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【APG】兽人(Orc)
« 于: 2020-08-01, 周六 14:22:31 »
兽人(ORC)
兽人多半自诞生之日起,便在在战火与冲突中经受历练。暴力的生活方式使得兽人很难寿终正寝,他们纵情于对抗强敌的试炼之中,无论这种斗争是为了获取更多权力而向族群内更高阶级的成员发起挑战,还是为了掠夺周边其他社群。大多数兽人只要能站立行走和拎起棍棒,就会开始追寻荣耀,去驯服野兽或者狩猎致命的怪物。

稀有度:罕见
HP:10
体型:中等
速度:25尺
属性提升:力量,自由
语言:通用语(Common),兽人语(Orcish),外加等同于角色智力调整值(若为正数)的额外语言。额外语言要从地精语(Goblin)、巨人语(Jotun)、土族语(Terran)、地底通用语(Undercommon)以及任何其他角色能接触到的语言(比如角色所在地区的常用语)中选取。
特征:兽人,类人生物
黑暗视觉:你能在黑暗或昏暗环境下视物,就好像你在光亮照明下一般,但你在黑暗中的视觉仅有黑白两色。


兽人总是会被他人视作兽类,因此兽人通常会尽其所能来让自身所在的社群接纳自己。赢取了兽人伙伴忠心的人最终都会感受到,兽人那无与伦比的忠诚与正直。兽人野蛮人、战士和游侠被视为角斗士和雇佣兵。尽管部分人类聚居地无法接纳完整的兽人社群,但一小队兽人雇佣兵可以胜任任何人类征召兵能够完成的工作,前提是这些兽人能获得相应的报酬。尽管其他类人生物普遍认为兽人只适合生活在战场之上,但兽人那残酷的生态仅仅是源于其充满冲突的历史,并非他们真的缺乏进军其他领域的能力。
兽人文化让他们懂得在挑战中存活才会经受历练,越是艰苦困难代表从中存活的价值越高。那些长寿且获取伟大胜利的兽人往往会赢得极高的尊重。
若你希望角色是勇猛、可怖且身体强健的话,则应当扮演兽人。

你可能……
  • 热切地希望在任何体能竞争的机会中证明自身的力量。
  • 相信那些谎言与背叛的行为是缺乏力量来达成目的的表现。
  • 比起寿终正寝或病死,认为在战斗中光荣战死是更加可取的行为。

其他人可能……
  • 认为你过于暴力或缺乏纪律性。
  • 低估你的智力、谋略或学识。
  • 欣赏你的直率和耿直。

外貌描述
兽人身高体壮,手臂较长且双腿粗壮。大多数兽人有7尺高(2.3米),但他们倾向于采取一种看起来更宽的、近似于罗圈腿的站姿,而且肩部向前倾的姿态。这样的姿势表面上看似没什么道理,但这么做让兽人的视线与其他大多数类人生物处于差不多的高度,又可以从高处俯视其他人。兽人皮肤粗糙,骨骼粗大,再加上和岩石一样坚硬的肌肉,这让他们十分适合参与战争或其他对体能要求较高的任务。尽管兽人的皮肤很粗糙,但其表皮上很容易留下疤痕,不过大多数兽人都会对皮肤上逐渐增加的疤痕感到自豪。兽人的肤色通常为绿色,偶尔也会有灰色皮肤,部分兽人会有其他肤色,以反映他们对自身生存环境的适应。

社会
大多数兽人社群会通过两件事来定义自身:痛苦与荣耀。兽人认为只要能承受并忍耐痛苦,便能够赢取等值的尊重。一名浑身是疤的兽人即便断腿也会忍痛前行,因为此种行为就好像在战场上获得伟大胜利一般让人钦佩。
兽人所具有的权力通常来源于力量或者家族血统。其社会结构通常为封建等级制,较弱的兽人在强者的命令下劳作。贝尔克泽恩(Belkzen)的部落是此类兽人社会中最大的一支,其内部权力变更的频率很高。一名强大兽人的战亡会动摇整个权力结构,同时引起纷争与决斗来决定权力划分。厌倦了服从上级的兽人会带着自己的战团离开社群,向着新领地开疆拓土。
年轻的兽人会由整个社群共同抚养成人。实际上,兽人基本没办法使用其他方式抚养孩子,因为双胞胎、三胞胎、甚至四胞胎在兽人家庭中都十分常见,就如同孩童夭折在兽人社会中也十分常见一般。许多兽人部落会在年轻兽人成年之时举行仪式,这通常是在他们十岁或十一岁的时候,在仪式中,这些刚成年的兽人会被告知自己在部落中的身份。而对于那些会在仪式上留下疤痕或刺青的社群来说,这也通常是年轻兽人们第一次获取疤痕或刺青的时刻。
兽人无所畏惧,但大多数兽人都不会相信魔法。魔法被视为一种工具,一种用来绕过体能这个条件来让弱者与强者竞争的工具,而这与兽人的价值观是格格不入的。尽管兽人会敬重古拉姆战祭的力量,甚至敬重化形为凶猛野兽的德鲁伊,但无论在何种层面上,兽人都认为奥术与异能是不可信任的对象。只有最堕落腐朽的兽人社群会将死灵法术视为能够从死者身上窃取荣耀的狡诈技艺,因此对抗死灵也成为了兽人及其类人邻居的新共识。

阵营与宗教
兽人有句俗话:“疤痕成就兽人。”伴随着暴力与混乱降生、生存在满溢着暴力与混乱的大地之上意味着大多数兽人倾向于混乱阵营。古拉姆(Gorum)、拉玛什图(Lamashtu)以及拉瓦古格(Rovagug)是兽人社群中最常见的崇拜对象,不那么崇尚暴力的兽人会信奉中立神祇哥兹莱(Gozreh)或善神莎伦莱(Sarenrae),这些将火焰、救赎以及荣耀纳入信条的神祗对于兽人来说更有吸引力。

名字
兽人具有一种发音很粗、以喉音为主的语言,他们的命名规则也以此为基准。许多兽人的名会直接使用某个能够概括自身特征的兽人语单词,比如身体强壮、个子高或凶猛。而在选择姓时,兽人会直接使用自己的部落名或者将某个特别具有纪念意义的成就作为参考来确定。

范例名字
阿库斯(Arkus),奥斯克(Ausk),杜拉(Durra),格拉斯克(Grask),格瑞切斯(Grillgiss),克鲁格(Krugga),玛哈(Mahja),穆尔杜特(Murdut),奥拉克(Ollak),奥列特(Onyat),泽克(Thurk),乌尔奇(Uirch),阿奈特(Unach)。

引述: 边栏
兽人冒险者
兽人族群渴望克服挑战并证明自身实力的想法驱使很多兽人走上了冒险者之路,不过兽人更倾向于独自或者和其他同族一同上路,而非与其他种族的同僚合作。
常见的兽人背景包含核心手册中的角斗士(gladiator)、猎人(hunter)、习武者(martial disciple)、游民(nomad)以及斗士(warrior),外加本书中提供的强盗(bandit)、游骑兵(outrider)以及难民(refugee)。兽人偏好野蛮人和战士这样的近战职业。

兽人传承(Orc Heritages)
兽人在地表活动的历史已经很长,但他们在地下的历史则更加久远。他们那强壮的体格和严苛的生存方式使其产生了各种各样的适应性。在1级时从后述兽人传承中选择一项。

荒地兽人(Badlands Orc)
你来自被阳光炙烤的不毛之地,强健的双腿以及更强的耐受力让你在这样的土地上生存下来。在探索模式中,你可以在不得不停下来之前强行军(Hustle)两倍的时间,而且你能够将环境中的热效果视为向着更不极端的方向调整1级(比如酷热变为炽热、炽热变为炎热等等)。

深土兽人(Deep Orc)
你那双长满老茧的手以及红色的眼睛诉说着幽深黑暗的山洞生活,你在那里学会了如何在岩壁上战斗以及如何使用最少的资源生存下去。你获得地形专家(Terrain Expertise)技能专长并为该专长选取地下(Underground)地形,以及战斗攀爬(Combat Climber)技能专长。

疤痕兽人(Hold-Scarred Orc)
你所在的兽人社群会举行授予疤痕或刺青的仪式,而你也参加了。这个皮肤上的印记展示了你那非凡的韧性和活力。你从族裔中获得12点生命值(HP)以取代原本的10点。你还会获得死硬(Diehard)专长。

丛林兽人(Rainfall Orc)
你出生在雨林之中,这里只有缠结的林木能在倾盆暴雨和洪水中保护你。你学会了如何熟练地穿行雨林地形以及抵御潮湿环境中的常见病的方法。你再攀爬或游泳的运动检定中获得+2环境加值,而且在对抗疾病(diseases)的豁免检定中获得+1环境加值。

兽人族裔专长
在1级时,你会获得1个族裔专长,而且你会在之后的每4级额外获得1个族裔专长(在5级、9级、13级以及17级时)。作为1名兽人,你可以从后述族裔专长中进行选择,此外你也可以选择核心手册59页中具有兽人特征的半兽人族裔专长
引述: 一级兽人族裔专长
驯兽师(Beast Trainer)    专长1
[兽人]
你生来便具有驯服和命令凶猛野兽的强悍天赋。你在自然技能上受训,并且获得训练动物(Train Animal)技能专长。

铁拳(Iron Fists)    专长1
[兽人]
你的双拳在战斗中经受历练,你那坚韧的皮肤和致密的骨骼也因冲突而进一步硬化。你的拳头非武装攻击(fist unarmed attacks)不再具有非致命(nonlethal)特性,而且还会获得猛推(Shove)武器特性。

兽人学识(Orc Lore)    专长1
[兽人]
兽人长老们将部族的历史传授给你,告诉你祖先的伟大事迹,向你分享祖先所承受的艰难困苦,让你能够把这些智慧传授给后人。你在运动和生存技能上受训。若你在其中一项技能上已经受训(比如通过背景或职业获得受训),则自行选择1个技能变为受训作为替代。你还会在兽人学识(Orc Lore)技能上受训。

獠牙(Tusks)    专长1
[兽人]
你长了一口獠牙,这些牙齿又尖又长还带锯齿,非常适合用于把肉从骨头上撕扯下来。你获得獠牙非武装攻击(tusks unarmed attack),它会造成1d6点穿刺伤害。你的獠牙属于搏击(brawling)武器组并且具有娴熟(finesse)和非武装(unarmed)特性。
特殊 你只能在1级选取该族裔专长,而且无法重训这个专长。只有极为激烈的措施才能让你能够重训该专长(比如把牙齿拔掉或者锉平獠牙)。
引述: 核心手册59页中具有兽人特征的一级半兽人族裔专长
兽人凶猛(Orc Ferocity) 【R】   专长1
[兽人]
频率: 一天一次
触发: 当你血量低于0点但还未被杀死时
战斗的狂怒会贯穿你的血液,让你不会因为你的伤口而倒下。当这个专长被触发时,你会避免被击倒并且保持1点血量,但是你的伤势增加1点。

兽人迷信(Orc Superstition) 【R】   专长1
[兽人] [专注]
触发: 当你尝试对法术和魔法效果进行豁免检定时,还未掷骰
你依靠来自兽人文化的迷信来使自身抵御魔法。你对抗触发的法术和魔法效果的豁免检定上获得+1环境加值。

兽人武器熟悉(Orc Weapon Familiar)    专长1
[兽人]
在战斗中,你喜欢使用兽人先祖的野蛮武器。你在巨斧和大砍刀上受训。
此外,你还能够使用各种罕见的兽人武器。在决定是否擅长时,你将军用兽人武器视为简易武器,并将异种兽人武器视为军用。
引述: 五级兽人族裔专长
运动健将(Athletic Might)    专长5
[兽人]
在艰苦环境中存活下来使你变得更加灵活。每当你在攀爬或游泳的运动检定中投出成功时,都使用大成功作为替代。

沥血斗殴(Bloody Blows)    专长5
[兽人]
你的非武装攻击甚至能够打出血痕或者引起内出血。当你使用非武装攻击(unarmed attack)在一次打击(Strike)中造成重击(critically hit),且该次攻击不具有非致命(nonlethal)特性的话,目标会受到1d4点持续出血伤害(persistent bleed damage)。你可以在承受减值的情况下使用拳头进行致命攻击,或者选取铁拳(Iron Fists)、獠牙(Tusks)或类似的能力来使得非武装攻击(unarmed attack)失去非致命(nonlethal)特性来达到本专长的先决条件。

部族印记(Hold Mark)    专长5
[兽人]
你身上的伤疤或纹身是你所在社群独有的印记。当你选取该专长时,从后述选项中选择1项。当你使用此类武器组的武器造成重击时,你能够应用该武器的重击专精效果(critical specialization effect)。你的身上会获得一个巨大的伤疤或刺青,它的形状就如同你所选择的武器的象征或类似的符号(举例说明,选择斧则是熊或者其他代表着凶猛力量的象征,而盾牌则可能是海龟或者其他象征着强大防御力的符号),并且获得前文列出的好处。
  • 斧头(Axe):斧(axe) 或镐(pick)武器组。
  • 盾牌(Shield):锤(hammer) 或盾牌(shield)武器组。
  • 火把(Torch):炸弹(bomb) 或短刃(knife)武器组。
引述: 核心手册59页中具有兽人特征的五级半兽人族裔专长
兽人武器屠戮(Orc Weapon Carnage)    专长5
[兽人]
先决条件:兽人武器熟悉(Orc Weapon Familiar)
你兽人先祖的武器是那么的野蛮而高效。当你使用一把大砍刀,巨斧或是使用一把兽人武器重击时,你可以应用武器的重击专精效果。

胜利活力(Victorious Vigor)    专长5
[兽人]
触发: 当你将敌人血量降低于0点时
你在战斗中的胜利给你带来了荣耀与能量,尽管身负重创,你还可以再战。你会获得等同于你体质调整的临时生命值直到你下一轮结束。
引述: 九级兽人族裔专长
死之鼓动(Death's Drums)    专长9
[兽人]
你的一生都在挑战死亡本尊,接近这个不可能战胜的敌人只会让你的心跳更加剧烈。当你承受持续伤害(persistent damage)或者受伤(Wounded)状态值在1或更高时,你会在强韧豁免检定中获得+2环境加值。

不灭蛮勇(Undying Ferocity)    专长9
[兽人]
先决条件:兽人凶猛(Orc Ferocity,见核心59页) 
你用超自然的活力抵御死神的魔爪。当你使用兽人凶猛时,你会获得等同于自身等级的临时生命值(temporary Hit Points)。
引述: 核心手册59页中具有兽人特征的九级半兽人族裔专长
常态迷信(Pervasive Superstition)    专长9
[兽人]
先决条件:兽人迷信(Orc Superstition)
你沉迷于古代兽人的迷信与心理训练以便摆脱魔法影响。你在任何时候对抗法术和魔法效果的豁免检定都会获得+1环境加值。
引述: 十三级兽人族裔专长
凶蛮猛兽(Ferocious Beasts)    专长13
[兽人]
先决条件:驯兽师(Beast Trainer)或动物伙伴(animal companion),兽人凶猛(Orc Ferocity,见核心59页)
自远古时代起,最强大的兽人驯兽师便使用兽人自身的鲜血喂养野兽同伴,并以此来唤起野兽的斗争心。你的动物伙伴(Animal companions)或动物朋友(bonded animals)会获得兽人凶猛(Orc Ferocity)专长,并且获得一个仅能用于兽人凶猛的反应动作。若你具有不灭蛮勇(Undying Ferocity)族裔专长的话,所有动物伙伴或动物朋友也会在触发兽人凶猛时获得该专长的效果。

噬法者(Spell Devourer)    专长13
[兽人]
先决条件:常态迷信(Pervasive Superstition,见核心59页)
你不但抵御了魔法;甚至还将它吞噬殆尽。每当你在对抗法术或魔法效果的豁免检定中成功时,你会获得等同于法术环级2倍的临时生命值(temporary Hit Points),若魔法效果并非是法术的话则该数值等同于法术环级。这些临时生命值会持续至你的下个回合结束为止。
引述: 核心手册59页中具有兽人特征的十三级半兽人族裔专长
无敌凶猛(Incredible Ferocity)    专长13
[兽人]
先决条件:兽人凶猛(ORC FEROCITY)
在多次徘徊于生死之间后,你可以重新凶猛起来并承受额外的重击。你可以每小时使用1次兽人凶猛,而非每天1次。

兽人武器专家(Orc Weapon Expertise)    专长13
[兽人]
先决条件:兽人武器熟悉(Orc Weapon Familiar)
你的兽人爱好与你接受的职业训练,授予了你对于兽人武器的卓越技巧。每当你获得一项授予你在特定武器上获得专家或是更高熟练度的职业能力时,你也可以在弯刃大刀、巨斧以及你已受训的兽人武器上获得对应的熟练度。
引述: 十七级兽人族裔专长
决死蛮勇(Rampaging Ferocity)    专长17
[兽人]
先决条件:兽人凶猛(Orc Ferocity,见核心59页)
触发:你使用兽人凶猛时
即便在弥留之际,你也能够进行凶猛的回击。作出单次近战打击(single melee Strike)。若此次打击使得某个敌人的生命值降至0点,此次兽人凶猛的激活就不算消耗了它的每日使用频率。

原文
剧透 -  原文:
ORC
Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance or raiding a neighboring settlement. Many orcs seek glory as soon as they can walk and carry a blade or club, taming wild beasts or hunting deadly monsters.

Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc’s fidelity and honesty are unparalleled. Orc barbarians, fighters, and rangers are prized as gladiators and mercenaries. While some human settlements might be hesitant to accept an entire orc community into their midst, a small handful of orc mercenaries can do the job of an entire squad of human conscripts, so long as the orcs are well fed and well paid. Though the belief that orcs are only suited for battle is pervasive among other humanoids, the harsh orc mentality comes from a long history of conflict rather than a lack of ability in other areas.
Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.
If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.

YOU MIGHT...
· Eagerly meet any chance to prove your strength in a physical contest.
· Believe that lies and treachery are for those who lack the strength to seize what they want.
· View dying in glorious combat as preferable to a mundane death from old age or illness.

OTHERS PROBABLY...
· See you as violent or lacking in discipline.
· Underestimate your intellect, cunning, and knowledge.
· Admire your forthrightness and blunt honesty

PHYSICAL DESCRIPTION
Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. The combination makes for a seeming contradiction, sharing an eye level with most humanoids while simultaneously towering over them. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Despite the roughness of their skin, orcs scar easily, and most orcs take great pride in the scars they have accumulated. Orc skin color is typically green and occasionally gray, though some orcs have other skin colors that reflect adaptations to their environments.
Orcs consider powerful builds and heavily scarred skin attractive, regardless of gender. A powerful orc makes the hold stronger, and scars are signs of victories won or hardships survived. Similarly, many orcs consider large, jutting tusks to be more attractive than smaller tusks, since the former make more effective weapons. Many orcs also find tattoos to be attractive, particularly large or painful ones that cover a significant amount of skin

SOCIETY
Most orc communities define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield.
Power in an orc hold comes from strength or family lineage. The structure tends to be feudal, with weaker orcs working at the behest of the strong. The Hold of Belkzen is the largest such society, and power changes hands there quickly. One mighty orc dying in battle can shake up an entire power structure, leading to squabbling and duels to decide control. Many orcs who tire of being subservient split off to form their own warbands, traveling to new territory.
Young orcs are typically raised by the entire community. Indeed, it would be almost impossible for orcs to raise their young any other way, since twins, triplets, and even quadruplets are quite common in orc families, as are deaths among orcs in their child-rearing years. Many orc holds conduct ceremonies when a young orc comes of age, typically around their tenth or eleventh birthday, during which the new adults are told what their role in the hold will be. For communities that practice ritual scarification or tattooing, this is often when the young orcs receive their first hold-scar or tattoo as well.
Orcs fear very little, but most distrust magic. Magic is seen as a tool that bypasses the physical and allows the weak to contend with the strong, a belief that runs at odds with orc values. While they respect the physical might of Gorumite warpriests, and even druids who take on the forms of great beasts, they find arcane and occult magic questionable at best and unethical on the whole. All but the most depraved orc communities see necromancy as a foul art that steals glory from the dead, and their growing struggles against the undead have given them newfound common ground with their humanoid neighbors.

ALIGNMENT AND RELIGION
A common orc saying is, “You are the scars that shape you.” Violent, chaotic lives in violent, chaotic lands mean that most orcs tend heavily toward chaotic alignments. Gorum, Lamashtu, and Rovagug are all commonly worshiped among orc communities, though less violent holds worship nature deities like Gozreh or gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.
While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon. Most orcs don’t waste their dying moments praising the divine or praying for a place in the afterlife, but spitting a blood-flecked warning at their deities, promising a new challenger through broken teeth.

NAMES
Orcs have a harsh, guttural language, and their naming conventions are no exception. Many orc names are simply the Orcish word for a particularly desirable trait, such as great strength, height, or ferocity. Orcs commonly use either their hold name or a name referencing a particularly memorable accomplishment as their surname.

Sample NameS
Arkus, Ausk, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach

ORC ADVENTURERS
An orc’s drive to overcome challenges and prove themself spurs many orcs to become adventurers, though orcs are more likely to set out on their own or with other orcs than alongside adventurers of other ancestries.
Common orc backgrounds include gladiator, hunter, martial disciple, nomad, and warrior from the Core Rulebook, plus bandit, outrider, and refugee from this book. Orcs thrive in martial classes like barbarian and fighter

RARITY
Uncommon

HIT POINTS
10

SIZE
Medium

SPEED
25 feet

ABILITY BOOSTS
Strength
Free

LANGUAGES
Common
Orcish
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Goblin, Jotun, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).

TRAITS
Orc
Humanoid

DARKVISION
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Orc Heritages
Orcs have a long history on the surface of the world, and a far longer history underground. Their hardy physiques and demanding lifestyles have led to various adaptations. Choose one of the following orc heritages at 1st level.

BADLANDS ORC
You come from sun-scorched badlands, where long legs and an ability to withstand the elements helped you thrive. You can Hustle twice as long while exploring before you have to stop, and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

DEEP ORC
Your calloused hands and red eyes speak to a life spent in the deep darkness of mountain caverns, where you learned to battle on rocky cliffs and survive with minimal resources. You gain the Terrain Expertise skill feat for underground terrain and the Combat Climber skill feat.

HOLD-SCARRED ORC
You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.

RAINFALL ORC
You were born in a rain forest with only tangles of trees providing protection from torrential rainstorms and flash floods. You’ve learned to move adeptly through jungle terrain and resist the various ailments common in humid environs. You gain a +2 circumstance bonus to Athletics checks to Climb or Swim and a +1 circumstance bonus to saving throws against diseases.

Orc Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As an orc, you can select from among the following ancestry feats, plus the feats with the orc trait listed in the Half-Orc Ancestry Feats section on page 59 of the Core Rulebook.

1ST LEVEL
BEAST TRAINER FEAT 1
ORC
You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain the Train Animal skill feat.

IRON FISTS FEAT 1
ORC
Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.

ORC LORE FEAT 1
ORC
The hold elders taught you your people’s histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Orc Lore.

TUSKS FEAT 1
ORC
You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.
Special You can take this feat only at 1st level, and you can’t retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks.

5TH LEVEL
ATHLETIC MIGHT FEAT 5
ORC
Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.

BLOODY BLOWS FEAT 5
ORC
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. This can be because you’re taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Iron Fists, Tusks, or a similar ability.

HOLD MARK FEAT 5
ORC
You bear scars or tattoos enhanced by the mark of your community’s prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon’s critical specialization effect. You gain a large brand or tattoo in the shape of the chosen emblem or a similar image (for example, the axe could be a bear or other symbol of ferocious strength, while the shield might be a turtle or another symbol associated with a strong defense) and gain the listed benefit.
· Axe axe or pick
· Shield hammer or shield
· Torch bomb or knife

9TH LEVEL
DEATH’S DRUMS FEAT 9
ORC
Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws.

UNDYING FEROCITY FEAT 9
ORC
Prerequisites Orc Ferocity (Core Rulebook 59)
You resist death’s clutches with supernatural vigor. When you use Orc Ferocity, you gain temporary Hit Points equal to your level

13TH LEVEL
FEROCIOUS BEASTS FEAT 13
ORC
Prerequisites Beast Trainer or animal companion, Orc Ferocity (Core Rulebook 59)
Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc’s own blood. Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.

SPELL DEVOURER FEAT 13
ORC
Prerequisites Pervasive Superstition (Core Rulebook 59)
You don’t just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell’s level, or equal to the level if the magical effect isn’t a spell. These temporary Hit Points last until the end of your next turn.

17TH LEVEL
RAMPAGING FEROCITY [free-action] FEAT 17
ORC
Prerequisites Orc Ferocity (Core Rulebook 59)
Trigger You use Orc Ferocity.
You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn’t count against its frequency.
« 上次编辑: 2022-10-27, 周四 20:52:22 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 lixiyan

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Re: 【APG】兽人(Orc)
« 回帖 #1 于: 2020-10-24, 周六 19:06:44 »
体貌那段的兽人身高,原文是7 feet,是英尺(呎),不是尺。对应公制约是2.13米,不是2.3米。

离线 晨世宣融

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Re: 【APG】兽人(Orc)
« 回帖 #2 于: 2022-09-02, 周五 11:03:40 »
根据内希斯,凶蛮猛兽遭到修改:

凶蛮猛兽(Ferocious Beasts)    专长13
[兽人]
先决条件:驯兽师(Beast Trainer)或动物伙伴(animal companion),兽人凶猛(Orc Ferocity,见核心59页)

自远古时代起,最强大的兽人驯兽师便使用兽人自身的鲜血喂养野兽同伴,并以此来唤起野兽的斗争心。你的动物伙伴(Animal companions)或动物朋友(bonded animals)会获得兽人凶猛(Orc Ferocity)专长,并且获得一个仅能用于兽人凶猛的反应。若你具有不灭蛮勇(Undying Ferocity)族裔专长的话,所有动物伙伴或动物朋友也会在触发兽人凶猛时获得该专长的效果。

Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.