作者 主题: 【HoG】加伦德英雄(Heroes of Garund)  (阅读 17021 次)

副标题: 新型火器、调查员变体(已有翻译)、侠客天赋、奥能技艺、可选取魔法兽作为动物伙伴的专长

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【HoG】加伦德英雄(Heroes of Garund)
« 于: 2020-11-17, 周二 04:01:04 »
加伦德英雄(Heroes of Garund)
出自Heroes of Golarion,18~21页
无论古今,加伦德都拥有众多文明。此处人民的先进技术、魔法以及社会习俗博得了其他国家的尊重。

阿肯斯塔枪支弹药
下列崭新枪支与弹药允许从阿肯斯塔(Alkenstar)习得火器技术的玩家使用。

阿肯斯塔火器
火器
价格
小型伤害
中型伤害
重击
射程
哑火
容弹量
重量
类型
单手
后膛枪(Breech-Loader)
3000gp
1D4
1D6
×4
20尺
1,5尺
2
4磅
钝击和穿刺
双手
连发气枪(Air Repeater)
600gp
1D4
1D6
×4
50尺
1,见文本
6
6磅
钝击和穿刺

阿肯斯塔弹药
物品
价格
储气罐(Air Reservoir)
6gp
炼金定装弹,灰尘弹(Alchemical Cartridges,Gray Dust Cartridge)
50gp
炼金定装弹,灰尘霰弹(Alchemical Cartridges,Gray Dust Shot Cartridge)
50gp
尖啸弹头(Bullet,screaming)
20gp
魔法物品
解法弹头(Bullet,dispelling)
250gp
(译注:原文未标写烟雾弹价格)

连发气枪(Air Repeater):这种长筒火器由一个可拆卸的压缩储气罐提供动力。当连发气枪哑火时不会导致火器破损但会破坏储气罐。连发气枪带有3个储气罐,每个储气罐可供连发气枪发射6发子弹。更换储气罐需要1分钟,快速装填(Rapid Reload)专长能将装填降为整轮动作。
储气罐(Air Reservoir):每个备用储气罐配有6发子弹,可配合连发气枪使用。
炼金定装弹:阿肯斯塔的发明家们发明了一种炼金定装弹,使得他们的铳士能够在他处压制和扰乱施法者敌人。
  灰尘弹(Alchemical Cartridges,Gray Dust Cartridge):装有神秘的抑法尘埃的子弹,在受到冲击时会爆炸并扰乱施法。灰尘弹仅造成一半伤害,但被命中的生物在施法时的专注检定承受-10减值的且不能防御式施法,持续1D4轮。
  灰尘霰弹(Alchemical Cartridges,Gray Dust Shot Cartridge):这个版本的灰尘弹只能装载至具有霰弹特性的武器中。它的功能类似于灰尘弹,但会在受到冲击时炸成半径20尺的烟云。烟云中的生物在施放法术时的专注坚定承受-5减值。烟云在1D6轮后消散,微风可在1轮内将其吹散。
  烟雾弹(Alchemical Cartridges,Smoke Cartridge):这种定装弹只能装载至具有霰弹特性的武器中。烟雾弹不会造成伤害,而是在命中目标时炸成一团的半径20尺烟云。这种烟雾遮蔽超过5尺的视觉,5尺外的生物具有隐蔽(20%失手率)。烟云在1D6轮后消散,微风可在1轮内将其吹散。
  尖啸弹头(Bullet,Screaming):这种弹头在击发时会发出尖厉的尖啸。如果作为挫败士气的一部分击发,它会为这次检定提供+5加值。如果作为惊异射击(Startling Shot)炫技使用,目标的措手不及额外延长一轮。
后膛枪(Breech-Loader):这种变体双管手枪的枪管通过合叶与枪托连接,使得装填弹药更为迅速便捷。后膛枪可以以一个标准动作同时装填两个枪管。快速装填(Rapid Reload)专长能将装填降为移动动作。

解法弹头(Bullet,Dispelling)
无位置
灵光:微弱防护系 施法者等级:5
价格:250gp 重量:—
这枚+1火器弹头不会造成伤害,但会驱散目标身上的一个魔法效果,如同5级法师施放的解除魔法(Dispel Magic)。如果目标身上有多个激活的魔法效果,则该弹头驱散等级最低的效果。
制造条件:制造魔法武器与防具(Craft Magic Arms and Armor),解除魔法(Dispel Magic)

霍洛蒙格爆破专家
已有翻译,见【HoG】调查员变体:霍洛蒙格爆破专家(holomog demolitionist)

侠客天赋
芒吉莽原(Mwangi Expanse)的侠客时常从周围的自然世界中汲取灵感与力量。其中的一部分戴着和被他们视为力量源泉的野兽相似的面具。
(译注:本节大部分参考自星云的侠客档案,但做出了一些修正,例如野兽之友和鸣禽鸟语均为Su,补上了遗漏野兽会话。)
社交天赋(Social Talents)
下列社交天赋适合那些在野外活动的时间远比在城市和人群中更多的侠客。
野兽之友(Beast Friend,Su):每日一次,侠客可以以类法术能力施放魅惑动物(Charm Animal),施法者等级等同于他的角色等级。侠客必须要拥有鸣禽鸟语天赋才能选取此天赋。
野兽会话(Beast Speech,Su):每日一次,侠客可以以类法术能力施放动物交谈 (Speak with Animals),施法者等级等同于他的角色等级。侠客必须要拥有鸣禽鸟语天赋才能选取此天赋。
猫头鹰视(Owl's Sight,Ex):侠客获得昏暗视觉(low-light  vision)。若侠客已拥有昏暗视觉,则在昏暗环境下的察觉检定获得+4表现加值。侠客也在夜晚的巧手与隐匿检定中获得+2表现加值。
鸣禽鸟语(Songbird ,Su):每日一次,侠客可以以类法术能力施放动物信使 (Animal Messenger),施法者等级等同于他的角色等级,且将驯养动物作为本职技能。
侠客天赋(Vigilante Talents)
下列侠客天赋适合那些本我与自然具有强烈联系的侠客。
动物大亨(Animal Patron,Ex):每日一次,侠客可以获取一个变形者的动物拟态次级形态,持续分钟等同于1+侠客等级的一半。他可以以一个迅捷动作进入该次级拟态。侠客必须达到5级才能选取该天赋。
猴爪猿足(Monkey's Paws,Ex):侠客获得了等同于其基本速度的攀爬速度且在逃脱检定上获得+4表现加值。侠客必须要拥有梁上君子(Rooftop Infiltrator)天赋且达到5级才能选取该天赋。
荒野独行(One with the Wild,Ex):侠客必须要拥有因地制宜(Environmental Weapon)天赋才能选择此天赋。侠客在选取的地形中在隐匿、生存和察觉检定获得+4表现加值。
猛虎利爪(Tiger's Claws ,Ex):侠客获得长出利爪的能力,如同变形者。利爪属于天生武器且可任意伸出收回,造成1D4点穿刺和挥砍伤害(小体型1D3)。11级起,伤害增加至1D6(小体型1D4)。

原能魔法奥能技艺
一些耐克斯奥能师已经找到一些途径来减轻原能魔法对他们施法能力的影响——甚至利用其来增强法术。频繁前往法力废土(Mana Wastes)的奥能师通常会掌握下列奥能技艺。关于原能魔法的更多信息请参照战役设定:内海魔法。
诱发原能魔法(Invoke Primal Magic,Su):当位于奥能师30尺内的事件有概率触发原能魔法事件时,奥能师可以以一个直觉动作从奥能源泉(Arcane Reservoir)中消耗1点魔法能量,将该概率增至100%。
偏转原能魔法(Redirect Primal Magic,Su):若奥能师触发了原能魔法事件,她可以以直觉动作从奥能源泉(Arcane Reservoir)中消耗1点魔法能量将事件偏转。该事件发生在奥能师20尺范围内的由她选择的位置,这个范围增加每2奥能师等级5尺。
抵抗原能魔法(Resist Primal Magic,Su):当奥能师在原能魔法影响下的区域尝试施法时,奥能师可以以施法动作的一部分从奥能源泉(Arcane Reservoir)中消耗1点魔法能量,在避免触发原能魔法事件的法术辨识检定上获得相当于奥能师等级一半的加值。

高等奥能技艺
下列高等技艺赋予奥能师对不可预知的魔法事件的更大影响力。
创造原能事件(Creat Primal Event,Su):奥能师可以扭曲一片区域中的魔法,迫使原始魔法事件在此发生。以一个标准动作,她可以从奥能源泉(Arcane Reservoir)中消耗2点魔法能量以30尺内的一点为中心创造一个10尺×10尺范围的原始魔法区域。奥能师可以从奥能源泉(Arcane Reservoir)中额外消耗2点魔法能量将该区域增至20尺×20尺。这个原能魔法效果持续1分钟。
转耗原能魔法(Consume Primal Magic,Su):当奥能师遭遇一个原能魔法事件时,她可以以一个直觉动作尝试转耗它的能量,如同转耗法术(Consume Spells)职业能力。奥能师必须通过DC=10+原能魔法事件CR的强韧豁免否则无法转耗该事件并恍惚1D4轮。奥能必须拥有迅捷转耗(Swift Consume)奥能技艺才能选取该技艺。
反制原能魔法(Counterspell Primal Magic,Su):奥能师可以尝试压制原能魔法事件,就如反制法术一般。这需要奥能师通过DC为10+原能魔法事件CR的法术辨识检定。若她成功,则事件被驱散如同解除魔法(Dispel Magic)。奥能师必须拥有法术反制 (Counterspell)奥能技艺才能选取该技艺。

泰克立坦野兽语者
古泰克立坦(Tekritanin)最为伟大的德鲁伊和游侠赢得了这片地区魔法兽的友谊,并因此获得了野兽语者的称号。虽然泰克立坦在很久以前就被奥斯利昂(Osirion)复灭,但仍有少数残存的野兽语者教导那些愿意学习此技艺者。
下列专长允许一个角色与魔法兽建立动物伙伴(Animal Companion)关系。

野兽语者
Beast Speaker
你已经接受了泰克立坦野兽语者的训练来与魔法兽结盟。
先决条件:驯养动物7级,有效德鲁伊等级7级的动物伙伴能力
好处:你可以从魔法兽列表中选择一个生物作为你的动物伙伴。你获取和升级该野兽伙伴的方式与赋予你动物伙伴的职业能力的描述相同。你也可以按照职业能力中的描述遣散该生物。
你必须满足额外先决条件才能选择智力为3或更高的伙伴,如每个生物的条目所述。

菁英野兽语者
Beast Speaker Mastery
你的魔法兽获得了只有野生同族才拥有的能力。
先决条件:野兽语者(Beast Speaker),角色等级等于或高于你伙伴的菁英要求
好处:你的野兽伙伴获得其属性中菁英条目中列出的能力和价值。你必须达到指定的等级才能让伙伴使用这些能力,若你遣散了一位伙伴并获得了一位不同类型的新野兽伙伴,你会保留该专长,但或许不足以让新伙伴获取菁英能力。
通常:无论野兽伙伴等级如何都无法获取菁英能力。

可选野兽伙伴
下列生物可由具有野兽语者专长的角色选为野兽伙伴。它们的获取和升级与通常的动物伙伴相同,但有两个例外。第一,智力为3或更高的生物有着一个或更多的额外先决条件,角色必须满足这些条件才能选择其作为伙伴。第二,每个野兽伙伴具备一项菁英能力,只有与其建立连接的角色拥有菁英野兽语者专长时才可获取。括号中列出了获取该能力的最低等级。任何野兽伙伴的特殊能力豁免DC均为10+野兽伙伴HD的一半+野兽伙伴的体质调整值。

石化蜥蜴(Basilisk)
初始数据9级进化菁英(11级)
体型
中型
速度
20尺
AC
+4天生防御+2天生防御
攻击
啮咬(1D4)啮咬(1D6)
属性
力量16,敏捷10,体质15,智力2,感知13,魅力11敏捷+4,体质+4
特殊攻击
凝视(30尺单目标,麻痹1D4轮,强韧豁免,每日一次)凝视(每日三次)
特殊能力
60尺黑暗视觉,昏暗视觉凝视攻击如同石化术(Flesh to Stone)作用
(施法者等级等于石化蜥蜴HD),而非麻痹

青足龙蛇(Behir)
先决条件:交涉或威吓7级,知识(奥秘)7级。
初始数据菁英(11级)
体型
中型大型
速度
40尺,攀爬20尺
AC
+6天生防御+2天生防御
攻击
啮咬(1D6)啮咬(1D8)
属性
力量16,敏捷12,体质16,智力7,感知14,魅力12力量+4,敏捷-2,体质+2
特殊攻击
喷吐(20尺线性,4D6闪电伤害,反射减半,每日一次),攫抓喷吐(每日三次),紧勒(1D8)
特殊能力
闪电抗力10闪电免疫

鲨蜥兽(Bulette)
初始数据菁英(11级)
体型
中型大型
速度
40尺,挖掘20尺
AC
+4天生防御+4天生防御
攻击
啮咬(1D6),2爪抓 (1D4)啮咬(1D8),爪抓 (1D6)
属性
力量16,敏捷14,体质16,智力2,感知13,魅力6力量+4,敏捷-2,体质+2
特殊攻击
扑击(冲锋时尝试DC20特技检定跃入空中降落在敌人身旁,
若成功可对触及敌人进行4次爪抓攻击,但不能使用噬咬攻击。)
特殊能力

死亡蠕虫(Death Worm)
先决条件:生存7级
初始数据菁英(11级)
体型
中型大型
速度
20尺,挖掘20尺
AC
+6天生防御+4天生防御
攻击
啮咬(1D6附加毒素)啮咬(1D8附加毒素)
属性
力量16,敏捷14,体质16,智力3,感知10,魅力5力量+4,敏捷-2,体质+2
特殊攻击
毒素(频率1轮;持续6轮;1D2体质伤害;两次豁免治愈;豁免DC基于体质)喷吐(30尺线性,8D6酸液伤害,反射减半,每日一次)
特殊能力
强酸抗力10,闪电抗力10,60尺黑暗视觉,昏暗视觉,60尺颤动感知强酸免疫,闪电免疫

太阳隼(Sun Falcon)
先决条件:交涉7级,知识(奥秘)或知识(宗教)7级
初始数据9级进化菁英(11级)
体型
超小型小型
速度
10尺,6飞行60尺(机动性良好)
AC
+2天生防御+4天生防御
攻击
鸟爪(1D4附加燃烧)鸟爪(1D6附加燃烧)
属性
力量10,敏捷17,体质12,智力5,感知14,魅力15力量+4,体质+4,魅力+2
特殊攻击
喷吐(30尺线性,3D6火焰,反射减半,每日一次),燃烧(1D4)喷吐(每日三次),燃烧(1D6)
特殊能力
每日三次,以标准动作,太阳隼向20尺锥形范围内喷吐光与热,
该区域内的生物必须通过反射豁免否则受到1D6火焰伤害并在1D4+1轮内目盲(Blinded)。
通过豁免的生物不会受到火焰伤害,而是目眩(Dazzled)1轮。
豁免DC基于魅力。

剧透 -   :
Heroes of Garund
Garund holds many civilizations, both ancient and modern, and the people there use sophisticated technology, magic, and social customs to command the respect of other nations.

ALKENSTAR GUNS AND AMMUNITION
The following new guns and ammunition are available to players with access to firearms technology from Alkenstar. See Pathfinder RPG Ultimate Combat for more on firearms.
Air Repeater: This long-barreled firearm is powered by a removable compressed air reservoir. A misfire while an air repeater has the broken condition does not cause the firearm to explode, but it does destroy the air reservoir. An air repeater can fire 6 shots before the air reservoir is depleted. An air repeater comes with three air reservoirs. Replacing the air reservoir requires 1 minute. The Rapid Reload feat reduces this to a full-round action.
Air Reservoir: A spare reservoir of compressed air comes with 6 pieces of ammunition to be used with an air repeater.
Alchemical Cartridges: Alkenstar’s inventors have devised alchemical cartridges enabling their gunslingers to suppress and disrupt enemy spellcasters in other lands.
Gray Dust Cartridge: Packed with mysterious magic-suppressing dust from the Mana Wastes, these rounds burst on impact and inhibit spellcasting. When a gray dust cartridge strikes a target, it deals only half damage, but the creature struck takes a –10 penalty on concentration checks to cast spells for 1d4 rounds and cannot cast defensively.
Gray Dust Shot Cartridge: This version of the gray dust cartridge can be loaded only into a weapon with the scatter quality. It functions similarly to a gray dust cartridge, except upon impact it bursts into a 20-foot-radius cloud. Creatures within the cloud take a –5 penalty on concentration checks to cast spells. This cloud dissipates in 1d6 rounds in still air. Light wind disperses the cloud in 1 round.
Smoke Cartridge: This cartridge can be loaded only into a weapon with the scatter quality. Upon striking a target, it deals no damage, but instead bursts into a cloud of smoke in a 20-foot radius. This smoke impairs sight beyond 5 feet; any creature farther away gains concealment (20% miss chance). The cloud disperses after 1d4 rounds, or in 1 round in light wind.
Bullet, Screaming: This ammunition makes a piercing scream when fired. If fired as part of an Intimidate check, it imparts a +5 bonus on the check. If used with the startling shot deed, the target is flat-footed for an additional round.
Breech-Loader: This double-barreled pistol variant has its barrel attached to its stock by a hinge, enabling ammunition to be loaded quickly and easily. Reloading a breech-loader is a standard action that reloads both barrels; the Rapid Reload feat reduces this to a move action.

VIGILANTE TALENTS
Vigilantes of the Mwangi Expanse often draw inspiration and power from the natural world around them. Some don masks resembling the wild beasts they regard as patrons.
Social Talents
The following social talents are appropriate for vigilantes who spend more time in the wilds than among people and cities.
Beast Friend (Su): The vigilante can cast charm animal once per day  as  a  spell-like  ability,  with  a  caster  level  equal  to  his  level.  The vigilante must have the songbird talent to select this talent.
Beast Speech (Su): The vigilante can cast speak with animalsonce per day as a spell-like ability, with a caster level equal to his character level. The vigilante must have the songbird talent to select this talent.
Owl’s  Sight  (Ex):  The  vigilante  gains  low-light  vision.  If  he  already  has  low-light  vision,  he  gains  a  +4  competence  bonus  on  Perception  checks  in  low  light.  The  vigilante  also  gains  a  +2  competence bonus on Sleight of Hand and Stealth checks at night.
Songbird (Su): The vigilante gains the use of animal messengeronce  per  day  as  a  spell-like  ability,  with  a  caster  level  equal  to  his character level. He also gains Handle Animal as a class skill.
Vigilante Talents
The following vigilante talents are appropriate for vigilantes whose alter egos have a strong connection to nature.
Animal Patron (Ex): The vigilante gains the benefits of one minor shifter aspect for a number of minutes per day equal to 1 + half his vigilante level. He can shift into this minor aspect as  a  swift  action.  The  vigilante  must  be  at  least  5th  level  to  select this talent.
Monkey’s  Paws  (Ex):  The  vigilante  gains  a  climb  speed  equal  to  his  base  speed  and  a  +4  competence  bonus  on  Escape  Artist  checks.  The  vigilante  must  have  the  rooftop  infiltrator talent and be at least 5th level to select this talent.
One  with  the  Wilds  (Ex):  The  vigilante  must  have  the  environmental  weapon  talent  to  select  this  talent.  In  the  same  terrain  for  which  he  selected  that  talent,  he  gains  a  +4  competence bonus on Stealth, Survival, and Perception checks.
Tiger’s Claws (Ex): The vigilante gains the ability to grow claws similar to a shifter’s. These claws are natural weapons that can be extended at will and deal 1d4 points of piercing and  slashing  damage  (1d3  if  the  vigilante  is  Small).  At  11th  level, the damage increases to 1d6 (1d4 if Small).

PRIMAL MAGIC ARCANIST EXPLOITS
Some Nexian arcanists have developed ways to mitigate the effects of primal magic on their spellcasting abilities—and even use it to empower their spells. The following exploits are common among arcanists who frequent the Mana Wastes. For more information on primal magic, see pages 12–13 of Pathfinder Campaign Setting: Inner Sea Magic.
Invoke Primal Magic (Su): When an event within 30 feet of the arcanist would trigger a chance for a primal magic effect, the arcanist can spend 1 point from her arcane reservoir as an immediate action to increase the chance to 100%.
Redirect Primal Magic (Su): If the arcanist triggers a primal magic event, she can spend 1 point from her arcane reservoir as an immediate action to redirect the event. The event occurs at a location of the arcanist’s choosing within a 20-foot radius. This radius expands by 5 feet for every 2 arcanist levels she has.
Resist Primal Magic (Su): When attempting to cast spells in an area infused by primal magic, the arcanist can spend 1 point from her arcane reservoir as part of the casting to gain a bonus equal to half her arcanist level on Spellcraft checks to avoid triggering a primal magic effect.
Greater Arcanist Exploits
The following greater exploits grant arcanists influence over unpredictable magical events.
Create Primal Event (Su): The arcanist can twist the magic of an area, forcing primal magic events to occur there. As a standard action, she can spend 2 points from her arcane reservoir to create a 10-foot-by-10-foot area of primal magic at a point within 30 feet. The arcanist can increase the size of the area to 20-foot-by-20-foot by spending 2 additional points from her arcane reservoir. The primal magic effect remains for 1 minute.
Consume Primal Magic (Su): When the arcanist encounters a primal magic event, as an immediate action she can attempt to consume its power, as the consume spells class feature. The arcanist must succeed at a Fortitude save equal to 10 + the CR of the primal magic event, or she fails to consume the event and is staggered for 1d4 rounds. The arcanist must have the swift consume exploit to select this exploit.
Counterspell Primal Magic (Su): The arcanist can attempt to counter a primal magic event as if counterspelling a magical effect. This requires a Spellcraft check with a DC of 10 + the CR of the primal magic event. If she succeeds, the event is dispelled per dispel magic. The arcanist must have the counterspell exploit to select this exploit.

TEKRITANIN BEAST SPEAKERS
The greatest of ancient Tekritanin’s druids and rangers earned the friendship of the region’s magical beasts, and with it the title of beast speaker. Though Tekritanin was destroyed long ago by Osirion, a handful of the remaining beast speakers still train those willing to learn the practice.
The following feats grant a character access to a magical beast as an animal companion.

Beast Speaker
You have trained in the ways that the beast speakers of the Tekritani once used to ally themselves with magical beasts.
Prerequisites: Handle Animal 7 ranks, animal companion with effective druid level 7.
Benefit: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.
You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.

Beast Speaker Mastery
Your magical beast has developed abilities that only its wild kin would normally have.
Prerequisites: Beast Speaker, character level equal to or higher than that listed in your companion’s mastery entry.
Benefit: Your beast companion gains the abilities and bonuses listed in the mastery entry in its stat block. You must be of at least the indicated level for the companion to use these abilities, so if you dismiss a companion and gain a new beast companion of a different type, you retain the feat but might not yet be of sufficient level for the new companion to gain its mastery benefits.
Normal: A beast companion is unable to use its mastery abilities regardless of its advancement.

Beast Companion Choices
The following creatures can be chosen as beast companions by a character with the Beast Speaker feat. Their entries and advancement are the same as for animal companions, with two exceptions. First, creatures with an Intelligence score of 3 or higher have one or more additional prerequisites the character must meet to select the companion. Second, each beast companion has a mastery ability that it can use only if the character it is bonded to has the Beast Speaker Mastery feat. The minimum level to gain this ability is listed in parentheses. The save DC for any of a beast companion’s special abilities is 10 + half the beast companion’s HD + the beast companion’s Constitution modifier.

Basilisk
Starting Statistics:Size Medium; Speed 20 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 16, Dex 10, Con 15, Int 2, Wis 13, Cha 11; Special Qualities darkvision 60 ft., low-light vision, gaze (one target within 30 ft., paralysis 1d4 rounds, Fortitude negates, once per day).
9th-Level Advancement:AC +2 natural armor; Ability Scores Dex +4, Con +4; Attack bite (1d6); Special Qualities gaze (three times per day).
Mastery (11th level): The basilisk’s gaze attack functions as flesh to stone (caster level equals basilisk’s HD) instead of inflicting paralysis.

Behir
Prerequisites: Diplomacy or Intimidate 7 ranks, Knowledge (arcana) 7 ranks.
Starting Statistics: Size Medium; Speed 40 ft., climb 20 ft.; AC +6 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 16, Int 7, Wis 14, Cha 12; Special Attacks breath weapon (20-ft. line, 4d6 electricity damage, Reflex half, once per day), grab; Special Qualities electricity resistance 10.
Mastery (11th level):Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks breath weapon (three times per day), constrict 1d8; Special Qualities immune to electricity.

Bulette
Starting Statistics:Size Medium; Speed 40 ft., burrow 20 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 16, Dex 14, Con 16, Int 2, Wis 13, Cha 6.
Mastery (11th level):Size Large; AC +4 natural armor; Attack bite (1d8), claws(1d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks leap (When charging, it can attempt a DC 20 Acrobatics check to jump into the air and land next to its enemies. If successful, it can make four claw attacks against foes in reach but cannot make a bite attack).

Death Worm
Prerequisite: Survival 7 ranks.
Starting Statistics:Size Medium; Speed 20 ft., burrow 20 ft.; AC +6 natural armor; Attack bite (1d6 plus poison); Ability Scores Str 16, Dex 14, Con 16, Int 3, Wis 10, Cha 5; Special Attacks poison (frequency 1 round [6]; effect 1d2 Con damage; cure 2 saves, Con-based DC); Special Qualities acid resistance 10, darkvision 60 ft., low-light vision, tremorsense 60 ft., electricity resistance 10.
Mastery (11th level): Size Large; AC +4 natural armor; Attack bite (1d8 plus poison); Attack Ability Scores Str +4, Dex –2, Con +2; Special Attacks breath weapon (30-ft. line, 8d6 acid damage, Reflex half, once per day); Special Qualities immune to acid, immune to electricity.

Sun Falcon
Prerequisites: Diplomacy 7 ranks, Knowledge (arcana) or Knowledge (religion) 7 ranks.
Starting Statistics:Size Tiny; Speed 10 ft., fly 60 ft. (good); AC +2 natural armor; Attack talons (1d4 plus burn); Ability Scores Str 10, Dex 17, Con 12, Int 5, Wis 14, Cha 15; Special Attacks breath weapon (30-ft. line, 3d6 fire, Reflex half, once per day), burn (1d4).
9th-Level Advancement: Size Small; AC 19 +4 natural armor; Attack talons (1d6 plus burn); Ability Scores Str+2, Con +4, Cha +2; Special Attacks breath weapon (three times per day), burn (1d6).
Mastery (11th level): Three times per day, the sun falcon can blast an intense wave of heat and light in a 20-foot cone as a standard action. Creatures within this area must succeed at a Reflex save or take 1d6 points of fire damage and be blinded for 1d4+1 rounds. Creatures that succeed at this save take no fire damage and are instead dazzled for 1 round. The save DC is Charisma-based.
« 上次编辑: 2020-11-17, 周二 17:02:52 由 晴澈之空 »

离线 晴澈之空

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Re: 【HoG】加伦德英雄(Heroes of Garund)【施工中】
« 回帖 #1 于: 2020-11-17, 周二 04:01:50 »
内海魔法关于避免原能魔法事件的检定同时有专注检定和法术辨识检定两种说法,抵抗原能魔法奥能技艺提及该检定应为法术辨识检定。
原文中原能魔法事件和原能魔法效果交替混用,统一译作原能魔法事件。
创造原能事件奥能技艺的描述语焉不详,请咨询DM应该如何理解——但真的有DM开这既繁琐又恶心的玩意么?

死亡蠕虫好强……但是这个外貌作为伙伴容易让人觉得主人是个变态 :em020
« 上次编辑: 2020-11-17, 周二 12:02:49 由 晴澈之空 »

离线 落雨随枫

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Re: 【HoG】加伦德英雄(Heroes of Garund)
« 回帖 #2 于: 2020-11-18, 周三 11:31:19 »
我抗议,虫虫辣么可爱,喜欢虫虫有什么错!

不能因为人家喜欢虫虫就觉得人家是变态!这是对虫类爱好者的污名化!
熄灭了吧,熄灭了吧,那短暂的烛光!
人生不过是一个行走的影子;
一个在舞台上拙劣表演的伶人,
登场片刻,就在无声无息中悄然退下。
它是一个愚人所讲的故事,
充满喧哗与骚动,却找不到一点意义。

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Re: 【HoG】加伦德英雄(Heroes of Garund)
« 回帖 #3 于: 2020-11-18, 周三 20:38:40 »
作为7级伙伴的属性也差了点吧,跟隔壁一样就一个死亡蠕虫(Death Worm)能看,青足龙蛇(Behir)也还行

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

离线 祝孤生

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Re: 【HoG】加伦德英雄(Heroes of Garund)
« 回帖 #4 于: 2020-11-19, 周四 01:39:25 »
鲨蜥我觉得挺好的啊,多打而且自带一个小猛扑,就是要用两个专长换感觉都不是很值得。这个应该是对应那个怪物坐骑?
海豹真是太可爱啦

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Re: 【HoG】加伦德英雄(Heroes of Garund)
« 回帖 #5 于: 2020-11-19, 周四 14:57:49 »
那蠕虫才是真时髦
海豹真是太可爱啦