作者 主题: 【UW】玩家可用种族:藤蔓莱西(Vine Leshy)  (阅读 15637 次)

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【UW】玩家可用种族:藤蔓莱西(Vine Leshy)
« 于: 2021-03-29, 周一 15:00:11 »
藤蔓莱西(Vine leshy)

  藤蔓莱西是通过仪式诞生的,当德鲁伊引导自然精魂进入一株植物形态时,就会被召唤出来。回应了藤蔓莱西创造仪式呼唤的自然精魂总是能敏锐地感受到了凡人的影响。与其他莱西相比,藤蔓莱西更容易与非植物生物联系,对自然界的伟绩有着更深的好奇心,甚至超越了与它们密切相关的植物,还对人类和其他生物社会十分着迷。


  体貌描述:植物莱西的身体由大量弯曲的藤蔓和叶组成,有时也长有一些花朵和果实。她们的外表主要取决于其创造仪式中使用的藤蔓植物种类,但大多数植物莱西都具有一大簇叶子所形成的一张圆眼睛、小嘴巴、看不到鼻子的脸。

  社会:由于她们的诞生是基于仪式的,藤蔓莱西们没有传统的家庭结构。她们与那些陪同她们探险或帮助他们保护自然遗址的人建立了牢固的友谊。与大多数莱西不同,藤蔓莱西通常有强烈的欲望去寻找创造她们的人。她们把创造者看作朋友和盟友,而不是父母。
   虽然大多数莱西致力于长期保护一个特定的区域,但藤蔓莱西更有可能旅行和探索,一生不断地短暂停下照顾许多不同的区域。藤蔓莱西喜欢讲故事,但她们更重视故事的意义和信息,而不是细节,这既是因为她们不能总是记住细节,也是因为他们发现许多细节是不必要的。在多个藤蔓莱西口中传颂的同一个故事很可能会在人物和情节上发生很大变化,但往往会保留其核心信息。


  关系:藤蔓莱西对许多其它种族的文化感兴趣。当她们遇到新的种族时,他们最初的态度是基于自然精魂过去化身的偏见,但也会随着作为莱西的经历改变。在不熟悉的情况下,藤蔓莱西喜欢在冒险外出和自我介绍之前,混在植物中进行观察。

    与藤蔓莱西身体来源的植物物种相一致,她们能识别出一系列的性别。有些藤蔓莱西是单雌性或单雄性,而许多藤蔓莱西两者都是。莱西花的生物学特征并不一定表明其性别,因为莱西体内的自然精魂在决定莱西的身份方面起着重要作用。

    藤蔓莱西与其他莱西有着不寻常的关系,因为与标准莱西不同,藤蔓莱西不满足于作为仆从而诞生。她们是具有自由意志和个人主义的生物。无论一个藤蔓莱西个体是否认为其他莱西所受的驱使是类似于奴役,还是更像一种为强大德鲁伊服务的光荣传统,都取决于这名藤蔓莱西的个人观点和阵营。一个藤蔓莱西将另一个莱西作为仆从是有悖传统的,藤蔓莱西更常见的是从其他莱西接受某种形式的赞助,或者把她们当作领养的孩子,或是当做一名需要得到指导的流放者并保护她们不受那些强迫她们为奴的人的伤害。

  阵营和宗教:藤蔓莱西认为自己是古代自然循环的一部分。她们关心朋友和留心的自然区域,但很少在其中感受出善意或恶意。大多数藤蔓莱西是绝对中立的,她们几乎总是在阵营的至少一个轴上维持中立。宗教对藤蔓莱西来说并不特别重要。那些找到信仰的人倾向于崇拜戈兹雷,一个绿境公(B6 152页),或一名第一世界的古老者(见第130页),但苍翠誓约(Green Faith)是在藤蔓莱西中最常见的哲学形式。

  冒险:和很多莱西一样,藤蔓莱西并不惧怕死亡。她们知道,如果她们的躯壳死去,其精魂将回归大自然并在某日发现自己在新的躯壳中。这种缺少畏惧并伴随着好奇心的性格经常使她们直面风险。然而,她们往往会避免极端危险的活动,因为她们仅仅只是想从冒险中获得能用来谈论的故事。藤蔓莱西会被吸引从事一些运用她们与自然的联系的职业,比如德鲁伊或游侠。

  名字:藤蔓莱西的名字在一生中不断变化。一个年轻的藤蔓莱西通常根据她的身体特征或她特别喜欢的自然特征来命名自己。随着年龄的增长,她们会修改自己的名字,以更好地反映自己的个性和经历。一名莱西可能会循环使用许多名字,比如一个季节一个名字。大多数藤蔓莱西会选用两个单词长度的名字。一些藤蔓莱西的名字示例有:Burbling Waterfall, Lovely Triple Leaves, Masterful Sun Drinker, Snowy Pine Branches, Verdant Taleweaver, and Vibrant Tree Climber。




藤蔓莱西种族特性
+2体质,+2感知,-2智力:藤蔓莱西坚韧且有洞察力,但健忘。
生物类型:藤蔓莱西属于植物并具有莱西亚种,但缺少了一般植物所具有的对于影响心灵、麻痹、毒素、变形、睡眠和震慑效果的免疫,并且缺失了一般莱西亚种所具有的对电和音波的免疫。
小型体型:藤蔓莱西是小型生物,她们的AC获得+1体型加值,攻击检定获得+1体型加值,CMB和CMD受到-1减值,并且隐匿检定获得+4体型加值。
缓慢速度:藤蔓莱西的基本速度为20尺。
黑暗视觉:藤蔓莱西在黑暗中能够看到60尺远。
昏暗视觉:藤蔓莱西在昏暗光照下能够看到的距离是人类的两倍远。
行踪无迹:藤蔓莱西具有持续性的类法术能力行踪无迹
变身:藤蔓莱西能变成藤蔓,如同施展树化术一般。在此形态下,该藤蔓莱西视作一种健康的小体型藤蔓。藤蔓莱西可以以一个迅捷动作变作植物形态或真实形态。
树语:藤蔓莱西可以和藤蔓沟通,如同持续的植物交谈一般。
青翠爆裂(Verdant Burst):在被杀死时,一名藤蔓莱西会爆发出一阵肥沃的能量。在该名被杀藤蔓莱西30尺内的植物生物会恢复1d8点hp,藤蔓会在该区域迅速生长。如果该区域地形能够支撑藤蔓,那么下层植物的茂密程度足以使该区域在24小时内变为困难地形,在这之后,这些植物会衰减为正常水平;否则,这种植物生命对移动没有显著影响,在一小时内枯萎死亡。 接招吧,半径30尺的绿宝石水花
朴素枝叶(Unassuming Foliage):藤蔓莱西位于森林中时,在隐匿检定上获得+4种族加值。
攀爬者:藤蔓莱西在攀爬检定上获得+2种族加值。
起始语言:通用语以及木族语。拥有足够智力的藤蔓莱西可以选择下列语言作为额外语言:水族语,风族语,邪灵语,精灵语,侏儒语,地精语,土族语和地底通用语。


种族特性替换(已整合,来源已注明)
以下种族特性可以用来替换藤蔓莱西的种族特性。在选择这些新选项之前请先咨询您的GM。

葡萄藤(Grapevine)UW:一名由葡萄藤创造的藤蔓莱西可以从葡萄藤上长出灌注魔法的果实用以治愈盟友。她可以每天一次地施展以类法术神莓,施法者等级等于她的角色等级。该特性取代行踪无迹。

灵巧(Agile)UW:具有灵巧的藤蔓莱西比起典型的藤蔓莱西而言更加迅捷。以敏捷获得+2种族加值取代正常的在体质上获得+2种族加值。该特性改变了藤蔓莱西的属性调整。

藤鞭(Lashvine)WO:一些藤蔓莱西能长出鞭状的附属物。这些莱西可以熟练使用长鞭和蝎尾鞭。以一个自由行动,藤蔓莱西可以把一只手变成藤鞭。鞭藤是一个能造成1d3点钝击伤害的主要天武攻击。藤鞭不能持有物品、持握武器或进行精细操作。该特性取代变身和青翠爆裂。

老成(Seasoned Spirit)WO:这些长寿的藤蔓莱西变得不太灵活,但她们与自然界建立了更牢固的联系。这些莱西可以花一个小时集中精力来以类法术能力施放植物交谈,该施法者等级等同于其角色等级。该特性改变了树语者,并取代了攀爬者和朴素枝叶。

沼泽莱西(Swamp Leshy)UW:一些藤蔓莱西是由沼泽中自然生长的植物创造的。这些莱西在游泳检定中获得+2种族加值,在沼泽中进行隐匿检定时获得+4种族加值。该特性取代了攀爬者并改变了朴素枝叶。

延展之眼(Writing Eye)WO:一些藤蔓莱西可以长出用作感觉器官的细薄藤蔓。长出或控制这些藤蔓是一个引发借机整轮动作。这些藤蔓细小到可以穿过锁孔,可以延伸到15英尺长。莱西可以将所有视觉应用这根藤蔓以此感应藤蔓顶端20英尺以内的地方。该特性取代黑暗视觉与昏暗视觉。

好奇心(Curosity)WO:一些具有群居精神的藤蔓莱西更适合学习其他文化。他们总是把交涉和语言学作为本职技能,并且在交涉和语言学检定中获得+2种族加成。该特性取代行踪无迹与树语者。

毒性(Poisonous)UW:由有毒的常春藤藤蔓创造的藤蔓莱西体内含有天然毒素。作为一次迅捷动作,这些莱西可以用这种刺激性物质浸润她的藤蔓。该莱西下一次用徒手攻击一个生物时,该生物会受到以下毒药的影响。

莱西毒素:徒手打击-伤口;豁免 强韧DC 10+该藤蔓莱西HD的一半+该莱西体质调整值;发作频率 1/每轮 持续6轮;效果 恶心1轮;治愈 1次豁免。

一名藤蔓莱西每天可以使用这个能力的次数等于它的体质调整值(最少1次)。藤蔓莱西对自己的毒素免疫,但不对其他藤蔓莱西的毒素产生免疫。该特性取代树语者与变身。

天赋职业奖励(已整合,来源已注明)
下列选择可用于所有拥有列表中天赋职业的藤蔓莱西,除非另做说明,这些加值奖励适用于你每一次选择的天赋职业。

炼金术士UW:在突变药剂生效时,在天生防御上1/4点加值。
吟游诗人UW:在表演(演讲)中获得+1/3加值,只要该吟游诗人花费了至少10分钟用于讲述故事,该加值便应用在【多才多艺】中。
德鲁伊UW:在使用【野性认同】或【植物认同(plant empathy)】的检定中+1/2加值。
操念使UW:获得1/5个【额外原力】专长。并且该专长必须用于选择木元素原力。
先知UW:一名选择了自然或木秘示域的先知可以将一个德鲁伊法术列表中且不在牧师法术列表中的法术加入自己的先知法术列表;她仍然必须将其选作一个已知法术后才能施展该法术。该法术必须比该先知目前可施展的最高环位法术至少低1环。
游侠UW:在游侠的偏好地形中,在知识(自然)检定中+1/2。
盗贼UW:在森林中进行的攀爬和隐匿检定+1/2。
萨满UW:一名选择了自然或木秘示域的萨满可以将一个德鲁伊法术列表中且不在牧师法术列表中的法术加入自己的先知法术列表;她仍然必须将其选作一个已知法术后才能施展该法术。该法术必须比该萨满目前可施展的最高环位法术至少低1环。
变形者WO:在有关植物的知识(自然)检定中+1加值。
引述: 边栏:种植藤蔓莱西
藤蔓莱西生长最旺盛的地方是可以使她们接受充足的阳光的地方。在一株藤蔓莱西长出后,该莱西的创造者必须使用结实的树、格架或其他支撑来引导它生长。有关种植莱西的更多信息,请参见Bestiary 3 176页。
藤蔓莱西
CL 5;价格 1500gp
仪式
需求 知识(自然)5级,纠缠术,植物滋长,召唤自然盟友I技能 知识(自然)DC 13;花费 750gp


种族变体职业与职业能力
以下变体和职业能力被藤蔓莱西及具有莱西亚种的其他角色选用。莱西们也可以使用树之歌者(APG 25页)德鲁伊变体,即使他们不是精灵。莱西子域可被非莱西的德鲁伊以及其它诸如牧师的神职职业者选取,只要他们崇拜的神祇具有该子域。

植者(Herbalist)(炼金术士)豌豆射手
出自《Ultimate Wilderness pg. 22》
  藤蔓莱西研究自身生理和精魄的组成结构,并由此研发出一种奇妙的草药炼金术。

草药学(Herbalism, Su):植者的研究让他以独特方式制作炼金术发现。他能尝试以专业[草药学]检定取代所有工艺[炼金术]检定,而且在以专业[草药学]检定来进行制作炼金道具、采集和处理草药(详看152页)时获得等同其1/2炼金术师等级的表现加值。植者在判断所有炼金术师职业能力时使用感知属性取代其智力属性。

此能力改变炼金术和炼金术师的主要属性。

自然魔法(Natural Magic):植者对的莱西精魄研究给予他接触其他炼金术师无法企及的自然魔法。每次他获得新的化合炼成环位时(包括1环),他能从同环的德鲁伊法术列表中增加2个法术至其炼金术师的法术列表;此法术必须是目标为生物或距离为个人(these spells must target a creature or creatures or have a range of “you,”)以及他仍然必须如常添加至其公式簿才能准备他们。一如以往,化合炼成影响饮用者如同他为目标,所以攻击性法术对于饮用者而言是讨厌的陷阱。

此能力取代随手投掷。

种子荚(Seedpods, Su):植者能产出并投掷种子荚作为远程接触攻击,类似于其他莱西的远程攻击。他能创造的种子荚数量等同于其炼金术师等级+感知调整值,而且能以标准动作以20尺射程增量投掷出去。种子荚造成1d6点钝击伤害,以及3级和以后每2级额外造成1d6伤害(此额外伤害不会在重击或类以于畏害打击的效果中翻倍)。种子荚视作武器并且能选择类以于武器专攻等专长,而且植者能选择额外炸弹专长以获得天每额外种子荚使用次数。除非目标成功通过强韧检定(DC=10+1/2植者炼金术师等级+其感知调整值),否则植者的种子荚还会获得一个下列额外效果。1级起,他的种子荚如同叶莱西一样能使目标耳聋1轮。2级起,它如同真菌莱西一样能降低目标的视野至10尺,持续1分钟(除非目标消耗整轮动作从他的眼中清理孢子)。5级起,它如同葫芦莱西一样能使目标纠缠2d4轮(除非目标以同样DC成功通过力量检定或脱逃检定提早破开藤蔓)[注:按葫芦莱西说明此为整轮动作]。8级起,它如同捕蝇草莱西的唾沫一样能使目标恶心标1d4轮。10级起,它如同海草莱西的喷水一样能使目标目盲至目标下轮结束为止。

此能力取代炼金炸弹,用毒,毒性抗力,毒性免疫。




引用
植语者(Plant Speaker)(吟游诗人)
出自《Ultimate Wilderness pg. 22》
  植语者利用自己树语者种族特性和她们喜爱讲述故事的天性创造一种出充满深刻隐喻和寓言,而不是着重具体细节与详尽事实的艺术形式。

吟游表演(Bardic Performance):植树语者获得下列吟游表演。

引用
莱西讲述者(Leshy Speaker,Su):在9级时,植语者能够可以对他的无实体同胞们,即成为莱西前的自然精魂,进行演讲。她花费7轮吟游表演和10分钟进行表演,获得如同问道自然一般的效果

该能力取代提振战力。


植物演说(Plant Speech):植语者的具有影响心灵效果的诗人法术和职业能力能够忽略植物在植物免疫特性中所具有的对影响心灵效果的免疫,以此对植物生效。在2级时,植语者可以使用植物交谈种族特性与所有植物进行交流,而不仅仅是符合她特定形态的植物。

此能力取代逸闻知识和通晓音律。

神秘寓言(Mystical Allegory ,Su):

5级时,植语者能根据目前状况的部分主题讲出一则故事以获得洞察力,在花费4轮吟游表演和1分钟后获得如同占卜术一般的效果。11级时,她可以花费7轮吟游表演和10分钟获得如同预言术一般的效果。15级时,她可以在花费10轮吟游表演和1小时获得如同通晓传奇一般的效果,但获得的这些信息往往是模糊且片面的。

此能力取代博学。

引述: 莱西子域
莱西(Leshy)子域
你对这些自然精魂的小小化身有着一种强烈的联系。
    关联领域:植物
    关联宗教:哥兹莱,苍翠誓约*
    替代神授力量:下列神授力量取代了植物领域的【木拳】。
    莱西呼唤者(Leshy Caller, Sp):你可以自发地将你的任何一个领域法术转换为同环级或更低的一个召唤自然盟友,至高为召唤自然盟友 VII。如此,你必须使用此法术召唤一或更多名莱西。将叶莱西葫芦莱西真菌莱西海草莱西莲花莱西加入你的召唤自然盟友 I, II, III, IV和V的列表中【译注:被遗忘的捕蝇草莱西在角落哭泣】。在创造莱西(见B3 176页)时你自己视作一名植物生物。
    以一个标准动作,你可以令30尺内的一名莱西在直到你的下一轮之前的下一次攻击检定中获得+4神圣加值。你每天可以使用该能力的次数等同于3+感知调整值。
    替代领域法术:1环-树化术;5环-问道自然


引用
莱西操念使(Plant Speaker)(操念使)
出自《Ultimate Wilderness pg. 23》
  在所有追寻操念使道路的生物中,只有莱西操念使是由植物物质和自然精魂组成的。这些奇特的生物拥有其他操念使所不了解的远古力量。

莱西元素(Leshy Element):莱西操念使必须选择木元素(见58页)作为主要元素和她的元素扩展。她必须选择木袭作为首个简易念袭,选择正能量念袭作为第二个简易念袭。6级时,她获得草木之语(green tongue)作为一个奖励通用原力,并忽视先决条件。7级时,当她首次获得正能量念袭时,她获得念力医者和光合注能UW(见后文)用以替代她的一个3级或更弱的同一元素下的额外原力。她的念力医者原力在治疗植物生物时,每骰额外为其治疗1点HP。9级时,她选择并获得一个3级或更弱的额外原力。10级时,她获得高等草木之语作为一个奖励通用原力,并忽视先决条件。

该能力改变了元素和元素扩展,并取代了6级、10级的通用原力和极效超念(Metakinesis)。


基础莱西操念(Basic Leshykinesis,Su):一名藤蔓莱西莱西操念使可以使用她的基础莱西念袭令其在她的藤蔓形态下以10尺基础速度和10尺攀爬速度进行移动。这些藤蔓在决定念袭瞄准与凝聚时,视作一个可卷曲的肢体。由GM决定,该能力或许可应用于那些植物形态下并不植根于地面(即使如此,她们也可能具有能用于念袭瞄准的树枝)的其它类型莱西的莱西操念使。

此能力改变了基础木念力。

光合储念(Photosynthetic Buffer):莱西操念运用来自太阳的光合能量注满储念器,而不是用内在能量。每日一次,她可以在植物形态下花费一小时静止不动地沐浴阳光来充满她的储念器。然而,她不能通过承受超载的方式填注储念器,她的储念器会在她的超载被移除时清空。她不能通过任何能力使得她储念器所能承载的超载上限增加。

此能力改变了储念器。

苍翠复苏(Green Rebirth, Su):20级时,莱西操念使与第一世界的远古伟力形成联系。当她的苍翠爆裂能力激活时,她对该区域内盟友及植物生物产生的治疗会如同极效版的念力医者能力一般,而不是1d8。在24小时后,一株在该区域内生长的植物会重新承载莱西操念使的精魂,令其不受任何惩罚地重生。只有在24小时内清除掉受该青翠保留影响的区域内新长出的所有植物才能阻止她以此方式复活。

此能力取代万力全能。


引用
光合注能(Photokinetic Infusion,操念使注能原力)
莱西操念使自动了解以下注能,任何种族的木操念使都能选择该注能。
光合注能
元素:木;类型:性质注能;等级 1;超载 1
先决条件:正能量念袭(positive blast)
关联念袭:正能量
豁免:
你的念袭能用光对活物造成伤害。该念袭对不死生物造成正常伤害,对活物造成最低伤害(每个D6造成1点,无法通过9级的超念增加)。尤其是对日光易伤的不死生物,诸如吸血鬼,会在受到该注能念袭时根据每个伤害骰额外受到1点伤害。




藤蔓莱西装备
藤蔓莱西拥有获取以下装备的渠道。

驱兽剂(Animal repellent)
价格: 15GP; 重量:-
莱西和其他植物必须提防那些饥饿的食草动物。一剂驱兽剂会使一种植物在24小时内散发出不讨人喜欢的气味。只要还有其他食物来源,动物们就不会试图食用涂有驱兽剂的植物生物;在战斗中,如果可能的话,它们更愿意使用啮咬以外天武对这些植物进行攻击。驱兽剂视作一种强烈的气味,能让具有灵敏嗅觉的生物能在更大的范围内侦测到它(B1 304页)。制作此物品需要一个成功的DC 20工艺(炼金术)检定。

强固肥料(Fortifying fertilizer)
价格: 120GP; 重量:2 磅
这种炼金术肥料能促进植物生长。作为一个标准动作,植物生物可以通过在身上涂抹这种肥料来吸收它,以此根据每一个生命骰获得1点临时生命值;这些临时生命值持续1小时。一个植物生物每24小时只能受益于一剂强固肥料。制作此物品需要成功通过一次DC 25工艺(炼金术)检定。

藤蔓莱西专长
藤蔓莱西可以获得以下专长。

攀爬藤蔓(Climbing Vine)
你可以像藤蔓一般在所有生物周围环绕。
先决条件:力量13,藤蔓莱西
好处:你获得10尺的攀爬速度。如果你已经具有天生的攀爬速度,那么你的攀爬速度增加10尺。你可多次选取本专长,但你的攀爬速度永远无法超过你的基本速度。

葛藤绞(Kudzu Grappler)

你像葛藤一般环绕着所有被你擒抱的生物,遮挡住他们的视线。
先决条件:敏捷13,精通擒抱,精徒手打击,高等情报,BAB +6,藤蔓莱西
好处:当你成功通过一次用以维持擒抱的检定时,你在可以使用的动作列表中添加一个能使被擒抱的生物失明1轮的选项。

光合治疗(Photosynthetic Healing)

你可以利用阳光治愈自己。
先决条件:体质15,【变身】特性,藤蔓莱西
好处:你能够暂时地吸收太阳光用于治疗你的伤口。当你变身为植物形态时,只要你位于明亮的自然阳光光照环境下,你就可每日一次地用一个自由动作激活此能力以在接下来等同于你的HD数的轮数里获得1快速治疗。

反应式复原(Reactive Reversion)
你能够反应式地变回你的自然形态。
先决条件:敏捷13,【变身】特性,藤蔓莱西
好处:你可以在植物形态下以一个直觉动作使用自己的变身特性变回自然形态。
正常:藤蔓莱西可以以一个迅捷动作来切换变身的不同形态。


藤蔓莱西
藤蔓莱西喜欢以下这些奇物。

瓶装阳光(Bottled Sunlight)
灵光:微弱塑能系;施法者等级:1级
位置:无;价格:200gp;重量:—
    这个不透明的球体含有阳光的蒸馏精华。每天一次,以一个命令字可以使它释放一小瓶阳光,在它所处的方格上产生持续一个小时的强光,在此期间它提供足够的能量来满足单一植物生物的日常营养需求。在小瓶所处的方格内,散发出光线视作自然阳光。如果瓶子进入一个对阳光有易伤的不死生物所处的方格,该生物可以尝试一次DC11的意志豁免;如果成功,瓶中光芒会立即熄灭。只要这个小瓶位于该生物所在的方格内,他就可以每轮尝试一次新的豁免检定,但这种阳光的强度不足以伤害对阳光敏感的生物。打碎瓶子会熄灭它的光。小瓶的硬度为2,具有5HP。在这个球体释放了50瓶阳光之后,它就失去了它的魔力。
制造条件:制造奇物,昼明术
制造成本:4500gp

微风蒲公英(Breezeblown Dandelion)
灵光:昏暗变化系;施法者等级:3级
位置:无;价格:10000gp;重量:5磅
    这种宽茎灌木分枝成几十朵超大的蒲公英花。一个体重小于50磅的生物可以用一个移动动作使用一朵花作来减缓他下降速度,每轮减少10英尺。当她慢下来的时候,花也把她裹挟向风的方向。微风载着她飘离10英尺,常风载着她飘离20英尺,强风载着她飘离50英尺,烈风载着她飘离100英尺(CRB 439页)。如果一朵花暴露在风暴强度或更大的风中,它所有的种子都会立刻被吹走,蒲公英也不会提供更多的好处。4分钟后或持有者落地后(以先发生者为准),该增益也会终止。
    这种植物在春季期间持续13周的生长期内每天都会长出一个蒲公英,一株最多可长出20个蒲公英。与许多魔法植物不同,微风蒲公英蓬松的花朵在使用前一直有效。
制造条件:培育魔法植物(Cultivate Magic Plants),滑翔术(glide)
制造成本:5000gp

缩水莓果(Shrinking Berries)
灵光:微弱变化系;施法者等级:5级
位置:无;价格:300gp;重量
    这些莓果会使吃下它的生物变成更小、更不危险的样子,如同动物萌化UC一般(强韧DC 14取消),除了其他生物不需要在攻击被转化的萌物时需要进行意志豁免,该效果持续24小时。这些莓果可以隐藏在肉肉食或其他动物饮食的典型食物。
制造条件:制造奇物,动物萌化UC
制造成本:150gp

藤蔓莱西法术
藤蔓莱西可以获得以下法术。

抓握藤蔓(Grasping Vine)
学派:变化系
等级:炼金术士 2,德鲁伊 2,秘学士 2, 游侠 2,萨满 2, 术士/法师 2,女巫 2
施法时间:标准动作
成分:语言,姿势
范围:个人
目标:你自己
持续时间:1分钟/等级(可解消)
    你使一根细长的藤蔓从你的身体中发芽,通常是从你的胸口中心或伸出的手掌。以一个标准动作,你可以指挥藤蔓末端移动到你20英尺范围内的任何一个方格,并执行以下任务之一:在藤蔓生长后施放一个触摸咒语、捡起一个重量不超过20磅的无人看管的物体、将一个持有的物体交给另一个生物、以-2罚值的解除装置检定尝试解除一个陷阱或锁,或者执行GM认为合理的任何其他任务。这些藤蔓不威胁任何方格,也不能发起借机攻击或持握武器。


莱西集群(Leshy Swarm)
学派:咒法系(召唤)
等级:吟游诗人 3,德鲁伊 3,术士/法师 3,女巫 3,召唤师 3
施法时间:1轮
成分:语言,姿势,材料/法器(一捧种子)
范围:近距(25尺+5尺/2级)
效果:10尺见方的莱西集群
持续时间:1轮/等级
豁免:无
法术抗力:否
    你召唤附近的自然之灵,赋予她们临时的植物躯壳。这些生物和莱西很相似,但只有超小型并且头脑简单。该集群使用鼠群的数据,除了她们不携带疾病且没有灵敏嗅觉能力。莱西集群有60英尺的黑暗视觉,对电、影响心灵效果、麻痹、毒素、变形、睡眠效果、音波和震慑免疫。
    你可以通过花费一个标准动作来通过该法术传达你的要求,或者花费一个移动动作(如果你能和只懂德鲁伊语和木族语的生物说话的话)来引导莱西集群沿着你选择的路径以它的速度移动。莱西们因为突然占据的新躯体而糊里糊涂的【译注:此处提及confused一词,但个人认为仅为描述用语】,她们会认为由你引导她们而接近的几乎任何生物都是一种威胁。她们会攻击她们占据区域内的所有生物,除了你和其他植物类型的生物。




剧透 -  原文:
Vine leshys are born by ritual, called forth when a druid channels a nature spirit into a plant’s form. The nature spirit that answers the call for a vine leshy creation ritual is always one that has keenly felt the influence of mortal beings. Compared to other leshys, vine leshys have an easier time relating to non-plant creatures and a deeper sense of curiosity about the wonders of the natural world beyond those plants closely related to them, as well as a fascination with the societies of humans and other creatures.

Physical Description: A vine leshy’s body is made of masses of twisted vines and leaves, sometimes incorporating flowers and fruits as well. Their appearance is mostly determined by the species of vine used in their creation, but most have a large cluster of leaves that forms a face with round eyes, a small mouth, and no visible nose.

Society: Because of their ritual-based genesis, vine leshys do not have a traditional family structure. They form strong friendships with those who accompany them on explorations or who assist them in protecting a natural site. Unlike most leshys, vine leshys usually feel a strong desire to seek out the one who created them. They see their creators as friends and allies rather than as parents.

While most leshys devote themselves to protecting a particular ward for long stretches of time, vine leshys are far more likely to travel and explore, stopping to care for many different wards for short periods throughout their lifetime. Vine leshys love storytelling, but they place more importance on the meaning and message of the story than the details, both because they can’t always remember the details and because they find many details to be unnecessary. A story that has passed through several vine leshys is likely to undergo significant changes in characters and setting but usually retains its core message.

Relations: Vine leshys are interested in learning about the cultures of many other races. Their initial attitudes when they encounter new races are based on biases from the nature spirit’s past incarnations, but they evolve over time through the leshy’s experiences. In unfamiliar situations, vine leshys prefer to blend in with vegetation to observe before venturing out and introducing themselves.

Consistent with the plant species from which they derive their bodies, vine leshys recognize a spectrum of genders. Some vine leshys are exclusively female or male, while many vine leshys are both. The biological features of a leshy’s flowers do not necessarily indicate its gender, as the nature spirit that inhabits the leshy plays a strong role in determining the leshy’s identity.

Vine leshys have an unusual relationship with other leshys, for unlike standard leshys, vine leshys are not grown to be servants. They are free-willed and individualistic creatures. Whether or not an individual vine leshy views the servitude other leshys endure as akin to slavery or as something more like an honorable tradition of service to a powerful druid depends on the vine leshy’s opinion and alignment. While it’s unusual for a vine leshy to take on another leshy as a minion in the traditional way, it’s not unusual to see vine leshys take on sponsorship of a sort over other leshys, treating them almost as adopted children or wayward exiles in need of guidance and protection from those who would force their servitude.

Alignment and Religion: Vine leshys see themselves as part of the ancient cycle of nature. They care for their friends and any natural areas under their care, but rarely feel compelled toward either charity or malice. Most vine leshys are truly neutral, and they almost always have at least one neutral aspect to their alignments. Religion is not particularly important to vine leshys. Those who do find faith tend toward worship of Gozreh, a green man (Pathfinder RPG Bestiary 6 152), or one of the Eldest of the First World (see page 130), but the Green Faith is the most common philosophy followed by vine leshys.

Adventurers: Like most leshys, vine leshys typically do not fear death. They know that if their bodies die, their spirits will return to the natural world and may someday find themselves in new bodies. This lack of fear combined with their curiosity leads them to take risks. However, they typically avoid excessively dangerous activities, as they would rather gather a story from their adventures to tell later. Vine leshys gravitate toward classes that let them use their connection to nature, such as druid and ranger.

Names: Vine leshys’ names change throughout their lives. A young vine leshy typically names herself after her physical characteristics or a natural feature that she particularly enjoys. As vine leshys age, they modify their names to better reflect their personality and experiences. A leshy may even have several names that she cycles among, such as one name for each season. Most vine leshys select names that are at least two words long. Example vine leshy names include Burbling Waterfall, Lovely Triple Leaves, Masterful Sun Drinker, Snowy Pine Branches, Verdant Taleweaver, and Vibrant Tree Climber.

Vine Leshy Racial Traits
+2 Constitution, +2 Wisdom, –2 Intelligence: Vine leshys are hardy and insightful, but sometimes forgetful.
Leshy: Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.
Small: Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Vine leshys have a base speed of 20 feet.
Darkvision: Vine leshys can see in the dark up to 60 feet.
Low-Light Vision: Vine leshys can see twice as far as humans under conditions of dim light.
Pass without Trace: Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd).
Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.
Plantspeech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.
Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.
Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.
Climber: Vine leshys gain a +2 racial bonus on Climb checks.
Languages: Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.

Vine Leshy Alternate Racial Traits
Replaces Pass Without Trace
[PFS Legal] Grapevine
Source Ultimate Wilderness pg. 21
A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level.

This replaces pass without trace.
Replaces Ability Scores
[PFS Legal] Agile
Source Ultimate Wilderness pg. 21
Agile vine leshys are quicker but less tough than a typical vine leshy. Replace the leshy’s +2 racial bonus to Constitution with a +2 racial bonus to Dexterity.

This alters the vine leshy’s ability scores.
Replaces Change Shape, Verdant Burst
[PFS Legal] Lashvine
Source Wilderness Origins pg. 14
Some vine leshys can sprout whip-like appendages. These individuals gain proficiency with whips and scorpion whips. As a free action, the vine leshy can turn one hand into a lashvine. A lashvine is a primary natural attack that deals 1d3 points of bludgeoning damage. A lashvine cannot hold items, wield weapons, or perform fine manipulation.

This replaces change shape and verdant burst.
Replaces Climber, Plantspeech, Unassuming Foliage
[PFS Legal] Seasoned Spirit
Source Wilderness Origins pg. 14
Long-lived vine leshys are less flexible, but they have established stronger bonds with the natural world. These leshys can spend an hour in concentration to cast speak with plants as a spell-like ability with a caster level equal to their character level.

This alters plantspeech and replaces climber and unassuming foliage.
Replaces Climber; Unassuming Foliage
[PFS Legal] Swamp Leshy
Source Ultimate Wilderness pg. 21
Some vine leshys are made from plants that naturally grow in swamps. These leshys gain a +2 racial bonus on Swim checks and a +4 racial bonus on Stealth checks in swamps.

This replaces climber and alters unassuming foliage.
Replaces Darkvision, Low-Light Vision
[PFS Legal] Writing Eye
Source Wilderness Origins pg. 14
Some vine leshys can grow thin vines that serve as sensory organs. Growing or controlling the vine is a full-round action that provokes attacks of opportunity. The vine can extend up to 15 feet and is small enough to pass through a keyhole. A leshy can perceive, using all of her senses, within 20 feet of the vine’s tip.

This replaces darkvision and low-light vision.
Replaces Pass without Trace, Plantspeech
[PFS Legal] Curosity
Source Wilderness Origins pg. 14
Vine leshys bearing gregarious spirits are more suited to learn about other cultures. They always treat Diplomacy and Linguistics as class skills, and they gain a +2 racial bonus on Diplomacy and Linguistics checks.

This replaces pass without trace and plantspeech.
Replaces Plantspeech; Change Shape
[PFS Legal] Poisonous
Source Ultimate Wilderness pg. 21
Vine leshys made from poison ivy vines carry natural poison in their bodies. As a swift action, the leshy can imbue its vines with this irritating substance. The next time the leshy hits a creature with an unarmed strike, the creature is affected by the following poison.

Vine Leshy Toxin: Unarmed strike—injury; save Fort DC 10 + half the vine leshy’s Hit Dice + the leshy’s Constitution modifier; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

The leshy can use this ability a number of times per day equal to its Constitution modifier (minimum 1). A vine leshy is immune to its own poison, but not to those of other vine leshys.

This replaces plantspeech and change shape.
Vine Leshy Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Vine Leshys have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Vine Leshys who have the listed favored class.

[PFS Legal] Alchemist (Ultimate Wilderness pg. 21): Add 1/4 to the alchemist’s natural armor bonus when using his mutagen.
[PFS Legal] Bard (Ultimate Wilderness pg. 21): Add a +1/3 bonus to Perform (oratory) checks, including checks using versatile performance, as long as the bard first spends at least 10 minutes telling a story.
[PFS Legal] Druid (Ultimate Wilderness pg. 21): Add a +1/2 bonus to the druid’s wild empathy or plant empathy checks.
[PFS Legal] Kineticist (Ultimate Wilderness pg. 21): Gain 1/5 of the Extra Wild Talent feat. This feat must be spent on a wood-element talent.
[PFS Legal] Oracle (Ultimate Wilderness pg. 21): An oracle with the nature or wood mystery adds one spell from the druid’s spell list that isn’t on the cleric spell list to the oracle’s spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the oracle can cast.
[PFS Legal] Ranger (Ultimate Wilderness pg. 22): Add a +1/2 bonus to Knowledge (nature) checks in the ranger’s favored terrain.
[PFS Legal] Rogue (Ultimate Wilderness pg. 22): Add a +1/2 bonus to Climb checks and on Stealth checks in forests.
[PFS Legal] Shaman (Ultimate Wilderness pg. 22): Shamans with the nature or wood spirit add one spell from the druid’s spell list that isn’t on the shaman spell list to the shaman’s spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the shaman can cast.
Shifter (Wilderness Origins pg. 8): Add a +1 bonus on Knowledge (nature) checks relating to plants.

Growing a Vine Leshy
Vine leshys grow best in areas where they can receive ample sunlight. After a vine leshy sprouts, the leshy’s creator must use a sturdy tree, trellis, or other support to guide it as it grows. For more information about growing leshys, see page 176 of Pathfinder RPG Bestiary 3.
VINE LESHY
CL 5th; Price 1,500 gp
RITUAL
Requirements Knowledge (nature) 5 ranks, entangle,plant growth, summon nature’s ally I; Skill Knowledge (nature) DC 13; Cost 750 gp

VINE LESHY ARCHETYPES AND CLASS FEATURES
The following archetypes and class features are available to vine leshys, as well as to other characters with the leshy subtype. Leshys can also take the treesinger druid archetype (Pathfinder RPG Advanced Race Guide 25) even though they are not elves. The leshy subdomain is available to non-leshy druids as well as clerics who worship a deity that grants it.

Herbalist
Source Ultimate Wilderness pg. 22
Vine leshys who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own.

Herbalism (Su): An herbalist’s studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs (see page 152). An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.

This alters alchemy and the alchemist’s key ability score.

Natural Magic: An herbalist’s study of the leshy spirit grants him access to natural magic that eludes other alchemists. Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.

This replaces Throw Anything.

Seedpods (Su): An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create a number of seedpods each day equal to his alchemist level + his Wisdom modifier and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier). At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy. At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy. At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy. At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy. At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.

This replaces bombs, poison use, poison resistance, and poison immunity.

Plant Speaker
Source Ultimate Wilderness pg. 22
Plant speakers build upon their racial plantspeech ability and their storytelling tendencies to create an art form full of deep metaphors and allegory rather than specific details and facts.

Bardic Performance: Plant speakers gain the following bardic performance.

Leshy Speaker (Su): At 9th level, the plant speaker can speak to its disembodied brethren, the spirits of nature that become leshys. He performs for 10 minutes and spends 7 rounds of bardic performance to gain the effects of commune with nature.

This replaces inspire greatness.

Plant Speech: A plant speaker’s mind-affecting bard spells and class abilities also affect plants, ignoring plants’ immunity to mind-affecting effects. At 2nd level, a plant speaker’s racial plantspeech allows him to communicate with all plants, not just plants that match his alternate form.

This replaces bardic knowledge and well-versed.

Mystical Allegory (Su): At 5th level, the plant speaker can tell a story that matches some of the themes of the current situation in order to gain insight, gaining the effects of augury by performing for 1 minute and spending 4 rounds of bardic performance. At 11th level, he can perform for 10 minutes and spend 7 rounds of bardic performance to gain the effects of divination. At 17th level, he can perform for 1 hour and spend 10 rounds of bardic performance to gain the effects of legend lore, but the information is always vague and incomplete.

This replaces lore master.

Leshy Subdomain
You have a strong connection to these little manifestations of nature spirits.
Associated Domain: Plant.
Associated Religions: Gozreh, Green Faith*.
Replacement Power: The following granted power replaces the wooden fist power of the Plant domain.
Leshy Caller (Sp): You can spontaneously swap out any of your domain spells for a summon nature’s ally spell of the same level or lower, to a maximum of summon nature’s ally VII. If you do, you must use the spell to summon one or more leshys. Add leaf leshy B3 , gourd leshy B3 , fungus leshy B3 , seaweed leshy B3 , and lotus leshy B5 to your summon nature’s ally I, II, III, IV, and V lists, respectively. You count as a plant creature for the purpose of creating leshys (Pathfinder RPG Bestiary 3 176).
As a standard action, you can grant a single leshy within 30 feet a +4 sacred bonus on its next attack roll before the start of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—tree shape, 5th—commune with nature.

Leshykineticist
Source Ultimate Wilderness pg. 23
Of all those who pursue the path of a kineticist, only leshykineticists are both made of plant matter and born of nature spirits. These curious creatures wield ancient powers unknown to any other kineticists.

Leshy Element: A leshykineticist must select the wood element (see page 58) as her primary element and for both her expanded elements. She must choose wood blast as her first simple blast and positive blast as her second simple blast. At 6th level, she gains green tongue as a bonus utility wild talent, ignoring its prerequisites. At 7th level, when she first gains positive blast, she gains kinetic healer and the photokinetic infusion instead of the extra wild talent of 3rd level or lower for expanding in the same element. Her kinetic healer wild talent restores 1 extra hit point per die when healing plant creatures. At 9th level, she gains an extra wild talent of 3rd level or lower of her choice. At 10th level, she gains greater green tongue as a bonus utility wild talent, ignoring its prerequisites.

This alters element and expanded element, and replaces the 6th- and 10th-level utility wild talents and maximize metakinesis.

Basic Leshykinesis (Su): A vine leshy leshykineticist can use her basic phytokinesis to move while in her alternate vine form, with a base speed of 10 feet and a climb speed of 10 feet. The vine counts as a prehensile appendage for the purpose of aiming kinetic blasts and gathering power. At the GM’s discretion, this ability might apply to leshykineticists of other leshy varieties as long as their alternate forms aren’t rooted to the ground (and even then, they might be able to use something like a branch to aim kinetic blasts).

This alters basic phytokinesis.

Photosynthetic Buffer: A leshykineticist fills her buffer with energy photosynthesized from sunlight, rather than from internal energy. Once per day, she can spend 1 hour motionless in her alternate plant form soaking in sunlight to fill her internal buffer. However, she can’t fill her internal buffer by accepting burn, and her internal buffer becomes empty whenever her burn is removed. She can’t benefit from any abilities that increase the maximum burn her buffer can hold.

This alters internal buffer.

Green Rebirth (Su): At 20th level, a leshykineticist taps into the ancient power of the First World. When her verdant burst ability activates, it heals all allies and plant creatures in the area as if by a maximized version of her kinetic healer ability, rather than only 1d8 hit points. After 24 hours, one of the plants that grew in the area serves as a vessel for the leshykineticist’s spirit again, allowing her to return to life without penalty. Killing all the new plants that grew from her verdant burst within 24 hours prevents her from reviving in this way.

This replaces omnikinesis.

Photokinetic Infusion
(Kineticist Infusion Wild Talent)
Leshykineticists learn the following infusion automatically, but phytokineticists (see page 58) of all races can select it as a infusion.
PHOTOKINETIC INFUSION
Element wood; Type substance infusion; Level 1; Burn 1
Prerequisite positive blast
Associated Blasts positive
Saving Throw none
Your blast damages living creatures with light. This deals normal damage to undead creatures but also deals minimum damage (1 point of damage per d6, can’t be increased by the 9th-level improvement to metakinesis) to living creatures. Undead creatures that are particularly vulnerable to sunlight, such as vampires, take 1 extra point of damage per die from the infused blast.

VINE LESHY EQUIPMENT
Vine leshys have access to the following equipment.
ANIMAL REPELLENT
PRICE 15 GP
WEIGHT —
Leshys and other plant creatures have to be wary of hungry herbivorous animals. A dose of animal repellent makes a plant creature smell unappetizing for 24 hours. Animals do not attempt to consume a plant creature coated in animal repellent if there are other food sources available, and in combat prefer to use natural attacks that are not bite attacks against such a creature if they can. Animal repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (Pathfinder RPG Bestiary 304). Animal repellent does not work on ghorans with the delicious racial trait. Crafting this item requires a successful DC 20 Craft (alchemy) check.

FORTIFYING FERTILIZER
PRICE 120 GP
WEIGHT 2 lbs.
This alchemical fertilizer boosts the growth of plants. As a standard action, a plant creature can absorb the fertilizer by rubbing it on its body in order to gain 1 temporary hit point per Hit Die; these temporary hit points last for 1 hour. A plant creature can only benefit from 1 dose of fortifying fertilizer every 24 hours. Crafting this item requires a successful DC 25 Craft (alchemy) check.

VINE LESHY FEATS
Vine leshys have access to the following feats.
Climbing Vine
You can climb like a vine.
Prerequisites: Str 13, vine leshy.
Benefit: You gain a climb speed of 10 feet. If you already have a natural climb speed, your climb speed increases by 10 feet. You can take this feat multiple times, but your climb speed can never exceed your base speed.

Kudzu Grappler
You climb all over creatures you’re grappling like kudzu, blocking their vision.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike, Greater Grapple, base attack bonus +6, vine leshy.
Benefit: You add an option to blind the grappled creature for 1 round to the list of actions you can take when you succeed at a check to maintain a grapple.

Photosynthetic Healing
You can heal yourself using sunlight.
Prerequisites: Con 15, change shape ability, leshy subtype.
Benefit: You can temporarily draw energy from the sun to heal your wounds. Once per day while you are using change shape to assume a plant form, you can activate this ability as a free action to gain fast healing 1 for a number of rounds equal to your Hit Dice, as long as you are in an area of bright, natural sunlight.
When you rest in plant form in bright, natural sunlight, you are healed of twice the normal amount of hit point damage and ability score damage.

Reactive Reversion
You can reactively change back to your natural form.
Prerequisites: Dex 13, change shape ability, leshy subtype.
Benefit: You can shift from your alternate form to your
natural form as an immediate action using change shape.
Normal: Leshys can shift between forms as a swift action
using change shape.

VINE LESHY MAGIC ITEMS
Vine leshys favor the following magic items.
BOTTLED SUNLIGHT
PRICE
200 GP
SLOT none CL 1st WEIGHT —
AURA weak evocation
This opaque orb contains the distilled essence of sunlight. On command up to once per day, it releases a small vial of sunlight that produces a bright light in its square for 1 hour, during which time it provides enough energy to satisfy a single plant creature’s daily nourishment requirements. The light counts as natural sunlight in the square containing the vial. If the vial enters the square of an undead creature with a weakness to sunlight, the creature can attempt a DC 11 Will save; if it succeeds, the vial is instantly extinguished. The creature can attempt this saving throw each round the vial remains in its square, but the sunlight isn’t strong enough to actually damage creatures susceptible to sunlight. Shattering the vial extinguishes its light. A vial has hardness 2 and 5 hit points. After the orb has released 50 vials of sunlight, it loses its magical properties.
CONSTRUCTION REQUIREMENTS COST 100 GP
Craft Wondrous Item, daylight

BREEZEBLOWN DANDELION
PRICE
10,000 GP
SLOT none CL 3rd WEIGHT 5 lbs.
AURA weak transmutation
This broad-stalked shrub branches into dozens of oversized dandelion flowers. A Small or smaller creature weighing less than 50 pounds can use a flower as a move action to slow her fall to a rate of 10 feet per round. While she is so slowed, the flower also carries her in the direction of the wind. Light winds carry her 10 feet, moderate winds carry her 20 feet, strong winds carry her 50 feet, and severe winds carry her 100 feet (Pathfinder RPG Core Rulebook 439). If a flower is exposed to winds of windstorm strength or greater, all of its seeds immediately blow away and the dandelion provides no further benefit. The benefits also end after 4 minutes or once the bearer hits the ground, whichever comes first.
The plant produces one dandelion every day during its 13-week growing period during the spring, to a maximum of 20 dandelions at any one time. Unlike many magical plants, the fluffy blooms of the breezeblown dandelion remain potent until used.

SHRINKING BERRIES
PRICE
300 GP
SLOT none CL 5th WEIGHT —
AURA weak transmutation
These berries cause animals that eat them to transform into smaller and far less dangerous versions of themselves, as per the spell pup shape UC (Fortitude DC 14 negates), except other creatures do not need to attempt Will saves to attack the transformed animal and the effect lasts for 24 hours. These berries can be concealed in meat or other typical foods of an animal’s diet.
CONSTRUCTION REQUIREMENTS COST 150 GP
Craft Wondrous Item, pup shape UC

VINE LESHY SPELLS
Vine leshys have access to the following spells.
GRASPING VINE
School transmutation; Level alchemist 2, druid 2, occultist 2,
ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
You cause a long, thin vine to sprout from your body—typically from the center of your chest or from the palm of an outstretched hand. As a standard action, you can direct the end of the vine to move to any square within 20 feet of you and perform one of the following tasks: deliver a touch spell that you cast after the vine has grown, pick up an unattended object weighing 20 pounds or less, give a held object to another creature, attempt to disable a trap or lock using your Disable Device modifier with a –2 penalty, or perform any other task that the GM deems reasonable. The vine does not threaten squares and cannot make attacks of opportunity, nor can it wield weapons.

LESHY SWARM
School conjuration (summoning); Level bard 3, druid 3, sorcerer/
wizard 3, summoner 3
Casting Time 1 round
Components V, S, M/DF (a bundle of seeds)
Range close (25 ft. + 5 ft./2 levels)
Effect 10-ft.-square swarm of leshys
Duration 1 round/level
Saving Throw none; Spell Resistance no
  You call out to nearby nature spirits and grant them temporary plant bodies. These creatures are similar to leshys, except they are Tiny and far more simpleminded. The swarm uses the statistics for a rat swarm, except it does not carry a disease or have scent. The leshy swarm has darkvision with a range of 60 feet and is immune to electricity, mind-affecting effects, paralysis, poison, polymorph, sleep effects, sonic, and stunning.
  You can direct the leshy swarm to move up to its speed
along a path for your choice by spending a standard action to
communicate your desires through the spell, or by spending a
move action if you can speak to creatures that understand only
Druidic and Sylvan. The leshys are confused by their sudden
possession of new bodies and assume that nearly any creature
you direct them toward is a threat. They attack all creatures
within their area except for you and other creatures with the
plant type.



看PF2那边都翻了,1版这边居然没有,随手翻掉  :em021
« 上次编辑: 2021-06-01, 周二 20:42:52 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

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Re: 【UW】玩家可用种族:藤蔓莱西(Vine Leshy)(施工中)
« 回帖 #1 于: 2021-03-30, 周二 10:14:08 »
原来未有人动这个吗?

Green Faith一般译作苍翠誓约吧
« 上次编辑: 2021-03-30, 周二 10:16:11 由 犬良人 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【UW】玩家可用种族:藤蔓莱西(Vine Leshy)(施工中)
« 回帖 #2 于: 2021-03-30, 周二 17:25:19 »
感觉可以创造一个触手类角色?

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Re: 【UW】玩家可用种族:藤蔓莱西(Vine Leshy)(施工中)
« 回帖 #3 于: 2021-03-31, 周三 09:53:18 »
前两天才看到群里说要翻,现在就放出来了。楼主神速啊

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Re: 【UW】玩家可用种族:藤蔓莱西(Vine Leshy)(施工中)
« 回帖 #4 于: 2021-03-31, 周三 10:16:29 »
莱西(Leshy)子域
你对这些自然精魂的小小化身有着一种强烈的联系。
    关联领域:植物
    关联宗教:哥兹莱,苍翠誓约*
    替代神授力量:下列神授力量取代了植物领域的【木拳】。
    莱西呼唤者(Leshy Caller, Sp):你可以自发地将你的任何一个领域法术转换为同环级或更低的一个召唤自然盟友,至高为召唤自然盟友 VII。如此,你必须使用此法术召唤一或更多名莱西。将叶莱西、葫芦莱西、真菌莱西、海草莱西和莲花莱西加入你的召唤自然盟友 I, II, III, IV和V的列表中【译注:被遗忘的捕蝇草莱西在角落哭泣】。在创造莱西(见B3 176页)时你自己视作一名植物生物。
    以一个标准动作,你可以令30尺内的一名莱西在直到你的下一轮之前的下一次攻击检定中获得+4神圣加值。你每天可以使用该能力的次数等同于3+感知调整值。
    替代领域法术:1环-树化术;5环-问道自然


捕蝇草莱西可以玩合体变形,怎么可能允许召唤。。。。。
人在动,天在看,一轮万动留祸患,众生皆为先攻来,乱插动作忘前缘

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Re: 【UW】玩家可用种族:藤蔓莱西(Vine Leshy)
« 回帖 #5 于: 2024-01-18, 周四 13:56:10 »
瓶装阳光(Bottled Sunlight)

制造成本应该是100GP
《艾伯伦夜航船》
昔有一武僧,与一龙纹后裔同宿夜航船。龙纹人高谈阔论,僧畏慑,拳足而寝。僧人听其语有破绽,乃曰:“请问相公,费奥兰和索兰尼是一种龙纹、两种龙纹?”后裔曰:“是两种龙纹。”僧曰:“这等萨拉释克是一个种族、两个种族?”后裔曰:“自然是一个种族!”僧乃笑曰:“这等说起来,且待小僧伸伸脚。”