作者 主题: 【第三章】野蛮人(Barbarian)  (阅读 3838 次)

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离线 墨叶

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【第三章】野蛮人(Barbarian)
« 于: 2018-08-05, 周日 18:48:03 »
野蛮人


    阵中狂暴燃烧你的生命。你沉浸在挥洒暴力和收割敌酋的喜悦之中,无须奇技,不用千锤,仅需惊天耐久以屹立战阵。狂暴和名为图腾的传统印记息息相关,它可以是走兽、精魂甚至是你的一部分。对大多数野蛮人来说,暴力就是解决所有问题的锤子;只有一小部分野蛮人能收回这负面情绪,拴得心猿束意马,只在求时怒天地 。
劇透 -   :
Rage consumes you in battle. You delight in carving through your enemies using powerful weapons and wreaking havoc, relying on astonishing durability, without needing complicated techniques or rigid training. You associate your rage with a traditional symbol of affinity known as a totem, which might take the form of an animal, a spirit, or a part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the dark emotions inside them and release them only when it matters most.

使用野蛮人

野蛮人玩家可能会通过以下方式进行游戏。
•在战斗中,你狂暴着冲向前线,势如破竹的清出前进的道路。进攻才是最好的防御,你只需在薄弱的防御被窥破前终结敌人的生命。你的怒火和暴虐会随着你的活跃飞快燃尽,因此往往需要一轮修整才能再度唤起新的狂怒。
•在社交遭遇中,你依靠威吓来获取你想要的,尤其是当温和的劝导方式徒劳无功之后。
•在探索模式中,你昼警夕惕,甲不离身,时刻准备奋勇当先冲入战场。你能轻松爬上险峻的石墙,垂下绳索供其余人跟上;你也能面不改色的深入湍急的河流,开启水面下隐藏的机关。而当你们需要破坏什么’的时候,舍你其谁(youre up to the task)!
•在修整期中,你可以去酒馆畅饮,宣传并夸耀你的伟大事迹和可怕传说;或是征募追随者,凭借实力成为新的军阀。

扮演野蛮人

野蛮人体格强健,浑身是胆,但十分的情绪化。

如果你是个野蛮人,你可能...
•有着一种根深蒂固的愤怒,仇恨或是懊恼。
•比起需要耐心或单调乏味的方式,更喜欢直截了当的行事手段。
•不时进行高强度的身体训练-如果有人胆敢指责这和你的行事相违背,狠狠给他一拳。

其他人可能..
•认为你是一个未开化的蛮族,或至少是一个不适合上流社会的粗坯。
•毫不怀疑你的胆气。
•认为你有着诡异的迷信,仅仅受过低级的教育甚至可能是个文盲。
•从不指望你能克制或控制自己的脾气,面对你如履薄冰,只敢在背地里发发牢骚。
劇透 -   :
PLAYING A BARBARIAN
Players of barbarian characters might approach gameplay in the following ways.
• During combat, you Rage and then rush to the front lines to smash your way through. Offense is the best defense, since you’ll need to drop your foes before they can exploit your relatively low defenses. Your anger-fueled fury burns out quickly, so you might spend a round waiting until you can Rage again.
• During social encounters, you use intimidation to get what you need, especially when gentler forms of persuasion can’t get the job done.
• In exploration mode, you look out for danger while remaining ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for the others to follow, and you wade into the risky currents to reach the hidden switch beneath the water’s surface. And if something needs breaking, you’re up to the task!
• In downtime mode, you might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.
ROLEPLAYING A BARBARIAN
Barbarians are powerful, deeply emotional, and bold.
IF YOU’RE A BARBARIAN, YOU LIKELY...
• Have a deep-seated well of anger, hatred, or frustration.
• Prefer a straightforward approach to one requiring patience and tedium.
• Engage in a regimen of intense physical fitness—and punch anyone who says this conflicts with your distaste for patience and tedium.
OTHERS PROBABLY...
• Think you’re an uncivilized savage, or at least a boorish lout unfit for high society.
• Never doubt your courage.
• Believe you have bizarre superstitions and poor education and might be illiterate.
• Expect you to have no restraint or control of your temper, so they walk on eggshells around you and gripe about you behind your back.


关键属性:力量           生命值:12+体质调整值
察觉:专家          豁免检定:强韧专家 反射受训 意志专家
技能: 3+你的智力调整值          武器:在所有简易以及军用武器上受训
防具在所有轻甲以及中甲上受训          招牌技能:特技,运动,威吓



职业特性

你获得以下野蛮人职业能力。在更高等级获得的能力会在特性的名字之后列出所需的等级。
引述: 野蛮人成长
你的等级        职业特性
    01        先祖专长,背景,野蛮人专长,初始熟练,狂暴,图腾
    02        野蛮人专长,技能专长
    03        野蛮重击,一般专长,技能提升
    04        野蛮人专长,技能专长
    05        属性提升,先祖专长,否决优势,技能提升
    06        野蛮人专长,技能专长
    07        一般专长,主宰,技能提升
    08        野蛮人专长,技能专长
    09        先祖专长,狂暴抗力,技能提升
    10        属性提升,野蛮人专长,技能专长
    11        一般专长,强力狂暴,技能提升
    12        野蛮人专长,技能专长
    13        先祖专长,精通主宰,技能提升,武器熟稔
    14        野蛮人专长,技能专长
    15        属性提升,一般专长,不可动摇,技能提升
    16        野蛮人专长,技能专长
    17        先祖专长,技能提升,不倦狂暴
    18        野蛮人专长,技能专长
    19        毁灭击,一般专长,技能提升
    20        属性提升,野蛮人专长,技能专长

狂暴:野蛮人可以飞速进入危险的战争狂暴。你获得狂暴动作。
劇透 -  速查:
[[A]]狂暴(野蛮人,专注,情绪,心智)
先决条件:你不能处于疲乏状态,狂暴中或是穿着重甲。
你进入狂暴状态,持续3轮。你在狂暴时获得等于你的等级+体质调整值的临时生命,同时受到以下效果影响:
•近战武器和天武攻击的伤害骰获得+2条件加值,拥有灵巧特性的武器和天武获得的加值减半。这个加值在3级和之后每4级额外加1.
•AC获得-1处罚。
•你不能使用任何带有专注特征的动作,除非它们也有狂暴特征(rage trait)。你也可以在狂暴时通过一个基本动作(basic action)为目标动作加上狂暴特征。
狂暴结束后,你失去剩余的临时生命。你在1轮内无法再次开启狂暴,同时陷入1轮的疲乏状态。你无法自愿结束狂暴。如果你在持续时间结束前停止了狂暴,你会陷入疲乏并且无法再次狂暴直到你的下一回合结束。

图腾:你将狂暴和图腾之力互相结合。你的图腾会给予你某些禁忌,要求你回避某些行为;同时,它会赋予你一项图腾能力,在更高级时赋予你各类抗力,并允许你选择图腾相关的专长。
劇透 -  图腾速查:
图腾
作为一名野蛮人,你能在狂暴状态下引导出图腾的力量。你的图腾通常是部落的象徽或是精神象征,但你可以自行决定图腾对你的意义;它象徵着你内在怒意的源头或是负面情绪的过滤器,比如信仰,诅咒,异国传统或是心理状态。每个图腾会赋予你一个图腾能力,同时决定了你在狂暴状态下所抵抗的伤害类型。你也可以通过图腾专长获取更多的图腾之力。每个图腾都有着禁忌诅咒。如果你破禁,你会失去所有的图腾之力和图腾专长直到你花费1天时间重新定位并修复联系。你的其他野蛮人能力不受影响。


动物图腾(Animal Totem)
你的狂暴将满溢着野性猎食者的怒火,这将赋予你可怕的天武攻击。这类图腾多见于崇拜攻击性动物(如猿或熊)的野蛮人,或者你可能就是狼人或其他兽化人的后代。作为代价,你可能会经常和你性格中不可控的,兽性的一面交战。从下表中选取一个最匹配你动物类型的图腾。
动物    攻击    伤害        类型
猿        徒手    1d10 B    天武
熊        噬咬    1d10 P    天武
            爪抓    1d6 S      灵巧,天武
公牛     角撞    1d10 P    天武
猫        噬咬    1d10 P    天武
            爪抓    1d8 S      灵巧,天武
鹿        角顶    1d10 P    天武
蛙        噬咬    1d10 B    天武
鲨        噬咬    1d10 P    天武
蛇        锐齿    1d10 P    天武
狼        噬咬    1d10 P    天武

禁忌诅咒(Anathema)
使用人造武器战斗或是严重冒犯了你的动物图腾象征的动物。
兽性狂暴(图腾能力)
当你狂暴时,你获得动物图腾对应的所有天武攻击。这些天武攻击都属于斗殴武器组(brawling group)。
你的狂暴动作获得变形术,原始和变化系(morph, primal, and transmutation)特征。
狂暴抗力
你的同名职业特性会赋予你对穿刺和挥砍伤害的抗力。


巨龙图腾(Dragon Totem)
你如同暴怒的巨龙一般,展现出各种超卓能力。或许是因为你的部落文化崇拜于巨龙的伟力,会教导它的勇士们如何效仿龙之狂暴;或许你曾啜饮或沐浴龙血,亦或是曾目睹在龙族掠夺者的怒火下化为灰烬的家园;总之,你得以获得与巨龙图腾间的联系。在下表中选择一种真龙作为你的图腾象征。彩色龙通常趋向于邪恶,而金属龙趋向于善良。
龙种    类型      喷吐武器
黑龙    彩色龙   线性强酸
蓝龙    彩色龙   线性电击
绿龙    彩色龙   锥形毒素
红龙    彩色龙   锥形火焰
白龙    彩色龙   锥形寒冷
黄铜龙 金属龙   线性火焰
青铜龙 金属龙   线性电击
赤铜龙 金属龙   线性强酸
金龙    金属龙   锥形火焰
银龙    金属龙   锥形寒冷
禁忌诅咒
对抗你选择的龙类或是允许他人对你的冒犯。
龙之狂暴(图腾能力)
当你狂暴时,你可以用你选择的龙类喷吐武器的伤害类型替换你从狂暴中获得的伤害条件加值,并且伤害额外+1(灵巧武器的伤害在减半后再增加)。如果你如此做,你的狂暴动作获得奥术和塑能系特征,以及和你的伤害类型一致的特征。
狂暴抗力
你的同名职业特性会赋予你对穿刺伤害和你选择的龙类喷吐武器伤害类型的抗力。


狂怒图腾(Fury Totem)
你的狂暴之力来源于内心深处而非外界因素。你可以随心所欲的驾驭你的狂暴。
禁忌诅咒和图腾之力
你不会获得禁忌诅咒和图腾之力。作为代替,你可以选择一个额外的1级野蛮人专长。
狂暴抗力
你的同名职业能力会赋予你对所有武器物理伤害(physical weapon damage)的抗力。


巨人图腾(Giant Totem)
巨人是体格高耸并且异常强壮的类人生物,而有些蛮人部落渴望能获得和巨人相似的姿态。你的狂暴会赋予你巨人一般的蛮力和体格,但这并不代表着对巨人的尊重-你可能会嘲笑,甚至渴望猎杀巨人!你会因为有着异样的巨力或是非凡的(larger than life)自我意识和情感而被其他人视为巨人的一员。
禁忌诅咒
拒绝任何对你力量的质疑和挑战。
巨人杀手(Titan Mauler)(图腾能力)
如果你是小型或中型生物,你可以使用为大型生物设计的武器(正常状态和狂暴均可)。如果你并非小型或中型,你可以使用比你大一个体型的特制武器。你可以在角色创作时便熟练运用这种武器。当你在战斗中挥舞这类大型武器时,你可以在狂暴状态下获得双倍的伤害条件加值,但你会因为武器的笨重性获得迟滞1.只要你仍使用大型武器,这个迟滞效果便不能被移除或是忽略。
狂暴抗力
你的同名职业特性会赋予你对钝击伤害和对火焰,寒冷,电击伤害之一的抗力(元素伤害抗力3选1)。你会在获得狂暴抗力这个特性后选择抵抗的伤害类型(依然可以重训)。


精魂图腾(Spirit Totem)
无论是因为你对精魂有着天生的敏锐感知,还是隶属于崇拜先祖和幽魂的萨满部落,或是被祖先,亲人,朋友或敌人的幽灵所困扰,你的狂暴有着一种类似精魂附着的特殊形态。
禁忌诅咒
不尊重你面前的尸体或是灵魂;对抗不死生物不在此列。
精魂狂暴(图腾能力)
当你狂暴时,你可以将狂暴附加的条件伤害加值替换为正负能量伤害(每次狂暴时选择)。如果你这样做,你的武器和天武攻击能同时影响实体和虚体生物或物体。这会使你的武器能克服虚体生物对物理攻击的抗性(如同幽冥符文般生效)。如果你选择造成正负能量伤害,你的狂暴动作获得神术和死灵系特征,加上你选择的正能量或是负能量特征。
狂暴抗力
你的同名职业特性会赋予你对负能量伤害,以及所有不死生物造成的伤害(不管是什么类型)抗力。


迷信图腾(Superstition Totem)
对法术的极度不信任使你彻底抛弃了施法者玄奥且荒谬的力量。无论你是某个迷信且质疑魔法的部落成员,一个侥幸从法术事故中生还的,身心都对法术产生了强烈厌恶的幸存者,或是一个以法术抗力闻名的血脉后裔,你的狂暴都对法术充满了抵触。这让你成为了一名优秀的法师杀手,但也使你难以信任任何法术业者。你极度受限的禁忌诅咒赋予你远超其他图腾的力量。
禁忌诅咒
心甘情愿的接受任何法术效果(包括卷轴,魔杖或是其他类似物品),无论敌我。你依然能饮用药水,购买并激发你拥有的大多数魔法道具,但激活的法术效果会受到相同的限制。如果你的盟友无视你的意愿坚持对你施法,并且你没有理由相信他们会停下类似的行为,那么继续和对方一同旅行会被视为心甘情愿的接受法术效果(其他类似情况同理)。
迷信之护(图腾能力)
当你狂暴时,你在所有对抗法术的豁免检定上获得+2条件加值。
狂暴抗力
选择2个关联魔法流派(magical traditions),如奥术和异能,奥术和原能,神术和异能,或神术和原能。你的狂暴抗力能适用于这两个魔法流派中的所有伤害效果,无论伤害类型具体是什么。
劇透 -   :
Totem
You associate your rage with a traditional symbol called a totem. Your totem gives you an ability, requires you to avoid certain behaviors, gives you resistances at higher levels, and allows you to select feats tied to your totem. For more information, see Totems on page 55.

TOTEMS
As a barbarian, you channel the power of your rage through a totem. Traditionally, this is a spiritual or tribal symbol, but you choose what your totem means to you; it might describe a purely internal source or filter of your rage, such as a belief, curse, exotic heritage, or state of mind. Each totem grants you a totem ability, plus more abilities you can gain via totem feats, and it determines what types of damage you resist with the raging resistance class feature.
Each totem lists acts that are anathema to it. Whenever you perform such acts, you lose the totem’s power and any totem feats until you spend 1 day of downtime recentering yourself, though you keep all other barbarian abilities.
 
Animal Totem
The fury of a wild predator fills you when you Rage, granting you uncanny unarmed attacks. Tribes that revere vicious animals (such as apes or bears) give rise to barbarians of this totem. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or other lycanthrope. Select an animal from Table 3–3: Animal Totems that best matches your chosen animal totem.
Anathema
Wielding weapons or flagrantly disrespecting any animal of your totem animal’s kind are anathema to your totem.
Bestial Rage (Totem Ability)
When you Rage, you gain your chosen animal’s unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on the Animal Totems table. All of these unarmed attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
Raging Resistance
The resistance from your raging resistance class feature applies against piercing and slashing damage.

Dragon Totem
You become as wrathful as a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, teaching its warriors techniques that echo draconic fury, or you gained a connection to your totem after drinking or bathing in dragon’s blood or after watching your village burn at the wrath of a marauding wyrm. Select a type of true dragon from Table 3–4: Dragon Totems to be your totem’s chosen dragon. Chromatic dragons tend to be evil and metallic dragons tend to be good.
Anathema
Defying a dragon of your chosen type or letting a personal insult against you slide is anathema to your totem.
Draconic Rage (Totem Ability)
When you are raging, you can make your conditional bonus to damage deal the type of damage of your chosen dragon’s breath weapon, rather than your weapon or unarmed attack’s usual damage type, which increases the damage by 1 (after halving for agile weapons, if applicable). If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
Raging Resistance
The resistance from your raging resistance class feature applies against piercing damage and the damage type of your chosen dragon’s breath weapon.

Fury Totem
Your rage comes from a deep well within you, rather than from an external source. You use your rage as you choose.
Anathema and Totem Ability
You don’t have an anathema or totem ability. Instead, you gain an additional 1st-level barbarian feat.
Raging Resistance
The resistance from your raging resistance class feature applies against all physical weapon damage.

Giant Totem
Giants are towering, exceptionally strong humanoids, and some tribes aspire to be like them. Your rage gives you the raw power and size of a giant. This doesn’t mean you revere giants—you might scoff at them, or even aspire to slay them! It could be that you seem to other people like a giant due to your exceptional strength or larger-than-life emotions and ego.
Anathema
Failing to accept a personal challenge of your strength is anathema to your totem.
Titan Mauler (Totem Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You also gain access to your choice of weapon at character creation. When you are wielding such a weapon in combat, double your conditional bonus to damage rolls from raging, but you have the sluggish 1 condition (see page 324) because of the weapon’s unwieldy size. You can’t remove this sluggish condition or ignore its penalties by any means while you’re wielding the weapon.
Raging Resistance
The resistance from your raging resistance class feature applies against bludgeoning damage and your choice of cold, electricity, or fire damage. Choose the damage type when you gain the raging resistance class feature (though you can retrain it later).

Spirit Totem
Whether you are emotionally sensitive to the activity of spirits around you, belong to a shamanic tribe that worships ancestors or apparitions, or are haunted by a specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.
Anathema
Disrespecting corpses or spirits that are in your presence is anathema to your totem; however, defending yourself against undead creatures is not.
Spirit Rage (Totem Ability)
When you are raging, you can make your conditional bonus to damage deal negative or positive damage, rather than your weapon or unarmed attack’s usual damage type (you choose which type each time you Rage). If you choose to do this, your weapon or unarmed attack affects material and incorporeal creatures and objects equally. This makes your weapon overcome incorporeal creatures’ resistance to physical attacks (as the ghost touch property rune). If you choose to deal negative or positive damage, your Rage action gains the divine and necromancy traits, plus the negative or positive trait, as appropriate.
Raging Resistance
The resistance from your raging resistance class feature applies against negative damage, as well as all damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.

Superstition Totem
A deep distrust of magic drives you to forgo the metaphysical nonsense of spellcasters. Whether you’re a member of a superstitious tribe that distrusts magic, a survivor of a magical accident that left your mind and body with an intense aversion to magic, or a scion of a bloodline known for its magic resistance, your rage is inimical to magic. This makes you an excellent mage hunter but slow to trust practitioners of magical arts. Your extremely restrictive anathema grants you powers beyond those of other totems.
Anathema
Willingly accepting the effects of magic spells (including from scrolls, wands, and the like), even from your allies, is anathema to your totem. You can still drink potions, and you can still invest and activate most magic items you find, though items that cast spells are subject to the same restrictions as all other spells. If an ally insists on using magic on you despite your unwillingness, and you have no reason to believe they will stop, continuing to travel with that ally counts as willingly accepting their spells (as do similar circumstances) and thus is also anathema to your totem.
Superstitious Resistance (Totem Ability)
While raging, you gain a +2 conditional bonus to all saves against magic.
Raging Resistance
Choose two associated magical traditions: arcane and occult, arcane and primal, divine and occult, or divine and primal. The resistance from your raging resistance class feature applies against all damage you take from spells of these two traditions of magic, regardless of the type of damage dealt by the spell.
野蛮人专长:1级和之后每个偶数等级,你都会获得一个野蛮人职业专长。

技能专长(2级):2级和之后每2个等级,你都会获得1个技能专长。在选择技能专长时,你的对应技能必须为已受训或是更好。

野蛮重击(3级):当你狂暴时,你在所有近战武器或你拥有的天武攻击上获得重击专精(critical specialization)的效果。

一般专长(3级):3级和之后每4级,你都会获得一个一般专长。

技能提升(3级):3级和之后每2级,你都会获得一个技能提升。你既可以在一个未受训的技能上获得技能提升以受训,也可以让1个已经受训的技能变为专家。
如果你至少7级,你可以让一个你已经成为专家的标志性技能变为大师。如果你至少15级,你可以让一个你已经成为大师的标志性技能变为传奇。

否决优势(Deny Advantage)(5级):当攻击者等级不高于你时,你不会因为感官受限(例如来自隐身敌人的攻击)陷入措手不及状态,也不会在夹击中陷入措手不及,但对方依然可以构成夹击位。

属性提升(5级):在5级和之后每5级,你都可以提升4个不同的属性值。你可以通过属性提升把你的属性提升为18以上。当一项属性已经不低于18时,进行一次属性提升只会增加1点该属性的属性值,低于18时,则增加2点。

先祖专长(5级):除了你一开始获得的先祖专长之外,你还可以在5级和之后每4级获得1个先祖专长。

主宰(7级):你获得大师强韧豁免。当你成功通过一个强韧检定时,视为大成功。

狂暴抗力(9级):你获得等于你体质调整值的伤害抗力(最小为0),抵抗的两种伤害类型取决于你的图腾。

强力狂暴(11级):11级时,你能通过一个自由动作启动强力狂暴。
劇透 -   :
[[F]]强力狂暴(野蛮人):
触发条件:使用狂暴动作。
效果:使用一个带有狂暴特征的动作。

精通主宰(13级):你获得传奇强韧豁免。当你在一个强韧检定中大失败时,将其视为失败。当你在造成伤害的强韧检定中失败时,你受到的伤害减半。

武器熟稔(13级):你对简易武器,军用武器和天生武器的熟练等级提升为专家。

不可动摇(15级):你的狂暴使你的思维和心灵充斥着难以置信的力量,对你的控制效果会变得极其困难。你获得大师意志豁免。当你成功通过一个意志检定时,视为大成功。

不倦狂暴(17级):你不会在狂暴结束后陷入疲乏,但你依然需要正常的恢复时间才能再次使用狂暴。

毁灭击(19级):你的攻击近乎无坚不摧,以至于无需考虑使用更合适的武器来应对怪物。当你成功通过一次近战攻击命中一个对你的武器或天武物理伤害有着抗力的生物,对方的抗力会减少2倍于你的体质调整值(至少为0)。
劇透 -   :
RAGE
Requirements You can’t be fatigued, raging, or wearing heavy armor.
You begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier and enter a state of pure rage that lasts for 3 rounds. While you are raging, you are affected in these ways:
• Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging.
After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.
Barbarian Feats
At 1st level and every even-numbered level thereafter, you gain a barbarian class feat. Barbarian class feats are described beginning on page 57.
Skill Feats2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Critical Brutality 3rd
While you are raging, you gain access to the critical specialization effect for any melee weapon or unarmed attack you have (see page 183).
General Feats3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Deny Advantage 5th
You are not treated as flat-footed by creatures of your level or lower that are flanking you, though such creatures can still provide a flank to their allies. Also, you are no longer flat-footed against attacks from sensed or unseen creatures of your level or lower.

Ability Boosts5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Juggernaut 7th
You become a master at Fortitude saves. When you succeed at a Fortitude save, treat it as a critical success.
Raging Resistance 9th
You gain resistance equal to your Constitution modifier (minimum 0) to two damage types based on your totem.
Mighty Rage 11th
At 11th level, you gain the Mighty Rage free action.
MIGHTY RAGE
Trigger You use the Rage action.
Use one of your actions that has the rage trait.

Improved Juggernaut 13th
You become legendary at Fortitude saves. When you critically fail a Fortitude save, treat it as a failure. When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.
Weapon Fury 13th
Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.
Indomitable Will 15th
Your rage fills your mind and heart with incredible strength, making it incredibly difficult to control you. You become a master at Will saves. When you succeed at a Will save, treat it as a critical success.
Tireless Rage 17th
You don’t become fatigued after you stop raging. It still takes the normal amount of time before you can use Rage again.
Devastating Strikes 19th
Your Strikes are so devastating that you hardly care about wielding the best weapon against each monster. If you succeed at a melee Strike against a creature with resistance against the physical damage type of the weapon or unarmed attack you’re using, reduce that resistance by twice your Constitution modifier (minimum 0).
« 上次编辑: 2018-09-07, 周五 22:46:10 由 沉淪 »

离线 墨叶

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Re: 【PF2】【职业】野蛮人
« 回帖 #1 于: 2018-08-05, 周日 18:48:37 »
野蛮人专长
核心类型:大多数野蛮人能力都有着以下类型
  狂暴:你必须处于狂暴状态下才能使用带有狂暴特征的动作。停止狂暴效果则也会终止。
  图腾:你必须选择符合你图腾的图腾专长;一旦你违反了禁忌,你会失去图腾能力。


每次获得野蛮人专长时,选择以下专长之一,你在选择专长前必须满足先决条件。

1级
敏锐感官 专长[1级]
【野蛮人】
当你狂暴时,你的视觉得到了提升,获得昏暗视觉和黑暗视觉。

骇人狂暴 专长[1级]
【野蛮人】
当你狂暴时,你使用的任何挫败士气动作都将获得狂暴特征。只要你同时满足技能专长摄人凝视极度惊骇(Scare to Death)的先决条件,你将直接获得这些专长。死亡恐吓也会在狂暴时获得狂暴特征。

[[2A]]心境澄明(moment of clarity) 专长[1级]
【野蛮人,专注,狂暴】
你集中精神,暂时抑制住你的狂怒。你可以使用任意一个带有专注特征的动作,而无需额外消耗一个动作来获取狂暴特征。

[[2A]]突袭冲锋 专长[1级]
【野蛮人】
需求:你并非身着重甲。
你可以通过一个快速冲锋抵达敌人面前并发起突袭。你能冲锋最多两倍于速度的距离。如果你在至少一个敌人的近战触及范围内结束移动,你可以对该敌人发起一次近战攻击。只要你有着对应的移动方式,你可以在掘地,攀爬,飞行或是游泳时使用突袭冲锋。

2级
敏锐嗅觉 专长[2级]
【野蛮人】
先决条件:黑暗视觉,昏暗视觉
当你狂暴时,你的嗅觉会获得增强。你获得10尺的灵敏嗅觉。

[[A]]内在强韧 专长[2级]
你可以通过隐藏(抛弃)厌恶感来克服恶心。当你试图通过强韧检定从恶心(sick)状态恢复时,失败(不能是大失败)的强韧检定会使你的恶心状态减少1,成功减2,大成功则减3.

[[R]]无路可退(no escape) 专长[2]
【野蛮人,狂暴】
触发条件:一个邻近的敌人试图用带有移动特征的动作远离你。
你顺着敌人的行动轨迹,步调一致的迈步跟随,在整个移动过程中保持和敌方的邻接状态,直到敌人或你停止移动。

[[A]]蛮勇(Raging Courage) 专长[2]
【野蛮人,专注,狂暴】
你集中起狂暴之力,削减并克服恐惧。当你狂暴时,将你的惊惧状态降低1.
劇透 -   :
1st Level
ACUTE VISION FEAT 1
When you are raging, your visual senses improve, granting you low-light vision and darkvision.
RAGING INTIMIDATION FEAT 1
While you are raging, any Demoralize action you use gains the rage trait. As soon as you meet the appropriate prerequisites of the skill feats Intimidating Glare and Scare to Death, you gain these feats. Scare to Death also gains the rage trait while you Rage.
MOMENT OF CLARITY FEAT 1
You concentrate deeply, pushing back your rage for a moment. Use an action with the concentrate trait of your choice, even if it isn’t an action with the rage trait. You can add an additional action to Moment of Clarity to instead use a 2-action activity with the concentrate trait.
SUDDEN CHARGE FEAT 1
Requirements You are not wearing heavy armor.
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


ACUTE SCENT FEAT 2
Prerequisites darkvision, low-light vision
When you Rage, your olfactory senses improve. You gain scent (see page 302) with a range of 10 feet.
INTERNAL FORTITUDE FEAT 2
You bury your disgust to overcome your queasiness. When you attempt a Fortitude save to recover from being sick, you reduce your sick condition by 1 on a failure (but not on a critical failure), 2 on a success, or 3 on a critical success.
NO ESCAPE FEAT 2
Trigger An adjacent foe attempts to move away from you using an action that has the move trait.
Stride up to your Speed in tandem with the foe, following the foe’s path and remaining adjacent to the foe throughout its movement until the foe stops moving or you are out of movement.
RAGING COURAGE FEAT 2
You concentrate on the power of your rage, overcoming your fear. When you Rage, reduce your frightened condition by 1.

4级
快速移动 专长[4]
【野蛮人】
需求:并非身着重甲
当你处于狂暴状态下,你的移速增加10

狂暴运动员 专长[4]
【野蛮人】
先决条件:运动专家
需求:并非身着重甲
只要你处于狂暴下,你获得相当于陆地移动速度的攀爬和游泳速度。

[[2A]]野蛮猛击 专长[4]
【野蛮人,狂暴】
你可以以巨大的力量同时挥击两个敌人,他们必须在你的近战触及范围内,并且彼此相邻。你进行一次近战攻击检定并分别对抗他们的AC,对命中的敌人只骰一次伤害。如果你的重击确认骰只能重击其中的一个敌人,那么单独骰一次额外伤害。野蛮猛击在计算多重攻击罚值时视为发动了两次攻击。

6级
野兽皮层(Animal Skin) 专长[6]
【野蛮人,变形术(morph),原始,图腾,变化系】
先决条件:动物图腾
需求:并非身着重甲,你依然可以受到法师护甲或是防御护腕的好处
当你狂暴时,你的皮肤会转化成和你图腾动物类似的硬化皮质。只要你满足需求,你在狂暴时便能在AC获得+1条件加值,同时移除了狂暴造成的AC减值。这套隐蔽的野兽皮层有着+4的敏捷调整。

[[R]]顺势斩 专长[6]
【野蛮人,狂暴】
触发条件:你成功通过近战攻击杀死或击倒了一个生物,并且触及范围内有另一个相邻敌人。
你对第二个敌人进行一次近战攻击。如果你的这次攻击不会受到多重攻击罚值,那么会在攻击骰上获得-2处罚。

[[2A]]龙息 专长[6]
【奥术,野蛮人,专注,塑能系,狂暴,图腾】
先决条件:巨龙图腾
频率:每小时1次
你通过一个深呼吸喷吐出30尺锥形或60尺线性的强大能量流,造成1d6/野蛮人等级的伤害。你的喷吐范围和伤害类型取决于你选择的龙图腾,并被视为一个等同于你等级一半的法术效果。
区域内的每个生物都需要进行一个反射豁免。
成功    对方受到一半伤害
大成功 对方不受影响
失败    对方受到完整伤害
大失败 对方受到双倍伤害

[[A]]巨人形态 专长[6]
【野蛮人,变形(Polymorph),原始,狂暴,图腾,变化系】
先决条件:巨人图腾
需求:你是中体型或更小
你的体格获得惊人的增幅。你在狂暴时会变为大型并且增加5尺触及范围,维持体型会获得的迟滞1.
你的装备会随你一起变大。如果你正在运用巨人杀手能力,你可以如常使用再次增大一型的武器。

[[A]]精魂加护 专长[6]
【野蛮人,神术,死灵系,狂暴,图腾】
先决条件:精魂图腾
你呼唤出精魂在远程攻击下保护你。只要你处于狂暴下,任何试图对你发出远程攻击的人都必须成功通过一个DC 5的纯骰检定(flat check),不然便会失手。

[[R]]猎巫人 专长[6]
【野蛮人,狂暴,图腾】
先决条件:迷信图腾
触发条件:你触及范围内的一个生物试图使用施法动作。
你对触发效果的目标生物发起一次-2罚值的近战攻击。如果攻击命中,你将打断对方的动作。这个攻击不会计入你的多重攻击罚值。
劇透 -   :
RAGING ATHLETE FEAT 4
Prerequisites expert in Athletics
Requirements You are not wearing heavy armor.
While you are raging, you gain a climb Speed and swim Speed equal to your land Speed.
SWIPE FEAT 4
You take a mighty swing against two adjacent enemies. Make a melee Strike and compare the attack result to the AC of up to two foes, both of whom must be within your melee reach and adjacent to each other. Roll damage only once, and apply it to each creature you hit. If you critically hit one target and not the other, roll the extra critical hit damage separately. A Swipe counts as two attacks for your multiple attack penalty.

ANIMAL SKIN FEAT 6
Prerequisites animal totem
Requirements You are not wearing any physical armor, though you can be benefiting from mage armor or bracers of armor.
When you Rage, your skin transforms into a thick hide resembling the skin of your totem animal. As long as you meet the requirement, while raging you gain a +1 conditional bonus to AC instead of taking a –1 penalty to AC. The thickness of your hide gives you a Dexterity modifier cap of +4.
CLEAVE FEAT 6
Trigger Your melee Strike kills or knocks a creature unconscious, and another foe is adjacent to them.
Make a melee Strike against the second foe. If you somehow Cleave without taking a multiple attack penalty, take a –2 penalty to your attack roll instead.
DRAGON TOTEM BREATH FEAT 6
Prerequisites dragon totem
Frequency once per hour
You breathe in deeply and then exhale powerful energy in either a 30-foot cone or a 60-foot line, dealing 1d6 damage per barbarian level. Each creature in the area must attempt a Reflex save.
Success That target takes half damage.
Critical Success The target is unaffected.
Failure The target takes full damage.
Critical Failure The target takes double damage.
Your breath’s area (line or cone) and damage type match your chosen dragon. This ability counts as a spell of half your level rounded up.
 
GIANT’S STATURE FEAT 6
Prerequisites giant totem
Requirements You are Medium or smaller.
You grow to incredible size. You become Large and increase your reach by 5 feet until you stop raging. You have the sluggish 1 condition (see page 324) while your size is increased.
Your equipment grows with you. If you’re using the titan mauler ability, your weapon’s even larger size causes it to have the same effects as normal for that ability.

SPIRITS’ INTERFERENCE FEAT 6
Prerequisites spirit totem
You call forth protective spirits to ward off ranged attacks. While you are raging, anyone making a ranged attack against you must succeed at a DC 5 flat check, or the attack misses with no effect.
WITCH HUNTER FEAT 6
Prerequisites superstition totem
Trigger A creature within your reach performs a spellcasting action.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits, you disrupt that action. This Strike does not take or count toward your multiple attack penalty.

8级
[[A]]野性狂暴 专长[8]
【野蛮人,专注,变形,原始,狂暴,图腾,变化系】
先决条件:动物图腾
当你狂暴时,你会获得符合你图腾动物的中型动物形态,保留通常特征并额外获得一些动物特征。你的所有装备会被吸收进你的新形态,恒定效果依然生效,但无法激活任何物品能力。完成转化后,你会获得如下特征:
•忽视你的防具检定处罚和速度减值
•额外获得一次狂暴赋予的临时生命
•获得昏暗视觉
你的动物形态会阻止你施法,说话,和大多数需要手参与的动作(由GM具体决定你能进行的动作)。你能通过一个动作消解此效果(这是一个带有狂暴和专注特征的动作)。
当你处于动物形态时,你如常获得兽性狂暴赋予你的天武攻击,同时获得下表列有的攻击方式,移动类型和特殊能力。表外的动物将被归入相应的类别,不会影响到你在动物形态下的体型和数据(比如狮子和雪豹均使用猫类数据)。
25尺移速,20尺攀爬速度;灵敏嗅觉
25尺移速;灵敏嗅觉
公牛 30尺移速;灵敏嗅觉
40尺移速;灵敏嗅觉
鹿 45尺移速;灵敏嗅觉
舌击(15尺触及),伤害 1d4钝击;25尺移速,25尺游泳速度;灵敏嗅觉
35尺游泳速度;灵敏嗅觉
20尺移速,20尺攀爬速度,20尺游泳速度;灵敏嗅觉
40尺移速;灵敏嗅觉

[[A]]活力复苏 专长[8]
【野蛮人,专注,狂暴】
你停歇片刻,复苏新的活力。你获得等于你的一半等级+体质调整值的临时生命。

奔袭跃击(Sudden Leap) 专长[8]
【野蛮人】
先决条件:奔袭冲锋
需求:并非身着重甲
当你使用奔袭冲锋时,你可以用跳跃代替奔跑。如果你成功通过了运动检定,你可以跳跃等同于一次长跳(Long Jump)的距离。你也可以使用长跳距离和DC来决定你垂直跳跃的高度。
在你发起攻击后,如果你身处空中,你会垂直下落。但只要你的下落距离不超过你一次跳跃的高度,你就不会受到伤害并且垂直落地。

10级
[[A]]反击态势(Come and Get Me) 专长[10]
【野蛮人,专注,狂暴】
你做好了展开毁灭性反击的准备。当你处于狂暴下,你陷入措手不及,并且对你造成的伤害会获得+2环境加值。如果一个生物成功命中你,直到你的下回合结束,对方在你的反击下视为措手不及。如果你成功在下回合结束前命中目标,你获得等同于你体质调整值的临时生命。

[[2A]]狂怒冲锋(furious sprint) 专长[10]
【野蛮人,狂暴】
你可以直线冲锋四倍于你的移动速度。你可以花费一个额外动作来使狂怒冲锋的直线距离变为六倍。

大顺势斩 专长[10]
先决条件:顺势斩
当你使用了顺势斩后,如果你的攻击再次杀死或击倒了目标,你可以继续攻击触及范围内的敌人,直到你周围无人站立或是没能成功击倒对方,以先达成者为准。

[[A]]击退 专长[10]
【野蛮人,狂暴】
需求:你必须在成功攻击敌人后立刻使用这个动作。
你将敌人击退5尺,如同你成功通过了一个推动敌人的运动检定。

[[A]]惧怖狂嚎 专长[10]
【听觉,野蛮人,狂暴】
先决条件:威吓凝视
你发出恐怖的咆哮。30尺范围内的惊惧(frightened)生物必须成功通过一个意志检定对抗你的威吓DC。不管骰出的结果为何,目标生物会在对抗你的惧怖狂嚎后获得耐受状态(bolstered)。
成功 目标不受影响
失败 目标逃离(fleeing)1轮,之后维持惊惧状态。
大失败 目标在惊惧状态下会持续逃离。
劇透 -   :
ANIMAL RAGE FEAT 8
Prerequisites animal totem
When you Rage, you transform into a Medium form of your totem animal, gaining the animal trait in addition to your normal traits. All your gear is absorbed into your form; all constant abilities of your gear still function, but you can’t activate any item abilities. When you transform, you gain the following:
• Ignore your armor’s check penalty and Speed reduction.
• You gain the same number of temporary Hit Points that you normally gain when you are raging
• You gain low-light vision
Your animal form prevents you from casting spells, speaking, and taking most actions with the manipulate trait that require your hands. (The GM determines which manipulate actions you can use if there’s doubt.) You can dismiss this effect by spending an action (this action has the rage and concentrate traits).
While in animal form, you gain the attacks, movement types, and special abilities listed for your chosen animal, and you retain the attack or attacks from bestial rage (see Table 3–3: Animal Totems on page 55). You choose the specific type of animal you turn into within the broader category (such as a lion or snow leopard for cat). This has no effect on your animal form’s size or statistics.
Ape Speed of 25 feet, climb Speed of 20 feet; scent.
Bear Speed of 25 feet; scent.
Bull Speed of 30 feet; scent.
Cat Speed of 40 feet; scent.
Deer Speed of 45 feet; scent.
Frog tongue (reach 15 feet), Damage 1d4 bludgeoning; Speed of 25 feet, swim Speed of 25 feet; scent.
Shark swim Speed of 35 feet; scent.
Snake Speed of 20 feet, climb Speed of 20 feet, swim Speed of 20 feet; scent.
Wolf Speed of 40 feet; scent.

RENEWED VIGOR FEAT 8
You pause to recover some of your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.
SUDDEN LEAP FEAT 8
Prerequisites Sudden Charge
Requirements You are not wearing heavy armor.
When making a Sudden Charge, instead of Striding, you can Leap. If you succeed at an Athletics check when you make the Leap, you can move the same distance you could with a Long Jump. Even if you’re Leaping vertically, you determine the DC for the height you’re jumping using the DC of a Long Jump.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.

COME AND GET ME FEAT 10
You open yourself to attacks while preparing devastating counterattacks. While you are raging, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed against the next attack you make against it before the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier.
FURIOUS SPRINT FEAT 10
Stride up to four times your Speed in a straight line. You can add an additional action to Furious Sprint to Stride up to six times your Speed in a straight line instead.
GREAT CLEAVE FEAT 10
Prerequisites Cleave
When you Cleave, if your Strike also kills the target or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock unconscious a creature or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
KNOCKBACK FEAT 10
Requirements You use this action immediately after you successfully Strike a foe.
You push the foe back 5 feet, as if you had succeeded at an Athletics check to Shove the foe.
TERRIFYING HOWL FEAT 10
Prerequisites Intimidating Glare
You unleash a terrifying howl. All frightened creatures within 30 feet must succeed at a Will save against your Intimidation DC. Regardless of the result of its saving throw, the creature is bolstered (see page 319) against your Terrifying Howl.
Success The target is unaffected.
Failure The target gains the fleeing condition for 1 round as long as it remains frightened.
Critical Failure The gains the fleeing condition as long as it remains frightened.

12级
[[A]]龙翼 专长[12]
【野蛮人,变形术,原始,狂暴,图腾,变化系】
先决条件:巨龙图腾
你的后背将长出龙翼,样式和你选择的图腾龙类似。当你处于狂暴状态下,你获得40尺飞行速度。

[[A]]掠食者突袭(Predator’s Pounce) 专长[12]
【野蛮人,狂暴,图腾】
先决条件:动物图腾
需求:非身着重甲
你悄无声息的靠近猎物,在对方有所察觉前便发起掠袭。你快步奔行并在移动结束时发起一次攻击。如果你在使用此动作前处于隐形或是隐蔽状态(unseen or sensed),你在攻击完成前都将维持隐蔽。

[[2A]]法术击破(Spell Sunder) 专长[12]
【攻击,野蛮人,专注,狂暴,图腾】
先决条件:迷信图腾
你可以引导出迷信之护的力量,协助你破坏目标法术。你用近战武器或天武攻击对一个生物,物体或是法术实型(spell manifestation)(例如火墙术创造出的火墙)发起一次攻击。无论你的攻击是否成功,目标都会因为法术击破获得耐受状态(bolstered)。
成功:你可以尝试抵消一个对目标生效的法术。你的破法有效等级等于野蛮人等级的一半,如果此次破法需要一个额外的检定,用你的攻击骰作为替代,并加上其他可能影响到你破法等级的调整值。

[[A]]精魂之怒(Spirit’s Wrath) 专长[12]
【攻击,野蛮人,专注,狂暴,图腾】
先决条件:精魂图腾
你呼唤出一缕临时的幽魂(ephemeral apparition),通常是一个先祖幽灵或是自然精魂。这缕精魂可以对距离你25尺范围内的敌人发起近战挥击,使用你的攻击加值并造成4d8+你的体质调整值的伤害。你可以自行决定造成正能量还是负能量伤害;你拥有的环境或条件减值不会影响到幽魂的攻击和伤害。如果这缕幽魂的攻击造成了重击,攻击目标会获得惊惧1.这个攻击视为由你自身使用,会计入你的多重攻击罚值。

泰坦形态 专长[12]
【野蛮人,变形,图腾,变化系】
先决条件:巨人图腾,巨人形态
你获得了更雄伟的体格。当你使用巨人形态时,你在狂暴时将变为巨型而非大型(中型或小型生物触及范围增加10尺)。当你维持巨型时,你会获得迟滞1.

14级
可怖殴击 专长[14]
【野蛮人,专注,狂暴】
先决条件:击退
你的攻击是如此的强力,能轻松的压倒(flatten)敌人。当你使用击退时,你可以进行一个运动检定对抗目标的强韧。
成功 目标会受到一个推撞(shove)跟着一个绊摔效果。
大成功 目标受到的推撞和绊摔效果视为大成功。
失败 对方如常受到击退效果。

[[A]]非凡突刺(giants lunge) 专长[14]
【野蛮人,专注,狂暴,图腾
先决条件:巨人图腾
你伸展躯体,以待攻击触及外的敌人。当你处于狂暴状态下,你的所有近战攻击获得10尺触及。这不会增加武器或天武的已有触及。

除魅(sunder enchantment) 专长[14]
【野蛮人,图腾】
先决条件:迷信图腾,法术击破
当你使用法术击破时,你能尝试压制一个无主或是目标持有的魔法物品。如果你压制成功,目标物品会在10分钟内失去魔法效果,但不影响它的本来品质。和法术击破专长一样,无论尝试是否成功,目标都会获得耐受状态(bolstered)。如果你试图压制一个过于强大的魔法物品,尝试会自动失败。

[[R]]复仇打击(Vengeful Strike) 专长[14]
【野蛮人,狂暴】
先决条件:反击态势
需求:你正处于反击态势的影响下
触发条件:一个生物成功对你发动了一次攻击。
当你受到敌人的攻击时,你也会发起致命的反击。你对触发目标进行一次-2罚值的近战攻击,这个攻击不会计入多重攻击,也不会受到多重攻击罚值。
劇透 -   :
DRAGON TOTEM WINGS FEAT 12
Prerequisites dragon totem
You sprout dragon wings from your back that are the same color as your chosen dragon. While you are raging, you gain a fly Speed of 40 feet.
PREDATOR’S POUNCE FEAT 12
Prerequisites animal totem
Requirements You are not wearing heavy armor.
You close the distance to your prey in a blur, pouncing on them before they can react to your sudden appearance. You Stride up to your Speed and make a Strike at the end of your movement. If you were unseen or sensed before you began the action, you remain unseen or sensed until after you Strike.
SPELL SUNDER FEAT 12
Prerequisites superstition totem
You draw upon your superstitious fury to destroy a spell. Make a Strike with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire). Whether or not you succeed at your Strike, the target is bolstered to your Spell Sunder.
Success You attempt to counteract a single spell active on the target. The counteract attempt uses a level equal to half your barbarian level rounded up, if your counteract attempt would require a check, your result is the same as the result of your attack roll, with any necessary adjustments for the difference in counteract level.
SPIRIT’S WRATH FEAT 12
Prerequisites spirit totem
You call forth an ephemeral apparition, typically a ghost of an ancestor or nature spirit, which takes the form of a wisp. The spirit wisp makes a melee slam unarmed Strike against an enemy within 25 feet of you. The wisp uses your attack modifier and deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your circumstance or conditional bonuses to the attack or damage. If your wisp critically hits with this Strike, the target gains the frightened 1 condition. This attack takes and counts toward your multiple attack penalty as if you were the one attacking.
TITAN’S STATURE FEAT 12
Prerequisites giant totem, Giant’s Stature
You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the sluggish 1 condition (see page 324) as long as you are Huge.
AWESOME BLOW FEAT 14
Prerequisites Knockback
Your attacks are so powerful that they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC.
Success You gain the success effect of a Shove followed by the success effect of a Trip against the target.
Critical Success You gain both the critical success effect of a Shove followed by the critical success effect of a Trip against the target.
Failure You gain the normal effect of Knockback.
GIANT’S LUNGE FEAT 14
Prerequisites giant totem
You extend your body and prepare to attack foes outside your normal reach. While you are raging, you have reach 10 feet on all your melee attacks. This doesn’t increase the reach of any weapon or unarmed Strike that already has reach.
SUNDER ENCHANTMENT FEAT 14
Prerequisites superstition totem, Spell Sunder
When you use Spell Sunder, you can instead attempt to counteract either an unattended magic item or one of your target’s magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s quality. As with Spell Sunder, the target is bolstered whether or not you succeed. If you target an artifact or other particularly powerful item, then your counteract attempt automatically fails.
VENGEFUL STRIKE FEAT 14
Prerequisites Come and Get Me
Requirements You’re under the effect of Come and Get Me.
Trigger A creature within your reach succeeds or critically succeeds at an attack against you.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature at a –2 penalty. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this strike.

16级
[[A]]巨龙变化(Dragon Transformation) 专长[16]
【野蛮人,专注,变形,原始,狂暴,变化系,图腾】
先决条件:巨龙图腾,龙翼
你在狂暴时将变形为一头和你图腾龙类型一致的大型龙,保留通常特征并额外获得巨龙特征。如想成功完成变形,你需要有足够容纳龙体型的空间。你的所有装备会被吸收进你的新形态,装备的恒定效果依然生效。当你变形时,获得如下特性:
•忽视你的防具罚值和速度减值
•获得一种或更多符合龙类体型的天武攻击,这也是你在龙形态下唯一能使用的攻击方式。你在这些天武上受训,并获得+6额外伤害。你的攻击都基于力量(因此虚弱状态会削弱你的攻击)。
•额外获得一次狂暴赋予的临时生命。
•获得10点能量抗力,能量类型取决于你的喷吐武器。
•60尺盲感,黑暗视觉。
•40尺移速和100尺飞行速度。
•可以消耗2个动作激活你的喷吐武器,然后蓄势1d4轮。除特殊情况或能力,一个DC24的反射豁免检定可以将伤害减半,大成功或大失败都不会影响到伤害。你的喷吐武器有着奥术,塑能系和喷吐能量类型的特征。你的体型,伤害,伤害类型及需要的豁免检定都取决于你的图腾龙。如果你在使用喷吐武器后进行了一次新的巨龙变化,你依然需要蓄势相同的时间才能再次使用。
当你身处巨龙形态时,你无法施法或使用需要手参与的动作(照样是由GM具体指定),如常受到各类罚值,但只能获得环境加值和条件加值(例如你能如常获得狂暴的奖励)。你能通过一个动作消解此效果(这是一个带有狂暴和专注特征的动作)。
你同样获得选定图腾龙的其余好处,如同从巨龙形态法术中受益。
18级时,你的飞行速度增加20,天武的额外伤害增加至+12。喷吐武器的DC增加至30,伤害获得+14条件加值。

[[R]]完美心境(Perfect Clarity) 专长[16]
【野蛮人,专注,机运(fortune),狂暴】
触发条件:你在狂暴状态下在一次攻击骰或是意志豁免上失败或大失败。
你可以瞬间燃尽你的怒火,以重新定位失手的攻击并摆脱影响心灵的效果。你重骰触发本专长的攻击骰或是意志豁免骰,取其高者,同时免受对应意志检定的效果。之后你的狂暴会立刻结束。

[[3A]]旋风攻击 专长[16]
【野蛮人,狂暴】
你可以作一次近战攻击检定同时攻击触及范围内的所有敌人。这些攻击会计入你的多重攻击罚值,你的旋风攻击不会受到罚值,但如常计入你的下一次攻击。

18级
残暴重击(Brutal Critical) 专长[18]
【野蛮人】
你的重击格外致命。当你重击时,你获得一个额外的伤害骰(damage die)并造成相同的流血伤害。这会和你从致命或毁灭(deadly or fatal)武器中获得的额外伤害骰叠加。

[[2A]]恶毒斩断(vicious evisceration) 专长[18]
【野蛮人,专注,狂暴】
你能通过近战攻击恶意的破坏敌人的肢体,造成额外效果。
增强 目标获得吸取1(drained)

20级
[[A]]狂暴渲染(Contagious Rage) 专长[20]
【野蛮人,狂暴,听觉,视觉】
你能带动起一位盟友的狂怒。当你处于狂暴状态下,30尺内的一个自愿盟友会获得和你一致的狂暴伤害加值和AC罚值。如果对方之前并未处于狂暴状态,她也会获得和你一样的临时生命值。你的盟友可以正常使用带有专注特征的动作,并且不会在狂暴后变得疲乏。

[[A]]雷霆重踏(quaking stomp) 专长[20]
【野蛮人,操控(manipulate),狂暴】
频率:每分钟1次
你重踏大地,在60尺范围内击倒(topple)生物,粉碎建筑。
•该区域变为困难地形,范围内生物的攻击骰和技能检定获得-2环境罚值。
•该区域内的所有生物都必须在回合开始前通过一个反射检定以保持站立,避免坠入地缝之中。地缝有40尺深,因此坠落者会受到20点钝击伤害。这些裂缝是永久的,坠落者需要成功通过DC15的运动检定才能攀爬上来。你的豁免检定会自动成功,因此不会坠入地缝。
•该区域内的任何建筑或屋顶都有可能倒塌。GM需要进行纯骰检定来决定每栋建筑面临的豁免难度(通常坚固结构DC16,普通或自然结构DC14,劣质结构DC9。GM可以进行调整。)倒塌的建筑会造成11d6钝击伤害,在倒塌范围内的生物需要通过一个反射检定逃离这里。
成功 目标受到一半倒塌伤害并被击倒(falls prone)。
大成功 目标受到一半倒塌伤害。
失败 目标受到完整倒塌伤害并被击倒。
大失败 目标受到完整倒塌伤害并且会坠入地缝。
雷霆重踏会在某些地形上造成额外的效果。例如,一个悬崖可能会崩塌,造成悬崖上生物的坠落;湖水会吞没坠入裂缝的事物;沼泽可能生成流沙。额外效果均由GM设定。
劇透 -   :
DRAGON TRANSFORMATION FEAT 16
Prerequisites dragon totem, Dragon Totem Wings
You transform into a Large form of a dragon that matches the dragon type of your dragon totem until you stop raging, gaining the dragon trait in addition to your normal traits while in this form. You must have enough space to expand into, or your transformation fails. All your gear is absorbed into your form; the constant abilities of your gear still function,
but you can’t activate any item abilities. When you transform, you gain the following.
• Ignore your armor’s check penalty and Speed reduction, if any.
• One or more melee unarmed Strikes depending on your dragon form (see page 218), which are the only type of attacks you can use. You’re trained with them. When attacking with them, your damage bonus is +6. These are Strength-based attacks (for the purposes of the enfeebled condition, for example).
• Temporary Hit Points equal to the amount you gain when you are raging.
• Resistance 10 against the damage type of your breath weapon.
• Blindsense 60 feet, darkvision.
• Speed 40 feet and fly Speed 100 feet.
• A breath weapon you can activate by spending 2 actions. A creature that succeeds at a DC 24 saving throw takes half damage, no damage on a critical success, and double damage on a critical failure. The saving throw is a Reflex save unless stated otherwise in the special ability description. Once you activate your breath weapon, you can’t use it again for 1d4 rounds. Your breath weapon is an arcane evocation effect with the appropriate damage trait. The shape, damage, damage type, and saving throw type depend on your dragon form (see page 218). After you use your breath weapon, you still have to wait the full delay even if your transformation ends and you transform anew.
The special statistics of your dragon form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses (such as those you gain while raging). Your dragon form prevents you from casting spells or taking most actions with the manipulate trait that require your hands. (The GM determines which actions you can use if there’s any doubt.) You can dismiss this effect by spending an action (this action has the rage and concentrate traits).
You gain the benefits for your chosen dragon’s type listed in the dragon form spell (see page 218).
At 18th level, your fly Speed is accelerated 20, your damage bonus increases to +12, your breath weapon DC increases to 30, and you gain a +14 conditional bonus to breath weapon damage.

PERFECT CLARITY FEAT 16
Trigger You fail or critically fail an attack roll or Will save while you are raging.
You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save, use the best result, and resolve the effect. You then immediately stop raging.
WHIRLWIND STRIKE FEAT 16
You attack all foes within your reach. Make melee Strikes against all enemies within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.




18th Level
BRUTAL CRITICAL FEAT 18
Your critical hits are particularly devastating. On a critical hit, add one extra damage die. This is in addition to any extra dice you already gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to one damage die.
VICIOUS EVISCERATION FEAT 18
You make a vicious attack that maims your enemy. Make a melee Strike that gains the following enhancement (see page 294).
Enhancement The target is drained 1.

20th Level
CONTAGIOUS RAGE FEAT 20
You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the same damage bonus and AC penalty that you do while you are raging. If the ally wasn’t already raging, she gains the temporary Hit Points from your Rage action as well. The ally can still use actions with the concentrate trait, and she doesn’t become fatigued when you stop raging.

QUAKING STOMP FEAT 20
Frequency once per minute
You shake the ground, topple creatures, and shatter structures in a 60-foot aura around you.
• All squares in the area become difficult terrain. Attack rolls and skill checks by creatures on the ground take a –2 circumstance penalty.
• Any creature on the ground within the area must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into fissures that open up in the ground. The fissures are 40 feet deep, so anyone who falls in takes 20 bludgeoning damage. The fissures are permanent, and their walls require a DC 15 Athletics check to Climb. You automatically succeed at your saving throw to avoid any fissures you create.
• Any structure or ceiling in the area has a chance to collapse. The GM makes a flat check for each structure, determining the DC for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, or higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; any creature caught in a collapse must attempt a Reflex save to escape it.
Success Target takes half collapse damage and falls prone.
Critical Success Target takes half collapse damage.
Failure Target takes full collapse damage and falls prone.
Critical Failure Takes full collapse damage and falls into a fissure.
Your Quaking Stomp might have additional effects in certain types of terrain. For instance, a cliff might collapse, causing creatures atop it to fall, or a lake might drain as the fissures open up below its surface and leave a morass of quicksand. The GM determines these additional effects.
« 上次编辑: 2018-09-18, 周二 09:00:43 由 墨叶 »

离线 墨叶

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Re: 【PF2】【职业】野蛮人
« 回帖 #2 于: 2018-08-07, 周二 09:34:27 »
感谢pf2先看提供的导言和专长译名
因为本篇unarmed Strikes大多是天武攻击的意思,因此在译名统一前就先这么翻译。

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Re: 【PF2】【职业】野蛮人
« 回帖 #3 于: 2018-08-07, 周二 10:14:34 »
话说
最好标识下每个专长的动作

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Re: 【PF2】【职业】野蛮人
« 回帖 #4 于: 2018-08-07, 周二 10:46:21 »
引用
防具:在所有简易以及军用武器上受训
捉虫

说来巨人图腾这个,拿着大1级的武器变大,是不是会迟滞2啊?
« 上次编辑: 2018-08-07, 周二 10:53:12 由 誓约推倒之剑 »
我现在只想跑《地狱复仇》!!!

离线 墨叶

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Re: 【PF2】【职业】野蛮人
« 回帖 #5 于: 2018-08-07, 周二 10:47:42 »
话说
最好标识下每个专长的动作
什么意思?原文有说是什么动作的我有写啊?

离线 墨叶

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Re: 【PF2】【职业】野蛮人
« 回帖 #6 于: 2018-08-07, 周二 10:49:18 »
引用
防具:在所有简易以及军用武器上受训

捉虫
:em006多谢,检查的时候竟然没发现..

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Re: 【PF2】【职业】野蛮人
« 回帖 #7 于: 2018-08-07, 周二 14:26:57 »
话说
最好标识下每个专长的动作
什么意思?原文有说是什么动作的我有写啊?

 :em003是說最好標上原文里的那些圖標

[[A]] [[R]] [[F]]
這種的,比如狂暴就是一個[[A]]
不要在意这个很弱的家伙。

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Re: 【PF2】【职业】野蛮人
« 回帖 #8 于: 2018-08-07, 周二 14:40:28 »
引用
防具:在所有简易以及军用武器上受训
捉虫

说来巨人图腾这个,拿着大1级的武器变大,是不是会迟滞2啊?
看來是會疊上去,畢竟後面還有個泰坦形態會加遲滯
« 上次编辑: 2018-08-07, 周二 14:52:33 由 Xtoril »

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Re: 【PF2】【职业】野蛮人
« 回帖 #9 于: 2018-08-07, 周二 19:04:04 »
话说
最好标识下每个专长的动作
什么意思?原文有说是什么动作的我有写啊?

 :em003是說最好標上原文里的那些圖標

[[A]] [[R]] [[F]]
這種的,比如狂暴就是一個[[A]]
多谢,已加上

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Re: 【PF2】【职业】野蛮人
« 回帖 #10 于: 2018-08-08, 周三 00:30:51 »
骇人狂暴 专长[1级]
【野蛮人】
当你狂暴时,你使用的任何挫败士气动作都将获得狂暴特征。当你掌握了技能专长威吓凝视和 Scare to Death后,你直接获得本专长。Scare to death同样会在你狂暴时获得狂暴特征。

没看懂这句在说啥

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Re: 【PF2】【职业】野蛮人
« 回帖 #11 于: 2018-08-08, 周三 02:54:39 »
骇人狂暴 专长[1级]
【野蛮人】
当你狂暴时,你使用的任何挫败士气动作都将获得狂暴特征。当你掌握了技能专长威吓凝视和 Scare to Death后,你直接获得本专长。Scare to death同样会在你狂暴时获得狂暴特征。

没看懂这句在说啥
改了一下描述..就是满足两个技能专长需求就能直接拿的意思

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Re: 【PF2】【职业】野蛮人
« 回帖 #12 于: 2018-08-08, 周三 03:48:55 »
引用
防具:在所有简易以及军用武器上受训
捉虫

说来巨人图腾这个,拿着大1级的武器变大,是不是会迟滞2啊?
看來是會疊上去,畢竟後面還有個泰坦形態會加遲滯
在规则部分说了,两个x状态叠加只取高,例如迟滞1和迟滞1,在一起还是迟滞1。所以泰坦之握后变大等于没有副作用

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Re: 【PF2】【职业】野蛮人
« 回帖 #13 于: 2018-08-08, 周三 09:58:24 »
引用
防具:在所有简易以及军用武器上受训
捉虫

说来巨人图腾这个,拿着大1级的武器变大,是不是会迟滞2啊?
看來是會疊上去,畢竟後面還有個泰坦形態會加遲滯
在规则部分说了,两个x状态叠加只取高,例如迟滞1和迟滞1,在一起还是迟滞1。所以泰坦之握后变大等于没有副作用
嗯,我應該相信我自己之前的判斷的
感謝解惑

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Re: 【PF2】【职业】野蛮人
« 回帖 #14 于: 2018-08-08, 周三 10:26:08 »
加上动作标签后发现好多原本以为是被动的小BUFF都要花动作,顿时难受 :em031
« 上次编辑: 2018-08-08, 周三 10:28:45 由 誓约推倒之剑 »
我现在只想跑《地狱复仇》!!!