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[BoVD]进阶职业·蛊术师
« 于: 2012-04-20, 周五 09:39:34 »
邪恶之书·进阶职业·蛊术师(Vermin Lord)

节肢轻点地面,翅翼微微颤动,蛊术师就这样出现在人们的视野之中。这些常人无法理解的家伙仇视整个世界,只欣赏毒虫的力量。蛊术师奉献出自己的身体,用血肉喂养着毒虫。他们不仅仅容许毒虫在自己身上筑巢,还在它们撕咬自己肉体时感到无比的兴奋。

蛊术师主要由牧师和督依德组成,有些时候,牧师兼游荡者也会选择这条道路。同时,许多怪物角色,如蛛化精灵牧师,也常常会进阶蛊术师。

类人的蛊术师常常同蛛化精灵,相位蜘蛛,或是其他毒虫为伴,他们也有些时候会独自一人行动。但很显然,他们不喜欢任何其他的类人生物。

生命骰:d6

需求:想要成为一名蛊术师,角色必须满足以下条件:
阵营:任意邪恶
技能:躲藏3级,知识(自然)2级,潜行3级
专长:毒虫友好
特殊:角色必须能够施展“巨虫术”。
特殊:角色必须在一名有智慧的昆虫型生物,诸如蛛化精灵,喀嘶魔,奇鲁魔,变型蛛,狩魔蛛,相位蜘蛛,邪恶的弗米蚁或是其他类似生物的帮助下进阶。自然,此类生物通常会要求不低的回报。

本职技能:唬骗(魅力),攀爬(力量),专注(体质),躲藏(敏捷),知识(自然)(智力),聆听(感知),潜行(敏捷),表演(魅力),扒窃(敏捷),搜索(智力),法术辨识(智力),侦察(感知)

每等级技能点数:4+智力调整值

引用
表5-13 蛊术师
等级 基础攻击加值 坚韧豁免 反射豁免 意志豁免 特殊 魔法
1 +0 +0 +0 +2 角质甲壳+1,毒虫仆役 1HD 施法者等级+1
2 +1 +0 +0 +3 吸血大法 --
3 +1 +1 +1 +3 蛛手术 施法者等级+1
4 +2 +1 +1 +4 角质甲壳+2,毒虫护甲 --
5 +2 +1 +1 +4 毒虫之翼,毒虫仆役 4HD 施法者等级+1
6 +3 +2 +2 +5 蛛足术 --
7 +3 +2 +2 +5 角质甲壳+3,喷吐毒虫 施法者等级+1
8 +4 +2 +2 +6 蛊毒 --
9 +4 +3 +3 +6 毒虫仆役 16HD 施法者等级+1
10 +5 +3 +3 +7 角质甲壳+4,母巢 施法者等级+1

职业特性:

擅长武器及防具:蛊术师不擅长任何武器,防具以及盾牌。

魔法:当蛊术师达到1级,3级,5级,7级,9级和10级时,每日法术数量会增加,就像之前的施法职业一样,但不能获得之前施法职业等级的其它能力(如:增进驱散或斥喝不死生物能力、超魔或制造物品专长等)。角色的蛊术师等级加上所具备的其它施法职业等级,决定其每日法术数量、可知法术与施法者等级。举例而言,8级法师昔利凯进阶蛊术师,则他获得新法术的数量如同9级法师,但在攻击加值与豁免加值等其它特性则沿用蛊术师的升级规定。若他下次升级时选择将法师升级,即成为9级法师/1级蛊术师,他获得的法术数量与施法者等级如同10级法士。
若角色在成为蛊术师前拥有多个施法职业,则必须选择要将此升级的蛊术师等级加在哪一种施法职业上,以决定新的每日法术数量。

角质甲壳(EX):从1级开始,蛊术师的皮肤逐渐角质化,角色获得+1的天然防护等级。之后角色每提高3级,天然防护等级也随之提高+1。

毒虫仆役:从1级开始,蛊术师获得一名1HD的毒虫仆役,视作魔宠。毒虫仆役的智力按魔宠的有关规定处理,生物种类视为魔法兽(参见玩家手册第三章有关魔宠的规定)。毒虫仆役可与角色之前拥有的魔宠并存。

随着蛊术师级别的提高,角色更能够获得额外的毒虫仆役。在角色达到5级时,可获得一名4HD的毒虫,在角色达到9级时,可再获得一名16HD的毒虫作为仆役。

吸血大法(SU):2级以上的蛊术师可以任意生长出昆虫般的喙部。角色可以利用自己的喙进行撕咬攻击,造成1点伤害。角色也可以尝试用喙进行擒抱,并且不会引发借机攻击。若角色擒抱成功,则可以通过喙部吮吸对方的血液,自动造成每轮2d6点伤害。吸血大法的目标必须是活物。

蛛手术(SP):每日一次,3级以上的蛊术师可以施展如同法术“蛛手术”的效果,施法者等级相当于角色的有效施法者等级。

毒虫护甲(SU):当每日4级以上的蛊术师获得法术时,会自动召唤蜘蛛,蝎子以及类似毒虫覆盖在自己身体表面。这些毒虫能够每次吸收10点伤害(物理攻击或魔法攻击),并在吸收伤害后自动死亡。毒虫护甲能够吸收的伤害总量等于蛊术师等级的五倍。例如,一名7级蛊术师的毒虫护甲可以吸收总量为35点的伤害,但在对抗任意一次攻击时最多只能吸收10点伤害。若蛊术师穿着防具,则毒虫护甲无效。

毒虫翅翼(SU):每日一次,5级以上的蛊术师可以生长出昆虫般翅翼,以陆行速度飞行一小时,灵活性一般。蛊术师的负重能力不变,但过高的负载将会减慢蛊术师的速度,如同陆行。蛊术师在飞行时不能尝试潜行。

蛛足术(SP):每日一次,6级以上的蛊术师可以施展如同法术“蛛足术”的效果,施法者等级相当于角色的有效施法者等级。

喷吐毒虫(SP):每日一次,7级以上的蛊术师可以从嘴中喷吐出大群毒虫,覆盖30尺锥形范围。在攻击范围内的所有生物承受每蛊术师等级1d6点的伤害(反射检定伤害减半,DC 10+蛊术师等级+蛊术师魅力调整值)。接下来,喷吐出的毒虫视为法术“飞虫走兽”的效果,施法者等级相当于蛊术师等级,并听从蛊术师的指挥。

蛊毒(EX):8级以上的蛊术师喙部附有毒素,每次成功的撕咬攻击可以造成1点力量伤害,1分钟后再继续追加1点力量伤害。忽略伤害的坚韧检定DC等于10+蛊术师等级+蛊术师的魅力调整值。

母巢(SU):当蛊术师达到10级后,可以建造母巢(参见本书第二章,母巢)。母巢必须包括蛊术师本人,但视作独立的个体存在,而且,蛊术师的智力和魅力也不受影响。母巢完全由蛊术师控制,因此,角色获得洞察奖励,并且能够获得母巢的施法能力(若个体数目足够多)。蛊术师的毒虫仆役也可以作为个体参与母巢。

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Re: [BoVD]进阶职业·蛊术师
« 回帖 #1 于: 2012-04-20, 周五 09:40:56 »
母巢(Hivemind)

大约是由于邪恶的精魂或是黑暗的祝福,有些时候,毒虫或是其他动物虽然单体称不上有智力,但在一起大量聚集时却可能结合出一个邪恶的智能,称为母巢。但即便是贤者先知也不清楚母巢究竟为什么产生,或是母巢具体如何产生。

在母巢中,任何一名单体生物被视为母巢的一小部分。结成母巢需要至少50名毒虫或是同类动物聚集在一起,单体生物之间的距离必须保持在10尺范围以内,无论生物原先的智力,母巢智力视为5,指导所有单体生物行动。每增加20名单体生物(在最初50名单体生物的基础上),母巢智力获得+1的调整,并在150名单体生物一起聚集时达到智力10。在150名单体生物的基础上,每增加50名单体生物,母巢智力获得+1的调整,因此500名老鼠聚集在一起可以结成智力 17的母巢。母巢每点智力调整值可以为每名单体生物带来一项专长和每HD一点技能。例如,500名老鼠聚集在一起(智力17,智力调整值+3),每名老鼠可以获得3点技能和3项专长。在本例中,老鼠在躲藏检定上获得+3的奖励,并拥有专长警觉,技能专攻(潜行)以及武器专攻(撕咬)。

超过50名生物后,在智力上的调整值同样附加在母巢的魅力上。因此由500名老鼠组成的母巢拥有14点魅力(通常魅力值为2)。当母巢的魅力达到18或以上时,可以如同术士施展法术。在17点魅力的基础上,每提高一点魅力,母巢增加1级术士等级。因此,1000名老鼠聚成的母巢可以如同5级术士施展法术。在本例中,母巢获得6个0级法术,8个1级法术以及6个2级法术。每名单体生物都可以施展母巢拥有的法术,但也同时消耗母巢的法术栏位。母巢施法不需要使用肢体动作或是法术材料,生物的鸣叫可以代替语言。

当母巢中的生物进行攻击时,在攻击骰和防护等级上获得+1的先知奖励。每名单体生物都很清楚母巢中其他同伴的行动以及所遇到的情况。

当遭遇母巢时,城主应尽量将母巢视为单一生物。与大量生物作战是一件繁重的工作,因此可以假定武器的攻击会影响母巢中的全部成员。例如,若一名战士攻击鼠群母巢时,造成的9点伤害将杀死9只老鼠(每只老鼠生命值为1),若这名战士攻击蛇群母巢时,则可以杀死2条小型毒蛇(每条小型毒蛇生命值为4)。

母巢的挑战等级通常要高于单体生物的挑战等级。若单体生物的挑战等级低于1/2,则母巢的挑战等级为1/2。若单体生物的挑战等级为1/2,则母巢的挑战等级为1。若单体生物的挑战等级为1或是更高,则母巢的挑战等级获得+1的调整。

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Re: [BoVD]进阶职业·蛊术师
« 回帖 #2 于: 2016-02-15, 周一 11:17:48 »
不是我想挖坟……这个职业译成“虫师”会不会更贴切一点?

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Re: [BoVD]进阶职业·蛊术师
« 回帖 #3 于: 2020-08-16, 周日 05:07:03 »
不是我想挖坟,不过看原文,不是每个Vermin都应该被翻译成毒虫的
看原文(准备重校)
劇透 -   :
(Book of Vile Darkness variant, p. 73)

The vermin lord offers itself as a host for all manner of parasitic organisms.

Requirements
Alignment: Any evil

Skills: Hide 3 ranks , Knowledge 2 ranks , Move Silently 3 ranks

Feats: Verminfriend

Special: Must be able to cast the Giant Vermin spell.
Special: The vermin lord must be ordained by an intelligent evil creature with a physical resemblance to vermin—a drider, chasme, gelugon, aranea, bebulith, phase spider, evil fromian, or similar creature. The ordaining creature must be intelligent enough to communicate with the vermin lord to-be. Of course, such a creature will demand service or payment in return.


Hit die
d6

Skill points
4 + Int

Class Features
All the following are class features of the vermin lord prestige class.

Spells: When a vermin lord gains 1st level, and every two levels after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points, beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of vermin lord to the level of whatever other spellcasting class the character has, then determines spells per day, spells knowns, and caster level accordingly. For example, if Silican, an 8th-level wizard, gains a level in vermin lord, he gains new spells as if she had risen to 9th level in wizard, bus he uses the other vermin lord aspects of level progression such as base attack bonus and save bonus. If he next gains a level of wizard, making him a 9th-level wizard/ 1st-level vermin lord, he gains spells as if she had risen to 10-th level wizard.

If a character had more than one spellcasting class bebore she became a vermin lord, she must decide to which class she adds the level of vermin lord.

Chitin (Ex): A vermin lord gains a +1 natural armor bonus to Armor Class from the chitinous plates that begin to grow on his flesh. Every three levels beyond the 1st, this bonus increases by +1.

Vermin Servant : A vermin lord gains a servant in the for of a vermin of up to 1 HD. This servant is treated as a familar, its intellegence increases, and its considered a magical beast (see the Familiars section in chapter 3 of the Player's Handbook). The vermin servant is in addition to any familiar the character may already have.

A vermin lord gains additional servants at higher levels. at 5th level, the vermin servant gained can be up to 4 HD. At 9th level, the vermin servant may be up to 16 HD

Blood Drain (Su): A 2nd-level vermin lord can grow insectoid mandibles at will. He can use these mandibles to make a bite attack that deals 1 point of damage. Furthermore, the vermin lord can attempt to start a grapple, provoking no attack of opportunity. If successful the mandibles automatically deal 2d6 points of damage each round as they suck blood from the victim. The blood drain ability only works on living creatures.

Spider Hand (Sp): Once per day, a 3rd-level vermin lord can produce an effect identical to that of a spider hand spell cast at his effective caster level.

Swarm Armor (Su): Each day, a 4th-level vermin lord automatically summons a swarm of insects, spiders, or scorpions that cover his flesh when he regains his spells. these insects absorb up to 10 points of damage from and damaging attack ( weapons or spells). the insects die off when they absorb such attacks, and a total of up to 5 points per vermin lord level can be absorbed per day. Thus, a 7th-level vermin lord's swarm armor can absorb up to 35 points of damage, although no more that 10 points from any one attack.
If a vermin lord is already wearing armor, the swarm armor has no effect.

Wings of the Vermin (Su): A vermin lord of 5th level or higher can sprout massive, buzzing insectoid wings from his back once per day. With these wings, he can fly at his normal land speed with average maneuverability for 1 hour. The vermin lord can carry his normal carrying capacity, and greater burdens affect his speed as they would affect his land speed. It is impossible to move silently with these wings.

Spider Legs (Sp): Once per day, a 6th-level vermin lord can produce an effect identical to that of a spider legs spell cast at his effective caster level.

Spew Vermin (Sp): Once per day, a 7th-level vermin lord is able to spray out a swarm of vermin from his mouth, as a breath weapon in a 30-foot cone. Anyone in this area takes 1d6 points of damage per vermin lord level, with a successful Reflex save reducing the damage by half (DC 10 + vermin lord's class level + vermin lord's Con bonus). These vermin then remain as if a summon swarm spell had been cast at the vermin lord's class level. The vermin are under the command of the vermin lord.

Poison (Ex): In a vermin lord of 8th level or higher, the mandibles gained from the blood drain ability now carry a natural venom that deals 1 point of Strength damage with each successful bite attack, and 1 point of Strength damage 1 minute later. The Fortitude save DC to resist the poison is 10 + vermin lord's class level + vermin lord's Con modifier.

Hivemind (Su): A 10th-level vermin lord can form the impetus to create a hivemind (see Hivemind in chapter 2). The hivemind must include the vermin lord, although he counts as only a single individual and his intelligence and Charisma scores are unaffected. However, he controls the hivemind, gains insight bonuses, and can take advantage of the spellcasting abilities of the hivemind if enough individuals are present. The vermin lord's vermin servant can also join the hivemind if the vermin lord wishes.

Advancement
Level   BAB   Fort   Ref   Will   Special   Spells per Day/Spells Known
1st   +0   +0   +0   +2   Chitin +1, vermin servant 1 HD   +1 level of existing class
2nd   +1   +0   +0   +3   Blood drain   —
3rd   +1   +1   +1   +3   Spider hand   +1 level of existing class
4th   +2   +1   +1   +4   Chitin +2, swarm armor   —
5th   +2   +1   +1   +4   Wings of the vermin, vermin servant 4 HD   +1 level of existing class
6th   +3   +2   +2   +5   Spider legs   —
7th   +3   +2   +2   +5   Chitin +3, spew vermin   +1 level of existing class
8th   +4   +2   +2   +6   Poison, pincer claws   —
9th   +4   +3   +3   +6   Vermin servant 16 HD   +1 level of existing class
10th   +5   +3   +3   +7   Chitin +4, hivemind   +1 level of existing class



毒虫友好
看原文应该是虫类友好
劇透 -   :
Verminfriend
( Drow of the Underdark, p. 53)

[General]

Thanks to your racial connection to their kind, vermin regard you as one of their own.

Prerequisite
Drow,

Required for
Vow Of The Spider Queen (DrU) ,

Benefit
Whenever a vermin is about to attack you, you can attempt a Charisma check (DC 15 + 1/4 the vermin's HD) as an immediate action. If you succeed, the vermin cannot attack you for 24 hours.

If you attack a vermin that has been affected by this feat, you lose the feat's benefit for 24 hours.
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