendship Subdomain
Associated Domain: Good.
Replacement Power: The following granted power replaces the touch of good power of the Good domain.
Powerful Bond (Su): You can communicate telepathically with a single ally within 60 feet. The telepathic link lasts for 1 minute and requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells:
2nd—shield other
5th—telepathic bond.

Loyalty Subdomain
Associated Domain: Law.
Replacement Power: The following granted power replaces the touch of law power of the Law domain.
Touch of Loyalty (Su): You can touch a willing creature as a standard action, granting it a +4 sacred bonus on saving throws to resist charm and compulsion effects. This effect lasts for 1 hour or until you prematurely end it (a free action). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells:
1st—command
5th—greater command.

Whimsy Subdomain
Associated Domain: Chaos.
Replacement Power: The following granted power replaces the touch of chaos power of the Chaos domain.
Whimsical Channel (Su): When you channel energy, you may choose to first roll 1d6. On a roll of 1, you roll 1d6 fewer dice of damage or healing than normal (to a minimum of 1d6). On a roll of 2, 3 or 4, your channel energy attempt is unaffected. On a roll of 5 or 6, you roll 1d6 more dice of damage or healing than you would have otherwise. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells:
1st—color spray
4th—confusion
6th—cloak of dreams*.
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: 【BoA】天界血脉
« 回帖 #6 于: 2013-05-20, 周一 09:52:40 »
魔法:光明之力(Magic:Forces of Light)
当神圣的存在使用奥术力量祝福他们受选的后代时,敌人与盟友都明白应当畏惧并尊重这些可能受到天界赠礼的人。后述的吟游诗人世界名著会提供那些有音乐天赋的人强大的力量,而殉难血统会适合的人,拥有曾经在生命中证明了自身勇气的先祖。
标有星号(*)的法术或专长可以在进阶玩者手册(Pathfinder RPG Advanced Player’s Guide)中找到。标有两个星号(**)的法术或专长可以在进阶玩者手册(Pathfinder RPG Ultimate Magic)中找到。

吟游诗人世界名著(Bard Masterpieces)
极限魔法(Pathfinder RPG Ultimate Magic)中首次引入了世界名著,它允许吟游诗人通过牺牲其他能力,消耗一定数量的吟游表演轮数,从而对周围的生物产生一些独特的效果。后述的吟游诗人世界名著均适用于极限魔法(Ultimate Magic)中所有世界名著的规则与限制。

天堂花开派拉维(舞蹈)
这种舞蹈绽放出神圣的日光,它会驱除黑暗并使花朵盛开。
先决条件:表演(舞蹈)11级
代价:专长或4级吟游诗人可知法术位
效果:你慢慢地开始舞动,专注于姿势的精确性,你的肢体的位置,甚至是你所凝视的方向,之后构建出一种变得朦胧的动作。通过完成表演,你召唤出散发着神圣日光的固定灵光,照耀以你为中心,半径100尺的范围。
神圣日光如同真正的日光一般影响并伤害或毁灭那些受阳光影响的生物。它如同正午的日光一样明亮,并且反制(counters)或解除(dispels)任何4级或更低等级的黑暗法术。如果这舞蹈在更为强力的魔法中进行表演,这股神圣日光与黑暗均会在它们重叠的区域内暂时失效,当时的光照环境会重现在这失效的区域内。
在这日光范围中,植物会迅速生长开花,成为植物丛生互相纠结的地区。这个效果会模拟出过度生长版的植物滋长(plant growth)。你和每3个吟游诗人等级1名盟友免疫这过度成长带来的降低移动力效果(movement-impairing)。神圣日光以及所有它相关的效果持续你拥有的每个吟游诗人等级1分钟。
使用:3轮吟游诗人表演
动作:3个整轮
译者注:派拉维(Pallavi)是我音译的,原意是印度的一种两拍子的音乐名称,wiki链接http://en.wikipedia.org/wiki/Pallavi

天国秩序回旋曲(歌唱)
你精心演绎的歌曲向你的听众心中植入了严明的秩序。
先决条件:表演(歌唱)4级
代价:专长或2级吟游诗人可知法术位
效果:这首歌由重复的诗句组成,并且尽可能抑制着音节的变化,使它们在两线间(line to line)保持不变。当你歌唱时,听众会发现他们的行动被你的歌声无情地约束。每个吟游诗人等级1名在听觉范围内的敌人,必须进行成功的意志豁免,否则会发现他们的移动被阻碍。豁免失败的生物每轮都只能走在一条直线上。这些生物能够选择他们每轮想要移动的方向,但是他只能向着这个方向以直线移动,并且无法转弯或偏离这条线,直至他的下一轮为止。只要你持续表演,该效果就会持续下去。虽然这首歌使用语言,但是它并不依赖语言。
使用:1轮吟游诗人表演
动作:1轮

乐土之心交响曲(键盘乐器,吹奏乐器)
你的听众心中闪烁着喜悦与自由的音符。
先决条件:表演(键盘乐器)或表演(吹奏乐器)7级
代价:专长或3级吟游诗人可知法术位
效果:这部作品中复杂的琶音相互追随,如此之快,使得乍一听来让人感觉音乐杂乱又不连贯。而随着旋律的发展,清晰的乐句浮现出来,创造出野性而又悦耳的篇章,激发听者获得那无拘无束般自由的感觉。你与最多每个吟游诗人等级1名、并距你30尺内且能够听到你的盟友,即使正在遭受通常阻碍运动的魔法的影响,也能够在你演奏期间正常移动与攻击。这个效果与行动自如(freedom of movement)完全相同,不过这个世界名著无法使受术者在水下如常移动与攻击,除非这些生物本就能这么做,该效果只在你持续表演时存续。
使用:1轮吟游诗人表演
动作:1轮

殉难血统(Martyred Bloodline)
你的祖先之一为了她的信仰付出了最大的代价。这个远亲由于某种原因而为了她虔诚的信仰折磨自己,而这种奉献回荡在她的后世子孙之中,赋予他们奥术力量。你的血脉赋予你忍受痛苦,抵抗酷刑并激励他人的能力。

本职技能(Class Skill):表演(演讲)

奖励法术(Bonus Spells):忍受环境(endure elements)(3级),克服困境**(surmount affliction)(5级),英雄气概(heroism)(7级),热情祝福*(blessing of fervor)(9级),高等英雄气概(greater heroism)(13级),欢欣鼓舞**(joyful rapture)(15级),心灵屏障(mind blank)(17级),神威如狱**(overwhelming presence)(19级)
译者注:原书并没注明11级奖励法术,应该是遗漏了。

奖励专长(Bonus Feats):顽强(Diehard),坚忍(Endurance),英勇气魄*(Heroic Defiance),英勇自愈*(Heroic Recovery),领导力(Leadership),谈判专家(Persuasive),技能专攻 [表演](Skill Focus [Perform]),健壮(Toughness)

血统奥秘(Bloodline Arcana):每当你在战斗中受到伤害时,你的有效施法者等级会在你的下一回合中增加1级。这个效果每轮只能触发1次。

血统力量(Bloodline Powers):你使用先祖那份自我牺牲的力量。

牺牲之益(Sacrificial Boon)(Su):1级起,以直觉动作,你能够牺牲1点生命值,兑换为+1神圣加值,用于下一个由你进行的伤害检定、豁免检定或技能检定。这个加值只能在你正要使用的时候,或者下一轮中使用——否则你所牺牲的生命值与加值都会被浪费。每日你可以使用该能力的次数等同于3 + 你的魅力调整值。

激昂战呼(Rallying Cry)(Su):3级起,每日1次以标准动作,你能够通过一声大吼使盟友获得你那做出崇高牺牲的祖先的品质。你和距你30尺范围内并且能够听到你的盟友,攻击与伤害检定均获得+1士气加值,持续的轮数等同于你的术士等级的一半(最低1轮)。在7级与之后的每4个等级,这个加值再+1,最高为19级的+5。

血之赐福(Gift of Blood)(Su):9级起,以标准动作,你能够选择牺牲一些你的生命值,使盟友获得两倍的暂时生命值。你最多能以此能力牺牲等同于你角色等级的生命值。这些暂时生命值持续每术士等级1分钟。在你的目标失去其暂时生命值之前,你所牺牲的生命值都无法被治愈。9级时,你每日能够使用1次该能力。17级时,你每日能够使用2次该能力。

转化牺牲(Sacrificial Exchange)(Su):15级起,每日1次以迅捷动作,你可以使你的一种属性受到2点暂时属性伤害,并使任意其他的属性临时获得+2内在加值。这个加值最多持续每术士等级1小时,或者直至你选择提前放弃它(自由动作),在效果存续期间,暂时属性伤害都无法被任何方式所治愈。只有在该效果结束之后,你才能以常规方式治愈属性伤害。20级时,你每日能够使用2次该能力。

永恒殉难者(Eternal Martyr)(Su):20级起,你祖先的殉难行为注入了你的精魂。你变得免疫死亡效果(death effects)。将你复活的法术与效果(比如死者复活[raise dead]或者复生术[resurrection])所需要的材料成分的价值减半。你的尸体无法被转化为不死生物,就如同你受到永久的圣居(hallow)效果影响一般(施法者等级等同于你的术士等级)。

原文
劇透 -   :
Magic
Forces of Light

When holy beings bless their chosen scions with arcane powers, foes and allies alike know to both fear and respect the might of the celestially gifted. The following bard masterpieces provide potent powers to the musically inclined, and the martyred bloodline grants unquestionable might to those whose ancestors proved extremely valiant in life.
Spells and feats marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. Two asterisks (**) indicate a spell or feat from Pathfinder RPG Ultimate Magic.

Bard Masterpieces
First introduced in Ultimate Magic, masterpieces allow bards to inflict unique effects on nearby creatures by sacrificing other abilities and using a number of rounds of their bardic performance ability. The following bard masterpieces are subject to the same rules and limitations of the bard masterpieces found in Ultimate Magic.

Pallavi of Nirvana’s Blossoming (Dance)
The divine sunlight caused by this dance banishes darkness and causes flowers to bloom.
Prerequisite: Perform (dance) 11 ranks.
Cost: Feat or 4th-level bard spell known.
Effect: You begin your dance slowly, focusing on exact posture, the position of your limbs, even the direction of your gaze, then build to a blur of motion. Upon completing the performance, you summon a fixed aura of divine sunlight that glows in a 100-foot-radius circle centered on you.
The divine sunlight acts as true daylight and affects creatures damaged or destroyed by such light. The light is as bright as sunlight at full noon and counters or dispels any darkness spells of 4th level or lower. If the dance is performed in an area of more powerful magical darkness, both the divine sunlight and darkness are temporarily negated so that otherwise prevailing light conditions exist in the overlapping areas of effect.
Within the area of the sunlight, plants grow and blossom rapidly, becoming a overgrown tangle. This effect mimics the overgrowth version of plant growth. You and one ally per three bard levels are immune to the movement-impairing effects of the overgrowth. The divine sunlight and all its associated effects last for 1 minute per bard level you possess.
Use: 3 bardic performance rounds.
Action: 3 full rounds.

Rondeau of Heavenly Order (Sing)
Your carefully structured song imposes rigid order on your listeners.
Prerequisite: Perform (sing) 4 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: This song follows a set repetition of verses and refrains with a pattern of syllables that remains constant from line to line. As you sing, listeners find their actions bound by your song’s relentless order. One enemy per bard level within listening range must make a successful Will save or find its movements hampered. A creature that fails its save can move only in a straight line each turn. The creature can choose which direction it wishes to move each turn, but it can move only along a straight line in that direction, and cannot move around corners or otherwise deviate from this line until its next turn. This effect lasts as long as you maintain the performance. Although this song has words, it is not language-dependent.
Use: 1 bardic performance round per round.
Action: 1 round.

Symphony of the Elysian Heart (Keyboard, Wind)
You spark notes of joy and freedom in your listeners.
Prerequisite: Perform (keyboard) or Perform (wind) 7 ranks.
Cost: Feat or 3rd-level bard spell known.
Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.
Use: 1 bardic performance round per round.
Action: 1 round.

Martyred Bloodline
One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of her devout belief in a cause, and that sacrifice echoed down to her descendants, infusing them with arcane power. Your bloodline confers abilities that allow you to endure pain, resist torture, and inspire others.

Class Skill: Perform (oratory).

Bonus Spells: endure elements (3rd), surmount affliction** (5th), heroism (7th), blessing of fervor* (9th), greater heroism (13th), joyful rapture** (15th), mind blank (17th), overwhelming presence** (19th).

Bonus Feats: Diehard, Endurance, Heroic Defiance*, Heroic Recovery*, Leadership, Persuasive, Skill Focus (Perform), Toughness.

Bloodline Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.

Bloodline Powers: You draw upon the power of your ancestor’s self-sacrifice.

Sacrificial Boon (Su): At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Rallying Cry (Su): At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Gift of Blood (Su): At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per sorcerer level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Sacrificial Exchange (Su): At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it (a free action), during which time the temporary ability damage cannot be healed by any means. After this effect ends, you can heal the ability damage normally. At 20th level, you can use this ability twice per day.

Eternal Martyr (Su): At 20th level, your ancestor’s act of martyrdom infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life (such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect (caster level equal to your sorcerer level).
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【BoA】天界血脉
« 回帖 #7 于: 2013-05-20, 周一 09:53:00 »
社会:纯善族裔(Social:Scions of Good)
无论神裔是否接受祖先所具有的行善理念,他们的天界血统所具有的痕迹都是如此明显。这些特点可能表现为品性方面的背景元素或者体貌特征,但是所有神秘或超自然的力量都会指出他们的身份——神裔,所有邪恶势力都明白需要畏惧这些拥有标记的人。

神裔种族背景元素(Aasimar Race Traits)
下列种族背景元素充实了神裔角色。

漂泊(Adrift):你从来没有把自己当做家族中的一员。你与他人不同,是一名局外人,并且你在成长的过程中也无法与周遭的人打成一片。而现在,作为一名成年人,你仍旧有些古怪,其他人都难以理解是什么驱使着你一路前行。你在对抗魅惑(charm)与胁迫(compulsion)效果时的豁免检定获得+1背景加值。

神职人员(Clergy Member):你有着特定的信仰,同时你的宗教领袖将你视为神祗的使者。无论你到达你所信奉神祗的哪座神庙,都会受到尊重与礼遇。当你与你的信仰所属的神职人员进行交流时,交涉检定获得+1背景加值。每周1次,你能够向你的信仰的神庙寻求寻求帮助。DM有权最终决定你能通过合理的要求获得何种帮助,但是在一般情况下,你可以1个1级法术的服务或者不超过50gp的非魔法物品。

道德领袖(Ethical Leader):你会吸引那些赞同你对生命的哲学观念的人成为追随者。由于相信你那坚定的道德观念,你的追随者与部署更愿意侍奉你。如果你的所有部署和追随者与你的阵营差距都在1级之内,那么你的领导力值(Leadership score)获得+1背景加值。

行医人(Faith Healer):你有着超自然的外貌与舒缓人心的灵光,使得人们相信你是神能的恩赐。在你少不更事的时候,便懂得如何使用你受到的赐福赚钱,你也为你的工作方式找到了道德上的理由。你可以进行医疗检定赚钱,就如同进行专业检定一般。此外,你在医疗检定上获得+1背景加值。

无辜之人(Innocent):没有人相信纯真如你的人会以任何方式去欺骗他人。你身上散发着无辜的气息,人们难以相信你能伤害任何人。当你进行唬骗检定说谎,你的目标总是想相信你,这使得你的唬骗检定结果修正为标准值+5(译者注:原文为standard +5 bonus,大概是技能描述里的情境的修正比通常更好)。这个加值只有在你说的谎话很合理(believable)或不太实际(unlikely)时才适用。

异界交涉人(Planar Negotiator):你十分擅长说服异界生物,使他们明白你需要帮助。每当你施放次等异界盟友(lesser planar ally),异界盟友(planar ally)或高等异界盟友(greater planar ally)时,召唤异界生物所需要的开销会降低10%。这个奖励对为了达成协议,异界生物依照服务内容开出的价码没有影响。

选择性体质(Selective Health):你能够抵御大多数身边可能出现的疾病,但却难以抵抗邪恶的疫病。你在对抗疾病时,强韧豁免获得+2背景加值。然而,每当你在对抗不死生物或者邪恶异界生物引起的疾病时(比如腐尸症[Mummy Rot]或者鹫魔的孢子[vrock’s spores]),不会获得上述加值,强韧豁免反而会受到-2减值。

谨慎(Wary):你成长在周围的人都会嫉妒或敌视你的环境中。也许是因为你的父母不希望拥有牵涉到神的孩子——他们可能叱责或殴打你,或者甚至将你以高价卖作奴隶。你心怀对他人的猜忌而成长,并且相信你那独特的外貌是一种诅咒。你的易容与察言观色检定或的+1加值。

随机神裔特征(Random Aasimar Features)
下面的表格有数十种神裔可能拥有的体貌特征。不过这些都不会赋予角色任何特殊能力或者超出常人的力量。

d%特征d%特征d%特征
手臂:出现大理石的纹路35头发:月光下变为银色  68声音:非常高
手臂:超长36手部:总是冰凉干燥69声音:非常低
手臂:前臂有羽毛37手部:指关节为黑色70声音:似乎是灵魂听到你说出的词
手臂:前臂有鳞片38手部:发光的手掌71翅膀:蝴蝶
手臂:看似没有骨头39手部:留下尾迹72翅膀:羽翼
体形:永久纤细40手部:指纹好似神符73翅膀:光翼
体形:匀称完美41头部:动物特征74翅膀:金属龙
体形:优美42头部:光头75翅膀:有棱角
体形:不寻常的光亮43头部:龙的特征76其他:总是看起来很干净
10体形:肌肉发达44头部:光环77其他:总是亮堂堂的
11手指(足趾):异常地长45头部:形状异常78其他:中性气质
12手指(足趾):金属钉状46双腿:脚爪79其他:呼吸的声音像是海浪
13手指(足趾):六指47双腿:超长80其他:没有风的时候服装也会飘动
14手指(足趾):闪亮的爪48双腿:小腿有羽毛81其他:覆盖着斑点
15手指(足趾):异常颜色的指甲  49双腿:小腿有金属鳞片82其他:不会流汗
16耳朵:形似猫耳50双腿:不自然地小脚83其他:带有花香
17耳朵:羽毛装饰51影子:有生气84其他:狐狸尾巴
18耳朵:狭长裂口52影子:明亮85其他:笑声有旋律
19耳朵:旋转53影子:好似金属86其他:五彩的眼泪
20耳朵:尖锐54影子:有棱角87其他:当你通过时附近会响起钟声
21眼部:形似猫眼55影子:有翼88其他:没有体毛
22眼部:发光56皮肤:灰白89其他:珍珠般的牙齿
23眼部:彩虹色57皮肤:有羽毛90其他:随机的唱诗声环绕着你
24眼部:宝石一般58皮肤:毛皮似地软毛91其他:神圣的胎记
25眼部:多彩59皮肤:闪光92其他:红斑
26脸部:娃娃脸60皮肤:发光93其他:芬芳的气味
27脸部:金属之唇61皮肤:彩虹色94其他:有甜味
28脸部:完美对称62皮肤:金属鳞片95其他:睡姿宛如出神
29脸部:超然美貌63皮肤:金属光泽96其他:独角兽的角
30脸部:白疤64皮肤:带棱的鳞片97其他:异常的脚印
31头发:有生气65皮肤:独特的色彩98其他:异常的体温
32头发:羽毛66声音:引人注意的回声99再骰2次,忽略99或更高的结果
33头发:没有热量的火焰67声音:音乐一般100再骰3次,忽略99或更高的结果
34头发:金属般的

原文
劇透 -   :
Social :Scions of Good
Whether or not they embrace the same benevolent ideologies of their ancestral forebears, aasimars possess undeniable signs of their celestial lineage. Such features can manifest as either personality traits or physical attributes, but all point to the mysterious and otherworldly powers that begot an aasimar, and all patrons of evil know to fear such marked beings.

Aasimar Race Traits
The following race traits complement aasimar characters.

Adrift: You never felt like you belonged in your family. You were different, an outsider, and you grew up unable to bond with the people around you. Now, as an adult, you are still a little odd and others have a hard time understanding what makes you tick. You receive a +1 trait bonus on saving throws made to resist charm and compulsion effects.

Clergy Member: You belong to a particular faith, and your religious leaders see you as a mortal aspect of their deity. You are treated with respect and graciousness whenever you visit a temple of your faith. You receive a +1 trait bonus on Diplomacy checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a nonmagical item worth 50 gp or less.

Ethical Leader: You attract followers who agree with your philosophical outlook on life. Your followers and cohorts are more willing to serve you because of their confidence in your strong moral position. You gain a +1 trait bonus to your Leadership score if all your cohorts and followers have an alignment within one step of your alignment.

Faith Healer: You have an unearthly appearance and soothing aura about you that make people believe you are gifted with divine powers. You learned at a young age to make use of your gift in order to make money, and you’ve found ways to ethically justify your work. You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks.

Innocent: No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.

Planar Negotiator: You are skilled at convincing outsiders that you require their aid. Whenever you cast lesser planar ally, planar ally, or greater planar ally, you receive a 10% discount on the monetary cost required by the summoned outsiders. This bonus has no effect on services the outsiders may demand in order to strike a bargain.

Selective Health: You are resistant to most illnesses that strike those around you, but vulnerable to the contagions of evil. You gain a +2 trait bonus on Fortitude saves against diseases. However, whenever you must make a Fortitude saving throw against a disease inflicted by an undead creature or evil outsider (such as mummy rot or a vrock’s spores), you do not gain this bonus, and instead take a –2 penalty on your Fortitude save.

Wary: You grew up around people who were jealous of and hostile toward you. Perhaps your parents were not pleased to have a child touched by the divine—they may have berated or beaten you, or even sold you into slavery for an exorbitant price. You grew up mistrustful of others and believing your unique appearance to be a curse. You gain a +1 trait bonus on Disguise and Sense Motive checks.

Random Aasimar Features
Presented below are dozens of features aasimars might possess. None of the following features grant characters any special powers in excess of their usual abilities.

d% Feature
1 Arms: appear sculpted from marble
2 Arms: extra long
3 Arms: feathered forearms
4 Arms: scaled forearms
5 Arms: seemingly boneless
6 Build: always slender
7 Build: beautifully proportioned
8 Build: graceful
9 Build: unusually light
10 Build: well-muscled
11 Digits: extra long
12 Digits: metallic nails
13 Digits: odd number
14 Digits: shining talons
15 Digits: unusually colored nails
16 Ears: catlike
17 Ears: feathered
18 Ears: long-lobed
19 Ears: pivoting
20 Ears: pointed
21 Eyes: catlike
22 Eyes: glowing
23 Eyes: iridescent
24 Eyes: jewel-like
25 Eyes: multicolored
26 Face: baby-faced
27 Face: metallic lips
28 Face: perfectly symmetrical
29 Face: unearthly beauty
30 Face: white scar
31 Hair: animated
32 Hair: feathers
33 Hair: heatless flames
34 Hair: metallic
35 Hair: turns silver in moonlight
36 Hands: always cool and dry
37 Hands: blackened knuckles
38 Hands: glowing palms
39 Hands: leave contrails
40 Hands: fingerprints look like holy symbols
41 Head: animal features
42 Head: bald
43 Head: draconic features
44 Head: halo
45 Head: unusually shaped
46 Legs: clawed feet
47 Legs: extra long
48 Legs: feathered shins
49 Legs: metallic scaled shins
50 Legs: unnaturally small feet
51 Shadow: animated
52 Shadow: bright
53 Shadow: metallic
54 Shadow: prismatic
55 Shadow: winged
56 Skin: ashen
57 Skin: feathered
58 Skin: furred
59 Skin: glittering
60 Skin: glowing
61 Skin: iridescent
62 Skin: metallic scales
63 Skin: metallic sheen
64 Skin: prismatic scales
65 Skin: unusual hue
66 Voice: echoes dramatically
67 Voice: musical
68 Voice: unusually high
69 Voice: unusually low
70 Voice: words you speak aloud seem to be heard mentally
71 Wings: butterfly
72 Wings: feathered
73 Wings: light
74 Wings: metallic dragon
75 Wings: prismatic
76 Other: always look clean
77 Other: always well lit
78 Other: androgynous
79 Other: breathing sounds like ocean waves
80 Other: clothing billows even without wind
81 Other: covered in freckles
82 Other: don’t sweat
83 Other: floral breath
84 Other: fox tail
85 Other: melodic laugh
86 Other: multicolored tears
87 Other: nearby bells ring when you pass by
88 Other: no body hair
89 Other: pearlescent teeth
90 Other: random choral sounds surround you
91 Other: sacred birthmark
92 Other: stigmata
93 Other: sweet scent
94 Other: sweet taste
95 Other: trancelike sleep
96 Other: unicorn horn
97 Other: unusual footprints
98 Other: unusual temperature
99 Roll twice, ignore any result of 99 or higher.
100 Roll three times, ignore any result of 99 or higher.
没有团,为什么还要翻译规则呢?
当然是为了友情了

线上 sleepinglord

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Re: 【BoA】天界血脉
« 回帖 #8 于: 2013-05-20, 周一 10:20:18 »
这下可以光明正大地吃鸟人了?
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 solariusyang

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Re: 【BoA】天界血脉
« 回帖 #9 于: 2013-05-20, 周一 16:00:21 »
翻译描述部分的感觉就是:

你们别以为高帅富很好做的~~~ :em004

高帅富跟屌丝一样也有其苦逼之处~~~ :em002

本质是试图为高帅富翻案的反动教材啊 :em014
单个小孩的CR再X3,这遭遇怎么都是团灭的节奏啊…… T_T