挖坟,由于魔法学校、行会、秘密结社都翻译全了,就是没有修道院。
于是自己渣翻了一下。看一下学院派和野路子的区别。
修道院(Monastery)
虽然神祗的教导通常在教堂(churches)和祈祷室(chapels)中进行,但是在内海的修道院的围墙内,许多神术(divine magic)真正的奥秘被传授给那些在信仰中寻求更多东西的人们。
随着修道院的学生提高他们的名望(fame),他们能得到以下奖励。请注意,被授予的修士(friars)或长老(elders)等实际头衔因教堂而异——被用于此处的这些头衔是作为表示修道院中地位较低或较高职位的通用名称。
医护通道(5点名望):只要你在一个教堂(church)或修道院(monastery)中休息并侍奉你的神,你以及等同于你名望值(Fame score)除以5数量的盟友可以免费获得魔法治疗(magical healing)。当你使用这项能力时,你和你的盟友整晚治疗等同于你的名望值(Fame score)的伤害(这种治疗通常来自这座建筑物里低级别祭司的引导能量以及治疗轻伤cure light wounds)。你每周可以获得此收益的次数等同于你的名望值(Fame score)除以10(至少1次)。
修士(20点名望):作为教堂被信任的成员,你可以在教堂以10%的折扣购买药水、卷轴和魔杖。
死而复生(35点名望):你的名望(fame)已经达到了一个程度,当你向你某些教会点中请求一个死者复活(raise dead)法术时,其费用免费。这可以被用于一位在战斗中倒下的值得信赖的盟友、一位受人喜爱的NPC、甚至是你自己。一旦你使用了这项收益,你必须为你教会之后的死者复活(raise dead)或其他复活效果支付正常的费用。
长老(50点名望):你在你的修道院中很受尊重。你不需要付学费了。每到缴学费的时候,你得到同额的金币作为薪水。
修道院(Monasteries)
每种教会都在整个内海地区保留众多修道院(monasteries),尽管其中一些修道院可以说相当有效,但是它们倾向于避免其他魔法学校追求的举止和荣誉。出于在决定某地区有哪些教会的修道院的目的上,你可以设定在内海世界指南(Inner Sea World Guide)中的任何地区都有该地区宗教条目中所列的神祗的修道院。虽然存在20位核心神祗以外神祗的修道院但是此处并未列出。你可以使用下列范例作为指导,为其他教会开发特定的奖励。
修道院(Monastery)
教会信徒的学习圣地。
地址:各地(varies)
=入院资格=
入院费用:50GP
入院测试:DC14的知识(宗教)检定
学费:50GP/学期
=教育方针=
教育检定:医疗、知识(任意)、语言学、法术辨识
学期:6个月
退学:连续四次教育检定失败
=固定差事=
圣战(+1名望值):每学期一次,如果你成功的以教会的名义完成一件神圣的使命(由GM决定),你的名望值提高1。
=奖励=
神恩(Divine Boon):除了为所有学生提供的通用奖励(见第27页侧边栏),每种修道院都会提供与特定宗教密切相关的特定奖励。以下所列的是内海地区每位核心神祗的奖励。
阿巴达尔(Abadar)(3信誉值):你获得了文明的祝福,一种当你处于一座特定的城市时增强数项技能的仪式。当你获得这项奖励时,选择一个定居点。你处于这座城市内做出的唬骗(Bluff)、交涉(Diplomacy)、和知识(地方)(Knowledge,local)检定上获得+2环境加值(circumstance bonus)。你可以多次获得这种收益,并每次应用于一座不同的城市。
阿斯莫迪尔斯(Asmodeus)(5信誉值):你可以得到一位你所选择的专业奴隶的服务。该恩惠本质上是给予你一个等同于你名望值(Fame score)除以5天数的临时团队。请与你的GM一起决定你的临时团队的数据。
卡莉斯翠(Calistria)(5信誉值):你要经历100次钉刺(Stings)的仪式,在那里你要忍受数只神圣的黄蜂1小时蜂吻,在此期间你受到1d6点体质伤害。你获得恐吓(Intimidate)和隐匿(Stealth)作为本职技能(class skills)、每日1次将易容术(disguise self)作为类法术能力(施法者等级等于你的角色等级)、或者永久的在对抗毒素的豁免骰上获得+2抗力加值(resistance bonus)。你可以接受该仪式3次,每次选择一项不同的收益。
凯登.凯连(Cayden Cailean)(5信誉值):你经历了醉酒的挑战,沉溺酒精的消耗以及越来越羞耻的体育比赛长达一周。在挑战结束时,您将获得“蜜酒兄弟”或“蜜酒姐妹”的称号,并获得健壮(Toughness)作为奖励专长。
黛丝娜(Desna)(2信誉值):通过在对黛丝娜来说是神圣的地方祈祷,然后在满月期间睡眠于此,你获得了天体的恩典。此后,当你进行1次d20骰时,你可以重骰该结果。你必须承受第二次投骰的结果。一旦你使用了天体的恩典,你必须重复该仪式(并花费2信誉值)以重新获得天体的恩典。
埃拉斯蒂尔(Erastil)(5信誉值):你的训练使你能擅长进行成功而非凡的弓箭射击。当你使用一把弓(bow)时,你获得远距射击(Far Shot)专长。如果你已经拥有该专长,你在用弓(bow)攻击且超过1个射程增量时,攻击检定获得+2表现加值(competence bonus)。
古拉姆(Gorum)(4信誉值):你获得了铁器的视觉,在其中你在一个铁制物品上瞥见了古拉姆的映像(可能是一套盔甲或金属武器)。下一次你的生命值降低到0以下时,你会立即恢复2d8+3点伤害。一旦发生这种情况,你可以再花费4信誉值以获得该能力另一次的使用权。
哥兹莱(Gozreh)(6信誉值):你获得了荒野得祝福。选择一种地形(按游侠偏好地形能力决定)。你在该地形内进行得知识(自然)、察觉、和生存检定获得+2环境加值(circumstance bonus)。你可以多次获得此好处,每次将其应用于不同类型的地形。
艾奥梅黛(Iomedae)(5信誉值):当你穿着全身甲并持有长剑和盾牌时,你获得后继者得恩典。这带给你在所有影响心灵的豁免骰上+2神圣加值(sacred bonus)。
义洛理(Irori)(4信誉值):你获得完成内心焦点的能力。每日1次以一个迅捷动作(swift action),你的内心焦点在任何攻击骰上获得+1洞察加值(insight bonus)。如果你有任何1点气(比如由武僧等级授予的),你获得额外1点气,并且以一个迅捷动作(swift action)花费1点气可以每天多次激活内心焦点。
拉玛什图(Lamashtu)(3信誉值):你要经历七疤仪式(Ritual of Seven Scars)的折磨,并永远给你自己烙印上吓人的印记。你将对恐吓专精,并在任何由你创造的恐惧效果的豁免DC上获得+1加值。
内希斯(Nethys)(2信誉值):你被教授了奥能控制的秘语。你在任何专注检定上获得+2加值。
诺格巴(Norgorber)(5信誉值):你的训练授予你下毒(poison use)能力,按照刺客信誉等级能力。
法莱斯玛(Pharasma)(5信誉值):每周1次,你可以向招魂者(psychopomps)祈祷——在护送灵魂去骨园(Boneyard)方面援助的心灵——在死亡不超过10分钟生物的尸体上做超自然标记。如果该生物在不超过24小时内恢复生命,则不会作为复活的一部分获得负向等级。
拉瓦古格(Rovagug)(4信誉值):你特别擅长毁灭性打击,并在确认重击的所有骰中获得+2亵渎加值(profane bonus)。当你用一把双手武器(two-handed weapon)对一个物体造成伤害时,你忽略2点该物体的硬度。
莎伦莱(Sarenrae)(7信誉值):你获得每日等同于你的名望值(Fame score)除以10次数的治疗轻伤(cure light wounds)作为类法术能力。
纱琳(Shelyn)(7信誉值):你获得每日1次施展鹰之威仪(eagle’s splendor)作为类法术能力的能力(施法者等级等于你的角色等级)。
托拉格(Torag)(3信誉值):你在修道院获得了进入一个受祝福的铁匠铺的权力。当你在该铁匠铺里制造任何金属制盔甲或武器(魔法及其他)时,你在任何工艺或法术辨识检定上获得+5神圣加值(sacred bonus)。该物品的制造时间减半。
厄加图娅(Urgathoa)(5信誉值):你接受了苍白低语的仪式(Ritual of Pallid Whispers)并且获得负能量亲和(negative energy affinity)能力——负能量与正能量会如同你是一个不死生物一般影响你。
【速查】:负能量亲和 (Negative Energy Affinity, Ex):该生物是活着的,但是它靠负能量治愈自己、并且会被正能量伤害,如同它是不死生物一般。
宗-库山(Zon-Kuthon)(4信誉值):你接受了阴影的拥抱(Embrace of Shadows),一个长达一周且饱含折磨与痛苦的仪式。当处于昏暗(dim light,又译低光或微光)时,你在所有基于魅力的检定上获得+2亵渎加值(profane bonus)。
Monastery
Though divine instruction is often handled in churches and chapels, it is within the walls of the Inner Sea’s monasteries that many of the truest secrets of divine magic are taught to those who seek something more in their faith.
As students of a monastery increase their fame, they gain the following rewards. Note that the actual titles granted to friars and elders varies according to church—these titles are used here primarily as generic terms to denote lowerand higher-ranking positions in a monastery.
Infirmary Access (5 Fame): As long as you are able to rest in a church or monastery dedicated to your deity, you and a number of allies equal to your Fame score divided by 5 can receive magical healing for free. When you use this ability, you and your allies heal damage overnight equal to your Fame score (this healing comes primarily from channeled energy and cure light wounds spells from low-ranking priests in the building). You can gain these benefits a number of times each week equal to your Fame score divided by 10 (minimum 1).
Friar (20 Fame): As a trusted member of the church, you may purchase potions, scrolls, and wands from the church at a 10% discount.
Back from the Dead (35 Fame): Your fame has reached a point where you can request a single raise dead spell from your church at some point free of charge. This can be for a trusted ally who fell in combat, a beloved NPC, or even for yourself. Once you use this benefit, you must pay normally for subsequent raise dead spells or other resurrection effects from your church.
Elder (50 Fame): You are highly regarded in your monastery. You no longer need to pay tithes for tuition. Every time you would normally pay tuition, you instead earn that amount of gold as your salary.
Monasteries
Every religion maintains monasteries throughout the Inner Sea region, and while some of these monasteries can be quite effective, they tend to avoid the posturing and glory-seeking that other magic schools pursue. For the purposes of determining what regions have monasteries to which deities, you can assume that any region in the Inner Sea World Guide features monasteries dedicated to the deities listed in that region’s religion entry. Monasteries to deities other than the 20 core deities exist but are not detailed here. You can use the examples below as guidelines for developing special awards for other religions.
Monastery
Sacred place of learning for the faithful of the church.
Location varies
REQUIREMENTS
Entrance Fee 50 gp
Entrance Exam DC 14 Knowledge (religion) check
Tuition 50 gp/semester
EDUCATION
Education Check Heal, Knowledge (any), Linguistics, Spellcraft
Semester 6 months
Flunk 4 consecutive failed Education checks
EXTRACURRICULAR TASKS
Crusade (+1 Fame) Once per semester, if you successfully undertake a holy mission in the church’s name (as determined by the GM), your Fame score increases by +1.
AWARDS
Divine Boon In addition to the standard awards available for all students (see the sidebar on page 27), each monastery offers a specific award closely tied to its specific religion. Awards for each of the core deities of the Inner Sea region are listed below.
Abadar (3 PP) You gain the Blessing of Civilization, a ritual that bolsters several skills while you are in a specific city. Pick a settlement when you gain this boon. You gain a +2 circumstance bonus on Bluff, Diplomacy, and Knowledge (local) checks made within that city. You may gain this benefit multiple times, applying it to a different city each time.
Asmodeus (5 PP) You gain the services of a specialized slave of your choice. This boon essentially grants you a temporary cohort for a number of days equal to your Fame score divided by 5. Work with your GM to determine stats for your temporary cohort.
Calistria (5 PP) You undergo the Ritual of 100 Stings, where you endure the kiss of several holy wasps for 1 hour, during which you take 1d6 points of Constitution damage. You gain Intimidate and Stealth as class skills, disguise self as a spell-like ability 1/day (caster level = your character level), or a permanent +2 resistance bonus on saving throws against poison. You may undergo the ritual three times, selecting a different benefit each time.
Cayden Cailean (5 PP) You undergo the Gauntlet of Inebriation, a week-long debauch of alcohol consumption and increasingly humiliating athletic contests. At the end of the Gauntlet, you gain the title “mead brother” or “mead sister” and receive Toughness as a bonus feat.
Desna (2 PP) By praying at a location sacred to Desna and then sleeping at that site during the full moon, you gain the Grace of the Spheres. At any one point thereafter when you make a d20 roll, you can choose to reroll that result. You must take the result of that second roll. Once you use your Grace of the Spheres, you must repeat the ritual (and spend 2 PP more) to regain the Grace of the Spheres.
Erastil (5 PP) Your training has made you adept at successfully making extraordinary bow shots. When using a bow, you gain the Far Shot feat. If you already possess this feat, you gain a +2 competence bonus on any bow attack made at more than one range increment.
Gorum (4 PP) You receive the Vision in Iron, in which you catch a glimpse of Gorum’s reflection in an iron object (likely a suit of armor or metal weapon). The next time you are reduced to fewer than 0 hit points, you are immediately healed of 2d8+3 points of damage. Once this occurs, you can spend another 4 PP to gain another use of this ability.
Gozreh (6 PP) You gain the Blessing of the Wild. Select a terrain (as defined by the ranger’s favored terrain ability). You gain a +2 circumstance bonus on Knowledge (nature), Perception, and Survival checks made within this terrain. You may gain this benefit multiple times, applying it to a different terrain type each time.
Iomedae (5 PP) You gain the Inheritor’s Grace whenever you are clad in full plate and carry a longsword and shield. This grants you a +2 sacred bonus on all mindaffecting saving throws.
Irori (4 PP) You gain the ability to achieve inner focus. Once per day as a swift action, your inner focus grants a +1 insight bonus on an attack roll. If you have any ki points (such as those granted by monk levels), you gain 1 bonus ki point and can activate your inner focus multiple times per day by spending 1 ki point as a swift action.
Lamashtu (3 PP) You undergo the torturous Ritual of Seven Scars, in which you permanently brand yourself with intimidating marks. You become specialized in Intimidate, and gain a +1 bonus to the save DC of any fear effect you create.
Nethys (2 PP) You are taught secret words of arcane control. You gain a +2 bonus on all concentration checks.
Norgorber (5 PP) Your training has granted you the poison use ability, as per the assassin prestige class ability.
Pharasma (5 PP) Once per week, you can pray to psychopomps—spirits that aid in escorting souls to the Boneyard—to supernaturally mark the body of a creature that died within the last 10 minutes. If the creature is restored to life within the next 24 hours, it does not gain a negative level as part of coming back to life.
Rovagug (4 PP) You are particularly good at striking devastating blows, and gain a +2 profane bonus on all rolls made to confirm critical hits. When you strike an object to damage it with a two-handed weapon, you ignore 2 points of that object’s hardness.
Sarenrae (7 PP) You gain the ability to cast cure light wounds as a spell-like ability (caster level equals your character level) a number of times per day equal to your Fame score divided by 10.
Shelyn (7 PP) You gain the ability to cast eagle’s splendor once per day as a spell-like ability (caster level equals your character level).
Torag (3 PP) You gain access to a blessed forge at the monastery. You gain a +5 sacred bonus on any Craft or Spellcraft checks made when building any metal armor or weapon (magical or otherwise) with the forge. The item’s construction time is divided by half.
Urgathoa (5 PP) You undergo the Ritual of Pallid Whispers and gain the negative energy affinity ability—negative and positive energy affect you as if you were undead.
Zon-Kuthon (4 PP) You undergo the Embrace of Shadows, a week-long ritual involving torture and painful bondage. You gain a +2 profane bonus on all Charisma-based checks when in dim light.