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« 于: 2020-12-12, 周六 13:54:57 »
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« 上次编辑: 2020-12-31, 周四 04:49:49 由 回归直线 »
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威吓贼
« 回帖 #1 于: 2020-12-12, 周六 15:46:23 »
背景
劇透 -   :
家传武器(Heirloom Weapon)
劇透 -   :
出自《冒险家的武器库 pg. 30》
类型:装备
      你拥有1件家族代代传下来的非精制品简易或军用武器(仍然要如常付出相应金币)。当选择这项背景时,选择以下一项奖励:擅长这一件武器;使用这一件武器时借机攻击获得+1背景加值;使用这一件武器时一项战技获得+2背景加值。
劇透 -   :
Heirloom Weapon
Source Adventurer's Armory pg. 30
Category Equipment
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
角斗表演家(Mock Gladiator)
劇透 -   :
出自《街道英雄 Hero of Streets》
类型:社会
      你学习过如何在玛格尼玛城的角斗表演赛中与他人对战。选择一种武器。在使用此种武器造成非致命伤害时你的攻击无需承受减值,并且每天一次,当你使用此种武器造成重击时,你可以立即尝试一次威吓检定来挫败该目标的士气。
劇透 -   :
You have learned how to work a crowd in Magnimar’s mock-gladiator fights. Choose one weapon. You take no penalty on attack rolls when dealing nonlethal damage with that weapon, and once per day if you score a critical hit with the weapon, you can immediately attempt an Intimidate check to demoralize your target.
印象深刻(Memorable)
劇透 -   :
出自《任务与战役 pg. 21》
类型:社会
      因为在一大群孩子中长大,你学会了如何快速的引起他人的注意并保持下去。当你使用交涉或威吓技能改变态度时,持续的时间会是平常的1.5倍。每当你制造一个提供加值/减值的恐惧或影响心灵的效果,如果持续时间至少有2轮,那么会在正常结束之前,增加1轮持续时间。举例而言,如果你使用威吓检定挫败士气大于等于DC5点,目标会战栗3轮而不是通常的2轮。
劇透 -   :
Memorable
Source Quests and Campaigns pg. 21
Category Basic (Social)
Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Suggested Characters: Free Captains, gnomes, Keleshites.
慈悲之刃(Blade of Mercy)
劇透 -   :
出自《烈焰遗产玩家手册 pg. 9》
类型:宗教
需求:莎伦莱
      你知晓即使是在最为可憎和凶暴的生物心中,也会存在着羞愧和对救赎的渴望。你掌握了使用挥砍类武器不杀死敌人,而是将其制服的武技。当使用挥砍类武器造成非致命伤害时,你无需在攻击骰上承受通常的-4减值,并且你还会在使用挥砍类武器造成的任何非致命伤害上获得+1背景加值。
劇透 -   :
Blade of Mercy
Source Legacy of Fire Player's Guide pg. 9
Category Religion
Requirement(s) Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
专长
劇透 -   :
美德信条Virtuous creed(纯洁勇者)
劇透 -   :
      前提条件:你必须是善良阵营。
      效果:在下列美德中选择一个。你必须遵守该美德的信条,并得到相应奖励。如果你打破了该美德的任一信条,你将失去该美德所赋予的奖励24小时。严重地违反则只有通过赎罪术atonement才能使你重新受益于该专长。
      怜悯Mercy
            信条:你必须接受敌人的投降。当你的敌人在战斗中被击败时,你必须竭尽所能稳定他们的伤势。面对无辜,你不能给予他们过分的待遇。
            效果:当你使用武器造成瘀伤而不是致命伤时,你的攻击骰子不受到瘀伤惩罚。
警告射击 Warining Shot(RTT,战斗)
劇透 -   :
      先决条件:近程射击,精准射击,武器专攻,擅长所使用武器
      专长效果:以一个标准动作,你使用武器专攻的武器对目标进行一次远程接触攻击。若命中,取代造成伤害和一切攻击效果,你可以自由动作对目标进行一次威吓检定以挫败士气。目标既不用距离你30尺内,也无需听到或看到你。
胁迫者(APG,战斗)
劇透 -   :
你善于在被你伤害的人心中制造恐惧。
      先决条件:威吓1级。
      专长效果:每当你使用近战武器造成非致命伤害,就能够以自由动作进行一次威吓检定,用以挫败攻击目标的士气。若成功,目标会战栗,持续等同于伤害的轮数。如果你的攻击是重击,你的目标会在成功的威吓检定后惊惧1轮,除此之外还会在等同于伤害的轮数中战栗。
恐惧之影(UI,战斗)
劇透 -   :
恐惧让敌人草木皆兵,而这正好转移了它们的注意力。
      先决条件:暗袭*(Hidden Strike)+2d8或偷袭(sneak attack)+2d6
      专长效果:在你每轮第1次命中1个承受恐惧(fear)效果影响的生物时,可以对它造成暗袭(Hidden Strike)或偷袭(sneak attack)伤害,就如同你在夹击该名生物一般。精通直觉闪避(Improved Uncanny Dodge)以及其他能够防止夹击的效果也能够防止该专长作出的暗袭或偷袭。
炫目技巧(CRB,战斗)
劇透 -   :
你对于最热衷的武器的掌握能使你的敌人眼花缭乱。
      先决条件:武器专攻,擅长对应的武器。
      专长效果:当装备了你所拥有“武器专攻”专长的武器时,你能以整轮动作来展示你华丽的技巧。你将对30尺内所有能看见你的敌人做出挫败士气的威吓检定。
暴力技巧Violent Display(Botm,战斗)
劇透 -   :
你从不放过威吓敌人的机会。
      先决条件:眩目技巧Dazzling Display,武器专攻Weapon Focus,+6 BAB
      专长效果:当你以你专攻的武器偷袭成功或确认重击时,你能以直觉动作使用眩目技巧。
狂傲技巧(ACG,战斗)
劇透 -   :
你骄狂地展示自己的武技,使本来就心虚的对手更加畏缩不前
      先决条件:炫目技巧,武器专攻,基础攻击加值+6,擅长所选武器
      专长效果:当你成功的使用炫目技巧专长挫败一个已经战栗,惊惧(Frightened)或恐慌(Panicked)敌人的士气时,对方的恐惧效果会上升一档,而已经恐慌的对手将变得畏缩(Cower)。一个受到本专长影响的生物在24小时内免疫本专长的再次影响。
变体
劇透 -   :
暴徒(Thug)【APG】
      有些罪犯喜欢凭藉着自身高超的技巧和诈术来进行犯罪,人们很难第一时间发现他们的罪行,即使事后受害者醒悟过来他们的钱也早就被挥霍掉了。而暴徒,则喜欢强取豪夺。不论是威逼恐吓或是凭借暴力夺取,她们总能拿到她们想要的东西。
  震慑力(Frightening, Ex):当暴徒成功使用威吓挫败敌人士气时,目标的战栗持续时间增加1轮。此外,如果目标战栗超过4轮以上,暴徒可以选择让目标惊惧一轮。这一能力替代寻找陷阱。
  残忍打击(Brutal Beating, Ex):自3级开始,当暴徒成功偷袭时,她可以选择放弃1d6偷袭伤害使目标恶心等同于她一半盗贼等级的轮数。这一效果不能叠加,最新的恶心效果覆盖之前的效果。这一能力替换陷阱感知。
技能解放
劇透 -   :
威吓(Intimidate)
在威吓技能中投入足够的技能点,便可以获得后述能力。带有星号(*)的持续时间无法长于1轮外加每比DC高5点额外1轮。
5点:当你对一个目标进行挫败士气(demoralize),且检定结果至少比DC高10点时,它会惊惧(frightened)1轮,并在接下来的时间内战栗(shaken)。*成功通过意志豁免(DC = 10 + 你在威吓技能中投入的技能点数)可以免受惊惧状态,但是仍旧会战栗,即便目标具有坚定(Stalwart)能力也是如此。
10点:当你对一个目标进行挫败士气,且检定结果至少比DC高10点时,它会恐慌(panicked)1轮或惊惧1d4轮(由你选择),并在接下来的时间内战栗。*成功通过意志豁免(DC = 10 + 你在威吓技能中投入的技能点数)可以免受恐慌或惊惧状态,但是仍旧会战栗,即便目标具有坚定能力也是如此。
15点:当你对一个目标进行挫败士气,且检定结果至少比DC高20点时,它会畏缩(Cowering)1轮或恐慌1d4轮(由你选择),并在接下来的时间内惊惧。*成功通过意志豁免(DC = 10 + 你在威吓技能中投入的技能点数)可以免受畏缩、恐慌或惊惧状态,但是仍旧会战栗,即便目标具有坚定能力也是如此。
20点:当你对一个目标进行挫败士气,且检定结果至少比DC高20点时,它会畏缩1d4轮,并在接下来的时间内恐慌。*成功通过意志豁免(DC = 10 + 你在威吓技能中投入的技能点数)可以免受畏缩或恐慌状态,但是仍旧会战栗,即便目标具有坚定能力也是如此。
装备技法
劇透 -   :
斗篷技法
眼花缭乱Dazzling Trail(炫目技巧):当你穿着斗篷时,使用威吓成功对目标挫败士气时,你可以延长挫败士气的效果1d4轮。
物品
劇透 -   :
狞笑颅骨头环(Mark of The Grinning Skull)
劇透 -   :
成长型奇物
出自Pathfinder:Unchained
位置:头饰;价格:2000gp
施法者等级:8级;重量:1磅
灵光:中等死灵系;成长分档:珍玩
      乌木骷髅装饰着这条褪色的银环。当佩戴者成功使用一次威吓检定挫败一个生物的士气后,当该生物进行与佩戴者相关的检定或投骰的时候,战栗(shaken)所产生的惩罚增加2点。举例说明:对佩戴者做出的攻击或者对抗佩戴者施放的法术的豁免检定会受到-4减值,而非正常的-2减值。
11级:每日1次,佩戴者能够使用威吓检定尝试使生物变得惊惧(frighten)而非仅仅挫败士气。她必须在尝试威吓检定之前声明要这么做。与佩戴者相关的检定和投骰所承受的减值也对以此方式而陷入惊惧(frightened)的生物生效。
14级:佩戴者能够以移动动作尝试挫败敌人的士气,而非标准动作。若佩戴者已经可以通过野蛮人的威吓凝视(Intimidating Glare)能力或者其他类似的能力这么做的话,她可以以迅捷动作挫败敌人的士气作为替代。
制造要求:制造奇物(Craft Wondrous Item),惊恐术(Cause Fear),丧志术(Doom)
制造成本:4625gp
雷吼灵药(Elixir of The Thundering Voice)
劇透 -   :
奇物-无位置
出自ACG
位置:无;价格:250gp
施法者等级:5级;重量:—
灵光:微弱变化系
      这剂浅灰色的灵药能让使用者的声音威猛无比,并且显得残忍无情,来让那些听他说话的人感到恐惧,雷吼灵药会让使用者在威吓检定中获得+10表现加值,持续1小时。
制造要求:制造奇物(Craft Wondrous Item),音鸣爆(Sound Burst)
制造成本:125gp
精制品工具
劇透 -   :
货品服务-道具/工具/坐骑
价格:50GP;重量1磅
      这套工具极为适合它们所对应的手艺,使用它们将在对应的技能检定(如果有)上获得+2环境加值,多副精制品工具的效果不叠加。
粗哑药浆(Gravelly Tonic)
劇透 -   :
货品服务-炼金/毒药
价格:50gp;重量:—
      这种粘稠的药浆闻起来就像是刨铁屑的味道。喝下它会让你的嗓音在1小时内变得低沉嘶哑,使得你的威吓检定获得+5炼金加值。
法术
劇透 -   :
痛苦刑具 (Instrument of Agony)(UC)
劇透 -   :
学派          变化系
环位          牧师/先知 2, 审判者 2
施法时间    标准动作
成分          语言, 姿势
范围          接触
目标          接触到的武器
持续时间    1分钟/等级
豁免          意志,通过则无效 (无害,物体,见下文)
法术抗力    可 (无害,物体,见下文)
      你让武器散发出一层可见的神圣愤怒灵光。当持有这件武器,生物在威吓检定上获得+2士气加值。
      如果在攻击中,受术武器命中,则持有者可以以一个自由动作释放法术的能量对武器击中的生物造成剧烈的疼痛。如果目标生物拥有法术抗力,可以对该效果生效。
      如果目标没能通过一次意志豁免,它将反胃1d4+1轮。如果成功通过豁免,则会恶心一轮。这个恶心效果是一个影响心灵效果。
【防护】增强交涉(Enhanced Diplomacy)(TEoG)
劇透 -   :
等级:牧师/先知/战斗祭司 0、德鲁伊/猎人 0
施放时间:标准动作
成分:语言、姿势
范围:接触
目标:被碰触的目标
持续:1分钟或直至发散
豁免:意志,通过则无效 (无害)
抗力:有 (无害)
      你将一个主题融入了神圣的交涉技巧。生物在交涉或威吓检定上获得+2表现加值。你必须要在投掷骰子之前,选择是否要将此加值应用其上。
吞噬者假面 Face of the Devourer (洛瓦古格)(ISG)
劇透 -   :
学派:变化系(变形)
等级:导师1,反圣武士1,牧师1,德鲁伊1,术士/法师1
施法时间:1个标准动作
成分:语言,姿势
距离:接触
目标:接触到的生物
持续时间:1分钟/等级
豁免:强韧通过则无效(无害);
法术抗力:可(无害)
      你将目标的面孔变得其丑无比——整个五官融化滴落,探出昆虫般的肢体;幽黑的空洞代替眼睛,扭曲的舌头探出歪斜的嘴巴,等等。你无法选择目标的面部会变成什么样子,并且几乎你每次使用这个法术,它的面孔都会变成完全不同的样子。这个效果并不会影响目标的感官和呼吸(语言可能受限),并在威吓检定上提供+4环境加值。
      如果目标本身没有啮咬攻击,那么再法术的持续期间他获得一次啮咬天生武器攻击,造成1d6(中体型),1d4(小体型)或1d8(大体型)点伤害。生物库自由选择是使用这次攻击作为主要天生武器或是次要天生武器攻击。
鬼斧神工 (Masterwork Transformation)
劇透 -   :
学派          变化系
环位          吟游诗人 2, 牧师/先知 2, 德鲁伊 2, 术士/法师 2, 女巫 2
施法时间    1小时
成分          语言, 姿势, 材料 (见下文)
范围          接触
目标          一件武器,一套盔甲,一个盾牌、工具,或乐器
持续时间    立即
豁免          无
法术抗力    否
      你把一件非精制品物品转换成它的精制品版本。一把普通的剑将变成精制品剑,一件普通的皮甲将变成精制品皮甲,一套盗贼工具将变成精致盗贼工具,以此类推。
      如果目标物品没有精制品版本,该法术无效。你可以影响50件弹药就好像它们是一个整体。你能决定一些外观变化以显示目标物体品质的提高。
      这个法术的材料费用是一个普通物体与它的精制品版本的差价 (通常一件武器需要300gp,一件盔甲需要150gp,一件工具需要50gp)。
      如果一件物品有多个精制品项目 (例如一件双头武器,或可以同时作为武器和防具的,比如一个带刺盾牌),你可以选择其中一项来作为法术影响的目标 (并且你可以再施法一次来影响另一项)。
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离线 回归直线

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Re: 自用资源
« 回帖 #2 于: 2020-12-13, 周日 08:50:15 »
特训(Training)
Source Inner Sea Intrigue pg. 52
昏暗变化系灵光,施法者等级3
无位置;价格+1加值;重量-
描述
在手持此特训武器的期间,使用者获得一个额外的战斗专长。此专长在武器制造时就已经决定,且不能够作为任何其他专长或能力的先决条件。使用者必须满足本专长的先决条件,才能获得本专长的好处。(制造时)中决定了特训武器包含的专长以后,那么此专长便不能改变。
制造需求:
制造魔法武器或防具,魔化武器,制造者必须懂得该战斗专长,并且满足此专长的先决条件;价格-
劇透 -   :
Training
Source Inner Sea Intrigue pg. 52
Aura faint transmutation CL 3rd
Slot none; Price +1 bonus; Weight —
Description
Popular among those who seek to impersonate skilled warriors, a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand. The feat is chosen when this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites. Once chosen, the feat stored in the weapon cannot be changed.
Construction
Requirements Craft Magic Arms and Armor, magic weapon, creator must have the chosen combat feat and its prerequisites; Price —
通才(Dilettante)  出自《秘密追寻者》(Seekers of Secrets)
别人称之为浅尝辄止,你称之为涉猎广泛。你在知识上的广度在很多情况下提供了意想不到的洞察力。
先决条件:在5个不同的知识技能上各有2级
效果:如果你在某个知识技能上有1-5级,则你在那个知识检定上获得+2加值。这个加值不与技能专攻叠加。你可以在DC最高为15的未受训知识上做检定。
正常情况:你只能在DC最高为10的未受训知识上做检定。


劇透 -  原文:
Dilettante
Source Seekers of Secrets pg. 17
What some would call dabbling you call a wide range of interests. Your breadth of knowledge offers unexpected insights in many situations.

Prerequisites: 2 ranks each in 5 different Knowledge skills.

Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

Normal: You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).
瓦瑞西亚刺青 出自《瓦瑞西亚,传说诞生之地》
类型:种族
需求:人类——瓦瑞西亚人
你带着你族人所拥有的复杂刺青,标志着你是道路的自由子女。你对抗魅惑和胁迫效果的豁免骰获得+1背景加值。另外,你熟悉围巾刃和星刃。

劇透 -   :
Varisian Tattoo
Source Varisia, Birthplace of Legends pg. 8 (Amazon)
Category Race
Requirement(s) Human - Varisian
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
决斗(PSFG) Dueling (PSFG)
出处探索者协会外勤指南(Pathfinder Society Field Guide)第50页
分类:近战武器附魔
灵光:中等变化系 CL:7
位置:无 价格:+1 重量:-
描述:决斗武器具有魔法增强效果,其效果显著表现在使用某些战技上。当用决斗武器施展那些只使用武器进行的战技时(见下文),在CMB上获得幸运加值,其数值等于武器增强加值的两倍。这些幸运加值同时也可以应用在同样类型的战技防御(CMD)上。战技包括:卸武和摔绊,但是不包括冲撞,擒抱或闯越。如果使用进阶玩家手册(Advanced Player's Guide)中的额外战技,那么还可应用于任何使用武器施展的阴招,以及移位,但不包括拖拽和盗取。这些幸运加值和武器的增强加值可叠加。
制造需求:制造魔法武器和防具,猫之优雅 (cat's grace)


劇透 -  原文:
Dueling (PSFG)
Source Pathfinder Society Field Guide pg. 50
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace; Price —
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MHH怪物猎人手册专长(待翻×,译毕√)
« 回帖 #3 于: 2020-12-13, 周日 09:33:58 »
劇透 -   :
Anatomical Savant (Combat)
Source Monster Hunter's Handbook pg. 19
You know how to perform deadly strikes against even the most nebulous of targets.

Prerequisites: Weapon Focus, base attack bonus +12.

Benefit: Choose one weapon with which you have the Weapon Focus feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 25%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 75% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage.

Special: You can take this feat multiple times. Each time you take the feat, it applies to a different weapon.

Baneful Judgment (Combat)
Source Monster Hunter's Handbook pg. 5
You dole out judgment to a particular foe.

Prerequisites: BaneAPG class feature, judgmentAPG class feature, monster loreAPG class feature.

Benefit: You can declare a specialized judgment against a creature as a swift action. When pronouncing this judgment, you attempt a Knowledge check to identify the creature, or refer to your previous result if you’ve already identified the creature. If you succeed at the check or have already identified the creature, you can spend 1 round of bane and choose one judgment other than the healing judgment. You gain the benefits of this judgment against that creature for only 1 round plus 1 additional round for every 5 by which you exceeded the DC to identify the target. Subsequent uses of this judgment do not stack with this ability. A creature cannot be the target of this ability again for 24 hours.

Bull-Catcher Style (Combat, Style)
Source Monster Hunter's Handbook pg. 8
You brace yourself to catch oncoming foes.

Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.

Benefit: As a standard action, you can ready yourself against oncoming foes. Until the start of your next turn, if a creature moves at least 10 feet in your direction and enters a square you threaten, you can attempt a grapple combat maneuver against that creature. If the creature is charging, you gain a +2 bonus on the check. A creature you grapple with this style can make only a single natural attack after its movement or charge, even if it has the pounce ability. You can make only one grapple attempt in this manner per round.

Bull-Catcher Toss (Combat)
Source Monster Hunter's Handbook pg. 8
You can use a charging foe’s momentum to throw them aside.

Prerequisites: Dex 13, Bull-Catcher Style, Improved Grapple, Improved Unarmed Strike; base attack bonus +8, brawlerACG level 4th, or monk level 4th.

Benefit: When you successfully grapple a creature with the Bull-Catcher Style feat, you can immediately move that creature into any square you threaten. After it is placed, you can break your grapple as an immediate action to move the creature an additional 5 feet in any direction. You can’t use this maneuver to move a foe into a space that is intrinsically dangerous or unstable, such as a pit, wall of fire, or midair.

Bull-Catcher Wrangler (Combat)
Source Monster Hunter's Handbook pg. 9
You can wrestle a charging foe to the ground.

Prerequisites: Dex 13, Bull-Catcher Style, Bull-Catcher Toss, Improved Grapple, Improved Unarmed Strike; base attack bonus +12, brawlerACG level 8th, or monk level 8th.

Benefit: When a creature is charging you, and you successfully grapple it with the Bull-Catcher Style feat, you can immediately move it as per the Bull-Catcher Toss feat. Once the creature is moved, you can break your grapple as an immediate action. If you do, select another creature in the repositioned target’s threatened area. That creature becomes the new target of the initial charge attack.

Claw Wrench (Combat)
Source Monster Hunter's Handbook pg. 9
You can pry open a mighty beast’s grasp or snapping jaws.

Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.

Benefit: As a standard action, you can attempt a grapple combat maneuver with a –5 penalty against a creature that is currently grappling another creature via its grab special ability. If you succeed, you pry open the creature’s grasp, releasing any creatures it had grappled.

Additionally, you can ready an action to trigger if a creature attempts a bite attack against you. When the readied action triggers, you can attempt a grapple combat maneuver with a +2 bonus. If you succeed, you grapple the creature and cause the bite attack to miss. As long as you maintain the grapple, the creature can’t use its bite attack.

Creature Focus
Source Monster Hunter's Handbook pg. 22
You have deadly experience with a certain type of creature, granting you an edge in fighting its kind.

Prerequisites: No levels in a class that grants the favored enemy class feature.

Benefit: Choose a creature type from the ranger favored enemies table (Pathfinder RPG Core Rulebook 64) except for humanoid or monstrous humanoid. You gain a +2 bonus on Perception checks, Survival checks, and weapon damage rolls against creatures of the selected type. You can attempt Knowledge skill checks untrained when attempting to identify such creatures.

Special: This feat counts as the favored enemy class feature for the purpose of meeting feat prerequisites. If another ability references your favored enemy bonus for the creature type selected, you treat your favored enemy bonus as +2. If you later gain the favored enemy class feature, you can replace this feat with a different feat for which you qualify and whose prerequisites include the favored enemy class feature.

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different creature type.

Dimensional Step Up
Source Monster Hunter's Handbook pg. 19
Even teleportation cannot keep you from confronting your foe.

Prerequisites: Dimensional AgilityUC, Step Up, base attack bonus +12, abundant step class feature or ability to cast dimension door.

Benefit: Once per day, when an adjacent foe moves using a teleportation spell, spell-like ability, or similar ability (including effects like a shadowdancer’s shadow jump ability), you can follow the creature as an immediate action. This ability has no range limit; you simply appear adjacent to the target wherever its destination happens to be. You cannot use this ability to travel to another plane. This feat does not provide you any means of returning, nor does it grant you knowledge of where your foe is going.

Expanded Hunter Tactics (Combat)
Source Monster Hunter's Handbook pg. 5
You’re able to train your allies as you do your animal companion.

Prerequisites: Hunter tacticsACG class feature.

Benefit: As a move action, you can grant a teamwork feat you know to a single ally within 30 feet who can see and hear you. The selected ally gains the benefits of this bonus feat for 1 round plus 1 additional round for every 2 character levels you have, but only while the ally is adjacent to you or your animal companion. A given ally can benefit from this feat only once per day.

Focused Aberration Expertise (Combat)
Source Monster Hunter's Handbook pg. 22
You hold strong against aberrations.

Prerequisites: Favored enemy (aberration) class feature.

Benefit: Choose either Fortitude saves against transformation effects (including transmutation spells and spell-like abilities) or Will saves against mind-affecting effects. You gain a bonus on the selected saving throw equal to half your favored enemy (aberration) bonus. Against aberrations’ spells and abilities, you gain this bonus on Fortitude saves against transmutation effects and on Will saves against mind-affecting effects.

Focused Animal Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’re skilled at patiently hiding from your favored enemies, particularly animals.

Prerequisites: Favored enemy (animal) class feature.

Benefit: You gain a bonus on Stealth checks equal to half your favored enemy (animal) bonus. Against animals, this bonus is equal to your full favored enemy bonus.

Focused Construct Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You are skilled at breaking the defenses of constructs and other creatures.

Prerequisites: Favored enemy (construct) class feature.

Benefit: Your weapon attacks ignore a number of points of damage reduction or hardness equal to half your favored enemy (construct) bonus. This feat allows you to only ignore damage reduction that is normally bypassed by adamantine, bludgeoning, piercing, and slashing weapons. Against constructs, the amount of damage reduction and hardness you ignore is equal to your full favored enemy bonus.

Focused Fey Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your attacks strike true against capricious targets like fey.

Prerequisites: Favored enemy (fey) class feature.

Benefit: You gain a bonus on attack rolls to confirm critical hits equal to half your favored enemy (fey) bonus. You treat your weapon attacks against fey as cold iron for the purpose of overcoming damage reduction and regeneration.

Focused Magical Beast Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You move in ways that confound creatures that would strike you repeatedly.

Prerequisites: Favored enemy (magical beast) class feature.

Benefit: If a creature makes three or more attacks with natural weapons against you during its turn, you gain partial cover against the third and subsequent natural attacks from that creature. If the creature makes five or more attacks against you with natural weapons, you gain cover (instead of partial cover) against the fifth and subsequent natural attacks. If the attacker is a magical beast, reduce by one the number of natural attacks it must make in order for you to gain cover or partial cover.

Focused Ooze Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’ve learned to avoid and overcome the engulfing attacks of your studied prey.

Prerequisites: Favored enemy (ooze) class feature.

Benefit: You gain a bonus to your CMD equal to half your favored enemy (ooze) bonus. You also gain acid resistance equal to half your favored enemy (ooze) bonus. Against oozes, you instead apply your full favored enemy (ooze) bonus for both benefits.

Focused Outsider Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’ve learned to attack in a way that stymies the natural resistances common in outsiders.

Prerequisites: Favored enemy (outsider) class feature.

Benefit: Your weapon attacks ignore a number of points of damage reduction equal to half your favored enemy (outsider [any one]) bonus. This feat allows you to ignore only damage reduction that is normally bypassed by chaotic-, evil-, good-, or lawful-aligned weapons. Against outsiders that match your favored enemy subtype, the amount of damage reduction and hardness you ignore is equal to your full favored class bonus.

Focused Plant Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You are quick to dodge and slash anything that would ensnare you.

Prerequisites: Favored enemy (plant) class feature.

Benefit: You gain a bonus equal to half your favored enemy (plant) bonus on Reflex saves to avoid being entangled and to your CMD whenever an opponent attempts to grapple you. Your weapons’ critical hit multipliers increase by one against creatures with the plant type.

Focused Target (Combat)
Source Monster Hunter's Handbook pg. 5
You pour your entire focus into slaying your chosen target.

Prerequisites: Studied targetACG class feature (second studied target).

Benefit: When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action.

Focused Undead Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your knowledge of the undead makes you especially effective when fighting them.

Prerequisites: Favored enemy (undead) class feature.

Benefit: You gain a bonus equal to half your favored enemy (undead) bonus on saving throws against ability damage, ability drain, energy drain, and negative energy effects. Once per day, when an undead creature’s natural attack against you deals ability damage, deals ability drain, or bestows 1 or more negative levels, you can negate the damage, drain, or negative levels as an immediate action.

Focused Vermin Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your experience with vermin resists the attacks of swarms.

Prerequisites: Favored enemy (vermin) class feature.

Benefit: You gain DR/— equal to half your favored enemy (vermin) bonus against vermin and creatures with the swarm subtype. When attempting Fortitude saves against a swarm’s distraction ability, you gain a bonus on the save equal to the damage prevented by this feat. Against vermin with the swarm subtype, the amount of damage reduction is equal to your full favored enemy (vermin) bonus. This damage reduction does not stack with that from other sources.

Grisly Ornament (Item Creation)
Source Monster Hunter's Handbook pg. 24
You adorn your gear with mementos from your foes.

Prerequisites: Harvest Parts.

Benefit: You can attempt a Craft or Heal check to craft a special type of trophy called an ornament from part of a creature that’s been dead for less than an hour. You take a –4 penalty on this check if you or an ally didn’t slay the creature. You can craft one ornament per character level per day. Each corpse provides enough material for one ornament plus one additional ornament per size category above Medium. You can wear one ornament in each magic item slot not already occupied by another item. When you craft an ornament, you choose whether it affects Armor Class, attack rolls, CMB, CMD, saving throws, or skill checks. The ornament provides a morale bonus equal to the monster’s CR divided by 4 (round down, minimum 1) to the selected statistic against creatures of the same creature type as the source of the ornament. This bonus increases by 1 against creatures of the exact same variety (so a red dragon’s talon provides the increased bonus against red dragons but not all dragons). An ornament remains effective for 1 day, plus 1 additional day for every 5 by which you exceed the DC to craft it. You can give ornaments to others, but gifted ornaments have a morale bonus equal to the monster’s CR divided by 6 (round down, minimum 0) and remain effective for only 24 hours.

Harvest Parts (Item Creation)
Source Monster Hunter's Handbook pg. 24
You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.

Prerequisites: Craft (any) 1 rank or Heal 1 rank.

Benefit: You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.

Crafting Trophies
Although any character can take trophies from fallen creatures for cosmetic or roleplaying purposes, the following feats allow characters to derive functionality from items they salvage from monstrous corpses. These feats work similarly to item creation feats, except trophies are created using a single Craft or Heal check, they are nonmagical, and the benefits they provide are typically temporary. The DC of such a check is equal to 15 + the creature’s CR, and creating a trophy takes a number of minutes equal to the creature’s CR.

Improved Punishing Step (Combat)
Source Monster Hunter's Handbook pg. 14
You know how to take advantage of a devastating charge.

Prerequisites: Dex 13, Dodge, Punishing Step, base attack bonus +8.

Benefit: Your bonus to AC from the Dodge feat increases to +2 against charge attacks. When a creature charges you and misses with its attack, it loses its Dexterity bonus to AC against the next melee attack you make against it before the end of your next turn. If a creature misses with multiple attacks (such as when using the pounce ability), you can make one such attack against the creature’s flat-footed AC before the end of your next turn for each of that creature’s attacks that missed you.

Knowledgeable Spellcaster
Source Monster Hunter's Handbook pg. 19
Your vast knowledge of opponents lets you more effectively cast spells on them.

Prerequisites: Knowledge (arcana, dungeoneering, local, nature, planes, or religion) 5 ranks, caster level 7th.

Benefit: When you select this feat, choose one Knowledge skill in which you have at least 5 ranks. When you succeed at a check with that Knowledge skill to identify a creature’s abilities and weaknesses, you can learn one less piece of information in order to gain a +3 bonus on caster level checks to overcome that creature’s spell resistance (if any). If you have 10 or more ranks in the selected Knowledge skill, you can learn two fewer pieces of information to increase this bonus to +5.

Normal: You can take this feat multiple times. Each time you take this feat, you must select a different Knowledge skill.

Maze Expert
Source Monster Hunter's Handbook pg. 15
You have a near-perfect sense of direction.

Prerequisites: Skill Focus (Survival), Survival 5 ranks.

Benefit: You gain a +4 bonus on Survival checks to avoid becoming lost and to determine whether you are lost. You also gain a +4 bonus on Intelligence checks to navigate mazes, including to escape a maze spell. Once per day, you can use your intuition to determine whether traveling a particular direction from a fork in the road (or other junction) might be productive or dangerous. This functions like the augury spell, except it provides weal or woe based on traveling in a particular direction.

Monster Spotter
Source Monster Hunter's Handbook pg. 7
Your knowledge of strange life forms makes you adept at piercing their disguises and detecting their hiding places.

Prerequisites: Skill Focus (Knowledge [any]), Knowledge (any) 3 ranks.

Benefit: You can substitute a Knowledge skill for opposed Perception checks against creatures’ Disguise and Stealth checks, and for Survival checks to track creatures. You must have 3 ranks in the Knowledge skill that corresponds to the creature’s type (Pathfinder RPG Core Rulebook 99–100).

Monstrous Crafter (Item Creation)
Source Monster Hunter's Handbook pg. 24
You can weave pieces of beasts into your magic items.

Prerequisites: Craft Wondrous Item, Grisly Ornament, Harvest Parts.

Benefit: Whenever you use the Grisly Ornament feat, you are able to permanently integrate one ornament you have crafted using the harvested creature parts into a wondrous item. The ornament grants no ongoing benefits, but once per day you can activate an integrated ornament as a free action to gain its full benefits for 1 minute. You can integrate an ornament into a wondrous item (or replace an item’s existing ornament) by spending 8 hours of work and 100 gp × the creature’s CR.

Monstrous Disguise
Source Monster Hunter's Handbook pg. 15
You can disguise yourself as a monstrous humanoid.

Prerequisites: Disguise 5 ranks, Knowledge (nature) 5 ranks.

Benefit: You can use the Disguise skill to emulate creatures of the monstrous humanoid type, at a –5 penalty. Creating a monstrous humanoid disguise takes 1d3 hours.

Monstrous Masquerade
Source Monster Hunter's Handbook pg. 15
When you disguise yourself as a monstrous humanoid, you can gain some of its qualities.

Prerequisites: Monstrous Disguise, Disguise 9 ranks, Knowledge (nature) 9 ranks.

Benefit: When you use the Monstrous Disguise feat to assume the shape of a monstrous humanoid, you can gain a rudimentary version of one of that creature’s abilities selected from the following list: climb 10 feet, fly 20 feet (clumsy maneuverability), swim 20 feet, damage reduction 3/magic, or resistance 5 to one energy type. Preparing a disguise in this way takes 1 additional hour and costs an extra 500 gp. The bonus ability granted by this feat has a 25% chance to cease functioning every hour after you apply the disguise. This disguise automatically falls apart after 8 hours.

Needle in a Haystack
Source Monster Hunter's Handbook pg. 15
Once you have even the trace of a creature you’re tracking, you can’t be thrown off the trail.

Prerequisites: Skill Focus (Perception), Perception 3 ranks.

Benefit: You can use Perception (rather than Survival) to follow tracks. After you track a creature using the Perception skill, you gain a +2 insight bonus on Perception checks to avoid being surprised by that creature for 1 hour. If you have 10 or more ranks in Perception, this bonus increases to +4.

Pacify Animal
Source Monster Hunter's Handbook pg. 9
You are able to calm rampaging animals.

Prerequisites: Wild empathy class feature.

Benefit: As a full-round action, you attempt to mollify an animal or magical beast with an Intelligence score of 1 or 2 and an attitude of hostile toward you or your allies. You attempt a wild empathy check (DC = 10 + the target’s Hit Dice + the target’s Charisma modifier). If you succeed, the target’s attitude toward you and your allies becomes indifferent for 1 minute, and it does not attack during this time. If the target is attacked during this time or if the target can see you or your allies after 1 minute, it becomes hostile again. A creature can be affected by this pacification attempt only once in a 24-hour period.

Special: Animal companions and creatures under magical compulsion are harder to pacify; the DC for such creatures equals 15 + the target’s Hit Dice + the target’s Charisma modifier. An animal companion also applies its bonus on Will saves from the devotion ability to this DC, and attacking the animal’s master also breaks this effect. An animal companion’s master can direct the animal to attack again, but the DC of this Handle Animal check is increased by your wild empathy modifier.

Punishing Step (Combat)
Source Monster Hunter's Handbook pg. 15
You can hurt a foe that uses a combat maneuver against you.

Prerequisites: Dex 13, Dodge.

Benefit: Your bonus to AC from the Dodge feat increases to +2 when calculating your CMD. When a creature attempts a combat maneuver against you and fails, you gain a +2 circumstance bonus on attack rolls against that creature until the end of your next turn.

Resisting Grappler (Combat)
Source Monster Hunter's Handbook pg. 7
You are especially adept at fighting off the grabbing appendages of aberrations and other tentacled horrors.

Prerequisites: Dex 13.

Benefit: When a creature hits you with a melee attack and attempts to use the grab ability, it provokes an attack of opportunity from you unless it has the Improved Grapple feat. If you hit the opponent with your attack, treat the damage you deal as 5 higher when calculating the penalty on the attacker’s combat maneuver check to grapple you.

Normal: Creatures using the grab ability does not provoke attacks of opportunity.

Shared Quarry (Combat)
Source Monster Hunter's Handbook pg. 5
When working together, you and your companions are skilled at taking down particular targets.

Prerequisites: Hunter’s bond class feature, quarry class feature.

Benefit: Allies sharing your favored enemy bonuses from hunter’s bond gain an additional benefit against a creature you’ve denoted as your quarry. Affected allies gain a +1 insight bonus on attack rolls against your quarry; this bonus increases to +4 on attack rolls to confirm critical hits against your quarry.

If your hunter’s bond is with an animal companion, your companion gains the full benefits of your quarry class feature. when you denote a quarry.

Stone to Flesh Savant
Source Monster Hunter's Handbook pg. 15
You can use your mercies to transform petrified victims back to flesh.

Prerequisites: Paladin level 12th, lay on hands class feature, mercy class feature.

Benefit: You gain a unique mercy, which aids victims of petrification. Whenever you use your lay on hands ability to heal damage, you can emulate stone to flesh on the target, using your paladin level as your caster level. This functions only on a creature that has been petrified, and it has no effect on other stone.
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Re: 自用资源
« 回帖 #4 于: 2020-12-15, 周二 10:35:29 »
”很多特工组织都不相信他的存在,相信的都说他的代号是“冬兵”,他是个幽灵。”


                          ——《美国队长2:冬日战士》



伊斯特克奇械士(Jistkan Artificer )【魔战士变体】

传统的伊斯特克奇械士惯于制造魔像作为研究奥秘之道的成分,他们将这些魔法构装移植为自身手臂的部件 。

劇透 -   :
As part of studying the secret methods the original Jistkan artificers used to build golems, these magi graft construct parts onto their own arms.

削减施法(Diminished Spellcasting):伊斯特克奇械士每法术等级每日可使用法数量比平常的魔战士少1个。如果该级获得的每日法术数量为0,那么他就只能依靠智力修正带来的额外法术数量使用该级的法术。本能力调整了魔战士法术。

劇透 -   :
Diminished Spellcasting: A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level.

This alters the magus’s spellcasting.

奇械臂 (Golem Arm,Ex):一名伊斯特克奇械士在游戏开始时移植一条奇械臂代替他自身的一只手臂。这条奇械臂视作一件造成徒手攻击的精制品武器,其徒手攻击伤害相当于比自身低2级的武僧的徒手伤害(最小为1级)。这条奇械臂的基础部件皆由普通材料制成,不提供额外的益处。奇械士可以用另外的材料重制他的奇械臂,如此创造一条新的奇械臂要花费1天的时间,并按所用特殊材料在正常花费外再额外支付50%的费用(即总共支付1.5倍材料费,译者)。在使用特殊材料改造上,这条奇械臂在武器类型及重量上均视作重型硬头锤。如果一名奇械士重造了他的奇械臂,那么之前制造奇械臂使用的特殊材料均被摧毁。这条手臂不从任何增强徒手攻击的物品中获益,例如重拳护符。

1级时,奇械士可以用他的奥能力池如同强化人造武器一般强化徒手攻击。 5级时,他能用该能力将以下特殊效果增添到他的徒手攻击上:酸蚀Corrosive、酸爆Corrosive Burst、护体Defending、炽焰Flaming、焰爆Flaming Burst、冻寒Frost、冰爆Icy Burst、冲击Impact、电击Shock、电爆Shock Burst、雷鸣Thundering。11级时,增加以下特殊能力:光能Brilliant energy追击Speed

本能力调整了奥能力池。

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Golem Arm (Ex): A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.

At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.

This alters arcane pool.

精通徒手攻击(Improved Unarmed Strike):伊斯特克奇械士获得精通徒手攻击作为奖励专长。他每天能准备的戏法比正常少1个。本能力调整了戏法。

劇透 -   :
Improved Unarmed Strike: A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal.

This alters cantrips.

强能臂(Empowered Arm,Ex):3级起,伊斯特克奇械士的奇械臂被视作魔法武器,在攻击骰和伤害骰上均获得+1的增强加值。该加值在7级和之后每4级再+1,在19级达到总共+5。本能力取代了魔战士3级奥能。

劇透 -   :
Empowered Arm (Ex): At 3rd level, a Jistkan artificer’s golem arm is treated as a magic weapon and gains a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at 7th level and every 4 levels thereafter, to a total bonus of +5 at 19th level.

This replaces the magus arcana gained at 3rd level.

徒手法术打击(Unarmed Spellstrike,Su):一名伊斯特克奇械士只有在进行徒手攻击时,才能使用法术打击来传递法术。本能力调整了法术打击。

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Unarmed Spellstrike (Su): A Jistkan artificer can use spellstrike to deliver spells only when attacking with his unarmed strikes.

This alters spellstrike.

魔战士奥能(Magus Arcana): 一名伊斯特克奇械士在通常的魔战士奥能之外额外增加以下奥能。所有奥能皆只能选择1次。

破咒臂 Break Spell (Ex):一名伊斯特克奇械士能利用他的奇械臂瓦解指向自身的法术。当一个法术效果引发的远程攻击指向奇械士时,他可以消耗1点奥能,作为借机攻击尝试投一次近战骰。如果结果大于该远程攻击的总攻击骰,这次攻击无效。法术效果不包括攻击骰的不能如此抵挡。魔战士必须达到13级并拥有“盾卫臂”奥能才能选择此项奥能。

疾风臂 Flurrying Arm (Ex): 一名伊斯特克奇械士能加快其奇械臂的攻击速度。他获得武僧的疾风连击能力,将其职业等级视作武僧等级。奇械士使用疾风连击时仅能增加一次额外攻击。魔战士必须达到11级才能选择此项奥能。

锋锐臂 Sharpened Arm (Ex):一名伊斯特克奇械士能修订其奇械臂的形态,使之更接近一把刀刃。他可以选择用奇械臂造成穿刺或挥砍伤害。当他这样做时,其奇械臂的重击威胁范围为19-20。奇械士还将锐锋Keen出血Wounding添加到其奥能力池强化武器的能力当中。

盾卫臂 Shielding Arm (Ex): 一名伊斯特克奇械士学会用其奇械臂来偏转攻击。如果他未持用任何别的武器,他在AC上获得相当于其奇械臂增强加值的盾牌加值。

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Magus Arcana: A Jistkan artificer gains access to the following arcana in addition to those normally available to the magus. He cannot select any arcana more than once.

Break Spell (Ex): A Jistkan artificer can use his arm to disrupt spells targeted at him. When a ranged attack generated by a spell effect targets the Jistkan artificer, he can spend a point from his arcane pool to attempt a melee attack roll as an attack of opportunity. If the result is greater than the total attack roll of the ranged attack, the attack is negated. Spell effects that do not require attack rolls cannot be deflected. The magus must be at least 13th level and have the shielding arm arcana before selecting this arcana.

Flurrying Arm (Ex): A Jistkan artificer can improve his golem arm to attack faster. He gains the flurry of blows monk class ability, treating his class level as his monk level. A Jistkan artificer makes only one additional attack when he uses flurry of blows. The magus must be at least 11th level to select this arcana.

Sharpened Arm (Ex): A Jistkan artificer can rework his arm to more closely resemble a blade. He can choose to deal piercing or slashing damage with his golem arm. When he does so, the golem arm threatens a critical hit on 19–20. The artificer also adds keen and wounding to his list of arcane pool weapon abilities.

Shielding Arm (Ex): A Jistkan artificer learns to deflect blows with his arm. If he is not wielding any other weapons, he gains a shield bonus to his AC equal to his golem arm’s enhancement bonus.


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Re: MHH怪物猎人手册专长(待翻×,译毕√)
« 回帖 #5 于: 2020-12-23, 周三 19:37:07 »
Part1
劇透 -   :
解剖专家(战斗)
Source Monster Hunter's Handbook pg. 19
你知道如何对最模糊的目标进行致命打击。
      先决条件:武器专攻,BAB+12。
      效果:选择一种你具有“武器专攻”的武器,当你用其攻击一个有几率免受重击或偷袭伤害的敌人时(如来自防具的护命附魔),降低其25%的几率。对于通常免疫重击和偷袭的敌人,改为有75%的几率免受重击或偷袭,只受到普通伤害。
特殊:你可以多次选择这个专长。每次选择本专长,它将应用于不同的武器。
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Anatomical Savant (Combat)
Source Monster Hunter's Handbook pg. 19
You know how to perform deadly strikes against even the most nebulous of targets.

Prerequisites: Weapon Focus, base attack bonus +12.

Benefit: Choose one weapon with which you have the Weapon Focus feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 25%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 75% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage.

Special: You can take this feat multiple times. Each time you take the feat, it applies to a different weapon.

破敌审判(战斗)
Source Monster Hunter's Handbook pg. 5
你对一名特定的敌人做出审判。
      先决条件:破敌职业能力,审判职业能力,怪物学识职业能力。
      效果:你可以以一个迅捷动作对一个敌人宣告一项特殊的审判。宣告此审判时,你尝试一次知识检定以辩识目标,如果你此前已经辨识过该生物,依照之前的检定结果。当你成功辨识目标,你可以消耗1轮破敌并选择除治疗审判外的另一个审判。你在1轮内对目标获得此审判的好处,知识检定每超过DC 5点延长1轮。后续使用的审判无法与本能力叠加。一名敌人在24小时内不能重复成为本能力的目标。
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Baneful Judgment (Combat)
Source Monster Hunter's Handbook pg. 5
You dole out judgment to a particular foe.

Prerequisites: BaneAPG class feature, judgmentAPG class feature, monster loreAPG class feature.

Benefit: You can declare a specialized judgment against a creature as a swift action. When pronouncing this judgment, you attempt a Knowledge check to identify the creature, or refer to your previous result if you’ve already identified the creature. If you succeed at the check or have already identified the creature, you can spend 1 round of bane and choose one judgment other than the healing judgment. You gain the benefits of this judgment against that creature for only 1 round plus 1 additional round for every 5 by which you exceeded the DC to identify the target. Subsequent uses of this judgment do not stack with this ability. A creature cannot be the target of this ability again for 24 hours.

斗牛式(格斗,流派)
Source Monster Hunter's Handbook pg. 8
你做好了抓住迎面而来的敌人的准备。
      先决条件:敏捷13,精通擒抱,精通徒手打击。
      效果:以一个标准动作,你可以准备一个动作以对付来袭的敌人。在你下回合开始之前,如果一名敌人向你移动至少10尺并进入你的威胁范围,你可以对其尝试一次擒抱战技检定。如果他正在冲锋,你在该检定上获得+2加值。被你以这种方式擒抱的敌人只能在移动或冲锋结束后进行单次天生武器攻击,即使它具有“猛扑”特殊能力。你每轮只能用这种方式进行一次擒抱。
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Bull-Catcher Style (Combat, Style)
Source Monster Hunter's Handbook pg. 8
You brace yourself to catch oncoming foes.

Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.

Benefit: As a standard action, you can ready yourself against oncoming foes. Until the start of your next turn, if a creature moves at least 10 feet in your direction and enters a square you threaten, you can attempt a grapple combat maneuver against that creature. If the creature is charging, you gain a +2 bonus on the check. A creature you grapple with this style can make only a single natural attack after its movement or charge, even if it has the pounce ability. You can make only one grapple attempt in this manner per round.

投牛手(战斗)
Source Monster Hunter's Handbook pg. 8
你可以利用敌人冲锋的力量将他们扔开。
      先决条件:敏捷13,斗牛式,精通擒抱,精通徒手打击;BAB+8/拳师4级/武僧4级。
      效果:当你成功以斗牛式擒抱住一名敌人时,你可以立即将该生物移动到你威胁范围内任意位置。当它被放置后,你可以以一个直觉动作中止你的擒抱并将该生物向任意方向额外移动5英尺。你不能以这种方式把将敌人移动到一个本质上危险或不稳定的空间,比如一个坑,火墙,或者半空中。
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Bull-Catcher Toss (Combat)
Source Monster Hunter's Handbook pg. 8
You can use a charging foe’s momentum to throw them aside.

Prerequisites: Dex 13, Bull-Catcher Style, Improved Grapple, Improved Unarmed Strike; base attack bonus +8, brawlerACG level 4th, or monk level 4th.

Benefit: When you successfully grapple a creature with the Bull-Catcher Style feat, you can immediately move that creature into any square you threaten. After it is placed, you can break your grapple as an immediate action to move the creature an additional 5 feet in any direction. You can’t use this maneuver to move a foe into a space that is intrinsically dangerous or unstable, such as a pit, wall of fire, or midair.

牧牛人(战斗)
Source Monster Hunter's Handbook pg. 9
你可以把冲锋的敌人摔倒在地。
      先决条件:敏捷13,斗牛式,投牛手,精通擒抱,精通徒手打击;BAB+12/拳师8级/武僧8级。
      好处:当一个生物向你冲锋,并且你成功以斗牛式擒抱住它时,你可以立即按照投牛手专长移动它。当它被以这样的方式移动后,你可以以一个直觉动作中止擒抱。如果你这样做,选择目标被移位后威胁范围内的另一个生物,他成为这次冲锋攻击的新目标。
劇透 -   :
Bull-Catcher Wrangler (Combat)
Source Monster Hunter's Handbook pg. 9
You can wrestle a charging foe to the ground.

Prerequisites: Dex 13, Bull-Catcher Style, Bull-Catcher Toss, Improved Grapple, Improved Unarmed Strike; base attack bonus +12, brawlerACG level 8th, or monk level 8th.

Benefit: When a creature is charging you, and you successfully grapple it with the Bull-Catcher Style feat, you can immediately move it as per the Bull-Catcher Toss feat. Once the creature is moved, you can break your grapple as an immediate action. If you do, select another creature in the repositioned target’s threatened area. That creature becomes the new target of the initial charge attack.

老虎钳(战斗)
Source Monster Hunter's Handbook pg. 9
你可以撬开一个强大的野兽的抓握或撕咬。
      先决条件:敏捷13,精通擒抱,精通徒手打击。
      效果:以一个标准动作,你可以承受-5减值进行一次擒抱战技检定以对抗正以攫抓能力擒抱着另一单位的生物。如果成功,你撬开该生物的爪子,释放它抓住的任何生物。
此外,你可以准备一个动作以应对敌人对你进行的啮咬攻击。当该准备动作触发时,你可以进行一次获得+2加值的擒抱战技检定,如果成功,你擒抱住该生物并使起啮咬攻击失手。只要你保持擒抱,该生物就不能使用它的啮咬攻击。
劇透 -   :
Claw Wrench (Combat)
Source Monster Hunter's Handbook pg. 9
You can pry open a mighty beast’s grasp or snapping jaws.

Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.

Benefit: As a standard action, you can attempt a grapple combat maneuver with a –5 penalty against a creature that is currently grappling another creature via its grab special ability. If you succeed, you pry open the creature’s grasp, releasing any creatures it had grappled.

Additionally, you can ready an action to trigger if a creature attempts a bite attack against you. When the readied action triggers, you can attempt a grapple combat maneuver with a +2 bonus. If you succeed, you grapple the creature and cause the bite attack to miss. As long as you maintain the grapple, the creature can’t use its bite attack.
« 上次编辑: 2021-01-01, 周五 05:45:05 由 回归直线 »
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Re: MHH怪物猎人手册专长(待翻×,译毕√)
« 回帖 #6 于: 2020-12-31, 周四 04:18:26 »
Part2
劇透 -   :
生物专攻
Source Monster Hunter's Handbook pg. 22
你对某种特定的生物有着非同寻常的经验,这让你在与此类生物的战斗中取得优势。
      先决条件:在一个职业中,没有等级可以授予“最受欢迎的敌人职业”的特性。
      效果:从游侠的宿敌列表(Pathfinder RPG核心规则手册64)中选择除类人生物或人形怪物外的一种生物类型。你对所选类型的生物的察觉检定、生存检定和武器伤害骰获得+2加值。当你试图识别这些生物时,你可以尝试未受训的知识技能检定。
      特殊:此专长在满足专长先决条件时被视为宿敌职业特性。如果另一个能力适用于你所选生物类型的宿敌加值,此时你的宿敌加值视为+2。如果你后来获得宿敌职业特性,你可以用你符合条件且先决条件包括宿敌职业特性的另一个专长替换此专长。
你可以多次获得此专长,它的效果不能叠加。每次你选择该专长时,它都会应用到不同类型的生物上。
劇透 -   :
Creature Focus
Source Monster Hunter's Handbook pg. 22
You have deadly experience with a certain type of creature, granting you an edge in fighting its kind.

Prerequisites: No levels in a class that grants the favored enemy class feature.

Benefit: Choose a creature type from the ranger favored enemies table (Pathfinder RPG Core Rulebook 64) except for humanoid or monstrous humanoid. You gain a +2 bonus on Perception checks, Survival checks, and weapon damage rolls against creatures of the selected type. You can attempt Knowledge skill checks untrained when attempting to identify such creatures.

Special: This feat counts as the favored enemy class feature for the purpose of meeting feat prerequisites. If another ability references your favored enemy bonus for the creature type selected, you treat your favored enemy bonus as +2. If you later gain the favored enemy class feature, you can replace this feat with a different feat for which you qualify and whose prerequisites include the favored enemy class feature.

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different creature type.

异怪专精(战斗)
Source Monster Hunter's Handbook pg. 22
你对畸变的抵抗能力很强。
      先决条件:宿敌(异怪)职业特性。
      效果:选择对抗变化系效果(包括变化系法术和类法术能力)的强韧豁免或对抗影响心灵效果的意志豁免。你在选定的豁免投掷上获得等于你宿敌(异怪)加值一半的奖励。在对抗异怪的法术和能力时,你可以在对抗变化系效果的强韧豁免和对抗影响心灵效果的意志豁免上都获得这个加值。
劇透 -   :
Focused Aberration Expertise (Combat)
Source Monster Hunter's Handbook pg. 22
You hold strong against aberrations.

Prerequisites: Favored enemy (aberration) class feature.

Benefit: Choose either Fortitude saves against transformation effects (including transmutation spells and spell-like abilities) or Will saves against mind-affecting effects. You gain a bonus on the selected saving throw equal to half your favored enemy (aberration) bonus. Against aberrations’ spells and abilities, you gain this bonus on Fortitude saves against transmutation effects and on Will saves against mind-affecting effects.

动物专精(战斗)
Source Monster Hunter's Handbook pg. 23
你很擅长耐心地躲避你的宿敌,尤其是动物。
      先决条件:宿敌(动物)职业特性。
      效果:你获得等于你宿敌(动物)加值一半的隐匿检定加值。在对抗动物时,这个加值等于你完整的宿敌加值。
劇透 -   :
Focused Animal Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’re skilled at patiently hiding from your favored enemies, particularly animals.

Prerequisites: Favored enemy (animal) class feature.

Benefit: You gain a bonus on Stealth checks equal to half your favored enemy (animal) bonus. Against animals, this bonus is equal to your full favored enemy bonus.

构装体专精(战斗)
Source Monster Hunter's Handbook pg. 23
你擅长打破构装体和其他生物的防御。
      先决条件:宿敌(构装体)职业特性。
      效果:你的武器攻击忽略等于你宿敌(构装体)一半加值的伤害减免或硬度。这个专长允许你忽略精金、钝击、穿刺和挥砍类型的伤害减免。对抗构装体时,你忽略的伤害减免和硬度等于你的完整宿敌加值。
劇透 -   :
Focused Construct Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You are skilled at breaking the defenses of constructs and other creatures.

Prerequisites: Favored enemy (construct) class feature.

Benefit: Your weapon attacks ignore a number of points of damage reduction or hardness equal to half your favored enemy (construct) bonus. This feat allows you to only ignore damage reduction that is normally bypassed by adamantine, bludgeoning, piercing, and slashing weapons. Against constructs, the amount of damage reduction and hardness you ignore is equal to your full favored enemy bonus.

精类专精(战斗)
Source Monster Hunter's Handbook pg. 23
你的攻击对精类这样反复无常的目标是致命的。
      先决条件:宿敌(精类)职业特性。
      效果:你在确定重击的攻击检定中,获得等于你宿敌(精类)加值一半的加值。在克服伤害减免和回复时,将你对精类的武器攻击视为寒铁。
劇透 -   :
Focused Fey Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your attacks strike true against capricious targets like fey.

Prerequisites: Favored enemy (fey) class feature.

Benefit: You gain a bonus on attack rolls to confirm critical hits equal to half your favored enemy (fey) bonus. You treat your weapon attacks against fey as cold iron for the purpose of overcoming damage reduction and regeneration.

魔法兽专精(战斗)
Source Monster Hunter's Handbook pg. 23
你在移动中周旋以迷惑那些会反复攻击你的生物。
      先决条件:宿敌(魔法兽)职业特性。
      效果:如果一个生物在其回合内对你使用天生武器攻击三次或三次以上,你对该生物的第三次及随后的天生武器攻击获得部分掩蔽。如果该生物使用天生武器攻击你五次或五次以上,你在第五次及以后的天生武器攻击中获得掩蔽(而不是部分掩蔽)。如果攻击者是一只魔法兽,你为了获得掩蔽或部分掩蔽而需要对方进行的天生武器攻击次数减少1次。
劇透 -   :
Focused Magical Beast Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You move in ways that confound creatures that would strike you repeatedly.

Prerequisites: Favored enemy (magical beast) class feature.

Benefit: If a creature makes three or more attacks with natural weapons against you during its turn, you gain partial cover against the third and subsequent natural attacks from that creature. If the creature makes five or more attacks against you with natural weapons, you gain cover (instead of partial cover) against the fifth and subsequent natural attacks. If the attacker is a magical beast, reduce by one the number of natural attacks it must make in order for you to gain cover or partial cover.

泥怪专精(战斗)
Source Monster Hunter's Handbook pg. 23
你学会了避免和克服你所研究的猎物的吞噬攻击。
      先决条件:宿敌(泥怪)职业特性。
      效果:你的CMD获得等于你宿敌(泥怪)加值一半的加值。你还对强酸获得等于你宿敌(泥怪)加值一半的抗力。在对抗泥怪时,你使用完整的宿敌(泥怪)加值应用于上述效果。
劇透 -   :
Focused Ooze Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’ve learned to avoid and overcome the engulfing attacks of your studied prey.

Prerequisites: Favored enemy (ooze) class feature.

Benefit: You gain a bonus to your CMD equal to half your favored enemy (ooze) bonus. You also gain acid resistance equal to half your favored enemy (ooze) bonus. Against oozes, you instead apply your full favored enemy (ooze) bonus for both benefits.

异界生物专精 (战斗)
Source Monster Hunter's Handbook pg. 23
你学会了一种可以阻碍异界生物自然抗力的攻击方式。
      先决条件:宿敌(异界生物)职业特性。
      效果:你的武器攻击忽略等于你宿敌(异界生物[任一])一半加值的伤害减免。这个专长允许你忽略混乱、邪恶、善良或守序类型的伤害减免。在对抗与你宿敌类型相匹配的异界生物时,你忽略的伤害减免和硬度等于你完整的宿敌加值。
劇透 -   :
Focused Outsider Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’ve learned to attack in a way that stymies the natural resistances common in outsiders.

Prerequisites: Favored enemy (outsider) class feature.

Benefit: Your weapon attacks ignore a number of points of damage reduction equal to half your favored enemy (outsider [any one]) bonus. This feat allows you to ignore only damage reduction that is normally bypassed by chaotic-, evil-, good-, or lawful-aligned weapons. Against outsiders that match your favored enemy subtype, the amount of damage reduction and hardness you ignore is equal to your full favored class bonus.

植物专精(战斗)
Source Monster Hunter's Handbook pg. 23
你能快速地躲避和砍杀任何诱捕你的东西。
      先决条件:宿敌(植物)职业特性。
      效果:你在避免陷入纠缠状态的反射豁免检定上获得等于你宿敌(植物)加值一半的加值,当敌人试图擒抱你时,你的CMD获得等于你宿敌(植物)加值一半的加值。你的武器对植物类型的生物重击倍率增加1。
劇透 -   :
Focused Plant Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You are quick to dodge and slash anything that would ensnare you.

Prerequisites: Favored enemy (plant) class feature.

Benefit: You gain a bonus equal to half your favored enemy (plant) bonus on Reflex saves to avoid being entangled and to your CMD whenever an opponent attempts to grapple you. Your weapons’ critical hit multipliers increase by one against creatures with the plant type.


不死生物专精(战斗)
Source Monster Hunter's Handbook pg. 23
你对亡灵的了解使你在与亡灵战斗时特别有效。
      先决条件:宿敌(不死生物)职业特性。
      效果:你在对抗属性伤害、属性吸取、能量吸取和负能量效果的豁免上获得等于你宿敌(不死生物)加值一半的加值。每天一次,当一个不死生物对你的天生武器攻击造成属性伤害、属性吸取或造成1或更多负面等级时,你能以一个直觉动作无效化这个伤害、吸取或负面等级。
劇透 -   :
Focused Undead Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your knowledge of the undead makes you especially effective when fighting them.

Prerequisites: Favored enemy (undead) class feature.

Benefit: You gain a bonus equal to half your favored enemy (undead) bonus on saving throws against ability damage, ability drain, energy drain, and negative energy effects. Once per day, when an undead creature’s natural attack against you deals ability damage, deals ability drain, or bestows 1 or more negative levels, you can negate the damage, drain, or negative levels as an immediate action.

虫类专精(战斗)
Source Monster Hunter's Handbook pg. 23
你对付害虫的经验可以抵抗蜂群的攻击。
      先决条件:宿敌(虫类)职业特性。
      效果:在对抗虫类和具有集群子类的生物时,你获得等于你宿敌(虫类)加值一半的DR/-。对抗集群的扰乱心神能力时,你在强韧豁免上获得与此DR相等的加值。对抗具有集群子类的虫类生物时,伤害减免将等于你完整的宿敌(虫类)加值。此伤害减免不会与其他来源的伤害减免叠加。
劇透 -   :
Focused Vermin Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your experience with vermin resists the attacks of swarms.

Prerequisites: Favored enemy (vermin) class feature.

Benefit: You gain DR/— equal to half your favored enemy (vermin) bonus against vermin and creatures with the swarm subtype. When attempting Fortitude saves against a swarm’s distraction ability, you gain a bonus on the save equal to the damage prevented by this feat. Against vermin with the swarm subtype, the amount of damage reduction is equal to your full favored enemy (vermin) bonus. This damage reduction does not stack with that from other sources.

专注目标(战斗)
Source Monster Hunter's Handbook pg. 5
你把全部精力都投入到杀死你选择的目标上。
      先决条件:杀戮目标ACG职业特性(第二杀戮目标)。
      效果:当你研究一个目标时,你可以减少在一次研究中能额外研究的目标的数量。你以这种方式每减少一个目标,你的杀戮目标能力对于攻击骰/伤害骰/技能检定/能力DC提供的加值增加1。每个增加必须应用到一个不同的类别(攻击骰,伤害骰,技能检定或DC)。你能以一个自由动作结束这个专长的效果。
劇透 -   :
Focused Target (Combat)
Source Monster Hunter's Handbook pg. 5
You pour your entire focus into slaying your chosen target.

Prerequisites: Studied targetACG class feature (second studied target).

Benefit: When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action.

次元跟进
Source Monster Hunter's Handbook pg. 19
即使是传送也不能阻止你对抗你的敌人。
      先决条件:次元灵巧UC,快步跟进,基础攻击加值+12,遁术职业特性或可施展任意门。
      效果:每天一次,当邻近的敌人使用传送法术、类法术能力或其他类似能力(包括影舞者的阴影跳跃能力)移动时,你能以一个直觉动作跟随该生物。这个能力没有距离限制,你只需在目标出现传送到终点时与他相邻即可。你不能用这个能力去另一个位面。这个专长不提供任何返回的方法,也不会让你知道你的敌人要去哪里。
劇透 -   :
Dimensional Step Up
Source Monster Hunter's Handbook pg. 19
Even teleportation cannot keep you from confronting your foe.

Prerequisites: Dimensional AgilityUC, Step Up, base attack bonus +12, abundant step class feature or ability to cast dimension door.

Benefit: Once per day, when an adjacent foe moves using a teleportation spell, spell-like ability, or similar ability (including effects like a shadowdancer’s shadow jump ability), you can follow the creature as an immediate action. This ability has no range limit; you simply appear adjacent to the target wherever its destination happens to be. You cannot use this ability to travel to another plane. This feat does not provide you any means of returning, nor does it grant you knowledge of where your foe is going.

扩展猎人战术(战斗)
Source Monster Hunter's Handbook pg. 5
你可以像训练动物伙伴一样训练你的盟友。(译注:这是何等生艹的言论)
      先决条件:猎人战术ACG职业特性。
      效果:以一个移动动作,你可以将你知道的一个团队专长分享给一个在30英尺内能看到且听到你的队友。被选中的队友获得此专长的效果,持续1+你每2级额外1轮,但仅限于当此队友与你或你的动物伙伴相邻时。一名特定的盟友每天只能从该专长中受益一次。
劇透 -   :
Expanded Hunter Tactics (Combat)
Source Monster Hunter's Handbook pg. 5
You’re able to train your allies as you do your animal companion.

Prerequisites: Hunter tacticsACG class feature.

Benefit: As a move action, you can grant a teamwork feat you know to a single ally within 30 feet who can see and hear you. The selected ally gains the benefits of this bonus feat for 1 round plus 1 additional round for every 2 character levels you have, but only while the ally is adjacent to you or your animal companion. A given ally can benefit from this feat only once per day.
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Re: MHH怪物猎人手册专长(待翻×,译毕√)
« 回帖 #7 于: 2020-12-31, 周四 04:25:42 »
Part3
劇透 -   :
采集残骸(造物)
Source Monster Hunter's Handbook pg. 24
你可以从怪物的尸体中采集最好的部分作为造物材料。
      先决条件:工艺(任意)1级或医疗1级。
      效果:你可以尝试一次工艺或医疗检定,就像制造战利品一样,从死亡时间少于一小时的生物那里获得可用的资源。只有CR为1或更高的生物才能产出可用材料。你采集的残骸价值等于生物CR的平方×10gp(从职业等级或模板中得到的CR不计入其中)。这些残骸仅在作为制作炼金物品、精制品、寻常物品或魔法物品的原材料时有价值。使用生物残骸制作的物品必须用合适的材料制成——通常是骨头或兽皮,只有在特殊情况下才使用金属。制作物品时,采集残骸提供的价值不能超过成本的四分之一。采集来的残骸2天后就会腐烂(除非用来造物或以某种方式保存)。以这种方式采集的生物残骸在大多数定居点都不能买卖。
引述: 制造战利品
      尽管任何角色都可以从击败的生物身上获取战利品以用作装饰或用于角色扮演,但以下专长允许角色赋予其从怪物尸骸中采集的战利品以功能性。这些专长类似于造物专长,只不过制造战利品需要通过单一工艺检定或医疗检定,它们是非魔法的,且提供的好处通常具有时限。制造战利品的检定DC等于15+生物CR,制造一份战利品所需的分钟数等于生物CR数量。
劇透 -   :
Harvest Parts (Item Creation)
Source Monster Hunter's Handbook pg. 24
You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.

Prerequisites: Craft (any) 1 rank or Heal 1 rank.

Benefit: You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.

Crafting Trophies
Although any character can take trophies from fallen creatures for cosmetic or roleplaying purposes, the following feats allow characters to derive functionality from items they salvage from monstrous corpses. These feats work similarly to item creation feats, except trophies are created using a single Craft or Heal check, they are nonmagical, and the benefits they provide are typically temporary. The DC of such a check is equal to 15 + the creature’s CR, and creating a trophy takes a number of minutes equal to the creature’s CR.

骇人饰物(造物)
Source Monster Hunter's Handbook pg. 24
你用敌人留下的纪念品来装饰你的装备。
      先决条件:采集残骸。
      效果:你可以进行一次工艺或医疗检定,以尝试从死亡时间少于一小时的生物身上制造一种特殊的饰品类战利品。如果你或你的盟友没有杀死该生物,你将在此检定上承受-4的罚值。你每天可以制造每角色等级一份饰品。每具尸体提供可以提供足以制造一件饰品的材料,尸体的体型每比中等大一级便能多提供制造一份饰品所需的材料。你可以在每个未被占用的魔法物品栏位中佩戴一份饰品。当你制作一份饰品时,你可以选择它的效果是影响AC、攻击骰、CMB、CMD、豁免检定或是技能检定。在对抗与该饰品来源有着相同生物类型的生物时,一份饰品可以在选定的效果上提供等同于怪物CR除以4(向下取整,最小值为1)的士气奖励。此加值对同种生物增加1(因此一个红龙之爪提供了对红龙增加的加值,而不是所有种类的龙)。一份饰品的效果保持1天,在制造时你的检定结果每超过DC5点就能延长1天。你可以将饰品送给他人,但被送出的饰品士气奖励等于怪物的CR除以6(最低为0),并且只在24小时内有效。
劇透 -   :
Grisly Ornament (Item Creation)
Source Monster Hunter's Handbook pg. 24
You adorn your gear with mementos from your foes.

Prerequisites: Harvest Parts.

Benefit: You can attempt a Craft or Heal check to craft a special type of trophy called an ornament from part of a creature that’s been dead for less than an hour. You take a –4 penalty on this check if you or an ally didn’t slay the creature. You can craft one ornament per character level per day. Each corpse provides enough material for one ornament plus one additional ornament per size category above Medium. You can wear one ornament in each magic item slot not already occupied by another item. When you craft an ornament, you choose whether it affects Armor Class, attack rolls, CMB, CMD, saving throws, or skill checks. The ornament provides a morale bonus equal to the monster’s CR divided by 4 (round down, minimum 1) to the selected statistic against creatures of the same creature type as the source of the ornament. This bonus increases by 1 against creatures of the exact same variety (so a red dragon’s talon provides the increased bonus against red dragons but not all dragons). An ornament remains effective for 1 day, plus 1 additional day for every 5 by which you exceed the DC to craft it. You can give ornaments to others, but gifted ornaments have a morale bonus equal to the monster’s CR divided by 6 (round down, minimum 0) and remain effective for only 24 hours.

怪物工匠(造物)
Source Monster Hunter's Handbook pg. 24
你可以将野兽的碎片编织到你的魔法物品中。
      先决条件:制造奇物,骇人饰物,采集残骸。
      效果:每当你使用骇人饰物专长时,你可以将通过采集残骸而制成的饰品永久地制造成一个奇物。这种饰品没有持续性效果,但是每天一次,你能以自由动作激活一个完整的饰品来在1分钟内获得它的全部效果。你可以通过花费8小时的工作和100 gp×怪物的CR来将一份饰品整合到一个奇物中(或替换其现有的饰品)。
劇透 -   :
Monstrous Crafter (Item Creation)
Source Monster Hunter's Handbook pg. 24
You can weave pieces of beasts into your magic items.

Prerequisites: Craft Wondrous Item, Grisly Ornament, Harvest Parts.

Benefit: Whenever you use the Grisly Ornament feat, you are able to permanently integrate one ornament you have crafted using the harvested creature parts into a wondrous item. The ornament grants no ongoing benefits, but once per day you can activate an integrated ornament as a free action to gain its full benefits for 1 minute. You can integrate an ornament into a wondrous item (or replace an item’s existing ornament) by spending 8 hours of work and 100 gp × the creature’s CR.

梅花步(战斗)
Source Monster Hunter's Handbook pg. 15
你可以伤害一个使用战技对付你的敌人。
      先决条件:敏捷13, 闪避。
      效果:计算CMD时,你从闪避专长获得的AC加值增加到+2。当一个生物对你使用战技且失败时,你对该生物的攻击骰获得+2环境加值,直到你下一轮结束。
劇透 -   :
Punishing Step (Combat)
Source Monster Hunter's Handbook pg. 15
You can hurt a foe that uses a combat maneuver against you.

Prerequisites: Dex 13, Dodge.

Benefit: Your bonus to AC from the Dodge feat increases to +2 when calculating your CMD. When a creature attempts a combat maneuver against you and fails, you gain a +2 circumstance bonus on attack rolls against that creature until the end of your next turn.

精通梅花步(战斗)
Source Monster Hunter's Handbook pg. 14
你知道如何利用毁灭性的袭击。
      先决条件:敏捷13,闪避,梅花步,BAB+8。
      效果:在对抗冲锋攻击时,你从闪避专长获得的AC加值增加到+2。当一个生物对你冲锋且攻击失手时,在你下回合结束前,你对其进行的下一次近战攻击中,该生物失去AC上的敏捷加值。如果一个生物在多次攻击中失手(如使用猛扑能力),在下轮结束前,该生物每这样失手一次,你就有一次对其发起的攻击可以对抗其措手不及AC。
劇透 -   :
Improved Punishing Step (Combat)
Source Monster Hunter's Handbook pg. 14
You know how to take advantage of a devastating charge.

Prerequisites: Dex 13, Dodge, Punishing Step, base attack bonus +8.

Benefit: Your bonus to AC from the Dodge feat increases to +2 against charge attacks. When a creature charges you and misses with its attack, it loses its Dexterity bonus to AC against the next melee attack you make against it before the end of your next turn. If a creature misses with multiple attacks (such as when using the pounce ability), you can make one such attack against the creature’s flat-footed AC before the end of your next turn for each of that creature’s attacks that missed you.

博学施法者
Source Monster Hunter's Handbook pg. 19
你对对手的海量知识可以让你更有效地对他们施法。
      先决条件:知识(奥秘、地城、本地、自然、位面或宗教)5级,CL7。
      效果:当你选择此专长时,选择一个你至少5级的知识技能。当你通过这个知识技能的检定成功识别出一个生物的能力和弱点时,你可以少获得一条信息,从而在克服该生物法术抗力(如果有)的施法者等级检定中获得+3加值。如果你选定的知识技能达到10级或更高,你可以少获得两条信息来增加这个加值到+5。
      通常:你可以多次选择本专长。每次你选择这个专长时,你必须选择一个不同的知识技能。
劇透 -   :
Knowledgeable Spellcaster
Source Monster Hunter's Handbook pg. 19
Your vast knowledge of opponents lets you more effectively cast spells on them.

Prerequisites: Knowledge (arcana, dungeoneering, local, nature, planes, or religion) 5 ranks, caster level 7th.

Benefit: When you select this feat, choose one Knowledge skill in which you have at least 5 ranks. When you succeed at a check with that Knowledge skill to identify a creature’s abilities and weaknesses, you can learn one less piece of information in order to gain a +3 bonus on caster level checks to overcome that creature’s spell resistance (if any). If you have 10 or more ranks in the selected Knowledge skill, you can learn two fewer pieces of information to increase this bonus to +5.

Normal: You can take this feat multiple times. Each time you take this feat, you must select a different Knowledge skill.

迷宫专家
Source Monster Hunter's Handbook pg. 15
你有近乎完美的方向感。
      先决条件:技能专攻(生存),生存5级。
      效果:在避免迷路以及判断是否已经迷路时,你在生存检定上获得+4加值。你在逃离迷宫时的智力检定获得+4加值,包括逃离迷宫术。每天一次,你可以靠直觉判断从岔路口(或其他交叉路口)走一个特定的方向是安全还是危险。它的作用类似于占卜术,不同的是它依据在某一特定方向上的旅行得到吉或凶。
劇透 -   :
Maze Expert
Source Monster Hunter's Handbook pg. 15
You have a near-perfect sense of direction.

Prerequisites: Skill Focus (Survival), Survival 5 ranks.

Benefit: You gain a +4 bonus on Survival checks to avoid becoming lost and to determine whether you are lost. You also gain a +4 bonus on Intelligence checks to navigate mazes, including to escape a maze spell. Once per day, you can use your intuition to determine whether traveling a particular direction from a fork in the road (or other junction) might be productive or dangerous. This functions like the augury spell, except it provides weal or woe based on traveling in a particular direction.

怪物雷达
Source Monster Hunter's Handbook pg. 7
你对奇异生命形式的了解使你能熟练地洞穿它们的伪装,发现它们的藏身之处。
      先决条件:技能专攻(知识[任意]),知识(任意)3级。
      效果:你可以用知识检定代替对抗生物的易容和隐匿的察觉检定,以及追踪生物的生存检定。你必须在与对应生物类型(探路者RPG CRB 99-100)相关的知识上有3个等级。
劇透 -   :
Monster Spotter
Source Monster Hunter's Handbook pg. 7
Your knowledge of strange life forms makes you adept at piercing their disguises and detecting their hiding places.

Prerequisites: Skill Focus (Knowledge [any]), Knowledge (any) 3 ranks.

Benefit: You can substitute a Knowledge skill for opposed Perception checks against creatures’ Disguise and Stealth checks, and for Survival checks to track creatures. You must have 3 ranks in the Knowledge skill that corresponds to the creature’s type (Pathfinder RPG Core Rulebook 99–100).

怪物伪装
Source Monster Hunter's Handbook pg. 15
你可以把自己伪装成一个人形怪物。
      先决条件:易容5级,知识(自然)5级。
      效果:你可以使用易容技能伪装成人形怪物,受到-5惩罚。伪装成人形怪物需要1d3小时。
劇透 -   :
Monstrous Disguise
Source Monster Hunter's Handbook pg. 15
You can disguise yourself as a monstrous humanoid.

Prerequisites: Disguise 5 ranks, Knowledge (nature) 5 ranks.

Benefit: You can use the Disguise skill to emulate creatures of the monstrous humanoid type, at a –5 penalty. Creating a monstrous humanoid disguise takes 1d3 hours.

怪物假面
Source Monster Hunter's Handbook pg. 15
当你伪装成一个人形怪物,你可以获得它的一些能力。
      先决条件:怪物伪装,易容9级,知识(自然)9级。
      效果:当你使用怪物伪装专长扮作人形怪物时,你可以从以下列表里获得该生物一个能力的低等版本:攀爬速度10尺,飞行速度20尺(笨拙),游泳速度20尺,DR3/魔法,或对一种能量类型的5点抗力。以这种方式伪装需要额外1小时和500gp。在你完成伪装后,由此专长获取的能力每小时有25%的几率失效(译:没弄明白这个意思是时灵时不灵还是说失效后就再也不行了)。8小时后,这个伪装就会自动瓦解。
劇透 -   :
Monstrous Masquerade
Source Monster Hunter's Handbook pg. 15
When you disguise yourself as a monstrous humanoid, you can gain some of its qualities.

Prerequisites: Monstrous Disguise, Disguise 9 ranks, Knowledge (nature) 9 ranks.

Benefit: When you use the Monstrous Disguise feat to assume the shape of a monstrous humanoid, you can gain a rudimentary version of one of that creature’s abilities selected from the following list: climb 10 feet, fly 20 feet (clumsy maneuverability), swim 20 feet, damage reduction 3/magic, or resistance 5 to one energy type. Preparing a disguise in this way takes 1 additional hour and costs an extra 500 gp. The bonus ability granted by this feat has a 25% chance to cease functioning every hour after you apply the disguise. This disguise automatically falls apart after 8 hours.

大海捞针
Source Monster Hunter's Handbook pg. 15
一旦你发现了你正在追踪的生物的痕迹,你就不会被让它溜走。
      先决条件:技能专攻(察觉),察觉3级。
      效果:你可以用察觉(而非生存)来追踪痕迹。当你使用察觉技能追踪一个生物后,你在1小时内避免被该生物突袭的察觉检定中获得+2洞察加值。如果你的察觉达到10级或更高,这个加值增加到+4。
劇透 -   :
Needle in a Haystack
Source Monster Hunter's Handbook pg. 15
Once you have even the trace of a creature you’re tracking, you can’t be thrown off the trail.

Prerequisites: Skill Focus (Perception), Perception 3 ranks.

Benefit: You can use Perception (rather than Survival) to follow tracks. After you track a creature using the Perception skill, you gain a +2 insight bonus on Perception checks to avoid being surprised by that creature for 1 hour. If you have 10 or more ranks in Perception, this bonus increases to +4.

安抚动物
Source Monster Hunter's Handbook pg. 9
你能让发狂的动物平静下来。
      先决条件:野性认同职业特性。
      效果:以一个整轮动作,你能尝试安抚一个对你或你的盟友有敌意的智力为1或2的动物或魔法兽。你尝试野性认同检定(DC = 10 +目标HD+目标魅力调整值)。如果你成功了,目标对你和你的盟友的态度在1分钟内变得冷漠,并且在这段时间内不会攻击。如果目标在这段时间内被攻击,或者在1分钟后可以看到你或你的盟友,它将再次成为敌人。一个生物在24小时内只能被这种效果影响一次。
      特殊:动物伙伴和受魔法控制的生物更难平静;对这些生物的DC等于15 +目标HD+目标魅力调整值。动物伙伴也会将忠诚能力提供的意志豁免加值加到这个DC上,攻击动物的主人也会打破这个效果。动物伙伴的主人可以引导动物再次攻击,但是这个驯养动物检定的DC会根据你的野性认同的调整值增加。
劇透 -   :
Pacify Animal
Source Monster Hunter's Handbook pg. 9
You are able to calm rampaging animals.

Prerequisites: Wild empathy class feature.

Benefit: As a full-round action, you attempt to mollify an animal or magical beast with an Intelligence score of 1 or 2 and an attitude of hostile toward you or your allies. You attempt a wild empathy check (DC = 10 + the target’s Hit Dice + the target’s Charisma modifier). If you succeed, the target’s attitude toward you and your allies becomes indifferent for 1 minute, and it does not attack during this time. If the target is attacked during this time or if the target can see you or your allies after 1 minute, it becomes hostile again. A creature can be affected by this pacification attempt only once in a 24-hour period.

Special: Animal companions and creatures under magical compulsion are harder to pacify; the DC for such creatures equals 15 + the target’s Hit Dice + the target’s Charisma modifier. An animal companion also applies its bonus on Will saves from the devotion ability to this DC, and attacking the animal’s master also breaks this effect. An animal companion’s master can direct the animal to attack again, but the DC of this Handle Animal check is increased by your wild empathy modifier.

不羁者(战斗)
Source Monster Hunter's Handbook pg. 7
你尤其擅长于对抗附肢的抓取和带触须的恐怖生物。
      先决条件:敏捷13。
      效果:当一个生物近战攻击命中你并试图攫抓时,它会引发你的借机攻击,除非它拥有精通擒抱专长。如果你的攻击命中了对手,在计算其对你擒抱的战技检定罚值时,你视为多造成5点伤害。
      通常:进行攫抓的生物不会触发机会攻击。
劇透 -   :
Resisting Grappler (Combat)
Source Monster Hunter's Handbook pg. 7
You are especially adept at fighting off the grabbing appendages of aberrations and other tentacled horrors.

Prerequisites: Dex 13.

Benefit: When a creature hits you with a melee attack and attempts to use the grab ability, it provokes an attack of opportunity from you unless it has the Improved Grapple feat. If you hit the opponent with your attack, treat the damage you deal as 5 higher when calculating the penalty on the attacker’s combat maneuver check to grapple you.

Normal: Creatures using the grab ability does not provoke attacks of opportunity.

共享狩猎目标(战斗)
Source Monster Hunter's Handbook pg. 5
当你与同伴共同作战时,你们可以熟练地干掉特定的目标。
      先决条件:猎手羁绊职业特性,狩猎目标职业特性。
      好处:在对抗你的狩猎目标时,受益于你猎手羁绊提供的宿敌加值的盟友可以获得额外的好处。受益的盟友对你狩猎目标的攻击骰获得+1洞察加值,确认重击时此加值增加到+4。
如果你的猎手羁绊是一个动物伙伴,当你指定一个狩猎目标后,你的动物伙伴将获得你的狩猎目标的全部益处。
劇透 -   :
Shared Quarry (Combat)
Source Monster Hunter's Handbook pg. 5
When working together, you and your companions are skilled at taking down particular targets.

Prerequisites: Hunter’s bond class feature, quarry class feature.

Benefit: Allies sharing your favored enemy bonuses from hunter’s bond gain an additional benefit against a creature you’ve denoted as your quarry. Affected allies gain a +1 insight bonus on attack rolls against your quarry; this bonus increases to +4 on attack rolls to confirm critical hits against your quarry.

If your hunter’s bond is with an animal companion, your companion gains the full benefits of your quarry class feature. when you denote a quarry.

解除石化专家
Source Monster Hunter's Handbook pg. 15
你可以用你的恩惠把石化的受害者变回肉身。
      先决条件:圣骑士12级,圣疗职业特性,恩惠职业特性。
      效果:你获得了一种独特的恩惠,可以帮助石化的受害者。当你使用圣疗治疗伤害时,你可以对目标模仿解除石化的效果,使用你的圣骑士等级作为你的施法者等级。这格能力只对石化的生物起作用,对其他石头不起作用。
劇透 -   :
Stone to Flesh Savant
Source Monster Hunter's Handbook pg. 15
You can use your mercies to transform petrified victims back to flesh.

Prerequisites: Paladin level 12th, lay on hands class feature, mercy class feature.

Benefit: You gain a unique mercy, which aids victims of petrification. Whenever you use your lay on hands ability to heal damage, you can emulate stone to flesh on the target, using your paladin level as your caster level. This functions only on a creature that has been petrified, and it has no effect on other stone.

« 上次编辑: 2021-01-01, 周五 05:45:50 由 回归直线 »
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Re: 自用&自翻资源
« 回帖 #8 于: 2021-01-22, 周五 21:01:15 »
焰目光(Fiery Glare)  出自《格拉利昂的混种》(Bastards of Golarion)
分类:种族
需求:火元素裔
你可以用你的非自然本质来恐吓他人。你总是可以在威吓检定中取10,即便是在战斗中。
劇透 -   :
Fiery Glare
Source Bastards of Golarion pg. 29
Category Race
Requirement(s) Ifrit
You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.
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Re: 自用&自翻资源
« 回帖 #9 于: 2022-12-26, 周一 11:10:38 »
重要贵族家族
切利亚斯有数百个被官方承认的贵族家族,而以下是其中最有权势的几个:
查萨格尼昂家族:同地狱签订契约使得家族成员都拥有超越人类的感受力,但查萨格尼昂家族要付出的代价则是数世纪的效忠。
韩德瑟恩家族:在数千年间都是武器商的韩德瑟恩家族为特鲁恩家族及其盟军提供所有的武器。
嘉格拉家族:嘉格拉家族是整个阿维斯坦(而不仅仅是切利亚斯)最富有的家族之一,其拥有的事业遍及整个大陆。
勒罗隆家族:勒罗隆家族的成员是好几座大学和法术学院的校长。即使在与切利亚斯敌对的国家,勒罗隆家族也被隆重地接受,而这都要感谢其学术中立的姿态。
纳里寇普洛斯家族:纳里寇普洛斯家族的弓箭手因为其强弓硬弩以及从六岁就开始进行严格的训练而在阿维斯坦都很出名,
萨林尼家族:有时候被称为『特鲁恩的小丑』或是『地狱的哈巴狗』,萨林尼家族的小丑把残酷的幽默感和罕见的以仇恨为主旋律的喜剧完美地结合了起来。
特鲁恩家族:早在奥罗登死前,特鲁恩家族就已经开始积极地同地狱的势力合作。即使在切利亚斯帝国时期,其成员就行为奇特,总是穿着黑色类似或其他哥特式颜色的服装。但很少有人真的怀疑这个家族崇拜魔鬼。自从特鲁恩家族获得权力以来,他们慷慨地奖励盟友,也同样激烈地惩罚自己的敌人。

贵族后裔
你是切利亚斯贵族家骄傲的成员。
前提:切利亚斯出身,切利亚斯贵族家成员。
作用:你可以根据所属的家族,获得各种能力。
查萨格尼昂家族:如果你在进行以感知为调整值的技能检定时选择取10,结果视为你投的结果是13而非10。
韩德瑟恩家族:你在阿维斯坦任何地方购买武器的时候,无论买的是近程还是远程武器,是普通的武器还是魔法武器,你都可以比正常价格少付10%。
嘉格拉家族:你在开始游戏时拥有额外的200枚金币。除此以外,当你达到10级时,你可以一次性地获得10,000枚金币的生活津贴。
勒罗隆家族:你每项至少5级的知识技能都可以获得+1的加值。
纳里寇普洛斯家族:每当你使用力量加值与你的力量调整至相同或更低的复合弓时,可以造成额外+2的伤害。
萨林尼家族:表演(喜剧)总是你的职业技能,你在进行唬骗和表演(喜剧)检定时可以获得+2的加值。
特鲁恩家族:你获得炼狱语作为奖励语言。除此以外,当你达到9级时,你可以通过七天的仪式召唤一名小魔鬼作为自己的仆役。你的小魔鬼仆役拥有并可以为你带来相当于1级术士魔宠的全部能力。
特殊:你只能在1级时选择本专长。
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