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草稿箱
« 于: 2021-01-27, 周三 14:55:55 »
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【VC】恶棍志专长
« 回帖 #1 于: 2021-01-27, 周三 14:56:33 »
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贰牙流(Twin Fang Style)【战斗,流派】贰牙击(Twin Fang Strike)【战斗】贰牙突(Twin Fang Lunge)【战斗】由沉沦翻译,已收入CHM,不再列出
巴洛之鞭(战斗)
Source Villain Codex pg. 80
你可以用鞭子把远处的敌人拉过来。
先决条件:武器专攻(长鞭),长鞭熟稔UC,BAB+8。
效果:当你用长鞭进行拖拽战技时,你可以选择让你的目标离你更近而非是和目标一起移动。如果你这样做,即使你的检定结果足够高以致你能将目标拖拽更远的距离,你也不能将目标拽动超过使其与你相邻所需的距离。当你使用长鞭拖拽时,你在拖拽战技检定上获得+2加值,但这个加值与精通拖拽不叠加。
特殊:在满足快速拖拽的需求时,巴洛之鞭被视为精通拖拽。
Balor Whip (Combat)
Source Villain Codex pg. 80
You can drag distant foes toward you with your whip.

Prerequisites: Weapon Focus (whip), Whip MasteryUC, base attack bonus +8.

Benefit: When you perform a dragAPG combat maneuver with your whip, you can choose not to move with your target, instead bringing your target closer to you. If you do this, you can’t drag the target any farther than the distance it takes to move it adjacent to you, even if your result was high enough to drag the target farther. You gain a +2 bonus on drag combat maneuver checks when using a whip to drag, but this bonus doesn’t stack with the bonus from Improved Drag.

Special: Balor Whip counts as Improved DragAPG for the purpose of qualifying for Quick DragUC.
精通巴洛之鞭(战斗)
Source Villain Codex pg. 80
你可以用鞭子拉住敌人,用剑攻击他们。
先决条件:巴洛之鞭,武器专攻(长鞭),长鞭熟稔UC,BAB+12。
效果:当你成功对一名不相邻的敌人使用长鞭进行拖拽,且拖拽后其与你相邻时,你能以一个自由动作用另一只手持用的近战武器对其进行一次使用最高攻击加值的攻击。当你使用长鞭拖拽时,你在拖拽战技检定上获得额外的+2加值,但这个加值与高等拖拽不叠加。
Improved Balor Whip (Combat)
Source Villain Codex pg. 80
You can pull in foes with your whip and attack them with your sword.

Prerequisites: Balor Whip, Weapon Focus (whip), Whip MasteryUC, base attack bonus +12.

Benefit: When you succeed at a drag attempt with your whip against a non-adjacent target and the target ends the drag adjacent to you, as a free action you can make a single attack against the target at your highest attack bonus using the melee weapon held in your other hand. You gain an additional +2 bonus on drag combat maneuver checks when using a whip to drag, but this bonus does not stack with the bonus from Greater Drag.
高等巴洛之鞭(战斗)
Source Villain Codex pg. 80
你可以用鞭子拉住敌人,用剑攻击他们。
先决条件:巴洛之鞭,精通巴洛之鞭,武器专攻(长鞭),长鞭熟稔UC,BAB+16。
效果:当你通过精通巴洛之鞭的效果进行使用你最高攻击加值的攻击时,你的重击威胁范围增加到19-20,如果你的该次攻击触发重击威胁,你在重击确认中获得+4加值。
Greater Balor Whip (Combat)
Source Villain Codex pg. 80
You can pull in foes with your whip and then attack them with your sword.

Note: This description is identical to the one from Improved Balor Whip and likely a mistake; the Archives will be updated if and when a correction is released.

Prerequisites: Balor Whip, Improved Balor Whip, Weapon Focus (whip), Whip MasteryUC, base attack bonus +16.

Benefit: When you use Improved Balor Whip to make a single attack at your highest attack bonus, your critical threat range increases to 19–20 and you gain a +4 bonus on critical confirmation rolls if you threaten a critical hit with that attack.
协同捕获(战斗,团队)
Source Villain Codex pg. 44
你与盟友合作,防止敌人逃跑。
先决条件:BAB+1。
效果:当你和一个或多个拥有此专长的盟友威胁同一个敌人时,敌人在避免借机攻击的特技检定和专注检定上承受罚值(译注:此处仅为避免借机的专注检定,然而被借机本身不需要专注,只有因此受伤才会。但是原文如此!),等同于拥有此专长并威胁他的生物数量 (最大+5)。
Coordinated Capture (Combat, Teamwork)
Source Villain Codex pg. 44
You work with allies to prevent foes from escaping.

Prerequisites: Base attack bonus +1.

Benefit: Whenever you and one or more allies with this feat threaten the same enemy, the enemy takes a penalty on Acrobatics checks and concentration checks to avoid provoking attacks of opportunity equal to the number of creatures with this feat that are threatening him (maximum +5).
火力掩护(VC)(战斗,团队合作)
Source Villain Codex pg. 56
你的射击使敌人难以分心,让你的队友有机会行动。
先决条件:擅长异种武器(火器),武器专攻(至少一种火器)。
效果:当你使用具有武器专攻的火器攻击敌人时,该生物在1轮内对有此专长的其他盟友的攻击骰上承受-2罚值,进行的借机攻击罚值变为-4。此专长所施加的罚值不与自身叠加。然而,如果你和一个拥有此专长的盟友攻击同一个敌人,你们可以互相掩护(由你通过此专长施加的惩罚不适用于对你自己进行的攻击)。
Covering Fire (VC) (Combat, Teamwork)
Source Villain Codex pg. 56
Your shot can put an enemy off guard, giving your teammates the opportunity to act.

Prerequisites: Exotic Weapon Proficiency (firearms)UC, Weapon Focus (at least one firearm).

Benefit: When you hit a foe with a firearm for which you have Weapon Focus, that creature takes a –2 penalty on attack rolls for 1 round against any other ally that also has this feat; this changes to a –4 penalty on attacks of opportunity. The penalty applied by this feat does not stack with itself. However, if both you and an ally with this feat attack the same foe, you can cover each other (since a penalty you impose with this feat doesn’t apply to attacks against you).
Craft Shoddy Item~PFS不可
Source Villain Codex pg. 116
You can create poorly constructed items that appear to be just as sturdy and as of good quality as normal goods, saving on the cost of materials in the process.

Prerequisites: 1 rank in appropriate Craft skill.

Benefit: When you craft an item using your Craft skill, you can pay 1/5 of the item’s price for the raw material cost and craft a shoddy item (see page 116). You must still succeed at the appropriate DC check, and the work takes the same amount of time as a normal item. If you fail the Craft check by 5 or more, you ruin all the raw materials and must begin again. If you attempt to craft an item of even lower quality, the item’s poor quality is immediately apparent.

Normal: You pay 1/3 of the item’s price for the raw material cost. If you fail the Craft check by 5 or more, you ruin half the raw materials and must pay half the original raw material cost again.
Shoddy Item
Price varies; Weight varies
¥……¥……¥……¥……
A shoddy item is any mundane piece of equipment that has been cleverly but poorly crafted such that its materials and workmanship are worse than expected, but the flaws are concealed. Layers of material are thinner than normal, hasps and hinges are only loosely attached, metals are mixed improperly, resulting in softer alloys, and so forth. Shoddy items are sold for the same price as their well-made counterparts. Manufacturing a shoddy item requires the Craft Shoddy Item feat (see above) in order to successfully conceal the poor workmanship. Shoddy items are never masterwork or made of special materials (though they might appear to be made of a special material), and single-use items can never be made as shoddy items.

Any shoddy item has its hardness reduced by 2 and its hit points reduced by half. Any weapon or piece of armor constructed in a shoddy manner takes damage each time it is used; a weapon takes the same amount of damage it deals in an attack (minus its lower hardness rating), and a piece of armor takes damage identical to its wearer’s loss in hit points from an enemy’s successful attack (again, after taking the adjusted hardness into account). Items other than weapons and armor have a 10% chance to gain the broken condition with each day of use, and if they have a limited number of uses, they have half as many uses as normal. In either case, shoddy items that gain the broken condition can never have that condition removed (even by using magic or if they later recover hit points) without further successful Craft checks and gp expenditure to fix the initial flaws. Shoddy items that are destroyed cannot be recovered by any means, and are useless for anything more than salvaging some of the raw materials. A shoddy item typically costs the same as a normal item of its kind.

A character who succeeds at a DC 15 Appraise (or appropriate Craft) check notices the shoddy condition of an item, but the character must specifically inspect the item to do so.
鬼才
Source Villain Codex pg. 128
你特别狡猾,在同样的时间内可以掌握比别人更多的技能。
效果:你每HD额外获得1点技能点。当你获得此专长时,你立即获得与你HD相等的技能点数,并且此后每当你HD增加时,你也将获得额外的技能点数。
Cunning
Source Villain Codex pg. 128
You are particularly devious, and can master more skills than others in the same amount of time.

Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
致命之吻
Source Villain Codex pg. 224
你可以改变你的毒液去毒害它所接触的人。
先决条件:毒液种族特性,蝮血裔。
效果: 当你用你的毒液对武器或物体上毒时,以一个迅捷行动,你可以将它变成一种接触型毒药,持续1d4轮。当你的毒液处于接触型时,其生效时间为1分钟,并仍与你的唾液或血液无法区分。
此外,你每天可以多使用一次你的毒液种族特性。
通常: 蝮血毒是一种伤口型毒药。
Deadly Kiss
Source Villain Codex pg. 224
You can change your venom to poison those it touches.

Prerequisites: Toxic racial traitARG, vishkanyaARG.

Benefit: As a swift action when applying your venom to a weapon or object, you can alter it to become a contact poison for 1d4 rounds. In its contact form, your venom has an onset time of 1 minute, and remains indistinguishable from your saliva or blood.

In addition, you can use your toxic racial trait one additional time per day.

Normal: Vishkanya venom is an injury poison.
蝮血之息
Source Villain Codex pg. 224
你可以把你带毒的唾液变成充满毒性的气息。
先决条件:致命之吻,毒液种族特性,蝮血裔。
效果: 以一个迅捷动作,你可以使用一次你的毒液种族特性,将你的毒液变成吸入式毒药,持续1d4轮。在这段时间内,你可以选择一个邻近的敌人,使其暴露在你的毒气下。当你的毒液处于吸入型,它是一种看不见的、芳香的气体,并且它的DC降低2。
此外,你每天可以多使用一次你的毒液种族特性。
通常:维什肯雅毒液是一种伤害毒药
Vishkanya Perfume
Source Villain Codex pg. 224
You can change your toxic spittle into poisonous breath.

Prerequisites: Deadly Kiss, toxic racial traitARG, vishkanyaARG.

Benefit: As a swift action, you can expend one use of your toxic racial trait to alter your venom into an inhaled poison for 1d4 rounds. At one point within this duration, you can select one adjacent enemy to be exposed. In its inhaled form, your venom is an invisible, perfumed gas, and its DC is 2 lower.

In addition, you can use your toxic racial trait one additional time per day.

Normal: Vishkanya venom is an injury poison
Favored Community
Source Villain Codex pg. 44
You know your local community like the back of your hand.

Prerequisites: Knowledge (local) 2 ranks, must have lived in the settlement for at least 1 year.

Benefit: Select a permanent, stationary settlement. While in that settlement, you gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks, as per the ranger’s favored terrain class feature. If you already have that class feature and apply its bonuses in your favored community, increase the bonus provided by favored terrain by 2. The bonuses from this feat do not stack with other effects that provide or augment favored terrain bonuses, such as boots of friendly terrain (Advanced Player’s Guide 301).
Position of Strength (Combat)
Source Villain Codex pg. 188
You know how to press your advantage when negotiating with noncombatants.

Prerequisites: Intimidate 5 ranks.

Benefit: As long as you are wielding one or more weapons with which you are proficient, you gain a +4 bonus on Intimidate checks against unarmed creatures, which doesn’t stack with Intimidating Prowess. Additionally, if you successfully use Intimidate to demoralize an unarmed creature, that creature becomes shaken for as long as you continue to be armed and they continue not to be, to a maximum of 1 minute. Creatures with natural attacks, or whose unarmed strikes deal lethal damage, are considered to be armed for the purposes of this feat.
Improved Position of Strength (Combat)
Source Villain Codex pg. 188
You are particularly skilled in pressing your advantage when negotiating with noncombatants.

Prerequisites: Position of Strength; Two-Weapon Fighting or Multiattack; Intimidate 5 ranks.

Benefit: As long as you are wielding one or more weapons with which you are proficient, you gain the bonus on Intimidate checks from Position of Strength against creatures that are armed with fewer weapons than you are wielding.
Musketeer's Daring (Combat, Panache)
Source Villain Codex pg. 56
The more you dare, the greater the results of your deeds.

Prerequisites: Dex 15, derring-do deed, swashbuckler level 6th.

Benefit: If the result of your d6 roll is a natural 5 or 6 when using the derring-do deed, you can roll another d6 and add it to the Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check that the deed modifies. The number of d6s you roll is still limited to a number equal to your Dexterity modifier (minimum 1), and you can roll another d6 after a natural roll of 5 or 6 only once per use of derring-do.

Normal: You can roll further derring-do d6s only if you roll a natural 6 on the die.
Musketeer's Dodge (Combat, Grit)
Source Villain Codex pg. 56
You dodge ranged attacks with greater proficiency than most.

Prerequisites: Exotic Weapon Proficiency (firearms)UC, gunslinger level 3rd, gunslinger’s dodge deed.

Benefit: When you use the gunslinger’s dodge deed to move, the movement granted by that deed does not provoke attacks of opportunity, and you gain a +4 dodge bonus to your Armor Class.
Musketeer's Reposition (Combat, Grit)
Source Villain Codex pg. 56
You can knock a foe away with your two-handed firearm.

Prerequisites: Exotic Weapon Proficiency (firearms)UC, gunslinger level 6th, pistol-whip deed.

Benefit: When you hit an opponent with a two-handed firearm while using the pistol-whip deed, you can perform a repositionAPG combat maneuver instead of knocking the target prone. However, you can’t reposition the foe closer to you. This combat maneuver does not provoke attacks of opportunity.
Musketeer's Sidestep (Combat, Panache)
Source Villain Codex pg. 56
You’re able to dodge attacks with increased panache.

Prerequisites: Dodging panache deed, swashbuckler level 3rd.

Benefit: When you use the dodging panache deed, the movement granted by that deed does not provoke attacks of opportunity from any creature, and you gain a +2 dodge bonus to your Armor Class.
Nature's Wrath
Source Villain Codex pg. 140
Though a plant creature, you are infused with the Blight Caller’s primal rage against civilization.

Prerequisites: Int 1, any nongood alignment, plant type.

Benefit: You are no longer immune to effects that cause morale bonuses or effects with the emotion descriptor, and you take a –1 penalty on saves against anger or rage emotion effects. You gain a +1 bonus on attack rolls against humanoid creatures.
Plague Resistance
Source Villain Codex pg. 68
Diseases tend to have milder effects on you.

Prerequisites: Constitution 13.

Benefit: When you take damage or drain to your ability scores as the result of a disease, roll damage and drain to each ability score twice and take the lower result. You suffer any other effects of the disease as normal.
Protective Line (Combat, Teamwork)
Source Villain Codex pg. 56
Your teammates look out for you while you reload.

Prerequisites: Exotic Weapon Proficiency (firearms)UC.

Benefit: When you are adjacent to an ally who also has this feat, you do not provoke attacks of opportunity while loading a firearm.
Quick Stow (Combat)
Source Villain Codex pg. 128
You effortlessly stow items and sheathe weapons.

Prerequisites: Quick Draw, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity when sheathing a weapon, and you can combine a move action to sheathe a weapon with a regular move action. (You can both stow and draw a weapon as part of the same move action in this way.) If you have the Two-Weapon Fighting feat, you can sheathe two light or one-handed weapons in the time it would normally take to sheathe one.

You can also quickly stow items in a backpack or other container that you are wearing or carrying. When you successfully use an action to pick up an item (including when you steal an item with a successful Sleight of Hand check or steal combat maneuver check), you can stow the item as part of the same action used to acquire it. You can try to hide this object by attempting a Sleight of Hand check with a –20 penalty, opposed by the Perception check results of all opponents.
Reap the Infirm (Combat)
Source Villain Codex pg. 68
You can use a creature’s diseased state against it.

Prerequisites: Base attack bonus +3.

Benefit: When you hit a diseased creature with a weapon attack, you deal an additional 1d6 points of damage. This is precision damage. Additionally, you gain a +2 bonus on combat maneuver checks against diseased creatures.
Terrifying Assassination
Source Villain Codex pg. 224
Though no assassin intends to fail at an assassination attempt, you find ways to reduce the severity of failure so you have other chances to kill your targets through protracted combat. Your assassination attempts rattle enemies you fail to kill.

Prerequisites: AssassinateUC ninja master trick, assassinate slayerACG advanced talent, or death attack.

Benefit: If you attempt to instantly kill a foe with a death attack, or with the assassinate master trick or advanced talent, and the target doesn’t die, the target is shaken for 2d4 rounds.
Two-Weapon Grace (Combat)~PFS不可
Source Villain Codex pg. 224
You can fight using agility instead of brute strength, even while fighting with two weapons.

Prerequisites: Dex 15; Fencing GraceUI, Slashing GraceACG, or Starry GraceUI; Two-Weapon Fighting; Weapon Finesse.

Benefit: You can gain the benefit of the Fencing GraceUI, Slashing GraceACG, or Starry GraceUI feats while fighting with two weapons. Your penalties from two-weapon fighting increase by 2 on all attack rolls you make when doing so, and you can’t decrease the penalties to less than –2 even if other abilities would reduce the penalties further. Add 1/2 your Dexterity bonus to damage with your off-hand weapon instead of 1/2 your Strength modifier. If you attack without using your off-hand weapon, you can use the aforementioned feats despite your other hand being occupied.

In addition, Two-Weapon Grace counts as Double Slice for the purposes of qualifying for the Two-Weapon Rend feat.

Normal: You gain no benefit from the listed feats if you don’t have a free hand.
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