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随手翻译存放区
« 于: 2017-03-21, 周二 13:08:41 »
妖精裔(feyborn)种族特性替换【荒野英雄】

精类魔法(Fey Magic)(2 RP):角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择三个0环和一个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC等于10+法术环数+魅力调整值。这些法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
  • 矮人:替换贪婪(greed)和岩石敏锐(Stonecunning)
  • 精灵:替换敏锐感官(Keen Senses)
  • 侏儒:替换工作狂(Obsessive)
  • 半精灵:替换敏锐感官(Keen Senses)
  • 半兽人:替换兽人凶猛(Orc Ferocity)
  • 半身人:替换敏锐感官(Keen Senses)
  • 人类:替换奖励技能(Skilled),同时获得精类思维(Fey Thoughts)和昏暗视觉(Low-Light Vision)
劇透 -   :
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
精类思维(Fey Thoughts)(1 RP):在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识(自然)、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
  • 矮人:替换仇恨(Hatred)
  • 精灵:替换种族武器熟悉(racial weapon familiarity)
  • 侏儒:替换种族武器熟悉(racial weapon familiarity)
  • 半精灵:替换多才多艺(Multitalented)
  • 半兽人:替换种族武器熟悉(racial weapon familiarity)
  • 半身人:替换无畏(Fearless)
  • 人类:替换奖励技能(Skilled),同时获得精类魔法(Fey Magic)和昏暗视觉(Low-Light Vision)
劇透 -   :
Fey Thoughts (1 RP): The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
昏暗视觉(Low-Light Vision)(1 RP):通常拥有黑暗视觉(如矮人和半兽人)的种族可以取得昏暗视觉代替黑暗视觉。如果是人类,此特性替换奖励技能(同时也会获得精类魔法和精类思维,如同精类魔法所述)
劇透 -   :
Low-Light Vision (1 RP): Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
« 上次编辑: 2017-03-24, 周五 16:56:02 由 折剑者绯月 »

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【HoW】巫术&庇护主
« 回帖 #1 于: 2017-03-21, 周二 14:40:28 »
女巫相关【荒野英雄】

巫术
巫瓶(Witch’s Bottle,Su):每天1次,女巫可以进行10分钟的仪式来制造一瓶灌注了巫术力量的药水,这瓶药水容纳了她的一个巫术。任何使用这瓶药水的生物会如同被制造者施展了巫术一样受到巫术的影响。女巫在这瓶药水被使用或者使其无效前不能使用这个用于制造药水的巫术。只有那些以一个生物(不包括女巫自己)为目标的巫术可以被制成药水。这瓶药水会在使用前一直有效或者女巫用一个自由动作可以使其失效。女巫必须拥有魔釜(cauldron)才可以选择此巫术。
劇透 -   :
Witch’s Bottle (Su): Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The witch can’t use that hex until the potion is consumed or rendered inert.
Only hexes that can target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. A witch must have the cauldron hex to select this hex.
庇护主
引用
植物
2级纠缠术(entangle)12级驱离木材(repel wood)
4级加速毒发(accelerate poison,APG)14级活化植物(animate plants)
6级步步生莲(lily pad stride,APG)16级操控植物(control plants)
8级喘息之林(grove of respite,APG)18级蔓生术(shambler)
10级融身入林(tree stride)
山脉
2级石拳术(stone fist,APG)12级石化术(flesh to stone)
4级招岩术(stone call,APG)14级石言术(stone tell)
6级塑石术(stone shape)16级驱离金石(repel metal or stone)
8级刺石术(spike stones)18级巨石碾压(clashing rocks,APG)
10级石墙术(wall of stone)
风暴
2级隐雾术(obscuring mist)12级御风而行(wind walk)
4级云雾术(fog cloud)14级操控天气(control weather)
6级召雷术(call lightning)16级旋风术(whirlwind)
8级冰风暴(ice storm)18级复仇风暴(storm of vengeance)
10级召唤雷暴(call lightning storm)
盛夏
2级神莓术(goodberry)12级燃烧之风(sirocco,APG)
4级炽焰法球(flaming sphere)14级阳炎射线(sunbeam)
6级昼明术(daylight)16级阳炎爆(sunburst)
8级高等炽焰法球(greater flaming sphere,ACG)18级火焰之躯(fiery body)
10级火墙术(wall of fire)
荆棘
2级荆棘标枪(thorn javelin,ACG)12级剑刃护壁(blade barrier)
4级狂怒(wrath,ACG)14级排斥术(repulsion)
6级飞刺纠缠(thorny entanglement,ACG)16级法师之剑(Mage's Sword)
8级荆棘之躯(thorn body,ACG)18级树界诞生(wooden phalanx,UM)
10级荆棘之墙(wall of thorns)



« 上次编辑: 2017-03-23, 周四 00:20:28 由 折剑者绯月 »

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【HoW】部分专长
« 回帖 #2 于: 2017-03-21, 周二 15:10:13 »
专长【荒野英雄】

枝头突袭(天降正义!)Branch Pounce (Combat)
你善于爬树并且利用地形在战斗中获取优势
先决条件:攀爬3级,隐匿3级
专长效果:当你从高处跳下并对目标发起冲锋(例如从树上跳下),你可以利用近战攻击来减轻自己的坠落力道。如果冲锋后命中了目标,这次冲锋会如常造成伤害,并且加上适当的坠落伤害(10尺坠落+1D6,,20尺坠落+2D6,以此类推)。这个坠落伤害不会被重击翻倍。你选择临近目标的一个方格作为着陆点,并且决定你的坠落伤害时坠落距离视为比通常少10尺。你依旧可以尝试通过特技检定在决定坠落伤害时额外忽视10尺的坠落距离,并且将你第一个10尺的坠落伤害视为非致命伤害。如果你攻击失手,那么你会落在临近目标的随机一个方格内,并且自动受到全额的坠落伤害。
劇透 -   :
Branch Pounce (Combat)
You are adept at climbing trees and using the higher ground to your advantage in battle.
Prerequisites: Climb 3 ranks, Stealth 3 ranks.
Benefit: When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your own fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and also adds the appropriate amount of falling damage (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit.
You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if you had fallen 10 fewer feet. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall and treat the first 1d6 points of damage you take from the fall as nonlethal damage. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage.
鹿冲式 Charging Stag Style (Combat, Style)
这个流派招式起源于那些在荒野中生活的萨满教武僧,这使他们可以使用惊喜的元素快速解决游戏和偷猎者。鹿冲式的使用者可以在树林中机动冲锋,在荒野中出其不意地解决他们的敌人。
先决条件:敏捷13,闪避,精通徒手打击,灵活移动
专长效果:当使用这个流派并且没有骑乘时,你可以冲过困难地形和盟友占据的空间。你也可以在冲锋时做一次90度的拐弯。你必须在冲锋前看见你的目标,并且在结束时只能做一次单次攻击,即使你通常可以做出多次攻击(例如使用猛扑能力)
通常情况:你不能在冲锋时穿越盟友的空间和困难地形。
劇透 -   :
Charging Stag Style (Combat, Style)
This style originated among shamanic monks who spent their lives in the wild, allowing them to quickly subdue both game and poachers using the element of surprise.Practitioners of Charging Stag Style can charge fluidly around trees, taking enemies by surprise in the wilderness.
Prerequisites: Dex 13, Dodge, Improved Unarmed Strike, Mobility.
Benefit: When using this style and not mounted, you can charge through difficult terrain and spaces containing allies. You can also make a single turn of up to 90 degrees during your charge. You must see your target at the beginning of your charge, and can make only a single attack at the end, even if you would normally be able to make multiple attacks (such as with the pounce ability).
Normal: You can’t charge through allies’spaces or difficult terrain.
鹿角缠 Stag Horns (Combat, Style)
你已经学会对你的敌人进行冲锋时使用假装放弃来获得优势,并在击中他们时给他们来一个大大的拥抱。
先决条件:敏捷13,鹿冲式,闪避,精通徒手打击,灵活移动
专长效果:当你使用鹿冲式时,如果你在冲锋后成功进行了一次徒手打击,你可以自由动作尝试一次擒抱检定,并且不会引起借机攻击。
通常情况:尝试擒抱需要一个标准动作,并且除非你有精通擒抱否则会引起借机攻击。
劇透 -   :
Stag Horns (Combat, Style)
You’ve learned to gain the upper hand against your enemies by charging at them with feigned abandon, yet gaining a strong grip on them after attacking.
Prerequisites: Dex 13, Charging Stag Style, Dodge, Improved Unarmed Strike, Mobility.
Benefit: While using Charging Stag Style, if you make a successful unarmed attack at the end of a charge, you can attempt a free grapple check against the target of your charge without provoking an attack of opportunity.
Normal: Attempting a grapple requires a standard action, which provokes an attack of opportunity from your target unless you have the Improved Grapple feat.
牧鹿压杀 Stag Submission (Combat, Style)
你可以快速对你冲锋的目标使用特殊的技巧进行压制
先决条件:鹿冲式,闪避,精通徒手打击,灵活移动,鹿角缠
专长效果:当你处于鹿冲式并成功使用战技检定压制了一个对手,你可以选择将其击至俯卧状态或者对敌人造成你的徒手打击伤害。
通常情况:成功对一个目标维持擒抱后,你可以选择移动,伤害或者压制目标。
劇透 -   :
Stag Submission (Combat, Style)
You can quickly subdue an opponent you’ve charged using a special submission hold.
Prerequisites: Charging Stag Style, Dodge, Improved Unarmed Strike, Mobility, Stag Horns.
Benefit: When you are in Charging Stag Style and succeed at a combat maneuver check to pin a foe, you can choose to also knock the foe prone or to deal your unarmed attack damage to the foe.
Normal: After successfully maintaining a grapple on a target, you can choose to move, damage, or pin the target.
召唤植物盟友 Summon Plant Ally
你可以在战斗中召唤植物来帮助你
先决条件:知识(自然)1级,可以施展法术召唤自然盟友的能力
专长效果:当你施展一个召唤自然盟友的法术,你可以将下列植物加入召唤列表
召唤自然盟友 I: 叶莱西(Leaf leshy,B3), 孢子人(vegepygmy)
召唤自然盟友 II: 葫芦莱西(Gourd leshy,B3), leaf rayB4 (without seed ability)
召唤自然盟友 III: 真菌莱西(Fungus leshy,B3), weedwhipB4
召唤自然盟友 IV: 杀人藤(Assassin vine),海草莱西(seaweed leshy,B3;没有气囊能力)
召唤自然盟友 V:  曼陀罗草(Mandragora,B2), 蔓生怪(shambling mounds)
召唤自然盟友 VI: 触手魔藤(Tendriculos,B2), 树人(treant)
召唤自然盟友 VII: 巨捕蝇草(Giant flytrap)
召唤自然盟友 VIII: Jimenju,B4.
召唤自然盟友 IX: 爱劳娜(Alraune,B3)
劇透 -   :
Summon Plant Ally
You can call plant creatures to your aid in battle.
Prerequisites: Knowledge (nature) 1 rank, ability to cast summon nature’s ally spells.
Benefit: When casting a summon nature’s ally spell, you gain access to the list of plant creatures below.
Summon nature’s ally I: Leaf leshyB3, vegepygmy.
Summon nature’s ally II: Gourd leshyB3, leaf rayB4 (without seed ability).
Summon nature’s ally III: Fungus leshyB3, weedwhipB4.
Summon nature’s ally IV: Assassin vine, seaweed leshyB3(without air cyst ability).
Summon nature’s ally V: MandragoraB2, shambling mound.
Summon nature’s ally VI: TendriculosB2, treant.
Summon nature’s ally VII: Giant flytrap.
Summon nature’s ally VIII: JimenjuB4.
Summon nature’s ally IX: AlaruneB3.
« 上次编辑: 2017-03-23, 周四 00:20:06 由 折剑者绯月 »

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【PoS】种族-卡萨达人
« 回帖 #3 于: 2017-03-21, 周二 19:10:29 »
卡萨达人【群星之子】

+2敏捷,+2感知:卡萨达人灵活且敏锐

中等体型:卡萨达人是中等体型生物,不因体型获得任何加值或者减值。

标准速度:卡萨达人的基础速度是30尺

防御训练(Defensive Training):卡萨达人的AC获得+2闪避加值。

沙漠跑者(Desert Runner):卡萨达人在避免疲乏和力竭,以及来自奔跑、急行军、饥饿、干渴和酷热或寒冷环境带来的其他有害效果时,体质检定和强韧豁免检定获得+4种族加值。

沙漠步伐(Desert Stride):卡萨达人可以在非魔法的沙漠困难地形里以正常速度行走。

跳跃者(Jumper):卡萨达人在通过特技技能检定跳跃时总是视为已经过助跑。

多臂(Multi-Armed):卡萨达人有四条手臂。其中一只手被认为是主手,其他的都是副手。他也能使用其他手来完成一些需要空出手来的行动。

追踪者(Stalker):察觉和潜行技能对卡萨达人而言总是视为本职技能。

起始语言:通用语和卡萨达语。拥有足够智力的卡萨达人可以选择下列语言作为额外语言:矮人语,龙语,侏儒语,兽人语,斯芬克斯语
劇透 -   :
Kasathas are defined by their class levels-they do not possess racial Hit Dice. They have the following racial traits.
+2 Dexterity, +2 Wisdom: Kasathas are nimble and perceptive.
Medium: Kasathas are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kasathas have a base speed of 30 feet.
Defensive Training (Ex): Kasathas have a +2 dodge bonus to Armor Class.
Desert Runner (Ex): Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Desert Stride (Ex): Kasathas move through nonmagical difficult terrain in desert environments at normal speed.
Jumper (Ex): Kasathas are always considered to have a running start when attempting Acrobatics checks to jump.
Multi-Armed (Ex): A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Stalker (Ex): Perception and Stealth are class skills for kasathas.
Languages: Kasathas speak Common and Kasatha.A kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Ore, and Sphinx.
替换种族特性

隐匿者(Stealthy):卡萨达人必须花大功夫才能将他们藏好。这些卡萨达人在隐匿检定上获得+2种族加值。隐匿总是视为他们的本职技能。
此特性替换跳跃者(jumper)和追踪者(stalker)
来源:战役设定-内海种族
劇透 -   :
Stealthy: Kasatha must often take great pains to hide their existence from others. Such kasathas gain a +2 racial bonus on Stealth checks. Stealth is always a class skill for them. This racial trait replaces jumper and stalker.
种族武器
逆脊剑
这把轻型单手剑表面被骨质髓腔覆盖,使其更加容易使对手中毒。灌入其中的非魔法性毒素的DC提高2点。
轻型近战武器
价格
小型伤害
中型伤害
重击
射程
重量
类型
特性
出处
逆脊剑(Spinal Sword)
50GP
1D4
1D6
X3
-
3磅
穿刺或挥砍
易碎
群星之子(PotS)
« 上次编辑: 2017-03-23, 周四 00:19:47 由 折剑者绯月 »

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【PoS】游侠变体-游牧猎手
« 回帖 #4 于: 2017-03-21, 周二 20:40:15 »
游牧猎手 Bow Nomad (Kasatha Ranger Archetype)【群星之子】
感谢于他们的四条手臂,卡萨达人可以掌握一种来自他们母星的战斗技巧,这种技巧几乎不会在其他地方出现——一次持有两把弓。这个变体适用于卡萨达人(和其他拥有四条或更多的种族,由GM裁定)

双弓流(Twin Bows,Ex):在1级时,一个游牧猎手可以同时持有下列两种远程武器:短弓,长弓和他们的复合型版本。当游牧猎手在全力攻击中使用两把弓时,该次全力攻击将会应用双武器攻击减值,并且可以被双武器攻击专长调整。因为弓并不是轻型武器,所以使用双武器攻击的游牧猎手在每把弓的攻击检定上承受-4罚值。从其他来源获得的额外攻击次数,例如多重射击或快速射击,每轮只能应用于一把持用的弓上。
此能力取代野性认同(Wild Empathy,Ex)

战斗流派(Combat Style,Ex):在2级时,游牧猎手必须选择箭术作为她的战斗流派

灵活战技(Agile Maneuvers):在3级时,游牧猎手获得灵活战技作为奖励专长。
此能力取代坚忍(Endurance)

奇术射击(Trick Shot,Ex):游牧猎手每日可以使用奇术射击1/2游侠等级+敏捷调整次。除非特殊说明,使用奇术射击是一个标准动作并且会引起借机攻击。
  • 偏转箭(Deflecting Arrow):在3级时,以一个不引起借机攻击的直觉动作,游牧猎手可以偏转一个单次远程攻击。此能力如同拨挡飞箭(Deflect Arrows),除了游牧猎手不需要空出一只手并且可以偏转一次以30尺内任何生物为目标的攻击。
  • 阻滞箭(Hampering Strike):在8级时,代替一次远程攻击,游牧猎手可以对30尺内一个对手尝试卸武或摔拌,并在该次检定中承受-4罚值。
  • 定影箭(Pinning Strike):在13级时,代替一次远程攻击,游牧猎手可以尝试压制一个大型或者更小的生物的肢体或者将其钉在墙上或地上。如果游牧猎手的攻击检定超过了她的对手的CMD,那么对手将会被压制并且不能从当前位置离开。以一个移动动作,对手可以尝试一次力量检定来解放它自己(DC=10+1/2游牧猎手游侠等级+她的力量修正)。只有当生物临近一块结实的,固定的,可穿透的平面时才会被这个能力影响。
  • 碎甲箭(Exploit the Gap):在18级时,游牧猎手能够利用对手天然的弱点。当游牧猎手使用双弓流进行全力攻击,每一支造成伤害的箭都会降低目标1点天生防御加值(最低为0)持续1轮。
    此能力取代偏好地形(favored terrain)

集中开火(Focused Fire,Ex):在6级时,游牧猎手必须选择多重射击作为她6级的流派专长。除了多重专长的通常好处,游牧猎手可以指定副手持用的弓射出第二支箭(精准伤害和重击伤害仍然只计算1次)。当使用这个能力时,游牧猎手不会承受双武器攻击的罚值,但是她也不能在同一轮中同时此能力和使用双武器攻击专长。游牧猎手仍然可以选择以正常方式来使用多重射击。

在11级和16级,游牧猎手可以对每个多次攻击应用此能力。
(译者注:这里可能是PAIZO在写的时候用了3R版本的多重射击)
此能力改变了6级战斗流派专长并取代伪装(Camouflage, Ex)和视线躲藏(Hide in Plain Sight, Ex)
劇透 -   :
Bow Nomad (Kasatha Ranger Archetype)

Thanks to their four arms, kasathas can master a combat form native to their home world and rarely witnessed elsewhere—wielding two bows at once. This archetype is available to kasathas (and to other races with four or more arms at the GM’s discretion).

Twin Bows (Ex)
At 1st level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren’t light weapons, a bow nomad with Two-Weapon Fighting takes a –4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round.
This ability replaces wild empathy.

Combat Style (Ex)
At 2nd level, a bow nomad must select archery as her combat style.

Agile Maneuvers
At 3rd level, a bow nomad gains Agile Maneuvers as a bonus feat. This replaces Endurance.

Trick Shot (Ex)
A bow nomad can make a number of trick shots per day equal to 1/2 her ranger level + her Dexterity modifier. Unless otherwise noted, making a trick shot is a standard action that provokes attacks of opportunity.

Deflecting Arrow: At 3rd level, as an immediate action that doesn’t provoke attacks of opportunity, a bow nomad can deflect a single ranged attack. This ability functions as the Deflect Arrows feat, except the bow nomad need not have a hand free and can deflect an attack targeting any creature within 30 feet.

Hampering Strike: At 8th level, a bow nomad can attempt to disarm or trip an opponent within 30 feet in place of a ranged attack, with a –4 penalty on the combat maneuver check.

Pinning Strike: At 13th level, a bow nomad can attempt to pin a Large or smaller opponent’s limb or clothing to the ground or a wall in place of an attack. If the bow nomad’s attack roll exceeds her opponent’s CMD, the opponent is pinned and cannot move from its current position. As a move action, the opponent can attempt a Strength check to free itself (DC = 10 + 1/2 the bow nomad’s ranger level + her Strength modifier). Only creatures adjacent to a solid, anchored, penetrable surface can be affected by this ability.

Exploit the Gap: At 18th level, a bow nomad can exploit the natural weaknesses of her foes. When a bow nomad makes a full attack with her twin bows, each arrow that deals damage in that attack also reduces the target’s natural armor bonus (if any) by 1 (to a minimum of 0) for 1 round.

This ability replaces favored terrain.

Focused Fire (Ex)
At 6th level, the bow nomad must select the Manyshot feat as her 6th-level combat style feat. In addition to the normal benefit of Manyshot, the bow nomad can specify the bow in her off hands as the source of the second arrow (precision damage and critical damage are still only added once). The bow nomad takes no two-weapon penalties when using this ability, but she cannot use it and Two-Weapon Fighting in the same round. The nomad can still choose to use Manyshot in the normal manner.

At 11th and 16th level, the bow nomad can apply this ability to each of her iterative attacks.

This ability alters the 6th-level combat style feat and replaces camouflage and hide in plain sight.
« 上次编辑: 2017-03-25, 周六 12:23:15 由 折剑者绯月 »

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【HoW】部分法术
« 回帖 #5 于: 2017-03-21, 周二 21:21:37 »
猎豹冲刺 CHEETAH’S SPRINT【荒野英雄】
学派 变化系
环级 血脉狂怒者1,德鲁伊1,游侠1,萨满1,女巫1
施法时间 迅捷动作
成分 语言
范围 个人
目标 自己
持续时间 1轮
  野性力量在你体内奔涌并驱使你进行冲刺。如果你在你的回合结束前进行冲锋或者奔跑动作,你可以移动至多10倍基础移动速度的距离。这是一个增强加值。这个法术不会影响其他移动方式,例如掘穴,攀爬,飞行或游泳。如同其他增强你移动速度的效果,这个法术也会影响你的跳跃距离。
劇透 -   :
CHEETAH’S SPRINT
School transmutation; Level bloodrager 1, druid 1, ranger 1, shaman 1, witch 1
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
A wild surge of energy courses through your body andpropels you into a sprint. If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.

乌鸦飞行术 RAVEN’S FLIGHT【荒野英雄】
学派 变化系
环级 诗人3,德鲁伊3,审判者3,魔战士2,游侠2,萨满2,法师/术士2,女巫2
施法时间 迅捷动作
成分 语言
范围 个人
目标 自己
持续时间 1轮
  你只能在你的回合的第一个动作使用这个法术。在爆发的黑色羽毛中,你变成类似黑乌鸦的超小型形态,直到你的下一回合开始时。你获得机动性良好的飞行速度50尺,并且获得对应体型修正(尽管你的属性值不会变化)。直到你的下一轮开始时,你都只能进行5尺快步,移动,奔跑或者撤退动作。如果你仍然在高处时这个法术被消解了,这个飞行的力量会缓慢消散,你会在你的下一轮漂浮着下降60尺,然后坠落剩下的距离。
劇透 -   :
RAVEN’S FLIGHT
School transmutation; Level bard 3, druid 3, inquisitor 3,magus 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. You gain a fly speed of 50 feet with good maneuverability, and apply appropriate size modifiers (though your ability scores don’t change). Until the beginning of your next turn, you can take only the 5-foot step, move, run, or withdraw actions. If the spell is dispelled while you are still aloft, the power of flight dissipates slowly; you float downward 60 feet on your next turn, then fall any remaining distance.
« 上次编辑: 2017-03-25, 周六 12:26:07 由 折剑者绯月 »

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【LoD】战士变体-龙血后裔
« 回帖 #6 于: 2017-03-22, 周三 22:00:08 »
龙血后裔 Dragonheir Scion (Fighter Archetype)【巨龙之遗(Legacy of Dragons)】
本职技能:龙血后裔将知识(奥秘)和使用魔法装置加入本职技能列表,取代驯养动物或骑术

龙脉血统 Draconic Bloodline (Su):1级时,龙血后裔必须选择一个彩色龙或者金属龙类型。一旦选择即不可改变。龙血后裔造成伤害和获得抗性的能力都基于她选择的龙类型,如下表所示。如果一个龙血后裔在其他职业等级中获得了血脉,这些血脉必须一致,即使这意味着其中一个职业的血脉必须改变。根据GM的判断,龙血后裔可以改变之前的血脉来使他们相符。
引用
彩色龙类型能量类型金属龙类型能量类型
黑龙强酸黄铜龙火焰
蓝龙闪电青铜龙闪电
绿龙强酸铜龙强酸
红龙火焰金龙火焰
白龙寒冷银龙寒冷
魔能打击 Eldritch Strikes (Su):1级时,龙血后裔获得奥术打击作为奖励专长,她无需满足先决条件。
此能力取代1级获得的奖励专长

可怖力量 Fearful Might (Ex):1级时,龙血后裔在挫败敌人士气的威吓检定上获得+1加值,这个加值在6级提升到+2,并且在之后每4级提升1,在18级达到最大值+5。
此能力取代英勇(bravery)

龙类防御 Draconic Defenses (Su):3级时,龙血后裔获得+1天生护甲加值和她所选能量类型的5点能量抗力。在7级时,天生护甲加值上升到+2和10点能量抗力;在13级时,天生护甲加值上升到+3和20点能量抗力。
此能力取代盔甲训练(Armor Training)1,2,3。

龙类打击 Draconic Strike (Su):3级时,每当龙血后裔使用奥术打击对目标造成伤害,这次攻击会增加1D4点龙血后裔所选能量类型的额外伤害。
此能力取代3级获得的奖励专长。(战士在3级并没有奖励专长)

龙类威仪 Draconic Presence (Su):5级时,龙血后裔获得炫目技巧(Dazzling Display)作为奖励专长。她使用此能力时不需要持有武器,并且可以以标准动作使用。
此能力取代5级获得的奖励专长。(战士在5级并没有奖励专长)

龙翼 Wings (Su):15级时,龙血后裔可以用一个标准动作从背部长出一对皮质龙翼,令她获得60尺飞行速度(机动性一般)。她可以用一个自由动作取消龙翼。
此能力取代盔甲训练4和盔甲宗师。

巨龙之力 Might of Wyrms (Su):20级时,龙血后裔的龙脉传承变得更加明显。她免疫麻痹,睡眠和她所选能量类型的伤害,同时获得60尺盲感
此能力取代武器宗师。
劇透 -   :
Dragonheir Scion (Fighter Archetype)
Class Skills
The dragonheir scion adds Knowledge (arcana) and Use Magic Device to her list of class skills, instead of Handle Animal or Ride.
This alters the fighter’s class skills.
Draconic Bloodline (Su)
Each dragonheir scion can draw her lineage back to the influence of a great draconic progenitor. At 1st level, a dragonheir scion must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of dragonheir scion’s abilities deal damage and grant resistances based on her dragon type, as noted below. If a dragonheir scion takes a level in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the dragonheir scion can change her former bloodline to make them conform.
Eldritch Strikes (Su)
At 1st level, a dragonheir scion gains Arcane Strike as a bonus feat. She does not need to meet its prerequisites.
This ability replaces the bonus feat gained at 1st level.
Fearful Might (Ex)
At 1st level, a dragonheir scion gains a +1 bonus on Intimidate checks to demoralize a foe. This bonus increases to +2 at 6th level and by an additional 1 every 4 fighter levels thereafter to a maximum of +5 at 18th level.
This ability replaces bravery.
Draconic Defenses (Su)
At 3rd level, a dragonheir scion gains a +1 natural armor bonus and energy resistance 5 against her energy type. At 7th level, this increases to a +2 natural armor bonus and energy resistance 10; at 13th level, it increases to a +3 natural armor bonus and energy resistance 20.
This ability replaces armor training 1, 2, and 3.
Draconic Strike (Su)
At 3rd level, whenever the dragonheir scion damages a target with an attack augmented by Arcane Strike, the attack deals an additional 1d4 points of damage of the dragonheir scion’s energy type.
This ability replaces the bonus feat gained at 3rd level*.
Draconic Presence (Su)
At 5th level, the dragonheir scion receives Dazzling Display as a bonus feat. She does not need a weapon in hand to use this ability, and can use it as a standard action.
This ability replaces the bonus feat gained at 5th level*.
Wings (Su)
At 15th level, a dragonheir scion can grow leathery dragon wings from her back as a standard action, granting her a fly speed of 60 feet with average maneuverability. She can dismiss the wings as a free action.
This ability replaces armor training 4 and armor mastery.
Might of Wyrms (Su)
At 20th level, a dragonheir scion’s draconic heritage becomes manifest. She gains immunity to paralysis, sleep, and damage of her energy type, as well as blindsense with a range of 60 feet.
This ability replaces weapon mastery.
« 上次编辑: 2017-03-23, 周四 00:17:46 由 折剑者绯月 »

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【LoD】炼金术师变体-龙血炼金师
« 回帖 #7 于: 2017-03-22, 周三 22:22:34 »
龙血炼金师 Dragonblood Chymist (Alchemist Archetype)【巨龙之遗(Legacy of Dragons)】

龙血突变 Dragonblood Mutagen (Su):1级时,龙血炼金师为了模拟巨龙之力制造出了一种他可以摄取的突变药剂。尽管他会保持他的形态,但是他的一些特征会呈现龙类外表,变成有鳞类或类似蜥蜴。他获得+2天生防御加值并且力量获得+2炼金加值,持续每炼金术师等级10分钟。
2级时,龙血炼金师浓缩了龙血突变药剂并因此获得了2次爪击和1次啮咬攻击。如果龙血炼金师在此轮中只进行这些攻击,则这些攻击被算作主要天武,否则会被视作次要天武。爪击造成1D4点伤害(小型1D3),啮咬造成1D6点伤害(小型1D4)。当突变药剂生效时,他在威吓检定中获得+2表现加值。
12级时,龙血突变药剂使他获得+4天生防御加值并且力量获得+4炼金加值。
16级时,龙血突变药剂使他获得+6天生防御加值并且力量获得+6炼金加值。
此能力其他方面如同突变药剂。
此能力调整了突变药剂职业能力;取代了2级,12级和16级时的科研发现;并且龙血炼金师不可以选择其他突变科研发现。

爆炸吐息 Explosive Breath (Su):1级时,龙血炼金师可以如同巨龙一样从嘴里吐出火焰。他获得了炸裂喷吐(Breath Weapon Bomb),但是他必须对每个他制造的炸弹应用这个科研发现。
此能力取代随手投掷(Throw Anything)

龙类抗力 Draconic Resistances (Ex):2级时,龙血炼金师对抗麻痹,睡眠效果的豁免检定中获得+2加值。这个加值在6级提升到+4,在10级提升到+6。在10级,龙血炼金师免疫麻痹和睡眠效果。
此能力取代毒性抗力(Poison Resistance, Ex),用毒(Poison Use, Ex)和迅捷上毒(Swift Poisoning, Ex)。
劇透 -   :
Dragonblood Chymist (Alchemist Archetype)

Dragonblood Mutagen (Su)
At 1st level, a dragonblood chymist discovers how to create a mutagen that he can imbibe in order to mimic the might of a dragon. While he maintains his original form, his features take on a draconic appearance, becoming scaly and lizard-like. He gains a +2 natural armor bonus and a +2 alchemical bonus to his Strength for 10 minutes per class level.
At 2nd level, the dragonblood chymist has learned to concentrate the potency of his dragonblood mutagen such that it grants him two claw attacks and a bite attack. If these are the only attacks the dragonblood chymist makes in a round, they are primary attacks and are made using his full base attack bonus. Otherwise, these natural attacks are treated as secondary attacks. The claw attacks deal 1d4 points of damage (1d3 if he is Small) and the bite attack deals 1d6 points of damage (1d4 if he is Small). While the mutagen is in effect, he gains a +2 competence bonus on Intimidate checks. At 12th level, the dragonblood mutagen grants a +4 natural armor bonus and a +4 alchemical bonus to his Strength. At 16th level, the dragonblood mutagen grants a +6 natural armor bonus and a +6 alchemical bonus to his Strength. This ability otherwise functions as mutagen.
This ability modifies the mutagen class feature; replaces the discoveries gained at 2nd, 12th, and 16th levels; and precludes the dragonblood chymist from taking any other mutagen discoveries.

Explosive Breath (Su)
At 1st level, a dragonblood chymist gains the ability to expel fire from his mouth in the same manner as a dragon. He gains the breath weapon bomb alchemist discovery but must apply this discovery to every bomb he creates.
This ability replaces the Throw Anything ability.

Draconic Resistances (Ex)
At 2nd level, a dragonblood chymist gains a +2 bonus on all saving throws against paralysis and sleep effects. This bonus increases to +4 at 6th level, and to +6 at 10th level. At 10th level, a dragonblood chymist becomes immune to paralysis and sleep effects.
This ability replaces poison resistance, poison use, and swift poisoning.
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【LoD】种族特性替换
« 回帖 #8 于: 2017-03-23, 周四 00:11:47 »
种族特性替换

巨龙魔法 Dragon Magic (3 RP):一些精灵具有强力的龙族血脉。获取龙脉血统作为职业特性并拥有此特性的精灵,在决定血统能力和血统法术的每日使用次数和DC上,魅力视为比通常高2点。另外,拥有此特性的精灵将所有[龙脉]描述符的法术加入他们的职业法术列表的对应环级。
劇透 -   :
Dragon Magic (3 RP): Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor (see page 28) to their class spell lists for any spellcasting classes in which they have levels.

矮人
财宝感知 Treasure Sense (2 RP):有一些矮人学会了如同龙类生物那样感知金银财宝。此能力如同灵敏嗅觉,除了它只能用于感知贵金属(铜,银和金)以及主要由这些物质组成的生物。
此特性替换了稳固(Stability)和岩石敏锐(Stonecunning)
劇透 -   :
Treasure Sense (2 RP): Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials.
This trait replaces stability and stonecutting.

精灵
龙脉领事 Draconic Consular (2 RP):那些服务于巨龙的精灵们被训练来帮助和代表他们的龙族盟友。拥有此特性的精灵在交涉和知识(奥秘)检定中获得+1加值。
此特性替换了敏锐感知(keen senses)
劇透 -   :
Draconic Consular (2 RP): Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1 bonus on Diplomacy and Knowledge (arcana) checks.
This racial trait replaces keen senses.

侏儒
仙灵龙魔法 Faerie Dragon Magic (2 RP):有一些侏儒与任性的仙灵龙结伴或者和这些神秘的生物有超自然的亲属关系。拥有此背景的侏儒施展的幻术系魔法DC+1。另外,拥有11点或者更高魅力值的侏儒可以将下列法术作为类法术能力每日使用1次:幻音术 (Ghost Sound),油腻术 (Grease)以及无声幻影 (Silent Image)。施法者等级等于侏儒角色等级。这些法术的DC=10+法术环级+侏儒魅力修正。
此特性替换了侏儒魔法(gnome magic)
劇透 -   :
Faerie Dragon Magic (2 RP): Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast.Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.

半身人
欢乐伙伴 Joyous Companion (2 RP):侏儒享受来自铜龙以及其他友善龙类的友谊并且学会与其他队友分享这个快乐。当拥有此特性的侏儒施展防护学派或者拥有[情绪]描述符的法术或类法术能力时,他们可以在所有相邻的盟友对抗恐惧效果时给予豁免+1士气加值,持续法术环级轮数。
此特性替换了无畏(Fearless)和武器熟悉(weapon familiarity)
劇透 -   :
Joyous Companion (2 RP): Halflings enjoy the companionship of copper dragons and other lighthearted representatives of dragonkind and learn to share the joyousness of that bond with others. When halflings with this trait cast spells or use spell-like abilities of the abjuration school or with the emotionUM descriptor, they can confer a +1 morale bonus on saves versus fear on all adjacent allies for a number of rounds equal to the spell’s level.
This trait replaces fearless and weapon familiarity.
福星 Luckbringer (2 RP):拥有此特性的半身人学会了与他人分享他们的幸运,就如金龙将好运灌入物品那样。每天1次以一个标准动作,一个拥有此特性的半身人可以将好运赋予一个单个的非魔法象征(例如一个纽扣或者一个指环)。任何持有这个象征物的生物会在意志豁免中获得+1幸运加值。此效果持续1小时。
此特性替换了半身人幸运(Halfling Luck)
劇透 -   :
Luckbringer (2 RP): Halflings with this trait learn to share their luck with others much in the way a gold dragon can imbue objects with good fortune. Once per day as a standard action, a halfling with this trait can confer good luck on a single nonmagical token (such as a button or a ring). Any creature carrying this token gains a +1 luck bonus on Will saves. This effect lasts for 1 hour. This trait replaces lucky.

半精灵
龙魂 Dragon Soul (4 RP):一些半精灵通过获得与巨龙更近的联系舍弃了部分血脉。拥有此特性的半精灵在判断种族相关效果时需要选择视为人类或者精灵。另外,在判断生物类型相关的效果时也会被视作龙族(例如游侠的宿敌和破敌武器,但是并不能作为先决条件),并且在对抗恐惧,睡眠和麻痹的所有豁免上获得+2种族加值。
此能力替换了适应力(Adaptability),精灵血脉(Elf Blood)和精灵免疫(Elven Immunities)
劇透 -   :
Dragon Soul (4 RP): Some half-elves have forsaken a part of their lineage by embracing a more distant connection to dragons. Half-elves with this trait choose to count as either elves or humans for any effect regarding race. Additionally, half-elves with this trait also count as dragons for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons, but not for prerequisites), and gain a +2 racial bonus on all saving throws against fear, sleep and paralysis effects. This trait replaces adaptability, elf blood, and elven immunities.

半兽人
巨龙视觉 Dragon Sight (2 RP):拥有此特性的半兽人获得了一些龙类的敏锐感知。他们获得120尺黑暗视觉
此特性替换了黑暗视觉(Darkvision)和威慑力(Intimidating)
劇透 -   :
Dragon Sight (2 RP): Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
屠龙者 Dragon Slayer (2 RP):一些半兽人被训练来保护同类,并在对抗巨龙时获得优势或束缚他们。拥有此特性的半兽人对抗巨龙时AC获得+2闪避加值以及攻击检定获得+1种族加值。
此特性替换了兽人凶猛(Orc Ferocity)
劇透 -   :
Dragon Slayer (2 RP): Some half-orcs train to defend their kind against dragons that would take advantage of or enslave them. Half-orcs with this trait gain a +2 dodge bonus to their AC against dragons and a +1 racial bonus on attack rolls against dragons. This trait replaces orc ferocity.

人类
龙脉传承 Draconic Heritage (4 RP):有时,一个人类家族的历史中会有人因为血脉获得龙的力量。拥有此特性的人类获得10尺黑暗视觉和昏暗视觉。他们可以在选择悠远血脉(Eldritch Heritage,APG)和那些以悠远血脉为前提的专长时无视魅力需求,但是他们只能使用这些专长选择龙脉血统。
此特性替换了奖励技能。
劇透 -   :
Draconic Heritage (4 RP): At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch HeritageAPG and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus
skill rank humans receive at each level.
巨龙学者 Dragon Scholar (4 RP):巨龙与特定人类交往已经有一段历史,并且一些人类对这份联系有着更深的认识。拥有此特性的人类在克服巨龙法术抗力的施法者检定中获得+2种族加值并且在有关龙类生物的知识(奥秘)检定中获得+3种族加值。
此特性替换了奖励专长。
劇透 -   :
Dragon Scholar (4 RP): Dragons have a long history of individual interactions with specific humans, and some humans seek to better understand this relationship. Humans with this trait receive a +2 racial bonus on caster level checks to overcome a dragon’s spell resistance. In addition, they receive a +3 racial bonus on Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces
humans’ bonus feat racial trait.
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【AMH】Armor Master's Handbook 部分法术
« 回帖 #9 于: 2017-03-23, 周四 01:08:54 »
盾牌碎片 Shield of Shards
学派 变化系
环级 血脉狂怒者1,牧师2,审判者2,魔战士2,通灵者2,圣骑士1,萨满2
施法时间 标准动作
成分 语言,姿势,器材(一面盾牌)
范围 个人
目标 自己
持续时间 1轮/CL
豁免
法术抗力 不可
  这个护卫性法术必须施展在你正在持用的一面盾牌上,然后盾牌会碎成【2+1/2cl】块(20CL时最大12块)。当盾牌碎片激活时,这些碎片会围绕你飞行并且你的AC会失去盾牌加值。在你的回合里,你可以用一个移动动作来指使这些碎片攻击一个相邻的敌人。这些碎片的攻击加值等于你的施法者等级+用于决定你法术DC的关键属性的调整值。这些碎片造成1D4+(碎片数-1)的挥砍和穿刺伤害,并且重击范围为19-20。在判断穿透伤害减免时它们被视为魔法武器。另外如果你的盾牌由特殊材料制成(例如精金),这些碎片在穿透伤害减免和硬度时如同它们是使用相同材料制成的武器。
劇透 -   :
Shield of Shards
School transmutation; Level bloodrager 1, cleric 2, inquisitor 2, magus 2, medium 2, paladin 1, shaman 2
Casting Time 1 standard action
Components V, S, F (a shield)
Range personal
Target one shield you wield
Duration 1 round/level
Saving Throw none; Spell Resistance no
This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards, plus one additional shard per 2 caster levels (to a maximum of 12 shards at 20th level). While shield of shards is active, you lose your shield’s bonus to AC as its broken pieces orbit you. On your turn, you can direct the shards to attack an adjacent opponent as a move action. The shards’ attack bonus is equal to your caster level + the modifier for the ability score that determines your spell save DCs. The shards deal an amount of slashing and piercing damage equal to 1d4 points + 1 point per shard beyond the first, and have a threat range of 19–20. They are considered magic weapons for the purpose of bypassing damage reduction. Additionally, if your shield is made from a special material (such as adamantine), the shards penetrate damage reduction and hardness as if they were weapons made from the same material.
At the end of this spell’s duration, the shards reform into their original shield form. You regain its shield bonus to AC, provided you still have a free hand in which to wield it. Otherwise, the shield falls at your feet in your square.
护卫盔甲 GUARDIAN ARMOR
学派 咒法系(传送)
环级 反圣骑士1,血脉狂怒者1,牧师1,审判者1,魔战士1,秘学士1,圣骑士1,术士/法师1
施法时间 直觉动作
成分 语言,姿势,器材(穿戴的盔甲)
范围 近距(25尺+5尺/2CL)
目标 一个自愿的生物;见下文
持续时间 立即
豁免
法术抗力
  该法术将你身上穿戴的盔甲从你的身上脱下并传送到一个范围内的盟友身上;目标必须拥有与你相同的体型和基本一致的外形。这件盔甲会被完整、恰当地穿戴在目标身上,并立即给予该生物这件盔甲的防护效果。如果护卫盔甲的目标已经穿戴了盔甲,目标穿戴的盔甲会从他身上移除,并无损地掉落在相邻的方格内。
劇透 -   :
GUARDIAN ARMOR
School conjuration (teleportation); Level antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, paladin 1, sorcerer/wizard 1
Casting Time 1 immediate action
Components V, S, F (armor worn)
Range close (25 ft. + 5 ft./2 levels)
Target one willing creature; see below
Duration instantaneous
Saving Throw none; Spell Resistance yes
This spell teleports the suit of armor you are wearing off of your body and onto an ally within range; the target must be the same size and general shape as you. This armor appears on the target’s body fully formed and properly donned, granting the creature the immediate benefit of its protection. If the target of guardian armor was already wearing armor, the armor wearing it is removed from the target’s body and falls undamaged into an adjacent square.
« 上次编辑: 2017-03-25, 周六 12:28:03 由 折剑者绯月 »

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【LoD】先知诅咒&密示域
« 回帖 #10 于: 2017-03-23, 周四 01:26:15 »
贪婪(Covetous)
你发现自己沉迷于闪耀的奢华生活,你必须佩戴至少50gp+100gp*(人物等级-1)的非魔法物品及珠宝。如果你没有足够的资金来购买这些额外装备,你会感到强烈的渴望(但是并非强制性)的去卖掉现有物品或者偷窃他人财物。如果你无法满足这一要求,你会陷入恶心状态。当你非自愿被拿走25GP*角色等级的财富或更多时,你也会陷入24小时的恶心状态。
1级时,使用魔法装置成为你的本职技能。
5级时,你在估价,辨别魔法物品的法术辨识和使用魔法装置的检定上获得+4的洞察加值。
10级时,你将鬼斧神工(fabricate)加入已知法术列表。
15级时,将你的先知等级的一半加到对抗盗取战技(Steal, APG)的CMD;以及加在其他人偷取你的物品的巧手DC上。
劇透 -   :
Covetous: You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp * your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic
items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against stealAPG combat maneuvers and to the DC of Sleight of Hand checks to take items from you.

巨龙 DRAGON (ORACLE MYSTERY)


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【AMH】魔战士变体-装甲战法师
« 回帖 #11 于: 2017-03-23, 周四 22:30:33 »
翻出来就是告诉你,这是个多么垃圾的变体

装甲战法师 Armored battlemage
许多战法师专注于破坏性的塑能法术,但是有一些则扩展他们的学习策略去使用来自钢铁的可靠保护。这些装甲战法师学会了穿着约束性极大的铠甲进行移动以及施法,并且发现了新的增强他们的盔甲的办法。

中甲擅长(Medium Armor, Ex)
装甲战法师在1级获得此能力而不是7级。当身穿中甲时,装甲战法师在防御性施法的专注检定中获得+4加值。这与来自战斗施法专长的加值叠加。
此能力取代了法术战斗并改变了中甲擅长能力。

奥能力池(Arcane Pool,Su)

装甲战法师不能使用她的点数强化武器。取而代之的是她可以用一个迅捷动作从奥能力池里花费1点给予她正穿着的盔甲+1增强加值,持续1分钟。1级之后每4级,盔甲会获得额外+1增强加值,在17级时最大+5.这些加值与已经存在的盔甲增强加值叠加,最大+5。
多次使用此能力并不会使来自此能力的增强加值叠加。
5级时,这些加值可以用来添加下列特殊盔甲能力:平衡,苦涩,护命(次等,中等,高等),幽冥,坚韧,法术抗力(13,15,17或19)或储法。
添加这些加值消耗的增强加值等同于它们的等效加值。另外,装甲战法师可以在花费+3加值给予盔甲抗能能力,或者+5加值给予盔甲强化抗能。这些特性可以添加在原有该特性的盔甲上,但效果并不累计。若盔甲无魔法,则必须在添加任何附魔前先添加至少+1增强加值。这些加值和附魔在消耗奥能力池时选择决定,在下次使用此能力前无法更改。这些增强效果在盔甲被魔战士外的其他人穿戴时也无效。
魔战士同时只能以此方式增强一件盔甲。若他再次使用此能力,则先前的效果立即结束。
此能力调整了奥能力池。

盔甲训练(Armor Training, Ex)
3级时,装甲战法师获得盔甲训练,如同战士能力
8级时,她获得盔甲训练2
13级时,她获得盔甲训练3
18级时,她获得盔甲训练4
此能力取代了在3级,18级获得的魔战士奥能以及精通法术战斗。

重甲擅长(Heavy Armor, Ex)
装甲战法师在7级获得此能力而不是13级
此能力调整了重甲擅长。

扩展奥能力池(Expanded Arcane Pool,Su)
14级时,当装甲战法师使用奥能力池时,可以花费+2加值给予盔甲无像,+3加值给予盔甲滑溜或暗影,+5加值给予盔甲高等滑溜和高等暗影。
此能力取代了高等法术战斗。
劇透 -   :
Armored battlemage

Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors, and have developed new methods to magically enhance their armor.
Medium Armor (Ex)
An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium or armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat.
This ability replaces spell combat and alters the medium armor ability.

Arcane Pool (Su)
An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses to a maximum of +5.
Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following armor special abilities: balanced, bitter, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storing.
Adding these special abilities consumes an amount of bonus feats equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus.
An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends.
This ability alters arcane pool.

Armor Training (Ex)
At 3rd level, an armored battlemage gains armor training, as per the fighter ability.
At 8th level, he gains armor training 2.
At 13th level, he gains armor training 3.
At 18th level, he gains armor training 4.
This ability replaces the magus arcana gained at 3rd and 18th levels, and improved spell combat.

Heavy Armor (Ex)
An armored battlemage gains this ability at 7th level instead of 13th.
This ability alters heavy armor.

Expanded Arcane Pool (Su)
At 14th level, the armored battlemage can grant his armor the glamered special ability at the cost of a +2 bonus, the slick or shadow special ability at the cost of a +3 bonus, and the greater slick or greater shadow special ability at the cost of a +5 bonus when using his arcane pool.
This ability replaces greater spell combat.
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【Bastards of Golarion】魔战士变体-绿刺杀手
« 回帖 #12 于: 2017-03-23, 周四 22:57:43 »
绿刺杀手 Greensting Slayer
——“抱歉,楼上的,我比你更垃圾!”

奥能力池(Arcane Pool,Su)
1级时,绿刺杀手可以用一个迅捷动作从她的奥能力池中花费1点来为该轮下一次攻击增加1D6点偷袭伤害。这次攻击必须满足所有的偷袭条件,如同盗贼的职业特性。1级之后每4级,偷袭伤害增加1D6(17级时5D6)。如果绿刺杀手从其他来源获得了偷袭,这些伤害奖励叠加。
绿刺杀手不能使用奥能力池强化她的武器。
此能力调整了奥能力池能力。

反射闪避(Evasion,Ex)
7级时,绿刺杀手获得反射闪避,如同盗贼的职业特性。
此能力取代中甲擅长。

精通反射闪避(Improved Evasion,EX)
13级时,绿刺杀手获得精通反射闪避,如同同名盗贼进阶天赋。
此能力取代重甲擅长。

魔战士奥能 Magus Arcana
除了下文所述魔战士奥能,下列魔战士奥能适合绿刺杀手变体:接近射程(Close Range),快速袭击(Hasted Assault),战技精通(Maneuver Mastery),力池打击(Pool Strike)以及魔法默发化(Silent Magic)

暗影移动(Dark Shifter,Su)
魔战士可以用一个移动动作从她的奥能力池中花费1点来改变一个60尺内具有[黑暗]描述符的持续性法术的目标。新的目标必须在法术范围内,以魔战士等级作为有效施法者等级来决定以魔战士为起点的该效果最大影响距离。如果魔战士正在移动的法术来自另一个生物,魔战士必须通过DC=11+该效果施法者等级的施法者等级检定才能进行移动。失败则浪费了魔战士的这个移动动作,但是不会从她的奥能力池里花费点数。魔战士必须至少6级才可以选择此魔战士奥能。
劇透 -   :
Greensting Slayer
The blending of martial prowess with elven magic has long been a staple of the Blackash Training Grounds in Erages. More than a few who study at Erages Academy follow this path because of the promises of wealth that the city's criminal element makes toward practiced brawlers and smugglers. Greensting slayers have the following class features.

Arcane Pool
At 1st level, a greensting slayer can expend 1 point from his arcane pool as a swift action to add 1d6 points of sneak attack damage to his next melee attack that round. The attack must meet all of the usual prerequisites for making a sneak attack, as the rogue class feature. For every 4 levels beyond 1st, the amount of sneak attack damage dealt by this ability increases by 1d6 (to a maximum of 5d6 at 17th level). If a greensting slayer gets a sneak attack from another source, the bonuses on damage stack.
A greensting slayer cannot use his arcane pool to enhance his weapon.
This ability modifies the arcane pool ability.

Evasion (Ex)
At 7th level, the greensting slayer gains evasion, as the rogue class feature.
This ability replaces medium armor proficiency.

Improved Evasion (Ex)
At 13th level, the greensting slayer gains improved evasion, as the advanced rogue talent of the same name.
This ability replaces heavy armor proficiency.

Magus Arcana
In addition to the magus arcana presented below, the following magus arcana complement the greensting slayer archetype: close range, hasted assault, maneuver mastery, pool strike, and silent magic.

Dark Shifter (Su) The magus can expend 1 point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor within 60 feet. The new target must be within the spell's range, using the magus's level as the effective caster level for the purpose of determining the maximum range the effect can be moved from the magus. If the spell effect the magus is moving originated from another creature, the magus must succeed at a caster level check to reposition the effect (DC = 11 + the effect's caster level). Failure wastes the magus's move action, but does not expend the point from his arcane pool. The magus must be at least 6th level before selecting this arcana.
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【People of the Sands】沙之子民部分专长
« 回帖 #13 于: 2017-03-24, 周五 00:05:17 »
羊面狮身之角 Horn of the Criosphinx (Combat)
先决条件:BAB+6或者武僧6级
专长效果:每当你成功进行了一次冲锋且你双手持用一把双手武器,这次伤害骰计入两倍的力量调整。
通常情况:一个持用双手武器的角色在伤害骰中计入1.5倍力量调整
特殊情况:武僧只要持用一把双手武器或者两手全空,就可以使用这个专长。
劇透 -   :
Horn of the Criosphinx (Combat)
Prerequisite(s): Base attack bonus +6 or monk level 6th.
Benefit(s): Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll.
Normal: A character wielding a two-handed weapon adds 1-1/2 times her Strength bonus to damage rolls.
Special: A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty.
Note: A monk can take any of these feats as bonus feats at the indicated levels. To benefit from the feats, monks must have both hands free and capable of delivering an unarmed strike.
男面狮身之翼 Wings of the Androsphinx (Combat)
先决条件:智力13,御守于攻,精通移位,BAB+1或武僧1级
专长效果:你对抗冲锋时AC获得+2加值。
如果对你冲锋的生物的攻击检定失败了,你可以用一个直觉动作尝试一次移位战技来使你的敌人移位。如果你使用准备动作来攻击一个对你冲锋的生物,你可以在他的冲锋攻击决定之前进行攻击并用一个自由动作来尝试一次移位战技。
劇透 -   :
Wings of the Androsphinx (Combat)
Prerequisite(s): Int 13, Combat Expertise, Improved Reposition, base attack bonus +1 or monk level 1st.
Benefit(s): You gain a +2 bonus to AC against charge attacks.
If a creature charges you and fails its attack roll, as an immediate action you can attempt a reposition combat maneuver to reposition that foe. If you use a readied action to attack a creature charging you, you can roll to attack and then attempt to reposition that creature as a free action before it resolves its charge attack.

注意:以上专长可以在对应的等级被武僧选择作为奖励专长。要获得这些专长的效果,武僧必须空出双手并且可以做出徒手打击。
Note: A monk can take any of these feats as bonus feats at the indicated levels. To benefit from the feats, monks must have both hands free and capable of delivering an unarmed strike.
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【PotS】沙之子民部分法术
« 回帖 #14 于: 2017-03-24, 周五 00:42:06 »
剑刃风暴 Storm of Blades
学派 咒法(创造)
环级 牧师3,魔战士2,术士/法师2
施法时间 标准动作
成分 语言,姿势,材料(一把剑)
范围 近距(25尺+5尺/2CL)
目标 一个生物
持续时间 立即
豁免 无
法术抗力 不可
你创造出一把类型与用于此法术材料成分的剑相同的浮空武器(例如细剑或弯刀),并用魔法驱动它们攻击目标。你每有2个施法者等级就可以创造出一把剑,在10级时最大5把。你和你的目标之间必须有效果线,并且目标必须在法术范围内。你为每把剑做一次远程攻击检定(没有射程增量和近战武器用于远程攻击的惩罚);每次攻击使用相同的重击范围和重击倍率以及伤害骰,如同用于花费的剑的标准类型。以此法术创造的剑会在攻击(或失手)他们的目标后消失。
(这是投掷吧?可以加入力量吗?
劇透 -   :
Storm of Blades
School conjuration (creation); Level cleric 3, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a sword)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You create floating swords of the type used as the material component for this spell (such as a rapier or scimitar) and magically propel them at your target. You can create one sword for every 2 caster levels that you possess, up to a maximum of five swords at 10th level. You must have line of effect between you and the target, and the target must be within the spell’s range. You make a ranged attack roll for each sword (with no penalties for range increments or using melee weapons as ranged weapons); each attack has the same threat range and critical modifier and deals the same damage as a standard sword of the type expended. Swords created by this spell disappear after striking (or missing) their targets.
召唤巨灵,次级
学派 咒法(召唤)
环级 牧师4,术士/法师4,召唤师3,女巫4
施法时间 1轮
成分 语言,姿势,器材/法器(一份至少价值50GP的灯油)
范围 近距(25尺+5尺/2CL)
效果 一个被召唤的巨灵
持续时间 1轮/等级(可消解)
豁免 无
法术抗力 不可
这个法术类似召唤怪物 I,除了你可以召唤1个小巨灵(janni)

召唤巨灵
学派 咒法(召唤)
环级 牧师5,术士/法师5,召唤师4,女巫5
这个法术类似次级召唤巨灵,除了你可以召唤1D3个小巨灵(janni)或者1个风巨灵(djinni)

召唤巨灵,高等
学派 咒法(召唤)
环级 牧师6,术士/法师6,召唤师5,女巫6
这个法术类似次级召唤巨灵,除了你可以召唤1D4+1个小巨灵(janni)或者1D3个风巨灵(djinni)或者1个土巨灵(shaitan)
劇透 -   :
Summon Genie, Lesser
School conjuration (summoning); Level cleric 4, sorcerer/wizard 4, summoner 3, witch 4
Casting Time 1 round
Components V, S, F/DF (an oil lamp worth at least 50 gp)
Range close (25 ft. + 5 ft./2 levels) Effect one summoned genie
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell functions like summon monster I, except you can summon one janni.

Summon Genie
School conjuration (summoning); Level cleric 5, sorcerer/wizard 5, summoner 4, witch 5
This spell functions like lesser summon genie, except you can summon one djinni or 1d3 jann.

Summon Genie, Greater
School conjuration (summoning); Level cleric 6, sorcerer/wizard 6, summoner 5, witch 6
This spell functions like lesser summon genie, except you can summon one shaitan, 1d3 djinni, or 1d4+1 jann.
内在法器 Inner focus
学派 幻术(五官幻觉)
环级 导师2,反圣骑士1,牧师2,德鲁伊2,审判者2,圣骑士1,游侠1
施法时间 标准动作
成分 语言,姿势,法器
范围 个人
目标 自己
持续时间 10分钟/级
豁免 无(无害)
法术抗力 不可
此法术持续时间内,你可以忽视任何你的法术的法器成分(divine focus),这允许你在施展这类法术时不需要持有或展示你的圣徽或邪徽。
劇透 -   :
Inner focus
School illusion (glamer); Level adept 2, antipaladin 1, cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 10 minutes/level
Saving Throw none (harmless); Spell Resistance no
For the duration of this spell, you may ignore any divine focus components of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol.