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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。
劇透 -   :
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。
劇透 -   :
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。
劇透 -   :
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。
劇透 -   :
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。
劇透 -   :
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。
劇透 -   :
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
劇透 -   :
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
劇透 -   :
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 »

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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。
劇透 -   :
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,然后这个複製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。
劇透 -   :
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。
劇透 -   :
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裡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,它所佔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。
劇透 -   :
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。
劇透 -   :
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。
劇透 -   :
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,噁心,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。
劇透 -   :
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 »

离线 Passer556

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #17 于: 2017-09-11, 周一 21:17:43 »
妖精受災區裡面居然沒有Fangwood...
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

离线 girigiripony

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #18 于: 2017-09-13, 周三 16:35:53 »
妖精受災區裡面居然沒有Fangwood...
FANGWOOD在精痕章节

离线 犬良人

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #19 于: 2017-09-13, 周三 17:10:14 »
坐等路灯王 :em025
☷☷☷龍神阿普蘇聖武士準則☷☷☷
劇透 -   :
我乃阿普蘇的狂怒之爪。當邪惡露出馬腳,我定當出手,而此舉絕不滿足仇敵的惡意。
I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
當我無所作為之際,我將踏上旅途以探索新的焦點。大道三千,各取其一。
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
除守衛他人之外,我絕不從容就義。我當該退則退,君子報仇,十年不晚。
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
我會展示仁慈,但可一而不可再。那些背叛我善意之人,我將痛剿窮追。
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
斷罪僅是我目標的一部分。須要時,我將留下協助受我保護者,使其得以自力更生。
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

☷☷☷PFS人物卡☷☷☷

☷☷☷PF整合資源☷☷☷

离线 夜星

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #20 于: 2017-09-14, 周四 16:03:00 »
我对那个时间之主非常有兴趣(59s
“是谁把正装裤带提到咯吱窝,我告诉你我身经百战见得多。西方哪一个国家我没有去过?荒烟蔓草的年头,辣妹子唱着小背篓。”

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #21 于: 2017-09-16, 周六 00:08:24 »
三相我记得空山大大翻译过了呢。。。翻译dalao加油(递上自己的肝做贡品)
Even the smallest person can change the course of the future

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #22 于: 2017-10-06, 周五 21:16:03 »
2017/10/6 施工完成

蛮子的变体和其他职业的变体不是一个级别的
再翻爹职业的资源我是狗 :em023

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Re: 【Legacy of the First World】第一世界的遺產
« 回帖 #23 于: 2017-10-06, 周五 21:18:25 »
可怕可怕,等待你下一部的翻譯

离线 祝孤生

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #24 于: 2018-02-11, 周日 11:35:06 »
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。除非你是一个资源的目标,否则你将免疫变形效果。


“资源”应为“自愿”
喷人并不能创造什么。

这是一把+1适应复合长弓,你是一个九环法师,你在用大推推掉附魔之前并不知道这把弓是+几力调的弓,所以这是薛定谔的复合长弓。

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #25 于: 2018-02-13, 周二 23:25:44 »
精类印记的生物获得变形类人生物的特殊能力?!  :em013
还能给召唤生物和魔宠?!  :em024
(淫荡的笑声)  :em020
光速前进:17年下半年找到团,18年上半年开始安利桌游社并带团
狗头人喋血法杖:1级法师在连战中用木棍击杀狗头人*5
甘系巫师:用1级10力量法师在用完最后一个法术【法师护甲】之后装备盾牌并拔出寒铁长剑冲锋
肉盾法师:在前排战系鸽了的时候用直觉小跳当T苟到战斗结束

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #26 于: 2018-02-14, 周三 03:25:36 »
某类规则都滚粗果园了,满脑子()的()怎么还满地走。

离线 EternalRider

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #27 于: 2018-02-14, 周三 16:50:50 »
某类规则都滚粗果园了,满脑子()的()怎么还满地走。

哎呀,火气不要这么旺嘛   :em016
官方都开了女巫变体的车呢   :em029
之前不是还有人想要中体型莉拉妖精来着?   :em024
精类印记兔子!   :em010
光速前进:17年下半年找到团,18年上半年开始安利桌游社并带团
狗头人喋血法杖:1级法师在连战中用木棍击杀狗头人*5
甘系巫师:用1级10力量法师在用完最后一个法术【法师护甲】之后装备盾牌并拔出寒铁长剑冲锋
肉盾法师:在前排战系鸽了的时候用直觉小跳当T苟到战斗结束

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Re: 【Legacy of the First World】第一世界的遗产
« 回帖 #28 于: 2018-02-14, 周三 17:07:15 »
补两个图