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« 于: 2019-01-08, 周二 21:34:10 »
已经乱成一团了…
« 上次编辑: 2021-07-03, 周六 11:02:12 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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 怪 物 
« 回帖 #1 于: 2019-02-27, 周三 10:47:15 »
剧透 -  缚魂构装(Soulbound Construct):
缚魂构装SOULBOUND CONSTRUCT
这个高耸的蝎子构装体的尾巴尖部有着超凡的能量,它的身体以超乎想象的速度运动。

缚魂歼灭机SOULBOUND ANNIHILATOR ROBOT CR 17
XP 102,400

绝对中立 巨型构装体(机体亚种)
先攻 +6;感官:120尺黑暗视觉,昏暗视觉,60尺颤动感知,觉察+22

防御能力

防御等级 32,接触 10,措手不及 29(+1偏斜,+2敏捷,+1闪避,+22天生,-4体型)
生命值 190(20d10+80),力能场(80hp,快速医疗16)
强韧 +8,反射 +8,意志 +5
防御属性:硬度10;免疫:寒冷,构装体特性;抗力:电击30,火焰30
弱点:易受心灵影响,重击易伤,电击易伤

进攻能力

速度 50尺,攀爬30尺,火箭推进器
近战:2爪抓 +28(2d6+12/19-20)
远程:2内置机关炮 +19(8d6/x4)
占据20尺;触及20尺
特殊攻击:全弹发射,死亡阵痛(DC14),电浆长枪,火力镇压
类法术能力(CL10;专注+14)
3/天——臭云术(DC17)
1/天——疫病术(DC18)

属性

力量 34,敏捷 15,体质 -,智力 18,感知 8,魅力 12
基本攻击加值 +20;CMB +36;CMD 49(57对抗摔绊)
专长:奥术打击B,寓守于攻,战斗反射,制造魔法武器与防具B,制造科技武器和护甲B,制造科技装置B,致命瞄准,闪避,擅长异种武器B(火器),强韧加强,精通重击(爪抓),精通先攻,灵活移动,抄写卷轴B,技能专攻(特技动作),技能专攻B(知识(工程)),技师B,健壮B,武器专攻(机关炮)
技能:特技动作 +28,攀爬 +20,手艺(构装机械)+15(+19在科技),威吓 +21,知识(奥秘,地理)+17,知识(工程)+23(+27在科技),语言学+8(+12在科技)觉察 +22,察言观色 +22,法术辨识+17
语言:机械语,邪灵语,通用语,龙语,哈利特语,炼狱语,兽人语
SQ 灵魂绑入,灵魂焦点

生态

环境:任何(纽梅利亚)
组织:单独
宝物:

缚魂构装是曾经活着的生物,将其灵魂绑定到作为其新身体的构装体宿主上。此示例中涉及的生物是科技联盟的队长(冒险之路89期,星陨之宫(Palace of Fallen Stars-钢神第5本)33页)和歼灭机(B5);这些条目中描述了此处略去的详细能力。

创建缚魂构装
缚魂构装是可以应用于构装体(以下称为宿主构装体)的获得模板;该模板从一个智力数值为4或更高(以下称为基础生物)的活体有形生物中获得了一些属性数据,该生物的灵魂包裹在一个灵魂焦点中。缚魂构装会使用所有宿主构装体的数据和特殊能力,除非此处另有说明。

CR:如果基础生物的生命骰为10个或更少,则宿主构装体的CR+1;如果基础生物具有11个或更多的生命骰,则宿主构造体的CR+2。
阵营:同基础生物
类型:缚魂构装获得基础生物具有的任何阵营亚种
AC:宿主构装体获得偏斜AC加值等于基础生物的魅力调整值。
弱点:缚魂构装保留宿主构装体所有的弱点,并获得了以下新弱点。
易受心灵影响Susceptible to Mind-Affecting Effects (Ex): 缚魂构装无法免疫影响心灵的效果。

特殊攻击:缚魂构装获得以下特殊攻击
类法术能力Spell-Like Abilities (Ex): 基于基础生物的HD,缚魂构装具有一个或多个基于阵营的类法术能力。如果基础生物的生命骰为1-4,缚魂构装可以每天施放下表中列出的阵营对应的第一个类法术能力每天一次。如果基础生物的HD为5-10,则它可以每天施放3次阵营对应的第一个类法术能力,第2个类法术能力每天一次。如果基础生物的HD为11-16,则它可以随意释放阵营对应的第一个类法术能力,每天3次第二个类法术能力,每天一次第3个类法术能力。如果基础生物具有17-20HD,它可以随意施展阵营对应的第一,第二个类法术能力,每天3次第三个类法术能力。这些能力的施法者等级等于基础生物的生命骰。这些能力的豁免DC取决于基础生物的智力,感知或魅力,以最高者为准。

属性:宿主构装体将其智力,感知,魅力属性替换为基础生物的对应属性。
技能:缚魂构装获得灵魂焦点中基于智力,感知和魅力的技能。如果宿主构造体已经具备这些技能中的任何一项,则在基础生物和宿主构造体之间选择较高的总加成。
专长:缚魂构装会获得基础生物的专长作为奖励专长。宿主构装体无法使用的功能不会以这种方式添加。

特殊能力:缚魂构装具有以下特性。
灵魂绑入Bind Soul (Su): 将灵魂焦点绑定到构装体的过程需要持续1d10天,目标构装体可以尝试进行意志豁免(DC=10+基础生物的生命骰/2+基础生物的智力、感知或魅力修正值,以最高者为准)以消除效果,无意识的构装体无法避免这种效果。
灵魂焦点Soul Focus (Su): 基础生物的灵魂生活在称为灵魂焦点的宝石中。只要灵魂焦点保持完整,一个缚魂构装便会获得此模板赋予的能力,并且会保留基础生物的个性,记忆和思想,以及其基础生物的心智属性,专长和基于心智属性的技能。它不会保留对这些技能的种族调整(如果有)。灵魂焦点的硬度为8,生命值为12,破坏的DC为20。

制造
缚魂构装的灵魂焦点是由每1基础生物生命骰1000gp的宝石制成的。要创建缚魂构装,首先要使用价值10,000gp的法术材料成分在10小时的仪式中将基础生物的灵魂绑定到宝石上。基础生物在创造灵魂焦点的过程中死亡(只要灵魂焦点保持原状,将会阻止之后该生命复活)。一个不自愿的灵魂可以通过成功DC20的意志豁免来抵抗该仪式。
灵魂焦点
施法者等级7级;价格:10,000gp+1,000gp/基础生物每个生命骰
制造
制造要求:制造构装体,制造奇物,指使术,魔魂壶,在创造过程中死亡或被杀死的活物的灵魂;技能:手艺(宝石雕琢);成本:5,000gp+1,000gp/基础生物每个生命骰
基础生物
阵营                  第一能力             第二能力                        第三能力

守序善良           人类定身术              次元锚                         排斥术
中立善良            英雄气概                高级隐形术                    医疗术
混乱善良              闪现术                 咆哮术                        虹光喷射
守序中立             暗示术               次等法术无效结界               剑刃护壁
绝对中立             深度睡眠              怪物定身术                  高等解除魔法
混乱中立              狂暴术                困惑术                           解离术
守序邪恶             弱效幻影            极度绝望                         防活物护罩
中立邪恶            造成中度伤             弱能术                          重伤术
混乱邪恶              臭云术                 疫病术                         摄心目光

可以用来干很多没人性事情和做很多奇葩怪的丧病模板,我要把你的灵魂缝进那个娃娃里(表情逐渐混邪)
剧透 -   :
剧透 -   :
SOULBOUND CONSTRUCT
The tip of this towering, scorpionic construct’s tail thrums with otherworldly energy, and its body moves with unexpected speed.
SOULBOUND ANNIHILATOR ROBOT CR 17
XP 102,400
N Gargantuan construct (robot)
Init +6; Senses darkvision 120 ft., low-light vision,tremorsense 60 ft.; Perception +22
DEFENSE
AC 32, touch 10, flat-footed 29 (+1 deflection, +2 Dex,+1 dodge, +22 natural, –4 size)
hp 190 (20d10+80); force field (80 hp, fast healing 16)
Fort +8, Ref +8, Will +5
Defensive Abilities hardness 10; Immune cold, construct traits; Resist electricity 30, fire 30
Weaknesses susceptible to mind-affecting effects, vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 50 ft., climb 30 ft.; booster jets
Melee 2 claws +28 (2d6+12/19–20)
Ranged 2 chain guns +19 (8d6/×4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, death throes (DC 14),
plasma lance, suppressing fire
Spell-Like Abilities (CL 10; concentration +14)
3/day—stinking cloud (DC 17)
1/day—contagion (DC 18)
STATISTICS
Str 34, Dex 15, Con —, Int 18, Wis 8, Cha 12
Base Atk +20; CMB +36; CMD 49 (57 vs. trip)
Feats Arcane StrikeB , Combat Expertise, Combat Reflexes, Craft Magic Arms and ArmorB , Craft Technological Arms and ArmorB , Craft Technological ItemB,Deadly Aim, Dodge, Exotic Weapon ProficiencyB  (firearms), Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Scribe ScrollB, Skill Focus (Acrobatics), Skill FocusB (Knowledge [engineering]),TechnologistB, ToughnessB, Weapon Focus (chain gun)
Skills Acrobatics +28, Climb +20, Craft (mechanical) +15 (+19 with technology), Intimidate +21, Knowledge (arcana, geography) +17, Knowledge (engineering) +23 (+27 with technology), Linguistics +8 (+12 with technology), Perception +22, Sense Motive +22, Spellcraft +17
Languages Androffan, Aklo, Common, Draconic,Hallit, Infernal, Orc
SQ bind soul, soul focus
ECOLOGY
Environment any (Numeria)
Organization solitary
Treasure none
A soulbound construct is a once-living creature that has had its soul bound to a construct host that serves as its new body. The creatures involved in this example are a Technic League captain (Pathfinder Adventure Path #89: Palace of Fallen Stars 33) and an annihilator robot (Pathfinder RPG Bestiary 5 206); any abilities not explained here are described in those entries.
CREATING A SOULBOUND CONSTRUCT
“Soulbound construct” is an acquired template that can be applied to a construct (referred to hereafter as the host construct); this construct draws several of its statistics from a living corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the base  creature) whose soul is contained within a soul focus. A soulbound construct uses all the host construct’s statistics and special abilities except as noted here.
Challenge Rating: If the base creature has 10 or fewer Hit Dice, host construct’s CR + 1; if the base creature has 11 or more Hit Dice, host construct’s CR + 2.
Alignment: As per base creature.
Type: A soulbound construct gains any alignment subtypes that the base creature had.
Armor Class: A host construct gains a deflection bonus to AC equal to the base creature’s Charisma modifier.
Weakness: A soulbound construct retains all the weaknesses of the host construct and gains the following additional weakness.
Susceptible to Mind-Affecting Effects (Ex): A soulbound construct is not immune to mind-affecting effects.
Special Attacks: A soulbound construct gains the following special attack.
Spell-Like Abilities (Ex): A soulbound construct has one or more alignment-based spell-like abilities, based upon the base creature’s HD. If the base creature has 1–4 HD, the soulbound construct can cast the first spell-like ability listed in the table below for its alignment once per day. If the base creature has 5–10 HD, it can cast the first listed spell-like ability three times per day and the second ability once per day. If the base creature has 11–16 HD, it can cast the first listed spell-like ability at will, the second ability three times per day, and the third ability once per day. If the base creature has 17–20 HD, it can cast the first and second listed spell-like abilities at will and the third ability three times per day. The caster level for these abilities is equal to the base creature’s Hit Dice. The save DC for these abilities is based on the base creature’s Intelligence, Wisdom, or Charisma, whichever is highest.
Ability Scores: The host construct replaces its Intelligence, Wisdom, and Charisma scores with those of the base creature.
Skills: A soulbound construct gains the Intelligence-, Wisdom-, and Charisma-based skills of the soul held in the soul focus. If the host construct already has any of these skills, select the higher total bonus between that of the base creature and that of the host construct.
Feats: A soulbound construct gains the base creature’s feats as bonus feats. Feats that can’t be used by the host construct are not added in this way.
Special Qualities: A soulbound construct gains the following special qualities.
Bind Soul (Su): The process to bind the soul focus to the construct body takes 1d10 days of continual concentration, and the target construct can attempt a Will save (DC = 10 + half the base creature’s Hit Dice + the base creature’s Intelligence, Wisdom, or Charisma modifier, whichever is highest) to negate the effect. Mindless constructs receive no save against this effect.
Soul Focus (Su): The base creature’s soul lives within a gem called a soul focus. As long as the soul focus remains intact, a soulbound construct gains the abilities granted by this template, and it retains the base creature’s personality, memories, and thoughts, as well as its alignment, mental ability scores, feats, and skills that are based on mental ability scores. It does not retain racial modifiers to those skills (if any). A soul focus has hardness 8, 12 hit points, and a break DC of 20.
CONSTRUCTION
A soulbound construct’s soul focus is made from a gem worth 1,000 gp per Hit Die of the base creature. Creating the soul-bound construct requires first binding the base creature’s soul to the gem in a 10-hour ritual using rare spell components worth 10,000 gp. The base creature dies at some point during the process of creating the soul focus (this prevents the body from later being revived, so long as the soul focus still remains intact). An unwilling soul can resist the procedure with a successful DC 20 Will save.
SOUL FOCUS
CL 7th; Price 10,000 gp + 1,000 gp per Hit Die of the base creature
CONSTRUCTION
Requirements Craft Construct, Craft Wondrous Item, geas/quest, magic jar, soul of a living creature who dies or is slain during the creation process; Skill Craft (gemcutting); Cost 5,000 gp + 1,000 gp per Hit Die of the
base creature
Alignment           First Ability             Second Ability                        Third Ability
Lawful good        Hold person          Dimensional anchor                  Repulsion
Neutral good      Heroism                 Greater invisibility                     Heal
Chaotic good      Blink                       Shout                                        Prismatic spray
Lawful neutral     Suggestion         Lesser globe of invulnerability    Blade barrier
Neutral                Deep slumber       Hold monster                         Greater dispel magic
Chaotic neutral   Rage                      Confusion                               Disintegrate
Lawful evil           Minor image         Crushing despair                     Antilife shell
Neutral evil         Inflict moderate wounds Enervation                      Harm
Chaotic evil         Stinking cloud                 Contagion                       Eyebite


【Bestiary 4】疫鸟(Psychopomp, Nosoi)
剧透 -   :
这种古怪的黑色鸟类佩戴者尖鼻头的皮质面具,就好像瘟疫医生一般。

疫鸟(Nosoi),CR 2
XP 600
绝对中立 超小型 异界生物(跨位面,招魂者)
先攻 +3;感官 60尺黑暗视觉(darkvision),昏暗视觉,生命感知;察觉 +9

防御能力

AC 15,接触 15,措手不及 12(+3 敏捷,+2 体型)
HP 19(3d10 + 3)
强韧 +2,反射 +6,意志 +4
伤害减免 2/精金
免疫 死亡效果(death effects),疾病(disease),毒素(poison)
抗力 寒冷10点,闪电10点

攻击能力

速度 20尺,飞行50尺(机动性良好)
近战 啮咬 +8(1d3 - 1)
占据 2.5尺;触及 0尺
特殊攻击 萦绕心弦(haunting melody)
类法术能力 CL 3级;专注 +6
随意——隐形术(invisibility;仅限自身)
3次/日——死者交谈(speak with dead;6个问题,CL 12级)
1次/日——亡灵无视术(hide from undead;DC 14),音鸣爆(sound burst;DC 15)

基本数据

力量 8,敏捷 16,体质 12,智力 11,感知 13,魅力 16
BAB +3;CMB +4;CMD 13
专长 警觉(Alertness),武器娴熟(Weapon Finesse)
技能 飞行 +17,知识(历史)+6,知识(位面)+6,察觉 +9,专业(抄写员)+7,察言观色 +3,潜行 +17
语言 深渊语(Abyssal),天界语(Celestial),炼狱语(Infernal)
特殊能力 改变外形(渡鸦或夜莺[数据相同],同野兽形态 II),魂之触碰

生态背景

环境 任意(判魂炼地)
组织 单独,一对或一群(3 - 15)
财宝 标准

特殊能力

萦绕心弦(Haunting Melody,Su):疫鸟的歌声具有抓住听者灵魂本质的能力。所有身处60尺扩散范围内的活物和不死生物都必须进行DC 14的意志豁免检定,失败则会陷入迷魂(fascinated)。成功通过豁免的生物在24小时内不会再受到同一只疫鸟的歌声影响。在第1轮之后,只要疫鸟持续歌唱,该效果就会继续下去。疫鸟每日能够歌唱的轮数等同于其生命骰的两倍。这是个音波(sonic)的影响心灵(mind-affecting)的魅惑(charm)效果。该能力也能够影响不死生物,即便是那些由于不死生物的生物类型而免疫影响心灵效果的生物也会受到影响(不过对于由其他来源获得免疫影响心灵效果的不死生物来说则依旧免疫)。该豁免DC基于魅力。

疫鸟十分希望能够加入判魂炼地(Purgatory)的机构中,跻身为书记员、抄书员或者信使的职位。它们记录下每个凡间之人的死亡之景、对其灵魂的判决、以及最终将要前往的外层位面(Outer Planes)。疫鸟看起来像是夜莺——也有可能是乌鸦、麻雀或夜鹰——不过它们都会佩戴着能够凸显出鸟喙的面具。许多疫鸟会利用与墓葬相关的货品或其他装饰品为自己制造尾饰,在它们飞翔时这种尾饰会飘荡在其身后。疫鸟的长度通常仅有1尺,但是不要被这小小的体型所迷惑,它们通常有大约10至15磅重。疫鸟能够使用为小型或中型生物制作的绘画或书写工具而不会受到任何惩罚。
疫鸟在判魂炼地的图书馆与缮写室中服务,不知疲倦地写写画画。作为社会性生物,它们会不厌其烦地与他人交谈或歌唱。疫鸟将进食视为难得的休歇时光,有时它们会通过分享自己所知的讯息来作为他人赠予美食的奖励。
疫鸟的主要职责是记录在判魂炼地发生的事情、引导灵魂前往它们注定抵达的终点、并将来自判魂炼地的消息送抵至其他位面的代理人们。大多数异界生物都会尊重这新信使的中立性,并允许它们安全通行。也有很多疫鸟作为助手服侍更为强大的招魂者,在牵涉到极其重大的命运或者可怖的情况时,甚至会成为凡人的仆从。疫鸟为自己使命而自豪,因为这些琐碎的日常任务关系到维持多元宇宙中最为重要的系统之一得以可靠而稳定地运作下去。
完全中立的施法者能够在7级时通过选取进阶魔宠(Improved Familiar)专长来让疫鸟成为自己的魔宠。疫鸟魔宠会使其主人在抄写卷轴(scribe scrolls)的技能检定获得+2加值。若疫鸟的主人创造或者永久地成为不死生物的话,它便会立即停止对其服务并迅速离去。

【译注】
疫鸟最早出现在AP47里,本区已经有AP模组中的疫鸟数据以及背景说明(由Hydrane翻译),但是因为数据有变动,而且有不同的配图,所以这里重新翻译了一下。
模组怪物说明详细请见http://www.goddessfantasy.net/bbs/index.php?topic=58632.0

普通能力速查
剧透 -   :
改变外形 (Change Shape, Su): 拥有此特质的生物获得将外貌改变成一个特定生物或者某种类型生物 (通常是类人生物) 的能力,但是保持他自己的物理属性。该生物不能使用改变外形能力变成体型比原有体型大或者小超过1级的样子。这个能力类似于『变形术 (polymorph)』,在生物描述中列出了可以变化的类型,但是该生物不会有属性的变化 (尽管他获得了变化目标的其他能力)。除非特殊说明,该生物可以永久地改变外形。某些生物,例如兽化人 (lycanthropes),可以通过变成独一无二的形态获得特殊加值和属性。这些有属性调整的生物会在他的描述中列出。

昏暗视觉 (低光视觉)  (Low-Light Vision, Ex): 拥有昏暗视觉的生物在星光、月光、火炬和类似的低光下可以看到人类的两倍远。昏暗视觉可看见色彩和细节。

魂之触碰(spirit touch,Su):招魂者的天生武器和所握持的武器视同拥有幽冥属性(Ghost touch)。

生命感知(spiritsense,Su):招魂者能感知、定位以及区分60尺内的活物和不死生物,作用如同盲视。

原文
剧透 -   :
Psychopomp, Nosoi
This strange black bird wears a leather long-nosed mask like a plague doctor.
NOSOI CR 2
XP 600
N Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +6, Will +4
DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10
OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee bite +8 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks haunting melody
Spell-Like Abilities (CL 3rd; concentration +6)
At will—invisibility (self only)
3/day—speak with dead (6 questions, CL 12th)
1/day—hide from undead (DC 14), sound burst (DC 15)
STATISTICS
Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 13
Feats Alertness, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same statistics], beast shape II), spirit touch
ECOLOGY
Environment any (Purgatory)
Organization solitary, pair, or group (3–15)
Treasure standard
SPECIAL ABILITIES
Haunting Melody (Su) A nosoi's song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi's song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.

Nosois eagerly fill the roles of clerks, scribes, and messengers in Purgatory's bureaucracy. They record the circumstances of each mortal's death, any judgments for and against its soul, and its final destination among the Outer Planes. A noisoi looks like a songbird—usually a crow, sparrow, or whippoorwill—though it wears a funerary mask that accentuates its beak. Many nosois craft decorative artificial tails from grave goods and other decorations that trail behind them as they fly. A nosoi typically measures about 1 foot in length but is deceptively heavy, weighing between 10 and 15 pounds. It can use drawing and writing tools suitable for Small or Medium creatures without penalty.
Nosois serve within the libraries and scriptoriums of Purgatory, tirelessly scribbling away without rest. Being social creatures, they frequently chatter or sing with one another. A nosoi considers eating a rare treat, and sometimes shares the information it knows if given a suitable tasty bribe.
A nosoi's primary duties are to record happenings within Purgatory, conduct souls to and from their appointed destinations, and carry messages from Purgatory to agents in other planes. Most outsiders respect the couriers' neutrality and allow them safe passage. Many also serve as assistants to more powerful psychopomps or even to mortals with particularly morbid concerns or important fates. Nosois take pride in knowing that their trivial tasks aid in keeping one of the multiverse's most important systems functioning with general reliability.
A true neutral spellcaster can gain a nosoi as a familiar at 7th level by taking the Improved Familiar feat. A nosoi familiar grants its master a +2 bonus on skill checks made to scribe scrolls. A nosoi immediately leaves the service of any master who creates or permanently becomes an undead.

【Bestiary 1】兽化人模板
剧透 -   :
兽化人
兽化人是能变化成动物或者其类人和动物形态的混种形态的类人生物。天生的兽化人生下来就拥有这种能力并能完美的控制自己的形态变化。被感染的兽化人的往往是因为另一个兽化人才被感染上这如同诅咒或者疾病的能力,他们有时并不是自愿的。

创造一个兽化人
“兽化人”是一个能加载任何类人生物上的遗传(对天生兽化人来说)或者后天获得(对受感染的兽化人来说)模板。
挑战等级:基底生物或者动物(两者中取高者者)+1。
体型与种类:生物(以下提到的基底生物)增加“变形生物”亚种。兽化人会以自己的体型大小呈现出某些动物(以下提到的基底动物)的特征。一个兽化人的混种形态的体型与其基础动物或基础生物相同,取其较大者。

AC:在混血者动物形态下兽化人获得基础动物的天生防御值并再+2。
防御能力:处于动物或混种形态下的受传染的兽化人拥有5/ 银的伤害减免能力。处于动物或混种形态下的天生兽化人拥有10/ 银的伤害减免能力。
速度:与其基础生物或基础动物相同,取决于兽化人正处于哪种形态下。混种形态下使用其基础生物的速度。

战斗:兽化人根据基础动物在动物形态以及混种形态下获得天生武器。
特殊攻击:兽化人保留基底生物的特殊攻击、特性和能力。在混种和动物形态下获得基底动物的特殊攻击、特性和能力。兽化人也获得昏暗视觉,灵敏嗅觉以及以下能力:

改变形态(SU):所有的兽化人都有三个形态—类人形态、动物形态以及混种形态。在类人形态与混种形态互相转换时装备不会融入自身,但在转变为动物形态时会融入自身。天生兽化人能以一个移动等效动作变为三个形态中任意一个。感染兽化人能以一个整轮动作以及一个DC=15的意志检定来呈现出动物或者混种形态,或者以一个整轮动作以及一个DC=20的意志检定来呈现出类人形态。在能看到满月的夜晚时,感染兽化人在呈现动物和混种形态时获得+5士气加值在意志检定上,呈现类人形态时获得-5士气加值在意志检定上。感染兽化人会在下个日出或者休息8小时候后自动变回他的类人形态,取较快者。一个被杀死的兽化人会变回他的类人形态,但仍会死去。更多这种超自然能力规则请翻阅298页。

兽化诅咒 (Su):任何被处于动物或混种形态下的天生兽化人的啮咬攻击所击中的类人生物都必须通过一个DC 15的强韧豁免检定,否则就可能被传染上兽化症。如果受害者的体型超出或小于兽化人一个体型以上,则该能力无效。

理解兽性 (Ex):无论处于任何形态下,天生兽化人都能与其动物形态相关的的动物交流沟通。这使它们在影响动物态度时可获得+4的种族加值。感染兽化人只在动物或者混种形态下获得该能力。


属性调整:所有形态下都+2感知,-2魅力;混种和动物形态下+2力量,+2体质。兽化人的感官得到了强化,但是他们不能完全控制他们的情绪和兽
欲。除了上面这些基础生物的属性调整外,兽化人在呈现为动物或者混种形态时其属性值也会变化。在混种和动物形态下,兽化人的属性值等于他的基底生物或者基底动物的属性值,取其高者。


兽化症
当一个生物被兽化人抓到时(上文的咬一口)就会被感染兽化症,直到下次满月的第一个夜晚症状才会显现出来(并且这段时间他不获得模板带来的调整和能力),当晚受害人会不自觉地变成动物形态并且会忘记他或她的身份。该人物会保持着动物形态直到下个黎明并且会忘记当晚的所有事情(或后续事件)。除非他通过一个DC=20的意志豁免检定,这样他会发觉他的真实身份。
等级12或更高的牧师所施放的移除疾病或医疗术法术也可以治好这传染病,受传染的人物只有在受到兽化人攻击后的三天内接受上述法术的治疗才有效。此外,服用一剂量的破狼草(注:翻译是附子草或狼毒乌头,和3R核心的颠茄不同。详见Pathfinder RPG Core Rulebook 560)能让感染兽化人以一次新的强韧豁免来从兽化症中恢复。(注:DC没说,详细估计要看规则书的详述)
----------------------------------------------------------------------------
关键变化较大,但细节不变的一个模板,和3R不同不再增加动物HD,而是直接获得动物的能力、属性。

【Bestiary 5】虫化人模板
剧透 -   :
本文参考沙包前辈的「嗷呜~~~B1模板:兽化症」的大部分内容

虫化人
虫化人是能变化成巨型虫类或者其类人和虫类形态的混种形态的类人生物。

创造一个虫化人
「虫化人」是一个能加载任何类人生物上的遗传模板(对天生虫化人来说)或者后天获得的模板(对受感染的虫化人来说)。

挑战等级:基底生物或者动物(两者中取高者者)+1。
体型与种类:该类人生物(以下提到的基底生物)获得「变形生物」亚种。该虫化人会以自己的体型大小呈现出某些虫类生物(以下提到的基底虫类)的特征。一个虫化人的混种形态的体型与其基础生物或基础虫类相同,取其较大者。
AC:在混种形态或虫类形态下,虫化人获得基底虫类的天生防御加值或+2天生防御加值,取其较高者。
防御能力:处于虫类形态或混种形态下的天生虫化人拥有DR 10/银的伤害减免能力。处于虫类形态或混种形态下的受传染的虫化人拥有DR 5/银的伤害减免能力。
速度:与其基底生物或基底虫类相同,取决于虫化人正在使用哪种形态。混种形态下使用其基础生物的速度,除非该虫化人的有CR 5或更高,这情况下该虫化人获得其基底虫类全部的额外速度(例如攀爬或飞行速度)。
近战:虫化人在混种形态和虫类形态时下获得根据其基底虫类的天生武器。
特殊能力:虫化人保留其基底生物的特殊攻击、特性和能力。在混种形态和虫类形态下,虫化人获得其基底虫类的特殊攻击、特性和能力。一个虫化人还会获得黑暗视觉60尺及以下能力:
改变形态(SU):所有虫化人都有三种形态——类人形态、虫类形态以及混种形态。在类人形态与混种形态互相转换时装备不会融入身体,但在转换成虫类形态时会融入身体。天生虫化人能以一个移动动作变形为三个形态中任意一个。感染虫化人能以一个整轮动作加上一个DC 15的意志检定来变形为虫类形态或混种形态,或以一个整轮动作加上一个DC 20的意志检定来变形为类人形态。在新月的夜晚,感染虫化人在变形为虫类形态或混种形态的意志检定获得+5士气加值,但在变形为类人形态的意志检定获得-5士气罚值。感染虫化人会在下个日出或者休息8小时候后自动变回他的类人形态,取其较早者。一个被杀死的虫化人会变回他的类人形态,尽管仍会死去。更多此超自然能力的规则,请翻查291页。
虫化诅咒(Su):任何被处于混种形态或虫类形态下的天生虫化人的啮咬攻击或钉刺攻击所击中的类人生物都必须通过一个DC 15的强韧豁免检定,否则就感染上虫化症。如果受害者的体型比虫化人的相差一个型号以上,该能力则无效。
虫类认同(Ex):处于任何形态下,天生虫化人都能与其虫类形态相关的虫类交流,即使大部分虫类都没有心智。虫化人能以交涉检定改变该生物的态度,这检定还可获得+4的种族加值。这行为能对该虫类植入一点点智力,允许虫化人训练这些虫类或以其他方式使它们作为有效盟友。感染虫化人只在混种形态或虫类形态下获得该能力。
虫类心智(Ex):在类人形态或混种形态下,虫化人在对抗影响心灵的效果的豁免获得+4加值。
属性调整:所有形态下都-2智力,+2感知;在混种形态和虫类形态下+2敏捷,+2体质。虫化人善于观察,但他们的头脑以低效的方式混作。除了上面这些基础生物的属性调整外,虫化人在变形为混种形态或虫类形态时其属性值也会改变。在类人形态,虫化人的属性值按其基底生物的属性值不变。在混种形态或虫类形态,虫化人的属性值等同其基底生物或者基底虫类的属性值,取其较高者。

虫化症
一个感染了虫化症的生物不会有任何症状(而且没有获得模版),直到下次新月的夜晚症状才会显现出来,当晚受害人会不由自主地变成虫类形态并且忘记他的身份。该人物会持续其虫类形态直到下个黎明并会忘记当晚的事(或后续事件),除非他通过一个DC 20的意志检定,这样他会察觉到他的状况。
在受到虫化人攻击并被感染后的三天内,接受等级12或更高的牧师所施放的移除疾病或医疗术法术,可以治好此疾病。此外,服用一个剂量的颠茄(而不是狼毒乌头)能让感染虫化人进行一次新的强韧豁免来以从虫化症中恢复。

虫化PC
当一个PC变成虫化人,你作为GM须要作出一个决定.在大多情况下,你应该控制该PC在混种形态或虫类形态下的行动——虫化症不应该成为PC变强的方法,毕竟一个感染虫化人在混种形态或虫类形态往往是奇奇怪怪,为所欲为,为所欲为,为所欲为,为所欲为,为所欲为,为所欲为。


【Belkzen, Hold of the Orc Hordes】鲁尔战猫(Warcat of Rull)
剧透 -   :
鲁尔战猫(Warcat of Rull)
这巨大的类猫生物尽管生有壳状的分段式装甲,它还保持着猫的轻盈优雅。
出自《贝尔克泽恩,兽人部落之地 pg. 63》

鲁尔战猫(Warcat of Rull) CR 13
XP 25,600
中立 超大型 动物
先攻 +4;感官 昏暗视觉,灵敏嗅觉;察觉+7

防御

AC 28,接触 12,措手不及 24 (+4敏捷,+16天生,-2体型)
hp 184(16d8+112)
强韧+17,反射+14,意志+7

攻击

速度:50尺,攀爬速度20尺
近战:啮咬+22 (2d6+12 附带攫抓),2爪抓+22(1d8+12/19-20 附带撕扯)
特殊攻击:猛扑,撕扯(2爪抓,1d8+18),践踏(2d8,DC 30)

属性

力量35,敏捷18,体质24,智力2,感知11,魅力5
BAB:+12;CMB+26;CMD40
专长:特技专家,顺势斩,顽强,坚忍,精通重击(爪抓),钢铁意志,猛力攻击,飞跑
技能: 特技+11,攀爬+25,察觉+7,隐匿+3,游泳+19

生态

环境:寒冷的山丘或山脉
组织:单独或成对
财宝:


  鲁尔战猫是巨大的生物,同时有着犰狳般的装甲皮肤和大猫的外型习性。鲁尔战猫重4000磅,由鼻至尾巴末端的体长可以伸展至25尺,它们是拥有大片领土的危险捕食者。野生的鲁尔战猫会独自或与伴侣一同狩猎,从远古巨兽(Megafauna)到巨人,甚至少年龙类都是牠们众所周知的狩猎目标。冰牙兽人部族会捕捉鲁尔战猫幼崽并训练它们为氏族服务。这些野兽经常作为部族勇士的坐骑,奔驰于跟猛犸象大王之国的战士的战斗里。



鲁尔战猫(Warcat of Rull)
初始数据
体型 中型
速度 40尺
AC +4天生护甲
攻击 啮咬(1d6),2爪抓(1d4)
属性 力量15,敏捷15,体质14,智力2,感知11,魅力5
特殊攻击 耙抓(1d4)
特殊能力 昏暗视觉,灵敏嗅觉

7级进化
体型 大型
AC +2天生护甲
攻击 啮咬(1d8),2爪抓(1d6)
属性 力量+8,敏捷-2,体质+4
特殊攻击 攫抓,猛扑,耙抓(1d6)

剧透 -  原文:
War Beast of Belkzen, Warcat of Rull
This massive catlike creature has the lithe grace of a feline despite a shell-like armor of segmented plates.
Warcat of Rull CR 13
Source Belkzen, Hold of the Orc Hordes pg. 63
XP 25,600
N Huge animal
Init +4; Senses low-light vision, scent; Perception +7
Defense
AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size)
hp 184 (16d8+112)
Fort +17, Ref +14, Will +7
Offense
Speed 50 ft., climb 20 ft.
Melee bite +22 (2d6+12 plus grab), 2 claw +22 (1d8+12/19–20 plus rend)
Space 15 ft., Reach 15 ft.
Special Attacks pounce, rend (2 claws, 1d8+18), trample (2d8, DC 30)
Statistics
Str 35, Dex 18, Con 24, Int 2, Wis 11, Cha 5
Base Atk +12; CMB +26; CMD 40
Feats Acrobatic, Cleave, Diehard, Endurance, Improved Critical (claw), Iron Will, Power Attack, Run
Skills Acrobatics +11, Climb +25, Perception +7, Stealth +3, Swim +19
Ecology
Environment cold hills or mountains
Organization solitary or pair
Treasure none
Description
Warcats of Rull are massive creatures with the shapes and habits of great cats but the armored skin of armadillos. Weighing 4,000 pounds and stretching 25 feet from nose to the base of its tail, a warcat of Rull is a dangerous predator with a large territory. Wild warcats of Rull hunt alone or with a single mate, and have been known to take down prey ranging from megafauna to giants and even young dragons. The Ice Tooth orc clan catches warcats of Rull as cubs and trains them to serve the clan. These beasts often act as mounts for the clan’s champions, who ride them into battle against warriors from the Realm of the Mammoth Lords.

Warcat of Rull
Starting Statistics:
Size Medium; Speed 40 ft.;
AC +4 natural armor; Attack bite (1d6), 2 claws (1d4);
Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 11, Cha 5;
Special Attacks rake (1d4); SQ low-light vision, scent.
7th-Level Advancement:
Size Large;
AC +2 natural armor;
Attack bite (1d8), 2 claws (1d6);
Ability Scores Str +8, Dex –2, Con +4;
Special Attacks grab, pounce, rake (1d6).



【Bestiary 5】以太元素(Elemental, Aether)
剧透 -   :
以太元素AETHER ELEMENTAL
这种奇怪的实体由一种半透明的多彩物质丝线交织而成。


通用怪兽特殊能力
念动遁形Telekinetic Invisibility (Ex) 以太元素的身体能偏折光线,抑制声波。除了这是持续性效果而且不会在以太元素攻击时结束以外,该效果在其他方面如同操念师同名通用原力一样运作。该能力是天生的,因此不会受类似消解隐形的效果影响。
速查:念动遁形(Telekinetic Invisibility)
元素:以太;类别:通用(Sp);等级:3;超载:0
你编织着以太,偏折光线的同时抑制着声音;该效果的功能如同隐形术(invisibility)一般,不过以太扭曲的视觉效果比普通的隐形更易于察觉,因此你在潜行检定中获得的加值减半(移动时+10点,静止不动时+20点)。然而,对声音的压制使得你不会被基于声音的盲感(blindsense)和盲视(blindsight)自动察觉到,但是这个原力也不会在你使用潜行检定对抗具有此类能力的生物时提供加值。

念动投掷Telekinetic Throw (Ex) 以太元素能猛扔一个生物或者物体(最大距离480尺)。生物能通过一个强韧检定来防止被投掷(豁免DC基于体质)。念动投掷对被投掷的生物或者物品以及投掷目标造成下文中列出的伤害。以太元素最多能投掷等同于它HDx60磅重的生物或物体。
念动偏斜Telekinetic Deflection (Su) 以太元素在它的AC上获得等同于它体质调整值的偏斜加值。
念动伎俩Telekinetic Maneuver (Su) 以太元素能尝试进行一次远程战技检定,如同心灵遥控法术(Telekinesis),CMB为以太元素的HD加上它的敏捷调整。

小型以太元素 SMALL AETHER ELEMENTAL
CR1 XP400
绝对中立 小型异界生物(以太,元素,跨位面)
先攻+6; 感官:盲感60尺,黑暗视觉60尺; 察觉+5
防御
AC 14,接触14,措手不及12(+1偏斜,+2敏捷,+1体型)
Hp 13(2d10+2)
强韧+4,反射+5,意志+0
防御能力:念动偏斜
免疫 元素特性,免疫力场效果(force)
攻击
速度 飞行60尺(良好机动性)
物理攻击 挥击+4(1d4+1)
远程  念动投掷+5(1d8+2)
特殊攻击:念动伎俩,念动投掷(DC12)
数据
力量12,敏捷15,体质12,智力4,感知11,魅力11
BAB+2;CMB+2;CMD 15
专长:精通先攻,近距射击
技能 特技+6,飞行+12,察觉+5,隐匿+11
特殊能力 念动遁形

剧透 -  原文:
Elemental (Aether)
Source Bestiary 5 pg. 106
This strange entity is formed from interwoven, translucent threads of an unusual multicolored material.

Special Abilities
Telekinetic Invisibility (Ex) An aether elemental’s body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility, except that it is constant and doesn’t end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.

Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.

Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.

Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.

Small Aether Elemental CR 1
Source Bestiary 5 pg. 106
XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5
Defense
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force
Offense
Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)
Statistics
Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved InitiativeB, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Ecology
Environment any (Ethereal Plane)
Organization solitary, pair, or gang (3–8)
Treasure none
Description
Aether elementals are made of living aether, the rare fifth element that arises on the Ethereal Plane near the borders of the Elemental Planes.

【Bestiary 5】小野人(Orang-Pendak)
剧透 -   :
小野人(Orang-Pendak)
此长毛的类人生物拥有橙啡色的毛发、宽阔的胸腔和肌肉发达的手臂。

出自《怪物图鑑5 pg. 186》

小野人战士 CR 1/2
XP 200
中立 小型 类人生物[大脚亚种]
先攻 +1;感官 昏暗视觉;察觉+1

防御

AC 13,接触 13,措手不及 11 (+2敏捷,+1体型)
hp 11(1d10+1)
强韧 +3,反射 +2,意志 +1

攻击

速度 30 尺
近战 矛+5 (1d6+3/×3)
远程 矛+4 (1d6+3/×3)或套牛绳+4 (1d3)
特殊攻击 撕开

属性

力量 17,敏捷 14,体质 13,智力 6,感知 12,魅力 10
BAB +1;CMB +3;CMD 15
专长 猛力攻击,技能专攻[隐匿]
技能 攀爬+7(在森林为+11),驯养动物+4(对猿和猴为+8),隐匿+9(在森林为+13);种族调整 在森林时攀爬和隐匿再+4,对猿和猴时驯养动物再+4
语言 大脚怪语
SQ 森林行者,全靠双脚,类人猿认同

生态

环境 温暖的森林
组织 单独、成对、家庭(3-7)或部落(8-30 + 8-30非战斗成员,1个族长[3-5级的猎人或游侠],1个萨满[3-5级的萨满或德鲁伊],1d4只大猩猩或猴群)
财宝 NPC装备(矛、2份套牛绳、其它宝物)

特殊能力


森林行者(Forest Walker,Ex):小野人在森林和丛林地形时攀爬和隐匿检定获得+4加值。
全靠双脚(Own Two Feet,Ex):小野人在骑乘其他生物或载具时会极度不安,他们在此情况下属性检定、攻击检定、伤害检定、豁免检定、技能检定都拥有-2罚值。
类人猿认同(Simian Empathy,Ex):小野人在面对猿和猴的驯养动物和野性认同检定获得+4种族加值。
撕开(Tear Apart,Ex):小野人拥有强壮的上半身并在破坏物品的力量检定获得+2种族加值。此加值还恣应用于使用徒手攻击的破武战技检定。

  小野人是大脚怪品种中一个罕见的分支,居住在偏远的山区丛林之中。
  由于难以捉摸兼且为人害羞,其他种族很少见到小野人。鑑于他们与猿的友谊(特别是长臂猿(gibbons)和红毛猩猩(orangutans))和他们弯腰的姿势和长满粗毛的皮毛——从黄褐色或红色到深棕色或黑色——他们经常在远距离时被误认成上述那些野兽。
  小野人训练猿和猴去为他们作战和狩猎,但尽管他们有着深厚的友谊和相似的外表,他们物种并没有密切相关。
  在他们的生活里,小野人聚集在一起组成半游牧的部落,在一个地区狩猎和聚集,直到食物和猎物变得稀缺,然后搬到下一个区域。许多部落遵循一个区域模式来进行迁移,让一部分的丛林重新补充和收集刚好足够的物质来避免破坏土地自行恢复的能力。
  小野人成年后有3至5尺高,重达150磅,他们在同型体中相当强大。小野人主要是草食性的,但有时侯也会用矛、木棒和套牛绳狩猎。


小野人角色
小野人并不具有种族HD,它们的HD仅仅来源于拥有的职业等级。所有小野人都拥有以下种族特性。
+2力量,+2感知,-2智力:小野人强大而且擅长直觉,但并不是特别聪明。
小型体型(Small):小野人是小体型生物,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,隐匿技能检定获得+4体型加值。
森林行者(Forest Walker,Ex):小野人在森林和丛林地形时攀爬和隐匿检定获得+4加值。
昏暗视觉(Low-Light Vision):精灵拥有昏暗视觉,在昏暗光照下能够看到的距离是人类的两倍远。
全靠双脚(Own Two Feet,Ex):小野人在骑乘其他生物或载具时会极度不安,他们在此情况下属性检定、攻击检定、伤害检定、豁免检定、技能检定都拥有-2罚值。
类人猿认同(Simian Empathy,Ex):小野人在面对猿和猴的驯养动物和野性认同检定获得+4种族加值。
撕开(Tear Apart,Ex):小野人拥有强壮的上半身并在破坏物品的力量检定获得+2种族加值。此加值还应用于使用徒手攻击的破武战技检定。
起始语言(Languages):小野人的起始语言只有大脚怪语(Sasquatch)。智力足够高的小野人可以选择邪灵语(Aklo),通用语(Common),龙语(Draconic),地精语(Goblin),树蛙人语(Grippli), 木族语(Sylvan), 灵猴族语(Vanaran)和蝮血裔语(Vishkanya)作为额外语言。

剧透 -  原文:
Orang-Pendak
This hairy humanoid has orange-brown hair, a broad chest, and muscular arms.
Orang-Pendak CR 1/2

XP 200
Orang-pendak fighter 1
N Small humanoid (Sasquatch)
Init +1; Senses low-light vision; Perception +1

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1

OFFENSE

Speed 30 ft.
Melee spear +5 (1d6+3/×3)
Ranged spear +4 (1d6+3/×3) or bolas +4 (1d3)
Special Attacks tear apart

STATISTICS

Str 17, Dex 14, Con 13, Int 6, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack, Skill Focus (Stealth)
Skills Climb +7 (+11 in forests), Handle Animal +4 (+8 with apes and monkeys), Stealth +9 (+13 in forests); Racial Modifiers +4 Climb in forests, +4 Handle Animal with apes and monkeys, +4 Stealth in forests
Languages Sasquatch
SQ forest walker, own two feet, simian empathy
ECOLOGY
Environment warm forests
Organization solitary, pair, family (3–7), or tribe (8–30 plus 8–30 noncombatants, 1 chieftain [3rd- to 5th-level hunterACG or ranger], 1 shaman [3rd- to 5th-level druid or shamanACG], and 1d4 gorillas or 1 monkey swarmB2)
Treasure NPC gear (spear, 2 bolas, other treasure)

SPECIAL ABILITIES
Forest Walker (Ex) Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Own Two Feet (Ex) Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy (Ex) Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart (Ex) Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.

Orang-pendaks are a rare offshoot of the sasquatch species that dwells in remote mountainous jungles.

Elusive and shy, they are rarely seen by other races. Given their friendship with apes (gibbons and orangutans in particular) and their hunched posture and shaggy fur— ranging from tawny or reddish to dark brown or black— they are often mistaken for those beasts at a distance.

Orang-pendaks train apes and monkeys to hunt and fight for them, but despite the friendship and similar appearance, the species are not closely related.

Within their remote holds, Orang-pendaks cluster together into seminomadic tribes, hunting and gathering in a region until food and game becomes scarce, then moving on to the next area. Many tribes follow a regional pattern to this migration, allowing parts of the jungle to repopulate and gathering only enough substance so as not to disrupt the land’s ability to recoup the losses.

Orang-pendaks range from 3 to 5 feet tall as adults, weighing up to 150 pounds, and they are quite strong for their size. Orang-pendaks are largely herbivorous, but sometimes hunt with spears, clubs, and bolas.

ORANG-PENDAK CHARACTERS
Orang-pendaks are def ined by their class levels—they don’t have racial Hit Dice.
All orang-pendaks have the following racial traits.
+2 Strength, +2 Wisdom, –2 Intelligence: Orang-pendaks are strong and intuitive, but not particularly clever.
Small: Orang-pendaks 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 CMD, and a +4 size bonus on Stealth checks.
Forest Walker: Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.
Own Two Feet: Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy: Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart: Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
Languages: Orang-pendaks begin play speaking Sasquatch. Orang-pendaks who have high Intelligence scores can choose from the following: Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and Vishkanya.



【Bestiary 1】巨龙绪论——原贴没排版太丑了
剧透 -   :
龙(Dragon)

  真龙分为两大类别:彩色龙及金属龙。彩色龙大多非常邪恶,对食物、宝藏与杀戮充满无法平息的欲望。金属龙则一般都是善良,经常在他们的照顾下守护整个世界。

年龄层(Age Category)
  龙的许多能力、攻击、以及其他属性都伴随着年龄增长而增强。这些增长被划分为12个年龄层——随着龙的年龄增长,其基础数值参照【龙的年龄层(Dragon Age Categories)】表格而变化。


【龙的年龄层】
年龄层年龄值挑战等级体型生命骰天生护甲喷吐武器
①雏龙(Wyrmling)0–5基础基础基础基础基础
②幼龙(Very young)6–15基础 +2基础 +1基础 +2基础 +3基础 x2
③少年(Young)16–25基础 +4基础 +2基础 +4基础 +6基础 x3
④青少年(Juvenile)26–50基础 +5基础 +2基础 +6基础 +9基础 x4
⑤青年(Young adult)51–100基础 +7基础 +3基础 +8基础 +12基础 x5
⑥成年(Adult)101–200基础 +8基础 +3基础 +10基础 +15基础 x6
⑦壮年(Mature adult)201–400基础 +9基础 +3基础 +12基础 +18基础 x7
⑧老年(Old)401–600基础 +11基础 +4基础 +14基础 +21基础 x8
⑨极老(Very old)601–800基础 +12基础 +4基础 +16基础 +24基础 x9
⑩古龙(Ancient)801–1,000基础 +13基础 +4基础 +18基础 +27基础 x10
⑪上古龙(Wyrm)1,001–1,200基础 +14基础 +4基础 +20基础 +30基础 x11
⑫太古龙(Great wyrm)1,201+基础 +16基础 +5基础 +22基础 +33基础 x12

年龄层(Age Category):此栏目展示了年龄层的名称。
年龄值(Age in Years):此栏目展示了龙的实际年龄值。
挑战等级(CR):此栏目调整了龙的基本挑战等级。
体型(Size):此栏目展示了伴随龙的年龄层增长,他的基础体型所带来的增长(从超小型到小型、小型到中型等等)。真龙不会因体型提升而获得属性值的提升——而是按年龄层提升属性值,如【龙的属性值(Dragon Ability Scores)】表格所示。
生命骰(Hit Dice):此栏目展示了伴随龙的成长,除了基础生命骰外所获得的额外生命骰数量。生命骰的提升给予额外生命值、专长和技能等级,以及提升龙的基础攻击加值和基础豁免加值。龙拥有每生命骰数6+智力调整值的技能等级。龙的属性值提升已经包括了生命骰数增加所带来的属性值提升(参见【龙的属性值(Dragon Ability Scores)】表格)。
天生护甲(Natural Armor):此栏目展示了每层年龄层的龙的基础天生护甲加值。
喷吐武器(Breath Weapon):每种龙拥有一项喷吐武器(参见战斗部分),造成一个基础的伤害量。此乘数值提升了龙的喷吐武器造成的伤害骰的数量。举个例子,一头壮年龙(mature adult)的基础喷吐武器是造成2d6强酸伤害,那他便能造成14d6强酸伤害(因倍率为 x7)。

【龙的属性值】
年龄层力量敏捷体质智力感知魅力
①雏龙(Wyrmling)基础基础基础基础基础基础
②幼龙(Very young)基础 +4基础 -2基础 +2基础 +2基础 +2基础 +2
③少年(Young)基础 +8基础 -2基础 +4基础 +2基础 +2基础 +2
④青少年(Juvenile)基础 +10基础 -2基础 +6基础 +4基础 +4基础 +4
⑤青年(Young adult)基础 +12基础 -4基础 +6基础 +4基础 +4基础 +4
⑥成年(Adult)基础 +14基础 -4基础 +8基础 +6基础 +6基础 +6
⑦壮年(Mature adult)基础 +16基础 -4基础 +8基础 +6基础 +6基础 +6
⑧老年(Old)基础 +18基础 -6基础 +10基础 +8基础 +8基础 +8
⑨极老(Very old)基础 +20基础 -6基础 +10基础 +8基础 +8基础 +8
⑩古龙(Ancient)基础 +22基础 -6基础 +12基础 +10基础 +10基础 +10
⑪上古龙(Wyrm)基础 +24基础 -8基础 +12基础 +10基础 +10基础 +10
⑫太古龙(Great wyrm)基础 +26基础 -8基础 +14基础 +12基础 +12基础 +12

战斗(Combat)
  【龙的攻击和速度(Dragon Attacks and Speeds)】表格列出了龙所能使用的攻击以及造成的伤害(横线代表该体型的龙不拥有该类型的天生攻击)。其他在此描述的能力在龙达到特定的年龄层时自动获得。

【龙的攻击和速度】
体型飞行速度(机动性)1啮咬2爪抓2翼击1尾扫1碾压1巨龙摆尾线形喷吐锥形喷吐
超小型Tiny100尺(普通)1d41d330尺15尺
小型Small150尺(普通)1d61d440尺20尺
中型Medium150尺(普通)1d81d61d460尺30尺
大型Large200尺(不良)2d61d81d61d880尺40尺
超大型Huge200尺(不良)2d82d61d82d62d8100尺50尺
巨型Gargantuan250尺(笨拙)4d62d82d62d84d62d6120尺60尺
超巨型Colossal250尺(笨拙)4d84d62d84d64d82d8140尺70尺

飞行速度(Fly Speed):此栏目展示了龙根据其体型所提升的飞行速度。
啮咬(Bite):这种主要攻击造成展示的伤害加上龙的1.5倍力量调整值(即使它拥有种项攻击)。在计算龙的啮咬攻击的触及范围时,视其为大一级体型(超巨型的龙则增加10尺)。如果拥有攫取专长,龙可以使用它的啮咬攻击攫取对手。
爪抓(Claws):这种主要攻击将造成展示的伤害加上龙的力量调整值。
翼击(Wings):即使在飞行中,龙也可以使用翅膀挥打对手。翼击是次要攻击,造成展示的伤害加上龙的0.5倍力量调整值。
尾扫(Tail Slap):龙每轮可以用其尾巴扫击一名敌人。尾拍是次要攻击,造成展示的伤害加上龙的1.5倍力量调整值(此是正常次要攻击规则之外的特例)。
碾压(Crush, Ex):超大型或以上的龙能在飞行或者跳跃后以一个标准动作降落到敌人之上,用整个身体去碾压它们。碾压攻击只能对比龙细至少3个体型的生物有效。碾压攻击对龙的占据空间内的所有适用生物造成效果。在影响区域内的生物必须成功通过反射检定(DC等于此龙的喷吐武器DC),否则将被压制,除非龙将身体移开,不然下一轮将自动受到钝击伤害。如果龙选择维持压制,其必须如常成功进行一个的战技检定。被压制的敌人如果不能逃脱,每轮都会受到碾压的伤害。碾压攻击造成展示的伤害加上1.5倍力量调整值。
巨龙摆尾(Tail Sweep, Ex):此允许巨型或以上的龙以一个标准动作,用它的尾巴扫荡敌人。此次摆尾以龙的占据空间的任一边界交叉点为中心,影响半径30尺的半圆型范围(超巨型的龙为40尺)。在摆尾范围内的生物如果比龙至少细4个体型将受到影响。巨龙摆尾自动造成展示的伤害加上龙的1.5倍力量调整值(向下取整)。被影响的生物可以尝试通过反射豁免来使伤害减半(DC等于此龙的喷吐武器DC)。
喷吐武器(Breath Weapon, Su):使用喷吐武器是一个标准动作。龙每1d4轮能使用其喷吐武器一次,即使其拥有超过一种的喷吐武器也是如此。喷吐攻击总是从与龙邻接的任意格子交叉点开始,并且沿着龙选择的方向延伸。喷吐武器有两种形状,线形和锥形,影响范围按龙的体型而变化。如果喷吐武器造成伤害,范围内的生物可以尝试通过反射豁免来使伤害减半,DC=10+1/2龙的HD+龙的体质调整值。对抗各种喷吐武器的豁免检定也使用相同的DC;具体豁免的类型已记录在各品种中的说明描述。龙可以在擒抱或被擒抱时使用其喷吐武器。

额外龙类规则(Additional Dragon Rules)
龙类感官(Dragon Senses, Ex):龙类拥有黑暗视觉120尺和盲感60尺。他们在昏暗亮度下的视力是人类的四倍,在正常亮度下则是人类的两倍。
气势凶猛(Frightful Presence, Ex):龙类的气势凶猛的半径范围等于【30尺x龙类的年龄层】,但其余方面如同通用怪物规则(Universal Monster Rules)中描述。
法术(Spells):龙类能如同特定描述中所写的术士等级般施展奥术。其施法者等级基于其年龄,参见每个种类的描述。
类法术能力(Spell-Like Abilities):龙类的类法术能力的施法者等级等于其总生命骰数。
伤害减免(Damage Reduction):龙类随年龄增长获得伤害减免能力,参见每类龙的条目内容。它们的天生武器在克服伤害减免时视为魔法武器。
免疫(Immunities, Ex):所有龙都对睡眠及麻痹效果免疫。此外,每种龙类无论年龄都额外对一种或两种攻击形式免疫,如同其描述。
法术抗力(Spell Resistance, Ex):随着龙类的年龄增长,它们对于法术及类法术能力产生抗力,如同龙类中的描述。龙类的法术抗力等于11+CR。

【Bestiary 3】仙灵龙(Faerie Dragon)——理由同上,而且数据有修正
剧透 -   :
仙灵龙(Faerie Dragon)

纤小龙族背后探出一对颜色鲜亮的蝴蝶翅膀。

仙灵龙(Faerie Dragon) CR 2
XP 600
混乱善良 超小型 龙类
先攻 +3;感官 黑暗视觉60尺,昏暗视觉;察觉+8

防御能力(Defense)

AC 18,接触 16,措手不及 14(+3敏捷,+1闪避,+2天生,+2体型)
hp 22(3d12+3)
强韧 +4,反射 +6,意志 +5
免疫 麻痹(paralysis),睡眠(sleep);SR 13

进攻能力(Offense)

速度 10尺,飞行60尺(机动性完美),游泳30尺
近战攻击 啮咬+4 (1d3–1)
占据 2.5尺;触及 0尺
特殊攻击 喷吐武器(Breath Weapon)(5尺锥形,兴奋(euphoria),强韧DC 12 通过则无视,每1d4轮可用)
类法术能力(CL 3; 专注+6)
每天3次——高等隐形术(greater invisibility)(限自身)
已知法术(CL 3; 专注+6)
1环(每天6次)——油腻术(grease)(DC 14),无声幻影(silent image)(DC 14),睡眠术(sleep)(DC 14)
0环 (随意)——舞光术(dancing lights)闪光术(flare)(DC 13),幻音术(ghost sound)(DC 13),法师之手(mage hand)开关术(open/close)

数据(Statistics)

力量 9,敏捷 17, 体质 13,智力 16,感知 14,魅力 16
BAB +3;CMB +4;CMD 14(18 对抗绊摔)
专长 特技专家(Acrobatic),闪避(Dodge)
技能 特技+8(跳跃时+0),唬骗+9,交涉+9,飞行+23,察觉+8,察言观色+8,隐匿+17,游泳+17,使用魔法装置+9
语言 通用语,龙语,精灵语,木族语;心灵感应(telepathy)100尺

生态(Ecology)

环境 温带或温暖的森林(temperate or warm forests)
组织 单独或部落(2-8)
宝藏 标准(standard)

特殊能力(Special Abilities)

喷吐武器(Breath Weapon, Su):5尺锥形,兴奋(euphoria)1d6轮,强韧DC 12 通过则无视。被兴奋(euphoria)影响的生物在持续时间变为恍惚(staggered),恶心(sickened),并免疫恐惧(fear)效果。仙灵龙仅每1d4轮能够使用此喷吐武器一次。此豁免DC基于体质。
法术能力(Spell):仙灵龙施法时视同3级术士。
 
  作为伪龙(pseudodragons)的近亲,仙灵龙生性精灵古怪且好开玩笑,总是花费大量时间在林间空地嬉戏或是准备各种恶作剧。尽管这类恶作剧通常天真,但据知有些仙灵龙会花费数月甚至数年时间准备一个绝对壮观的玩笑。需要途经这些善良天性——但有时也很恼人——的恶作剧生物所居住地域的旅行者常被告知最好保持警戒以免受到各种异想天开玩笑的困扰(马匹被涂满浆果汁,睡袋里被放进松鼠,衣服被挂在高处树杈上,这只是简单的一些例子)。
  与真龙不同,仙灵龙不会随年龄增长体型,但他们的鳞片会改变颜色,开始时是红色,随虹彩在老年时变为深紫色。仙灵龙会随年龄增长在施法者能力上增强(就像术士获得等级提升一样),获得更多强力法术来补充其天生能力。仙灵龙偏好能够创造或者增强其恶作剧的法术,因而幻术系和附魔系法术最受欢迎。
  仙灵龙会尽可能避开战斗,除非毫无选择余地。若必须战斗,仙灵龙会尝试迷惑而非直接消灭敌人,通常同时使用法术和喷吐武器来在逃走前削弱和分散敌人。唯一的例外情况是当仙灵龙的部落或盟友陷入危险时。由于这些超小型龙类的精灵古怪,很多都很快与其他合适的生物有所联系,特别是精类和其他他们感到有趣或热闹的生物——冒险者常常成为后者,特别是那些遭到仙灵龙恶作剧的人物。
  仙灵龙有时会成为施法者的同伴,作为富有好奇心的、偶尔鲁莽但通常可靠的魔宠。至少等级为7、且阵营与混乱善良相差一级以内的奥术施法者若拥有进阶魔宠(Improved Familiar)专长,则可以选择仙灵龙作为其魔宠。



【Qadira, Jewel of the East】沙漠骏马(Shissah)
剧透 -   :
沙漠骏马(Shissah)
这匹光滑的马比普通马略小,但牠的眼里有着一线聪慧。


出自《卡蒂亚,东方明珠 pg. 63》

沙漠骏马 CR 4
XP 1,200
中立 大型 动物
先攻 +5;感官 沙漠感应,昏暗视觉,灵敏嗅觉;察觉 +8(在沙漠时察觉 +12)

防御

AC 17,接触 14,措手不及 12 (+5 敏捷,+3 天生,-1 体型)
hp 42(5d8+20)
强韧 +8,反射 +9,意志 +3

攻击

速度 60 尺
近战 啮咬 +6 (1d8+4),2蹄击 +5 (1d4+2)
占据 10尺;触及 5尺

属性

力量 18,敏捷 20,体质 19,智力 2,感知 14,魅力 10
BAB +3;CMB +8;CMD 23
专长 坚忍,多重攻击,飞跑,武器专攻[蹄击]
技能 察觉 +8(在沙漠时察觉 +12),生存 +4(在沙漠时生存 +8);种族调整 在沙漠时察觉 +4和生存 +4
SQ 沙漠居民,易于驯养

生态

环境 温暖的沙漠
组织 单独、成对或牧群(3–16)
财宝

特殊能力


沙漠居民(Desert Dweller, Ex):沙漠如同沙漠骏马的家,碎石或沙子对沙漠骏马而言不视作困难地型。它在沙漠的生存检定获得+4种族加值,还会视热害的状况低一级。因此,沙漠骏马不会遭受炎热环境的影响,视高温环境为炎热环境,和极度高温为高温环境。

易于驯养(Easily Trained, Ex):沙漠骏马学习技巧和动物训练的速度异常地快。任何人尝试训练沙漠骏马时在驯养动物检定上皆获得+2加值。沙漠骏马更可以在动物的智力值限制之外学习额外2个技巧。

沙漠感应(Desert Senses, Ex):沙漠骏马熟识海市蜃楼,在对抗海市蜃楼效果和引起目眩状态的豁免上获得+4种族加值。在沙漠时沙漠骏马的察觉检定+4种族加值。

沙漠骏马比大多数马细并且更为娇贵,但牠们脆弱的外表掩盖了牠们吃苦耐劳的特性。牠们能以最少量的粮水行走数周的旅程,如有必要依靠沙漠的灌木丛甚至是蝗虫生存下去。牠们的双眼大而宽阔,被一层黑色无毛皮肤包围着,使牠们尽管在刺眼的沙漠烈日中仍能视物。牠们宽厚的额头和细长的吻部,都表明牠们的高度智慧。他们的高拱的尾部通常被视为他们火热精神的标志。

沙漠骏马有各种各样的肤色,牠们通常被用于改善其他品种的质素并增添更多的智慧和勇气。很少珂莱士拥有者会出让牠们,因为沙漠骏马不仅仅是坐骑,而是一个狂热且忠诚的伙伴。

PS) 卡蒂亚的Saffeh Horse Fair基本上是异国人能得到沙漠骏马的极少机会之一。这种著名的骏马开价至少5000gp,不过首先要说服其珂莱士拥有者出售给非珂莱士人。若其珂莱士拥有者认可了一位异国人,那交易将持续数日,包括买家与坐骑的训练和教牠听从牠的新主人。

PPS) PFS里表示牠能替代马当坐骑(mount),但原文好像啥都没说,请各位DM自行判断


动物伙伴——沙漠骏马

沙漠骏马作为动物伙伴时,初始的天生护甲比普通的马低,但牠更易于驯养;尽管牠直到7级才进化(不像普通的马在4级就进化),进化后带来的优势让等待是值得的。

起始数据:
体型 大型
速度 60尺
AC +1天生护甲
攻击 啮咬(1d6),2蹄击(1d4;次要天生武器)
属性 力量16,敏捷15,体质13,智力2,感知14,魅力10
特殊能力 沙漠居民,易于驯养

7级进化:
AC +3天生护甲
攻击 啮咬(1d8),2蹄击(1d4;次要天生武器)
属性 +2力量,+4敏捷,+2体质;
特殊能力 沙漠感应




剧透 -  原文:
Shissah
This sleek equine is slightly smaller than an average horse, but its eyes contain a gleam of higher intelligence.
SHISSAH CR 4
XP 1,200
N Large animal
Init +5; Senses desert senses, low-light vision, scent; Perception +8 (+12 in deserts)
DEFENSE
AC 17, touch 14, flat-footed 12 (+5 Dex, +3 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +9, Will +3
OFFENSE
Speed 60 ft.
Melee bite +6 (1d8+4), 2 hooves +5 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 20, Con 19, Int 2, Wis 14, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Endurance, Multiattack, RunB, Weapon Focus (hoof)
Skills Perception +8 (+12 in deserts), Survival +4 (+8 in deserts); Racial Modifiers +4 Perception and +4 Survival in deserts
SQ desert dweller, easily trained
ECOLOGY
Environment warm deserts
Organization solitary, pair, or herd (3–16)
Treasure none
SPECIAL ABILITIES
Desert Dweller (Ex) A shissah feels at home in the desert and does not treat light rubble or sand as difficult terrain. It gains a +4 racial bonus on Survival checks in the desert, and it treats hot temperatures as one category less for the purposes of heat danger. Thus, a shissah does not suffer unduly in very hot conditions, treating severe heat as very hot and extreme heat as severe heat.
Desert Senses (Ex) A shissah is familiar with mirages and gains a +4 racial bonus on saving throws against mirage effects and against effects that cause the dazzled condition. It gains a +4 racial bonus on Perception checks in deserts.
Easily Trained (Ex) A shissah is unusually quick to pick up tricks and animal training. Anyone attempting to train a shissah gains a +2 bonus on her Handle Animal checks. A shissah can learn an additional 2 tricks beyond what an animal of its intelligence can normally be taught.

Shissahs are smaller and seem more delicate than most horses, but their fragile appearance belies their hardiness. They can travel for weeks on minimal water rations and survive on desert scrub and even locusts if necessary. Their large, wide-set eyes, which are surrounded by a thin ring of black, hairless skin, enable them to see despite the glare of the desert sun. Their wide foreheads, tapering to a slender muzzle, indicate their great intelligence. Their high-arched tails are often taken as a sign of their fiery spirit.
Shissahs come in a wide range of colors, and they are often used to refine the lines of other breeds and lend them greater intelligence and bravery. Few leave the hands of Keleshite owners, for a shissah is no mere mount, but a fierce and loyal partner.
Shissah Companions
A shissah companion starts with slightly less natural armor than a typical horse, but it is easier to train; while it doesn’t advance until 7th level (unlike a typical horse, which advances at 4th level), the superior boons it gains in the end often make the wait worthwhile.
Starting Statistics: Size Large; Speed 60 ft.; AC +1 natural armor; Attack bite (1d6), 2 hooves (1d4; secondary attack); Ability Scores Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10; SQ desert dweller, easily trained.
7th-Level Advancement: AC +3 natural armor; Attack bite (1d8), 2 hooves (1d4, secondary attack); Ability Scores Str +2, Dex +4, Con +2; SQ desert senses.
« 上次编辑: 2023-02-16, 周四 22:38:18 由 (/ ̄(エ) ̄)/犬良人ヾ(T(エ)Tヽ) »

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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« 回帖 #2 于: 2019-02-27, 周三 10:48:09 »
至高天神使——复仇战将——Ragathiel——vs邪恶生物豁免+4

至高天神使——放纵之魂——阿谢伊Arshea——限定魅力鉴定与魅力技能+4

至高天神使——极光之塔——Lymnieris——治疗法术每个治疗骰多治愈1点伤害
剧透 -  更正:
别问我为什么忽然在研究这个…我不是,我没有,别瞎说x2

Lymnieris也有一些要更正的地方

Holy Symbol face in profile hidden by a white hood

圣徽:藏在白色风帽下的脸


Worshipers adolescents, the avowed chaste, prostitutes, unwillingly engaged couples
信徒:青少年,发贞操誓言的人,妓女,不情愿地订婚的夫妇


Obedience
剧透 -   :
Lie on a hard, flat surface wearing nothing but a cowl. Concentrate on the feeling of the surface and the air while achieving sexual release without touching yourself.
遵从仪式:
剧透 -   :
赤身只穿上蒙头斗篷躺在坚硬平坦的地方上。感受那表面和空气的触感,在不触及自身的前提下达到高潮。


Healing spells you cast heal 1 more point of damage per die.
遵从效果:你施放的治疗法术每颗治疗骰多治愈一点伤害

剧透 -  介绍也放下来:
Lymnieris teaches that the passage from one state of being to another is a sacred time in every mortal’s life. He is thought to have originally been a planetar, as evidenced by the empyreal lord’s tall stature, emerald green skin, and
four white wings. His hard, radiant body is always coated in a thin sheen of perspiration, and he carries no weapons, instead wielding in one of his delicate hands a great white shield made of celestial ivory.
Lymnieris and his agents sometimes come to the aid of good-hearted virgins pressed into marriage or threatened with being def lowered against their will, as well as those devotees who wish to fulfill their sexual desires but who are restrained by culture or tradition. Any individual on the threshold of a major personal change may call on Lymnieris for aid. Prostitutes who work lawfully and willingly out of love for their profession also worship Lymnieris, and those forced into carnal service pray to him for salvation.
Lymnieris lives in a palace made of blue agate in Heaven, where he often entertains the visiting Arshea.

第一世界的古老者——三相——玛芙——所有基于智力的技能检定中获得+4

永绽之花——密拉妮——信仰灯塔,强大希望,CG亚空

恶魔领主——饥渴之月的女主人——杰萨尔达——看见月亮的夜空下所有豁免+4,狼人模板

恶魔领主——内在之语——哈艮地——鍊金,变型之魔神

龙神——引路者——阿普苏——龙神
« 上次编辑: 2019-06-19, 周三 23:13:17 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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杂项(Other)
« 回帖 #3 于: 2019-02-27, 周三 10:58:08 »
威吓
剧透 -   :
兽人干粮  orc trail rations  1gp

痛殴  hurtful 战斗专长 力量13 猛力攻击 当通过威吓检定成功挫败一个触及范围内生物的士气时候可以一个迅捷动作对其1次近战攻击。失手的话威吓的颤栗效果会立刻结束
胁迫者 若成功,目标会战栗,持续等同于伤害的轮数。
角魔之猛击

龙香水draconic perfume   75gp 鼠尾草那个  威吓检定+2环境加值 且在体型大目标时无罚值
--------不祥 ominous 武器附魔  增强加值加到威吓检定上  价格+1
---------狞笑颅骨头环mark of the grinning skull 价格2000  被佩戴者挫败士气的目标对佩戴者的检定的减值增加2点等
---------精制品威吓工具 50gp
------粗哑药浆 gravelly tonic  50gp  威吓+5炼金加值1小时
----------少女的战盔 maiden's helm 3500gp  灰少女装备  威吓+5表现加值 每天3次命令术类法术
嗅惧灵药 Elixir of Oppression
装备位置:无 灵光:微弱变化系 施法者等级:3
价格:600gp 重量:-



半身人星刃BD
剧透 -   :
歌者:擅长所有的军用武器,中甲,以及所有类型的盾牌(AC+2~4),抄录卷轴,群歌(但有限制),DR1/-,多才多艺,汲借秘术
吟游诗人:迅捷动作,超多幸运加值,战斗类专长,察觉加值,多2技能点,反射闪避,10级万事通,

1)近射
3)精射
5)余音
7)极端
9)集束

1)黛丝娜星刃射击
3)余音绕梁
4)近射
5)精射
7)极端情绪波动(Extreme Mood Swings)
8)武器专攻
9)散星式

1)黛丝娜星刃射击
3)余音绕梁
5)极端情绪波动(Extreme Mood Swings)

1,贞德再世-勇气诗人
Bard is suck!
吟唱诗人也是三版以来的经典形象之一了。进入PF之后,因为叠吟唱的资源大幅减少,诗人在各个战力团中少有人问津。
但实际上PF的吟唱诗人也可以很强。

主要资源:
【装备】Dervish Sikke(狂舞帽)10000g
【装备】Banner of the Ancient Kings(远古列王旗,出自Lands of the Linnorm Kings pg. 50 )18000g
【装备】号角Three reasons to live(出自Plunder and Peril pg. 46)9000g
这三件均为提升“提振勇气”的奇物,狂舞帽直接给你的提振勇气数值+1,而古王旗让你的等效诗人等级+4,号角提供等效诗人等级+6(不过出自模组,DM可能不开)
战旗和号角因为都占手,通常没法都拿,除非你完全放弃自己战斗
提振勇气的关键诗人等级为11级(+3)和17级(+4),请根据自己的等级、资金合理和喜欢的形象安排买哪件。

以8级标准诗人来举例,装上帽子和战旗后,提振勇气的加值便能达到+4,获得对团队的巨大增益,同时还不妨碍自身的战斗(旗子挂长矛上),而且手持战旗的形象非常刚正朴实(贞德:没错就是我)

——————
可选资源:
如果想要进一步提升团队辅助能力,只需要使用
【变体】二重奏者,然后一手旗子一手号角,在宠物合唱及号角的加成下,提振勇气加值能再提高2点,但是两手都占用了,多少会影响自身的正常战斗能力。
再配合BUFF【法术】强大希望,做一个超级BUFF机

如果不想走团队辅助路线也很简单
【变体】晨花狂舞者(Dawnflower Dervish)能让你自身从提振勇气获得的加值翻倍,于是在8级时就能获得命中和伤害+8之高的战斗Buff,可以说是为所欲为。唯一的限制便是你要么就得使用长矛或者长棍作为你的主武器,以为列王旗提供载体,要么就要一手号角一手弯刀(和狂舞者送的狂舞专长配合良好)
【变体】悲伤之魂Sorrowsoul同理

【种族】阿斯莫的天赋职业加值,每级给1/6的有效吟唱等级

此外【装备】Singing Steel(歌唱钢)则能让你启动吟唱的动作降低一级,对等级还不够迅捷吟唱的诗人来说相当实用(使用一次后需要整修10分钟来CD)

【混职】术士:皇帝血脉
在较高等级下,通过混职或者血统专长,拿到皇帝血脉的3级能力,并有至少9级的等效术士等级时(混职9级可满足,血统专长11级),此能力会再给你的提振勇气+1加值。此外强大希望或者英雄气概提供的士气加值也会受益于此能力

绯红玫瑰战旗(Banner of the Scarlet Rose)
位置:无;价格:18000gp
施法者等级:7级;重量:3磅
灵光:中等惑控系
这是一面绘有红玫瑰图案的银底战旗。由绯红玫瑰的旗手们制成的这些旗帜能够保护持有者并鼓舞她的盟友。为了获得效果,绯红玫瑰战旗的持有者必须是一位女性,且用一只手紧握战旗。当它被握紧时,它为持有者的AC提供+2的盾牌加值,并为她的CMD提供+4的幸运加值。绯红玫瑰战旗在计算一切要求使用者持握(wielding)一面盾牌的职业能力和专长(比如姊妹流(Sisterhood Style)和盾墙(Shield Wall)APG)时视为重盾。
当旗手使用授予一个表现加值的能力(比如吟游诗人的激发勇气(inspire courage)能力和骑将的狮之呼唤(lion’s call)骑士团能力),这个表现加值会额外提高1点。这个效果并不会对授予表现加值的法术起效,也不会和任何其他增强表现加值的物品效果叠加。
最后,在30尺内的盟友(包括旗手)会在对抗影响心灵效果的豁免检定上获得+2抗力加值。

士气流核心
专长:极端情绪波动(Extreme Mood Swings),沉迷凡世(故事专长),旗手,
法术:祝福术,懦夫的蒙头斗蓬,英雄气概,强大希望
变体:晨花狂武,悲伤之魂
兼职:先知(双重诅咒,独眼巨人,守律诅咒),蛮子/血蛮
UCH兼职:皇帝血脉术士
奇物:淡绿色艾恩石,部落战彩(绿色),诗人奇物
背景:社区栋梁


1 远古诸王旗有个小争议
就是这个旗子要求双手持用才能触发前半段效果 这个是肯定的。
但是有部分效果写的carry 所以很微妙的是后半段的效果要不要双手持用
这个可能需要确认GM (不过一般认为不需要。)

2 战舞很明显并不是用表演【号角】来开启的吟游表演 所以应该是不能战舞+号角的

3 优雅挥砍一般认为在投掷时无法触发
剧透 -   :
When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage.
这里要求你正在持用 然后你丢出去的时候不就不持用了吗233

« 上次编辑: 2021-04-15, 周四 16:03:08 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: 中转站
« 回帖 #4 于: 2020-07-19, 周日 18:14:26 »
法术

【预言】阿兰姆‧扎依的专注(Aram Zey's Focus)

等级:练金术师/调查员 2、吟游诗人/调查员 2、术士/法师/奥能师 2
施放时间:标准动作
成分:语言、姿势、器材 (价值100gp的精制品盗贼工具)
范围:个人
目标:自己
持续:1分钟/等级 (D)

阿兰姆‧扎依创造本法术给他的学生使用,既是增进他们对自己技能的自信,也是确保他们在遭遇致命陷阱时存活下来。如果你没有寻找陷阱职业能力(trapfinding class ability),这个法术会给予你此能力,并视你为等级为当前角色等级一半的盗贼。如果你通过职业等级拥有了寻找陷阱职业能力,这法术会在所有用来解除机械(但不能是魔法)陷阱上的解除装置检定,给予你+5表现(competence)加值。当你处于阿兰姆‧扎依的专注效果,并在任何时间点因为进行解除装置检定骰低而触发陷阱时,你可以重骰该解除装置检定。这次重骰会应用与第一次投掷相同的调整值。如果你的重骰高到能避免意外触发这个陷阱,那你就能避免触发,但你的解除仍就算做失败。你每一次使用这种效果,法术剩余的持续时间会扣除1分钟,而如果剩下的时间连1分钟都不到,那在你重骰解除装置检定时,这法术结束。

原文
剧透 -   :
Aram Zey created this spell for use by his students, both to increase their confidence in their skills and to ensure more of them survived encounters with deadly traps. If you don't have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level. If you have the trapfinding ability granted by class levels, however, this spell grants you a +5 competence bonus on all Disable Device checks made to disarm mechanical (but not magical) traps. While under the effects of Aram Zey's focus, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. This new roll uses the same modifiers as the first roll. If your second roll is high enough to avoid accidentally springing the trap, you avoid setting it off, but still fail to disarm it. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute—if less than a minute's worth of duration remains, the spell ends as soon as you reroll your Disable Device check.

【死灵】缝唇术(Lipstitch)

等级:术士/法师/奥能师 2、女巫 2
施放时间:标准动作
成分:姿势、材料 (一根骨针与线卷)
范围:近距 (25呎+5呎/2等级)
目标:一个生物
持续:立即
豁免:强韧,通过则无效
抗力:有

这是少数不需要语言成分的法术,如果受术者豁免失败,缝唇术能将受术者的嘴唇紧密缝合,让他无法清楚地说话、使用噬咬攻击、施法或使用关键字。受术者会因为针织缝合血肉的缘故,受到1d6点伤害。受术者仍可以弄出够大,通过DC10的察觉检定可以在一定距离内听到的噪音。
   被缝唇术缝合的嘴唇能以一个标准动作,通过DC20的力量检定来挣开,或以一个整轮动作,使用穿刺或挥砍武器划开(由受术者或其一位盟友进行)。切断缝线会引发借机攻击,但进行力量检定不会。无论你选择哪个,都会受到1d6点伤害以及1点流血伤害。受术者施展带有语言成分的法术,会有20%的机率施法失败,直到流血停止。多次施法本法术,其效果不会叠加。你还可以选择花一分钟,通过DC20的医疗检定,小心翼翼的拆除缝线。如果检定失败,受术者会受到上述所说的伤害以及流血。如果检定成功,缝线可以无害的拆除。没有嘴巴的生物不受缝唇术影响。有好几张嘴巴的生物,每一次施法会使他无法使用一张嘴巴─具体是哪张嘴,由施法者决定。

原文
剧透 -   :
A rare spell without verbal components, lipstitch sews the target's lips tightly together if it fails a saving throw, such that no clear speech, bite attacks, spellcasting, or use of command words is possible. The target takes 1d6 points of damage as the stitches weave through flesh. The victim can still make enough noise to be heard at a distance with a DC 10 Perception check.

The thread created by lipstitch can be burst with a DC 20 Strength check as a standard action or can be sliced open with a piercing or slashing weapon (wielded by the target or an ally) as a full-round action. Cutting the thread provokes attacks of opportunity, while making a Strength check does not. Either option causes 1d6 points of damage and 1 point of bleed damage. The target has a 20% chance of failing to cast spells with verbal components until the bleeding is stopped. The effects of multiple castings of this spell do not stack. Optionally, the thread can be removed more carefully over the course of a minute with a DC 20 Heal check. If the check fails, the target takes damage and bleeds as described above. If the check succeeds, the stitches are removed with no harm. Creatures with no mouths are unaffected by lipstitch. Creatures with multiple mouths lose the use of only one mouth per casting—the particular mouth is chosen by the caster.


【预言】派图莱格萝的批准(Petulengro’s Validation)

等级:鍊金术师/调查员 1、审判者 1、术士/法师/奥能师 1
施放时间:标准动作
成分:语言、姿势、材料
范围:接触
目标:接触到的生物
持续:立即
豁免:无
抗力:有 (无害)

在一次由变形怪引发,伴随死亡的恐怖冲突后,冒险队长伊利萨‧派图莱格萝设计了一个方法来确保她的同伴确如外表所呈现的那般。要施放此法术,你必须有该生物的一些头发、一片剪下的手指甲或其他部分。上述的象征物品不得超过1星期/施法者等级。作为施法的一部分,你碰触目标生物,便能立即知晓该目标是否与象征物品取自的生物为同一位。记住如果妳想分开进行,妳可以在远离目标的地方施法,接着维持法术的能量,然后碰触该生物,如此一来施法就不会被注意到。妳也可以对着一具尸体或甚至某具身体的一部分使用这个法术,确认是不是跟妳施展此法术时所使用的头发、手指甲属于同一人。

原文
剧透 -   :
After a particularly harrowing brush with death at the hands of doppelgangers, Venture-Captain Eliza Petulengro devised a means of being sure her companions were actually who they appeared to be. To cast this spell, you must have a bit of hair, a fingernail clipping, or some other portion of a creature. The sample must be no more than 1 week old per caster level. As part of casting, you touch the target creature, and instantly know whether the target is the same creature the sample is from. Note that if you wish to be discrete, you can cast the spell away from the target and hold the charge before touching the creature, so that the casting is not noticed. You can also use this spell to divine whether a dead body, or even partial remains from a body, belonged to the same person whose fingernail clipping or bit of hair you used when casting the spell.

【死灵】姊妹齐心(Sharesister)

等级:牧师/先知/战斗祭司 3、女巫 3
施放时间:标准动作
成分:语言、姿势、材料 (一滴你的血)
范围:接触
目标:你以及一位与你同性别的生物
持续:1分钟/等级
豁免:意志,通过则无效 (无害)
抗力:有 (无害)

伊菲恩娜‧伐尔斯塔德坚称这个法术是从戴斯娜废弃神殿中的古代祈祷者娜发掘的,但探索者们回报,说在伊利森的冬女巫那有看到类似的法术。虽然这法术的名称叫做姊妹齐心,但无论是雄性还是雌性的生物,效果都一样,本法术的受术者必须要相同性别。

当你放了这个法术,在法术持续时间妳会获得一个负向等级,而另一位受术者会在她的施法者等级以及她所有法术的DC,都获得+1洞察加值。在11级,你可以选择承受4个负向等级,让洞察加值变为+2,如果你愿意,在17级,妳可以承受6个负向等级,让洞察加值变为+3。任何能移除或阻止负向等级的效果会使本法术立即结束。在本法术的效果结束时,获得的负向等级也会立刻消失。多次施展本法术获得的负向等级会叠加。

原文
剧透 -   :
Ithuna Vardsdottir claims to have unearthed this ancient prayer in a ruined temple of Desna, though Pathfinders have reported the use of similar magic in Irrisen among the White Witches. While the name of this spell is sharesister, it works equally well on male or female creatures—both targets of the spell must simply be of the same gender.

When you deliver the spell, you receive a negative level for the duration of the spell, and the other target receives a +1 insight bonus to her caster level and a +1 insight bonus to the save DCs of all of her spells. At 11th level, you can opt to take four negative levels to grant a +2 insight bonus to the other target’s caster level and spell save DCs if you wish, while at 17th level you can take 6 negative levels to increase the insight bonus to +3. Any effect that removes or prevents the negative level immediately ends the sharesister spell. Negative levels received from the spell vanish as soon as this spell effect ends. Negative levels from multiple castings of this spell stack.

【幻术】(虚假幻觉)存影术(Stolen Light)

等级:吟游诗人/歌者 3、术士/法师/奥能师 3
施放时间:1个整轮
成分:语言、姿势、器材 (一颗价值至少500金币的宝石)
范围:接触
目标:碰触到的透明宝石
持续:永久 或 1分钟/等级 (见下)
豁免:意志,通过则无效 (物品)
抗力:有 (物品)

科瑞通‧沙尼在一处诡异的乌荼罗人苦行僧的坟墓中,从其破碎的笔记里发掘此法术,并有谣言说他的书房隔间和抽屉有不下于十数枚存影术宝石。要储存一个图像,做为施法的一部分,你必须碰触一枚价值不亚于500gp的宝石。妳能把以宝石为中心,30呎锥状内所有可见画面捕捉到宝石内部,锥状的方位由你选择。又或着妳可以捕抓在妳视线范围内一件物品不太详细的画面。一旦法术施展完毕,宝石会变得不再透明,画面会在宝石内部并且你看不见。被捕获的画面会一直留存在宝石内,直到释出或是被解除。

想要释放画面,妳要使用一个标准动作碰触存有存影术的宝石,并且说出在施法时决定的关键字。在1分钟/施法者等级的期间,储存在宝石内的画面会变得肉眼可见。画面的细节,其清晰程度和在施法之时所观察到的相同。黑暗视觉无法从存影术中发现更多细节,但昏暗视觉或其他特别的视觉天赋或许能够揭露施法者没看到的细节。在存影术中若有比强光更亮的光源,那在画面中其亮度会自动减弱成强光。当画面被释放,就无法从宝石里再次释放了。

存影术可以被魔法恒定术恒定,这需要施法者等级10,以及5000gp。这能让宝石无限次数投射画面,使用关键字来激活或取消,直到宝石被摧毁或是被解除。

原文
剧透 -   :
Kreighton Shaine researched this spell from the fragmentary notes of a Vudrani ascetic recorded in a strange tome, and rumors credit him with no fewer than a dozen permanent stolen light gems hidden in compartments and drawers in his study. Stolen light stores images within a gem. To store an image, as part of casting you must touch a gem worth not less than 500 gp. You trap within the gem an image of everything visible within a 30-foot cone measured from the gem, in a direction of your choice. Alternatively, you can capture a less detailed image of a single object within sight. Once the casting is complete, the gem turns opaque, and the image inside cannot be seen. The stolen image remains within the gem until released or dispelled.

To release an image, you touch a gem holding stolen light as a standard action and speak a command word chosen at the time of casting. For 1 minute per caster level, the image stored within the gem becomes visible. Details can be made out as clearly as they could be perceived at the time of casting. Darkvision is of no use for making out details in a stolen image, though low-light vision or other exceptional visual talents may reveal information the caster did not see. Light sources brighter than bright light are reduced to bright light in the stolen image. Once the image has been released, it cannot again be recovered from the gem.

Stolen light can be made permanent with the permanency spell by a caster of 10th level for a cost of 5,000 gp. This leaves the gem capable of projecting the image indefinitely, activated and deactivated by its command word, until it is destroyed or dispelled.

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: 中转站
« 回帖 #5 于: 2020-07-19, 周日 18:22:07 »

【咒法】(召唤)变更召唤生物(Alter Summoned Monster)

等级:反圣武士 2、吟游诗人/歌者 2、牧师/先知/战斗祭司 2、德鲁伊/猎人 2、游侠 2、术士/法师/奥能师 2、召唤师 2、女巫 2
施放时间:标准动作
成分:语言、姿势
范围:近距 (25呎+5呎/2等级)
目标:一个被召唤的生物
持续:立即
豁免:意志,通过则无效
抗力:有

你将一个因为【咒法】(召唤)法术所召唤而来的生物替换为你可以通过召唤怪物或召唤自然盟友召唤来的另外一个生物。对于法术目标而言,你用于替换的新生物必须处于同环或更低的召唤法术的召唤选项上。这个新的召唤生物不能被召唤至不适合的环境。目标可以通过一个意志豁免来抵抗这个效果。但如果目标正受你的控制,这个效果没有豁免。变更召唤生物并没有影响法术召唤目标剩余的持续时间,也没有影响同一个法术召唤的其他生物。恶堕召唤生物有着基于你用于替换的新生物的相同阵营描述符。幻灵不能成为这个法术的目标。

原文
剧透 -   :
You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature’s ally spell. The new creature must be an option from a spell of the same level or lower as the spell that summoned the target. The new creature cannot be summoned into an environment that cannot support it. The target can attempt a Will saving throw to negate this effect, but if the target is under your control, it receives no saving throw. Alter summoned monster does not alter the duration of the spell that summoned the target, nor does it affect any additional creatures summoned by the same spell as the target. The new creature has the same conditions and amount of damage as the target creature, and remains affected by all curses, diseases, poisons, and penalties that affected the target, but no other spells or effects carry over. Alter summoned monster is a spell of the same alignment type or types as the creature for which you exchange the target. An eidolon can’t be targeted by this spell.


【塑能】最终奉献(Final Sacrifice)

等级:反圣武士3,血脉狂怒者2,牧师/先知/战斗祭司3,萨满3,术士/法师/奥能师3,召唤师2,女巫4
施放时间:标准动作
成分:语言、姿势
范围:近距(25呎+5呎/2等级)
目标:一个召唤生物
持续:立即
豁免:强韧,通过则无效;然后反射,通过则减半
抗力:有

你阻断一个召唤生物体内的召唤能量,使得它被强制驱离。如果目标在强韧豁免中失败,他会被立刻杀死,并且召唤该生物的法术每有一个法术环级,目标20尺范围内的所有生物受到1d4点伤害。这个伤害属于火焰伤害,除非目标生物具有寒系或者水系亚种,这种情况下造成寒冷伤害。受到伤害的生物如果通过反射豁免则伤害减半,DC等同于最终奉献的DC。最终奉献可以终结一个召唤师的幻灵,但幻灵在豁免上具有+4加值,除非这个法术是由召唤师自己释放的。如果法术目标是一个幻灵,则幻灵周围20尺范围内的生物受到的伤害等同于1d4+1/2每控制幻灵的召唤师的等级。

原文
剧透 -   :
You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of thesummoning spell that conjured the target. This damage is fire damage unless the target creature has the cold or water subtype, in which case it’s cold damage. Creatures caught in this explosion take half damage if they succeed at their Reflex saves against this spell’s DC. Final sacrifice can detonate a summoner’seidolon, though an eidolon receives a +4 bonus on its Fortitude save unless the spell is cast by the eidolon’s own summoner. If this spell targets an eidolon, creatures within 20 feet of the eidolon take an amount of damage equal to 1d4 + 1/2 the caster level of the summoner who controlled the eidolon.

【咒法】(医疗)速效治癒(Instant Restoration)

等级:牧师/先知/战斗祭司4、德鲁伊/猎人 4、萨满4、召唤师4、女巫4
施放时间:直觉动作
成分:语言、姿势、器材/法器(一筒水和一颗种子)
范围:近距 (25呎+5呎/2等级)
目标:一个你控制的召唤生物
持续:1轮/等级(D)
豁免:无
抗力:无

速效治癒将位面能量链接到一个召唤生物上,这个法术可以在你控制的召唤生物的生命值降低至0或更低时以一个直觉动作释放。
召唤生物不会立刻消失,而是会被治疗4d8+每施法者等级1点HP(最大4D8+10HP),如果这个治疗效果使得你的召唤生物的生命值为1点或更多。它就会如同生命值不曾低于0一般存留。被死亡效果杀死的生物无法被速效治癒拯救,一个召唤师可以以他的幻灵为目标使用这个法术。

原文
剧透 -   :
Instant restoration channels planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points. Rather than immediately disappear, the creature is healed for 4d8 hp + 1 hit point per caster level (maximum 4d8+10 hit points). If this healing brings your summoned creature’s hit point total to 1 or more hit points, it remains as if its hit points had never dropped to 0 or fewer. Creatures slain by death effects cannot be saved by instant restoration. A summoner can target his eidolon with this spell.


【咒法】(传送)主宰脱逃(Master’s Escape)

等级:牧师/先知/战斗祭司4,德鲁伊/猎人4,术士/法师/奥能师4,召唤师3,女巫4
施放时间:标准动作
成分:语言、姿势
范围:近距 (25呎+5呎/2等级)
目标:你和一个你控制的召唤生物
持续:1轮/等级(D)
豁免:无
抗力:无

你在你自己和一个由你控制的召唤生物之间创造一个异次元链接以允许你们互换位置。在施展主宰脱逃后,你可以以一个迅捷动作传送到你召唤的生物所在的空间,同时你召唤的生物将传送至你原本所在的空间。如果在你使用这个法术效果前你的召唤生物的生命值变为0或更低。你可以以一个迅捷动作传送至30尺以内你所能看见的一个位置。当你使用了以上任意一个效果之一后,这个法术结束,一个召唤师可以以他的幻灵为目标使用这个法术。

原文
剧透 -   :
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell.




【咒法】(召唤)召唤劳工(Summon Laborers)

等级:牧师/先知/战斗祭司6,萨满6,召唤师6,女巫6
施放时间:10分钟
成分:语言、姿势、器材/法器(一条符文羊皮纸)
范围:近距 (25呎+5呎/2等级)
效果:每施法者等级一个祈并者
持续:8小时
豁免:无
抗力:无

召唤劳工会召唤每施法者等级一个祈并者。这些祈并者会从一个你所挑选的位面降临并按你的指示执行任务。祈并者们无法战斗或者进入危险地带,但是会在你结算一个休整期动作(UCa休整期事件条目)时协助你,提升50%的影响力或者劳动力,最多每2个施法等级一点额外的影响力或者劳动力。这与任何你的追随者在一次结算内提供的影响力或者劳动力提升叠加(若有)。召唤劳工的法术阵营与祈并者降临的位面相同(若来自无底深渊则为混乱邪恶,来自七重天堂则为守序善良,其他同理)。增加法术召唤生物数目的效果(例如高等召唤UM)不影响召唤劳工。

原文
剧透 -   :
Summon laborers summons one humanoid petitioner per caster level. These petitioners hail from one plane of your choice and perform tasks at your direction. The petitioners cannot fight or travel to dangerous lands, but do assist your downtime activities (Pathfinder RPG Ultimate Campaign 84) within a settlement, increasing the effect of Influence or Labor you spend by 50%, to a maximum of 1 additional point of Influence or Labor for every 2 caster levels you possess. This stacks with any increase to the effect of Influence or Labor that you receive from your followers within the settlement where the downtime activity takes place (if any). Summon laborers is a spell of the same alignment type as the plane from which the summoned petitioners hail (chaotic and evil for the Abyss, lawful and good for Heaven, and so on). Effects that increase the number of creatures summoned by a spell (such as Superior SummoningUM) do not affect summon laborers.


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: 中转站
« 回帖 #6 于: 2020-10-11, 周日 13:18:55 »
密传骑士(Esoteric Knight)
  “那是我所曾见最古怪的战斗。每当我对那战士的下一步做出预测,就犯了错。她与传统的作战方式大相径庭;她的武器变换特性;她身在此处,随即又出现在另一处。或者那就存在着两个她?有一个刺客差点逮住她——但他崩溃了,抓着自己的脑袋尖叫。她看似在用自己的躯体和武器进行一场我能够观测到的战斗,但这场战斗只存在于她的思想——和她敌手的思想中。”
——摘自《探索者编年史》杂志“此处与彼处的战斗”,作者:冒险船长迪亚·阿肯

  身为诡谲的战士和异能操使者,密传骑士和他们持之以恒研习的隐秘技艺一样罕见。当其他人在对宁静的追寻中谋求身与心之完美时,这些战士将通过学习异能之秘、掌握致命招式来成为完美而危险的武器作为目标。密传骑士深知身与心之平衡是一个优势,他们可以利用它来对付那些偏爱大脑或肌肉的对手。
  每一位密传骑士间都存在差异。他们很少形成组织或训练学徒,并以无与伦比的偏执保守自己独特的秘密。尽管任何一个持有恰当能力组合的人都有机会成为密传骑士,但这条道路充斥死胡同、骇人的危险和预料之外的曲折。密传骑士最常见于不可思议之国乌笃纳,同时掌握躯体和心灵是此处常见的追求。

进阶条件(Requirements)
要进阶成为密传骑士,角色必须满足以下所有条件。
BAB:+5
特殊:【念袭】职业能力或能够释放1环异能法术。

生命骰(Hit Die):d8

本职技能(Class Skills)
密传骑士的本职技能为:估价(智力),攀爬(力量),知识(奥秘)(智力),知识(位面)(智力),知识(宗教)(智力),语言学(智力),骑术(敏捷),法术辨识(智力)和游泳(力量)。
每级技能点数:4 + 智力调整值

表:密传骑士
等级      BAB      强韧      反射      意志      特殊能力每日法术
1级+1+1+0+1身之密传     
2级+2+1+1+1心之密传+1现有施法职业等级
3级+3+2+1+2身之密传     
4级+4+2+1+2心之密传+1现有施法职业等级
5级+5+3+2+3身之密传     
6级+6+3+2+3心之密传+1现有施法职业等级
7级+7+4+2+4身之密传     
8级+8+4+3+4心之密传+1现有施法职业等级
9级+9+5+3+5身之密传     
10级+10+5+3+5心之密传+1现有施法职业等级

职业能力(Class Features)
后述内容为密传骑士进阶职业的职业能力。
武器与护甲擅长(Weapon and Armor Proficiency):密传骑士擅长所有简易与军用武器,以及轻甲,中甲与盾牌。

每日法术(Spells per Day):在指定等级,密传骑士如同之前异能施法职业获得提升一样,获得新的每日法术。除了额外每日法术、可知法术(若她是自发施法者)和有效施法者等级之外,她不会从该职业获得任何其他好处。若角色在成为密传骑士前拥有多个异能施法者职业,她必须选择一个职业来决定新等级带来的每日法术。
当一个角色在提供【念袭】职业能力的职业上拥有等级时,可取代选择一个施法者职业来提升有效职业等级。若她如此作,她在计算可获取原力的最高等级、【念袭】及【护身原力】的有效法术等级和每轮可承受的超载点数时有效等级获得提升。若这些密传骑士等级被视作获取念袭的职业等级,则她如常获得【通用原力】和【注能】。她不会获得除此之外任何相关的职业能力,如【注能熟稔】。

身之密传(Martial Esoterica):1级以及之后的每个奇数等级,密传骑士获得一项奖励战斗专长。她必须满足该专长的先决条件。在计算专长的先决条件时,密传骑士的等级视作战士等级,并与任何战士等级相叠加。
密传骑士可以通过标准动作,消耗一个1环法术位来学习一个新的战斗专长以取代最新获取的【身之密传】专长。若她是一个具有【超载】职业能力的角色(如操念者),则可以改为承受一点超载。作为效果,密教骑士失去奖励专长以换取新的专长。
她只能更换最新获得的战斗专长。当她获得一个新的奖励专长时,此前的专长将被固定且不能再被更改。

心之密传(Psychic Esoterica):随着密传骑士增长经验,她将习得诸多增强她攻防能力的心之密传。在2级遗迹之后的每个偶数等级,密传骑士获得一个心之密传。每个心之密传只能被选取一次。
部分密传需要角色消耗一个或更多法术位来启动。具有【超载】职业能力的角色(如操念者)可以承受1点超载来取代消耗一个1环或更低的法术位,或承受2点超载来取代消耗一个3环或更低的法术位。

斗争思维(Battle Mind,Su):在施展法术或念袭时,通过自由动作消耗一个1环法术位,密传骑士所施展的法术获得【本能法术】OA与【逻辑法术】OA超魔,念袭获得【近程射击】和【精准射击】的效果。

混淆投射(Confounding Projection,Su):通过迅捷动作消耗一个1环法术位,密传骑士可以在1轮内将自身的复制体投射至在30尺内的一个敌人的心智中。复制体视为占据敌人相邻的位置,为密传骑士提供夹击,即便面对通常免疫夹击的敌人也是如此。这是一个影响心灵效果。

诡法防具(Eldritch Armor,Su):当穿着盔甲或持用盾牌时,每个密传骑士等级都使密传骑士将她的1点智力或魅力调整值(取高者)作为增强加值加至护甲或盾牌AC上(至多+5)。密传骑士可添加无相、暗影或滑溜附魔以取代1点增强加值。
每日重新获取法术位时,密传骑士可将这些增强转移到另一件盔甲或盾牌上。增强效果将在密传骑士不再穿着护甲或持用盾牌时消散。

诡法武具(Eldritch Weapon,Su):通过迅捷动作消耗一个1环法术位,密传骑士可以在1分钟内赋予所持武器如下的特殊能力之一:护体、炽焰、冻寒、锐锋、慈悯或电击。这些增强可与任何武器现有的附魔叠加(但不可重叠)。密传骑士可以在击破DR时将武器的材质视作寒铁或银,持续1分钟。

魅影军备(Phantom’s Armory,Su):通过迅捷动作消耗一个2环法术位,无论武器与防具本身的类型或任何在武器和防具上生效的效果如何,密传骑士可以使她的攻击(武器攻击或念袭)与防具视作具有幽冥附魔,持续1分钟。

幽影投射(Shadow Projection,Su):通过标准动作消耗一个3环法术位,密传骑士可以召唤一个与她相似的幽影盟友。除却召唤生物持续每密传骑士等级1分钟且该生物的死亡与遣退不会产生惩罚外,此能力如同影武者的【召唤幽影】能力(Pathfinder RPG CRB 329页)一般生效。

梭空步履(Step through Reality,Sp):通过迅捷动作消耗一个3环法术位,密传骑士可以传送至30尺内的位置,如同【任意门】。这一动作不会引发藉机攻击。密传骑士无法携带其他生物一同传送。

剧透 -  原文:
Esoteric Knight

Mysterious warriors and wielders of psychic powers, esoteric knights are as rare as the obscure techniques they obsessively practice. While others seek the perfection of mind and body in the pursuit of tranquility, these warriors aim to become perfect, dangerous weapons by learning occult secrets and mastering deadly fighting moves. Esoteric knights know that balance between mind and body is an advantage they can exploit against those who favor brains or brawn.

Every esoteric knight is different. They rarely form orders or train apprentices and guard their unique secrets with unmatched paranoia. Though anyone with the right mix of abilities can become an esoteric knight, the road to becoming one is filled with dead ends, eldritch dangers, and unexpected twists. Esoteric knights are most commonly found in the Impossible Kingdoms of Vudra, where mastery of both body and mind are common pursuits.
Requirements
To qualify to become an esoteric knight, a character must fulfill all of the following criteria.

Base Attack Bonus: +5.
Special: Kinetic blast class feature or ability to cast 1st-level psychic spells.
Class Skills
The Esoteric Knight's class skills are Appraise (Int), Climb (Str), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Ride (Dex), Spellcraft (Int), and Swim (Str)..

Skill Points at each Level: 4 + Int modifier.
Hit Die: d10.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +1   +1   +0   +1   Martial esoterica   —
2nd   +2   +1   +1   +1   Psychic esoterica   +1 level of existing class
3rd   +3   +2   +1   +2   Martial esoterica   —
4th   +4   +2   +1   +2   Physic esoterica   +1 level of existing class
5th   +5   +3   +2   +3   Martial esoterica   —
6th   +6   +3   +2   +3   Psychic esoterica   +1 level of existing class
7th   +7   +4   +2   +4   Martial esoterica   —
8th   +8   +4   +3   +4   Psychic esoterica   +1 level of existing class
9th   +9   +5   +3   +5   Martial esoterica   —
10th   +10   +5   +3   +5   Psychic esoterica   +1 level of existing class

The following are the class features of the esoteric knight prestige class.

Weapon and Armor Proficiency: An esoteric knight is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spells per Day: At the indicated levels, an esoteric knight gains new spells per day as if she had also gained a level in a psychic spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one psychic spellcasting class before becoming an esoteric knight, she must decide to which class she adds the new level for purposes of determining spells per day.

Instead of choosing a spellcasting class, a character with levels in a class that grants the kinetic blast class feature can add these effective levels to that class. If she does, she increases her effective kineticist level for purposes of determining the highest level of wild talents she can select, the effective spell level of her kinetic blast and defense wild talents, and the amount of burn she can accept each round. She continues to gain utility wild talents and infusions as if these levels of esoteric knight were levels of her class that grants kinetic blast. She does not gain or increase other related class features, such as infusion specializations.

Martial Esoterica: At 1st level and every 2 levels thereafter, the esoteric knight gains a bonus combat feat. She must meet the prerequisites of the feat. Her esoteric knight levels count as fighter levels and stack with any levels of fighter she might have for meeting the prerequisites for feats.

An esoteric knight can learn a new combat feat in place of the most recent martial esoterica feat she has learned either by expending a 1st-level spell slot or, if she is a character with the burn class feature (such as the kineticist), by accepting 1 point of burn as a standard action. In effect, the esoteric knight loses the bonus feat in exchange for the new one. She can change only the most recent combat feat gained. Whenever she gains a new bonus combat feat, the previous feat becomes set and cannot be changed again.

Psychic Esoterica: As an esoteric knight gains experience, she learns a number of psychic esoterica that enhance her offensive and defensive capabilities. At 2nd level and every 2 levels thereafter, an esoteric knight gains one psychic esoterica. Each esoterica can be selected only once.

Some esoterica require a character to expend one or more spell slots to activate. A character with the burn class feature (such as a kineticist) can accept burn instead of expending spell slots. She can accept 1 point of burn instead of expending a 1st-level or lower spell slot, or 2 points of burn instead of expending a 3rd-level or lower spell slot.

Battle Mind (Su): By expending a 1st-level spell slot as a free action while casting a spell or using a kinetic blast, the esoteric knight can cast the spell as if it were modified by the Intuitive Spell and Logical Spell feats or grant the kinetic blast the benefits of the Point-Blank Shot and Precise Shot feats.

Confounding Projection (Su): By expending a 1st-level spell slot as a swift action, an esoteric knight can project a duplicate of herself into the mind of an enemy within 30 feet for 1 round. This duplicate appears to the enemy to occupy an adjacent space and grants the esoteric knight the benefits of flanking, even against enemies who are normally immune to flanking. This is a mind-affecting effect.

Eldritch Armor (Su): When wearing armor or using a shield, the esoteric knight adds 1 point of her Intelligence or Charisma bonus (if any; whichever is higher) per esoteric knight class level as an enhancement bonus to her armor or shield (maximum +5). The esoteric knight can forgo 1 point of enhancement bonus per ability to instead grant the benefit of the glamered, shadow, or slick armor special abilities.

Each day when regaining spell slots, the esoteric knight can adjust these benefits and can transfer them to a different armor or shield; the benefits cease to function if the esoteric knight is not wearing the armor or wielding the shield.

Eldritch Weapon (Su): By expending a 1stlevel spell slot as a swift action, the esoteric knight can grant a magic weapon she is wielding any one of the following special abilities for 1 minute: defending, flaming, frost, keen, merciful, or shock. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The esoteric knight can alternatively cause the weapon to be treated as cold iron or silver for the purpose of bypassing damage reduction for 1 minute.

Phantom’s Armory (Su): By expending a 2nd-level spell slot as a swift action, the esoteric knight can cause her attacks (whether weapon attacks or kinetic blasts) and her armor to be treated as ghost touch weapons and armor for 1 minute, regardless of weapon or armor type or any other abilities modifying the weapons and armor.

Shadow Projection (Su): By expending a 3rd-level spell slot as a standard action, the esoteric knight can summon a phantom ally resembling herself. This ability functions as the shadowdancer’s summon shadow ability except that the summoned creature remains for 1 minute per esoteric knight level, and there is no penalty for the creature’s death or dismissal.

Step through Reality (Sp): By expending a 3rd-level spell slot as a swift action, the esoteric knight can teleport to a space within 30 feet as if using dimension door. This movement does not provoke attacks of opportunity. The esoteric knight cannot bring other creatures with her.

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: 中转站
« 回帖 #7 于: 2020-10-20, 周二 10:06:27 »
戒指,权杖与奇物(Rings, Rods, and Wondrous Items)
你可以在内海地区各地找到后述魔法物品。

决斗护腕(Dueling Cuffs)
位置:腕部;价格:10000gp
施法者等级:3级;重量:1磅
灵光:微弱防护系
在内海地区盛行决斗的国度里,你可以看到使用这种紧身秘银护腕的人。决斗护腕的穿戴者的AC获得+1偏斜加值。这个加值会在穿戴者持用一把或更多把能够享受武器娴熟(Weapon Finesse)专长的武器时增加至+2点。
决斗(见极限战斗)中,穿戴者不会在进行决斗格挡(dueling parry)动作时承受通常的-5减值。此外,穿戴者能够尝试使用决斗格挡来偏转来自火器(firearms)的远程攻击,但是进行此类尝试要承受-5的减值。
制造要求:制造奇物(Craft Wondrous Item),防弹护盾UC(Bullet Shield),猫之优雅(Cat's Grace)
制造成本:5000gp

帝国军巨盔(Imperial Army Greathelm)
位置:头部;价格:29000gp
施法者等级:9级;重量:6磅
灵光:中等附魔系
许多摩尔苏恩(Molthune)的老练指挥官都会佩戴这种有着大号红羽饰的银盔。若帝国军巨盔的佩戴者具有领导力专长,那么他的领导力值会获得+3加值,而且他的任何追随者或部署均会在攻击检定和对抗恐惧效果(fear effect)的豁免检定中获得+1加值,不过享受该效果需要这些生物与佩戴者之间有视觉线。
若佩戴者具有战术(tactician)职业能力的话,该能力的范围会增加至60尺。
制造要求:制造奇物(Craft Wondrous Item),领导力(Leadership),鹰之威仪(eagle’s splendor),高等命令术(Command, Greater)
制造成本:14500gp

十字军圣骸布(Mantle of the Crusader Host)
位置:胸部;价格:95000gp
施法者等级:20级;重量:—
灵光:强烈防护系
这件圣骸布上撰写了上百段赞颂善神的宗教文章。穿戴它的角色会被赋予DR 5/邪恶。在对抗具有恶魔亚种(demon subtype)的生物所进行的攻击时,伤害减免变为DR 5/—。若穿戴者时圣武士,那么在对抗她的制裁邪恶目标时,伤害减免变为DR 5/—。
制造要求:制造奇物(Craft Wondrous Item),石肤术(Stoneskin),制造者必须为善良阵营
制造成本:47500gp

紫貂精英鞍座(Sable Company Elite Saddle)
位置:无;价格:14000gp
施法者等级:5级;重量:5磅
灵光:微弱变化系
这副上好的皮质鞍座边缘有许多改动,专门用于让坐骑的翅膀能够更好的行动而设置。配备紫貂精英鞍座的坐骑会在飞行检定中获得+5表现加值,并且会使骑手在骑术检定中获得+5表现加值。若骑手在飞行中不幸落马,那么他会立即受到羽落术(Feather Fall)的效果影响。
坐骑还会额外获得骑手所具有的任何团队专长的好处。
制造要求:制造奇物(Craft Wondrous Item),飞行术(Fly),坐骑术(Mount),制作者的骑术至少有5级
制造成本:7000gp

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: 中转站
« 回帖 #8 于: 2020-11-14, 周六 10:17:17 »
典范编年史
出自Chronicle of Legends,28~31页
维尔克拉姆广受欢迎的《十二王传》会告诉你无畏者费林高达12尺、每天早餐前抛接树木、并且是独自搏杀了破灭飞龙(Breaker-Wyrm)。而另一方面,梅希乌斯·伦那本很难取得的《异典》——我不得不通过一些既不太安全也不完全合法的途径来得到它——则表示皇家弓手团与此事关系更为密切。我认为下述的英雄壮举至少在某些方面比较接近真实。
——摘自《探索者编年史》卷册“古代英雄传说研究”,作者卡利谢纳·尼克斯

替代巅峰
当一个角色在某一职业上达到20级时,她会获得一个强大的职业特质或能力,也被称作巅峰(Capstone)。下文提供了一些新的巅峰供20级角色选择,角色可以选择下列巅峰来替代职业原有的巅峰。部分巅峰只供特定职业选择,另外一些则可由所有符合条件的职业选择。部分巅峰会指定它所取代的能力。若角色已经通过变体更换了职业原本的巅峰,她便不能选择替代巅峰。虽然牧师和法师原本没有巅峰,但她们仍可在20级获得巅峰。

特定职业巅峰
下列巅峰能力适用于特定职业角色。
反圣骑士——无情锋芒(Tip of the Spear,Su):20级时,反圣骑士不再区分善恶。反圣骑士的制裁善良(Smite Good)每日可用次数增加3次,且总可制裁任何敌人而无论其阵营如何。
奥能师——渊深源泉(Deep Reservoir,Su):20级时,奥能师拥有可供其肆意挥霍的能量。奥能师的奥能源泉(Arcane Reservoir)能量上限提升10点,且每日准备法术时额外恢复5点。
野蛮人或极限解放野蛮人——不可阻挡(Unstoppable,Ex):20级时,再没有什么可以杀死野蛮人,尽管随意尝试。野蛮人获得DR 3/—、或增加原有的伤害减免3点。此外,野蛮人获得等同于DR/—数值的强酸、寒冷、闪电和火焰抗力。
吟游诗人——热诚倾慕(Adoring Fan,Su):20级时,即使是最无情的看客也能被吟游诗人的表演打动。只有距离吟游诗人30尺内,且能够看见和听见吟游诗人表演整整一轮的目标才会受到影响。目标可以尝试通过意志豁免(DC=10+1/2吟游诗人等级+吟游诗人魅力调整值)以抵抗此效果。若豁免成功,吟游诗人在24小时内无法再次对该生物使用热诚倾慕。若豁免失败,在吟游诗人表演期间,该生物持续受其支配(如同支配怪物dominate monster),且在此后的1D4小时内被其魅惑(如同魅惑怪物charm monster)。热诚倾慕是一个影响心灵的胁迫效果,依赖听觉和视觉成分。
血脉狂怒者——赋能血怒(Empowered Bloodrage,Su):20级时,血脉狂怒者操弄法术如同驱使身躯一般自如。当血脉狂怒者进入血怒(Bloodrage)时,他可以对自身施放两个法术而非一个。
拳师——完美斗士(Perfect Warrior,Ex):20级时,拳师已然堪至技艺之巅。拳师的招式训练(Maneuver Training)提供的加值提升2点,AC闪避加值提升2点。这项能力取代了20级千招百式(Martial Flexibility)的提升。
骑将——战术天才(Tactical Genius,Ex):20级时,骑将成为战场上的艺术家,号令军队就如同摆弄棋子般得心应手。骑将获得1个团队专长作为奖励专长,战术(Tactician)可以分享至多三个专长,且战术(Tactician)的范围提升90尺(提升至120尺)。
牧师——代行神意(Proxy,Su):20级时,牧师与神祇建立起一道直接的、私密的联系。牧师本能地知晓自己的神祇赞同或反对某一特定的行动或想法(尽管神很少对过于平凡和琐碎的事务提出意见)。此外,牧师可以额外获得一个属于信奉神祇的领域。
德鲁伊——家园(Home Ground,Su):20级时,德鲁伊细致地了解家园的万事万物。德鲁伊选择战役中的一片特定区域,例如一片丛林,一座高山或一片海域。当德鲁伊位于该区域时总享受问道自然(Commune with Nature)法术的效果,且可在每日准备法术时改变从问道自然中获取的信息类别。此外,当德鲁伊位于该区域时,施法者等级获得+4加值。
战士——无尽战历(Veteran of Endless War,Ex):20级时,战士经历的战斗数十倍丰富于普通士兵。战士的护甲训练(Armor Training)和武器训练(Weapon Training)提供的加值各提升2点。
铳士——个人武库(Personal Armory,Ex):20级时,世间再没有铳士无法使用的枪械。铳士将枪械训练(Gun Training)应用至所有种类的火器,且枪械训练的伤害加成再增加敏捷调整值的一半。
猎人——狩猎大师(Huntmaster,Ex):20级时,猎人学会控制所有野兽。猎人获得第二动物伙伴(Animal Companion),在决定第二动物伙伴能力时将猎人等级视为比正常低4级。猎人可以分别为每个动物伙伴应用不同的动物之力(Animal Focus)拟态。
审判者——团队领袖(Team Leader,Ex):20级时,审判者可以将农民组建成军队,当然也能用训练有素的战士做得更好。当审判者每日恢复法术位时,她可以花费1小时来将团队战术传授一些角色,数目至多等同于审判者的智力调整值。在24小时内,这些角色获得三个审判者的团队专长(由审判者选择)作为奖励专长。
调查员——致命策略(Deadly Study,Ex):20级时,调查员知晓如何击中要害部位。调查员的战斗策略(Studied Combat)提供的加值提升4点,策士之击(Studied Strike)的伤害提升3D6点。
操念使——无拘原力(Unbridled Power,Su):20级时,操念使将元素挥舞如刀,斩断一切敌人。操念使选择一个念袭,该念袭的伤害增加2D6+2点(对于物理念袭)或2D6点(对于能量念袭),且忽略目标的前10点伤害减免或能量抗力。
魔战士——传奇刀锋(Legendary Blade,Su):20级时,魔战士可以使武器成为恐怖与奇迹的具现。当魔战士使用奥能力池(Arcane Pool)为武器附魔时,使武器额外获得+2增强加值(共计+7)。
通灵者——坚韧灵魂(Hardened Soul,Su):20级时,英灵及其他存在长期以来对支配通灵者的尝试使其灵魂更加坚韧。英灵需达到8点共鸣才能支配通灵者令其NPC化,且通灵者的灵力奔涌(Spirit Surge)提供的加值改为2D8。
催眠师——透心注视(Piercing Gaze,Su):催眠师的注视直透内心。催眠师的注视减值提升2。
武僧或极限解放武僧——宗师(Old Master,Ex):20级时,武僧已然堪至武艺之巅。武僧的疾风连击(Flurry of Blows)增加1次最高BAB攻击次数,AC闪避加值增加2。
忍者——斩风(Slicing Wind,Su):20级时,忍者几乎化作风与刃。忍者的轻身步(Light Steps)可以移动至多四倍于其速度,且可在移动中的任意时机以最高BAB进行1次攻击。
秘学士——怪异收藏家(Collector of the Strange,Su):20级时,秘学士全身上下挂满了奇怪的古董。秘学士获得2个灵器之力(Focus Powers)且心智点上限增加6点,但在同一个灵气学派中投入的心智点不能超过上限的三分之一。
先知——多重秘示(Diverse Mysteries,Su):20级时,先知知晓自己有时需要其他的方法来完成宗主的任务。先知可以从其他秘示域中选择两个启示,先知需满足这些启示的先决条件。
圣骑士——圣誓冕卫(Crusader Champion,Su):20级时,圣骑士的热诚光辉照耀周身一切。圣骑士的所有灵光(Aura)范围增加30尺。
异能者——纯熟精神(Phrenic Mastery,Su):20级时,异能者的心灵本身就成为了一件传奇武器。异能者的精神力池(Phrenic Pool)上限增加6点,且获得2个新精神增幅(Phrenic Amplifications)。
游侠——了若指掌(Seen It Before,Ex):20级时,游侠对于宿敌的所有伎俩都一清二楚。在豁免宿敌的法术和能力时,游侠可以获得等同于宿敌加值的洞察加值。
盗贼或极限解放盗贼——技艺天赋(Masterful Talent,Ex):20级时,盗贼是小偷,是演员,是商人,是斥候,是听者,是朋友,是刺客,也是数十种其他玩意。盗贼的所有技能均获得+4加值。
武士——不屈英魂(Indomitable Spirit,Ex):20级时,战场上的武士能在最绝望的力量面前振奋他人精神。武士的旗帜(Banner)范围增加90尺(增至150尺),提供的加值提升2点,且武士可以以移动动作(取代标准动作)挥舞旗帜发挥其效果。
萨满——精熟巫术(Hex Mastery,Su):20级时,萨满习得了最为可怕的巫术。萨满可以习得一个女巫的高等巫术(Grand Hex)。
变形者——灵活形态(Flexible Form,Su):20级时,变形者能够控制身体每个最细致的部位。当变形者使用自然变身(Wild Shape)时,在身体能力上获得总计+6加值,每次变身时可以自由分配。例如,变形者可以在一次变身中获得+4力量加值和+2敏捷加值,而在下次变身时获得+6体质加值。
歌者——高等秘术(Great Kenning,Su):20级时,歌者对其他魔法的了解愈发广泛。歌者的汲借秘术(Spell Kenning)每日可用次数增加3次,且可额外选择一个汲借秘术来源法术列表。
杀手——逆势而为(Against the Odds,Ex):20级时,杀手习惯了以少敌多的战局。当杀手使用杀戮目标(Studied Target)时,可以在同一动作中同时研究至多2个额外目标。
术士——独有血统(Unique Bloodline,Su):20级时,术士的血液变得狂野而奇诡,与其先祖关联的特质变得稀薄,而其本人的特质更为突出。选择第二血统(Bloodline)获得血统奥秘和1级、3级、9级的血统力量。第二血统血统力量的等级与术士原有血统的等级一致。
唤魂师——强力魅影(Potent Phantom,Su):20级时,唤魂师的魅影显形变得极度复杂而精巧。魅影(Phantom)获得第二情感羁绊(Emotional Focus)。这不会改变魅影的豁免,但魅影能从中得到技能加成和特殊能力。
召唤师或极限解放召唤师——高等幻灵(Grand Eidolon,Su):20级时,召唤师的幻灵化作了真正的魔怪——传奇与恐怖的具现。召唤师获得4个额外进化点,且可任意使用而不受亚种先决条件的限制。
游荡剑客——离奇好运(Incredible Luck,Ex):20级时,游荡剑客经历了太多的惊险而他甚至不曾注意到。游荡剑客的快乐人生(Charmed Life)每日可用次数增加3次,且可以自由动作使用,无论当前是否在自己的回合内。
侠客——超越极限(Past Your Limits,Ex):20级时,侠客习得延伸自我来完成他从未想过之事。侠客获得1个额外的社交天赋(Social Talent)和1个额外的侠客天赋(Vigilante Specialization),这些额外天赋不受侠客之道(Specialization)的限制——诡秘猎手可以选择仅限复仇骑士选择的天赋,反之亦然。在GM的允许下,侠客甚至可以选择仅限变体侠客选择的天赋,例如邪术师(Cabalist)的活体阴影(Living Shadow)天赋。
战斗祭司——神之铁锤(Hammer of God,Su):20级时,战斗祭司已经成为了他侍奉神祇最钟爱的武器之一——在需要毁灭时可以即刻呼唤的武器。战斗祭司额外获得两个信奉神祇的领域祝福(Blessing),且祝福的每日可用次数增加2次。
法师——准备万全(Well-Prepared,Su):20级时,法师为所能设想的每一种场景都准备好了法术——虽说仍会有没有想到的情况。法师每日可以准备2个额外戏法,额外增加6个1环和2环法术位,4个3环和4环法术位,2个5环法术位,以及一个6环法术位。(six additional 1st- and 2nd-level spell slots,拿不准是“6个1环”和“6个2环”、还是6个“1环或2环”,希望英语比较好的大佬辨识一下)

剧透 -   :
Chronicles of Paragons
“Vilkram’s popular Lives of the Twelve Kings would have you believe that Ferin the Bold was twelve feet tall, juggled tree trunks every day before breakfast, and personally wrestled the Breaker-Wyrm to death. Meanwhile, Mericius Lun’s rare Apocrypha——which I had to get through ways that are neither safe nor entirely legal——suggests that the company of royal archers had more to do with things. What follows, then, are the heroic feats which I think are at least somewhere in the general vicinity of truth.”
——From the Pathfinder Chronicles volume “A Study of Archaic Hero-Legends” by Kallixeina Nyx

ALTERNATE CAPSTONES
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Class-Specific Capstones
The following capstone abilities are available for characters of specific classes.
Antipaladin—Tip of the Spear (Su): At 20th level, the antipaladin tears through heroes and rival villains alike. The antipaladin gains three additional uses of smite good per day and can smite foes regardless of their alignment.
Arcanist—Deep Reservoir (Su): At 20th level, the arcanist has enough power to blast things all day long. Her arcane reservoir increases by 10, and she gains 5 additional points each day when preparing her spells.
Barbarian or Unchained BarbarianPU—Unstoppable (Ex):At 20th level, nothing can kill the barbarian, though not for lack of trying. The barbarian gains DR 3/— or increases the value of any existing damage reduction by 3. In addition, she gains energy resistance to acid, cold, electricity, and fire equal to her DR/— value.
Bard—Adoring Fan (Su): At 20th level, the bard can use his performance to convert even the toughest audience. To be affected, a target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target can attempt a Will save (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature succeeds at the saving throw, the bard cannot use this ability on that creature again for 24 hours. On a failure, the creature is dominated (as dominate monster) for as long as the bard keeps playing and is charmed (as charm monster) for 1d4 hours thereafter. Adoring fan is a mind-affecting, compulsion effect that relies on audible and visual components.
Bloodrager—Empowered Bloodrage (Su): At 20th level, the bloodrager is as much spell as mortal flesh. When the bloodrager enters a bloodrage, he can apply two spells to himself rather than one.
Brawler—Perfect Warrior (Ex): At 20th level, the brawler has reached the highest levels of her art. The brawler’s maneuver training increases by 2 and her dodge bonus to AC improves by 2. This replaces the 20th-level improvement to martial flexibility.
Cavalier—Tactical Genius (Ex): At 20th level, the cavalier is a maestro of the battlefield, commanding and moving troops like so many game pieces. The cavalier gains a bonus teamwork feat, can grant up to three bonus feats with tactician, and increases the range of tactician by 90 feet.
Cleric—Proxy (Su): At 20th level, the cleric forges a direct, personal connection to her deity. She knows instinctively whether her deity would approve or disapprove of a given course of action or idea (though deities rarely bother to form opinions about overly mundane or trivial events). In addition, she can select an additional domain from the list offered by her deity.
Druid—Home Ground (Su): At 20th level, the druid knows every tree, every deer, every blade of grass, and every scuttling beetle of her home. The druid selects a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea. The druid is constantly under the effect of commune with nature with regards to that area and can change the facts she gleans from the spell when she prepares her spells each day. In addition, while on her home ground, the druid gains a +4 bonus to her caster level.
Fighter—Veteran of Endless War (Ex): At 20th level, the fighter has seen more combat than entire platoons of soldiers put together. The bonuses granted by his armor training and weapon training increase by 2 each.
Gunslinger—Personal Armory (Ex): At 20th level, there is not a gun in the world that the gunslinger can’t fire. The gunslinger applies her gun training to all firearms, and her damage bonus from gun training increases to 1-1/2 times her Dexterity bonus.
Hunter—Huntmaster (Ex): At 20th level, the hunter learns to control all manner of beasts. The hunter gains a second animal companion. Her level is considered four lower for the purposes of her second animal companion. The hunter can use her animal focus feature to grant each animal companion a different animal aspect.
Inquisitor—Team Leader (Ex): At 20th level, the inquisitor has grown accustomed to teaching farmers to fight, but what she can do with trained warriors is far more terrifying. When the inquisitor regains her spells each day, she can also spend 1 hour training a number of characters up to her Wisdom modifier in battle tactics. These characters receive three of the inquisitor’s teamwork feats (the inquisitor’s choice) as bonus feats for the next 24 hours.
Investigator—Deadly Study (Ex): At 20th level, the investigator knows just how to hit where it hurts. The investigator increases the bonus from studied combat by 4, and his studied strike damage increases by 3d6.
Kineticist—Unbridled Power (Su): At 20th level, the kineticist wields her chosen element like a knife, cutting through all opposition. The kineticist chooses one blast. Her damage with that blast increases by 2d6+2 (for physical blasts) or by 2d6 (for energy blasts), and the blast ignores the first 10 points of damage reduction or energy resistance that the target has.
Magus—Legendary Blade (Su): At 20th level, the magus can turn his weapon into a thing of terror and wonder. When the magus enhances his weapon with his arcane pool, he grants it an additional +2 enhancement bonus (for a total of +7).
Medium—Hardened Soul (Su): At 20th level, the medium’s soul has calluses from all the times some spirit or another has tried to take over. The medium does not become an NPC until his influence with a spirit reaches 8, and his spirit surge dice increases to 2d8.
Mesmerist—Piercing Gaze (Su): At 20th level, the mesmerist’s gaze carries with it something of the beyond. His stare penalty increases by 2.
Monk and Unchained MonkPU—Old Master (Ex): At 20th level, the monk has reached the highest levels of his martial arts school. The monk gains one additional attack at his highest base attack bonus when using flurry of blows, and his dodge bonus to AC increases by 2.
Ninja—Slicing Wind (Su): At 20th level, the ninja is a creature of wind and blades. When using light steps, the ninja can move up to four times her speed and make a single attack at her highest base attack bonus at any point during the movement.
Occultist—Collector of the Strange (Su): At 20th level, the occultist has no end of odd curios hanging about his body. The occultist gains two new focus powers and increases his mental focus pool by 6, but he can have no more than one-third of his points invested into any one implement school.
Oracle—Diverse Mysteries (Su): At 20th level, the oracle knows that sometimes she needs different tools to do her patron’s work. The oracle can select two revelations from another mystery. She must meet the prerequisites for these revelations.
Paladin—Crusader Champion (Su): At 20th level, the paladin’s zeal is so inspiring that it affects all around her. The ranges of all of the paladin’s auras increase by 30 feet.
Psychic—Phrenic Mastery (Su): At 20th level, the psychic’s mind is a legendary weapon in its own right. The psychic’s phrenic pool increases by 6, and she gains two new phrenic amplifications.
Ranger—Seen It Before (Ex): At 20th level, the ranger is wise to all the tricks of his prey. The ranger adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by his favored enemies.
Rogue or Unchained RoguePU—Masterful Talent (Ex): At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides. The rogue gains a +4 bonus on all of her skills.
Samurai—Indomitable Spirit (Ex): At 20th level, the sight of the samurai on the battlefield gives heart to even the most doomed force. The range of the samurai’s banner increases by 90 feet, the bonuses offered by the banner increase by 2, and the samurai can wave his banner to use its ability as a move action instead of a standard action.
Shaman—Hex Mastery (Su): At 20th level, the shaman has learned ever more terrible hexes. She can select one grand hex from the list available to witches.
Shifter—Flexible Form (Su): At 20th level, the shifter has control over her bodies down to the finest details. When the shifter uses wild shape, she gains a total of a +6 bonus to her physical ability scores, which she can distribute as she likes each time she shifts. For example, she can gain a +4 bonus to Strength and a +2 bonus to Dexterity, and the next time she shifts she can instead gain a +6 bonus to Constitution.
Skald—Great Kenning (Su): At 20th level, the skald’s knowledge of other magic grows ever wider. The skald can use spell kenning three additional times per day and can select one additional spell list from which he can cast spells with spell kenning.
Slayer—Against the Odds (Ex): At 20th level, the slayer is used to fighting when the numbers are not in his favor. When the slayer uses studied target, he can study up to two additional foes with the same action.
Sorcerer—Unique Bloodline (Su): At 20th level, the sorcerer’s blood grows wild and strange, become less about her ancestors and more about her specifically. The sorcerer selects a second bloodline and gains the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. Her level for these powers is the same as for her primary bloodline.
Spiritualist—Potent Phantom (Su): At 20th level, the spiritualist’s phantom grows ever more complex and sophisticated in its manifestation. The phantom gains a second emotional focus. This does not change the phantom’s saving throws, but the phantom otherwise grants all the skills and powers of the focus.
Summoner and Unchained SummonerPU—Grand Eidolon (Su): At 20th level, the summoner’s eidolon becomes an absolute monstrosity—a thing of legend and terror. The summoner gains 4 additional evolution points to spend as he likes, not subject to subtype-based requirements.
Swashbuckler—Incredible Luck (Ex): At 20th level, the swashbuckler has had so many close calls that she barely notices them anymore. The swashbuckler gains three additional uses of charmed life and can activate the ability as a free action, even outside of her turn.
Vigilante—Past Your Limits (Ex): At 20th level, the vigilante has learned to stretch himself to do what he never thought he could before. The vigilante gains one additional social talent and one additional vigilante talent. This bonus vigilante talent is not subject to specialization requirements—a stalker can select an avenger-only talent, and vice versa. At the GM’s discretion, the vigilante can instead select an archetype-only vigilante talent, such as the cabalist’s living shadow.
Warpriest—Hammer of God (Su): At 20th level, the warpriest has become one of his deity’s favorite weapons—the first tool that comes to hand when destruction is called for. The warpriest gains two additional blessings from the list offered by his deity. He can also call upon his blessings two more times each day.
Wizard—Well-Prepared (Su): At 20th level, the wizard has a spell for every occasion he can imagine—and a few he can’t. The wizard gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot.

其他巅峰
符合下文各巅峰先决条件的职业均可选择。

大魔宠(Arch-Familiar,Su):20级时,角色的魔宠甚至比许多冒险家都要更聪颖、更精明——也更危险!魔宠的智力增加5,获得12环级的类法术能力(例如每日3次高等隐形术Invisibility, Greater),源自主人所能施放的法术且使用其主人的施法者等级、DC等数据。任何具有魔宠的职业均可选取该巅峰。

大首领(The Boss,Ex):20级时,角色已经远非孤独英雄,而是成为了所在领域的顶层人物之一,拥有与之相符的权力与责任。角色成为一个集团或组织(与战役设定相符)的领导者之一。一位法师可能会成为一所奥术学院的院长或法师公会的会长,一位战士可能会领导一支雇佣军或一支城市卫队,一位牧师可能担任大神殿或教派的领袖,诸如此类。PL应与GM商议共同确定具体细节。如果角色还没有获得领导力(Leadership)专长则获得领导力专长,且由专长授予的追随者数量为正常的10倍(具体取决于战役设定,该职位也可能授予其他权力)。若小队中有多个角色选择了该巅峰,GM可以考虑将他们集中起来创建一个庞大而强盛的组织,例如一个小国。任何职业均可选取该巅峰。

深奥魔法(Deep Magics,Su):20级时,角色知晓的魔法显著增加。在每个角色能够施放的法术环级,角色均获得一个额外已知法术。任何以已知法术形式施法的职业均可选取该巅峰。

伟兽(Great Beast,Su):20级时,角色的动物伙伴成长为同类中的典范——英雄和传奇般的存在。动物伙伴的力量、敏捷、体质与感知各增加4。任何具有动物伙伴的职业均可选取该巅峰。

气圣(Ki Sage,Su):20级时,角色的肉身与气的流动取得完美的协调。角色从极限解放武僧的绝学(Ki Power)中习得两种,且可将角色等级视为武僧等级来满足先决条件。此外,角色的气池上限增加4。任何具有气池的职业均可选取该巅峰。

推陈出新(Old Dog, New Tricks,Ex):20级时,角色证明了真正的战士总能将惊喜新招带给敌人。角色获得4个战斗专长。任何具有至少4个奖励战斗专长的职业均可选取该巅峰。

寻隙而动(The Right Spot,Ex):20级时,角色可以毫不费力地命中敌人的弱点。每轮一次,角色可以对不受夹击且未失去AC敏捷加值的敌人造成偷袭伤害。该能力不会允许角色偷袭免疫偷袭的目标(例如泥怪)。任何具有偷袭(Sneak Attack)能力的职业均可选取该巅峰。

完化身心(Perfect Body, Flawless Mind,Ex):20级时,角色无止境的修炼与钻研铸就了无与伦比的自我掌控。角色属性总值增加8点,例如一项属性增加8点,或一项属性增加5点而另一项属性增加3点,或四项属性各增加2点等。任何职业均可选取该巅峰。

灵魂引导(Soul Channel,Su):20级时,角色的引导能量(Channel Energy)每日可用次数增加6次,且引导能量的骰子增大一级。任何具有引导能量能力的职业均可选取该巅峰。

移动书库(Walking Library,Ex):20级时,角色成为一个满载神秘学识的小型移动知识库。角色的法术书或魔宠增加总计100环级的法术,且所有知识技能获得+4洞察加值。任何具有法术书或魔宠的职业均可选取该巅峰。

标志物品(With This Sword,Ex):20级时,角色的兵刃与他本人一同闻名于世。角色选择一件最具标志性且意义重大的物品,例如武器或奥术连结。该物品成为次级神器且获得价值100000gp的新能力。PL应与GM商议,从迄今为止的重要事件中汲取灵感,共同确定新能力。任何职业均可选取该巅峰。

奇迹归还(Won’t Stay Dead,Ex):20级时,角色挣扎求生的能力登峰造极。每周一次,当角色被杀死、石化或以其他方式离开游戏,该角色总能依靠某些能力或运气在战斗后或场景结束时返回(具体由GM决定)。PL应与GM商议确保该角色生还的方法至少还算有可行性。任何职业均可选取该巅峰。

伟大发现
当炼金术士选取巅峰时可以选择下列伟大发现。
终极爆裂(Vast Explosions):炼金术士多年以来持续钻研拆迁技术,而成果自然是规模愈发庞大的爆炸。炼金术士的炼金炸弹(Bomb)伤害提升3D6。

高等巫术
当女巫选取巅峰时可以选择下列高等巫术。
女巫之舞(Witch’s Dance,Ex):每日一次以标准动作,女巫可以宣布庆典开始,引领朋友们跳起暴乱而凶残的舞蹈。30尺范围内的所有盟友获得飞行能力(如同飞翔Flight巫术)和+2AC闪避加值,且使用5尺快步时可以移动10尺而非5尺。所有好处持续1轮,但可以尖笑(Cackle)巫术延长效力。

剧透 -   :
Other Capstones
The following capstone abilities are for characters who meet the specifications listed in the text for each.

Arch-Familiar (Su): At 20th level, the character’s familiar is smarter and savvier than plenty of adventurers—and also more dangerous! The familiar’s Intelligence increases by 5, and it gains 12 spells levels’ worth of spell-like abilities (for example, three daily castings of greater invisibility), drawn from spells its master can cast and using its master’s caster levels, DCs, and so forth. This capstone is available to anyclass with a familiar.

The Boss (Ex): At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

Deep Magics (Su): At 20th level, the character’s repertoire of spells deepens dramatically. She gains an additional spell known for each spell level she can cast. A character of any class with spells known can select this capstone.

Great Beast (Su): At 20th level, the character’s animal companion is a paragon of its kind—a hero and legend in its own right. The animal companion’s Strength, Dexterity, Constitution, and Wisdom scores each increase by 4. This capstone is available to anyclass with an animal companion.

Ki Sage (Su): At 20th level, the character is fully attuned to his own body and the ki that flows within. The character gains two ki powers from those available to the unchained monkPU, treating his character level as his monk level for the purpose of any requirements. In addition, his ki pool increases by four. This capstone is available to anyclass with a ki pool.

Old Dog, New Tricks (Ex): At 20th level, the character shows that a true warrior always has one more surprise the enemy hasn’t seen. The character gains four combat feats. This capstone is available to characters of any class that gains at least four bonus combat feats.

Perfect Body, Flawless Mind (Ex): At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Right Spot (Ex): At 20th level, the character can hit an opponent’s weak spot effortlessly. Once per round, the character can apply her sneak attack damage to an attack, even if the target is not flanked or denied its Dexterity bonus to AC. This does not allow the character to sneak attack targets that are immune to sneak attacks (such as oozes). This capstone is available for any class with the sneak attack class feature.

Soul Channel (Su): At 20th level, the character can channel energy six additional times per day, and her channel energy dice increase by one step. This capstone is available to characters with the channel energy class feature.

Walking Library (Ex): At 20th level, the character becomes a small, mobile athenaeum of occult scraps and lore. The character adds 100 spell levels’ worth of spells to his spellbook or familiar and gains a +4 insight bonus on all Knowledge skills. Characters of any class that prepares spells from a spellbook or familiar can select this ability.

With This Sword (Ex): At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Won’t Stay Dead (Ex): At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

GRAND DISCOVERY
Rather than gaining a capstone, an alchemist can select the following grand discovery.
Vast Explosions: The alchemist has been practicing his demolitions for years, and it’s paid off with ever larger explosions. The alchemist’s bomb damage increases by 3d6.

GRAND HEX
Rather than gaining a capstone, a witch can select the following grand hex.
Witch’s Dance (Ex): Once per day as a standard action, the witch can proclaim a celebration, leading her friends in a riotous and bloodthirsty dance. All allies within 30 feet gain the ability to fly (as per the flight hex) and a +2 dodge bonus to AC, and when they take a 5-foot step, they can instead move up to 10 feet instead of just 5 feet. The benefits remain for 1 round but can be extended with the cackle hex.
[/quote]
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Re: 中转站
« 回帖 #9 于: 2020-11-19, 周四 11:22:09 »
奇物 Wondrous Items
雄主铁浆 Iron Lord`s Transforming Slivers(古拉姆)
装备位置: 施法者等级:价格:1000GP
重量:2磅  灵光:中等变化系

  这一袋金属粉末混有精金,寒铁,秘银和钢,它们有一定程度的磁性,可以涂在金属物体上不会脱落(需要的时候也可以被方便的擦去)。如果一件金属(或是大部分为金属)的武器涂上一整袋这种铁浆,然后加热一晚上使其熔化并成为镀层,那么这件武器的体型会变成与为它涂上铁浆的生物体型一致。举例来说,如果一个中型生物为一把小型+1长剑镀上铁浆,那么在一夜过后这把长剑会变成中型+1长剑。这种变化是永久性的,并且每一袋铁浆只能变形一件武器(无论其大小)。

制造需求:制造奇物,鬼斧神工
花费:500GP

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Iron%20Lord%27s%20Transforming%20Slivers

十六、魔法物品
铁骨框架(Steelbone Frame)
栏位:盔甲        灵光:轻微变化系        施法者等级:5
价格:6,000gp        重量:35磅
        这种齿轮拼接的金属外骨骼是由银山里走出的第一批齿轮人的残骸——机械“骨头”所制成的。花费10分钟,可以将金属外骨骼固定在一领合适的中型或重型盔甲上,或这从盔甲上移除。一旦装上,该强化框架可承担部分护甲的负担,盔甲的防具检定减值降低2点。此外,每天3次,盔甲的穿戴者可以在1轮内忽视盔甲所导致的移动速度降低。
成本:3,000 gp
需求:「制造奇物」,牛之力量、大步奔行

« 上次编辑: 2021-03-10, 周三 18:49:49 由 犬良人 »

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have no grief at all
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