作者 主题: 【FF】《魔宠手记》(Familiars Folio)  (阅读 81985 次)

副标题: Familiars Folio(缩写为FF)

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【FF】《魔宠手记》(Familiars Folio)
« 于: 2015-04-11, 周六 14:36:45 »
魔宠手记(Familiar Folio)
译者说明:本书属于玩者手册(Player Companion)。提供了不少关于魔宠的规则。在使用之前与你的DM咨询协商。

索引
序言
角色职业变体
施法者职业变体
魔宠变体
近似魔宠
学派魔宠
其他魔宠选项
魔宠专长
装备与魔法物品
法术
超小型动物魔宠
小型动物魔宠
新进阶魔宠
新罕见魔宠

魔宠(Familiars)
后述表格中列出了目前寻路者角色扮演(Pathfinder Roleplaying Game)中所有可用的魔宠选项(截止至2015年初这本书出的时候为止;且不包含进阶魔宠),并且注明了它们赋予魔宠主人的特殊能力。此外,表格中还列出了每个魔宠数据的出处,它们来自本书、怪物图鉴丛书(Pathfinder RPG Bestiary volumes)、极限魔法(Pathfinder RPG Ultimate Magic)、动物档案馆(Pathfinder Player Companion: Animal Archive)、冒险之路或补充刊物(Pathfinder Adventure Path volumes or supplements)。
【注:由于来源广泛,所以表格中的出处保留原文,并且也保留各个魔宠的英文原名以供查阅。表格较长,展开前请慎重。】
剧透 -  魔宠表格:
中文名称英文名称赋予能力出处
始祖鸟Archaeopteryx使反射豁免获得+2加值Bestiary 4 96
北极狐Arctic fox使反射豁免获得+2加值Reign of Winter Player’s Guide 10
北极兔Arctic hare使先攻检定获得+4加值Reign of Winter Player’s Guide 10
北极燕鸥Arctic tern使飞行检定获得+3加值Reign of Winter Player’s Guide 10
犰狳Armadillo使AC获得+1天生防御加值Animal Archive 30
蝙蝠Bat使飞行检定获得+3加值Bestiary 131
蓝环章鱼Blue-ringed octopus使游泳检定获得+3加值Ultimate Magic 117
Cat使潜行检定获得+3加值Bestiary 131
Chicken使主人获得+3生命值见本书超小型动物魔宠章节
秀颌龙Dinosaur, compsognathus使先攻检定获得+4加值Bestiary 2 90
渡渡鸟Dodo使先攻检定获得+4加值Bestiary 4 96
毛依海豚Dolphin, popoto使游泳检定获得+3加值见本书小型动物魔宠章节
驴鼠Donkey rat使强韧豁免获得+2加值Ultimate Magic 117
钝吻古鳄Dwarf caiman使潜行检定获得+3加值Pathfinder #55 88
白鼬Ermine使反射豁免获得+2加值Reign of Winter Player’s Guide 10
鼯鼠Flying squirrel使飞行检定获得+3加值Bestiary 3 112
狐狸Fox使反射豁免获得+2加值Bestiary 3 112
深海巨虱 Giant isopod使AC获得+1天生防御加值Pathfinder #55 89
山羊Goat使生存检定获得+3加值Bestiary 3 112
绿螫蝎Greensting scorpion使先攻检定获得+4加值Ultimate Magic 118
Hawk使光亮环境中基于视觉和
对抗性察觉检定获得+3加值     
Bestiary 131
刺猬Hedgehog使意志豁免获得+2加值Ultimate Magic 119
蚰蜒House centipede使潜行检定获得+3加值Ultimate Magic 119
命途艾恩石     Ioun wyrd使AC获得+1天生防御加值见本书新罕见魔宠章节
海鬣蜥Marine iguana使游泳检定获得+3加值使用钝吻古鳄(dwarf caiman)的数据
鸮鹦鹉Kakapo使攀爬检定获得+3加值见本书超小型动物魔宠章节
帝王蟹King crab使开始和维持擒抱的
CMB检定获得+2加值
Ultimate Magic 119
树袋熊Koala使攀爬检定获得+3加值见本书小型动物魔宠章节
旅鼠Lemming使强韧豁免获得+2加值Reign of Winter Player’s Guide 10
豹纹蛞蝓Leopard slug使攀爬检定获得+3加值见本书新罕见魔宠章节
蜥蜴Lizard使攀爬检定获得+3加值Bestiary 131
鼹鼠Mole使基于嗅觉、味觉或触觉的
察觉检定获得+3加值
见本书超小型动物魔宠章节
猫鼬Mongoose使强韧豁免获得+2加值使用黄鼠狼(weasel)的数据
猴子Monkey使特技动作检定获得+3加值Bestiary 132
Osprey使生存检定获得+3加值使用鹰(hawk)的数据
水獭Otter使游泳检定获得+3加值Bestiary 3 113
Owl使阴影或黑暗中基于视觉和
对抗性察觉检定获得+3加值
Bestiary 132
鹦鹉Parrot使语言学检定获得+3加值使用渡鸦(raven)的数据
孔雀Peacock使威吓检定获得+3加值见本书小型动物魔宠章节
企鹅Penguin使游泳检定获得+3加值见本书小型动物魔宠章节
化石蕨Petrifern使AC获得+1天生防御加值见本书新罕见魔宠章节
彼特灵**Petromin使潜行检定获得+3加值Pathfinder #85 82
Pig使交涉检定获得+3加值Bestiary 3 113
鸭嘴兽Platypus使游泳检定获得+3加值Bestiary 4 96
高山松鸡Ptarmigan使潜行检定获得+3加值Reign of Winter Player’s Guide 10
喙嘴翼龙Pterosaur, rhamphorhynchus     使威吓检定获得+3加值Pathfinder #37 82
河豚鱼Pufferfish使强韧豁免获得+2加值见本书超小型动物魔宠章节
海鹦Puffin使游泳检定获得+3加值Reign of Winter Player’s Guide 11
兔子Rabbit使先攻检定获得+4加值Animal Archive 30
浣熊Raccoon使巧手检定获得+3加值Bestiary 3 113
Rat使强韧豁免获得+2加值Bestiary 132
渡鸦*Raven使估价检定获得+3加值Bestiary 133
海蛇Sea krait使强韧豁免获得+2加值使用蝮蛇(viper)的数据
海豹 Seal使游泳检定获得+3加值Pathfinder #55 89
臭鼬Skunk使强韧豁免获得+2加值Animal Archive 31
树獭Sloth使攀爬检定获得+3加值Bestiary 4 97
雪枭Snowy owl使阴影或黑暗中基于视觉和
对抗性察觉检定获得+3加值
Reign of Winter Player’s Guide 11
猩红蜘蛛Scarlet spider使攀爬检定获得+3加值Ultimate Magic 120
食螺鸢 Snail kite使飞行检定获得+3加值使用鹰(hawk)的数据
松鼠Squirrel使巧手检定获得+3加值Animal Archive 31
画眉鸟*Thrush使交涉检定获得+3加值Ultimate Magic 120
蟾蜍Toad使主人获得+3生命值Bestiary 133
巨嘴鸟Toucan使交涉检定获得+3加值使用渡鸦(raven)的数据(无法说话)
喙头蜥Tuatara使生存检定获得+3加值Bestiary 4 97
Turtle使AC获得+1天生防御加值Ultimate Magic 120
鹰嘴龟Snapping turtle使强韧豁免获得+2加值Bestiary 2 273
蝮蛇Viper使唬骗检定获得+3加值Bestiary 133
沙袋鼠Wallaby使特技动作检定获得+3加值见本书小型动物魔宠章节
黄鼠狼Weasel使反射豁免获得+2加值Bestiary 133
*能够说出一种由其主人选择的语言,这是超自然能力。
**彼特灵是paizo原创的外星动物,外表为腹部蓝色其余部分棕色的飞鼠。

进阶魔宠(Improved Familiars)
后述表格中列出了目前寻路者角色扮演(Pathfinder Roleplaying Game)中所有可用的进阶魔宠选项(截止至2015年初这本书出的时候为止),并且注明了它们的阵营、选取它们作为进阶魔宠所需要的施法者等级要求以及每个进阶魔宠数据的出处,它们来自本书、怪物图鉴丛书(Pathfinder RPG Bestiary volumes)、冒险之路或补充刊物(Pathfinder Adventure Path volumes or supplements)。
【注:由于来源广泛,所以表格中的出处保留原文,并且也保留各个魔宠的英文原名以供查阅。表格较长,展开前请慎重。】
剧透 -  进阶魔宠表格:
中文名称英文名称阵营CL要求     出处
知行御衡者Aeon, paracletus绝对中立7级Bestiary 2 11
灵猫神使Agathion, silvanshee中立善良7级Bestiary 2 21
独角兔Almiraj任意5级Bestiary 4 8
圣盔天使Angel, cassisian中立善良7级Bestiary 2 26
预兆神使Archon, harbinger守序善良7级Bestiary 3 18
奇叵修罗Asura, tripurasura守序邪恶7级Bestiary 3 26
莉拉妖精Azata, lyrakien混乱善良7级Bestiary 2 38
伺服头颅Beheaded中立邪恶3级Bestiary 4 17
棕仙Brownie绝对中立5级Bestiary 2 49
卡班克尔Carbuncle绝对中立5级Bestiary 3 44
猫妖精Cat sith混乱中立7级见本书新进阶魔宠章节
凯登犬Caypup混乱善良7级见本书新进阶魔宠章节
天界模板魔宠Celestial familiar中立善良3级Bestiary 294
阇卢兽Ceru中立善良7级Inner Sea Bestiary 9
发条魔宠**Clockwork familiar绝对中立7级Pathfinder #63 86
**Coral capuchin绝对中立3级Pathfinder #58 82
狂躁邪魔Daemon, cacodaemon中立邪恶7级Bestiary 2 64
小恶魔Demon, quasit混乱邪恶7级Bestiary 66
小魔鬼Devil, imp守序邪恶7级Bestiary 78
小魔鬼特使Devil, imp consular守序邪恶8级Bestiary 78
凶暴鼠Dire Rat绝对中立3级Bestiary 232
飞颅妖Div, doru中立邪恶7级Bestiary 3 86
仙灵龙Dragon, faerie混乱善良7级Bestiary 3 91
**Dragon, tidepool混乱中立7级Pathfinder #55 82
影龙兽Drake, shadow混乱邪恶7级Bestiary 4 80
**Dweomercat cub混乱中立7级Pathfinder #36 82
小型元素(任意种类)     Elemental, Small (any type)     绝对中立     5级Bestiary 120–127
混乱模板魔宠Entropic familiar混乱中立3级Bestiary 2 292
炼狱模板魔宠Fiendish familiar中立邪恶3级Bestiary 294
人造人*Homunculus任意7级Bestiary 176
**Impundulu中立邪恶7级Pathfinder #40 80
仲裁者Inevitable, arbiter守序中立7级Bestiary 2 162
飞翔眼Isitoq中立邪恶5级Bestiary 4 159
式神Kami, shikigami守序中立7级Bestiary 3 163
邪窥魔Kyton, augur中立邪恶7级Bestiary 3 171
魔蝠(任意种类)Mephit (any type)绝对中立7级Bestiary 202–203
拟容精Mockingfey混乱中立5级Inner Sea Bestiary 31
倪卡龙Nycar混乱中立7级Bestiary 4 207
恶鬼灵Oni, spirit守序邪恶7级Bestiary 3 209
管狐Pipefox绝对中立7级Bestiary 4 215
噗咔精Pooka混乱中立7级Bestiary 4 216
虚空虫Protean, voidworm混乱中立7级Bestiary 2 217
伪龙Pseudodragon中立善良7级Bestiary 229
伪斯芬克斯Pseudosphinx绝对中立7级见本书新进阶魔宠章节
疫鸟Psychopomp, nosoi绝对中立7级Bestiary 4 220
寄尸魔Qlippoth, cythnigot混乱邪恶7级Bestiary 2 221
化物罗刹Rakshasa, raktavarna守序邪恶7级Bestiary 3 229
人面鼠Ratling混乱邪恶7级Bestiary 4 226
秩序模板魔宠Resolute familiar守序中立3级Bestiary 2 293
**Sin seeker任意5级Pathfinder #73 88
**Skvader绝对中立3级Pathfinder #61 86
小妖精Sprite混乱中立5级Bestiary 3 256
蚊蝠Stirge绝对中立5级Bestiary 260
**Wolpertinger绝对中立5级Pathfinder #61 86
祖各Zoog混乱邪恶5级Bestiary 3 288
*主人必须能够制造人造人。
**由于进阶魔宠基本都是奇幻生物,现实中没有现成译名,我手头也没资料,所以不确定译名的部分都放空了。

原文
剧透 -   :
Familiars
The following table is a handy reference listing all of the familiar options currently available for characters in the Pathfinder Roleplaying Game, including the special ability bestowed to the familiar’s master. Also presented is the source for each familiar’s statistics in one of the Pathfinder RPG Bestiary volumes, Pathfinder RPG Ultimate Magic, Pathfinder Player Companion: Animal Archive, or one of the Pathfinder Adventure Path volumes or supplements.
« 上次编辑: 2019-12-17, 周二 03:51:24 由 黎白羽 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【玩者伴侣】魔宠手记
« 回帖 #1 于: 2015-04-11, 周六 14:36:58 »
简介(Introduction)
在格拉利昂(Golarion),有各式各样的施法者会将魔宠作为自己的仆从和伙伴。魔宠的诞生以及与主人的关联就像施法者们所具有的可怕力量一样多变而神秘,这些神通广大的小小生物所具有的魅力和戒心都得到了大众的认可。在寻路者角色扮演(Pathfinder RPG)中,魔宠具有较为完备的规则以及明确的力量。魔宠通常是法师与女巫的同伴(有时则是术士、炼金术士或魔战士),它们可以辅助自己的主人、在前方侦查并携带主人的法术痛击敌人。但这一切只不过是关于魔宠知识的一些皮毛而已。本书会提供多种方式来将魔宠进行再定义,以期提供更为神秘、玄妙的神奇伙伴。

游戏中的魔宠(Familiars in Play)
除了原本为施法者提供的特性之外,本书中还未一些非施法者提供了获得自己魔宠的选项。尽管对于无数使用魔宠同伴的角色来说,魔宠的作用是会飞的法术传递者或者可以蜿蜒而行的密探,但是魔宠对于其他职业来说还可以提供其他不同的协助模式。无论是使用自己的宠物来共同执行神奇诡计的狡诈骗徒,还是让凶猛的动物同伴进行战斗援助的战士,这些总是被低估的小家伙们都可以在施法之外的方面帮助你。
抛开魔宠在战斗中的助益不说,它们还为玩家们提供了一种独特的机会,用以扮演与自身角色差异较大的生物。先要与DM进行确认,了解对方想要计划如何将魔宠纳入游戏中;询问她打算扮演的魔宠个性是什么样的,或者干脆是由你操控魔宠。如果是后者的情况,那么你可能希望自己的魔宠并非只是一个角色能力而已。请考虑生物所处的角色,以及随着剧情的发展而不断进化的性格。也许你的魔宠是个总是从墓地收集小玩意的乌鸦,或者一条容易受惊的毒蛇。尽管你应该不太希望魔宠抢了角色的戏份,不过它完全可以不仅仅只是一团数据而已。
魔宠也可以为其主人进行一些补足,无论是在风格、背景故事中的联系还是其他方面。提供睿智建言的猫头鹰可能会夺走身为施法者的主人的风采,但在同样的环境下,一只来自炼狱的魔宠则可能提出残忍的意见。角色或许来自以施法者和鹰的紧密联系而闻名的地方,或者有着共同的异界盟友的地区。请考虑对你的角色来说魔宠意味着什么,以及在游戏中魔宠对他或她所产生的反应。
有数十种不同的魔宠可供选择。请查看本书的封面和封底中刊载的魔宠与进阶魔宠列表,之后挑出对于你的角色来说最合适的选择。

引用
边栏:魔宠使用策略(Familiar Tactics)
对于自愿将自己的伙伴至于受袭击的危险之中的冒险者来说,使用魔宠进行侦查或者让它们传递接触法术是最标准的做法。此处列出了一些关于使用策略的点子,让你与魔宠能够配合得更加默契。

装置操作师(Device Guru):若你在使用魔法装置技能上投入足够多的点数,或者具有那些并不需要此类检定便能操作的魔法物品,那么你的魔宠则可以为你激活许多各式各样的魔法物品。只要魔宠能够说话(比如大多数进阶魔宠和少量鸟类魔宠),而且可以按照要求持握或穿戴物品,它便能够启动需要命令词的物品以及尝试进行必要的检定以启动魔杖、卷轴或法杖。仙灵龙(Faerie dragons)能够启动魔杖而无需进行技能检定,莉拉妖精(lyrakien)具有较高的魅力属性,而噗咔精则将使用魔法装置视为本职技能,这些魔宠都是在使用装置方面比较不错的选择。

后勤助手(Logistical Helper):有时候宏大的计划所需要的动作会比玩家角色能执行的动作来得要多。比如牧师想用生命之息卷轴救起战士,但她却无法在同一个回合内掏出卷轴、前进并念出上面的咒语。有时候你会因为手不够用而丢掉一些东西,但随后竟然在战斗中发现要用到它们。为什么你不找个魔宠帮忙?对于任何魔宠能够携带的物品来说,魔宠可以作为方便的物品回收者来行动。若没有特别的事情需要做,它们也能够对技能检定进行援助他人动作(毕竟它可以使用所有你向技能投入的级数),甚至可以在战斗中加强队伍的进攻或防御面。在这么做时,能够持握具有一定触及的武器并可以与你一同进行夹击的进阶魔宠会变得十分有用。

迷你法师(Mini Mage):尽管罕见,但还是有少数范围为个人的法术能够让魔宠产生有趣的战斗效用。比如灼热凝视APG(burning gaze)能让魔宠变成弱效的塑能施法者,而元素光环APG(elemental aura)则使得魔宠在战场上能够一边移动一边制造伤害。

各组织的偏好魔宠(Favored Familiars)
不同的文化与组织会根据各自的原则和活动方式,偏好选用不同类型的魔宠。下面会介绍一些重要的内海组织以及它们偏好使用的魔宠类型。

魔学院(Acadamae):魔学院继承了源自地狱之国切利亚斯的传统,因此召唤小魔鬼(imp)是最为普遍的选择——由此带来的结果是科瓦萨(Korvosa)城中充满了小魔鬼以及专为狩猎它们为生的伪龙(pseudodragons)。学派魔宠,尤其是咒法系和附魔系学派魔宠最为常见。

弧光领主(Arclords;或译为天穹辅臣):奈克斯弧光领主(The Arclord of Nex)所欣赏的魔宠可以展现出主人所具备的的才智和创新精神,因此他们通常偏好罕见的生物,比如始祖鸟(archaeopteryxe)、喙嘴翼龙(rhamphorhynchuse)和喙头蜥(tuatara)。人造人(Homuncului)也是很棒的选择,因为它们象征着主人希望进行创造的意志。自弧光领主在艾巴萨罗姆(Absalom)创建奥秘馆(Arcanamirium)之后,此处的学者便在某种程度上继承了这种偏好性,不过它们的选择会更为广泛多样。

盾徽联合(Aspis Consortium):盾徽特工(Aspis agents)喜爱的魔宠能够辅助她们完成在各种在法律边缘游走的任务。能够独自轻松地渗透入建筑物或者盗取货品的动物是她们的最爱,而其中属那些能够用手开门和翻找抽屉的存在为最佳选择,比如猴子(monkeys)、魔蝠(mephits)、以及其他进阶魔宠。

黑炎使者(Blackfire Adepts):黑炎使者会使用象征着各个位面的魔宠。她们所偏好的魔宠包含了混乱和邪恶的异界生物,譬如狂躁邪魔(cacodaemons)、小魔鬼(imp)、小恶魔(quasits)和虚空虫(voidworms)。

血领主(Blood Lords):盖布(Geb)的统治者们希望自己的伙伴能够和自己一样永生长存,比如不死生物、构装体和近乎不朽的异界生物。当他们选择动物时,血领主更偏好于那些与死亡相关的存在,而其中最为主要的便是渡鸦(ravens)和秃鹫(vultures)。

巴拉丁之眼秘会(Esoteric Order of the Palatine Eye):这些神秘学的研究者偏好那些能够对禁忌和被遗忘的研究进行致敬的魔宠。猫(cats)、蝙蝠(bats)、蟾蜍(toads)、以及绿螫蝎(greensting scorpion)是他们的最爱。由于对奥斯里昂历史(Osirion)的喜爱,许多成员也会与伪斯芬克斯(Pseudosphinx)和护魂使(Psychopomp)构筑联系。

地狱骑士(Hellknights):地狱骑士持节士(Hellknight signifer)的魔宠尤为注重忠诚心与纪律。他们偏好能够理解等级制度,并能够在战场上有所作为的社会性动物,比如犬(dogs)和鹰(hawks)。地狱骑士也喜爱那些能够象征着严格秩序的魔宠,譬如小魔鬼(imps)和仲裁者(arbiters)。

玛迦安比恩秘术师(Magaambyan Arcanists):玛迦安比恩秘术师通常会选择温和、安静或难以被察觉的生物——比如蝙蝠(bats)和黄鼠狼(weasels)——以及猴子(monkeys)与恐龙(dinosaurs)这种芒吉莽原(the Mwangi Expanse)的原生生物。该组织与德鲁伊教派的关系使得成员很容易与小妖精(Sprite)和棕仙(Brownies)这样的精类建立联系。

寻路者协会(Pathfinder Society):寻路者协会的代理人会根据自己的情况选用各种不同的魔宠。为了忠于协会的原则,仅有邪恶异界生物魔宠通常不会被成员所选择,因为这些存在通常具有自己的邪恶目标,可能引发主人与同僚间的矛盾。

卡利斯拉德先知(Prophets of Kalistrade):这些追随着卡利斯拉德的预言(Prophecies of Kalistrade)的贪婪之徒有时会将魔宠作为身份的象征——越是罕见稀有令人印象深刻的越好。鹦鹉(parrots)、孔雀(peacocks)、以及形形色色的蛇类和蜥蜴很受此类人的欢迎,而先知们也会定期购买华美的配饰来装点这些盟友。这些被骄纵的宠物有时还会在家中获得专属的房间和几名随从。

裂隙守卫(Riftwardens):裂隙守卫的首要目标是确保伟大彼岸(the Great Beyond)的完整性,因此她们在选择魔宠时,通常会选取能够感受到与原生位面具有强大联系的存在。在格拉利昂(Golarion),这很可能是相当普通的动物,比如猫(cats)、犬(dogs)和兔子(rabbits)。

冬女巫(Winter Witches):依莉森(Irrisen)那臭名昭著的严酷女主人所偏好的生物需要能够忍耐她们祖国的严寒气候,比如狐狸(foxs)、北极兔(hares)和企鹅(penguins)。与冰具有亲和性的进阶魔宠也受到冬女巫的喜爱,比如冰魔蝠(ice mephits)和冰元素(ice elementals)。

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Introduction
Throughout Golarion, familiars appear as the servants and comrades of a variety of spellcasters. Their origins and connections to their masters are as diverse and mysterious as any caster's eldritch powers, and these small but versatile creatures are widely regarded with both fascination and wariness. In the Pathfinder RPG, familiars have a well-defined role and a predictable set of powers. Generally the companions of wizards and witches (and sometimes sorcerers, alchemists, and magi), familiars might assist their masters, scout ahead,and carry their masters' spells to foes. But all of this hardly scratches the surface of a familiar’s potential. The following pages present a myriad of ways to redefine familiars and evoke the mystery and otherworldliness of these strange, magnificent allies.

Familiars in Play
In addition to all the features for spellcasters in this book some of the new options herein give non-spellcasters the chance to gain their own familiars. while the role of the spell-delivering avian or the serpentine spy has been well defined by countless characters with familiar allies, there's endless potential for familiars to assist other classes. Whether you’re a cunning trickster using your pets as a magical co-conspirator or a warrior using clever tactics with your ferocious animals having a wily and easily underestimated ally can help you with more than just spellcasting.
Aside from their benefits on the battlefield, familiars also provide unique opportunities for players to roleplay creatures quite different from their usual characters. Check with your GM to see how she plans to incorporate the familiar into the game; ask whether she plans to roleplay the familiar’s personality, or if the familiar is yours to control. If the latter is the case, you might want to make your familiar more than just another character ability. Think about the creature’s character and, as it progresses, its evolving personality. Perhaps your familiar is a crow that collects trinkets from gravesites or an irritable viper that startles easily. While you don’t want your familiar to upstage your character, it can be so much more than a collection of numbers.
Familiars can also significantly complement their masters, whether in style, connection to backstories, or otherwise. The wisdom suggested by an owl rubs off on its spellcaster master, in the same way that a fiendish familiar might suggest an insidious pact. A character might come from a line of spellcasters known for their connection to eagles or who have shared the same otherworldly ally. Consider what your familiar might mean to your character and how it might reflect upon him or her in play.
There are dozens of different familiars to choose from. Check out the inside front and back covers for a full list of familiars and improved familiars, then choose which best fits your character!

FAMILIAR TACTICS
Using familiars as scouts and having them deliver touch spells are standard practices for adventurers willing to put their allies at risk of attack. Here are several more ideas for tactics you might coordinate with your familiar.
Device Guru: If you have enough ranks in Use Magic Device or choose magic items that don’t require such checks, your familiar can activate a wide variety of magic items for you. As long as the familiar can speak (like most improved familiars and a few birds) and hold or wear the item as necessary, it can activate command word items and attempt the necessary check to activate a wand, scroll, or staff. Faerie dragons (who can activate wands without a skill check), lyrakien (who have high Charisma scores), and pookas (who gain Use Magic Device as a class skill) are all excellent choices.
Logistical Helper: Sometimes a great plan requires more actions than are available to the PCs. Perhaps the cleric wants to use a scroll of breath of life to save the fighter, but she can’t draw the scroll, advance, and read it all on the same turn. Sometimes you run out of hands and have to drop something, only to need it again later in the fight. Why not have a familiar help out? The familiar can act as a convenient retriever of any items it can carry. If nothing else, the familiar can use the aid another action on skill checks (it has all your ranks, after all), and even in fights to bolster the party’s offense or defense. This is particularly useful with improved familiars that can hold reach weapons and flank with you!
Mini Mage: Though rare, there are a few spells with a range of personal that allow a familiar to serve an interesting combat role. For instance, burning gaze (Pathfinder RPG Advanced Player’s Guide 208) allows a familiar to become a minor evoker, and elemental aura (Advanced Player’s Guide 218) enables a familiar to deal damage as it moves around a battlefield.

Favored Familiars
Different cultures and organizations value different types of familiars, depending on their principles and activities. Presented here is a list of significant Inner Sea organizations and the kinds of familiars their members favor.
Acadamae: The Acadamae takes its traditions from infernal Cheliax, so summoning imps is common—to the point where the city of Korvosa is riddled with imps and the pseudodragons that hunt them. School familiars (see page 14), particularly of the conjuration and enchantment schools, prove quite common.
Arclords: The Arclords of Nex appreciate familiars that show off their masters’ ingenuity and innovation, so they often favor exotic creatures such as archaeopteryxes, rhamphorhynchuses, and tuataras. Homuncului are also a favorite choice, as they embody the creative will of their masters. Since the Arcanamirium in Absalom was founded by the Arclords, it scholars share these biases in part, but tend to have more varied preferences.
Aspis Consortium: Aspis agents often prefer familiars that can aid them in their various semi-legal ventures. Animals that can easily infiltrate buildings or filch goods number among their favorites, particularly those with hands to quietly open doors and chests, such as monkeys, mephits, and many other improved familiars.
Blackfire Adepts: Blackfire adepts seek familiars who embody the wildness of the planes. Their favorite familiars include chaotic and evil outsiders like cacodaemons, imps, quasits, and voidworms.
Blood Lords: The rulers of Geb desire companions that can last as long as they do, such as undead, constructs, and outsiders that are effectively immortal. When they select animals, the Blood Lords prefer those with a connection to death, notably ravens and vultures.
Esoteric Order of the Palatine Eye: These students of the occult favor familiars that compliment their study of the forbidden and forgotten. Cats, bats, toads, and greensting scorpions are favorites. Pseudosphinxes and psychopomps also tie into many members’ interest in the history of Osirion.
Hellknights: Hellknight signifers with familiars value loyalty and discipline above all. They favor social animals that understand hierarchies and prove useful in battle, like dogs and hawks. Hellknights are also fond of familiars that embody the rigidity of law, like arbiters and imps.
Magaambyan Arcanists: Magaambyan arcanists often choose creatures with gentle, tranquil, or elusive natures— like bats and weasels—as well as creatures local to the Mwangi Expanse like monkeys and dinosaurs. The druidic bent of this organization makes it easy for members to bond with fey such as sprites and brownies.
Pathfinder Society: Pathfinder Society field agents employ familiars as diverse as the agents themselves. In keeping with the Society’s tenets, the only familiars that are less common among agents are evil outsiders, since such beings often have their own malignant agendas and can place their masters at odds with their comrades.
Prophets of Kalistrade: The covetous followers of the Prophecies of Kalistrade often view familiars as status symbols—the rarer and more impressive, the better. Creatures like parrots, peacocks, and breeds of colorful snakes and lizards prove particularly popular, and the prophets regularly buy rich accessories to even further accent their allies. Pampered carbuncles also hold a special place in the homes and entourages of several prophets.
Riftwardens: The Riftwardens’ primary concern is the integrity of the Great Beyond, so they tend to choose familiars that are native to the planes to which they feel the greatest connection. On Golarion, these might be ordinary animals like cats, dogs, and rabbits.
Winter Witches: Irrisen’s infamous mistresses of cold prefer creatures that can endure their homeland’s arctic climes such as foxes, hares, and penguins. Improved familiars with affinities for ice, such as ice mephits and ice elementals, are also favored.
« 上次编辑: 2015-04-11, 周六 15:11:35 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【玩者伴侣】魔宠手记
« 回帖 #2 于: 2015-04-11, 周六 14:37:04 »
角色变体职业(Character Archetypes)
后文列出的变体职业的标准版无法获得魔宠。

引用
神选之子(圣武士变体职业)
Chosen One (Paladin Archetype)
大多数圣武士都会在神殿中训练多年,以期获得崇高的地位,但是在某些罕见的情况下,神之使者会降临在谦卑的信者面前,征召她前去面对挑战。这些神选之子可能缺乏经验,但她们凭借着与神之使者的配合仍旧能够击退任何罪恶的存在。

未结神契(Bondless):神选之子不会获得神契(Divine Bond)职业能力。

神之使者(Divine Emissary,Ex):1级起,神选之子会获得一个神使魔宠(emissary familiar;见本书魔宠变体),将她的圣武士等级作为有效法师等级来判断该能力的效果。

宗教导师(Religious Mentor,Ex):魔宠誓言要履行的责任是为了未来的荣耀而帮助并训练神选之子。魔宠被视为在知识(宗教)上投入了技能点,点数与神选之子的圣武士等级相同。神选之子不会将知识(宗教)作为本职技能。

迟来之恩典(Delayed Grace,Su):神选之子在开启自己的冒险生涯之时还未充分意识到自己所具有的潜力。神选之子使用核心手册169页表格7-1中野蛮人、盗贼和术士的年龄来计算她的起始年龄。她会在2级时获得制裁邪恶(Smite Evil)能力,在4级获得神恩(Divine Grace)能力。这并不会影响她获得制裁邪恶每日使用次数的速率,因此她会在4级时获得制裁邪恶2次/日,在7级时提升至3次/日,以此类推。该能力改变了制裁邪恶(Smite Evil)和神恩(Divine Grace)。
【译注:即起始年龄表格中天赋之力(Intuitive)的一栏,也是最年轻的一栏。】

圣触(Lay on Paws,Su):2级起,神选之子的魔宠能够借用她的神力来治疗自己或他人。魔宠能够使用神选之子的圣疗(lay on hands)能力,这也包含了她的所有恩惠(Mercy),不过如此使用会耗费2次圣武士的圣疗能力。4级起,魔宠还能够引导正能量,但是如此使用会耗费4次圣武士的圣疗能力。该能力改变了圣疗(Lay On Hands)和引导正能量(Channel Positive Energy)。

神使真身(True Form,Ex):7级起,神选之子的魔宠展现出了它原本的形态,化身为异界生物进阶魔宠(outsider improved familiar),它与神选之子的守护神(parton)的阵营相符。神使的真身通常为仲裁者(Arbiter)圣盔天使(Cassisian)预兆神使(Harbinger)或者灵猫神使(Silvanshee),不过根据守护神本身的性质,任何守序中立、守序善良、中立善良的异界生物魔宠都是有可能的。若魔宠本身不具有改变外形(Change Shape)怪物通用能力的话,便会获得该能力,这使得它能够随意在最初的形态与真身间来回切换。

神使之裁(Emissary’s Smite,Su):11级起,每当神选之子使用制裁邪恶(smite evil)时,她的魔宠还能够从圣武士的制裁邪恶能力中获益。

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Character Archetypes
The following archetypes grant familiars to classes that normally do not have access to them.

Chosen One (Paladin Archetype)
Most paladins train for years at a temple to attain a holy status, but rarely, an emissary of the divine appears to one of humble origins and calls her directly to the charge. These chosen ones may lack experience, but their teamwork with their emissaries allows them to defeat any evil.
Bondless: A chosen one does not gain the divine bond class feature.
Divine Emissary (Ex): At 1st level, a chosen one gains an emissary familiar (see page 10), treating her paladin level as her wizard level for the purpose of this ability.
Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
Delayed Grace (Su): A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.
Lay on Paws (Su): At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability. This ability alters lay on hands and channel positive energy.
True Form (Ex): At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.
Emissary’s Smite (Su): At 11th level, a chosen one’s familiar also benefits from the paladin’s smite evil ability whenever the chosen one uses smite evil.

引用
二重奏者(吟游诗人变体)
Duettist (Bard Archetype)
无论是与夜莺一起合唱出柔美的歌声,还是让训练有素的猴子收取听众的钱币,二重奏者凭借着自身的天赋之才以及与自己相伴的魔宠,能够在表演时创造出让人感到惊艳的效果。

缺乏训练(Diminished Competency):二重奏者不会获得通晓音律(Well-Versed)和万事通(Jack-of-All-Trades)职业能力。

魔宠(Familiar,Ex):1级起,二重奏者获得魔宠,将他的吟游诗人等级作为有效法师等级来判断该能力的效果。该能力取代逸闻知识(Bardic Knowledge)。

全能魔宠(Versatile Familiar,Ex):2级起,二重奏者的魔宠学会了如何通过表演技巧来补足自己的技能。二重奏者的魔宠会从它的主人的多才多艺(Versatile Performance)职业能力中获益。该能力改变了多才多艺(Versatile Performance)。

魔宠表演(Performing Familiar,Su):4级起,二重奏者的魔宠习得了通过表演来制造超自然效果的方法,就好像它的主人一样。魔宠现在能够使用它的主人的任何吟游表演(Bardic Performance),不过在任何时候,仅有魔宠或二重奏者中的一方启动表演,无法两者同时进行。若在其中一方表演的时候,另一方也开始表演的话,那么早先开始表演的一方会立即终止表演。魔宠的每轮表演需要花费二重奏者的2轮吟游表演每日轮数。该能力取代博学(Lore Master)。

与宠共舞(Harmonizing Familiar,Su):8级起,二重奏者和它的魔宠能够更为协调地进行表演。当二重奏者和他的魔宠表演同时执行相同的吟游表演(Bardic Performance)时,那么表演的效果会被增强。若表演具有DC,那么该DC增加2点。若该表演提供表现加值,那么该表现加值增加1点。由于二重奏者和他的魔宠同时在进行表演,因此每轮会花费3轮吟游表演的每日轮数。该能力取代末日丧歌(Dirge of Doom)。

和声共演(Symphonic Familiar,Su):14级起,二重奏者和他的魔宠明白了如何制造出能够相互进行补足的多元表演效果,这让他们能够融合两种不同的表演。他们能够分别执行不同的吟游表演(Bardic Performance),而且每个表演都会产生完整的效果。由于二重奏者和他的魔宠同时在进行表演,因此每轮会花费3轮吟游表演的每日轮数。该能力取代恐惧魔音(Frightening Tune)。

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Duettist (Bard Archetype)
Whether singing a delicate duo with a nightingale or slipping coins from purses while a trained monkey distracts the crowd, the duettist blends his bond to his familiar with his natural talent for performance to create amazing effects.
Diminished Competency: A duettist does not gain the well-versed or jack-of-all-trades class features.
Familiar (Ex): At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge.
Versatile Familiar (Ex): At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature. This ability alters versatile performance.
Performing Familiar (Su): At 4th level, a duettist’s familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance. This ability replaces lore master.
Harmonizing Familiar (Su): At 8th level, the duettist and his familiar have learned how to perform together in harmony. When a duettist and his familiar perform the same bardic performance simultaneously, its effects are enhanced. If the performance has a DC, the DC increases by 2. If the performance provides a competence bonus, the competence bonus increases by 1. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces dirge of doom.
Symphonic Familiar (Su): At 14th level, the duettist and his familiar have learned how to create a symphony of complementary performances that meld together to produce two different effects. They can each perform a different bardic performance simultaneously, and each has its full effect. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces frightening tune.

引用
奥法侍卫(战士变体)
Eldritch Guardian (Fighter Archetype)
奥法侍卫所经受的训练是为了预先侦查并预警来自魔法来源的威胁,以期保护一方水土与人民的安全。

本职技能(Class Skills):奥法侍卫将察觉、法术辨识和使用魔法装置加到他的本职技能列表中,不过他不会获得威吓、骑术或游泳的本职技能。

魔宠(Familiar,Ex):1级起,奥法侍卫获得魔宠,将他的战士等级作为有效法师等级来判断该能力的效果。该能力取代1级获得的奖励专长(bonus feat)。

共效训练(Share Training,Ex):2级起,当魔宠能够听到并看到自己的主人时,它便可以使用任何奥法侍卫所具有的战斗专长。魔宠无需满足这些专长的先决条件,但是依照DM的判断,可能有些专长会因为与魔宠的形态冲突而无法生效。例如:奥法侍卫具有异种武器擅长:刺链,但他的猪魔宠并不能因此获得使用刺链的能力,因为它并不具有可以妥善使用刺链的肢体。该能力取代2级获得的奖励专长(bonus feat)。

意志坚定(Steel Will,Ex):2级起,奥法侍卫在对抗恐惧(fear)和影响心灵(mind-affecting)效果时,意志豁免获得+1加值。这个加值在2级后的每4个等级都会再增加1点。该能力取代英勇(Bravery)。

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Eldritch Guardian (Fighter Archetype)
Eldritch guardians are trained to detect and give warning about magic threats to the people and places they protect.
Class Skills: The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.
Familiar (Ex): At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. This ability replaces the bonus feat gained at 1st level.
Share Training (Ex): At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn’t have to meet the feat’s prerequisites, but at the GM’s discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian’s pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn’t have any limbs capable of properly handling them. This ability replaces the bonus feat gained at 2nd level.
Steel Will (Ex): At 2nd level, the eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels beyond 2nd. This ability replaces bravery.

引用
莱西戍卫(德鲁伊变体)
Leshy Warden (Druid Archetype)
大自然里充满了不可见的自然精魂,它们的力量连接着小溪、林间以及每一株植物。有些德鲁伊能够敏锐的察觉到它们的呼唤,并且能够毫不费力地将其凝聚成名为莱西(leshies;出自Bestiary 3)的微小生物。莱西戍卫则是这些自然精魂的喉舌、保卫者和盟友。

莱西魔宠(Leshy Familiar,Ex):1级起,莱西戍卫将一个与自身联系紧密的自然精魄塑形成叶莱西(详细说明见本书的新罕见魔宠边栏)。莱西戍卫将叶莱西作为魔宠,并且将她的德鲁伊等级作为有效法师等级来判断该能力的效果。若莱西死亡,那么莱西戍卫能够通过支付替换魔宠的标准价格来重新将相同的自然精魄塑形成莱西。只要莱西仍旧存活着,莱西戍卫便可以使用植物领域(Plant Domain),就如同德鲁伊的自然纽带(Nature Bond)职业能力一般,不过她无法选择腐朽子域(Decay Subdomain)。该能力取代自然纽带(Nature Bond)。

苍翠认同(Green Empathy,Ex):1级起,莱西戍卫能够如同使用野性认同(Wild Empathy)一般改善一个植物生物(plant creature)的态度。通常的野生植物生物的起始态度为冷漠(indifferent)。莱西戍卫也能够使用该能力影响动物,但是她会在这么做的检定上受到-4减值。该能力取代野性认同(Wild Empathy)。

莱西召唤者(Leshy Caller,Ex):莱西戍卫十分擅长召唤或种植莱西。在种植莱西时,莱西戍卫被视为植物类生物(plant creature)。此外她还将叶莱西(leaf leshies)葫芦莱西(gourd leshies)真菌莱西(fungus leshies)海草莱西(seaweed leshies)分别添加到她的召唤自然盟友I、II、III和IV(Summon Nature's Ally I, II, III andIV)的生物列表中。

莱西护管(Leshy Tender,Ex):4级时,莱西戍卫可以选择让叶莱西的力量和敏捷获得+2加值、或者将它转化为葫芦莱西。8级时,莱西戍卫可以选择让当前的莱西力量和敏捷获得+2加值、或者将它转化为真菌莱西。最后在12级时,莱西戍卫可以选择让当前的莱西力量和敏捷获得+2加值、或者将它转化为海草莱西。若莱西被转化了,那么它会从新形态中获得正常的属性值——由于该能力而增加的属性并不会被延续至新形态。

自然变身(Wild Shape,Su):莱西戍卫会在6级获得该能力,不过在判断该能力的每日使用次数时,她的有效的德鲁伊等级为她的德鲁伊等级-2。6级时,莱西戍卫仅能化身为小型或中型植物类生物的形态,就如同植物形态 I(Plant Shape I)一般。8级起,她能够化身为大型植物类生物的形态,就如同植物形态 II(Plant Shape II)一般。10级起,她能够化身为超大型植物类生物的形态,就如同植物形态 III(Plant Shape III)一般。

精魄耳语者(Spirit Whisperer,Su):13级起,莱西戍卫与自然精魄的联系变得足够紧密,这使得她总是能够听到它们的低语。她被视为持续受到植物交谈(Speak with Plants)法术的效果。每日1次,她能够花费10分钟与自然精魄交流,用以得知一些问题的答案,就如同问道自然(Commune with Nature)一般。该能力取代千面万相(A Thousand Faces)。

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Leshy Warden (Druid Archetype)
The natural world is full of bodiless nature spirits connected to the forces of springs, glades, and individual plants. Some druids hear their call keenly and are able to effortlessly incarnate them as the miniature creatures known as leshies (Pathfinder RPG Bestiary 3 176). The leshy warden serves as these spirits’ voice, defender, and ally.
Leshy Familiar (Ex): At 1st level, a leshy warden forms an intimate bond with a nature spirit, incarnating the spirit as a leaf leshy (see the Unusual Familiars sidebar on page 31). She gains a leaf leshy as a familiar and treats her druid level as her effective wizard level for the purpose of this ability. If the leshy dies, the leshy warden can incarnate the same spirit again by paying the normal cost to replace a familiar. So long as the leshy lives, the leshy warden gains access to the Plant domain as if through a druid’s nature bond class feature, but she can’t choose the Decay subdomain. This ability replaces nature bond.
Green Empathy (Ex): At 1st level, a leshy warden can improve the attitude of a plant creature as if using wild empathy. The typical wild plant creature has a starting attitude of indifferent. A leshy warden can also use this ability to inf luence an animal, but she takes a –4 penalty on the check to do so. This ability replaces wild empathy.
Leshy Caller (Ex): A leshy warden is an expert at summoning and growing leshies. She counts as a plant creature for the purpose of growing leshies. She adds leaf leshies, gourd leshies, fungus leshies, and seaweed leshies to her list of creatures for summon nature’s ally I, II, III, and IV, respectively.
Leshy Tender (Ex): At 4th level, a leshy warden chooses either to grant her leaf leshy a +2 increase to Strength and Dexterity or to transform it into a gourd leshy. At 8th level, the leshy warden can either grant her current leshy a +2 increase to Strength and Dexterity or transform it into a fungus leshy. Finally, at 12th level, she can either grant her current leshy a final +2 increase to Strength and Dexterity or transform it into a seaweed leshy. If the leshy is transformed, it gains the normal ability scores of its new form—the ability score increases granted by this ability don’t carry over to its new form.
Wild Shape (Su): A leshy warden gains this ability at 6th level, except her effective druid level for the ability is equal to her druid level – 2 for the purpose of determining the number of times per day she may use it. At 6th level, the leshy warden can assume the form of only Small or Medium plant creatures, as plant shape I. At 8th level, she can take the form of a Large plant creature, as plant shape II. At 10th level, she can take the form of a Huge plant creature, as plant shape III.
Spirit Whisperer (Su): At 13th level, a leshy warden’s connection to the spirits of nature becomes strong enough that she can always hear them whispering. She is treated as constantly under the effects of speak with plants. Once per day, she can spend 10 minutes in communion with the spirits to learn the answers to her questions, as commune with nature. This ability replaces a thousand faces.
« 上次编辑: 2015-04-11, 周六 15:11:47 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【玩者伴侣】魔宠手记
« 回帖 #3 于: 2015-04-11, 周六 14:37:10 »
施法者变体职业(Caster Archetypes)
后述列出的新职业变体会调整那些原本可以获得魔宠的职业,它们将魔宠视为职业能力中更为重要的一个方面。

引用
兽之刃(魔战士变体)
Beastblade (Magus Archetype)
兽之刃与他们的魔宠共同行动,使用法术、剑刃和利爪剿灭战场上的敌人。

魔宠(Familiar,Ex):3级起,兽之刃获得魔宠魔战士奥能。该能力取代3级获得的魔战士奥能(magus arcana)。

并行触击(Tandem Touch,Su):4级起,当兽之刃的魔宠对一个接触法术维持能量(Holding the charge)时,兽之刃能够施放其他法术,而不需要解消魔宠在维持的充能。该能力取代法术唤回(Spell Recall)。

魔宠力池(Familiar Pool,Su):7级起,当兽之刃准备他的魔战士法术时,可以从自己的奥能力池(Arcane Pool)中花费一些点数(如此花费的点数上限等同于他的智力调整值)来灌注到他的魔宠体内。每个以此花费的点数,都能让魔宠在该日以类法术能力施放一个魔战士法术。如此使用的法术必须在比兽之刃能够施放的最高法术等级低3级的范围中选择,而且该法术不能消耗价值超过1gp的材料成分。该能力取代知识力池(Knowledge Pool)。

魔宠法术击(Familiar Spellstrike,Su):11级起,每当兽之刃的魔宠成功对魔战士正在威胁的生物传递一个接触法术时,该目标便会引起魔战士的借机攻击。该能力取代精通法术唤回(Improved Spell Recall)。

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Caster Archetypes
The following new class archetypes modify classes that already have access to familiars, with a focus on making the familiar an essential aspect of the class’s abilities.

Beastblade (Magus Archetype)
Beastblade magi work in tandem with their familiars, using spell, steel, and claw to clear the battlefield of foes.
Familiar (Ex): At 3rd level, the beastblade gains the familiar magus arcana. This ability replaces the magus arcana gained at 3rd level.
Tandem Touch (Su): At 4th level, while the beastblade’s familiar is holding the charge for a touch spell, the beastblade can cast another spell without discharging the familiar’s held charge. This ability replaces spell recall.
Familiar Pool (Su): At 7th level, when a beastblade prepares his magus spells, he can expend points from his arcane pool (up to a maximum number of points equal to his Intelligence modifier) to empower his familiar. For each point expended in this way, the familiar can cast one magus spell as a spelllike ability once that day. Each spell selected must be 3 spell levels lower than the highest spell level the beastblade can cast, and can’t require a material component that costs more than 1 gp. This ability replaces knowledge pool.
Familiar Spellstrike (Su): At 11th level, whenever a beastblade’s familiar successfully delivers a touch spell against a creature the magus threatens, the target provokes an attack of opportunity from the magus. This ability replaces improved spell recall.

引用
魔宠大师(法师变体)
Familiar Adept (Wizard Archetype)
许多法师会利用魔宠辅助自己,不过其中鲜有能够通过魔宠来开启自身的学派魔法真正力量的人。

术业有专攻(Diminished Expertise):魔宠大师不会在1级获得抄写卷轴(Scribe Scroll)专长、也不会获得5级和10级的法师奖励专长(bonus feats)。他还必须额外选择1个禁制学派(opposition school),即便他原本选择的是通用学派(universalist)也是如此。

学派魔宠(School Familiar,Ex):1级起,魔宠大师必须选择魔宠作为他的奥术联结(Arcane Bond)。他的魔宠自动获得学派魔宠变体(school familiar archetype),不过它在4级之前无法使用低阶学派力量(Lesser School Power)。8级起,魔宠可以使用它的高阶学派力量(Greater School Power)。该能力改变了奥术联结(Arcane Bond)。

魔宠咒法(Familiar Spells,Ex):魔宠大师会将自己的法术储存在魔宠之中,而非使用法术书,就像是女巫(witch)一样。他的魔宠能够与女巫的魔宠自由交换已知法术,不过前提是这些交换的法术均在两个施法者的职业法术列表中。魔宠大师的魔宠使用女巫的魔宠规则,这包括更换魔宠时增加开销的部分。该能力改变了法术书(Spellbooks)。

学派专攻(Focused School,Ex):魔宠大师的训练使得自身更加专注于自身的魔宠和对应的专精学派。在1级、5级以及之后的每5级时,魔宠都可以获得1次每日使用法师的1级学派能力的次数,而不用去花费法师的每日使用次数。

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Familiar Adept (Wizard Archetype)
Many wizards employ familiars to assist them, but only a few have unlocked the true power of their school of magic through the familiar itself.
Diminished Expertise: A familiar adept doesn’t gain Scribe Scroll at 1st level or the wizard’s bonus feats at 5th and 10th levels. He must also choose one additional opposition school, even if he is a universalist.
School Familiar (Ex): At 1st level, a familiar adept must select a familiar for his arcane bond. His familiar automatically gains the school familiar archetype (see page 14), but it cannot use its lesser school power until 4th level. At 8th level, it gains access to its greater school power. This ability alters arcane bond.
Familiar Spells (Ex): A familiar adept stores his spells in his familiar rather than in a spellbook, exactly as a witch does. His familiar can freely trade spells known with a witch’s familiar, provided the spells traded are on both casters’ class spell lists. The familiar adept’s familiar uses the witch rules for familiars, including the increased cost of replacing the familiar. This ability alters spellbooks.
Focused School (Ex): A familiar adept’s training is focused more deeply on his familiar and his school of magic. At 1st level, 5th level, and every 5 levels thereafter, his familiar gains the ability to use the wizard’s 1st-level school ability one time per day without it counting against the wizard’s daily uses.

引用
创生师(炼金术士变体)
Homunculist (Alchemist Archetype)
对于炼金术士来说最伟大的终极目标之一是制造生命体的能力。创生师为了让这一梦想成为现实,不断在自己的实验室中培养并改良自己的魔宠。

未修毒物学(Diminished Poisoning):创生师不会获得用毒(Poison Use)、迅捷上毒(Swift Poisoning)、毒性抗力(Poison Resistance)和毒素免疫(poison immunity)职业能力。

人造魔宠(Homunculus Familiar,Ex):创生师会造出一个形态为动物(animal)或虫类(vermin)的活体(living)人造人(homunculus)。它在所有方面都被视为是魔宠,将他的炼金术士等级作为有效法师等级来判断该能力的效果。该能力取代突变药剂(Mutagen)。

改造实验(Experimentation,Ex):创生师会不断地在他的魔宠身上进行实验,尝试赋予它新的罕见特性或能力。4级起,创生师每具有4个炼金术士等级,便能让他的魔宠获得价值1点进化点数(evolution point)的幻灵进化(eidolon evolutions),不过他无法选择任何需要特定基础形态的进化。每当创生师提升等级时,他都能够改变魔宠上的进化。这些进化与进化魔宠(Evolved Familiar;出自UM)专长提供的进化叠加。创生师如果满足进化魔宠专长的先决条件,便可以将进化魔宠专长作为炼金术士科研发现(Discovery)来进行选择。

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Homunculist (Alchemist Archetype)
One of the grand goals of alchemy is the ability to create new life. A homunculist has made this dream a reality, growing and modifying a familiar in his own laboratory.
Diminished Poisoning: A homunculist doesn’t gain the poison use, poison resistance, poison immunity, or swift poisoning class features.
Homunculus Familiar (Ex): The homunculist has created a living homunculus (Pathfinder RPG Bestiary 176) in the shape of an animal or vermin. It functions in all ways as a familiar, treating the homunculist’s alchemist level as his effective wizard level. This ability replaces mutagen.
Experimentation (Ex): A homunculist is constantly experimenting on his familiar to give it new and unusual features and abilities. At 4th level, the homunculist can grant his familiar 1 evolution point worth of eidolon evolutions (Pathfinder RPG Advanced Player’s Guide 60) for every 4 alchemist levels he possesses, though he can’t select any evolutions that require a particular base form. Each time the homunculist gains a level, he can change his familiar’s evolutions. These evolutions stack with those from the Evolved Familiar feat (Pathfinder RPG Ultimate Magic 149). The homunculist can select the Evolved Familiar feat as an alchemist discovery if he meets its prerequisites.

引用
契约法师(法师变体)
Pact Wizard (Wizard Archetype)
有些法师会为了获得奥术之力而与其他界域的存在进行交易。这些契约法师具有强大的异界盟友,但是这种关系一定会伴随着某种附加条件。

魔宠(Familiar,Ex):契约法师必须在奥术联结(Arcane Bond)中选择魔宠。这些魔宠忠诚与否取决于契约法师的交易对象,它们会将法师的一举一动上报给自己真正的主子。该能力取代奥术联结(Arcane Bond)。

契约专擅(Pact Focus,Ex):1级起,契约法师必须额外选择1个禁制学派(opposition school),即便他原本选择的是通用学派(universalist)也是如此。契约法师无法将咒法学派选为禁制学派。该能力改变了奥术学派(Arcane School)。

契约(Pact,Ex):契约法师为了获得更强的法力而与异界存在进行讨价还价。1级起,他要选择一个主顾(patron),这个主顾必须是属于某种亚种的异界生物,且这类亚种有进阶魔宠(improved familiar)可供选择(比如魔鬼或爱塔)。契约法师可以选择阵营与自己截然相反的异界生物亚种;在这种情况下,主顾会为了诱使契约法师堕落或者让他偿还罪孽而提出协议。若发生后述情况,契约法师就会失去所有本变体提供的好处(但是仍旧保留额外的禁制学派),直至他进行赎罪为止:契约法师的阵营向着背离他所选择的异界生物亚种方向偏斜;契约法师严重地滥用自己的魔宠或者任何属于对应亚种的异界生物;契约法师犯下了对于主顾的阵营来说过于恶劣的罪行。

灵光(Aura,Ex):契约法师具有灵光,相当于阵营与他所选择的亚种相同的牧师,使用他的法师等级来替代牧师等级。

契约召唤(Pact Summons,Ex):契约法师能够选择神圣召唤(Sacred Summons;出自UM)专长作为他的法师奖励专长。他仅能在召唤自己所选定亚种的异界生物时利用该专长。

真身(True Form,Ex):7级起,契约法师的魔宠显出自己的真正形态,它自动转变为一个异界生物进阶魔宠,类型与契约法师选择的亚种相同。

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Pact Wizard (Wizard Archetype)
Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached.
Familiar (Ex): A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities. This ability alters arcane bond.
Pact Focus (Ex): At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school. This ability alters arcane school.
Pact (Ex): A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.
Aura (Ex): A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons (Ex): A pact wizard can select Sacred Summons (Pathfinder RPG Ultimate Magic 155) as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.
True Form (Ex): At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype.

引用
缚灵师(法师变体)
Spirit Binder (Wizard Archetype)
尽管大多数法师都是通过不断地研习来学习法术的奥妙,而缚灵师却可以通过体验失去挚爱的历练来使奥术力量得到突破。

缚灵魔宠(Soulbound Familiar,Ex):缚灵师必须在奥术联结(Arcane Bond)中选择魔宠。与一般召唤魔宠的仪式不同,缚灵师会通过极度危险的仪式来塑造特殊的魔宠——促使挚爱之人死亡的仪式。在挚爱之人的魂灵前往伟大彼岸之前,缚灵师可以将它束缚到一个动物或虫类体内,并使其成为自己的魔宠。
缚灵魔宠的性格与那个逝去的挚爱之人相同,并非单纯地成为缚灵师的仆从。它可以具有任何阵营,甚至有可能是与缚灵师截然相反的阵营。缚灵魔宠具有挚爱之人的偏好职业的基本攻击加值和基本豁免加值(使用缚灵师的等级作为它的等级)。若挚爱之人在战役开始之前便已死亡,那么缚灵师要在1级时选择魔宠的偏好职业,而且一旦选择便无法修改。该能力改变了奥术联结(Arcane Bond)。
【译者注:这里的战役指的是咱们口中的团。】

奥术学派(Arcane School):缚灵师无法将死灵学派作为禁制学派。该能力改变了奥术学派。

失却的天资(Lost Talents,Ex):缚灵师的缚灵魔宠具有那名已逝的挚爱之人的一些能力,而它在今后还能学到更多的东西。在1级、5级以及之后的每5级时,缚灵师的魔宠都会获得一个新专长,它需要满足专长的所有先决条件。该能力取代抄写卷轴(Scribe Scroll)和所有法师的奖励专长(bonus feats)。

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Spirit Binder (Wizard Archetype)
While most wizards learn their arts through gradual study, spirit binders have made a sudden arcane breakthrough due to the traumatic experience of losing a loved one.
Soulbound Familiar (Ex): A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit passed on to the Boneyard, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar.
A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed. This ability alters arcane bond.
Arcane School: A spirit binder can’t choose necromancy as an opposition school. This ability alters arcane school.
Lost Talents (Ex): A spirit binder’s soulbound familiar possesses some of the ability of the lost loved one, and it is capable of learning more. At 1st level, 5th level, and every 5 levels thereafter, the spirit binder’s familiar gains a new feat for which it meets the prerequisites. This ability replaces Scribe Scroll and the wizard’s bonus feats.

引用
共生使(女巫变体)
Synergist (Witch Archetype)
共生使获得与自己的魔宠合二为一的能力,并以此来创造出某种强于两者的形态。

共生(Symbiosis,Su):1级起,共生使获得以标准动作和自己的魔宠融合或分体的能力。当魔宠被融合之后,它的身体会成为共生使的一部分,而且无法以任何方式成为目标或受到任何影响(包括持续性的效果),不过魔宠仍旧保持和共生使的情感共鸣。共生能力会让共生使呈现出某些魔宠的基础身体特征,而且会依照共生使的等级而获得额外的能力。
1级起,在共生状态下,如果魔宠具有黑暗视觉(darkvision)或昏暗视觉(low-light vision),那么共生使也能获得该能力。
5级起,在共生状态下,共生使会获得任何魔宠具有、且被记述在野兽形态I(beast shape I)的列表中的任何能力,但飞行(flight)除外。
8级起,共生使在共生状态下会获得任何魔宠具有、且被记述在野兽形态II(beast shape II)的列表中的任何能力,若魔宠能够飞行,那么共生使也能够飞行,不过在共生状态下每日能够飞行的总时间为每女巫等级1分钟。这些时间不必连续,但是必须以1分钟为单位来使用。
此外,共生使在共生状态下会获得单次天生攻击,类型与魔宠所具有的相同。若此次攻击为主要攻击,则会造成1d6点伤害(小体型的共生使为1d4点),若此次攻击为次要攻击,则造成1d4点伤害(小体型的共生使为1d3点)。
11级起,共生使在共生状态下会获得任何魔宠具有、且被记述在野兽形态III(beast shape III)的列表中的任何能力。若魔宠能够飞行,那么共生使在共生状态下,每日便可以不受限时地飞行。
14级起,共生使在共生状态下会获得任何魔宠具有、且被记述在野兽形态IV(beast shape IV)的列表中的任何能力。若魔宠具有多个天生攻击,那么共生使会全部获取,而非仅仅获得1个。
该能力取代1级、8级和14级获得的巫术(hexes)。

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Synergist (Witch Archetype)
Synergists gain the ability to combine their forms with their familiars’ in order to create something more powerful than either alone.
Symbiosis (Su): At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist’s level.
At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it.
At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except f light.
At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can f ly, the synergist can f ly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals.
Additionally, during symbiosis the synergist gains a single natural attack of a type possessed by its familiar. The attack deals 1d6 points of damage if a primary attack (1d6 for Small synergists) and 1d4 points of damage if a secondary attack (1d3 for Small synergists).
At 11th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape III. If the familiar can f ly, the synergist can f ly for an unlimited amount of time each day while in symbiosis.
At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV. If the familiar has multiple natural attacks, the synergist gains them all, rather than just one.
This ability replaces the hexes gained at 1st, 8th, and 14th level.
« 上次编辑: 2015-04-11, 周六 15:12:05 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【玩者伴侣】魔宠手记
« 回帖 #4 于: 2015-04-11, 周六 14:37:16 »
魔宠变体(Familiar Archetypes)
魔宠变体会调整魔宠的标准能力,这类似于变体职业会调整标准角色的职业能力。这些变体通过替换某些标准魔宠的能力来提供对应于特定主题的新能力。
除非另有说明,本节中出现的等级指的都是魔宠的有效等级,这个等级与魔宠主人的在提供魔宠的职业上的等级相关。

引用
饵宠(魔宠变体)
Decoy (Familiar Archetype)
饵宠会吸引敌人的注意力,使得其主人能够对它们发起突袭。

本职技能(Class Skills):饵宠将唬骗视为本职技能。

狡诈(Deceitful):饵宠获得诈欺师(Deceitful)作为奖励专长。该能力取代警觉(Alertness)。

模仿鸟之舌(Mockingbird,Ex):5级起,饵宠能够说出任何主人具有的语言。7级起,它能够完美地模仿主人的声音和语调。该能力取代与主人交谈(Speak with Master)和与动物同类交谈(Speak with Animals of Its Kind)。

假扮主人(Master’s Guise,Sp):11级起,饵宠能够完美地化身为其主人的样子,就如同变身术(Alter Self)法术一般。饵宠在此形态下至多能保持的时间为每施法者等级1分钟;在变回原形后,饵宠必须在等量的时间内维持其原本的形态,才能再次变身。该能力取代法术抗力(Spell Resistance)。

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Familiar Archetypes
Familiar archetypes modify familiars’ standard abilities, similar to how class archetypes modify player characters’ class features. These archetypes function by swapping out certain abilities that are standard to common familiars for new abilities tailored to particular themes.
Unless otherwise stated, levels referenced in this section refer to the familiar’s effective level, which is the master’s combined levels in the classes that grant that familiar.

Decoy (Familiar Archetype)
A decoy misdirects its master’s enemies, allowing the master to strike by surprise.
Class Skills: A decoy treats Bluff as a class skill.
Deceitful: A decoy gains Deceitful as a bonus feat. This replaces alertness.
Mockingbird (Ex): At 5th level, a decoy can speak any of its master’s languages. At 7th level, it can mimic its master’s voice and intonation perfectly. This ability replaces speak with master and speak with animals of its kind.
Master’s Guise (Sp): At 11th level, a decoy can transform into a perfect likeness of its master, as the alter self spell. It can hold this form for up to 1 minute per caster level; upon changing back, the decoy must remain in its natural form for an equal amount of time before transforming again. This ability replaces spell resistance.

引用
神使(魔宠变体)
Emissary (Familiar Archetype)
神使蒙受神之召唤,化身成为其主人的道德航标与意志之源。

本职技能(Class Skills):神使将医疗、知识(宗教)以及察言观色视为本职技能。

神之指引(Divine Guidance,Sp):神使能够随意施放神导术(Guidance)。该能力取代警觉(Alertness)。

意志共存(Share Will,Su):每当神使或其主人在对抗影响心灵效果(mind-affecting effect)的豁免中失败,且该效果仅影响他们两者之一的话,另外一人也可以尝试进行豁免。若第二次豁免成功,那么视为最初的豁免结果是成功的结果,不过神使和其主人在24小时内无法再次使用该能力。在第二次豁免失败时,神使与其主人都会承受豁免失败带来的效果,即便他们其中之一并非有效的目标也是如此。该能力取代法术共享(Share Spells)。

领域之力(Domain Influence,Sp or Su):3级起,神使从遣送它的存在那里获得了神赐之力的余光。选择一个合适的领域(domain),这个领域要提供每日使用次数为3 + 使用者的感知调整值的1级神授力量(domain power)。神使每日能够使用1次该神授力量。该能力取代传递接触法术(Deliver Touch Spells)。

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Emissary (Familiar Archetype)
The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master.
Class Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at will. This ability replaces alertness.
Share Will (Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This ability replaces share spells.
Domain Inf luence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.

引用
幻梦(魔宠变体)
Figment (Familiar Archetype)
幻梦诞生于其主人的想象,而非普通生物觉醒后的结果。

轮回之梦(Recurring Dream,Su):幻梦的总生命值为其主人总生命值的四分之一。幻梦死亡后便会消失,在其主人经过整宿的睡眠并醒来后重新出现,并具有1点生命值。若幻梦与其主人的距离超过100尺、幻梦进入反魔场(antimagic field)、幻梦的主人陷入昏迷(unconscious)或睡着(asleep)的话,它便会消失,直至下一次其主人准备每日法术或者恢复每日法术的时候为止。由于幻梦来自其主人的精神世界,因此它无法成为女巫的魔宠,也无法使用任何它可能具有的预言系法术(divination spells)或类法术能力(spell-like abilities)。该能力取代精通反射闪避(Improved Evasion)。

梦境显化(Manifest Dreams,Su):3级起,幻梦会被其主人的梦境所改变。每当主人在整夜的休息后醒来时,他就能够将价值1点进化点数(evolution point)、但是不需要基础形态的幻灵进化(eidolon evolutions)应用在幻梦上。7级起,他能够将价值2点进化点数的进化应用在幻梦上;13级时,他能将价值3点的进化应用在幻梦上。该能力取代传递接触法术(Deliver Touch Spells)、与动物同类交谈(Speak with Animals of Its Kind)以及探知魔宠(Scry on Familiar)。

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Figment (Familiar Archetype)
Figments are born from their masters’ imaginations rather than awakened from ordinary creatures.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 the master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment’s master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master’s own mind, a figment can never serve as a witch’s familiar, and it can’t use any divination spells or spell-like abilities it may possess. This ability replaces improved evasion.
Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points worth of evolutions; at 13th level, he can apply 3 points worth of eidolon evolutions. This ability replaces deliver touch spells, speak with animals of its kind, and scry on familiar.

引用
吉祥物(魔宠变体)
Mascot (Familiar Archetype)
魔宠有时会成为冒险小队的标志,最终将队伍结合起来成为一个主人的集合体。

本职技能(Class Skills):吉祥物将所有表演技能视为本职技能。

队伍的纽带(Affinity for My Team,Su):吉祥物是队伍的核心与灵魂,但它最初也仅仅是自己主人的魔宠而已。在1级以及之后的每3个等级,吉祥物都能将1个额外成员添加到队伍中。吉祥物的情感连接(Empathic Link)会延伸到它的队伍中的所有成员。吉祥物在1天里只能移除或添加1个队伍成员。若某个队伍成员死亡,那么吉祥物便会获得1个永久负向等级。该能力取代警觉(Alertness)并改变了情感连接(Empathic Link)。

幸运吉祥物(Lucky Mascot,Su):每当吉祥物使用协助他人动作(aid another action)来辅助队伍成员的攻击检定或AC时,该名队伍成员的所有攻击检定或者AC还能获得+1幸运加值,持续1轮。该能力取代精通反射闪避(Improved Evasion)。

法术共享(Share Spells):3级起,通过法术共享能力来以吉祥物为目标的法术的功效视为等级-2。在使用法术共享时,吉祥物可以从任意队伍成员的法术获益。该能力改变了法术共享(Share Spells)。

传递接触法术(Deliver Touch Spells,Su):5级起,吉祥物通过传递接触法术能力传递的法术功效视为等级-2。吉祥物可以传递任意队伍成员所传递的接触法术。该能力改变了传递接触法术(Deliver Touch Spells)。

与队伍交谈(Speak with Team,Ex):7级起,吉祥物获得通过语言和其队伍中的所有成员交流的能力。该能力取代与主人交谈(Speak with Master)和与动物同类交谈(Speak with Animals of Its Kind)。

队伍核心(Heart of the Team,Ex):13级起,以整轮动作,吉祥物能够指定其队伍内的任意成员为它的主人,用以来计算其生命骰、生命值、基本攻击加值、豁免、和技能等级。该能力取代法术抗力(Spell Resistance)和探知魔宠(Scry on Familiar)。

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Mascot (Familiar Archetype)
A familiar sometimes serves as the centerpiece of an adventuring party, eventually binding the team together into a collective master.
Class Skills: A mascot treats all Perform skills as class skills.
Affinity for My Team (Su): A mascot is the heart and soul of its team, which at first consists of only the familiar and its master. At 1st level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot’s empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day. If a team member dies, the mascot gains 1 permanent negative level. This ability replaces alertness and alters empathic link.
Lucky Mascot (Su): Whenever a mascot uses the aid another action to aid a team member’s attack roll or AC, that team member also gains a +1 luck bonus on all attack rolls or to AC for 1 round. This ability replaces improved evasion.
Share Spells: At 3rd level, spells targeting a mascot via its share spells ability function at its level – 2. The mascot can benefit from the spells of any team member when using share spells.
Deliver Touch Spells (Su): At 5th level, spells delivered by a mascot’s deliver touch spells ability function at its level – 2. The mascot can deliver the touch spells of any team member. This ability alters deliver touch spells.
Speak with Team (Ex): At 7th level, a mascot gains the ability to speak with all members of its team verbally as if using speak with master. This ability replaces speak with master and speak with animals of its kind.
Heart of the Team (Ex): At 13th level, as a full-round action, a mascot can designate any member of its team as its master for the purposes of calculating its Hit Dice, hit points, base attack bonus, saving throws, and skill ranks. This ability replaces spell resistance and scry on familiar.

引用
战宠(魔宠变体)
Mauler (Familiar Archetype)
尽管大多数魔宠的定位是探子或助手,但是战宠只关心战斗带来的快感。

本职技能(Class Skills):战宠将威吓视为本职技能。

歃血盟约(Bond Forged in Blood,Su):战宠对花哨的言语毫无兴趣——只有激烈的战斗能够引起它的注意。战宠无法说话,即便对通常能够交流的生物类型也是如此。
5级起,每当战宠的主人将一个敌人的生命值降至0点以下,且这个敌人的生命骰至少达到了他等级的1/2的话,战宠的情绪便会变得高昂,它的情感连接(Empathic Link)会让战宠自身和它的主人在攻击和伤害检定上获得+2士气加值,持续1轮。该能力取代与主人交谈(Speak with Master)和与动物同类交谈(Speak with Animals of Its Kind)。

力量增强(Increased Strength,Ex):在3级以及之后每2个等级,战宠的力量属性都会增加1点。由于该能力的缘故,魔宠的智力属性会维持在6点;战宠的智力属性永远无法超过6点。

战斗形态(Battle Form,Su):3级起,战宠获得随意变身为更粗大、更可怕的形态,以及恢复原形的能力。在战斗形态下,战宠的体型变为中型,并且力量获得+2加值(这与由于体型增大而在力量上获得的调整叠加)。该能力取代传递接触法术(Deliver Touch Spells)。

伤害减免(Damage Reduction,Su):11级起,战宠获得DR 5/魔法。该能力取代法术抗力(Spell Resistance)。

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Mauler (Familiar Archetype)
While most familiars are scouts and assistants, the mauler familiar cares only for the thrill of battle. A mauler often serves a bloodthirsty or martial-minded master.
Class Skills: A mauler treats Intimidate as a class skill.
Bond Forged in Blood (Su): A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak, even if it’s a type of creature that normally could.
At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round. This ability replaces speak with master and speak with animals of its kind.
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler’s size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size). This ability replaces deliver touch spells.
Damage Reduction (Su): At 11th level, a mauler gains DR 5/magic. This ability replaces spell resistance.

引用
戍卫宠(魔宠变体)
Protector (Familiar Archetype)
戍卫宠是如此地忠诚,它们十分乐意为了主人而奉献自己的生命。

忠诚护卫(Loyal Bodyguard,Ex):戍卫宠获得保镖(Bodyguard;出自APG)和战斗反射(Combat Reflexes)作为奖励专长。若魔宠占据着其主人所处的空间,那么它能够在自身没有威胁到发动攻击的敌人时使用保镖专长,以此进行协助他人(aid another)动作来增强主人的AC。该能力取代警觉(Alertness)和精通反射闪避(Improved Evasion)。

护卫主人(Shield Master,Su):5级起,每当戍卫宠或它的主人受到生命值伤害时,只要戍卫宠和它的主人保持着接触,那么它的主人便能够选择与魔宠均摊伤害,就如同使用护卫他人(Shield Other)法术一般。该能力取代传递接触法术(Deliver Touch Spells)和与动物同类交谈(Speak with Animals of Its Kind)。

肉盾(In Harm’s Way):11级起,戍卫宠获得肉盾(In Harm's Way;出自APG)作为奖励专长。该能力取代法术抗力(Spell Resistance)。

原文
剧透 -   :
Protector (Familiar Archetype)
Protector familiars are so devoted that they would gladly give their lives for their masters.
Loyal Bodyguard (Ex): A protector gains Bodyguard (Pathfinder RPG Advanced Player’s Guide 151) and Combat Ref lexes as bonus feats. If the familiar is occupying its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe. This ability replaces alertness and improved evasion.
Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can choose to split the damage evenly between them as if using shield other. This ability replaces deliver touch spells and speak with animals of its kind.
In Harm’s Way: At 11th level, a protector gains In Harm’s Way (Advanced Player’s Guide 164) as a bonus feat. This ability replaces spell resistance.

引用
智囊(魔宠变体)
Sage (Familiar Archetype)
智囊魔宠熟记各种实用的知识,它们会为了主人的利益而随时提供这些资讯,不过这也使它们显得傲慢不羁。

本职技能(Class Skills):智囊将所有知识技能视为本职技能。

聪明绝顶(Dazzling Intellect,Ex):智囊的智力总是等同于5 + 它的等级,不过在判断智囊的额外天生防御调整时,视为其等级减半。该能力改变了魔宠的智力属性(Intelligence score)和天生防御调整(Natural Armor Adjustment)。

智囊的学识(Sage’s Knowledge,Ex):智囊在记忆了大量咨询,足矣让它能够参与到任何话题中,而它也很乐意在一些细枝末节的事情上对主人发表长篇大论。智囊能够尝试所有未受训的知识检定,而且在所有知识检定上获得相当于其等级的1/2的加值。此外,智者每级会获得2个技能点。它在任意特定技能上投入的技能点数至多与其等级相等。该能力取代警觉(Alertness)以及享受主人技能级数(share its master’s skill ranks)的魔宠能力。

原文
剧透 -   :
Sage (Familiar Archetype)
Sage familiars are masters of useful facts, able to recall them for their master’s benefit, though this leads many to become haughty and proud.
Class Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its level, but the sage gains the additional natural armor increases of a familiar only half its level. This ability alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points. A sage can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, a sage gains 2 skill ranks at each level. Its maximum number of ranks in any given skill is equal to its level. This ability replaces alertness and the familiar’s ability to share its master’s skill ranks.
« 上次编辑: 2015-04-11, 周六 15:12:20 由 四月 »
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当然是为了友情了

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Re: 【玩者伴侣】魔宠手记
« 回帖 #5 于: 2015-04-11, 周六 14:37:22 »
近似魔宠(Approximating Familiars)
尽管已经有了各式各样的魔宠,但有时候你还是会觉得现有的选项不太符合角色的魔法伴侣的形象。在经过你的DM认可之后,你便可以挑选出对角色来说最完美的魔宠,再用从现有魔宠的数据里挑出与它最为近似的选项。

简易套用法(Simple Method)
如果没有现成的生物数据的话,定制一个魔宠的最简单的方法辨识在现有的列表中进行筛选,找到与你心中的动物最为相近的那一个。你可以单纯使用现有动物的数据,来把它当做是你所指定的那个魔宠。这至少确保了魔宠本身的平衡,而且也不需要你的DM花功夫修订动物的数据。
当你使用近似魔宠时,最重要的事情是实现了单个现有魔宠的数据可以代表很大范围的其他同类生物,而不仅仅针对某个物种。例如:鼠(rat)是小体型、敏捷的哺乳动物,因此可以合理地引申到这些数据可以代表老鼠(mouse)、地鼠(shrew)或者其他类似的小动物。与前例相反的是,使用蝙蝠(bat)的数据来代表飞鱼(flying fish),尽管两者有相似之处,但这并非最理想的选择。当你制作一些需要进行重要修订的生物时,可以考虑细致套用法(Advanced Method)中列出的一些选项。
下面给出了近似魔宠表格,其中提供了一个动物魔宠的列表,提供了与这些魔宠最为近似的那一类生物以及哪些生物可以使用此类数据的建议,最后也注明了这些基础动物的数据出处。当然,表中列出的那些建议并没有代表全部的可能性;它们只是用来帮助你为自己的角色设计最切合的魔宠。

细致套用法(Advanced Method)
你可能会希望自己的魔宠与其他已经列出的那些有着根本的不同。在这种情况下,你最好首先找出与自己心目中的目标最为接近的那个魔宠生物,之后和DM进行讨论,为了给你想象中的魔宠制定出合适的数据变更和能力替换。(请记住,在游戏中改变生物数据或者制定自设的元素时,一定要先咨询DM的意见并征得她的同意!)
你需要熟悉怪物图鉴(Pathfinder RPG Bestiary)中刊载的规则,并以此创造相对平衡的生物,即便你的数学学得再好,你的DM仍旧有权决定你的生物是否过于强力!通常来说,对魔宠的基础原型进行的修改越少,做出的魔宠就会越平衡。玩家在调整魔宠的数据之前,首先要在脑内定下一个具体的主题,较为可取的概念是以现有的魔宠类型为蓝本创造一个在某些技能方面较为专擅的个体。生物本身有独特性,但是仍旧合理,而且可以与角色背景产生联动的也算是较好的概念。
想要改变现有魔宠数据的玩家应当看一下后述列出的这几个关于魔宠数据的要点,这里按照游戏机制内的重要程度将它们由低到高进行了排序。

技能(Skills):反向计算魔宠的技能点投入情况要比其他生物容易得多,因为魔宠很少有HD大于1的生物,而且在一开始几乎没有超过1或2点技能点的。重新分配技能点是一种简单的生物定制方式,这可以把它的数据变得更符合你心目中的魔宠形象。比如,要创造一个擅长偷窃小饰品的灵长类魔宠,你可能会使用猴子(monkey)的属性,之后单纯将它的技能点重新分配,把察觉的点数挪到巧手或潜行上。

专长(Feats):你可以轻松地将预设魔宠的起始专长变更为不同的专长,用来让它更符合你心中的概念,比如动物档案馆(Animal Archive)中列出的专长。本书也列出了一些与魔宠相关的新专长,这让你可以有较大的自定义范围,并将一些不寻常的神秘特质或能力添加给魔宠。

攻击(Attacks):改变生物的攻击伤害骰可以轻易把一个魔宠变得一文不值或者过于强力,将天生攻击更换为其他类型是较为稳妥的做法。请使用怪物图鉴(Bestiary)中302页的表格3-1,你能够轻易地将蝙蝠的啮咬攻击换成两次爪抓或一次角抵。一般来说,你应当将一个主要天生攻击换成另一个主要天生攻击,而次要攻击也只更换为其他类型的次要攻击。

速度(Speed):通常应该避免对生物的移动类型或速度进行改变。不过只要你在变更速度时,将罕见的速度以相同的比率换为其他罕见的速度类型(比如把10尺掘地速度换成10尺攀爬速度),或者通过降低基本陆上速度为代价获得不寻常的移动速度(比如把一个生物的40尺基本路上速度降低至10尺,再赋予它30尺游泳速度),这么做通常还是比较安全的。

属性(Ability Scores):改变生物的属性很容易不慎造出不平衡的生物,因此不推荐使用这种方式塑造新魔宠。

近似魔宠表格(Approximating Familiars)
基础魔宠近似类型出处
始祖鸟(Archaeopteryx)滑翔负鼠(Gliding possum)、热河鸟(jeholornis)以及其他原始鸟类Bestiary 4 96
犰狳(Armadillo)潘帕兽科(Pampatheriidae)、穿山甲(pangolin)、粉红犰狳 (pink fairy armadillo)Animal Archive 30
蝙蝠(Bat)蛙嘴龙(Anurognathus)、雀类(finch)、热河翼龙(jeholopterus)、爪蝠(onychonycteris)Bestiary 131
蓝环章鱼(Blue-ringed octopus)乌贼(Squid)、章鱼(octopus)以及其他头足类动物(cephalopods)Ultimate Magic 117
猫(Cat)猞猁(Lynx)、袋獾(Tasmanian devil)Bestiary 131
秀颌龙(Dinosaur, compsognathus)     中生代鳄鱼(erpetosuchus)、噬鱼蝮蛇(water moccasin snake)以及其他小型有毒恐龙Bestiary 2 90
渡渡鸟(Dodo)小恐鸟(bush moa)、大海雀(great auk)Bestiary 4 96
驴鼠(Donkey rat)土豚(Aardvark)、食蚁兽(anteater)、海狸(beaver)、水豚(capybara)Ultimate Magic 117
鼯鼠(Flying squirrel)滑翔负鼠(Gliding possum)、蜜袋鼯(sugar glider)Bestiary 3 112
狐狸(Fox)丛林狼(Coyote)、澳洲野狗(dingo)、草原犬鼠(prairie dog)、小型犬(tiny dog)Bestiary 3 112
山羊(Goat)鹿(Deer)、普度鹿(pudu)、河鹿(vampire deer)Bestiary 3 112
绿螫蝎(Greensting scorpion)帝王蝎(Emperor scorpion)以及大号昆虫Ultimate Magic 118
鹰(Hawk)老鹰(Eagle)、鱼鹰(osprey)、游隼(peregrine falcon)、食螺鸢(snail kite)Bestiary 131
刺猬(Hedgehog)豪猪(Porcupine)、马岛猬(tenrec)Ultimate Magic 119
蚰蜒(House centipede)千足虫(Millipede)、圣甲虫(scarab beetle)以及其他毒虫Ultimate Magic 119
帝王蟹(King crab)小龙虾(Crawfish)、龙虾(lobster)以及其他甲壳类动物Ultimate Magic 119
豹纹蛞蝓(Leopard slug)蠕虫(Worm)见本书新罕见魔宠章节
蜥蜴(Lizard)夜猴(Galago)、火蜥蜴(salamander)、懒猴(slow loris)Bestiary 131
猴子(Monkey)黑猩猩(Chimpanzee)、狐猴(lemur)、眼镜猴(tarsier)以及其他爬树的灵长类动物Bestiary 132
水獭(Otter)海狸(Beaver)、灰鼬(grison)、麝鼠(muskrat)Bestiary 3 113
枭(Owl)松鸡(Grouse)、夜鹰(nighthawk)以及其他夜行猎食性鸟类Bestiary 132
猪(Pig)野猪(Peccary)、貘(tapir)Bestiary 3 113
兔子(Rabbit)野兔(Hare)、跳鼠(jerboa)、兔鼠(viscacha)Animal Archive 30
浣熊(Raccoon)马戏团猴子(Circus monkey)、长鼻浣熊(coati)、负鼠(possum)、小熊猫(red panda)、马来熊(sun bear)     Bestiary 3 113
鼠(Rat)天竺鼠(Guinea pig)、老鼠(mouse)、地鼠(shrew)Bestiary 132
渡鸦(Raven)长尾鹦鹉*(Parakeet)、鹦鹉*(parrot)、巨嘴鸟*(toucan)Bestiary 133
臭鼬(Skunk)条纹臭鼬(Striped polecat)Animal Archive 31
猩红蜘蛛(Scarlet spider)黑姬蛛(Cupboard spider)、黄囊蜘蛛(yellow sac spider)以及大号昆虫Ultimate Magic 120
松鼠(Squirrel)金吉拉(Chinchilla)、金花鼠(chipmunk)、仓鼠(hamster)Animal Archive 31
画眉鸟(Thrush)蓝鸲(Bluebird)、主红雀(cardinal)、麻雀(sparrow)以及其他小号鸟类Ultimate Magic 120
蟾蜍(Toad)青蛙(Frog)、非洲爪蟾(xenopus)以及其他两栖动物Bestiary 133
喙头蜥(Tuatara)长鬣蜥(Asian water dragon)、钝吻古鳄 (dwarf caiman)Bestiary 4 97
龟(Turtle)甲胄鱼(Ostracoderm)、乌龟(tortoise)Ultimate Magic 120
蝮蛇(Viper)海蛇(Sea krait)Bestiary 133
黄鼠狼(Weasel)貂(Ermine)、雪貂(ferret)、水貂(mink)、猫鼬(mongoose)、白鼬(stoat)Bestiary 133
*这些类似选项不会获得渡鸦魔宠能够说话的超自然能力。
注:由于本人才疏学浅,所以很多英文只能看着翻译器加中文……生物学得好的童鞋轻喷。

原文
剧透 -   :
Approximating Familiars
While there are already many kinds of familiars, sometimes the available options don’t quite fit your vision of your character’s magical companion. With your Game Master’s approval, though, the statistics of an existing familiar can be repurposed to approximate the perfect familiar for your character.

Simple Method
The easiest way to formulate a familiar when there aren’t already stats for the creature you’re looking for is to examine the list on the inside front cover and find the animal closest to the one you have in mind. You can then simply use the statistics of the existing animal as those for your desired familiar. This ensures that the familiar is balanced, and it doesn’t require you or the GM to tinker with the animal’s statistics.
When approximating familiars, the most important thing to realize is that a given familiar’s statistics can be used to represent a wide variety of other creatures of the same creature type, not just that species. For example, the rat is a small, agile mammal, so it’s a reasonable leap to use its statistics to represent a mouse, shrew, or other similar small mammal. Conversely, using the stats for a bat to represent a f lying fish, despite some similarities, is probably suboptimal. Consider some of the Advanced Method options for making more significant adjustments to a creature.
The Approximate Familiars chart on the following page provides a list of the animal familiars most suitable for approximating other types of creatures, suggestions on what those creatures might be, and the sources of the statistics for the base animals. The suggestions listed beside each entry are not exhaustive, of course; they are merely there as guidelines to help you devise the perfect familiar for your character.

Advanced Method
You may want a familiar that is radically different from any other creature on the list. In these cases, your best bet is to select the familiar creature that is closest to what you’re looking for, then work with your GM to come up with suitable ability substitutions or statistical alterations that bring the statistics in line with your imagined familiar. (Remember, always ask for your GM’s approval before altering creature statistics or using homebrew elements in the game!)
You’ll need to be well versed in the rules found in the appendices of the Pathfinder RPG Bestiary to create a balanced creature, and even if you do the math perfectly, your GM may still decide the creature is too powerful. Generally, the less dramatic the change to your familiar’s base creature, the more balanced the resulting familiar will be. Players should always have a concrete theme in mind before adjusting familiars’ statistics, preferably a concept that aims toward creating a familiar of an existing type that has a slightly specialized skill set. Creatures that are unique, though still largely natural, and tie into a character’s backstory can also make good concepts.
Players who are considering altering a preexisting familiar should consider one or more of the following changes to the familiar’s statistics, which are ordered from least to most impactful to the game mechanics.
Skills: Reverse-calculating where skill ranks went is generally easier with familiars than with other creatures, since familiars rarely have more than 1 Hit Die, and rarely have more than 1 or 2 skill ranks to begin with. Reallocating skill ranks can be an easy way of customizing a creature’s statistics to better fit your image of your familiar’s personality. For instance, to create a primate familiar that is good at stealing small trinkets, you might start with the statistics of a monkey and simply reallocate its skill ranks from Perception to Sleight of Hand or Stealth.
Feats: You can easily exchange a prebuilt familiar’s starting feats with different feats that better match your concept, such as the familiar feats on page 18 of Pathfinder Player Companion: Animal Archive. There are also new feats relating to familiars on pages 18–19 of this volume, allowing a great deal of customization and sometimes adding unusual mystical qualities and abilities.
Attacks: While changing the damage dice for a creature’s attacks can quickly create an underwhelming or overpowered familiar, exchanging natural attacks for other types of natural attacks is generally a safe practice. Using Table 3–1 from page 302 of the Bestiary, you can easily switch out a bat’s bite attack for two claws or a gore attack. Generally, you should replace a primary natural attack with another primary natural attack, and secondary attacks with other secondary attacks.
Speed: Changing a creature’s movement types or speeds is usually to be avoided. However, it can be relatively safe as long as you are exchanging an unusual movement speed (such as a 10-foot burrow speed) for a different unusual movement speed of an equal rate (such as a 10-foot climb speed), or you are drastically reducing the creature’s base land speed to give it an unusual movement speed (such as reducing a creature’s 40-foot base land speed to 10 feet and granting the creature a 30- foot swim speed).
Ability Scores: Altering a creature’s ability scores is the surest way to accidentally create an unbalanced creature, and isn’t recommended for approximating new familiars in this manner.
« 上次编辑: 2015-04-11, 周六 15:12:43 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re:【玩者伴侣】魔宠手记
« 回帖 #6 于: 2015-04-11, 周六 14:37:28 »
学派魔宠(School Familiars)
专攻某个特定学派魔法并且在奥术联结中选择魔宠的法师可以靠着学派魔宠——一种依照主人的奥术学派而提供额外力量的魔法兽——中获益。

引用
专长(Feats)
下面的专长能够让具有奥术学派的角色获得特定的学派魔宠。

学派魔宠
School Familiar
你的魔宠和你所专精的法术有着紧密的联系。
先决条件:魔宠有效等级5级,专精奥术学派(specialized arcane school)职业能力
好处:你能够将学派魔宠变体(school familiar archetype)应用到你的魔宠上。

高等学派魔宠
Greater School Familiar
你的学派魔宠要比它的同类强大许多。
先决条件:学派魔宠,法师等级10级,专精奥术学派(specialized arcane school)职业能力
好处:你的学派魔宠获得学派魔宠变体中的高阶学派力量(greater school power)。

学派魔宠(魔宠变体)
School Familiar (Familiar Archetype)
学派魔宠与主人所选择的学派魔法之力有着紧密的联系。学派魔宠不能具有其他魔宠变体(familiar archetype;详见本书的魔宠变体章节)。依照DM的判断,其他魔法学派(比如极限魔法中刊载的元素学派)也可以具有相应的学派魔宠。

学派联结(School Link,Su):学派魔宠的法术共享(Share Spells)和传递接触法术(Deliver Touch Spells)能力仅能使用其主人所专精的奥术学派中的法术。

学派戏法(School Cantrip,Sp):学派魔宠能够随意施放一个戏法(cantrip),这个戏法要在与其关联的奥术学派中选择,使用它的主人的施法者等级。

专学私用(Specialty Stowaway,Sp或Su):学派魔宠能够使用自身主人的奥术学派所赋予的能力,不过仅限每日只有一定使用次数或者轮数限定的能力,学派魔宠可以花费两倍于正常标准的轮数或次数来使用这些能力。

低阶学派力量(Lesser School Power):学派魔宠会获得与自身对应的奥术学派相关联的低阶学派力量。

高阶学派力量(Greater School Power):若学派魔宠的主人获得了高等学派魔宠(Greater School Familiar)专长,那么学派魔宠会获得与自身对应的奥术学派相关联的高阶学派力量。

防护学派(Abjuration)
防护学派的魔宠能够提供宝贵的援护。
低阶学派力量——能量御盾(Energy Block,Su):选择一种能量类型:强酸(acid)、寒冷(cold)、闪电(electricity)、火焰(fire)或音波(sonic)。魔宠获得对应的能量抗力,数值相当于其主人等级的1/2(最低1点),而且可以将这种抗力共享至5尺范围内的一个盟友。以标准动作,魔宠的主人能够改变这个能量类型。魔宠免疫魔法飞弹(magic missile),就如同它受到护盾术(shield)保护一般。
高阶学派力量——碎法之灵(Disruptive Spirit,Su):每当魔宠用天生攻击命中一个生物时,该生物会成为目标型解除魔法(targeted dispel magic)效果的受术者,使用主人的施法者等级。该能力无法在传递接触魔法时使用,在24小时影响同一个生物的次数无法超过一次。

咒法学派(Conjuration)
咒法学派的魔宠是心灵传动的高手,它甚至可以出现在被召唤生物的内部。
低阶学派力量——主人的身侧(Master’s Side,Sp):魔宠能够使用任意门(Dimension Door)返回主人的身边,该能力每日的使用次数等于3 + 它自身的智力调整值(最低为每日1次)。
高阶学派力量——召唤物之核(Summoned Shell,Sp):每当魔宠的主人施放召唤怪物(Summon Monster)法术时,若魔宠在法术的范围内,那么它可以选择出现在被该法术召唤的一个生物的体内。当位于该生物内部时,魔宠能够保留自身的智力、感知和魅力属性以及魔宠的力量(familiar powers),但是其他方面则使用被召唤的生物的属性和能力。当法术结束、或者被召唤的生物的生命值降低至0时,魔宠便会被排斥出去而且不会承受任何负面效果。

预言学派(Divination)
预言学派的魔宠能够补足主人的宏图远虑。
低阶学派力量——常备无患(Ever Ready,Su):在战斗开始时(At the start of combat),魔宠和它的主人分别投掷各自的先攻,而且它的主人可以选择将自身的先攻检定结果和魔宠的进行交换。魔宠获得专精预言学派(Divination School)的预警(Forewarned)能力,而且总是能够在突袭轮(surprise round)中行动。
高阶学派力量——高等探知魔宠(Greater Scry on Familiar,Sp):主人获得探知魔宠(Scry on Familiar)能力(若他还未获得的话),而且能够随意使用该能力,就如同使用高等探知(greater scrying)一般。

附魔学派(Enchantment)
附魔学派的魔宠是狡猾的操弄者,它们可以协助主人施行胁迫或魅惑的技巧。
低阶学派力量——唆使者(Manipulative Abettor,Su):若魔宠的主人对一个目标施放附魔系法术,且目标生物与魔宠占据相同的空间,那么法术的豁免DC会增加2点。
高阶学派力量——操偶大师(Puppet Master,Su):魔宠能通过身体上的碰触强烈地影响一个生物。每日1次,魔宠能够做出一次近战接触攻击对抗一个生物,并迫使它进行一次意志豁免(DC = 10 + 1/2魔宠的生命骰 + 它的魅力调整值),失败则会如同受到魅惑怪物(Charm Monster)影响一般。只要魔宠保持清醒(conscious),并且和目标间的距离维持在5尺以内,效果便会持续下去(至多24小时)。当效果结束时,被释放的受害者将永远免疫魔宠的操偶大师能力。

塑能学派(Evocation)
塑能学派的魔宠能够强化并操控能量法术。
低阶学派力量——能量增幅(Energy Boost,Su):选择一种能量类型:强酸(acid)、寒冷(cold)、闪电(electricity)或火焰(fire)。魔宠获得10点对应类型的抗力。每当有盟友施放具有对应能量类型的描述符的塑能系法术、并且与魔宠的距离不超过5尺的话,该法术会造成奖励能量伤害,数值等同于该法术的等级。
高阶学派力量——魔能载体(Eldritch Battery,Su):魔宠免疫能量增幅能力中选择的那种能量类型。若魔宠的主人施放一个塑能系法术,该法术具有对应能量类型的描述符,且以魔宠为目标或者魔宠位于法术的区域内的话,魔宠能够选择吸收该法术。替换法术原本的正常效果,魔宠会获得该法术(包括任何应用在该法术上的超魔专长)作为类法术能力。魔宠仅能使用1次该能力,并且将法术原本的施法者等级减半。若减半的施法者等级不足矣施放该等级的法术,那么魔宠就无法以类法术能力施放该法术。该效果如果没有在1分钟内使用掉,便会消失。

幻术学派(Illusion)
幻术学派的魔宠能够控制主人制作的幻象,并且可以创造出自己专属的奇特幻象。
低阶学派力量——幻觉能手(Illusory Maestro,Su):以移动动作,魔宠的主人能够将任何需要进行专注的幻术的操控权转移给魔宠。魔宠与幻术学派的关系还能够强化幻象的质量,只要魔宠仍在专注于法术,幻术的豁免DC(若有的话)便会增加1点。
高阶学派力量——幽影集群(Phantom Swarm,Su):以标准动作,魔宠能够创造出上百个自身的幻象复制品。魔宠能够像是真正的集群生物一般指示幽影集群与其一同移动。魔宠获得造成1d6点伤害的集群攻击(swarm attack),具有扰乱心神(Distraction)能力(DC = 10 + 魔宠的体质调整值)。由于豁免失败而无法怀疑该效果的敌人(意志DC = 10 + 1/2主人的等级 + 魔宠的魅力调整值)会将魔宠视为具有集群(swarm)亚种的生物。魔宠会受到任何对集群造成的伤害,这包括来自区域攻击的额外伤害,不过挥砍和穿刺武器仅能对其造成半额伤害。成功通过豁免来否认集群存在的生物会免疫集群的效果,而且能够将魔宠视为单独的生物来选定目标。仅有超小型(tiny)或更小的魔宠能够使用该能力。这是个幻术系(幽影幻觉)效果。

死灵学派(Necromancy)
死灵学派的魔宠近乎与亡灵无异。
低阶学派力量——灵体监察者(Spirit Warden,Su):每当魔宠成功使用援助他人(aid another)来辅助一次攻击时,该次攻击就可以对虚体生物造成全额伤害。在遭遇到作祟(haunt)时,魔宠总是能够在突袭轮内行动,而且能够进行接触攻击对抗作祟,造成每两个主人等级1d6点伤害。
高阶学派力量——负之存在(One With the Negative,Su):魔宠能够如同身为不死生物一般,受到负能量的治疗。它免疫能量吸取(energy drain)。魔宠被视为持续受到亡灵无视术(Hide from Undead)影响;若它以攻击打破了该效果,则可以花费标准动作再次启动它。每当魔宠使用天生攻击命中一个活物时,该生物会受到1个负向等级。对同一个生物来说,每日只会由于魔宠而获得1个负向等级。

变化学派(Transmutation)
变化学派的魔宠能够在变形时强固主人制造的效果。
低阶学派力量——驱散拟饵(Dispel Bait,Su):以标准动作,魔宠的主人能够将1个法术或可用的法术位注入到魔宠体内,用以赋予魔宠护卫自身变形效果的能力。每当主人的一个变形效果(transmutations)将要被成功解除(dispelled)时,若魔宠与变形效果间的距离不超过10尺,而且被注入的法术位与该变形效果的等级相同或更高的话,魔宠能够选择消耗被注入的法术位来保护变形效果免受解除。同一时间魔宠只能被注入一个驱散拟饵效果。
高阶学派力量——千面魔宠(Infinite Forms,Su):每日1次以标准动作,魔宠能够变为任意一种动物魔宠(但不能是进阶魔宠),失去所有种族能力并且变为对应类型的典型魔宠,这也包括为主人提供不同的魔宠加值。

原文
剧透 -   :
School Familiars
A wizard who specializes in a specific school of magic and chooses a familiar for his arcane bond may benefit from a school-specific familiar—a magical beast with additional powers based on its master’s arcane school.

Feats
The following feats enable characters with an arcane school to gain school-specific familiars.

School Familiar
Your familiar is tied to your school specialization.
Prerequisites: Familiar effective level 5th, specialized arcane school class feature.
Benefit: You can apply the school familiar archetype to your familiar.

Greater School Familiar
Your school familiar’s powers are greater than others of its kind.
Prerequisites: School Familiar, wizard level 10th, specialized arcane school class feature.
Benefit: Your school familiar gains the greater school power from the school familiar archetype.

School Familiar (Familiar Archetype)
School familiars are tightly bound to the power of their master’s chosen school of magic. A school familiar cannot have any other familiar archetype (see page 10). At the GM’s discretion, other schools of magic (such as elemental arcane schools from Pathfinder RPG Ultimate Magic) may have their own school familiars.
School Link (Su): A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school.
School Cantrip (Sp): A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level.
Specialty Stowaway (Sp or Su): A school familiar can use any granted abilities of its master’s arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.
Lesser School Power: A school familiar gains the lesser school power matching its associated arcane school.
Greater School Power: A school familiar whose master has taken the Greater School Familiar feat gains the indicated greater school power of its associated arcane school.

Abjuration
An abjurer’s familiar is an invaluable defensive aid.
Lesser—Energy Block (Su): Choose an energy type: acid, cold, electricity, f ire, or sonic. The familiar gains energy resistance equal to 1/2 its master’s level (minimum 1) to the chosen energy type and can share this resistance with one ally within 5 feet. As a standard action, the familiar’s master can change this energy type. The familiar is immune to magic missile as if protected by shield.
Greater—Disruptive Spirit (Su): Whenever the familiar hits a creature with a natural attack, that creature is subject to a targeted dispel magic effect at the master’s caster level. This ability can’t be used while delivering a touch spell, and can’t affect the same creature more than once in 24 hours.

Conjuration
Conjurers’ familiars are masters of teleportation that can inhabit the bodies of summoned creatures.
Lesser—Master’s Side (Sp): The familiar can use dimension door to return to its master’s side a number of times per day equal to 3 + its Intelligence modifier (minimum once per day).
Greater—Summoned Shell (Sp): Whenever the familiar’s master casts a summon monster spell, if the familiar is within the spell’s range, it can choose to inhabit the body of one creature summoned by the spell. While inhabiting the body, the familiar maintains its own Intelligence, Wisdom, and Charisma scores and its familiar powers, but otherwise gains the statistics and abilities of the summoned creature. When the spell ends, or the summoned creature’s hit points are reduced to 0, the familiar is expelled without suffering any negative effects.

Divination
A diviner’s familiar complements its master’s prescience.
Lesser—Ever Ready (Su): At the start of combat, the familiar and its master each roll initiative separately, and the master can choose to trade his initiative result with his familiar’s. The familiar gains the benefits of the diviner’s forewarned school power and can always act on the surprise round.
Greater—Greater Scry on Familiar (Sp): The master gains the scry on familiar ability (if he doesn’t already possess it), and can use it at will as greater scrying.

Enchantment
Enchanters’ familiars are devious manipulators capable of aiding in charms and compulsions.
Lesser—Manipulative Abettor (Su): If the familiar’s master casts an enchantment spell while targeting a creature whose square is also occupied by his familiar, the save DC of the spell is increased by 2.
Greater—Puppet Master (Su): The familiar can strongly inf luence a creature through physical contact. Once per day, the familiar can make a melee touch attack against a creature and force it to make a Will save (DC = 10 + 1/2 the familiar’s Hit Dice + its Charisma modifier) or be affected as if by charm monster. The effect lasts for as long as the familiar remains conscious and within 5 feet of the target (to a maximum of 24 hours). As soon as the effect ends, the freed victim is forever immune to that familiar’s puppet master ability.

Evocation
Evocation familiars boost and manipulate energy spells.
Lesser—Energy Boost (Su): Choose an energy type: acid, cold, electricity, or fire. The familiar gains resistance 10 to the selected energy type. Whenever an ally casts an evocation spell that has the chosen energy type as a descriptor while within 5 feet of the familiar, the spell deals bonus energy damage equal to its spell level.
Greater—Eldritch Battery (Su): The familiar becomes immune to the energy type chosen for its energy boost ability. If the familiar’s master casts an evocation spell that has that energy type as a descriptor, and targets the familiar or includes it in the spell’s area, the familiar can choose to absorb the spell. Instead of the spell’s normal effect, the familiar gains the spell (including any metamagic feats applied to it) as a spell-like ability. It can use this ability once, at half the spell’s original caster level. If the halved caster level is insufficient to cast a spell of that level, the familiar doesn’t gain the spell as a spell-like ability. The effect fades after 1 minute if not used.

Illusion
Illusion school familiars can control their master’s illusions and create impressive illusions of their own.
Lesser—Illusory Maestro (Su): As a move action, the familiar’s master can transfer control of any illusion spell that requires concentration to the familiar. The familiar’s affinity for illusions also enhances the quality of the illusion, increasing the illusion’s save DC (if any) by 1 for as long as the familiar concentrates on the spell.
Greater—Phantom Swarm (Su): As a standard action, the familiar can conjure hundreds of illusory duplicates of itself. The familiar can direct the phantom swarm as a normal swarm by moving along with it. The familiar gains a swarm attack that deals 1d6 points of damage with a distraction DC equal to 10 + the familiar’s Constitution modifier. Opponents who fail to disbelieve the effect (Will DC = 10 + 1/2 the master’s level + the familiar’s Charisma modifier) treat the familiar as if it had the swarm subtype. The familiar takes any damage dealt to the swarm, including extra damage from area attacks, though it takes only half damage from slashing and piercing weapons. Creatures who successfully disbelieve the swarm are immune to the swarm’s effects and can target the familiar as an individual creature. Only Tiny or smaller familiars can use this ability. This is an illusion (shadow) effect.

Necromancy
Necromancers’ familiars are scions of undeath.
Lesser—Spirit Warden (Su): Whenever the familiar successfully uses aid another to aid an attack, that attack deals full damage to incorporeal creatures. When encountering a haunt, the familiar always acts on the surprise round, and can make touch attacks against the haunt that deal 1d6 points of damage per 2 levels its master possesses.
Greater—One With the Negative (Su): The familiar is healed by negative energy as if undead. It is immune to energy drain. It’s constantly affected by hide from undead; if it breaks this effect by attacking, it can activate the effect again as a standard action. Whenever the familiar hits a living creature with a natural attack, that creature gains 1 negative level. A given creature can receive a negative level from the familiar only once per day.

Transmutation
A transmutation familiar is capable of protecting its master’s effects as well as shapeshifting.
Lesser—Dispel Bait (Su): As a standard action, the familiar’s master can expend a spell or an open spell slot to imbue the familiar with the ability to protect his transmutations. Whenever one of the master’s transmutations would be successfully dispelled, if the familiar is within 10 feet of the transmutation effect and the imbued spell slot is of a level equal to or higher than the transmutation, the familiar can choose to lose the imbued spell slot to prevent the transmutation effect from being dispelled. The familiar can be imbued with only one dispel bait effect at a time.
Greater—Infinite Forms (Su): Once per day as a standard action, the familiar can transform into any animal familiar (but not an improved familiar), losing all of its racial abilities and becoming a typical familiar of the chosen type, including granting a different familiar bonus to its master.
« 上次编辑: 2015-04-11, 周六 15:13:12 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【玩者伴侣】魔宠手记
« 回帖 #7 于: 2015-04-11, 周六 14:37:34 »
其他魔宠选项(Other Familiar Options)
下面列出的选项可以让角色的魔宠变得更加丰富,而且更为切合角色本身的主题。

引用
混血魔宠(Bloodline Familiars)
那些与魔法有着内在联系的人有时会通过某种类似本能的魔法共鸣而吸引其他生物。在1级时,术士(sorcerer)、血脉狂怒者(bloodrager)或者任何其他具有后述血统(bloodlines)之一的角色,可以选择获得混血魔宠(bloodline familiar)。角色会获得魔宠(如同法师的魔宠一般),在判断该能力的效果时,将她的职业等级作为她的法师等级。这些魔宠根据主人的血统而具有后述额外能力。
这会取代角色血统所赋予的1级血统力量(bloodline power);此外,角色从血统中获得奖励法术的速度要比正常晚1级。例如:选择混血魔宠的异怪血统(aberrant bloodline)术士不会获得酸性射线(Acidic Ray),而且她会在4级得到第一个血统奖励法术,在6级获得第二个奖励法术,以此类推。
DM可以直接使用后面列出的混血魔宠能力,或者也可以把它们作为一种样本来设计本书没有列出的血统所对应的混血魔宠能力。

异怪血统(Aberrant)
揉缩躯体(Squeezer,Ex):魔宠会获得压缩(compression)能力,这使得它能够通过大小为自身占据空间四分之一的区域而不会被挤压(squeezing),或者可以在被挤压的情况下进入相当于自身占据空间八分之一的区域。

深渊血统(Abyssal)
怪异肢体(Grotesque Appendages,Ex):每个魔宠的天生攻击的伤害骰都增大1级。

奥秘血统(Arcane)
法术触媒(Spell Catalyst,Su):当你以自己的魔宠为目标施放法术时,法术的施法者等级视为比你的实际施法者等级高2级。

天界血统(Celestial)
天国之触(Heavenly Touch,Su):每日次数为3 + 你的魅力调整值次,你的魔宠能够让它所触碰的盟友生物获得1点快速痊愈(fast healing)。该效果持续的轮数等同于你的魅力调整值(最低为1)或直至魔宠停止触摸该生物为止,以较先发生者为准。10级起,魔宠会赋予2点快速痊愈。20级时,魔宠会赋予3点快速痊愈作为替代。

命运血统(Destined)
预兆之触(Foretold Touch,Su):魔宠在传递接触法术(deliver touch spells)的攻击检定上获得+1幸运加值,而且由魔宠传递的接触法术的DC增加1点。这些好处在10级和20级时分别会再增加1点。

龙脉血统(Draconic)
龙翼飞行(Dragon’s Flight,Ex):魔宠能够长出龙翼,这使得它获得了机动性普通的30尺飞行速度,每日可用的分钟数为你的施法者等级的一半(最低1分钟)。这些分钟数不必连续,但是必须以1分钟为单位使用。10级起,魔宠的飞行速度提升至60尺(机动性良好)。20级时,魔宠的飞行速度增加至90尺。

元素血统(Elemental)
双重能量(Dualistic Energy,Su):当你的魔宠传递接触法术,且法术会造成的能量伤害类型和你的血统所选择的能量类型不同时,你的魔宠能够选择改变法术,让其中一半的能量伤害保持为法术的原本类型,另一半为你所选择的能量类型。

精类血统(Fey)
逗趣魔宠(Amusing Familiar,Su):你的魔宠能够让其他生物陷入迷魂,就如同迷魂吟游表演(fascinate bardic performance)一般,将你的施法者等级作为吟游诗人等级,并且使用你的魅力调整值来计算意志豁免DC。魔宠在使用该能力时无法执行任何其他动作。

地狱血统(Infernal)
炼狱灵光(Hellish Aura,Su):除非动物的主人成功进行DC 15的驯养动物、骑术或者野性认同检定,否则动物不会自愿靠近魔宠。这个DC在10级时增加至20,在20级时增加至25。动物伙伴、魔宠、以及坐骑免疫该效果。

亡灵血统(Undead)
死者之躯(Unliving Physiology,Su):你的魔宠是活着的,但是在判断所有对不死生物(undead)和活物(living creatures)造成不同影响的效果时(比如治疗法术和引导能量),它被视为不死生物。

引用
眷属魔宠(Patron Familiars)
女巫的魔宠通常和她们的庇护主(patrons)有着某种联系,它们可以强化施法者和自身魔力之源的联系。就像术士能够获得混血魔宠一般,女巫也能在1级选择获得眷属魔宠以取代标准的魔宠。眷属魔宠在各方面都如同标准的女巫魔宠一般使用,不过它会根据女巫选择的庇护主而额外获得后述列出的特殊能力。此外,女巫从庇护主获得奖励法术的速度要比正常晚1级——她会在3级获得正常情况下在2级获取的庇护主法术,以此类推。

灵巧庇护主(Agility)
超然急速(Supernatural Speed,Su):魔宠在其同类之中的速度可谓出类拔萃。它的每个移动速度都会获得+10尺的增强加值。这个加值在10级增加至+20尺,在20级时增加至+20尺。

动物庇护主(Animals)
动物语者(Animal Speaker,Su):魔宠在1级获得与动物同类交谈(Speak with Animals of Its Kind)。若魔宠在正常情况下会在7级获得该能力的话,那么它会在7级获得与所有动物交谈(speak with all animals)的能力,就如同持续受到动物交谈(Speak with Animals)法术的效果影响一般。

欺瞒庇护主(Deception)
巧舌如簧(Distracting,Su and Sp):魔宠获得唬骗和察言观色作为本职技能。10级时,魔宠能够随意投射自己的声音(throw its voice),就如同腹语术(Ventriloquism)一般。

元素庇护主(Elements)
元素之触(Elemental Touch,Su):选择一种能量类型:强酸(acid)、寒冷(cold)、闪电(electricity)或火焰(fire)。魔宠获得对应类型的5点能量抗力。每当魔宠传递造成能量伤害的接触法术时,它能够将能量伤害的类型转变为上述所选择的能量类型。

耐久庇护主(Endurance)
忍受苦难(Endure Afflictions,Su):魔宠能够如同违背自然规律一般抗拒身体的腐朽。魔宠与任何接触到它的盟友在对抗非魔法毒素(poisons)和疾病(diseases)时,豁免检定获得+2抗力加值。10级起,这个加值还能用于对抗魔法疾病和毒素。20级起,该加值还能用于对抗诅咒(curses)。

疫病庇护主(Plague)
疫病之触(Diseased Touch,Ex):每日1次,魔宠在1轮内能够使用它的天生攻击引起腐热症(Filth Fever)。10级起,魔宠能够引起红肿症(Red Ache)作为替代。20级起,它能够引起热魔症(Demon Fever)作为替代。关于这些疾病的详细效果请见核心手册(Pathfinder RPG Core Rulebook)的557页。依照DM的判断,魔宠也可能会造成其他疾病作为替代。

阴影庇护主(Shadow)
可怖鬼影(Fearsome Shadows,Sp):每日1次,只要魔宠身处的区域内的光照为普通(normal)或昏暗(dim light),它能够以类法术能力使用惊恐术(Cause Fear),影响单个生命骰数至多为魔宠智力属性的活物。因此,对于正常情况下由于生命骰数达到了6或更高而免疫惊恐术的生物来说,它们可能无法免疫魔宠的惊恐术类法术能力。

力量庇护主(Strength)
意志之力(Strength of Mind,Su):每日次数等同于魔宠主人的智力调整值次(最低每日1次),魔宠能够以标准动作交换它的力量和智力属性。该效果持续的轮数等同于其主人的施法者等级的一半。

转变庇护主(Transformation)
千面魔宠(Shapechanging Familiar,Su):魔宠能够改变自身。在每日分钟数等同于其主人的女巫等级的时间里,魔宠能够改变自身的外观,让自己看起来像是体型和类型相同的不同生物。这个持续时间在8级提升为2倍,并在16级达到3倍。这些持续时间不必连续,但是必须以1分钟为单位来使用。举例说明:猫魔宠能够让子级看起来像是任何超小型动物(Tiny animal)。这种改变只是纯粹的表面功夫,并不会改变魔宠的属性。

诡术庇护主(Trickery)
魔宠幻影(Familiar’s Illusions,Sp):魔宠具有某种使用幻象进行恶作剧的淘气脾性。每日1次,魔宠能够以类法术能力使用1个0级幻术系法术(illusion spell),这个法术要在它主人的法术列表中。10级时,它还可以每日使用1次其主人法术列表中的1个1级幻术系法术。20级时,它还可以每日使用1次其主人法术列表中的1个2级幻术系法术。

水流庇护主(Water)
两栖魔宠(Amphibious Familiar,Su):魔宠能够水下呼吸,每日持续的分钟数等同于其主人女巫等级的一半。这些时间不必连续,但是必须以1分钟为单位来使用。若魔宠已经能够进行水下呼吸,那么它就可以在相同的持续时间内于空气中进行呼吸。10级起,魔宠在使用该能力时获得30尺游泳速度(若它已经具有游泳速度,则会获得30尺陆上速度)。20级时,魔宠在使用该能力时,能够如同受到行动自如(Freedom of Movement)效果影响一般在水中移动。

智慧庇护主(Wisdom)
惊异睿智(Preternatural Wisdom,Su):魔宠获得数值为6点的感知属性。这个属性在3级以及之后的每2级都会再增加1点(增长速度与其智力属性相同)。对于某些初始感知属性高于6点的魔宠来说,这可能导致其感知属性比正常情况下来得更低。

原文
剧透 -   :
Other Familiar Options
The following options provide characters with a variety of ways to make their familiars more versatile and central to the characters’ themes.

Bloodline Familiars
Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.
This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.
GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.
Aberrant—Squeezer (Ex): The familiar gains the compression ability, allowing it to move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Abyssal—Grotesque Appendages (Ex): The damage dice of each of the familiar’s natural attacks increases by one die step.
Arcane—Spell Catalyst (Su): Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.
Celestial—Heavenly Touch (Su): A number of times per day equal to 3 + your Charisma modif ier, your familiar can grant fast healing 1 to an allied creature it’s touching. This effect lasts a number of rounds equal to your Charisma modif ier (minimum 1) or until the familiar stops touching the creature, whichever comes f irst. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead.
Destined—Foretold Touch (Su): The familiar gains a +1 luck bonus on attack rolls to deliver touch spells, and the DC of touch spells delivered by the familiar increases by 1. These benefits increase by 1 at 10th level and again at 20th level.
Draconic—Dragon’s Flight (Ex): The familiar can sprout draconic wings, granting it a f ly speed of 30 feet with average maneuverability for a number of minutes per day equal to 1/2 yourcaster level (minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments. At 10th level, the familiar’s f ly speed increases to 60 feet with good maneuverability. At 20th level, the familiar’s f ly speed increases to 90 feet.
Elemental—Dualistic Energy (Su): When your familiar delivers a touch spell that deals energy damage of a type other than your chosen energy type, your familiar can choose to alter the spell so that half of the energy damage dealt is of the spell’s original type and the other half is of your chosen energy type.
Fey—Amusing Familiar (Su): The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save DC. The familiar cannot perform any other actions while using this ability.
Infernal—Hellish Aura (Su): Animals don’t willingly approach the familiar unless the animal’s master succeeds at a DC 15 Handle Animal, Ride, or wild empathy check. This DC increases to 20 at 10th level, and to 25 at 20th level. Animal companions, familiars and mounts are immune to this effect.
Undead—Unliving Physiology (Su): The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy.

Patron Familiars
Witches’ familiars are often tied to their patrons, enhancing and reinforcing the spellcasters’ connections to the sources of their magical might. Just as a sorcerer can gain a bloodline familiar, a witch can gain a patron familiar by choosing one at 1st level in place of her standard familiar. A patron familiar acts in all ways like a standard witch’s familiar, with the addition of the special ability indicated below according to the witch’s patron. In addition, the witch gains her patron spells 1 level later than she normally would—gaining the patron spell she’d normally receive at 2nd level at 3rd level instead, and so on.
Agility—Supernatural Speed (Su): The familiar is incredibly fast for its type. It gains an enhancement bonus of +10 feet to each of its movement speeds. This bonus increases to +20 feet at 10th level, and to +30 feet at 20th level.
Animals—Animal Speaker (Su): The familiar gains the ability to speak with animals of its kind at 1st level. If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals (as though constantly under the effects of speak with animals) at 7th level.
Deception—Distracting (Su and Sp): The familiar gains Bluff and Sense Motive as class skills. At 10th level, the familiar can throw its voice at will, as if using ventriloquism.
Elements—Elemental Touch (Su): Choose an energy type: acid, cold, electricity, or f ire. The familiar gains resistance 5 to the selected energy type. Whenever the familiar delivers a touch spell that deals energy damage, it can change the type of energy damage dealt to the selected energy type.
Endurance—Endure Aff lictions (Su): The familiar is unnaturally talented at resisting bodily corruption. The familiar and any ally touching it gains a +2 resistance bonus on saving throws against nonmagical poisons and diseases. At 10th level, this bonus also applies against magical diseases and poisons. At 20th level, this bonus also applies against curses.
Plague—Diseased Touch (Ex): Once per day, the familiar can inf lict f ilth fever with its natural attacks for 1 round. At 10th level, the familiar can inf lict red ache instead. At 20th level, it can inf lict demon fever instead. See page 557 of the Pathfinder RPG Core Rulebook for details on these diseases. The familiar may be able to inf lict other injury diseases instead at the GM’s discretion.
Shadow—Fearsome Shadows (Sp): Once per day, the familiar can use cause fear as a spell-like ability as long as it is in an area of normal or dim light, affecting a single living creature with a number of Hit Dice up to the familiar’s Intelligence score. Thus, creatures normally immune to cause fear because they have 6 or more Hit Dice may not be immune to the familiar’s cause fear spell-like ability.
Strength—Strength of Mind (Su): A number of times per day equal to its master’s Intelligence modifier (minimum once per day), the familiar can swap its Strength and Intelligence scores as a standard action. This effect lasts for a number of rounds equal to 1/2 the master’s caster level.
Transformation—Shapechanging Familiar (Su): The familiar is able to transform itself. For a number of minutes per day equal to its master’s witch level, the familiar can alter its appearance so that it looks like a different creature of its type and size. The duration doubles at 8th level, and triples at 16th level. This duration need not be consecutive, but it must be used in 1 minute increments. For instance, a cat familiar could appear as any Tiny animal. This change is purely cosmetic, and doesn’t alter the familiar’s statistics.
Trickery—Familiar’s Illusions (Sp): The familiar has a mischievous predilection toward simple illusions. Once per day, the familiar can use a 0-level illusion spell on its master’s spell list as a spell-like ability. At 10th level, it can also use a 1st-level illusion spell on its master’s spell list once per day. At 20th level, it can also use a 2nd-level illusion spell on its master’s spell list once per day.
Water—Amphibious Familiar (Su): The familiar can breathe water for a number of minutes per day equal to 1/2 its master’s witch level. These minutes need not be consecutive, but they must be spent in 1-minute intervals. If the familiar can already breathe water, it can breathe air for the same duration. At 10th level, the familiar gains a swim speed of 30 feet (or a land speed of 30 feet if it already has a swim speed) while using this ability. At 20th level, the familiar can move through water as though under the effects of freedom of movement while using this ability.
Wisdom—Preternatural Wisdom (Su): The familiar gains a Wisdom score of 6. This score increases by 1 point at 3rd level and every 2 levels thereafter (at the same rate as its Intelligence score). This may cause a familiar whose Wisdom score is typically higher than 6 to start with a lower Wisdom score than normal.
« 上次编辑: 2015-04-11, 周六 15:13:35 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【玩者伴侣】魔宠手记
« 回帖 #8 于: 2015-04-11, 周六 14:37:41 »
魔宠专长(Familiar Feats)
本节为具有魔宠的角色提供了新的专长。此外,新增的魔宠契约专长能够让任何角色获得魔宠,无关其本身的职业。

主人专长(Master Feats)
满足先决条件的角色可以获得后述专长,从而进一步使用各自的魔宠。

魔宠契约
Familiar Bond
你学会了一种让自己获得魔宠的仪式。
先决条件:钢铁意志(Iron Will)
好处:你获得一个魔宠,就如同法师的奥术联结(Arcane Bond)职业能力一样。你不会获得魔宠通常会赋予主人的特殊能力,魔宠也不会获得传递接触法术(Deliver Touch Spells)、探知魔宠(Scry on Familiar)、法术共享(Share Spells)、与动物同类交谈(Speak with Animals of Its Kind)或法术抗力(Spell Resistance)这些特殊能力。此外,使用你的总生命骰来作为法师等级,用以判断魔宠的能力。
特殊:若你具有(或在之后获得)会获得魔宠的职业的等级,那么你可以选择使用该专长的效果,使用总生命骰来判断你的魔宠的能力(这也包括对它的特殊能力的限制),或者选择仅用那个提供魔宠的职业等级来判断魔宠的能力(因此它会获得所有基于这些职业等级而提供给魔宠的特殊能力)。你仅能拥有1个魔宠。

远行魔宠
Far-Roaming Familiar
距离无法切断你与魔宠间的联系。
先决条件:智力13,必须具有魔宠
好处:无论距离有多远,你和魔宠之间的情感连接(Empathic Link)都不会中断,但是当你与魔宠间的距离超过1英里以上时,可以用铅来隔断连接(这类似于用铅板阻挡侦测魔法效果)。

团队传递接触法术(团队专长)
Group Deliver Touch Spells (Teamwork)
你和其他队伍成员可以通过彼此的魔宠传递接触法术。
先决条件:团队法术共享(Group Shared Spells),必须具有拥有传递接触法术(Deliver Touch Spells)和法术共享(Share Spells)能力的魔宠
好处:你和任何具有该专长的盟友均能凭借彼此的魔宠施放法术,就如每个盟友都能使用彼此魔宠的法术共享能力一般。该专长在其他方面就如同传递接触法术(Deliver Touch Spells)能力一般。

团队法术共享(团队专长)
Group Shared Spells (Teamwork)
你和盟友可以向彼此的魔宠施放法术。
先决条件:必须具有拥有法术共享(Share Spells)能力的魔宠
好处:你和任何具有该专长的盟友均能够将目标为“自己(you)”的法术作为接触法术施放至彼此的魔宠身上。目标魔宠和魔宠的主人都必须自愿接受法术才会得到效果。即便是某些通常无法影响目标魔宠的生物类型的法术,你也能够对彼此的魔宠施放。

高等魔宠契约
Improved Familiar Bond
你的魔宠能够获得更强的力量。
先决条件:魔宠契约(Familiar Bond),钢铁意志(Iron Will)
好处:你的魔宠获得所有正常法师魔宠的可用能力,在判断能力的获取时将你的总生命骰视为法师等级。你还会获得正常来说依照魔宠类型为主人提供的特殊能力。

连通心灵感应
Telepathic Link
你可以通过心灵感应来和自己的魔宠进行交流。
先决条件:必须具有拥有与主人交谈(Speak with Master)能力的魔宠
好处:你和自己的魔宠均能通过心灵感应向彼此进行交流,以此进行心灵感应的范围至多为1英里远。

魔宠专长(Familiar Feats)
后述专长可以被具有魔宠且满足先决条件的角色进行选取。法师可以将魔宠专长作为奖励专长(bonus feat),而女巫可以选择魔宠专长来替换1个巫术(hex)。若你在失去了魔宠之后又获得了新魔宠,而新魔宠却无法满足你所具有的魔宠专长的先决条件的话,那么你的新魔宠就无法获得该专长带来的好处。满足先决条件的新魔宠会自动获得专长的好处。当你获得新的等级时,如果你现有的魔宠不满足当前你所具有的魔宠专长的先决条件,那么你可以习得一个新的魔宠专长以替代魔宠无法使用的专长。实际上,你会失去原有的魔宠专长并交换成了新的。失去的专长不能作为其他你所具有的专长的先决条件,而且你的魔宠必须满足新专长的先决条件。每当你提升1级时,只能以此方式替换1个专长。

饵宠的诱导(魔宠专长)
Decoy’s Misdirection (Familiar)
你可以通过自己的魔宠来愚弄那些想要窥探你的家伙。
先决条件:必须具有使用了饵宠(Decoy)变体的魔宠
好处:只要你的魔宠与你之间的距离不超过30尺,每当你成功通过意志豁免以抵御一次探知(scrying)效果时(这包括探知和高等探知),你便会意识到这次探知的尝试,就如同你成功使用了法术辨识检定鉴别了它一般,而且你能够选择让法术如常生效,以取代让其失败。若你这么做,那么你能够选择将探知效果变更至你的魔宠身上,这会使得魔宠立即变形,就如同它的假扮主人(Master’s Guise)类法术能力*一般,不过此时的持续时间与探知效果的持续时间相同。探知效果的制造者会一直观察魔宠,就如同目标是你一般,不过侦测魔法(detect magic)之类的法术仍旧会如常侦测到变身术(Alter Self)的效果。
【*译注:原文为secret sharer spell-like ability,不过Decoy并没有这个能力,因此按照能力意思选择了Master’s Guise能力。】

神使之鼓舞(魔宠专长)
Emissary’s Emboldening (Familiar)
你的魔宠能引导出体内那神圣的勇气。
先决条件:必须具有使用了神使(Emissary)变体的魔宠
好处:只要你的魔宠与你相邻,那么你就会在对抗恐惧(fear)效果时获得+1士气加值。这个加值在4级以及之后的每4级会增加1点(至多为16级时的+5点)。20级起,只要你的魔宠与你相邻,就会变得免疫恐惧效果。

幻梦易形(魔宠专长)
Figment’s Fluidity (Familiar)
你的魔宠能够重塑构造出自己的实体梦境。
先决条件:必须具有使用了幻梦(Figment)变体的魔宠
好处:每日1次,你的魔宠能够花费整轮动作来对自己进行重塑,这会重新分配1点进化点数的幻灵进化。魔宠失去的进化不能是任何其他它所具有的进化的先决条件。魔宠在7级能够每日使用2次该能力,在13级时变为每日3次。

戍卫归还(魔宠专长)
Guardian’s Return (Familiar)
当你身陷危难之时,魔宠会传送到你的身边。
先决条件:必须具有使用了戍卫宠(Protector)变体的魔宠
好处:每日1次,当你由于近战攻击而受到伤害时,只要你的魔宠和你在情感连接(Empathic Link)的范围内,那么它便能够以直觉动作传送到你所占据的空间。魔宠在以此方式进行传送时,不能携带重量超过5磅的物品。该能力在其他方面都如同任意门(Dimension Door)一般。

讨喜吉祥物(魔宠专长)
Mascot’s Affection (Familiar)
你的魔宠能够与许多生物产生联系。
先决条件:必须具有使用了吉祥物(Mascot)变体的魔宠
好处:你的魔宠的最高队伍成员数量增加2名。

健壮战宠(魔宠专长)
Mauler’s Endurance (Familiar)
你的魔宠很难被杀死。
先决条件:必须具有使用了战宠(Mauler)变体的魔宠
好处:你的每个等级会让魔宠获得2点生命值。
【译注:这边虽然没说,不过我想应该指的是有效法师等级。】

巧言魔宠(魔宠专长)
Polyglot Familiar (Familiar)
你的魔宠不仅能够与同类交流,还可以和其他的动物进行沟通。
先决条件:必须具有魔宠
好处:选择一类生物:两栖动物(amphibians)、鸟类(birds)、猫科动物(felines)、无脊椎动物(invertebrates)、爬虫类(reptiles)、啮齿动物(rodents)、猿类(simians)或虫类(vermin)。你的魔宠能够与该类生物进行交流。
特殊:你可以多次选取该专长,每次都要选择不同的生物种类。若你在初次选取该专长时,你的魔宠还没有获得与动物同类交谈(Speak with Animals of Its Kind)能力的话,那么你必须选择与魔宠同类的生物。若你的魔宠在后来获得了与动物同类交谈的能力,你便可以将该专长的好处应用至其他种类的生物上作为替代。

锦囊妙计(魔宠专长)
Sage’s Guidance (Familiar)
魔宠所具有的敏锐观察力能够帮助你战胜敌人。
先决条件:必须具有使用了智囊(Sage)变体的魔宠
好处:当你的魔宠成功使用知识检定鉴别了危机(hazard;详见GMG)或敌人的弱点及能力时,你会在对抗敌人或危机的攻击与技能检定上获得+2洞察加值,持续1轮。若你的魔宠和敌人或危机占据同一片空间,那么该加值会赋予到所有能够看到并理解魔宠的盟友身上。

原文
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Familiar Feats
This section presents new feats for characters with familiars. Additionally, the new Familiar Bond feat allows any character to gain a familiar, regardless of class.

Master Feats
Characters who meet the prerequisites can take the following feats to make further use of their familiars.

Familiar Bond
You have learned a ritual that allows you to gain a familiar.
Prerequisite: Iron Will.
Benefit: You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
Special: If you have (or later gain) levels in a class that grants a familiar, whenever you select a familiar, you can either base your familiar’s abilities on your total Hit Dice per this feat (including the restrictions on its special abilities), or choose to apply only your levels in classes that grant a familiar (and thus gain all the special abilities that familiar would grant based on those class levels). You can never have more than one familiar.

Far-Roaming Familiar
Distance can’t sever the bond between you and your familiar.
Prerequisites: Intelligence 13, must have a familiar.
Benefit: You retain your empathic link to your familiar regardless of distance, though lead blocks the link at distances greater than 1 mile (similar to the way lead blocks detect magic effects).

Group Deliver Touch Spells (Teamwork)
You and your teammates can deliver touch spells through
each other’s familiars.
Prerequisites: Group Shared Spells, must have a familiar with the share spells and deliver touch spells abilities.
Benefit: You and any allies with this feat can cast spells through one another’s familiars as though each ally had the share spells ability with each other familiar. This feat otherwise functions as the share spells ability.

Group Shared Spells (Teamwork)
Your allies can cast spells through each other’s familiars.
Prerequisite: Must have a familiar with the share spells ability.
Benefit: You and any allies with this feat can cast spells with a target of “you” on each other’s familiars as touch spells. Both the target familiar and that familiar’s master must be willing for the spell to take effect. You can cast spells on each other’s familiars even if the spells would not normally affect creatures of the targeted familiar’s type.

Improved Familiar Bond
Your familiar gains greater power.
Prerequisites: Familiar Bond, Iron Will.
Benefit: Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total Hit Dice. You also gain the special ability normally gained by a master of your type of familiar.

Telepathic Link
You can telepathically communicate with your familiar.
Prerequisite: Must have a familiar with the speak with master ability.
Benefit: You and your familiar can communicate with each other telepathically at a range of up to 1 mile.

Familiar Feats
The following feats can be taken by characters who have familiars that meet the listed prerequisites. Wizards can take a familiar feat as a bonus feat, and witches can select a familiar feat in place of a hex. If you lose your familiar and gain a new familiar that doesn’t meet the listed prerequisites for a familiar feat you possess, your new familiar doesn’t gain the benefits of that feat. A new familiar that meets the prerequisites automatically gains the benefits of that feat. When you gain a new level, if your current familiar does not meet the prerequisite of a familiar feat you possess, you can learn a new familiar feat in place of the feat your familiar doesn’t qualify for. In effect, you lose the old familiar feat in exchange for the new one. The feat lost can’t be a prerequisite for another feat you possess, and your familiar must meet the new feat’s prerequisites. You can exchange only one feat in this way each time you gain a level.

Decoy’s Misdirection (Familiar)
You can fool scrying attempts by using your familiar.
Prerequisite: Must have a familiar with the decoy archetype (see page 10).
Benefit: As long as your familiar is within 30 feet of you, anytime you succeed at a Will save to negate a scrying effect (including scrying and greater scrying), you become aware of the scrying attempt as though you succeeded at the Spellcraft check to identify it, and you can choose to let the spell function as normal instead of causing it to fail. If you do, you can choose to redirect the scrying effect toward your familiar, causing the familiar to immediately change shape (as its secret sharer spell-like ability, except the duration is as long as the scrying effect lasts). The creator of the scrying effect observes the familiar as though it were you, though spells such as detect magic detect the alter self effect as normal.

Emissary’s Emboldening (Familiar)
Your familiar lends you divine courage.
Prerequisite: Must have a familiar with the emissary archetype (see page 10).
Benefit: As long as your familiar is adjacent to you, you gain a +1 morale bonus against fear effects. This bonus increases by 1 at 4th level and every 4 levels thereafter (to a maximum of +5 at 16th level). At 20th level, you become immune to fear effects as long as your familiar is adjacent to you.

Figment’s Fluidity (Familiar)
Your familiar can rework the dream-stuff it is made of.
Prerequisite: Must have a familiar with the figment archetype (see page 10).
Benefit: Once per day, your familiar can spend a fullround action to manually reshape itself, reassigning 1 evolution point of eidolon evolutions. The evolution it loses can’t be a prerequisite for any other evolutions it has. It can use this ability twice per day at 7th level, and three times per day at 13th level.

Guardian’s Return (Familiar)
Your familiar can teleport to you when you’re in need.
Prerequisite: Must have a familiar with the protector archetype (see page 11).
Benefit: Once per day when you take damage from a melee attack, as long as your familiar is within empathic link range, it can teleport back to your square as an immediate action. It can bring no more than 5 pounds of items with it when it teleports in this way. This ability otherwise functions as dimension door.

Mascot’s Affection (Familiar)
Your familiar can bond with many creatures.
Prerequisite: Must have a familiar with the mascot archetype (see page 11).
Benefit: The maximum number of team members your familiar can have increases by two.

Mauler’s Endurance (Familiar)
Your familiar is harder to kill than most.
Prerequisite: Must have a familiar with the mauler archetype (see page 11).
Benefit: Your familiar gains 2 hit points per level you possess.

Polyglot Familiar (Familiar)
Your familiar can speak with animals other than those of its own kind.
Prerequisite: Must have a familiar.
Benefit: Choose a category of creature: amphibians, birds, felines, invertebrates, reptiles, rodents, simians, or vermin. Your familiar can speak with creatures of that kind.
Special: This feat can be taken multiple times, choosing a different category of creature each time. The first time you take this feat, if your familiar can’t already speak with creatures of its kind, you must choose that category of creature. If your familiar later gains the ability to speak with creatures of its kind, you can choose to apply this feat’s benefits to a different category of creature instead.

Sage’s Guidance (Familiar)
Your familiar’s keen observations help you defeat foes.
Prerequisite: Must have a familiar with the sage archetype (see page 11).
Benefit: When your familiar succeeds at a Knowledge check to identify a hazard or an opponent’s weaknesses and abilities, you gain a +2 insight bonus on attacks and skill checks against the opponent or hazard for 1 round. If your familiar is sharing a space with the opponent or hazard, this bonus is granted to all allies who can see and understand the familiar.
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« 上次编辑: 2015-04-11, 周六 15:13:57 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【玩者伴侣】魔宠手记
« 回帖 #9 于: 2015-04-11, 周六 14:37:48 »
装备与魔法物品(Equipment & Magic Items)
在这世上的施法者们开发了各种各样用于强化魔宠的实用工具、设备或其他装备以及利用敌人魔宠弱点的道具。

新装备(New Equipment)
后述新物品能够加强魔宠的效用或功能。

水族球(Aquarium Ball)
价格:80gp;重量:20磅
这颗1英寸厚的透明玻璃球与大号的西瓜差不多大,其顶部悬挂着粗重的链子。水族球可以容纳至多2加仑的淡水或海水,这使得它可以供鱼或者青蛙这样的水栖动物居住。在球体的顶端有可以拧开的盖子。水族球内可以让一个超小型生物或两个微型生物舒适地居住其中。为了让生物能够在球中存活,其内部的液体必须每日进行更换。否则其内部的生物便会开始慢慢地窒息(suffocate;详见核心手册445页)。

兽笛(Beast Whistle)
价格:5gp;重量:—
这个小小的木制哨子可以发出尖锐的声响,就像信号哨(Signal whistle;见UE)一般,不过仅有特定类型的生物能够听到这个声音——其他类型的生物只能听到很小的嘶嘶声。
兽笛有六种不同的版本:禽类(avian)、犬类(canine)、猫科(feline)、啮齿类(rodent)、爬行类(reptile)和有蹄类(ungulate),依照DM的决定,也可以有其他种类的兽笛。与兽笛类型相应的动物和魔法兽能如同人类听到信号哨的声响一般听到哨声。复合多种类别的生物(比如狮鹫)通常能够听到多种类型的兽笛声响,不属于上述类别的魔法兽则无法听到哨声。兽笛无法在水下生效,但是如果能用气泡术(Air Bubble;出自UC)或类似的效果包裹住它,那么符合上述类别的生物在足够近的情况下也能在水下听到哨声。

伪装涂料(Hide Dye)
价格:20gp;重量:1磅
这种稠密而浑浊的液体通常装在大号的陶罐里,并且有各种颜色的版本可供购买。伪装涂料可以被涂抹在大多数动物和魔法兽的羽毛、皮毛、鱼鳞或表皮上,这使得生物能够进行某种程度的伪装。伪装涂料具有多种色调,并与后述不同种类的地形相对应:寒地(冰面,冰川,雪地和苔原)、沙漠、森林、丛林、山脉(包括丘陵)、平原、沼泽、地下、都市和水。
花费1个小时的时间可以将一罐伪装涂料能够应用至一个小型或更小的动物或魔法兽身上。在此之后,被染色的生物会在对应地形中进行潜行检定时获得+2环境加值。如果在被涂抹伪装涂料的生物数据中,环境(Environment)一栏内包含了某种特殊类型的地形(比如枭对应的是温带森林),而且该生物被涂抹了对应种类的伪装涂料的话,那么潜行检定得到的加值会提升至+4点。将新的涂料应用至生物身上会立即复盖并取代先前的涂料。
伪装涂料无法被应用在服装或类人生物的皮肤上,而且仅有动物或魔法兽能够从该物品上获益。一旦被涂抹了伪装涂料,这种经过防水处理的物质便无法被刮擦或燃烧的方式去除。如果不用魔法进行消除的话,它会在1d4 + 1天后逐渐褪去。

新毒品与毒素(New Drugs and Poisons)
后述毒品与毒素对于增强或抑制魔宠的行为都能产生实效。

假荆芥(Catnip)
种类:摄入;成瘾性:轻度,强韧DC 11;价格:5gp
效果:1d6分钟内(仅限猫科动物)先攻检定获得+1炼金加值并且反射豁免获得+2炼金加值;1d6分钟后疲乏1d3小时
伤害:1点感知伤害
假荆芥(也被称作猫薄荷)是会开花的芳香植物,它大量生长在阿维斯坦(Avistan)南部以及伽隆德(Garund)的丛林中。对于猫科生物来说,假荆芥是一种能够提供快感和反应能力的兴奋剂。在刺激效果退去之后,猫科生物会在几小时内变得反应迟缓,必须等到这种状态过去之后才能再次获得假荆芥的效果。即便是狮子或老虎这样的大型猫科动物也会被假荆芥所影响,不过它们需要吸食更大的剂量才会产生效果。假荆芥对猫科之外的任何生物都不会产生效果。

心霾浓缩液(Hazemind Concentrate)
价格:200gp;种类:毒素,伤口;豁免:强韧DC 16
潜伏期:1轮;发作频率:1轮/次,持续6轮
效果:中毒者的精神变得模糊不清,它对所有其他生物的态度都会向着冷漠(indifferent)改变1级;使用魅力(Charisma)、交涉(Diplomacy)、驯养动物(Handle Animal)或威吓(Intimidate)检定影响中毒者的DC均会增加4点。
治愈:1次豁免

心霾气雾(Hazemind Mist)
价格:225gp;种类:毒素,吸入;豁免:强韧DC 13
潜伏期:1轮;发作频率:1轮/次,持续10轮
效果:同意志之霾浓缩液(见上文)
治愈:1次豁免

魔法物品(Magic Items)
后述列出的魔法物品中,有的可以用于辅助携带魔宠的施法者,有的则是用来对付与敌人手下生物的有力武器。
【译注:制造要求的专长使用这个颜色标记法术使用了这个颜色标记。】

羽叶甲(Featherleaf Barding)
位置:护甲;价格:7310gp
施法者等级:9级;重量:1磅
灵光:微弱变化系
这件灌有魔法的套筒是使用极小的羽毛状树叶所制作的,它专为鸟类而设计。当羽叶甲被穿戴在超小型或更小的禽类生物身上时,它会自动缩小并贴附在生物的躯干和颈部上,被视作为+1皮甲(Leather),对AC提供的总加值为+2点。穿戴羽叶甲的生物的最高飞行速度为60尺(机动性普通)。在森林、丛林、以及其他树木茂密的地区中,穿戴者能够飞过树枝、灌木、甚至是整个树干,就好像这些植物并不存在一般,不过穿戴者的飞行速度与机动性仍旧保持不变。
制造成本:3660gp
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)飞行术(Fly)融身入林(Tree Stride)

魔宠之抚手套(Glove of Familiar's Touch)
位置:手部;价格:23000gp
施法者等级:7级;重量:2磅
灵光:中等塑能系
魔宠之抚手套的看起来是一只手掌位置固定着一颗色泽明亮的大块宝石的手套,这个手套与另外一颗宝石组成一套。只要佩戴者的魔宠碰触到成套的宝石,手套的佩戴者就能够将他的魔宠指定为自己所施放的任何接触法术的发生源,即便他与他的魔宠在施法时并没有彼此接触也可以。魔宠之抚手套会占用佩戴者的整个手部物品位;佩戴者无法从其他同样占用手部物品位的魔法物品中获益(即便是另一个魔宠之抚手套也不行)。
制造成本:11500gp
制造要求制造奇物(Craft Wondrous Item)法术灌输(Imbue with Spell Ability)

返俗油膏(Mundanity Grease)
位置:无;价格:500gp
施法者等级:11级;重量:1磅
灵光:中等防护系
这种乌黑色的滑溜粘稠物和热猪油的粘稠度差不多。返俗油膏可以作为溅射武器(splash weapon)使用,射程增量为10尺。
当动物伙伴(animal companion)、魔宠(familiar)、或其他具有某种联系的生物(bonded creature)被返俗油膏所命中的话,它与主人的联系会被暂时切断。该生物会与其主人失去任何来自伙伴或魔宠联系的后述能力:传递接触法术(Deliver Touch Spells)、忠诚(Devotion)、情感连接(Empathic Link)、反射闪避(Evasion)、精通反射闪避(Improved Evasion)、链接(Link)、探知魔宠(Scry on Familiar)、法术共享(Share Spells)、与动物同类交谈(Speak with Animals of Its Kind)、法术抗力(Spell Resistance)和与主人交谈(Speak with Master)。在该效果持续的时间内,判断何种法术能够影响原本属于动物类型的魔宠时,该魔宠被视作一只动物(而非魔法兽)。该效果持续1d4分钟,或直到被影响生物身上的油膏通过魔法洗净为止。
制造成本:250gp
制造要求制造奇物(Craft Wondrous Item)高等解除魔法(Dispel Magic, Greater)

自给水族球(Replenishing Aquarium Ball)
位置:无;价格:可变
次级 500gp;中级 2000gp;高级 4000gp
施法者等级:7级;重量:20磅
灵光:中等咒法系
自给水族球的功能和普通的水族球一样(见上文),不过它具有一些魔法效果,可以对居住其中的生物产生有利影响。水族球的魔法效果取决于它的版本。
次级(Lesser):水族球会自动更换净水,只要向球中的生物投喂食物,它便能存活下去。
中级(Standard):水族球会自动更换净水,并投入新鲜的食物。
高级(Greater):水族球会自动更换净水,并投入新鲜的食物。此外,高级自给水族球还被魔法加固了,这使得它的玻璃坚如顽石(8点硬度,15点生命值),而且还不会增加重量。
制造成本:可变
次级 250gp;中级 1000gp;高级 2000gp
制造要求制造奇物(Craft Wondrous Item),次级:造水术(Create Water);中级:造粮术(Create Food and Water);高级:造粮术(Create Food and Water)石肤术(Stoneskin)

法术共享颈饰(Spell-Sharing Collar)
位置:颈部;价格:7500gp
施法者等级:10级;重量:1磅
灵光:中等塑能系
这条厚厚的皮革项圈上布满了玛瑙石,并用简单的金属扣环系牢。法术共享颈饰具有各种大小的型号,并且可以系在任何能够使用并佩戴颈部物品的生物的脖颈上。这种项圈通常成套出售。
具有法术共享(Share Spells)能力的生物(比如动物伙伴或者魔宠)若佩戴了法术共享颈饰,那么这些生物可以从其他佩戴了法术共享颈饰、并且彼此的颈饰进行过同调的生物处享受到法术共享的好处,而不是只能从自身的主人处获得法术共享的好处。将两条或更多的法术共享颈饰进行同调需要10分钟,在进行同调的期间这些颈饰必须彼此相碰触。法术共享颈饰同时最多与其他3条法术共享颈饰进行同调。法术共享颈饰所赋予的效果在其他方面与魔宠的法术共享能力相同。
制造成本:3750gp
制造要求制造奇物(Craft Wondrous Item)法术灌输(Imbue with Spell Ability)

原文
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Equipment & Magic Items
Spellcasters the world over have developed a variety of useful tools, gadgets, and other equipment to fortify their own familiars or exploit the weaknesses of rivals’.

New Equipment
The following new items increase the efficacy or versatility of familiars.

AQUARIUM BALL PRICE 80 GP
WEIGHT 20 lbs.
This clear, 1-inch-thick glass orb is the size of a large melon and hangs from a thick chain. It can hold up to 2 gallons of freshwater or saltwater, allowing it to house aquatic creatures such as fish or frogs. The cap near the top of the ball can be unscrewed for access. One Tiny creature or two Diminutive creatures can fit comfortably into an aquarium ball. The water within the orb must be changed daily in order to keep the creatures within alive. Otherwise, the inhabitants begin to slowly suffocate (see page 445 of the Pathfinder RPG Core Rulebook).

BEAST WHISTLE PRICE 5 GP
WEIGHT —
This small wooden whistle emits a high-pitched sound like
that of a signal whistle, except the signal is audible only to a specific type of creature—other types of creatures hear only a quiet hissing sound.
Beast whistles come in six different varieties: avian, canine, feline, rodent, reptile, and ungulate (other varieties may be available at the GM’s discretion). Animals and magical beasts that match a beast whistle’s type can hear the whistle as a human hears a signal whistle. Creatures that fit into multiple categories (such as griffons) can usually hear the call of multiple types of whistles, though magical beasts who don’t fit into any of the above categories cannot hear a beast whistle. Beast whistles don’t function underwater, except if surrounded by an air bubble (Pathfinder RPG Ultimate Combat 222) or similar effect, though creatures underwater may hear a beast whistle sounded from above the surface if they are close enough.

HIDE DYE PRICE 20 GP
WEIGHT 1 lb.
This thick, murky liquid comes in a large earthenware jug, and can be purchased in a variety of colors. Hide dye can be applied to the feathers, fur, scales, or skin of most types of animals and magical beasts, allowing creatures a measure of camouflage. Hide dye comes in a variety of colors and shades matching the following different kinds of terrain: cold (including ice, glaciers, snow, and tundra), desert, forest, jungle, mountain (including hills), plains, swamp, underground, urban, and water.
One jar of hide dye can be applied to a Small or smaller animal or magical beast in 1 hour. Thereafter, the dyed creature gains a +2 circumstance bonus on Stealth checks in the associated terrain. If the Environment entry in a creature’s statistics indicates that the creature can typically be found in a specific type of terrain (such as an owl’s environment of temperate forests) and the creature is adorned with hide dye of a matching type, the bonus on Stealth checks increases to +4. Applying a new color of dye immediately covers and replaces the previous dye.
Hide dye doesn’t adhere to clothing or humanoid flesh, and grants no benefit to creatures other than animals or magical beasts. Once applied, hide dye is waterproof and can’t be rubbed or burned away. It fades after 1d4+1 days unless it’s removed earlier by magical means.

New Drugs and Poisons
The following drugs and poisons can be useful for enhancing or subduing familiars’ behaviors.

CATNIP PRICE
5 GP
Type ingested; Addiction minor, Fortitude DC 11
Effects 1d6 minutes (felines only); +1 alchemical bonus on
initiative checks, +2 alchemical bonus on Reflex saves
Effect after 1d6 minutes; fatigued for 1d3 hours
Damage 1 Wis damage
Catnip (also known as catswort or catmint) is a flowering type of mint plant that grows abundantly throughout Southern Avistan and the jungles of Garund. To felines, catnip is a stimulant that increases pleasure and reaction times. Once the stimulating effects have worn off, an affected feline becomes sluggish for several hours, and must wait until the sluggishness wears off before it can gain the benefits of catnip again. Even large felines such as lions and tigers react to catnip, though they may need a larger dose to be affected. Catnip has no effect whatsoever on any creatures except felines.

HAZEMIND CONCENTRATE PRICE
200 GP
Type poison, injury; Save
Fortitude DC 16
Onset 1 round; Frequency
1/round for 6 rounds
Effects The subject’s mind goes fuzzy, shifting its attitudes toward all other creatures one step closer to indifferent; DCs to influence the subject with Charisma, Diplomacy, Handle Animal, or Intimidate checks increase by 4; Cure 1 save

HAZEMIND MIST PRICE
225 GP
Type poison, inhaled; Save Fortitude DC 13
Onset 1 round; Frequency 1/round for 10 rounds
Effects as hazemind concentrate (see above); Cure 1 save

Magic Items
The following magic items include aids for spellcasters with familiars and a useful weapon against enemies’ bonded creatures.

FEATHERLEAF BARDING PRICE
7,310 GP
SLOT armor CL 9th WEIGHT 1 lb.
AURA faint transmutation
This enchanted sleeve is made of tiny, feather-shaped leaves and is designed to fit birds. Once fitted over the body of a Tiny or smaller avian creature, featherleaf barding automatically shrinks to snugly fit the creature’s torso and neck, serving as +1 leather armor (granting a total bonus to AC of +2). The maximum fly speed of a creature wearing featherleaf barding is 60 feet with average maneuverability. In forests, jungles, and thickly wooded areas, the wearer can fly through branches, brush, and even whole tree trunks as if they weren’t there, though its fly speed and maneuverability remain the same.
CONSTRUCTION REQUIREMENTS COST 3,660 GP
Craft Magic Arms and Armor, fly, tree stride

GLOVE OF FAMILIAR’S TOUCH PRICE
23,000 GP
SLOT hands CL 7th WEIGHT 2 lbs.
AURA moderate evocation
A glove of familiar’s touch features a large, brightly colored gem fastened to its palm, and comes with an additional gem attuned to the glove. As long as his familiar is touching the attuned gem, the wearer of this glove can designate his familiar as the source for any touch spell he casts, even if he and his familiar are not in contact when the spell is cast. A glove of familiar’s touch takes up the wearer’s entire hands slot; the wearer can’t gain the benefits of another magic item (even another glove of familiar’s touch) that also uses the hands slot.
CONSTRUCTION REQUIREMENTS COST 11,500 GP
Craft Wondrous Item, imbue with spell ability

MUNDANITY GREASE PRICE
500 GP
SLOT none CL 11th WEIGHT 1 lb.
AURA moderate abjuration
This slippery, jet-black goo has a consistency comparable to warm lard. A bottle of mundanity grease can be thrown as a splash weapon with a range increment of 10 feet.
When an animal companion, a familiar, or another bonded creature is struck by mundanity grease, the bond to its master is temporarily suspended. The creature and its master lose any of the following abilities they have from the companion or familiar bond: deliver touch spells, devotion, empathic link, evasion, improved evasion, link, scry on familiar, share spells, speak with animals of its kind, spell resistance, and speak with master. For the duration of the effect, a familiar originally of the animal type is treated as an animal (rather than a magical beast) for the purposes of determining which spells affect it. This effect lasts for 1d4 minutes or until the grease is washed off the affected creature by magical means.
CONSTRUCTION REQUIREMENTS COST 250 GP
Craft Wondrous Item, greater dispel magic

REPLENISHING AQUARIUM BALL PRICE
varies
Lesser 500 GP
Standard 2,000 GP
Greater 4,000 GP
SLOT none CL 7th WEIGHT 20 lbs.
AURA moderate conjuration
Replenishing aquarium balls act as standard aquarium balls (see page 20), but are endowed with magical effects beneficial to the creature held within. The power of the magic depends on the kind of replenishing aquarium ball.
Lesser: The ball continually refreshes itself with clean water, allowing a creature within to live as long as it has food.
Standard: The ball continually refreshes itself with clean water and fresh food.
Greater: The ball continually refreshes itself with clean water and fresh food. In addition, a greater replenishing aquarium ball is magically enhanced so that the glass is as hard as stone (hardness 8, 15 hp) without increasing its weight.
CONSTRUCTION REQUIREMENTS COST varies
Lesser 250 GP
Standard 1,000 GP
Greater 2,000 GP
Craft Wondrous Item; create water (lesser); create food and water (standard); create food and water, stoneskin (greater)

SPELL-SHARING COLLAR PRICE
7,500 GP
SLOT neck CL 10th WEIGHT 1 lb.
AURA moderate evocation
This thick leather collar is studded with onyx gems and fastened with a simple metal clasp. Spell-sharing collars come in a variety of sizes and can be secured around the neck of any creature capable of wearing and using a neck-slot item. They are usually sold in sets.
A creature with the share spells ability (such as an animal companion or familiar) wearing a spell-sharing collar can benefit from that ability with any other creature wearing such a collar that is attuned to its own collar, rather than gaining the benefit only with its bonded master. Attuning two or more spell-sharing collars takes 10 minutes, during which time the collars must be touching one another. A spell-sharing collar can have as many as three other spell-sharing collars attuned to it at once. The granted ability otherwise functions as a familiar’s share spells ability.
CONSTRUCTION REQUIREMENTS COST 3,750 GP
Craft Wondrous Items, imbue with spell ability
« 上次编辑: 2015-04-11, 周六 15:14:30 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了