作者 主题: CHM制作进度报告  (阅读 23195 次)

副标题: v2.20正在制作

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Re: CHM制作进度报告
« 回帖 #130 于: 2025-03-23, 周日 12:18:10 »
加油!!!

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Re: CHM制作进度报告
« 回帖 #131 于: 2025-03-26, 周三 15:24:55 »
职业-极限诡道-侠客-职业变体
狂热者 Zealot
武器和护甲擅长:狂热者擅长他所信仰神祇的偏好武器(包括异种武器)。如果他的神祇偏好武器为徒手击打,那么狂热者获得精通徒手击打作为奖励专长。本能力取代调整了侠客原本的武器和护甲擅长。

原文:
Weapon Proficiencies: A zealot is also proficient in his deity’s favored weapon, even if it is an exotic weapon, and if the deity’s favored weapon is unarmed strike, he gains Improved Unarmed Strike as a bonus feat.

This alters the vigilante’s weapon proficiencies.


阵营:狂热者的阵营必须必须与他所信奉的神祇在善良/邪恶轴,与守序/混乱轴上相差共计一阶以内,但此限制只影响他的侠客身份的阵营。
狂热者的阵营必须与他所信奉的神祗在善良-邪恶与守序-混乱轴上相差共计一阶以内,但此限制只影响他的侠客身份的阵营。若他社交身份的阵营不在他的神祗一阶以内,那么他在社交身份下无法施展法术。

原文:
Alignment: A zealot’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis, but only when in his vigilante identity. If his social identity’s alignment isn’t within one step of his deity’s, he can’t cast spells in his social identity.


引导能量(Su)当处于侠客身份时,选择本天赋的狂热者可以如同他的侠客等级-4等级(至少为1)的牧师一般引导能量。一个侠客身份属于善良阵营的狂热者(或者信奉善良神祇)引导正能量,可以伤害不死生物或者用于治疗活物。一个侠客身份属于邪恶阵营的狂热者(或者信奉邪恶神祇)引导负能量,用于造成伤害活物或者治疗不死生物。侠客身份属于中立阵营且信仰中立神祇的狂热者必须选择引导正能量还是负能量,一旦确定不能更改。

原文:
Channel Energy (Su): A zealot who takes this talent can channel energy with an effective cleric level equal to his vigilante level – 4 (minimum 1) while in his vigilante identity. If good in his vigilante identity (or if he worships a good deity), the vigilante channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. If evil in his vigilante identity (or if he worships an evil deity), the vigilante channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. If the vigilante is neutral in his vigilante identity and worships a neutral deity, the vigilante must choose whether he channels positive or negative energy. Once this choice is made, it can’t be reversed.


辨识谎言 Discern Lies(Sp):狂热者可以如同同名法术一般使用以类法术能力施展辨识谎言,持续轮数等于他的侠客等级。这些轮数不必连续。激活这个能力是一个直觉动作。狂热者必须达到6级才能选择本天赋。

原文:
Discern Lies (Sp): The zealot can use discern lies as a spell-like ability for a number of rounds per day equal to his vigilante level. The rounds need not be consecutive. Activating this ability is an immediate action. A zealot must be 6th level before taking this talent.


荣光印记 Empower Symbol(Su):以一个标准动作,狂热者可以将神力导入强化他的圣徽。一个侠客身份属于善良阵营的狂热者(或者信奉善良神祇)处于他的侠客身份时,可以将他的圣徽转化为一个法术祝圣术效果的中心,此能力如同以他的圣徽为中心的祝圣术效果般运作,而一个侠客身份属于邪恶阵营的狂热者(或者信奉邪恶神祇)处于他的侠客身份时,可以将他的邪徽转化为一个法术亵渎术效果的中心,此能力如同以他的邪徽为中心的亵渎术效果般运作。如果狂热者的侠客身份属于中立阵营且信仰中立神祇,那么他需要选择自己可以创造祝圣术或是亵渎术的效果,并且一经选择则不可改变。在10级时,在决定祝圣术或亵渎术的效果时,狂热者的圣徽可以被视为增强祝圣术或亵渎术的永久性神祇标志物所信仰神祗的永久物。狂热者需要达到6级才能选择本天赋。

原文:
Empower Symbol (Su): As a standard action, the zealot can empower his holy symbol. If the zealot is of good alignment while in his vigilante identity (or worships a good deity), this works as if the holy symbol was the center of a consecrate effect. If the zealot is of evil alignment in his vigilante identity (or worships an evil deity), this works as if the holy symbol was the center of a desecrate effect. If the zealot is neutral in his vigilante identity and worships a neutral deity, he can choose whether this ability acts as per consecrate or desecrate, but once the choice is made, it cannot be changed. At 10th level, the zealot treats his holy symbol as a permanent fixture for the purpose of determining the consecration or desecration effects. A zealot must be at least 6th level to select this talent.


 严苛凝视 Stern Gaze(Ex):拥有本天赋的狂热者擅长看穿对手的欺骗和用锋利的眼神震慑他人。狂热者在察言观色和威吓检定上获得相当于他的侠客等级一的士气加值(至少+1)。

原文:
Stern Gaze (Ex): A zealot with this talent is skilled at sensing deception and intimidating his foes. The zealot gains a morale bonus on all Intimidate and Sense Motive checks equal to half his vigilante level (minimum +1).


神罚 Zealot Smite(Su):每日一次,拥有本天赋的狂热者可以呼唤神力来制裁他的敌人。一个侠客身份属于善良阵营的狂热者(或者信奉善良神祇)可以对一个邪恶阵营的生物发动神罚,而一个侠客身份属于邪恶阵营的狂热者(或者信奉邪恶神祇)则可以对一个善良阵营的生物发动神罚。侠客身份属于守序或混乱阵营的狂热者(或是他们信仰守序或混乱神祇)也可以对应的对混乱和守序阵营的生物发动神罚。如果狂热者的侠客身份属于绝对中立阵营且信仰绝对中立神祇,那么他需要选择属于四个阵营之一的生物发动神罚;拥有特定阵营或是信仰特定阵营神祇的狂热者只能对他们的相对立阵营发动神罚。一旦狂热者选择了自己可以发动神罚的阵营,他的选择即不可改变。
  以一个迅捷动作,狂热者选定在他视野中的一个目标作为他发动神罚的对象。若制裁的目标属于他的选定阵营,狂热者可以在对此目标进行的攻击检定加上他的魅力加值(最高不超过他的侠客等级的一半),并且对目标的所有伤害检定增加等同于他的侠客等级的数值。若目标为拥有狂热者对立的阵营亚种的异界生物,他对立阵营的龙或者类似不死生物(如果该狂热者可以神罚邪恶生物);又或是善良阵营的牧师或圣武士(如果该狂热者可以神罚善良生物);又或是混乱阵营的异怪(如果该狂热者可以神罚守序混乱生物);又或是守序阵营的牧师或圣武士(如果该狂热者可以神罚守序生物),狂热者第一次成功命中的伤害加值会增加为每侠客等级2点。无论他发动神罚的目标为何,狂热者的攻击在克服目标伤害减免时如同使用+5武器。
  在5级以及之后每提升3个侠客等级时,狂热者每天可以发动神罚的次数增加1次,在20级时达到最多的每天7次。

原文:
Zealot Smite (Su): Once per day, a zealot with this talent can use this power to smite a foe. Zealots that are good in their vigilante identity (or worship a good deity) can smite evil creatures, those that are evil in their vigilante identity (or worship an evil deity) can smite good creatures, those that are chaotic in their vigilante identity (or worship a chaotic deity) can smite lawful creatures, and those that are lawful in their vigilante identity (or worship a lawful deity) can smite chaotic creatures. A zealot that is neutral when in his vigilante identity and that worships a neutral deity can pick to smite any one of the four alignments; other zealots must select from the alignments available based on their own alignment or their deity’s. Once that choice is made, it can’t be changed.

As a swift action, the zealot chooses one target within sight to smite. If this target is of the proper alignment, the zealot adds his Charisma bonus on his attack rolls (to a maximum of half his vigilante level) and his vigilante level on all damage rolls against the target of his smite. If the target of smite is an outsider with an alignment subtype of the zealot’s smite, a similarly aligned dragon, or an undead creature (if the zealot’s smite is against evil creatures), a good-aligned cleric or paladin (if the zealot’s smite is against good creatures), a chaotic aberration (if the zealot’s smite is against chaotic creatures), or a lawful-aligned cleric or paladin (if the zealot’s smite is against lawful creatures), the bonus to damage on the first successful attack increases to 2 points of damage per vigilante level. Regardless of the target, the zealot’s smite attacks bypass the creature’s DR as if it were a weapon with a +5 enhancement bonus.

At 5th level, and every 3 vigilante levels thereafter, a zealot can smite one additional time per day, to a maximum of seven times per day at 20th level.

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Re: CHM制作进度报告
« 回帖 #132 于: 2025-03-26, 周三 20:08:38 »
【校了侠客的部分能力,一些不太重要的错漏就不列出了】

【侠客之道的暗袭少了“unaware of his presence”】

......A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance (see page 17)....

......选择诡秘猎手之道的侠客获得新的职业能力:暗袭(Hidden Strike)。当侠客对一个将他认作盟友或是因为侠客的惊愕现身能力而陷入措手不及状态的敌人发动近战攻击(或是对距离他30尺内的上述目标发动的远程攻击)命中时,额外造成1d8点精准伤害......

【震撼现身是直到下一回合结束,而非开始;】

Stunning Appearance (Ex): At 17th level, a vigilante can leave his foes unable to respond when he appears. Whenever a vigilante with this ability makes a successful attack against a foe that is unaware of the vigilante’s presence (see startling appearance), the foe must make a successful Will save (DC = 10 + 1/2 the vigilante’s class level + his Charisma modifier) or be stunned until the end of the vigilante’s next turn. If the creature has more HD than the vigilante’s class level, it receives a +4 circumstance bonus on this save. This ability is in addition to the effects of startling appearance and frightening appearance. Once a creature has been the target of this ability (regardless of whether or not the saving throw is successful), it is immune to that vigilante’s stunning appearance for 24 hours. This is a mind-affecting fear effect.

震撼现身 Stunning Appearance(Ex):在17级时,侠客可以在他的对手完全无以行动的间隙突然出现。每当拥有本能力的侠客尝试对一个完全没有意识到他的存在(条件见上惊愕现身)的敌人发动一次成功的攻击时,这个敌人都必须超过的通过一个DC=(10+侠客的等级的一半+他的魅力调整值)的意志检定否则将在侠客的下一回合开始前陷入震慑状态。如果该生物拥有的HD比侠客的等级多,那么他可以在这次检定上获得+4环境加值。一旦某个生物成为了震撼现身的目标(无论侠客的威吓是否成功),他都会免疫同一个侠客的震撼现身能力24小时。本能力的效果与惊愕现身和骇人现身能力的好处叠加。震撼现身是一个影响心灵的恐惧效果。

【能力“替天行道” 没有强调出是“用于判断攻击是否命中或触发重击威胁”,并且研究效果的分配并非必须在当前回合就决定,而是“攻击检定之前 before the attack roll is made”】

Vengeance Strike (Ex): At 20th level, a vigilante can study a target to strike more viciously. He can spend up to 5 standard actions, which all must be in consecutive rounds. On the following round, he can make a vengeance strike against the studied creature. The target must remain unaware of the vigilante’s presence (or not see him as a threat) until the attack. For each round spent studying the target, the vigilante grants himself one of the following benefits on his vengeance strike: gain a +4 circumstance bonus on the attack roll, deal an additional 3d6 points of precision damage if he hits, or treat the attack roll as if it were 2 higher for the purposes of determining whether the attack hit or threatens a critical hit (to maximum effective roll of 20). Each round of study can be spent in a different way or the same way (they stack with each other), but each round of study must be allocated before the attack roll is made. If the vigilante is an avenger, he automatically confirms any critical hits threatened by his vengeance strike. If the vigilante is a stalker and would normally be able to add a special effect from a vigilante talent with an asterisk (*) to this attack, he can instead add two special effects to his vengeance strike.


替天行道 Vengeance Strike(Ex):在20级时,侠客可以通过仔细研究一个特定的目标来让自己的下一次攻击更为迅猛而致命。侠客最多可以在接下来的轮数中消耗5个标准动作(这些动作必须在连续的轮数中支付)。在侠客完成研究目标的下一轮中,他可以对目标发动一次复仇的制裁。这次攻击必须对一个在侠客动手以前尚未意识到侠客存在(或是不将他视为一个威胁)的目标发动。侠客的这次打击可以因为他之前细致地研究目标而获得好处。每一轮侠客用来研究目标都可以为他的这次攻击提供下列可选的好处之一:在攻击检定上获得+4环境加值,在命中时造成额外3d6点精准伤害,或是将这次攻击检定的投骰视为比他投出的结果高2点(最多叠加到视为他投出20)。每一轮侠客研究目标的世界都可以用来选择上述好处中的任何一个并且它们互相叠加,但是侠客必须在进行研究的每一轮中就事先安排好他用本轮的研究活动哪个好处。如果侠客属于复仇骑士之道,那么他的替天行道攻击在重击时自动通过重击确认;如果侠客属于诡秘猎手之道并且他可以将一个带有*号的侠客天赋的效果应用到这次攻击上的话,那么他可以同时选择两个带有*号的能力效果,将他们都应用在这次攻击
校对并修饰中(校对先摆了,继续翻译)

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Re: CHM制作进度报告
« 回帖 #133 于: 2025-03-27, 周四 17:35:59 »
基于CHM v2.14
规则-GMG规则-药物与成瘾
仙人掌萃 (Pesh)
 
类型: 吸入或摄取; 成瘾性: 中度; 豁免: 强韧DC 20

价格: 15gp

效果: 1小时; 力量+1d2炼金加值,对抗幻术系和影响心灵效果的豁免承受-2罚值

效果: 1小时; 对抗幻术系和影响心灵效果的豁免+2炼金加值

效果: 1小时后, 疲乏1d2小时

伤害: 1d2点体质伤害和1d2感知伤害
 
劇透 -   :
Pesh
Source GameMastery Guide pg. 237
Type ingested or inhaled; Addiction moderate, Fortitude DC 20
Price 15 gp
Effect 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects
Effect after 1 hour; 1d2 hours of fatigue
Damage 1d2 Con and 1d2 Wis damage
应当删去这一行

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Re: CHM制作进度报告
« 回帖 #134 于: 2025-03-31, 周一 21:04:39 »
装备/魔法物品 - 魔法物品 - 神话冒险 - 神器
炼金胶瓶(Hemetic Flask)英文名错误,应为 Hermetic Flask

装备/魔法物品 - 货品服务 - 道具/工具/坐骑
法术书
目前:一本法术书拥有100页羊皮纸书页,它所记录的每一条法师法术会占据每个法术环数一页的页数(0环法术只占1页)。一个职业是法师的角色在起始时会拥有一本公式薄并记载有他已知的法术。
应为:一本法术书由100页羊皮纸页组成,每一条法术占据每个法术环数一页的页数(每个0环法术占1页)。一本新买的法术书中没有任何法术。一名法师角色在开始游戏时拥有一本法术书,上面记载着他已知的法术(《核心规则书》第79页)。
原文:
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells). A newly purchased spellbook contains no spells. A wizard character begins play with a spellbook containing the spells he knows (Core Rulebook 79).

法术 - UI极限诡道
决死武器(Desperate Weapon)
学派:咒法系(召唤)(创造)
原文:
Desperate Weapon
Source Ultimate Intrigue pg. 210
School conjuration (creation)

法术-UM极限魔法
敏锐感官 (Acute Senses)
目标 接触到的目标生物

法术 - 战役设定 - TG-科技指南
侦测辐射 Detect Radiation
学派:预言系;等级:吟游诗人1,牧师1,德鲁伊1,游侠1,术士/法师1
施法时间:1个标准动作
成分:姿势,语言
距离:120尺
法术范围:以你为圆心的球形弥散
持续时间:10分钟/等
豁免检定:无;
法术抗力:不可

  你可以侦测周围环境中的放射性能量,在你看来,辐射将以空气中逸散的绿色萤光的形式从放射性物质中发出。辐射的强度越高,你看到的光线就越强(但是不会为你在黑暗中提供照明)。这个法术可以看穿物理障碍物,不过会被3尺厚度的木头或土壤,1尺厚度的石头,1英吋厚度的常见金属或是一层薄铅阻挡——不过,辐射效果也可能影响之下物体,使它们具有放射性并可能被本法术侦测到。

  你可以侦测周围环境中的放射性能量。你会看见辐射灵光以从放射性物质中发出的弥散在空气中的绿色荧光的形式呈现;辐射的强度越高,你看到的荧光就越明亮,颜色也更绿。这些荧光除了能让你看到这些荧光本身外,不能为你提供照明,或令你在黑暗中视物。这个法术可以穿透障碍物,不过会被3尺厚度的木头或土壤,1尺厚度的石头,1英吋厚度的常见金属或是一层薄铅阻挡——尽管辐射效果也可能影响上述障碍物,使它们具有放射性并可能被本法术侦测到。

原文:
Detect Radiation
Source Technology Guide pg. 8
School divination; Level arcanist 1, bard 1, cleric 1, druid 1, hunter 1, oracle 1, ranger 1, skald 1, sorcerer 1, warpriest 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 120 ft.
Area spherical emanation, centered on you
Duration 10 minute/level
Saving Throw none; Spell Resistance no
Description
You detect radiation in the surrounding area. You see radioactive auras as a glowing green shimmer in the air that emanates from radioactive objects; the brighter and more intense the green, the more powerful the radioactivity. This glow does not provide illumination or allow you to see in darkness, apart from being able to see the glow itself. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it—although radiation can seep into such barriers, causing them to become radioactive (and thus visible to the spell) in time.

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Re: CHM制作进度报告
« 回帖 #135 于: 2025-04-11, 周五 18:05:51 »
法术 - 玩家伴侣 - HotS-市井英雄
【预言】聆听城市(Ears of the City)
--------------------------------------------------------------------------------
等级:术士/法师/奥能师 1、吟游诗人/歌者 1、牧师/先知/战斗祭司 1、审判者 1、萨满 1、女巫 1
施放时间:标准动作
成分:语言、姿势、材料/法器 (一小块砖头)
范围:接触
目标:1个生物
持续:1轮/等级
豁免:意志,通过则无效 (无害)
抗力:有 (无害)
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你使用这个法术,让目标思绪探入一座城市的脉搏——以他的眼和耳回溯其中的居民现在和过去经历的种种事件。这一闪而逝的回溯不太可能追踪到某个特定的生物在特定的时候做过什么事,但足以将受术者的注意力聚焦在某个特定的命题或是人物的流言上。无数的话语在他的脑海中回荡,聚合成受术者想知道的信息。

在法术持续的每一轮中,目标都可以进行一次交涉检定来搜集信息——如同他花费了1d4个小时在周边居民中间搜集信息一样。因为这个法术通过的信息采样法并不是通过与人们互动而是依靠法术目标的感官去筛选必要的情报,他可以以一个察觉检定代替这个交涉检定来进行搜集信息工作。


原文:
引用
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric 1, inquisitor 1, oracle 1, shaman 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.

Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.

聆听城市* (Ears of the City)      
学派   预言系   
环位   吟游诗人/歌者 1,牧师/先知/战斗祭司 1,审判者 1,萨满 1,术士/法师/奥能师 1,女巫 1   
施法时间   标准动作   
成分   语言、姿势、材料/法器 (一小块砖头)   
范围   接触   
目标   一名生物   
持续时间   1轮/等级   
豁免   意志,通过则无效 (无害)   
法术抗力   可 (无害)         
  此法术的目标看到并听到一系列与当地人与事件相关的过去的场景和对话的片段。这些闪回如此短暂以至于几乎不能从中分辨出特定的人或地点,但如果目标专注于某个特定的话题或特定的人,她可以在她脑中从大量不断变换的人声中拼凑出一段连贯的叙述。      
  在法术持续的每一轮中,目标可以尝试一次交涉检定来收集信息如同她已花费1d4小时与当地人沟通。因为以此法收集信息并不涉及实际的人际互动,而仅仅通过观测,目标可以用她的察觉技能取代她的交涉技能。当目标处于上述专注中时,她实际上处于目盲和耳聋的状态中。