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【ISR】其他种族替换特性
« 于: 2018-08-24, 周五 14:39:20 »
其他种族
指定种族的角色可以选择以下种族特性。
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OTHER RACES
Characters of the indicated races can select the following racial traits.

神裔——圣战魔法(Aasimars—Crusading Magic):许多神裔都觉得有义务受训以对抗例如从世界之伤(Worldwound)入侵的魔族,守护这个世界。这些神裔在克服法术抗力的施法者等级和知识[位面]检定获得+2种族加值。此种族特性替换技能奖励和类法术能力。
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Aasimars—Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends such as the invaders from the Worldwound. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

神裔——失落的约定(Aasimars—Lost Promise):许多人把神裔的美态和天界之力当作一份礼物,但在一些社区中这份独特可能变成被迫害的原因,从而使神裔坠入黑暗。邪恶的力量对于他们的天界同行赐予的礼物被歪曲而感到愉悦。只要他们保持在邪恶阵营,他们获得魔裔(Tieflings)的尖牙或利爪(Maw or Claw)种族替换特性(ARG pg.169)。此种族特性替换类法术能力。
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Aasimars—Lost Promise: While many view aasimars’ beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts’ gifts. As long as the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait (Pathfinder RPG Advanced Race Guide 169). This racial trait replaces the spell-like ability racial trait.

仿生人——修复用纳米机械(Androids—Repairing Nanites):有些仿生不能人利用纳米机械协助他们的活动,但发现他们的纳米机械能缝合他们的伤口。每天的第1次,当这类仿生人受到不少于2倍HD的伤害时,纳米机械自动启动而无需动作。她的电路纹身会发出等同火把的亮度1轮并治癒相当于其2倍HD的hp。此种族特性替换纳米机械激增。
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Androids—Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.

猫人——丛林猎手(Catfolk—Jungle Stalker):猫人通常居住在森林茂密的地形,例如瓦拉苏迈蛮林(Valashmai Jungle),而他们自然而然变得能在这些危险的环境中确保自己的狩猎能力。这种猫人在特技检定获得+2种族加值,以及每轮能无视由叶子构成的第一格困难地形。此种族特性替换猫之幸运和短跑健将。
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Catfolk—Jungle Stalker: Catfolk often live in deeply forested terrain, such as the Valashmai Jungle, and they have become naturally sure-footed to maintain their hunting prowess in these dangerous environments. Such catfolk gain a +2 racial bonus on Acrobatics checks and can ignore the first square of difficult terrain caused by foliage each round. This racial trait replaces cat’s luck and sprinter.

替换儿——鬼婆魔法(Changelings—Hag Magic):有些替换儿拥有与生俱来的魔法天赋。他们能从女巫法术列表中选择1个材料价格不超过1gp的1环或0环法术。他们能以类法术能力施放此法术,每天1次若为1环法术,若为0环法术则每天3次(CL=替换儿角色等级)。此种族特性替换天生防御。
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Changelings—Hag Magic: Some changelings have an innate talent for magic. They can choose one 1st- or 0-level spell from the witch spell list that does not have a material component costing more than 1 gp. They can use the chosen spell as a spell-like ability once per day if it is a 1st-level spell or three times per day if it is a 0-level spell (caster level equal to the changeling’s character level). This racial trait replaces natural armor.

替换儿——生而为巫(Changelings—Witchborn):大部分替换儿是天生的女巫。他们在智力和魅力获得+2加值而不是感知和魅力。此种族特性改变了替换儿的种族属性调整值。
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Changelings—Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.

吸血裔——不朽贵族的继承者(Dhampirs—Heir to Undying Nobility):作为不死生物贵族的后裔,也许是来自盖布(Geb)、奈多(Nidal)或乌斯塔拉夫(Ustalav),有些吸血裔从他们的祖先那里继承了一点操纵活物的能力。每天1次,他们使用命令术(command)和魅惑人类(charm person)。此种族特性替换类法术能力。
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Dhampirs—Heir to Undying Nobility: Descended from undead nobility, perhaps from Geb, Nidal, or Ustalav, some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.

吸血裔——吸血鬼猎手(Dhampirs—Vampire Hunter):有些吸血裔对他们的亡灵祖先与近亲有着深深的仇恨,而且永远不会完全熄灭。他们在对抗吸血鬼时攻击检定+1。此种族特性替换操控者。
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Dhampirs—Vampire Hunter: Some dhampirs bear a deep hatred for their undead progenitors and their kin that can never be fully quenched. They gain a +1 bonus on attack rolls against vampires. This racial trait replaces manipulative.

卓尔——防御训练(Drow—Defensive Training):许多卓尔城市经常被异怪的攻击所困扰,促使居民们自我训练以抵御他们。卓尔在对抗异怪时AC+4闪避加值。此种族特性替换卓尔免疫、敏锐感官、用毒。
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Drow—Defensive Training: Many drow cities are frequently beset by attacks from aberrations, prompting the residents train themselves to defend against them. Drow gain a +4 dodge bonus to AC against aberrations. This racial trait replaces drow immunities, keen senses, and poison use.

灰矮人——魔能监工(Duergar—Magical Taskmaster):有些灰矮人展示出比同类更为阴险的魔法能力,这种别经常被认为是卓斯卡(Droskar)的祝福标志。每天1次,他们能以类法术能力施放魅惑人类(Charm Person)。DC=10+1/2灰矮人HD+灰矮人的感知调整值。此种族特性替换隐形术类法术能力。
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Duergar—Magical Taskmaster: Some duergar demonstrate magic of a more insidious kind than the rest of their kin, a difference that is often taken to be a sign of Droskar’s blessing. They can use charm person once per day as a spell-like ability. The save DC is equal to 10 + 1/2 duergar’s Hit Dice + duergar’s Wisdom modifier. This racial trait replaces the invisibility spell-like ability racial trait.

窃影鬼——幽影特工(Fetchlings—Shadow Agent):生于阴影艾巴萨罗姆(Shadow Absalom)和奈多(Nidal)的窃影鬼家族以作为阴影位面(Plane of Shadow)势力与人类之间的特工、外交官、调解员为生。他们在交涉和唬骗检定上获得+2种族加值。此种族特性替换技能奖励。
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Fetchlings—Shadow Agent: Families of fetchlings in Shadow Absalom and Nidal make their livings serving as agents, diplomats, and spies mediating between humans and the powers of the Plane of Shadow. They gain a +2 racial bonus on Bluff and Diplomacy checks. This racial trait replaces skilled.

伽瑟兰——活力光环(Gathlains—Nimbus of Vitality):伽瑟兰有时侯保持与第一世界的强大联系,让他们能引导赋予生命的能量。每天1次,标准动作,他们能把自己包裹在灵光中,获得妖火和快速医疗2的效果。这光环持续3轮,外加每2级伽瑟兰角色等级1轮。此种族特性替换类法术能力。
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Gathlains—Nimbus of Vitality: Gathlains sometimes retain a powerful connection to the First World, which allows them to channel life-giving energy. As a standard action once per day, they can surround themselves in an aura that affects them as faerie fire and grants fast healing 2. The nimbus lasts for 3 rounds plus 1 additional round per 2 character levels the gathlain possesses. This racial trait replaces the spell-like ability racial trait.

元素裔——与人无异(Geniekin—Mostly Human):有少许火元素裔、土元素裔、巨灵裔、风元素裔、水元素裔拥有接近他们人类祖先的外表;事实上,他们还可能不知道自己的真正种族。这种元素裔外表像人类,只保留小量特征,例如不寻常的瞳色。他们同时被视为类人生物[人类]和异界生物[本地](例如会受目标为类人生物的法术,即魅惑人类(Charm Person)变巨术(Enlarge Person)所影响)。这种元素裔不会自动获得他的关联已异界语言(但能够作为较高智力时选择的额外语言)。此能力改变了元素裔的种族、亚种和语言。
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Geniekin—Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

蒿兰人——令人恶心(Ghorans—Disgusting):有些蒿兰人的过去连系被腐化,使他们的味道变得特别恶心。这种蒿兰人在对抗附加攫抓的啮咬攻击时(any creature that has a bite attack with the grab ability)脱逃检定和脱离擒抱的战技检定+2种族加值。此种族特性替换美味可口和世代传承。
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Ghorans—Disgusting: Some ghorans’ link to their past lives becomes corrupted, causing their taste to become particularly disgusting. Such ghorans gain a +2 racial bonus on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability. This racial trait replaces delicious and past-life knowledge.

半鱼人——深海半鱼人(Gillmen—Deep Gillman):有些半鱼人居住在更深的海洋中,几乎从来没有拜访过海拔以上的土地。这种半鱼人获得黑暗视觉60尺和寒冷抗力5,以在无光的深海中生存。此种族特性替换两栖和惑控抗力。
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Gillmen—Deep Gillman: Some gillmen live in the deeper ocean and almost never visit the land above the sea. Such gillmen gain darkvision to a range of 60 feet and resist cold 5, in order to survive the lightless depths. This racial trait replaces amphibious and enchantment resistance.

地精——垃圾修补匠(Goblins—Junk Tinker):地精能使用看似破铜烂铁的废品装备和载具。地精在没有合适工具的情况下的驾驶检定(Driving Check)以及修复武器和载具的工艺检定获得+2种族加值。只要能构成所须的形状,他们就能使用任何材料尝试此检定,但使用一般情况下不适当的材料会使造物获得易碎(Fragile)特性。此种族特性改变了技能奖励,替换隐匿检定的种族加值。
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Goblins—Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks.

树蛙人——防御训练(Gripplis—Defensive Training):在格拉利昂(Golarion),一般生活在瓦拉苏迈蛮林(Valashmai Jungle)的树蛙人经常与非常大型的动物和危险的生物作邻,他们为了生存就必须学会回避。他们在对抗大型或以上的动物和魔法兽时AC+2闪避加值。此种族特性替换沼地阔步和武器熟悉。
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Gripplis—Defensive Training: Gripplis of Golarion, common in the Valashmai Jungle, often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. They gain a +2 dodge bonus to AC against Large or larger animals and magical beasts. This racial trait replaces swamp stride and weapon familiarity.

大地精——权威性(Hobgoblins—Authoritative):长大于异常开放与稳定的高领帝国(Kaoling)或在伊斯格尔(Isger)的尖叫森林(Chitterwood)当奴隶蛇头的大地精经常发展出一种控制他人的诀窍。他们在交涉和威吓检定上获得+2种族加值。此种族特性替换鬼祟。
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Hobgoblins—Authoritative: Hobgoblins raised in the unusually open and stable nation of Kaoling or among the slave-drivers of Isger’s Chitterwood often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them. This racial trait replaces sneaky.

火元素裔——黄铜之炎(Ifrits—Brazen Flame):有异常之多的火元素裔来自黄铜峰(Brazen Peaks)地区——残存的Xotani the Firebleeder的家,而他们的火焰与他们的武器结合化为致命的武艺,而非化为法术或抗力。拥有此种族特性的火元素裔在近战攻击中造成额外1点火焰伤害。此种族特性替换能量抗力和类法术能力。
[注:Xotani the Firebleeder是拉瓦古格之嗣(Spawn of Rovagug),CR 20的魔法兽]
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Ifrits—Brazen Flame: An unusual number of ifrits hail from the Brazen Peaks area, home to the remains of Xotani the Firebleeder, and their flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.

卡萨达人——鬼鬼祟祟(Kasathas—Stealthy):生活在格拉利昂(Golarion)的卡萨达人必须经常付出巨大努力才能隐藏自己的存在。这种卡萨达人在隐匿检定+2种族加值,而且将此视为本职技能。此种族特性替换跳跃能手和追踪者。
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Kasathas—Stealthy: Kasatha living on Golarion must often take great pains to hide their existence from others. Such kasathas gain a +2 racial bonus on Stealth checks. Stealth is always a class skill for them. This racial trait replaces jumper and stalker.

狐妖——表里不一(Kitsune—Duplicitous):有些狐妖宁愿避免被人类邻居所注意并且试图说服周围的人,他们也是人类。他们在唬骗和易容检定+2种族加值。此种族特性替换狐妖之术。
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Kitsune—Duplicitous: Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic.

狗头人——龙类亲和(Kobolds—Dragon Affinity):龙脉血统(draconic bloodline)或狗头人血统(kobold bloodline)(ARG pg.134)的狗头人术士在计算所有术士法术以及职业能力时魅力视为比实际高2点。此种族特性替换防御。
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Kobolds—Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline (Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait.

勒珊塔灵族——狡诈心灵感应(Lashunta—Insidious Telepathy):有些勒珊塔灵族拥有操纵跟他们心灵感应的生物的思想的诀窍。在影响跟他们心灵感应的任何生物时所有基于魅力的技能检定+1种族加值。若勒珊塔灵族以心灵感应向一个被魅惑(charmed)或支配(dominated)的生物发出命令时,他在魅力对抗检定中+1种族加值。此种族特性替换勒珊塔灵族之术。
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Lashunta—Insidious Telepathy: Some lashunta have a knack for manipulating the minds of those they communicate with telepathically. They gain a +1 racial bonus on Charisma-based skill checks to influence any creature with whom they are telepathically communicating. If a lashunta telepathically issues a command to a charmed or dominated creature, she gains a +1 racial bonus on Charisma checks to compel the creature to follow that order. This racial trait replaces lashunta magic.

人鱼——秘法(Merfolk—Secret Magic):人鱼有时侯表现出的魔法能量是他们不愿意向非人鱼透露,这让学者推测此魔法起源于人鱼传说中的怪异庇护主们。这种人鱼只有40尺游泳速度,但他们的惑控系法术DC+1,若他们的魅力值为13或以上,他们获得以下类法术能力:任意—动物交谈(Speak with Animals)(限水生动物);每天1次—化鳍为趾(Fins to Feet)水流冲击 (Hydraulic Push)此种族特性替换防御、改变了人鱼的移动速度。
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Merfolk—Secret Magic: Merfolk sometimes manifest magical powers they are unwilling to explain to non-merfolk, leading scholars to speculate that the magic originates from the merfolk’s rumored eldritch patrons. Such merfolk have only a 40-foot swim speed, but they add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will—speak with animals (aquatic animals only); 1/day— fins to feetARG (self only), hydraulic pushAPG. This racial trait replaces the armor racial trait and alters the merfolk’s movement speed.

娜迦裔——蛇类亲和(Nagaji—Serpent Affinity):拥有此种族特性和鳞类领域(Scalykind)(ISWG pg.216)的娜迦裔牧师在使用领域能力和法术时CL+1。这是种族加值。此种族特性替换抗力。
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Nagaji—Serpent Affinity: Nagaji clerics with this racial trait and the Scalykind domain (Pathfinder Campaign Setting: The Inner Sea World Guide 216) use their domain powers and spells at +1 caster level. This increase is a racial bonus. This racial trait replaces resistant.

兽人——鲁莽攀爬者(Orcs—Reckless Climber):栖息于山脉中的兽人以冒着巨大风险来打败敌人与出现的竞争对手来茁壮成长。他们在没有绳子下的攀爬检定和保持平衡的特技检定+4种族加值。此种族特性替换凶猛。
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Orcs—Reckless Climber: Mountain-dwelling orcs thrive on taking insane risks to defeat foes and show up rivals. They gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance. This racial trait replaces ferocity.

土元素裔——孤立者(Oreads—Isolated):许多土元素裔是独行侠,并在与世隔绝的群体中安家,要么在深洞,要么在高山。他们在察觉和知识[地城]检定获得+2种族加值,并且能在未受训情况下使用知识[地城]。他们的起始语言只有土族语,而非通用语和土族语。此种族特性替换能量抗力并改变了土元素裔的起始语言。
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Oreads—Isolated: Many oreads are loners and raise their families in isolated groups, either in deep caverns or high mountains. They gain a +2 racial bonus on Perception checks and Knowledge (dungeoneering) checks, and they can use Knowledge (dungeoneering) untrained. They begin play speaking only Terran, rather than Common and Terran. This racial trait replaces energy resistance and alters the oread’s starting languages.

鼠人——集市居民(Ratfolk—Market Dweller):有些鼠人,由其是来自深市(Deepmarket)的,熟练地占敌人便宜。他们在唬骗、察言观色、巧手检定获得+2种族加值。此种族特性替换修补匠。
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Ratfolk—Market Dweller: Some ratfolk, especially those of Deepmarket, are practiced at taking advantage of foes. They gain a +2 racial bonus on Bluff, Sense Motive, and Sleight of Hand checks. This racial trait replaces tinker.

轮回者——登山者(Samsarans—Mountaineer):轮回者大多来自兹哈(Zi Ha),居住在山上的他们免疫高海拔带来的不适反应,并在使用攀爬技能或使用特技技能穿过狭窄地形或光滑表面时,不会失去AC的敏捷加值。此种族特性替换生命之缚。
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Samsarans—Mountaineer: Samsarans, often from Zi Ha, who live their lives in the mountains are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces lifebound.

兽态人——兽语者(Skinwalkers—Beast Talker):有些兽态人的动物交谈能力比他们的变型能力更为强大。这种兽态人每天只能使用改变形态1次,持续每等级1分钟,但他们能任意使用他们动物交谈(speak with animals)的类法术能力。此种族特性改变了改变形态和类法术能力。
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Skinwalkers—Beast Talker: Some skinwalkers’ ability to communicate with animals is stronger than their ability to transform. Such skinwalkers can only use their change shape ability once per day for 1 minute per level, but they can use their speak with animals spell-like ability at will. This racial trait alters the change shape and spell-like ability racial traits.

鸮形人——谨慎的斗士(Strix—Cautious Brawler):由于鸮形人即使在其他鸮形人战斗时也小心避免造成伤害,他们发展出一种战斗时不造成持久伤害的才能。他们在造成非致命伤的伤害骰子+1种族加值,以及在使用致命武器造成时非致命伤时没有攻击减值。此种族特性替换仇恨和多疑。
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Strix—Cautious Brawler: Because strix are careful to avoid injuring other strix even when they fight with each other, they develop a talent for fighting without causing lasting harm. They gain a +1 racial bonus on damage rolls when dealing nonlethal damage and take no attack penalty when dealing nonlethal damage with a lethal weapon. This racial trait replaces hatred and suspicious.

巨灵裔——可靠的调停者(Sulis—Trusted Mediator):巨灵裔作为公正的调解员在苏比亚(Thuvia)声名显赫,他们学会掩盖自己的思维以防止魔法影响他们的判断。他们对抗影响心灵的效果时获得+2种族加值。此种族特性替换能量抗力和昏暗视觉。
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Sulis—Trusted Mediator: Sulis are renowned in Thuvia and beyond as impartial mediators, and they learn to shroud their minds to prevent magic from tampering with their judgments. They gain a +2 racial bonus on saving throws against mind-affecting effects. This racial trait replaces energy resistance and low-light vision.

地底侏儒——坚定的守望者(Svirfneblin—Stalwart Watcher):地底侏儒初临格拉利昂(Golarion)时是要挫败邪恶精类的计划。而他们其中一部分仍然以此为目标,主要居住在远离安多安的定居点,在对抗精类生物时的攻击检定获得+1种族加值,以及对抗影响心灵的效果时豁免+2种族加值。此种族特性替换仇恨和技能奖励。
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Svirfneblin—Stalwart Watcher: Svirfneblin first came to Golarion to thwart the schemes of evil fey. Those who still keep to this mission, primarily dwelling in settlements far beneath Andoran, gain a +1 racial bonus on attack rolls against fey creatures and a +2 racial bonus on saving throws against mind-affecting effects. This racial trait replaces hatred and skilled.

风元素裔——诡秘(Sylphs—Secretive):风元素裔在对抗惑控系和预言系的法术或效果时豁免+2种族加值。此种族特性替换能量抗力和类法术能力。
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Sylphs—Secretive: Sylphs gain a +2 racial bonus on saving throws against enchantment and divination spells and effects. This racial trait replaces energy resistance and the spell-like ability racial trait.

猫头鹰人PS2——残酷压迫(Syrinxes—Oppressive):猫头鹰人经常有着如何对其他生物引起不安和压迫的天赋。以一个迅捷动作,猫头鹰人能尝试一次察言观色检定,DC=10+目标生物HD+目标的魅力调整值或10+目标的唬骗调整值,取其高者。一旦成功,猫头鹰人对目标的威吓检定获得+4种族加值,以及使用任何恐惧效果的DC+1种族加值。此种族特性替换夜行生物和自负。
剧透 -   :
Syrinxes—Oppressive: Syrinxes often have a natural talent for sensing how to unsettle and oppress other creatures. As a swift action, a syrinx can attempt a Sense Motive check against a DC of 10 + a creature’s Hit Dice + its Charisma modifier or a DC of 10 + the creature’s Bluff modifier, whichever is higher. On a success, syrinx gains a +4 racial bonus on Intimidate checks against that target and a +1 racial bonus to the DC of any fear effects she uses against that target. This racial trait replaces nocturnal and pride.

天狗——灵巧剑技(Tengus—Deft Swords):有些天狗习得能让他们用武器保护自我免于战技侵扰的一套炫目剑技。在使用剑类武器时,这些天狗在CMD上获得+2闪避加值。此种族特性替换天生武器和鬼祟。
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Tengus—Deft Swords: Some tengu learn dazzling blade techniques that allow them to use their weapons to protect against combat maneuvers. They gain a +2 dodge bonus to CMD while wielding a swordlike weapon. This racial trait replaces natural weapon and sneaky.

魔裔——霸凌者(Tieflings—Bullying):魔裔经常被蔑视并且不太在意社会秩序,他们时常抢劫比自己弱小的人。拥有此种族特性的魔裔在卸武或盗取战技获得+1种族加值。此种族特性替换技能奖励。
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Tieflings—Bullying: Tieflings are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces skilled.

魔裔——黑暗中的光明(Light from the Darkness):否定其邪恶的血脉的魔裔踏上了成为英雄的道路并拒绝使用血脉给予的黑暗魔法,而他们的抗争给他们带来了面对邪恶腐蚀时异乎寻常的适应能力。只要他们保持在善良阵营,他们获得神裔(Aasimar)的抵抗腐蚀(Incorruptible)种族替换特性(ARG pg.85)。此种族特性替换类法术能力。
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Tieflings—Light from the Darkness: Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait (Advanced Race Guide 85). This racial trait replaces the spell-like ability racial trait.

魔裔——人类之证(Tieflings—Pass for Human):对魔裔的歧视出于其明显的可怕魔族特征,以至于魔裔也羡慕那些可以冒充人类的珍稀同族。这些魔裔的异界特征是如此细微,除非他们自己指出来否则人们经常注意不到(例如激动时眼睛会红亮,或指甲天生比较尖硬)。这类魔裔不须要成功的易容检定就能装成人类,他们同时被视为类人生物[人类]和异界生物[本地](例如会受目标为类人生物的法术,即魅惑人类(Charm Person)变巨术(Enlarge Person)所影响)。这种魔裔不会自动获得他的关联已异界语言(但能够作为较高智力时选择的额外语言),而且他们不能选择给予他们明显魔族特征的种族特性(例如炼狱阔步、尖牙或利爪、卷尾、鳞片皮肤、残翼等等已列在ARG的种族特性替换)。此能力改变了魔裔的种族、亚种和语言。
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Tieflings—Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.


特里亚克萨斯人PS1——变迁学问(Triaxians—Transitional Lore):过渡期的特里亚克萨斯人通常从小就被灌输需要为下个冬季或夏季做好准备的学问,他们在知识[自然]和生存检定获得+1种族加值。此种族特性替换适应季节。
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Triaxians—Transitional Lore: Transitional Triaxians are often instilled from a young age with the lore they need to prepare for the next winter or summer; they gain a +1 racial bonus on Knowledge (nature) and Survival checks. This racial trait replaces seasoned.

卓克斯虫族——颤动感知(Trox—Tremorsense):有些卓克斯虫族与大地发展出密切的连系,协助他们挫败灰矮人(Duergar)的隐形术(Invisibility)。他们获得30尺颤动感知(tremorsense)。此种族特性替换狂躁和掘地。
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Trox—Tremorsense: Some trox have developed a closeness to the earth that helps them thwart the invisibility of their duergar enemies. They gain tremorsense to a range of 30 feet. This racial trait replaces frenzy and burrow.

水元素裔——梭螺鱼人魔法(Undines—Triton Magic):有些水元素裔——通常是来自外海(Outsea)——的力量是源自梭螺鱼人(triton),而不是巨灵(genie)。拥有此种族特性的水元素裔能以类法术能力使用召唤自然盟友术I(summon nature’s ally I),但能召唤一只海豚。此种族特性替换类法术能力。
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Undines—Triton Magic: Some undines—often from Outsea—descend from tritons, rather than genies. Undines with this racial trait can use summon nature’s ally I as a spell-like ability, but only to summon a dolphin. This racial trait replaces the spell-like ability racial trait.

灵猴族——冒险的闹事者(Vanaras—Risky Troublemaker):试图效仿猴王(Monkey King)的灵猴族家庭教导他们的成员有危自有机。这些灵猴族能选择在使用魔法装置检定中投2次骰子。如此,他们能够双投取高,除非投出了自然1,那么此检定自动失败。此种族特性替换灵尾。
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Vanaras—Risky Troublemaker: Vanara families who seek to emulate the Monkey King teach their members that unexpected opportunities are worth taking great risks. These vanaras can choose to roll twice on Use Magic Device checks. If they do, they take the higher result unless either die roll is a natural 1, in which case the check automatically fails. This racial trait replaces prehensile tail.

蝮血裔——欺诈好手(Vishkanyas—Deceptive):蝮血裔氏族靠着抢劫或杀害人类维生,他们受训在重要的时刻分散目标主意。他们在唬骗检定获得+2种族加值。此种族特性替换逃脱检定的种族加值。
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Vishkanyas—Deceptive: Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.

剪影人——影子之中(Wayangs—In the Shadows):许多剪影人在他们的社会中拥有各种不寻常的角色和任务。他们在以下两种技能中获得+2种族加值:估价、唬骗、工艺、专业或巧手。此种族特性替换潜伏者。
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Wayangs—In the Shadows: Many wayangs perform a variety of unusual roles and tasks in wayang society. They gain a +2 racial bonus on their choice of two of the following skills: Appraise, Bluff, Craft, Profession, and Sleight of Hand. This racial trait replaces lurker.

汲魂木——修复魔法(Wyrwoods—Repair Magic):有些汲魂木发展出能让他们更为自给自足的魔法。每天1次,他们可以以类法术能力施放完全修复术(Make Whole)此种族特性替换黑暗视觉。
剧透 -   :
Wyrwoods—Repair Magic: Some wyrwoods have developed magic to keep them more self-sufficient. They can use make whole as a spell-like ability once per day. This racial trait replaces darkvision.

翼龙人——闪避演习(Wyvarans—Evasive Maneuvers):沿海的翼龙人经常要对抗入侵的船只以守卫他们的领地,从而被迫学会回避攻城器械的空中作战技巧。他们的飞行机动性从不良提升至普通,而且在对抗攻城器械(siege weapons)时AC和反射豁免获得+2闪避加值。此种族特性替换黑暗视觉和扫尾。
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Wyvarans—Evasive Maneuvers: Coastal wyvarans often take to the air to defend their territory from intruding ships, and are forced to learn aerial maneuvers to avoid siege fire. They fly with an average maneuverability instead of clumsy, and they gain a +2 dodge bonus to AC and on Reflex saving throws against siege weapons. This racial trait replaces darkvision and slapping tail.

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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PS. 各个没有什么记录的种族
« 回帖 #1 于: 2018-08-24, 周五 14:41:18 »
PS1—特里亚克萨斯人(Triaxians)出自<繁星子民>和<冬临天下4:冰冻之星>,在此列出基础数据,想了解详情的请查阅冬临天下4
特里亚克萨斯人
+2 体质,+2 感知,-2 力量:特里亚克萨斯人由于适应多变的环境,所以是坚毅且狡猾的种族,但他们消瘦的身形很难保持强劲的肌肉。
昏暗视觉(Low-Light Vision):在昏暗光照下,特里亚克萨斯人能够看到的距离是人类的两倍远。
敏锐感官(Keen Senses):特里亚克萨斯人独特的耳朵构造使得他们能在察觉检定中获得+2加值。
奖励专长(Bonus Feat):特里亚克萨斯人在1级时获得一个额外专长。
适应季节(Seasoned, Ex):特里亚克萨斯人根据他们是冬生还是夏生的不同,在冷和热的环境中不会受到对应的影响。夏生特里亚克萨斯人能够舒适的在 32℃至60℃的高温环境中生活而无需进行强韧检定。冬生特里亚克萨斯人可以舒适的在4℃到-29℃的低温环境中生活而无需进行强韧检定。当处于更加严寒或炎热环境时,特里亚克萨斯人只需要每小时进行一次强韧检定而不是每 10 分钟。过渡期的特里亚克萨斯人不具备此特殊能力。
起始语言:特里亚克萨斯人说特里亚克萨斯语(特里亚克萨斯星上通用语)。拥有足够智力的特里亚克萨斯人可以选择任何额外语言(除了秘密语言,如德鲁伊语)。

PS2—猫头鹰人(Syrinxes)出自<内海图鑑>,未有翻译,在此列出基础数据
Syrinxes Racial Traits
–2 Dex, +2 Wisdom: Syrinx are contemplative and patient, traits that make them somewhat slow to act.
Normal Speed: Syrinx have a base speed of 30 feet.
Flight: Syrinx have a fly speed of 60 feet with average maneuverability.
Low-Light Vision: Syrinx can see twice as far as humans in conditions of dim light.
Darkvision: Syrinx can see in the dark up to 60 feet.
Nocturnal: Syrinx gain a +2 racial bonus on Perception and Stealth checks at night.
Pride (2 RP): Syrinx receive a +2 racial bonus on saving throws against mind-affecting effects.
Speak with Avians (0 RP): Syrinx can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).
Languages: Syrinx begin play speaking Syrinx. Syrinx with high Intelligence scores can choose from the following: Auran, Azlant, Celestial, Strix, or Infernal.

PS3—勒珊塔灵族(Lashunta)出自<繁星子民>和<内海图鑑>,未有翻译,在此列出基础数据
Lashunta Racial Traits
+2 Intelligence: Lashunta are almost universally intelligent and eager to learn.
Sexual Dimorphism: Male and female lashunta have very different body and personality types, more so than most humanoid species. Male lashunta are muscular (+2 Strength) and often brash and unobservant (–2 Wisdom). Female lashunta, though beautiful and commanding (+2 Charisma), lack the males’ rugged builds (–2 Constitution).
Medium: Lashunta are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Lashunta have a base speed of 30 feet.
Lashunta Magic (Su): A lashunta with an Intelligence score of 11 or higher gains the following spell-like abilities: At will—daze, mage hand; 1/day—detect thoughts. The caster level for these effects is equal to the lashunta’s character level.
Limited Telepathy (Su): A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. This is otherwise identical to telepathy (Pathfinder RPG Bestiary 305).
Knowledgeable: A lashunta gains a +2 racial bonus to any one Knowledge skill.
Languages: Lashunta begin play speaking Elven and Lashunta. Lashunta with high Intelligence scores can choose any languages (except secret languages, such as Druidic).

PS4—卡萨达人(Kasatha)出自<繁星子民>和<Bestiary 4>,在此列出基础数据,想了解详情的请查阅Bestiary 4
卡萨达人种族特性
+2感知,+2敏捷:卡萨达人矫健而机敏。
防御训练(Defensive Training, Ex):卡萨达人在防御等级上拥有+2闪避加值。
荒漠远行(Desert Runner, Ex):卡萨达人在对抗奔跑,强行军,饥饿,干渴以及过冷和过热环境导致的疲乏,力竭和其他不良效果的体质检定和强韧检定上拥有+4种族加值。
荒漠奔驰(Desert Stride, Ex):卡萨达人忽略沙漠环境中的困难地形减值。
跳跃能手(Jumper, Ex):在使用特技动作进行跳跃时卡萨达人总是视为已经助跑。
多臂(Multi-Armed, Ex):卡萨达人拥有四条手臂,这些手臂之一被视为主手而其他三条则全部视为副手。他的每一只空出来的手都可以符合需要空手的要求。
追踪者(Stalker, Ex):察觉和潜行技能被卡萨达人视为本职技能。
起始语言:卡萨达语和通用语。拥有足够高智力的卡萨达人可以选择矮人语,龙语,侏儒语,兽人语和斯芬克斯语作为额外语言。
« 上次编辑: 2018-08-24, 周五 14:44:20 由 犬良人 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【ISR】其他种族替换特性
« 回帖 #2 于: 2018-08-24, 周五 14:45:03 »
备用
=====完=====
« 上次编辑: 2018-08-26, 周日 10:06:32 由 犬良人 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due