作者 主题: 自用自翻资源帖  (阅读 942004 次)

副标题: 积少成多 滴水成河

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萨满魂域
« 回帖 #360 于: 2018-02-20, 周二 16:51:07 »
先祖魂域
来源: Cohorts and Companions pg. 19 (Amazon)
一个选择了先祖魂域的萨满有着智慧的眼睛和浓密的白色或银色的头发。萨满脸上的细纹在微笑或怒视时变得更为明显。当她呼唤出这个魂域的能力时,他的头发好似以自己的节奏从内部散发出光芒。

魂术:隐形仆役(一环)、灵能武器(二环)、英勇气概(三环)、灵能盟友(四环)、心灵遥控(五环)、高等英雄气概(六环)、幻化灵体(七环)、灵视(八环)、星界投射(九环)。

巫术:一个选择了先祖魂域的萨满可以选择以下巫术。

先祖祝福(SU):萨满可以将她的先祖的祝福给予30英尺以内的任何盟友。被祝福的生物在攻击和伤害骰上获得+1表现加值。此祝福持续到被祝福生物受到攻击或对目标造成伤害为止。萨满一次只能有一个先祖祝福。如果萨满再次使用此能力,先前的祝福立即结束。在第八级和第十六级,此祝福提供的加值增加1。

幽冥之刃(SU):萨满可以接触一个生物给予他所有的武器“幽冥武器”属性,持续魅力调整值轮数。一旦一个生物成为这个能力的目标,他在24小时以内无法再次称为这个能力的目标。

降灵者(SU):萨满可以祈求一个先祖的精魂进入一个完整的类人生物或人型怪物的尸体,以了解这具躯体生前所知。如同死者交谈一样,但是萨满只能问一个问题。如果一个活着的尸体*或不死生物称为了这个巫术的目标,这个巫术会立刻失败。一旦一具尸体回答了一个问题,它不能够再成为这个能力的目标。
*可能是类似魔宠融合或者占据术后那种“活着的尸体”吧。

堕落之力(Sp):萨满可以召唤她家族的先祖英雄来支援病痛的盟友。以一个标准动作,萨满可以治疗1点临时属性伤害。在7级时提升至1D4点属性伤害。一旦一个生物成为这个巫术的目标,他在24小时以内无法再次称为这个巫术的目标。

岁月智慧(SU):萨满可以召唤她的先祖来了解学问和进行指导。她可以用感知调整值代替智力调整值在所有基于智力的技能检定上。

魂兽:萨满的魂兽具有灰色或银色条纹的皮革、头发或皮毛,面部的长毛就像稀疏的胡子或者浓密的眉毛一样。魂兽可以说并且理解等同于萨满魅力调整值数量的语言。

精魂之力:选择了先祖魂域作为她的魂域或缥缈魂域的萨满获得以下能力。

先祖议会(SU):以一个标准动作,萨满可以召唤她的先祖为30英尺以内的一个盟友提供建议和帮助。盟友在萨满的下一轮开始之前的一次攻击检定、豁免检定、属性检定或技能检定获得+2无名加值。萨满可以每天使用这个能力3 +她的魅力调整值次。

高等精魂之力:选择了先祖魂域作为她的魂域或缥缈魂域的萨满在获得高等精魂之力时获得以下能力。

先祖武器(SU):以一个标准动作,萨满可以召唤一个适当大小的简易武器或军用武器,并从她的家族历史中获得1点增强加值。她总是被认为擅长这件武器。在第十五级和第十九级,武器的增强加值增加1。在第十一级,武器获得“幽冥”武器属性。萨满每天可以使用这个能力等于她的萨满等级的分钟数。这些时间不需要是连续的,但它必须以分钟为单位使用。该武器会在不再被萨满的抓握的1轮后消失。

最终精魂之力:选择了先祖魂域作为她的魂域或缥缈魂域的萨满在获得最终精魂之力时获得以下能力。

先祖守卫(SP):萨满可以召唤他先祖的远古盟友的来帮助她,即使他们已经在宇宙中扮演了新角色。以标准动作,每日一次,萨满可以施放异界盟友。尽管使用类法术能力没有花费,但这个异界盟友仍然会如同正常施法一样为他的服务要求付款。

显圣:当达到第二十级时,萨满与她的祖先的灵魂成为一体。她的意志豁免获得等于她的魅力调整值的加值,获得60英尺盲感,以及她所有的预言系法术的施法者等级+4。她可以每天以类法术能力施展一次星界投射,无需任何材料成分。

剧透 -   :
Ancestors Spirit
Source Cohorts and Companions pg. 19 (Amazon)
A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.

Spirit Magic Spells: unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th)

Hexes: A shaman who chooses the Ancestors spirit can select from the following hexes.

Ancestral Blessing (Su): The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.

Ghost Blade (Su): The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours.

Intercessor (Sp): The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life. The acts as speak with dead, but the shaman may ask only a single question. If an animated corpse or undead is targeted with this ability, the hex immediately fails. Once a corpse has answered a single question, it cannot be targeted with this ability again.

Might of the Fallen (Su): The shaman can call upon the ancestral heroes of her family to bolster ailing allies. As a standard action, the shaman can cure 1 point of temporary ability damage affecting the creature touched. At 7th level, this increases to 1d4 points of temporary ability damage. Once a creature has been the target of this hex, it cannot be the target of this hex again for 24 hours.

Wisdom of the Ages (Su): The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Spirit Animal: The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.

Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability.

Ancestor's Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Greater Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Ancestral Weapon (Su): As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp.

True Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Ancestral Guardian (Sp): The shaman can call on the ancient allies of her ancestors to physically appear and assist her, even if they have moved on to new roles in the cosmos. Once per day as a standard action, the shaman can cast planar ally. Although there is no cost to use the spelllike ability, the planar ally demands payment for services it performs as normal for the spell.

Manifestation: Upon reaching 20th level, the shaman becomes one with the spirits of her ancestors. She gains a bonus on Will saving throws equal to her Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus to her caster level for all divination spells. She can cast astral projection as a spell-like ability once per day without requiring material components.
« 上次编辑: 2021-02-28, 周日 17:15:39 由 longman123 »

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特殊材料:歌铁
« 回帖 #361 于: 2018-02-25, 周日 12:47:10 »
歌铁
一把用歌铁制作的武器在所有作用上都被当做是炼银,包括用歌铁时伤害骰的-1减值。大部分用歌铁制作的盔甲都被视为轻一级(重甲被视为中甲,中甲被视为轻甲,轻甲仍被视为轻甲。)盔甲和盾牌的奥术失败率降低5%,最大敏捷加值提升1,护甲检定罚值降低1(最低降低到0)。
当握持一把歌铁武器或盾牌,或最少5磅重的物品,或者穿着一件歌铁中甲或重甲,握持者和穿戴者可以敲击歌铁作为吟游表演的一部分。如果握持者正常可以用标准动作开始一个吟游表演,他可以用一个移动动作开启。如果握持者正常可以用移动动作开始一个吟游表演,那么他可以用一个迅捷动作开启。这个能力在沉默术或类似效果的区域内不会生效。当用这种方式使用歌铁后,这些歌铁必须被仔细的刷洗来移除持续的震动,这一过程需要持续10分钟。
歌铁总是精制品,这个花费已经包含在价格之中。每英寸厚的歌铁有20HP和10点硬度。尽管是秘银的组成部分,但歌铁制成物有着正常的重量。
歌铁物品类型-歌铁物品价格调整
轻甲 +750 gp
中甲 +9,000 gp
重甲 +12,000 gp
盾牌 +7,000 gp
武器 +6,000 gp
其他物品 +600 gp/磅

原文:
剧透 -   :
This lustrous golden metal emits beautiful bell-like tones
when struck. An alloy of gold and mithral, singing steel
was originally created by the elves of Jinin, although the
secrets of working singing steel have spread to Hwanggot,
Minkai, and Tianjing. Instruments made of this metal are
especially popular among bards and other performers who
worship the goddess Shelyn.
A weapon made of singing steel counts as alchemical
silver for all purposes, including the –1 penalty on damage
rolls with singing steel weapons. Most armor made of
singing steel is treated as one category lighter (heavy armors
are treated as medium, and medium armors are treated as
light, but light armors are still treated as light). The armor
or shield’s arcane spell failure chance is reduced by 5%, its
maximum Dexterity bonus is increased by 1, and its armor
check penalty is reduced by 1 (to a minimum of 0).
When wielding a singing steel weapon, shield, or item
weighing at least 5 pounds, or wearing medium or heavy singing
steel armor, the wielder or wearer can strike the singing steel
as part of beginning a bardic performance. If the wielder can
normally start a bardic performance as a standard action, he
can do so as a move action instead. If the wielder can normally
start a bardic performance as a move action, he can do so as a
swift action instead. This ability does not function in the area
of a silence spell or similar effect. After using the singing steel in
this fashion, the steel must be carefully brushed to remove any
lingering vibrations, a process that takes 10 minutes.
Singing steel items are always masterwork; this cost is
included in the price. Singing steel has 20 hp per inch
of thickness and hardness 10. Although formed partially
from mithral, singing steel items weigh as much as their
normal counterparts.
Type of Singing-Steel Item Item Price Modifier
Light armor +750 gp
Medium armor +9,000 gp
Heavy armor +12,000 gp
Shield +7,000 gp
Weapon +6,000 gp
Other items +600 gp/lb.
« 上次编辑: 2018-02-25, 周日 13:17:15 由 longman123 »

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服饰:忍者服
« 回帖 #362 于: 2018-02-25, 周日 14:03:47 »
忍者服 价格 50 GP
重量 2磅
这件柔软的紧身衣十分贴身,黑色织物也受到忍者和刺客的青睐。当穿戴时在潜行检定上获得+2的环境加值。穿着基本护甲加值高于+1的盔甲以及在忍者服下穿着厚重衣物或装备时都无法获得这个加值(由GM裁决)。
剧透 -   :
This close-fitting bodysuit of soft, dark fabric is favored by ninja and
assassins. When worn, it grants a +2 circumstance bonus on Stealth
checks. Wearing armor with a base armor bonus higher than +1
negates this bonus, as does additional heavy clothing or equipment
worn under the shinobi shozoku (at the GM’s discretion).

离线 炼金术士卡莉

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Re: 自用自翻资源帖
« 回帖 #363 于: 2018-03-12, 周一 23:19:40 »
盛气凌人(Domineering)出自任务与战役(Quests and Campaigns) pg. 19
分类:魔法

在你年轻的时候,你吸引了一群钦慕着你那傲人天赋的伙伴,而这段经历激起了你无比强烈的自信心和优越感。你的自信是如此的强烈,以至于其他人总是在无意中被迫遵循着你的命令行动。选择一个你能够施展的一环附魔系法术。这个法术的DC增加1。

剧透 -  原文:
When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful self-assurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1.

倾国之美(Overwhelming Beauty)出自格拉利昂的混种(Bastards of Golarion) pg. 21
分类:魔法

你的美貌足以被推崇为完美的典范,也正因如此,你的花言巧语对你的同族们总能奏效。那些由你所施展,并且是用于对抗那些与你至少有一个相同亚种的生物的影响心灵的效果的豁免DC增加1。

剧透 -  原文:
Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

甜言蜜语(Honeyed Words)出自格拉利昂的矮人(Dwarves of Golarion) pg. 10
分类:宗教
需求:信仰奎因迪勒(Grundinnar)

你的圆滑机智能够让那些热血沸腾的暴脾气家伙冷静下来。你在交涉检定上获得+1的背景加值。此外,任何你所施展的不造成持续性支配并且引导出和平行动的魅惑和胁迫效果的DC获得+1的背景加值,例如安定心神(calm emotions),睡眠术(Sleep),或是一个要求解除武装(Lay down arms)的暗示术(Suggestion)。

剧透 -  原文:
Your tact soothes bristling tempers and cools heated blood. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
不要在意这个很弱的家伙。

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Re: 自用自翻资源帖
« 回帖 #364 于: 2018-03-14, 周三 14:49:57 »
蛇焰宗师(武僧变体)

蛇焰宗师向脉轮的奥秘敞开怀抱并且主宰他们的蛇焰能量。

本职技能:蛇焰宗师技能增加了估价、交涉、飞行、医疗、知识(神秘),语言学,和生存到她技能列表,但不获得攀爬,威吓,知识(历史),表演,骑术和游泳技能。这改变了武僧的本职技能。

驾驭脉轮:蛇焰宗师获得脉轮初学者(OA)和异能敏感(OA)为奖励专长。她不需要满足这些专长的前置,并且不需要二级她就可以用她的蛇焰真气来开启和维持她的海底脉轮。这取代了震慑拳和武僧的1级奖励专长。

脉轮精通(EX):2级时,蛇焰宗师在维持已觉醒脉轮的强韧和意志豁免鉴定上获得相当于她武僧等级一半的加值。8级时,当她已经开启了一个或多个脉轮的情况下,她可以在不开启新脉轮的前提下维持这些脉轮一整轮而不花费迅捷动作,消耗气或者进行强韧和意志豁免。16级时,这会提升到两轮。利用了脉轮专精维持脉轮以后,武僧在重新使用脉轮专精之前,必须开启一个新脉轮或者如常维持已开启的脉轮。这取代了武僧2级的奖励专长。

轻之灵(SU):4级时,当蛇焰宗师开启本我脉轮并从中受益时,她的飞行速度和她的基础陆地速度或武僧的快速移动加值相同(取其高者),她可以保持飞行的时间为感知轮数(最低1轮)即使她关闭了脉轮。这取代了轻身坠和轻功(或者极限解放武僧的4级绝学)。

脉轮娴熟(EX):6级时,蛇焰宗师获得脉轮修行者(OA)为奖励专长。她不需要满足这个专长的前置。当蛇焰宗师已经使用她脉轮精通的所有轮数来维持开启脉轮后,如果接下来的一轮她不花费额外的真气来维持脉轮,她的最高脉轮将关闭,但她可以以一个迅捷动作使用她仍开启着的其他脉轮的任一能力。当这一轮结束以后,她的所有脉轮都将关闭,如果她想再次开启则必须从海底脉轮开始。这取代了武僧6级的奖励专长。

脉轮连锁(EX):7级时,蛇焰宗师可以用一个标准动作开启多个脉轮。在她如此做的回合,她只需要进行一次对抗她所开启的最高脉轮的豁免并且DC额外增加5点,以防止被脉轮的伟力冲垮。她每天可以使用一次该能力,并且12级和17级各获得额外一次的使用次数。这取代了混元体(如果是极限解放武僧,则在8级获得,并且取代8级的绝学)。

脉轮宗师(EX):10级时,蛇焰宗师获得脉轮宗师(OA)作为奖励专长。她不需要满足这个专长的前置,当使用脉轮精通维持开启的脉轮时,她可以在那一轮中花费一点气获得两个已开启脉轮的好处而不是一个(如果打开了灵冠顶脉轮,则是3个)。14级时,蛇焰宗师的蛇焰气池增加到7点,并且18级时增加到9点。这取代了武僧10,14和18级的奖励专长。

剧透 -   :
Serpent-Fire Adept (MonkArchetype)
A serpent-fire adept embraces the secrets of her chakras and mastery of their energetic flow.

Class Skills: The serpent-fire adept adds Appraise, Diplomacy, Fly, Heal, Knowledge
(arcana), Linguistics, and Survival to her list of class skills, but does not gain Climb, Intimidate, Knowledge (history), Perform, Ride, or Swim as class skills. This alters the monk’s class skills.

Chakra Training: A serpent-fire adept gains Chakra InitiateOA and Psychic SensitivityOA as bonus feats. She need not meet these feats’ prerequisites, and can use her serpentfire ki from Chakra Initiate to open and maintain her root chakra, despite not being 2nd level. This ability replaces stunning fist and the bonus feat gained at 1st level.

Chakra Expertise (Ex): At 2nd level, the serpent-fire adept gains a bonus equal to 1/2 her monk level on Fortitude and Will saves attempted to maintain awakened chakras. At 8th level, when she has opened one or more chakras, she can maintain those chakras (without opening any new chakras) for 1 round without taking a swift action, expending ki, or attempting Fortitude or Will saves to maintain the chakras. This increases to 2 rounds at 16th level. After maintaining her chakras with chakra expertise, the monk must open a new chakra or maintain her open chakras normally before she can use chakra expertise again. This ability replaces the bonus feat gained at 2nd level.

Light Spirit (Su): At 4th level when the serpent-fire adept has her sacral chakra open and chooses to benefit from its power, her fly speed is equal to either her base land speed or her bonus to her base speed from the monk fast movement class ability (whichever is higher). She maintains this fly speed for a number of rounds equal to her Wisdom bonus (minimum 1 round), even if she closes her chakras. This ability replaces slow fall and high jump (or the 4th-level ki power for the unchained monk).

Chakra Adept (Ex): At 6th level, the serpent-fire adept gains Chakra AdeptOA as a bonus feat. She need not meet the feat’s prerequisites. When the serpent-fire adept has used all her rounds of chakra expertise to maintain open chakras, if she does not spend additional ki to maintain her open chakras on the next round, her highest chakra closes and she can spend a swift action to use any one of the abilities of her remaining open chakras. On the round after that, all her chakras close, and if she wishes to reopen them, she must start again with her root chakra. This ability replaces the bonus feat gained at 6th level.

Linked Chakras (Ex): At 7th level, the serpent-fire adept can open multiple chakras at once as a standard action. The round that she does this, she is required to make saving throws only to resist being overwhelmed by the highest chakra she opens, though the save DCs are increased by 5. She can do this once per day, plus one additional time per day each at 12th and 17th level. This ability replaces wholeness of body. (This ability is gained at 8th level, replacing the 8th-level ki power, for the unchained monk).

Chakra Mastery (Ex): At 10th level, the serpent-fire adept gains Chakra MasterOA as a bonus feat. She need not meet the feat’s prerequisites. When maintaining her open chakras with chakra expertise, she can spend 1 point of ki to gain the benefits of two chakras rather than one in that round (or three chakras, if she has opened her crown chakra). At 14th level, the serpent-fire adept’s pool of serpent-fire ki increases to 7 points, and at 18th level, it increases to 9 points. This ability replaces the bonus feats gained at 10th, 14th, and 18th level.
附:求助译名 :em009
« 上次编辑: 2018-03-16, 周五 22:52:23 由 灰烬 »

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Re: 自用自翻资源帖
« 回帖 #365 于: 2018-03-17, 周六 13:19:30 »
定向炸弹(Directed Bomb)  出自《魔法市集指南》(Magical Marketplace pg. 20)
类型:科研发现(Alchemist Discoveries)
效果:取代五尺爆发,炼金术师可以使他的炸弹在15尺锥形内溅射。炼金术师选择锥形的方向。如果攻击未命中,再投掷额外的1d8来确定炸弹所在地的溅射方向。这项科研发现不能和高爆炸弹结合使用。


剧透 -  原文:
Directed Bomb (Magical Marketplace pg. 20): The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb discovery.
[/quote]

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Re: 自用自翻资源帖
« 回帖 #366 于: 2018-03-18, 周日 20:33:25 »
狡黠(Cunning)  出自《恶棍志》(Villain Codex pg. 128)
类型:专长
效果:你特别狡黠,可以在相同的时间内掌握比别人更多的技能。
效果:每个生命骰获得1点额外技能点数。当你选择这个专长时,你可以立即获得与你的生命骰相同数量的技能点,并且每当你的生命骰在将来增加时,你也会获得额外的技能点。


剧透 -  原文:
Source Villain Codex pg. 128
You are particularly devious, and can master more skills than others in the same amount of time.

Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
[/quote]
« 上次编辑: 2018-03-20, 周二 15:18:51 由 hellococoo »

离线 德拉卡

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Re: 自用自翻资源帖
« 回帖 #367 于: 2018-03-19, 周一 13:05:36 »
恐龙卫士(Saurian Champion)出自:极限荒野(Ultimate Wilderness)第45页
分类:职业-骑士变体
  这些原始的骑士将恐龙敬视为顶级的捕猎者,以及强大的巨型坐骑。

本职技能:恐龙卫士把特技,知识(自然),察觉以及生存视为本职技能。这调整了骑士的本职技能。

武器和防具擅长:恐龙卫士不擅长中型或重型铠甲。这调整了骑士的武器和防具擅长。

野蛮斗士(Ex)Savage Combatant (Ex):恐龙卫士不依赖于致命的冲锋或像那些“文明”骑士一样从远处射击,他们宁愿在敌人中横冲直撞。恐龙卫士在持用长枪(或类似武器)时骑冲不会获得2倍伤害。在骑乘时,恐龙卫士也无法使用除了投掷武器外的其他远程武器攻击。

泰坦挑战(Ex)Titanic Challenge (Ex):恐龙卫士只认为面对最大的生物才是真正的挑战。他的泰坦挑战在面对中型或小型生物时,只在伤害骰上增加1/2等级的额外伤害,但是当在挑战至少比他体型大两级的目标时(对于中型恐龙卫士来说为超大型(huge)),他在攻击骰上会获得+1加值,并且在对超巨型(Colossal)目标进行挑战时攻击骰获得+2加值。这一能力调整了挑战。

狂野战士(Ex)Wild Warrior (Ex):恐龙卫士来自文明秩序所触及不到的原始地区。他不会选择骑士团或获得任何与之相关的好处。这一能力取代了骑士团。

恐龙坐骑(Ex)Dinosaur Mount (Ex):恐龙卫士会找一头乐意服务于他的恐龙伙伴成为坐骑。这种坐骑和普通的骑士坐骑一样,不过有以下调整:恐龙卫士的坐骑必须是恐龙 (see the various Pathfinder RPG Bestiary volumes)。 恐龙卫士可以骑乘和他体型一样或更大的恐龙,而不是必须大1级的。 在考虑其负载能力时,将坐骑的力量视为提高8点。每当一种能力或专长允许恐龙卫士的坐骑进行蹄击时,坐骑可以用爪抓或啮咬攻击替代。这调整了骑士的坐骑,取代了战术,高等战术和战术大师。

灵活骑手(Ex)Nimble Rider (Ex):2级时,恐龙卫士在骑乘时AC获得+1闪避加值。 任何导致恐龙卫士无法将敏捷加至AC的效果均会令本能力无效。该加值在2级以后每6级再+1(在20级时为最大的+4)。

凶暴忠诚Fierce Devotion (Ex):5级时,恐龙卫士的坐骑获得忠诚(devotion,ex),其效果也适用于情绪和恐惧效果。坐骑不受反自然灵光(Unnatural Aura)的影响(Pathfinder RPG Bestiary 2 303)。这一能力取代了旗帜。

*速查:反自然灵光 (Unnatural Aura, Su): 动物不愿意接近该生物,除非动物的主人通过DC 25的驯养动物、骑术技能或【荒野认同】检定。

敏捷骑手(Ex)Quick Rider (Ex):8级时,恐龙卫士面对比自己大1级以上的坐骑时,也可以使用骑术检定快速登上或下他的坐骑。

泰坦坐骑(Ex)Titanic Mount (Ex):10级时,恐龙卫士的坐骑尺寸会增加1级(即使该生物通常没有这个尺寸)。该生物在攻击检定和AC会获得相应的减值(如果变为大型(Large)-1,超大型(Huge)-2)和敏捷-2(敏捷至少剩1),其基础伤害增加一个尺寸类别,其触及增加到10尺(如果它尚未)。它的力量和体质也获得+2的体型加值。 在12,14,16和18级时,力量属性上的加值增加2,并且坐骑的天生护甲也获得+1。在14和18级时,体质属性上的加值增加2。在15级时,坐骑的触及增加到15尺。

原始忠诚(Ex)Primeval Devotion (Ex):14级时,由坐骑的忠诚能力提供的豁免加值提高2。此外,坐骑在其他的豁免检定上也能获得该能力的一半加值。这一能力取代了旗帜高扬。



剧透 -  原文:
SAURIAN CHAMPION (ARCHETYPE)
These primeval cavaliers idolize dinosaurs as apex predators and value them as powerful, oversized mounts.
Class Skills: A saurian champion gains Acrobatics, Knowledge (nature), Perception, and Survival as class skills.
This alters the cavalier’s class skills.

Weapon and Armor Proficiency: A saurian champion doesnot gain proficiency with medium or heavy armor.
This alters the cavalier’s weapon and armor proficiencies.

Savage Combatant (Ex): A saurian champion does not rely on lethal charges or firing from afar as more “civilized” cavaliers do, preferring to rampage among his foes instead. Saurian champions do not deal double damage when charging with a lance (or similar weapon) while mounted. While mounted, a saurian champion cannot attack with ranged weapons other than thrown weapons.

Titanic Challenge (Ex): A saurian champion considers only the largest creatures a true challenge. His titanic challenge adds only half his level on damage rolls against Medium or smaller creatures, but he adds a +1 bonus on attack rolls against a target of his challenge that is at least two size categories larger than himself (Huge for Medium saurian champions) and a +2 bonus on attack rolls against a Colossal target of his challenge.
This alters challenge.

Wild Warrior (Ex): A saurian champion hails from primeval lands where the civilized orders hold little sway. He does not select an order or gain any order-related benefits.
This replaces order.

Dinosaur Mount (Ex): A saurian champion bonds with a dinosaur companion that willingly serves as his mount. This mount functions as a cavalier’s normal mount with the following adjustments: The saurian champion’s mount must be a dinosaur (see the various Pathfinder RPG Bestiary volumes). The saurian champion can ride mounts of his size category and larger, rather than only those of a larger size. Increase the mount’s Strength score by 8 for the purpose of determining its carrying capacity. Whenever an ability or feat allows the saurian champion’s mount to make a hoof attack, the mount can make a claw or bite attack instead.
This alters the cavalier’s mount and replaces tactician, greater tactician, and master tactician.

Nimble Rider (Ex): At 2nd level, a saurian champion gains a +1 dodge bonus to AC when mounted. Anything that causes the saurian champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 6 levels beyond 2nd (to a maximum of +4 at 20th level).

Fierce Devotion (Ex): At 5th level, a saurian champion’s mount gains the devotion ability, and its effects also apply against emotion and fear effects. The mount is immune to the effects of unnatural aura (Pathfinder RPG Bestiary 2 303).
This replaces banner.

Quick Rider (Ex): At 8th level, a saurian champion can attempt Ride checks to fast mount or fast dismount his mount even if it’s more than one size category larger than himself.

Titanic Mount (Ex): At 10th level, a saurian champion’s mount increases in size by one category (even if the base creature normally does not reach that size). The creature receives the appropriate size penalty on attack rolls and to AC (–1 if growing to Large or –2 if growing to Huge) and a –2 penalty to Dexterity (to a minimum Dexterity score of 1), its base damage increases by one size category, and its reach increases to 10 feet (if it wasn’t already). It also gains a +2 size bonus to its Strength and Constitution score. At 12th, 14th, 16th, and 18th levels, the bonus to Strength increases by 2 and the mount’s natural armor increases by 1. At 14th and 18th levels, the bonus to Constitution increases by 2. At 15th level, the mount’s reach increases to 15 feet.

Primeval Devotion (Ex): At 14th level, the bonus on saving throws provided by the mount’s devotion ability increases by 2. In addition, the mount adds half this bonus to other saving throws.
This replaces greater banner.

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Re: 自用自翻资源帖
« 回帖 #368 于: 2018-03-19, 周一 18:28:07 »
龙兽骑士(Drakerider)出自:巨龙遗产(Legacy Of Dragon)第24页
分类:职业-骑士变体
  虽然骑龙上阵是许多骑士的梦想,但龙兽骑士们明白,实现的难度比他们预想的还要多得多。不像其他骑士,龙兽骑士必须从蛋开始训练他们的坐骑,在骄傲的龙愿意承认他们为骑手之前,龙兽骑士要独自承受劳苦,在数年间不断和它们争斗与拼搏。崔亚修斯(Triaxus)的一些居民,对龙与龙兽骑士之间的这种密切关系羡慕异常,尝试通过提高孵化量的方式想要效仿这种关系。这些做法并不总是成功,有时会让想成为龙兽骑士的人们死亡或残疾。

龙兽坐骑(Drake Mount):龙兽骑士获得一只龙兽伙伴替代坐骑。她在9级时获得骑士冲锋而不是3级。这一能力取代了坐骑,战术,驯兽专家,旗帜,高等战术,旗帜高扬和战术大师,并且调整了骑士冲锋。

获得批准(Approved Order):龙兽骑士只能选择那些经过自己坐骑批准的骑士团。可选的骑士团为:狂兽骑士团(ISC)Order of the Beast (ISC),蛇怪骑士团(order of the cockatrice)和巨龙骑士团(order of the dragon)。以及其他GM批准的骑士团。
PFS修正:只能从:狂兽骑士团(ISC)Order of the Beast (ISC),蛇怪骑士团(order of the cockatrice)和巨龙骑士团(order of the dragon)中选择。

剧透 -  原文:
DRAKERIDER (CAVALIER ARCHETYPE)
While many cavaliers dream of riding a dragon into battle, drakeriders come to learn that the reality involves far more effort than they had expected. Unlike other cavaliers, drakeriders must train their mounts from hatchlings, fighting and toiling alongside their drakes for years through countless struggles before the proud dragons are willing to accept them as riders. Some residents of Triaxus, envious of the close connection between dragonriders and dragons, attempt to emulate this relationship by raising drake hatchlings. These efforts aren’t always successful, sometimes leaving the would-be drakeriders dead or maimed.

Drake Mount: A drakerider gains a drake companion instead of a mount. She gains cavalier’s charge at 9th level instead of 3rd.
This ability replaces mount, tactician, expert trainer, banner, greater tactician, greater banner, and master tactician and alters cavalier’s charge.

Approved Order: A drakerider can join only an order approved by its mount. Suitable orders include order of the beastISC, order of the cockatrice, and order of the dragon, as well as other fitting orders at the GM’s discretion.

http://www.goddessfantasy.net/bbs/index.php?topic=87715.msg824162#msg824162
龙兽大爷和它的铲屎官
« 上次编辑: 2018-03-19, 周一 18:30:00 由 妖の猫 »

离线 白药君

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替代种族特性
« 回帖 #369 于: 2018-03-20, 周二 00:52:08 »
下列的种族特性可替代标准精灵的种族特性

十字弓训练(Crossbow Training) 出自《冒险之路:阿兹兰特废墟 第四部:深海之城 第79页》
莫丹特尖塔的精灵们接受过使用水下武器的训练。具有该种族特性的精灵能以自由动作装填轻弩和以移动动作装填重弩,条件是其必须擅长上述武器。若该精灵选择了快速装填(重弩)专长,则其能以自由动作装填重弩。该种族特性替代武器熟悉(Weapon familiarity)。

天生泳客(Natural Swimmer) 出自《冒险之路:阿兹兰特废墟 第四部:深海之城 第79页》
莫丹特尖塔的精灵们在年幼时就会学习潜水以及游泳。具有该种族特性的精灵在游泳检定上获得+2种族加值,并且其总是能在游泳检定中取10,即便身处危险或分心的情况下也是如此。该种族特性替换精灵魔法(elven magic)以及敏锐感官(Keen Senses)。

浩海之语(Tongue of the Sea)PFS不可用  出自《冒险之路:阿兹兰特废墟 第四部:深海之城 第80页》
莫丹特尖塔的精灵们使用先祖,敌寇以及蒸腾海其他本地生物的古老语言。具备该种族特性的精灵起始时只会说阿兹兰特语以及精灵语。具备高智力属性的精灵能学习以下语言:底栖魔鱼语,深渊语,邪灵语,水族语,通用语以及地底通用语。该种族特性替代精灵通常的起始语言。
剧透 -   :
Alternate Racial Traits:

The following racial traits may be selected instead of the standard elf racial traits.

Crossbow Training: Mordant Spire elves train with weapons that can be used underwater. An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity.

Natural Swimmer: Mordant Spire elves learn to dive and swim at an early age. Elves with this trait gain a +2 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.

Tongue of the Sea: Mordant Spire elves speak the ancient languages of their ancestors, enemies, and other creatures native to the Steaming Sea. Elves with this racial trait begin play speaking Azlanti and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages.