纯美苹果园

跑团活动区 => 千界树中庭 => 网团活动区 => 无尽回廊 => 主题作者是: 白药君 于 2017-03-12, 周日 17:18:18

主题: 【Blood Of The Beast】《野兽血脉》全变体翻译整理
作者: 白药君2017-03-12, 周日 17:18:18
这本书看着挺有意思但是我觉得还不至于让我有动力翻译 :em021

然而还是手贱把变体私下翻了一大半 :em006,结果发现和@折剑者绯月撞车了,征得同意后继续把《野兽血脉》的变体翻译放出来 :em031

继续求大佬们帮忙捉虫校对润色 :em023 :em023

想看由@折剑者绯月翻译的《野兽血脉》其他资源点【这里】 (http://www.goddessfantasy.net/bbs/index.php?topic=90143.msg840236#msg840236)

想看严肃认真版本的点【这里】 (http://www.goddessfantasy.net/bbs/index.php?topic=90158.msg840339#msg840339)

变体职业目录
原职业          变体          关联种族          备注
术士          九尾裔 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840951#msg840951)          狐妖
种族限定
骑将          主母之牙 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840952#msg840952)          娜迦裔
PFS种族限定
游侠          寻运行者 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840953#msg840953)          灵猴族
PFS种族限定
游荡剑客          疾行快剑 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840955#msg840955)          天狗

女巫          噬厄巫觋 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840956#msg840956)          天狗
PFS种族限定
歌者          红舌 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840957#msg840957)          天狗

审判者          狩魔猎手 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840958#msg840958)          猫族

血脉狂怒者          绝境巡行者 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840960#msg840960)          猫族
PFS种族限定
萨满          机缘萨满 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840962#msg840962)          猫族
PFS不可用
德鲁伊          孽生腐主 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840963#msg840963)          鼠族

战士          巧技斗士 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840964#msg840964)          鼠族

调查员          拾荒技师 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840965#msg840965)          鼠族

通灵者          人柱力 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840966#msg840966)          树蛙人
PFS种族限定
游侠          剧毒射手 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840967#msg840967)          树蛙人

歌者          战绘师 (http://www.goddessfantasy.net/bbs/index.php?topic=90232.msg840968#msg840968)          树蛙人


1,注明【种族限定】的变体职业是在书内明文限定只能用于对应种族
2,注明【PFS种族限定】的变体职业则是在Pathfinder Society的可用资源 (http://paizo.com/pathfinderSociety/rpg/additional)里面标明只能用于对应种族
3,注明【PFS不可用】的变体职业不能用在Pathfinder Society的游戏中。


重大勘误更新
(尚空)
主题: 不要整天抱着岸波白野的老婆来舔拉!(职业本身并不强力)
作者: 白药君2017-03-12, 周日 17:18:55
引述:野兽血脉《Blood of the Beast》

注:以下变体仅适用于狐妖种族角色。

术士变体- 九尾妖狐 八云蓝 九尾裔(Nine-tailed heir)

『尻尾にピーンときました♪』
                                     ——玉藻の前,《Fate Grand Order》


天夏传说里经常提到着有多条尾巴的狐妖,但鲜有人知晓,每一千年仅有一只狐妖具备这种潜质。他们要么是血脉里奔涌着神奇的魔法,要么就是被其一族的守护母神——大狐女 (http://www.goddessfantasy.net/bbs/?topic=56504.msg525035#msg525035)所祝福。因此,能驾驭自己新得尾巴中神秘之力的狐妖大部分都有着魔法的天赋,并成为了所谓的九尾裔。

魔性之尾(Magical Tail):在3级和之后的每4级,九尾裔能得到魔性之尾(ARG)作为奖励专长。如果九尾裔已经有了九条尾巴,那么每次选择该专长时,术士当下最低等级的魔性之尾能力每日使用次数额外增加1次,且该效果不能用在同一魔性之尾能力上。这项能力取代血统法术职业特性。


Nine-tailed heir(Sorcerer Archetype)
Tian stories often tell of kitsune with multiple tails, but not many realize that fewer than one kitsune in every thousand has this potential, and those that do usually have a magical quirk in their blood or have been blessed by their race’s deific matron, Daikitsu. As a result, most that harness the mystic powers of their newfound tails often gain sorcerous powers, becoming nine-tailed heirs. This archetype is available only to kitsune characters.

Magical Tail: At 3rd level and every 4 levels thereafter, a nine- tailed heir gains Magical Tail ARG as a bonus feat. If the nine-tailed heir already has nine tails, each additional time the feat  is  taken,  the sorcerer  gains  one additional daily use of the lowest level Magical Tail ability not already affected by this effect. This ability replaces the bloodline spell class feature.
(http://i.imgur.com/jd6BHDt.jpg)
主题: 送异种武器擅长的骑将,以及骑蛇可以很时髦?
作者: 白药君2017-03-12, 周日 17:19:42
引述:野兽血脉《Blood of the Beast》

骑将变体-主母之牙(First mother’s fang)

『现在,时机已经成熟,我们终将夺回在这个世界里的地位!』
                                     ——盘牙女王法斯琪,《World of Warcraft》


在娜迦传说中,当纳丽尼瓦提 (http://www.goddessfantasy.net/bbs/?topic=56504.msg525035#msg525035)孕育出第一支娜迦裔时,她从中选择了一位作为典范,并教授其学识,文字,和奇门兵器的用法,以便让其更好地作为保镖和信使为自己服务,这就是主母之牙的起源。无论这些楷模人物是否真的从某一娜迦裔那里传承下来,主母之牙的数量随着世代更迭越来越多,同时也不再是主母的全权代表。如今,主母之牙效力的对象是国家本身,在和平时期是作为贵族和统治者,而在战争时期则能化身成熟练的将军和谋士。

本职技能(Class Skills):主母之牙把所有的知识加到本职技能列表中。这调整了骑将的本职技能。

武器和防具擅长(Weapon and Armor Proficiency):主母之牙擅长使用所有的简单和军用武器。此外,主母之牙还可以选择擅长某一异种近战武器和某一异种远程武器。这调整了骑将的武器擅长。

巨蟒坐骑(Serpent Mount,Ex):和普通骑将的一般选择有所不同,主母之牙的坐骑必须是巨蟒大蛇。此坐骑的数据如同德鲁伊的蟒蛇(Snake, Constrictor)动物伙伴,然而其可以作为合适坐骑,以及在1级时其体型变成大型,但其能力和属性不会因为该体型变化而得到调整。在考虑其负载能力时,巨蟒坐骑视作四足型生物。其基础陆地速度是40尺,而其他速度不变。4级时,巨蟒坐骑不会在体型上得到增加,但如常获得4级时的其他好处。这调整了骑将的坐骑。

荣誉战士(Honored Warrior,Ex):主母之牙应当在战时成为军事领袖引领胜利,而在平时则化身统治者处理政务。因此,其必须精通战争之艺和政治之巧。1级时,他获得寓守于攻(Combat Expertise)作为奖励专长。同时如果主母之牙的智力属性低于13,那在满足需要先决条件包含寓守于攻的战斗专长时,视作其智力属性已经达到13。

在2级,8级,和15级时,主母之牙获得一项侠客的社交天赋和奖励战斗专长。主母之牙可选的侠客社交天赋包括熟人价(celebrity discount),众人敬仰(celebrity perk),声誉(renown),高级声誉(great renown),超卓声誉(incredible renown),如鱼入水 (Instant Recognition),忠诚助手(loyal aid),社会人之优雅(social grace)和英雄归来(triumphant return),并在决定其是否满足这些天赋的先决条件以及计算效果时,将其职业等级视作有效侠客等级。主母之牙可以同时获得声誉(renown)带来的态度上升和威吓加值,如同他同时处于社交和侠客身份一般。在选择社会人之优雅(social grace)的技能时,主母之牙必须从以下技能中选择:估价,唬骗,交涉,威吓,知识(地理、历史、本地、贵族),表演,专业(士兵),察言观色。在判断社会人之优雅(social grace)时主母之牙永远视作处于社交身份,尽管其同时也能获得声誉(renown)中两个身份带来的好处。当主母之牙选择奖励战斗专长时,他只能选择那些以寓守于攻作为先决条件的战斗专长。

这项能力取代了骑士道。

First mother’s fang( Cavalier Archetype)
Nagajor legend states that when  Nalinivati  created the first nagaji, she chose a paragon of their kind to instruct in the use of exotic weapons, lore, and words so the creature could best serve her as a bodyguard and emissary: the original first mother’s fang. Whether or not these paragons descend from a single nagaji, first mother’s fangs of Nagajor have expanded their numbers over the generations, and they no longer speak with the full authority of the First Mother. In modern times, a first mother’s fang acts as a servant of his nation, a skilled general and tactician in times of war and a noble governor during times of peace.

Class Skills: A first mother’s fang adds all Knowledge skills to his list of class skills. This alters the cavalier’s class skills.

Weapon and Armor Proficiency: A first mother’s fang is proficient with all simple and martial weapons. Additionally, a first mother’s fang is proficient in one exotic melee weapon of his choice and one exotic ranged weapon of his choice. This alters the cavalier’s weapon proficiencies.

Serpent Mount (Ex): Instead of the usual choices for a cavalier’s mount, first mother’s fangs ride on giant riding constrictors. These use the statistics of the constrictor snake druid animal companion, except that they are suitable mounts and begin as size Large at 1st level with no other adjustments to their abilities or statistics based on this size change. A serpent mount is considered to be a quadruped for the purpose of determining its carrying capacity, and its base land speed is 40 feet (other speeds are unaffected). At 4th level, a giant riding constrictor doesn’t increase in size again, but it does receive all the other usual 4th-level benefits. This alters mount.

Honored Warrior (Ex): A first mother’s fang is expected to act as a military leader in wartime and a governor in peace time, and as a result, he must be versed both in the martial and political arts. At 1st level, he gains Combat Expertise as a bonus feat, and if his Intelligence score is less than 13, it counts as 13 for the sole purpose of meeting the prerequisites of combat feats that require Combat Expertise as a prerequisite. At 2nd, 8th, and 15th levels, the first mother’s fang gains a vigilante social talent and a bonus combat feat. When selecting his vigilante social talent, a first mother’s fang can select celebrity discount, celebrity perks, great renown, incredible renown, instant recognition, loyal aid, renown, social grace, or triumphant return. He treats his cavalier level as his effective vigilante  level  when  determining whether he meets a talent’s prerequisites, as well as its effects. He gains the improved attitude and Intimidate bonuses from renown as if he were in both social and vigilante identities. When selecting skills with social grace, he must choose from the following list: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (geography, history, local, or nobility), Perform, Profession (soldier), or Sense Motive. He is always considered to be in his social identity for the purpose of social grace (though he continues to receive the benefits for both identities from renown). When selecting his bonus combat feat, he can choose from only combat feats that list Combat Expertise as a prerequisite.This ability replaces order.
(http://i.imgur.com/EZs39BV.jpg)
主题: 旅行修行两不误(游侠+杀手的感觉)
作者: 白药君2017-03-12, 周日 17:20:28
引述:野兽血脉《Blood of the Beast》

游侠变体-寻运行者(Fortune-finder)

『世界那么大,我想去看看』
                                     ——佚名心理教师,河南省实验中学


灵猴族经常为了满足自己对故土以外神秘境地的好奇心而离家云游,以在旅途中寻求自己的命运所在。而这些刺激追寻者中最为熟练的则被称为修习者(ba-sadhaks,应该是取现实中Sādhaka的意思,修习者),或者寻运行者。这些在格拉里昂到处探索和发现的探险家之所以能获得如此成就,很大程度上是因为他们对其中技艺秘而不宣,因此非灵猴族的寻运行者非常罕见。

蛮荒探险家(Hinterlander,Ex):寻运行者可以将其1/2职业等级(至少为1)加到所有的攀爬和游泳检定上。这项能力替代追踪。

弹性学习(Adaptable Study,Ex):4级时,寻运行者能让自己适应全新的环境和敌人。当位于非偏好地形上时,寻运行者在先攻,知识(地理),察觉,隐匿和生存检定上获得+1加值。并且在这些地形上旅行时不会留下任何痕迹并且无法被追踪,但是他也可以刻意留下痕迹。除此之外,寻运行者能通过一个移动动作研究单一可见目标。然后在针对该目标的唬骗,知识,察觉,察言观色和生存的检定上获得加值,同时在针对该目标的攻击和伤害上也能获得同样加值。该加值等同于寻运行者加值最高宿敌加值的一半。寻运行者无法对其弹性学习的研究对象进行未受训的知识检定。从弹性学习能力获得的加值不和宿敌能力加值叠加。寻运行者一次只能研究单一生物。这项能力替代猎手羁绊。

开拓者(Trailblaze,Ex):7级起,寻运行者能以正常速度通过任何困难地形,然而仍受到出于阻碍行动而通过魔法操纵或影响的困难地形所影响。这项能力替代穿林步。

速学(Fast Study,Ex):11级起,寻运行者能以迅捷动作或移动动作使用弹性学习研究单一对手,同时保持上一个研究对手的弹性学习加值。19级的时候,他能以即时动作,迅捷动作或移动动作使用弹性学习能力,并且同时保持对至多三个研究对手的弹性学习加值。这项能力替代狩猎目标和高等狩猎目标。

大冒险家(Master Explorer,Ex):20级的寻运行者成为了一位大冒险家。他能以全速穿过任何限制行动的地形,即使这个地形是出于阻碍行动的目的被魔法操纵或影响的也是如此。以一个整轮动作,寻运行者可以对一个已经用弹性学习研究过的可见目标再进行一次研究,并把弹性学习得到的加值提升到等同于宿敌的全额加值。这项能力替代狩猎大师。


Fortune-finder(Ranger Archetype)
Vanaras often leave home to seek fortune and sate their curiosity regarding the mysterious lands that lie beyond their native territories. The most skilled of these thrill- seekers are called ba-sadhaks, or fortune-finders. So successful have these canny explorers been at exploring Golarion at large that the secrets of their success are closely guarded, resulting in only extremely rare non- vanaran fortune-finders.

Hinterlander (Ex): A fortune-finder adds 1/2 his level (minimum 1) on all Climb and Swim checks. This replaces track.

Adaptable Study (Ex): At 4th level, a fortune-finder can adapt and orient himself to new environments and new enemies. He gains a +1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks whenever he is in a terrain he hasn’t selected as one of his favored terrains. He leaves no trail and can’t be tracked in any such terrain (though he can leave a trail if he so chooses). In addition to this, the fortune-finder can study an opponent he can see as a move action. He then gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, as well as on weapon attack and damage rolls against it. The bonus is equal to half the fortune-seeker’s highest favored enemy bonus. A fortune-finder can’t attempt Knowledge checks untrained to identify an opponent he has studied with adaptable study. Bonuses from adaptable study don’t stack with those from the favored enemy ability. The ranger can study only a single target at a time. This ability replaces hunter’s bond.

Trailblazer (Ex): Starting at 7th level, a fortune- finder can move through any sort of difficult terrain at his normal speed. Terrain that is enchanted or magically manipulated to impede movement, however, still affects the fortune-finder. This ability replaces woodland stride.

Fast Study (Ex): Beginning at 11th level, a fortune-finder can study an opponent using adaptable study as a swift or move action.  In  addition to  this,  he  can maintain bonuses from  adaptable study  against one additional opponent. At 19th level, he can study an opponent using adaptable study as an immediate, swift, or move action and can maintain the bonuses from adaptable study against a total of three opponents. This ability replaces quarry and improved quarry.

Master Explorer (Ex): A fortune-finder of 20th level becomes a master explorer. He can move through any sort of terrain that impedes movement at his full speed, even if it is enchanted or magically manipulated to impede motion. As a full-round action, he can study one opponent he can see and has already studied with adaptable study, increasing the benefits he gains from that ability to equal his full favored enemy bonus. This ability replaces master hunter.
(http://i.imgur.com/IkCCBLR.jpg)
主题: 都市剑客,跑酷翻滚侠忍者风,非常的酷酷(但是几乎也只剩下酷酷了)
作者: 白药君2017-03-12, 周日 17:21:35
引述:野兽血脉《Blood of the Beast》

游荡剑客变体-疾行快剑(Courser)

『且随疾风前行,身后亦须留心』
                                     ——疾风剑豪亚索,《League of Legends》


许多天狗对其缺少翅膀这一事实仍感到苦涩无比,而其中仅有少数学习到了能让自己重获飞行之力的魔法。而有些居住在格拉里昂大城市的天狗则开发出了属于他们自己的“飞行”窍门。疾行快剑穿行于屋檐之上,疾驰于墙垣之间,腾跃于楼台之隙,一举一动都挥洒着自如和优雅。这些冒失鬼为了领地之争时有冲突,同时也敢于对强敌大肆掠夺,并深信比起剑术其出类拔萃的速度和机动性更能让自己化险为夷。

灵活身法(Swift Target,Ex):1级时,疾行快剑获得闪避(Dodge)作为奖励专长,即使他不满足其先决条件也是如此。同时只要疾行快剑至少还有1点时髦,而且身无披甲或者只穿轻甲,他的基础速度增加5尺。这项能力替代炫技适时格挡反击(opportune parry and riposte)。

机敏趾尖(Nimble Toes,Ex):3级时,疾行快剑只要在他的回合内移动了至少20尺,从机敏职业特性中获得的AC加值额外增加1,然而如果其在自己的回合内移动不足10尺,其机敏特性获得的AC加值减少1。该效果持续到疾行快剑下一轮开始前为止。这项能力调整了机敏。

炫目身法(Confounding Target,Ex):4级时,疾行快剑获得跳跃攻击(Spring Attack)作为奖励专长,即使他不满足其先决条件也是如此。同时只要疾行快剑至少还有1点时髦,而且身无披甲或者只穿轻甲,他的基础速度增加10尺而不是5尺。这项能力替代4级时获得的奖励专长。

炫技(Deeds):疾行快剑获得以下炫技,同时替代掉对应炫技:

飞檐走壁(Wall Run,Ex):3级时,疾行快剑能消耗1点时髦,以在该回合内得以在垂直表面上水平移动。他只有在身无披甲或者只穿轻甲的情况下才能使用该炫技,而且回合内移动结束时的位置必须处于坚实地面,否则就会失足坠落。疾行快剑也能通过该炫技在垂直表面上向上移动,但需要花费移动10尺的速度才能移动5尺距离。此炫技替代威胁剑舞(Menacing Swordplay)炫技。

身轻如燕(Impossible Leap,Ex):7级时,只要疾行快剑至少还有1点时髦,而且身无披甲或者只穿轻甲,他在所有跳跃的特技检定上获得等同于其职业等级的加值。同时其能以直觉动作消耗1点时髦往任意选定方向跳跃10尺。该炫技对于其他增加额外跳跃动作或在跳跃中改变方向的能力同样适用。如果将该炫技用于应对攻击,其如同闪避派头(dodging panache)炫技一般运作,但此时疾行快剑可以移动10尺距离。此炫技替代迅捷佯攻(superior feint)炫技

快剑无踪(Swift Strikes,Ex):11级时,疾行快剑能在使用跳跃攻击(Spring Attack)专长时消耗1点时髦以同时针对两个目标发动攻击。他投一次攻击骰,并把结果和两个目标各自的防御等级单独比较。包括重击或者武器属性等所带来的额外伤害仅对第一个目标生效。而未成为该次攻击的其他目标仍然可以针对疾行快剑的移动进行借机攻击。此炫技替代伤口出血(bleeding wound)炫技。


Courser (Swashbuckler Archetype )
Many tengus still hold some bitterness at their lack of wings, and while a small number cultivate enough magic in themselves to recall the gift of flight, those tengu denizens of Golarion’s greatest cities have refined their own way to fly. Coursers move with grace and ease, racing across rooftops, dashing up walls, and clearing vast gaps between buildings. These daredevils clash for territory and rob vastly superior enemies, trusting in their incredible speed and mobility to keep them safe rather than resorting to swordplay.

Swift Target (Ex): At 1st level, the courser gains Dodge as a bonus feat even if she does not meet the prerequisites. As long as she has at least 1 panache point and is wearing light armor or no armor, her base speed increases by 5 feet. This ability replaces the swashbuckler’s opportune parry and riposte deeds.

Nimble Toes (Ex): At 3rd level, the AC bonus gained from the nimble class feature increases by 1 as long as the courser moves at least 20 feet during her turn, though it is reduced by 1 if she does not move at least 10 feet on her turn. These modifiers last until the beginning of the courser’s next turn. This ability modifies nimble.

Confounding Target (Ex): At 4th level, the courser gains Spring Attack as a bonus feat even if she does not meet the prerequisites. As long as she has at least 1 panache point and is wearing light armor or no armor, her base speed increases by 10 feet rather than 5 feet. This ability replaces the bonus feat gained at 4th level. Deeds: A courser gains the following deeds, each of which replaces an existing deed.

Wall Run (Ex): At 3rd level, the courser can run horizontally across vertical surfaces for 1 round by spending 1 panache point. She can perform this deed only while wearing light armor or no armor, and she must end her movement for the round on solid ground or else fall prone. The courser can use this deed to run straight up vertical surfaces as well, but every 5 feet up counts as 10 feet of movement. This deed replaces menacing swordplay.

Impossible Leap (Ex): At 7th level, as long as the courser has at least 1 panache point and is wearing light armor or no armor, she adds her swashbuckler level on all Acrobatics checks to jump. She can spend 1 panache point as an immediate action to jump 10 feet in the direction of her choice. This ability can be used to extend another jump or change direction mid-jump. If used in response to an attack, this deed functions as the dodging panache deed, but it allows the courser to move 10 feet. This deed replaces the superior feint deed.

Swift Strikes (Ex): At 11th level, the courser can spend 1 panache point to target two separate creatures when she uses the Spring Attack feat. She rolls the attack once and compares the result to each target’s Armor Class separately. Additional damage—such as from a critical hit or weapon property—applies to only the first target struck. Her movement still provokes attacks of opportunity normally from any creature she doesn’t attack. This deed replaces the bleeding wound deed
(http://i.imgur.com/dNn5xFQ.jpg)
主题: 所以天狗的本体原来是喜鹊而不是乌鸦吗!
作者: 白药君2017-03-12, 周日 17:22:17
引述:野兽血脉《Blood of the Beast》

女巫变体-噬厄巫觋(Jinx witch)

『女巫往来宫中,教美人度厄,每屋辄埋木人祭祀之』
                                                             ——司马光,《资治通鉴》


天狗之所以常被当作好运的象征,其传说源自7000年前统一天夏的伟大帝国,是时天狗仍是一群迷信而且轻浮的家伙,居住在大陆中心的山岳地区。噬厄巫觋精于不留痕迹地招灾降祸,而且在欺骗敌人的同时也能把盟友耍得团团转。虽然噬厄巫觋没有任何能真正去祸免灾的能力,但其独特的天赋却让他人对此深信不疑。不过随着天狗在四散分布到世界各地以及随之而来的文化融合,这项古老传统已经久被遗忘。但仍有凤毛麟角的天狗依然在坚持这种用于误导以及降厄的奇门方术。噬厄巫觋的庇护主通常是欺瞒(Deception),阴影(Shadow)和诡计(Trickery)。

本职技能:噬厄巫觋把唬骗,易容和察言观色加到本职技能列表中。这调整了女巫的本职技能列表。

咒法觉知(Spell Awareness,Ex):噬厄巫觋精于分辨加诸己身的敌性法术及效果。他在进行针对以自己为目标的法术进行法术辨识时能获得等同于1/2职业等级的加值。

食厄(Jinx-Eating,Su):2级时,噬厄巫觋学会了如何吸收,或者“吃掉”以自己为目标的魔法效果。如果噬厄巫觋成为某一敌性法术的目标,且该法术其效果能通过成功的意志或强韧豁免无效的话,那么在噬厄巫觋成功通过豁免时,他能以一个直觉动作吞噬这个法术的能量。噬厄巫觋以该方法吞噬了一个“厄”后,接下来他在施放准备好的一个法术时,视作其施法者等级额外增加1。如果被吞噬的法术和该法术属于同一学派,则视作其施法者等级额外增加2。噬厄巫觋每次只能同时保存一份被吞噬的法术能量。噬厄巫觋每天可以使用该能力的次数等同于3+其智力修正。如果噬厄巫觋要用该能力吞噬的法术其目标多于1人或者是一个区域效果,则他要消耗2次每日使用次数,同时所有受到该法术效果影响的目标或生物都可以在各自的豁免检定上得到+2加值。如果噬厄巫觋1小时内都没有使用被吞噬的法术能量,则该法术能量会无害消散。该能力替代2级时获得的巫术。

鲸吞厄祸(Jinx-Gorging,Su):6级时,如果噬厄巫觋通过食厄能力所吞噬的法术与其下一个施放的法术属于同一学派,且施放的法术其环级等于或低于被吞噬的法术的话,则噬厄巫觋在施放该法术时不会消耗准备好的法术位。他无法将超魔或其他会改变其有效环级的效果应用到正在施放的法术上。这项能力替代了6级时获得的巫术。

厄祸盛宴(Jinx-Feast,Su):10级时,当噬厄巫觋使用其食厄能力时,他可以将被吞的法术以类法术能力的形式施放出来,并使用其职业等级作为有效施法者等级,同时加上其智力修正以决定该类法术能力的豁免DC。如果被吞噬的法术不在噬厄巫觋的法术列表上,或是噬厄巫觋尚不能施放对应环位法术的话,则他必须成功通过一个DC=20+法术环级的专注检定才能使用该能力。如果没能通过检定则不会产生任何效果,同时失去该类法术能力。这项能力替代10级时获得的强力巫术。

建议巫术:凶兽(Beast of Ill-Omen, UM),邪眼(Evil Eye),祈福(Fortune),降祸(Misfortune)。
建议强力巫术:鬼眼(Hag's Eye),报偿(Retribution),蜡像(Waxen Image)
建议高等巫术:死咒(Death Curse),凶兆(Dire Prophecy),天灾(Natural Disaster)。


Jinx Witch (Witch Archetype )
The common perception of tengus as good luck charms has its roots in the first great empire to unify Tian Xia 7,000 years ago, when tengus were superstitious and skittish folk inhabiting the continent’s central mountain ranges. Jinx witches specialize in calling down subtle misfortunes and deceiving enemies and allies alike. While they lack any ability to truly eliminate bad luck, they are uniquely gifted at making others believe otherwise. Many of these ancient traditions have been forgotten as tengus spread across the world and assimilated into other cultures, but a rare few tengus still practice this curious art of misdirection and dealing in ill fortune. A jinx witch’s patron is normally Deception, Shadow, or Trickery.

Class Skills: A jinx witch adds Bluff, Disguise, and Sense Motive to her list of class skills. This alters the witch’s class skills.

Spell Awareness (Ex): A jinx witch is skilled at identifying hostile spells and effects that target her. She adds 1/2 her witch level to Spellcraft checks to identify spells being cast if she is targeted by the spell.

Jinx-Eating (Su): At 2nd level, a jinx witch learns to absorb (or “eat”) antagonistic magical effects targeting her. If a jinx witch succeeds at a Will or Fortitude saving throw that negates a hostile spell effect, she can consume the spell energy as an immediate action. The witch treats her caster level as 1 higher when casting the next prepared spell she casts after eating a jinx in this manner. If the spell cast is of the same school as the eaten spell, the witch instead treats her caster level as 2 higher. A jinx witch can store only one eaten spell at a time, and can use this ability a number of times each day equal to 3 + her Intelligence modifier. If the jinx witch uses this ability to eat a spell that targets more than one creature or that creates an area of effect, it uses 2 of her daily uses of the ability and all other targets or creatures in the area of effect receive a +2 bonus on their respective saving throws. If the jinx witch does not use the bonus provided by an eaten spell within 1 hour, the stored energy dissipates harmlessly. This ability replaces the witch’s hex normally gained at 2nd level.

Jinx-Gorging (Su): At 6th level, when the jinx witch applies a bonus from a spell consumed with her jinx-eating ability to a spell of the same school as the eaten spell, and of the same or lower spell level, she does not expend the prepared spell slot. She cannot affect the spell with metamagic or other effects that would change its effective spell level. This ability replaces the hex normally gained at 6th level.

Jinx-Feast (Su): At 10th level, when the jinx witch uses her jinx-eating ability, she also gains the ability to cast the eaten spell as a spell-like ability, using her witch level as her caster level and her Intelligence modifier to determine the spell-like ability’s saving throw DC. If the eaten spell is not on her spell list or is of a spell level higher than the witch is capable of casting herself, she must succeed at a concentration check (DC = 20 + the spell’s level) in order to cast it; failing this check results in the loss of the spell-like ability with no effect. This ability replaces the major hex gained at 10th level.

Hexes: The following witch hexes complement the jinx witch archetype: beast of ill omen UM , evil eye, fortune, and misfortune.

Major Hexes: The following major hexes complement the jinx witch archetype: hag’s eye, retribution, and waxen image.

Grand Hexes: The following grand hexes complement the jinx witch archetype: death curse, dire prophecy, and natural disaster.
(http://i.imgur.com/530QnQY.jpg)
主题: 集体上盗贼天赋貌似很好玩,就是比较晚才能拿
作者: 白药君2017-03-12, 周日 17:23:01
引述:野兽血脉《Blood of the Beast》

歌者变体-红舌(Red tongue)

『推测可不是一种好的投资方式,同样也不是一种好的政治手段』
                                                                    ——雷蒙德,《纸牌屋》


在昆莱 (http://www.goddessfantasy.net/bbs/index.php?topic=57614.msg533203#msg533203)这个新兴的天狗国度,政客们关于如何统治和引导千年来一直向其他国家俯首称臣的民众的争辩永无休止。而天狗本身追求一夜繁荣以及善于修辞的天性更是让这场辩论越发复杂。因此该环境下的政治俱乐部都是被热血的煽动者所主导——同伴们都会礼貌地称呼他们为红舌。红舌通过在明地煽动情绪以及暗中行使魔法以掌控政坛。大部分在长山的政治辩论都以暴力的斗殴和大胆的决斗告终。

大演讲家(Great Orator):红舌只能通过表演(演讲)来启动其战怒之歌的表演能力。同时在2级时,红舌在选择多才多艺表演技能时必须选表演(演讲)。这调整了战怒之歌和多才多艺能力。

播种纷争(Seed of Discord,Su):红舌那激进的愿景激发了本能深处的知识,并将奥术力量注入到自己的声明和谴责里。红舌在达到对应等级时能获得以下奖励法术:1级,丧志术(doom)(原文是”doom,APG”,怀疑大麻);2级,严加斥责(Castigate,APG);3级,魅惑怪物(charm monster);4级,谴责(denounce,APG);5级,高等命令术(greater command);6级,群体鹰之威仪(mass eagle’s splendor)。

激怒(Rile,Ex):红舌非常擅长激怒对方以让其采取行动,即使对其一无所知也是如此。他在进行欺骗或出于隐藏自身动机的唬骗检定以及通过威吓让生物改善态度的检定上获得等同于1/2的职业等级加值。这项能力替代逸闻知识(bardic knowledge)。

盗贼天赋(Rogue Talents,Ex):7级时,红舌可以选择一项盗贼天赋,并将其职业等级视作盗贼等级。他无法选择那些先决条件里包含红舌所不具有的职业特性的盗贼天赋,或是那些对其不具有的职业特性造成修改的盗贼天赋,比如偷袭等。同时他必须满足所选天赋的全部先决条件。在7级之后的每5级,红舌可以获得一项新的盗贼天赋。这项能力替代其能在7级,12级,和17级获得的多才多艺。

狡诈辞令(Duplicitous Rhetoric,Su):7级时,当红舌启动战怒之歌时,他能选择单一已知的盗贼天赋,并将其赋予所有处于其激发狂暴效果影响下的生物。如果该盗贼天赋有每天使用次数限制,那每一个被赋予该盗贼天赋的生物只能使用1次该天赋并且在24小时内无法再从战怒之歌里面获得额外使用次数,即使红舌停止演奏然后重新启动战怒之歌也不行。


Red tongue (Skald Archetype )
In the young tengu nation of Kwanlai, politicos argue endlessly over how best to rule and guide a people who have been parasites and vassals to other nations for millennia. The tengu tendency toward dramatic flourishes and rhetoric only complicates this debate, creating an environment in which political clubs led by hot-blooded firebrands—referred to as red tongues in polite company—dominate the political scene by swaying emotions in the moment and wielding magic in the shadows. Many political debates in Hisuikarasu end in violent brawls or daring duels.

Great Orator: A red tongue can activate his raging song performances only by using the Perform (oratory) skill. He must select Perform (oratory) as his versatile performance choice at 2nd level. This ability modifies the raging song and versatile performance abilities.

Seed  of  Discord  (Su):  The  fiery outlook  of  the  red  tongue imparts instinctual knowledge to  invest  arcane  energy into  his  proclamations and denouncements. The red tongue gains the following bonus spells known as he reaches the appropriate level to cast each spell: doom APG (1st), castigate APG (2nd),  charm  monster (3rd), denounce APG (4th), greater command (5th), mass eagle’s splendor (6th).

Rile (Ex): The red tongue is particularly skilled at provoking others to action, even when ignorant on a subject. He adds 1/2 his skald level on Bluff checks to deceive or conceal his motives and on Intimidate checks to improve a creature’s attitude. This ability replaces bardic knowledge.

Rogue Talents (Ex): At 7th level, the red tongue learns a rogue talent of his choice, treating his skald level as his rogue level. He cannot select a talent that requires or modifies a class feature he does not have (such as sneak attack), and he must meet all other prerequisites. For every 5 skald levels beyond 7th, he gains a new rogue talent. This ability replaces the versatile performance selections normally gained at 7th, 12th, and 17th levels.

Duplicitous Rhetoric (Su): At 7th level, when a red tongue begins a raging song, he can select a single rogue talent he knows and grant it to all creatures under the influence of his inspired rage. If a rogue talent is limited to a certain number of uses per day, each creature affected is limited to a single use and cannot gain additional uses from a raging song for 24 hours, even if the red tongue ends his raging song and starts again.
(http://i.imgur.com/JNLp5eb.jpg)
主题: 有秘示域的审判,可以开发出更多奇奇怪怪的玩法了呢~
作者: 白药君2017-03-12, 周日 17:23:41
引述:野兽血脉《Blood of the Beast》

审判者变体-狩魔猎手(Ravener hunter)

『 Warriors of the night, assemble! 』
                                                             ——泰兰德·语风,《Warcraft》


纵观整个莽吉荒原,安加赞(Angazhan) (http://www.goddessfantasy.net/bbs/?topic=54222.msg501207#msg501207)的邪教正以恶魔的力量以及放肆的虐杀污染这片远古的丛林。世代以来,穆拉斯芙(Murraseth)的猫人对此邪教满怀憎恶并将其视作首要大敌,同时也相信着把劫掠之王的爪牙从主物质界驱逐干净就是他们的神圣义务。

阵营限制:任何非邪恶

自然伟力(Charged by Nature):狩魔猎手得到的并非来自某一特定神祇的庇佑,而是来自莽吉的精魂的加护,以把显现的邪恶完全根除。1级时,狩魔猎手从下列的秘示域中选择一个:先祖(ancestor UM),战斗(battle APG),烈焰(Flame APG),苍天(Heavens APG),生命(Life APG),月亮(Lunar,月之血脉28页),自然(Nature APG),太阳(Solar,Harrow Handbook 26页),岩石(Stone APG),时间(Time UM),火山(volcano,Anvil of Fire 72页),波涛(Waves APG),流风(Wind APG),林木(Wood APG),并且从所选的秘示域里面获得一个启示。狩魔猎手必须满足启示的先决条件,并将其职业等级视作有效先知等级以决定启示的效果。同时狩魔猎手永远也没法满足额外启示(Extra Revelation APG)专长的先决条件。他在第8级的时候从所选秘示域获得第二个启示。这项能力替代领域。

神圣魔法(Holy Magic):狩魔猎手将牧师法术列表里面所有具有善良描述符的6环及更低的法术加入到其法术列表内,同时环级不变。如果某一法术同时出现在牧师法术列表和审判者法术列表内,以其中环位最低的为准。他无法施放带有混乱,邪恶,或者守序描述符的法术,即使是通过法术触发型或者法术完成型物品也不行。这项能力调整了审判者的施法。

恶魔猎人(Demon Hunter):3级时,狩魔猎手得到恶魔猎手(Demon Hunter,内海世界指南286页)作为奖励专长,并忽略其先决条件。他同时在辨识任何具有恶魔子领域的神祇信徒的知识(宗教)检定上获得+2加值。如果狩魔猎手成功辨识出这类神祇的信徒,则在对他们的攻击和克服法术抗力的施法者等级检定上获得+2士气加值。这项能力替代3级时获得的团队专长。

独行战术(Solo Tactics,Ex):狩魔猎手在6级而不是3级才能获得这项能力。


Ravener hunter (inquisitor Archetype )
Throughout the Mwangi Expanse, cults of Angazhan pollute the pristine jungle with demonic influence and wanton bloodshed. For generations, the catfolk of Murraseth have viewed such faiths with loathing and hatred, and they believe it is their sacred duty to hunt down the followers of the Ravener King and expel them from the Material Plane.

Alignment: Any nonevil.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor UM , battle APG , flame APG , heavens APG , life APG , lunar (Pathfinder Player Companion: Blood of the Moon 28), nature APG , solar (Pathfinder Player Companion: Harrow Handbook 26), stone APG , time UM , volcano (Pathfinder Adventure Path #95: Anvil of Fire 72), waves APG , wind APG , or wood UM . She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation APG feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items. This ability alters the inquisitor’s spells.

Demon Hunter: At 3rd level, a ravener hunter gains Demon Hunter (Pathfinder Campaign Setting: The Inner Sea World Guide 286) as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon APG subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity. This ability replaces the teamwork feat gained at 3rd level.

Solo Tactics (Ex): A ravener hunter gains this ability at 6th level instead of 3rd level.
(http://i.imgur.com/7hrS8TC.jpg)
主题: 血怒+通灵,貌似兼1级收益很可观的样子(但是职业能力太多大麻了,等待勘误)
作者: 白药君2017-03-12, 周日 17:24:42
引述:野兽血脉《Blood of the Beast》

血脉狂怒者变体-绝境巡行者(Prowler at world’s end)

『 感受自然的愤怒! 』
                     ——丛林守护者,《炉石传说》


根据远古的猫人传说,他们这一族是为了保护世界不被世界边缘的危险力量所伤害而被创造出来的。许多猫人血脉狂怒者都有着和古老创世精魂沟通的能力,同时也肩负起了这项有着悠久岁月的传统。

血脉(Bloodline):绝境巡行者必须选择命运血脉。

英灵(Spirit):1级时,绝境巡行者获得降灵创世精魂的能力,因此得到了通灵者的英灵能力和灵力奔涌能力(异能冒险30,31页)。绝境巡行者可以降灵的对象有:猎豹(cheetah,等同于诡术师),美洲豹(leopard,等同于守护者),狮子(lion,等同于统帅),猛虎(tiger,等同于勇士)。绝境巡行者无法降灵大法师和大祭司职阶。这些英灵的偏好区域是祭坛,教堂,圣林,以及神龛。这些英灵的禁忌要求绝境巡行者憧憬自然,并且尝试摧毁或者无力化任何遭遇到的邪恶。

绝境巡行者在1级时获得次级英灵之力,在8级时获得中等英灵之力,16级的时候获得高等英灵之力。而绝境巡行者从灵力奔涌里面获得的加值永远不超过1d6。

这项能力替代了1级,8级和16级的狂血之力。

狂血之力(Bloodline Powers):4级时,绝境巡行者才能获得本来1级能获得的狂血之力。9级时,他才能获得到本来4级能获得的狂血之力。12级时,他才能获得到本来8级能获得的狂血之力。15级时,他才能获得到本来12级能获得的狂血之力。20级时,他才能获得本来16级能获得的狂血之力。这项能力调整了4级,16级和20级的狂血之力,同时替代了9级,15级的血脉专长。

精魂之选(Chosen of the Spirits,Su):11级起,只要绝境巡行者进入血怒,他可以选择获得野兽形态 IV的效果以取代通常大血怒中获得的血脉狂怒者法术效果。他必须变化成和附身英灵对应的大猫形象:猎豹,美洲豹,狮子和猛虎。该效果持续时间等同于绝境巡行者血怒的持续时间,而不是通常的持续时间,同时并不会消耗当日法术位。这项能力调整了大血怒和强力血怒。

化形施法(Shapeshifted Spellcasting,Su):12级时,绝境巡行者能在精魂之选的形态下施放法术。这项能力如同自然施法(Natural Spell)专长一样运作,除了绝境巡行者是可以处于精魂之选的状态下施法而不是自然形态。这项能力替代12级的血脉专长。


Prowler at world’s end (Bloodrager Archetype )
Ancient catfolk legends claim their kind was created to protect the world from the sinister forces that exist at the world’s fringes. Many catfolk bloodragers capable of communing with the ancient spirits of creation take on the burden of this ancient tradition.

Bloodline: A prowler at world’s end must choose the destined bloodline as his bloodline.

Spirit: At 1st level, a prowler at world’s end gains the ability to channel the spirits of creation, granting him the medium’s spirit and spirit surge abilities (Pathfinder RPG Occult Adventures 30–31). A prowler channels the cheetah (which acts as the trickster), the leopard (which acts as the guardian), the lion (which acts as the marshal), and the tiger (which acts as the champion). The prowler does not have access to the archmage or hierophant legends. The favored locations for these spirits are altars, churches,  sacred groves, and shrines, and their taboo requires the prowler to strongly revere nature and attempt to either destroy or incapacitate evil wherever he encounters it. A prowler at world’s end gains his spirit’s lesser power at 1st level, its intermediate power at 8th level, and its greater power at 16th level. A prowler’s spirit surge bonus never advances beyond 1d6. This ability replaces the 1st-, 8th-, and 16th-level bloodline powers.

Bloodline Powers: At 4th level, a prowler at world’s end gains the bloodline power normally granted by his bloodline at 1st level. At 9th level, he gains the bloodline power normally granted by his bloodline at 4th level. At 12th level, he gains the bloodline power normally granted by his bloodline at 8th level. At 15th level, he gains the bloodline power normally granted by his bloodline at 12th level. At 20th level, he gains the bloodline power normally granted by his bloodline at 16th level. This ability alters the 4th-, 16th-, and 20th-level bloodline powers and replaces the 9th-level and 15th-level bloodline feats.

Chosen of the Spirits (Su): At 11th level, whenever a prowler at world’s end enters a bloodrage, he can apply the effects of beast shape IV to himself instead of using greater bloodrage or mighty bloodrage to apply the effects of a bloodrager spell to himself. He must assume the form of a great cat of the same kind as a channeled spirit (cheetah, leopard, lion, or tiger). This effect lasts for as long as the prowler continues bloodraging, regardless of its normal duration, and using it does not consume a spell slot. This ability alters the bloodrager’s greater bloodrage and mighty bloodrage.

Shapeshifted Spellcasting (Su): At 12th level, the prowler at world’s end can cast spells while under the effects of chosen of the spirits. This ability functions as Natural Spell, except the prowler uses the ability to cast while under the effects of chosen of the spirits instead of wild shape. This ability replaces the 12th-level bloodline feat.
(http://i.imgur.com/GJBsq3R.jpg)
主题: 有“幸运”描述符的职业貌似都有作为优秀辅助的潜质
作者: 白药君2017-03-12, 周日 17:25:14
引述:野兽血脉《Blood of the Beast》

萨满变体-机缘萨满(Serendipity shaman)

『 “运”带来了“命”,所以叫命运! 』
                     ——吉良吉影,《JOJO的奇妙冒险》


尽管部分猫人崇拜精灵和人类神祇,然而这一族普遍还是保持了对创世精魂的传统信仰,在猫人的国家穆拉斯芙(Murraseth)就更是如此。而他们那些机缘巧得的萨满仪式则旨在以精魂之名祛祸迎福。尽管机缘萨满的古老技艺一度只有神秘的猫人国度得以掌握,但猫人本身好奇以及四处旅行的天性最后还是让这技艺散布到了格拉里昂各地,如今,这类信仰向任何希望得到幸运垂青的人敞开了怀抱。

限定感召(Limited Calling):仅具有“幸运”(luck)种族特性的角色才能选择机缘萨满变体,比如猫之幸运(cat’s luck)或者半身人幸运(halfling luck)等。而拥有挑战机运(Defiant Luck,ARG)专长的角色同样可以选择该变体。

幸运法门(Luck Magic):机缘萨满把牧师幸运领域的所有领域法术加到其魂术法术列表中,取代其从魂域中获得的魂术法术。这调整了魂域。

幸运巫术(Luck Hexes):机缘萨满除了普通以及魂域赋予的巫术外,还能选择下列巫术。另外在他获得飘渺魂域职业特性时,机缘萨满也能选择下列巫术替代一个飘渺巫术。

引导幸运(Channel Luck,Su):机缘萨满获得引导幸运的能力,效果如同牧师同名引导能量变体一般(极限魔法UM,30页)。并使用其职业等级作为有效牧师等级以决定引导能量的效果。而机缘萨满在满足一些专长或进阶职业先决条件时并不视作具有引导能量能力,唯一例外是选择导能(Selective Channeling)专长。机缘萨满必须达到8级才能选择该巫术。

幸运(Fortune,Ex):该巫术如同双重诅咒先知的同名启示一般运作(极限魔法UM,58页),并使用其职业等级作为有效先知等级。

降厄(Misfortune,Ex):机缘萨满可以通过一个标准动作让30尺内的单一目标蒙受厄运,并使其在对抗萨满法术的所有豁免上获得-2减值。该效果持续1分钟,或直到目标成功以攻击命中萨满为止。

魂运合一(Spirit Magic):机缘萨满同时把魂域赋予的魂术和牧师幸运领域的法术加到魂术法术列表之中。该巫术无法通过飘渺巫术取得。

扭转干坤(Tweak the Odds,Su):当机缘萨满或30尺内盟友进行能力检定,攻击检定,豁免检定,或技能检定时,萨满能以直觉动作把结果按照自己的喜好进行改变,使骰出来的结果增加1。这能使普通的攻击形成重击威胁,但无法使该攻击自动命中。该加值不会和增加武器重击范围的效果叠加,比如精通重击(Improved Critical)专长和锐锋术(keen edge)等。萨满每天能使用该能力的次数等同于其职业等级。在4级和之后每4级,萨满能额外花费1次使用次数以使骰出来的结果额外再+1。例如,12级的萨满能在使用该能力时花费总共3次使用次数以使单一盟友的骰子结果+3.


Serendipity shaman(Shaman Archetype)
Although some catfolk venerate elven and human deities, the traditional worship of the so-called “spirits of creation” is by far the most prevalent religion among their kind, especially in the catfolk nation of Murraseth. The serendipitous, shamanistic rites associated with this faith focus upon attracting good fortune and banishing ill fortune in the name of these spirits. Although the ancient practices of the serendipity shaman were once exclusive to the mysterious catfolk nation, the catfolk’s curiosity and willingness to travel have spread them across Golarion, where today many with a tendency toward good fortune embrace the faith.

Limited Calling: A shaman must have a racial trait with “luck” in its name to select this archetype, such as cat’s luck or halfling luck. A character with the Defiant Luck ARG feat also qualifies for this archetype.

Luck Magic: A serendipity shaman adds the domain spells from the Luck cleric domain to the list of spells she can cast with the spirit magic ability instead of her spirit’s spirit magic spells. This ability alters spirit.

Luck Hexes: A serendipity shaman can select from any of the following hexes, in addition to general shaman hexes and the hexes granted by her spirit. When she gains the wandering spirit class feature, she can select one of these hexes in place of a wandering hex.

Channel Luck (Su): A serendipity shaman gains the ability to channel luck, as the cleric variant channeling ability of the same name (Pathfinder RPG Ultimate Magic 30), using her shaman level to determine her effective cleric level for the purpose of her channel energy ability. She does not count as having the channel energy ability for the purpose of meeting feat prerequisites or prestige class requirements with the exception of Selective Channeling, which the shaman can take as normal. A shaman must be at least 8th level before selecting this hex.

Fortune (Ex): This hex functions as the dual-cursed oracle revelation of the same name (Ultimate Magic 58), using the shaman’s class level as her effective oracle level.

Misfortune (Ex): As a standard action, a serendipity shaman can afflict one target within 30 feet with misfortune, causing it to take a –2 penalty on all saving throws against the shaman’s spells. The effect lasts for 1 minute or until the target hits the shaman with an attack.

Spirit Magic: A serendipity shaman adds both her spirit’s spirit magic spells and the domain spells from the Luck cleric domain to the list of spells she can cast with the spirit magic ability. This hex cannot be taken as a wandering hex.

Tweak the Odds (Su): Whenever the serendipity shaman or one of her allies within 30 feet rolls an ability check, attack roll, saving throw, or skill check, the shaman can use this ability as an immediate action to tweak the odds in her favor, increasing the result of the die roll or check by 1. This can turn a normal hit into a critical threat, but it cannot make an attack roll an automatic hit (this bonus does not stack with effects that increase a weapon’s critical threat range, such as Improved Critical or keen edge). The shaman can use this ability a number of times per day equal to her shaman level. At 4th level and every 4 shaman levels thereafter,  she can spend an additional use of this ability to further increase the die result of the target’s roll by an additional 1. For example, a 12th-level shaman can spend up to three uses of this ability to increase an ally’s roll by 1 per use expended.
(http://i.imgur.com/erH5jYi.jpg)
主题: 重口味人士必备!N爹的祝福!快来投入慈父纳垢的怀抱吧!
作者: 白药君2017-03-12, 周日 17:25:40
引述:野兽血脉《Blood of the Beast》

德鲁伊变体-孽生腐主(Swarm mongers)

『I shall reap a terrible bounty from the death that I sow in your name. Father Nurgle... 』
                                                                                                          ——瘟疫蜂巢泰佛斯,《战锤40000》


发迹于社会的污秽旯旮,孽生腐主的生存能力无人能比。当其他德鲁伊与自然乃至城市精魂取得沟通时,孽生腐主却发现了朽坏腐败的魅力所在,并从真菌,疾病以及自身的求生意志中汲取力量。

孽生魔宠(Fecund Familiar,Ex):孽生腐主与单一城市魔宠建立联结,并将其职业等级视作法师等级以决定魔宠能力。孽生腐主必须选择下列魔宠之一:猫,室内蜈蚣(house centipede,UM),老鼠,渡鸦或者猩红蜘蛛(scarlet spider,UM)。孽生魔宠得到其主人的污秽之裔,阴影巧计以及毒素免疫职业能力。

孽生腐主可以通过一个标准动作让其魔宠向前爆散成一团由同样生物组成的集群,占据四个格子,并获得等同于其主人最大生命一半的临时生命值。当处于集群形态时,魔宠失去精通反射闪避,法术共享,传递接触法术,以及探知魔宠特殊能力。其使用原来的AC,豁免,以及技能加值,同时获得集群亚种和进行集群攻击的能力,1级时造成的伤害是1d6,并且将其孽生腐主的职业等级作为集群的HD以计算集群亚种的伤害增加。孽生腐主免疫自己孽生魔宠集群的攻击。

5级起,所有受到孽生魔宠集群伤害的生物必须成功通过一个强韧检定,DC=10+1/2孽生腐主职业等级+孽生腐主感知修正,否则恶心1d6轮。12级时,没能通过强韧检定的生物陷入反胃状态而不是恶心状态。

孽生腐主每天将其魔宠变形成集群状态的次数等同于其感知修正(至少为1),变形持续时间是每职业等级1分钟,或直到孽生腐主以一个标准动作将魔宠回复成单一生物形态为止。孽生魔宠处于集群形态时无法让体型下降到微型及更小的级别。

这项能力替代自然纽带。

害虫之友(Low Friends,Ex):2级时,孽生腐主获得毒虫之心(Vermin Heart,APG)作为奖励专长。这项能力替代穿林步。

阴影巧计(Shadowy Opportunist,Ex):孽生腐主在知识(本地)和隐匿检定上获得+2加值。这项能力替代自然智识。

污秽之裔(Child of Pollution,Su):4级起,孽生腐主在对抗毒素以及疾病的豁免检定上获得+4加值,并且能饮食腐败的食物和饮料而避免不良效果。每天每四个等级一次,腐生孽主可能以标准动作吃下一份腐烂的食物并获得等同于1d8+职业等级的临时生命值,持续1小时。这项能力替代抗自然诱惑。

集群形态(Swarm Shape,Su):12级时,孽生腐主能通过自然变身能力变形成害虫集群,如同血肉虫群(Swarm Skin,APG)一般,但无法分配成一个以上的集群。使用该能力时他身上的装备也不会掉落,并且孽生腐主能正常地回复到原来形态。这项能力替代12级时获得的自然变身选择。


Swarm mongers(Druid Archetype)
Swarm mongers are unparalleled survivors, thriving on the filthy fringes of society. Whereas other druids commune with nature or even the spirit of a city, swarm mongers find beauty and strength in decay, and they draw their power from fungus, disease, and their own singular will to survive.

Fecund Familiar (Ex): A swarm monger bonds with an urban familiar, treating her druid level as her wizard level for the purposes of determining her familiar’s abilities. The swarm monger must select her familiar from the following options: cat, house centipede UM , rat, raven, or scarlet spider UM . The fecund familiar gains the benefits of its master’s child of pollution, shadowy opportunist, and venom immunity class abilities.

As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack.

Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated. A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum  1),  and  the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form. This ability replaces nature bond.

Low Friends (Ex): At 2nd level, a swarm monger gains Vermin Heart APG as a bonus feat. This ability replaces woodland stride.

Shadowy Opportunist (Ex): A swarm monger gains a +2 bonus on Knowledge (local) and Stealth checks. This ability replaces nature sense. Child of Pollution (Su): Starting at 4th level, a swarm monger gains a +4 bonus on saving throws against disease and poisons, and she can eat spoiled or rotting food and drink without ill effect. Once per day for every 4 druid levels she has, a swarm monger can devour a handful of rotting food as a standard action to gain a number of temporary hit points equal to 1d8 + her druid level that last for 1 hour. This ability replaces resist nature’s lure.

Swarm Shape (Su): At 12th level, a swarm monger can use wild shape to transform into a swarm of vermin, functioning as swarm skin APG ,  but  not allowing her to split into more than one contiguous swarm. She doesn’t leave her  gear  behind when she uses this ability, and she can revert to her mundane form normally. This ability replaces the normal wild shape options gained at 12th level.
(http://i.imgur.com/huEZ1G2.jpg)
主题: 战士你就战士了,还杂技!杂技就算了,还杂的是盗贼和炼金的技!(拿什么来拯救你)
作者: 白药君2017-03-12, 周日 17:26:06
引述:野兽血脉《Blood of the Beast》

战士变体-巧技斗士(Opportunist)

『 且子独不闻夫寿陵余子之学行于邯郸与?未得国能,又失其故行矣,直匍匐而归耳 』
                                                                                                          ——《庄子·秋水》


巧技斗士深信在战斗中头脑远比肌肉重要,负责保护过峡 (http://www.goddessfantasy.net/bbs/?topic=56524.msg525372#msg525372)臭名昭著的深市的鼠人执法者们则更是将此理念奉为经典,他们的军事技艺配合炼金武器在战斗中构成了一道让人恍然失神的风景。

两面三刀(Duplicitous,Ex):巧技斗士把唬骗,察言观色,巧手,以及隐匿加入到本职技能列表中。同时每级额外获得2点奖励技能点,但该奖励技能点只能分配到上述的技能中。这项能力替代英勇以及调整了战士的本职技能列表。

阴险卑劣(Underhanded,Ex):巧技斗士获得精通阴招(Improved Dirty Trick,APG)专长作为奖励专长,即使不满足先决条件也是如此。这项能力替代1级时获得的奖励专长。

狡黠诡技(Cunning Edge,Ex):4级时,巧技斗士能选择下列一项诡技。并且在之后每4级都可以额外再选一个诡技。并且在20级的时候获得最多5个诡技。

炼金混合(Alchemical Admixture,Ex):巧技斗士可以通过一个会招致借机攻击的整轮动作,把两件炼金武器混合在一起。当把混合物当做溅射武器投掷时,该武器拥有2个材料所有效果,而目标则视作同时被该两件炼金武器攻击一般。这种混合物在1小时后会变钝化而无效。而融合相同的炼金武器则毫无效果。巧技斗士每天可使用该能力的次数等同于1/4职业等级。

炼金提纯(Alchemical Refinement,Ex):巧技斗士每拥有3个职业等级,其用手艺制作的任何炼金物品的豁免DC增加1。同时DC每获得1点加值,其制造原料花费额外增加10gp。该加值仅有在巧技斗士本人使用自己造出来的炼金物品时才生效,在其他人手中则和普通的炼金物品一样。

炼金炸弹(Bombs,Ex):巧技斗士每天能制作数量等同于其智力修正的炸弹(至少为1)。这些炸弹如同炼金术师的炸弹一般运作,并造成1d6点火焰伤害,巧技斗士的等级每上升3级,炼金炸弹的伤害增加1d6。

烟雾遁形(Clouded Shift,Ex):巧技斗士能以一个标准动作点燃一根烟雾棒或打碎一个烟玉(UE,105页),同时进行5尺快步,即使本回合已经移动过了也是如此。他只能在本回合内尚未进行5尺快步时使用该能力,而且其炼金物品的烟雾必须将他的初始位置复盖隐藏起来才行。

用毒(Poison Use,Ex):巧技斗士不会在为武器淬毒时失误毒害自己。

盗贼天赋(Rogue Talent,Ex):巧技斗士可以在满足先决条件的情况下选择下列盗贼天赋,将其职业等级视作盗贼等级。灵巧之腕(deft palm,UC),指若惊弦(Fast Fingers,APG),快速潜行(Fast Stealth),甜言蜜语(Honeyed Words,APG),毒性持续(Lasting Poison,APG),次级魔法(Minor Magic),快速陷阱制作(Quick Trapsmith,APG)。巧技斗士可以多次选择该诡技。

这项能力替代4级,8级,12级,16级,和20级时获得的奖励专长。

炼金轰炸(Alchemical Onslaught,Ex):5级时,巧技斗士使用炼金武器和炼金炸弹的攻击上获得+1加值,同时将其智力修正加到溅射武器的伤害之中。每轮一次,他能以一个自由动作拿出一件炼金武器。这项能力替代武器训练1


Opportunists(Fighter Archetype)
Opportunists believe every battle is one of wits rather than arms. The ratfolk enforcers who protect Goka’s infamous Deepmarket embrace this philosophy, unleashing a disorienting mix of martial skill and alchemical weaponry.

Duplicitous (Ex): An opportunist adds Bluff, Sense Motive, Sleight of Hand, and Stealth to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills. This ability replaces bravery and alters the fighter’s class skills.

Underhanded (Ex): An opportunist gains Improved Dirty Trick APG as a bonus feat at 1st level even if he does not meet the prerequisites. This ability replaces the bonus feat gained at 1st level.

Cunning Edge (Ex): At 4th level, an opportunist can select an edge from those listed below. Every 4 levels beyond 4th, he can select one additional edge, to a maximum of five at level 20. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th levels.

Alchemical Admixture (Ex): As a full round action that provokes an attack of opportunity, the opportunist can combine two alchemical weapons into a single vial. When thrown as a splash weapon, the mixture has the effects of both component substances and targets are affected as if hit by both. The mixture becomes inert after 1 hour. Combining identical alchemical weapons has no effect. The opportunist can use this ability once per day for every 4 fighter levels he has.

Alchemical Refinement (Ex): The opportunist increases the save DC of any alchemical item he crafts by 1 for every 3 fighter levels he has. Doing so increases the raw material cost to craft that item by 10 gp for every +1 increase. This bonus applies only when the opportunist uses the crafted alchemical item himself; it functions as a normal item of its type for all other users.

Bombs (Ex): The opportunist can make a number of bombs per day equal to his Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs and deal 1d6 points of fire damage, plus an additional 1d6 points for every 3 fighter levels the opportunist has.

Clouded Shift (Ex): As part of the standard action to ignite a smokestick or smoke pellet (Pathfinder RPG Ultimate Equipment 105), the opportunist can take a 5-foot step, even if he has already moved this round. He can use this ability only if he has not already taken a 5-foot step this round, and only if the smoke from his alchemical tool conceals his starting location.

Poison Use (Ex): The opportunist no longer risks poisoning himself when applying poison to a weapon.

Rogue Talent (Ex): The opportunist can select one of the following rogue talents for which he qualifies, treating his fighter level as his rogue level: deft palm UC , fast fingers APG , fast stealth, honeyed words APG , lasting poison APG , minor magic, or quick trapsmith APG . The opportunist can select this edge multiple times.

Alchemical Onslaught (Ex): At 5th level, an opportunist gains a +1 bonus on attack rolls with alchemical weapons and bombs and can add his Intelligence modifier to damage rolls for splash weapons. He can draw an alchemical weapon as a free action once per round. This ability replaces weapon training 1.
(http://i.imgur.com/zEKO2yk.jpg)
主题: 比较适合科技背景的变体,画风是独树一帜,不过换掉了炼金术实在有点...
作者: 白药君2017-03-12, 周日 17:26:30
引述:野兽血脉《Blood of the Beast》

调查员变体-拾荒技师(Scavenger)

『 我叫提坦,现在正在蔡斯的中央工房实习 』
                                                               ——提坦·拉赛尔《英雄传说:空之轨迹FC》


拾荒技师是机械设备的行家,对于其如何组合,运作,以及制作大部分零件的方法都了然于胸。然而,拾荒技师缺乏其他调查员的天赋,比如社交技巧以及对历史和学问的理解力等等。虽然纽梅里亚 (http://www.goddessfantasy.net/bbs/index.php?topic=55631.msg515349#msg515349)的鼠人尤其精于此道,但格拉里昂大部分人口稠密的地区都分布着一些精明的拾荒技师。

机关术(Gadgetry,Su):拾荒技师乃是精通机械技艺的行家,而非炼金的大师。他在工艺(发条)的检定上获得等同于职业等级的表现加值。并且拾荒技师能如同使用侦测魔法和法术辨识一样,使用知识(工程)去鉴别魔法物品。拾荒技师不会在工艺(炼金)技能或者其特殊用途上获得任何加值。拾荒技师每天并非准备液体试剂的化合炼成,而是会组装一些一次性的小机关,并把自己的魔法力量注入其中以达到相同的效果。那些影响化合炼成的炼金术师发现以及调查员天赋可以在这些机关上取得相同效果,比如灌注炼成就能让其他生物使用拾荒技师的机关,如同其能使用具有此发现的化合炼成一般。这项能力调整了炼金术。

机械灵感(Mechanical Inspiration,Ex):1级时,拾荒技师可以在估价,解除装置,以及知识(工程)检定上使用灵感能力来优化结果而无须消耗任何灵感点数,但在其他的知识,语言学和辨识法术技能上使用灵感能力则会消耗1点灵感点数。这项能力调整了灵感

应急加工(Jury-Rig,Ex):2级起,拾荒技师能牺牲掉一个小机关以修复或者增强邻接的一个机械装置,比如锁,陷阱或者车辆。这样能为其修复每消耗机关环级1d6的伤害,或是为某一涉及到使用该装置的特定技能鉴定中提供加值或减值。比如说,拾荒技师能牺牲掉一个小机关,让对某一陷阱的所有解除装置技能检定承受一定减值,或是让对某一锁具的所有解除装置技能检定获得一定加值,或是让对某一车辆的所有专业(司机)技能检定获得一定加值。该加值或减值等同于其所消耗机关环级的两倍,效果持续每职业等级10分钟。这项能力替代毒剂学识。

构装行家(Construct Mastery,Ex):2级时,拾荒技师能在所有调整或者修理构装生物的工艺检定上获得+2加值,并且在所有针对构装生物的武器伤害上获得+2加值。该加值在5级的时候提高到+4,在8级的时候提高到+6。11级时,拾荒技师获得制造构装体(Craft Construct)作为奖励专长,即使没满足先决条件也是如此。这项能力替代毒素抗力和毒素免疫。


Scavenger(Investigator Archetype)
Scavengers are masters of systems: how they fit together, why they work, and how to make the most of their parts. However, scavengers generally lack other investigative talents such as social skills or an understanding of history and lore. The ratfolk of Numeria excel at this art, but nearly every warren across Golarion boasts at least a few resourceful scavengers. 

Gadgetry (Su): A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level.  He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s  gadgets  (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract). This ability modifies alchemy.

Mechanical Inspiration (Ex): At 1st level, a scavenger can use inspiration to apply a bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration, but he must spend a use of inspiration to apply a bonus on Knowledge, Linguistics, and Spellcraft checks. This ability modifies inspiration.

Jury-Rig (Ex): Beginning at 2nd level, a scavenger can sacrifice one of his gadgets to repair or enhance an adjacent mechanical device, such as a lock, trap, or vehicle. Doing so either repairs 1d6 points of damage per extract level of the gadget sacrificed or applies a bonus or penalty to one specific skill check involved in using the device. The scavenger could, for example, sacrifice a gadget to impose a penalty on all Disable Device checks to disarm a trap, add a bonus on all Disable Device checks to open a lock, or add a bonus on all Profession (driver) checks to drive a carriage. This modifier is equal to twice the extract level of the gadget sacrificed, and lasts for 10 minutes per class level. This ability replaces poison lore.

Construct Mastery (Ex): At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites. This ability replaces the investigator’s poison resistance and poison immunity.
(http://i.imgur.com/sUjaFUI.jpg)
主题: 以己身为牢笼封印邪恶的自我牺牲形象,参照塔拉夏等人
作者: 白药君2017-03-12, 周日 17:26:56
引述:野兽血脉《Blood of the Beast》

通灵者变体-人柱力(Fiend keeper)

『 喂,妖怪狐狸,现在可不是默不作声的时候,拿出你的毅力来! 』
                                                               ——漩涡鸣人,《火影忍者剧场版:雪姬忍法帖》


在树蛙人当中,最为神圣的角色莫过于人柱力,他们的身体就是封印邪灵的容器,以防止其给世界带来更多灾难,而这些邪灵也会随着宿主的善良言行而被逐渐感化。这项职责会被世世代代地传承下去,直到邪灵本身的恶意净化殆尽方能告终。反过来,邪灵也会诱惑人柱力相信这份亵渎的力量可以用于正途。因此许多部落的人柱力在默默忍受着这份负担的同时训练自己的门徒,以便他们在自己去世后能接管这份职责。

阵营:人柱力的阵营必须是任意非邪恶

邪灵(Evil Spirit,Su):人柱力把自身作为封印强大邪灵的容器,而邪灵为了挣脱桎梏会无休止地挣扎或者讨价还价以获得身体主导权。人柱力所有能通灵的职阶都是这个邪灵的一个法相。而自愿进行一次邪恶行为的话会让邪灵对人柱力造成1点共鸣。当人柱力处于防护邪恶(Protection from evil)法术效果时,其所有获得的英灵好处都会被暂时压制。当邪灵对人柱力造成至少3点共鸣时,除了受到每个职阶描述里面的惩罚外,人柱力获得邪恶灵光,且将其职业等级视作有效牧师等级,同时在面对诸如邪影击 (Unholy Blight)或圣武士的制裁邪恶这类法术及特殊能力的对抗或者易伤判断时,视其阵营为邪恶阵营。这项能力调整了英灵。

黑暗交流(Dark Communion,Su):3级时,人柱力能以一个整轮动作怂恿邪灵把其知识以及力量借给自己,他每天能使用该能力的次数等同于其职业等级。

如果人柱力索求知识,则该能力如同异界探知(contact other plane)一般运作,并将其职业等级视作施法者等级,但如果他在智力或者魅力检定上失败的话(异界探知只能进行智力检定,这里怀疑大麻),人柱力并不会受到属性点减少,而是会受到1点共鸣。使用此能力时视作邪灵是来自星界位面的存在,其知晓的信息在5级的时候等同于半神(demigod),7级时等同于弱等神力(lesser deity),13级时等同于中等神力(intermediate deity)。

如果人柱力索求力量,则他必须成功通过一次智力或魅力检定,其豁免难度在3级的时候DC=10,7级的时候DC=12,13级及之后DC=14,否则邪灵对人柱力造成1点共鸣。无论检定结果如何,他都能得到以下一项能力,持续时间1分钟。5级时,他同时能获得等同于其职业等级的临时生命值,持续时间1分钟。7级时,他能同时选择以下两项能力。

黑暗之力(Dark Power):人柱力在AC,攻击和伤害上各获得+1亵渎加值。13级时,该加值提升到+2

炼狱形态(Fiendish Form):人柱力获得60尺黑暗视觉。7级时,他长出了炼狱邪魔般的翅膀,并获得等同于其基础速度的飞行速度,机动性一般。13级时,其飞行速度等同于基础速度的两倍,机动性良好。

天武攻击(Natural Attack):人柱力获得2爪抓和1噬咬攻击,均视作主要天武并各造成1d4点伤害,(如果人柱力是中体型则造成1d6伤害)。13级时,伤害增加到1d6(如果是中体型则增加到1d8)。

邪灵之力(Spirit Power):人柱力从英灵同调处获得的加值额外+1,。13级时,英灵同调的额外加值上升+2

不洁抗力(Unholy Resilience):人柱力对以下能量种类中的两种获得5点抗力:强酸,寒冷,电击,火焰,音波。该抗力在7级的时候上升到10,在13级的时候上升到20。

这项能力替代制祟者,呼唤地缚灵,呼唤浮游灵和询问英灵

前人柱力(Ex-Fiend Keepers):一旦人柱力阵营成为了永久邪恶阵营,他会在1d4+1天后失去对体内邪灵的控制,并成为由GM完全操控的NPC。在此之前通过赎罪术(atonement)可以将其阵营转变回来。而有限愿望,奇迹术和许愿术同样能达到该效果。


Fiend keeper(Medium Archetype)
Among the most sacred roles a grippli can play is that of fiend keeper, a vessel to contain one of the world’s evil spirits so that it cannot inflict further harm. As the host performs goodly acts, he slowly cleanses the spirit, continuing this process over many generations, until the entity’s vileness is no more. In turn, the spirit tempts the fiend keeper with blasphemous power that a cautious medium can direct toward righteous ends. Many tribes boast a resident fiend keeper who bears this local burden and trains replacements who might take over when their mentor dies.

Alignment: A fiend keeper must choose a nonevil alignment.

Evil Spirit (Su): A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability). This ability modifies spirit.

Dark Communion (Su): At 3rd level, a fiend keeper can entice the evil spirit to lend him its knowledge or its power as a full-round action a number of times per day equal to his class level. If the fiend keeper seeks knowledge, this behaves as contact other plane using his medium level as his caster level, but if he fails the Intelligence or Charisma check, his spirit gains 1 point of influence over him instead of reducing his ability scores. Treat the spirit as an entity from the Astral Plane for this ability. Its knowledge is equivalent to that of a demigod at 5th level, a lesser deity at 7th level, and an intermediate deity at 13th level.

If the fiend keeper requests power, he must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or his spirit gains 1 point of influence over him. Regardless of the outcome, he gains one of the following powers for 1 minute. At 5th level, he also gains a number of temporary hit points equal to his medium level for 1 minute. At 7th level, he selects two powers.

Dark Power: The fiend keeper gains a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC. At 13th level, these bonuses increase to +2. Fiendish Form: The fiend keeper gains darkvision 60 feet. At 7th level, he grows fiendish wings and gains a fly speed equal to his base speed (average maneuverability). At 13th level, his fly speed instead equals double his base speed (good maneuverability).

Natural Attacks: The fiend keeper gains two claw attacks and a bite attack. These are primary attacks that each deal 1d4 points of damage (1d6 if the fiend keeper is Medium). At 13th level, the damage increases to 1d6 (1d8 if Medium).

Spirit Power: The fiend keeper’s spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2.

Unholy Resilience: The fiend keeper gains resistance 5 to two of the following energy types: acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level.

This ability replaces haunt channeler, location channel, connection channel, and ask the spirits.

Ex-Fiend Keepers: A fiend keeper who becomes permanently evil loses control of the spirit after 1d4+1 days, at which point he becomes an NPC under the GM’s full control. Seeking an atonement spell before then can change the medium’s alignment. This effect also can be undone with a limited wish, miracle, or wish spell.
(http://i.imgur.com/OBPVwjT.jpg)
主题: 适合在莾吉荒原装逼的游侠,好处是毒药的DC是可以成长的,然而没了宿敌,狗狗和流派
作者: 白药君2017-03-12, 周日 17:27:23
引述:野兽血脉《Blood of the Beast》

游侠变体-剧毒射手(Poison darter)

『 啊~果然堂堂正正的战斗很累啊 』
                                            —— Archer 罗宾汉,《Fate Grand Order》


在茂密的丛林中,层层叠叠的枝叶和紧凑狭小的空间几乎限制了所有武器的发挥,唯有那些最容易被鄙视的吹箭和剧毒除外。

衰弱毒素(Debilitating Venom,Ex):剧毒射手能调和出可以涂抹在武器上的强力毒素。他每天可以使用此能力的次数等同于1/2职业等级+感知修正。如果他有毒性皮肤(Toxic Skin,ARG190页)种族特性的话,他能消耗1次该特性的每天使用次数,并获得衰弱毒素的一次额外使用次数。衰弱毒素仅能被剧毒射手所使用,而且在调和出来1小时后就会钝化失效。创造衰弱毒素是一个标准动作,而把衰弱毒素涂抹到武器上是一个移动动作。

衰弱毒素(Debilitating Venom):类型:伤口;强韧豁免DC= 10 + 1/2剧毒射手职业等级+其感知修正;发作频率 1次/轮 持续4轮;效果 1d3 敏捷伤害;治愈 1次豁免。

5级时,衰弱毒素持续时间上升到6轮,而且目标每次无法成功通过抵抗毒素的豁免就会被恶心1轮。10级时,毒素的敏捷伤害增加到1d4,而且需要两次成功的豁免检定才能治愈。15级时,剧毒射手在调和时可以选择让毒素造成力量,敏捷,或体制伤害,这决定必须在制造毒素的时候做出。20级的时候,毒素的伤害增加到1d6。这项能力替代宿敌和狩猎大师。

用毒(Poison Use, Ex):剧毒射手学习过如何安全的使用毒药,因此他在给武器上毒时不会因意外而中毒。这项能力替代野性认同

毒门技巧(Poison Style,Ex):2级时,替代战斗流派专长,剧毒射手可以选择任何一个调整了偷袭的盗贼天赋,或是调整了自制毒素和上毒的炼金术师发现,并用其感知修正替代智力修正,同时将其职业等级视作炼金术师或盗贼等级以满足先决条件。剧毒射手可以通过粘性毒药(Sticky poison,APG)科研发现以把一剂毒药涂抹到两把吹箭上,而不会对其效果造成影响。这项能力调整了战斗流派专长。

精准吹箭(Precise Dart,Ex):4级时,剧毒射手获得等同于盗贼职业特性的偷袭攻击,但仅有在使用吹箭筒攻击时生效。偷袭造成1d6额外伤害,并且在6级和之后每2个职业等级额外增加1d6。这项能力替代猎手羁绊。


Poison darter (Ranger Archetype)
In dense jungles, foliage and tight spaces hinder all but the most deceptively humble weapons: blowguns and poison.

Debilitating Venom (Ex): A poison darter can concoct potent toxins that he can apply to his weapons. He can use this ability a number of times per day equal to 1/2 his ranger level + his Wisdom modifier; if he has the toxic skin alternate racial trait (Pathfinder RPG Advanced Race Guide 190), he can expend a daily use of that poison to employ his debilitating venom ability an additional time. The debilitating venom functions only for the poison darter and becomes inert if not used within 1 hour. Creating a debilitating venom is a standard action, and it can be applied to a weapon as a move action. Debilitating Venom—injury; save Fortitude DC = 10 + 1/2 the poison darter’s level + his Wisdom modifier; frequency 1/ round for 4 rounds; effect 1d3 Dexterity damage; cure 1 save.

At 5th level, the frequency increases to 6 rounds, and the toxin sickens a creature for 1 round every time it fails its saving throw to resist the poison. At 10th level, the poison’s Dexterity damage increases to 1d4, and two successful saving throws are needed to cure the poison. At 15th level, the poison dart can choose to deal Strength, Dexterity, or Constitution damage with the debilitating venom, selected when he creates the toxin. At 20th level,  the poison’s damage die increases to 1d6.  This ability replaces favored enemy and master hunter.

Poison Use (Ex): A poison darter is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon. This ability replaces wild empathy.

Poison Style (Ex): At 2nd level, in place of a combat style feat, a poison darter can select any rogue talent that modifies sneak attacks or any alchemist discovery that modifies poisons he creates and applies, using his Wisdom modifier in place of his Intelligence modifier and his ranger level in place of his alchemist or rogue level for the purpose of meeting prerequisites. He can use the sticky poison APG discovery to apply a single dose of poison to two blowgun darts without reducing its potency. This ability modifies combat style feat.

Precise Dart (Ex): At 4th level, a poison darter gains a sneak attack identical to the rogue class feature, but only when attacking with a blowgun. This deals 1d6 extra points of damage, and the damage increases by 1d6 at 6th level and every 2 ranger levels thereafter. This ability replaces hunter’s bond.
(http://i.imgur.com/sgEEYWu.jpg)
主题: 蛮子的好伴侣,战绘送临时狂暴之力和临时法术,就是次数少了点
作者: 白药君2017-03-12, 周日 17:28:01
引述:野兽血脉《Blood of the Beast》

歌者变体-战绘师(War painter)

『 ...纳尤特引线者站在火堆旁看着战士们绘制符记,绷在他脸上的皮革面具顶端有两支如冬夜般漆黑的庞大犄角。他时常开口让一些人停下脚步,伸出手扶住对方的肩膀,亲自用灰烬与红泥在战士的额头或颧骨处涂抹额外的符号... 』
                                                                                                                              —— 《普洛斯佩罗之焚》


瓦拉苏迈蛮林 (http://www.goddessfantasy.net/bbs/?topic=64080.msg593934#msg593934)的树蛙人能发挥出远超其体型的野蛮力量——这归功于其皮肤上的魔法彩绘,而这些战纹则是由部落里神秘学识的保管者所绘制。

怒火战绘(Furious Paint,Su):战绘师可以花费10分钟时间调色并用特殊颜料在自己或某一盟友的皮肤上涂绘战纹,并把自己一种战怒之歌的效果注入其中。战绘师在盟友身上涂绘时必须花费1轮或者更多战怒之歌的每日使用时间,而涂绘的战纹直到战绘师重新恢复其战怒之歌的每日使用时间才会失效。盟友可以通过一个移动动作启动战纹,并获得战怒之歌的好处,包括任何适用的狂暴之力。该效果持续轮数等同于战绘师在涂绘时的花费轮数+战绘师在工艺(书法,绘画,或刺青)的技能等级,但总轮数不得多于涂绘时花费轮数的两倍。只要效果持续轮数还有剩余,盟友可以通过一个自由动作暂停怒火战绘的效果,并且在随后以一个移动动作重新激活。

战绘师可以把任何影响吟游诗人表演的专长效果应用到怒火战绘上,除了那些延长表演时间的效果,比如余音绕梁(Lingering Song,APG)专长。每个生物每次只能受到单一怒火战绘的影响。

这项能力调整了战怒之歌职业特性,而且不会导致战绘师无法表演其他战怒之歌。

万千图腾(Thousand Totems,Su):5级时,战绘师在为一位盟友涂绘时能把一个强大的图腾引导进怒火战绘里。这能让被涂绘的盟友在启动怒火战绘时获得一个额外的狂暴之力。战绘师不需要知道这个狂暴之力,但必须满足该狂暴之力的先决条件。另外,战绘师也能只选择一项血系狂暴之力(blood rage power,ACG 80页)或者图腾狂暴之力(totem rage power,APG 74页)。如果战绘师已经把一项不同的血系狂暴之力或图腾狂暴之力引导到盟友身上的战绘中,那么新的狂暴之力将会取而代之,连带着任何以其作为先决条件的狂暴之力一起取代。

战绘师5级时每天能使用一次这项能力,并且在11级和17级时各获得一次额外使用次数。他能在单一生物上多次使用该能力,尽管只能赋予以战绘里面已存的狂暴之力为先决条件的狂暴之力,比如中级野兽图腾和高级野兽图腾等。

这项能力替代汲借秘术。

奥秘沸腾(Arcane Flourish,Su):七级时,每天一次,在战绘师完成涂绘一只生物身上的怒火战绘时,他能施放一个施法时间不超过标准动作的歌者法术,并将其效果灌注入战绘中。一旦该盟友获得怒火战绘的好处,他就能以一个标准动作把战绘中的法术施放在自己身上,如同是由战绘师施放的一般。而法术效果会随着战绘的其他效果一同结束。

战绘师只能灌注比自身可施放最高环级低至少2环的歌者法术。他能把任何目标型法术灌注在盟友的战绘中,即使其法术距离是个人也是如此。战绘师在13级的时候该能力每天使用次数达到2次,在19级的时候达到3次。

这项能力替代博学。


War painter(Skald Archetype)
The gripplis of the Valashmai Jungle exhibit savage strength for their size—attributed in part to the frightful magical pigments applied to their skin by the tribes’ mystical lore keepers.

Furious Paint (Su): By spending 10 minutes preparing and applying special paints to his or an ally’s skin, a war painter can create patterns that store the effects of one of his raging songs. The war painter must expend 1 or more rounds of his raging song class ability while anointing the ally, and the paint retains its potency until the war painter recovers his daily uses of raging song. The ally can activate the paint as a move action, gaining the benefits of the raging song, including any rage powers as appropriate. This effect lasts a number of rounds equal to the rounds of raging song the war painter expended + the war painter’s ranks in Craft (calligraphy, paintings, or tattoos)—but no more than double the number of rounds of raging song expended. By halving the remaining number of rounds of raging song, an ally can suspend the paint’s effects as a free action and activate the paint again later as a move action. A war painter cab apply the effects of any feats that affect bardic performance to his furious paint, except effects that extend the effects of performances, such as the Lingering Song APG feat. A creature can be subject to only one application of furious paint at a time. This ability modifies the raging song class feature and does not prevent a war painter from performing other raging songs.

Thousand Totems (Su): At 5th level, a war painter can channel a powerful totem into his furious paints while applying the pigments on an ally. This grants the painted ally the benefits of one additional rage power when the ally activates the furious paints. The war painter does not need to know the rage power, but it must be one for which he qualifies. Furthermore, the war painter can select only a blood rage power (Pathfinder RPG Advanced Class Guide 80) or a totem rage power (Pathfinder RPG Advanced Player’s Guide 74). If the war painter already has a different blood rage or totem rage power that would be applied to the painted ally, this new rage power replaces it and any other rage powers that require it as a prerequisite. A war painter can use this ability once per day at 5th level, and he gains one additional use at 11th and 17th levels. He can apply this ability multiple times to the same creature, though only to give it rage powers that use the granted rage power as a prerequisite (such as beast totem and greater beast totem). This ability replaces spell kenning.

Arcane Flourish (Su): At 7th level, once per day as he finishes applying his furious paint to a creature, a war painter can cast one skald spell with a casting time of no more than 1 standard action and infuse the spell into the paint. Once while benefiting from the paint’s raging song, the painted ally can use a standard action to cast the infused spell on herself as if the war painter had cast it. The spell ends when the paint’s other effects end. A war painter can infuse only a skald spell whose level is at least 2 levels lower than the highest-level skald spell he can cast. He can infuse any targeted spell in a painted ally, even if its range is personal. The war painter can use this ability twice per day at 13th level and three times per day at 19th level. This ability replaces lore master.
(http://i.imgur.com/dk2Qvjx.jpg)
主题: 完工分割线
作者: 白药君2017-03-12, 周日 18:35:26
 :em032 完工,缩回被窝里养肝去