作者 主题: 【第一章】腐化(Corruption)  (阅读 33259 次)

副标题: 摸鱼施工中,已更新活尸化腐化,11/9/2019

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
【第一章】腐化(Corruption)
« 于: 2019-08-26, 周一 11:05:19 »
腐化(Corruption)
  即使最纯洁的生物都有可能屈服于黑暗的浪潮。初始时只是一个轻微的疾病或出轨的想法都可能增值成为恶性的存在——腐化的蔓延能掩盖你的道德观、愚弄你的判断、最终吞噬你的灵魂。下列有几种不同的腐化,从血族化的饥渴到魔偶化的恐怖变形。被腐化侵蚀的生活通常是种可怕的经历,但是也提供暗赠礼的诱惑。宿主有时侯选择不抗拒腐化,反而接受并允许它进一步蔓延。这些不幸的人们要么屈服于对腐败力量的欲望,要么尝试克制腐化带来的污染并用这份礼物来干一番大事。

术语表(GLOSSARY)
下列是跟腐化相关的术语。
诱因(Catalyst):在游戏的故事中激发腐化的事件,结合你能迈向完全腐败的方法。
腐化(Corruption):一个邪恶或异种对你的影响的具现化,随着时间的推移改变你。
腐化阶段(Corruption Stage):衡量你接近堕入腐化的程度的指标。你的腐化阶段协助你想像灵魂中有多少部分已被你的腐化扭曲。到达腐化阶段3时,你即被压垮并不再是PC。
赠礼(Gift):你的腐化的显形当中给予好处的部分。
显形(Manifestation):显形是种让你的腐化变得更加突出的方向。被腐化影响人生的你大概每两个角色等级获得显形。每种显形都有赠礼和污染,不过你也许不会两样都获得。
显形等级(Manifestation Level):是个衡量你的腐化已改变了多少你的身心的指标。你的显形等级等同你拥有的显形数目。
污染(Stain):你的腐化的显形当中承受负面效果的部分。

感染腐化(CONTRACTING A CORRUPTION)
每种腐化的诱因栅目提供了多种感染腐化的模式的可能性。一旦你感染腐化,你立即获得一种显形。你的显形等级提升至1,而你的显形数目和你的显形等级能按照第15页的显形等级栅目所描述来提高。你还会随着你的腐化阶段越来越接近失去你的灵魂。此详情参见腐化过程。
多重腐化(Multiple Corruptions):一般情况你只能有种腐化。但在触发了某些非常罕见的条件下有机会导致你被多于一种腐化影响,这情况下你一般承受多重腐化的所有污染,但只获得第一种感染腐化的赠礼,而次要的腐化也会以缓慢的进度给予显形。当描述指向你的显形等级时,只计算该次要腐化的显形等级,而非你的显形等级的总和。

显形(MANIFESTATIONS)
你在第一次感染腐化时获得一种显形,而在后续等级中获得更多。每种显形包括一份赠礼与一份污染(但是按战役变种能改变你是如何获得这些,详情在下列变种栅目)。大多显形有先决条件的限制,只有被腐化更深的角色才能选择。在先决条件中带*号的是同一腐化中的其它显形。
除非特意描述,赠礼的DC=10+1/2你的等级+你的显形等级(详情如下)。你最多能拥有9种显形。[注:有10种显形的腐化]

变种(Variants)
腐化的赠礼与污染不一定相伴相随。你的GM能使用以下变种来改变如何获得赠礼和污染。
实用腐化(Useful Corruption):在此形式的战役中,你的腐化赠礼让你打击黑恶势力。你在腐化时选择你获得的显形并且选择是否提高你的显形等级。你获得该赠礼但不需要承受该污染。若你拒绝接受污染,此显形不会提高你的显形等级,那可能阻止你满足更多显形的先决条件。你能在任何时间接受你的显形中的污染,立即提高你的显形等级。
恶劣腐化(Vile Corruption):在此形式的战役中,腐化是个可怕的负担,越早清除越好。当你感染腐化或提高你的显形等级时,由GM决定你获得的显形。你总是承受该污染但能选择不要该赠礼。若你拒绝接受赠礼,你跟腐化过程相关的豁免检定+1环境加值。每拒绝一份额外赠礼则此加值再+1。你能在任何时间接受你的显形中的赠礼,但这样做使你立即失去对应的豁免检定加值。

显形等级(MANIFESTATION LEVEL)
每个腐化的生物都有显形等级,一般而言等同该生物拥有的显形数目(使用变种规则除外)。有时侯赠礼与污染在生物提高显形等级时变得更加极端。
你大概每2级获得一种新的显形。GM最早能在你的角色等级为1时引进腐化。1级感染腐化的PCk在正常进度下获得首个污染,3级获得第2个,5级获得第3个等等。由于你被限制只能拥有9种显形,你的显形等级不可能超过9级。
所谓的正常进度是个指引而非严格的规则。许多腐化专题的故事基于考虑因素能加速或减缓此过程,GM能改变进度速度来为战役的故事叙述服务。当在高级团中引进腐化时,GM能加速获得首个显形的进度,又或者同时间给予多个显形。在任何情况,腐化进度是由GM决定,而不是你(但是变种规刖能改变此情况,详情参见变种栅目)。

腐化过程(THE CORRUPTION’S PROGRESS)
每种腐化都有相关的豁免检定。每次你豁免检定失败,你的腐化进入下一个腐化阶段。每个阶段都会引起你的内在更显着地变化,直到你堕入完全不可挽救的腐化阶段3。当你被拖向黑暗时,那些豁免一般持续一段长时间(通常是几星期或几个月)。正因如此,允许或强制重骰的能力(或双骰取高取低之类)永远不能用于腐化过程的豁免,即使它们是持久的。

剧透 -   :
Corruption

Even the most pure creature can succumb to tides of darkness. What begins as a minor malady or errant idea can grow into something malignant—a spreading corruption that can obscure your morals, cloud your judgment, and ultimately devour your soul. There are a number of different types of corruptions, from the hunger of vampirism to the horrifying transformation of the promethean. Living with a corruption is often a terrifying experience, but also offers the temptation of dark gifts. Hosts sometimes choose not to fight the corruption, but rather accept it and allow it to progress. These unfortunate folk either succumb to lust for the corruption’s power or attempt to control the stain of corruption and use its gifts for some greater good.

Each corruption detailed on the pages that follow features a general description, followed by its catalysts and manifestations. The catalyst section explains how a creature might contract the corruption, how it progresses, and how it can be cured. When a creature first contracts a corruption and its manifestation level increases, the corrupted creature gains manifestations. Manifestations carry both beneficial gifts and detrimental stains. Also, as the manifestation level increases, the stains and gifts of previous manifestations might grow more powerful. Lastly, as a creature’s manifestation level increases, so does the possibility of the corruption taking hold entirely, defiling its host forever.

GLOSSARY
A short list of terms related to corruptions follows.
Catalyst: The inciting incident that corrupted you in the game’s story, combined with ways you can progress toward total corruption.
Corruption: A dark manifestation of evil or alien influence that changes you over time.
Corruption Stage: A measure of how close you are to falling to your corruption. Think of your corruption stage as how much your soul has been altered by your corruption. At corruption stage 3, you succumb and are no longer a PC.
Gift: A benefit granted by a manifestation of your corruption.
Manifestation: A manifestation is a way in which your corruption becomes more prominent. You gain manifestations roughly every 2 character levels you live with your corruption. Each manifestation has both a gift and a stain, although you might not get both.
Manifestation Level: This is a measure of how much your corruption has changed your body and mind. Your manifestation level equals the number of manifestations you have.
Stain: A negative effect granted by a manifestation of your corruption.

CONTRACTING A CORRUPTION
The catalyst section of each corruption offers a number of possible methods for contracting that corruption. Once you contract a corruption, you immediately gain a manifestation. Your manifestation level becomes 1, and your number of manifestations and your manifestation level can increase as described in Manifestation Level on page 15. You also draw closer to losing your soul, as represented by your corruption stage. This is described under The Corruption’s Progress.
Multiple Corruptions: Typically, you can have only one corruption. If some exceedingly rare condition arises that would cause you to be affected by more than one, you typically gain stains from both corruptions’ manifestations but gifts from only the first one you contracted, and the secondary corruption also grants manifestations at a slower rate. When the text refers to your manifestation level, use only your manifestation level for the second corruption, not the sum of all your manifestation levels.

MANIFESTATIONS
You gain a manifestation of your curse when you first contract a corruption, and gain more at later levels. Each manifestation includes both a gift and a stain (though campaign variants can change how you acquire these gifts and stains as described in the Variants section below). Many manifestations have prerequisites that limit them to characters farther along in their corruptions. A prerequisite marked with an asterisk (*) is another manifestation in the same section.
Unless stated otherwise, the DC for gifts that allow a saving throw is equal to 10 + 1/2 your level + your manifestation level (see below). You can have a maximum of nine manifestations.

Variants
A corruption’s gift and stain don’t have to manifest together. Your GM can use the following variants to alter how gifts and stains are gained.
Useful Corruption: In this form of campaign, your corruption’s gifts allow you to fight sinister forces. You select which manifestation to take when you gain the corruption and with each increase to your manifestation level. You receive the gift, but you don’t have to take the stain. If you refuse the stain, that manifestation doesn’t increase your manifestation level, which could prevent you from qualifying for additional manifestations. You can accept the stain of your manifestations at any time, immediately increasing your manifestation level.
Vile Corruption: In this form of campaign, corruptions are terrible burdens to be purged as soon as possible. When you contract a corruption or your manifestation level increases, the GM decides which manifestation you gain. You always acquire the stain, but you can choose not to take the gift. If you refuse the gift, you gain a +1 circumstance bonus on saving throws related to the corruption progressing. For each additional gift you refuse, this bonus increases by 1. You can accept the gifts of your manifestations at any time, but once you do, you immediately lose the corresponding bonus on saving throws.

MANIFESTATION LEVEL
Each creature with a corruption has a manifestation level, which is normally equal to the number of manifestations the corrupted creature has (see Variants for exceptions). Sometimes gifts and stains become more extreme as a creature’s manifestation level increases.
You gain a new manifestation roughly every 2 levels. GMs can introduce corruptions as early as your 1st character level. A standard rate of corruption starts with a PC gaining the first stain at 1st level, the second at 3rd level, and another at 5th, 7th, 9th, and so on. Because you are limited to nine manifestations, your manifestation level can’t exceed 9th.
This standard rate of acquisition is a guideline rather than a strict rule. Many corruptions feature story considerations that could speed up or slow down the process, and individual GMs can alter the speed to serve the campaign’s narrative. When introducing a corruption at higher levels, a GM could accelerate the rate at which the first manifestations are acquired or grant multiple manifestations at once. In any case, the GM decides when a corruption progresses, not you (though variants can alter this, as described in Variants).

THE CORRUPTION’S PROGRESS
Every corruption has an associated saving throw. Each time you fail it, your corruption progresses to the next corruption stage. Each stage causes a more significant change within you, until you become completely irredeemable at corruption stage 3. When you gain a corruption, you begin at what is effectively stage 0, with no direct penalties. You must attempt a saving throw when you are being pulled toward darkness, and these saves are usually spread over a long period of time (often weeks or months). As such, abilities that allow or force rerolls (or rolling twice and taking the higher or lower result) can never be used on these saving throws, and temporary bonuses don’t apply on the progression saving throw, even if they are long-lasting.
« 上次编辑: 2020-10-22, 周四 12:00:47 由 沉沦 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
交换身体的PLAY
« 回帖 #1 于: 2019-08-26, 周一 11:08:22 »
鬼上身(Possessed)
不管它是真正的精魄还是你的另一个人格,有另一种思想在跟你争夺你身体的控制权。

诱因(CATALYST)
一个邪恶的精魄、灵魂、或人格——以下简称为精魄——入住在你的身体里。

过程(Progression)
此腐化过程在你放弃掌控以使用精魄的力量时越发严重。如同通灵者的英灵(Pathfinder RPG Occult Adventures 30),当你与附身的精魄共鸣(Influence)时(此共鸣与通灵者英灵无关;两者分开计算),它能给予你更多的力量。每天日出时,精魄对你的共鸣回归至1点。精魄在你睡眠(或执行日常休息)、变得困惑、晕眩、惊惧、恐慌、震慑时获得1点共鸣。
当精魄对你至少有3点共鸣时,你明显地难以控制你的身体,而且你在你自己的人格与交融了精魄的人格之间来回切换。当精魄拥有5点共鸣时,你必需尝试一个意志豁免(DC=15+你的显形等级)。若你成功通过,共鸣下降至4点;否则此腐化进入下一个阶段。若你必需在下次日出之前再次尝试此豁免检定,每多一次DC+2。
腐化阶段1(Corruption Stage 1):第一次你意志豁免失败时,你的阵营偏移一阶向精魄的阵营(由GM选择),而且精魄控制你的行动直到下次日出。
腐化阶段2(Corruption Stage 2):第二次你意志豁免失败时,你的阵营变得跟精魄的阵营完全一致,而且精魄控制你的行动直到下次日出,以及不管共鸣为多少你也会在人格和掌控身体方面有所衰退。
腐化阶段3(Corruption Stage 3):第三次你意志豁免失败时,精魄会偷夺你的身体的全部控制权,而你变成一个由GM控制的NPC。此NPC拥有鬼上身腐化并将你化为附身中的精魄。

移除腐化(Removing the Corruption)
结束鬼上身腐化通常需要你站在朝向内作束缚用的反邪恶法阵(Magic Circle against Evil),并成为反制邪恶(Dispel Evil)祓除(Cast Out)APG的目标。此精魄使用你不含任何罚值的意志豁免调整值,而它的有效施法者等级等同你的角色等级+你的显形等级。
但是,由于占据(possession)方或式因具体情况而异,个别的占据可能须要其它的方法来移除,例如接受心理治疗或实现该精魄未遂的事业。

显形(Manifestations)
以下是鬼上身腐化的显形。
引用
扑朔迷魂(Blurred Soul)
附身的精魄混淆了魔法的目标。
先决条件:显形等级5。
赠礼:在指定你时,只影响有限目标数目的法术可能失败,除非施法者选择你成为两个分开的目标(selects you as two separate targets)。在对抗只指定你一次的法术时,你拥有SR 11+双倍你的显形等级。一个施法者完成施法并只指定你一次并成功突破你的SR将会留意到此干扰,他能尝试DC 25的法术辨识来意识到他须要指定你两次以使将来的法术规避此效果。
污染:你从善意的魔法符号之中畏缩。任何盟友尝试向你施放接触法术时必须成功以接触攻击命中。你能花费一个移动动作来稳住自己1轮,让盟友不需接触攻击也能接触你。若精魄对你的共鸣为3点或以上,你必须尝试进行豁免检定来对抗盟友的无害法术(但不包括你自己的),而你不再算作自愿目标。

受染人格(Contaminated Personality)
你的思维在跟精魄抗争时瓦特了。
先决条件:显形等级4。
赠礼:当附身的精魄对你的共鸣为4点或以上时,你的魅力获得+2加值。
污染:你染上了精魄的怪癖,令人他人感到不安并使你更难掩饰被占据一事。你在交涉检定和易容检定承受-4罚值。

可憎之声(Hateful Voices)
偏执多疑的低语不断混杂在你自己的想法之中。
赠礼:你在看穿伪装、察觉惑控效果、和能突袭轮行动的察觉检定和察言观色检定获得+4加值。
污染:每当一个你视为盟友或朋友的家伙背叛或令你失望时,即使那份失望是完全无辜,你也会咕哝着(别人会听到的察觉DC为15)那家伙由始至终都是个坏蛋而他必须为此付出代价。只要精魄对你的共鸣为3点或以上,你就不能获得其他生的物援助他人行动的好处。

一时清醒(Temporary Clarity)
你将你所有的负面情绪转移给精魄。
赠礼:每天1次,无须动作,你能将你所有的负面思想转移给精魄,以在获得以下一种状态时保持头脑清醒:晕眩、惊惧、恐慌、战栗、恍惚、和震慑。你无视该特定情况的该状态的效果,持续等同你的显形等级的分钟数(若你从另一来源承受该状态,它则正常生效)。此段时间算入该状态的持续时间。一旦持续时间结束,附身的精魄获得1点共鸣。
污染:透过向精魄喂食的最黑暗的思想,你使它变得更强大。当你睡眠(或执行日常休息)时,精魄对你的共鸣为2点而非1点,而且在日出时,精魄对你的共鸣调整至2点。

胡来的手(Traitorous Hand)
精魄集中在王之力你老婆一只手上。
赠礼:每天等同你的显形等级的次数,你能用胡来的手进行接触攻击,用精魄的影响力混淆敌人。目标变得反胃的轮轮等同你的共呜点(意志通过则无效)。豁免不论成功与否,目标都不能借机攻击1轮。被此能力影响的生物接变得免疫24小时。
污染:你在需要你的双手的攻击骰和基于敏捷的检定承受-2罚值。每当你变得晕眩或震慑时,若精魄对你的共鸣在增加上这1点后为3点或以上,该手会以持用的物品或如同擅长的徒手击打攻击你(或一个脆弱的盟友,由GM决定),造成1d8+d8+你的力量调整值的伤害(不论持用的物品)。

双份意识(Two Minds)
你与精魄不是对手关系。
赠礼:额外的意识提供积聚的意志力来对抗精神攻击。你在对抗影响心灵效果时获得+2加值;若你豁免失败,无须动作,你能提高1点精魄对你的共鸣来重骰此豁免。若你这样做,你必需接受第二次骰的结束并且不能重骰。此好处不能用于此腐化。
污染:不协和的想法分散了你的注意力。你的先攻检定双骰取低。你的专注检定承受-2罚值。当到达显形等级3时,罚值提升至-4。

无拘无束(Unrestrained)
精魄抵御了物理的约束。
赠礼:你在特技、攀爬、飞行、和游泳检定获得+2加值。以一个迅捷动作,你能提高1点精魄对你的共鸣来获得行动自如(Freedom of Movement)的好处,持续1轮。当到达显形等级3时,此加值提升至+4。
污染:你穿戴的物品从你的掌中滑落,携带的物品并从口袋中掉出,又或者突然间向着对你态度不友好的生物扔投掷过去。你需要使用标准动作才能抽出或存放道具,而每当你掉落或丢失物品,它落在任何离你10尺的空间中。你在对抗卸武你或向你盗取的攻击和效果时,你的豁免检定和CMD承受-2罚值。当到达显形等级3时,罚值提升至-4。

肆虐意念(Violent Will)
精魄以你的身体作为导管来宣洩强烈的能量。
先决条件:显形等级5,无拘无束*,飘逸轻盈*。
赠礼:你能提高1点精魄对你的共鸣来使用心灵遥控(Telekinesis)(如同名法术),CL等同你的角色等级。
污染:每当你变得困惑、晕眩、惊惧、恐慌、震慑时,附身的精魄将怪责你的盟友如何让你失望。它向最接近你的盟友释放出猛烈版本的心灵遥控,要么向他投掷附近可能最大的物体,若没有物体能投掷,则把此盟友投掷到坚实的平面上。

飘逸轻盈(Weightlessness)
附身的精魄的影响力导致你快要浮起来了。
先决条件:无拘无束*。
赠礼:你能以类法术能力任意使用羽落术(Feather Fall)跳跃术(Jump)。能提高1点精魄对你的共鸣来以类法术能力使用浮空术(Levitate)蛛行术(Spider Climb)。在所有情况下,你的CL等同你的角色等级而且此类法术能力只能以自身为目标。
污染:你在对抗移动你或绊摔你的攻击和效果,以及除了脱离擒抱的所有战技检定时,你的豁免检定和CMD承受-4罚值。当到达显形等级3时,罚值提升至-6。
 

剧透 -   :
Possessed

Whether it’s an actual spirit or an alternate personality, another mind vies with you for control of your body.

CATALYST
An evil spirit, soul, or personality—hereafter referred to as a spirit—has taken up residence within your body.

Progression
The corruption progresses when you give up control to use the spirit’s power. Like a medium’s spirits (Pathfinder RPG Occult Adventures 30), the spirit possessing you can give you more power when you give it influence (this doesn’t interact with medium spirits; the influence is separate). Each day at sunrise, the number of points of influence the spirit has over you returns to 1. The spirit gains 1 point of influence whenever you fall asleep (or perform your daily rest) or become confused, dazed, frightened, panicked, or stunned. You lose any immunity to confusion, daze, fear, and stun.
When the spirit has at least 3 points of influence, you have visible difficulty controlling your body, and you shift back and forth between your own personality and a blend with the spirit. When the spirit has 5 points of influence, you must attempt a Will save (DC = 15 + your manifestation level). If you succeed, influence drops to 4 points; otherwise, the corruption progresses to the next stage. If you must attempt this saving throw again before the next sunrise, the DC increases by 2 for every previous attempt.
Corruption Stage 1: The first time you fail, you move one step closer to the spirit’s alignment (GM’s choice) and the spirit controls your actions until the next sunrise.
Corruption Stage 2: The second time you fail, your alignment changes to match the spirit’s, the spirit controls your actions until the next sunrise, and you have lapses of control and personality regardless of influence.
Corruption Stage 3: The third time you fail the saving throw, the spirit steals full control of your body and you become an NPC under the GM’s control. This NPC has the possessed corruption with you as the possessing spirit.

Removing the Corruption
Ending a possession corruption usually requires you to be targeted with dispel evil or cast outAPG while you stand inside a magic circle against evil turned inward as a trap. The spirit uses your Will save modifier without any of your penalties, and its effective caster level is equal to your character level + your possessed manifestation level.
However, since the method of possession varies from case to case, a particular possession might require other means of removal, such as undergoing therapy or fulfilling the spirit’s unfinished business.

MANIFESTATIONS
The following are manifestations of the possessed corruption.

Blurred Soul
The possessing spirit confounds targeted magic.
Prerequisite: Manifestation level 5th.
Gift: Spells that affect a limited number of targets can fail when targeting you unless the caster selects you as two separate targets. Against such spells that target you only once, you have an amount of spell resistance equal to 11 + double your manifestation level. A spellcaster who finishes casting a spell that targets you only once and succeeds at a caster level check against your spell resistance notices the interference and can attempt a DC 25 Spellcraft check to realize she needs to target you twice to circumvent it with future spells.
Stain: You cringe from symbols of benevolent magic. Any ally attempting to cast a touch spell on you must succeed at a touch attack. You can spend a move action steadying yourself to allow allies to touch you without a touch attack for 1 round. If the spirit has 3 or more points of influence over you, you must attempt saving throws against harmless spells cast by allies (but not yourself ), and you no longer count as willing.

Contaminated Personality
Your mind fractures in the struggle against the spirit.
Prerequisite: Manifestation level 4th.
Gift: You gain a +2 bonus to your Charisma score while the possessing spirit has 4 or more points of influence over you.
Stain: You adopt the spirit’s mannerisms, disturbing others and making it harder to disguise the possession. You take a –4 penalty on Diplomacy and Disguise checks.

Hateful Voices
Paranoid whispers constantly mingle with your own thoughts.
Gift: You gain a +4 bonus on Perception checks and Sense Motive checks to see through disguises, notice when a creature is under an enchantment, and act on the surprise round.
Stain: Whenever a character you consider an ally or friend betrays or disappoints you, even if the disappointment is completely innocent, you unknowingly mutter (Perception DC 15 for others to hear) about how that character was an enemy all along and must be made to pay. As long as the spirit has 3 or more points of influence, you gain no benefit from another creature’s aid another attempts.

Temporary Clarity
You channel all your negative emotions into the spirit.
Gift: Once per day, without spending an action, you can sublimate all of your negative thoughts into the spirit to clear your mind in response to gaining one of the following conditions: dazed, frightened, panicked, shaken, staggered, and stunned. You ignore the effects of that particular instance of that condition for a number of minutes equal to your manifestation level (if you suffer from that condition from another source, it applies normally). This time still counts against the condition’s duration. Once the duration expires, the possessing spirit gains 1 point of influence over you.
Stain: You make the spirit more powerful by feeding it your darkest thoughts. Whenever you fall asleep (or perform your daily rest), the spirit gains 2 points of influence over you rather than 1 point, and at sunrise, the number of points of influence the spirit has over you changes to 2.

Traitorous Hand
The spirit focuses on one hand.
Gift: A number of times per day equal to your manifestation level, you can use traitorous hand to make a touch attack that confounds foes with the spirit’s influence. The target is nauseated for 1 round per point of influence the spirit has over you (Will negates). Even if the target succeeds, it can’t make attacks of opportunity for 1 round. A creature affected by this ability becomes immune for 24 hours.
Stain: You take a –2 penalty on attack rolls and Dexterity-based checks involving your hands. Whenever you become dazed or stunned, if the spirit has 3 or more points of influence over you after adding the point, the hand attacks you (or a vulnerable ally, GM’s discretion) with a held item or unarmed strike as if proficient, dealing damage equal to 1d8 + your Strength modifier (regardless of the held item).

Two Minds
The spirit suffers no rivals.
Gift: The extra mind provides a reserve of willpower against mental attacks. You gain a +2 bonus on saves against mind-affecting effects; if you fail, you can give the spirit 1 point of influence over you to reroll the save without using an action. If you do, you must accept the result of the second roll and can’t reroll. These benefits don’t apply against this corruption.
Stain: A cacophony of thoughts distracts you. Roll twice on initiative checks and take the lower result. You also take a –2 penalty on concentration checks. At manifestation level 3rd, the penalty changes to –4.

Unrestrained
The spirit resists physical restraint.
Gift: You gain a +2 bonus on Acrobatics, Climb, Fly, and Swim checks. You can give the spirit 1 point of influence as a swift action to gain the benefits of freedom of movement for 1 round. At manifestation level 3rd, the bonuses increase to +4.
Stain: Objects you wear and carry slip from your grasp and fall from your pockets, or suddenly pelt creatures that have acted in an unhelpful manner toward you. It takes you a standard action to retrieve a stored item, and whenever you drop or lose hold of an item, it lands 10 feet away in a random direction. You take a –2 penalty on saving throws and to your CMD against attacks and effects that would disarm you or steal from you. At manifestation level 3rd, the penalty changes to –4.


Violent Will
The spirit uses your body as a conduit to unleash forceful energy.
Prerequisites: Manifestation level 5th, unrestrained*, weightlessness*.
Gift: You can give the possessing spirit 1 point of influence over you to use telekinesis (as per the spell) with a caster level equal to your character level.
Stain: Whenever you become confused, dazed, frightened, panicked, or stunned, the possessing spirit blames your allies for failing you. It unleashes a forceful version of telekinesis at your nearest ally, either hurling the largest possible nearby object at her or, if there are no objects to hurl, hurling the ally against a hard surface.

Weightlessness
The possessing spirit’s influence causes you to nearly float.
Prerequisite: Unrestrained*.
Gift: You can use feather fall and jump at will as spell-like abilities. You can give the possessing spirit 1 point of influence over you to use levitate or spider climb as a spell-like ability. In all cases, your caster level is equal to your character level and the spell-like ability can target only you.
Stain: You take a –4 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple. At manifestation level 3rd, the penalty changes to –6.
« 上次编辑: 2019-08-26, 周一 15:36:29 由 杜恩.沃土.大地之子 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
劣化版的兽化人模版
« 回帖 #2 于: 2019-08-26, 周一 14:13:15 »
兽变(Lycanthropy)
有一把声音伴随你的血液脉动,有一股呼唤把你引向世上荒野原始之地,在那里你能自由地为了满足你的嗜血兽欲而狩猎和杀戮。你满心希望用尖牙利爪将敌人撕个粉碎。

诱因(CATALYST)
染上兽变是由于你被兽化人用尖牙或利爪野蛮地伤害,通常情况为在一场与其中一位兽化人的战斗中被打至少于10%最大hp。(此能按生物的力量而变化)当你染上此腐化时,记下跟该兽化人关联的动物,因为这将是你成为兽化人时的品种。

过程(Progression)
兽变的过程跟月相息息相关。每月的月亮都有3晚视作满月。一开始腐化时,你必须在上述由GM决定的其中一晚中尝试一个意志豁免检定。你每拥有一个兽变的腐化阶段,你就有额外一晚要尝试豁免检定,最终需要在月亮之夜那3天甚至之后的夜晚都要尝试豁免。此DC=15+你的显形等级。若你豁免失败,你在下次满月之前都不须要尝试更多的豁免。
在此腐化上豁免检定失败会令你眼前一黑,失去对你的角色的控制。在此期间,你的形态转化成该关联动物而且你屈服于你的兽性冲动,放纵地狩猎和杀戮。在接下来的早上,你重获控制权,通常在身处荒野一丝不挂血污斑斑。若你豁免失败但没让你的内心的野兽跑出来,也许是因为你被束缚住,那么在余下的月亮之夜你无须豁免检定就变身并尝试脱离束缚,而且你在那段满月的日子中任何时间变形也会失控。[注:我猜意思是指使用别的能力变形也会失控]。若你在保持束缚中撑过了全程,你的腐化则不会进入下一个阶段。但是,你对抗腐化过程的意志豁免DC+2。此提升每次叠加,直至你到达下一个腐化阶段。
腐化阶段1(Corruption Stage 1):第一次你失去控制时,你杀害毫无防备的小动物,例如小乌、鼠类、甚至是狗。
腐化阶段2(Corruption Stage 2):第二次你失去控制时,你杀害毫更大的动物,例如马、牛、或猪。
腐化阶段3(Corruption Stage 3):第三次你失去控制时,你杀害附近有知觉的类人生物,从此刻起此腐化无药可救而你注定以兽化人的姿态活下去,永远变为邪恶并成为一个由GM控制的NPC。

移除腐化(Removing the Corruption)
移除兽变需要你杀死你腐化的根源,然后在下次满月高挂时,一次性服用1剂颠茄(belladonna)/你每拥有2个显形等级。你必须放弃对抗颠茄的初始豁免检定。

显形(Manifestations)
以下是兽变腐化的显形。
引用
兽性活力(Animalistic Health)
你在动物形态时变得更加健壮。
先决条件:变形*。
赠礼:每当你变形时,只要你保持变身的形态,你的体质+2加值。从此加值获得的生命值会因变回你的正常形态时一并失去。
污染:你的魅力承受-2罚值。

兽性威能(Animalistic Might)
你在动物形态时变得更加强大。
先决条件:变形*。
赠礼:每当你变形时,只要你保持变身的形态,你的力量+2加值。
污染:每当你非自愿变形时,你的身体痉挛并变型,导致你掉落持有的东西并撑破了你的其他装备和衣服。由GM决定有什么道具能在此变型中留下来。

野性感官(Feral Senses)
你获得你兽性部分的感官。
赠礼:你获得昏暗视觉。当到达显形等级3时,若你的兽化人关联动物拥有灵敏嗅觉能力,你获得灵敏嗅觉。
污染:动物类形的生物(除了你的兽化人关联动物)由于你的兽化气场而感到不安,使你在驯养动物和骑术检定承受-2罚值。当到达显形等级3时,罚值提升至-4。

皮毛护甲(Fur Armor)
当你变形时,你多了一身厚实的皮毛。
先决条件:变形*。
赠礼:每当你变形时,你的天生护甲加值+1。当到达显形等级5时,你的天生护甲加值提升至+2。
污染:每当你非自愿变形时,你以自由动作变形但你在下个回合困惑地行动并必须骰来决定你的动作。当到达显形等级5时,你则困惑下2个回合。免疫不能阻止此困惑,而你不能以任何方法提前移除此困惑。

高等变形(Greater Shift Form)
你能变成动物了。
先决条件:显形等级6,变形*。
赠礼:当你使用变形时,你能变成你的动物形态,只同使用变形术(Polymorph)。非魔法的衣服和装备不会融入你的动物形态。你不会T获得任何属性调整(从其它显形中获得的除外),但你会获得变形术(Polymorph)基于你的新形态给予的所有其它能力。
污染:当你变身时,面对目标为兽化人和变形者(shapeshifter)[注:疑似是变形亚种(Shapechanger)]的能力、道具、或法术时,你被视为一位兽化人和变形者。此外,当你非自愿变形时,你不能变回去直至你花费整轮动作并成功通过DC 20的体质检定。若你未能成功,你保持在你变身后的形态,并自动消耗每天变形分钟数直至全部用尽。

月之呼唤(Lunar Call)
月光影响你的思绪。
先决条件:变形*。
赠礼:每当你在月亮可见的户外时,你的攻击骰和伤害骰获得+1士气加值。此加值在满月时翻倍。
污染:每当你在月亮可见的户外时,你在对抗情绪效果豁免检定的承受-2罚值,抗拒非自愿变形的豁免检定的承受-4罚值。此罚值在满月时翻倍。

兽化人认同(Lycanthropic Empathy)
你能跟与你共享同一物种的生物达成共识。
赠礼:你能跟与你的动物品种相关的动物交流。你能使用交涉技能改变那么动物的态度,并在此检定获得+4种族加值。此加值亦应用于你的野性认同检定。
污染:你的兽性迫使你在面对类人生物(或其他由GM决定的文明群体)时唬骗、交涉、察言观色技能承受等同你的显形等级的罚值(最少为-2)。

变形(Shift Form)
你对你野性一面取得了部分控制。
赠礼:你能花费整轮动作并尝试DC 15的体质检定来变形成野性形态,在此检定获得等同你的显形等级的加值。此形态给予中体型的你造成1d6点穿刺伤害的啮咬天生武器(小体型则是1d4)。你保留使用你的能力和装备。你能维持此形态至多1分钟,但能在任何时间以移动动作变回去。若持续时间结束,你能以自由动作再次使用此能力来延长1分钟。每天你能用此能力的次数等同你的显形等级。
污染:当你没有变形时被重击确定,你必须尝试一个意志豁免(DC=15+你的显形等级)。若你失败,你在下一轮自动变形而无需检定。此消耗1次能力使用次数。若你在战斗外或战斗中能行动前受到的伤害≥你的显形等级,你也必须尝试此豁免。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

银质过敏(Silver Allergy)
你能抵抗伤害,但不能忍受接触银器。
先决条件:显形等级4,变形。
赠礼:当你变身时,你获得等同1/2你的显形等级的DR/银。
污染:当你没变形并接触银时,包括被银制武器击中,你恶心1轮。免疫无法防止此恶心状态,而你不能提中移除它。你能以唬骗检定对抗察言观色检定来隐藏这种厌恶。
 

剧透 -   :
Lycanthropy

There is a sound pulsing through your blood, a call to the wild and savage places of the world, where you are free to hunt and to kill to satisfy your bloodlust. You are filled with the desire to rend foes limb from limb with tooth and claw.

CATALYST
Lycanthropy is contracted from being savagely wounded by the teeth or claws of a lycanthrope, typically when reduced to less than 10% of your maximum hit points in a single combat with one. (This can vary with the power of the creature.) When you contract this corruption, note the animal associated with the lycanthrope, as that is the kind if lycanthrope you will become.

Progression
Lycanthropy’s progress is tied to the phases of the moon. Each month, the moon is considered full for three nights. At the onset of the corruption, you must attempt a Will saving throw during one of the nights chosen by the GM. For each stage of lycanthropy corruption you have, you must attempt a save on one additional night, eventually needing to save on nights leading up to and possibly after the full moon. The DC of this save is equal to 15 + your manifestation level. If you fail a save, you don’t need to attempt more until the next full moon.
Failing a saving throw against this corruption causes you to black out, losing control of your character. During this time, your form becomes that of the associated creature and you give into your animalistic urges, hunting and killing with abandon. The next morning, you regain control, typically in the wilderness without any gear and soaked in blood. If you fail the save but your inner animal is prevented from running free, perhaps because you were restrained, you transform and attempt to run free without a save on the remaining full moon nights, and you also go out of control any time you shift forms during the days of that full moon. If you last through it and remain restrained, your corruption doesn’t progress to the next stage. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next stage.
Corruption Stage 1: The first time you lose control, you kill defenseless small animals, such as birds, rodents, and possibly even a dog.
Corruption Stage 2: The second time this occurs, you kill larger animals, such as a horse, a cow, or a pig.
Corruption Stage 3: The third time this happens, you kill a nearby sentient humanoid, at which point the corruption becomes incurable and you are doomed to live a life of lycanthropy, forever turning evil and becoming an NPC under the GM’s control.

Removing the Corruption
Removing lycanthropy requires you to slay the source of your corruption and, at the height of the next full moon, consume 1 dose of belladonna per 2 manifestation levels you have all at once. You must choose to fail the initial saving throw against the belladonna.

MANIFESTATIONS
The following are manifestations of the lycanthropy corruption.

Animalistic Health
You are hardier in your animal form.
Prerequisite: Shift form*.
Gift: Whenever you shift forms, you gain a +2 bonus to your Constitution score that lasts as long as you are in your shifted form. Hit points gained from this bonus are lost when you revert to your normal form.
Stain: You take a –2 penalty to your Charisma score.

Animalistic Might
You are stronger in your animal form.
Prerequisite: Shift form*.
Gift: Whenever you shift forms, you gain a +2 bonus to your Strength score that lasts as long as you’re in your shifted form.
Stain: Whenever you shift form involuntarily, your body spasms and changes size, causing you to drop whatever you were holding and burst out of your other gear and clothing. Items that can stay on throughout this size change might not fall off, at the GM’s discretion.

Feral Senses
You gain the senses of your animalistic side.
Gift: You gain low-light vision. At manifestation level 3rd, you gain the scent special ability if your lycanthrope animal type has the scent ability.
Stain: Creatures of the animal type (except those of your lycanthrope type) are unnerved by your lycanthropic presence, causing you to take a –2 penalty on Handle Animal and Ride skill checks. At manifestation level 3rd, these penalties change to –4.

Fur Armor
When in your shifted form, you gain a thick coat of fur.
Prerequisite: Shift form*.
Gift: Whenever you shift your form, your natural armor bonus increases by 1. At manifestation level 5th, your natural armor bonus instead increases by 2.
Stain: Whenever you shift form involuntarily, you shift as a free action but you spend your next round confused and must roll to determine your action. At manifestation level 5th, you are confused for 2 rounds instead. Immunities don’t prevent this confusion, and you can’t remove the confusion early by any means.

Greater Shift Form
You can become an animal.
Prerequisites: Manifestation level 6th, shift form*.
Gift: When you use shift form, you can instead take your animal form, as if using polymorph. Nonmagical clothing and gear don’t meld into your animal form. You don’t gain any ability score adjustments (other than those gained from other manifestations), but you do gain all of the other abilities granted by polymorph for your new form.
Stain: While you’re shifted, you’re treated as a lycanthrope and shapeshifter for abilities, items, or spells that target lycanthropes or shapeshifters. In addition, when you shift involuntarily, you can’t shift back until you spend a full-round action and succeed at a DC 20 Constitution check. If you don’t succeed, you remain in your shifted form, automatically consuming a daily use of shifting each minute until you have used up all of your uses for the day.

Lunar Call
The moon’s light affects your mind.
Prerequisite: Shift form*.
Gift: Whenever you are outside and the moon is visible, you gain a +1 morale bonus on attack rolls and damage rolls. These bonuses double during a full moon.
Stain: Whenever you are outside and the moon is visible, you take a –2 penalty on saving throws against emotion effects and a –4 penalty on saving throws to resist involuntarily shifting. These penalties double during a full moon.

Lycanthropic Empathy
You can relate to the creatures that share your type.
Gift: You can communicate with animals related to your animal type. You can use Diplomacy to alter such animals’ attitudes, and you gain a +4 racial bonus on such checks. This bonus also applies on your wild empathy checks.
Stain: Your animalistic nature imposes a penalty on your Bluff, Diplomacy, and Sense Motive skill checks equal to your manifestation level (minimum –2) when dealing with humanoids (and other civilized folk at the GM’s discretion).

Shift Form
You have some control over your shift to a feral nature.
Gift: You can attempt a DC 15 Constitution check as a full-round action to shift into a feral form, with a bonus equal to your manifestation level. This form grants you a bite natural attack that deals 1d6 points of piercing damage if you’re Medium (1d4 if Small). You retain the use of your abilities and gear. You can remain in this form for up to 1 minute, but can revert back as a move action at any time. If the duration expires, you can extend it by 1 minute by spending another use of this ability as a free action. You can use this ability a number of times per day equal to your manifestation level.
Stain: When you are struck by a confirmed critical hit and aren’t in your shifted form, you must attempt a Will save (DC = 15 + your manifestation level). If you fail, you automatically shift form on your next turn without attempting a check. This consumes one use of that ability. You must also attempt this save if you take damage equal to or greater than your manifestation level while not in combat or before you’ve acted in combat.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

Silver Allergy
You’re resistant to harm, but can’t abide the touch of silver.
Prerequisites: Manifestation level 4th, shift form*.
Gift: When you are shifted, you gain an amount of damage reduction equal to half your manifestation level. This DR is overcome by silver.
Stain: When you’re not in your shifted form and you touch silver, including being struck by a silver weapon, you’re sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early. You can try to hide this aversion with a Bluff check opposed by Sense Motive.
« 上次编辑: 2019-08-26, 周一 16:20:31 由 杜恩.沃土.大地之子 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线 沙包

  • Chivary
  • *****
  • 帖子数: 1370
  • 苹果币: 0
Re: 【Horror Adventures】腐化(Corruption)
« 回帖 #3 于: 2019-08-27, 周二 08:56:44 »
这是恶堕把

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
CYBERPUNK 2077
« 回帖 #4 于: 2019-08-27, 周二 10:50:53 »
改造人(Promethean)
你的肉身日渐消瘦。当你的身体腐朽时,你必须逐渐用上更多的人工组件来替换——尸肉、骨头、木材、金属、或其他特殊材料。

诱因(CATALYST)
此腐化源于旨在创造或延长生命的实验——也许你是自愿参与一位炼金术师的研究或被非常规手段从死亡中复活,而代价则是剥夺了你的人性。

过程(Progression)
每当你对抗一个强韧豁免检定失败或hp降至0以下,你必须尝试一个强韧豁免检定(DC=15+你的显形等级)。若你豁免失败,你身体里一些活着的器官开始衰竭。在接下来3天内,你或你相信的人必须花费8小时来替你的身体换上更多的构装组件。若你不这样做,你将死亡,即使你被复生术(Resurrection)或完全复生术(True Resurrection)复活(由于你的身体不可行,这是必要的),你仍然要进行手术,否则3天内又会死去。在手术后,50%机率你到达下一个腐化阶段。若没有则上述的强韧豁免DC+2,直至你到达下一个腐化阶段。此提升每次叠加。
腐化阶段1(Corruption Stage 1):第一次你腐化升级时,容易陷入例行公事,执行重复的行动。你的阵营向中立阵营偏移一阶。
腐化阶段2(Corruption Stage 2):第二次你腐化升级时,你发现自己对一切提不起劲,甚至连爱情也是。你的阵营变成中立。
腐化阶段3(Corruption Stage 3):第三次你腐化升级时,你失去了太多能容纳你的灵魂的身体了。你成为一个由GM控制的无心智、破坏性的机器人或自由意志的邪恶构装体。

移除腐化(Removing the Corruption)
移除此腐化需要侵入性手术来移除融合在你体内的人工组件。即使这些程序也可能无法治愈你根本上的腐朽,而你可能需要四处搜寻医学和炼金大典并咨询神术施法者,用比以往更安全的程序替换你的身体部件。强大的魔法例如神迹术(Miracle)祈愿术(Wish)配合再生术(Regenerate)能从身体中剥离组件并防止衰竭。

显形(Manifestations)
以下是改造人腐化的显形。
引用
护体装甲(Armored)
你的身体在对抗攻击时异常地坚硬。
赠礼:你的骨头拴上了钢板或你的血肉如皮革一样保护你的身体。你的AC获得+1天生护甲加值。当到达显形等级5时,此加值提升至+2。
污染:你在基于敏捷和基于力量的技能检定承受-1罚值。当到达显形等级5时,此罚值提升至+2。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

狂怒(Berserk Fury)
你剩下的唯一情绪只有怒气。
赠礼:以自由动作,你能自愿进入激怒状态,持续轮数等同你的显形等级;此轮数不需要连续使用。一旦你终止此状态,你1分鈡内不能再次进入。当激怒时,你在攻击骰和伤害骰获得+2加值、1点临时生命值/每角色等级、以及强韧豁免获得+2加值。你在此激怒状态中掌控著自己,但你必需成功通过意志检定来抗拒失控(详情如下)。当你自愿进入激怒状态时,你的意志检定承受-2罚值。
污染:当你被重击击中或hp降至最大值的一半以下,你必需成功通过意志检定(DC=15+你的显形等级)否则进入激怒状态,持续轮数等同你的显形等级。你获得此显形的好处,但你完全失控,近战攻击最接近的生物(若有多个目标则由骰子随机决定)。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

高等护体装甲(Greater Armored)
你的身体复盖着厚实的装甲板。
先决条件:显形等级5、护体装甲*。
赠礼:你从护体装甲显形获得的天生护甲AC+2。
污染:你从护体装甲显形承受的罚值调整为-3。你的所有移动速度-10尺。

高等破碎身躯(Greater Shattered Body)
你的整个身躯几乎都被替换成人工组件。
先决条件:显形等级5、破碎身躯*。
赠礼:你的身躯几乎完全是人造的,只余下几个有机部件能将你和你原来的人生拴系起来。你从破碎身躯获得的对抗毒素和疾病的豁免检定等同你的显形等级的加值。你在hp低于0时自动稳定。你不再需要吃、喝、或睡。你仍然须要休想至少8小时来准备法术。
污染:你大部分的内脏器官已被替换。你再也不能从药水、灵药、炼成、或其他任何需要食用的道具中获得好处。
特殊:你只能从你接受破碎身躯起,在腐化过程中豁免检定又一次失败并替换上更多构装部件时选择此显形。

高等破碎思维(Greater Shattered Mind)
你不能理解任何情绪,除了怒火。
先决条件:显形等级6、腐化阶段2、破碎思维*。
赠礼:你变得免疫所有影响心灵的情绪效果,除了产生狂暴、憎恨、或愤怒的情绪。
污染:你失去理解爱与快乐的能力。你不能从士气加值或吟游表演中获得好处。

人体创改(Promethean Transfiguration)
比起凡人,你现在更像机器。
先决条件:显形等级7、腐化阶段2、护体装甲*、高等破碎身躯*、高等破碎思维*、破碎身躯*、破碎思维*。
赠礼:你免疫流血、疾病、麻痺、毒素、睡眠效果和震慑。
污染:你的身体现在已经失去了太多,你艰难地挣扎求存。你的体质承受-4罚值。

暴走(Rampage)
当你勃然大怒时,你毁灭周遭的一切。
先决条件:狂怒*。
赠礼:当激怒时,你对物品造成双倍伤害并在破坏物品的力量检定获得+4加值。
污染:平息激昂中的狂怒对你的身体造成伤害。你结束任何种类的狂暴后会恍惚1分钟(包括狂怒显形、野蛮人狂暴、和法术狂暴)。没东西能移除此状态,免疫恍惚也不能防止它。

义肢(Replacement Limb)
你的其中一只手被替换成假肢。
先决条件:护体装甲*、破碎身躯*。
赠礼:你获得一个挥击主要天生武器。此挥击在中体型的你造成1d6点伤害(小体型则是1d4)。
污染:你在使用双手的基于敏捷的技能检定、能力检定、以及基于敏捷攻击骰承受-2罚值。

破碎身躯(Shattered Body)
最近一次你在你身上添加更多的构装部件时,你达到了临界点。
先决条件:护体装甲*。
赠礼:你在对抗毒素和疾病的强韧豁免检定获得等同1/2你的显形等级的加值。此外,你只需求正常一半的食物和水,休息正常一半的时间就能获得整晚休息(full night's rest)的效果。不过你仍然须要休想至少8小时来准备法术。
污染:你在决定法术和效果的目标类型时,你被同时视为原生物类型和构装体(例如破敌武器附魔或游侠宿敌业职特性)。
特殊:你只能在腐化过程中豁免检定至少失败1次并替换上更多构装部件时选择此显形。

破碎思维(Shattered Mind)
你的变型损害到你的心灵。
先决条件:腐化阶段1或2。
赠礼:你的迟钝情绪更难以被魔法影响。你在对抗情绪效果的意志豁免获得+2加值,若你拥有此显形的污染,你在对抗它们时不需要双骰取低。此显形下应用于引起狂暴、憎恨、或愤怒的情绪效果。当到达显形等级5时,此加值提升至+4。
污染:现在的你易于被操纵,你在对抗胁迫效果时双骰取低。
 

剧透 -   :
Promethean

Your body is slowly wasting away. As your body decays, you must gradually replace more and more of it with artificial components—corpse flesh, bone, wood, metal, or other exotic materials.

CATALYST
This corruption stems from experimentation designed to create or extend life—perhaps you were a willing participant in an alchemist’s research or brought back from the dead by an unconventional means that robbed you of your humanity.

Progression
Whenever you fail a Fortitude save against any effect or fall below 0 hit points, you must attempt a Fortitude save (DC = 15 + your manifestation level). If you fail that save, some of the living components of your body begin to fail. Within the next 3 days, you or someone you trust must spend 8 hours replacing more of your body with construct parts. If you don’t do so, you die, and even if you are brought back from the dead with resurrection or true resurrection (which are necessary since your body isn’t viable), you still must perform the operation or you die again in 3 days. After an operation, there is a 50% chance your corruption progresses to the next stage. If it doesn’t, the DC of the above Fortitude save increases by 2 until your corruption reaches the next stage. These increases stack.
While your body parts are failing (after you’ve failed the Fort save but before you’ve repaired your body), you don’t have to attempt additional saves when you fail a Fortitude save or fall below 0 hit points. Once you’ve been repaired, you need to attempt saves in these circumstances again.
Corruption Stage 1: The first time your corruption progresses, you fall into routines easily, performing repetitive actions. Your alignment shifts one step toward neutral.
Corruption Stage 2: The second time your corruption progresses, you find you can’t bring yourself to care about things or even to love. Your alignment shifts to neutral.
Corruption Stage 3: The third time your corruption progresses, too much of your body is gone for your soul to remain. You become a mindless, destructive automaton or free-willed evil construct under the GM’s control.

Removing the Corruption
Getting rid of a corruption requires invasive surgery to remove the artificial components fused to your body. Even these procedures might not cure your underlying wasting, so you might need to scour medical and alchemical tomes and consult divine spellcasters for a safer procedure than replacing your body parts in the way you were before. Powerful magic like miracle or wish in conjunction with regenerate might strip the components from your body and prevent the wasting.

MANIFESTATIONS
The following are manifestations of the promethean corruption.

Armored
Your body is unnaturally hardened against attacks.
Gift: Plates bolted to your bones or flesh like leather protect your body. You gain a +1 natural armor bonus to your AC. At manifestation level 5th, this bonus increases to +2.
Stain: Your take a –1 penalty on Dexterity- and Strength-based skill checks. At manifestation level 5th, this penalty changes to –2.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

Berserk Fury
The only emotion left to you is rage.
Gift: You can voluntarily enter an enraged state as a free action for a number of rounds per day equal to your manifestation level; these rounds don’t have to be consecutive. Once you end this state, you can’t enter it again for 1 minute. While enraged, you gain a +2 bonus on attack and damage rolls, 1 temporary hit point per character level, and a +2 bonus on Fortitude saves. You are in control of yourself during this rage, but you must still succeed at a Will save to resist losing control (as detailed in this manifestation’s stain). While voluntarily enraged, you take a –2 penalty on Will saves.
Stain: When you’re hit by a critical hit or drop below half your maximum hit points, you must succeed at a Will save (DC = 15 + your manifestation level) or become enraged for a number of rounds equal to your manifestation level. You gain the benefits of this manifestation’s gift, but you’re completely out of control, making melee attacks against the nearest creature (roll randomly if there are multiple targets).
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

Greater Armored
Your body is covered in thick armored plating.
Prerequisites: Manifestation level 5th, armored*.
Gift: Your natural armor bonus to your AC from the armored manifestation increases by 2.
Stain: The penalty from armored changes to –3. All your movement speeds decrease by 10 feet.

Greater Shattered Body
Nearly all your body is replaced by artificial components.
Prerequisites: Manifestation level 5th, armored*, shattered body*.
Gift: Your body is almost entirely artificial, save for a few organic components tethering you to your original life. Your bonus on saving throws against poison and diseases from shattered body is equal to your manifestation level. You automatically stabilize when you are below 0 hit points. You no longer need to eat, drink, or sleep. You must still rest for at least 8 hours to prepare spells.
Stain: Most of your internal organs have been replaced. You can no longer benefit from potions, elixirs, extracts, or any other beneficial item that requires consumption.
Special: You can gain this manifestation only if you have failed another corruption progression saving throw and replaced more of your body with construct parts since the time you took shattered body.

Greater Shattered Mind
You can understand no emotion but rage.
Prerequisites: Manifestation level 6th, corruption stage 2, shattered mind*.
Gift: You become immune to all mind-affecting emotion effects, except those that produce emotions of rage, hatred, or anger.
Stain: You have lost the ability to understand love or joy. You can’t benefit from morale bonuses or bardic performances.

Promethean Transfiguration
You are more machine now than mortal.
Prerequisites: Manifestation level 7th, corruption stage 2, armored*, greater shattered body*, greater shattered mind*, shattered body*, shattered mind*.
Gift: You become immune to bleed, disease, paralysis, poison, sleep effects, and stunning.
Stain: So much of your body is now gone that you struggle to remain alive. You take a –4 penalty to your Constitution score.

Rampage
When you fly into a rage, you destroy everything nearby.
Prerequisite: Berserk fury*.
Gift: While enraged, you deal double damage to objects and gain a +4 bonus on Strength checks to break objects.
Stain: Returning from the heights of fury takes a toll on your body. You are staggered for 1 minute after ending a rage of any kind (including berserk fury, barbarian rage, and the rage spell). Nothing can remove this condition, nor does immunity to being staggered prevent it.

Replacement Limb
One of your arms has been replaced by a prosthetic.
Prerequisites: Armored*, shattered body*.
Gift: You gain one slam attack as a primary natural weapon. This slam deals 1d6 points of damage if your size is Medium (1d4 if Small).
Stain: You take a –2 penalty on Dexterity-based skill checks and ability checks using your hands, as well as on Dexterity-based attack rolls.

Shattered Body
The last time you added more construct parts to your body, you reached a tipping point.
Prerequisite: Armored*.
Gift: You gain a bonus on Fortitude saves against poison and disease equal to half your manifestation level. Additionally, you require only half as much food and water as normal, and half as much rest as normal to gain a full night’s sleep. However, you must still rest for at least 8 hours to prepare spells.
Stain: You are treated as both a construct and your original creature type for spells and effects that target creatures by type (such as the bane weapon special ability or a ranger’s favored enemy class feature).
Special: You can gain this manifestation only if you have failed at least one corruption progression saving throw and replaced more of your body with construct parts.

Shattered Mind
Your transformation damaged your psyche.
Prerequisite: Corruption Stage 1 or 2.
Gift: Your dulled emotions are more difficult to affect with magic. You gain a +2 bonus on Will saves against emotion effects, and if you have this manifestation’s stain, you don’t need to roll twice and take the lower result against them. This doesn’t apply to emotion effects that cause rage, hatred, or anger. At manifestation level 5th, this bonus increases to +4.
Stain: Now easy to manipulate, you roll twice and take the lower result against compulsion effects.
« 上次编辑: 2019-08-27, 周二 18:29:51 由 杜恩.沃土.大地之子 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
腐化界的亲儿子
« 回帖 #5 于: 2019-08-30, 周五 11:27:01 »
渴血(Vampirism)
你看着溅出来的血不禁垂涎三尺,并跟将你的牙齿插进朋友和无辜者的脖子的冲动搏斗。

诱因(CATALYST)
你在一个月或更短的时间内被一只吸血鬼吸血——但没被杀——至少6次就会引发此腐化。更强大的吸血鬼或诅咒能更快地引发此腐化。

过程(Progression)
你吸血并杀死有知觉的生物时会促进渴血腐化。每星期你需要饮用一个型体跟你相差一级内的有知觉的生物的血,直至你吸取的血足以对该生物造成等同你的显形等级的体质伤害。若你没有獠牙显形,你则必须从无助或自愿生物中喂食。若你在一星期后没饮用足够的血,你必须成功一个意志豁免检定(DC=15+你的显形等级),直到你饮用足够为止。若你检定失败,在你下次休息时,你的腐化会接管你而你无意识地狩猎并吸光一个有知觉的生物的血。若环境使你无法吸血(例如你被绑住或当地没有能吸血的目标),你会如同你3天没进食一样饥饿(Core Rulebook 445)并维持着嗜血冲动和挣扎逃脱,直至你从有知觉的生物中获得你正常所需的5倍血量。若你的盟友能把你捆绑并喂食,你的腐化则不会恶化。每当你的hp降至0以下时,你必须尝试一个意志豁免检定,如同该星期没饮用足够的血。
腐化阶段1(Corruption Stage 1):一旦你从无辜的有知觉的生物吸血,你的阵营向邪恶偏移一阶而且侦测不死生物的法术能侦测到你,尽管施法者会获得奇特的结果显示你仍然是个活物。其它法术和效果不视你为不死生物。
腐化阶段2(Corruption Stage 2):第二次出现这种情况,你的阵营再一次向邪恶偏移一阶而且你会被法术和效果影响,如同你是不死生物(包括破敌和宿敌业职特性)。此不给予你任何不死生物的免疫,也不使你免疫以活动为目标的效果或改变正负能量对你的效果。
腐化阶段3(Corruption Stage 3):第三次出现这种情况,你成为一个由GM控制的吸血鬼NPC。

移除腐化(Removing the Corruption)
移除渴血腐化需要你消灭你腐化的根源,例如杀死你的吸血鬼先辈或移除你的诅咒。

显形(Manifestations)
以下是渴血腐化的显形。
引用
诱惑(Allure)
你能巧妙地影响他人,但失去了你的倒影。
赠礼:你在唬骗、交涉、和威吓检定获得+2种族加值。当到达显形等级3时,此加值提升至+4。
污染:你没有倒影。当你身于镜子或反反光表面的10尺内时,附近的生物有可能注意到有什么不见了(察觉DC 20)。若他们成功通过并超出5点或以上,他们便注意到你缺少了倒影。当到达显形等级3时,以一个标准动作,生物能向你展示一面镜子来驱赶你。你必须离镜子5尺远并且不能接触或近战攻击该生物。1轮后,若该生物持续展示镜子,你可以每轮尝试DC 25的意志豁免来无视该轮的排斥。

夜之子(Children of the Night)
你能召唤凶恶的野兽忠实地为你服务。
赠礼:每天1次,你能召唤老鼠集群或狼,如同使用召唤自然盟友II,CL=你的角色等级。此生物侍奉你10分钟或至死亡为止。当到达显形等级3和以后的每2级,你能每天额外使用1次此能力。当到达显形等级4时,你能花费2次每天使用次数来召唤蝙蝠集群。
污染:你在驯养动物和骑术检定承受-3罚值(除了以此显形赠礼召唤的生物)。当到达显形等级5时,你如同拥有反自然灵光(Unnatural Aura)(Bestiary 281)一般影响非敌对动物。

骇人魅力迷死人(Dreadful Charm)
你的说服力使你能够强迫弱者。
先决条件:诱惑*。
赠礼:每天1次当你对一个生物成功通过唬骗、交涉、或威吓检定,你能如同使用魅惑怪物(charm monster)一般魅惑该生物,CL=你的角色等级。若该生物豁免失败,他被魅惑的分钟数等同你的角色等级。
污染:你再也没有影子。在常光或强光之下需要DC 15的察觉检定来注意到此事。还有,若你在一个有强烈大蒜味道的区域,你必须成功一个DC 20的强韧豁免检定否则恶心1d4分钟。免疫不防止此恶心状态。

獠牙(Fangs)
当你生气时,你的犬齿不自然地生长。
赠礼:以一个迅捷动作,你能长出獠牙以给予你啮咬攻击。此攻击在中体型的你是造成1d6点穿刺伤害的啮咬天生武器(小体型则是1d4)。你能以移动动作消解此獠牙。以一个标准动作,你能从无助生物中用你的啮咬攻击吸血,或在成功或维持压制后立即以一个自由动作从被压制生物中吸血。你的吸血每次造成1点体质伤害。该吸血算入避免腐化恶化的吸血量之中;你不需要吸光并杀死该生物。只有从非自愿无辜的生物中吸血才能改变你的阵营。
污染:要避免腐化恶化带来的豁免检定,你必须每天吸取所须的血液量而非每星期。

高等反生命(Greater Unlife)
你能从几乎任何伤势中回复。
先决条件:显形等级3、反生命*。
赠礼:当你使用反生命显形的能力时,你获得快速痊愈 3而非快速痊愈 1。在快速痊愈期间你免疫非致命攻击、属性伤害、和属性流失,但是已失去的仍然失去。
污染:当你被阳光直射时,你变得恍惚而非战栗。此状态无法移除或防止,但在你没有被阳光直射后立即结束。

生命流失(Life Drain)
你能使你伤害的生物流失生命力。
先决条件:显形等级2。
赠礼:你获得挥砍攻击,此挥击在中体型的你造成1d6点钝击伤害(小体型则是1d4)。若你以此攻击重击确定成功,你对目标造成1个临时负向等级。移除此负向等级的DC等同标准腐化能力的DC。
污染:你如同不死生物般被负能量则治愈和被正能量伤害。

真正的反生命(True Unlife)
你能欺骗死亡。
先决条件:显形等级3、高等反生命*、反生命*。
赠礼:当你的hp降至0以下时但没被杀死并有未用完的快速痊愈次数,你立即气化形体(Gaseous Form),启动你的快速痊愈、和保持意识。一旦你的hp多于0,此效果结束。此延迟你的腐化过程的正常意志豁免检定直至气化形体结束。
污染:若你保持被阳光直射,在你第2轮和接下来每轮结束时你迸发出火焰并受到1d6点火焰伤害/你的每个显形等级。此火焰伤害穿透抗性或免疫并且无法防止。此火焰伤害和恍惚状态在你没有被阳光直射后立即结束。若你被阳光直射时hp降至0以下,你直接被杀并除了完全复生术(True Resurrection)外无法复活你。

反生命(Unlife)
你以惊人的速度治愈。
先决条件:显形等级3。
赠礼:以一个标准动作,每天1/2你的显形等级次,你能给予你自己快速痊愈 1持续1分钟。
污染:当你被阳光直射时,你变得战栗。此状态无法移除或防止,但在你没有被阳光直射后立即结束。

血魔恩典(Vampiric Grace)
你的移动带着捕食者的恩典。
先决条件:显形等级2。
赠礼:你获得闪避作为额外专长并在隐匿检定获得+2种族加值。当到达显形等级6时,你能随意爬墙(如同蛛行术(Spider Climb))。
污染:除非被有权这样做的人邀请,或通过DC 30的意志豁免,否则你不能进入私人住宅。若你豁免失败,你永远不能重试此豁免,但若你后来被邀请到里面,你也能进入。
 

剧透 -   :
Vampirism
You salivate when blood is spilled, and struggle against the urge to sink your teeth into the necks of friends and innocents.
CATALYST
Being drained—but not killed—at least six times by a vampire within a month or less causes this corruption. Powerful vampires or curses can cause this corruption more rapidly.
Progression
Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don’t have the fangs manifestation, you must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 15 + your manifestation level) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week.
Corruption Stage 1: Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Corruption Stage 3: The third time this occurs, you become an NPC vampire under the GM’s control.
Removing the Corruption
Ending the corruption requires eliminating the source, such as by slaying your progenitor vampire or ending your curse.

MANIFESTATIONS
The following are manifestations of the vampirism corruption.
Allure
You can influence others subtly, but lose your reflection.
Gift: You gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. At manifestation level 3rd, these bonuses increase to +4.
Stain: You cast no reflection. While you’re within 10 feet of a mirror or reflective surface, nearby creatures may notice something amiss (Perception DC 20). If they succeed by 5 or more, they notice your lack of reflection. When you reach manifestation level 3rd, a creature can present a mirror to you as a standard action to repel you. You must stay at least 5 feet away from the mirror and can’t touch or make melee attacks against that creature. After 1 round, if the creature continues presenting the mirror, you can attempt a DC 25 Will save each round to ignore the repulsion for that round.
Children of the Night
You can summon foul beasts to faithfully serve you.
Gift: Once per day, you can summon a rat swarm or a wolf, as if using summon nature’s ally II with a caster level equal to your character level. The creature serves you for 10 minutes or until destroyed. At manifestation level 3rd and every 2 manifestation levels thereafter, you can use this ability an additional time each day. At manifestation level 4th, you can spend two daily uses of this ability to summon a bat swarm.
Stain: You take a –3 penalty on Handle Animal and Ride checks against animals (except those you summon with this manifestation’s gift). At manifestation level 5th, you affect non-hostile animals as if you had an unnatural aura (Bestiary 281).
Dreadful Charm
Your powers of persuasion allow you to compel the weak.
Prerequisite: Allure*.
Gift: Once per day when you succeed at a Bluff, Diplomacy, or Intimidate check against a creature, you can charm that creature as if using charm monster with a caster level equal to your character level. If the creature fails its save, it’s charmed for a number of minutes equal to your character level.
Stain: You no longer cast a shadow. Noticing this in normal or bright light requires a successful DC 15 Perception check. Also, if you’re in an area that smells strongly of garlic, you must succeed at a DC 20 Fortitude save or be sickened for 1d4 minutes. Immunities don’t prevent this sickened condition.
Fangs
Your canines grow unnaturally long when you are angry.
Gift: You can, as a swift action, grow fangs that grant you a bite attack. This is a primary natural attack that deals 1d6 points of piercing damage if your size is Medium (1d4 if Small). You can dismiss the fangs as a move action. You can drain blood with your bite from a helpless creature as a standard action, or a pinned creature as a free action once per round immediately after succeeding at a combat maneuver check to pin the creature or maintain your pin. Each time you drain blood, you deal 1 point of Constitution damage. This counts toward the feeding you must do to avoid your corruption progressing; you needn’t entirely drain and kill the creature. Draining blood changes your alignment only if you feed on an unwilling innocent.
Stain: To avoid a saving throw against your corruption progressing, you must drink the requisite amount of blood each day instead of each week.
Greater Unlife
You can recover from nearly any wound.
Prerequisites: Manifestation level 3rd, unlife*.
Gift: When you use the ability of the unlife manifestation, you gain fast healing 3 instead of fast healing 1. While the fast healing lasts, you are immune to nonlethal damage, ability damage, and ability drain, although you retain any you already had.
Stain: Whenever you’re in direct sunlight, you’re staggered instead of shaken. Nothing can remove or prevent this condition, but it ends once you’re out of direct sunlight.
Life Drain
You can drain life from those you harm.
Prerequisites: Manifestation level 2nd.
Gift: You gain a slam attack, a primary natural attack that deals 1d6 points of bludgeoning damage if your size is Medium (1d4 if Small). If you confirm a critical hit with this attack, you inflict 1 temporary negative level on the target. The DC to remove this negative level is equal to the standard corruption ability DC.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.
True Unlife
You can cheat death.
Prerequisites: Manifestation level 3rd, greater unlife*, unlife*.
Gift: When you’re reduced to fewer than 0 hit points but not slain and you have a use of fast healing remaining, you immediately assume gaseous form, activate your fast healing, and remain conscious. Once you have more than 0 hit points, the effect ends. This delays the normal Will save against your corruption progressing until gaseous form ends.
Stain: If you remain in direct sunlight, at the end of your second turn you burst into flame, taking 1d6 points of fire damage per manifestation level you have each round. This fire damage bypasses resistance or immunity and can’t be prevented. The fire damage and staggered condition end as soon as you get out of direct sunlight. If you are reduced to fewer than 0 hit points while in direct sunlight, you are slain and can’t be brought back to life without true resurrection.
Unlife
You heal at a phenomenal rate.
Prerequisite: Manifestation level 3rd.
Gift: As a standard action a number of times per day equal to 1/2 your manifestation level, you can grant yourself fast healing 1 for 1 minute.
Stain: While you’re in direct sunlight, you become shaken. Nothing can remove this condition, nor does immunity to fear prevent it, but it ends as soon as you are no longer in sunlight.
Vampiric Grace
You move with a predator’s grace.
Prerequisite: Manifestation level 2nd.
Gift: You gain Dodge as a bonus feat and a +2 racial bonus on Stealth checks. At manifestation level 6th, you can climb walls (as per spider climb) at will.
Stain: You can enter a private dwelling only if invited in by someone with the authority to do so, unless you succeed at a DC 30 Will save. If you fail, you can never retry the save, but you can enter if you’re later invited inside.
« 上次编辑: 2019-09-05, 周四 23:31:27 由 杜恩.沃土.大地之子 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线 往昔的微光

  • Hero
  • ****
  • 帖子数: 733
  • 苹果币: 1
  • 冒险的彼方到底有什么了?
Re: 【Horror Adventures】腐化(Corruption)
« 回帖 #6 于: 2019-08-30, 周五 12:31:36 »
总感觉吸血鬼更加工具人了 :em003除了移动圣居外又多了一种用法,都可以当loot用了
开团是不可能开团的,这辈子都不可能的。翻译又不会做,就是参团这种东西,才能维持的了生活这样子。进QQ群感觉像回家一样,里面个个都是dalao,build又好用,我超喜欢里面的!

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
你以为你是虫群女皇?你只是个弟弟!
« 回帖 #7 于: 2019-09-07, 周六 22:52:42 »
虫群寄体(Hive)
你的身体是侵入性天外来客的容器,它们谋求在星际间蔓延,吞噬所有其他生命。

诱因(CATALYST)
你被蛆虫虫群(hive larvae)(例如蛆虫虫群集群(hive larva swarm),详见pg. 236)感染,但你的身体对蛆虫产生代谢变化使你突变成全新的存在。

过程(Progression)
虫群的增生随着时间的推移在增加,而你的身体同时也在适应。你的增生在每个月以不可预测的间隔在涌动,次数等同你的显形等级。每段发作期持续1小时,其间你被痛苦折磨并必须尝试一个强韧豁免检定(DC=15+你的显形等级)。成功的话,你平安度过发作期。若你失败,你到达下一个腐化阶段,但直至下个月前你不再需要尝试进一步的豁免。
腐化阶段1(Corruption Stage 1):第1次你强韧豁免失败时,你的特征转化成天外来客的面容,你在交涉、易容、和驯养动物检定承受-2罚值。你的阵营向中立邪恶偏移一阶。
腐化阶段2(Corruption Stage 2):第2次你豁免失败时,你的身体起了变化。你的生物类型被法术和能力影响时视为异怪。你跟虫群的精神连接将你的阵营变成中立邪恶。
腐化阶段3(Corruption Stage 3):第3次你豁免失败时,你屈服于精神连接。你寻找一个与世隔绝的地方并将自己包裹在一个树脂粘液形成的茧中,你的身体在那里溶化成蛆虫虫群集群,并在24小时后破茧而出。

移除腐化(Removing the Corruption)
治疗虫群寄体腐化可能需要塑肉仪式(Fleshwarping)(详见pg. 164)或寻找谜一般的阿努纳奇(Anunnaki)(Pathfinder RPG Bestiary 5 28)——当初创造出虫群的存在——求助。

显形(Manifestations)
以下是虫群寄体腐化的显形。
引用
酸性血液(Acid Blood)
你的血如同强酸一般拥有腐蚀性。
先决条件:显形等级3,血肉变化*。
赠礼:若有生物用人工武器对你造成挥砍或穿刺伤害,它必须成功通过反射豁免否则其武器受到2点强酸伤害/每显形等级;此伤害在面对武器硬度时不会减半。若有生物用天生武器对你造成挥砍或穿刺伤害,它必须成功通过反射豁免否则自身受到同量强酸伤害。
污染:你的酸性汗分泌损秏你的装备。在使用或穿戴一件物品合共8小时后,它变成破损状态。若你使用或穿戴一件破损物品8小时后,它则被毁灭。此能力不能破坏诅咒道具、神器、或类似难以或不可能被毁灭的道具。

盲感(Blindsense)
你能感应不能视之物。
先决条件:显形等级2,虫群之心*。
赠礼:以一个移动动作,你能强迫虫群之心以它的感官辅助你。你获得5尺*1/2你的显形等级的盲感,持续至你下回合的开始;其间你无视此污染的察觉检定罚值,反而在察觉检定获得等同1/2你的显形等级的加值。
污染:你获得强光失明(Light Blindness)通用怪物能力。你的察觉检定罚值等同你的显形等级。

刚鬃竖刺(Bristling Spines)
你的身体被几丁质刺所包裹。
先决条件:显形等级3,活体武器*。
赠礼:你的鬃刺能穿插墙体,让你快速爬行。你获得等同1/2你的基础速度的攀爬速度。
污染:你的鬃刺但你难以行动,你的防具检定减值搞高2点。即使你没穿戴防具,你仍然承受-2防具检定减值。

高等酸性血液(Greater Acid Blood)
你的血液的酸性甚至更高了。
先决条件:显形等级5,酸性血液*,血肉变化*。
赠礼:每当你承受挥砍或穿刺伤害时,所有邻近的生物受到等同1/2你的显形等级的强酸伤害(反射通过则无效)。
污染:你的血液稀薄,凝结情况很差,它的异常性质阻碍了魔法治疗。你受到的流血效果造成正常的双倍伤害,你瘫痪时行动或濒死时流失双倍hp。稳定伤势和阻止流血效果的医疗检定DC+5。魔法效果不再能令你稳定伤势和阻止流血——只有成功的医疗检定才能。

高等虫群之心(Greater Hive Mind)
虫群的低语不论你醒着或睡着都在呼唤你。
先决条件:显形等级5,虫群之心*。
赠礼:以一个移动动作,你能跟30尺内的一个生物心灵感应1轮。虫群的低语透过此连接传播,使没有虫群亚种或虫群寄体集群的生物恶心1轮(意志通过则无效)。
污染:虫群之心的噪音在你最衰弱时变得最强。当你受到使你的hp降至最大的一半的伤害时,你还会恍惚1轮。免疫不能阻止此恍惚,而你不能以任何方法提前移除此恍惚。若你受到伤害时已低于最大hp的一半,此效果则不会被触发。

虫群之心(Hive Mind)
你听到虫群的集体意识的低语。
赠礼:虫群之心的力量增强了你,给予你的意志豁免+1加值。当到达显形等级5时,此加值提升至+2。
污染:你的思想与其他不同的声音混杂在一起。你的专注检定、基于智力和感知的属性检定和技能检定承受-2罚值,而且在上述检定永远不能取10。

活体装甲(Living Armor)
你能把你的身体裹在一个甲壳装甲里。
先决条件:显形等级2,活体武器*。
赠礼:以一个移动动作,你能使几丁质的装甲板从你的血肉中长出来。此装甲给予的你天生护甲加值等同1/2你的显形等级,只要你每轮以一个迅捷动作保持专注。你必须成功通过如同专注0环法术一般的专注检定,而你的专注加值=你的角色等级+你的显形等级。若你专注失败,此装甲则收回去。
污染:长出活体装甲是个痛苦行为。当你长出和每次收回活体装甲时(不论自愿还是专注检定失败),你承受1点伤害/显形等级。在你收起活体装甲期间,你每次受到穿刺伤害时承受1点流血伤害。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

活体武器(Living Armor)
你的双手扭曲并变异成可怕的撕裂之爪。
赠礼:你获得2抓爪作为主要天生武器。此抓爪在中体型的你造成1d4点伤害(小体型则是1d3)。
污染:你畸形的双手使你在用人工武器进行远程攻击骰和攻击骰时承受-2罚值。

树脂分泌(Resin Secretion)
你的身体生产出树脂状的唾液。
先决条件:显形等级5,活体武器*。
赠礼:以一个标准动作,你能喷出唾沫并迅速硬化成树脂。此效果跟蛛网术(Web)一样,CL=你的显形等级,但效果只有5尺范围,硬度1,2点hp/你的显形等级。被喷吐的生物能尝试反射豁免来避免此效果。此树脂维持1分钟后碎裂成粉尘。
污染:每当你使用树脂分泌显形,你变得反胃直至你下回合结束。免疫不能阻止此反胃,而你不能以任何方法提前移除此反胃。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

血肉变化(Transformed Flesh)
你获得了集群生物的一部分强酸抗力。
赠礼:你获得强酸抗力5。当到达显形等级5时,此强酸抗力提升至10。
污染:你的整个肉体变暗变异,使你看来更像那种虫群生物。你的魅力承受-2罚值。
 

剧透 -   :
Hive
Your body is a vessel for an invasive otherworldly species that seek to spread across the stars and devour all other life.
CATALYST
You were infested with hive larvae (likely from a hive larva swarm; see page 236), but your body has metabolized the larvae and mutated you into something new.
Progression
A hive infestation increases over time as your body adapts. Each month, your infestation surges at unpredictable intervals a number of times equal to your manifestation level. Each episode lasts about an hour, during which you’re racked by pain and must attempt a Fortitude save (DC = 15 + manifestation level). On a success, you weather the episode. If you fail, your corruption progresses to the next stage, but you don’t need to attempt any further saves until the next month.
Corruption Stage 1: The first time you fail the Fortitude save, your features shifts into an alien visage. You take a –2 penalty on Diplomacy, Disguise, and Handle Animal checks. Your alignment shifts one step toward neutral evil.
Corruption Stage 2: The second time you fail, your body transforms. You are affected by spells and abilities as if your creature type were aberration. Your mental link with the hive shifts your alignment to neutral evil.
Corruption Stage 3: The third time you fail, you succumb to the link. You seek out an isolated place and wrap yourself in a cocoon of resinous mucous, in which your body dissolves into hive larva swarms, which erupt after 24 hours.
Removing the Corruption
Curing a hive corruption could require fleshwarping (see page 164) or even seeking out the enigmatic anunnaki (Pathfinder RPG Bestiary 5 28) who created the hive in the first place.
MANIFESTATIONS
The following are manifestations of the hive corruption.
Acid Blood
Your blood burns like acid.
Prerequisites: Manifestation level 3rd, transformed flesh*.
Gift: If a creature damages you with a slashing or piercing manufactured weapon, it must succeed at a Reflex saving throw or its weapon takes 2 points of acid damage per manifestation level; this damage is not halved before it is applied to the weapon’s hardness. If a creature damages you with a slashing or piercing natural weapon, it must succeed at the save or take that amount of acid damage itself.
Stain: Your acidic sweat damages your equipment. After using or wearing an item for 8 hours total, it gains the broken condition. If you use or wear a broken item for 8 hours, it is destroyed. This ability doesn’t break cursed items, artifacts, or similar items that are difficult or impossible to destroy.
Blindsense
You can feel the unseen.
Prerequisites: Manifestation level 2nd, hive mind*.
Gift: As a move action, you can force the hive mind to use its senses to assist you. You gain blindsense with a range of 5 feet × 1/2 your manifestation level until the beginning of your next turn; during that time, you negate the penalty on Perception checks from the stain and instead gain a bonus on Perception checks equal to 1/2 your manifestation level.
Stain: You gain the light blindness universal monster ability. You take a penalty on Perception checks equal to your manifestation level.
Bristling Spines
Your body becomes covered in chitinous spines.
Prerequisites: Manifestation level 3rd, living weapon*.
Gift: Your spines can pierce walls, allowing you to climb quickly. You gain a climb speed equal to half your base speed.
Stain: Your spines make it difficult to move. Your armor check penalty for any armor you wear increases by 2. Even when not wearing armor, you take a –2 armor check penalty.
Greater Acid Blood
Your blood becomes even more vitriolic.
Prerequisites: Manifestation level 5th, acid blood*, transformed flesh*.
Gift: Whenever you take slashing or piercing damage, all adjacent creatures take an amount of acid damage equal to 1/2 your manifestation level (Reflex negates).
Stain: Your blood is so thin it clots poorly, and its alien nature stymies magical healing. You take double the normal damage from bleed effects and lose double the normal amount of hit points per round when dying or when you act while disabled. The DC to stabilize you and stanch bleed effects on you with a Heal check increases by 5. Magical effects no longer stabilize you or end bleed effects—only a successful Heal check can do so.
Greater Hive Mind
The whispers of the hive call to you when awake or asleep.
Prerequisites: Manifestation level 5th, hive mind*.
Gift: As a move action, you can communicate telepathically with one creature within 30 feet for 1 round. The hive whispers through the connection, causing a creature that doesn’t have the hive subtype or hive corruption to be shaken for 1 round (Will negates).
Stain: The noise of the hive mind is strongest when you are at your weakest. Whenever damage causes you to drop below half your maximum hit points, you are also staggered for 1 round. Immunities don’t prevent this staggered condition, and you can’t remove it early by any means. This effect doesn’t trigger if you are already below half your maximum hit points before you take damage.
Hive Mind
You hear whispers of the hive’s collective consciousness.
Gift: The strength of the hive mind bolsters your own, granting you a +1 bonus on Will saves. At manifestation level 5th, this bonus increases to +2.
Stain: Your mind is cluttered with other disparate voices. You take a –2 penalty on concentration checks, as well as on Intelligence- and Wisdom-based ability checks and skill checks, and you can never take 10 on such checks.
Living Armor
You can sheathe your body in an armored carapace.
Prerequisites: Manifestation level 2nd, living weapon*.
Gift: As a move action, you can cause chitinous plates of armor to grow out of your flesh. This armor grants a natural armor bonus to your AC equal to 1/2 your manifestation level and persists as long you maintain concentration with a swift action each round. You must succeed at a concentration check as if concentrating on a 0-level spell, and your bonus to this concentration check is equal to your character level + your manifestation level. If you fail a concentration check, the armor retracts.
Stain: Growing living armor is painful. You take 1 point of damage per manifestation level when you take the action to draw out your living armor and every time you retract the living armor (either voluntarily or by failing a concentration check). While your armor is retracted, you take 1 point of bleed damage whenever you take piercing damage.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).
Living Weapon
Your hands contort and mutate into horrible rending claws.
Gift: You gain two claw attacks as primary natural weapons. These claws each deal 1d4 points of damage if your size is Medium (1d3 if Small).
Stain: You take a –2 penalty on ranged attack rolls and attack rolls with manufactured weapons because of your deformed hands.
Resin Secretion
Your body produces a resinous spittle.
Prerequisites: Manifestation level 5th, living weapon*.
Gift: As a standard action, you can expel spittle that rapidly hardens into a resin. This effect is identical to the web spell with a caster level equal to your manifestation level, except it targets a single 5-foot space, has a hardness of 1, and has 2 hit points per manifestation level you have. Creatures caught in the spray can attempt a Reflex save to avoid the effect. The resin lasts for 1 minute before crumbling to dust.
Stain: Whenever you use your resin secretion gift, you are nauseated until the end of your next turn. Immunities don’t prevent this nauseated condition, and you can’t remove it early by any means.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).
Transformed Flesh
Your gain some of a hive creature’s resistance to acid.
Gift: You gain acid resistance 5. At manifestation level 5th, this acid resistance increases to 10.
Stain: The entirety of your flesh darkens and mutates to look more like that of a hive creature. You take a –2 penalty to your Charisma score.
« 上次编辑: 2019-09-07, 周六 23:10:42 由 杜恩.沃土.大地之子 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线 白猫

  • 凶八八的金吉拉
  • Chivary
  • *****
  • 帖子数: 1572
  • 苹果币: 4
Re: 【Horror Adventures】腐化(Corruption)
« 回帖 #8 于: 2019-09-08, 周日 00:47:21 »
PF的Hive其实就是异形(Alien),为了避免版权被改成绿色(
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
最易落命的腐化,死亡腐化一碰即死
« 回帖 #9 于: 2019-09-10, 周二 21:50:24 »
活尸化(Lich)
你转型成反生命(Unlife)的尝试出了极度糟糕的岔子,而你的灵魂被困住了。活尸化腐化还会在化为其它有形不死生物时触发(例以食尸鬼和吸血鬼,它们有自己独特的腐化)。

诱因(CATALYST)
此腐化源于尝试转化为巫妖(lichdom)的不成功。你也许力有不或使用了有缺陷的命匣。若你不是施法者,你则可能是一个无辜的旁观者或者毁灭一个特别强大的巫妖命匣时被感染了。

过程(Progression)
活尸化腐化是十分不稳定并对身心造成令人难以置信的劳损。每当你在对抗死灵系效果时豁免检定失败、学习新的法术、或在单次源头暴露在25点负能量中(不管是来治疗或伤害你),你必须成功通过强韧豁免检定(DC=15+你的显形等级),否则变得精神上脱离掉线了。每当任何人成功对你施放防死结界(Death Ward)法术时你也须要通过豁免检定。一旦豁免失败,你的精神和肉体分离,你的精神被困在负能量位面却留下你无助的肉体。此状态持续每显形等级1小时;若你在此其间被杀了,你在24小时后转化成一个由GM控制的缚灵(Wraith)。
腐化阶段1(Corruption Stage 1):第1次你恢复此连系时,有一部分的你并没有回归,你的魅力承受-2罚值,而你的阵营向邪恶偏移一阶。
腐化阶段2(Corruption Stage 2):第2次发生时,你的阵营向邪恶再偏移一阶,而且你的魅力额外承受-2罚值。
腐化阶段3(Corruption Stage 3):第3次发生时,你正式死亡并且你的灵魂被负能量位面吞噬。除了强力的魔法例如神迹术(Miracle)和祈愿术(Wish),你不能被复活或复生(raised or resurrected),即使你被拉回来,你成为一个由GM控制的邪恶巫妖NPC。

移除腐化(Removing the Corruption)
治癒活尸化腐化需要强大的净化行动,例如让强大的牧师给你驱魔、浸泡在神圣的泉水中、或创造一个属于你自己的经匣/命匣(phylactery)来排除活尸化腐化。

显形(Manifestations)
以下是活尸化腐化的显形。
引用
痛苦之触(Agonizing Touch)
你的接触使活物痛苦。
先决条件:显形等级4,死亡爱抚*。
赠礼:每天1次/每显形等级,你能以一个标准动作进行痛苦之触。被此接触攻击击中的活物必须成功通过强韧豁免,否则变得恍惚1/2你的显形等级轮。
污染:你的双手枯萎到接近皮包骨,而你的情绪朝着不死生物的方向冷漠无情。你用人工武器的攻击承受-2罚值。你施放含有姿势成分或情绪成分的法术有5%法术失败机率。此法术失败机率跟其他来源的叠加。

阴冷灵光(Bleak Aura)
熵从你的身体渗出。
先决条件:显形等级4,不死身*。
赠礼:任何活动在你邻接空间结束其轮时承受1点负能量伤害/每2个你的显形等级。
污染:动物被你的存在吓坏了,牠们对你的起始态度下降1级。你的任何动物伙伴在你得到此污染时抛弃你。低语充斥在你的四周,乞求被释放或诅咒你的存在。任何成功通过DC 20察觉检定的生物能听到此低语,若你使用隐匿时可能会警觉到你的存在。

亡者容貌(Cadaver’s Countenance)
你的身躯具有不死生物般的相似性。
赠礼:你的AC获得+1天生护甲加值,而你在对抗影响心灵效果时豁免获得+2加值。
污染:你的身体在腐烂,血肉绷紧,发灰,并变成尸体般。你的体质承受-2罚值。

不死身(Deathless)
你适应了负能量。
赠礼:你在对抗只影响活物的法术和效果时豁免检定获得+2加值。
污染:你如同不死生物般被负能量则治愈和被正能量伤害。

死亡爱抚(Death’s Caress)
你的接触从其他生命中抽走暖意。
赠礼:你能以标准动作进行接触攻击并造成等同1d4+你的显形等级的寒冰伤害。
污染:你一只手的血肉全都烂掉,只留下发黑的骨爪。侦测不死生物的法术会找到你,尽管施法者会获得奇特的结果显示你仍然是个活物。其它法术和效果不视你为不死生物。

高等亡者容貌(Greater Cadaver’s Countenance)
你面容憔悴而且瘦骨嶙嶙。
先决条件:显形等级4,亡者容貌*。
赠礼:你获得寒冰抗力5和DR/钝击,数值等于1/2你的显形等级。
污染:你的体质额外承受-2罚值,法术和效果视你为不死生物(包括破敌和宿敌)。此不给予你任何不死生物的免疫,也不使你免疫以活动为目标的效果或改变正负能量对你的效果。

恶意附身(Malevolence)
你能从你的身体中猛拉走你的灵魂去占据其他人。
先决条件:显形等级7,阴冷灵光*,不死身*。
赠礼:你能以柰准动作接触活物并强迫你的灵魂进入它的身体。若此接触攻击击中,目标必须成功通过意志豁免检定(DC=15+你的显形等级),否则被到占据术(Possession)OA的影响。你能据生物的分钟数等同你的显形等级。此时间不需要连续,但是必须以1分钟为使用单位。尝试失败消耗1分钟使用次数并使你的目标免疫你的恶意附身24小时。你的身体在你占据他人时无助,若它在恶意附身结束后被毁灭,你则死亡。你能在他人的身体中使用恶意附身来再次转移你的灵魂(按照施放占据术(Possession)的相同规则)。
污染:你的灵魂脱离了你的身体的束缚。在对抗监禁或以你的灵魂为目标时你双骰取低,例如魔魂壶(Magic jar)和锢魂术(Trap the Soul),以及对抗引导正能量。若你的hp低于0时,你的灵魂离开你的身体而你立即死亡。

死亡之主(Master of the Dead)
你能用你的死灵力量操纵死尸。
先决条件:显形等级6,痛苦之触,死亡爱抚*。
赠礼:你能随意以类法术能力施放操纵死尸(Animate Dead),CL=你的角色等级。你必须提供材料成分,而且每转化1个生物使你受到2点魅力流失。若魅力流失被移除或避免,转化的生物立即被毁灭(若魅力流失没有完全移除则由你选择那生物被毁灭)。反之而言,当该生被毁灭时你立即移除该魅力流失。你仍必需遵守操纵死尸的通常HD限制。
污染:你的情绪几乎已成为历史。你不能受益于士气加值或吟游表演。

死灵学问(Necromantic Knowledge)
你对死灵学派有不一样的洞察。
先决条件:显形等级2,有施法能力。
赠礼:你从术士/法师法术列表和增加1个死灵学派法术至你的法术书、魔宠、准备法术或已知法术列表。此法术必须是你能施放的法术环位。如此得到的法术被视为处于你的职业法术列表中。若正常情况下你从术士/法师列表施放法术,你则从牧师/女巫法术列表中增加1个死灵学派法术。
污染:你施放任何非死灵学派法术如同CL少1,这可能防止你完全施放该法术。(You cast any spell from a school other than necromancy as though your caster level were 1 lower, which might prevent you from casting the spell altogether. )
特殊:你能多次得到此显形。每次你获得此赠礼时,你获得不同的死灵学派法术,而每次你承受污染时,罚值叠加。
 

剧透 -   :
Lich
Your attempt to transition into unlife has gone horribly awry and your soul is trapped. Lich corruption also works for becoming another sort of corporeal undead (except ghouls and vampires, which have their own corruptions).
CATALYST
This corruption originates from an unsuccessful attempt at lichdom. You might have lacked sufficient power or used a flawed phylactery. If you’re not a spellcaster, you could have been an innocent bystander or become corrupted upon destroying a particularly powerful lich’s phylactery.
Progression
Lich corruptions are rarely stable, and cause incredible mental and physical strain. Whenever you fail a saving throw against a necromancy effect, learn how to cast a new spell or spells, or are exposed to 25 points of negative energy damage or more from a single source (whether it heals or harms you), you must succeed at a Fortitude save (DC = 15 + your manifestation level) or become spiritually disjoined. You also need to make a saving throw whenever anyone successfully casts the death ward spell on you. After a failed save, your spirit and body disconnect, leaving your corporeal form helpless and your mind trapped within the Negative Energy Plane. This state lasts for 1 hour per manifestation level; if you are killed during this time, you rise 24 hours later as a wraith under the GM’s control.
Corruption Stage 1: The first time you recover from this disconnected state, you return diminished, taking a permanent –2 penalty to your Charisma score, and your alignment shifts one step toward evil.
Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you take an additional –2 penalty to your Charisma score.
Corruption Stage 3: The third time this happens, you die and your soul is consumed by the Negative Energy Plane. You can’t be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM’s control.
Removing the Corruption
Curing lich corruption requires great acts of purification, such as being exorcised by a powerful cleric, bathing in sacred springs, or creating a phylactery of your own into which to expel the lich corruption.
MANIFESTATIONS
The following are manifestations of the lich corruption.
Agonizing Touch
Your touch racks the living with pain.
Prerequisites: Manifestation level 4th, death’s caress*.
Gift: Once per day per manifestation level, you can make an agonizing touch as a standard action. A living creature hit by this touch attack must succeed at a Fortitude save or be staggered for a number of rounds equal to 1/2 your manifestation level.
Stain: Both of your hands wither to nearly skeletal appendages, and your emotions dim towards the coldness of undeath. You take a –2 penalty on attacks with manufactured weapons. Your spells with somatic or emotion (Occult Adventures 144) components have a 5% failure chance. This stacks with any spell failure chances you incur from other sources.
Bleak Aura
Entropy seeps from your body.
Prerequisites: Manifestation level 4th, deathless*.
Gift: Any living creature that ends its turn adjacent to you takes 1 point of negative energy damage for every 2 manifestation levels you have.
Stain: Animals are startled by your presence, worsening their starting attitudes toward you by one step. Any animal companion you have abandons you when you acquire this stain. Whispering voices fill the air around you, begging for release or cursing your existence. Any creature that succeeds at a DC 20 Perception check can hear these whispers, which might alert it to your presence if you’re using Stealth.
Cadaver’s Countenance
Your body takes on a deathly likeness.
Gift: You gain a +1 natural armor bonus to your AC and a +2 bonus on saves against mind-affecting effects.
Stain: Your flesh tightens, turning corpselike and gray as your body rots. You take a –2 penalty to your Constitution.
Deathless
You are inured to negative energy.
Gift: You gain a +2 bonus on saving throws against spells and effects that work only on living creatures.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.
Death’s Caress
Your touch drains the warmth of life from others.
Gift: You can make a touch attack as a standard action that deals cold damage equal to 1d4 + your manifestation level.
Stain: The flesh from one of your hands rots away, leaving it a blackened, skeletal claw. Spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Greater Cadaver’s Countenance
You become emaciated and nearly skeletal.
Prerequisites: Manifestation level 4th, cadaver’s countenance*.
Gift: You gain cold resistance 5 and DR equal to 1/2 your manifestation level that is overcome by bludgeoning damage.
Stain: You take an additional –2 penalty to your Constitution score and are affected by spells and abilities (including bane and favored enemy) as if your creature type were undead. This doesn’t grant you the immunities of undead creatures, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Malevolence
You can wrench your soul from your body to possess another.
Prerequisites: Manifestation level 7th, bleak aura*, deathless*.
Gift: You can touch a living creature as a standard action and force your soul into its body. If hit by this touch attack, the target must succeed at a Will save (DC = 15 + your manifestation level) or be affected by possessionOA. You can possess creatures for a number of minutes per day equal to your manifestation level. These minutes don’t need to be used consecutively, but must be spent in 1-minute increments. A failed attempt costs 1 minute of use and renders your target immune to your malevolence for 24 hours. Your body is helpless while you possess another creature, and if it is destroyed you die when the duration of malevolence ends. You can use malevolence while in another creature’s body to transfer your soul again (following the same rules for casting possession while in a body that’s not your own).
Stain: Your spirit is untethered from your body. You roll twice and take the lowest result on saves against spells that imprison or target your soul, such as magic jar and trap the soul, as well as against positive energy effects. If you drop below 0 hit points, your soul leaves your body and you instantly die.
Master of the Dead
You can animate the dead with your necromantic power.
Prerequisites: Manifestation level 6th, agonizing touch*, death’s caress*.
Gift: You can cast animate dead at will as a spell-like ability with a caster level equal to your character level. You must provide the material components, and you take 2 points of Charisma drain for every creature you animate. If the drain is removed or you avoid taking it, the animated creature is immediately destroyed (you choose which creatures are destroyed if some but not all drain is removed). Conversely, the Charisma drain from animating a creature is instantly removed when that creature is destroyed. You still must abide by the usual Hit Die limits of animate dead.
Stain: Your emotions are nearly a thing of the past. You can’t benefit from morale bonuses or bardic performances.
Necromantic Knowledge
You have gained unusual insights into necromancy.
Prerequisites: Manifestation level 2nd, ability to cast spells.
Gift: You can add one necromancy spell from the sorcerer/ wizard spell list to your spellbook, familiar, or list of spells you can prepare or to your spells known. This spell must be of a level you can cast. A spell learned in this fashion is treated as though it were on your class spell list. If you normally cast your spells from the sorcerer/wizard spells list, you can add a necromancy spell from the cleric or witch spell list instead.
Stain: You cast any spell from a school other than necromancy as though your caster level were 1 lower, which might prevent you from casting the spell altogether.
Special: You can gain this manifestation multiple times. Each time you gain the gift, you gain a different necromancy spell, and each time you gain the stain, the penalties stack.

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due