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【THH】《哈罗牌手册》(The Harrow Handbook)
« 于: 2015-11-30, 周一 18:52:48 »
哈罗牌的历史(History of the Harrow)
失落的哈罗牌(Lost Harrow Cards)
大梦想家(The Great Dreamer):不出所料,运气,预言和星之女神曾经在哈罗牌中扮演中心角色——作为唯一一张不属于任何牌组的的牌。Desna给予人类视觉(vision)和梦想(dream)的天赋,并提取出无尽流浪的价格(price of endless wanderlust)。瓦瑞西安人日日拼命地跟随她标志的路径。一段时间内,该牌被当做保证精确性的表格的默认中心牌。据称这个设想冒犯了Desna,女神将她的肖像从牌堆中去掉了。大梦想家(The Great Dreamer)的残余最终演变成了舞蹈(The Dance)
狼之王子(The Prince of Wolves):一张神秘盟友和遗产的牌被重新发现,狼王子描绘了一个迷失的贵族,手持权杖或剑,被渴望包围,黄色的眼睛,王冠在他脚边。它表明丢失的东西自己返回,预示祝福伴随着艰辛。王子的盟友不能或不会透露自己,担心自己的真实本性在这个世界上没有地位。这张卡有时代替双胞胎(The Twins)——尤其是在Ustalav,那里的哈罗牌师认为对即将到来的背叛的警告是多余的。
夏至(The Solstice):夏至描绘了一个贫瘠的丘陵和夏夜的天空。山上的占星师是个勤奋的学生,从世界学习但应用传统的意义。这张卡片通常作为教学辅助,这是由于它对于夏至日星座有详细的说明。这张牌代表着即将到来的公共事件和个人成长。它属于锤之牌组,虽然这张牌的重要性早已被普遍使用的圣骑士(The Paladin)碾压多年了。
无尽之路(The Wending Way):无尽之路(The Wending Way)一度在每副牌中都可以找到。它描绘了一条螺旋的路和一个紧握匕首的孤独旅行者。根据它的位置,旅行者可能意味着一个危险即将到来,应握刀在手,或处理个人麻烦,应谨慎,但随时准备攻击。该牌在the Age of Enthonement的中期神秘消失,大约和精灵回到从Sovyrian回到格拉利昂是同一时间。它被纠缠的荆棘(The Tangled Briar)所取代,后者也沿用了其牌组和阵营。即使在今天,这张牌的重制版本仍会不可避免地消失或遭遇不幸。
黄色先知(The Yellow Prophet):黄色先知(The Yellow Prophet)是一张丢失了很久的,书之牌组的牌。它描绘的是一位蒙面的哈罗牌师。她的右手伸出三根手指,左手则抽取了一组三张牌。黄色先知意味着复杂未来,错误推定和自我实现的预言,若放下的牌和自己完全匹配(见第3页),则哈罗牌师再额外抽取三张牌,它们代表在受术者真正安全之前,黑暗的命运即将到来。许多故事都描述黄色先知在黑暗时代中丢失,因此我们对此牌的深层含义仍知之甚少。

引述: 武僧变体(MONK ARCHETYPE)
哈罗牌守卫(HARROW WARDEN)
简介(苦手翻译不能……
剧透 -   :
Some who study the mysteries of the harrow do so to restore lost knowledge and pride to the Varisian people. The harrow warden fulfills this role as she seeks to bring her mind and body into alignment, and she protects her people by invoking the folklore that has guided them for so long. In mastering her own place in fate, a harrow warden learns how to misalign the destinies of others.

武器和盔甲擅长(Weapon and Armor Proficiency):哈罗牌守卫熟悉所有简易武器,以及喀拉尔(klar,参见UE,31),细剑,短剑和星刃。特别地,哈罗牌守卫视星刃为武僧武器。

祥瑞拳(Idiot Strike,Su):第一级,哈罗牌守卫可以使用徒手击打对手,对其降下厄运诅咒。被伤害到的对手,必须通过意志豁免(DC = 10+1/2武僧等级+感知调整),否则进入祥瑞(jinx)状态一轮。被祥瑞的生物所有攻击骰、豁免骰、技能检定和施法者检定都必须双骰取低。哈罗牌守卫每日每武僧等级可以使用一次厄运拳。她必须在投攻击骰之前声明是否使用厄运拳;即,若声明要使用却失败的攻击投骰会浪费掉使用次数。第4级和第12级,祥瑞状态持续时间会额外持续一轮。第16级,哈罗牌守卫可以选择花费两次祥瑞拳的使用次数,代之以对目标造成如同降咒(bestow curse)法术的效果。本能力代替震慑拳。
剧透 -   :
At ist level, the harrow warden can make an unarmed strike against a target and curse the creature with bad luck. Foes damaged by an idiot strike must succeed at a Will save (DC 10 + i/2 the monk's level + the monk's Wisdom modifier) or become jinxed. A jinxed creature must roll twice whenever it attempts an attack roll, a saving throw, a skill check, or a caster level check for i round, taking the lower result in each instance. The harrow warden can use idiot strike once per day per monk level. She must declare that she is using an idiot strike before making the attack roll; thus, a failed roll wastes the
attempt. At 4th level and again at 12th level, the jinx effect lasts an additional round. At i6th level, a harrow warden
can expend two uses of idiot strike to instead curse her target as the bestow curse spell.
This ability replaces stunning fist.

哑婆势(Mute Hag Stance,Su):9级起,哈罗牌守卫可以阻断对手和其它存在之间的超物理联系。被哈罗牌守卫威胁的生物在攻击骰和豁免检定上不会获得任何士气或洞察加值,只要他们还处于哈罗牌守卫的威胁范围,这些加值就无效。本能力代替精通反射闪避。
剧透 -   :
the harrow warden can block opponents' metaphysical ties to one another. Enemies threatened by the harrow warden do not gain the effects of any morale or insight bonuses on attack rolls or skill checks as long as they are within the harrow warden's threatened area. This ability replaces improved evasion.

苍穹势(Big Sky Stance,Su):第11级,哈罗牌守卫开始在越来越大的故事中变得更安全。他免疫诅咒和变形效果。本能力代替金刚体。
剧透 -   :
At 11th level, the harrow warden becomes secure in her role within the larger story. She gains immunity to curses and polymorph effects. This ability replaces diamond body.

日蚀拳(Eclipse Strike。Su):第15级,哈罗牌守卫可以在攻击目标时,重组对方在世界的位置。被祥瑞拳伤害到的目标要做强韧检定(DC = 10 + 1/2武僧等级+武僧的感知调整值)。豁免失败的目标会被变成一种无害的形态,如同恶意变形术(baleful polymorphy)。本能力代替穿透劲。
剧透 -   :
the harrow warden can strike a target with enough force to realign its place in the world. Foes amaged by the harrow warden's
idiot strike can attempt a Fortitude save (DC 10 + i/2 the monk's level +the monk's Wisdom modifier). Those that fail are transmuted into a harmless form, as per the baleful polymorph spell.
« 上次编辑: 2019-12-17, 周二 04:45:36 由 黎白羽 »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #1 于: 2015-11-30, 周一 18:58:58 »
用哈罗牌占卜(Divining with the Harrow)
成为一个哈罗牌占卜师(Becoming a Harrower)
剧透 -   :
A flair for the dramatic and a little knowledge of lore can carry a harrower further than any magical talent. While spells and magical disciplines exist for those who plumb the arcane depths of the harrow, the vast majority of practitioners are gifted counselors at best or swindlers at worst, with only passing knowledge of true spellcraft. Even those with genuine magic skills do not squander their spells
on common clientele, instead proffering vague advice and common sense in answer to visitors' questions. Harrowers associated with a community for many years come to know its residents-and their secrets-and use that knowledge to present seemingly mystic insights.
Varisian harrowers apprentice at a young age to learn their culture's history and folklore in addition to the fine art of counting cards and palming coins. Those who show a knack for magic might learn from a magically inclined master, but many find the insight they need directly from the cards. Most harrowers eventually leave their masters and homes to wander the world and find their own truths. Those who survive the journey might return their old stomping grounds once again or otherwise establish themselves in a permanent community elsewhere.
Players and GMs using the downtime system or kingdom-building rules from Pathfinder RPG Ultimate Campa(gn can augment the buildings in Chapter 2 of that book with the following new building types. These structures represent shops owned and operated by Varisian harrowers, legitimate or otherwise.

引述: 占卜师店
假占卜师的店(CROOKED HARROWER'S SHOP)
创建:26件物品,3影响力,24人工,3魔法(1390GP)
房间:1间假的前脸,1间盥洗室,1间占卜室,1间密室,1间储物间,1间店面。
不法的哈罗占卜师运用其观察力和技巧进行简单的信心游戏,诈骗外地人,如同黑市商人和骗子一般运营。
剧透 -   :
CROOKED HARROWER'S SHOP
Create 26 Goods, 3 Influence, 24 Labor, 3 Magic (1,390 gp)
Rooms 1 False Front, 1 Lavatory, 1 Scrying Room, 1 Secret Room, 1 Storage, 1 Storefront
Unscrupulous harrowers dedicate their insight and skill to running simple confidence games, fleecing outsiders, and operating as fences and black marketers.

哈罗牌师店(HARROWER'S SHOP)
创建:25件物品,4影响力,21人工,4魔法(1440GP)
房间:1间书房(历史或宗教),1间盥洗室,1间占卜室,1间储物间,1间店面。
真正的哈罗占卜师提供真正的迷之洞察力,靠着保护性法术服务以及贩卖防身护符及其它符咒度日。多种经营的哈罗牌占卜师,会同时经营炼金实验室,工匠工作室和医疗所,这取决于其社会角色。
剧透 -   :
HARROWER'S SHOP
Create 25 Goods, 4 Influence, 21 Labor, 4 Magic (1,440 gp)
Rooms 1 Book Repository (history or religion), 1 Lavatory, 1 Scrying Room, 1 Storage, 1 Storefront
An established harrower offers mystical insight, but makes her day-to-day living performing hedge magic and selling protective amulets and other tokens to superstitious clientele. Masters of many trades, some harrowers augment their shops with alchemy labs, artisan's workshops, and infirmaries, depending on their role in the community.

新法术(New Spell)
通过哈罗牌占卜师(Harrower)这个进阶或者其它的方式,很多占卜师都会哈罗牌占卜(harrowing)这个法术(内海指南295)。然而在格拉利昂大陆上,极少数的占卜者更牛逼一些,他们会高级哈罗牌占卜(great harrowing)。
引用
高级哈罗牌占卜(Harrowing, Greater)
学派:预言系
等级:诗人5,术士/法师6,巫女6
施法时间:10分钟
成分:姿势,语言,法器(一副哈罗牌)
范围:接触
目标:1个生物+1个生物/3CL
持续时间:1日/CL或直到fulfilled
本法术如同哈罗牌占卜(harrowing)一般运作,除了它可以影响一组生物,以及允许其受术者以某种方式操控其命运。本法术的受术者会分别累计记录并花费他们的奖励和惩罚,基于其自身阵营。
若抽取的牌张符合其阵营,本法术的每个受术者可以获得一项特殊能力来控制命运。如同本法术提供的奖励和惩罚,此特殊能力可以在法术结束前使用一次。获得的具体能力基于牌组;若多张牌都符合受术者的阵营,则受术者可以在施法时间内选择一个。
锤:以标准动作,你可以给自己的力量+4增强加值,持续一分钟。加值持续时间内,你可以重投任何冲撞、擒抱或破武战技检定。你必须使用第二次的结果,即使它更差。
钥:以标准动作,你可以给自己的敏捷+4增强加值,持续一分钟。加值持续时间内,你获得反射闪避,如同盗贼职业能力。若你已经有了反射闪避,则获得精通反射闪避,如同高等盗贼天赋。
盾:以标准动作,你可以给自己的体质+4增强加值,持续一分钟。加值持续时间内,你获得快速医疗1,并且直到你的HP下降至负的体质值的两倍之前,你都不会死掉。
书:以标准动作,你可以给自己的智力+4增强加值,持续一分钟。加值持续时间内,你在所有没有技能级数的技能上获得+3增强加值,并且你可以使用它们即使正常情况下必须受训。
星:以标准动作,你可以给自己的感知+4增强加值,持续一分钟。加值持续时间内,你选择下列之一免疫之:魅惑和胁迫效果,诅咒效果或恐惧效果。
冠:以标准动作,你可以给自己的魅力+4增强加值,持续一分钟。加值持续时间内,当你成功进行一次交涉或威吓检定来增进一个非敌对生物的的态度,该生物在魅力加值持续的时间内态度变成提供帮助(helpful),无论你投出的数字通常应该令其增进为什么态度。持续时间过后,该生物态度恢复如初。
每个生物同一时刻只能被一个哈罗牌占卜法术影响,包括高级和普通的。若受术者在前一个哈罗牌占卜术或高级哈罗牌占卜术还没结束之前成为第二个的目标,新的术自动失效。

引述: 边栏:其它方式来哈罗(OTHER WAYS TO HARROW)
剧透 -   :
Though insightful, a standard harrowing is a relatively long ordeal that requires years of study to master. Non-harrowers have invented numerous superstitions about the harrow deck, in addition to coming up with hedge magic rituals that serve as simplified versions of true harrow readings.
In Varisia and the rural regions around it, superstitious peasants and nobles alike draw a single card when making a decision. The card's suit determines the card's relevance to the question, and its alignment predicts weal or woe. Those more familiar with the harrow's lore can even interpret the card's deeper meanings.
Another variation, popular in lsger, calls for the harrower to throw the entire deck in the air and gauge the meaning of any cards that land faceup or atop one another. In smaller, mixed communities without a full-fledged harrower, villagers rely on natural forces to cast the cards; the supplicants leave the deck stacked and let the wind scatter it,
or they spread the deck before a chicken or goat and allow it to select a card-the unfortunate animal might even be sacrificed to stall a dark fate.
All around the Inner Sea region, those seeking luck might carry a single card to invoke their desires, while unscrupulous types might slip cards of ill fortune into a rival's possession. In Absalom especially, the harrow has mingled with other fortune-telling traditions. A sect of diviners calling themselves the Eyes of the Pharaoh have assigned each harrow card's alignment a numerical value, and they apply Osirian numerology to each array rather than the cards' traditional meanings. A newer fad.serves as the centerpiece for masquerades, where
attendees dress as various characters from the deck-those attendees whose cards appear in the evening's array know to expect good or ill fortune based on their namesake cards' positions.
« 上次编辑: 2015-12-25, 周五 21:40:37 由 sleepinglord »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #2 于: 2015-11-30, 周一 19:00:32 »
哈罗背景(Harrow Backgrounds)
剧透 -   :
For Varisians, rites of passage are not only an excuse for ceremony or celebration; they are also a propitious time for divination. A person's future is never in so much flux as when she is undergoing the transition from one stage of life to the next, and thus individuals often seek guidance during these key moments. A Varisian's first harrowing is often performed before she is even born, and further
readings are done as she transitions from child to adult, from apprentice to j ourneyman, from unwed to married, and so on. While the decision to become of an adventurer is an uncommon life choice, it is certainly one that calls for a harrowing.
生成人物背景(GENERATING CHARACTER BACKGROUNDS)
剧透 -   :
This system uses the cross spread (see page 16) to randomly generate a character's background and motivations. Like the background generator in Chapter 1 of Pathfinder RPG Ultimate Campaign, this is a completely optional system. It should be used as inspiration to flesh out a character, not as a straitjacket to limit your options. As with any reading, the harrow cards cannot always be interpreted literally.
For this spread, compare each card's alignment to the signifier's alignment (rather than its position in the spread)
to determine whether it is a true match, a partial match, or not a match. For example, if the signifier is lawful good, any card that's good or lawful is considered a partial match, while cards that are neither good nor lawful are not matches. Each card that's revealed gives you access to a trait based on its suit and whether the card is a partial match or not a match. If the card is a true match, you can choose whether to treat the card as a partial match or not a match.
All of the traits listed in this section can be found in Chapter 1 of Pathfinder RPG Ultimate Campaign or online at paizo.com/prd.
At the end of background generation, you can choose up to two of the traits you have gained access to. You can choose additional traits if you also take a drawback(Ultimate Campaign 64) or the Additional Traits feat (Pathfinder RPG Advanced Player's Guide 150).

第一张牌:过去(CARD 1: PAST)
最开始,翻开signifier左边的牌(牌1)。这张牌代表了人物在成为冒险者之前的人生。它可以反映人物的家教,父母双方或一方的职业,该人物本身的职业或期望从事的职业。
剧透 -   :
Start the reading by revealing the card to the left of the signifier (card 1). This card represents the character's life before she became an adventurer. This could reflect the character's upbringing, the profession of one or both of the character's parents, or the occupation the character had or was expected to take up.
引用
牌组 阵营和Signifier的匹配度 结果背景
部分匹配你和某个军队组织有联系。Militia Veteran (regional [any town or village])
不匹配你的先祖是手工业者。Life of Toil (social)
部分匹配你学过一项很有用的手艺。Artisan (social)
不匹配你在盗贼堆里活了下来(或许混的很好)。Criminal (social)
部分匹配你是游牧民。Weathered Emissary (social)
不匹配你生活在前线。Frontier- Forged (regional [any frontier area])
部分匹配你受过学院或奥术教师的教育。Classically Schooled (magic)
不匹配你是商人、或者你父母是。Merchant (social)
部分匹配你和某个宗教事务所有联系。Child of the Temple (faith)
不匹配你的父母从事服务业。Trustworthy (social)
部分匹配你的父母是贵族,大臣或政治家。Influence (social)
不匹配你是个表演家,或你的父母之一是。Talented (social)

第二张牌:动机(CARD 2: CATALYST)
第二步,翻开signifier下方的牌(牌2)。该牌代表了人物一生中最关键的事件。该事件偶然导致人物走上冒险生涯,无论是引起人物对于战斗或发现的渴望,抑或令其无他路可走。
引用
牌组 阵营和Signifier的匹配度 结果背景
部分匹配你因为打败了一方恶霸而被人重新认识。Dedicated Defender (combat)
不匹配你在找回你自己的战争=被蹂躏的家乡。Battlefield Disciple (combat)
部分匹配你因犯罪而被驱逐。Vagabond Child (regional [urban])
不匹配你被偷了什么东西。Axe to Grind (combat)
部分匹配你在一项令人却步的挑战中取胜。Courageous (combat)
不匹配你在怪物的攻击下幸存。Orphaned (social)
部分匹配你发现了你的秘密继承权。Dangerously Curious (magic)
不匹配你被竞争者击败。Indelible Ire (combat)
部分匹配你经历了宗教上的顿悟。Indomitable Faith (faith)
不匹配不管你信不信,有人相信你是古老预言的一部分。Prophesied (faith)
部分匹配你遇到了自己的真爱。Oathbound (faith)
不匹配你在逃避一项家族或社会的义务。Seeker (social)

第三张牌:能力(CARD 3: VIRTUE)
第三张牌,放在signifier的右边(牌3)。这张牌代表了人物带入其团队的一项特殊的能力或特性。它可能是人物在其职业生涯中追求的一项有用的专业,抑或一项和其主职没什么关系的潜在天赋。
引用
牌组 阵营和Signifier的匹配度 结果背景
部分匹配你在策略问题上脑筋转得很快。Tactician (combat)
不匹配你善于和别人组队工作或战斗。Dirty Fighter (combat)
部分匹配你脚步轻灵,反应迅速。Deft Dodger (combat)
不匹配你解决问题和制造问题的能力一样强悍。Reckless (combat)
部分匹配你是乐观主义者,当你的队友灰心丧气,你鼓励他们前进。Greater Purpose (magic)
不匹配你善解人意,这增强了你作为医师的技能。Caretaker (faith)
部分匹配你会一大堆稀奇古怪的技能。Worldly (social)
不匹配你在魔法上很有天赋。Magical Talent (magic)
部分匹配你为团队提供了道德上的指引。Focused Disciple (faith)
不匹配你小心谨慎,认为任何事物都不止表面看上去那么简单。Skeptic (magic)
部分匹配你是个很棒的发言人和谈判家。Mercenary (social)
不匹配你人脉很广。Friend in Every Town (social)

第四张牌:命运(CARD 4: FATE)
最后,翻开signifier上方的牌(牌4)。这张牌代表了人物在冒险中的终极目标。然而,命运无常(如同哈罗牌本身),有时候这代表了实际上人物终将面对的结局,无论其意愿是什么。
引用
牌组 阵营和Signifier的匹配度 结果背景
部分匹配你在战斗中追求荣耀,无论是肉体力量或是魔法精神。Armor Expert(combat)
不匹配你希望证明自己的优越性。Bully (social)
部分匹配你希望掌握一项技术,比如战斗风格,手艺技巧,或某个学派的法术。Inspired (faith)
不匹配你追求财富,包括凡人和魔法的。Magic Crafter (magic)
部分匹配你希望建造比你更加不朽的东西。Mathematical Prodigy (magic)
不匹配你追求升华——变为一种更加伟大的形式。Blood of Dragons (race)
部分匹配你追求一个大秘密的真相。Self-Taught Scholar (magic)
不匹配你的脑洞有改变世界的力量!Outcast's Intuition (magic)
部分匹配你希望获得启迪,无论是通过神祗的恩赐或是与自然的统一。Blessed (faith)
不匹配虽然你现在还在战斗,你的终极目标是和平。Ease of Faith (faith)
部分匹配你希望成为统治者。Natural- Born Leader (social)
不匹配你想出名(或隐姓埋名),成为故事和歌谣的主题。Ambitious (social)
« 上次编辑: 2021-01-25, 周一 23:23:48 由 sleepinglord »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #3 于: 2015-11-30, 周一 19:01:40 »
哈罗牌游戏(Harrow Games and Gambling)
HARROW G AMES
错读(False Readings)

引述: 盗贼变体(Rogue Archtype)
斯科扎尼老千(Sczarni Swindler)
若人生是游戏,斯科扎尼人就能玩赢它。而技术差,运气背时,出千就成了最佳选择。

听天由命(Let Fate Decide,Ex):第一级,老千可以声明两个不同的动作,它们基于不同类型的投骰或检定,比如攻击某生物(攻击投骰)以及从同一个生物面前溜过去(隐秘检定)。以标准动作,老千使用随机的方式选择一个,比如扔一个硬币,投个骰子或者抽一张哈罗牌。方式不限,只要两种选择有均等的几率被选中即可。
若老千在下轮实施了被选中的动作,她会在该行动所需的投骰类型(用特定武器进行攻击的攻击骰、一个特定技能、特定属性或特定豁免的检定)用的投骰上获得等于盗贼等级一半(最小1)的幸运加值,持续1分钟。
若老千在下轮实施的是其它动作(无论是否声明了),她会战栗一分钟。
老千每天可以使用本能力3+魅力调整次。
本能力代替寻找陷阱。
剧透 -   :
At ist level, the Sczarni swindler can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an
attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the swindler then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn't matter as long as there is an equal chance of either activity being chosen.
If the swindler then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity-attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw-equal to half her rogue level (minimum +1) for i minute. If the swindler performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for i minute
instead. The swindler can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces trapfinding.

出手如电(Quicker Than the Eye,Ex):第二级,当老千使用手上功夫技能时,观察者的试图注意到该企图的察觉检定遭受等于老千职业等级一半的减值。老千以移动动作而非标准动作做手上功夫检定时,在通常的-20惩罚中,降低等于其职业等级的数值。最后,老千可以以移动动作而非标准动作抽出一把隐藏的武器。
本能力代替反射闪避。
剧透 -   :
At 2nd level, when the Sczarni swindler uses Sleight of Hand, creatures take a penalty on their Perception checks equal to half the swindler's class level to notice the attempt. The swindler also reduces the normal -20 penalty by an amount equal to her class level when attempting a Sleight of Hand check as a move action instead of as a standard action.
Lastly, the swindler can draw hidden weapons or objects from her person as a move action instead of the usual standard action. This ability replaces evasion.

扑克脸(Poker Face,Ex):第三级,老千在唬骗,专业(dubo)以及察言观色检定上获得+1加值。该加值在3级后的每3级再+1。老千可以尝试对非类人生物使用虚招而不受减值,虽然他对于动物级别智力的生物使用虚招时仍然遭受-8减值,他也不能对无心智的生物使用虚招。此能力代替陷阱感知。
剧透 -   :
At 3rd level, the Sczarni swindler gains a +1 bonus on Bluff, Profession (gambler), and Sense Motive checks. This bonus increases by 1 for every 3 levels beyond 3rd. The Sczarni swindler can also attempt to feint against non-humanoid targets without penalty, though she still takes a -8 penalty on feint attempts against creatures with animal intelligence and she cannot feint against mindless creatures. This ability replaces trap sense.

休想骗我(No Fool,Ex):第4级,老千在意志检定获得+1加值,此加值在4级后的每4级都会+1(最大到20级的+5)。此能力代替直觉闪避。
剧透 -   :
At 4th level, the Sczarni swindler gains a +1 bonus on Will saving throws. This bonus increases by 1 for every 4 levels beyond 4th (to a maximum of +5 at 20th level). This ability replaces uncanny dodge.

欺骗命运(Cheat Fate,Ex):第8级,每日1次,老千可以在GM揭示结果前,重投一个他刚刚投过的d20骰。他必须接受第二次的结果,即使它更糟。老千在14级可以使用此能力每日2次,20级时每日3次。此能力替换精通直觉闪避。
剧透 -   :
At 8th level, once per day, the Sczarni swindler can reroll any one d2o roll she has j ust made before the GM has revealed the result. She must take the result of the second roll, even if it is worse . The swindler can use this ability twice per day at 14th level, and three times per day at 20th. This ability replaces improved uncanny dodge.

盗贼天赋:推荐老千选择以下盗贼天赋:canny observerAPG, fast fingersAPG, hard to foolAPG, honeyed wordsAPG, major magic, 以及minor magic.

高等盗贼天赋:推荐老千选择以下高等盗贼天赋:master of disguiseAPG, skill mastery, 和slippery mind.
« 上次编辑: 2015-12-25, 周五 21:33:39 由 sleepinglord »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #4 于: 2015-11-30, 周一 19:03:25 »
其它使用哈罗的方式(Other Ways to Use the Harrow)
用哈罗牌召唤(SUMMONING WITH THE HARROW)
引用
哈罗召唤术(Harrowed Summoning)
你召唤的生物被哈罗牌的魔法强化了。
前提:哈罗牌(Harrowed)ISWG
好处:当你释放一个咒法系[召唤]法术,或使用类法术能力召唤一只或多只生物,你可以从你所有的一个完整牌堆随机抽2张牌。如此做会给法术增加姿势(若法术本身没有)和法器(哈罗牌)成分,但不会增加施法时间。在法术持续时间内,每只被召唤来的生物在抽出的牌组对应的属性上获得+4增强加值。若两张牌的牌组相同,则该属性加值增至+6。若两张牌任何一张的阵营和被召唤生物完全相同,则法术持续时间加倍;若有一张完全相反,则法术持续时间减半。若刚好一张完全相同,一张完全相反,则不变。
以此方式召唤出的生物已经被牌组彻底改造。其物理外表反映了牌张的视觉元素(比如,被“老板(The Publican)”召唤出的生物可能只长了一只眼睛)。生物的个性也被牌张影响,但不会很大,不会因此改变阵营(比如,“蛇咬(Snakebite)”这张牌可能召唤出一只很爱八卦的生物)。
剧透 -   :
HARROWED SUMMONING
Your summoned creatures are empowered by the magic of the harrow.
Prerequisite: Harrowed (Pathfinder Campaign Setting: The Inner Sea World Guide 287).
Benefit: When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell's casting time. For the duration of the spell, each summoned creature gains  a +4 enhancement bonus to the corresponding ability scores of the drawn card's suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card's alignment is a true match for the summoned creatures' alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell's duration is unchanged.
A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance reflects the visual elements of the cards (for example, a creature summoned with The Publican might have only one eye). The creature's personality is also influenced by the cards, but not so much as to alter its alignment (for example, The Snakebite might summon a creature that likes to gossip).
哈罗牌诅咒(CURSE OF THE HARROW)
大部分哈罗牌师都使用其技能带来正能量给人们以希望或告诫人们如何避免或减少未来的负面事件。然而,对于有些哈罗牌师而言,可怕的预言不是警告,而是威胁。这些诅咒者可能是相信厄运无法避免的宿命论者。其它这类哈罗牌师往往依靠主观判断,预言被占卜者的罪行带来的业报。有些哈罗牌师拥有更加主动的恶意,将自身的幸运建立在他人的不幸之上。而他们中最狠的,则是传说中能操控牌张带来厄运的那些。
剧透 -   :
Most harrowers use their skills to give people hope for upcoming positive events or advise them on how to avoid or mitigate future negative events. For some harrowers, however, dire predictions are not warnings, but threats. These doomsayers might be fatalists who
believe that bad luck is unavoidable. Other such harrowers are judgmental, predicting karmic retribution for the subject of their reading's
misdeeds. A few harrowers are actively malicious, twisting the future misfortune of others to their own advantage. Perhaps most frightening of all, though, are rumors of harrowers who can manipulate the cards to cause such misfortune.

引述: 女巫变体(Witch Archtype)
牌灵师(CARTOMANCER)
哈罗牌不只可以用来玩,还可以让人们通过它沟通其背后超凡的力量。为哈罗牌之灵服务以交换其神秘力量的女巫被称为牌灵师。代替链接魔宠,牌灵师和其庇护主通过一副祝福过的哈罗牌来进行通灵。

灵牌(Spell Deck):每个牌灵师都有一副特殊的哈罗牌,允许其通过它和其庇护主来沟通。灵牌可以持有法术,和魔宠赋予女巫法术的运作方式完全相同。牌灵师必须每日咨询其灵牌来准备法术,并且不能准备灵牌没有存储的法术。缺少任何牌张的灵牌不能用于此用途。本能力替换魔宠。魔宠能力在牌灵师这里以不同的方式运作。
传递接触法术(Deliver Touch Spells,Su):第3级,牌灵师使用致命发牌者(Deadly Dealer)专长发射灵牌时,牌张不会损坏,并且如同拥有回力武器特殊属性。特别地,牌灵师可以通过投掷的纸牌传递接触法术。这需要使用致命发牌者这个专长,除了该攻击按照远程接触攻击计算,卡牌本身不造成伤害。牌灵师可以用任何牌传递接触法术,不只是灵牌。

致命发牌者(Deadly Dealer):2级,牌灵师获得致命发牌者(见边栏)作为奖励专长,即使她不满足前提条件。牌灵师获得奥术打击(Arcane Striker)专长的好处,但只能用在致命发牌者这个专长上。这代替了2级的巫术。

巫术(Hex):牌灵师推荐巫术:邪眼(evil eye)APG,祈福(fortune)APG,降祸(misfortune)APG,smoothsayer(见下)。

强力巫术(Major Hex):牌灵师推荐强力巫术:哈罗诅咒(harrowing curse,见下),预观(vision)APG

高等巫术(Grand Hex):牌灵师推荐高等巫术:dire prophecyUM

剧透 -  "牌灵师原文":
More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck.
Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and
cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch's familiar. The following familiar ability works differently for a cartomancer.
Deliver Touch Spells (Su): At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.
In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck).
Deadly Dealer: At 2nd level, a cartomancer gains the Deadly Dealer feat (see sidebar) as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch's 2nd-level hex.
Hexes: The following witch hexes complement the cartomancer archetype: evil eyeAPc, fortuneAPG, misfortuneAPc, soothsayer (see below).
Major Hexes: The following major hexes complement the cartomancer archetype: harrowing curse (see below), visionAPc.
Grand Hexes: The following grand hex complements the cartomancer archetype: dire prophecyUM.

新巫术(New Witch Hexes)
引述: 巫术(Hex)
占卜者(Soothsayer,Su):女巫的话变成了自我实现的预言。当女巫使用巫术:邪眼(evil eye)APG,祈福(Fortune)、降祸(misfortune)或强力巫术:报偿(retribution)时,可以选择延迟其效果。若其如此做,巫术会在目标下次投掷可被该巫术影响的骰子(比如属性检定、攻击、豁免或技能骰)时生效、或者目标遇到某种可以被该巫术影响的动作(比如目标被攻击而且巫术可以影响目标的AC时),先到为准(忽略那些非战斗的情况以及失败也没有惩罚的情况)。本巫术在上述引发巫术效果的动作发生的同一轮开始。如果24小时都没被触发,则被浪费。

引述: 强力巫术(Major Hex)
哈罗诅咒(Harrowing Curse,Su):女巫可以通过用一张随机抽取的牌接触生物来诅咒它,如同降咒(bestow curse)法术,使用女巫自身的施法者等级,除了:女巫只能降低和抽取牌张相同的那个属性,无论豁免是否成功,同一只生物在24小时内只能被本巫术影响一次。15级,增强至如同使用“高等降咒(great curse)”法术。女巫变体牌灵师可以结合其灵牌的“传递接触法术”这个能力来使用。

引述: 哈罗扰乱法术荒疫(HARROW VEXED SPELLBLIGHT)
某些哈罗牌师受降咒(bestow curse)影响或通过一种不同的,和哈罗牌有关的法术荒疫,使用降咒(bestow curse)挫败其它施法者。
剧透 -   :
Some harrowers might be affected by or use bestow curse to afflict other spellcasters with a distinctive, harrow-related spellblight (Ultimate Ma,gic 94-9 8).

哈罗扰乱(Harrow Vexed):每当魔法使用者释放法术,就抽出一张牌。若牌是完全或部分与施法者阵营一致,释放的法术-2CL(完全一致并没有额外好处)。若牌和施法者阵营完全相反,则法术+1CL。其它情况下,本法术荒疫没有效果。复原术(restoration)或次级复原术(lesser restoration)可以治愈这个效果。
剧透 -   :
Harrow Vexed: Whenever a magic-user casts a spell, draw a harrow card. If the card is a true or partial match for the caster's alignment, the spell is cast at -2 caster levels (no added benefit for true matches). If the card is an opposite match for character's alignment, the spell is cast at +1 caster level. Otherwise, the spellblight has no effect. Restoration and lesser restoration cure this effect.

引述: 边栏:新专长(NEW FEAT)
致命发牌者(Deadly dealer)
你精湛的牌技和奥术天赋允许你将普通的牌变成武器。
前提:奥术打击,手上功夫5级
好处:你可以如同手里剑一般投掷牌张,使用同样的伤害,射程和性质。你必须在使用本专长的同时使用奥术打击专长,否则该牌就不带有魔法力场,从而只能造成瘀伤,并且被投掷的牌还会损毁。
哈罗牌在用于本专长能力时被视为精制品武器,但在被投掷后也会损毁。一副哈罗牌中的任何牌被扔掉后都无法再做占卜器具。
一个拥有此专长的施法者可以强化一副牌,此时牌视为一种拥有54发弹药的远程武器。这种强化方式也只能与本专长共同使用时才有意义,在以其他任何方式使用牌张时都没有效果。只有拥有本专长的人才能使用以此方式强化的牌,而她必须配合奥术打击专长来使用,以启动这种强化。
剧透 -   :
DEADLY DEALER
Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons .
Prerequisites : Arcane Strike, Sleight of Hand S ranks .
Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features . You must use the Arcane Strike feat when
throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage . A card is destroyed when thrown in this way .
Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown . A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.
A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition . This enhancement functions .only when used in tandem with this feat, and has no affect on any other way the cards might be used.
Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards' enhancement .
« 上次编辑: 2020-05-01, 周五 15:41:11 由 sleepinglord »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #5 于: 2015-11-30, 周一 19:03:42 »
不同的哈罗牌阵(Alternate Harrow Spreads)

除了标准哈罗牌阵(通常称为挂毯式),还有其它各式各样的方式来解读哈罗牌。很多是传统的瓦瑞西安牌阵,但非瓦瑞西安人按照自身文化主题设计的牌阵也越来越多被地设计出来。每张牌旁边的圈圈里的数字代表了牌放置和解读的顺序。
倒置(Reverse):有些牌阵需要你在洗牌的时候“倒置”一半的牌。要如此做,简单地将一半的牌转180度。然后将其洗入未旋转的牌中,这样牌里有一半是倒置的牌有一半是未倒置的牌。在放置牌的时候注意保持它从牌堆里拿出来的方向,这样被倒置的牌在被放置的时候是上下颠倒的。

桥形阵(The Bridge)
此种牌阵为受术者特定的行动过程提供指导。洗牌时倒置一半的牌。当解读牌时,将倒置的牌视为阵营失调的。牌1代表了受术者的旅途开始,牌2代表了激励受术者开始任务的动机。牌3、4、5代表了受术者命中注定的考验和苦难,这些牌所属的牌组、牌之间的朝向关系对于预测这些考验的难度有最主要的影响。牌6代表受术者的最高目标或价值,牌7代表了要完成任务受术者必须牺牲的人、物或想法。

十字阵(The Cross)
此种牌阵是为了预言一个人的过去和未来。首先从牌中拿出所有和受术者阵营和主属性(一般是最高属性)都一样的那张牌,该牌被称为signifer,被放在牌阵正中间。之后,洗剩余的牌,并按照下列方式发牌并解读:牌1代表受术者的开始,他从哪里来。牌2代表深刻影响或改变受术者的事件,牌3代表受术者拥有的天赋。牌4代表受术者将去向何方——可能是自己选择的目标,或者命中注定的方向。
十字阵可以用来随机决定人物的背景。

倒三角阵(The Path)
此种牌阵借助了受术者自身的洞察力。当你洗牌时倒置一半的牌。当解读牌阵时,倒置的牌视为阵营失调。翻开牌1,令受术者在刚翻开的牌的正上方的两张牌中选择一张,然后翻开。重复这个过程两次以上。牌1代表在即将到来的事件中的受术者自身的角色,下一行被翻开的牌(牌2和牌3)与过去相关,再上面一行被翻开的牌与当下相关,最后一行被翻开的牌则与未来相关。不要翻开任何未被选中的卡——这会搅乱占卜,并带来坏运气。

剑形阵(The Sword)
此种牌阵帮助受术者面对生活的新篇章。洗牌时倒置一半的牌。当解读牌阵时,视倒置的牌是阵营失调的。牌1代表问题的根源。牌2表示的受术者应该如何解决问题。牌3代表需要面对的挑战。牌4和5代表有助于受术者任务或作为盟友、工具或想法加入征途的两样东西。它们一般都是积极的,而受术者需要他们去克服挑战。牌6代表了这一经历的结果。
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #6 于: 2015-11-30, 周一 19:04:50 »
锤之牌组(The Suit of Hammers)
引述: 骑士团(Cavalier Order)
锤之骑士团(Order of the Hammer)
锤之骑士团的骑士崇拜力量高过一切,他们认为强大就意味着拥有替弱者做出决定的权利。当骑士团成员的个人目标与力量法则冲突,他必须证明自己的力量和理想更加优越。

法令:骑士必须不断努力,以证明其自身和其盟友的力量,特别是在遇到逆境或那些追求完美肌肉的人时。

挑战:锤之骑士团的骑士,在其使用全力攻击攻击他挑战的对手时,可以尝试进行一次免费的擒抱或破武战技,此战技不会引发AO。

技能:锤之骑士团的骑士将杂技(敏捷)和知识(本地)(智力)加入其职业技能列表。同时,当骑士使用杂技技能跳跃,他可以在敏捷调整值之外再额外加上力量调整值,同时还获得1/2骑士等级(最低1)的加值。

其它能力:当等级提升,锤之骑士团的骑士获得如下能力。
巨力猛击(Mightly Bash,Ex):第2级,骑士在徒手攻击时,只要造成瘀伤,就不会引发借机攻击。同时其徒手攻击造成更多瘀伤;其徒手伤害和与其骑士等级相同的武僧一样。例如,12级锤之骑士团的骑士的徒手攻击造成2d6瘀伤。骑士要想在徒手攻击中造成正常伤害,仍然需要选择精通徒手击打专长,即使如此,徒手造成的正常伤害并不随此能力增加。
粉碎擒抱(Crushing Grapple,Ex):第8级,骑士获得锁喉UC作为奖励专长,即使其不满足前提条件。他在锁喉时,擒抱检定不会-5。
肌情四射(Inspiring Flex,Ex):第15级,骑士可以向盟友们秀出完美的肌肉给他们打气。以标准动作,他可以给自己和30呎内所有盟友在近战攻击,战技检定,强韧豁免和力量检定上+4士气加值。他可以以自由动作持续此加值,每天可以使用此能力1/2骑士等级轮,不必连续。

引述: 战斗专长
自残旋风(All-Consuming Swing)[战斗]
前提:力量13,猛力攻击,顺势斩,暴击,BAB+8
好处:每次你使用顺势斩和大顺势斩,你可以造成额外伤害,等于你在暴击,精通暴击或高等暴击专长中获得的额外伤害。但如此做会对拉伤你的身体,对自身造成等于上述额外伤害的伤害。这种自残伤害不会被伤害减免抵消。

熊之平衡(Bears Balance)[战斗]
前提:钢铁意志,狂暴职业特性
好处:未狂暴时,你在威吓检定上获得+2加值。当你对抗恐惧效果的豁免失败,你可以选择进入狂暴从而避免陷入恐惧。在恐惧效果持续时间结束或因其它某些原因终止(比如引起恐惧的生物被干掉了)前,你不能自主结束狂暴,否则将失去当日剩余所有狂暴轮数。但若你在狂暴中遭受恐惧效果,本专长不起作用。

残忍击打(Merciless Beating)[战斗]
前提:智力13,寓守于攻,一拥而上(Gang Up)APG
好处:当你和两个或更多盟友同时威胁同一个敌人,你可以选择放弃自己对该敌人的夹击奖励,代之以给每个盟友对该敌人的+1夹击奖励,此加值与盟友原本获得的夹击奖励叠加。

引述: 边栏:苍穹的传说(Story of the Big Sky)
剧透 -   :
Long ago and far away, the great Sky Sovereign ruled from atop his clouds, squatting over the world just beyond the reach of all. From his throne,
the great Sky Sovereign claimed the whole of the world below as his own, and the people of the land as well. "Behold," he would bellow from the
thunderheads, "for I have given you water this day. I have given you life ! And you shall serve me another day."
But the Sky Sovereign's gift of water arrived with thunder and lightning and floods and the beating wings of terrible beasts. Daily, his people huddled
cold and shivering in caves, hiding from the Sky Sovereign's impetuousness. Left unattended, the people's homes burned down and their crops washed
away and their sheep fell to the winged beasts.
While his people quaked and hid within their cave, a lone youth named Berrum climbed to the mountaintop and leaped to the Sky Sovereign's
clouds to approach the towering ruler. "Dear sir," he pleaded, "our crops wash away and our homes burn and our sheep fall before your beasts. Please, spare us the glory of your rains so we might rebuild."
And the Sky Sovereign glowered and harrumphed. "What would you know, Berrum? You mewling peasants hide from my gifts. If you are too cowardly
to be my vassals, then I shall shackle you as my slaves. And you will show your love for my gifts or I shall move away, and without my presence your
enchanted shackles will enslave you forevermore." And with the next afternoon's storms, the terrible beasts chained the people below and set them to
work in the driving rain.
"You are a fool, Berrum," his people said. "Before, we were dry in our caves. Now we toil in the driving rain ! You shall labor quietly now, and appreciate
what you have, or surely we will never be free."
But Berrum would not listen, and the next day the youth once again climbed to the mountaintop and leapt to the Sky Soverei 11Jf1's clouds. "You are the -
fool, Sky Sovereign," he sh outed. "And your chains have made no slaves. You call yourself sovereign, but you rule only in your mind." At this, the Sky
Sovereign raged and howled and cast Berrum down to the ground below.
"What have you done ?" cried Berrum's people. "You have doomed us ! " The Sky Sovereign departed, true to his word, and his clouds parted, showing the
shining sun and the endless skies above. Those who took pride in Berrum's words and actions saw their chains buckle and shatter in the light, and hailed
Berrum as their new sovereign. And also true to the Sky Sovereign's words, the shackles of those who doubted King Berrum tightened as he forced his
people to toil harder than ever in the blistering sun.
« 上次编辑: 2015-12-25, 周五 20:57:59 由 sleepinglord »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #7 于: 2015-11-30, 周一 20:21:38 »
钥之牌组(The Suit of Keys)

引述: 盗贼天赋(Rogue Talent)
以牌为镖(Card Sharp,Su):盗贼获得致命发牌者作为奖励专长,即使她不满足前提。他视牌为飞镖(dart),但他无法向牌中灌输额外的能量,除非他拥有奥术打击专长。其它方面本天赋如同致命发牌者一样运作。

恶魔提灯(Demon Lantern,Sp):每日一次,当盗贼释放舞光术(dancing lights),他可以选择放出一盏恶魔提灯代替通常的四点光源。恶魔提灯如同法师释放的催眠图纹(hypnotic pattern)般运作,除了它还会如同火把一般照明以及提灯只会迷魂一个HD不超过盗贼职业等级的生物。豁免DC = 11+盗贼智力调整。
盗贼必须先选择了盗贼天赋:次级魔法(舞光术),或通过其它方式学会施放舞光术,才可以选择本天赋。

愉悦吉格舞(Grig Jig,Su):每日一次,盗贼可以将一点点古老的瓦瑞西安魔法混入其步法,以一种会传染的热情跳起舞来,并强迫周围其它人加入。盗贼可以指定30呎内一个类人生物并尝试以整轮动作进行表演(舞蹈)检定,这不会引发借机攻击。目标必须通过意志豁免(DC=盗贼表演检定结果)否则会失控,跟着一起跳起来。只要盗贼继续花费整轮动作跳舞,目标就必须跟着跳。当目标被攻击或突然陷入危险,效果停止。每轮可以尝试一个杂技检定或表演(舞蹈)检定,或者一个意志豁免对抗盗贼的表演(舞蹈)检定来结束这个效果,对抗成功则24小时内不再会被同一个盗贼所影响。本能力是影响心灵的效果。盗贼的智力至少要有12才能选择本天赋。盗贼可以使用本能力每天一次,每5个盗贼等级额外再加一次。

纸质工具(Papercraft Tools,Ex):传统的盗贼工具容易被怀疑,但没有门卫在意一副牌。只要盗贼有一副普通的牌,她可以以损毁一张牌的代价,进行一次解除装置检定,如同他带着盗贼工具一般。若他使用的是哈罗牌,则视为精制品工具(解除装置检定获得+2环境加值),检定完成后牌仍然会损毁。

狂飙手速(Rapid Boost,Ex):每天一次,以及每5个盗贼等级再加一次,盗贼可以在尝试手上功夫检定时双骰去高,他必须在检定前就声明使用本专长。

引述: 高级盗贼天赋(Advanced Rogue Talent)
哈罗一击(Harrow Strike,Ex):每日一次,当你对生物进行偷袭时,你可以从拥有的哈罗牌里随机抽一张牌。若你偷袭命中,代替通常的偷袭伤害,造成等于你偷袭骰个数的属性伤害,属性就是那张哈罗牌对应的属性。15级和20级,各获得一次额外的每日使用次数。

引述: 诗人名著(Bardic Masterpiece)
幻象的裁决[喜剧,演讲](Illusion's Decree,Comedy,Oratory)
前提:表演(喜剧)5级或表演(演讲)5级
代价:专长或2级诗人获知的法术。
效果:这些故事包括了婚姻(The Marriage)、母后(The Queen Mother)、罗刹(The Rakshasa)、以及其他角色。
当演出这出名著,你在不信任幻象的豁免上获得+4加值。你可以花费1轮诗人表演时间为每个盟友(除你自己)赋上此加值(只要你愿意)。
使用:每演出一轮,花费一轮诗人表演时间,每影响一个盟友+1轮。
动作:1整轮。

扭曲钢铁的传说[小品,演讲](Tales of Twsting Steel,Act,Oratory)
前提:表演(小品)3级或表演(演讲)3级
代价:专长或2级诗人获知的法术。
效果:这个剧集包括了苍穹(The Big Sky),兔王子(The Rabbit Prince)和疾病(The Sickness)以及其他角色。
当演出结束,选择一个邻近的生物。你和该生物如同被你施放的护卫他人(shield other)所影响。
使用:3轮诗人表演。
动作:3轮。


引述: 边栏:兔王子的故事(Story of The Rabbit Prince)
剧透 -   :
In the wake of the world's forging, many terrible things still lurked in the dark ashes at the corners of the multiverse. To fight against these cinders of wrathful, dark energy, the gods created rabbits to serve as their vigilant soldiers. Graced with speed, keen senses, and valor beyond measure, the rabbits stood firm against the evil remnants of what came before-all but one rabbit, that is, for Brambleson, the Prince of All Rabbits, was born without courage. As his subjects threw themselves into glorious battle, Brambleson could only cower and covet their heroism.
That is, until the Endless Darkness came. The greatest of the gods' wrathful children, the Darkness was so strong that it turned away blades like stone, and so terrible that none could stand strong before it or dared confront it a second time. Legions of rabbits tried to fight the Darkness, only to turn and flee just as those before. "What shall we do?" cried the rabbits once the last of their numbers were swallowed or cowed by the Endless Darkness. "Who shall defeat this monster if not us?"
To this, Brambleson proposed a plan. "I have not faced the Endless Darkness," he announced. " Lend me your courage, for the courage of a hundred soldiers will stand strong where one might falter.
Lend me your courage and I shall slay the Darkness !"
"No," cried the rabbits. " For you are a trickster and a coward, Brambleson. You would break your word and keep our courage for yourself !"
" Never, my subjects ! I shall forge my promises to each of you into a sturdy sw ord, for no soldier would break his own sword. And once the Darkness is slain,
I shall return your courage to you." And so the rabbits nodded in agreement, and the rabbit smiths forged Brambleson's thousand promises into a sword as the
rabbits all gave him their valor.
Brambleson stood alone before the Endless Darkness, and as it bellowed and loomed, he stood without fear and raised his sword of promises. And as ever, the Darkness's hide turned aside his blade, shattering it and the promises it held. Robbed of his weapon and his courage, Brambleson fled into the night, leaving the Darkness to lurk in the darkest corners of Golarion. And so rabbits remain vigilant, but forever without courage until the Darkness is slain or their wayward prince returns.
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #8 于: 2015-11-30, 周一 20:22:47 »
盾之牌组(The Suit of Shields)

引述: 审判者变体(Inquisitor Archetype)
寻牌者(Suit Seeker)
(简介略……
阵营:任意中立、中立任意或绝对中立。

职业技能:去掉知识(地城),骑术和生存,增加知识(历史),使用魔法装置。

领域:领域必须是幸运或知识域;记忆或命运子域。裁决域则必须是命运,热诚或光明。

即兴牌阵(Improvised Array,Su):寻牌者可以呼唤哈罗牌来帮助他做出恰当的审判,并提高审判效果。作为启动审判能力动作的一部分,寻牌者可以从其拥有的完整的哈罗牌中抽出两张牌组成即兴牌阵。一旦抽出,阵列就不会改变,直到审判效果结束,审判者仍可如常在任何时候以迅捷动作结束审判。抽牌的动作需要一只空出来的手,抽出牌阵后,他可以将牌阵固定在腰带或者身上,这样就可以在空出两只手的同时享受牌阵的效果。
第1级,寻牌者的牌阵中每有一张符合当前审判,就可将其有效审判者等级+1,以此来决定审判效果。
第8级,当寻牌者获得其双重审判能力,她可声明放弃第二重审判,代之以抽取4张牌组成其牌阵;
第16级,当寻牌者获得三重审判能力时,他可声明放弃第二、三重审判,代之以抽取6张牌来组成牌阵;也可以只放弃第三重审判,这时牌阵就只能有4张牌。
除了提升审判的有效审判者等级,若寻牌者在牌阵中有3张以上的牌属于同一牌组,则免疫该牌组对应属性的属性伤害。若有5张以上属于同一牌组,则对应属性获得+4增强加值。这些好处都持续到审判结束。

引述: 牌组、审判和属性的对应关系
牌组   审判   属性
锐刺智力
制裁魅力
惩戒力量
保护敏捷
坚韧体质
治疗感知
寻牌者不获得也不能使用正义,抗力和纯净审判。同时其它部分审判效果有些调整。

制裁(Smiting):第6级,当审判者执行制裁审判时,其武器只能视为当前即兴牌阵中存在的某张牌代表的阵营(混乱、邪恶、秩序、善良)来克服敌人的伤害减免,若牌阵中的牌有多个阵营,审判者必须选择一种,但可以以迅捷动作切换到另一种。若牌阵只包含中立牌,则不能获得好处。

坚韧(Resiliency):第10级,此审判提供的DR可以从魔法变成一种阵营(混乱、邪恶、善良、秩序)的DR,仅当选出的即兴牌阵里存在该阵营的牌。若多种阵营都存在,则必须选择一个,但可以以迅捷动作切换至另一种。若牌阵只包含中立牌,则不能获得好处。
以上能力修改了审判,双重审判和三重审判。

哈罗之眼(Eyes of Harrow,Su):第2级,寻牌者可以使用即兴牌阵的魔法来改进其对符合哈罗牌阵营的敌人的进攻。若任何属于即兴牌阵中的牌的阵营与60呎内任何敌人符合(可以是善良-邪恶轴,也可以是混乱-守序轴),该牌会轻微亮起,而审判者对对应阵营的敌人的攻击上获得+1神圣加值,只要牌仍在牌阵中,此效果有效。若存在在两个阵营轴上都符合的哈罗牌,该牌会变得明亮,则审判者对对应阵营的敌人的攻击和伤害均获得+1神圣加值。
本能力替换侦测阵营。

(Unravel Array,Su):第20级,寻牌者可以将目标在命运中的位置撕碎,令其定身,或可致死。只要他当前还有即兴牌阵,他可以命令某张牌自毁,同时指定30呎内某生物为哈罗牌魔法的目标。被指定的生物必须赢得意志豁免(DC=10+1/2审判者等级+审判者感知调整),否则其某项属性立刻变为0,这可能导致其定身,昏迷或被干掉。减成0的属性就是被摧毁的牌所对应的属性。
无论目标是否通过豁免,都免疫本能力24小时。本能力被使用后,必须经过1d4轮后才能再次使用。被毁掉的牌从当前的牌堆中移除,寻牌者可以继续使用这副不完整的牌来释放自己的能力任意长时间,虽然在他换新牌前,是没法抽取到或使用到被毁掉的牌了。
本能力代替最终审判(True Judgement)。
« 上次编辑: 2015-12-25, 周五 20:56:25 由 sleepinglord »
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Re: [Player Companion]哈罗牌手册(The Harrow Handbook)
« 回帖 #9 于: 2015-11-30, 周一 20:23:17 »
书之牌组(The Suit of Books)

引述: 魔战士变体(Magus Archetype)
牌法师(Card Caster)
虽然主要用途是知识的工具,但哈罗牌也可以是防御甚至战争的器具。牌法师是传统哈罗牌师的古老的军队分支,他们不但学习如何从哈罗牌中抽取力量,还可以向牌中充能。

致命发牌者(Deadly Dealer,Su):第一级,牌法师获得致命发牌者作为奖励专长,即使他没有满足前提条件。只要还有1点奥能力池,牌法师就可以通过向牌中充能,造成正常伤害,而不需要奥术打击专长。

奥能力池专攻(Arcane Pool Focus,Su):牌法师奥能力池只能用来强化远程武器。第5级,牌法师可以用奥能力池充能远程武器,可以将如下武器特殊能力加在远程武器上:(briallent energy),及远(distance),炽焰(flaming),焰爆(flaming burst),冻寒(frost),冰爆(icy burst),回力(returning),寻踪(seeking),雷鸣(shock),音爆(shocking burst)和加速(speed)。他可以用奥能力池强化整副哈罗牌,如同它是弹药。

哈罗法术打击(Harrowed spellstrike,Su):第二级,牌法师可以将一个接触或远程法术充入一件投掷远程武器,这作为法术正常时间的一部分。法术必须以单个生物为目标,而法术射程则改为投掷武器的射程。本能力和法术打击运作方式完全相同,除了只能用于投掷远程武器而非近战武器。本能力代替和修改了法术打击。

(Role Dealer,Su):第三级,每当牌法师随机抽取并投掷一张哈罗牌,若该牌和牌法师的阵营在某个阵营轴上相符,则该牌的重击范围变成19-20;若该牌与牌法师阵营完全相同,则额外地,重击乘数变为*3,并且在重击确认骰上有+4加值。本能力代替了第3级获得的奥能。

引述: 新魔战士奥能(New Magus Arcana)
奥术发牌者(Arcane Dealer,Su):魔战士获得致命发牌者专长,即使他不满足前提,他可以用奥能力池来强化牌张,视一副牌为54发弹药。魔战士必须使用奥术打击或奥能力池来强化牌张之后,才能将其作为武器使用。魔战士至少要有6级才能选择此奥能。

罗刹之幸(Rakshasa's Fortune,Su):每当魔战士对自己释放一个变形子学派的法术,以自由动作,他可以从自己所有的一副完整的哈罗牌中抽一张牌。若该牌的阵营和魔战士的阵营完全相符,则法术持续时间加倍,并且可以额外获得法术可以给予的两个怪物能力(比如二级兽形术(beast shape II)的灵敏嗅觉和攫抓),即使通常来说目标形态并不具有这些能力也可以。若是部分相符,则可以额外获得法术可以给予的一个怪物能力,即使通常来说目标形态并不具有这些能力也可以。若相反,法术持续时间减半,并且失去一个法术给予的怪物能力。魔战士必须至少9级才能选择此奥能。

引述: 召唤师变体(Summoner Archetype)
故事召唤师(Story Summoner)
故事召唤师依赖哈罗牌,将他们走过的路,自身的传说带入现实。他们通过手中的哈罗牌沟通魔法来影响他们召唤出的陌生的异界存在,将魔宠和宿命中的人物召唤至生活中。某些故事召唤师专注于哈罗牌的更多脑洞大开的角色,其它一些则将哈罗牌最黑暗的意象带入真实世界。

故事幻灵(Storykin Eidolon):与大多数幻灵不同,故事召唤师的幻灵无法接触或攻击那些被防护邪恶(protect of evil)或类似效果保护的生物,这种效果会切断召唤生物的连结。以标准动作,幻灵被召唤出后,故事召唤师从其所有的一副完整的哈罗牌中抽取一张。在1/2召唤师职业等级轮(至少1轮)的时间里,幻灵的阵营变为那张牌的阵营,同时在那张牌对应的属性上获得+4增强加值。故事召唤师每日可以使用本能力3+魅力调整次。

召唤奥能(Summon Arcana):第二级,故事召唤师可以将他所有的一副完整的哈罗牌作为额外的法器成分加入召唤怪物(summon monster)类法术能力。如此做时,召唤师从这副牌中随机抽取一张,基于牌的阵营,将一个简单的模板加在召唤生物身上:天界(任何善良),炼狱(任何邪恶),resolute(任何守序),entropic(任何混乱)。若该牌有两个方向的阵营——比如守序邪恶或者混乱善良——召唤师选择一个方向的模板,应用至召唤生物。本能力允许召唤师召唤并命令不符合其自身阵营(从而通常禁止召唤)的生物。本能力代替连觉。

基础形态进化(Evolve Base Form,Su):第八级起,每当故事召唤师升级,他可以选择将当前的幻灵基础形态替换成一种新的基础形态。一旦选择就不能更改,直到他获得新的召唤师等级。本能力替换位置转换。

引述: 新幻灵范例(New Eidolon Model)
故事形态(Storykin)
故事形态的幻灵,看上去像是一副银汞合金做成的,不停变换的牌。
进化点数:27点
基础形态:二足型;
主要进化:飞行,魔法攻击,法术抗力。
次要进化:基础魔法UM(舞光术(dancing light),晕眩术(daze),侦测魔法(detect magic),或法师之手(mage hand)),盲感,次元门,免疫,体型增大,无需呼吸UM,触及,非自然灵光UM,翼击。
« 上次编辑: 2015-12-25, 周五 21:31:32 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY: