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Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).Darkvision 60 feet.Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.Proficient with all simple and martial weapons and any weapons mentioned in its entry.Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
Outsider (native) (3 RP)A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Plane that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it's not required that a native outsider be tied to another plane. A native outsider race has the followings features.Native outsiders have the darkvision 60 feet racial trait.Native outsiders breathe, eat, and sleep.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are typically presented as 1st-level warriors, which means they have average combat ability and poor saving throws. Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type. A humanoid has the following features (unless otherwise noted in a creature's entry).
在問這種問題之前, 把自己代入DM的角色就可以輕易得出答案老想著怎麼佔DM的便宜是沒用的, 不如正經請DM吃個下午茶或者送他最新的本子然後再抱大腿
异界生物类(Outsider):异界生物至少要有一部分本质(但不一定是物质)是主物质位面以外的某个位面的产物。一些生物可能原本属于其它类型,当它们达到更高(或更低)层次的精神状态时变成了异界生物。特征:异界生物具有下列特征。-d10生命骰。(译注:3R的异界生物生命骰为d8)-基本攻击奖励等于生命骰数总和。-擅长的豁免检定:任选两项。(译注:3R的异界生物是三项强豁免)-技能点数等于每个生命骰(6+智力调整值,最少为1)(译注:3R的异界生物每HD技能点数为8+智力调整值),并将以下技能视为本职技能:唬骗,手艺,知识(位面),察觉,察言观色,潜行。异界生物多样化的天性允许他们任选四项其他技能作为本职技能。特性:异界生物拥有下列特性(除非生物描述中另有说明)。-60尺黑暗视觉。-与大多数活物不同,异界生物不具二元性-它的灵魂和身体合二为一。当一个异界生物死亡时,不会有灵魂得到释放。将灵魂返还身体的法术,比如死者复生术(raise dead)、转生术(reincarnate)和复活术(resurrection)无效。它需要其它的法术效果,比如有限祈愿术(limited wish)、祈愿术(wish)、奇迹术(miracle)或完全复活术(true resurrection)来让它恢复生命。属于本地亚种的异界生物可以被复活、转生或者复生如同其他活体生物一样。(译注:3R里没有这一条)-熟练使用所有简单和军用武器,以及它的说明中所提到的任意武器。-熟练使用任何和它描述中所穿戴盔甲同类的盔甲(轻、中或重甲),以及比该盔甲轻的盔甲。说明中没有提到穿戴盔甲的异界生物不能熟练使用盔甲。熟练使用任一盔甲的异界生物可以熟练使用盾牌。-异界生物需要呼吸,但不需要进食或睡眠(虽然如果想要的话它们也可以这么做)。本地异界生物需要呼吸、进食和睡眠。
生物类型quanlity(Type Quality)这是指种族的生物类型。种族的生物类型和在PF RPG Bestiary里找到的那些生物类型很相似,也有一些重要的区别。第一个区别在于任何生物种类都假设其种族的成员都拥有大体类似人类的形态,有两手两脚,一个躯干,一个头。这是很重要的,因为这样该种族就可以使用所有的魔法物品位,以及可以使用标准的武器和铠甲。第二个区别在于,所有这些生物种类都是0-HD生物,这意味着他们的HD,BAB,豁免提升,技能点,职业技能以及武器和防具擅长都基于其种族成员自己的职业等级。A race’s creature type is similar to the corresponding creature type found in the Pathfinder RPG Bestiary , with a few important differences. The first difference is that each race type assumes members of the race are roughly humanoid in shape and have two arms, two legs, a torso, and a head. This is important so that a race can take advantage of all the various magic item slots available to characters and can utilize the standard weapon and armor options. The second difference is that all of these race types are 0-Hit Dice creatures, which means that their Hit Dice, base attack bonus, saving throw progression, skill points, class skills, and weapon and armor proficiencies are based on the class levels each member of a race takes.