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————目录————
介绍
资源索引
在法力废墟求生
原能魔法
突变与变种人
阿肯斯塔保卫者
发明之锻炉
荒疫废土
深渊废土
洪灾废土
废土居民
发明之神
法力废墟外的魔法
废土魔法物品
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————介绍————
在格拉里昂这个世界上有着许多美得让人窒息的地方,然而并非每一片区域都有着无暇无瑕的景致。格拉里昂有部分地区被荒疫、死亡、腐化或错乱的魔法所践踏。这就是世界上的“废土”,其贫瘠而枯槁的土地凶险万分,叵测无常,等待着冒险者的到访。
废土的形式多样不一,一些只是弥漫着自然的瘟疫,而其他的一些则是被超自然力量所染指,有的甚至还是由凡人一手造成。无论废土的本质为何,能在此等严酷境地安家的人们都具备毋庸置疑的毅力与坚强,他们在这片常人认为绝难安居的土地上生存——有时候甚至得以兴旺发展。这些居民也许并不知晓贵族遗孀口中的准女伯爵,或未曾从酒馆诗人那里听说过歌剧演唱家,但他们都精通在这片故土家园上生存的独特技巧。而前来废土寻找机遇的冒险者们则能从这些居民身上学到许多东西,
Golarion is a world with many beautiful and breathtaking lands, but not every expanse is a scene of perfection. Some areas are steeped in blight, death, decay, or malfunctioning magic. These are the wastes of the world, and they are as dangerous, unpredictable, and ripe for adventure as their landscape is barren or blasted.
Wastelands take many forms. Some are covered in natural blights, while others are supernatural or even created by mortals. Regardless of wastelands’ natures, however, nearly all such harsh locales are home to truly hardy people who have been able to survive—and sometimes thrive—where most might consider it impossible. Such individuals might not know a paracountess from a dowager or an opera singer from a tavern bard, but they are well versed in the unique survival skills required in their homelands. From them, adventurers who seek their fortunes in wastelands could learn much.
格拉里昂上的废土
格拉里昂上的废土数量繁多,种类各异,且各自都具有独特的历史,而敢于冒险踏足其上的家伙则要面对形形色色的无尽凶险。
格拉里昂上最为著名的废土也许当属法力废墟(Mana Wastes),此地乃是盖布与奈克斯两位法王彼此冲突的直接结果。法力废墟位于两人各自的疆界之间。这是一片被扭曲魔力的混沌残片鞭挞得伤痕累累的狂乱地区
而在迦伦德大陆更往西的另一头则有着雨浸湿地。在人神奥罗登逝去的余波中,阿斑德果之眼摧毁了利尔刚(Lirgen)和雅玛萨(Yamasa),残留下来的只有这片废土。如今,巨大的飓风仍在折磨这片地区,并导致了持续不断的风暴与洪涝。
而惨遭毁灭的类似地方还包括萨柯里斯(Sarkoris)。大量的恶魔与深渊能量自一道可怖的裂缝中蜂拥至唤神者的土地之上,湮灭亦与其一同降临。而这道裂缝——如今已经以世界之伤(Worldwound)一名而为人所知——迄今仍然没有关上,而许多勇敢的人们亦秣马厉兵,希望能封印这道恶魔裂缝。
其他较大的废土还包括四散在世界各处的荒废丛林。比如被荒疫染指的锐齿森林(Fangwood Forest)深处,里面尽是扭曲怪异的植物,这个地方也被称作黑色疫区,腐化的精类和堕落的植物则以此为家。而在恩卡坦湖的彼端则是南奇奥尼,恶魔领主毀木者(Treerazer)将此地扭曲成了深渊的领域。此地被称为扭曲棘林(Tanglebriar),其中广大的沼泽滋养了大批堕落而恶意的植物生命。奇奥尼的精灵们则努力地阻止沼泽的污染蔓延至其余区域。
The wastelands of Golarion are many and varied, and each has a unique history as well as myriad hazards for those who venture there.
Perhaps most notable of all the wastelands of Golarion are the Mana Wastes. A direct result of the conflict between the wizard leaders Geb and Nex, these lands lie between the borders of their respective nations. The Mana Wastes is a tumultuous region scarred by chaotic patches of warped magic.
To the west, on the other side of Garund, lie the Sodden Lands. This region is what remains after the Eye of Abendego destroyed the nations of Lirgen and Yamasa in the aftermath of the death of Aroden, god of humanity. Today, the massive hurricane continues to torment the area, causing ongoing storms and floods.
Similarly destroyed were the lands of Sarkoris. A terrible fracture released masses of demons and Abyssal energy into the land of the god callers, bringing destruction with them. This rupture, now known as the Worldwound, remains open to this day, and many brave individuals take up arms in hopes of sealing the demonic rift.
Other sizable wastelands include ruined forests scattered across the globe, such as the blighted depths of the Fangwood Forest. Deep in the forest is a region of twisted plants known as the Darkblight where blighted fey and corrupted plants make their home. Across Lake Encarthan lie the lands of southern Kyonin that the nascent demon lord Treerazer has twisted into an Abyssal domain. Known as the Tanglebriar, this vast swamp sports swaths of corruption and hostile plant life. The elves of Kyonin work to contain the swamp’s taint from spreading through the rest of the region.
废土背景
尽管都是危机四伏的险恶之地,但内海中的废土彼此都各具特色。而每片废土上的居民都具有自己的传统、信仰以及生活方式。下列背景非常适合那些来自废土的角色。
Although they are all perilous areas filled with dangers, the wastelands of the Inner Sea are each unique. The people of each wasteland have their own customs, faiths, and ways of life. The following traits are suitable for characters hailing from wastelands.
阿肯斯塔工程师(地区):在火器上的丰富经验使你能最大限度地发掘出这些独特武器的潜力。当你持用某支破损的早期火器时,其因破损而增加的哑火值减少1点。
Alkenstar Engineer (Regional): Your extensive experience with firearms allows you to get the most out of those unique weapons. When you’re wielding a broken early firearm, the amount your misfire value increases by is reduced by 1.
安格拉德之焰(宗教,安格拉德):对锻造之火的虔诚使你心中对于战争的热忱熊熊燃烧。每当你确认了一次重击时,你都会额外对目标造成1点伤害。该伤害视作精准伤害。
Angradd’s Flame (Religion, Angradd): Your faith in the Forge-Fire fans the passionate flames of war in your heart. Whenever you confirm a critical hit, you deal 1 additional point of damage to your target. This damage is considered precision damage.
贝丝玛拉之力(宗教,贝丝玛拉):在你踏足危险水域时,海盗女王偶尔会回应你的呼唤。每天一次,在尝试进行游泳检定时,你可以把水流速度视作缓和一级(比如把怒涛视作激流,把激流视作静水)
Besmara’s Strength (Religion, Besmara): The Pirate Queen sometimes answers your calls when you tread dangerous waters. Once per day when attempting a Swim check, you can treat the water as if it were one category calmer (as if stormy water were rough water or rough water were calm water).
荒疫死敌(战斗):你接受过摧毁荒疫的训练,并在对抗一些具备传染条件模板的生物的重击确认骰上会获得+2背景加值,比如说疫精(blighted fey,Pathfinder RPG Bestiary 6 46–47页)或者真菌生物(Pathfinder RPG Bestiary 4 116–117页)等。
Blight’s Bane (Combat): You are trained in the destruction of blights. You gain a +2 trait bonus to confirm critical hits against a creature that has a template affiliated with some kind of communicable condition, such as a blighted fey (Pathfinder RPG Bestiary 6 46–47) or a fungal creature (Pathfinder RPG Bestiary 4 116–117).
布莱之洞察(宗教,布莱):你在进行科技作业时听到了布莱的低语,并因此对构装体有了更深入的理解和洞察力。你在克服构装体的法术抗力的施法者等级上获得+2背景加值。
Brigh’s Insight (Religion, Brigh): You hear Brigh’s whisper in the workings of technology, granting you better understanding of and insight into constructs. You gain a +2 trait bonus on caster level checks to overcome the spell resistance of constructs.
发条技师(战斗):你对于漫步在废土上的古老发条构装体颇有见识,并因此更了解这些守护者。你在对抗具有发条亚种的生物时,伤害骰上获得+2背景加值。
Clockwork Engineer (Combat): You have experience with the ancient clockwork constructs that roam certain wastelands, and this has granted you an understanding of these guardians. You gain a +2 trait bonus on damage rolls against creatures with the clockwork subtype.
魔瘟抗性(魔法):暴露在强大能量下的你被灌输了抵御疾病——尤其是被恶魔扭曲过的疾病——的超自然抗性。当与某一或更多具备恶魔亚种的生物战斗,或是周遭100尺内存在这类敌意生物时,若你被暴露于疾病之中,则在对抗该疾病的豁免上获得+3背景加值。
Demonblight Resistance (Magic): Your exposure to powerful energies instilled in you a supernatural resistance to diseases, particularly those of a demonic bent. You gain a +3 trait bonus on saving throws against diseases you are exposed to while fighting one or more creatures of the demon subtype, or while such a hostile creature is within 100 feet.
哥兹莱之眼(宗教,哥兹莱):对风澜的信仰能在你穿航于各种雾霾中时助你一臂之力。你能正常在非魔法的云雾(fog)、雾(mist)和雨或类似环境(比如说瀑布的飞沫中)里看到5尺远。然而你5尺外的视线依然正常受限。
Gozreh’s Sight (Religion, Gozreh): Your faith in the Wind and the Waves helps you navigate through all manner of mist or haze. You can see normally up to 5 feet away in areas of nonmagical fog, mist, rain, or similar conditions (such as the spray of a waterfall). Your sight is still obscured beyond 5 feet as normal in these conditions.
后继者之免疫(宗教,艾奥梅黛):艾奥梅黛的英勇使你全身充满了神圣的力量,让你能抵抗甚至最为糟糕的瘟疫。每天一次,你能在对抗疾病或者毒素时重骰一次豁免。你必须接受第二次的结果,即使其更糟糕也是如此。
Inheritor’s Immunity (Religion, Iomedae): Iomedae’s valor fills you with divine energy, allowing you to stave off even the worst plague. Once per day, you can reroll a saving throw against a disease or poison. You must take the second result, even if it is worse.
湿地之子(地区,雨浸湿地):你一生大部分时间都在混浊的沼泽中穿行,并逐渐适应了这种地形。你能正常地穿过浅泥沼(只要地形没被魔法改变),但你如常会受到深泥沼的影响。
Sodden Child (Regional, Sodden Lands): You spent most of your life moving through murky bogs and have grown acclimated to the terrain. You move normally through shallow bogs (as long as the terrain hasn’t been magically manipulated) but are still affected by deep bogs as normal.
下木专家(战斗):你把自己训练得能在下层植物中来去自如。当在穿过稀疏下层植物时,你需要进行的特技检定DC不会增加。而在穿过茂盛下层植物时,你需要进行的特技检定DC只会增加2。
Sodden Child (Regional, Sodden Lands): You spent most of your life moving through murky bogs and have grown acclimated to the terrain. You move normally through shallow bogs (as long as the terrain hasn’t been magically manipulated) but are still affected by deep bogs as normal.
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资源索引
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————法力废土求生————
法力废土上危机四伏,其上的居民绝大部分都并非自愿移居至此。 相反,这些下等贱民要么是出生于此,要么是被放逐至此,以避免更为可怕的命运。又或者——在非常稀有的情况下——造访此地以谋求满足其无谋的野心。
法力废土上最为知名的危险莫过于该地区对魔法的扭曲,在其上施展的魔法要么难以预料,要么毫无作用。即使是无涉魔法的生物在原能魔法现象之前也并不安全,长时间暴露于法力废土会逐渐导致肉眼不可见的变异。这些突变通常祸福相依,对此废土部落中有着深刻共识,认为突变乃是在法力废土上最好用的求生工具之一。他们认为变异乃是身体尝试在严酷环境中生存下去的表现。
With its myriad dangers, the Mana Wastes counts few eager immigrants among its inhabitants. Instead, its ragtag citizenry are those born there, exiled there, seeking refuge there from something worse, or—rarely—traveling there in pursuit of ill-advised ambitions.
Most famous of the hazards is the region’s abnormal magic, which at times functions unpredictably and at other times doesn’t function at all. Even mundane creatures aren’t safe from the phenomenon of primal magic, and long-term exposure to the Mana Wastes regularly causes unsightly mutations. These alterations are as often as helpful they are harmful, so common wisdom among the tribes with the deepest roots is that mutation is one of the greatest tools for surviving in the Mana Wastes—they believe that mutations are the body’s attempt to survive an unforgiving environment.
法力废土上的部落
许多游牧部众都会殷勤好客地接待陌生人,而不是一相遇就将他们置之死地。有礼的游人有时候能和他们一起生活上几个月或更长的时间,并在此期间学习后者的求生技巧。
Many nomadic groups choose to extend hospitality to strangers rather than condemn them to death by exposure. Polite travelers can sometimes live among them for months or more, learning their survival strategies in the process.
吸烬哥布林(Cindersnort Goblins)
尽管阿肯斯塔在保护自己的技术上尽了最大努力,但还是有一帮哥布林在4701AR时偷到了部分火器。这帮哥布林因为其通过吸入余烬而鼓舞精神的传统而被称为吸烬部落,这群变异哥布林发明了某种能替代火药的爆炸性物质(地精科技,震撼人心!)。尽管它们是毫不留情的掠劫者,但吸烬哥布林也欢迎访客——尤其是带着火器作为献礼的家伙。背景故事中有特别涉及吸烬哥布林的角色可以选择以下背景,同时他们也许会很适合高热射击专长。
Cindersnort Goblins
Despite Alkenstar’s best efforts to defend its technology, a band of goblins stole some firearms in 4701 ar. Known as the Cindersnort tribe for their tradition of inhaling embers to inspire visions, these mutant goblins have devised an explosive substitute for gunpowder. While they’re unrepentant raiders, the Cindersnorts are open to visitors— especially ones who bring gifts of firearms. Characters whose backstories significantly involve the Cindersnort goblins can select the following trait and might find the Sizzling Shot feat appropriate.
无定引信(战斗):你手中的火器对于你自己和周遭的人来说都十分危险。当你持用的火器哑火或爆炸时,骰一个d100。当结果是1-25时,以-5减值重骰该次攻击(因破损所带来的减值不会影响该次攻击,且已经破损的火器也不会爆炸)。在重骰结束后,哑火或爆炸的效果才会正常生效(当d100的结果是26或更高时,则哑火和爆炸正常生效)。当你持用的火器因为哑火而爆炸时,爆炸伤害增加1d6+每四个角色等级1d6点。
(注意点使用就基本上不会亏的背景.....只要你愿意让自己的角色和上面这群爽粉的哥布林扯上关系)
Volatile Fuse (Combat): Firearms you wield are especially dangerous to you and everyone nearby. Whenever a firearm you wield misfires or explodes, roll a d%. On a result of 1–25, the misfire or explosion is delayed; reroll the attack with a –5 penalty (penalties from the broken condition are not applied to this reroll, and a firearm that was already broken does not explode). After the reroll is resolved, apply the effects of the misfire or explosion as normal. (If the d% roll result is 26 or higher, the misfire or explosion happens as normal.) Whenever a firearm you wield explodes due to a misfire, increase the explosion’s damage by 1d6 plus 1d6 for every 4 character levels you have.
高热射击(Sizzling Shot,勇毅)
你射出的子弹火焰缭绕
先决条件:业余铳士或勇毅职业特性,bab+4
专长效果:只要你拥有至少1点勇毅值,在藉由火器射出弹头,散弹或类似的弹药时,你可以选择把攻击伤害的一半转化成火焰伤害,而另一半造成钝击和穿刺伤害。若你在用火器宣告此攻击时消耗1点勇毅,则你能且仅能为本次攻击发射出去的弹头或散弹赋予炽焰武器特殊能力。
Sizzling Shot
Your bullets ignite when you fire them.
Prerequisites: Grit class feature or Amateur Gunslinger UC , base attack bonus +4.
Benefit: As long as you have at least 1 grit point when using a firearm to fire bullets, pellets, or similar ammunition, you can choose for half of the attack’s damage to deal fire damage and the other half to deal bludgeoning and piercing damage. If you spend 1 grit point when you declare such an attack with a firearm, you can grant the bullet or pellets fired the flaming weapon special ability for that attack only.
六重忏悔(Sixfold Repentance)
数个六臂神卫(Calikang,《战役设定:内海世界指南》第307页)部落曾为大法师奈克斯服务。而在他消失无踪时,这些六臂神卫撤回了法力废土之中,以尝试修复这片为法术蹂躏的土地。如同其他六臂神卫部落一般,六重忏悔试图将邻近地区的魔法引流到法力废土当中,以填满其中的虚空部分,尝试藉此使这片土地愈合。不过这个部落对于愿意来帮忙的陌生人尤其宽容。背景故事中有特别涉及六重忏悔的角色可以选择以下背景,同时他们也许会很适合饮法者专长。
Sixfold Repentance
Several clans of the six-armed calikangs (Pathfinder Campaign Setting: The Inner Sea World Guide 307) attended the archmage Nex; when he disappeared, they withdrew into the Mana Wastes to repair the spell-ravaged landscape. Like the other calikang clans, the Sixfold Repentance tries to heal the Mana Wastes by importing magic from neighboring regions to fill up the void, though this tribe is especially tolerant of strangers willing to help. Characters whose backstories significantly involve the Sixfold Repentance can select the following trait and might find the Spell-Drinker feat appropriate.
梦中警备(战斗):你的身体即使是在休息时仍从未放松警惕。你在睡觉时尝试进行的察觉检定其DC只会增加7(而不是正常状态下的增加10)。当你处于晕眩,震慑或无助时,你受到的每一个重击或偷袭都会有25%几率无效。当重击或偷袭因此无效时,如常骰普通攻击的伤害骰。该效果不会与护命防具特殊能力或类似效果叠加。
Dormant Defense (Combat): Your body never lets down its defenses, even when you rest. The DC for Perception checks you attempt while asleep increases only by 7 (instead of the normal +10 increase). While you are dazed, stunned, or helpless, each critical hit or sneak attack scored against you has a 25% chance of being negated; when a critical hit or sneak attack is negated, roll its damage normally. This doesn’t stack with the fortification armor special ability and similar effects.
饮法者(Spell-Drinker)
伤害不了你的魔法只会让你更为强大。
先决条件:体质13;强韧加强、钢铁意志、或者闪电反射
专长效果:每小时一次,你可以在成功通过对抗某一生物法术或类法术能力的豁免检定后,以一个直觉动作获得等同于1d6加上法术环位数的临时生命值,持续1分钟。在拥有这些临时生命值时,你在对抗该生物施放的法术或类法术能力的豁免检定上获得+2加值。如果你拥有10个或更多的生命骰,则通过该专长得到的临时生命值翻倍。该临时生命值可以与其他来源的临时生命值叠加,但不能与自身带来的临时生命值叠加。
Spell-Drinker
The magic that cannot harm you only makes you stronger. Prerequisites: Con 13; Great Fortitude, Iron Will, or Lightning Reflexes. Benefit: Once per hour, as an immediate action after you succeed at a saving throw against a creature’s spell or spell-like ability, you gain a number of temporary hit points equal to 1d6 plus the spell’s level for 1 minute. While these temporary hit points last, you gain a +2 bonus on saving throws against spells and spell-like abilities cast by that creature. If you have 10 or more Hit Dice, the number of temporary hit points you gain from this feat doubles. These temporary hit points stack with those gained from other sources, but not with each other.
阿兰姆之翼(Wings of Alkam)
许多狮足鹰人(Maflet,《怪物图鉴3》第188页)部落占据了分布在迦伦德北部和东部一带的废墟,而每个部落里面的萨满都会给成年狮足鹰人刺上符文刺青。然而在法力废土西部的阿兰姆之翼部落却鲜少给成年的族人刺青。相反,该部落中刚成年的狮足鹰人将踏上长达一个月的旅途,在此期间,他们皮肤发生的变异会逐渐形成传统的符文刺青。而与阿兰姆之翼交好的人们有时候能学到他们的传统。背景故事中有特别涉及阿兰姆之翼的角色可以选择以下背景,同时他们也许会很适合符文冲锋专长。
Wings of Alkam
Dozens of clans of maftets (Pathfinder RPG Bestiary 3 188) occupy ruins along northern and eastern Garund, and each group’s shaman inscribes the adult maftets with runic tattoos. In the western Mana Wastes, however, the Wings of Alkam clan rarely tattoos members when they come of age. Instead, adolescents embark on months-long journeys, during which they develop dermal mutations that resemble the traditional runic tattoos. Those who befriend the Wings of Alkam can sometimes learn their traditions. Characters whose backstories significantly involve the Wings of Alkam can select the following trait and might find the Runic Charge feat appropriate.
扭曲刺青(魔法):你的皮肤因暴露于奥法现象而呈现出某种奇怪的图案。每日一次,当你在施放一个施法时间为1轮或者更少的法术时,你能骰一次1d4-2(无最小值),并将结果加到该法术的有效施法者等级上。在原能魔法区(area of primal magic,《战役设定:内海魔法》第12页),该次投骰的最小结果是0,而不是-1。
Twisted Tattoo (Magic): Your exposure to eldritch phenomena has caused your skin to develop a strange pattern. Once per day as you cast a spell whose casting time is 1 round or less, you can roll 1d4–2 (no minimum) and add the result to that spell’s effective caster level. In an area of primal magic (Pathfinder Campaign Setting: Inner Sea Magic 12), the minimum result of this roll is 0, not –1.
符文冲锋(Runic Charge,战斗)
你传递接触法术的方式凶残可怖。
先决条件:施法者等级5级
专长效果:只要你有两只手空着,作为冲锋动作的一部分,你可以施放一个范围为接触的法术,并将其传递给某一目标。当你这样做的时候,你在克服目标法术抗力的施法者等级检定上获得+2加值,同时该次接触攻击的重击威胁范围是19-20。增加的重击威胁范围不会与任何诸如精通重击的类似能力叠加。
(画风帅到爆炸的专长,适合cos千鸟等酷炫招式,问题是原文没写清到底法术传递对象和冲锋对象是不是同一个人,以及若传递法术的目标是冲锋对象时还有没有原来冲锋的攻击...so,按照字面没准可以玩出冲锋队友/树木/石头走位的同时给自己拍buff等奇妙玩法 GM:“你当我SB么”)
Runic Charge(Combat)
You can deliver touch spells with frightful ferocity. Prerequisite: Caster level 5th. Benefit: As long as two of your hands are free, you can cast a spell with a range of touch and deliver the spell to a single target as part of a charge action. When you do so, you gain a +2 bonus on caster level checks to overcome the target’s spell resistance, and the critical threat range of that touch attack is 19–20. This increased threat range does not stack with similar abilities such as Improved Critical.
不朽奏者(Undying Word)【歌者】
一些在法力废土上生存下来的人们无法接受失败,而那些学会念诵不朽真言的人们则能借给前者忍耐的力量。
奖励专长(Bonus Feat):在1级和之后每6个等级,不朽奏者在正常提升以外获得一项奖励专长。他必须满足这些专长的先决条件,而每个奖励专长必须包含坚忍(Endurance)作为先决条件,或是选取自以下列表:坚忍(Endurance)、强韧加强(Great Fortitude)或精通强韧加强(Improved Great Fortitude)。该能力替代抄录卷轴以及轶闻知识
不灭战歌(Undying Song,Su):不朽奏者获得以下战怒之歌,赋予其盟友忍受苦难的能力:
激发活力(Inspire Resilience,Su):1级时,不朽奏者能赐予其同伴超自然的忍耐力。该效果如同激发狂暴,但盟友不会在力量上获得加值,也不会在AC上承受-1减值。该能力替代激发狂暴。
不屈之歌(Song of Defiance,Su):6级时,不朽奏者能帮助其盟友抵御环境危害。通过消耗1轮战怒之歌的轮数,不朽奏者能让60尺以内的所有盟友在接下来的1个小时内获得忍受环境的效果。而不朽奏者必须在该1小时剩余的时间内保持演奏,否则效果终止。该小时内消耗战怒之歌的轮数也仅有1轮。该战怒之歌替代蛮力之歌。
决意挽歌(Dirge of Determination,Su):10级时,不朽奏者能鼓励30尺内的盟友,让他们去克服难关。受到影响的盟友将所有受到的属性伤害、吸取以及减值视作降低2点。其减少的数值在15级的时候增加到4点,20级的时候增加到6点。不朽奏者永远也无法通过这种方法将属性减值降低至0以下,或以此方式将属性值提升到超过原来的数值。该战怒之歌替代末日丧歌。
忍耐之力(Endurance Power,Su): 在5级和之后每6个等级,不朽奏者能学会一项额外的狂暴之力,不朽奏者和其盟友只有在受到其激发活力能力影响时才能获得该狂暴之力的效果。该狂暴之力必须选自以下列表:心如坚钢(clear mind)、能量吸收(energy absorption,APG)、不屈武勇(Flesh Wound,APG)、高等能量抵抗(Greater Energy Resistance, APG)、高等生命守护(Greater Guarded Life,UC)、生命守护(Guarded Life,APG)、增强伤害减免(Increased Damage Reduction)、内在强韧(Internal Fortitude)、迷信(Superstition)。该能力其余效果如同歌者的狂暴之力。该能力替代汲借秘术。
UNDYING WORD (SKALD ARCHETYPE)
Some who have survived the Mana Wastes cannot acceptdefeat, and those who have learned to speak the undyingword can lend others the strength to endure.
Bonus Feat: At 1st level and every 6 skald levels thereafter,an undying word gains a bonus feat in addition to thosegained from normal advancement. He must meetthe prerequisites for the feat, and it must includeEndurance as a prerequisite or be selected fromthe following list: Endurance, Great Fortitude, or Improved Great Fortitude. This replaces scribe scroll and lore master.
Undying Song (Su): An undying word gains the following raging songs, granting his allies the ability to withstand punishment.
Inspire Resilience (Su): At 1st level, the undying word can grant his companions supernatural endurance. This functions as inspired rage, but it grants neither a bonus to his allies’ Strength nor a –1 penalty to their AC. This raging song replaces inspired rage.
Song of Defiance (Su): At 6th level, an undying word can shield his allies against the environment. By expending 1 round of raging song, the undying word grants all allies within 60 feet the effects of endure elements for the next hour. The undying word must continue to perform for the remainder of the hour; otherwise its effects end, but only 1 round of raging song is expended for that hour. This raging song replaces song of strength. Dirge of
Determination (Su): At 10th level, an undying word can urge his allies within 30 feet to overcome hardships. Affected allies treat ability damage, ability drain, and penalties to ability scores as though each were 2 lower. This reduction increases to 4 at 15th level, and to 6 at 20th level. The undying word can never reduce a penalty below 0 or increase an ability score beyond its original value in this manner. This raging song replaces dirge of doom.
Endurance Power (Su): At 5th level and every 6 skald levels thereafter, an undying word learns an additional rage power that affects him and any allies under the influence of his inspire resilience. This rage power must be selected from the following list: clear mind, energy absorption APG , energy resistance APG , flesh wound APG , greater energy resistance APG , greater guarded life UC , guarded life APG , increased damage reduction, internal fortitude, or superstition. This otherwise functions as the skald’s rage powers ability. This replaces spell kenning.
(https://i.imgur.com/ytNNrnT.jpg)
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————原能魔法————
原能魔法乃是未经雕琢,无拘无束的能量,直接抽取自现实之外具有魔力源泉的未知领域。在诸如无底深渊或大漩涡这样由混乱主导的位面中,原能魔法的风暴自然生成,恣意放纵。通常来说,原能魔法无法穿入主物质位面。然而,当巨变撕裂现实法则时,原能魔法就会在这些裂隙附近逐渐增强,并以不可预料的方式宣泄而出。法力废土就是其中一个例子,在这里,奈克斯与盖布两位大法师之间战争的余波从根基上改变了魔法的运作方式。
在法力废土中,虽说在局部地区中魔法依然如常起效,或是毫无作用,但在绝大部分区域里原能魔法占据绝对优势。在充满原能魔法的区域中,行使魔法能力或是使用魔法物品往往会让当事人丢掉性命。在最好的情况下,法术会发生奇异的改变,比如火球术可能会爆发出一大片带着独特松香味的锋利冰柱,但起码仍能命中施法者意图伤害的目标。而在大多数情况下,法术只会扭曲成完全随机的效果。
原能魔法的浪潮也同样可能在这些地区自然涌现,持续数秒到数天,然后就如同来时一般突然消散。这种自然发生的涌动在目标上不加甄别,一视同仁地袭击原生生物、玩家角色以及他们的敌人。不可预料乃是原能魔法的特点,出没于其多发地带的人们都会敬畏它那无拘无束的力量。
一些角色相信不羁的魔法能带来更长远的利益——尽管其效果无可预料,这几页的规则为他们利用原能魔法提供了范例。需要更多关于原能魔法事件的范例,可以参照《探索者战役设定:内海魔法》中第13页的表格。
Primal magic is raw, unfettered energy drawn directly from the unknowable realms beyond reality where the source of magic itself lies. In planes where chaos reigns, such as the Abyss and the Maelstrom, storms of primal magic arise spontaneously and rampage unchecked. Normally, primal magic cannot breach the Material Plane. However, when cataclysmic events fracture the laws of reality, primal magic builds up in the gaps, lashing out unpredictably. Such is the case in the Mana Wastes, where the aftermath of the war between the great wizards Nex and Geb has fundamentally altered the way magic functions.
While there are pockets in the Mana Wastes where magic obeys the normal laws or even ceases to function at all, primal magic prevails across most of the region. Those who draw upon magical abilities or use magic items in areas where primal magic is predominant often find that their spells take on a life of their own. At best, their spells can be modified in bizarre ways, such as a fireball spell that creates an explosion of sharpened icicles with the distinctive smell of pine trees but that still strikes the same targets that the spellcaster intended to harm. In many cases, however, the spell warps into an entirely random effect.
Surges of primal magic can also occur naturally in such places, lingering for anywhere from seconds to days before disappearing just as suddenly as they appeared. Such naturally occurring surges are typically indiscriminate in their targets, striking against local wildlife as frequently as they hit the PCs or the PCs’ foes. Unpredictability is the hallmark of primal magic, and those who tread where it is common would do well to respect its unchecked might.
The rules on these pages provide examples of ways that characters can harness primal magic for their own benefit, trusting in the whims of the magic to bring forth beneficial —albeit unpredictable—effects. For more examples of primal magic events, refer to the table on page 13 of Pathfinder Campaign Setting: Inner Sea Magic.
原能专长(Primal Feats)
下列专长非常适合那些在原能魔法领域上投入了大量时间的角色,或是那些经历了特别明显原能魔法事件的人物。这些专长允许角色利用原能魔法的多变本质。虽然这些专长在充盈混沌之力的地区里效果最为强大,但其中一些仍能在更为稳定的区域里生效,在这种情况下,角色本身就是触发原能魔法回响的导管。
The following feats are appropriate for characters who have spent substantial amounts of time in areas of primal magic or who have experienced a particularly noteworthy primal magic event. These feats allow characters to draw upon the random nature of primal magic. While these are strongest in regions rich in the chaotic force, some of these feats still function in more stable areas; in these cases, the PC herself is the conduit for lingering echoes of primal magic.
元素转化(Elemental Conversion)
你能把原能魔法注入到自己的元素法术之中
专长效果:每天一次,当你在施放一个能造成强酸、寒冷、电击或火焰的法术时,你能在法术中注入原能魔法,并能随机转换其中的元素能量。在你施放该法术之后,在其结果结算之前,骰1d4以决定其新的元素(1为强酸,2为寒冷,3为电击,4为火焰)。如果你位于原能魔法主导的区域,则你能每小时使用一次该能力。
Elemental Conversion
You can infuse your elemental spells with primal magic.
Benefit: Once per day, when you cast a spell that deals acid, cold, electricity, or fire damage, you can infuse the spell with primal magic and transform its elemental energy at random. After you cast the spell but before its effects are resolved, roll 1d4 to determine the new element (1 = acid, 2 = cold, 3 = electricity, 4 = fire). If you are in an area where primal magic is predominant, you can instead use this ability once per hour.
原能操念使(Primal Kineticist)
当为原能魔法所环绕时,你能将其导入到念袭之中以改变后者的性质
先决条件:操念使1级
专长效果:当在原能魔法充盈或常见的区域里使用简易念袭时,你能通过承受1点超载使念袭转变成以下列举的简易念袭之一。骰1d10以决定具体的简易念袭种类(带有*号标记的念袭可在《探索者玩家伴侣:异能源始》中找到,若你没有此扩展,则重骰对应的结果):1为突风,2为霜打,3为岩击,4为电刺,5为火冲,6为重压*,7为负能*,8为念动,9为水突,10为木袭*。你能把任意允许选择的塑形注能或性质注能应用到该次随机念袭之中,并承受对应的超载。
Primal Kineticist
When primal magic surrounds you, you can channel it to transform the nature of your kinetic blasts. Prerequisite: Kineticist level 1st.
Benefit: When using a simple kinetic blast in an area where primal magic is either predominant or very common, you can accept 1 point of burn to cause your blast to become one of the following simple blasts instead. Roll 1d10 to determine the simple blast (blasts marked with an asterisk
- appear in Pathfinder Player Companion: Occult Origins; if you do not have this source, simply reroll these results): 1 = air, 2 = cold, 3 = earth, 4 = electric, 5 = fire, 6 = gravity*, 7 = negative*, 8 = telekinetic, 9 = water, 10 = wood*. You can apply any of your form or substance infusions that are allowed as choices for the random blast, accepting the typical burn cost.
原能打击(Primal Strike,战斗)
你学会了让原能魔法流经自己的躯体以让敌寇陷入困惑
先决条件:感知17、精通徒手打击、bab+8
专长效果:在投攻击骰前,你能宣告一次原能打击。若你如此宣告且该次攻击命中,则其会正常造成伤害,同时目标必须进行一次DC=10+你一半等级+感知修正的强韧豁免。豁免失败的目标将困惑一轮。若你处于原能魔法区域,则困惑状态持续1d4轮。你每天能尝试原能打击的次数等同于已有角色等级的1/4(若你具有武僧等级则看下面的特殊说明),但每轮使用次数不能超过1次。原能打击是一个影响心灵的胁迫效果。
特殊:如果你具有武僧等级,你每天可以使用原能打击的次数等同于你的武僧等级+已有非武僧角色等级的1/4,但每轮的使用次数仍然不能超过1次。
Primal Strike (Combat)
You have learned to draw primal magic through your body to befuddle your enemies.
Prerequisites: Wis 17, Improved Unarmed Strike, base attack bonus +8.
Benefit: Before making an attack roll, you can declare a primal strike. If you do and the attack hits, it deals damage normally and your target must attempt a Fortitude saving throw (DC = 10 + half your character level + your Wisdom modifier). A target who fails this saving throw is confused for 1 round. If you are in an area of primal magic, the confused condition lasts for 1d4 rounds. You can attempt a primal strike attack once per day for every 4 character levels you have (see Special below if you have monk levels), but no more than once per round. A primal strike is a mind-affecting compulsion effect.
Special: If you have levels in the monk class, you can make a primal attack a number of times per day equal to your monk level, plus one additional time per day for every 4 levels you have in classes other than monk, though still no more than once per round
原能司(Primal Warden)【萨满】
原能魔法所带来的影响并非全都肉眼可见,也并不止于物质层面。徘徊在原能魔法之地的精魂可能会被扭曲,失去原先的自我并经历无序的力量潮涌。而与这些精魂沟通的萨满学会了如何去稳定它们变化无常的能量并加以利用。这些萨满逐渐学会了如何让这些精魂稳定和清醒,并在这个过程中知晓了如何根据自己的需要扭转祸福。
魂兽(Spirit Animal):原能司的魂兽具备比起同类生物更为特别的外在特征,比如说不自然的颜色、额外或缺失的肢体等等。每天魂兽都会随机得到10点对某种元素的抗力,骰1d4以决定获得的抗力种类(1为强酸,2为寒冷,3为电击,4为火焰)。这替代了萨满魂兽从萨满选定魂域中获得的能力。
无定施法(Unstable Spellcasting):原能司的魂域总是搞事/坑爹变化无常,而魂域所赋予原能司的法术也时刻变化。当原能司使用其魂术职业特性自发施展1环到8环的法术时,他将施放出《进化职业手册》中第48页的萨满法术列表中随机某一比所用法术位高1环的法术,具体法术以对应的随机骰或者其他随机方法来决定。当原能司使用魂术自发施展9环法术时,他将施放出《进化职业手册》中萨满9环法术列表中的某一随机法术,其施法者等级视作增加2。 所以要你何用
萨满通过魂术施放的法术事前无法通过任何方式加以预测,同时他也不能通过任何超魔专长增强该法术。法术使用萨满的施法者等级,即使正常来说其等级不足以施放该法术。可能被施放出来的2环法术有47个,3环46个,4环41个,5环30个,6环22个,7环22个,8环18个,9环14个。
8级时,在原能司藉由魂术施展的法术已经决定后,每天一次,他可以通过一个自由动作,随机选择另一个法术加以替代,并使用之前的随机方法来决定该法术(若他得到了和之前一样的结果,则他必须接受该结果)。在12级及之后每4级,他每天能额外多随机重选一次藉由魂术施展的法术,并在20级的时候达到最多4次。他每轮使用该能力的次数不能多于1次。
这项能力调整了魂术,并替代了8级获得的巫术。
巫术(Hexes): 原能司萨满在特定等级获得下列巫术。且他不能选择禅唱(chant)巫术、邪眼(evil eye)巫术、降祸(Misfortune)巫术或任何女巫巫术。这调整了巫术,并替代了4级和12级获得的巫术。
原能祝福(Primal Blessing,Su):4级时,萨满获得把原能魔法引导至30尺内某一目标身上的能力。骰1d4以决定其效果。若结果是1,则目标在攻击骰、豁免以及技能检定上受到-2罚值;若结果是2,则目标的体型将变大或缩小,如同变巨术或缩小术一般,但即使目标并非类人生物也会受到该效果影响,投随机骰以决定具体效果;若结果是3,则目标在基础速度上获得20尺增强加值。若结果是4,所有针对该目标的攻击都必须承受20%的失手率。该巫术的效果持续1分钟。受到该巫术影响的生物在接下来的24小时内都无法再次受到其影响。
高等原能祝福(Greater Primal Blessing,Su):12级时,萨满的原能祝福巫术变得更为强大。其效果如同原能祝福一般,但是萨满有了机会赋予目标更为强大的好处。骰1d6以决定效果,当结果是1-4时,参照原能祝福以决定其效果;若结果是5,则目标在攻击骰、豁免以及AC上获得+2幸运加值。若结果是6,则目标获得加速术的好处,以原能司的萨满等级作为施法者等级。
PRIMAL WARDEN (SHAMAN ARCHETYPE)
The influence of primal magic extends beyond what is visible and material. Spirits that linger in areas where primal magic reigns can become warped, losing touch with their former selves and experiencing random surges of power. A shaman who communes with such spirits learns to stabilize these erratic energies and draw upon them to her benefit. Such shamans gradually learn to guide their spirits toward coherence and lucidity, and in the process learn to bend chance and fortune in their favor.
Spirit Animal: A primal warden’s spirit animal exhibits unusual physical features for a creature of its type, such as unnatural colorations and extra or missing appendages. Each day, the spirit animal gains resistance 10 against a random element. Roll 1d4 to determine the type of resistance (1 = acid, 2 = cold, 3 = electricity, 4 = fire). This replaces the abilities the shaman’s spirit animal gains from the shaman’s chosen spirit.
Unstable Spellcasting: A primal warden’s spirit is ever shifting, and the spells it grants the primal warden change from moment to moment.
When the primal warden would spontaneously cast a 1st- through 8th-level spell using the spirit magic class feature, she produces a random spell from the list of shaman spells on page 48 of the Pathfinder RPG Advanced Class Guide of 1 spell level higher than the spell slot expended; use an appropriate die or another randomization method to determine the spell. When she would spontaneously cast a 9th-level spell using spirit magic, she instead casts a random 9th-level spell from the shaman spell list in the Advanced Class Guide, treating her caster level as 2 higher.
There is no way to predict the spell before the shaman begins casting it using spirit magic, and she cannot enhance the spell using metamagic feats. The spell uses the shaman’s caster level, even if that caster level would normally be too low to cast the spell. There are 47 potential 2nd-level spells, 46 potential 3rd-level spells, 41 potential 4th-level spells, 30 potential 5th-level spells, 22 potential 6th-level spells, 22 potential 7th-level spells, 18 potential 8th-level spells, and 14 potential 9th-level spells.
At 8th level, after determining the spell that she would cast using spirit magic, once per day as a free action, the primal warden shaman can choose to randomly select another spell instead, using the same method of randomization as she used before (if she obtains the same result a second time, she must keep that result). At 12th level and every 4 shaman levels thereafter, she can choose to randomly select a different spirit magic spell one additional time per day, up to a maximum of four times per day at 20th level. She cannot use this ability more than once in the same round.
This alters spirit magic and replaces the hex gained at 8th level.
Hexes: A primal warden shaman gains the hexes below at the specified levels. A primal warden shaman cannot select the chant hex, the evil eye hex, the misfortune hex, or any witch hexes. This alters hexes and replaces the hexes gained at 4th and 12th levels.
Primal Blessing (Su): At 4th level, the shaman gains the ability to channel primal magic into a target within 30 feet. Roll 1d4 to determine the effect. On a result of 1, the target takes a –2 penalty on attack rolls, saving throws, and skill checks. On a result of 2, the target’s size is enlarged or reduced, as per enlarge person or reduce person, and the effect functions even if the target is not a humanoid; roll randomly to determine the effect. On a result of 3, the target gains a +20-foot enhancement bonus to her base speed. On a result of 4, all attacks against the target suffer a 20% miss chance. The effects of this hex last for 1 minute. A creature affected by this hex cannot be affected by it again for 24 hours.
Greater Primal Blessing (Su): At 12th level, the shaman’s primal blessing hex improves. This functions as the primal blessing hex in all ways, except that the shaman has a chance to bestow greater benefits upon her targets. Roll 1d6 to determine the effect. On a result of 1–4, refer to the primal blessing ability to determine the effect. On a roll of 5, the target gains a +2 luck bonus on attack rolls and saving throws and to her Armor Class. On a roll of 6, the target gains the benefit of the haste spell, using the primal warden’s shaman level as her caster level.
(https://i.imgur.com/Q1FDj5i.jpg)
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————变种人与突变————
长期暴露于法力废土的奇异能量会使活物的身体扭曲变形,继而产生突变。这种变化小到细微的畸形,大到彻底的形态转变。一些突变生物选择藉由科技手段维持自己的形态,而另一些则选择了接受自己的突变并从中获得了特殊的能力。
Extensive exposure to the strange energy of the ManaWastes can twist and transform the bodies of livingcreatures, mutating them. These changes range from minordeformities to complete transformation into unrecognizableforms. Some mutated creatures augment their forms withtechnology, while others embrace their mutations andderive special abilities from them.
变种人玩家角色
若玩家希望能扮演一名变种人角色,GM可以允许该角色获得变种生物模板中的一项突变及一项畸变(《怪物图鉴5》第180页)。由于其中一些选择并不适合正常游戏,因此变种人角色无法正常选择无心智、易伤的畸化或是下列的突变:急速、额外肢体、快速医疗、怪异防御场、狂暴、厚皮、封闭头脑或是翅膀。角色不能选择无法对自己产生不利影响的畸变。若角色选择类法术能力突变,他每天只能使用该能力一次,但每当其HD数高得足以获得新的类法术能力时,他能以一个新的类法术能力代替已有的选择。
If a player wants to play a mutant character, the GM can allowthe character to have one deformity and one mutation fromthe mutant template (Pathfinder RPG Bestiary 5 180). Becausesome options are inappropriate for normal play, a mutant PCcan’t normally choose the mindless or vulnerability deformityor any of the following mutations: celerity, extra arm, fasthealing, mental armor, rage, rugged, sealed mind, or wings.A deformity can’t be chosen if it wouldn’t disadvantage thePC. If a PC chooses the spell-like ability mutation, she can useit only once per day, but each time her number of Hit Dicewould qualify her for a new spell-like ability, she can replaceher current choice with a new one.
机关拳使(Constructed Pugilist)【拳师】
某些变种人的突变会令其难以使用寻常武器或其他工具,而有时他们会选择在已有的肢体上接上机械义肢。而其中不少人开发出了利用义肢战斗的技巧,如是他们能做到兵不离手。随着时间推移,这些拳师(《探索者 RPG 进化职业手册》)会定制改造机械义肢,为其加上额外的武器以及其他功能。
本职技能:机关拳使获得工艺(武器)作为本职技能。这调整了拳师的本职技能。
机关义肢(Constructed Limb,Ex):机关拳使在开始游戏时会获得一条用以战斗的特殊义肢,其材质可以是铁、钢、石或木,并具备对应的硬度和生命值(参照《探索者RPG核心规则书》第175页)。他以该肢体进行的攻击视为徒手攻击,并获得所有拳师徒手击打的职业特性。机关拳使视该义肢为轻型武器,且他擅长该武器。拆下或装上该义肢需要10分钟。
机关拳使能如同升级普通近战武器一般升级该义肢。在将义肢重构成精制品武器,或以其他材质重构,或是赋予其特定的魔法特殊能力时,义肢视作是花费60gp,重6磅的单手近战武器,然而其仅为机关拳使定制,不能出售或为他人所使用。义肢可以从自身的增强加值和特殊能力中获益,或得到重拳护符赋予的好处,但若其同时获得上述两种来源的能力,则义肢仅获得两者中具备更高有效增强加值来源的好处(在两者同等的情况下,义肢会从其自身的能力中获益)。
(注意,原文中并没说义肢一定要是手臂...)
义肢改装(Limb Modifications):机关拳使可以在1级选择下列的义肢改装之一,此外他在6级,10级,12级以及20级的时候可以额外选择另一个改装。这些改装不需要机关拳使重构其机关义肢。该能力替代千招百式。
灵活(Flex Limb):义肢被拆解成以结实机杆固定住的分体式关节结构。机关拳使能通过一个标准动作松开机杆,并使义肢变成类似鞭子的附肢。在这种模式下,义肢可以用来进行绊摔,并在使用其进行的卸武尝试上获得+2加值。机关拳使在失败时不会承受需要丢下义肢的风险。让义肢回到其原来的固定状态需要一个标准动作。机关拳使可以通过一个标准动作同时或单独激活或关闭灵活与延长改装。当机关拳使同时启动灵活与延长改装时,他可以在应用灵活改装的能力时获得长武(reach)的好处。
爪钩(Grapnel Arm):机关拳使能发射出安装于其义肢内的爪钩,该爪钩通过一条40尺长的优质锁链附着在义肢上。机关拳使能以一个标准动作使用爪钩进行一次远程接触攻击检定。使用爪钩不能作为全力攻击的一部分。若攻击成功命中,爪钩不会对目标造成伤害,但其将如同具备擒抱特性(《探索者RPG 极限宝具》第22页)的武器一般生效,不过其只需要击中即可(而不是重击),且擒抱状态会在机关拳使移动到距离被擒抱生物40尺以外时结束。机关义肢在收回爪钩前无法用以近战攻击(收回爪钩需要一个标准动作)。雷古你怎么从深渊跑这里了。
延长(Limb Extender):机关拳使可以通过一个标准动作激活延长改装,并使其义肢获得长武武器特性。使义肢回复到正常长度需要一个标准动作。
化盾(Shielding Limb):机关拳使学会了藉由其机械义肢挡下攻击。他在AC上获得+2盾牌加值,但其在AC上失去敏捷加值的时候也会失去该盾牌加值
铁握(Tight Grip):特殊的机簧让机关拳使能牢牢抓紧。当使用其机关义肢时,机关拳使在攀爬、卸武以及擒抱战技上获得+1加值,另外其在对抗目标为义肢所持握物品的卸武的CMD上获得同样加值。该改装仅可以在义肢包含手或其他能用以抓握的肢体时才可以选择。
辉彩滑刀 凶刃(Vicious Blades):义肢上有着锋利的刀刃,使其能造成钝击及挥砍伤害,同时其重击威胁范围也增加到19-20。选择了毒刺改装的机关拳使不能选择该改装。
毒刺(Vicious Spikes):义肢上安装了长长的尖刺,使其能造成钝击和穿刺伤害,同时其重击倍率增加到x3。选择了凶刃改装的机关拳使不能选择该改装。
奖励造物专长(Bonus Item Creation Feats):在2级时,机关拳使把制造魔法武器与防具(Craft Magic Arms and Armor)、造物专家【工艺(武器)】(Master Craftsman (Craft [weapons])),以及技能专攻【工艺(武器)】(Skill Focus (Craft [weapons]))加入到其可选的奖励专长之中。(而不是只能选择战斗专长)。这调整了奖励战斗专长。
CONSTRUCTED PUGILIST (BRAWLER ARCHETYPE)
Mutants whose mutations make using standard weapons or other gear difficult sometimes attach mechanical prostheses to their existing limbs. Many develop combat skills that use their prostheses so they always have a weapon at hand. Over time, these brawlers (Pathfinder RPG Advanced Class Guide 23) customize their mechanical limbs, adding additional weaponry and other mechanisms.
Class Skills: A constructed pugilist gains Craft (weapons) as a class skill. This alters the brawler’s class skills.
Constructed Limb (Ex): A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points (see page 175 of the Pathfinder RPG Core Rulebook). She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes. The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie).
Limb Modifications: A constructed pugilist chooses one of the following limb modifications at 1st level and another at 6th, 10th, 12th, and 20th levels. These modifications do not require the constructed pugilist to rebuild her constructed limb. This replaces martial flexibility.
Flex Limb: The limb is divided into jointed segments held in place with rigid rods. As a standard action, the constructed pugilist can release the rods and turn her limb into a whiplike appendage. In this mode, the prosthesis can be used to make trip attempts, and it grants a +2 bonus on disarm attempts made using it. The constructed pugilist doesn’t run the risk of dropping her limb if she fails. Returning the limb to its rigid form takes a standard action. As a standard action, a constructed pugilist with both flex limb and limb extender can activate or deactivate one of those limb modifications or both simultaneously; when the constructed pugilist has both flex limb and limb extender activated, she gains the benefits of reach with the flex limb abilities.
Grapnel Arm: The constructed pugilist can fire a grappling hook built into her prosthesis. The grappling hook is attached to a 40-foot-long fine chain affixed to the limb. The constructed pugilist can attack with the grappling hook as a standard action, making a ranged touch attack against the target. The grappling hook can’t be used as part of a full attack. On a successful hit, the grappling hook deals no damage, but it functions as though it had the grapple weapon special feature (Pathfinder RPG Ultimate Equipment 22), except it requires only a hit (not a critical hit) and the grapple ends if the constructed pugilist moves more than 40 feet away from the grappled creature. The constructed limb can’t be used to make melee attacks until the grappling hook has been reloaded (a standard action).
Limb Extender: As a standard action, the constructed pugilist can activate an extender, giving her limb the reach weapon special feature. Returning the limb to its normal length is a standard action.
Shielding Limb: The constructed pugilist learns to block blows with her mechanical limb. She gains a +2 shield bonus to AC, though she loses this bonus anytime she loses her Dexterity bonus to AC.
Tight Grip: Special tensors allow the constructed pugilist to lock her grip in place. When using her constructed limb, the constructed pugilist gains a +1 bonus on Climb checks and combat maneuver checks to disarm and grapple, as well as to her CMD against attempts to disarm items held in the limb. This modification can be chosen only if the limb includes a hand or other gripping appendage.
Vicious Blades: Razor-sharp blades on the surface of the limb cause it to deal bludgeoning and slashing damage and increase its critical threat range to 19–20. A constructed pugilist who has the vicious spikes limb modification can’t select this modification.
Vicious Spikes: Long spikes protrude from the limb, causing it to deal bludgeoning and piercing damage and increasing its critical multiplier to ×3. A constructed pugilist who has the vicious blades limb modification can’t select this modification.
Bonus Item Creation Feats: At 2nd level, a constructed pugilist adds Craft Magic Arms and Armor, Master Craftsman (Craft [weapons]), and Skill Focus (Craft [weapons]) to the list of bonus feats she can choose (instead of just combat feats). This alters bonus combat feats.
(https://i.imgur.com/RYsqp1R.jpg)
突变秘卫(Mutated Defender)【侠客】
在罕见的情形下,某位侠客(《探索者RPG 极限诡道》第9页)的身体会为突变所掌控,但他学会了把自己的病变隐藏起来,这通常求助于炼金调剂以及魔法隐匿等手段。跟其他经常在阿肯斯塔和其他聚居地为人避之不及的变种人不同, 突变秘卫能在不显露其突变的情况下出没于公众视野——尽管他们私下里仍能发挥出其全部潜藏的能力。
突变之道(Mutant Specialization): 突变秘卫不使用侠客列表(《极限诡道》第10页)中的基础攻击加值成长,而是使用他的侠客等级作为他的基础攻击加值,另外再加上从其他职业和种族HD中获得的基础攻击加值。同时他能选择一个除了无心智和易伤以外的畸化(《怪物图鉴5》第180页)。该畸化在侠客处于社交身份时会通过魔法方式恢复正常,而侠客其他从突变天赋中获得的突变也同样如此,如是侠客得以完全隐藏他的突变。跟其他侠客天赋不同,侠客完全无法在处于社交身份时使用任何来自他突变天赋的好处。这替代了侠客之道。
突变天赋(Mutant Talents):在2级及之后每2个侠客等级时, 突变秘卫除了其正常可选的侠客天赋以外,还能从选取下列的突变天赋中进行选择。这替代了侠客天赋。
突变爆发(Mutant Blast,Su): 突变秘卫的某条肢体为元素所扭曲,他能从该肢体中释放出爆发性的能量。这如同元素射线血统力量(《核心规则书》第76页)一般运作,并以其侠客等级作为术士等级。 突变秘卫在选择该天赋时要选择一种伤害类型(强酸、寒冷、电击或者火焰)。 突变秘卫至少要达到9级才能选取该天赋。
突变进化(Mutant Evolution): 突变秘卫从幻灵的进化列表(《探索者RPG:极限解放》第35页)中获得除攀爬、天防强化、骑乘、技能精通或游泳外的一项进化型态I。他必须如常满足所有先决条件,并将其侠客等级在满足先决条件时视作召唤师等级。 突变秘卫能在不满足亚种先决条件的情况下选取赋予1个天生攻击的进化,但他必须将自己其中一只手替换成天生武器。 突变秘卫可以多次选取该天赋,且每次都必须选取不同的进化。
突变脑叶(Mutated Lobe,Sp): 突变秘卫的大脑膨大扩张,并让其获得了异能。 突变秘卫能以类法术能力施放侦测思想,他每天可用该能力的次数等同于其侠客等级的1/4,并将其侠客等级作为施法者等级。 突变秘卫必须至少达到4级才能选取该天赋。
MUTATED DEFENDER (VIGILANTE ARCHETYPE)
Occasionally a mutation takes hold of the body of a vigilante (Pathfinder RPG Ultimate Intrigue 9), but he learns to hide his maladies, usually through alchemical concoctions or magical concealment. Unlike other mutants, who are usually shunned in Alkenstar and other settlements, mutated defenders can appear in public without revealing their mutations—though they can still use them to their full potential in secret.
Mutant Specialization: A mutated defender gains a base attack bonus equal to his vigilante level instead of using those listed in the vigilante’s class table (Ultimate Intrigue 10). He adds this value as normal to any other base attack bonus gained from other classes or racial Hit Dice. He also selects one mutant deformity (Bestiary 5 180) other than mindless or vulnerability. This deformity magically reverts when the vigilante is in his social identity, as do all mutations from his mutant talents, allowing him to hide his mutation entirely. Unlike with other vigilante talents, the vigilante is entirely unable to use the benefits of his mutant talents while in his social identity. This replaces vigilante specialization.
Mutant Talents: At 2nd level and every 2 vigilante levels thereafter, a mutated defender can select from the following mutant talents, in addition to the vigilante talents normally available to him. This alters vigilante talent.
Mutant Blast (Su): One of the mutated defender’s extremities becomes elementally warped, and he can discharge a blast of energy from this limb. This functions as the elemental ray bloodline power (Core Rulebook 76) and uses his vigilante level as his sorcerer level. The mutated defender chooses the damage type (acid, cold, electricity, or fire) of his mutant blast when selecting this talent. The mutated defender must be at least 9th level to select this talent.
Mutant Evolution: The mutated defender gains a 1-point evolution from the eidolon list (Pathfinder RPG Pathfinder Unchained 35) other than climb, improved natural armor, mount, skilled, or swim. He must meet any prerequisites as normal, using his vigilante level for prerequisites that require a summoner level. He can select an evolution granting a natural attack without fulfilling the subtype requirement, though he must replace one of his hands with the natural weapon. A mutated defender can select this mutant talent multiple times, choosing a different evolution each time.
Mutated Lobe (Sp): A mutated defender’s brain is enlarged and distended, granting him psychic powers. He can cast detect thoughts as a spell-like ability once per day for every 4 vigilante levels he has, with a caster level equal to his vigilante level. A vigilante must be at least 4th level to select this talent.
(https://i.imgur.com/6uj7dYl.jpg)
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————阿肯斯塔保卫者————
尽管火器问世不过百年,但阿肯斯塔(Alkenstar)的人们已经全心全意地接受了这门技术,并在强化这种优雅而致命的武器的方法上走在世界前列。阿肯斯塔公国那野心勃勃的邻居——从法力废土上的变种人到恰劳-卡人猿部落——在技术上快速革新的同时,頓加堡(Dongun Hold)的矮人以及阿肯斯塔的盾勋执法官们也在不断地开发新的火器技巧以弥补差距。
Even though firearm technology is less than a century old, the people of Alkenstar have wholeheartedly embraced its use and have pioneered methods to enhance the weapons’ elegance and lethality. The grand duchy’s aggressive neighbors—from Mana Wastes mutants to hordes of simian charau-ka—have spurred innovation, with the dwarves of Dongun Hold and the Shieldmarshals of Alkenstar developing new ways to use firearms to even the odds
专长
所有满足先决条件的角色都可以选择下列专长,其对于具备勇毅值或时髦值的角色来说尤其有用
The following feats are available to all characters who meet the prerequisites, and they are particularly useful to those with grit points or panache points.
暴力修复(Battering Reapir,勇毅)
有时候仅需要将火器往硬物上——或者某个生物上——用力猛砸即可解决其堵塞问题
先决条件:工艺(炼金)3级;勇毅职业特性或者业余铳士;铳士炫技:枪柄打击;铳士炫技:快速清膛
专长效果:你在使用持用的火器进行枪柄打击炫技时可以忽略其破碎状态。若你以该炫技击中某一生物,你能以一个直觉动作花费1点勇毅值移除火器上的破损状态,前提是该破损状态是因为火器哑火而致。
Battering repair (grit)
Sometimes smacking your firearm against a solid surface is all that’s needed to unjam it. Sometimes that solid surface is a creature.
Prerequisites: Craft (alchemy) 3 ranks; grit UC class feature or Amateur Gunslinger UC ; pistol-whip UC gunslinger deed; quick clear UC gunslinger deed.
Benefit: You can ignore the broken condition of a firearm you’re wielding to perform the pistol-whip deed. If you hit a creature with this deed, you can spend 1 grit point as an immediate action to remove the broken condition from the firearm, but only if the firearm gained that condition from a misfire.
印黥流(Signature Strike Style,战斗,流派)
你精准的攻击既如艺术般叹为观止,又致命得让人心生畏惧。
先决条件:精确射击;武器专攻;bab+7;威吓7级;精通狙击、游荡剑客炫技:精确瞄准或铳士炫技:精确瞄准。
专长效果:每一个被你以狙击(《探索者RPG极限战斗》第193页)、游荡剑客精确瞄准炫技或是铳士精确瞄准炫技击中的生物必须通过一个DC=10+1/2你的职业等级+你的魅力修正的意志豁免,否则将战栗1d3轮。你必须启用该流派且使用武器专攻所选的武器才能获得该好处。这是一个恐惧效果,不与自己或其他恐惧效果相叠加。若生物之前就已经处于战栗状态,则你成功使用该专长也仅会延长其战栗的持续时间。
另外,若该次攻击造成伤害,你能留下一个呈现出独特标记的伤口,比如说一个字母,一个图形,或者其他的简单符号。这个标记在目标治愈该次攻击造成的伤害时会自然消失。在该次攻击后,你可以通过一个自由动作花费1点勇毅或时髦值,目标必须通过一个DC=10+1/2你的角色等级+你的魅力修正的强韧检定,否则该次攻击在目标身上留下的标记将会是永久性伤疤。你在看穿带着你留下标记的生物其易容的察觉检定上获得+2加值。
Signature Strike Style (combat , style )
Your accuracy when attacking is both delightfully artistic and chillingly deadly.
Prerequisites: Precise Shot; Weapon Focus; base attack bonus +7; Intimidate 7 ranks; Improved Called Shot UC , targeted strike ACG swashbuckler deed, or targeting UC gunslinger deed.
Benefit: Each creature you hit using a called shot (Pathfinder RPG Ultimate Combat 193), the targeted strike swashbuckler deed, or the targeting gunslinger deed must succeed at a Will save or be shaken for 1d3 rounds (DC = 10 + half your character level + your Charisma modifier). You must be using this style and attacking with a weapon for which you have Weapon Focus to gain this benefit. This is a fear effect that doesn’t stack with itself or with other fear effects. If a creature is already shaken and you make it shaken using this feat, the duration of the shaken condition is merely extended.
If this attack deals damage, you can also have the injury leave a distinctive mark, such as a letter, shape, or other simple symbol. This mark heals naturally and disappears once the target has healed the damage dealt by your attack. As a free action after the attack, you can spend 1 grit point or 1 panache point to make the mark heal as a permanent scar unless the target succeeds at a Fortitude save (DC = 10 + half your character level + your Charisma modifier). You gain a +2 bonus on Perception checks to see through the disguises of creatures that bear your mark.
印黥以辱(Signature Strike Taunt,战斗)
你嘲弄般的攻击敌人羞恨交加。
先决条件:精确射击、印黥流、武器专攻、bab+9、威吓9级
专长效果:因为印黥流而陷入战栗状态的生物在战栗持续期间在AC上承受-2罚值。在战栗状态持续期间,你不会因对该目标使用战技而招致借机攻击。
Signature Strike Taunt(combat )
Your mocking strikes leave your foe deeply embarrassed and infuriated.
Prerequisites: Precise Shot, Signature Strike Style, Weapon Focus, base attack bonus +9, Intimidate 9 ranks.
Benefit: Creatures that gain the shaken condition as a result of Signature Strike Style also take a –2 penalty to AC for the duration of the shaken condition that feat causes. While the shaken condition persists, you do not provoke attacks of opportunity when performing combat maneuvers against that target.
印黥扬威(Signature Strike Triumph,战斗)
你毫不费力地发起猛攻,在鼓舞着盟友的同时把恐惧深深烙在敌人心底。
先决条件:精确射击、印黥流、印黥以辱、武器专攻、bab+11、威吓11级
专长效果:当你以印黥流让某一生物陷入战栗状态时,其战栗持续时间延长至1d4+1轮。当你对以印黥流留下标记的生物确认重击时,60尺内能看到你的某一盟友能尝试进行一次新的豁免检定以移除某个由被标记生物造成的带有情绪、恐惧或影响心灵描述符且正在生效的效果。若盟友成功通过该检定,且对应效果的剩余持续时间不大于24小时,则该效果终止。若其剩余持续时间大于24小时,则该效果被压制1分钟。
Signature Strike Triumph (combat )
With an effortless flourish, you strike terror into your foes and inspire your allies.
Prerequisites: Precise Shot, Signature Strike Style, Signature Strike Taunt, Weapon Focus, base attack bonus +11, Intimidate 11 ranks.
Benefit: When you use Signature Strike Style to give a creature the shaken condition, increase the duration to 1d4+1 rounds. When you confirm a critical hit against a creature marked by your Signature Strike Style, one ally within 60 feet who can see you can attempt a new saving throw against one ongoing effect with the emotion UM , fear, or mind-affecting descriptor caused by the marked creature. If the ally succeeds at this saving throw and the effect’s remaining duration is 24 hours or less, the effect ends; if the remaining duration is more than 24 hours, the effect is suppressed for 1 minute.
枪托势(Stock-Striker Style,战斗,流派)
火器的枪托因为你的战斗技艺和子弹一样致命。
先决条件:铳士炫技:枪柄打击
专长效果:当你使用该流派时,你在施展枪柄打击炫技的攻击骰以及击倒目标至俯卧的战技检定上获得+1加值;该加值在你使用双手火器时增加至+2。若你成功将目标击倒至俯卧,在你下一轮结束前,你在用火器进行远程攻击时不会引发该目标的借机攻击。当你施展枪柄打击炫技时,在满足诸如武器娴熟等类似能力前提时可以将单手火器视作轻型武器。
Stock-Striker Style(combat , style )
Your fighting technique makes you equally deadly with your firearm’s stock as with its bullets.
Prerequisite: Pistol-whip UC gunslinger deed.
Benefit: When you perform the pistol-whip deed while using this style, you gain a +1 bonus on the attack roll and on the combat maneuver check to knock the target prone; this increases to +2 when you use a two-handed firearm. If you successfully knock the target prone, you do not provoke attacks of opportunity from the target until the end of your next turn when you make ranged attacks with your firearm. You can treat one-handed firearms as light weapons for the purpose of abilities such as Weapon Finesse when performing the pistol-whip deed.
枪托横扫(Stock-Striker Sweep,战斗)
你挥舞火器的力气足以击退敌寇,或是伤及另一个目标。
先决条件:枪托势、bab+7、铳士炫技:枪柄打击
专长效果:当你处于枪托势并成功以枪柄打击炫技将目标击至俯卧时,你可以通过一个迅捷动作将目标推离5尺,或是对你触及内第二个邻接该目标的敌人再进行一次枪柄打击。第二次枪柄打击炫技花费0点勇毅值。
Stock-Striker Sweep (combat )
The force of your firearm strikes can drive back your foe or damage a second target.
Prerequisites: Stock-Striker Style, base attack bonus +7, pistol-whip UC gunslinger deed.
Benefit: When you are using Stock-Striker Style and successfully knock a target prone with the pistol-whip deed, as a swift action you can either push the target 5 feet away from you or perform the pistol-whip deed a second time against a foe that is adjacent to the first and within your reach. This second use of pistol-whip costs 0 grit points.
枪托抡倒(Stock-Striker Takedown,战斗)
你的近战猛攻让对方无力反抗接下来残忍的终结一枪。
先决条件:近距射击、枪托势、枪托横扫、bab+9、铳士炫技:枪柄打击
专长效果:当你处于枪托势并成功以枪柄打击炫技将目标击至俯卧时,你可以通过一个移动动作,用手中上膛的火器向目标射击;若你的火器具有霰弹特性,则你能改而进行一次霰弹射击,但该目标必须处于效果范围内。你不会因对俯卧目标进行远程攻击而在该次攻击上受到减值,同时你武器的重击倍率增加1(重击倍率最高为x5)。
Stock-Striker Takedown (combat )
Your melee strike leaves your target vulnerable to a merciless finishing shot.
Prerequisites: Point-Blank Shot, Stock-Striker Style, Stock-Striker Sweep, base attack bonus +9, pistol-whip UC gunslinger deed.
Benefit: After you knock a target prone with the pistol- whip deed while using Stock-Striker Style, you can fire one barrel of a loaded firearm you’re wielding at the target as a move action; if your firearm has the scatter weapon quality, you can instead make a scattering shot so long as you include the target in the area of effect. For this attack, you take no attack penalty for making a ranged attack against a prone target, and the critical multiplier of your weapon increases by 1 (to a maximum of ×5).
职业变体
正在使用或希望使用早期火器的角色很适合以下变体。
The following archetypes are suitable for PCs wielding (or wishing to wield) early firearms.
炼金铳士(Gun Chemsit)【炼金术师】
普通的炼金术师也许对炸药有所涉猎,但对于炼金铳士来说,火器枪管就是他们的坩埚。
武器和防具擅长:炼金铳士擅长所有简单武器、火器和轻甲。这替代了炼金铳士(炼金术师)的武器和防具擅长。
炼金枪弹(Alchemical Ordnance,Su):炼金铳士精于利用将不稳定化合物及自身魔力灌注于弹药的知识。在装填火器时,炼金铳士能通过一个自由动作灌注弹药。而混合后的弹药相当不稳定,若其没能在等同于炼金铳士智力修正的轮数内(至少持续到炼金铳士下一回合结束前)开火射出,则炼金枪弹会钝化而失去其额外效果,但炼金铳士仍能如常射击。炼金铳士每天能灌注弹药的次数等同于其职业等级+智力修正,他每轮射击炼金枪弹的次数不能超过一次。
炼金枪弹将如常造成伤害,此外还会造成等同于1d6+炼金铳士智力修正的火焰伤害。炼金铳士的等级每上升2级,炼金枪弹的伤害增加1d6(增加的伤害不能通过重击或“要害打击”专长等方式来加倍)。炼金枪弹的爆炸特性使其对任意体型集群的攻击都会造成等同于火器基础伤害加上炼金枪弹额外伤害的完整伤害。若炼金铳士使用带有霰弹特性的武器进行霰弹射击,则范围内的每一个生物受到的额外火焰伤害等同于炼金枪弹的最小伤害。(例子:若炼金枪弹正常情况下会造成2d6+4点火焰伤害,则其通过霰弹射击造成的火焰伤害只有6点。)
炼金铳士的炼金枪弹只会在他手中的火器中安全生效。若除炼金铳士外的任何人尝试发射装填有尚未钝化炼金枪弹的火器时,火器的哑火值增加4点。若该火器因这种情况引起的哑火而爆炸时,爆炸会额外造成等同于炼金枪弹的火焰伤害。
炼金枪弹在满足科研发现的先决条件时视作炼金术师的炼金炸弹,但其将忽略任何与炸弹的溅射伤害或覆盖范围相关联的效果,除非炼金铳士获得了爆矢弹药科研发现(见下)。被科研发现调整过的霰弹射击能应用这些额外效果,被影响的生物如同受到炸弹的溅射伤害而不是被其直接命中。与炼金枪弹相关的豁免DC=10+1/2炼金铳士等级+炼金铳士智力修正。
该能力替代炼金炸弹。
枪匠(Gunsmith):炼金铳士获得一支铳士1级时拿到的磨损枪械,以及枪匠(Gunsmithing)专长(包括如同铳士般修复其磨损枪械的能力)。炼金铳士可以用一个标准动作花费1次炼金枪弹的使用次数来移除一件他当前持用火器的破损状况,只要该状况是由于枪械哑火而造成。该能力替代制造药水和随手投掷。
科研发现(Discoveries):炼金铳士能如常选择科研发现。除此之外,他也能选择以下唯有炼金铳士可选的科研发现。下列带有*标记的科研发现彼此之间无法叠加,其也无法与其他有*标记且调整了炼金炸弹的科研相叠加。而下列每个科研发现都能单独用于某一份炼金枪弹上。
化学稳定(Chemical Stability): 在发射炼金枪弹时,炼金铳士可以将火器哑火值减少1点(最低到0),同时忽略任何因使用炼金定装弹而增加的哑火值。
爆矢弹药*(Exploding Bullet): 炼金铳士的炼金枪弹会如同溅射武器一般对邻接目标产生溅射,并对波及到的目标造成等同于炼金弹药最小伤害的溅射伤害(通过反射减半)。炼金铳士必须至少达到4级才能选择该科研。
快速轰杀(Fast Ordnance): 获得该科研的炼金铳士能在全力攻击中发射多枚炼金枪弹。炼金铳士必须至少达到8级才能选择该科研。‘’
定装专家(Cartridge Savant,Ex):2级时,炼金铳士能高效且最大化地利用炼金定装弹,比如说闪光弹(flare cartridges,UC)等。在炼金铳士发射这类可以藉由通过豁免检定忽视或削弱其效果的炼金定装弹时,其豁免DC增加1(DC的上限为22)。而该DC的增加值在炼金铳士达到5级及之后的每3级额外增加1(在20级的时候达到最大7点)。当炼金铳士发射其伤害类型替代火器正常伤害的炼金定装弹(比如龙息定装弹,dragon’s breath cartridge,UC)时,他能在伤害上获得等同于其智力修正的加值。该能力替代毒性抗力。
连续开火(Repeat Fire,Ex):6级时,炼金铳士获得快速装填(Rapid Reload,UC)作为奖励专长,他必须为该专长选择一种火器。若他已经具备该专长,则作为替代她能获得一个满足先决条件的战斗专长。该能力替代迅捷上毒。
Gun Chemsit (alchemist archetype )
Simple alchemists may dabble in explosives, but for the rare gun chemist, a firearm’s barrel is his crucible.
Weapon and Armor Proficiency: Gun chemists are proficient with all simple weapons, firearms, and light armor. This replaces the gun chemist’s weapon and armor proficiencies.
Alchemical Ordnance (Su): A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.
Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd- numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).
The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.
Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.
This replaces bombs.
Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing UC feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire. This replaces Brew Potion and Throw Anything.
Discoveries: A gun chemist selects alchemist discoveries as normal. He can also select from the discoveries below, which are unique to the gun chemist. Discoveries marked with an asterisk (*) do not stack, including with other alchemist discoveries marked by an asterisk that modify bombs. Only one such discovery can be applied to an individual alchemical ordnance.
Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
Exploding Bullet*: The gun chemist’s alchemical ordnance splashes adjacent targets as though it were a splash weapon, dealing the alchemical ordnance’s minimum additional damage to other creatures caught in the splash (Reflex half). A gun chemist must be at least 4th level before selecting this discovery.
Fast Ordnance: A gun chemist with this discovery can fire more than one piece of alchemical ordnance as part of a full attack. A gun chemist must be at least 8th level before selecting this discovery.
Cartridge Savant (Ex): At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges UC . If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge UC ), he can increase the damage dealt by an amount equal to his Intelligence modifier. This replaces poison resistance.
Repeat Fire (Ex): At 6th level, a gun chemist gains Rapid Reload UC as a bonus feat and must select a type of firearm. If he already has this feat, he can instead gain one combat feat for which he qualifies. This replaces swift poisoning.
(https://i.imgur.com/RdNzPkU.jpg)
霰弹射手(Scatter Gunner)【铳士】
诸如雷筒以及龙铳这种强力火器能在狭窄的走廊中击溃入侵者,而顿加堡的矮人们则掌握了最大化利用这种大范围武器的先进技巧。
霰弹行家(Scatter Specialist):霰弹射手在1级获得磨损火器时只能选择雷筒或者龙铳。这调整了枪匠。
炫技(Deeds):霰弹射手获得以下炫技,以下每个炫技仅在霰弹射手使用具备霰弹特性的武器进行霰弹射击时生效。
谨慎射击(Careful Shot,Ex): 只要霰弹射手在进行霰弹射击时拥有至少1点勇毅值,则他在针对区域内所有盟友的攻击骰上获得等同于其感知修正的罚值。他也能花费1点勇毅让霰弹射击对数量等同于其感知修正的生物自动失手。这替代了狙击之眼炫技。
霰弹大师(Scatter Artist,Ex): 3级时,霰弹射手可以在用火器进行霰弹射击时花费1点勇毅以在攻击上获得下列效果之一。这替代了万用射击炫技。
- 稳定枪口(Restricted Barrel):霰弹射击攻击直线上的所有生物而不是锥形区域上的所有生物。该直线的长度等同于其锥形范围的两倍。(对于大部分早期火器来说是30尺)
- 塑形散射(Shaped Blast):选择某一与霰弹射击效果范围邻接的额外方格,处于该方格内的生物同样受到霰弹射击的影响。
- 涡流爆风(Vortex):火器在霰弹射击的影响范围内发射出一股爆炸性的气流,并引起持续时间为1轮的强风效果(时速25英里),其能驱散云雾以及烟雾效果(比如由云雾术所创造的)。
过载装填(Overload,Ex):7级时,霰弹射手知晓如何最大化武器那毁灭一切的散射能力。霰弹射手能通过一个整轮动作进行一次霰弹射击,以将其在火器中精心塞满的霰弹全部发射出去。该霰弹射击的影响范围(对于大部分早期火器来说是30尺)翻倍,且火器的哑火值增加2,同时霰弹射击每个成功的攻击都会造成1d6点额外伤害,该额外伤害无法通过重击翻倍。该额外伤害在13级的时候增加到2d6,在19级的时候增加到3d6。霰弹射手必须花费1点勇毅以使用该炫技。这替代了致命射击炫技。
集束霰弹(Satchel Shot,Ex):7级时,霰弹射手可以通过1个整轮动作装填并发射一枚爆炸性霰弹,并如同进行霰弹射击般消耗弹药。这如同对某一交点地面投掷溅射武器,但使用其火器的射程增量、攻击加值、以及魔法特殊能力(如有)。爆弹影响周遭10尺范围内的所有生物,如同他们遭受到来自霰弹射手的霰弹射击一般。受到伤害的生物必须通过一个DC=10+1/2霰弹射手等级+霰弹射手敏捷调整的反射豁免,否则将着火(《探索者RPG 核心规则书》第444页)。该能力替代精确瞄准炫技。
Scatter Gunner (gunslinger archetype )
Punishing firearms such as the blunderbuss and dragon pistol can lay waste to invaders in tight corridors, and the dwarves of Dongun Hold have pioneered masterful methods for making the most of these indiscriminate weapons.
Scatter Specialist: A scatter gunner must take a blunderbuss or dragon pistol when he chooses a battered firearm at 1st level. This alters gunsmith.
Deeds: A scatter gunner gains the following deeds, each of which functions only when he uses a weapon with the scatter weapon quality to make a scattering shot.
Careful Shot (Ex): As long as a scatter gunner has at least 1 grit point when making a scattering shot, he takes a penalty equal to his Wisdom modifier on his attack rolls against any allies in the area. He can spend 1 grit point when making a scattering shot to automatically miss a number of creatures equal to his Wisdom modifier. This replaces the deadeye deed.
Scatter Artist (Ex): At 3rd level, when using a firearm to make a scattering shot, a scatter gunner can spend 1 grit point to add one of the following effects to his attack.
Restricted Barrel: The scattering shot attacks all creatures in a line rather than in a cone. The line’s length is twice the length of the weapon’s cone (30 feet for most early firearms).
Shaped Blast: Select one additional square adjacent to the scattering shot’s area of effect; creatures in this square are also affected by the scattering shot.
Vortex: The firearm releases an explosive torrent of air in the scattering shot’s affected area for 1 round, creating a strong wind effect (25 mph) that can disperse fog and smoke effects such as those created by fog cloud.
This replaces the utility shot deed.
Overload (Ex): At 7th level, a scatter gunner knows just how to hold his weapon to maximize its devastating scattering effects. As a full-round action, a scatter gunner can make a scattering shot to fire a concentrated payload of pellets that strains his firearm. This doubles the area affected by the scattering shot (a 30-foot cone for most early firearms), increases the firearm’s misfire value by 2, and causes each successful attack to deal an additional 1d6 points of damage that is not multiplied on a critical hit. This additional damage increases to 2d6 at 13th level and 3d6 at 19th level. The scatter gunner must spend 1 grit point to perform this deed. This replaces the dead shot deed.
Satchel Shot (Ex): At 7th level, as a full-round action, a scatter gunner can load and fire an explosive shell, consuming ammunition as though he had made a scattering shot. This functions like throwing a splash weapon at a grid intersection but uses his firearm’s range increment, attack bonus, and magic special abilities (if any). The shell affects creatures in a 10-foot radius as though the scatter gunner had made a scattering shot against them, and damaged creatures must succeed at a Reflex save (DC = 10 + half the scatter gunner’s level + the scatter gunner’s Dexterity modifier) or catch fire (Pathfinder RPG Core Rulebook 444). This replaces the targeting deed.
(https://i.imgur.com/QMAJZwl.jpg)
军火走私客(Gun Smuggler)【盗贼】
阿肯斯坦紧紧守护着火药的秘密,同时也对火器贸易加以限制,因此为那些将该技术偷运到法力废土以外的人提供了生财之道。军火走私客善于设法获得火器,并将其作为秘密武器小心隐藏。
武器擅长:军火走私客擅长所有简单武器以及单手火器,外加细剑、闷棍、短剑和杖剑。这替代了盗贼的武器擅长。
妙手藏枪(Hidden Gun,Ex):军火走私客在把单手火器藏在身上的巧手检定上获得等同于其盗贼等级一半的加值。对方在5尺内意识到军火走私客其伪装武器(比如杖剑UE)本质的察觉检定DC会额外增加等同于其盗贼等级的数值(DC难度最高为25+其盗贼等级)。这替代了寻找陷阱。
秘密配枪(Secret Sidearm,Ex):作为小心谨慎,精通隐蔽军火的专家,军火走私客获得等同于铳士在1级时拿到的磨损枪械,并获得枪匠(Gunsmithing,UC)作为奖励专长(包括如同铳士般修复磨损枪械的能力),然而他必须选择袖枪、短刃手枪或杖剑手枪。
精选目标(Selective Targeting,Ex):军火走私客专注于通过隐蔽火器进行偷袭。当其使用任何非袖枪、短刃手枪或杖剑手枪(无论是以其开火还是进行近战攻击)的武器进行偷袭时,他的偷袭伤害骰始终为d4,而不是d6。这调整了偷袭。
赃弹(Stolen Shots,Ex):3级时,军火走私客能设法通过秘密贩子获得少量尖端的火器技术。他获得黑市客户(black market connection,UC)盗贼天赋的好处,但其仅限获取火器以及相关装备。在每天开始时,军火走私客会获得总数量等同于其盗贼等级,具体发数任意组合的弹头(配有黑火药)或纸包弹——其均统称为”赃弹”,其象征着由上家走私给他的弹药。他的上家仅会提供足以补充供给发数的赃弹,因此他无法无限地累积弹药,而这些赃弹的市价为0gp。
6级时,军火走私客能选择获得一发或多发魔法弹药,尽管每一发都会占用其对应的每日可得赃弹数,数值等同于该弹药的附魔加值(每一发弹药的最大附魔加值为+2)。他能选择给赃弹附魔下列的武器特殊能力,但在此之前赃弹必须至少有+1增强加值才行,这些特殊能力具有等同于其对应正常价格的加值(核心规则书467-468页):及远 (Distance)、炽焰 (Flaming)、焰爆 (Flaming Burst)、慈悯 (Merciful)、寻踪 (Seeking)或雷鸣 (Thundering)。在9级与之后每3个盗贼等级,军火走私客可获取的赃弹最高附魔加值上限增加1(在18级时达到最大值+6)。
这替代了陷阱感知以及6级获得的盗贼天赋。
离奇瞄准(Uncanny Aim,Ex):4级时,军火走私客持用的任何袖枪,短刃手枪或杖剑手枪其射程增量增加10尺。8级时,上述武器发射的弹头其基础伤害骰增大1个等级。这替代直觉闪避和精通直觉闪避。
Gun Smuggler (rogue archetype )
Alkenstar protects the secrets of gunpowder and controls the sale of firearms, creating lucrative opportunities for those who can sneak the technology beyond the Mana Wastes. Gun smugglers are adept at procuring firearms and concealing their secret weapons.
Weapon Proficiency: A gun smuggler is proficient with all simple weapons and one-handed firearms, plus the rapier, sap, short sword, and sword cane UE . This replaces the rogue’s weapon proficiencies.
Hidden Gun (Ex): A gun smuggler gains a bonus equal to half her rogue level on Sleight of Hand checks to conceal a one-handed firearm on her body. She increases the DCs of opponents’ Perception checks to realize the true nature of disguised weapons (such as a sword cane UE ) within 5 feet of her by an amount equal to her rogue level (maximum DC 25 plus her rogue level). This replaces trapfinding.
Secret Sidearm (Ex): As an expert in discreet and easily concealable weapons and firearms, a gun smuggler gains a battered gun identical to that gained by a 1st-level gunslinger and Gunsmithing UC as a bonus feat (including the ability to restore her battered gun as if she were a gunslinger), though she must select a coat pistol UE , dagger pistol UE , or sword cane pistol UE as her battered weapon.
Selective Targeting (Ex): A gun smuggler focuses on concealable firearms for her sneak attacks. When she makes a sneak attack using any weapon other than a coat pistol, dagger pistol, or sword cane pistol (either firing the weapon or making a melee attack), her sneak attack damage dice are d4s instead of d6s. This alters sneak attack.
Stolen Shots (Ex): At 3rd level, a gun smuggler can access small quantities of cutting-edge firearm technology through clandestine dealers. She gains the benefits of the black market connections UC rogue talent, though only for the purpose of securing firearms and related equipment. At the beginning of each day, the gun smuggler gains a number of bullets (with accompanying black powder) or paper cartridges—referred to as shots—in any combination equal to her rogue level, representing ammunition smuggled to her by contacts. Her contacts provide only enough shots to replenish this small supply, so she can’t accumulate ammunition indefinitely, and these shots have a market price of 0 gp.
At 6th level, the gun smuggler can elect to gain one or more pieces of magic ammunition, though each one replaces a number of her daily shots equal to the ammunition’s enhancement bonus (maximum enhancement bonus of +2 for any one piece of ammunition). She can choose to add any of the following weapon special abilities to the shot, though the shot must have at least a +1 enhancement bonus, and these special abilities use an amount of bonus equal to the ability’s normal price (Core Rulebook 467–468): distance, flaming, flaming burst, merciful, seeking, or thundering. At 9th level and every 3 rogue levels thereafter, the maximum enhancement bonus of a gun smuggler’s shots increases by 1 (to a maximum of +6 at 18th level). This replaces trap sense and the rogue talent gained at 6th level.
Uncanny Aim (Ex): At 4th level, a gun smuggler increases the range increment of any coat pistol, dagger pistol, or sword cane pistol she wields by 10 feet. At 8th level, the base damage of bullets fired by these weapons increases by one die step. This replaces uncanny dodge and improved uncanny dodge.
(https://i.imgur.com/TZ4xlhR.jpg)
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————发明工坊————
从战槌城(Martel)的冶金师,顿加堡的矮人到阿肯斯塔的火器工坊,发明家在法力废土这片魔法贫瘠的土地上取得了崭新的技术成果。为了满足这些创意的需求,阿肯斯塔大公国到处都建立起可靠的铸造工坊,每个都有各自的用途。
但如同两个金工的作品不可能完全一致,这些制枪要塞的铸造工坊所出的产品也并不相同,各自展现着独特的传统以及骄傲工匠们的特殊标记。随着时间推移,这些铸造工坊已经各自发展出了不同的工艺,乃至行家能从中清晰地看出成品的产地所在。就跟制作者的标记一样,这些富有艺术性的标志在装饰之余也充当用于传播的商标。
以下概括了各聚居点生产的火器及其他物品的特征与标记:
From the metallurgists of Martel and the dwarves of Dongun Hold to the gunsmiths of Alkenstar City’s Gunworks, innovators have brought new technology to the magic-barren land of the Mana Wastes. To meet the demand of these creations, robust forges have sprung up throughout the Grand Duchy of Alkenstar, each with a different purpose.
But just as no two metalworkers’ creations are alike, the works of the forges in these gun-making strongholds are distinct, with each carrying forward the unique traditions and special marks of their proud crafters. Over time, these forges have developed distinct techniques that, to the discerning eye, mark their creations clearly with their place of origin. Much like maker’s marks, these artisan’s labels serve as informational brands as much as decorative flourishes.
Below are summaries of the features and marks that firearms and other items created in each settlement typically display.
顿加堡(Dongun Hold)
顿加堡内,巨大的矮人雕像看似凝视着为铁砧所环绕的古老铸造工坊。有人相信就是这里的锻造师傅们在托拉格之手的引导下制造出了第一支火器。而将制造火器视作虔诚之举的人则常常认为顿加堡内生产的火枪和其他物品都带着矮人之父的祝福。每支顿加堡的作品手柄上都印有一枚颠倒的熔火锻锤,以展示其产地所在。
(https://i.imgur.com/vtKc7wz.png)
Dongun Hold: Gargantuan dwarven statues that seemingly gaze at a central anvil encircle Dongun Hold’s ancient forge. Some believe that forge masters here created the first firearm, guided by Torag’s hand. Those who view the creation of firearms as an expression of piety often believe that guns and other items forged in Dongun Hold carry the Father of Dwarvenkind’s blessing. A flaming upside-down hammer is engraved into the handle of each item forged in Dongun Hold to indicate its origin.
火器工坊(Gunworks)
火器工坊乃是该地区规模最为庞大、技术最为先进的火器工厂,这座铸造工坊每天只会生产一支武器,每年只会生产五台攻城火炮,这与其规模以及12小时工作制相比起来颇为奇妙。然而,这里的铸造工坊配有足以为战争或其他紧急情况快速组装武器的机制,因此其缓慢的生产效率反映了其高层希望让火器保持高昂市价的欲望。火器工坊内生产的每把武器都铭有一个顶端绽放着火花的炸弹。
Gunworks: The most advanced and largest of the region’s firearms factories, this forge manufactures only one weapon a day and five siege cannons in a year—curious for its size and 12-hour workdays. However, this forge is fitted with a system that allows for rapid assembly in the event of war or some other emergency, and the slow production rate reflects its overseers’ desire to keep the market price of firearms high. A bomb with flames flowering from its top is stamped onto each weapon created in the Gunworks.
战槌城(Martel)
战槌城以阿肯斯塔大公国银行业中心以及持枪执法者的根据地而声名远扬,虽然其铸造工坊相对较小,但生产的各种金属制品却品质优异,其中大部分都是以贵金属制成的各式货币。偶尔,这里的铸造工坊也会为特殊顾客生产稀有华丽的火器,然而其耗时颇长,造价不菲。产自战槌城的作品都有着有别于阿肯斯塔其他产地制品的齿轮形华丽金饰。同时战槌城的产品有着以黄金或其他贵金属制成的特色装饰——尽管产品本身鲜少通体都以这些材料制成。
Martel: Known far more for being the home of the gunmarshals of the Grand Duchy of Alkenstar as well as the center of its banking, the city of Martel nonetheless has a small forge where various high-quality metal items are made, primarily currency forged from various precious metals. Occasionally, this forge produces rare and ornate firearms for special customers, though it never does so quickly or cheaply. A flourishing gear-shaped filigree distinguishes creations from this forge from the others of Alkenstar. Items from Martel are also typically decorated in gold or precious metals, though they are rarely made only of such materials.
炼金工具与武器
无论是在地表亦或地底,以下的炼金造物已经被证明能在法力废土求生时派上用场
The following alchemical creations have proven their worth in making survival an easier task in the Mana Wastes, both above and below the ground.
探膛刷(Bore Brush)
价格:75gp;
重量:1磅
效果:这种螺旋形金属杆上有着经过炼金处理的刷毛,其能溶解早期或近代火器枪管中的污垢和弹渣,并在抽出时在枪管内壁上留下一层薄薄的保护层。使用探膛刷是一个标准动作,其保护层能使火器的第一射程增量获得5尺炼金加值,同时其攻击骰获得+1炼金加值。该效果持续1小时或直到火器开火为止。新制的探膛刷共有5次使用次数。制作探膛刷需要通过DC15的工艺(炼金术)检定。
(https://i.imgur.com/WgxfTil.png)
BORE BRUSH
PRICE 75 GP
WEIGHT 1 lb.
This spiraled metal rod has alchemically treated bristles that can be used in the barrel of an early or advanced firearm to liquefy grime and bullet fouling while leaving a thin protective film in the bore. Using this brush is a standard action, and the protective film grants a 5-foot alchemical bonus to the firearm’s first range increment and a +1 alchemical bonus on attack rolls. These effects last for 1 hour or until the firearm is fired. A newly crafted bore brush contains 5 applications. Crafting a bore brush requires a successful DC 15 Craft (alchemy) check.
火器油(Firearm Oil)
价格:260gp;
重量:1磅
效果:这种清亮、粘稠的油被装在一个短宽瓶子里,其上的滴口使每次倒出的油控制在一滴之内。当这种油被用于早期或近代火器时,将会渗入这把武器的内部构造,保护其免受日常磨损以及火药残渣的影响。使用火器油需要1分钟;而在使用后,火器的哑火值减少1,效果持续1小时或直到火器发射为止。火器油无法将火器的哑火值减少到1以下。一瓶火器油的分量足够在单手火器上使用20次(或是在双手火器上使用10次)。制作火器油需要通过DC15的工艺(炼金术)检定。
BFIREARM OIL
PRICE 260 GP
WEIGHT 1 lb.
This clear, viscous oil comes in a squat bottle with a dropper that dispenses one drop of oil at a time. When applied to an early or advanced firearm, it seeps into the weapon’s inner workings and protects the gun from powder residue and everyday wear and tear. Applying firearm oil takes 1 minute; once applied, it reduces the misfire value of the firearm by 1 for 1 hour or until the firearm is discharged. Firearm oil can’t reduce a firearm’s misfire value to lower than 1. A single bottle contains enough oil for 20 applications on one-handed firearms (or 10 applications on two-handed firearms). Crafting firearm oil requires a successful DC 15 Craft (alchemy) check
溶矿酸(Mineral Acid)
价格:50gp
重量:1磅
效果:这个密封的小瓶里面装着烈性的靛蓝色液体,是顿加堡矿工必不可少的物品,他们通常随身携带这种小瓶以对付敌意满满的地底生物。这个小瓶能如同泼溅武器一般被投掷出去,距离增量为10尺。直接命中会造成2d6点强酸伤害,这个伤害在对抗以水晶、泥土或金属构成的生物时翻倍。而范围5尺内的所有生物都受到1点强酸伤害。制作溶矿酸需要通过DC20的工艺(炼金术)检定。
MINERAL ACID
PRICE 50 GP
WEIGHT 1 lb.
This sealed vial contains a highly potent indigo liquid and is an essential item for Dongun Hold miners, who often keep such vials handy for use against hostile subterranean creatures. The vial can be thrown as a splash weapon with a range increment of 10 feet. A direct hit deals 2d6 points of acid damage; this damage is doubled against creatures made of crystal, earth, or metal. Every creature within 5 feet of the impact takes 1 point of acid damage. Crafting mineral acid requires a successful DC 20 Craft (alchemy) check.
震天雷(Thunderclap Charge)
价格:200gp
重量:10磅
效果:顿加堡的矮人在地底深处用震天雷来开采珍贵的水晶。这种沉重陶罐里面塞满了一团被惰性纤维包裹且经炼金术处理的黑火药,其上装有引信。点燃引信是一个移动动作,在引信点燃后1d3轮,震天雷就会爆炸,并在10尺爆发范围内造成2d6点钝击伤害以及2d6点音波伤害(DC15反射减半)。其影响范围内的生物会被击倒至俯卧并耳聋(成功通过检定则可以避免被击倒至俯卧,且耳聋持续时间减少至1轮)。制作震天雷需要通过DC25的工艺(炼金术)检定。
THUNDERCLAP CHARGE
PRICE 200 GP
WEIGHT 10 lbs.
Used by the dwarves of Dongun Hold to excavate precious crystals from deep underground, this heavy ceramic canister is packed with inert fibers surrounding a large alchemically infused black- powder charge with a fuse. Lighting the fuse is a move action; 1d3 rounds after the fuse is lit, the charge explodes, dealing 2d6 points of bludgeoning damage and 2d6 points of sonic damage in a 10-foot-radius burst (Reflex DC 15 half). Creatures in the area of effect are knocked prone and deafened (a successful saving throw negates being knocked prone and reduces the deafened condition to 1 round). Crafting a thunderclap charge requires a successful DC 25 Craft (alchemy) check.
炼金定装弹
善于发明的工匠们已经设计出了可以用于一大票产自法力废土内外武器的新型弹药。更多关于炼金定装弹的信息参照《探索者RPG 极限战斗》140页。
Inventive manufacturers have developed new ammunition for an array of weaponry produced both in and outside of the Mana Wastes. For more information about alchemical cartridges, see page 140 of Pathfinder RPG Ultimate Combat.
热熔定装弹(Molten Shot Cartridge)
价格:40gp
重量:无
效果:这种定装弹里含有一把经过炼金处理的弹丸,在以具备霰弹特性的单手或双手火器通过霰弹射击发射出去时会燃烧熔解。这些热熔投射物会对被霰弹射击击中的目标造成火焰伤害,并且每个被击中的生物必须通过DC15的反射检定,否则将因阴燃的投射物而额外每轮承受1d6点火焰伤害。受到影响的生物可以在受到额外伤害前通过一个整轮动作刮掉闷烧的投射物。此外,熔融的金属碎片洒落在该区域中,霰弹射击的锥形范围内的每个方格都如同具有铁蒺藜(除了其造成的是火焰伤害)。这些投射物和碎片会在3轮后冷却下来并变成无害的金属屑。发射这种定装弹会使火器的哑火值增加2,且该定装弹只能用在具备霰弹特性的早期或近代火器上。
(https://i.imgur.com/8EUdMyL.png)
MOLTEN SHOT CARTRIDGE
PRICE 40 GP
WEIGHT —
This cartridge holds a handful of alchemically infused pellets that ignite and become molten when fired as a scattering shot with a one-handed or two-handed firearm with the scatter weapon quality. These molten projectiles deal fire damage to targets hit by the scattering shot, and each target hit must succeed at a DC 15 Reflex saving throw or take 1d6 additional points of fire damage each round as the projectiles smolder. An affected target can use a full- round action to scrape off the smoldering projectile before taking this additional damage. In addition, molten metal fragments litter the area, functioning as caltrops in each square of the scattering shot cone (except they deal fire damage). These projectiles and fragments cool down after 3 rounds, at which point they become harmless bits of metal. Firing this cartridge increases the firearm’s misfire value by 2, and the cartridge can be used only in early or advanced firearms with the scatter weapon quality.
驱虫定装弹(Repellent Cartridge)
价格:30gp
重量:无
效果:这种定装弹只能用在具备霰弹特性的早期或近代火器上。使用驱虫定装弹需要进行一次对抗AC为5的霰弹射击。若该攻击成功,则其将创造出一个有着恶臭熏烟的锥形区域,持续2轮,此后这股恶臭将会淡化消散。任何在恶臭出现时处于影响区域的生物或是主动进入恶臭区域的生物必须通过DC15的强韧豁免,否则将恶心1d6轮。被恶臭多次影响将会延长恶心状态的持续时间。若你的攻击结果导致火器哑火爆炸,则该恶臭云雾的范围将会以你所在方格的某个角(由你选择)为中心,其范围等同于该火器的哑火爆发范围。发射这种定装弹会使火器的哑火值增加1。
REPELLENT CARTRIDGE
PRICE 30 GP
WEIGHT —
This cartridge can be used only in early or advanced firearms with the scatter weapon quality. To use a repellent cartridge, make a scattering shot against an AC of 5. If you succeed, you create a cone of foul fumes that lasts for 2 rounds, after which the stench becomes inert and dissipates. Any creature within this area when the fumes are created or any creature that enters the fumes while they are active must succeed at a DC 15 Fortitude save or become sickened for 1d6 rounds. Being affected by the fumes multiple times lengthens the duration of the sickened condition. If your attack results in a misfire that causes your firearm to explode, the area of the cloud is instead centered on one corner of your square (your choice), with a radius equal to the firearm’s misfire burst size. Firing this cartridge increases the firearm’s misfire value by 1.
毒气定装弹(Toxic Cartridge)
价格:100gp
重量:无
效果:毒气定装弹只能用在具备霰弹特性的早期或近代火器上。使用毒气定装弹需要进行一次对抗AC为5的霰弹射击。若该攻击成功,你可以制造出一个有着灼热毒气的锥形区域,持续1轮,此后毒气将会无害消散。任何在毒雾出现时处于影响区域的生物或是主动进入毒气区域的生物必须通过DC15的强韧豁免,否则将反胃1d2轮。被毒气多次影响将会延长恶心(译者:猜测写错,应为反胃)状态的持续时间。此外,处于影响区域的任何生物在其回合开始时都会受到1d6点火焰伤害。若你的攻击结果导致火器哑火爆炸,则该毒气云雾的范围将会以你所在方格的某个角(由你选择)为中心,其范围等同于该火器的哑火爆发范围。发射这种定装弹会使火器的哑火值增加1。
TOXIC CARTRIDGE
PRICE 100 GP
WEIGHT —
A toxic cartridge can be used only in early or advanced firearms with the scatter weapon quality. To use a toxic cartridge, make a scattering shot against an AC of 5. If you succeed, you create a cone of burning toxic gas that lasts for 1 rounds, after which the gas dissipates. Any creature within this area when it is created or any creature that enters the gas while it is active must succeed at a DC 15 Fortitude save or become nauseated for 1d2 rounds. Being affected by the gas multiple times lengthens the duration of the sickened condition. In addition, any creature that begins its turn in the area takes 1d6 points of fire damage. If your attack results in a misfire that causes your firearm to explode, the area of the cloud is instead centered on one corner of your square (your choice), with a radius equal to the firearm’s misfire burst size. Firing this cartridge increases the firearm’s misfire value by 1.
实验性武器
法力废土的枪匠代代都在新火器的设计上绞尽脑汁,而下列的武器原型象征着偶尔抓到的希望之光,但因为其设计缺陷或缺少需求而从来未被大规模生产过。即使在火器中,这些武器也是极端稀有,因为每种都仅进行了少量生产。关于火器的完整规则可以在《极限战斗》的135页找到。
EXPERIMENTAL WEAPONRY
The gunsmiths of the Mana Wastes have been tinkering with new firearm designs for generations, and the following weaponry represents prototypes that saw promise at one time or another but, because of a design flaw or lack of demand, never saw mass production. Even for firearms, these weapons are exceedingly rare, as only a small number of each were ever made. Full rules for firearms begin on page 135 of Ultimate Combat.
早期火器
单手火器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 哑火 | | | 容弹量 | | | 重量 | | | 类型 | | | 特性 |
步兵手枪 | | | 2500gp | | | 1d4 | | | 1d6 | | | x3 | | | 20尺 | | | 1-2(5尺) | | | 4 | | | 5磅 | | | 钝击与穿刺 | | | 霰弹 |
双手火器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 哑火 | | | 容弹量 | | | 重量 | | | 类型 | | | 特性 |
转盘步枪 | | | 6000gp | | | 1d6 | | | 1d8 | | | x4 | | | 40尺 | | | 1-3(10尺) | | | 8 | | | 12磅 | | | 钝击与穿刺 | | | - |
转盘步枪(Cylinder Rifle)
这个有着长长枪管的早期火器配有水平的圆扁弹盘,弹盘上有八个外露装弹孔,每个都能容纳1枚弹头以及1份火药(但不能装填炼金定装弹)。武器每次开火时,弹盘都会随之旋转并装填下一发子弹。转盘步枪哑火将导致其激迸出火花并使枪械无规律地把所有剩下装填在弹盘里面的弹头全部发射出去,每颗乱飞的弹头都会有50%的机会击中持有者,并造成1d6点伤害。无论要为多少个装弹孔上弹,装填转盘步枪都需要两个整轮动作。而快速装填专长可以将其减少到一个整轮动作。
Cylinder Rifle
This long-barreled early firearm has a slim horizontal disk with eight uncovered slots, each of which can hold one bullet and 1 dose of black powder (but not alchemical cartridges). Each time the weapon is fired, the disk rotates to load the next available shot. Misfiring with a cylinder rifle causes rogue sparks to cause the gun to erratically fire all the remaining bullets loaded in the disk, and each stray bullet has a 50% chance to hit the wielder, dealing 1d6 points of damage. Reloading a cylinder rifle requires two full-round actions, regardless of the number of slots being loaded. The Rapid Reload UC feat reduces this to a single full-round action.
步兵手枪(Paddle-Foot Pistol)
这支早期火器有着四个枪管,每个枪管都可以通过一枚可调节的燧石单独击发。步兵手枪在进行霰弹射击时能对20尺锥形范围内开火,同时其在射击弹头时有着20尺射程增量。此外,步兵手枪有着最大3倍的射程增量。步兵手枪的每个枪管都能容纳1份火药与1枚弹头、1包散弹,或是一发单独的炼金定装弹。
(https://i.imgur.com/B8zXwBO.png)
Paddle-Foot Pistol
This early firearm has four barrels, each of which can be fired one at a time with a single adjustable flintlock. The paddle-foot pistol fires in a 20-foot cone when making a scattering shot, and it has a 20-foot range increment when firing a bullet. Additionally, the paddle-foot pistol has a maximum range of three range increments. Each barrel of a paddle-foot pistol can hold 1 dose of black powder, along with either pellets or a bullet, or it can hold a single alchemical cartridge.
-
————荒疫废土————
几乎没有东西能比荒疫更讯速地污染并毁坏土地。植物病害几乎能在一夜间把生机勃勃的农田和森林化作荒芜。虽说格拉里昂上的许多农民都肯定害怕凡俗的荒疫,但一些瘟疫所能威胁的远不止农业。
比如,在锐齿森林核心处溃烂的黑色疫区已经让把一度善良的精类扭曲成了暴虐的掠食者,而当地的动植物也被深渊真菌所腐化感染。奇奧尼的精灵与毁木者(Treerazer)的势力不懈抗争,后者恶毒的影响感染了大片扭曲棘林,里面满是恶魔化的真菌以及剧毒藻类。即使体型较小,丑陋恶心的荒疫泥怪(blight ooze,《探索者RPG 怪物图鉴6》84页)也能污染数英里的土地,而且已经证明其极难根除。
Few things devastate populated regions as quickly as blights. Vegetation diseases can turn vibrant farms and forests into wastelands practically overnight. While many farmers across Golarion rightly fear mundane blights, certain plagues threaten more than just agriculture.
For example, the Darkblight that festers in the heart of Fangwood Forest warps once-benevolent fey into violent predators and corrupts flora and fauna with Abyssal fungus. In Kyonin, elves wage battle against the forces of Treerazer, whose poisonous influence infects swaths of the Tanglebriar with demonic fungi and toxic algae. Even on a smaller scale, vile blight oozes (Pathfinder RPG Bestiary 6 38) contaminate miles of territory and prove difficult to stamp out.
背景特性与专长
尽管荒疫废土危险重重,但这种地区也经常吸引乐于献身的治疗者以及守卫前来,他们在阻止废土蔓延的同时也在将其改造回安全宜居的状态。
Despite the dangers they pose, blighted wastelands frequently attract dedicated healers and wardens to stymie their growth and make the land safe for resettlement.
地区背景特性
以下地区背景可反映出在荒疫废土上的成长经历。
The following regional traits reflect an upbringing in a blighted wasteland.
黑色疫区求生者(地区,涅玛萨斯):你在涅玛萨斯的森林故乡与无休无止黑色疫区的奋力抗争,迫使你为对抗后者的恶毒影响而坚强起来。你在对抗由精类、植物或与森林相关危害所带来的疾病及毒素的强韧豁免上获得+2背景加值。
Darkblight Survivor(Regional, Nirmathas):Your woodland home in Nirmathas struggles against the tenacious Darkblight, forcing you to steel yourself against its poisonous influence. You gain a +2 trait bonus on Fortitude saving throws against diseases and poisons inflicted by fey, plants, and forest-related hazards.
扭曲棘林游击手(地区,奇奥尼):你参与到对抗毁木者的战役当中,因此奇奥尼的游侠与你颇为亲密,并把自己的技艺教给了你。当你获得该背景特性时,选择一个不造成属性或生命值伤害的游侠陷阱(《探索者RPG 极限魔法》64页)。你能在森林中每天一次使用该陷阱。该陷阱的DC=10+1/2你的职业等级+你的感知修正(最低为+0),陷阱的持续时间为1天。如果你不是游侠,则你仅能通过这个专长(译者:应该为背景特性)选择特异陷阱。就跟所有的游侠特异陷阱一样,这将让陷阱的DC减少2。
Tanglebriar Guerrilla (Regional, Kyonin): Your campaign against Treerazer has endeared you to Kyonin’s rangers, who have taught you their ways. When you gain this trait, select one ranger trap (Pathfinder RPG Ultimate Magic 64) that doesn’t deal ability or hit point damage. You can use this trap once per day within a forest. The DC for your trap is equal to 10 + half your character level + your Wisdom modifier (minimum +0), and it lasts for 1 day. If you are not a ranger, you can set only extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
专长
下列专长增强了角色得以在荒疫废土的种种威胁中畅行无阻的技能。更多关于故事专长的信息可以在《探索者RPG 极限战役》66页看到。
The following feat advances a character’s skill in navigating the threats of a blighted wasteland. For more information about story feats, see page 66 of Pathfinder RPG Ultimate Campaign.
纯洁代行者(Agent of Purity,故事)
你为了将荒疫从这个世界上彻底抹除而奋不顾身。
先决条件:一位朋友或盟友必须已经被某种特定的自然或超自然荒疫所深深腐化,或是你必须具备一个与某种荒疫密切相关的地区背景特性(比如那些在该章节或该书封面内页里面的背景特性)。
专长效果:选择一种与相关荒疫有所挂钩的地形,你在发现感染地形的知识(地理)以及知识(自然)的检定上获得+1背景加值,而且你可以未经受训进行上述知识检定。同时你在针对被相关荒疫感染的生物的攻击骰上获得+1加值,此外在对抗这类生物能力的豁免检定上获得+1加值。
目标:杀掉或治愈至少50只被相关荒疫感染的生物,然后再杀掉一个与散播荒疫有着莫大关系的强敌。
完成奖励:每天一次,你能以类法术能力施放下列任一法术,以角色等级作为施法者等级:祝圣术(consecrate)、中和毒性(neutralize poison)、移除诅咒(remove curse)、移除疾病(remove disease)。
Agent of Purity (story)
You have devoted your life to purging blight from the world.
Prerequisites: A friend or ally must have been significantly corrupted by a specific natural or supernatural blight, or you must have a regional background trait tied to a specific blight (such as those presented in this section or on this book’s inside front cover).
Benefit: Choose one type of terrain affiliated with the relevant blight. You gain a +1 bonus on Knowledge (geography) and Knowledge (nature) checks regarding the blighted terrain and can attempt those Knowledge checks untrained. You also gain a +1 bonus on attack rolls against creatures corrupted by the relevant blight, and you gain a +1 bonus on saving throws against the abilities of such creatures.
Goal: Slay or cure at least 50 creatures corrupted by the relevant blight, and then slay a challenging foe closely connected to spreading the blight.
Completion Benefit: Once per day, you can cast any one of the following spells as a spell-like ability, using your character level as your caster level: consecrate, neutralize poison, remove curse, or remove disease.
游侠陷阱
以下角色可以使用游侠陷阱:具有学习游侠陷阱(Learn Ranger Trap,《极限魔法》153页)专长的游侠、选择游侠变体陷阱师(Trapper,《极限魔法》65页)的角色,其他拥有类似能力的角色。更多的信息可以参照《极限魔法》64页
Ranger traps are available to rangers who have taken the Learn Ranger Trap feat (Ultimate Magic 153), the trapper ranger archetype (Ultimate Magic 65), or a similar option. More information is on page 64 of Ultimate Magic.
荒疫标记陷阱(Blighted Mark Trap,Ex或Su)
效果:陷阱会把荒疫植物的物质弄到猎物身上,并让其面对来自诞生于荒疫或是被其奴役生物的攻击时格外脆弱,目标在对抗来自与特定荒疫相关生物(一般是恶魔、精类、植物或不死生物)的攻击和造成的效果时,在AC及豁免检定上承受-2罚值。该效果持续每游侠等级10分钟。成功通过意志豁免可以忽略该效果。无论其是特异陷阱还是超自然陷阱,游侠在设置陷阱时必须提供一份该特定荒疫的样本。
BLIGHTED MARK TRAP (EX OR SU)
Effect:This trap stains the victim with blighted plant matter, increasing its susceptibility to the attacks of creatures created or enthralled by the affliction. The target takes a –2 penalty to Armor Class against the attacks of creatures closely affiliated with the specific blight (typically demons, fey, plants, or undead) and on saving throws against effects created by such creatures. This effect lasts for 10 minutes per ranger level. A successful Will save negates this effect. Regardless of whether this is a extraordinary or supernatural trap, the ranger must supply a sample of the specific blight when setting this trap.
涤净陷阱(Cleansing Trap,Ex或Su)
效果:该陷阱将随机压制目标某一造成疾病或毒素效果的攻击、能力或是特性,该压制效果持续每游侠等级1轮。若该生物具备多于一种造成疾病或毒素效果的攻击、能力或是特性,则该生物在受到陷阱影响时随机决定使其任一未被压制的攻击,能力或特性遭到压制。
CLEANSING TRAP (EX OR SU)
Effect:The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per ranger level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.
传疫圈套(Infected Snare Trap,Ex或Su)
效果:游侠只能将其用于圈套陷阱(《极限魔法》第65页)。这个圈套陷阱是由致病的材料制成,内含能使目标生物元气大伤、躯体衰竭的活性荒疫。被圈套影响的生物必须通过一个强韧豁免,否则将马上受到2点体质伤害。随后的每个小时,受影响的生物必须通过一次强韧豁免,否则继续受到2点体质伤害。该效果持续12个小时或直到生物连续通过两次检定,以最先为发生者为准。这是一个毒素效果。
INFECTED SNARE TRAP (EX OR SU)
Effect:A ranger can add this only to a snare trap (Ultimate Magic 65). The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.
荒疫戍卫(Blightwardenr)【游侠】
一些游侠觉得自己无法与家乡故土分离,因此他们选择成为了对抗无孔不入腐化的守卫,以保护这些土地免于被破坏得面目全非。
猎杀荒疫(Hunt the Blighted,Ex): 荒疫戍卫的宿敌必须是一种特殊的生物类型:染疫(blighted)。他在首个宿敌上得到的加值只会在具备至少下列任一模板的生物上生效:染疫精类(blighted fey,《怪物图鉴6》第46页)、真菌生物(fungal creature,《探索者RPG怪物图鉴4》第116页)、真菌(fungoid,《探索者战役设定:内海怪物》第13页)、法力废土变种人(Mana Wastes mutant,《内海怪物》第28-29页)、变种人(mutant,《探索者RPG怪物图鉴5》第180-181页)、变异地精(mutant goblin,《探索者RPG 怪物志》第112页)以及瘟疫野兽(plagued beast,《探索者战役设定:世界之伤》第56页)。此外,该宿敌加值也会在荒疫子类(blight subtype,《怪物图鉴6》第38页)的生物上生效。
每当荒疫戍卫获得新宿敌时,他必须把额外的+2加值应用在这种第一宿敌上。
这调整了宿敌。
仿效污秽(Emulate Taint,Ex, Su, or Sp):每天一次,荒疫戍卫能通过一个标准动作检查某个由被自然或超自然荒疫感染的生物留下的可见证据。这种证据也许可能是具备真菌生物模板的生物留下的踪迹,或是某具有着染疫精类模板的尸体,或是任何在猎杀染疫精类能力(译者:怀疑写错,这里应当是猎杀荒疫能力)中所描述的生物所留下的类似证据。
当荒疫戍卫使用该能力时,在接下来的24小时内,他能使用任一该模板(或荒疫子类)所赋予的特异能力、超自然能力或者类法术能力,时间为等同于游侠等级的分钟数。这些时间不需要连续,但是必须以1分钟为单位来使用。而在计算这些能力的DC时如同荒疫戍卫具备对应的模板(例如,来自染疫精类模板能力的DC等同于10+1/2荒疫戍卫HD+其体质修正)。他不能使用会创造出超过能力持续时间的永久性效果的能力,同时其永远不能以这种方法在单独一个24小时周期内使用来自某一模板或子类超过一种以上的能力。
例如,荒疫戍卫不能使用荒疫泥怪的诅咒领域能力来创造邪恶领域。然而,荒疫戍卫能获得染疫精类的投掷荆棘能力,使用分钟数等同于其游侠等级(在这种情况下,荒疫戍卫会在能力持续时间内获得荆棘攻击)。
这取代了野性认同。
荒疫行者(Blightwalker,Ex):3级时,荒疫戍卫在处于被自然或者超自然荒疫感染的地形时,在先攻检定、知识(地理)、察觉、隐匿以及生存检定上获得+2加值。而荒疫地区则包括受诅土地(cursed lands,《探索者RPG 恐怖冒险》第143页)、邪恶领域(domains of evil,《恐怖冒险》第159页)、被某一至少影响300平方尺区域的法术或能力造成负面影响的地区,或是某片为特定苦难所折磨的地区。此外,荒疫戍卫还能在荒疫区域中将该加值应用到避免自然或超自然危害的属性检定、豁免检定及技能检定上。他能在提高偏好地形加值时选择提高该能力加值作为替代。荒疫戍卫在荒疫地区上旅行时不会留下任何痕迹并且无法被追踪(尽管他能刻意留下痕迹)。这调整了偏好地形并替代了荒疫戍卫的首个偏好地形。
抵抗腐化(Resist Corruption,Ex):3级时,荒疫戍卫在对抗诅咒、疾病、影响心灵效果、毒素以及变形效果上获得+2加值。这替代了坚忍。
BLIGHTWARDEN (RANGER ARCHETYPE)
Some rangers feel so closely connected to their homelands that they stand as guardians against pervasive corruptions that pervert those lands beyond the point of recognition.
Hunt the Blighted (Ex): A blightwarden’s first favored enemy is always a special type of creature: blighted. His bonuses from his first favored enemy apply to creatures with one or more of the following templates: blighted fey (Bestiary 6 46), fungal creature (Pathfinder RPG Bestiary 4 116), fungoid (Pathfinder Campaign Setting: Inner Sea Bestiary 13), Mana Wastes mutant (Inner Sea Bestiary 28–29), mutant (Pathfinder RPG Bestiary 5 180–181), mutant goblin (Pathfinder RPG Monster Codex 112), and plagued beast (Pathfinder Campaign Setting: The Worldwound 56). Additionally, the bonuses apply against creatures with the blight subtype (Bestiary 6 38).
Each time the blightwarden gains a new favored enemy, his additional +2 bonus always applies to this first favored enemy.
This alters favored enemy.
Emulate Taint (Ex, Su, or Sp): Once per day as a standard action, a blightwarden can examine visible evidence of a creature that has been affected by a natural or supernatural blight. This might include visible tracks left by a creature with the fungal creature template, or a dead creature with the blighted fey template, or any similar evidence left by any creature as described in the hunt the blighted fey ability.
When the blightwarden does this, for the next 24 hours, he can use any one extraordinary, supernatural, or spell-like ability granted by the template (or the blight subtype) for a number of minutes equal to his ranger level. This duration need not be used all at once, but they must be spent in 1-minute increments. Saving throw DCs for this ability are calculated as if the blightwarden had the relevant template (for example, the DC of an ability from the blighted fey template would be equal to 10 + half the blightwarden’s Hit Dice + his Constitution modifier). He cannot use abilities that would create a permanent effect beyond this ability’s duration, and can never use more than one ability from a template or subtype in this way during a single 24-hour period.
For example, the blightwarden cannot use a blighted ooze’s cursed domain ability to create a domain of evil. However, the blightwarden could gain a blighted fey’s thorn throw ability for a number of minutes equal to his ranger level (in this case, the blightwarden would gain a thorn attack for that duration).
This replaces wild empathy.
Blightwalker (Ex): At 3rd level, a blightwarden gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when in areas afflicted by a natural or supernatural blight. Blighted areas include cursed lands (Pathfinder RPG Horror Adventures 143), domains of evil (Horror Adventures 159), regions negatively affected by a spell or ability that affects at least a 300-square-foot area, or regions where a specific affliction is prevalent. In addition, the blightwarden adds this bonus to ability checks, saving throws, and skill checks to avoid natural and supernatural hazards in blighted areas. He can choose to improve this bonus in place of improving a favored terrain bonus. A blightwarden traveling through blighted areas leaves no trail and cannot be tracked (though he can leave a trail if he chooses). This alters favored terrain and replaces the blightwarden’s first favored terrain.
Resist Corruption (Ex): At 3rd level, a blightwarden gains a +2 bonus on saving throws against curses, diseases, mind- affecting effects, poisons, and transmutation effects. This replaces endurance.
(https://i.imgur.com/gRa0tNW.jpg)
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————深渊废土————
只要时间够长,即使是最为诗情画意的土地也会被深渊的侵蚀转变成万物凋零的荒土。当想到深渊废土时,内海居民的脑海中会立即浮现出世界之伤的景象,但不幸的是,旧萨柯里斯(old Sarkoris)并非格拉里昂上唯一遭受此等厄运之处。比如,在世界的另一端,天夏里的阿斯莫国度——天京(Tianjing)也正面临着在神子之森(Kaimuko Wood)中不断增长的威胁,古老的深渊裂隙让林地不断枯萎,而古魔(qlippoth)在此谋求着他们在格拉里昂失落已久的立足之地。
Over time, Abyssal incursions can transform even the most idyllic lands into blighted wastes. While residents of the Inner Sea region immediately conjure up images of the Worldwound when thinking of Abyssal wastelands, the sad fate of old Sarkoris is unfortunately not unique on Golarion’s face. On the other side of the world, for example, Tian Xia’s aasimar nation of Tianjing faces a growing threat in its Kaimuko Wood, as ancient Abyssal rifts breed blighted woodlands where qlippoth seek to regain their long-lost foothold on Golarion.
极乐使(Elysiokineticist)【操念使】
就像植木使( Phytokineticists,《探索者RPG 极限荒野》第58页)从第一世界汲取力量那样,极乐使从极乐境(Elysium)位面的欢欣荒野中获取能力。许多极乐使都立誓与闯入主物质位面的邪恶异界存在抗争到底,尤其是世界之伤。
极乐之魂(Elysium’s Soul): 极乐使必须属于混乱善良阵营,他具有混乱和善良的阵营灵光,如同他是HD等同于极乐使等级的混乱善良异界生物一般。极乐使必须选择木(wood,《探索者RPG 极限荒野》第60页)作为其首要元素以及曦破(positive blast,《探索者RPG 极限荒野》第60页)作为其首个简易念袭。7级时,极乐使获得藤花乱舞(《探索者RPG 极限荒野》第61页)、木袭(《探索者RPG 极限荒野》第61页),以及某一由他选择不超过3级的原力。15级时,他可以再选择一个7级的原力。极乐使将医疗以及知识(宗教)加入本职技能列表,但他的本职技能列表中移除驯养动物以及知识(自然)。
这改变了元素念力以及木元素赋予的本职技能,同时替代元素扩展。
基础极乐念力(Basic Elysiokinesis,Sp):极乐使能运用极乐境的力量去援助他人并激起后者的活力,他能通过一个标准动作以类法术能力施放提升抗力,稳定伤势或者恩赐。这替代了木元素赋予的基础植木原力。
极乐注能(Elysian Infusion,Su):极乐使能将极乐境的力量注入到曦破中以对抗邪恶。被注能的念袭能伤害到邪恶异界生物,如同它们是不死生物一般,其念袭攻击同时视作混乱与善良攻击。该注能属于1级性质注能,其可以与曦破一同使用,同时会让极乐使承受1点超载。这替代了1级时获得的注能。
极乐灵光(Elysian Aura,Su):2级时,极乐使体内充盈着神圣的灵光,保护他免于邪恶的攻击。在面对来自邪恶生物的攻击时,他在AC上获得+1偏斜加值,在豁免上获得+1抗力加值。极乐使能通过承受1点超载使上述两个加值额外增加1。在5级和之后每3个等级,他能额外再承受1点超载以进一步让这两个加值增加1(最高在17级时增加到+7)。只要极乐使在运用植木原力过程中承受超载,其带来的能量将会让极乐灵光提供的上述加值能对所有类型的攻击生效,持续1轮,在此期间,极乐使将免疫任何邪恶的心灵或占据效果,如防护邪恶般作用。极乐使能通过一个直觉动作解消或恢复这种效果。这替代了木元素赋予的木身护身原力。
迦勒耀光(Ghaelelight Blast,Su):15级时,极乐使获得迦勒耀光复合念袭,其将造成2点超载。迦勒耀光是能量念袭,其伤害等同于简易能量念袭而非复合念袭,同时其伤害性质视作混乱与善良。迦勒耀光与曦破所关联的注能相同。
ELYSIOKINETICIST (KINETICIST ARCHETYPE)
Similar to how phytokineticists (Pathfinder RPG Ultimate Wilderness 58) draw their power from the First World, elysiokineticists trace their abilities to the riotous wilderness of the plane known as Elysium. Many such kineticists vow to fight against evil planar intrusions into the Material Plane, particularly the Worldwound.
Elysium’s Soul: An elysiokineticist must be chaotic good, and she has alignment auras of chaotic and good as if she were a chaotic good outsider with a number of Hit Dice equal to her kineticist level. She must choose wood (Ultimate Wilderness 58) as her primary element and positive blast (Ultimate Wilderness 60) as her first simple blast. At 7th level, she gains verdant blast (Ultimate Wilderness 61) and wood blast (Ultimate Wilderness 61), as well as a 3rd-level or lower wild talent of her choice. At 15th level, she gains a 7th-level wild talent of her choice. She gains Heal and Knowledge (religion) as class skills but does not gain Handle Animal and Knowledge (nature) as class skills. This alters elemental focus and the class skills granted by the wood element, and it replaces expanded element.
Basic Elysiokinesis (Sp): An elysiokineticist can use the power of Elysium to assist others and bolster their vigor, allowing her to cast resistance, stabilize, or virtue as a spell-like ability at will as a standard action. This replaces the basic phytokinesis utility wild talent granted by the wood element.
Elysian Infusion (Su): An elysiokineticist can infuse her positive blast with the power of Elysium to battle evil. The infused blast damages evil outsiders as if they were undead and counts as both chaotic and good. This is a 1st-level substance infusion that costs 1 point of burn and can be used with positive blast. This replaces the infusion gained at 1st level.
Elysian Aura (Su): At 2nd level, an elysiokineticist infuses herself with a holy aura, granting her protection against evil attacks. She gains a +1 deflection bonus to AC and a +1 resistance bonus on saving throws; both apply only against attacks from evil creatures. By accepting 1 point of burn, she can increase both bonuses by 1. At 5th level and every 3 levels thereafter, she can accept 1 additional point of burn to further increase both bonuses by 1 (to a maximum of +7 at 17th level). Whenever she accepts burn while using a wood wild talent, the energy causes her elysian aura bonuses to apply against all attacks for 1 round, and during that time she is protected from evil mental and possession effects, as per protection from evil. She can dismiss or restore this effect as an immediate action. This replaces the flesh of wood defense wild talent granted by the wood element.
Ghaelelight Blast (Su): At 15th level, an elysiokineticist gains the ghaelelight composite blast, which costs 2 points of burn. A ghaelelight blast is an energy blast that deals damage as a simple energy blast instead of a composite energy blast and deals chaotic and good damage. It is associated with the same infusions as positive blast.
(https://i.imgur.com/mijEAYu.jpg)
深渊漫步者 虔信流浪者(Faithful Wanderer)【圣武士】
大部分圣武士都明目张胆地穿着闪亮铠甲冲向对抗邪恶的前线,而虔信流浪者则深谙以下道理:要想真正在被深渊化的环境中有所作为,圣武士必须要学会自立自强,并且隐忍低调。为了避免他的任务因为转瞬即逝的荣耀而化为乌有,虔信流浪者必须谨慎地选择拔剑的时机。
流浪学识(Wanderer’s Lore): 虔信流浪者很快了解到这片废土上的一切都邪恶至极,并为此习得了必须的生存技能。虔信流浪者将知识(自然)、知识(位面)、察觉、隐匿和生存加入到本职技能列表当中,但从他们的本职技能列表当中移除交涉、驯养动物、知识(贵族)以及骑术。虔信流浪者每等级获得4+智力调整值而非2+智力调整值的技能点数。这调整了圣武士的本职技能,同时替换了侦测邪恶。
内敛灵光(Hidden Aura,Su):虔信流浪者不会像其他圣武士那般获得善良灵光,如是深渊废土上敌意满满的原住民就发现不了他。虔信流浪者的其他灵光也同样不会揭露他的存在。虔信流浪者的勇气灵光、虔诚灵光、坚信灵光和公正灵光都只能影响他自己。3级时,在面对侦测阵营的效果时,他的阵营灵光都会模仿其当下所处位置的位面阵营特性(《探索者RPG GM指南》第187页),比如在世界之伤或者无底深渊就是混乱邪恶,但这不会真正改变他的阵营。8级时,虔信流浪者不会因为轻微混乱阵营以及轻微邪恶阵营位面特性而承受罚值,并在面对所有强烈位面相反阵营特性时视其为轻微程度。在11级时,虔信流浪者即使处于具有强烈混乱以及邪恶位面阵营特性的区域里也不会承受对应罚值。在14级时,虔信流浪者在具备混乱和邪恶位面阵营特性的区域里不会留下踪迹并且无法被追踪,同时他能在该地形内使用隐匿进行潜行,即使该地形没有提供掩蔽或隐蔽。17级时,当处于具备上述位面阵营特性的区域是,虔信流浪者即使正在被观察也能使用隐匿进行潜行。
这替代了善良灵光和审判灵光,同时调整了勇气灵光、虔诚灵光、坚信灵光和公正灵光。
追猎邪恶(Stalk Evil,Su):虔信流浪者对用尽有限制裁邪恶能力后背水一战的刹那光荣毫无兴趣。相反,他习得了一套在必要时可以随时规避、追猎和惩戒邪恶的技术。虔信流浪者在针对邪恶异界生物的知识、察觉、察言观色、隐匿和生存检定上获得+2加值,同时他在针对其的武器攻击和伤害骰上也获得+2加值。该加值不会与宿敌加值叠加。在5级和之后的每5个等级,上述加值额外增加2(最高在20级的时候达到+10)。在7级时,虔信流浪者在对抗不死生物上也获得上述价值。在13级时,他在对抗邪恶龙类上也能获得上述加值。这替代了制裁邪恶。
代行之契(Champion’s Bond,Su):5级时,虔信流浪者必须以选择武器来进行神契。20级时,无论其神契是否激活,虔信流浪者都能获得以下好处:他的DR提升到5/-。此外,若其在针对邪恶异界生物的攻击骰上得到自然20,并且确认重击的话,目标异界生物将会遭到放逐术的影响,并以虔信流浪者的圣武士等级作为施法者等级,他的武器和圣徽自动视作为目标憎恨的物品。最后,当虔信流浪者对自己使用圣疗时,他恢复等同于圣疗最大值的生命点数。这调整了神契,并替代了神圣代行者。
FAITHFUL WANDERER (PALADIN ARCHETYPE)
While most paladins stride brazenly forth to battle evil in gleaming armor, faithful wanderers understand that to accomplish real change in Abyssal environments, a paladin must learn to be self-sufficient and unobtrusive and that she must pick her battles carefully, lest her mission end abruptly in a blaze of glory.
Wanderer’s Lore: A faithful wanderer quickly learns that everything in the wastes is evil, and she develops the skills she needs to survive. She gains Knowledge (nature), Knowledge (planes), Perception, Stealth, and Survival as class skills but doesn’t gain Diplomacy, Handle Animal, Knowledge (nobility), or Ride as class skills. A faithful wanderer gains a number of skill ranks equal to 4 + her Intelligence modifier at each level (instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier). This alters the paladin’s class skills and replaces detect evil.
Hidden Aura (Su): A faithful wanderer doesn’t have an aura of good like other paladins do, as this would give her presence away to hostile denizens of the Abyssal wastelands. Her other auras likewise don’t reveal her presence. The benefits of her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her. At 3rd level, her alignment aura emulates the alignment planar traits (Pathfinder RPG GameMastery Guide 187) of her current location (chaotic evil in the Worldwound or the Abyss) for the purposes of alignment-detection effects, though this doesn’t change her actual alignment. At 8th level, she takes no penalties from the mildly chaos-aligned and mildly evil-aligned planar traits and treats all opposed strongly aligned planar traits as if they were only mildly aligned. At 11th level, she takes no penalties even in areas with strongly chaos- and evil-aligned planar traits. At 14th level, she leaves no trail in areas with chaos- and evil-aligned planar traits, can’t be tracked in such terrain, and can use Stealth to hide in such terrain, even if the terrain doesn’t grant cover or concealment. At 17th level, she can use Stealth to hide in areas with these planar traits even while being observed. This replaces aura of good and aura of justice, and it alters aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Stalk Evil (Su): A faithful wanderer isn’t interested in going out in a blaze of glory after exhausting a limited ability to smite evil. Instead, she has developed techniques to evade, stalk, and punish evil whenever necessary. She gains a +2 bonus on Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders, as well as a +2 bonus on weapon attack and damage rolls against them. These bonuses don’t stack with favored enemy bonuses. At 5th level and every 5 levels thereafter, these bonuses increase by 2 (to a maximum of +10 at 20th level). At 7th level, the faithful wanderer also gains these bonuses against undead, and at 13th level, she also gains these bonuses against evil dragons. This replaces smite evil.
Champion’s Bond (Su): At 5th level, a faithful wanderer must choose the weapon option of her divine bond class feature. At 20th level, whenever her divine bond is active, she gains several additional benefits, as follows: Her DR improves to 5/—. Additionally, if she rolls a natural 20 on an attack roll against an evil outsider and confirms the critical hit, the outsider is also subject to banishment, using the faithful wanderer’s paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). Finally, whenever she uses lay on hands to heal herself, she heals the maximum possible amount of hit points. This alters divine bond and replaces holy champion.
(https://i.imgur.com/9pIkFis.jpg)
宣诏英烈(Proclaimer)【战争祭司】
宣诏英烈与虔信流浪者(见上文)完全相反,他们对天高呼神祇的圣名,冲向为深渊扭曲的荒废土地,而除了手中的武器与心中的信仰外别无所傍。虽然大部分宣诏英烈都无法在在敌意环伺的境遇里活过第一天,但其中幸存下来的勇士则会成为传奇,鼓舞着远近圣战军们的士气。
正义誓言(Righteous Oath): 宣诏英烈不能是邪恶阵营,也不能信仰邪恶神祇。宣诏英烈的自发施法必须选择治疗法术。这调整了战斗祭司的施法。
肃清邪孽(Cleanser of Evil,Su):2级时,宣诏英烈能以一个迅捷动作高举武器并呼喊其神之名,通过消耗1次热诚来对5尺内的所有邪恶异界生物造成1d6点伤害。在5级和之后每3个等级,该伤害额外增加1d6。该伤害视作具备与宣诏英烈所信仰的神祇同等的阵营(比如,拉贾瑟尔的信徒在使用该能力时造成的伤害视作善良与守序)。7级时,该能力的效果范围增加到宣诏英烈周围10尺,并在之后每6个等级再增加5尺。宣诏英烈无法使用热诚去伤害不死生物或是进行治疗。这调整了热诚,并替代了神圣装甲。
圣临之域(Zone of Sanctification,Su):4级时,当宣诏英烈通过肃清邪孽能力使用热诚伤害邪恶异界生物时,他能以一个移动动作额外花费1次热诚在相同区域创造一个维持1轮的圣临之域。该区域内的所有邪恶异界生物在该能力发动时必须通过一个DC=10+1/2宣诏英烈等级+其感知修正的意志豁免,否则将会被扫退至区域之外。而在区域内结束回合的邪恶异界生物则会如同被肃清邪孽所影响那般受到伤害。这替代了引导能量。
PROCLAIMER (WARPRIEST ARCHETYPE)
A proclaimer is the polar opposite of a faithful wanderer (see above), rushing into Abyss-twisted wastes with nothing but his weapon in his hand and his faith in his heart, shouting his deity’s name to the skies. Most proclaimers don’t survive their first day in a hostile environment, but those who do become the stuff of legend, bolstering the spirits of crusaders near and far.
Righteous Oath: A proclaimer cannot be evil or worship an evil deity, and he must choose cure spells for his spontaneous casting. This alters the warpriest’s spellcasting.
Cleanser of Evil (Su): At 2nd level, a proclaimer can hold his weapon aloft and shout his deity’s name as a swift action, spending one use of fervor to deal 1d6 points of damage to all evil outsiders within 5 feet. At 5th level and every 3 levels thereafter, this damage increases by an additional 1d6. This damage has the same alignment as the proclaimer’s deity (for example, it counts as good and lawful for a worshiper of Ragathiel who uses this ability). At 7th level, the effect expands to include an area within 10 feet of the proclaimer, and it expands by 5 feet every 6 levels thereafter. A proclaimer can’t use fervor to damage undead or to heal. This alters fervor and replaces sacred armor.
Zone of Sanctification (Su): At 4th level, when a proclaimer uses fervor to damage evil outsiders with his cleanser of evil ability, he can spend one additional use of fervor as a move action to create a zone of sanctification in the same area for 1 round. All evil outsiders in the zone when it becomes active must succeed at a Will saving throw (DC 10 + half the proclaimer’s level + his Wisdom modifier) or be pushed back until they are out of the area. Evil outsiders that end their turns in the area take damage as if affected by cleanser of evil. This replaces channel energy.
(https://i.imgur.com/lP7dbXy.jpg)
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————洪灾废土————
尽管水对于万般生灵来说必不可少,但在因持续降雨而遭受洪灾的地区,传统的农业、建筑业、交通和废品处理都难以为继,所以其通常会沦为无人居住的荒凉废土——至少对于需要上述种种的生物来说的确如此。这些地区的居民必须学会如何在洪水中繁茂生长的野生植物上获取食物,使用排筏、绳桥和其他特化装备在泛滥的水流中穿行开路,同时躲避或捕杀那些因争夺有限住所和资源而在此等恶劣天候下得以茁壮成长的野兽。精明的求生者能在这些恶土上找到隐藏的场所、可利用的植物和其他有用的东西,甚至能利用这种地形支撑整个社群的供给。
比如说,在萨迦瓦南部边界的探险者们就在深入为风暴蹂躏的丛林的过程中逐渐磨练出了这种技术。同时,定居于以雨浸湿地为名的水涝海岸的人们也很快地学到了避免在阿斑德果之眼中彻底毁灭的技巧。另外,在天夏中央的法外之地深汶,熟悉该地奇异天候的强盗们则会利用这无休止的降雨作为自己野蛮掠夺的掩护。而天夏万寿的百姓——某场始料未及的强大台风曾给他们降下过毁灭——也竭力在洪水遍布的领土内维系着卑微而脆弱的生活,然而他们的克拉肯长老主宰却不断地压迫着他们的生存空间。上述这些人们都是百折不挠,足智多谋之辈,他们能在自己洪涝泛滥疆域中的浊浪里或水岸边找到食物、住所甚至财宝,而缺乏准备之徒甚至难以在致命泥沼中求得一汪清水。
Despite the necessity of water to sustain most forms of life, regions inundated with incessant rain struggle to support conventional agriculture, architecture, transportation, and waste disposal, frequently rendering them as uninhabitable as desolate wastelands—at least for those creatures who require such things. Those who do dwell in these areas must learn to harvest the wild plants that flourish in the deluge; navigate pathways overflowing with water using rafts, rope bridges, and other specialized equipment; and either avoid or prey upon the beasts that thrive in adverse weather as they compete for limited shelter and resources. Canny survivalists can find hiding places, useful flora, and other assets in these otherwise inhospitable lands, even harnessing the terrain to support entire communities.
Explorers in the southern frontiers of Sargava, for example, honed these techniques gradually as they pressed into the storm-wracked jungle, while the people who inhabit the waterlogged coastline now known as the Sodden Lands learned them swiftly to avoid complete annihilation at the hands of the burgeoning Eye of Abendego. In the lawless region of Shenmen in central Tian Xia, bandits experienced with their state’s strange climate have turned the perpetual rainfall into a cover for their violent raids. Even the people of Tian Xia’s Wanshou, who were devastated by an unexpected and powerful typhoon, manage to eke out a fragile, humble existence in their flooded province, although their survival is further pressured by the demands of their elder kraken overlord. These people all share a tenacity and a resourcefulness that allow them to find food, shelter, and even treasure within or beneath the churning waters of their sunken territories, where the ill prepared might struggle to find even potable water among the pestilent muck.
滔浪将(Flood flourishers)【猎人】
滔浪将谙熟浊浪四溢的环境,他们与忠诚的动物伙伴利用对漫水地形的熟悉协同发起致命伏击。
双生猎手(Twin Hunters,Ex): 每当滔浪将得到来自该变体的好处时,其动物伙伴亦将获得同样的好处。这替代了猎人战术。
老练伏击者(Skilled Ambusher,Ex):3级时,滔浪将获得运动健将(Athletic)或是隐秘(Stealthy)作为奖励专长。这替代了3级时获得的团队专长。
游弋自如(Watery Stride,Ex):5级时,滔浪将和其动物伙伴获得等同于基础陆地速度的游泳速度(最多30尺)。已经具备游泳速度的滔浪将或动物伙伴则代之以在避免因通过游泳离开受威胁的方格而招致借机攻击的特技检定上获得+10加值。这替代了穿林步。
水战家(Water Striker,Ex):6级时,滔浪将获得移动射击或跳跃攻击的好处,即使其并未满足上述任一专长的先决条件也是如此。他仅在使用其游泳速度时才能获得上述专长的好处。这替代了6级时获得的团队专长。
无踪深潜(Submerged Stealth,Ex):8级时,滔浪将学会了如何在泥沼之下伏击目标,让自己成为无声无息的威胁。当处于深泥沼(deep bog)时,滔浪将能利用水面带来的掩蔽进行隐匿检定,且不会受到来自自然环境的罚值。在深泥沼中,只要滔浪将一轮内移动不超过5尺,则他获得对30尺范围内进入同一水体任何东西的颤动感知。当位于深泥沼水下时,他在溺水前能闭气等同于6倍体质值的分钟数。这替代了快速追踪。
如鱼入水(Aquatic Action,Ex):9级时,滔浪将获得如鱼入水侠客天赋的好处(见下)。这替代了9级时获得的团队专长。
闪击突袭(Sudden Strike,Ex):12级时,滔浪将能更好地将利用奇袭占得上风。他能在突袭轮内进行需要整轮完成的动作,而不是只能进行单个标准或移动动作。这替代了12级获得的团队专长。
无痕游龙(Fast Submerged Stealth,Ex):15级时,滔浪将在深泥沼使用隐匿时能以游泳速度进行全速移动而无须承受对应罚值,同时他在移动中也能保持自无踪深潜中获得的震颤感知。这替代了15级获得的团队专长。
游泳好手(Fast Swimmer,Ex):18级时,滔浪将的游泳速度增加20尺。这替代了18级时获得的团队专长。
FLOOD FLOURISHER (HUNTER ARCHETYPE)
Well adapted to their drenched surroundings, flood flourishers coordinate deadly ambushes with their loyal animal companions by capitalizing on their mastery of the soggy terrain.
Twin Hunters (Ex): Each time a flood flourisher gains a benefit from this archetype, she also grants the benefit to her animal companion. This replaces hunter tactics.
Skilled Ambusher (Ex): At 3rd level, a flood flourisher gains either Athletic or Stealthy as a bonus feat. This replaces the teamwork feat gained at 3rd level.
Watery Stride (Ex): At 5th level, a flood flourisher and her animal companion gain a swim speed equal to their base land speed (maximum 30 feet). A flood flourisher or animal companion that already has a swim speed instead gains a +10 bonus on Acrobatics checks to avoid provoking attacks of opportunity from swimming out of a threatened square. This replaces woodland stride.
Water Striker (Ex): At 6th level, a flood flourisher gains the benefits of either Shot on the Run or Spring Attack, even if she does not meet either of the feats’ prerequisites. She gains the benefits of this feat only while using her swim speed. This replaces the teamwork feat gained at 6th level.
Submerged Stealth (Ex): At 8th level, a flood flourisher learns how to ambush targets from beneath the muck, becoming a silent threat. While in a deep bog, the flood flourisher can use cover from the water to attempt Stealth checks with no penalties from the natural environment. While in a deep bog, as long as she moves no more than 5 feet in a round, she has tremorsense out to a range of 30 feet against anything that moves within the same body of water. While underwater in a deep bog, she can hold her breath for a number of minutes equal to 6 times her Constitution score before she risks drowning. This replaces swift tracker.
Aquatic Action (Ex): At 9th level, a flood flourisher gains the benefits of the aquatic action vigilante talent (see below). This replaces the teamwork feat gained at 9th level.
Sudden Strike (Ex): At 12th level, a flood flourisher can better take advantage of the element of surprise. She can take a full round’s worth of actions during the surprise round, rather than a single standard action or move action. This replaces the teamwork feat gained at 12th level.
Fast Submerged Stealth (Ex): At 15th level, a flood flourisher can move up to her full swim speed with no penalty while using Stealth in a deep bog, and she can maintain her tremorsense from her submerged stealth while doing so. This replaces the teamwork feat gained at 15th level.
Fast Swimmer (Ex): At 18th level, a flood flourisher increases her swim speed by 20 feet. This replaces the teamwork feat gained at 18th level.
(https://i.imgur.com/iKVli5N.jpg)
侠客天赋
某些侠客学会了高效利用洪涝地区的方法
VIGILANTE TALENTS
Certain vigilantes learn to operate with lethal efficiency in flooded areas.
如鱼入水(Aquatic Action,Ex):当侠客在水下环境使用武器、天生武器或者徒手攻击,以及当侠客在岸上对水中的敌人发动近战攻击时,其视为处于行动自如的效果下。侠客无视远程攻击(包括投掷武器)在水下前15英尺的限制和减值(详情请看《探索者RPG核心规则书》432页的水下战斗章节)。侠客必须达到8级才能选择此天赋。
鳄鱼翻滚(Gator Wrangle,Ex):侠客在对抗来自于攫抓的擒抱战技检定的CMD上获得+8加值,并且他只会受到一半的紧勒伤害。当攻击擒抱他的生物时,一个选择了复仇骑士之道的侠客可以额外造成等同于1/2侠客等级的伤害。
沼泽调和(Swamp Concoctions,Ex):每天2次,侠客可以通过整轮动作使用因地制宜侠客天赋(environment weapon,《极限诡道》第14页)来临时制作一份不超过每侠客等级15金币的炼金武器。这份临时武器无法贩卖并且必须要在3回合内使用,否则就会失去活性。侠客在使用这些临时武器时可以获得随手投掷专长的好处。这个能力不能制作出带有特殊材质的临时武器,除非同时提供这些材料。侠客必须拥有因地制宜侠客天赋,并且选择丛林、沼泽或水域才能选择此天赋。
漩涡飞溅(Vortex Splash,Ex):当下雨时或者处于及腰深的水中,侠客可以用整轮动作做出一次旋转溅射,这允许他进行1次阴招战技检定或者虚招来对抗每个邻接的敌人。侠客可以针对各个敌人分别选择阴招或是虚招。
Aquatic Action (Ex): The vigilante uses weapons, natural weapons, and unarmed strikes in aquatic environments as though under the effect of freedom of movement, including when making melee attacks against targets in the water while the vigilante is on land. The vigilante ignores limitations and penalties on ranged attacks, including thrown weapons, imposed by being underwater for the first 15 feet. (See Underwater Combat on page 432 of the Pathfinder RPG Core Rulebook for more information.) A vigilante must be at least 8th level to select this talent.
Gator Wrangle (Ex): The vigilante gains a +8 bonus to his CMD against grapple combat maneuvers when using the grab ability, and he halves all damage from constrict attacks. When attacking a creature that is grappling him, an avenger vigilante deals an additional amount of damage equal to half his vigilante level.
Swamp Concoctions (Ex): Twice per day as a full-round action, the vigilante can use the environment weapon vigilante talent (Pathfinder RPG Ultimate Intrigue 14) to improvise an alchemical weapon worth no more than 15 gp per vigilante level. This improvised weapon cannot be sold and must be used within 3 rounds before it becomes inert. The vigilante gains the benefits of the Throw Anything feat for the purpose of these improvised weapons. This ability cannot create improvised weapons that incorporate special materials unless those materials are also present. To select this talent, the vigilante must have the environment weapon vigilante feat, and he must have selected jungle, swamp, or water for that talent.
Vortex Splash (Ex): When in rain or waist deep in water, the vigilante can make a whirling splash as a full-round action, allowing him to attempt a single dirty trick APG combat maneuver or feint against each adjacent foe. The vigilante can make a separate choice for each target.
(https://i.imgur.com/vU70R2h.png)
女巫巫术
居住于水漫地区的女巫颇为依赖以下的巫术。
WITCH HEXES
The following witch hexes support witches who dwell in waterlogged regions
凝结(Congeal,Su):女巫可以让周遭10尺内的水域变成粘稠泥浆,持续1分钟。该区域对于除女巫外所有正在游泳的生物来说如同困难地形。同时其亦会为所有针对穿过被该能力影响区域的物理效果提供部分掩蔽。
闇眼(Murksight,Su):女巫能看穿自然云雾(fog)、雾气(mist)和雨水(rain)而无须承受罚值,并忽略任何因上述效果带来的隐蔽好处。若上述效果源自魔法,则女巫能最多看到15尺远而无须承受罚值,距离外则如常受到罚值和对应效果的影响。该能力也能在水下生效,使女巫能看穿浑浊水域,如同其清澈透明一般。该能力不会让女巫看到任何本来看不见的东西,比如说隐形生物。
污水(Pollute Water,Su):女巫能以邪秽能量污染水体。该能力如同凋零巫术(《探索者RPG 进阶玩家手册》66页)一般,除了其只会对静水区域或者具有水栖(aquatic)或是水系(water)亚种的生物有影响。而饮用污染区域水源的任何生物必须通过一个强韧豁免,否则反胃1d3轮,同时承受如同凋零巫术所带来的凋零苦难。而成功通过强韧豁免的生物则会在24小时内免疫该区域里受污染水源所带来的效果。被污染的水并不能解渴。
浊视(Polluting Glance,Su):女巫仅需一瞥就能腐化非魔法液体(比如炼金药剂)。女巫能选择30尺内可看到的某个液体,并如同污水巫术(见上文)一般将其转换成污水。而女巫能同时激活该巫术的次数上限等同于其智力修正(至少为1)。女巫必须具备污水巫术才能选择该巫术。
沉没(Sink,Su):女巫能让某一生物在水中难以行动,使其在游泳检定上受到-4罚值,同时让其游泳速度(如果有)在1分钟内减少10尺,除非该生物能通过一个强韧豁免将该效果的持续时间减少到1轮。该巫术的持续时间能通过尖笑巫术(《探索者RPG 进阶玩家手册》66页)加以延长。该巫术不会与自身叠加。
Congeal (Su): The witch can make the water in a 10-foot radius around her sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming creatures except herself. This also provides partial cover against physical effects that pass through the affected area.
Murksight (Su): The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature.
Pollute Water (Su): The witch can corrupt bodies of water with foul energies. This functions as the blight hex (Pathfinder RPG Advanced Player’s Guide 66), except it affects only either an area of standing water or a creature with the aquatic or water subtype. A creature of any type that drinks water from a polluted area must succeed at a Fortitude saving throw or become nauseated for 1d3 rounds and afflicted as if blighted with the blight hex curse. A creature that succeeds at this saving throw is immune to the effects of polluted water from this area for 24 hours. Polluted water does not quench thirst.
Polluting Glance (Su): The witch can corrupt nonmagical liquid items (such as alchemical remedies) with a look. The witch can choose one liquid item she can see within 30 feet and change its contents into polluted water as per her pollute water hex (see above). The number of polluting glance hexes the witch can have active at one time is equal to her Intelligence bonus (minimum 1). The witch must have the pollute water hex to select this hex.
Sink (Su): The witch can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this hex can be extended with the cackle hex (Advanced Player’s Guide 66). This hex does not stack with itself.
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(https://i.imgur.com/0ByEgbL.png)
————废土居民————
穿越荒凉废土的人们常会为这片地区仍有生灵定居而诧异,而在这些地方安家的居民则必须学会适应由废土的气候、危险野生生物和自然灾害所带来的致命威胁,并从中求生。虽然废土上的环境总是会迅速而剧烈地发生变化,然而当地人却不肯放弃自己的故土。其中某些人是为了延续其文化和传承而留下,而另一些则是因为无能为力。尽管如此,仍有部分人是为了废土的自由(或与世隔绝)才留在了这里。在大部分这样的地方,人人都仅为自己负责,并因此得以按照各自的价值观生活。
Those who travel through desolate wastelands are often perplexed to find the areas populated with life, while those who dwell in such areas must learn to survive and adapt to the life-threatening obstacles presented by a wasteland’s climate, dangerous wildlife, and environmental hazards. Wastelands often experience drastic, fast-paced changes in the landscape, but the locals refuse to give up their claim to the territory. Some stay to maintain the continuity of their culture and heritage. Others stay because they can’t afford the cost of leaving. Still others stay for the freedom (or isolation) a wasteland affords. In most such places, people are beholden to no one and can live according to their own values.
废土种族
尽管能在废土上竭力求生的生物种类多得惊人,但仍有一些长期暴露在严酷环境中的物种已经尤为适应废土上的生活。下列每个种族都包括一个背景特性。其类别和获得条件已经在括号中标出。更多关于背景特性的信息可以在《探索者RPG进阶玩家手册》第326页找到。
RACES OF THE WASTES
Though a surprising variety of creatures can eke out a living in wastelands, there are those whose long exposure to harsh environments has made them especially suited for life in the wastes. Each of the races below includes a trait; its type and any requirements are listed in parentheses. See page 326 of the Pathfinder RPG Advanced Player’s Guide for more information on traits.
灰烬巨人(Ash Giant)
这些畸形巨人的起源通常与魔法以及罕见的科技灾难密不可分。灰烬巨人的畸变并没有妨碍其在废土中求生,恰恰相反,这些突变有利于其在致命地区中站稳脚跟。免疫疾病的灰烬巨人能在许多其他物种无法生存的地方找到食物。除了通过狩猎和掠劫获得的鲜肉外,这些巨人也能咽下其他在废土领地上漫游时获得的腐肉和其他腐烂食物。由于灰烬巨人和虫类走得很近,他们倾向于跟从这些无脑野兽的感官和生存直觉,深信能藉此找到食物来源(无论这些食物会有多么恶心)。
灰烬巨人有着某种黑色幽默,它们的笑话几乎都是围绕食物展开。如果某个同伴被意外杀害,即使它是死于某个过火的致命恶作剧,这位身亡的同伴也会被当做好人一样赞颂,然后就会迅速被同伴作为鲜肉大快朵颐。灰烬巨人对于吃掉同类或是作为守卫和坐骑的虫类伙伴毫无愧疚。
灰烬死敌(地区,废土):你对于灰烬巨人及其虫类守卫所携带的疾病产生了抵抗力。你在对抗灰烬巨人及虫类生物疾病能力的强韧豁免上获得+2背景加值。此外,你在对虫类的近战攻击骰上获得+1背景加值。
Ash giants
The genesis of these deformed giants is commonly tied to calamities both magical and, in rarer cases, technological. Ash giants’ deformities do not hinder their ability to live in wastelands, however; rather, these mutations help them thrive in hostile regions. Ash giants are immune to disease and are able to find meals in a variety of places where other races can scarcely survive. Besides the fresh meat they acquire by hunting and raiding, ash giants gladly devour carrion or any rotten food they come across while roaming their wasteland territories. Given their close association with vermin, ash giants tend to follow the mindless creatures’ senses and survival instincts, trusting them to find sources of food (however disgusting that food might be).
Ash giants have a dark sense of humor, and their jokes nearly always center on food. If one of their kind is accidentally killed, even as a result of a misguided prank turned deadly, the fallen comrade is praised for being a good sport before being quickly devoured as a fresh meal. Ash giants have no compunction about eating their own kind or the vermin that they keep as guardians and mounts.
Ash Bane (Regional, Wastelands): You have built up a resistance to the diseases that ash giants and their vermin guardians carry. You gain a +2 trait bonus on Fortitude saving throws to resist the disease abilities of ash giants and creatures with the vermin type. In addition, you gain a +1 trait bonus on melee attack rolls against vermin.
矮人(Dwarves)
许多废土上都有着矮人的身影,他们可能是商队的守卫或行商,亦可能是寻觅新家园的迁徙移民。人迹罕至的废土以及其上大量未经开发、前景无限的自然资源对这个种族有着强大的吸引力。矮人并不将废土上的艰苦生活视作是某种负担,相反,他们崇尚辛劳度日与勤勉不息。矮人那接受现实的倾向帮助他们在别的种族难以定居的环境中得以兴盛。
生活在废土的矮人们尤为重视自己一族的格言:“坚如磐石”,他们以无比的坚毅与固执来解决每日遇到的艰难险阻。多数长居于废土的矮人都会遵从托拉格的教诲,为可能发生的意外尽心地规划与准备。这对生活在这片危险土地上的他们来说相当有用。毕竟在这里,粗心大意——甚至是某次失算——都可能直接关乎生死,或者导致更糟糕的下场。
尽管生活恶劣,废土上的矮人群体却总是不论远近地与周边进行贸易。通常,他们会以矮人的护甲、蜂蜜酒以及武器来换取农产品和织物。在大部分废土矮人的社群中都有着这一族特有的传统,有时候,他们甚至会更严格地遵从这些传统,将其作为维持与遥远亲族联系的一种方式。因为矮人在废土的大部分定居点都是由神职人员所领导,因此,奥术魔法遭受怀疑(甚至是憎恨)的情况屡见不鲜。在许多居住在法力废土的矮人眼中,奥术能量只有负面效果,从原能魔法区那无可预料的天候到施放在自己身上法术所带来的痛苦皆是如此。因此,这些矮人尤为讨厌施行奥术技艺的家伙。
奥法憎恶(种族,矮人):你把奥术魔法视作是定时炸弹,因此难以对其报以信任。你在对抗所有奥术施法者的攻击检定上获得+1背景加值。
Dwarves
Dwarves can be found in many wastelands serving as caravan guards, trading their wares, or migrating in search of new lands to settle. The solitude of the wastelands often attracts them, as does the prospect of untapped natural resources in these areas. Dwarves do not see the difficulty of living in wastelands as a burden but instead regard the hard life and strenuous work as virtuous. Dwarves’ tendency to accept the world as it is helps them to thrive in environments that other races deem inhospitable.
The dwarven aphorism “stone endures” is taken seriously by dwarves living in wastelands, where they bring fortitude and a stubborn resolve to a life filled with daily hardships. Most dwarves living in the wastes follow the tenets of Torag, dutifully planning and preparing for any eventuality. This serves them well in dangerous lands where carelessness or even a single miscalculation can mean the difference between life and death—or a worse fate.
Despite the harsh conditions, dwarven communities in wastelands tend to engage in trade with their neighbors, no matter the distance. Typically, they trade dwarven armor, mead, and weapons for agricultural products and textiles. Dwarven traditionalism can be found in most of their wasteland societies, and in some cases, they follow those traditions even more strictly as a way to maintain a connection with their distant kin. With priests leading most of these wasteland settlements, it is not uncommon for arcane magic to be viewed with suspicion (or even hatred). Many dwarves living in the Mana Wastes see only the negative effects of arcane energy, such as unpredictable weather in primal magic zones or the pain caused by spells cast upon them. As a result, these dwarves have a particular dislike for practitioners of the arcane arts.
Spellcaster’s Anathema (Race, Dwarf): You see arcane magic as untrustworthy and its use as a calamity waiting to happen. You gain a +1 trait bonus on attack rolls against arcane spellcasters.
半蝎人(Girtablilus)
半蝎人乃是半人半蝎子的大型生物,通常筑巢于灼热的废土——特别是那些狂风呼啸、水源缺乏的地方。虽然大部分生物无法在这种恶劣的环境里生存太久,但半蝎人却能在此繁衍生息。这部分归功于半蝎人是机会主义的掠食者,它们的主要食物是昆虫,但也能吃下任何能宰杀的生物。某些邪恶的半蝎人部落甚至热衷于猎取并分食智能类人生物。
除此以外,半蝎人也进化出了一些能有助于其在废土里生存的特殊适应力。其中一种适应力是能高效地从猎物的血肉和脏器甚至骨骼和甲壳中提取水分,以此补充体液。半蝎人也具有在缺乏食物来源时减缓新陈代谢的能力,而这样做会使其行动以及谈吐变得缓慢无力。但一旦发现了可供捕杀的猎物,他们能在眨眼间回到原来的状态。此外,半蝎人那表面光洁致密的坚硬外骨骼也能减少因蒸发而损失的水分。
最后,半蝎人有着能注入速效猛毒的蛰刺,它们能藉此彻底杀死猎物,或是将其麻痹以便食用。然而半蝎人一般喜欢直接用暴力杀死猎物,把毒液留待自卫时使用。与半蝎人为邻的生物都能敏锐地意识到这些生物尾巴展现出来的危险,而半蝎人利用这份畏惧所带来的优势去威吓或者在其他种族的心中种下恐惧。
毒液抗性(战斗):你在半蝎人和其他有毒生物横行的荒芜废土上待过很长一段时间,因此你产生了对毒液的抗力。你在对抗毒素的强韧豁免上获得+2背景加值。此外每天一次,当你在进行对抗半蝎人毒素的豁免时双骰取高。
Girtablilus
Girtablilus are large, part-humanoid, part-scorpion creatures that make their nests in scorching wastelands, particularly where harsh winds blow and water is scarce. Most creatures cannot survive for long in such inhospitable environments, but girtablilus seem to thrive. This is partly because they are opportunistic predators; their diet consists mainly of insects, but they consume nearly any creature they can manage to slay. Some evil tribes of girtablilus even enjoy hunting and consuming intelligent humanoids.
Girtablilus also have a number of specialized adaptations that help them survive in wastelands. One such adaptation is their ability to hydrate themselves by efficiently extracting moisture not only from their prey’s flesh and organs but also from their victims’ bones and carapaces. Girtablilus also have the ability to slow their metabolism when food is scarce. While doing so, their movements and speech patterns are slow and exaggerated. If prey becomes available, they can spring back into action in the blink of an eye. Additionally, girtablilus have a tough exoskeleton with a waxy surface that limits the moisture they lose through evaporation.
Finally, girtablilus have stingers that can deliver potent, fast-acting venom, which they can use to outright kill prey or to paralyze it for later consumption, though they usually prefer to kill quarry with brute force, saving their venom for defensive purposes. Creatures that live near girtablilus are keenly aware of the danger that the creatures’ tails present, and girtablilus take advantage of this fear to intimidate and induce fear in other species and races.
Venom Resistance (Combat): You have spent considerable time in arid wastelands where girtablilus and other venomous creatures are common, and you have built up a resistance to poison. You gain a +2 trait bonus on Fortitude saving throws against poison, and once per day when attempting a saving throw to resist girtablilu poison, you can roll twice and take the higher result.
豺狼人(Gnolls)
豺狼人通常见于喀斯马隆和奥斯利昂那灼热的沙漠废土,但这些狡诈残忍的生物一度在如今被称作法力废土的地方有着大量人口,后来这片凋零地区的异变将其赶出此地,唯有那些突变得最为严重的家伙留了下来。留下来的豺狼人部落认为这片土地乃是天赐神授的应许之地,因此会猎杀任何敢于踏足他们圣地的家伙。豺狼人的食腐野性使其将废土中的腐肉与地方病一并清除,这也允许豺狼人在缺少食物的地区繁衍生息,并通过从猎物周围吓跑弱小掠食者的手段获取食物。
豺狼人能在这些环境里得以繁育,与其机会主义的天性密不可分,包括能咽下其他废土生物无法食用东西的能力,比如骨骸、皮革、或者腐烂物质等等。除此之外,豺狼人会以小队的形式进行狩猎,并通过战术策略来分割兽群,将弱小的成员孤立出来以便捕捉。尽管豺狼人对猎物残忍异常,但它们彼此之间却会互相扶持,因此废土中豺狼人的数量一直在增长。
豺狼人能很好地利用其优秀的感官让自己果腹:通过视觉、听觉和嗅觉找出活着的猎物以及腐肉。它们也会追踪其他的食腐动物以寻找遥远的烂肉大餐。然而,通过偷窃和拾荒获得的腐肉仅仅是废土豺狼人食物中的一小部分,它们更喜欢啃食新鲜猎杀的鸟类、蜥蜴、蛇以及其他类人生物。豺狼人通常会马上杀死并吃掉小型的猎物,但如果抓到了大家伙,它们通常会在猎物还有气的时候将其活活吃掉。
豺群熟络(社会):你学会了赢得地区里豺狼人尊敬的方法,同时对这些家伙的社会结构略有知晓。你在和豺狼人打交道时,基于魅力的技能检定获得+3背景加值。
Gnolls
Gnolls are commonly found in the hot desert wastelands of Casmaron and Osirion, and though there was once a large population of these hyenic creatures in what is now the Mana Wastes, the transformation of that blighted area drove out all but the most mutated gnolls. These remaining tribes consider these lands their god-given and promised lands, and typically hunt any and all who dare to tread upon these sacred regions. Gnolls’ animalistic scavenging cleans wastelands of rancid carrion and tends to keep such areas free of endemic disease. This also allows gnolls to thrive in food-scarce regions, where they can scare lesser predators away from their kills to acquire food.
Gnolls’ success in these environments is directly related to their opportunistic nature, including ingesting things other wasteland creatures might not find edible, such as bones, hides, or decaying matter. Additionally, gnolls hunt in small packs and use tactics designed to split herds apart, isolating weaker members for easy capture. However vicious they are against their prey, though, gnolls support one another and continue to increase their numbers in these regions.
Gnolls make good use of their exceptional senses to keep themselves fed, finding both live prey and carrion by sight, hearing, and smell. They also track other scavengers to find more distant meals of carrion. However, stolen or scrounged carrion is only a small portion of the wasteland gnolls’ diet. They prefer eating fresh kills of birds, lizards, and snakes, as well as other humanoids. Gnolls typically kill and then immediately devour small prey, but with larger quarry, they often begin to eat while the creature is still alive.
Pack Savvy (Social): You have learned how to gain the respect of gnolls in your region, and you know something of their social structure. You gain a +3 trait bonus on Charisma- based skill checks when dealing with gnolls.
人类(Humans)
人类曾一度称霸格拉里昂,即使在最为荒凉的废土上也能发现这个种族的踪迹。而人类其中一个最为优秀的长处在于其社会群体的凝聚力,而这使其能互相分享经验知识,并保证这些生存技能可以一直通过社会传承给子孙后代。因此,人类得以适应各种前所未见的形势、环境与危机。在社会层面上的快速适应很有好处,保证了农业、建筑、社会正义以及技术的进步。而人类的适应性不单单使他们能在废土严酷的气候上生存下去,同时其也有助于他们在新的地区上扩张殖民。无论是在灼热的荒漠,寒冷的冻土,腐败的沼泽,潮湿的丛林,还是火山活动生成的平原或者满盈深渊力量的废土,在各种环境里都能发现人类的身影。
人类的另一个超越其他许多种族的长处是他们能坚持改变和重塑生活的环境,使其变得更为适宜居住,增强个体的生产力与社区的安全和稳定,而这一点是其他具有极高智慧的种族也比不上的。文化以及技术的变革乃是人类对奇特自然世界的适应中最为综合的体现。
废土流民(社会):你花费了大半生研究如何在废土上求生的方法,因此表面上缺乏常规生存资源的环境也无法对你造成困扰。当你获得该背景特性时,从下列废土类型中选择其一:荒疫、深渊、荒漠、洪灾。当身处该类废土地形中时,你在生存检定上获得+2背景加值。(由GM来决定该地形是否属于所选废土的类别)。在你选择了某一废土类别以获得其中好处后,你就无法再次更改。
Humans
Humans are Golarion’s predominant race and can be found even in the most desolate wastelands. One of humans’ strongest assets is the coherence of their social groups. This socialization increases the sharing of knowledge and ensures that survival skills are passed along through societies and to future generations. Because of this, humans are able to adjust to new situations, environments, and crises. Being quick to adapt on a societal level is often for the best, allowing advances in agriculture, architecture, social justice, and technology. Humans’ ability to adapt not only allows them to survive the inhospitable climates of wastelands but also helps them to colonize new regions. Humans can be found in virtually every environment, from searing deserts, frigid tundras, and tainted swamps to steamy jungles, volcanic plains, and Abyssal wastelands.
Another advantage humans have over many other creatures, even those of reasonable intelligence, is that they are constantly innovating and redesigning their environment to make it more hospitable, improving both the productivity of individuals and the security and well- being of communities. Cultural and technological changes stand out as humans’ most complex adaptations to the vagaries of the natural world.
Wasteland Vagrant (Social): You have spent most of your life learning how to survive in wastelands, and a lack of normal survival resources apparent in the environment is not a problem for you. When you gain this trait, pick one type of wasteland from the following list: blighted, Abyssal, desert, or waterlogged. You gain a +2 trait bonus on Survival checks in that type of wasteland terrain. (The GM determines whether terrain falls into the chosen type of wasteland.) Once you choose a type of wasteland terrain to gain this benefit in, you cannot change it later.
拉米亚(Lamias)
拉米亚服从其一族最为年长的主母所颁布的法令,它们会寻找了无生命的荒芜废土并在其上安家。虽然这种狮躯人形怪物在拉弥诺斯(Lamyros)之中是最为弱小的一种,但其对于大众来说则属于最为耳熟能详的怪物之一。这些邪恶的怪物藉由其天生武器、狩猎技巧以及由诅咒赐予的魔法能力生活在偏远的地区及各类废土,并以古老的废墟和神庙为家。
拉米亚是纯肉食性的生物,其常常会监禁类人生物作为奴隶及粮食储备。虽说这些怪物更喜欢吞食智能种族,但当食物匮乏时它们也不会放过其他低等动物以及虫子。拉米亚多是精于埋伏的猎手,兼具速度与力量。它们倾向于缓慢而有条不紊地靠近,让猎物产生安全的错觉,常常通过魔法魅惑或者幻术来诱使猎物靠近,然后在最后一刻猛然暴起。在成功捕获猎物后,拉米亚会把牺牲品压制住,饮尽鲜血后再开始进食。另一些拉米亚则会尾行猎物很长一段距离,最终等受害者因为追逐而精疲力尽时再采取行动。
拉米亚死敌(魔法):你过去曾受到过拉米亚魔法能量的影响,或是你曾经听过不计其数关于自己家族如何应对拉米亚的故事,因此你获得了针对这些怪物魅惑的抗性。你在对抗惑控效果的豁免上获得+1背景加值,且在对抗拉米亚的法术及类法术能力的豁免上获得+2背景加值。
Lamias
Following the edicts of the eldest matrons of their people, lamias seek out and live in arid and lifeless wastelands. While the lion-bodied monstrous humanoids are the least powerful of the lamyros, they are the most widely known. These wicked creatures survive in remote areas and wastelands by making use of their natural weapons, hunting skills, and curse-given magical abilities, taking shelter in ancient ruins and temples.
Lamias are entirely carnivorous and typically stock a pen of humanoids that serve as both slaves and an emergency food supply. Lamias typically prefer to eat sentient races over lesser animals and vermin but do not pass up the lesser beings if food is scarce. Mainly ambush hunters, lamias are both quick and powerful. They tend to move about in a slow and methodical manner in an attempt to give prey a false sense of security, often using their magic charms or illusions to coax prey nearer, and then spring into action at the last moment. After a successful hunt, lamias attempt to restrain their prey, consume its blood, and then feast upon its flesh. Other lamias resort to stalking their prey over great distances before finally moving in when the target grows exhausted from the chase.
Lamia’s Bane (Magic): You have been exposed to the magical energies of lamias in your past, or you have heard innumerable stories about your family’s dealings with lamias, and you have built up a resistance to their charms. You gain a +1 trait bonus on saving throws against enchantment effects and a +2 trait bonus on saving throws against the spells and spell-like abilities of lamias.
食人魔(Ogres)
在格拉里昂各处以及其上诸多废土之中都有食人魔出没。这些嗜血而好斗的种族在这些地方因为各种缘由得以繁衍生息,而社会结构也是原因之一。废土上的食人魔彼此依赖以谋求生存。由于食人魔是笨拙的猎人和追踪者,并缺乏收集水的意识,因此作为替代,它们会组织成掠夺团并以暴力来收集足以维生的水和食物。食人魔的主要依靠其他种族——甚至是其他同族团体——来过日子。偶尔,食人魔也会从其他较小的类人种族,比如说哥布林那里获得作为报酬的食物和水,而它们则会为后者提供保护甚至有时成为后者的首领。
在食人魔部落的价值观里,有两个原则至高无上:力量与繁育。食人魔藉由前者让环境屈膝,同时它们藉由后者以保证部落人丁兴旺。雌性食人魔几乎总是处于孕期,因此其不断增加的人口有助于抵消废土生活所带来的高死亡率。
食人魔会尝试避开长时间的直接日照,夏季时就更是如此。这有利于减少他们的水分流失,并避免随之而来的死亡。相较其他危害,高温夺走了最多废土食人魔的性命。许多在荒漠环境中的食人魔部落会等到晚上以及更为凉爽的季节时才会自由地进行狩猎、追迹及觅食。
回避食人魔(战斗):因为深知食人魔的抓握力量大得让人终生难忘,你练出了避免被食人魔抓住的防御技巧。你在对抗冲撞以及擒抱战技的CMD上获得+2背景加值。
Ogres
Ogres can be found throughout most of Golarion and in many of its wastelands. Bloodthirsty and aggressive, they thrive in such areas for a variety of reasons, including their societal structure. Ogres in wastelands depend on one another for survival. Being clumsy hunters and stalkers and lacking an understanding of water collection, ogres form raiding parties that instead depend on brute force to collect enough food and water to sustain themselves. Their main objective is to live off of other species, even other groups of ogres. Occasionally, they garner food and water as payment from smaller humanoids, such as goblins, in trade for protection and, in some cases, leadership.
Ogre tribes value two attributes above all else: strength and fertility. With the former, they beat their environment into submission, and with the latter they keep their tribes’ numbers up. Ogre females are almost constantly pregnant, and the resultant bolstering of the population helps offset the high mortality rate caused by wasteland living.
Ogres try to avoid direct and prolonged exposure to sunlight, especially during the summer months. This helps them avoid water loss, and thereby death—heat exposure claims the lives of more wasteland-dwelling ogres than any other danger. Many ogre tribes in desert environments therefore limit their hunting, stalking, and scavenging to the cooler seasons and nighttime hours.
Ogre Avoidance (Combat): You have practiced defensive maneuvers to avoid being caught by ogres, whose grasps you know are tight and unforgiving. You gain a +2 trait bonus to CMD against bull rush and grapple combat maneuvers.
鼠人(Ratfolk)
鼠人具有着能适应几乎所有废土的优秀适应力,因它们在这些地方几乎无处不在。荒漠废土中的鼠人通常生活在地穴里,并进化出了稍短的腿部以及用于挖掘的突出巨齿。生活在干旱地区的鼠人从日间啃食的种子中获取水分。在这种气候下,它们通过长长的尾巴释放过多的热量,而不是藉由流汗或喘气来降低体温。这种机制与它们油腻的表皮结合在一起,避免了过多因蒸发导致的水分流失。荒漠鼠人的皮毛呈现各类土地的色调,尤其有利于其隐藏于沙土和泥壤之中,并通过这种保护色来躲开许多徘徊在废土上的掠食者。
而鼠人除了身体具备优异适性外,它们本身也是贪婪的交涉好手,并以废土商人这一身份而自豪。鼠人商队在废土上四处进行买卖及交换以获取商品与服务,同时经常通过那些没能适应废土的绝望顾客来为自己牟利。尽管鼠人们总喜欢在交易中占便宜,但其他的类人生物还是通常认为在严酷环境中这些家伙的出现是件好事。
避险疾走(种族,鼠人):在紧急关头,你体内激增的肾上腺素会助你躲避危机。在战斗中你能行动的第一轮里,你能忽视困难地形,并且速度额外增加5尺。若你处于中载或重载则会失去该好处。
Ratfolk
Ratfolk have a remarkable ability to adapt to nearly any kind of wasteland region, contributing to their ubiquity in such places. In desert wastelands, ratfolk often dwell in burrows, having evolved slightly shorter legs and larger, protruding teeth that they can use for digging. Ratfolk in arid regions extract water primarily from seeds they graze on throughout the day. In such climates, they shed excess heat through their elongated tails to cool down rather than sweating or panting. This, combined with their oily coats, prevents them from losing too much water to evaporation. Desert ratfolk in particular have fur in a wide range of earth tones that helps them blend in with the sand and soil, camouflaging them from many of the predatory creatures that prowl wastelands.
Beyond their physical adaptations, ratfolk are avid negotiators and pride themselves as merchants in the wastelands. Ratfolk caravans in wastelands trade, sell, and barter for goods and services, often using the desperation of less adapted clientele to their advantage. Despite a ratfolk’s tendency to walk away from deals with the upper hand, other humanoids typically see their presence in an otherwise inhospitable area as a good sign.
Scamper (Race, Ratfolk): In desperate times, your adrenaline kicks in to help you avoid danger. During the first round of combat in which you can act, you ignore difficult terrain and gain an additional 5 feet of movement. This benefit does not apply when you are carrying a medium or heavier load.
魔裔(Tieflings)
在诸如世界之伤的深渊废土中,常有大批聚集的魔裔。入侵这些地区的毁灭性深渊生物时而也会染指凡人血脉,让古怪的魔裔子孙源源不断地降生。这些称为深渊族裔的魔裔常被家族和社区敌视。而且,许多并非源自深渊的魔裔也经常被大众所迫害,他们也会因此前往废土以寻求与世隔绝的安宁日子。尽管这些种族的存在经常被定义为厌弃与痛苦,但魔裔其实有着非常强烈的求生欲望。
魔裔的黑暗传承为其提供了抵御残酷环境的部分抗力,他们经常能发现自己可以舒适地在对于其他种族来说过于极端的地区生活。同时这份馈赠使其身体具有开启并发展出深渊特性的潜力。部分魔裔长有厚实多鳞的皮肤,足以挡开攻击保护自己。深渊废土中常见的食物和水源都会带有污秽的毒素,而魔裔所具的体质有时允许他们安全地摄取。
魔裔通过许多方法在废土中求生。虽然这个种族可以是任意阵营,但大部分以世界之伤为家的魔裔都是邪恶的,并保有大量用作食物、劳力以及祭品的奴隶,同时他们也会为了设备、食物、水和武器而袭击边境地区。尽管在世界之伤,深入的腐化已使自然中的动植物都被转变成了恶魔般的怪物,并反过来猎杀那些打算以其为食的家伙,但是魔裔的智谋以及好奇心却能让其在同时面对深渊以及其他类人种族的威胁时得以保身。
辟毒脏器(种族,魔裔):你的魔性之血使你更能好地应对许多废土毒物的威胁。你在对抗接触以及吸入毒素的豁免检定上获得+2背景加值,并在对抗摄入毒素的豁免检定上获得+3背景加值。
tIeflIngs
Large concentrations of tieflings can be found in Abyssal wastelands such as the Worldwound. The destructive Abyssal creatures that permeate these regions sometimes infect mortal bloodlines, creating a continuous but erratic supply of tiefling offspring. These progeny, known as pitborn, are frequently greeted with hostility by their families and communities. Further, many tieflings with non-Abyssal heritages are also persecuted in their communities, and so they set off into the wastelands in search of isolation and peace. Despite much of their existence being defined by rejection and pain, tieflings have a fierce desire to survive.
Their dark heritage grants tieflings a certain resistance to many of the harshest environments, and they often find themselves able to live comfortably in regions that prove too extreme for other races. Their heritage also gives their bodies the potential to tap into and develop Abyssal traits. Some tieflings have thick, scaly skin that protects them and deflects attacks. Most food and water found naturally within these Abyssal wastelands is corrupted with vile poison, but tieflings’ fiendish nature sometimes allows them to ingest these contaminants safely.
Tieflings sustain themselves in wastelands through a number of means. Tieflings can be of any alignment, though most who make the Worldwound their home are evil, often keeping large numbers of slaves meant for food, labor, and sacrifices, and raiding borderlands for equipment, food, water, and weapons. In the Worldwound, the corruption is so extensive that it has transformed the natural flora and fauna into fiendish monsters that prey upon those who try to make a meal of them, but tieflings’ intelligence and curiosity helps them persevere in the face of both Abyssal and humanoid threats.
Neutralizing Gut (Race, Tiefling): Your fiendish heritage has made you more resilient to the many poisonous threats in wastelands. You gain a +2 trait bonus on saving throws against contact and inhaled poisons, and a +3 trait bonus on saving throws against ingested poisons.
废土纪行客(Wasteland Chronicler)【吟游诗人】
一些人四处探索最为遥远、荒凉无人的废土,寻求着解开其上觅得的神秘、邂逅当地居民以及记录自己的发现。废土纪行客发现了自己与废土之间的某种联系,并能通过表演来指引自身和他人平安地穿过这些地区。
废土学识(Wasteland Knowledge, Ex):废土纪行客在进行知识(地理)、知识(地方)、知识(自然)、知识(位面)以及生存检定时将其一半的职业等级(至少为1)加到检定结果中。这替代了逸闻知识。
废土专家(Wasteland Specialist, Ex):在3级及之后每5个等级,废土纪行客获得游侠偏好地形职业特性的好处,但废土纪行客只能在游侠的偏好地形列表中选择寒地、沙漠、山脉或沼泽。此外,废土纪行客在进行影响废土居民的态度的交涉检定时将其一半的职业等级(至少为1)加到检定结果中。
若废土纪行客已经从其他职业中获得了偏好地形能力,则在判断增加已选地形的加值或在选择新的偏好地形时,这些不同来源的等级可以相互叠加。
这替代了提振技能。
WASTELAND CHRONICLER (BARD ARCHETYPE)
Some explore the farthest reaches of desolate wastelands, seeking to unlock the mysteries found there and meet the inhabitants of such regions, and chronicle their findings. The wasteland chronicler has discovered a connection to the wastelands and can use his performance to guide himself and others through these regions safely.
Wasteland Knowledge (Ex): A wasteland chronicler adds half his level (minimum 1) as a bonus on Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), and Survival checks. This replaces bardic knowledge.
Wasteland Specialist (Ex): At 3rd level and every 5 levels thereafter, the wasteland chronicler gains the benefits of the favored terrain ranger class feature, but the wasteland chronicler can choose only cold, desert, mountain, or swamp from the ranger’s favored terrain list. In addition, the wasteland chronicler adds half his level (minimum 1) as a bonus on Diplomacy checks to influence the attitude of wasteland dwellers.
If the wasteland chronicler has the favored terrain ability from any other classes, the levels from these different sources stack for the purposes of improving the bonuses of selected favored terrains and choosing new favored terrains.
This replaces inspire competence.
(https://i.imgur.com/16SvGXt.jpg)
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————发明之神————
(https://i.imgur.com/z2JVqU3.png)
科技,对于维系法力废土上的稀少文明来说——尤其在考虑到变化不定的魔法以及废土上涌现的各种凶险时——扮演着相当重要的角色。在过去的历史中,特别是在像阿肯斯塔、顿加堡以及战槌城这样的地方,幸存者们就曾凭借新式的武器、护甲以及装备开辟出了通往生存与繁荣的光明大道。在这些地方,许多人感激助其生存的关于科技的神启,对与科技关联的数名神祇的崇拜非常普遍。
发条与发明之女神布莱(Brigh)在这类信仰中占有主要地位,各种各样的实验者、发明家以及技师工匠都会去崇敬青铜低语(the Whisper in the Bronze)。她的信众要么久居于法力废土上各个城市的实验室中,要么就会在废土上四处游历,以寻求古代科技所带来的启发。布莱的信仰在阿肯斯塔尤为突出,女神的圣所在此地同时充当着城市中各类发明家和工程师的工房。事实上,布莱在内海地区中最大的神殿正是位于阿肯斯塔,而这座城市中的各个势力及工会则通常利用其带来的神启制作出稀有而独特的奇迹之作。
而在乌斯特拉迪河彼端的矮人之城顿加堡,这里的矮人崇拜烈火、传统与战争的矮人神祇安哥拉徳(Angradd)。他们相信火器乃是战争中最为先进的武器,而锻造之火(the Forge-Fire)则会鼓励顿加堡的矮人们去创造更加强大的火器,藉此展示他们的虔诚与力量。
而上述两座城市则一直在和火药与毒性金属之邪魔先锋席希轮(Cixyron)的信众作斗争。一些震怒雷霆(Furious Thunder)的崇拜者一直在其奴役下寻找着可用的新式火器。他们会为了火器搜遍法力废土,并且偶尔会袭击阿肯斯塔以及顿加堡的发明家以索取所需的武器。而当子弹不起作用时,这些信徒则会使用致命的猛毒,并将其视作是对掌管着毒性金属主子的敬意。
gods of InnovatIon
Technology has played an enormous role helping many of the sparse civilizations of the Mana Wastes persevere, particularly given the erratic nature of magic and the looming dangers of the wastes. New weapons, armors, and equipment have historically helped survivors blaze a trail toward survival and success, especially in places such as Alkenstar, Dongun Hold, and Martel. In these places, many thank divine inspiration for the technology that helps them survive, and dedication to a number of gods with ties to the technological is common.
Brigh, the goddess of clockwork and invention, is dominant among these faiths. All manner of experimenters, inventors, and tinkerers devote themselves to the Whisper in the Bronze. Her followers dwell within labs throughout cities in the Mana Wastes or travel the wastes in search of inspiration or ancient technology. Brigh’s worship is particularly notable in Alkenstar, where shrines to the goddess serve as workshops to the various inventors and engineers of the city. Indeed, one of the largest temples to Brigh in the Inner Sea region is located in Alkenstar, and the city’s factions and guilds often use their divine inspiration to craft rare and unique marvels.
Across the Ustradi River lies the dwarven city of Dongun Hold. These dwarves venerate Angradd, the dwarven god of fire, tradition, and war. They believe that firearms serve as the latest weapons of war, and that the Forge-Fire encourages the dwarves of the Hold to create increasingly potent firearms to show their piety and strength.
The two cities contend with the followers of Cixyron, daemonic harbinger of gunpowder and poisonous metals. Pockets of worshipers of the Furious Thunder constantly search for new firearms to use in servitude to their daemon lord. They scour the Mana Wastes for firearms, occasionally attacking the inventors of Alkenstar and Dongun Hold to acquire the weapons they desire. When bullets won’t do, these followers use deadly poison, viewing it as an homage to the harbinger’s domain over poisonous metals.
神圣造物专长(Divine Crafting Feats)
安哥拉徳和布莱的信徒都是技艺娴熟的工匠,他们会将神圣的能量灌注入自己的造物之中。以下专长能让角色把魔法能量注入制造的物品当中,并赋予其新的能力与效果。
DIVINE CRAFTING FEATS
Worshipers of Angradd and Brigh are skilled crafters, infusing their creations with divine energies. The following feats allow characters to imbue crafted items with magical energy to grant new abilities and effects.
抵异作成(Aligned Crafting)
你的魔法造物会抗拒与你对立的存在。
先决条件:制造魔法武器与防具(Craft Magic Arms and Armor)或制造奇物(Craft Wondrous Item)
专长效果:在你制作魔法武器、魔法护甲、魔法盾牌或者奇物时,你能在其中灌注一丁点自己的信念。与你阵营相差一阶以上的生物在使用或者装备该物品时会陷入恶心状态。而被灌注了你阵营的物品在以后则永远不能在其上附魔与之相反的特殊能力(比如说,被灌注了守序善良阵营的长剑就无法在之后附魔混沌(anarchic)特殊能力)。通过这种方法将你的阵营灌注入物品会让其总制作成本上升10%。
制造强化火器(Creat Enhanced Firearm)
你能制作出优异的火器。
先决条件:制造魔法武器与防具(Craft Magic Arms and Armor);1级工艺(武器)或者枪匠(Gunsmithing)专长
专长效果:当你制作火器或者魔法火器的时候,你能利用加强过的零件使这把武器更为可靠。该物品的总制作成本会因此增加10%,而这把武器的哑火值会减少1点。但这种方法永远无法使火器的哑火减少超过1点。
强固作成(Reinforce Crafting)
你的魔法造物比绝大部分的同类更要结实。
先决条件:制造魔法武器与防具(Craft Magic Arms and Armor),拥有释放修复术或者完全修复术的能力。
专长效果:当你制作魔法武器、魔法护甲或者魔法盾牌时,你能增加一些使其坚固的要素。这会使武器的总制作成本增加10%。如果制作的物品是一把武器,则其破损时在攻击及伤害的罚值会减少到-1(但这永远无法使破损武器的攻击及伤害罚值减少到0或者负值)。如果制作的是护甲或者盾牌,则其破损时的护甲加值只会减少1/4,结果向下取整。而武器,护甲或者盾牌因破损状态而产生的其他负面影响如常生效。
aligned crafting
Your magical creations reject those you oppose.
Prerequisite: Craft Magic Arms and Armor or Craft Wondrous Item.
Benefit: When you craft a magic weapon, magic armor, a magic shield, or a wondrous item, you can infuse it with a bit of your convictions. Creatures that are more than one alignment step away from you are sickened while using or wearing this item. An item that has been infused with your alignment can never have an opposing special ability added to it later (for example, a longsword infused with your lawful good alignment cannot later gain the anarchic weapon special ability). Infusing the item with your alignment in this way increases the items total construction cost by 10%.
create enhanced firearm
You can craft superior firearms.
Prerequisites: Craft Magic Arms and Armor; Craft (weapons) 1 rank or Gunsmithing UC .
Benefit: When you craft a firearm or magical firearm, you can use reinforced components to make the weapon more reliable. This increases the item’s total construction cost by 10%. The misfire chance of the weapon is reduced by 1. This can never reduce a firearm’s misfire chance by more than 1.
reinforce crafting
Your magical creations are hardier than most.
Prerequisites: Craft Magic Arms and Armor, ability to cast make whole or mending.
Benefit: When you craft a magic weapon, magic armor, or magic shield, you can add a fortifying element to the item. This increases the item’s total construction cost by 10%. If it’s a weapon, when it becomes broken, the penalty to attack and damage rolls is reduced to –1 (this can never reduce a broken weapon’s penalty to attack and damage to 0 or a positive number). If it’s a suit of armor or a shield, when it becomes broken, the bonus it grants to AC is reduced by one-quarter, rounding down. Other drawbacks of the broken condition to weapons, armor, and shields still apply as normal. Normal: A broken weapon imposes a –2 penalty on attack and damage rolls. The bonus a broken suit of armor or a broken shield grants to AC is halved.
构装守卫【审判者】
某些布莱的审判者(偶尔也会有托拉格的信徒)会使用他们无匹的技巧来追杀邪恶的构装体制造者以及制服作反的构装体。
穿透打击(Penetrating Blows, Ex):构装守卫的攻击在神力的指引下穿透构装体的防御。在攻击构装体时,在考虑克服伤害减免时构装守卫将其武器视作为精金。8级时,他在攻击构装体时能忽视前5点DR或硬度。16级时,他在攻击构装体时忽视前10点DR或硬度。
这替代了审判者的领域能力。
威慑构装(Construct Influence, Ex):构装守卫对构装体内部运作的学识使其能在对付它们时占得上风。他能使用威吓技能来对构装体进行挫败士气。而在他这样做时,构装守卫会在该检定上获得等同于其等级一半的加值(最少为1)。这替代了严苛凝视。
构装学识(Construct Lore, Ex):原当尝试知识检定识别构装体的能力和弱点时,构装守卫将其两倍的感知调整值额外加到智力调整值上作为加值。这替代了怪物学识。
夺取主控(Wrest Control, Sp):14级时,每天三次,构装守卫能通过一个标准动作来对某一构装体下达命令。这如同一个可解消的暗示术法术,且能影响通常对影响心灵效果免疫的构装体。其施法者等级等同于构装守卫的职业等级。构装体能通过一个DC=10+构装守卫职业等级一半+构装守卫感知修正的意志豁免来拒绝执行该命令。成功通过豁免的构装体在接下来的24小时内免疫这项能力。处于该能力影响下的构装体若遭受攻击,则该效果马上终止。
若被该能力影响的构装体是由某个生物操控,则该生物可通过一个标准动作来与审判者进行一次魅力检定对抗以尝试重新获得该构装体的控制权。若它在对抗中成功,则该构装体将会完全回到它的控制之下,且该能力效果终止。
这替代了洞悉弱点。
KEEPER OF CONSTRUCTS (INQUISITOR ARCHETYPE)
Some of Brigh’s inquisitors, and occasionally those who follow Torag, track down malicious construct crafters and fight renegade constructs with unrivaled expertise.
Penetrating Blows (Ex): A keeper of constructs’ attacks are divinely guided to pierce the defenses of constructs. The keeper of constructs treats her weapons as adamantine for the purpose of overcoming damage reduction when attacking constructs. At 8th level, she ignores the first 5 points of DR or hardness when attacking constructs. At 16th level, she ignores the first 10 points of DR or hardness when attacking constructs.
This replaces the inquisitor’s domain.
Construct Influence (Ex): A keeper of constructs’ knowledge of constructs’ inner workings allows her to gain an upper hand over constructs. She can use the Intimidate skill to demoralize constructs, and when she attempts to do so, she gains a bonus on the check equal to half her inquisitor level (minimum 1).
This replaces stern gaze.
Construct Lore (Ex): A keeper of constructs adds twice her Wisdom modifier plus her Intelligence modifier as a bonus when attempting Knowledge checks to identify the abilities and weaknesses of constructs.
This replaces monster lore.
Wrest Control (Sp): At 14th level, three times per day, the keeper of constructs can issue a command to a construct as a standard action. This functions as a suggestion spell that is dismissible, affects the construct despite its normal immunity to mind-affecting effects, and has a caster level equal to the keeper of constructs’ inquisitor level. The construct can resist the command with a successful Will saving throw (DC = 10 + half the keeper of constructs’ inquisitor level + her Wisdom modifier). A construct that successfully saves is immune to this ability for the following 24 hours. This effect immediately ends if the construct is attacked while under its influence.
If an affected construct was being controlled by a creature, that individual can regain control of the construct with a successful Charisma check (attempting this check requires a standard action) opposed by the inquisitor’s Charisma check. On a success, the original creature regains full control of the construct and this effect ends. This replaces exploit weakness.
(https://i.imgur.com/uHKZhjL.jpg)
剧毒狙击手【杀手】
邪魔先锋席希轮(Cixyron)的信众潜伏在法力废土的各个角落并到处搜罗枪支。震怒雷霆的狙击手利用手中强大的火力给废土带来剧毒与死亡。
武器和防具擅长(Weapon and Armor Proficiency):剧毒狙击手擅长所有简单武器以及火器。他擅长轻型盔甲。这调整了剧毒狙击手的武器和防具擅长。
好战之枪(Scrapper’s Gun):剧毒狙击手获得枪匠(Gunsmithing)专长,并获得等同于铳士在1级时拿到的磨损枪械,以及如同其是铳士般修复磨损枪械的能力。这替代了追踪。
神射狙杀(Sharpshooter’s Study, Ex):剧毒狙击手的专注让其在使用远程武器时极端致命。他只有在以远程武器攻击时才能在针对自己杀戮目标的攻击及伤害骰上获得加值。这调整了杀戮目标。
毒性勇毅(Toxic Grit, Ex):2级时,剧毒狙击手获得业余铳士(Amateur Gunslinger)奖励专长。这替代了2级获得的杀手天赋。
涂毒弹药(Toxic Shots, Ex):4级时,剧毒狙击手能为非带坑弹头(《探索者RPG极限战斗》第141页)上毒。其接受过以这种方法使用毒药的训练,因此给弹药上毒时不会因意外而中毒。剧毒狙击手每天能制作数量等同于其杀手等级一半+感知修正的涂毒弹药。而涂毒弹药的穿透性会让任何通过这种方法上毒的毒素的DC增加2。剧毒狙击手无法将涂毒弹药作为炼金定装弹的一部分来进行制作。这替代了4级获得的杀手天赋。
神枪手(Marksman, Ex):6级时,剧毒狙击手在狙击时的潜行检定减值降低5点。该减值在剧毒狙击手12级以及18级时会继续降低5点。在8级时,他能对杀戮目标造成远程偷袭的距离额外增加10尺。该距离在剧毒狙击手14级以及20级时会继续增加10尺。这替代了6级,8级,12级,14级,16级,18级以及20级的杀手天赋。
精准注毒(Precise Toxin, Ex):10级时,剧毒狙击手能将涂毒弹药射向尤为脆弱的部位。当剧毒狙击手以涂毒弹药击中对手并造成偷袭伤害时,他能放弃所有额外伤害来增加涂毒弹药的毒素DC。他用这种方法每放弃2d6偷袭伤害,毒素DC对应增加1。这替代了10级获得的杀手天赋。
(译者:所有杀手天赋都被换得一干二净,这其实是铳士变体吧?!)
TOXIC SNIPER (SLAYER ARCHETYPE)
Followers of the daemonic harbinger Cixyron hide throughout the Mana Wastes, scavenging for guns. With significant firepower in hand, the Furious Thunder’s snipers bring poisonous death to the wastes.
Weapon and Armor Proficiency: A toxic sniper is proficient with all simple weapons and firearms. He is proficient with light armor. This alters the toxic sniper’s weapon and armor proficiency.
Scrapper’s Gun: A toxic sniper gains the Gunsmithing UC feat, a battered gun identical to that gained by a 1st-level gunslinger, and the ability to restore his battered gun as if he were a gunslinger. This replaces track.
Sharpshooter’s Study (Ex): A toxic sniper’s focus makes him extremely deadly with ranged weapons. He gains a bonus on attack and damage rolls against his studied target only when attacking with a ranged weapon. This alters studied target.
Toxic Grit (Ex): At 2nd level, the toxic sniper gains the Amateur Gunslinger UC feat as a bonus feat. This replaces the slayer talent gained at 2nd level.
Toxic Shots (Ex): At 4th level, a toxic sniper can coat his ammunition in poison without requiring a pitted bullet (Pathfinder RPG Ultimate Combat 141). He is trained in applying poison in this way and cannot accidentally poison himself when applying poison to his ammunition. The toxic sniper can create a number of toxic shots per day equal to half his slayer level plus his Wisdom modifier. The penetrating nature of a toxic shot increases the DC of any poisons applied in this way by 2. A toxic sniper cannot create a toxic shot that is part of an alchemical cartridge. This replaces the slayer talent gained at 4th level.
Marksman (Ex): At 6th level, a toxic sniper reduces the penalty on Stealth checks while sniping by 5. He reduces the penalty by 5 again at 12th level and at 18th level. At 8th level, he increases the distance from which he can deliver a ranged sneak attack against his studied target by 10 feet. This increases by 10 feet again at 14th level and at 20th level. This replaces slayer talents gained at 6th, 8th, 12th, 14th, 16th, 18th, and 20th levels.
Precise Toxin (Ex): At 10th level, a toxic sniper can deliver a toxic shot to especially vulnerable areas. When he hits an opponent with a toxic shot and deals sneak attack damage, he can forgo all his bonus damage to increase the DC of the his toxic shot’s poison. The DC increases by 1 for every 2d6 points of sneak attack damage he forgoes in this way. This replaces the slayer talent gained at 10th level.
(https://i.imgur.com/SFsi3dn.jpg)
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(https://i.imgur.com/WwWMwPy.png)
————法力废土外的魔法————
距今5000年前,扩张中的法王奈克斯与其国度和死灵法师盖布及其王国发生了冲突,两位强大的法师成为了互相憎恨的宿敌。
两国白热化的魔法战争撕碎了整个地区。盖布藉由邪恶的魔法把所有战死的部下唤醒为亡灵仆役。同时,奈克斯也将其奥术学识推进到危险的程度,利用强力的许愿术魔法对抗盖布,创造了自己的半位面,同时实现了不朽。而持续的魔法对轰最终扭曲了两个国度中间的地区,并创造出了名为法力废土的混乱之地。
如今,两国间的冲突已经正式处于缓和状态。大部分的直接冲突都已经在AR576年终结,其时大法师遁入自己的异次元圣所——奈克斯庇护所(Refuge of Nex),而因此受挫的盖布进行了仪式性的自杀,化身为幽灵重回自己的领土,直到确认自己的宿敌被彻底击败后方得安息。而现在,新的势力接掌了两国之间的魔法冲突,但日复一日的平凡日子表明两国之间愈发和平,这大概是两位法师都不会乐于见到的。
More than 5,000 years ago, the expansionist archwizard Nex and his nation came into conflict with Geb and that necromancer’s own kingdom, and the two powerful mages became bitter, hateful rivals.
The nations’ intense magical warfare rent the very land. Geb used foul magic to raise all of his subjects who perished in the war as undead automatons. Meanwhile, Nex pushed his own arcane knowledge to dangerous heights, wielding potent wish magic against Geb, building himself a personal demiplane and achieving immortality. This constant barrage of magic eventually twisted the region between the two nations and created the chaotic wasteland now known as the Mana Wastes.
Today, the nations’ conflict is officially in a state of detente. Most of the direct conflict ended in 576 ar, when the archmage fled into the his extradimensional sanctum, the Refuge of Nex, and a frustrated Geb committed ritual suicide, only to return to his lands as a ghost who cannot rest until he becomes certain that his rival is defeated. Now, new factions take the reins of the magical conflict, though day-to-day life sees the two nations interacting much more peacefully than either progenitor wizard would approve of.
法术
奈克斯的弧光领主与盖布的鲜血领主都为助力两国之间的冷战以及对付法力废土的新生威胁而在不断地开发新法术。而这些魔法的用法也流传在外,并被各种各样的施法者所吸收学习。
The Arclords of Nex and the Blood Lords of Geb continue to craft new spells to aid in the cold war between the two nations, as well as to deal with new threats that rise from the Mana Wastes. Use of this magic has spread beyond the region and into the repertoires of casters of all types.
防弹屏障(ABSORBING BARRIER)
学派:防护系
环位:炼金术师4,术士/法师4,召唤师4
施法时间:标准动作
成分:语言,姿势,器材(一块参差不齐的金属碎片)
范围:中距(100英尺+每CL 10尺)
区域:半径40尺的球体;见内文(可塑)
持续时间:1小时/等级或直至耗散
豁免:无(无害)
法术抗力:无(无害)
你使区域内所有的生物及物体免于被远程武器所伤。该法术的区域通常是一个球形,但你能将其范围缩小,或是排除特定的邻接区域和物品(例如,你能以此保护某一特定建筑或是战场的前线)。该法术范围达到40尺高,因此处于效果范围内的飞行生物也能同样获益。
处于守护范围内的生物和物体在对抗远程武器时会获得DR20/魔法。一旦法术为范围内的生物和物体挡住了共计每施法者等级20点的伤害(最多200点)时,该法术将会释放。
构装体衰弱术(DRAIN CONSTRUCT)
学派:死灵系
环位:术士/法师2,女巫2
施法时间:标准动作
成分:语言,姿势
范围:近距(25尺+每2CL 5尺)
目标:某一构装体
持续时间:1轮/等级(可解消)
豁免:意志,通过则无效
法术抗力:无
你能弱化目标构装体,暂时破坏其动力,限制其正常功能的运转。若构装体没能通过豁免,则其在法术的持续时间内将会失去自身具备的伤害减免以及快速治疗的能力,同时其基础速度减半。此外,法术生效时,构装体在力量上会承受-4罚值,且该罚值在3级后每3个施法者等级额外增加2(最大到-14)。若该构装体通常免疫魔法,则这个法术的破坏效果会更难穿透进去,此构装体会在豁免上获得+4加值。
强迫突变(FORCED MUTATION)
学派:变化系
环位:牧师3,审判者3,魔战士3,秘学士3,术士/法师3,女巫3
施法时间:标准动作
成分:语言,姿势,材料(一小块带有放射性的黏土)
范围:接触
目标:接触的活物
持续时间:1轮/等级
豁免:强韧,通过则无效
法术抗力:可
目标生物的肉体扭曲变异,并被重塑成荒诞怪奇的外形。生物会因为这种畸变而在体质和魅力上承受-4罚值。同时该生物会得到以下来自变种生物获得型模板列表(《怪物图鉴5》第180页)中的任一畸变(由你决定):目盲、耳聋、虚弱、混沌,跛足,衰小(由你决定是力量、敏捷、智力或感知)、痉挛或者残肢。该畸变将受到所有突变模板中描述的限制。(例如,该法术无法将跛足畸变强加于基础速度小于20尺的生物)。
高等亡灵无视术(HIDE FROM UNDEAD, GREATER)
学派:防护系
环位:牧师3,审判者3
施法时间:标准动作
该法术功能如同“亡灵无视术(HIDE FROM UNDEAD)”一般,但该法术在受术者尝试引导正能量、触碰、驱散或命令不死生物,或攻击任意生物时不会马上结束。但是,若受术者采取上述任一举动,则智能不死生物能额外进行一次意志豁免以忽略该法术的效果。
野魔法稳定场(INFLUENCE WILD MAGIC)
学派:防护系
环位:诗人2,牧师2,德鲁伊2,通灵者2,催眠师2,游侠2,术士/法师2,召唤师2,女巫2
施法时间:标准动作
成分:语言,姿势
范围:个人
目标:自己
效果:以自己为中心20尺半径爆发的稳定性魔力
持续时间:10分钟/等级
豁免:无(无害)
法术抗力:无(无害)
该法术能创造出一片充盈着由你身上散发的稳定性魔法能量所充盈的区域。任何处于该区域的生物在没能通过野魔法区(《探索者RPG 游戏主持指南》第188页)施法的专注检定时,其能骰两次以决定野魔法的效果,并且可以任选其一。
不洁邪击(UNHALLOWED BLOWS)
学派:变化系【邪恶】
环位:反圣武士1,牧师1,审判者1,术士/法师1,女巫1
施法时间:标准动作
成分:语言,姿势,材料/法器(某一已被摧毁的不死生物身上的一把尘埃)
范围:近距(25英尺+每2CL 5尺)
目标:每CL一名不死生物,其中任意两名的距离不能超过30尺以上
持续时间:1分钟/等级
豁免:意志,通过即无效(无害)
法术抗力:可(无害)
该法术能强化不死生物的徒手打击或者天武攻击,让其徒手打击或某一天武攻击在攻击和伤害骰上获得+1增强加值。此法术能让某一不死生物的徒手打击造成致命伤害,但此时该攻击将不会获得增强加值。
不洁邪击可以被“魔法恒定术”(permanency)恒定,此时该施法者必须至少达到9级,且要花费价值2500gp的钻石尘作为材料成分。
高等不洁邪击(UNHALLOWED BLOWS, GREATER)
学派:变化系【邪恶】
环位:反圣武士3,牧师3,审判者3,术士/法师3,女巫3
范围:中距(100英尺+每CL 10尺)
目标:每CL一名不死生物,其彼此的距离不能超过30尺以上,或是一名不死生物;见内文
持续时间:1小时/等级
该法术的功能如同不洁邪击(UNHALLOWED BLOWS),不过增强加值是每4CL +1(最高+5)。作为替代,你也可以让某一生物的所有天生武器都获得+1增强加值(无论你的施法者等级为何)。
高等不洁邪击可以被“魔法恒定术”(permanency)恒定,此时该施法者必须至少达到11级,且要花费价值7500gp的钻石尘作为材料成分。
爆裂哑火(VIOLENT MISFIRE)
学派:塑能系
环位:术士/法师3
施法时间:标准动作
成分:语言,姿势,材料(一小片燧石)
范围:近距(25英尺+每2CL 5尺)
目标:一把早期或近代火器
持续时间:1轮/等级
豁免:意志,通过即无效(物体)
法术抗力:可(物体)
该法术能将一股混沌之力注入目标火器内装填的火药中,目标火器在法术持续时间内的下一次射击自动哑火。若该哑火导致火器爆炸,则爆炸半径翻倍,且对半径内的所有生物造成最大伤害。而火器持有者会额外受到每1d6/每2CL点火焰伤害(最高10d6点)
若目标是一把近代火器,则该火器若在法术生效时第二次哑火,其虽然不会爆炸,但同样会对持有者造成上述的额外伤害。
群体爆裂哑火(VIOLENT MISFIRE, MASS)
学派:塑能系6
环位:术士/法师3
范围:中距(100英尺+每CL 10尺)
目标:每CL一把早期或近代火器,其中任意火器彼此距离不能超过30尺以上。
该法术的功能除了上述外均如同爆裂哑火(VIOLENT MISFIR)
ABSORBING BARRIER
School abjuration;
Level alchemist 4, sorcerer/wizard 4, summoner 4
Casting Time 1 standard action
Components V, S, F (a jagged scrap of metal)
Range medium (100 ft. + 10 ft./level)
Area 40-ft.-radius sphere; see text (S)
Duration 1 hour/level or until discharged
Saving Throw none (harmless);
Spell Resistanceno (harmless)
You ward all creatures and objects in the Area from ranged weapons. The spell’s area of effect is often a sphere, although you can shape it to be smaller than the maximum area or to exclude certain adjacent areas or objects (for example, if you are warding a specific structure, or if you are roughly warding the front lines of a battlefield). This spell’s area is also up to 40 feet in height, so flying creatures benefit as long as they are in this area of effect.
Creatures and objects in the warded area gain damage reduction 20/magic against ranged weapons. Once the spell has prevented a total of 20 points of damage per caster level (maximum 200 points) to creatures and objects in the area, it is discharged.
DRAIN CONSTRUCT
School necromancy;
Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one construct
Duration 1 round/level (D)
Saving ThrowWill negates;
Spell Resistanceno You weaken a
Target construct, temporarily sapping its animating force and limiting its normal functionality. If the construct fails its saving throw, for the
Duration of this spell, it loses any damage reduction and fast healing it had and its base speed is reduced by half. Additionally, the construct takes a –4 penalty to Strength while this spell is in effect. This penalty increases by 2 for every 3 caster levels beyond 3rd (maximum –14). If the construct is normally immune to magic, this spell’s sapping effect is less penetrating and the construct receives a +4 bonus on its saving throw.
FORCED MUTATION
School transmutation;
Level cleric 3, inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a small piece of radioactive clay)
Range touch
Target living creature touched
Duration 1 round/level
Saving ThrowFortitude negates;
Spell Resistanceyes The body of the target creature twists and distorts, reshaping into a grotesque figure. Because of the disfigurement, the creature takes a –4 penalty to Constitution and Charisma. The creature also receives one of the following deformities (your choice) from the list in the mutant acquired template (Pathfinder RPG Bestiary 5 180): blind, deaf, fragile, fractured mind, lame, poor ability (applied to your choice of Strength, Dexterity, Intelligence, or Wisdom), spasms, and useless arm. The deformity is subject to all limitations described in the mutant template (for example, this spell cannot impose the lame deformity on a creature with a base speed slower than 20 feet).
HIDE FROM UNDEAD, GREATER
School abjuration;
Level cleric 3, inquisitor 3
This spell functions as hide from undead, except the spell does not immediately end if a warded creature attempts to turn or command undead, channels positive energy, touches an undead creature, or attacks any creature. Instead, when the warded creature takes one of these actions, an intelligent undead creature can attempt another Will saving throw to negate the effects of the spell.
INFLUENCE WILD MAGIC
School abjuration;
Level bard 2, cleric 2, druid 2, medium 2, mesmerist 2,
Ranger 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you Effect 20-foot-radius burst of stabilizing magic centered on you
Duration 10 minutes/level
Saving Thrownone (harmless);
Spell Resistanceno (harmless)
This spell creates an area of stabilizing magical energy that emanates from you. Any creature within this area that fails a concentration check to cast a spell normally in an area of wild magic (Pathfinder RPG GameMastery Guide 188) rolls twice to determine the wild magic effect and choose its preferred result.
UNHALLOWED BLOWS
School transmutation [evil];
Level antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a pinch of dust from a destroyed undead creature)
Range close (25 ft. + 5 ft./2 levels)
Target one undead creature/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level
Saving Throw Will negates (harmless);
Spell Resistanceyes (harmless)
This spell empowers the natural attacks or unarmed strikes of undead creatures, granting a +1 enhancement bonus on attack and damage rolls made by the target with its unarmed strikes or attacks with one natural attack. This spell can cause an undead creature’s unarmed strike to deal lethal damage, but in this case, the attack does not gain an enhancement bonus.
Unhallowed blows can be made permanent with a permanency spell. In this case, the caster must be at least 9th level and must expend 2,500 gp worth of diamond dust as a material component.
UNHALLOWED BLOWS, GREATER
School transmutation [evil];
Level antipaladin 3, cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3
Range medium (100 ft. + 10 ft./level)
Target one undead creature/level, no two of which can be more than 30 ft. apart, or one undead creature; see text
Duration 1 hour/level
This spell functions as unhallowed blows, except the enhancement bonus is +1 per 4 caster levels (maximum +5). Alternatively, you can imbue all of a creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater unhallowed blows can be made permanent with a permanency spell. In this case, the caster must be at least 11th level and must expend 7,500 gp worth of diamond dust as a material component.
VIOLENT MISFIRE
School evocation;
Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a small piece of flint)
Range close (25 ft. + 5 ft./2 levels)
Target one early or advanced firearm
Duration 1 round/level
Saving ThrowWill negates (object);
Spell Resistanceyes (object)
This spell creates a chaotic charge within the black powder loaded in a target firearm. The next time the target weapon fires during this spell’s duration, it automatically misfires. If this misfire causes the firearm to explode, the radius of the explosion is doubled and it deals maximum damage to all creatures in the radius. The firearm’s wielder also takes 1d6 additional points of fire damage per 2 caster levels (maximum 10d6) you have.
If the target is an advanced firearm, and the firearm misfires a second time in a row while this spell is in effect, it does not explode but still deals the additional damage to the wielder as described.
VIOLENT MISFIRE, MASS
School evocation;
Level sorcerer/wizard 6
Range medium (100 ft. + 10 ft./level)
Target one early or advanced firearm/level, no two of which can be more than 30 ft. apart
This spell functions as violent misfire except as noted above.
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————废土魔法物品————
在格拉里昂的废土上,魔法对于那些依赖其力量求生的人们来说既是祝福亦是诅咒。
在法力废土这样满盈原能魔法的地区,启动魔法物品会出现混乱随机的效果,乃至于持有者每次说出命令字时都会提心吊胆。智能生物在这些地方时都会在启动魔法物品时相当谨慎节制,因其清楚意图为救命的使用也可能反而伤及无辜。
在其他法术能量没那么混乱的废土上,当地的居民可能会为了求生而过于依赖魔法的效果。对于某个清楚魔杖里面的治疗能量充足的家伙来说,搜刮某个危险的废墟也许是个不错的选择。但一旦魔力耗尽,死亡将至时,废土可不会给予丝毫慈悲。
无论是自发选择还是迫于现实,生活在荒废环境中的生物都有着共同的特征:某种能让其在吞噬生命的地区中活下去的韧性,以及对于有利或阻碍其生存的魔法物品的深入了解。以下是一些废土居民所可能使用的魔法物品,尽管其中一些可能很奇怪。
In Golarion’s wastelands, magic can be both a blessing and a curse to those reliant on its power for survival.
In areas such as the Mana Wastes, where primal magic abounds, chaotic and random effects can manifest when a magic item is activated, adding an element of dread every time a wielder utters a command word. Intelligent creatures are quite cautious and frugal when they use magic items in these spaces, as they know that every activation intended to save a life might instead cause harm to innocents.
In other wastelands, where the magical energy of spells isn’t so chaotic, the land’s inhabitants can become overly dependent on magic in their efforts to survive. Foraying into a deadly ruin to scavenge might be well and good when one knows that healing charges from a wand are abundant, but when death comes calling and that magic is depleted, the wastelands are unforgiving.
Individuals living in ruined settings, whether by choice or circumstance, share common traits: a certain tenacity that allows them to survive in areas that actively attempt to quell life, and a deep knowledge of how reliance on magic items might help or hinder their efforts to survive. Below are some magic items that the inhabitants of wastelands might use to even the odds.
蚁冢靴(ANTHILL BOOTS)
灵光:中等咒法系
施法者等级:13
位置:脚部
价格:12500 gp
重量:2磅
制造条件:制造奇物(Craft Wondrous Item)、喷吐虫群(vomit swarm)
制造成本:6250 gp
这双结实厚底靴上分布的数个小洞中偶尔会有蚂蚁爬进爬出。此靴的穿戴者会在对抗集群扰乱心神(distraction)能力的豁免上获得+4表现加值。此外,每天一次,穿戴者可以通过标准动作唤来一个行军蚁集群(《探索者RPG怪物图鉴1》第16页),此功能如同喷吐虫群(vomit swarm)一般,除了集群是从靴子之中爬出来而非呕吐出来。该集群在消散前会持续13轮。
(https://i.imgur.com/Tv7P4SV.png)
野兽护符(BEAST TALISMAN)
灵光:微弱变化系
施法者等级:5
位置:颈部
价格:18900 gp
重量:无
制造条件:制造奇物(Craft Wondrous Item)、高等魔牙术(greater magic fang)
制造成本:9450 gp
一条皮束绳穿挂着这枚被雕塑成掠食动物外形的小护符。当处于动物外形(比如说藉由自然变身职业能力或处于野兽形态法术效果下)时,穿戴者能通过标准动作花费一个最高4环的已准备法术或是空法术位(不能以这种方式消耗0环法术)。当穿戴者这样做时,他所有的天生武器会获得等同于双倍消耗法术或法术位环位的增强加值。该增强加值能应用于以天生武器进行的攻击和伤害骰上,持续5分钟。然而该加值无法让佩戴者的天生武器穿透除了DR/魔法以外的伤害减免。
(https://i.imgur.com/SPoYdMk.png)
(译者:暴力变形天武流型德鲁伊的EX级别宝具,虽然最高只能转换4环法术,但可以给【所有】天武提供【双倍环位】的附魔加值,而且无每天使用次数限制,持续时间也是分钟级计算...写这个的作者怕不是已经大麻入脑爽到月球去了 :em006)
原能熟稔护腕(BRACERS OF PRIMAL MASTERY)
灵光:微弱防护系
施法者等级:5
位置:腕部
价格:30000 gp
重量:1磅
制造条件:制造奇物(Craft Wondrous Item)、解除魔法(dispel magic)
制造成本:15000 gp
七条秘银带环缠在这对钢铁护腕之上,其上萦绕着些许能稳定魔法的力量。当穿戴者因启用魔法物品、释放法术或使用类法术能力引发原能魔法事件(primal magic event,《探索者战役设定:内海魔法》第13页)时,其结果可以骰(或以其他方式决定)两次,并由施法者决定哪种事件发生。该护腕也能让穿戴者在使用惊奇权杖(rod of wonder)时骰两次以决定效果。
抓握斗篷(GRASPING CLOAK)
灵光:微弱变化系
施法者等级:3
位置:肩部
价格:3000 gp
重量:1磅
制造条件:制造奇物(Craft Wondrous Item)、法师之手(mage hand)
制造成本:1500 gp
这件旧披风上破旧的长布条大致形成了带附肢的爪形,可能在穿戴者最需要的时候派上用场。穿戴者可以通过迅捷动作使用该斗篷来取出任一自己携带收好的小物品或是拾取5尺内的无主物品。穿戴者可以该斗篷持握上述物品,但他无法通过斗篷来使用该物品(除非将该物品放在自己手中)或是以斗篷持用武器或盾牌。此外,每天一次,穿戴者能通过标准动作以斗篷的爪子来支撑自己,他在1轮内会在CMD上获得+4表现加值。当斗篷提供上述加值时,其无法用来持握或拾起/取出收好或无主的物品。
驱魔勋章(MEDALLION OF DEMONIC DISRUPTION)
灵光:中等防护系
施法者等级:7
位置:颈部
价格:32000 gp
重量:1磅
制造条件:制造奇物(Craft Wondrous Item)、次元锚(dimensional anchor)
制造成本:16000 gp
这枚用银链悬挂着的淡蓝色白金勋章可以挂在脖子上面。离佩戴者100尺内具备恶魔子类的生物使用召唤能力时,必须通过一个DC等同于15+双倍施法能力环位的专注检定。如果召唤者没能通过该检定,则被召唤的生物不会出现,且该恶魔的召唤能力会被浪费掉。若通过了专注检定,则恶魔召唤出来的生物数量(如果有)会减少到1。
血魔钉(NAIL OF BLOOD)
灵光:中等死灵系
施法者等级:7
位置:特殊,见内文
价格:25000 gp
重量:无
制造条件:制造奇物(Craft Wondrous Item)、血液解读(blood transcription)
制造成本:12500 gp
这枚以漆黑的金属制成的钉子长三英寸,通体刻满诡异的符文,散发着微弱的幽幽蓝光。钉子内注有怪异的死灵魔法,此物能让施法者抽取自己的生命力转换为魔力,以在死魔法区施放法术。若要生效,血魔钉必须被装备在某一空置且贴近肉躯的魔法物品栏位上(除了眼睛,头部以及头饰)。血魔钉在生效前需要花费一回合无痛苦地融入装备者的血肉之中(移除该钉子不会造成痛苦,且同样需要花费一回合)。一旦钉子就位,装备者可以在死魔法区正常施放最多每环位一个已知或已经准备的法术。若施法者愿意,他也可以在死魔法区释放数量不超过其平时极限的更多法术,然而每一个额外施放的法术都会让施法者疲乏,且他必须成功通过一个DC=15+法术环位的专注检定,否则施法失败。若装备者在血魔钉造成疲乏之前就已经疲乏,则其将会力竭。无论导致其力竭的效果为何,施法者在力竭时无法通过血魔钉来释放额外的法术。
(https://i.imgur.com/Xfdy8uT.png)
原能探棒(PRIMAL DOWSER)
灵光:微弱预言系
施法者等级:3
位置:无
价格:1800 gp
重量:1磅
制造条件:制造奇物(Craft Wondrous Item)、侦测魔法(detect magic)
制造成本:900 gp
这根用金属管做成的三角形探棒小巧得足以放入口袋或者小包当中。其中一根管子上嵌有一列细长的绿宝石,另一根管子上嵌有一列细长的蓝宝石。原能探棒能通过标准动作启动以侦测并鉴别60尺内是否存在无定魔力,每天最多可以使用10分钟。当处于或靠近原能魔法或者野魔法区时,绿宝石会发光;当处于或靠近死魔法区时,蓝宝石会发光。该物品的使用时间无需连续,但每次以1分钟为单位使用。
化虫面具(VERMIN MASK)
灵光:中等变化系
施法者等级:7
位置:头部
价格:10080 gp
重量:1磅
制造条件:制造奇物(Craft Wondrous Item)、自然变身(Wild Shape)职业特性、虫类形态 I(vermin shape I)
制造成本:5040 gp
这种风格别致的木制面具被雕刻为某种废土常见虫类的外形,比如说巨蚁、蝎子或者蜘蛛。当穿戴者使用自然变身(wild shape)或是通过虫类形态(vermin shape)法术变身为符合面具造型的虫类外形时,他会获得以下好处:首先,穿戴者能正常说法,无视该形态下的生理限制;其次,穿戴者的自然变身能力(若有)额外延长3个小时,若穿戴者处于虫类形态的效果下,该法术持续时间额外延长7分钟。
(https://i.imgur.com/h1EIZcT.png)
魔杖护管(WAND PROTECTOR)
灵光:微弱防护系
施法者等级:5
位置:无
价格:18500 gp
重量:无
制造条件:制造奇物(Craft Wondrous Item)、解除魔法(dispel magic)
制造成本:9250 gp
这根上漆的光滑木管是为保护运输中的魔杖而设计。当以副手握持时,持用者可以安全地通过魔杖施放法术而不会面临引发原能魔法事件(primal magic event,《探索者战役设定:内海魔法》第13页)的风险。魔杖护管只能和施放法术的时间为标准动作或更短的魔杖一同使用。一旦魔杖护管避免了10起原能魔法事件,就会崩解为尘土。
求生轮(WHEEL OF SURVIVAL)
灵光:微弱预言系
施法者等级:3
位置:无
价格:1800 gp
重量:1磅
制造条件:制造奇物(Craft Wondrous Item)、侦测魔法(detect magic)
制造成本:900 gp
这枚4英寸的木质轮子小得足以放入口袋或者小包之中。只要将其在地上滚动(这需要一个标准动作来启动物品),求生轮会滚向最近可供饮用的干净水源,且其量足以让使用者解渴。或者,若使用者处于原能魔法区、死魔法区或其他魔力失常的区域,轮子可滚向最近的魔力正常区域。(如有必要,使用者必须在启动该物品时指定其要去寻找的是水源还是正常魔力。)轮子每天在到达水源、离开失常魔力区域或是使用者以自由动作命令其停止之前可以滚动最多十分钟,该物品的使用时间无需连续,但每次以1分钟为单位使用。求生轮在移动时可以攀爬或跃起最高30尺的距离。求生轮不会受到魔力失常区域的影响。
ANTHILL BOOTS
PRICE 12,500 GP
SLOT feet CL 13th WEIGHT 2 lbs.
AURA moderate conjuration
Ants occasionally crawl in and out of the numerous tiny holes dotting these sturdy, thick-soled boots. The boots’ wearer receives a +4 competence bonus on Fortitude saving throws against swarms’ distraction ability. Additionally, once per day, the wearer can call forth a swarm of army ants (Pathfinder RPG Bestiary 16) as a standard action. This functions as the spell vomit swarm APG , except the swarm crawls out from the boots instead of being vomited forth. The swarm lasts for 13 rounds before dissipating.
CONSTRUCTION REQUIREMENTS
COST 6,250 GP
Craft Wondrous Item, vomit swarm
BEAST TALISMAN
PRICE 18,900 GP
SLOT neck CL 5th WEIGHT —
AURA faint transmutation
Carved to resemble a predatory animal, this small charm hangs from a leather cord. While assuming the form of an animal (such as when using the wild shape class feature or when under the effects of a beast shape spell), its wearer can expend one prepared spell or spell slot of up to 4th level as a standard action (0-level spells cannot be expended in this way). When the wielder does so, she gains an enhancement bonus on all of her natural weapons equal to twice the level of the spell or spell slot expended. This enhancement bonus applies to attack and damage rolls made with the natural weapons and lasts for 5 minutes. The bonus does not allow the wielder’s natural weapons to bypass damage reduction, except for DR/magic.
CONSTRUCTION REQUIREMENTS
COST 9,450 GP Craft Wondrous Item, greater magic fang
BRACERS OF PRIMAL MASTERY
PRICE 30,000 GP
SLOT wrists CL 5th WEIGHT 1 lb.
AURA faint abjuration
Seven mithral strips weave their way around these steel bracers, which thrum ever so faintly with the force of stabilizing magic. When the wearer activates a magic item, casts a spell, or uses a spell-like ability that triggers a primal magic event (Pathfinder Campaign Setting: Inner Sea Magic 13), the resulting event is rolled (or otherwise determined) twice, and the caster can choose which of the two events occur. The bracers also allow the wearer to roll twice and choose the result when using a rod of wonder.
CONSTRUCTION REQUIREMENTS
COST 15,000 GP
Craft Wondrous Item, dispel magic
GRASPING CLOAK
PRICE 3,000 GP
SLOT shoulders CL 3rd WEIGHT 1 lb.
AURA faint transmutation
The long, threadbare tatters of this well-worn cloak coalesce into the rough form of a claw with opposable appendages, aiding the wearer with a helpful additional appendage when he might need it most. As a swift action, the wearer can use the cloak to retrieve any one small, stowed item carried on his person or any such unattended item within 5 feet. The wearer can hold one such item in the cloak, but he can’t use the cloak to manipulate it (other than to put it in his hand) and can’t wield a weapon or shield with the cloak. Additionally, once per day, the wearer can brace himself with the cloak’s claw as a standard action, gaining a +4 competence bonus to CMD for 1 round. While the cloak is providing this bonus, it can’t be used to hold or retrieve a stowed or unattended item
CONSTRUCTION REQUIREMENTS
COST 1,500 GP
Craft Wondrous Item, mage hand
MEDALLION OF DEMONIC DISRUPTION
PRICE 32,000 GP
SLOT neck CL 7th WEIGHT 1 lb.
AURA moderate abjuration
Meant to be worn around the neck, this medallion made of braided, blue-tinged white gold hangs from a silver chain. When a creature with the demon subtype uses its summoning ability with 100 feet of the medallion’s wearer, it must attempt a concentration check with a DC equal to 15 + double the level of its summon ability. If the summoner fails this concentration check, none of the summoned creatures appear, and the use of the demon’s summon ability is wasted. On a successful concentration check, the number of creatures that the demon summons (if any) is reduced to 1.
CONSTRUCTION REQUIREMENTS
COST 16,000 GP
Craft Wondrous Item, dimensional anchor
NAIL OF BLOOD
PRICE 25,000 GP
SLOT special; see below CL 7th WEIGHT —
AURA moderate necromancy
Inscribed along its length with wicked-looking runes, this 3-inch-long nail is made of black metal and gives off a faint, eerie blue glow. Powered by strange necromantic magic, the nail allows a spellcaster to cast spells within a magic dead zone by drawing on the caster’s life force to power her magic. To be effective, the nail must be placed alongside the flesh in an empty magic item slot (excluding eyes, head, and headband). In a process that takes 1 round, the nail melts painlessly into the wielder’s flesh before taking effect (removing the nail is also painless and takes 1 round). Once the nail is in place, its wielder can cast within a magic dead zone up to one spell of each spell level she knows or has prepared and could normally cast. If she wishes to cast additional spells in the magic dead zone, she can do so up to her normal limit, but each additional spell she thus casts causes her to become fatigued and requires a successful concentration check (DC = 15 + the spell’s level) or the spell fizzles. If the nail of blood would cause the wielder to be fatigued when she already has the fatigued condition, she becomes exhausted. She can’t use the nail of blood to cast additional spells while she is exhausted, no matter what effect caused her exhausted condition.
CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Craft Wondrous Item, blood transcription
PRIMAL DOWSER
PRICE 1,800 GP
SLOT none CL 3rd WEIGHT 1 lb.
AURA faint divination
This triangular-shaped rod is made from metal tubes and is small enough to fit into a pocket or a pouch. One tube on the item is inlaid with a line of small emeralds, and the other is inlaid with a line of small sapphires. A primal dowser can be activated as a standard action to detect and identify the presence of variant magic within 60 feet for up to 10 minutes per day. In or near an area of primal or wild magic, the emeralds glow, and in or near magic dead zones, the sapphires glow. This item’s duration need not be used all at once, but it must be used in 1-minute intervals.
CONSTRUCTION REQUIREMENTS
COST 900 GP
Craft Wondrous Item, detect magic
VERMIN MASK
PRICE 10,080 GP
SLOT head CL 7th WEIGHT 1 lb.
AURA moderate transmutation
These stylized wooden masks are carved to resemble a common type of wasteland vermin, such as a giant ant, scorpion, or spider. While using wild shape or a vermin shape spell to assume the form of a vermin that corresponds with the mask’s design, the wearer gains the following benefits. First, the wearer can speak normally despite the limitations of the form’s anatomy. Furthermore, the effect of the wearer’s wild shape ability (if any) lasts for 3 additional hours, and when the wearer is under the effects of a vermin shape spell, the spell lasts for 7 additional minutes.
CONSTRUCTION REQUIREMENTS
COST 5,040 GP
Craft Wondrous Item, wild shape class feature, vermin shape I
WAND PROTECTOR
PRICE 18,500 GP SLOT none CL 5th WEIGHT —
AURA faint abjuration
This lacquered wooden tube is designed to protect a wand during transportation. When held in an off hand, the wielder can safely cast spells from her wand without chance of incurring a primal magic event (Pathfinder Campaign Setting: Inner Sea Magic 13). A wand protector can be used only in conjunction with wands casting spells that require a standard action or shorter. Once the wand protector has prevented 10 primal magic events, it crumbles into dust.
CONSTRUCTION REQUIREMENTS
COST 9,250 GP
Craft Wondrous Item, dispel magic
WHEEL OF SURVIVAL
PRICE 1,800 GP SLOT none CL 3rd WEIGHT 1 lb.
AURA faint divination
This 4-inch wooden wheel is small enough to fit into a pocket or a pouch. By rolling the wheel on the ground (this requires a standard action to activate the item), the wheel begins rolling toward the nearest body of clean, potable water with enough liquid for the wielder to quench her thirst. Alternatively, the wheel rolls toward the nearest normal magic area if the wielder is in an area of primal magic, a magic dead zone, or another variant type of magic. (If necessary, the wielder must specify whether the wheel should seek water or normal magic when she activates the item.) The wheel can roll for up to 10 minutes per day until it leaves the region of variant magic, it reaches the body of water, or the wielder instructs it to stop (a free action). This item’s duration need not be used all at once, but it must be used in 1-minute intervals. As part of its movement, the wheel can ascend or jump up to 30 feet. A wheel of survival is unaffected by variant magic regions.
CONSTRUCTION REQUIREMENTS
COST 900 GP
Craft Wondrous Item, detect magic
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全文完,赞美帝皇,感谢希尔大佬帮忙校对指正 :em006