作者 主题: 【Age of Ashs】《灰烬之年》5/6《击败红三一》附录3:怪物图鉴+人物志  (阅读 23762 次)

副标题: Pathfinder AP #149: Against the Scarlet Triad,Levels 15–17

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剧透警告
虽然11个怪物中有7个进了B书,但本附录仍涉及剧透。



《击败红三一》(Against the Scarlet Triad)
Pathfinder AP #149








阿鲁姆 Aluum

阿鲁姆们是由金属与石头制成的强大构装体,它们最初是由契主(Pactmasters)创造来维持卡塔佩什(Katapesh)的秩序。每制造一个阿鲁姆都会连带创造一个阿鲁姆挂坠,一个镶嵌着蓝色水晶的黄铜吊坠,用于操控某个特定的构装体。与阿鲁姆同时构造的挂坠被称为这个阿鲁姆的连结挂坠。
剧透 -  原文:
Aluum
Source Pathfinder #149: Against the Scarlet Triad pg. 82
Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum includes the creation of an aluum charm, a brass pendant set with a blue crystal designed to control that particular construct. The charm constructed at the same time as an aluum is called its linked charm.


阿鲁姆执法者 Aluum Enforcer

最常见的阿鲁姆由一位忠实的城市公仆的灵魂所驱动,但如何创造它们则是契主(Pactmasters)最严守的秘密之一。有好几打休眠的阿鲁姆分散于卡塔佩什(Katapesh)各处,只有佩戴阿鲁姆挂坠的人才能激活并指挥这些14尺高的士兵中的一个。除了西风守卫(Zephyr Guard)外,契主(Pactmasters)很少会委托他人携带这些挂坠,而盗窃此类挂坠是这个城市中最严重的犯罪之一。
剧透 -  原文:
Aluum Enforcer
The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters’ most guarded secrets. There are dozens of dormant aluums spread throughout Katapesh, and only someone wearing an aluum charm can activate and command one of these 14-foot-tall soldiers. The Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing such a charm is one of the most severe crimes in the city.
引述: 额外学识
忠实的城市公仆 Loyal City Servants
束缚于阿鲁姆水晶核心中的灵魂最常见的捐献者是那些退休的西风守卫们(Zephyr Guards)。(他们)往往在其职业生涯早期同意捐献,以换取更高的薪水。
剧透 -  原文:
Sidebar - Additional Lore:Loyal City Servants
Retired Zephyr Guards are the most common soul donors bound within an aluum’s crystalline focus, typically agreeing to it early in their career in exchange for a higher salary.

阿鲁姆执法者 Aluum Enforcer         生物 10

罕见 中立 大型 构装体 无心智

察觉 +17;黑暗视觉
技能 运动 +23
力量 +7, 敏捷 +2, 体质 +5, 智力 -5, 感知 +1, 魅力 -5


AC 30; 强韧 +21,反射 +18,意志 +15
HP 145;
免疫 流血,疾病,死亡效果,毁灭,流失,疲乏,魔法(见下),心灵,非致命攻击,麻痹,毒素,恶心,失去意识
抗力 物理 10(除了精金)
借机攻击 [R]

剧透 -  原文:
Aluum EnforcerCreature 10
UncommonNLargeConstructMindless
Source Pathfinder #149: Against the Scarlet Triad pg. 82
Perception +17; darkvision
Skills Athletics +23
Str +7, Dex +2, Con +5, Int -5, Wis +1, Cha -5
AC 30; Fort +21, Ref +18, Will +15
HP 145; Immunities bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances 10 physical (except adamantine)
Attack of OpportunityReaction

速度 25尺
近战 [A] 石拳 +23(魔法),伤害 2d10+13 钝击 加 麻痹力场
阿鲁姆抗魔 Aluum Antimagic 阿鲁姆执法者对法术和魔法能力免疫,但有两个例外。负能量法术或魔法能力给予阿鲁姆执法者加速(quickened)状态直到下一回合结束,取代原本效果。一个正能量法术或魔法能力会令阿鲁姆执法者获得缓慢(slowed) 1直到下一回合结束,取代原本效果。
麻痹力场 paralyzing force奥术,失能,死灵系) 被阿鲁姆执法者的石拳打击伤害的生物必须成功通过DC 27强韧检定,失败则麻痹(paralyzed)1轮。大失败则麻痹(paralyzed)1分钟并被击至倒地。
灵魂尖啸 Soul Shriek [AA]奥术,听觉,塑能系,心灵,音波) 阿鲁姆执法者发出一声哭嚎,对15尺锥形范围内生物造成9d6音波伤害(DC 27基础体质豁免)。豁免失败的生物获得震慑(stunned) 1,大失败时获得震慑(stunned) 3。阿鲁姆执法者在1d4轮内无法再次使用此能力。

剧透 -  原文:
Speed 25 feet
Melee Single Action fist +23 [+18/+13] (magical), Damage 2d10+13 bludgeoning plus paralyzing force
Aluum Antimagic Aluum enforcers are immune to spells and magical abilities, with two exceptions. A negative spell or magical ability grants an aluum enforcer the quickened condition until the end of its next turn instead of its normal effects. A positive spell or ability makes an aluum enforcer slowed 1 until the end of its next turn instead of its normal effects.
Paralyzing Force (arcane, incapacitation, necromancy) A creature damaged by the aluum enforcer’s fist Strike must succeed at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone.
Soul Shriek Two Actions (arcane, auditory, evocation, mental, sonic) The aluum enforcer emits a keening wail in a 15-foot cone that deals 9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek again for 1d4 rounds.


引述: 物品
阿鲁姆挂坠 Aluum Charm         物品 10
罕见 惑控系 绑定 魔法
用法 穿戴;负载 --


这个华丽的黄铜吊坠饰以充满活力的蓝色宝石。一个阿鲁姆挂坠能让你支配某个特定的阿鲁姆,对其他阿鲁姆的影响力则会减弱。只要你佩戴一个阿鲁姆连结的阿鲁姆挂坠,那个阿鲁姆就会听从你的口头命令,包括一些细致的命令,比如“制服这个目标”或“攻击任何穿蓝袍的人”。

启动 [AA] 命令;频率 每轮一次;效果 挂坠让你能控制一个60尺内你能看到的、等级等于或小于挂坠的阿鲁姆。其拥有支配术的效果,并允许一次DC 28意志豁免。如果这个阿鲁姆目前处于佩戴其连结符咒之人的控制中,那么它的豁免骰的成功度上升一级。每次启动只能控制一个阿鲁姆,并且控制一个新的阿鲁姆将结束您对上一个影响的阿鲁姆的控制。

剧透 -  原文:
Aluum CharmItem 10
UncommonEnchantmentInvestedMagical
Source Pathfinder #149: Against the Scarlet Triad pg. 82
Usage worn
This ornate pendant of brass is adorned with a vibrant blue gemstone. An aluum charm grants control over a particular aluum and lesser influence over other such constructs. As long as you wear an aluum’s linked aluum charm, that aluum follows your verbal commands, including somewhat nuanced orders like “subdue this target” or “strike anyone wearing a blue robe.”

Activate Two Actions command; Frequency once per round; Effect The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected.
« 上次编辑: 2022-04-26, 周二 16:29:25 由 原子能青蛙 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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魂缚阿鲁姆 Spiritbound Aluum

        虽然大多数阿鲁姆都由忠于卡塔佩什(Katapesh)的志愿者之魂所活化,契主(Pactmasters)创造了一些能力更强(也更危险)的阿鲁姆,其动力源于一打或更多危险的罪犯灵魂。这些魂缚阿鲁姆很少用作维和人员,而是充当暗杀者、精英保镖或管制时期的防暴部队。
        魂缚阿鲁姆有一个储存那群灵魂的暗蓝色水晶核心,其被一群较小的水晶包围,用来困住那些契主(Pactmasters)想要阻止其进入浩瀚众界(the Great Beyond)的灵魂。除非受到主人的指示,魂缚阿鲁姆几乎不用这个束缚灵魂的能力。然而,阿鲁姆内部凶残或愤恨的灵魂有时会主动控制并故意吞噬一个即将离去的灵魂,要么是出于恶意,要么是为了将其纳入构装体的核心。倘若不及时地释放这个被困的灵魂,一个魂缚阿鲁姆能够发展出足够的意志来违抗其主人的命令,甚至觉醒出完整的知觉。这些游荡阿鲁姆通常会失去无心智特征,阵营为邪恶,有-2或更高的智力调整值,并获得一些加值范围在+25到+32的技能。

剧透 -  原文:
Spiritbound Aluum
Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums powered by the souls of a dozen or more dangerous criminals. These spiritbound aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards, or riot control during times of martial law.

A spiritbound aluum has a dull blue crystalline focus that stores constituent souls, surrounded by a host of smaller gems used for trapping souls the Pactmasters wish to deny from entering the Great Beyond. Spiritbound aluums rarely use this soul-binding ability except when instructed by their masters. However, the murderous or embittered souls within the aluum sometimes exert control and willfully consume a departing soul either out of malice or to incorporate it into the construct’s core. If not relieved of its trapped souls in a timely manner, a spiritbound aluum can develop enough will to overcome its masters’ orders and even awaken to full sentience. These rogue aluums typically lose the mindless trait, are evil, have an Intelligence modifier of –2 or higher, and gain several skills with bonuses ranging from +25 to +32.
引述: 额外学识
游荡阿鲁姆 Rogue Aluums
尽管西风守卫(Zephyr Guard)的成员们为拘捕并摧毁游荡阿鲁姆不惜一切代价,仍有几名叛逃的魂缚阿鲁姆(Spiritbound Aluum)逍遥法外。

犬镇邪魔(Daemon of Dogtown):在4303 AR的(the Silk Riots)发生后,契主(Pactmasters)派遣这个阿鲁姆去清除零星的煽动者。它成功完成了任务,但在此之前,其获得了知觉并实施了连续三天的一系列谋杀。虽然官方宣称其已被摧毁,但这个所谓的犬镇邪魔(Daemon of Dogtown)的残骸一直没被发现,因此有传言说它仍在卡塔佩什郊区出没。

郝垮尔女王(Queen Halkuar):其被指派保护一名来自斑革战团(Spotted Hide pack)的豺狼人密使,但却没能保护自己的挂坠免遭刺客攻击。这个挂坠本能地束缚了豺狼人的灵魂,假扮为一名虚构的角色——郝垮尔女王,并逃往内陆。据说女王仍在荒野中徘徊,寻找更多的“战团成员”

剧透 -  原文:
Sidebar - Additional Lore:Rogue Aluums
Although members of the Zephyr Guard stop at nothing to detain and destroy rogue aluums, several such renegade spiritbound aluums remain at large.

Daemon of Dogtown: Following the Silk Riots of 4303 AR, the Pactmasters dispatched this aluum to eliminate straggling instigators. It succeeded, but not before gaining sentience and enacting a 3-day string of murders. Although officials claim it was destroyed, the so-called Daemon of Dogtown’s body was never actually recovered, leading to rumors that it still haunts the outskirts of Katapesh.

Queen Halkuar: Assigned to protect a gnoll emissary from the Spotted Hide pack, this aluum failed to protect its charge from assassins. Instinctively, it bound the gnoll’s soul, assumed the fabricated persona of “Queen Halkuar,” and fled into the hinterlands. The queen is said to still wander the wastes in search of additional “packmates.”

魂缚阿鲁姆 Spiritbound Aluum         生物 16

稀有 中立 大型 构装体 无心智 缚魂

察觉 +28;黑暗视觉
技能 运动 +33
力量 +9, 敏捷 +3, 体质 +6, 智力 -5, 感知 +4, 魅力 -2


AC 39; 强韧 +30,反射 +25,意志 +28
HP 255;
免疫 流血,疾病,死亡效果,毁灭,流失,疲乏,魔法(见下),心灵,非致命攻击,麻痹,毒素,恶心,失去意识
抗力 物理 15(除了精金)
借机攻击 [R]

剧透 -  原文:
Spiritbound AluumCreature 16
RareNLargeConstructMindlessSoulbound
Source Pathfinder #149: Against the Scarlet Triad pg. 83
Perception +28; darkvision
Skills Athletics +33
Str +9, Dex +3, Con +6, Int -5, Wis +4, Cha -2
AC 39; Fort +30, Ref +25, Will +28
HP 255; Immunities bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances 15 physical (except adamantine)
Attack of OpportunityReaction

速度 25尺,飞行 25尺
近战 [A] 石拳 +33(魔法),伤害 3d10+17 钝击 加 麻痹力场
奥术内在法术 DC 38;

  • 9环 缚魂术(×3);
  • 5环 定位术
阿鲁姆抗魔 Aluum Antimagic 魂缚阿鲁姆对法术和魔法能力免疫,但有两个例外。负能量法术或魔法能力给予魂缚阿鲁姆迅捷(quickened)状态直到下一回合结束,取代原本效果。一个正能量法术或魔法能力会令魂缚阿鲁姆获得缓慢(slowed) 1直到下一回合结束,取代原本效果。
湮灭光束 Obliteration Beam [AA]奥术,塑能系,力场需求 魂缚阿鲁姆已用它的缚魂术内在法术束缚了一个灵魂;效果 魂缚阿鲁姆将捕获的灵魂的精华转化为纯净的魔法能量,将灵魂引导成光束,在30尺线形范围内造成20d6点力场伤害(DC 38基础反射豁免)。被捕获的灵魂的剩余碎片被释放回浩瀚众界(the Great Beyond)。魂缚阿鲁姆在1d4轮内不能再次使用此能力。
麻痹力场 paralyzing force奥术,失能,死灵系) 被魂缚阿鲁姆的石拳打击伤害的生物必须成功通过DC 35强韧检定,失败则麻痹(paralyzed)1轮。大失败则麻痹(paralyzed)1分钟并被击至倒地。
灵魂捕手 Soul Binder 当魂缚阿鲁姆使用其缚魂术内在法术时,它将灵魂绑定到其核心水晶而非普通的物质成分中。水晶最多可以容纳60个灵魂。当遭遇魂缚阿鲁姆时,它的水晶通常包含1d6个灵魂。
灵魂尖啸 Soul Shriek [AA]奥术,听觉,塑能系,心灵,音波) 如同阿鲁姆执法者,但是造成16d6音波伤害。(译注:原文未说明DC是否增加)

剧透 -  原文:
Speed 25 feet, fly 25 feet
Melee Single Action fist +33 [+28/+23] (magical), Damage 3d10+17 bludgeoning plus paralyzing force
Arcane Innate Spells DC 38; 9th bind soul (x3); 5th locate
Aluum Antimagic Spiritbound aluum are immune to spells and magical abilities, with two exceptions. A negative spell or magical ability grants a spiritbound aluum the quickened condition until the end of its next turn instead of its normal effects. A positive spell or ability makes a spiritbound aluum slowed 1 until the end of its next turn instead of its normal effects.
Obliteration Beam Two Actions (arcane, evocation, force) Requirements The spiritbound aluum has bound a soul using its bind soul innate spell; Effect The spiritbound aluum transforms the captured soul’s essence into raw magical energy, channeling the spirit into a beam that deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining fragments of the captured soul are released to the Great Beyond. The spiritbound aluum can’t use Obliteration Beam again for 1d4 rounds.
Paralyzing Force (arcane, incapacitation, necromancy) A creature damaged by the spiritbound aluum's fist Strike must succeed at a DC 35 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone.
Soul Binder When a spiritbound aluum uses its bind soul innate spell, it binds the soul into its central crystal instead of the normal material component. The crystal can hold up to 60 souls. When encountered, a spiritbound aluum’s crystal typically contains 1d6 souls.
Soul Shriek Two Actions (arcane, auditory, evocation, mental, sonic) The spiritbound aluum emits a keening wail in a 15-foot cone that deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek again for 1d4 rounds.
« 上次编辑: 2022-12-28, 周三 21:39:56 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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六臂神卫 Calikang

引用
注: 防御姿态 能力过于超模,B书版本做了削弱处理;GM酌情更改。

六臂神卫是远古坟墓和宝库那蓝肤、六臂的巨型守护者。他们独特的生理结构使他们能够吸收并操纵电魔法以及其他能量。六臂神卫可以活到200年——尽管它可能通过假死进一步延长寿命。
剧透 -  原文:
The calikangs are giant blue-skinned, six-armed guardians of ancient tombs and treasuries. Their unique physiologies enable them to absorb and manipulate electrical magic, as well as other energies. A calikang can live for 200 years—though it may further extend its life via suspended animation.
引述: 额外学识
六臂神卫的起源 Calikang Origins
传说一位古老的神没能保护好一个重要的宝库,他羞愧地割下了自己的手指,将它们扔向了世界。六臂神卫从这些被切断的遗骸中崛起,作为赎罪,自那之后他们一直在试图保护世间的财产免遭抢劫或侵犯。
剧透 -  原文:
Sidebar - Additional Lore:Calikang Origins
Legend holds that an ancient god failed to protect an important treasury, and in shame he severed the fingers from his hand and cast them down upon the world. Calikangs arose from these severed remains, and as penance, they have sought to protect worldly holdings from robberies or invasions ever since.

六臂神卫 Calikang         生物 12

罕见 守序中立 大型 类人

察觉 +22;黑暗视觉,真视术
语言 通用语,巨人语
技能 运动 +25,威吓 +24
力量 +7, 敏捷 +4, 体质 +5, 智力 -2, 感知 +2, 魅力 +4
物品 +1 强击 长剑(2)
假死 Suspended Animation专注) 经过5分钟的专注,六臂神卫可以进入一种假死状态,静滞在原地,一动不动,但仍能意识到周围的环境。在此状态下,六臂神卫的强韧豁免获得+4状态加值;不会衰老;免疫疾病、吸入毒素、毒素伤害、饥饿和口渴。六臂神卫可以以自由动作[F]退出假死状态。如果他们是为了进行攻击而退出此状态,六臂神卫的先攻骰获得+4环境加值。

剧透 -  原文:
Calikang    Creature 12
Uncommon LN Large Humanoid
Source Bestiary 3 pg. 42, Pathfinder #149: Against the Scarlet Triad pg. 84
Perception +22; darkvision, true seeing
Languages Common, Jotun
Skills Athletics +25, Intimidation +24
Str +7, Dex +4, Con +5, Int -2, Wis +2, Cha +4
Items +1 striking longsword (2)
Suspended Animation (concentrate) By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings. While in this state, the calikang gains a +4 status bonus to Fortitude saves; doesn't age; and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll.

AC 35; 强韧 +23,反射 +22,意志 +20;对抗魔法全豁免+1状态加值
HP 235;
免疫 电击
防御姿态 Defensive Stance 六臂神卫在其AC上获得环境加值,数量等同于其不持武器的手的数量。最多 +4(此加值已经被计入六臂神卫的属性中)。
能量转化 Energy Conversion防护系,奥术) 每当六臂神卫被电特征法术击中或成功豁免一个造成电击伤害的法术时,他们会吸收能量。为六臂神卫回复相当于法术等级四倍的HP,并为他们的吐息武器充能。六臂神卫不能吸收自己的法术。

剧透 -  原文:
AC 31; Fort +23, Ref +22, Will +20; +1 status to all saves vs. magic
HP 235; Immunities electricity
Defensive Stance A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren’t wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang’s stats).
Energy Conversion (abjuration, arcane) Whenever the calikang is hit by an electricity spell's attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy. This heals the calikang for an amount of HP equal to quadruple the spell's level and recharges their Breath Weapon. A calikang can't absorb their own spells this way.

速度 35尺
近战 [A] 长剑 +28(魔法,触及 10尺,多用 P),伤害 2d8+15 挥砍
近战 [A] 拳头 +25(灵巧,触及 10尺,非致命),伤害 3d8+13 钝击
奥术内在法术 DC 28;

  • 6环 闪电链
  • 1环 魔化武器(随意施展)。
  • 恒定 真视术
吐息武器 Breath Weapon [AA]酸液,奥术,寒冷,电,塑能系,火焰,音波需求 每日一次;效果 六臂神卫呼出一股能量,对60尺线形范围内的生物造成13d6能量伤害(DC 28基本反射豁免)。每次攻击六臂神卫都能选择伤害类型:酸液,寒冷,电击,火焰,或者音波。如果六臂神卫选择电击伤害,则将骰子加大为d8。
六臂乱舞 Sixfold Flurry [AA] 六臂神卫进行两次长剑打击和至多四次拳头打击。每次打击必须针对不同的目标。这些攻击将计入六臂神卫的多重攻击减值,但直到所有攻击完成后才会增加多重攻击减值。

剧透 -  原文:
Speed 35 feet
Melee Single Action longsword +28 [+23/+18] (magical, reach 10 feet, versatile P), Damage 2d8+15 slashing
Melee Single Action fist +25 [+21/+17] (agile, nonlethal, reach 10 feet), Damage 3d8+13 bludgeoning
Arcane Innate Spells DC 28; 6th chain lightning; 1st magic weapon (at will); Constant (6th) true seeing
Breath Weapon Two Actions (acid, arcane, cold, electricity, evocation, fire, sonic) Frequency once per day; Effect The calikang breathes a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity.
Sixfold Flurry Two Actions The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target. These attacks count toward the calikang's multiple attack penalty, which doesn't increase until after all the attacks are complete.
« 上次编辑: 2022-04-20, 周三 16:40:20 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

线上 璀璨星炬

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邪魔,刑虐邪魔(拷问邪魔)  Daemon, Crucidaemon (Torture Daemon)

        在所有的死法中,刑虐邪魔所体现的恐怕是最不受欢迎的一种:折磨致死。这些魔族优美的、仿佛由钢铁或秘银雕刻而成的身躯,掩藏着阴鸷的忿怒和对制造痛苦的热爱。刑虐邪魔格外享受那把弯曲带齿的匕首造成的苦痛,这把匕首通过一条穿过手腕的链子附着于它们身上。
        刑虐邪魔在其存在的每一刻都致力于让猎物承受永恒的痛苦与恐惧。不像其他渴望尽快吞食凡人灵魂的邪魔,刑虐邪魔更乐于延长受害者的痛苦。邢虐邪魔对其猎物施加的折磨与痛苦无可言喻,乃至于这些受害者在死亡来临之际往往会对邪魔赐予的仁慈解脱感激涕零。一场遇到了刑虐邪魔但却没能杀死它的遭遇可不会轻易结束——刑虐邪魔对那些胆敢反抗它们的人有着无与伦比的耐心。

剧透 -  原文:
Crucidaemon (Torture Daemon)
Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend’s shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist.

A crucidaemon’s existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over—crucidaemons have unequaled patience for those who dare oppose them.
引述: 生物分布
邪魔陷阱工匠 Daemonic Trapmakers
刑虐邪魔擅长制造陷阱,它们用错综复杂且极其致命的陷阱装点自己或其主人的巢穴,并为守卫刻纹附魔来吸引他们的受害者。比刑虐邪魔喜好有条不紊制造陷阱的天性更诡异的是,它们对切割和残害被俘获的敌人有着堪比外科医生的兴趣。
剧透 -  原文:
Sidebar - Locations:Daemonic Trapmakers
Crucidaemons excel at trapmaking, and they line their lairs or the lairs of their masters with mazes of intricate and deadly traps and enchanted glyphs of warding through which they draw their victims. Perhaps even eerier than the crucidaemon’s methodical nature in trapmaking is its nearly medical interest in the mutilation and crippling of captured foes.

刑虐邪魔  Crucidaemon         生物 15

中立邪恶 中型 邪魔 魔族

察觉 +26;黑暗视觉,侦测阵营(仅限善良),生命感知(60尺)
语言 深渊语,龙语,地狱语;心灵感应 100尺
技能 特技 +30,奥法 +26,手艺 +30,欺骗 +26,威吓 +28,隐秘 +30,贼活 +26
力量 +4, 敏捷 +7, 体质 +7, 智力 +3, 感知 +7, 魅力 +5


AC 38;强韧 +26,反射 +30,意志 +26;对抗魔法全豁免+1状态加值
HP 225;
免疫 死亡效果
抗力 物理 10(除了精金)
弱点 善良 10
陷阱规避者 Trap Dodger 刑虐邪魔几乎不可能被陷阱愚弄。每当刑虐邪魔为了对抗陷阱危害而投豁免骰,它的成功度较投出的上升一级。

剧透 -  原文:
Crucidaemon    Creature 15
NE Medium Daemon Fiend
Source Pathfinder #149: Against the Scarlet Triad pg. 85
Perception +26; darkvision, detect alignment (good only), lifesense 30 feet
Languages Abyssal, Draconic, Infernal; telepathy 100 feet
Skills Acrobatics +30, Arcana +26, Crafting +30, Deception +26, Intimidation +28, Stealth +30, Thievery +26
Str +4, Dex +7, Con +7, Int +3, Wis +7, Cha +5
AC 38; Fort +26, Ref +30, Will +26; +1 status to all saves vs. magic
HP 225; Immunities death effects; Resistances physical 10 (except adamantine); Weaknesses good 10
Trap Dodger Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.

速度 50尺,凌空而行
近战 [A] 系链匕首 +30(灵巧,娴熟,魔法,触及 10尺,多用 S),伤害 4d4+14 穿刺 加 2d6 持续流血
神术内在法术 DC 32,攻击 +28;

  • 7环 守卫刻纹(×3),麻痹术
  • 4环 死亡丧钟恐惧术隐形术(随意施展),幻痛术(随意施展);
  • 恒定(2环) 侦测阵营(仅限善良)。
注:恒定法术原文无凌空而行,疑似漏印
创造邪魔陷阱 Daemonic Trap Making神术) 每当刑虐邪魔施展其内在守卫刻纹法术时,它能在刻纹中储存任何适当等级的奥术或神术法术,即使它不能施展该法术。
匕刃乱舞 Flurry of Daggers [A] 刑虐邪魔对一个目标进行两次系链匕首打击。这些攻击将计入它的多重攻击减值,但它的多重攻击减值在两次攻击结束后才会增加。
重铸匕首 Manifest Dagger [A] 刑虐邪魔召唤出一把新的系链匕首以替代被摧毁的一把。刑虐邪魔的匕首无法被卸武,当其与邪魔分离或邪魔死亡时,它们不再具有魔法(特征)。

剧透 -  原文:
Speed 50 feet, air walk
Melee Single Action chained dagger +30 [+26/+22] (agile, finesse, magical, reach 10 feet, versatile S), Damage 4d4+14 piercing plus 2d6 persistent bleed
Divine Innate Spells DC 32, attack +28; 7th glyph of warding (x3), paralyze; 4th death knell, fear, invisibility (at will), phantom pain (at will); Constant (2nd) detect alignment (good only)
Daemonic Trap Making (divine) When the crucidaemon casts its innate glyph of warding spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can’t otherwise cast the spell.
Flurry of Daggers Single Action The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon’s multiple attack penalty and its multiple attack penalty doesn’t increase until after both attacks.
Manifest Dagger Single Action The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon’s daggers can’t be disarmed, and they become non-magical when severed from the daemon or upon the daemon’s death.
« 上次编辑: 2021-08-23, 周一 22:57:16 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

线上 璀璨星炬

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纳祭魔(猪恶魔)NALFESHNEE(BOAR DEMON)
(原判魂魔)
纳祭魔是巨大、肥胖、长着猪头的恶魔,它们囤积财富和知识,从贪婪的凡人灵魂中诞生。很少有恶魔能像纳祭魔那样对深渊本身的内部运作了如指掌,而纳祭魔在向恶魔领主屈膝之前,首先将自己视为深渊本身的仆人,这是很正常的。一些纳祭魔声称自己管理着塑造新恶魔的肉身王国,而另一些纳祭魔则守卫着位面深处具有特殊意义的地点。纳祭魔统治下的深渊王国可以轻易超过最大的人类王国的力量和规模,因为纳祭魔对于管理和操纵深渊的混乱具有独特的天赋。

引用
边栏:交换秘密 SECRET MONGERS
纳祭魔对知识的贪婪不亚于物质财富,特别是当这些知识能满足深渊的需求和欲望时。每个纳祭魔都有自己感兴趣的领域,它们在这些领域中学识渊博,但如果想让纳祭魔透露一个秘密,它们通常会要求用一个至少同等价值的秘密作为回报。

纳祭魔 NALFESHNEE                      14级生物

混乱邪恶 超大型 恶魔 魔族
察觉 +25;黑暗视觉,真视术
语言 深渊语,天界语,龙语;心灵感应100尺
技能 深渊学识(Abyss Lore) +25,奥法 +25,运动+28,欺骗 +26,交涉 +24,威吓+28,宗教 +25
力量 +8,敏捷 +2,体质 +8,智力 +5,感知 +5,魅力 +4

AC 34;强韧 +28,反射 +22,意志 +23;对抗魔法效果时所有豁免+1
HP 365;弱点 寒铁 15,善良 15
厌恶破财(Forfeiture Aversion) 纳祭魔的贪婪导致它在损失财产时会受到伤害。如果纳祭魔的一件物品被偷走,则恶魔受到3d6+10心灵伤害。
贪婪攫抓(Greedy Grab)[R] 触发 生物以武器对纳祭魔进行打击,结果大失败;效果 纳祭魔尝试以-2环境减值对触发的武器进行缴械。如果成功,纳祭魔偷走该武器。

速度 30尺,飞行 40尺
近战[A] 啃咬 +28(魔法,触及 15尺),伤害 3d12+14 穿刺
近战[A] 爪抓 +28(灵巧,魔法,触及 15尺),伤害 3d8+14 挥砍
神术内在法术 DC 34;
   6环 解除魔法 dispel magic(随意施展),神圣狂怒divine wrath(随意施展);
   5环 次元门 dimension door,幻象物品 illusory object(随意施展);   4环 次元门 dimension door(随意施展);
   常驻(6环) 真视术 true seeing
仪式 DC 34;深渊协定 Abyssal pact
索取财富(Claim Wealth)[A]咒法系,神术,异次元)纳祭魔偷走所有受到贪财之光能力影响而发光的无主物品,将其传送进异次元空间。恶魔能以交互动作将任意数量的这些物品取到手中或丢在地上。如果恶魔死亡、受到传送效果影响、或吞噬一个异次元空间(例如次元袋),它就会吐出所有的物品。
贪财之光(Light of Avarice)[AA]神术,惑控系,光亮,心灵);频率 每小时1次;效果 纳祭魔对60尺内四个物品射出不洁的光束。如果某个生物正穿戴或持握目标物品,它能通过DC 34反射豁免来避免使物品受到影响。在1分钟内,受影响的物品会发出令人作呕的光芒。任何非恶魔生物只要持有、穿戴或触摸发光物品,就会陷入恶心2,并且在恶心持续期间还伴随缓慢1。从恶心状态中恢复需要通过DC 29意志豁免,而不是强韧豁免。结束恶心状态同时会结束缓慢状态,并且能让生物在24小时内对贪财之光临时免疫。如果生物移除或丢掉该物品,这两种状态立即结束,但生物不会对贪财之光临时免疫。

译注:注意这里的数据和B2有出入,AB比B2少了1点。

原文

« 上次编辑: 2021-11-03, 周三 10:41:36 由 原子能青蛙 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

线上 璀璨星炬

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魔鬼,恐纳魔(角魔) Devil, Cornugon(Horned Devil)

地狱大军里包含一批批的不同的恶魔,它们都恰如其分地扮演着自己的角色。但这样的军队需要有能力的指挥官——这正是角魔所担任的角色。角魔仅仅是出现在战场上就能激励那些被它们指挥的手下奋勇作战——通常是因为恐惧失败之后招致角魔可怕的折磨和惩罚。角魔在玛尔伯格(Malebolge)的烈火中由低阶魔鬼中最著名的战士塑造而来,它们在整个多元宇宙里都是最凶猛的战士之一。它们中最强大的存在会进一步晋升,成为罕见和可怕的地狱传说——所谓的恶爪魔。

引用
恶爪魔 THE MALEBRANCHE
每隔五千年,最强大的角魔就会变为恶爪魔(malebranche),这是一种位阶仅次于地狱公爵的准神。格拉利昂的学者们目前已经知道有12只健在的恶爪魔,每一只都是独一无二的,但他们都有个共同的目标就是征服物质位面。

角魔(恐纳魔)                生物16

守序邪恶 大型 魔鬼 魔族
察觉 +28;高等黑暗视觉
语言 天界,通用语,龙语,炼狱语;心灵感应100尺
技能 特技+28,运动+32,威吓+30,宗教 +28,隐秘 +26,战争学识 +30
力量 +8,敏捷 +6,体质 +7,智力 +4,感知 +6,魅力 +6
物品 +2 高等强击邪恶刺链(greater striking unholy spiked chain)

AC 38;强韧 +31,反射 +26,意志 +26;对抗魔法效果时所有豁免+1
HP 300;免疫 火焰;弱点 善良15;抗力 物理 15(除了银),毒素 15
防护法阵(Circle of Protection)(防护系,灵光,神术,邪恶) 10尺。角魔周身拥有常驻的针对善良的防护法阵(circle of protection)效果。
统帅灵光(Commander's Aura)(灵光,神术,惑控系) 100尺。在灵光范围内的等级低于角魔的魔鬼盟友,在攻击检定、伤害检定、AC、豁免和技能检定上有+1环境加值。
气势凶猛(Frightful Presence)(灵光,神术,情绪,惑控系,恐惧,心灵) 10尺,DC 34
借机攻击 [R]

速度 25尺,飞行50尺
近战[A] 刺链 +34(卸武,邪恶,娴熟,魔法,触及 10尺,摔绊),伤害 3d8+16 挥砍 外加2d6邪恶和震慑枷锁
近战[A] 爪抓 +32(灵巧,魔法,触及 10尺),伤害 3d10+14 挥砍 外加1d6邪恶
近战[A] 甩尾 +32(魔法,触及 10尺),伤害 3d8+14 挥砍 外加1d6邪恶 和地狱创伤
神术内在法术 DC 36;
    7环 解除魔法 dispel magic,火球 fireball(×2),闪电束 lightning bolt(×2);
    5环 次元门 dimension door
    4环 次元门 dimension door(随意施展)
仪式 DC 36;炼狱契约
玛尔伯格之链(Chain of Malebolge)[A] 需求 角魔的上个动作是1次成功的刺链打击;效果 角魔将目标拉近5尺,然后以刺链攫抓目标(逃脱DC 42)。如果角魔再次以刺链进行攻击或移动位置,则目标自动被释放。
地狱创伤(Infernal Wound)(神术,死灵系) 角魔的甩尾打击造成4d6持续性流血伤害。终止流血的纯骰检定DC起始为20,只有某人成功协助之后才能减少为15。对遭受地狱创伤的生物进行急救(Administer First Aid)的DC增加10点。如果有施法者或物品对遭受地狱创伤的生物使用治疗魔法,必须通过DC 34反制检定,否则法术无法治疗该生物。
震慑枷锁(Stunning Chain)(失能)如果角魔的刺链打击造成重击,目标必须成功尝试1次DC 34强韧豁免,否则陷入震慑,持续1轮(大失败则震慑1d4轮)

原文
« 上次编辑: 2021-09-12, 周日 00:01:55 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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不朽灵液 Immortal Ichor

一团不朽灵液是一位已死邪神的血块。执行创造不朽灵液仪式的邪教徒们通常会把这团有知觉的泥怪封在一个地底或偏僻的密室,以阻挡它的魔法能力,但随着时间的推移,这些封印会被打破或逐渐衰弱,释放这个亵渎的怪物。
剧透 -  原文:
Immortal Ichor
An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster.
引述: 额外学识
死亡的神祇们 Dead Deities
不朽灵液能从几乎任何死去的邪神身上诞生。一些崇拜陨落神明的邪教徒有时会投身于寻找他们前主人的血。
剧透 -  原文:
Sidebar - Additional Lore:Dead Deities
Immortal ichors can arise from practically any evil, dead deity. Cults whose deities have fallen sometimes rededicate themselves to the search for the blood of their former master.

不朽灵液 Immortal Ichor         生物 15

稀有 中立邪恶 中型 泥怪

察觉 +20;感知 60尺,没有视觉
语言 深渊语,邪灵语,地狱语,地底通用语;心灵感应 100尺
技能 古代历史学识(Ancient History Lore)+30,奥法 +30,宗教 +29
力量 +6, 敏捷 +3, 体质 +9, 智力 +7, 感知 +6, 魅力 +6


AC 26;强韧 +30,反射 +20,意志 +29
HP 350,再生 15(善良使其失效);
免疫 酸液,重击,心灵,精准,失去意识,视觉;
抗力 物理 15
永生 Immortality 不朽灵液不会衰老,也不需要进食或呼吸。它只能死于暴力。

剧透 -  原文:
Immortal IchorCreature 15
RareNEMediumOoze
Source Pathfinder #149: Against the Scarlet Triad pg. 88
Perception +20; motion sense 60 feet, no vision
Languages Abyssal, Aklo, Infernal, Undercommon; telepathy 100 feet
Skills Ancient History Lore +30, Arcana +30, Religion +29
Str +6, Dex +3, Con +9, Int +7, Wis +6, Cha +6
AC 26; Fort +30, Ref +20, Will +29
HP 350, regeneration 15 (deactivated by good); Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances physical 15
Immortality The immortal ichor doesn’t age, nor does it need to eat or breathe. It can die only as a result of violence.

速度 20尺,飞行 20尺
近战 [A] 伪足 +27,伤害 3d8+12 钝击 加 腐蚀心灵
神术内在法术 DC 37,攻击 +31;

  • 7环 魅惑术(×3),弱智术占据术暗示术
  • 6环 信念崩塌念动移物(随意施展);
  • 3环 读心术(随意施展);
  • 2环 念动战技(随意施展);
  • 1环 魅惑术(随意施展),命令术(随意施展);
  • 戏法(7环) 念动射弹
神术领域法术 DC 37,攻击 +31,3 聚能点;
  • 8环 毁灭战吼毁灭灵光
腐蚀盟友 Corrupt Ally神术,惑控系,心灵) 一个对不朽灵液的魅惑术豁免失败的生物会陷入呆滞(stupefied) 1。呆滞值每24小时减1。每当一个因灵液的魅惑术而呆滞的生物在当日第一次对抗灵液的另一个魅惑术失败时,其呆滞值增加1d4。如果呆滞值与该生物的智力调整值相等,则该生物将永久被灵液控制;如果被控制的生物死亡,他会在下一轮它成为一只受灵液控制的丧尸(种类由DM选择)。如果灵液被杀死,这些丧尸就会被摧毁。
死亡法术 Dead Spells 一个不朽灵液能够施展它所属的神明所拥有领域的初始和进阶领域法术。(此处的领域法术来自毁灭领域)
腐蚀心灵 Mental Erosion 被不朽灵液的伪足击中的生物获得呆滞(stupefied) 2,持续1日直到他们成功通过DC 35意志豁免。
抽血 Resanguinate [AAA]神术,治疗,死灵系) 不朽灵液从周围生物的孔窍中抽取血液。30尺内所有有血的活物各受到4d6伤害(DC 33强韧豁免)。不朽灵液恢复等于总造成伤害的生命值。豁免失败的生物获得流失(drained) 1(大失败获得流失(drained) 2)

剧透 -  原文:
Speed 20 feet, fly 20 feet
Melee Single Action pseudopod +27 [+22/+17], Damage 3d8+12 bludgeoning plus mental erosion
Divine Innate Spells DC 37, attack +31; 7th charm (x3), feeblemind, possession, suggestion; 6th crisis of faith, telekinetic haul (at will); 3rd mind reading (at will); 2nd telekinetic maneuver (at will); 1st charm (at will), command (at will); Cantrips (7th) telekinetic projectile
Cleric Domain Spells DC 37, attack +31, 3 Focus Points; 8th cry of destruction, destructive aura
Corrupt Ally (divine, enchantment, mental) A creature that fails to save against an immortal ichor’s charm spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours. The first time each day a creature stupefied by the ichor’s charm fails to save against another casting of the ichor’s charm, the value of the condition increases by 1d4. If the stupefied condition ever equals the creature’s Wisdom score, it becomes controlled by the ichor permanently; if it dies, it rises the next round as a zombie (of the GM’s choice) under the ichor’s control. If the ichor is killed, these zombies are destroyed.
Dead Spells An immortal ichor can cast an initial and advanced domain spell of a domain that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the destruction domain).
Mental Erosion A creature hit by the ichor’s pseudopod is stupefied 2 for 1 day unless it succeeds at a DC 35 Will save.
Resanguinate Three Actions (divine, healing, necromancy) The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also drained 1 (or drained 2 on a critical failure).
« 上次编辑: 2021-08-23, 周一 23:27:18 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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避日蛛 Solifugid
感谢B2译者@原子能青蛙
这些巨大的害虫拥有六条腿和两对很容易被误认为是腿的巨大的捕食附肢。它们通常被称为骆驼蜘蛛、太阳蜘蛛或风蝎子,尽管它们既不是蜘蛛也不是蝎子。

引用
避日蛛洞穴 SOLIFUGID BURROWS
大多数避日蛛在洞穴里产卵。雌性避日蛛在保护自己的卵时甚至会牺牲出去捕猎的机会,对任何威胁到自己孩子的存在充满了攻击性。肆意妄为的冒险者的尸体会散落在它的洞穴里,但这并不能阻止其他寻宝者在这堆满财宝的洞穴里碰运气。

巨避日蛛 GIANT SOLIFUGID

即使是体型最小的巨避日蛛,也足以惊扰到沙漠商人和他们的坐骑。

巨避日蛛             生物1

绝对中立 中型 动物
察觉 +7;黑暗视觉
技能 特技+8, 运动+6, 隐秘 +6(沙漠中+10)
力量 +1, 敏捷 +3, 体质 +3, 智力 -5, 感知 +1, 魅力 -4

AC 16;强韧 +6, 反射 +8, 意志 +4
HP 20

速度 35尺, 攀爬 25尺
近战 [A] 啃咬 +8, 伤害 1d10+1 穿刺
近战 [A] 爪抓 +8(灵巧, 触及 10尺), 伤害 1d8+1 挥砍
猛扑(Pounce)[A] 巨避日蛛行走(Strides)然后在行动结束后进行一次打击。如果巨避日蛛在行动开始是出于藏匿状态(hidden),在此能力中的攻击动作结束之后它依然藏匿。
撕裂(Rend)[A] 爪抓

原文
« 上次编辑: 2021-08-21, 周六 13:27:29 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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撼沙避日蛛 DUNESHAKER SOLIFUGID
感谢B2译者@原子能青蛙
作为体型最大的避日蛛,撼沙避日蛛体型是如此巨大,它们的每次移动都能让周围的地面震动。它们可以捕食猛犸象,甚至更大的猎物。

撼沙避日蛛                   18级生物

绝对中立 巨型 动物
察觉 +30;黑暗视觉, 震颤感知(模糊感官) 30尺
技能 特技+33, 运动+35, 隐秘 +33(沙漠中+37)
力量 +9, 敏捷 +7, 体质 +7, 智力 -5, 感知 +4, 魅力 -4

AC 42;强韧 +31, 反射 +33, 意志 +28
HP 340

速度 50尺, 掘进 25尺, 攀爬 25尺
近战 [A] 啃咬 +35(触及10尺), 伤害 4d10+17 穿刺
近战 [A] 爪抓 +35(灵巧, 触及20尺), 伤害 3d10+17 挥砍
撼地者(Earth Shaker) 每一回合,当撼沙避日蛛第一次进行移动动作,只要它在移动过程中和1个体型不大于大型的生物相邻,该生物就必须通过DC 39反射豁免,否则会陷入倒地。
猛扑(Pounce)[A] 撼沙避日蛛行走,然后在移动结束后进行1次打击。如果撼沙避日蛛在开始此动作前处于藏匿(hidden)状态,它会一直保持藏匿直到该次打击结束。
撕裂(Rend) [A] 爪抓
毒液喷雾(Venom Spray) [AA](毒素)撼沙避日蛛喷出一道30尺锥形范围的毒雾。此范围内的每个生物都会受到10d6毒素伤害(DC 39基础强韧豁免)。豁免失败的生物还会目盲1d6轮(大失败则永久目盲)。撼沙避日蛛在1d4轮内无法再次使用毒液喷雾能力。

原文

« 上次编辑: 2021-09-12, 周日 00:04:34 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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巫怪 Witchwyrd

        这些四臂的类人生物有着无毛的蓝灰色皮肤,通常6-1/2尺高,300磅重。他们的手有三根大小相等,间隔排布成正四面体的手指。巫怪们遮住了他们几乎全部的脸,只露出一双眼睛。他们难以捉摸的外貌和性格对他们最重要的兴趣——重商主义——大有裨益,许多傲慢的巫怪毫不掩饰地陶醉于因其神秘的伪装和举止所致的困惑。巫怪们对新的机遇和市场有着敏锐的眼光,而且他们几乎总能知道对方打算涮他们。
        当它们不打算融入本地社区时,巫怪喜欢身穿异域风情的黄色或红色宽松袍子,头戴标志性的圆锥形帽子。巫怪倾向于选择他们造访的星球中最干燥、最温暖的地区,这或许表明了他们神秘家园的特征。
       欲了解更多关于巫怪的内容,见原模组65页(暨附录1:巫怪的生态)。

剧透 -  原文:
Witchwyrd
Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 pounds. Their hands possess three evenly sized and spaced digits in a tripod-like arrangement. Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests, mercantilism, and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them.

When not trying to blend in with the local community,witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.

For more on witchwyrds, see page 65.
引述: 关联生物
外星人的盟友 Alien Allies
虽然巫怪看上去通常像是独居的生物,但他们中最成功的很少会在位面和行星上独自游荡。高阶或富有的巫怪会雇佣各种各样的保镖来陪伴他们,而他们的随从通常是由他们在旅行中遇到的来自五湖四海的人组成。
剧透 -  原文:
Sidebar - Related Creatures:Alien Allies
While witchwyrds often appear to be solitary creatures, the most successful among them rarely wander the planes and planets alone. High-ranking or wealthy witchwyrds employ a variety of bodyguards to accompany them, and their entourage is usually composed of a variety of strange beings met during their travels.

巫怪 Witchwyrd         生物 6

罕见 守序中立 中型 类人

察觉 +12;黑暗视觉
语言 通用语,龙语;一种或更多位面语言;巧言术
技能 奥法 +16,欺骗 +15,沙漠学识 +14,交涉 +15,威吓 +15,与某个特定位面相关的一个或更多学识(B书补充加值:+14)
力量 +3, 敏捷 +3, 体质 +1, 智力 +4, 感知 +3, 魅力 +5
物品 +1 刺叉

剧透 -  原文:
Witchwyrd    Creature 6
Uncommon LN Medium Humanoid
Source Bestiary 2 pg. 294 2.0, Pathfinder #149: Against the Scarlet Triad pg. 90
Perception +12; darkvision
Languages Common, Draconic; one or more planar languages; tongues
Skills Arcana +16, Deception +15, Desert Lore +14, Diplomacy +15, Intimidation +15, one or more Lore skills related to a specific plane +14
Str +3, Dex +3, Con +1, Int +4, Wis +3, Cha +5
Items +1 ranseur

AC 22;强韧 +13,反射 +13,意志 +15
HP 110;
抗力 力场 5
吸收力场 Absorb Force [R]奥术,塑能系,力场频率 每轮一次;效果 巫怪用一只空闲手“抓”住一发瞄准他的魔法飞弹,只要他能意识到有飞弹在朝这边来。他会吸收飞弹,并且只要他还握着这股能量,他的手就会发光。握着能量的手除了施展力场矢能力外不能做其他任何事。这股能量能维持6轮或直至它被释放。

剧透 -  原文:
AC 22; Fort +13, Ref +13, Will +15
HP 110; Resistances force 5
Absorb Force Reaction (arcane, evocation, force) Frequency once per round; Effect The witchwyrd uses a free hand to “catch” a single magic missile fired at it, as long as it is aware of the incoming magic missile. This absorbs the missile and causes that hand to glow while it holds this energy. A hand that’s holding energy can’t be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released.

速度 25尺
近战 [A] 刺叉 +16(缴械,魔法,触及 10尺),伤害 1d10+6 穿刺
近战 [A] 拳头 +15(灵巧,非致命),伤害 1d6+6 钝击 加 攫抓
奥术内在法术 DC 23,攻击 +15;

  • 5环 次元门
  • 4环 抵抗能量伤害(×2),暗示术弹力法球
  • 3环 解除魔法
  • 2环 镜影术
  • 1环 浮碟术(随意施展),隐形仆役(随意施展);
  • 戏法(3环) 侦测魔法
  • 恒定(5环) 巧言术
力场矢 Force Bolt [A] 到 [AAA]奥术,塑能系,力场) 每花费一个动作,巫怪就发射一枚魔法飞弹(每发造成1d4+1伤害)。他们不能在此能力上花费超过其空闲手数量的动作。如果他用一只正用于吸收力场能力的手施展力场矢,那只手会投出两枚而非一枚飞弹,并消耗所持有的能量
剧透 -  原文:
Speed 25 feet
Melee Single Action ranseur +16 [+11/+6] (disarm, magical, reach 10 feet), Damage 1d10+6 piercing
Melee Single Action fist +15 [+11/+7] (agile, nonlethal), Damage 1d6+6 bludgeoning plus Grab
Arcane Innate Spells DC 23; 5th dimension door; 4th resilient sphere, resist energy (×2), suggestion; 3rd dispel magic; 2nd mirror image; 1st floating disk (at will), unseen servant (at will); Cantrips (3rd) detect magic; Constant (5th) tongues
Force Bolt Single Action to Three Actions (arcane, evocation, force) The witchwyrd fires one magic missile per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy.
« 上次编辑: 2022-03-12, 周六 21:56:23 由 璀璨星炬 »
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。