作者 主题: 【LotFW】《第一世界传承》(Legacy of the First World)  (阅读 57651 次)

副标题: 校对:诺莉莉 希尔 已完工,欢迎捉虫

离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #10 于: 2017-09-10, 周日 08:50:23 »
双子塔下BENEATH THE TOWERING TWINS
      古老者因博莱克斯化形为两尊相同的雕像,这对雕像看上去像是一对雌雄同体的爬行类人生物,而他们的手紧紧地握在一起。虽然在混乱的阿诺菲亚斯城中的双子雕塑看起来并不像是活着的,但这个存在有时会用一种轰鸣般的心灵之声或者奇异的梦境来呈现出物理形态。在一些很少见的情况中,被阿诺菲亚斯城的居民带到雕像附近的未出生的婴儿会受到这两个雕像的影响。这些“双塔之子”经常可以在之后的人生中开发出神秘的力量。下列新规则选项适合这些孩子的后代或者忠于因博莱克斯的信徒。
剧透 -   :
Standing several hundred feet tall, the Eldest called Imbrex takes the form of two identical statues of androgynous, vaguely reptilian humanoids clasping hands. Although the twin statues residing in the sprawling city of Anophaeus do not appear to be alive, the entity occasionally communicates using a booming psychic voice or strange dreams that take on physical forms. Rarely, the unborn carried by residents of Anophaeus are affected by coming into proximity with the statues. These “children of the Twins” often develop mysterious powers later in life. The following new rules are suited for characters descended from these children or loyal to Imbrex.

双子召唤师TWINNED SUMMONER (召唤师变体)

双子召唤师反映了因博莱克斯联系的天性,他和他的幻灵在除了进化和装备这种明显的区别外看起来一模一样。

双子幻灵:双子召唤师的幻灵只能是二足型幻灵。一个解放召唤师的幻灵则只能是双子幻灵(见下文)。如果召唤师的天生体型比中型小,双子召唤师的幻灵则必须为小型。如果双子召唤师不是二足型生物,那么这个能力可能会需要其它基础形态或者亚种来与双子召唤师的天生形态相符,这由GM来决定。

团队专长(Teamwork Feats,Ex):在4级和12级时,双子召唤师获得奖励的团队专长。他必须满足所选团队专长的先决条件。双子召唤师将自动把他所有的团队专长赋予给他的幻灵。幻灵不需要满足这些团队专长的先决条件。
这个能力替换了幻灵护体和强力幻灵护体。

双子易位(Winned Transposition,Su):在6级时,以一个标准动作,双子召唤师可以交换他与幻灵的位置,就如同使用了任意门一样,这将使用双子召唤师的施法者等级。如果幻灵在范围外,那么这个能力就会被浪费掉。如果双子召唤师或者他的幻灵比对方占据了更多的方格,如果可能的话,那么它们就需要去分别占据一个或多个被对方占据过的格子,如果没有这个可能,它们也需要尽可能地接近上述状况。双子召唤师可以在6级每天使用这个能力一次,在6级之后的每4级获得一次额外的使用次数。在8级时,他可以以一个迅捷动作使用这个能力。
这个能力替换了主宰呼唤和位置转换。

双子召唤师(Twin Summoner,Su):在16级时,双子召唤师可以以一个标准动作接触他的幻灵,提升它与召唤师本人的相似度。幻灵会失去所有来自进化的体型增长和天生武器,并且他的智力、感知、魅力变得和召唤师的基础属性值一样。幻灵可以施放任何召唤师的已知法术,使用召唤师的施法者等级和法术位。这不会从召唤师的物品,专长,或者其它影响法术施放的效果中获得增益。幻灵可以保持这个形态等同于召唤师等级的分钟数。这些时间不需要连续,但是每次至少使用1分钟。
这个能力替换了融合形态职业特性。
剧透 -   :
Reflecting the connected nature of Imbrex, a twinned summoner and his eidolon appear identical save for any obvious differences, such as evolutions or equipment.
Twinned Eidolon: The twinned summoner’s eidolon is restricted to the biped base form. An unchained summoner’s eidolon is instead restricted to the twinned eidolon subtype (see below). If the summoner’s natural size is smaller than Medium, the twinned summoner’s eidolon must be Small. This ability may require a different base form or subtype to match the twinned summoner’s natural form, at the GM’s discretion, if the twinned summoner is not a bipedal creature.
Teamwork Feats (Ex): At 4th level and at 12th level, a twinned summoner gains a bonus teamwork feat. He must meet the prerequisites of the selected teamwork feat. The twinned summoner automatically grants all of his teamwork feats to his eidolon. The eidolon doesn’t need to meet the prerequisites of these teamwork feats.
This ability replaces shield ally and greater shield ally.
Twinned Transposition (Su): At 6th level, as a standard action, a twinned summoner can swap locations with his eidolon as if each were using dimension door, using the twinned summoner’s caster level. If the eidolon is out of range, the ability is wasted. If either the twinned summoner or his eidolon occupies more squares than the other, each must occupy one or more squares that were occupied by the other if possible, or as close as possible if not. The twinned summoner can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th. At 8th level, he can use this ability as a swift action.
This ability replaces maker’s call and transposition.
Twin Summoner (Su): At 16th level, a twinned summoner can touch his eidolon as a standard action, enhancing its similarity to the summoner. The eidolon loses any natural weapons or size increases gained from evolutions, and its Intelligence, Wisdom, and Charisma scores change to match the base scores of the summoner. The eidolon can cast any of the summoner’s spells known using the summoner’s caster level and spell slots. It doesn’t gain the benefit of any of the summoner’s items, feats, or other effects that affect spellcasting. The eidolon can keep this form for a number of minutes per day equal to the summoner’s class level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.
This ability replaces the merge forms class feature.

双子幻灵TWINNED EIDOLON (幻灵亚种)

就像召唤师一样,双子幻灵学会了该如何使用武器和魔法。当双子幻灵在伦理上比大多数幻灵更为灵活时,它们坚持自己和召唤师处于同等的地位而不是它们的仆从。它们和召唤师的思维方式保持了高度的一致,它们会给同一个问题提供相同的答案,并对于突发事件有着相似的反映。这个亚种只能被双子召唤师选取。

阵营:任意

基础形态:二足型(肢体[臂],肢体[腿])

基础进化:双子幻灵获得武器训练进化。双子幻灵还可以获得技能精通(易容)进化,这个进化提供的种族加值会在幻灵伪装成双子召唤师的时候翻倍。

引用
在4级时,双子幻灵每天可以以类法术能力施放召唤师的法术一次。这个法术必须在幻灵召唤师的已知列表中,而且必须比召唤师可以施放最高环级的法术低一环。幻灵必须拥有10+法术环级的魅力值。这个类法术能力的施法者等级等于幻灵的生命骰-2。豁免DC等于10+幻灵HD的一半+幻灵的魅力调整值。

在8级时,双子幻灵获得分享奇物位进化(见下文)。

在12级时,双子幻灵获得DR5/魔法,并且会获得额外专长进化(见下文)。

在16级时,双子幻灵获得技能精通和属性提升进化,这将会应用到召唤师所选择的技能和属性值上。在20级时,双子幻灵获得快速医疗5。
剧透 -   :
Just like a summoner, a twinned eidolon learns to use weapons and magic. While twinned eidolons are ethically more flexible than most eidolons, they are quite adamant about being treated as equals and not as servants. They demonstrate an eerie consistency with the summoner’s manner of thinking, providing similar answers to questions and reacting similarly to startling events. This subtype is restricted to twinned summoners.
Alignment: Any.
Base Form: Biped (limbs [arms], limbs [legs]).
Base Evolutions: A twinned eidolon gains the weapon training evolution. The twinned eidolon also gains the skilled (Disguise) evolution. The racial bonus provided by this evolution is doubled when the eidolon is impersonating the twinned summoner.
At 4th level, a twinned eidolon can cast a summoner spell once per day as a spell-like ability. The spell must be one known by the eidolon’s summoner and must be at least 1 level lower than the highest-level spell the summoner can cast. The eidolon must have a Charisma score of at least 10 + the spell level. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice minus 2. The save DC is 10 + half the eidolon’s HD + the eidolon’s Charisma modifier.
At 8th level, a twinned eidolon gains the shared slot evolution (see below).
At 12th level, a twinned eidolon gains DR 5/magic. The eidolon also gains the extra feat evolution (see below).
At 16th level, a twinned eidolon gains the skilled evolution and the ability increase evolution, applied to a skill and an ability score of the summoner’s choice. At 20th level, a twinned eidolon gains fast healing 5.
进化EVOLUTIONS
任何侍奉双子召唤师的幻灵在满足了先决条件之后都能选择下列新的进化。这些进化不能被异界形态能力所选取。
剧透 -   :
Any eidolon that serves a twinned summoner and meets the prerequisites can take the following new evolutions. These evolutions cannot be selected with the aspect ability.
进化型态I 1-POINT EVOLUTION
下列进化花费进化池中1点进化点。
剧透 -   :
The following evolution costs 1 point from the eidolon’s evolution pool.
分享进化(Shared Evolution,Su):选择一个幻灵所拥有的进化型态I或者进化型态II中的进化。以一个标准动作,幻灵可以接触召唤师,并将所选的进化赋予给他。这将如同召唤师的异界形态能力般生效,并拥有相同的限制。召唤师可以以一个标准动作接触幻灵将进化返还给幻灵。在幻灵被召唤师驱散或者送回它的母位面的时候,进化将会自动返回到幻灵那里。
剧透 -   :
Shared Evolution (Su): Select a 1-point or 2-point evolution the eidolon has. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to him. This functions as the summoner’s aspect ability, and the same limitations apply. The summoner can touch the eidolon as a standard action to return the evolution. The evolution returns to the eidolon automatically if the eidolon is dismissed by the summoner or sent back to its home plane.
进化形态II 2-POINT EVOLUTIONS
下列进化花费进化池中2点进化点。
剧透 -   :
The following evolutions cost 2 points from the eidolon’s evolution pool.
额外专长(Extra Feat,Ex):幻灵获得一个额外专长。它必须满足这个专长的先决条件。
剧透 -   :
Extra Feat (Ex): The eidolon gains an extra feat. It must meet the prerequisites of the feat.
分享奇物位(Shared Slot,Ex):选择一个奇物位。当幻灵在这个奇物位装备了奇物之后,即使是召唤师在同一个位置装备了奇物,这个奇物也可以生效。这个进化可以被选取多次,每次幻灵选取这个进化时,它都会应用到一个新的奇物位上。
剧透 -   :
Shared Slot (Su): Select a magic item slot. A magic item worn by the eidolon in that slot remains active even if the summoner is also wearing a magic item in that slot. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new slot.
团队专长TEAMWORK FEATS
下列团队专长对于双子召唤师、猎人、骑将以及其他偏好团队战术的角色来说很有用。
剧透 -   :
The following new teamwork feats are useful to twinned summoners, cavaliers, hunters, and other characters who favor teamwork tactics.
法术导管Conduit Casting (团队)
你的魔法流经你的盟友。
先决条件:法术辨识3级。
专长效果:当你和拥有该专长的盟友距离30呎内时,你可以在施放法术或者使用类法术能力时引导你的魔法穿过她,只要她在职业法术列表中拥有这个法术或者拥有以类法术能力施放它的能力。这个法术的距离不能是个人。当你完成该法术的施放时,盟友需要使用一个直觉动作来作为你的法术导管。你的盟友必须通过专注来作为这个法术的导管,就像是她在施放这个法术一样,这个法术因为她在必须的专注检定中失败而丢失(比如来自伤害,或者防御式施法)。如果这个法术被成功施放,起源点将是盟友占据的空间而不是你的。在决定施法者等级,豁免DC,以及类似的情况时,使用你的施法者等级,但你的盟友来选择被影响的目标或区域,并由她来投法术所需要的任何攻击骰。
剧透 -   :
Your magic flows through your ally.
Prerequisite: Spellcraft 3 ranks.
Benefit: Whenever you are within 30 feet of an ally who also has this feat, you can channel your magic through her when casting a spell or using a spell-like ability, provided that she has the spell on her class list or has the ability to cast it as a spell-like ability. The spell cannot have a range of personal. When you finish casting the spell, the ally may spend an immediate action to act as your conduit. Your ally must concentrate to act as the conduit for the spell, just as if she were casting the spell, and the spell is lost if a concentration check is required and she fails (such as from damage, or to cast the spell defensively). If successfully cast, the spell originates from the ally’s space instead of yours. You remain the spell’s caster for the purpose of determining the caster level, saving throw DC, and so on, but your ally selects the targets or area affected and makes any required attack rolls for the spell.
精通包抄Improved Outflank(战斗,团队)
你能轻而易举地找到敌人防御的薄弱之处。
先决条件:包抄APG,BAB+6
专长效果:当你和一名同样拥有这个专长的盟友威胁同一个敌人时,若你邻接一个没有被占据的方格,并且你身处该方格时可以与该名盟友形成夹击,那么你视作夹击这名敌人。
通常情况:你必须处于盟友的正对角来夹击一名对手。
剧透 -   :
Improved OutfLank (Combat, Teamwork)
You can easily find openings in your enemies’ defenses.
Prerequisites: OutflankAPG, base attack bonus +6.
Benefit: Whenever you and an ally who also has this feat are threatening the same foe, you are considered to be flanking that foe if you are adjacent to an unoccupied square from which you would be able to flank the foe with your ally. Normal: You must be positioned opposite an ally to flank an opponent.
精通精淮打击Improved Precise Strike (战斗, 团队)
你对于时间的精淮把控和嫺熟的团队合作让你能够痛击敌人的伤处。
先决条件:敏捷13,精淮打击APG,基本攻击加值+4
专长效果:当你通过精淮打击造成额外伤害时,你会同时造成1点流血伤害。这个流血伤害不会与自身叠加。
剧透 -   :
Your precise timing and smooth teamwork allow you to strike a foe where it hurts.
Prerequisites: Dex 13, Precise StrikeAPG, base attack bonus +4.
Benefit: Whenever you deal additional damage with Precise Strike, you also deal 1 point of bleed damage. This bleed damage does not stack with itself.
协同法术Spell Synergy(团队)
你和你的一位盟友可以增强有益法术的效果。
先决条件:法术辨识5级
专长效果:当你邻接同样拥有该专长的盟友,并且你们两个都处于同一个法术或者类法术能力的影响下时,你可以在自己身上增强这个法术的效果。以一个直觉动作,你可以将影响你和你盟友的法术的施法者等级提高3级。这种施法者等级的提升不会影响法术的持续时间或者法术对除了你以外其他人的效果。这种提升不会与其他任何会提升这个法术施法者等级的效果叠加。
剧透 -   :
You and an ally can amplify the effects of beneficial spells.
Prerequisite: Spellcraft 5 ranks.
Benefit: Whenever you are adjacent to an ally who also has this feat and both of you are affected by the same spell or spell-like ability, you may amplify the spell’s effect on yourself. As an immediate action as the spell affects you and your ally, you can increase the effective caster level of the spell by 3. This increase in caster level doesn’t affect the spell’s duration or the effects for any target of the spell other than yourself. The increase doesn’t stack with any other effects that might increase the spell’s caster level.

精通包抄使用了炼金术士卡莉的翻译,以下是链接
http://www.goddessfantasy.net/bbs/index.php?topic=83830.msg871795#msg871795
« 上次编辑: 2018-01-31, 周三 12:58:27 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #11 于: 2017-09-10, 周日 08:51:21 »
提灯王之光ILLUMINATED BY THE LANTERN KING
      虽然提灯王常常以一个漂浮的球状光芒出现,并伴随著欢脱响亮的声音,但其实提灯王为了追求自己的恶作剧效果可以变成任何形态。提灯王并不是邪恶的,他更像是混乱和熵的代言人,他坚持说自己恶作剧的根本目的是为了让第一世界变成一个不那么无聊的地方(虽然只有像提灯王这样的极少数人才会以这种方式描述这个无穷变幻的位面)。但无论如何,他的恶作剧看起来对受害者充满了恶意,虽然他已经声明过他的用意并不是那样。许多提灯王的追随者是变形者,欺诈师,或者两者皆是。尽管提灯王对于他的信徒不怎么关心,但是他会很乐意把力量借给那些想要播种混乱和困惑的人,尤其是在这些人通过骗局,伪装,狡诈,恶作剧来达到这一目的时。下列新的规则对于提灯王的信众,以及来自第一世界提灯王化形侍从后裔的角色来中非常适用。
剧透 -   :
Though usually appearing as a ball of floating light with a booming, merry voice, the Lantern King assumes any form necessary for pursuing his many pranks. The Lantern King is not evil, but rather an agent of chaos and entropy; he insists that the sole purpose of his trickery is to make the First World a less boring place (though few but the Lantern King himself would ever describe the changeable plane in such terms). Nevertheless, his mischief may seem malicious to his victims, regardless of his claimed intent. Many of the Lantern King’s followers are shapeshifters, tricksters, or both. Although the Lantern King cares little for his worshipers, he happily lends power to those who want to sow chaos and confusion, especially through deception, disguise, guile, and trickery. The following new rules are well-suited for followers of the Lantern King and descendants of his many shapeshifting acolytes in the First World and beyond.

调皮精FEY PRANKSTER  (诗人变体)

调皮精就像提灯王本人一样顽皮狡诈,他们学会了使用超自然的把戏来让他们的受害者遭受事故和霉运。

捣蛋天赋(Mischievous Talent,Ex):调皮精将她一半等级(至少为1)加到唬骗,易容,手上功夫以及隐匿技能检定上,并能在未受训的情况下尝试手上功夫检定。
这个能力替换了逸闻知识。

吟游表演:调皮精获得下列吟游表演能力。

引用
愚拙之歌(Song of Clumsiness,Su):调皮精可以用这个表演来让30呎内能够听见她的敌人遭受看似随机的霉运。任何在这个范围的敌人在拔出武器或者从背包以及类似的容器中取出物品时,这些东西都会立即掉到地上,他们也会在他们的回合中第一次进入困难地形方格时摔倒。一个生物可以通过一个成功的反射豁免(DC=10+1/2调皮精的诗人等级+她的魅力调整值)来无视一个特定的效果,但敌人必须在愚拙之歌的持续时间内对每一个潜在的效果分别做一个检定(比如拔出多把武器时)。愚拙之歌是一个惑控(胁迫),影响心灵的能力,并且依赖于听觉成分。
这个能力替换了破咒曲。

煽动不安(Incite Unreliability,Su):调皮精可以使用她的表演来让一个目标在不安中战斗,目标就像被次等困惑术影响了一样。目标需要在调皮精30呎内并且能够听到调皮精的表演才能被影响。只要目标可以听见这个表演,这个效果就会一直持续下去。成功通过意志豁免(DC=10+1/2调皮精吟游诗人等级+她的魅力调整值)的目标可以让这个效果无效,并在24小时内对同一个调皮精的煽动不安能力免疫。煽动不安是一个惑控(胁迫),影响心灵的能力,并且依赖听觉成分。
这个能力替换了激发勇气。

恶毒讥讽(Embarrassing Satire,Su):在8级时,调皮精猛烈的讽刺可以在目标的脸上生成让人痛苦的水泡和丑陋的疣。调皮精可以选择一个30呎内的目标让他因为面部那些难受的疣而陷入恶心。只要目标还在调皮精30呎内并且调皮精还在继续著表演,恶心效果就会一直持续下去,疣则会在之后保持一天。恶毒讥讽是一个依赖于语言的影响心灵的能力,并且这个能力依赖于听觉成分。
这个能力替换了末日丧歌。

阴招大师(Dirty Trickster,Ex):在2级时,调皮精获得精通阴招APG作为奖励专长,当一个专长拥有精通阴招作为先决条件时,在满足该专长先决条件时你将会被视作拥有寓守于攻。
这个能力替换了通晓音律。

恶作剧主宰(Master of Mischief,Ex):在5级时,调皮精可以在唬骗,易容,手上功夫,或者隐匿技能检定上取10(只要她在这些技能上有等级),即使是在分心或者处于危险的情况下。除此之外,每天一次,调皮精可以在上述技能中的一个取20(要她在这些技能上有等级)。她可以在诗人等级5级之后的每6级获得一次额外的使用次数,在17级时达到最多3次。
这个能力替换了博学。
剧透 -   :
Sly and mischievous like the Lantern King himself, fey pranksters learn supernatural tricks that can cause their victims to suffer mishaps and accidents.
Mischievous Talent (Ex): A fey prankster adds half her class level (minimum 1) on Bluff, Disguise, Sleight of Hand, and Stealth skill checks, and can attempt Sleight of Hand checks untrained.
This ability replaces bardic knowledge.
Bardic Performance: A fey prankster gains the following types of bardic performance.
Song of Clumsiness (Su): A fey prankster can use this performance to cause enemies within 30 feet that can hear her to suffer seemingly random mishaps. Any enemy in this area that draws a weapon or retrieves an item from a backpack or similar container immediately drops it, and falls prone the first time it enters a square of difficult terrain during its turn. A creature can negate a specific effect with a successful Reflex saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier), but an enemy must attempt a separate save for each potential effect during the song of clumsiness (for example, if it draws multiple weapons). Song of clumsiness is an enchantment (compulsion), mind-affecting ability that relies on audible components.
This ability replaces countersong.
Incite Unreliability (Su): A fey prankster can use her performance to manipulate a single target into fighting erratically or haphazardly, as though affected by lesser confusion. To be affected, the target must be within 30 feet and able to hear the fey prankster’s performance. The effect persists for as long as the target can hear the performance. A target that succeeds at a Will saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier) negates the effect and becomes immune to incite unreliability from the same fey prankster for 24 hours. Incite unreliability is an enchantment (compulsion), mind-affecting ability that relies on audible components.
This ability replaces inspire courage.
Embarrassing Satire (Su): At 8th level, a fey prankster’s powerful satire raises painful blisters and ugly boils on the face of her target. The fey prankster selects one target within 30 feet to become sickened from the uncomfortable facial boils. The sickened effect continues for as long as the target is within 30 feet and the fey prankster continues the performance, though the boils remain for 1 day afterward. Embarrassing satire is a language-dependent, mind-affecting ability that relies on audible components.
This ability replaces dirge of doom.
Dirty Trickster (Ex): At 2nd level, a fey prankster gains Improved Dirty TrickAPG as a bonus feat and counts as having Combat Expertise for the purpose of meeting the prerequisites of feats that have Improved Dirty Trick as a prerequisite.
This ability replaces well-versed.
Master of Mischief (Ex): At 5th level, a fey prankster can take 10 on a Bluff, Disguise, Sleight of Hand, or Stealth skill check (if she has ranks in that skill), even if distracted or endangered. In addition, once per day, the fey prankster can take 20 on one these skill checks (if she has ranks in that skill). She can use this ability one additional time per day for every 6 bard levels she has beyond 5th, to a maximum of three times per day at 17th level.
This ability replaces lore master.

变形SHAPECHANGER(血脉狂怒者血脉)

变形怪,无面潜伏者,兽化人或者其它拥有变形能力的种族的血液流淌在你的血管中。

奖励专长:闪避,快速移动,精通先攻,精通徒手击打,闪电反射,猛力攻击,武器专攻

奖励法术:人类变巨术(7级),变身术(10级),飞行术(13级),石肤术(16级)

血脉之力:在你血怒的时候你血脉中的变化之力将会出现。

改变形态(Shifting Aspect,Su):在1级时,你在血怒的时候获得化兽态APG专长的好处。作为进入血怒的一部分,你可以选择四种展露形式的其中一种来在血怒持续时间中对你造成影响。

自发变形(Spontaneous Change,Sp):在4级时,当你进入血怒时,你可以以一个迅捷动作施放一个只影响你的变化系法术,只要这个法术的施法时间不超过1轮。法术会在你血怒的过程中一直持续,而不是法术的通常持续时间。你只能用这个能力施放你所知的血脉狂怒者法术。

进化形态(Evolving Aspect,Su):在8级时,你获得化兽态APG作为奖励专长,即使你并不满足先决条件。如同正常使用这个专长,你必须选择一个展露形式,即使你没有处于血怒状态时也能获得它的好处。当你进入血怒时,你在血怒期间获得第二个展露形式的好处。

野兽之肤(Beastskin,Su):在12级时,当你进入血怒时,你可以让你的皮肤变得更厚更加充满兽性。你从血脉狂怒者等级获得的伤害减免提升2点,但是这可以被银质武器击破。你的天生武器(包括徒手击打)将会在击破伤害减免时视作银质武器。

金蝉脱壳(Shed Skin,Su):在16级时,当你血怒结束时,你可以选择一个正在影响你的法术或者类法术能力,并以一个直觉动作解除它的效果。做一个解除检定(1d20+血脉狂怒者等级)就如同你施放了解除魔法一样。如果你成功了,这个效果就会被解除。

化形真意(True Shapeshifter,Sp):在20级时,除非你是自愿成为目标,否则所有的变化系法术和效果都不能对你生效,你同时可以随意以类法术能力施放高等变形术,施法者等级等于你的血脉狂怒者等级,并且这个高等变形术的目标只能是你自己。这些好处在你未处于血怒状态时也会生效。
剧透 -   :
The blood of doppelgangers, faceless stalkers, lycanthropes, or other shapechangers courses through your veins.
Bonus Feats: Dodge, Fleet, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Weapon Focus.
Bonus Spells: Enlarge person (7th), alter self (10th), fly (13th), stoneskin (16th).
Bloodline Powers: Transformative powers in your blood emerge when you bloodrage.
Shifting Aspect (Su): At 1st level, you gain the benefit of the Aspect of the BeastAPG feat while bloodraging. As part of the action to enter a bloodrage, you can choose any one of the four manifestations to affect you for the duration of your bloodrage.
Spontaneous Change (Sp): At 4th level, when entering a bloodrage, you can cast a transmutation spell that affects only you as a swift action, provided that the spell’s normal casting time is 1 round or shorter. The spell lasts for as long as you continue bloodraging, regardless of the spell’s normal duration. You can use this ability only to cast bloodrager spells you know.
Evolving Aspect (Su): At 8th level, you gain Aspect of the BeastAPG as a bonus feat even if you don’t meet the prerequisites. As normal for the feat, you must choose one of the manifestations, and you gain its benefits even while not bloodraging. When you enter a bloodrage, you can choose a second manifestation to affect you simultaneously for the duration of your bloodrage.
Beastskin (Su): At 12th level, when entering a bloodrage, you can cause your skin to grow thicker and more bestial. Your damage reduction from your bloodrager levels increases by 2, but it can be bypassed with silver weapons. Your natural attacks (including unarmed strikes) are then treated as silver for the purpose of overcoming damage reduction.
Shed Skin (Su): At 16th level, when your bloodrage ends, you can choose one spell or spell-like ability affecting you and attempt to shake it off as an immediate action. Attempt a dispel check (1d20 + your bloodrager level) as if you were casting dispel magic. If you succeed, the effect is dispelled.
True Shapeshifter (Sp): At 20th level, you are immune to all transmutation spells and effects unless you are a willing target. You can also use greater polymorph at will as a spell-like ability with a caster level equal to your bloodrager level targeting only yourself. These effects function even while you’re not bloodraging.

变形SHAPECHANGER (术士血统)

通过引导你血脉中变形生物先祖的力量,你获得的能力可以让你改变你的形态并改变的相貌和物理能力。

本职技能:易容

奖励法术:易容术(3级),变身术(5级),飞行术(7级),野兽形态II(9级),变形术(11级),转变术(13级),高等变形术(15级),骇人外形UC(17级),形体变化(19级)

奖励专长:战斗施法,闪避,法术延时,强韧加强,精通先攻,闪电反射,技能专攻(易容),健壮

血统奥秘:你非常擅长改变自身的魔法。你所施放的只影响你自己的变化系法术的施法者等级视为比原来高1级。

血统力量:你的血统赋予了下列血统力量。

铁拳无双(Hardened Fists,Su):在1级时,你可以以一个自由动作让你的拳头变大,硬化,并粗砺。你的徒手攻击造成的伤害将会视作比原来的体型大一级,并且造成的是致命伤害,而且不会引发借机攻击。如果你拥有爪抓,它们将会转而受到影响,它们造成的伤害将会视作比原来的体型大一级。你每天可以使用这个能力的轮数等3+你的魅力调整值。这些轮数不需要是连续的。

易变血肉(Mutable Flesh,Su):在3级时,每天一次,当你对自己施放一个分钟级的变化法术时,你可以将它的持续时间提升到每等级10分钟。在9级时,你可以将这个法术的持续时间提升到每等级1小时。

血肉漩涡(Vortex of Flesh,Su):在9级时,每天一次,你可以暂时将自己转变成一团不稳定的几何形体的混合物,以一个标准动作痛击半径20呎弥散范围内的所有生物。这次攻击将会造成每术士等级1d6点钝击,穿刺,以及挥砍伤害。如果你从让你击破伤害减免的法术或者效果中获益(比如魔牙术),这次攻击会忽略掉对应的伤害减免。范围内的生物可以做一个反射豁免(DC=10+1/2术士等级+魅力调整值)来让伤害减半。在17级时,你每天可以使用这个能力2次。在20级时,你每天可以使用这个能力3次。

究极变化(Superior Transformation,Su):在15级时,你主宰了你的形体,并且你完全理解了所有改变形体法术的真意。除非你是一个自愿的目标,否则你将免疫变形效果。每天1次,当你对自己施放变形法术时,除开通常法术的效果外,你还可以选择获得60呎飞行速度(机动性一般),60呎游泳速度,或者增加你的陆地速度30呎。

无定形态(Amorphous Anatomy,Su):在20级时,你的要害器官迅速地变化,它们持续地变化著自己的形态和大小,以便最好地保护你。你将免疫重击和偷袭。除此之外,你获得60呎盲视和伤害减免5/—。你将在1轮后自动治癒物理地失明和耳聋,并获得新的感官来替换坏掉的;你不能以其它方式再生失去的部分身体。
剧透 -   :
Channeling the power of your shapeshifting ancestors that you carry in your blood, you gain powers that allow you to change your shape and alter your appearance and physical abilities.
Class Skill: Disguise.
Bonus Spells: Disguise self (3rd), alter self (5th), fly (7th), beast shape II (9th), polymorph (11th), transformation (13th), greater polymorph (15th), frightful aspectUC (17th), shapechange (19th).
Bonus Feats: Combat Casting, Dodge, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Disguise), Toughness.
Bloodline Arcana: You are very skilled with magic that transforms you. Transmutation spells you cast only on yourself affect you as though your caster level were 1 higher.
Bloodline Powers: Your bloodline grants you the following powers.
Hardened Fists (Su): At 1st level, you can make your fists grow large, callused, and gnarled as a free action. Your unarmed strikes deal damage as though you were one size category larger, deal lethal damage, and do not provoke attacks of opportunity. If you have claws, they are affected instead, and they deal damage as though you were one size category larger. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Mutable Flesh (Su): At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.
Vortex of Flesh (Su): At 9th level, you can momentarily change into an amalgam of erratic geometric shapes once per day, lashing out at every creature in a 20-foot-radius spread around you as a standard action. This attack deals 1d6 points of bludgeoning, piercing, and slashing damage per sorcerer level. If you benefit from a spell or effect that allows you to overcome damage resistance with your natural attacks (such as magic fang), this attack ignores DR of the same type. Those caught in the area can attempt a Reflex saving throw (DC = 10 + half your sorcerer level + your Charisma modifier) for half damage. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Superior Transformation (Su): At 15th level, you become master of your own shape and you fully understand the intricacies of all shape-changing magic. You are immune to polymorph effects unless you are a willing target. Once per day when you cast a polymorph spell on yourself, in addition to the normal effects of the spell, you can choose to gain a fly speed of 60 feet (average maneuverability), a swim speed of 60 feet, or an increase to your base land speed of 30 feet.
Amorphous Anatomy (Su): At 20th level, your vital organs shift position, and as a rule they are constantly changing their shape and size to best protect you. You gain immunity to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—. You automatically recover from physical blindness or deafness after 1 round by growing new sensory organs to replace the compromised ones; you cannot otherwise regenerate lost body parts.
« 上次编辑: 2018-02-14, 周三 17:29:22 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #12 于: 2017-09-10, 周日 08:54:29 »
忧郁之主的侍从SERVANT OF THE MELANCHOLY LORD
      忧郁之主——失落王子是司掌被遗忘之物,悲伤,孤独的古老者。黑暗和忧伤就如同他所居住的那座破败孤独的高塔,但失落王子拥有的虔心信徒却出人意料的多,这些信徒和他一样样不对生活怀有任何积极的希望,而且也承受着忧郁和低潮,在他们人生中的大部分时间中都被选择和环境所困扰。忧郁之主同时也是历史学家和学者的庇护主,这些学者和历史学家和失落王子一样沉迷于多重宇宙中那些被遗忘的历史。作为一个难以企及的角色,失落王子很少会直接与它的信徒们互动。虽然失落王子对信徒并没有对访客那样冷淡,但是他希望这些人凭借自己去过自己的生活。失落王子很少与其他生物交往,他一直试着摆脱困扰自己的忧郁,但这常常无果而终。尽管失落王子固执地隐居了起来,但仍然有人会去选择追随这位面色忧郁的王子,这些人会理解到在孤独之中有着强大的力量,同时也是一件可怕的武器。下列新规则很适合拥有失落王子血脉或者忠于失落王子的角色。
剧透 -   :
The melancholic Lost Prince is the Eldest of forgotten things, sadness, and solitude. Dark and brooding just like the lonely, crumbling tower he inhabits, the Lost Prince has a surprisingly large court of devoted followers who share his grim outlook on life, suffer from depression, or spend most of their time alone by choice or circumstance. The Melancholy Lord also serves as a patron for historians and scholars who share his fascination with the forgotten history of the multiverse. A distant figure, the Lost Prince only occasionally interacts with his followers directly. Although devotees are not unwelcome as visitors, he expects them to function principally on their own. He engages with other creatures only rarely, usually in a fruitless attempt to shed some of the loneliness that constantly haunts him. Those that choose to follow the frowning prince despite his stubborn reclusiveness may learn that there is great strength in solitude and that isolation is a terrifying weapon. The following new rules are appropriate for characters descended from, or loyal to, the Lost Prince.

隐士HERMIT (先知变体)

隐士是从孤独中获得先知之力的隐居者,他们居住在沙漠深处,高山之巅,或者其他与世隔绝的地方。与人迹罕至之地的联结给予了隐士规避他敌人的力量。

秘示域:隐士必须选择将生存加入他本职技能列表的秘示域,像是自然秘示域或岩石秘示域。

先知诅咒:隐士必须在1级时选择隐居诅咒(见下文)。

奖励法术:目盲/耳聋术(4级),极度绝望(8级),力墙术(12级),迷宫术(16级)
这些奖励法术替换了在这些等级上一般的先知秘示域奖励的法术。

启示:隐士必须在列出的等级选取下列启示。
引用
遁世奔行(Recluse’s Stride,Su):你的基础速度提高10呎。在5级时,每轮一次,当你离开一个方格时,你可以将这个方格视作没有被任何你能看到的敌人所威胁。在10级时,你可以以一个移动动作将自己传送等同于你陆地基础速度的距离(就如同使用了次元门),但在你使用这个能力的时候你周围10呎不能有任何的生物,在你的终点周围10呎也不能有任何的生物。你每天可以传送等同于3+你的魅力调整值的次数。
你必须在1级时选取这个启示。

遗世独立(Fade from Memory,Su):在7级时,在你回合结束的时候如果你周围10呎没有任何的生物,以一个自由动作,你可以在你下个回合开始之前获得20%的掩蔽。在14级时,你在你下个回合开始之前将转而获得50%的掩蔽。你每天可以使用这个能力的次数等同于你的先知等级。
你必须在7级时选择这个启示。

推荐秘示域:苍天,生命,自然,岩石
剧透 -   :
A hermit is a recluse who gained her oracular powers from isolation in a deep desert, on a mountain peak, or in another secluded location. A connection to untraveled places gives the hermit powers to evade his enemies.
Mystery: A hermit must choose a mystery that adds Survival to his list of class skills, such as nature or stone.
Oracle’s Curse: A hermit must choose the reclusive curse (below) at 1st level.
Bonus Spells: Blindness/deafness (4th), crushing despair (8th), wall of force (12th), maze (16th).
These bonus spells replace the oracle’s normal mystery bonus spells at these levels.
Revelations: A hermit must take the following revelations at the listed levels.
Recluse’s Stride (Su): Your base speed increases by 10 feet. At 5th level, once per round when leaving a square, you can treat the square as though it isn’t threatened by any opponents that you can see. At 10th level, you can teleport a distance equal to your base land speed (as per dimension door) as a move action, provided that there are no other creatures within 10 feet of you when you use this ability and no other creatures within 10 feet of your destination. You can teleport a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level.
Fade from Memory (Su): At 7th level, whenever there are no creatures within 10 feet of you at the end of your turn, you gain 20% concealment until the beginning of your next turn as a free action. At 14th level, you instead gain 50% concealment until the beginning of your next turn. You can use this ability a number of times per day equal to your oracle level. You must take this revelation at 7th level.
Recommended Mysteries: Heavens, life, nature, stone.

隐居RECLUSIVE (先知诅咒)

你避世而偏执,这让你的盟友在你陷入压力或者危险境地的时候难以帮助你。当你在战斗中时,你的盟友必须成功通过一个近战接触来让一个接触法术影响到你,你也必须对所有施放给你的法术做一个豁免,即使这些法术是由你的盟友施放的。你只对你自己施放的持续时间为立即的法术的施法者等级将会视为比原来高一级。
在5级时,任何你只对自己施放的法术都会被视为被法术延时专长所调整。这不会增加它们的环位或者施法时间。
在10级时,你免疫所有的魅惑法术和类法术能力。
在15级时,你获得等同于10+你的先知等级的法术抗力。
剧透 -   :
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.
At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.
At 10th level, you are immune to charm spells and spelllike abilities.
At 15th level, you gain spell resistance equal to 10 + your oracle level.

悲伤SORROW (精神境界)

你从遗弃、孤独和悲伤的强烈感情中汲取力量,并将这些感情变成了强有力的武器或者保护你的屏障。

精神力池属性:魅力

奖励法术:圣域术(1级),沉默术(4级),回避侦测(6级),极度绝望(8级),心灵迷雾(10级),摄心目光(12级),隔离术(14级),迷宫术(16级),禁锢术(18级)

境界之力:通过你的精神之力,你可以让你那满溢的悲伤来保护你自己并削弱其他人。

痛苦麻木(Numb to the Pain,Ex):你在对抗影响心灵的法术和效果的豁免上获得等同于你魅力的士气加值。这个加值不能超过你的异能者等级。

绝望铭心(Despair,Su):当30呎内的一个生物为一次攻击,对抗恐惧效果的豁免,或者技能检定进行了1次投骰时,你可以在投骰之前以一个直觉动作让潮水般的绝望涌入它的脑海。目标在该次投骰上获得-1减值。这个减值会在1级之后的每六个异能者等级增加一点,在19级时达到最大值-4。当目标在攻击骰,豁免,或者技能检定中失败时,你回复一点精神力池。你每天可以使用这个能力3+你的魅力调整值次。这是一个影响心灵的情绪UM效果。

忧郁之潮(Wave of Gloom,Su):在5级时,通过以一个标准动作使用1次绝望铭心能力的使用次数,你可以放射出一股强大的沮丧情感。所有在你30呎内的生物都必须通过一个意志豁免,否则就会在攻击骰,对抗恐惧效果的豁免,和技能检定上承受减值1d4分钟。这个减值等于你的绝望铭心能力提供的减值(但不会与之叠加)。豁免的DC等于10+你异能者等级的一半+你的魅力调整值。你会免疫自己的忧郁之潮。这是一个影响心灵的情绪UM效果。

悲伤堡垒(Fortress of Sorrow,Sp):在13级时,你可以以精神在星界中建造一个外延的位面隐居所。这个能力如同次级建造半位面UM般生效,其施法者等级等于你的异能者等级,但有如下调整:你不需要专注就可以建造悲伤堡垒;这个半位面是永久的,直至它被你解消;你不能通过这个能力建造多于一个半位面或者通过再次施放法术来增加这个位面的空间;这个半位面的光照水平为昏暗,但光源可以正常影响它;你不能将其他生物带入你的半位面。每天一次,你可以进入到你的半位面(如同异界传送),以及每天一次,你可以有类似方法返回到你离开时所在的位置(或者最近的可用位置)。
剧透 -   :
You draw strength from deep feelings of abandonment, loneliness, and sadness, turning these emotions into a powerful weapon or a barrier that protects you.
Phrenic Pool Ability: Charisma.
Bonus Spells: Sanctuary (1st), silence (4th), nondetection (6th), crushing despair (8th), mind fog (10th), eyebite (12th), sequester (14th), maze (16th), imprisonment (18th).
Discipline Powers: Through your powers, you can use overwhelming sorrow to protect yourself and weaken others.
Numb to the Pain (Ex): You gain a morale bonus equal to your Charisma bonus on saving throws against mindaffecting spells and effects. This bonus cannot exceed your psychic level.
Despair (Su): When a creature within 30 feet rolls for an attack, a save against a fear effect, or a skill check, you can flood its mind with a feeling of hopelessness as an immediate action before the roll is made. The target takes a –1 penalty on the roll. The penalty increases by 1 for every 6 psychic levels you have beyond 1st, to a maximum of –4 at 19th level. If the target fails its attack roll, save, or skill check, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting emotionUM effect.
Wave of Gloom (Su): At 5th level, by expending 1 use of your despair ability as a standard action, you can project a strong feeling of dejection. All creatures within 30 feet of you must succeed at a Will save or take a penalty on attack rolls, saves against fear effects, and skill checks for 1d4 minutes. The penalty is equal to (but doesn’t stack with) the penalty provided by your despair ability. The DC of the saving throw equals 10 + half your psychic level + your Charisma modifier. You’re immune to your own wave of gloom. This is a mindaffecting emotionUM effect.
Fortress of Sorrow (Sp): At 13th level, you can mentally construct an extraplanar retreat on the Astral Plane. This ability functions as lesser create demiplaneUM with a caster level equal to your psychic level, with the following adjustments: you need no focus to create the fortress of sorrow; the demiplane is permanent until dismissed by you; you cannot create more than one demiplane with this ability or add to the plane’s area by casting the spell again; the light level on the demiplane is dim, though light sources affect it normally; and you cannot bring other creatures to your demiplane. Once per day, you can enter your demiplane (as plane shift), and once per day, you can return in a similar manner, arriving at the same spot you left from (or the nearest available space).
独行专长LONER FEATS
有些角色学会了该如何自己生存下来,下列专长就是为他们所设计的,这让他们在没有盟友在身边的时候可以获得一定的好处。
剧透 -   :
The following new feats are intended for characters who have learned to survive on their own, giving them an advantage when no allies are nearby.
中空法术Centered Spell (超魔)
你可以让法术在你身边爆发,而在法术的中心为你自己留出一个安全的区域。
先决条件:法术辨识3级
专长效果:你可以将自己当做一个持续时间为立即拥有范围效果的法术的范围的中心,并将你自己排除在法术效果之外。你的魔宠(如果有)也会被排除在法术的效果外,只要它位于你的方格,并且体型至少比你小1级。中空法术不会占用比法术的实际环级高的法术位。
剧透 -   :
You can make a spell explode around you, leaving a safe zone for yourself at the center of the blast.
Prerequisite: Spellcraft 3 ranks.
Benefit: You can center the area of a spell with an area effect and duration of instantaneous on you, and exclude yourself from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you.
A centered spell does not use up a higher-level spell slot than the spell’s actual level.
自省演出Introspective Performance
当没有其他盟友享受你的表演时,你将通过即兴创作来让它变得更能激励你自己。
先决条件:表演(任一)3级,吟游表演或者战怒之歌职业特性
专长效果:当你是唯一一个被通常能够影响范围内所有盟友所影响的生物时,所有由吟游表演或者战歌赋予你的加值都将会被以高于你现在职业等级4级来计算。当你的实际职业等级并不足以激活某些吟游表演或战歌时,这个专长也不能让你激活它们。
剧透 -   :
With no other allies to enjoy your performance, you improvise to make it more inspiring for yourself.
Prerequisites: Perform (any) 3 ranks, bardic performance or raging song class feature.
Benefit: Whenever you are the only creature affected by a bardic performance or raging song that normally affects all allies within a range, any bonuses granted by your bardic performance or raging song are calculated as though your class level were 4 higher. This feat does not allow you to activate a bardic performance or raging song if your actual class level is not high enough to use that performance.
自私引导Selfish Channel
你可以为你自己储存引导的能量。
先决条件:引导能量职业能力
专长效果:当你在引导正能量治疗活物时,如果你是唯一一个被治疗的生物(一方面可能是因为范围内没有其他活物,另一方面可能是因为你使用了选择导能或者类似的效果来让范围内的其他活物不受影响),你将会比通常多回复一半的生命值(+50%)。
特殊:如果你被负能量治疗,这个专长在你引导负能量且你为唯一被该次引导能量治疗的生物时生效。
剧透 -   :
You can hoard channeled energy for yourself.
Prerequisite: Channel energy class feature.
Benefit: Whenever you channel positive energy to heal creatures, you regain half again as many hit points (+50%) as normal if you’re the only creature healed by the channeled energy (either because there are no other living creatures within the area or because you exclude them with Selective Channeling or a similar effect).
Special: If you are healed by negative energy, this feat applies when you channel negative energy and you’re the only creature healed by the channeled energy.
无拘狂暴Unfettered Rage
当你周围没有任何盟友时,你可以安全地释放出你全部的怒火。
先决条件:狂暴职业能力,基本攻击加值+6。
专长效果:当你狂暴时,你可以在以近战武器作为全力攻击的时候消耗额外的一轮狂暴次数,以此来以你最高的攻击加值做出一次额外的攻击,这将使你全部的攻击和AC受到-2减值,直到你的下一回合开始。你不能在有盟友位于你五呎内或者位于任何你所威胁的方格使用这个能力。这一好处不会和任何类似的效果叠加,比如加速术
剧透 -   :
When no allies are nearby, you can safely unleash the full extent of your fury.
Prerequisites: Rage class feature, base attack bonus +6.
Benefit: While raging, when you make a full attack with a melee weapon, you can expend an extra round of rage and make one additional attack at your highest base attack bonus, taking a –2 penalty on all of your attacks and a –2 penalty to your AC until your next turn. You cannot use this ability if there are any allies within 5 feet of you or of any squares you threaten. This benefit does not stack with similar effects, such as haste.
« 上次编辑: 2017-10-07, 周六 11:13:14 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #13 于: 2017-09-10, 周日 08:55:35 »
生于三相BORN OF THE THREE
      三相玛芙是拥有三张脸的古老者,她司掌着分歧的命运之路,以及可能出现在现实与未来的交叠。对于冒险者来说她是一个迷人的庇护主,因为和与世无争又沉默寡言的法莱斯玛不同,玛芙一直在干涉命运。玛芙的追随者们相信,在判断一个状况时需要至少从三个方面去观察,并且有远见地行动永远比没有淮备的莽撞来的更好。下列新规则非常适合忠于三相的角色。
剧透 -   :
Magdh the Three is the three-faced Eldest of the branching paths of fate and the interplay between possible realities and futures. She is an enticing patron for adventurers because, unlike the distant and reticent Pharasma, Magdh is constantly meddling with fate. Magdh’s followers believe in always looking at situations from at least three perspectives and acting with foresight rather than rushing in unprepared. The following new rules are well-suited for characters loyal to the Three.

纺命僧 NORNKITH (武僧变体)

纺命僧锤炼着他们的身体和心灵,以此来走上分歧命运的三重之道。纺命僧寻求着模仿名为织命女(开拓者RPG 怪物图鉴3 202)的精类主宰的方法,并最终能够让他们自己也升华为织命女。

天命信念(Conviction of Fate,Ex):纺命僧使用她的魅力而不是感知来决定所有与武僧职业等级相关的职业能力和效果。

预警(Forewarned,Su):纺命僧总是能够在突袭轮行动,即使她并没有注意到她的敌人,但在她行动前她仍然会陷入措手不及。除此之外,她在先攻投上获得等同于她和尚等级一半的加值(至少+1)。在20级时,纺命僧的先攻投将会自动取20。
这个能力替换了震慑拳。

宿命之剪(Shears,Su):当纺命僧做出徒手击打时,她可以让闪亮的银质剪刀出现在这拳周围,让这次徒手打击在克服伤害减免时被视作银质。在7级时,她获得精通重击(徒手击打)作为奖励专长,即使她并不满足先决条件。
这个能力替换了1级时获得的奖励专长。

抗拒死亡的诱惑(Resist Death’s Lure,Su):在5级时,纺命僧在对抗死亡效果,能量吸取和负能量的豁免上获得+4士气加值。在10级时,她对能量吸取和负能量免疫。
这个能力替换了百病不侵和10级时的奖励专长。

织命之人(Fate Weaver,Su):在11级时,纺命僧可以以一个直觉动作消耗1点气池来让一个60迟内的生物在投骰结果已出而豁免结果未出之前重投一次豁免。这个生物必须选取第二次投骰的结果,即使它比第一次更糟。无论新的结果成功与否,这个生物在1天内都不能再次成为这个能力的目标。
这个能力替换了金刚魂。

斩断命运之线(Snip Thread,Su):在15级时,以一个标淮动作,武僧可以消耗1点气池来创造出一根金色的线,这根线与60迟内一个生物的命运相连接,她模仿着织命者用一把剪刀裁剪着这根命运的丝线。目标将会受到每纺命僧等级1d6点伤害,并可以通过一个强韧豁免(DC=10+纺命僧武僧等级的一半+她的魅力调整值)来让伤害减半。如果这个伤害让目标的生命值降到了0或以下,纺命僧可以消耗额外的1点气来将这根金线完全斩断;在这种情况下,目标会死去,并只能因为神圣存在的介入,奇迹术或者祈愿术才能复活。纺命僧每天可以使用这个能力一次。这是一个死亡效果。
这个能力替换了渗透劲。

难知如阴(Inscrutable,Su):在19级时,纺命僧如同处于持续的心灵屏障的保护之下,施法者等级等于她的武僧等级。纺命僧可以以一个标淮动作解消或者重开这个保护。
这个能力替换了空灵体。
 
织命化形(Norn Transformation):在20级时,纺命僧取得了她的精类遗产。她的类型变成精类,并且她还会获得DR10/寒铁。
这个能力替换了超凡入圣。
剧透 -   :
Nornkith hone their bodies and minds to follow the branching threefold paths of fate. Nornkith seek to emulate the fey masters of fate called norns (Pathfinder RPG Bestiary 3 202) and eventually ascend to become norns in their own right.
Conviction of Fate (Ex): A nornkith uses her Charisma, rather than her Wisdom, to determine all class features and effects relating to his monk class.
Forewarned (Su): A nornkith can always act in the surprise round, even if he does not notice her enemies, though she remains flat-footed until she takes an action. In addition, she gains a bonus on initiative rolls equal to half her monk level (minimum +1). At 20th level, a nornkith’s initiative roll is automatically a natural 20.
This ability replaces stunning fist.
Shears (Su): Whenever a nornkith makes an unarmed strike, she can cause shimmering silver shears to manifest around the blow, causing the unarmed strike to count as silver for the purpose of overcoming damage reduction. At 7th level, she gains Improved Critical (unarmed strike) as a bonus feat, even if she does not meet the prerequisites.
This ability replaces the bonus feat gained at 1st level.
Resist Death’s Lure (Su): At 5th level, a nornkith gains a +4 morale bonus on saves against death effects, energy drain, and negative energy. At 10th level, she gains immunity to energy drain and negative energy.
This ability replaces purity of body and the bonus feat gained at 10th level.
Fate Weaver (Su): At 11th level, a nornkith can spend 1 ki point as an immediate action to force a creature within 60 feet to reroll one saving throw before the results of the roll are revealed. The creature must take the result of the second roll, even if it’s worse than the original roll. Whether the new result is a success or failure, the creature cannot be the target of this ability again for 1 day.
This ability replaces diamond soul.
Snip Thread (Su): At 15th level, as a standard action, a monk can spend 1 ki point to produce a golden thread linked to the fate of a creature within 60 feet and mimic snipping through the thread with a pair of shears. The target takes 1d6 points of damage per nornkith level and can attempt a Fortitude saving throw (DC = 10 + half the nornkith’s monk level + her Charisma modifier) to halve this damage. If the damage would bring the target’s hit points to 0 or below, the nornkith can spend another ki point to sever the golden thread completely; in this case, the target dies and can only be restored to life with miracle, wish, or divine intervention. The nornkith can use this ability once per day.
This is a death effect.
This ability replaces quivering palm.
Inscrutable (Su): At 19th level, the nornkith is protected by a constant mind blank effect with a caster level equal to her monk level. The nornkith can suppress or resume this protection as a standard action.
This ability replaces empty body.
Norn Transformation: At 20th level, a nornkith attains her fey heritage. Her type changes to fey, and she gains DR 10/cold iron.
This ability replaces perfect self.
三相的魔法MAGIC OF THE THREE
      下列法术和奇物常被玛芙的代理人所使用。玛芙的牧师可以将三重面相三相之视作为3环法术加入到她的法术列表中。她也能将三相APG作为4环法术加入到她的法术列表中,并将片刻预知作为8环法术加入进去。
剧透 -   :
The following spells and items are often employed by Magdh’s agents. A cleric of Magdh adds threefold face and threefold sight to her spell list as 3rd-level spells. She also adds threefold aspectAPG to her spell list as a 4th-level spell, and moment of prescience as an 8th-level spell.
【变化】三重面相(Threefold Face)

环位:通灵者3,术士/法师3,女巫3
施法时间:标淮动作
成分:语言,姿势,材料/法器(一个三端之结)
范围:个人
目标:自己
持续时间:9分钟

你长出了两张额外的脸,这三张脸等间距地环绕在你的头上, 每一张脸都是你性格不同方面的具象化(像是仁慈,欢愉,或者愤怒)。你获得全域视野并且不能被夹击。让你目盲,耳聋,变哑或者其他影响你面部的效果,包括赋予你更强视觉的正面效果,都只能影响你的一张脸(举个例子,需要施放三次目盲/耳聋术才能让你目盲)。即使在一张脸失明的时候你也会失去全域视野。这个法术不会赋予你额外的奇物位或者更多的头。当三重面相效果结束时,你将获得来自三张脸的所有状态,无论是正面的还是负面的。
剧透 -   :
THREEFOLD FACE
School transmutation;
Level medium 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a three-pointed knot)
Range personal
Target you
Duration 9 minutes
You grow two additional faces set equidistantly around your head, each embodying a different aspect of your personality that you choose (such as kindliness, joy, or wrath). You gain all-around vision and can’t be flanked. Effects that would blind you, deafen you, block your mouth, or otherwise affect your face, including beneficial effects that grant you exceptional vision, only affect a single face (for example, it would take three castings of blindness/ deafness to blind you). You lose all-around vision if even a single face becomes blind. This spell doesn’t grant you additional magic item slots or additional heads. When threefold face ends, you gain all the conditions from all three faces, for good or ill.
【预言】三重形态(Threefold Form)

环位:德鲁伊9, 异能者9, 女巫9
施法时间:标淮动作
成分:语言, 姿势,器材(一个由秘银制成的价值729gp的绿色三端之结)
范围:个人
持续时间:9轮

你从你的脑海中唤出了你在不同年龄下最理想的样子,并将其分成三个你的复制品。三重形态二重分身(开拓者RPG异能冒险 158)的效果差不多,但是将会出现三个你而不是两个,这三副躯体都处在三相APG的效果之下,每一个都处于不同的理想年龄。除开三相带来的影响外,每一个身体都拥有所有影响着你的效果,就如同一般的双重分身一样。
剧透 -   :
THREEFOLD FORM
School divination;    
Level druid 9, psychic 9, witch 9
Casting Time 1 standard action
Components V, S, F (a green, three-pointed knot made of mithral worth 729 gp)
Range personal
Target you
Duration 9 rounds
You pull forth idealized versions of yourself at various ages from your mind, splitting into three copies of yourself. Threefold form functions as bilocation (Pathfinder RPG Occult Adventures 158), except there are three of you instead of two, and each of the three bodies is under the effect of threefold aspectAPG with a different idealized age. Other than the differences from threefold aspect, each body shares all other effects with you, as normal for bilocation.
【预言】三相之视(Threefold Sight)

环位:吟游诗人3, 通灵者3,秘学士3,异能者3,术士/法师3,女巫3
施法时间:标淮动作
成分:语言, 姿势,材料/法器(一个三端之结)
范围:个人
持续时间:3分钟

你可以同时观察着数个可能的未来,这可以让你通过选择一条居中的道路来在灾难中绝境逢生。在法术的持续时间内,当你投一个攻击骰,豁免,或者技能检定时,投三次d20使用三者居中的作为最终结果(或者最高的,如果多于一个骰子出现了相同最高数目,又或者是最低的,如果多于一个骰子出现了相同的最低数目)。如果有其他能力让你在投攻击骰,豁免,或者技能检定时双骰取高或双骰取低,这个能力在不会生效而三相之视将会立即结束。
剧透 -   :
THREEFOLD SIGHT
School divination;
Level bard 3, medium 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a three-pointed knot)
Range personal
Target you
Duration 3 minutes
You view several possible futures at once, allowing you to thread a needle around disasters by taking a middle path. For the duration of this spell, whenever you roll for an attack, saving throw, or skill check, roll three d20 and use the middle of the three rolls (or the highest, if more than one die shows the same highest value, or the lowest, if more than one die shows the same lowest value). If another ability would make you roll an attack roll, saving throw, or skill check twice and take the higher result, roll twice and take the lower result, or reroll, that ability has no effect and threefold sight ends immediately.
三生护符Charm of the Thriceborn
灵光:中等预言系 施法者等级:9
位置:价格:2400gp 重量:-
      携带这个线团状护符超过整三天的生物会成为它的主人,直到它失去对护符的所有权。一个生物只能成为单个三生护符的主人。在每天开始,护符的主人可以骰三个d20并且持有这些结果作为护符骰。在这天中,护符的主人可以有一次机会,代替骰一个d20,将三个护符骰中的随机一个作为结果(骰1d3来选择)。
制造条件:制造奇物、三相之视
制造花费:1200gp
剧透 -   :
CHARM OF THE THRICEBORN
PRICE
2,400 GP
SLOT  none CL 9th WEIGHT —
AURA  moderate divination
A creature carrying this knot-shaped charm for 3 full days becomes
its owner until she loses possession of it. A creature can only be
the  owner  of  a  single  charm  of  the  thriceborn .  At  the  start  of
each day, the charm’s owner rolls 3d20 and keeps their results as
her charmed dice. Once during that day, instead of rolling a d20,
the charm’s owner can instead use the result of one of the three
charmed dice, randomly selected (roll 1d3 to choose).
CONSTRUCTION REQUIREMENTS COST 1,200 GP
Craft Wondrous Item, threefold sight
三生权杖 Rod of the Thriceborn
价格:可变
引用
次级三生权杖:2500gp
普通三生权杖:6500gp
高等三生权杖:19500gp
位置:无 施法者等级:5 重量:5磅 灵光:中等预言系
      每天最多三次,持握这个细长三角棱柱的生物可以释放一个法术,使目标在对抗法术时的豁免中骰三次并且取中间结果,如同法术三相之视。次级三生权杖能影响最高3环的法术,普通三生权杖能影响最高6环的法术,高等三生权杖能影响最高9环的法术。三生权杖不能与超魔权杖或者顽强法术专长一起使用。
制造条件:制造权杖、三相之视
制造花费:可变
引用
次等三生权杖:1250gp
普通三生权杖:3250gp
高等三生权杖:9750gp
剧透 -   :
ROD OF THE THRICEBORN
PRICE
varies
Lesser rod of the thriceborn 2,500 GP
Rod of the thriceborn 6,500 GP
Greater rod of the thriceborn   19,500 GP
SLOT  none CL 5th WEIGHT 5 lbs.
AURA moderate divination
The wielder of this elongated triangular prism can cast up to three
spells per day for which the spell’s targets must roll three times
for their saving throws and take the middle of the three results, as
per  threefold sight. A lesser rod of the thriceborn  can affect spells
up to 3rd level, a rod of the thriceborn  can affect spells up to 6th
level, and a greater  rod of the thriceborn  can affect spells up to
9th level. A  rod of the thriceborn  can’t be used in conjunction with
metamagic rods or the Persistent Spell feat.
CONSTRUCTION REQUIREMENTS COST varies
Lesser rod of the thriceborn 1,250 GP
Rod of the thriceborn 3,250 GP
Greater rod of the thriceborn   9,750 GP
Craft Rod, threefold sight
三端飘带 Ribbon of the Three
灵光:中等变化系 施法者等级:9
位置:头部 价格:60000gp 重量:-
      这条绿色的飘带形如玛芙的三端之结。穿戴者得到三张脸,分别代表他性格的不同方面,就如同持续处于三重面相法术影响之下。
制造条件:制造奇物、三重面相
制造花费:30000gp
剧透 -   :
RIBBON OF THE THREE
PRICE
60,000 GP
SLOT  head CL 9th WEIGHT —
AURA  moderate transmutation
This  green  ribbon  is  fashioned  in  the  shape  of  Magdh’s  three-pointed knot. The wearer gains three faces that each represent a different aspect of her personality, as if constantly under the effect
of threefold face .
CONSTRUCTION REQUIREMENTS COST 30,000 GP
Craft Wondrous Item, threefold face

本章节的奇物使用了 希尔 的翻译,以下是链接
http://www.goddessfantasy.net/bbs/index.php?topic=83830.msg871481#msg871481
« 上次编辑: 2017-11-12, 周日 10:17:01 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #14 于: 2017-09-10, 周日 08:56:22 »
兜帽虔心DEVOTEE OF THE HOODED
      兜帽客无是司掌季节,秘密,漫游者的古老者。他所象征的不只是开放道路上的秘密,还有在路途中可能遭遇的危险。许多人被无神秘莫测的天性所吸引,但没有人知道在这位古老者兜帽下面藏着什么东西,是一张真正的脸或者是其他更为邪恶的东西。无的追随者一般都是旅行者,但他们的旅行都是带着非常虔诚的目的,而不是像那些热爱旅行的人一样,不关心任何事,只为了自己的愉悦而旅行。无的虔诚信徒用兜帽将他们的脸裹住,并将他们的秘密保护的严严实实。下列新规则很适合拥有和无一样对旅行和秘密的热爱的角色。
剧透 -   :
Ng the Hooded is the Eldest of the seasons, secrets, and wanderers. He embodies not only the mystery of the open road but also the hazards that tend to arise during travel. Many are drawn to Ng’s enigmatic nature, though no one has learned what lies beneath the Eldest’s silver hood, nor whether it’s truly a face or something more sinister that he hides underneath. Although Ng’s followers are usually travelers, they journey with the serious purpose of the devout rather than the carefree wanderlust of those who travel for pleasure. Ng’s faithful take care to shroud their faces and tend to guard their secrets well. The following new rules are suitable for characters who share Ng’s devotion to secrets and travel.

兜帽骑士HOODED KNIGHT (骑将变体)

一些骑将孤独地在世界的道路上漫游着——任何世界,包括第一世界——作为旅行者忠诚的侍卫保护着他们。就像他们所追随的古老者一样,他们带着厚重的兜帽,而且也很少展露出他们的面庞。
兜帽骑士常常是百花骑士团(见27页),坚盾骑士团或利剑骑士团的成员。


本职技能(Class Skills):兜帽骑士把知识(地理)和生存而不是攀爬和游泳作为本职技能。
这改变了骑将的本职技能。

精类印记坐骑(Feytouched Mount):在兜帽骑士骑上他的坐骑时,他的坐骑拥有精类印记简单模板(参见10页),但是它不能在被骑乘的时候使用变形能力。
这个能力改变了骑将的坐骑。

道中英雄(Hero of the Roads,Ex):在道路上时,兜帽骑士在先攻检定、知识(地理)、察觉和生存检定上获得+2加值。这些加值在9级和17级时提升2点。兜帽骑士骑乘的任何坐骑的速度都会在9级提升10迟,在17级时提升额外10迟。兜帽骑士在驯养他盟友的坐骑一分钟及消耗一次他的挑战能力后,他可以赋予他盟友骑乘的位于他30迟内并且可以看到他坐骑同样的速度提升。对他盟友坐骑的速度提升将会持续一个小时。
每天两小时,兜帽骑士和他的坐骑在道路上急行时不会受到伤害,在5级和之后的每5级增加额外的两小时(在15级时达到最大值8小时)。
这个能力替换了战术。

道中勇士(Champion of the Roads,Sp):在9级时,兜帽骑士获得任意门作为类法术能力,其施法者等级等于他的骑将等级。如果兜帽骑士正骑着一只坐骑,他的坐骑将不会占用他可以使用这个能力传送生物的数目。如果传送的终点不是道路,兜帽骑士将会被引导至一个在道路上的最近的开阔空间,并受到任意门法术所描述的伤害。骑将每天可以使用这个能力1次,并在9级之后的每4级获得一次额外的使用次数,在17级时达到最大值3次。
这个能力替换了高等战术。

道中典范(Paragon of the Roads,Sp):在17级时,当兜帽骑士使用他的道中勇士能力时,他可以将这个能力视作高等传送术而不是任意门。兜帽骑士的坐骑和任何他带着一起移动的生物骑乘的坐骑不会占用他可以使用这个能力传送生物的数目。
这个能力替换了战术大师。
剧透 -   :
Some cavaliers wander the lonely roads of the world—any world, including the First World—protecting travelers and acting as their honor guard. Like the Eldest they usually venerate, they wear heavy hoods and rarely show their faces.
Hooded knights are usually members of the order of the blossom (see page 27), the order of the shield, or the order of the sword.
Class Skills: A hooded knight gains Knowledge (geography) and Survival as class skills instead of Climb and Swim.
This alters the cavalier’s class skills.
Feytouched Mount: A hooded knight’s mount has the feytouched simple template (see page 10) when he is riding it, but it cannot use its change shape ability while being ridden.
This ability alters the cavalier’s mount.
Hero of the Roads (Ex): When on a road, a hooded knight gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. These bonuses increase by 2 at 9th and 17th level. The speed of any mount a hooded knight rides is increased by 10 feet at 9th level and by an additional 10 feet at 17th level. By spending 1 minute coaxing his allies’ mounts and expending one use of his challenge ability, a hooded knight can grant the same speed increase to the mounts ridden by all allies within 30 feet who can see and hear him. This speed increase to his allies’ mounts lasts for 1 hour.
A hooded knight and his mount can hustle while traveling on a road without taking damage for 2 hours each day, plus an additional 2 hours at 5th level and every 5 levels thereafter (to a maximum of 8 hours at 15th level).
This ability replaces tactician.
Champion of the Roads (Sp): At 9th level, a hooded knight gains dimension door as a spell-like ability with a caster level equal to his cavalier level. If the hooded knight is riding a mount, his mount does not count against the number of creatures he brings along with this ability. If the destination is not a road, the hooded knight is shunted to the nearest open space on a road, taking damage as described in the dimension door spell. The cavalier can use this ability once per day, plus one additional time for every 4 levels beyond 9th, to a maximum of three times per day at 17th level.
This ability replaces greater tactician.
Paragon of the Roads (Sp): At 17th level, when a hooded knight uses his champion of the roads ability, he can treat the ability as greater teleport rather than dimension door. The hooded knight’s mount and the mounts ridden by any creatures he brings along do not count against the number of teleported creatures.
This ability replaces master tactician.

百花骑士团ORDER OF THE BLOSSOM

百花骑士团的骑将将他们的一生献身于保护精类,特别是保护那些从第一世界前往主物质界的精类。这些骑将自己可能是精类,但即使不是,他们也会展现出一些奇怪的念头,以及偶尔残酷的幽默感,就像大多数典型的第一世界居民。

守则:骑将不能拒绝帮助一只精类,除非它会干扰到他正在进行的使命,或者他相信这精类想要阻止他完成目标。他必须尽力防止通向第一世界的大门被过度使用或者腐化。如果骑将遭遇了瘟疫妖精(开拓者RPG 怪物图鉴6 46-47)或者其他堕落的精类,他必须尽全力消灭它们。

挑战:当百花骑士团的骑将发出挑战时,挑战的目标在对抗精类或者骑将使用的法术和类法术能力的豁免上获得-1减值。这个减值每4个骑将等级提升1点。百花骑士团的骑将不能对任何精类生物发起挑战,除非这个生物拥有瘟疫妖精模板。

技能:百花骑士团的骑将将易容和知识(自然)加入他的本职技能列表中。百花骑士团的骑将可以在未受训的情况下尝试知识(自然)技能检定。当百花骑士团骑将尝试唬骗检定来在战斗中使用虚招时,他在检定上获得等同于他骑将等级一半的加值(最小+1)。

骑士团能力:隶属于百花骑士团的骑将在升级时获得下列能力。

偷袭(Sneak Attack,Ex):在2级时,百花骑士团的骑将可以进行偷袭,就如同盗贼的同名能力。在2级时,他的偷袭伤害为1d6。这个伤害在8级和之后的每6级提升1d6。如果骑将从其他资源获得了偷袭加值,这些额外伤害叠加。

精类惑控(Fey Enchantments,Sp):在8级时,百花骑士团的骑士学会了该如何使用下列类法术能力:动物信使注目术狂笑术以及暗示术,这些能力的施法者等级等同于他的骑将等级。他每天一共可以以任何的结合方式使用这些类法术能力3次(使用三次注目术,或者使用1次动物信使以及2次暗示术)。这些类法术能力的豁免DC为10+骑将等级的一半+他的魅力调整值。在16级时,骑将可以使用这些类法术能力7次,而且他可以将魅惑怪物深沉忏悔UM加入这个列表。

第一世界的诅咒(Curse of the First World,Su):在15级时,百花骑士团的骑将可以通过他们的武器引导混乱之力。他的近战攻击在克服伤害减免时会被视作混乱阵营。除此之外,当他对一个受到魅惑影响的生物确认重击时,目标将会困惑1d6轮。在每轮中困惑生物通过投骰来决定它的行动时,它需要投两次然后让骑将决定使用哪个结果。这是一个影响心灵的效果。

剧透 -   :
Cavaliers of the order of the blossom dedicate their lives to protecting fey, especially those visiting the Material Plane from the First World. These cavaliers might be fey themselves, but even if they aren’t, they exhibit the same whimsy and occasionally cruel sense of humor typical of most denizens of the First World.
Edicts: The cavalier cannot refuse a fey’s request for aid unless it will interfere with his existing duties, or he believes the fey seeks to directly oppose his other aims and goals. He must strive to prevent gates to the First World from being exploited or corrupted. If the cavalier encounters blighted fey (Pathfinder RPG Bestiary 6 46–47) or other corrupted fey, he must strive to destroy them.
Challenge: Whenever an order of the blossom cavalier issues a challenge, the target of the challenge takes a –1 penalty on saving throws against spells and spell-like abilities used by fey or by the cavalier. This penalty increases by 1 for every 4 levels the cavalier has. An order of the blossom cavalier can’t issue a challenge against any creature of the fey type unless that creature has the blighted fey template.
Skills: An order of the blossom cavalier adds Disguise and Knowledge (nature) to his list of class skills. An order of the blossom cavalier can attempt Knowledge (nature) skill checks untrained. Whenever an order of the blossom cavalier attempts a Bluff check to feint in combat, he receives a bonus on the check equal to half his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of the blossom gains the following abilities as he increases in level.
Sneak Attack (Ex): At 2nd level, an order of the blossom cavalier can make a sneak attack, as the rogue ability of the same name. At 2nd level, his sneak attack damage is +1d6. This damage increases by 1d6 at 8th level and every 6 levels thereafter. If the cavalier gets a sneak attack bonus from another source, the bonus damage stacks.
Fey Enchantments (Sp): At 8th level, an order of the blossom cavalier learns to use the following spell-like abilities: animal messenger, enthrall, hideous laughter, and suggestion, with a caster level equal to his cavalier level. He can use these spell-like abilities a total of three times per day, in any combination (such as by casting enthrall three times, or animal messenger once and suggestion twice). The saving throw DC for these spell-like abilities is 10 + half the cavalier’s level + his Charisma modifier. At 16th level, the cavalier can use his spelllike abilities seven times per day, and he adds charm monster and terrible remorseUM to the list.
Curse of the First World (Su): At 15th level, an order of the blossom cavalier channels pandemonium through his weapon. His melee attacks count as chaotic-aligned for the purpose of overcoming damage reduction. In addition, whenever he confirms a critical hit against a target under an enchantment effect, that target is confused for 1d6 rounds. Each round the confused creature rolls to determine its action, it rolls twice and the cavalier chooses which result to use. This is a mind-affecting effect.
守秘魔法物品SECRECY MAGIC ITEMS
      崇拜无的角色和其他在秘密中交易中的角色会发现下列的魔法物品很有用。
剧透 -   :
Those who venerate Ng the Hooded and others who trade in secrets find the following magic items useful.
保密马蹄铁CLANDESTINE HORSESHOES
灵光:微弱幻术系 施法者等级:7
位置:价格:6000gp 重量:12磅
如果穿着这些暗灰色马蹄铁在一轮内保持不动,这个生物还有它的骑手(如果有的话),一轮内在隐匿检定上获得+10加值。除此之外,每天一次,穿着保密马蹄铁生物的骑手可以让她和她的骑手变得隐形,就如同隐形术一样。全部的四个马蹄铁都必须被同一个生物穿戴这个魔法才能生效。
制造条件:制造奇物,隐形术
制造花费:3000gp
剧透 -   :
PRICE 6,000 GP SLOT feet CL 3rd WEIGHT 12 lbs. AURA faint illusion
If a creature wearing these dull gray horseshoes remains stationary for 1 round, the creature and its rider, if any, gain a +10 bonus on Stealth checks for 1 round. In addition, once per day, the rider of a mount wearing clandestine horseshoes can turn both herself and her mount invisible, as invisibility. All four shoes must be worn by the same creature for the magic to be effective.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, invisibility
隐私兜帽HOOD OF PRIVACY
灵光:强烈防护系 施法者等级:15
位置:头部 价格:120000gp 重量:1磅
这件宽松的银色兜帽微微闪烁,彷彿是散落的钻石带来的光芒。这兜帽完全遮住了穿戴者的面部,隐藏了他的身份,但并不会削弱穿戴者的感官。穿戴者在对抗影响心灵效果的豁免上获得+4加值。穿戴者会在有人尝试使用预言系法术或效果来获得他的信息时立即意识到这一点,比如探知。以一个迅捷动作,穿戴者可以降低兜帽提供的豁免加值1点,通过提供虚假的消息来阻碍这种预言系的尝试,他也可以彻底隐藏他的信息,就如同他没有被这个预言系效果侦测一样。使用预言系效果的生物可以做一个DC26的意志豁免来了解到这个信息是被篡改或者掩盖了。消耗的加值每周会回复1点。
制造条件:制造奇物,侦测探知心灵屏障
制造花费:60000gp
剧透 -   :
PRICE 120,000 GP SLOT head CL 15th WEIGHT 1 lb. AURA strong abjuration
This voluminous silver hood shimmers like a scattered handful of diamonds. The hood completely covers the wearer’s face, hiding his identity, but does not impair the wearer’s senses. The wearer gains a +4 bonus on saving throws against mind-affecting effects. The wearer is immediately aware when someone attempts to gain information about him through a divination spell or effect, such as scrying. As a swift action, the wearer can reduce the hood’s saving throw bonus by 1 to thwart such a divination attempt, providing whatever false information the wearer desires to the diviner, or even to conceal the information entirely as though the wearer were undetectable to the divination effect. The creature using the divination effect can attempt a DC 26 Will save to learn that the information is fabricated or concealed. Expended bonuses return at a rate of 1 per week.
CONSTRUCTION REQUIREMENTS COST 60,000 GP
Craft Wondrous Item, detect scrying, mind blank
崇拜手套WHISPERING GLOVES
灵光:微弱变化系 施法者等级:3
位置:手部 价格:1000gp 重量:1磅
这双柔软的丝绸手套非常紧致。以一个标淮动作,穿戴者可以向一个能看见她的生物传递一个复杂的秘密消息,就如同她成功通过了一个DC为20的唬骗检定。这个消息由一系列快速复杂的手势传递,而目标将会自动理解这些手势。能够看见穿戴者传递消息的生物可以做一个DC20的察言观色检定来意识到穿戴者正在传递秘密消息,并破译这些消息。
制造需求:制造奇物,传讯术
制造花费:500gp
剧透 -   :
PRICE 1,000 GP SLOT hands CL 3rd WEIGHT 1 lb. AURA faint transmutation
These supple silk gloves are skintight. As a standard action, the wearer can deliver a complex secret message to a single target that can see the wearer as if she had succeeded at a DC 20 Bluff check. This message is conveyed in a series of rapid, complicated hand gestures that the target automatically understands. Creatures that see the wearer send a message can attempt a DC 20 Sense Motive check to notice that the wearer is delivering a secret message and decipher it.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, message
« 上次编辑: 2017-10-07, 周六 10:13:26 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #15 于: 2017-09-10, 周日 08:57:28 »
水之主的后裔CHILD OF THE WATER LORD
      神威拉格达恩宣称第一世界所有的水体都是他的私人领域。这头蛇形巨兽的后裔遍布各个位面;据说他还是第一头蛇龙的父亲,而拉格达恩最虔诚的几个追随者也是他的后裔。拉格达恩对他的信徒要求很少,只要求他们在他无比惊异的降临和伴随着神威的咆哮中颤抖即可。向拉格达恩效忠的人常常被极大的野心所驱使,并希望能够获得一些拉格达恩那无穷的力量。在水之主后裔中最虔诚的后裔中,想要获得力量和诡诈以便在战斗中获胜的这种理想并不罕见,而这也是拉格达恩在傲慢中所鼓励的东西。他的信徒常常聚集在松散的布带中来训练和支持彼此。下列新规则很适合拉格达恩的信徒或后裔。
剧透 -   :
The mighty Ragadahn claims all the waters of the First World as his personal domain. The serpentine beast has progeny scattered across the planes; he is said to have fathered the first linnorms, and several of Ragadahn’s devout followers are also his descendants. Ragadahn asks little of his worshipers save that they tremble at his awesome presence and boast of his might. Those who pledge their loyalty to Ragadahn are often motivated by powerful ambition and hope to acquire some of his immense strength. It is not uncommon for the most devout of the Water Lord’s progeny to dream of attaining the strength and cunning to best him in battle, which Ragadahn arrogantly encourages. His disciples often gather into loose-knit bands to train and support one another. The following new rules are well suited for Ragadahn’s devotees or descendants.

深海怒者DEEPWATER RAGER(野蛮人变体)

深海怒者在残暴的咆哮中冲向他们的敌人,将他们擒住并摔进狂怒的大海。这个变体可以与野蛮人和解放野蛮人(开拓者RPG 开拓者解放)兼容。

铁肺(Strong Lungs,Ex):深海怒者屏住呼吸的轮数等于他的体质值,并且他不会因为做出了标准动作或者整轮动作而降低他屏息的持续时间。除此之外,只要他能够说话,深海怒者就能在威吓技能检定中在魅力调整值外额外加上体质调整值。
这个能力替换了快速移动。

螺旋冲锋(Spiraling Charge,Ex):在2级时,深海怒者在冲锋时不需要沿着直线,只要他在冲锋时进入的方格没有一个到目标的距离比他正在离开的方格更远。在冲锋开始时,深海怒者必须能够看到目标,并且他不能在骑乘的时候使用这个能力。
这个能力替换了直觉闪避。

迷惑擒抱(Disorienting Grapple,Ex):在5级时,深海怒者成为了摔绊和旋转擒抱中对手的专家。被深海怒者擒抱的敌人只要还在擒抱状态中就会陷入恶心状态。当这个生物的擒抱无论是因为什么原因结束时,它都必须成功通过1个特技检定(DC等于深海怒者的CMD),否则它将会进入俯卧状态。
这个能力替换了精通直觉闪避。

毁灭擒抱(Crushing Grapple,Ex):在14级时,深海怒者获得紧勒特殊攻击(开拓者RPG 怪物图鉴 298),这将会造成等同于他徒手击打的伤害。
这个能力替换了不屈意志。

充盈肺叶(Full Lungs,Ex):在17级时,深海怒者在狂暴的时候不需要呼吸。
这个能力替换了不倦狂暴。

狂暴之力:下列狂暴之力可以帮助完善深海怒者变体:震耳战呼ACG,兽性泳者UC,斗殴APG,威吓凝视,狂暴泳者,轮摆位移,以及怖惧狂嚎。
剧透 -   :
Deepwater ragers bellow ferociously as they charge their enemies, tackling them into the raging seas. This archetype is compatible with both barbarians and unchained barbarians (Pathfinder RPG Pathfinder Unchained).
Strong Lungs (Ex): A deepwater rager can hold her breath for a number of rounds equal to four times her Constitution score, and she does not reduce the duration of her held breath by taking a standard action or a full-round action. Additionally, as long as she is able to speak, the deepwater rager adds her Constitution modifier to Intimidate skill checks in addition to her Charisma modifier.
This ability replaces fast movement.
Spiraling Charge (Ex): At 2nd level, a deepwater rager is not required to move in a straight line when she charges, provided that no space she moves into while charging is farther away from her target than the space that she is leaving. The deepwater rager must be able to see her target at the beginning of her charge and cannot use this ability while mounted.
This ability replaces uncanny dodge.
Disorienting Grapple (Ex): At 5th level, a deepwater rager becomes an expert in flipping and spinning opponents as they are grappled. An opponent grappled by the deepwater rager gains the sickened condition for as long as it has the grappled condition. When the creature’s grappled condition ends, for any reason, it must succeed at an Acrobatics check (with a DC equal to the deepwater rager’s CMD) or fall prone.
This ability replaces improved uncanny dodge.
Crushing Grapple (Ex): At 14th level, a deepwater rager gains the constrict special attack (Pathfinder RPG Bestiary 298), which deals an amount of damage equal to the damage her unarmed strike deals.
This ability replaces indomitable will.
Full Lungs (Ex): At 17th level, a deepwater rager does not need to breathe while she is raging.
This ability replaces tireless rage.
Rage Powers: The following rage powers complement the deepwater rager archetype: battle roarACG, bestial swimmerUC, brawlerAPG, intimidating glare, raging swimmer, rolling dodge, and terrifying howl.

蛇兽传令官SERPENT HERALD (歌者变体)

献身于拉格达恩的战歌团常是被称为蛇兽传令官的歌者,蛇兽传令官深沉的咆哮甚至能够让大地本身颤抖。有流言说,当这些咆哮的传令官化为巨蟒时,蛇会像海潮一样从它们的巢穴涌出,带着敬畏匍匐而行。

蛇兽狂怒(Serpentine Rage,Su):在3级时,蛇兽传令官可以降下拉格达恩的某些特质为他的盟友所用。受到蛇兽传令官激发狂暴能力影响的盟友会因为蛇兽传令官的选择获得一项蛇兽的特质(所有受到影响的盟友获得相同的特质)。蛇兽传令官可以从下列特质中选择:移动能力(在攀爬和游泳检定上获得+8表现加值,并且目标可以在紧急情况或者被威胁的时候取10),鳞片(+2天生护甲加值),感官(昏暗视觉和灵敏嗅觉),或者一个天生啮咬攻击(中体型的伤害为1d4[啮咬——受伤;强韧豁免DC10+蛇兽传令官等级的一半+他的体质调整值;频率1轮,持续6六轮;效果1点体质伤害,治愈1次豁免])。这是一个变形效果;处在其他变形效果的生物,像是处于野兽形态效果下,并不会获得这些特质。如果蛇兽传令官将上述特质之一赋予了自己,只要他还拥有这些特质,他就能拥有与动物交谈的能力(但只能与爬行生物和拥有水栖亚种的生物交谈)。蛇兽指挥官必须拥有激发狂暴战怒之歌才能使用这个能力。
这个能力替换了3级时获得狂暴之力。

蛇兽形态(Serpent Shape,Su):在5级时,蛇兽传令官获得使用自然变身变成爬行生物或者水栖动物的能力,每天可以使用这个能力1次。他的等效德鲁伊等级等于他的蛇兽传令官等级-1。这不能让他变成其他形态,像是元素或者其他种类的动物。当处在动物形态时,蛇兽传令官可以在决定使用战怒之歌时被视为可以正常说话,但是不能使用其他依赖语言的能力(比如施法)。
在11级时,蛇兽传令官每天可以使用这个能力2次,并在使用这个能力时获得野性发声专长的能力,将他蛇兽传令官等级-1视作他的德鲁伊等级。
在17级时,蛇兽传令官可以使用这个能力3次。除此之外,他还获得蛇龙那种超自然的韧性,他在使用这个能力时将会获得行动自如的效果。
这个能力替换了汲借秘术。

狂暴之力:下列狂暴之力可以帮助完善蛇兽传令官变体:野性之怒,震耳狂呼ACG,击飞APG,沉重打击APG,恶龙咒(任一)ACG,昏暗视觉,奋力冲刺,和迅足。
剧透 -   :
Warrior bands devoted to Ragadahn are often led by a serpent herald, whose deep roars shake the earth itself. Rumors tell of waves of snakes slithering forth from their nests in awe as these bellowing commanders take on serpentine features.
Serpentine Rage (Su): At 3rd level, a serpent herald can call down Ragadahn’s features onto his allies. Allies affected by the serpent herald’s inspired rage ability gain a serpentine aspect of the serpent herald’s choice (all affected allies gain the same aspect). The serpent herald may choose from the following aspects: movement (+8 competence bonus on Climb and Swim checks, and targets can take 10 on these checks even when rushed or threatened), scales (+2 natural armor bonus), senses (low-light vision and scent), or a natural bite attack (1d4 damage for a Medium creature plus poison [bite—injury; save Fortitude DC 10 + half the serpent herald’s class level + his Constitution modifier; frequency 1/round for 6 rounds; effect 1 Constitution damage, cure 1 save]). This is a polymorph effect; a creature under another polymorph effect, such as wild shape, does not gain the aspect. If the serpent herald grants one of these aspects to himself, he also gains the ability to speak with animals (reptiles and creatures with the aquatic subtype only) for as long as he has the aspect. The serpent herald must have the inspired rage raging song to use this ability.
This ability replaces the rage power gained at 3rd level.
Serpent Shape (Su): At 5th level, a serpent herald gains the ability to use wild shape to take the form of a reptile or an aquatic animal once per day, as the druid class feature. His effective druid level for this ability is equal to his serpent herald level – 1. This doesn’t allow him to assume other forms, such as elementals or other kinds of animals. When in animal form, the serpent herald is treated as able to speak normally for the purpose of using raging song, but not for using other abilities that require speech (such as spellcasting).
At 11th level, a serpent herald can use this ability twice per day and gains the benefits of the Wild SpeechUM feat while using this ability, treating his druid level as his serpent herald level – 1.
At 17th level, a serpent herald can use this ability three times per day. In addition, he gains the supernatural resiliency of a linnorm, gaining the effects of freedom of movement while using this ability.
This ability replaces spell kenning.
Rage Powers: The following rage powers complement the serpent herald archetype: animal fury, battle roarACG knockback, knockdownAPG, linnorm death curse (any)ACG, low-light vision, sprintUC, and swift foot.
狂暴之力RAGE POWER
下列狂暴之力在海洋中被人们所掌握。
剧透 -   :
The following rage powers are mastered in ocean waters.
掌控深海(Master of the Deep,Su):以一个标准动作,野蛮人让一只水栖生物完成他的命令。野蛮人可以对30呎内一只拥有水栖亚种的生物下达一个简短的命令,这个命令需要在命令术法术中列出。如果生物的智力为1或2,那么野蛮人可以以一个标准动作转而命令这个生物去攻击离它最近的目标。这个生物必须成功通过一个意志豁免(DC等于10+野蛮人等级的一半+他的力量调整值),否则就只能在下一轮尽自己所能去完成野蛮人的命令。一旦这个生物尝试了意志豁免来对抗掌控深海(无论成功与否),它将会在24小时内免疫这个狂暴之力。这个能力是一个影响心灵的效果,但并不依赖于语言;这个生物并不需要理解野蛮人给出的命令。野蛮人必须达到至少8级才能选择这个狂暴之力。

窒息抓握(Suffocating Grip,Ex):在狂暴时,当野蛮人成功维持了一次擒抱,他可以选择让他的对手窒息而不是对对手造成伤害、压制、或者捆绑他的对手。被擒抱的对手不能说话或者呼吸,而且必须屏住呼吸,否则就会陷入窒息状态。被擒抱的对手可以在野蛮人未能维持擒抱的时候呼吸。不需要呼吸的生物不会被这个能力影响。

高等窒息抓握(Suffocating Grip, Greater,Ex):当野蛮人使用窒息抓握狂暴之力时,被擒抱的目标不能屏息并将立即进入窒息状态。野蛮人必须达到至少12级并且拥有高等窒息抓握狂暴之力才能选取这个狂暴之力。
剧透 -   :
Master of the Deep (Su): As a standard action, the barbarian commands an aquatic creature to do her bidding. The barbarian selects a creature with the aquatic type within 30 feet and gives a terse command from those listed in the command spell. Alternatively, if the creature has an Intelligence of 1 or 2, the barbarian may instead command the creature to attack the closest creature to it as a standard action. The creature must succeed at a Will save (DC equal to 10 + half the barbarian’s level + her Strength modifier) or obey the command to the best of its ability on its next turn. Once a creature has attempted a saving throw against master of the deep (successful or not), it is immune to this power for 24 hours. This ability is a mind-affecting effect, but it is not language dependent; the creature need not understand the barbarian giving the command. A barbarian must be at least 8th level before selecting this power.
Suffocating Grip (Ex): While raging, when the barbarian successfully maintains a grapple, she can choke her opponent instead of dealing damage to, moving, pinning, or tying up her opponent. The grappled opponent cannot speak or breathe and must hold its breath or begin suffocating. The grappled opponent can take a breath during any round in which the barbarian does not maintain the grapple. Creatures that do not breathe are not affected by this ability.
Suffocating Grip, Greater (Ex): When the barbarian is using the suffocating grip rage power, the grappled creature cannot hold its breath and immediately begins suffocating. A barbarian must be at least 12th level and have the suffocating grip rage power to select this rage power.
传世名作MASTERPIECES
下列传世名作(开拓者RPG极限魔法21)被水之主的坚信徒们所钟爱。
剧透 -   :
The following masterpieces (Pathfinder RPG Ultimate Magic 21) are favored by devotees of the Water Lord.
拉格达恩的肚皮舞Ragadahn’s Raqs Beledi (Dance)
你充满张力的表演让你的盟友也变得更加柔软。
条件:表演(舞蹈)5级
代价:专长或2环可知法术。
效果:当你完成这项表演时,选择诗人等级个目标来获得这个传世名作的好处。一个被影响的生物可以通过最小为他宽度一半的区域而不会因为挤压受到任何减值,并能够在受到通常挤压减值的情况下通过最小为他宽度四分之一的区域。这是一个变形效果。
使用:效果持续时间内每分钟消耗1轮吟游表演。
动作:1分钟
剧透 -   :
Your expressive dance makes your allies much more limber.
Prerequisite: Perform (dance) 5 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: When you complete this performance, choose one target per bard level to gain the benefits of this masterpiece. An affected creature can move through areas at least half its width with no penalty for squeezing, and can move through a space at least one-quarter its width using the normal penalties for squeezing. This is a polymorph effect.
Use: 1 round of bardic performance per minute of the effect’s duration.
Action: 1 minute.
拉格达恩的旋转升华之舞Ragadahn’s Spiraling Ascent (戏剧,舞蹈)
你通过引导一阵阵的强风来将你的盟友投入到战场。
条件:表演(戏剧)或者表演(舞蹈)7级
代价:专长或者三环可知法术
效果:你旋风般的动作可以在邻接你的空方格中召唤出一股15呎高的气旋。这个气旋将会持续到你停止使用吟游表演来维持它,在你维持它的每一轮它都会延伸额外的15呎,直到它到达天花板或者是别的什么障碍。以一个移动动作,你可以引导这股气旋,让它将邻接它的一只自愿的生物无害地吹起,并把这只生物移动到任何气旋邻接地任意高度的方格中。这次移动会引发借机攻击。这股气旋在被创造出来之后就不能被移动。延长吟游表演的能力(比如余音绕梁APG)可以影响这个传世名作。
使用:每轮花费1轮吟游表演
动作:一个标准动作
剧透 -   :
You can hurl your allies into battle by directing swift winds.
Prerequisite: Perform (act) or Perform (dance) 7 ranks.
Cost: Feat or 3rd-level bard spell known.
Effect: Your whirling motions summon a 15-foot-high cyclone into an empty space adjacent to you. This cyclone persists until you stop using bardic performance to sustain it, and extends an additional 15 feet in height each round you sustain it until it reaches a ceiling or other obstacle. As a move action, you can direct the cyclone to harmlessly flow around one willing creature adjacent to the cyclone and move the creature to any other square adjacent to the cyclone at any height the cyclone has reached. This movement provokes attacks of opportunity. The cyclone is immobile once created. Abilities that extend the duration of a bardic performance (such as Lingering PerformanceAPG) affect this masterpiece.
Use: 1 round of bardic performance per round.
Action: 1 standard action.
« 上次编辑: 2018-01-31, 周三 12:37:20 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线 Πληΐαδες

  • 黑鸭爵
  • Hero
  • ****
  • 帖子数: 864
  • 苹果币: 5
  • Broken Vessel
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #16 于: 2017-09-11, 周一 20:09:14 »
无限的时光守望者TIMEKEEPER OF THE MANY
      作为司掌时间和熵的长者,众相夏依卡看穿了所有的过去和未来。夏依卡的追随者们认为,这位长者并不仅仅是在观察,而是作为牧羊人一般的存在守护著历史稳步前行。下列新规则很适合模仿夏依卡魔法的角色,或者是拥有夏依卡百貌之一血脉的角色。
剧透 -   :
As the Eldest of time and entropy, Shyka the Many has observed all pasts and futures. Shyka’s devotees insist that the Eldest does not merely watch, but also acts to shepherd existence along a stable path. The following new rules are appropriate for characters emulating Shyka’s magic, or for those descended from one of Shyka’s aspects.

时法师CHRONOMANCER (法师变体)

时间并非是一种永恒不变的力量,而是一种拥有无穷变化的现象。一些罕见的奥法学者以时法师之名为人们所知,他们展露出的力量使他们在时光的狭缝中化为短暂的闪现,闪现于过去,未来,以及充满无限可能的现在。

时之池(Temporal Pool,Su):时法师可以储存时间的力量来以下列的各种方式操纵时间的流动。时之池拥有的点数等于他等级的一半再加上他的智力调整值(最小为1)。每天1次,时之池将会在时法师淮备法术的时候再次充盈。
引用
预知危险(Forewarned):当时法师投掷先攻时,他可以从他的时之池中消耗1点来让他自己或者30呎内的盟友投一个1d4,并将得到的结果加在该角色的先攻结果上。在5级时,时法师可以以一个直觉动作从时之池中消耗2点来将这些好处加到他刚投出的豁免上(但需要是结果并未揭晓前)。在10级时,骰子将会增大到1d6。
时光回溯(Rewind):在因为专注失败或者施放的法术失效(比如因为成功的豁免检定,在抵抗法术抗力的施法者检定中失败,或者是其他的免疫能力),时法师可以从他的时之池中消耗等同于法术环级一半(最小值为1)来立即重新淮备这个法术,就像它没有被施放过一样。任何在首次施放中被消耗的材料成分都会被消耗,同时在首次施法中消耗的动作也会被消耗。
加速(Accelerate):在10级时,当时法师施放一个法术时,他可以从时之池中消耗2点来将加速术的效果应用在被法术影响的其中一个目标上,这个效果将会持续到时法师下一轮结束。
高等触发(Complex Contingency):在15级时,时法师可以在施放触发术时选择两个触发条件。除此之外,当时法师的触发术将要触发时,时法师可以以一个直觉动作从他的时之池中消耗1点来阻止触发术被触发,将它的效果保留下来以便之后使用。
平行自我(Parallel Self):在20级时,如果时法师死亡,他可以立即从他的时之池中消耗10点来从平行世界中召唤一个他的替身。这个替身和时法师非常相似,但他是一个随机种族的一员,使用转生术的表格。替身的生命值为时法师总生命值的一半(但不包括任何的临时生命)并拥有时法师在死前淮备好的法术。替身拥有和时法师的相同的装备,但是并不会拥有时法师所持有的神器。任何替身所使用可消耗物品,充能,或者贵重的法术成分,时法师也都会消耗掉。这个替身将会在这个世界中保持一分钟,然后这个复制品和他的装备就会撕裂时空回到他们的现实中去。
这个能力替换了奥术联结和10级,15级和20级的奖励专长。
剧透 -   :
Time is not an immutable force but an inscrutable phenomenon. Rare arcane scholars known as chronomancers demonstrate the ability to shift themselves in short bursts between the past, future, and alternate presents.
Temporal Pool (Su): A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.
Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.
Rewind: As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.
Accelerate: At 10th level when casting a spell, the chronomancer can expend 2 points from his temporal pool to apply the effects of haste to one creature affected by the spell until the end of the chronomancer’s next turn.
Complex Contingency: At 15th level, the chronomancer can specify two trigger conditions when casting contingency. In addition, when the chronomancer’s contingency would trigger, the chronomancer can expend 1 point from his temporal pool as an immediate action to prevent the contingency from triggering, saving the stored effect for later.
Parallel Self: At 20th level, if the chronomancer is killed, he can immediately expend 10 points from his temporal pool to summon an alternate version of himself from a parallel existence, appearing up to 30 feet away. This alternate version is identical to the chronomancer except he is a member of a random race, determined using the table that accompanies reincarnate. The alternate version has half the chronomancer’s total hit points (but not any temporary hit points) and those spells the chronomancer had prepared when he died. The alternate version has the same equipment as the chronomancer but does not bear any artifacts the chronomancer was carrying. Any expendable items, charges, or expensive material components the alternate version uses are also expended for the chronomancer. This alternate version remains for 1 minute before the duplicate and its equipment are ripped back to their reality.
This ability replaces arcane bond and the bonus feats gained at 10th, 15th, and 20th levels.
时光法术TEMPORAL SPELLS
      下列法术运用了夏依卡对于时间的掌握。夏依卡的牧师将三相APG作为4环法术加入到他们的法术列表中。他们也能将时间分歧和时间回溯(见31页)作为8环法术加入到他们的法术列表中。
剧透 -   :
The following spells invoke Shyka’s mastery of time. Clerics of Shyka add threefold aspectAPG to their spell list as a 4th-level spell. They also add temporal divergence and temporal regression (see page 31) to their spell list as 8th-level spells.
【咒法】时之盟友(Ally Across Time)(召唤)

环位:吟游诗人2,牧师2, 审判者2,通灵者1, 游侠1,术士/法师2
施法时间:标淮动作
成分:语言, 姿势
范围:近距(25呎+5呎/等级)
效果: 每两等级1个充满无限时间可能性的5呎立方体
持续时间:1轮/等级
豁免:
法术抗力:不可

你创造与一个或多个5呎见方的充满无限时空可能的立方体,在这些立方体中你的时间线与你的平行存在相互交迭。以一个自由动作,你可以从一个你能看到的立方体中的一条替换时间线里召唤你自己的一个分身(这并不包括任何动物伙伴,魔宠,智能物品,或者其他生物),它将持续到你的回合结束。这个分身拥有你的数据(但他的生命值等于你的施法者等级),并能够威胁所有它邻接的方格,并且拥有你所拥有的团队专长。虽然这个分身看起来像是拥有你所拥有的全部装备,但它并不能使用这些装备,这些装备会在分身消失的时候消失。这个分身不能自愿离开它被召唤出来的那个方格。在它短暂的存在时间中,这个分身可以使用一次协助他人动作来协助你,但它不能使用其他类型的动作。一旦这个分身消失,它所占据的无限时空可能性立方也会消散。
在法术结束前你只能召唤一个分身。在4级后的每3级你能在法术结束前召唤一个额外的分身,但你不能同时拥有多于一个分身在现实中存在。
剧透 -   :
ALLY ACROSS TIME
School conjuration (summoning);
Level bard 2, cleric 2, inquisitor 2, medium 1, psychic 2, ranger 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one 5-ft. cube of temporal possibility/2 levels
Duration 1 round/level
Saving Throw none;
Spell Resistance no
You create one or more 5-foot cubes of temporal possibility where your timeline overlaps with those of your parallel existences. As a free action, you can summon a duplicate of yourself (not including any animal companions, familiars, intelligent items, or other creatures) from an alternate timeline in one of the cubes you can see, which lasts until the end of your turn. This duplicate has your statistics (though its hit points equal your caster level), threatens all squares adjacent to it, and has any teamwork feats you have. Although the duplicate appears with all of the equipment you currently carry, it cannot use any of its equipment and all its equipment disappears when the duplicate does. This duplicate cannot voluntarily move from the space in which it’s summoned. During its brief existence, a duplicate can use the aid another action once to assist you, but it cannot take any other type of action. Once a duplicate disappears, the cube of temporal possibility it occupied dissipates.
You can summon only one duplicate before the spell ends. For every 4 caster levels you have beyond 3rd, you can summon an additional duplicate before the spell ends, though you cannot have more than one duplicate in existence at once.
【咒法】时之军势(Army Across Time)(召唤)

环位:吟游诗人4,牧师5, 审判者4,通灵者3, 异能者5,游侠3,术士/法师5
效果: 1个充满无限时间可能性的5呎立方体加上一个额外的立方体/等级

这个法术的效果如同时之盟友一样,但有以下两点不同。首先,在法术结束前,你可以召唤施法者等级个分身。其次,你最多可以同时拥有每3个施法者等级一个分身。
剧透 -   :
ARMY ACROSS TIME
Level bard 4, cleric 5, inquisitor 4, medium 3, psychic 5, ranger 3, sorcerer/wizard 5
Effect five 5-ft. cubes of temporal possibility plus one additional cube/level
This spell functions as ally across time as noted above with two exceptions. First, you can summon one duplicate per caster level before the spell ends. Second, you can have up to one duplicate in existence at a time for every 3 caster levels you have.
【变化】时间分歧(Time Divergence)

环位:异能者7,术士/法师7,女巫7
施法时间:迅捷动作
成分:语言,姿势,材料(价值100gp的秘银许愿石)
范围:个人
目标:自己
持续时间:立即

这个法术能让你看到未来的两种可能性,并能让你选择哪一个是你将要进入的未来。在完成这个法术后,你必须立即立即选择两个你在那个时刻可以施放的法术,这两个法术的施放时间是一个标淮动作;这些法术的效果将会同时生效,你能预知到这两个法术单独施放时造成的最终效果,范围效果,豁免投骰,以及其他可以造成的结果,就如同另外一个法术没有被施放一样。一旦你预见到了法术的最终结果,你可以选择哪一个现实最终将会发生,这将消耗一个标淮动作,已淮备的法术,以及必要的材料成分。另一个法术的效果将不会存在,也不会需要动作或者消耗已淮备的法术,法术位,或者材料成分。如果你法术的目标没有选择消耗任何资源和效果来对抗你的法术,这些资源也不会被消耗。如果在施放了这个法术后你没有立即遵从上述的指示,这个法术将不会有任何效果。
举个例子,在一个法师施放了这个法术之后,他可以对一个恶魔施放永恒静滞并对一群兽人施放火球术。当看到恶魔成功通过了对抗法术效果的意志豁免,而火球杀死了许多兽人,这个法师就可以选择让火球术生效。永恒静滞会被视作没有生效,它的法术位和消耗的材料也不会被消耗。
在一天中多次施放这个法术非常危险。在24小时中第二次以及之后的每次施放这个法术时,你必须通过一个DC为25的意志豁免,否则你将会承受承受无数的悖论与可能性,这会让你困惑24小时。当困惑效果让你攻击离你最近的生物时,你会转而消耗一个你最高环位的已淮备法术或者法术位(如果有的话),但没有任何效果。
剧透 -   :
TEMPORAL DIVERGENCE
School transmutation;
Level psychic 7, sorcerer/wizard 7, witch 7
Casting Time 1 swift action
Components V, S, M (mithral wishbone worth 100 gp)
Range personal
Target you
Duration instantaneous
This spell allows you to witness two divergent decisions and choose which to pursue. Upon completing this spell, you must immediately choose two other different spells that you could cast at that moment and that each have a casting time of 1 standard action; these spells take effect simultaneously, and you must track all resulting effects, areas of effect, saving throws, and other outcomes separately as if each had been cast normally and the other spell had never happened. Once you’ve seen how each spell resolves, you must choose which version of reality occurred, expending the standard action, prepared spell, and material components as necessary. The other spell’s results are ignored and do not require an action or expend the prepared spell, spell slot, or material components. If the targets of the spell you did not choose expended any resources or effects to resist your spell, those resources or effects are also not expended. If you cast this spell and do not or cannot immediately follow the instructions described above, this spell has no effect.
For example, after casting this spell, a wizard could cast temporal stasis on a demon and fireball on a group of orcs. Seeing that the demon succeeds at its saving throw against temporal stasis and that the fireball kills many orcs, the wizard chooses the fireball to take effect. The temporal stasis is treated as if it had not been cast, and its spell slot and costly material component are not expended.
Casting this spell more than once in a single day is risky. On the second and subsequent casting in a 24-hour period, you must succeed at a DC 25 Will saving throw or be exposed to a crippling array of possibilities and paradoxes that leave you confused for 24 hours. Whenever this confusion would cause you to attack the nearest creature, you instead expend your highest-level remaining prepared spell or spell slot, if any, with no effect.
【咒法】时间回溯(Temporal Regression)(传送)

环位:德鲁伊9,异能者8,术士/法师8,女巫8
施法时间:标淮动作
成分:语言, 姿势,法器(装有价值1500gp时铜(horacalcum)粉末的沙漏)
范围:个人和近距(25呎+5呎/2等级;见下文)
持续时间:1轮/等级 或 直至被释放
豁免:
法术抗力:不可

当你完成这个法术时,记录下你当前的位置状态,包括你的总生命值以及正在影响你的效果和它们的持续时间(e.g.毒药,恶心,属性伤害,以及法术效果)。这个法术可以创造出一个在时空中的灯塔,它不能被除了你之外的任何人侦测到。以一个标淮动作,当你在灯塔范围内并且法术的效果还没有消散时,你可以释放这个法术来让你传送到原来的位置,并让你恢复到你在施放这个法术时的状态;这不会回复任何已经消耗的物体,充能,或者你在这段时间中使用过的法术。这不会扭转其他人身上的效果,对于其他人来讲这看起来就是你传送到了灯塔的位置然后回复到了你在灯塔被设置时的状态。时间回溯会损伤你的身体,当法术被释放时,法术在施放后的每2轮你都会承受1个临时负向等级。这个负向等级会在24小时小时后消失。
你也可以以一个直觉动作而不是标淮动作来将释放这个法术,这将使你传送回你灯塔的位置,但这会完全地毁掉该法术的法器。
剧透 -   :
TEMPORAL REGRESSION
School conjuration (teleportation);
Level druid 9, psychic 8, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, F (hourglass filled with powdered horacalcum worth 1,500 gp)
Range personal and close (25 ft. + 5 ft./2 levels; see below)
Duration 1 round/level or until discharged
Saving Throw none;
Spell Resistance no
When you complete this spell, note your current location and condition, including your hit point total and any ongoing conditions affecting you as well as their durations (e.g. poison, sickened, ability damage, and spell effects). This spell creates a beacon in space-time that’s imperceptible to anyone but you. As a standard action while you are within range of the beacon before the spell’s duration expires, you can discharge the spell to transport yourself back to the marked location and restore yourself to the condition you were in when you cast the spell; this does not restore any expended items, charges, or spells you may have used during that time. This does not reverse effects for anyone else, and to bystanders it appears as though you teleported to the beacon location and regained conditions you had when the beacon was set. Temporal regression strains your body; when the spell is discharged, you gain 1 temporary negative level for every 2 rounds that passed since you cast the spell. These negative levels disappear after 24 hours.
You can discharge the spell to transport yourself back to your beacon as an immediate action instead of a standard action, but doing so utterly and entirely consumes the spell’s focus.
« 上次编辑: 2018-02-16, 周五 14:22:31 由 girigiripony »
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。


离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #17 于: 2019-07-09, 周二 16:03:24 »
死魂精之影ANKOU’S SHADOW (杀手变体)

死魂精之眼(Ankou’s Vision,Sp):在7级时,每天一次,死魂精之影可以以一个迅捷动作识破隐形,如同同名法术,这个能力每天可以使用每等级1分钟。持续时间不需要连续,但是每次至少使用1分钟。
这个能力替换了追踪者。

并没有每天一次


While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线 Blue-gen

  • Adventurer
  • *
  • 帖子数: 61
  • 苹果币: 0
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #18 于: 2019-11-12, 周二 03:12:41 »
自省演出Introspective Performance
当没有其他盟友享受你的表演时,你将通过即兴创作来让它变得更能激励你自己。
先决条件:表演(任一)3级,吟游表演或者战怒之歌职业特性
专长效果:当你是唯一一个被通常能够影响范围内所有盟友所影响的生物时,所有由吟游表演或者战歌赋予你的加值都将会被以高于你现在职业等级4级来计算。当你的实际职业等级并不足以激活某些吟游表演或战歌时,这个专长也不能让你激活它们。

有点没看懂触发条件,意思是说如果我的吟游表演或者战怒之歌不影响自己以外的盟友的时候就能触发这个专长吗

离线 妖猫

  • Hero
  • ****
  • 帖子数: 635
  • 苹果币: 3
Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #19 于: 2019-11-12, 周二 04:05:26 »
自省演出Introspective Performance
当没有其他盟友享受你的表演时,你将通过即兴创作来让它变得更能激励你自己。
先决条件:表演(任一)3级,吟游表演或者战怒之歌职业特性
专长效果:当你是唯一一个被通常能够影响范围内所有盟友所影响的生物时,所有由吟游表演或者战歌赋予你的加值都将会被以高于你现在职业等级4级来计算。当你的实际职业等级并不足以激活某些吟游表演或战歌时,这个专长也不能让你激活它们。

有点没看懂触发条件,意思是说如果我的吟游表演或者战怒之歌不影响自己以外的盟友的时候就能触发这个专长吗
条件1:你被一个吟游表演或战歌的效果影响
条件2:这个效果在能力上可以影响范围内所有盟友
条件3:这个效果目前只影响你一个

所以,如果你的能力本身就不能影响范围内所有盟友,就不满足条件2