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离线 空山鳴

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« 回帖 #530 于: 2023-03-14, 周二 18:16:07 »
藥刀 Boline 出自《冒險者的軍械庫2(Adventurer's Armory 2)》16頁

价格 10gp      重量 2磅       

藥刀是一種草藥師和施法者常用來收割素材的鉤狀刀。藥刀的刀刃通常有5吋長,由於太小並且彎曲導致無法用作武器。你可以使用一把藥刀對醫療包中的草藥進行精細切割,這樣的話你在使用治療致命傷時只需要花費醫療包的一發使用次數而非兩發。


劇透 -  原文:
Bolines are hook-shaped knives commonly used by herbalists and spellcasters to harvest ingredients for their craft. A boline’s blade is typically 5 inches long, and is too small and irregular to use as a weapon. You can use a boline to finely slice the herbs in a healer’s kit, so you can treat deadly wounds with only a single use from a healer’s kit rather than two uses.
« 上次编辑: 2023-08-25, 周五 04:16:47 由 空山鳴 »

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奇怪的“仪典”类专长又增加了
« 回帖 #531 于: 2023-03-24, 周五 15:32:48 »
各种人名地名事件名翻译主要参考这里,致谢前辈们
古老传统(Ancient Tradition)(专长)
出自《古国血脉》(Blood of the Ancients pg. 6)
你致力于让古老或失落文明的传统保持完好,并从对旧习俗的奉献中获得力量。
先决条件:知识(历史)3级,必须与一种失落的文明有联系(见下文)。
专长效果:每种失落的文明都有自己的日常仪式,但它们每天至多花一小时就都能执行。一旦你完成了日常仪式,你就会获得一种特殊能力或抗性,就如同提及文明的每日仪式条目所述。下面列出了特定的文明及其仪式。
如果你拥有至少12个HD,你会在进行日常仪式时获得失落文明给予的第一个恩惠(boon)。如果你拥有至少16个HD,你还会获得失落文明的第二个恩惠。如果你拥有20个HD或更多,你也会获得失落文明的第三个恩惠。每个恩惠都是一个每天可以施放一次的类法术能力。这些恩惠的施法者等级等于你的HD,豁免DC基于你的智力、感知或魅力调整值(以最高者为准)。
就这一专长而言,如果你拥有来自该文明的遗物或物品,或对该文明进行了广泛的研究,又或者——直接或间接地——是这一文明子民的后代,那么你就被认为“与这种失落的文明有联系”。一旦你选择了一种失落的文明,未经GM的许可,你就不能改变它。根据GM的裁定,其他类型的“联系”也可能适用。通常,你只能与一个失落的文明建立联系。如果你未能执行日常仪式,你将失去所有获得这一专长给予的好处和恩惠,直到你下一次执行日常仪式为止。

失落的文明
下述文明有丰富的古老传统,以便角色投入

古奥斯里昂(Ancient Osirion)
奥斯里昂由内希斯的先知阿兹格哈德创立,他以杀死洛瓦古格之裔并在其甲壳内建立了他的首都而闻名。奥斯里昂是一个拥有悠久而引以为荣的历史的国家。古奥斯里昂人当今以其精美墓葬最广为人知,其中还有许多坟墓几千年来一直未被触及。
日常仪式:让自己待在可以观看日出的地方。准备好后,简明地向古奥斯里昂万神殿中每一位神表达感恩。回想你最著名的奥斯里昂先祖或其他古代英雄及其成就。然后,在木盘上留下一小块作为贡品的熟食(或者——如果没有可用的(木盘的话)——就放在一片大树叶上)。你在抵抗死亡效果的豁免投骰上获得+4加值。
恩惠:1:蛇纹法印;2:元素形态 IV;3:法师裂解术

阿兹兰特(Azlant)
阿兹兰特被许多人认为是人类社会的巅峰,尽管古代帝国的傲慢带来了被称为“星殒之灾”的灾难。
日常仪式:挺胸站立,伸出一只手臂,握紧拳中的水晶、宝石或艾恩石。保持手臂展开并逆时针缓慢转三圈,每圈都大声说出你的一个成就或长处。“我**无敌螺旋牛逼!”你在法术辨识和使用魔法装置检定上获得+2加值。
恩惠:1:秘法视力;2:反重力;3:神威如狱

吉斯塔克帝国(Jistka Imperium)
作为遭受星殒之灾破坏后最早出现的人类文明之一,吉斯塔克因其先进的科技和强大的军团而出名。帝国最终在古奥斯里昂和泰克立坦联盟崛起的势力前沦陷。
日常仪式:阅读《波莱赫拉》——创立吉斯塔克帝国的古代英雄阿鲁斯顿(Arustun)的日记——的内容。如果你没有这些日记的任何部分,你可以沉思文明的本质、结构和纪律对社会的重要性,以及科技可以改善人们生活的方式以取代之。你在使用非魔法的精制品武器的伤害投骰上获得+1加成,在制造魔像的工艺检定上获得+2加成。
恩惠:1:锐锋术;2:控制构装;3:树界降诞

龙华(Lung Wa)
虽然龙华不是这一地区历史上最大的帝国,但它可能是最繁荣的帝国——当然也是时间上最近的帝国,在大约仅一个世纪前崩溃。帝国的统治以其长久的和平与稳定——以及其国教——而闻名:国教将皇帝提升为神明并禁止崇拜其他神圣人物。
日常仪式:在一张空白羊皮纸的中央以书法的形式仔细写下你的名字。然后,在它周围写下你对其有义务的人的名字:你的家庭成员、上级、宅眷、生意伙伴、邻居等等,在关于你错综复杂的系统(wheel)中绘制人际关系。如果没有可用的纸张,则可以在一小块平坦的沙地或土地上进行书写以取代之。你在抵抗情绪效果的豁免投骰上获得+4加值。
恩惠:1:巧言术;2:巨龙形态 I;3:辉煌豪宅

宁沙巴(Ninshabur)
宁沙巴的国家坐落在哥姆兹之穴周围,因拥有一群好战的子民而自豪,他们的方阵广泛分布着,围攻着其他国家。尽管据说他们的军队曾多次与洛瓦古格之裔成功地作战,他们还是在面对邪恶的泰拉斯奎兽时走到了尽头。
日常仪式:回想上周内你参加的与魔法兽的战斗。反思你的技术,并找出能改进下一次战斗的方法。如果你最近没有与魔法兽战斗,就训练1小时以取代之,同时反复呼喊宁沙巴的战吼。你在对抗魔法兽的伤害投骰上获得+2加值。
恩惠:1:类人形态 I;2:再生术;3:斗争徽记

萨克利斯(Sarkoris)
曾经是萨克利斯的这片土地一直是难以捉摸的和狂野的——这里是一个位面之间的边界天然很薄的地方,远早于世界之伤形成前它与其他位面的联系就已经存在了。而在这片土地被恶魔入侵、被人类生活冲刷之前,它还是一个由萨满统治的骄傲战士文明的发源地。
日常仪式:背对升起的朝阳,向正西方旅行(或者尽可能向接近正西的方向旅行)。在你第一次发现动物的迹象时,你必须改变你的路径来追踪它,并且如果你能够在一个小时内赶上它,你必须尝试杀死或捕获它。你在知识(位面)和生存检定上获得+2加值。
恩惠:1:召唤自然盟友 III;2:休养仙环;3:异界之门

首理(Shory)
空中的首理帝国由一系列松散排列的城邦组成,这些城邦凭借首理先进的御气学(aeromancy)技术在天空中翱翔。
日常仪式:爬到你可以到达的最高点,在那里你可以清晰无遮地看到天空。如果你能够飞,你应该飞到合理的高度以取代之。张开双臂回想天空的开放和自由,以及飞行的力量。对四风(four winds)中的每一个说出祝福,并祈求它们在这一天只给你带来好运。你在飞行检定上获得+2加值,并且在决定有[气](air)描述符的法术的持续时间时施法者等级+1。
恩惠:1:飞行术;2:御风而行;3:复仇之风

特尔塔伽德(Tar Taargadth)
特尔塔伽德的矮人帝国是从事寻天宏愿(大寻天,the Quest for Sky)的矮人的最终产物。帝国代表了古代矮人的毅力和团结。
日常仪式:挖一个至少1尺深的洞。收集挖出的泥土,堆起一个小土丘。坐在土丘上,沉思寻天宏愿。既要回想地下矮人的生活,也要考虑地上的矮人获得的解放。写一篇简短的祈祷文,并把它埋在洞里,用同样的泥土覆盖它。你在处于地下时的生存检定上获得+2加值,并且(据语序不需要地下)在强韧豁免上获得+2加值。
恩惠:1:融身入石(原文介词疑似有误);2:城墙术;3:巨石碾压

瑟西隆(Thassilon)
瑟西隆由强大的法师们统治,建立在被奴役的巨人的背上,是古代世界最强大的力量之一。
日常仪式:冥想你前一天进行过的特别符合瑟西隆符文魔法歌颂的七宗罪之一的行为。如果你想不出你前一天所做的任何“有罪”行为,你就无法完成仪式。冥想完成后,在身体的显眼位置绘制与所选的罪相对应的符文,例如掌心、手背、额头或胸部。从以下列表中选择一个法术学派:防护、咒法、惑控、塑能、幻术、死灵或变化。一旦你选择了一种法术学派,它就无法改变。你在对抗所选学派法术的豁免上获得+2加值。
恩惠:1:爆裂符文;2:震慑徽记;3:削弱徽记
劇透 -  原文:
PFS Legal Ancient Tradition
Source Blood of the Ancients pg. 6
You have devoted yourself to keeping the traditions of an ancient or lost culture alive and well, and you gain strength from your devotion to the old ways.

Prerequisites: Knowledge (history) 3 ranks, must have a connection to a lost culture (see text).

Benefit: Each lost culture has its own daily ritual, but none of them take more than 1 hour per day to perform. Once you’ve performed the daily ritual, you gain the benefit of a special ability or resistance as indicated in the Daily Ritual entry for the culture in question. Specific cultures and their rituals are listed below.

If you have at least 12 Hit Dice, you also gain the first boon granted by your lost culture upon undertaking its daily ritual. If you have at least 16 Hit Dice, you also gain the lost culture’s second boon. If you have 20 Hit Dice or more, you also gain the lost culture’s third boon. Each boon is a spell-like ability that you can cast once per day. Your caster level for these boons is equal to your Hit Dice, and the saving throw DC is based on your Intelligence, Wisdom, or Charisma modifier (whichever is highest).

For the purposes of this feat, you are considered to have a connection to a lost culture if you have a relic or object from that civilization, have extensively researched that culture, or are descended—directly or culturally—from that culture’s people. Once you have chosen a lost culture, you cannot change it without your GM’s permission. At the GM’s discretion, other types of connections might also apply. Typically, you can have a connection to only one lost civilization. If you ever fail to perform a daily ritual, you lose all access to the benefits and boons granted by this feat until the time you next perform the daily ritual.

Lost Cultures
The following cultures have rich ancient traditions in which characters can invest.

Ancient Osirion
Founded by Azghaad, a prophet of Nethys who famously slew a Spawn of Rovagug and founded his capital within its carapace, Osirion is a nation with a long and proud history. The Ancient Osirians are best known today for their elaborate tombs, many of which have remained untouched for millennia.

Daily Ritual: Position yourself where you can watch the sun rise. As it does, briefly give thanks to each god in Ancient Osirion’s pantheon. Reflect on your notable Osirian ancestors or other ancient heroes and their accomplishments. Then, leave a small offering of cooked food on a wooden plate (or, if none is available, on a large leaf ). You gain a +4 bonus on saving throws to resist death effects.

Boons: 1: sepia snake sigil; 2: elemental body IV; 3: mage’s disjunction.

Azlant
Azlant is considered by many to have been the pinnacle of human society, though the ancient empire’s hubris brought about the calamity known as Earthfall.

Daily Ritual: Stand tall, with one arm outstretched, clutching a crystal, gem, or ioun stone in your fist. Keeping your arm outstretched, slowly turn three times in a counterclockwise circle, each time naming aloud one of your achievements or strengths. You gain a +2 bonus on Spellcraft and Use Magic Device checks.

Boons: 1: arcane sight; 2: reverse gravity; 3: overwhelming presence.

Jistka Imperium
One of the first human civilizations to emerge after the devastation of Earthfall, Jistka was known for its advanced technologies and mighty legions. The Imperium eventually fell before the rising might of Ancient Osirion and the Tekritanin League.

Daily Ritual: Read sections from the Poleiheira, the journals of Arustun, the ancient hero who founded the Jistka Imperium. If you do not have any portions of these journals, you can instead meditate on the nature of civilization, the importance of structure and discipline to society, and the ways in which technology can improve the lives of the people. You gain a +1 bonus on damage rolls for nonmagical masterwork weapons and a +2 bonus on Craft checks to create golems.

Boons: 1: keen edge; 2: control construct; 3: wooden phalanx.

Lung Wa
While not the largest empire in its region’s history, Lung Wa was perhaps the most prosperous—and certainly the most recent, collapsing only about a century ago. The empire’s reign is noted for its long periods of peace and stability, along with its state religion, which raised emperors to deities and banned the worship of other divine figures.

Daily Ritual: Carefully write your name in calligraphy in the center of a blank piece of parchment. Then, write around it the names of those to whom you have obligations: your family members, superiors, dependents, business partners, neighbors, and so on, mapping the personal connections in a wheel about yourself. If no paper is available, the writing can be performed in a patch of smooth sand or earth instead. You gain a +4 bonus on saving throws to resist emotion effects.

Boons: 1: tongues; 2: form of the dragon I; 3: resplendent mansion.

Ninshabur
Situated around the Pit of Gormuz, the nation of Ninshabur boasted a warlike people, whose phalanxes spread far and wide to lay siege to other nations. Though their armies are said to have successfully done battle against the Spawn of Rovagug on many occasions, they met their end facing the wicked Tarrasque.

Daily Ritual: Recall a battle with a magical beast you participated in that occurred within the last week. Meditate on your technique and identify ways to improve for your next combat. If you have not fought a magical beast recently, instead train for 1 hour, chanting the war cries of Ninshabur while you do. You gain a +2 bonus on damage rolls against magical beasts.

Boons: 1: monstrous physique I; 2: regenerate; 3: symbol of strife.

Sarkoris
The land that was once Sarkoris has always been unpredictable and wild—a place where borders between planes were naturally thin and whose ties to other planes of existence long predated the formation of the Worldwound. Before this land was invaded by demons and scoured of human life, it was home to a proud warrior culture ruled over by shamans.

Daily Ritual: With your back to the rising sun, travel directly westward (or as close to directly westward as you can manage). At the first signs of an animal you encounter, you must change your path to track it, and if you are able to catch up to it within an hour, you must attempt to slay or capture it. You gain a +2 bonus on Knowledge (planes) and Survival checks.

Boons: 1: summon nature’s ally III; 2: fairy ring retreat; 3: gate.

Shory
The aerial Shory Empire consisted of a collection of loosely aligned city-states that soared through the skies with the power of Shory’s advanced aeromancy techniques.

Daily Ritual: Climb to the highest point available to you, where you have a clear and unobstructed view of the sky. If you are able to fly, you should fly as high as you reasonably can instead. Spread your arms wide and reflect on the openness and freedom of the skies, and the power of flight. Speak a blessing to each of the four winds and ask that they bring only good fortune your way this day. You gain a +2 bonus on Fly checks and treat your caster level as 1 higher when determining the duration of spells you cast with the air descriptor.

Boons: 1: fly; 2: wind walk; 3: winds of vengeance.
Tar Taargadth
The dwarven empire of Tar Taargadth was the final product of the dwarves who undertook the Quest for Sky. The empire represented both the perseverance and the unity of the dwarves in ancient days.

Daily Ritual: Dig a hole that is at least 1 foot deep. Gather the dug up earth and create a small mound. Sit on the mound and meditate on the Quest for Sky. Reflect both on the life for those underground and the liberation granted to those above ground. Write a short prayer and bury it in the hole, covering it with the same earth. You gain a +2 bonus on Survival checks while underground and a +2 bonus on Fortitude saves.

Boons: 1: meld with stone; 2: rampart; 3: clashing rocks.

Thassilon
Ruled over by powerful mages and built on the backs of enslaved giants, Thassilon was one of the great powers of the ancient world.

Daily Ritual: Meditate on an action you performed the previous day that particularly corresponds with one of the seven sins celebrated by Thassilonian rune magic. If you cannot think of any sinful actions you performed the previous day, you are unable to complete the ritual. Once your meditation is complete, draw the rune corresponding to the chosen sin in a prominent place on your body, such as the palm, the back of the hand, the forehead, or the chest. Choose a school of magic from the following list: abjuration, conjuration, enchantment, evocation, illusion, necromancy, or transmutation. Once you choose a school of magic, it cannot be changed. You gain a +2 bonus on saves against spells of the chosen school.

Boons: 1: explosive runes; 2: symbol of stunning; 3: symbol of vulnerability.
« 上次编辑: 2023-04-07, 周五 03:08:14 由 思维熵化 »

离线 unspeakable

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Re: 自用自翻资源帖
« 回帖 #532 于: 2023-05-09, 周二 19:28:48 »
暮行者(Duskwalker)种族特性:阎摩执行官(Yamaraj's Bailiff)
与强大的阎摩/阎罗(Yamaraj)们紧密联系的暮行者可以洞见那些终末判官的哲思,并将其中皮毛化为己用。拥有此种族能力的暮行者可以在进行交涉和唬骗时使用感知调整替代魅力调整。
这取代了腐化抗性(ward against corruption).
劇透 -   :
Yamaraj’s Bailiff: Duskwalkers tied to the mighty yamarajes can draw upon a fraction of the final judges’ sagacity. Duskwalkers with this racial trait can use their Wisdom modifier when attempting Bluff and Diplomacy checks instead of their Charisma modifier. This racial trait replaces ward against corruption.
« 上次编辑: 2023-05-10, 周三 12:54:48 由 unspeakable »
严于律己,宽以待人。

GMing:
钢铁巨神1st(5/6)
钢铁巨神2nd(2/6)
PCing:
颅骨与镣铐(6/6)clear!
木乃伊的面具(0/6)
拥王者PF2(85%)
沙尖七灾PF2(40%)

离线 思维熵化

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Re: 自用自翻资源帖
« 回帖 #533 于: 2023-05-28, 周日 16:07:53 »
变体领域力量(Variant Domain Powers)(职业选项)
出自《闹鬼英雄手册》(Haunted Heroes Handbook)
崇拜相关神祇的牧师(或其他任何能够选择领域的角色)可以选择在首次获得相关领域时获得变体领域力量,但这一替换领域力量的选择必须在得到领域时立即作出,此后无法更改。

阿斯莫迪斯(Asmodeus)出自《闹鬼英雄手册》(Haunted Heroes Handbook pg. 8)
关联领域:诡术(Trickery)
虽然阿斯莫迪斯教会出于某些原因定期支持附身的使用,但它通常强烈反对未获批准的附身和不受控制的不死力量的产生。阿斯莫迪斯信徒对参与附身行为的天界生物有着特别的仇恨。这些异界生物被阿斯莫迪斯教会追捕,他们可能会无偿提供驱魔代理服务,以获得攻击其特别讨厌的天界生物的机会。这种安排的最终结果——通常不会被提及——是阿斯莫迪斯信徒追踪他们以这种方式帮助过的人,并经常回来强迫这些人在预定的时间段内收容魔鬼,作为对他们先前服务的报酬。
虚假缓解(Sp):当你接触一个处于直接精神控制(如通过支配人类而不是通过魅惑人类赋予的)下的生物或附身的受害者时,该生物可以尝试一次新的意志豁免来对抗控制或附身效果,并在检定中获得+2加值。如果该生物成功,该效果或附身将暂时停止,就像防护邪恶一样,持续轮数等于1/2你的角色等级。当此能力处于激活状态时,目标在对抗新的影响心灵效果和新的附身尝试时会受到-2减值。你每天可以使用此能力的次数等于3+你的感知调整值。这取代了诡术领域的复制幻象能力。

凯登凯连(Cayden Cailean)出自《闹鬼英雄手册》(Haunted Heroes Handbook pg. 8)
关联领域:混乱(Chaos)
凯登凯连反对任何否定自由意志的力量。凯登的仆从是独一无二的驱魔人,因为他们的方法与其他教会的截然不同,尽管他们经常使用类似的法术和物品。激情的酗酒通常先于任何正式活动,虽然在旁观者看来凯登凯连的信徒似乎是鲁莽的酒鬼,但专门使用这些酒精是为了从与他们一起喝酒的人口中得到关于被附身的真实陈述。通过这种方式,凯登的仆从确保他们在应对超自然威胁之前掌握了所有正确的信息,毫无疑问他们做到了这一点——在(大部分)头脑能保持清醒的情况下。
醉酒自如(Su):以一个迅捷动作,每当你受到影响心灵的魔法、附身或类似的外部控制的影响时,你都可以引导你的神明无拘无束的本性。你不会在胁迫下行动,而是表现得就像陷入1轮的困惑状态。产生“正常行动”的结果可以让你在这一轮中不受精神胁迫地行动。你每天可以使用此能力的次数等于3+你的感知调整值。这取代了混乱领域的混乱之触能力。

义洛理(Irori)出自《闹鬼英雄手册》(Haunted Heroes Handbook pg. 8)
关联领域:医疗(Healing)
通过义洛理的教导,信徒们克服了自己和世界上的不洁。义洛理的追随者是格拉利昂最自律的信徒之一,他们相信知识是一个人可以用来对抗附身枷锁的最好武器。他们很少直接参与与那些入侵力量的斗争,而是希望受苦的人能够通过自己的意志力克服他们的处境。作祟是这种不干预理念的一个例外。作为超越凡人轮回的灵魂,作祟经常被义洛理的仆从选为目标,因为它们是世界这块精细面料上的污点。
驱除邪祟(Sp):你可以用一个标准动作发出一股正能量爆发。距离你15尺内的任何作祟都会受到1d8加上你每2个牧师等级1点伤害。你每天可以使用此能力的次数等于3+你的感知调整值。这取代了医疗领域的制止死亡能力。

奈德丽(Naderi)出自《闹鬼英雄手册》(Haunted Heroes Handbook pg. 9)
关联领域:高贵(Nobility)
作为溺水、爱情悲剧、自杀之神的崇拜者,奈德丽的信徒们经常遇到各种超自然现象。她的追随者对付不死生物多过与异界生物或魔法附身的斗争,这更多是因为她的神职而不是任何针对此类力量的实际训练。她的神职崇拜者使用常规的手段来击败作祟或附身的灵魂,但对那些与奈德丽神职中的死亡方式相关的人拥有额外的力量。
至死不渝(Su):根据你引导的能量类型,你会获得命令死灵或驱散死灵作为奖励专长。如果涉及的灵魂是因溺水而死或自杀,则它们对抗这些专长效果的豁免DC提高2点。如果受影响的不死生物的产生环境与浪漫有关,则改为将豁免DC提高4点。这取代了高贵领域的领导力能力。

法莱斯玛(Pharasma)出自《闹鬼英雄手册》(Haunted Heroes Handbook pg. 9)
关联领域:安眠(Repose)
墓土女士寻求不死生物的毁灭,无论是有形的还是显现的灵魂。法莱斯玛的审判者在世界上搜寻亡灵的踪迹,通过传统或本质深奥的手段摧毁这些可憎的东西。因此,大多数人在寻求帮助对抗恶灵时,都会首先来到法莱斯玛教会。法莱斯玛信徒的一个不同寻常的方面是他们不愿意驱除非不死生物的灵魂,例如恶魔或魔鬼。只有最无私的法莱斯玛祭司会提供他们的服务来对抗附身的异界生物,因为大多数信徒认为与这些敌人作战已经超出了他们的真正使命。
驱散不死(Sp):每天一次以一个整轮动作,你可以尝试终止任何附身法术或效果,或直接对生物施加精神控制的效果,只要该效果是由不死生物引起的。你必须接触受影响的生物(如果目标既非自愿也非无助,这需要一次近战接触攻击)并使用一小瓶圣水作为使用该能力的一部分消耗的材料成分。目标必须立即尝试新的意志豁免,对抗控制效果的原始豁免DC。如果豁免成功,附身效果立即结束,就好像目标在其最初的豁免检定中成功了一样。如果附身的力量是幽魂或类似的不死生物,它会显现在目标相邻格并恍惚1轮。这取代了安眠领域的防护死亡能力。

厄加图娅(Urgathoa)出自《闹鬼英雄手册》(Haunted Heroes Handbook pg. 9)
关联领域:死亡(Death)
复活的灵魂就像植物一样必须照料。这就是被认为是第一个不死生物的女神厄加图娅的教导。与她的许多神性象征(counterparts)不同,厄加图娅倡导对作祟和附身的灵魂的牧养和保护,甚至不惜冒着危险和伤害她自己的追随者。苍姬的信徒相信,通过延长灵魂的折磨和痛苦存在,他们可以创造出类似于一件美丽艺术品的东西。因为类似的态度,厄加图娅的仆从将已故灵魂占据一个凡人的躯体视为一种祝福。
照料死灵(Sp):你可以用一个标准动作接触一个不死生物或受作祟影响的区域,为其恢复1d8+你每2个牧师等级1点生命值。此能力对其他类型的生物无效。你每天可以使用此能力的次数等于3+你的感知调整值。这取代了死亡领域的流血接触能力。

劇透 -  原文:
Variant Domain Powers
Description Source: Haunted Heroes Handbook
A cleric (or any other character capable of selecting a domain) who worships the deity in question can choose to gain the variant domain power upon first gaining the domain in question, but the choice to replace the domain power must be made immediately upon gaining access to that domain and cannot be changed thereafter.

PFS Legal Asmodeus
Source Haunted Heroes Handbook pg. 8
Associated Domain(s): Trickery
While the church of Asmodeus periodically endorses the use of possession for certain reasons, it is usually vehemently against unsanctioned possession and the creation of uncontrolled undead forces. Asmodeans have a particular hatred for celestials who partake in acts of possession. Such outsiders are hunted down, and the Church of Asmodeus may offer its exorcising agents’ services pro bono for the chance to strike at a particularly hated celestial. The eventual consequence of such arrangements—often left unsaid—is that Asmodeans track those they have helped in this way, and often return to force those individuals to host a devil for a period of predetermined length as recompense for their prior service.
Deceptive Reprieve (Sp): When you touch a creature under direct mental control (such as that granted via dominate person, but not via charm person) or the victim of possession, that creature can attempt a new Will save against the control or possession effect with a +2 bonus. If the creature succeeds, the effect or possession is temporarily halted, as per protection from evil, for a number of rounds equal to 1/2 your character level. While this ability is active, the target takes a –2 penalty on saves against new mind-affecting effects and new attempts at possession. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This replaces the copycat domain power of the Trickery domain.

PFS Legal Cayden Cailean
Source Haunted Heroes Handbook pg. 8
Associated Domain(s): Chaos
Cayden Cailean stands opposed to any force that denies free will. Servants of Cayden make unique exorcists, as their methods radically differ from those of other churches, despite often using similar spells and items. Spirited consumption of alcohol usually precedes any formal activity, and while it may seem to onlookers that Caydenites are feckless drunks, the devoted use this time to elicit truthful statements about the possessed from those with whom they drink. In this way, the servants of Cayden ensure they have all the proper information before moving against a supernatural threat, which they undoubtedly do with a (mostly) sober head.
Drunken Autonomy (Su): As a swift action, whenever under the effects of mind-affecting magic, possession, or similar external control, you can channel the unrestricted nature of your god. Instead of acting under the compulsion, you instead act as though you had the confused condition for 1 round. Producing the “act normally” result allows you to act free of mental compulsion for that round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This replaces the touch of chaos domain power of the Chaos domain.

PFS Legal Irori
Source Haunted Heroes Handbook pg. 8
Associated Domain(s): Healing
Through Irori’s teachings, impurities in oneself and in the world are overcome. Irori’s followers are some of the most self-disciplined of Golarion’s faithful, believing that knowledge is the best weapon one can wield against the shackles of possession. They rarely directly involve themselves in battling those intruding forces, instead hoping the afflicted can overcome their situations through their own force of will. Haunts are the one exception to this mantra of nonintervention. As spirits beyond the mortal cycle, haunts are often targeted by the servants of Irori as being stains on the delicate fabric of the world.
Exorcise Haunt (Sp): You can emit a burst of positive energy as a standard action. Any haunt within 15 feet of you takes 1d8 points of damage plus 1 for every 2 cleric levels you have. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This replaces the rebuke death domain power of the Healing domain.

PFS Legal Naderi
Source Haunted Heroes Handbook pg. 9
Associated Domain(s): Nobility
As worshipers of the goddess of drowning, romantic tragedy, and suicide, Naderi’s faithful are often fraught with encounters of the supernatural variety. Her followers contend more with undead than they do outsiders or magical possession, more as a matter of her portfolio than because of any actual training against such forces. Her divine worshipers use conventional means of defeating haunts or possessing spirits, but have additional power over those tied to means of death in Naderi’s portfolio.
Romance Beyond Death (Su): You receive Command Undead or Turn Undead as a bonus feat, depending on the type of energy you channel. Increase the DC of the saving throw against these feats’ effects by 2 as long as the spirits involved were slain by drowning or killed themselves. If the circumstances of the affected undead’s creation was linked to romance, increase the save DC by 4 instead.
This replaces the leadership domain power of the Nobility domain.

PFS Legal Pharasma
Source Haunted Heroes Handbook pg. 9
Associated Domain(s): Repose
The Lady of Graves seeks the destruction of undead, be they corporeal or manifested spirits. Inquisitors of Pharasma scour the world for signs of the undead, destroying such abominations on sight by means both traditional and esoteric in nature. As a result, most people come first to the church of Pharasma when seeking assistance against foul spirits. One unusual facet of Pharasma’s faithful is their reluctance to excise non-undead spirits, such as demons or devils. Only the most altruistic of Pharasmin priests offer their services against possessing outsiders, as most faithful see battling such foes as being beyond their true calling.
Exorcism of Undeath (Sp): Once per day as a full-round action, you can try to end any possession spells or effects, or effects that directly exercise mental control over a creature, as long as the effect was caused by an undead creature. You must touch the affected creature (this requires a melee touch attack if the target is neither willing nor helpless) and use a vial of holy water as a material component that is consumed as part of using this ability. The target must immediately attempt a new Will save against the original save DC of the controlling effect. If the save is successful, the possession effect immediately ends, as if the target had succeeded at its original saving throw. If the possessing force is a ghost or similar undead, it manifests adjacent to the target and is staggered for 1 round.
This replaces the ward against death domain power of the Repose domain.

PFS Legal Urgathoa
Source Haunted Heroes Handbook pg. 9
Associated Domain(s): Death
A risen spirit is akin to a plant that must be tended. Such are the teachings of Urgathoa, the goddess who is believed to be the first undead creature. Unlike many of her deific counterparts, Urgathoa champions the shepherding and protection of haunts and possessing spirits, even to the danger and detriment of her own followers. The faithful of the Pallid Princess believe that by prolonging the torment and tortured existence of a spirit, they create something akin to a beautiful piece of artwork. In a similar manner, servants of Urgathoa view the possession of a mortal body by a deceased spirit as a blessing.
Necrotic Tending (Sp): You can touch an undead creature or area affected by a haunt as a standard action, restoring 1d8 hit points + 1 for every 2 cleric levels you have. This ability has no effect on other creatures. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This replaces the bleeding touch domain power of the Death domain.
« 上次编辑: 2023-05-28, 周日 16:19:30 由 思维熵化 »

离线 unspeakable

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Re: 自用自翻资源帖
« 回帖 #534 于: 2023-05-30, 周二 14:21:03 »
滞留吐息/龙息长存(Lingering Breath)
出自《传说编年史》(Chronicle of Legends pg. 9)
你威猛的龙息弥漫在战场之上。

先决条件:龙徒(龙脉术士 Dragon disciple)3级

效果:对你的喷吐武器(breath weapon)豁免失败的生物将被龙息缠绕,每回合受到1d6 x 你每天能够使用喷吐武器次数 的伤害,持续伤害类型与你喷吐武器的能量类型相同。龙息缠绕效果持续轮数等同于你的龙徒等级,但一个生物能在效果生效的回合中以一个标准动作再次尝试一次对抗你喷吐武器DC的豁免来移除效果。
PFS可用

劇透 -   :
Lingering Breath
Source Chronicle of Legends pg. 9
Your powerful draconic breath coats the battlefield.

Prerequisites: Dragon disciple level 3rd.

Benefit: A creature that fails its save against your breath weapon is covered in a clinging effect that deals a number of points of damage equal to 1d6 × the number of times per day you can use your breath weapon. This lingering damage is of the same energy type as your breath weapon. The lingering breath effect remains for a number of rounds equal to your dragon disciple level, but in each subsequent round, a creature can spend a standard action to attempt another save against your breath weapon DC to remove the effect.
« 上次编辑: 2023-05-30, 周二 14:25:53 由 unspeakable »
严于律己,宽以待人。

GMing:
钢铁巨神1st(5/6)
钢铁巨神2nd(2/6)
PCing:
颅骨与镣铐(6/6)clear!
木乃伊的面具(0/6)
拥王者PF2(85%)
沙尖七灾PF2(40%)

离线 萌新也有滥强的心

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【Distant Shores】团队专长
« 回帖 #535 于: 2023-06-09, 周五 08:56:51 »
心灵羁绊(Bonded Mind)〔团队〕
你和你的伙伴是如此的亲密,以至于你们几乎都能互相读懂对方的心思。
专长效果:只要你们能互相看到对方,你和同样拥有这一专长的盟友就可以交换不使用语言的信息。该效果如同一道传讯术(message)法术,除了你们并不需要轻声说出信息或指出所需传递信息之人,另外你们并不会被窃听。


额外援助(Exceptional Aid)〔团队〕
你总是准备好给予你伙伴帮助。
先决条件:心灵羁绊(Bonded Mind)。
专长效果:当你成功使用援助他人动作来为一名盟友的技能检定提供帮助时,且该盟友也同样拥有该专长的话,该加值可为+4而非+2。


分享法术(Share Spells)〔团队〕
你可以与你的伙伴分享个人法术。
先决条件:心灵羁绊(Bonded Mind),与一名动物伙伴、幻灵、魔宠或魅影有法术共享(share spells)能力,施法者等级1级。
专长效果:只要盟友拥有心灵羁绊(Bonded Mind)专长的话,你就可以将目标为〔自身〕的法术如同接触法术一般的施展到一名盟友身上,如同法术共享(share spells)魔宠能力一般。


特殊快递(Special Delivery)〔团队〕
你的伙伴可将你的法术带给他们的目标。
先决条件:心灵羁绊(Bonded Mind),分享法术(Share Spells),通过动物伙伴、幻灵、魔宠或魅影传递法术的能力,施法者等级3级。
专长效果:每当你与一名拥有心灵羁绊(Bonded Mind)专长的盟友保有联系,且你施展了一道接触法术时,你可以指定该盟友为“接触者”,如同传递接触法术(deliver touch spells)魔宠能力一般。


吃下这一击(Take the Hit)〔团队〕
你可以用自己的身体保护你的伙伴。
先决条件:心灵羁绊(Bonded Mind),基础攻击加值+6。
专长效果:只要一名拥有心灵羁绊(Bonded Mind)专长的盟友与你相邻,你就可以选择从任何造成生命值损失的攻击中吸收高达一半的伤害,就像受到护卫他人(shield other)法术的影响一样。使用该能力是一个直觉动作,即便该盟友在同一动作中被多次攻击击中,但它也仅适用于一次攻击。

原文:
劇透 -   :
  Bonded Mind (Teamwork)
Source Distant Shores pg. 63
You and your partner are so close that you can almost read each other’s minds.

Benefit: As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.


  Exceptional Aid (Teamwork)
Source Distant Shores pg. 63
You’re always ready to lend your partner a hand.

Prerequisites: Bonded Mind.

Benefit: When you successfully use the Aid Another action to assist an ally’s skill check, and the ally also has this feat, the bonus is +4 instead of +2.


  Share Spells (Teamwork)
Source Distant Shores pg. 63
You can share individual magic with your partner.

Prerequisites: Bonded Mind, ability to share spells with an animal companion, eidolon, familiar, or phantom, caster level 1st.

Benefit: You can cast a spell with a target of “you” on an ally as a touch spell, as per the share spells familiar ability, so long as the ally possesses the Bonded Mind feat.


  Special Delivery (Teamwork)
Source Distant Shores pg. 63
Your partner can carry your spells to their targets.

Prerequisites: Bonded Mind, Share Spells, ability to deliver spells through an animal companion, eidolon, familiar, or phantom, caster level 3rd.

Benefit: Whenever you are in contact with an ally who has the Bonded Mind feat and you cast a touch spell, you can designate the ally as the “toucher,” as per the deliver touch spells familiar ability.


  Take the Hit (Teamwork)
Source Distant Shores pg. 63
You can shield your partner’s body with your own.

Prerequisites: Bonded Mind, base attack bonus +6.

Benefit: As long as an ally with the Bonded Mind feat is adjacent to you, you can choose to absorb up to half of the hit point damage from any attack that strikes him, as if subject to a shield other spell. Using this ability is an immediate action, and it only applies to one attack, even if the ally is hit by multiple attacks as part of the same action.

闲话:
劇透 -   :
1、全书就五个专长,且任何角色都可以选择。这本书除了背景外,剩余的一些还未翻译的玩家可用资源还有:和地域绑定的通用道途(大工程)、神秘仪式(三个仪式)、玩家可选种族(一个)、背景特性、冒险装备(一个)、新信仰选项(英雄神)、城市等等。

2、腱鞘炎好难受。

3、心灵羁绊(Bonded Mind)专长中的except that you don’t need to whisper or point,通过查看传讯术(message),私自扩展翻译成:除了你们并不需要轻声说出信息或指出所需传递信息之人。要不然whisper or point没法翻译。另外,不知道是不是错觉,总感觉这个专长似乎被翻译过,翻译出来后有点眼熟,不会是撞车了吧?
« 上次编辑: 2023-06-09, 周五 09:03:21 由 萌新也有滥强的心 »

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Re: 自用自翻资源帖
« 回帖 #536 于: 2023-06-11, 周日 20:33:35 »
峭壁打击(Precipice Strike)(战斗)
出处:《缘界英雄(Heroes from the Fringe)》26页

崎岖的山路对你来说就像鹅卵石一样光滑。如果敌人敢在你的领土上挑战你,他们将陷入险境之中。
先决条件:敏捷15,BAB+6,山脉半兽人〔峭壁后裔〕。
效果:当你和你的攻击目标都位于困难地形时,将你的目标视为措手不及。此外,如果你从更高的高度(包括坠落时)攻击一个措手不及的敌人,你的攻击骰获得+2环境加值。

原文:
劇透 -   :
Precipice Strike (Combat)
Source Heroes from the Fringe pg. 26
Rough mountain roads are as smooth as cobblestone to you. Enemies challenge you in your home territory at their peril.

Prerequisites: Dex 15, base attack bonus +6, cragkin half-orc.

Benefit: When you and the target of your attack are both in difficult terrain, treat the target as if he were flat-footed. In addition, if you attack a flat-footed enemy from a higher elevation (including while falling), you gain a +2 circumstance bonus on your attack roll.
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离线 思维熵化

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Re: 自用自翻资源帖
« 回帖 #537 于: 2023-07-06, 周四 00:42:53 »
记忆虹吸(Mnemonic Siphon)出自《古国血脉》(Blood of the Ancients pg. 26)
学派:预言系
等级:法师/术士/奥能师 4,魔战士 3,秘学士 3,女巫 4
施法时间:10分钟
成分:语言,姿势
范围:接触
目标:接触到的物体
持续时间:1天/等级 或 直至能量发散(可解消)
豁免:
法术抗力:
你在目标物体上刻下一个符文。符文会一直处于休眠状态直到该物体落入一位施法者的手中,此时符文会窃取该生物的一个法术并将知识传回给你。被窃取的法术是随机选择的。刻有此符文的物体会受到法术魔法灵光的影响。此外,如果拥有该物品的生物施放了一个出现在你的法术列表中的法术,则记忆虹吸有10%的几率吸收那个法术导致其失败,就像它已被成功反制一样。每当记忆虹吸以这种方式吸收法术时,它会使吸收的法术的知识直接出现在你的脑海中。如果你有一个能够施展它的未使用的的法术位,你可以使用这些知识来准备这个法术。你还可以使用这些知识将法术写入法术书或将其传授(teach)给你的魔宠。这些知识会在你的脑海中保留24小时,之后就会消失。记忆虹吸在能量发散之前最多能吸收每2个施法者等级1个法术。如果你不能正常学习窃取来的法术,那么这些知识对你来说就没用。
劇透 -  原文:
PFS Legal Mnemonic Siphon
Source Blood of the Ancients pg. 26
School divination; Level arcanist 4, magus 3, occultist 3, sorcerer 4, witch 4, wizard 4
Casting
Casting Time 10 minutes
Components V, S
Effect
Range touch
Target object touched
Duration 1 day/level or until discharged (D)
Saving Throw none; Spell Resistance no
Description
You inscribe a rune on the target object. The rune remains dormant until the object finds its way into the hands of a spellcaster, at which point the rune steals one of that creature’s spells and passes the knowledge back to you. The stolen spell is selected randomly. An object inscribed with this rune is affected as though by the spell magic aura. Additionally, if a creature in possession of the object casts a spell that appears on your spell list, there is a 10% chance that the mnemonic siphon absorbs that spell, causing it to fail as though it had been successfully countered. Whenever the mnemonic siphon absorbs a spell in this fashion, it causes the knowledge of the absorbed spell to appear directly in your mind. You can use this knowledge to prepare the spell if you have an unused spell slot capable of casting it. You can also use the knowledge to write the spell into a spellbook or teach it to your familiar. This knowledge remains in your mind for 24 hours, after which time it is lost. The mnemonic siphon is capable of absorbing up to 1 spell per 2 caster levels you have before being discharged. If you are not capable of learning a stolen spell normally, the knowledge is useless to you.
« 上次编辑: 2023-07-09, 周日 23:48:31 由 思维熵化 »

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Re: 自用自翻资源帖
« 回帖 #538 于: 2023-07-07, 周五 11:06:00 »
日隐术(Sunstalker)PFS可 出自冒险者指南Adventurer's Guide
学派:幻术系(五官幻觉)
等级:术士/法师 3,游侠 3,吟游诗人 3
施法时间:1标准动作
成分:语言,姿势,材料/法器
范围:接触
目标:接触到的生物
持续时间:1轮/等级
豁免:意志,通过则无效(无害)
法术抗力:
被接触的生物只要在阳光直射下(或日光法术投射的强光下)就会隐形。如果目标生物采取的动作使自身的隐形解除,但日隐术的持续时间还未结束,则只要该生物处于阳光照射区域(如上所述),该生物就可以使用该法术的力量以一个标准动作再次隐形。受到该法术影响的生物在正常光线下只会获得隐蔽(20%失手率)。

离线 草野

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Re: 自用自翻资源帖
« 回帖 #539 于: 2023-07-07, 周五 11:18:58 »
解法专攻 Dispel Focus 出自怪物召唤者手册(Monster Summoner's Handbook pg.9)
你很擅长于解除魔法效应。
先决条件:能够施放解除魔法法术。
专长效果:每当你尝试一次基于施法者等级的解除检定时,你在这次检定中获得+2加值。

高等解法专攻 Greater Dispel Focus 出自怪物召唤者手册(Monster Summoner's Handbook pg.9)
你成为了解法技艺的大师。
先决条件:解法专攻,能够施放解除魔法法术。
专长效果:每当你尝试一次基于施法者等级的解除检定时,你在这次检定中获得+2加值。此加值与解法专攻专长带来的加值叠加。