作者 主题: errata合集  (阅读 6030 次)

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离线 星踪幻影

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Re: errata合集
« 回帖 #10 于: 2013-06-13, 周四 20:17:44 »
于素这贴转型成errata合集贴
你是光,我是影。光照耀着影,影守护着光。我们是最疏离的双生子,我们是最亲密的陌生人...

离线 柳深龍佐性

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【核心】術士errata
« 回帖 #11 于: 2013-06-13, 周四 21:06:53 »
深淵血統 Abyssal
引用
SU):1級開始,你通過一個自由動作長出爪子。這些爪視為天生武器,並允許你用完整的基本攻擊加值作出2次爪抓的全力攻擊。每次攻擊造成1D4傷害(小體型1D3),並附加力量加值。5級開始,這些爪在擊破傷害減免時視為魔法武器。7級開始,傷害增加至1D6(小體型1D4)。11級開始,這些爪成為熾炎武器。成功命中時造成額外1D6火焰傷害。這是一個超自然能力。每天你能使用爪抓的輪數為3+魅力修正值。這些輪不必是連續的。
將能力改為超自然,並修正一些不清楚的地方,刪除線的部分是真的要被削除。
劇透 -   :
Page 73—In the Claws bloodline power of the Abyssal bloodline, change the power from an “(Ex)” to “(Su)”.
Delete the second to last sentence of this power. Add the following sentence to the end of the paragraph:
These rounds do not need to be consecutive.

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
奧秘血統 Arcane
引用
奧術聯結(SU):1級開始,你獲得一個奧術聯結。等同於同級的法師。你的術士等級與你的法師等級累加來決定魔寵或者連結物品的能力。此能力不允許你同時連結魔寵和物品。一天一次,你的連結物品令你能施展任何一個已學會的法術(不同於法師的連結物品,那能令法師施展任何一個法術書中的法術。)
劇透 -   :
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Page 73—In the Arcane Bond bloodline power of the Arcane bloodline, add the following sentence before the last sentence of the paragraph:
Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook).
龍脈血統 Draconic
引用
SU):1級開始,你通過一個自由動作長出爪子。這些爪視為天生武器,並允許你使用完整基本攻擊加值作出2次爪抓的全力攻擊。每次攻擊造成1D4傷害(小體型1D3),並附加力量加值。5級開始,這些爪在擊破傷害減免時視為魔法武器。7級開始,傷害增加至1D6(小體型1D4)。11級開始,這些爪成功命中時造成額外1D6你所選擇的龍脈能量傷害。這是一個超自然能力。每天你能使用爪抓的輪數為3+魅力修正值。這些輪不必是連續的。
劇透 -   :
Page 75—In the Claws bloodline power of the Draconic bloodline, change the power from an “(Ex)” to “(Su)”.
Delete the second to last sentence of this power. Add the following sentence to the end of the paragraph:
These rounds do not need to be consecutive.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
精類血統 Fey
引用
笑料之觸(SP):在1級時,你能用一次近戰接觸攻擊導致一個生物爆笑一輪。爆笑中的生物只能做一個移動動作,但是他們不能正常保護自己。當一個生物被笑料之觸所影響,它在之後的24小時內免疫該效果。你能夠每天使用此能力次數為3+魅力修正值。這是一個影響心智的效果。
劇透 -   :
Page 76—In the Laughing Touch bloodline power of the Fey bloodline, add the following sentence to the end of the paragraph:
This is a mind-affecting effect.

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
[/quote]
« 上次编辑: 2013-06-13, 周四 21:34:36 由 柳深龍佐性 »

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

离线 柳深龍佐性

  • Wanderer
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  • 帖子数: 1682
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    • 皇帝聖印RPG
【核心】法師errata
« 回帖 #12 于: 2013-06-13, 周四 21:36:05 »
奧術聯結 Arcane Bond
引用
選擇連結物品的法師在開始時免費獲得一個連結物品。作為奧術聯結的物品必須作為下列形式中的一種出現:護符,戒指,法杖,魔杖,或者武器。這些物品總是精製品。在1級獲得的聯結武器不能由任何特殊材料製成。如果物品是護符或者戒指,則必須有效佩帶;法杖,魔杖,武器則必須被一隻手抓著。如果法師試圖在沒有佩帶或持有聯結物品的情況下施法,則必須做一次專注鑑定,以免失去法術。DC=20+法術等級。如果物品是護符或者戒指,則需要佔據戒指或項鏈的位置。
劇透 -   :
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

Page 78—In the Arcane Bond class feature, in the second paragraph, in the fifth sentence, change “weapons must be wielded” to “weapons must be held in one hand”.
控惑學派 Enchantment School
引用
絕望光環(SU):在8級時,你能散發出30尺半徑的絕望光環,每天持續輪數等同你法師等級。在此範圍內的敵人在屬性檢定,攻擊,傷害,豁免和技能檢定上獲得-2罰值。此能力作用時間不需要連續。這是一個影響心智的效果。
劇透 -   :
Page 81—In the Enchantment school, in the Aura of Despair ability, add the following sentence to the end of the paragraph:
This is a mind-affecting effect.
Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
塑能學派 Evocation School
引用
銳化法術(SU):每當你施展一個造成傷害塑能的法術時,在傷害上增加等於你1/2法師等級的加值(最小為1)。此加值僅僅加在法術上,而不是每顆飛彈或是每道射線。這種額外傷害不會因法術強效或其他類似能力而增加。此傷害與施放的法術相同。在20級時,每當你施展一個塑能法術時,你能在穿透生物法術抗力的施法等級檢定中投骰兩次,並且選擇其中較好的結果。
劇透 -   :
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Page 81—In the Intense Spells school power of the Evocation school, add the following sentence after the second sentence:
This bonus damage is not increased by Empower Spell or similar effects.
死靈學派 Necromancy School
引用
生命視野(SU):8級開始,你獲得10尺盲視,每天持續等於你法師等級的輪數。此能力僅僅允許你偵測活物和不死生物。這個視野也會告訴你一個生物到底是不死是活物。構裝體和其他不死不活的生物無法被此能力看見。此能力的範圍在12級以及之後的每4級額外增加10尺。這些輪不必是連續的。
劇透 -   :
Page 82—In the Life Sight school power of the Necromancy school, add the following sentence to the end of the paragraph:
These rounds do not need to be consecutive.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

魔寵Familiars
引用
如果魔寵被解約、丟失或者死亡,主人能在一週後通過一個消耗每法師等級200GP的特殊儀式更換魔寵。儀式完成需要8小時。
劇透 -   :
Page 82—In the Familiars section, in the fourth paragraph, in the first sentence, change “If a familiar is lost or dies” to “If a familiar is dismissed, lost, or dies”.

If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

离线 柳深龍佐性

  • Wanderer
  • Chivary
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  • 帖子数: 1682
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【核心】技能詳述A-E_errata
« 回帖 #13 于: 2013-06-13, 周四 21:39:38 »
特技動作:Acrobatics
引用
    此外,你可以使用本技能試著不受機會攻擊地穿越敵人威脅的方格。此時你只能以半速移動。你也可以全速移動,但是這會相對地將DC調高10。而當你的速度因為負重或穿著中甲、重甲而受到減值時,你便不能使用特技動作從敵人面前穿過。除非有某種能力允許你在那些狀況下全速移動,那麼你可以正常地使用這個技能。你可以在倒地的時候使用特技動作來移動,但這麼做需要花費一個整輪動作來移動五呎,並且DC會提高5。如果你嘗試通過敵人威脅方格的檢定失敗了,你失去這個移動動作並且引發機會攻擊。
劇透 -   :
Page 88—In the Acrobatics skill check description, in the second paragraph (which describes using the skill to avoid attacks of opportunity), add the following sentence to the end of the paragraph:
If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.
脫逃 Escape Artist
引用
    你受的訓練讓你知道如何逃離束縛並掙脫擒拿。
      檢定:下表給出從不同的限制中脫逃的DC。
      繩索:你的脫逃檢定要和捆綁者戰鬥技倆對抗。因為將人捆綁起來要比捆綁時脫身容易,因此捆綁者在其檢定上獲得+20加值。
      鐐銬和精製品鐐銬:鐐銬的DC由其結構決定。(見下表)
      狹窄空間:表中給出的DC是通過那些可以過頭但是肩膀無法通過的空間的DC。如果空間較長,你也許需要做多次檢定。你不能通過頭也無法通過的空間。
      脫離擒拿:你可以用脫逃檢定代替戰技檢定,來掙脫擒拿(詳見戰鬥章節)或壓制。
所以壓制一個人要先過擒拿檢定進入擒拿狀態,然後再通過維持擒拿才能檢定壓制對方,但從壓制恢復自由身卻只要一次脫逃檢定。

劇透 -   :
Grappler: You can make an Escape Artist check in place of a combat maneuver check to escape a grapple (see Combat) or a pin.
Page 96—In the Escape Artist skill check description, in the Grappler paragraph, change “or to change from a pinned condition to merely grappled” to “or a pin”.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

离线 柳深龍佐性

  • Wanderer
  • Chivary
  • *****
  • 帖子数: 1682
  • 苹果币: 4
    • 皇帝聖印RPG
【核心】技能詳述F-L_errata
« 回帖 #14 于: 2013-06-13, 周四 21:43:31 »
威嚇 Intimidate
引用
挫敗敵人士氣:你可以用這個技能讓一名對手陷入戰慄數輪。DC等於10+對手HD+對手感知調整值。如果你通過檢定,對方將會戰慄(shaken)1輪。你每多超過DC5點,這個影響會多持續1輪。你只能威脅一個在你30呎內、可以清楚看見並聽見你的敵人。對同一個生物使用威嚇只能延長效果的輪數,不會令該生物陷入更嚴重的恐懼狀態。

原文較精簡,然後errata改很大。苦力少譯了聽見
劇透 -   :
Page 99—In the Intimidate skill check description, in the Demoralize paragraph, in the first sentence, change “your opponents” to “an opponent.” In the last sentence, change “threaten opponents in this way if they are within 30 feet” to “threaten an opponent this way if it is within 30 feet.” Add the following sentence to the end of the paragraph:
Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

离线 柳深龍佐性

  • Wanderer
  • Chivary
  • *****
  • 帖子数: 1682
  • 苹果币: 4
    • 皇帝聖印RPG
【核心】技能詳述P-U_errata
« 回帖 #15 于: 2013-06-13, 周四 22:00:23 »
表演 Perform
引用
吟遊詩人必須在特定類型的表演技能上受訓才能使用某些吟遊表演能力。詳見吟遊詩人職業說明中的吟遊表演能力。另外在使用表演技能的時候,你可以加入巧手(sleight of hand)、特技動作、以及法術(特別是幻術)來達到更好的娛樂效果。
「特殊」、「特別」交互參雜著,是否能統合譯名一下? 
另外,抱歉又藍又紅的讓人眼痛,敘述中有刪除線的prd全都刪掉了。黑色刪除線的部分有在原書中,errata也沒說要刪只是要改第一句,但prd就是沒有。紅色刪除線的部分我在手邊版本的原書電子檔中沒看到,errata和prd也沒有,應該是其它版本或苦力好心加上去的。
劇透 -   :
Special: A bard must have ranks in specific Perform categories to use some of his Bardic Performance abilities.

Page 103—In the Perform skill, change the first sentence of the special paragraph to read as follows:
A bard must have ranks in specific Perform categories to use some of his Bardic Performance abilities.
騎術 Ride
引用
跳躍:你可以讓你的坐騎跳躍過障礙物,這是它移動的一部分。如果成功通過騎術檢定躍過了障礙物,請用你的騎術調整值或是坐騎的跳躍調整值中較低的一個來決定跳躍的距離。如果你的騎術檢定失敗,你就會在坐騎跳躍的時候摔下來,並受到跌落傷害(至少1d6)。這種用法不需要花費動作,而是坐騎移動的一部分。
劇透 -   :
Page 104—In the Ride skill check description, in the Leap paragraph, replace the second sentence with the following sentence:
If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount’s jump modifier, whichever is lower, to see how far the creature can jump.

Leap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount's jump modifier, which is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.
隱匿 Stealth
引用
你善於掩人耳目,允許你自敵人眼下溜過或由暗處襲擊敵人。這樣技能包含躲藏與潛行。
      檢定:你的隱匿檢定對抗意圖找出你的人的的察覺檢定。對抗隱匿檢定失敗的生物將不會發現你,你對該生物視同具有完全隱蔽。你可以無減值地邊隱匿邊半速移動。當用比半速快但是低於全速的速度隱匿時你受到-5減值。你不可能在你攻擊、奔跑或衝刺的時候隱匿。
      生物會因體型在隱匿上受到加值或減值:超微型+16、微型+12、超小型+8、小型+4、大型-4、超大型-8、巨型-12、超巨型-16。
      如果你正暴露在對手的感官下(通常是視覺),那你無法使用隱匿。對大多數的對手,找到掩蔽物便可以讓你使用隱匿。如果你成功轉移他們的注意力(例如使用唬弄),你便可以試著隱匿。當有人將注意力集中到你身上,你可以做一次隱匿來調整到一個比較不容易被發現的位置,但是要受到-10減值因為你手腳得快。
      解除隱匿:當你在隱匿狀態下開始你的行動輪時,只要你成功通過隱匿檢定,就可以維持掩蔽或隱蔽狀態不被發現,並且在這種狀態下結束你的行動輪。只要你一進行攻擊檢定,那麼你的隱匿立即結束,無論該次攻擊是否命中(除了下文的狙擊情況)。
      狙擊:如果你在隱匿上極端成功,並且距離目標至少10呎,你可以做一次遠程攻擊接著立刻再次使用隱匿。在隨後的隱匿檢定中你會承受-20減值來維持不被鎖定位置。

      轉移注意:你可以用唬弄來讓對方分心,以提供你躲藏的機會。成功的唬弄可以讓你在周圍有掩蔽物的狀況下使用隱匿。
      動作:通常不需要。一般而言,隱匿是移動的一部分,你不需要特別做額外的動作。但是,在狙擊敵人後立刻再躲起來是一個移動動作。
      特殊:如果你處於隱形,你在不移動的情況下得到隱匿+40加值;移動時則是+20。
      如果你有隱秘(Stealthy)專長的話,你可以在隱匿上得到加值。(詳見第5章)
errata三條改了不少。狙擊的部份沒有errata,但我試著譯得更清楚些。
原本佐鳥大將Stealth譯作潛行,但是我們這邊將Hide和Move silently譯為躲藏和潛行,為了自己不被混亂,所以在翻譯時我就先將Stealth譯為有人提過的「隱匿」,裁定權皆在版主。
劇透 -   :
Page 106—In the Stealth skill, in the Check section, in the first paragraph, add the following sentence after the first sentence:
Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment.
Page 106—In the Stealth skill, in the Check section, change the second paragraph to read as follows:
Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large –4, Huge –8, Gargantuan–12, Colossal –16.
Page 106—In the Stealth skill, in the Check section, add the following paragraph after the third paragraph:
Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).[/color]
引用
Stealth
    (Dex; Armor Check Penalty)

    You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

    Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

    Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.

    If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

    Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).
    *prd筆誤
    Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

    Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

    Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

    Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.

    If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).
使用魔法裝置 Use Magic Device
引用
使用魔杖、法杖或其它即發法術物品:一般而言,要使用法杖,該法杖的法術必須要在你的職業法術列表中。這種用法可以允許你如同該法術在你的職業法術列表中一樣來使用法杖。這種用法也可以用在其它即發法術魔法物品(spell trigger magic items)上,例如手杖(staff)。即使擲骰失敗也不會消耗發數。
紅色刪除線的部分我在手邊版本的原書電子檔中沒看到,errata和prd也沒有,應該是其它版本或苦力好心加上去的。
劇透 -   :
Page 109—In the Use Magic Device check description, in the Use a Wand, Staff, or Other Spell Trigger Item paragraph, add the following sentence to the end of the paragraph:
Failing the roll does not expend a charge.

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

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【APG】牧師變體_errata
« 回帖 #16 于: 2013-06-13, 周四 22:07:03 »
引用
子域SUBdomains:
以下介紹了關於子域的新規則。牧師崇拜的重點具體化和玩家定製的靈活性。
每個領域都有一些與之相關的子域,子域提供了替代的神授力量和領域法術。牧師從她神的領域和子域中選擇,如果牧師選擇了子域,她就無法選擇其連接領域(實際上,子域取代了連接領域)。子域在作為基礎和前提時視為連接領域。如果子域有兩個連接領域,牧師只能選擇一個進行連接。德魯伊(除了金子域)和審判者(若他們的神允許)可以選擇子域。
如果子域能力要進行豁免,那麼DC為10+牧師等級一半+感知加值
劇透 -   :
Page 86—In the Subdomains section, in the first paragraph, add the following sentence to the end of the paragraph:
Subdomains can be selected by druids (except the metal subdomain) and inquisitors (if their deity allows it).
引用
夢夢子域Nightmare Subdomain
關聯領域:狂亂領域Madness
替代能力:下列能力替換狂亂領域的狂亂感知Vision of Madness能力
Fearful Touch (Su): 你以標準動作近戰接觸敵對生物令其經歷1輪可怕幻覺,期間生物失去對恐懼效果的免疫,且對你進行攻擊時受到-2懲罰。此外生物對恐懼效果的意志豁免受到等於你牧師等級一半的懲罰(最少-1)。此能力為心智效果,每天3+感知加值次。
替代領域法術
4:魅影殺手
6:夢披風cloak of dreams*:1輪施展,自己周圍5尺內生物必須通過意志豁免否則睡著
9:怪影殺手 ←errata削除,不過prd沒改就是了
劇透 -   :
Page 94—In the Nightmare subdomain, in the Replacement Domain Spells section, change “6th—nightmare” to “6th—cloak of dreams*.” Delete “9th—weird

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

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【APG】戰士變體_errata
« 回帖 #17 于: 2013-06-13, 周四 22:08:20 »
戰士的errata,德魯伊、武僧的好像都被勘完了
引用
  堅定不移(EX):2級開始,方陣士兵在對抗衝撞、闖越和絆摔時CMD上獲得+1加值。此加值也在對抗踐踏攻擊的豁免上生效。此加值在2級後每4級再+1。
最開始時是 bull rush,overrun, pull, push, and trip (5種) 
→之後errata提到改成bull rush, drag, overrun, and trip(4種) 其實就只是改個drag
→PRD修正成bull rush, overrun, and trip(3種)
→可聽說PDF二刷時按照errata改成bull rush, drag, overrun, and trip (4種)
同法師的errata,二刷的消息來自日文PRD,PRD仍然只有3種,目前參照PRD,下面附上errata和PRD的原文:
劇透 -   :
Page 105—In the Phalanx Soldier archetype, in the Stand Firm class feature, in the first sentence, change “overrun, pull, push, and trip” to “drag, overrun, and trip.

Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

离线 柳深龍佐性

  • Wanderer
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【APG】遊俠變體_errata
« 回帖 #18 于: 2013-06-13, 周四 22:15:28 »
新戰鬥流派
引用
  在2級時,遊俠必須選擇一種戰鬥流派進行修行,箭術或是雙武器戰鬥。(見核心書籍65頁),他也可以選擇新的戰鬥流派:十字弓,騎乘戰鬥,天生武器,雙手武器,weapon and shield style。他可以根據他的戰鬥流派選擇專長即使他沒有滿足專長的先決條件。
新加了一個戰鬥流派 weapon and shield style
引用
weapon and shield:如果遊俠選擇weapon and shield戰鬥流派,那他可以在獲得戰鬥流派專長能力時從以下專長表中選擇:精通盾擊、盾牌專攻、盾牌猛衝、雙武器攻擊。6級時,他可以添加盾牌大師和盾牌掩護*到列表中.10級時,他可以添加高等盾牌專攻和一擊撲殺*到列表中。
譯名就交給板主吧 :em005
專長譯名參照索引的連結,標註星號的地方應該沒錯,原文在下方
劇透 -   :
Weapon and Shield: If the ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam, and Two-Weapon Fighting. At 6th level, he adds Saving Shield and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.
都市獵人
引用
都市暴走(ex):自7級開始,都市獵人在偏好社區環境內可以以正常速度通過任何障礙地形.此外,他可以穿過那些被普通市民佔據的位置,就如同他們是盟友一般.這一能力對那些有敵意的生物並不生效.但是,那些被魔法效果強化的,或用魔法手段特意造成的障礙地形還是會阻礙都市獵人的行動.此能力取代穿林。
劇透 -   :
Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride.
引用
泯然眾人(ex):自12級開始,都市獵人在偏好社區環境內可以用潛行鑒定替代易容鑒定.他並不需要進行實際易容動作.當某人試圖從人群找出他時,都市獵人必須進行一次技能鑒定.如果都市獵人沒有吸引敵人注意力,那麼敵人就不會注意他的存在,除非他們本身要對人群發起攻擊.此能力取代偽裝。
劇透 -   :
Blend In (Ex): An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general. This replaces camouflage.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。

离线 柳深龍佐性

  • Wanderer
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  • *****
  • 帖子数: 1682
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    • 皇帝聖印RPG
【APG】遊蕩者變體_errata
« 回帖 #19 于: 2013-06-13, 周四 22:16:18 »
引用
防禦式突襲**(Ex):擁有這一天賦的遊蕩者在對一個目標進行近戰攻擊造成偷襲傷害時,對該目標獲得每偷襲骰數+1 AC閃避加值。這一效果持續一輪。
劇透 -   :
Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。