作者 主题: Player Companion【Monster Hunter's Handbook】  (阅读 15881 次)

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离线 归田卸甲退休孤寡老人

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« 上次编辑: 2020-05-09, 周六 16:36:17 由 SaltFish »

离线 归田卸甲退休孤寡老人

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Re: 【Monster Hunter's Handbook】
« 回帖 #1 于: 2019-07-15, 周一 08:43:58 »
净化者-审判者变体 Abolisher (Inquisitor)
净化者是清廉的审判者,他们清除异种、非自然起源的生物,发现并揭露它们的异常。

净化宣誓 Sworn to Purity (Ex): 净化者必须选择以下领域之一:空气,动物,土,火,植物,水,或天气。如果她的神祇中没有这些领域,则失去变体能力,变成一个普通的审判者,或者前审判者。改变了领域

揭露凝视 Revealing Gaze (Ex): 净化者在对抗其他生物伪装和潜行检定时获得审判者等级一半(最低+1)的士气加值。并且可以把加值授予所有邻近的盟友。取代了严苛凝视。

曝光异怪 Expose Aberration (Sp): 2级时,净化者可以随意使用侦测异怪。当她用武器攻击生物时可自动得知它是否是异怪。5级时,命中异怪后,伤害检定前时,可以直觉动作激活破敌能力。取代侦测阵营并调整破敌。

逃脱腐化 Escape Corruption’s Grasp (Sp): 5级时,净化者获得神力保护,对抗异怪的攫抓触手和麻痹黏液。每日获得等于进化者等级轮次的类似行动自如的能力。激活轮次无需连续,激活动作为直觉动作。取代辨识谎言。
« 上次编辑: 2019-07-20, 周六 11:50:18 由 SaltFish »

离线 归田卸甲退休孤寡老人

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Re: 【Monster Hunter's Handbook】
« 回帖 #2 于: 2019-07-15, 周一 08:44:08 »
驱魔卫士-圣骑士变体 Banishing Warden (Paladin)

驱魔卫士善于和所有邪恶异界生物战斗,并将他们遣返本土位面。

职业技能:驱魔卫士获得知识(位面),但不获得知识(贵族)。

制裁邪恶(Su):驱魔卫士的制裁邪恶只在第一次攻击异界生物时造成额外伤害(不包括龙或不死生物)。然而,额外伤害对任何邪恶异界生物有效,不仅是邪恶子类(包括本地异界生物)。调整了制裁邪恶

驱魔重击(Su):在第3级,每天一次,当驱魔卫士对制裁邪恶的目标重击确认成功,可尝试将其遣返本土位面。必须通过意志豁免(DC = 10 +驱魔卫士等级的一半+放逐守卫的魅力调整值),否则如同驱逐术[dismissal]遣返原生位面。在第10级时,以这种方式被驱逐的生物在下一个回合开始时,受到每个圣骑士等级2点的伤害。驱魔卫士在9级和15级可获得每日一次额外使用。
取代3级的恩惠,但是依旧可以获得6级之后的恩惠。

驱魔灵光(Su):在11级,驱逐守卫的一个盟友受到审判灵光的影响时,这个盟友可以使用驱魔重击。这将计入驱逐守卫的每日使用次数,如果驱逐守卫没有剩余驱魔重击次数,则无法激活。调整了审判灵光。
« 上次编辑: 2019-07-19, 周五 14:22:54 由 SaltFish »

离线 归田卸甲退休孤寡老人

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Re: 【Monster Hunter's Handbook】
« 回帖 #3 于: 2019-07-15, 周一 08:44:16 »
真实世界守卫者-德鲁伊变体 Defender of the True World (Druid)
一些德鲁伊专门保护格拉里昂免受第一世界居民的威胁。他们致力于追踪、转移和消灭精类威胁。

职业技能:真实世界守卫者获得交涉作为本职技能。这改变了德鲁伊的职业技能
额外语言:真实世界守卫者除正常额外语言之外,还可以选择邪灵语、木族语或地底通用语作为额外语言
第一世界之敌:真实世界守卫者不能使用召唤自然盟友来召唤精类,这改变了自发施法

精类通感 Fey Empathy (Ex): 真实世界守卫者在与精类生物互动时,在唬骗、交涉和威吓检定上获得+2表现加值。这个加值每增加4个德鲁伊等级就+1(最多在20级时+7)。取代野性认同

精类追踪者 Fey Stalker (Ex): 在第3级,真实世界守卫者的动物伙伴和她召唤的任何生物在对精类生物的攻击和伤害骰上获得+1士气加值。这个加值在第8级时增加到+2,第13级时增加到+3,第18级时增加到+4。此能力取代无迹步

精类宿敌 Feybane (Ex): 在第4级时,真实世界守卫者在对抗利用或目标为植物的法术和效果的豁免检定中不会获得额外奖励。相反,克服伤害时,天生武器视为寒铁,并且克服精类生物的法术抗性时,施法者等级检定上获得+2加值。这种能力改变了抵抗自然诱惑的能力。

免疫诱惑 Beguiling Immunity (Ex): 在第9级,真实世界守卫者精类的影响心灵效果免疫。此能力取代毒素免疫。

第一世界欺诈者 First World Deceiver (Su): 在第13级,真实世界守卫者获得了改变自己外貌的能力,如同变身术,除了可以选择类人生物或是精类生物。从这个能力获得的基础陆地速度不能超过60英尺。取代千面万相
« 上次编辑: 2019-07-20, 周六 10:26:33 由 SaltFish »

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Re: 【Monster Hunter's Handbook】
« 回帖 #4 于: 2019-07-15, 周一 08:44:24 »
骑将变体:矛骑从者(Disciple of the Pike)【出自Monster Hunter's Handbook】
长矛骑士团(Order of the Pike)——这个小型的地狱骑士团以怪物猎手而闻名,他们将传统的战斗技巧和先进的装备相结合以猎杀大型怪物。

越巨愈勇Bigger They Are (Ex):矛骑从者在对抗体型比他大至少一级的敌人时获得+1闪避AC,如果对方的体型比他大两级,则闪避AC增加至+2。6级时,在对抗体型比他大至少三级的目标时是,闪避AC增加至+3。12级时,在对抗体型比他大至少四级的目标时,闪避AC增加至+4。本能力取代坐骑。

长矛冲锋Pike Charge (Ex):在3级时,矛骑从者习得了冲锋时使长杆兵器攻击更加精准的秘诀。当他持用一把来自长兵器武器组或矛武器组的武器冲锋时,攻击检定的加值变为+4(而非正常情况下的+2)。此外,矛骑从者不会在使用长矛冲锋后承受AC上的-2减值。本能力取代骑将冲锋。

怪物猎手Monster Hunter (Ex):在4级时,矛骑从者获得了一个鉴别怪物的离奇能力。他在进行识别怪物以及发现其特殊能力和弱点的知识检定时,可以使用未受训的知识进行检定,并且获得等同于1/2矛骑从者等级的加值。本能力取代驯兽专家。

武器训练Weapon Training (Ex):在5级时,矛骑从者获得战士的武器训练职业能力,但必须选择长兵器武器组或矛武器组,并且不会获得其他武器组的【武器训练】。计算武器训练的加值时,将他的矛骑从者等级视为战士等级。本能力取代旗帜和旗帜高扬。

灵巧冲锋Agile Charger (Ex):在11级时,矛骑从者在冲锋时无视困难地形。他的移动依然会受到障碍物(Obstacles)、低能见度(poor visibility)或者其他条件的限制。本能力不能使他穿过无法通行(impassible terrain)的地形。本能力取代强力冲锋。

夺命冲锋Deadly Charge (Ex):在20级时,矛骑从者当在持用长兵器或矛武器组的武器时使用冲锋动作时,这次攻击造成双倍伤害。此外,如果夺命冲锋造成了一次重击威胁且确认时,除非目标通过一个意志检定(DC=10+矛骑从者的BAB)否则震慑1D4轮;即使目标通过了意志检定,也会陷入恍惚1D4轮。本能力取代至高冲锋。


劇透 -  原文:
DISCIPLE OF THE PIKE (CAVALIER ARCHETYPE)
The Hellknight Order of the Pike are renowned monster hunters, taking on large game using ancient weapon arts combined with modern equipment.

Bigger They Are (Ex): A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger.
This ability replaces mount.

Pike Charge (Ex): At 3rd level, a disciple of the pike learns to make more accurate charge attacks with weapons from the polearms or spears fighter weapon group (Pathfinder RPG Core Rulebook 56). He receives a +4 bonus on melee attacks when charging with a polearm or spear (instead of the normal +2). In addition, the disciple of the pike takes no penalty to his AC after making a charge attack with a polearm or spear.
This ability replaces cavalier’s charge.

Monster Hunter (Ex): At 4th level, a disciple of the pike has an uncanny ability to identify monsters. He can attempt Knowledge checks untrained to identify monsters and their weaknesses, and gains a bonus equal to half of his cavalier level on Knowledge checks to identify monsters.
This ability replaces expert trainer.

Weapon Training (Ex): At 5th level, a disciple of the pike gains weapon training, just like a fighter. He must select polearms or spears as his weapon group, and never gains another weapon group. His bonuses with the selected group otherwise progress as though his fighter level were equal to his cavalier level.
This ability replaces banner and greater banner.

Agile Charger (Ex): At 11th level, a disciple of the pike takes no penalties caused by difficult terrain while charging. His movement is still hampered by obstacles, poor visibility, and other conditions. This ability doesn’t allow him to move through impassible terrain.
This ability replaces mighty charge.

Deadly Charge (Ex): At 20th level, whenever a disciple of the pike makes a charge attack with a polearm or spear, he deals double the normal amount of damage. In addition, if he confirms a critical hit on a deadly charge, the target is stunned for 1d4 rounds. If the target succeeds at a Will save (DC = 10 + the cavalier’s base attack bonus), it is instead staggered for 1d4 rounds.
This ability replaces supreme charge.
« 上次编辑: 2019-07-15, 周一 08:47:42 由 SaltFish »

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Re: 【Monster Hunter's Handbook】
« 回帖 #5 于: 2019-07-15, 周一 08:44:30 »
绿灾-德鲁伊变体Green Scourge (Druid)
绿灾是好战的德鲁伊,他们发誓要恢复自然秩序。他们不像大多数德鲁伊那样关心自然世界的培育,而是专注于杀戮堕落的生物。

自然武器 Nature’s Armaments: 绿灾可以选择失去1环或2环法术,自发施展橡木棍[shillelagh]和火焰刀[flame blade]。此外他可以选择失去更高环的法术增加橡木棍的增强加值,或是为橡木棍和火焰刀增加以下武器附魔:破敌(仅异怪)、冻寒 frost, 狂斩mighty cleaving, 回力 returning, 电击shock, 投掷 throwing, or 反噬 vicious。

如果目标是橡木棍,这些加值仅适用一端。如果火焰刀获得冻寒或电击附魔,法术的基础伤害类型适应为对应的能量伤害,橡木棍和火焰刀均不能同时获得这两种附魔。火焰刀仅能在已有投掷附魔的基础上增加回力。

为橡木棍和火焰刀添加武器附魔或增强加值后,最终法术等级为高于基础法术等级1环(对橡木棍是2环,对火焰刀是3环),再增加额外的附魔则基于武器总价进行调整(CRB 469的表格15–9)举个例子,破敌异怪反噬火焰刀为5环,对抗解除魔法也是5环。

此能力改变了自发施法

异怪感知 Aberration Sense (Ex): 1级时,绿灾将知识(地下城)添加到她的职业技能中,并在知识(地下城)检定上获得+2加值。取代自然智识

气味掩饰 Scentless (Ex): 3级时,绿灾不会被灵敏嗅觉或其他基于灵敏嗅觉的特殊能力发现或感知。如果需要也可以选择散发气味。取代无迹步

抵抗非自然影响 Resist Unnatural Influence (Ex): 4级时,绿灾对异怪的类法术能力、超自然能力和毒素的豁免检定获得+4加值。取代抵抗自然诱惑。
« 上次编辑: 2019-07-20, 周六 10:53:22 由 SaltFish »

离线 归田卸甲退休孤寡老人

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Re: 【Monster Hunter's Handbook】
« 回帖 #6 于: 2019-07-15, 周一 08:44:40 »
吹笛人-吟游诗人变体 Luring Piper (Bard)
一些吟游诗人拥有使用自己吟游表演令世界野生生物着迷的奇妙能力,这种能力甚至能让他们不情愿地死去。

职业技能:获得生存作为职业能力。这改变了职业技能

精类奥秘:吹笛人与精类互动时,在唬骗、知识(自然)、察觉、察言观色和生存检定上增加等级的一半(至少1)。取代轶闻知识

着魔表演:动物和精类生物对抗吹笛人的吟游表演豁免-2,其他类型生物对抗吹笛人的吟游表演豁免+2.调整了吟游表演

吟游表演:以下吟游表演仅在吹笛人使用表演(管乐器)并使用管乐器演奏时可用

迷人旋律 Charming Melody (Su) :进行吟游表演:迷魂时,吹笛人可以让动物和精类跟随他。不像迷魂一样安静地聚在吹笛人欣赏表演,而是轻轻地跟在吹笛人。紧靠吹笛人则停下,吹笛人行动则跟上。调整了迷魂

致命诱惑 Deadly Lure (Sp) :8级时,吹笛人可以用吟游表演:暗示,让他们采取导致伤亡的行动,例如跳河、跳崖。目标在进行自残行为时可以再次尝试豁免。取代了末日丧歌。

精类之殇 Fey-Wounding Song (Sp):12级时,吹笛人可以用1个整轮动作和3轮吟游表演,演奏让精类及其痛苦的表演。类似群体造成重伤[mass inflict serious wounds],但是只对精类有效,使用吹笛人等级作为施法者等级。取代安神

吹笛人专注 Piper’s Attention (Ex):2级时,当吹笛人使用表演(管乐器)进行吟游表演时,对依赖语言、影响心灵和音波效果的豁免将获得+4加值。如果这个效果是由一个精类生物造成的,吹笛人的豁免可以双骰取高。取代通晓音律

« 上次编辑: 2019-07-20, 周六 09:37:37 由 SaltFish »

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Re: 【Monster Hunter's Handbook】
« 回帖 #7 于: 2019-07-15, 周一 08:44:47 »
泥怪大师(Oozemaster)出自:怪物猎人手册(Monster Hunter's Handbook)第17页
分类:职业-炼金术士变体
  泥怪大师是一种专门诱捕泥怪的炼金术士。泥怪大师会仔细研究他所捕获的泥怪,以帮助他创造新的,更有效的突变药剂和炼金炸弹。

本职技能:泥怪大师把知识(地城)视为本职技能,但知识(自然)不是。

泥怪炸弹(Su)Ooze Bomb (Su):泥怪大师的炸弹造成酸伤害而不是火焰伤害,并且只有直接命中才会造成伤害;它们没有溅射。被泥怪炸弹伤到的生物会在泥怪大师的下一回合开始时,受到等同于「泥怪大师的智力修正」的额外酸伤害。一名生物每轮只能受到1次这种延迟伤害;每次炸弹命中都可延长该效果1轮。
泥怪大师不能选择会改变他炸弹造成的伤害类型的科研发现,也不能选择会影响炸弹溅射半径的科研发现。该能力在其他方面与炼金炸弹相同并取代之

泥怪毒素(Ex)Ooze Toxin (Ex):泥怪大师可以从泥怪的尸体中提取致命毒素并把它用于对付敌人,把他自己变为一名有着变幻莫则诡计的致命敌手。以一个整轮动作,泥怪大师可以在一只10分钟内死去的泥怪身上,进行一次DC为10+软泥挑战等级的工艺(炼金)检定来制造毒素。如果成功,泥怪大师可以提取出「1/2泥怪体质修正(至少为1)」数量的毒素。这些毒素可以保持活性1小时。
泥怪大师能以10尺射程增量的远程接触攻击投掷这些毒药,或者他可以把毒素应用到武器上,就像是毒药一样。毒素造成1d6的酸伤害,并且每3个泥怪生命骰增加1d6酸伤害。如果泥怪除了攫抓(grab)外还有其他附加在挥击(slam attack)上的效果(比如胶质怪的麻痹能力),泥怪大师同样可以将这些特质应用于此次攻击。该攻击产生的额外效果DC为「10+1/2炼金术士等级+智力调整」。
这一能力取代制造药水,尽管泥怪大师依旧可以无视前置选择制造药水专长

泥怪抗力 Ooze Resistance:2级时,泥怪大师对于他所选择的敌人的能力有着卓越的抗力。他在对抗泥怪的特异(Ex)和超自然(Su)能力的豁免上获得+2加值。这些加值在5级和之后的每3级再+1,20级时为最大的+8。这一能力取代毒性抗力和毒免疫(毒抗10级效果)

推荐科研发现:瓶装泥怪UM,泥怪疫病,和分裂突变药剂(PFS未开)。



劇透 -  原文:
Oozemaster
Source Monster Hunter's Handbook pg. 17
The oozemaster is a specialized alchemist who fights and ensnares oozes. An oozemaster carefully studies the characteristics of the oozes he hunts to help him create new and more effective mutagens and bombs.

Class Skills: An oozemaster gains Knowledge (dungeoneering) as a class skill but does not gain Knowledge (nature) as a class skill.

Ooze Bomb (Su): An oozemaster’s bombs deal acid damage instead of fire damage, and they deal damage only on a direct hit; they do not splash. A creature damaged by an ooze bomb takes additional acid damage equal to the oozemaster’s Intelligence modifier at the start of the oozemaster’s next turn. A creature can take this delayed damage only once per round; additional hits extend the duration of the ongoing damage by 1 round each.

An oozemaster cannot select discoveries that change the type of damage dealt by his bombs, nor those that affect the bomb’s splash radius.
This ability otherwise functions as and replaces the bomb class feature.

Ooze Toxin (Ex): An oozemaster can extract deadly toxins from the bodies of slain oozes and use them against his foes, making him a deadly opponent with unpredictable stratagems. As a full-round action while adjacent to an ooze that died within the past 10 minutes, an oozemaster can attempt a Craft (alchemy) check with a DC equal to 10 + the ooze’s Challenge Rating to create a toxin. If successful, the oozemaster can extract a number of doses of toxin from an ooze equal to half its Constitution modifier (minimum 1). These toxins remain potent for 1 hour before becoming inert.

The oozemaster can throw an ooze toxin as a ranged touch attack with a range increment of 10 feet, or he can apply the toxin to a weapon as if it were an injury poison. The toxin deals 1d6 points of acid damage plus an additional 1d6 points of acid damage per 3 Hit Dice the ooze had. If the ooze had any additional effects conveyed by its slam attack other than grab (such as a gelatinous cube’s paralysis ability), the oozemaster can also apply these qualities to this attack. The save DC for additional abilities produced by this attack is 10 + half the alchemist’s level + the alchemist’s Intelligence modifier.
This ability replaces Brew Potion, though an oozemaster can still select Brew Potion without meeting the feat’s prerequisites.

Ooze Resistance: At 2nd level, an oozemaster becomes especially resistant to the abilities of his chosen foes. He gains a +2 bonus on saving throws against the extraordinary and supernatural abilities of oozes. This bonus increases by +1 at 5th level and every 3 levels thereafter, to a maximum of +8 at 20th level.
This replaces poison resistance and poison immunity.

Discoveries: The following discoveries complement the oozemaster archetype: bottled oozeUM, ooze blight, and splitting mutagen.

« 上次编辑: 2019-07-15, 周一 08:46:21 由 SaltFish »

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Re: 【Monster Hunter's Handbook】
« 回帖 #8 于: 2019-07-15, 周一 08:44:53 »
秘灵猎兵放弃了从玄奥的物品中汲取异能,转而与他从猎物身上采集的战利品建立了超自然的链接。借助于这些战利品,他所展现的不仅仅是自己的魔力,更有手下亡魂的超然之力。

技能:秘灵猎兵失去解除装置、知识(工程、历史)和巧手本职,获得医疗、知识(自然、本地)和生存本职。

战利品(Su):1级时,秘灵猎兵学会了如何从败者的尸骸中汲取力量。他获得【采集残骸】作为奖励专长。他为灵器学派关联的怪物尸骸会作为战利品永久保存,直到他失去了它们的所有权。这些战利品如同是秘灵猎兵关联学派的灵器一般运作。一个符合多个学派关联要求的战利品同一时间内只能关联一个学派。穿戴中的战利品不会占据装备位,除非它们被制做成其他物品,例如装饰或者魔法物品。一个秘灵猎兵可以从一个死亡的敌人身上采集并制作一个新的战利品以取代现有的一个。被取代的战利品会以正常的速度腐烂。为了制作战利品,秘灵猎兵在生物死亡时在场。
这个能力调整了灵器。
PFS:秘灵猎兵获得专长【技能专攻(医疗,自然知识,本地知识或生存)】取代【收集残骸】;秘灵猎兵可以拥有Pathfinder RPG Bestiary中任意CR不超过2的生物的战利品,战利品必须得自游戏中并记录在记录单上;秘灵猎兵不可以制作类人生物的战利品。

劇透 -  战利品列表:
秘灵猎兵使用以下这些怪物残骸作为学派灵器。
防护:甲壳,皮肤,鳞片或其他天然的护甲。
咒法:胃脏,腺体,心脏,肝脏或其他内器官。
预言:耳朵,眼睛,舌头或其他感觉器官。
惑控:羽毛,皮毛,头发,刺或其他装饰性部位
塑能:爪子,獠牙,角或其他天生武器
幻术:手指,脚趾,触手或其他用于抓握的部位。
死灵:骨头,胆汁和维持生命的体液,例如血液。
变化:脚,手,爪,翅膀或其他用于移动的肢体。
劇透 -  采集残骸:
采集残骸
前提:手艺(任意)1级或医疗1级。
收益:你可以尝试一次手艺或医疗检定,采集死亡不超过1小时的生物身上的部件来制作一个战利品。只有CR不小于1的生物才具有可用部件。收获的部件价值等于该生物CRx10GP(通过职业等级或模板提升的CR不会增加部件价值)。这些部件只能用作制造炼金物品、精制品、凡物或魔法物品的原始材料。用部件制造的物品必须用合适的材料制造——通常是骨制或革制,金属制物品只有极特殊情况下可用此部件制造。该造物的消耗最多只有四分之一能被部件替代。部件在失活前能保持2天的鲜度(在此期间必须用于造物或别的用途)。用此法收获的部件在绝大多数聚居点无法买卖。

狩猎学识(Ex):2级时,秘灵猎兵在制作战利品的技能鉴定和辨识怪物弱点的知识鉴定上获得等同于职业等级一半的加值。
这个能力取代魔装知识。

解析死亡(Su):2级时,以一个提供借机的整轮动作,秘灵猎兵可以从一个生物的尸体上获取信息。作为动作的一部分,他必须有至少一滴尸体的鲜血、一小片肌肉或者一小块骨骼碎片供以研究。除此以外,这个能力如同法术【血之讯息】一般运作,并使用秘灵猎兵等级作为施法者等级。这个能力在2级时每天可以使用一次,并在2级之后每3级增加一次。
这个能力取代触物感知。

猎物追踪(Su):5级时,秘灵猎兵可以用一个标准动作超自然地侦测周遭的生物。这个如同法术【阵营视域】,但有以下不同:此能力仅持续一轮,并且秘灵猎兵可以看出任意一个特定生物种类的灵光强度和位置,类似法术【侦测不死生物】,除了生物类型不限为不死生物。秘灵猎兵必须选择他当天所关联的战利品的生物类型之一。
这个能力取代阵营视域。

残存之憎(Su):8级时,秘学猎兵可以汲取战利品的原属生物死亡时的痛苦,提高他猎杀同类野兽的能力。秘学猎兵可以在花费填充在战利品中的心智点以获得游侠的【宿敌】职业能力,目标是战利品原属生物的种类。宿敌的加值仅针对特定的生物种类而不是如同游侠一般的生物类型。举例来说,一个拥有红龙鳞片的秘灵猎兵获得宿敌(红龙)而非宿敌(龙)。花费的每一点心智点都会获得可累计的+2宿敌加值,最高为每5个秘灵猎兵等级+2。这个益处持续到秘灵猎兵重恢复他的心智点。
这个能力取代异界接触。

能力显现(Su):12级时,一个秘灵猎兵可以使用战利品潜藏的能量以重现牺牲品的特殊能力。以一个标准动作,他可以花费1点填充在该战利品的心智点获得原属生物的一项法术【类人形态III】中列出的特殊能力。16级时,他可以改而获得一项法术【类人形态IV】中列出的特殊能力。这些能力的豁免dc=10+秘灵猎兵等级的一半+他的智力调整值。
除此以外,他也可以花费以一个标准动作花费1点心智点增添任意两种原属生物的类法术至他的已知法术中。在决定此能力的法术等级时,使用秘学士、法师或牧师的法术列表决定,以先者为准;如果不在上述三个职业的法术列表中,使用法术的最高等级。例如次级复原术将会是一个2环法术,尽管它对于圣武士来说是一个一环。
以上两种使用方法使用此能力都持续每秘灵猎兵1分钟。他也可以使用2点心智点以移动动作或用3点心智点以迅捷动作启动此能力。
这个能力取代了束缚法阵和速写法阵。


劇透 -  原文:
Psychodermist (Occultist Archetype)

Rather than tapping the psychic energy residing within esoteric items, psychodermists form supernatural bonds with trophies taken from creatures they have slain. Through these mementos, these occultists manifest not only their own magic, but also the unique powers of their fallen foes.

Class Skills: A psychodermist loses Disable Device, Knowledge (engineering), Knowledge (history), and Sleight of Hand as class skills, and adds Heal, Knowledge (nature), Knowledge (local), and Survival as class skills.

This alters the occultist’s class skills.

Trophies (Su)

At 1st level, a psychodermist learns how to siphon power from pieces of creatures he has slain. The psychodermist gains Harvest Parts as a bonus feat, and he can select one monster part per implement school he knows to become a permanently preserved trophy so long as it remains in his possession. Each trophy functions as the psychodermist’s implement for its associated implement school. A trophy that fits multiple implement categories, such as a hand with clawed fingers, can function for only one implement school at a time. A trophy can be integrated into another item, such as an ornament or a magic item, but otherwise does not take up a magic item slot, even when worn. A psychodermist can replace trophies with new ones harvested from slain foes, although doing so causes the old trophies to rot at their normal rate. In order to craft a trophy, the psychodermist must have been present during the creature’s death.

This ability alters implements.

Monster Hunting Lore (Ex)

At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.

This ability replaces magic item skill.

Discern Death (Su)

At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.

This ability replaces object reading.

Seek Prey (Su)

At 5th level, a psychodermist can supernaturally detect creatures around him as a standard action. This functions as the spell aura sight, except the duration is 1 round and the psychodermist learns the locations and power of all auras of a specific creature type, similar to detect undead except the psychodermist can choose any creature type represented among the trophies he has selected for that day.

This ability replaces aura sight.

Residual Hatred (Su)

At 8th level, a psychodermist can tap into the psychic death throes of the monsters his trophies are derived from, increasing his efficiency at slaying similar beasts. The psychodermist can spend mental focus invested in a trophy to gain the ranger’s favored enemy class feature against the kind of creature from which the trophy was crafted. The favored enemy bonus applies against the specific creature variety, not the creature type; a psychodermist could use a red dragon scale trophy to gain favored enemy (red dragon), but not favored enemy (dragon). Each point of mental focus spent grants a cumulative +2 favored enemy bonus, with a maximum bonus equal to +2 for every 5 psychodermist levels he has. This benefit lasts until the psychodermist regains his mental focus.

This replaces outside contact.

Manifest Abilities (Su)

At 12th level, a psychodermist can use the latent energy within his trophies to replicate his victims’ special abilities. As a standard action, he can spend 1 point of mental focus invested in a trophy to gain one of that creature’s special abilities that could be granted by the spell monstrous physique III. At 16th level, the psychodermist adds abilities offered by monstrous physique IV to the options he can select using this ability. The saving throw DC for these special abilities is equal to 10 + half the psychodermist’s level + his Intelligence modifier.

Alternatively, he can spend 1 point of mental focus as a standard action to add any two of the creature’s spell-like abilities to his list of spells known. To determine the spell’s level for this ability, use the level as it appears on the spell list for an occultist, wizard, or cleric, in that order; if it appears on none of those lists, use the spell’s highest spell level. For example, lesser restoration would be a 2nd-level spell, despite appearing on the paladin’s 1st-level list.

Both uses of this ability last for 1 minute per psychodermist level. He can instead spend 2 points of mental focus to activate this ability as a move action, or 3 points to activate it as a swift action.

This replaces binding circles and fast circles.

Trophies
Psychodermists use the following monster parts for each implement school.

Abjuration: Chitin, hides, scales, and other natural armor.

Conjuration: Gizzards, glands, hearts, livers, and other internal organs.

Divination: Ears, eyes, tongues, and other sensory organs.

Enchantment: Feathers, fur, hair, spines, and other decorative features.

Evocation: Claws, fangs, horns, and other natural weapons.

Illusion: Fingers, tendrils, toes, and other prehensile digits.

Necromancy: Bones, bile, and life-sustaining fluids, such as blood.

Transmutation: Feet, hands, paws, wings, and other appendages tied to locomotion.

离线 归田卸甲退休孤寡老人

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Re: 【Monster Hunter's Handbook】
« 回帖 #9 于: 2019-07-20, 周六 10:53:45 »
翻译完了,有人陪我唠唠嗑吗