作者 主题: 【Unchained】盗贼(Rogue)  (阅读 37410 次)

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【Unchained】盗贼(Rogue)
« 于: 2015-05-05, 周二 22:42:20 »
盗贼(Rogue)
扒手、小偷、浪荡子、百达通——除了这些之外,还有许多适用于盗贼的关键词。在不需要蛰伏于黑暗之中、拆卸陷阱或者窃取物品的时候,盗贼会攀附权贵或者和其他罪犯一同密谋更大的计划。盗贼精通许多技巧,凭着这些技艺和才能,她会引火上身却又可以潇洒地化险为夷。虽然有人会把盗贼称为骗徒和贼子,但盗亦有道,只要雇主出价合适,她们便会接下任何活计。

改版(Unchained):尽管本书的盗贼和核心手册(Core Rulebook)中的刊载的盗贼有些相似,不过本书为盗贼提供了数个新能力,使得盗贼得到加强并且获得了更强的灵活性。其中最重要的当属衰弱之创(Debilitating Injury)职业能力。具有该能力的盗贼能够严重妨碍她的敌人,使得她可以根据不同的情况加强自己的进攻或防御面。此外,通过巧技训练(Finesse Training),盗贼现在会在1级获得武器娴熟专长。该能力还可以让她在3级起获得把敏捷加在单种武器的伤害检定上。最后,盗贼绝艺(Rogue’s Edge)能力引入了本书第二章新增的技能解放系统。通过这个能力,盗贼可以在精通一些技能,在这些方面超越那些不具备此类能力的角色。

阵营(Alignment):任意。

生命骰(Hit Die):d8。

起始财富(Starting Wealth):4d6 x 10gp (平均值 140gp)。

本职技能
盗贼的本职技能是:特技动作(敏捷)、估价(智力)、唬骗(魅力)、攀爬(力量)、工艺(智力)、交涉(魅力)、解除装置(敏捷)、易容(魅力)、逃脱(敏捷)、威吓(魅力)、知识(地城)(智力)、知识(本地)(智力)、语言学(智力)、察觉(感知)、表演(魅力)、专业(感知)、察言观色(感知)、巧手(敏捷)、潜行(敏捷)、游泳(力量)和使用魔法装置(魅力)。
每级技能点数:8 + 智力调整值。

表:盗贼
等级      基本攻击加值      强韧豁免      反射豁免      意志豁免      特殊
1级+0+0+2+0巧技训练,偷袭 +1d6,寻找陷阱
2级+1+0+3+0反射闪避,盗贼天赋
3级+2+1+3+1感知危险 +1,巧技训练,偷袭 +2d6
4级+3+1+4+1衰弱之创,盗贼天赋,直觉闪避
5级+3+1+4+1盗贼绝艺,偷袭 +3d6
6级+4+2+5+2感知危险 +2,盗贼天赋
7级+5+2+5+2偷袭 +4d6
8级+6/+1+2+6+2精通直觉闪避,盗贼天赋
9级+6/+1+3+6+3感知危险 +3,偷袭 +5d6
10级+7/+2+3+7+3高等天赋,盗贼天赋,盗贼绝艺
11级+8/+3+3+7+3巧技训练,偷袭 +6d6
12级+9/+4+4+8+4感知危险 +4,盗贼天赋
13级+9/+4+4+8+4偷袭 +7d6
14级+10/+5+4+9+4盗贼天赋
15级+11/+6/+1+5+9+5感知危险 +5,盗贼绝艺,偷袭 +8d6
16级+12/+7/+2+5+10+5盗贼天赋
17级+12/+7/+2+5+10+5偷袭 +9d6
18级+13/+8/+3+6+11+6感知危险 +6,盗贼天赋
19级+14/+9/+4+6+11+6偷袭 +10d6
20级+15/+10/+5+6+12+6大师之击,盗贼天赋,盗贼绝艺

引用
边栏:未变更的盗贼天赋(Unmodified Rogue Talents)职业能力
本章节中列出的盗贼天赋包含了所有全部核心手册盗贼天赋的替代品,并且带有选择性地修订了其他来源的部分盗贼天赋。下面列出的盗贼天赋未经修订也可以选用。
盗贼天赋(Rogue Talents):强袭连携APG(Assault leader),黑市客户UC(black market connections),心细如丝APG(canny observer),狡诈陷阱APG(cunning trigger),灵巧之腕UC(deft palm),炫目打击*APG(distracting attack),奔若狡兔APG(fast getaway),火器训练UC(firearm training),脱逃艺术UC(getaway artist),勇毅UC(grit),钢铁内脏UC(iron guts),忍术UC(ninja trick),定位攻击APG(positioning attack),迅速易容APG(quick disguise),快速陷阱制作APG(quick trapsmith),绳技大师UC(rope master),骇人面目APG(strong impression),强力划水UC(strong stroke),求生者APG(survivalist),迅捷上毒APG(swift poison),狡诈花招UC(underhanded),翻墙者UC(wall scramble)。
高等盗贼天赋(Advanced Rogue Talents):择日而亡APG(Another day),困惑之刃*UC(confounding blades),夺命鸡尾酒APG(deadly cocktail),魔宠UC(familiar),快速翻滚APG(fast tumble),廉价陷阱制作APG(frugal trapsmith),脱逃大师UC(getaway master),视线躲藏UC(hide in plain sight),猎手突袭APG(hunter’s surprise),一击倒地APG(knock-out blow),斗转星移APG(redirect attack),谣言散布者UC(rumormonger),魅影狙击APG(stealthy sniper),化敌为友UC(unwitting ally),抢夺武器UC(weapon snatcher)。

译注:由于paizo官方的盗贼天赋做过修订和添加。所以因为译者焦虑症犯了,担心CHM可能没有上述天赋(或者版本落后),因此这里单独翻译列出,并不一定比CHM版本译得好/准确。
剧透 -  盗贼天赋:
强袭连携APG(Assault leader):每日1次,当盗贼在一次夹击敌人的攻击中失手时,她能够指定一个同样夹击盗贼未命中那个目标的盟友。该名盟友能够以直觉动作对这个敌人做出单次近战攻击。

黑市客户UC(black market connections,Ex):具有该天赋的盗贼能够凭着与黑市的联系更好地寻找魔法物品的销售门路。她在判断贩卖物品时定居点(settlement)的金币购买限额(gp limit of the base value of items for sale)以及定居点出售的次级、中级和高级魔法物品的数量时,视为定居点的规模比正常大1级。若定居点已经属于都会(Metropolis),那么所有次级和中级魔法物品均有销售,此外还有3d8个高级魔法物品。如果盗贼成功通过交涉检定,那么她可以视为定居点的规模比正常大2级。若定居点已经属于都会,盗贼的检定也成功了,那么所有次级和中级魔法物品均有销售,此外还有3d8个高级魔法物品。通过成功的检定,盗贼也能够在黑市上销售赃物。若盗贼的检定失败了5点或更多,那么她做的某些事情惊扰到了黑市,对她来说城市的规模在1周内恢复正常。此外,黑市的支配者可能会向当局检举盗贼,以此来报复盗贼对黑市做出的事情,或者为了转移注意力以掩盖黑市的非法活动。交涉检定的DC取决于定居点的规模,如下表所示。
定居点规模DC定居点规模DC
村庄(Thorp)10大城镇(Large town)20
村落(Hamlet)12小城市(Small city)25
村镇(Village)15大城市(Large city)30
小城镇(Small town)18都会(Metropolis)35

心细如丝APG(canny observer,Ex):当具有该天赋的盗贼为了听到谈话的细节、寻找被隐藏或隐秘的物体(包括密门或陷阱)而进行察觉检定时,她获得+4加值。

狡诈陷阱APG(cunning trigger,Ex):具有该天赋的盗贼能够使用迅捷动作触发30尺内的任何由她所设置的陷阱。

灵巧之腕UC(deft palm,Ex):具有该天赋的盗贼能够进行一次巧手检定来隐藏一把手中的武器,即便在被观察的情况下也可以。

炫目打击*APG(distracting attack,Ex):具有该天赋的盗贼能够以夸张的方式进行偷袭,并以此来扰乱敌人使其分心。当盗贼以一次造成偷袭伤害的近战攻击命中一个生物时,她能够放弃对生物造成的额外伤害,使得生物在直至盗贼的下个回合开始之前,在对抗盗贼指定的一个目标时陷入措手不及。盗贼无法指定自己为从这个天赋中获益的生物。具有直觉闪避(uncanny dodge)的生物免疫炫目打击。

奔若狡兔APG(fast getaway,Ex):在成功做出一次偷袭或巧手检定后,具有该天赋的盗贼能够花费移动动作来进行撤退动作(withdraw action)。盗贼以这种方式移动的距离无法超过她的速度。

火器训练UC(firearm training,Ex):具有该天赋的盗贼获得擅长异种武器:火器(Exotic Weapon Proficiency:firearms)专长。

脱逃艺术UC(getaway artist,Ex):具有该天赋的盗贼将飞行、驯养动物和骑术加到她的本职技能列表中,并且在所有驾驶(driving)检定上获得+2加值。

勇毅UC(grit,Ex):具有该天赋的盗贼获得业余铳士(Amateur Gunslinger)专长,外加一个由她选择的勇毅专长(grit feat)。她必须满足勇毅专长的先决条件才能进行选择。盗贼必须具有火器训练UC(firearm training)天赋才能选取这个天赋。

钢铁内脏UC(iron guts,Ex):具有该天赋的盗贼要么有着强韧的内脏,要么就曾经做过忍受毒物的训练,尤其对是摄入型毒物的抗性最好。她在对抗摄入型毒素(ingested poisons)的所有豁免检定中获得+1加值,而且还在对抗所有让盗贼陷入反胃(nauseated)或恶心(sickened)的法术和效果时,豁免检定获得+4加值。

忍术UC(ninja trick,Ex):具有该天赋的盗贼能够从忍术列表(ninja trick list)中选择一项忍术。盗贼可以选取需要使用气的忍术,但是除非她自己具有气池,否则便无法使用。盗贼可以多次选取这个盗贼天赋。忍者无法将忍术作为盗贼天赋进行选取。

定位攻击APG(positioning attack,Ex):每日1次,当具有该天赋的盗贼以一次近战攻击命中敌人时,她能够移动至多30尺而不会引起借机攻击。这次移动的终点必须与被近战攻击命中的生物相邻。

迅速易容APG(quick disguise,Ex):具有该天赋的盗贼能够使用手头上的物品以及随身携带的无害材料制作出相当有效的伪装,这会降低她使用易容技能进行一次伪装所花费的时间。
盗贼以此方式改变自身容貌所需要的时间取决于伪装的复杂程度,如下表所述。这些时间是累计的,因此女性盗贼想要将自身易容成其他种族的男性,需要花费2分钟。
易容内容时间
次要的细节表现      整轮动作
改变性别1分钟
改变种族1分钟
改变年龄段1分钟
改变体型1分钟

快速陷阱制作APG(quick trapsmith,Ex):以整轮动作,具有该天赋的盗贼能够设置简单的陷阱,这个陷阱的CR不超过她的盗贼等级的1/2。要这么做,她必须事先购得零件,并提前花费必要的时间组装陷阱,而且这些材料必须在手头上。可以以此方式设置的陷阱类型由DM自行裁断。

绳技大师UC(rope master,Ex):具有该能力的盗贼能够在进行攀爬检定时,使用绳索来按照正常速度移动,而且在使用特技动作通过狭窄表面时,即便身处危险或分心的环境下也能够取10,最后由她捆绑一个生物的话,该生物挣脱绳索时的DC获得+4加值。

骇人面目APG(strong impression):选择这个天赋的盗贼获得威逼(Intimidating Prowess)作为奖励专长。

强力划水UC(strong stroke,Ex):具有该天赋的盗贼在进行游泳检定时,可以投掷两次并取较好的结果。若她已经由于其他能力或效果而在游泳检定上投掷两次的话,她会在这些检定上获得+2洞察加值作为替代。若盗贼受到法术或能力的影响,迫使她投掷两次游泳检定并取较低的结果的话,那么她仅需要投掷1次游泳检定。

求生者APG(survivalist):具有该天赋的盗贼将医疗和生存添加到她的本职技能列表中。

迅捷上毒APG(swift poison,Ex):具有该天赋的盗贼能够以移动动作给一件武器涂毒,而非原本的标准动作。

狡诈花招*UC(underhanded,Ex):具有该天赋的盗贼在所有用于隐藏一件武器的巧手检定上获得+4环境加值。此外,若盗贼使用她的敌人并不知道的隐藏武器在突袭轮做出偷袭的话,她就不需要投掷偷袭伤害,而且偷袭伤害直接取最大值。盗贼每日使用狡诈花招天赋的次数等同于她的魅力调整值(最低0次)。

翻墙者UC(wall scramble,Ex):具有该天赋的盗贼在进行攀爬检定时,可以投掷两次并取较好的结果。若她已经由于其他能力或效果而在攀爬检定上投掷两次的话,她会在这些检定上获得+2洞察加值作为替代。若盗贼受到法术或能力的影响,迫使她投掷两次攀爬检定并取较低的结果的话,那么她仅需要投掷1次攀爬检定。
剧透 -  高等盗贼天赋:
择日而亡APG(Another day,Ex):每日1次,当盗贼的生命值将要由于一次近战攻击而降至0点或更低时,她能够以直觉动作进行五尺快步。若移动将她带离攻击的触及范围,那么盗贼就不会从攻击受到伤害。盗贼会在她的下个回合恍惚(staggered)1轮。

困惑之刃*UC(confounding blades,Ex):当具有该天赋的盗贼使用近战武器命中一个生物,并且造成偷袭伤害时,她的目标在1d4 + 1轮内无法进行借机攻击。盗贼必须具有扰乱反应(Slow Reactions)盗贼天赋才能选取该天赋。

夺命鸡尾酒APG(deadly cocktail):具有该天赋的盗贼能够同时将两剂毒素(two doses of poison)应用至一把武器上。两种毒药可以不同,在这种情况下,它们会分别影响目标。也可以是两种相同的毒素,在这种情况下,毒素的持续时间(frequency)延长50%,而且豁免DC增加2点。对于伤口型毒素(injury poisons)无法在同一时间被施加多于一剂的规则来说,本盗贼天赋是一个特例。
【译注:frequency一般翻译为发作频率,不过在毒素的属性里,这一项包含了发作频率以及毒素持续时间,按照译者对该能力的理解应该是仅增加持续时间。】

魔宠UC(familiar,Ex):具有该天赋的盗贼获得魔宠,就如同在法师的奥术联结(Arcane Bond)职业能力中选择魔宠一样。该能力的功能与法师的职业能力大致相同,但是盗贼的有效法师等级为她的盗贼等级-4。盗贼必须具有高等魔法(Major Magic)和次等魔法(Minor Magic)才能选取该天赋。

快速翻滚APG(fast tumble,Ex):当具有该天赋的盗贼使用特技动作,尝试以全速(full speed)通过威胁范围而不引起借机攻击的话,特技动作检定的DC并不会由于全速移动而上升10点。

廉价陷阱制作APG(frugal trapsmith,Ex):当具有该天赋的盗贼制作机械陷阱时(constructs a mechanical trap),她只用支付正常成本的75%。

脱逃大师UC(getaway master,Ex):具有该天赋的盗贼在所有驾驶检定(drive checks)上获得+10加值。盗贼必须具有脱逃艺术UC(getaway artist)盗贼天赋才能选取该天赋。

视线躲藏UC(hide in plain sight,Ex):具有该天赋的盗贼能够从游侠的偏好地形(favored terrain)列表中选择一种地形。她会成为在此类地形中藏匿身形的大师,当她身处这种地形中时,能够使用潜行技能隐藏(hide),即便正在被观察的情况下也可以。盗贼可以多次选取这个高等天赋,每次选取天赋需要从偏好地形列表中选择一种不同的地形。

猎手突袭APG(hunter’s surprise,Ex):每日1次,具有该天赋的盗贼能够指定一个与其相邻的敌人作为她的猎物。直至盗贼的下个回合结束为止,她能够将偷袭伤害应用至所有对猎物做出的攻击中,即便盗贼并没有夹击猎物,或者猎物并未陷入措手不及也是如此。

一击倒地APG(knock-out blow,Ex):每日1次,盗贼能够放弃她的偷袭伤害,并以此来尝试击倒一个敌人(knock out an opponent)。她必须在做出攻击之前声明使用一击倒地盗贼天赋。若攻击命中,此次攻击会如常造成伤害,但是作为偷袭伤害的替代品(也会替代任何偷袭伤害所触发的效果),目标会陷入昏迷(falls unconscious),持续1d4轮。成功的强韧豁免能够将该效果削弱为恍惚(staggered)1轮。该豁免DC为10 + 1/2盗贼的等级 + 盗贼的智力调整值。

斗转星移APG(redirect attack,Ex):每日1次,当具有该天赋的盗贼被一次近战攻击命中时,她能够以自由动作将攻击重定向至一个相邻的生物。目标生物必须位于原本要命中盗贼的那次攻击的近战触及范围内,并且对盗贼做出攻击的生物必须重新进行一次攻击检定来对抗新的目标。

谣言散布者UC(rumormonger,Ex):具有该天赋的盗贼能够在小城镇(Small town)火更大的定居点(settlement)内散布谣言,这么做要进行一次唬骗检定。盗贼每周这么做的次数至多等同于她的魅力调整值(最低为0次)。检定DC基于定居点的规模,而且谣言需要一周时间才能在定居点内传开。若检定成功,谣言在社区内几乎会被当做事实来接受;成功比DC高5点或更多的话,会让谣言传播所需要的时间缩短1d4日。检定失败则意味着谣言没有被人所接受,如果检定失败5点或更多的话,会导致与原本流言相反的内容、或者其他与原本流言矛盾但是牵涉相同目标的内容得到传播。
社区规模DC
小城镇(Small town)      18
大城镇(Large town)20
小城市(Small city)25
大城市(Large city)30
都会(Metropolis)35

魅影狙击APG(stealthy sniper,Ex):当具有该天赋的盗贼使用潜行技能狙击时,她只会在潜行检定上承受-10减值,以取代原本的-20减值。

化敌为友UC(unwitting ally,Ex):具有该天赋的盗贼能够以迅捷动作进行一次尝试,使得一个敌人在判断是否能够提供夹击时,就如同是自己的盟友一般,持续至盗贼的下个回合开始为止。这名敌人必须能够听到和看到盗贼,而且盗贼必须成功使用一次唬骗检定对抗敌人的察言观色检定。若检定成功,在判断是否提供夹击时,该名敌人就如同是盟友一般。无论检定是否成功,盗贼在接下来的24小时内都无法对相同的敌人再次使用这个盗贼天赋。若盗贼在检定中失败5点或更多的话,她在接下来的24小时内都无法对任何检定失败时与她具有视觉线(line of sight)的敌人使用化敌为友盗贼天赋。

抢夺武器UC(weapon snatcher,Ex):具有该天赋的盗贼能够在对敌人尝试卸武(disarm)战技时,使用巧手检定以取代战技检定。

职业能力(Class Features)
后述内容为盗贼的职业能力。

武器与防具擅长(Weapon and Armor Proficiency):盗贼擅长所有简易武器(simple weapons),外加手弩(hand crossbow)、细剑(rapier)、闷棍(sap)、短剑(short sword)和短弓(shortbow)。她们擅长轻甲(light armor),但是不擅长盾牌(shields)。

偷袭(Sneak Attack):若盗贼能够抓住敌人无法有效抵御自身攻击的机会,她便可以通过打击要害来产生额外伤害。
当盗贼的目标无法由AC的敏捷加值而获益(无论目标的AC实际上是否具有敏捷加值)或者盗贼在夹击她的目标时,她的攻击便能够造成额外伤害。这个额外伤害在1级时为1d6点,并且在之后每两个盗贼等级增加1d6点。除非目标在30尺范围内,否则远程攻击无法视作偷袭。这些额外伤害是精准伤害(precision damage),并且无法在重击时翻倍。
当盗贼使用武器造成非致命伤害(nonlethal damage)时(比如使用闷棍、徒手打击或者长鞭),她可以做出造成非致命伤害的偷袭攻击以取代致命伤害。当盗贼使用造成致命伤害的武器时,她无法利用偷袭造成非致命伤害——即便承受-4减值也无法做到。
盗贼必须清楚看到目标(see the target well enough)才能找出要害,而且必须能够够到这些要害。盗贼在攻击具有全隐蔽(total concealment)的敌人时无法进行偷袭。

寻找陷阱(Trapfinding):盗贼在用于定位陷阱的察觉检定以及解除装置检定上获得相当于1/2其等级的加值(最低+1)。盗贼能够使用解除装置技能来解除魔法陷阱。

巧技训练(Finesse Training,Ex):1级起,盗贼获得武器娴熟(Weapon Finesse)作为奖励专长。此外,从3级起,她可以选择任意一种可以使用武器娴熟专长的武器(比如细剑或匕首)。一旦做出选择,便无法更改。每当她成功使用自身选择的武器做出近战攻击时,她便可以用敏捷调整值来取代力量调整值加到伤害检定上。若有任何效果会妨碍盗贼将她的力量调整值加到伤害检定上,那么她也无法将敏捷调整值加到伤害检定上。盗贼可以在11级时选择第二种武器,并在19级时选择第三种武器。

反射闪避(Evasion,Ex):2级起,盗贼所具有的灵活性甚至可以避开魔法和不寻常的攻击。若她成功通过反射豁免检定以对抗一次攻击,且通常情况下成功豁免该攻击时可以使伤害减半,那么她便不会受到伤害。盗贼只有在身着轻甲或者不穿甲时才能使用反射闪避。无助(helpless)的盗贼无法获得反射闪避带来的好处。

盗贼天赋(Rogue Talents):随着盗贼一点点积累经验,她会习得许多天赋以强化自身或挫败敌人。从2级开始,盗贼会获得一个盗贼天赋。在2级之后,她每获得2个盗贼等级便能够额外获取一个盗贼天赋。盗贼无法多次选取同一个特定的盗贼天赋。
带有星号标志的盗贼天赋会为盗贼的偷袭攻击添加效果。此类盗贼天赋中仅有一项能够应用至一次特定的攻击上,而且必须在做出攻击检定之前决定何种盗贼天赋。
剧透 -  盗贼天赋:
流血攻击*(Bleeding Attack,Ex):具有该能力的盗贼能够在偷袭命中身为活物的敌人之后,使其血流如注。该能力会使目标在每轮开始时受到额外伤害,数值为每个盗贼偷袭攻击骰数1点(例如,4d6的偷袭为4点出血)。出血的生物每轮会在其回合开始时受到上述数额的伤害。成功进行DC15的医疗检定或者受到任何治疗生命值伤害的效果均会停止出血。以此能力造成的出血伤害不会与自身叠加。出血伤害会忽略生物所具有的任何伤害减免(damage reduction)。

伪装(Camouflage,Ex):具有该天赋的盗贼能够从周围的植被中取材,制作简单但行之有效的伪装。盗贼需要1分钟准备这个伪装,不过一旦她做完,伪装便能够在接下来的一天里生效,或者直至盗贼在对抗造成强酸、寒冷或火焰伤害的影响区域法术的豁免中失败为止,以较先发生者为准。盗贼只要身处与制作伪装的植被相符合的地形内,便会在潜行检定上获得+4加值。该能力无法在不具有自然植被(natural foliage)的区域中使用。

万无一失(Certainty,Ex):盗贼从她的盗贼绝艺(Rogue’s Edge)能力选取的技能中选取一项。每日1次,盗贼在使用上述选择的技能时,可以在刚做出的技能检定之后进行重掷,并取较好的结果。在10级以及之后的每5个等级,她每日重掷该项技能的次数会额外增加1次。盗贼可以多次选择该项盗贼天赋。每次选取这项天赋时,盗贼都必须选取不同的技能。盗贼必须具有盗贼绝艺职业能力时才能选取这项盗贼天赋。

虚假情报(Coax Information,Ex):具有该天赋的盗贼能够使用唬骗或交涉来替代威吓技能,来迫使一个敌人友好地对待她。当态度被改变的持续时间经过之后,该名敌人对盗贼的态度会转变回之前的等级,而非降低1级。

战斗舞步(Combat Swipe):具有该天赋的盗贼会获得精通盗取(Improved Steal)作为奖励专长。在6级时,她还会被视为满足高等盗取(Greater Steal)专长的先决条件(不过她仍旧需要如常选取该专长才能使用)。

战斗窍门(Combat Trick):选择该天赋的盗贼获得一个奖励战斗专长。

学者密传(Esoteric Scholar,Ex):具有该天赋的盗贼能够尝试任何知识技能检定,即便她没有在该项知识技能上受训也可以。

平步登天(Expert Leaper,Ex):当具有该天赋的盗贼使用特技动作技能跳跃(jump)时,她总是被视为已经进行过助跑,而且能够将她的盗贼等级加到检定结果上。每当她故意坠落(deliberately falls)时,成功通过DC15的特技动作检定可以让她忽略前20尺的坠落高度。该次检定的结果每比DC高5点,她便可以额外忽略10尺坠落距离。

快速潜行(Fast Stealth,Ex):该能力使得盗贼能在使用潜行技能时以全速(full speed)移动而不会承受任何减值。

线索追踪(Follow Clues,Ex):具有该天赋的盗贼能够使用察觉技能追踪痕迹,就如同使用生存技能一般。

屏息(Hold Breath,Ex):具有该天赋的盗贼能够屏息(hold her breath)的时间翻倍。

持久毒药(Lasting Poison,Ex):具有该天赋的盗贼能够以另一种方式涂毒,如此涂毒可以在多次成功的攻击中生效,生效次数等同于她的敏捷调整值(最低2次)而非正常的1次。这种毒素的效果变弱,对抗此类毒素做出的豁免检定获得+2环境加值。以此方式涂毒是整轮动作(full-round action),对于具有迅捷上毒(Swift Poison)盗贼天赋的盗贼来说则是标准动作。

稳行者(Ledge Walker,Ex):该能力使得盗贼能够使用特技动作技能在狭窄的表面、坑洼不平的表面或者滑溜(比如冰面)的表面上全速移动而不会承受惩罚。此外,具有该天赋的盗贼在使用特技动作技能沿着此类平面行走时不被视为措手不及,并且能够保持AC上的敏捷加值。

高等魔法(Major Magic,Sp):具有该天赋的盗贼具有以类法术能力施放术士/法师法术列表中的一个1级法术的能力,她每具有2个盗贼等级便获得1次每日使用次数。该能力中盗贼的施法者等级等同于她的盗贼等级。法术的DC为11 + 盗贼的智力调整值。盗贼必须具有次等魔法盗贼天赋,而且智力属性至少达到11点才能选取该天赋。

次等魔法(Minor Magic,Sp):具有该天赋的盗贼具有以类法术能力施放术士/法师法术列表中的一个0级法术的能力。该能力中盗贼的施法者等级等同于她的盗贼等级。法术的DC为10 + 盗贼的智力调整值。盗贼的智力属性必须至少达到10点才能选取该天赋。

多面手(Multitalented,Ex):盗贼可以更加频繁地使用她的天赋。每日1次,她能够额外使用1次正常情况下每日只能使用1次的盗贼天赋。在10级以及18级时,她能够使用这个天赋的每日次数额外增加1次(至多为额外使用3次正常情况下每日只能使用1次的盗贼天赋)。该天赋的使用次数不需要花费在相同的盗贼天赋上。该能力无法应用至高等天赋上。

机敏攀岩者(Nimble Climber,Ex):每当盗贼在攀爬检定中失败5点或更多时,她都能够尝试一次反射豁免(使用与攀爬检定相同的DC)来稳住自己并且避免坠落。

强袭猛击*(Powerful Sneak,Ex):每当具有该天赋的盗贼进行全力攻击(full-attack action)时,她可以在所有攻击检定上承受-2减值,持续至她的下个回合开始为止。若她这么做,便能够重掷任何结果为1点的偷袭伤害骰。她能够重掷多个骰子,但是她在每次攻击中对特定的骰子仅能重掷1次。

快速解除(Quick Disable,Ex):具有该能力的盗贼在使用解除装置技能解除陷阱时,仅需要使用正常时间的一半(最低1轮)。当她使用解除装置来开锁,且正常需要整轮动作才能打开时,可以将开锁时间缩短至标准动作。

韧性(Resiliency,Ex):每日1次,具有该能力的盗贼能够获得数值等同于两倍于她的盗贼等级的临时生命值。只有盗贼的生命值降至0点时,该能力才会以不需要执行的直觉动作启动。该能够能够用于防止盗贼陷入濒死(dying)。这些临时生命值持续1分钟。若盗贼的生命值由于失去这些临时生命值而降至0点以下,那么她会如常陷入昏迷(falls unconscious)并且进入濒死状态。

盗贼匍匐术(Rogue Crawl,Ex):处于倒地(prone)状态时,具有该能力的盗贼能够以半速(half speed)移动。这种移动方式会如常引起借机攻击。具有该天赋的盗贼能够在匍匐时进行五尺快步,而且由于倒地而使攻击检定和AC承受的减值降低2点。

扰乱反应*(Slow Reactions,Ex):被盗贼的偷袭所伤害的敌人无法进行借机攻击,持续1轮。

鲤鱼打挺(Stand Up,Ex):拥有该能力的盗贼能够以迅捷动作从倒地(prone)状态起身,而且不会引起借机攻击,或者她也可以选择以自由动作起身,但是这么做会引起借机攻击。

突袭攻击(Surprise Attack,Ex):在突袭轮内,具有该能力的盗贼总是将敌人视为措手不及,即便他们已经行动过也是如此。具有该能力的盗贼能够将她的盗贼等级的1/2加到突袭轮中做出的偷袭伤害检定上。

地形专家(Terrain Mastery,Ex):具有该天赋的盗贼获得一个偏好地形(favored terrain),就如同游侠(ranger)的同名职业能力一般(见核心手册65页),但是加值并不会随着她的等级提升而增加。盗贼可以多次选择该项天赋,每次选取都会应用至一种新的地形上。

陷阱嗅觉(Trap Spotter,Ex):每当具有该天赋的盗贼进入到距离一个陷阱10尺的范围内时,她可以立即尝试一次察觉检定来发现陷阱。该检定应当由DM秘密地进行。

武器训练(Weapon Training):选取该天赋的盗贼获得武器专攻(Weapon Focus)作为奖励专长。

感知危险(Danger Sense,Ex):3级起,盗贼在躲避陷阱的反射豁免上获得+1加值,AC在对抗陷阱做出的攻击时获得+1闪避加值。此外,她在避免被敌人突袭的察觉检定中获得+1加值。盗贼每获得3个盗贼等级,这些加值便会增加1点(最高为18级时的+6点)。在判断任何专长或职业的先决条件时,该能力被视为陷阱感知(trap sense),而且能够被任何取代陷阱感知的变体职业能力所取代。该能力所提供的加值与陷阱感知(来自其他职业)提供的加值叠加。

衰弱之创(Debilitating Injury,Ex):4级起,每当盗贼对一个敌人造成偷袭伤害时,她还能够让被自己攻击的目标变得更加虚弱,使其在1轮内承受一些惩罚(该效果独立于盗贼天赋或其他特殊能力造成的惩罚)。盗贼在造成伤害时,能够从后述惩罚中任意选择一种应用至敌人身上。
失衡(Bewildered):目标变得失衡,AC受到-2减值。目标在对抗盗贼做出的攻击时,AC会额外受到-2减值。在10级以及16级,对抗由盗贼做出的攻击时,AC所承受的减值增加2点(合计最高为-8点)。
失向(Disoriented):目标的攻击检定受到-2减值。此外,目标对盗贼做出的所有攻击检定还会受到额外-2减值。在10级以及16级,对盗贼做出的攻击检定所承受的减值增加2点(合计最高为-8点)。
缚足(Hampered):目标的所有速度都会减半(最低降至5尺)。此外,目标还无法进行五尺快步。
这些惩罚不会与自身相叠加,但是造成偷袭伤害的额外攻击会使它的持续时间延长1轮。同一时间,一个生物仅会由于该能力而承受一种惩罚。在受到新的惩罚时,原有的惩罚会立即结束。遭受上述任意一种惩罚的目标在受到任意形式的治疗(healing)后都会移除惩罚。

直觉闪避(Uncanny Dodge,Ex):4级起,盗贼可以在查知危机之前便对其做出反应。她不会陷入措手不及,也不会在受到隐形的攻击者攻击时而失去AC上的敏捷加值。若盗贼无法行动(immobilized),那么她仍旧会失去AC上的敏捷加值。若有敌人成功使用虚招对抗具有该能力的盗贼,那么她还是会失去AC上的敏捷加值。
若盗贼已经通过不同的职业获得了直觉闪避,那么她会自动获得精通直觉闪避(见后文)作为替代。

盗贼绝艺(Rogue’s Edge,Ex):5级起,盗贼对单项技能的领悟已经超越了正常的界限,这使得她能够做出一些他人不敢想象的事情。盗贼获得该项技能的技能解放(unlock powers),并按照她在技能中投入的技能点数量而获得合适的能力。在10级、15级和20级时,她还可以选择一项额外的技能,并且获得这些技能的技能解放。

精通直觉闪避(Improved Uncanny Dodge,Ex):8级起,盗贼不再会被夹击。
除非攻击者比目标的盗贼等级高至少4级,否则该能力使得其他盗贼无法通过夹击来对角色进行偷袭。
若角色已经从其他职业中获得了直觉闪避能力(见上文),那么在判断夹击角色所需要的盗贼等级时,将所有提供直觉闪避能力的职业等级叠加以进行计算。

高等天赋(Advanced Talents):10级起,以及之后的每2个等级,盗贼都能够从后述高等天赋中选择一个,以取代盗贼天赋。
剧透 -  高等天赋:
致残攻击*(Crippling Strike,Ex):具有该能力的盗贼能够以极高的精确度进行偷袭,削弱并妨碍她的敌人。盗贼每次对敌人造成偷袭伤害时还会额外造成2点力量伤害。

技高一筹(Cutting Edge,Ex):具有该能力的盗贼立刻从她的盗贼绝艺(Rogue’s Edge)能力中选取两个额外的技能。盗贼可以多次选取这个高等天赋。

致死突袭*(Deadly Sneak,Ex):当具有该天赋的盗贼使用强袭猛击盗贼天赋时,她可以重掷所有结果为1点或2点的偷袭伤害骰。她能够重掷多个骰子,但是她在每次攻击中对特定的骰子仅能重掷1次。盗贼必须具有强袭猛击(Powerful Sneak)盗贼天赋才能选取这个高等天赋。

防御翻滚(Defensive Roll,Ex):盗贼可以顺着有可能致命的打击进行翻滚,以减轻她可能会受到的伤害。当盗贼在战斗中可能由于伤害(来自武器或其他打击,而非法术或特殊能力)而使得生命值降至0点或更低时,她能够尝试顺着攻击的势头进行翻滚。要使用该能力,盗贼必须尝试一次反射豁免(DC = 造成的伤害)。若她成功,盗贼就仅会从打击中承受半额伤害;若失败,则承受全额伤害。为了使用防御翻滚,她必须意识到攻击,而且能够对其作出反应;若盗贼失去了AC的敏捷加值,就无法使用该能力。由于此类伤害在正常情况下并不允许角色尝试反射豁免来减半,所以盗贼的反射闪避能力并不会应用至防御翻滚。

驱散攻击*(Dispelling Attack,Su):具有该能力的盗贼若对目标造成偷袭伤害的话,受到目标型解除魔法(targeted dispel magic)的影响,解除正在影响目标的最低等级的法术效果。该能力的施法者等级等同于盗贼的等级。盗贼必须具有高等魔法(Major Magic)盗贼天赋才能选取这个高等天赋。

双重弱化*(Double Debilitation,Ex):每当盗贼使用衰弱之创(Debilitating Injury)能力对目标造成一种惩罚时,她可以选取两种惩罚施加给目标。同一时间,目标仅能以此方式受到两种惩罚的受术者。若它遭受了额外的惩罚,任何先前的惩罚会立即结束。对目标使用任何治疗伤害的效果均可以使两个惩罚同时无效化。

专长(Feat):盗贼能够获得任何有资格选取的专长以取代一个盗贼天赋。

精通反射闪避(Improved Evasion,Ex):该能力如同反射闪避一般生效,不过若盗贼在成功进行反射豁免对抗一次攻击后可以不受伤害,那么她在豁免失败时也仅会受到半额的伤害。无助(helpless)的盗贼无法获得精通反射闪避的好处。

身轻如燕(Light Walker,Ex):盗贼能够在困难地形(difficult terrain)上以全速移动,而且可以在困难地形中进行五尺快步。盗贼必须具有稳行者(Ledge Walker)盗贼天赋才能选取这个高等天赋。

易容大师(Master of Disguise,Ex):每日1次,具有该天赋的盗贼能够以标准动作完成一次易容。当盗贼使用这个伪装时,她会在所有易容检定上获得+10加值。盗贼必须具有迅速易容(Quick Disguise)盗贼天赋才能选择这个高等天赋。

万金油(Greater Multitalented,Ex):具有该天赋的盗贼能够使用多面手天赋来让高等天赋获得额外的使用次数。盗贼必须具有多面手(Multitalented)盗贼天赋才能选取这个高等天赋。

乘势攻击(Opportunist,Ex):盗贼能够对刚刚被其他角色造成近战伤害的敌人进行一次借机攻击。此次攻击被计入该轮的借机攻击次数中,而且每轮仅能使用1次。

技艺精湛(Skill Mastery):盗贼对于某个技能使用变得得心应手,即便在不利的环境中也能可靠地使用技能。盗贼选择数量相当于她的智力调整值个技能。当盗贼使用她所选择的技能进行技能检定时(或者任何通过盗贼绝艺职业能力选择的技能),即便承受压力和会分心这样通常无法取10的环境下,也可以取10。盗贼可以多次选取该项特殊能力,每次选取技艺精湛高等天赋时,都要选择额外的技能受到该项天赋的影响。

心智灵活(Slippery Mind,Ex):该天赋体现了盗贼从可能会操控或胁迫她们的魔法效果中挣脱的能力。若具有心智灵活的盗贼被附魔系(enchantment)法术或效果所影响,而且她的豁免失败的话,盗贼可以再1轮后以相同的DC再次尝试进行豁免。盗贼使用该能力对特定的效果仅能进行一次额外的豁免检定。

先制射击(Quick Shot,Ex):每当盗贼投掷先攻检定时,她还能够以迅捷动作使用一个远程武器做出单次攻击。盗贼只能在手上握有武器,而且武器已经被装填好(若需要装填的话)的时候才能使用该能力。若有多名盗贼具有这个天赋,则使用她们的先攻检定结果决定她们攻击的顺序。在这些攻击被结算之后,行动轮如常继续进行。

高等地形专家(Greater Terrain Mastery,Ex):具有该天赋的盗贼能够从偏好地形(favored terrain)中选择一个。她在这个地形中的加值增加至+4点。在13级和18级,加值额外增加+2点(最高为+8点)。盗贼必须具有地形专家(Terrain Mastery)盗贼天赋才能选取这个高等天赋。

大师之击(Master Strike,Ex):20级起,当盗贼造成偷袭伤害时,她会变得异常致命。每当盗贼造成偷袭伤害时,她能够从后述三种效果中选择其一:目标陷入持续1d4小时的睡眠(sleep)、被麻痹(paralyzed)2d6轮或者被杀死(slain)。无论选择何种效果,目标都能够尝试一次强韧豁免以避免这些额外效果。此次豁免DC为10 + 1/2盗贼的等级 + 盗贼的敏捷调整值。一旦一个生物成为了大师之击的目标,无论它的豁免是否成功,该名生物都会在24小时内免疫同一名盗贼的大师之击。免疫偷袭伤害的生物也会免疫该能力。

原文
剧透 -   :
Rogue
Thief, sneak, charmer, diplomat—all of these and more describe the rogue. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. The rogue is the master of many faces, using her skills and talents to get herself both into and out of trouble with rakish aplomb. While others may call them charlatans and burglars, even the most larcenous rogues tend to consider themselves consummate professionals, willing to take on any job if the price is right.

Unchained: While much of the unchained rogue will be familiar to those who have played the class from the Core Rulebook, there are a number of new class features that greatly enhance the power and f lexibility of the rogue. Chief among these is the debilitating injury class feature. A rogue with this ability can severely hamper her foes, giving her a much-needed boost to her offense or defense, depending on the situation. In addition, with finesse training, the rogue now gains Weapon Finesse for free at 1st level. This ability also lets her add her Dexterity to damage rolls with one weapon starting at 3rd level. Finally, the rogue’s edge ability ties into a new system presented in Chapter 2 of this book called skill unlocks. With this feature, the rogue can master a small set of chosen skills, outperforming all those characters without access to such talents.

Alignment: Any.

Hit Die: d8.

CLASS SKILLS
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.

CLASS FEATURES
The following are the class features of the rogue.

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue f lanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
Camouf lage (Ex): A rogue with this talent can craft simple but effective camouf lage from the surrounding foliage. The rogue needs 1 minute to prepare the camouf lage, but once she does, it is effective for the rest of the day or until the rogue fails a saving throw against an area-effect spell that deals acid, cold, or fire damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouf lage. This ability cannot be used in areas without natural foliage.
Certainty (Ex): The rogue chooses one of the skills she selected with rogue’s edge (see page 23). Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent.
Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the rogue returns to its previous level, rather than dropping one level.
Combat Swipe: A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
Combat Trick: A rogue who selects this talent gains a bonus combat feat.
Esoteric Scholar (Ex): A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
Expert Leaper (Ex): When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Hold Breath (Ex): A rogue with this talent doubles the amount of time she can hold her breath.
Lasting Poison (Ex): A rogue with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to her Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if the rogue has the swift poison rogue talent.
Ledge Walker (Ex): This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not f lat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.
Multitalented (Ex): The rogue can use her rogue talents more often. Once per day, she can use a rogue talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a rogue talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same rogue talent. This ability cannot be used with an advanced talent.
Nimble Climber (Ex): Whenever the rogue fails a Climb check by 5 or more, she can attempt a Ref lex save (using the same DC as the Climb check) to catch herself and avoid falling.
Powerful Sneak* (Ex): Whenever a rogue with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling, and she reduces her attack roll and AC penalties for being prone by 2.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
Surprise Attack (Ex): During the surprise round, a rogue with this ability always considers opponents f lat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.
Terrain Mastery (Ex): A rogue with this talent gains a favored terrain, as the ranger class feature of the same name (Core Rulebook 65), but the bonus does not increase with her level. A rogue can select this talent multiple times, each time applying it to a new terrain.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Ref lex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by f lanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.

Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Cutting Edge (Ex): A rogue with this ability immediately selects two additional skills with her rogue’s edge ability. She can select this advanced talent multiple times.
Deadly Sneak* (Ex): When a rogue with this talent uses the powerful sneak talent, she rerolls all sneak attack dice that resulted in 1s or 2s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack. A rogue must have the powerful sneak talent before selecting this talent.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Ref lex saving throw (DC = damage dealt). If she succeeds, the rogue takes only half damage from the blow; if she fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll; if she is denied her Dexterity bonus to AC, she can’t use this ability. Since such damage would not normally allow a character to attempt a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Dispelling Attack* (Su): An opponent that is dealt sneak attack damage by a rogue with this ability is affected by a targeted dispel magic affecting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level. A rogue must have the major magic rogue talent to select this advanced talent.
Double Debilitation* (Ex): Whenever the rogue inf licts a penalty against a target using the debilitating injury class feature, she can select two penalties to inf lict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inf licted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
Feat: A rogue can gain any feat that she qualifies for in place of a rogue talent.
Improved Evasion (Ex): This works like evasion, except while the rogue still takes no damage on a successful Ref lex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Light Walker (Ex): The rogue can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain. A rogue must have the ledge walker rogue talent before choosing light walker.
Master of Disguise (Ex): Once per day, a rogue with this talent can don a disguise as a standard action. While wearing that disguise, she gains a +10 bonus on all Disguise checks. A rogue must have the Quick Disguise talent to select this talent.
Multitalented, Greater (Ex): A rogue with this talent can use the multitalented rogue talent to gain additional uses of advanced talents. A rogue must have the multitalented talent to select this talent.
Opportunist (Ex): The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can’t be used more than once per round.
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue’s edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She can attempt only one additional saving throw against any given effect using this ability.
Quick Shot (Ex): Whenever the rogue rolls initiative, she can also make a single attack with a ranged weapon as a swift action. She can use this ability only if she has a weapon in hand and it is loaded (if applicable). If more than one rogue has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.
Terrain Mastery, Greater (Ex): A rogue with this talent can select a single favored terrain. Her bonuses in that terrain increase to +4. At 13th level and 18th level, they increase by an additional +2 (to a maximum of +8). A rogue must have the terrain mastery talent to select this advanced talent.

Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Unmodified Rogue Talents
The rogue talents in this chapter include replacements for all of those in the Core Rulebook, along with selected revised rogue talents from other sources. The following rogue talents can be used without modification.
Rogue Talents: Assault leaderAPG, black market connectionsUC, canny observerAPG, cunning triggerAPG, deft palmUC, distracting attackAPG*, fast getawayAPG, firearm trainingUC, getaway artistUC, gritUC, iron gutsUC, ninja trickUC, positioning attackAPG, quick disguiseAPG, quick trapsmithAPG, rope masterUC, strong impressionAPG, strong strokeUC, survivalistAPG, swift poisonAPG, underhandedUC, wall scrambleUC.
Advanced Rogue Talents: Another dayAPG, confounding bladesUC*, deadly cocktailAPG, familiarUC, fast tumbleAPG, frugal trapsmithAPG, getaway masterUC, hide in plain sightUC, hunter’s surpriseAPG, knock-out blowAPG, redirect attackAPG, rumormongerUC, stealthy sniperAPG, unwitting allyUC, weapon snatcherUC.
« 上次编辑: 2015-10-17, 周六 17:51:52 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 月台上的银鹿

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #1 于: 2015-05-07, 周四 11:11:57 »
233上个果园也能被晒

离线 沙包

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #2 于: 2015-05-07, 周四 13:03:49 »
然而我还不是甲鱼

离线 沉沦

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #3 于: 2015-05-07, 周四 14:50:47 »
我丙提我自豪。
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #4 于: 2015-05-07, 周四 23:02:17 »
刚斩E4正E5在58无双的渣渣路过

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #5 于: 2015-05-07, 周四 23:45:50 »
E6有U酱都是骗人的
突出一个惨
剧透 -   :
22:43<黑暗中的柏北霸> 一只巨大的,虚幻的巨龙头部
22:43<黑暗中的柏北霸> 正堵在出口处
22:45<黑暗中的柏北霸> 威严,强大,它的须发皆张,双目似火似电,散发出一股浩瀚的气息
22:45<黑暗中的柏北霸> (过意志
22:46<西撒|赤红> (免疫
22:46<小夜> (免疫
22:46<妮娅> (免疫
22:47<格姆> (免疫
22:48<Oicebot>  伊萨克进行满足一下BBB吧检定: 1d20+9+4+3=9+9+4+3=25
22:49<伊萨克> (DC多少来着?
22:50<黑暗中的柏北霸> (25……
22:55<黑暗中的柏北霸> 那巨龙见你们跑来
22:56<黑暗中的柏北霸> 头向后微微一缩
22:56<黑暗中的柏北霸> 大口中电光闪烁
22:56<黑暗中的柏北霸> “轰!”
22:59<黑暗中的柏北霸> (过反射
22:57<小夜> (哦,我免疫……
22:58<妮娅> (干,要触发了……
22:59妮娅 啪的一下一道力场球挡在了自己面前(
22:59<Oicebot>  杜丽特进行反射渣检定: 1d20+7=20+7=27
23:01<Oicebot>  格姆进行ref检定: 1d20+7=20+7=27
23:01<Oicebot>  伊萨克进行我蜘蛛的!检定: 1d20+6=20+6=26
23:01<黑暗中的柏北霸> (绝对假的吧!
23:01<黑暗中的柏北霸> (你们绝对灌铅了吧!


离线 LYF

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #7 于: 2015-05-08, 周五 11:37:03 »
看到回复还以为点错帖子了……果园开舰娘专区不可避
PS:U酱在BOSS点掉落率0.78%,还必须S胜 :em032

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #8 于: 2015-05-08, 周五 19:04:07 »
看到回复还以为点错帖子了……果园开舰娘专区不可避
PS:U酱在BOSS点掉落率0.78%,还必须S胜 :em032
:em017不是已经有了吗?

离线 蓝冰夜光

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Re: 【Unchained】盗贼(Rogue)
« 回帖 #9 于: 2015-05-10, 周日 23:43:14 »
活动第三天已经E6甲斩杀完毕,第四天捞到U酱和罗马,然后至今依然在E7,捞野分、高波、矶风、初风……