作者 主题: [3R]求已有的ToN的翻译  (阅读 1989 次)

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[3R]求已有的ToN的翻译
« 于: 2013-06-08, 周六 11:12:53 »
传送门或网盘都好。
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

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Re: [3R]求已有的ToN的翻译
« 回帖 #1 于: 2013-06-08, 周六 12:07:45 »
好奇地问ToN是哪本书?

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Re: [3R]求已有的ToN的翻译
« 回帖 #2 于: 2013-06-08, 周六 12:53:42 »
TOME OF NECON啥啥的?
那个貌似不是官方?
我的PS3终于好了,2OG战斗中

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Re: [3R]求已有的ToN的翻译
« 回帖 #3 于: 2013-06-08, 周六 13:14:49 »
Tome of Necromancy
但这是非官方的(可对于控死灵的来说超COOL)
翻译的话http://tieba.baidu.com/p/584557584 [nofollow]这个帖子有一些
但没有召灵专长
所以我大致找了一下,如下

[ToN]专长

死灵创造类专长
带有[死灵]标记的专长属于死灵创造类专长。虽然这类手法只是死灵学派传统黑暗手法中的一部分;其他手法诸如死灵系法术或其他效果也能创造这些不死生物,但是这却是一条成为正式死灵师的捷径。这些专长都有一个共性,那就是各自都有一个针对其所创造的不死生物的独立控制槽。比如,如果一个死灵师同时拥有血之契约专长和无名盛宴专长,那么他除了可以控制不超过其原魅力调整值数量的食尸鬼外,还能控制不超过其原魅力调整值数量的吸血鬼或吸血衍体。向任意一个不死生物发出指令是一个移动动作。此类专长所控制的不死生物不能创造其他不死生物或使用产生不死生物衍体的能力。
虽然这类仪式价格低廉,但需要智慧活物的血肉或是其新鲜尸体作为仪式的对象。任何额外的花费或条件将会在相应专长中列出。这些仪式需要花费1小时/每所创造生物的CR,并且只能在晚上或是从未照射到阳光的地方(例如一个位于深处的洞穴)。这些仪式所创造的不死生物其最大CR必须比创造者的人物等级低2。创造不死生物所需要的材料花费通常至少为25gp/每HD。以这类方式创造不死生物通常需要至少1小时。

不死生物类专长
不死生物的力量之所以非常著名,一部分是因为它们的种类繁多。带有[不死]标记的专长只有不死生物角色才能选择和使用。

无名盛宴[死灵]
你品尝过最污秽的盛宴,因此你视自己为食尸鬼之王。
先决条件:你必须曾吞食过刚死不久的智慧生物,必须为邪恶
效果:你可以用任何濒死的家伙(HP在-1到-9之间)来创造食尸鬼或妖鬼,你所创造的不死生物都带有灵敏嗅觉特性。此外,当你彻底吞吃完一个智慧生物后,每HD你恢复5点HP。
你自动控制相当于你魅力调整值数量的由此专长创造的不死生物,但是不死生物的CR必须比你的人物等级低2。

鲜血之道[死灵]
你学会了那黑暗而自私的仪式,从此可以创造吸血鬼,这一传说中不朽的暗夜饮血者。
先决条件:角色等级为5
效果:你可以创造出吸血鬼或吸血衍体。当你所创造的无心智不死生物使用穿刺或挥砍攻击杀死活物后,它们就能在下一次日落时得到完全恢复。拥有此专长的施法者可以使用任何带有[鲜血]法术成分的法术。
你自动控制相当于你原魅力调整值数量的由此专长创造的不死生物,但是不死生物的CR必须比你的人物等级低2。

躯干组装[死灵]
那些废弃的生物躯壳对你而言只不是组装材料而已。
先决条件:施法等级为1,有能力施展1级的死灵系法术
效果:你可以创造出为你个人服务的骷髅或僵尸。
你自动控制相当于你原魅力调整值数量的由此专长创造的不死生物,但是不死生物的CR必须比你的人物等级低2。
特殊:1或2级的角色可以创造出低于其自身CR的不死生物,但是这样一来每1个不死生物就视作2个受控单位。

祭祀邪神[死灵]
你吸引了邪神或者恶魔领主的注意,他们愿意为你的创造提供黑暗生命,从而交换一些痛苦和力量。
先决条件:两个死灵创造类专长,角色等级为7,知识[宗教]10级
好处:你可以通过祭祀来创造任意的不死生物。对于你要创造的生物每有一个CR,你就需要祭祀一个智慧生物的灵魂(智力不低于5)和500GP。比如,你要许愿创造一个CR8的不死生物,你需要祭祀掉8个智慧生物的灵魂,以及4000GP。你创造的不死生物的CR必须比你的人物等级低2。
你自动控制相当于你原魅力调整值数量的由此专长创造的不死生物,但是不死生物的CR必须比你的人物等级低2。

长久裹卷[死灵]
出土的木乃伊证实了那些关于死物的古代隐秘。
先决条件:角色等级为8
效果:你可以创造出木乃伊。此外,你所创造的不死生物其天生防御增加+3。另外,只要你的不死生物能待在一个照射不到阳光的封闭空间中休息(停止行动),那么只要它们处于此空间中,这里就视作他们的墓穴(见新规则)。即使此地并非墓穴也是如此。
你自动控制相当于你原魅力调整值数量的由此专长创造的不死生物,但是不死生物的CR必须比你的人物等级低2。

彼世喃呢[死灵]
你学会了如何穿过生命的面纱从而进到死亡的阴影中去折磨灵魂的诀窍。
先决条件:角色等级为4
效果:你可以创造出虚体不死生物。此外,你所创造的不死生物其先攻获得+2,潜行鉴定获得+4,并且能将*探测生命作为特性。
你自动控制相当于你原魅力调整值数量的由此专长创造的不死生物,但是不死生物的CR必须比你的人物等级低2。

食仙妖
通过吞食精类,你吸收了她们的部分魔力。
先决条件:无名盛宴,必须吃过精类生物
效果:你所施展的虚假幻觉和五官幻觉子学派法术其持续时间延长2轮。此外所有诡术领域的法术都视为你的已知法术,你在易容鉴定上获得+4,此外当决定法术及魔法物品的效果,或是专长及进阶职业的先决条件时,你可以选择视作精类生物。

天界甜点
通过吞食甜美的天使,你消化了他们的部分神力精华。
先决条件:无名盛宴,角色等级为10,必须吃过天使,亚空,爱刺,或使徒
效果:每天你有能力将一个半天界模板中的法术(视你的HD而定)作为类法能力施展。此外,所有**饕餮领域中的法术都视为你的已知道法术,你在交涉鉴定上获得+2,在决定法术及魔法物品的效果时,你可以选择视为善良。

烹调魔鬼
通过学习黑暗的烹调技巧,你已经学会借由吞食恶魔,魔鬼,以及其他的地狱生物,来吸收它们的特性和它们的一些力量。
先决条件:无名盛宴,角色等级为10,必须吃过恶魔,或魔鬼
效果:每天你有能力将一个半炼狱模板中的法术(视你的HD而定)作为类法能力施展。此外,所有邪恶领域中的法术都视为你的已知道法术,你在威吓鉴定上获得+2,在决定法术及魔法物品的效果,或是专长及进阶职业的先决条件时,你可以选择视作塔纳里,或巴提兹。

孩童死灵师
对于死亡的着迷和在你童年早期进行的死灵术实验扭曲了你的身体,并且使你成为了魔法天才。结果就导致你的躯体将不会再长大,因此你成了一个有着小孩身体的成年人,法力高强却身体孱弱。
先决条件:施法等级为1,必须在每一个你所能施展的法术等级上至少知道一个死灵系法术
效果:你施展的所有死灵系法术在施法者等级上获得+4,同时对于所有你使用到的死灵系接触攻击法术,你获得武器娴熟专长的效果(由你决定是否使用)。你在力量值上获得-4,并且无论实际年龄类型为何,你的外表始终保持孩童的样子(此效果无法阻止因年龄类型增长而获得的惩罚和奖励,也无法停止衰老过程)。你比自身种族的正常体型小一个体型类型(但不会改变属性调整值)。如果你是一个自发施法者,你可以永久地将任何一个已知法术替换成任何一个记录在自己所掌握的文字或卷轴中的死灵系法术。如果你是一个准备施法者,你可以从自己所掌握的文字或卷轴中学会任意法术列表中的死灵系法术,但是你不能将死灵学派选作禁止学派。这些死灵系法术可以出自任何一个法术列表,它们能随意替换,并且一旦选定就能如同你自身施法职业的本职法术般施展。即使你以后失去了本专长,这些法术仍就将作为已知法术。
特殊:你只能在1级时选取本专长。如果因环境因素而导致角色再也无法满足本专长的先决条件,那么他们可以选择用一个超魔专长(人物必须符合此超魔专长的先决条件)来永久替换本专长。

鲜血画师
通过用自己的血液来绘制附魔图案,你仅凭自己的生命能量就能自发施展法术。此专长对于需要准备法术的施法者和用完每日法术的施法者格外有用。
先决条件:鲜血之道,施法等级为5,辨识法术4级
效果:拥有此专长的施法者可以通过绘制一幅附魔图案从而将任意一个已知法术施放在一处10尺*10尺的平坦表面上。此仪式耗时为1分钟/每法术等级,同时它将对施法者造成2点体质伤害/每法术等级(或者如果他有血池的话,也可以选择失去相同的血池数)。如果施法者现有的体质值或血池数少于此法术等级的两倍,那么此法术将无法施展。
任何以此专长施展的法术都是超自然效果。

长久安眠
你所掌握的古代木乃伊技术揭示出了依靠睡眠阻断衰老的神秘技艺。
先决条件:角色等级为8,长久裹卷,你在魔法仪式期间必须将自己所有的内脏保存在一个储藏瓮中
效果:通过以木乃伊的丧葬方式将自己裹卷起来并且在此仪式中使用到价值1000gp的器材,你能发动长久安眠仪式。你的活力将暂时终止直到仪式器材受损。在这种状态下,你不会衰老,无须呼吸和进食,也不会被任何需要进行强韧豁免的效果影响。
习得此仪式的副作用是,在此魔法仪式期间,你必须将自己所有的内脏保存在一个储藏瓮中。这个步骤并不会伤害到你,而且它还将使你免疫重击和偷袭。将你的内脏保存在储藏瓮中并不会提供其他效果,但是如果它们受到破坏,那么你将失去本专长所提供的效果(一旦瓮被破坏,你的内脏会不可思议地回到了你的体内,你必须再次将它们移入瓮中才能重新使用本专长)。

骨刃大师
你已经掌握了制造骨刃的炼金术工序,和使用它们进行战斗的技巧。
先决条件:手艺(炼金术)4级,手艺(骨雕)4级
效果:你视同擅长使用任何以特殊材料骨刃所制造的武器,并且你能以骨刃制造武器。此外当你使用骨刃武器进行近战时,你视同拥有对应这把武器的精通重击专长。
你还在先攻鉴定上获得+2。

鬼斩术
对于虚体不死生物短暂特性的研究教会你使用超越血肉极限的战斗技巧。
先决条件:彼世喃呢
效果:你可以以迅捷动作将鬼击术法术当作类法能力使用,每日的使用次数相当于你角色等级的一半。
你还在先攻鉴定上获得+2,在潜行上获得+4,并且能将*探测生命作为特性。

衰弱之触[不死]
你的不死天性使你可以从活着的受害者那里吸取生命。
效果:你的徒手攻击和天生武器能造成一个负向等级。抵抗负向等级的DC基于魅力值。每当你以此方法对智慧生物造成一个负向等级,你就获得5点临时

操控衍体[不死]
你的受害者将在死后永远服侍你。
先决条件:衰弱之触
效果:当你用负向等级杀死的生物以尸妖形态复活时,你可以控制它。在同一时间内,你以此方式所能控制的尸妖数量等于你的魅力调整值(至少为1)。如果你又创造了一个额外的尸妖,那么你要选择放弃控制一个现有衍体。

麻痹之触[不死]
被你的手爪所碰触的人,即便再强壮也会血液凝结。
先决条件:食尸鬼
效果:你的徒手击打和天武攻击能够造成1分钟的麻痹,除非你的受害者能通过强韧豁免。此豁免基于魅力。
=======================================================
*探测生命(Lifesight)
死灵系
等级:牧师2,秘法师2
法术成分:V, S, DF
施法时间:一个标准动作
距离:30尺
区域:锥形弥漫
持续时间:10分钟/每等级
豁免检定:无
法术抗力:不可
你通过省视生命力的活跃程度,从而能够侦测出法术范围内的健康生物。你可在瞬间得知每个生物是否死亡,受伤(现有HP超过总HP的一半),重伤(总HP的一半到1HP),生病或中毒(但是你不会得知该生物受到了何种类型的疾病或毒药的影响),邻死(HP为0),濒死(-1至-10HP),不死生物,或无所谓死活(如构装生物)。探测生命可看穿任何使生物假死的法术和能力。
[出自《War of the Lance》p.47]
**出自《龙杂志#323-七宗罪领域法术》


最后还有什么吸血鬼和其他UD的新规啊我就懒得到处翻了
« 上次编辑: 2013-06-08, 周六 13:26:47 由 行动目标希特勒 »
菠萝油~~真好味~~面包切开中间夹片牛油
公仔面~~真好赚~~水滚落面卖你二十元
餐肉蛋三文治,加法兰西多士
咖啡飞沙走奶那才是好Taste
柠檬加冰红茶,还冻柠茶
加冰可乐还冻柠乐
曾经年少轻狂,曾经受过伤
爱情在无声喧哗,你最后嫁给他
河粉香Q软滑,滑蛋必备上汤
泪水模糊回忆, 你无情将我伤
茶餐厅的例汤,每天都不一样
当我想挽回爱情,你却被车撞
流泪因为洋葱,叉烧如此销魂
下周我就同你细妹~~结婚!!

离线 行动目标希特勒

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Re: [3R]求已有的ToN的翻译
« 回帖 #4 于: 2013-06-08, 周六 13:21:54 »
另一说,恐惧死灵师和这些可是超配啊   比如  孩童死灵师 和 七灵秘术 之类的  :em001  不过我相信除了小说设定  没那个仁兄敢把这本给开了 :em032
(PS: :em032 :em032 :em032 :em032 :em032 :em032 :em032
菠萝油~~真好味~~面包切开中间夹片牛油
公仔面~~真好赚~~水滚落面卖你二十元
餐肉蛋三文治,加法兰西多士
咖啡飞沙走奶那才是好Taste
柠檬加冰红茶,还冻柠茶
加冰可乐还冻柠乐
曾经年少轻狂,曾经受过伤
爱情在无声喧哗,你最后嫁给他
河粉香Q软滑,滑蛋必备上汤
泪水模糊回忆, 你无情将我伤
茶餐厅的例汤,每天都不一样
当我想挽回爱情,你却被车撞
流泪因为洋葱,叉烧如此销魂
下周我就同你细妹~~结婚!!

离线 sleepinglord

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Re: [3R]求已有的ToN的翻译
« 回帖 #5 于: 2013-06-08, 周六 14:46:04 »
有一些不死亚种的描述在哪里?

另外,七灵秘术还真是很带感的。
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

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Re: [3R]求已有的ToN的翻译
« 回帖 #6 于: 2013-06-08, 周六 14:59:15 »
New rules:

The interaction of Undead with the rest of the rules is often less than satisfactory. Part of this is that the undead type itself is extremely overzealous in the game effects it provides. The fact that all undead don't need sleep means that vampires don't have to sleep in their coffins. The fact that undead don't have a Constitution score means that Ghouls can run for exactly zero rounds before they have to make a Con check (that they automatically fail) to continue (and also says it can "run on indefinitely", a base contradiction that makes us sad). The fact that undead are immune to critical hits means that a vampire can't be staked through the heart (even if it was sleeping, which it isn't). But even beyond that fundamental error, the multitude of authors that compromise the Dungeons and Dragons design staff never seemed to get on the same page as to exactly what being undead means – so a surprisingly large number of contradictory statements pepper the products.

And I'm not just talking about how they made an entire Deathless Type when there's already Ghosts (Alignment: Any) right in the core rules.

Subtypes
The obvious, and slickest, way to handle the excesses of the Undead type would be to simply rewrite the Undead type with a lot less in it and throw down a number of subtypes (mindless for skeletons, amorphous for shadows, and ponderous for zombies) to put in the abilities that each type of undead is supposed to have. But polls have shown that people aren't willing to play with optional rules that do that – but perversely they are willing to add new subtypes to monsters to remove rules instituted by the base template. I don't know why, but DMs are honestly more likely to use an additional subtype that removes an inappropriate game effect from a monster than they are to use a modified base type that doesn't have the inappropriate effect in the first place. So that's how we're going to do it here.

Dark Minded (subtype)
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:
- Not immune to mind affecting affects.
- Immune to morale and fear effects.
- Heals normally
- Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.
- A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.

Unliving (subtype)
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:
- Unliving creatures have a metabolism of sorts, and thus have a Constitution score.
- Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.
- Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).
- Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.
- Subject to subdual damage, but can benefit from the Regeneration ability as normal.

Sample creatures with the [Dark Minded] subtype:
Liches
Nightshades
Vampires

Sample creatures with the [Unliving] subtype:
Ghouls
Necropolitan
Vampires

Undead and Aging
Undead don't age. They don't get any older or more decrepit over time, that's the whole point. A creature with the undead type does not grow older at all, unless further modified by the Dark Minded subtype. This probably should have been in the Monster Manual.

Becoming Undead

The basic rules for transforming into Undead were never intended to be playable by player characters. And thus it is unsurprising that the legions of the damned are not only unsatisfying, but actually unplayable when placed in a game. The following are templates that can be added to a character to make them into an Undead without actually changing their Level Adjustment. If a player wants to explore the legendary powers available to some of these creatures, they are encouraged to take Prestige Classes available to undead or to take one or more [Undead] feats that can grant the character these abilities within the normal level progression context. Each undead creature type has access to a special class that characters may take to advance their special abilities.

Revenants
"Fear me first before all other evils under the heavens. Before even Death, for I am hatred and do not die."

A revenant is the victim of a murder driven to avenge their own death. A game master might allow a character to return from the dead as a revenant if their character died in a particularly unfair fashion or if their character had a lot left to do.

Character Modifications:
Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded subtype.
Hit Dice: The character's BAB, Saves, and skills are all unaffected. The character must reroll his Hit Points, but every hit die is a d12.
Ability Scoress: The character loses his Constitution score.
Alignment: The character's alignment changes to Lawful.
Special Qualities: The character cannot be turned, but may be rebuked. The character heals completely at the setting of the sun, unless he is in a Tomb or hallowed area. This healing can even bring him back from destruction, but if his body is nailed to the ground (or in a Tomb or hallowed area), he can never come back from the dead by any means.
Level Adjustment: +0

Vampires
"An eternity of loneliness and betrayal is, ultimately, an eternity."

A vampire is an unliving mockery of life that lives by cruelly consuming the blood of the innocent. Only characters slain by a vampire's Constitution Drain rise as vampires, and even then only if they have 5 hit dice or more. Characters with less hit dice become monstrous vampire spawn and do not retain their abilities.

Character Modifications:
Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.
Hit Dice: The character's Hit Dice, BAB, Saves, and skills are all unaffected.
Ability Scoress: The character gains a +2 bonus to his Strength and Charisma.
Alignment: The character's alignment changes to Evil.
Special Attacks: The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Drain per round. The character heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). Humanoids slain by this Constitution Drain may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability).
Special Qualities: The character gains Turn Resistance +2. The character suffers 2d6 damage and is considered staggered every round he is exposed to direct sunlight. This damage cannot be healed by any means until the character is in a place with no light at all (such as a coffin). A vampire character is vulnerable to Light effects.
Level Adjustment: +0

Vampire Paragon
Hit Die: d6
BAB/Saves: BAB: Poor (as Wizard); Fort: Bad; Reflex: Good; Will: Good
Class Skills: The Vampire Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).
Skills/Level: 4 + Intelligence Bonus

Level, Abilities:
1 Blood Pool, Gaseous Form, Flaw, +1 Spellcaster Level
2 Hypnotic Gaze, +1 Spellcaster Level
3 Command Spawn, Regeneration, Flaw, +1 Spellcaster Level

Weapon and Armor Proficiencies: The Vampire Paragon gains no new armor or weapon proficiencies.

Spellcasting: Every level, the Vampire Paragon casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level. If the character does not have any levels in any spellcasting classes when she takes her first level of Vampire, this class feature gives her levels in Sorcerer spellcasting. 

Blood Pool (Ex): A Vampire Paragon may "store" blood she has drained from intelligent creatures against future need and draw upon this blood to power her body or her magic. If a Vampire Paragon consumes the Constitution of an intelligent creature after she has already fed for the day, excess Constitution drained adds to her Blood Pool. A Vampire Paragon's Blood Pool can never exceed her character level plus her class level of Vampire Paragon. Constitution drained after the Blood Pool is filled is wasted.

A Vampire Paragon may spend a point of her Blood Pool to heal herself of five points of damage. She may spend 4 points of Blood Pool to forgo needing to feed for one day. A spell being cast may be enhanced with any metamagic feat the Vampire Paragon knows by spending a number of points of Blood Pool equal to the number of extra levels the metamagic would add to the spell. Using Blood Pool is a free action, but no more than 4 points may be spent in a single round.

Gaseous Form (Su): A Vampire Paragon can assume gaseous form as the spell at will.

Flaw: Increasing the power of the blood within a Vampire is not without difficulties. As the potency of the Vampire's blood grows, so too does the power of her curse. At 1st and 3rd level of Vampire Paragon, the vampire gains an additional weakness related to her blood. Appropriate vampiric weaknesses are too numerous to be listed here, but could include: Inability to enter consecrated or hallowed ground; helplessness in water; repulsion (as the spell) by garlic; vulnerability to silver; daylight powerlessness (as a specter); dazed by spilled grains (2d4 rounds); nauseated by Holy Water (1d4 rounds); Inability to enter a hearth unless invited.

Hypnotic Gaze (Su): At 2nd level, a Vampire Paragon gains the ability to hypnotize creatures which meet its gaze. The Vampire Paragon may make use its gaze on one creature within short range each round as a Swift action. Creatures are affected as by a hypnotism spell except that there is no hit die cap. The hypnotism effect ends if the Vampire Paragon no longer maintains the gaze (for example, by attempting to hypnotize a new victim). This is a Mind Affecting Enchantment effect, the DC is Charisma based.

Command Spawn: Vampire Spawn created by a Vampire Paragon of 3rd level are under the Vampire Paragon's control.

Regeneration (Ex): At 3rd level a Vampire Paragon regenerates, healing subdual damage every round equal to her character level. Damage from critical hits, fire, positive energy, aligned weapons, or wood inflict lethal damage on a Vampire Paragon.

Ghouls
"The flesh of heroes reeks of their strength in death even as it is embodied in life. The taste is exquisite beyond description. As you quiver there and watch my meal, I want you to know that I allow you to live only in the hope that you can get word to more who think they have the strength to end my reign of terror."

Ghoul Fever is a horrifying illness that incites an almost insatiable craving for the flesh of humanoids. Characters with at least 2 class levels brought to zero Constitution by Ghoul Fever find their constitution restored and begin their unlife as Ghouls. Characters with less than 2 class levels simply die and rot.

Character Modifications:
Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.
Hit Dice: The character's Hit Dice, BAB, Saves, and skills are all unaffected.
Ability Scoress: The character's Dexterity increases by +2.
Alignment: The character's alignment changes to Evil.
Special Attacks: The character gains a bite attack that inflicts an amount of damage appropriate to her size. She also is a carrier of Ghoul Fever.
Special Qualities: The character gains Turn Resistance of +2. The character cannot eat anything other than raw meat (vegetables or cooked foods are forcefully vomited up, leaving the character sickened for an hour), and her total dietary requirements are not reduced.
Level Adjustment: +0

Ghoul Paragon
Hit Die: d8
BAB/Saves: BAB: Good (as Fighter); Fort: Good; Reflex: Good; Will: Bad
Class Skills: The Ghoul Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills/Level: 6 + Intelligence Bonus

Level, Abilities:
1 Paralysis
2 Pestilence, +1d6 Sneak Attack
3 Stench, Improved Pestilence

Weapon and Armor Proficiencies: The Ghoul Paragon gains no new armor or weapon proficiencies.

Paralysis (Ex): Characters struck by a Ghoul Paragon's unarmed strikes or natural weapons must make a Fortitude save or become paralyzed for 1d4+1 rounds. The Save DC is Charisma based. Elves are immune to this effect.

Pestilence (Ex): A Ghoul Paragon of 2nd level is immune to disease, but spreads it quite easily. Every disease the Ghoul Paragon is ever exposed to is retained within his body (at the very least, this includes ghoul fever), and every time the Ghoul Paragon inflicts lethal damage with an unarmed strike or natural weapon, he also exposes the target to one of those diseases.

Sneak Attack (Ex): At 2nd level, the Ghoul Paragon gains a die of Sneak Attack as a Rogue. Levels of Ghoul Paragon stack with Rogue and similar classes for purposes of overcoming Uncanny Dodge.

Stench (Ex): A Ghoul Paragon of 3rd level stinks so dreadfully that all other creatures within 10 feet must make a Fortitude save or become sickened for 10 minutes. A creature which successfully saves may not be affected by the Ghoul Paragon's stench for 24 hours. This is a Poison effect, the save is Constitution based.

Improved Pestilence (Su): At 3rd level a Ghoul Paragon becomes able to magically speed up the disease process in his victims. The initial incubation period for any disease he passes with the Pestilence power becomes 1 round, and the save DC of any such disease is now Charisma based.

Sword Wraith
"I remain… because I like to kill."

Mercenaries devoted strongly enough to a life of war that they carry on in death their endless campaign of destruction. A character slain in battle may return as a Sword Wraith if his services were hired under false pretenses or if his exploits were particularly impressive before his life finally ended (at the discretion of the DM).
Sword Wraiths appear somewhat insubstantial and have faintly glowing eyes, but they are not truly incorporeal and their eyes do not produce enough light to modify vision penalties.

Character Modifications:
Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.
Hit Dice: The character's Hit Dice, BAB, Saves, and skills are all unaffected.
Skills: The character gains a +2 bonus to his Hide and Move Silently checks.
Alignment: The character's alignment is unchanged.
Special Qualities: The character gains Turn Resistance +2.
Level Adjustment: +0

Swordwraith Paragon
Hit Die: d12
BAB/Saves: BAB: Good (as Fighter); Fort: Bad; Reflex: Bad; Will: Good
Class Skills: The Swordwraith Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str).
Skills/Level: 2 + Intelligence Bonus

Level, Abilities:
1 Strength Damage, Alertness
2 Damage Reduction 5/Magic, Iron Will
3 Damage Reduction 10/Magic, Stealthy

Weapon and Armor Proficiencies: The Swordwraith Paragon gains no new armor or weapon proficiencies.

Strength Damage (Su): Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.

Alertness: A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.

Damage Reduction (Su): At 2nd level, a Swordwraith Paragon gains DR of 5/Magic. At 3rd level, this improves to 10/Magic.

Iron Will: A Swordwraith Paragon gains Iron Will as a bonus feat at 2nd level.

Stealthy: A Swordwraith Paragon gains Stealthy as a bonus feat at 3rd level.

Locations of Necromantic Importance:

Rules for locations that have interesting effects upon the dead are scattered throughout various published sourcebooks. Of primary interest is Black Sand (from It's Hot Outside) which heals undead and can be grown by killing creatures on it (no necromancer should be without a portable hole bottomed with this stuff), and Black Water (from It's Wet Outside) that acts as a desecration effect and is available with a Wizard spell (thereby breaking the stranglehold monopoly of Clerics on getting bonus hit points for their skeletons). But none of those locations are necromantically important. They are essentially quasi-mobile magic items that necromancers like to put in their pants. What follows are some locations that Necromancers will care about for more than a single mining session.

Necromantic Intelligence: 
     Great and terrible crimes are often committed, sometimes causing the dead to rise.  When enough dead rise in a single place, or a single act of murder or slaughter is so great as to create dozens of the undead, a Necromantic Intelligence can be born in a location central to the event.  In such a place, trees and undergrowth wither and animals die, the sun no longer shines as brightly as mists obscure the sky and evil descends on the land. In such a place, all of those who die become undead and lose their free will.  Ghoul or shadow infestations, vampire massacres, sites of great battles or disasters, or even the combined works of cabals of necromancers can create Necromantic Intelligences.
      In the area of a Necromantic Intelligence, the land is either shadowy during the day as dark clouds obscure the sky, or misty (treat as an obscuring mist, even though it may be composed of dust, ashes, or some other substance). Any living creature killed in the area becomes an undead creature with a CR equal to its former CR (DM’s choice, unless the Necromantic Intelligence is Aspected) when the sun next sets.
      The most terrifying facet of a Necromantic Intelligence is that it has a purpose and a will, and it coordinates the undead that compose it.  Assume that it is a creature that can see anything that any of its undead can see. Often it will coordinate fiendishly clever tactics using masses of undead to fulfill its purpose.  Like a ghost, if it should ever attain its purpose, it will be destroyed.  Knowing this, some clever heroes have helped Necromantic Intelligences in an effort to destroy them. A legend lore or bardic knowledge check is often needed to discover an Intelligence’s purpose.
      The Necromantic Intelligence commands the activities of a great number of undead of varying powers. As a rough guide, the Necromantic Intelligence controls undead with CRs equal to the levels of followers attractable by a character with a Leadership score of 35 or more (using the Epic Leadership rules). Challenging the entire Necromantic Intelligence is an EL 11 adventure.

Aspected Necromantic Intelligence: While most Intelligences are random manifestations of negative energy, creating many different kinds of undead, some places are Aspected.  These places only create one kind of undead.  For example, a Necromantic Intelligence created in a ghoul warren may only create ghouls, while an Intelligence created during a plague may only create plague zombies. Decrease the EL of such an Intelligence by at least 1 as players will prepare tactics suited to that specific kind of undead.   

Cleansing the Focus:  Every Necromantic Intelligence has a Focus.  This is an area that is the symbolic center of the undead infestation.  If anyone can perform a hallow spell at the site of the Focus, the Necromantic Intelligence will be destroyed; however, once the ritual is started, the Necromantic Intelligence will be alerted and it will send all  available undead to destroy the caster.

Tombs
While most tombs are merely places of rest for remains, some tombs become focal points for Negative Energy as hundred of years pass in the presence of the dead.  Also, years of habitation by undead creatures in an enclosed space can also wear at the boundaries of the Negative Energy Plane. Some Necromancy effects can create or exploit this property.  The game effect of a Tomb is that all undead inside it gain fast healing 1 and cannot be Turned or Rebuked, and spells with the [Tomb] subtype can be cast within it. Undead cannot be created within the confines of a Tomb, and creatures slain by undead do not become spawn.
     Tombs are always enclosed places, and if they should ever be exposed to sunlight (by smashing in the roof, for example), they lose all special properties and no longer confer effects to undead creatures.

Forsaken Graveyards:

The number of deaths is one per person even without the intercession of powerful magic. And once spells like raise dead are taken into account, it is clear that in Dungeons and Dragons there are significantly more deaths than people. So the locations where the most deaths occurred are simply the locations where the most living people live. The sites with the greatest death count are aspected to life and trade, not to death and destruction. But there are places that are inexorably linked with death, where the dead rise to slay the living. Creating a land of horror such as this requires more than killing a bunch of people (although that certainly helps), the deaths themselves must be meaningless and cruel, the ends coming about through betrayal.

A Forsaken Graveyard is a dangerous place, even for a necromancer. Creatures within a Forsaken Graveyard have Turning Resistance of +3. This makes both turning and rebuking more difficult, and throws salt in the game of both the necromancer and the hunter of the dead. Corpses left within a forsaken graveyard have a tendency to rise up and slay the living from time to time. Every sunset, a number of undead creatures are created and go on a rampage. These undead creatures fall back to death when the sun rises. A body left within a Forsaken Graveyard for more than an hour can be turned into an undead creature even if it had previously been an undead creature and been destroyed. Undead creatures created within a Forsaken Graveyard have an extra 2 hit points per hit die.

A Forsaken Graveyard can be cleansed with four castings of consecrate or desecrate (one at each corner of the area), or a single casting of Tasha's tomb tainting (in the middle). Unfortunately, these spells can only affect it during the nighttime (as during the day, there is literally nothing to cleanse). Once cleansed, any undead created by the Forsaken Graveyard lose their bonuses, but are also not recalled at sunrise. Such undead creatures will continue their rampage until slain. Unlike a necromantic intelligence, the Forsaken Graveyard has no ability to direct the undead against specific targets.

Cleansing a Forsaken Graveyard is normally an appropriate adventure for a 6th level party, and the location itself spawns one CR 7 creature, one CR 6 creature, two CR 5 creatures, and six CR 4 creatures every night. These creatures are undirected in their assaults on the living, and travel individually or in groups of two. A Forsaken Graveyard adventure can be scaled up or down for adventurers of differing power by changing the power levels of the creatures within it, or simply changing the parameters of the encounter. If a standard graveyard is itself small enough that every creature is encountered simultaneously, that would be an EL 11 encounter.

Pools of Deep Shadow:

Veteran players of Dungeons and Dragons often ask "Why don't Shadows just take over the whole world?" Certainly, there are very few residents of the worlds of D&D that can fight against a Shadow at all, and their victims rise from the dead as Shadow Spawn, so it doesn't take a lot of imagination to see where this is going. However, there are a few things limiting the growth of Shadow armies that are not mentioned in the core books at all.

The first is that only intelligent creatures slain by Shadows turn into spawn. That's important, as it means that Shadows cannot simply hunt frogs in the swamp until they number in the tens of thousands before they roll over cities and dragon caves like a fog of Death Incarnate.

But perhaps even more importantly is that almost any time you see a Shadow, or for that matter any incorporeal undead creature, you are looking at a summoned creature. When the Shadow's summoning ends, all of its spawn vanish. Most of the time, an incorporeal undead is summoned forth from the Negative Energy Plane by an object that looks much like a puddle of very oily water, called a Pool of Deep Shadow. Whenever light falls directly upon the pool, or the sun rises high enough in the sky that there are no shadows (about half an hour before and after noon), the summoning effect ends and the Shadow vanishes. When the shadows grow long and darkness has fallen upon the pool, a Shadow is again summoned.

This means that an individual Shadow or Wraith has a very difficult time destroying the whole world, as there is no particular way for them to get more than a day's float from their pool. It also means, however, that areas inhabited by Shadows are extremely dangerous – for even if such a creature is destroyed it will return again the following day. And on every day it will return until those charged with exterminating it are caught unlucky or unaware. In order to permanently destroy such a pool, a flask of Holy Water (or Unholy Water) need simply be poured into it, causing the blackness to depart and the water to become quite clear and drinkable.

Finality
Finality is a planar metropolis in the Infernal Battlefield of Acheron. Its harsh laws are kept in rigid and uncompromising order by the will of powerful pit fiends, and the city serves as a marketplace for the lucrative trade in souls. Magic items can be bought or sold here, but the currency is always souls (as a planar metropolis, Finality has a gp limit of 600,000 gp). Souls are valued at their CR squared, multiplied by 100 gp.  Many items purchased from this location radiate evil, buyer beware.  Lodging may be purchased at flat rate of one soul per day per person.  The section of Acheron that Finality rests in has the Timeless trait and is mildly Lawfully aligned. The population of The City is about 100,000 people (with uncounted millions of souls), most of whom are Baatezu.

The rules in Finality are uncompromising and bizarre, and the punishments for breaking them are vindictively carried out to the letter by powerful devils. But there is no warfare allowed in the city, and even Celestials and Tanar'ri come to participate in the great mercantile dance of soul collection. Characters must make a Knowledge (Local: Finality) check everyday with a DC of 10 + 2 per day they've been in the city or unknowingly break one of the city's many inscrutable laws (knowingly breaking the law by starting fights or stealing goods is a whole different thing). Punishments range from perplexing to fatal. Characters who stay away from Finality for more than a month are no longer subject to the baroque residency rules and their DCs are returned to 10 the next time they visit.

Necromantic Equipment:

New Materials:

Boneblades:  Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons.  Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property..
     Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties.
    Cost: 1,000 gp per lb.

Blood steel:  Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher.  These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points.  Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect.
Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.

Black steel:  Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried.
Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.

Tainted obsidian:  While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy.  When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain.
Cost: +10,000.


剩下的好像是这些   外带一些材料
可惜这是英文版,中文虽然我有影响但找不到
« 上次编辑: 2013-06-08, 周六 15:01:04 由 行动目标希特勒 »
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咖啡飞沙走奶那才是好Taste
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泪水模糊回忆, 你无情将我伤
茶餐厅的例汤,每天都不一样
当我想挽回爱情,你却被车撞
流泪因为洋葱,叉烧如此销魂
下周我就同你细妹~~结婚!!

离线 sleepinglord

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Re: [3R]求已有的ToN的翻译
« 回帖 #7 于: 2013-06-08, 周六 20:21:19 »
哪里有书下?
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY: