作者 主题: 【ARG】地底侏儒(Svirfneblin)  (阅读 12212 次)

副标题: 种族本身脸丑,不过个人感觉ARG配图少有地比图鉴配图好看……(相对意义上的)

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【ARG】地底侏儒(Svirfneblin)
« 于: 2012-10-02, 周二 23:22:09 »
地底侏儒(Svirfneblin)
在幽深的地下,地底侏儒保护着他们的领土,尽可能使得他们小小的社会不受幽暗地域(lightless depths)的威胁。由于这些严肃的灰皮肤侏儒选择了居住在暗影之中,使自己的庭院免受地上世界愚蠢生物的侵犯,这让他们与生活在地面的表亲产生了不小的差异。

地底侏儒种族特性
-2力量,+2敏捷,+2感知,-4魅力:地底侏儒迅捷而又敏锐,但是缺乏力量,并且还很冷漠。
生物类型:地底侏儒属于类人生物,侏儒子类。
小型体型:地底侏儒是小体型生物。他们在AC上获得+1体型加值,攻击检定获得+1体型加值,在战技检定以及CMD上获得-1减值,并且在潜行检定上获得+4体型加值。
缓慢速度:地底侏儒基本速度为20尺。
防御训练:地底侏儒的AC获得+2闪避加值。
感官:地底侏儒拥有120尺黑暗视觉以及昏暗视觉。
好运:地底侏儒的所有豁免检定均获得+2种族加值。
技能奖励:地底侏儒的潜行检定获得+2种族加值;这些加值在地下提升至+4。他们还在工艺(炼金术)以及察觉检定上获得+2种族加值。
仇恨:由于经过专门的针对性训练,地底侏儒在对抗类人生物中,矮人子类以及爬虫子类的生物时,他们的攻击检定获得+1种族加值。
岩石敏锐:地底侏儒获得与矮人一样的岩石敏锐特性(见核心21页)。
法术抗力:地底侏儒拥有等同于11 + 他们的职业等级的SR。
地底侏儒魔法:地底侏儒施放的任何幻术学派法术的DC获得+1加值。同时他们还获得下列类法术能力:常驻(Constant)—回避侦测(Nondetection);1次/日—目盲/耳聋术(Blindness/Deafness,DC12+魅力调整值),朦胧术(Blur),易容术(Disguise Self);施法者等级等同于地底侏儒的职业等级。
起始语言:侏儒语以及地底通用语。拥有足够智力的地底侏儒可以选择下列语言作为额外语言:邪灵语,通用语,龙语,矮人语,精灵语,巨人语,哥布林语,兽人语以及土族语。

种族特性替换
以下种族特性可以用来替换地底侏儒的种族特性。在选择这些新选项之前请先咨询您的DM。

健壮(Healthy):地底侏儒在对抗疾病,毒素,包括魔法疾病(magical diseases)的豁免检定获得+4加值。该特性取代好运。

石之先知(Stoneseer):地底侏儒施放的任何带有土描述符(earth descriptor)的法术,施法者等级+1。同时他们还获得下列类法术能力:常驻(Constant)—回避侦测(Nondetection);1次/日—魔石术(Magic Stone),塑石术(Stone Shape),石言术(Stone Tell);施法者等级等同于地底侏儒的职业等级。该特性取代地底侏儒魔法。

天赋职业奖励
下列选项适用于所有拥有列表中天赋职业的地底侏儒,除非另有说明,每当你获得天赋职业级别均会获得该奖励。

炼金术士:从炼金术士公式列表中选择一个化合炼成公式加入公式本。此公式必须比炼金术士可以获得的最高级别公式低一级。
先知:从先知法术列表中选择一个法术加入已知法术。此法术必须比角色可以获得的最高级别法术低一级。
游侠:游侠的动物伙伴获得DR 1/魔法。每当游侠额外选择该奖励时,DR/魔法增加1/2(最高DR 10/魔法)。如果如果游侠更换了动物伙伴,新的动物伙伴仍旧获得这些DR。

种族变体职业
以下种族变体职业适用于地底侏儒。

引用
深土爆破者(炼金术士变体)
有道「潜龙勿用」,地底侏儒运用他们种群对运用炼金术的癖性以及迷惑他人的天赋,以此来从黑暗中打击敌人并快速撤退就好像凭空消失一般。深土爆破者拥有以下职业能力。

静霭炸弹(Silent Bomb):2级起,当深土爆破者制造炼金炸弹时,它能够选择消除其爆发时的声响,尽管炸弹爆炸造成的伤害依旧可能引起伤者的呼嚎。该能力取代用毒。

标记炸弹*(Targeting Bomb):3级起,当深土爆破者制造炼金炸弹时,它能够选择在其爆发时造成妖火(Faerie Fire)的效果,影响所有在溅射范围内的生物(包括目标,如果有的话)。该能力取代迅捷炼金(深土爆破者会在18级时获得迅捷炼金,但是不会获得瞬间炼金)。

岩石族裔(Stonekin):6级起,深土爆破者自动习得树化术(Tree Shape)作为2级化合炼成,不过他并非化为树的形态,而是变为与自身当前体型相同的石笋的形态。7级起,他自动习得融身入石(Meld into Stone)作为3级化合炼成。该能力取代迅捷上毒。

科研发现(Discoveries):下述列出的为推荐深土爆破者选择的科研发现:定时炸弹(delayed bomb),解法炸弹(dispelling bomb*),急速炸弹(fast bombs),灌注(infusion),癫狂炸弹(madness bomb),毒气弹(poison bomb)。
译者注:解法炸弹在果园的APG炼金术士科研发现中并没有看到,在此补充说明一下。
解法炸弹(dispelling bomb):当炼金术士制造炸弹时,他能够选择使用解除魔法(Dispel Magic)效果取代造成伤害。直接受到解法炸弹攻击的生物会受到具有针对性的解除魔法法术,使用炼金术士等级作为施法者等级。该方法无法用于针对某种具体的法术效果。炼金术士必须达到6级才能选择这一科研发现。


引用
边栏:地底侏儒科研发现
任何炼金术士只要满足先决条件,均可选择下列新科研发现,不过这些使用这些科研发现的地底侏儒更加常见。

黑暗炸弹*(Darkness Bomb):当炼金术士制造炸弹时,他能够选择使其压制目标身上的光源。这会熄灭目标携带的非魔法光源,并且会如同深幽黑暗术(deeper darkness)一般解除魔法光源,持续1轮/等级。

碎晶炸弹*(Glassfoot Bomb):当炼金术士制造炸弹时,他能够在造成正常效果的同时选择用挥发性锯齿晶体复盖地面。这些晶体如同铁蒺藜(Caltrops)一般运作,它们会在2d6轮内挥发成难闻但是无害的气体。

新种族规则
以下规则适用于地底侏儒。若经过DM的允许,可以开放部分内容给其他合适的种族。

地底侏儒武器
地底侏儒可以使用以下武器。

震电飞镖(Jolting Dart):这种通过炼金术种植的晶体飞镖在投掷出去之后会产生电荷。被飞镖击中的目标会受到正常穿刺伤害以及1d6点闪电伤害。任何擅长使用飞镖的人都可以使用震击飞镖。飞镖一旦掷出就会损毁。
军用武器:远程武器;价格:100gp;伤害(S):1d3;伤害(M):1d4;重击:x2;射程增量:20尺;重量:1/2磅;伤害类型:穿刺;特殊:见上文。

地底侏儒专长
地底侏儒可以使用以下专长。

雕像姿态(Stoic Pose)
你能够如同雕像一般使自己保持一个姿势,以回避他人的侦查。
先决条件:地底侏儒
好处:通过花费5轮时间找到一个合适的位置,你能保持同一姿态,让你看起来像一个小型物体或者一堆岩石。只要你不进行移动或者其他动作,这就能使你能够在没有掩体或隐蔽(cover or concealment)时进行潜行检定。

地底侏儒法术
地底侏儒可以使用以下法术。

潜地(EARTH GLIDE)
学派:变化系[土]
等级:炼金术士 4,德鲁伊 4,术士/法师 4
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:接触到的生物
持续时间:1轮/等级
豁免:意志,通过则无效(无害)
法术抗力:可(无害)
    目标能够以5尺的速度穿过石头,泥土或几乎任何一种金属以外的土地,就如同鱼在水中游曳一般。如果能够免受火焰伤害,目标甚至能够穿过熔岩。目标身后不会留下隧道,地表之上也不会出现痕迹。这么做所需要的专注力相当于步行,所以目标能够如常攻击或施法,但是不能冲锋或奔跑。若潜地的生物在地动术(Move Earth)的控制范围中必须进行一次DC为15的强韧豁免否则会被甩退30尺,并且被震慑1轮。该法术不会给予目标在地下呼吸的能力,因此当其穿过固态材质时必须屏住呼吸。

原文
剧透 -   :
Svirfneblin
In the dark below earth, svirfneblin protect their enclaves, keeping their small communities safe from the terrors of the lightless depths. Serious creatures with slate-gray skin, these gnomes vary greatly from their surface cousins by choosing to live in the shadowy depths and protect the world above from the foul creatures sharing their chambers, vaults, and tunnels.

Svirfneblin Racial Traits
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and observant but relatively weak and emotionally distant.
Gnome: Svirfneblin are humanoids with the gnome subtype.
Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
Senses: Svirfneblin have darkvision 120 ft. and low-light vision.
Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes.
Stonecunning: Svirfneblin gain stonecunning as dwarves (Core Rulebook 21).
Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.
Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day— blindness/deafness, blur, disguise self; caster level equals the svirfneblin’s class levels.
Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing svirfneblin racial traits. Consult your GM before selecting any of these new options.

Healthy: Svirfneblin gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces fortunate.

Stoneseer: Svirfneblin add +1 to the caster level of any spells with the earth descriptor they cast. Svirfneblin also gain the following spell-like abilities: Constant— nondetection; 1/day—magic stone, stone shape, stone tell; caster level equals the svirfneblin’s class levels. This racial trait replaces svirfneblin magic.

FAVORED CLASS OPTIONS
The following options are available to all svirfneblin who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add one extract formula from the alchemist’s list to the alchemist’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +1/2 (maximum DR 10/ magic). If the ranger ever replaces his animal companion, the new companion gains this DR.

RACIAL ARCHETYPES
The following racial archetype is available to svirfneblin.

Deep Bomber (Alchemist)
Consumed with keeping hidden from the horrors below the surface, svirfneblin use their racial proclivity for alchemy and their inherent talent for obfuscation to strike their enemies from the darkness and retreat unseen. A deep bomber has the following class features.

Silent Bomb: At 2nd level, when the deep bomber creates a bomb, he can choose to have it explode without making any noise, although those damaged by it may cry out. This ability replaces poison use.

Targeting Bomb*: At 3rd level, when the deep bomber creates a bomb, he can choose to have its detonation include a faerie fire effect that applies to all creatures within the splash radius (including the target, if any). This ability replaces swift alchemy (the deep bomber gains swift alchemy at 18th level and never gains instant alchemy).

Stonekin: At 6th level, the deep bomber automatically learns tree shape as a 2nd-level extract, except instead of a tree, he takes the form of a stalagmite that is the same size as his current size. At 7th level, he automatically learns meld into stone as a 3rd-level extract. This ability replaces swift poisoning.

Discoveries: The following discoveries complement the deep bomber archetype: delayed bomb, dispelling bomb, fast bombs, infusion, madness bomb, poison bomb.

Svirfneblin Discoveries
The following new discoveries can be taken by any alchemist who meets the prerequisites, but are more common among svirfneblin.

Darkness Bomb*: When the alchemist creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes nonmagical light sources carried by the target and dispels magical light sources for 1 round/level as deeper darkness.

Glassfoot Bomb*: When the alchemist creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.

NEW RACIAL RULES
The following options are available to svirfneblin. At the GM’s discretion, other appropriate races may also make use of some of these.

Svirfneblin Equipment
Svirfneblin have access to the following equipment.

Jolting Dart: This alchemically grown crystal dart builds up an electrical charge when thrown. A creature struck by the dart takes normal piercing damage and 1d6 points of electricity damage. Anyone proficient in darts can use a jolting dart. Once thrown, the dart is destroyed.

Table 3–5: Svirfneblin Weapon
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Ranged Weapons
Jolting dart 100 gp 1d3 1d4 ×2 20 ft. 1/2 lb. P See text

Svirfneblin Feats
Svirfneblin have access to the following feat.

Stoic Pose
You can hold yourself as still as a statue, evading detection.
Prerequisite: Svirfneblin.
Benefit: By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows you to make a Stealth check without cover or concealment, as long as you do not move or take any other actions.

Svirfneblin Spells
Svirfneblin have access to the following spells.

EARTH GLIDE
School transmutation [earth]; Level alchemist 4, druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot charge or run. Casting move earth on an area containing the target flings the target back 30 feet, stunning it for 1 round (DC 15 Fortitude negates). This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath.
« 上次编辑: 2015-08-08, 周六 13:45:06 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了