作者 主题: 【黑川刚神团自翻自用】第三方杂项  (阅读 2432 次)

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【黑川刚神团自翻自用】第三方杂项
« 于: 2020-04-26, 周日 16:44:05 »
(施工中)

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Re: 【黑川刚神团自翻自用】第三方杂项
« 回帖 #1 于: 2020-04-26, 周日 17:49:18 »
融域武者(CoS)专长:


法术陷阱(融域)
先决条件: 陷阱武域, 魔域.

放置陷阱时,你可以在陷阱上附加一个魔域效果。放置该陷阱需要的时间为陷阱放置时间与魔域效果施法时间取高。
若以暗箭类型放置,该效果指定(若为单体目标效果)第一个被暗箭命中的生物为目标,或是其方格上最近的角落(若为区域性效果)。你可以选择放弃暗箭伤害,使该暗箭对抗接触AC。
若以圈套类型放置,触发该陷阱的生物为单体目标效果的目标,若为区域性效果,则起始点为该陷阱所占据的方格上由你指定的角落。
无论放置方式,锥形,线形,和其他区域形状需按照在放置陷阱时所决定的一个方向结算。任何魔域效果所需的魔力点会在陷阱放置时被消耗且无法回收。多个目标的效果只可指定被该暗箭命中或是触发该圈套的生物。所有关于魔域效果的选择必须在放置陷阱时决定且无法改变。你不可选择为一个附加于陷阱上的效果保持专注。



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Spell Trap (融域)
先决条件: Trap sphere, casting.

When placing a trap, you may imbue the trap with a sphere effect. Placing the trap takes the longer of your trap placement time and the effect’s casting time.

If placed as a dart, the effect targets (for a targeted effect) or is centered on the nearest corner of the space of (for an area effect) the first creature the dart strikes. You may choose to forgo dart damage to resolve the attack against touch AC.

If placed as a snare, the creature triggering the trap is the target of a targeted effect, while the corner of a square the trap occupies chosen by you when the trap is set is the point of origin for an area effect.

Regardless of method, cones, lines, and other shapes resolve themselves in a direction chosen when the trap is set. Any spell points required for the effect are spent when the trap is placed and cannot be recovered. Effects that target multiple creatures only target the struck (for a dart) or triggering (for a snare) creature. All choices regarding the sphere effect must be made when the trap is set and cannot be changed. You may not choose to concentrate on an effect placed in a trap.

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Re: 【黑川刚神团自翻自用】第三方杂项
« 回帖 #2 于: 2020-05-09, 周六 15:46:18 »
炼金武域天赋:

持久毒素[Apoc]

你的炼金毒药可以额外持续等同于招式属性调整值的轮数。在制作炼金毒药时,你可以选择花费武术聚焦以应用以下的任一额外效果:

若炼金毒药为接触,摄入,或伤口类型的,一个对你的炼金毒药成功豁免的生物必须在每回合开始时继续尝试为该炼金毒药豁免,直到等于你招式属性调整值的轮数,或是其豁免失败。

若炼金毒药为吸入类型,毒性会在投掷后所影响的区域里持续招式调整值轮;进入或于区域内开始回合的生物需要为该毒素进行豁免检定(一个生物每轮只需为该毒素豁免一次,无论其进入了被影响区域多少次。)

劇透 -   :
Lingering Poison [Apoc]

Source: Spheres Apocrypha: Alchemical Poisons

Your poisons remain potent by an additional number of rounds equal to your practitioner modifier. You can expend martial focus when you create a poison with one of the following additional effects:

If it was a contact, ingested or injury poison, a creature that successfully saves against the poison must attempt new saving throws against the poison at the beginning of their turn for a number of rounds equal to your practitioner modifier or until the creature fails their saving throw.
If it was an inhaled poison the area it affects when thrown remains poisoned for a number of rounds equal to your practitioner modifier; creatures that enter or begin their turns in this area must attempt a save against this poison (a creature only needs to attempt a save against this poison once per round, regardless of how many times it might enter the poisoned area


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Re: 【黑川刚神团自翻自用】第三方杂项
« 回帖 #3 于: 2020-05-21, 周四 16:28:38 »
Super Genius Games. 职业变体:核心职业变体套装

什么是变体套装?
变体套装是一组角色们可以选择获得的职业能力,用以代替角色原本职业会获得的能力。

本书是假定于每个职业都有至少一个“变体套装”而写的,代表着一组所有该职业成员都会获得的基准能力(见下)。本书亦是基于这些能力可以在不影响职业平衡与作用的前提下被更改而设计的。

举一个例子,牧师的领域职业能力就可以被视为一个变体套装。领域是牧师核心职业能力的额外附加(没有了领域的牧师也照样有很多选择)。即便一个牧师角色的玩家没有选择领域,该角色仍然可以满足牧师的主要职责并于团队中负责相同的定位。只不过在这20级间这些领域本会给予角色九个法术位,十八个已知法术,四个特殊能力,至多两个本职技能或是专长。

本书中,牧师的两个领域就被划分为了一个变体套装—域仆。该套装变为了牧师
可以选择的一个选项,而本书的其他变体代表了其他选项。一个想要扮演拥有着高超战斗经验的牧师(比如某个战神的祭祀)可选择本书中一个武斗向的变体套装来替换其的域仆变体套装。

现有的变体套装:

以下是游戏里基础职业本就拥有的变体套装。为了获得一个新的变体,一个角色必须放弃一个其职业原有的变体。大部分职业只有一个变体,但一部分(炼金术士,吟游诗人,骑将,审判者,圣骑士,游侠)有两个。拥有多数变体的职业只需放弃一个来获取一个新的变体套装。

炼金术士
炼金术士拥有两个变体套装:掷弹兵和疯狂科学家。
掷弹兵:掷弹兵套装包括炼金术士的炼金炸弹能力,随手投掷,以及炼金炸弹伤害的成长。它同样包含了8级与14级获得的科研发现。没有该变体套装的炼金术士从不会获得炼金炸弹能力或其的成长。(注:这最后一句大概就是想特别强调不视为拥有本职业能力吧)
疯狂科学家:疯狂科学家套装包括了突变药剂和长效突变药剂能力,和于2级,6级,10级,与18级获得的科研发现。没有该变体套装的炼金术士从不会获得突变药剂能力或其的成长,并在服用突变药剂时不被视为一个炼金术士。

野蛮人
野蛮人拥有一个变体套装:暴怒之民。
暴怒之民:暴怒之民变体包括了野蛮人的狂暴能力和所有狂暴之力,也包括了大狂暴,不屈意志,不倦狂暴和强力狂暴。没有该套装的野蛮人从不会获得这些能力。

吟游诗人
吟游诗人拥有两个变体套装:表演者和奏法者。
表演者:表演者变体给予一个诗人所有的吟游表演能力加上多才多艺和通晓音律。没有该套装的吟游诗人从不会获得任何上述能力。
奏法者:奏法者变体给予了一个诗人其所有的施法能力。没有该套装的吟游诗人没有施法者等级,已知法术或是每日法术位,并不视为拥有吟游诗人的法术表。

骑将
骑将拥有两个变体套装:骑士和驭手。
骑士:骑士变体包括一级每日一次的挑战能力,16级每日额外一次,还有骑将的骑士团。没有该变体的骑士在四级时获得挑战能力,但每日使用次数少一次。(16级时为少两次)
驭手:驭手变体包括了坐骑,骑将冲锋,驯兽专家,猛力冲锋,和至高冲锋能力。

牧师:
牧师拥有一个变体套装:域仆。
域仆:域仆变体给予了一个牧师两个领域和领域法术位。没有该套装的牧师从不获得领域法术位,神授力量和领域法术。

德鲁伊
德鲁伊拥有一个变体套装:兽主
兽主:兽主变体给予了一个德鲁伊自发施法,野性认同,和自然变身(以及其的所有成长)。没有该套装的德鲁伊从不获得上述能力。

战士
战士拥有一个变体套装:战斗大师
战斗大师:战斗大师变体给予了一个战士于1级,6级,12级,和18级获得的奖励专长,英勇,以及武器训练。额外的,若没有该变体套装则角色无法选择需要以战士等级为先决条件的专长。(比如武器专精)

审判者
审判者拥有两个变体套装:行刑者和教士
行刑者:行刑者套装包括了审判,双重审判,三重审判,和最终审判能力。没有该变体的审判者从不获得任何审判能力。(注:这里写的是judgment powers,令人疑惑)
教士:教士变体包括了法术和祷念能力。没有该变体的审判者不被视为施法者。该审判者仍会获得领域能力,并且若任何职业能力需要施法者等级则视其为等于审判者的等级。

武僧
武僧拥有一个变体套装:气功大师
气功大师:气功大师变体给予了一个武僧疾风连击,2级的奖励专长,气池,混元体,遁术,和空灵体能力。没有该套装的武僧从不获得上述能力,没有气池,并且无法在使用轻功时消耗气。

先知
先知拥有一个变体套装:神秘者
神秘者:神秘者变体套装包括了先知的秘示域和任何其包涵的本职技能,奖励法术,以及启示。没有该变体套装的先知可以选择是否获得先知诅咒。该选择于一级时决定,并无法改变。

圣骑士
圣骑士拥有两个变体套装:复仇者和神卫
复仇者:复仇者变体给予了一个圣骑士制裁邪恶,圣疗,恩惠,正能量引导,和神契能力。没有该套装的圣骑士从不获得上述能力。
神卫:神卫变体给予了一个圣骑士侦测邪恶,勇气灵光,和圣骑士的施法能力。没有该套装的圣骑士从不获得上述能力,没有施法者等级,每日法术位,并不被视为拥有圣骑士的法术表。

游侠
游侠拥有两个变体套装:斥候和巡林客。
斥候:斥候变体给予了一个游侠宿敌,战斗流派专长,偏好地形,和猎手羁绊能力。没有该套装的游侠从不获得上述能力。
巡林客:巡林客变体给予了一个游侠法术辨识为本职技能,每级两点技能点,野性认同,和游侠的施法能力。没有该套装的游侠从不获得上述能力,升级只获得4(加智调)技能点,没有施法者等级,每日法术位,并不被视为拥有游侠的法术表。

盗贼
盗贼拥有一个职业套装:伏行者
伏行者:伏行者变体给予了一个盗贼1级,5级,9级,13级和17级的偷袭骰,和陷阱感知能力。没有该套装的盗贼仍会于3级,7级,11级,15级和19级获得偷袭骰,但从不获得陷阱感知能力。

术士
术士拥有一个职业套装:血脉传承。
血脉传承:血脉传承变体给予了一个术士血统,包括其的额外本职技能,奖励法术,额外专长,血统奥秘和血统力量。没有该套装的术士从不获得上述能力和奖励栏目。(注:bonus items)

召唤师
召唤师拥有一个变体套装:增幅者。
增幅者:增幅者模板(注:神tmTEMPLATE)包括了召唤师的一环和更高环的法术。(但不包括戏法和其的召唤怪物能力)没有该套装的召唤师从不获得一环或更高环位的施法能力。

女巫
女巫拥有一个变体套装:巫师
巫师:巫师模板包括了女巫的巫术,强力巫术和高等巫术能力。没有该模板的女巫从不获得任何巫术能力。

法师:
法师拥有一个变体套装:奥法大师
奥法大师:奥法大师给予了一个法师奥术联结和奥术学派能力。(注:没有该套装的)不选择专精学派(甚至不被视为普通学派),并从不获得任何专精学派所给予的能力。该法师同样不需要选择两个对立学派。

劇透 -   :
What Are Archetype Packages?
Archetype packages are sets of class abilities characters may select in place of some of the normal abilities gained from a class.

This book was written with the assumption that every class has at least one archetype package built into it which represents a standard set of powers all members of that class receive (see below for details). It is designed with the premise that one can remove some of the standard abilities of a class and replace them with new options that, while different from what the core rulebook says, have no detrimental effect on the class’s mechanical balance or ability to contribute to an adventuring team.

An obvious example of an existing archetype package can be seen in the cleric, who gets to pick two domains. These are in addition to the cleric’s core abilities (and clerics have a broad range of options even without domains). Even if a player neglected to ever select those domains, the character would be able to perform the cleric’s core function and maintain the same role in a well?built team. However, over 20 levels these domains give the cleric access to nine spell slots, eighteen spells known, four special abilities, and in some cases up to two additional class skills or bonus feats.

In the context of this product, the cleric’s two domains represent a single archetype package—the Domain Servant. That package becomes just one option a cleric can take, with the new archetypes in this volume representing some alternative options. A player who wants to play a cleric that also has an increased level of battle expertise (perhaps as a priest serving a deity of war) gives up the Domain Servant archetype package and selects one of the new martial archetypes described in the following pages.

Existing Archetype Packages
Below we define the archetype packages already included as part of the heroic base classes presented in this game. To gain a new archetype, a character must forgo one of the archetypes normally granted to his class. While most classes have only one archetype, a few (alchemist, bard, cavalier, inquisitor, paladin, and ranger) have two. Classes with multiple archetypes only need to give up one in order to take a new archetype package.

Alchemist
The alchemist has two archetype packages: Grenadier and Mad Chymist.

Grenadier: The Grenadier package includes all the alchemist’s bomb abilities, throw anything, and the advancement of bomb damage. It also includes the discoveries normally gained at 8th and 14th levels. Without this archetype package, an alchemist never gains or advances the bomb ability.

Mad Chymist: The Mad Chymist package includes the mutagen and persistent mutagen abilities, and the discoveries normally gained at 2nd, 6th, 10th, and 18th levels. Without this archetype package, an alchemist never gains or advances the mutagen ability, and is treated as not being an alchemist if a mutagen is consumed.

Barbarian
The barbarian has one archetype package: Berserker.

Berserker: The Berserker archetype includes a barbarian’s rage class ability and all rage powers, including greater rage, indomitable will, tireless rage, and mighty rage. A barbarian that gives up this package never receives any of these abilities.

Bard
The bard has two archetype packages: Performer and Spellsinger.

Performer: The Performer archetype grants a bard all the bardic performance class abilities plus the versatile performance and well-versed class abilities. A bard that gives up this package never receives any of these abilities.

Spellsinger: The Spellsinger archetype grants a bard all his spellcasting ability. A bard that gives up this package gains no caster level, has no spells known or spells/ day, and has no access to the bardic spell list.

Cavalier
The cavalier has two archetype packages: Knight and Horseman.

Knight: The Knight archetype package includes 1 use/day of the challenge ability gained at 1st level, 1 use/day gained at 16th level, and the cavalier’s order. A cavalier without this archetype package gains the challenge ability at 4th level, but has 1 fewer uses/day (and beginning at 16th level, 2 fewer uses/day).

Horseman: The Horseman archetype includes the mount, cavalier’s charge, expert trainer, mighty charge, and supreme charge abilities.

Cleric
The cleric has one archetype package: Domain Servant.

Domain Servant: The Domain Servant archetype grants a cleric two domains, and one spell slot/level for domain spells. A cleric that gives up this package does not receive one additional spell slot per spell level for domain spells, and gives up all domain granted powers and domain spells.

Druid
The druid has one archetype package: Beastlord.

Beastlord: The Beastlord archetype grants the druid the spontaneous casting, wild empathy, and wildshape class abilities (including all improvements to wildshape). A druid that gives up this archetype never receives any of these abilities.

Fighter
The fighter has one archetype package: Battle Master.

Battle Master: The Battle Master archetype grants a fighter the bonus feats gained at 1st, 6th, 12th, and 18th levels, bravery, and weapon training. Additionally, without this archetype package the character cannot take feats whose prerequisites include levels in the fighter class (such as Weapon Specialization).

Inquisitor
The inquisitor has two archetype packages: Executioner and Magister.

Executioner: The Executioner package includes the judgment, second judgment, third judgment, and true judgment abilities. Without this archetype, the inquisitor never gains any judgment powers.

Magister: The Magister archetype package includes the spells and orisons abilities. An inquisitor without this archetype is not a spellcaster. The inquisitor retains the domain ability, and if a caster level is required for a class ability it is considered to be equal to the inquisitor’s level.

Monk
The monk has one archetype package: Ki Master.

Ki Master: The Ki Master archetype grants a monk the flurry of blows, bonus feat gained at 2nd level, ki pool, wholeness of body, abundant step, and empty body class abilities. A monk that gives up this package never receives any of these abilities, has no ki pool, and cannot spend ki points as part of the high jump ability.

Oracle
The oracle has one archetype package: Mystic.

Mystic: The Mystic archetype package includes the oracle’s mystery plus all the class skills, bonus spells, and revelations it includes. An oracle without this archetype package may choose to have an oracle’s curse or not, as the player prefers. This decision is made at first level, and once made it cannot be changed.

Paladin
The paladin has two archetype packages: Avenger and Divine Guardian.

Avenger: The Avenger archetype grants a paladin the smite evil, lay on hands, mercy, channel positive energy, and divine bond class abilities. A paladin that gives up this package never receives any of these abilities.

Divine Guardian: The Divine Guardian archetype grants a paladin the detect evil and aura of courage class abilities, plus all of the paladin’s spellcasting ability. A paladin that gives up this package never receives any of those abilities, gains no caster level, has no spells/day, and has no access to the paladin spell list.

Ranger
The ranger has two archetype packages: Scout and Woodland Spellcaster.

Scout: The Scout archetype grants a ranger the favored enemy, combat style feat, favored terrain, and hunter’s bond class abilities. A ranger that gives up this package never receives any of these abilities.

Woodland Spellcaster: The Woodlander Spellcaster archetype grants a ranger Spellcraft as a class skill, 2 of the ranger’s 6 skill points per level, the ranger’s wild empathy ability, and all the ranger’s spellcasting ability. A ranger that gives up this package never receives any of those abilities, gets only 4 skill points (plus Int bonus) per level, gains no caster level, has no spells/day, and has no access to the ranger spell list.

Rogue
The rogue has one archetype package: Sneak.

Sneak: The Sneak archetype grants a rogue the sneak attack dice gained at 1st, 5th, 9th, 13th, and 17th levels, as well as the trap sense class ability. A rogue that gives up this package still receives sneak attack dice at 3rd, 7th, 11th, 15th and 19th levels, but never receives the trap sense abilities.

Sorcerer
The sorcerer has one archetype package: Heritage.

Heritage: The Heritage archetype grants a sorcerer one bloodline—including the bloodline class skill, bonus spells, bonus feats, bloodline arcana, and bloodline powers. A sorcerer that gives up this package never receives any of these abilities or bonus items.

Summoner
The summoner has one archetype template: Augmenter.

Augmenter: The Augmenter template includes the summoner’s 1st-level and higher spells (but not his access to cantrips or his special summon monster spell-like ability). A summoner that gives up this package never gains spells of 1st-level and above.

Witch
The witch has one archetype package: Hexen.

Hexen: The Hexen template includes the witch’s hex, major hex and grand hex abilities. Without this template, the witch never gains any hex abilities.

Wizard
The wizard has one archetype package: Arcane Master

Arcane Master: The Arcane Master archetype grants a wizard the arcane bond and arcane school class abilities. The wizard does not choose a school (not even the universalist school) to specialize in, and never gains any of the abilities granted for specializing in a school. The wizard also does not need to choose two opposing schools.


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Re: 【黑川刚神团自翻自用】第三方杂项
« 回帖 #4 于: 2020-05-31, 周日 14:45:10 »
Rite Publishing 武士团:将军道
由对将军极其忠心的士兵武士们所组成,将军道为维持秩序与萧清叛国者服务。这些武士大多是经历过数个战场的老兵,并且在与战争相关的事务上均有良好的培训。

守则:武士必须对将军保持绝对的忠诚,并把将军所说的每一个字当成绝对的法律。比起让将军蒙羞,这些武士宁可选择死亡。

挑战·当将军道的武士发出挑战时,所有于武士30尺内的盟友对挑战目标的攻击和伤害上获得等于1+1/4武士等级的加值。

技能:将军道的武士将知识(工程)加入本职技能。他也可以在未受训时进行专业(士兵)检定,但若其以受训,则其在该检定上获得等于1/2武士等级的加值(最低为1)

能力:将军道的武士在升级过程中获得以下能力。

心如止水(Ex)
2级时,将军道的武士学会了在危险前稳固心境,纹丝不动。武士在所有意志豁免上获得等同于1/2职业等级的士气加值。在20级时,武士免疫恐惧术和恐惧效果。

卸劲翻滚(Ex):
8级时,将军道武士的战斗经历能帮助他更好的躲避伤害。当一个敌人对武士确认重击时,武士可以使用该能力来抵消重击,使该攻击转而造成正常伤害。该能力必须在伤害骰出前使用,并且武士8级时每天可使用1次该能力。武士在12级,16级,20级时分别获得一次每天额外使用该能力的机会。

确信瞄准(Ex):
15级时,将军道武士可以依靠其在战场上的丰富阅历来利用敌人的空隙。每天一次,武士可以自动确认一次重击。在重击额外造成的伤害之外,该攻击无视任何伤害减免并且会使目标陷入恍惚状态1d4轮。

劇透 -   :
Order of the Shogunate

Comprised of soldier samurai fiercely loyal to the Shogun, the Order of the Shogunate serves to maintain order and fight those traitors who disturb the peace of the nation. These warriors are well trained in matters of war and most of them are combat veterans who have seen multiple battlefields.

Edicts: A samurai who belongs to the order of the shogunate must maintain complete loyalty to the Shogun above all others, treating every word of the Shogun as absolute law. Such a samurai would sooner die than bring shame or dishonor to the Shogun or the Shogunate.

Challenge: When an order of the shogunate samurai issues a challenge, all allies of the samurai within 30 feet of the samurai gain a bonus equal to 1+ 1/4 of the samurai level to attack and damage the target of the challenge.

Skills: A samurai belonging to the Order of the Shogunate gains Knowledge (engineering) as a class skill. He may also make Profession (soldier) checks untrained, but if he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum 1).

Order Abilities: A samurai who belongs to the Order of the Shogunate gains the following abilities as he increases in level.

A Calm Soul (Ex)
At 2nd level, the order of the shogunate samurai has learned to steady his mind and calm his soul in the face of impending doom. The samurai adds a morale bonus equal to 1/2 his class level to all Will saves. Furthermore, at 20th level, the samurai is immune to fear and fear effects.

Roll with the Punch (Ex)
At 8th level, the order of the shogunate samurai combat experience helps him better avoid damage. When an opponent confirms a critical hit against the samurai, the samurai can use this ability to cancel the critical hit, instead taking the regular amount of damage. The use of this ability must be declared before damage is rolled and the samurai may use this ability once per day at 8th level. The samurai gains an additional use of this ability at 12th, 16th and 20th level.

Sure Aim (Ex)
At 15th level, an order of the shogunate samurai can use his vast experience in battle to take advantage of an opening to strike true. Once per day, the samurai can automatically confirm one critical hit. In addition to the extra damage caused by the critical hit, this attack ignores all damage reduction and causes the target to be staggered for 1d4 rounds.