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传奇战锁及专长存档
« 于: 2015-11-06, 周五 14:24:13 »
来源http://archive.wizards.com/default.asp?x=dnd/ei/20061027a

Warlocks are fonts of supernatural power and veritable batteries of dark magic. Most warlocks develop their powers along a theme that relates to their supernatural heritages. A warlock in a family of elder demonologists that made a pact with Pazuzu might exhibit a range of powers related to insects. Another descended from a shadow demon is more likely to have a series of powers related to shadows and darkness. A fey-descended warlock might develop elemental powers due to a yearning to embrace the wild.

Epic warlock feats represent the culmination of years spent developing these dark gifts. To gain one of these feats, a warlock must already know all the standard invocations of a given path, must be at least 21st level, and must have the appropriate skill ranks. If all of these conditions are met, the epic warlock can gain one of the feats below. A warlock loses access to an epic feat if he no longer has a prerequisite invocation or skill requirement.

Epic warlock feats include a number of powerful abilities that relate to a given theme. Individual abilities gained from the feat function in the same way as invocations. It takes a standard action to employ an ability unless otherwise indicated. The equivalent spell level of the spell-like abilities granted by epic warlock feats is equal to 1/2 the warlock's caster level. The DC is equal to 10 + equivalent spell level + the warlock's Charisma modifier. This applies only to the spell-like abilities granted by these feats. It does not retroactively increase the DC of previous acquired invocations nor does it affect the DCs of invocations acquired through the Epic Extra Invocation feat. Many abilities granted by these feats are spell-like abilities that can be dispelled. In essence, an epic warlock feat grants the equivalent of a bundle of separate invocations. Each ability must be activated individually and dispel effects target each ability separately.

Some abilities granted by these feats modify the activation of an existing non-epic invocation, without increasing its casting time. Other abilities grant bonuses that function in the same way as any feat that grants a bonus. These are not spell-like abilities and do not need to be activated. The bonuses granted by the feat are extraordinary or supernatural abilities that cannot be dispelled.

All abilities are spell-like, supernatural, or extraordinary. The supernatural and extraordinary abilities are labeled as such, except in the case of bonuses to caster level or skill bonuses that are not labeled because they function in the same way as a normal feat. All abilities that mention a spell by name in italics, or duplicate the effects of a spell, are spell-like abilities.

Before reaching epic levels, warlocks have no way of gaining dark invocations beyond those achieved by reaching 16th, 18th, and 20th level. An epic warlock can select the Epic Extra Invocation feat to gain an additional invocation of any grade including dark. This feat makes it possible for epic warlocks to gain the non-epic invocations required to qualify for epic warlock feats. This allows epic warlocks to progress in their magical abilities, just like other types of magic users.

The following is an update to the epic warlock entry on page 189 of Complete Arcane:

Epic Warlock

A being of fell magic, an epic warlock is a supernatural force incarnate, losing all but the smallest fragment of his humanity.

Hit Die: d6

Skill Points at Each Additional Level: 2 + Int modifier

Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations.

Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every even-numbered level higher than 20th (10d6 at 22nd, 11d6 at 24th, and so on).

Damage Reduction: The epic warlock's damage reduction increases by 1 point (to 6/cold iron) at 23rd level and by 1 additional point for every four levels thereafter (7/cold iron at 27th, 8/cold iron at 31st, and so on).

Bonus Feats: The epic warlock gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.

Epic Warlock Bonus Feats: Additional Magic Item Space, Augmented Alchemy, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Dark Transient*, Efficient Item Creation, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Extended Lifespan, Extra Epic Invocation*, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Scribe Epic Scroll, Shadowmaster*, Souleater Incarnate*, Spellcasting Harrier, Superior Initiative, Verminlord*.

*An epic warlock must meet this feat's prerequisites to select it as an epic bonus feat.

Epic Warlock Feats

The feats listed below are available only to characters of at least 21st level.

Dark Transient [Epic]

Your powers of mobility are so potent that you can travel between dimensions with a thought.

Prerequisites: Knowledge (the planes) 24 ranks, fell flight, flee the scene, path of shadow.

Benefit: Your flight speed (from the fell flight invocation) increases by 30 feet and its maneuverability increases to perfect. Using this ability is part of the casting of the fell flight invocation.

You have achieved mastery over the powers of transdimensional travel. You can transport great distances with a single thought (as greater teleport, self and personal equipment only). You can also transport other creatures, but if you do, there is a chance of error (as teleport).Activating this ability requires a standard action.

You can use plane shift with perfect accuracy (self and personal equipment only). You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using this spell. Activating this ability requires a standard action.

Eldritch Sculptor [Epic]

You control and shape your eldritch blasts like a master sculptor.

Prerequisites: One invocation from the least, lesser, greater, and dark blast shape invocation categories, Spellcraft 24 ranks.

Benefit: You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one. You can apply eldritch essences to both blasts. If you possess the Lord of All Essences feat, you can imbue each blast with two eldritch essences. Activating this ability is part of the action to use an eldritch blast.

The area and range of all your eldritch blasts is doubled. Activating this ability is part of the action to use an eldritch blast. If you imbue your eldritch blast with the eldritch spear blast shape, the range increases to 500 feet. If you are using the hideous blow invocation, you no longer suffer attacks of opportunity for invoking this power in melee and all attacks of opportunity you make can include hideous blow. If you imbue your eldritch blast with the eldritch chain blast shape, you may start the chain up to 120 feet away from you and the maximum distance between each target increases to 60 feet. The area of the eldritch doom blast shape increases to 40 feet from you. The range of your eldritch cone increases to 120 feet.

You gain +2 bonus on attack rolls to hit an opponent with your eldritch blast. This is an extraordinary ability.

Normal: A warlock can use only one eldritch blast per round. Using the hideous blow blast shape provokes attacks of opportunity and cannot be used as part of an attack of opportunity.

Epic Eldritch Blast [Epic]

Your eldritch blasts are unstoppably powerful.

Prerequisites: Eldritch blast 9d6.

Benefit: When you take this invocation, the damage dealt by your eldritch blast increases by 1d6.

Special: You can gain this feat multiple times. Its effects stack.

Epic Extra Invocation [Epic]

You learn an additional invocation.

Prerequisites: Ability to use dark invocations, Spellcraft 24 ranks

Benefit: You can learn one additional invocation from the list available to you, including dark invocations.

Special: You can gain this feat multiple times. Each time, you gain an extra invocation of any grade (least, lesser, greater, or dark).

Epic Fiendish Resilience [Epic]

You can make your blood boil with the strength of the Nine Hells.

Prerequisites: Fiendish resilience that grants fast healing 5.

Benefit: When you use your fiendish resilience ability, you gain fast healing 25 for 5 minutes. Activating this ability is a free action. This is a supernatural ability.

Special: You can gain feat multiple times. Each time you take the feat, you gain an additional use of the fiendish resilience ability, and the fast healing granted by the feat increases by 5..

Lord of All Essences [Epic]

You have mastered the art of enhancing your eldritch blast with multiple essences.

Prerequisites: One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 24 ranks.

Benefit: When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the repelling blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast.

For example, if Morthos is fighting an outsider he has never encountered, he can choose to imbue his eldritch blast with both hellrime blast and brimstone blast. He rolls 10d6 damage, dealing half fire and half cold damage. If the outsider happened to be immune to cold, but not fire, it would still take damage from the half that dealt fire damage.

In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability.

Normal: A warlock can apply only one eldritch essence to an eldritch blast.

Master of the Elements [Epic]

You have achieved mastery of the four elements -- air, earth, fire, and water.

Prerequisites: Spellcraft 24 ranks, breath of the night, chilling tentacles, stony grasp, wall of perilous flame.

Benefit: As a full-round action, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action.

You can use dominate monster on elementals and creatures with the air, earth, fire, or water subtype. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action.

You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability.

Elementals and creatures with the earth, air, fire, or water subtype view you as one of their kind. These creatures react to you as if their attitude is two steps better than the situation otherwise warrants. This is an extraordinary ability.

Morpheme Savant [Epic]

Your words are charged with supernatural power.

Prerequisites: Baleful utterance, beguiling influence, warlock's call, word of changing.

Benefit: You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action.

When you use your warlock's call ability, you no longer suffer the chance of taking 1d10 points of damage from the recipient. In addition, you can imbue your sending with a suggestion (as demand). The casting time of warlock's call is 1 minute. Using this ability is part of the casting of the warlock's call invocation.

You can communicate as if under the effects of a constant tongues spell. This is a supernatural ability.

When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability.

Normal: The warlock's call invocationhas a casting time of 10 minutes and does not allow suggestions to be imbued. The warlock's call invocation allows the recipient to deal 10 points of damage to you. The beguiling influence invocation grants you a bonus on Bluff, Diplomacy, and Intimidate checks equal to your Charisma modifier.

Paragon Visionary [Epic]

Your powers of perception are beyond mortal ken.

Prerequisites: Spellcraft 24 ranks, dark foresight, devil's sight, see the unseen, voidsense.

Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability.

You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows. This is a supernatural ability.

When you use the voidsense invocation, you gain blindsight 60 feet.

You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability.

Normal: The voidsense invocation grants blindsense 30 feet.

Shadowmaster [Epic]

You have walked the path of shadows, and now you have mastered its secrets.

Prerequisites: Spellcraft 24 ranks, beshadowed blast, dark discorporation, darkness, enervating shadow.

Benefit: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks (as displacement). Activating this ability requires a standard action.

You can use material from the Plane of Shadows to create quasireal illusions, mimicking sorcerer and wizard conjuration spells of 8th level or lower (as shades). The illusions deal 80% damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. Activating this ability requires a standard action.

You are immune to all spells with the shadow subtype and to effects that involve the use of shadows (such as the breath weapon of a shadow dragon). This is an extraordinary ability.

Souleater Incarnate [Epic]

You have mastered the fusion of invocation and incarnum.

Prerequisites: Knowledge (the planes) 24 ranks, drain incarnum, incarnum blast, incarnum shroud, steal incarnum.

Benefit: By studying the unique qualities of the mysterious souleater, you have learned a variety of secret powers. When using this feat, you consume the soul of any creature that dies within 30 feet of you. For 10 minutes following the death, you gain +10 temporary hit points and a +1 bonus on attack rolls and saving throws. Bonuses from multiple deaths stack. At the end of the 10 minutes, the soul is permanently consumed. The creature that was consumed can be raised only via a miracle, true resurrection, or wish. If the creature was slain by your incarnum blast invocation, the bonus and duration of the hit points, attack, and save bonuses are doubled. You can choose not to consume the soul of a creature. This is a supernatural ability.

You radiate an aura that makes it difficult for anyone within 30 feet to manipulate incarnum. Any creature within 30 feet must succeed on a Concentration check (DC 10 + your caster level + your Charisma bonus) or be unable to shape a soulmeld, bind a soul meld or magic item to a chakra, or invest or reallocate essentia. You can choose to exempt allied creatures from the effects of this aura. This is a supernatural ability.

You are immune to the soulless aura and consume soul abilities of soul eaters. This is an extraordinary ability.

When you use the drain incarnum or steal incarnum invocations, the amount of incarnum damage or drain is doubled. Using this ability is part of the casting of the casting of thoseinvocations.

The DCs of all saving throws for your incarnum-related invocations increase by 2. Every point of essentia invested in this invocation increases the DC of your incarnum-related invocations by 1. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If the invocation is dispelled during this time, the essentia investment remains in place, taking effect once again when you activate the invocation. Activating this ability requires a standard action.

You can communicate telepathically with any creature within 100 feet that has a language. This is a supernatural ability.

You gain 3 points of essentia when you take this feat.

Verminlord

You have unparalleled insight into the ways of vermin.

Prerequisites: Spellcraft 24 ranks, spiderwalk, summon swarm, tenacious plague.

Benefit: You can summon ten swarms of centipedes (as creeping doom). You add your Charisma modifier to the poison save DC of the swarm. The attacks of any centipede swarms summoned are treated as magic weapons for the purpose of overcoming damage reduction. They also bypass damage reduction based on your alignment. If you are a chaotic good warlock, your swarms bypass chaotic, good, and magic damage reduction. Activating this ability requires a standard action.

When you use the summon swarm and tenacious plague invocations, the summoned creatures bypass damage reduction in the way listed above. Using this ability is part of the casting of thoseinvocations.

You can also control the actions of vermin creatures. This functions as dominate monster, but it affects vermin only. This lasts for a number of days equal to your caster level. Activating this ability requires a standard action.

Vermin view you as one of their kind. A vermin will never attack you willingly, unless you provoke it or its kin. This is an extraordinary ability.

About the Author

Eytan Bernstein hails from exotic Long Island and spends his days writing and editing projects for numerous game companies. In addition to his work on Dragons of Faerûn, the Magic Item Compendium, and numerous other projects, Eytan serves as a partner and PR & Marketing Manager for Silven Publishing (www.silven.com). Eytan enjoys hunting for gems and minerals in rock quarries, studying religion and theology, composing music, and playing with his many pets. For more information about Eytan, check out www.eytanbernstein.com. If you have any questions or comments, send them to [email protected].
   

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Re: 传奇战锁及专长存档
« 回帖 #1 于: 2015-11-06, 周五 17:33:54 »
点进来之前还以为是翻译呢 :em003

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Re: 传奇战锁及专长存档
« 回帖 #2 于: 2018-02-09, 周五 15:22:15 »
传奇邪术师

简介略

以下是对《完美奥术(CA)》189页传奇邪术师条目的修正。

传奇邪术师

作为堕落魔法的施行者,传奇邪术师是超自然力量的化身,淡漠了绝大部分生而为人的心性。

生命骰:D6

每级技能点数;2+智力调整值

邪术:传奇邪术师的施法者等级等于其职业等级。她不获得新邪术。

魔焰:邪术师的魔焰伤害每偶数等级提升1d6(22级时10d6,24级时11d6,等等)。

伤害减免:传奇邪术师的伤害减免能力在23级时增加1(达到6/寒铁),并且在之后的每4级都增加1(27级时7/寒铁,31级时8/寒铁,等等)

奖励专长:传奇邪术师在20级之后(23级,26级,29级,等等)每3级获得一个奖励专长。奖励专长必须从下表中选择,即使邪术师不满足条件也可。

传奇邪术师奖励专长表:额外物品装备位,高级炼金术,制造传奇魔法武器和盔甲,制造传奇权杖,制造传奇法杖,制造传奇奇物,伤害减免,黑暗瞬态*(Dark Transient),高效物品制造,魔焰雕刻大师*(Eldritch Blast Sculptor),能量抗力,传奇魔焰强化*(Epic Eldritch Blast),传奇额外邪术*(Epic Extra Invocation),传奇炼狱活力*(Epic Fiendish Resilience),传奇法术穿透,延长寿命,额外传奇邪术*(Extra Epic Invocation),快速治疗,精通战斗施法,魔焰异变之主*(Lord of All Essences),元素主宰*(Master of the Elements),律言学者*(Morpheme Savant),幻影典范*(Paragon Visionary),抄录传奇卷轴(Scribe Epic Scroll)阴影主宰*(Shadowmaster)魂能猎手*(Souleater Incarnate),压制施法者,高级先攻,虫群之主*(Verminlord)。

*传奇邪术师必须满足前提才可选择其作为传奇奖励专长。

传奇邪术师专长

以下专长只对21级或以上角色开放。


黑暗瞬态 [传奇]

你对移动的掌控力是如此强大,以至于你可以仅凭一个闪念穿越界域。

要求:知识(位面)24级,黑暗之翼,残像传送门,阴影之径

效果:你的飞行速度(由黑暗之翼邪术获得)增加30呎,且机动性变为完美。使用此能力是施展黑暗之翼邪术动作的一部分。

你提升了对次元传送的掌控能力。你可以一念之间传送极远距离(如同高等传送,但仅限自己和个人装备)。你也可以携带其他生物传送,但会有传送失误几率(如同传送术)。使用此能力需要一个标准动作。

你可以无误施展异界传送(仅限自己和个人装备)。你也能携带其他生物传送,但必须承受施展此法术的正常失误率。使用此能力需要一个标准动作。


魔焰雕刻大师 [传奇]

你如雕塑大师一般控制和塑形你的魔焰。

要求:基础,次级,高级,黑暗各一个魔焰塑形,法术辨识24级

效果:你能以全回合攻击动作在一轮内释放两股魔焰,而忽略正常一次魔焰的限制。魔焰异变可同时对两股魔焰生效。如果你拥有魔焰塑形之主专长,你能为每个魔焰都附加两种魔焰异变。使用此能力是释放魔焰动作的一部分。

你的魔焰范围和射程变为通常的两倍。使用此能力是释放魔焰动作的一部分。如果你为魔焰附加魔力之矛塑形,则射程提升为500呎。如果你附加惊骇一击塑形,你使用惊骇一击近战攻击时不会引发借机攻击,且你的所有借机攻击都可发动惊骇一击效果。如果你附加魔力之链塑形,则该塑形可影响距离你120呎的目标,且在每个目标间的传递距离提升为60呎。魔力之灭塑形的影响范围提升至以你为中心40呎。魔力之锥的射程提升为120呎。

你使用魔焰攻击的攻击检定掷骰获得+2加值。这是一个特异能力。

正常:邪术师每轮仅可使用一次魔焰。使用惊骇一击魔焰塑形会引发借机攻击,且不能作为借机攻击的一部分使用。


传奇魔焰强化 [传奇]

你的魔焰变得无比强大。

要求:魔焰9d6

效果:当你获得此邪术(When you take this invocation,存疑),你的魔焰造成额外1d6伤害。

特殊:你可多次选择此专长,效果累计。


传奇额外邪术 [传奇]

你获得一个新的邪术。

要求:能施展黑暗邪术,法术辨识24级

效果:你从可学列表中选取一个新邪术作为已知邪术,包括黑暗邪术。

特殊:你可多次选择此专长,每次获得一个任意等级的新邪术(基础,次级,高级,黑暗)。


传奇炼狱活力 [传奇]

你的血液因为九狱之力而沸腾。

要求: 炼狱活力提供快速医疗5

效果:当你使用炼狱活力时,你在5分钟内获得快速医疗25。使用此能力是一个自由动作。这是一个超自然能力。

特殊:你可多次选择此专长,每次选择可获得一次额外的炼狱活力使用次数,且该专长提供的快速医疗增加5。


魔焰异变之主 [传奇]

你掌握了为魔焰附加多重异变的艺术。

要求:基础,次级,高级,黑暗各一个魔焰异变,法术辨识24级

效果:当你释放魔焰时,你可同时施展两个魔焰异变。当你释放一个魔焰时,你可以选择同时附加推斥之焰和恶臭之焰两种异变。这也允许你附加两次同一异变,尽管比起附加多种异变这样做效果较差。每种魔焰异变的效果分别计算。如果你为魔焰附加两种不同种类的伤害,则每种来源的伤害各占一半(数值四舍五入)。你必须在动作开始前决定为魔焰附加何种异变。如果你拥有魔焰雕刻大师专长,你可以在一轮内将两种异变同时应用在两股魔焰上(you can apply two eldritch essence invocations to both your eldritch blasts in a single round)。使用此能力使用此能力是释放魔焰动作的一部分。

例如,若邪术师Morthos正在与一名陌生的异界生物战斗,他可以选择为自己的魔焰同时附加寒霜之焰(hellrime blast)和地狱之焰(brimstone blast)。他投10d6伤害掷骰,造成一半火焰伤害和一半冰冷伤害。如果该异界生物免疫寒冷而非火焰,则它仍需承受这部分火焰伤害。

另外地,你施展的所有魔焰异变豁免DC都增加2。这是一个特异能力。

正常:邪术师只能为一股魔焰附加一种魔焰异变。


元素主宰 [传奇]

你主宰全部的四种元素——气,大地,火,还有水。

要求:法术辨识24级,夜之息,冻寒触手,石爪术,邪火之墙

效果:你能以全回合动作召唤单一生物,该生物须从1-9级召唤生物列表中选择,必须为元素生物或气,土,火,水亚种。该生物服从你等同于你施法者等级的轮数。使用此能力是一个标准动作。

你能使用对元素生物或气,土,火,水亚种使用支配怪物。该效果持续的天数等同于你的施法者等级。使用此能力是一个标准动作。

你获得对酸,寒冷,电,火焰,和音波的10点能量抗力。如果你已经自邪术师职业获得能量抗力,则你选择的那两种能量抗力增加10。这是一个特异能力。

元素生物或气,土,火,水亚种视你为其同类。这些生物对待你的态度视作比正常的友好度高2级。这是一个特异能力。


律言学者 [传奇]

你吐出的字符充满超自然的魔力。

要求:粉碎真言,诡骗术,邪术师短讯,异变真言

效果:你能使用律令目盲,律令死亡,律令震慑。使用此能力是一个标准动作。

当你使用邪术师短讯时,你不再因为短讯被拒而遭受1d10点伤害。额外地,你可以为你的短讯附加暗示效果(如果你需要的话)。施展邪术师短讯需要1分钟。使用此能力是施展邪术师短讯动作的一部分。

当你交流时,视作被永续的巧言术影响。这是一个超自然能力。

当你使用诡骗术时,你在唬骗,交涉,以及威吓检定上获得的加值将等同于你的魅力加值或者+6,取较高者。使用此能力是施展诡骗术动作的一部分。这是一个特异能力。

正常:邪术师短讯需要10分钟施法,且不可附加暗示效果,且若受拒会带给邪术师1d10伤害。诡骗术给你的唬骗,交涉,以及威吓检定等同于魅力调整值的加值(存疑,完美奥术上的诡骗术给的是固定+6加值)


幻影典范 [传奇]

你的知觉之力超越凡人的认知。

要求:法术辨识24级,黑暗预警术,魔鬼之视,见所未见(see the unseen/《龙之魔法》),空间感觉(voidsense/《龙之魔法》)

效果:你能看破幻觉,魔法黑暗,变形者,以及其他效果(如同真知术)。这是一个超自然效果。

你自动知悉你所看见的所有法术或魔法效果。只要你看到某个生物,你就知悉她是奥术或神术施法者,是否拥有类法术能力,以及其所拥有的最高等级法术或类法术能力(the highest spell or spell-like abilities it knows)。这是一个超自然能力。

当你使用空间感觉邪术时,你获得60呎盲视。

你的聆听,察言观色,以及侦察检定获得2倍于感知调整值或+6的加值,取较高者。这是一个特异能力。

正常:超常感知邪术提供30呎盲视。


阴影主宰 [传奇]

你曾行走在阴影之径上。现在,你掌握了其中的真秘。

要求:法术辨识24级,暗影之焰(beshadowed blast),黑暗消散术,黑暗术,极寒幽影

效果:你能创造包围着你的阴影,这给予你对抗任何攻击的50%失手率(如同移位术)。使用此能力是一个标准动作。

你能使用阴影位面的素材创造准真实幻象(quasireal illusions),这允许你模拟任何8级或更低等级的术士或法师咒法术(如同阴影咒法术)。此幻象对不相信者造成80%伤害,而非伤害性效果则有80%几率对不相信者产生效果。使用此能力是一个标准动作。

你对任何阴影亚类(shadow subtype)的法术,以及任何涉及到阴影的使用的效果(例如影龙的吐息)皆免疫。这是一个特异能力。


魂能猎手 [传奇]   

你掌握了连接邪术和魂能的奥秘。

要求:知识(位面)24级,吸收魂能,魂能爆,魂能护罩,窃取魂能

效果:通过学习噬魂者的神秘能力,你获得了施展多种神秘力量的能力。当你使用此专长,你将任何在离你30呎内死亡的生物之灵魂纳为己用。该生物死后10分钟内,你获得+10临时生命值,且获得+1加值在攻击和豁免掷骰上。从多个生物的死亡中获得的奖励累计。10分钟结束后,该灵魂即被消耗,此生物只能被奇迹术,真实复生术或许愿术所复活。如果该生物被你的魂能爆邪术(incarnum blast invocation/出自《Magic of Incarnum》)所杀死,则上述奖励之数值和持续时间加倍。你也可选择不消耗某生物的灵魂(You can choose not to consume the soul of a creature)。这是一个超自然能力。

你获得30呎光环,令范围内他人更难施展魂能。任何距离你30呎内的生物必须成功通过专注检定(DC10+你的施法者等级+你的魅力调整值),失败则无法施展灵魂融合、建立查克拉连接或为物品注入查克拉、以及使用或重新分配魂能(shape a soulmeld, bind a soul meld or magic item to a chakra, or invest or reallocate essentia/见附注2)。你可以允许盟友免受该光环影响。这是一个超自然能力。

你对噬魂者的无魂光环(soulless aura/存疑,见附注2)和灵魂吸收(consume soul/存疑,见附注2)能力免疫。这是一个特异能力。

当你使用吸收魂能(drain incarnum/出自《Magic of Incarnum》)或窃取魂能(steal incarnum/出自《Magic of Incarnum》)邪术时,造成的魂能伤害或吸取加倍。使用此能力是施展相应邪术动作的一部分。

你的所有基于魂能的邪术的豁免DC增加2。你在这些邪术上每有1魂能点投入,则其DC增加1。魂能点一旦投入,将持续24小时且无法改变。若此邪术在持续期间被驱散,魂能投入也不会改变,直到你再次使用邪术时如常生效(If the invocation is dispelled during this time, the essentia investment remains in place, taking effect once again when you activate the invocation)。使用此能力是一个标准动作。

你可以与100呎内能使用语言的生物进行心灵通讯。这是一个超自然能力。

你选择此专长时获得额外3点魂能点。


虫群之主

你对虫群之道有着无比的洞悉力。

要求:法术辨识24级,蛛行术,飞虫走兽,致密虫群

效果:你能召唤10个蜈蚣虫群(如同漫天虫蚀)。你能将自己的魅力调整值加在虫群的毒素豁免DC上。召唤出的蜈蚣群在对抗伤害减免时,视作魔法和与你相同的阵营。例如,若你是混乱善良邪术师,则你的虫群攻击能突破混乱、善良或魔法的伤害减免。使用此能力是一个标准动作。

当你使用飞虫走兽和致密虫群邪术,被召唤的生物也获得如上所述的破除伤害减免能力。使用此能力是施展这些邪术动作的一部分。

你还可以控制虫类生物的动作。此能力生效如支配怪物,除了只能对虫类使用。此能力生效的天数等同于你的施法者等级。使用此能力是一个标准动作。

虫类视你为其同类。虫类不会自愿攻击你,除非你激怒它或者它的同伴。这是一个特异能力。









译者注:这是我2015年12月翻译的文档,刚刚经人提醒想了起来,从电脑里翻出来贴在网上。修正了少量用语,为部分易混淆的邪术、以及不在《完美奥术》本篇中的邪术添加了英文标注。

附注:文档内存疑的问题
1.元素之主(master of the elements)、阴影主宰(shadowmaster)和虫群之主(verminlord)的主动能力没有给出类别,待勘正(或者按同类专长判定为超自然能力);

2.魂能猎手(souleater incarnate)条目问题不少:
1)关于灵魂融合和查克拉链接那一段,传奇邪术师和MOI原文的用语稍有出入,我的翻译以MOI原文和扩展大全1.14译文为主,如果有问题请各位指出;
2)果园没有3版souleater的翻译,我查了到的一个是《秽恶之书》里的soul eater(这个跟“魂能猎手”条目完全没关系),还有就是DNDwiki上未知出处的soul eater(有灵魂吸收consume soul能力,但是没有soulless aura)。如果谁有传奇邪术师中提及版本的“souleater”资料,还请补充。非常感谢。

离线 lalock

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Re: 传奇战锁及专长存档
« 回帖 #3 于: 2018-03-01, 周四 19:36:25 »
居然有翻译了,感谢苦力 :em021

离线 exg

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Re: 传奇战锁及专长存档
« 回帖 #4 于: 2019-12-30, 周一 05:02:31 »
不是刻意挖坟,soul eater出自Magic of Incarnum P194

Consume Soul (Su): A souleater automatically draws in the soul energy of all creatures that die within 30 feet of it.
From each soul captured in this manner, it gains +10hp and a +1 bonus on attack rolls and saving throws.
These bonuses fade after a period of 10 minutes per character level of the creature that died.
At the end of this period, the soul has been entirely consumed.
A creature whose soul has been trapped by a souleater cannot be raised from the dead until the souleater is slain. If the souleater manages to consume the soul entirely, the creature can be returned to life only by a miracle, true resurrection, or wish.

Soulless Aura (Su):
A souleater emanates a misty aura of negative energy, which drains away the essence of nearby souls. Each living creature within 30 feet of a souleater gains a negative level, which persists as long as the souleater remains within that range.
This negative level never results in actual level loss.
A soul eater does not gain extra hit points from the negative levels that this aura bestows on other creatures,
but it does gain a +2 insight bonus on attack rolls and damage rolls as long as at least one living creature (other than another souleater) is within this aura.
The soulless aura also makes the manipulation of incarnum more diffi cult. Any character with in 30 feet of a souleater who attempts to shape a soulmeld, bind a soulmeld or magic item to a chakra, or invest or reallocate essentia must succeed on a DC 20 Concentration check to do so.
Souleaters are immune to the soulless auras of other souleaters.
PS:在下列帖子提到出处
minmaxforum.com/index.php?PHPSESSID=4l5830ca89jevoecl7q0leb4r5&topic=9094.msg145958#msg145958