作者 主题: 【Blood Of The Beast】《野兽血脉》全变体翻译整理  (阅读 19628 次)

副标题: 这是我最后的翻译了!JOJO!(FLAG高高立起)

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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。


剧透 -  原文:
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.

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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


剧透 -  原文:
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.

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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。


剧透 -  原文:
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.

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以己身为牢笼封印邪恶的自我牺牲形象,参照塔拉夏等人
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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。


剧透 -  原文:
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.

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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。


剧透 -  原文:
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.

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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。


剧透 -  原文:
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.