野蛮人专长核心类型:大多数野蛮人能力都有着以下类型
狂暴:你必须处于狂暴状态下才能使用带有狂暴特征的动作。停止狂暴效果则也会终止。
图腾:你必须选择符合你图腾的图腾专长;一旦你违反了禁忌,你会失去图腾能力。
每次获得野蛮人专长时,选择以下专长之一,你在选择专长前必须满足先决条件。
1级敏锐感官 专长[1级]【野蛮人】当你狂暴时,你的视觉得到了提升,获得昏暗视觉和黑暗视觉。
骇人狂暴 专长[1级]【野蛮人】当你狂暴时,你使用的任何挫败士气动作都将获得狂暴特征。只要你同时满足技能专长
摄人凝视和
极度惊骇(Scare to Death)的先决条件,你将直接获得这些专长。
死亡恐吓也会在狂暴时获得狂暴特征。
[[2A]]心境澄明(moment of clarity) 专长[1级]【野蛮人,专注,狂暴】你集中精神,暂时抑制住你的狂怒。你可以使用任意一个带有专注特征的动作,而无需额外消耗一个动作来获取狂暴特征。
[[2A]]突袭冲锋 专长[1级]【野蛮人】需求:你并非身着重甲。
你可以通过一个快速冲锋抵达敌人面前并发起突袭。你能冲锋最多两倍于速度的距离。如果你在至少一个敌人的近战触及范围内结束移动,你可以对该敌人发起一次近战攻击。只要你有着对应的移动方式,你可以在掘地,攀爬,飞行或是游泳时使用突袭冲锋。
2级敏锐嗅觉 专长[2级]【野蛮人】先决条件:黑暗视觉,昏暗视觉
当你狂暴时,你的嗅觉会获得增强。你获得10尺的灵敏嗅觉。
[[A]]内在强韧 专长[2级]你可以通过隐藏(抛弃)厌恶感来克服恶心。当你试图通过强韧检定从恶心(sick)状态恢复时,失败(不能是大失败)的强韧检定会使你的恶心状态减少1,成功减2,大成功则减3.
[[R]]无路可退(no escape) 专长[2]【野蛮人,狂暴】触发条件:一个邻近的敌人试图用带有移动特征的动作远离你。
你顺着敌人的行动轨迹,步调一致的迈步跟随,在整个移动过程中保持和敌方的邻接状态,直到敌人或你停止移动。
[[A]]蛮勇(Raging Courage) 专长[2]【野蛮人,专注,狂暴】你集中起狂暴之力,削减并克服恐惧。当你狂暴时,将你的惊惧状态降低1.
劇透 - :
1st Level
ACUTE VISION FEAT 1
When you are raging, your visual senses improve, granting you low-light vision and darkvision.
RAGING INTIMIDATION FEAT 1
While you are raging, any Demoralize action you use gains the rage trait. As soon as you meet the appropriate prerequisites of the skill feats Intimidating Glare and Scare to Death, you gain these feats. Scare to Death also gains the rage trait while you Rage.
MOMENT OF CLARITY FEAT 1
You concentrate deeply, pushing back your rage for a moment. Use an action with the concentrate trait of your choice, even if it isn’t an action with the rage trait. You can add an additional action to Moment of Clarity to instead use a 2-action activity with the concentrate trait.
SUDDEN CHARGE FEAT 1
Requirements You are not wearing heavy armor.
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
ACUTE SCENT FEAT 2
Prerequisites darkvision, low-light vision
When you Rage, your olfactory senses improve. You gain scent (see page 302) with a range of 10 feet.
INTERNAL FORTITUDE FEAT 2
You bury your disgust to overcome your queasiness. When you attempt a Fortitude save to recover from being sick, you reduce your sick condition by 1 on a failure (but not on a critical failure), 2 on a success, or 3 on a critical success.
NO ESCAPE FEAT 2
Trigger An adjacent foe attempts to move away from you using an action that has the move trait.
Stride up to your Speed in tandem with the foe, following the foe’s path and remaining adjacent to the foe throughout its movement until the foe stops moving or you are out of movement.
RAGING COURAGE FEAT 2
You concentrate on the power of your rage, overcoming your fear. When you Rage, reduce your frightened condition by 1.
4级快速移动 专长[4]【野蛮人】需求:并非身着重甲
当你处于狂暴状态下,你的移速增加10
狂暴运动员 专长[4]【野蛮人】先决条件:运动专家
需求:并非身着重甲
只要你处于狂暴下,你获得相当于陆地移动速度的攀爬和游泳速度。
[[2A]]野蛮猛击 专长[4]【野蛮人,狂暴】你可以以巨大的力量同时挥击两个敌人,他们必须在你的近战触及范围内,并且彼此相邻。你进行一次近战攻击检定并分别对抗他们的AC,对命中的敌人只骰一次伤害。如果你的重击确认骰只能重击其中的一个敌人,那么单独骰一次额外伤害。野蛮猛击在计算多重攻击罚值时视为发动了两次攻击。
6级野兽皮层(Animal Skin) 专长[6]【野蛮人,变形术(morph),原始,图腾,变化系】先决条件:动物图腾
需求:并非身着重甲,你依然可以受到法师护甲或是防御护腕的好处
当你狂暴时,你的皮肤会转化成和你图腾动物类似的硬化皮质。只要你满足需求,你在狂暴时便能在AC获得+1条件加值,同时移除了狂暴造成的AC减值。这套隐蔽的野兽皮层有着+4的敏捷调整。
[[R]]顺势斩 专长[6]【野蛮人,狂暴】触发条件:你成功通过近战攻击杀死或击倒了一个生物,并且触及范围内有另一个相邻敌人。
你对第二个敌人进行一次近战攻击。如果你的这次攻击不会受到多重攻击罚值,那么会在攻击骰上获得-2处罚。
[[2A]]龙息 专长[6]【奥术,野蛮人,专注,塑能系,狂暴,图腾】先决条件:巨龙图腾
频率:每小时1次
你通过一个深呼吸喷吐出30尺锥形或60尺线性的强大能量流,造成1d6/野蛮人等级的伤害。你的喷吐范围和伤害类型取决于你选择的龙图腾,并被视为一个等同于你等级一半的法术效果。
区域内的每个生物都需要进行一个反射豁免。
成功 对方受到一半伤害
大成功 对方不受影响
失败 对方受到完整伤害
大失败 对方受到双倍伤害
[[A]]巨人形态 专长[6]【野蛮人,变形(Polymorph),原始,狂暴,图腾,变化系】先决条件:巨人图腾
需求:你是中体型或更小
你的体格获得惊人的增幅。你在狂暴时会变为大型并且增加5尺触及范围,维持体型会获得的迟滞1.
你的装备会随你一起变大。如果你正在运用巨人杀手能力,你可以如常使用再次增大一型的武器。
[[A]]精魂加护 专长[6]【野蛮人,神术,死灵系,狂暴,图腾】先决条件:精魂图腾
你呼唤出精魂在远程攻击下保护你。只要你处于狂暴下,任何试图对你发出远程攻击的人都必须成功通过一个DC 5的纯骰检定(flat check),不然便会失手。
[[R]]猎巫人 专长[6]【野蛮人,狂暴,图腾】先决条件:迷信图腾
触发条件:你触及范围内的一个生物试图使用施法动作。
你对触发效果的目标生物发起一次-2罚值的近战攻击。如果攻击命中,你将打断对方的动作。这个攻击不会计入你的多重攻击罚值。
劇透 - :
RAGING ATHLETE FEAT 4
Prerequisites expert in Athletics
Requirements You are not wearing heavy armor.
While you are raging, you gain a climb Speed and swim Speed equal to your land Speed.
SWIPE FEAT 4
You take a mighty swing against two adjacent enemies. Make a melee Strike and compare the attack result to the AC of up to two foes, both of whom must be within your melee reach and adjacent to each other. Roll damage only once, and apply it to each creature you hit. If you critically hit one target and not the other, roll the extra critical hit damage separately. A Swipe counts as two attacks for your multiple attack penalty.
ANIMAL SKIN FEAT 6
Prerequisites animal totem
Requirements You are not wearing any physical armor, though you can be benefiting from mage armor or bracers of armor.
When you Rage, your skin transforms into a thick hide resembling the skin of your totem animal. As long as you meet the requirement, while raging you gain a +1 conditional bonus to AC instead of taking a –1 penalty to AC. The thickness of your hide gives you a Dexterity modifier cap of +4.
CLEAVE FEAT 6
Trigger Your melee Strike kills or knocks a creature unconscious, and another foe is adjacent to them.
Make a melee Strike against the second foe. If you somehow Cleave without taking a multiple attack penalty, take a –2 penalty to your attack roll instead.
DRAGON TOTEM BREATH FEAT 6
Prerequisites dragon totem
Frequency once per hour
You breathe in deeply and then exhale powerful energy in either a 30-foot cone or a 60-foot line, dealing 1d6 damage per barbarian level. Each creature in the area must attempt a Reflex save.
Success That target takes half damage.
Critical Success The target is unaffected.
Failure The target takes full damage.
Critical Failure The target takes double damage.
Your breath’s area (line or cone) and damage type match your chosen dragon. This ability counts as a spell of half your level rounded up.
GIANT’S STATURE FEAT 6
Prerequisites giant totem
Requirements You are Medium or smaller.
You grow to incredible size. You become Large and increase your reach by 5 feet until you stop raging. You have the sluggish 1 condition (see page 324) while your size is increased.
Your equipment grows with you. If you’re using the titan mauler ability, your weapon’s even larger size causes it to have the same effects as normal for that ability.
SPIRITS’ INTERFERENCE FEAT 6
Prerequisites spirit totem
You call forth protective spirits to ward off ranged attacks. While you are raging, anyone making a ranged attack against you must succeed at a DC 5 flat check, or the attack misses with no effect.
WITCH HUNTER FEAT 6
Prerequisites superstition totem
Trigger A creature within your reach performs a spellcasting action.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits, you disrupt that action. This Strike does not take or count toward your multiple attack penalty.
8级[[A]]野性狂暴 专长[8]【野蛮人,专注,变形,原始,狂暴,图腾,变化系】先决条件:动物图腾
当你狂暴时,你会获得符合你图腾动物的中型动物形态,保留通常特征并额外获得一些动物特征。你的所有装备会被吸收进你的新形态,恒定效果依然生效,但无法激活任何物品能力。完成转化后,你会获得如下特征:
•忽视你的防具检定处罚和速度减值
•额外获得一次狂暴赋予的临时生命
•获得昏暗视觉
你的动物形态会阻止你施法,说话,和大多数需要手参与的动作(由GM具体决定你能进行的动作)。你能通过一个动作消解此效果(这是一个带有狂暴和专注特征的动作)。
当你处于动物形态时,你如常获得兽性狂暴赋予你的天武攻击,同时获得下表列有的攻击方式,移动类型和特殊能力。表外的动物将被归入相应的类别,不会影响到你在动物形态下的体型和数据(比如狮子和雪豹均使用猫类数据)。
猿 25尺移速,20尺攀爬速度;灵敏嗅觉
熊 25尺移速;灵敏嗅觉
公牛 30尺移速;灵敏嗅觉
猫 40尺移速;灵敏嗅觉
鹿 45尺移速;灵敏嗅觉
蛙 舌击(15尺触及),伤害 1d4钝击;25尺移速,25尺游泳速度;灵敏嗅觉
鲨 35尺游泳速度;灵敏嗅觉
蛇 20尺移速,20尺攀爬速度,20尺游泳速度;灵敏嗅觉
狼 40尺移速;灵敏嗅觉
[[A]]活力复苏 专长[8]【野蛮人,专注,狂暴】你停歇片刻,复苏新的活力。你获得等于你的一半等级+体质调整值的临时生命。
奔袭跃击(Sudden Leap) 专长[8]【野蛮人】先决条件:奔袭冲锋
需求:并非身着重甲
当你使用奔袭冲锋时,你可以用跳跃代替奔跑。如果你成功通过了运动检定,你可以跳跃等同于一次长跳(Long Jump)的距离。你也可以使用长跳距离和DC来决定你垂直跳跃的高度。
在你发起攻击后,如果你身处空中,你会垂直下落。但只要你的下落距离不超过你一次跳跃的高度,你就不会受到伤害并且垂直落地。
10级[[A]]反击态势(Come and Get Me) 专长[10]【野蛮人,专注,狂暴】你做好了展开毁灭性反击的准备。当你处于狂暴下,你陷入措手不及,并且对你造成的伤害会获得+2环境加值。如果一个生物成功命中你,直到你的下回合结束,对方在你的反击下视为措手不及。如果你成功在下回合结束前命中目标,你获得等同于你体质调整值的临时生命。
[[2A]]狂怒冲锋(furious sprint) 专长[10]【野蛮人,狂暴】你可以直线冲锋四倍于你的移动速度。你可以花费一个额外动作来使狂怒冲锋的直线距离变为六倍。
大顺势斩 专长[10]先决条件:顺势斩
当你使用了顺势斩后,如果你的攻击再次杀死或击倒了目标,你可以继续攻击触及范围内的敌人,直到你周围无人站立或是没能成功击倒对方,以先达成者为准。
[[A]]击退 专长[10]【野蛮人,狂暴】需求:你必须在成功攻击敌人后立刻使用这个动作。
你将敌人击退5尺,如同你成功通过了一个推动敌人的运动检定。
[[A]]惧怖狂嚎 专长[10]【听觉,野蛮人,狂暴】先决条件:威吓凝视
你发出恐怖的咆哮。30尺范围内的惊惧(frightened)生物必须成功通过一个意志检定对抗你的威吓DC。不管骰出的结果为何,目标生物会在对抗你的惧怖狂嚎后获得耐受状态(bolstered)。
成功 目标不受影响
失败 目标逃离(fleeing)1轮,之后维持惊惧状态。
大失败 目标在惊惧状态下会持续逃离。
劇透 - :
ANIMAL RAGE FEAT 8
Prerequisites animal totem
When you Rage, you transform into a Medium form of your totem animal, gaining the animal trait in addition to your normal traits. All your gear is absorbed into your form; all constant abilities of your gear still function, but you can’t activate any item abilities. When you transform, you gain the following:
• Ignore your armor’s check penalty and Speed reduction.
• You gain the same number of temporary Hit Points that you normally gain when you are raging
• You gain low-light vision
Your animal form prevents you from casting spells, speaking, and taking most actions with the manipulate trait that require your hands. (The GM determines which manipulate actions you can use if there’s doubt.) You can dismiss this effect by spending an action (this action has the rage and concentrate traits).
While in animal form, you gain the attacks, movement types, and special abilities listed for your chosen animal, and you retain the attack or attacks from bestial rage (see Table 3–3: Animal Totems on page 55). You choose the specific type of animal you turn into within the broader category (such as a lion or snow leopard for cat). This has no effect on your animal form’s size or statistics.
Ape Speed of 25 feet, climb Speed of 20 feet; scent.
Bear Speed of 25 feet; scent.
Bull Speed of 30 feet; scent.
Cat Speed of 40 feet; scent.
Deer Speed of 45 feet; scent.
Frog tongue (reach 15 feet), Damage 1d4 bludgeoning; Speed of 25 feet, swim Speed of 25 feet; scent.
Shark swim Speed of 35 feet; scent.
Snake Speed of 20 feet, climb Speed of 20 feet, swim Speed of 20 feet; scent.
Wolf Speed of 40 feet; scent.
RENEWED VIGOR FEAT 8
You pause to recover some of your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.
SUDDEN LEAP FEAT 8
Prerequisites Sudden Charge
Requirements You are not wearing heavy armor.
When making a Sudden Charge, instead of Striding, you can Leap. If you succeed at an Athletics check when you make the Leap, you can move the same distance you could with a Long Jump. Even if you’re Leaping vertically, you determine the DC for the height you’re jumping using the DC of a Long Jump.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
COME AND GET ME FEAT 10
You open yourself to attacks while preparing devastating counterattacks. While you are raging, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed against the next attack you make against it before the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier.
FURIOUS SPRINT FEAT 10
Stride up to four times your Speed in a straight line. You can add an additional action to Furious Sprint to Stride up to six times your Speed in a straight line instead.
GREAT CLEAVE FEAT 10
Prerequisites Cleave
When you Cleave, if your Strike also kills the target or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock unconscious a creature or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
KNOCKBACK FEAT 10
Requirements You use this action immediately after you successfully Strike a foe.
You push the foe back 5 feet, as if you had succeeded at an Athletics check to Shove the foe.
TERRIFYING HOWL FEAT 10
Prerequisites Intimidating Glare
You unleash a terrifying howl. All frightened creatures within 30 feet must succeed at a Will save against your Intimidation DC. Regardless of the result of its saving throw, the creature is bolstered (see page 319) against your Terrifying Howl.
Success The target is unaffected.
Failure The target gains the fleeing condition for 1 round as long as it remains frightened.
Critical Failure The gains the fleeing condition as long as it remains frightened.
12级[[A]]龙翼 专长[12]【野蛮人,变形术,原始,狂暴,图腾,变化系】先决条件:巨龙图腾
你的后背将长出龙翼,样式和你选择的图腾龙类似。当你处于狂暴状态下,你获得40尺飞行速度。
[[A]]掠食者突袭(Predator’s Pounce) 专长[12]【野蛮人,狂暴,图腾】先决条件:动物图腾
需求:非身着重甲
你悄无声息的靠近猎物,在对方有所察觉前便发起掠袭。你快步奔行并在移动结束时发起一次攻击。如果你在使用此动作前处于隐形或是隐蔽状态(unseen or sensed),你在攻击完成前都将维持隐蔽。
[[2A]]法术击破(Spell Sunder) 专长[12]【攻击,野蛮人,专注,狂暴,图腾】先决条件:迷信图腾
你可以引导出
迷信之护的力量,协助你破坏目标法术。你用近战武器或天武攻击对一个生物,物体或是法术实型(spell manifestation)(例如火墙术创造出的火墙)发起一次攻击。无论你的攻击是否成功,目标都会因为
法术击破获得耐受状态(bolstered)。
成功:你可以尝试抵消一个对目标生效的法术。你的破法有效等级等于野蛮人等级的一半,如果此次破法需要一个额外的检定,用你的攻击骰作为替代,并加上其他可能影响到你破法等级的调整值。
[[A]]精魂之怒(Spirit’s Wrath) 专长[12]【攻击,野蛮人,专注,狂暴,图腾】先决条件:精魂图腾
你呼唤出一缕临时的幽魂(ephemeral apparition),通常是一个先祖幽灵或是自然精魂。这缕精魂可以对距离你25尺范围内的敌人发起近战挥击,使用你的攻击加值并造成4d8+你的体质调整值的伤害。你可以自行决定造成正能量还是负能量伤害;你拥有的环境或条件减值不会影响到幽魂的攻击和伤害。如果这缕幽魂的攻击造成了重击,攻击目标会获得惊惧1.这个攻击视为由你自身使用,会计入你的多重攻击罚值。
泰坦形态 专长[12]【野蛮人,变形,图腾,变化系】先决条件:巨人图腾,巨人形态
你获得了更雄伟的体格。当你使用巨人形态时,你在狂暴时将变为巨型而非大型(中型或小型生物触及范围增加10尺)。当你维持巨型时,你会获得迟滞1.
14级可怖殴击 专长[14]【野蛮人,专注,狂暴】先决条件:击退
你的攻击是如此的强力,能轻松的压倒(flatten)敌人。当你使用击退时,你可以进行一个运动检定对抗目标的强韧。
成功 目标会受到一个推撞(shove)跟着一个绊摔效果。
大成功 目标受到的推撞和绊摔效果视为大成功。
失败 对方如常受到击退效果。
[[A]]非凡突刺(giants lunge) 专长[14]【野蛮人,专注,狂暴,图腾】
先决条件:巨人图腾
你伸展躯体,以待攻击触及外的敌人。当你处于狂暴状态下,你的所有近战攻击获得10尺触及。这不会增加武器或天武的已有触及。
除魅(sunder enchantment) 专长[14]【野蛮人,图腾】先决条件:迷信图腾,法术击破
当你使用
法术击破时,你能尝试压制一个无主或是目标持有的魔法物品。如果你压制成功,目标物品会在10分钟内失去魔法效果,但不影响它的本来品质。和
法术击破专长一样,无论尝试是否成功,目标都会获得耐受状态(bolstered)。如果你试图压制一个过于强大的魔法物品,尝试会自动失败。
[[R]]复仇打击(Vengeful Strike) 专长[14]【野蛮人,狂暴】先决条件:反击态势
需求:你正处于反击态势的影响下
触发条件:一个生物成功对你发动了一次攻击。
当你受到敌人的攻击时,你也会发起致命的反击。你对触发目标进行一次-2罚值的近战攻击,这个攻击不会计入多重攻击,也不会受到多重攻击罚值。
劇透 - :
DRAGON TOTEM WINGS FEAT 12
Prerequisites dragon totem
You sprout dragon wings from your back that are the same color as your chosen dragon. While you are raging, you gain a fly Speed of 40 feet.
PREDATOR’S POUNCE FEAT 12
Prerequisites animal totem
Requirements You are not wearing heavy armor.
You close the distance to your prey in a blur, pouncing on them before they can react to your sudden appearance. You Stride up to your Speed and make a Strike at the end of your movement. If you were unseen or sensed before you began the action, you remain unseen or sensed until after you Strike.
SPELL SUNDER FEAT 12
Prerequisites superstition totem
You draw upon your superstitious fury to destroy a spell. Make a Strike with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire). Whether or not you succeed at your Strike, the target is bolstered to your Spell Sunder.
Success You attempt to counteract a single spell active on the target. The counteract attempt uses a level equal to half your barbarian level rounded up, if your counteract attempt would require a check, your result is the same as the result of your attack roll, with any necessary adjustments for the difference in counteract level.
SPIRIT’S WRATH FEAT 12
Prerequisites spirit totem
You call forth an ephemeral apparition, typically a ghost of an ancestor or nature spirit, which takes the form of a wisp. The spirit wisp makes a melee slam unarmed Strike against an enemy within 25 feet of you. The wisp uses your attack modifier and deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your circumstance or conditional bonuses to the attack or damage. If your wisp critically hits with this Strike, the target gains the frightened 1 condition. This attack takes and counts toward your multiple attack penalty as if you were the one attacking.
TITAN’S STATURE FEAT 12
Prerequisites giant totem, Giant’s Stature
You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the sluggish 1 condition (see page 324) as long as you are Huge.
AWESOME BLOW FEAT 14
Prerequisites Knockback
Your attacks are so powerful that they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC.
Success You gain the success effect of a Shove followed by the success effect of a Trip against the target.
Critical Success You gain both the critical success effect of a Shove followed by the critical success effect of a Trip against the target.
Failure You gain the normal effect of Knockback.
GIANT’S LUNGE FEAT 14
Prerequisites giant totem
You extend your body and prepare to attack foes outside your normal reach. While you are raging, you have reach 10 feet on all your melee attacks. This doesn’t increase the reach of any weapon or unarmed Strike that already has reach.
SUNDER ENCHANTMENT FEAT 14
Prerequisites superstition totem, Spell Sunder
When you use Spell Sunder, you can instead attempt to counteract either an unattended magic item or one of your target’s magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s quality. As with Spell Sunder, the target is bolstered whether or not you succeed. If you target an artifact or other particularly powerful item, then your counteract attempt automatically fails.
VENGEFUL STRIKE FEAT 14
Prerequisites Come and Get Me
Requirements You’re under the effect of Come and Get Me.
Trigger A creature within your reach succeeds or critically succeeds at an attack against you.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature at a –2 penalty. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this strike.
16级[[A]]巨龙变化(Dragon Transformation) 专长[16]【野蛮人,专注,变形,原始,狂暴,变化系,图腾】先决条件:巨龙图腾,龙翼
你在狂暴时将变形为一头和你图腾龙类型一致的大型龙,保留通常特征并额外获得巨龙特征。如想成功完成变形,你需要有足够容纳龙体型的空间。你的所有装备会被吸收进你的新形态,装备的恒定效果依然生效。当你变形时,获得如下特性:
•忽视你的防具罚值和速度减值
•获得一种或更多符合龙类体型的天武攻击,这也是你在龙形态下唯一能使用的攻击方式。你在这些天武上受训,并获得+6额外伤害。你的攻击都基于力量(因此虚弱状态会削弱你的攻击)。
•额外获得一次狂暴赋予的临时生命。
•获得10点能量抗力,能量类型取决于你的喷吐武器。
•60尺盲感,黑暗视觉。
•40尺移速和100尺飞行速度。
•可以消耗2个动作激活你的喷吐武器,然后蓄势1d4轮。除特殊情况或能力,一个DC24的反射豁免检定可以将伤害减半,大成功或大失败都不会影响到伤害。你的喷吐武器有着奥术,塑能系和喷吐能量类型的特征。你的体型,伤害,伤害类型及需要的豁免检定都取决于你的图腾龙。如果你在使用喷吐武器后进行了一次新的巨龙变化,你依然需要蓄势相同的时间才能再次使用。
当你身处巨龙形态时,你无法施法或使用需要手参与的动作(照样是由GM具体指定),如常受到各类罚值,但只能获得环境加值和条件加值(例如你能如常获得狂暴的奖励)。你能通过一个动作消解此效果(这是一个带有狂暴和专注特征的动作)。
你同样获得选定图腾龙的其余好处,如同从
巨龙形态法术中受益。
18级时,你的飞行速度增加20,天武的额外伤害增加至+12。喷吐武器的DC增加至30,伤害获得+14条件加值。
[[R]]完美心境(Perfect Clarity) 专长[16]【野蛮人,专注,机运(fortune),狂暴】触发条件:你在狂暴状态下在一次攻击骰或是意志豁免上失败或大失败。
你可以瞬间燃尽你的怒火,以重新定位失手的攻击并摆脱影响心灵的效果。你重骰触发本专长的攻击骰或是意志豁免骰,取其高者,同时免受对应意志检定的效果。之后你的狂暴会立刻结束。
[[3A]]旋风攻击 专长[16]【野蛮人,狂暴】你可以作一次近战攻击检定同时攻击触及范围内的所有敌人。这些攻击会计入你的多重攻击罚值,你的旋风攻击不会受到罚值,但如常计入你的下一次攻击。
18级残暴重击(Brutal Critical) 专长[18]【野蛮人】你的重击格外致命。当你重击时,你获得一个额外的伤害骰(damage die)并造成相同的流血伤害。这会和你从致命或毁灭(deadly or fatal)武器中获得的额外伤害骰叠加。
[[2A]]恶毒斩断(vicious evisceration) 专长[18]【野蛮人,专注,狂暴】你能通过近战攻击恶意的破坏敌人的肢体,造成额外效果。
增强 目标获得吸取1(drained)
20级[[A]]狂暴渲染(Contagious Rage) 专长[20]【野蛮人,狂暴,听觉,视觉】你能带动起一位盟友的狂怒。当你处于狂暴状态下,30尺内的一个自愿盟友会获得和你一致的狂暴伤害加值和AC罚值。如果对方之前并未处于狂暴状态,她也会获得和你一样的临时生命值。你的盟友可以正常使用带有专注特征的动作,并且不会在狂暴后变得疲乏。
[[A]]雷霆重踏(quaking stomp) 专长[20]【野蛮人,操控(manipulate),狂暴】频率:每分钟1次
你重踏大地,在60尺范围内击倒(topple)生物,粉碎建筑。
•该区域变为困难地形,范围内生物的攻击骰和技能检定获得-2环境罚值。
•该区域内的所有生物都必须在回合开始前通过一个反射检定以保持站立,避免坠入地缝之中。地缝有40尺深,因此坠落者会受到20点钝击伤害。这些裂缝是永久的,坠落者需要成功通过DC15的运动检定才能攀爬上来。你的豁免检定会自动成功,因此不会坠入地缝。
•该区域内的任何建筑或屋顶都有可能倒塌。GM需要进行纯骰检定来决定每栋建筑面临的豁免难度(通常坚固结构DC16,普通或自然结构DC14,劣质结构DC9。GM可以进行调整。)倒塌的建筑会造成11d6钝击伤害,在倒塌范围内的生物需要通过一个反射检定逃离这里。
成功 目标受到一半倒塌伤害并被击倒(falls prone)。
大成功 目标受到一半倒塌伤害。
失败 目标受到完整倒塌伤害并被击倒。
大失败 目标受到完整倒塌伤害并且会坠入地缝。
雷霆重踏会在某些地形上造成额外的效果。例如,一个悬崖可能会崩塌,造成悬崖上生物的坠落;湖水会吞没坠入裂缝的事物;沼泽可能生成流沙。额外效果均由GM设定。
劇透 - :
DRAGON TRANSFORMATION FEAT 16
Prerequisites dragon totem, Dragon Totem Wings
You transform into a Large form of a dragon that matches the dragon type of your dragon totem until you stop raging, gaining the dragon trait in addition to your normal traits while in this form. You must have enough space to expand into, or your transformation fails. All your gear is absorbed into your form; the constant abilities of your gear still function,
but you can’t activate any item abilities. When you transform, you gain the following.
• Ignore your armor’s check penalty and Speed reduction, if any.
• One or more melee unarmed Strikes depending on your dragon form (see page 218), which are the only type of attacks you can use. You’re trained with them. When attacking with them, your damage bonus is +6. These are Strength-based attacks (for the purposes of the enfeebled condition, for example).
• Temporary Hit Points equal to the amount you gain when you are raging.
• Resistance 10 against the damage type of your breath weapon.
• Blindsense 60 feet, darkvision.
• Speed 40 feet and fly Speed 100 feet.
• A breath weapon you can activate by spending 2 actions. A creature that succeeds at a DC 24 saving throw takes half damage, no damage on a critical success, and double damage on a critical failure. The saving throw is a Reflex save unless stated otherwise in the special ability description. Once you activate your breath weapon, you can’t use it again for 1d4 rounds. Your breath weapon is an arcane evocation effect with the appropriate damage trait. The shape, damage, damage type, and saving throw type depend on your dragon form (see page 218). After you use your breath weapon, you still have to wait the full delay even if your transformation ends and you transform anew.
The special statistics of your dragon form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses (such as those you gain while raging). Your dragon form prevents you from casting spells or taking most actions with the manipulate trait that require your hands. (The GM determines which actions you can use if there’s any doubt.) You can dismiss this effect by spending an action (this action has the rage and concentrate traits).
You gain the benefits for your chosen dragon’s type listed in the dragon form spell (see page 218).
At 18th level, your fly Speed is accelerated 20, your damage bonus increases to +12, your breath weapon DC increases to 30, and you gain a +14 conditional bonus to breath weapon damage.
PERFECT CLARITY FEAT 16
Trigger You fail or critically fail an attack roll or Will save while you are raging.
You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save, use the best result, and resolve the effect. You then immediately stop raging.
WHIRLWIND STRIKE FEAT 16
You attack all foes within your reach. Make melee Strikes against all enemies within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
18th Level
BRUTAL CRITICAL FEAT 18
Your critical hits are particularly devastating. On a critical hit, add one extra damage die. This is in addition to any extra dice you already gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to one damage die.
VICIOUS EVISCERATION FEAT 18
You make a vicious attack that maims your enemy. Make a melee Strike that gains the following enhancement (see page 294).
Enhancement The target is drained 1.
20th Level
CONTAGIOUS RAGE FEAT 20
You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the same damage bonus and AC penalty that you do while you are raging. If the ally wasn’t already raging, she gains the temporary Hit Points from your Rage action as well. The ally can still use actions with the concentrate trait, and she doesn’t become fatigued when you stop raging.
QUAKING STOMP FEAT 20
Frequency once per minute
You shake the ground, topple creatures, and shatter structures in a 60-foot aura around you.
• All squares in the area become difficult terrain. Attack rolls and skill checks by creatures on the ground take a –2 circumstance penalty.
• Any creature on the ground within the area must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into fissures that open up in the ground. The fissures are 40 feet deep, so anyone who falls in takes 20 bludgeoning damage. The fissures are permanent, and their walls require a DC 15 Athletics check to Climb. You automatically succeed at your saving throw to avoid any fissures you create.
• Any structure or ceiling in the area has a chance to collapse. The GM makes a flat check for each structure, determining the DC for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, or higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; any creature caught in a collapse must attempt a Reflex save to escape it.
Success Target takes half collapse damage and falls prone.
Critical Success Target takes half collapse damage.
Failure Target takes full collapse damage and falls prone.
Critical Failure Takes full collapse damage and falls into a fissure.
Your Quaking Stomp might have additional effects in certain types of terrain. For instance, a cliff might collapse, causing creatures atop it to fall, or a lake might drain as the fissures open up below its surface and leave a morass of quicksand. The GM determines these additional effects.