作者 主题: 【ACG】血脉狂怒者变体(Bloodrager Archetype)  (阅读 27930 次)

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【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 于: 2014-08-17, 周日 15:52:16 »
血脉狂怒者变体(Bloodrager Archetype)
血脉狂怒者体内的力量是最为基础和强大的。尽管遗传上的制约以及仪式让血液产生的改变对血脉狂怒者影响是最大的,但他们仍旧可以通过其他因素来让自身的力量变得多样化。其中有的人学会了如何在施行暴力时将奥术力量渗入皮肤,还有的人可以通过自身狂怒之血来召唤生物。
无论血脉狂怒者具有何种血脉,后述内容都可以用于调整血脉狂怒者的力量。

引用
狂血导魔者(Blood Conduit)
狂血导魔者学会了如何在不凭借任何神秘咒语和手势的情况下,直接通过自身的肉体传递奥术力量。

贴身战专家(Contact Specialist,Ex):1级起,狂血导魔者从后述内容中选择一个奖励专长:精通冲撞(Improved Bull Rush)、精通擒抱(Improved Grapple)、精通移位APG(Improved Reposition)、精通摔绊(Improved Trip)以及精通徒手打击(Improved Unarmed Strike)。他不需要满足先决条件便能够选取该专长。狂血导魔者还能够将这些专长加入到他的血脉专长列表中。该能力取代快速移动(Fast Movement)并对血脉专长(Bloodline Feats)进行了调整。

魔法传导(Spell Conduit,Su):5级起,只要狂血导魔者穿戴轻甲或者不穿甲,他便能够通过身体传导法术范围为接触的血脉狂怒者法术。当他成功对一个敌人进行一次冲撞(bull rush)、擒抱(grapple)、压制(pin)、移位(reposition)或摔绊(trip)战技检定,或者使用徒手打击命中一个敌人时,他就能够以迅捷动作施放一个接触法术到那个受到自身战技影响的生物上,而且不需要进一步投掷接触攻击检定。若该法术通常需要进行一次成功的接触攻击,则狂血导魔者的成功战技检定便被视为此次攻击。该能力取代直觉闪避(Uncanny Dodge)和精通直觉闪避(Improved Uncanny Dodge)。

反射性导魔(Reflexive Conduit,Ex):14级起,狂血导魔者能够对那些尝试碰触自身的敌人释放力量。当狂血导魔者穿戴轻甲或不穿甲,并且自身成为了冲撞、摔绊、压制、移位或摔绊战技检定的对象时,以直觉动作他可以对攻击自己的目标使用范围为接触的血脉狂怒者法术。若法术通常需要一次接触攻击,那么狂血导魔者能够为此次攻击进行一次战技检定作为替代。该能力取代不屈意志(Indomitable Will)。

引用
血骑兵(Bloodrider)
在荒原中,一匹坐骑能够为日常生活和与死亡的周旋时刻提供优势。在很多蛮族部落里,是否能够成为真正的猛士取决于马背上的技巧和野性。而在有些氏族中,则通过你能够驾驭何种可怕的坐骑来衡量你的实力。许多血脉狂怒者不但擅长骑乘战斗,还学会了如何将自身的奥术能量直接灌入胯下坐骑的技巧。

迅捷骑手(Fast Rider,Ex):血骑兵善于将坐骑的力量引导至极限。对于血骑兵所骑乘的任何坐骑,速度均会提高10尺。该能力取代快速移动(Fast Movement)。

凶蛮坐骑(Feral Mount,Ex):5级起,血骑兵得到了一匹凶蛮坐骑。该能力的功能如同德鲁伊的动物伙伴(animal companion)一般,不过使用血脉狂怒者的等级-4作为他的有效德鲁伊等级。这个动物伙伴必须能够骑乘,而且还要适合成为坐骑。中型血骑兵能够选择骆驼(camel)或马(horse)。小型血骑兵能够选择矮种马(pony)或狼(wolf),若他达到8级,则还可以选择野猪(boar)或骑乘用犬(riding dog)。每当血骑兵进入血怒时,它的凶蛮坐骑的力量也会获得+2士气加值。该能力取代直觉闪避(Uncanny Dodge)和精通直觉闪避(Improved Uncanny Dodge)。

血契(Blood Bond,Su):9级起,血骑兵以及他的凶蛮坐骑之间建立起一种亲密的联系,这使得血骑兵能够按照自身的血脉来强化坐骑。当血骑兵进入血怒,并且骑乘在自己的凶蛮坐骑上时,他能够赋予坐骑所有由狂血之力所提供的免疫(immunities)和抗力(resistances)。此外,当血脉狂怒者骑乘在凶蛮坐骑上,并且受到任何范围为个人(personal)的法术或类法术影响时,凶蛮坐骑也能够获得该法术的好处。该能力取代9级获取的血脉专长(Bloodline Feat)。

引用
混血狂怒者(Crossblooded Rager)
尽管绝大多数血脉狂怒者都只会显现出一种血脉的力量,不过还有一部分人具有奇异的遗传或者和其他力量产生了联系,导致他们的身体展现出了两种血脉的特征。这两种混合的血脉为狂怒者创造出更为灵活的力量,使他们在部落中脱颖而出。
混血狂怒者选择两种不同的血脉。他可以从这两个血脉中继承专长、奖励法术或者某些力量,但这会牺牲神智的清晰度作为代价(见后文中的缺陷)。若混血狂怒者已经从其他职业中获得了血脉,那么他所选择的血脉之一必须为已经具有的那个血脉。

奖励专长(Bonus Feats):混血狂怒者兼具两个血脉的奖励专长列表,并且能够从这个混合列表中选择他的血脉专长。

奖励法术(Bonus Spells):混血狂怒者能够从两个血脉中选择奖励法术。他也可以使用未选择的低级奖励法术来替代正常情况下应当获取的高级法术。若以此方式选择低级法术,那么这个法术总是被视为其原本应有的等级,就好像混血狂怒者在合适的奖励法术中选取了它一般。
例如:7级异怪/深渊混血狂怒者可以选择变巨术(enlarge person)或者衰弱射线(ray of enfeeblement)作为血脉奖励法术。若他选择了衰弱射线作为7级血脉奖励法术,那么在10级时,他还可以使用新奖励法术来获得变巨术,以取代牛之力量(bull’s strength)或者识破隐形(see invisibility),而且会将这个法术加入到他的1级已知法术列表中(就好像他在7级奖励法术中获得该法术一样)。

狂血之力(Bloodline Powers):在1级、4、8、12、16、20级时,混血狂怒者都能够在对应等级可用的新狂血之力中选择一个。他也可以使用未选择的低级狂血之力来取代高级的狂血之力。

缺陷(Drawbacks):混血狂怒者体内两种奥术力量的激烈混合搅动,这迫使他不得不持续耗费心力来维持自身的状态。这使得他不能分出足够多的精神来处理外部威胁。混血狂怒者的意志豁免检定总是受到-2减值,而且不会从血怒中获得意志豁免检定的+2士气加值——不过他在获得大血怒职业能力的时候能够获得意志豁免检定的+1士气加值,并且在获得强力血怒职业能力的时候将这个豁免的士气加值提升至+2点。

引用
翡翠狂怒者(Greenrager)
在通常情况下,大自然会与神术最为协调,不过有时候会出现一种被称为翡翠狂怒者的血脉狂怒者,大自然的联系会显现在他的血管内流淌的奥术之力中。这些血脉狂怒者能够将自身继承的可怕力量汇聚为一种能力,使得他们可以从自然中呼唤盟友,并使之可以使用自身的血怒。

无拘怒火(Unfettered Fury,Ex):3级起,翡翠狂怒者的怒火能够让自己以可怕的速度优雅地穿过矮树丛。这被视为德鲁伊的穿林步(Woodland Stride)职业能力,不过只有在翡翠狂怒者处于血怒时才有效。该能力取代血之庇护(Blood Sanctuary)。

狂怒召唤者(Summoning Rager,Sp):6级起,翡翠狂怒者的魔法能够解开从自然界中召唤盟友的秘密。他将召唤自然盟友 I(Summon Nature's Ally I)作为奖励法术加入到1级已知法术列表中,就如同该法术是血脉奖励法术一般。7级起,他将召唤自然盟友 II(Summon Nature's Ally II)作为2级血脉狂怒者奖励法术,10级时将召唤自然盟友 III(Summon Nature's Ally III)作为3级血脉狂怒者奖励法术,并在13级时将召唤自然盟友 IV(Summon Nature's Ally IV)作为4级血脉狂怒者奖励法术。该能力取代6级获取的血脉专长(Bloodline Feat)。

狂怒召唤术(Furious Summoning,Su):9级起,对于被翡翠狂怒者的召唤自然盟友法术所召唤的生物,力量和体质获得+4加值,并且获得德鲁伊的穿林步(Woodland Stride)职业能力。11级起,这个加值增加至+6点。20级起,这个加值增加至+8点。该能力取代9级获取的血脉专长(Bloodline Feat)。

引用
超魔狂怒者(Metamagic Rager)
超魔对于许多血脉狂怒者来说都十分难以使用,仅有少数人具有以某种方式引导血怒,并将自身的魔法推至极限的能力。

狂怒超魔(Meta-Rage,Su):5级起,超魔狂怒者能够通过牺牲血怒的额外轮数的方式,来将他已知的超魔专长应用至血脉狂怒者法术上。血怒的消耗轮数等同于正常应用超魔专长时调整的法术等级的两倍(最低2轮)。超魔狂怒者并不需要进入血怒便能使用该能力。应用超魔效果也不会增加被消耗的法术位等级,不过施法时间仍会如常增加。超魔狂怒者每次施法时仅能以此方式将一个他已知的超模专长应用至法术上。此外,当超魔狂怒者选取血脉专长时,可以选择获取一个超模专长作为替代。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

引用
原怒者(Primalist)
尽管狂血之力来源于血脉狂怒者的存在本质,并且通常是绝对而不可改变的,但是部分血脉狂怒者能够利用古老传统和原始智慧,使用根本的方式来增强自身的怒火。原怒者能够使用更为传统的狂暴之力来与狂血之力进行融合。

原始抉择(Primal Choices):在4级以及之后的每4个等级,原怒者能够选择获得他的狂血之力或者2个野蛮人的狂暴之力(Rage Powers)。若原怒者选择狂暴之力,那么这些狂暴之力可以用于调整他的血怒,而且在判断这些狂暴之力的效果和任何先决条件时,将他的血脉狂怒者等级作为他的野蛮人等级。原怒者在选择狂暴之力时,必须先满足先决条件。在判断专长的先决条件或者其他要求时,该能力不被算作狂暴之力职业能力。该能力对血脉(bloodline)进行了调整。

引用
狂怒变形者(Rageshaper)
所有血脉狂怒者都会将不可预知的奥能冲击和狂野的战斗意志协调在一起。对大多数人来说,他们的怒火相当于引导体内埋藏着的神秘力量,而对于变形者来说,血液中潜藏的魔法力量能够带来身体的变化,促进魔法与力量的混合,最终化身为大多数野蛮人(甚至其他血脉狂怒者)都无法匹敌的致命混合体。

狂兽之型(Bestial Aspect,Su):4级起,每当狂怒变形者通过使用变形法术(polymorph spell)获得一个天生武器时,他能够使这个天生武器造成的伤害增加一个骰子(one die)。若法术会赋予复数天生武器,那么狂怒变形者必须从中选择一类天生武器,来受到该能力的强化。9级起,若狂怒变形者能够从形态的改变获得新的移动方式,那么这个移动方式的速度增加10尺。这是增强加值。若狂怒变形者的狂血之力已经提供了天生武器或者移动方式,那么狂兽之型所提供的加值也适用于这些狂血之力。该能力取代血之庇护(Blood Sanctuary)。

剧烈变形(Furious Transformation,Su):5级起,狂怒变形者在处于血怒时,可以增强血脉狂怒者法术列表中的任何属于变形子学派(polymorph subschool)的变形系法术(transmutation spell)。狂怒变形者必须如同进行防御式施法一般成功通过专注检定来调整法术;若失败,法术就会被浪费了。若成功,法术就如同被狂怒变形者使用法术延时(Extend Spell)超魔专长强化了一般。狂怒变形者必须是法术的指定目标,或者施放范围为个人(personal)的法术才能获得该效果。若狂怒变形者施放的法术与自身的血脉具有联系,比如元素血脉的狂怒变形者施放元素形态 I(Elemental Body I)的时候,只要狂怒变形者在施放该法术时处于血怒之中,它就会被自动延时,而不需要强制进行专注检定。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

引用
食咒者(Spelleater)
当其他血脉狂怒者研习如何避免并摆脱各种轻微伤害时,食咒者会为了治疗伤害而利用自身血脉的力量,甚至能够吞噬自身的魔法能量来治愈更多的伤害,并且持续和敌人作战。

生命之血(Blood of Life,Su):食咒者血液让他能够缓慢地从创伤中恢复过来。2级起,处于血怒中的食咒者获得1点快速痊愈(Fast Healing)。在7级以及之后的每3个等级,这个数值都会再增加1点(最高为19级时的6点快速痊愈)。若食咒者从血脉、专长或其他能力中获得伤害减免的提升,那么他会被视为具有0点的有效伤害减免,而且这些加值会提升这个有效伤害减免。该能力取代直觉闪避(Uncanny Dodge)和伤害减免(Damage Reduction)。

食咒(Spell Eating,Su):5级起,食咒者能够为了进行治疗而消耗法术位。以迅捷动作,食咒者能够消耗一个未使用的血脉狂怒者法术位,来治疗每个被消耗的法术位等级1d8点伤害。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

引用
钢铁血怒者(Steelblood)
大所属血脉狂怒者倾向于使用轻甲,不过有的人学会了使用重型护甲的诀窍。这些钢铁血怒者行走在战场上,在钢铁躯壳中散播恐惧、进行残杀。

武器与防具擅长(Weapon and Armor Proficiency):钢铁血怒者擅长重甲。钢铁血怒者能够在穿戴重甲时施放血脉狂怒者法术,而不会承受奥术失败率。这修改了血脉狂怒者的防具擅长(Armor Proficiency)。

不动如山(Indomitable Stance,Ex):1级起,钢铁血怒者在战技检定、对抗闯越战技的CMD、以及对抗践踏(Trample)攻击的反射检定中获得+1加值。他还在对抗冲锋攻击(charge attacks)的AC、对抗冲锋生物的攻击和伤害检定中获得+1加值。该能力取代快速移动(Fast Movement)

迅捷披甲者(Armored Swiftness,Ex):2级起,钢铁血怒者能够穿戴中甲和重甲快速移动。当钢铁血怒者穿戴中甲或重甲时,他的速度能够比正常穿戴这些护甲时快5尺,最高为其不受妨碍时的速度。该能力取代直觉闪避(Uncanny Dodge)。

盔甲训练(Armor Training,Ex):5级起,钢铁血怒者学会了如何在穿甲时更为灵活行动的技巧。当他穿戴护甲时,防具检定减值降低1点(最低为0)并且护甲的最大敏捷加值增加1点。在之后的每4个等级(9级、13级和17级),这些加值都会再增加1点,最高为降低4点防具检定减值,以及增加4点护甲的最大敏捷加值。该能力与战士的同名职业能力叠加。该能力取代精通直觉闪避(Improved Uncanny Dodge)。

偏转血咒(Blood Deflection,Su):7级起,以直觉动作,钢铁血怒者能够牺牲一个血脉狂怒者法术位,来使AC获得等同于被牺牲法术等级的偏斜加值。这些偏斜加值持续至他的下个回合开始。该能力可以在针对钢铁血怒者进行的攻击检定做出后使用,若偏斜加值足够高的话,可以让命中的攻击转变为失手。该能力取代伤害减免(Damage Reduction)。

引用
抗咒狂怒者(Untouchable Rager)
尽管大多数血脉狂怒者都知名于一种奇妙的能力,即将血脉的力量转变为一种由令人畏惧的武术和咆哮的法术所组成的可怕混合体,不过血脉狂怒者的血脉偶尔会以不同的形式运作。取代提供给血脉狂怒者的施法能力,它能够让血脉狂怒者防护各类魔法,确保血脉狂怒者在各类法术效果中安然无恙。

血怒抗力(Raging Resistance,Ex):4级起,血脉狂怒者变得能够抗拒法术,来取代获得法术。在处于血怒时,他获得法术抗力,数值等同于8 + 他的血脉狂怒者等级。和普通的法术抗力不同,抗咒狂怒者的法术抗力无法被主动压制。只要抗咒狂怒者处于血怒中,法术抗力就会持续下去,不过可以通过结束血怒来消除法术抗力。在7级、10级、13级以及16级(在其他血脉狂怒者获得血脉法术时),抗咒狂怒者从血怒抗力中获得的法术抗力都会增加1点。该能力取代法术(Spells)、狂血咒术(Blood Casting)、施法免材(Eschew Materials)以及血脉法术(Bloodline Spells)职业能力。

控制抗力(Resistance Control,Ex):14级起,抗咒狂怒者即便没有处于血怒时,也会获得血怒抗力提供的法术抗力。此外,只要抗咒狂怒者没有进入血怒,就额可以主动压制这个法术抗力。

原文
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Bloodrager
The power within a bloodrager is essential and potent. Yet while the constraints of heredity or circumstance taint a blood in a particular manner, other factors allow a great deal of diversity among bloodragers. Some have learned fighting disciplines that allow arcane energies to seep through the skin during violent contact, while others can summon creatures that benefit from the rage tied to the bloodrager’s own blood.
The following are varieties of bloodragers that can manifest regardless of bloodlines.

Blood Conduit (Archetype)
Blood conduits learn to channel their arcane might directly through their f lesh, without the need for mystical words or gestures.
Contact Specialist (Ex): At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats. This ability replaces fast movement and alters bloodline feats.
Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. This ability replaces uncanny dodge and improved uncanny dodge.
Reflexive Conduit (Ex): At 14th level, a blood conduit can discharge his power into foes that attempt bodily contact with him. While wearing light or no armor, when the blood conduit is subject to a combat maneuver check made to bull rush, grapple, pin, reposition, or trip him, as an immediate action he can target his attacker with a bloodrager spell that has a range of touch. If the spell would normally require a touch attack, a blood conduit can attempt a combat maneuver check for this attack instead. This ability replaces indomitable will.

Bloodrider (Archetype)
In the world’s wild lands, a mount is an advantage in both everyday life and the dealing of death. In many barbarian tribes, the true stature of a warrior is determined by his skill and ferocity on horseback. Other tribes measure it in skill atop whatever terrible mounts their people employ. A number of bloodragers are not only skilled in the art of mounted combat, but have learned to channel their arcane energies directly into their mount.
Fast Rider (Ex): The bloodrider is adept at pushing his mount to its limit. The speed of any mount the bloodrager rides increases by 10 feet. This ability replaces fast movement.
Feral Mount (Ex): At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.
Blood Bond (Su): At 9th level, the bloodrider and his feral mount gain a closer bond that allows the bloodrider to augment his mount based on his bloodline. While the bloodrider is bloodraging and on his feral mount, he grants the mount all the immunities and resistances he gains from bloodline powers. Furthermore, whenever the bloodrager is affected by a spell or spell-like ability with the range of personal while on the feral mount, the feral mount also gains the benef it of that spell. This ability replaces the bloodline feat gained at.

Crossblooded Rager (Archetype)
While most bloodragers manifest only one bloodline, there are some that, through some quirk of heredity or the conjunction of other powers, manifest two. This combination of two distinct bloodlines can create a versatile and powerful rager who stands out among the horde.
A crossblooded rager selects two different bloodlines. He gains access to the feats, bonus spells, and some of the powers of both bloodlines he is descended from, but at the cost of reducing mental clarity (see Drawbacks below). If the crossblooded rager already has a bloodline from another class, one of the chosen bloodlines must be that bloodline.
Bonus Feats: A crossblooded rager combines the bonus feat lists from both of his bloodlines and can select his bloodline bonus feats from this combined list.
Bonus Spells: A crossblooded rager can select his bonus spells from either of his bloodlines. He can also learn a lower-level bonus spell he did not choose in place of the higher-level bonus spell he would normally gain. Lowerlevel bonus spells learned in this manner are always the spell level that they would be if the crossblooded rager had learned them with the appropriate bonus spell.
For example: A 7th-level aberrant/abyssal crossblooded rager has the choice of learning enlarge person or ray of enfeeblement as his bloodline bonus spell. If he selected ray of enfeeblement as his 7th-level bonus spell, at 10th level he could use his new bonus spell to learn enlarge person instead of bull’s strength or see invisibility, and he would add it to his list of 1st-level spells known ( just as if he had learned it as his 7th-level bonus spell).
Bloodline Powers: At 1st level and every 4 levels thereafter, a crossblooded rager gains one of the two new bloodline powers available to him at that level. He can instead select a lower-level bloodline power he did not choose in place of one of these high-level powers.
Drawbacks: The furious mix of arcane power inside a crossblooded rager forces him to constantly expend mental effort to remain focused on his current situation and needs. This leaves him with less mental resolve available to deal with external threats. A crossblooded rager takes a –2 penalty to all Will saving throws at all times, and does not gain the +2 morale bonus on Will saving throws while bloodraging—though he does gain a +1 morale bonus Will saving throws when he gains the greater bloodrage class feature, which increases to a +2 morale bonus on saving throws upon gaining the mighty bloodrage class feature.

Greenrager (Archetype)
Typically, nature finds its greatest harmony with divine magic, but sometimes a connection with the natural world manifest itself through the arcane current in the veins of the bloodragers called greenragers. These bloodragers funnel their eldritch heritage into abilities that allow them to call powerful allies from nature and empower them with their bloodrage.
Unfettered Fury (Ex): At 3rd level, a greenrager’s fury allows him to move through undergrowth with frightening speed and grace. This functions as the druid’s woodland stride class feature, but only while the greenrager is bloodraging. This ability replaces blood sanctuary.
Summoning Rager (Sp): At 6th level, a greenrager’s magic unlocks the secrets of summoning allies from nature. He adds summon nature’s ally I to his list of 1st-level bloodrager spells known as a bonus spell, as if it were a bonus bloodrager spell. At 7th level, he adds summon nature’s ally II as a bonus 2nd-level bloodrager spell, at 10th level he adds summon nature’s ally III as a bonus 3rd level bloodrager spell, and at 13th level he adds summon nature’s ally IV as a bonus 4th-level bloodrager spell. This ability replaces the bloodline feat gained at 6th level.
Furious Summoning (Su): At 9th level, creatures summoned by the bloodrager’s summon nature’s ally spell gain a +4 morale bonus to Strength and Constitution and gain the druid’s woodland stride ability. At 11th level, this bonus increases to +6. At 20th level, it increases to +8. This ability replaces the bloodline feat at 9th level.

Metamagic Rager (Archetype)
While metamagic is difficult for many bloodragers to utilize, a talented few are able to channel their bloodrage in ways that push their spells to impressive ends.
Meta-Rage (Su): At 5th level, a metamagic rager can sacrif ice additional rounds of bloodrage to apply a metamagic feat he knows to a bloodrager spell. This costs a number of rounds of bloodrage equal to twice what the spell’s adjusted level would normally be with the metamagic feat applied (minimum 2 rounds). The metamagic rager does not have to be bloodraging to use this ability. The metamagic effect is applied without increasing the level of the spell slot expended, though the casting time is increased as normal. The metamagic rager can apply only one metamagic feat he knows in this manner with each casting. Additionally, when the metamagic rager takes a bloodline feat, he can choose to take a metamagic feat instead. This ability replaces improved uncanny dodge.

Primalist (Archetype)
While bloodrage powers come from the very essence of a bloodrager’s being and are often strict and immutable, some bloodragers tap into ancient traditions and primitive wisdom to enhance their rages with something more primal. The primalist mixes his bloodline with more traditional rage powers.
Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. This ability alters the bloodline class feature.

Rageshaper (Archetype)
All bloodragers blend the unpredictable surge of arcane power with the savage fury of battle lust. For most, their rage is a conduit for the eldritch power locked in their heritage, but for a rageshaper, the latent magical energies in his blood bring about physical transformations and facilitate the blending of arcana and aggression into a deadly synthesis that few other barbarians (or even other bloodragers) can match.
Bestial Aspect (Su): At 4th level, whenever a rageshaper gains a natural attack through the use of a polymorph spell, he can increase the damage done by that attack by one die. If the spell grants multiple natural attacks, the rageshaper must choose one kind of natural attack for the ability to enhance. At 9th level, if the rageshaper’s altered form grants him a new mode of movement, that movement’s base speed increases by 10 feet. This is an enhancement bonus. If the rageshaper’s bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers. This ability replaces blood sanctuary.
Furious Transformation (Su): At 5th level, a rageshaper can attempt to bolster any transmutation spell from the bloodrager spell list with the polymorph subschool while bloodraging. The rageshaper must succeed at a concentration check as if casting defensively to modify the spell; otherwise, the spell is wasted. If he succeeds, the spell is treated as if the rageshaper had the Extend Spell metamagic feat. The rageshaper must be the spell’s intended target or cast a spell with a range of personal to gain this effect. If the rageshaper casts a spell that is linked to the rageshaper’s own bloodline, such as a rageshaper with the elemental bloodline who casts elemental body I, the spell is automatically extended without forcing the concentration check, so long as the rageshaper casts it while in a bloodrage. This ability replaces improved uncanny dodge.

Spelleater (Archetype)
Where other bloodragers learn to avoid or shrug off minor damage of all sorts, spelleaters tap into the power of their bloodline in order to heal damage as it comes, and can even cannibalize their own magical energy to heal more damage and continue taking the f ight to the enemy.
Blood of Life (Su): A spelleater’s blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1 (Bestiary 300). At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is instead added to this effective damage reduction. This ability replaces uncanny dodge and damage reduction.
Spell Eating (Su): At 5th level, a spelleater can consume spell slots for an extra dose of healing. As a swift action, the spelleater can consume one unused bloodrager spell slot to heal 1d8 damage for each level of the spell slot consumed. This ability replaces improved uncanny dodge.

Steelblood (Archetype)
Most bloodragers prefer light armor, but some learn the secret of using heavy armors. These steelbloods plod around the battlef ield inspiring fear and delivering carnage from within a steel shell.
Weapon and Armor Prof iciency: A steelblood gains prof iciency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager’s armor prof iciency.
Indomitable Stance (Ex): At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Ref lex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.
Armored Swiftness (Ex): At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed. This ability replaces uncanny dodge.
Armor Training (Ex): At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the f ighter class feature of the same name. This ability replaces improved uncanny dodge.
Blood Deflection (Su): At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a def lection bonus to AC equal to the level of the spell sacrificed. The def lection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the def lection bonus is high enough. This ability replaces damage reduction.

Untouchable Ra ger (Archetype)
While most bloodragers are known for their inexplicable ability to focus their bloodline into a horrifying mix of martial terror and spellcasting fury, from time to time a bloodrager’s bloodline acts differently. Instead of empowering the bloodrager, it shields the bloodrager from magic of all types, often keeping the bloodrager untouched within the midst of magical effects.
Raging Resistance (Ex): At 4th level, instead of gaining spells, a bloodrager becomes resistant to spells. While bloodraging, he gains spell resistance equal to 8 + his bloodrager level. Unlike normal spell resistance, the untouchable rager’s spell resistance cannot be voluntarily lowered. As long as the untouchable is bloodraging, the spell resistance is persistent, and can only be lowered by ending the bloodrage. At 7th, 10th, 13th, and 16th levels (when other bloodragers would gain bloodline spells), an untouchable rager’s spell resistance from raging resistance is increased by 1. This ability replaces the spells, blood casting, eschew materials, and bloodline spells class features.
Resistance Control (Ex): At 14th level, an untouchable rager gains the spell resistance from raging resistance even while not in a bloodrage. Additionally, as long as the untouchable rager isn’t bloodraging, he can turn off this spell resistance.
« 上次编辑: 2016-04-21, 周四 19:59:34 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

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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #1 于: 2014-08-17, 周日 16:58:06 »
创造出更为灵魂的力量

更为灵活吧?

---------------------
仅能以此方式将一个他已知的超模专长应用至法术上
« 上次编辑: 2014-08-17, 周日 23:18:10 由 图南 »

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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #2 于: 2014-09-04, 周四 05:14:36 »
有了原怒者变体,血怒比蛮子相当于用小一号的生命骰+陷阱感知1~6换来了施法能力+5个血脉专长,而且狂血之力和狂暴之力还能从两边挑好的,这买卖真划算。

若法术会赋予复数天生武器,那么狂怒变形者必须从中选择一个天生武器,来受到该能力的强化。
 If the spell grants multiple natural attacks, the rageshaper must choose one kind of natural attack for the ability to enhance.

这里建议译成“一种天生武器”,不然可能有人误以为一对爪子是两个,只能选一个强化。
« 上次编辑: 2014-09-04, 周四 05:20:17 由 landyluo »
赞卢什·洛卡
剧透 -   :
HP 9/9,心智点3/3,法师之手3/3,人类变巨 2/2,
先攻+1,察觉+6(发现隐藏物品+8),通用语、兽人语、地精语、巨人语

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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #3 于: 2016-04-21, 周四 15:00:58 »
最新的修订是:
http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/bloodrager.html#steelblood-archetype

武器与防具擅长(Weapon and Armor Proficiency):钢铁血怒者擅长重甲。钢铁血怒者能够在穿戴重甲时施放血脉狂怒者法术,而不会承受奥术失败率。这取代了血脉狂怒者的防具擅长(Armor Proficiency)。

Weapon and Armor Proficiency: A steelblood gains proficiency with heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This ability alters the bloodrager's armor proficiency.

这里应该是改变而不是取代

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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #4 于: 2016-04-28, 周四 00:30:39 »
 :em020 :em020 :em020 :em020真·亲儿子~!!!
开/跑1-20级的长团(0/1)

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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #5 于: 2016-04-28, 周四 04:26:20 »
其实不亲好么,实际应用比较尬尴,个别变体倒很亲
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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #6 于: 2017-08-27, 周日 00:04:46 »
请问混血狂怒者的变体
变体能力中并没有写"调整某职业能力、取代某职业能力"的尾注。
是说变体能力只是增加职业能力的选项,所以可以跟其他变体共存吗?

例如同时选择混血狂怒者、原怒者变体
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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #7 于: 2017-08-27, 周日 01:12:31 »
增加选项也算是调整,详细可参考此faq
引用
http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9thg
Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it's OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as 「weapon training I, II, III, or IV」) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can't take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

混血狂怒者不能和原怒者并存,你可以看这个网址最下面的变体表格 http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager
或者你可以抓这个创角app Pathbuilder http://pathbuilder.x10host.com/ ,可以自动检查选择的变体还可以继续兼容哪些其他变体。
« 上次编辑: 2017-08-27, 周日 01:18:28 由 白猫 »
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[PF]魔战士变体大全
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Re: 【ACG】血脉狂怒者变体(Bloodrager Archetype)
« 回帖 #8 于: 2017-08-27, 周日 11:28:49 »
明白了,感谢~
这东西很实用!!
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