作者 主题: 【ACG】血脉狂怒者(Bloodrager)  (阅读 34300 次)

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【ACG】血脉狂怒者(Bloodrager)
« 于: 2014-08-15, 周五 03:54:32 »
血脉狂怒者(Bloodrager)
尽管许多残忍的斗士都能够发掘心中潜藏的怒火,而血脉狂怒者具有的是一股在体内翻搅沸腾的力量。和术士类似,血脉狂怒者的血管中流淌着奥术之力。当术士运用这力量施展咒法之时,血脉狂怒者能够踏入一种改变自我的状态,使残留在体内的血脉变得更加明晰,与先祖那神奇的血统产生共鸣并且爆发出毁灭性的力量。在这种状态下,血脉狂怒者能够凭借本能施放奥术之力。他们的魔法剧烈而又迅捷,如同自身的外貌一般看起来势不可挡。

角色定位(Role):作为战场的统治者,血脉狂怒者使用自身的血脉之力和战斗技艺在敌群中进行可怖的屠杀。血脉狂怒者应该位于前线,运用强大的武力以及少量的奥术魔法直面他们的敌人。

阵营(Alignment):任意。

生命骰(Hit Die):d10。

源职业(Parent Classes):野蛮人(Barbarian)与术士(sorcerer)。

起始财富(Starting Wealth):3d6 x 10gp (平均值 105gp)。

本职技能
血脉狂怒者的本职技能是:特技动作(敏捷),攀爬(力量),工艺(智力),驯养动物(魅力),威吓(魅力),知识(神秘)(智力),察觉(感知),骑术(敏捷),法术辨识(智力),生存(感知)以及游泳(力量)。
每级技能点数:4 + 智力调整值。

表:血脉狂怒者
等级      BAB强韧      反射      意志      特殊
1级

2级

3级

4级
1级+1+2+0+0血脉,狂血之力
血怒,快速移动
2级+2+3+0+0直觉闪避
3级+3+3+1+1血之庇护
4级+4+4+1+1狂血咒术,狂血之力     
施法免材
1
5级+5+4+1+1精通直觉闪避1
6级+6/+1+5+2+2血脉专长1
7级+7/+2+5+2+2血脉法术,
伤害减免 1/—
11
8级+8/+3+6+2+2狂血之力11
9级+9/+4+6+3+3血脉专长21
10级+10/+5+7+3+3血脉法术,
伤害减免 2/—
211
11级+11/+6/+1+7+3+3大血怒211
12级+12/+7/+2+8+4+4血脉专长,狂血之力221
13级+13/+8/+3+8+4+4血脉法术,
伤害减免 3/—
3211
14级+14/+9/+4+9+4+4不屈意志3211
15级+15/+10/+5+9+5+5血脉专长3221
16级+16/+11/+6/+1+10+5+5血脉法术,狂血之力
伤害减免 4/—
3321
17级+17/+12/+7/+2+10+5+5不倦血怒4321
18级+18/+13/+8/+3+11+6+6血脉专长4322
19级+19/+14/+9/+4+11+6+6伤害减免 5/—4332
20级+20/+15/+10/+5      +12+6+6狂血之力,强力血怒4432

表:血脉狂怒者可知法术数量
等级    1级    2级    3级    4级
1级
2级
3级
4级2
5级3
6级4
7级42
8级43
9级54
10级542
11级543
12级654
13级6542
14级6543
15级6654
16级6654
17级6654
18级6665
19级6665
20级6665

职业能力
后述内容为血脉狂怒者的职业能力。

武器与防具擅长(Weapon and Armor Proficiency):血脉狂怒者擅长所有简易和军用武器、轻甲、中甲以及盾牌(塔盾除外)。血脉狂怒者能够在穿戴轻甲或中甲时施放血脉狂怒者法术,这么做不会承受正常的奥术失败率。不过这并不会影响源自其他职业的奥术的奥术失败率。和其他奥术施法者一样,若血脉狂怒者在穿戴重甲或持用盾牌时施放具有姿势成分的法术,便会受到奥术失败率影响。

血脉(Bloodline):每名血脉狂怒者所继承的血统中都有一种魔力源头,这使得他可以使用血怒(bloodrages)、获得奖励专长(bonus feats)和奖励法术(bonus spells)。有时候这个源头会映射出远古先祖中的强大存在,而有时候它来自某个与家族过去的极端事件相关的生物。无论它来自何方,这种影响会在许多方面体现出来。血脉狂怒者必须在获得第一个血脉狂怒者等级时,选择一种血脉。这个选择一旦做出就无法更改。
在选择血脉时,血脉狂怒者的阵营并不会限制它的选项。善良的血脉狂怒者也可能具有深渊血脉,而天界血脉的继承人中也有可能出现邪恶的血脉狂怒者,地狱血脉的血脉狂怒者可以属于混乱阵营,等等。尽管血脉会赋予血脉狂怒者力量,但是这并不会操控或限制他的思想与行为。
血脉狂怒者会在1级、4级以及之后的每4个等级获得狂血之力(bloodline powers)。血脉狂怒者获得的狂血之力取决于他所选择的血脉。对于所有类法术狂血之力来说,都将角色的血脉狂怒者等级视为施法者等级。
在6级以及之后的每3个等级,血脉狂怒者都会获得一个奖励专长,这要从他的血脉所提供的列表中进行选择。血脉狂怒者必须满足这些奖励专长的先决条件。
在7级、10级、13级以及16级,血脉狂怒者都会从自身的血脉中习得一个额外法术。这些法术不会被计入到表:血脉狂怒者可知法术数量中所规定的限额中。这些法术也不能在血脉狂怒者提升至较高等级时更换为其他不同法术。
若血脉狂怒者获取了其他会赋予血脉的职业等级,那么这两个血脉必须变得相同,即便这意味着某一个职业的血脉需要变更也是如此。依照GM的判断,血脉狂怒者能够改变他先前的血脉来使其协调一致。

血怒(Bloodrage,Su):血脉狂怒者的力量之源会赋予他名为血怒的能力。在1级时,血脉狂怒者每日能够处于血怒的轮数等同于 4 + 他的体质调整值。在1级之后的每一级,他的每日血怒轮数都会额外增加2轮。暂时性的体质提升(比如从血怒或者熊之坚韧这样的法术中获得的体质加值)无法增加血脉狂怒者每日血怒的总轮数。每日血怒总轮数会在血脉狂怒者休息8小时后恢复,这些休息的时间不需要连续。
血脉狂怒者能够以自由动作进入血怒。在处于血怒时,血脉狂怒者的力量和体质获得+4士气加值,意志豁免也会获得+2士气加值。此外,他的防御等级受到-2减值。这些体质的提升会让血脉狂怒者获得每生命骰2点生命值,不过这些生命值都会在血怒结束时消失,而且也不会像临时生命值那样首先被消耗掉。在处于血怒时,血脉狂怒者无法使用任何基于魅力、敏捷或智力的技能(除了特技动作、飞行、威吓和骑术),也无法使用任何需要耐心和专注的能力。
血脉狂怒者能够以自由动作结束血怒。在血怒结束时,他会在一定轮数内陷入疲乏(fatigued),疲乏的轮数为他在血怒中花费的轮数的两倍。血脉狂怒者无法在疲乏(fatigued)或力竭(exhausted)时再次进入血怒,不过他可以在单场遭遇或战斗中多次进入血怒。若血脉狂怒者陷入昏迷(falls unconscious),他的血怒便会立即结束,这会将其置于死亡的危险中。
在判断专长的先决条件、专长能力、魔法物品能力以及法术效果时,血脉狂怒者的血怒被视作野蛮人的狂暴(rage)职业能力。

快速移动(Fast Movement,Ex):血脉狂怒者的陆上速度要比他的同族快上10尺。这个好处仅在血脉狂怒者不穿甲、穿戴轻甲或中甲,并且负重没有到达重载时才会生效。血脉狂怒者要首先应用该加值,之后再按照他穿戴的护甲或者负载的载重修正速度。这个加值会与任何其他增加血脉狂怒者陆上速度的加值叠加。

直觉闪避(Uncanny Dodge,Ex):2级起,血脉狂怒者能够在通过感官查知险情并主动行动之前首先对危险作出反应。他不会陷入措手不及(flat-footed),也不会因为攻击者是隐形的(invisible)而失去AC上的敏捷加值。具有该能力的血脉狂怒者仍旧会因为敌人成功对他使用虚招动作(feint action)而失去AC上的敏捷加值。
若血脉狂怒者已经由不同的职业获得了直觉闪避能力,那么他会自动获得精通直觉闪避(improved uncanny dodge)作为替代。

血之庇护(Blood Sanctuary,Su):3级起,由于血脉中流淌的力量,血脉狂怒者能够自信的站立在自己或盟友所施放的法术效果中。他在对抗自身或盟友施放的法术时,豁免检定获得+2加值。

狂血咒术(Blood Casting,Su):4级起,血脉狂怒者获得了即便身处血怒之中也能够施法的能力。他能够施放这些法术进行防御,而且还能够在血怒中为这些法术进行专注检定。在处于血怒时,他仅能施放并专注于自己的血脉狂怒者法术(见后文);在此期间无法施放来自其他职业的法术。

施法免材(Eschew Materials):4级起,血脉狂怒者获得施法免材作为奖励专长。

法术(Spells):从4级开始,血脉狂怒者获得了从血脉狂怒者法术列表中施放少量奥术的能力。要学会或施放一个法术,血脉狂怒者的魅力属性必须至少达到10 + 法术等级。他能够施放自己已知的法术而不需要事先进行准备。对抗血脉狂怒者法术的豁免检定DC为 10 + 法术等级 + 血脉狂怒者的魅力调整值。
和其他施法者一样,血脉狂怒者每日在每个法术等级上只能施放一定数量的法术。他的基本每日法术位如上表所述。此外,若他具有较高的魅力属性,还能够获得额外的每日法术位。血脉狂怒者不需事先准备这些法术;只要血脉狂怒者没有耗尽对应法术等级的每日法术位,就能够在任何时候施放自己已知的法术。
血脉狂怒者能够选择的法术十分有限。4级起,血脉狂怒者会按照自身的选择获得2个1级的已知法术。血脉狂怒者会随着等级的提升获得更多的法术,见表:血脉狂怒者可知法术数量。与每日法术不同,血脉狂怒者已知的法术数量不受他的魅力属性影响,但是会受到自身血脉所赋予的奖励法术影响。8级及之后每3级,血脉狂怒者都可以学会一个新的法术以替换一个已知法术。这种替换各种方面都如同术士一般。

精通直觉闪避(Improved Uncanny Dodge,Ex):5级起,血脉狂怒者不再会被夹击(flanked)。这可以防止盗贼(或者其他具有偷袭能力的职业)通过夹击来对血脉狂怒者进行偷袭,除非攻击者的盗贼等级(或者其他赋予偷袭的职业等级)至少比目标的血脉狂怒者等级高4级或更多。
若角色已经从其他职业获得了直觉闪避,那么在判断夹击角色所需要的最低盗贼等级时,提供直觉闪避的职业等级会和血脉狂怒者等级叠加。

伤害减免(Damage Reduction,Ex):7级起,血脉狂怒者获得伤害减免。每当血脉狂怒者由于武器或天生武器攻击而受到伤害时,他所承受的伤害都会降低1点。10级以及之后的每3个等级,这个伤害减免都会增加1点。伤害减免可以让伤害降至0点,但是无法使其低于0点。

大血怒(Greater Bloodrage,Su):11级起,当血脉狂怒者进入血怒时,力量和体质的士气加值提升至+6点,意志豁免的士气加值提升至+3点。此外,在进入血怒时,血脉狂怒者能够将一个他已知的2级或更低等级的血脉狂怒者法术效果应用至自己身上。若法术的持续时间大于1轮,则会改为在血怒的持续时间内保持生效。如此使用会消耗血脉狂怒者的法术位,就如同他正常施放法术一般;血脉狂怒者必须具有可用的法术位才能从该效果中获益。
在判断专长的先决条件、专长能力、魔法物品能力以及法术效果时,大血怒被视作野蛮人的大狂暴(greater rage)职业能力。

不屈意志(Indomitable Will,Ex):14级起,当血脉狂怒者处于血怒时,就会在对抗附魔法术(enchantment spells)的意志豁免中获得+4加值。这个加值与所有其他调整值叠加,包括血脉狂怒者在血怒时意志豁免检定获得的士气加值。

不倦血怒(Tireless Bloodrage,Su):17级起,血脉狂怒者不会在结束血怒后陷入疲乏(fatigued)。

强力血怒(Mighty Bloodrage,Su):20级起,当血脉狂怒者进入血怒时,力量与体质的士气加值提升至+8点,而且意志豁免的士气加值提升至+4点。此外,在进入血怒时,对于由大血怒职业能力而能够应用至自身的法术来说,不再仅限于2级或更低等级的法术。

原文
剧透 -   :
Bloodrager
While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess.
Role: Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager’s place is on the front lines, right in his enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.
Alignment: Any.
Hit Die: d10.
Parent Classes: Barbarian and sorcerer.
Starting Wealth: 3d6 × 10 gp (average 105 gp).

Class Skills
The bloodrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are the class features of the bloodrager.

Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source ref lects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this inf luence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught f lat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list (see page 22). To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–3. In addition, he receives bonus spells per day if he has a high Charisma score (Pathfinder RPG Core Rulebook 17, Table 1–3). The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.
The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table 1–4. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline.

Improved Uncanny Dodge (Ex): At 5th level, a bloodrager can no longer be f lanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by f lanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

Damage Reduction (Ex): At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage reduction can reduce damage to 0, but not below 0.

Greater Bloodrage (Su): At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Will (Ex): At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Bloodrage (Su): At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.

Mighty Bloodrage (Su): At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.
« 上次编辑: 2015-07-28, 周二 16:44:26 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【ACG】血脉狂怒者(Bloodrager)
« 回帖 #1 于: 2014-08-15, 周五 03:54:46 »
血脉狂怒者血脉(Bloodrager Bloodlines)
当血脉狂怒者进入血怒时,他通常会被自身血脉以及搅乱自身的魔法之力所影响,从而使身体产生变化。除非另有说明,他仅会在处于血怒之中时获得狂血之力带来的效果;一旦血怒结束,所有狂血之力的力量都会立即停止,而且血脉狂怒者所承受的身体变化都会恢复,返回至正常的样子。

引用
异怪血脉(Aberrant)
你的血液中蕴含着外来者和异怪的污染。当你处于血怒时,你身上的腐败会以异常而可怕的方式显现出来。

奖励专长(Bonus Feats):战斗反射(Combat Reflexes),强韧加强(Great Fortitude),精通卸武(Improved Disarm),精通擒抱(Improved Grapple),精通先攻(Improved Initiative),精通徒手打击(Improved Unarmed Strike),钢铁意志(Iron Will)

奖励法术(Bonus Spells):7级-变巨术(enlarge person),10级-识破隐形(see invisibility),13级-移位术(displacement),16级-黑触手(black tentacles)

狂血之力(Bloodline Powers):在处于血怒时,你能够获得某些免疫畸变的能力,但是身体会展现出那腐败血脉的痕迹。
剧透 -   :
恍惚打击(Staggering Strike,Su):1级起,当你造成重击时,目标必须成功进行强韧豁免(DC = 10 + 1/2你的血脉狂怒者等级 + 你的体质调整值),否则会恍惚(staggered)1轮。这些效果与恍惚重击(Staggering Critical)专长叠加。目标必须对每个效果进行单独豁免。

异怪触及(Abnormal Reach,Su):4级起,你的肢体变得更长;这使得你的触及增加5尺。

异怪强韧(Aberrant Fortitude,Su):8级起,你免疫恶心(sickened)与反胃(nauseated)状态。

异常构造(Unusual Anatomy,Su):12级起,你的内部构造开始变换移动,这使得你有50%的概率来使任何命中你的重击或偷袭失效。即按照正常伤害进行计算。

异怪抗力(Aberrant Resistance,Su):16级起,你免疫疾病(disease)、力竭(exhaustion)、疲乏(fatigue)、毒素(poison)以及恍惚(staggered)状态。

化身异怪(Aberrant Form,Su):20级起,你的身体变得异样。你免疫重击与偷袭。此外,你获得60尺盲视,血脉狂怒者的伤害减免增加1点。即便没有处于血怒之时,你也会一直获得这些优势。

引用
深渊血脉(Abyssal)
在你的祖辈之中,有恶魔将自身的污秽混入了你的血脉精髓之中。尽管这并没有在你的亲族中显现出来,但是伴随着血怒的使用,你也逐渐被转化为这股恐怖的终结之力。

奖励专长(Bonus Feats):顺势斩(Cleave)、强韧加强(Great Fortitude)、精通冲撞(Improved Bull Rush)、精通破武(Improved Sunder)、威逼(Intimidating Prowess)、猛力攻击(Power Attack)、健壮(Toughness)

奖励法术(Bonus Spells):7级-衰弱射线(Ray of enfeeblement),10级-牛之力量(bull’s strength),13级-狂暴术(rage),16级-石肤术(stoneskin)

狂血之力(Bloodline Powers):深渊的力量浸透在你的血管中,并在血怒中发生可怕的转化。
剧透 -   :
利爪(Claws,Su):1级起,当你处于血怒中时,会长出利爪。这些爪子被视为天生武器,使你能够使用完整的基本攻击加值,以全力攻击动作(full-attack action)进行两次爪抓攻击。这些攻击每下造成1d6点伤害(若你的体型为小型则是1d4点)加上你的力量调整值。4级起,这些爪子在克服伤害减免时被视作魔法武器。8级起,爪子的伤害增加至1d8点(小型为1d6点)。12级起,这些爪子变为炽焰(flaming)武器,每只爪子成功命中造成额外1d6点火焰伤害。

壮硕魔躯(Demonic Bulk,Su):4级起,当你进入血怒时,你可以选择让自身的体型比你的基础体型增大1级(如同变巨术,即便你不是类人生物也可以)。

恶魔抗力(Demon Resistances,Ex):8级起,你获得5点强酸、寒冷和火焰抗力。16级起,这些抗力增加至10点。

深渊血怒(Abyssal Bloodrage,Ex):12级起,血怒赋予力量的士气加值增加2点,但是AC的减值变为-4点以取代原本的-2点。16级起,这个加值增加至4点。20级起,它增加至6点。

恶魔灵光(Demonic Aura,Su):16级起,当你进入血怒时,可以选择散发出火焰灵光。这个灵光范围是以你为中心的5尺爆发区域,它会对在自身回合结束时处于区域内的生物造成2d6 + 你的体质调整值点火焰伤害。

恶魔免疫力(Demonic Immunities,Su):20级起,你免疫毒素(poison)与闪电(electricity)。即便没有处于血怒之时,你也会一直获得这些优势。

引用
奥秘血脉(Arcane)
当你的亲人成为强大的法师与术士时,你那性质怪异的血液却把你转变为毁灭咒语的异物。

奖励专长(Bonus Feats):战斗反射(Combat Reflexes)、扰法者*(Disruptive)、精通先攻(Improved Initiative)、钢铁意志(Iron Will)、猛力攻击(Power Attack)、即时备战(Quick Draw)、破法者*(Spellbreaker)
在判断标记(*)专长的先决条件时,你的血脉狂怒者等级被视作战士等级。这与你所具有的任何战士等级叠加。

奖励法术(Bonus Spells):7级-魔法飞弹(magic missile),10级-隐形术(invisibility),13级-闪电束(lightning bolt),16级-任意门(dimension door)

狂血之力(Bloodline Powers):当你处于血怒时,奥术之力会将你转变为一股奥能毁灭力量,使你能够放倒最为谨慎的施法者。
剧透 -   :
扰法血怒(Disruptive Bloodrage,Su):1级起,当敌人处于你的威胁范围内时,他的防御式施法DC增加2点。这与扰法者专长的效果叠加。

秘咒血怒(Arcane Bloodrage,Sp):4级起,当你进入血怒时,你能够从后述法术中选择一项,并将它的效果应用到你身上:朦胧术(blur)、防护箭矢(protection from arrows)、抵抗能量伤害(resist energy,选取一种能量类型)或者蛛行术(spider climb)。无论这些法术正常的持续时间为何,只要你还保持着血怒,这些法术的效果就会持续下去。

大秘咒血怒(Greater Arcane Bloodrage,Ex):8级起,当你进入血怒时,你能够将移位术(displacement)或加速术(haste)的效果应用到你身上。这是在秘咒血怒之外额外添加的效果,并且如同秘咒血怒一般生效。

术者之灾(Caster’s Scourge,Su):12级起,你会获得一定次数的额外借机攻击,数值等同于你的敏捷调整值(最低1次)。这些借机攻击只能用于对抗那些尝试在你的威胁范围内尝试施法、或者进行防御式施法的施法者。也可以在破法者专长、术者之亡狂血之力(见后文)、或者一些需要对防御式施法的施法者进行借机攻击的类似效果中使用该能力提供的借机攻击次数。即便没有处于血怒之时,你也会一直获得这些优势。

真秘咒血怒(True Arcane Bloodrage,Ex):16级起,当你进入血怒时,你能够从后述法术中选择一项,并将它的效果应用到你身上:野兽形态 IV(beast shape IV,只能选取与你体型相同或更大的生物)、巨龙形态 I(form of the dragon I)或转变术(transformation)。这是在秘咒血怒和大秘咒血怒之外额外添加的效果,并且如同上述能力一般生效。

术者之亡(Caster’s Bane,Ex):20级起,若施法者的施法者等级比你的血脉狂怒者等级低,则总会在你的威胁范围内施法时引起借机攻击,即便使用防御式施法也是如此。即便没有处于血怒之时,你也会一直获得这些优势。

引用
天界血脉(Celestial)
无论最初是因为天界先祖还是神祗的干涉,天使的血液在你的体内充盈并且散发着神圣的力量,它会在你处于血怒的时候赋予你庄严的面貌和纯净的力量。

奖励专长(Bonus Feats):闪避(Dodge)、精通先攻(Improved Initiative)、钢铁意志(Iron Will)、灵活移动(Mobility)、骑乘战斗(Mounted Combat)、快速骑乘攻击(Ride-By Attack)、武器专攻(Weapon Focus)

奖励法术(Bonus Spells):7级-祝福术(bless),10级-抵抗能量伤害(resist energy),13级-英雄气概(heroism),16级-圣光击(holy smite)

狂血之力(Bloodline Powers):你的血脉会赋予你一些抗力,并且会在你进入血怒时将你变为某种类似天使却又可怕的形态。
剧透 -   :
使徒之击(Angelic Attacks,Sp):1级起,在克服伤害减免时,你的近战攻击被视为善良阵营武器。此外,在使用近战攻击对邪恶异界生物造成伤害时,能够额外造成1d6点伤害。阵营武器(align weapon)以及那些会赋予武器神圣(holy)武器特殊能力的效果与上述额外伤害叠加。

天界抗力(Celestial Resistances,Ex):4级起,你获得5点强酸与寒冷抗力。12级起,这些抗力增加至10点。

信念(Conviction,Su):8级起,每次血怒仅限1次,你能够重掷一次刚刚做出的属性检定、技能检定、或豁免检定。你必须在骰子掷出之后、GM给出结果之前决定是否使用该能力。你必须接受第二次的结果,即便它比前次更糟。

天堂之翼(Wings of Heaven,Su):12级起,你能够选择长出羽翼,并且以60尺速度飞行(机动性良好)。20级起,你的飞行速度增加至80尺。

使徒之护(Angelic Protection,Su):16级起,在对抗邪恶生物做出的攻击或者创造出的效果时,你的AC获得+4偏斜加值,豁免获得+4抗力加值。此外,你就如同成为防护邪恶(protection from evil)的受术者一般受影响。该效果无法被解除(dispelled)。

晋升(Ascension,Su):20级起,你的体内充盈着天堂之力。你免疫强酸、寒冷以及石化(petrification)。你还会获得10点闪电抗力、10点火焰抗力、并且在对抗毒素(poison)时豁免获得+4种族加值。即便没有处于血怒之时,你也会一直获得这些优势。

引用
命运血脉(Destined)
血脉中的某种力量使你命中注定会成就伟业。当你处于血怒时,身上所散发出的伟大气息能够让大多数传说中的生物显得渺小而平凡。

奖励专长(Bonus Feats):顽强(Diehard)、坚忍(Endurance)、精通先攻(Improved Initiative)、威逼(Intimidating Prowess)、领导力(Leadership)、闪电反射(Lightning Reflexes)、武器专攻(Weapon Focus)

奖励法术(Bonus Spells):7级-护盾术(shield),10级-朦胧术(blur),13级-防护能量伤害(protection from energy),16级-行动自如(freedom of movement)

狂血之力(Bloodline Powers):你那荣耀的未来会赋予你力量打击敌人,并让他们畏惧你。
剧透 -   :
命运之击(Destined Strike,Sp):1级起,每日至多3次,以自由动作,你能够使你的1次近战攻击获得洞察加值,数值等同于你的血脉狂怒者等级的1/2(最低为1)。12级起,该能力的每日使用次数提升至5次。

受选狂怒者(Fated Bloodrager,Su):4级起,你的AC以及豁免检定获得+1幸运加值。8级以及之后每4个等级,这个加值都会增加1点(最高为20级时的+5点)。

可靠打击(Certain Strike,Su):8级起,每次血怒仅限1次,你可以重掷一次攻击检定。你必须在骰子掷出之后、DM给出结果之前决定是否使用该能力。你必须接受第二次的结果,即便它比第一次还遭。

挑战死亡(Defy Death,Su):12级起,每日1次,当一次造成伤害的攻击或法术会导致你的死亡时,你可以尝试一次DC为20的强韧豁免。若成功,你的生命值降至1点作为替代;若你检定成功,并且生命值已经低于1点,就不会受到伤害。

无人能敌(Unstoppable,Su):16级起,任何由你做出的重击威胁自动确认。任何对你造成重击威胁的攻击,只有在第二次检定投掷出自然20(或者可以自动确认重击)才能对你确认重击。

不胜则亡(Victory or Death,Su):20级起,你免疫麻痹(paralysis)、石化(petrification)、震慑(stunned)、晕眩(dazed)和恍惚(staggered)状态。即便没有处于血怒之时,你也会一直获得这些优势。

引用
龙裔血脉(Draconic)
在你家族史中的某个时点,一头巨龙混入进你的血脉之中。现在,这些可畏怪物的古老力量成为了你那血怒的燃料。

奖励专长(Bonus Feats):盲斗(Blind-Fight)、顺势斩(Cleave)、强韧加强(Great Fortitude)、精通先攻(Improved Initiative)、猛力攻击(Power Attack)、技能专攻:飞行(Skill Focus:Fly)、健壮(Toughness)

奖励法术(Bonus Spells):7级-护盾术(shield),10级-抵抗能量伤害(resist energy),13级-飞行术(fly),16级-恐惧术(fear)

狂血之力(Bloodline Powers):体内奔涌着的龙之力量在许多方面展露头角。1级起,你必须从彩色龙或者金属龙中选取一种类型。一旦选择之后就无法修改。许多狂血之力产生的伤害或赋予的抗力都与这个类型相关,如下表所示。
类型能量类型      喷吐形状
黑龙强酸60尺线形
蓝龙闪电60尺线形
绿龙强酸30尺锥形
红龙火焰30尺锥形
白龙寒冷30尺锥形
黄铜龙      火焰60尺线形
青铜龙闪电60尺线形
赤铜龙强酸60尺线形
金龙火焰30尺锥形
银龙寒冷30尺锥形
剧透 -   :
利爪(Claws,Su):1级起,你会长出利爪。这些爪子被视为天生武器,使你能够使用完整的基本攻击加值,以全力攻击(full-attack)进行两次爪抓攻击。这些攻击每下造成1d6点伤害(若你的体型为小型则是1d4点)加上你的力量调整值。4级起,这些爪子在克服伤害减免时被视作魔法武器。8级起,爪子的伤害增加至1d8点(小型为1d6点)。12级起,这些爪子会在成功命中时额外造成1d6点伤害,伤害的类型与你的能量类型相同。

龙类抗力(Draconic Resistance,Ex):4级起,在对抗你所选择的能量类型时,你获得5点能量抗力,并且防御等级获得1点天生防御加值。8级起,你的能量抗力增加至10点,天生防御加值增加至+2点。16级起,天生防御加值提升至+4点。

喷吐武器(Breath Weapon,Su):8级起,你获得喷吐武器,每日可以使用1次。这个喷吐武器造成的伤害类型与你选择的相同,伤害为每血脉狂怒者等级1d6点。处于喷吐区域内的生物可以尝试反射豁免来使伤害减半。该能力的豁免DC为10 + 1/2你的血脉狂怒者等级 + 你的体质调整值。喷吐武器的形状基于你的龙裔类型(如上表所述)。16级起,每日能够使用该能力2次。20级时,每日能够使用3次该能力。

龙翼(Dragon Wings,Su):12级起,当你进入血怒时,你能够选择在背上长出一对坚韧的翅膀,这会赋予你60尺飞行速度(机动性一般)。16级起,你的飞行速度增加至80尺(机动性良好)。

龙形(Dragon Form,Su):16级起,当你进入血怒时,你能够选择化身为你所选择的龙类形态,如同巨龙形态II(form of the dragon II),不过你的飞行机动性为一般或良好,就如同龙翼狂血之力中描述的一般。

飞龙之力(Power of Wyrms,Su):20级起,你免疫麻痹(paralysis)、昏睡(sleep)以及与你所选择的能量类型相同的伤害。你还会获得60尺盲感。即便没有处于血怒之时,你也会一直获得这些优势。

引用
元素血脉(Elemental)
元素的力量寄宿在你的体内,并且在你难以控制自身愤怒的时候显露出来。这种影响可能来源于你的家族历史中的元素异界生物,或者可能源于你或者你的先祖暴露在强大的元素力量或灾难之中。

奖励专长(Bonus Feats):顺势斩(Cleave)、闪避(Dodge)、强韧加强(Great Fortitude)、精通先攻(Improved Initiative)、闪电反射(Lightning Reflexes)、猛力攻击(Power Attack)、武器专攻(Weapon Focus)

奖励法术(Bonus Spells):7级-燃烧之手*(burning hands),10级-灼热射线*(scorching ray),13级-防护能量伤害(protection from energy),16级-元素形态 I(elemental body I)
标注(*)的法术造成的能量伤害类型总是与你选择的元素相对应,无论法术原本的效果为何。此外,这些法术所属的子类别变得与你的元素能量类型相符。

狂血之力(Bloodline Powers):四大元素中的一种存在于你的体内,并且会在你的血怒中展现出它的力量。1级起,你必须选择一种元素:气、土、火或者水。一旦选择就无法更改。许多能力造成的伤害以及赋予的抗力都与你的元素类型相符,如下表所示。
元素能量类型      移动类型
气元素      闪电飞行60尺(良好)
土元素强酸掘地30尺
火元素火焰基本陆上速度+30尺
水元素寒冷游泳60尺
剧透 -   :
元素打击(Elemental Strikes,Su):1级起,每日3次以迅捷动作,你能够向你的近战攻击中灌入元素能量。在1轮内,你的近战攻击造成1d6点额外伤害,能量类型与你的相符。8级起,你每日能够使用5次该能力。20级起,你的所有近战攻击都会造成这些伤害,而且不再需要使用迅捷动作激活。

元素抗力(Elemental Resistance,Ex):4级起,你获得10点元素抗力,用于对抗你的元素类型。

元素移动(Elemental Movement,Su):8级起,你获得一种特殊移动类型或者速度加值,具体与你所选择的元素相关。如上表所示。

元素之力(Power of the Elements,Su):12级起,你的元素打击能力所造成的能量伤害能够穿透对应能量类型的抗力,并且能对免疫该类能量的生物造成半额伤害。

元素形态(Elemental Form,Sp):16级起,每日1次当你进入血怒时,你能够呈现出元素的形态,就如同元素形态IV(elemental body IV)一般。

元素之躯(Elemental Body,Su):20级起,元素能量在你体内奔涌流动。你免疫偷袭、重击以及你的能量类型的伤害。即便没有处于血怒之时,你也会一直获得这些优势。

引用
精类血脉(Fey)
你的祖先之一是精类生物,也有可能是妖精领域的力量以某种形式混入了你的血脉。它会微妙而又让人惊讶的方式影响着你的血怒。

奖励专长(Bonus Feats):战斗反射(Combat Reflexes)、闪避(Dodge)、精通先攻(Improved Initiative)、闪电反射(Lightning Reflexes)、灵活移动(Mobility)、快步跟进(Step-Up)、威逼(Intimidate Prowess)

奖励法术(Bonus Spells):7级-纠缠术(entangle),10级-狂笑术(hideous laughter),13级-加速术(haste),16级-困惑术(confusion)

狂血之力(Bloodline Powers):自然界的力量渗透在你的体内,并且会在你的血怒中展现出来。
剧透 -   :
迷乱重击(Confusing Critical,Su):1级起,精类力量能透过你的武器传递出去。每当你造成重击时,目标必须成功进行意志豁免(DC为 10 + 1/2你的血脉狂怒者等级 + 你的体质调整值),否则会困惑(confused)1轮。这是影响心灵的胁迫效果。

跳跃袭击者(Leaping Charger,Su):4级起,你能够在冲锋时跃过茂密的植被以及其他类似的障碍。当你冲锋时,能够忽略困难地形(但不能忽略其他生物)。你能够以正常速度穿过它,并且它不会妨碍你的冲锋。

飘渺行者(Blurring Movement,Su):8级起,当你在移动时,会变得飘渺不定、难以识别。只要你移动了至少10尺,便会获得朦胧术(blur)的效果,持续1轮。

急速血怒(Quickling Bloodrage,Sp):12级起,只要你处于血怒时,便会被视为受到加速术(haste)效果影响一般。

融入自然(One With Nature,Su):16级起,除非受到魔法的胁迫或者你首先发起攻击,否则动物(animal)和植物(plant)类的生物就不会攻击你。每日3次,你能够将自身从一棵树传送到另一棵树,就如同融身入林(tree stride)一般,不过传送范围只有法术的一半。以此方式移动到另一棵树是移动动作。即便不在血怒之中,你也能够获得该能力。

妖精之怒(Fury of the Fey,Su):20级起,当你进入血怒时,你能够选择一类能够被破敌(bane)武器特性影响的生物(对于类人生物与异界生物则要选择亚种)。你的所有近战攻击都被视为具有该类型的破敌。该能力不会与其他形式的破敌能力叠加。

引用
地狱血脉(Infernal)
下界的力量存在于你的鲜血中。可能是你的祖先被地狱的力量所诱惑,也可能与下界的住民签订了契约,不过无论因为什么,这股腐败之力都在你的血管中沸腾。

奖励专长(Bonus Feats):盲斗(Blind-Fight)、战斗反射(Combat Reflexes)、诈欺师(Deceitful)、精通卸武(Improved Disarm)、精通破武(Improved Sunder)、威逼(Intimidating Prowess)、钢铁意志(Iron Will)

奖励法术(Bonus Spells):7级-防护善良(protection from good),10级-灼热射线(scorching ray),13级-暗示术(suggestion),16级-火焰护盾(fire shield)

狂血之力(Bloodline Powers):当你处于血怒时,血液中的地狱之火会产生极其可怖的效果。
剧透 -   :
地狱火之击(Hellfire Strike,Su):1级起,每日至多3次以迅捷动作,你能够向你的攻击中灌入地狱火。当你这么做时,所有近战攻击都会获得炽焰(flaming)武器特殊能力,持续1轮。12级起,每日至多能够使用5次该能力,而且效果视为焰爆(flaming burst)。

地狱抗力(Infernal Resistance,Ex):4级起,你获得5点火焰抗力,并且在对抗毒素时,豁免检定获得+2加值。8级起,火焰抗力增加至10点。对抗毒素的豁免检定加值增加至+4点。

魔鬼之傲(Diabolical Arrogance,Su):8级起,在对抗附魔(enchantment)与恐惧(fear)效果时,你的豁免检定获得+4加值。

黑暗之翼(On Dark Wings,Su):12级起,你能够在进入血怒时选择从背后长出类似蝙蝠翅膀的双翼,这会赋予你60尺飞行速度,机动性一般。16级起,你的飞行速度增加至80尺,机动性良好。

地狱火冲锋(Hellfire Charge,Su):16级起,当你进行冲锋时,在冲锋结束时所作出的攻击会获得地狱火之击的好处,而且这不需要消耗地狱火之击的使用次数。若你的地狱火之击已经启动,那么火焰伤害会穿透10点或更低的火焰抗力。

深狱魔头(Fiend of the Pit,Su):20级起,你免疫火焰与毒素。你还会获得10点强酸抗力与10点寒冷抗力,以及看破黑暗(see in darkness)能力。即便没有处于血怒之时,你也会一直获得这些优势。
【速查】:看破黑暗 (See in Darkness, Su):该生物可以在任何种类的黑暗环境下完美视物,包括『深幽黑暗术』。

引用
亡灵血脉(Undead)
污秽腐败的亡灵是你的一部分。从过往的某一时刻起,死亡本身就被灌入了你的血系之中。你与死灵特质的关联会通过血怒转变为令人畏惧的力量。

奖励专长(Bonus Feats):顽强(Diehard)、闪避(Dodge)、坚忍(Endurance)、威逼(Intimidating Prowess)、钢铁意志(Iron Will)、灵活移动(Mobility)、健壮(Toughness)

奖励法术(Bonus Spells):7级-寒冷之触(chill touch),10级-虚假生命(false life),13级-吸血鬼之触(vampiric touch),16级-弱能术(enervation)

狂血之力(Bloodline Powers):当你进入血怒时,不死之力就会显现出来,使你的攻击夹带着恐惧,让你的身体充满秽邪之力。
剧透 -   :
可怖冲锋(Frightful Charger,Sp):1级起,当你使用冲锋攻击命中一个生物时,该名生物会战栗(shaken),持续的轮数等同于你的血脉狂怒者等级的1/2(最低1轮)。该效果不会导致已有的战栗或惊惧状态(无论是由该能力获得还是其他来源)变为惊惧(frightened)或恐慌(panicked)。这是影响心灵的恐惧效果。

幽冥打击(Ghost Strike,Sp):4级起,你的近战攻击被视为具有幽冥(ghost touch)武器特殊能力。

死之馈赠(Death’s Gift,Su):8级起,你获得10点寒冷抗力,并且对抗非致命伤害时获得DR 10/—。

可怖打击(Frightful Strikes,Su):12级起,每次血怒仅限1次,你能够以迅捷动作将恐惧灌入近战攻击之中。在1轮内,被你使用近战攻击命中的生物会战栗(shaken)。已经战栗的生物会变为惊惧(frightened)。16级起,那些已经惊惧的生物会变为恐慌(panicked)。这是影响心灵的恐惧效果。

鬼灵血怒(Incorporeal Bloodrager,Su):16级起,每日1次,你能够选择变为虚体(incorporeal)。如果实体来源的攻击属于魔法,则对你只能造成半额伤害(非魔法武器和物体不会对你造成伤害)。由于幽冥打击狂血之力,你的攻击会造成正常伤害。

君临死境(One Foot in the Grave,Ex):20级起,你免疫寒冷、非致命伤害、麻痹(paralysis)与昏睡(sleep)。来自伤害减免能力的DR增加至8点。除非你主动进行攻击,否则无心智(Unintelligent)的不死生物不会注意到你。在对抗由不死生物施放的法术和类法术能力时,你的豁免检定获得+4士气加值。即便没有处于血怒之时,你也会一直获得这些优势。

原文
剧透 -   :
Bloodrager Bloodlines
When a bloodrager enters a bloodrage, he often takes on a physical transformation inf luenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.

Aberrant
There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.
Bonus Feats: Combat Ref lexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.
Bonus Spells: Enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th).
Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.
Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.
Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.
Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.
Aberrant Resistance (Su): At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition.
Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.

Abyssal
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn’t manifest in all of your kin, in those moments when you’re bloodraging, you embody its terrifying presence.
Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells: Ray of enfeeblement (7th), bull’s strength (10th), rage (13th), stoneskin (16th).
Bloodline Powers: The power of the Abyss courses through your veins, causing horrif ic transformations during your bloodrage.
Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become f laming weapons, which deal an additional 1d6 points of fire damage on a hit.
Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.
Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.
Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 instead.
Demonic Aura (Su): At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The aura is a 5-foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures that end their turns within it.
Demonic Immunities (Su): At 20th level, you’re immune to electricity and poison. You have this benefit constantly, even while not bloodraging.

Arcane
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Bonus Feats: Combat Ref lexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purposes of qualifying for any feats marked with an asterisk
  • .) This stacks with any levels in fighter you have.

Bonus Spells: Magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).
Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
Caster’s Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster’s bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging.
True Arcane Bloodrage (Sp): At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.
Caster’s Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when casting defensively. You have this ability constantly, even while not bloodraging.

Celestial
By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
Bonus Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus.
Bonus Spells: Bless (7th), resist energy (10th), heroism (13th), holy smite (16th).
Bloodline Powers: Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.
Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse.
Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and f ly with a speed of 60 feet and good maneuverability. At 20th level, your f ly speed increases to 80 feet.
Angelic Protection (Su): At 16th level, you gain a +4 def lection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures. In addition, you are affected as if subject to a protection from evil spell. This effect cannot be dispelled.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and f ire, as well as a +4 racial bonus on saving throws against poison. You have these benef its constantly, even while not bloodraging.

Destined
Your bloodline is destined for great things. When you bloodrage, you exude a greatness that makes all but the most legendary creatures seem lesser.
Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Ref lexes, Weapon Focus.
Bonus Spells: Shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).
Bloodline Powers: Your future greatness grants you the might to strike your enemies with awe.
Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse.
Defy Death (Su): At 12th level, once per day when an attack or spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have less than 1 hit point, you instead take no damage.
Unstoppable (Su): At 16th level, any critical threats you score are automatically conf irmed. Any critical threats made against you confirm only if the second roll results in a natural 20 (or is automatically confirmed).
Victory or Death (Su): At 20th level, you are immune to paralysis and petrif ication, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.

Draconic
At some point in your family’s history, a dragon interbred with your bloodline. Now, the sublime monster’s ancient power fuels your bloodrage.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.
Bonus Spells: Shield (7th), resist energy (10th), fly (13th), fear (16th).
Bloodline Powers: The power of dragons f lows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.
Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone
Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the breath can attempt a Ref lex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a f ly speed of 60 feet with average maneuverability. At 16th level, your f ly speed increases to 80 feet with good maneuverability.
Dragon Form (Su): At 16th level, when entering a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II, but with average or good maneuverability, as you would gain from the dragon wings bloodrage power above).
Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benef its constantly, even while not bloodraging.

Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This inf luence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Ref lexes, Power Attack, Weapon Focus.
Bonus Spells: Burning hands* (7th),  scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk
  • always deal a type of energy damage determined by your element, regardless of the spell’s normal effects. In addition, the subtype of these spells changes to match the energy type of your element.)

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power while bloodraging. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below.
Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (good)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base land speed
Water Cold Swim 60 feet
Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.
Elemental Movement (Su): At 8th level, you gain a special movement type or bonus based on your chosen element, as indicated on the above table.
Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline ability bypasses resistance to that energy type, and still deals half damage to creatures with immunity to energy of that type.
Elemental Form (Su): At 16th level, once per day when entering a bloodrage you can take an elemental form as elemental body IV.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. You have this benefit constantly, even while not bloodraging.

Fey
One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. It affects your bloodrage in tricky and surprising ways.
Bonus Feats: Combat Ref lexes, Dodge, Improved Initiative, Lightning Ref lexes, Mobility, Step Up, Intimidating Prowess.
Bonus Spells: Entangle (7th), hideous laughter (10th), haste (13th), confusion (16th).
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.
Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.
Quickling Bloodrage (Sp): At 12th level, while bloodraging you’re treated as if you are under the effects of haste.
One with Nature (Su): At 16th level, creatures of the animal or plant types don’t attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
Fury of the Fey (Su): At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn’t stack with other forms of bane.

Infernal
The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, its corruption seethes within your lineage.
Bonus Feats: Blind-Fight, Combat Ref lexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will.
Bonus Spells: Protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th).
Bloodline Powers: When you bloodrage, hellfire infuses your blood with terrifying effects.
Hellfire Strike (Su): At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the f laming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as f laming burst.
Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.
Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.
Dark Wings (Su): At 12th level, when entering a bloodrage you can choose to have batlike wings grow from your back, giving you a f ly speed of 60 feet with average maneuverability. At 16th level, your f ly speed increases to 80 feet with good maneuverability. At 20th level, your f ly speed increases to 80 feet with good maneuverability.
Hellfire Charge (Su): At 16th level, when you charge the attack you make at the end of the charge gains the benefit of your hellfire strike without expending a use of it. If you already have hellfire strike active, the fire damage ignores fire resistance of 10 or lower.
Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.

Undead
The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when your bloodrage.
Bonus Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness.
Bonus Spells: Chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th).
Bloodline Powers: When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances.
Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.
Death’s Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/— against nonlethal damage.
Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.
Incorporeal Bloodrager (Su): At 16th level, once per day you can choose to become incorporeal. You take only half damage from magic corporeal sources, and you take no damage from non-magic weapons and objects. Your attacks deal damage as normal due to your ghost strike bloodrage power.
One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. The DR from your damage reduction ability increases to 8. Unintelligent undead don’t notice you unless you attack them. You gain a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.
« 上次编辑: 2015-07-28, 周二 16:52:35 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 四月

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Re: 【ACG】血脉狂怒者(Bloodrager)
« 回帖 #2 于: 2014-08-15, 周五 03:54:59 »
血脉狂怒者法术列表(Bloodrager Spells)
血脉狂怒者能够获得后述法术。大多数法术都刊载在核心手册(Core Rulebook),而其他来源的法术也都使用上标进行了标注。你可以在本书第四章找到星号(*)标记标注的法术。

1级血脉狂怒者法术——剑刃鞭笞*(blade lash),飘渺步伐*(blurred movement),破坏术APG(break),燃烧之手(burning hands),惊恐术(cause fear),寒冷之触(chill touch),七彩喷射(color spray),酸蚀之触UM(corrosive touch),刺耳尖啸UM(ear-piercing scream),忍受环境(endure elements),变巨术(enlarge person),脚底抹油(expeditious retreat),羽落术(feather fall),闪光爆APG(flare burst),冻伤UM(frostbite),水流冲击APG(hydraulic push),寒冰匕首UM(icicle dagger),跳跃术(jump),警戒线*(line in the sand),长臂咒*(long arm),法师护甲(mage armor),魔法飞弹(magic missile),魔化武器(magic weapon),水灵掌控ARG(marid’s mastery),镜像打击UC(mirror strike),坐骑术(mount),泥球糊脸ARG(mudball),虚幻之血*(phantom blood),防护混乱/邪恶/善良/秩序(protection from chaos/evil/good/law),衰弱射线(ray of enfeeblement),恶心射线UM(ray of sickening),缩小术(reduce person),回力武器UC(returning weapon),幽影武器UM(shadow weapon),护盾术(shield),冲击屏障UC(shock shield),电爪(shocking grasp),石拳术APG(stone fist),石盾术ARG(stone shield),强翼术ARG(strong wings),破片四溅*(sundering shards),雷霆重踏*(thunderstomp),爆燃之触ARG(touch of combustion),笨拙之触APG(touch of gracelessness),海洋之触APG(touch of the sea),克敌机先(true strike),精准武器UC(unerring weapon),戒卫武器UC(warding weapon),波涛护盾*(wave shield),蛛丝球ARG(web bolt),风闪术ARG(windy escape),冬之羽ARG(winter feathers)

2级血脉狂怒者法术——超越之障UC(ablative barrier),强酸箭(acid arrow),凝胶之血*(adhesive blood),动物形态UC(animal aspect),熊之坚韧(bear’s endurance),目盲/耳聋术(blindness/deafness),硬化血甲*(blood armor),燃血术ARG(blood blaze),血沸UM(boiling blood),血流满面UC(brow gasher),防弹护盾UC(bullet shield),牛之力量(bull’s strength),灼热凝视APG(burning gaze),猫之优雅(cat’s grace),稳固抓握UC(certain grip),怪物晕眩术(daze monster),矮处求生ARG(death from below),闪电之盾UM(defensive shock),延缓痛苦UM(delay pain),]毁容之触UM(disfiguring touch),暮光之尘APG(dust of twilight),鹰之威仪(eagle’s splendor),元素之触APG(elemental touch),极度柔韧*(extreme flexibility),虚假生命(false life),火焰吐息APG(fire breath),炽焰法球(flaming sphere),极寒之触UM(frigid touch),食尸鬼之触(ghoul touch),闪光尘(glitterdust),造风术(gust of wind),狂风法球ARG(gusting sphere),元素力量灌输ARG(imbue with elemental might),镜影术(mirror image),熔融铁球*(molten orb),防护箭矢(protection from arrows),烟火术(pyrotechnics),抵抗能量伤害(resist energy),灼热射线(scorching ray),识破隐形(see invisibility),粉碎音波(shatter),水流术APG(slipstream),音爆狂嚎*(sonic scream),蛛行术(spider climb),窃取呼吸ARG(steal breath),召岩术APG(stone call),石盘术*(stone discus),愚者之触(touch of idiocy),复体之寒UM(unshakable chill)

3级血脉狂怒者法术——气泉喷升*(air geyser),高等动物形态UC(animal aspect, greater),水牢法球APG(aqueous orb),野兽形态 I(beast shape I),血之讯息APG(blood biography),嗅血术ARG(blood scent),潜沙走石UM(burrow),速度爆发UC(burst of speed),星云锁链UC(chain of perdition),风之衣APG(cloak of winds),无尽之眼UM(countless eyes),斗转星移APG(draconic reservoir),元素光环APG(elemental aura),脓疱之疹UM(eruptive pustules),痛苦异变UM(excruciating deformation),火焰路径ARG(fire trail),火球术(fireball),火焰之流ARG(firestream),火焰箭(flame arrow),飞行术(fly),力场钩链UM(force hook charge),充能之拳UM(force punch),黑盲矢ARG(gloomblind bolts),加速术(haste),英雄气概(heroism),人类定身术(hold person),恶意浮空UC(hostile levitation),惨嚎剧痛UM(howling agony),水流爆发APG(hydraulic torrent),锐锋术(keen edge),闪电束(lightning bolt),弱点感知UC(locate weakness),高等魔化武器(magic weapon, greater),类人形态 IUM(monstrous physique I),痛苦打击APG(pain strike),博采众长ARG(paragon surge),魅影驹(phantom steed),防护能量伤害(protection from energy),狂暴术(rage),肆虐锐石ARG(raging rubble),力竭射线(ray of exhaustion),树脂皮肤UC(resinous skin),银镖闪*(silver darts),雪风暴(sleet storm),臭云术(stinking cloud),高等雷霆重踏*(thunderstomp, greater),暮光之刃APG(twilight knife),亡灵形态 IUM(undead anatomy I),吸血鬼之触(vampiric touch),武器幻化APG(versatile weapon),地狱幻景UM(vision of hell),水中呼吸(water breathing),风墙术(wind wall)

4级血脉狂怒者法术——吸云术ARG(absorbing inhalation),球形闪电APG(ball lightning),野兽形态 II(beast shape II),降咒(bestow curse),黑触手(black tentacles),石化之触APG(calcific touch),困惑术(confusion),疫病术(contagion),极度绝望(crushing despair),自爆术APG(detonate),龙息术APG(dragon’s breath),潜地ARG(earth glide),元素形态 I(elemental body I),弱能术(enervation),群体变巨术(enlarge person, mass),高等虚假生命UM(false life, greater),恐惧术(fear),火焰护盾(fire shield),火焰之雨APG(firefall),高等炽焰法球*(flaming sphere, greater),幽灵狼ARG(ghost wolf),地狱舌鞭ARG(hellmouth lash),冰风暴(ice storm),类人形态 IIUM(monstrous physique II),精神错乱月狂病APG(moonstruck),散弹爆发UC(pellet blast),魅影杀手(phantasmal killer),群体缩小术(reduce person, mass),驭波术UM(ride the waves),风之河APG(river of wind),幻影爆碎UC(shocking image),咆哮术(shout),石肤术(stoneskin),念动冲锋UC(telekinetic charge),软泥之触UM(touch of slime),虫类形态 IUM(vermin shape I),硫酸之雾UM(vitriolic mist),火山暴UM(volcanic storm),火墙术(wall of fire),冰墙术(wall of ice),音墙术UM(wall of sound),剑刃花环UC(wreath of blades)

本书新增血脉狂怒者法术速查
剧透 -   :
凝胶之血(Adhesive Blood)
学派:变化系
等级:炼金术士 2,血脉狂怒者 2,术士/法师 2,女巫 2
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:反射,通过则无效(见后文)
法术抗力:否
你的血液变为一种在接触空气后化为胶状物质的黏稠液体。除非武器的持用者能够通过反射豁免,否则他的挥砍或穿刺武器在对你造成伤害后便会卡住。生物可以在自己的回合中以标准动作拔出被卡住的武器,这需要成功进行力量检定对抗法术的DC。烈酒或者万溶剂(universal solvent)能够溶解这种胶质。这些胶会在你死亡5轮后,或者法术持续时间结束后降解。此外,这些胶在水下或者缺乏空气的环境中没有任何效果。

气泉喷升(Air Geyser)
学派:塑能系[气]
等级:血脉狂怒者 3,德鲁伊 3,魔战士 3,萨满 4,术士/法师 3,女巫 3
施法时间:标准动作
成分:语言,姿势
范围:近距
目标:一个体型至多为大型的生物或物体
持续时间:立即
豁免:反射,通过则部分生效(见后文)
法术抗力:可
你创造出了一股强劲的气流,它能够将一个敌人向上抛起。若目标的反射豁免失败,那么空气的力道能够造成2d6点钝击伤害,并且将目标向上推升,高度为5尺 x 你的施法者等级。若遭遇到固态物质(比如天花板),目标则会以如同正常坠落一般撞击到这个物体。在气流停止之后,目标会坠落(除非他能够飞行),并且如常受到坠落伤害。成功的豁免意味着目标从气流喷发中受到的伤害减半,而且不会被气流所移动。

剑刃鞭笞(Blade Lash)
学派:变化系
等级:血脉狂怒者 1,魔战士 1
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:你的近战武器
持续时间:立即
你的武器被拉长,变得如同鞭子一般。作为施放该法术的一部分,你能够使用该武器尝试对20尺内的一个生物进行一次摔绊战技,而且你在检定中获得+10加值,在此之后,你的武器会还原至它原本的形态。

硬化血甲(Blood Armor)
学派:变化系
等级:炼金术士 2,血脉狂怒者 2,术士/法师 2,召唤师 2,女巫 2
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
你的血液在接触到空气后,会变得如同钢铁般坚硬。每当你受到至少5点穿刺或挥砍伤害时,你的护甲会给你的AC提供+1增强加值。在判断该法术的效果时,一套普通衣物被视为没有AC加值的护甲。这个增强加值会与自身相叠加,最高为+5点增强加值。该法术在水下或者缺乏空气的环境中没有效果。

飘渺步伐(Blurred Movement)
学派:幻术系(五官幻觉)
等级:炼金术士 1,吟游诗人 1,血脉狂怒者 1,魔战士 1,术士/法师 1,召唤师 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)
该法术的功能如同朦胧术(Blur)一般,不过它只有当你在自己的回合中移动至少10尺之后才会产生朦胧的效果,而且会在你结束移动之后终止。因此,该法术主要用于在你自己的回合内阻碍它人的攻击,比如借机攻击。若你在自己的回合内移动的距离至少达到了自身速度的两倍,那么朦胧效果会持续至你的下个回合开始为止。

极度柔韧(Extreme Flexibility)
学派:变化系
等级:炼金术士 2,血脉狂怒者 2,魔战士 2,术士/法师 2,女巫 2
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
你的AC获得+1闪避加值,逃脱检定以及擒抱战技检定获得+4环境加值,而且你的CMD在对抗擒抱尝试时获得+4环境加值。

高等炽焰法球(Flaming Sphere, Greater)
学派:塑能系[火]
等级:血脉狂怒者 4,德鲁伊 4,魔战士 4,术士/法师 4
豁免:反射,通过则无效(见后文)
法术抗力:可
该法术的功能如同炽焰法球(Flaming Sphere)一般,不过它会对任何命中的敌人造成6d6点火焰伤害。在对抗法球的豁免中失败的生物会被点燃(catchs on fire;见核心手册的444页)。若生物被该法术点燃,那么熄灭火焰的DC与该法术的DC相同。

警戒线(Line in the Sand)
学派:防护系
等级:血脉狂怒者 1,魔战士 1,术士/法师 1
施法时间:标准动作
成分:语言,姿势
范围:5尺
区域:以你为中心,半径5尺爆发区域
持续时间:1轮/等级
你在这片区域的周围创造出一条发光的红线。在对抗法术区域内的生物时,每轮你都能够额外尝试一定次数的借机攻击,这个次数等同于你的施法关键属性的调整值(对于魔战士和法师来说是智力,对于血脉狂怒者和术士来说是魅力),不过对于每个生物的每个引起借机攻击的动作,你仍旧只能进行一次借机攻击。

长臂咒(Long Arm)
学派:变化系
等级:炼金术士 1,血脉狂怒者 1,魔战士 1,术士/法师 1,召唤师 1,女巫 1
施法时间:标准动作
成分:语言,姿势
范围:个人
目标:自己
持续时间:1分钟/等级(可解消)
你的肢体暂时变长了,这使得你在使用这些肢体时,触及范围增加5尺。

熔融铁球(Molten Orb)
学派:变化系
等级:血脉狂怒者 2,魔战士 2,术士/法师 2,女巫 2
施法时间:标准动作
成分:语言,姿势
范围:近距
效果:远程攻击
持续时间:立即
豁免:无
法术抗力:可
你创造出一个拳头大小的赤色球体,它由熔融金属组成,你可以立即将其作为泼溅武器(splash weapon)掷出。被直接命中会受到2d6点火焰伤害。每个位于球体命中地点周围5尺范围内的生物,均会由于溅射而受到1d6点火焰伤害(反射,通过则减半)。除非这些生物能够让自身冷却下来(使用水、雪、或者任何能够造成5点或更多寒冷伤害的效果),否则会在接下来的1d3轮内,轮到自己的回合时受到额外1d6点火焰伤害。

虚幻之血(Phantom Blood)
学派:死灵系
等级:炼金术士 1,血脉狂怒者 1,魔战士 1,术士/法师 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:10分钟/等级
你设法支撑着自己的生命力。若你由于调整自己体质属性的暂时性效果结束而失去生命值(比如野蛮人的狂暴,或者血脉狂怒者的血怒),而且这会导致你昏迷或者杀死你,那么你会获得等同于你施法者等级点临时生命值(最高10点)。每次施放该法术仅会赋予你一次临时生命值。

银镖闪(Silver Darts)
学派:咒法系(创造)
等级:血脉狂怒者 3,魔战士 3,术士/法师 3,女巫 3
施法时间:标准动作
成分:语言,姿势,材料(一根银针)
范围:15尺
区域:锥形爆发区域
持续时间:立即
豁免:反射,通过则减半
法术抗力:可
成片的银镖从你手中发射出去。这些飞镖视同造成每施法者等级1d6点穿刺伤害(最高10d6)的银质武器(silver weapon)。若生物具有+4点或更高的护甲加值或天生防御加值,则受到的伤害会减少50%。

音爆狂嚎(Sonic Scream)
学派:塑能系[音波]
等级:吟游诗人 2,血脉狂怒者 2,魔战士 2,术士/法师 2
施法时间:标准动作
成分:语言,姿势
范围:15尺
区域:锥形爆发区域
持续时间:1轮/等级 或 直至耗尽(见后文)
豁免:反射,通过则减半(见后文)
法术抗力:可
在法术持续时间内至多3次,你能够以标准动作施放出强有力的锥形声波。第一次声波会对区域内的每个生物造成4d4点音波伤害。第二次会对区域内的每个生物造成2d4点音波伤害。第三次会对区域内的每个生物造成1d4点音波伤害。成功通过反射豁免对抗声波的生物能够使伤害减半。在释放出三次声波后,该法术结束。直到用光全部三次声波之前,你无法利用自己的声音做任何与魔法相关的事情(吟游诗人表演、施放具有语言成分的法术,等等),而且无法使用低于咆哮的音量说话。

石盘术(Stone Discus)
学派:咒法系(创造)[土]
等级:血脉狂怒者 2,德鲁伊 2,魔战士 2,术士/法师 2,女巫 2
施法时间:标准动作
成分:语言,姿势,材料(少量泥土或金属)
范围:近距
效果:一个或更多个石盘
持续时间:立即
豁免:无
法术抗力:否
你创造出飞向敌人的石盘。你能够创造1个石盘,并且可以在施法者等级达到7级和11级时分别再额外创造1个。对于每个你所创造出的石盘,都可以决定其边缘很钝(造成钝击伤害)或是锋利(造成挥砍伤害)。每个石盘都需要1次远程攻击来命中,并造成4d6点伤害。石盘可以用来攻击多个目标,但是所有目标彼此之间的距离不得超过30尺,而且石盘要被同时发射出去。
当你的施法者等级达到5级时,石盘被视为魔法且银。施法者等级达到10级时,石盘还被视同为寒铁。在施法者等级达到15级时,它们还被视同为精金。

破片四溅(Sundering Shards)
学派:变化系
等级:血脉狂怒者 1,魔战士 1,术士/法师 1,女巫 1
施法时间:标准动作
成分:语言
范围:接触
目标:接触到的近战武器
持续时间:1轮/等级 或 直至耗散
豁免:反射,通过则无效(见后文)
法术抗力:可
你向一个近战武器中灌入能量。若武器的持用者成功使用破武战技摧毁一件物品,那么她能够施放武器中的额外力量,将被破坏的物品化为锯齿状的破片,对穿戴、携带或持有被破坏物品的生物造成1d6点穿刺和挥砍伤害。任何与其相邻的生物(作为该法术目标的武器的持用者之外的生物)必须进行反射豁免检定,失败则会由于飞溅的破片而受到1d6点穿刺和挥砍伤害。这些碎片还被视为制作被击破武器的特殊材料(若被击破的是寒铁武器,那么碎片也被视为寒铁)。一旦武器的额外力量被释放出来,该法术便被耗散。

雷霆重踏(Thunderstomp)
学派:塑能系[土]
等级:血脉狂怒者 1,德鲁伊 1,魔战士 1,游侠 1,术士/法师 1
施法时间:标准动作
成分:语言,姿势
范围:近距
目标:一个生物
持续时间:立即
豁免:无
法术抗力:可
你用力跺脚或者使用武器击打地面,这会创造出能够用于摔绊一个生物的强大震波。尝试战技检定来摔绊目标,不过你能够使用自己的施法者等级来取代你的基本攻击加值,而且能够使用施法关键属性的调整值(对于魔战士和法师来说是智力;对于德鲁伊和游侠来说是感知;对于血脉狂怒者和术士来说是魅力)取代你的力量调整值。这不会引起借机攻击。若果你无法碰到地板或地面、或者你的目标没有和地板或地面接触的话,该法术就不会产生效果。

高等雷霆重踏(Thunderstomp, Greater)
学派:塑能系[土]
等级:血脉狂怒者 3,德鲁伊 3,魔战士 3,游侠 3,术士/法师 3
施法时间:标准动作
成分:语言,姿势
范围:60尺
区域:60尺线形区域
持续时间:立即
豁免:无
法术抗力:可
除了后述内容以外,该法术的同能如同雷霆重踏(Thunderstomp)一般。你可以对复数目标使用该法术,包括那些体型比你大1级以上的生物。当你尝试战技检定时,要将结果应用至区域内的每个生物。

波涛护盾(Wave Shield)
学派:防护系[水]
等级:血脉狂怒者 1,德鲁伊 1,魔战士 1,萨满 1,术士/法师 1,女巫 1
施法时间:直觉动作
成分:语言
范围:个人
目标:自己
持续时间:1轮 或 直至耗散
你在创造出一股翻腾的水流,形成粗糙的盾牌轮廓。水流会从一次物理或火焰攻击中保护你,使得你在对抗该次攻击时获得DR/—和火焰抗力,数值等同于你的施法者等级的一半(最低为1)。一旦法术将以你为目标的攻击所产生的伤害降低,便会耗散。

原文
剧透 -   :
Bloodrager Spells
Bloodragers gain access to the following spells. While most of these spells are found in the Core Rulebook, those with superscripts are drawn from other sources. Those marked with an asterisk (*) appear in Chapter 4 of this book.

1st-Level Bloodrager Spells: Blade lash*, blurred movement*, breakAPG, burning hands, cause fear, chill touch, color spray, corrosive touchUM, ear-piercing screamUM, endure elements, enlarge person, expeditious retreat, feather fall, f lare burstAPG, frostbiteUM, hydraulic pushAPG, icicle daggerUM, jump, line in the sand*, long arm*, mage armor, magic missile, magic weapon, marid’s masteryARG, mirror strikeUC, mount, mudballARG, phantom blood*, protection from chaos/evil/good/law, ray of enfeeblement, ray of sickeningUM, reduce person, returning weaponUC, shadow weaponUM, shield, shock shieldUC, shocking grasp, stone fistAPG, stone shieldARG, strong wingsARG, sundering shards*, thunderstomp*, touch of combustionARG, touch of gracelessnessAPG, touch of the seaAPG, true strike, unerring weaponUC, warding weaponUC, wave shield*, web boltARG, windy escapeARG, winter feathersARG.

2nd-Level Bloodrager Spells: Ablative barrierUC, acid arrow, adhesive blood*, animal aspectUC, bear’s endurance, blindness/ deafness, blood armor*, blood blazeARG, boiling bloodUM, brow gasherUC, bullet shieldUC, bull’s strength, burning gazeAPG, cat’s grace, certain gripUC, daze monster, death from belowARG, defensive shockUM, delay painUM, disfiguring touchUM, dust of twilightAPG, eagle’s splendor, elemental touchAPG, extreme f lexibility*, false life, fire breathAPG, f laming sphere, frigid touchUM, ghoul touch, glitterdust, gust of wind, gusting sphereARG, imbue with elemental mightARG, mirror image, molten orb*, protection from arrows, pyrotechnics, resist energy, scorching ray, see invisibility, shatter, slipstreamAPG, sonic scream*, spider climb, steal breathARG, stone callAPG, stone discus*, touch of idiocy, unshakable chillUM.

3rd-Level Bloodrager Spells: Air geyser*, animal aspect (greater)UC, aqueous orbAPG, beast shape I, blood biographyAPG, blood scentARG, burrowUM, burst of speedUC, chain of perditionUC, cloak of windsAPG, countless eyesUM, draconic reservoirAPG, elemental auraAPG, eruptive pustulesUM, excruciating deformationUM, fire trailARG, fireball, firestreamARG, f lame arrow, f ly, force hook chargeUM, force punchUM, gloomblind boltsARG, haste, heroism, hold person, hostile levitationUC, howling agonyUM, hydraulic torrentAPG, keen edge, lightning bolt, locate weaknessUC, magic weapon (greater), monstrous physique IUM, pain strikeAPG, paragon surgeARG, phantom steed, protection from energy, rage, raging rubbleARG, ray of exhaustion, resinous skinUC, silver darts*, sleet storm, slow, stinking cloud, thunderstomp (greater)*, twilight knifeAPG, undead anatomy IUM, vampiric touch, versatile weaponAPG, vision of hellUM, water breathing, wind wall.

4th-Level Bloodrager Spells: Absorbing inhalationARG, ball lightningAPG, beast shape II, bestow curse, black tentacles, calcific touchAPG, confusion, contagion, crushing despair, detonateAPG, dragon’s breathAPG, earth glideARG, elemental body I, enervation, enlarge person (mass), false life (greater)UM, fear, fire shield, firefallAPG, f laming sphere (greater)*, ghost wolf ARG, hellmouth lashARG, ice storm, monstrous physique IIUM, moonstruckAPG, pellet blastUC, phantasmal killer, reduce person (mass), ride wavesUM, river of windAPG, shocking imageUC, shout, slow, stoneskin, telekinetic chargeUC, touch of slimeUM, vermin shape I, vitriolic mistUM, volcanic stormUM, wall of fire, wall of ice, wall of soundUM, wreath of bladesUC.
« 上次编辑: 2015-07-28, 周二 16:53:20 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

线上 longman123

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Re: 【ACG】血脉狂怒者(Bloodrager)
« 回帖 #3 于: 2014-08-15, 周五 15:21:40 »
和测试版有何不同?

求变体

离线 四月

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Re: 【ACG】血脉狂怒者(Bloodrager)
« 回帖 #4 于: 2014-08-15, 周五 16:15:14 »
和测试版有何不同?求变体

整体变化不大,血脉里有不少微调,能力描述中添加了一些内容
比如血脉的选择不会影响人格,大血怒在判断专长的时候也被视为大狂暴等等
最大的变化要说起来是法术列表,和测试版本只有核心法术不同,UM/UC/ARG/APG/ACG的法术也都加入了列表……
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 凌寒子

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Re: 【ACG】血脉狂怒者(Bloodrager)
« 回帖 #5 于: 2014-08-15, 周五 18:33:38 »
职业本身变化好像不大,感觉新法术刚健度能上升不少……
主说:“你做了甚么事呢?你兄弟的血有声音从地里向我哀告。地开了口,从你手里接受你兄弟的血。现在你必从这地受咒诅。你种地,地不再给你效力,你必流离飘荡在地上。”  ——4:10《Genesis》