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【AquA】水下冒险:水下规则部分
« 于: 2017-08-09, 周三 09:39:43 »
水下规则Aquatic Rules
        格拉利昂表面的大半部分都被水所复盖,但在开拓者RPG核心规则书中却默认游戏发生在地面上,只有少部分危险和遭遇会与水有关——而这往往会让陆栖的PC们离开他们适宜的环境。但如果你正进行一个大部分都在水下的冒险,你可能会为了游戏继续运作下去而做出一些棘手的判决。本章节与开拓者RPG极限诡道中技能对抗以及诡道法术的规则选项类似,极限诡道为你提供了为你掌控诡道风格游戏的建议,而本章节则包括了进行水下冒险所需的极为宝贵的建议和判决。
        本章节被分为两部分。第一部分包括了水下冒险相关的各种话题,从移动和游泳技能开始。这章接下来描述了和地面上不同的水下打斗和战斗动作。接下来,这里还有能够协助你水下冒险并以三维的眼光来思考的一些建议,在这之后还有深海的各种特点以及危险。
        第二部分则包括水下冒险带来的新的规则要素,这包括职业变体、装备、专长、魔法物品以及法术。这些新要素能够极大的帮助陆地上的冒险者们探索深海,而对于水下的生物来说,这些要素再自然不过了。
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Well over half of Golarion’s surface is covered in water, but the rules presented in the Pathfinder RPG Core Rulebook assume the default perspective of a game based on land, with only occasional hazards and encounters involving water—typically as ways to get terrestrial PCs out of their comfort zone. However, when you’re running a game with significant portions set underwater, you often wind up needing to make a number of tricky adjudications in order to make gameplay work. In the same vein as the Skills in Conflict and Spells of Intrigue sections from Pathfinder RPG Ultimate Intrigue, which offer advice for handling situations likely to arise in an intrigue-style game, this chapter includes advice and adjudications that make it an invaluable resource for those running and playing in aquatic adventures.
The chapter is divided into two sections. The first section covers various topics related to adventuring underwater, beginning with movement and the Swim skill. It continues by describing differences between fighting and combat activities underwater instead of on land. Next, there’s advice to assist in underwater adventuring and more generally thinking in three dimensions, followed by an overview of various features and hazards of the deep.
The second section includes all sorts of new rules elements for aquatic adventuring, including archetypes, equipment, feats, magic items, and spells. These new elements are great for terrestrial adventurers exploring the vast depths and for naturally aquatic creatures.

目录

  游泳与水下冒险
      基础
      浮力
      以三维的方式思考
  水下战斗
      物理攻击
      水下失衡与俯卧
      行动自如
      法术
      察觉与生存
  水下的危险与特征
       溺水
      海洋区域
      海流与流水
      漩涡
  水下生活
      水下装备
  水下专长
  水下法术
  水下宝藏
  水下变体与职业选项
      海洋化学家(炼金术师变体)
      海之操念使(操念使变体)
      深潜战士(战士变体)
      海洋(血脉狂怒者血脉)
      深海萨满(萨满变体)
      溺亡者引渡人(唤魂师变体)
      大洋骑士(骑将变体)
      波涛骑士团(骑士团)
      珍珠寻者(圣武士变体)
      远洋猎人(猎人变体)
      弄潮儿(游荡者变体)
      水下(游侠战斗流派)
« 上次编辑: 2019-12-17, 周二 18:54:20 由 黎白羽 »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: 【Aquatic Adventures】水下冒险
« 回帖 #1 于: 2017-08-09, 周三 09:40:05 »
游泳和水下冒险SWIMMING AND AQUATIC ADVENTURES
除开使用魔法以外,游泳是在水下冒险中最主要的旅行方式。但游泳技能主要是以陆地战役的视角所写。
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SWIMMING AND AQUATIC ADVENTURES
Barring the use of magic, swimming is the main way to travel in an aquatic adventure. However, the Swim skill was written from the perspective of a primarily landbased campaign.
基础The Basics
水下冒险游泳技能的基础和地上冒险是一样的。根据核心规则书108页,当一个生物使用全回合动作或移动动作来游泳移动时,它需要做一个游泳检定来对抗合适的DC,这个DC由水的平静程度和其他位置条件决定。如果成功了,它就能以一个移动动作移动至多四分之一陆地速度的距离,或者以一个双移动动作移动一半陆地速度的距离。如果失败了,它就会做无用功,如果失败了5点或者更多,它就会下沉。但在最后一种情况中,如果PC已经在水下,就会显得并不合理。所以如果PC已经在水下,当她失败了5点或者更多时(或者她根本不消耗动作游泳,因此根本没有去做检定),她会因为自己的浮力水平(参见下一部分来获得更多细节)上升或者下沉。在游泳时,PC不能像通常情况那样使用奔跑或者冲锋动作或者做出五呎快步。每游泳一小时都需要一个成功的DC为20的游泳检定来避免疲乏。即使是成功了,游泳一小时还是像行军一样累人,长时间游泳会要求PC做一个如同强行军(参见核心规则书171页)一般的检定。类似的,持续以双移动来游泳拥有会被视作急行。生物也可以在海底、湖床或者其他水下的坚实地面行走,只要他们的浮力水平是快速下沉(参见下文)。当它这样做时,它可以以它一半的陆地速度移动而不需要游泳检定。
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The basics of the Swim skill are the same in an aquatic campaign. According to page 108 of the Core Rulebook, when a creature uses a move or full-round action to swim, it attempts a Swim check against the appropriate DC based on how calm the water is and other local factors. On a success, it can move up to one quarter of its land speed with a single move, or half its land speed with a double move. On a failure, it doesn’t make any progress, and on a failure by 5 or more it goes underwater. This last part, however, doesn’t make any sense if the PC is already underwater. Instead, if a PC fails her check by 5 or more while underwater (or doesn’t spend any actions to swim, thus not even attempting the check), she sinks or rises based on her buoyancy (see the next section for more details). While swimming, a PC can’t normally use the run or charge actions or take a 5-foot step. Every hour of swimming requires a successful DC 20 Swim check to avoid fatigue. Even on a success, an hour of swimming is still at least as strenuous as marching for an hour, and extensive swimming eventually requires a PC to attempt checks as per forced marches (see page 171 of the Core Rulebook). Similarly, continually taking a double move to swim at half land speed counts as hustling. A creature can also walk on the ocean floor, lake bed, or other solid ground underwater as long as its buoyancy is swiftly sinking (see below). When it does so, it moves at half its land speed without needing to attempt a Swim check.
游泳速度:拥有游泳速度的生物能在水下获得种种好处。首先,它们能够在水下以它们全部的游泳速度移动而不需要游泳检定。它们能凭借游泳速度在水下奔跑、冲锋以及做出五呎快步。当他们需要用游泳检定来解决某些危险的情况或者做出特别的动作时,它们能在游泳检定上获得一个可观的+8种族加值。某些不寻常的情况下,一个生物的游泳速度可能会在它陆地速度的四分之一以下(打个比方,使用来自进阶职业手册的法术猴爪鱼鳍的武僧拥有了10呎游泳速度)。这种生物可以以它们陆地速度的四分之一来替代游泳速度进行游泳,但会在不使用它的游泳速度时失去游泳速度带来的好处。
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Swim Speed: Creatures with a swim speed have a variety of advantages underwater. First of all, they can swim through normal water at their full swim speed without needing to attempt a Swim check. They can use the run and charge actions and take 5-foot steps with their swim speed. When they do need to attempt Swim checks to deal with a hazardous situation or perform a special action, they benefit from a sizable +8 racial bonus on their Swim checks. There might be an unusual circumstance where a creature has a swim speed that’s actually slower than one-quarter of its land speed (for instance, a monk using the spell monkey fish from Pathfinder RPG Advanced Class Guide to gain a swim speed of 10 feet). Such a creature can swim at one-quarter of its land speed instead, but it sacrifices the benefits of its swim speed on rounds when it isn’t using its swim speed.
浮力Buoyancy
当一个生物游泳检定失败了5点或者更多,或者它根本没有使用任何动作来游泳(无论是自愿的还是处于麻痹或者类似的情况),它可能会下沉或上浮,这取决于它的浮力水平。在一般情况下有三种浮力水平:下沉、上浮、以及适中。如果一个生物的浮力水平为下沉,那么它就会自然下沉;如果浮力水平为上浮,那么它就会自然上浮;如果浮力水平为适中,那么它就会保持悬浮,除非它为改变这种情况做出了努力。
陆生生物通常拥有下沉的浮力水平,除非它们携带了数量可观的低密度装备(像是木制的物体——至少在它们被水浸透之前)以及根本没有携带高密度的装备(像是金属和石制的物体)。气箱(参见56页)让改变你的浮力水平至上浮变得特别容易。你也可以调整你的气箱来达到适中的浮力——但如果一个生物这样做了,当它捡起其他物品或者使用气箱来呼吸空气时,它将失去适中的浮力直到它重新调整(这可能需要它回到地面来重新填充空气)。
除了以上三种一般情况下的浮力等级,还有两种极端情况:快速下沉以及快速上升。如果一个生物正处于快速下沉的等级,那么它和它的装备的密度大到足以让它在水底行走,但它也需要通过一个成功的DC为20的游泳检定来向上离开海底或者是与海底保持一定距离。一个生物可以通过携带大量的石制或者金属制的物件来获得这种浮力水平。如果一个生物正处于快速上升的等级,它就需要成功通过一个DC为20的·游泳检定来保持沉没在水体;一个巨大的气箱或者其他漂浮的设备,或者是魔法的帮助,能够让你达到这一浮力水平。在59页的几个法术能够帮助你调整浮力达到你想要的那个水平。
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When a creature fails its Swim check by 5 or more, or when it doesn’t spend any actions to swim (whether voluntarily or due to paralysis or similar conditions), it either sinks or rises based on its buoyancy. There are three normal states of buoyancy: sinking, rising, and neutral. If a creature’s buoyancy is sinking, it naturally sinks; if its buoyancy is rising, it naturally rises to the surface; and if its buoyancy is neutral, it hangs in place unless it expends effort.
Land-dwelling creatures generally have a sinking buoyancy unless they are carrying a substantial amount of low-density gear (like wooden items, at least until they become waterlogged) and little or no highdensity gear (such as items made from metal or stone). Air tanks (see page 56) in particular make it much easier to change your buoyancy to rising. It’s also possible to adjust an air tank to hold just enough air to achieve a neutral buoyancy—but once a creature has done so, if it picks up other objects or uses the tank to breathe underwater, it loses its neutral buoyancy until it readjusts (which may require returning to the surface to refill the air tank).
In addition to these three normal states of buoyancy, there are two extreme states: swiftly sinking and swiftly rising. If a creature is swiftly sinking, it and its gear are so dense that it can walk on the bottom of the body of water, but it also needs to succeed at a DC 20 Swim check to swim towards the surface or to stay off the bottom. A creature carrying plenty of dense stone or metal items gains this buoyancy state. If a creature is swiftly rising, it needs to succeed at a DC 20 Swim check to submerge itself and stay submerged; a sizable air tank or other flotation device, or the help of magic, is needed to achieve this state. Several spells starting on page 59 can help adjust buoyancy to the desired state.
水生以及水系生物:大部分天生的水生生物(那些拥有水生亚种的)都拥有某种形式的气鳔或者其他器官来帮助它们快速调整浮力水平,这让它们可以在它们的回合以一个自由动作来达到适中浮力水平(除非它们携带了一些特别大的高/低密度物体),水系亚种的生物拥有和水一样的浮力水平。
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Aquatic and Water Creatures:  Most naturally aquatic creatures (those with the aquatic subtype) have some form of air bladder or other organ that allows them to adjust their buoyancy on the fly, enabling them to maintain neutral buoyancy as a free action on their turn (unless they are carrying something large with particularly high or low density), and creatures with the water subtype naturally have the same buoyancy as water.
浮力速度:当一个生物第一次在游泳检定中大失败(或者根本没有做游泳检定)时,他会在自己回合结束的时候开始下沉或者上浮,以差不多10呎的速度向上或者向下移动;除非这个生物停了下来,否则它将会在接下来的每一轮提升10呎速度,并在3轮之后达到最大值30呎。这种移动会照常引起借机攻击。当生物因为浮力上升或下沉时,它会被视作失衡(参见45页水下失衡及俯卧)。每轮一次,在生物因为浮力上升或者下沉时,它可以以一个移动动作通过一次游泳检定来停止自己的势头。选择控制自己继续沿着浮力方向移动的生物可以直接做一个成功的游泳检定而不需要先停下来。如果生物在因为浮力上升或者下沉的过程中突然改变了自己的浮力水平(比如抛弃它持有的一些东西或者使用魔法),它的浮力速度会每轮向着新的方向调整10呎。在快速上升或者下沉中,那些在用于抵抗浮力游泳检定(DC 20)中失败了的生物会立即朝着合适的方向移动30呎。
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Buoyancy Speed: A creature begins to sink or rise at the end of its turn the first time it badly fails (or does not attempt) a Swim check, moving up or down as appropriate at a speed of 10 feet; this speed increases by 10 feet each subsequent round unless the creature is stopped, to a maximum speed of 30 feet after 3 rounds. This movement provokes attacks of opportunity as normal. While sinking or rising because of its buoyancy, creatures are considered off-balance (see Off-Balance and Prone Underwater on page 45). Once per round, a creature sinking or rising because of its buoyancy can stop its momentum by succeeding at a Swim check as a move action. A creature that chooses to continue moving in the direction of its buoyancy under its own power, rather than through uncontrolled rising or sinking, can do so with a successful Swim check without needing to stop first. If a creature’s buoyancy changes instantly while sinking or rising from buoyancy (such as via jettisoning something it’s holding or using magic), its buoyancy speed adjusts by 10 feet in the new direction each round. A creature that fails the DC 20 Swim check to move against its buoyancy while swiftly sinking or swiftly rising moves 30 feet in the appropriate direction immediately.
对抗浮力移动:就像向上飞行会消耗飞行生物两倍的移动速度,沿着浮力的反方向移动的每一格都会消耗通常情况下两倍的移动力(参见下文以三维方式来思考来获得更多细节)。拥有适中浮力的生物可以忽略这种阻碍。
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Moving Against Buoyancy: Much like flying upwards uses up twice as much of a flying creature’s movement, each square of movement swimming in the opposite direction of a creature’s buoyancy costs twice as much movement as normal (see Thinking in Three Dimensions below for more details). Creatures with a neutral buoyancy ignore this hindrance.
以三维的方式思考Thinking in Three Dimensions
飞行的生物可以为地面的战斗加入第三个维度,但这样的生物与其说是规则倒不如说是例外。对于三维冒险最主要的挑战出现在该如何表现一个生物的垂直位置。这个挑战比起平常更为艰难,因为大部分飞行生物仍然会在靠近地面的地方参与遭遇,而不会在开阔的天空中,但是大部分的水下冒险遭遇都会在开放的水体中,而不会在靠近表面或者海底的地方。对于飞行生物典型的解决方法是使用粘性指示物或者透明的骰子盒来将飞行的生物抬起来,但这都依赖于主要的战斗地图一直处在一个稳定的高度上,但在水下战斗中,战斗者们会很容易向下走的很远。一个避免实际表现出三维战斗的方法就是使用你的想象力而不是使用战术地图,但这样你在脑中追踪三维空间的轨迹就会变得更加困难,而且用这种方法确定两者之间的相对距离也会非常困难。另一种能够解决这个问题的简单方法就是想办法标记出生物与一开始位置的相对深度,你可以使用一个较小的标记物和生物一起移动,或者是直接写在地图版上。这个解决方法并不需要太多的工作来制造一个能够表现三维战斗的复杂场景,但如果你不看数字以及动脑子思考的话,这种方法并不总是能够很容易地判断相对垂直位置。最后,这个方法在你使用大脑来判断相对距离或者是制作一个精致的实体模型时能够发挥最好的效果。
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While flying creatures can add a third dimension to landbased combat, such creatures are an exception rather than the rule. The main challenge three-dimensional adventuring presents is representing a creature’s vertical position during combat. This challenge is tougher than usual because most flying in adventures still involves encounters relatively close to the ground, rather than in the open sky, but plenty of encounters in an underwater adventure may occur in open water, nowhere near the surface or bottom. Typical solutions for flying creatures like using stackable tokens or transparent dice boxes to elevate the flying creature all depend on the main map being a consistent bottom altitude, but in an underwater fight, the combatants could just as easily move farther down. One way to avoid physically representing the third dimension is to use your imagination instead of a battlemap, but given that’s it’s even harder to keep track of all three dimensions in your head, it becomes difficult to keep accurate relative distances that way. Another simple way to handle it is to mark a creature’s depth relative to its starting depth, either on a small token you move along with the creature or directly on the Pathfinder Flip-Mat. This solution doesn’t involve as much work as creating a complicated three-dimensional representation of the battle, but it isn’t always easy to judge the relative vertical position without looking at the numbers and thinking about them. In the end, use the solution that works best for you whether that’s judging distances in your head or crafting elaborate physical representations.
夹击:一般情况下的夹击规则都能应用在三维空间中,但是在三维空间中夹击的方式会多得多。这也意味着可以有更多数量弱小的生物围殴一名强大的生物,因为对于一个给定的方格,在它的周围有26个合法的空间,而不是只有8个。
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Flanking: All the usual rules for flanking still apply in three dimensions, but now there are far more ways for a target to potentially be flanked. It also means a larger number of weaker creatures can gang up on a stronger creature, since there are 26 valid spaces adjacent to a given square, rather than 8.
灵活移动:在一般的冒险中,特别是在取得魔法飞行能力还不是那么容易的时候,预测一个角色的淮确路径是一件比较容易的事。打个比方,在陆地上,如果一些角色想要去森林里的山洞,那么他们就必须穿过树林,他们很有可能会去走森林中的小路而不会一头栽进树林中,因为这样会行动的快一点。通过预测角色的路径,居民们可以在特定的位置放置陷阱,这在地下城中特别常见,当然,玩家角色也很有可能做出类似的事情。但是在水下,所有的预测都将化为虚无。如果PC们想要进入一个在海带丛林中的山洞,他们可以在森林上方游动直到到达山洞的正上方,然后径直向下游去,几乎没有在海带森林中花费任何时间。即使是在水下的地下城中,除非天花板和墙壁都窄于五呎(这可能会暴露PC们正被引向一个陷阱),角色们对于他们想要去的地方会有多得多的路线,这意味着地下城的居民们需要设置大量邻接的陷阱来复盖一片广大的区域而不是仅仅在一个特定的方格上。第三个维度也让设置封锁和巡逻边境变得困难,因为有多得多的路线可以偷溜出去;守卫们基本上是在一个球形的表面而不是在一个圆形的边缘巡逻。
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Flexible Movement: In a normal adventure, particularly before magical flight becomes easily accessible, it’s easier to predict a character’s exact path. For instance, on land, to get to a cave in the woods, the characters have to walk through the woods, and they are likely to use a forest trail that allows them to move quickly, rather than heading off into the deep foliage. Particularly in a dungeon, denizens can place traps with the expectation that characters will step in very particular places, and in all likelihood, a character will do so. However, underwater, all bets are off. If the PCs need to get to a cave in a kelp forest, they can just swim over the kelp forest until they are directly above the cave and then swim down, barely spending any time in the kelp forest at all. Even in an underwater dungeon, unless both the ceiling and walls narrow to 5 feet (which could be a giveaway that the characters are being channeled into a trap), the characters have significant more leeway in where they move, which means that dungeon denizens should set proximity traps covering a wider radius, rather than depending on a particular square. The third dimension also makes it harder to blockade or patrol a perimeter, since there are so many more ways to slip past; essentially, defenders are patrolling along the surface of a sphere instead of the perimeter of a circle.
« 上次编辑: 2018-10-16, 周二 15:04:29 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
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Re: 【Aquatic Adventures】水下冒险
« 回帖 #2 于: 2017-08-09, 周三 09:40:13 »
水下战斗FIGHTING UNDERWATER
水下的战斗比陆地上的更为复杂,一方面是因为三维空间的自然环境,另一方面则是因为水下环境改变了许多动作的生效方式。这一部分包含了对于因为水下环境改变的主要因素的规则建议和判决。
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Combat underwater is more complex than on land, both because of the three-dimensional nature of the environment, and because being underwater changes how many actions work. This section contains rules advice and adjudication for major factors that change because of the water.
物理攻击Physical attacks
在水下战斗中,你能够立即注意到的差异就是挥砍和钝击攻击会有-2的减值,而且只能造成一半的伤害,这让穿刺武器成为了水下冒险的最佳选择。如果你失衡了(参见45页的水下失衡和俯卧),你的穿刺攻击也会受到-2减值,而且伤害减半。 行动自如可以完全去除这些减值并且还有其他的效果(参见45页的行动自如)。除此之外,水下战斗专攻(参见57页)特别适合这种情况。因为海生或者水生亚种而拥有天生游泳速度的生物不会因为使用他们固有的天生武器而受到这些减值。举个例子,克拉肯的钝击触手并不会受到减值,但是通过开拓者RPG异能冒险中唤魂师变体塑灵士获得的灵鞭就会受到减值。通过推行水流而造成的钝击伤害,像是操念使的水突就不会受到减值,并能在水下造成完整的伤害。
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One of the most immediately noticeable differences when fighting underwater is that slashing and bludgeoning attacks are made with a –2 penalty and deal half damage, making piercing weapons the best bet for an underwater adventure. If you’re off-balance (see Off-Balance and Prone Underwater on page 45), your attacks with piercing weapons also take a –2 penalty and deal half damage. Freedom of movement can negate these penalties entirely and has a variety of other effects (see Freedom of Movement on page 45). Additionally, Aquadynamic Focus (page 57) can specifically assist with this situation. Creatures with a natural swim speed from the aquatic or water subtype don’t take these penalties with their inherent natural attacks. For instance, a kraken’s bludgeoning tentacle attacks don’t take penalties, but if it took the ectoplasmatist spiritualist archetype from Pathfinder RPG Occult Adventures and gained two slashing ectoplasmic lash attacks, those would still take the penalties. Attacks that deal bludgeoning damage by pushing water, such as a kineticist’s water blast, also take no penalty and deal full damage underwater.
远程攻击:在水下使用传统的物理远程武器会变得十足艰难,因为水下的阻力比空气中的大得多。一般来说,除开普通射程增量减值之外,在水下的远程攻击每5呎就有-2减值。只有开拓者RPG进阶种族手册中的水下轻弩和水下重弩是例外,它们可以无视减值,但是这显着地降低了它们在水下的射程增量。投掷武器一般来说根本没法在水下使用,但如果你径直地从上方向你的对手移动,你可以笔直地向下扔出一把淮备好的的穿刺武器(一把由石头,金属或者其他密度特别高的材料制成的武器),靠它下沉级别的浮力驱使它向着它的目标前进。当然,你也可以反过来做——向上投出一把密度特别低的武器,但为了达到这样低的密度同时又要有一个适合投掷的形状还要有足够的质量来造成伤害,这就需要一些特别的材料或者是魔法的帮助。在超过了向下投掷物体的最大射程之后,它还会继续下沉,但是它的轨迹会变得太过捉摸不定,以至于没法用它危险的尖端去伤害任何人。
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Ranged Attacks: Traditional physical ranged weapon attacks underwater are much more challenging due to the increased drag from the water compared to air. Ranged attacks normally take a –2 penalty for every 5 feet of water, in addition to the normal penalty for range increments. The exceptions are the underwater light crossbow and underwater heavy crossbow from Pathfinder RPG Advanced Race Guide, which ignore the penalty for ranged attacks underwater but have a significantly reduced range increment underwater. Thrown attacks don’t usually work underwater at all, but if you can move directly above your opponent, you can throw a properly prepared piercing weapon (one made of stone, metal, or another particularly dense material) straight down, counting on its sinking buoyancy to propel it to its target. Hypothetically, you could do the reverse with a weapon of extremely low density, but achieving such a low density while still having a shape that allows for throwing and enough mass to damage would generally require an unusual material or magical assistance. At the end of a downward-thrown object’s maximum range, it continues to sink, but its trajectory is far too unpredictable to hit anything with its dangerous end.
战技:大部分战技都能在水下使用,只是在你没有拥有游泳速度时,你会在擒抱战技检定上获得-2减值(在擒抱过程中的伤害动作可以造成完整的伤害,即使你的徒手打击造成的是钝击伤害)。即使是摔绊也能在水中以特殊的规则使用(参见下文的水下摔绊)。
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Combat Maneuvers: Most combat maneuvers work underwater, although you take a –2 penalty on grapple combat maneuver checks if you don’t have a Swim speed (a successful damage action taken as part of a maintained grapple deals full damage, even if your unarmed strike deals bludgeoning damage). Even tripping is possible underwater with special rules (see Tripping Underwater below).
来自表面的掩蔽:因为水的表面张力,想要穿过水面攻击的生物会将水面视作全掩蔽(如果一个生物被部分浸没,它会获得适当的较少掩蔽);这甚至会应用到需要攻击骰的法术上。这条规则唯一的例外就是穿刺武器造成的攻击——这些攻击可以穿透水面但这样会有一个-2减值。这对于核心规则书中的来自水面的掩蔽有一定的改变,但这让用渔叉捕鱼以及从捕鲸船上发射渔叉这类行为成为了可能。
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Cover from the Surface: Due to water’s surface tension, creatures attempting to attack through water’s surface count its surface as total cover (if a creature is partially submerged, it gains proportionally less cover); this applies even to spells that require attack rolls. The exception to this rule is attacks that deal piercing damage—these can penetrate the water’s surface but take a –2 penalty to do so. This is a change from the rule on cover from the water’s surface in the Core Rulebook, but it allows actions like spearfishing and firing harpoons from whaling ships.
水下失衡和俯卧Off-Balance and Prone underwater
失衡是一种特殊的状态(虽然从技术上来说算不上一种状态),这在核心规则书433页的水下战斗调整中有列出。一个在水中失衡的生物会失去AC上的敏捷加值,它的对手在对抗它的攻击骰会有+2加值,它在使用穿刺武器的攻击也会有-2减值并只能造成一半的伤害。
一个生物通常在游泳检定失败的时候失衡,这个时候会失衡一轮,即使它拥有适中浮力而且并不会上浮或者下沉。
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“Off-balance” is a special state (though not technically a condition) that is listed in the Combat Adjustments Underwater table on page 433 of the Core Rulebook. A creature off-balance in the water loses its Dexterity bonus to AC, its opponents gain a +2 bonus on attack rolls against it, and attacks it makes with piercing weapons are made at a –2 penalty and deal half damage. A creature typically becomes off-balance by failing a Swim check, which makes it off-balance for a round, even if it has a neutral buoyancy and doesn’t sink or rise.
水下摔绊:飞行的生物不能被摔绊,但核心规则书中并没有具体说明游泳的生物是不是也不能被摔绊。俯卧对于水下生物并没有什么大不了的,所以作为替代,一次成功的摔绊能够迫使一个生物做一个游泳检定,这个检定的DC等于摔绊战技检定的结果;在游泳检定中失败的生物会失衡。许多水生生物不能被摔绊或者因为它们较高的游泳加值并且可以在检定中取10,所以这种战略可能并不总是能够奏效,但在这种时候,这能让灵巧的敌人变得更容易被击中。但失衡并不能影响绝大多数目标的攻击骰,而且目标可以很容易地找回平衡——只需要在它的下一回合如常成功通过一个游泳检定就行了
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Tripping Underwater: While flying creatures specifically can’t be tripped, the Core Rulebook doesn’t specify whether the same is true of swimming creatures. Being prone doesn’t mean much for a swimming creature, so instead, a successful trip against a swimming creature forces that creature to attempt a Swim check at a DC equal to the result of the combat maneuver check to trip; failing the Swim check causes the creature to become off-balance. Many aquatic creatures can’t be tripped or have a high Swim bonus and thus can always take 10, so this tactic isn’t always effective, but when it is, it can make dexterous foes much easier to hit. However, being off-balance doesn’t affect most of the target’s attack rolls, and the target can regain its balance simply by succeeding at a Swim check to move on its next turn as normal.
行动自如Freedom of movement
除开保护一个角色免受擒抱或者其他糟糕的情况,行动自如可以让一个目标在水下如常移动和攻击。因此,接受了行动自如的生物可以在水下照常挥舞武器而不会承受减值(但是脱离它掌控的物体,比如投掷武器或者远程武器的弹药会失去这个好处),它可以没有阻力地举起物体,以全速在海底移动。这个生物在所有的游泳检定中自动成功,水对它的移动不会有明显的阻碍。如果这个生物拥有飞行或者使用凌空而行这种法术的能力,它可以随意移动就像在空气中一样。如果生物只需要行动自如带来的移动的好处而不需要防护擒抱,麻痺或者其他阻碍移动的魔法效果,可以考虑本书59页上较低环位的法术自如游泳
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In addition to preventing a character from being grappled and several other nasty conditions, freedom of movement enables the target to move and attack normally while underwater. Thus, a creature benefitting from freedom of movement can swing weapons without penalties (though objects that leave its possession, like thrown weapons or ammo from ranged weapons, lose this benefit), lift objects without drag, and walk along the bottom at full speed. The creature automatically succeeds at all Swim checks as the water offers no significant resistance to its movement. If the creature has the ability to do so, it can fly or use spells like air walk to freely move around as if it were in air. Creatures who need just the movement benefits from freedom of movement without the benefits against grapple, paralysis, and magic effects that hinder movement should consider the lower-level spell free swim on page 59.
法术Spells
不同的法术在水下会发挥不同的效果,但在水下施法最首要的问题,尤其是在低等级的时候,无论法术是否需要语言成分,一只屏住呼吸的生物都必须成功通过一个专注检定(DC=15+法术环级)才能施放法术。如果一个法术拥有语言成分,你念咒语时消耗的空气将会降低你3轮的剩余呼吸时间(这会与你因为做出标淮动作或者整轮动作而降低的呼吸时间叠加;参见水下的危险与特性中的溺水部分),生物还可能会因为没有足够的剩余空气而无法完成法术。拥有语言成分但是施法时间为迅捷动作或者直觉动作的法术只会降低1轮的剩余呼吸时间。一般的法术成分可以在水下正常生效,只要它们被储藏在防水的容器中,一些法术成分完全不可能在水中使用,但是你可以找得到一些适应水的替代品。核心规则书中描述了火焰法术在水下的效果,还有其他一些效果不同的法术。
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While various spells have different effects underwater, the most fundamental hindrance to spellcasting, at least at low levels, is the fact that a creature holding its breath must succeed at a concentration check (DC = 15 + spell level) to cast a spell at all, whether or not the spell has a verbal component. If the spell has a verbal component, expelling the air needed to incant the spell reduces the creature’s remaining number of rounds of breath by 3 (which stacks with the reduction from performing a standard or full-round action; see the Drowning section of Underwater Hazards and Features on page 47), and a creature can’t finish the spell if it doesn’t have enough breath left. Spells that have verbal components and casting times of swift or immediate actions instead decrease the caster’s remaining number of rounds of breath by 1. Mundane spell components generally work fine underwater as long as they’re stored in watertight containers, and aquatic-appropriate substitutions exist for any mundane component that would be inherently impossible to use underwater. The Core Rulebook describes the effect of fire spells underwater; some other spells that function differently.
酸法术:咒法(创造)类法术可以创造出的非魔法的酸,像是强酸箭,并不能够在水下很好地生效,因为水会将这些酸稀释到无害的程度。造成魔法酸伤害的塑能系法术,像是应用了APG元素法术超魔的火球术可以正常在水下生效。
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Acid Spells: Conjuration (creation) spells that conjure nonmagical acid, like acid arrow, don’t work properly underwater, as the water dilutes the acid harmlessly. Evocation spells that deal magical acid damage, like a fireball affected by the Elemental Spell metamagic feat from Pathfinder RPG Advanced Player’s Guide, work normally underwater.
云和天气法术:像是云雾术或是隐雾术这种云法术明确说明,它们不能在水下生效,但是浑浊法术超魔专长(58页)可以允许你在水下创造出差不多的雾气效果。其他创造出天气效果的法术只能被用于陆地上,像是冰风暴雪风暴,这类法术根本无法用于水下。来自进阶职业手册的暮色烟云是一个幻术效果,所以它可以在水下生效。
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Cloud and Weather Spells: Cloud spells such as fog cloud and obscuring mist specifically say that they don’t work underwater, though the Murky Spell metamagic feat (page 58) can create equivalent mist spells underwater. Other spells that create weather that would be appropriate only on land, like ice storm and sleet storm, do not function underwater at all. Twilight haze from the Advanced Class Guide, however, is an illusion and thus works underwater.
寒冷法术:像是寒冰锥这类造成寒冷伤害但不会制造出冰块的法术,会在水下造成一半寒冷伤害和一半穿刺伤害,因为寒冷可以在水下制造出锯齿形的冰晶碎片。这不会影响到已经造出冰而不是只造成寒冷伤害的法术。
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Cold Spells: Spells that deal cold damage but don’t normally conjure ice, like cone of cold, instead deal half cold damage and half piercing damage, as the cold creates jagged ice shards underwater. This has no effect on spells that already create ice, rather than just cold damage.
电法术:像是来自自然雷暴的普通电流会在水下朝着各个方向发散,但魔法电流则可以在水下保持其完整性,故而能够产生完整的效果,但只有一点例外:闪电和雷鸣燃烧空气产生的声光效果,这在水下并不会发生。因此,在一场战斗中,一个在辨识需要远程接触的电法术中失败的生物,会在第一次对抗该法术时陷入措手不及,就如同它们没有意识到它们需要躲避隐形的投射物(除非它们有理由预测到该法术,像是一个可以施放这类法术的施法者)。这不会应用在像是电爪这类近战接触法术;因为生物可以看到施法者的手正朝着它移动。
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Electricity Spells: While normal electricity, such as that from a natural thunderstorm, tends to disperse in all directions underwater, magical electricity spells hold their integrity enough to have normal effects underwater, with one exception: visible and audible lightning bolts and sparks are the result of combusted air, and they don’t happen underwater. Because of this, creatures that fail to identify an electricity spell that requires a ranged touch attack are flat-footed against the first such ranged touch attack during a fight, as they don’t realize they need to dodge the invisible projectile (unless they otherwise have reason to expect it, like a spellcaster who can cast such spells). This doesn’t apply to melee touch spells like shocking grasp, since the creature can still see the spellcaster’s hand moving towards it.
火焰法术:普通的火焰(包括炽火胶)以及大多数超自然火焰根本没有办法在水下燃烧,但火焰法术有办法转换成蒸汽法术。当你在水中施放一个火焰法术时,你必须通过一个施法者等级检定(DC=20+法术环级)来将热量引导至水中以产生蒸汽,这可以在造成和正常情况等量的火焰伤害但不会有火焰的次要效果,像是点燃可燃物之类的。一个火焰法术必须完全是蒸汽或者完全是火焰,这意味着如果它复盖了一个包含水面以上的区域的范围,你必须选择是影响水上还是水下,水面将会阻挡针对另一个区域的效果线。拥有火描述符的法术或者类法术能力如果已经创造出了蒸汽(像是操念使的蒸汽念袭)并不需要施法者检定就能创造出蒸汽;只有在正常情况下创造出普通火焰的法术才需要这个检定。蒸汽超魔专长(参见59页)能让在水下施放火焰法术变得更容易。
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Fire Spells: While normal fire (including alchemist’s fire) and most supernatural fire can’t burn underwater at all, fire spells have a chance to transform into steam instead. Whenever you cast a fire spell underwater, you must succeed at a caster level check (DC = 20 + the spell’s level) in order to channel the heat into the water and create steam, dealing the same amount of fire damage as normal but without secondary effects of fire, like igniting combustibles. A fire spell must be either entirely steam or entirely fire, which means that if it covers an area that would normally extend beyond the water’s surface, you must choose whether to affect the region above the water or below, and the surface blocks line of effect for the rest of the spell. A spell or spell-like ability with the fire descriptor that already creates steam (like a kineticist’s steam blast) doesn’t require the caster level check to create steam; only spells that would normally create an actual fire require the check. The Steam Spell metamagic feat (see page 59) makes it easier to cast fire spells underwater.
隐形:在水下,一个隐形的生物会取代原有水的位置,这让确定它的位置并以它作为目标成为了可能,它只会享受到隐蔽的好处,就和核心规则书563页对隐形的描述一样。60页的隐形气泡可以隐藏住被替换的水,因此该法术可以在水下产生有效的隐形效果。
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Invisibility: Underwater, an invisible creature still displaces water, making it possible to spot and target it as if it had only concealment, as per the description of invisibility on page 563 of the Core Rulebook. The invisibility bubble spells on page 60 hide the displaced water and thus allow effective invisibility underwater.
音波法术:虽然在水中声音的传播速度是空气中的四倍,但这需要更多的能量去达到这一点,所以音波法术在水下造成和在地面上一样的效果。在GM的裁定下,施法者可以选择将射程或者范围加倍,同时将伤害减半,以及将音波攻击的DC降低2点。
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Sonic Spells: While sound travels four times faster and farther in water than air, it also takes more energy to do so, so in the end sonic spells have the same results underwater as they do on land. At the GM’s discretion, a spellcaster can choose to instead double the range or area, halve the damage, and decrease the DC by 2 for sonic attacks.
察觉和生存Perception and Survival
大部分技能在水下都会正常运作,但察觉和生存有些不同。
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While most skills work the same underwater, Perception and Survival work somewhat differently.
察觉:即使是在干净的水中,光在水中的传播方式让在水中视物变得比陆地上困难,更不用说水中有时还悬浮着颗粒,这进一步阻碍了视线。用于看清某物的察觉检定总是会受到至少为-2的减值,并且在水浑浊时(流动的水,像是在洋流或者河流中,总是会有点浑浊的)受到更多的减值。在干净的水中,一个生物最远能看到40呎到320呎(4d8*10),在浑浊的水中则为10呎到80呎(1d8*10)。总的来说,在开放水体中取得潜行所必要的掩蔽的唯一方法,就是游泳远离你的对手直至上述距离之外。
大部分天生的水生生物要么拥有进化出来可以直接暴露在水中的眼睛,要么拥有像是海狸那样保护性的透明眼睑。地表的生物可以使用游泳镜来保护它们的眼睛免受水和颗粒的侵扰;否则它们会在察觉检定上受到-4的减值,并有可能让眼睛遭受受伤甚至是失明的风险,这取决于水质。
大部分的水下居民,尤其是那些居住在深海的,使用嗅觉或者颤动感知来代替视觉。在水下,气味对于水生生物都能正常生效(但依赖嗅觉的陆生生物并不能在水下追迹),但水能够更好地将气味从远处带来,让鲨鱼这样的生物能够在最远一英里的位置通过它们的水下嗅觉能力侦测到血的味道。水下颤动感知可以在附近的水中感受到扰动,即使它没有接触到固体地面。
声音在水下传播的更远更快,但是这一好处常被流水的杂音所掩盖。在杂音特别小的情形下(比如一个区域中所有的野生生物都被枯萎术杀死,或者是一个被水淹没的房间或水柜),在水下用于聆听某物的察觉检定会获得+2加值。
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Perception: Even in clear water, the way light travels underwater makes it harder to see underwater than on land, and water sometimes contains particulates that further obscure vision. Perception checks to see something are always made at a minimum –2 penalty underwater, and often a greater penalty when the water is murky (flowing water, such as in a current or river, is always at least somewhat murky). The maximum distance most creatures can see underwater varies from 40 to 320 feet in clear water (4d8 × 10) and from 10 to 80 feet in murky water (1d8 × 10). Generally the only way to gain the concealment necessary to use Stealth in open water is to swim at least that distance away from an opponent.
Most naturally aquatic creatures either have eyes that are evolved to be exposed to water or have protective transparent eyelids, as do beavers. Surface creatures can use goggles to protect their eyes from water and its particulates; otherwise, they take a –4 penalty on Perception checks to see underwater and risk eye damage or blinding, depending on the water source.
Many undersea denizens, particularly those in deep areas, use scent or tremorsense instead of sight. Scent usually works normally underwater for aquatic creatures (though terrestrial creatures that rely on scent can’t follow a trail in the water), but water is more conducive to carrying scents from afar, allowing creatures like sharks to detect blood up to a mile away with their keen scent ability. Aquatic tremorsense detects disturbances in the water nearby, even without touching the same solid surface.
Sound travels farther and faster underwater, but that benefit is usually mitigated by the ambient noise of moving water. In situations with particularly little ambient noise (for instance, an area where all wildlife has been killed by a necromantic blight, or a flooded chamber or tank), Perception checks to hear something underwater are made with a +2 bonus.
生存:拥有水下嗅觉的生物,比如鲨鱼,可以在不可思议的距离下追踪血迹,这让它可以轻易地追踪一只受伤的生物,并如影随形地跟着它。如果没有这样的能力,使用生存在水下追踪会变得非常困难,除非目标是在水底移动,或者是穿过了能够留下痕迹的一些东西,像是珊瑚礁上的海藻。即使是这样,水也能快速冲走道路上的痕迹。在上述情形中用于追踪的生存检定从10开始,在目标离开后每10分钟这个DC就会提升1点(或者在有水流的环境中每分钟提升1点)。
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Survival: Creatures with keen scent, like sharks, can track blood trails from an incredible distance, making it easier to track wounded targets in tandem with such a creature. Otherwise, it’s much harder to track a creature underwater with Survival unless the target is moving along the bottom or through something that might leave signs, like a coral reef or sargassum. Even then, the water quickly washes away signs of passage. The Survival DC to track in such a situation starts at 10, and increases by 1 for every 10 minutes after the target has passed through (or by 1 for every minute in areas with a current).
« 上次编辑: 2017-08-27, 周日 22:05:54 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


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Re: 【Aquatic Adventures】水下冒险
« 回帖 #3 于: 2017-08-09, 周三 09:40:21 »
水下的危险与特征UNDERWATER HAZARDS AND FEATURES
除了水下影响一般行动的方式外,水下环境还有各种特殊的危险和特征,可能会为陆地居民和水生生物带来风险。
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In addition to the ways in which being underwater affects normal actions, an underwater environment presents a variety of special dangers and features that can prove hazardous to surface dwellers and aquatic creatures alike.
溺水Drowning
溺水是水下冒险中最显著的危险之一。生物可以在水中屏住呼吸数轮,等同于它体质值的两倍。在生物做出一个标准动作或者是整轮动作时,它会耗费掉额外1轮的剩馀呼吸时间,所以从实战上来讲,如果一个生物想要在每轮都战斗或者双移动,它只能在轮数等同于它体质值的轮中这样行动。有意呼出空气会在每次呼出时耗费1到3轮的时间——大体上来讲一次小呼气会消耗1轮,一次像是唱歌或者施法的长呼气会消耗3轮。特定的法术,像是进阶玩家手册中的绞杀,可以将一个生物憋住的空气全部排出。
一旦生物消耗完了这些安全轮,它将命悬一线。在每一轮中,该生物都必须成功通过一个体质检定,该检定的DC从10开始,在第一轮之后每一轮都会+1。一旦它在该检定中失败,该生物就会开始溺水,幷渐渐失去意识(如果它的生命值高于0的话,那么在这同时它的生命值降至0),而且在之后的每轮它的生命值都会降低1点,幷陷入濒死状态。如果这个生物有能力再次呼吸(可能是有人把它拉出水面或者是施放法术来帮助它),它将会停止溺水,但这不会恢复它失去的生命值。记住如果一个生物在可以正常呼吸的环境中屏住呼吸,它将不会在体质检定失败的时候失去意识。
因为水下探险对于屏息的限制高得让人难以企及,来自地面的水下探索者们使用了各种技术来延长他们在水下呼吸的时间。最常见的便是水中呼吸,这个法术能够持续非常长的时间,幷能在一个人施放过后让整个小队都受到该法术的保护。一个较为简单但时间较短的解决方法就是开拓者RPG极限战斗中的气泡术,这能在几分钟内保护单个生物——但通常不足以支撑一次水下冒险。最有效的选项莫过于进阶玩家手册中的维生气泡,但它在用于水下呼吸的时候,持续时间将会减半,该法术也能保护其中的人免受水下的其他风险比如极端的气温和压力。那些选择用非魔法的方式来作为短暂(并可被解除的)魔法的替代选项的人会倾向于使用气箱(参见56页)来储存额外的空气,但那些想要停留在水下的角色会发现携带较多额外空气会让他们的浮力变为快速上升,就像穿了一件大号救生衣一样,所以这个解决方法只适用于一个强健的游泳者或者使用魔法调节浮力的角色。
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Drowning is one of the most obvious dangers of underwater adventuring. As creature can typically hold its breath for a number of rounds equal to twice its Constitution score. Whenever a creature takes a standard or fullround action, it expends 1 additional round of breath, so practically speaking, if a creature wants to fight or double move each round, it can do so only for a number of rounds equal to its Constitution score. Intentionally exhaling breath expends 1 to 3 rounds for each exhaling action— generally 1 round for a small exhalation, and 3 rounds for an extended exhalation like singing a song or casting a spell. Certain magic, like the suffocation spell from the Advanced Player’s Guide, can expel all of a creature’s held breath.
Once a creature has used up these rounds of safety, it lives on a knife’s edge between life and death. Each round, the creature must succeed at a Constitution check, with a DC starting at 10 and increasing by 1 each round after the first. Once it fails this check, the creature begins to drown, falling unconscious (and dropping to 0 hit points if it currently had more), dropping to –1 hit points on the next round, and dying on the round after that. At any point, if the creature becomes able to breathe (perhaps because someone dragged it out of the water or cast a spell to assist it), it ceases drowning but doesn’t regain any lost hit points. Note that if a creature holds its breath in a situation where it could normally breathe, it won’t fall unconscious if it fails its Constitution check.
Because of the prohibitive limitations of holding one’s breath, underwater explorers from the surface use a variety of techniques to extend their ability to breathe underwater. The most common is water breathing, which is extremely long-lasting and can protect an entire group with one casting. A simpler, short-term solution is air bubble from Pathfinder RPG Ultimate Combat, which can protect a single creature for a few minutes—but not usually enough for an underwater adventure. The most powerful option is life bubble from the Advanced Player’s Guide; while its duration is half that of water breathing, it also protects against many other underwater hazards such as extreme temperature and pressure. Those who prefer a mundane alternative to ephemeral (and dispellable) magic tend to use air tanks (see page 56) to store additional air, but characters hoping to stay underwater find that carrying around more than a few extra breaths of air sets their buoyancy to swiftly rising, almost like wearing a giant life preserver, so this solution is effective only for a strong swimmer or someone with access to magic to alter buoyancy.
海洋区域Oceanic Zones
海洋被分为四个区域:日光区域(从海面到水下600呎),暮光区域(从水下600呎到3300呎),子夜区域(从水下3300呎到13000呎——这常常是海底的深度),以及深渊区域(从13000呎到比13000呎更深的海底)。一些格拉利昂的海洋学者还加入了第五个区域,无底区域,这描述了最深的海沟中20000呎以及更深的区域。
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The ocean is divided into four zones: the sunlight zone (from the surface to 600 feet below), the twilight zone (from 600 feet down to 3,300 feet), the midnight zone (from 3,300 feet down to 13,000 feet— which often reaches the bottom), and the Abyssal zone (from 13,000 feet to the bottom in depths greater than 13,000 feet). Some oceanographers on Golarion add a fifth zone, the Abaddonian zone, which describes areas 20,000 feet and below in the deepest ocean trenches.
压力:大部分水生生物都会特别适应一个大致符合上述一个或者多个区域的深度,幷在它们的天生深度范围中忽略压力伤害,除非它们从一个深度立即传送到另外一个深度去,比如说,使用了任意门。压力伤害规则出现在核心规则书中的445页。但生活在海面的生物则只会把0到100呎视作它们的天生区域。在比它们的天生区域更深的区域中经过的每一分钟,一个生物都必须成功通过一个强韧豁免否则就会受到1d6点伤害,在最开始的100呎后每深100呎就会再受到额外的1d6点伤害。该强韧豁免的DC一开始是15,在第一个豁免之后每过一分钟DC就会提升1点。在五次成功通过强韧豁免(无论是连续还是不连续)之后,这个生物就能适应这里的压力。如果一个生物一直处于它的天生深度范围,但是因为一次瞬时旅行而遇到了压力带来的危险,这种适应新压力的过程将会在一瞬间完成,就如同开拓者RPG城主手册214页所说的那样。如果一个生物在它的天生范围之外,如果合理的话,这次适应过程中将会把它的天生范围调高或者调低100呎。一个海面上的居民可能会在下潜的时候适应压力,但仍会在返回海面的时候遭遇压力带了的风险。
举个例子,如果维勒洛斯(Valeros)向下游了220呎,他在他的天生范围(0到100呎)120呎之外,所以他每分钟需要做一个强韧豁免来避免受到2d6点伤害。如果他成功通过了五次强韧豁免,他的天生范围将会变成100-200呎,而他每分钟则必须通过一个强韧豁免来避免受到1d6点伤害。在五次成功的强韧豁免之后,他的天生范围将会变成200-300呎,所以他将不会因为压力受到伤害,但是在他上升返回海面的时候,他必须再次做一个强韧豁免来避免受到来自压力的2d6伤害。因为压力改变带来的危险,水中的探险家们缓慢调整他们的深度才是最安全的,除非他们有特殊的办法来避免压力带来的风险。像是行动自如和维生气泡APG这样的法术可以避免压力伤害。61页上的压力适应和稳定压力是一个功能更专一的法术,幷是一个环位较低的选项。
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Pressure: Most aquatic creatures have adapted to depths corresponding roughly to one or more of these zones in particular, and ignore pressure damage while within their native depth range unless they instantaneously transport from one depth to another, as with dimension door. Pressure damage rules appear on page 445 of the Core Rulebook. Surface creatures, on the other hand, treat depths of 0 to 100 feet as their native zone. For every minute spent below their native zone, a creature must succeed at a Fortitude save or take 1d6 points of damage, plus an additional 1d6 points of damage for every additional 100 feet beyond the first. The DC is initially 15, and it increases by 1 for every minute after the first. After five successful Fortitude saves (consecutive or not), the creature adapts to the pressure. If a creature is within its native depth range but experiencing pressure dangers due to instantaneous travel, this adaptation to the new pressure happens all at once, as per page 214 of the Pathfinder RPG GameMastery Guide. If the creature is outside its native range, this adaptation adjusts its native range down or up by 100 feet, as appropriate. A surface dweller swimming downward may adapt to the new depth, but will then experience pressure hazards when it ascends back to the surface.
For instance, if Valeros swims down 220 feet, he is 120 feet outside his native range of 0 to 100 feet, so he needs to attempt a Fortitude save every minute to avoid taking 2d6 points of damage. If he succeeds at five Fortitude saves, his native range shifts to 100–200 feet, and he must attempt Fortitude saves to avoid taking 1d6 points of damage each minute. After five more successful Fortitude saves, his native range is now 200–300 feet, and he takes no further damage from pressure, but if he ascends back to the surface, he must resume attempting Fortitude saves to avoid taking 2d6 points of damage from the reversing pressure. Because of the dangers of changing pressure, aquatic explorers find it safest to adjust their depth gradually unless they have special means of avoiding pressure hazards. Spells like freedom of movement and life bubbleAPG prevent pressure damage. Pressure adaptation and stabilize pressure on page 61 are more focused and lower-level options.
温度:浸没在水中会导致陆生生物患上低体温症,尽管在岸上这个温度完全是安全的。总的来说,在温度高于80℉的水中的生物幷没有患上低体温症的风险。60℉到80℉水等同于寒冷天气(一个生物每小时必须成功通过一个强韧豁免来避免受到1d6点非致命寒冷伤害;参见核心规则书442页来获得确定DC的信息)。40℉到60℉水和严寒一样生效(一个生物每10分钟必须通过一个强韧豁免来避免受到1d6点非致命寒冷伤害)。32℉到40℉水就像极端寒冷一样(每分钟自动造成1d6点致命寒冷伤害)。低于32℉的水(这只可能在含盐量比较高的水体中出现)将会每分钟自动造成2d6点致命寒冷伤害。海洋生物已经适应了他们天生区域的温度。法术忍受环境可以在温度低至32℉(而不是空气中的-50℉)的水中保护它的目标,这基本足够复盖海洋中的极端温度。但另一方面,水也很少会变得过于温暖而带来过热风险,除非附近有海洋热液喷口之类的危险,即使是在日光区域中,最极端的温度也不会超过104℉。
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Temperature: Immersion in water can cause hypothermia in land-dwelling creatures at temperatures that would normally be perfectly safe on land. Generally, creatures in water that is 80° F or higher are safe from hypothermia. Water from 60° to 80° F is equivalent to cold weather (a creature must succeed at a Fortitude save each hour to avoid taking 1d6 points of nonlethal cold damage; see page 442 of the Core Rulebook for information on determining the DC). Water from 40° to 60° F functions like severe cold (a creature must succeed at a Fortitude save every 10 minutes to avoid taking 1d6 points of nonlethal cold damage).  Water from 32° to 40° F acts as extreme cold (dealing an automatic 1d6 points of lethal cold damage each minute). Water below 32° F (which is generally possible only in areas with high levels of salt) deals an automatic 2d6 points of lethal cold damage per minute. Sea creatures are adapted to the water temperature in their native zones. The endure elements spell protects its target from water as cold as 32° F (rather than –50° F in air), which is generally enough to cover temperature extremes in the ocean. By contrast, water rarely becomes warm enough to provide heat dangers except in the presence of a hazard like a hydrothermal vent, as even the most extreme temperatures in the sunlight zone tend to cap at around 104° F.
日光区域:日光区域中包含了所有需要光来进行光合作用的植物,所以它是浮游植物和海藻的家园。它也是大部分海洋哺乳动物,多种鲨鱼,一些水母和大部分被渔夫所熟悉的鱼类的家园。46页的侦测部分对于能见度的估计是假定拥有足够的光照(或者是拥有在黑暗中视物的办法),这只有在日光区域中才能算得上是很典型的现象。日光区域的水温变化取决于海面的环境,会在100℉到30℉之间波动。
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Sunlight Zone: The sunlight zone contains all aquatic plants that require light for photosynthesis, so it’s home to both phytoplankton and seaweed. It’s also the home of most marine mammals, many sharks, some jellyfish, and most of the fish familiar to fisherfolk. The visibility estimates in the Perception section on page 46 assume sufficient light levels (or a means of seeing in the dark), which are typically present only in the sunlight zone. The water temperature in the sunlight zone varies based on the surface conditions, anywhere from over 100° F to below 30° F.
暮光区域:在暮光区域,从海面来的光线只有百分之一保留了下来——不足以用来光合作用。这也不能让只有普通视觉的生物视物,但是拥有昏暗视觉的生物仍然可以看到60呎之内的事物,如同处于昏暗光照下。许多居住在这一区域的生物要么是拥有黑暗视觉,要么是依赖精淮的感官而不是视觉来指引它们,还有一些则拥有生物荧光。大约百分之九十的格拉利昂鱼类居住在这一区域。暮光区域的温度从顶部的68℉到底部的39℉之间变化,对于给定的深度,各个位置温度的差异幷不是很多。
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Twilight Zone: In the twilight zone, only about 1% of the light from the surface remains—not enough for photosynthesis. This also isn’t enough light for a creature with normal vision to see, but creatures with low-light vision can still see to a distance of around 60 feet as though in dim light. Many creatures living in this zone either have darkvision or rely on precise senses other than sight to guide them, while others are bioluminescent. Roughly 90% of Golarion’s fish live in this zone. The temperature in the twilight zone ranges from about 68° F at the top to around 39° F at the bottom, with very few variations at any given depth.
子夜区域:子夜区域没有任何来自海面的光,对于没有自带光源的生物来说,它们需要拥有黑暗视觉或者非视觉的感官。许多乌贼、章鱼、一些克拉肯、还有一些大型鲸鱼跟其他深海生物生活在这一区域,它们以来自上方的腐质为食,但在这一区域中鱼类很难生存下来。整个子夜区域的温度差不多都是39℉。子夜区域常常延伸到海底。
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Midnight Zone: The midnight zone has no light whatsoever from the surface, requiring darkvision or nonvisual senses for any creature that doesn’t have its own source of light. Fueled by the detritus that sinks from above, many types of squids and octopuses and some krakens live in this zone, along with some large whales and other creatures of the deep, but it’s harder for fish to survive here. The temperature in the midnight zone is generally 39° F throughout. The midnight zone usually extends to the bottom.
深渊区域:在一些海床离海面13000呎以上的地区,深渊区域就潜藏在子夜区域之下,这里比起子夜区域来,甚至更黑更冷,而且来自上方的腐质已经被子夜区域的生物吃干抹净。这个区域的名字来自于阿比斯(Abyss),这里包含了一些和其他动物群混合的非自然的可怖生物。尽管这里的水温低至35到39℉,巨乌贼,克拉肯,还有其他恐怖的触手生物都在这个区域生生不息。其他生物则聚集在海底热液喷口附近温暖的空间,从喷口的喷发中获得营养。
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Abyssal Zone: In regions where the ocean floor is more than 13,000 feet below the surface, the Abyssal zone lurks beneath the midnight zone, a region that’s dark and cold even compared to the midnight zone, and devoid of even the falling detritus scavenged by midnight zone denizens. Named for the Abyss, this zone contains unnatural and horrific creatures mixed in with other fauna. Giant squids, krakens, and other tentacled horrors thrive in this zone, despite the 35° to 39° F temperature. Other creatures congregate around the warmth of the zone’s hydrothermal vents, gaining nourishment from the vents’ expulsions.
无底区域:一些学者,特别是深海种族中的学者,发出了来自第五个也是最后区域的低语,这个区域只存在于最深的海沟深处,离海面超过20000呎。可以想见,在压力超过海面1000倍,在加上极低的温度和环境中的魔法,这造就了这些海沟噩梦般的环境,甚至看起来都不像是存在于主物质界。水母、海参、管虫之类的软体动物在这荒凉的环境中挣扎求生,在莫测的险恶之中勉力维持。虽然学者们已经组织过对于无底区域的探查,希望获得一些信息,但是收获甚少,即使是有,给出探索报告的幸存者们也没有一个能够保有理智。
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Abaddonian Zone: Some scholars, particularly among deep-sea races, utter dark whispers of a fifth and final zone that exists only in the depths of the deepest ocean trenches, over 20,000 feet below the water’s surface. Supposedly, pressures over 1,000 times that of the surface world, combined with low temperatures and ambient magic, create within these trenches a nightmarish tableau that hardly seems it could exist on the Material Plane. Amorphous creatures like jellyfish, sea cucumbers, and tube worms cling to life in this inhospitable environment, eking out a life amidst beings of unfathomable malevolence. While scholars have funded expeditions to gather information on the Abaddonian zone, there are few, if any, survivors to give their accounts of those expeditions, and certainly none who remained sane.
海流和流水Currents and Running water
海洋(或者类似的较大水体)中的海流就像河流一样运作。每股海流都有一个特定的速度(以呎/每轮来计量)、宽度、和方向,在每个生物的回合开始时,海流就会将它推动那个距离。这个移动会引起不在同一海流中生物的借机攻击。生物可以在他的回合试著游泳来对抗海流的流动以保持在原地,但沿着垂直于海流的方向游动到达边缘幷脱离海流可能是个更好的主意。幸运的是,虽然河流的最高速度可以达到每轮90呎,但在日光区域最快的自然海流一般也不会超过每轮50呎,而且在更深的区域中海流的速度会更慢。这是因为海流主要是被海面的天气和水下微小的温度差异影响,而上述两者在深海区域幷没有那么有影响力。海流总是至少被视为激流(游泳DC15),更快的还流会被视作至少怒涛(游泳DC20)。
海洋的大部分区域不会被视作流动水体,但海流会。因此当生物定位术在水下生效时,它很少能够延伸到它的最大范围,因为即使是很慢的海流也会阻挡法术。同样的,想要在海洋中冒险来挑战命运的吸血鬼们会将自己暴露在不可预测的海流之中。
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Currents in the ocean (or a similarly large body of water) work similarly to rivers. Each current has a particular speed (measured in feet per round), width, and direction, and at the beginning of a creature’s turn, the current pushes it that distance. This movement provokes attacks of opportunity to creatures not in the same current. A creature can try to swim against the current’s flow on its turn to stay in place, but it’s usually a better idea to swim perpendicular to the current to reach the edge and exit the current. Fortunately, while rivers can reach speeds up to 90 feet per round, the fastest natural ocean currents are usually not much faster than 50 feet per round in the sunlight zone, and are slower the deeper one travels. This is because currents are mainly influenced by the weather near the surface and tiny discrepancies in temperature far below the surface, and the effects of the latter are not as strong. Currents always count as at least rough water (Swim DC 15), and faster currents count as at least stormy water (Swim DC 20).
The majority of the ocean does not count as running water, but currents do. Thus while the spell locate creature functions underwater, it rarely extends to its full range, since even an extremely slow current blocks the spell. Likewise, vampires tempt fate in the ocean by exposing themselves to the risk of an unexpected current.
漩涡Whirlpools
当流向相反的水流相遇,它们就会产生一个漩涡。大部分漩涡都是无害的,但一些由强力潮水产生的猛烈漩涡可以造成巨大的破坏。最猛烈的漩涡的水流速度最高可以达到每轮200呎,它绕著一个中心旋转同时产生巨大的向心力,将周围的生物和物体都拉进漩涡中,幷防止被漩涡困住的东西逃脱。漩涡中的移动不会引发借机攻击,因为被漩涡困住的生物不会在一个可以做出借机攻击的位置。大漩涡中的环境十分恶劣,在里面的游泳检定DC会达到40或者更高。被困在漩涡中的生物一轮中每被旋转50呎就会受到1d6点钝击伤害。有时只有一个办法可以在旋涡中生还,那就是到达漩涡的中心,因为——和水元素用破坏欲创造幷控制的漩涡不同——一个天然的漩涡会将它的囚犯拖到底部,然后释放出来。
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When currents flowing in opposite directions meet, they create a whirlpool. Most whirlpools are harmless, but some mighty maelstroms formed by powerful tides are capable of great destruction. The most powerful whirlpools can reach a maximum current speed of around 200 feet per round, spinning in a circle and generating a centripetal force to pull nearby creatures and objects into the whirlpool and prevent those caught in the whirlpool from leaving. Whirlpool movement doesn’t normally provoke attacks of opportunity, because no one caught in the current is in a position to make one. Conditions are so rough in maelstroms that Swim checks reach DC 40 or higher. Creatures caught in a whirlpool take 1d6 points of bludgeoning damage per round for every 50 feet of the whirlpool’s speed. Sometimes the only way to survive a whirlpool is to reach the center, since—unlike when a water elemental creates and controls a whirlpool with mischief in mind—a natural whirlpool eventually drags its captives to the bottom and out.
« 上次编辑: 2017-08-27, 周日 22:00:12 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Aquatic Adventures】水下冒险
« 回帖 #4 于: 2017-08-09, 周三 09:40:29 »
水下生活Living Underwater
水下的生物和陆地上的居民在探索深海的时候,都需要各种不寻常的装备来在海中维持它们的生命。
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Underwater creatures and surface folk exploring the depths both rely on a variety of unusual gear to handle life under the sea.
水下装备UNDERWATER GEAR
引用
物品
  | 
价格
  | 
重量
  | 
工艺DC
气箱(每加仑)
  | 
5sp
  | 
1/2磅
  | 
加压气箱
  | 
25gp
  | 
30磅
  | 
海底行走锚
  | 
5gp
  | 
50磅
  | 
战斗训练型水马
  | 
750gp
  | 
1300磅
  | 
普通水马
  | 
500gp
  | 
1000磅
  | 
荧光水母
  | 
2gp
  | 
1磅
  | 
精致脚蹼
  | 
50gp
  | 
1磅
  | 
毒药密封剂
  | 
20gp
  | 
  | 
20
压力药丸
  | 
75gp
  | 
  | 
25
熏盐
  | 
1gp
  | 
  | 
普通密闭皮囊
  | 
1sp
  | 
1磅
  | 
药剂用密闭皮囊
  | 
8gp
  | 
  | 
潜水游泳镜
  | 
8gp
  | 
4gp
  | 
潜水衣
  | 
50gp
  | 
1磅
  | 

气箱Air Tank
价格:5SP/加仑 重量:1/2磅/加仑
      装满了普通空气的箱子并不能像呼吸装置那样持久,但气箱能够很好地保证一个角色达到快速上浮的浮力水平,而有经验的潜水者还可以调整她的气箱,以此来获得中等浮力水平,让水下探索变得更为容易。每6加仑的空气能用于水下呼吸大约1分钟;但要给一个中体型生物提供适中的浮力则只需要少得多的空气,除非它携带了可观数量的金属或者其它高密度的材料。
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AIR TANK
PRICE  5 SP/gallon WEIGHT 1/2 lb./gallon
Tanks full of normal air don’t last long as breathing devices, but a large air tank is excellent for ensuring a character has a swiftly rising buoyancy, and a savvy diver can adjust her air tank just enough to give her a neutral buoyancy, making it much easier to explore underwater. Every 6 gallons of air is enough to breathe for roughly 1 minute underwater; it takes far less air for a Medium creature to achieve neutral buoyancy unless it’s carrying a significant amount of metal and other dense material.
 
加压气箱Air Tank, Pressurized
价格:25GP 重量:30磅
      一个靠呼吸空气为生的冒险者可能会需要携带数个装满空气的箱子来在水下保证她有足够呼吸一小时的空气。显然这是不切实际的,所以炼金术师们开发了一种加压技术,这使得在很小体积内存储大量空气成为可能。加压气箱略小于半个普通气箱,但它能存储足够一个游泳者呼吸1小时的空气(被加压的空气重达7磅,所以一个空的加压气箱只有23磅重)。当你用一个标准动作操纵小曲柄时,气箱会只释放足够呼吸的空气,潜水的角色会通过一根像是吸管一样的管道来呼吸,管道的末端还有一个半透性的组件,它只允许空气而不会让水通过。重新装填气箱需要5gp的材料费用,以及一个DC为20的工艺(炼金)检定(如果失败将会摧毁气箱),或者你也可以通过购买一个拥有基础大空念力(basic aerokinesis)的操念使的服务来完成。
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AIR TANK, Pressurized
PRICE 25 GP WEIGHT   30 lbs.
An air-breathing adventurer would need to bring over a dozen tanks full of air with her to have enough to breathe for even a single hour. Since this is impractical, alchemists developed a technique to store greater amounts of air in a smaller volume using pressure. Each pressurized air tank is a little smaller than half the size of a tank, but it contains enough air for a swimming character to breathe for 1 hour (the pressurized air itself weighs 7 pounds, so an empty tank weighs only 23 pounds). When a small crank is manipulated as a standard action, the tank releases just enough air for a breath, which the diving character breathes in through a straw-like tube with a semipermeable end piece that allows air out but not water in. The process of refilling the air tank requires 5 gp of materials and a successful DC 20 Craft (alchemy) check (failure destroys the tank) or the services of a kineticist with basic aerokinesis.
海底行走锚Bottom-Walker's Anchor
价格:5GP 重量:50磅
      这个高密度的锚被系在了一个牢固但很容易拆卸的锁链上面(移除锁链是一个移动动作)。当装备上海底行走锚之后,它能让你拥有灵活探索海底所需要的浮力,但它同时也会提升1点你的盔甲罚值以及降低1点敏捷加值上限(或者把它变到+6,如果穿戴者没有敏捷加值上限的话)。比起带上一堆高密度的物件,这个东西显得不够灵活,但它的好处在于水下的冒险者可以在短时间内取下锚以此来迅速浮上水面,而卸下一堆高密度物件则是一个漫长的过程(还会让他失去宝贵的装备)。
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BOTTOM-WALKER’S ANCHOR
PRICE   5 GP WEIGHT   50 lbs.
This dense anchor is attached to a sturdy but easily detachable chain (removing the chain is a move action). Wearing a bottomwalker’s anchor all but guarantees an undersea explorer a swiftly sinking buoyancy, though it also increases her armor check penalty by 1 and decreases her maximum Dexterity bonus by 1 (or sets it at +6, if the wearer didn’t have a maximum Dexterity bonus). Compared to simply carrying plenty of dense items, it’s unwieldy, but the advantage is that the undersea explorer can detach the anchor in a hurry in order to float to the surface, while unloading a number of dense objects might be a slow process (and could deprive the explorer of valuable gear).
水马Hippocampus
价格:可变 重量:可变
普通:500GP 1000磅 受过战斗训练:750GP 1300磅
      虽然水马比起地面上的马匹的数量要少,而且还是魔法兽,但大体上来说,水马和陆马一样容易训练。即使是受过战斗训练的水马也很少装备马铠,而且就算是那些装备了的,它们的马铠也不会使用重量超过皮革的材料,因为这会干扰它们游泳。
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HIPPOCAMPUS
PRICE   VARIES WEIGHT   VARIES
Common 500 GP 1,000 lbs. Combat-trained 750 GP 1,300 lbs.
Though somewhat rarer than horses on the surface world, hippocampi are roughly as easy to train as horses, despite being magical beasts. Even combat-trained hippocampi rarely wear barding, and even then nothing heavier than leather, as it interferes with their swimming.
荧光水母Jellyfish,Luminious
价格:2GP 重量:1磅
      这只小小的水母直径大约4英寸,它发出的生物荧光差不多和一支蜡烛一样亮,一般是蓝色或者绿色,但不同的种类可能会有不同的颜色(当然这一般会有更高的价格)。当这些水母被关在一个有小洞(能让它们吃到浮游生物)的容器中时,它们就可以成为活的灯笼,特别适合拥有昏暗视觉的生物。在一些地方,比如塔拉桑提(Talasantri),它们会自由地漂流,像移动的光源一样。荧光水母在它的这个生命阶段最多可以活一年。
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JELLYFISH, LUMINOUS
PRICE 2 GP WEIGHT 1 lb.
This tiny jellyfish has a crown roughly 4 inches in diameter, and it glows with bioluminescence as brightly as a candle, typically in a blue or green color, but various species allow an array of possible colors (though generally this commands greater prices). When trapped in a container with small holes to allow in the plankton the creature eats, these creatures can serve as living lanterns, especially for creatures with lowlight vision. In some places, like Talasantri, they drift freely as mobile light sources. A luminous jellyfish lives up to 1 year in this stage of its life cycle before dying.
精制脚蹼Masterwork Flippers
价格:50GP 重量:1磅
      这对流线型的、符合流体力学的脚蹼能让它的穿戴者在用于表演复杂的水下花招以及水下游泳检定上获得+2环境加值。这个加值不会与来自因为拥有游泳速度而获得的种族加值迭加。
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MASTERWORK FLIPPERS
PRICE   50 GP WEIGHT   1 lbs.
These sleek and aquadynamic flippers grant their wearer a +2 circumstance bonus on Swim checks to perform complex maneuvers underwater or swim through rough waters. This bonus doesn’t stack with racial bonuses on Swim checks from having a swim speed.
毒药密封剂Poison Sealant
价格:20GP 重量:—
      在水下,被涂在武器上的毒药会在1D10轮内被冲洗掉,除非毒药是在武器内部或者是被用于注射的那种,所以水下的炼金术师们发明了毒药密封剂来规避这个限制。涂抹毒药密封剂所需的工作和涂抹毒药是一样的。一旦被涂抹,密封剂就会在保护毒药抵抗元素,让武器在水下保持涂毒的状态。毒药密封剂会在血液中溶解,同时将毒药释放出来(这也意味着密封剂并不能防止意外中毒)。
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POISON SEALANT
PRICE   20 GP WEIGHT    —
Applied poison generally washes off weapons underwater in 1d10 rounds unless the poison is contained inside the weapon and injected, so undersea alchemists developed poison sealant to circumvent this limitation. Applying poison sealant to a poisoned weapon takes the same amount of effort as applying a poison. Once applied, the sealant protects the poison from the elements, keeping the weapon poisoned underwater. Poison sealant dissolves in blood, allowing the poison’s delivery (and also meaning that it doesn’t prevent accidental poisoning).
压力药丸Pressure Pill
价格:75GP 重量:—
      当你以一个整轮动作吞下这颗弹子大的药丸时,它会立即将你身体的压力调整成外界的水压,但你在调整时会受到每100英尺3点的非致命伤害(参见48页的压力规则)。
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PRESSURE PILL
PRICE   75 GP WEIGHT    —
When you swallow this marble-shaped alchemical pill as a full-round action, it instantly adjusts your body to the surrounding water pressure, though you take 3 points of nonlethal damage for every 100 feet of adjustment necessary (see Pressure on page 48).
熏盐Scent Salts
价格:1sp 重量:—
      这些熏盐被装在一个防水的小袋子里,它会在水中缓慢地溶解,在附近制造出一股持续大约1个小时的宜人气味
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SCENT SALTS
PRICE   1 SP WEIGHT    — 。
Stored in a waterproof pouch, these salt crystals dissolve slowly in water, producing a pleasing scent in the nearby water for roughly 1 hour.
密闭皮囊Sureseal Bladder
价格:可变 重量:可变
普通:1sp 1磅 药剂用:8GP —
      药剂海绵(potion sponges)(进阶种族手册177)对于呼吸空气的种族(比如水元素裔)来说可能是个足够合理的用来在水下携带药剂的办法,而水生种族则更喜欢那种能让他们在水下从头准备药剂、饮料或者其他液体的方法。密闭皮囊由一层薄膜构成,这层薄膜不会让任何液体通过。你可以通过喷嘴或者管道来向密闭皮囊注入液体,这样可以避免周围的海水进入,而且喷嘴后面的薄膜会自动封闭。在皮囊充满之后,饮用者可以掐掉薄膜的末端,以便在空闲之时小口嘬饮,让皮囊慢慢皱缩,最后再把它处理掉。便宜一点的普通密闭皮囊能装大概两杯的液体,这种最适合用于享用你最爱的饮料,上面列出的重量是假定普通密闭皮囊已经装满了的状况。药剂需要你喝下一整剂才会奏效,所以药剂用密闭皮囊不但会比普通的小得多(它的大小仅够装下一剂药剂),而且还经过加压,以此来在不损失任何药剂的情况下一瞬间将药剂排出,这使得饮用者可以像在海面上一样以一个标准动作来喝下这些药剂。无论是哪种密闭皮囊都只能被使用一次。
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SURESEAL BLADDER
PRICE   VARIES WEIGHT   VARIES
Mundane 1 SP 1 lb. Potion 8 GP —
While potion sponges (Advanced Race Guide 177) are a reasonable enough method for air-breathers like undines to prepare to bring a potion underwater, aquatic creatures prefer a solution that allows them to prepare potions, beverages, and other liquids underwater to begin with. A sureseal bladder is made of a thin membrane that won’t allow liquid through. By passing a solid spout or tube through the membrane, you can fill the bladder without allowing in any ambient seawater, and the membrane seals behind the spout. Once the bladder is full, the drinker can nip on the end of the membrane in order to sip the drink at her leisure, slowly crumpling the bladder for eventual disposal. The cheaper mundane sureseal bladders hold about 2 cups of liquid and work best for enjoying a favorite drink; the listed weight assumes the mundane sureseal bladder is full. Potions rely on drinking the entire dose, so potion sureseal bladders, while much smaller (just large enough for a potion), are pressurized in order to expel the entire potion at once without losing any of it, allowing the drinker to drink them as a standard action just like drinking a potion above the waves. Either type of sureseal bladder can be used only once.
潜水游泳镜Underwater Goggles
价格:5gp 重量:—
      这对廉价的防水游泳镜可以完美保护地上居民的眼睛,特别是在盐水或者颗粒物很多的水中。任何佩戴防水游泳镜的地上居民可以像是水下原生民(参见46页)使用视觉来进行察觉。
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UNDERWATER GOGGLES
PRICE 5 GP WEIGHT   —
These inexpensive, watertight goggles are essential protection for land-dwellers’ eyes, particularly in salt water or water high in particulates. Any land-dweller wearing goggles can use visual Perception like an aquatic native (see page 46).
潜水衣Wet Suit
价格:8gp 重量:4磅
      这件符合流体力学的潜水衣是为了地面居民探索深海而设计的,它有数个防水口袋来让重要的物品保持干燥。
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WET SUIT
PRICE   8 GP WEIGHT   4 lbs.
This relatively aquadynamic wet suit is designed for surfacedwellers exploring the deeps, with waterproof pockets to help keep important items dry.
« 上次编辑: 2017-08-25, 周五 10:36:31 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Aquatic Adventures】水下冒险
« 回帖 #5 于: 2017-08-09, 周三 09:40:39 »
水下专长Aquatic feats
地上的一些组织有意于取得水下深处的赏金,所以他们训练该如何在深海中生存,而隶属于曼德特尖塔的水生精灵则小心翼翼地守护绝密的技术,半鱼人们则追随着它们那可以追溯到古老先祖的传统。
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Land-bound organizations interested in the bounties of the deep train to survive the depths, while the aquatic elves of the Mordant Spire jealously guard secret techniques, and gillmen follow traditions that extend back to their ancient forebears.
水下战斗专攻(战斗)Aquadynamic focus
你在你所选择武器的技艺上太过娴熟,以至于你在水下使用它们时不会受到任何阻碍。
先决条件:武器专攻,基本攻击加值+1
专长效果:你在水下战斗使用拥有武器专攻专长的挥砍和钝击近战武器时,不会承受额外的命中和伤害减值。
一般情况:当你在水下使用钝击和挥砍的近战武器时,你会在攻击骰上有-2减值,并且伤害减半。
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Aquadynamic focus (combat)
Your skill with your chosen weapons is so great that you can use them underwater without impediment.
prerequisites: Weapon Focus, base attack bonus +1.
benefit: You don’t take additional penalties on attack and damage rolls for fighting underwater with bludgeoning and slashing melee weapons for which you have taken the Weapon Focus feat.
Normal: When using bludgeoning and slashing melee weapons underwater, you take a –2 penalty on attack rolls and deal half damage.
水下射击(战斗)Aquadynamic shot
你使用特别的投射技巧来让你在水下损失较少的精准度。
先决条件:远距射击,近距射击,基本攻击加值+4
专长效果:在你与你的目标之间每有5尺水,你的投射武器就会在攻击骰上有-1的减值。除非在特殊的环境下(参见44页),你仍然不能在水下使用投掷武器。
一般情况:在你与你的目标之间每有5尺水,你的投射武器就会在攻击骰上有-2的减值。
剧透 -   :
Aquadynamic shot (combat)
You use projectiles and special trick shots that lose less accuracy when underwater.
prerequisites: Far Shot, point-blank Shot, base attack bonus +4.
benefit: Your projectile attacks take a –1 penalty per 5 feet of water between you and the target. You still can’t use thrown weapons effectively underwater except in special circumstances (see page 44).
Normal: projectile attacks underwater take a –2 penalty per 5 feet of water between the shooter and the target.
两个世界的孩子(故事)Child of two worlds
你是陆地居民和水生生物共同的孩子,拼命地调和着你身上来自两个种族的遗产。
先决条件:无论是通过双界灵药还是其他的方法,你父母的其中一人是水生种族,而另外一个则是陆地居民。你必须在一级选择这个专长,并且你不能选择其他能指定你血脉的专长、背景、或者能力,例如远古血脉APG。从主题上来讲,合适的背景故事包括异族养子(Adopted Outside Your Race),生为杂种(bastard born),家族之死(death in the Family),独一无二(One of a Kind),以及远亲(the Relative)。这些背景故事可以在开拓者RPG极限诡道中找到。
专长效果:如果你是水生种族,获得10呎陆地移动速度;如果你不是水生种族,在游泳检定上获得+4种族加值,这不会与拥有游泳速度获得的加值迭加。
目标:你必须和你不是一个种族的父母一起生活(如果你是陆生种族你要和水生种族的父母一起,如果是水生种族则需要和陆生种族生活在一起),学习该如何适应他们那奇怪的世界和文化,直到他们种族的其他成员真正地接受你。这可不仅仅是找到一位恰当种族的成员,然后对着他死缠烂打或者说些好话直到他们同意接受你而已。你必须完成重要的通过仪式,然后与你不同种族父母的其他种族成员建立真正的羁绊。
完成奖励:你获得两栖亚种(以及水生亚种,如果你之前没有的话),并能轻易地在水中和空气中呼吸。以一个迅捷动作,你能将你的腿转变成尾鳍(获得40呎游泳速度)或者将你的尾鳍转变成腿(获得30呎地面移动速度),你可以随意来回转换。
剧透 -   :
child of two worlds (story)
You are the child of a land-dwelling creature and an aquatic creature, struggling to reconcile your dual heritage.
prerequisites: Whether through an elixir of two worlds (see page 62) or other means, one of your parents was aquatic and the other was a land-dweller. You are mostly a normal member of your race, except as stated in this feat. You must select this feat at 1st level, and you can’t have other feats, traits, or abilities that specify your bloodline such as Racial HeritageApG. thematically appropriate backgrounds include Adopted Outside Your Race, bastard born, death in the Family, One of a Kind, and the Relative. these backgrounds are found in pathfinder RPG Ultimate Intrigue.
benefit: You gain a land speed of 10 feet if you are aquatic; if you aren’t aquatic, you gain a +4 racial bonus on Swim checks that doesn’t stack with the bonus for having a swim speed.
Goal: You must live among your other parent’s race (the aquatic parent if you are a land-dweller or the land-dwelling parent if you are aquatic), learning to adapt to their strange world and culture until others of that race truly accept you. It isn’t enough to simply find a member of the appropriate race and badger or sweet-talk them until they agree to accept you; you must perform significant rites of passage and form real bonds with members of your other parent’s race.
Completion benefit: You gain the amphibious subtype (and the aquatic subtype, if you don’t have it) and can breathe both water and air with equal ease. As a swift action, you can transform your feet into a tail fin (gaining a swim speed of 40 feet) or your tail fin into feet (gaining a land speed of 30 feet), changing back and forth as often as you wish.
深呼吸Deep breath
你屏住呼吸的时间是以前的两倍。
先决条件:体质15
专长效果:你屏住呼吸的时间是原有时间的两倍(4倍于你体质值的轮数而不是2倍)。
剧透 -   :
Deep breath
You can hold your breath for twice as long.
prerequisite: Constitution 15.
benefit: You can hold your breath for twice as long as usual (4 rounds times your Constitution score instead of 2).
海豚环杀(战斗)Dolphin circle
你像海豚一样环绕着你的敌人,将他们玩弄于你攻击的股掌之中。
先决条件:海豚突进,海豚流,精通徒手击打,游泳10级,基本攻击加值+10或者武僧10级
专长效果:当你处于海豚流的架势下时,以一个整轮动作,你可以在水下选择一个环形的路线,其起点和终点都必须在你目前所处的方格,且长度不能超过你以单个移动动作所能游过的距离。你会环绕这条路线游动直到你的下一回合开始,这次移动不会引发借机攻击。在考虑威胁范围和为盟友(除了你自己)提供夹击以及范围效果时,你被视为处在该路线所有经过的方格中。但当其他生物穿过这条线路的任意方格时,你不会被视作在其中的任何方格。在你下一回合开始时,选择该路径经过的任一方格来停止环绕。
剧透 -   :
dolphin circle (combat)
You circle your foes like dolphins, forcing them to play into your attacks.
prerequisites: dolphin dart, dolphin Style, Improved Unarmed Strike, Swim 10 ranks, base attack bonus +10 or monk level 10th.
benefit: While in dolphin Style, as a full-round action underwater you can choose a circular path starting and ending in your current space whose length is no longer than you could swim with a single move action. You circle around that path until your next turn, and this movement doesn’t provoke attacks of opportunity. You are considered to be in every space along the path for the purpose of threatening squares and providing flanking for other allies (but not yourself), as well as whether you are in the area of an area effect. Other creatures can attack you (and touch you with beneficial touch spells) as if you were in every space along the path. However, you don’t count as being in any of the spaces for the purpose of other creatures moving through an occupied space. At the beginning of your next turn, choose any space along the path to stop circling.
海豚突进Dolphin dart (战斗)
你迅速地突击一个敌人又迅速地后撤,就像一只海豚一样。
先决条件:海豚流,精通徒手击打,游泳6级,基本攻击加值+6或者武僧6级
专长效果:当你处于海豚流的架势之下时,以一个标准动作,你可以在水下最多移动你游泳速度的一半,并对位于你触及范围内的一名敌人做一次近战攻击,然后撤回你原来所处的位置。你的移动和攻击都不会引发借机攻击,即使你的敌人拥有除了移出威胁范围外其他触发借机攻击的条件。
剧透 -   :
dolphin dart (combat)
Like a dolphin, you can quickly dart at a foe and retreat.
prerequisites: dolphin Style, Improved Unarmed Strike, Swim 6 ranks, base attack bonus +6 or monk level 6th.
benefit: While in dolphin Style, as a standard action underwater you can move up to half your swim speed, make a single melee attack against a creature within your reach, and then retreat back to your previous position. Your movement and attack don’t provoke attacks of opportunity, even if your foe has an ability that allows attacks of opportunity with triggers other than moving out of a threatened area.
海豚流(战斗,流派)Dolphin style
你像一只海豚一样战斗,将你的敌人困在一起,这让你更容易干掉他们。
先决条件:精通徒手击打,游泳3级,基本攻击加值+3或者武僧3级
专长效果:你对一个你不对它有夹击,且它至少邻接两个它其他盟友的生物的近战攻击骰获得+1加值。除此之外,你的近战攻击忽略任何来自协助他人动作的AC加值。
剧透 -   :
dolphin style (combat, style)
You fight like a dolphin, bunching your enemies up together to make it easier to pick them off.
prerequisites: Improved Unarmed Strike, Swim 3 ranks, base attack bonus +3 or monk level 3rd.
benefit: You gain a +1 bonus on melee attack rolls against any creature adjacent to at least two of its other allies as long as you aren’t flanking that creature, and your melee attacks ignore any bonus to AC gained by use of the aid another action.
漩涡女帝的恩惠Favor of the empress of torrents
你可以释放强力的水流来在水下击退你的对手。
先决条件:信仰莱希阿娜萨或者是一名珍珠寻者圣骑士,角色5级
专长效果:每天一次,你可以在水下以类法术能力使用水流爆发APG。在10级以及之后的每5级,你每天可以额外使用这个能力一次。
剧透 -   :
Favor of the empress of torrents
You can unleash powerful watery torrents to push back your foes underwater.
prerequisites: Worshiper of Lysianassa or pearl seeker paladin, character level 5th.
benefit: Once per day while underwater, you can use hydraulic torrentAPG as a spell-like ability. At 10th level and every 5 levels thereafter, you can use this ability an additional time each day.
游泳大师Master swimmer
你接受过游泳战斗以及长距离游泳的长时间训练,因此你可以像水生居民一样自如在水中行动。
先决条件:技能专攻(游泳),游泳10级
专长效果:你获得30呎游泳速度,或者等同于你未修正过的陆地速度的游泳速度,两者取低;你在因为拥有游泳速度获得游泳种族加值为+2,而不是+8。
剧透 -   :
Master swimmer
You’ve trained at swimming in combat and over long distances for so long that you can move through the water like a native.
Prerequisites: Skill Focus (Swim), Swim 10 ranks.
Benefit: You gain a swim speed of 30 feet or your unmodified base land speed, whichever is slower; your racial bonus on Swim checks for having a swim speed is +2, instead of +8.
浑浊法术(超魔)Murky spell
你可以在水下招来浑浊的沉积物来在水下转化一个云雾法术。
专长效果:你只能将浑浊法术应用在一般不能在水下使用的云雾法术上,像是死云术云雾术心灵迷雾隐雾术或者酸雾术。当你在水下施放浑浊法术时,沉积物会让水体变得浑浊,造成和在地面上差不多的效果,除了以下几点。因为稀释的缘故,浑浊法术只能持续法术在水面上持续时间(一般来说是每施法者等级1分钟,但心灵迷雾会持续3分钟)的十分之一,但这不会影响法术次要效果的持续时间,像是心灵迷雾的心智罚值。能够看穿云雾的能力并不能看穿浑浊法术除非他们同时拥有看穿浑浊水体的能力(像是通用怪物规则中的雾气视觉(mistsight)。水流(而不是风)能够驱散浑浊法术;任何速度超过10呎的水流都能在一轮之内将浑浊法术吹散。浑浊法术对于水面上没有任何效果。浑浊法术不会占用比法术的实际环级高的法术位。
剧透 -   :
Murky spell (metamagic)
You can call upon murky sediments in the water to transform a mist spell underwater.
Benefit: You can apply Murky Spell only to a mist or fog spell that normally doesn’t work underwater, such as cloudkill, fog cloud, mind fog, obscuring mist, or solid fog. When cast underwater, a murky spell clouds the water with sediments, producing roughly the same effects as the normal spell would above water except as follows. Due to the dilution, a murky spell has only one-tenth of the duration of a normal spell (generally 1 minute per level, though mind fog lasts 3 minutes), but this reduction doesn’t affect the duration of secondary effects like mind fog’s mental penalties. Abilities that see through mist and fog can’t see through a murky spell unless they also specifically see through murky water (like the mistsight universal monster rule). Instead of wind, currents can disperse a murky spell; any current with a speed of at least 10 feet disperses a murky spell in 1 round. A murky spell has no effect above the water. A murky spell uses up a slot the same spell level as the spell’s actual level.
压力适应Pressure adept
你在超常的压力下花费了非常多的时间,所以你能比你的同族潜水潜得更深。
先决条件:游泳5级
专长效果:在计算压力时,在你的天生潜水范围上加上一个海洋区域(oceanic zone)(这意味着你在那个范围内不会受到压力伤害除非你立即向上或者向下传送,即使在这种情况下。你也能立即适应全部的变化,而不是一次适应100呎)。选择了该专长的地表居民必须选择日光区域(sunlight zone),水生种族则可以选择任何在他们天生种族潜水范围之上或者之下的任意区域。
剧透 -   :
Pressure adept
You’ve spent so much time at unusual pressures that you’ve extended your native range beyond the norms of your species.
Prerequisite: Swim 5 ranks.
Benefit: Add one oceanic zone to your native range when calculating pressure (meaning that you don’t take pressure damage in that range unless instantaneously transported up or down, and even then you adapt to the change all at once rather than 100 feet at a time). Surfacedwellers taking this feat must select the sunlight zone, and aquatic creatures can select any zone either directly above or directly below their native range.
鲨跃(战斗)Shark leap
像一只致命的掠食者,你从没有警惕的敌人下面闪击他们。
先决条件:精通徒手击打,猛鲨流,鲨裂,游泳10级,基本攻击加值+10或者武僧10级
专长效果:当你处于猛鲨流的架势之下,并且你在水下拥有中等,上升,快速上升的浮力时,你可以做出一次可怖的跃击来攻击你正上方的敌人。这类似于冲锋,除了你只能笔直地向上移动,并且只能使用穿刺徒手击打或者啮咬攻击。如果你的攻击命中了,这将会造成两倍的伤害;如果你的攻击骰结果超过了11+目标的游泳加值,这次攻击将会让目标失去平衡,直到它的下一回合。和冲锋一样,在你只能做一个标准动作时(比如突袭轮),你也可以做一个阉割版本的鲨跃;你只能半速移动,就和部分冲锋一样,而且攻击只会翻倍伤害骰(如同要害打击)而不是所有伤害。
剧透 -   :
Shark leap (combat)
Like a deadly predator, you bolt at unsuspecting foes from below.
Prerequisites: Improved Unarmed Strike, Shark Style, Shark Tear, Swim 10 ranks, base attack bonus +10 or monk level 10th.
Benefit: While in Shark Style, when you’re underwater with neutral, rising, or swiftly rising buoyancy, you can perform a terrifying leap to attack opponents directly above you. This works similarly to the charge action, except you can move only straight up, and you make a single piercing unarmed strike or bite attack. If the attack hits, it deals double damage; if the attack roll’s result is also higher than 11 + the target’s Swim modifier, the attack knocks the target off-balance until its next turn. Like with a charge, you can perform a partial version when limited to a single standard action (such as in the surprise round); in addition to moving half as far as normal for a partial charge, the attack doubles only the damage dice (as per Vital Strike) rather than the full damage roll.
猛鲨流(战斗,流派)Shark style
你像鲨鱼一样战斗,像鲨鱼一样撕碎你的敌人。
先决条件:精通徒手击打,游泳3级,基本攻击加值+3或者武僧3级
专长效果:你可以在使用徒手攻击时造成穿刺或者钝击伤害。你的穿刺徒手打击和啮咬攻击将会造成1d6点额外的流血伤害。
剧透 -   :
Shark style (combat, style)
You fight like a shark, shredding your foes.
Prerequisites: Improved Unarmed Strike, Swim 3 ranks, base attack bonus +3 or monk level 3rd.
Benefit: You can deal piercing or bludgeoning damage with your unarmed strikes. Your piercing unarmed strikes and bite attacks deal an additional 1d6 points of bleed damage.
鲨裂(战斗)Shark tear
你撕裂那些流血的敌人,并能在水中嗅到他们的血腥味。
先决条件:精通徒手击打,猛鲨流,游泳6级,基本攻击加值+6或者武僧6级
专长效果:在处于猛鲨流的架势时,你在水下获得灵敏嗅觉,但仅限对流血的敌人。你还会在对抗流血敌人的伤害骰和攻击骰上获得+1加值。
剧透 -   :
Shark tear (combat)
You tear into bleeding foes and can smell their blood in the water.
Prerequisites: Improved Unarmed Strike, Shark Style, Swim 6 ranks, base attack bonus +6 or monk level 6th.
Benefit: While in Shark Style, you gain scent while in water, but only against bleeding creatures. You also gain a +1 bonus on attack and damage rolls against bleeding creatures.
蒸汽法术(超魔)Steam spell
你成功研究出了一些水元素裔蒸汽术者(steamcaster)们所牢牢保护的秘密,这让你能够轻易地在水下使用火焰魔法。
专长效果:你只能将蒸汽法术应用到拥有火焰描述符的法术上。在水下使用蒸汽法术不需要施法者等级检定,但在水上则需要一个施法者等级检定才能生效。火焰法术不会占用比法术的实际环级高的法术位。
剧透 -   :
Steam spell (metamagic)
You’ve built off of some of the closely-guarded secrets of the undine steamcasters, allowing you to use fire magic underwater easily.
Benefit: You can apply Steam Spell only to a spell with the fire descriptor. A steam spell works underwater without a caster level check, but it requires a caster level check to function above water. A steam spell uses up a slot the same spell level as the spell’s actual level.
盐海帝王之触Touch of The Brackish Emperor
你的触摸可以压制帮助水下呼吸的法术。
先决条件:角色5级,信仰凯利桑德里
专长效果:每天一次,你可以在水下接触一个生物一次来压制任何能让它在水下呼吸的法术(气泡术UC维生气泡水下呼吸等等)5分钟。压制法术需要投1d20+你的角色等级;每个法术的DC为11+法术的施法者等级(如果影响该生物的几个法术有不同的施法者等级,你就只能解除部分法术而放弃另外的法术)。这是一个类法术能力。在10级和之后的每5级,你每天能获得一次额外的使用次数。
剧透 -   :
Touch of The Brackish Emperor
Your touch can suppress spells that aid in breathing water.
Prerequisites: Character level 5th, worshiper of Kelizandri,
Benefit: Once per day while underwater, you can touch a creature in order to suppress any spells that allow the creature to breathe underwater (air bubbleUC, life bubble, water breathing, and so on) for 5 minutes. Suppressing the spells requires you to roll 1d20 + your character level; the DC for each spell is 11 + the spell’s caster level (if the spells affecting the creature have differing caster levels, you might dispel some but not the others). This is a spelllike ability. At 10th level and every 5 levels thereafter, you can use this touch an additional time each day.
« 上次编辑: 2017-12-13, 周三 08:43:21 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
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Re: 【Aquatic Adventures】水下冒险:水下规则部分
« 回帖 #6 于: 2017-08-15, 周二 12:39:55 »
水下法术AQUATIC SPELLS
      陆地上的施法者发明了众多法术,这些法术能让他们的水下冒险变得更简单,而水下的种族则有一套他们自己的魔法流派。当这两者混合在一起时,地上和水下的种族就能够完成不可思议的事。除了下列法术,进阶职业指南中的上浮术也是一个可以应急的法术,它可以为目标提供快速上升浮力。
剧透 -   :
Terrestrial spellcasters have developed numerous spells to make underwater adventuring easier for them to bear, while aquatic races have ancient magical traditions all their own. When blended together, the races of land and sea can accomplish incredible things. In addition to the spells below, consider buoyancy from Advanced Class Guide as an emergency spell to grant several targets swiftly rising buoyancy.
【预言】水下追迹 (Aquatic Trail) [水]

环位:德鲁伊 3, 审判者3, 游侠3,萨满3
施法时间:标准动作
成分:语言, 姿势
范围:中距(100呎+10呎/等级)
区域:以你为中心的圆形区域,半径为100呎+10呎/等级
持续时间:1小时/等级
豁免:
法术抗力:

      你用预言魔法来放大你周围水体中的踪迹,只要有生物在一周内经过了该法术的区域,你就可以追踪他们,就如同它们走在柔软的地面上(这能让你觉察到比通常水下踪迹更久远的那些踪迹)。该法术的区域会随着你移动,所以在法术持续时间内,你可以一直跟随那些踪迹。因为绝大部分的海洋生物都生活在较浅的海洋区域,所以你最感兴趣的那条踪迹很有可能会被其他水下生物的踪迹掩盖,这让这个法术在深渊区域(Abyssal)和无底区域(Abaddonian)变得比平常更为有用。
剧透 -   :
AQUATIC TRAIL
School divination [water];
Level druid 3, inquisitor 3, ranger 2, shaman 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area circle centered on you, with a radius of 100 feet + 10 feet per level
Duration 1 hour/level
Saving Throw none;
Spell Resistance no
You use divination magic to enhance the underwater trails in the area around you, allowing you to track creatures through the water as if across soft ground as long as they passed through the area less than 1 week ago (this lets you notice trails that are much older than normal underwater trails). The spell’s area moves with you, so you can follow the trail through the water over long distances. Other creatures can also follow the trail as long as they move with you. Because of the plethora of sea creatures in the higher zones, it’s possible that the trail that most interests you will be covered by the trails of other aquatic creatures, making this spell even more useful than normal in the Abyssal and Abaddonian zones.
【塑能】极限浮力(Extreme Buoyancy)

环位:炼金术士 2, 诗人2, 德鲁伊2,通灵者2,秘学士2,异能者2,游侠2,萨满2
施法时间:标准动作
成分:语言, 姿势,材料(一袋空气),法器
范围:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:意志过则无效
法术抗力:

      该法术目标的浮力水平将会立即达到并保持在快速上升级别,无视目标和它装备的密度。除了上述效果,目标还需要通过一个DC20的游泳检定来保持在沉没状态(参见43页的浮力规则)。
剧透 -   :
EXTREME BUOYANCY
School evocation;
Level alchemist 2, bard 2, druid 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2
Casting Time 1 standard action
Components V, S, M (a bag of air), DF
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will negates;
Spell Resistance yes
The target’s buoyancy becomes and stays swiftly rising, regardless of how dense the target and its gear are. Among other effects, the target needs to succeed at a DC 20 Swim check to submerge itself and to stay submerged (see Buoyancy on page 43).
【防护】自如游泳(Free Swim)

环位:炼金术士 3, 诗人3, 牧师3,德鲁伊3,审判者3,通灵者3,催眠师3,秘学士3,异能者3,游侠3,唤魂师3
施法时间:标准动作
成分:语言, 姿势,材料(一条连着目标的海带),法器
范围:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:意志过则无效(无害)
法术抗力:可(无害)

      目标可以在水下如常自由攻击和移动而不会有通常情况下水下战斗的罚值,就如同处于行动自如的效果下。但目标并不会获得任何对抗擒抱,麻痹以及干扰行动的魔法效果(例如重雾术缓慢术蛛网术)的防御。
剧透 -   :
Free Swim
School abjuration;
Level alchemist 3, bard 3, cleric 3, druid 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, ranger 3, spiritualist 3
Casting Time 1 standard action
Components V, S, M (a strip of kelp bound to the target), DF
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of freedom of movement. However, the target doesn’t gain any protections against grapple, paralysis, and magical effects that impede movement (such as solid fog, slow, and web).
【幻术】隐形气泡(Invisibility Bubble)(五官幻觉)

环位:炼金术士 2,反圣武士3,诗人2, 审判者2,魔战士2,通灵者2,催眠师2,秘学士2,异能者2,术士/法师2,唤魂师2,召唤师(unchained)2
施法时间:标准动作
成分:语言, 姿势,材料(海胆上的一根刺)
范围:接触
区域 :接触到的生物所在的方格,最多不超过5呎立方
持续时间:1分钟/等级(可解消)
豁免:意志过则无效(无害)
法术抗力:可(无害)

      一个影响五官的气泡环绕在目标周围的空间,通过隐藏目标和她置换出的水使她在水下完全隐形。因为气泡大小的限制,该法术只能作用于中体型或者更小体型的生物。其他在气泡内的物体或生物当它们保持在该区域内时也会隐形,所以一条鱼可能会在气泡的一侧消失又在另一侧出现,一名注意到这点的精明观察者可能会以此来认识到该法术的存在。处于气泡内的生物可以互相看见对方,通过这一点,那些能够确定气泡位置的生物(比如龙)就可以把自己的头伸进气泡中来看到目标。在气泡内的生物做出任何可以打破隐形术效果的行为都会打破隐形气泡,然后提前结束法术效果。在地面上,隐形气泡会变得可见,就像隐形术在水下使用的效果一样。和隐形术不同,隐形气泡会阻止内部的光线逃逸,这意味着气泡内部的光源并不能穿过气泡的边缘,但这也使得光源的位置不会被暴露。
剧透 -   :
Invisibility Bubble
School illusion (glamer);
Level alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner (unchained) 2
Casting Time 1 standard action
Components V, S, M (a needle from a sea urchin)
Range touch
Area touched creature’s space, up to one 5-foot-cube
Duration 1 minute/level (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
A glamered bubble surrounds the target’s space, rendering her completely invisible underwater by hiding both the target and any water she displaces. Because of the bubble’s size limit, this spell works only on Medium or smaller targets. Other objects and creatures within the bubble’s space are also invisible while they stay in the space, which could reveal the spell’s existence to a canny observer who notices fish disappearing into the bubble and reappearing on the other side. Creatures inside the bubble can see each other, which allows foes who can pinpoint the bubble’s location (such as dragons) to stick their heads into the bubble in order to see the target. Any creature on the inside of the bubble that takes any action that would break invisibility pops the bubble and ends the spell early. On land, the bubble is clearly visible, acting much as invisibility does in the water. Unlike with invisibility, the inside of the bubble blocks light from escaping the bubble, meaning that light sources inside the bubble don’t illuminate past its edges, but also don’t reveal a telltale glow.
【幻术】巨型隐形气泡(Invisibility Bubble,Giant)(五官幻觉)

环位:诗人3,催眠师3,秘学士3,术士/法师3,召唤师(unchained)3
范围:以接触到生物所在位置为中心半径10呎的发散区域

      该法术的功能类似于隐形气泡,但气泡更大,这让你可以把体型最大为巨型的生物当作法术目标,或者让更多的生物进入气泡。
剧透 -   :
School illusion (glamer);
Level bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, summoner (unchained) 3
Area 10-ft.-radius emanation centered on the touched creature’s space
This functions as per invisibility bubble, but the bubble is larger, which allows you to target a creature of up to size Gargantuan, or allows more creatures into the bubble.
【幻术】群体隐形气泡(Invisibility Bubble,Mass)(五官幻觉)

环位:催眠师6,异能者7,术士/法师7,召唤师(unchained)6
距离:长距(400呎+40呎/等级)
目标:任何数量的生物,任意两者之间的距离不超过180呎

      该法术的功能和隐形气泡类似,但无论范围内被该法术影响的生物大小如何,该法术都能生效。法术效果会随着受术者移动,会因为任何受术者发动攻击而解消。位于不同气泡内的个体并不能看到彼此。当任意两个受术者之间的距离超过180呎时,法术就会解消。如果只有两个受术者,主动远离另一个受术者的那名受术者将会失去它的隐形效果。如果两名受术者同时远离对方,它们将会在相距超过180呎时同时现形。
剧透 -   :
INVISIBILITY   BUBBLE,   MASS
School illusion (glamer);
Level mesmerist 6, psychic 7, sorcerer/wizard 7, summoner (unchained) 6
Range long (400 ft. + 40 ft./level)
Targets any number of creatures, no two of which can be more than 180 ft. apart
This functions as per invisibility bubble, but the spell affects the areas of each target creature, regardless of the creature’s size. The effect moves with the group and is broken when anyone in the group attacks. Individuals in separate bubbles can’t see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other simultaneously, they both become visible when the distance between them exceeds 180 feet.
【塑能】铅锚(Lead Anchor)

环位:炼金术士 2,诗人2,德鲁伊2,通灵者2,秘学士2,异能者2,游侠2,萨满2,女巫2
施法时间:标准动作
成分:语言, 姿势,材料(一袋空气),法器
范围:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:意志过则无效
法术抗力:

      该法术目标的浮力水平将会立即达到并保持在快速下沉级别,这会无视目标和它装备的密度。除了上述效果,目标还需要通过一个DC20的游泳检定来向上游动,以保证自己不沉底(参见43页的浮力规则)。在探索海底和在水中淹死呼吸空气的敌人时,这是一个特别有用的法术。
剧透 -   :
LEAD ANCHOR
School evocation;
Level alchemist 2, bard 2, druid 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2, witch 2
Casting Time 1 standard action
Components V, S, M (a bag of air), DF
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will negates;
Spell Resistance yes
The target’s buoyancy becomes and stays swiftly sinking, regardless of how dense the target and its gear are. Among other effects, the target can walk on the bottom, but she also needs to succeed at a DC 20 Swim check to swim towards the surface and to stay above the bottom (see Buoyancy on page 43). This makes lead anchor a useful spell both for exploring the sea floor and for drowning an air-breathing foe in the water.
【咒法】生命之潮(Life Current)[水]

环位:牧师3,德鲁伊 3, 圣骑士3, 游侠3,萨满3
施法时间:标准动作
成分:语言, 姿势,法器
范围:中距(100呎+10呎/等级)
区域:海流或者一部分海流,最宽不超过20呎,最长不超过100呎
持续时间:1轮
豁免:意志过则减半
法术抗力:

      你向一股海流中注入正能量。在海流推动活物时,位于法术区域内的活物会在自己回合开始的时候恢复每10呎海流速度1d6点生命值(最多6d6)。在海流中的不死生物则会受到等量的伤害。
剧透 -   :
LIFE   CURRENT
School conjuration (healing) [water];
Level cleric 3, druid 3, paladin 3, ranger 3, shaman 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area current or portion of current up to 20 feet wide and 100 feet long
Duration 1 round
Saving Throw Will half;
Spell Resistance yes
You infuse the current with positive energy. At the start of their turn when the current moves them, living creatures in the current’s area heal 1d6 hit points per 10 feet of the current’s speed (maximum 6d6). Undead creatures in the current instead take an equal amount of damage.
【塑能】浮力适中(Neutral Buoyancy)

环位:炼金术士 2, 诗人2, 德鲁伊2,通灵者2,秘学士2,异能者2,游侠2,萨满2
施法时间:标准动作
成分:语言, 姿势,材料(一袋空气),法器
范围:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:意志过则无效
法术抗力:

      该法术目标的浮力水平将会立即达到并保持在适中级别,这会无视目标和它装备的密度。除了上述效果,受术者在没做游泳检定之前不会上浮或者下沉,这使得在发号施令或者处于无助或瘫痪(disabled)时,保持静止会更加容易,当然,目标向上游动或者向下游动也是同样地容易。
剧透 -   :
NEUTRAL BUOYANCY
School evocation;
Level alchemist 2, bard 2, druid 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2
Casting Time 1 standard action
Components V, S, M (a bag of air), DF
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will negates;
Spell Resistance yes
The target’s buoyancy becomes and stays neutral, regardless of how dense the target and its gear are. Among other effects, the target neither sinks nor rises when it doesn’t attempt a Swim check, making it easier to stay put while performing demanding actions or when helpless or disabled, and the target can swim up and down with equal ease.
【防护】压力适应(Pressure Adaptation)

环位:炼金术士 3,血脉狂怒者3,牧师3,德鲁伊3,圣武士3,游侠3,萨满3,召唤师(unchained)3
施法时间:标准动作
成分:语言, 姿势,材料(软体动物的粘液)
范围:接触
目标:接触到的生物
持续时间:1小时/等级
豁免:强韧过则无效(无害)
法术抗力:可(无害)

      目标会在短到不可思议的时间内适应压力的变化,只需要一次强韧豁免而不是通常的五次就能适应100呎压力(或者直接适应整个压力变化过程,只要这次过程在目标的天生潜水范围之内;参见48页)。
剧透 -   :
PRESSURE ADAPTATION
School abjuration;
Level alchemist 3, bloodrager 3, cleric 3, druid 3, paladin 3, psychic 3, ranger 3, shaman 3, summoner (unchained) 3
Casting Time 1 standard action
Components V, S, M (slime from a cephalopod)
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
The target adapts incredibly quickly to changes in pressure, adjusting to 100 feet of new pressure (or the entire shift, in the case of an instantaneous shift within its native range; see page 48) after just one successful Fortitude saving throw instead of the usual five.
【防护】稳定压力(Stabilize Pressure)

环位:炼金术士 3,血脉狂怒者3, 牧师3,德鲁伊3,圣武士3,游侠3,萨满3,召唤师(unchained)3
施法时间:标准动作
成分语言:姿势,材料(一片贝壳)
范围:接触
目标:接触到的生物
持续时间:1小时/等级
豁免:强韧过则无效(无害)
法术抗力:可(无害)

      你迅速地将目标的压力稳定下来,让它立即适应当前的压力。这不会帮助它适应之后的压力变化。
剧透 -   :
STABILIZE PRESSURE
School abjuration;
Level alchemist 2, bloodrager 2, cleric 2, druid 2, paladin 2, psychic 2, ranger 2, shaman 2, summoner (unchained) 2
Casting Time 1 standard action
Components V, S, M (a piece of shell)
Range touch Target creature touched
Duration instantaneous
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
You instantly stabilize the target’s pressure, causing it to adjust to its current pressure all at once. This doesn’t help it readjust to future pressure changes.
【塑能】蒸汽射线连射(Steam Ray Fusillade)[火,水]

环位:术士/法师 7
施法时间:标准动作
成分:语言, 姿势,材料(深海热液喷口的一片刮屑)
范围:个人
目标:自己
持续时间:1轮/等级

      在法术持续时间内,你每轮能以一个标准动作发射三道蒸汽射线(在你施放法术的同时,作为法术的一部分,你也能发射三道射线)。这些射线的效果类似于灼热射线(你可以攻击距离为近距的目标,这些射线是接触攻击,每条射线造成4d6点伤害,并能被法术抗力抵消掉),但该法术能在地面上和水下正常生效而无需施法者等级检定。
剧透 -   :
STEAM RAY FUSILLADE
School evocation [fire, water];
Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a scraping from a hydrothermal vent)
Range personal
Target you
Duration 1 round/level
For the duration of the spell, you can fire three rays of steam once per round as a standard action (and you also fire three such rays as part of casting the spell). These rays function similarly to the rays from scorching ray (you can fire them at close range, they’re ranged touch attacks, they deal 4d6 points of fire damage each, and spell resistance negates them) except that they work both underwater and above water without a caster level check for being a fire spell.
【咒法】死亡之潮(Unlife Current)(医疗)[水]

环位:牧师3,德鲁伊 3, 反圣武士3, 游侠3,萨满3
施法时间:标准动作
成分:语言, 姿势,法器
范围:中距(100呎+10呎/等级)
区域:海流或者一部分海流,最宽不超过20呎,最长不超过100呎
持续时间:1轮
豁免:意志过则减半
法术抗力:

      该法术的效果和生命之潮的效果类似,除了你向海流中注入的是负能量,所以该法术能治愈不死生物而伤害活物。
剧透 -   :
UNLIFE CURRENT
School conjuration (healing) [water];
Level antipaladin 3, cleric 3, druid 3, ranger 3, shaman 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area current or portion of current up to 20 feet wide and 100 feet long
Duration 1 round Saving Throw Will half; Spell Resistance yes
This functions as life current except you infuse the current with negative energy, so it heals undead and harms living creatures.
【变化】波涛形态(Wave Form)[水]

环位:血脉狂怒者4,牧师4, 德鲁伊4,萨满4,术士/法师4
施法时间:标准动作
成分:语言,姿势
范围:个人
持续时间:立即
豁免:见描述

      只要空间允许,你就能转化成一道最高15呎最宽15呎的向前推进的波浪,你将会沿着你所选择的方向直线浪涌,在你转瞬变回原来的形态之前,最多能移动两倍于你基本移动速度的距离。这次移动不会引发借机攻击。当处于波浪形态时,你免疫武器攻击以及针对指定目标生物数量的攻击(因为该法术的持续时间是立即,这主要关系到准备动作和类似的情况)。所有在你路径上的生物和未被携带的物品都会遭受4d6点钝击伤害并被击倒至俯卧。成功的反射豁免能够让一个生物避免被击倒。
剧透 -   :
WAVE FORM   
School transmutation [water];
Level bloodrager 4, cleric 4, druid 4, shaman 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range personal
Duration instantaneous
Saving Throw see text
You transform into a wave of frothing water up to 15 feet wide and 15 feet tall, as space permits, and then surge forth in a straight line in the direction of your choice, moving up to twice your base movement speed before immediately returning to your normal form. This movement does not provoke attacks of opportunity. While in wave form, you are immune to weapon attacks and attacks that target a specific number of creatures (since the spell is instantaneous, this is mainly relevant for readied actions and the like). All creatures and unattended objects in your path take 4d6 points of bludgeoning damage and are knocked prone. A successful Reflex save prevents a creature from being knocked prone.
« 上次编辑: 2017-09-14, 周四 21:46:46 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

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Re: 【Aquatic Adventures】水下冒险:水下规则部分
« 回帖 #7 于: 2017-08-15, 周二 12:43:34 »
水下宝藏AQUATIC TREASURE
      在波涛之下,诸多的宝藏就躺在那里,吸引着地上的和水下的人们,驱使着他们去探索海底的诸神秘所在。
剧透 -   :
Many treasures await beneath the waves, luring surfacefolk and underwater races alike to seek the sunken mysteries below.
机械章鱼Apparatus of the Octopus
灵光:强烈塑能系和变化系 施法者等级:19
位置:无 价格:20000gp 重量:400磅
      一个未激活的机械章鱼看上去是一个足以装下里两个中体型生物的密闭铁桶。近距离的查看(并通过一个DC20的察觉检定)能发现一个暗扣,这个暗扣可以打开铁桶一端的一扇舱门。爬进其内部的人可以看到十根没有标记的拉杆,以及供两个中型或小型人员乘坐的座椅。这些拉杆能让里面的人激活并操纵该机械的移动和动作。
引用
拉杆标号(1d10)
  | 
拉杆功能
1
  | 
伸出/收回腿和尾巴
2
  | 
打开/关闭正面的舷窗
3
  | 
打开/关闭侧面的舷窗
4
  | 
伸出/收回触手
5
  | 
操纵触手
6
  | 
向前移动/向后移动
7
  | 
向左转/向右转
8
  | 
打开/关闭燃烧著不灭明焰的“眼睛”
9
  | 
在水中上浮/下沉
10
  | 
打开/关闭舱门
      操作一根拉杆是一个整轮动作,并且每一根拉杆在一轮中不能被操作两次。但是因为有两名角色可以坐进去,所以这个机械可以在同一回合内做出两个动作。这个设备可以在最深5000呎的水体中正常工作。机器中有足够两名成员呼吸2d4+2小时(如果只有一名成员的话时间翻倍)的空气。当机械被激活时,它的触手会伸展开来,这时候的机械章鱼看上去像一只巨章鱼。通过使用第五根拉杆,机械章鱼的八根触手可以像手一样操作物体,但这些触手还没有办法做到需要良好运动神经控制才能做到的动作,它们也没有办法被用来攻击,这里的攻击包括战技(下面列出的CMB只能被用于挣脱擒抱),这些触手可以被用来抓取物体,机械章鱼最多可以举起最多六百磅物体,这个重量包括坐在其中的章鱼以及机械抓取的所有物体。
被激活时,机械章鱼拥有下列数据:HP 100;硬度5,速度:5呎,游泳40呎;AC16(7天生,-1体型);CMB +10;CMD 20。
制造条件:制造奇物,活化物体不灭明焰,制造者必须在知识(工程)上拥有8个等级
制造花费:10000GP
剧透 -   :
APPARATUS OF THE OCTOPUS
Aura strong evocation and transmutation CL 19th
PRICE 20,000 GP SLOT   none WEIGHT 400 lbs.
An inactive apparatus of the octopus appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Closer examination (and a successful DC 20 Perception check) reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 unlabeled levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus’s movements and actions.
Lever (1d10) Lever Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract tentacles
5 Manipulate tentacles
6 Move forward/backward
7 Turn left/right
8 Open/close “eyes” with continual flame inside
9 Rise/sink in water
10 Open/close hatch
Operating one of the levers is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can perform up to two of its actions in the same round. The device can function in water up to 5,000 feet deep. It holds enough air for a crew of two to survive for 2d4+2 hours (or twice as long for a single occupant). When activated with the tentacles extended, the apparatus looks something like a giant octopus. Using the fifth lever, the apparatus’s eight tentacles can manipulate objects about as well as hands, though they can’t perform any actions that require fine motor control (such as Sleight of Hand or Disable Device), nor can they make any attacks, including combat maneuvers (the apparatus’s listed CMB is solely to break free from a grapple). They can grasp items, and the apparatus can hold up to a maximum of 600 pounds of weight, including the occupants and anything that it grasps.
When active, an apparatus of the octopus has the following characteristics: hp 100; hardness 5; Speed 5 ft., swim 40 ft.; AC 16 (+7 natural, –1 size); CMB +10; CMD 20.
CONSTRUCTION   
REQUIREMENTS Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)
COST 10,000 GP
流形(特殊盔甲附魔)Aquadynamic(Armor Special Ability)
灵光:可变 施法者等级:5
价格:可变
引用
次等流形:3750GP
中等流形:15000GP
高等流形:33750GP
位置:无 重量:—
      这件灵巧而线条流畅的盔甲被魔法塑造成流线型,从而能够协助而不是妨碍穿戴者游泳,次等流形盔甲能为游泳检定提供+5表现加值,中等流形盔甲能提供+10表现加值,高等流形盔甲则能提供+15的表现价值。
制造条件:制造魔法武器和防具,行动自如
剧透 -   :
AQUADYNAMIC (ARMOR SPECIAL ABILITY)
PRICE   varies
Aquadynamic 3,750 GP
Improved aquadynamic 15,000 GP
Greater aquadynamic 33,750 GP
SLOT none CL 5th WEIGHT   — Aura varies
This sleek and mobile armor is magically streamlined to assist in swimming rather than making swimming more difficult, granting the wearer a +5 competence bonus on Swim checks for aquadynamic armor, a +10 competence bonus on Swim checks for improved aquadynamic armor, and a +15 competence bonus on Swim checks for greater aquadynamic armor. CONSTRUCTION   REQUIREMENTS Craft Magic Arms and Armor, freedom of movement
COST varies Aquadynamic 1,875 GP Claws 7,500 GP Eyes 16,875 GP
Craft Magic Arms and Armor, freedom of movement
魔术袋—海蓝色Bag of Tricks,Aquamarine
灵光:微弱咒法系 施法者等级:4
位置:无 价格:4500GP 重量:1/2磅
这个魔术袋(核心规则书501)装有下列动物
引用
d%
  | 
动物
  | 
资源
1-30
  | 
帝王蟹
  | 
极限魔法 177
31-60
  | 
海豹
  | 
怪物图鉴5 113
61-80
  | 
海豚
  | 
怪物图鉴 88
81-90
  | 
章鱼
  | 
怪物图鉴 219
91-100
  | 
乌贼
  | 
怪物图鉴 259
制造条件:制造奇物,召唤自然盟友II
制造花费:2250GP
剧透 -   :
BAG OF TRICKS, AQUAMARINE
PRICE 4,500 GP SLOT none CL 4th WEIGHT 1/2 lb. Aura   faint conjuration
This bag of tricks (Core Rulebook 501) contains the following:
d% Animal Source
1–30 King crab Ultimate Magic 117
31–60 Seal Bestiary 5 113
61–80 Dolphin Bestiary 88
81–90 Octopus Bestiary 219
91–100 Squid Bestiary 259
CONSTRUCTION   
REQUIREMENTS Craft Wondrous Item, summon nature’s ally
COST   2,250 GP
奇妙珊瑚水马雕像Coral Hippocampus Figurine of Wondrous Power
灵光:强烈塑能系和变化系 施法者等级:19
位置:无 价格:6000GP 重量:400磅
      这个奇妙雕像(核心规则书513页)被激活时,它会表现得像一只普通的经过战斗训练的水马(怪物图鉴2,155)一样。这个物品每周可以使用三次,每次使用不能超过12小时。当12小时过去后,或者发出命令字,这尊珊瑚水马又会重新变成小雕像。
制造条件:制造奇物,活化物体
制造花费:3000GP
剧透 -   :
CORAL HIPPOCAMPUS FIGURINE OF WONDROUS POWER
PRICE 6,000 GP SLOT none CL 19th WEIGHT 400 lbs. Aura strong evocation and transmutation
When animated, this figurine of wondrous power (Core Rulebook 513) acts in all ways like a normal combat-trained hippocampus (Bestiary 2 155). The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the coral hippocampus again becomes a tiny statuette.
CONSTRUCTION   REQUIREMENTS COST   3,000 GP Craft Wondrous Item, animate objects
双界灵药Elixir of two worlds
灵光:强烈变化系 施法者等级:15
位置:无 价格:5000GP 重量:1/2磅
      当饮用者在水下自愿喝下该灵药时,双界灵药会把它转变成人类模样的陆生生物或者人鱼模样的水生生物。陆地生物的腿转变成尾鳍(给予他5呎陆地速度以及40呎游泳速度),同时他还会获得水生亚种,而水生生物的尾鳍会转变成腿(给予他30呎陆地速度而没有游泳速度),同时他将失去水生亚种。因为饮用者只能在水下饮用灵药,所以他必须使用药剂海绵ARG或者药剂用密闭皮囊。只有奇迹术,祈愿术或类似的法术,又或者是其他双界灵药,才能移除该灵药的效果。
制造条件:制造奇物,化鳍为趾APG,变形万物
制造花费:2500GP
剧透 -   :
When a drinker willingly imbibes this elixir underwater, the elixir of two worlds transforms either a humanoid-shaped land-dwelling creature or a merfolk-shaped sea-dwelling creature instantaneously. A land-dweller’s legs transform into a tail fin (granting him a land speed of 5 feet and swim speed of 40 feet) and he gains the aquatic subtype, while a sea-dweller’s tail fin transforms into legs (granting him a land speed of 30 feet and no swim speed) and he loses the aquatic subtype. Because the drinker must imbibe it underwater, he must use a potion spongeARG or a potion sureseal bladder. Further, it’s impossible to use alchemical allocationAPG with this elixir. Only miracle, wish, or similar magic, or another elixir of two worlds, can reverse the elixir’s effects.
CONSTRUCTION   REQUIREMENTS raft Wondrous Item, fins to feetARG, polymorph any object
COST   2,500 GP
ELIXIR OF TWO WORLDS
PRICE 5,000 GP SLOT none CL 15th WEIGHT 1/2 lb. Aura strong transmutation
喘息珍珠(高等神器)The Gasping Pearl(Major Artifact)
灵光:刺目变化系 施法者等级:20
位置:无 价格:神器 重量:4磅
      很久以前,暴虐的元素之主向它们仁慈而宽厚的死敌发起了战争,并最终将它们囚禁在这件强力而绝无仅有的神器中。这件失落的神器囚禁了漩涡女帝莱希阿娜萨,就像悲鸣钻石(参见开拓者战役设定:神器与传说)囚禁了水晶女王莎莱祖尔(Sairazul)一样。喘息珍珠看起来是一枚手掌大小,拥有完美球形的鲍珍珠,虹彩在其上流淌。这枚珍珠一直在发出硬咽喘息的声音,就好像它在挣扎着呼吸一样。除开这持续又恼人的声音,喘息珍珠并不是邪恶的。每天三次,持有者可以召唤它的力量来移动和控制水,如同法术操纵水位,能影响大小不超过500呎*500呎,深度不超过100呎的范围。每天一次,喘息珍珠可以召唤一只拥有最大生命值的水元素长老(怪物图鉴127),它会一直侍奉召唤它的人,直到它被杀死;同一之间内只能有一只水元素长老被召唤出来。
毁灭
      喘息珍珠必须被来自风、土、火位面三位元素领主合力击碎。在击碎之后,其碎片还必须被安放在接触不到一丁点水的地方。
剧透 -   :
THE GASPING PEARL MAJOR ARTIFACT
SLOT none CL 20th WEIGHT 4 lbs. Aura overwhelming transmutation
Long ago, the tyrannical elemental lords waged war on their benevolent counterparts and imprisoned them in powerful, unique artifacts. This lost artifact imprisons Lysianassa, Empress of the Torrent, much like the Moaning Diamond (see Pathfinder Campaign Setting: Artifacts & Legends) holds Sairazul, the Crystalline Queen. The Gasping Pearl appears to be a perfectly spherical iridescent abalone pearl the size of a human fist. At all times, it gives forth a choking, gasping sound, as if struggling to breathe. Despite this constant, disturbing noise, the Gasping Pearl is not evil. Three times per day, the bearer can call upon its power to move and control water as if by the spell control water, affecting a 500-foot-by-500-foot area up to 100 feet deep. Once per day, the Gasping Pearl can also summon an elder water elemental (Bestiary 127) with maximum hit points that serves the caster until it is slain; only one such elemental can be summoned at a time.
CONSTRUCTION   REQUIREMENTS COST   varies
The Gasping Pearl can be smashed by the combined power of three elemental princes, one each from the Planes of Air, Earth, and Fire. Even then, the dust must be cast into a place where it will never touch even a drop of water.
浑浊超魔权杖Murky Metamagic Rod
价格:可变
引用
次等浑浊超魔权杖:1500GP
普通浑浊超魔权杖:5500GP
高等浑浊超魔权杖:12250GP
位置:无 施法者等级:5 重量:— 灵光:(无学派)
      每天三次,该超魔权杖的持有者可以在水下将云雾法术转变成浑浊的沉积物,就如同他使用了浑浊超魔专长一样。
制造条件:制造武器和防具,行动自如
制造花费:次等浑浊超魔权杖 750GP;普通浑浊超魔权杖 2750GP;高等浑浊超魔权杖 6125GP
剧透 -   :
MURKY METAMAGIC ROD
PRICE varies
Lesser murky metamagic rod 1,500 GP
Murky metamagic rod 5,500 GP
Greater murky metamagic rod 12,250 GP
SLOT none CL 5th WEIGHT   — Aura (no school)
The wielder of this rod can transform mist and fog spells into murky sediment underwater up to three times per day as though using the Murky Spell feat.
CONSTRUCTION   REQUIREMENTS
COST varies
Lesser murky metamagic rod 750 GP
Murky metamagic rod 2,750 GP
Greater murky metamagic rod 6,125 GP
Craft Magic Arms and Armor, freedom of movement
波涛法杖Staff of Waves
灵光:强烈死灵系 施法者等级:13
位置:无 价格:90300GP 重量:5磅
      这根魔杖由缠绕的珊瑚制成,其顶端还有一颗华丽的蓝宝石。在水面上,这跟法杖的功能如同一根+1冷却木棍而在水下则是一根+1冲击木棍,并且在水下使用波涛法杖造成钝击伤害时不会受到任何罚值。可以用它施放下列法术:
      •水流爆发APG(1发)
      •水流术APG(1发)
      •波涛形态(2发)
      •驭波术UM(2发)
      •漩涡之流APG(3发)
制造条件:制造法杖,水流爆发APG水流术APG波涛形态驭波术UM漩涡之流APG
制造花费:45150GP
剧透 -   :
STAFF OF WAVES
PRICE 90,300 GP SLOT   none CL   13th WEIGHT   5 lbs. Aura strong necromancy
This staff is made of entwined coral and topped with a brilliant sapphire. The staff functions as a +1 quenching quarterstaff above the waves and a +1 impact quarterstaff below, and attacks with the staff of waves take no penalties for being bludgeoning melee attacks underwater. It allows use of the following spells:
• Hydraulic torrentAPG (1 charge)
• SlipstreamAPG (1 charge)
• Wave form (2 charges)
• Ride the wavesUM (2 charges)
• VortexAPG (3 charges)
CONSTRUCTION   REQUIREMENTS
COST 45,300 GP
Craft Staff, hydraulic torrentAPG, ride the wavesUM, slipstreamAPG, vortexAPG, wave form
蒸汽超魔权杖Steam Metamagic Rod
价格:可变
引用
次等蒸汽超魔权杖:1500GP
普通蒸汽超魔权杖:5500GP
高等蒸汽超魔权杖:12250GP
位置:施法者等级:5 重量:— 灵光:(无学派)
      每天三次,该超魔权杖的持有者可以在水下有效地施放火焰法术,就如同他使用了蒸汽超魔专长一样。
制造条件:制造武器和防具,行动自如
制造花费:次等蒸汽超魔权杖 750GP;普通蒸汽超魔权杖 2750GP;高等蒸汽超魔权杖 6125GP
剧透 -   :
STEAM METAMAGIC ROD
PRICE varies
Lesser steam metamagic rod 1,500 GP
Steam metamagic rod 5,500 GP
Greater steam metamagic rod 12,250 GP
SLOT none CL 5th WEIGHT   — Aura (no school)
The wielder of this rod can cast fire spells effortlessly underwater up to three times per day as though using the Steam Spell feat. CONSTRUCTION   REQUIREMENTS
COST varies
Lesser steam metamagic rod 750 GP
Steam metamagic rod 2,750 GP
Greater steam metamagic rod 6,125 GP
Craft Magic Arms and Armor, freedom of movement
寻波仪Tidefinder
灵光:微弱预言系 施法者等级:5
位置:无 价格:2000GP 重量:1/2磅
      这个由血红色珊瑚制成的圆形罗盘在外面有一根长针,里面有一根短针。当持有者激活它时,外面的长针会指向1英里内最近的潮水或者水流的方向,并会在红色到蓝紫色之间变换颜色来指示相应的距离(红色意味着30尺而蓝紫色意味着还有差不多1英里远),而里面的短针则会指出潮水或水流的流向,并会在红色到蓝紫色之间变换颜色来指示相应的速度(红色意味着水流非常湍急,最高可以达到每轮200呎,而蓝紫色则意味着速度低于每轮5呎)。
制造条件:制造奇物,物品定位术水流术
制造花费:1000GP
剧透 -   :
TIDEFINDER
PRICE   2,000 GP SLOT   none CL   5th WEIGHT   1/2 lb. Aura   faint divination
This delicate spherical blood coral compass has a longer outer needle and a shorter inner needle. When the holder activates it, the outer needle points in the direction of the nearest tide or current within 1 mile, changing color from red to violet to indicate the relative distance (red meaning within 30 feet and violet meaning almost 1 mile away) and the inner needle points in the direction of the tide or current, changing color from red to violet based on the relative speed (red meaning extremely turbulent, up to 200 feet per round, and violet meaning less than 5 feet per round).
CONSTRUCTION   
REQUIREMENTS Craft Wondrous Item, locate object, slipstreamAPG
COST 1,000 GP
旅行者潜水衣Traveler’s Wet Suit
灵光:微弱预言系 施法者等级:3
位置:身体 价格:+2750 重量:4磅
      这件潜水衣可以保护穿戴者不受到寒冷伤害和体温过低的影响。任何储存在这件衣服防水口袋里的东西都因为魔法而与外界的水隔绝开来,即使穿戴者在水下打开了口袋。穿戴者还能在游泳检定上获得+2表现加值。
制造条件:制造奇物,忍受环境
制造花费:2500GP
剧透 -   :
TRAVELER’S WET SUIT
PRICE +2,750 SLOT body CL 3rd WEIGHT   4 lbs. Aura faint divination
This wet suit protects against environmental cold damage and hypothermia. Anything stored in its waterproof pockets is kept magically separate from any surrounding water, even if the wearer opens the pocket underwater. Finally, the wearer gains a +2 competence bonus on Swim checks.
CONSTRUCTION   REQUIREMENTS COST   2,500 GP Craft Wondrous Item, endure elements
水下(武器附魔)
灵光:微弱预言系 施法者等级:5
价格:+1加值
      这个能力只能被加在近战钝击或者近战挥砍武器上。使用这种武器在水下做出攻击并不会受到通常的-2罚值,而且能够造成完整的伤害。
制造条件:制造魔法武器和防具,行动自如
剧透 -   :
UNDERWATER (WEAPON SPECIAL ABILITY)
PRICE +1 bonus SLOT   none CL   5th WEIGHT   — Aura   faint divination
This ability can be placed only on a melee bludgeoning or slashing weapon. Melee attacks with the weapon don’t take the usual –2 penalty for attacking underwater, and they deal full damage.
CONSTRUCTION   REQUIREMENTS COST   +1 bonus Craft Magic Arms and Armor, freedom of movement
« 上次编辑: 2017-09-08, 周五 20:53:11 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
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Re: 【Aquatic Adventures】水下冒险:水下规则部分
« 回帖 #8 于: 2017-08-15, 周二 14:08:43 »
水下职业变体和职业选项AQUATIC ARCHETYPES AND CLASS OPTIONS
下面列出的职业变体和职业选项非常适合水下的战役。除了这些职业,你还可以去看看进阶玩家手册中的水栖德鲁伊和海之歌者;开拓者RPG极限魔法中的海之女巫;以及进阶种族手册中的人鱼波涛守卫游侠,水裔守护德鲁伊,以及水元素裔的水之歌者。
剧透 -   :
The following archetypes and class options are perfect for aquatic campaigns. In addition, check out the aquatic druid and sea singer bard archetypes from the Advanced Player’s Guide; the witch’s sea witch archetype from Pathfinder RPG Ultimate Magic; and the merfolk wave warden ranger, undine adept druid, and undine watersinger bard archetypes from the Advanced Race Guide.

海洋化学家Aquachymist (炼金术师变体)

无论是在水下和地面,炼金术的原理都同样适用,但在水下混合溶液以及保持溶液的纯净是一件十分艰难的任务。水下化学家在陆地居民和水生种族之间都很稀少,他们致力于达成炼金术崭新而奇妙的奥秘,而这些奥秘,只能在深海之中被揭示。

本职技能:水下化学家将游泳作为本职技能中的飞行替换成了游泳。
这改变了炼金术师的本职技能。

密封炼金(Sureseal Alchemy ,Su):水下化学家的化合炼成以及突变药剂会在表面自己生成一个密封良好的外壳,就像密闭皮囊一样,这让水下化学家得以制作防水的资源而不需要购买额外的密闭皮囊。
这改变了炼金术。

深水炸弹(Underwater Bombs,Su):水下化学家的火焰炸弹会造成蒸汽伤害,这让他们在地上水下都可以造成等量的伤害。因为投掷武器并不能很好地在水下发挥作用,所以水下化学家以制造炸弹动作的一部分来增加重量或者注入空气,按照他的选择让炸弹拥有快速上升或者快速下沉的浮力水平,以此来打击在他正上方或者正下方的敌人。如果该次攻击失手,炸弹将不会造成溅射伤害,但是它会继续上升或者下沉直到在炼金术师回合结束时失去效力;在这种情况下炸弹可能会落到海底,并在那里爆炸。因为水下化学家深水炸弹奇怪的流体力学特性,它们在水面上只有5呎的射程增量。
这改变了炼金炸弹。

两栖突变药剂(Amphibious Mutagen,Su):在2级时,除了突变药剂的其他效果,水下化学家的突变药剂能让他在持续时间内同时在水中和空气中呼吸。
这替换了2级的科研发现。
剧透 -   :
The principles of alchemy work equally well underwater and on land, but mixing solutions and keeping them pure is a tougher task beneath the waves. Aquachymists are those rare few alchemists of land-dwelling and aquatic races alike who strive to unlock new and fantastic secrets of alchemy that can be discovered only in the water’s depths.
Class Skills: An aquachymist has Swim as a class skill instead of Fly.
This alters the alchemist’s class skills.
Sureseal Alchemy (Su): An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders (see page 57), allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders. This ability alters alchemy.
Underwater Bombs (Su): An aquachymist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water. This ability alters bombs.
Amphibious Mutagen (Su): At 2nd level, an aquachymist’s mutagen allows him to breathe both air and water for its duration, in addition to its other effects. This ability replaces the discovery at 2nd level.

海之操念使Aquakineticist (操念使变体)

尽管所有的御水使都有能力控制水,但只有海操念的能力与他们探索水下世界的目标紧密相连。

海洋专攻(Aquatic Focus):海操念只能选择水作为她的首要元素和两个拓展元素,而且还必须选择水突作为她的第一个简易念袭。
这个能力改变了拓展元素。

基础海洋念力(Basis Aquakinesis,Sp):海洋操念使可以创造出温和的水流来作为她的基础流水念力。除此之外,以一个标准动作,她可以将她的浮力调整成任何她希望的水平,直到她下一次使用基础海洋念力为止。
这个能力替换了作为她基础原力的基础流水念力,并改变了元素念力。

海洋之吻(Ocean’s Caress,Su):在2级时,海洋操念使可以像在空气中一样轻易在水中呼吸,她获得适应酷寒作为她的额外通用念力,并在从适应酷寒获得的寒冷抗力加上她的1/2操念使等级。通过承受1点操念,她能额外提升自己的寒冷抗力3点,这与她从适应酷寒得到的寒冷抗力迭加。如果她从该能力获得的寒冷抗力达到了40或者更高,她将会获得寒冷免疫。所有从该能力获得的寒冷抗力和免疫都能应用在压力伤害上,她能在成功通过五次强韧豁免后立即适应全部的压力变化,而不是每100呎过一次(参见48页的压力规则)。当她因为使用水原力而承受超载时,水聚拢在她周围,在一轮之内将她的寒冷抗力翻倍(这可能触发她的寒冷免疫)。她可以以一个直觉动作解消或者恢复这个效果。
这个能力取代了元素护身的护身原力。

冰霜扩散(Ice Propagation,Su):在7级时,海洋操念使对其周围水的联系能让她对于自己寒冷攻击造出的冰有了更好的控制。当她在水下使用霜打时(这能将水冻成冰,并会造成一半的穿刺伤害;参见46页的寒冷法术),她可以将霜打转换成物理念袭,并可以将任何她能应用在寒冰复合念袭上的性质注能和塑形注能应用在上面。这只会造成简易物理念袭而不是复合念袭的伤害。
这个能力改变了她的简易寒冰念袭。
剧透 -   :
Ocean’s Caress (Su): At 2nd level, an aquakineticist can breathe underwater as easily as she breathes air, and she gains cold adaptation as a bonus utility wild talent, adding half her kineticist level to her cold resistance from cold adaptation. By accepting 1 point of burn, she can increase her cold resistance by an additional 3, stacking with the resistance she gains from cold adaptation. If her total cold resistance from this ability would ever be 40 or higher, she gains cold immunity instead. All cold resistance and immunity from this ability also applies to pressure damage, and she adjusts to a new pressure all at once after making five Fortitude saves, rather than 100 feet at a time (see Pressure on page 48). Whenever she accepts burn while using a water wild talent, the water coalescing around her doubles her cold resistance for 1 round (which might trigger cold immunity). She can dismiss or restore this effect as an immediate action.
This ability replaces the defense wild talent from elemental defense.
Ice Propagation (Su): At 7th level, an aquakineticist’s connection to the water around her allows her greater control over the ice formed by her cold attacks. When using her cold blast underwater (which freezes water into ice and deals half piercing damage; see cold spells on page 46), she can make the cold blast a physical blast and apply any form or substance infusions that she could apply to an ice composite blast. This still deals damage as per a simple physical blast, not a composite blast.
This ability alters her cold simple blast.

深潜战士Aquanaut(战士变体)

深潜战士掌握了水流的动向,他们利用水流来在战斗中获得优势。

防具擅长(Armor Proficiency):深潜战士擅长轻甲和中甲,但不擅长盾牌。
这改变了战士的防具擅长。

穿刺专攻(Piercing Focus):当深潜战士获得奖励专长时,如果这个专长要求选择一种武器生效(除了武器擅长专长),他可以改将这个专长应用到他已经擅长的所有近战穿刺武器上,并且能够满足其他的先决条件。在满足先决条件时,该能力将视作每把武器都拥有你通过该能力选择的专长。这个能力同样可以应用在武器宗师职业特性上。
这改变了奖励专长和武器宗师。

迅捷之潮(Tidal Celerity):在2级时,深潜战士在对抗使他不能移动或麻痺的效果的反射和意志豁免上获得+1加值。这个加值在2级之后的每4级提升1。
这个能力替换了英勇。

流线典范(Aquadynamic Paragon):在3时,深潜战士获得等同于他未调整过的陆地速度的游泳速度(如果他已经拥有种族游泳速度,他的游泳速度提高10呎),每轮一次,他可以在他自己的回合以一个自由动作选择获得适中浮力。在7级时,他可以在他的回合以一个自由动作选择五个浮力水平中的任意一个,而且可以把因为浮力的移动当作是这个自由动作的一部分,而不是在他回合结束的时候,而且他还不会失衡,也不需要做游泳检定;除此之外,他可以选择选择让海流推动他的距离翻倍或者减半。在11级时,无论他在水下做出了移动,双移动,撤退,或者奔跑动作,他都可以在他经过的方格上留下一股水流;这股水流的速度为10呎,方向为深潜战士移动的方向(如果它的移动是曲折的,那么水流也是),水流将会持续到他的下一回合开始。在15级时,以一个整轮动作,深潜战士可以在水下猛烈地回转,在他的身边制造出一股漩涡,漩涡旋转的力量能将距离深潜战士120呎内的所有生物都拉向他30呎。距离他30呎以内的生物会消耗30呎的移动力以一个方向围绕着他旋转,这个方向由深潜战士选择。这股漩涡的速度并没有快到能够造成伤害,但深潜战士并不会被自己漩涡影响,这使得他可以对在漩涡中移动的生物做出借机攻击。在19级时,深潜战士学会了用他身边的水流削弱攻击,因此他在水下获得DR5/—。
该能力替换了盔甲训练和盔甲宗师。

水下训练(Underwater Training):在5级时,深潜战士可以选择钝击,挥砍,或者穿刺近战武器。如果他选择了穿刺近战武器,在水下时,他在所选武器上的攻击和伤害骰上获得+1加值。如果他选择了钝击或者挥砍武器,他可以在使用这些武器时忽略通常水下战斗带来的惩罚(参见44页)。在9级和13级的时候,他可以选择另外一种近战武器,将之前所说的好处应用在新的武器上,并在之前所选的武器种类上的攻击和伤害获得额外+1加值。在17级的时候,你在全部三种武器上都在攻击和伤害获得额外+1加值。
该能力替换了武器训练。
剧透 -   :
Aquanaut fighters master the movement of water, using its flow to their advantage in combat.
Armor Proficiency: An aquanaut is proficient with light and medium armor, but not with shields. This alters the fighter’s armor proficiency.
Piercing Focus: If an aquanaut takes a fighter bonus feat that normally requires selecting a single weapon (except weapon proficiency feats), he can instead apply the feat to all melee piercing weapons with which he is already proficient and that meet all other prerequisites for that feat. This ability counts as having the feat for each such individual weapon for the purpose of meeting prerequisites. This ability also applies to the weapon mastery class feature.
This alters bonus feats and weapon mastery.
Tidal Celerity: At 2nd level, an aquanaut gains a +1 bonus on Reflex saves and saving throws against effects that would immobilize or paralyze him. This bonus increases by 1 for every 4 levels beyond 2nd.
This ability replaces bravery.
Aquadynamic Paragon: At 3rd level, an aquanaut gains a swim speed equal to his unmodified base land speed (if he has a racial swim speed, he instead increases it by 10 feet) and can choose to have a neutral buoyancy once per turn as a free action. At 7th level, he can choose any of the five states of buoyancy once per turn as a free action, and can take his buoyancy movement as part of that free action instead of at the end of his turn without becoming off-balance and without requiring a Swim check; additionally, he can choose to double or halve how far a current moves him. At 11th level, whenever he takes a move, double move, withdraw, or run action underwater, he can leave a current behind him in the squares along his path; this current has a speed of 10 feet in the direction of his movement (if his movement was circuitous, so is the current) and lasts until the beginning of his next turn. At 15th level, as a full round action, an aquanaut can spin ferociously underwater, creating a whirlpool around himself with a spinning force that drags all creatures within 120 feet of him 30 feet closer to him. Creatures closer than 30 feet spend the 30 feet of movement circling around the aquanaut in a single direction of his choice. The whirlpool isn’t fast enough to deal damage, but the aquanaut is unaffected by his own whirlpool, allowing him to make attacks of opportunity against creatures moving in it. At 19th level, the aquanaut learns to use the water around him to soften blows, gaining DR 5/— while underwater.
This ability replaces armor training and armor mastery.
Underwater Training: At 5th level, an aquanaut chooses bludgeoning, slashing, or piercing melee weapons. If he chooses piercing melee weapons, he gains a +1 bonus on attack and damage rolls with those weapons when attacking underwater. If he chooses bludgeoning or slashing melee weapons, he can ignore the usual underwater penalties for attacking with those weapons (see page 44). At 9th and 13th levels, he can choose another type of melee weapon, applying this ability’s initial benefit to his new choice and gaining an additional +1 bonus on attack and damage rolls to his previously chosen weapon types. At 17th level, he gains an additional +1 bonus on attack and damage rolls with all three types.
This ability replaces weapon training.

海洋Aquatic(血脉狂怒者血脉)

你血脉中的愤怒来自于大海深处,根植于水下帝王的血脉,或是渗透进偏远海岸村庄的爬行鱼类,又或者是其他在更深之地的东西。

奖励专长:水下战斗专攻,闪避,闪电反射,灵活移动,技能专攻(飞行),蒸汽法术,和健壮。

奖励法术:水流冲击APG(7级),水流术APG(10级),水流爆发APG(13级),操控水位(16级)。

水下攻击(Underwater Attacks,Su):在1级时,你在水下的钝击和挥砍近战攻击可以忽略通常的水下惩罚(参见44页)。

水下适应(Aquatic Adaptation,Ex):在4级时,你获得30呎游泳速度,并能够同时在水中和空气中呼吸。在8级时,你获得寒冷抗力5。在12级时,你的游泳速度提升到60呎,并且在你没有血怒的时候你也可以持续获得4级时的好处(但不能获得8级和12级的好处)。

水流感知(Watersense,Ex):在8级时,你在水下获得30呎范围的颤动感知。在12级时,你在水下获得范围60呎的颤动感知。

波涛突进(Wavedarter,Sp,Su):在12级时,你的血怒可以引导一股水流来在战斗中协助你。处于水下时,你的触及增加5呎,并且能够获得加速术的效果。

水流召唤(Currentcaller,Su):在16级时,每天三次,你可以在水下以一个迅捷动作在你回合开始时召唤一股速度最高20呎的水流,这股水流出现在你所处的空间中(并和你一起移动),以你选择的方向移动,这将会持续到你回合结束。

深海狂怒(Deep Fury,Su):在20级时,你在水下获得120呎范围颤动感知,你还可以规避和免疫寒冷伤害和压力伤害。你可以持续获得这些好处,即使你并没有处于血怒之中。
剧透 -   :
The anger in your blood rises from the ocean depths, seeded by descent from undersea empires, creeping ichthyic infiltrators into remote seaside villages, or something deeper still.
Bonus Feats: Aquadynamic Focus, Dodge, Lightning Reflexes, Mobility, Skill Focus (Fly), Steam Spell, and Toughness.
Bonus Spells: Hydraulic pushAPG (7th), slipstreamAPG (10th), hydraulic torrentAPG (13th), control water (16th).
Underwater Attacks (Su): At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties (see page 44).
Aquatic Adaptation (Ex): At 4th level, you gain a swim speed of 30 feet and the ability to breathe both underwater and in air. At 8th level, you gain cold resistance 5. At 12th level, your swim speed increases to 60 feet, and you have the 4thlevel benefits of aquatic adaptation constantly, even when not in bloodrage (but not the 8th- and 12th-level benefits).
Watersense (Ex): At 8th level, you gain tremorsense with a range of 30 feet in water. At 12th level, you instead gain tremorsense with a range of 60 feet when in water.
Wavedarter (Sp, Su): At 12th level, your bloodrage directs the flow of water to assist you in battle. While underwater, your reach increases by 5 feet and you gain the effects of haste.
Currentcaller (Su): At 16th level, as a swift action up to three times per day when underwater, at the start of your turn you can call up a current with a speed up to 20 feet in the direction of your choice in your space (moving with you) that lasts until the end of your turn.
Deep Fury (Su): At 20th level, you gain tremorsense 120 feet in water, as well as evasion and immunity to cold and pressure damage. You have these benefits constantly, even when not in bloodrage.

深海萨满Deep Shaman(萨满变体)

大部分波涛魂域的萨满拥有和水面相关的权能,深海萨满则和深海中的精魂建立了联系。有些人说在贝丝玛拉成神之前,还是一位流水萨满的时候,第一批深海萨满曾经侍奉过她。

深海精魂(Deep Spirit):深海萨满必须选择波涛魂域。深海萨满必须选择拥有水生亚种的动物作为她的魂兽,魂兽将获得两栖特性而不是水中呼吸的特殊能力。深海萨满获得游泳作为本职技能。
这改变了魂域,魂兽,以及萨满的本职技能。

水下巫术(Aquatic Hexes,Su):当一个深海萨满在水下对一个生物使用了极寒召来(beckoning chill)时,这个生物会因为低体温症在持续时间内陷入疲乏,它也会因为受到深海萨满拥有水描述符的精魂之力,法术和能力而陷入纠缠。她的巫术冲击巨浪(crashing waves)可以应用造成伤害的精魂之力,就像它是拥有水描述符的法术一样,并将在这些精魂之力上提升她的有效萨满等级。她可以选择下列两个巫术,但不能选择迷雾罩体和流水视觉。
这改变了巫术。
引用
浮力控制(Buoyancy Control,Sp):深海萨满可以接触一个自愿的生物,然后改变它的浮力(参见43页)到五个浮力等级中她所选择的一个,持续1分钟。被这个巫术影响过的生物不能在24小时内被再次影响。深海萨满拥有适中浮力,无论她的正常水平应该是多少,但她可以以一个标淮动作结束或者重开这个效果。
深海之心(Deep Heart,Su):深海萨满获得了在水中呼吸的能力,并获得等同于她未调整基本陆地速度的游泳速度。在8级时,她只会受到一半的压力伤害,并能在五次成功的强韧豁免后立刻适应新的压力。

水下精魂之力(Aquatic Spirit Abilities,Su):当深海萨满在水下使用波浪打击时,波浪打击可以造成致命钝击伤害,并将目标推离5呎+每6个萨满等级额外5呎。在11级时,在深海萨满手中的所有武器都被视作拥有冲击附魔(impact)而不是冷却附魔(quenching)。流动大师能力会提供30呎水下颤动感知而不是水下呼吸和游泳速度,并且在水下时,萨满的奔流(译注:即a torrent of ice冰水奔流)将会造成每萨满等级1d6点伤害,范围为30呎锥状。
这改变了精魂之力和高等精魂之力。

洋龙形态(Brine Dragon Form,Su):当深海萨满获得波涛精魂的真容之时,她可以变成一只大型(或者更小)的洋龙形态,就如同使用了巨龙形态II一样,她可以获得线形酸性喷吐,酸抗力20,以及60呎游泳速度。她可以每天使用这个能力每萨满等级1小时,每次使用至少1小时,但喷吐武器的限制会持续整天。她在水下所使用的该能力的时间并不会与限制相冲突,但你用来飞行的每一分钟(或者其中更短的时间)都会消耗一小时的每日使用时间。在18级时,她可以变成巨型或者更小的洋龙,就如同使用了巨龙形态III。
这替换了最终精魂之力的元素形态。
剧透 -   :
Deep Shaman (shaman archetype)
While most shamans of the waves spirit have powers associated with surface waters, deep shamans are tied to spirits from the depths. Some say that the first deep shamans served Besmara back when she was a water spirit, before she achieved full godhood.
Deep Spirit: A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal withthe aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill.
This alters spirit, spirit animal, and the shaman’s class skills.
Aquatic Hexes (Su): When a deep shaman uses beckoning chill on a creature in the water, that creature becomes fatigued due to hypothermia for the duration, and it also becomes entangled if the creature takes damage from the deep shaman’s spirit abilities and from spells and abilities with the water descriptor. Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities. Instead of mist’s shroud and watersight, she can select the two hexes below.
This alters hexes.
Buoyancy Control (Sp): The deep shaman touches a willing creature and changes its buoyancy (see page 43) to whichever of the five states she wishes for 1 minute. A creature affected by this hex can’t be affected by it again for 24 hours. The deep shaman has neutral buoyancy, regardless of what her normal buoyancy would be, though she can end or resume the effect as a standard action.
Deep Heart (Su): The deep shaman gains the ability to breathe underwater and gains a swim speed equal to her unmodified base land speed. At 8th level, she takes only half the normal amount of pressure damage and she adjusts to a new pressure all at once after succeeding at five Fortitude.
Aquatic Spirit Abilities (Su): When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone. This alters spirit ability and greater spirit ability.
Brine Dragon Form (Su): When a deep shaman gains access to the true version of the waves spirit, she can assume the form of a Large (or smaller) brine dragon as per form of the dragon II, with a line of acid breath weapon, acid resistance 20, and a swim speed of 60 feet. She can use this ability for 1 hour per shaman level each day, divided any way she chooses in 1 hour increments, though the spell’s breath weapon limit applies across the whole day. Time she spends underwater doesn’t count against this limit, but every minute (or fraction thereof) that she spends flying expends 1 hour of her daily uses. At 18th level, she can assume the form of a Huge or smaller brine dragon as per form of the dragon III instead.
This ability replaces the elemental form of the true spirit ability.

溺亡者引渡人Drowned Channeler (唤魂师变体)

当一个溺亡者的灵魂在水中分崩离析,直直地向着诸恶之下界坠去,他想要在尘世之中抓住最后的庇护,而在最后作为回应的,是一名能够与溺亡者灵魂共鸣的唤魂师。

本职技能:溺亡者引渡人拥有游泳作为本职技能取代飞行。
这改变了唤魂师的本职技能。

溺亡者魅影(Drowned Phantom):溺亡者引渡人拥有一只溺亡者魅影。溺亡者魅影的灵质态会一直向下滴水,即使是虚灵态看上去也是在从体内渗出液滴。溺亡者魅影在两种形态下都有30呎游泳速度,并在魅影亚种外额外获得水生亚种,这意味着它可以在水下使用天生挥击武器而不会受到任何水下钝击攻击造成的惩罚。溺亡者引渡人灵界联结会在水下延伸两倍,但在水面上则会减半。除此之外,溺亡者魅影不会在停留于溺亡者引渡人意识空间的时候获得任何通常的好处,除非它们同时处在大洋,海,湖,或者其他大型水体中,并且距离不超过25呎。在两种附身显形形态下,溺亡者引渡人都可以获得溺亡者魅影的天生武器和30呎游泳速度,来自附身显形的触须攻击并不会受到一半的水下钝击惩罚,就如同是魅影自己做出这些攻击一样。
这个能力改变了魅影,共享意识,灵界联结和附身显形。

溺亡者法术(Drowned Spells):在2级的时候,溺亡者引渡人将操控水位液体形态APG水流冲击APG水流爆发APG生命之潮*,压力适应*,驭波术UM水流术APG稳定压力*,死亡之潮水下呼吸波涛形态*,加入唤魂师的法术列表,这些法术的环级等于它们在法师列表或者牧师列表的法术环级,两者取低。拥有星号(*)的法术出现在本书的法术章节(参见59页)。溺亡者引渡人必须如常选取这些法术当作他的可知法术。
这个能力替换了连觉。

溺亡者之力(Drowned Powers,Sp):在5级时,每天一次,溺亡者引渡人可以以类法术能力使用水流冲击APG,在9级和之后的每4级获得一次额外的使用次数。在7级时,每天一次,她可以以类法术能力使用水流术APG,在11级和之后的每4级获得一次额外的使用次数。在9级时,每天一次,她可以以类法术能力使用驭波术。最后,在16级时,每天一次,她可以以类法术能力使用液体形态APG
这个能力替换了感知亡灵,安灵法,识破隐形和呼唤死灵。
剧透 -   :
When a drowned spirit doomed to a watery grave descends toward the evil of undeath and seeks refuge in a mortal shell, the result is an unusual spiritualist with powers that resonate with the drowned spirit’s demise.
Class Skills: A drowned channeler has Swim as a class skill instead of Fly.
This alters the spiritualist’s class skills.
Drowned Phantom: A drowned channeler has a drowned phantom. A drowned phantom’s ectoplasmic body drips with water and seems to bleed off watery droplets even its incorporeal form. A drowned phantom gains a swim speed of 30 feet in both forms and gains the water subtype in addition to the phantom subtype, meaning that it can use its natural slam attacks underwater without taking the penalty for bludgeoning attacks underwater. The drowned channeler’s etheric tether extends twice as far underwater, but only half as far above water. Additionally, the drowned phantom doesn’t grant any of the usual benefits while confined in the drowned channeler’s consciousness unless the drowned channeler is within 25 feet of an ocean, sea, lake, or other large body of water. Both forms of bonded manifestation grant the drowned phantom’s swim speed of 30 feet to the drowned channeler, and attacks from the ectoplasmic bonded manifestation’s tendrils don’t take the typical penalties for bludgeoning attacks underwater, as if the phantom itself made them.
This ability alters phantom, shared consciousness, etheric tether, and bonded manifestation.
Drowned Spells: At 2nd level, a drowned channeler adds control water, fluid formAPG, hydraulic pushAPG, hydraulic torrentAPG, life current*, pressure adaptation*, ride the wavesUM, slipstreamAPG, stabilize pressure*, unlife current*, water breathing, and wave form* to the spiritualist spell list at the same spell level as they appear on the cleric list or sorcerer/wizard list, whichever is lower. Spells marked with an asterisk (*) appear in the Aquatic Spells section of this book (see page 59). The drowned channeler must still select them as spells known as normal.
This ability replaces bonded senses.、
Drowned Powers (Sp): At 5th level, a drowned channeler can use hydraulic pushAPG as a spell-like ability once per day, with an additional use each day at 9th level and every 4 levels thereafter. At 7th level, she can use slipstreamAPG once per day as a spell-like ability, with an additional use each day at 11th level and every 4 levels thereafter. At 9th level, she can use ride the wavesUM once per day as a spelllike ability. Finally, at 16th level, she can use fluid formAPG once per day as a spell-like ability.
This ability replaces detect undead, calm spirit, see invisibility, and call spirit.

大洋骑士Oceanrider (骑将变体)

大洋骑士是水下的骑将,它们骑着海豚,虎鲸,或者海马。

盔甲擅长:大洋骑士擅长轻甲和中甲,以及盾牌(但不包括塔盾)。
这改变了盔甲擅长。

水下坐骑(Aquatic Mount):一个中体型的大洋骑士可以骑海马(开拓者RPG 怪物图鉴4 234)或者虎鲸(和其他虎鲸不同,这只虎鲸一开始就是大体型,但在7级之前不会获得任何能力)而不是其他坐骑选项,而小体型的大洋骑士可以骑海豚。
这改变了坐骑并替换了驯兽专家。
剧透 -   :
Oceanriders are underwater cavaliers who ride dolphins, orcas, or seahorses.
Armor Proficiency: An oceanrider is proficient with light and medium armor, and with shields (but not tower shields).
This alters armor proficiency.
Aquatic Mount: A Medium oceanrider can ride either a seahorse (Pathfinder RPG Bestiary 4 234) or an orca (unlike most orcas, this one starts at size Large with none of the other level 7 abilities until level 7) instead of the normal options, while a Small oceanrider can ride a dolphin.
This alters mount and replaces expert trainer.

波涛骑士团Order of The Waves (骑士道)

波涛骑士团的骑将探索着海底的秘密。

守则:骑将必须永远地追寻和探索新的疆域和水下的秘密,只有在自己的人受到水下威胁(特别是水下的邪恶种族,像是沙华鱼人,但是来自邪恶种族的骑将则会有善良或者中立的敌人)或者保护自己新发现的宝藏的时候才会停下来,他们会为了这些人和物而奋战。

挑战:当发动挑战时,只要波涛骑士团的骑将在水下,他就可以在自己的豁免检定上获得+1士气加值。每4个骑将等级这个加值就会提升1点。

技能:隶属波涛骑士团的骑将将知识(地理)和察觉加入他的本职技能。他可以在知识(地理)未受训的时候尝试检定,但是如果他在这个技能上有等级,他将他骑将等级的一半(至少为1)加到所有和找到水下位置相关的知识(地理)检定上。

骑士团能力:属于这个骑士团的骑将可以在升级过程中获得下列能力。
引用
波涛骑手(Waverider,Ex):在2级时,骑将获得等同于他未调整过的基本陆地速度的游泳速度。如果他已经拥有游泳速度,他的游泳速度提高10呎,如果他和他的坐骑都拥有游泳速度,坐骑的游泳速度也会提升10呎。他在水下的时候在伤害骰上获得+1士气加值。
水流冲击(Current’s Rush,Ex):在8级时,骑将如果沿着正在推动着他水流的方向冲锋,他可以在攻击骰上获得+2加值,以及在伤害骰上获得每10呎水流速度+1点伤害(最高+6点伤害)。
探索七海(Explore the Seas,Ex):在15级时,骑将获得压力适应(参见58页)作为奖励专长,并将两个海洋区域加入他的天生范围而不是一个。在探索一片水下的新地点的时候,他在先攻检定和察觉检定上获得+2士气加值,并永远能在突袭轮中行动。
剧透 -   :
Cavaliers of the order of the waves explore the secrets under the sea.
Edicts: The cavalier must perpetually seek out and explore new places and secrets under the sea, stopping only to fight to protect his newfound treasures and his people from undersea threats (typically evil undersea races like sahuagin, but alternatively goodly or neutral enemy races for cavaliers from evil races).
Challenge: Whenever a cavalier of the order of the waves issues a challenge, he receives a +1 morale bonus on his saving throws as long as he is underwater. This bonus increases by 1 for every 4 class levels the cavalier has.
Skills: A cavalier belonging to the order of the waves adds Knowledge (geography) and Perception to his class skills. He can attempt Knowledge (geography) checks untrained, but if he has ranks in the skill, he adds half his cavalier level (minimum 1) to all Knowledge (geography) checks that involve finding an underwater location.
Order Abilities: A cavalier belonging to this order gains the following abilities as he increases in level.
Waverider (Ex): At 2nd level, the cavalier gains a swim speed equal to his unmodified base land speed. If he already has a swim speed, his swim speed increases by 10 feet, and if he and his mount both have a swim speed, the mount’s swim speed also increases by 10 feet. He gains a +1 morale bonus on damage rolls when underwater.
Current’s Rush (Ex): At 8th level, the cavalier gains a +2 bonus on attack rolls when charging in the same direction as a current that’s currently pushing him, as well as a +1 bonus on damage rolls for every 10 feet of the current’s speed (maximum +6 points of damage).
Explore the Seas (Ex): At 15th level, the cavalier gains Pressure Adept (see page 58) as a bonus feat and adds two oceanic zones to his native range instead of one. When exploring a new location underwater, he gains a +2 morale bonus on initiative checks and Perception checks, and can always act in the surprise round.

珍珠寻者Pearl seeker (圣武士变体)

奇怪的幻景和梦境呼唤着一些圣武士前往大洋和海底,去拥抱他们的使命,去匡扶水下的正义,去寻找一颗他们所不理解的珍珠,这颗珍珠光耀无限,却带着无尽的耳语和喘息。这位怪异但仁慈的存在向他们灌输着梦境,以此来和他们建立联结,然后借此赋予他们与其他圣武士不同的力量。

盔甲擅长和本职技能:珍珠寻者擅长轻甲和中甲,但是并不擅长盾牌,并获得游泳作为本职技能。
这改变了圣武士的盔甲擅长和本职技能。

侦测情感(Seek Impressions,Ex,Sp):珍珠寻者与一位可以赋予幻境的存在建立了罕见的共鸣敏感(resonant sensitivity)。珍珠寻者获得异能敏感OA作为奖励专长,并且可以随意以类法术能力使用侦测异能存在OA

幻景法术(Vision Magic):珍珠寻者可以自发施展神术,使用和血脉狂怒者ACG一样的可知法术和每日法术成长表格。在7级时,她可以获得水流术APG作为1环的额外可知法术;在10级时,她获得驭波术UM作为2环的额外可知法术;在13级时,她获得波涛形态APG作为3环的额外可知法术;在16级时,她获得水幕天华APG作为4环额外可知法术。她还可以将水流冲击APG水流爆发APG(分为作为1环和3环法术)加入到她的圣武士法术列表中(但她必须如常学会这个法术)。
这改变了圣武士的法术。

神圣水马(Divine Hippocampus:):在5级时,珍珠寻者必须选择坐骑作为她的神契,她获得一匹拥有下列伙伴数据的水马。
引用
水马
Hippocampus
体型:大 ;速度:5呎,游泳80呎;AC:+4天生护甲
攻击:啮咬(1d6),尾扫(1d4,次要攻击)
属性值:力量18,敏捷13,体质15,智力2,感知12,魅力11
特殊能力:黑暗视觉60呎,昏暗视觉,灵敏嗅觉,依赖水源。
这个能力改变了神契,并替换了引导正能量。
剧透 -   :
Some paladins are called to their faith by strange empathic visions and dreams that beckon them to the oceans and beyond, to right aquatic injustice and search for a glorious gasping and whispering pearl they don’t understand. Their contact with the strange but benevolent entity sending the dreams grants them unusual powers compared to other paladins.
Armor Proficiency and Class Skills: A pearl seeker is proficient with light and medium armor but not with shields, and gains Swim as a class skill.
This alters the paladin’s armor proficiency and class skills.
Seek Impressions (Ex, Sp): Pearl seekers gain their power from a rare resonant sensitivity to the visiongranting entity. A pearl seeker gains Psychic SensitivityOA as a bonus feat and can use detect psychic significanceOA at will as a spell-like ability.
Vision Magic: A pearl seeker casts divine spells spontaneously, using the spells known and spells per day from the bloodragerACG progression table. At 7th level, she gains slipstreamAPG as a bonus 1st-level spell known; at 10th level, she gains ride the wavesUM as a bonus 2nd-level spell known; at 13th level, she gains fluid formAPG as a bonus 3rdlevel spell known; and at 16th level, she gains seamantleAPG as a bonus 4th-level spell known. She also adds hydraulic pushAPG and hydraulic torrentAPG (as a 1st and 3rd level spells, respectively) to her paladin spell list (but must learn these spells as normal)
Divine Hippocampus: At 5th level, a pearl seeker must choose a mount as her divine bond, gaining a hippocampus mount with the following companion statistics.
Size Large; Speed 5 ft., swim 80 ft.; AC +4 natural armor; Attack bite (1d6), tail slap (1d4; secondary attack); Ability Scores Str 18, Dex 13, Con 15, Int 2, Wis 12, Cha 11; Special Qualities darkvision 60 ft., low-light vision, scent, water dependency.
This ability alters divine bond and replaces channel positive energy.

远洋猎人Pelagic Hunter (猎人变体)

远洋猎人制造出强烈的联结,向着深海延伸,直到有任何的存在留意到这些联结,无论它们是一般的动物,还是一些更为邪恶的东西。

远洋伙伴(Pelagic Companion):远洋猎人必须选择一只水生动物作为她的动物伙伴。
这改变了动物伙伴。

远洋之力(Pelagic Focus,Su):和一般的猎人动物之力不同,远洋之力让猎人可以联结到深海中的魔法生物,使用下列选项来替代普通猎人的动物之力选项。
这改变了动物之力。
引用
底栖魔鱼:生物在对抗神术和神术类法术能力的豁免上获得+1士气加值。这个加值在8级提升到+2,在15级时提升到+3。
赛特斯(Cetus):生物获得突刺作为奖励专长。在12级时,生物提升她的触及5呎取代突刺。
卡律布狄斯(Charybdis):生物的攻击可以忽视前5点硬度。这在8级时提升到前7点硬度,在15级时提升到前10点硬度。
深潜者:生物可以降低它受到的压力伤害(参见45页)10点。在12级时,生物可以免疫压力改变造成的伤害。
水马:生物在游泳检定上获得+4表现加值。这个加值在8级时提升到+6,在15级时提升到+8。
克拉肯:生物获得水力喷射能力(开拓者RPG 怪物图鉴2 298),水力喷射的速度等于它未调整过的陆地速度或者四倍于它的游泳速度(如果它有的话),两者取高。如果它拥有游泳速度,在8级时,水力喷射的速度提升至五倍游泳速度,在15级时这个速度提升到它游泳速度的七倍。
礁爪怪:生物获得顽强作为奖励专长。在12级时,生物获得凶猛能力(开拓者RGP怪物图鉴300)替换顽强。
斯库拉(Scylla):生物的攻击可以造成额外1点流血伤害。在8级时,流血伤害提升到1d3,在15级时提升到1d6。
海蛇:生物被视为对自己施放了法术回避侦测,施法者等级等于远洋猎人的职业等级。
海豹人:生物在唬骗检定上获得+4表现加值。这个加值在8级是提升到+6,在15级时提升到+8。
修格斯(Shoggoth):生物在察觉检定上获得+2加值,并会降低生物夹击它时的夹击加值1点。察觉的加值在8级时提升到+3,在15级时提升到+4。在12级时,生物不会被夹击。
希尤克伊(Siyokoy):生物的攻击造成额外1点电击伤害。在8级时,电击伤害提升到1d3,在15级时提升到1d6。

血溶于水(Blood to Water,Su):在5级时,当远洋猎人或者它的动物伙伴在水中流血(无论是来自穿刺或者挥砍伤害,流血效果,或者其他能够导致血流出来的效果),血进入到它们周围的水中时,会在1轮内转变成水。这可以防止鲨鱼或者其他拥有水下嗅觉的掠食者被血吸引到远洋猎人的位置,让这些生物更难追踪到她。
这个能力替换了穿林步。
剧透 -   :
Pelagic hunters form strong bonds that extend deep beneath the sea, reaching out to whatever heeds their call, whether it be mundane animals or something far more sinister.
Pelagic Companion: A pelagic hunter must select an aquatic animal companion.
This alters animal companion.
Pelagic Focus (Su): Unlike with a normal hunter’s animal focus, pelagic focus allows the hunter to contact magical deep sea creatures instead of animals, using the options below instead of the normal hunter options.
This alters animal focus.
Aboleth: The creature gains a +1 morale bonus on saves against divine spells and spell-like abilities. This bonus increases to +2 at 8th level and +3 at 15th level.
Cetus: The creature gains Lunge as a bonus feat. At 12th level, instead of gaining Lunge, the creature increases its reach by 5 feet.
Charybdis: The creature’s attacks ignore the first 5 points of hardness. This improves to ignore the first 7 points of hardness at 8th level and the first 10 points of hardness at 15th level.
Deep One: The creature reduces pressure damage it takes (see page 48) by 10. At 12th level, the creature is immune to damage from changing pressure.
Hippocampus: The creature gains a +4 competence bonus on Swim checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Kraken: The creature gains the jet ability (Pathfinder RPG Bestiary 2 298) with a speed equal to its unmodified base land speed or four times its swim speed (if it has one), whichever is higher. If it has a swim speed, at 8th level, the jet ability’s speed increases to five times its swim speed, and at 15th level, the speed increases to seven times its swim speed.
Reefclaw: The creature gains Diehard as a bonus feat. At 12th level, instead of gaining Diehard, the creature gains the ferocity ability (Pathfinder RPG Bestiary 300).
Scylla: The creature’s attacks deal 1 point of bleed damage in addition to their normal damage. At 8th level, the bleed damage increases to 1d3, and at 15th level, it increases to 1d6.
Sea Serpent: The creature is considered to be under a nondetection spell it cast on itself, with a caster level equal to the pelagic hunter’s class level.
Selkie: The creature gains a +4 competence bonus on Bluff checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Shoggoth: The creature gains a +2 competence bonus on Perception checks and reduces the flanking bonuses of creatures flanking it by 1. This Perception bonus increases to +3 at 8th level and +4 at 15th level. At 12th level, the creature can’t be flanked.
Siyokoy: The creature’s attacks deal 1 additional point of electricity damage. At 8th level, the electricity damage increases to 1d3, and at 15th level, it increases to 1d6.
Blood to Water (Su): At 5th level, when a pelagic hunter or her animal companion bleeds underwater into the surrounding water (whether from piercing or slashing damage, a bleed effect, or another effect that causes blood to spill), the blood transmutes into ordinary water within 1 round. This prevents sharks and other predators with keen scent from being drawn to the pelagic hunter’s position by the blood and makes it harder for such creatures to track her.
This ability replaces woodland stride.

弄潮儿Tidal Trickster(游荡者变体)

弄潮儿在海中徜徉,运用他们娴熟的技巧驾驭着水流穿越水下的战场,将他们的敌人甩个七荤八素。

波涛的智慧(Wisdom of the Waves,Ex):弄潮儿获得等同于她未调整基本陆地速度的游泳速度(如果她已经有游泳速度的话,提升她的游泳速度10呎)。她会因为获得了游泳速度而在游泳检定上获得4+1/2她的游荡者等级的种族加值,而不是+8(如果她拥有种族游泳速度的话,她使用两者之间更高的加值)。她在唬骗检定上获得等同于她游荡者一半的加值。在3级时,当她在水下时,她在意志豁免上获得+1加值;这个加值在6级和之后的每3级再提升一点。
这个能力替换了寻找陷阱和陷阱感知。

液体破碎(Liquid Disruption,Ex):在4级时,弄潮儿能用她在液体凝聚力上的知识来破坏某些特定的敌人。她可以对泥怪和拥有水亚种并通常免疫精淮伤害的生物(比如水元素)造成偷袭,她还可以无视流水操念通过元素满溢获得的概率免疫精淮伤害的能力。
这个能力了改变了偷袭并替换了直觉闪避和4级的游荡者天赋。

潮汐形变(Tidal Distortion,Ex):在8级时,弄潮儿可以在水下进行全回合攻击时放弃其中一次攻击来制造出一个潮汐形变。当她制造出一个潮汐形变时,弄潮儿可以移动最多10呎。如果该次移动过程中包含邻接一或多名敌人的格子,她可以选择其中一个敌人,对他做一个唬骗检定,DC为11+敌人的察言观色或者游泳调整值,两者取高。她的唬骗检定会受到任何她在攻击骰上所牺牲的减值,如果她因为高基本攻击加值获得了多次攻击次数,她也会因为较低基本攻击加值获得减值(第二次重复攻击获得-5减值,第三次重复攻击获得-10减值,第四次重复攻击获得-15减值,如果她想办法得到了的话)。如果她在唬骗检定上成功,这次移动就不会引发来自那个敌人的借机攻击,并且那个敌人会在它的下一回合之前陷入失衡(参见45页)。弄潮儿可以放弃全回合攻击中的多次来制造潮汐形变,但她不能放弃两次连续的攻击。
这个能力替换了精通直觉闪避和8级的游荡者天赋。
剧透 -   :
Tidal Trickster (Rogue Archetype)
Tidal tricksters roam the seas, using their skillful mastery of the currents to move across aquatic battlefields and throw their enemies off-balance.
Wisdom of the Waves (Ex): A tidal trickster gains a swim speed equal to her unmodified base land speed (or increases her swim speed by 10 feet, if she has a racial swim speed). Instead of the +8 bonus granted by a swim speed, she gains a racial bonus on Swim checks equal to 4 + half her rogue level (if she has a racial swim speed, she uses the better bonus). She gains a bonus on Bluff checks equal to half her rogue level. At 3rd level, she gains a +1 bonus on Will saves whenever she is underwater; this bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces trapfinding and trap sense.
Liquid Disruption (Ex): At 4th level, a tidal trickster can use her knowledge of the cohesion of l0
iquids to disrupt certain foes. She can deal sneak attack damage to oozes and creatures with the water subtype that are normally  immune to precision damage (such as water elementals), and she ignores a hydrokineticist’s chance to negate precision damage from elemental overflow.
This ability alters sneak attack and replaces uncanny dodge and the 4th-level rogue talent.
Tidal Distortion (Ex): At 8th level, while making a full attack underwater, a tidal trickster can give up one attack to create a tidal distortion. When she creates a tidal distortion, the tidal trickster moves up to 10 feet. If any part of her movement includes a square adjacent to one or more foes, she can choose one of those foes and attempt a Bluff check with a DC of 11 + either the enemy’s Sense Motive or Swim modifier, whichever is higher. Her Bluff check is subject to any penalties the attack roll she sacrificed would have taken, and if she trades an iterative attack gained from having a high base attack bonus, she also takes a penalty based on that attack’s lower base attack bonus (a –5 penalty for the second iterative attack, a –10 penalty for the third iterative attack, and a –15 penalty for the fourth iterative attack, if she manages to gain one). If she succeeds at the Bluff check, the movement doesn’t provoke an attack of opportunity from that foe and the foe becomes off-balance (see page 45) until its next turn. A tidal trickster can give up any number of her attacks in a given full attack to create tidal distortions, but she can’t give up two consecutive attacks.
This ability replaces improved uncanny dodge and the 8th-level rogue talent.

水下Underwater (游侠战斗流派)

如果游侠选择了水下战斗流派,当他获得了战斗流派时,他可以从下表中选择。
引用

2级可选专长   
  | 
水下战斗专攻
  | 
水下射击
  | 
海豚流
  | 
猛鲨流

6级可选专长   
  | 
  海豚突进*
  | 
  鲨裂*

10级可选专长
  | 
   海豚环杀*
  | 
  鲨跃*

带星号(*)的需要拥有相对应的流派专长,但游侠可以忽略其他专长的先决条件。
剧透 -   :
If the ranger selects underwater style, he can choose from the following list whenever he gains a combat style feat: Aquadynamic Focus, Aquadynamic Shot, Dolphin Style, and Shark Style. At 6th level, he adds Dolphin Dart* and Shark Tear* to the list, and at 10th level, he adds Dolphin Circle* and Shark Leap* to the list. Feats with an asterisk (*) still require the corresponding style feat, but the ranger ignores all other prerequisites.
[/td][/tr][/table]
« 上次编辑: 2017-12-13, 周三 08:45:02 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Tekkaman Last

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Re: 【Aquatic Adventures】水下冒险:水下规则部分
« 回帖 #9 于: 2017-08-18, 周五 17:54:06 »
双界灵药Elixir of two worlds
灵光:强烈变化系 施法者等级:15
位置:无 价格:5000GP 重量:1/2磅
      当饮用者在水下自愿喝下该灵药时,双界灵药会把它转变成人类模样的陆生生物或者人鱼模样的水生生物。陆地生物的腿转变成尾鳍(给予他5呎陆地速度以及40呎游泳速度),同时他还会获得水生亚种,而水生生物的尾鳍会转变成腿(给予他30呎陆地速度而没有游泳速度),同时他将失去水生亚种。因为饮用者只能在水下饮用灵药,所以他必须使用药剂海绵ARG或者药剂用密闭皮囊。只有奇迹术,祈愿术或类似的法术,又或者是其他双界灵药,才能移除该灵药的效果。
制造条件:制造奇物,化鳍为趾APG,变形万物
制造花费:2500GP

老巫婆你好狠的心!2500GP的药你卖给一个公主要别人出声音来买!
人在动,天在看,一轮万动留祸患,众生皆为先攻来,乱插动作忘前缘