作者 主题: 【HoG】阿维斯坦与世界之冠(Avistan and the Crown of the World)  (阅读 28767 次)

副标题: 不明所以的吟游诗人变体,催眠师职业选项,搞笑的地精专长,独角兽术士血脉,萨满魂域

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阿维斯坦与世界之冠(Avistan and the Crown of the World)
出自Heroes of Golarion,8~11页
阿维斯坦(Avistan)是格拉里昂一部分最强盛国家的所在,包括繁荣的卡蒂亚(Qadira)和暴虐的切利亚斯(Cheliax)。但这片大陆远非仅有内海沿岸的著名贸易国家。横跨阿维斯坦中部的葱郁森林中有着奇异而独特的王国。北部则充满了各式各样的危险,包括乌斯塔拉夫(Ustalav)的幽魂和世界之伤(Worldwound)的恶魔灾祸。再向北,世界之冠(the Crown of the World)联系着阿维斯坦与天夏(Tian Xia),成为一条颇受欢迎但危机重重的贸易路线;这片冰封冻土是艾鲁塔基(Erutaki)人的家园,每个部族都有着独特的文化和危机四伏的环境中的谋生之道。

廷臣之眼语者
以追求不朽为宗旨创建的廷臣之眼秘会(Esoteric Order of the Palatine Eye)在乌斯塔拉夫上流社会的阴影中秘密活动。秘会由一位自称蒙受天使启示的伯爵创立,遵循严格的等级制度,只接受上流阶级入会。会员贡献的资金越多,他便能学习到更多秘密以助他登上天阶晋升之路。关于廷臣之眼秘会的更多信息可在冒险之路#44: Trial of the Beast中找到。
廷臣之眼语者使用神秘学识而非大多吟游诗人的热诚来感染他人。他必须信仰法菜斯玛(Pharasma),但他也可以同时信仰其他神祇。

天阶风度(Angelic Grace,Ex):廷臣之眼秘会的会员秉持着对天堂的愿求贯彻苦修。廷臣之眼语者失去本职技能中的特技或逃脱,但获得天界语作为奖励语言。这不计入他通过其他方式能够学习的语言的数量。
这项能力修改了吟游诗人的本职技能。

法术(Spell):廷臣之眼语者从廷臣之眼秘会的神秘仪式中汲取力量。他从催眠师的法术列表中施放异能法术而非从吟游诗人的法术列表中施放奥术法术。他仍如同吟游诗人一般施展法术、学习法术、决定法术数量和法术DC。
这项能力修改了吟游诗人的法术能力。

尸语者(Corpse Speaker,Su):廷臣之眼语者可以使人认为尸体在说话,类似腹语术(Ventriloquism)。生物需要通过一次意志豁免检定(DC=10+吟游诗人等级的一半+吟游诗人的魅力调整值)才能识破诡计。未通过意志豁免的生物会认为尸体凭借其自身的意志讲话。
这项能力取代了破咒曲(Countersong)。

热切仪式者(Keen Ritualist,Ex): 10级起,廷臣之眼语者在施展仪式(Ritual)时可以将所需的次要施法者数量减少两位。16级起,廷臣之眼语者在仪式中尝试的技能检定DC需求降低2点。19级起,廷臣之眼语者可以独自施展任何仪式而无需满足次要施法者的需求。他在仪式中尝试的技能检定DC再降低2点,共降低4点。
这项能力取代了万事通(Jack-of-All-Trades)。

盲眼催眠师
尽管格拉里昂人在谈及幽暗地域时总是带着畏惧,但这片广袤的地下世界并不仅仅是怪物的巢穴。无论是卓尔平民还是地表居民几乎不会认识的种族,幽暗地域的住民必须适应这里的昏暗光线与独特危险才能生存。下列催眠师选项对于盲眼角色或习惯生活在黑暗或地下区域中的角色很有用,但满足先决条件的任何角色都可以使用这些选项。

盲眼催眠专长(Blind Mesmerist Feats)
下列专长可由盲眼催眠师选取。
心灵注视(注视)
Mental Stare(Stare)
盲眼催眠师已经学会了非视觉的世界感知法,使用催眠注视时也不再依赖视力。
先决条件:催眠注视(Hypnotic stare)职业能力。
好处:你的催眠注视能力无需依赖视力,且目盲(Blinded)时也无需尝试专注检定来维持注视。
威压注视(注视)
Overpowering Stare(Stare)
你的痛苦注视足以压垮敌人心灵。
先决条件:催眠师11级,痛苦注视(painful stare)职业能力。
好处:当你触发你的痛苦注视时,目标必须通过一次意志豁免(DC=10+1/2你的催眠师等级+你的魅力调整值)否则困惑(confused)一轮。无论豁免是否成功,生物在24小时内不会再次受此能力影响。

催眠师诡计(Mesmerist Tricks)
下列催眠师诡计可由催眠师在通常学会催眠师诡计时选取。
精神印象(Psychic Impression):物品保存着与之接触之人的精神印象,而足够强大的心智则能够阅读这些印象。当受术者触摸一个智力值至少为3的生物在过去10分钟内接触过的物品时,催眠师可以触发这项诡计。催眠师得知最后接触该物品生物的情绪状态的精神印象。该精神印象不包含图像或语言,若催眠师不认识这个生物,催眠师无法得知该生物是谁。
心灵链接(Telepathic Link):受术者能够在危机之中向催眠师传递精神感应。当受术者与其盟友在战斗中以寡击众(outnumbered)时,催眠师可以触发这项诡计。受术者可以与催眠师进行心灵沟通,持续每催眠师等级1分钟。若受术者与催眠师间的距离超过中等距离(100尺+每等级10尺),心灵沟通连接就会被切断。受术者与催眠师须有相通的语言才能交流。
理性之声(Voice of Reason):在催眠师的帮助下,受术者更易看破基于视觉的幻觉。当受术者尝试豁免检定来怀疑基于视觉的幻觉效果、而催眠师不受幻觉影响或不相信幻觉时,催眠师可以触发这项诡计。受术者在该豁免中获得等同于催眠师的魅力调整值的洞察加值。这项诡计不能用于不允许豁免的幻觉。

深邃注视(Bold Stares)
下列深邃注视可由催眠师在通常选择深邃注视时选取。
分神(Distracted):催眠注视的惩罚也应用于专注检定(concentration checks)。
易感(Sensed):催眠注视的惩罚也应用于隐蔽检定(Stealth checks)。
无助(Unaided):催眠注视的目标无法提供或获得夹击修正(flanking bonuses)。

英雄地精专长
从伊斯格尔(Isger)的尖叫森林(Chitterwood)地下洞穴深处的钩爪部落(Hookback Tribe)到遥远的北伊利森(northern Irrisen)的霜皮(Frostfurs)部落,阿维斯坦各处都能寻见地精。虽然大部分地精生活在部落中,在破坏和与邻居的冲突茁壮成长,但仍有越来越多的地精离开家乡成为冒险者。虽然时常受到外界的猜忌,但地精仍可成为冒险团队中至关重要的一员。下列专长可供地精选取,允许他们善用广为人知的怪异为盟友提供帮助。

辉煌烈焰
Glorious Blaze
女神莎伦莱接受世上所有向善之人成为她的信徒,一些地精受到吸引而信仰她,部分原因是由于她是那个巨型火球的化身。
先决条件:地精,信仰莎伦莱(Sarenrae)。
好处:若你能看见太阳,你可以花费一轮表演一种舞蹈展示你对晨花的崇敬。从你的下个回合开始,能够看到你的盟友在攻击检定、技能检定和豁免检定中获得+1士气加值,该效果持续轮数等同于你角色等级的一半+你的感知调整值(至少1轮)。9级起,该价值提升至+2。
心智脱轨
Mental Derail
你的逻辑太过荒谬以至于令人的大脑出于自我保护而暂时关机。
先决条件:地精
好处:你可以以一个迅捷动作向一个敌人狂呼乱喊。选择一个能够听到你声音的目标,它必须通过一个意志豁免检定(DC=10+你等级的一半+你的魅力调整值),否则陷入措手不及且在攻击检定和基于力量或敏捷的技能检定中承受-2减值直到它的回合结束。无论豁免是否成功,该生物在24小时内不能再次成为该能力的目标。这是一个影响心灵效果。
刺耳歌唱
Piercing Chant
音乐在地精文化中至关重要——至少,地精喜欢用尖锐刺耳的歌曲来描述它们如何杀死最后一个敌人或者他们晚餐烤了什么。不过,你已经知道非地精并不会喜欢你的歌喉。
先决条件:地精
好处:你可以以一个整轮动作吟唱恐怖又震耳欲聋的歌曲,每个在你15尺范围内能够听到它的敌人必须通过一个意志豁免检定(DC=10+你等级的一半+你的魅力调整值)否则晕眩(Dazed)一轮。无论豁免是否成功,该生物在24小时内不能再次成为该能力的目标。这是一个影响心灵效果。
强健恶臭
Robust Stench
你糟糕的卫生或许会冒犯你的盟友,但长期暴露其中却使他们习惯并能抵抗其他更为致命的影响。
先决条件:地精
好处:距离你5尺或以内的盟友在强韧豁免检定中获得+2士气加值。当他们距离你超过5尺时该加值即时失去。该加值只适用于曾与你并肩作战至少一次的盟友。
神圣纵火狂
Sacred Pyromania
你对莎伦莱的信仰和火焰力量使你能够将神圣力量注入火焰之中,焚烧那些通常无法燃烧的东西。
先决条件:地精,信仰莎伦莱(Sarenrae)。
好处:当你的攻击或由你施放的法术造成火焰伤害时,无论火焰是否具有魔力,火焰伤害都可如常应用至虚体(incorporeal )生物。虚体生物受到实体伤害减半的特性不适用于你造成的火焰伤害。

独角兽术士血统
阿维斯坦最为深邃的森林,例如摩尔苏恩(Molthune)和涅玛萨斯(Nirmathas)的森林是格拉里昂最具传奇色彩的生物之一:独角兽的天堂。独角兽具有强烈的同情心和保护性,有时会与人类——通常是年轻而高尚的女性——缔结亲密的联系。当这种联系特别紧密时,独角兽的魔力便可成为人类的一部分,有时甚至会遗传给她的后代。由于父母与真善之力的联系,这些孩子长大后变会成为独角兽血脉术士。
本职技能(Class Skill):医疗。
奖励法术(Bonus Spells):治疗轻伤(Cure light wounds,CRB,3级),治疗中伤(Cure Moderate Wounds,CRB,5级),治疗重伤(Cure Serious Wounds,CRB,7级),中和毒性(Neutralize Poison,CRB,9级),赎罪术(Atonement,CRB,11级),医疗术(Heal,CRB,13级) ;高等复原术(Restoration,Greater,CRB,15级),群体治疗致命伤(Cure Critical Wounds,Mass,CRB,17级),群体医疗术(Heal,Mass,CRB,19级)。
奖励专长(Bonus Feats):警觉(Alertness),动物亲和(Animal Affinity),调制药剂(Brew Potion),快速移动(Fleet),强韧加强(Great Fortitude),精通法术反制(Improved Counterspell),自给自足(Self-Sufficient),技能专攻Skill Focus(医疗Heal)。
血统奥秘(Bloodline Arcana):当你施放法术时,你可以令你可见的一个目标恢复等同于所施法术环级两倍的生命值。生命值已满的生物不受此能力影响。受此能力治疗的濒死生物不会自动稳定伤势,除非生命值恢复至0或更高。
血统力量(Bloodline Powers):独角兽的祝福伴你成长塑你成人,赋予你美善与治愈的力量。
  妥善防护(Safekeeping,Su):1级时,你可以以一个标准动物接触一个生物,给予目标+2AC洞察加值,持续1轮。该能力的每日可用次数等同于3+你的魅力调整值。
  纯净心灵(Pure of Mind,Su):3级起,你在抵抗魅惑效果的豁免检定中获得+2加值,在抵抗具有邪恶描述符法术的豁免检定中获得+4加值。9级起,你抵抗魅惑效果的豁免检定加值增至+4,抵抗具有邪恶描述符法术的豁免检定加值增至+6。
  正义之怒(Righteous Fury,Su):9级起,每日一次,你可以一个标准动作创造一把纯光之矛并将其投向60尺内的生物。这属于远程接触攻击,且使用你的魅力调整值代替敏捷调整值决定攻击加值。纯光之矛造成每术士等级1D6点伤害且克服所有伤害减免和硬度。纯光之矛对邪恶生物造成伤害提升至每术士等级1D8。13级起,该能力的每日可用次数增至2次。17级起,该能力的每日可用次数增至3次。
  自然之友(Friend to Nature,Su):15级起,动物类、魔法兽类和非邪恶阵营的生物会本能地信任你。除非你或你的盟友对其进行攻击或以其他方式对其造成威胁,否则这些生物对你的起始态度至少为冷淡(indifferent)。
  祝福(Blessing,Su):20级时,你免疫毒素、魅惑效果和具有邪恶描述符的法术和武器。你可以随意施放反邪恶法阵(Magic Circle against Evil)且以术士等级作为施法者等级。

寒霜萨满魂域
在遥远的北方,艾鲁塔基(Erutaki)部落已经适应了世界之冠的严寒。寒霜魂域被一些艾鲁塔基人看做他们生存之道的守护者,与该魂域链接的萨满在当地社会中备受尊重。
选择寒霜魂域的萨满有着粗糙的白发且永远保持寒冷。

魂术:冻伤(Frostbite,UM,1环),元素之触(Elemental Touch,仅冷,APG,2环),元素光环(Elemental Aura,仅冷,APG,3环),冰风暴(Ice Storm,CRB,4环),召唤怪物V(Summon Monster V,仅冰元素Ice Elementals,CRB,5环),冰封法球(Freezing Sphere,CRB,6环),寒冰之躯(Ice Body,UM,7环),极冰射线(Polar Ray,CRB,8环),群体冰封之牢(Icy Prison Mass,UM,9环)。

巫术:寒霜魂域的萨满可以选择下列巫术。
  彻骨严寒(Biting Frost,Su):萨满使严寒大气环绕30尺内的一个目标,持续轮数等于萨满的魅力调整值(至少1轮)。目标必须在回合开始时通过一个强韧豁免,否则因极寒环境受伤。每次豁免失败,目标受到1D6点非致命伤害。豁免成功时,该效果立即结束。无论豁免是否成功,该生物在24小时内不能再次成为该巫术的目标。
  失温(Hypothermia,Su):萨满使30尺内的一个生物承受失温的折磨。目标必须通过一个强韧豁免,否则疲乏2轮。自8级与16级起,该巫术的持续时间各延长1轮。无论豁免是否成功,该生物在24小时内不能再次成为该巫术的目标。
  迟缓(Sluggish,Su):萨满使30尺内的一个生物速度减半,持续轮数等于萨满的角色等级,且不与其他降低速度的效果叠加。目标可以尝试通过一个强韧豁免来免受此效果。无论豁免是否成功,该生物在24小时内不能再次成为该巫术的目标。
  冻土住民(Tundra Dweller,Su):萨满接触一个自愿生物,赋予它10点寒冷抗力,持续轮数等于萨满的魅力调整值(至少1轮)。此抗力不与任何其他寒冷抗力叠加,如特殊能力或魔法物品。自8级与16级起,该巫术的持续时间各延长1轮。受此巫术影响的生物在24小时内不再受该巫术影响。
  协调自然(Wilds-Attuned,Ex):萨满获得动物亲和(Animal Affinity)作为奖励专长,且处于寒冷气候下时在知识(自然)检定中获得+4洞察加值。

魂兽:该萨满的魂兽被一层薄霜复盖,且总是呼出薄雾而无论温度如何。该魂兽具有5点寒冷抗力与5点闪电抗力。

精魂之力:选择寒霜魂域作为魂域或缥缈魂域的萨满获得以下能力。
  寒冰刺(Ice Splinter,Su):以一个标准动作,萨满以远程接触攻击将锋利的冰锥射向30尺内的敌人,造成1D6+每2萨满等级1点穿刺伤害。该能力每日使用次数为3+萨满魅力调整值。11级起,萨满持用的任何武器都被视为冻寒(Frost)武器。

高等精魂之力:选择寒霜魂域作为魂域或缥缈魂域的萨满在获得高等精魂之力时获得以下能力。
  极寒爆(Frigid Blast,Su):萨满获得10点寒冷抗力。此外,以一个标准动作,她可以从30尺内能看见的一点为中心召唤半径20尺爆发的冰爆。冰爆对范围内的所有生物造成每萨满等级1D6点寒冷伤害,受影响生物可以尝试通过一个反射豁免将伤害减半。该能力每日可使用3次,但每次使用之间必须间隔至少1D4轮。

最终精魂之力:选择寒霜魂域作为魂域或缥缈魂域的萨满在获得最终精魂之力时获得以下能力。
  北境守护者(Guardian of the North,Su):以一个标准动作,萨满可以变化为下列动物之一的形态,如同野兽形态IV(beast shape IV):凶暴熊(dire bear),凶暴虎(dire tiger),乳齿象(mastodon)或披毛犀(woolly rhinoceros)。该变形的持续时间为每等级1小时。该能力每日可使用1次。

显圣:20级时,萨满成为冰雪的精魂。萨满获得寒冷免疫,且能在施放任何带有寒冷描述符的法术时将下列之一超魔专长应用在上面而无需提高法术位或增加施法时间:法术增远(Enlarge Spell),法术延时(Extend Spell),法术默发(Silent Spell)或法术定发(Still Spell)。萨满无需习得这些专长来使用该能力。

盲眼催眠师

寒霜萨满


剧透 -   :
Avistan and the Crown of the World
Avistan is home to some of the most powerful nations on Golarion, from prosperous Qadira to tyrannical Cheliax. But the continent contains much more than the famous trade-nations bordering the Inner Sea. Strange and unique realms reside within the lush forests stretching across central Avistan. The north teems with danger, from the ghosts of Ustalav to the demonic scourge of the Worldwound. Even farther north, the Crown of the World connects Avistan to Tian Xia, making it a popular (if treacherous) trade route; this frozen continent is home to the Erutaki people, whose clans each have their own distinct cultures and ways of thriving in a hostile environment.

SPEAKER OF THE PALATINE EYE (BARD ARCHETYPE)
Working from the shadows of Ustalav’s high society, the Esoteric Order of the Palatine Eye is a mystical cult built around the quest for immortality. Founded by a count who claimed to have been enlightened by angels, the Order follows a strict hierarchy, and membership is open only to the elite. The more money a member provides the Order, the more secrets he learns to aid his path toward angelic ascension. More information on the Esoteric Order of the Palatine Eye can be found in Pathfinder Adventure Path #44: Trial of the Beast.
A speaker of the Palatine Eye influences others using his occult knowledge rather than the boisterous enthusiasm of most bards. He must be a worshipper of Pharasma, but he may worship additional deities as well.

Angelic Grace (Ex): Members of the Order of the Palatine Eye carry themselves with the austerity and import their heavenly aspirations demand. A speaker of the Palatine Eye does not have Acrobatics or Escape Artist as class skills, but he gains Celestial as a bonus language. This does not count toward the number of languages he is otherwise able to learn.
This alters the bard’s class skills.
Spells: A speaker of the Palatine Eye draws his powers from the mysterious rites of the Esoteric Order of the Palatine Eye. He casts psychic spells from the mesmerist list instead of arcane spells from the bard spell list. He otherwise casts spells, learns spells, and determines his spell allotment and spell DCs as a bard.
This alters spells.
Corpse Speaker (Su): A speaker of the Palatine Eye can make it appear as if a corpse is speaking, similar to ventriloquism. A creature must succeed at a Will saving throw (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to see through the ruse. A creature that fails the saving throw is convinced that the corpse is speaking of its own volition.
This replaces countersong.
Keen Ritualist (Ex): At 10th level, a speaker of the Palatine Eye reduces the number of secondary casters required to cast a ritual by 2. At 16th level, the DCs of skill checks the speaker of the Palatine Eye attempts during a ritual are reduced by 2. At 19th level, a speaker of the Palatine Eye can perform any ritual by himself without needing to satisfy any secondary caster requirements. The DCs of skill checks he attempts during a ritual are reduced by an additional 2, for a maximum DC reduction of 4.
This replaces jack-of-all-trades.

BLIND MESMERISTS
Though the Darklands are spoken of with fear across Golarion, this vast subterranean realm is home not only to monsters. The ordinary folk of the Darklands, whether drow peasants or races largely unknown to surface dwellers, must adapt to the low light and unique hazards of the Darklands in order to survive. The following mesmerist options are useful to blind characters or those who are accustomed to dwelling in dark or subterranean areas, though they can be taken by any character who meets the prerequisites.

Blind Mesmerist Feats
The following feats are available to blind mesmerists.

Mental Stare (Stare)
Blind mesmerists have learned to navigate the world without relying on sight and can use their hypnotic stare regardless of their sight level.
Prerequisite: Hypnotic stare class feature.
Benefit: You can use your hypnotic stare ability without relying on sight and do not have to attempt concentration checks to use this ability while blinded.

Overpowering Stare (Stare)
Your painful stare overwhelms your foe’s mind.
Prerequisites: Mesmerist level 11th, painful stare class feature.
Benefit: Whenever you use your painful stare, the target must succeed at a Will saving throw (DC = 10 + half your mesmerist level + your Charisma modifier) or become confused for 1 round. Whether or not the save is successful, a creature cannot be affected by this ability again for 24 hours.

Mesmerist Tricks
The following tricks are available to mesmerists and can be selected whenever they would normally select a trick.

Psychic Impression: Objects retain psychic impressions of those who come in contact with them, and a powerful mind can read these impressions. The mesmerist can trigger this trick when the subject touches an object that another creature with an Intelligence score of 3 or more has touched in the last 10 minutes. The mesmerist receives a psychic impression of the emotional state of the last such creature to touch the object. This impression contains no images or languages and can’t show the mesmerist who the creature was if the mesmerist doesn’t already know.

Telepathic Link:The subject can communicate telepathically with the mesmerist during a crisis. The mesmerist can trigger this trick when the subject and her allies are outnumbered in combat. For 1 minute per mesmerist level, the subject and the mesmerist can communicate telepathically. If the subject and the mesmerist are more than a medium distance (100 feet + 10 feet per level) apart, the telepathic connection is severed and cannot be regained unless the trick is implanted again. The mesmerist and the subject must share a language to be able to communicate.

Voice of Reason: The subject can more easily pierce sight-based illusions with the mesmerist’s aid. The mesmerist can trigger this trick when the subject attempts a saving throw to disbelieve a sight-based illusion effect, but only so long as the mesmerist is not affected by or has disbelieved the illusion himself. The subject receives an insight bonus on her saving throw to disbelieve the illusion equal to the mesmerist’s Charisma modifier. This trick cannot be used for illusions that do not allow a saving throw.

Bold Stares
The following bold stares are available to mesmerists and can be selected whenever they would normally select a bold stare.
Distracted: The hypnotic stare penalty also applies to concentration checks.
Sensed: The hypnotic stare penalty also applies to Stealth checks.
Unaided: The target of the hypnotic stare is not able to grant or receive flanking bonuses.

HEROIC GOBLIN FEATS
From the Hookback Tribe living in the depths of the caverns under Isger’s Chitterwood to the Frostfurs of far northern Irrisen, goblins can be found all across Avistan. While many goblins live in tribes that thrive on destruction and clash with their neighbors, more and more goblins are leaving home and striking out to become adventurers. These goblins may be met with suspicion by the outside world, but a goblin can be an invaluable member of an adventuring team. The following feats provide options for goblins to use the quirkiness they are known for as an asset to their allies.

Glorious Blaze
The goddess Sarenrae welcomes all who seek good in the world into her fold, and some goblins are drawn to worship her, in part due to her incarnation as a giant ball of fire.
Prerequisites: Goblin, worshipper of Sarenrae.
Benefit: If the sun is visible, you can spend 1 round performing a wild dance in worship of the Dawnflower. Starting at the beginning of your next turn, allies who can see you gain a +1 morale bonus on attack rolls, skill checks, and saving throws. This effect lasts for a number of rounds equal to half your character level + your Wisdom modifier (minimum 1 round). At 9th level, this bonus increases to +2.

Mental Derail
Your logic is so ridiculous it can cause people’s brains to shut down in self-defense.
Prerequisite: Goblin.
Benefit: You can shout nonsense as a swift action to throw off an enemy. Choose a single target that can hear you. It must attempt a Will saving throw (DC = 10 + half your level + your Charisma modifier). On a failed save, the target is caught off guard, and it takes a –2 penalty on attack rolls and Strength- and Dexterity-based skill checks until the end of its turn. Whether or not the save is successful, a creature cannot be the target of this ability again for 24 hours. This is a mind-affecting effect.

Piercing Chant
Music plays a key role in goblin culture—at the very least, goblins are fond of cacophonous chants describing the last enemy they slew or what they’re roasting for dinner. You have gathered, however, that non-goblins don’t appreciate your songs very much.
Prerequisite: Goblin.
Benefit: As a full-round action, you can sing a song so terrible and ear-splitting that each enemy within 15 feet of you that hears it must succeed at a Will save or be dazed for 1 round. The DC of this saving throw is equal to 10 + half your level + your Charisma modifier. Whether or not the initial save is successful, a creature cannot be affected by this ability again for 24 hours. This is a mind-affecting effect.

Robust Stench
Your questionable hygiene choices may offend your allies, but exposure has inured them to other, deadlier effects.
Prerequisite: Goblin.
Benefit: Allies within 5 feet of you receive a +2 morale bonus on Fortitude saving throws. This bonus ends as soon as they move more than 5 feet away from you. This bonus applies only to allies you have fought alongside at least once before.

Sacred Pyromania
Your faith in Sarenrae and the power of flame allows you to lace fire with holy power and burn things that normally can’t be burned.
Prerequisites: Goblin, worshipper of Sarenrae.
Benefit: Whenever you make an attack or cast a spell that deals fire damage, the fire damage applies to incorporeal creatures, regardless of whether the fire is magical. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to any fire damage that you deal.

UNICORN SORCERER BLOODLINE
The deep forests of Avistan, such as those found in Molthune and Nirmathas, are a haven for one of Golarion’s most fabled creatures: unicorns. Deeply empathetic and fiercely protective, unicorns on occasion form close bonds with humans, often young and noble-hearted women. When the two have a particularly strong bond, the unicorn’s magic can become a part of the bonded human, and sometimes is even passed on to her children. These children, blessed by their parent’s connection to that force of true good, grow up to become sorcerers of the unicorn bloodline.

Class Skill: Heal

Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), neutralize poison (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).

Bonus Feats: Alertness, Animal Affinity, Brew Potion, Fleet, Greater Fortitude, Improved Counterspell, Self-Sufficient, Skill Focus (Heal).

Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.

Bloodline Powers: Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration.

Safekeeping (Su): At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Pure of Mind (Su): At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.

Righteous Fury (Su): At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.

Friend to Nature (Su): At 15th level, creatures with the animal or magical beast type and a nonevil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature.

Blessing (Su): At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level.

FROST SHAMAN SPIRIT
Far to the north, Erutaki tribes have adapted to life in the bitter cold of the Crown of the World. The frost spirit is seen by some Erutaki as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities. A shaman who selects the frost spirit has coarse white hair and always feels cold to the touch.

Spirit Magic Spells:FrostbiteUM (1st), elemental touchAPG (cold only, 2nd), elemental auraAPG (cold only, 3rd), ice storm (4th), summon monster V (ice elementals only, 5th), freezing sphere(6th), ice bodyUM (7th), polar ray (8th), mass icy prisonUM (9th).

Hexes: A shaman who chooses the frost spirit can select from the following hexes.
Biting Frost (Su): The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). The target must attempt a Fortitude saving throw at the beginning of each turn or be damaged by exposure to the extreme cold. On a failed save, the target takes 1d6 points of nonlethal damage. On a successful save, the effect ends immediately. Whether or not the initial save is successful, the creature cannot be the target of this hex again for 24 hours.
Hypothermia (Su): The shaman afflicts a creature within 30 feet with hypothermia. The target must attempt a Fortitude saving throw. On a failed save, the target is fatigued for 2 rounds. At 8th and 16th levels, the duration of this hex is extended by 1 round. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Sluggish (Su): The shaman causes the speed of a creature within 30 feet to be halved. The target can attempt a Fortitude saving throw to negate this effect. The penalty lasts for a number of rounds equal to the shaman’s character level and does not stack with other effects that reduce speed. Whether or not the save is successful, the creature can’t be the target of this hex again for 24 hours.
Tundra Dweller (Su): The shaman touches a willing creature and grants it cold resistance 10 for a number of rounds equal to her Charisma modifier (minimum 1). This resistance does not stack with any other cold resistance, such as from special abilities or magical items. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature targeted by this hex cannot be affected by it again for 24 hours.
Wilds-Attuned (Ex): The shaman receives Animal Affinity as a bonus feat and gains a +4 insight bonus on Knowledge (nature) checks when in a cold climate.Spirit Animal: The shaman’s spirit animal is covered in a light layer of glimmering frost, and its breath comes out as mist regardless of the temperature. The animal has resistance 5 to cold and electricity.

Spirit Ability: A shaman who chooses the frost spirit as her spirit or wandering spirit gains the following ability.
Ice Splinter (Su): As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a frost weapon.

Greater Spirit Ability: A shaman who chooses the frost spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Frigid Blast (Su): The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the frost spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Guardian of the North (Su): As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals: dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day.

Manifestation: Upon reaching 20th level, the shaman becomes a being of ice and snow. The shaman gains immunity to cold. She can also apply any one of the following feats to any spell with the cold descriptor that she casts without increasing the spell’s level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to have these feats to use this ability.
« 上次编辑: 2020-11-21, 周六 17:50:46 由 晴澈之空 »

离线 晴澈之空

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既然是我自己的翻译的就直接整合过来了,原贴应该删掉吗……?

吟游诗人这变体都拿能力换了些什么弱智玩意啊!圣眼秘修会属实不行!
地精专长似乎很强力,但是那可是地精啊……

感谢杀菌@深坑未填同学的翻译,修正了奖励法术和血统奥秘的效果。
原文如下:
引用
Bonus Spells:cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), neutralize poison (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).
引用
Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.
原译如下:
引用
奖励法术:治疗轻伤 (Cure Light Wounds,3级);治疗中伤 (Cure Moderate Wounds,5级);治疗重伤 (Cure Serious Wounds,7级);赎罪术 (Atonement,9级)破除结界 (Break Enchantment,11级);医疗术 (Heal,13级) ;高等复原术 (Greater Restoration,15级);治疗致命伤 (Cure Critical Wounds,17级);群体医疗术 (Mass Heal,19级)
引用
血统奥秘:每当你施放一个法术后,你可以指定受到法术效果影响的目标之一,其恢复等同法术环位两倍的生命值。生命值已满的生物不会受到此能力的影响。除非你以此法将目标的生命恢复到0点以上,否则该治疗效果不会让目标的伤势稳定。

另外,PDF内的奖励法术原文如下
引用
Bonus   Spells:Cure   light   wounds   (3rd), cure   moderate   wounds (5th), cure serious wounds (7th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).
这明显不对劲,所以采用了aonprd的版本,这应该属于Errata,但是我究竟应该到哪里去找此类Errata呢?P子的官网实在是乱的什么都找不到……
« 上次编辑: 2020-11-20, 周五 03:30:39 由 晴澈之空 »

离线 晴澈之空

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兄弟!Esoteric Order of the Palatine Eye是早就有译文的,廷臣之眼秘会

并且廷臣之眼秘会在多个玩家手册资源,和多个AP均有出场,求求你改过来

相关翻译 PF2E测试模组 http://www.goddessfantasy.net/bbs//?topic=102239.0

诗人变体 http://www.goddessfantasy.net/bbs//?topic=109458.msg996877#msg996877

在《猩红王冠的诅咒》中参与了击败Kazavon

改的改的,我昨天翻到FPS模组区的译名表提供了这个译名,并不是自己译的……

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Piercing Chant的DC是10+才对, 漏了个1

莎伦莱版梅代子啦啦棒!无限群体怪物眩晕术!这是PF2反身的前奏吗!

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

离线 晴澈之空

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Piercing Chant的DC是10+才对, 漏了个1

莎伦莱版梅代子啦啦棒!无限群体怪物眩晕术!这是PF2反身的前奏吗!
谢捉虫

离线 笨哈

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正义之怒(Righteous Fury,Su):9级起,每日一次,你可以以一个标准动作创造一柄纯光之矛并将其掷向60尺内的一个生物。这属于远程接触攻击,且使用你的魅力调整值代替敏捷调整值决定攻击加值。纯光之矛造成每术士等级1D6伤害且克服所有伤害减免和硬度。纯光之矛对邪恶生物造成的伤害改为每术士等级1D8。13级起,该能力的每日使用次数增至2次。19级起,该能力的每日使用次数增至3次。

Righteous Fury(Su): At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.

按你附的原文应该是17等不是19等

离线 晴澈之空

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正义之怒(Righteous Fury,Su):9级起,每日一次,你可以以一个标准动作创造一柄纯光之矛并将其掷向60尺内的一个生物。这属于远程接触攻击,且使用你的魅力调整值代替敏捷调整值决定攻击加值。纯光之矛造成每术士等级1D6伤害且克服所有伤害减免和硬度。纯光之矛对邪恶生物造成的伤害改为每术士等级1D8。13级起,该能力的每日使用次数增至2次。19级起,该能力的每日使用次数增至3次。

Righteous Fury(Su): At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.

按你附的原文应该是17等不是19等

谢捉虫,已改正

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这个dazed影响心灵但不是基于声音就很奇葩。
火女(球?)烈焰舞还是没圣女光耀闪好的,加值类型没那么高贵

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可是你既然知道有Errata为什么还要用原PDF……至于奖励法术,可能是我复制了别的什么血脉的奖励法术忘了改了……
edit:复制的时候串行了,怎么不死鸟的也飞过来了
« 上次编辑: 2020-11-20, 周五 19:51:05 由 杀菌@深坑未填 »

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可是你既然知道有Errata为什么还要用原PDF……
我是看到没有9级奖励法术觉得不对劲才去找aonprd的,听论坛大佬说aonprd有P子授权有同等权威性……但我真的不知道Errata到哪里去看!