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半兽人(Half-Orc)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg977428#msg977428)
半精灵(Half-Elf)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg977204#msg977204)
侏儒(Gnome)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg977752#msg977752)
矮人(Dwarf)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg1014858#msg1014858)
人类(Humans)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg1014823#msg1014823)
精灵(Elf)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg1014944#msg1014944)
半身人(Halfling)種族特性 (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg977202#msg977202)
艾恩石(Ioun Stones) (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg977428#msg977428)
格拉利昂內外的語言(Languages of Golarion and Beyond) (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg1015626#msg1015626)
缺陷(Drawback) (http://www.goddessfantasy.net/bbs/index.php?topic=107183.msg1017900#msg1017900)
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半身人种族特性(Halfling Racial Traits)
敏捷+2,魅力+2,力量-2:半身人灵巧而意志坚定,但小个子使他们比其他种族乏力。
小型体型(Small):半身人是小体型生物,AC获得+1体型加值,攻击骰獲得+1体型加值,战技检定和CMD受承-1罰值,隐匿检定获得+4体型加值。
缓慢速度(Slow Speed):半身人的基本速度为20尺。
无畏(Fearless):半身人对抗恐惧时豁免检定獲得+2种族加值。此加值跟【半身人幸运】叠加。
半身人幸运(Halfling Luck):半身人的所有豁免检定獲得+1种族加值。
锐足(Sure-Footed):半身人的特技和攀爬检定獲得+2种族加值。
敏锐感官(Keen Senses):半身人的察覺檢定獲得+2種族加值。
武器熟悉(Weapon Familiarity):半身人擅长投石索,并将任何冠以「半身人」之名的武器视为军用武器。
起始语言(Languages):通用语和半身人语。擁有高智力屬性的半身人能選擇下列語言:矮人语、精灵语、巨人语、侏儒语和地精语。
Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.
半身人种族特性替换(Halfling Alternate Racial Trait)
此特性替换无畏
受福(Blessed)
出自《恐怖冒险 pg. 40》
拥有此特性的半身人在对抗诅咒效果和巫术的豁免获得+2种族加值,此加值跟【半身人幸运】叠加。此特性取代无畏。
Blessed
Source Horror Adventures pg. 40
Halflings with this trait receive a +2 racial bonus on saving throws against curse effects and hexes. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
避世的游牧民族(Evasive Nomad)
出自《边缘英雄 pg. 28》
桑奥(Song’o)的半身人甚少在单个地方长大,因为他们一旦被发现就会迅速搬到新家。拥有此特性的半身人在反射豁免获得+2种族加值,但在对抗恐惧的豁免检定承受-2罚值。此特性取代无畏。
Evasive Nomad
Source Heroes from the Fringe pg. 28
Song’o halflings rarely grow up in one place, as they are quick to move to a new home whenever they are discovered. Halflings with this racial trait gain a +2 racial bonus on Reflex saves, but they take a –2 penalty on saving throws against fear effects.
This replaces fearless.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此特性替换仇恨。精灵、侏儒、半兽人能以此特性替换种族武器熟悉。半精灵能以此特性替换多才多艺。半身人能以此特性替换无畏。人类能以此特性替换奖励技能(而且人類还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
无法抑压(Irrepressible)
出自《恐怖冒险 pg. 40》
拥有此特性的半身人在对抗支配和占据效果的豁免获得+2种族加值,此加值跟【半身人幸运】叠加。此特性取代无畏。
Irrepressible
Source Horror Adventures pg. 40
Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
小人区之友(Small Quarter Ally)
出自《边缘英雄 pg. 28》
色嘉达(Segada)的半身人通常跟其他身型相似的人一起居住在小人区(Small Quarter),例如侏儒。拥有此特性的半身人给予他和60尺内所有同体型的盟友在对抗恐惧效果的豁免检定获得+1幸运加值。此特性取代无畏。
Small Quarter Ally
Source Heroes from the Fringe pg. 28
Segadan halflings most often live in the Small Quarter alongside other people of similar stature, such as gnomes. A halfling with this racial trait grants herself and all allies of the same size category within 60 feet a +1 luck bonus on saving throws against fear effects.
This replaces fearless.
此特性替换无畏,半身人幸运
胆小鬼(Craven)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
虽然大多数半身人无畏而大胆,但有些半身人则胆小如鼠,使他们特別警惕四周。拥有此特性的半身人在先攻检定和夹击敌人时的攻击骰获得+1加值。他们在对抗恐惧效果的豁免检定承受-2罰值,並在上述检定不会獲得任何士气加值。当他们处于恐惧效果时,他们的基础移速增加10尺和AC獲得+1闪避加值。此特性取代无畏和半身人幸运。
Craven
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
While most halflings are fearless, some are skittish, making them particularly alert. Halflings with this racial trait gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class. This racial trait replaces fearless and halfling luck.
旅者(Wanderlust)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
半身人熱愛旅行和绘制地图。他们在知识[地理]和生存检定获得+2加值。当施放或使用能提供或增加移动能力的法术或能力时,半身人视他们的施法者等级+1。此特性取代无畏和半身人幸运。
Wanderlust
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal. This racial trait replaces fearless and halfling luck.
此特性替换无畏,敏锐感官
精类之速(Fey-Quickened)
出自《第一世界的遗产 pg. 5》
有些拥有精类血脉的半身人比他们的同族移动得更快,卻同时保留了用于察觉危险的敏锐目光。这些半身人获得飞跑作为奖励专长,在先攻检定获得+2种族加值。此特性替换无畏和敏锐感官。
Fey-Quickened
Source Legacy of the First World pg. 5
Some fey-blooded halflings are faster than their kin, yet retain a sharp eye for danger. These halflings gain Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses.
此特性替换无畏,锐足
實用(Practicality) PFS禁用
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
半身人靠着勤奋工作和丰富的常識在社会上立足。他们在一项工艺或专业技能获得+2加值,同时在察言观色检定和对抗幻术的豁免同样获得+2加值。此特性取代无畏和锐足。
Practicality
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.
此特性替换无畏,武器熟悉
欢乐伙伴(Joyous Companion)
出自《龙之遗产 pg. 11》
半身人享受来自赤铜龙与其他友善龙类的友谊并且学会与其他队友分享这份快乐。当拥有此特性的半身人施放防护学派或者拥有[情绪]UM描述符的法术或类法术能力时,他们可以给予所有相邻的盟友在对抗恐惧效果时豁免+1士气加值,持续轮数等同法术环级。此特性替换无畏和武器熟悉。
Joyous Companion
Source Legacy of Dragons pg. 11
Halflings enjoy the companionship of copper dragons and other lighthearted representatives of dragonkind and learn to share the joyousness of that bond with others. When halflings with this trait cast spells or use spell-like abilities of the abjuration school or with the emotionUM descriptor, they can confer a +1 morale bonus on saves versus fear on all adjacent allies for a number of rounds equal to the spell’s level. This trait replaces fearless and weapon familiarity.
潛伏者(Skulker)
出自《内海种族 pg. 213》
被壓迫的半身人从小就訓練出在他们的壓迫者无视他们时充分利用时间。这些半身人攻击AC失去敏捷加值的敌人时獲得+1种族加值。此特性替换无畏和武器熟悉。
Skulker
Source Inner Sea Races pg. 213
Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity.
足下闪避者(Underfoot Dodger)
出自《街道英雄 pg. 9》
对于住在城市的半身人而言,人群不视为困难地形,并在穿越比自己大体型的敌人的占据空间的特技检定获得+5加值。此特性替换无畏和武器熟悉。
Underfoot Dodger
Source Heroes of the Streets pg. 9
City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.
此特性替换半身人幸运
万用幸运(Adaptable Luck)
出自《进阶种族手册 pg. 1》
有些半身人对于自己的幸运有着更强的掌控能力。此能力给予他们在日复一日地为获取财富、达成目标而奋斗时有着更多选择,但亦缩小了它的影響范围。每天3次,半身人能在属性检定、攻击检定、豁免检定或技能检定获得+2幸运加值。如果半身人在检定投骰前决定使用该能力,他们获得完整的+2幸运加值;如果他们选择在投骰后使用能力,他们只获得+1加值。如此使用万用幸运不需要动作。此特性取代半身人幸运。
Adaptable Luck
Source Advanced Race Guide pg. 1
Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
半身人祥瑞(Halfling Jinx)
出自《格拉利昂的半身人 pg. 27》
你失去【半身人幸运】特性(即失去所有豁免的+1种族加值),取而代之获得能以标准动作随意诅咒其它生物使其遭受厄运的能力。此诅咒的距离为30呎,而且你必须能看到目标并跟目标之间有效果线。目标可能对此祥瑞进行意志豁免检定(DC=10+1/2你的人物等级+魅力调整值)。若你的目标成功通过豁免,它在24小时内免疫你的祥瑞能力。遭受厄运的生物在所有豁免承受-1罰值。此祥瑞效果持续24小时,或者直到你再次使用此能力为止。此祥瑞是超自然能力,不是影响心灵的效果,不能應用法术抗力,可以影响所有不免疫幸运效果的生物。此特性取代半身人幸运。
Halfling Jinx
Source Halflings of Golarion pg. 27
You lose the halfling luck racial trait (and its +1 racial bonus on saving throws) and instead gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.
福星(Luckbringer)
出自《龙之遗产 pg. 11》
拥有此特性的半身人学会了与他人分享他们的幸运,就如金龙将好运灌入物品那样。每天1次以一个标准动作,拥有此特性的半身人可以将好运赋予在单个的非魔法象征上(例如一个纽扣或一个指环)。任何持有这个象征物的生物在意志豁免获得+1幸运加值,持续1小时。此特性替换半身人幸运。
Luckbringer
Source Legacy of Dragons pg. 11
Halflings with this trait learn to share their luck with others much in the way a gold dragon can imbue objects with good fortune. Once per day as a standard action, a halfling with this trait can confer good luck on a single nonmagical token (such as a button or a ring). Any creature carrying this token gains a +1 luck bonus on Will saves. This effect lasts for 1 hour. This trait replaces lucky.
低位防守(Underfoot)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
半身人为了有效的与比他大的生物战斗而必须努力锻炼。拥有此特性的半身人在面对比他大的敵人时AC获得+1闪避加值,同时对抗践踏攻击的反射豁免检定获得+1加值。此特性取代半身人幸运。
Underfoot
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
不幸半身人(Unlucky Halfling)
出自《内海种族 pg. 213》
这些半身人在所有的豁免检定承受-1罰值,但施放的所有诅咒法术和类法术能力的施法者等级和DC+1种族加值。此外,每天一次,这些半身人能以类法术能力施放凶兆(Ill Omen)APG。此特性替换半身人幸运。
Unlucky Halfling
Source Inner Sea Races pg. 213
These halflings take a –1 penalty on saving throws but also gain a +1 racial bonus to the caster level and save DC of all curse spells and spell-like abilities. In addition, such halflings can use ill omenAPG as a spell-like ability once per day. This racial trait replaces halfling luck.
此特性替换半身人幸运,敏锐感官
不受束縛(Unfettered)
出自《内海种族 pg. 213》
從奴隸制中解放出來的前半身人奴隶受訓以確保他们將永远不再被奴役。他们在脫逃检定获得+4种族加值,在对抗造成纠缠狀態的效果时豁免检定、对抗擒抱的CMD、和脫逃擒抱时战技检定获得+2种族加值。此特性替换半身人幸运和敏锐感官。
Unfettered
Source Inner Sea Races pg. 213
Former slips liberated from slavery train to ensure they will never be slaves again. They gain a +4 racial bonus on Escape Artist checks and a +2 racial bonus on saving throws against effects that cause the entangled condition, to CMD against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces halfling luck and keen senses.
此特性替换半身人幸运,锐足,武器熟悉
照顧者(Caretaker)
出自《内海种族 pg. 212》
人类經常委託半身人家人来照顧孩子和动物,这差事使得他们發展出敏銳的洞察力。这些半身人在察言观色检定获得+2种族加值。此外,当他们獲得动物伙伴、聯結坐骑、部属、或魔宠时,此生物在由角色选择的一项属性获得+2加值。此特性替换半身人幸运、锐足和武器熟悉。
Caretaker
Source Inner Sea Races pg. 212
Humans often entrust halfling families with the care of children and animals, a task that has helped them develop keen insight. Such halflings gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces halfling luck, sure-footed, and weapon familiarity.
此特性替换敏锐感官
貪得無厭(Acquisitive)
出自《恐怖冒险 pg. 40》
拥有此特性的半身人在估价检定获得+2种族加值,当用于试图从寶藏庫中確定最有价值的可見物品时此加值提升至+4。此特性取代敏锐感官。
Acquisitive
Source Horror Adventures pg. 40
Halflings with this trait receive a +2 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard. This racial trait replaces keen senses.
关心体贴(Attentive)
出自《恐怖冒险 pg. 40》
拥有此特性的半身人在察言观色检定获得+2种族加值,当用于察觉某人已被惑控或占据时此加值提升至+4。此特性取代敏锐感官。
Attentive
Source Horror Adventures pg. 40
Halflings with this trait receive a +2 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed. This racial trait replaces keen senses.
危机感应(Danger Detection) PFS禁用
出自《边缘英雄 pg. 28》
桑奥(Song’o)的半身人学会从任何危险预兆中磨练自己。拥有此特性的半身人在对抗生物的隐匿检定、发现拔出暗藏的武器或暗藏陷阱(或类似的危险预兆,由GM决定)的察觉检定获得+4种族加值。此特性取代敏锐感官。
Danger Detection
Source Heroes from the Fringe pg. 28
Song’o halflings have learned to hone in on any indication of danger. Halflings with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap (or similar signs of danger, subject to the GM’s discretion).
This replaces keen senses.
昏暗精准(Dusksight)
出自《阴影血脉 pg. 4》
一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的昏暗视觉从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有此特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人能以此特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人能以此特性替换敏锐感官。半兽人能以此特性替换武器熟悉,并获得昏暗视觉。
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
精类魔法(Fey Magic)
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择三个0环和一个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此特性替换敏锐感官。侏儒能以此特性替换工作狂。半兽人能以此特性替换兽人凶猛。人类能以此特性替换奖励技能,并获得精类思维和昏暗视觉。
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
下盘打击(Low Blow)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些半身人被训练成跟比較大的生物作战的专家。他们对体型比自己大的生物的重击確定骰獲得+1加值。此特性取代敏锐感官。
Low Blow
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
此特性替换敏锐感官,起始语言
语言天赋(Polyglot)
出自《进阶种族手册 pg. 1》
有些半身人——特別是那些长时间旅行的半身人——發展出學習新语言的才能。这些半身人在语言学检定获得+2种族加值,并且总视为本职技能。拥有此特性的半身人还会在开始游戏时能够说通用语、半身人语、和任何一种语由他们选择的其他言語(除了秘密语言,例如德鲁伊语)作为高智力之外的额外语言。他们依然得到正常的半身人額外語言列表。此特性取代敏锐感官,改变半身人的起始语言。
Polyglot
Source Advanced Race Guide pg. 1
Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.
此特性替换敏锐感官,锐足
惊惧人偶(Creepy doll)
出自《恐怖冒险 pg. 40》
玻璃般的眼睛与瓷器一样的皮肤让有些半身人看起来更像人偶而非生物。当他们未被注视时,若他们停止移动并假装成人偶,他们就能在没有掩蔽或隐蔽的情况下使用隐匿技能。一个成功的隐匿检定仍然会允许其他生物注意到半身人,只是他们认为那半身人是一个人偶。如同静止(freeze)通用怪物能力(但无法取20)。此外,他们在对体型更大的类人生物的威吓检定不会承受体型罚值。此特性取代敏锐感官和锐足。
Creepy Doll
Source Horror Adventures pg. 40
Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed.
形影不離(Human Shadow) PFS禁用
出自《内海种族 pg. 213》
每个有人类的地方,半身人似乎也会出现在那,这有部分是因為他们積極支持並无声无息地跟上人类的探險者、殖民者、和旅行者。这些半身人能使用隱匿来在体型比他至少大1级的生物后面潛行,而不需要其他来源的隱蔽或掩蔽。只要半身人的30尺內有一个人类,他们在巧手检定和隱匿检定獲得+2种族加值。此特性替换敏锐感官和锐足。
Human Shadow
Source Inner Sea Races pg. 213
Halflings seem to pop up wherever humans are found, in part because they actively support and move with human explorers, settlers, and travelers without drawing attention to themselves. These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks. This racial trait replaces keen senses and sure-footed.
奉承主义(Ingratiating)
出自《进阶种族手册 pg. 1》
半身人往往能在更大更具侵略性的种族的怪念頭中生存。因为他们想方设法让自己显得更有用,至少是在娱乐大众上面。拥有此特性的半身人由他们选择的一项表演技能,此技能检定获得+2加值,而表演技能总视为本职技能。他们还在工艺和专业检定获得+2加值。此特性取代敏锐感官和锐足。
Ingratiating
Source Advanced Race Guide pg. 1
Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.
此特性替换缓慢速度,锐足
大步(Fleet of Foot)
出自《进阶种族手册 pg. 1》
有些半身人非常迅速但不如同族般谨慎。拥有此种族特性的半身人以標準速度移动並且基本速度為30尺。此特性取代缓慢速度与锐足。
Fleet of Foot
Source Advanced Race Guide pg. 1
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
此特性替换锐足
發奮幹活(Driven Worker)
出自《内海种族 pg. 213》
许多半身人家庭發展出更快更高效地完成工作的技巧,不论是为了回饋社會或是使霸道的主人滿意。这些半身人在一项工艺、表演、或专业技能的检定获得+4种族加值。此特性替换锐足。
Driven Worker
Source Inner Sea Races pg. 213
Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. This racial trait replaces sure-footed.
节日欢乐(Festive)
出自《边缘英雄 pg. 28》
在色嘉达(Segada)的半身人参加了匙之城(City of Keys)里无数的节日庆典,并培养出强烈的團體意识並为同伴带来好运。每天1次以一个自由动作,拥有此特性的半身人能给予60尺内的一个盟友在单次技能检定获得+2幸运加值;此加值能在盟友的检定宣布结果后使用。此特性取代锐足。
Festive
Source Heroes from the Fringe pg. 28
Halflings who hail from Segada partake in the City of Keys’ many festivals to foster a strong sense of community and bring fortune to their peers. Once per day, a halfling with this racial trait can grant an ally within 60 feet a +2 luck bonus on one skill check as a free action; this bonus can be applied after the ally’s check result is determined.
This replaces sure-footed.
善骑者(Outrider)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些半身人特别擅长骑乘作战。拥在此特性的半身人在驯养动物和骑术检定获得+2加值。此特性取代锐足。
Outrider
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
隱祕求生者(Secretive Survivor)
出自《内海种族 pg. 213》
生活在貧窮和絕望的社區——在大城市中尤其可见——必需在不能被抓住的情況下为了生存拿走所需的一切。他们在唬骗和隐匿检定获得+2种族加值。此特性替换锐足。
Secretive Survivor
Source Inner Sea Races pg. 213
Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.
不劳而获(Shiftless)
出自《进阶种族手册 pg. 1》
半身人以盜竊和狡猾而聞名——而有时这的确是当之无愧。拥有此特性的半身人在唬骗和巧手检定获得+2加值,而巧手总视为本职技能。此特性取代锐足。
Shiftless
Source Advanced Race Guide pg. 1
Halflings have a reputation for larceny and guile—and sometimes it’s well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
鬼鬼祟祟(Surreptitious)
出自《皇庭英豪 pg. 15》
熟练于偷听那些可疑来客的半身人对于人类皇庭来说非常珍贵。这些半身人擅于保持无害的伪装并且在被對質前消失。拥有此特性的半身人在易容和隐匿检定获得+2种族加值。此特性取代锐足。
Surreptitious
Source Heroes of the High Court pg. 15
Halflings skilled in eavesdropping on suspicious visitors are highly prized in human courts. These halflings are skilled at maintaining innocuous disguises and vanishing before being confronted. Halflings with this trait gain a +2 racial bonus on Disguise and Stealth checks. This racial trait replaces sure-footed.
轻如阴影(Swift as Shadows)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
在障礙的區域中半身人在移动时仍能保持令人惊讶的隐秘性。拥有此特性的半身人在移动中使用隐匿的罰值降低5点,在狙击(即隐匿状态远程攻击)后的隐匿技能检定的罰值降低10点。此特性取代锐足。
Swift as Shadows
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.
战争投石者(Warslinger)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
半身人是使用投石索的专家。拥有此特性的半身人能以自由动作填装投石索。装投石索仍然需要用上两只手,而且会引发借机攻击。此特性取代锐足。
Warslinger
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
此特性替换锐足,武器熟悉
深居林中(Deep Jungle)
出自《恐怖冒险 pg. 40》
有些隐居的半身人部落一直在雨林中蓬勃发展。这些半身人仅获得半身人语作为起始语言(再加上由于高智力获得的额外语言),而不是通用语和半身人语。他们在生存检定获得+2种族加值并且擅长吹箭。此外,他们获得用毒能力(他们不会在涂毒时误伤自己)。此特性调整半身人的语言,取代武器熟悉。
Deep Jungle
Source Horror Adventures pg. 40
Some reclusive halfling tribes flourish in tropical locales. These halflings begin play speaking only Halfling (in addition to any additional languages gained from having a high Intelligence score), rather than Common and Halfling. They gain a +2 racial bonus on Survival checks and are proficient with blowguns. In addition, they have the poison use ability (they never risk poisoning themselves accidentally). This racial trait alters halflings’ languages and replaces sure-footed and weapon familiarity.
随心攻击(Resourceful)
出自《恐怖冒险 pg. 41》
拥有此特性的半身人不会在使用临时武器时承受任何减值。此特性在满足其它专长的先决条件时视为随手武器和随手投掷。此特性取代锐足和武器熟悉。
Resourceful
Source Horror Adventures pg. 41
Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off Guard or Throw Anything feats for the purpose of qualifying for feats. This racial talent replaces sure-footed and weapon familiarity.
此特性替换武器熟悉
面纱之后(Behind the Veil)
出自《阴影血脉 pg. 4》
拥有此特性的人物擅长隐藏他们的肢体语言和隐蔽地穿越阴影或是分隔区域。这些角色处于躲藏或隐蔽中时在唬骗和巧手检定上获得+2加值。
矮人能以此特性替换岩石熟悉。精灵、侏儒和半精灵能以此特性替换昏暗视觉。半兽人能以此特性替换威慑力,并获得窃影鬼的融影ARG种族特性。半身人能以此特性替换武器熟悉。
PFS Legal Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉以及隐匿检定上获得+2种族加值。
矮人能以此特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此特性替换武器熟悉。半精灵能以此特性替换适应力。人类能以此特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定上获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此特性替换武器熟悉。半精灵能以此特性替换精灵免疫。人类能以此特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
皮影戏(Shadowplay)(1RP)
出自《阴影血脉 pg. 5》
有些幻术师是玩弄光亮和黑暗的好手,拥有该种族特性的人物在施展拥有黑暗、光亮或阴影UM描述符的法术时施法者等级+1。
矮人能以此特性替换贪婪,精灵能以此特性替换精灵魔法,并获得窃影鬼的类法术能力ARG种族特性。侏儒能以此特性替换侏儒魔法。半身人能以此特性替换武器熟悉。半兽人能以此特性替换威慑力,并获得侏儒的幻术抗性种族特性。
PFS Legal Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
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半精灵种族特性(Half-Elf Racial Traits)
单项属性+2:创建半精灵角色时在一项由他们选择的属性获得+2加值,以表现他们各异的天性。
中型体型(Medium):半精灵是中等体型生物,不因体型获得任何加值或者减值。
标准速度(Normal Speed):半精灵的基本速度为30尺。
昏暗视觉(Low-Light Vision):半精靈在昏暗光照下能看到的距離是人類的兩倍。
适应力(Adaptability):半精灵在1级时获得「技能专攻」作为奖励专长。
精灵血脉(Elf Blood):在判斷與種族相關的任何效果時,半精灵同时被视为精灵与人类。
精灵免疫(Elven Immunities):半精灵免疫魔法睡眠效果,並且在對抗惑控系法術和效果時豁免檢定獲得+2種族加值。
敏锐感官(Keen Senses):半精灵的察觉检定获得+2种族加值。
多才多艺(Multitalented):半精灵在1级时选择两个天赋职业,并且无论其中哪个天赋职业提升等级时均能获得+1生命值或者+1技能点。
起始语言(Languages):通用语和精灵语。拥有高智力属性的半精灵能选择任何语言(除了秘密语言,如德鲁伊语)。
Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
半精灵种族特性替换(Half-Elf Alternate Racial Trait)
此特性替换原本的属性加值,适应力,精灵免疫,敏锐感官,多才多艺
同源童年(Kindred-Raised)
出自《内海种族 pg. 212》
当人们想起半精灵时会想到一个人类和一个精灵组合的父母,而有些半精灵精則是由兩个半精灵组合的父母所养大。这些半精灵在成長中較少有外人的感覺,使得他们更有自信,但由于缺乏人类父母的影響所以適應性較差。他们在魅力和另一项自选的属性獲得+2加值。此特性替换原本的属性加值、适应力、精灵免疫、敏锐感官和多才多艺。
Kindred-Raised
Source Inner Sea Races pg. 212
While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
此特性替换适应力
警戒叛徒(Alert for Betrayal)
出自《第一世界的遗产 pg. 12》
有些半精灵对于他们表面上的盟友存有怀疑,这让他们变得顽固而並总持懷疑態度。这些半精灵在对抗幻术系法术和效果的豁免检定获得+2种族加值。察觉和察言观色将被视为他们的本职技能。此特性替换适应力。
Alert for Betrayal
Source Legacy of the First World pg. 12
Some half-elves’ skepticism of apparent allies makes them cynical and stubborn. These half-elves gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for them. This racial trait replaces adaptability.
祖传武器(Ancestral Arms)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
部分半精灵接受过使用罕见武器的训练。拥有此种族特性的半精灵在1级时獲得1种武器的「擅长异种武器」或「擅长军用武器」作为奖励专长。此特性取代适应力。
Ancestral Arms
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉以及隐匿检定上获得+2种族加值。
矮人能以此特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此特性替换武器熟悉。半精灵能以此特性替换适应力。人类能以此特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
卓尔训练(Drow-Trained) PFS禁用
出自《重探幽暗地域 pg. 7》
Darkborn(卓尔后代的半精灵)擅长使用手弩、刺剑和短剑。此特性取代适应力。
Drow-Trained
Source Darklands Revisited pg. 7
Darkborn (half-elves descended from drow) are proficient with the hand crossbow, rapier, and shortsword. This racial trait replaces the adaptability racial trait.
双重思维(Dual Minded)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
部分半精灵的混合血统能够助其抵抗精神攻击。拥有此特性的半精灵在所有意志豁免獲得+2加值。此特性取代适应力。
Dual Minded
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
亲和力(Integrated)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
许多半精灵擅长讨好别人的技巧,使自己像是本地人一样融入社区。拥有此特性的半精灵在唬骗、交涉、和知识[地方]检定获得+1加值。此特性取代适应力。
Integrated
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
莫登特使者(Mordant Envoy) PFS禁用
出自《边缘英雄 pg. 21》,《格拉利昂的混种 pg. 7》
Spireborn在施放变化系法术时的CL+1。拥有11或更高魅力属性的Spireborn获得下列类法术能力:每天1次——通晓语言(Comprehend Languages),侦测密门(Detect Secret Doors),抹消术(Erase),阅读魔法(Read Magic)。此效果的施法者等级等同Spireborn的角色等级。此特性替换适应力。
Mordant Envoy
Source Heroes from the Fringe pg. 21, Bastards of Golarion pg. 7
Spireborn add +1 to the caster level of any transmutation spells they cast. Spireborn with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, detect secret doors, erase, and read magic. The caster level for these effects is equal to the Spireborn’s character level.
This replaces adaptability.
海腿子(Sea Leg)
出自《内海种族 pg. 212》
许多半精灵在他們的青年時期就因各自的因緣在水上生活,不论他们是在奇奧尼附近的跟着商人家族过生活,在恩卡坦湖(Lake Encarthan)或內海当一个走私犯,又或者跟海盜一起掠奪。这些半精灵在游泳检定獲得+2种族加值,通过狭窄或光滑表面的特技检定、和在碼頭和船隻上的攀爬检定獲得+4种族加值。此特性替换适应力。
Sea Legs
Source Inner Sea Races pg. 212
Many half-elves find their way onto the water early in their youth, whether they live with trader families in or near Kyonin, work as smugglers around Lake Encarthan or the Inner Sea, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.
社交能手(Sociable)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
半精灵擅长迷住他人并弥补自己的失言。若拥有此特性的半精灵在尝试改变他人态度的交涉检定中失败5点或更多的话,他们能够在获得第二次尝试影响这些生物的机会,即使未经过24小时。此特性取代适应力。
Sociable
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.
星之子(Starchild)
出自《恐怖冒险 pg. 39》
有些半精灵誔生于非此世的精灵,而是來自另一個世界、位面或維度的訪客。拥有此特性的半精灵在1级时获得「异能敏感」(Psychic Sensitivity)作为奖励专长。此特性取代适应力。
Starchild
Source Horror Adventures pg. 39
Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity (Occult Adventures 138) as a bonus feat at 1st level. This racial trait replaces adaptability.
黑暗之声(Voice in the Darkness)
出自《阴影血脉 pg. 5》
先决条件:魅力13+
在幽暗大陆或幽影位面搞威逼和恐吓的生物学会了怎么在昏暗或无光之处搞这一套。当他们处于昏暗或更加黑暗的环境,拥有此特性的角色在威吓和隐匿检定获得+2加值。
矮人能以此特性替换岩石熟悉。卓尔和精灵能以此特性替换武器熟悉。半精灵能以此特性替换适应力。半兽人能以此特性替换威慑力。
Voice in the Darkness
Source Blood of Shadows pg. 5
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.
武器熟悉(Weapon Familiarity)
出自《内海种族 pg. 212》
在精灵群体中養大的半精靈經常被他們長壽的親族感到可憐和不信任,儘管如此他们也接受了精灵武器的訓練。他们獲得精灵的武器熟悉种族特性。此特性替换适应力。
Weapon Familiarity
Source Inner Sea Races pg. 212
Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf ’s weapon familiarity trait. This racial trait replaces adaptability.
此特性替换适应力,精灵血脉,精灵免疫
龙魂(Dragon Soul)
出自《龙之遗产 pg. 11》
有些半精灵通过获得与巨龙更近的联系舍弃了部分血脉。拥有此特性的半精灵在判断种族相关效果时需要选择视为人类或精灵。此外,拥有此特性的半精灵在判断以生物类型为目标的效果时同时被视作龙族(例如游侠的宿敌和破敌武器,但是并不能作为先决条件),并且在对抗恐惧、睡眠、和麻痹效果的所有豁免获得+2种族加值。此特性替换适应力,精灵血脉和精灵免疫。
Dragon Soul
Source Legacy of Dragons pg. 11
Some half-elves have forsaken a part of their lineage by embracing a more distant connection to dragons. Half-elves with this trait choose to count as either elves or humans for any effect regarding race. Additionally, half-elves with this trait also count as dragons for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons, but not for prerequisites), and gain a +2 racial bonus on all saving throws against fear, sleep and paralysis effects. This trait replaces adaptability, elf blood, and elven immunities.
此特性替换适应力,敏锐感官
眼观六路(Eye for Opportunity)
出自《内海种族 pg. 211》
不斷陷入两方种族社會的邊緣化,有些半精灵發展出尋找被忽視的機會的訣竅。他们在借机攻击获得+1种族加值。此特性替换适应力和敏锐感官。
Eye for Opportunity
Source Inner Sea Races pg. 211
Constantly facing the rough edges of two societies, some half-elves develop a knack for finding overlooked opportunities. They gain a +1 racial bonus on attacks of opportunity. This racial trait replaces adaptability and keen senses.
法术抗力(Spell Resistance) PFS禁用
出自《阴影血脉 pg. 15》
有些卓尔血脉的半精灵享有卓尔的法术抗力。拥有此特性的半精灵获得等同于「6+角色等级」的法术抗力。此特性替换适应力和敏锐感官。
Spell Resistance
Source Blood of Shadows pg. 15
Some drow-blooded half-elves share the drow resistance to magic. A half-elf with this racial trait gains spell resistance equal to 6 + her character level. This racial trait replaces adaptability and keen senses.
此特性替换适应力,敏锐感官,昏暗视觉
圆耳朵(Round ears)
出自《恐怖冒险 pg. 39》
有时侯半精灵生来就没有显著的精灵特征。他们的父母甚至也只是拥有稀薄精灵血脉的人类。他们获得人类的奖励技能种族特性。此外,他们在伪装成人类的易容检定获得+4种族加值。此特性取代适应力,敏锐感官和昏暗视觉。
Round Ears
Source Horror Adventures pg. 39
Sometimes half-elves are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They gain the human’s skilled racial trait. In addition, they receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision.
此特性替换适应力,多才多艺
卓尔魔法(Drow Magic) PFS禁用
出自《进阶种族手册 pg. 1》
少数拥有卓尔祖先的半精灵呈现出了该种族的魔法特质。拥有此特性的半精灵在其背景的某處有着卓尔的血脉,并且获得下列类法术能力:每天1次——舞光术(dancing lights),黑暗术(Darkness),妖火(Faerie Fire)。此效果的施法者等级等同半精灵的角色等级。此特性取代适应力和多才多艺。
Drow Magic
Source Advanced Race Guide pg. 1
A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.
次级类法术能力(Lesser Spell-Like Abilities) PFS禁用
出自《阴影血脉 pg. 14》
拥有此特性的半精灵获得下列类法术能力:每天1次——舞光术(dancing lights),黑暗术(Darkness),妖火(Faerie Fire)。此效果的施法者等级等同半精灵的角色等级。此特性取代适应力和多才多艺。
Lesser Spell-Like Abilities
Source Blood of Shadows pg. 14
Half-elves with this trait can cast dancing lights, darkness, and faerie fire once each per day. The caster level for these effects is equal to the user’s character level. This racial trait replaces adaptability and multitalented.
本能凑合(Reflexive Improvisation)
出自《内海种族 pg. 212》
被精灵養大的半精灵經常磕磕绊绊地進入生活的每個新階段,因為他们的精灵親戚不習慣於他们的成熟速度。他们在未受训的技能检定获得+2种族加值。此特性替换适应力和多才多艺。
Reflexive Improvisation
Source Inner Sea Races pg. 212
Half-elves raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a +2 racial bonus on untrained skill checks. This racial trait replaces adaptability and multitalented.
水之子(Water Child)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些半精灵生于栖息在水边的精灵族群。此半精灵在游泳检定获得+4种族加值,并且总能够在游泳检定上取10,以及能够选择水族语作为奖励语言。此特性取代适应力和多才多艺。
Water Child
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.
此特性替换额外语言
卓尔血统(Drow Heritage) PFS禁用
出自《阴影血脉 pg. 14》
拥有此特性的半精灵在判断与种族相关的任何效果时视为卓尔,包括先决条件。此特性替换能选择任何额外语言的能力,额外语言被限制为卓尔能选择的范围。
Drow Heritage
Source Blood of Shadows pg. 14
Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.
隐藏的混血种(Hidden Half-Breed) PFS禁用
出自《阴影血脉 pg. 14》
在温和的社会里,半精灵因无知和怀疑而忍受臆测和偏见。而在卓尔的社会里,一个被公开的混血半精灵能招至残酷的死亡。 拥有此特性的半精灵在装成纯血卓尔、精灵、或人类的唬骗和易容检定獲得+2加值。此特性替换能选择任何额外语言的能力,额外语言被限制为卓尔能选择的范围。
Hidden Half-Breed
Source Blood of Shadows pg. 14
In benign communities, half-elves endure assumptions and bigotry based on ignorance and suspicion. In drow society, public knowledge of one’s mixed ancestry can mean a cruel death. Half-elves with this trait gain a +2 bonus on Bluff and Disguise checks to pass as fullblooded drow, elves, or humans. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.
此特性替换精灵免疫
寒霜试炼(Cold-Honed)
出自《边缘英雄 pg. 22》,《格拉利昂的混种 pg. 7》
Snowborn可以在自然形成的冰雪环境下全速移动,并且在对抗寒冷环境造成非致命伤害的强韧豁免获得+4种族加值。此特性替换精灵免疫。
Cold-Honed
Source Heroes from the Fringe pg. 22, Bastards of Golarion pg. 7
Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments.
This replaces elven immunities.
梦行者(Dreamer)
出自《恐怖冒险 pg. 39》
拥有此特性的半精灵在对抗幻术法术和效果时豁免获得+2种族加值。此外,当拥有此特性的半精灵在以醒梦体形态(异能冒险pg. 241)进入梦境位面时,在决定与梦境位面有关效果时的魅力屬性视为比正常高2点。此特性取代精灵免疫。
Dreamer
Source Horror Adventures pg. 39
Half-elves with this trait gain a +2 racial saving throw bonus against illusion spells and effects. In addition, when entering a dreamscape in a lucid body (Pathfinder RPG Occult Adventures 241), a half-elf with this racial trait treats her Charisma score as 2 points higher for the purpose of effects related to the Dimension of Dreams. This racial trait replaces elven immunities.
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此特性替换武器熟悉。半精灵能以此特性替换精灵免疫。人类能以此特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
久經世故(Sophisticate)
出自《内海种族 pg. 212》
力求體現他们的居住地的文化的半精灵發展出一种對時尚、潮流、和政治趨勢的流向的敏銳直覺。他们在知识[历史]和知识[本地]检定获得+2种族加值,并且能在未受训时使用此技能進行DC为10以上的检定。此特性替换精灵免疫。
Sophisticate
Source Inner Sea Races pg. 212
Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.
末裔抗性(Thinblood Resilience) PFS禁用
出自《边缘英雄 pg. 20》,《格拉利昂的混种 pg. 6》
Darkborn已经习惯了来自他们卓尔祖宗的折磨,在对抗毒药和疾病的强韧豁免获得+2种族加值,包括魔法疾病。Darkborn也还获得用毒能力,并且永不在武器涂毒时失手。此特性取代精灵免疫。
Thinblood Resistance
Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 6
Darkborn are accustomed to torture at the hands of their drow forebears and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk poisoning themselves when applying poison to a weapon.
This replaces elven immunities.
此特性替换精灵免疫,敏锐感官
剧毒爪牙(Poison Minion)
出自《阴影血脉 pg. 5》
卓尔有时候通过致使他们身体内部产生封喉毒(mawbane)(见下)以强化他们的奴隶和前线战士。最终产生的剧毒生物凭借着这项有力武器以阻拦他们的怪物邻居。任何以啮咬击中该人物的生物会暴露在毒素之下,该毒素的豁免DC=「10+1/2人物HD+该生物体质调整值」。
封喉毒(mawbane)——摄入;强韧豁免检定;频率:每轮1次,共4轮。效果:1d2体质伤害,治愈:1次豁免。
矮人能以此特性替换防御训练和坚韧,精灵能以此特性替换精灵魔法和武器熟悉,侏儒能以此特性替换防御训练、侏儒魔法和幻术抗性,半精灵能以此特性替换精灵免疫和敏锐感官,半兽人能以此特性替换兽人凶猛和武器熟悉。人类能以此特性替换奖励技能。半身人的生理不允许他们获得此特性。卓尔能以此特性替换卓尔免疫、强光致盲、法术抗力和武器熟悉。剪影人能以此特性替换光与暗、潜伏者和暗影抗力。
Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
异能敏感(Psychic Sensitivity) PFS禁用
出自《阴影血脉 pg. 15》
幽暗之地充满怪异的能量,而居住在那里的卓尔和半卓尔通过血腥的仪式换取恩惠与力量。拥有此特性的卓尔和和半精灵获得「异能敏感」(Psychic Sensitivity)作为奖励专长(异能冒险 pg. 138),开放正常情况下只有异能施法者能使用的神秘技能解放(Occult Skill Unlocks)。卓尔用此特性替换卓尔免疫和敏锐感官,半精灵用此特性替换精灵免疫和敏锐感官。
Psychic Sensitivity
Source Blood of Shadows pg. 15
The Darklands is full of strange energies, and the drow or half-drow who live there practice bloody rituals in exchange for favor and power. Drow or half-elves with this trait gain the Psychic Sensitivity feat (Pathfinder Roleplaying Game Occult Adventures 138), gaining access to occult skill unlocks normally only available to psychic spellcasters. This racial trait replaces keen senses for drow and half-elves and drow immunities for drow or elven immunities for half-elves.
此特性替换精灵免疫,多才多艺
蔑視精灵(Elf-Scorned)
出自《内海种族 pg. 211》
许多半精灵,特別是半卓尔和半艾庫迦(half-Ekujae),被他们的精灵父母拋棄並对他们的非人类祖先只有恨懼交纏的感情。他们在对抗精灵的攻击骰獲得+1种族加值,AC获得+2闪避加值。此特性替换精灵免疫和多才多艺。
Elf-Scorned
Source Inner Sea Races pg. 211
Many half-elves, especially half-drow and half-Ekujae, are rejected by their elven parents and feel nothing but hatred and fear toward their inhuman ancestors. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against elves. This racial trait replaces elven immunities and multitalented.
此特性替换敏锐感官
幽暗之地向导(Darklands Guide)
出自《阴影血脉 pg. 5》
那些在格拉利昂的地下无光隧道进行冒险的生物学会了鉴别幽暗之地的危险现象的表征。拥有此特性的角色在处于地下时先攻检定和对抗陷阱与危险的豁免检定获得+2加值(来自于一辈子躲避著诅咒池塘、塌方、以及绿色史莱姆)。
卓尔和半精灵能以此特性替换敏锐感官。魔裔能以此特性替换类法术能力。
Darklands Guide
Source Blood of Shadows pg. 5
Those who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).
Drow and half-elves can take this trait in place of keen senses. Tieflings can take this trait in place of the darkness spell-like ability.
被蔑视者(Disregarded) PFS禁用
出自《第一世界的遗产 pg. 12》
拥有此特性的半精灵训练自己的魔法技巧,以在例行检查中掩盖自己的精类特征。这些半精灵在施放幻术系法术时CL+1。拥有11或更高魅力属性的半精灵获得下列类法术能力:每天1次——神导术(Guidance),无罪术(Innocence)APG,催眠曲(Lullaby),法师之手(Mage Hand)。这个法术的施法者等级等于半精灵等级。此效果的施法者等级等同半精灵的角色等级,豁免DC为「10+法术环级+半精灵魅力调整值」。此特性替换敏锐感官。
Disregarded
Source Legacy of the First World pg. 5
Half-elves with this trait practice magical techniques to conceal their fey features from casual scrutiny. These half-elves treat their caster level as 1 higher when casting illusion spells. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities 1/day—guidance, innocenceAPG, lullaby, and mage hand. The caster level for these effects is equal to the half-elf ’s level. The DC for these spells is equal to 10 + the spell’s level + the half-elf ’s Charisma modifier. This racial trait replaces keen senses.
昏暗精准(Dusksight)
出自《阴影血脉 pg. 4》
一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的昏暗视觉从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有此特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人能以此特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人能以此特性替换敏锐感官。半兽人能以此特性替换武器熟悉,并获得昏暗视觉。
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
精类魔法(Fey Magic)
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择3个0环和1个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此特性替换敏锐感官。侏儒能以此特性替换工作狂。半兽人能以此特性替换兽人凶猛。人类能以此特性替换奖励技能,并获得精类思维和昏暗视觉。
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
欺诈能手(Fraudulent)
出自《皇庭英豪 pg. 15》
为了在皇庭中获取或保持地位,有些半精灵并不耻于夸大或把自己捏造成一个贵族。拥有此特性的半精灵在唬骗检定、知识[贵族]检定、和伪造文书的语言学检定获得+1种族加值。他们只需要在飾品上(例如用于装饰朝臣或者贵族服饰的珠宝)花费一半的資金就能使自己显出宮廷式的体面。此特性替换敏锐感官。
Fraudulent
Source Heroes of the High Court pg. 15
To obtain and keep a position at court, some half-elves aren’t shy about exaggerating or fabricating claims to nobility. Half-elves with this racial trait gain a +1 racial bonus on Bluff checks, Knowledge (nobility) checks, and Linguistics checks to create forgeries. They need to spend only half as much on accessories (such as the jewelry required to accessorize a courtier’s or noble’s outfit) to appear suitable in a courtly setting. This racial trait replaces keen senses.
稳步(Sure Step)
出自《阴影血脉 pg. 5》
冒险家们可以在大城市的小巷和下水道或幽暗之地的隧道中度过整个职业生涯,拥有此特性的角色在目盲或黑暗中移动时没有移动惩罚。
卓尔和半精灵能以此特性替换敏锐感官。
Sure Step
Source Blood of Shadows pg. 5
Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Darklands. Characters with this trait suffer no movement penalties when blinded or moving in darkness.
Drow and half-elves can take this trait in place of keen senses.
警惕性(Wary)
出自《进阶种族手册 pg. 1》
半精灵经常由于他人的敌意而被驱逐,因此许多半精灵在迁徙中花了大半辈子。这样的经历使得他们总是时刻警惕着他人的動機。拥有此特性的半精灵在察言观色和唬骗检定获得+1种族加值。此特性取代敏锐感官。
Wary
Source Advanced Race Guide pg. 1
Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
此特性替换敏锐感官,昏暗视觉
不协调(Mismatched)
出自《恐怖冒险 pg. 39》
並非擁有着人类与精灵混合的身体和面部特征,或非傾向於父母其中一方,一小部分半精灵拥有異常的混合特征。他们拥有明顯不协调的眼睛和耳朵,以及參差不齊的肢体。拥有此特性的半精灵在反射豁免承受-2罰值,但在先攻检定獲得+4种族加值。此特性取代敏锐感官和昏暗视觉。
Mismatched
Source Horror Adventures pg. 39
Rather than having bodily and facial features that are a blend of elven and human, or tending towards one parent or the other, a rare few half-elves have a strange combination of features. They have noticeable mismatched eyes and ears, as well as uneven limbs. Half-elves with this trait take a –2 penalty on Reflex saves but receive a +4 racial bonus on initiative checks. This racial trait replaces keen senses and low-light vision.
海之子(Child of the Sea)PS1
出自《边缘英雄 pg. 20》,《格拉利昂的混种 pg. 5》
Shoreborn在游泳、专业[水手]和海上导航的感知检定获得+4种族加值。他们还拥有天生的方向感,在海上永远不会迷失。此特性替换昏暗视觉和敏锐感官。
Child of the Sea
Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 5
Shoreborn gain a +4 racial bonus on Swim checks as well as on Profession (sailor) checks and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea.
This replaces low-light vision and keen senses.
此特性替换昏暗视觉
面纱之后(Behind the Veil)
出自《阴影血脉 pg. 4》
拥有此特性的人物擅长隐藏他们的肢体语言和隐蔽地穿越阴影或是分隔区域。这些角色处于躲藏或隐蔽中时在唬骗和巧手检定获得+2加值。
矮人能以此特性替换岩石熟悉。精灵、侏儒和半精灵能以此特性替换昏暗视觉。半兽人能以此特性替换威慑力,并获得窃影鬼的融影ARG种族特性。半身人能以此特性替换武器熟悉。
PFS Legal Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
卓尔血脉(Drow-Blooded) PFS禁用
出自《进阶种族手册 pg. 1》
部分半精灵的祖辈是卓尔精灵,他们更多表现出了卓尔的特征——特别是卓尔精灵的物理特征——拥有60尺黑暗视觉和【强光失明】种族特性。此特性取代昏暗视觉。
Drow-Blooded
Source Advanced Race Guide pg. 1
Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
此特性替换多才多艺
奥术训练(Arcane Training)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
半精灵偶尔尋求輔導以幫助他們掌握自己血液中的魔力。拥有此特性的半精灵只有一个天赋职业,而它必须为奥术施法者业职。他们能使使用法术触发类以及法术完成类物品时视其天赋职业比实际高1级(如果他们在天赋职业上没有等级,那么视其为1级)。此特性取代多才多艺。
Arcane Training
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
混合视觉(Blended View) PFS禁用
出自《阴影血脉 pg. 5》
先决条件:昏暗视觉
半卓尔的非卓尔长辈只有昏暗视觉,但半卓尔本身也许从遗传中被赠与多功能感官。拥有此特性的人物保留他们的昏暗视觉但也获得60尺黑暗视觉。
精灵或侏儒能以此特性替换敏锐感官。半精灵能以此性替换多才多艺。
Blended View
Source Blood of Shadows pg. 5
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此特性替换仇恨。精灵、侏儒、半兽人能以此特性替换种族武器熟悉。半精灵能以此特性替换多才多艺。半身人能以此特性替换无畏。人类能以此特性替换奖励技能(而且人類还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
变通混血种(Flexible Half-Breed) PFS禁用
出自《阴影血脉 pg. 14》
每天1次,拥有此特性的半精灵能以类法术能力施展变身术(Alter Self)来变形成人类、卓尔、或精灵。半精灵在每次使用此能力时能改变展现的种族,但每個種族的具體形态都是固定的。当她伪装成展现的种族时,易容检定获得+10种族加值。此能力的施法者等级等同角色的HD。此特性替换多才多艺。
Flexible Half-Breed
Source Blood of Shadows pg. 14
Once per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.
丛林亲和(Jungle Affinity )
出自《边缘英雄 pg. 21》,《格拉利昂的混种 pg. 6》
Wildborn在丛林地形下的隐匿检定获得+4种族加值,并且可以在丛林中自然形成的困难地形下全速移动。此特性替换多才多艺。
Jungle Affinity
Source Heroes from the Fringe pg. 21, Bastards of Golarion pg. 6
Wildborn gain a +4 racial bonus on Stealth checks while within jungle terrain and can move through natural difficult terrain in a jungle at their normal speed.
This trait replaces multitalented.
多重訓導(Multidisciplined)
出自《恐怖冒险 pg. 39》
由于生于兩个种族,半精灵拥有结合不同魔法传统的技巧。若拥有此特性的半精灵从至少两个不同的职业中获得施法能力,他所有职业展放的法术效果在施法者等级都算作比正常高1级,最高为他的角色等级。此特性取代多才多艺。
Multidisciplined
Source Horror Adventures pg. 39
Born to two races, half-elves have a knack for combining different magical traditions. If a halfelf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, to a maximum of her character level. This racial trait replaces multitalented.
此特性替换奖励技能PS2
激发效法(Inspire Imitation)
出自《街道英雄 pg. 8》
当半棈灵成功通过一个技能检定,以一个迅捷动作,他能启发身边的模仿者。任何30尺内的盟友见证此次成功检定后在一分钟内尝试相同检定时获得+2加值,如同援助他人动作所提供。此特性替换奖励技能。PS3
Inspire Imitation
Source Heroes of the Streets pg. 8
Whenever a half-elf succeeds at a skill check, she can inspire imitators as a swift action. Any ally within 30 feet who witnesses the successful check and attempts the same check within the next minute gains a +2 bonus on the check as if from the aid another action. This racial trait replaces skilled.
PFS Campaign Clarifications
Pathfinder Player Companion: Heroes of the Streets
Page 8—The inspire imitation alternate racial trait replaces a half-elf's Skill Focus feat.
PS1. 此特性在男神网被拉到新的分类,等此组合一起
PS2. 半精灵虽然可以靠圆耳朵(Round ears)特性换出人类的奖励技能种族特性,但这里明显是写错
PS3. 半精灵并没有奖励技能(skilled),按照PFS战役说明,此特性替换半精灵的适应力
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半兽人種族特性(Half-Orc Racial Traits)
單項屬性+2:创建半獸人角色时在一項由他们选择的屬性獲得+2加值,以表現他們各異的天性。
中型體型(Medium):半獸人是中等體型生物,不因體型獲得任何加值或者減值。
標準速度(Normal Speed):半獸人的基本速度為30尺。
黑暗視覺(Darkvision):半獸人在黑暗中能看到60尺遠。
威懾力(Intimidating):由於半獸人令人生畏的天性,他們在威嚇檢定獲得+2種族加值。
獸人血脈(Orc Blood):在判斷與種族相關的任何效果時,半獸人同時被視為人類和獸人。
獸人兇猛(Orc Ferocity):每天1次,當半獸人的hp降至0以下但沒有被殺死時,他能以癱瘓狀態繼續戰鬥1輪。在他的下一回合結束後,除非恢hp復到1點或以上,否則他會立刻失去意識並進入瀕死狀態。
武器熟悉(Weapon Familiarity):半獸人擅長巨斧和彎刃大刀,並且將任何冠以「獸人」之名的武器視為軍用武器。
起始語言(Languages):通用語以及獸人語。擁有高智力屬性的半獸人能選擇下列語言:深淵語、龍語、巨人語、豺狼人語和地精語。
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
半兽人種族亞種(Half-Orc Racial Subtypes)
競技士(Arena-Bred)
出自《进阶种族手册 pg. 1》
许多半獸人在進競技場中出生長大,而他们的雙親许常情況是兩个半獸人、或甚至是一个半獸人与一个人類。這些為角斗場而生的半獸人失去獸人祖先的野蠻外表,看上去更像人類。他們擁有【市民】和【奖励技能】種族特性。
Arena-Bred
Source Advanced Race Guide pg. 1
Many half-orcs are born and raised to fight in the arena, and in many cases have two half-orc parents or even a half-orc and a human parent. These arena-bred half-orcs lose the brutal physical appearance of their orc ancestors and look more human. They have the city-raised and skilled alternate racial traits.
幽暗地域半兽人[幽暗後裔](Darklands Half-Orcs (Gloomkin)) PFS禁用
出自《边缘英雄 pg. 24》,《格拉利昂的混種 pg. 11》
儘管比大多半兽人在肉体上更接近兽人,幽暗地域半兽人仍然因他们的人类血脈而受到恥辱。
兽人祖先:幽暗地域兽人
人类祖先:凯利德人、烏爾芬人、瓦瑞西安人
地区:幽暗地域[纳—沃斯(Nar-Voth)]
語言:地底通用语
黑暗时代(Age of Darkness)的末期,当光明重新回到格拉里昂时,许多兽人失去了在地表面世界的立足點並带着他们的半兽人后代返回幽暗地域。在所有半兽人之中,幽暗後裔遭受最嚴酷的对待;他们因被兽人视為血统的污点而受到惩罚和虐待。作為兽人社会的底層,幽暗後裔被分配至絕多數兽人都不愿承担的任务:阅读。他们是历史学家、抄寫員和顾问,将他们置于发现秘密的关键位置并在不引起注意下获得影响力。
Darklands Half-Orcs (Gloomkin)
Source Bastards of Golarion pg. 11
Though closer physically to full orcs than most half-orcs, Darklands half-orcs are still stigmatized because of their human-tainted blood.
Orc Ancestry Darklands orcs
Human Ancestry Kellid, Ulfen, Varisian
Regions Darklands (Nar-Voth)
Languages Undercommon
At the end of the Age of Darkness, when light returned to Golarion, many orcs lost their footholds on the surface world and returned to the Darklands, taking their half-orc progeny with them. Of all the half-orcs, gloomkin face the harshest treatment; they are punished and abused from birth for what orcs consider the taint of their bloodline. As the bottom of the social ladder in orc society, gloomkin are assigned the task that very few orcs take on willingly: reading. They are the historians, scribes, and advisors, placing them in a key position to discover secrets and gain influence without drawing attention to themselves.
地底人(Deep Kin)
出自《进阶种族手册 pg. 1》
有些半獸人生長在依然居住在永恆黑暗籠罩的地下的獸人部落。這些部落的半獸人體格稍小,並比那些地表獸人更習慣地下的世界。這些半獸人擁有【敏銳黑暗視覺】和【穴居人】種族特性。
Deep Kin
Source Advanced Race Guide pg. 1
Some half-orcs are descended from clans that remained in the eternal darkness below the surface. Half-orcs from these clans tend to be smaller and more at home underground than those descended from surface-dwelling orcs. These half-orcs have the acute darkvision and cavewight alternate racial traits.
沙漠半兽人[沙之後裔](Desert Half-Orcs (Sandkin))
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 12》
这些半兽人在面对世界时有着比同种非一般的自信——这是是汇集了各种幸运因素的结果。
兽人祖先:沙漠兽人
人类祖先:伽仑德人、卡拉什人
地区:伽仑德北部、卡蒂亚
語言:柯莱什语、奥西里昂语、混通语
沙漠半兽人主要出生在伽仑德北部和奥西里昂,他们經常保持着一定程度的社会地位和自信心,这在半兽人之间实屬罕见的。在沙漠的兽人部落,能忍受灼烈阳光的能力是力量的标志,而在阳光下曝曬是他们的一种成年礼。由于缺乏他们祖先的強光敏感(Light Sensitivity),半兽人在这些耐力比赛中表现出色,并且輕鬆在他们的部落中当上高層。
沙漠半兽人还在人类文明社会中比大多数都活得要好。莎伦莱的追随者的强势引領起在格拉里昂举世无比的宽恕和互相理解的文化,使得半兽人更容易茁壮成长。许多半兽人相信他们受到莎伦莱的祝福並成為了祂的教会的牧師或圣武士。
Desert Half-Orcs (Sandkin)
Source Bastards of Golarion pg. 12
These half-orcs face the world with a self-assurance that’s unusual for their kind—the result of a confluence of fortunate factors.
Orc Ancestry desert orcs
Human Ancestry Garundi, Keleshite
Regions Northern Garund, Qadira
Languages Kelish, Osiriani, Polyglot
Desert half-orcs are born primarily in northern Garund and Osirion and often hold a level of esteem and self-assurance that is rare for half-orcs. Among desert orc tribes, the ability to tolerate harsh sunlight is a sign of strength, and weathering the sun is a rite of passage. Lacking their ancestors’ light sensitivity, half-orcs excel at these contests of endurance and easily earn high positions within their tribes.
Desert half-orcs also fare better than most among human civilizations. The strong presence of Sarenrae’s followers has led to a culture of forgiveness and understanding that is rare in other parts of Golarion, making it easier for half-orcs to thrive. Many desert half-orcs believe they are blessed by Sarenrae and become clerics or paladins of her church.
野生兒(Feral)
出自《进阶种族手册 pg. 1》
還在嬰兒或幼兒時便被遺棄的半獸人孩子很難在荒野中生存下來,但有少數能夠如「野孩子」般地啃出活路、堅強求生,但完全和文明無緣。野生兒擁有【林間行者】和【獠牙】種族特性。
Feral
Source Advanced Race Guide pg. 1
Half-orc children who are abandoned as infants or small children rarely survive in the wild, but a few manage to scrape out a meager existence as "wild children," tough enough to live but completely uncivilized. Feral half-orcs have the forest walker and toothy alternate racial traits.
丛林半兽人[雨之後裔](Jungle Half-Orcs (Rainkin))
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 12》
雨之後裔被视为守護者以及重要的資產,他们面对着沉重的责任。
兽人祖先:丛林兽人
人类祖先:芒吉人
地区:芒吉莽原
語言:混通语
在芒吉莽原(Mwangi Expanse)的叢林,殘留的兽人部落基本上与其他同类部落隔绝了。自从兽人帝国在黑暗时代(Age of Darkness)崩溃后孤立至今,只有少量的口头傳承能回忆起这些兽人和半兽人的真正遺產,而他们的文化与其他兽人社会大相径庭。据说一些早期的芒吉部落举办了与兽人通婚,引領半兽人的孩子成為联盟和繁荣的象徵,不管是真是假,。半兽人世世代代已是这些兽人部落中的重要组成部分。时至今天,许多兽人愿意支付大笔嫁妆让半兽人加入他们的村庄,而領養孤儿半兽人则是件欢喜的事。
因为他们通常来自富裕家庭,雨之後裔通常比他们的兽人或人类堂兄弟得到更好的待遇。这就創造出一个自證預言;由于半兽人的孩子有最好的一切,他们一般比同輩的人类或兽人更强更有才,从而让部落中產生更多想拥有半兽人的渴望。虽然丛林半兽人通常擁有巨大的自豪感和自我价值感,其中许多人还是对从出生就寄予的厚望和被那么多人像个贵重商品一样的对待感到忿恨不满。结果,雨之後裔难以与非半兽人的傢伙形成亲密关系,所以他们经常在同伴建立紧密的团体。其中一些群体甚至越变越大,足以分裂并成立自己的部落。
Jungle Half-Orcs (Rainkin)
Source Bastards of Golarion pg. 12
Rainkin are valued as guardians and property alike, and face a heavy burden of responsibility.
Orc Ancestry jungle orcs
Human Ancestry Mwangi
Regions Mwangi Expanse
Languages Polyglot
In the jungles of the Mwangi Expanse, the few remaining orc tribes have been largely cut off from others of their kind. Isolated since the orc empires collapsed after the Age of Darkness, only a handful of oral retellings recall the true heritage of these orcs and half-orcs, and their culture diverges greatly from other orc societies. It is said that some early Mwangi tribes participated in arranged marriages with orcs, leading half-orc children to be associated with alliances and prosperity, and true or not, half-orcs have been a major part of these orc tribes for generations. Even in the present day, many orcs are willing to pay a large dowry to bring half-orcs into their villages, and orphaned half-orcs are happily adopted.
Because they usually come from rich families, rainkin halforcs often receive better treatment than their orc or human cousins. This can create a self-fulfilling prophecy; because half-orc children receive the best care, protection, and training, they are usually stronger and more skilled than orcs or humans, increasing the desire to have half-orcs in a tribe. While jungle half-orcs typically have great pride and selfworth, many are also resentful of the high expectations placed on them from birth and angry to be treated like a commodity by so many. As a result, rainkin have trouble forming close bonds with non-half-orcs, so they often create close-knit groups between themselves. Some of these groups even grow large enough to break off and form their own tribes.
山嶽族(Mountain Clan)
出自《进阶种族手册 pg. 1》
多山地區的半獸人更為機敏,並對故鄉的一聲一響都極為敏感。山嶽族擁有【獸性】和【攀岩者】種族特性。
Mountain Clan
Source Advanced Race Guide pg. 1
Half-orcs from the more mountainous regions tend to be more agile and alert to the echoing sounds of their homeland. Mountain clan half-orcs have the bestial and rock climber racial traits.
山脈半兽人[峭壁後裔](Mountain Half-Orcs (Cragkin))
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 13》
承襲自山脈兽人的鲁莽和野蛮,峭壁後裔是丘陵地形上的无畏大师。
兽人祖先:山脈兽人
人类祖先:凯利德人、休盎提人、烏爾芬人、瓦瑞西安人
地区:阿维斯坦西部
語言:哈利特语、休盎提語、烏爾芬語、瓦瑞西安語
峭壁後裔广泛分布于格拉里昂,在阿维斯坦西部的群山上都能找到他们的身影。得益于他们瘦薄的骨架和急才,山脈半兽人擅长攀爬和特技表演。对他们而言,只要不是垂直的悬崖表面就能穿梭,甚至那都不是事。障碍只是他们登上山峰的一塊踏腳石。
山脈兽人尊重勇敢的人,而峭壁後裔把无所畏惧和不计后果的鲁莽化為荣誉徽章。通过利用地形来对抗腳步不穩的敌人,他们就能以几下快速步获得优势並从鬼异的角度进行攻击。他们经常采取近乎自杀般的跳跃从上方攻击敌人,或鈎引敌人踏進不可能的道路並坠入死亡深淵。尽管他们技艺高超,但在这种危险的环境发生事意外也是意料之中,如果在一次突袭后一个半兽人回来而他的同伴卻没有,也不会有人感到惊讶。
许多山脈半兽人在休盎提人和乌尔芬人的定居点中找到一席之地,在那里最重視的是战斗中的勇气。只要他们願意尊重他们加入的氏族的传统,他们通常很好地融入这些社会并为社区做出不少贡献。
Mountain Half-Orcs (Cragkin)
Source Bastards of Golarion pg. 13
Descended from reckless and brutish mountain orcs, cragkin are fearless masters of hilly terrain.
Orc Ancestry mountain orcs
Human Ancestry Kellid, Shoanti, Ulfen, Varisian
Regions western Avistan
Languages Hallit, Shoanti, Ulfen, Varisian
Cragkin are widespread across Golarion, found across all the mountain ranges of western Avistan. Thanks to their thin frames and quick wits, mountain-born half-orcs excel at climbing and acrobatic stunts. Anything less than a vertical cliff face is traversable, and often even that isn’t enough to stop them. To mountain half-orcs, obstacles are merely a foothold on their path to the top.
Mountain orcs respect bravery, and cragkin have turned fearlessness and reckless abandon into a badge of honor. By using the terrain to their advantage against less surefooted enemies, they can attack from strange angles and gain advantages with just a few quick steps. They often take near-suicidal leaps to strike enemies from above, or trick enemies into falling to their deaths by leading them down impossible paths. Despite their great skill, accidents are common in this treacherous environment, and no one is surprised if one halforc returns after a raid and his companions do not.
Many mountain half-orcs find a place among Shoanti and Ulfen settlements, where valor in battle is highly prized. As long as they are willing to respect the traditions of their adopted clans, they usually integrate well into these societies and contribute much to the community.
神秘者(Mystic)
出自《进阶种族手册 pg. 1》
獸人薩滿是野蠻的教師,他們有時會為了消除未來的潛在對手而殺害或弄殘最出色的學生。從薩滿導師的虐待中存活下來的半獸人遍體鱗傷,精神也被這種經歷所深深影響。薩滿學徒很早就學到,狡猾和幸運往往是求生之路僅有的救命稻草。他們擁有【薩滿學徒】和【神聖紋身】種族特性。
Mystic
Source Advanced Race Guide pg. 1
Orc shamans are brutal teachers who sometimes kill or maim their most promising students in order to eliminate what could be a potential rival. Half-orcs who survive years of abuse by an orc shaman master are deeply scarred and altered by the experience. Shaman trainees learn early that cunning and luck are often the only things that offer a chance of survival. They have the shaman’s apprentice and sacred tattoo alternate racial traits.
凜冬半兽人[霜之後裔](Winter Half-Orcs (Frostkin))
出自《格拉利昂的混種 pg. 13》
霜之後裔為了被他人接受而奮鬥,这是為生存而战,因為只有少數人能在没有盟友的情況下忍耐受霜害的北方。
兽人祖先:凜冬兽人
人类祖先:艾鲁塔基人(Erutaki)、烏爾芬人、瓦尔基人
地区:卡斯马隆、世界之冠、伊利森、林諾姆諸王之國北部
語言:艾鲁塔基语、烏爾芬語、瓦尔基語
在世界之冠(Crown of the World),游牧部落的兽人住冰冻的废土上。与他们一同生活的凜冬半兽人被视為族群中弱小的幼崽。但是,在北地人多就是力量,由于许多年轻人无法在寒冬中活下去,即使是最弱小的傢伙只要证明自己有價值就能留在族群。缝纫,烹饪和育儿都是有价值的技能,擅长这些的凜冬半兽人比其他能受到更好的待遇。那些想通过力量来证明自己价值的人则是去狩猎,作为仪式的战斗在冻土上就是浪費体力和资源的行為。
若半兽人在林諾姆諸王之國(Linnorm Kingdoms)中并不受欢迎,他们也许能在鐵壁群島(Ironbound Isles)找头家。在天夏(Tian Xia)阿維斯坦(Avistan)之间旅行的商人經常僱用一个半兽人作为穿越世界之冠时的向导和保镖。南迁到伊利森(Irrisen)的凜冬半兽人在不断增长的半兽人社区中可以找到更轻松的生活,但除非他们表现出巫术天賦,否則难以出人头地。
Winter Half-Orcs (Frostkin)
Source Bastards of Golarion pg. 13
The frostkin’s struggle for acceptance is a fight for survival, for few can endure the frostbitten north without allies.
Orc Ancestry winter orcs
Human Ancestry Erutaki, Ulfen, Varki
Regions Casmaron, Crown of the World, Irrisen, northern Lands of the Linnorm Kings
Languages Erutaki, Ulfen, Varki
At the Crown of the World, nomadic clans of orcs live on the frozen wastes. The winter half-orcs that live among them are treated as the runts of the pack. However, strength in numbers is vital in the north, as many young do not survive the harsh winters. Even the weakest are provided for as long as they can prove their usefulness. Sewing, cooking, and child-rearing are all valued skills, and winter half-orcs who excel at these are treated better than most. Those who would rather prove their worth through their strength do so by hunting, as ritual combat is a frowned upon waste of energy and resources.
While half-orcs are not well liked in the Linnorm Kingdoms, they may be able to find homes in the Ironbound Isles. Merchants traveling between Tian Xia and Avistan are often willing to hire on a half-orc as a guide and bodyguard across the Crown of the World. Winter half-orcs who migrate south into Irrisen can find an easier life in the growing half-orc communities, but they are unlikely to find any upward mobility unless they show skill at witchcraft.
半兽人種族特性替換(Half-Orc Alternate Racial Traits)
此种族特性替換原本的屬性加值,威懾力,獸人血脈和獸人凶猛
返祖兽人现象(Orc Atavism)
出自《內海種族 pg. 212》
有些半獸人體內的獸人血脈比人類血脈要濃烈得多。这些半兽人在判斷任何种族相关的效果时只视为半兽人和兽人(而不包括人类)。他們在力量屬性獲得+2加值,和在一項由他们选择的心智屬性承受-2減值。最後,他们獲得凶猛通用怪物能力。此种族特性替換半獸人原本的屬性加值,威懾力,獸人血脈和獸人凶猛。
Orc Atavism
Source Inner Sea Races pg. 212
Some half-orcs have much stronger orc blood than human blood. Such half-orcs count as only half-orcs and orcs (not also humans) for any effect related to race. They gain a +2 bonus to Strength and a –2 penalty to one mental ability score of their choice. Finally, they gain the ferocity universal monster ability. This racial trait replaces the half-orc’s usual racial ability score modifiers, as well as intimidating, orc blood, and orc ferocity.
此种族特性替換黑暗视觉
林間行者(Forest Walker)
出自《进阶种族手册 pg. 1》
家在世界的森林和叢林间,这些半兽人十分適應他們周邊的環境。擁有此種族特性的半獸人擁有昏暗視覺和在攀爬檢定獲得+2種族加值。此种族特性取代黑暗視覺。
Forest Walker
Source Advanced Race Guide pg. 1
More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
昏暗视觉(Low-Light Vision)
出自《荒野英雄 pg. 5》
許多精类後裔擁有昏暗視覺。通常擁有黑暗視覺的種族(例如矮人和半獸人)能以昏暗視覺替换黑暗視覺。人類能以此种族特性替換獎勵技能(而且人類还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Low-Light Vision
Source Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
乘風破浪(Sea Rider)
出自《內海種族 pg. 212》
在林諾姆諸王國和鐐銬群島,半獸人頻繁作為海盜、掠奪者、和漁民而起航,在那里他们身為頑強不屈的战士而聞名。他们在專業[水手]和修理船隻的工藝檢定獲得+2種族加值,而且在面对水上或水中的敵人和物體时傷害骰獲得+1種族加值。此种族特性替換黑暗視覺。
Sea Raider
Source Inner Sea Races pg. 212
In the Lands of the Linnorm Kings and the Shackles, half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on Profession (sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This racial trait replaces darkvision.
奖励技能(Skilled)
出自《进阶种族手册 pg. 1》
第二或第三代半獸人一般更加青睞他們的人類傳統而非獸人傳統。擁有此種族特性的半獸人每等級獲得1點額外技能點。此种族特性取代黑暗視覺。
Skilled
Source Advanced Race Guide pg. 1
Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
煙霧視覺(Smog Sight)
出自《恐怖冒险 pg. 40》
擁有此种族特性的半獸人可以在煙(smoke)或霧(fog)(包括魔法效果,如隱霧術)中看到正常的兩倍距離,並且可以忽略5尺內的煙霧造成的隱蔽。此种族特性取代黑暗視覺。
Smog Sight
Source Horror Adventures pg. 40
Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision.
警惕凝視(Vigilant Gaze)
出自《皇庭英豪 pg. 15》
那些在異國皇庭被訓練成保鏢的半獸人為了那些麻煩發展出一雙銳利的眼睛,但是他們的夜間視覺在光線良好的皇庭中是多餘的。擁有此种族特性的半獸人獲得昏暗視覺並在察覺和察言觀色檢定中獲得+1種族加值。此种族特性替換黑暗視覺。
Vigilant Gaze
Source Heroes of the High Court pg. 15
Half-orcs trained as bodyguards in foreign courts develop a keen eye for trouble, but their night vision, unnecessary in well-lit courts, dwindles. Half-orcs with this racial trait gain low-light vision and have a +1 racial bonus on Perception and Sense Motive checks. This racial trait replaces darkvision.
此种族特性替換黑暗视觉、威慑力
龙之视野(Dragon Sight)
出自《龙之遗产 pg. 11》
擁有此种族特性的半獸人獲得龍族的敏銳感官。他們擁有120尺黑暗視覺。此种族特性替換黑暗視覺和威懾力。
Dragon Sight
Source Legacy of Dragons pg. 11
Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
此种族特性替換黑暗视觉、兽人凶猛
战争领袖(War-Leader)
出自《內海種族 pg. 212》
有些獸人寻找人類配偶是希望借此为他们无盡的战争诞生出聪明的领导者。当天賦和运气找上了这份努力和一个表现狡猾的半兽人孩子,则孩子在成長中遇上许多慘痛的机会来學会怎样最好地领导战场。这些半兽人在交涉检定和專業[士兵]检定,以及领导力值(作用于領導力專長)獲得+2加值。他们控制的軍隊在集团战斗(mass combat)中的士气獲得+1加值(詳情查阅Pathfinder RPG Ultimate Campaign)。此种族特性替換黑暗視覺和獸人凶猛。
War-Leader
Source Inner Sea Races pg. 212
Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale. (See Pathfinder RPG Ultimate Campaign.)This racial trait replaces darkvision and orc ferocity.
此种族特性替換威慑力
面纱之后(Behind the Veil)
出自《阴影血脉 pg. 4》
拥有此种族特性的人物擅长隐藏他们的肢体语言和隐蔽地穿越阴影或是分隔区域。这些角色处于躲藏或隐蔽中时在唬骗和巧手检定获得+2加值。
矮人能以此种族特性替换岩石熟悉。精灵、侏儒和半精灵能以此种族特性替换昏暗视觉。半兽人能以此种族特性替换威慑力,并获得窃影鬼的融影ARG种族特性。半身人能以此种族特性替换武器熟悉。
PFS Legal Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
強烈自信(Burning Assurance)
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 12》
沙之後裔相比起許多半獸人來說,少去他們所背負的偏見,而他們的自信讓其他人放心。拥有此种族特性的沙漠半獸人在交涉检定獲得+2種族加值。此种族特性替換威懾力。
Burning Assurance
Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks.
This replaces intimidating.
穴居人(Cavewight)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
部分半獸人生活在地表之下的深處,在曲折的洞窟中尋求着自由。擁有此種族特性的半獸人在知識[地城]和地下進行的生存檢定獲得+1種族加值。此种族特性取代威懾力。
Cavewight
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating trait.
逃避者(Evader) PFS禁用
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 11》
幽暗後裔得以活下來全賴殘暴的地底生物的憐憫,有些幽暗後裔發展出一種不可思議的訣竅讓他們在黑暗中肅靜無聲。當在地下時,擁有此种族特性的幽暗地域半獸人在預防迷路的生存檢定獲得+5種族加值,而且在隱匿檢定獲得+1種族加值。此种族特性替換威懾力。
Evader
Source Heroes from the Fringe pg. 24, Bastards of Golarion pg. 11
Having lived all their lives at the mercy of savage underworld creatures, some gloomkin develop an uncanny knack for finding their way around silently in the dark. While underground, Darklands half-orcs with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks.
This replaces intimidating.
攀岩者(Rock Climber)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
來自山區的半獸人都是出色的攀岩者,他們有時從高處突然躍下伏擊獵物。擁有此种族特性的半獸人的特技和攀爬檢定獲得+1種族加值。此种族特性取代威懾力。
Rock Climber
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
拾荒者(Scavenger)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些半獸人勉強靠着翻撿社會殘留的大量垃圾過活,他們必須學會從廢料中找出罕見的物品。擁有此種族特性的半獸人在估價檢定和發現隱藏物件(包括陷阱和密門)、判斷食物是否變質或判斷藥水功能的察覺檢定獲得+2種族加值。此种族特性取代威懾力。
Scavenger
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
皮影戏(Shadowplay)(1RP)
出自《阴影血脉 pg. 5》
有些幻术师是玩弄光亮和黑暗的好手,拥有该种族特性的人物在施展拥有黑暗、光亮或阴影UM描述符的法术时施法者等级+1。
矮人能以此特性替换贪婪,精灵能以此特性替换精灵魔法,并获得窃影鬼的类法术能力ARG种族特性。侏儒能以此特性替换侏儒魔法。半身人能以此特性替换武器熟悉。半兽人能以此特性替换威慑力,並獲得侏儒的幻術抗性種族特性。
PFS Legal Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
薩滿學徒(Shaman’s Apprentice)
出自《进阶种族手册 pg. 1》
只有最強壯的半獸人才能在獸人薩滿当學徒多年的嚴苛對待下倖存。擁有此種族特性的半獸人獲得堅忍作為獎勵專長。此种族特性取代威懾力。
Shaman’s Apprentice
Source Advanced Race Guide pg. 1
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
堅定不移的勇氣(Unflinching Valor)
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 13》
許多可怕的極地掠食者把霜之後裔當成容易狩獵的獵物,但不少霜之後裔設法戰勝他們的恐懼並擊退那些野獸,直至支援到来。擁用此种族特性的凜冬半獸人在對抗恐懼效果的豁免检定獲得+2種族加值,在防止擒抱的CMD獲得+1种族加值。此种族特性替換威懾力。
Unflinching Valor
Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to overcome their fear and fight off these beasts while they wait for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.
This replaces intimidating.
黑暗之聲(Voice in the Darkness) (2RP)
出自《阴影血脉 pg. 5》
先決條件:魅力13+
在幽暗大陸或幽影位面搞威逼和恐嚇的生物學會了怎麼在昏暗或無光之處搞這一套。當他們處於昏暗或更加黑暗的環境,拥有此种族特性的角色在威嚇和隱匿檢定獲得+2加值。
矮人能以此种族特性替换岩石熟悉。卓尔和精灵能以此种族特性替换武器熟悉。半精灵能以此种族特性替换适应力。半兽人能以此种族特性替换威慑力。
Voice in the Darkness
Source Blood of Shadows pg. 5
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.
此种族特性替換威慑力、兽人凶猛
分心有术(Divided Attention)
出自《內海種族 pg. 212》
半獸人必須學会一心多用以在多重威胁中存活下来,皆因人类和兽人都经常试图让他们明白自己的地位。半兽人在对抗夹击他的敌人时AC获得+1闪避加值。此种族特性替換威懾力和獸人凶猛。
Divided Attention
Source Inner Sea Races pg. 212
Half-orcs must learn to divide their attention among multiple threats to stay alive, since both humans and orcs often attempt to put them in their place. Half-orcs gain a +1 dodge bonus to AC against foes who flank them. This racial trait replaces intimidating and orc ferocity.
仇恨(Hatred)
出自《邪恶特务 pg. 25》
在獸人身邊長大的半獸人必需證明自己是與廣大獸人同胞同仇敵愾。由於經過專門的針對性訓練,擁有此种族特性的半獸人在對抗矮人亚种、精靈亚种、人類亚种的類人生物時,攻擊骰獲得+1種族加值。此种族特性替換威懾力和獸人凶猛。
Hatred
Source Agents of Evil pg. 25
Half-orcs raised among orcs must prove themselves against their people’s enemies. Half-orcs with this racial trait gain a +1 racial bonus on attack rolls against humanoids of the dwarf, elf, and human subtypes because of their special training against these hated foes. This racial trait replaces intimidating and orc ferocity.
臭味相投(Monstrous Sympathy)
出自《恐怖冒险 pg. 40》
有些半獸人清楚怪物是怎麼思考的。他們在對抗邪惡生物的唬騙、交涉和察言觀色檢定獲得+2種族加值。此种族特性取代威懾力和獸人凶猛。
Monstrous Sympathy
Source Horror Adventures pg. 40
Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures. This racial trait replaces intimidating and orc ferocity.
忍受痛苦(Pain Tolerance)
出自《恐怖冒险 pg. 40》
有些半獸人對痛苦有着超強的忍耐力。他們對对非致命傷害獲得DR1/-,在對抗帶有[痛苦]UM描述符的法術或類法術效果时豁免检定獲得+2種族加值。此种族特性取代威懾力和獸人凶猛。
Pain Tolerance
Source Horror Adventures pg. 40
Some half-orcs have an increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the painUM descriptor. This racial talent replaces intimidating and orc ferocity.
瘟疫之子(Plagueborn)
出自《进阶玩家手册 pg. 1》
被迫生活在社會上最腐臭和不衛生的邊緣地帶讓半獸人對疾病習以為常。拥有此种族特性的半兽人在對抗疾病、摄入性毒素、变得反胃或噁心的豁免檢定獲得+2種族加值。此种族特性替換威懾力和獸人凶猛。
Plagueborn
Source Advanced Player's Guide pg. 1
Half-orcs are sometimes forced to live on the rancid and unsanitary margins of society, becoming inured to all manner of sickness. Half-orcs with this racial trait gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This racial trait replaces the intimidating and orc ferocity racial traits.
隱忍(Stoic)
出自《恐怖冒险 pg. 40》
有些半獸人能夠壓制他們的强烈情緒。他們通常不會受到士氣加值影響,但在對抗情緒或恐懼效果的豁免獲得+2種族加值,威嚇他們的DC+2。他們能選擇如常受到士氣加值的影響,但若如此,他们在24小時內失去此种族特性帶來的好處。此种族特性取代威懾力和獸人凶猛。
Stoic
Source Horror Adventures pg. 40
Some half-orcs learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and orc ferocity.
此种族特性替換威慑力、兽人凶猛、武器熟悉
不露锋芒(Overlooked Mastermind)
出自《內海種族 pg. 212》
有些半兽人利用半兽人粗野的刻板印象来取得優勢,使得其他人低估了他们的智慧和陰謀詭計。这些半兽人在唬騙、交涉、和察言觀色檢定獲得+2種族加值。此加值在面对其他类人生物时提升至+4。他们还在假装无知的唬騙检定和解析密语的察言觀色檢定獲得+2種族加值,此加值跟上述加值疊加。此种族特性替換威懾力,獸人凶猛和武器熟悉。
Overlooked Mastermind
Source Inner Sea Races pg. 212
Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.
此种族特性替換武器熟悉、威慑力
薩滿加持(Shaman Enhancement) PFS禁用
出自《第一世界遗产 pg. 5》
某些半獸人懂得能夠增強盟友的力量与殘暴的儀式。此半獸人在法術辨識獲得+2種族加值。除外,當这个半獸人獲得動物夥伴、聯結坐騎、部屬、魔寵或魂獸時,该生物在力量、敏捷或體質獲得+2加值,由半獸人決定。此种族特性替換武器熟悉和威懾力。
Shaman Enhancement
Source Legacy of the First World pg. 5
Certain half-orcs know rituals to enhance the strength and brutality of their allies. These half-orcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
此种族特性替換兽人凶猛
敏銳黑暗視覺(Acute Darkvision)
出自《进阶种族手册 pg. 1》
有些半獸人擁有異常敏銳的黑暗視覺,他們獲得黑暗視覺90尺。此种族特性取代獸人凶猛。
Acute Darkvision
Source Advanced Race Guide pg. 1
Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
獸王(Beastmaster)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些半獸人跟空想的野獸有种精神上的親切感,会去捕捉牠們或跟牠們一同生活和狩獵。擁有此种族特性的半獸人將鞭子(whips)與捕網(nets)視為軍用武器,並在馴養動物檢定獲得+2種族加值。此种族特性取代獸人凶猛。
Beastmaster
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.
獸性(Bestial)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
獸人的血脈造成的獸人特徵在部分半獸人身上表現得尤為突出,這使得他們的外表變得更加獸性的同時感官也更加敏銳。他們的察覺檢定獲得+2種族加值。此种族特性取代獸人凶猛。
Bestial
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
屠龍者(Dragon Slayer)
出自《龙之遗产 pg. 11》
有些半獸人受訓来保護他們的同類,以在對抗龍族時獲得優勢或征服他們。擁有此种族特性的半獸人在對龙类時AC獲得+2閃避加值,攻擊骰時獲得+1種族加值。此种族特性替換獸人凶猛。
Dragon Slayer
Source Legacy of Dragons pg. 11
Some half-orcs train to defend their kind against dragons that would take advantage of or enslave them. Half-orcs with this trait gain a +2 dodge bonus to their AC against dragons and a +1 racial bonus on attack rolls against dragons. This trait replaces orc ferocity
精类魔法(Fey Magic)
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择3个0环和1个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此特性替换敏锐感官。侏儒能以此特性替换工作狂。半兽人能以此特性替换兽人凶猛。人类能以此特性替换奖励技能,并获得精类思维和昏暗视觉。
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
破門者(Gatecrasher)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
許多半獸人沉醉於肆意破壞的行為之中。擁有此種族特性的半獸人在破壞物品的力量檢定和破武戰技檢定獲得+2種族加值。此种族特性取代獸人凶猛。
Gatecrasher
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks. This racial trait replaces orc ferocity.
粗神經(Innured)
出自《恐怖冒险 pg. 40》
被獸人養大的半獸人對於周遭的暴力經常变得麻木。擁有此种族特性的半獸人在避免由於遭遇怪物、極端暴力或死亡造成理智傷害(详看pg. 12)的意志豁免獲得+4加值。此种族特性取代獸人凶猛。
Innured
Source Horror Adventures pg. 40
Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage (see page 12) caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity.
神聖紋身(Sacred Tattoo)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
許多半獸人使用紋身、穿孔和疤痕儀式(ritual scarification)裝飾自己,他们认为这是神圣的印记。擁有此種族特性的半獸人在所有豁免檢定獲得+1幸運加值。此种族特性取代獸人凶猛。
Sacred Tattoo
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
頑強(Tenacious)
出自《街道英雄 pg. 8》
居住在城市中的半獸人為了活下去得學會堅韌頑強。每天1次,半獸人可以重骰一次失敗的強韌豁免、意志豁免或體質檢定。半兽人必須接受第二個結果,即使更糟糕。此种族特性替換獸人凶猛。
Tenacious
Source Heroes of the Streets pg. 8
City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
獠牙(Toothy)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
部分半獸人的獠牙又大又尖,這使他們獲得嚙咬攻擊。這是一个造成1d4點穿刺傷害的主要天生武器。此种族特性取代獸人凶猛。
Toothy
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
辟邪之膚(Warded Skin)
出自《边缘英雄 pg. 25》,《格拉利昂的混種 pg. 12》
許多雨之後裔通過精心設計的紋身來重新定向惡魔的法術,免受安加贊信徒的力量所害。有此種族特性的叢林半獸人在对抗神術时獲得「6+角色等級」的SR。此外,惡魔信徒對你施放神術有10%的失敗机率。此种族特性替換獸人凶猛。
Warded Skin
Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Many rainkin are protected from the power of Angazhan’s worshipers by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure.
This replaces orc ferocity.
此种族特性替換兽人凶猛、武器熟悉
懸崖衝鋒者(Cliffside Charger)
出自《《边缘英雄 pg. 26》,格拉利昂的混種 pg. 13》
峭壁後裔習慣在他們的家山上的險峻地形走動。當在山脈地形時,擁有此种族特性的山脈半獸人能以正常速度在天然困難地形上行動;法術改造地形如常影響他們。此外,峭壁後裔在衝鋒的移速上獲得+10種族加值。此种族特性替換獸人凶猛和武器熟悉。
Cliffside Charger
Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
Cragkin are accustomed to traveling in the steep terrain of their mountain homes. When in mountain terrain, mountain half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, cragkin gain a +10-foot racial bonus to their speed while charging.
This replaces orc ferocity and weapon familiarity.
人類養育(Human-Raised)
出自《內海種族 pg. 212》
有些如同人类般撫養大的半兽人缺少他们表兄弟的那种凶猛和獸人武器訓練,取而代之的是拾起一点他们的人类祖辈的技藝。擁有此種族特性的半獸人獲得人類的獎勵技能種族特性。此种族特性替換獸人凶猛和武器熟悉。
Human-Raised
Source Inner Sea Races pg. 212
Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
剧毒爪牙(Poison Minion)
出自《阴影血脉 pg. 5》
卓尔有时候通过致使他们身体内部产生封喉毒(mawbane)(见下)以强化他们的奴隶和前线战士。最终产生的剧毒生物凭借着这项有力武器以阻拦他们的怪物邻居。任何以啮咬击中该人物的生物会立即暴露在其毒素之下,此毒素的豁免DC=10+1/2角色HD+角色体质调整值。
封喉毒(mawbane)——摄入;强韧豁免DC如上;频率:每轮1次,共4轮;效果:1d2体质伤害;治愈:1次豁免。
矮人能以此种族特性替换防御训练和坚韧,精灵能以此种族特性替换精灵魔法和武器熟悉,侏儒能以此种族特性替换防御训练、侏儒魔法和幻术抗性,半精灵能以此种族特性替换精灵免疫和敏锐感官,半兽人能以此种族特性替换兽人凶猛和武器熟悉。人类能以此种族特性替换奖励技能。半身人的生理不允许他们获得此种族特性。卓尔能以此种族特性替换卓尔免疫、强光致盲、法术抗力和武器熟悉。剪影人能以此种族特性替换光与暗、潜伏者和暗影抗力。
Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
痛苦投射(Projection)
出自《恐怖冒险 pg. 40》
有些半獸人通過法術來引導負面情緒。他們施放的帶有[恐懼]或[痛苦]UM描述符的法術DC+1。此种族特性取代獸人凶猛和武器熟悉。
Projection
Source Horror Adventures pg. 40
Some half-orcs channel negative emotions through magic. The DCs of any saving throws against spells with the fear or painUM descriptor they cast increase by 1. This racial trait replaces orc ferocity and weapon familiarity.
此种族特性替換武器熟悉
鐐銬戰士(Chain Fighter)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些半獸人從奴役中逃脫,並將束縛他們的鎖鏈重鑄成致命的武器。擁有此種族特性的半獸人擅長輕型鏈枷和重型鏈枷,並且視雙頭鏈枷和刺鏈為軍用武器。此种族特性取代武器熟悉。
Chain Fighter
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
市民(City-Raised)
出自《进阶种族手册 pg. 1》
擁有此種族特性的半獸人對他們的獸人祖先所知甚少,並且在大城市中被人類和其他半獸人撫養大。成長於城市的半獸人擅長鞭子和長劍,並在知識[地方]檢定獲得+2種族加值。此种族特性取代武器熟悉。
City-Raised
Source Advanced Race Guide pg. 1
Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉以及隐匿检定获得+2种族加值。
矮人能以此特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此特性替换武器熟悉。半精灵能以此特性替换适应力。人类能以此特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
昏暗精准(Dusksight)
出自《阴影血脉 pg. 4》
一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的昏暗视觉从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有此特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人能以此特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人能以此特性替换敏锐感官。半兽人能以此特性替换武器熟悉,並獲得昏暗視覺。
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此特性替换仇恨。精灵、侏儒、半兽人能以此特性替换种族武器熟悉。半精灵能以此特性替换多才多艺。半身人能以此特性替换无畏。人类能以此特性替换奖励技能(而且人類还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
賤民(Pariah)
出自《內海種族 pg. 212》
儘管许多文化群體都会歧视半兽人,在其些地方——特別是矮人社區——半兽人是完全被社會遺棄者。不言而喻,这种文化群體是不会为半兽人提供使用传统兽人武器进行练习的渠道。甚少有半兽人在如此恶劣的社会环境中生存至成年——他们被虐待得伤痕累累以至于难以表达和理解正常的情绪。这些半兽人在对抗情緒和恐懼效果时豁免檢定獲得+2種族加值,但在唬騙、交涉和察言觀色檢定承受-2減值。此种族特性替換武器熟悉。
Pariah
Source Inner Sea Races pg. 212
While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此特性替换武器熟悉。半精灵能以此特性替换精灵免疫。人类能以此特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
可選天賦職業獎勵(Favored Class Options)
煉金術師(Alchemist)《ARG,APG》: 【煉金炸彈】傷害+1/2。
煉金術師(Alchemist)《HA》:+1/2破壞物品的力量檢定和處於增加力量或體質的【突變藥劑】影響下的破武檢定。
奧能師(Arcanist)《ACG》:在施放奧能師法術時,由於受到傷害而進行的專注檢定獲得+1加值。
野蠻人(Barbarian)《ARG,APG》:每日【狂暴】總輪數+1。
吟遊詩人(Bard)《ARG》:每日【吟遊表演】總輪數+1。
吟遊詩人(Bard)《HA》:+1/2傳遞暗語的唬騙檢定,解讀暗語的察言觀色檢定和破解偽造文書的語言學檢定。
血脈狂怒者(Bloodrager)《ACG》:血脈狂怒者的每日【血怒】總輪數+1。
拳師(Brawler)《ACG》:在判斷拳師的徒手打擊傷害時,她的有效等級+1/4。
騎將(Cavalier)《ARG》:【坐騎】生命值+1。如果騎將更換他的坐騎,新坐騎也獲得這些獎勵生命值。
牧師(Cleric)《ARG》:選擇一種1級獲得並且每日使用次數為「3+牧師感知修正」的【領域之力】。這個【領域之力】的每日使用次數+1/2。
德魯伊(Druid)《ARG》:【自然變身】時AC天生护甲加值+1/3。
戰士(Fighter)《ARG》:瀕死時穩定傷勢的體質檢定+2。
戰士(Fighter)《HA》:戰士在对抗對非致命傷害时獲得DR1/2/-(最大值為DR10/-)
銃士(Gunslinger)《ARG》:【槍柄打擊】銃技的攻擊檢定+1/3。
獵人(Hunter)《ACG》:獵人的【動物夥伴】生命值+1。如果騎將更換他的坐騎,新坐騎也獲得這些獎勵生命值。
審判者(Inquisitor)《ARG,APG》:威嚇檢定以及識別怪物的知識檢定+1/2。
調查員(Investigator)《ACG》:在使用【戰鬥策略】時進行的重擊確認檢定獲得+1/3加值(最高+5)。此加值不與「重擊專攻」專長或其他類似效果提供的加值疊加。
操念使(Kineticist)《OA》:造成火焰傷害的【火元素念襲】的火焰傷害+1/3。
魔戰士(Magus)《ARG》:魔戰士所施放法術造成的火焰傷害+1/2。
通靈者(Medium)《OA》:在獲得一項【禁忌】時,通靈者每日能獲得額外1/4次使用【靈力奔湧】而不承受任何共鳴增長。
催眠師(Mesmerist)《OA》:催眠師的【痛苦注視】造成額外1/2點傷害。
武僧(Monk)《ARG》:對抗擒抱的CMD+1,同時【震懾拳】的每天使用次數+1/2。
秘學士(Occultist)《OA》:【靈器之力】造成額外1/2點傷害。
先知(Oracle)《ARG》:從先知法術列表中獲得一個已知法術。此法術必須比先知可以施放的最高環級法術低一環。
聖武士(Paladin)《ARG》:發動【制裁邪惡】時重擊確認檢定+1/3(最高+5)。該加值不與「重擊專攻」專長疊加。
異能者(Psychic)《OA》:在施放異能者法術時,由於受到傷害而進行的專注檢定獲得+1加值。
遊俠(Ranger)《ARG,APG》:遊俠的【動物夥伴】生命值+1。如果騎將更換他的坐騎,新坐騎也獲得這些獎勵生命值。
盜賊(Rogue)《ARG》:使用【偷襲】時重擊確認檢定+1/3(最高+5)。此加值不與「重擊專攻」專長疊加。
薩滿(Shaman)《ACG》:選擇屬於牧師法術列表,但是不在薩滿法術列表中的一個法術,將它加到薩滿的已知法術中。這個法術必須比薩滿能夠施放的最高法術等級低1級。
變形者(Shifter)《UW》:變形者利爪的重擊確認檢定+1/3(最高+5)。此加值不與「重擊專攻」專長疊加。
歌者(Skald)《ACG》:歌者的每日【戰怒之歌】總輪數+1。
殺手(Slayer)《ACG》:使用【偷襲】時重擊確認檢定+1/3(最高+5)。此加值不與「重擊專攻」專長或其他類似效果提供的加值疊加。
術士(Sorcerer)《ARG,APG》:術士所施放法術造成的火焰傷害+1/2。
喚魂師(Spiritualist)《OA》:喚魂師的【魅影】生命值+1。
召喚師(Summoner)《ARG》:召喚師的【幻靈】生命值+1。
遊蕩劍客(Swashbuckler)《ACG》:使用【精確刺擊】炫技時重擊確認檢定+1/3(最高+5)。此加值不與「重擊專攻」專長或其他類似效果提供的加值疊加。
俠客(Vigilante)《UI》:【不可動搖】的DC獲得的加值+1/2。
戰鬥祭司(Warpriest)《ACG》:瀕死時穩定傷勢的體質檢定+2。
女巫(Witch)《ARG,APG》:女巫的【魔寵】技能點+1。如果女巫更換她的魔寵,新魔寵也獲得這些獎勵技能點。
法師(Wizard)《ARG》:在施放法師法術時,由於受到傷害而進行的專注檢定獲得+1加值。
PS. 你也可以選择兽人(Orc)或人类(Human)的可選天賦職業獎勵,此處就不作列舉
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侏儒种族特性(Gnome Racial Traits)
+2体质,+2魅力,-2力量:侏儒的肉身乏力但出奇的强健,以及他们热情的态度使他们天生亲切宜人。
小型体型(Small):侏儒是小体型生物,AC获得+1体型加值,攻击骰获得+1体型加值,战技检定和CMD受承-1罚值,隐匿检定获得+4体型加值。
缓慢速度(Slow Speed):侏儒的基本速度为20尺。
昏暗视觉(Low-Light Vision):侏儒在昏暗光照下能看到的距离是人类的两倍。
防御训练(Defensive Training):侏儒在对抗巨人亚种的怪物时AC获得+4闪避加值。
侏儒魔法(Gnome Magic):侏儒施展的幻术系魔法DC+1。拥有11或更高魅力属性的侏儒获得下列类法术能力:每天1次——舞光术(dancing lights),幻音术(ghost sound),魔法伎俩(prestidigitation),动物交谈(speak with animals)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒魅力调整值」。
仇恨(Hatred):由于经过专门的针对性训练,侏儒在对抗类人生物爬虫亚种和地精亚种的生物时攻击骰获得+1加值。
幻术抗性(Illusion Resistance):侏儒在对抗幻术系法术和效果时豁免检定获得+2种族加值。
敏锐感官(Keen Senses):侏儒的察觉检定获得+2种族加值。
工作狂(Obsessive):侏儒在一项由他们选择的工艺或专业技能获得+2种族加值。
武器熟悉(Weapon Familiarity):侏儒将任何冠以「侏儒」之名的武器视为军用武器。
起始语言(Languages):通用语,侏儒语和木族语。拥有高智力属性的侏儒能选择下列语言:龙语、矮人语、精灵语、巨人语、地精语和兽人语。
Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
侏儒种族特性替换(Gnome Alternate Racial Trait)
此种族特性替换防御训练,侏儒魔法,幻术抗性
剧毒爪牙(Poison Minion)
出自《阴影血脉 pg. 5》
卓尔有时候通过致使他们身体内部产生封喉毒(mawbane)(见下)以强化他们的奴隶和前线战士。最终产生的剧毒生物凭借着这项有力武器以阻拦他们的怪物邻居。任何以啮咬击中该人物的生物会立即暴露在其毒素之下,此毒素的豁免DC=10+1/2角色HD+角色体质调整值。
封喉毒(mawbane)——摄入;强韧豁免DC如上;频率:每轮1次,共4轮;效果:1d2体质伤害;治愈:1次豁免。
矮人能以此种族特性替换防御训练和坚韧,精灵能以此种族特性替换精灵魔法和武器熟悉,侏儒能以此种族特性替换防御训练、侏儒魔法和幻术抗性,半精灵能以此种族特性替换精灵免疫和敏锐感官,半兽人能以此种族特性替换兽人凶猛和武器熟悉。人类能以此种族特性替换奖励技能。半身人的生理不允许他们获得此种族特性。卓尔能以此种族特性替换卓尔免疫、强光致盲、法术抗力和武器熟悉。剪影人能以此种族特性替换光与暗、潜伏者和暗影抗力。
Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
此种族特性替换防御训练,仇恨
地形羁绊(Bond to the Land)
出自《进阶种族手册 pg. 1》
作为妖精血脉的延续,有些侏儒跟特定地形种类有着强烈的联系。此侏儒从游侠的偏好地形中选择一种,当他们处于此类地形时AC获得+2闪避加值。此选择必须在建立角色时决定,一旦决定无法更改。此种族特性取代防御训练和仇恨。
PFS Legal Bond to the Land
Source Advanced Race Guide pg. 1
Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
永恒希望(Eternal Hope)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
侏儒很难失去希望并且永保自信,他们相信即使处于绝境之中也能化险为夷。拥有此种族特性的侏儒在对抗恐惧和绝望效果时,豁免检定获得+2种族加值。每天1次,在一次d20骰中掷出1后,侏儒能够重骰并且使用第二次的结果。此种族特性取代防御训练和仇恨。
PFS Legal Eternal Hope
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
天赐巧舌(Gift of Tongues)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
侏儒热爱并且学习所有他们遇到的语言。拥有此种族特性的侏儒唬骗和交涉检定+1加值。并且每当他们在语言学技能上投入1点技能时,就可以学会1种额外语言[注:大概是1点技能学2种语言的意思]。此种族特性取代防御训练以及仇恨。
PFS Legal Gift of Tongues
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
精通机械(Master Tinker)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
侏儒运用各种类型的机械设备进行实验。拥有此种族特性的侏儒在解除装置和知识[工程]检定获得+1加值。他们擅长任何亲自制作的武器。此种族特性取代防御训练和仇恨。
PFS Legal Master Tinker
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
暗影敌(Shadow foe)
出自《恐怖冒险 pg. 39》
拥有此种族特性的侏儒在对抗幽暗亚种和剪影人亚种的类人生物、阴影位面的异界生物时,攻击骰和AC获得+1加值。此种族特性取代防御训练和仇恨。
PFS Legal Shadow Foe
Source Horror Adventures pg. 39
Gnomes with this trait receive a +1 bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane. This racial trait replaces defensive training and hatred.
自然守卫(Warden of Nature)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
侏儒必须时常保护他们的家园免受横行的非自然存在或瘟疫侵扰。由于经过专门的针对性训练,拥有此种族特性的侏儒在对抗异怪、泥怪和虫类时,AC获得+2闪避加值,攻击骰获得+1加值。此种族特性取代防御训练和仇恨。
PFS Legal Warden of Nature
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.
此种族特性替换防御训练,仇恨,敏锐感官
阴毒恶作剧(Dirty Trickster)
出自《内海种族 pg. 211》
所有的侏儒都喜欢恶作剧,但有些则专精在战斗中的即兴创作。这些侏儒在阴招APG战技获得+2种族加值。他们无需满足智力属性的先决条件就能选择寓守于攻、精通阴招APG或任何以精通阴招为先决条件的专长。此族特性替换防御训练、仇恨和敏锐感官。
PFS Legal Dirty Trickster
Source Inner Sea Races pg. 211
All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trickAPG combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty TrickAPG, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.
妖精捕手(Fairy catcher)
出自《内海种族 pg. 211》
有些侏儒对精类的存在特别敏感,并在对抗精类的察觉、察言观色和生存检定获得+2种族加值,在对抗精类的法术、类法术能力和超自然能力的豁免检定获得+2种族加值(此加值跟【幻术抗性】叠加),在穿透精类的SR时施法者等级检定获得+2加值。此种族特性替换防御训练、仇恨和敏锐感官。
PFS Legal Fairy Catcher
Source Horror Adventures pg. 39
Some gnomes are especially sensitive to the presence of fey and receive a +2 racial bonus on Perception, Sense Motive, and Survival checks against fey, a +2 racial bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +2 bonus on caster level checks to overcome the spell resistance of fey. The racial trait replaces defensive training, hatred, and keen senses.
此种族特性替换防御训练,仇恨,工作狂
尾行者(Stalker)
出自《恐怖冒险 pg. 39》
有些侏儒会被特定的人迷住。每天1次,这些侏儒能花费10分钟观察一个生物。然后他在对抗该生物的唬骗、知识、察觉、察言观色和生存检定获得+1加值。他还在对抗该生物的攻击和伤害骰获得+1加值。此加值持续1天。此种族特性取代防御训练、仇恨和工作狂。
PFS Legal Stalker
Source Horror Adventures pg. 39
Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature. She also gains a +1 bonus on weapon attack and damage rolls against that creature. These bonuses last for 1 day. This racial trait replaces defensive training, hatred, and obsessive.
此种族特性替换防御训练,幻术抗性
躲影子(Shadow dodger)
出自《恐怖冒险 pg. 39》
拥有此种族特性的侏儒在对抗虚体生物和部分真实的生物和物品时,例如由幽影咒法术(shadow conjuration)创造的东西,AC获得+4闪避加值。但必需成功相信它们是虚假的。此种族特性取代防御训练和幻术抗性。
PFS Legal Shadow Dodger
Source Horror Adventures pg. 39
Gnomes with this trait gain a +4 dodge bonus to their AC against incorporeal creatures and partially real creatures and objects, such as those created by shadow conjuration, but only if successfully disbelieved. This racial trait replaces defensive training and illusion resistance.
此种族特性替换侏儒魔法
漂白魔法(Bleachling Magic)
出自《边缘英雄 pg. 16》
拥有此种族特性的侏儒施展的预言系法术时CL+1。此外,拥有11或更高感知或魅力属性的侏儒能每天3次以类法术能力施放魅惑动物(Charm Animal)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒魅力调整值」。此种族特性替换侏儒魔法。
PFS Legal Bleachling Magic
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait treat their caster level as 1 higher for the purposes of divination spells they cast. Additionally, if the gnome has a Wisdom or Charisma score of 11 or higher, she also gains the ability to cast charm animal as a spell-like ability three times per day. The caster level for this effect is equal to the gnome’s level, and the DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
This replaces gnome magic.
仙灵龙魔法(Faerie Dragon Magic)
出自《龙之遗产 pg. 10》
有些侏儒与任性的仙灵龙结伴或与这些神秘的生物有超自然的亲属关系。拥有此种族特性的侏儒施放的幻术系魔法DC+1。此外,拥有11或更高魅力属性的侏儒获得下列类法术能力:每天1次——幻音术(Ghost Sound),油腻术(Grease),无声幻影(Silent Image)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒魅力调整值」。此种族特性替换侏儒魔法。
PFS Legal Faerie Dragon Magic
Source Legacy of Dragons pg. 10
Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.
凶恶魔法(Fell Magic)
出自《进阶种族手册 pg. 1》
侏儒所施放的死灵系法术DC+1。此外,拥有11或更高感知属性的侏儒获得下列类法术能力:每天1次——出血术(Bleed),寒冷之触(Chill Touch),侦测毒性(Detect Poison),疲劳之触(Touch of Fatigue)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒感知调整值」。此种族特性替换侏儒魔法。
PFS Legal Fell Magic
Source Advanced Race Guide pg. 1
Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.
精类印记(Fey-Tongued)
出自《第一世界的遗产 pg. 4》
拥有此种族特性的侏儒获得精怪之相(Haunted Fey Aspect)UC,植物交谈(Speak with Plants)而不是舞光术(dancing lights),动物交谈(speak with animals)作为侏儒魔法种族特性的奖励法术。此种族特性改变侏儒魔法。
PFS Legal Fey-Tongued
Source Legacy of the First World pg. 4
Gnomes with this trait gain haunted fey aspectUC and speak with plants instead of dancing lights and speak with animals as spell-like abilities from the gnome magic racial trait. This racial trait alters the gnome magic racial trait.
亲切魔法(Genial Magic)
出自《皇庭英豪 pg. 14》
拥有此种族特性的侏儒施放的惑控系法术DC+1。此外,拥有11或更高魅力属性的侏儒获得下列类法术能力:每天1次——魅惑人类(Charm Person),神导术(Guidance),传讯术(Message),魔法伎俩(Prestidigitation)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒魅力调整值」。此种族特性替换侏儒魔法。
PFS Legal Genial Magic
Source Heroes of the High Court pg. 14
Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This racial trait replaces gnome magic.
皮影戏(Shadowplay)(1RP)
出自《阴影血脉 pg. 5》
有些幻术师是玩弄光亮和黑暗的好手,拥有该种族特性的人物在施展拥有黑暗、光亮或阴影UM描述符的法术时施法者等级+1。
矮人能以此种族特性替换贪婪,精灵能以此种族特性替换精灵魔法,并获得窃影鬼的类法术能力ARG种族特性。侏儒能以此种族特性替换侏儒魔法。半身人能以此种族特性替换武器熟悉。半兽人能以此种族特性替换威慑力,并获得侏儒的幻术抗性种族特性。
PFS Legal Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
实用魔法(Utilitarian Magic)
出自《内海种族 pg. 211》
有些侏儒发展出实用的魔法来协助他们完成自己的专注项目。这些侏儒施放的变化系法术DC+1。此外,拥有11或更高智力属性的侏儒获得下列类法术能力:每天1次——法师之手(Mage Hand),开关术(Open/Close),魔法伎俩(Prestidigitation),隐型仆役(Unseen Servant)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒智力调整值」。此种族特性替换侏儒魔法。
PFS Legal Utilitarian Magic
Source Inner Sea Races pg. 211
Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities: 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
此种族特性替换侏儒魔法,幻术抗性
魔法语言学家(Magical Linguist)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
侏儒研习任何普通和超自然形式的语言。拥有此种族特性的侏儒所施放的任何带有[依赖语言]描述符或创造刻文(glyphs)、徽记(symbols)或其他魔法文字的法术DC+1。同时他们在对抗此类的法术时豁免检定获得+2种族加值。此外,拥有11或更高魅力属性的侏儒获得下列类法术能力:每天1次——秘法印记(Arcane Mark),通晓语言(Comprehend Languages),传讯术(Message),阅读魔法(Read Magic)。此效果的施法者等级等同侏儒的角色等级。此种族特性替换侏儒魔法和幻术抗性。
PFS Legal Magical Linguist
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.
纵火狂(Pyromaniac)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
拥有此种族特性的侏儒在施放带有[火]描述符的法术、使用火领域的神授力量、使用元素血统(火)的血统力量、先知烈火秘示域的启示和决定炼金炸弹造成的火焰伤害时,视其等级比实际高1级(此能力不会使侏儒更早地获得基于等级的能力;它只影响该能力的施展效果)。此外,拥有11或更高魅力属性的侏儒获得下列类法术能力:每天1次——舞光术(Dancing Lights),闪光术(Flare),魔法伎俩(Prestidigitation),燃火术(Produce Flame)。此效果的施法者等级等同侏儒的角色等级,豁免DC基于魅力。此种族特性替换侏儒魔法和幻术抗性。
PFS Legal Pyromaniac
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
此种族特性替换侏儒魔法,幻术抗性,工作狂
妖精魔能(Fey Magic)PS1
出自《边缘英雄 pg. 16》
拥有此种族特性的侏儒施展的胁迫子学派法术DC+1。此外,拥有11或更高魅力属性的侏儒获得下列类法术能力:每天1次——魅惑人类(Charm Person),舞光术(Dancing Lights),纠缠术(Entangle),魔法伎俩(Prestidigitation)。此效果的施法者等级等同侏儒的角色等级,豁免DC为「10+法术环级+侏儒魅力调整值」。此种族特性替换侏儒魔法。此种族特性替换侏儒魔法,幻术抗性,工作狂。
PFS Legal Fey Magic (HftF)
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait increase the DC of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/ day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
This replaces gnome magic, illusion resistance, and obsessive.
此种族特性替换侏儒魔法,敏锐感官
活力饱满(Vivacious)
出自《内海种族 pg. 211》
有些侏儒保留一丝第一世界(First World)的活力痕迹。这些侏儒每当从休息回复hp时能回复多50%的hp(最小为1)。每当他们被法术治疗hp时,他们受到等此此法术的1/2施法者等级的额外治疗(最少为0)。此额外治疗不应用于给予快速痊愈或类似效果的法术。此种族特性替换侏儒魔法和敏锐感官。
PFS Legal Vivacious
Source Inner Sea Races pg. 211
Some gnomes retain a trace of the vitality of the First World. These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses.
此种族特性替换侏儒魔法,工作狂
漂白症(Vivacious)
出自《第一世界的遗产 pg. 6》
在漂白症的侵袭下存活的侏儒会在之后免疫漂白症。此侏儒获得两个天赋职业:德鲁伊和一个由他们选择的其他职业。他们失去除动物交谈(speak with animals)外所有由侏儒魔法给予的类法术能力,但他们能每天3次以类法术能力施放动物交谈(speak with animals)。此种族特性替换工作狂,改变侏儒魔法。
PFS Legal Bleachling
Source Legacy of the First World pg. 6
Gnomes who have survived the Bleaching are immune to effects of the Bleaching thereafter. These gnomes gain two favored classes: druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.
此种族特性替换仇恨,工作狂
探险家(Explorer)
出自《进阶种族手册 pg. 1》
许多侏儒都沉迷于探索这大千世界,而非精通某种技艺或专业。此侏儒在攀爬检定和一种由他们选择的知识技能检定获得+2种族加值。此种族特性取代仇恨和工作狂。
PFS Legal Explorer
Source Advanced Race Guide pg. 1
Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.
修理者(Wright) PFS禁用
出自《内海种族 pg. 211》
有些侏儒偏好利用他们的天赋与机械装置来驱动机器。这些侏儒在驾驶检定UC和用子于建造或维修载具的工艺检定获得+2种族加值。此种族特性替换仇恨和工作狂。
Wright
Source Inner Sea Races pg. 211
Some gnomes prefer to use their natural talents with mechanisms to drive machines. These gnomes gain a +2 racial bonus on driving checks and on Craft checks to build or repair vehicles. This racial trait replaces hatred and obsessive.
此种族特性替换幻术抗性,敏锐感官,工作狂
无畏移居者(Intrepid Settler) PFS禁用
出自《内海种族 pg. 211》
有些侏儒透过在不稳定的地方定居来使生活的增添刺激感,例如高戈波达(Gogpodda)的漂浮残骸上或欧梅斯塔(Omesta)的树屋中。这些勇敢的侏儒在对抗恐惧效果的豁免检定和在特技、攀爬和游泳检定获得+2种族加值。此种族特性替换幻术抗性、敏锐感官和工作狂。
PFS Legal Intrepid Settler
Source Inner Sea Races pg. 211
Some gnomes add to the thrill of living by settling in precarious places such as the flotsam of Gogpodda or the treehouses of Omesta. These intrepid gnomes gain a +2 racial bonus on saving throws against fear effects and on Acrobatics, Climb, and Swim checks. This racial trait replaces illusion resistance, keen senses, and obsessive.
此种族特性替换幻术抗性,工作狂
用毒诀窍(Knack with Poison)
出自《进阶种族手册 pg. 1》
部分侏儒对毒药的功能与运用有一种本能性的理解。他们对抗毒素时强韧豁免检定获得+2种族加值,制作毒素的工艺[炼金]检定获得+2加值。若他们在应用或准备毒素时意外中毒,此加值提升至+4。此种族特性替换幻术抗性和工作狂。
PFS Legal Knack with Poison
Source Advanced Race Guide pg. 1
Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
此种族特性替换敏锐感官
混合视觉(Blended View) PFS禁用
出自《阴影血脉 pg. 5》
先决条件:昏暗视觉
半卓尔的非卓尔长辈只有昏暗视觉,但半卓尔本身也许从遗传中被赠与多功能感官。拥有此种族特性的角色保留他们的昏暗视觉但也获得60尺黑暗视觉。
精灵或侏儒能以此种族特性替换敏锐感官。半精灵能以此性替换多才多艺。[注:侏儒的话也许是地底侏儒的遗传?]
Blended View
Source Blood of Shadows pg. 5
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.
昏暗精准(Dusksight)
出自《阴影血脉 pg. 4》
一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的昏暗视觉从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有此种族特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人能以此种族特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人能以此种族特性替换敏锐感官。半兽人能以此种族特性替换武器熟悉,并获得昏暗视觉。
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
自然亲和(Nature Affinity)
出自《边缘英雄 pg. 16》
拥有此种族特性的侏儒在对抗来自精类、植物、森林相关危害的疾病和毒素的强韧豁免获得+2种族加值。此种族特性替换敏锐感官。
PFS Legal Nature Affinity
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait gain a +2 racial bonus on Fortitude saves against diseases and poisons inflicted by fey, plants, and forest-related hazards. This replaces keen senses.
此种族特性替换敏锐感官,工作狂
建筑学独创力(Architectural Ingenuity)
出自《内海种族 pg. 211》
有些侏儒在建造和调整建筑物时展现出不可思议的才能。这些侏儒在与建筑物(包括结构性陷阱)相关的知识[工程]、工艺和察觉检定获得+2种族加值。此种族特性替换敏锐感官和工作狂。
PFS Legal Architectural Ingenuity
Source Inner Sea Races pg. 211
Some gnomes demonstrate incredible talent for building and adjusting structures. These gnomes gain a +2 racial bonus on Knowledge (engineering) checks and on Craft and Perception checks related to structures (including structural traps). This racial trait replaces keen senses and obsessive.
好奇心(Inquisitive)
出自《恐怖冒险 pg. 39》
侏儒总喜欢往不该去的地方跑。拥有此种族特性的侏儒在解除装置和逃脱检定获得+2种族加值。此种族特性取代敏锐感官和工作狂。
PFS Legal Inquisitive
Source Horror Adventures pg. 39
Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive.
此种族特性替换昏暗视觉
面纱之后(Behind the Veil)
出自《阴影血脉 pg. 4》
拥有此种族特性的人物擅长隐藏他们的肢体语言和隐蔽地穿越阴影或是分隔区域。这些角色处于躲藏或隐蔽中时在唬骗和巧手检定获得+2加值。
矮人能以此种族特性替换岩石熟悉。精灵、侏儒和半精灵能以此种族特性替换昏暗视觉。半兽人能以此种族特性替换威慑力,并获得窃影鬼的融影ARG种族特性。半身人能以此种族特性替换武器熟悉。
PFS Legal Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
此种族特性替换昏暗视觉,敏锐感官
黑暗视觉(Darkvision)
出自《进阶种族手册 pg. 1》
有些侏儒在地底深处生活时间之久,以至于他们已经完全放弃依靠光亮,并获得了60尺黑暗视觉。此种族特性取代昏暗视觉和敏锐感官。
PFS Legal Darkvision
Source Advanced Race Guide pg. 1
Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
此种族特性替换工作狂
院士(Academician)
出自《进阶种族手册 pg. 1》,《进阶玩家手册 pg. 1》
有些侏儒比他们的同族更偏向于研究学术问题。拥有此种族特性的侏儒在单项知识技能获得+2加值。此种族特性取代工作狂。
PFS Legal Academician
Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
艺术才华(Artistic)
出自《边缘英雄 pg. 16》
拥有此种族特性的侏儒在1项由他们选择的表演技能获得+2种族加值。此种族特性替换工作狂。
PFS Legal Artistic
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait gain a +2 racial bonus on a Perform skill of their choice.
This replaces obsessive.
精类魔法(Fey Magic) PS1
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择3个0环和1个1环德鲁伊法术。若人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此种族特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此种族特性替换敏锐感官。侏儒能以此种族特性替换工作狂。半兽人能以此种族特性替换兽人凶猛。人类能以此种族特性替换奖励技能,并获得精类思维和昏暗视觉。
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
疫病恐惧(Nosophobia)
出自《第一世界的遗产 pg. 12》
侏儒是类人生物而非精类,因此他们不易受到在锐齿森林(Fangwood)中影响精类的黑枯病(DarkBlight)的影响。话虽如此,许多侏儒的成长中伴随着对感染的恐惧,并执着于训练他们的身体来预防所有类型的疾病。此侏儒在对抗疾病和毒素,包括魔法疾病的强豁免获得+4加值。此种族特性替换工作狂。
PFS Legal Nosophobia
Source Legacy of the First World pg. 12
Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
城市学徒(Student of the City)
出自《街道英雄 pg. 8》
城市侏儒从新来者那里尽他们的所能学习,并倾向与各方进行联系。他们在知识[本地]获得+2种族加值,而且能以此技能取代交涉而进行搜集信息。此种族特性替换工作狂。
PFS Legal Student of the City
Source Heroes of the Streets pg. 8
Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2 racial bonus on Knowledge (local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.
此种族特性替换武器熟悉
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉和隐匿检定获得+2种族加值。
矮人能以此种族特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此种族特性替换武器熟悉。半精灵能以此种族特性替换适应力。人类能以此种族特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
精类坚韧(Fey Fortitude)
出自《边缘英雄 pg. 16》
拥有此种族特性的侏儒被注入了与生命的连系。他们在对抗死亡效果的豁免获得+2种族加值。此种族特性替换武器熟悉。
PFS Legal Fey Fortitude
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects.
This replaces weapon familiarity.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此种族特性替换仇恨。精灵、侏儒、半兽人能以此种族特性替换种族武器熟悉。半精灵能以此种族特性替换多才多艺。半身人能以此种族特性替换无畏。人类能以此种族特性替换奖励技能(而且人类还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此种族特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此种族特性替换武器熟悉。半精灵能以此种族特性替换精灵免疫。人类能以此种族特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
变声器声音模仿(Sound Mimicry)
出自《边缘英雄 pg. 16》
拥有此种族特性的侏儒擅长模仿声音和声线。如此须要一个唬骗检定来对抗聆听者的察言观色检定,侏儒在聆听一种声音至少10分钟后,模仿此声音的唬骗检定获得+4种族加值(包括口音和说话模式)。聆听者不熟悉特定的声音时在察言观色检定承受-4罚值。此种族特性替换武器熟悉。
PFS Legal Sound Mimicry
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.
This replaces weapon familiarity.
PS1. Fey Magic此种族特性虽然同名(《边缘英雄》(HftF)和《荒野英雄》(HotW)都有一个)但效果有所分别
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艾恩石(Ioun Stones)
儘管探索者協会费盡九牛二虎之力,亦只有零碎的信息是关于艾恩石的来源和起源。显然地阿兹兰特人无论是发现还是研發,他们擁有创造艾恩石的技巧並能够以它们的力量来增强尋路仪。瑟西隆人运用他们从阿兹兰特學说中找到的一切来推动他们的研究並开发出艾恩石的新用途(特别是植入方面的实践),但从那刻起没再有文明达到与他们同样先进的水平。即使探索者们不时对艾恩石是為什么有效果,无论是单一使用还是配合尋路仪,感到不知所措。然而,他们对所有常見和少有的艾恩石和尋路仪,有着一个全面的目录,以及兩者相互作用的例子。探索者对艾恩石所知的详情如下(不包括Pathfinder RPG Core Rulebook里的标準艾恩石)。
Despite the best efforts of the Pathfinder Society, only fragmentary information about the origin and source of the original ioun stones is known. Apparently, the Azlanti either found or developed the mechanism for creating ioun stones and the ability to augment wayfinders with their power. The Thassilonians used what they found of Azlanti lore to advance their research and develop new uses for ioun stones (in particular the practice of implantation) but no civilization since has achieved a similarly advanced level of knowledge about them. Even the Pathfinders are often at a loss as to how and why ioun stones work, either alone or with wayfinders. They do, however, have an extensive catalog of all common and many unusual ioun stones and wayfinders, as well as examples of the two interacting. What follow are details on ioun stones known to the Pathfinders (not including the standard ioun stones described in the Pathfinder RPG Core Rulebook).
艾恩石的二三事(Facts about Ioun Stones)
艾恩石只漂浮並绕着智慧生物(智力3+)的头部旋转;不然它们就像普通石头一样一動不動。它们对动物、无心智構装体、和其他无自我生物无效;昏迷或那些有着明显智力伤害或流失的智慧生物不能使用艾恩石。艾恩石对生命没有特别傾向——智慧不死生物和罕见的智慧構装体也能完全使用它们。
儘管艾恩石能漂浮,它们不能支撐自身重量以外的负重。它们不能用于锚绳或支撐生物。艾恩石必须能绕着生物的头部自由飞行(或放在专用的模型中,例如尋路仪)才能生效。没有头部的生物通常不能使用艾恩石。艾恩石的運行轨迹反映出穿戴者的思想和情緒;一些激烈的情绪已經证实能逆轉艾恩石的運行轨迹,甚至暂时在它的運行轨迹中停住它。
在運行轨迹中的艾恩石永不因偶然而跟其它艾恩石或生物碰撞,並自动改变路线以避免其轨迹中的任何障碍。这很大情度解釋了在战斗中击中一颗艾恩石的难度。在運行轨迹中的艾恩石视為有主的物品,並从其穿戴者擁有的任何魔法保護中得益。
Ioun stones only float when sent spinning around the head of an intelligent (Int 3+) creature; otherwise they are as inert as common stone. They have no effect on animals, mindless constructs, and other non-sentient creatures; comatose intelligent creatures and those with significant Intelligence damage or drain cannot use ioun stones. An ioun stone has no particular affinity for the living—intelligent undead and the rare intelligent construct can make full use of them.
Despite their ability to float, ioun stones cannot support more than their own weight. They cannot be used to anchor ropes or support creatures. An ioun stone must be able to orbit freely around a creature’s head (or placed in a specialized matrix like a wayfinder) for its power to be active. Creatures without heads usually cannot use ioun stones. The orbit of an ioun stone reflects the thoughts and emotions of its owner; particularly intense emotions have been known to reverse a stone’s orbit or even momentarily stop it in its path.
Ioun stones in orbit never collide with other stones or creatures by chance, and automatically change course to avoid any obstacles in their path. This in large part explains the difficulty of striking an ioun stone in battle. An ioun stone in orbit counts as an attended object, and benefits from any magical protections possessed by its owner.
按形狀分類(Classification by Shape)
艾恩石的形狀能協助區分並了解它的力量;第一步就是識別每個形狀的含義。凸圓形和圆球形艾恩石通常是光滑的而它他通常是多面體。
凸圓(Cabochon):凸面平底。大部分是橢圓形或淚滴形。
碟形(Disk):平面圆形,通常在兩側凸出但有时侯是透鏡狀。
椭圆(Ellipsoid):細長的球體,有時侯一端會逐漸變細成淚滴狀。
结核(Nodule):非對稱但通常是圓形。
五邊形(Pentacle):碟狀,但有五邊而不是圆形。側面為直线而不是彎曲。
角柱(Prism):顶端和底端的边数相同的长形石头(例如六芒星狀)。兩边的長度和角度通常一致。
锥形(Pyramid):锥形有尖端,平底,長面連接着兩端。典形的锥形是三角锥或四角锥体,但有些是十二角锥体甚至更多。
长菱(Rhomboid):典形的稜柱體,有不相等的宽度或角度的面,组合出一个平坦的横截面。
圆球(Sphere):基本上是圆的。
纺锤(Spindle):十面或以上的稜柱體,组合出一个近乎圆形的横截面
三角(Trillian):碟狀,但有三个邊(可曲可直)而不是圆形。
The shape of an ioun stone can help classify it and thus its powers; the first step is recognizing what each of the shapes means. Cabochon and spherical stones are usually smooth and the others are usually faceted.
Cabochon: A convex top with a flat bottom. Most are elliptical or tear-shaped.
Disk: A flat circle, typically convex on both sides but sometimes in a lens-like shape.
Ellipsoid: An elongated sphere, sometimes tapering at one end to a tear-like shape.
Nodule: Asymmetrical but generally rounded.
Pentacle: A type of disk, but with five sides rather than being round. The sides are usually straight rather than curved.
Prism: A long stone where the top and bottom ends have the same number of sides (such as a hexagram). The width and angle of each side is usually the same as all other sides.
Pyramid: A cone-like shape with a point at one end, a flat base, and long facets connecting the two. Typical pyramids have three- or four-sided bases, but some have a dozen or more.
Rhomboid: A type of prism with sides of unequal widths or angles, giving it a flattened cross section.
Sphere: Essentially round in all dimensions.
Spindle: A kind of prism with 10 or more sides, giving it a nearly round cross section.
Trillian: A type of disk, but with three sides (either straight or curved outward) rather than being round.
高級艾恩石(Advanced Ioun Stones)
大部分艾恩石使用一般魔法物品的价格规则;最大的分別是它们都不使用身体欄位,所以價格 x 2。舉个例子,要找出升級深红色圆球艾恩石的價格,从+2增强加值提升至+4增强加值也只是套用工式(n加值的n次方 x 1000gp x 2),得出结果價格為32000gp;跟标准物品價格8000gp相差则是24000gp,所以一个合資格並擁有制造奇物专长的角色能以材料费的一半(12000gp)升级此艾恩石。
Most ioun stones use the normal pricing rules for magic items; the major difference is that they all use the ×2 modifier for not using a magic item space on the body. For example, figuring out the price of upgrading a deep red sphere ioun stone from a +2 enhancement bonus to a +4 enhancement bonus is just a matter of using the formula (bonus squared × 1,000gp × 2), which gives a final price of 32,000gp; the difference between that and the standard item cost of 8,000gp is 24,000gp, so a qualified character with the Craft Wondrous Item feat can upgrade the stone by spending half that amount (12,000gp) in materials.
下級艾恩石(Inferior Ioun Stones)
只有很少的报告指出艾恩石有负面的副作用;即使是那些无能制造者的造物也仅仅是制怍出劣质的樣品——对于无法負擔正常版本的貧窮冒險者而言仍是有市场的。那些艾恩石则会变為下列其中一种。
擁有多种可能性效果的艾恩石(例如给予一种豁免加值或一种基于敏捷的技能加值),此效果由制造者制作时选择並不能在往後被改变。
破损的(Cracked)艾恩石:这些艾恩石上有明显的裂口,无论是因為制作过程、因為源石头已經破损、还是因為艾恩石被损坏(例如它處於破損狀態)。一颗破损的艾恩石的力量通常与完好无损的艾恩石相同但更弱。破损的艾恩石的力量与完整的艾恩石相同,但是更弱。
缺陷的(Flawed)艾恩石:这些艾恩石有缺陷而不是破损,如不规则的刻面或水晶里有杂质。一颗缺陷的艾恩石的力量与正常的艾恩石类近但更弱,但有时侯它有一些副作用或跟正常版本少许不同的效果。
焦灼的(Scorched)艾恩石:这些艾恩石不知何故被耗尽了,但又未至于完完全全失去力量;一些其是因破坏性地暴露于极端热力或电力之中而变成这种状态。一颗焦灼的艾恩石的力量不穩定地生效(典型情況是恒定效果物品每天只有50%机率给予增益,或每次激活只有50%机率生效)但基本上与相同类型的完整的艾恩石相同。举个例子,一颗焦灼的珍珠白纺锤艾恩石可能给予穿戴者50%机率每10分钟恢复1hp。
诅咒(Cursed Stones)艾恩石:当制造艾恩石的制造魔法物品的技能检定失敗超过5点或以上但少过15点,那就有50%机率制作出破损的艾恩石,50%机率制作出缺陷的艾恩石。若此检定失敗超过15点或以上,此艾恩石其实是被诅咒了;骰Pathfinder RPG Core Rulebook表格15–27以決定诅咒艾恩石的诅咒效果。
共振之力(Resonant Powers):相比起一般艾恩石的75%机率,破损的艾恩石和缺陷的艾恩石仅有25%机率产生共振之力(查看P. 51的尋路仪和艾恩石);而焦灼的艾恩石则只有10%机率产生共振之力。
There are very few reports of ioun stones that have negative side effects; even those created by incompetent item-crafters merely create inferior specimens—still valuable to poor adventurers who cannot afford the normal variety. They fall into one of the following categories.
For stones that have multiple possible effects (such as a bonus on one kind of saving throw or on one Dexterity-based skill), the exact effect is determined by the item crafter when it is created and cannot be changed thereafter.
Cracked: These stones bear an obvious crack, whether as a result of the crafting process, because the raw stone was already cracked, or because the stone has been damaged (for example, if it gains the broken quality). A cracked stone’s power is usually the same as an undamaged stone, but weaker.
Flawed: These stones have a flaw other than a crack, such as irregular faceting or impurities in the crystal. A flawed stone’s power is usually similar to and weaker than a normal ioun stone, but sometimes it has side effects or slightly different effects than its normal counterpart.
Scorched: These stones are depleted somehow, but not so much as to render them completely burned out and powerless; some achieve this state from damaging exposure to extreme heat or electricity. A scorched stone’s power functions erratically (typically a 50% chance per day for constant-effect items, or 50% chance per use for use activated items) but is essentially the same as an intact stone of the same type. For example, a scorched pearly white spindle ioun stone might give the wearer a 50% chance per 10 minutes to regenerate 1 hit point.
Cursed Stones: When a magic item creation skill check to create an ioun stone fails by 5 or more but less than 15, there is a 50% chance the result is a cracked stone and a 50% chance the result is a flawed stone. If the check fails by 15 or more, the stone is actually cursed; roll on Table 15–27 in the Pathfinder RPG Core Rulebook to determine the effects of the stone’s curse.
Resonant Powers: Only 25% of cracked or flawed ioun stones have resonant powers (see Wayfinders and Ioun Stones on page 51) compared to the 75% chance for typical ioun stones; only 10% of scorched ioun stones have resonant powers.
植入艾恩石(Implanting Ioun Stones)[註:此栅目由星云大師迷蒙大大所翻譯,http://www.goddessfantasy.net/bbs/index.php?topic=83830.msg863617#msg863617 (http://www.goddessfantasy.net/bbs/index.php?topic=83830.msg863617#msg863617)]
不是所有艾恩石的秘密都和阿兹兰特人一起沉睡了。当第一批掌握这些石头内在力量的人发现这些崭新的力量并且将其固定到自己的装备上时,瑟西隆人发现了这些艾恩石可以与身心同调,并且同时设计了一种将一颗艾恩石植入自己血肉的方法。这个最初被认为是不可逆的工艺用于在艾恩石向所有者提供所有力量的同时免受伤害与盗窃。
将一块艾恩石与单个所有者相链接是一个漫长的过程。在仪式开始的时候,使用者必须保证他身边只有一块艾恩石在环绕他,然后进行冥想。他必须在斋戒的情况下进行至少三天的仪式。如果仪式被破坏或被打断,必须重新开始。在仪式快结束的时候,拥有者必须要通过一个DC20的魅力检定,无法取10。成功的话这块艾恩石就会与拥有者相链接,并且可以被植入。延长仪式的时间可以增加与艾恩石链接的机会,但是这个角色可能会在多日之后,受到饥渴的折磨;玩家每额外进行一天的仪式,就可以在魅力上获得+1的环境加值,最多为5.检定失败代表需要拥有者重新开始。
一旦拥有者与艾恩石进行了链接,他就可以把它植入体内,这需要一个小时。这是一个需要DC25的医疗检定(如果主人是做手术的人,那么会受到-5的罚值)和DC25知识[奥秘]检定。失败就会造成1D6的体质伤害并且要重新进行植入。在拥有者的所选择的皮肤表面(通常是脸,臂,手)成功链接艾恩石后,这些石头会变成拥有者血肉的一部分,对他造成1D2的体质伤害(可以通过自然或者魔法手段治疗),并且让他获得艾恩石的完整效果。一旦植入,一颗艾恩石就无法被分离并且不受任何效果影响同时也无法在拥有者存活的时候被移除(除非剁手)。
据说有一些更加奇怪而黑暗的魔法可以允许施法者将法术通过被植入的艾恩石进行传递,并且使其在主人死后一同碎裂,但是与其相关的知识则已经早已掩埋在了历史的长河之中。
Not all the secrets of the ioun stones lie with the Azlanti. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Thassilonians explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.
Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.
Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a –5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the owner’s skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the owner’s flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).
Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.
PFS修订(Pathfinder Society Additional Resources and Campaign Clarifications)
秘密追寻者
艾恩石共振只能用方法1,永遠不能用方法2[註:所谓方法2就是用ROLL表骰共振的效果而不按形狀拿效果]。此外,只有正常艾恩石有共振——下級艾恩石永遠没有。上級艾恩石是不合法資源。
邪恶特务
艾恩恶意护腕对破损的艾恩石和缺陷的艾恩石不生效。
初探探索者協會
只有正常艾恩石有共振——破损的艾恩石和缺陷的艾恩石永遠没有。
冒险者指南
当此书的內容出现在http://paizo.com/pathfinderRPG/prd/时,此书的版本將取代任何旧有的版本(详情如下);那时,所有角色須要按新规则更新或按探索者协会扮演公会指南的第2章节来重建。所有改动的工具——包括艾恩石的共振——能以原價卖出。更多的改动請查阅讨论区。直正上述時刻的来臨前,兩个版本的工具都是合法資源。
符文法师的注符石不能被附魔。它如同艾恩石一般繞穿戴者的头部运行,但不能插入尋路仪、插入人体或从繞軌中移除。
Wayfinder of hidden strength能放入一颗艾恩石。它不能放破损的艾恩石和缺陷的艾恩石
秘学之谜
東方星形艾恩石和西方星形艾恩石都是不合法資源。
地城冒险家手册
暗綠色长菱艾恩石和深棕色圆球艾恩石都是不合法資源。
Seekers of Secrets
ioun stones use method 1 for resonance and never use method 2. Additionally, only normal ioun stones have resonance—inferior ioun stones never do. Advanced ioun stones are not legal for play.
Agents of Evil
the ioun spite bracers do not function for cracked and flawed ioun stones.
Pathfinder Society Primer
Only normal ioun stones have resonance—cracked and flawed ioun stones never do.
Adventurer's Guide
Contents in this book will appear in an upcoming update of the Pathfinder Reference Document, at which point the versions in this book will replace any earlier versions (see the list below); at that time, characters are expected to update to use the new rules or rebuild as laid out in Chapter 2 of the Pathfinder Society Roleplaying Guild Guide. Modified gear—including ioun stones whose resonance powers changed—can be sold back at its full market price. Further updates and allowances specific to a particular character option may appear in the Pathfinder Society General Discussion forum on paizo.com. Until then, both versions of the character option are legal for play.
A runic focus cannot be enchanted. It orbits the wearer's head like an ioun stone, but cannot be socketed in a wayfinder, implanted, or otherwise removed from orbit.
A wayfinder of hidden strength can slot one ioun stone. It cannot slot cracked or flawed stones.
艾恩石总覽[注:若下级艾恩石在该项目中与正常的艾恩石没有差别,则不再次说明并留白处理]
顏色 | 形狀 | 靈光 | CL | 價格 | 效果 | 共振 | 制造需求 |
暗灰色 (Dull Gray) | 任意 (Any) | 微弱通用系 | 12 | 25gp | 这些艾恩石的力量已被耗盡。但它们仍保留漂浮和繞軌道運行的能力,作為不滅明焰、晝明術、沉默術等法术的目标仍是有所作為,让穿戴者解放双手。它们可以是任意形狀(凸圓形、碟形、椭圆形等等)。 | 每天一次,阅读魔法效果,持续10分钟。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本12gp5sp |
破损的 | | | | | 此艾恩石沒有力量 | | |
缺陷的 | | | | | 此艾恩石沒有力量 | | |
|
玛瑙色 (Agate) | 椭圆 (Ellipsoid) | 強烈預言系 | 12 | 1000gp | 此艾恩石给予穿戴者一次成功率为100%的占卜术。艾恩石必須在穿戴者的头部运行至少24小时才能激活此能力,自由动作,穿戴者以思想激活。艾恩石立即以「吉」、「凶」、「吉且凶」或「平」作為答覆。以這種方式使用後,艾恩石失去所有魔法能量並变成暗灰色艾恩石。 | 预言系法术的施法者等级+1。 | 制造奇物专长、占卜术、制造者的施法者等级必须达到12级,成本500gp |
破损的 | | | | 500gp | 此艾恩石给予穿戴者一次成功率为80%的占卜术,其餘方面如同正常的玛瑙色椭圆艾恩石。 | | |
缺陷的 | | | | 800gp | 此艾恩石如同正常的玛瑙色椭圆艾恩石,但在穿戴24小时后,穿戴者失去重投屬性检定、技能检定或豁免检定的能力。 | | |
|
碧绿色 (Tourmaline) | 圆球 (Sphere) | 強烈变化系 | 12 | 1000gp | 此艾恩石在穿戴者瀕死时才给予穿戴者好處。当判斷死亡血量时,穿戴者的体质视为高2点。这不会真实提高穿戴者的体质值,使穿戴者在穩定伤势的体质检定获得额外加值,但给予穿戴者额外2轮检定。同一时间只能受益于1颗碧绿色圆球艾恩石。 | 瀕死时稳定伤势的体质检定+1加值。 | 制造奇物专长、熊之堅韌、制造者的施法者等级必须达到12级,成本500gp |
破损的 | | | | 800gp | 此艾恩石给予对抗死亡效果的豁免检定+1洞察加值。 | | |
缺陷的 | | | | 600gp | 此艾恩石如同正常的碧绿色圆球艾恩石,但在瀕死时稳定伤势的体质检定-1罰值。 | | |
|
透明 (Clear) | 纺锤 (Spindle) | 強烈多变 | 12 | 4000gp | 穿戴者无需食物和水也可以维持生命。 | CRB: 防护附身和心灵控制效果(如同防护邪恶效果)。 AG: 每天一次,穿戴者可以施放CL 12的防护混乱/邪恶/善良/守序(Protection from C/E/G/L)。他可以直觉动作启动此能力,但如此会抽光艾恩石的魔力,将它变成暗灰色艾恩石。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本2000gp |
破损的 | | | | 1000gp | 穿戴者只需要一半份量的食物就可以维持生命。 | | |
缺陷的 | | | | 2000gp | 穿戴者无需食物也可以维持生命,但必須飲用双倍份量的水。 | | |
|
西方 (Western) | 星形 (Star) | 強烈幻術系 | 12 | 4000gp | 此藍色水晶被切割成五角星的形狀。标準动作,穿戴者能如同易容术法术般改变其外表。当易容时,穿戴者能使他擁有的西方星形和其它艾恩石隱形。 | 无 | 制造奇物专长、易容術、成本2000gp |
|
乾燥玫瑰(Dusty Rose)
| 棱柱 (Prism) | 強烈多变 | 12 | 5000gp | AC+1洞察加值。 | CRB: CMB和CMD+2洞察加值。 AG: 戰技检定+1洞察加值。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本2500gp |
破损的 | | | | 500gp | 此艾恩石给予先攻+1表现加值。 | | |
缺陷的 | | | | 4000gp | 此艾恩石给予AC+1洞察加值,但力量-2罰值。 | | |
|
金色 (Gold) | 结核 (Nodule) | 強烈预言系 | 12 | 5000gp | 此艾恩石给予穿戴者听、说、读和写一种语言的能力(由制造者选择)。 | 对抗依賴語言效果的豁免检定+1加值。 | 制造奇物专长、巧言術、制造者的施法者等级必须达到12级,成本2500gp |
破损的 | | | | 150gp | 此艾恩石给予语言學检定+1表现加值。 | | |
缺陷的 | | | | 1000gp | 此艾恩石给予穿戴者听和读一种语言的能力,但不说和写(由制造者选择)。 | | |
|
苔藓綠 (Mossy) | 碟形 (Disk) | 中等变化系 | 12 | 5000gp | 此艾恩石给予穿戴者一种知识技能+5表现加值(由制造者选择)。 | 估价检定+1表现加值。 | 制造奇物专长、狐之狡黠、制造者的施法者等级必须达到12级,成本2500gp |
破损的 | | | | 200gp | 此艾恩石给予一种知识技能+1表现加值。 | | |
缺陷的 | | | | 1600gp | 此艾恩石给予一种知识技能+5表现加值,但体質-2罰值。 | | |
|
淡红色 (Pale Ruby) | 三角 (Trillian) | 中等变化系 | 12 | 5000gp | 此艾恩石给予穿戴者隱匿检定+5表现加值。 | 坠落时减少10尺坠落距离(与其他减少此距离的效果叠加,例如特技检定或落入水里)。 | 制造奇物专长、貓之優雅、制造者的施法者等级必须达到12级,成本2500gp |
破损的 | | | | 200gp | 此艾恩石给予隱匿检定+1表现加值。 | | |
缺陷的 | | | | 1600gp | 此艾恩石给予隱匿检定+5表现加值,但敏捷-2罰值。 | | |
|
東方 (Eastern) | 星形 (Star) | 微弱预言系 | 12 | 6000gp | 此紅色水晶被切割成五角星的形狀。它的穿戴者能理解生物所說的話或閱讀如同在通曉語言效果之下。 | 无 | 制造奇物专长、通曉語言、成本3000gp |
|
碧绿色 (Turquoise) | 圆球 (Sphere) | 中等变化系 | 12 | 6000gp | 此艾恩石给予穿戴者骑术检定+5表现加值。穿戴者骑乘的马或矮种马獲得快速移動专長。 | 馴養動物检定+2表现加值。 | 制造奇物专长、魅惑動物、大步奔行、制造者的施法者等级必须达到12级,成本3000gp |
破损的 | | | | 200gp | 此艾恩石给予骑术检定+1表现加值。 | | |
缺陷的 | | | | 5000gp | 此艾恩石给予骑术检定+5表现加值。 | | |
|
紫晶色 (Amethyst) | 錐形 (Pyramid) | 强烈防護系 | 12 | 8000gp | 此艾恩石给予穿戴者躲避亡灵的效果,如同法术亡靈無視術。無智能的不死生物自動无视穿戴者,而有智能的不死生物需要通过DC 12的意志检定来察觉到你。若穿戴者嘗試引導正能量、驅散或命令不死生物、觸碰不死生物或是攻擊任何生物(即便通過法術),艾恩石無效1小时。 | 对抗不死生物的隱匿检定+2环境加值。 | 制造奇物专长、亡靈無視術、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 150gp | 此艾恩石给予在识别不死生物及其特殊能力的知识[宗教]检定+2表现加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石如同正常的紫晶色錐形艾恩石,但穿戴者在对抗不死生物时AC和豁免-1罰值。 | | |
|
棕色 (Brown) | 刺球 (Thorny) | 強烈多变 | 12 | 8000gp | 此艾恩石给予摔绊战技+2表现加值。 | 给予穿戴者特技专家专长或运动健将专长。具体为何种专长根据每个艾恩石而异,每个专长的概率相等(50%)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 3200gp | 摔绊战技检定+1表现加值。 | | |
缺陷的 | | | | 6900gp | 此艾恩石如同正常的棕色刺球艾恩石,但穿戴者在摔绊战技的CMD上-2罰值。 | | |
|
绯红 (Crimson) | 刺球 (Thorny) | 強烈多变 | 12 | 8000gp | 此艾恩石给予冲撞战技+2表现加值。 | 给予穿戴者特技专家专长或运动健将专长。具体为何种专长根据每个艾恩石而异,每个专长的概率相等(50%)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 3200gp | 冲撞战技检定+1表现加值。 | | |
缺陷的 | | | | 6900gp | 此艾恩石如同正常的绯红刺球艾恩石,但穿戴者在冲撞战技的CMD上-2罰值。 | | |
|
橙色 (Orange) | 刺球 (Thorny) | 強烈多变 | 12 | 8000gp | 此艾恩石给予破武战技+2表现加值。 | 给予穿戴者特技专家专长或运动健将专长。具体为何种专长根据每个艾恩石而异,每个专长的概率相等(50%)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 3200gp | 破武战技检定+1表现加值。 | | |
缺陷的 | | | | 6900gp | 此艾恩石如同正常的绯红刺球艾恩石,但穿戴者在破武战技的CMD上-2罰值。 | | |
|
银色 (Silver) | 刺球 (Thorny) | 強烈多变 | 12 | 8000gp | 此艾恩石给予闯越战技+2表现加值。 | 给予穿戴者特技专家专长或运动健将专长。具体为何种专长根据每个艾恩石而异,每个专长的概率相等(50%)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 3200gp | 闯越战技检定+1表现加值。 | | |
缺陷的 | | | | 6900gp | 此艾恩石如同正常的绯红刺球艾恩石,但穿戴者在闯越战技的CMD上-2罰值。 | | |
|
青色 (Teal) | 刺球 (Thorny) | 強烈多变 | 12 | 8000gp | 此艾恩石给予卸武战技+2表现加值。 | 给予穿戴者特技专家专长或运动健将专长。具体为何种专长根据每个艾恩石而异,每个专长的概率相等(50%)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 3200gp | 卸武战技检定+1表现加值。 | | |
缺陷的 | | | | 6900gp | 此艾恩石如同正常的绯红刺球艾恩石,但穿戴者在卸武战技的CMD上-2罰值。 | | |
|
紫色 (Violet) | 刺球 (Thorny) | 強烈多变 | 12 | 8000gp | 此艾恩石给予擒抱战技+2表现加值。 | 给予穿戴者特技专家专长或运动健将专长。具体为何种专长根据每个艾恩石而异,每个专长的概率相等(50%)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 3200gp | 擒抱战技检定+1表现加值。 | | |
缺陷的 | | | | 6900gp | 此艾恩石如同正常的绯红刺球艾恩石,但穿戴者在擒抱战技的CMD上-2罰值。 | | |
|
暗綠色 (Dark Green) | 长菱 (Rhomboid) | 強烈预言系 | 12 | 8000gp | 此艾恩石是森林綠中配黃色斑點。不论何时,它能让穿戴者立即察覺5尺以內的任何毒素。其餘效果则是与偵測毒性法术相同。 | 无 | 制造奇物专长、偵測毒性、制造者的施法者等级必须达到12级,成本4000gp |
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深红色 (Deep Red) | 圆球 (Sphere) | 強烈多变 | 12 | 8000gp | 敏捷+2增强加值。 | 精通徒手打击专长 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 200gp | 此艾恩石给予一种基于敏捷的技能+1表现加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石给予敏捷+2增强加值,但体質-2罰值。 | | |
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天蓝色 (Incandescent Blue) | 圆球 (Sphere) | 強烈多变 | 12 | 8000gp | 感知+2增强加值。 | 盲斗专长 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 200gp | 此艾恩石给予一种基于感知的技能+1表现加值。 | | |
缺陷的 | | | | 7200gp | 此艾恩石给予感知+2增强加值,但察覺检定-2罰值。 | | |
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淡蓝色 (Pale Blue) | 长菱 (Rhomboid) | 強烈多变 | 12 | 8000gp | 力量+2增强加值。 | 强韧豁免+1加值。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 200gp | 此艾恩石给予一种基于力量的技能+1表现加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石给予力量+2增强加值,但体質-2罰值。 | | |
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粉色 (Pink) | 长菱 (Rhomboid) | 強烈多变 | 12 | 8000gp | 体質+2增强加值。 | 反射豁免+1加值。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 1400gp | ]此艾恩石给予一项受到坚忍专长影响的检定+4表现加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石给予体質+2增强加值,但敏捷-2罰值。 | | |
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粉绿色 (Pink and Green) | 圆球 (Sphere) | 強烈多变 | 12 | 8000gp | 魅力+2增强加值。 | 意志豁免+1加值。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 200gp | 此艾恩石给予一种基于魅力的技能+1表现加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石给予魅力+2增强加值,但体質-2罰值。 | | |
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绯红混蓝 (Scarlet and Blue) | 圆球 (Sphere) | 強烈多变 | 12 | 8000gp | 智力+2增强加值。 | 意志豁免+1加值。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本4000gp |
破损的 | | | | 200gp | 此艾恩石给予一种基于智力的技能+1表现加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石给予智力+2增强加值,但体質-2罰值。 | | |
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琥珀色 (Amber) | 纺锤 (Spindle) | 中等防禦系 | 12 | 10000gp | 此艾恩石给予穿戴者的豁免检定+1抗力加值,此加值可与其它此类艾恩石叠加(最多至+5抗力加值)。 | 每次进行反射豁免检定时穿戴者有5%机率获得反射闪避效果;此加值可与其它此类艾恩石叠加。 | 制造奇物专长、提升抗力、制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 3400gp | 此艾恩石给予反射、强韧或意志豁免+1抗力加值。此加值可与其它此类艾恩石叠加(不管是否破损的),最多至+5抗力加值。 | | |
缺陷的 | | | | 6000gp | 此艾恩石给予穿戴者的豁免检定+1抗力加值,此加值可与其它此类艾恩石叠加(不管是否缺陷的),最多至+3抗力加值。 | | |
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深蓝色 (Dark Blue) | 长菱 (Rhomboid) | 強烈多变 | 12 | 10000gp | 警觉专长 | 穿戴者不会因分心或睡眠状态受到察觉检定减值;睡觉时穿戴着能保持睁开眼睛並正常观察周围环境,但他对于任何未被发现的威胁仍旧视为措手不及状态直到他真正苏醒为止。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 400gp | 此艾恩石给予察觉和察言观色检定+1表现加值。 | | |
缺陷的 | | | | 300gp | 此艾恩石给予察觉检定+2表现加值,但先攻-1罰值。 | | |
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深棕色 (Deep Brown) | 圆球 (Sphere) | 强烈预言系 | 12 | 10000gp | 此深棕色艾恩石帶有琥珀斑紋,除了是球狀之外看起來就像虎眼石。当穿戴此艾恩石时,穿戴者总是能知道他處于離海平面高或低多少尺。 | 无 | 制造奇物专长、制造者的施法者等级必须达到12级,成本5000gp |
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深紫红色 (Mulberry) | 五邊形 (Pentacle) | 中等变化系 | 12 | 10000gp | 此艾恩石给予穿戴者唬骗和交涉检定+5表现加值。 | 察言观色检定+2表现加值。 | 制造奇物专长、鷹之威儀、制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 400gp | 此艾恩石给予唬骗和交涉检定+1表现加值。 | | |
缺陷的 | | | | 8700gp | 此艾恩石给予唬骗和交涉检定+5表现加值,但意志豁免检定-2罰值。 | | |
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珍珠灰 (Nacreous Gray) | 圆球 (Sphere) | 中等防禦系 | 12 | 10000gp | 此艾恩石从自然衰老的屬性减值中保護穿戴者並免疫魔法衰老效果。但本身已经存在的减值保留。年龄带来的加值正常积累,而穿戴者仍旧会在年龄达到上限时死亡。若穿戴者失去此艾恩石,或艾恩石因某些原因失效了,所有年龄带来的效果会立即作用于穿戴者。 | 对抗虚体的失手率降低至25%。 | 制造奇物专长、熊之堅韌、制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 3400gp | 此艾恩石保護穿戴者的一项属性不受自然或魔法衰老带来的属性伤害(比如力量或体质)。其餘方面如同正常的珍珠灰圆球艾恩石。 | | |
缺陷的 | | | | 1000gp | 此艾恩石保護穿戴者的外表不会衰老但不影響因衰老的屬性减值。此艾恩石記錄了穿戴者第一次穿戴它时的外表並总是回复他的外表至当时,即使他曾有多年没穿戴或曾被其他人穿戴。 | | |
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乳白色 (Opalescent White) | 锥形 (Pyramid) | 中等变化系 | 12 | 10000gp | 每一颗此类型的艾恩石会与一种武器关联並给予穿戴者擅长该武器的能力。 | 艾恩石关联武器的武器专攻专长。 | 制造奇物专长、轉變術或擅长该武器、制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 1500gp | 此艾恩石给予熟悉关联武器的能力(穿戴者视该武器為軍用武器) | | |
缺陷的 | | | | 3000gp | 此艾恩石给予擅长关联武器的能力,但穿戴者的敏捷-2罰值。 | | |
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绯红混绿 (Scarlet and Green) | 凸圓 (Cabochon) | 中等变化系 | 12 | 10000gp | 此艾恩石给予穿戴者堅忍专长。 | 在稳定伤势的体质检定+5加值。 | 制造奇物专长、牛之力量、貓之優雅制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 1400gp | 此艾恩石给予一项受到坚忍专长影响的检定+4表现加值。 | | |
缺陷的 | | | | 8000gp | 此艾恩石给予穿戴者堅忍专长。任何使穿戴者進入疲乏狀態会被替換成噁心狀態,力竭狀態会被替換成反胃狀態。 | | |
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朱红色 (Vermilion) | 长菱 (Rhomboid) | 中等变化系 | 12 | 10000gp | 此艾恩石给予穿戴者特技和游泳检定+5表现加值。 | 每天至多10分钟,每次最少1分钟,无需连续,可以在水中呼吸。 | 制造奇物专长、牛之力量、貓之優雅制造者的施法者等级必须达到12级,成本5000gp |
破损的 | | | | 400gp | 此艾恩石给予特技和游泳检定+5表现加值。 | | |
缺陷的 | | | | 8000gp | 此艾恩石给予特技和游泳检定+5表现加值,但体質-2罰值。 | | |
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品红色 (Magenta) | 角柱 (Prism) | 强烈变化系 | 12 | 16000gp | 此艾恩石给予穿戴者选择任意一种属性+2增强加值。每天一次,在每颗艾恩石的特定时段內(一般為日出或日落),可以改变被選定的一种属性。此加值会一直持续至再次在该特定时段进行改变,不论多久没用或转手多少次都不会变更。 | 一种未受此艾恩石增强属性影响的豁免+1加值(在选择增强属性时一同決定)。 | 制造奇物专长熊之堅韌、牛之力量、貓之優雅、鷹之威儀、狐之狡黠、梟之睿智、制造者的施法者等级必须达到12级,成本8000gp |
破损的 | | | | 800gp | 此艾恩石给予了穿戴者任意一种技能+2表现加值,而且每天一次,穿戴者能改变其技能加值,如同正常的品红色角柱艾恩石。 | | |
缺陷的 | | | | 12000gp | 此艾恩石如同正常的品红色角柱艾恩石,但只有4發充能。改变增强属性使用1發充能,而當充能耗盡时此艾恩石不能再改变增强属性,但仍给予最后一次改变的增强属性。 | | |
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多彩 (Iridescent) | 纺锤 (Spindle) | 强烈多变 | 12 | 18000gp | 穿戴者无需空气也能维持生命。 | CRB: 獲得忍受环境法术效果。 AG: 穿戴者獲得恒定忍受环境法术,并对暴露于真空和水压的伤害减半。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本9000gp |
破损的 | | | | 500gp | 此艾恩石给予穿戴者屏氣的体質检定+4表现加值 | | |
缺陷的 | | | | 12000gp | 穿戴者无需空气也能维持生命,但总是處於恍惚狀態。 | | |
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翠绿色 (Emerald) | 椭圆 (Ellipsoid) | 中等死靈系 | 12 | 20000gp | 此艾恩石给予穿戴者5点临时hp,此临时hp会于每天的特定时段(一般為日出或日落)自动恢復。此加值可与其它此类艾恩石叠加,没有上限。 | 额外5点临时hp。 | 制造奇物专长、虛假生命、制造者的施法者等级必须达到12级,成本10000gp |
破损的 | | | | 2000gp | 此艾恩石给予穿戴者1点临时hp,此临时hp会于每天的特定时段(一般為日出或日落)自动恢復。此加值可与其它此类艾恩石叠加(上限為5点临时hp)。 | | |
缺陷的 | | | | 10000gp | 此艾恩石给予穿戴者5点临时hp(可与其它此类艾恩石叠加至最多25),此临时hp会于每天的特定时段(一般為日出或日落)自动恢復。每一颗艾恩石给予你一个负向等级(没有上限);只要仍在使用艾恩石,这些负向等级一直存在,並在不使用时消失。这些负向等级永不变為真正的负向等级,但在艾恩石使用期间无法被克服。 | | |
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淡紫色 (Pale Lavender) | 椭圆 (Ellipsoid) | 强烈多变 | 12 | 20000gp | 此艾恩石能吸收4环或更低的法术。吸收合共20环位后,此艾恩石永遠失去效果並变成暗灰色。穿戴者需要如同吸收权杖一般使用,每次吸收法术都需要一个准备动作,并且被吸收的法术不能用来增强法术。 | 若穿戴者手持寻路仪,他能以直觉动作使用法术吸收能力而非准备动作。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本10000gp |
破损的 | | | | 2500gp | 此艾恩石能吸收1环或更低的法术。吸收合共5环位后,此艾恩石將耗盡並变成暗灰色。 | | |
缺陷的 | | | | 18000gp | 此艾恩石能吸收3环或更低的法术,而吸收的每环对穿戴者造成2点伤害。吸收合共20环位后,此艾恩石將耗盡並变成暗灰色。 | | |
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珍珠白 (Pearly White) | 纺锤 (Spindle) | 强烈多变 | 12 | 20000gp | 每10分钟再生1点伤害。它只再生穿戴者在穿戴此艾恩石时受到的伤害。 | CRB: 在对依靠负能量的攻击的豁免检定+1神圣加值。 AG: 对抗死亡效果和依靠负能量的攻击的豁免检定+2神圣加值。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本10000gp |
破损的 | | | | 3400gp | 穿戴者每1小时再生1点伤害。 | | |
缺陷的 | | | | 18000gp | 穿戴者每1小时再生4点伤害。 | | |
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绯红色 (Crimson) | 圆球 (Sphere) | 中等变化系 | 12 | 24000gp | 此艾恩石给予穿戴者的智力+2增强加值,可与其它此类艾恩石叠加(至最多+6增强加值。) | 一种知识技能+1表现加值(由制造者选择)。 | 制造奇物专长、狐之狡黠、制造者的施法者等级必须达到12级,成本12000gp |
破损的 | | | | 12000gp | 此艾恩石在单独时没有任何效果;当成对使用时,每对给予穿戴者的智力+2增强加值。此加值可与其它此类艾恩石叠加(不管是否破损的),至最多+6增强加值。 | | |
缺陷的 | | | | 16000gp | 此艾恩石给予穿戴者的智力+2增强加值,叠加至最多+4增强加值。这些艾恩石不能与非缺陷的绯红色圆球艾恩石叠加。 | | |
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缟玛瑙 (Onyx) | 长菱 (Rhomboid) | 中等变化系 | 12 | 24000gp | 此艾恩石给予穿戴者的体質+2增强加值,可与其它此类艾恩石叠加(至最多+6增强加值。) | 任意恩赐法术(目标只限自己)。 | 制造奇物专长、熊之堅韌、制造者的施法者等级必须达到12级,成本12000gp |
破损的 | | | | 12000gp | 此艾恩石在单独时没有任何效果;当成对使用时,每对给予穿戴者的体質+2增强加值。此加值可与其它此类艾恩石叠加(不管是否破损的),至最多+6增强加值。 | | |
缺陷的 | | | | 16000gp | 此艾恩石给予穿戴者的体質+2增强加值,叠加至最多+4增强加值。这些艾恩石不能与非缺陷的缟玛瑙长菱艾恩石叠加。 | | |
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银色 (Silver) | 纺锤 (Spindle) | 强烈塑能系 | 12 | 24000gp | 此艾恩石给予穿戴者从牧师、德鲁伊或法师/术士的列表中获得一个1环法术作为类法术能力,每天三次,以穿戴者等级作为施法者等级。此关聯法术由艾恩石的制造者选择。穿戴者要使用类法术能力,魅力属性必须擁有11点或以上,如有须要,并基于魅力决定法术的DC。 | 种族给予的所有类法术能力CL+1。 | 制造奇物专长、法術灌輸、制造者的施法者等级必须达到12级,成本12000gp |
破损的 | | | | 12000gp | 此艾恩石如同银色纺锤艾恩石,但只给予0环作为类法术能力。 | | |
缺陷的 | | | | 16000gp | 此艾恩石如同银色纺锤艾恩石,但穿戴者每次使用类法术能力时受到1d3点魅力伤害。 | | |
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橙色 (Orange) | 角柱 (Prism) | 强烈多变 | 12 | 30000gp | CL+1 | 每次穿戴者施放一个法术时,掷1d4-2然后将结果(连同此艾恩石给予的CL+1)加至他的施法等级中。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本15000gp |
破损的 | | | | 1000gp | 穿戴者增加一个戲法或禱念(由制造者选择)至穿戴者的準備法術或可知法术中。 | | |
缺陷的 | | | | 25000gp | 此艾恩石给予CL+1,但穿戴者对应的施法关键属性(牧師的感知、法師的智力等等)-2罰值。 | | |
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淡绿色 (Pale Green) | 角柱 (Prism) | 强烈多变 | 12 | 30000gp | 此艾恩石给予穿戴者攻击、豁免、技能和属性检定+1表现加值。 | 每天两次,个自由动作,穿戴者可以移除自身的疲乏状态(或将力竭状态降低为疲乏状态)。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本15000gp |
破损的 | | | | 4000gp | 此艾恩石给予攻击或豁免检定+1表现加值。 | | |
缺陷的 | | | | 28000gp | 此艾恩石给予穿戴者攻击、豁免、技能和属性检定+1士氣加值。 | | |
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亮紫色 (Vibrant Purple) | 角柱 (Prism) | 强烈多变 | 12 | 36000gp | 此艾恩石能储存总计三环的法术,如同次级储法戒指,此法术必须是由施法者自身法术添加,但是任何人都可以使用。 | CRB: 标准动作,穿戴者能消耗一个环位的已储存法术,然后唤回一个已施放过的1环法术,如同法力珍珠的效果一般。 AG: 标准动作,穿戴者能消耗一个存储的法术来唤回同环位的法术,如同法力再生珍珠。穿戴者每天可以使用此能力唤回至多3个法术环位。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本18000gp |
破损的 | | | | 2000gp | 此艾恩石能储存总共一环的法术,如同次级储法戒指。 | | |
缺陷的 | | | | 36000gp | 此艾恩石能储存总计三环的法术,如同次级储法戒指,但从艾恩石施放法术须要至少整轮动作。 | | |
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淡紫混绿 (Lavender and Green) | 椭圆 (Ellipsoid) | 强烈多变 | 12 | 40000gp | 此艾恩石能吸收8环或更低的法术。吸收合共50环位后,此艾恩石永遠失去效果並变成暗灰色。穿戴者需要如同吸收权杖一般使用,每次吸收法术都需要一个准备动作,并且被吸收的法术不能用来增强法术。 | 若穿戴者手持寻路仪,他能以直觉动作使用法术吸收能力而非准备动作。 | 制造奇物专长、制造者的施法者等级必须达到12级,成本20000gp |
破损的 | | | | 10000gp | 此艾恩石能吸收2环或更低的法术。吸收合共10环位后,此艾恩石將耗盡並变成暗灰色。 | | |
缺陷的 | | | | 18000gp | 此艾恩石能吸收6环或更低的法术,而吸收的每环对穿戴者造成2点伤害。吸收合共50环位后,此艾恩石將耗盡並变成暗灰色。 | | |
|
藤黃色 (Gamboge) | 结核 (Nodule) | 中等变化系 | 12 | 54000gp | 此艾恩石给予穿戴者免疫毒素,如同穿載辟毒护符。 | 对抗疾病的豁免检定+2抗力加值。 | 制造奇物专长、中和毒性、制造者的施法者等级必须达到12级,成本27000gp |
破损的 | | | | 1500gp | 此艾恩石给予穿戴者免疫一种毒素,比如砒霜或者蝎毒。 | | |
缺陷的 | | | | 40000gp | 此艾恩石给予穿戴者免疫毒素,但对抗诅咒和疾病的豁免检定-4罰值。 | | |
|
烏墨色 (Sepia) | 椭圆 (Ellipsoid) | 强烈防禦系 | 18 | 68000gp | 此黑色艾恩石有时侯似乎是由透明水晶製成,內部近乎用黑色墨水填滿至邊緣。它给予多彩纺锤艾恩石(穿戴者无需空气也能维持生命),珍珠白纺锤艾恩石(每10分钟再生1点伤害)和橙色角柱艾恩石(CL+1)的增益。但是,它有兩个副作用。第一,一旦它自由地绕着生物的头部運行,它討厭被收容(包括被放置在尋路仪中)並在被移離軌道的1d4+1个小时后自我解放回到軌道上。第二,它吸取其它艾恩石的力量,每24小时抽光一颗艾恩石的魔力至暗灰色。而且,若穿戴者只有这颗艾恩石,相比穿戴者的其它宝物,它如此珍貴使它更难隐藏并更易出事。一發移除詛咒或类似的法术能使此艾恩石安息並防止它回到軌道上。 | 无 | 制造魔法武器和防具[註:原文如此,大概算是诅咒物品而不是艾恩石,之前还有一个純负面效果的艾恩石我就不發出来了]、法師裂解術、再生術、水中呼吸制造者的施法者等级必须达到12级,成本34000gp |
|
淡橙色 (Pale Orange) | 长菱 (Rhomboid) | 强烈死灵系 | 12 | 200000gp | 此艾恩石在穿戴者死亡时的瞬间会将其灵魂吸收,如同魔魂壶法术。穿戴者不能从艾恩石中移至其它生物当容器,而且总是被视為死亡。当穿戴者的灵魂在艾恩石中时,他可以感應到120尺以内的生命体,如同魔魂壶法术。在穿戴者的灵魂移至此艾恩石的12小时内的任何一刻,穿戴者能回到離艾恩石120尺内的身体。当回到身体时,穿戴者昏迷并以体质值-1的负生命值状态进行伤势稳定检定。若检定失败并在1轮內没有受到治疗,使用者便会死亡而且不再回到艾恩石中。每24小时,一颗淡橙色长菱艾恩石只能吸收穿戴者的灵魂一次。 | 只要寻路仪穿戴在灵魂的原身体上,灵魂能无限期停留在此艾恩石中。若寻路仪从原身体被移除,艾恩石的效果会被压制,直到寻路仪被放回。 | 制造奇物专长、魔魂壺、制造者的施法者等级必须达到12级,成本100000gp |
破损的 | | | | 1800gp | 若穿戴者死亡时穿戴此艾恩石,它能作為任何复活法术的額外材料施法成分,以減少20%该法术的总材料成本。 | | |
缺陷的 | | | | 12000gp | 此艾恩石如同正常的淡橙色长菱艾恩石,但只限一次,使用后將耗盡並变成暗灰色。 | | |
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人类种族特性(Human Racial Traits)
单项属性+2:创建人类角色时在一項由他们选择的屬性獲得+2加值,以表現他們各異的天性。
中等体型(Medium):人类是中等体型生物,不因体型获得任何加值或者减值。
标准速度(Normal Speed):人类的基本速度为30尺。
奖励专长(Bonus Feat):人类在1级时获得1个额外专长。
奖励技能(Skilled):人类在1级以及以后每次升级时获得1点额外技能点。
起始语言(Languages):通用语。擁有高智力屬性的人类能選擇任何语言(除了秘密语言,如德鲁伊语)。
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
人类种族特性替换(Human Alternate Racial Traits)
此特性替换原本的属性加值,奖励专长,奖励技能
双重天赋(Dual Talent)
出自《Advanced Race Guide pg. 72》
部分人类能够充分发挥他们的天赋。这些人类选择两种属性获得+2种族加值。此特性取代单项属性+2,奖励专长和奖励技能。
Dual Talent
Source Advanced Race Guide pg. 72
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
此特性替换奖励专长
养子(Adoptive Parentage)
出自《Advanced Race Guide pg. 72》
人类孤儿有时会被其他种族收养。选择一个没有人类亚种的类人种族。你使用该种族的起始语言和该种族的武器熟悉种族特性(如果有)。若该种族没有武器熟悉,作为代替你获得与该种族风格相符的「技能专攻」或者「武器专攻」作为奖励专长。此特性取代奖励专长。
Adoptive Parentage
Source Advanced Race Guide pg. 72
Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
覺悟(Awareness)
出自《Inner Sea Races pg. 213》
在鼓励正念(mindfulness)的宗教环境中成长的人类比起其他人类更輕易在诸多危機中聳肩无视。拥有此种族特性的人类在所有豁免检定和专注检定获得+1种族加值。此特性替换奖励专长。
Awareness
Source Inner Sea Races pg. 213
Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.
巨龙学者(Dragon Scholar)(4RP)
出自《Legacy of Dragons pg. 11》
龙跟特定人类之间的个人互动已经有长久历史,有些人类会寻求更好地了解这种关系。拥有此特性的人类在克服龙类的法术抗力时,施法者等级检定获得+2种族加值。此外,他们在与龙种生物相关的知识[奥秘]检定获得+3种族加值。此特性取代奖励专长。
Dragon Scholar
Source Legacy of Dragons pg. 11
Dragons have a long history of individual interactions with specific humans, and some humans seek to better understand this relationship. Humans with this trait receive a +2 racial bonus on caster level checks to overcome a dragon’s spell resistance. In addition, they receive a +3 racial bonus on Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces humans’ bonus feat racial trait.
天赋之眼(Eye for Talent)
出自《Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23》
人类对于隱藏的潜在性拥有强大的直觉。他们在察言观色检定获得+2种族加值,此外,若他们有动物伙伴、聯結坐骑、部屬、或魔宠,该生物在由角色选择的单项属性獲得+2加值。此特性取代奖励专长。
Eye for Talent
Source Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23
Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
精研(Focused Study)
出自《Advanced Race Guide pg. 72》
所有人类都是多才多艺的,但是其中一部分人更倾向于专精某些领域,而不是成为通才。在1级、8级以及16级时,这些人类选择一项技能並获得该技能的「技能专攻」作为獎勵专长。此特性取代奖励专长。
Focused Study
Source Advanced Race Guide pg. 72
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
天命(Heroic) PFS禁用
出自《Advanced Race Guide pg. 72》
有的人天生就是英雄。如果在战役中使用了英雄点(Hero Points, APG)系统,他们每次升级能获得2点英雄点而非1点。如果他们选择了碧血丹心专长,每次升级能获得3点英雄点而非2点。此特性取代奖励专长。
Heroic
Source Advanced Race Guide pg. 72
Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
軍事傳統(Military Tradition)
出自《Inner Sea Races pg. 214》
數个人类文化群体会培育所有孩子(或所有特定社會阶级的孩子)去服兵役或以武裝力量去捍衛自己。他们根据所属文化群体获得最多两件军用或异种武器的擅长。此特性替换人类的奖励专长。
Military Tradition
Source Inner Sea Races pg. 214
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
文化交融(Mixed Heritage)
出自《Advanced Race Guide pg. 72》
有时人类文明可以划分为多种特征。拥有此特性的人类可以选择第二个带有【…之心(heart of the…)】描述的种族特性。此特性取代奖励专长。
Mixed Heritage
Source Advanced Race Guide pg. 72
Often human civilization is defined by more than one characteristic. A human with this trait may select a second "Heart of the" racial trait. This replaces the bonus feat racial trait.
虔诚(Piety)
出自《Horror Adventures pg. 41》
人类极度相信神会保佑他们。拥有此特性的人类在知识[宗教]检定獲得+2种族加值,并且知识[宗教]总是他们的本职技能。此外,每天1次,在骰攻击骰,豁免检定,属性检定和技能检定前,这些人类可以呼唤他的守护神保佑来在这次投骰获得+2种族加值;此能力仅能在他可以说话时使用。此特性取代奖励专长。
Piety
Source Horror Adventures pg. 41
Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait.
强力气场(Powerful Presence)
出自《Heroes of the High Court pg. 15》
拥有帝王气度和强大个人魅力的人类可以利用他们的气场使劝说更有说服力。拥有此特性的人类在满足专长的先决条件时他的魅力视为比通常高2点。此外,拥有此特性的人类会获得说服者作为奖励专长。此特性替换奖励专长。
Powerful Presence
Source Heroes of the High Court pg. 15
Humans with a regal bearing and strong personal magnetism can apply their presence more forcefully than others. A human with this trait treats her Charisma score as 2 points higher for the purpose of meeting feat prerequisites. In addition, humans with this racial trait gain Persuasive as a bonus feat. This racial trait replaces the bonus feat trait.
心防(Psychic Defense)
出自《Source Horror Adventures pg. 41》
出身于沉浸在秘學中的文化的人类有时会训练自己的心灵抵抗外部影响。拥有此特性的人类在对抗异能法术和类法术能力,包括異能魔法 (Psychic Magic)通用怪物能力(Bestiary 5 297)的豁免獲得+2种族加值。此特性取代奖励专长。
Psychic Defense
Source Horror Adventures pg. 41
Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2 racial bonus on saving throws against psychic spells and spell-like abilities, including those that originate from the psychic magic ability (Pathfinder RPG Bestiary 5 297). This racial trait replaces the bonus feat trait.
自我暗示(Rationalize) PFS禁用
出自《Horror Adventures pg. 41》
人类有能力通过不断告诉自己「这都是幻象!」来缓解心中的恐惧。拥有此特性的人类在对抗造成理智伤害的效果的豁免獲得+3加值。此特性取代奖励专长。
Rationalize
Source Horror Adventures pg. 41
Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on saving throws against effects that cause sanity damage (see page 12). This racial trait replaces the bonus feat trait.
鳞类后裔(Reptilian Ancestory)
出自《Horror Adventures pg. 41》
有着爬行类或蛇类祖先的人类有时侯会长着瞬膜(nictitating membranes)或一塊塊鳞片皮肤。他们在对抗影响心灵的效果和毒素的豁免獲得+2种族加值。此特性取代奖励专长。
Reptilian Ancestory
Source Horror Adventures pg. 41
Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
我命由我(Self-Made Fate)
出自《Inner Sea Races pg. 214》
一些人类建立起完全否認诸神和神术重要性的国家,而那些成長中避免诸神影響的人(大多是巴川(Bachuan)、杜鲁玛(Druma)、拉哈多姆(Rahadoum)、或托維特(Touvette)的人)發展出一种違抗神术的訣竅。他们在对抗神术,神力来源的类法术能力以及来自御衡者,招魂者和拥有阵营亚种的异界生物的法术和类法术能力时豁免检定获得+2种族加值。此特性替换奖励专长。
Self-Made Fate
Source Inner Sea Races pg. 214
Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence (mostly people of Bachuan, Druma, Rahadoum, or Touvette) develop a knack for defying divine magic. They gain a +2 racial bonus on saving throws against divine spells and spelllike abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait.
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此特性替换武器熟悉。半精灵能以此特性替换精灵免疫。人类能以此特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
法不可抗(Unstoppable Magic)
出自《Inner Sea Races pg. 214》
来自那些拥有先进魔法技术的文明——比如盖布(Geb)和耐克斯(Nex)的人类擅长以多种方式来達到他们的魔法目標。他们在穿透法术抗力的施法者等级检定获得+2种族加值。此特性替换奖励专长。
Unstoppable Magic
Source Inner Sea Races pg. 214
Humans from civilizations built upon advanced magic, such as Geb or Nex, are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
此特性替换起始语言
部族主义(Tribalistic) PFS禁用
出自《Inner Sea Races pg. 214》
许多人类自然而然地组成了集團或部落,此人类与自己的部族同胞协作时的表现特別出色。这些人类在协助同一民族的人类时,使用的援助他人动作在攻击骰和技能检定获得+2种族加值。拥有此特性的人类必須來自除通用语外擁有自己語言的民族[註:切利亞斯人和塔爾多人表示???],而他们只擁有该語言作为起始语言;若他们智力屬性足夠高,他们能選擇下列語言作為額外語言:通用语,巨人语,地精语和半身人语。此特性改变起始和额外语言。
Tribalistic
Source Inner Sea Races pg. 214
Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
此特性替换奖励技能
水生后裔(Aquatic Ancestory)
出自《Horror Adventures pg. 41》
拥有深潜者或鱼魔怪/鱼化人祖先的人类可能会长出突出的圓眼睛和带蹼的手脚。他们在游泳检定獲得等于角色等级一半的种族加值,并且游泳总是他们的本职技能。此外,他们憋气的时间是正常的两倍。若他们在游泳的种族加值达到+8或更多,他们就能在游泳检定中取10,即使在受到威胁或分心时。此特性取代奖励技能。
Aquatic Ancestory
Source Horror Adventures pg. 41
Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled.
綜合教育(Comprehensive Education)
出自《Inner Sea Races pg. 213》
老練的教師依靠數百年來文明所積累的淵博知識培育起一代又一代的人类。他们獲得所有知识技能作为本职技能,並在他们通过职业等级獲得的本職技能获得+1种族加值。此特性替换奖励技能。
Comprehensive Education
Source Inner Sea Races pg. 213
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉以及隐匿检定获得+2种族加值。
矮人能以此特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此特性替换武器熟悉。半精灵能以此特性替换适应力。人类能以此特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
龙脉血系(Draconic Heritage)(4RP)
出自《Legacy of Dragons pg. 11》
有时候,人类的家族歷史里中会有龍的力量連繫于血統中。拥有该特性的人类获得昏暗视觉和10尺黑暗视觉。他们还能在选取悠久血脉(Eldritch Heritage)UM,以及任何以悠久血脉为先决條件的专长时无视魅力屬性的先决條件,但只能用此专长选取龙脉血统。此特性取代人类每级獲得的额外技能等级。
Draconic Heritage
Source Legacy of Dragons pg. 11
At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch HeritageAPG and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
精类魔法(Fey Magic)
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择三个0环和一个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此特性替换敏锐感官。侏儒能以此特性替换工作狂。半兽人能以此特性替换兽人凶猛。人类能以此特性替换奖励技能,并获得精类思维和昏暗视觉。
PFS修訂:PFS禁用精类思维
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此特性替换仇恨。精灵、侏儒、半兽人能以此特性替换种族武器熟悉。半精灵能以此特性替换多才多艺。半身人能以此特性替换无畏。人类能以此特性替换奖励技能(并获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
巨人后裔(Giant Ancestory)
出自《Horror Adventures pg. 41》
拥有食人魔或巨魔祖先的人类拥有笨重的块头和不對稱的身体特徵。这些人类在战技检定和CMD獲得+1加值,但在隐匿检定承受-2减值。此特性取代奖励技能。
Giant Ancestory
Source Horror Adventures pg. 41
Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.
精怪之心(Heart of the Fey)
出自《Legacy of the First World pg. 5》
跟精类有所关联的人类拥有比其同类更强的感官和反应速度。此人类獲得昏暗视觉,在反射和意志豁免获得+1种族加值,并将知识[自然]和察觉视为本职技能。此特性替換奖励技能。
Heart of the Fey
Source Legacy of the First World pg. 5
Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
工厂之心(Heart of the Fields) PFS禁用
出自《Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23》
出生在农村的人类以辛勤劳动著名。他们在一項工艺或专业检定獲得等同其角色等级一半的加值。每天1次,他们可以忽略一个会让他们变得疲劳或力竭的效果。此特性取代奖励技能。
Heart of the Fields
Source Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23
Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
山脉之心(Heart of the Mountains)
出自《Advanced Race Guide pg. 72》
出生在群山之中的人类擅长翻越高山和峭壁。他们在攀爬检定和通过狭窄或危险崎岖表面的特技检定获得+2种族加值。此外,他们适应高原反应。此特性取代奖励技能。
Heart of the Mountains
Source Advanced Race Guide pg. 72
Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
海洋之心(Heart of the Sea)
出自《Advanced Race Guide pg. 72》
海边出生的人总是被它的魅力所吸引。他们在专业[水手]和游泳检定获得+2种族加值,並总是將它们视为本职技能。他们的屏息时间是正常的两倍,并且尝试在水下施法时的专注获得+4种族加值。此特性取代奖励技能。
Heart of the Sea
Source Advanced Race Guide pg. 72
Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
贫民窟之心(Heart of the Slums)
出自《Advanced Race Guide pg. 72》
在城市中拥挤的贫民窟维持生计的人类必須敏捷而又机警。他们在巧手和隐匿检定获得+2种族加值,并且在城市和地下设施的生存检定获得+4种族加值。此外,他们在对抗疾病的豁免能双骰取高。此特性取代奖励技能。
Heart of the Slums
Source Advanced Race Guide pg. 72
Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
雪境之心(Heart of the Snows)
出自《Advanced Race Guide pg. 72》
出生在寒带的人类并不畏惧凛冬。他们在抵御寒冷气候带来影响的强韧豁免检定、避免滑倒或者坠落的任何检定或者豁免检定、和对抗绊摔的CMD获得+2种族加值。此加值應也用于在滑溜平面的特技和攀爬检定。此特性取代奖励技能。
Heart of the Snows
Source Advanced Race Guide pg. 72
Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.
街道之心(Heart of the Streets)
出自《Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23》
繁华城市的人们习惯于团体活动。他们跟至少2名其他盟友临接时,反射检定获得+1种族加值,AC获得+1闪避加值。人群对他们而言不视为困难地形。此特性取代奖励技能。
Heart of the Streets
Source Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23
Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
旭日之心(Heart of the Sun)
出自《Advanced Race Guide pg. 72》
出生在热带的人类并不惧怕酷暑。他们在进行炎热气候带来影响的强韧豁免、毒素豁免、和虫类与集群的[扰乱心神]能力时豁免获得+2种族加值。此特性取代奖励技能。
Heart of the Sun
Source Advanced Race Guide pg. 72
Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
野性之心(Heart of the Wilderness)
出自《Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23》
在野外生活的人们经过总总磨难学会了弱肉强食的真谛。他们在生存检定获得等同其角色等级一半的加值。他们还在稳定濒死的体质检定获得+5种族加值,以及在判斷死亡的体质属性值的负数时,他们將角色等级的一半加到体质屬性上。此特性取代奖励技能。
Heart of the Wilderness
Source Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
提防伪物(Imposter-Wary)
出自《Legacy of the First World pg. 12》
人类受训去辨别伪装成自己同族的精类,他们在对抗幻术法术和效果的豁免检定获得+2种族加值,1级时在察言观色获得1个免费等级,而且每次升级时能在察言观色获得额外1个等级。此特性取代奖励技能。
Imposter-Wary
Source Legacy of the First World pg. 12
Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
勤勉(Industrious) PFS禁用
出自《Inner Sea Races pg. 213》
人类在内海以他们的工作热情和职业道德而闻名。拥有此特性的人类在专注检定和一項他们选择的工艺或专业检定获得+2种族加值。此特性取代奖励技能。
Industrious
Source Inner Sea Races pg. 213
Humans are known in the Inner Sea for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
創新思想(Innovative) PFS禁用
出自《Inner Sea Races pg. 213》
人类之所以能塑造格拉利昂皆因他们是死心塌地头铁的革新者。拥有此特性的人类在知识[奧秘]获得+2种族加值,以及自主研究法术、制造他们从没遇见过的魔法物品、和识别独特魔法效果的法术辨识获得+2种族加值。他们还在说服其他人採納新的思想體系或进一步的未来时基于魅力的技能检定獲得+2种族加值。此特性取代奖励技能。
Innovative
Source Inner Sea Races pg. 213
Humans have come to shape the face of Golarion because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
制度记忆(Institutional Memory)
出自《Inner Sea Races pg. 214》
人类依靠他们的制度来记住了遥远的过去并为遥远的未来保持他们自己的记忆。他们在回答有关自己所属的機構、公会、或宗教的提问时知识检定获得+4种族加值,而且能在未受训的情况下嘗試这些技能检定。此特性替换奖励技能。
Institutional Memory
Source Inner Sea Races pg. 214
Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.
昏暗视觉(Low-Light Vision)
出自《荒野英雄 pg. 5》
許多精裔有着昏暗視覺。通常擁有黑暗視覺的種族(例如矮人和半獸人)可以用昏暗視覺替換黑暗視覺。若是人類,此特性替換獎勵技能(而且人類還會獲得精類魔法和精類思維,詳情請查看精類魔法)。
Low-Light Vision
Source Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
眾人之一(One of the Multitude)
出自《Heroes of the Streets pg. 9》
居住在城市的人类精通跟城市里的繁忙人群融为一体。当10尺內有至少2个其他类人生物时,他们在唬骗、交涉、易容、巧手、和隐匿检定獲得+1种族加值。他们在夾击时進行的借机攻击獲得+1种族加值。此特性替換獎勵技能。
One of the Multitude
Source Heroes of the Streets pg. 9
City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces skilled.
剧毒爪牙(Poison Minion)
出自《阴影血脉 pg. 5》
卓尔有时候通过致使他们身体内部产生封喉毒(mawbane)(见下)以强化他们的奴隶和前线战士。最终产生的剧毒生物凭借着这项有力武器以阻拦他们的怪物邻居。任何以啮咬击中该人物的生物会暴露在毒素之下,该毒素的豁免DC=「10+1/2人物HD+该生物体质调整值」。
封喉毒(mawbane)——摄入;强韧豁免检定;频率:每轮1次,共4轮。效果:1d2体质伤害,治愈:1次豁免。
矮人能以此特性替换防御训练和坚韧,精灵能以此特性替换精灵魔法和武器熟悉,侏儒能以此特性替换防御训练、侏儒魔法和幻术抗性,半精灵能以此特性替换精灵免疫和敏锐感官,半兽人能以此特性替换兽人凶猛和武器熟悉。人类能以此特性替换奖励技能。半身人的生理不允许他们获得此特性。卓尔能以此特性替换卓尔免疫、强光致盲、法术抗力和武器熟悉。剪影人能以此特性替换光与暗、潜伏者和暗影抗力。
Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
老练猎手(Practiced Hunter)
出自《Inner Sea Races pg. 214》
有些人类文化群体中的成员自幼受训成為躲貓貓的高手找尋並追踪至關重要的游戏,同时清理他们自己的痕迹。此人类在隐匿和生存检定获得+2种族加值,而且隐匿和生存总视为他们的本职技能。此特性替换奖励技能。
Practiced Hunter
Source Inner Sea Races pg. 214
Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
雄辩(Silver Tongued)
出自《Advanced Race Guide pg. 72》
人类善于轻松地诱导并玩弄他们的死敌。拥有此特性的人类在交涉和唬骗检定获得+2加值。此外,当他们使用交涉技能改善生物态度时,他们最多能改善3级而不是原本的2级。此特性取代奖励技能。
Silver Tongued
Source Advanced Race Guide pg. 72
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
社会纽带(Social Ties)
出自《Inner Sea Races pg. 214》
有些人类社会建立在复杂的人际网络,精明的成员能相对容易地憑直覺利用起当中的恩惠与忠誠关系。此人类在交涉检定,以及为组织招募成员和团队的任何技能检定獲得+2种族加值。他们还在领导力值(若他们獲得领导力专长)獲得+1种族加值。此特性替换奖励技能。
Social Ties
Source Inner Sea Races pg. 214
Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.
旅人(Wayfarer)
出自《Inner Sea Races pg. 214》
人类維持着格拉利昂最大的贸易网络以及最广泛的文明社會,並將它们跟众多文化連繫在一起。拥有此特性的人类在避免迷路的生存检定、知识[地理]检定、和知识[地方]检定获得+2种族加值。每当此人类在语言学获得1个等级时,他们能学习2种语言而非1种。此特性替换奖励技能。
Wayfarer
Source Inner Sea Races pg. 214
Humans maintain the largest trade networks on Golarion and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
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矮人种族特性(Dwarf Racial Traits)
+2体质,+2感知,-2魅力:矮人顽强又睿智,但还有些粗鲁。
中等体型(Medium):矮人是中等体型生物,不因体型获得任何加值或者减值。
慢而稳(Slow and Steady):矮人的基本速度为20尺,但是其速度不会受到盔甲或负重调整。
黑暗视觉(Darkvision):矮人在黑暗中能够看到60尺远。
防御训练(Defensive Training):矮人在对抗巨人亚种的怪物时AC获得+4闪避加值。
贪婪(Greed):矮人在判断含有珍贵金属或宝石的非魔法物品的价值时估价检定获得+2种族加值。
仇恨(Hatred):由于经过专门的针对性训练,矮人在对抗类人生物兽人亚种和地精亚种的生物时攻击骰获得+1加值。
坚韧(Hardy):矮人在对抗毒素、法术和类法术能力时豁免检定获得+2种族加值。
稳固(Stability):当矮人站立在实体地面上时,他们对抗冲撞和绊摔战技的CMD获得+4种族加值。
岩石敏锐(Stonecunning):矮人在察觉异常的石制造物,例如石墙与或石制地板中隐藏的陷阱与密门时,察觉检定获得+2加值。当他们经过这些石制物10尺范围内时就可以进行检定,无论他们是否在主动搜索。
武器熟悉(Weapon Familiarity):矮人擅长战斧、重型十字镐和战锤,并且将任何冠以「矮人」之名的武器视为军用武器。
起始语言(Languages):通用语以及矮人语。拥有高智力属性的矮人能选择下列语言:巨人语、侏儒语、地精语、兽人语、土族语和地底通用语。
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
矮人种族特性替换(Dwarf Alternate Racial Traits)
此特性替换黑暗视觉
昏暗视觉(Low-Light Vision)
出自《荒野英雄 pg. 5》
许多精类后裔拥有昏暗视觉。通常拥有黑暗视觉的种族(例如矮人和半兽人)能以昏暗视觉替换黑暗视觉。人类能以此特性替换奖励技能(而且人类还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Low-Light Vision
Source Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
矿坑视觉(Minesight)
出自《Advanced Race Guide pg. 12》
拥有此特性的矮人的黑暗视觉提升至90尺;不过他们在明亮光照下会自动变得目眩,而且在对抗带有[光]描述符的效果时豁免检定承受-2减值。此特性取代黑暗视觉。
Minesight
Source Advanced Race Guide pg. 12
Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
地表住民(Surface Survivalist)
出自《Advanced Race Guide pg. 12》
部分矮人在地表生存的时间太长了,以至于他们失去了在夜晚视物的能力。然而他们却适应了部分极端环境,使得他们视风的强度(判断他们是否需要进行检定或被吹走时)以及寒冷或炎热气候(选其一)比正常低一级。此特性取代黑暗视觉。
Surface Survivalist
Source Advanced Race Guide pg. 12
Some dwarves have dwelt so long aboveground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision.
此特性替换黑暗视觉,仇恨
昏暗精准(Dusksight)
出自《阴影血脉 pg. 4》
一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的昏暗视觉从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有此特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人能以此特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人能以此特性替换敏锐感官。半兽人能以此特性替换武器熟悉,并获得昏暗视觉。
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
此特性替换防御训练
深土战士(Deep Warrior)
出自《Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11》
拥有此特性的矮人在危机四伏的地下世界长大。他们在对抗异怪类怪物时AC获得+2闪避加值,并且对抗这些生物时擒抱战技检定(或维持擒抱时)获得+2种族加值。此特性取代防御训练。
Deep Warrior
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
沙漠探索者(Desert Delver)
出自《Heroes from the Fringe pg. 4》
沙漠矮人适应了在大篷车路线周围的沙漠与山中隧道中会突然发生的极端气温。拥有此特性的矮人获得1点寒冷和火焰抗性,并在决定极端寒冷和炎热环境的温度上下限提升20度。此特性取防御训练。
Desert Delver
Source Heroes from the Fringe pg. 4
Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments.
This replaces defensive training.
此特性替换防御训练,坚韧
剧毒爪牙(Poison Minion)
出自《阴影血脉 pg. 5》
卓尔有时候通过致使他们身体内部产生封喉毒(mawbane)(见下)以强化他们的奴隶和前线战士。最终产生的剧毒生物凭借着这项有力武器以阻拦他们的怪物邻居。任何以啮咬击中该人物的生物会暴露在毒素之下,该毒素的豁免DC=「10+1/2人物HD+该生物体质调整值」。
封喉毒(mawbane)——摄入;强韧豁免检定;频率:每轮1次,共4轮。效果:1d2体质伤害,治愈:1次豁免。
矮人能以此特性替换防御训练和坚韧,精灵能以此特性替换精灵魔法和武器熟悉,侏儒能以此特性替换防御训练、侏儒魔法和幻术抗性,半精灵能以此特性替换精灵免疫和敏锐感官,半兽人能以此特性替换兽人凶猛和武器熟悉。人类能以此特性替换奖励技能。半身人的生理不允许他们获得此特性。卓尔能以此特性替换卓尔免疫、强光致盲、法术抗力和武器熟悉。剪影人能以此特性替换光与暗、潜伏者和暗影抗力。
Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
此特性替换防御训练,仇恨
古墓防卫者(Barrow Warden)
出自《Horror Adventures pg. 38》
拥有此特性的矮人在对抗不死生物时,攻击骰获得+1加值,AC获得+1闪避加值。此特性取代防御训练和仇恨。
Barrow Warden
Source Horror Adventures pg. 38
Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
死亡终亡(Death's End)
出自《Heroes from the Fringe pg. 5》
有些Pahmet长期跟保卫者并肩作战,他们经过训练去击败任何进入他们守护的坟墓的亡灵。拥有此特性的矮人在对抗不死生物时AC获得+2加值,对抗不死生物施放的法术和类法术能力时豁免检定获得+2加值。此特性取代防御训练和仇恨。
Death's End
Source Heroes from the Fringe pg. 5
Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.
This replaces defensive training and hatred.
深土传统(Deep Tradition)
出自《Heroes from the Fringe pg. 5》
尽管有些矮人在他们的早年间专注于对抗矮人王国的一种特定敌人的训练,其他矮人明白到外面有许多死敌也正等着毁灭矮人王国的机会。拥有此特性的矮人在对抗卓尔、灰矮人、异怪生物、兽人亚种生物、或巨人亚种生物时近战攻击骰获得+1加值,被借机攻击时AC获得+1加值。此特性取代防御训练和仇恨。
Deep Tradition
Source Heroes from the Fringe pg. 5
While some dwarves focus their early years on training against one specific foe of the dwarven kingdoms, others know that there are many enemies who would destroy dwarvenkind if given the opportunity. A dwarf with this racial trait gains a +1 bonus on melee attack rolls and a +1 bonus to AC against attacks of opportunity made by drow, duergar, creatures of the aberration type, or creatures of the giant or orc subtype.
This replaces defensive training and hatred.
内如钢铁(Iron Within)
出自《Heroes from the Fringe pg. 4》
拥有此特性的矮人获得1点气(ki point)。若矮人从其他源头获得气,那此气叠加在该气池中。此外,除了此矮人已有的气使用方法,以一个迅捷动作,矮人能消耗1点气来在1轮内AC获得+2闪避加值或基础速度增加20尺。此额外的气不能使此矮人进行斗气击,除非他有其他能力允许他这样做,例如武僧的气运丹田(Ki Pool)。如同其它的气,此气在8小时休息或冥想后的早晨恢复。此特性取代防御训练和仇恨。
Iron Within
Source Heroes from the Fringe pg. 4
Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation.
This replaces defensive training and hatred.
睚眦必报(Lasting Grudge)
出自《Inner Sea Races pg. 210》
矮人因长期记仇而声名狼藉。那些不辜负此特性声誉的矮人在对抗1天或更久之前攻击过他的任何个体时攻击骰获得+1种族加值。此特性替换防御训练和仇恨。
Lasting Grudge
Source Inner Sea Races pg. 210
Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
熔渣后代(Slag Child)
出自《Inner Sea Races pg. 210》
那些出生于蒙受耻辱的家庭的矮人必须在姓氏后附加上「-slag」、「-slagsun」、或「-slagdam」来指出他们的耻辱。此矮人通常是被放逐或排斥;他们被迫在矮人定居点的边缘或荒凉的荒野地区谋生,例如科达尔山脉(Kodar Mountains)。他们在隐匿和生存检定获得+2种族加值。此特性替换防御训练和仇恨。
Slag Child
Source Inner Sea Races pg. 210
Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas such as the Kodar Mountains. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.
法术粉碎者(Spell Smasher)
出自《 Inner Sea Races pg. 210》
被敌对魔法使用者威胁的矮人家庭——特别是那些对抗灰矮人的——受训专门去阻挠施法。他们对抗正在施放法术或类法术能力的生物时攻击骰获得+1种族加值。此特性替换防御训练和仇恨。
Spell Smasher
Source Inner Sea Races pg. 210
Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.
此特性替换防御训练,仇恨,岩石敏锐
盐须(Saltbeard)
出自《Advanced Race Guide pg. 12》
有时侯在崎岖的海岸边的钢铁都市中发现矮人的存在,而那些城市的原住民在专业[水手]和在海上的生存检定获得+2加值。他们在对抗水栖或者水生亚种的生物时攻击检定获得+1种族加值,AC获得+2闪避加值。他们的【贪婪】种族特性只作用于水下发现的宝物,但作同时用于对任何宝物,无论它是否带有金属或宝石。此特性取代防御训练,仇恨和岩石敏锐。
Saltbeard
Source Advanced Race Guide pg. 12
Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
戒空哨兵(Sky Sentinel)
出自《Advanced Race Guide pg. 12》
作为与地面有着紧密联系的生物,矮人警惕着来自上方的攻击。在高处的敌人对拥有此特性的矮人进行攻击时,攻击骰不会获得加值。同时这些矮人在对抗飞行生物时,攻击骰获得+1种族加值,AC获得+2闪避加值,察觉检定获得+2加值。此特性取代防御训练,仇恨和岩石敏锐。
Sky Sentinel
Source Advanced Race Guide pg. 12
As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
铁心谈判者(Stoic Negotiator)
出自《Inner Sea Races pg. 210》
有些矮人,特别是那些来自杜鲁玛(Druma)市声门(Peddlegate)的,利用他们的坚定不移的固执在协商和其他商业活动中为所欲为。他们在唬骗、交涉、和专业[商人]检定获得+2种族加值。此特性取代防御训练,仇恨和岩石敏锐。
Stoic Negotiator
Source Inner Sea Races pg. 210
Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
巨龙鞭笞者(Wyrmscourged)
出自《Advanced Race Guide pg. 12》
拥有此特性的矮人在对抗龙类时攻击骰获得+1加值,AC获得+2闪避加值,以及对抗龙类的特异能力、超自然能力和类法术能力时豁免检定+获得2闪避加值。他们还在辨识龙类的知识[奥秘]检定获得+2种族加值,并且未受训也能进行这些检定。此特性取代防御训练,仇恨和岩石敏锐。
Wyrmscourged
Source Advanced Race Guide pg. 12
Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the exceptional, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.
此特性替换贪婪
工匠(Craftsman) PFS禁用
出自《Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11》
当谈及冶金以及石工时,矮人卓越的技艺是众所周知的。拥有此特性的矮人在进行跟金属和岩石相关的所有工艺或专业检定时获得+2种族加值。此特性取代贪婪。
Craftsman
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
史卷管理人(Lorekeeper)
出自《Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11》
矮人保存着大量关于他们历史以及周遭世界的记录。拥有此特性的矮人在进行跟矮人以及矮人之敌相关的知识[历史]检定时获得+2种族加值。他们能在未受训的情况下进行上述检定。此特性取代贪婪。
Lorekeeper
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
皮影戏(Shadowplay)(1RP)
出自《阴影血脉 pg. 5》
皮影戏有些幻术师是玩弄光亮和黑暗的好手,拥有该种族特性的人物在施展拥有黑暗、光亮或阴影UM描述符的法术时施法者等级+1。
矮人能以此特性替换贪婪,精灵能以此特性替换精灵魔法,并获得窃影鬼的类法术能力APG种族特性。侏儒能以此特性替换侏儒魔法。半身人能以此特性替换武器熟悉。半兽人能以此特性替换威慑力,并获得侏儒的幻术抗性种族特性。
PFS Legal Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
此特性替换贪婪,仇恨
灵性支持(Spiritual Support)
出自《Inner Sea Races pg. 210》
矮人非常重视对信仰的忠诚,而他们的神祇欣然为此奖励他们。当他们向盟友施放咒法系[医疗]法术时其CL+1种族加值。此特性替换贪婪和仇恨。
Spiritual Support
Source Inner Sea Races pg. 210
Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy.
此特性替换贪婪,坚韧,仇恨
围城生存者(Siege Survivor)
出自《Inner Sea Races pg. 210》
安家于天空堡垒(Sky Citadels)的矮人们受训在围城中持久地坚持下去并担任警戒卫士。他们获得坚忍作为奖励专长。此外,在他没有移动的轮间,他们对抗从上回合起同样没有移动的敌人时攻击骰获得+1种族加值。此特性替换贪婪,坚韧和仇恨。
Siege Survivor
Source Inner Sea Races pg. 210
Dwarves who make their homes in the Sky Citadels are trained to outlast sieges and serve as vigilant guards. They gain Endurance as a bonus feat. In addition, during rounds in which they have not moved, they gain a +1 racial bonus on attack rolls against foes who also did not move since their last turn. This racial trait replaces greed, hardy, and hatred.
此特性替换贪婪,仇恨,岩石敏锐,武器熟悉
吐息武器(Breath Weapon)
出自《Heroes from the Fringe pg. 4》
拥有此特性的矮人能呼唤神圣巨龙的精魄来引导他的一小部分力量。在获得此特性时,该矮人必须选择寒冷、电击、或火焰作为吐息武器的伤害类型[注:绿龙和赤铜龙表示不跟这群傻瓜矮人玩 :em032],以及15尺锥形或者20尺直线的吐息武器的伤害范围。一旦选择则不能改变。每天1次,矮人能作出已选择的伤害范围的超自然吐息攻击,造成1d4点已选择的伤害类型的伤害,以及在1级后每2级提升1d4点同类型的伤害(最高在9级时至5d4)[注:恭喜你有一个CL减半的火焰之手 :em032]。在范围里的目标能尝试一个反射豁免(DC=10+1/2矮人等级+矮人的体质调整值)来使伤害减半。此特性替换贪婪,仇恨,岩石敏锐和武器熟悉。
Breath Weapon
Source Heroes from the Fringe pg. 4
Dwarves with this racial trait can call upon the spirit of a sacred dragon to channel a fraction of that dragon’s power. Upon taking this trait, the dwarf must select cold, electricity, or fire as the breath weapon’s damage type and either a 15-foot cone or a 20-foot line as the breath weapon’s shape. Once these selections are made, they cannot be changed. Once per day, the dwarf can make a supernatural breath attack in the selected shape, dealing 1d4 points of damage of the chosen damage type, plus 1d4 points of damage of that type for every 2 levels above 1st the dwarf has (to a maximum of 5d4 at 9th level). Targets in the area can attempt a Reflex save (DC = 10 + half the dwarf ’s level + the dwarf ’s Constitution bonus) for half damage.
This replaces greed, hatred, stonecunning, and weapon familiarity.
此特性替换贪婪,岩石敏锐
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉以及隐匿检定获得+2种族加值。
矮人能以此特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此特性替换武器熟悉。半精灵能以此特性替换适应力。人类能以此特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
精类魔法(Fey Magic)
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择三个0环和一个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此特性替换敏锐感官。侏儒能以此特性替换工作狂。半兽人能以此特性替换兽人凶猛。人类能以此特性替换奖励技能,并获得昏暗视觉。
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
此特性替换坚韧
健康(Healthy)
出自《Horror Adventures pg. 38》
拥有此特性的矮人在对抗疾病和毒素的豁免获得+2种族加值,而他们成功治愈疾病和毒素所需的连续豁免次数减少1次(至少1次)。此特性取代坚韧。
Healthy
Source Horror Adventures pg. 38
Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy.
魔法抗力(Magic Resistant)
出自《Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11》
有些古老的矮人氏族对魔法有着较强的抗性。拥有此特性的矮人获得等同「5+角色等级」的法术抗力。此抗力能以一个标准动作压制1轮。拥有此特性的矮人进行所有与奥术相关的专注检定承受-2罚值。此特性取代坚韧。
Magic Resistant
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
顽固(Stubborn)
出自《Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11》
矮人的牛脾气名扬四海。拥有此特性的矮人在对抗属于惑控系[魅惑]和惑控系[胁迫]的法术和类法术能力时意志豁免检定获得+2种族加值。此外,若他们在上述豁免失败,他们在1轮后获得另一次豁免机会以提早结束此效果(假设其持续时间大于1轮)。第二次豁免与第一次的DC相同。若矮人从其他来源获得类似的能力(例如盗贼的「心智灵活」),他每轮只能使用其中的一种,不过它能在第一次重骰失败后使用其他能力继续进行尝试。此特性取代坚韧。
Stubborn
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
不倒战士(Unstoppable)
出自《Inner Sea Races pg. 210》
有些矮人从小受训在战场上击败兽人。他们获得健壮作为奖励专长,以及在强韧豁免获得+1种族加值。此特性取代坚韧。
Unstoppable
Source Inner Sea Races pg. 210
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
黏稠血液(Viscous Blood)
出自《Horror Adventures pg. 38》
拥有此特性的矮人能减少1点因流血或吸血(blood drain)而造成的伤害、属性伤害、或属性吸取。每轮以一个迅捷动作,他们能尝试医疗检定来止住自己的流血。此特性取代坚韧。
Viscous Blood
Source Horror Adventures pg. 38
Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a swift action each round. This racial trait replaces hardy.
漫游者(Wanderer)
出自《Legacy of the First World pg. 4》
某些被精类影响的矮人从他们的天职中解放出来,漫游的渴望不断侵扰着他们的脑海。此矮人经常被其他矮人认为是不值得信任的流浪者,但他们确实擅长克服旅行的严苛环境。他们获得坚忍作为奖励专长,以及将攀爬和游泳视为他们的本职技能。此特性替换坚韧。
Wanderer
Source Legacy of the First World pg. 4
Freed from the confines of duty, certain fey-touched dwarves are stricken with wanderlust. These dwarves are often considered untrustworthy vagabonds by other dwarves but excel at the rigors of traveling. They gain Endurance as a bonus feat, and Climb and Swim are class skills for them. This racial trait replaces hardy.
此特性替换仇恨
远古敌意(Ancient Enmity)
出自《Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11》
矮人与精灵的冲突由来已久,尤其是对卓尔精灵。拥有此特性的矮人在对抗类人生物精灵亚种的生物时,攻击骰获得+1种族加值。此特性取代仇恨。
Ancient Enmity
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此特性替换仇恨。精灵、侏儒、半兽人能以此特性替换种族武器熟悉。半精灵能以此特性替换多才多艺。半身人能以此特性替换无畏。人类能以此特性替换奖励技能(而且人类还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
巨人猎手(Giant Hunter)
出自《Advanced Race Guide pg. 12, Rival Guide pg. 35》
拥有此特性的矮人在对抗类人生物巨人亚种的生物时,攻击骰获得+1加值。此外,他们在使用生存检定发现并追踪这些生物时获得+2加值。此特性取代仇恨。
Giant Hunter
Source Advanced Race Guide pg. 12, Rival Guide pg. 35
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
勤劳城市人(Industrious Urbanite)
出自《Heroes of the Streets pg. 8》
适应了居住城市需求的矮人能在制造非魔法物品的工艺检定中有双倍的进展,并且在挣钱用的专业检定获得+4加值。此特性取代仇恨。
Industrious Urbanite
Source Heroes of the Streets pg. 8
Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred.
此特性替换起始语言
排外(Xenophobic) PFS禁用
出自《Advanced Race Guide pg. 12》
信奉孤立主义的矮人蔑视任何矮人之外的类人种族。他们只说矮人语并且不会因较高的智力获得额外语言。此外,他们在语言学投入每2点技能点才能学习1种语言。然而他们质疑一切的天性使得他们在对抗〔影响心灵〕效果时获得+1加值,恐惧除外。此特性取代了矮人正常的起始语言。
Xenophobic
Source Advanced Race Guide pg. 12
Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a dwarf’s normal languages.
此特性替换稳固
钢铁公民(Iron Citizen)
出自《Heroes from the Fringe pg. 5》
拥有此特性的矮人在交涉和察言观色检定获得+2加值,而且交涉成为这些矮人的本职技能。此特性取代稳固。
Iron Citizen
Source Heroes from the Fringe pg. 5
Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
This replaces stability.
选择钢铁公民(Iron Citizen)的矮人必须同时以工匠(Craftsman)可选种族特性替换坚韧种族特性。[注:工匠(Craftsman)PFS不开]
PFS Clarifications: Dwarves selecting iron citizen must also replace the hardy racial trait with the craftsman alternate racial trait
登山者(Mountaineer)
出自《Advanced Race Guide pg. 12》
山脉矮人擅长攀爬以及穿越狭窄的岩架。拥有此特性的矮人免疫高原反应,并且在使用攀爬和特技动作检定通过狭窄或光滑的表面时AC不会失去敏捷加值。此特性取代稳固。
Mountaineer
Source Advanced Race Guide pg. 12
Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
无情推进(Relentless)
出自《Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11》
矮人擅长在战场上向前推进并轻松地打翻弱小的敌人。拥有此特性的矮人在进行冲撞或闯越对手的战技检定时获得+2加值。只有矮人和他的对手都站立在地面上才能应用此加值。此特性取代稳固。
Relentless
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
此特性替换稳固,岩石敏锐
吝啬(Tightfisted)
出自《Horror Adventures pg. 38》
拥有此特性的矮人在对抗卸武和盗取APG战技时CMD获得+4种族加值,并在发觉巧手意图的察觉检定获得+2种族加值。若拥有此特性的矮人发现了一个试图从他身上偷走东西的巧手检定,且他并未处于措手不及状态或拥有战斗反射专长,此巧手尝试会触发该矮人的借机攻击。此特性取代稳固和岩石敏锐。
Tightfisted
Source Horror Adventures pg. 38
Dwarves with this racial trait gain a +4 racial bonus to their CMD against disarm and stealAPG combat maneuvers and a +2 racial bonus on Perception checks to notice Sleight of Hand attempts. If a dwarf with this trait notices a Sleight of Hand attempt to steal from him and the dwarf is not flat-footed or has Combat Reflexes, the attempt triggers an attack of opportunity from that dwarf. This racial trait replaces stability and stonecunning.
财宝感知(Treasure Sense)(2 RP)
出自《Legacy of Dragons pg. 10》
有些矮人学会了如同龙类生物那样感知金银财宝的存在。此能力如同灵敏嗅觉,除了它只能用于侦查贵金属(铜,银和金)和主要由这些物质组成的生物。此特性替换稳固和岩石敏锐。
Treasure Sense
Source Legacy of Dragons pg. 10
Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials. This trait replaces stability and stonecutting
此特性替换岩石敏锐
古墓学者(Barrow Scholar)
出自《Horror Adventures pg. 38》
拥有此特性的矮人在分辨不死生物的知识[宗教]检定获得+2种族加值并且能在未受训下进行此检定。此特性取代岩石敏锐。
Barrow Scholar
Source Horror Adventures pg. 38
Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
面纱之后(Behind the Veil)
出自《阴影血脉 pg. 4》
拥有此特性的人物擅长隐藏他们的肢体语言和隐蔽地穿越阴影或是分隔区域。这些角色处于躲藏或隐蔽中时在唬骗和巧手检定获得+2加值。
矮人能以此特性替换岩石熟悉。精灵、侏儒和半精灵能以此特性替换昏暗视觉。半兽人能以此特性替换威慑力,并获得窃影鬼的融影ARG种族特性。半身人能以此特性替换武器熟悉。
PFS Legal Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
保守交涉(Conservative Diplomacy)
出自《Heroes of the High Court pg. 14》
矮人能采用有迹可循的传统方式来避免社交上的失策。拥有此特性的矮人能在进行交涉检定时采取保守策略;此选择必须尝试交涉检定前决定。此矮人视任何骰出5以下交涉检定中为他骰出了5,但视任何骰出15以上的视为他骰出了15。此种族特性取代岩石敏锐。
Conservative Diplomacy
Source Heroes of the High Court pg. 14
A dwarf can embrace predictable traditions to avoid social missteps. A dwarf with this racial trait can rely upon conservative tactics when attempting a Diplomacy check; this choice must be made before the Diplomacy check is attempted. The dwarf treats any roll of less than 5 on such a Diplomacy check as though she had rolled a 5, but she treats any roll higher than 15 on such a check as though she rolled a 15. This racial trait replaces stonecunning.
巖地舞者(Rock Stepper)
出自《Advanced Race Guide pg. 12, Rival Guide pg. 35》
拥有此特性的矮人能够巧妙地穿越岩石地形。他们能够忽略由碎巖、坑洼的地面、或陡坡造成的困难地形进行五尺快步。此特性取代岩石敏锐。
Rock Stepper
Source Advanced Race Guide pg. 12, Rival Guide pg. 35
Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
感知异怪(Sense Aberration)
出自《Horror Adventures pg. 38》
拥有此特性的矮人在知识[地城]检定和注意易容或隐匿的异怪时察觉检定获得+2种族加值。此特性取代岩石敏锐。
Sense Aberration
Source Horror Adventures pg. 38
Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations. This racial trait replaced stonecunning.
岩石歌者(Stonesinger)
出自《Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11》
部分矮人从他们与大地的联系中获得了强大的力量。拥有此特性的矮人在施放带有[土]描述符的法术、使用土领域的神授力量、或元素血统(土)与厚土血统的血统力量时,视其等级比实际高1级。该能力不会使他们提早获得基于等级的能力;它只影响在计算该能力效果时的有效等级。此特性取代岩石敏锐。
Stonesinger
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
黑暗之声(Voice in the Darkness)
出自《阴影血脉 pg. 5》
先决条件:魅力13+
在幽暗大陆或幽影位面搞威逼和恐吓的生物学会了怎么在昏暗或无光之处搞这一套。当他们处于昏暗或更加黑暗的环境,拥有此特性的角色在威吓和隐匿检定获得+2加值。
矮人能以此特性替换岩石熟悉。卓尔和精灵能以此特性替换武器熟悉。半精灵能以此特性替换适应力。半兽人能以此特性替换威慑力。
Voice in the Darkness
Source Blood of Shadows pg. 5
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.
此特性替换武器熟悉
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此特性替换武器熟悉。半精灵能以此特性替换精灵免疫。人类能以此特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
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精靈种族特性(Elf Racial Traits)
+2敏捷,+2智力,-2體質:精靈的身體與思維都十分靈活,但他們的体态虛弱。
中等体型(Medium):精靈是中等體型生物,不因體型獲得任何加值或者減值。
標準速度(Normal Speed):精靈的基本速度为30尺。
昏暗視覺(Low-Light Vision):精靈在昏暗光照下能看到的距離是人類的兩倍。
精靈免疫(Elven Immunities):精靈免疫魔法睡眠效果,並且在對抗惑控系法術和效果時豁免檢定獲得+2種族加值。
精靈魔法(Elven Magic):精靈在克服法術抗力的施法者等級檢定獲得+2種族加值。此外,精灵在辨認魔法物品特性的法術辨識檢定獲得+2種族加值。
敏銳感官(Keen Senses):精靈的察覺檢定獲得+2種族加值。
武器熟悉(Weapon Familiarity):精靈擅長長弓(包括復合長弓)、長劍、刺劍、和短弓(包括復合短弓),並將任何冠以「精靈」之名的武器視為軍用武器。
起始语言(Languages):通用語和精靈語。擁有高智力屬性的精靈能選擇下列語言:天界語、龍語、豺狼人語、侏儒語、地精語、獸人語和木族語。
Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
精靈种族特性替换(Elf Alternate Racial Traits)
此种族特性替换精靈免疫
枯萎族裔(Blightborn)
出自《Horror Adventures pg. 38》
來自詛咒之地和邪恶领域的精靈發展出對污穢影響的抗性。他们在對抗死靈系法術和類法術、帶有[詛咒]UM描述符的法術和類法術和移除臨時負向等級的豁免檢定獲得+2種族加值。此种族特性取代精靈免疫。
Blightborn
Source Horror Adventures pg. 38
Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spelllike abilities and spells and spell-like abilities with the curseUM descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities.
夢語者(Dreamspeaker)
出自《Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13》
少數精靈有能力利用睡眠、夢境和臆想之力。擁有此种族特性的精靈所施放的預言系法術和睡眠效果的DC+1。此外,拥有15或更高魅力属性的精靈获得下列类法术能力:每天1次——托夢術(Dream)(施法者等級等同精靈的角色等級)。此种族特性取代精靈免疫。
Dreamspeaker
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
元素抗力(Elemental Resistance)
出自《Advanced Race Guide pg. 22》
從寒帶的荒原到火山平原,這些生活在最極端環境中的精靈們在經歷數代之後終於獲得了天生的抗力以對抗家園中的危險。擁有此种族特性的精靈獲得強酸、寒冷、閃電或火焰抗力5。該此選擇必須在建立角色時決定,一旦選擇無法更改。此种族特性取代精靈免疫。
Elemental Resistance
Source Advanced Race Guide pg. 22
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
完美形體(Perfect)
出自《Horror Adventures pg. 38》
一些精靈的超凡的美麗是不可否認的。擁有此种族特性的精靈在對抗類人生物的交涉和唬騙檢定獲得+1種族加值,在抵抗變化系法術和類法術效果的豁免檢定獲得+2種族加值。此种族特性取代精靈免疫。
Perfect
Source Horror Adventures pg. 38
The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.
苗條(Slender)
出自《Horror Adventures pg. 39》
以其它種族的標準來看,精靈通常瘦得不可思議。擁有此种族特性的精靈在逃脫检定和脫離擒抱的戰技檢定和对抗擒抱的CMD獲得+2種族加值。此种族特性取精靈免疫。
Slender
Source Horror Adventures pg. 39
Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
此种族特性替换精靈免疫,精靈魔法
光明使者(Lightbringer)
出自《Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13》
許多精靈崇敬太陽、月亮和星星,但有些精靈是確實獲得了來自天堂的力量。擁有此种族特性的精靈免疫基於光亮的目盲與目眩效果,並當她們施放基於光亮的法術或效果(包括類法術能力以及超自然能力)時,視其等級比正常高1級。擁有10或更高的智力屬性的精靈還能夠以類法術能力隨意使用光亮術(Light)。此种族特性取代精靈免疫和精靈魔法。
Lightbringer
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
超越死忘(Memories Beyond Death)
出自《Inner Sea Races pg. 211》
有些精灵生来擁有敏感的靈魂——它能从他人和死者的靈魂中吸收見解。此精灵在对抗恐懼效果的豁免檢定獲得+2種族加值。他们还能選兩個知識技能並並將它們視為本職技能。若他们的职业给予一个或兩个相同的本職技能,他们在重复的技能獲得+1種族加值。此种族特性取代精靈免疫和精靈魔法。
Memories Beyond Death
Source Inner Sea Races pg. 211
Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +2 racial bonus on saving throws against fear effects. They also choose two Knowledge skills and always treat those skills as class skills. If they take a class that grants either or both of those skills as class skills, they gain a +1 racial bonus on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic.
此种族特性替换精靈免疫,敏銳感官
月之保佑(Moonkissed)
出自《Heroes from the Fringe pg. 11》
有些Spiresworn——特別是那些出生在尖塔中——從出生起就神秘地受到保護,防止精神和身體上的危險。擁有此种族特性的精灵在豁免檢定獲得+1種族加值。此种族特性替换精靈免疫和敏銳感官。
Moonkissed
Source Heroes from the Fringe pg. 11
Some Spiresworn, especially those born within the Spire itself, are mystically warded from birth against dangers both mental and physical. Elves with this alternate racial trait gain a +1 racial bonus on saving throws.
This replaces elven immunities and keen senses.
思想感應(Sense Thoughts)
出自《Heroes from the Fringe pg. 11》
Ekujae之间和环境是如此密切配合,使他們似乎能能读取互相的精神和敵人的思想。擁有此种族特性的精灵能每天1次以类法术能力使用侦测思想(Detect Thoughts),施法者等级等同他们的角色等级。此种族特性替换精靈免疫和敏銳感官。
Sense Thoughts
Source Heroes from the Fringe pg. 11
Ekujae are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level.
This replaces elven immunities and keen senses.
此种族特性替换精靈魔法
怪異外表(Creepy)
出自《Horror Adventures pg. 38》
對有些精靈而言,他們細長的肢體和巨大的瞳孔也沒什麼特別的,但其他类人生物对此心神不安。非精靈的類人生物在對抗此精靈施放的造成困惑或恐懼的法術時豁免检定承受-1罰值。此外,擁有此种族特性的精靈在挫敗士氣的威嚇检定獲得+2種族加值。此种族特性取代精靈魔法。
Creepy
Source Horror Adventures pg. 38
For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic.
沙漠跑者(Desert Runner)
出自《Advanced Race Guide pg. 22, Advanced Player's Guide pg. 12》
部分精靈在沙漠的深處發跡,永遠漫遊在燃燒般灼熱的土地之上。擁有此种族特性的精靈在避免疲乏、力竭、或奔跑、急行軍、飢餓、口渴、炎熱或寒冷環境造成的不良效果時,体质檢定和強韌豁免獲得+4種族加值。此种族特性取代精靈魔法。
Desert Runner
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 12
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
外交官(Envoy)
出自《Advanced Race Guide pg. 22》
精靈經常會遇到一些其他種族的鄰居造成的麻煩,尤其是那些短命種。因此,部分精靈接受了与非精灵打交道时特别有用的小魔法訓練。擁有此种族特性的精靈若
拥有11或更高魅力属性获得下列类法术能力:每天1次——通曉語言(comprehend languages),偵測魔法(detect magic),偵測毒素(detect poison),閱讀魔法(read magic)。此效果的施法者等级等同精靈的等级。此种族特性取代精靈魔法。
Envoy
Source Advanced Race Guide pg. 22
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
永恆仇恨(Eternal Grudge)
出自《Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13》
有些精靈在與世隔絕的、孤立主義的社區中成長,在那裡世代都充斥徘徊者著永恆的血仇。由於經過專門的針對性訓練,擁有此种族特性的精靈在對抗類人生物矮人亚种和獸人亚种的生物時,攻擊骰獲得+1種族加值。此种族特性取代精靈魔法。
Eternal Grudge
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces elven magic.
妖精之眼(Fey-Sighted) PFS禁用
出自《Legacy of the First World pg. 4》
对于拥有精类血统的精灵,魔法在他们的整个人生中都是一种可见的存在。这些精灵擁有侦测魔法(detect magic)作为恆定类法术能力,施法者等级等同他们的角色等级。此种族特性替换精灵魔法。
Fey-Sighted
Source Legacy of the First World pg. 4
To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
融霜(Frostmelding)
出自《Heroes from the Fringe pg. 12》
極少數Snowcaster精灵能超自然地跟他们的周遭融為一体以迴避外来者的眼神。擁有此种族特性的精靈能每天1次以类法术能力使用融身入石(Meld into Stone),施法者等级等同他们的角色等级,除了他们是融入冰雪之中以及持续时间為1轮/等级。此种族特性替换精灵魔法。
Frostmelding
Source Heroes from the Fringe pg. 12
A few rare Snowcaster elves are able to supernaturally blend with their surroundings to avoid the eyes of outsiders. Elves with this alternate racial trait can use meld into stone as a spell-like ability once per day, with a caster level equal to their character level, except that they instead meld with snow and ice and the spell duration is 1 round per level.
This replaces elven magic.
守秘人(Keeper of secret)
出自《Horror Adventures pg. 38》
有些精靈希望能保護年輕的種族免受危險知識的傷害。他們对抗類人生物所施放的惑控系法術DC+1,在唬騙和製造或識破偽造文書的語言學檢定獲得+2種族加值。此种族特性取代精靈魔法。
Keeper of Secrets
Source Horror Adventures pg. 38
Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts. This racial trait replaces elven magic.
暗中之光(Light against darkness)
出自《Horror Adventures pg. 38》
精靈自古以来一直在對抗惡魔的腐化。擁有此种族特性的精靈在對抗異界生物惡魔亞種的攻擊骰獲得+1種族加值。此种族特性取代精靈魔法。
Light against Darkness
Source Horror Adventures pg. 38
Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic.
避害魔法(Retreat Magic)
出自《Inner Sea Races pg. 211》
在星陨(Earthfall)前后期间按照守護精灵財產的傳統中長大的精灵,專精于愚弄敵人以至誤判精灵的數目和方位。这些精灵在判斷他们施放的所有咒法系和幻術系法术的持續時間和距離时施法者等级+1種族加值。此种族特性取代精靈魔法。
Retreat Magic
Source Inner Sea Races pg. 211
Elves raised in the traditions of those who protected elven holdings before, during, and shortly after Earthfall specialize in magic that fools foes into misjudging elven numbers and locations. These elves gain a +1 racial bonus to their caster levels for the purpose of determining the range and duration of all conjuration and illusion spells that they cast. This racial trait replaces elven magic.
皮影戏(Shadowplay)(1RP)
出自《阴影血脉 pg. 5》
有些幻术师是玩弄光亮和黑暗的好手,拥有该种族特性的人物在施展拥有黑暗、光亮或阴影UM描述符的法术时施法者等级+1。
矮人能以此种族特性替换贪婪,精灵能以此种族特性替换精灵魔法,并获得窃影鬼的类法术能力ARG种族特性。侏儒能以此种族特性替换侏儒魔法。半身人能以此种族特性替换武器熟悉。半兽人能以此种族特性替换威慑力,并获得侏儒的幻术抗性种族特性。
PFS Legal Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
寂靜獵手(Silent Hunter)
出自《Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13》
精靈以敏銳與才能著稱。擁有此族特性的精靈能在移動时使用隱匿檢定所承受的罰值降低5點。此外還能在奔跑時以-20的罰值(此數值已經包括從此種族特性中獲得的降低罰值)進行隱匿檢定。此种族特性取代精靈魔法。
Silent Hunter
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
警戒(Vigilance) PFS禁用
出自《Legacy of the First World pg. 12》
有些精灵怀着热诚受訓去对抗恶魔和邪恶的精类,使得他们只餘下一点时间来磨练他们的传统魔法技艺。拥有此种族特性的精灵在对抗混乱陣營的生物的攻击时AC获得+2闪避加值。此种族特性替换精灵魔法。
Vigilance
Source Legacy of the First World pg. 12
Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.
林生技巧(Woodcraft)
出自《Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13》
沒有人能比精靈更深入瞭解荒野,尤其是關於森林的秘密。擁有此种族特性的精靈在知識[自然]和生存檢定獲得+1種族加值。在森林地形中,此加值提升至+2。此种族特性取代精靈魔法。
Woodcraft
Source Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13
Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
此种族特性替换精靈魔法,敏銳感官
恆心(Ageless Patience)
出自《Inner Sea Races pg. 210》
有些精灵家庭受到嚴格光榮的非精靈文化的强烈影響,例如在塔爾多等國家成長的Forlorn精靈,以及被明族人旅行者影響的精瑛(Jinin)精靈。这种態度结合精靈的長壽,誔生出特別耐心的精靈,他们在无时间限制的情況下做出更好的结果。这些精灵在技能检定中取20时獲得+2種族加值。此种族特性替换精靈魔法和敏銳感官。
Ageless Patience
Source Inner Sea Races pg. 210
Some families of elves have been strongly influenced by rigidly honorable non-elven cultures, such as Forlorn elves raised in nations such as Taldor and the elves of Jinin influenced by Tian-Min travelers. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks. This racial trait replaces elven magic and keen senses.
天生泳客(Natural Swimmer)
出自《Pathfinder #124: City in the Deep pg. 79》
莫丹特尖塔(Mordant Spire)的精灵们在年幼时就会学习潜水和游泳。拥有此种族特性的精灵在游泳检定获得+2种族加值,并且总能在游泳检定中取10,即便身处危险或分心的情况下。此种族特性替换精灵魔法和敏锐感官。
Natural Swimmer
Source Pathfinder #124: City in the Deep pg. 79
Mordant Spire elves learn to dive and swim at an early age. Elves with this trait gain a +2 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.
索維瑞安精靈(Sovyrian-Born)
出自《Inner Sea Races pg. 211》
来自上古精靈文明——索維瑞安(Sovyrian)的精灵比大多數文明浸泡在更为悠久的知識中。他们在知識[歷史]、知識[地方]、和法術辨識检定獲得+2種族加值。此种族特性替換精靈魔法和敏銳感官。
Sovyrian-Born
Source Inner Sea Races pg. 211
Elves who come from the ancient elven civilization of Sovyrian are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses.
此种族特性替换精靈魔法,武器熟悉
真誠伙伴(Devoted Companion)
出自《Heroes from the Fringe pg. 11》
儘管有些Forlorn很快就对他们的生命中过于常见的失落與悲劇見怪不怪,有些则放不下,當同伴受到威脅時仍旧盡情地鬥爭。当鄰接hp少于最大hp一半的盟友时,拥有此种族特性的精灵在攻击骰和施法者等级检定獲得+1种族加值。此种族特性替换精靈魔法和武器熟悉。
Devoted Companion
Source Heroes from the Fringe pg. 11
While some Forlorn quickly become inured to the loss and tragedy all too common in their lives, some refuse to let go, fighting passionately when companions are endangered. Elves with this alternate racial trait gain a +1 racial bonus on attack rolls and caster level checks while adjacent to an ally who has been reduced to fewer than half her maximum hit points.
This replaces elven magic and weapon familiarity.
無私觀測者(Disinterested Observer)
出自《Inner Sea Races pg. 210》
頻繁跟短命种互动的精灵,特別是来自瓦瑞西亚的,經常依靠他们的能力来替这些焦躁的种族評理。这些精灵在战鬥中以准备动作进行的攻击骰和技能检定獲得+1种族加值。此种族特性替换精靈魔法和武器熟悉。
Disinterested Observer
Source Inner Sea Races pg. 210
Elves who frequently interact with shorterlived species, especially members who hail from Varisia, often come to rely on their ability to weight out such impatient races. These elves gain a +1 racial bonus on attack rolls and skill checks made as part of readied actions in combat. This racial trait replaces the elven magic and weapon familiarity traits.
人類撫育(Human-Raised)
出自《Inner Sea Races pg. 211》
Forlorn——在精靈社群外成長的精靈—— 對其他种族的短暫人生變得習以為常。雖然他们失去以传统精灵武艺訓練的机会,这些精灵拾起了他们養父母的技藝。他们獲得技能專攻作為獎勵專長。此种族特性替換精靈魔法和武器熟悉。
Human-Raised
Source Inner Sea Races pg. 211
Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
壓倒性魔力(Overwhelming Magic)
出自《Inner Sea Races pg. 211》
有些精靈痴迷于魔法的根本法則,甚至在練習真正的法术前就已花上好几十年的时间替法术事業增砖添瓦。此打下的基礎使他们的魔法更难以被抗拒。这些精灵獲得法術專攻作為獎勵專長。此种族特性替換精靈魔法和武器熟悉。
Overwhelming Magic
Source Inner Sea Races pg. 211
Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
剧毒爪牙(Poison Minion)
出自《阴影血脉 pg. 5》
卓尔有时候通过致使他们身体内部产生封喉毒(mawbane)(见下)以强化他们的奴隶和前线战士。最终产生的剧毒生物凭借着这项有力武器以阻拦他们的怪物邻居。任何以啮咬击中该人物的生物会暴露在毒素之下,该毒素的豁免DC=「10+1/2人物HD+该生物体质调整值」。
封喉毒(mawbane)——摄入;强韧豁免检定;频率:每轮1次,共4轮。效果:1d2体质伤害,治愈:1次豁免。
矮人能以此种族特性替换防御训练和坚韧,精灵能以此种族特性替换精灵魔法和武器熟悉,侏儒能以此种族特性替换防御训练、侏儒魔法和幻术抗性,半精灵能以此种族特性替换精灵免疫和敏锐感官,半兽人能以此种族特性替换兽人凶猛和武器熟悉。人类能以此种族特性替换奖励技能。半身人的生理不允许他们获得此种族特性。卓尔能以此种族特性替换卓尔免疫、强光致盲、法术抗力和武器熟悉。剪影人能以此种族特性替换光与暗、潜伏者和暗影抗力。
Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
水之精魂(Spirit of the Waters)
出自《Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13》
有些精靈已經適應了與大海和諧相處,或熟悉了在蘆葦深處的河流與湖泊周邊的生活。他们在游泳檢定獲得+4種族加值,並且總能在游泳期间取10,以及能選擇水族語作為獎勵語言。他们擅長長矛、三叉戟和捕網。此种族特性替換精靈魔法和武器熟悉。
Spirit of the Waters
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.
此种族特性替换敏銳感官
混合视觉(Blended View) PFS禁用
出自《阴影血脉 pg. 5》
先决条件:昏暗视觉
半卓尔的非卓尔长辈只有昏暗视觉,但半卓尔本身也许从遗传中被赠与多功能感官。拥有此种族特性的人物保留他们的昏暗视觉但也获得60尺黑暗视觉。
精灵或侏儒能以此种族特性替换敏锐感官。半精灵能以此性替换多才多艺。
Blended View
Source Blood of Shadows pg. 5
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.
龙类领事(Draconic Consular)
出自《龙之遗产 pg. 10》
侍奉並陪伴龙的精灵受训于协助并代表他们的龙类盟友。 擁有此种族特性的精灵在交涉和知识[奥术]检定获得+1加值。 此种族特性取代敏锐感官。
Draconic Consular
Source Legacy of Dragons pg. 10
Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1 bonus on Diplomacy and Knowledge (arcana) checks. This racial trait replaces keen senses.
昏暗精准(Dusksight)
出自《阴影血脉 pg. 4》
一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的昏暗视觉从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有此种族特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人能以此种族特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人能以此种族特性替换敏锐感官。半兽人能以此种族特性替换武器熟悉,并获得昏暗视觉。
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
精类魔法(Fey Magic)
出自《荒野英雄 pg. 5》
此角色可以从游侠的偏好地形中选择一个地形,他与此地形有着神秘的联结。他可以选择三个0环和一个1环德鲁伊法术。如果人物的魅力属性达到11或更高,那么位于所选地形时,可以将选择的法术做为类法术能力每天使用一次。法术效果的施法者等级使用其人物等级。类法术能力的DC为「10+法术环数+魅力调整值」。此法术视为精类释放的法术,所以会被德鲁伊的抗自然诱惑或其他类似的能力影响。
矮人能以此种族特性替换贪婪和岩石熟悉。精灵、半精灵或半身人能以此种族特性替换敏锐感官。侏儒能以此种族特性替换工作狂。半兽人能以此种族特性替换兽人凶猛。人类能以此种族特性替换奖励技能,并获得精类思维和昏暗视觉。
PFS Legal Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
妖精智慧(Fey Wisdom)
出自《Heroes of the High Court pg. 14》
精灵往往过于孤傲任性使他们难以成为令人信赖的外交家,但有些精灵专门受训成为效力于妖精宫廷中的使节。拥有此种族特性的精灵在交涉和知识[自然]检定中获得+1种族加值,而且知识[自然]成为他们的本职技能。此种族特性取代敏锐感官。
Fey Wisdom
Source Heroes of the High Court pg. 14
Elves tend to be too aloof and capricious to make reliable diplomats, but some elves specially train to serve as ambassadors to fey courts. Elves with this racial trait gain a +1 racial bonus on Diplomacy and Knowledge (nature) checks, and Knowledge (nature) is a class skill for them. This racial trait replaces keen senses.
杰出都市人(Illustrious Urbanite)
出自《Heroes of the Streets pg. 8》
都市精灵有着将魔法与周围环境和谐地结合的卓越能力。他们获得法术专攻[咒法/幻术/变化]作为奖励专长。当施放此学派的法术时,精灵能选择令法术不伤害任何通常会受影响的建筑物或结构。此种族特性取代敏锐感官。
Illustrious Urbanite
Source Heroes of the Streets pg. 8
City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
都市精靈(Urbanite)
出自《Advanced Race Guide pg. 22》
在城市中生活超过一個世紀的精靈們瞭解社會的動態,就如同她們生活在森林中的遠親瞭解荒野中的規矩一般。擁有此种族特性的精靈在收集信息的交涉檢定和在社會情境獲得直覺的察言觀色檢定獲得+2種族加值。此种族特性取代敏銳感官。
Urbanite
Source Advanced Race Guide pg. 22
Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
此种族特性替换敏銳感官,武器熟悉
飛毛腿(Fleet-Footed)
出自《 Advanced Race Guide pg. 22》
雖然所有精靈天生都輕盈並且迅捷,但是其中的一部分更加神速,並且總是有著奮勇向前的冒險精神,而不會顧慮前路的危險。擁有此种族特性的精靈獲得飛跑作為獎勵專長,並且先攻檢定獲得+2種族加值。此种族特性取代敏銳感官和武器熟悉。
Fleet-Footed
Source Advanced Race Guide pg. 22
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
此种族特性替换起始语言
精灵之傲(Eleven Arrogance) PFS禁用
出自《Inner Sea Races pg. 211》
有些精靈是如此相信精灵的高人一等,又或者是如此排外,使他们难以看到跟「低等」种族交流的意義。他们对抗由非精灵施放的惑控系效果的豁免检定种族加值提升1点(至+3),但他们的开始游戏时只会说精靈語,而若他们拥有高智力属性,他们能选择阿兹兰特語、天界語、龍語和木族語(若来自天夏则以神知語替換木族語)作為額外語言。
Elven Arrogance
Source Inner Sea Races pg. 211
Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan (or Senzar instead of Sylvan if they hail from Tian Xia).
浩海之语(Tongue of the Sea) PFS禁用
出自《Pathfinder #124: City in the Deep pg. 80》
莫丹特尖塔(Mordant Spire)的精灵们使用先祖、敌寇和蒸腾海(Steaming Sea)中其他本地生物的古老语言。拥有此种族特性的精灵开始游戏时会说阿兹兰特语和精灵语。拥有高智力属性的精灵能选择下列语言:底栖魔鱼语、深渊语、邪灵语、水族语、通用语和地底通用语。此种族特性替換精灵正常的起始语言。
Tongue of the Sea
Source Pathfinder #124: City in the Deep pg. 80
Mordant Spire elves speak the ancient languages of their ancestors, enemies, and other creatures native to the Steaming Sea. Elves with this racial trait begin play speaking Azlanti and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf ’s normal languages.
此种族特性替换昏暗視覺
面纱之后(Behind the Veil)
出自《阴影血脉 pg. 4》
拥有此种族特性的人物擅长隐藏他们的肢体语言和隐蔽地穿越阴影或是分隔区域。这些角色处于躲藏或隐蔽中时在唬骗和巧手检定上获得+2加值。
矮人能以此种族特性替换岩石熟悉。精灵、侏儒和半精灵能以此种族特性替换昏暗视觉。半兽人能以此种族特性替换威慑力,并获得窃影鬼的融影ARG种族特性。半身人能以此种族特性替换武器熟悉。
PFS Legal Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
黑暗視覺(Darkvision) PFS禁用
出自《Advanced Race Guide pg. 22》
儘管不常见,但有些精靈群體天生擁有黑暗視覺,而非昏暗視覺。在许多情況下,這意味着精灵的祖先中有卓爾的迹象,並會因此導致這些精靈在家園內遭到迫害。擁有此种族特性的精靈獲得60尺黑暗視覺,但是同獲得强光的敏感(sensitivity to light)並在明亮光照的區域或晝明術(daylight)範圍內目眩。此种族特性取代昏暗視覺。
Darkvision
Source Advanced Race Guide pg. 22
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
此种族特性替换武器熟悉
掌握水性(Aquatic Mastery)
出自《Heroes from the Fringe pg. 10》
有些水生精灵能挥舞起威力无比的海洋力量。拥有此种族特性的精灵施放的任何帶有[水]描繪符的法术时DC+1。此种族特性替换武器熟悉。
Aquatic Mastery
Source Heroes from the Fringe pg. 10
Some aquatic elves are able to wield the power of the sea with great prowess. Elves with this racial trait increase the DC of any spell with the water descriptor they cast by 1.
This replaces weapon familiarity.
奧術專攻(Arcane Focus)
出自《Advanced Race Guide pg. 22》
有些精靈家族經常會出現成為法師(或其他奧術施法者)的成員,這些家族在養育年輕的族人時會以他們注定要成為強大的魔法使用者為前提,因此他们很少需要關心世俗尋常的技巧,例如武器技艺。擁有此种族特性的精靈在施放奧術時進行防禦式施法的專注檢定獲得+2種族加值。此种族特性取代武器熟悉。
Arcane Focus
Source Advanced Race Guide pg. 22
Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
十字弓训练(Crossbow Training)
出自《Pathfinder #124: City in the Deep pg. 79》
莫丹特尖塔(Mordant Spire)的精灵接受过使用水下武器的训练。拥有此种族特性的精灵能以自由动作装填轻弩和以移动动作装填重弩,条件是其必须擅长该武器。若其选择了快速装填[重弩]专长,则其能以自由动作装填重弩。此种族特性替換武器熟悉。
Crossbow Training
Source Pathfinder #124: City in the Deep pg. 79
Mordant Spire elves train with weapons that can be used underwater. An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity.
幽暗居民(Dimdweller) PFS禁用
出自《阴影血脉 pg. 4》
拥有此种族特性的人物以阴暗之地为家,当此生物由于黑暗或昏暗而获得隐蔽或全隐蔽时,他们在威吓、察觉以及隐匿检定上获得+2种族加值。
矮人能以此种族特性替换贪婪与岩石敏锐,精灵、侏儒、半身人和半兽人能以此种族特性替换武器熟悉。半精灵能以此种族特性替换适应力。人类能以此种族特性替换奖励技能,并获得60尺黑暗视觉。
Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
精类思维(Fey Thoughts) PFS禁用
出自《荒野英雄 pg. 5》
此角色看待世界时更像是第一世界的原居民。在以下技能中选择两项技能:特技、唬骗、攀爬、交涉、易容、逃脱、飞行、知识[自然]、察觉、表演、察言观色、巧手、隐匿、游泳、使用魔法装置。所选技能成为本职技能。
矮人能以此种族特性替换仇恨。精灵、侏儒、半兽人能以此种族特性替换种族武器熟悉。半精灵能以此种族特性替换多才多艺。半身人能以此种族特性替换无畏。人类能以此种族特性替换奖励技能(而且人類还获得精类魔法和昏暗视觉,详情请查看精类魔法)。
Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
精瑛精灵武器精通(Jininese Weapon Mastery)
出自《Heroes from the Fringe pg. 11》
精瑛(Jinin)的精灵擅長许多龙国的武器。擁有此种族特性的精灵擅長铁骨扇和旋棍,並將武士刀、锁镰和胁差视为军用武器。此种族特性替换武器熟悉。
Jininese Weapon Mastery
Source Heroes from the Fringe pg. 11
The elves of Jinin are proficient with many of the weapons of the Dragon Empires. Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons.
This replaces weapon familiarity.
大長腿(Long limbed)
出自《Horror Adventures pg. 38》
擁有此种族特性的精靈的基本速度為35尺。此种族特性取代武器熟悉。
Long-Limbed
Source Horror Adventures pg. 38
Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
暗影猎手(Shadowhunter) PFS禁用
出自《阴影血脉 pg. 5》
那些懂得阴影和负能量位面之间的链接的生物懂得如何与黑暗的精神存在战斗。拥有此种族特性的人物在使用非魔法武器(包括天生武器和徒手攻击)时对虚体生物造成50%伤害如同他们使用的是魔法武器。他们也在所有移除负向等级的豁免检定上获得+2加值。并且可以每天恢复2点由于不死生物造成的身体属性伤害(取代正常的每天恢复1点)。
矮人、精灵、侏儒、半兽人和半身人能以此种族特性替换武器熟悉。半精灵能以此种族特性替换精灵免疫。人类能以此种族特性替换奖励专长,并获得钢铁意志作为奖励专长。
Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
黑暗之声(Voice in the Darkness)
出自《阴影血脉 pg. 5》
先决条件:魅力13+
在幽暗大陆或幽影位面搞威逼和恐吓的生物学会了怎么在昏暗或无光之处搞这一套。当他们处于昏暗或更加黑暗的环境,拥有此种族特性的角色在威吓和隐匿检定上获得+2加值。
矮人能以此种族特性替换岩石熟悉。卓尔和精灵能以此种族特性替换武器熟悉。半精灵能以此种族特性替换适应力。半兽人能以此种族特性替换威慑力。
Voice in the Darkness
Source Blood of Shadows pg. 5
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.
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https://pittsburghpfs.com/resources/pathfinder-society-languages/
Languages of Golarion and Beyond
Last updated April 17th, 2018.
Languages lurk in the forgotten reaches of splatbooks, adventure paths, and bestiaries, not just in the Inner Sea World Guide. Of those languages that are defined in a rulebook, not all of them are PFS legal.
Remember that, in addition to learning a language, a character can learn to read lips by choosing that option as a “language” learned with a rank in the Linguistics skill.
How to Read the Listings
Each language will be in either a PFS Legal, Restricted, or Not Legal category.
PFS Legal means that language can be taken with a rank in linguistics.
Not Legal means that language cannot be taken unless it is on a chronicle sheet.
Restricted means that there is some other requirement.
Each legal language has a flag describing how frequently it appears in PFS play. In most cases, scenarios are designed for characters who speak Common; other languages only come into play infrequently at best.
Common languages (not to be confused with Taldane) might be useful a couple of times per PFS season, or sometimes more.
Uncommon languages might be useful once a PFS season.
Rare languages might be useful once every few PFS seasons.
Very rare languages may never have been used in PFS to date.
The main entry for each language will have at least one reference where the language may be found. For more popular languages, not every source will be listed, as there may be dozens.
The Pathfinder wiki was an exceptionally helpful resource for sanity-checking this list for completeness. I’ve added links to it where appropriate.
Language Listing
Human Regional Languages
The Pathfinder wiki has more information on many of these languages.
HUMAN LANGUAGES OF AVISTAN
PFS LEGAL
Common (Taldane) [required language] – Taldane is the common language of the Inner Sea as a result of the Taldan Empire’s historical dominance. Also the official language of Amanandar in Tian Xia.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Hallit [uncommon] – Spoken by the Kellids of the far north.
Inner Sea World Guide, Page 251
People of the North, Page 7
Shoanti [uncommon] – spoken by the Shoanti of northwest Avistan.
Inner Sea World Guide, Page 251
Skald [uncommon] – spoken in the Land of the Linnorm Kings, Brevoy, Irrisen, and Ustalav.
Inner Sea World Guide, Page 251
People of the North, Page 11
Varisian [uncommon] – spoken in Varisia, in western Avistan.
Inner Sea World Guide, Page 251
Shadowtongue [rare] – spoken largely in Nidal.
Inner Sea World Guide, Page 251
NOT LEGAL
Pathfinder Sign – a series of codes. Is sometimes referenced in scenarios and is often assumed to be understood by Pathfinders in those contexts, but is not otherwise legal to take as a language.
Black Markets, Page 24
Varisian Sign Language – well-developed sign language frequently used by the Sczarni.
Black Markets, Page 24
Varki – spoken by the Varki of Icemark in the Lands of the Linnorm Kings.
The Varki people are from Lands of the Linnorm Kings pages 18-21 and Inner Sea Races page 65.
The Varki language is mentioned in AP 50: Jade Regent Part 2, Night of Frozen Shadows, Page 58.
HUMAN LANGUAGES OF GARUND
PFS LEGAL
Grippli – spoken widely throughout the Mwangi Expanse. See the entry under Racial Languages.
Osiriani [common] – The most widespread language in Garund.
Inner Sea World Guide, Page 251.
Polyglot [uncommon] – Not one language, but a set of languages that share roots and are mutually understandable used across the Mwangi Expanse.
Inner Sea World Guide, Page 251.
Vudrani – spoken in Jalmaray, Katapesh, and Nex. See the entry under Human Languages of Casmaron.
NOT LEGAL
Garundi – possibly not canon, as it only appears in the languages section of a stat block in Inner Sea Taverns. Although Garund almost certainly has many unpublished languages, Garundi could possibly refer to Osiriani or Polyglot.
Inner Sea Taverns, Page 49
Kuru – the language of the corrupted cannibals known as kuru. See the entry under Racial Languages.
HUMAN LANGUAGES OF CASMARON (INCLUDING QADIRA)
PFS LEGAL
Kelish [common] – Spoken in the Padisha Empire of Kelesh. Also used as a trade tongue in Goka, in Tian Xia.
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Vudrani [rare] – used in distant Vudra, but also in Jalmaray, Katapesh, and Nex. Also used in Goka, in Tian Xia.
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
NOT LEGAL
Iobarian – spoken by the inhabitants, human and otherwise, of the ruined empire of Iobara in northern Casmaron.
AP 69: Reign of Winter Part 3, Mother, Maiden, Crone
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge, Page 75
HUMAN LANGUAGES OF TIAN XIA
These languages are all PFS-legal.
Dtang [rare] – language of Dtang Ma and the Tian-Dtang people.
Dragon Empires Gazetteer, Page 49
Elven – spoken in Jinin. See the entry under Racial Languages.
Giant – spoken in Chu Ye. See the entry under Racial Languages.
Goblin – spoken in Kaoling. See the entry under Racial Languages.
Hon-La [rare] – language of Hongal and Shaguang, and the Tian-Las people.
Dragon Empires Gazetteer, Page 50
Hwan [rare] – language of Hwanggot and the Tian-Hwan people.
Dragon Empires Gazetteer, Page 50
Kelish – see entry under Human Languages of Casmaron.
Minatan [rare] – a combination of similar languages used across the Wandering Isles and Minata.
Dragon Empires Gazetteer, Page 50
Minkaian [uncommon] – language of Minkai and widespread across Tian Xia.
Dragon Empires Gazetteer, Page 50
Nagaji – broadly used in the Dragon Empires as well as in Nagajor. See entry under Racial Languages.
Necril – used by undead in Tian Xia. See entry under Other Languages of Golarion.
Samsaran – language of Zi Ha. See entry under Racial Languages.
Senzar – sometimes used by humans inhabiting the Wall of Heaven. See entry under Other Languages of Golarion.
Taldane (Common) – language of Amanandar. See entry under Human Languages of Avistan.
Tengu – language of Kwanlai also used across the Dragon Empires. See entry under Racial Languages.
Tien [common] – the common language of Tian Xia.
Inner Sea World Guide, Page 251
Vudrani – see the entry under Languages of Casmaron.
Wayang – used throughout the Dragon Empires. See entry under Racial Languages.
HUMAN LANGUAGES OF THE CROWN OF THE WORLD
PFS LEGAL
Erutaki [rare] – the language of the Erutaki tribes.
The Erutaki people are from the Inner Sea World Guide, Page 207.
The Erutaki language is from People of the North, Page 12.
NOT LEGAL
Varki – see the entry under Human Languages of Avistan.
Other Languages of Golarion
PFS LEGAL
Aklo [common] – the language of the Serpentfolk empire, as well as dark fey and the Darklands.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Draconic – the language of dragonkind, used across the inner sea. See the entry under Racial Languages.
Necril [very rare] – the language of the dead.
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, page 50
Orvian [rare] – the language of the deepest level of the Darklands, Orv.
Inner Sea World Guide, Page 251
Senzar [very rare] – language of kami, the spirits of the land of Tian Xia, and is sometimes used by humans in the Wall of Heaven. May be related to Sylvan.
Dragon Empires Gazetteer, Page 50
Sylvan [common] – the language of the fey and the First World.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Undercommon [uncommon] – the language of the Drow and the Darklands.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
RESTRICTED
Druidic [uncommon] – the language of druids. Exclusive to druids.
Core Rulebook, Page 50
NOT LEGAL
Canto – a crude language of the Darklands that relies on acoustics to communicate long distances.
Into the Darklands, Page 3
Nightsong – the whistled language used by the Nightjars of Pharasma.
Inner Sea Temples, Page 37
Elemental Languages
These languages are all PFS legal.
Aquan [common] – language of the Elemental Plane of Water, and other undersea nations including Xidao.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, page 50
Auran [common] – language of the Elemental Plane of Air and mountainous regions in Golarion, including Zi Ha and the Wall of Heaven in Tian Xia.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Ignan [common] – language of the Elemental Plane of Fire, as well as especially warm areas on Golarion such as central Nagajor and the mountains of Valashmai in Tian Xia.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empire’s Gazetteer, Page 50
Terran [common] – language of the Elemental Plane of Earth and the Darklands.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Languages of Other Planes
PFS LEGAL
Abyssal [common] – language of the Abyss, demons, and oni.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Celestial [common] – language of the good-aligned outer planes, angels, and in Tian Xia the nations of Tianjing and Kwanlai.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Infernal [common] – language of Hell, devils, and some oni.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Protean [rare] – an infinitely malleable language of chaos and the Maelstrom that is almost impossible to speak without magical help.
Bestiary 2, Page 213
Sylvan – the language of the fey and the First World. See the entry under Other Languages of Golarion.
NOT LEGAL
Cyrunian – the language of Witchwyrds. See entry under Racial Languages.
Jandelayan – the language of the mysterious realm of Jandalay, and its Oliphaunt.
Mythic Realms, Page 58
Languages of Other Worlds
PFS LEGAL
Adlet – the language of adlets on Triaxis. See entry under Racial Languages.
Azlanti – dialects of Azlanti are spoken in various parts of the Golarion system. See the entry under Ancient Languages.
Brethedan – the language of the brethedans. See entry under Racial Languages.
Elven – extensively spoken on Castrovel. See entry under Racial Languages.
Finger-tapping sign language of Cumo [very rare] – a “sign” language used in the markets of Cumo on Triaxis, with sleeves covering hands, to confidentially communicate prices. This language might only communicate numbers.
AP 70: Reign of Winter Part 4, The Frozen Stars
Lashunta – the language of the lashunta of Castrovel. See entry under Racial Languages.
Ningese [very rare] – the language of the Immortal Suzerainty of Ning on Triaxis.
AP 70: Reign of Winter Part 4, The Frozen Stars
Triaxian [very rare] – the language of the triaxians of Triaxis (in Starfinder, they are known as ryphorians).
AP 70: Reign of Winter Part 4, The Frozen Stars
People of the Stars, Page 12
Yaddithian – the language of yaddithians. See entry under Racial Languages.
NOT LEGAL
Androffan – the language of Androffa, the homeworld of most (if not all) of the spacecraft that crashed in Numeria. May be learned through a chronicle sheet.
Technology Guide, Page 5
Inner Sea Taverns, Page 33
Balachka – not strictly a language, Balachka is a set of dialects of other languages spoken primarily by the Cossack ethnicity of an unusual world.
AP 71: Reign of Winter Part 5, Rasputin Must Die!, Pages 40 and 58
Church Slavonic – a liturgical language used on an unusual world. Influenced Russian and other languages in the region.
AP 71: Reign of Winter Part 5, Rasputin Must Die!, Page 56
Cimmerian – a language thought to have been spoken on the Pontic-Caspian Steppe of an unusual world in the distant past.
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge, Page 60
Czech – historically also known as Bohemian, this tongue of an unusual world is a fusional language with a rich morphology and relatively flexible word order.
AP 71: Reign of Winter Part 5, Rasputin Must Die!, Page 12
Cyrunian – the language of Witchwyrds. See entry under Racial Languages.
Greek – this is a tongue of an unusual world.
AP 71: Reign of Winter Part 5, Rasputin Must Die!, Page 52
Ib – a language of facial expressions and hand gestures spoken by the strange, lost aquatic race of Ib.
AP 111: Strange Aeons, Part 2, Dreams of the Yellow King
Polish -this is a tongue of an unusual world.
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge, Page 75
Proto-Indo-European – a language thought to have been spoken on the Pontic-Caspian Steppe of an unusual world in the distant past.
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge, Page 52
Russian – this is a tongue of an unusual world.
AP 71: Reign of Winter Part 5, Rasputin Must Die!
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge
Sarmatian – better-known as Scythian or Scytho-Sarmatian, this was a language spoken in the Eastern Europe and south Russia regions of an unusual world in the distant past.
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge, Page 75
Scythian – better-known as Scytho-Sarmatian, this was a language spoken in the Eastern Europe and south Russia regions of an unusual world in the distant past.
AP 72: Reign of Winter Part 6, The Witch Queen’s Revenge, Page 60
Shobhad – the language of the shobhads of Akiton. See the entry under Racial Languages.
Racial Languages
The Pathfinder Wiki has more information on some of these languages.
PFS LEGAL
Adlet [very rare] – language of adlets, wolflike inhabitants of Triaxis.
Bestiary 3, Page 9
AP 70: Reign of Winter Part 4, The Frozen Stars
Boggard [rare] – language of boggards.
Bestiary, Page 37
Brethedan [very rare] – language of the balloon-like brethedans, who primarily live on the planet Bretheda but who may live on other gas giants as well.
Bestiary 4, Page 23
Catfolk [very rare] – language of catfolk.
Bestiary 3, Page 47
Draconic [common] – language of dragons, and also the language of the nation of Xa Hoi in Tian Xia.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
Dragon Empires Primer, Page 50
Dark Folk [rare] – language of dark folk and oubs.
Bestiary, Page 53
Dwarven [common] – language of dwarves.
Core Rulebook, Page 101
Inner Sea World Guide, Page 251
D’ziriak [very rare] – language buzzing and chittering used by the insectile d’ziriak.
Bestiary 2, Page 113
Elder Thing [very rare] – language of the Lovecraftian elder things, also known as “old ones.”
Bestiary 4, Page 85
Elven [common] – language of elves, including the nations of Kyonin in the Inner Sea, the nation of Jinin in Tian Xia, the drow of the Darklands, and Snowcaster Elves of the north.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
People of the North, Page 9
Garuda [very rare]- language of the garuda.
Bestiary 3, Page 123
Giant [uncommon] – language of giants and some oni. Used in Chu Ye in Tian Xia.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, page 50
Girtablilu [rare] – language of the scorpion-like girtablilu.
Bestiary 3, page 130
Gnome [uncommon] – language of gnomes.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Goblin [common] – language of goblins, hobgoblins, and bugbears. Used in Kaoling in Tian Xia. Different races speak and write goblin very differently.
Core Rulebook, Page 102
Bestiary, Page 27
Inner Sea World Guide, Page 251
Dragon Empires Gazetteer, Page 50
Gnoll [uncommon] – language of gnolls.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Grioth [very rare] – language of the batlike grioths.
Bestiary 5, Page 137
Grippli [rare] – language of the froglike gripplis.
Bestiary 2, Page 149
Halfling [uncommon] – language of halflings.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Kasatha [very rare] – language of kasathas.
People of the Stars, Page 8
Bestiary 4, Page 174
Kech [very rare] – language of the simian kechs.
Bestiary 3, Page 167
Lashunta [very rare] – language of the lashunta of Castrovel.
Inner Sea Bestiary, Page 25
People of the Stars, Page 10
Mi-Go [rare] – the language of the Lovecraftian Mi-Go.
Bestiary 4, Page 193
Munavri [very rare] – the language of the munavri of the Darklands.
Bestiary 6, Page 197
Nagaji [rare] – the language of nagaji.
Dragon Empires Gazetteer, Page 50
Orc [common] – language of orcs.
Core Rulebook, Page 102
Inner Sea World Guide, Page 251
Pidgin of Giant, Goblin, and Orc [other]- spoken by ettins.
Bestiary 1, Page 130
Reptoid [very rare] – language of the reptoids.
Bestiary 5, Page 202
Rougarou [very rare] – language of the doglike rougarou.
Bestiary 6, Page 242
Sahuagin [other]- possible language of the sahuagin. May not actually exist, as sahuagin aren’t listed as speaking the language, but it is on the merfolk and gillman lists of possible bonus languages.
Bestiary, Page 204
Inner Sea World Guide, Page 310
AP 124: Ruins of Azlant Part 4, City in the Deep, Page 62
Samsaran [rare] – language of the samsaran and Zi Ha.
Dragon Empires Gazetteer, Page 50
Bestiary 4, Page 230
Sasquatch [very rare] – language of the sasquatch.
Bestiary 3, Page 236
Shae [very rare] – language of the shadowy outsiders known as shae.
Bestiary 3, Page 242
Sphinx [rare] – languages of sphinxes.
Bestiary, Page 257
Syrinx [very rare] – the language of syrinx.
Inner Sea Bestiary, Page 51
Tanuki [very rare] – the language of tanuki.
Bestiary 3, Page 259
Tengu [rare] – the language of tengu and the official language of Kwanlai.
Bestiary, Page 263
Dragon Empires Gazetteer, Page 50
Thriae [rare] – language of the thriae, insectile monstrous humanoids.
Bestiary 3, Page 263-267
Treant [rare] – the language of treants.
Bestiary, Page 266
Vanaran [rare] – the language of vanara.
Bestiary 3, Page 280
Vegepygmy [rare] – a crude language of rhythmic taps, beats, and clicks used by the vegepygmies, who cannot otherwise speak.
Bestiary, Page 273
Vishkanya [rare] – the language of vishkanya.
Bestiary 3, Page 281
Wayang [rare] – the language of wayang, and prominent in the Wandering Isles of Minata.
Dragon Empires Gazetteer, Page 50
Bestiary 4, Page 274
Yaddithian [rare] – the language of the homeless, starfaring yaddithians.
Bestiary 6, Page 285
Yithian [very rare] – the language of the Lovecraftian yithian, a race of psychic body-snatching travelers from another time.
Bestiary 3, Page 286
NOT LEGAL
Aboleth – the language of the alghollthu, the aboleths and veiled masters.
Listed as legal in Inner Sea Bestiary, page 25 and Bestiary 6, pages 82 and 270, but not intended to be legal due to notes on other sources.
Bestiary, Page 8
Ceratioidi – the language of the ceratioidi of Outsea.
AP 32: Kingmaker Part 2, Rivers Run Red, Page 80
Cyrunian – the language of Witchwyrds, interstellar and interplanar travelers.
AP 14: Second Darkness Part 2, Children of the Void, Page 88
Drow Sign Language – according to AP 18: Second Darkness Part 6, Descent into Midnight (pages 26 and 38) this sign language is known as Sakvroth on Golarion.
Bestiary 1, Page 114
Flail Snail – the combination sign language and slime language of the flail snails.
Bestiary 3, Page 118
Ghol-gan – a language of the Ghol-gan empire. This language may not be canonical, as Cyclops is described as being the language of the Ghol-gan empire in other sources.
Isles of the Shackles, Page 49
AP 126: Ruins of Azlant Part 6, Page 60
Gug – a language of the gugs of the Darklands. May no longer be canonical, as gugs are not described as speaking this language.
Into the Darklands, Page 3
Kuru – language of the corrupted cannibals known as kuru.
Isles of the Shackles page 51
Sakvroth – a sign language of the Darklands. According to AP 18: Second Darkness Part 6, Descent into Midnight (pages 26 and 38), this is another name for Drow Sign Language.
Into the Darklands, Page 3
Inner Sea Races, Page 7
Shobhad – the language of the shobhads of the planet Akiton.
Distant Worlds, Page 63
Urdefhan – a language of the daemonic urdefhan. May no longer be canonical, as urdefhan are not described as speaking this language.
Into the Darklands, Page 50
Ancient Languages
PFS LEGAL
These languages are PFS legal, but can only be learned with ranks in Linguistics.
The Pathfinder Wiki has more information on these languages.
Ancient Osiriani [uncommon] – speakers of Ancient Osiriani can speak contemporary Osiriani, but with an archaic accent.
Inner Sea World Guide, Page 251
Azlanti [uncommon] – spoken in the Azlanti Empire and in many other lands before Earthfall.
Inner Sea World Guide, Page 251
Cyclops [rare] – the language of the cyclopes empire of Ghol-gan.
Inner Sea World Guide, Page 251
Jistka [rare] – the language of the Jistka Imperium, one of the earliest post-Earthfall empires that stretched across northwest Garund and southwest Avistan. It is still in use by scholars and royalty.
Inner Sea World Guide, Page 251
Tekritanin [rare] – the language of the Tekritanin League of northern Garund.
Inner Sea World Guide, Page 251
Thassilonian [uncommon] – the language of ancient Thassilon.
Inner Sea World Guide, Page 251
NOT LEGAL
Shory – the extinct language of the Shory, the renowned aeromancers who built colossal flying cities.
AP 83: Mummy’s Mask, Part 5, The Slave Trenches of Hakotep, Page 67
-
【Champions of Corruption】的三個缺陷(Drawback)——污穢烙印(Foul Brand),揭露之影(Umbral Unmasking),違反自然(Warded Against Nature)我猜是邪惡角色限定,本身的柵目「Wicked and Weird」本意是指邪惡的傢伙遲早會露出馬腳,相由心生,擁抱黑暗的人會從他的外官反映出來。當然他們也接受如此並有些會加以展示來換取力量(差不多的意思),所以大概是他人能從這些缺陷看穿邪惡角色的本質
憂慮(Anxious) [缺陷]:你在孩提時代由於沒能守口如瓶而遭受了痛苦,比如你不小心將自己的家人暴露給了敵方的審訊者,你從此以後說話都變得小心翼翼。你的交涉檢定承受-2罰值,並由於斟酌言辭而必須緩慢說話。除非另有說明,你一般不能以超過悄悄話的音量說話。
Anxious [Link]
Source Quests and Campaigns pg. 22
After suffering terribly for not being tightlipped enough as a child, such as when you accidentally exposed your family to enemy inquisitors, you developed a habit of being overly cautious with your words. You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.
依存症(Attached) [缺陷]:你有強烈的情感依存,你非常害怕失去某人或某物。由DM選擇一項你的依存物件。每當你的依存對像受到威脅、陷入危險或被別人佔有,你的意志豁免承受-1罰值,對抗恐懼效果的豁免承受-2罰值。若你依存的人或物體丟失、死亡或被摧毀,此缺陷被替換為疑慮(Doubt)。
Attached [Link]
Source Ultimate Campaign pg. 64
You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
貪婪(Avarice) [缺陷]:你被根深蒂固的強烈貪婪所驅使。每當分配財寶貨幣時,你必須獲得比同伴更多的份額,否則你就會陷入深深的嫉妒和虐待傾向之中。當財寶分配結束,而你沒能獲得比其他任何人多出至少10%的份額,你會變得不願幫助你的隊友。你性格變得暴躁,並且在接下來1周內不能使用援護他人(aid another)行動。
Avarice [Link]
Source Ultimate Campaign pg. 65
Deep, compulsive greed gnaws at you. Whenever monetary treasure is divided, you must end up with a greater share of that treasure than your companions or you’re wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can’t take the aid another action for the next week.
被背叛(Betrayed)Spymaster's Handbook [缺陷]:有人向危險的權威組織——例如伽爾特的灰花匠(Gray Gardeners of Galt)、切利亞斯的高階審判者、或馬紮利的芒裡薩議會(Council of Mwanyisa of Mzali)舉報了你,而你勉強地死裡逃生。你事後不斷猜疑你的直覺,讓你不確定是否去再相信他人,如果你再次遇到那組織的特工,那就太危險了。你在評估氣氛(get hunches)的察言觀色檢定雙投取低,並且即使你有其它能力在正常情況下能使你重投此檢定,你也不能重投。
Betrayed [Link]
Source Spymaster's Handbook pg. 6
You were reported to a dangerous authority such as the Gray Gardeners of Galt, the high inquisitors of Cheliax, or the Council of Mwanyisa of Mzali, and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again. You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
苦澀經歷(Bitter)Antihero's Handbook [缺陷]:你被那些你信任的傢夥反復傷害過,這使你變得難以接受幫助。當你從盟友的業職特性、法術或類法術能力獲得治療時,治療量-1hp。
Bitter [Link]
Source Antihero's Handbook pg. 6
You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
盛氣淩人(Condescending) [缺陷]:你在成長中充滿自信,覺得只有那些與你相近的人才值得尊重。你以一種相當惡劣的態度對待那些與你不同種族、民族或國籍的人。你在試圖提高目標生物對你的態度等級時,交涉和威嚇檢定承受-5罰值。
Condescending [Link]
Source Quests and Campaigns pg. 22
Raised with the assurance that only those like you are truly worthy of respect, you have an offputting way of demonstrating that you look down on those not of your race and ethnicity or nationality. You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures’ attitudes toward you.
嗜虐(Cruelty) [缺陷]:你從小就熱愛將對手身心都徹底打垮並以之為榮,你發現你特別喜歡將敵人的臉整個踩進泥巴裡去。每當你參加戰鬥時,如果30英尺內有陷入瀕死或無助的敵人,你對其他並未陷入瀕死或無助的敵人的攻擊骰承受-2罰值。
Cruelty [Link]
Source Quests and Campaigns pg. 22
You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.
依賴(Dependent) [缺陷]:你總是過度在意別人對你的認同。每當你的交涉檢定失敗,你變得戰慄1小時。
Dependent [Link]
Source Ultimate Campaign pg. 65
You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
空白面具(Empty Mask)Spymaster's Handbook [缺陷]:您花費很長的時間隱藏自己的真實身份以逃避你的政治敵人,以至你失去了太多的自我。你在對抗脅迫子學派的意志豁免檢定承受-1罰值。若對抗知道你的真實身份的敵人時此罰值提升至-2。
Empty Mask [Link]
Source Spymaster's Handbook pg. 7
You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self. You take a -1 penalty on Will saving throws against compulsions. This penalty increases to -2 against foes who know your true identity.
恐蟲(Entomophobe)Antihero's Handbook [缺陷]:你年幼時跟蟲類有個慘痛的經歷使您深深地對種種害蟲恐懼,特別是當它們匯聚成集群時。你對抗蟲類時攻擊承受-2罰值,而你在對抗產生反胃狀態的集群的擾亂心神能力時豁免檢定承受-2罰值。
Entomophobe [Link]
Source Antihero's Handbook pg. 6
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.
顧家(Family Ties) [缺陷]:你的家人是你的一切,當你不能回應他們的期待時你會變得消沉不已。當一個家庭成員對你提出一個要求,如果你沒能通過一個DC 20的意志豁免檢定,你必須履行此請求,否則你的所有基於感知和魅力的屬性檢定和技能檢定承受-2罰值,直到你完成要求為止。你可以在每天開始時重擲該意志豁免。若你沒有家人,不能選擇該缺陷。若你失去家人或與他們失去聯繫,此缺陷被替換為疑慮(Doubt)。
Family Ties [Link]
Source Ultimate Campaign pg. 65
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. When a family member makes a request of you, you must fulf ill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
污穢烙印(Foul Brand)Champions of Corruption [缺陷]:你的血肉上烙有一個邪惡神祇的印記。若此印記在你的手,你在解除裝置、易容和巧手檢定承受-1罰值。若此記在你的臉,你在唬騙、交涉和易容檢定承受-2罰值。此烙印在施法時不視為法器。
Foul Brand [Link]
Source Champions of Corruption pg. 29
You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.
愧於詐騙(Guilty Fraud)Spymaster's Handbook [缺陷]:你透過詭計獲得你不配擁有的事物,而你對於此劣跡的內疚感使你對四周的環境分神。你對起始態度為冷漠或以上的生物的唬騙檢定承受-4罰值。
Guilty Fraud [Link]
Source Spymaster's Handbook pg. 7
You received something through trickery that you did not deserve, and your guilt for the misdeed distracts you from dangers around you. You take a -4 penalty on Bluff checks against creatures with an attitude toward you of indifferent or better.
享樂主義(Hedonistic) [缺陷]:你為愉悅和舒適而生。如果你一天內沒能獲得報酬或財寶(至少10GP以上),也沒有花費1小時進行娛樂或休閒活動,在這一天結束時你必須擲一次DC 20的強韌豁免檢定。若你失敗了,第二天開始時你會陷入疲勞。此疲勞持續4小時,或直至你進行了足夠的娛樂或休閒活動為止。
Hedonistic [Link]
Source Ultimate Campaign pg. 65
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
憂心忡忡(Haunted)Antihero's Handbook [缺陷]:在你的過去中有一件事——或你持有的一個黑暗秘密——使你難以得到永遠的安寧,而你對於墜落的長期憂慮已成為一個自我實現的預言。你在對抗擁有[邪惡]描述符的法術時豁免承受-2罰值。
Haunted [Link]
Source Antihero's Handbook pg. 6
Something from your past—or a dark secret you presently hold—makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy. You take a –2 penalty on saves against spells with the evil descriptor.
信息超載(Information Overload)Spymaster's Handbook [缺陷]:你已經訪問過成千上萬條間諜報告,許多都結果是基於錯誤的推論或甚至敵對間諜團體故意散佈虛假故事。由此時起,你腦海中虛假的知識跟正確的資訊一樣多,而你不能永遠記住哪個是哪個。你在所有知識檢定承受-2罰值,而若你知識檢定失敗5點或更多時,您能回憶起與事實截然相反的信息。
Information Overload
Source Spymaster's Handbook pg. 7
You have had access to thousands of spy reports, many of which turned out to be based on faulty deductions or even intentionally false stories spread by opposed spy groups. At this point, you have been exposed to false knowledge as much as accurate information, and you can’t always remember which is which. You take a -2 penalty on all Knowledge checks, and if you fail a Knowledge check by 5 or more, you can recall information that is diametrically opposed to the truth.
饞癆(Insatiable)Antihero's Handbook [缺陷]:你習慣盡情享用生活中的美好事物,你發現沒了這些別緻的事物生活過得特別費勁。你使用貨品和服務時多花費10%(而且不能由盟友支付),在防止飢餓和口渴(Pathfinder RPG Core Rulebook 444)時你須要正常2倍的食物和飲料。
Insatiable
Source Antihero's Handbook pg. 6
You have become so accustomed to binging on the finer things in life that you find going without such excess particularly strenuous. Goods and services cost you 10% more (and can’t be paid for by allies), and you need twice as much food and liquid as normal for the purposes of preventing starvation and thirst (Pathfinder RPG Core Rulebook 444).
魔法笨蛋(Magical Klutz)Spymaster's Handbook [缺陷]:你出生在過多魔法被怪異扭曲之地,例如蓋布(Geb)、法力廢墟(Mana Wastes)、或奈克斯(Nex),而魔法在你的身邊危險地化為實際干擾。你在盲目啟動魔法物品的使用魔法裝置檢定和對抗魔法物品產生的效果時反射豁免檢定雙投取低。
Magical Klutz [Link]
Source Spymaster's Handbook pg. 7
You were born in a place with a plethora of strangely interacting magic, such as Geb, the Mana Wastes, or Nex, and magic is dangerously eager to surge into action around you. You roll twice and take the lower result on Use Magic Device checks to activate items blindly and on Reflex saving throws against effects produced by magic items.
謹小慎微(Meticulous) [缺陷]:你慣於事先規劃好所有細節,而不擅長處理不按計劃進行的事件。你在未訓練的技能檢定承受-2罰值。
Meticulous [Link]
Source Ultimate Campaign pg. 65
You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.
天真(Naive) [缺陷]:在激烈的戰鬥中,你那認為所有人都不是天生壞人的看法並不是一個好習慣。卑鄙的敵人將利用你這錯誤的樂觀。你在對抗隨手武器的AC和對抗陰招戰技的CMD承受-2罰值。
Naive [Link]
Source Quests and Campaigns pg. 22
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers (see the Pathfinder RPG Advanced Player’s Guide).
緊張(Nervous) [缺陷]:你從小在死亡或苛政的威脅下長大,你的神經一直都崩得緊緊的。每當你在沒有失敗處罰的技能檢定上花費時間進行取10時,即使你有足夠的時間,你也只能用8來替換10。
Nervous [Link]
Source Quests and Campaigns pg. 22
Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.
過度保護(Overprotective) [缺陷]:在你年輕時,你的朋友或愛人受到重傷或死亡。你總是因為自己沒能到場而自責,即使就算你在場也無能為力。如果你的一個盟友因hp傷害而陷入失去意識狀態,當你距離他10尺以上時,你的攻擊骰和技能檢定承受-2罰值。
Overprotective [Link]
Source Quests and Campaigns pg. 23
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
偏執(Paranoid) [缺陷]:你總是覺得有人或事情總要加害於你,所以你很難真正相信任何人。任何人試圖對你進行援護他人行動時,必須通過一個DC 15的檢定而非正常的DC 10。
Paranoid [Link]
Source Ultimate Campaign pg. 65
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
驕傲(Pride) [缺陷]:你無法拒絕涉及你的尊嚴、權威或榮譽的挑戰。當有人威脅、指責或挑戰你,你對該生物的交涉檢定和察言觀色檢定承受-2罰值,直到他向你道歉。
Pride [Link]
Source Ultimate Campaign pg. 65
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
小團體(Provincial) [缺陷]:你眼裡只有自己人。你對抗所有跟你不同宗教或陣營的生物的交涉檢定和察言觀色檢定承受-2罰值。
Provincial [Link]
Source Ultimate Campaign pg. 65
You have only one way of looking at things: the right way. You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
義憤填膺(Righteous Indignation)Spymaster's Handbook [缺陷]:你在切利亞斯(Cheliax)、蓋布(Geb)、伊利森(Irrisen)、卡塔佩什(Katapesh)或卡蒂亞(Qadira)生活在非人的環境後令你難以控制你的脾氣。每當有敵人引起你的借機攻擊,你必須接受除否你成功通過DC=10+你的等級的意志豁免。你在對抗擁有[情緒]UM描述符但沒有[恐懼]描述符的法術時意志豁免檢定承受-1罰值。
Righteous Indignation
Source Spymaster's Handbook pg. 7
You have difficulty controlling your temper after living in inhuman conditions in Cheliax, Geb, Irrisen, Katapesh, or Qadira. Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a -1 penalty on Will saving throws against spells with the emotionUM descriptor that do not also have the fear descriptor.
疤痕(Scarred)Antihero's Handbook [缺陷]:你因受傷落下了顯眼且猙獰的疤痕,使你更難以隱藏你的真正容貌,還令大部分人僅僅因為你的外表就不信任你。你在易容檢定承受-5罰值,唬騙檢定承受-2罰值。
Scarred [Link]
Source Antihero's Handbook pg. 6
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
受汙受辱(Stigmatized)Antihero's Handbook [缺陷]:你長期被擠壓在社會的邊緣,即使當你到了新地方跟陌生人一起,你感受到你欠缺社交所帶來的影響性。你在改善一個生物的態度和搜集資訊的交涉檢定承受-3罰值。
Stigmatized [Link]
Source Antihero's Handbook pg. 6
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization. You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.
揭露之影(Umbral Unmasking)Champions of Corruption [缺陷]:你你沒有投下任何影子,或你的影子恢恑憰怪。在正常的光照條件下,這並不難被觀察——但也不容易被注意。生物必須成功通過DC 15的感知檢定才清楚地注意到它(跟據環境條件調可能需要一個額外的察覺檢定)。此邪惡的告密標誌不能被誤導、回避偵測或幻象所隱藏,除了那些也會影響影子的效果(例如隱形術)。
Umbral Unmasking [Link]
Source Champions of Corruption pg. 29
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
文盲(Unlearned) [缺陷]:你總是覺得自己難以進行學習和記憶知識,你對自己涉及自己專業領域之外的知識所知甚少。選擇一項知識技能,你不能試圖進行其他任何未受訓知識技能的檢定,即使DC為10或更低。如果你有機會進入一個涵蓋相關領域知識的圖書館,你可以在-2罰值之下進行未受訓的知識檢定。
Unlearned [Link]
Source Quests and Campaigns pg. 23
You have always had diff iculty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession. Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specif ic Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.
自負(Vain) [缺陷]:你對他人態度非常敏感。每當你在基於魅力的檢定上失敗,你在接下來的24小時內所有基於魅力的檢定承受-2罰值。
Vain [Link]
Source Ultimate Campaign pg. 65
You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
出風頭(Vainglory)Spymaster's Handbook [缺陷]:你強迫性地尋求對你的行為的認可,使你難以行動精妙。你在唬騙、易容和隱匿檢定承受-1罰值,而且你創造的任何幻術(illusion)DC-1。
Vainglory [Link]
Source Spymaster's Handbook pg. 7
You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
違反自然(Warded Against Nature)Champions of Corruption [缺陷]:動物們不會自願近接你的30尺之內,除非你或那動物的主人成功通過DC 20的馴養動物、騎術或野性認同。你的職業能力給予你的動物夥伴、魔寵、坐騎免疫此效果。
Warded Against Nature [Link]
Source Champions of Corruption pg. 29
Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
排外(Xenophobic) [缺陷]:你很難理解和信任那些不同習俗和外觀的傢伙。你對其他種族的生物或來自不同文化的同類的交涉和察言觀色檢定承受-2罰值。
Xenophobic [Link]
Source Ultimate Campaign pg. 65
You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
狂熱(Zealous) [缺陷]:你的信仰非常狂熱,情感總是壓倒你的理智。如果你知道目標是一個崇拜與你不同的神的異教徒,你對它的第一次攻擊的攻擊骰承受-5罰值而傷害骰獲得+2加值。
Zealous [Link]
Source Ultimate Campaign pg. 65
You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a –5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.
-
異怪(Aberrant)
出自《Horror Realms pg. 18》
來自遙遠群星、幽暗地域的無光深淵、深海或甚至是狂人噩夢之中的異形實體,長久以來一直吸引著那些過於癡迷此種詭怪型態的召喚師們。當大多數的召喚師從偉大彼岸(Great Beyond)呼喚異界生物時,有些召喚師發現如何從主物質位面的詭奇角落召喚這些異形實體。這些受召喚前來的僕役被稱作異怪幻靈。異怪幻靈跟那些棲居於無人銘記或無名的現實邊緣的非異界生物的異怪在許多能力與體態上的相似之處,但這些畸形的實體與其它幻靈一樣,在決定那些法術能夠影響他們時仍然屬於異界生物。
下列異怪幻靈的規則是為了召喚師UCH所設計——關於召喚師職業這個選用變體的更多細節,請見《Pathfinder Unchained》一書。
陣營(Alignment):混亂邪惡、混亂中立、絕對中立或中立邪惡。
基礎形態(Base Form):異怪型(嚙咬,攫抓[觸手團],觸手團),二足型(肢體[臂],肢體[腿],揮擊),四足型(嚙咬,肢體[腿,2次])或蛇身型(嚙咬,攫抓[齧咬],觸及[齧咬],尾巴,尾掃)。
基礎進化(Base Evolutions):1級起,異怪幻靈獲得下列本職技能以取代幻靈原本會獲得的本職技能:逃脫、威嚇、知識(擇一)、察覺、隱匿、以及攀爬、飛行或游泳(三者擇一)。召喚師能為他的幻靈選擇四個額外技能作為本職技能。在判斷法術和效果時,異怪幻靈同時視為異界生物和異怪。他們在對抗心靈影響效果的豁免檢定獲得+4種族加值。
4級起,異怪幻靈的進化池增加1點進化點。
8級起,異怪幻靈獲得免疫影響心靈效果(包括士氣加值)。
12級起,異怪幻靈獲得DR 5/揮砍。他們還獲得盲感進化作為額外進化。
16級起,異怪幻靈獲得盲視進化。他們還獲得100尺的心靈感應能力。
20級起,每天1次,異怪幻靈能將幻靈重塑術(Transmogrify)APG作為瞬發的類法術能力使用。此幻靈每天能沒有次數上限的受益於幻靈重塑術(Transmogrify)APG的效果。
Aberrant
Source Horror Realms pg. 18
Alien entities from the farthest stars, the lightless depths of the Darklands, the sea itself, or even a lunatic’s nightmares have long intrigued summoners who become obsessed with the monstrous form. While most summoners call upon outsiders from the Great Beyond, some discover the secret to summoning alien entities from strange corners of the Material Plane. These summoned minions are known as aberrant eidolons. Aberrant eidolons share many abilities and physical features with the nonoutsider aberrations that dwell in forgotten or nameless reaches of reality, but these malformed entities are still outsiders like any other eidolon for the purposes of determining which spells affect them.
The following rules for aberrant eidolons are designed for the unchained summoner—see Pathfinder RPG Pathfinder Unchained for more details on this optional variant of the summoner class.
Alignment: Chaotic evil, chaotic neutral, neutral, or neutral evil.
Base Form: Aberrant (bite, grab [tentacle mass], tentacle mass), biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, grab [bite], reach [bite], tail, tail slap).
Base Evolutions: Starting at 1st level, aberrant eidolons gain the following class skills in place of those normally gained by eidolons: Escape Artist, Intimidate, Knowledge (pick one), Perception, Stealth, and Climb, Fly, or Swim (pick one). The summoner can choose four additional skills to be class skills for his eidolon. Aberrant eidolons count as both aberrations and outsiders for spells and effects. They gain a +4 racial bonus on saving throws against mind-affecting effects.
At 4th level, aberrant eidolons add 1 point to their evolution pools.
At 8th level, aberrant eidolons gain immunity to mind-affecting effects (including morale bonuses).
At 12th level, aberrant eidolons gain DR 5/slashing. They also gain the blindsense evolution as a bonus evolution.
At 16th level, aberrant eidolons gain the blindsight evolution. They also gain telepathy with a range of up to 100 feet.
At 20th level, aberrant eidolons gain the ability to use transmogrifyAPG as a quickened spell-like ability once per day. These eidolons can gain the benefit of a transmogrify spell any number of times per day.
禦衡者(Aeon)
出自《Plane-Hopper's Handbook pg. 24》
禦衡者幻靈被創造的目的是監視特定的二元性,他們在執行自己理解的平衡時令人沮喪地固執。
陣營(Alignment):絕對中立。
基礎形態(Base Form):二足型(抓爪,肢體[臂],肢體[腿])或蛇身型(肢體[臂],尾巴,揮擊)。
基礎進化(Base Evolutions):1級起,禦衡者幻靈獲得心像能力(Envisaging)(Pathfinder RPG Bestiary 2 305)。禦衡者幻靈在隨等級獲得的護甲和天生護甲加值減半,但在AC獲得等同於此數值的偏斜加值。他們還在對抗毒素的豁免檢定獲得+4加值。
4級起,禦衡者幻靈獲得中等護命(moderate fortification)特殊護甲附魔的好處,而且不能被絆摔。
8級起,禦衡者幻靈獲得飛行[魔法]進化,飛行速等同他們的基礎速度。
12級起,禦衡者幻靈獲得以標準動作影響情緒或時間的能力,由召喚師選擇。每當召喚師升級時,他能改變幻靈影響的能力。當影響情緒時,禦衡者幻靈能影響30尺內至多5個目標,如同極度絕望(Crushing Despair)。成功通過意志豁免(DC=14+幻靈的魅力調整值)的目標能無效此效果。每有一個目標豁免失敗,幻靈就能以強大希望(Good Hope)影響30尺內的一個其他生物。CL等同幻靈的HD,而豁免DC=10+1/2幻靈HD+幻靈魅力調整值。當影響時間時,此能力以相同方式運作,但首要目標受到緩慢術(Slow)的影響,而次要目標受到加速術(Haste)。幻靈每擁有5HD能每天使用此能力1次。
16級起,禦衡者幻靈獲得免疫重擊、毒素和偷襲攻擊。
20級起,禦衡者幻靈獲得每天3次以類法術能力施放片刻預知(Moment of Prescience)(CL 20)的能力。
Aeon
Source Plane-Hopper's Handbook pg. 24
Created to monitor a specific duality, an aeon eidolon often proves frustratingly headstrong in enforcing its own interpretation of balance.
Alignment: Neutral.
Base Form: Biped (claws, limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, slam).
Base Evolutions: At 1st level, aeon eidolons gain the envisaging ability (Pathfinder RPG Bestiary 2 305). Aeon eidolons halve the armor and natural armor bonuses they gain per level, but gain an equal deflection bonus to their AC. They also gain a +4 bonus on saving throws against poison.
At 4th level, aeon eidolons gain the benefits of the moderate fortification armor special ability and cannot be tripped.
At 8th level, aeon eidolons gain the flight evolution (using magic) with a speed equal to their base speed.
At 12th level, aeon eidolons gain the ability to influence either emotions or time as a standard action, as chosen by the summoner. Whenever the summoner gains a level, he can change which ability the eidolon influences. When affecting emotions, an aeon eidolon affects up to five targets within 30 feet as crushing despair. A target can negate this effect with a successful Will save (DC = 14 + the eidolon’s Charisma modifier). For each target that fails its save, the eidolon can affect one other creature within 30 feet as good hope. The caster level equals the eidolon’s Hit Dice, and the save DC is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s Charisma modifier. When affecting time, the ability functions in the same way, but the eidolon affects primary targets as slow and secondary targets as haste. The eidolon can use this ability once per day for every 5 Hit Dice it has.
At 16th level, aeon eidolons become immune to critical hits, poison, and sneak attacks.
At 20th level, aeon eidolons gain the ability to cast moment of prescience (CL 20th) as a spell-like ability three times per day.
蓋丁(Agathion)
出自《Pathfinder Unchained pg. 29》
作為耐心又開明的善良陣營外層位面的聯絡人,蓋丁幻靈力圖做到除暴安良。蓋丁幻靈總是擁有單一動物或生物的面貌,而非幾種存在的混合體。儘管蓋丁幻靈對採用非傳統方法甚至是偏離良善的召喚者都抱有耐性,他們絕不會讓自己的力量用於邪惡的目之上。蓋丁幻靈試圖帶領召喚師接受自己的教化。
陣營(Alignment):中立善良。
基礎形態(Base Form):二足型(爪抓,肢體[臂],肢體[腿])或四足型(肢體[腿,2次],嚙咬)。
基礎進化(Base Evolutions):1級起,蓋丁幻靈獲得能量抵抗[閃電]進化。他們還在對抗毒素和石化的豁免檢定獲得+4加值。
4級起,蓋丁幻靈獲得10點寒冷抗力和10點音波抗力。
8級起,蓋丁幻靈獲得聖療(lay on hands),聖武士等級如同他們的HD。
12級起,蓋丁幻靈獲得DR 5/邪惡。他們還獲得免疫石化和巧言(truespeech)能力(見怪物圖鑒306頁關於蓋丁亞種的描述)。
16級起,蓋丁幻靈失去能量抵抗[閃電]進化,取而代之獲得能量免疫[閃電]進化。他們還獲得蓋丁的動物交談(Speak with Animals)能力(見怪物圖鑒306頁關於蓋丁亞種的描述)。
20級起,蓋丁幻靈獲得以類法術能力任意使用偵測思想(Detect Thoughts)的能力,他們的傷害減免還提升至DR 10/邪惡。
Agathion
Source Pathfinder Unchained pg. 29
Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.
Alignment: Neutral good.
Base Form: Biped (claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite).
Base Evolutions: Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.
At 4th level, agathion eidolons gain cold resistance 10 and sonic resistance 10.
At 8th level, agathion eidolons gain lay on hands as paladins with levels equal to their Hit Dice.
At 12th level, agathion eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the agathion subtype on page 306 of Pathfinder RPG Bestiary 2).
At 16th level, agathion eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the agathion’s speak with animals ability (see the agathion subtype on page 306 of Bestiary 2).
At 20th level, agathion eidolons gain detect thoughts as a spell-like ability at will and also increase their damage reduction to DR 10/evil.
先祖(Ancestor)
出自《Blood of the Beast pg. 31》
不論是跟生前為召喚師祖先的祈並者(petitioner)的靈魂聯繫而誔生,還是呼喚如此靈魂殘留在靈界或是阿卡夏記錄中的印痕,先祖幻靈是由凡人的模型鑄造而來的異界生物,展現出非凡的技能和才華。先祖幻靈通常呈現為他們存活時擁有的身體的理想化版本,但顯得獨特而輝煌。先祖幻靈向召喚師提供一切可能的協助,他們跟幻靈之間經常有著某種形式的家族聯繫,可能是血脈、榮譽或摯愛。
陣營(Alignment):任意。先祖幻靈不擁有任何陣營亞種。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿])
基礎進化(Base Evolutions):1級時,先祖幻靈獲得其召喚師種族關聯的所有種族特性(Racial Traits);不是一個0HD種族的生物的召喚師必須從核心規則書中選擇一個0HD種族。在判斷依賴職業等級的任何效果時,先祖幻靈使用其全部HD作為代替(例如人類的獎勵技能種族特性)。在判斷所有效果時,先祖幻靈視為他所選的種族類型和亞種,除了作為滿足專長的先決條件。先祖幻靈只能獲得其種族的標準種族特性;他不能選擇種族特性替換。
4級時,先祖幻靈選擇下列簡單職業範本之一(Monster Codex 246):戰士、盜賊或術士。先祖幻靈獲得該職業簡單範本在快速套用規則的能力,如同他是1HD的生物。先祖幻靈不會獲得任何角色在關聯職業為1級時不會擁有的能力。舉例來說,1HD生物擁有盜賊簡單範本後正常會獲得反射閃避和直覺閃避能力,但選擇盜賊簡單範本的先祖幻靈不會獲得這些能力,因為1級的盜賊不會擁有反射閃避和直覺閃避能力。
8級時,先祖幻靈獲得技能精通進化,此進化的技能為他所選的簡單職業範本對應的職業的本職技能中任選兩個。
12級時,先祖幻靈獲得他所選的簡單職業範本在快速套用規則的能力,如同他是5HD而非1HD的生物。先祖幻靈不會獲得任何角色在關聯職業有5級時不會擁有的能力。
16級時,先祖幻靈獲得一個額外專長,從下列中選擇:閃避、強韌增強、精通先攻、鋼鐵意志、閃電反射、健壯或任何以幻靈所選的種族作為先決條件的專長。先祖幻靈必須滿足選擇專長的先決條件。
20級時,先祖幻靈獲得他所選的簡單職業範本在快速套用規則的能力,如同他是10HD而非5HD的生物。先祖幻靈不會獲得任何角色在關聯職業有10級時不會擁有的能力。
Ancestor
Source Blood of the Beast pg. 31
Whether created by bonding with the soul of a petitioner that was the summoner’s ancestor in life or calling upon the impressions of such a soul left behind on the Ethereal Plane or the Akashic Record, ancestor eidolons are outsiders cast in the mold of mortals, and exhibit extraordinary skill and talent. They usually appear as idealized versions of the bodies they possessed while still alive, but distinctive and proud. Ancestor eidolons lend whatever aid they can to their summoner, who typically has some form of familial connection with the eidolon, be it by blood, honor, or devotion.
Alignment: Any. Ancestor eidolons don’t have any alignment subtypes.
Base Form: Biped (limbs [arms], limbs [legs]).
Base Evolutions: At 1st level, an ancestor eidolon gains all of the racial traits associated with its summoner’s race; a summoner who isn’t a 0-Hit Die creature must choose one 0-Hit Die race of his choice from the Pathfinder RPG Core Rulebook. For any effect dependent on class level, an ancestor eidolon uses its total Hit Dice instead (such as with the human’s skilled racial trait). An ancestor eidolon counts as a creature of its chosen race’s type and subtype for all effects, except for the purpose of meeting feat prerequisite requirements. An ancestor eidolon gains only the standard racial traits of its race; it cannot select alternate racial traits.
At 4th level, the ancestor eidolon chooses one of the following simple class templates (Pathfinder RPG Monster Codex 246): fighter, rogue, or sorcerer. It gains the abilities noted under the template’s quick rules as if it were a creature with 1 Hit Die. The eidolon does not gain any abilities that a character with 1 level in the class associated with the chosen template wouldn’t have. For instance, a 1-HD creature with the rogue simple template would normally gain the evasion and uncanny dodge abilities, but an ancestor eidolon that chooses the rogue simple template does not gain these abilities since a 1st-level rogue would not have evasion or uncanny dodge.
At 8th level, the ancestor eidolon gains the skilled evolution with two skills that are on the list of class skills of the class associated with the eidolon’s chosen simple class template.
At 12th level, the ancestor eidolon gains the abilities noted under its chosen simple class templates as if it were a creature with 5 Hit Dice, rather than 1 Hit Die. The eidolon doesn’t gain any abilities that a character with 5 levels in the class associated with the chosen template wouldn’t have.
At 16th level, the ancestor eidolon gains a bonus feat, chosen from the following list: Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness, or any feat that lists the eidolon’s chosen race as a prerequisite. The eidolon must meet all of the chosen feat’s prerequisites.
At 20th level, the ancestor eidolon gains the abilities noted under its chosen simple class templates as if it were a creature with 10 Hit Dice, rather than 5 Hit Dice. The eidolon doesn’t gain any abilities that a character with 10 levels in the class associated with the chosen template wouldn’t have.
天使(Angel)
出自《Pathfinder Unchained pg. 30》
自天界降臨的天使幻靈是美的化身。他們的外貌通常都是理想化的類人形態,具有光滑的肌膚、閃爍的頭髮與澄明的雙瞳。天使幻靈具有無可挑剔的榮譽感,值得信賴又擅長溝通,但是在面對邪惡勢力和其爪牙時,他們不會迴避衝突。
陣營(Alignment):任意善良。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊)。
基礎進化(Base Evolutions):1級起,天使幻靈獲得能量抵抗[強酸]和能量抵抗[寒冷]進化。他們還在對抗毒素的豁免檢定獲得+4加值。
4級起,天使幻靈獲得10點閃電抗力和10點火焰抗力。
8級起,天使幻靈長出寬大的羽翼,他們獲得飛行進化。
12級起,天使幻靈獲得DR 5/邪惡。他們還獲得免疫石化和巧言(truespeech)能力(見怪物圖鑒310頁關於天使亞種的描述)。
16級起,天使幻靈失去能量抵抗[強酸]和能量抵抗[寒冷]進化,取而代之獲得能量免疫[強酸]和能量免疫[寒冷]進化。
20級起,天使幻靈獲得防護靈光(protective aura ability)能力(見怪物圖鑒310頁關於天使亞種的描述)。
Angel
Source Pathfinder Unchained pg. 30
Hailing from the higher planes, angel eidolons are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and bright eyes. Angel eidolons are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its minions.
Alignment: Any good.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Base Evolutions: At 1st level, angel eidolons gain the resistance (acid) and resistance (cold) evolutions. They also gain a +4 bonus on saving throws against poison.
At 4th level, angel eidolons gain electricity resistance 10 and fire resistance 10.
At 8th level, angel eidolons grow large, feathery wings, gaining the flight evolution.
At 12th level, angel eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the angel subtype on page 310 of the Bestiary).
At 16th level, angel eidolons lose the resistance (acid) and resistance (cold) evolutions, and instead gain the immunity (acid) and immunity (cold) evolutions.
At 20th level, angel eidolons gain the protective aura ability (see the angel subtype on page 310 of the Bestiary).
亞空(Archon)
出自《Pathfinder Unchained pg. 30》
自天堂接受呼喚的亞空幻靈是正義的化身。他們通常會呈現出強大而又優美的形體,具有強健的肌肉卻又能夠優雅地行動。亞空幻靈通常會投身於善良的事業中,對於有悖自身誓言和理想的存在抱有些許的容忍——這也包括呼喚他們的召喚師。只要是為了保護無辜之人和阻止邪惡力量的腳步,亞空幻靈願意去做任何事情。
陣營(Alignment):守序善良。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊)。
基礎進化(Base Evolutions):1級起,亞空幻靈獲得能量抵抗[閃電]進化,以及技能精通[威嚇]進化。他們還會在對抗毒素的豁免檢定獲得+4加值。
4級起,亞空幻靈的進化池獲得1點額外進化點。
8級起,亞空幻靈獲得屬性強化進化,應用於由召喚師選擇的屬性。
12級起,亞空幻靈獲得DR 5/邪惡。他們還會獲得免疫石化和巧言(truespeech)能力(見怪物圖鑒310頁關於神使亞種的描述)。
16級起,亞空幻靈失去能量抵抗[閃電]進化和技能精通[威嚇]進化,取而代之獲得能量免疫[閃電]和威嚇靈光(Aura of Menace)能力。
20級起,亞空幻靈獲得任意使用高等傳送術(greater teleport)的能力,如同同名法術(CL 14),不過他們僅能將自身和至多50磅的隨身物品進行傳送。
Archon
Source Pathfinder Unchained pg. 30
Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals—including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.
Alignment: Lawful good.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Base Evolutions: At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison.
At 4th level, archon eidolons add 1 point to their evolution pools.
At 8th level, archon eidolons gain the ability increase evolution, applied to an ability score the summoner chooses.
At 12th level, archon eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the archon subtype on page 310 of the Bestiary).
At 16th level, archon eidolons lose the resistance (electricity) evolution and skilled (Intimidate) evolution, and instead gain the immunity (electricity) evolution. In addition, they gain the aura of menace ability (see the archon subtype on page 310 of the Bestiary).
At 20th level, archon eidolons gain the ability to use greater teleport at will, as the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.
星界(Astral)
出自《Plane-Hopper's Handbook pg. 24》
雖然有些類似於銜尾蛇,大部分星界幻靈是從原始思想中紡編出來,或者斷了銀線(Silver cord)的星際旅行者的外殼。
陣營(Alignment):絕對中立。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊)或蛇身型(嚙咬,魔法攻擊,觸及[嚙咬],尾巴,尾掃)。
基礎進化(Base Evolutions):1級起,星界幻靈獲得免疫老化以及對抗詛咒、疾病和毒素的豁免檢定獲得+4加值。在判斷召喚師的星界幻靈的力敏加值進度時將召喚師的等級減半。
4級起,每天3次,星界幻靈獲得增強其主人的召喚能力。如此星界幻靈必須以準備動作跟被召喚的生物融合。召喚師能在星界幻靈已被召喚並準備啟動此能力時使用他的召喚怪物類法術能力或施放召喚怪物法術。幻靈在一個召喚生物出現時跟他生理上融為一體,在此期間幻靈不能被傷害或採取它自己的行動,除了以標準動作結束此效果。星界幻靈必須跟召喚生物將出現的空間鄰接或共格。此效果在召喚法術結束、召喚生物被殺或消解、或召喚師或幻靈以標準動作結束此效果時結束,及後召喚生物消失而幻靈出現在該生物的空間並陷入恍惚直至召喚師下一回合的開始。
當處于融合時,幻靈給予該召喚生物他擁有的1個或以上的進化(最多為1進化點/幻靈每3HD)和1d8+幻靈HD數的臨時hp。被召喚的生物必須符合進化的任何限制(例如在翅膀才能獲得翼擊進化)。此外,召喚生物不能從此方式獲得多於1個天生攻擊,不過他能以進化的傷害骰取代其類似的天生武器的傷害。在判斷基於HD的效果時,使用幻靈的HD。
8級起,星界幻靈獲得飛行[魔法]進化,飛行速等同他們的基礎速度。
12級起,星界幻靈獲得額外2次增強其主人的召喚能力的能力。當幻靈跟召喚生物融合時,該生物還獲得幻靈的反射閃避和忠誠能力。
16級起,星界幻靈獲得免疫詛咒、疾病和毒素。他們還提升了50%異界型態和高等異界型態能力可抽出的進化點。若召喚師缺少異界型態能力,他獲得此能力但只能抽出1點進化點。召喚師不再承受老化的屬性罰值、不能被魔法老化和不會因離開無時間特性(timeless planar trait)的位面而追溯老化。從老化獲得的屬性加值仍然累積,而且召喚師仍然會因命數已盡時老死。
20級起,星界幻靈能同時跟所有透過召喚師的召喚怪物類法術能力或施放召喚怪物法術召喚而來的生物融合,而且直至每個召喚生物被殺後才會自動重新出現。另外,星界幻靈能不消失地只跟1個召喚生物融合,但是直至效果結束前都會陷入恍惚。
Astral
Source Plane-Hopper's Handbook pg. 24
While some resemble ouroboroses, most astral eidolons are spun from raw thought or the husks of Astral travelers whose silver cords broke.
Alignment: Neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam) or serpentine (bite, magic attacks, reach [bite], tail, tail slap).
Base Evolutions: At 1st level, astral eidolons gain immunity to aging as well as a +4 bonus on saving throws against curses, diseases, and poisons. A summoner’s class level is halved for the purpose of determining the rate at which his astral eidolon’s Strength and Dexterity increase.
At 4th level, astral eidolons gain the ability to augment their masters’ summoning abilities three times per day. To do so, the astral eidolon must ready an action to meld with a summoned creature. The summoner can use his summon monster spell-like ability or cast a summon monster spell while the astral eidolon is summoned and readied to activate this ability. The eidolon physically melds with one summoned creature as it appears, during which time the eidolon cannot be harmed or take actions of its own except to end the effect as a standard action. The eidolon must be adjacent to or share the space where the summoned creature will appear. The effect ends either when the spell ends, when the summoned creature is slain or dismissed, or when either the summoner or eidolon ends the effect as a standard action, after which the summoned creature disappears and the eidolon appears in the creature’s space and is staggered until the beginning of the summoner’s next turn.
When melded with a summoned creature, the eidolon grants the summoned creature one or more evolutions the eidolon has (maximum 1 point worth of evolutions for every 3 Hit Dice the eidolon has) and a number of temporary hit points equal to 1d8 plus the eidolon’s number of Hit Dice. The summoned creature must conform to any limitations of the evolution (for example, it must have wings in order to gain the wing buffet evolution). Furthermore, the summoned creature cannot gain more than one natural attack in this way, though it can replace the damage of its natural weapons with that dealt by the evolution, provided the natural weapons are similar. For effects dependent on Hit Dice, use the eidolon’s Hit Dice.
At 8th level, astral eidolons gain the flight evolution (using magic) with a speed equal to their base speed.
At 12th level, astral eidolons gain the ability to augment their master’s summoning two additional times per day. When the eidolon melds with a summoned creature, that creature also gains the eidolon’s evasion and devotion abilities.
At 16th level, astral eidolons gain immunity to curses, diseases, and poisons. They also increase by 50% the number of evolution points their summoners can divert using the aspect and greater aspect abilities. If the summoner lacks the aspect ability, he gains this ability but can divert only 1 evolution point. The summoner no longer takes penalties to his ability scores for aging, cannot be magically aged, and does not age retroactively when leaving a plane with the timeless planar trait. Ability score bonuses from age still accrue, and the summoner still dies of old age when his time is up.
At 20th level, astral eidolons can simultaneously meld with each creature summoned by the summoner’s summon monster spell-like ability or summon monster spells, and the eidolon does not reappear automatically until each of the creatures is slain. Alternatively, the eidolon can meld with one summoned creature without disappearing, though the eidolon is staggered until the effect ends.
愛塔(Azata)
出自《Pathfinder Unchained pg. 31》
身為極樂園野那不羈之美和崇高基情的化身,愛塔幻靈同時兼具了野性和美麗這兩種特質。他們通常呈現為精靈或精類這樣優雅的形態,不過有時候他們也會呈現為如同翼蛇人(lillends)一樣的外觀,具有蛇形的長尾。愛塔幻靈反覆無常而且具有主見,關於如何戰勝邪惡和享樂,他們往往會有自己的主意。因此當召喚師命令它進行讓人不快或惡毒的行為時,可能會遭到愛塔幻靈的拒絕。而在另一方面,愛塔幻靈對召喚師來說也是熱情而又忠實的夥伴。
陣營(Alignment):混亂善良。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿])或蛇身型(肢體[臂],尾巴,尾掃)
基礎進化(Base Evolutions):1級起,愛塔幻靈獲得能量抵抗[閃電]進化,並且獲得4點的武器訓練進化[擅長軍用武器]。
4級起,愛塔幻靈獲得10點寒冷抗力和10點火焰抗力。
8級起,愛塔幻靈長出寬大的羽翼,獲得飛行進化。
12級起,愛塔幻靈獲得DR 5/邪惡。他們還會獲得免疫石化和巧言(truespeech)能力(見怪物圖鑒311頁關於愛塔亞種的描述)。
16級起,愛塔幻靈失去能量抵抗[閃電]進化進化,取而代之獲得能量免疫[閃電]進化。他們還會獲得獲得屬性強化進化,應用於由召喚師選擇的屬性。
20級起,愛塔獲得以標準動作在正常形態和能量形態間切換的能力。在能量形態下,愛塔幻靈是虛體(incorporeal),而且飛行速度翻倍,但是它不能進行天生或人造武器攻擊;不過它能夠啟動任何自身具有的類法術能力進化。
Azata
Source Pathfinder Unchained pg. 30
Embodiments of the untamable beauty and noble passion of Elysium, azata eidolons have wild and beautiful features. They often take graceful forms reminiscent of elves or fey, but they occasionally appear like lillends, with serpentine tails. Azata eidolons are flighty and independent, and they often have their own ideas about how to defeat evil or have a good time. Thus, an azata eidolon is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata eidolon in sync with its summoner is a passionate and devoted companion.
Alignment: Chaotic good.
Base Form: Biped (limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, tail slap).
Base Evolutions: At 1st level, azata eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).
At 4th level, azata eidolons gain cold resistance 10 and fire resistance 10.
At 8th level, azata eidolons grow large, feathery wings, gaining the flight evolution.
At 12th level, azata eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the azata subtype on page 311 of the Bestiary).
At 16th level, azata eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the ability increase evolution, applied to an ability score of the summoner’s choice.
At 20th level, an azata eidolon gains the ability to switch between its normal form and an energy form as a standard action. In its energy form, an azata eidolon is incorporeal and doubles its fly speed, but it can’t make natural or manufactured weapon attacks; it can, however, activate any spell-like ability evolutions it possesses.
邪魔(Daemon)
出自《Pathfinder Unchained pg. 31》
作為可怖死亡的代理者,邪魔幻靈希望所有的一切都被徹底毀滅。根據邪魔幻靈自身所代表的死亡類型,他們具有千奇百怪的形態,相比為人所知曉的邪魔來說,邪魔幻靈所代表的死亡可能是一種晦澀不清的類型。邪魔幻靈希望能夠通過各種手段散播死亡和痛苦。大多數邪魔幻靈都能夠看清大局,即便是中立召喚師也夠讓他們的服從。殺生是冒險者生涯的標準組成部分,因此追隨召喚師能夠讓邪魔幻靈為了自己那黑暗而又神秘的目標收集到許多凡人的靈魂能量。
陣營(Alignment):中立邪惡。
基礎形態(Base Form):異怪型(嚙咬,觸手團),二足型(爪抓,肢體[臂],肢體[腿]),四足型(肢體[腿,2次],嚙咬)或蛇身型(嚙咬,觸及[嚙咬],觸及[釘刺],釘刺,尾巴)。
基礎進化(Base Evolutions):1級起,邪魔幻靈獲得能量抵抗[強酸]進化,它還在對抗死亡效果、疾病和毒素的豁免檢定獲得+4加值。
4級起,邪魔幻靈獲得10點寒冷抗力、10點閃電抗力和10點火焰抗力。
8級起,邪魔幻靈的進化池獲得1點額外進化點。
12級起,邪魔幻靈獲得DR 5/善良。他們還獲得免疫死亡效果、疾病和毒素。
16級起,邪魔幻靈失去能量抵抗[強酸]進化,取而代之獲得能量免疫[強酸]進化。他們還會獲得心靈感應(telepathy)能力(見怪物圖鑒 305頁)。
20級起,以標準動作,邪魔幻靈能夠吞噬一個瀕死生物(dying creature)或者一個死亡不超過1輪的生物的部分靈魂。這會殺死該生物,並且為邪魔幻靈的攻擊檢定、豁免檢定和技能檢定提供褻瀆加值,持續24小時。加值的數值取決於同於被殺生物所具有的生命骰,它每具有5個生命骰,加值便增加1點。被該方式吞噬靈魂的生物需要復生術(Resurrection)或更強大的魔法才能被復活。
Daemon
Source Pathfinder Unchained pg. 31
The agents of horrible deaths, daemon eidolons desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and daemon eidolons sometimes represent a more obscure kind of death than the most famous daemons. Daemon eidolons wish to sow death and misery through a variety of means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer’s career, so following along with a summoner gives a daemon eidolon many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.
Alignment: Neutral evil.
Base Form: Aberrant (bite, tentacle mass), Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, reach [bite], reach [sting], sting, tail).
Base Evolutions: Starting at 1st level, daemon eidolons gain the resistance (acid) evolution as well as a +4 bonus on saving throws against death effects, disease, and poison.
At 4th level, daemon eidolons gain cold resistance 10, electricity resistance 10, and fire resistance 10.
At 8th level, daemon eidolons add 1 point to their evolution pools.
At 12th level, daemon eidolons gain DR 5/good. They also gain immunity to death effects, disease, and poison.
At 16th level, daemon eidolons lose the resistance (acid) evolution, and instead gain the immunity (acid) evolution. They also gain telepathy (Bestiary 305).
At 20th level, as a standard action, a daemon eidolon can devour a portion of the soul of a dying creature or a creature that died no earlier than 1 round ago. This kills the creature and provides the daemon eidolon a profane bonus on attack rolls, saving throws, and skill checks for 24 hours. The bonus is equal to +1 per 5 Hit Dice the slain creature possessed. A creature whose soul was devoured in this way requires resurrection or more powerful magic to return from the dead.
深水(Deepwater)
出自《 Blood of the Sea pg. 23》
在茫茫大海中有着连光线都甚少触及的地方,那里是跟危险位面有联系而且擁有无法想象的力量的生物的家园。有少數召喚師嘗試从这些深海幽谷中召喚出完全非人存在的幻灵作盟友,他们擁有蠕动的触手和咬喙。儘管这些深水幻灵表面上看来像原始的野兽,例如底栖魔鱼、克拉肯或乌贼鳗鱼之类——那只是因為他们在以前遭遇过类似的深海生命体,他们始於跟其他幻灵一样在判斷影響他们的法术和能力时视作异界生物。
陣營(Alignment):混乱邪恶、混乱中立、绝对中立或中立邪恶。
基礎形態(Base Form):蛇身型(啮咬,攫抓[尾扫],触及[尾扫],尾巴,尾扫)。
基础进化(Base Evolutions):1级起,深水幻灵獲得鰓進化、能量抵抗[寒冷]進化和游泳進化。
4级起,深水幻灵獲得水力噴射(200尺)(Jet)(Bestiary 2 298)能力,而且他们的黑暗视覺提升至120尺。
8级起,深水幻灵的所有尾掃和觸手攻击獲得毒素進化,但是此毒素每轮只能使用1次。召喚師能消耗2点進化点使此毒素造成體質傷害作為代替正常毒素的力量傷害。
12级起,深水幻灵獲得DR 5/魔法。他们还獲得應用于觸手攻擊而非抓爪攻擊的撕扯進化。
16级起,深水幻灵失去能量抵抗[寒冷]進化,取而代之獲得能量免疫[寒冷]進化。
20级起,深水幻灵獲得恆定行動自如(Freedom of Movement)和快速治療 5。
Deepwater
Source Blood of the Sea pg. 23
The vast, lightless reaches of the sea are home to creatures of unimaginable power with connections to dangerous planes. A few rare summoners attempt to conjure forth eidolons from these cold, alien depths, drawing forth utterly inhuman allies with squirming tentacles and gnashing beaks. Although these eidolons may superficially resemble primeval beasts such as aboleths, krakens, or monstrous squids or eels—if they resemble any previously encountered deep-sea life-form at all—they are outsiders like any other eidolon for the purposes of spells and effects that affect them.
Alignment: Chaotic evil, chaotic neutral, neutral, or neutral evil.
Base Form: Serpentine (bite, grab [tail slap], reach [tail slap], tail, tail slap).
Base Evolutions: Starting at 1st level, deepwater eidolons gain the gills, resistance (cold), and swim evolutions.
At 4th level, deepwater eidolons gain the jet ability at a speed of 200 feet (Pathfinder RPG Bestiary 2 298) and increase the range of their darkvision to 120 feet.
At 8th level, deepwater eidolons gain the poison evolution for all tail slap and tentacle attacks, although the poison can be used only once per round. The summoner can spend 2 evolution points to make this poison deal Constitution damage instead of Strength damage, as normal for the poison evolution.
At 12th level, deepwater eidolons gain DR 5/magic. They also gain the rend evolution for tentacle attacks rather than claw attacks.
At 16th level, deepwater eidolons lose the resistance (cold) evolution and instead gain the immunity (cold) evolution.
At 20th level, deepwater eidolons gain constant freedom of movement and fast healing 5.
惡魔(Demon)
出自《Pathfinder Unchained pg. 32》
惡魔幻靈是為了純粹的毀滅而誕生的實體,他們由深淵中備受煎熬的靈魂能量所構成,這讓學者們不由得推測,召喚師的技藝和最初誕生惡魔的魔法影響有關。惡魔幻靈沉醉於製造毀滅和向他人施加痛苦,他們會毫無異議地為召喚師執行此類行為,並為他們所製造的任何毀滅而感到歡愉。對於惡魔幻靈來說,過程比結果更為重要。
陣營(Alignment):混亂邪惡。
基礎形態(Base Form):異怪型(嚙咬,觸手團),二足型(爪抓,肢體[臂],肢體[腿]),四足型(肢體[腿,2次],嚙咬)或蛇身型(嚙咬,傷害強化[嚙咬],觸及[嚙咬],尾巴,尾掃)。
基礎進化(Base Evolutions):1級起,惡魔幻靈獲得能量抵抗[閃電]和能量抵抗[火焰]進化,而且會在對抗毒素的豁免檢定獲得+4加值。
4級起,惡魔幻靈獲得10點強酸抗力和10點寒冷抗力。
8級起,惡魔幻靈失去在對抗毒素的豁免檢定的+4點加值,取而代之獲得毒素免疫。他們的進化池還獲得1點額外進化點。
12級起,惡魔幻靈獲得DR 5/善良。他們還會獲得屬性強化進化,應用於由召喚師選擇的屬性。
16級起,惡魔幻靈失去能量抵抗[閃電]進化,取而代之獲得能量免疫[閃電]進化。他們還會獲得心靈感應(telepathy)能力(見怪物圖鑒 305頁)。
20級起,惡魔幻靈獲得真知術(true seeing)作為恆定的類法術能力。
Demon
Source Pathfinder Unchained pg. 31
Raw destruction given material substance, demon eidolons form out of the Abyss’s stew of soul energy, leading some scholars to speculate that the summoner’s arts are related to the magical tampering that gave rise to the first demons. Demon eidolons revel in causing destruction and inflicting suffering, and they will do so for their summoners without question, taking pleasure in whatever havoc they can create. For a demon eidolon, the means justify the ends.
Alignment: Chaotic evil.
Base Form: Aberrant (bite, tentacle mass), Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved damage [bite], reach [bite], tail, tail slap).
Base Evolutions: Starting at 1st level, demon eidolons gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against poison.
At 4th level, demon eidolons gain acid resistance 10 and cold resistance 10.
At 8th level, demon eidolons lose the +4 bonus on saving throws against poison and gain immunity to poison. They also add 1 point to their evolution pools.
At 12th level, demon eidolons gain DR 5/good. They also gain the ability increase evolution in an ability score of the summoner’s choice.
At 16th level, demon eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain telepathy (Bestiary 305).
At 20th level, demon eidolons gain true seeing as a constant spell-like ability.
魔鬼(Devil)
出自《Pathfinder Unchained pg. 32》
魔鬼幻靈是腐蝕者、誘惑者和掠奪者,他們通常會順從而高效地為召喚師服務,花費漫長的時間嘗試引誘召喚師的靈魂墮入地獄的最深處。儘管有的魔鬼具有別具一格的形態,不過相比那種真正怪異的外觀來說,魔鬼幻靈一般都會化身為傳統的雙足形態,因為這樣更容易和召喚師構築深厚的關係從而引誘他墮落。
陣營(Alignment):守序邪惡。
基礎形態(Base Form):二足型(爪抓,肢體[臂],肢體[腿])。
基礎進化(Base Evolutions):1級起,魔鬼幻靈獲得能量抵抗[火焰]進化和技能精通[唬騙]進化。他們還在對抗毒素的豁免檢定獲得+4加值。
4級起,魔鬼幻靈獲得10點強酸抗力和10點寒冷抗力。
8級起,魔鬼幻靈獲得技能精通[交涉]進化和免疫毒素。
12級起,魔鬼幻靈獲得DR 5/善良。他們還會獲得看破黑暗(see in darkness)能力。
16級起,魔鬼幻靈失去能量抵抗[火焰]進化,取而代之獲得能量免疫[火焰]進化。他們還會獲得心靈感應(telepathy)能力(見怪物圖鑒 305頁)。
20級起,魔鬼幻靈獲得5點再生(regeneration;善良武器,善良法術)。如果魔鬼幻靈承受足夠的傷害,他們仍會如同正常的幻靈一般被放逐至地獄。
Devil
Source Pathfinder Unchained pg. 32
Corruptors, tempters, and despoilers, devil eidolons often serve their summoners obediently and efficiently, all in a long-term attempt to damn the summoner’s soul to the deepest depths of Hell. While some types of devils have truly unusual forms, devil eidolons have found that the more traditional bipedal form allows them to build up a strong rapport with their summoners—and consequently to corrupt them—more easily than if they possessed a more monstrous appearance.
Alignment: Lawful evil.
Base Form: Biped (claws, limbs [arms], limbs [legs]).
Base Evolutions: Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Bluff ) evolution. They also gain a +4 bonus on saving throws against poison.
At 4th level, devil eidolons gain acid resistance 10 and cold resistance 10.
At 8th level, devil eidolons gain the skilled (Diplomacy) evolution and gain immunity to poison.
At 12th level, devil eidolons gain DR 5/good. They also gain see in darkness (see the devil subtype on page 311 of the Bestiary).
At 16th level, devil eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy (Bestiary 305).
At 20th level, devil eidolons gain regeneration 5 (good weapons, good spells). They are still banished to Hell as normal for eidolons if they take enough damage.
妖靈(Div)
出自《Pathfinder Unchained pg. 32》
妖靈幻靈由怨念與仇恨構築而成,他們希望掠奪並摧毀所有美好和快樂的事物。妖靈幻靈對於擁有凡人主子這件事深惡痛絕,它迫切希望毀滅自己的召喚者,讓那傢伙明白痛苦與失卻的滋味。每個妖靈幻靈都有必須遵循一種獨特的強迫行為——比如飛顱妖(doru)對秘密的著迷——這使得妖靈幻靈能夠與召喚師達成協議,以某種代價交換他們的忠誠。妖靈幻靈的召喚師利用幻靈的強迫症來引誘並控制它。然而妖靈幻靈絕不會放棄,他們繼續計劃並嘗試摧毀主人的珍愛之物。
陣營(Alignment):中立邪惡。
基礎形態(Base Form):二足型(爪抓,肢體[臂],肢體[腿])。
基礎進化(Base Evolutions):1級起,妖靈幻靈獲得能量抵抗[火焰]進化。他們還在對抗毒素的豁免檢定獲得+4加值。
4級起,妖靈幻靈獲得10點強酸抗力和10點閃電抗力。
8級起,妖靈幻靈的進化池還獲得1點額外進化點。他們還會獲得毒素免疫(immunity to poison)。
12級起,妖靈幻靈獲得DR 5/善良。他們還會獲得看破黑暗(See in Darkness)能力。
16級起,妖靈幻靈失去能量抵抗[火焰]進化,取而代之獲得能量免疫[火焰]進化。他們還會獲得心靈感應(telepathy)能力(見怪物圖鑒 305頁)。
20級起,妖靈幻靈獲得任意使用高等傳送術(greater teleport)的能力,如同同名法術(CL 14),不過他們僅能將自身和至多50磅的隨身物品進行傳送。
Div
Source Pathfinder Unchained pg. 32
Formed of hatred and spite, div eidolons seek to despoil and ruin all things beautiful and joyous. Div eidolons particularly resent having mortal masters, and seek to doom their summoners to existences full of suffering and loss. Each div eidolon has a unique compulsion it must follow—usually something similar to the doru’s obsession with secrets—that leads it to bargain its loyalty for something the summoner provides. The div’s summoner uses his eidolon’s compulsion to entrap and control the eidolon. Still, div eidolons never fully give in, and continue to plot ways they might corrupt that which their masters hold dearest.
Alignment: Neutral evil.
Base Form: Biped (claws, limbs [arms], limbs [legs]).
Base Evolutions: Starting at 1st level, div eidolons gain the resistance (fire) evolution. They also gain a +4 bonus on saving throws against poison.
At 4th level, div eidolons gain acid resistance 10 and electricity resistance 10.
At 8th level, div eidolons add 1 point to their evolution pools and immunity to poison.
At 12th level, div eidolons gain DR 5/good. They also gain see in darkness (see the div subtype on page 305 of Pathfinder RPG Bestiary 3).
At 16th level, div eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy (Bestiary 305).
At 20th level, div eidolons gain the ability to use greater teleport at will, as per the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.
元素(Elemental)
出自《Pathfinder Unchained pg. 33》
元素幻靈來自四大元素位面之一,他們連接著一種元素:氣、土、火或水。一般來說,元素幻靈看起來像是完全由某種元素構成的生物,在此基礎上會產生一些變化。元素幻靈的意圖和行為明確而有節制。只要能夠尋求維持平衡,他們便會傾向於避免和他人產生衝突。但是也有例外,那便是元素幻靈在面對自己極度仇恨的對立元素的使者的時候。
陣營(Alignment):絕對中立。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊),四足型(肢體[腿,2次],嚙咬)或蛇身型(嚙咬,天防強化,觸及[嚙咬],尾巴,尾掃)。
基礎進化(Base Evolutions):元素幻靈的基礎進化取決於它所屬於的元素類型。當召喚師初次召喚元素幻靈時,他必須從氣、土、火和水這四種元素中選擇其一。一旦做出選擇便無法更改。幻靈根據自身的元素類型後述進化和能力。
1級起,所有元素幻靈獲得免疫麻痺(paralysis)和免疫昏睡(sleep)。此外,氣元素幻靈獲得能量免疫(閃電)進化。土元素幻靈獲得能量免疫(強酸)進化。火元素幻靈能量免疫(火焰)進化。水元素幻靈獲得能量免疫(寒冷)進化。
4級起,所有元素幻靈的進化池還獲得1點額外進化點。
8級起,氣元素幻靈獲得飛行(魔法)進化,飛行速度等同於它的基礎速度。土元素幻靈獲得掘地進化。火元素幻靈的基礎速度增加20尺。水元素幻靈獲得2次游泳進化,這使得它的游泳速度等同於基礎速度 + 20尺。他們還會獲得鰓進化,這使得他們能夠在水下呼吸。
12級起,所有元素幻靈獲得免疫出血(bleed)、免疫毒素(poison)和免疫震懾(stun)。此外,他們變得無法被夾擊(no longer be flanked)。
16級起,所有元素幻靈獲得免疫重擊(immunity to critical hits),而且不再會受到基於精準的攻擊所造成的傷害,比如偷襲。
20級起,氣元素幻靈獲得旋風(whirlwind)能力。最高為15尺(大型氣元素幻靈為30尺)並造成1d6點傷害(大型氣元素幻靈為1d8點)。土元素幻靈獲得大地熟悉(earth mastery)能力和DR 5/-。火元素幻靈獲得能量攻擊(火焰)進化和燃燒(burn)能力。水元素幻靈獲得浸濕(drench)和漩渦(vortex)能力。漩渦能力的功能就如同氣元素幻靈的旋風能力一般(除了漩渦能力中描述的差異以外)。
Elemental
Source Pathfinder Unchained pg. 33
Pulled in from one of the four elemental planes, these eidolons are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental eidolon appears as a creature made entirely of one element, but there is some variation. Elemental eidolons are decidedly moderate in their views and actions. They tend to avoid the conf licts of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.
Alignment: Neutral.
Base Form: Aberrant (bite, tentacle mass), Biped (limbs [arms], limbs [legs], slam), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved natural armor, reach [bite], tail, tail slap).
Base Evolutions: The base evolutions of an elemental eidolon depend entirely on its chosen element. When first summoning an elemental eidolon, the summoner must select air, earth, fire, or water. Once made, this choice cannot be changed. The eidolon gains the following evolutions and abilities, which can vary depending on its element.
At 1st level, all elemental eidolons gain immunity to paralysis and sleep. In addition, air elemental eidolons gain the immunity (electricity) evolution. Earth elemental eidolons gain the immunity (acid) evolution. Fire elemental eidolons gain the immunity (f ire) evolution. Water elemental eidolons gain the immunity (cold) evolution.
At 4th level, all elemental eidolons add 1 point to their evolution pools.
At 8th level, air elemental eidolons gain the flight evolution (using magic) with a speed equal to their base speed. Earth elemental eidolons gain the burrow evolution. Fire elemental eidolons increase their base speed by 20 feet. Water elemental eidolons gain the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet. They also gain the gills evolution, which allows them to breathe underwater.
At 12th level, all elemental eidolons gain immunity to bleed, poison, and stun. In addition, they can no longer be flanked.
At 16th level, all elemental eidolons gain immunity to critical hits and do not take additional damage from precision-based attacks, such as sneak attack.
At 20th level, an air elemental eidolon gains the whirlwind ability (Bestiary 306), with a maximum height of 15 feet (30 feet for a Large air elemental) and dealing 1d6 points of damage (1d8 for a Large air elemental). Earth elemental eidolons gain the earth mastery ability (Bestiary 122) and DR 5/—. Fire elemental eidolons gain the energy attacks (fire) evolution and the burn ability (Bestiary 298). Water elemental eidolons gain the drench and vortex abilities (Bestiary 126). The vortex ability works as the air elemental eidolon’s whirlwind ability (except as noted in the vortex ability’s description).
精类(Fey)
出自《Ultimate Intrigue pg. 71》
精类是古怪而神奇的生物,倾向于通过幻象、幻惑、异族幽默来战斗。来自妖精王庭的一些精类有着不同寻常的外形,但能成为幻灵的精类多半接近过人类的心灵,因此看起来也会如同人类一般,只是会拥有一些微妙的特征,比如尖耳朵或者蝶翼之类。
根据幻灵性格不同,他们与凡人召唤师缔结契约的理由也千奇百怪;间或,他们的需求也很突然,比如因为伴生树死去因为不想变为其它东西而立刻和人类缔结契约的树妖等等。另一方面,嗜血渴望的红帽子就会想和同样暴虐的召唤师联系。无论理由是什么,它们与召唤师之间纠缠不清的不仅仅只是契约,还有情感,这种强烈的情绪联系就算是邪恶精类幻灵亦不遑多让。
陣營(Alignment):任意。精类幻灵没有阵营亚种。
基礎形態(Base Form):二足型(肢体[臂],肢体[腿])
基礎進化(Base Evolutions):1级时,精类幻灵获得特技、交涉、易容、逃脱、自然知识、表演、巧手、使用魔法装置作为本职技能。它获得低光视力进化,技能精通(选择一个技能)进化,和将舞光术、侦测魔法、幻音术、魔法伎俩之一作为类法术随意使用的能力。一旦选择好所施展的类法术,就无法再改变。
4级时,精类幻灵获得穿林步德鲁伊职业能力。
8级时,精类幻灵可将魅惑人类、纠缠术、油腻术、无声幻影、隐雾术、渐隐术之一作为类法术每日可使用三次,并可在1级可选类法术中再选择一个。
12级时,精类幻灵获得DR5/寒铁。她们长出蝶翼,获得飞行进化。
16级时,精类幻灵可将目盲术/耳聋术、侦测思想、闪光尘、狂笑术、隐形术(限自身)、弱效幻影、镜影术、巧言术之一作为类法术每日可使用三次。并可在1级可选类法术或8级可选类法术中再选择一个。
20级时,精类幻灵的DR增加为10/寒铁。可将群体暗示术、假象术、预置幻影、隐匿之纱之一作为类法术每日使用一次。并可在1级可选类法术或8级可选类法术或16级类法术中再选择一个。
Fey
Source Ultimate Intrigue pg. 71
Fey eidolons are whimsical and mysterious creatures, prone to flights of fancy, odd compulsions, and alien humor. While some creatures from the faerie realms have truly unusual shapes, the ones close enough to the human mind to serve as eidolons tend to look like idealized humanoids with unusual features that set them apart, such as pointed ears or gossamer wings.
Fey eidolons usually choose to bond with mortals for their own mysterious reasons that vary as much as their disparate temperaments; occasionally, their need may be immediate, such as when a dryad whose tree is dying decides to bond with a summoner instead and become something new. On the other hand, a redcap just looking for bloodshed might connect with an equally sadistic summoner. Whatever their reasons, they tend to have strong bonds of loyalty to their summoners entangled with equally strong emotional attachments, even evil fey eidolons.
Alignment: Any. Fey eidolons don’t have alignment subtypes.
Base Form: Biped (limbs [arms], limbs [legs]).
Base Evolutions: Starting at 1st level, fey eidolons gain Acrobatics, Diplomacy, Disguise, Escape Artist, Knowledge (nature), Perform, Sleight of Hand, and Use Magic Device as class skills instead of those gained by most eidolons. They also gain the low-light vision evolution, the skilled evolution (selecting one class skill), and the ability to use either dancing lights, detect magic, ghost sound, or prestidigitation at will as a spell-like ability. Once the summoner selects this and any other spell-like abilities for his fey eidolon, the selection cannot be changed.
At 4th level, fey eidolons gain woodland stride (as the druid ability).
At 8th level, fey eidolons gain the ability to use either charm person, entangle, grease, silent image, obscuring mist, or vanishAPG as a spell-like ability three times per day, and they can select an additional spell-like ability from the 1st-level list.
At 12th level, fey eidolons gain DR 5/ cold iron. They also grow gossamer wings, gaining the flight evolution.
At 16th level, fey eidolons gain the ability to use either blindness/deafness, detect thoughts, glitterdust, hideous laughter, invisibility (self only), minor image, mirror image, or tongues as a spell-like ability three times per day. They also can select an additional spell-like ability from the 1stlevel list or the 8th-level list.
At 20th level, fey eidolons increase their DR to DR 10/cold iron. They gain the ability to use either mass suggestion, mislead, programmed image, or veil as a spell-like ability once per day. They also can select an additional spell-like ability from the 1st-level list, the 8th-level list, or the 16th-level list.
巨靈(Genie)
出自《Elemental Master's Handbook pg. 27》
巨靈是擁有人形的元素生物,並且巨靈幻靈通常會在對召喚師的阿諛奉承和對其能讓幻靈感到優越感的怪癖的尖酸諷刺之間搖擺。
陣營(Alignment):混亂善良,混亂中立,守序邪惡,守序中立,或絕對中立。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊)。
基礎進化(Base Evolutions): 在1級時,巨靈幻靈會獲得4點武器訓練進化以及對應元素亞種的元素抵抗進化。
在4級時,巨靈幻靈會獲得用整輪動作使用變化形體的能力,每天可以使用2次。這授予他們可以獲得體型增大進化,持續等同於其HD的輪數,並且這不會與其他體型變化效果疊加。如果巨靈幻靈之後購買了體型增大進化則會失去該能力,但是這樣他們會額外獲得1點進化點。
在8級時,巨靈幻靈獲得等同於其基礎速度的飛行進化(魔法);掘地進化;或是鰓進化和兩次游泳進化,獲得的游泳速度等同於其基礎速度+20尺之一。
在12級時,巨靈幻靈失去了在1級獲得的抵抗能量進化並且獲得等同於其選擇能量類型的免疫能量進化。他們也可以施展位面傳送作為每天一次的類法術能力(CL12),但是只能把自願目標傳送到星界,元素位面或者物質位面。
在16級時,每天一次用一個標準動作,巨靈幻靈可以對自己使用清潔術APG或者是高等激勵進化APG(CL16)作為類法術能力,但是這只能在回應主人的願望的時候使用(比如「我希望你更加強壯」)。主人可以用一個自由動作許下一個這樣的願望。
在20級是,巨靈幻靈會獲得對應元素的元素幻靈的20級進化。
Genie
Source Elemental Master's Handbook pg. 27
Genies are elemental beings that take humanoid forms, and genie eidolons often vacillate between humble kowtowing and biting observations about the summoner’s foibles that make the eidolon look superior. The following rules are designed for the unchained summoner—see Pathfinder RPG Pathfinder Unchained for more details on this optional variant of the summoner class.
Alignment: Chaotic good, chaotic neutral, lawful evil, lawful neutral, or neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Base Evolutions: At 1st level, genie eidolons gain the 4-point weapon training evolution as well as the resistance evolution for any one energy type.
At 4th level, genie eidolons gain the ability to grow in size twice per day as a full-round action. This grants them the large evolution for 1 round per Hit Die they have, increases the size of their equipment for the duration, and does not stack with other size-changing effects. Genie eidolons who later purchase the large evolution lose this ability, but they add 1 point to their evolution pools.
At 8th level, genie eidolons gain either the flight evolution (using magic) with a speed equal to their base speed; the burrow evolution; or the gills evolution, plus the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet.
At 12th level, genie eidolons lose the resistance evolution gained at 1st level and instead gain the immunity evolution to the selected energy type. They can also cast plane shift as a spell-like ability once per day (CL 12th), but only to transport willing targets to the Astral Plane, Elemental Planes, or Material Plane.
At 16th level, once per day as a standard action, genie eidolons can cast cleanseAPG or greater evolution surgeAPG (CL 16th) on themselves as a spell-like ability, but only in response to their masters’ spoken wish (such as “I wish you were stronger”). The master can make such a wish as a free action.
At 20th level, genie eidolons gain the 20th-level base evolutions of an elemental eidolon of any one element.
制裁者(Inevitable)
出自《Pathfinder Unchained pg. 33》
制裁者幻靈永不停歇地對抗者混沌以及那些打破自然規律的存在,他們對於循規蹈矩的守序召喚師來說是忠誠的同伴。制裁者的召喚師通常會與奇匠族(Axiomite)相處得很好,因為他們能向召喚師分享打造和改裝制裁者的知識和工藝。制裁者幻靈看起來就好像發條構裝體與理想化的類人雕像的結合體。
陣營(Alignment):守序中立。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊)。
基礎進化(Base Evolutions):1級起,在判斷破敵(bane)武器特殊能力以及宿敵(favored enemy)職業能力之類的能力是否生效時,制裁者幻靈同時被視為構裝體和異界生物。他們在對抗死亡效果、疾病、死靈系效果、麻痺、毒素、昏睡和震懾的豁免檢定獲得+4加值。
4級起,制裁者幻靈在對抗影響心靈效果的豁免檢定中獲得+4加值,而且免疫非致命傷害、疲乏和力竭。
8級起,制裁者幻靈獲得免疫死亡效果、免疫疾病和免疫毒素。
12級起,制裁者幻靈獲得DR 5/混亂。他們還獲得免疫昏睡以及巧言(true speech)能力。
16級起,制裁者幻靈失去在對抗死靈系效果時豁免獲得的+4加值,取而代之獲得免疫屬性傷害、屬性流失、能量吸取(energy drain)和死靈系效果。
20級起,制裁者幻靈獲得了免疫麻痺、昏睡、震懾和任何需要強韌豁免的效果(能夠對物體生效的效果除外)。
Inevitable
Source Pathfinder Unchained pg. 33
Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues.
Alignment: Lawful neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Base Evolutions: At 1st level, inevitable eidolons count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.
At 4th level, inevitable eidolons gain a +4 bonus on saving throws against mind-affecting effects and immunity to nonlethal damage, fatigue, and exhaustion.
At 8th level, inevitable eidolons gain immunity to death effects, disease, and poison.
At 12th level, inevitable eidolons gain DR 5/chaotic. They also gain immunity to sleep, as well as the true speech ability (see the inevitable subtype on page 307 of Bestiary 2).
At 16th level, inevitable eidolons lose the +4 bonus on saving throws against necromancy effects and gain immunity to ability damage, ability drain, energy drain, and necromancy effects.
At 20th level, inevitable eidolons gain immunity to paralysis, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects).
社神(Kami)
出自《Wilderness Origins pg. 18》
社神幻灵是与召唤师UCH紧密连接在一起的自然之灵。他们力图守护自身的御守,由于他们与召唤师之间的纽带,其选择御守的灵活性强于大部分同类。
陣營(Alignment):任意非邪恶。社神幻灵没有阵营亚种,而是擁有本地亚种。
基礎形態(Base Form):二足型(肢体[臂],肢体[腿],揮擊)
基礎進化(Base Evolutions):1级起,社神幻灵获得能量抵抗[火焰]进化,并且获得4点的武器训练进化(擅长军用武器)。
4级起,社神幻灵获得10点强酸抗力和10点寒冷抗力。
8级起,每天一次,社神幻灵能够以一个标准动作指定自己的御守(Ward)。其御守必须是一件物品、植物或智力不高于2的生物,御守的指定会维持1个小时。只要社神幻灵位于其御守60尺范围内,社神幻灵和其御守在都会在豁免检定中获得+2神圣加值。
12级起,社神幻灵获得4点的快速痊愈进化(1点快速痊愈)和容身御守(Merge with ward)能力。当一个物品或生物不再是社神幻灵的御守时,如果它们融合在一起,社神幻灵会自动从御守中出现。
16级起,社神幻灵免疫出血、心灵影响、石化和变形效果。
20级起,只要社神幻灵在其御守30尺范围内,其从快速痊愈进化中获得的快速痊愈能力增加2点。当社神幻灵和御守融合时,其御守获得同样数值的快速痊愈能力。
Kami
Source Wilderness Origins pg. 18
Kami eidolons are spirits of nature bound to an unchained summoner. They seek to protect their wards, but because of their summoner’s bond, they have more flexibility choosing their wards than most of their kind.
Alignment: Any non-evil. Kami eidolons do not have an alignment subtype, instead having the native subtype.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Base Evolutions: At 1st level, a kami eidolon gains the resistance (fire) evolution and the 4-point weapon training evolution (proficiency in martial weapons).
At 4th level, a kami eidolon gains acid resistance 10 and cold resistance 10.
At 8th level, a kami eidolon can declare a ward once per day as a standard action. Its ward must be an object, a plant, or a creature with an Intelligence score of 2 or less, and the ward maintains the designation for 1 hour. So long as a kami eidolon is within 60 feet of its ward, it and its ward gain a +2 sacred bonus on saving throws.
At 12th level, a kami eidolon gains the 4-point version of the fast healing evolution and the merge with ward ability. A kami eidolon automatically emerges from its ward if they are merged when that object or creature ceases to be the eidolon’s ward.
At 16th level, kami eidolons are immune to bleed, mindaffecting, petrification, and polymorph effects.
At 20th level, a kami eidolon increases the fast healing from its fast healing evolution by 2 points whenever it is within 30 feet of its ward; while the kami is merged with its ward, the ward gains the same amount of fast healing.
链魔(Kyton)
出自《Curse of the Crimson Throne (PFRPG) pg. 431》
链魔作為痛苦的学者和肉体界限的探索者,他们明白凡人的形态是张渴望转变的空白画布。他们以类人的姿态出现,除了他们全身覆盖着穿環、搭掛着鏈條、以及承受着吓人身体的改造。链魔幻灵可以獲得觸手進化和織網進化,但他们的觸手和網总是呈现出活化鏈條的样子。
陣營(Alignment):守序邪恶。
基礎形態(Base Form):二足型(天防強化,肢体[臂],肢体[腿])
基础进化(Base Evolutions):1级起,链魔幻灵獲得能量抵抗[寒冷]進化和技能精通[醫療]進化。他们还擅长刺鏈(Spiked chain)。
4级起,链魔幻灵的进化池增加1点進化点。
8级起,链魔幻灵獲得不安凝視(Unnerving Gaze),控制那些看着它的人的感覺。跟普通的凝視武器不同,链魔幻灵的不安凝視每轮只能影響1个生物,在他的回合以自由动作引导它凝视的目标。不安凝視的距離為30尺,成功通过意志豁免检定则无效。任何检定失败的生物因链魔吓人的改造而陷入惡心1轮。链魔幻灵免疫其他鏈魔的不安凝視,而且他的召喚師免疫他的不安凝視。此為心灵影响和恐懼效果,豁免DC基於魅力。
12级起,链魔幻灵获得DR 5/善良。链魔幻灵的不安凝視的效果现在持續1d3轮,而且以自由动作,他能在自己的回合每轮指定2个生物作為目标。
16级起,链魔幻灵失去能量抵抗[寒冷]進化,取而代之獲得能量免疫[寒冷]進化。链魔幻灵的不安凝視的效果现在為目标陷入恍惚1轮,而且以自由动作,他能每轮指定3个生物作為目标。
20级起,链魔幻灵5點再生(Regeneration)(善良武器,善良法術)。若链魔幻灵承受足夠的傷害,他們仍會如同正常幻靈一样被放逐至阴影位面。
Kyton
Source Curse of the Crimson Throne (PFRPG) pg. 431
Scholars of the exquisiteness of agony and explorers of the limitations of the flesh, kytons understand the mortal form is a blank canvas aching for transformation. They appear as humanoids, save that they are covered in piercings, draped with chains, and bear grisly body modifications. Kyton eidolons gain access to the tentacle and web evolutions, but kyton eidolon tentacles and webs always appear as animated chains.
Alignment: Lawful evil.
Base Form: Biped (improved natural armor, limbs [arms], limbs [legs]).
Base Evolutions: At 1st level, kyton eidolons gain the resistance (cold) and skilled (Heal) evolutions. They also gain proficiency with the spiked chain.
At 4th level, a kyton eidolon adds 1 point to its evolution pool.
At 8th level, a kyton eidolon gains an unnerving gaze that manipulates the perceptions of those who look upon it. Unlike typical gaze weapons, a kyton eidolon’s unnerving gaze can affect only one creature per round when the kyton directs its gaze at the target on its turn as a free action. An unnerving gaze has a range of 30 feet, and can be negated by a successful Will save. Any creature that fails the save becomes sickened by the kyton’s grisly modifications for 1 round. A kyton eidolon is immune to the unnerving gazes of other kytons, and the kyton’s summoner is immune to its unnerving gaze. This is a mind-affecting fear effect. The save DC is Charisma-based.
At 12th level, a kyton eidolon gains DR 5/good. The effects of a kyton eidolon’s unnerving gaze now persist for 1d3 rounds, and as a free action, a kytons can target up to two creatures per round with its gaze on its turns.
At 16th level, a kyton eidolon loses the resistance (cold) evolution, and gains the immunity (cold) evolution in its place. The effects of a kyton eidolon’s unnerving gaze now stagger the target for 1 round, and as a free action, a kyton eidolon can target up to three creatures per round with its gaze.
At 20th level, a kyton eidolon gains regeneration 5 (good weapons, good spells). It is still banished to the Shadow Plane as normal for an eidolon if it takes enough damage.
植物(Plant)
出自《Ultimate Wilderness pg. 95》
植物幻灵由注入原始自然精魄力量的植物物质组成。
陣營(Alignment):任意。植物幻灵不擁有陣營亚种。
基礎形態(Base Form):仙人掌(肢体[臂],肢体[腿],釘刺)、松柏樹(抓爪,肢体[臂],肢体[腿])、真菌(啮咬,肢体[臂],肢体[腿])、葉子(肢体[臂],肢体[腿],揮擊)或海藻(肢体[臂],揮擊,[游泳,2次])
基础进化(Base Evolutions):1级起,植物幻灵獲得昏暗視覺,以及能量抵抗[閃電]進化和能量抵抗[音波]進化。
4级起,植物幻灵獲得恒定的行蹤無跡(Pass without Trace),而且他们能改變外形(Change Shape)成基于其基礎型态的同体型植物,此結果类似于樹化術(Tree Shape)。
8级起,每天等同于HD的分鐘數,植物幻灵獲得对任何跟他基礎型态类似的植物使用植物交談(Speak with Plants)的能力。此時間不需要連續。
12级起,植物幻灵获得免疫麻痺、毒素、睡眠和震懾。
16级起,植物幻灵获得每天1次使用問道自然(Commune with Nature)的能力,而且能任意使用他们的植物交談(Speak with Plants)能力。
20级起,植物幻灵在对抗心灵影響效果的豁免检定獲得+8抗力加值。他们失去能量抵抗[閃電]進化和能量抵抗[音波]進化,取而代之獲得能量免疫[閃電]進化和能量抵抗[音波]進化。
Plant
Source Ultimate Wilderness pg. 95
Plant eidolons consist of vegetable matter infused with raw natural spiritual power.
Alignment: Any. Plant eidolons don’t have alignment subtypes.
Base Form: Cactus (limbs [arms], limbs [legs], sting), conifer (claws, limbs [arms], limbs [legs]), fungus (bite, limbs [arms], limbs [legs]), leaf (limbs [arms], limbs [legs], slam), seaweed (limbs [arms], slam, swim [2]).
Base Evolutions: At 1st level, plant eidolons gain low-light vision as well as the resistance (electricity) and resistance (sonic) evolutions.
At 4th level, plant eidolons gain constant pass without trace and they can change shape into plants of the size category corresponding to their base form with results similar to tree shape.
At 8th level, plant eidolons gain the ability to use speak with plants for 1 minute per Hit Die per day with any plants related to the eidolon’s base form. These minutes need not be consecutive.
At 12th level, plant eidolons gain immunity to paralysis, poison, sleep, and stun.
At 16th level, plant eidolons gain the ability to use commune with nature once per day and can use their speak with plants ability at will.
At 20th level, plant eidolons gain a +8 resistance bonus on saving throws against mind-affecting effects. They lose their resistance (electricity) and resistance (sonic) evolutions and instead gain the immunity (electricity) and immunity (sonic) evolutions.
幻蛇(Protean)
出自《Pathfinder Unchained pg. 33》
幻蛇幻靈是由純粹的混沌所構成的蛇形存在,他們希望能夠重塑現實。幻蛇幻靈欣賞有創意的召喚師,喜歡他們經常重塑幻靈形體而且肆意使用幻靈重塑術(Transmogrify)。在此基礎上,無論召喚師的目標是什麼,幻蛇幻靈都很樂意與他們的召喚師合作,但是他們很快便會體型召喚師,他們兩者間是一種互惠互利的關係,而非作為召喚師的僕人而存在。
陣營(Alignment):混亂中立。
基礎形態(Base Form):蛇身型(嚙咬,攫抓[尾掃],尾巴,尾掃)。
基礎進化(Base Evolutions):1級起,幻蛇幻靈獲得能量抵抗[強酸]進化和攫抓進化,這個攫抓進化可以依照召喚師選擇而綁定到一個攻擊類型上。每當召喚師改變幻蛇幻靈的進化時,他都能夠改變攫抓綁定的攻擊類型。
4級起,幻蛇幻靈獲得10點閃電抗力和10點音波抗力。
8級起,幻蛇幻靈獲得緊勒進化。
12級起,幻蛇幻靈獲得DR 5/秩序。他們還會獲得盲感進化,外加不需要翅膀進行飛行(機動性完美)的能力,就如同花費了4點進化點的飛行進化一般。
16級起,幻蛇幻靈失去能量抵抗[強酸]進化,取而代之獲得能量免疫[強酸]進化。他們還會獲得不定構造(amorphous anatomy)能力。
20級起,幻蛇幻靈獲得常駐的行動自如(Freedom of Movement)以及幻蛇版本的變身(高等變形術)能力。
Protean
Source Pathfinder Unchained pg. 33
Serpentine beings of pure chaos, proteans seek to reshape reality. Protean eidolons appreciate creative summoners who often rebuild their forms and make liberal use of the transmogrify spell. Beyond that, protean eidolons are happy to work with their summoners for any purpose, though they are quick to remind their summoners that while they have a mutually benef icial relationship, they are not servants.
Alignment: Chaotic neutral.
Base Form: Serpentine (bite, grab [tail slap], tail, tail slap).
Base Evolutions: At 1st level, protean eidolons gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner’s choice. Whenever the summoner changes the protean eidolon’s evolutions, he can also change the attack type for grab.
At 4th level, protean eidolons gain electricity resistance 10 and sonic resistance 10.
At 8th level, protean eidolons gain the constrict evolution.
At 12th level, protean eidolons gain DR 5/lawful. They also gain the blindsense evolution and the ability to fly without wings with perfect maneuverability, as the flight evolution with 4 points spent.
At 16th level, protean eidolons lose the resistance (acid) evolution and instead gain the immunity (acid) evolution. They also gain the amorphous anatomy ability (see the protean subtype on page 308 of Bestiary 2).
At 20th level, protean eidolons gain constant freedom of movement and the protean version of the change shape (greater polymorph) ability (see the protean subtype on page 308 of Bestiary 2).
招魂者(Psychopomp)
出自《Pathfinder Unchained pg. 34》
作為萬物死亡後的管理者、記錄者和指引者,招魂者幻靈冷靜而又忠誠。當召喚者幻靈位於凡世時,他們幾乎總是會佩戴著面具。招魂者幻靈無法忍受那些和邪魔、不死生物或其他干涉靈魂輪迴的生物打交道的召喚師,但是在其他方面,召喚師的大多數行為都能得到招魂者幻靈的接納。當召喚師死亡時,招魂者幻靈會親自將他送往彼岸,並作為權威證人參與召喚師所接受的審判。
陣營(Alignment):絕對中立。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊),四足型(肢體[腿,2次],嚙咬)或蛇身型(嚙咬,拉拽[嚙咬],觸及[嚙咬],尾巴,尾掃)。
基礎進化(Base Evolutions):1級起,招魂者幻靈免疫死亡效果、疾病和毒素。
4級起,招魂者幻靈獲得10點寒冷抗力和10點閃電抗力。
8級起,招魂者幻靈獲得魂之觸碰(spirit touch)能力,而且他們的進化池還獲得1點額外進化點。
12級起,招魂者幻靈獲得DR 5/精金。他們還會獲得生命感知(spiritsense)能力。
16級起,招魂者幻靈獲得屬性強化進化,應用於由召喚師選擇的屬性。他們還會獲得任意以類法術能力施放隱形術(invisibility)(僅限自身)的能力。
20級起,招魂者幻靈的傷害減免提升至10/精金,而且會獲得能量免疫(寒冷)和能量免疫(閃電)進化。
Psychopomp
Source Pathfinder Unchained pg. 34
Stewards, chroniclers, and guides of all things that die, psychopomps make dispassionate yet loyal eidolons. When they deal with the world of mortals, psychopomp eidolons nearly always wear masks. They do not tolerate summoners who traffic with daemons, undead, and other entities that interfere with the transmigration of souls, but otherwise they are comfortable with most actions on the summoner’s part. When the summoner dies, a psychopomp eidolon personally escorts him to the afterlife and serves as an expert witness when it is time for him to be judged.
Alignment: Neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, pull [bite], reach [bite], tail, tail slap).
Base Evolutions: Starting at 1st level, psychopomp eidolons gain immunity to death effects, disease, and poison.
At 4th level, psychopomp eidolons gain cold resistance 10 and electricity resistance 10.
At 8th level, psychopomp eidolons gain the spirit touch ability (see the psychopomp subtype on page 308 of Pathfinder RPG Bestiary 4) and add 1 point to their evolution pools.
At 12th level, psychopomp eidolons gain DR 5/adamantine. They also gain the spiritsense ability (see the psychopomp subtype on page 308 of Bestiary 4).
At 16th level, psychopomp eidolons gain the ability increase evolution, applied to an ability score of the summoner’s choice. They also gain the ability to cast invisibility (self only) as a spell-like ability at will.
At 20th level, psychopomp eidolons increase their damage reduction to 10/adamantine and gain the immunity (cold) and immunity (electricity) evolutions.
輻光(Radiant)
出自《Plane-Hopper's Handbook pg. 33》
輻光幻靈基本上闪耀着正能量位面的潛能,他们充滿激情,乍看之下这些伙伴通常擁有鳥類特徵。
陣營(Alignment):絕對中立。
基礎形態(Base Form):二足型(嚙咬,肢體[臂],肢體[腿])或四足型(抓爪,肢體[腿,2次])。
基礎進化(Base Evolutions):輻光幻灵免疫死亡效果和能量吸取。他们能舒適地存在于正能量位面並且不受益或受罰于其正能量主導位面特性(positive-dominant planar trait)所影響。每当輻光幻灵受到魔法治療效果时,他们每治療骰额外恢復1点hp。
4级起,輻光幻灵的天生攻击如同幽冥武器能击中虛体目标。他们还会如同光亮术(Light)一样發光,有效法术环级等同于其1/2HD(向下取整);他们能如标準动作壓制或恢復此效果。
8级起,輻光幻灵长出了羽毛翅膀,他们獲得飞行進化。
12级起,輻光幻灵獲得快速治療進化。
16級起,輻光幻灵獲得每天3次施放治療重傷(Cure Serious Wounds)的能力。當輻光幻灵的召喚師在其60尺內基于hp損失而陷入死亡或昏迷,輻光幻灵能以直覺動作犧牲自己来给予召喚師生命之息(Breath of Life)的好處,兩項能力CL等同于幻灵的HD。
20級起,当使用能量攻擊進化或噴吐武器進化攻击不死生物时,輻光幻灵造成每骰额外2点伤害。每当輻光幻灵作為魔法治療效果的目标时,此效果發揮出其全部潛能,如同被法術極效所强化。
Radiant
Source Plane-Hopper's Handbook pg. 25
Practically glowing with the Positive Energy Plane’s potential, radiant eidolons make for passionate, if judgmental, companions that often have avian features.
Alignment: Neutral.
Base Form: Biped (bite, limbs [arms], limbs [legs]) or quadruped (claws, limbs [legs, 2]).
Base Evolutions: Radiant eidolons are immune to death effects and energy drain. They can exist comfortably on the Positive Energy Plane and do not benefit or suffer from the positive-dominant planar trait. Whenever radiant eidolons are subjected to a magical healing effect, they regain 1 additional hit point per die rolled.
At 4th level, radiant eidolons’ natural attacks can strike incorporeal targets as though they were ghost touch weapons. Radiant eidolons glow as light with an effective spell level equal to half their Hit Dice (round down); they can suppress or resume this effect as a standard action.
At 8th level, radiant eidolons grow feathery wings, gaining the flight evolution.
At 12th level, radiant eidolons gain the fast healing evolution.
At 16th level, radiant eidolons gain the ability to cast cure serious wounds three times per day. When a radiant eidolon’s summoner dies or falls unconscious within 60 feet as a result of hit point loss, the eidolon can die as an immediate action to grant the summoner the benefits of breath of life. The caster level for both abilities equals the eidolon’s Hit Dice.
At 20th level, radiant eidolons deal an additional 2 points of damage per die rolled against undead creatures when attacking with the energy attacks or breath weapon evolutions. Whenever radiant eidolons are subjected to a magical healing effect, the effect functions at its full potential, as if enhanced by Maximize Spell.
陰影(Shadow)
出自《Blood of Shadows pg. 11》
陰影幻靈是一個幻靈的新亞種,可以被召喚師UCH所選擇。陰影幻靈是被從陰影位面的陰沉暗夜中召喚出來的,對主物質位面原生生物的一種蒼白而又殘酷的仿製品。陰影幻靈對被拉入主物質位面那難以忍受的光亮中感到極端怨恨。即便如此,陰影幻靈仍然會用他們的陰影來侍奉召喚師,因為他們知道沒有光明就沒有陰影。
陣營(Alignment):任意非善良。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],爪抓)、四足型(肢體[腿,2次],嚙咬)或蛇身型(嚙咬,天防強化,拉拽[嚙咬],觸及[嚙咬),尾巴,尾掃)。
基礎進化(Base Evolutions):1級起,陰影幻靈獲得能量抵抗[寒冷]進化和能量抵抗[閃電]進化,同時他們還會獲得每天三次以類法術能力施放「黑暗術」的能力。這一類法術能力的施法者等級等同於幻靈的HD。
4級起,陰影幻靈能夠輕易地融入陰影,在任何光亮照明以外的光照環境下,他們都會獲得隱蔽(20%失手率)。在昏暗光線和黑暗的環境下,陰影幻靈會獲得50%的失手率而不是通常的20%失手率;這不會給予幻靈全隱蔽。一個陰影幻靈可以用一個自由動作來取消或者恢復這一能力。
8級起,陰影幻靈獲得DR 5/魔法並將黑暗視覺的範圍提升到90尺。額外的,他們的進化池獲得1點額外進化點
12級起,陰影幻靈失去施放黑暗術的類法術能力並獲得每天三次以類法術能力施放「深幽黑暗術」的能力。額外的,他們獲得「看破黑暗」(See in Darkness, Su)的通用怪物能力。
16級起,陰影幻靈的DR提升至10/魔法並且他們獲得法術抗力進化。
20級起,陰影幻靈將他們的黑暗視覺範圍提升至120尺並且獲得任意以類法術能力施放「暗影步」的能力。每天三次,陰影幻靈可以瞬發這一類法術能力,如同使用了「法術瞬發」專長一般。
Shadow
Source Blood of Shadows pg. 11
Shadow is a new eidolon subtype available to the variant of the summoner class presented in Pathfinder RPG Pathfinder Unchained. Summoned from the dreary shadowscapes of the Shadow Plane, shadow eidolons are grim, colorless mockeries of creatures that inhabit the Material Plane. Shadow eidolons resent being pulled into the unbearable brightness of the Material Plane. Despite this, shadow eidolons serve their summoners with somberness, acknowledging that shadow cannot exist without light.
Alignment: Any nongood.
Base Form: Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved natural armor, reach [bite], tail, tail slap).
Base Evolutions: At 1st level, shadow eidolons gain the resistance (cold) and resistance (electricity) evolutions. They also gain the ability to cast darkness as a spell-like ability three times per day. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice.
At 4th level, shadow eidolons effortlessly blend into the shadows, giving them concealment (20% miss chance) in any illumination other than bright light. In dim light or darkness, shadow eidolons have a 50% miss chance instead of the normal 20% miss chance; this doesn’t grant the eidolons total concealment. A shadow eidolon can suspend or resume this ability as a free action.
At 8th level, shadow eidolons gain DR 5/magic and increase the range of their darkvision to 90 feet. In addition, they add 1 point to their evolution pools.
At 12th level, shadow eidolons lose the ability to cast darkness as a spell-like ability and instead gain the ability to cast deeper darkness as a spell-like ability three times per day. In addition, they gain the see in darkness universal monster ability.
At 16th level, shadow eidolons’ damage reduction increases to DR 10/magic and they gain the spell resistance evolution.
At 20th level, shadow eidolons increase the range of their darkvision to 120 feet and gain the ability to cast shadow step as a spell-like ability at will. Three times per day, a shadow eidolon can quicken this spell-like ability, functioning as the Quicken Spell-Like Ability feat.
敘中人(Storykin)(又名故事幻灵)
出自《Plane-Hopper's Handbook pg. 33》
敘中人幻靈是哈羅卡的化身,透过哈羅位面的力量獲得生命。大部分敘中人幻靈的自主權受到限制,一生都在演繹他們起源的故事中的角色。敘中人幻靈的型态和陣營是基于哈羅卡。你在創造这些幻灵时能參考真正的哈羅卡(哈羅卡在P子官网有卖,卡面在哈羅书中能找到),但你也能按照內海世界指南293頁中对哈羅卡的描述進行花色和陣營的模擬。
[注:錘 (力量) 匙(敏捷) 盾(體質) 書(智力) 星(感知) 冠(魅力)]
陣營(Alignment):不定。
基礎形態(Base Form):二足型(肢體[臂],肢體[腿],揮擊)、四足型(肢體[腿,2次],揮擊)或蛇身型(嚙咬,攫抓[尾掃],尾巴,尾掃)。
基礎進化(Base Evolutions):召喚師首次召喚敘中人幻靈时,他必須选择一張特定的哈羅卡,通常是以生物為主要角色的卡牌,例如圣武士(Paladin)、兔子王子(Rabbit Prince)或暴君(Tyrant)。此选择決定幻灵的基礎形態、陣營和整體外觀,因為幻靈是類似於所選卡牌中的生物。沒有明顯生物的哈羅卡则呈現成由五顏六色的拼布組成的類人生物。敘中人幻靈的陣營符合所選哈羅卡的代表陣營而且仍然必須跟召喚師的陣營相差在一階以內。所選哈羅卡的花色決定敘中人幻靈進化时的能力。当召喚師獲得新的等级时,他能选择不同的哈羅卡,因此替換不同的基礎形態、陣營和外觀。
1级起,敘中人幻靈獲得能量抵抗[音波]進化。此外,花色為锤和盾的敘中人幻靈在强韌豁免獲得+2加值。花色為书和钥的敘中人幻靈在反射豁免獲得+2加值。花色為冠和星的敘中人幻靈在意志豁免獲得+2加值。
4级起,敘中人幻靈獲得10點寒冷抗力和10點閃電抗力。
8级起,敘中人幻靈獲得屬性強化進化,按其哈羅卡的花色判斷應用的屬性。
12级起,敘中人幻靈獲得免疫出血、毒素和震懾。它还獲得DR 5/精金。
16級起,敘中人幻靈失去能量抵抗[音波]進化,取而代之獲得能量免疫[音波]進化。他們还獲得免疫心灵影響效果。
20級起,敘中人幻靈獲得免疫哈羅卡对應的花色的屬性伤害和流失,而且免疫能量吸取。他們还獲得屬性強化進化,應用跟8级时相同的屬性。
Storykin
Source Plane-Hopper's Handbook pg. 26
The storykin are avatars of the harrow deck’s cards, brought to life through the power of the Harrowed Realm. Most of the storykin are limited in their autonomy, spending their lives acting out the roles in the stories they originated from. The form and alignment of a storykin eidolon is dependent on the harrow card the eidolon is based on. You can reference an actual harrow deck for these eidolons (harrow decks are available at paizo.com or at many gaming stores, and pictures of the harrow cards can be found in Pathfinder Player Companion: The Harrow Handbook), but you can also simulate the suit and alignment of an eidolon from a harrow deck as detailed on page 293 of Pathfinder Campaign Setting: The Inner Sea World Guide.
Alignment: Varies.
Base Form: Bipedal (limbs [arms], limbs [legs], slam), quadruped (limbs [legs, 2], slam), or serpentine (bite, grab [tail slap], tail, tail slap).
Base Evolutions: The first time a summoner summons a storykin eidolon, he must select a specific harrow card, typically one that features a creature, such as the Paladin, the Rabbit Prince, or the Tyrant. This choice determines the eidolon’s base form, alignment, and overall appearance, as the eidolon resembles the creature from the chosen card. Harrow cards without an obvious creature instead manifest as a generic humanoid creature made of colorful patchwork cloth. A storykin eidolon’s alignment matches the alignment of the chosen harrow card and still must be within one step of the summoner’s alignment. The suit of the chosen harrow card determines the abilities of the storykin eidolon as it evolves. When the summoner gains a level, he can choose a different harrow card and thus a different base form, alignment, and appearance.
At 1st level, a storykin eidolon gains the resistance (sonic) evolution. In addition, storykin eidolons of the suit of hammers and suit of shields gain a +2 bonus on Fortitude saving throws. Storykin eidolons of the suit of books and suit of keys gain a +2 bonus on Reflex saving throws. Storykin eidolons of the suit of crowns and suit of stars gain a +2 bonus on Will saving throws.
At 4th level, a storykin eidolon gains cold resistance 10 and electricity resistance 10.
At 8th level, a storykin eidolon gains the ability increase evolution, applied to the ability score corresponding to its harrow suit.
At 12th level, a storykin eidolon gains immunity to bleed, poison, and stun. It also gains DR 5/adamantine.
At 16th level, a storykin eidolon loses the resistance (sonic) evolution and instead gains the immunity (sonic) evolution. It also gains immunity to mind-affecting effects.
At 20th level, a storykin eidolon gains immunity to all types of ability damage and ability drain against the ability score corresponding to its harrow suit and immunity to energy drain. It also gains the ability increase evolution again, applied to the same ability score that was increased at 8th level.
雙子(Twinned)
出自《Legacy of the First World pg. 18》
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僕从。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,并对于突发事件有著相似的反映。这个亚种只能被双子召唤师选取。
陣營(Alignment):任意。
基礎形態(Base Form):二足型(肢体[臂),肢体[腿])
基礎進化(Base Evolutions):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。
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。
Twinned
Source Legacy of the First World pg. 18
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.
虛空(Void)
出自《Plane-Hopper's Handbook pg. 25》
虛空幻灵类似于三尖八角的锡兑怪(Sceaduinar),歡騰于熵並憤恨任何帶有一絲生命的存在——包括他们的召喚師。
陣營(Alignment):絕對中立或中立邪惡。
基礎形態(Base Form):二足型(嚙咬,肢體[腿],技能精通[隱匿],翼擊)。
基礎進化(Base Evolutions):虛空幻灵擁有负能量亲和(negative energy affinity)(Pathfinder RPG Bestiary 2 299)而且免疫死亡效果、疫病、能量吸取和毒素。
4级起,虛空幻灵獲得能量抵抗[寒冷]进化。他们的天生攻击如同幽冥武器能击中虛体目标。
8级起,虛空幻灵能使用他们的翅膀飞行,他们獲得飛行進化。当选择能量攻擊進化时,虛空幻灵能选择在成功命中時造成1d6點负能量伤害;此伤害不能治療生物。
12级起,虛空幻灵獲得生命感知(Lifesense)能力(Bestiary 2 298)。他们还在嚙咬攻击獲得能量吸取能力(1个负向等级),但是他们每天只可以能量吸取等同其1/2HD的等级數(向下取整)。
16級起,虛空幻灵失去能量抵抗[寒冷]進化,取而代之獲得能量免疫[寒冷]進化。他们还獲得DR 5/精金。
20級起,虛空幻灵在成功嚙咬攻击后能造成2个負向等級,而且每天造成的负向等级的等级上限提升等同其体质调整值。他们的DR提升至DR 10/精金。
Void
Source Plane-Hopper's Handbook pg. 25
Like the sharp-angled sceaduinars they resemble, void eidolons exult in entropy and resent anything bearing even a hint of life—including their summoners.
Alignment: Neutral or neutral evil.
Base Form: Biped (bite, limbs [legs], skilled [Stealth], wing buffet).
Base Evolutions: Void eidolons have negative energy affinity (Pathfinder RPG Bestiary 2 299) and are immune to death effects, disease, energy drain, and poison.
At 4th level, void eidolons gain the resistance (cold) evolution. Their natural attacks can strike incorporeal targets as though they were ghost touch weapons.
At 8th level, void eidolons can use their wings to fly, gaining the flight evolution. When selecting the energy attacks evolution, void eidolons can instead choose to deal 1d6 points of negative energy damage on a successful hit; this damage does not heal creatures.
At 12th level, void eidolons gain the lifesense ability (Bestiary 2 298). They also gain the energy drain ability (1 negative level) with their bite attacks, though they can drain only a total number of levels per day equal to half their Hit Dice (rounded down).
At 16th level, void eidolons lose the resistance (cold) evolution and instead gain the immunity (cold) evolution. They also gain DR 5/adamantine.
At 20th level, void eidolons can bestow up to 2 negative levels with a successful bite attack, and the number of negative levels they can bestow per day increases by their Constitution modifier. Their damage reduction increases to DR 10/adamantine.
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http://www.goddessfantasy.net/bbs/index.php?topic=115198.msg1036932#msg1036932
先知全诅咒资源
出处 | 诅咒 |
进化职业手册APG | 盲目(Clouded Vision) |
| 失聪(Deaf) |
| 鬼扰(Haunted) |
| 饶舌(Tongues) |
| 虚耗(Wasting) |
| 跛足(Lame) |
天界血脉BoA | 焦黑之臂(Blackened) |
| 狼痕之颜(Wolfscarred Face) |
炼狱血脉BoF | 耗损(Consumed) |
| 拆毁(Wrecker) |
| 守律(Legalistic) |
海洋血脉BotS | 歌缚(Song-Bound) |
巨龙遗产LoD | 贪婪(Covetous) |
怪物法典MC | 冷血(Cold-Blooded) |
| 孽生(Infested) |
惊骇国度HR | 深裔(Deep One) |
| 魔契(Demonic) |
| 底栖魔鱼(Aboleth) |
| 诅咒(Acursed) |
| 食尸鬼(Ghoul) |
| 狱契(Hellbound) |
| 虫染(Hive) |
| 巫染(Lich) |
| 兽化(Lycanthropy) |
| 夺舍(Possessed) |
| 疫病(Plagued) |
| 影缚(Shadowbound ) |
| 再造之躯(Promethean) |
| 血渴(Vampirism) |
格拉利昂的英雄HoG | 神之干涉(God-Meddled) |
元素大师手册EMH | 元素失衡(Elemental Imbalance) |
内海怪物法典ISMC | 饥饿(hunger) |
| 无力预言(Powerless Prophecy) |
| 地缚(Site-Bound) |
第一世界传承LotFW | 恶作剧(Pranked) |
| 隐居(Reclusive) |
荒野起源WO | 腐败(Putrid) |
| 天灾(Scourge) |
反派法典VC | 毒血(Toxic Blood) |
阴招战术工具箱DTT | 杀生(Wrecking Mysticism) |
AP#:88 | 心灵破碎(Shattered Psyche) |
盲目(Clouded Vision)APG:先知的双眼蒙上一层雾翳,让她难以看清东西。你的视野降低为30尺,但是在此视野内视为拥有黑暗视觉;5级时,此视野增加到60尺;10级时,你获得30尺盲感;15级时,你获得15尺盲视(Blindsight)。
失聪(Deaf)APG:先知失去听力并承受所有因为耳聋而获得的正常减值,不过,你施放的所有法术都视为搭配有法术默发(Silent Spell)专长,并且这些法术的施法时间和法术环级不会增加;5级时,你所有不依赖听力的察觉检定获得+3表现加值,并且你因为耳聋而受到的先攻检定减值降低到-2;10级时,你获得灵敏嗅觉(Scent)能力,且你不再因为耳聋而承受先攻检定减值;15级时,你获得30尺震颤感知(Tremorsense)。
鬼扰(Haunted)APG:恶意的灵魂如影随形,在你身边制造各种不快和怪事(比如诡异的气流,小物件无主自动,轻微的噪声等)。取出任何携带的物品都需要你使用一个标准动作,除非它需要的时间长于一个标准动作,且任何你掉落的物品都会自动朝随机方向远离你10尺距离。将法师之手(Mage Hand)和幻音术(Ghost Sound)加入你的已知法术列表;5级时,将浮空术(Levitate)和弱效幻影(Minor Image)加入你的已知法术列表;10级时,将心灵遥控(Telekinesis)加入你的已知法术列表;15级时,将反重力(Reverse Gravity)加入你的已知法术列表。
虚耗(Wasting)APG:你的躯体处于缓慢的腐朽状态。你所有基于魅力的技能检定承受-4减值,除了威吓。你对抗疾病效果的强韧检定获得+4表现加值。5级时,你免疫恶心效果(但不包括反胃);10级时,你免疫疾病效果;15级时,你免疫反胃效果。
饶舌(Tongues)APG:在承受压力或不安的状态下你会变得语无伦次。从以下语言中选择一项:深渊语,邪灵语,水族语,风族语,天界语,火族语,炼狱语或土族语,当你进入战斗时你将只能说和理解此种语言。这并不会干扰你的施法,但确实会影响基于语言成分的法术。你获得你所选的语言类型。5级时,你可以选择另一种在战斗中可以说和理解的语言加入你的已知语言;10级时,你可以理解任何可以说的语言,如同法术巧言术(Tongues),即使是在战斗中也一样;15级时,你可以说和理解任何语言,不过在战斗时诅咒依然会照常生效。
跛足(Lame)APG:你的一条腿受到了永久性的伤损,如果你拥有30尺或更多的基础速度,那么你的移动速度降低10尺;如果你的基础速度低于30尺,那么你的移动速度降低5尺。你将不会再因为重负而降低移动速度。5级时,你免疫疲乏效果(但不包括力竭);10级时,你不会再因为着甲而降低移动速度;15级时,你免疫力竭效果。
焦黑之臂(Blackened)BoA:你的手掌与前臂干瘪发黑,就如同你曾经把手臂插入熊熊火焰中一样。你那薄如纸张的皮肤对碰触极为敏感。你在武器攻击检定中受到-4减值,不过你能够将燃烧之手(Burning Hands)加入到你的已知法术列表中。5级起,将灼热射线(Scorching Ray)与炽焰法球(Flaming Sphere)加入到你的已知法术列表中。10级起,将火墙术(Wall of Fire)加入到你的已知法术列表中。并且你的武器攻击检定所受的减值降低至-2。15级起,将延迟爆裂火球(Delayed Blast Fireball)加入到你的已知法术列表中。
狼痕之颜(Wolfscarred Face)BoA:你的脸颊是畸形的,就好像你天生便拥有狼的面容而非正常的鼻子和下巴一般。许多人都误以为你是狼人,在那些被兽化人所扰的地区,你必须努力掩藏自己的面容。你有严重的语言障碍,任何由你施放的带有语言成分的法术都有20%概率失败,这会浪费你的动作但是并不会消耗法术。你获得天生的啮咬攻击,如果你是中型生物则造成1d4点伤害,若为小型生物则造成1d3点伤害。5级起,将魔牙术(Magic Fang)加入到你的已知法术列表中。并且你的啮咬伤害增加,中型生物增加至1d6,小型生物增加至1d4。10级起,你的啮咬伤害再次增加,中型生物增加至1d8,小型生物增加至1d6。15级起,将高等魔牙术(Greater Magic Fang)加入到你的已知法术列表中。并且你的啮咬伤害又一次增加,中型生物增加至2d6,小型生物增加至1d8。
耗损(Consumed)BoF:你与阿巴顿(Abaddon)以及居住在那里的邪魔的联系使你变得虚弱,而你仍旧足够对大多数凡人弱点蔑视而笑。每当你受到致命伤害时,会额外受到数值等同于该伤害1/2的非致命伤害。而你会在生命值低于0时自动稳定。5级起,每当你进行对抗疾病或毒素效果的豁免检定时,掷骰两次并取较高的结果。10级起,你能够坚持不吃不喝等同于先知等级的天数之後,再遭受由于口渴与饥饿造成的不良影响。15级起,战斗中每当有生物在距你30尺内受到伤害时,你会自动获得1点暂时生命值。你能够由该能力获得优势的轮数等同于你的魅力调整值,并且你能够由此获得的暂时生命值的总量等同于你的先知等级。以此方式获得的暂时生命值会在1小时后消散。
拆毁(Wrecker)BoF:深渊与居住在其中蜂拥的恶魔所具有的破坏力,会从你的每一个毛孔中渗出,融入你的财物与周遭环境之中。当你持握物体,使用或装备它们时,会使其获得破损状态,不过一旦这些物体被他人所使用则会恢复到原本的状态。如果将你持握的物品恢复至完好的状态,那么它会在下一轮再度变为破损状态。解除装置对你来说成为了本职技能,同时你可以以移动动作进行解除装置检定破坏非魔法陷阱,而无需使用工具或者进行触摸之外的任何动作。5级起,每当你尝试使用近战攻击伤害一件物体时,能够在确定该次攻击造成的伤害之前降低其硬度,降低的硬度等同于你的先知等级。10级起,任何对抗物体以及构装体,并且由你进行的攻击将会自动忽略除了DR/史诗以外,目标可能拥有的任何DR。15级起,每当你被人造武器攻击并因此受到伤害时,你能够迫使武器的持有者进行一次反射豁免(DC10+1/2你的先知等级+你的魅力调整值),以此来避免武器在对你进行攻击之后化为飞灰(魔法武器能够额外获得一次豁免对抗该效果)。
守律(Legalistic)BoF:当你违反契约时,地狱的枷锁会将残忍的结果强加于你,而这也使得你更加精于算计。每当你违背你的承诺(无论是有意还是无心),就会使你恶心24小时或者直至你履行你的契约,以先到者为准。然而每天一次,当你尝试履行对他人许下的承诺时,能够通过对自己立誓在任何由你进行的单一检定中获得+4士气加值。5级起,当你对一个人进行一对一的谈话时,会在交涉,威吓以及察言观色检定中获得+3表现加值。10级起,你可以在抗拒影响心灵效果时每分钟进行一次新的豁免检定,宛如你在下意识地寻找漏洞一般。15级起,任何违背对你的诺言的生物会在对抗你的攻击以及能力时,AC、法术抗力以及豁免会受到等同于你的魅力调整值(最低为1)的减值,持续24小时。
歌缚(Song-Bound)BotS:(仅限人鱼)每当你说话时,你都会被迫高声歌唱,你甚至可以用音阶或简单的旋律写出简短的话语来使人愿意交谈。你可以选择不说话,但你说话的声音不能低于大声。你可以表演吟游表演(仅使用表演[歌唱])破咒曲(Countersong),每天可使用轮数等同于你的先知等级。如果您获得吟游表演职业能力,这些次数可以补充进你获得的吟游表演的轮数中,但它们只能用于破咒曲。在5级时,将命令术(Command)和暗示术(Suggestion)添加到已知法术列表中。在10级时,你施放的依赖语言的法术DC+1。在15级时,在已知法术列表中添加高等命令术(Greater Command)和群体暗示术(Mass Suggestion)。
贪婪(Covetous)LoD:你发现自己沉迷于闪耀的奢华生活,你必须佩戴至少50gp+100gp*(角色等级-1)的非魔法物品及珠宝。如果你没有足够的资金来购买这些额外装备,你会强烈渴望(但是并非强制性)去卖掉现有物品或者偷窃他人财物。如果你无法满足这一要求,你会陷入恶心状态。当你非自愿的支付50gp*角色等级或者更多的财富时,你也会陷入24小时的恶心状态。使用魔法装置成为你的本职技能。在第5级,你可以在估价、对魔法物品的法术辨识和使用魔法装置上获得+4洞察加值。在第10级,你将鬼斧神工(Fabricate)添加到你的已知法术列表中。在第15级,在对抗盗取战技的CMD和从你身上偷取物品的巧手DC上,增加等同于你一半先知等级的加值。
冷血(Cold-Blooded)MC:你的血液因为没有足够的热量而变得迟缓,你比其他人更早地需要寻觅温暖的庇护。这一先知诅咒常见于蜥蜴人和其他爬虫亚种的先知中。你在对抗寒冷法术和效果的豁免上获得-4罚值,并且每当你在这些豁免中失败时,你恍惚1轮。在没有食物时,你在饿死前存活的时间是你同类的四倍。在5级时,毒药在你身上起效需要经过两倍的生效时间,并且生效时间减半(例如:一种毒药的频率为1/每轮持续6轮则会变为1/每轮持续3轮。)没有生效时间的毒药则获得1轮生效时间。在10级时,当你的准备动作被触发时,你可以随着你的准备动作附加一个你速度一半的移动动作,即使你在本轮中已经移动过了也可如此。在15级时,你每天可以获得等同于你魅力调整值次数的额外移动动作。你只能在你的回合使用这些移动动作,并且每轮只能使用一次额外的移动动作。
孽生(Infested)MC:甲虫,蜘蛛,蠕虫以及其他的虫类在你的全身上下爬来爬去——钻进你的衣服和头发,甚至从你的鼻子,耳朵和嘴里飞出来。你在交涉检定上承受-4减值,并且在你和他人第一次会面时,地方对你的态度总是会降低一级。动物同样会因此而回避你——你在驯养动物检定上也承受-4减值。但是,你在对抗来自于虫类生物的毒素以及虫型集群生物的扰乱心神能力的强韧豁免检定上获得+2加值。在5级时,你将喷吐虫群(Vomit Swarm)加入你的已知法术列表。在7级时,你对抗毒素和扰乱心神能力的豁免加值提升到+4,并且你在对抗集群生物的攻击时获得DR10/-。在13级时,你可以将血肉虫群(Swarm Skin)加入你的已知法术列表。在17级时,你免疫由重型集群生物的伤害和扰乱心神能力。
深裔(Deep One)HR:黑暗幽邃的大海呼唤着你的灵魂。你的陆地移动速度降低5尺,但你获得相当于你的陆地移动速度的游泳速度;如果你已经拥有游泳速度,那么这个游泳速度增加10尺。在5级时,你的皮肤变得软厚,使你的天生护甲加值提升1点;在10级时,当你在水下施放法术或是施放一个具有[水]描述符的法术时,你的施法者等级+1;在15级时,当你身处水下,你获得法术行动自如(Freedom of Movement)的好处。
魔契(Demonic)HR:你的心被深渊的牵引所诅咒。你无法释放善良和守序描述符的法术,也无法召唤善良和守序的生物。善良和守序的生物本能地不信任你,你对他们的交涉检定中都受到-4减值。你在唬骗和威吓检定上获得+2加值。交涉不再是你的本职技能,但唬骗和威吓(选择一个)是。在5级时,你在对抗恐惧效果的豁免中获得+4加值。在10级时,你获得毒素免疫。在15级时,在克服伤害减免时你使用的任何武器都被视为混乱和邪恶。
底栖魔鱼(Aboleth)HR:你的思想被底栖魔鱼篡改,或者是因为你小时候与这些生物中的一个亲密接触,或者是通过祖先,家庭成员,你的一个姐妹或兄弟在信仰上与底栖魔鱼互动。你在对抗影响心灵效果的豁免会受到-2的减值,并将魅惑人类(Charm Person)和催眠术(Hypnotism)添加到你的1环先知已知法术列表中。在5级时,将弱效幻影(Minor Image)添加到你的2环先知已知法术列表中。在10级时,将篡改记忆(Modify Memory)添加到你的4环先知已知法术列表中。在15级时,将隐匿之纱(Veil)添加到你的6环先知已知法术列表中。
诅咒(Acursed)HR:你被不幸和悲伤所诅咒,你无法从士气加值中获益。但是,你在对抗诅咒效果的豁免时获得+4加值。在5级时,将凶兆(Iii Omen)加到你已知法术列表中。在10级时,将高等烙印术(Greater Brand)添加到在你的已知法术列表中。在15级时,你对诅咒效果免疫,除了你自己的先知诅咒。
食尸鬼(Ghoul)HR:虽然你的实际饮食需求不会改变,但你渴望尝到智人的血肉。你只能在没有获得食物情况下坚持12小时不进入饥饿,当你饥饿时,防止受到伤害的体质检定DC+5。如果你吃下了来自同族生物的新鲜生肉,你24小时内在豁免上获得+1士气加值。5级时,你将食尸鬼之触(Ghoul Touch)加入你的2环先知法术已知列表。10级时,你免疫麻痹和疾病。15级时,你在吃下智慧生物的生肉时获得英雄宴(Heroes' Feast)的效果,若来源是你的同族,则效果翻倍。(这个效果一天只能生效一次)
狱契(Hellbound)HR:炼狱的影响给你了洞察力和灵魂的压力。你无法释放善良和混乱描述符的法术,也无法召唤善良和混乱的生物。善良和混乱的生物本能地不信任你,你在对他们的交涉检定中受到-4减值。你在所有唬骗和威吓检定中获得+2加值。5级时,你在对抗魅惑效果的豁免时获得+4加值。10级时,你获得火焰免疫。15级时,在克服伤害减免时你使用的任何武器都被视为守序和邪恶。
虫染(Hive)HR:你很小的时候(甚至在你出生之前)就接触到了被称为虫群的外来物种,但是这种接触并没有导致这些超自然的怪物的全面侵染。其他人(包括动物)会对从你的身体中周期性出现的难看的刺和粗糙的生长感到不安,你会在唬骗、交涉、驯养动物和骑术检查上受到-4的减值。每天一次,作为一个标准动作,你可以咳出一个卵形的坚韧球体,可以作为一瓶强酸来投掷,但它在24小时后变得惰性。在5级时,你获得了在炎热环境中忍受环境的好处,并且对感染免疫(除了虫群本身的感染)。在10级时,你的皮肤会畸形到一定程度,使你的天生护甲增加1。在15级时,你将获得20强酸抗力。
巫染(Lich)HR:每个凡人施法者的血肉深处都隐藏着一个秘密——这种神秘的潜能一旦通过合适的程序与仪式解放,就能将生灵转化为不死者。有意识地引导这种潜力需要魔术师花费数年和钜万金钱才能找到适合他个人的转化巫妖的仪式,但有时,机运或是不幸也会捉弄一个施法者,让他无意识地闯进亡灵术的领域。你曾经(多半是无意间)完成了一个巫妖转化仪式的设计,虽然你没有被成功地转化,但你被迫拥有了一部分巫妖的存在。你现在会被正能量伤害和被负能量治疗,如同你是一个不死生物一般。在5级时,你可以将操控死灵(Control Undead)加入你的先知已知法术列表,视为二环法术;在10级时,你可以将亡灵形态I(Undead Anatomy I)与亡灵形态II(Undead Anatomy II)加入你的先知已知法术列表,分别视为三环和五环法术;在15级时,你变得免疫死亡效果。
兽化(Lycanthropy)HR:你有轻微的兽化症。你的身体和思想与之相一致的动物可能会有所不同,但你应该选择一种在主题上与你的信仰相匹配的动物。在有压力或不安的时候,你不能说话——只能像动物一样咆哮。这种能力的作用类似于法术,但当你在战斗中,你根本不会说话。这不影响法术施放,除了有语言成分的法术。一个角色在与动物交谈的效果下可以理解你,你可以正常地与这些角色交流。在这种情况下你可以和动物说话。选择一种通常与兽化有关的动物(如老鼠、狼或熊);对这些动物进行驯养动物检定时,你获得+4加值。在5级时,将魅惑动物(Charm Animal)添加到你的1环先知已知法术列表中,将动物信使(Animal Messenger)添加到你的2环先知已知法术列表中。在10级时,将野兽形态I(Beast Shape I)和野兽形态II(Beast Shape I)添加到你的先知已知法术列表中,分别作为3环和5环法术。在15级时,你获得DR5/银,如果你已经有了这种类型的伤害减免,那么会增加5点(最多DR15/银)。
夺舍(Possessed)HR:另一个思想正与你共用身体,阻碍你的控制,结果这使你难以集中精神。你在所有的专注检定中承受-2减值,而且专注以维持法术时会引发借机攻击。每当敌人试图使用某个效果去占据或支配你,且该效果允许进行一次豁免检定来避免生效时,你可以进行两次豁免检定并选择较好的那个结果。5级时,如果你被晕眩或震慑,可以选择用双倍持续时间的困惑状态来取代晕眩或震慑效果。10级时,将占据术(Possession)加入你的先知5环已知法术列表。15级时,将高等物体占据术(Greater Object Possession)加入你的先知7环已知法术列表。
疫病(Plagued)HR:你常常患有小灾小病。你努力抵抗新的疾病时,你已经习惯了疾病带来的诸多不便。你对疾病或感染效果的所有豁免都会受到-1的惩罚,但是你对恶心状态免疫。在5级时,将疱疹咒(Pox Pustules)添加到你的2环先知已知法术列表中。10级时,你所造成的任何疾病效果的豁免DC+2,并且你将从这些疾病中自然恢复所需的豁免次数增加1。在15级时,你对疾病和感染免疫,但是你仍然可以作为疾病的携带者。
影缚(Shadowbound)HR:你的天然肤色奇异苍白,你的眼睛对光非常敏感。当你暴露在常光或强光中时你会目盲一轮。你获得了30尺的黑暗视觉。5级时你的黑暗视觉提升30尺。10级时将幽影咒法术(Shadow Conjuration)和幽影塑能术(Shadow Evocation)加入你的先知已知法术列表,分别视为4环和5环法术。15级时,将行影术(Shadow Walk)加入你的先知已知法术列表,视为6环法术。
再造之躯(Promethean)HR:你的身体正在崩溃,迫使你依靠机械增强或替换来维持你的生命。你每天受到1点体质伤害,但是你也忽略了你在那天剩下的时间里受到的第一点力量、敏捷或体质伤害。在5级时,你在所有造成属性伤害、属性吸取或属性减值的豁免上获得+2加值。在第10级,此奖励增加到+6。在第15级,任何通常会造成属性吸取的效果都会在你成功豁免时造成属性伤害。
血渴(Vampirism)HR:你渴求生物的温暖血液。你现在会被正能量伤害和被负能量治疗,如同你是一个不死生物一般。在5级时,你获得+4引导抗力;在10级时,你可以将亡灵形态I(Undead Anatomy I)与亡灵形态II(Undead Anatomy II)加入你的先知已知法术列表,分别视为三环和五环法术;在15级时,你获得DR5/魔法。
神之干涉(God-Meddled)HoG:伊布利多斯岛上居住着英雄神灵,他们中的一些人以在自己的事务中与凡人纠缠而闻名。神对你生活的影响让你拥有了依赖于神的奇想的奇怪的、不可预知的力量。每当你受到来自神术施法者的法术影响时,无论好坏,都会出现奇怪的效果。每回合一次,当一个生物施放一个包括你在内的神术法术作为目标时,掷1d20并参考下表。掷骰产生的效果在敌人回合结束时开始。这个效果只针对你,即使其他生物作为触发法术的目标。在第5级,你在抵抗神术效果的豁免中获得+2表现加值。在第10级时,你对困惑状态免疫。在15级时,你在抵抗影响心灵效果的豁免上获得+4表现加值。
d20 | 效果 |
1 | 你临近的敌人获得一次攻击机会,如果没有相邻的敌人,最近的敌人可以以自由行动向你的方向全速移动。如果有多个敌人符合条件,GM将决定哪个生物攻击或移动。这个动作不会触发借机攻击 |
2-3 | 你的移动速度减半,持续1轮 |
4-5 | 你变得耳聋,持续1轮 |
6-7 | 你被击倒 |
8-10 | 你缩小了一个尺寸,持续1轮,就像缩小术 |
11-13 | 你变大了一个尺寸,持续1轮,就像变巨术 |
14-15 | 在法术持续时间内你的施法者等级被视为提升1级,持续1轮 |
16-17 | 一个处于你相邻方格的生物被推离10尺 |
18-19 | 你能理解所有语言,持续1轮 |
20 | 你获得了加速术的好处,持续1轮 |
元素失衡(Elemental Imbalance)EMH:你掌握着元素的力量,但是你也易受其对立面伤害。。选择气,土,火或者水。如果你选择气,你对酸液易伤,并且无法获得酸液抗力和酸液免疫,并且也无法施展有酸液或者土描述符的法术。如果你选择土,你对闪电易伤,并且无法获得闪电抗力和闪电免疫,并且也无法施展有电或者气描述符的法术。如果你选择火,你对寒冷易伤,并且无法获得寒冷抗力和寒冷免疫,并且也无法施展有水或者寒冷描述符的法术。如果你选择水,你对火焰易伤,并且无法获得火焰抗力和火焰免疫,并且也无法施展有火焰描述符的法术。
当你升级的时候,你可以在对应等级把基于你选择元素的法术加入先知已知法术中。
1级时,燃烧之手(火),油腻术(土),水流喷射(水),电爪(气)。
5级时,寒冷之触(水),闪光尘(土),漂浮术(气),灼热射线(火)。
10级时,球形闪电(气),石化之触(土),冰风暴(水),火墙术(火)。
15级时,闪电链(气),游荡烈焰(火),石化术(土),冰封法球(水)。
饥饿(hunger)ISMC:极度的饥饿在焦虑的情况下折磨着你的身体。你无法从提供营养的法术或魔法物品中获得好处,例如神莓、英雄宴或维生戒指。你还会获得造成适合你体型的穿刺伤害的啮咬攻击(大体型为1d8,中体型为1d6,小体型为1d4),此攻击为次要天武攻击。每场战斗你都会以处于恶心的状态开始,直到你使用了啮咬攻击造成伤害为止。5级时,你在对体型小於自身的生物进行的啮咬攻击上附加攫抓(Grab)怪物特殊能力。;10级时,你的啮咬攻击造成的伤害视同大一个体型;15级时,你的啮咬攻击可造成吸血(Blood Drain)怪物特殊能力,如果你擒抱住敌人的话,可在回合结束时造成对方1d2体质伤害。
无力预言(Powerless Prophecy)ISMC:你能预先警示到危险,但是你不能预防它。你获得直觉闪避(uncanny dodge),如同盗贼的职业能力。但是,你在突袭轮不能使用任何动作,包括自由动作,除了瞬间洞察(Flash of Insight)能力。如果没有突袭轮,你在战斗的整个第一轮中陷入恍惚状态。5级时,你的先攻检定获得+4洞察加值;10级时,你获得如果盗贼一样的精通直觉闪避(Improved Uncanny Dodge),用你的先知等级作为你的盗贼等级来决定此能力。15级时,当你在突袭轮或其他情况没有意识到被攻击时,你所有的豁免检定和你的AC获得+4洞察加值。
地缚(Site-Bound)ISMC:你与一个特定的10平方英尺的地点产生联系,必须保持在地点1500英尺以内,否则立即变得恶心。你在边界外的每一分钟都必须在DC15的强韧豁免中成功,否则感到恶心。每超过一小时,你将受到1d4点体质伤害(无豁免)。当你在你的结合点范围内时,你施放先知法术时,你的施法者等级得到+1加值。在5级时,半径增加到2250英尺。在第10级,半径增加到3000英尺,在边界内施放先知法术时,施法者等级的加值增加1。在15级时,你可以移动到1英里的地方。
恶作剧(Pranked)LotFW:性情多变的精类持续地困扰着你,它们在你身上犯下无数的恶作剧,像是把你的鞋带系在一起,藏起你的装备,在正式的场合中法术不合时宜的噪音或者气味,以及模仿你的声音说出让人难堪的谎话。除了这些恶作剧导致的恶劣社交结果外,你还在先攻检定上获得-4减值。除此之外,当你试着从你的装备中拿出一件物品时,在这个动作中,你有25%的概率没法找到这个物品。将妖火 (Faerie Fire)和幻音术(Ghost Sound)加入你的可知法术列表。在10级时,将困惑术(Confusion)作为5环法术加入你的可知法术列表。在15级时,将投影术(Project Image)加入到你的可知法术列表中。着魔智者(Possessed Oracle)可以选择这个诅咒代替鬼扰。
隐居(Reclusive)LotFW: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(Extend Spell)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。
腐败(Putrid)WO:你的存在会使水污浊,并使携带在你身上的所有液体变质,包括药剂等魔法物品,以及10英尺内无人看管的静水来源。喝这种液体的生物会反胃1轮(尽管药水和类似的液体仍然有它们通常的效果)。受影响的液体在离开现场后会停滞1小时。净化食粮(purify food and drink)可以通过成功的施法者等级检定(DC=15+该药剂的施法者等级*2)来净化变质的药剂或水。在5级时,你会对受你影响到的液体所产生的反胃效果免疫。在10级时,你的身体被有毒的黏液覆盖,并且在回合开始时与你相邻的每一个生物必须在强韧豁免中成功(DC=10+你先知等级的一半+你的魅力调整),否则会恶心1回合。在15级时,你的黏液涂层可以让你获得DR10/-。
天灾(Scourge)WO:你是自然世界的灾害。当你在一个自然区域逗留超过10分钟时,你周围300英尺范围内就会出现奇怪的自然灾害,如同次级诅咒地形(lesser curse terrain)。您不能选择危机或其位置。然而,你的行动不受灌木丛的阻碍,如同德鲁伊的穿林步(woodland stride)能力,就像植物在你的脚步中枯萎一样。在5级时,将尘埃之宴(Feast of Ashes)添加到你已知的2环先知已知法术列表中。在10级时,将腐败爆裂(Explosion of Rot)添加到你的4环先知已知法术列表中。在15级时,将血肉虫群(Swarm Skin)添加到你的6环先知已知法术列表中。
毒血(Toxic Blood)VC:你的身体饱受某种强力、慢性的毒素蹂躏,各种治疗方式对它都不起作用。当你必须进行强韧检定来抵抗毒素效果时,掷两次并取最低的结果。此外,要结束持续性毒素的效果,你在豁免时必须连续成功的次数额外增加一次。你获得此先知诅咒后将失去所有免疫毒素的能力,并且变得免疫减缓毒发(Delay Poison)、中和毒性(Neutralize Poison),以及其它任何压制或移除你正承受的毒素的尝试。你获得用毒能力。5级时,你中毒如此之深,以於连你的碰触都带上毒性。每四个先知等级每天一次,你可以借由触碰攻击、徒手打击或其他天生武器传递独特的接触性毒素。这种毒素每轮造成1d2点敏捷伤害,持续5轮。中毒的生物每轮都可以尝试进行强韧检定(DC为10+你先知等级的1/2+你的魅力调整值)。成功通过检定便不会受到属性伤害,并且终结此苦难效果。10级时,此毒造成1d3点敏捷伤害,持续7轮。15级时,你能拓展这种剧毒之触的用法,将任何目前你正在承受的毒素效果转移到其他生物身上。被触碰到的生物必须立刻进行一次强韧检定来对抗毒素效果(无论有多少剂正在影响你,都只使用该毒素单剂的初始DC与持续时间)。若该生物于其豁免中失败,则毒素不会继续对你起效,就好像你已成功通过所有必要豁免(此能力不受你免疫所有移除毒素效果之限制)。
杀生(Wrecking Mysticism)DTT:百万神明赐予你以古老的法力,但同时也削弱了你的凡躯。所有影响你的毒素,疾病与反胃效果都会额外延长50%的持续时间。但是,你在获得一个秘示域奖励法术时,你可以取而代之,选择一次魔性之尾(Magical Tail)专长作为奖励专长,这个改变一旦做出即不能修改。你不能用这个奖励专长去取代通过先知变体而更改过的秘示域法术。在5级时,将弱效幻影(Minor Image)和腹语术(Ventriloquism)加入你的已知法术;在10级时,将魔魂壶(Magic Jar)加入你的已知法术;在15级时,将投影术(Project Image)加入你的已知法术。
心灵破碎(Shattered Psyche)AP#:88:你的脑海里充斥着几十种声音,是你过去生活的片段。对所有基于感知的技能检定、基于智力的技能检定和专注检定,你受到-2的减值。在你抵抗影响心灵效果的豁免时,你将获得+4表现加值。在5级时,你对魅惑效果免疫。在第10级,你对胁迫效果免疫。在第15级,你对所有影响心灵的效果免疫。
一共41个,未翻译的由我补充,其中部分重新进行了校对和排版。
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http://www.goddessfantasy.net/bbs/index.php?topic=115198.msg1097973#msg1097973
武僧(掉链子)全绝学
出处 | 绝学 |
探索者解放PUc | 天遁术(Abundant Step,SU) |
| 蝮蛇息(Cobra Breath,SU) |
| 金刚体(Diamond Body,SU) |
| 琉璃心(Diamond Mind,SU) |
| 金钟罩(Diamond Resilience,EX) |
| 金刚魂(Diamond Soul,EX) |
| 四象怒(Elemental Fury,SU) |
| 四象爆(Elemental Burst,SU) |
| 空灵体(Empty Body,SU) |
| 轻羽衡(Feather Balance,EX) |
| 无极式(Formless Mastery,EX) |
| 集心守(Furious Defense,EX) |
| 轻身纵(High Jump,EX) |
| 洞见识(Insightful Wisdom,SU) |
| 断流气(Ki Blocker,SU) |
| 天罡气(Ki Guardian,SU) |
| 飓风劲(Ki Hurricane,EX) |
| 龟息功(Ki Metabolism,SU) |
| 驭兽决(Ki Mount,SU) |
| 气灌矢(Ki Range,SU) |
| 天灵视(Ki Visions,SU) |
| 刚魂返(Ki Volley,SU) |
| 凌波步(Light Steps,EX) |
| 无二打(One Touch,EX) |
| 内家力(Qinggong Power,SU) |
| 渗透劲(Quivering Palm,SU) |
| 轻身坠(Slow Fall,SU) |
| 电瞬步(Sudden Speed,SU) |
| 水上漂(Water Sprint,SU) |
| 风行步(Wind Jump,SU) |
荒野起源WO | 滞空步(Floating Breath,SU) |
| 水奔流(Racing Current,SU) |
| 烈风吹(Zephyr Blow,SU) |
野兽血脉BoB | 拂柳风(Branch Runner,EX,SU) |
| 自由行(Freedom of Movement,SU) |
| 肆意袭(Improvised Weapon Proficiency,EX,SU) |
| 冥想法(Ki Meditation,SU) |
武术手册MAH | 行意前(Action Before Thought,EX) |
| 空手切(Bare-Hand Block,EX) |
| 问心录(Breaking-Down Koan,SU) |
| 证心录(Building-Up Koan,SU) |
| 破武劲(Ki Sunder,EX) |
| 传灯录(Master-Thought Koan,SU) |
天遁术(Abundant Step,SU):学习此绝学的武僧可以神奇地穿行于空间中,如同法术任意门(Dimension Door)。使用该能力是一个移动动作,需消耗2点气。使用此法时武僧的施法者等级等于武僧等级。武僧无法携带其它生物一同穿行。武僧必须至少8级才能学习此绝学。
蝮蛇息(Cobra Breath,SU):当武僧使用金刚体绝学中和毒素时,他可以选择将中和的毒素喷射而出,对30尺内一个目标进行一次远程接触攻击。若攻击命中,该目标必须进行豁免检定(DC使用毒素原本的DC),失败则会受到毒素效果影响。非接触式的毒素亦可用此法进行攻击。武僧必须至少12级且习得金刚体才能学习此绝学。
金刚体(Diamond Body,SU):通过消耗1点气,武僧可以从体内移除一种毒素,如同法术中和毒素(Neutralize Poison),使用武僧等级作为施法者等级。每次使用该能力都只能移除1种毒素。武僧必须至少8级才能学习此绝学。
琉璃心(Diamond Mind,SU):通过迅捷动作消耗1点气,武僧可以压制住自身所受的一个恐惧效果,如同法术移除恐惧(Remove Fear),使用武僧等级作为施法者等级。处于恐慌或惊惧状态中的武僧可以通过消耗2点气而非1点来使用该能力。武僧必须至少6级才能学习此绝学。
金钟罩(Diamond Resilience,EX):通过迅捷动作消耗1点气,武僧获得DR2/-。16级时,增加为DR4/-。19级时,增加为DR6/-。该DR持续1分钟。武僧必须至少12级才能学习此绝学。
金刚魂(Diamond Soul,EX):通过迅捷动作消耗2点气,武僧获得等于武僧等级+10点的法术抗力。持续轮数等于武僧等级。武僧必须至少12级才能学习此绝学。
四象怒(Elemental Fury,SU):习得此绝学时武僧需从酸、冰、电、火中选择一种能量类型。选定之后无法更改。武僧可通过迅捷动作消耗1点气,将自己所有天生武器灌注进元素之力,使天武攻击命中后可以造成所选定能量类型的1d6点伤害。持续轮数为1/2武僧等级。武僧必须至少6级才能学习此绝学。
四象爆(Elemental Burst,SU):武僧可以消耗4点气,喷射出30尺锥形范围的能量爆。处于锥形范围内的生物受到20d6点所选能量类型(于四象怒能力中选取)的伤害。通过DC=(10+1/2武僧等级+感知调整值)的反射豁免可以减半所受伤害。武僧必须至少18级且习得四象怒才能学习此绝学。
空灵体(Empty Body,SU):此能力允许武僧变成持续1分钟的灵体状态,如同法术同游灵界(Etherealness),使用武僧等级作为施法者等级。使用该能力是一个移动动作,消耗3点气。该能力只能是武僧变为灵体,无法影响其它生物变成灵体。
轻羽衡(Feather Balance,EX):通过迅捷动作消耗1点气,武僧将获得完美的平衡感。激活该能力后,武僧可以将1分钟内所有的尝试平衡的特技检定视为骰出20。
无极式(Formless Mastery,EX):开启无极式的武僧将不再固定同一流派,不会再用相同的套路,从而发现那些保有流派姿势敌人的弱点。当武僧没有使用任何流派专长时,可以直觉动作消耗1点气,使得在对抗处于流派专长状态下的敌人,获得以下好处:AC+4闪避加值,攻击+4环境加值,伤害获得等同于武僧等级的加值。这些加值持续到武僧下一回合结束。若武僧在自己回合内开启无极式,则持续到自己改回合结束。武僧可以用一个直觉动作消耗3点气同时激活无极式和集心守两个绝学。武僧必须至少7级才能学习此绝学。
集心守(Furious Defense,EX):通过直觉动作消耗1点气,直到武僧的下一回合结束,武僧的AC获得+4闪避加值。武僧可以用一个直觉动作消耗3点气同时激活无极式和集心守两个绝学。武僧必须至少7级才能学习此绝学。
轻身纵(High Jump,EX):习得此绝学的武僧可以将武僧等级作为加值添加到跳高和跳远时进行的特技检定中。武僧进行所有跳跃时的特技检定都视为已进行了助跑。通过迅捷动作消耗1点气,1轮内武僧用以跳跃的特技检定获得+20加值。
洞见识(Insightful,Wisdom):通过直觉动作消耗2点气,指定30尺内一名其他盟友,给予其正确的指示远离灾害。若该盟友可以听到武僧的话,则其可以重骰1次攻击检定或豁免检定。该盟友必须介绍哪怕更糟的重骰结果。武僧必须至少8级才能学习此绝学。
断流气(Ki Blocker,SU):武僧可以在1次徒手攻击敌人之前以自由动作消耗1点气使用该能力。若该次徒手攻击命中,武僧将会阻断目标体内气脉的流动。若该次攻击成功对目标造成伤害,目标1小时内所有消耗气的行为中,气的消耗都会增加1点。若攻击前武僧选择消耗2点气,则该能力可以在命中造成伤害后对目标的奥能力池、奥能源泉、勇毅池、灵感池、派头造成影响,而非对气池。多次该能力影响不会叠加,但每次被该能力附加的徒手攻击命中都会使得原效果持续时间增加1小时。武僧必须至少10级才能学习此绝学。
天罡气(Ki Guardian,SU):当武僧处于一个覆盖了自己和其他盟友的范围效果中,或被一个同时选中自己和其他盟友的目标法术影响,且该效果需要武僧与盟友都进行豁免检定时,可以直觉动作使用该能力。武僧先选择邻接自己的任意数量的盟友,该能力消耗气的数量即选中的盟友数量。武僧将使用自己的豁免数值和加值,来为选中的盟友依次进行豁免检定。为单个盟友进行的豁免检定成功时,则意味着该盟友在本次效果中的豁免检定成功;若为单个盟友进行的豁免检定失败,则意味着该盟友在本次效果中的豁免检定失败。若武僧在所有豁免检定中有过失败(当然包括武僧自己的豁免检定),则意味着武僧自己在本次效果中的豁免检定失败。武僧必须至少9级才能学习该绝学。
飓风劲(Ki Hurricane,EX):以一个全回合动作,武僧激活此能力后可以移动至多两倍速度的距离。在移动中的任一个点上,他都可以消耗1点气进行疾风连击的第一次攻击。再之后移动中的任意点,他都可以消耗气来进行疾风连击剩下的攻击,每一次攻击都会消耗1点气。直到停止消耗气或疾风连击次数全部用完。武僧必须至少有10级且习得电瞬步才能学习该绝学。
龟息功(Ki Metabolism,SU):习得该能力的武僧可以控制自己的新陈代谢。至少他的气池内至少有1点气,该武僧就只需吃喝正常份量的1/4,每晚只需休息2小时(包括恢复气池也只需该2小时),每有1点体质就可以至多屏息1小时。以一个移动动作,他可以消耗1点气陷入一种停滞状态,陷入失去意识状态,各方面都会显示为死亡。在陷入假死时,他需要先设定好苏醒时间或一个触发苏醒的条件。
驭兽决(Ki Mount,SU):武僧可以用标准动作消耗1点气给自己的坐骑增加临时HP,数值等于每武僧等级2点,持续时间每武僧等级1小时。若武僧与自己坐骑邻接或正处于骑乘状态,武僧所拥有的下列能力都会共享给自己的坐骑:AC加值、反射闪避、轻身纵、精通反射闪避、斗气击、超凡入圣、心如止水。武僧必须至少6级才能学习该绝学。
气灌矢(Ki Range,SU):以一个迅捷动作消耗1点气,武僧可以将所有武僧投掷武器的射程增量提高20尺。应用该能力增加了射程增量后,再计算远程射击Far Shot专长所应承受的距离减值。【译注:原文没持续时间,根据原版武僧变体可能为1轮,等待paizo修正】
天灵视(Ki Visions,SU):习得该能力的武僧经常可以在梦中看见灵视或听见故去良师的教诲。在任意夜晚武僧做梦时,他都可选择获得一个[/b]预言术(Divination)[/b]法术的好处。如此做消耗2点气,从次日晨恢复的气中扣除。武僧必须至少10级才能学习该绝学。
刚魂返(Ki Volley,SU):当一个以你为目标的单体法术或类法术没有击破你使用金刚魂能力获得的法术抗力时,你可用直觉动作消耗2点气将该法术反转给施法者,如同法术法术反转(Spell Turning)。武僧必须至少16级且习得金刚魂才能学习该绝学。
凌波步(Light Steps,EX):习得该能力的武僧可以几乎不沾地面地进行移动。当武僧激活轻羽衡能力时,他可以同时忽略所有困难地形。另外,激活能力时,他可以穿行任何平常无法支撑自己体重的固态平面。这无法让武僧行走于水面。武僧必须至少8级且习得轻羽衡才能学习该绝学。
无二打(One Touch,EX):只要武僧气池内还至少有1点气,他就可用标准动作,对一个目标进行一次徒手攻击近战接触攻击。本次攻击获得等同于1/2武僧等级的伤害加值。他可以选择消耗1点气翻倍该伤害加值。武僧必须至少12级才能学习该绝学。
内家力(Qinggong Power,SU):武僧可以选择内家拳师(Qinggong Monk)变体中的任何符合等级的内功技法。武僧可以选择该绝学多次,每次都需学习不同的内功技法。
渗透劲(Quivering Palm,SU):武僧能在其他生物体内制造一种震荡,之后如果武僧愿意,这震动足以致命。使用该能力是一个消耗4点气的标准动作,且需要在攻击之前明确宣布使用该能力(并消耗掉气)。免疫重击的生物不受渗透劲影响。若该次攻击命中且目标因殴打而受到伤害,则渗透劲攻击成功。此后,武僧可以在等于武僧等级天数内的任一时点尝试激活渗透劲杀死目标。该种尝试仅仅只需武僧一个念头(自由动作);若目标未通过DC=(10+1/2武僧等级+武僧感知调整值)的强韧豁免检定就会死亡。若豁免成功,目标将不再处于渗透劲威胁下;当然,此后依然可能被其它渗透劲击中。一名武僧同一时间只能保有一个渗透劲效果。若武僧在已对他人成功使用渗透劲后,对新的单位使用渗透劲攻击,则旧效果立刻解消。武僧必须至少16级才能学习该绝学。
轻身坠(Slow Fall,SU):通过将手攀上墙壁和消耗1点气,武僧可以减缓自己的下坠。使用此能力时,武僧将不会因坠落受伤(如同羽落术(Feather Fall)),但必须邻接一堵足够长的墙体来使用此能力。若墙体不够长,则等于墙体长度的尺数不计算坠落伤害。
电瞬步(Sudden Speed,SU):武僧可迅捷动作消耗1点气爆发出急速。1分钟内武僧的基础陆地移动速度增加30尺。
水上漂(Water Sprint,SU):迅捷动作消耗1点气,武僧可以在水上行走,如同法术水上行走(Water Walk)。激活后该能力持续每武僧等级1分钟。武僧必须至少6级才能学习此绝学。
风行步(Wind Jump,SU):通过移动动作消耗1点气,武僧获得等同于自己基本陆地移动速度的飞行速度,机动性完美。武僧在自己每轮结束时都必须停留在固体地面上(或能够支撑自己体重的表面),否则还是会坠落。激活后该能力持续1分钟。武僧必须至少8级且习得轻身纵才能学习该绝学。
滞空步(Floating Breath,SU):习得该能力的武僧可以从他的气池中花费1点以迅捷动作在空中保持平衡,在原处盘旋,直到他的下一回合结束。该绝学不是允许武僧飞行及其他方式进入空中;他必须跳跃或使用其他一些能力来达到他的位置。这就像凌空而行(Air Walk)一样。武僧必须至少达到8级才能学习该绝学。
水奔流(Racing Current,SU):习得该能力的武僧可以创造一道波浪来帮助他在战场上调动盟友,就像使用法术水流术(Slipstream)一样。使用此绝学是一个移动动作,消耗2点气,持续1分钟有效。武僧必须至少达到6级才能学习该绝学。
烈风吹(Zephyr Blow,SU):以一个标准动作消耗1点气,习得该能力的武僧可以扰乱风并制造一股强烈的空气冲击,就像使用法术造风术(Gust of Wind)一样。武僧的施法者等级与他的武僧等级相等。
拂柳风(Branch Runner,EX,SU):武僧可以使用这个能力将从快速移动(Fast Movement,EX)中获得的基础移动速度加值的一半加到他的种族攀爬速度。另外,当他使用电瞬步时,他可以将从这个绝学中获得基础移动速度加值添加到他的种族攀爬速度,持续1轮。武僧必须获得电瞬步才能学习该绝学。
自由行(Freedom of Movement,SU):习得该能力的武僧可以消耗1点气,并以一个迅捷动作来获得行动自如(freedom of movement)的效果,持续1轮。武僧必须至少达到8级才能学习该绝学。
肆意袭(Improvised Weapon Proficiency,EX,SU):习得该能力的武僧在使用临时武器时不用承受减值。通过消耗1点气,他可以使用破损的武器进行战斗而不用承受攻击和伤害减值,持续1轮。
冥想法(Ki Meditation,SU):习得该能力的武僧可以消耗2点气,以一个整轮动作如同使用了战斗冥想(Combat Meditation)(注:出自信仰与哲学Faiths & Philosophies)专长一般进行冥想。或者他可以消耗4点气,以一个移动动作来冥想。使用这些气进行冥想并不会算作使用武僧每日的战斗冥想次数,但是会给予冥想的通常好处。武僧必须获得战斗冥想(Combat Meditation)专长才能学习该绝学。
行意前(Action Before Thought,EX):习得该能力的武僧可以消耗2点气以一个自由动作作为先攻掷骰的一部分,在先攻检定中掷两次骰,并以更高的点数作结果。一个武僧必须至少达到6级才能学习该绝学。
空手切(Bare-Hand Block,EX):习得该能力的武僧在被人造武器攻击时,可以花费1点以直觉动作,尝试对其进行徒手的破武战技检定。如果他成功破武了武器并使其破损,此次攻击不会造成伤害。他可以额外花费1点气以自由动作激活破武劲。一个武僧必须至少达到8级并且习得破武劲才能学习该绝学。
问心录(Breaking-Down Koan,SU):习得该能力的武僧可以以迅捷动作花费1点气,向30英尺范围内的生物提出一个悖论、谜语或复杂问题。该生物必须通过意志豁免(DC=10+1/2武僧等级+1/2武僧感知调整值),否则被困惑1轮。这是一种影响心灵、依赖语言的效果。一个武僧必须至少达到8级才能学习该绝学。
证心录(Building-Up Koan,SU):习得该能力的武僧可以以迅捷动作花费2点气问自己一个公案(koan),然后他试着回答。武僧必须尝试意志豁免(DC=15+1/2僧侣等级)。如果成功,他会在AC、攻击骰、豁免、技能检定获得等同于自己感知调整值的洞察加值直到回合结束。如果失败武僧会被困惑1轮。这是一种影响心灵、依赖语言的效果。一个免疫困惑的角色不能从这个能力中受益。一个武僧必须至少达到8级才能学习该绝学。
破武劲(Ki Sunder,EX):习得该能力的武僧在尝试破武战技检定时,可以以自由动作花费1点气,把武僧等级作为加值加在伤害骰上。
传灯录(Master-Thought Koan,SU):习得该能力的武僧在使用问心录或证心录时,可以额外消耗2点气。当与传灯录结合时,问心录还会影响你30尺范围内等同于武僧感知调整值的数量的角色。当与传灯录结合时,证心录可以在30尺内的一个盟友身上使用。一个武僧必须至少达到12级并且习得问心录或者证心录才能学习该绝学。
一共43个,未翻译的已补充整理完毕。
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精神境界(Psychic Disciplines)
憎恨(Abomination) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 魅力 |
漂白症(Bleaching) (http://www.goddessfantasy.net/bbs/index.php?topic=124402.msg1106911#msg1106911) | 感知 |
夢境(Dream) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 魅力 |
啟蒙(Enlightenment) (http://www.goddessfantasy.net/bbs/index.php?topic=82138.msg774367#msg774367) | 感知 |
信仰(Faith) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 感知 |
狂野(Ferocity) (http://www.goddessfantasy.net/bbs/index.php?topic=102982.msg946853#msg946853) | 感知 |
鬼喚(Hag-Called) (http://www.goddessfantasy.net/bbs/index.php?topic=117104.msg1050458#msg1050458) | 魅力 |
鬼王(Haunted) (http://www.goddessfantasy.net/bbs/index.php?topic=124366.msg1106698#msg1106698) | 魅力 |
學識(Lore) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 感知 |
心靈科技(Mindtech) (http://www.goddessfantasy.net/bbs/index.php?topic=92792.msg861107#msg861107) | 感知 |
盛典(Pageantry) (http://www.goddessfantasy.net/bbs/index.php?topic=124421.msg1107060#msg1107060) | 魅力 |
苦痛(Pain) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 魅力 |
迷幻藥(Psychedelia) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 感知 |
和諧(Rapport) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 魅力 |
重生(Rebirth) (http://www.goddessfantasy.net/bbs/index.php?topic=82138.msg774367#msg774367) | 魅力 |
釘魂門(Rivethun) (http://www.goddessfantasy.net/bbs/index.php?topic=124298.msg1106444#msg1106444) | 魅力 |
自我完善(Self-Perfection) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 感知 |
陰影(Shadow) (http://www.goddessfantasy.net/bbs/index.php?topic=124445.msg1107326#msg1107326) | 感知 |
悲傷(Sorrow) (http://www.goddessfantasy.net/bbs/index.php?topic=94725.msg878295#msg878295) | 魅力 |
優越(Superiority) (http://www.goddessfantasy.net/bbs/index.php?topic=124291.msg1106408#msg1106408) | 魅力 |
共生(Symbiosis) (http://www.goddessfantasy.net/bbs/index.php?topic=124453.msg1107390#msg1107390) | 魅力 |
平和(Tranquility) (http://www.goddessfantasy.net/bbs/index.php?topic=80869.msg764189#msg764189) | 感知 |
空間扭曲(Warp) (http://www.goddessfantasy.net/bbs/index.php?topic=90143.msg840976#msg840976) | 魅力 |
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问心录(Breaking-Down Koan,SU):习得该能力的武僧可以以迅捷动作花费1点气,向30英尺范围内的生物提出一个悖论、谜语或复杂问题。该生物必须通过意志豁免(DC=10+1/2武僧等级+1/2武僧感知调整值),否则被困惑1轮。这是一种影响心灵、依赖语言的效果。一个武僧必须至少达到8级才能学习该绝学。
应为DC=10+1/2武僧等级+武僧感知调整值。