APG > 種族

「APG/種族」の編集履歴(バックアップ)一覧に戻る

APG/種族 - (2011/02/22 (火) 01:21:07) の編集履歴(バックアップ)


種族 Races


 キャラクターの種族を選択するのはキャラクターを構築する第一歩である。それがその種族に定着したアーキタイプに即して機能することを望む場合でも、わざとそれに反して演じる場合でも変わらない。種族のアーキタイプとして機能することにより、わずかなりともロールプレイのやり方を獲得することができる――それらがそれぞれのキャラクターの個性と流儀を持つ場合でも、巨大な斧とエールの入ったジョッキを持つ無愛想なドワーフの戦士のように決まりきったものを採用する場合でも。Pathfinder RPGに存在する7つのプレイヤー・キャラクター向け種族――エルフ、ドワーフ、人間、ノーム、ハーフエルフ、ハーフオーク、ハーフリング――は現実の世界に住む人間よりずっと画一的というわけではない。本章では態度、伝統、経験の多様性を反映し、Pathfinder RPG基本ルールに存在する様々な冒険の経歴に種族が影響を与える方法に対して、それらがどう影響を与えるかをゲーム・ルールとオプションにより提供することを目的とする。

種族の立ち居振る舞い Racial Attitudes


 以下に示す種族の考察はPathfinder RPG Core Rulebookに収められた11の基本クラスと、Advanced Player's Guideで導入された6つの新しい標準クラス(訳注:原文では基本クラスbase classesだが、他の訳語と統一した)に属するそれぞれの種族の、一般的な立ち居振る舞いである。人間はどのようなクラスにも容易に馴染む傾向があるが、その一方で他の種族はいくつかの職業がはるかに他のものよりも好まれ、そのような一握りのクラスには軽蔑と疑念をもたらす。 種族の立ち居振る舞いにより拡張された視点はそれぞれの種族の定義と奥深さを与えてくれる。そして「何故どのようにその種族が他のクラスではなく、単一のクラスに傾倒したのか」「彼らの社会の気性に逆らった職業の選択に直面させたものが何なのか」について一瞬の閃きを与える一助となるだろう。

These attitudes should never be considered restrictions on what classes players may choose, regardless of their characters' race, nor are they a prescription that demands player characters think or act a certain way toward members of a class described as being highly favored (or highly disfavored) by members of their race. As always, players are the ones in charge of their own characters. These attitudes instead describe the common attitudes of typical NPC members of their race and the values and attitudes their characters may have been raised with. Characters can learn these typical attitudes about their class with a DC 10 Knowledge (local) check (DC 5 for attitudes of their own race).

種族特性 Racial Traits


The following race discussions also describe alternate racial traits for each character race. It is important to note that these racial traits are not the same as the trait rules found in Chapter 8 of this book (and originating in other Pathfinder products). Those traits are effectively half-feats, intended to tie characters to the specific nations, cultures, regions, and races of the Golarion campaign world. Racial traits, on the other hand, are those racial abilities described at the bottom of each race's description. Some races have few racial traits, like half-orcs and humans. Others, like dwarves and gnomes, have many. All of these racial traits represent typical members of the race and the kinds of special abilities they gain from their heritage, whether from biology, racial attitudes, or otherwise.

This chapter also contains a list of alternate class features for each race. Some of them play on racial archetypes not reflected in the standard racial traits, like a gnome's love of languages or tinkering or a halfling's mastery of thrown items or of slipping through a battlefield under the feet of larger races. In order to choose one of these racial traits, you must exchange one or more of the existing racial traits available to your character. These racial traits replace a character's normal racial traits; they are not abilities gained in addition to them. In many cases, racial abilities are exchanged on a one-to-one basis; you give up one racial ability from the Core Rulebook to gain one presented in this book. In other cases, you may have to exchange more than one racial trait to take one of these alternate racial traits. For example, a gnome may eschew the militant path and exchange defensive training and hatred for the gift of tongues, while other magic-using gnomes might forgo the traditional gnome specialty of illusion magic to become a magical linguist or even a pyromaniac.

You can exchange one or several of your character's normal racial traits, but of course you cannot exchange the same racial trait more than once. If a human exchanges the skilled trait to become either a child of the fields or a child of the street, she cannot exchange it twice to take both new traits. However, she could choose one of those as an alternate racial trait while also exchanging her bonus feat racial trait to gain an eye for talent.

As with any alternate or optional rule, you must first get the permission of your GM to exchange any of your character's normal racial traits for those in this chapter.

適性クラスオプション Racial Favored Classes


The final section for each racial discussion describes alternative benefits for members of that race taking certain classes as a favored class. The normal benefit of having a favored class is simple and effective: your character gains one extra hit point or one extra skill rank each time she gains a level in that class (or in either of two classes, if she is a half-elf). The alternate favored class abilities listed here may not have as broad an appeal as the standard choices. They are designed to reflect flavorful options that might be less useful in general but prove handy in the right situations or for a character with the right focus. Most of them play off racial archetypes, like a half-orc's toughness and proclivity for breaking things or elven grace and finesse.

In most cases, these benefits are gained on a level-by-level basis—your character gains the specified incremental benefit each time she gains a level. Unless otherwise noted, these benefits always stack with themselves. For example, a human with paladin as a favored class may choose to gain 1 point of energy resistance each time she gains a level; choosing this benefit twice increases this resistance bonus to 2, 10 times raises it to 10, and so on.

In some cases this benefit may eventually hit a fixed numerical limit, after which selecting that favored class benefit has no effect. Of course, you can still select the bonus hit point or skill rank as your favored class benefit, so there is always a reward for sticking with a favored class.

Finally, some of these alternate favored class benefits only add +1/2, +1/3, +1/4, or +1/6 to a roll (rather than +1) each time the benefit is selected; when applying this result to the die roll, round down (minimum 0). For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue).

As in the previous section, what is presented here is a set of alternative benefits that characters of each race may choose instead of the normal benefits for their favored class. Thus, rather than taking an extra hit point or an extra skill rank, players may choose for their characters to gain the benefit listed here. This is not a permanent or irrevocable choice; just as characters could alternate between taking skill ranks and hit points when they gain levels in their favored class, these benefits provide a third option, and characters may freely alternate between them.

As with any alternate or optional rule, consult with your GM to determine whether exchanging normal favored class benefits for those in this chapter will be allowed.