【怪物骚动】节拍龙兽(Temporal Drake)
主题: 【怪物骚动】节拍龙兽(Temporal Drake)
副标题:Monster Mayhem 11/22/2003强删3次后,望大家继续指正
译名理由:
浅谈诗歌的节拍形态(temporalities)发表时间2010年3月岱宗学刊
www.sohu.com/a/198282736_100033768
temporal本意是短暂时间的,机翻就是时间/时空,概念太大,倒是节拍时间短暂,可以在一轮之内多次发生(见特性时差错位),总要跟果园已有的时间龙和时光龙翻译错开。
temporal也被翻译成时差过(单机游戏时差(Temporal))
这里的节拍是用能力特性随机起伏和周期性使用的能力做解释
参考百度百科
节拍,节是演奏歌唱时的固定单位时值的组织形式(一小节几拍);拍是拍子(一上一下)
拍子的时值是一个相对的时间概念,比如当乐曲的规定速度为每分钟 60 拍时,每拍占用的时间是一秒,半拍是二分之一 秒;当规定速度为每分钟 120拍时,每拍的时间是半秒,半拍就是四分之一 秒,依此类推。拍子的基本时值确定之后,各种时值的音符就与拍子联系在一起。(一百二十八分音符等于六十四分之一拍。)
并没说你个人演奏歌唱时不可以加快或减慢节拍
节拍大概从伽利略用心跳脉搏计时重力试验的时候就有了。所以,有心跳节拍的常见说法
节拍器是利用摆的等时性控制节拍声来计时的仪器(17世纪末)
另外
特性
时差错位(Su):节拍龙兽迅速随机地在时间洪流上闪进闪出。这会导致针对节拍龙兽的攻击有20%的失手几率,而盲斗专长又或诸如真知术或识破隐形之类的法术都无法帮助你避免这种失手几率。像其它超自然能力一样,此能力在反魔法场内受到抑制。
文中并没有限定围攻者人数和围攻次数
再有
http://news.chinayq.com/mobile/info.aspx?nid=73226
音乐术语快板、慢板、行板、柔板等表示乐曲根据不同表现需要而行进的速度。 速度是指节拍的速率,大致可以分为三大类:慢、快和适中。 速度术语一般记在乐谱开头,大多是意大利语,也有时采用本国语。
Grave庄板40(缓慢速)
……………………………………、
Prestissimo最急板208(急速)
原文网址
http://archive.wizards.com/default.asp?x=dnd/mm/20031122a
Monster Mayhem 11/22/2003
怪物骚动 11/22/2003
节拍龙兽 作者 杰西·德克
对节拍龙兽的持续研究已经不断证明了它的骑虎难下。这些生物不仅极度危险,而且它们许多强大能力的端倪之处,即使对训练有素的观察者来说也不会是显而易见的。贤哲们笃信,反复无常的行为和难以捉摸的本性,源于(它们)与生俱来的某种摆布时间的能力-它们(也)由此得名。除了推测外,还有几件事情是已知的:它们的移动速度远远快于仅仅(依靠)肌肉和骨骼所能达到的速度(见后文快进先攻);它们躲开武器打击的离奇能力(见后文时差错位),和靠识破幻像法术不能(针对)反制的各类法术能力;它们还能短暂地迫使生物陷入某种时间不再流逝的暂停状态(见后文时停反置)。
总而言之,尽管可以肯定它们是一种有趣的古怪事物,但节拍龙兽既危险大到不花巨资难以研究,又(数量)稀少到难以威胁任何已建立的(公众)聚居点。仅仅对那些坚持要穿过世界被遗忘的角落和旷野最远处的愚蠢个体来说,它们(才)依然是个问题。
——斯坦尼斯·阿伦辛,录秘大师和王室案卷管理员
Studying the temporal drake has proven difficult. Not only are the creatures dangerous in the extreme, but the source of their many potent abilities is not readily apparent, even to the trained observer. Sages believe their erratic movement and elusive nature stems from some innate ability to manipulate time -- hence, their name. Speculation aside, a few things are known: They move far faster than mere muscle and bone would allow, their uncanny ability to avoid weapon blows and spells cannot be countered by magic that pierces illusion, and they can temporarily force creatures into a sort of suspended state where time does not pass.
In summation, although they are an interesting oddity to be sure, temporal drakes are both too dangerous to be studied without great expense and too few to threaten any established community. They remain a problem only for those foolish individuals who insist upon traipsing through the forgotten corners of the world and the outmost reaches of the wilderness.
-- Stannis Alensin, Loremaster and Royal Archivist
节拍龙兽(角色综合等级18)
大型龙
生命骰: 10d12+40(113hp)
先攻权: +5
速度: 60英尺(12格),飞行60英尺(良好)
防护等级AC: 24(-1体型,+5敏捷,+10天生),接触14,措手不及19
基本攻击/擒抱:+10/+20
攻击: 啮咬+15近战(2d6+6)
全回合攻击: 啮咬+15近战(2d6+6)和2爪抓+13近战(1d8+3)和2翼击+13近战(1d6+3)和1尾扫+13近战(1d8+3)
面宽/触及: 10英尺/5英尺(带啮咬10英尺)
特殊攻击: 时停反置
特性: 黑暗视觉60英尺(18米3),昏暗视觉,快进先攻,死后重来,时差错位,时空滑跃,时间前移
豁免: 强韧+11,反射+12,意志+9
属性: 力量22,敏捷21,体质18,智力8,感知14,魅力16
技能: 躲藏+14,聆听+17,无声移动(潜行)+18,搜索+12,侦查+17
专长: 警觉,顺势斩,多重攻击,猛力攻击
环境: 任意陆地或地底
组织: 单独或一对
挑战等级: 11
宝藏: 标准
阵营: 通常中立
进化: 11-20 HD(大型); 21-30 HD(超大型)
等级调整: +7
Temporal Drake
Large Dragon
Hit Dice: 10d12+40 (113 hp)
Initiative: +5
Speed: 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d6+6)
Full Attack: Bite +15 melee (2d6+6) and 2 claws +13 melee (1d8+3) and 2 wings +13 melee (1d6+3) and 1 tail slap +13 melee (1d8+3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Temporal inversion
Special Qualities: Darkvision 60 ft., low-light vision, progressive initiative, recurrence, temporal displacement, temporal slide, time slip
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 22, Dex 21, Con 18, Int 8, Wis 14, Cha 16
Skills: Hide +14, Listen +17, Move Silently +18, Search +12, Spot +17
Feats: Alertness, Cleave, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +7
(身躯)在地面上连绵低伏,这头龙化生物(模板列表译名)有着真龙的体魄和力量,而全身上下却有着一副猫科动物的优雅姿态。它似乎在(旁观者的)视野内外,忽隐忽现地闪进闪出,它(一身)的灰色龙鳞将光线方式不一的(散)射回去,(不断)以不规则的倍数和角度反射着闪烁的光束。
像飞龙一样,节拍龙兽是真龙们的一支(血脉劣化的)旁系血亲。比最年轻的真龙(体型)还小,这只节拍龙兽既没有与它强大的血统相配的智力,也没有(血脉)与生俱来的魔法能力。时空龙的长处与其名号的由来,在于它摆布时间进程的能力。尽管没有能力进行(瞬息万变/沧海桑田般)显著程度的时间旅行,但是龙兽能以其它生物难以理解的方式穿越并篡改时间。通过一秒钟时间分离的跨步迈出,节拍龙兽在战场上几乎可以瞬间移动,造成(敌手)势在必得的精准打击失手,甚至貌似(能)死而复生。
节拍龙兽是危险的猎手,会追踪并杀死动物和其它生物作为食物。节拍龙兽对自己的能力充满信心,甚至毫不犹豫地攻击数目众多或装备精良的各类集群,但它们并没蠢到在实力悬殊(遭受压制)时仍继续这场战斗。如果在幼年时就被捕捉和训练,节拍龙兽可以充当出色的坐骑。
一头典型的节拍龙兽肩高约5英尺(1米53),翼展可达18英尺(5米49)。节拍龙兽重约1,250磅(567公斤)。
节拍龙兽讲龙语。
Long and low to the ground, the draconic creature has the bulk and strength of a true dragon but a feline grace all its own. It seems to wink erratically in and out of sight, and its gray scales cast back light in incongruous nienaopatterns, reflecting glints of light at odd times and angles.
Like the wyvern, the temporal drake is a distant cousin of the true dragons. Smaller than all but the youngest true dragons, the temporal drake has neither the intellect nor the innate magical ability of its powerful kindred. The temporal drake's strengths, and the source of its name, lie in its ability to manipulate the passage of time. Although not capable of significant time travel, the drake moves through and manipulates time in ways that other creatures have difficulty understanding. By stepping outside of time for a split second, the drake can appear to move across the battlefield instantaneously, cause apparently accurate blows to miss, and even seemingly return from the dead.
Temporal drakes are dangerous hunters that stalk and kill animals and other creatures for food. Confident in their own might, temporal drakes do not hesitate to attack even numerous or well-armed groups, but they are not so foolish as to remain in a fight when overmatched. If caught and trained at a young age, temporal drakes can serve ably as mounts.
A typical temporal drake stands about 5 feet tall at the shoulder and has a wingspan of up to 18 feet. Temporal drakes weigh about 1,250 pounds.
Temporal drakes speak Draconic.
战斗
节拍龙兽是一位可怕的猎手和近身搏斗者,依靠其肉身的刚猛无俦和超自然的能力,勇毅无畏地进场战斗。尽管不如普通人聪明,龙兽却可以创造出复杂的伏击。龙兽一般通过利用其时空滑跃能力出现在敌人的中间开始战斗,然后进行全回合/全力攻击,最优先攻击任何看起来像施法者的人。龙兽也还足够聪明,在它万一要逃跑时,会保留一次时空滑跃能力以作备用。
时空滑跃(Su):节拍龙兽能够随着时间的变化而操纵时间,使它看似消失并瞬间在别处重新出现。以(不受借机攻击的)一个自由动作,节拍龙兽会按现速移动(遵循正常的移动规则)。节拍龙兽每天可以多次使用此能力,使用次数等同于其体质加成(节拍龙兽一般为4)。每轮只能使用一次此能力。
时停反置(Su):每天一次,以一个标准动作,一头节拍龙兽可以将一个生物推撞出时间洪流外(时停)一段佷短的时间。节拍龙兽可以影响60英尺内的任意生物。然后除非成功经受DC18的意志豁免检定,否则该生物当时就要被(时停)。除了受影响的生物以外,其他生物的时间都会(正常)流逝,除了尝试逃脱之外,它无法进行任何其它动作。该生物似乎消失了,而随着时间的流逝,没有其它的生物,咒语,魔法效果或力量能以任何方式影响它。 (就像该生物已经不复存在。)在其回合中,每轮受影响的生物都能以一个整轮动作尝试进行DC20智力检定,重新加入时间洪流。如果对象无法逃脱,效果将在10分钟后结束。豁免DC基于魅力进行。
快进先攻(Ex):节拍龙兽的移动方式,在时间上就与其他生物不同,因为它的先攻值会随着战斗的推进而变化。在第一轮战斗之后的每一轮,节拍龙兽的先攻点数都会加高4点。这通常会导致节拍龙兽在(此后的)多轮中,按先攻顺序在不同时间行动。这种能力是自动发生的,节拍龙兽无需作任意动作。
当节拍龙兽使用延迟动作或准备动作时,其先攻值会正常变化;但是,其先攻点数每轮开始都会加高4点。
时间前移(Su):节拍龙兽可将时间倒回瞬息(不到一秒)之前,有机会改变一个动作的结果。在确定骰子不动的结果前,节拍龙兽可以立即重投刚掷过的d20骰。节拍龙兽取用两次投骰中较好一次的结果。使用此能力是一个自由动作,不受借机攻击。节拍龙兽每天可以多次使用此能力,使用次数等同于其体质加成(节拍龙兽一般为4)。在任意给定轮内,节拍龙兽只能使用一次此能力。
死后重来(Ex):当节拍龙兽步入死亡时,它会调用它自己在时间洪流之外的不同版本。这就意味着,在节拍龙兽死后的一轮中,它会元气满满的重新出现并准备战斗。这头新龙兽拥有完整的生命值,完全恢复了它每日(各项)能力的使用(次数),而且不受(死前)最近一次战斗的影响。龙兽消耗整轮动作后消失,接着回到了时间洪流中的开头位置。 (此后它确实会再次出现。)如果这头龙兽在消失前被杀死了,它只会直接死掉,而另一版本的龙兽不会再出现。
时差错位(Su):节拍龙兽迅速随机地在时间洪流上闪进闪出。这会导致针对节拍龙兽的攻击有20%的失手几率,而盲斗专长又或诸如真知术或识破隐形之类的法术都无法帮助你避免这种失手几率。像其它超自然能力一样,此能力在反魔法场内受到抑制。
Combat
A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human, the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it has to flee.
Temporal Slide (Su): The temporal drake can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the temporal drake moves its current speed (following the normal rules for movement). The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). It can use this ability only once per round.
Temporal Inversion (Su): Once per day, as a standard action, a temporal drake can shunt one creature out of the for a short period. The temporal drake can affect any creature within 60 feet. The creature is then shunted out of time unless it succeeds on a DC 18 Will saving throw. Time passes for creatures other than the affected creature, and it can take no actions other than trying to escape. The creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based.
Progressive Initiative (Ex): The temporal drake moves through time differently than other creatures, so its initiative value changes as combat progresses. Each round after the first round of combat, the temporal drake's initiative score becomes 4 higher. This will often cause the temporal drake to act at a different time in the initiative order in many rounds. This ability is automatic, and requires no action by the temporal drake.
When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however, its initiative score becomes 4 higher each round.
Time Slip (Su): The temporal drake can step back in time a fraction of a second, potentially changing the outcome of one action. The temporal drake can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. The temporal drake takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). The temporal drake may use this ability only once in any given round.
Recurrence (Ex): As a temporal drake dies, it calls a different version of itself out of the time stream. This means that one round after the temporal drake's death, it reappears fresh and ready for combat. This new drake possesses full hit points, fully restored daily uses of its abilities, and no effects of the recent fight. The drake takes one full round's worth of actions and then disappears, returning to its original place in the time stream. (It does reappear thereafter.) If this drake is killed before it disappears, it simply dies, and another drake does not appear.
Temporal Displacement (Su): The temporal drake blinks in and out of the time stream quickly and at random. This causes attacks against the temporal drake to have a 20% miss chance, and neither the Blind-Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other supernatural abilities, this ability is suppressed in an anti-magic field.
Training a Temporal Drak
Long sought by both spellcasters and warriors as mounts, temporal drakes support their riders with powerful supernatural abilities, excellent movement capabilities, and formidable melee attacks. Although intelligent, a temporal drake requires training before it can bear a rider in combat. To be trained, a temporal drake must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly temporal drake takes six weeks of work and a DC 35 Handle Animal check. Riding a temporal drake requires an exotic saddle. A temporal drake can fight while carrying a rider, but the rider cannot attack unless he or she succeeds on a Ride check.
Temporal drake eggs are worth 15,000 gp apiece on the open market, while hatchlings are worth 35,000 gp and up. The few professional trainers skilled enough to train a temporal drake charge 5,000 gp and up to complete the task.
Note: Creatures of the dragon type are not normally trainable with the Handle Animal skill, but because of their intelligence and temperament, temporal drakes can be trained using the same rules for training magical beasts.
训练节拍龙兽
节拍龙兽一直受到施法者和战士们的追捧,它们以强大的超自然能力,出色的移动能力和强大的近战攻击为骑手提供支持。尽管古灵精怪/聪明机灵,但一头节拍龙兽背负骑手进行战斗前,仍需驯化。节拍龙兽去受训练,对训练者必须持有一副友善的态度(这可以通过成功的交涉检定来实现)。驯熟一头节拍龙兽需要6周的工作,和(成功进行)一次DC35的驯养动物检定。骑乘节拍龙兽需要一副异种鞍具。节拍龙兽可以携带一名骑手战斗,但除非骑手骑术检定成功,不然骑手无法发动攻击(见玩家手册80页骑术技能)。
在公开(显示价格的)市场上,节拍龙兽蛋价值15,000金币/只,而由蛋孵化的雏兽价值35,000金币/只。(只有)为数不多的专业驯兽师,技巧到足以训练一头节拍龙兽,完成该任务要出价5,000金币以上。
注意:龙类生物通常无法通过“驯养动物”技能进行训练,但是由于它们的聪明机灵和脾气秉性,可以使用训练魔法兽同样的规则来训练节拍龙兽。
关于作者
杰西·德克(Jesse Decker)自1981年开始与几个朋友一起玩《 D&D》以来就一直在靠胡说八道的能力得分。他们的装备是著名的“红盒子”版规则手册中的基础设定,以及一本有的是各类要去征服的敌手的名叫《神与半神》的书。从此之后,再没人能说服杰西,雷神托尔(能)是他的3级精灵(人物卡)的对手。
About the Author
Jesse Decker has been fudging ability scores since 1981, when he began playing D&D with a few friends. Their equipment was the rulebook from the famed "red box" version of the basic set and a book called Deities & Demigods full of foes to conquer. Since then, no one has been able to convince Jesse that Thor is a match for his 3rd-level elf.
能力参考附录
闪现术(Blink)
变化系
等级:吟游诗人 3,术士/法师 3
法术成分:言语,姿势
施法时间:一个标准动作
距离:个人
目标:你自己
持续时间:1轮/每等级(可解消)
你在主物质位面和以太位面之间来回“闪烁”。看起来你就像在非常快而乱的闪入闪出真实世界。
闪现术带来以下几种效果。
对你的物理攻击有50%失手几率,盲斗专长对此无效,因为你是灵化状态,而不仅仅是隐形。如果该攻击能攻击到灵体生物,那么该失手几率会降到20%(隐蔽)。如果攻击者能看到隐形生物,那么该失手几率也会仅有20%。(又能看到又能攻击到灵体生物的攻击者没有失手几率。)同样的,你自己的攻击也有20%失手几率,这是由于有时正在攻击的时候你正好处在灵化状态。
当你处在闪现术下时,任何针对你的单独目标型法术都有50%机会失败,除非你的攻击者可以瞄准隐形灵体生物。由于启动法术的时候你有可能处在灵界,而在灵界时法术通常不会影响主物质界,因此你自己的法术也有20%的机会失败。
当处在闪现术下时,区域攻击仅会对你造成一半伤害(但是对那些延伸到灵界的法术来说,伤害是全部的)。你攻击时是作为隐形生物(攻击投骰上有+2加值),同时忽视目标的所有AC上的敏捷加值。
在跌落时,你只会受到一半伤害,因为你只是在物化的时候才算跌落。
当处在闪现术下时,你可以穿过(但无法看透)固体物体。每穿过5英尺固体物质你就有50%机会物质化。如果这种情况发生了,你将会被弹出到最近的开放空间,每这样穿过5英尺距离,你就会受到1d6点伤害。你只能以四分之三的速度移动(因为在灵界的移动是半速,而你有一半时间在那里,另一半时间是物质化的)。
因为你有一半时间在灵界,因此你能看到甚至攻击到灵体生物。你和灵体生物之间的交互和你与物质生物交互的方式类似。
灵体生物是不可见的虚体,而且能向任意方向移动,甚至向上和向下。作为虚体生物,你可以穿过固体物品,甚至活的生物。
灵体生物能看到和听到主物质界,但是所有事情看上都是灰蒙蒙的,虚无缥缈的。对主物质界的视觉和听觉范围只有60英尺。
力场效果和防护系效果可以正常影响你。这些效果从主物质界延伸到灵界,但是反过来不可。灵体生物不能攻击物质化生物,在灵化时你施展的法术只能影响到其它灵化事物。特定的物质化生物或物品有能对灵界攻击或影响的能力。此时视其它灵化生物或物品为物质化的。
精通先攻(IMPROVED INITIATIVE)[战士专长]
效果:先攻权检定获得+4加值。
特殊:战士可以选择本专长作为其战士奖励专长。
永恒静滞(Temporal Stasis)
变化系
等级:术士/法师8
法术成分:言语,姿势,材料
施法时间:1个标准动作
距离:接触
目标:接触到的生物
持续时间:立即
豁免:强韧,通过则无效
法术抗力:可
你必须成功进行一次近战接触攻击。受术者会处于一种完全失去活力的状态。对该生物而言时间停止流动,它的生理状况也被固定。受术者不会变老。他的生理功能暂时停止,也没有任何力量或效果可以伤害他。此状态持续到此法术被移除(例如被解除魔法(dispel magic)成功解除或被加以解锢术(freedom))。 材料成分:钻石、绿宝石、红宝石和蓝宝石的混合宝石粉,总价值至少5,000金币。
完全复生术(True Resurrection)
咒法系(医疗)
等级:牧师9
施法时间:10分钟
和死者复活(raise dead)一样,但你可复活死亡时间不超过每施法者等级10年的生物。本法术甚至可以复活尸体已经毁坏的生物,只要你可以明确指认死者(最常用的方法是指出死者的出生或死亡时间地点)。
法术完成后,该生物的生命值恢复到最大,健康而充满活力,不会降低等级(或体质),也不会失去已准备好的法术。
你可以复活因死亡效应而死的生物,或是被变成不死生物后被摧毁的生物。本法术可以复活元素生物和异界生物,但不可以复活构造生物和不死生物。 即便是完全复生术也不可以复活因年迈而自然死亡的生物。
材料成分:喷洒的圣水,和总价至少25,000金币的钻石。