作者 主题: [PF翻译]【TWoVHD】吸血鬼猎人(Vamphire Hunter)  (阅读 5262 次)

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[PF翻译]【TWoVHD】吸血鬼猎人(Vamphire Hunter)
« 于: 2018-02-26, 周一 21:55:53 »
吸血鬼猎人(Vampire Hunter)
并非所有暗夜中的猎杀者都将凡人作为它的猎物。出于荣誉、绝望或悲惨的需求,吸血鬼猎人不仅会把他的能力用于针对夜之生物,也包括他们可怕的不死霸主: 吸血鬼。大多数的吸血鬼猎人在第一次遇到血族的时候都无法生存下来,因为他们缺乏可以真正准备面对夜晚的贵族的学习或训练。那些幸存下来并迫使自己继续成长的少数人,变的越来越像他们可怕的猎物,成为带来死亡的黑衣使徒,同时被亡者与生者所恐惧著。吸血鬼猎人那沉郁而坚若钢铁的毅力几乎媲美狂热的宗教信仰,这神秘但无我的执着则即是他们所使用的神力的源泉。

角色定位(Role):吸血鬼猎人痴迷于追杀他们的猎物 - 不只是血族,还包括所有那些替贵族服务的超自然野兽和不死生物。这些斗士们追踪着他们的渎神猎物,学习他们的弱点,并击败他们。这样做需要的不仅仅是训练和诡计而已。为了对抗黑暗,吸血鬼猎人接受了敌人的不自然力量,以血族的邪恶之力反击他们。吸血鬼猎人是与邪恶奋战的先锋,但也懂得珍惜其他专业冒险者的观点、支援与魔法。

阵营(Alignment):任意。

生命骰(Hit Die):d8。

起始财富(Starting Wealth):5d6 x 10gp (平均值 175gp)。

本职技能
吸血鬼猎人的本职技能是:唬骗(魅力)、攀爬(力量)、工艺(智力)、驯养动物(魅力)、医疗(感知)、威吓(魅力)、知识(神秘)(智力)、知识(地理)(智力)、知识(地方)(智力)、知识(宗教)(智力)、察觉(感知)、专业 (感知)、骑术(敏捷)、察言观色(感知)、法术辨识(智力)、隐匿(敏捷)、生存(感知)、游泳(力量)。
每级技能点数:6 + 智力修正值。

表1-1:吸血鬼猎人
等级      BAB强韧      反射      意志      特殊
1级

2级

3级

4级
1级+1+0+2+2侦测死灵、技巧专长、追踪、血族之力
2级+2+0+3+3无情追猎
3级+3+1+3+3技巧专长
4级+4+1+4+4木桩0
5级+5+1+4+4无情追猎团1
6级+6/+1+2+5+5技巧专长1
7级+7/+2+2+5+5吸血鬼追猎10
8级+8/+3+2+6+6第二血族之力11
9级+9/+4+3+6+6技巧专长21
10级+10/+5+3+7+7快速追踪210
11级+11/+6/+1+3+7+7叱吓之徽211
12级+12/+7/+2+4+8+8技巧专长221
13级+13/+8/+3+4+8+8移除血族感染3210
14级+14/+9/+4+4+9+9狩猎目标3211
15级+15/+10/+5+5+9+9技巧专长3221
16级+16/+11/+6/+1+5+10+10第三血族之力3321
17级+17/+12/+7/+2+5+10+10重击反射4321
18级+18/+13/+8/+3+6+11+11技巧专长4322
19级+19/+14/+9/+4+6+11+11高等狩猎目标4332
20级+20/+15/+10/+5      +6+12+12吸血鬼猎人大师4433

表1-2:吸血鬼猎人已知法术数量
等级    1级    2级    3级    4级
1级
2级
3级
4级2
5级3
6级4
7级42
8级43
9级44
10级542
11级543
12级544
13级5542
14级6543
15级6544
16级6554
17级6654
18级6654
19级6655
20级6665

职业能力
以下是吸血鬼猎人的职业能力。

武器与防具擅长(Weapon and Armor Proficiency):吸血鬼猎人擅长所有的简易和军用武器,轻甲和中甲,以及所有类型的盾牌(除了塔盾)。

侦测死灵(Detect Undead, Sp):吸血鬼猎人可以随意使用侦测死灵,效果和同名法术一样。吸血鬼猎人也可以使用一个移动动作专注于60尺内的单一物体或生物,以获知对方是否为不死生物以及对方的灵光强度,如同使用法术研究了三轮时间。当专注于单一物体或生物时,吸血鬼猎人不会侦测到法术范围内其它的不死生物。

技巧专长(Technique Feat):由于狩猎吸血鬼的固有致命性,吸血鬼猎人的方法与传统非常罕见且少被了解。

这通常使吸血鬼猎人与他们狩猎的不死生物般一样可怕。作为吸血鬼猎人学习和训练,他们发展属于他们的技巧,掌握古老的战斗技术,并利用连生者与死者都畏惧的神秘技术。

1级时,吸血鬼猎人获得奖励专长。此专长可以选取战斗专长或吸血鬼狩猎技巧专长(参见第14页)。吸血鬼猎人必须满足这些专长的先决条件才能选择它们。吸血鬼猎人在3级和之后的每3级获得额外的奖励专长。

当达到6级时,和之后每6级(12级和18级),吸血鬼猎人可以选择学习一个新的战斗或技巧专长来取代他已经学过的战斗或技巧专长。实际上,吸血鬼猎人失去了旧专长来换取新的。旧专长不能被用作另一个专长,进阶职业或吸血鬼猎人知道的另一种能力的先决条件。每次升级时吸血鬼猎人只能以此法替换一个奖励专长,并且如果这次升级他获得了新的专长,他必须要选择是否替换他新获得的奖励专长。

追踪(Track, Ex):吸血鬼猎人在追踪痕迹时将吸血鬼猎人等级的一半(最少为1)加到生存检定上。

血族之力(Vampiric Focus, Su):吸血鬼猎人知晓不死生物的邪恶力量。透过纪律与精准,他可以暂时把不死生物的亵渎之力转向对付他们。

1级时,吸血鬼猎人必须选择一个常见的血族力量来模拟从下面列出的血族之力。

每个血族之力给予吸血鬼猎人一些加值或特殊能力。一旦做出这个决定,吸血鬼猎人不能改变他已知的血族之力。8级和16级时,吸血鬼猎人学习一个额外的血族之力。

作为一个迅捷动作,吸血鬼猎人可以启动他的血族之力。结束血族之力是一个自由动作。他每天可使用等同于他的等级的分钟数的血族之力。这些时间不需要连续,但必须以1分钟为单位。一旦吸血鬼猎人结束一项血族之力,则该项血族之力无法在1分钟内重新启动。吸血鬼猎人每次只能保持启动一个血族之力。从不同的血族之力得到的好处不会互相叠加,包括来自多个血族之力的临时生命值。

血族灵敏(Vampiric Agility): 吸血鬼猎人的所有移动速度增加5尺。在8级时,他的移动速度增加10尺,并获得反射闪避,如同盗贼的职业能力。在16级时,吸血鬼猎人获得精通反射闪避,如同盗贼的高等天赋。

血族召唤(Vampiric Call): 吸血鬼猎人召唤蝙蝠,老鼠,昆虫等夜间基本生物围绕着他。这些生物提供了抵抗伤害的功能,给予吸血鬼猎人等同于他的等级的临时生命值。在8级时,他在AC上还获得+2偏斜加值。在16级时,偏斜加值增加到+4。

血族狡诈(Vampiric Cunning): 吸血鬼猎人在察觉和隐匿检定上获得等同于他等级一半的加值。在8级时,他可以在使用隐匿时以正常速度移动而不受减值。在16级时,吸血鬼猎人可以在冲锋时使用隐匿(但在进行任何其他攻击时无法使用); 当冲锋(并且只有在冲锋时),即使他缺乏相对于他的目标的掩蔽,他也可以尝试隐匿检定。

血族之心(Vampiric Heart): 吸血鬼猎人获得对抗寒冷和电击的能量抗力,等同于他的等级的一半。此外,吸血鬼猎人的心跳无法被侦测到。任何侦测或识别生命的能力,例如生命感知,都无法感知到他。在16级时,每天一次,在此血族之力启动期间,当他的生命值减少到0或更少时,吸血鬼猎人立即变成气态(如同法术气体型态)持续等同于他的等级一半的轮数,并且获得等同于他的等级一半的临时生命值。吸血鬼猎人可以随时解除气态形式,而不会失去这些临时生命值。这个效果在持续时间过去后,在吸血鬼猎人失去临时生命值后,或者当此血族之力不再启动时结束,吸血鬼猎人立即变为实体并失去这些临时生命值。如果他在效果期间没有得到治疗,这将使吸血鬼猎人的生命值返回到他在受到触发此能力的攻击或效果后的生命值。

血族之力(Vampiric Might): 吸血鬼猎人获得+2增强加值到力量,并且他的武器在克服伤害减免时总是被视为魔法。此加值在8级时增加到+4,在16级时增加到+6。

血族步伐(Vampiric Momentum): 吸血鬼猎人被视为受到法术羽落术的影响。在8级时,他如同受到法术蛛行术的影响,并可以在困难地形正常移动。在16级时,他被视为受到法术行动自如的影响,并且可以如同在坚实的地面上,移动穿过空中或平静水域(或类似物质)的区域,虽然吸血鬼猎人必须在坚实的地面上开始和结束这一移动。这允许吸血鬼猎人穿越水,空中,熔岩(如果他没有免疫的话,会正常受到火焰伤害)等而不会坠落或下沉。

血族气势(Vampiric Presence): 吸血鬼猎人获得+2增强加值到魅力。在8级时,此加值增加到+4,并且他每天可以把魅惑人类作为类法术能力施放等同于他的魅力修正值次数。在16级时,魅力的增强加值增加到+6,并且他每天可以把支配人类作为类法术能力施放等同于他的魅力修正值次数。 吸血鬼猎人使用此能力赋予的类法术能力时,将他的等级视为施法者等级。

血族坚韧(Vampiric Resilience): 吸血鬼猎人获得针对能量吸取的防护。每次此血族之力启动期间,他会免除前两次受到的负向等级。在8级时,在此血族之力启动期间,他会免除前四次受到的负向等级。在16级时,在此血族之力启动期间,他会免除前六次受到的负向等级。

血族意志(Vampiric Resolve): 吸血鬼猎人在对抗影响心灵效果的意志豁免上获得+2加值。如果他已经受到影响心灵效果的影响,当他启动此血族之力时,他可以立即针对该效果重掷豁免检定并获得等同于他的吸血鬼猎人等级一半的加值。在16级时,他免疫影响心灵效果。

血族之眼(Vampiric Sight): 吸血鬼猎人获得黑暗视觉60尺(如果他已经有黑暗视觉,范围增加30尺)。在8级时,吸血鬼猎人的黑暗视觉的范围增加30尺。在16级时,吸血鬼猎人获得30尺盲感。

无情追猎(Relentless, Ex):2级时,吸血鬼猎人可以长时间旅行而不需要休息。吸血鬼猎人(和他的坐骑,如果有的话)可以在一天的旅行中行走16个小时,而不被视作是强行军(参见开拓者角色扮演游戏核心规则书的第171页),但在那天结束时,他必须进行DC 15的强韧豁免。如果失败的话,他可以在第二天中旅行行走8个小时,而他(和他的坐骑,如果有的话)在24小时内会陷入疲乏。

如果他豁免成功,他可以在第二天再次使用此能力。吸血鬼猎人每隔一天旅行行走超过8小时的话,强韧豁免的DC将增加2点。吸血鬼猎人不需要为他的坐骑进行单独的豁免。在吸血鬼猎人休息24小时后,豁免的DC会重设为15。

木桩(Stake, Su):4级时,任何被吸血鬼猎人拿来刺穿吸血鬼的心脏的穿刺武器或锋利的工具(例如岩钉)皆被视为木桩。如果此临时木桩被移除,吸血鬼会如常地复活。

法术(Spells):从4级开始,吸血鬼猎人可以从审判者法术列表中 (参见Pathfinder RPG Advanced Player’s Guide的第42页)施展小量的神术。假如他还没用完他的当天法术,他不需要事先准备施展他所知道的法术。吸血鬼猎人无法使用此能力施放审判者的祷念或高于4环的审判者法术。

要学习或者施展一个法术,吸血鬼猎人的感知值必须至少有10+法术环级。对抗吸血鬼猎人的法术豁免难度DC等于10+法术环级+感知修正值。

吸血鬼猎人每天可以使用的各个环级的法术有限。他的基本每日法术分配可见表1-1:吸血鬼猎人。另外,如果有较高的感知值,他还可以获得额外奖励每日法术。如果表1-1中指出吸血鬼猎人在指定的法术环级上有0个法术,那么他只能获得高感知值提供的额外法术。

吸血鬼猎人可以选择的法术数量受到相当大的限制。4级时,吸血鬼猎人知晓两个他所选择的1环法术。在每提升一个新的吸血鬼猎人等级,他都会按照表1-2:吸血鬼猎人已知法术所示获得一个或更多的新法术。与每日法术不同,吸血鬼猎人的已知法术数量是固定的,不受他的感知值影响。

在7级时以及之后每3个等级,吸血鬼猎人可以选择学习一个新法术以替代一个原本的法术。若如此,吸血鬼猎人会失去原本习得的一个法术并获得一个新的法术。新法术的法术等级必须和被替换的法术相同。吸血鬼猎人必须在他获得那一级的新法术的同时决定是否进行交换。

无情追猎团(Relentless Band, Ex):5级时,吸血鬼猎人的毅力感染了和他一起旅行的同伴,增加了一天中队伍可以花在旅行上的时间。吸血鬼猎人每天都可以让等同于他等级一半的数量的同伴(加上他们的坐骑)也受益于他的无情追猎能力。由吸血鬼猎人来代替队伍进行豁免检定。

吸血鬼追猎(Vampire Tracker, Ex):7级时,吸血鬼猎人可以追踪气态生物,例如吸血鬼以气态形式移动或飞行时,如同他们留下实体般的足迹。追踪气态生物的生存检定的基准DC为20。地表情形的修正值将不适用(气态生物在行动时不会留下足迹),但其他状态照常运作(参见开拓者角色扮演游戏核心规则书的第107页)。

快速追踪(Swift Tracker, Ex):10级时,吸血鬼猎人可以其正常速度进行追踪而不用受到-5惩罚。在以双倍速度移动时进行追踪只受-10惩罚(而不是一般的-20)。

叱吓之徽(Vampire Bane, Su):11级时,吸血鬼猎人可以借由强烈地表现出圣徽来引起吸血鬼的剧烈厌恶。当吸血鬼猎人使用标准动作秀出圣徽对抗吸血鬼时,吸血鬼必须通过意志豁免(DC = 15 +吸血鬼猎人的职业等级+吸血鬼猎人的魅力修正值)。

失败的话,吸血鬼会被叱退,并且必须保持距离吸血鬼猎人数尺,距离等于吸血鬼猎人的魅力修正值的5倍。另外,被这种方式叱退的吸血鬼也不行接触或对吸血鬼猎人进行近战攻击(尽管吸血鬼仍然可以照常接触吸血鬼猎人的盟友或对其进行近战攻击)。只要吸血鬼猎人每轮都秀出圣徽(以一个标准动作),吸血鬼每一轮都会被叱退,尽管它可每一轮都可以尝试新的意志豁免,以克服它的厌恶感并正常行动。吸血鬼猎人可以使用任何圣徽来叱退吸血鬼,但当吸血鬼猎人使用他信仰神祇的圣徽时,在决定此能力的效果时,吸血鬼猎人将他的魅力修正值视作提升2点。

移除血族感染(Remove Vampirism, Su):13级时,吸血鬼猎人可以防止被吸血鬼杀死的生物变成吸血鬼复活。吸血鬼猎人花费10分钟,用一瓶圣水浸泡尸体,可以移除被吸血鬼的吸血或能量吸取能力杀死所造成的血族感染,防止尸体通过吸血鬼的创造衍体能力变成吸血衍体。任何弱于奇蹟术祈愿术的魔法都无法消除此能力的效果。如果尸体复活后又被吸血鬼杀死,他可能又会成为吸血鬼衍体。

狩猎目标(Quarry, Ex):14级时,吸血鬼猎人可以以标准动作指定一个视线内的目标为自己的狩猎目标。在追踪自己的狩猎目标时,吸血鬼猎人可以在以普通速度移动时的生存检定中取10,不用受到惩罚。此外,在攻击自己的狩猎目标时,吸血鬼猎人的攻击检定获得+2洞察加值,并且所有重击威胁自动确认。吸血鬼猎人不能同时指定多个狩猎目标。他可以在任意时刻以自由动作解除此效果,但无法在24小时内指定新的狩猎目标。如果吸血鬼猎人能够确认自己的狩猎目标已经死亡或(不知何故)实际上不是不死生物,那么他可以在1小时后选择一个新的狩猎目标。

重击反射(Critical Reflexes, Su):17级时,吸血鬼猎人在确认对不死生物造成的重击后,他可以尝试进行特殊的战技检定来取出一样物品,并立即将其用在对手上。 吸血鬼猎人在他的重击造成额外伤害后决定是否使用此能力。这时,他可以尝试进行一次战技检定对抗目标的CMD (目标在对抗此战技时会失去敏捷修正值)。如果吸血鬼猎人成功,他可以取出身上的一件物品,并立即将该物品用在目标生物上。此能力不会引发借机攻击。

以此方式使用的物品通常是炼金物品,例如强酸或圣水。需要对目标进行攻击的物品可以自动命中并正常地造成伤害(如果物品会影响一片区域,吸血鬼猎人自身也可能会受影响)。对目标没有直接影响的物品(如钓鱼钩或提灯)或需要额外战技使用的物品(如绳子或镣铐)不能用于此能力。其他近战和远程武器也不能用于此能力(除了对吸血鬼使用木桩;见下文)。此能力可以用来对付虚体生物。

如果目标生物是吸血鬼,且吸血鬼猎人身上拥有木桩(或被他的木桩能力影响的类似物品),他可以把木桩刺进吸血鬼的心脏,如同对方处于无助般,并立即杀死对方(参见开拓者角色扮演游戏志怪录的第270-271页)。 如果目标生物不是吸血鬼的话,此尝试会在最后一刻失败; 吸血鬼猎人会意识到目标不是吸血鬼。吸血鬼猎人无法通过使用此能力利用木桩刺穿非吸血鬼的心脏。

高等狩猎目标(Improved Quarry, Ex):19级时,吸血鬼猎人追猎自己的猎物的能力升级。他现在可以以自由动作指定狩猎目标,并且可以在以普通速度移动时的生存检定中取20,不用受到惩罚。他的攻击洞察加值提高到+4。如果他的狩猎目标被杀死或者逃走,他可以在10分钟后指定新的狩猎目标。

吸血鬼猎人大师(Master Vampire Hunter, Ex):20级时,吸血鬼猎人成为不死生物的克星。作为一个标准动作,他可以对他的不死生物狩猎目标使用完整攻击加值进行单次攻击,同时选择以下效果之一:摧毁,木桩刺穿或麻痺2d6轮。如果攻击命中,目标会受到正常伤害,并且必须通过强韧豁免,否则会受到额外的效果。此豁免的DC为10 + 1/2吸血鬼猎人的等级+吸血鬼猎人的感知修正值。无论攻击是否成功,此生物不能再被此能力当作目标(包括任何吸血鬼猎人),持续24小时。

如果吸血鬼猎人选择摧毁目标,目标会被杀死。如果目标是吸血鬼,它不会进入气体型态,且它的治疗能力不会生效; 它会被直接毁灭。如果吸血鬼猎人选择用木桩刺穿他的目标,那么如果目标是非吸血鬼的话,目标会被杀死。如果目标是吸血鬼(或会被木桩刺穿心脏所影响的类似生物),那么它也会被杀死,但是如果木桩被移除的话,它就会立即复活。吸血鬼猎人可以使用他4级的木桩能力来使用任何穿刺武器或锋利的工具来当作木桩。

此外,20级时,在每日吸血鬼猎人恢复法术时,他能够选择对自己启动一项血族之力,这会持续一整天。这项血族之力并不会计入吸血鬼猎人正常使用的血族之力职业能力之内。

引述: 边栏:替代职业(ALTERNATE CLASSES)
虽然吸血鬼猎人是一个独立的基础职业,但它的机制灵感来自几个现有的开拓者角色扮演游戏的基础职业,包括猎人、审判者、圣武士和杀手。虽然角色可以兼职这些相关的职业,但是有些职业(特别是猎人和杀手,以及他们的源职业游侠)会给予了重复的能力,而这些能力并不会叠加。此处提供了游玩吸血鬼猎人所需要的所有资讯,除了审判者法术列表例外,那可以在Pathfinder RPG Advanced Player’s Guide的第42页或在paizo.com/pathfinderRPG/prd上在线查看。

原文
剧透 -   :
Vampire Hunter

Not all beings who stalk the night hunt mortal prey. Out of honor, desperation, or tragic need, a vampire hunter pits his abilities not just against the creatures of the night, but also their terrifying undead overlords: vampires. Most vampire hunters do not survive their first encounters with vampirekind, as no amount of study or training can truly prepare one to face the Nobles of the night. Those few who survive and force themselves to carry on grow more and more like their terrible quarry, becoming dark-garbed bringers of death, feared by the dead and the living alike. Vampire hunters approach their duties with a grim but ironclad resolve so strong it resembles ecclesiastical faith, and it is from this mysterious, selfless dedication that their divine power wells.

Role: Vampire hunters obsessively stalk their quarry— not just vampirekind, but all those supernatural beasts and undead terrors that serve the Nobility. These champions of the living track their blasphemous prey, learn their weaknesses, and bring them low. Doing so requires more than training and guile, though. To stand against the darkness, vampire hunters adopt a measure of their foes' unnatural power, turning vampirekind's sinister might back against them. Vampire hunters are the vanguard in the battle against evil, but know to value the perspective, support, and magic of other expert adventurers.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 5d6 × 10 gp (average 175 gp).

Class Skills
The vampire hunter's class skills are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge(religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are the class features of the vampire hunter.

Weapon and Armor Proficiency
A vampire hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields).

Detect Undead (Sp)
At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range.

Technique Feat
Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. This often makes vampire hunters just as feared as the undead they hunt. As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.
At 1st level, a vampire hunter gains a bonus feat. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats (see page 14). A vampire hunter must meet the prerequisites for these feats to select them. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter.

Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. In effect, the vampire hunter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or another ability the vampire hunter knows. A vampire hunter can exchange only one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Track (Ex)
A vampire hunter adds half his level to Survival skill checks to follow tracks.

Vampiric Focus (Su)
A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.

At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus.

As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action.

He can use each vampiric focus for a number of minutes per day equal to his level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.

Vampiric Agility: All of the vampire hunter's movement speeds are increased by 5 feet. At 8th level, his movement speeds are increased by 10 feet and he gains evasion, as the rogue class feature. At 16th level, the vampire hunter gains improved evasion, as the rogue advanced talent.

Vampiric Call: The vampire hunter summons base creatures of the night—bats, rats, insects, and the like—to swarm around him. These creatures provide a measure of defense against damage, granting the vampire hunter a number of temporary hit points equal to his level. At 8th level, he also gains a +2 deflection bonus to AC. At 16th level, the deflection bonus increases to +4.

Vampiric Cunning: The vampire hunter gains a bonus on Perception and Stealth checks equal to half his level. At 8th level, he can move at his normal speed while using Stealth with no penalty. At 16th level, the vampire hunter can use Stealth while charging (but not while making any other attack); when charging (and only when charging), he can attempt a Stealth check even if he lacks cover relative to his target.

Vampiric Heart: The vampire hunter gains energy resistance equal to half his level against cold and electricity. Additionally, the vampire hunter's heartbeat is undetectable. Any ability that detects or identifies the living, such as the lifesense ability, does not perceive him. At 16th level, once per day when reduced to 0 or fewer hit points while this focus is activated, the vampire hunter immediately turns gaseous (as the spell gaseous form) for up to a number of rounds equal to half his level and he gains a number of temporary hit points equal to half his level. The vampire hunter can leave gaseous form at any time without losing these temporary hit points. This effect ends after these rounds have elapsed, after the vampire hunter loses the temporary hit points, or once this focus is no longer active, at which point the vampire hunter immediately becomes corporeal and loses these temporary hit points. If he has not received healing in the interim, this returns the vampire hunter to the number of hit points he had after the attack or effect that triggered this ability.

Vampiric Might: The vampire hunter gains a +2 enhancement bonus to Strength and his weapons are always treated as magical for the purpose of overcoming damage reduction. This bonus increases to +4 at 8th level and +6 at 16th level.

Vampiric Momentum: The vampire hunter is treated as being under the effects of the spell feather fall. At 8th level, he is also affected as if by the spell spider climb and can move normally through difficult terrain. At 16th level, he is treated as being under the effects of the spell freedom of movement, and can use up to two consecutive move actions in the same turn to cross areas of open air or calm water (or similar substances) as if they were solid ground, though the vampire hunter must begin and end this movement on solid ground. This allows the vampire hunter to cross water, open air, lava (though he takes fire damage as normal if not immune), and the like without falling or sinking.

Vampiric Presence: The vampire hunter gains a +2 enhancement bonus to Charisma. At 8th level, this bonus increases to +4, and he can cast charm person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. At 16th level, the enhancement bonus to Charisma increases to +6, and the vampire hunter can cast dominate person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. The vampire hunter treats his level as his caster level when using the spell-like abilities this ability grants.
Vampiric Resilience: The vampire hunter gains protection against energy drain. Each time this vampiric focus is activated, the first two times he would gain a negative level, he instead does not. At 8th level, the first four times he would gain a negative level while this focus is activated, he does not. At 16th level, the first six times he would gain a negative level while this focus is activated, he does not gain any negative levels.

Vampiric Resolve: The vampire hunter gains a +2 bonus on Will saving throws against mind-affecting effects. If he has already been affected by a mind-affecting effect when he activates this focus, he can immediately reroll his saving throw against that effect with a bonus equal to half his vampire hunter level. At 16th level, he is immune to mindaffecting effects.

Vampiric Sight: The vampire hunter gains darkvision to a range of 60 feet (if he already has darkvision, its range increases by 30 feet). At 8th level, the range of the vampire hunter's darkvision increases by 30 feet. At 16th level, the vampire hunter also gains blindsense to a range of 30 feet.

Relentless (Ex)
At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march, but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.

Stake (Su)
At 4th level, any piercing weapon or sharp tool (such as a piton) a vampire hunter drives through a vampire's heart is treated as a wooden stake for purposes of creatures who are vulnerable to them. If this improvised stake is removed, the vampire returns to life as normal.

Spellcasting
At 4th level, a vampire hunter gains the ability to cast a small number of divine spells drawn from the inquisitor spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level. A vampire hunter cannot cast inquisitor orisons or inquisitor spells that are higher than 4th level using this class feature.

To learn or cast a spell, a vampire hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vampire hunter's spell is 10 + the spell level + the vampire hunter's Wisdom modifier.

A vampire hunter can cast can a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–1: Vampire Hunter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1–1: Vampire Hunter indicates that vampire hunter can cast 0 spells per day of a given spell level, he can cast the number of bonus spells per day he would be entitled to based on his Wisdom score for that spell level.

A vampire hunter's selection of spells is limited. At 4th level, a vampire hunter knows two 1st-level spells of the vampire hunter's choice. At each new vampire hunter level, he gains one or more new spells as indicated on Table 1–2: Vampire Hunter Spells Known. (Unlike spells per day, the number of spells a vampire hunter knows is not affected by his Wisdom score. The numbers on Table 1–2 are fixed.) Upon reaching 7th level, and at every third vampire hunter level thereafter (7th and 13th), a vampire hunter can choose to learn a new spell in place of one he already knows. In effect, the vampire hunter 「loses」 the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell he can cast.

The vampire hunter can swap out a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Relentless Band (Ex)
At 5th level, a vampire hunter's resolve infects his traveling companions, increasing how many hours the group can spend traveling in a day. Every day the vampire hunter can allow a number of companions equal to half his level (plus their mounts) to also benefit from his relentless ability. The vampire hunter rolls saving throws to determine whether the group can carry on in its extended travels.

Vampire Tracker (Ex)
At 7th level, the vampire hunter can track gaseous creatures—such as vampires flying or moving in gaseous form—as though they were leaving physical tracks. The base DC of Survival checks to track gaseous creatures is 20. The modifiers for surfaces don't apply (as a gaseous creature leaves no impressions during its passage) but other conditions do.

Swift Tracker (Ex)
At 10th level, a vampire hunter can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Vampire Bane (Su)
At 11th level, a vampire hunter can intensify a vampire's revulsion to strongly presented holy symbols. When a vampire hunter uses a standard action to confront a vampire with a presented holy symbol, the vampire must attempt a Will saving throw (DC = 15 + the vampire hunter's class level + the vampire hunter's Charisma modifier). On a failed save, the vampire is repulsed and must stay a number of feet from the vampire hunter equal to 5 times the vampire hunter's Charisma modifier. Additionally, a vampire repulsed in this way cannot touch or make melee attacks against the vampire hunter (although the vampire can still touch and make melee attacks against the vampire hunter's allies as normal). A vampire continues to be repulsed for every round the vampire hunter spends presenting a holy symbol (a standard action), though it can attempt a new Willsave every round to overcome its revulsion and act normally.

The vampire hunter can use any holy symbol to repulse a vampire, but for the purposes of this ability, the vampire hunter treats his Charisma modifier as being 2 higher when he employs the symbol of the deity he worships.

Remove Vampirism (Su)
At 13th level, the vampire hunter can prevent a creature killed by a vampire from returning to life as a vampire itself. By spending 10 minutes and dousing a body with a vial of holy water, the vampire hunter removes the infection of vampirism from a creature slain by a vampire's blood drain or energy drain ability, preventing it from rising as a vampire spawn via a vampire's create spawn ability. This effect cannot be undone with any magic weaker than a miracle or wish. If the corpse is returned to life and subsequently killed by a vampire again might it become a vampire spawn.

Quarry (Ex)
At 14th level, as a standard action a vampire hunter can denote one target within his line of sight that he knows is undead as his quarry. Whenever he is following the tracks of his quarry, a vampire hunter can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he gains a +2 insight bonus on attack rolls against his quarry, and all critical threats against his quarry are automatically confirmed. A vampire hunter can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the vampire hunter sees proof that his quarry is deador (somehow) was not actually undead, he can select a new quarry after 1 hour.

Critical Reflexes (Su)
At 17th level, upon confirming a critical hit against an undead creature, the vampire hunter can attempt a special combat maneuver check to produce an item and immediately use it upon that foe. The vampire hunter decides whether or not to use this ability after dealing additional damage for his critical hit. At that point, he can attempt a combat maneuver check against the target's CMD (the target is denied its Dexterity modifier to resist this attack). If the vampire hunter succeeds, he produces a piece of equipment he has on his person and immediately uses that item upon the target creature. This ability does not provoke an attack of opportunity.

Items used in this manner are typically alchemical items, such as acid or holy water. Items that require attacks against the target automatically hit and deal damage as normal (potentially to the vampire hunter, as well, if the item affects an area). Items that would have no direct effect against the target (such as a fishing hook or a lantern) or that require another combat maneuver to use (such as a rope or manacles) cannot be used as part of this ability. Other melee and ranged weapons cannot be used with this ability (with the exception of using a stake against a vampire; see below).

This ability can be used against incorporeal creatures.

If the target creature is a vampire and the vampire hunter has a wooden stake in his possession (or a similar item affected by his stake ability), he can drive the stake through the vampire's heart as though it were helpless, slaying it immediately. If the creature is not a vampire, this attempt fails at the last moment; the vampire hunter realizes that the target is not a vampire. A vampire hunter cannot drive a stake through the heart of a non-vampire using this ability.

Improved Quarry (Ex)
At 19th level, the vampire hunter's ability to hunt his undead quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry while moving at normal speed, without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Vampire Hunter (Ex)
At 20th level, the vampire hunter becomes the bane of the undead. As a standard action, he can make a single attack against his undead quarry at his full attack bonus while choosing one of the following effects: destroy, stake, or paralyze for 2d6 rounds.

If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the vampire hunter's level + the vampire hunter's Wisdommodifier. Whether or not the attack succeeds, the creature cannot be targeted by this ability again (by any vampire hunter) for 24 hours.

If the vampire hunter chooses to destroy the target, the target is killed. If the target is a vampire, it does not assume gaseous form, and its healing powers do not come into effect; it is destroyed outright. If the vampire hunter chooses to stake his target, the target is killed if it's a non-vampire. If it's a vampire (or similar creature affected by having a stake driven through its heart) it is killed, but returns to life if the stake is removed. The vampire hunter can use his 4th-level stake ability to employ any piercing weapon or sharp tool as though it were a wooden stake.

Additionally, at 20th level, each day when the vampire hunter regains his spells per day, he chooses one vampiric focus to be active on himself for the entire day. This focus is in addition to uses of his vampiric focus class ability.



随着Pathfinder Roleplaying Game: The World of Vampire Hunter D这本隐藏书籍的OGL内容终于在出版一年半后登录上d20pfsrd,所以把去年翻译的内容弄成文字版贴了过来。说这本是隐藏书籍的原因是,这本当初是作为Vampire Hunter D在kickstarter上的美漫版募资的解锁项目,到目前为止尚没有任何其他贩卖管道。
« 上次编辑: 2018-06-04, 周一 17:14:06 由 白猫 »
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Re: [PF翻译]【TWoVHD】吸血鬼猎人(Vamphire Hunter)
« 回帖 #1 于: 2018-02-26, 周一 21:56:07 »
血族狩猎专长(Vampire Hntuing Feats)

  前面有两段叙述,不确定在不在OGL范围内,不翻了 ㄎㄎ
  
  吸血鬼猎人技巧专长(Vampire hunter technique feats)只能由吸血鬼猎人职业的成员或拥有吸血鬼猎人传统(Vampire Hunter Tradition)专长(或类似能力)的人选取。除非专长有特别说明,否则其他角色不能选择这些专长,即使他们符合先决条件。吸血鬼猎人技巧专长可在下一节中找到的,并在名称后面加上“技巧”一词。在旁边带有星号的先决条件是指本节中的其他专长。


祝福圣水(Blessed Waters)[技巧]
  你可以创造出圣水, 燃烧着你对亡者的强烈憎恨。

  专长效果:你可以每天施放祝福圣水,次数等同于你的感知修正值,施法者等级等同于你的总生命骰(HD)。如果你有8或更高的HD,那么你用此能力创造的圣水就会更加强大,对直接击中的不死生物和邪恶异界生物造成4d4点伤害。如果你有16或更多的HD,投掷你所创造的圣水时,对直接击中的不死生物和邪恶异界生所造成的伤害增加至8d4点。无论你的HD为何,受到波溅的易伤生物仍只会受到1点伤害。你创造的圣水只有在你投掷的时候才会造成更多的伤害(当你使用泼到生物上的用法时不行)。如果给予其他生物,它就像正常的圣水一样发挥作用。

死者的梦魇(Death's Nightmare)[技巧]
  即使是无心智的亡者也会害怕你的到来。

  先决条件:魅力 14。
  专长效果:总生命骰等于小于你的生命骰+你的魅力修正值的无心智不死生物,也会被你使用职业能力、技能和法术所造成的惊惧,恐慌和战栗状态所影响。这包括威吓技能,你可以使用此技能来对受影响的无心智不死生物挫败士气。

延长血族之力(Extended Vampiric Focus)[技巧]
  你可以在更长的时间内使用血族之力。

  先决条件:血族之力职业能力。
  专长效果:将你的感知修正值(至少1)加到每天可以使用血族之力能力的分钟数上。

知晓尊长(Know Master)[技巧]
  你从它们的奴仆中认出了不死霸主的蛛丝马迹。

  专长效果:你可以花1分钟时间检查你在最近一小时内摧毁的不死生物的遗骸。这样做后,你可以尝试进行一次察觉检定,DC等于15 + 不死生物的生命骰。如果你成功了,你能知道该不死生物是如何被创造的——通过法术,创造衍体能力,自发产生或其他来源。
  特殊:如果你有吸血鬼学者(Vampire Scholar)专长,你也可以识别出被摧毁不死生物的创造者的一些迹象。如果你确定不死生物是由吸血鬼创造的,你可以立即使用你的吸血鬼学者专长(请参阅第16页)来确定谁创造了它。

解放重击(Liberating Critical)[技巧]
  你的震撼打击可以清除你的敌人对思想的超自然控制。

  先决条件:BAB+9。
  专长效果:当你向确认对手重击时,你可以使用一个迅捷动作来施放解除魔法(使用你的总生命骰作为施法者等级),以当前影响对手的影响心灵效果作为目标。你不需要知道你的对手当前是否受到这种效果的影响。虽然此效果的意图是将心智被支配的个体从他们的主人那解放,但所有影响心灵效果都可以被解除,包括对手可能会对自己施放的有益效果。此效果的作用类似解除魔法,它的目标是影响对手的所有影响心灵效果,从最高施法者等级开始,当你成功解除一个或全部解除失败时结束。

锁定意志(Locked Will)[技巧]
  一旦你摆脱了心理束缚,你几乎不可能再次受到束缚。

  先决条件:感知 14。
  专长效果:你在抵抗影响心灵效果的豁免检定获得+4加值。此外,在对一个影响心灵效果的豁免检定失败后,你在未来24小时内抵抗同样的影响心灵效果的豁免检定上获得+10加值。

坚定坐骑(Resolute Steed)[技巧]
  你的勇敢甚至可以激发出你的坐骑的英勇。

  先决条件:驯养动物 5级。
  专长效果:选择一种你可以作为坐骑骑乘的动物,并且你在此之前总共骑了超过一小时。当你骑着牠时,此生物在对抗恐惧和情绪效果的豁免检定上获得+4士气加值,并且不受生物的反自然灵光效果的影响。另外,当你骑着牠时,如果牠受到伤害或受到非致命伤害或属性伤害时,使用驯养动物技能强迫该动物的DC不会增加。你可以更换接受此专长的动物,但每周只能进行一次。

显形圣水(Revealing Waters)[技巧]
  你的圣水洗净了虚假。

  先决条件:祝福圣水*,BAB+9。
  专长效果:你通过使用祝福圣水专长创造的圣水,可以挫败变形者(shapeshifters)和那些受到欺骗性魔法影响的人。由你创造并投掷的圣水,所伤害到或在溅射范围内的任何生物都被迫还原成其真实形态。这会影响受变化系魔法影响(例如变身术气化形体)、欺骗性幻术(例如易容术隐形术)或类似效果(由GM决定)的生物。此能力甚至可以影响使用超自然能力的生物,比如改变外形能力或吸血鬼的气化形体,尽管你在试图解除这些能力时你的解除检定遭受-5减值。一般来说,任何将一个生物变成另一个生物或使生物看起来像自己以外的东西(或者根本不见)的能力或法术都会受到影响。

受影响的生物会遭受仅针对这些效果的解除魔法法术。如果生物受到影响多个生物的魔法的影响,则解除效果只影响该生物身上的魔法(而不是整个法术)。如果生物不受变形能力或法术的影响,则圣水正常作用。除非你的圣水触发了变形(transformation),否则此能力无法知晓一个生物是不是变形者。

酸腐之魂(Soured Soul)[技巧]
  你对亡者的厌恶是如此强烈,以至于你的本质是对这种生物的诅咒。

  专长效果:任何通过使用像吸血、能量吸取、任何属性吸取或类似效果的能力,来消耗你的生命力的生物,在他的能力影响你后,必须立即尝试一次强韧豁免检定(DC = 10  + 你的总HD + 你的魅力修正值)。如果该生物失败,它会反胃相当于你的总生命骰的一半轮数(最少1)。

此外,你在对魔魂壶等法术、占据和其他用于占据你的身体的能力,例如幽魂或附鬼(dybbuk)的恶意超自然能力的豁免检定上获得+4加值。这不适用于影响心灵的效果——只适用于一名生物试图进入并控制你的身体的能力。

吸血鬼学者(Vampire Scholar)[技巧]
  你知晓吸血鬼的传说,无论是故事还是历史。

  专长效果:你获得知识[历史]和知识[贵族]作为本职。另外,你可以使用知识[贵族]回忆所有已知吸血鬼的知识,他们的领土,他们的奴仆以及类似关于他们的特定传说。一般来说,知晓特定吸血鬼的DC等于15 + 吸血鬼的生命骰。GM可能会判定某些吸血鬼特别隐秘,或者对他们的了解是众所周知的,并且可以根据她认为合适的方式调整此DC。



一般专长(General Feats)
以下专长通常与猎人和那些与贵族相关的人有关,但它们本身并不是吸血鬼猎人技巧专长。
译注:在原著小说中,贵族就是指吸血鬼。

先祖之貌(Ancestor's Visage)[技巧]
  你可能是某位传奇人物的后裔或转世; 你的外貌表明出你是他的近亲(即使你不是)。

  先决条件:魅力 15。
  专长效果:你与一名知名人士有很强烈的相似之处。相似处没有强到以至于让人难以区分,但没有人能怀疑这种相似。当你使用威吓技能来影响或挫败士气和你同一种族的成员时,你在检定上获得等同于魅力修正值的加值。另外,你在与这名人士相关的知识检定上获得+2加值,在模仿这个人的易容检定上获得+2加值。
  特殊:对于混血种族来说,例如神裔、吸血裔和魔裔,此专长的效果适用于你的两个父母种族。

迷人面貌(Beguiling Countenance)[技巧]
  你在人群中脱颖而出,拥有独特迷人的举止风度。

  先决条件:魅力 13。
  专长效果:你的特点和举止的特殊融合让你周围的人为之着迷。当你与可能发现你的种族有吸引力的生物(不论性别)互动时,你的交涉检定获得+2加值。如果你是一名吸血裔,这意味着大多数的类人生物,在GM的判断下会有一些增加或例外(在选取此专长时,与GM一起决定5到10个会发现你很有吸引力的种族或生物类型)。 此外,你每天第一次对这种个体使用威吓来迫使他对你表示友善时,他在这之后不会把你视作不友善(如果你在同一天再次对他威吓,他就会把你视作不友善)。此专长的效果不一定要完全根据你的外表,尽管你应该了解别人对你的注目。

圆月刀狂舞(Crescent Blade Dervish)[技巧]
  在激烈的战斗中,你的圆月刀在闪亮的死亡弧线上旋转着,远超过眼睛能跟上的速度。

  先决条件:敏捷 13,智力13,寓守于攻,异种武器擅长(圆月刀),BAB+2。
  专长效果:当你使用圆月刀并威胁三个或更多的对手时,你获得一次使用最高基本攻击加值的额外攻击。(有关圆月刀的详细讯息,请参阅第20页。)
  特殊:你可以使用圆月刀狂舞结合旋风攻击专长。在这种情况下,你可以攻击你威胁的每个敌人,并且你选择一名敌人进行第二次攻击。

圆月刀熟稔(Crescent Blade Master)[技巧]
  你已经可完美的使用圆月刀,获得了少数人对它渴望的致命控制。

  先决条件:敏捷 13,智力13,异种武器擅长(圆月刀)。
  专长效果:使用圆月刀时,你不会在攻击检定上受到减值。此外,你可以将圆月刀视为具有卸武和绊摔特性。(有关圆月刀的详细讯息,请参阅第20页。)
  正常:圆月刀对攻击检定有-2点减值。
引用
圆月刀(Crescent Blade)
价钱:10gp 类型:轻型单手 擅长:异种
伤害(中):1d4挥砍 伤害(小):1d3挥砍 重击:19-20/x2
射程:10呎 特殊:演武 重量:2磅
圆月刀看起来类似于连接到短绳或短链上一呎宽的钟摆镰刀(pendulum scythes)。在使用这些旋转刀片上特别具有挑战性,导致持用者在攻击检定中受到-2减值。然而,由于它们的速度和灵活性,当进行由移动引发的借机攻击时,它们给予持有者在攻击检定上+2加值(而不是减值)。
译注:这是OVA中圆月刀的样子。

吸血鬼猎人传统(Vampire Hunter Tradition)[技巧]
  你在吸血鬼猎人的故事和工具的围绕下长大——不知怎的幸存了下来并开始使用它们。

  专长效果:你在了解吸血鬼的知识(地方)和知识(宗教)检定上获得+2加值——无论是特定个体还是他们的一般能力。此外,你可以选择吸血鬼猎人技巧专长,如同你拥有吸血鬼猎人职业。
  特殊:如果你有吸血鬼学者*专长,你在了解吸血鬼的知识(贵族)检定上也获得+2加值。
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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Re: [PF翻译]【TWoVHD】吸血鬼猎人(Vamphire Hunter)
« 回帖 #2 于: 2018-06-20, 周三 20:09:53 »
https://docs.google.com/document/d/1b7U1lkpvCgSthdyEsxs3Wy0bojZXzN_5OP1OXCPezdI/edit#

这么冷门的职业也有人写指南,真是佩服,不过没救的职业就是没救...
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。