作者 主题: 【WO】萨满魂域:部族(Tribe)  (阅读 11768 次)

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【WO】萨满魂域:部族(Tribe)
« 于: 2019-10-20, 周日 00:40:04 »
魂域:部族

选择部族魂域的萨满致力于保护她的盟友——无论他们是同一部落的成员或是一起冒险的旅伴。

魂术

祝福术(1) 护卫他人(2) 造粮术(3) 灵能盟友(4) 维生气泡(5) 心有灵犀(6) 灵视(7) 感知位置(8) 群体医疗术(9)

巫术

踉跄诅咒:当一名30尺内的敌人造成重击威胁时,以一个直觉动作,萨满可以影响这个敌人,让他重骰这次攻击检定并受到到等于萨满魅力调整值的减值。目标可以用一次成功的意志豁免来避免这一效果。无论是否豁免成功,该生物在24小时之内都无法再次成为该巫术的目标。这是诅咒效果。

孤立诅咒:萨满使30尺内的一个敌人感到自己被同伴抛弃,在相当于萨满等级的轮数中,目标不会从夹击和援助他人效果中获得任何好处,也不再能享受任何士气加值。目标可以用一次成功的意志豁免来避免这一效果。无论是否豁免成功,该生物在24小时之内都无法再次成为该巫术的目标。这是诅咒效果。

坚定偶像:萨满可以碰触一个自愿的生物,增强他的精神力量以防御来自心灵的打击。目标下次进行意志豁免检定时,可以使用萨满的豁免检定加值来代替他自己的豁免检定加值进行检定。萨满同一时间只能使一个生物受到该巫术的影响,当她对另一个生物使用该巫术时,前一个效果自动结束。并且,一个受到该巫术影响的生物在接下来24小时之内都无法再受到该巫术的影响。

陷阵巫术:萨满使一个30尺内的生物将萨满的盟友们视为障碍。目标在相当于萨满等级的轮数中视萨满盟友临近的方格为困难地形。目标可以用一次成功的意志豁免来使该效果的持续时间减为1轮。无论是否豁免成功,该生物在24小时之内都无法再次成为该巫术的目标。

救助之触:萨满可以以一个标准动作碰触一个自愿的生物以移除一个疲乏、战栗或恶心状态。8级时,萨满还能用这个巫术移除困惑或惊惧状态;12级时,萨满还能用这个巫术移除晕眩、反胃或恐慌状态。萨满每天能使用这一巫术的次数等于她的萨满职业等级。

魂兽

选择了部族魂域的萨满的魂兽身上的色彩和斑纹看起来像是萨满部落的图腾或是象征记号。魂兽成功的协助他人带来的加值加1。

精魂之力

部族协同(Su):萨满获得一个团队专长作为奖励专长,她必须满足这个专长的所有前提条件。另外,以一个标准动作,萨满可以把她的一个团队专长分享给30尺内能看见和听见她的所有盟友,持续(3+1/2萨满职业等级)轮。她的盟友无需满足前提条件就可以获得这一专长的好处。萨满每天可以使用这一能力的次数为3+魅力调整值。

高等精魂之力

部族纽带(Sp):萨满和她的部族成员被紧密地联结在一起。每日一次,当萨满与她的魂兽沟通并准备法术的时候,可以选择最多(1/2萨满职业等级)个生物成为她的名誉部族成员,这些生物可以进行精神交流,如同心灵连线法术一般。

最终精魂之力

部族监护(Su):萨满可以向30尺内的名誉部族成员(见上)施放距离为接触的无害法术。萨满每天能使用这一能力的次数等于她的魅力属性调整值(至少为1)。另外,萨满能随时了解她名誉部族成员的状态,如同关照术法术一般。

显圣

20级时,萨满成为她部族意志和团结的化身。她将魅力调整值加到她所有的豁免检定加值上,而且免疫胁迫法术和类法术能力。每天一次,以一个标准动作,她可以尝试复活一名在一轮内死亡的她的荣誉部族成员,如同生命之息法术,但只要目标在同一位面中就可以使用,并且目标将恢复(10/萨满职业等级,最多200)点HP。





原文:
剧透 -   :
Tribe

A shaman who selects the tribe spirit strives to protect her allies, whether they be a traditional tribal unit or a chosen group of adventuring companions.

Spirit Magic Spells: bless (1st), shield other (2nd), create food and water (3rd), spiritual ally (4th), life bubble (5th), battlemind link (6th), vision (7th), discern location (8th), mass heal (9th).

Hexes: A shaman who chooses the tribe spirit can select from the following hexes.

Curse of Faltering (Su): As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a penalty equal to the shaman’s Charisma modifier. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.

Curse of Isolation (Ex): The shaman makes an enemy within 30 feet keenly feel its status outside the tribe. For a number of rounds equal to the shaman’s level, the target gains no benefit from flanking or the aid another action, and it doesn’t benefit from morale bonuses. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.

Steadfast Example (Su): The shaman touches a willing creature and bolsters its mental and emotional defenses. The next time the target attempts a Will saving throw, the subject can use the shaman’s Will saving throw bonus instead of his own. The shaman can have only one creature under the effect of this hex at a time, and a creature affected by this hex cannot be affected by it again for 24 hours.

Threatening Coordination Hex (Su): The shaman causes a creature within 30 feet to view the shaman’s allies as obstacles. The target treats squares adjacent to the shaman’s allies as difficult terrain for a number of rounds equal to the shaman’s level, or for 1 round if the target succeeds at a Will saving throw. Whether or not the save is successful, a creature affected by this hex cannot be the target of it again for 24 hours.

Touch of Succor (Su): The shaman can touch a willing creature as a standard action to remove one of the following conditions: fatigued, shaken, or sickened. At 8th level, she adds confused and frightened to the list of conditions she can remove. At 12th level, she also adds dazed, nauseated, and panicked. The shaman can use this ability a number of times per day equal to her shaman level.

Spirit Animal
The shaman’s spirit animal has colorations or markings that resemble a totem or important symbol for the shaman’s tribe. When the spirit animal successfully performs the aid another action, the bonus it provides increases by 1.

Spirit Ability
A shaman who chooses the tribe spirit as her spirit or wandering spirit gains the following ability.

Tribal Cooperation (Su): The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Greater Spirit Ability
A shaman who chooses the tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Tribal Bond (Sp): The shaman and her tribe share a transcendent bond. Once per day when she communes with her spirit animal to regain spells, the shaman can select a number of creatures equal to half her shaman level to serve as her honorary tribe. These creatures can constantly communicate with each other, as telepathic bond.

True Spirit Ability
A shaman who chooses the tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Guardian of the Tribe (Su): The shaman can cast a harmless spell with a range of touch on a member of her tribal bond as long as that creature is within 30 feet. The shaman can use this ability a number of times per day equal to her Charisma modifier (minimum 1). In addition, she is constantly aware of the condition of all members of her tribal bond ability, as status.

Manifestation
Upon reaching 20th level, the shaman embodies the strength and unity of her tribe. She gains a bonus on all of her saving throws equal to her Charisma modifier and becomes immune to compulsion spells and spell-like abilities. Once per day as a standard action, she can attempt to revive a creature connected to her by her tribal bond ability who has died within 1 round as breath of life, except that the spell can be cast at any range as long as the target is on the same plane, and the target regains a number of hit points equal to 10 × the shaman’s level (maximum 200).
« 上次编辑: 2019-12-17, 周二 05:22:58 由 黎白羽 »

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Re: 【WO】萨满魂域:部族(Tribe)
« 回帖 #1 于: 2019-10-20, 周日 14:52:09 »
如果这是部落,俺寻思联盟赢定了。为了瓦里安

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Re: 【WO】萨满魂域:部族(Tribe)
« 回帖 #2 于: 2019-10-20, 周日 20:21:15 »
部族都是废物!

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Re: 【WO】萨满魂域:部族(Tribe)
« 回帖 #3 于: 2019-10-20, 周日 21:49:17 »
感觉这个魂域最厉害的是1级精魂之力,凭空多了个团队专长+次数多时间长的战术。。。

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Re: 【WO】萨满魂域:部族(Tribe)
« 回帖 #4 于: 2019-10-23, 周三 09:49:34 »
最终精魂之力都可以,自动远触法术,就是巫术都有点弱…

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have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【WO】萨满魂域:部族(Tribe)
« 回帖 #5 于: 2019-10-23, 周三 09:57:39 »
怎么2076年了,你们玩pf还在考虑职业强度。
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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Re: 【WO】萨满魂域:部族(Tribe)
« 回帖 #6 于: 2019-10-24, 周四 23:27:40 »
这个魂域主要是偏向团体辅助,而且最好是有蛮子的那种队伍。
坚定偶像可以提升近战对意志豁免
救助之触可以解状态,解疲乏根本对蛮子而言是神技
孤立诅咒专克偷袭系的,在团战也有发挥

辅助就是吃队友,如果是常玩PFS的就会希望队伍中有这类角色
保证队伍其他人能发光发热,就是辅助的存在意义

PS:目前在PFS中此魂域是合法的
« 上次编辑: 2019-11-04, 周一 10:59:23 由 苍月溟 »
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