推荐专长:
对于某些角色,下列专长可能有助于角色塑造,推荐专长无论出处无需审批自动开放,但是你们不一定要选……
此外,这些专长本身一般不是特别强,允许角色用两个traits换取一个推荐专长,但是无论如何专长的前置依然必须满足
一些背景可能有后续的专长,这些专长和普通专长一样只能花费专长位学习,且必须满足前置
She/He who seeks tales, only to live vicariously through them.推荐专长
Collector of Stories (3.5扩展Complete Scoundrel)
[Mental, Skill Trick]
You've heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite
Knowledge (any) 5 ranks
Benefit
When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
后续开放
Knowledge Devotion (3.5扩展Complete Champion)
[Domain]
剧透 - :
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite
Knowledge (any) 5 ranks,
Benefit
Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
Check Result Bonus Granted
15 or below +1
16—25 +2
26—30 +3
31—35 +4
36 or higher +5
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.
Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration). Alhandra's Knowledge (arcana) check grants her a +3 insight bonus on attack rolls and damage rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls and damage rolls against the half-dragon as well.
This benefit is an extraordinary ability.
A hero/heroine long forgotten, yet whose shadow lives in various guises in the tales of minstrels.Wedded to History [Initial] (龙杂志354)
Born in the distant past, you possess special insight or uncanny abilities that distinguish you from those for whom the time of your birth is at best nothing but legends and stories.
Benefit: Choose an ancient background from Apostle of the Forgotten, Elder of Legend, Golden Ager, Hand of Prophecy, Survivor, Throwback, or Wanderer. You gain the special ability associated with it.
同时Wedded to History具有一些后续的专长链,这些也一并开放
剧透 - :
Apostle of the Forgotten
The temples are ruined, the idols long since gone to dust. Where once a thousand voices cried out, now only one pushes back the tide of darkness; a once mighty deity now resides only within a single soul, one priest or simple believer to hold aside the tide of oblivion. The last servant of a forgotten deity, you possess a profound sense of loss, and a thin sliver of deific power remains, however small, for you to draw upon.
Special Ability: You gain a +1 insight bonus to your initiative checks. Once per day, you can use an effect that duplicates the spell augury, but it can only see one minute into the future.
Elder of Legend
You possess the reputation of a historical figure; you could be a legend among your people, power and influence that has waxed and waned over the years. Even if all power has slipped through your fingers like dust, at least a shard of this respect remains. People who know of you teat you with more respect and at least lend their ears; after all, you have made or buried fortunes and civilizations.
Special Ability: Whenever you make a Bluff, Diplomacy, or Intimidate check against someone who knows your name and nature, you gain a +3 bonus.
Golden Ager
Born in an age of glory and wonder, the Golden Ager remembers the mythical past, the power of a civilization resplendent in the awe of magic. Perhaps floating islands dotted the heavens or glittering spires reached toward the stars. Somehow, though, disaster struck, and the wonders crashed back to the soil, but you survived, melting into the background of history. You still possess a startling grasp of magical theory despite this.
Special Ability: You always treat Use Magic Device as a class skill, and can use it untrained. You only suffer a mishap if you fail a check by 15 or more.
Hand of Prophecy
Blessed and cursed by the arbiters of fate, by strange spirit the forces of time itself, or some other esoteric means, you are guided through the ages by a hand that pushes you ever forward. Whether reborn over and over again, memories returned at a special age or simply not allowed to age or die by the cruel whims of life, the Hand of Prophecy drifts through the ages until at last, destiny has been fulfilled.
Special Ability: You are guided by the hand of fate, but you have some small insight to the machinations of your destiny. Once per day, you may designate a creature you oppose in combat as your nemesis, your rival or opposite as a free action. You gain a +2 bonus on attack rolls and skill checks when dealing with that creature.
Survivor
Too weak, too slow, too unfit. You have plowed through the decades or even centuries with an uncanny fortitude that astounded your contemporaries and continues to do so even now. Your outlook is tempered by this survival, beating back time and age through sheer force of will, running on nothing more than mental might alone. You possess a desire to exist that would frighten many.
Special Ability: Whenever you must make a Fortitude or Reflex save, you may make a Will save instead. Each time you use this ability after the first, you suffer a cumulative -1 penalty to all Will saves for the rest of the day.
Throwback
You are the final holdover from the last stage of your race's evolution. You might even be the first of your race, still wandering the world, gaining and losing power as you do. You have lived since time had even yet to make mortality, and so wander from age to age, reinventing yourself as you choose.
Special Ability: You possess strange quirks of mentality and physiology that affect both mundane and magical attempts to disrupt your body. Attacks and effects normally geared toward your creature type have no effect; this includes a Ranger's favored enemy bonus, bane weapons, and spell effects geared to creature types (such as charm person). On the other hand, you are also immune to beneficial effects that affect such types as well, should you run into any.
Wanderer
Place to place, horizon to the sea, you've been everywhere and seen it all; you may have even forgotten how you got to live so long. It could have been that night with the goddess of spring, or the mermaid's flesh you ate, the strange spring in the mountains, the unearthly energies from the yawning vortex, or even the crucible of wailing souls you encountered. You are witness to wonders and horrors both, and yet even still perhaps seek the city in you dreams.
Special Ability: You may use any untrained skill, even if you have no ranks in it, but you have a -2 penalty on the check if the skill is one you could not normally use untrained. You may also attempt to communicate in any known language with an Intelligence check (DC 15) to get a statement out correctly.
后续开放
剧透 - :
Ancestor
All members of your race consider you a revered ancestor.
Prerequisites: Wedded to History (Elder of Legend)
Benefit: Shift the attitude of anyone of your race one step closer to helpful. You receive a +2 bonus on Diplomacy checks made to shift the attitudes of anyone of your race.
Master's Voice
You can attempt to emulate the magical aura of other beings entirely.
Prerequisites: Use Magic Device 9 ranks, Wedded to History (Golden Ager)
Benefit: You may, as a full-round action that provokes attacks of opportunity, attempt to assert control over an unintelligent construct or undead. This requires a Use Magic Device check (DC 20 + creature's HD). If you succeed, you may, as a standard action, command it to perform any task it is capable of performing. Issuing commands takes a Use Magic Device check (DC 10 + creature's HD). You must make this check every round to keep it performing the action, and if you ever fail a check you must re-establish control first. In the presence of the creature's true master, you can never control it.
Packrat
You've got a mess of things.
Prerequisite: Appraise 1 rank, Wedded to History (Wanderer)
Benefit: You may carry up to 10 gp per level of mundane or alchemical items without designating exactly what they are. Once you designate an item, it becomes a normal part of your gear. Note how much weight you have allocated to these items. You may not add an item if its weight exceeds the amount you allocated for this purpose. You must then spend 8 hours of shopping to replenish this "gear space."
Pawn in the Great Game
The hand of fate will not let you die until it is through with you.
Prerequisite: Die Hard, Endurance, Wedded to History (Hand of Prophecy)
Benefit: Whenever you fall prey to an attack that reduces you from positive hit points to -10 hit points or fewer or fail a save against a death effect, you make a Fortitude save (DC 25 - your level). If you succeed, you find yourself alive with 1 hit point and with 2 points of Strength and Constitution drain.
Self-Medicating
You have learned to tend your own wounds and ailments, not to mention a few tricks that work on others, as well.
Prerequisite: Wedded to History (Survivor)
Benefit: You treat Heal as a class skill and can give yourself long term care. You can also heal yourself or others 1d4 + your Intelligence modifier hit points with a Heal check (DC 15). Doing so takes one minute and can only be done once per day per patient.
Shuffled Interior
Your vital organs are slightly off center.
Prerequisite: Great Fortitude, Wedded to History (Throwback)
Benefit: Whenever you are hit with a sneak attack or critical hit, there is a 25% chance that the extra damage is negated and the damage is rolled normally.
Voice of Bitter Experience
Your attachment to your vanished deity lets you spout a warning to others attached to their own hubris.
Prerequisite: Bluff 1 rank, Wedded to History (Apostle of the Lost)
Benefit: Whenever you face someone who casts divine spells, you may, as a standard action that does not provoke an attack of opportunity, attempt to unnerve him by speaking of your own deity or mistakes. Make a Bluff check opposed by the target's Sense Motive check. If you win, the target is shaken for the duration of the encounter. If your check beats the target by 5 or more, the victim is frightened for 1 round as well. This is a language dependent fear effect.
You have lost someone dear to you, and you seek her/him in your dreams.梦境术法(房规专长)Oneiromancy
前置:能够施展幻术系或惑控系法术
长期使用Pesh再加上一次意外,你发现自己处在前所未有的危机之中——你的意识有可能被困在了一个遥远而陌生的梦境空间里,又或者是在穿过幻梦境的时候,你的神智如同一颗坠落的流星一般,借着惯性击碎了若干层脆弱的梦境,甚至穿过了幻梦境本身,落到了此地。无论如何,你发现现在即使在清醒的时候,梦的力量依然充斥着你,你必须用尽你全部的意志才能抗拒它的呼唤。
好处:除非DM明确指出这一效果不再适用,否则在你施展任何幻术系或惑控系法术时DC+1,如同你同时具有法术专攻(幻术系)和法术专攻(惑控系)一般,但是这一效果和法术专攻以及高等法术专攻叠加。
特殊:你对所有惑控系和幻术系的豁免-1。
后续专长
抗拒梦魇(房规专长) Defy Nightmares
前置:梦境术法
好处:除非DM明确指出这一效果不再适用,否则当任何生物对你使用带有[恐惧]描述符的效果时,你能够骰两次豁免并取更佳的结果。此外,每天一次,当你成功地抵抗了一个针对你或是目标包含你的带有[恐惧]描述符的效果时,你能够以一个直觉动作让这一效果的来源同样成为该效果的目标,尽管假如成功的豁免无法完全抵消这一效应,你自己仍然必须承受这一效果。
举例:假如你在对抗Phantasmal Killer时的意志豁免失败但是强韧豁免成功,你依然要承受3d6点伤害。但是你可以以一个直觉动作让Phantasmal Killer的施法者也必须对自己的法术进行豁免。
Escape, escape, escape this world to which you never really belonged.幻想友伴(房规专长)Imaginary Friends
自从你小时候,人们便不断地走进你的人生又匆匆离开。你想让他们停留却无能为力。唯一始终伴随你左右的便是你幻想之中的朋友——即使在现在,他们也忠实地保护着你。而在这个世界,他们比任何时候都要强大。只要你向他们呼救,当你受到伤害时,只有你能够察觉到的朋友们将为敢于加害你的人带来痛苦。
好处:你获得如下类法术能力,CL如同HD,豁免DC基于魅力:
1/day - Karmic Aura, Karmic Backlash, Karmic Retribution
特殊:这些法术的效果实际上来自于只有你能看见的三个环绕着你的灵体,分别对应三个类法术能力。除去法术的效果之外,这些生物不具备影响物质的能力,此外这些生物具备所有灵体(Ethereal)生物的特质。识破隐形无法揭示他们的所在,但真知术能看到不定形的人影。假如这些生物之一被摧毁,你将随机失去一项类法术能力;假如三个生物全部被摧毁,你失去本专长的好处。在计算AC,豁免和HP时,幻想友伴使用鬼火(Will-o'-Wisp)的数据,并且获得不死生物特性,但是不获得其他能力。
后续专长
奇想成真(房规专长)Conjured Phantasmagoria
前置:幻想友伴
在这个世界,只要你希望,你想象中的一切都能干扰现实。
好处:你获得如下类法术能力,CL如同HD,豁免DC基于魅力:
1/day - Retributive Image
特殊:假如你失去幻想友伴的好处,你也将失去这一专长的好处。
相关法术
Karmic Aura
剧透 - :
(Complete Mage, p. 108)
Abjuration
Level: Hexblade 1, Sorcerer 1, Wizard 1, Spellthief 1,
Components: V,
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You feel the currents of fate flow through you, tugging on the strings of chance.
While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell's effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.
Karmic aura, karmic backlash, and karmic retribution interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately).
For example, suppose you have all three spells active when a foe strikes you. He first attempts to save against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if he had failed his saves against both that spell and karmic aura. Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.
Karmic Backlash
Karmic Retribution
Retributive Image
剧透 - :
(Complete Mage, p. 116)
Illusion (Pattern) [Mind-Affecting]
Level: Sorcerer 5, Wizard 5,
Components: V, S,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration + 3 rounds
Saving Throw: Will disbelief (if interacted with), then Will partial
Spell Resistance: Yes
As though drawn straight from your imagination, the image you envision springs into existence.
You create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects. This effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it. Anyone who successfully disbelieves the illusion endures a mental backlash that deals 1d6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round. A successful Will save halves the damage and negates the dazed effect.