作者 主题: 星云的侠客档案  (阅读 36246 次)

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离线 星云迷蒙

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« 回帖 #10 于: 2017-12-23, 周六 09:55:14 »
无面执法者(Faceless Enforcer)Path of the Hellknight

坚忍而善战的无面执法者将他们的身份封锁在冰冷无情的铁盔之后。尽管恶名远扬的他们早已将恐惧烙印在敌人的心中,然而隐藏在假面之后的那些人却仍然是一个彻彻底底的谜团。

武器和盔甲擅长:一名无面执法者擅长重型盔甲,但不擅长盾牌。
  这个能力改变(Alters)了侠客的武器和盔甲擅长。

双重身份(Dual Identity,Ex):无面执法者的侠客身份(Vigilante Identity)与一顶独特的头盔或面罩,以及一套盔甲联系在一起。两个身份之间的切换意味着穿上或者脱下这套完整的盔甲(即使它是被快速穿上(donned hastily)的)并且花费至少等同于穿戴盔甲所需的时间。这一行为所需的时间取决于盔甲的类型(详见Pathfinder RPG核心规则手册153页)。每月一次,侠客可以更换与他的侠客身份关联的头盔或面罩以及盔甲,并购买或制造新的套装来建立联系。无面执法者不能选择飞速变装(Immediate ChangeUI快速变装(Quick ChangeUI社交天赋(Social Talent)。
  这个能力改变(Alters)了双重身份(Dual Identity)。

盔甲主宰(Armored Juggernaut,Ex):在2级时,无面执法者不需要他人协助来穿上半身甲或全身甲,但他独自这么做时必须为此花费8分钟。在4级时,他能够独自花费4分钟来穿上半身甲或全身甲,或者花费2分钟来快速穿上它们。在6级时,他不会因穿戴盔甲而在特技(Acrobatics),逃脱(Escape Artist)或隐匿(Stealth)检定上承受防具检定减值,但在其他技能检定上仍如常承受该减值。在8级时,无面执法者穿戴重甲时的移动速度比通常高5尺,最多等同于他的基础速度。在10级时,他只需要花费2分钟来穿上重甲,或者花费1分钟来快速穿上他,并且能够花费1分钟来脱掉它。在16级时,他能够在穿戴重甲时全速移动。在18级时,侠客只需要1分钟来穿上他的盔甲。
  这个能力取代(Replaces)2级时获得的侠客天赋(Vigilante Talent)。

无面渗透者(Faceless Infiltrator,Ex):在5级时,当他转变他的身份时,无面执法者拥有第三种选择,(取代变为社会或侠客身份)他能够呈现一种与他隶属的地狱骑士团,他的社会身份(Social Identity)或侠客身份(Vigilante Identity)都毫无关联的虚假身份(fictional identity)。当他获得这个能力时,无面执法者必须选择一个他想要渗透的团体(Group),组织(Organization)或社会结构(Social Structure)(例如作为一名乞丐混迹在艾格利安的贫民窟(Egorian’s Cheapside)或者午夜神殿(Midnight Temple)为阿斯莫迪尔斯(Asmodeus)举办的城市集会中),并且这个虚假身份必须是那些团体的新兵(Recruit),盟友(Ally)或者未来的雇员(Employee)。虚假身份的阵营必须与他的侠客身份或社会身份都相差一阶之内。无面执法者身处他的虚假身份时能够使用他的侠客天赋(Vigilante Talent)和社交天赋(Social Talent),但这么做时他必须承受他的秘密被揭穿的风险。
  当他获得这个能力时,无面执法者创造了能够证明他虚假身份的世俗记录。当他身处他的虚假身份时,无面执法者看起来就像他的种族中的另一名普通成员,他在呈现这个虚假身份的易容(Disguise)检定上获得+10的加值。他必须使用任何他所拥有的衣物和工具来为这个虚假身份进行伪装。如果无面执法者从他的侠客身份转变为他的虚假身份,他必须为了改变身份而花费通常穿上或脱下他的盔甲所需的时间(参考盔甲主宰(Armored Juggernaut)能力),反之亦然。如果他从他的虚假身份转变为社会身份,他将会花费1分钟的时间,反之亦然。以探知(Scry)或其他手段定位虚假身份的尝试都会在无面执法者身处虚假身份时正常运作。否则,这种尝试会揭示一名他正试图渗透的组织中的随机成员。
  在11级时,无面执法者呈现为虚假身份的易容检定的加值提升至+20。在无面执法者身处虚假身份时,任何试图定位这个虚假个体的法术或能力都有50%的几率代替原本的目标而定位到该组织的一名随机成员身上。尽管这个能力并不会在他自己收集的信息之外给予无面执法者任何关于该组织的特殊知识,但无面执法者所受的训练会协助他在维持他虚假身份的唬骗(Bluff)检定上获得+10的环境加值。
  在17级时,以探知或其他手段定位无面执法者的虚假身份的尝试总是会揭示他已经渗透的那个组织的一名随机成员。此外,他在维持虚假身份的唬骗检定上的环境加值提升到+15。
每个月,无面执法者都能依照意愿建立一个新的虚假身份,但不能是另一个试图渗透进和之前相同组织的虚假身份。无面执法者不能选择万重伪装(Any GuiseUI千幻伪装(EverymanUI百变伪装(Many GuiseUI社交天赋。
  这个能力取代(Replaces)在5级,11级和17级时获得的社交天赋(Social Talent)。

威逼执法(Enforcer’s Wrath,Ex):在6级时,无面执法者变得擅长于利用他的侠客身份去威胁和逼迫落单的敌人,尤其是那些当前正被他渗透的组织的成员。当他(或者他正在威吓的生物)周围30尺内没有其他对手时,他在针对敌人的威吓检定上获得+4的加值。这个加值能够与侠客从小有名气(Renown)社交天赋或类似的能力中获得的任何加值叠加。此外,如果侠客成功地通过威吓来对一名落单的对手挫败士气(Demoralizes),这名对手会额外战栗(Shaken)1轮。
  这个能力取代(replaces)在6级时获得的侠客天赋(Vigilante Talent)。
剧透 -  原文:
Faceless Enforcer
Source Path of the Hellknight pg. 50
Unyielding warriors, faceless enforcers lock their identities behind implacable helms. While their infamous reputations spread far, striking fear in their foes, the individual behind the mask remains a complete mystery.

Weapon and Armor Proficiencies: A faceless enforcer is proficient with heavy armor, but not with shields.

This alters the vigilante’s weapon and armor proficiencies.

Dual Identity (Ex): A faceless enforcer’s vigilante identity is tied to a particular helmet or face covering and suit of armor. Switching between identities means donning or removing this armored outfit. Switching identities means entirely donning or removing armor (even if it is donned hastily) and never takes less than the minimum amount of time to do so. How long this takes depends on the type of armor, as detailed on page 153 of the Pathfinder RPG Core Rulebook. Once per month, the vigilante can replace the helmet or face covering and armor associated with his vigilante identity and buy or make a new outfit that becomes tied to that identity. A faceless enforcer cannot select the immediate changeUI or quick changeUI social talents.

This ability alters dual identity.

Armored Juggernaut (Ex): At 2nd level, a faceless enforcer does not need help donning half-plate or full-plate armor, but donning it alone takes him 8 minutes. At 4th level, he can don his half-plate or full-plate alone in 4 minutes, and can don it hastily in 2 minutes. At 6th level, he doesn’t apply the armor check penalty for any armor on Acrobatics, Escape Artist, or Stealth checks, but the penalty applies on other skill checks as normal. At 8th level, a faceless enforcer can move 5 feet faster than normal in heavy armor, to a maximum of his base speed. At 10th level, it takes him 2 minutes to don heavy armor, 1 minute to don it hastily, and 1 minute to remove it. At 16th level, he can move at full speed in heavy armor. At 18th level, it never takes the vigilante more than 1 minute to don his armor.

This replaces the vigilante talent gained at 2nd level.

Faceless Infiltrator (Ex): At 5th level, when he changes his identity, a faceless enforcer has a third option (instead of social or vigilante) he can assume a fictional identity with no known ties to his Hellknight affiliation, his social identity, or his vigilante identity. When he gains this ability, the faceless enforcer must choose a group, organization, or social structure he wishes to infiltrate (such as the beggars in Egorian’s Cheapside or the city’s congregation of the Midnight Temple to Asmodeus), and the fictional identity he creates must be a recruit, ally, or prospective employee of that group. This fictional identity’s alignment must be within one step from either his vigilante or his social identity. A faceless enforcer can use social and vigilante talents when in his fictional identity, but he risks exposing his secret when he does so.

When he gains this ability, the faceless enforcer creates mundane records that can verify his fictional identity. While he is in his fictional identity, a faceless enforcer appears to be an otherwise ordinary member of his race, and he receives a +10 bonus on Disguise checks to appear to be the fictional person he says he is. He must create the appearance for this fictional identity using whatever clothing and tools he has at his disposal. If the faceless enforcer changes from his vigilante identity to his fictional identity and vice versa, changing identities takes him the normal amount of time to don or remove his armor (see the armored juggernaut ability). If he changes from his fictional identity to his social identity and vice versa, it takes him 1 minute. Any attempts to scry or otherwise locate the fictional identity work as normal if the faceless enforcer is in his fictional identity. Otherwise, it reveals a random member of the group he is attempting to infiltrate.

At 11th level, the faceless enforcer’s bonus on Disguise checks to appear to be his fictional identity increases to +20. Any spell or ability designed to locate the fictional individual while the faceless enforcer is in that identity has a 50% chance of instead finding a random member of the group. Although this ability does not give the faceless enforcer any special knowledge of the group outside what he gleans himself, the faceless enforcer’s training grants him a +10 circumstance bonus on Bluff checks to maintain his fictional guise.

At 17th level, attempts to scry or otherwise locate the faceless enforcer’s fictional identity always reveal a random member of the group he has infiltrated. Furthermore, his bonus on Bluff checks to maintain his fictional identity increases to +15.

Every month, a faceless enforcer can create a new fictional identity, if he wishes, but not another fictional identity that is attempting to infiltrate the same group. A faceless enforcer cannot select the any guiseUI, everymanUI, or many guisesUI social talents.

This ability replaces the social talents gained at 5th, 11th, and 17th levels.

Enforcer’s Wrath (Ex): At 6th level, a faceless enforcer has become adept at using his vigilante identity to terrify and coerce lone enemies, particularly among the group he is currently infiltrating. He gains a +4 bonus on Intimidate checks against enemies when no other opponents are within 30 feet of him (or the creature he is intimidating). This bonus stacks with any bonuses the vigilante receives from renown or similar abilities. Additionally, if the vigilante successfully demoralizes a lone opponent with Intimidate, the opponent is shaken for 1 additional round.

This ability replaces the vigilante talent gained at 6th level.

残虐猎手(Ferocious Hunter)Heroes from the Fringe
PFS:不可用
除了些微泛绿的皮肤和偶露的尖牙之外,那些兽人血脉较为淡薄的半兽人看起来几乎和人类相同。这份能力让他们能够穿行世界却不会遭受加诸于他们同族身上的歧视,从此为他们打开了本应被关上的大门,但这些半兽人中仍有许多人为自己的血统而骄傲,并且渴望向世界证明他们的种族值得尊敬。借由向另一个自我的转变,他们得以展露出自己真实的肤色,从而成为饱受压迫者中的勇士和半兽人中的英雄。

隐秘血统(Hidden Heritage, Ex):一名残虐猎手必须在社交身份上表现为人类,而在侠客身份上表现为半兽人才能获得双重身份能力的好处。他获得人类之证(Pass for Human)作为奖励专长。此外,当他转变身份时他的阵营仍然保持不变。
这个能力修改了双重身份。

骄傲之证(Symbol of Pride):2级时,残虐猎手获得标志武器(Signature Weapon)侠客天赋,但他所选的武器必须为弯刃大刀(Falchion),巨斧(Greataxe)或其他在名字中带有“兽人”的武器。无论他选择何种侠客之道都能获得这个天赋。
这个能力替换了2级时获得的侠客天赋。

凶猛之魂(Spirit of Ferocity, Ex):3级起,当HP降低到0以下并使用兽人凶猛持续作战时,残虐猎手能够战斗的轮数等同于他的体质调整值。
这个能力替换了不可动摇。

征服之证(Symbol of Mastery):8级时,残虐猎手在使用骄傲之证能力所选的武器时获得精通重击专长。在判断重击专攻和任何以重击专攻为先决条件的专长时,他的基本攻击加值视为等同于他的侠客等级。
这个能力替换了8级时获得的侠客天赋。
剧透 -  原文:
Ferocious Hunter
Source Heroes from the Fringe pg. 26
Half-orcs with more distant orc ancestry often look almost indistinguishable from humans, aside from a slightly greenish tint to their skin or sharp teeth. The ability to move through the world without experiencing the same discrimination many of their kin face opens doors that might otherwise be closed, yet many of these half-orcs still take great pride in their heritage and have a powerful desire to show the world that half-orcs are deserving of respect. By taking on an alter-ego that allows them to show their true colors, they can become a champion of the downtrodden and a hero among half-orcs.

Hidden Heritage (Ex): A ferocious hunter must present as human for his social identity and as a half-orc for his vigilante identity in order to gain the benefits of dual identity. He gains Pass for Human as a bonus feat. In addition, his alignment stays the same when he switches between identities.

This alters dual identity.

Symbol of Pride: At 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.

This replaces the vigilante talent gained at 2nd level.

Spirit of Ferocity (Ex): Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.

This replaces unshakable.

Symbol of Mastery: At 8th level, a ferocious hunter gains Improved Critical with the weapon chosen for the symbol of pride ability. His base attack bonus is equal to his vigilante level for the purpose of qualifying for Critical Focus and any feats that require Critical Focus as a prerequisite.

This replaces the vigilante talent gained at 8th level.

« 上次编辑: 2018-11-03, 周六 00:20:50 由 星云迷蒙 »
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« 回帖 #11 于: 2017-12-23, 周六 09:55:34 »
持枪死神 GunmasterUltimate Intrigue
PFS:不可用
聪明和冷酷的侠客懂得如何用枪火轰响将恐惧植入他敌人的内心。持枪死神使用枪与子弹贯彻他们的意志,通过精确的狙杀和破坏性的射击打垮自己的对手。

  武器和护甲擅长:持枪死神擅长所有类型的火器,但他不擅长军用武器和中甲。
  本能力调整了侠客的武器和护甲擅长。

  枪手 Gunmaster:在1级时,持枪死神获得铳士的枪匠职业能力。除此之外,持枪死神也可以使用枪匠专长来像铳士一样维修和翻新他的破损火器。在5级和之后每提升4个等级时,持枪死神均会在使用所有火器的攻击和伤害检定上获得+1加值。
  本能力取代侠客之道。

  枪弹天赋 Gunmaster Talent:除了标准的侠客天赋外,持枪死神还可以额外选择以下这些侠客天赋。
  本能力调整了侠客天赋。
引用

  狙击之眼 Deadeye(Ex) 每天一次,持枪死神可以在他的火器的第一个射程增量后瞄准目标的接触防御等级。持枪死神在使用本天赋时,仍旧在第一个射程增量后的每个增量受到攻击检定-2减值。在6级和之后每提升4个等级时持枪死神每日可以多使用本天赋一次。持枪死神可以通过消耗额外的次数来在一次获取攻击上额外延伸其有效距离(举例来说,他可以消耗3次本能力的使用次数来延长打接触射程三个增量)。


  死神之枪 Death`s Shot(Ex):每天一次,当持枪死神造成了一次重击时,他都可以以一个即时动作来使用本天赋尝试一枪毙命。他攻击的目标需进行强韧豁免检定,DC=(10+持枪死神等级的一半+他的敏捷调整值)。豁免检定失败则目标死亡。
  持枪死神需要达到20级才能选择本天赋。

  枪客之迅捷 Gunmaster Initiative(Ex):持枪死神在先攻检定上获得+2加值。若他同时拥有即时备战专长且他的双手空闲且不受约束,火器也未被隐藏起来,他便可以拔出一把火器作为先攻检定的一部分。
  持枪死神至少要达到4级才能选择本天赋。

  闪电装填 Lighting Reload(Ex):每天相当于他的侠客等级次,持枪死神可以通过迅捷动作为单手或双手火器的一个枪管进行装填,每轮最多一次。若他已有快速装填专长或使用炼金封弹(或两者兼备),他可通过自由动作进行上述装填。此外,使用此天赋不会招致借机攻击。
  持枪死神至少要达到12级才能选择本天赋。

  快速清膛(Ex):每天一次以一个标准动作,持枪死神可以用一个标准动作移除一件他当前正在使用的火器的破损状况,只要该状况是由于枪械不发火而造成的。在12级时,每天一次如果持枪死神在使用一支破损状态的火器并哑火时,他可以保护自己的火器不会爆炸。但该火器仍然保持破损状态。

  机敏 Nimble(Ex):在4级时,当持枪死神穿着轻甲或不着甲时他的防御等级获得+1闪避加值。任何使铳士无法将敏捷加到他的防御等级上的效果均会令本能力无效。此加值在2级后的每6级再+1,在16级时达到最大的+3。
  本能力取代不可动摇。
剧透 -   :
Gunmaster
Source Ultimate Intrigue pg. 57
Firearms can be potent tools for striking fear into the hearts of enemies, and canny vigilantes use this to their advantage. Gunmasters brandish firearms like extensions of their will, taking down their foes with deadly accuracy and skill.

Weapon and Armor Proficiencies: A gunmaster is proficient with all firearms but not with martial weapons or medium armor.

This alters the vigilante’s weapon and armor proficiencies.

Gunmaster: At 1st level, a gunmaster gains the gunslinger’s gunsmith ability (Pathfinder RPG Ultimate Combat 9). Additionally, the Gunsmithing bonus feat allows the gunmaster to repair and restore his initial battered firearm as if he were a gunslinger. At 5th level, and every 4 vigilante levels thereafter, the gunmaster gains a +1 bonus on attack and damage rolls with all firearms.

This ability replaces vigilante specialization.

Gunmaster Talents: A gunmaster can select from any of the following vigilante talents, in addition to general vigilante talents.

This alters vigilante talents.

Deadeye (Ex): Once per day, the gunmaster can resolve an attack against touch AC instead of normal AC when firing one increment beyond his firearm’s first range increment. The gunmaster still takes the –2 penalty on attack rolls for shooting a target outside the firearm’s first range increment. At 6th level and every 4 vigilante levels thereafter, he can use this ability one additional time per day. A gunmaster can spend multiple daily uses to resolve an attack at a further range increment (for instance, he can spend three uses to resolve an attack three increments beyond his first range increment).

Death’s Shot (Ex): Three times per day, as an immediate action when the gunmaster scores a critical hit, he can attempt to kill his enemy instantly. When the gunmaster uses this talent, the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunmaster’s vigilante level + his Dexterity modifier. On a failed saving throw, the target dies instantly. A gunmaster must be 20th level to select this talent.

Gunmaster Initiative (Ex): The gunmaster gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the firearm is not hidden, he can draw a single firearm as part of the initiative check. A gunmaster must be at least 4th level to select this talent.

Lightning Reload (Ex): A number of times per day equal to half his vigilante level, a gunmaster can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If he has the Rapid Reload feat or is using an alchemical cartridge (or both), he can reload a single barrel of the weapon as a free action each round instead. Using this talent does not provoke attacks of opportunity. A gunmaster must be at least 12th level to select this talent.

Quick Clear (Ex): Once per day as a standard action, the gunmaster can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. Starting at 12th level, once per day, when the gunmaster rolls a misfire with a gun that has the broken condition, she can prevent the gun from exploding, though it retains the broken condition.

Nimble (Ex): Starting at 4th level, a gunmaster gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunmaster to lose her Dexterity bonus to AC also causes the gunmaster to lose this dodge bonus. This bonus increases by 1 for every 6 vigilante levels beyond 4th (to a maximum of +3 at 16th level).

This ability replaces unshakable.

« 上次编辑: 2018-11-02, 周五 09:43:00 由 星云迷蒙 »
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« 回帖 #12 于: 2017-12-23, 周六 09:56:19 »
半精灵双身子嗣Half-Elf Double ScionHeroes from the Fringe
PFS:不可用
许多生活在人类或精灵社会中的半精灵尝试融入其中并隐藏起自己真正的血统。然而长久的欺骗终会付出代价,一些半精灵生出了另一种身份,好让自己被抑制另一种血脉能够得以显现。这种身份可能是极端的善良,让半精灵能够展示自己长久拒绝的另一面,或者是极端的邪恶,让半精灵借由伤害他人来抚慰自己的痛苦。

双重遗产:一位半精灵双身子嗣在他的一个身份中呈现为精灵,而在另一个身份中呈现为人类。他通过易容来表现为与他身份匹配的种族时不会承受减值。侠客身份与社交身份对应的种族必须在1级时决定并且此后不能改变。此外,当半精灵双身子嗣从一个身份转变为另一个身份时,他会展现出血统遗传的另一个相貌而非改变自己的性格。因此,半精灵双身子嗣的两个身份拥有相同的阵营。
  这个能力调整了双重身份。

双身天赋(Half-Elf Double Scion Talents):除了普通的侠客天赋之外,半精灵双身子嗣还能选择下列侠客天赋。

引用
精灵武器掌控(Elven Weapon Command, Ex):半精灵双身子嗣能够如同精灵一般持用精灵传统武器。他将任何名字中带有“精灵”的武器视作军用武器,并且从这些武器中选择一个获得对应的武器专攻作为奖励专长。

傲慢打击(Arrogant Strike, Ex):半精灵双身子嗣在战斗中展现出十分自信的姿态,让他同时具有人类和精灵的特质。他能在自己的回合开始时以一个自由动作宣布使用这个能力。直到他的回合结束为止,他造成的任何重击威胁都自动确认重击。他每天能够使用这个能力一次,在14级和18级时每天还可以额外使用一次。半精灵双身子嗣必须至少10级才能选择这个天赋。

灵活步伐(Slick Step, Ex):半精灵双身子嗣能够以一个移动动作移动10尺而不引发借机攻击。这个移动不能通过敌人占据的空间,而且必须符合移动的规则。他不能够在这次移动中拔出武器。
剧透 -  原文:
Half-Elf Double Scion
Source Heroes from the Fringe pg. 22
Many half-elves who live in human or elven societies try to blend in, hiding their true ancestry. But deception takes a toll, and some half-elves form alternate identities to let the suppressed side of their heritage be known. This other identity can be either a force for good, enabling the half-elf to express a part of himself that has been denied to him, or for evil, with the half-elf hurting others to make up for his own pain.

Dual Heritage: A half-elf double scion appears to be an elf in one identity and a human in the other identity. He takes no penalties to Disguise checks to appear as the race that matches his current identity. The selection of which race is the social identity and which is the vigilante identity is made at 1st level and cannot be changed. Additionally, when a half-elf double scion switches from one identity to another, he is representing different aspects of his heritage rather than personality. As a result, a half-elf double scion has the same alignment in both of his identities.

This alters dual identity.

Half-Elf Double Scion Talents:
A half-elf double scion can select from the following vigilante talents, in addition to general vigilante talents. Elven Weapon Command (Ex): A half-elf double scion can wield traditional elven weapons as well as elves can. The half-elf double scion treats any weapon with the word “elven” in its name as a martial weapon, and gains Weapon Focus as a bonus feat for one such weapon.

Arrogant Strike (Ex): A half-elf double scion has a highly confident style in battle, characteristic of both humans and elves. A half-elf double scion can declare that he is using this ability at the beginning of his turn as a free action. He automatically confirms any critical hits until the beginning of his next turn. He can use this ability once per day plus one additional time at 14th level and 18th level. A half-elf double scion must be at least 10th level to select this talent.

Slick Step (Ex): A half-elf double scion can, as a move action, move 10 feet without provoking an attack of opportunity. This movement cannot pass through an opponent’s square and must otherwise be a legal movement. He cannot draw a weapon during this movement.

处刑人 HangmanHorror Adventures

无论罪恶横行于何处,处刑人终将为其带去审判。

武器和防具擅长:处刑人擅长捕网(Net)和长鞭(Whip),但是不擅长盾牌。
  这个能力改变(Alters)了侠客的武器和防具擅长。

侠客之道(Vigilante Specialization):处刑人必须选择诡秘猎手(Stalker)之道
  这个能力改变(Alters)了侠客之道(Vigilante Specialization)。

处刑人之索(Hangman’s Noose, Ex):在2级时,处刑人能够将一根活绳绞索(Rope noose)作为一张捕网(Net)或一根鞭子(Whip)来持用(Wield),也可以使用它来进行擒抱(Grapple),并且在使用它时会得到精通擒抱(Improved Grapple)的好处。他不会因为手中持有绞索而在用绞索进行的战技(Combat Maneuver)检定上承受减值,但他仍然无法将任何因为持有捕网或鞭子而获得的加值(例如武器增强加值(Weapen Enhancement bonuses)或来自武器专攻(Weapen Focus)的好处)加到战技检定上。他能够花费1分钟的时间来把一张魔法捕网或者一根魔法鞭子编织成一根绞索,并在之后使用它来获得这些好处。
  这个能力取代(Replaces)2级时获得的侠客天赋(Vigilante Talent)。

誓求真相(Bound to Truth, Ex, Sp):在3级时,经由感知他们紧缩的喉咙和呼吸的变化,处刑人将他侠客等级的一半加到注意那些被他的绞索纠缠(Entangled)或擒抱(Grappled)的生物说谎(Lies Told)的察言观色(Sense Motive)检定上。此外,他能够通过收紧绞索来防止那些被绞索纠缠或擒抱的生物说谎,如同一个只针对单一目标的诚实之域(Zone of Truth)(施法者等级等于他的侠客等级;豁免DC基于魅力(Charisma-based))。他每天能够使用后一个能力的轮数等同于他侠客等级的一半。这些轮数不需要连续。
  这个能力取代(Replaces)不可动摇(Unshakable)。

扭曲之绳(Twisted Rope, Su):在4级时,处刑人能够花费1小时来准备他的绞索,赋予它等同于他的侠客等级的临时生命值,给予它等同于他的侠客等级加上双倍武器增强加值的硬度(Hardness)(或者它原本的硬度,取较好者),破坏它的DC变为23+1/2他的侠客等级(或者破坏它原本所需的DC,取较好者)。这个效果持续8小时,但也会在处刑人准备另一根绞索时立即结束。
  这个能力取代(Replaces)4级时获得的侠客天赋(Vigilante Talent)。

锁喉(Chokehold):在5级时,处刑人获得锁喉(Chokehold)UC作为奖励专长。
  这个能力取代(Replaces)惊愕现身(Starling Appearance)。

绞索处刑(Tighten the Noose, Ex):在11级时,当处刑人正在使用他的绞索擒抱一个目标时,他能够以一个迅捷动作对这个目标造成较强的暗袭(Increased Hidden Strike)伤害。
  这个能力取代(Replaces)骇人现身(Frightening Appearance)。

闷杀(Suffocation, Ex):在17级时,在处刑人第一次成功地(在他进入擒抱状态(Establishing the grapple)之后的下一轮)维持擒抱(Maintain A Grapple)时,代替其他的选择,他能够让他的目标窒息(Suffocation)并陷入昏迷(Unconscious)。一次成功的强韧豁免(DC=15+处刑人的力量调整值)能够免于窒息。在接下来的轮中,处刑人能够继续维持擒抱来让他的目标窒息。在第二次强韧豁免失败时,该目标的HP降至-1并进入濒死状态。在第三次强韧豁免失败时,该目标就会死亡。即使处刑人有能力以比标准动作低级的动作维持擒抱,他一轮也只能尝试一次在维持擒抱中让目标窒息。
  这个能力取代(Replaces)震撼现身(Stunning Appearance)。
剧透 -  原文:
HANGMAN (ARCHETYPE)
Wherever the guilty walk free, the hangman brings judgment.

Weapon and Armor Proficiencies: A hangman is proficient with nets and whips, but not shields.

This alters the vigilante’s weapon and armor proficiencies.

Vigilante Specialization: A hangman must choose the stalker specialization.

This alters vigilante specialization.

Hangman’s Noose (Ex): At 2nd level, a hangman can wield a rope noose as a net or whip, and also can use it to grapple, gaining the benefits of Improved Grapple with it. He takes no penalty on combat maneuver checks with the noose for having the noose in his hand, but he still doesn’t add any bonuses he might have with a net or whip (such as weapon enhancement bonuses or benefits from Weapon Focus) on the check. He can spend 1 minute to weave a magical or masterwork net or whip into a noose, thereafter gaining these benefits with it.

This ability replaces the 2nd-level vigilante talent.

Bound to Truth (Ex, Sp): At 3rd level, a hangman adds half his vigilante level to his Sense Motive checks to notice lies told by a creature entangled or grappled by his noose, by feeling the creature’s throat clench or changes in its breathing. In addition, he can prevent a creature entangled or grappled in his noose from lying by tightening the noose, as per a single-target zone of truth (the caster level equals his vigilante level; the save DC is Charisma-based). He can use the latter ability a number of rounds per day equal to half his vigilante level. These rounds don’t need to be consecutive.

This ability replaces unshakable.

Twisted Rope (Su): At 4th level, a hangman can spend 1 hour preparing his noose, granting it temporary hit points equal to his vigilante level, giving it a hardness equal to 1/2 his vigilante level plus double the weapon’s enhancement bonus (or its current hardness, whichever is better), and changing its break DC to 23 + 1/2 his vigilante level (or its current break DC, whichever is better). These benefits last for 8 hours, but end immediately if the hangman prepares another noose. This ability replaces the 4th-level vigilante talent. Chokehold: At 5th level, a hangman gains ChokeholdUC as a bonus feat.

This ability replaces startling appearance.

Tighten the Noose (Ex): At 11th level, while a hangman is grappling a target with his noose, as a swift action he can deal increased hidden strike damage to the target.

This ability replaces frightening appearance.

Suffocation (Ex): At 17th level, the first time the hangman succeeds at a check to maintain a grapple (on his next turn after establishing the grapple), in place of the other options, he can suffocate the target and cause her to fall unconscious. A successful Fortitude save (DC = 15 + the hangman’s Strength bonus) negates the suffocation. On subsequent rounds, the hangman can maintain the grapple to suffocate the target again. On the next failed save, the target drops to –1 hit points and starts dying. On the third failed save, she dies. Even if the hangman has the ability to maintain a grapple with less than a standard action, he can attempt to maintain a grapple to suffocate only once per round.

This ability replaces stunning appearance.

暗流Hidden CurrentBlood of the Sea
PFS:不可用
  有时候最佳的藏身之处正是无处藏身之地。无论是海洋深处还是水面之上,暗流都如鱼得水。在海底下行动时,他总能轻易地混迹于当地居民之中,并作为他们的一员或是老练的海洋旅行者而隐去自己的身形。在陆地上行动时,他也会巧妙地藏住自己所有的水生特征。当他需要躲避他人的追踪时,他同样可以悄无声息地逃回原本居住的环境。

陆行者伪装(Guise of the Land Walker,Ex)::在1级时,暗流获得百变伪装(Many Guises)社交天赋(Social Talent),但是这种伪装的世俗身份(Mundane Identity)必须是一种非水生的类人生物(Nonaquatic Humanoid),并且只有暗流身处陆地时才会生效。
  这个能力取代1级获得的社交天赋(Social Talent)。

深海归来(Sea’s Return,Sp)::在11级时,暗流能够如魔法般地穿行在海洋和陆地之间,就像施展一个施法者等级等于暗流的侠客等级的任意门(Dimension door)法术一般。这个法术的起始点(Starting Point)必须是陆地,而终止点(Ending Point)则是至少齐腰深的水里(或者是反过来)。使用这个能力是一个移动动作。暗流在使用这个能力时不能携带其他生物。暗流在11级时每天能使用一次该能力,之后每4级每天可以再额外使用一次(最多到19级时可以每天使用3次)。
  这个能力取代骇人现身。

隐秘泳者(Stealthy Swimmer,Ex)::暗流能够悄无声息地在陆地和海洋之间潜行。如果暗流在陆地上开始他的移动并且在至少齐腰深的水里结束(或者是反过来),那么他在同一轮内进行的隐匿(Stealth)检定上获得+5的环境加值。
  这个能力取代暗流在2级时获得的侠客天赋(Vigilante Talent)。
剧透 -   :
Hidden Current
Source Blood of the Sea pg. 8
Sometimes the best place to hide is in plain sight. The hidden current operates above and below the sea. When operating underwater, he blends easily with the locals, passing himself off as one of them or as an experienced aquatic traveler. When operating on land, he erases all traces of his aquatic heritage. When the hidden current needs to avoid pursuit, he slips away into his native environment.

Guise of the Land Walker (Ex): At 1st level, a hidden current gains the many guises social talent, but the mundane identity assumed must be of a nonaquatic humanoid and functions only when he is on land.

This ability replaces the hidden current’s 1st-level social talent.

Sea’s Return (Sp): At 11th level, a hidden current can magically slip between the sea and the land, as if using the spell dimension door with a caster level equal to the hidden current’s vigilante level. The starting point of this ability must be on land and the ending point in water at least waist deep, or vice versa. Using this ability is a move action. The hidden current cannot take other creatures with him when he uses this ability. A hidden current can use this ability once per day at 11th level and an additional time per day every 4 levels thereafter (to a maximum of three uses per day at 19th level).

This ability replaces frightening appearance.

Stealthy Swimmer (Ex): Hidden currents can transition between land and sea at a moment’s notice. If a hidden current begins his movement on land and ends his movement in water at least waist deep, or vice versa, he gains a +5 circumstance bonus on a Stealth check in the same turn.

This ability replaces the hidden current’s 2nd-level vigilante talent.

« 上次编辑: 2018-11-03, 周六 00:46:11 由 星云迷蒙 »
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« 回帖 #13 于: 2017-12-23, 周六 09:56:48 »
帝国特使 Imperial Agent(侠客变体)]Blood of the Ancients
PFS:不可用
  许多龙瓦遗土的居民拒绝承认他们的帝国早已陨落,而那些自称帝国特使的人则将帝国复兴的重任握在手中。帝国特使通常是龙瓦贵族和将军的子嗣,他们致力于征服龙瓦遗土继而重塑帝国的辉煌。凭借由空想的名号构成的秘密网络,这些特使着重利用敲诈,诽谤和变节之举来撼动各个国家的根基。

造谣中伤(Slander, Ex):1级时,帝国特使成为了传播恶毒谣言的专家,他借此制造混乱和冲突并暗中实现自己的目的。在城镇或更小的地区造谣诽谤某一个体或组织需要花费1d4天,而在更大的地区则需要花费1周的时间。帝国特使必须在唬骗或交涉检定上取得成功才能制造谣言。如果平民大众对造谣诽谤的对象态度冷漠,那么这个检定的DC为20+目标的魅力调整值。民众对目标的态度每比冷漠高一级,这个检定的DC就增加5,每比冷漠低一级,这个检定的DC就减少5。如果帝国特使在检定中成功,民众对目标的态度就减少一级。如果帝国特使在检定中失败,那么他在1周内都不能用这个能力尝试影响这个地区,而且他造谣诽谤的目标会意识到某个人正在传播关于他的恶意谣言。GM自行决定民众态度转变带来的额外效果。即使民众对目标的态度变为敌对,他们也可能不会公然采取行动对抗目标,在对抗行为会带来危险时尤其如此。
  本能力取代侠客在1级时获得的社交天赋。

蛊惑人心(Manipulative, Ex):3级时,帝国特使成为善用敲诈勒索以及阴谋诡计的大师。他在唬骗检定(虚招除外)和威吓检定(挫败士气除外)上获得等同于1/2侠客等级的加值。
  本能力替换了不可动摇。

伪装标志(False Flag, Ex):5级时,帝国特使在改变身份时获得第三种选项,(在社交和侠客身份之外)他还能穿戴上一种伪装标志。这个能力如同百变伪装(Many guises)社交天赋一般运作,但伪装标志身份下的帝国特使是属于某个特定的国家,组织或派系的成员。对抗那些不属于该派系的生物时,帝国特使在扮演这个派系的成员的易容检定上获得+20的环境加值,这可能允许他将自己的罪行归咎于他所模仿的派系。然而,在对抗属于该派系的成员时,帝国特使在易容检定上不会获得加值,而是承受-10的减值。帝国特使每次使用这个能力都能够选择一个不同的派系。那些缺少标志,制服或其他身份象征的派系可能会很难或无法模仿,具体由GM决定。
  本能力取代侠客在5级时获得的社交天赋。
剧透 -   :
Imperial Agent
Source Blood of the Ancients pg. 19
Many residents of Lung Wa’s successor states refuse to admit the empire has truly fallen, but the self-proclaimed imperial agents have taken matters into their own hands. Imperial agents are often the descendants of nobility and generals from Lung Wa, devoted to reuniting the empire by conquering Lung Wa’s successor states. Often forming secret networks with fanciful names, they focus on destabilizing nations with blackmail, slander, and treachery.

Slander (Ex): At 1st level, an imperial agent becomes an expert at spreading malicious rumors in order to foment chaos and strife to further his aims. Slandering an individual or organization takes 1d4 days in a settlement smaller than a town, or 1 week in a town or larger settlement. The imperial agent must succeed at either a Bluff or Diplomacy check. If the general populace is indifferent towards the target of the slander, the DC of this check is 20 + the target’s Charisma modifier. For each step above indifferent the public’s attitude towards the target is, the DC increases by 5, and for each step below indifferent the public’s attitude towards the target is, the DC decreases by 5. If the imperial agent is successful, the public’s attitude toward his target is decreased by 1 step. If the imperial agent fails the check, however, he cannot affect the settlement with this ability for 1 week, and the target of his slander becomes aware that someone is spreading malicious rumors. The GM determines the exact effects of the public’s shift in attitude. Even if the public is hostile toward the target, they might not act openly against the target, especially if doing so might be dangerous.

This replaces the social talent gained at 1st level.

Manipulative (Ex): At 3rd level, an imperial agent is a master of blackmail, extortion, and subterfuge. He gains a bonus equal to 1/2 his vigilante level on Bluff checks (except those to feint) and on Intimidate checks (except those to demoralize an opponent).

This replaces unshakable.

False Flag (Ex): At 5th level, whenever an imperial agent changes his identity, he has a third option (instead of social or vigilante) he can wear a false flag. This functions identically to the many guises social talent, except that the false flag identity is associated with a particular nation, organization, or other faction. The imperial agent gains a +20 circumstance bonus on Disguise checks to impersonate a member of that faction against creatures who are unaffiliated with that faction, potentially allowing the imperial agent to pin the blame for his actions on the faction he was impersonating. However, the imperial agent receives no bonus and a –10 penalty on Disguise checks against members of the faction he is impersonating. An imperial agent can choose a different faction each time he uses this ability. Factions that lack a flag, uniform, or other symbol of membership may be difficult or impossible to impersonate, at the GM’s discretion.

This replaces the social talent gained at 5th level.

« 上次编辑: 2018-11-03, 周六 00:21:06 由 星云迷蒙 »
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« 回帖 #14 于: 2017-12-23, 周六 09:57:05 »
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« 回帖 #15 于: 2017-12-23, 周六 09:57:52 »
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« 回帖 #16 于: 2017-12-23, 周六 09:58:02 »
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« 回帖 #17 于: 2017-12-23, 周六 09:58:48 »
Magical ChildUltimate Intrigue

  英雄不问年少,有这么一群幸运的年轻人通过各种机缘巧合获得了强大而梦幻般的魔力,并踏上了侠客的道路。虽然魔法少女在日常生活中需要小心隐藏自己绚丽的魔法本质,但是她们精彩的冒险则有神奇而忠诚的魔宠在身边相伴。

本职技能:魔法少女将知识(神秘),知识(位面)和法术辨识加入她的本职技能列表,但从她的本职技能列表中移除解除装置,知识(工程学),察觉和生存。
  本能力调整了侠客的本职技能。

  技能点数:魔法少女每等级获得4+她的智力调整值点技能点数而非6+智力调整值。
  本能力调整了侠客的每等级技能点数。

  武器和护甲擅长:魔法少女不擅长中甲,但是与魔战士相似,她可以在着轻甲时施放召唤师法术而不承受奥术魔法施法失败率。
  本能力取代侠客原本的武器和护甲擅长。

  法术:魔法少女可以如同召唤师APG一般施放奥术法术与戏法,她不需要事先准备即可施放任何她已知的法术(只要她仍然有足够的法术位)。魔法少女可以从召唤师的法术列表中选择法术(但她不能选择任何影响幻灵的法术)。
  魔法少女可以选择的法术数量受到很大的限制,她在每个等级只能按照Unchained召唤师职业的表:召唤师已知法术来获得一定数量的可知法术。魔法少女每天需要花费1小时时间和她的魔宠沟♀通来恢复她当日的法术位。
  本能力取代4级,8级,10级,14级和16级的侠客天赋。

  变身 Transformation Sequence(Su):魔法少女使用华丽的魔法来完成她的身份转换,这让魔法少女可以快速的完成身份转换的过程,但也使她的身份更容易被发现。魔法少女只需要5轮时间就能完成身份之间的转换,变身的时间可以通过快速变装社交天赋降低到一个标准动作或是通过飞速变装社交天赋降低到一个迅捷动作。但是,魔法少女的变身极为炫目——少不了登场音乐,多彩的炫光,魔法般的换装,等等。

  吉祥物伙伴 Animal Guide(Ex):在开始游戏时,魔法少女可以获得一只以魔宠形式出现的魔法指导者,将他的侠客等级视为有效的法师等级来决定魔宠的能力。这只魔宠拥有自己的社交身份,但它处于自己的社交身份时这只魔宠看起来总像是一只普通的动物宠物,但魔法少女仍然需要隐藏过于奇异的魔宠。
  在3级时,魔法少女的吉祥物伙伴可以进化自己的形态,在处于侠客身份时,魔法少女的魔宠可以变成一只需要通过进阶魔宠专长在施法者等级3才能选择的进阶魔宠种类(但它的社交身份仍然是一只普通的动物)。当魔法少女达到5级和7级时,这只魔宠还可以随之变化,成为相当于需要通过进阶魔宠专长在如上施法者等级才能选择的进阶魔宠种类。虽然她仍然必须属于特定的阵营才能获得有阵营限制的进阶魔宠,但只有魔法少女的侠客身份需要被用来决定此阵营要求。魔法少女对魔宠变化后的形态决定是永久性的,一经变化则直到魔法少女达到9级前不能回到原本的形态。在9级时,魔法少女的吉祥物伙伴获得变形怪物特殊能力,这让它在处于自己的侠客身份时可以自由地在四种它曾经拥有的形态(基础形态,3级进阶形态,5级进阶形态,7级进阶形态)间转换。除此之外,在侠客身份时魔法少女的魔宠获得DR/魔法,数值相当于她的侠客等级。该DR/魔法无法与吉祥物伙伴原本拥有的DR/魔法相叠加。
  如果魔法少女的吉祥物伙伴死去,它的意识仅仅脱离目前的躯壳,魔法少女可以在24小时后为它重塑一个躯体。重塑吉祥物伙伴需要魔法少女进行持续8小时的仪式并花费每侠客等级200GP的消耗。一旦仪式完成,吉祥物伙伴会立刻以新的躯体复活,并且拥有伴随魔法少女冒险的全部记忆和经验。
  本能力取代侠客之道。

  寸步不离 Staunch Ally(Ex):在判断魔法少女的惊愕现身,骇人现身和震撼现身效果时,魔法少女的吉祥物伙伴可以视为魔法少女本身。另外,吉祥物伙伴可以使用自己或是魔法少女的魅力调整值(取高)来决定这些能力效果DC的魅力调整值部分。最后,在20级时,吉祥物伙伴可以如同魔法少女一般发动替天行道。
  本能力调整了惊愕现身,骇人现身,震撼现身和替天行道。
剧透 -   :
Magical Child
Source Ultimate Intrigue pg. 57
Some vigilantes, no matter their age, carry a spark of capricious whimsy under which flows a powerful current of magic and wonder. They keep these wondrous abilities secret, though they are aided in their endeavors by creatures just as magical as they are.

Class Skills: A magical child adds Knowledge (arcana), Knowledge (planes), and Spellcraft to her list of class skills, instead of Disable Device, Knowledge (engineering), Perception, and Survival.

This alters the vigilante’s class skills.

Skill Ranks per Level: A magical child gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of the normal 6 + her Intelligence modifier skill ranks.

This alters the vigilante’s skill ranks per level.

Weapon and Armor Proficiencies: A magical child is not proficient with medium armor. She can cast summoner spells (see spellcasting below) while wearing light armor without incurring the normal arcane spell failure chance.

This alters the vigilante’s armor and weapon proficiencies.

Spellcasting: A magical child casts arcane spells and cantrips as an unchained summoner. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level, and she chooses her spells known from the summoner spell list (she cannot choose spells that would affect an eidolon). A magical child’s selection of spells is extremely limited; use Table 1–5: Summoner Spells Known on page 27 of Pathfinder RPG Pathfinder Unchained to determine how many spells the magical child knows at each level. A magical child needs to commune with her animal guide for 1 hour in order to replenish her daily spell slots.

This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.

Transformation Sequence (Su): A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.

Animal Guide (Ex): A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.

At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess.

If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.

This ability replaces vigilante specialization.

Staunch Ally (Ex): A magical child’s familiar counts as the magical child for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the magical child’s, whichever is better. At 20th level, the familiar can make vengeance strikes as if it were the magical child.

This ability alters startling appearance, frightening appearance, stunning appearance, and vengeance strike.


假面少女Masked MaidenAdventurer's Guide

随着艾莲莎(Ileosa)的死亡,一些幸存的灰少女(Gray Maidens)试图重返他们旧日的生活——但这却是个因她们在启蒙(indoctrination)中所承受的肉体和精神上的伤痕而难以实现的目标。有些时候,她们似乎能够抑制启蒙所带来的影响。然而,那些被抑制的姿态仍会如约显现,迫使这些昔日的征召兵穿上她们的铠甲去寻求战斗。这些被称作假面少女的人们意识到自己过着双重生活:在白天,她们是普通(尽管身处麻烦之中)的市民,而在晚上则是无名的战士。在最悲惨的情况下,伴随着这些少女在醒来时所经历的难以解释的疲惫感和满身的伤痕,她们的身份被完全地割裂开来了。
尽管她们的社会身份涵盖了广泛的性格特征,但在她们的侠客身份下,假面少女通常是冷漠而无情的。这种侠客身份很少是善良阵营,其中大多数都是毫无慈悲的秩序捍卫者而不是温和的救赎者。一些假面少女仍然执行着女皇的暴政,而其他人则与罪犯斗争,或是追逐私人恩怨。在处于侠客身份的时候,一名假面少女总是穿戴着标志性的灰少女头盔,因为这些头盔十分适合于在隐藏真实身份的同时,唤起那些与灰少女相关联的重大社会意义。假面少女通常会穿着特征鲜明的服装,例如特地用各色羽毛装饰,或是在表面蚀刻着类似于伤痕的图样的头盔,又或者是一件独特的披风。尽管假面少女隐藏在装甲之中推进着她的目标,但她仍旧想作为一个独特的个体而被认同。


武器和盔甲擅长:所有假面少女侠客擅长灰少女铠甲(见84页),但是并不会获得其他形式的重甲擅长。
  这个能力调整了侠客的武器和盔甲擅长

瑕疵控制(Imperfect Control,Ex):一个假面少女坚决抗拒进入她过去的身份,但是某些触发条件(比如暴力)会让她做出让步。每天开始时,假面少女总是处于社交身份之中。如果想要自愿的变为侠客身份,假面少女必须成功通过一个意志检定(DC=10+1/2她的侠客等级);如果她失败了,她会战栗1分钟并且不能在这段时间再次做出这个尝试。
而在自己的社交身份时,如果假面少女暴露在致命的危险下(比如开始战斗),她必须通过一个相同DC的意志检定,否则她就会被迫尽可能快的远离视线后进入侠客身份。假面少女不能选择放弃豁免坚定。
此外,如果假面少女已经有一周或更长时间没有进入侠客身份,那么她必须在每天开始时进行一个意志检定;如果失败了,她会不得不立刻进入侠客身份。(或者尽可能快的远离视线然后这么做。)
假面少女可以在没有协助的情况下花费1分钟穿戴灰少女全身甲作为进入她的侠客身份的一部分。如果假面少女减少了变身的时间(比如使用快速变身社交天赋),她仍然把穿戴她的盔甲作为变身的一部分。一个在非自愿情况下变身的假面少女不得选择当天从侠客身份变回社交身份。
当她处于侠客身份的时候,假面少女在魅力相关的能力和技能检定(除了威吓)上获得-2减值并且无法从士气加值或者吟游表演(bardic performances)中获益。
  这个能力取代了双重身份(Dual Identity)。

过往伤痕(Scars of the Past,Ex):假面少女必须选择复仇骑士侠客之道。在1级时,假面少女免费获得一套灰少女铠甲。这套盔甲是破旧的,其他生物始终不视作擅长它。这套盔甲只能作为废品出售4d6Gp,但是这套盔甲对于假面少女来说可以如同正常的一般使用。假面少女可以花费150Gp和1天的工作来把她的破旧盔甲升级为精制品(但是它依旧被认为是破旧的)。
  这个能力取代了无痕伪装(Seamless Guise)。
PFS:铠甲的售价为14gp

盔甲训练(Armor Training,Ex):所有灰少女都曾经练习过如何使用她们的盔甲,而作为一个在昔日接受过的启蒙中挣扎的假面少女,这些训练技巧仍然缓慢地从她的潜意识中浮现出来。
在3级时,假面少女获得战士的盔甲训练职业能力,并且在19级获得盔甲宗师能力。她在计算这2个能力时把侠客等级视为战士等级。
  这个能力取代了在3,7,11,15,19级获得的社交天赋(Social Talent)。

剧透 -  原文:
MASKED MAIDEN
(VIGILANTE ARCHETYPE)
In the wake of Ileosa’s death, some of the surviving Gray Maidens attempted to return to their former lives—a task made difficult by the physical and emotional scars of their indoctrination. For a few, suppressing the indoctrination’s effects seemed to work. In time, though, the repressed aspects returned, pushing these former conscripts to don their armor and seek out conflict. These so-called masked maidens find themselves leading a double life: ordinary (albeit troubled) citizen by day, faceless warrior by night. In the most tragic cases, the identities entirely disassociate, with the maiden experiencing unexplained exhaustion and injuries upon awakening.
While their social identities cover a wide range of personality types, in their vigilante identities, masked maidens are usually icy and dispassionate. These identities are rarely good-aligned, and are more often merciless bringers of justice than gentle redeemers. Some masked maidens continue enforcing the queen’s cruel agenda, while others fight crime or pursue personal vendettas. A masked maiden always uses the iconic Gray Maiden helm when in her vigilante identity, as these helms serve excellently at both hiding the vigilante’s identity while simultaneously evoking the significant social gravitas associated with the Gray Maidens. Often, the masked maiden wears signature garb, such as a helm with a distinctively colored plume or a scarlike etching on the helm’s face, or perhaps a unique cloak. Although the masked maiden hides behind the armor and is pursuing her goals, she wants to be able to be identified as a specific individual.


Weapon and Armor Proficiency: All masked maiden vigilantes are proficient with Gray Maiden plate armor (see page 84), but not with any other forms of heavy armor.
This alters the vigilante’s weapon and armor proficiencies.

Imperfect Control (Ex): A masked maiden compulsively resists entering her indoctrinated state, but certain triggers (such as violence) can cause her to lapse. The masked maiden always starts the day in her social identity. To begin willingly changing to her vigilante identity, the masked maiden must succeed at a Will save(DC = 10 + half her vigilante level); if she fails, she becomes shaken for 1 minute and cannot try again during that time. While in her social identity, when the masked maiden is exposed to mortal peril (such as when combat starts), she must succeed at a Will save at the same DC or be compelled to enter her vigilante identity as soon as she can get out of sight to do so. The masked maiden cannot choose to fail this Will save. In addition, if the masked maiden hasn’t entered her vigilante identity for a week or longer, she must attempt this Will save at the start of each day; on a failure, she is compelled to change into her vigilante identity immediately (or as soon as she can slip out of sight to do so).
A masked maiden can don Gray Maiden plate in 1 minute without aid, and can do so as part of switching to her vigilante identity. If the maiden reduces the time it takes to change identities (such as with the quick change social talent), she
can still don her armor as part of changing to her vigilante identity. A masked maiden who changes to her vigilante identity unwillingly can’t choose to switch from her vigilante identity back to her social identity that day.
While in her vigilante identity, the masked maiden takes a –2 penalty on all Charisma-based ability and skill checks (except for Intimidate) and can’t benefit from morale bonuses or bardic performances.

This ability alters dual identity.

Scars of the Past (Ex): A masked maiden must choose avenger as her vigilante specialization.
A 1st-level masked maiden gains a set of Gray Maiden plate at no cost. This armor is battered, and other creatures are never considered proficient with it. This armor can be sold only as scrap for 4d6 gp, but for the masked maiden the armor
functions normally. The masked maiden can spend 150 gp and 1 day of work to improve her battered armor to masterwork quality (although it is still considered battered).

This ability replaces seamless guise.

Armor Training (Ex)
: All Gray Maidens were drilled in the use of their armor, and as a masked maiden continues to lapse in and out of indoctrination, that training emerges slowly from her subconscious. At 3rd level, a masked maiden gains the fighter’s armor training class feature, and at 19th level she gains armor mastery. She treats her vigilante level as her fighter level for the purposes of both.

This replaces the vigilante’s social talents gained at 3rd, 7th, 11th, 15th, and 19th levels.

骑侠 Mounted FuryUltimate Intrigue

  有些侠客充分信赖伴随左右的忠实而强健的坐骑,将他们无言的伙伴看做是和自己一样的英雄(或反英雄)角色。利用自己与坐骑之间的联系,骑侠可以简单地在日常生活中装扮为普通的骑师或是军务官。

  本职技能:骑侠将驯养动物加入他的本职技能列表,但他的本职技能列表中移除游泳和使用魔法装置。
  本能力调整了侠客的本职技能。

  复杂变装 Thorough Change:在他转换到侠客身份时,骑侠必须同时小心地伪装自己与自己的坐骑以免被旁观者看出它与骑侠的社交身份之间的联系(但当他在处于自己的社交身份而被怀疑真实身份时,骑侠不需要为自己的坐骑进行额外的易容检定)。在转换身份时骑侠必须花费1分钟时间,无论他拥有任何可以减少这个时间的能力和效果都是一样。除此之外骑侠不能选择快速变装和飞速变装社交天赋。
  本能力调整了双重身份。

  坐骑(Ex):骑侠拥有一匹忠诚而可靠的坐骑为它服务并带他出入战场。这一坐骑与德鲁伊的动物伙伴类似,使用骑侠的侠客的等级作为他的有效德鲁伊等级。骑侠选择的坐骑生物必须是自己能够骑乘并且适合骑乘的。中体型的骑侠可以选择骆驼或者马,小体型可以选择矮种马或狼,4级后也可以选择野猪或骑乘用犬。GM可以允许其他动物作为合适坐骑。
  骑侠在骑乘其坐骑时在骑术检定上不受盔甲检定减值。坐骑总被视为受过战斗训练,并在开始时获得擅长轻甲作为额外专长。骑侠的坐骑不会获得法术共享(Share Spells)特殊能力
  骑侠与其坐骑之间的联结是异常紧密的,能够互相理解和预测对方的情绪和行动。在3级时,骑侠的坐骑可以自动共享所有骑侠拥有的团队专长而无需满足先决条件(但是在骑侠骑乘他的坐骑时,他们不会在决定专长效果时视为两个分开的生物)。在5级时,骑侠的坐骑可以使用他的惊愕现身能力,如同它自己是骑侠一般。如果骑侠的坐骑死亡,骑侠可以在一周的哀悼之后找到一个新的坐骑。新的坐骑不会获得链接(Link),反射闪避,忠诚(Devotion),或精通反射闪避能力,直到骑侠下次提升侠客等级。
  骑侠可以如同一个属于复仇骑士之道的侠客一般选择要求复仇骑士之道的侠客天赋,当他选择一个侠客天赋时,骑侠可以取而代之选择一个他满足先决条件的团队专长作为代替。在10级时,骑侠每以此法获得一个团队专长时,他可以获得一个额外的团队专长(如果他在10级前有用选择侠客天赋的机会换取过团队专长,那么在10级时他可以每个团队专长再多另外补一个)。
  本能力取代侠客之道。

  侠客冲锋 Furious Charge(Ex):在6级时,骑侠习得了如何在骑乘坐骑时进行更为精确冲锋的方法。在骑乘坐骑冲锋并进行近战攻击时,骑侠在攻击检定上获得+4加值而非正常的+2。除此之外,骑侠和他的坐骑在骑乘冲锋时在防御等级上不承受任何减值。
  本能力取代侠客在6级时获得的侠客天赋。

  猛力冲锋 Mighty Charge(Ex):在12级时,骑侠可以驾驭自己的坐骑发动毁灭性的冲锋。他在骑乘冲锋时持用的武器重击范围翻倍,这个效果不与其他增加武器重击范围的效果叠加。除此之外,骑侠士的冲锋攻击成功后他可以自动对目标发动一次冲撞,卸武,破武或摔绊战技攻击。这个自由发动的战技攻击不会导致借机攻击。
  本能力取代侠客在12级时获得的侠客天赋。

  替天行道:在20级时,骑侠不必在他使用替天行道研究目标时保持坐骑状态,但在发动替天行道攻击时,骑侠必须骑乘他的坐骑。
  本能力调整了替天行道


突变秘卫(Mutated Defender)【侠客】

在罕见的情形下,某位侠客(《探索者RPG 极限诡道》第9页)的身体会为突变所掌控,但他学会了把自己的病变隐藏起来,这通常求助于炼金调剂以及魔法隐匿等手段。跟其他经常在阿肯斯塔和其他聚居地为人避之不及的变种人不同, 突变秘卫能在不显露其突变的情况下出没于公众视野——尽管他们私下里仍能发挥出其全部潜藏的能力。

突变之道(Mutant Specialization): 突变秘卫不使用侠客列表(《极限诡道》第10页)中的基础攻击加值成长,而是使用他的侠客等级作为他的基础攻击加值,另外再加上从其他职业和种族HD中获得的基础攻击加值。同时他能选择一个除了无心智和易伤以外的畸化(《怪物图鉴5》第180页)。该畸化在侠客处于社交身份时会通过魔法方式恢复正常,而侠客其他从突变天赋中获得的突变也同样如此,如是侠客得以完全隐藏他的突变。跟其他侠客天赋不同,侠客完全无法在处于社交身份时使用任何来自他突变天赋的好处。这替代了侠客之道。

突变天赋(Mutant Talents):在2级及之后每2个侠客等级时, 突变秘卫除了其正常可选的侠客天赋以外,还能从选取下列的突变天赋中进行选择。这替代了侠客天赋。

突变爆发(Mutant Blast,Su): 突变秘卫的某条肢体为元素所扭曲,他能从该肢体中释放出爆发性的能量。这如同元素射线血统力量(《核心规则书》第76页)一般运作,并以其侠客等级作为术士等级。 突变秘卫在选择该天赋时要选择一种伤害类型(强酸、寒冷、电击或者火焰)。 突变秘卫至少要达到9级才能选取该天赋。

突变进化(Mutant Evolution): 突变秘卫从幻灵的进化列表(《探索者RPG:极限解放》第35页)中获得除攀爬、天防强化、骑乘、技能精通或游泳外的一项进化型态I。他必须如常满足所有先决条件,并将其侠客等级在满足先决条件时视作召唤师等级。 突变秘卫能在不满足亚种先决条件的情况下选取赋予1个天生攻击的进化,但他必须将自己其中一只手替换成天生武器。 突变秘卫可以多次选取该天赋,且每次都必须选取不同的进化。

突变脑叶(Mutated Lobe,Sp): 突变秘卫的大脑膨大扩张,并让其获得了异能。 突变秘卫能以类法术能力施放侦测思想,他每天可用该能力的次数等同于其侠客等级的1/4,并将其侠客等级作为施法者等级。 突变秘卫必须至少达到4级才能选取该天赋。
剧透 -  原文:
MUTATED DEFENDER (VIGILANTE ARCHETYPE)

Occasionally a mutation takes hold of the body of a vigilante (Pathfinder RPG Ultimate Intrigue 9), but he learns to hide his maladies, usually through alchemical concoctions or magical concealment. Unlike other mutants, who are usually shunned in Alkenstar and other settlements, mutated defenders can appear in public without revealing their mutations—though they can still use them to their full potential in secret.

Mutant Specialization: A mutated defender gains a base attack bonus equal to his vigilante level instead of using those listed in the vigilante’s class table (Ultimate Intrigue 10). He adds this value as normal to any other base attack bonus gained from other classes or racial Hit Dice. He also selects one mutant deformity (Bestiary 5 180) other than mindless or vulnerability. This deformity magically reverts when the vigilante is in his social identity, as do all mutations from his mutant talents, allowing him to hide his mutation entirely. Unlike with other vigilante talents, the vigilante is entirely unable to use the benefits of his mutant talents while in his social identity. This replaces vigilante specialization.

Mutant Talents: At 2nd level and every 2 vigilante levels thereafter, a mutated defender can select from the following mutant talents, in addition to the vigilante talents normally available to him. This alters vigilante talent.

Mutant Blast (Su): One of the mutated defender’s extremities becomes elementally warped, and he can discharge a blast of energy from this limb. This functions as the elemental ray bloodline power (Core Rulebook 76) and uses his vigilante level as his sorcerer level. The mutated defender chooses the damage type (acid, cold, electricity, or fire) of his mutant blast when selecting this talent. The mutated defender must be at least 9th level to select this talent.

Mutant Evolution: The mutated defender gains a 1-point evolution from the eidolon list (Pathfinder RPG Pathfinder Unchained 35) other than climb, improved natural armor, mount, skilled, or swim. He must meet any prerequisites as normal, using his vigilante level for prerequisites that require a summoner level. He can select an evolution granting a natural attack without fulfilling the subtype requirement, though he must replace one of his hands with the natural weapon. A mutated defender can select this mutant talent multiple times, choosing a different evolution each time.

Mutated Lobe (Sp): A mutated defender’s brain is enlarged and distended, granting him psychic powers. He can cast detect thoughts as a spell-like ability once per day for every 4 vigilante levels he has, with a caster level equal to his vigilante level. A vigilante must be at least 4th level to select this talent.
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