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【ARG】人类
« 于: 2012-07-29, 周日 23:34:59 »
    写在前面:
    首先感谢PATIBAUL君的APG种族特性变体,ARG上有部分替换是重复的,因此我沿用了您的翻译。
    我很喜欢关于种族的东西,这本书又刚出不久,似乎还没有人搞翻译。
    于是我就抓起google翻译,词典还有PF官网原文对照着尝试翻译下。
    一定有很多渣翻,翻错或者翻译不当的情况,请各位大神PM或者回帖修改。
    另外由于语言水平的关系概述、宗教、冒险以及姓名等等翻译不能,求大神帮助。
    感谢法兰子的描述翻译

人类(Humans)

  人类所拥有的非凡动力和强大适应性、开拓性,如今已让其成为世界上的优势种族。他们的帝国和领邦疆域辽阔,而其人民则以剑与魔法的雄浑力量将自己的名字镌刻在历史上。人性适合用躁动和多样来加以形容,而人类的文化也从野蛮而不失荣耀的衰颓部落,到世界之都中崇拜魔鬼的贵族家室,不一而足。人类的好奇与野心往往超越了其所处的稳定生活,因此很多人背井离乡、探索世界上难以计数的被忘却角落,或率领钢铁军团征服邻邦——仅仅因为“我能”。

  人类社会是怀旧和前瞻的奇妙混合体,既怀念被称为“黄金时代”的过去荣光,同时又迅速地摒弃传统与历史、投身于新的冒险。过往的遗迹被作为珍贵文物和博物典藏加以珍藏,因为人类喜爱收集——不仅限于无生命遗迹,还有生物——以供展览、娱乐或服务。其他种族认为这种行为象征着人类根深蒂固的对支配和力量的欲望,以及对杀戮、驯服自然的倾向。较仁慈的观点相信人类只是单纯的经验体会者,那些活的、死的或者从未鲜活过的收集品仅仅是用来提醒自己曾踏足之处、曾饱览之物、曾完成之业而已。它们当前和未来的价值仅是身外之物;其真正的精华在于见证了人性的无可阻挡的发展浪潮。

  很多地方的人类对更古老的种族和文化深深迷恋,尽管有时也会对那些远古或过时(在人类看来)的传统表示沮丧或轻蔑。他们对待其他种族的态度也因此混合着对新鲜事物的好奇甚至盲信(尽管通常仅对这些文化有着肤浅的理解和尊敬罢了),以及牢固的凌驾一切、惟我独尊之感。投身于研究其他种族的人类学者——我们可以假设这些人最具有国际精神,并对彼此的天性和文化有着充分理解——经常证明,他们在跨种族沟通中的表现并不比那些没与外族打过两天交道的家伙更在行。人类喜欢社交,经常友善可亲、并愿和他人互通有无,但他们对边缘文化和居民的失礼也往往会让那些同人类交流的他族感到愠怒。

  毋庸置疑,粗鲁愚钝和妄自尊大并不是让其他种族质疑人类的唯一原因。历史中有太多事例体现了人类由于排外和狭隘而导致的种族隔离、民族压迫、血洗惨祸、异端裁断、团伙暴力,以及公开战争。人类并不是唯一会因彼此差异产生恨意的种族,但是人类似乎对关于种族、语言、宗教、职业、性别……等等差异的煽动和怀疑格外敏感。多数普通的人类居民会在极端激进的同胞执掌政经文化大权时无动于衷;而也有很多人公然反对极端主义,并能跨越肤色、信念、国家和种族的界限建立起牢固的同盟阵线,使得“天下大同”的理念并不永远限于空谈。

  体貌描述:人类体貌特征的跨度有如世界气候一般差异万千。从南国黝黑的部落子民到北方苍白的蛮族盗匪,人类的肤色、体型、面容变化幅度极大。大体而言,愈靠近赤道的人类居民,其肤色愈深。同时,骨骼、发色、瞳色、体毛等等外在表征也因区域而变。颧骨高耸或开阔,鼻型高曲或扁平,嘴唇厚实或纤薄;眼睛的变幅也不一而足,有的眼窝深陷,还有的是双眼皮……等等。外貌当然并不会全无规律,同一家族、部落、国都的人会有程度不同的相似,你能够根据外貌知识来判断一个人类的出身,至少也可以大致猜猜。人类的身躯常有各种传统的身体装饰,不仅是衣物和首饰,还有发型、穿洞、纹身、甚至刻意留下的疤痕。

  社会:人类社会中的政权、态度、生活方式都彼此各异。尽管最古老的人类文化可以溯源到数千年前的历史,当与精灵或矮人等种族的社会相比较时,人类社会就像是政权交替不断的一瞬。大体上人类以较强的流动性、创造性和野心闻名。其他种族有时会羡慕人类几乎无限的适应力,不仅从生物或生理的角度,更对那种超越一切、向前挺进的理念而言。尽管为数不少、甚至是大多数作为个体的人类倾向于在适于其生存的既定道路上前进,人类那毋庸置疑的探索精神时常会指引他们勇往直前、超越无限可能,直到世界的尽头。

  关系:人类繁衍昌盛,开拓精神和人口数量促使他们向外扩张与殖民的过程中,不免会与其他种族发生接触。很多情况下,这意味着暴力与战争;但人类也会很快地宽恕、并与那些无意进犯的种族缔结盟约。出于骄傲甚至是狂妄,人类可能会将认为矮人是吝啬的酒鬼,精灵是轻浮的公子哥儿,半身人是懦弱的小贼,侏儒是扭曲的发烧友,半精灵和半兽人则是种尴尬——但人类的多样性也使不少自身成员能够平和地接受他族。人类可能过于关注自身,而对他族的语言和文化知之甚少;有些人却将这种愚昧发展到极致、成为可憎的偏执和压迫,甚至认为其他种族应被当作危险、诡异、肮脏的存在并加以灭绝。万幸,尽管这些事例和观点会让人性蒙上污点,毕竟只是极少数人的狂想罢了。

  阵营和宗教:人性恐怕是所有种族中最多样和多变的,从极度邪恶到无限善良。有人置身于野蛮的游牧族群,也有人在兴建绵延数里的城邦。总体而言绝大多数人类是中立的,尽管物以类聚、不同国度和文明的人类可能拥有特定的阵营倾向。人类对神祗和宗教的信仰也最为广泛,缺少其他种族的那些对特定神祗的传统崇拜,因此会向任何能提供荣耀或庇护的神明祈祷。

  冒险:无尽的野心驱策着不计其数的人类,对其中很多人而言冒险充当着生命的意义,无论其为财富、赞赏、社会地位还是奥秘知识。有些人会为寻求危险刺激而以冒险为业。人类的冒险旅途可以踏足世间各处,而他们也能够胜任团队中的任何角色。

  姓名:与那些用特定传统和历史来彼此区分的种族不同,人类的姓名多样性几乎达到了无穷的地步。北方野蛮人部落的名字会和亚热带国度的水手与商人迥然不同。即便语言相同的人类,也会由于信仰、家庭出身等缘故而拥有不同的名字。

人类种族特性
属性提升:人类角色在1级时选择任意一项属性+2,以表现他们多种多样的天赋。
中等体型:人类是中等体型生物,不因体型获得任何加值或者减值。
基本速度:人类的基本陆地速度为30英尺。
奖励专长:人类角色在1级时获得一个额外专长。
奖励技能:人类在1级以及以后每次升级时获得1点额外技能点。
起始语言:通用语。智力足够高的人类可以选择任何额外语言(除了秘密语言,如德鲁伊语)。

种族替换规则
人类因他们的多样化而有着极强的适应力。下面列出的规则体现了这种适应性并能代表任何一个人类其自身的特性。
种族特性替换
原文
劇透 -   :
Alternate Racial Traits
The following racial traits may be selected instead of existing human racial traits. Consult your GM before selecting any of these new options.Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race
without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity,you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Focused Study: All humans are skillful, but some,rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.This racial trait replaces the bonus feat trait.

Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill,and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground.Furthermore, they are considered acclimated to the effects of high altitude (Core Rulebook 430). This racial trait replaces skilled.

Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus
on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks,and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice
when saving against disease, taking the better roll. Thisracial trait replaces skilled.

Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold
climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers.This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.

Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Ref lex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.

Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects
of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half
their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Heroic: Some humans are born heroes. In campaigns that use the optional hero point system (Advanced Player’s Guide 322–325), each time these humans gain a level, they
gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2.This racial trait replaces the bonus feat trait.

Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up ratherthan just two. This racial trait replaces skilled.
养子(Adoptive Parentage):人类孤儿有时会被其他种族收养。选择一种人类以外的类人生物。你使用该种族的起始语言以及武器熟悉种族特性(如果有的话)。如果该种族没有武器熟悉,作为替代你获得任意一种技能专攻或者武器专攻作为奖励专长。这个种族特性取代奖励专长。

双重天赋(Dual Talent):部分人类能够充分发挥他们的天赋,选择两种属性获得+2种族加值。这个种族特性取代任意属性+2,奖励专长以及奖励技能。

天赋之眼(Eye for Talent):人类拥有强大、潜藏的直觉,他们在察言观色检定上获得+2种族加值,同时,如果他们有动物伙伴、奖励坐骑、追随者或是魔宠的话,这些生物可以选择一个属性值,让该属性得到+2的加值,这个种族特性取代奖励专长。

精研(Focused Study):所有人类都是多才多艺的,但是其中一部分人更倾向于专精某些领域,而不是成为通才。在1级、8级以及16级时,这些人选择一项技能,获得该技能的技能专攻专长。这个种族特性取代奖励专长。

工厂之心(Heart of the Fields):出生在农村的人类以辛勤劳动著名。他们在他们的工艺和专业检定上得到相当于他们职业等级一半的加值,同时,每日一次,他们可以忽略一个会让他们疲劳或力竭的效果。这个种族特性取代奖励技能。

山脉之心(Heart of the Mountains):出生在群山之中的人类擅长翻越高山和峭壁。他们在狭窄平面或不平地势上移动时进行的攀爬和特技动作检定获得+2种族加值。此外,他们适应高原反应(核心书430页)。这个种族特性取代奖励技能。

海洋之心(Heart of the Sea):海边出生的人总是被它的魅力所吸引。他们总是视专业(水手)以及游泳为本职技能,并且在这些技能检定上获得+2种族加值。他们屏息的时间是通常的两倍,并且尝试在水下施法时专注获得+4种族加值。这个种族特性取代奖励技能。

贫民窟之心(Heart of the Slums):只有敏捷而又机警的人才能在城市中拥挤的贫民窟勉强维持生计。他们的巧手和潜行检定获得+2种族加值,并且在城市与地下的设施的生存检定获得+4种族加值。此外他们在进行预防疾病的豁免时可以骰两次取高。这个种族特性取代奖励技能。

雪之心(Heart of the Snows):出生在寒带的人类并不畏惧凛冬。他们在抵御寒冷气候的强韧豁免、避免滑倒或者坠落的检定或者豁免以及对抗摔绊的CMD检定获得+2种族加值。这些奖励加值同样适用于在滑溜平面的特技动作以及攀爬检定上。这个种族特性取代奖励技能。

街道之心(Heart of the Streets):都市之中的人们习惯于团体活动。他们在和至少两的盟友临接时,会在反射检定和AC上获得+1种族加值,AC加值为闪避加值。人群对他们而言不视为困难地形。这个种族特性取代奖励技能。

旭日之心(Heart of the Sun):出生在热带的人类并不惧怕酷暑。他们在进行炎热气候带来影响的强韧豁免、毒素的豁免以及昆虫集群的扰乱心神能力的豁免时获得+2种族加值。这个种族特性取代奖励技能。
【译注:扰乱心神(Distraction,特异能力):任何易受集群伤害的活物,在它回合开始时若和一个集群在同一个方格内,会反胃(nauseated)一回合;通过强韧豁免(DC等于10+1/2集群HD+它的体质调整值;具体DC在集群描述中给出)则不受影响。在集群占据范围中施法或维持专注需要进行专注检定(DC等于20+法术等级)。这种情况下,使用需要耐心和集中精神的技能也需要进行DC20的专注检定。】

野性之心(Heart of the Wilderness):在野外生活的人们经过总总磨难学会了强者生存的真谛。他们在求生检定上获得相当于他们职业等级一半的加值,同时他们在稳定濒死的强韧检定上获得+5种族加值,此外,在决定死亡的负生命值时,他们可以将职业等级的一半加到体质上。这个种族特性取代奖励技能。

天命(Heroic):有的人天生就是英雄。如果在一次团中使用了英雄点系统(APG 322-325页),他们每次提升级别可以获得2点英雄点而非1点。如果他们选择了碧血丹心(Blood of Heroes)专长的话,每次提升级别时可以获得3点英雄点而非2点。这个种族特性取代奖励专长。
【译注:PF英雄点系统见http://www.goddessfantasy.net/bbs/index.php?topic=39656.0

文化交融(Mixed Heritage):有时人类文明可以划分为多种特征。拥有这个种族特性的人类可以选择第二个带有“之心”(heart of the)描述的种族特性。这个种族特性取代奖励专长。

雄辩(Silver Tongued):人类善于轻松地诱导并玩弄他们的死敌。拥有这个特性的人类在交涉以及唬骗检定上获得+2加值。此外当他们使用交涉技能改善生物态度的时候,最多可以改善三级而不是原本的两级。这个种族特性取代奖励技能。

可选天赋职业奖励
下面列出的天赋职业可以给任何人类角色使用,除非有特殊说明,否则你每次获得天赋职业等级都能获得奖励

原文
劇透 -   :
Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.

Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Cavalier: Add +1/4 to the cavalier’s banner bonus.

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.

Gunslinger: Add +1/4 point to the gunslinger’s grit points.

Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Magus: Add +1/4 point to the magus’ arcane pool.

Monk: Add +1/4 point to the monk’s ki pool.

Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).

Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Rogue: The rogue gains +1/6 of a new rogue talent.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spell.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
炼金术士:从炼金术士公式列表中选择一个化合炼成公式加入公式本。此公式必须比角色可以获得的最高级别公式低一级。
野蛮人:增加1/2点陷阱感知的加值或者增加1/3点迷信狂暴之力的加值。
【译注:迷信(ex):野蛮人在对抗法术、超自然能力与类法术能力的豁免检定上获得+2士气加值。此加值每4个野蛮人等级会再+1。当狂暴时,野蛮人无法自愿成为任何法术的目标,且必须进行豁免检定来对抗任何法术,就算它是由友方所施展的。】
吟游诗人:从吟游诗人法术列表中选择1个法术加入已知法术。此法术必须比角色可以获得的最高级别法术低一级。
骑士:增加1/4点旗帜加值。
牧师:在克服异界生物的法术抗力时每级增加1点加值。
德鲁伊:在改善生物态度的交涉和威吓检定上增加1/2点加值。
战士:任意选择两个战技,这两个战技的CMD增加1点加值。
铳士:增加1/4点勇毅值上限。
审判者:从审判者法术列表中选择1个法术加入已知法术。此法术必须比角色可以获得的最高级别法术低一级。
魔战士:增加1/4点奥能力池上限。
武僧:增加1/4点气池上限。
先知:从先知法术列表中选择1个法术加入已知法术。此法术必须比角色可以获得的最高级别法术低一级。
圣武士:选择一种能量属性,增加1点能量抗力(单一一种抗力最高为10)
游侠:动物伙伴增加1点生命或者1点技能。如果游侠更换了动物伙伴,新的动物伙伴仍旧获得这些加值。
盗贼:增加1/6个游荡者天赋。
术士:从术士法术列表中选择1个法术加入已知法术。此法术必须比角色可以获得的最高级别法术低一级。
召唤师:精神向导增加1点生命或者1点技能。
女巫:女巫魔宠从女巫法术列表中选择一个法术习得。此法术必须比女巫可以获得的最高级别法术低一级。如果女巫更换她的魔宠,新的魔宠依旧了解这个法术。
法师:从法师法术列表中选择一个法术加入法术书。此法术必须比法师可以获得的最高级别法术低一级。

种族职业变体&血统
下面列出的血统以及职业变体均适用于人类。

引用
海盗(铳士变体)
原文
劇透 -   :
Buccaneer (Gunslinger)
Freebooters who cling to the convoluted codes that rule independent ships, the buccaneer is a gunslinger of the high seas. Their exploits are fueled by the thrill of danger and often by the temporary courage provided by grog. A buccaneer has the following class features.

Deeds: A buccaneer swaps four of the normal gunslinger deeds for the following deeds.

Seadog’s Gait (Ex): At 1st level, the buccaneer gains Sea Legs (Ultimate Combat 117) as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. This replaces the quick clear deed.

Pirate’s Jargon (Ex): At 3rd level, the buccaneer’s baff ling palaver of nautical jargon and piratical cant provides a +2 bonus on Bluff and Intimidate checks. Furthermore, she can spend a swift action and 1 grit point to cause a single living creature within 30 feet to make a Will saving throw (DC = 10 + 1/2 her buccaneer level + her Charisma modifier) or become confused for 1 round. This is a mind-affecting languagedependent effect. This replaces the pistol whip deed.

Rope Swing (Ex): At 7th level, as long as the buccaneer has at least 1 grit point, she gains a bonus on Acrobatics and Climb checks equal to her gunslinger level when climbing or swinging on a rope. If she spends 1 grit point, her move while climbing or swinging on a rope does not provoke attacks of opportunity. This replaces the dead shot deed.

Captain’s Curse (Sp): At 11th level, a buccaneer can spend 2 grit points to use old salt’s curse as a spell-like ability. At 15th level, she may use black mark instead. The caster level for these spell-like abilities is equal to the buccaneer’s class level, and the save DC is equal to 10 + her buccaneer level + her Charisma modifier. This replaces the lightning reload deed.

Grit (Ex): Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier. This ability works in all other ways like the gunslinger’s grit class feature.

Liquid Courage (Ex): At 2nd level, a buccaneer gains the ability to fortify her grit with strong drink. The act of drinking is a standard action that provokes attacks of opportunity, and each drink provides 1 grog point. Grog points can be used in place of grit points to fuel deeds or grit feats (including those requiring a minimum of 1 grit point to use). The buccaneer can gain a maximum number of grog points each day equal to her Constitution modifier (minimum 1), and they last for 1 hour or until used, whichever comes first. She gains a morale bonus on saves against fear and a dodge bonus to AC against attacks of opportunity equal to her current grog point total. This ability replaces the nimble ability.

Bonus Feat: In addition to combat and grit feats, a buccaneer can select from the following feats as her bonus feats: Expert Driver (water vehicles only; Ultimate Combat 100), Master Siege Engineer (Ultimate Combat 109), Siege Engineer (Ultimate Combat 118), Siege Gunner (Ultimate Combat 118), Skilled Driver (water vehicles only; Ultimate Combat 119).

Exotic Pet (Ex): At 5th level, a buccaneer gains a familiar as a wizard of half the buccaneer’s class level (though the exotic pet never gains the ability to deliver touch spells or share spells). This pet is typically a monkey or parrot (use the stats for a raven familiar). Such animals are useful scouts, even in the thick of combat. As long as the pet is within 30 feet of the buccaneer, the buccaneer also gains the benefit of evasion. This ability replaces gun training 1.

Sword and Pistol: At 9th level, a buccaneer gains Sword and Pistol (Ultimate Combat 117) as a bonus feat even if she does not meet the prerequisites. This ability replaces gun training 2.

Gun Training (Ex): A buccaneer gains this ability only at 13th level with a single type of firearm.

Raider’s Riposte (Ex): At 17th level, whenever an enemy misses a buccaneer with an attack of opportunity, it provokes an attack of opportunity from the buccaneer. This ability replaces gun training 4.
【译注:海盗变体翻译引用自弑君者伊恩的翻译】
海盗,这些外海上的铳士、劫掠者,坚守着各自船只上彼此交织包容的法典。他们的成就和壮举倚仗于对危险的渴望和酒精给他们带来的勇气。海盗拥有以下职业能力。

勇毅动作(Deeds):一名海盗以以下这些勇毅动作来替换正常铳士的四个勇毅动作。

  • 海豹步法(Seadog's Gait,特异能力):在1级时,一名海盗获得“海腿子”(极限战斗117页)作为奖励专长。若花费一点勇毅点数,她可忽视困难地形直到其行动轮结束。这一能力取代快速清膛(quick clear)勇毅动作。
  • 海盗黑话(Pirate's Jargon,特异能力):在3级时,海盗用航海术语和海盗黑话中的虚词空话为自己的唬骗和威吓检定提供了+2加值。此外,以一个迅捷动作,她可以花费1点勇毅点数使一名30尺内的活物进行一次意志豁免(DC=10+1/2海盗职业等级+海盗魅力调整值),若未通过则困惑一轮。这是一个基于语言的影响心智的能力。这一能力取代枪柄打击(pistol whip)勇毅动作。
  • 摇摆绳技(Rope Swing,特异能力):在7级时,只要一名海盗拥有至少1点勇毅点数,她便能在攀爬绳索或借助绳索摆动的特技动作检定和攀爬检定上获得相当于其铳士等级的加值。若她花费1点勇毅点数,便可以在上述动作的移动中不引发借机攻击。这一能力取代死亡射击(dead shot)勇毅动作。
  • 船长的诅咒(Captain's Curse,类法术能力):在11级时,一名海盗可以花费2点勇毅点数来以类法术能力的形式使用“老水手的诅咒(old salt's curse)”法术。在15级时,她还可以以此法使用“黑色印记(black mark)”法术。这些类法术能力的施法者等级采用海盗的职业等级,豁免DC为10+海盗职业等级+海盗魅力调整值。这一能力取代闪电装填(lightning reload)勇毅能力。
【译注:老水手的诅咒以及黑色印记法术在人类法术中】
[/list]

勇毅(Grit,特异能力):如同大海一样,海盗的力量来自他本身。她使用魅力调整值而不是感知调整值来决定其每日初始勇毅点数。除此之外,这一能力如同铳士的勇毅能力般运作。(译注:上限还是用感知决定,而且是paizo故意的)

对酒当歌(Liquid Courage,特异能力):在2级时,海盗可以通过烈酒来强化自己的勇毅能力。海盗可以通过一个引发借机攻击的标准动作饮酒,每次如是饮酒都会提供1点醉意点数(grog point)。醉意点数代替勇毅点数来发动勇毅动作或勇毅专长的能力(包括那些需求拥有至少1点勇毅点数的能力)。海盗每日最多可以获得相当于其体质调整值(至少为1)的醉意点数,醉意点数会持续存在1小时或被使用后消失,以先发生者为准。海盗还会获得相当于当前醉意点数总值的加值在对抗恐惧效果的豁免和对抗借机攻击的AC上。这一能力取代灵活。

奖励专长:除了战斗专长和勇毅专长,海盗还可以从以下专长中选择她的奖励专长:驾驶专家(Expert Driver,仅水上载具;极限战斗100),攻城大师(Master Siege Engineer,极限战斗109), 攻城技师(Siege Engineer,极限战斗118), 攻城炮手(Siege Gunner,极限战斗118), 驾驶能手(Skilled Driver,仅水上载具;极限战斗119).

奇特宠物(Exotic Pet,特异能力):在5级时,海盗获得一只魔宠,以海盗等级的一半作为其法师等级来计算(但该奇异宠物不会获得传递接触法术或法术共享能力)。这一魔宠一般来说是一只猴子或鹦鹉(采用渡鸦魔宠的数据)。这类动物是优秀的斥候,即便是在战斗中。只要该宠物处于海盗30尺内,海盗便也能获得反射闪避能力的好处。这一能力取代枪械训练1。

枪剑击鸣(Sword and Pistol):在9级时,海盗获得枪剑击鸣(极限战斗117)作为奖励专长,即使她并未满足先决条件。这一能力取代枪械训练2。

枪械训练(Gun Training,特异能力):海盗仅在13级时获得对单一种类火器的该能力。

海盗的反击(Raider's Riposte,特异能力):在17级时,一旦一名敌人在对海盗的借机攻击中失手,他便会引发海盗的借机攻击。这一能力取代枪械训练4。

引用
野孩子(德鲁伊变体)
原文
劇透 -   :
Feral Child (Druid)
Some youths, abandoned in the wilderness and then raised by animals, are so connected with their adoptive home and family that they become feral. Suspicious of civilized society, these foundlings often choose allegiance to the wild over their human forebears. A feral child has the following class features.

Weapon and Armor Proficiency: A feral child loses proficiency with the scimitar, scythe, and sickle and with shields.

Class Skills: A feral child adds Acrobatics to her list of class skills and removes Fly and Profession from her list of class skills.

Illiteracy: At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.

Improved Unarmed Strike: At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.

Beast Family (Ex): At 1st level, a feral child may choose one specific type of animal as the type that raised her. She
gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is nonmagical.

Nature Bond (Ex): At 1st level, a feral child must select an animal companion as her nature bond.


Favored Terrain (Ex): At 3rd level, a feral child gains the favored terrain ability as a ranger of her class level.A feral child may not choose urban as a favored terrain.This ability replaces trackless step and a thousand faces.

Native Cunning (Ex): At 3rd level, a feral child gains trap sense as a barbarian of equal level, and in her favored terrain, she immediately receives a Perception check to notice traps within 10 feet, as the trap spotter rogue talent.In addition, at 3rd level and every three levels thereafter,she may choose one combat maneuver, and gains a bonus equal to her trap sense bonus to her CMD against that maneuver. This ability replaces wild shape.

Native Fortitude (Ex): At 4th level, a feral child gains a +1 bonus on saving throws against disease, exhaustion,fatigue, fear, and poison. When she is in her favored terrain, she instead applies her favored terrain bonus on such saving throws. She also recovers from ability damage, exhaustion, and fatigue at twice the normal rate.This ability replaces resist nature’s lure.

Native Call (Su): At 9th level, when in her favored terrain,for any summon nature’s ally spells a feral child uses to summon animals that are native to that terrain, she treats the duration of the spell as if she were 2 levels higher.
At 17th level, when the feral child uses summon nature’s ally spells to summon such animals, those animals gain a +2 bonus to both their Strength and Constitution ability scores. This stacks with the effects of the Augmented Summoning feat.This ability
replaces venom immunity and timeless body.

有的人在儿时被遗弃在荒野并被野兽抚养,与收养她们的异族家庭的紧密联系使其变得野蛮。由于对文明社会的猜疑,这些弃婴往往选择忠于荒野更胜于人类祖先。野孩子拥有以下职业能力。

武器和防具擅长:野孩子不擅长弯刀,巨镰,镰刀以及盾牌。

本职技能:野孩子将特技动作加入其本职技能列表,同时从列表中移除飞行以及专业。

文盲(Illiteracy):1级起,野孩子无法读写,尽管她可以通过在语言学投入1点技能点习得。她无法自动获得德鲁伊语,同时也不会把木族语加入额外语言。

精通徒手击打(Improved Unarmed Strike):1级起,野孩子获得精通徒手击打作为额外专长。

野兽家族(Beast Family) (Ex):1级起,野孩子需要指定一类特定的动物作为养育她的生物。针对这类动物野孩子在驯养动物检定以及使用理解动物(Wild Empathy)职业能力时获得+2环境加值,同时她可以与它们交谈如同不间断地以类法术能力使用动物交谈,但是这是一个非魔法(nonmagical)能力。

自然纽带(Nature Bond) (Ex):1级起,野孩子必须选择动物伙伴作为自然纽带。

偏好地形(Favored Terrain )(Ex):3级起,野孩子获得偏好地形能力如同她职业是游侠一样。野孩子无法选择都市作为偏好地形。该能力取代无踪步以及千面万相。

原生狡诈(Native Cunning) (Ex):3级起,野孩子如同同等级别的野蛮人一般获得陷阱感知能力,同时在她的偏好地形,她可以在进入陷阱10尺范围内就可立刻进行察觉检定试图发现该陷阱,就如同陷阱嗅觉盗贼天赋。此外在3级以及之后每3级,她可以选择一个战技,并将等同于她陷阱感知的加值加到对抗该战技的CMD检定上。该能力取代自然变身。

原生坚毅(Native Fortitude) (Ex):4级起,野孩子在进行对抗疾病,力竭,疲乏,恐惧与毒素的豁免检定上获得+1加值。当她在偏好地形时,他在这些状态的豁免检定上获得偏好地形加值替代+1。她在恢复属性伤害以及从力竭或疲乏中恢复的速度是正常的两倍。该能力取代抗自然诱惑。

原生呼唤(Native Call) (Su):9级起,野孩子在偏好地形使用的任何召唤自然盟友法术召唤出的动物均属于该地型的原生动物,此外在计算法术持续时间时视为比正常高2级。17级起,当野孩子使用召唤自然盟友法术召唤那些动物时,它们的力量和体质获得+2加值。这些加值与增强召唤专长的属性加值叠加。该能力取代毒免疫以及不老身躯。

引用
帝王血统(术士新血统)
原文
劇透 -   :
Imperious Bloodline (Sorcerer)
A scion of forgotten kings, with a lineage rich with the dust of ancient empires spanning every golden age of humanity’s history, an imperious embodies the apex of human potential, as well as human temerity and uninhibited hubris.

Class Skill: Perform (oratory).

Bonus Spells: moment of greatness (3rd; Ultimate Combat 237), eagle’s splendor (5th), heroism (7th), threefold aspect (9th;Advanced Player’s Guide 249), greater command (11th), pure strain (13th), greater age resistance (15th; Ultimate Magic 205),prediction of failure (17th; Ultimate Magic 232), overwhelming presence (19th; Ultimate Magic 230).

Bonus Feats: Diehard, Endurance, Heroic Defiance (Advanced Player’s Guide 162), Heroic Recovery (Advanced Player’s Guide 162), Improved Initiative, Lingering Spell (Advanced Player’s Guide 164), Magical Aptitude, Persuasive.

Bloodline Arcana: Whenever you cast a harmful spell,you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.

Bloodline Powers: You draw upon ancestors both legendary and forgotten.

Student of Humanity (Ex): At 1st level, you gain Diplomacy,Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item,including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets,as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day,plus one time per three levels after 3rd.

Take Your Best Shot (Su): At 9th level, if you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can make an Intimidate check to demoralize the creature that produced the effect, but only if the creature that used the harmful effect is within 30 feet and can clearly see and hear you.
At 13th level, you can use this ability after succeeding at a saving throw to reduce the effects of an attack (if no saveis allowed, you cannot use this ability).

Heroic Legends (Su): At 15th level, you may inspire greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell’s level; this duration is doubled for human recipients.

Immortal Legend (Ex): At 20th level, you cease aging; no longer need to eat, drink, or sleep; and gain immunity to death effects and energy drain.
被遗忘的王者之子,有着被掩埋在下人类历史尘埃中横跨黄金时代的古代帝国的血统财富,骄傲地象征着人类潜能的顶点,以及人类的鲁莽狂妄。

额外本职技能:表演(演讲)。

奖励法术:光荣时刻(3级;UC237页),鹰之威仪(5级),英雄气概(7级),三相*(9级,APG249页),高等命令术(11级),嫌恶术(13级),高等岁月抵抗(15级,UM205页),天降祥瑞(17级,UM232页),王霸之气(19级,UM230页)。

奖励专长:顽强,坚忍,英勇气魄(APG162页),英勇自愈(APG162页),精通先攻,法术旋绕(APG164页),魔法天赋,谈判专家。

血统奥秘:每当你释放一个有害法术,你在对受到该法术负面影响的生物的威吓检定获得等同于法术等级的加值直到你的下一轮结束之前。负面影响通常意味着伤害,但是也可以意味着使人虚弱的效果或状态。(debilitating effects or conditions)

血统力量:你的力量源自祖先,无论他们是传奇的英雄,亦或是不为人知的豪杰。

人性的学徒(Student of Humanity)(Ex):1级起,你将交涉,知识(历史),知识(地方),知识(贵族)和语言学作为职业技能。此外当你使用这些技能记忆、学习或收集关于人类的信息时,你在这些检定上获得等同于魅力调整值的洞察加值。

英勇共鸣(Heroic Echo)(Su):3级起,当你从任何(包括你对自己释放的)法术、类法术能力或魔法物品中获得士气加值时,该加值额外+1。9级起,此能力也适用于表现加值。如果你获得一个影响区域或者多个目标的士气效果时(9级起也可以为表现效果(competence effect)),可以以一个直觉动作将你获得的额外加值赋予所有受术者。该增强对其他人持续的轮数等同于你的魅力调整值。你可以每天使用该能力一次,三级之后每三级可以多使用一次。

做到最好(Take Your Best Shot)(Su):9级起,如果你是一个有害法术、类法术能力或者超自然能力的目标而没有受到任何损害的话,无论是由于成功的豁免检定,法术抗力、对方没有命中还是其他原因,只要使用有害效果的人距离你30尺之内并且可以看到和听到你,你均可以以一个直觉动作进行一次威吓检定以挫败士气。13级起,13级起,当你成功通过豁免减少一次类似攻击的效果时,你也可以使用该能力。(不允许豁免则无法使用此能力。)

英勇传奇(Heroic Legends)(Su):15级起,你可以以一个迅捷或移动动作通过牺牲法术位将术士级别作为吟游诗人级别来使用提振战力与激发豪情。该效果持续轮数等同于牺牲的法术级别。该效果对人类持续时间加倍。

不朽传奇(Immortal Legend)(Ex):20级起,你停止衰老;不再需要吃、喝或者睡眠;并且对死亡效果(death effects)和能量吸取(energy drain)免疫。

*译者注:奖励法术中的三相说明
劇透 -   :

Threefold Aspect
School transmutation; Level druid 5, witch 4
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
Range personal
Target you
Duration 24 hours (D)
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.
You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a –2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)—the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.
True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self. Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.
Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.

三相【完全渣翻……翻这个的时候我已经不知道自己的大脑是否在运作了】
学派:变化系
等级:德鲁伊5,女巫4
施法时间:标准动作
成分:动作,器材(价值5gp的银质新月)
范围:个人
目标:自己
持续时间:24小时(可解消)
三相允许你改变你的外在变为三个理想化的年龄阶段之一:青年,中年以及老年,无论选择哪种,你的外貌变为你所选择年龄而不是使你成为一个新的个体。
你可以以一个标准动作在这三个年龄段中切换或者变回自己原本的样貌。在青年阶段,你的敏捷与体质获得+2增强加值,感知获得-2减值。在中年阶段,你的感知与智力获得+2增强加值,敏捷获得-2减值。在老年阶段,你的感知与智力获得+4增强加值,力量与敏捷获得-2减值。这些增强加值可以与实际年龄带来的加值或减值叠加——这些加值仅仅代表在三个年龄段的理想化形态,而非单纯的复制某个特定年龄段的属性。
真知术可以揭露你的真面目并且发现外在的样貌同样也是真实的你。平时经常与你接触的人可以以一个成功的察觉检定(DC20)发现你的外在样貌与你真实的样貌很相似。(比如家人)
三相不会改变你的服装与装备,也不能治愈任何与年龄无关的缺陷(deformity)或伤害(injury)。

引用
云游僧(武僧变体)
原文
劇透 -   :
Wanderer (Monk)
Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need. A wanderer has the following class features.

Class Skills: The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.

Far Traveler (Ex): At 1st level, the wanderer gains either one additional language known or prof iciency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon prof iciency from this ability to a different exotic or martial weapon.This ability replaces the bonus feat gained at 1st level.

Long Walk (Ex): At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue. This ability replaces still mind.

Light Step (Su): At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired.By spending 1 point from his ki pool, he can use ant haul (Advanced Player’s Guide 202), feather step (Advanced Player’s Guide 221), longstrider, pass without trace, or tireless pursuit (Advanced Player’s Guide 249) as a spell-like ability (with a caster level equal to his monk level). This ability replaces slow fall.

Inscrutable (Su): At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level. This ability replaces high jump.

Wanderer’s Wisdom (Ex): At 7th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer can inspire courage or inspire competence as a bard of his monk level by spending 2 points from his ki pool. This affects one creature within 30 feet and lasts a number of rounds equal to the wanderer’s Wisdom modifier (minimum 1 round). This ability is language-dependent. This ability replaces wholeness of body.

Disappear Unnoticed (Ex): At 12th level, the wanderer may use Stealth to hide even while being directly observed or when no cover or concealment is available, as long as he is adjacent to at least one creature of his size or larger, by spending 1 point from his ki pool. This effect lasts until the beginning of the wanderer’s next turn and may be continued in consecutive rounds by spending 1 ki point each round. This ability replaces abundant step.

Free Step (Su): At 13th level, the wanderer gains continuous freedom of movement as a continuous spell-like ability. This ability replaces diamond soul.
有的武僧云游大千世界并从她们遇到的人那里汲取知识并分享她的智慧与哲♂学,旅途中他们经常助人为乐。云游僧拥有以下职业能力。

本职技能:云游僧将交涉,知识(地理),知识(地方),语言学和生存加入本职技能。

远行者(Far Traveler)(Ex):1级起,云游僧选择获得一个额外语言或者擅长一种军用或异种武器。4级起以及之后的每4级,云游僧可以再获得一个额外语言或擅长一种不同的异种或军用武器。该能力取代1级的奖励专长。

长足(Long Walk)(Ex):3级起,云游僧获得坚忍专长作为奖励专长,并且在强行军的体质检定时获得双倍的加值。此外,在对抗造成的疲乏或力竭状态的法术和其他效果的豁免检定获得+2加值。该能力取代心如止水。

轻行(Light Step) (Su):5级起,云游僧不会留下痕迹也无法被追踪,如果需要的话他可以留下痕迹。他可以从气池中花费1点气如同类法术能力一般(以他的武僧级别作为施法者级别)使用重负术(APG 202页),羽行术*(Feather Step  APG221页),行迹无踪或者追人不倦*(tireless pursuit APG249页)。该能力取代轻身落。

神妙莫测(Inscrutable) (Su):5级起,云游僧获得了超自然的神秘气息。使用交涉检定搜集或知识检定获得云游僧信息或者用察言观色洞察云游僧的本意时DC增加5。此外,云游僧可以花费1点气获得持续24小时回避侦测的效果(以他的武僧级别作为施法者级别)。该能力取代轻功。

云游之智(Wanderer’s Wisdom)(Ex):7级起,云游僧可以以哲学箴言和譬喻的形式分享他的建议。云游僧若从气池中花费2点气并以一个迅捷动作,则可以如同等同于他武僧级别的吟游诗人一般使用激发勇气和提振技能。该能力影响30尺内的一个生物并持续等同于云游僧感知调整值轮数(最低1轮)。该能力依靠语言发挥作用。该能力取代混元体。

无踪无形(Disappear Unnoticed)(Ex):12级起,云游僧若从气池中花费1点气并且与一个大于等于他体型的生物相邻,则可以在没有遮蔽或掩护,甚至在被直接观察的情况下使用潜行技能躲藏。这个效果持续到云游僧下一轮开始,他也可以每轮花费一点气保持隐藏。该能力取代遁术。

神行(Free Step)(Su):13级起,云游僧获得连续的行动自如效果如同获得持续性的类法术能力一般。该能力取代金刚魂。

*译注:羽行术以及追人不倦说明
劇透 -   :
Feather Step
School transmutation; Level bard 1, druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
羽行术
学派:变化系
等级:吟游诗人1,德鲁伊1,游侠1
施放时间:标准动作
成分:语言,姿势
范围:近距
目标:一个生物
持续时间:10分钟/等级
豁免:强韧,通过则无效(无害)
法术抗力:可
在这个法术的持续时间,受术者可以忽视困难地形的影响,甚至可以在困难地形进行五尺快步。

Tireless Pursuit
School transmutation; Level inquisitor 1, ranger 1
Casting Time 1 standard action
Components V, S, M (a hard biscuit)
Range personal
Target you
Duration 1 hour/level (D)
You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching (see Pathfinder RPG Core Rulebook 171). In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued.
追人不倦
派系:变化
等级:审判者1,巡林客1
施放时间:标准动作
成分:语言,姿势,材料(一片硬饼干)
范围:个人
目标:你自己
持续:1小时/等级(可解消)
你强化你的身体进行长途旅行的能力。你在急行和强行军中所受到的伤害降低一半。
此外,在法术持续时间中,你可以忽略旅行带来的任何疲劳。
法术结束后,如果你仍有急行和强行军带来的非致命性伤害,你将会变得疲乏。如果已经疲乏,将会力竭。


新种族规则
以下内容均适用于人类。若经过DM的允许,可以开放部分内容给其他合适的种族。

人类装备
人类可以使用以下装备。

原文
劇透 -   :
Human Equipment
Humans have access to the following equipment.

Training Harness: This specialized gear must be tailored to a specific type of animal, using Table 6–8 on page 153 of the Core Rulebook. A training harness provides a +2 bonus on Handle Animal checks made with an animal wearing it.

Whip, Training: This short lash has a reach of only 10 feet, but is otherwise identical to a normal whip (Core Rulebook 149). The wielder gains a +2 circumstance bonus on Handle Animal checks to push a trained animal and on Intimidate checks made to demoralize any animal as long as the animal is within the whip’s reach. When using the whip to demoralize a trained animal, the wielder may choose to fascinate the animal rather than causing it to become shaken for the same duration as the shaken condition, but the fascinate effect ends if line of sight between the wielder and the animal is broken.

表:人类装备
  名称           价格       重量
训练挽具      10gp       10磅
训诫鞭          5gp         2磅

训练挽具(Training Harness):该专用装备必须针对特定的动物体型,使用核心规则手册153页表格6-8。你对装备训练挽具的动物进行驯养动物检定时获得+2加值。

训诫鞭(Whip, Training):这个短鞭只有10尺长,但是在其他方面它与普通的鞭子没有区别(核心 149页)。使用者在对任何在鞭子触及范围内动物进行逼迫动物的驯养动物检定与挫败动物士气的威吓检定上获得+2环境加值。当使用者用鞭子对已受训的动物进行挫败士气时,可以选择使其迷魂(fascinate)而非战栗(shaken),但是如果你和动物间没有视觉线连接,迷魂效果就会破除。

核心153页6-8表格(不同体型护甲的价格及重量、非人型部分)
劇透 -   :
非人型生物体型    价格     重量
  超小、微型          x1      x1/10
       小型              x2       x1/2
       中型              x2        x1
       大型              x4        x2
       超大              x8        x5
       巨型             x16       x8
     超巨型            x32      x12

人类专长
人类可以获得以下专长

原文
劇透 -   :
Human Feats
Humans have access to the following feats.

Bestow Luck
You are extremely lucky and sometimes your allies are as well.
Prerequisites: Defiant Luck, Inexplicable Luck, human.
Benefit: You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and hear its benefit as an immediate action.

Critical Versatility (Combat)
An open mind and combat training grant versatility to your critical hits.
Prerequisites: Fighter level 11th, human.
Benefit: Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.

Dauntless Destiny
Your ability to avert disaster is impressive.
Prerequisites: Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you.This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll.You may only make one reroll.

Defiant Luck
You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Prerequisite: Human.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you,you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Special: If you are using the optional hero point system(Advanced Player’s Guide 322–324), you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.

Fast Learner
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class,you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Fearless Curiosity
Your desire to see and experience the world overrides healthy caution.
Prerequisites: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect,you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened,frightened to shaken, and shaken to unaffected.

Heroic Will
Your indomitable will breaks free from mental shackles.
Prerequisites: Iron Will, base Will save +4, human.
Benefit: Once per day as a standard action, you may attempt a new saving throw against a harmful condition
requiring a Will save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a success, your turn ends.You cannot use this feat to remove instantaneous effects,effects that do not require a Will save, or effects that do not allow a saving throw.

Huntmaster
You are an expert trainer of horses, hounds, falcons, or hunting cats.
Prerequisites: Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human.
Benefit: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses.You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal.Furthermore,you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.

Improved Improvisation
You are masterful in your improvisation.
Prerequisites: Int 13, Fast Learner, Improvisation, human.
Benefit: Your nonproficiency penalty with weapons,armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

Improvisation
You can figure out how to do almost anything.
Prerequisites: Int 13, Fast Learner, human.
Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.

Inexplicable Luck
Others are often dumfounded by your luck.
Prerequisites: Defiant Luck, human.
Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do,this bonus is reduced to +4.

Intimidating Confidence
You have boundless faith in your success.
Prerequisites: Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a ×3 critical modifier, or +4 if it has a ×4 critical modifier.

Martial Mastery (Combat)
You broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Martial Versatility, fighter level 16th, human.
Benefit: Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group (Ultimate Combat 45).

Martial Versatility (Combat)
You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Fighter level 4th, human.
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special: You may take this feat more than once. Each time it applies to a different feat.

Surge of Success
Your success drives your further actions.
Prerequisite: Human.
Benefit: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.

人类专长简表
专长名称先决条件好处
灵活重击(Critical Versatility)*战士11级,人类可以获得重击专长且每天可以更换一次
挑战机运(Defiant Luck)人类豁免骰出1或者被确认重击时可重骰
    莫名好运(Inexplicable Luck)挑战机运,人类在一次掷骰前获得+8加值或者掷骰后获得+4加值
        幸运赠礼(Bestow Luck)挑战机运,莫名好运,人类增加挑战机运每日次数1次,可以对盟友使用幸运增礼
速学者(Fast Learner)智力13,人类天赋职业提升时获得+1HP和+1技能点,或替换奖励
    灵机一动(Improvisation)智力13,速学者,人类未投入技能点技能获得+2加值,可以在未受训情况下,使用那些需要受训才能使用的技能
        灵机又动(Improved Improvisation)智力13,速学者,灵机一动,人类未投入技能点技能获得+4加值,使用不擅长武器罚值减半
求知者皆无惧(Fearless Curiosity)魅力13,人类被恐惧时可以进行豁免降低其效果
    无惧者皆自信(Intimidating Confidence)魅力13,求知者皆无惧,威吓5级,人类确认重击时可以威吓敌人
    无惧者皆天佑(Dauntless Destiny)魅力13,求知者皆无惧,威吓10级,人类攻击或豁免骰出1时可以重骰,重骰成功则可以威吓敌人
英雄意志(Heroic Will)钢铁意志,基础意志豁免+4,人类被需要意志豁免的效果影响时可以重骰意志豁免
领猎人(Huntmaster)驯养动物1级,动物伙伴、神契(坐骑)或坐骑职业特性,人类动物伙伴、神契(坐骑)或坐骑职业能力视为比正常高一级
武器变通(Martial Versatility)*战士4级,人类将一个针对特定武器的专长扩展到同一武器组
    武器精通(Martial Mastery)*武器变通,战士16级,人类将全部针对特定武器的专长扩展到同一武器组
胜利涌动(Surge of Success)人类重击确认或豁免骰出20后的一次鉴定获得一次性+2加值
*标注专长为战斗专长

专长详述
幸运赠礼(Bestow Luck)
你非常幸运,有时候你的盟友也受到你好运的影响。
先决条件:挑战机运, 莫名好运, 人类
好处:你每天可以额外使用一次挑战机运。另外你可以以一个直觉动作使一个你能看到并听到的盟友获得莫名好运的好处。

灵活重击(战斗专长)(Critical Versatility)
灵活的思维和战斗训练使你的重击变得灵活多变。
先决条件:战士11级,人类
好处:每天一次,你可以花费1个小时演练战斗技巧以获得一个重击专长,你必须满足专长的前置条件才可以选择。你获得所选择重击专长的好处,直到你选择另外一个重击专长替代它。

无惧者皆天佑(Dauntless Destiny)
你躲避灾难的能力让人印象深刻。
先决条件:魅力13,求知者皆无惧,威吓10级,人类
好处:你在对抗带有情绪描述(emotion descriptor  详细见后)能力的豁免检定上获得+1加值。这个加值与求知者皆无惧以及无惧者皆自信的奖励叠加。此外每天一次,当你攻击检定或者豁免自然骰出1时重骰。如果你重骰的结果使你的攻击命中或者豁免成功的话,你可以以一个自由动作对你攻击的目标或者使你进行豁免的生物进行一次威吓检定以挫败敌人士气,前提需要目标生物能够看到并听到你。

挑战机运(Defiant Luck)
先决条件:人类。
好处:每天一次,当你在一次豁免检定中自然骰出1或被确认重击时,你可以重骰该次豁免检定或迫使对你确认重击的生物重新进行重击确认检定。此专长的效果无法与其他允许你重骰豁免或攻击检定的能力同时使用。你仅可以进行一次重骰。
特殊:如果你使用英雄点系统(APG 322-324页),你也可以在被敌人确认重击时消费1点英雄点使他重新进行重击确认检定。

速学者(Fast Learner)
你可以获得额外的天赋职业奖励。
先决条件:智力13,人类。
好处:当你的天赋职业获得新的级别时,你同时获得+1生命和+1技能点而不是二者选一,或是用一个种族天赋职业奖励来替换上述奖励。

求知者皆无惧(Fearless Curiosity)
你对探寻世界的渴望超越了你的本能对危机的畏惧。
先决条件:魅力13,人类。
好处:你在对抗带有情绪描述(emotion descriptor  详细见后)能力的豁免检定上获得+1加值。此外当你受到恐惧状态影响,每个回合开始时都可以做一次新的豁免降低恐惧的效果。恐慌降至惊惧,惊惧降至战栗,战栗恢复为不受影响。

英雄意志(Heroic Will)
你不屈的意志甚至可以冲破钢铁镣铐的禁锢。
先决条件:钢铁意志,基础意志豁免+4,人类。
好处:每天一次,你可以以一个标准动作对一个正在影响你的、需要意志豁免的有害效果尝试进行一次新的豁免。如果你被支配(dominated)、操纵(controlled)或者无法行动(cannot take an action)而影响你无法尝试重新豁免,你可以无需动作在该轮开始时进行豁免,成功则你的回合结束。你无法以此专长移除立即的效果、不需要进行意志豁免或无法豁免的效果。

领猎人(Huntmaster)
你是训练马匹,猎犬,猎鹰或者猎猫的专家。
先决条件:驯养动物1级,动物伙伴、神契(坐骑)或坐骑职业特性,人类。
好处:如果你有动物伙伴职业特性,选择下列一种动物伙伴获得该专长效果:鸟,犬,小猫或马匹。如果你有神契(坐骑)或者坐骑职业特性,则此专长影响马匹。你针对所选择类型的动物在驯养动物和知识(自然)检定上获得+2加值。此外只要动物伙伴或坐骑为你所选择的动物类型,则在决定它们的能力时视为比正常高1级。

灵机又动(Improved Improvisation)
你已经习惯突然想出好点子了。
先决条件:智力13,速学者,灵机一动,人类。
好处:你使用不擅长的武器、盔甲以及盾牌时罚值减半。此外你在任何没有投入技能点的技能检定中获得的加值提升至+4。

灵机一动(Improvisation)
几乎任何事情你都能搞清楚怎么做。
先决条件:智力13,速学者,人类。
好处:你在任何没有投入技能点的技能检定中均获得+2加值。此外,你可以在未经受训的情况下使用那些需要受训才能使用的技能。

莫名好运(Inexplicable Luck)
你的好运经常让人瞠目结舌
先决条件:挑战机运,人类
好处:每天一次,你可以以一个自由动作在d20检定掷骰之前获得+8加值。同样你也可以在掷骰之后使用此能力,不过只能获得+4加值。

无惧者皆自信(Intimidating Confidence)
你对成功有无限的信心。
先决条件:魅力13,求知者皆无惧,威吓5级,人类。
好处:你在对抗带有情绪描述(emotion descriptor  详细见后)能力的豁免检定上获得+1加值。这个加值与求知者皆无惧的奖励叠加。当你确认重击时,可以以一个自由动作对你威胁的目标进行一次威吓检定以挫败士气。如果你有炫目技巧专长,你可以做威吓检定对所有生物挫败士气。此次检定你获得+2加值,如果你的武器的重击倍数为x3则为+3加值,重击倍数x4则为+4加值。
【译注:此专长并没有说明可以挫败士气的范围。炫目技巧为核心专长,限定范围为30尺内的生物。】

武器精通(战斗专长)(Martial Mastery)
你将你全部的武器技巧拓展到其他相似的武器上。
先决条件:武器变通,战士16级,人类。
好处:你可以将你已知的所有适用于特定武器的战斗专长(如武器专攻)应用到与其相同武器组(UC 45页)的所有有武器上。

武器变通(战斗专长)(Martial Versatility)
你将你的武器技巧拓展到其他相似的武器上。
先决条件:战士4级,人类。
好处:选择一个你已知的适用于特定武器的战斗专长(如武器专攻)。在与其相同的武器组中的武器均可应用该专长。
特殊:你可以多次选择这个专长。每次必须选择不同的战斗专长。

胜利涌动(Surge of Success)
你的成功促进你下一步的行动。
先决条件:人类
好处:若你在重击确认或者豁免检定中骰出自然20,在你的下一轮结束前的一次攻击检定、豁免检定、技能检定或者属性检定中获得+2环境加值。你必须在进行攻击检定、豁免检定、技能鉴定或者属性检定之前选择是否使用这些加值。

【译注:emotion为UM新增法术关键词,UM认为一些法术(详见链接)均属于emotion描述。但你随便点开一个就会发现无论是法术关键词还是法术子系都和emotion不沾边…………】
官网链接:http://paizo.com/pathfinderRPG/prd/ultimateMagic/ultimateMagicAppendices.html


人类奇物
人类有权使用以下魔法物品

原文
劇透 -   :
BELT OF FORAGING
Aura faint divination; CL 3rd
Slot belt; Price 6,000 gp; Weight 1 lb.
DESCRIPTION
This belt allows its wearer to easily forage while in the wilderness. As long as the wearer of this belt has at least 1 rank in Survival, he need not make a check to get along in the wild;he always succeeds at that Survival check as long as he moves at half his overland speed. He can still choose to make that check to provide food and water for one other creature for every 2 points by which his result exceeds DC 10. Furthermore, he can instead make a DC 20 Survival check to get along in the wild while moving at full speed instead of half speed. While doing so, he can provide food and water for one other creature for every 2 points by which his check result exceeds 20.
CONSTRUCTION
Requirements Craft Wondrous Item, detect animals and plants,creator must have at least 1 rank in Survival; Cost 3,000 gp

CROWN OF CONQUEST
Aura moderate enchantment; CL 7th
Slot head; Price 24,600 gp; Weight 3 lbs.
DESCRIPTION
This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).
If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.
CONSTRUCTION
Requirements Craft Wondrous Item, bless, eagle’s splendor,prayer; Cost 12,300 gp

CROWN OF SWORDS
Aura faint evocation; CL 3rd
Slot head; Price 6,000 gp; Weight 3 lbs.
DESCRIPTION
This radiant crown of steel is bedecked with miniature mithral swords. A crown of swords can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longswordshaped spiritual weapon that then attacks her attacker.On the wearer’s next turn, she may spend one additional use each round to continue attacking that target with the spiritual weapon; the spiritual weapon cannot be redirected and disappears if the target is killed or moves out of range. Multiple spiritual weapons may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.
CONSTRUCTION
Requirements Craft Wondrous Item, spiritual weapon; Cost 3,000 gp

ROD OF STEADFAST RESOLVE
Aura moderate abjuration; CL 9th
Slot none; Price 38,305 gp; Weight 5 lbs.
DESCRIPTION
This rod functions as a +2 light mace. It takes the form of a light mace with a head in the shape of a clenched fist. While a creature wields this rod, it grants all its allies within a 20-footradius burst a +2 morale bonus on saving throws against fear and emotion effects, or a +4 morale bonus on such saves if the ally has the human subtype.
Also, once per day as an immediate action, the wielder can activate the rod to allow himself or a single ally within the rod’s aura to reroll a failed saving throw against a spell or effect with the fear or emotion descriptor. The affected creature must take the result of the reroll, even if it is worse.
CONSTRUCTION
Requirements Craft Rod, bless, calm emotion, the creator must have the human subtype; Cost 19,305 gp

觅食腰带(BELT OF FORAGING)
灵光:微弱预言系;施法者等级:3级
位置:腰部;价格:6000gp;重量:1磅
这个腰带使佩戴者可以轻松在荒野寻找到食物。只要佩戴者至少在生存技能上投入了1点技能点,他便无需在野外生活时进行生存检定;只要以半速移动,佩戴者的生存检定自动成功。他依旧可以选择进行生存检定,检定结果比DC10每高出2点则可以另一个人提供食物和水。此外,他只要通过DC20的生存检定就可以全速移动并能够正常地在野外生活。这样做时就需要通过DC20的生存检定才能在检定结果每高出2点时给另一个人提供食物和水。
制造条件:制造奇物,侦测动植物,制作者必须有一点生存技能级别。
制造成本:3000gp

征服皇冠(CROWN OF CONQUEST)
灵光:中等附魔系;施法者等级:7级
位置:头部;价格:24600gp;重量:3磅
这个由黄金和钢铁制作的皇冠撒发着险恶的力量。穿戴着在威吓检定上获得+4表现加值,并且当他确认重击时,皇冠会以佩带者为中心产生一个祈祷术效果(施法者等级5)。
如果皇冠的佩戴者拥有领导力专长,领导力值则获得+1加值,并且任何与佩戴者有视觉线连接的追随者和军队都会在攻击检定以及对抗恐惧的豁免检定上获得+1加值。
制造条件:制造奇物,祝福术,鹰之威仪,祈祷术
制造成本:12300gp

剑之皇冠(CROWN OF SWORDS)
灵光:微弱塑能系;施法者等级:3级
位置:头部;价格:6000gp;重量:3磅
这个闪耀的金属皇冠用微型的秘银长剑装饰着。剑之皇冠每天可以使用10次。每当在战斗中被击中时,佩戴者可以以一个直觉动作并消费一次使用次数创造出长剑形状的灵能武器,然后攻击攻击她的人。在佩戴者的下一个回合,她可以每轮花费1次使用次数使灵能武器持续攻击敌人;灵能武器无法被重新定向,且在目标被杀死或移出范围后将消失。只要佩戴者在随后的几轮被击中,灵能武器可以制造出数个(甚至是攻击同一个目标)。
制造条件:制造奇物,灵能武器
制造成本:3000gp

坚定权杖(ROD OF STEADFAST RESOLVE)
灵光:中等防护系;施法者等级:9级
部位:--;价值:38305gp;重量:5磅
这个权杖可以视为+2轻型硬头锤。它的形状就如同顶端是一个握紧拳头形状的轻型硬头锤。每当使用者持握这个权杖,它使20尺爆发范围内的所有盟友在对抗恐惧以及情绪(emotion)效果的豁免检定获得+2士气加值,或者使类人生物(人类)盟友的相关检定获得+4士气加值。
同时,每天一次以一个直觉动作,使用者可以激活权杖使他自己或一个在光环影响下的盟友重骰在对抗法术或其他效果造成的恐惧或情绪效果的失败的豁免检定。受此效果影响的生物必须接受重骰的结果,即使结果更糟。
制造条件:制造权杖,祝福术,安定心神,制造者的种族必须为类人生物(人类)
制造价格:19305gp

人类法术
人类有权使用以下法术

原文
劇透 -   :
BESTOW INSIGHT
School enchantment (compulsion); Level bard 2, cleric 3,
inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Component V, S
Range touch
Target one creature touched
Duration 1 minute/level
When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight bonus on skill checks with this skill and is considered trained in that skill. The sight bonus increases by 1 for every four levels of the caster (maximum +6). Furthermore, once fore the spell’s duration,the target can choose to roll two checks and take the greater result. Doing  ends the spell’s other effects.

BLACK MARK
School necromancy [curse, fear]; Level druid 7, witch 7
Casting Time 1 standard action
Components V, S, M (a flask of seawater)
Range touch
Target one creature
Duration permanent
Saving Throw Will negates;
Spell Resistance yes
You mark the target with a black marking on its skin;the mark’s exact appearance determined by you, but can be no larger than your hand. The black mark functions as a mark of justice, and when the mark is activated, the target becomes shaken anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature’s exile (Advanced Player’s Guide 233), but all creatures with the aquatic or water subtype or with a swim speed are made hostile, even those not of the animal type, though nonaquatic animals are not.

OLD SALT’S CURSE
School necromancy [curse]; Level druid 5, witch 5
Casting Time 1 standard action
Components V, S, M (a flask of seawater)
Range touch
Target one creature
Duration permanent
Saving Throw Will negates
Spell Resistance yes
You inflict a curse of the roiling sea upon the target, making it permanently sickened. Anytime he target is on or in the water more than a mile from shore, it also becomes staggered with easickness. This curse cannot be dispelled, though remove curse or break enchantment can negate it.
赋予洞察力(BESTOW INSIGHT)
派系:附魔(胁迫)
等级:吟游诗人2,牧师3,审判者2,术士/法师2,女巫2
施放时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的生物
持续:1分钟/等级
豁免:意志无效(无害)
法术抗力:有(无害)
每当施法时,你需要选择一个你至少有一级的技能。目标在该技能检定上获得+2洞察加值,并且视为该技能已经受训。每4个施法者等级可以使该洞察加值提高1点(最高+6)。此外在法术持续时间,目标可以选择进行两次技能检定并取高。一旦这样做,法术的效果结束。

黑色印记(BLACK MARK)
派系:死灵系[诅咒,恐惧]
等级:德鲁伊7,女巫7
施放时间:标准动作
成分:语言,姿势,材料(一瓶海水)
范围:接触
目标:一个生物
持续时间:永久
豁免:意志,通过则无效
法术抗力:可
你用黑色的印记标记在目标的皮肤上;你可以精确地决定它的外观,但是大小不能超过你的手掌。黑色印记是制裁的印记,当它被激活时,只要目标离开海岸超过5尺并且在海面或者海里则总处在战栗状态。只要黑色印记保持激活状态,目标就如同受到自然的流放*(ARG233页)法术一般,不同点在于所有水生生物、水系亚种以及或者有游泳速度的生物的态度均为敌对,即使它们并不是动物。非水生生物不受此影响。

老水手的诅咒(OLD SALT’S CURSE)
学派:死灵系[诅咒]
等级:德鲁伊5,女巫5
施放时间:标准动作
成分:语言,姿势,材料(一瓶海水)
范围:接触
目标:一个生物
持续时间:永久
豁免:意志,通过则无效
法术抗力:可
你把一瓶受到诅咒的海水淋到目标身上,使其永远感到恶心(Sickened)。无论何时只要目标离开海岸超过一英里并且在海面或者海里,他便会晕船。这个诅咒无法被解除魔法解除,但是移除诅咒和破除结界可以祛除它。

*译注:自然的流放法术说明
劇透 -   :

Nature's Exile
School transmutation; Level druid 3, witch 3
Casting Time 1 standard action
Component V, S, DF
Range touch
Target creature touched
Duration permanent
Saving Throw Will negates; Spell Resistance yes
This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a –2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a –10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.Nature's exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.

自然的流放
学派:变化系
等级:德鲁伊3,女巫3
施法时间:标准动作
成分:语言,姿势,法器
范围:接触
目标:接触到的生物
豁免:意志,通过则无效
持续时间:永久
法术抗力:可
这个法术诅咒被接触的目标,使其与自然界相抵触。所有动物初始对其的态度均为敌对。魔宠视为魔法兽而不受此法术影响,但是对动物伙伴有效。如果你拥有动物伙伴,他不会与你敌对,但是只要你受到诅咒影响,它在所有的攻击检定、技能检定以及豁免均获得-2的减值。目标还因为天气以及环境本身对其的排斥而在生存技能检定上受到-10的减值。自然的流放可以被破除结界、有限祈愿术、神迹术、移除诅咒以及祈愿术解除。
« 上次编辑: 2015-08-08, 周六 12:43:36 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 背叛者之殇

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Re: 【ARG】人类
« 回帖 #1 于: 2012-07-30, 周一 00:33:17 »
沙发一个,LZ加油 :em013

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Re: 【ARG】人类
« 回帖 #2 于: 2012-08-27, 周一 16:04:54 »
虽然无关,但是那个三相让我想起了武侠小说中的枯荣大法

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Re: 【ARG】人类
« 回帖 #3 于: 2012-08-27, 周一 23:55:00 »
雲遊僧有錯字:

无踪无形(Disappear Unnoticed)(Ex):12级起,云游僧若从气池中花费1点气并且与一个大于等于他体型的生物相邻,则可以在没有遮蔽或掩护,甚至在被肢解观察的情况下使用潜行技能躲藏。这个效果持续到云游僧下一轮开始,他也可以每轮花费一点气保持隐藏。该能力取代遁术。

支解觀察
這什麼獵奇遊戲...
我是叉烧龙猫啦,
我犯了一个致命的错误:
在家里没办法用繁体中文登入果园...

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Re: 【ARG】人类
« 回帖 #4 于: 2012-08-28, 周二 08:37:03 »
雲遊僧有錯字:

无踪无形(Disappear Unnoticed)(Ex):12级起,云游僧若从气池中花费1点气并且与一个大于等于他体型的生物相邻,则可以在没有遮蔽或掩护,甚至在被肢解观察的情况下使用潜行技能躲藏。这个效果持续到云游僧下一轮开始,他也可以每轮花费一点气保持隐藏。该能力取代遁术。

支解觀察
這什麼獵奇遊戲...

 :em031竟然出现这种错字……
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: 【ARG】人类
« 回帖 #5 于: 2012-08-28, 周二 14:52:55 »
天命?哈哈哈……
* 涅薇儿·德拉诺尔 不知道为什么想把这句话说出来
下辈子一定要当个蛮子,免得想太多。
帕拉丁冲锋破鞋必出1,这是一种真理
每当我出carry的时候总有人抢中路,每当我出辅助的时候总让我去中单
自从当了DM,豁免骰那是一个比一个大……
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投擲 出1我就掀桌: 1d20+13=(1)+13=14

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Re: 【ARG】人类
« 回帖 #6 于: 2012-09-29, 周六 10:32:11 »
才发现,只有人类翻译了,求其他的核心种族啊~
因为短暂才会想要不朽,因为卑微才会想要权利,因为软弱才会整天叫嚷着:“我们要掌握自己的命运,我们要改变自己的命运!”
命运是什么?你所能改变的和不能改变的,你所能选择的和你无法选择的,都是命运。
那些两腿站立的生物认为:对抗命运征服命运才是强大的表现!结果到头来无非是自寻烦恼。


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Re: 【ARG】人类
« 回帖 #7 于: 2012-09-29, 周六 11:07:35 »
才发现,只有人类翻译了,求其他的核心种族啊~

 :em005于是时隔两个月才有人发现这点么……
 :em016其实我先翻译3章就是等别人翻译1章,不过,哼哼哼,似乎就是没人呢
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: 【ARG】人类
« 回帖 #8 于: 2012-09-29, 周六 18:28:21 »
才发现,只有人类翻译了,求其他的核心种族啊~

 :em005于是时隔两个月才有人发现这点么……
 :em016其实我先翻译3章就是等别人翻译1章,不过,哼哼哼,似乎就是没人呢

国庆后我来组成第一章!
始终如一的男人。

  规则链接点我。专区链接
关于PF1魔战士魔战士随笔

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Re: 【ARG】人类
« 回帖 #9 于: 2012-09-29, 周六 19:21:32 »
作为一个英语渣,我忽然想依靠谷歌娘来翻译了!   ARG 好萌的一本书啊。

我这边在整理,准备以ARG为核心,弄一个整理的开团规则啊,结果给人类摘出来后,发现没其他核心种族,情何以堪。

话说,第三章似乎翻译不完全啊,关于最基础购买那里怎么没有呀~~
« 上次编辑: 2012-09-29, 周六 19:23:27 由 假面的祈祷 »
因为短暂才会想要不朽,因为卑微才会想要权利,因为软弱才会整天叫嚷着:“我们要掌握自己的命运,我们要改变自己的命运!”
命运是什么?你所能改变的和不能改变的,你所能选择的和你无法选择的,都是命运。
那些两腿站立的生物认为:对抗命运征服命运才是强大的表现!结果到头来无非是自寻烦恼。