作者 主题: 【APG】动物伙伴&魔宠  (阅读 12998 次)

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【APG】动物伙伴&魔宠
« 于: 2020-08-30, 周日 16:54:53 »
动物伙伴(Animal Companions)
后述伙伴能够忠心耿耿地辅佐你的角色,就好像核心手册中的动物伙伴一样。其中一部分伙伴,比如骑乘龙兽,并非传统意义上的动物,但它们具有与动物类似的智能水平。除非有特别说明,后述生物使用核心手册214页中关于动物伙伴的规则

猿(Ape)
你的伙伴是一只猿猴或其他灵长类动物。
体型 小型
近战 拳头;伤害 1d8 钝击
力量 +3;敏捷 +1;体质 +2;智力 -4;感知 +2;魅力 +0
生命值 8
技能 威吓(Intimidation)
感官 昏暗视觉(low-light vision)
速度 25尺,攀爬25尺
支援收益 你的猿伙伴用充满威胁性的咆哮威吓敌人。直至你的下个回合开始为止,若你命中1个生物并造成伤害,且该生物在猿伙伴的触及范围内时,该生物陷入惊惧(frightened)1。
进阶战技 惊骇姿态
引用
惊骇姿态(Frightening Display)
你的猿伙伴发出咆哮并作出威胁性的姿态,吓得敌人失去平衡。猿伙伴尝试对目标生物进行挫败士气(Demoralize);这个动作获得视觉(visual)特征且不需要语言。若目标由于该能力而陷入惊惧(frightened)的话,你的猿伙伴对抗该目标时还视为陷入措手不及。

树精幼苗(Arboreal Sapling)罕见
选取许可 你必须是绿叶派系(leaf order;德鲁伊派系)的成员。
你的伙伴是一颗会走路的树,伟大的树精卫士和森林管理者的亲属。树精幼苗具有植物(plant)特征以取代动物特征,但是它在其他方面与动物伙伴无异。通常来说只有同时从属于动物派系和绿叶派系的德鲁伊才能选择它们。
体型 小型
近战 树杈;伤害 1d8 钝击
力量 +3;敏捷 +1;体质 +2;智力 -4;感知 +2;魅力 +0
生命值 8
技能 隐秘(Stealth)
感官 昏暗视觉(low-light vision)
速度 25尺
支援收益 你的树精幼苗在敌人周遭种植根须,阻碍对方的移动。直至你的下个回合开始为止,若你命中1个生物并造成伤害,且该生物在树精幼苗的触及范围内时,该生物在受到伤害之后移动进入的第一个方格是困难地形(difficult terrain)。
进阶战技 投石
引用
投石(Throw Rock)
树精幼苗捡起触及范围内或取出已经存好的岩石,将其投掷出去进行远程投石打击(ranged rock Strike),这造成基础1d6点钝击伤害,射程增量(range increment)为30尺。

蝙蝠(Bat)
你的伙伴是一只大号的蝙蝠,比如巨蝙蝠。
体型 小型
近战 啮咬(娴熟);伤害 1d6 穿刺
近战 翼爪(灵巧,娴熟);伤害 1d4 挥砍
力量 +2;敏捷 +3;体质 +2;智力 -4;感知 +1;魅力 +0
生命值 6
技能 隐秘(Stealth)
感官 回声定位(echolocation)20尺(蝙蝠可以在此范围内使用听觉作为精确感官),昏暗视觉(low-light vision)
速度 15尺,飞行30尺
支援收益 你的蝙蝠伙伴在敌人周围拍击其手臂和脸部,妨碍他们的攻击。直至你的下个回合开始为止,被你用打击(Strikes)伤害且在蝙蝠伙伴的触及范围内的生物,会在其攻击检定上承受-1环境减值。
进阶战技 翼击
引用
翼击(Wing Thrash)
你的蝙蝠伙伴狂野地扇动双翼,对至多3名相邻的敌人作出翼爪打击(Strikes)。每次攻击都会计入蝙蝠的多次攻击减值(multiple attack penalty),但只会在上述所有攻击都作出之后才会增加。

猪(Boar)
你的伙伴是一只野猪或家猪。
体型 小型
近战 獠牙;伤害 1d8 穿刺
力量 +3;敏捷 +1;体质 +2;智力 -4;感知 +2;魅力 +0
生命值 8
技能 生存(Survival)
感官 昏暗视觉(low-light vision),模糊(Imprecise)灵敏嗅觉(scent)30尺
速度 35尺
支援收益 你的猪伙伴会顶伤敌人。直至你的下个回合开始为止,被你用打击(Strikes)伤害且在猪伙伴的触及范围内的生物,还会受到1d6点持续出血伤害(persistent bleed damage)。若你的猪伙伴是灵敏(nimble)或狂怒(savage)动物伙伴,持续出血伤害会增加至2d6点。
进阶战技 凶猪冲锋
引用
凶猪冲锋(Boar Charge)
猪伙伴沿直线行走(Strides)2次,之后进行1次獠牙打击(Strike)。只要猪伙伴移动至少20尺,它就会在攻击检定上获得+2环境加值。

鳄鱼(Crocodile)
你的伙伴是一条鳄鱼或类似的鳄目爬行动物,比如短吻鳄或凯门鳄。
体型 小型
近战 獠牙;伤害 1d8 穿刺
近战 尾击(灵巧);伤害 1d6 钝击
力量 +3;敏捷 +2;体质 +2;智力 -4;感知 +1;魅力 +0
生命值 6
技能 隐秘(Stealth)
感官 昏暗视觉(low-light vision)
速度 20尺,游泳25尺
特殊 鳄鱼的屏息时间大约为2小时。
支援收益 你的鳄鱼伙伴紧紧咬住敌人不肯松口。直至你的下个回合开始为止,若你的打击(Strikes)伤害的目标在鳄鱼伙伴的触及范围内,你的鳄鱼能够靠着咬紧附着在该生物身上。由于此种行动,鳄鱼伙伴能够在目标移动时随着一同移动,直至你的下个回合结束为止。你的鳄鱼伙伴只能以此方式附着(latch onto)在1个生物身上,而且它必须放开该生物才能够作出獠牙打击。若目标比鳄鱼伙伴的体型还小,那么在鳄鱼伙伴附着期间,该生物的速度会受到-10环境减值,而且无法飞行。
进阶战技 死亡翻滚
引用
死亡翻滚(Death Roll)
要求:鳄鱼擒抱(grabbed)了1个生物。
鳄鱼伙伴收起四肢并快速翻滚,扭动猎物。鳄鱼伙伴作出1次獠牙打击(Strike)对抗被擒抱(grabbed)的生物,且在此次攻击检定上获得+2环境加值。若命中,它还会将该生物击倒(prone);若失手,它会放开该生物。

骑乘龙兽(Riding Drake)罕见
你的伙伴是一头无法飞行但行动敏捷的龙兽,它智力低下,不过却忠于你,而且不像其他大多数龙兽那样充满恶意。骑乘龙兽具有龙(dragon)特征以取代动物特征,但是在其他方面与动物伙伴无异。
体型 大型
近战 獠牙;伤害 1d8 穿刺
近战 尾击;伤害 1d6 钝击
力量 +2;敏捷 +1;体质 +2;智力 -4;感知 +1;魅力 +2
生命值 8
技能 威吓(Intimidation)
感官 黑暗视觉(darkvision)
速度 45尺
特殊 坐骑(mount)
支援收益 你的龙兽伙伴能把火喷到敌人脸上。直至你的下个回合开始为止,每当你骑乘着龙兽进行打击(Strike),且命中的生物在龙兽的触及范围内时,该生物会由于龙兽而受到1d4点火焰伤害。若你的龙兽伙伴是灵敏(nimble)或狂怒(savage)动物伙伴,火焰伤害会增加至2d4点。
进阶战技 喷吐武器(Breath Weapon)
引用
喷吐武器(Breath Weapon)
频率:1次/小时
骑乘龙兽喷出30尺锥形的火焰,对区域内的所有生物(基础反射豁免)造成每2个龙兽等级1d6点火焰伤害。该能力基于受训熟练等级计算DC并使用龙兽的体质调整值,若龙兽被特化(specialization)则基于专家熟练等级计算DC。

蝎子(Scorpion)
你的伙伴是巨蝎中的一种。
体型 小型
近战 尾刺;伤害 1d6 穿刺 外加 毒素(见特殊)
近战 螯(灵巧);伤害 1d6 挥砍
力量 +3;敏捷 +3;体质 +1;智力 -4;感知 +1;魅力 +0
生命值 6
技能 隐秘(Stealth)
感官 黑暗视觉(darkvision)
速度 30尺
特殊 蝎子的尾刺攻击造成额外1d4点毒素伤害,若蝎子是特化(specialized)的伙伴则为2d4点毒素伤害
支援收益 蝎子伙伴会在你创造出伤口后将尾刺的毒液注入进去。直至你的下个回合开始为止,你的打击(Strikes)对生物造成伤害,且该生物在蝎子伙伴的触及范围内时,还会造成1d6点持续毒素伤害(persistent poison damage)。若你的蝎子伙伴是灵敏(nimble)或狂怒(savage)动物伙伴,持续毒素伤害会增加至2d6点。
进阶战技 螯与刺
引用
螯与刺(Grab and Sting)
蝎子伙伴用它的螯把敌人固定在原地以便用尾刺攻击。蝎子伙伴作出1次螯打击(Strike)。若打击命中,目标生物会自动陷入被蝎子伙伴擒抱(grabbed)的状态,然后作出1次尾刺打击对抗敌人。擒抱(grabbed)状态持续至你的下个回合结束为止。

鲨鱼(Shark)
你的伙伴是任意种类的鲨鱼,比如锤头鲨、大白鲨或者锯齿鲨。
体型 小型
近战 獠牙;伤害 1d8 穿刺
力量 +3;敏捷 +2;体质 +2;智力 -4;感知 +1;魅力 +0
生命值 6
技能 隐秘(Stealth)
感官 血腥嗅觉(blood scent),模糊(Imprecise)灵敏嗅觉(scent)60尺
速度 游泳40尺
特殊 鲨鱼具有水栖(aquatic)特征。它的血腥嗅觉(blood scent)能够在水中嗅探到至多1英里远的血液味道。
支援收益 你的鲨鱼伙伴在嗅探到血液时会撕咬敌人。直至你的下个回合开始为止,每当你使用造成挥砍或穿刺伤害的打击(strike)命中生物,且该生物在鲨鱼的触及范围内时,它会由于鲨鱼而承受1d8点挥砍伤害。若你的鲨鱼伙伴是灵敏(nimble)或狂怒(savage)动物伙伴,挥砍伤害会增加至2d8点。
进阶战技 肢解
引用
肢解(Shred)
要求:鲨鱼在其回合内作出的最近的动作是獠牙打击(Strike)命中敌人
鲨鱼撕扯敌人的伤口,造成额外的伤害。鲨鱼伙伴的打击目标受到1d8点挥砍伤害;成年(mature)鲨鱼造成2d8点;特化(specialized)伙伴造成3d8点。


原文
劇透 -  原文:
ANIMAL COMPANIONS
The following companions are available to loyally serve your character, just like the animal companions from the Core Rulebook. Some of these companions, like the riding drake, aren’t technically animals, but they have a similar intelligence. Except where otherwise specified, the creatures presented below use the rules starting on page 214 of the Core Rulebook.

APE
Your companion is an ape or other primate.
Size Small
Melee [one-action] fist, Damage 1d8 bludgeoning
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape’s reach, the creature becomes frightened 1.
Advanced Maneuver Frightening Display
FRIGHTENING DISPLAY[one-action]
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn’t require language. While frightened by this ability, the target is flat-footed to your ape.

ARBOREAL SAPLING
UNCOMMON
Access You are a member of the leaf order.
Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the plant trait instead of the animal trait, but it otherwise functions normally as an animal companion. They are typically only selected by animal order druids who are also members of the leaf order.
Size Small
Melee [one-action] branch, Damage 1d8 bludgeoning
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 25 feet
Support Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling’s reach, the first square the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver Throw Rock
THROW ROCK[one-action]
The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet.

BAT
Your companion is a particularly large bat, such as a giant bat.
Size Small
Melee [one-action] jaws (finesse), Damage 1d6 piercing
Melee [one-action] wing (agile, finesse), Damage 1d4 slashing
Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses echolocation 20 feet (the bat can use hearing as a precise sense within this range), low-light vision
Speed 15 feet, fly 30 feet
Support Benefit Your bat flaps around your foes’ arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat’s reach that you damage with Strikes take a –1 circumstance penalty to their attack rolls.
Advanced Maneuver Wing Thrash
WING THRASH[two-actions]
The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat’s multiple attack penalty, but the penalty only increases after all the attacks have been made.

BOAR
Your companion is a boar or pig.
Size Small
Melee [one-action] tusk, Damage 1d8 piercing
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet
Speed 35 feet
Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar’s reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Boar Charge
BOAR CHARGE[two-actions]
The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.

CROCODILE
Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman.
Size Small
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] tail (agile), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision
Speed 20 feet, swim 25 feet
Special The crocodile can hold its breath for about 2 hours.
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile’s reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a –10-foot circumstance penalty to its Speeds and can’t Fly while the crocodile is latched on.
Advanced Maneuver Death Roll
DEATH ROLL [one-action]
Requirements The crocodile has a creature grabbed.
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.

RIDING DRAKE
UNCOMMON
Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the dragon trait instead of the animal trait, but it otherwise functions normally as an animal companion.
Size Large
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] tail, Damage 1d6 bludgeoning
Str +2, Dex +1, Con +2, Int –4, Wis +1, Cha +2
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 45 feet
Special mount
Support Benefit Your drake snorts fire in your foes’ faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake’s reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver Breath Weapon
BREATH WEAPON[two-actions]
Frequency once per hour
The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake’s Constitution modifier or an expert DC if the drake is specialized.

SCORPION
Your companion is one of the various species of giant scorpion.
Size Small
Melee[one-action]stinger, Damage 1d6 piercing plus poison (see Special)
Melee [one-action] pincer (agile), Damage 1d6 slashing
Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses darkvision
Speed 30 feet
Special The scorpion’s stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.
Support Benefit Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion’s reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Advanced Maneuver Grab and Sting
GRAB AND STING[two-actions]
The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.

SHARK
Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark.
Size Small
Melee [one-action] jaws, Damage 1d8 piercing
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses blood scent, scent (imprecise, 60 feet)
Speed swim 40 feet
Special The shark has the aquatic trait. Its blood scent enables it to smell blood in the water from up to 1 mile away.
Support Benefit When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark’s reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Shred
SHRED[one-action]
Requirements The shark hit with a jaws Strike on its most recent action this turn.
The shark viciously rips into the wound, dealing additional damage. The target of the shark’s Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion)
« 上次编辑: 2022-10-16, 周日 15:27:21 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【APG】动物伙伴&魔宠
« 回帖 #1 于: 2020-08-30, 周日 16:56:40 »
魔宠(Familiars)
本节包含了魔宠和主人能力的额外选项,对核心手册中的内容进行了补足,并列出了具有独特能力的特殊魔宠的属性。

魔宠能力(Familiar Abilities)
  • 伴奏者(Accompanist):你的魔宠能够协助进行表演。每当你尝试表演(Performance)检定时,若你的魔宠在身边并且能够行动的话,它便会用低鸣、敲击、或自己的微型乐器进行伴奏。这会为你提供+1环境加值,若你在表演上的熟练度达到了大师则为+2环境加值。
  • 聚能复原(Focused Rejuvenation):当你再聚能(Refocus)时,你所产生的魔法能量可以治愈魔宠。每当你再聚能时,你的魔宠会恢复每等级1点生命值。
  • 独行魔宠(Independent):在1场遭遇(encounter)中,若你不对魔宠进行指挥(Command),它仍旧会在每轮获得1个动作。通常情况下,你仍旧要决定它会如何花费该动作,但是GM可能会让你的魔宠选择自身偏好的策略,而非你想要它优先执行的动作。
  • 主人之姿(Master’s Form):你的魔宠能够以单动作(single action)来变化形体,将自己的真身根据你的族裔变化为具有相同年龄、性别和构造的类人形态,不过它总是会保留与自己本质相关的明显非自然残留,比如猫眼或分叉的舌头。魔宠每次使用该能力化身的形态总是相同的。这在其他方面与使用类人形态(humanoid form)相同,不过此种变化只是纯粹的装饰。它只是看起来化身人形,并且不会获得新功能(capabilities)。你的魔宠必须具有心灵手巧(Manual Dextierity)和说话(Speech)能力才能选取该能力。
  • 完美共犯(Partner in Crime):你的魔宠同时还是你的犯罪同伙。尽管身为部属(minion),但你的魔宠会在其回合开始时获得1个反应动作(reaction),不过这只能用于协助(Aid)你进行欺骗(Deception)或贼活(Thievery)技能检定(它仍旧需要如常为了协助反应动作而进行协助准备)。它会在协助你进行上述技能的检定中自动成功;若你在上述技能的熟练度达到了大师,那么魔宠的协助会变为自动大成功。
  • 植物形态(Plant Form):你的植物魔宠能够以单动作(single action)来变化形体,将自己变化为超小型植物(Tiny plant),其类型与魔宠的本质大致相似。该能力在其他方面的效果与树化术(tree shape)一致。你必须有1只具有植物(plant)特征的魔宠,比如莱西(leshy),才能选择该能力。
  • 毒素容器(Poison Reservoir):你的人造人(homunculus)魔宠具有1个储存毒素(poison)的容器,这让它能够将1剂伤口毒素(injury poison)应用到1名相邻盟友的暴露在外的武器(exposed weapon)上,这么做需要单个交互(Interact)动作。你必须使用2个连续的交互(Interact)动作才能把毒素补充到人造人魔宠的毒素容器中。你必须具有人造人(homunculus)魔宠才能够选取该能力。
  • 能量抗力(Resistance):从后述选项中选择2项:酸(acid)、寒冷(cold)、电击(electricity)、火焰(fire)、毒素(poison)或音波(sonic)。你的魔宠获得针对相应伤害类型的抗力(resistance),数值等同于你的等级的一半。
  • 技能训练(Skilled):从特技(Acrobatics)或隐秘(Stealth)之外的技能选择1项。你的魔宠在该技能上的调整值不仅仅等同于你的等级,变为你的等级 + 你的关键施法属性调整值。你能重复选择该能力,每次要选取不同的技能。
  • 施法能力(Spellcasting):从你的法术库(repertoire)或本日已准备的法术中选择1个法术,该法术至少要比你的最高环级法术位低5级。你的魔宠每日能够施放1次该法术,使用你的魔法根源(magical tradition)、法术攻击调整值(spell attack modifier)以及法术DC(spell DC)。若法术具有会影响施法者的缺陷(drawback),那么你和你的魔宠都会受到影响。你必须能够使用法术位施放6环法术才可以选取该能力。
  • 工具助手(Toolbearer):你的魔宠能够携带一套至多为轻负载(light Bulk)的工具。只要魔宠与你相邻,你就能把取用和放回工具作为使用这些工具的动作的一部分,就好像你把这些工具带在身上一般。你的魔宠必须具有心灵手巧(Manual Dextierity)能力才能选取该能力。
  • 触摸传心(Touch Telepathy):通过触摸你的魔宠,你能和它进行心灵感应的交流。若它还具有说话(Speech)能力的话,它还能通过触摸与任意生物进行心灵感应的沟通,但前提是两者都懂得同一门语言。
  • 坚韧魔宠(Tough):你的魔宠的最大生命值增加,每等级增加2点。
  • 侍物魔仆(Valet):你能命令魔宠更有效地为你传递物品。在你下达命令(command)后,你的魔宠不会立即使用它的2个动作。取而代之的是,至多在你的回合结束2次之前,你能让你的魔宠交互(Interact)以从取得1件负载为轻或忽略不计(light or negligible)、且穿在你身上(wearing)的物品,并放置到你空着的手中。魔宠无法使用该能力取得已收纳的物品(stowed items)。若具有不同数量的动作,则当被下令以此方式行动时,它可以每个动作取得1件物品。
勘误:如果你正骑乘你的魔宠或在类似的情况下,它无法对侍物魔仆或类似需要命令启动的能力生效。


主人能力(Master Abilities)
  • 激发潜能(Innate Surge):每日1次,你能从魔宠的内在魔力中抽取力量以补充自己。你能够施放1个通过族裔专长获取、且本日已经施放过的内在法术。你仍旧需要施放法术,而且满足施放该法术的其他先决条件。
  • 共享感官(Share Senses):每10分钟1次,你能使用具有专注(concentrate)特征的单动作(single action)来将你的感官投射到魔宠身上。当你这么做时,你会失去自己身体的所有感官信息,但是可以在至多1分钟内通过魔宠的身体来进行感知。你可以解消(Dismiss)该效果。

特殊魔宠(Specific Familiars)
大多数魔宠都是超小型动物(Tiny animals),不过也有少数特例,比如绿叶德鲁伊(leaf druid)的莱西魔宠(leshy familiar)。然而有些魔宠是具有独特能力且更加强悍的生物。
任何角色都能获得特殊魔宠,但前提是他们已经具有魔宠,且当前魔宠的能力数量达到了特殊魔宠的数据中所标注的需求数量。这些魔宠通常会替换现有魔宠,不过在某些情况下(比如对于女巫来说)则为魔宠发生了进化或揭示出其真正的姿态。在任何情况下,这种将普通魔宠向特殊魔宠进行的转变都不需要在休整期耗费时日,也不需要付出任何开销。一旦你选择了特殊魔宠,则在失去魔宠之前无法再次变更——这使用与魔宠死亡相同的规则。
特殊魔宠具有数个特征和能力,如它们的数据栏所述。已获得能力(Granted Abilities)一栏中列出了该魔宠具有的普通魔宠和主人能力。魔宠还具有一些独特能力列在已获得能力的下方。就好像魔宠的天生魔宠能力一般(比如猫头鹰的飞行速度),你无法替换任何已获得或独特能力。若你的魔宠已获得的能力数量比特殊魔宠所需求的更多,那么你可以如常使用这些剩余的能力选取魔宠和主人能力。
特殊魔宠的数据栏中未列出的数据和能力(比如调整值、AC、生命值等等)使用普通魔宠的规则(核心手册217页)。这些数据栏均使用怪物图鉴(Bestiary)的格式。

妖精龙(Faerie Dragon)
这些小块头的淘气龙类是那些仁慈或反复无常的角色的天然盟友。
引用
妖精龙
[龙]
需要能力数量 6
已获得能力 两栖(amphibious),黑暗视觉(darkvision),飞行(flier),心灵手巧(manual dexterity),说话(speech),触摸传心(touch telepathy)
喷吐武器(Breath Weapon)[奥术] [塑能] [毒素]
频率 1次/小时
效果 妖精龙向10尺锥形区域内喷出让人兴奋的气体。区域内的每个生物必须尝试1次强韧豁免对抗你的职业DC或法术DC,以较高者为准。豁免失败的生物会陷入呆滞(stupefied)2和缓慢(slowed)1,持续1d4轮;大失败时,持续时间为1分钟。

小魔鬼(Imp)
小魔鬼魔宠会为了把主人的灵魂骗入地狱而假意屈从。
引用
小魔鬼
[LE] [魔鬼] [魔族]
阵营 小魔鬼的阵营必须为守序邪恶(lawful evil)
需要能力数量 8
已获得能力 黑暗视觉(darkvision),飞行(flier),心灵手巧(manual dexterity),能量抗力:火焰和毒素(resistance: fire and poison),技能训练:欺骗(skilled: Deception),说话(speech),触摸传心(touch telepathy)
小魔鬼隐身术(Imp Invisibility) 每小时1次,你的小魔鬼魔宠能够以神术内在法术(divine innate spell)来对自身施放2环隐身术(invisibility)。
地狱之诱(Infernal Temptation)[专注] [神术] [惑控] [邪恶] [幸运]
频率 1次/日
效果 小魔鬼向15尺范围内的1名非魔族(non-fiend)提出1项交易(bargain),若生物接受,则会提供好运恩惠。一旦接受,恩惠便会持续1小时。若该生物在恩惠生效期间死亡,其灵魂便会前往地狱(Hell),永恒被困在那里且除了使用祈愿术(wish)或类似的魔法外无法被复活或复苏。在此1小时内限1次,该生物可以让1次攻击检定或豁免检定投掷2次并取较高的结果。

术法粘怪(Spellslime)
这些友善的彩色泥怪自施法后残留的精华凝结而成。他们对自己的主人忠心耿耿。只有能使用法术位施法的人才可以选择术法粘怪作为魔宠。
引用
术法粘怪
[泥怪]
需要能力数量 4
已获得能力 攀援(climber),黑暗视觉(darkvision),坚韧魔宠(tough)
嗅探魔力(Magic Scent) 你的术法粘怪魔宠获得1种范围为30尺的模糊感官(imprecise sense),它能够闻到与你的魔法根源相同的魔力。
泥怪防御力(Ooze Defense) 你的术法粘怪很容易中招,但没什么弱点。它免疫重击(critical hits)和精准伤害(precision damage),但是其AC仅为10 + 你的等级(以取代与你相同的AC)。
粘怪复原力(Slime Rejuvenation) 你的术法粘怪获得聚能复原(Focused Rejuvenation)能力(见上),不过它在你再聚能(Refocus)时能恢复每等级2点生命值,以取代正常的1点。


原文
劇透 -  原文:
FAMILIARS
This section includes additional options for both familiar and master abilities, supplementing those from the Core Rulebook, as well as stat blocks for specific familiars with unique abilities.

Familiar Abilities
Accompanist: Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you’re a master in Performance.
Focused Rejuvenation: When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus.
Independent: In an encounter, if you don’t Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action.
Master’s Form: Yourfamiliar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat’s eyes or a serpent’s tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this.
Partner in Crime: Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you’re a master of the skill in question.
Plant Form: Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar’s nature. This otherwise uses the effects of tree shape. You must have a familiar with the plant trait, such as a leshy, to select this ability.
Poison Reservoir: Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally’s exposed weapon with a single Interact action. You must supply the poison and instill it into this reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability.
Resistance: Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types.
Skilled: Choose a skill other than Acrobatics or Stealth. Your familiar’s modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.
Spellcasting: Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-level spells using spell slots to select this ability.
Toolbearer: Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Tough: Your familiar’s maximum Hit Points increase by 2 per level.
Valet: You can command your familiar to deliver you items more efficiently. Your familiar doesn’t use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can’t use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.

MASTER ABILITIES
Innate Surge: Once per day, you can draw upon your familiar’s innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still Cast the Spell and meet the spell’s other requirements.
Share Senses: Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar’s body for up to 1 minute. You can Dismiss this effect.

Specific Familiars
Most familiars are Tiny animals, though a few are unusual, such as a leaf druid’s leshy familiar. Some familiars, however, are more powerful creatures with unique abilities.
Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiar’s stat block. Such a familiar usually replaces an existing familiar, though in some circumstances (such as for a witch) the familiar may evolve or reveal its true form. In any case, this transition from a normal familiar to a specific familiar requires no downtime and has no cost. Once you’ve selected a specific familiar, you can’t change it without losing your familiar—this uses the same rules as if your familiar had died.
A specific familiar has several traits and abilities, as listed in their stat block. The Granted Abilities entry lists normal familiar and master abilities that familiar has. The familiar also gains unique abilities listed below the Granted Abilities entry. Much like a familiar that naturally has a familiar ability (such as an owl with a fly Speed), you can never swap out any of these granted or unique abilities. If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal.
Statistics and abilities not listed in a specific familiar’s stat block (such as modifiers, AC, Hit Points, and so forth) use the normal familiar rules (Core Rulebook 217). These stat blocks otherwise use the format from the Bestiary.

FAERIE DRAGON
These tiny, mischievous dragons make natural allies for benevolent or capricious characters.

FAERIE DRAGON
DRAGON
Required Number of Abilities 6
Granted Abilities amphibious, darkvision, flier, manual dexterity, speech, touch telepathy (page 146)
Breath Weapon [two-actions] (arcane, evocation, poison) Frequencyonce per hour; Effect The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.

IMP
Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.

IMP
LE DEVIL FIEND
Alignment An imp must be lawful evil.
Required Number of Abilities 8
Granted Abilities darkvision, flier, manual dexterity, resistance (fire and poison, page 146), skilled (Deception, page 146), speech, touch telepathy (page 146)
Imp Invisibility Once per hour, your imp familiar can cast 2ndlevel invisibility on itself as a divine innate spell.
Infernal Temptation [one-action] (concentrate, divine, enchantment, evil, fortune) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

SPELLSLIME
These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots.

SPELLSLIME
OOZE
Required Number of Abilities 4
Granted Abilities climber, darkvision, tough (see above)
Magic Scent Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own.
Ooze Defense Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours).
Slime Rejuvenation Your spellslime familiar gains the focused rejuvenation ability (page 146), but it recovers 2 Hit Points per level when you Refocus instead of 1.
« 上次编辑: 2023-03-08, 周三 00:30:24 由 璀璨星炬 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 771040096

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Re: 【APG】动物伙伴&魔宠
« 回帖 #2 于: 2023-03-07, 周二 21:58:33 »
请注意有勘误

P146:对于魔宠一些需要命令的能力,如侍物魔仆 Valet,会否与骑乘战斗的规则产生冲突存在困惑。因此增加描述:“如果你能骑乘你的魔宠或类似的情况下,则它无法对侍物魔仆或类似需要命令启动的能力生效。

离线 璀璨星炬

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Re: 【APG】动物伙伴&魔宠
« 回帖 #3 于: 2023-03-08, 周三 00:30:51 »
请注意有勘误

P146:对于魔宠一些需要命令的能力,如侍物魔仆 Valet,会否与骑乘战斗的规则产生冲突存在困惑。因此增加描述:“如果你能骑乘你的魔宠或类似的情况下,则它无法对侍物魔仆或类似需要命令启动的能力生效。
已改,感谢纠错
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。