作者 主题: 【AG】地狱骑士(Hellknights)  (阅读 97549 次)

副标题: 秩序的尖兵—地狱骑士团

离线 墨叶

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【AG】地狱骑士(Hellknights)
« 于: 2018-02-14, 周三 06:22:45 »
地狱骑士(Hellknights)

地狱骑士
绝对秩序的冷酷执行者
活动范围: 地区(阿维斯坦(Avistan))
阵营: 根据骑士团而定(通常守序中立)
组织总部: 根据骑士团而定
价值观: 执行地狱骑士的戒律;
    锁链骑士团(the Order of the Chain):致力于追捕逃亡的罪犯;
    界门骑士团(the Order of the Gate):处理和防范禁忌知识造成的动乱;
    神爪骑士团(the Order of the Godclaw):狂热的遵从于信仰;
    尖钉骑士团(the Order of the Nail):为文明的边界开疆扩土,狩猎未开化的蛮族部落;
    焚烧骑士团(the Order of the Pyre):猎杀异端和邪教徒;
    刑架骑士团(the Order of the Rack):负责销毁禁忌的知识;
    笞鞭骑士团(the Order of the Scourge):执行对犯罪者和堕落者的审判。
目的: 粉碎所有的混乱和非法行为,并传播他们的理念。
盟友: 阿斯莫迪斯信徒(Asmodeans);阿巴达尔信徒( Abadarans);其他秩序理念的追随者;合法政府
敌人: 所有违法者和反叛者;其他根据骑士团而定
宿敌: 根据骑士团而定


这群可怕的地狱骑士是内海最为臭名昭著的雇佣军。
这些最初成立于切里亚斯的冷酷铁骑以地狱骑士之名踏遍了世界的每一个角落以传播和践行他们的理念。 地狱骑士们认为,在这个绝望的时代,世界饱受重重围困的当下,任何仁慈和怜悯都是毫无意义的奢侈品;他们期望他们的敌人-包括所有混乱的制造者,无政府主义者,强盗,或是自由斗士-在世上越少越好。
尽管伴随着地狱骑士们的是旁人的误解和偏见,但他们从来不是地狱的盟军亦或是仆从;而事实上,‘地狱骑士’这个名号和他们的戒律由来已久,甚至远早于斯戎(Thrune)-这个依靠卑劣手段崛起于切里亚斯(Cheliax)的统治者家族。话虽如此,这批秩序铁骑也乐于借用这地狱一般的恶名来折磨敌人并巩固他们的秩序。每一名地狱骑士都是在和炼狱居民的战斗中磨练出来的精锐-地狱的血腥熔炉将他们锻造成了牢不可破且无所畏惧的秩序执行者。
虽然地狱骑士堪称秩序典范,但他们严格执行的是属于他们自己的戒律,而不是那些会被官员们篡改牟利或是可能向民主妥协的地方法律。有时,受困于动乱的政府会以雇佣兵的方式雇佣一个地狱骑士团,在为骑士团提供了充足报酬之后,这些冷酷的骑士会在当地按照骑士团的戒律处理纠纷,粉碎混乱,维持秩序。假如一名地狱骑士的任务会和地方(权威)当局的立场发生一些冲突,那么她会尽可能的在法律裁定的范围内让步,但绝对不会向地方当局妥协并放弃执行她的使命。
除了地狱骑士普遍拥有的价值观外,每个地狱骑士团都有着独属自己的理念和行事手段。主要的规章和执行的领域如下文所示。


执棒官 达西恩·雷恩(Lictor Darcyne Wrens)(守序中立 女性 人类 术士10/地狱骑士1)
达西恩·雷恩最近才被晋升为刑架骑士团的执棒官,但这项任命遭到了团内一些人沉默的抵制和审视,毕竟纵观骑士团的历史,一名施法者执棒官仍是十分罕见的。虽说达西恩十分积极于证明她的价值以消除其他人对她的质疑,但她既无法平和的(抱有显而易见的蔑视)对待那些天赋平平的施法者,也缺乏对法师和其他“奥术盗取者”的尊敬,因此并没有如愿在组织中获得应得的声望。但不论成员们对她的异议,新晋执棒官雷恩都确实的以全新的热情投入到了骑士团的事业之中。燃烧“禁忌”文献所生成的浓烟仍在不断从骑士团的总部-瑞瓦德堡垒的塔楼上袅袅升起。
执棒官 赛维“骨爪”迪威里(Lictor Severs“Boneclaw”DiViri)(守序邪恶 男性 人类 战士4/游荡者2/地狱骑士4)
迪威里对“地狱骑士”的事业充满了热诚,凭借他天赋异凛的交涉能力弥补了在策略和战斗方面的缺陷。虽然他相当瞧不起(蔑视)瓦瑞希安王国-尖钉骑士团定居了数十年的国家-的某些政策和国情,但为大局计,未曾表现出类似的看法。为了缓和这份挫败和烦躁感,迪威里多次迁怒于灰烬之地的休盎提部落(Shoanti tribes of the Cinderlands),对他们发起毁灭性的袭击和屠杀,近乎波及到了瓦瑞希安南部的切利亚斯殖民地边疆。作为报应,或许是来自于休盎提部落对施暴者的小小诅咒,迪威里的手部因为不明原因被褪去了层层血肉,仅残留下骷髅般的手爪。
执棒官 托伦·维多克(Lictor Toulon Vidoc)(守序中立 男性 人类 战士4/游荡者2/地狱骑士10)
笞鞭骑士团的执棒官托伦·维多克是个外表充满文雅魅力的完美主义者,正漫步于切利亚斯皇家法院的前庭。虽然他对所谓的政治殊无好感,但还是经常需要为地狱骑士们辩护并维持骑士团的主张-近乎所有的骑士团都受其恩惠。执棒官维多克必须在确保地狱骑士独立性的同时,还要巧妙的周旋与贵族和皇室之间,并避开所有威胁到骑士团地位的阴谋算计。最近,一份情报指出了盗贼工会有着死灰复燃的迹象,这难免让维多克陷入两难的境地。事物过于繁杂的维多克只能先命令线人们谨慎开始进一步的情报搜集,而本人则继续待在切利亚斯的核心地点维护他以及地狱骑士们的合法权益。


剧透 -  原文:
HELLKNIGHTS
Merciless Enforcers of the Law
Scope regional (Avistan)
Alignment varies by order (typically LN)
Headquarters varies by order

Values enforcement of Hellknight law; order-specific values (the Order of the Chain imprisons fugitive sand criminals; the Order of the Gate seeks to prevent disorder through arcane means; the Order of the Godclaw values religious obedience; the Order of the Nail pushes civilization over barbarism; the Order of the Pyre hunts heretics and pagans; the Order of the Rack destroys dangerous lore; the Order of the Scourge fights corruption and crime)
Goals crush chaos and lawlessness, spread their ideals
Allies Abadarans; Asmodeans; followers of other lawful faiths; lawful governments
Enemies lawbreakers and rebels; varies by order
Rivals varies by order
the fearsome Hellknights are among the most notorious mercenary orders of the Inner Sea.

While they originate in Cheliax, the grim, heavily armored knights travel to the corners of the world to pursue their targets in the name of order. To the Hellknights, mercy and kindness are luxuries that a world under siege cannot afford. Their enemies—which include all bringers of disorder, be they anarchists, bandits, or freedom fighters—can expect precious little of either.

Numerous misconceptions surround the Hellknights. Despite what many believe, they are neither servants nor allies of Hell; indeed, the Hellknight name and ethos predate the rise of diabolism in Cheliax with the ascension of the wicked House Thrune. Instead, the Hellknights seek to wield Hell’s intimidating reputation as a realm of both torment and peerless order. Each Hellknight is tempered by battle with the denizens of Hell—an infernal crucible that forges them into unbreakable and implacable enforcers of order.

While they are paragons of lawfulness, Hellknights are not stringent enforcers of local laws; the law they prioritize is their own, untainted by corrupt officials or democratic compromises. On occasion, governments beset by chaos contact a Hellknight order with an offer of mercenary employment, simultaneously filling the grim knights’ coffers and permitting them to enforce their law unchallenged. In cases where a Hellknight’s mission draws her into conflict with local authority, she works within the law to the extent she can, but accepts no compromises in pursuit of her mission.

In addition to these universal aspects of Hellknight philosophy, each Hellknight order has its own ideals and a specific form of disorder it seeks to combat. The major orders and their areas of concern are as follows.

Lictor Darcyne Wrens (LN female human sorcerer 10/Hellknight† 1): Darcyne Wrens’s recent promotion to the position of lictor of the Order of the Rack has been met with some quiet disapproval from others in the order, as it is unusual for a spellcaster to assume such a role. While Darcyne has worked zealously to quell any question of her worthiness, her disdain for spellcasters who lack inborn talents for magic is obvious, and her lack of respect for wizards and other so-called “arcane thieves” hasn’t bolstered her popularity. Regardless of dissent, Wrens has committed herself and her order to their cause with new zeal. Smoke from the burning of “dangerous” writings now constantly rises over the towers of the order’s headquarters, Citadel Rivad.

Lictor Severs “Boneclaw” DiViri (LE male human fighter 4/rogue 2/Hellknight† 4): Intense and utterly committed to the Hellknight cause, DiViri’s inborn knack for tactics and warfare are complemented by his legendary talent for negotiation. While he never speaks openly about his personal feelings, he disdains the frontier nation of Varisia, where the Order of the Nail has been located for decades. DiViri has made an art of taking out his frustration in numerous devastating raids and massacres against the Shoanti tribes of the Cinderlands. These attacks go beyond defending the Chelish settlers of Southern Varisia. Instead, each is a small vengeance, retribution for the Shoanti curse that left the lictor’s hand a skeletal claw.

Lictor Toulon Vidoc (LN male human fighter 4/rogue 2/Hellknight† 10): Charming and urbane, the lictor of the Order of the Scourge treads the perilous halls of Cheliax’s royal court. While he despises politics, the lictor frequents the court to defend and advocate for Hellknights—those of all orders, not merely his own. Lictor Vidoc fiercely protects Hellknight independence, artfully resisting the poisonous promises of courtiers and crown alike. The lictor has recently received distressing intelligence pointing to a resurgence of the Council of Thieves. Too busy to follow up on such rumors, Lictor Vidoc has put out a discreet call for independent agents to investigate further, so that he can maintain his presence at the heart of Cheliax’s government.]
« 上次编辑: 2024-03-24, 周日 16:56:06 由 墨叶 »

离线 墨叶

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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #1 于: 2018-02-14, 周三 06:23:27 »
地狱骑士的位阶
地狱骑士首先是军事性组织,因此他们共享一套位阶系统标识每个人的技能,经验,以及执行骑士团任务时的优秀程度。
执棒官:地狱骑士团的领导者。
执书官:地狱骑士团学者型的领导者(很少使用)。
捧剑官:地狱骑士团的战斗指挥官,仅次于执棒官。
副执书官:地狱骑士团持节士的领袖。
副执棒官:地狱骑士团的官员。
持节士:地狱骑士团的奥术或神术施法者。
地狱骑士:地狱骑士团的普通士兵。
扈从:训练中的地狱骑士,或地狱骑士的扈从。


地狱骑士团的介绍

锁链骑士团:
这些赏金骑士致力于追捕逃脱的罪犯和法律规定下的流亡者,他们也经常受雇为某些政治犯的狱卒。
——锁链骑士团相信,一个人靠着站在别人的背上向上爬。逃亡的奴隶,罪犯和契约劳工是他们最喜爱的猎物,但自由战士,革命者,以及——从比较积极的角度讲——想要逾期使用奴隶的奴隶主都会引来这些身披锁链的地狱骑士的注意。和其他骑士团不同,锁链骑士团很少处决违背其规章的人,他们或是把猎物送回他们应该囚禁的地方,或是把他们转卖为奴隶,或是永久地关押在寇兰汀城外峭壁上的骑士团监狱总部格西拉德斯卡城里。掌剑官玛迪诺斯以前曾经是骑士团奥斯里昂出身的执棒官乌洛·阿多姆的奴隶,他以亲身经历证明,一个人可以通过服从社会秩序达到高位。


徽章:缠绕着锁链的拳头
组织总部:西拉德斯卡堡(Citadel Gheradesca),临近科伦庭(Corentyn)
首领:执棒官乌洛·阿多姆(Lictor Uro Adom)(守序中立 人类男性 战士5/地狱骑士7)
组织成员:守卫,侦探(sleuths),追踪者,违法行为的受害者
战甲特征:锁和链条,带有镣铐的金属护手,囚犯面具样式的铁质头盔。
偏好武器:链枷
洗礼:使用锁链用力紧固你的四肢。你在卸武,擒抱或是绊摔敌人的战技检定上获得+2额外加值。

恩典
1.逮捕(Taken Alive,特异能力):你是追逐和逮捕猎物的专家。你用链枷造成非致命伤害时不受攻击减值,此外,当你完成你的洗礼仪式后,你可以专注于解析某个特殊个体。在接下去24小时中,你在针对目标人物的察觉,察言观色和生存检定中获得+4额外加值,适用于注意关联情报,看穿伪装,质询位置,跟踪或是其他类似场合。
2.识破伪装(Pierce Disguise,类法术能力):多疑的你对任何人都抱有戒心和怀疑,而你的谨慎小心让你能察觉到一些被隐藏的事物。你可以以类法术能力施展真知术(true seeing),每天可持续的分钟数等同于角色等级一半。这些分钟数不必连续,但每次使用至少会消耗一分钟。
3.真实之力(True Identities,超自然能力):几乎没有人能在你面前隐藏真实的自己。你在识破幻术(disbelieve illusions)的意志检定中获得+4额外加值。每天3次,当你成功识破一个非瞬间效果的幻术后,你可以通过一个自由动作消除这个幻术。这被视为目标性的驱散效果,效果等同于只针对幻术的解除魔法(dispel magic)。施法者等级等同于你的角色等级。

锁链的信条
锁链骑士团的地狱骑士们重视社会的秩序,充满责任感,寻求并致力于根绝无政府主义者和逃亡罪犯。他们是声名远扬的无情猎手,无休止的追捕逃亡至世界各地的违法分子。这些严谨的地狱骑士们会一丝不苟的统计每个被逮捕归案的罪犯,杜绝错漏;同时不会对任何逃亡罪犯网开一面。锁链骑士们相信每个人在社会中都是独一无二的,有着只属于他们的角色和职责。
锁链骑士团奉行以下信条;
·我将根除所有妨碍文明进步发展之敌。
·我将秩序,国家和人民放在首位,不因私人原因有所疑虑。
·我将根除人民的敌人,无论对方自认是敌是友。
·我将为我的猎物和俘虏负责,管理他们的行为,生活或是死亡。
·我将严守立场,不对我的猎物和俘虏报以怜悯或压迫。
·我将不惜一切代价维护秩序;我等先为狱卒,然则为判官。

剧透 -  法术速查:
真知术 (True Seeing)
学派              预言系
环位              炼金术师 6, 牧师/先知 5, 德鲁伊 7, 审判者 5, 魔战士 6, 术士/法师 6, 召唤师 5, 女巫 6
领域              知识领域 5
施法时间       标准动作
成分              语言, 姿势, 材料 (价值250gp的眼药膏)
距离              接触
目标              接触到的生物
持续时间       1分钟/等级
豁免              意志, 通过则无效 (无害)
法术抗力       可 (无害)
  你赋予受术者以看到事物真实面目的能力。受术者可以看穿普通和魔法的黑暗,注意到被魔法隐藏的暗门,看到受‘朦胧术 (blur)’或‘移位术 (displacement)’效果影响的物体或生物的真实位置,看到隐形的生物或物体,看穿幻术,看出变形 (polymorphed)、转变 (changed)、或变化 (transmuted) 事物的真实样貌。受术者可以看到灵界位面 (但看不到异次元空间)。真知术可看穿的距离为120英尺。
  然而,真知术并不能透视固体。它不能起到X光视域或等效能力的效果。它无法看穿隐蔽,包括雾或类似情况造成的。它也不能看穿普通的易容、侦察到躲藏起来的生物或者注意到以普通方法隐藏的密门。此法术效果不能为其他魔法增强,所以不能透过<水晶球 (crystal ball)>使用真知术,也不能和‘锐耳术/鹰眼术 (clairaudience/clairvoyance)’合并使用。
剧透 -   :
Symbol hand wrapped in chains
Headquarters Citadel Gheradesca, near Corentyn
Leader Lictor Uro Adom (LN male human fighter 5/HellknightISWG 7)
Members guards, sleuths, trackers, victims of outlaws
Armor Features lock-and-chain design,manacle-like gauntlets, helms reminiscent of iron prisoners’ masks
Favored Weapon flail
Reckoning Crush your limbs with tightened chains. Gain a +2 bonus on combat maneuver checks when attempting to disarm, grapple, or trip opponents.

Boon
1: Taken Alive (Ex) You are an expert in hunting your quarry and capturing it alive. You take no penalty on attack rolls for using a flail to deal nonlethal damage. Additionally, while performing your reckoning, you can focus on understanding one specific individual. For the next 24 hours, you gain a +4 bonus on Perception, Sense Motive, and Survival checks that relate to noticing, seeing through the disguises of, interrogating others about the location of, or tracking that individual, or any activity directly related to doing so.
2: Pierce Disguise (Sp) You are suspicious of everyone, and your wariness grants you senses others do not have. You can use true seeing as a spell-like ability for a number of minutes each day equal to half your character level. These minutes do not need to be used consecutively, but they must be used in 1-minute increments.
3: True Identities (Su) You are not easily fooled by those who would hide their true natures. You gain a +4 bonus on Will saving throws to disbelieve illusions. Three times per day, when you successfully disbelieve an illusion that has a duration of longer than instantaneous (normally or using true seeing), you can attempt to dispel the illusion as a free action. Treat this as a targeted dispel, as per the spell dispel magic, but targeting only illusions and with your caster level equal to your character level.

界门骑士团:
在界门骑士团中,几乎每位地狱骑士都能配上三名地狱骑士持节士一起行动,他们使用地狱魔法来获悉和阻止大灾难的发生。
——与世隔绝的界门骑士团在梅娜多山脉的要塞总部安弗雷克城中用即使是其他地狱骑士团也有理由畏惧的方式和各种魔物进行交易。他们血色斗篷的持节士是普通地狱骑士团的三倍数量。界门骑士团还声称被赐予了异世界的知识,可以提前预见到极恶的犯行。当持节士的地狱仆从在世界其他地方横行无忌的时候,骑士团的成员则专注从异界中收集知识,以及防范未知的犯行。界门骑士团并没有执棒官,而是由永远带着面具的执书官吉奥达诺·托其亚领导。


徽章:从异界门(aswirling potal)中向外凝视的地狱之眼
组织总部:安弗雷克堡(Citadel Enferac),佩扎克东部(Pezzack)
首领:执书官吉奥达诺·托其亚(Vicarius Giordano Torchia)(守序邪恶 人类男性 法师11/地狱骑士2)
组织成员:魔鬼崇拜者,知识分子/学者,被放逐的异界后裔(planar-blooded outcasts),施法者
战甲特征:带有漩涡图案的头盔,深红色的长袍
偏好武器:匕首
洗礼:用小刀在身上蚀刻复杂的赎罪符号。对抗预言法术或是类法术能力的意志检定获得+4加值。

恩典
1.思维专注(Focus of Mind,超自然能力):你如同一名四级的地狱骑士持节士一般从职业表格中获得一种审视(assiduous gaze)能力。如果你已经拥有审视能力,你可以额外选择一个审视。除此以外,如果你并没有持节士面甲(signifer mask,有着同名职业能力),你将会获得一副面甲并可以如同地狱骑士持节士一般使用它。你必须在佩戴持节士面甲的时才能获得这个能力。
2.施法者甲胄(Armored Spellcasting,特异能力):你已经熟练掌握了穿戴地狱骑士战甲进行施法的方法。你可以忽视名字中带有“地狱骑士”护甲的奥术失败几率。
3.深度灵视(Unfathomable Gaze,类法术能力):你可以通过地狱骑士的特殊训练集中你的意识,并投射到一个类法术仪式上;这项行为会允许你收集到一些对实行你的使命至关重要的信息。每天一次,当你佩戴持节士面甲时,你可以以类法术能力施展灵视术(vision),施法者等级等于你的角色等级。不同于常规施法,你所接受的训练让你不会在施法后疲乏(fatigued)。
剧透 -  法术速查:
灵视 (Vision)
学派            预言系
环位           术士/法师 7, 女巫 7
施法时间    标准动作
  该法术的功能如同‘通晓传奇 (legend lore)’一般,但更快也更费力。你可以提出一个关于某人、某地或某物的问题,然后施展此法术。若你就在该物体或该人边上,或者就在问题中的地点,那么通过DC 20的施法者等级检定 (1D20+CL {最多+25}),你可以得到关于它的一个幻景。若仅仅知道该人、该物、该地的详细信息,则DC为25, 而且获得的信息是不完整的。若只是听到些传闻,并没有完整信息,则DC为30, 且只能得到含糊的信息。在法术完成后,你会疲乏。
剧透 -   :
Symbol infernal eye staring out from aswirling portal
Headquarters Citadel Enferac, east of Pezzack
Leader Vicarius Giordano Torchia (LE male human wizard 11/HellknightISWG 2)
Members devil worshipers, intellectuals, planar-blooded outcasts, spellcasters
Armor Features helm with a vortex-like pattern, crimson robes
Favored Weapon dagger
Reckoning Etch complex symbols of penitence into your flesh with a dagger. Gain a +4 bonus on Will saving throws to resist divination spells and spelllike abilities.
Boon
1: Focus of Mind (Su) You gain one gaze ability from the list detailed as part of the assiduous gaze class feature of the Hellknight signifer prestige class(Pathfinder Campaign Setting: Paths of Prestige 29). You can choose only a gaze that a Hellknight signifer could choose at 4th level. If you already have the assiduous gaze ability, you can select one additional gaze. Additionally, if you do not already have one, you receive the mask described in the prestige class’s signifer mask class feature (and also detailed on page 63), as well as the benefits of the Hellknight signifer prestige class’s signifer mask supernatural ability; you must be wearing a signifer mask to use this ability.
2: Armored Spellcasting (Ex) You have mastered the delicate and yet taxing art of casting spells in your Hellknight armor. You can ignore the spell failure chance of any armor with “Hellknight” in the name.
3: Unfathomable Gaze (Sp) You are able to focus your staunch Hellknight training into a spell-like ritual that allows you to glean information that could be vital to your mission of enforcing the law. Once per day, while wearing a signifer mask, you can use vision as a spell-like ability, treating your total character level as your caster level. Unlike casting the spell normally, you are not fatigued after this ability is complete, as your training allows you to shake off what might tire lesser individuals.

神爪骑士团:
他们被信仰所驱使,供奉于万神殿的五位秩序神祗-阿巴达尔,阿斯摩蒂斯,艾梅黛,义洛理和托拉格。
——五群制的神爪骑士团颂扬着五位守序神祗的美德和故事,但是受训者最终会变得和其中任何一名神祗的教条大相径庭。虽然神爪骑士团供奉阿巴达尔,阿斯摩蒂斯,艾梅黛,义洛理和托拉格,但其中究竟是哪位神祗赐予骑士团力量则无从得知;实际上,他们也有可能是由自己的信念获得的神力。当其他的地狱骑士团都是在用责任感和必要性来维持他们眼中的法律时,神爪骑士团靠着的是对宗教的狂热和一种认为世界的发展必须被带回正确道路上的信念。巧舌如簧的执棒官雷撒克·奥托从依丝雷德河源头的要塞总部鼎亚城传播着骑士团的钢铁教条,骑士团的牧师持节士和其他宗教系成员可以选择荣耀,守序,保护,力量和战争领域。


徽章:铁质五连星
组织总部:阿尔珀德尔山脉(Aspodell Mountains)中的鼎亚堡(Citadel Dinyar)
首领:执棒官雷撒克·奥托(Lictor Resarc Ountor)(守序中立 人类男性 战士4/牧师2/地狱骑士6)
组织成员:十字军战士,宗教狂热者
战甲特征:胸前带有爪形装饰,爪形臂铠和爪形的头盔
偏好武器:钉头锤
洗礼:用五尾鞭(five-tailed lash)鞭打自己。每当你受到守序神术施法者的治疗时,你可以每伤害/治疗骰额外回复1点。此外,你可以自由使用五种神的圣徽。

恩典
1.狂信(Pentamic Zeal,类法术能力):每天三次,你可以以类法术能力使用绝望术(bane),祝福术(bless),追人不倦(tireless pursuitAPG)或是狂怒(wrathAPG),你的有效施法等级等于你的角色等级。
2.不倦审判(Tireless Judgement,超自然能力):每天三次,你可以通过一个迅捷动作在攻击检定上获得+3神圣加值,在确认重击的判定上获得+6神圣加值。在20级时,你每天能使用四次本能力,并且加值增加到+4和+8,效果类似于审判者的正义审判(justice judgement)。如果你拥有审判能力,那么你每天可以额外使用3次正义审判(20级是四次),或者你可以在另一个审判上加上正义审判的效果,就如同双重或是三重审判一样。
3.五神之佑(Blessing of the Five,超自然能力):每天一次,通过一个标准动作,你可以以你为中心,挥动圣徽治疗30尺半径爆发范围内的所有生物,受到10d6点的生命值回复。你可以选定最多3个生物不受治疗效果影响。此外,假如这次治疗效果会将某个已死生物的生命值回复到体质负值以上,这个生物会复活并处于瘫痪状态。每次使用这个能力只能复活一名生物,并且被复活的生物在一天内获得一个负向等级。本能力不能被任何专长或其他能力强化或改变。
剧透 -   :
Symbol five-pointed iron star
Headquarters Citadel Dinyar, in the Aspodell Mountains
Leader Lictor Resarc Ountor (LN male fighter 4/cleric 2/HellknightISWG 6)
Members crusaders, religious zealots
Armor Features breastplate with clawlike vambraces, clawlike helm
Favored Weapon morningstar
Reckoning Flagellate yourself with a five-tailed lash.Whenever you are the target of a lawful divine caster’s spell that heals hit point damage, you heal 1 additional point per die rolled. Additionally, if you cast divine spells, you can use the holy symbols of Abadar, Asmodeus, Iomedae, Irori, and Torag interchangeably.
Boon
1: Pentamic Zeal (Sp) You can cast bane, bless, tireless pursuitAPG, or wrathAPG as a spell-like ability three times per day, with your effective CL equal to your character level.
2: Tireless Judgment (Su) Three times per day as a swift action, you can gain a +3 sacred bonus on attack rolls, and a +6 sacred bonus to confirm critical hits. At 20th level, you can use this ability four times per day, and the bonuses increase to +4 and +8. Otherwise, this functions as the inquisitor’s justice judgmentAPG. If you already have access to judgments, you can use the justice judgment three times per day (four times at 20th level) without it counting toward your daily uses, or you can add the justice judgment’s effects to another judgment without it counting as a second or third judgment.
3: Blessing of the Five (Su) Once per day as a standard action, you can brandish a holy symbol to heal all living creatures in a 30-foot-radius burst centered on you. Creatures in the area heal 10d6 points of damage. You can choose up to three creatures in the area that are not healed. Additionally, if a creature in the area has died within 1 round and this brings its hit point total to a negative amount less than its Constitution score, the creature returns to life and stabilizes. This ability can only revive one creature per use, and a revived creature gains a temporary negative level that lasts for 1 day. This ability cannot be modified using any feats or other abilities that affect channeled energy.

尖钉骑士团:
总部位于瓦瑞希安,尖钉骑士团主持着对未开化蛮族-从贝尔克泽恩兽人到休盎提和瓦瑞希安人-的侵略。
——唯一把总部设在切利亚斯帝国以外的地狱骑士团,尖钉骑士团在二十六年前迁到接近科瓦萨的麦德斯宾山维拉德城中。骑士团的成员执着地猎杀着盗匪和蛮族,他们的行动常常和当地法律机构相吻合,但他们禁忌的行事方法常常会让地方执法者感到不安。执棒官塞维·骨手·迪维里——他的名字来自为掩饰被火焰烧焦的左手而佩戴的特殊护手——指挥着骑士团,而且被证明在他的地狱骑士前来寻求帮助时非常开通。


徽章:紧凑的钉子组成的日轮
组织总部:维拉德堡(Citadel Vraid),临近科沃萨(Korvosa)
首领:执棒官塞维“骨手”迪维里(Lictor Severs “Boneclaw” DiViri)(守序邪恶 男性 战士4/游荡者2/地狱骑士4)
组织成员:拓荒者,殖民者,被蛮族和怪物袭击后的幸存者
战甲特征:胸前饰有恶魔般的假面,佩戴角盔
偏好武器:长枪或戟
洗礼:用尖锐的金属刺入肉身。你会在知识(地理)检定中获得+4额外加值。
此外,如果你在知识(地理)上投入过技能,那么你可以在使用此技能辨别目标生物种族和特征时自动成功,就如同是你熟知的生物类型。

恩典
1.屠灭主宰(Domination,特异能力):从游侠的宿敌列表中选择一个生物类型,你将其视为宿敌,就如同游侠的职业能力。如果你选择了类人生物(人类),你可以从以下种群再选择一次:卡利德人(Kellid),莽吉人(Mwangi),休盎提人(Shoanti)或是乌尔芬人(Ulfen)(或者是由GM选择的其他氏族部落种族)。如果你选择了一个种群,那么你在对抗该种群的技能检定,武器攻击和伤害上都获得+4额外加值,但你无法在对抗其他种群人类时获得任何好处。你从其他职业获得的宿敌加值可以和本能力叠加。
2.高等辨识(Identification,超自然能力):每天三次,你可以通过一个迅捷动作辨识一个活物,了解到它的生物类型,种群(如果有)和阵营,就如同你使用了关照术(Status)一般,持续每个角色等级一小时。但就算目标没有发现你的动作,它依然可以通过一个意志检定来抵抗你的能力,豁免DC通常是10+1/2角色生命骰+魅力调整值。法术隐匿阵营(undetectable)和回避侦测(nondetection)阻碍这个预言(divination)效果。
3.破除迷信(End Superstition,类法术能力):每天一次,你可以以类法术使用法师裂解术(mage's disjunction),施法等级等于你的角色等级。

尖钉的信条
尖钉骑士团的地狱骑士将南部阿维斯坦的文明社会视为理想形态,寻求以这种文化为基础,推进所有民族的团结。事实上,尖钉骑士团的成员将任何拒不接受切利亚斯文化的人宣称为必须被消灭的罪犯和蛮夷。该骑士团的成员追求作为边境开拓者的生活方式和挑战,并不在乎他们给当地原住民带来的是流离失所、愤怒还是残忍。
尖钉骑士团的地狱骑士奉行以下信条:
·我将痛击文明之敌,不畏艰难险阻、道途黑暗。
·我将让世界摆脱威胁文明之人与物,让法制得以在世上发扬光大。
·我将不惧任何生物,不论秩序之敌是何其可怖。
·我将不留半分仁慈,哪怕秩序之敌披着亲和的外衣——甚至是被我视为亲密之人。
·我将寻求盟友,追求优势,以智慧击败运势。
·我将是怪物所忌怕之人:我的面目将狂烈、犀利、无所畏惧。

剧透 -  法术速查:
关照术 (Status)
学派              预言系
环位              牧师/先知 2, 女巫 2
施法时间       标准动作
成分              语言, 姿势
距离              接触
目标              每3个等级1个接触到的活物
持续时间       1小时/等级
豁免              意志, 通过则无效 (无害)
法术抗力       可 (无害)
  当你要和即将分离的同伴保持关注时,关照术使你可以从心中察觉同伴的相对位置和大致状态。你可以感觉到受术者的方向、距离和他们所承受的任何状态,如:未受伤 (unharmed)、受伤 (wounded)、瘫痪、恍惚、昏迷、濒死、反胃、恐慌、震慑、毒素、疾病、困惑等等。一旦法术施展在受术者身上,那么只要施法者与受术者处于同一位面,他们之间的距离远近不影响法术效果。若一个受术者离开该位面或死亡,则法术结束该受术者的部分。

法师裂解术 (Mage's Disjunction)
学派              防护系
环位              术士/法师 9
领域              魔法领域 9
施法时间       标准动作
成分              语言
距离              近距
区域              半径40尺爆发区域内的所有魔法效果和魔法物品, 或者一个魔法物品 (见后文)
持续时间       1分钟/等级
豁免              意志, 通过则无效 (物体)
法术抗力       否
  除了你携带或接触到的物品之外,区域内所有魔法效果和魔法物品都会被裂解。法术和类法术效果会被拆解并完全摧毁,即会像受到‘解除魔法 (dispel magic)’一样终止效果。而永久性魔法物品必须进行意志豁免,未通过就会在法术持续时间内还原成一般物品。如果该魔法物品正被某生物所持有,在进行意志检定时,意志豁免加值可依该物品或持有者的,取较高者。若物品的豁免检定结果掷出自然1点,那么物品会被摧毁,而不是魔法效果被暂时压制。
  此外,你还有每CL 1%的概率毁掉一个‘反魔场 (antimagic field)’。如果反魔场从裂解术中幸存下来,那么其中便不会有物品被裂解。
  你还能将单个物品作为法术的目标。该物品在避免被永久摧毁的意志豁免中受到-5减值。即便神器也能成为法师裂解术的目标,不过只有每CL 1%的概率才能影响如此强大的魔法物品。若成功,神器的力量被拆散,它自身也会被摧毁 (无需豁免)。若一个神器被毁,你必须进行意志豁免 (DC 25),否则会永远失去所有施法能力。这些能力无法经由凡人的魔法恢复,甚至‘神迹术 (miracle)’和‘祈愿术 (wish)’也不行。毁掉神器是件危险的事情,有95%的概率会引起一些对这神器有兴趣或有关系的强大存在的关注。
剧透 -   :
Symbol thick nails forming a sunburst
Headquarters Citadel Vraid, near Korvosa
Leader Lictor Severs “Boneclaw” DiViri (LE male fighter 4/rogue 2/HellknightISWG 4)
Members frontiersmen, settlers, victims of barbarian and monster attacks
Armor Features breastplate emblazoned with a fiendish face, horned helm
Favored Weapon lance or halberd
Reckoning Pierce your flesh with sharp metal. Gain a +4 bonus on Knowledge (geography) checks. Additionally, if you are trained in Knowledge (geography), you automatically succeed at attempts to use that skill to identify a creature’s ethnicity or accent, as long as you are familiar with that ethnicity or accent.
Boon
1: Domination (Ex) Select a creature type from the ranger favored enemies table. You treat that creature type as your favored enemy, as per the ranger ability. If you choose humanoid (human), you can select one of the following ethnicities: Kellid, Mwangi, Shoanti, or Ulfen (or another clannish or tribal ethnicity, at the GM’s discretion). If you choose an ethnicity, the bonuses on skill checks, weapon attack, and weapon damage rolls increase to +4, but you do not gain any bonuses against other humans. These bonuses stack with any favored enemy bonuses gained from other classes.
2: Identification (Su) Three times per day as a swift action, you can choose a living creature within sight and know its creature type, ethnicity (if any), and alignment. Additionally, for a number of hours equal to your character level, that creature is treated as though you had cast the spell status upon it. Though unaware of your probing, the target can attempt a Will saving throw to negate this ability (DC = 10 + 1/2 your Hit Dice + your Charisma modifier). Spells such as undetectable alignment may prevent a portion of this information from being gleaned, while spells such as nondetection stymie this effect entirely. This is a divination effect.
3: End Superstition (Sp) Once per day, you can cast mage’s disjunction, using your character level as your caster level.

焚烧骑士团:
焚烧骑士团积极的参与猎杀萨满,女巫,神秘业者和奇怪宗教的信徒。
——焚烧骑士团认为,信仰是通向人心黑暗面的窗口。骑士团追杀崇拜偶像的邪教徒,野蛮的萨满和与世隔绝的女巫,他们认为异教徒的信仰是对文明的倒退以及违法的借口。为猎杀无神信仰的信徒,这些地狱骑士经常需要远离座落在欧斯坦索港附近的总部喀雷恩城,特别是进入伽伦德的内地。执棒官罗恩·斯托特是个顽固的无神论者,他特别厌恶贾梅雷岛的各种奇怪宗教,虽然并没有傻到在他们的本岛和乌德拉尼人进行冲突,他的部下却经常追踪从不可能王国而来的旅行者。


徽章:被烈火焚烧的塔楼
组织本部:喀雷恩堡(Citadel Krane),欧斯坦索附近(Ostenso)
首领:执棒官罗恩·斯托特(Lictor Rouen Stought)(守序中立 人类女性 游侠6/地狱骑士4)
组织成员:无神论者,前邪教信徒,主流宗教的信徒,岛内激进分子的受害者
战甲特征:锋刃战甲(bladed armor),带角骨盔
偏好武器:大砍刀
洗礼:在明火中烧灼自己的身体。每天一次,通过一个直觉动作,你会获得火焰抗力10维持10分钟。这个能力不会和抵抗能量(resist energy)或是其他提供火焰抗力的能力叠加,但能和防护能量伤害(protection from energy)叠加。

恩典
1.戮邪专精(Favored Cult,特异能力):你年复一日的磨练提升着自己的能力,只为有朝一日能为这些卑劣邪神或伪神(并非受到主流承认)信徒带去灾祸和毁灭。当你完成每日的洗礼后,选择一个只能授予四个或更少领域的神力存在(divine power),你在对抗这位神的崇拜者时在察觉,知识,察言观色和生存检定上获得+2额外加值。此外,在对抗这位神的信徒时武器攻击和伤害检定+1.
2.焚祭(Immolation,类法术能力):你掌握了引导自身怒火的方法,并运用这股力量燃尽你的敌人。每天一次,你能以类法术能力使用延迟爆裂火球(delayed blast fireball),施法者等级等于你的角色等级。
3.压制狂信(Quell Zealotry,超自然能力):你能剥夺你的敌人与神明的联系,让它失去被神明赐予的力量。每天一次,通过一个标准动作,你可以压制一个100尺内的神术施法者。如果目标在意志检定上失败(DC=10+1/2生命骰+魅力调整值),它会失去从神术施法职业上获得的所有神术,超自然能力和类法术能力,持续轮数等于你角色等级的一半。受到这个能力影响的生物如果试图使用被压制的能力,那么它只能感受到无尽的空虚而非神明的恩典,就如同它的信仰不曾存在一样。
剧透 -  法术速查:
延迟爆裂火球 (Delayed Blast Fireball)
学派              塑能系 [火]
环位              术士/法师 7
持续时间       5轮或更少; 见后文
  该法术的功能如同‘火球术 (fireball)’一般,不过更加强大,并且可在施法后最多延迟5轮才引爆。爆炸造成每CL 1d6点火焰伤害 (最高20d6)。延迟爆裂火球所制造的炽热小球可以按照你的意愿立即引爆,或延迟至多5轮再引爆。你需要在施法完成时选择爆炸延迟的时间,而且除非有人触碰小球,否则一旦设定就不能更改。若你选择延迟引爆,炽热小球在引爆前会一直停留在指定地点。生物可以捡起小球当作投掷武器 (射程增量10尺)。如果有生物在引爆前一轮内持有并移动小球,则小球有25%的机率在被持有时爆炸。
剧透 -   :
Symbol tower rising from flames
Headquarters Citadel Krane, near Ostenso
Leader Lictor Rouen Stought (LN female human ranger 6/HellknightISWG 4)
Members atheists, former cultists, members of mainstream religions, victims of dangerous radicals
Armor Features bladed armor, horned and skull-like helm
Favored Weapon glaive
Reckoning Burn yourself over an open flame. Once per day as an immediate action, you can gain fire resistance 10 for 10 minutes. This does not stack with resist energy or any other abilities that provide fire resistance and overlaps with protection from energy.
Boon
1: Favored Cult (Ex) You can hone your skills to become a bane to those who worship a divinity you hate. Each day while performing your obedience, choose a divine power that grants four or fewer domains. You gain +2 bonus on Intimidate, Knowledge, Sense Motive, and Survival checks against those who worship that power. Additionally, you get a +1 bonus on weapon attack rolls and weapon damage rolls against the worshipers of that deity.
2: Immolation (Sp) You can channel your wrath into power that can scorch your foes. Once per day, you can cast delayed blast fireball using your character level as your caster level.
3: Quell Zealotry (Su) You can tear the divine power from the grasp of those who would use it to stand against you. Once per day as a standard action, you can target a divine spellcaster within 100 feet. If your target fails a Will saving throw (DC = 10 + 1/2 your Hit Dice + your Charisma bonus), it loses access to any spellcasting and all the supernatural and spell-like abilities it gains
from any of its divine spellcasting classes for a number of rounds equal to half your character level. When a creature under the effects of this ability tries to use an ability to which it no longer has access, instead of its god’s favor, it feels only a profound, black emptiness, as if its deity no longer existed.

刑架骑士团:
致力于销毁禁忌知识和危险的革命文献,期望能根绝切里亚斯的反叛活动。
——刑架骑士团认为,知识可以像武器那样危险。带着这样的想法,他们寻找并清除危险的知识。什么算是非法的情报则视情况而定,例如各种恶魔教派的邪经,伽尔特的革命文献,或是古代阿兹特兰人许多主张平等的哲学著作。这些文件会诱使人们产生无聊的念头,去播种混乱的种子而不是下一个季度的庄稼。骑士团用自己的标记来作为危险知识的实例,也经常用刑架来证明错误的发明可以会产生的危险性。每个月第二个誓言日,执棒官达西恩·雷恩都会在西冠城附近的瑞瓦德堡的阴影下,举行公开焚烧禁书的活动。


徽章:一个带刺的圆轮
组织总部:瑞瓦德堡(Citadel Rivad),临近西冠城(Westcrown)
首领:执棒官达西恩·雷恩(Lictor Darcyne Wrens)(守序中立 女性人类 术士10/地狱骑士1)
组织成员:艺术和诗歌的诋毁者,爱国者,技术/科技仇视者,传统主义者
战甲特征:肌肉纹理(muscular design,),光滑圆盔(sleek helm), 残破斗篷(flayed cloak)
偏好武器:长剑或长鞭
洗礼:忍受体内的灼烧和痛楚(吞毒?)。在对抗毒素的强韧检定上获得+4额外加值,对抗摄入毒素时增加为+6额外加值。

恩典
1.沉默(Mute,超自然能力):每天三次,通过一个标准动作,选中距离100尺内的单一生物。如果该生物在意志检定上失败了(DC=10+1/2角色生命骰+魅力调整值),该生物将无法发出任何声音,持续轮数等于你的角色等级。这项能力会阻止目标说话,发出吵闹声,进行需要语言成分的施法,或是发动其他需要听觉效果的能力。这是一个不可驱散的效果,也不会让目标免疫声波或是基于语言的攻击,法术或是效果。
2.消解云雾(Dismantle,超自然能力):每天一次,通过一个标准动作,你可以在200尺的范围内生成一片棕色的浓雾。这片浓雾的效果类似云雾术(fog cloud),除了云雾范围变为10尺半径,使用你的角色等级作为施法者等级。任何接触到雾气的生物和物体都会受到锈蚀爪(rusting grasp)的影响(不需要近战接触);所有的金属物件,包括武器和盔甲都要接受一个强韧检定来避免受到影响(DC=10+1/2角色生命骰+魅力调整值)。身处云雾的生物只要不重新进入云雾的范围,便只会受到一次锈蚀的影响,而非每轮检定。你和你的盟友可以自由进入云雾且不受影响。这是一个不可驱散(dismissable)的效果。
3.毁灭怒吼(ruin,类法术能力):每天一次,通过一个标准动作,你可以以类法术能力使用高等咆哮术(greater shout)(DC=18+角色魅力调整值)
剧透 -  法术速查:
高等咆哮术 (Shout, Greater)
学派              塑能系 [音波]
环位              吟游诗人 6, 术士/法师 8
成分              语言, 姿势, 器材 (一个金属或象牙号角)
距离              60尺
豁免              强韧, 通过则部分生效 或 反射, 通过则无效 (物体); 见后文
  该法术的功能与‘咆哮术’相同,不过它会造成10d6点音波伤害 (对暴露的易碎物、晶质物或晶体生物造成每CL 1d6音波伤害,最多20d6)。它还会使生物震慑1轮并且耳聋4d6轮。强韧豁免成功则生物不会被震慑,且耳聋时间和所受伤害减半。手持易碎物品的生物可通过反射检定以使其免受伤害。

云雾术 (Fog Cloud)
学派              咒法系 (创造)
环位              德鲁伊 2, 魔战士 2, 术士/法师 2, 女巫 2
领域              水领域 2, 天气领域 2
施法时间       标准动作
成分              语言, 姿势
距离              中距
效果              半径20尺扩散区域的雾气
持续时间       10分钟/等级
豁免              无
法术抗力       否
  一团堆积着的雾气从你指定点翻腾着向外涌出。雾气会遮蔽所有5尺以外的视觉,包括黑暗视觉。在5尺以内的生物具有隐蔽 (攻击有20%失手率)。更远的生物具有全隐蔽 (50%失手率,并且攻击者不能用视觉来定位目标)。
  常风 (时速超过11英里) 可以在4轮内吹散雾气;强风 (时速超过21英里) 可以在1轮内吹散。
  该法术无法在水下生效。

锈蚀爪 (Rusting Grasp)
学派              变化系
环位              德鲁伊 4
施法时间       标准动作
成分              语言, 姿势, 法器
距离              接触
目标              一个非魔法铁质物品 (或者从物体被接触的点开始, 3尺范围内的体积) 或 一个铁质生物
持续时间     见后文
豁免             无
法术抗力      否
  你所触碰到的所有铁或铁合金物品都会被锈蚀摧毁。如果这物体的体积大于3尺半径,则会被锈蚀并摧毁掉3尺半径大小的金属。金属制成的魔法物品免疫本法术。
  你可以通过一次成功的近战接触攻击在战斗中使用锈蚀爪。用这种方式使用锈蚀爪能锈蚀金属铠甲,立即降低由此铠甲提供的AC 1d6点 (最高不超过此铠甲所提供的AC)。
  被敌对目标使用着的武器更难被本法术击中。你必须对此武器进行一次成功的近战接触攻击。被击中的金属武器会被摧毁。攻击敌人的武器会引起藉机攻击。而且你必须接触到武器,没有其他方法可行。
  在对抗铁质生物时,每次成功使用锈蚀爪进行的攻击会立刻造成 {3d6+CL (最高+15)} 点伤害。法术持续每等级1轮,每轮你能进行一次近战接触攻击。
剧透 -   :
Symbol a spiked wheel
Headquarters Citadel Rivad, near Westcrown
Leader Lictor Darcyne Wrens (LN female human sorcerer 10/HellknightISWG 1)
Members denigrators of art and poetry, patriots, technology-haters, traditionalists
Armor Features muscular design, sleek helm, flayed cloak
Favored Weapon longsword or whip
Reckoning Endure internal burns. Gain a +4 bonus on Fortitude saving throws to resist poison. This increases to +6 against ingested poisons.
Boon
1: Mute (Su) Three times per day as a standard action, you can target a single creature within 100 feet. If the creature fails a Will saving throw (DC = 10 + 1/2 your Hit Dice + your Charisma modifier), the creature cannot make any sounds for a number of rounds equal to your character level. This prevents the target from speaking, otherwise making noise, casting spells with verbal
components, and using similar abilities with auditory effects. Each round on its turn, the target can attempt a new saving throw to end the effect. This effect is dismissable. It does not make the target immune to sonic or language-based attacks, spells, or effects.
2: Dismantle (Su) Once per day as a standard action, you can cause a cloud of thick, brown fog to arise from a chosen point within 200 feet. This cloud functions as per fog cloud, using your character level as your caster level, except the fog spreads in a 10-foot radius, and every creature or object within is affected as per rusting grasp, without any touch attacks required. Attended metal objects, including weapons and armor, receive a Fortitude saving throw to negate this effect using their wielder’s Fortitude saving throw bonus (DC = 10 + 1/2 your Hit Dice + your Charisma modifier). Creatures within the cloud are affected by the rusting effect only once, not every round, but creatures that move back into the area are exposed again. You and your possessions can enter the cloud and not be affected. This effect is dismissable.
3: Ruin (Sp) Once per day as a standard action, you can use greater shout as a spell-like ability (DC = 18 + your Charisma modifier).

笞鞭骑士团:
笞鞭骑士团公开反对任何形式的犯罪行为,无论是意外事故还是有组织的策划;同时也会监督统治阶级,防止他们堕落腐败(贪污)。
——如果可以隐姓埋名而不必付出责任,每个人都会变成罪犯。笞鞭骑士团的敌人是凡人心中无法无天的一面,他们用无处不在的警觉和酷刑来提醒世界,没有罪恶可以免于受到惩罚。骑士团雇佣了大量的线人,为每宗有根据的指控提供赏金,并且公开执行残酷的刑罚。执棒官托伦·维多克是个完美主义者,他领导的骑士们经常离开艾格利安附近的迪梅城,在犯罪多发的贫民窟巡逻,根除犯罪组织。


徽章:滴血五连星
组织总部:迪梅堡(Citadel Demain),意高城(Egorian)附近
首领:执棒官托伦·维多克( Lictor Toulon Vidoc)(守序中立 人类男性 游荡者2/战士4/地狱骑士10)
组织成员:治安官,告密者/线人,贫民,犯罪组织的受害者
战甲特征:锯齿状的铠甲,角盔
偏好武器:重型硬头锤,九尾鞭(scourge,cat-o’-nine-tails)或长鞭
洗礼:用九尾鞭或长鞭鞭打自身。当你受到流血效果影响时,每轮受到的伤害减少1点。同时,你在止血的医疗检定上获得+4额外加值。

恩典
1.畅饮罪血(Spill Guilty Blood,类法术能力):没有什么比审判一个犯法者更让人迷醉。每天两次,你能以类法术能力使用死亡丧钟(death knell),施法者等级等于你的角色等级(DC=12+角色魅力调整值)。如果你拥有施法者等级,那么你的有效施法者等级+1。如果你没有施法者等级,那么你可以选择在十分钟/每生命骰内对目标的攻击和伤害获得+1额外加值来代替有效施法者等级+1的好处。
2.残虐处刑(Terrible Justice,类法术能力):你通过一场残酷的处刑表演终结了一个敌人的生命。每天三次,当你完成一次致命一击(coup de grace)时,30尺范围内的所有敌人都必须通过一个成功的意志检定,不然就会陷入恐惧状态,效果类似于恐惧术(fear)(DC=14+角色魅力调整值)。
3.恐惧化身(Reason to Fear,超自然能力):你无所畏惧,因为你清楚你才噩梦的根源。你将免疫恐惧(魔法或是其他效果)。每天三次,当你对目标生物或是目标地点造成了一次恐惧效果后,你可以通过一次近战攻击外加一个自由动作让陷入恐惧的目标生物受到一次魅影杀手(phantasmal killer)的效果(DC=14+角色魅力调整值)。你至少要对目标生物造成1点伤害才能使用这个能力。你可以把这个能力视为你的武器储存了一个魅影杀手法术,通过一次成功的近战攻击释放出来。
剧透 -  法术速查:
死亡丧钟 (Death Knell)
学派              死灵系 [死亡, 邪恶]
环位              反圣骑士 1, 牧师/先知 2, 审判者 2, 女巫 2
领域              死亡领域 2
施法时间       标准动作
成分              语言, 姿势
距离              接触
目标              接触到的活物
持续时间       立即/受术者的每个HD持续10分钟; 见后文
豁免              意志, 通过则无效
法术抗力       可
  你吸取其他生物衰弱的生命力,并用于补充自己的力量。在施放该法术时,你要接触一个HP为-1或更少的活物。若该受术者的豁免检定失败则死亡,同时你可获得1d8点临时HP,并且力量获得+2增强加值。另外,你的有效CL也+1, 从而增强与CL相关的法术效果。这种有效CL的提升不会使你获得更多的法术。受术生物的每个HD可以使这些效果持续10分钟。

恐惧术 (Fear)
学派              死灵系 [情绪, 恐惧,影响心灵]
环位              反圣骑士 4, 吟游诗人 3, 审判者 4, 术士/法师 4, 女巫 4
施法时间       标准动作
成分              语言, 姿势, 材料 (母鸡心脏或白羽毛)
距离              30尺
区域              锥形爆发区域
持续时间       1轮/等级 或 1轮; 见后文
豁免              意志, 通过则部分生效
法术抗力       可
  一股无形的恐惧感爆发在锥形区域中,如果区域内的活物无法成功通过意志豁免,则会变得恐慌。如果被逼到绝路的话,恐慌的生物会变得畏缩。若成功通过意志豁免,则只会战栗1轮。

魅影杀手 (Phantasmal Killer)
学派              幻术系 (魅影幻觉) [情绪, 恐惧, 影响心灵]
环位              魔战士 4, 术士/法师 4, 女巫 4
领域              狂乱领域 6, 梦魇子域 4
施法时间       标准动作
成分              语言, 姿势
距离              中距
目标              一个活物
持续时间       立即
豁免              意志, 通过则不相信; 之后强韧, 通过则部分生效; 见后文
法术抗力       可
  你操弄法术受体的潜意识中的恐惧,将这恐惧塑造成一个其神志中能看见的魅影幻觉:一只最恐怖的野兽。该幻觉是法术受体所能想像的最可怕的生物。只有法术的受术者可以看见这个魅影杀手。而你只能看见一个模糊的外形。目标首先可以做一次意志豁免以判断所见的影像是虚假的。如果此次检定失败,则魅影幻觉会接触受术者,而受术者此时必须做一次强韧豁免。若强韧豁免失败,则死于恐惧。即使强韧豁免成功,受术者也将承受3d6点伤害。
  如果受术者具有“心灵感应 (telepathy)”或者佩戴了<心灵感应头盔 (helm of telepathy)>,并在遭受魅影杀手攻击时成功地通过了第一次意志豁免,则野兽可以转而攻击你。你必须通过意志检定,否则你就会变成魅影杀手的目标并要承受它致命的恐惧攻击。
剧透 -   :
Symbol star of bleeding lashes
Headquarters Citadel Demain, near Egorian
Leader Lictor Toulon Vidoc (LN male human rogue 2/fighter 4/HellknightISWG 10)
Members constables, informants, the poor, victims of organized crime
Armor Features serrated breastplate,horned helm
Favored Weapon heavy mace, scourge (see page48), or whip
Reckoning Lash yourself with a scourge or whip. Take 1 fewer point of bleed damage per round when you are affected by an ability or effect that causes bleed damage and gain a +4 bonus on Heal checks to stop bleeding.
Boon
1: Spill Guilty Blood (Sp) The end of a lawbreaker invigorates you like nothing else. Twice per day, you can cast death knell as a spell-like ability, using your character level as your caster level (DC = 12 + your Charisma modifier). If you do not have a caster level, instead of a +1 increase in effective caster level, this ability provides you a +1 bonus on attack and damage rolls for 10 minutes per Hit Die of the target. If you have a caster level, you can choose to gain this bonus on attack and damage rolls instead of to your effective caster level.
2: Terrible Justice (Sp) You end a foe’s life with a brutal display of force. Three times per day, when you perform a coup de grace, all foes within 30 feet must succeed at a Will saving throw or be affected as per the spell fear (DC = 14 + your Charisma modifier).
3: Reason to Fear (Su) You fear nothing, as you know you are a source of nightmares. You are immune to fear (magical or otherwise). Three times per day, when you are the target of a fear effect or within a fear effect’s area, you can target the creature from which the fear effect originated with a phantasmal killer spell effect (DC = 14 + your Charisma modifier) as a free action when you strike it with a weapon. You must deal at least 1 point of damage to use this ability. This functions in all other ways as if your weapon were a spell storing weapon with a phantasmal killer spell stored within.

加入地狱骑士团
许多战士都乐意成为一名地狱扈从以加入地狱骑士团,而其他任何职业都可以尝试请求加入地狱骑士(但角色必须守序)。当一个角色尝试加入时,他要么获得了某名地狱骑士的认可和推荐,要么就必须前往骑士团的总部表明他的期愿。一旦请求被受理,他就会被要求接受一些体能和思想方面的再教育,直到教官认可为止,这些训练一般会耗费3年时间。在训练的最后阶段,地狱扈从必须通过地狱骑士的试炼—你同样可以在训练完成前就接受这项试炼,但那些过于勇敢或是鲁莽的勇士往往会付出死亡的代价。


炼狱试炼
为了成为一名名副其实的地狱骑士,一个地狱扈从必须通过炼狱试炼。炼狱试炼的具体内容根据不同骑士团有所变化,但无论如何,这都是一项每年只会举办2次,并且只会设计在黎明时分的严肃庄重的试炼仪式,地狱扈从会在试炼中独自面对并击败一只魔鬼。失败的扈从会直接死于试炼,而胜利的地狱扈从则会成为骑士团的一员。更多细节请参考地狱骑士之道。


洗礼(涤罪)仪式/自我审判(Reckoning)
如同苦行僧的自我鞭策或是圣骑士的自我救赎,地狱骑士们同样拥有着类似的禁欲仪式。他们凭此更好的坚定信念,去除杂思,希望能更接近于理想中的秩序捍卫者。洗礼仪式通常是一件完全取决于个人意愿的行为,地狱骑士会在仪式中卸下他们的战甲(大概也包括心灵防线),对照着骑士团的戒律-度量和锁链(the Measure and the Chain)-反省自身的一言一行,并思索如何让自己更符合地狱骑士的信条。

在地狱骑士的观感中,她们将自己定位成了秩序的守护者和执行者(警察),并且认为洗礼是一件必须履行的要务。事实上,就算一名地狱骑士无法按期-或是忘记-进行洗礼,她也不会失去任何能力或是受到任何的负面效果—话虽如此,她几乎必然会在骑士团的内部受到责难和非议。(假如被他们知道了这个情况)。

三大美德和六大戒律
秩序教导地狱骑士们必须致力于创造一个不需要他们的世界,并且每个人都应该严惩那些阻碍那些阻碍发展进步的存在。这是格言「接纳过去」以及格言「人人皆是暴君」的实质体现。
前者鼓励地狱骑士们去建立一个完美且逻辑自洽的秩序世界,而后者鼓励每位肉体凡胎(无论是否为地狱骑士)能成为守护秩序的力量。

戒律教明了成功伴随着牺牲,而情绪是令人分心的事物,也是脆弱之处─这包含恐惧,地狱骑士们转而用来对抗脆弱的武器之一。
格言「情感就是弱点」鼓励地狱骑士们净化自身内心所有狂乱的思绪和欲望,无论是他们的恐惧,悲伤,爱亦或是骄傲。
格言「以火惩戒」教导地狱骑士们必须拥有为了达到目的而不择手段,摧毁一切的强大心灵,并且唯有通过放弃某些事物,才能让秩序变得更加强大。

无悯主张戴罪之物与怜悯之心是文明之敌。「怜悯无法拯救世人」是地狱骑士最古老的信条之一,说明了特例和优待是通向无法无天的绝路,而受损的核心将会使整个社会恶化。
格言「无人清白」于这个思想紧密相依,提醒地狱骑士们,所有人都有罪,并带着罪恶的思想,所以没有人真的值得获得慈悲或是法外开恩。

进行一次洗礼:除去思想层面上的反思,洗礼仪式往往还需要一些物理层面上的自我责罚-通常来讲,他们会花费10分钟左右对自己造成1d4点的非致命伤害。但有时,一些陷入自我矛盾或是秩序的狂热践行者(原文是特别公正)会选择完成一次耗时更长也更极端的洗礼仪式-为此,他们会额外受到1d4点的致命伤害。一名忠实于信条的地狱骑士往往会获得地狱骑士的准则(Hellknight Obedience)这个特殊专长,她在经过大约一小时的洗礼仪式后,会分别在12,16和20级获得一些所属骑士团的恩典。除此以外,那些选择了以极端仪式来警醒自己的地狱骑士们则会因此获得地狱骑士的狂热(Hellknight Obsession)这个特殊专长,并在洗礼后享有一些特殊效果。洗礼造成的伤害无法被减免(如伤害减免(dr)或是其他类似能力)。
不同的骑士团都有着独有的洗礼仪式,详见地狱骑士之道(或者本贴)中的骑士团介绍。

剧透 -   :
Order of the Chain: These bounty-hunting knights seek escaped convicts and other fugitives from the law, and they often serve as jailers of politically inconvenient prisoners.
Order of the Gate: With three spellcasting Hellknight signifers (see page 92) to every Hellknight (see page 90), this order wields infernal magic to learn of catastrophic crimes before they occur.
Order of the Godclaw: Driven by faith, this order believes in a pantheon of lawful deities including Abadar, Asmodeus, Iomedae, Irori, and Torag.
Order of the Nail: Headquartered in Varisia, Hellknights of the Nail crusade against “uncivilized” peoples, from Belkzen orcs to native Shoanti and Varisians.
Order of the Pyre: This order zealously hunts shamans, witches, occult practitioners, and disciples of less-established faiths.
Order of the Rack: Destroyers of dangerous knowledge and revolutionary philosophies, Hellknights of the Rack eagerly crush rebel activity across Cheliax.
Order of the Scourge: The Hellknights of the Scourge oppose criminal activities both minor and organized, in addition to watching authorities for signs of corruption.


Join the Hellknight
While many fighters who seek to join the Hellknights opt to take the armiger archetype, characters from any class are welcome to petition to join the Hellknights (provided the character is lawful). When a character seeks to join, he must either receive the patronage of a serving Hellknight or make plain his intentions by petitioning at a Hellknight order’s citadel. This begins a course of intensive reeducation and physical training that takes as long as the armiger’s trainer considers necessary, although the basic curriculum takes about 3 years. At the end of this period of training, the armiger must pass the Hellknight test (see the sidebar on page 95)—particularly brave or foolhardy armigers can always petition to take the test before their training is complete, but in most cases, this merely results in the armiger’s untimely demise.
The Test
To become a full-fledged Hellknight, an armiger must pass the Test. The specifics of the Test vary by order, but for all of them, it is a somber, trial-like rite conducted at dawn twice per year that culminates in the armiger facing a devil in solitary combat. An armiger who fails this test dies, but if he triumphs he becomes a member of the Order. See Pathfinder Campaign Setting: Path of the Hellknight and Pathfinder Campaign Setting: Hell Unleashed for more details on the Hellknight test.
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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #2 于: 2018-02-14, 周三 06:23:38 »
地狱骑士(进阶职业)
并非每个加入者和地狱扈从都能成为一名名副其实的地狱骑士,事实上,只有那些在历练中获得全面提升,并且在这之中也属于佼佼者的成员才能获得这项权利。虽然地狱骑士们的特长和力量取决于他们的骑士团,但所有地狱骑士都会饱受其他人-尤其是地狱骑士掌控范围内-的畏惧和尊重。大多数地狱骑士都会以恪守守序中立为傲,以避免因为善恶之别迷失了他们的理念,但难免会有一些成员迷失在权利欲中并展现出残酷暴虐的本性。
生命骰:d10


先决条件
为了获得成为一名地狱骑士的资格,角色必须满足以下要求。
阵营:任意守序。
护甲擅长:必须擅长重甲。
基本攻击加值:+5。
技能:威吓5级,知识[位面]2级。
特殊:你必须杀死一只具有比你更高生命骰的魔鬼。必须有地狱骑士见证这一胜利。

本职技能
地狱骑士的本职技能(和每个技能的关键属性)为威吓(魅力),知识[地方](智力),察觉(感知),骑术(敏捷)和察言观色(感知)。
每级技能点数:2+智力调整值。

引用
表:地狱骑士
等级基本攻击加值强韧豁免反射豁免意志豁免特殊能力
1级+1+1+0+0守序灵光,侦测混乱,骑士团,制裁混乱1次/日
2级+2+1+1+1识别谎言,地狱骑士战甲1
3级+3+2+1+1戒律1,意志之力1
4级+4+2+1+1制裁混乱2次/日
5级+5+3+2+2地狱骑士战甲2
6级+6+3+2+2戒律2,意志之力2
7级+7+4+2+2秩序使者,制裁混乱3次/日
8级+8+4+3+3地狱骑士战甲3
9级+9+5+3+3戒律3,意志之力3
10级+10+5+3+3地狱骑士,制裁混乱4次/日

职业能力
以下为地狱骑士的职业能力。

守序灵光(Aura of Law,特异能力):地狱骑士的守序灵光强度(参见侦测守序法术)等同于其总角色等级。

侦测混乱(Detect Chaos,类法术能力):这一能力如同圣武士的侦测邪恶能力般运作,除了它侦测的是混乱。

骑士团(Order):角色必须选择加入一个地狱骑士的骑士团(见上下文)。该选择决定了他能够获得哪些戒律能力。

制裁混乱(Smite Chaos,超自然能力):这一能力如同圣武士的制裁邪恶能力般运作,但是针对混乱阵营的生物。这一能力在对具有混乱亚种的异界生物、混乱阵营的异怪和精类生物造成双倍效果。

识别谎言(Discern Lies,类法术能力):2级时,地狱骑士可以以类法术能力施展识别谎言,每日次数等于3+魅力调整值。他的施法者等级等同于其总角色等级。

地狱骑士战甲(Hellknight Armor,特异能力):2级时,地狱骑士获得了穿戴地狱骑士战甲(见下文)的权利,并可以以全速移动。当穿戴该护甲时,地狱骑士的护甲检定减值降低1点,最大敏捷加值增加1点。5级时,这些数值增加为2。8级时,这些数值增加为3。

戒律(Disciplines):一名3级的地狱骑士获得他的第一条戒律,从与其特定骑士团相关的戒律中选择一个。6级时,地狱骑士获得第二条戒律,从任何列出的对“任何骑士团”有效的戒律中选择。9级时,地狱骑士获得第三条戒律,从下文中列出的任何戒律中选择,即使其并不来自他自己的骑士团,唯一的例外是信念戒律。若一条戒律需要一个豁免,抵抗该戒律效果的豁免DC为10+地狱骑士等级+地狱骑士魅力调整值。地狱骑士每日可以使用任何戒律的次数等同于其拥有的戒律数量,即3级时她每日可以使用一次戒律。6级时,他每日可以使用两项戒律各两次。9级时,他每日可以使用三项戒律各三次。
引用
烙印(Brand,类法术能力;焚烧骑士团):地狱骑士可以以类法术形式施展审判烙印(mark of justice)。

审讯(Censor,超自然能力;刑架骑士团):当地狱骑士对一名生物使用制裁混乱时,他可以使该生物沉默1d4轮,除非它成功通过了意志豁免。沉默的生物不能说话,也不能施展具有语言成分的法术或基于语言的效果。

可怖(Fearsomeness,特异能力;任何骑士团):若地狱骑士使用威吓技能使一名10尺内的生物战栗,他可以改为使该生物变为惊惧。

突击(Onslaught,超自然能力,尖钉骑士团):每日一次,以一个自由动作,地狱骑士使其基本速度增加10尺,并在力量上获得+4加值,持续1轮。若地狱骑士处于骑乘状态,该加值同样作用于其坐骑。

信念(Pentamic Faith,特异能力,仅神爪骑士团可选):这一能力允许地狱骑士选择以下领域之一:手艺,荣耀,知识,秩序,魔法,高贵,保护,符文,力量,旅行,战争。地狱骑士获得该领域的所有神授力量(但是不获得领域法术),使用其地狱骑士等级作为牧师等级来决定他获得了哪些领域能力。

镣铐(Shackle,超自然能力;锁链骑士团):当一名地狱骑士对一名生物使用制裁混乱能力时,他可以阻止其移动。该生物可以通过一个意志豁免使该效果无效;否则,它将在1d4轮内如同受到缓慢术的影响。

唤魔(Summon Devil,类法术能力;界门骑士团):地狱骑士可以以类法术能力施展召唤怪物V来召唤1头倒钩魔(bearded devil)。6级时,该类法术能力被召唤怪物VI替代,并允许其召唤1d3头倒钩魔,或1头欲魔(erinyes)。9级时,该类法术能力被召唤怪物VII替代,并允许其召唤1d4+1头倒钩魔,1d3头欲魔,或1头骨魔(bone devil)。

追迹(Tracker,类法术能力;任何骑士团):地狱骑士可以召唤一个生物来帮助他,不论是    用于战斗还是用于追踪敌人,如同他使用了召唤 怪物法术,除了召唤出的生物能存在1小时。6级的地狱骑士可以召唤一只鹰,一头 骑乘用犬,狼或豹。9级的地狱骑士还可以选择召唤一只凶暴狼或地狱猎犬。

警觉(Vigilance,超自然能力;笞鞭骑士团):地狱骑士获得昏暗视觉(效果持续存在)。此外,以一个整轮动作,地狱骑士可以看穿至多5尺石头,木材,或类似阻碍,如同它们不存在。金属或密度更高的阻碍会阻断该效果。每次使用此能力时,只要地狱骑士维持专注就可以一直持续,持续轮数最多为地狱骑士的等级。

破坏(Wrack,超自然能力,任何骑士团):以一个标准动作,地狱骑士可以进行一次接触攻击时一名生物陷入难以言喻的痛苦。被接触的生 物承受1d6+地狱骑士魅力调整值的伤害,同时必须通过一个意志豁免,否则将在1d4轮中恍惚。

意志之力(Force of Will,特异能力):3级时,一名地狱骑士在对抗具有以下描述之一法术的意志豁免上获得+2加值:魅惑(charm),胁迫(compulsion),五官幻觉(glamer),恐惧(fear),虚假幻觉(figment),心灵幻觉(pattern)或魅影幻觉(phantasm)。6级时,地狱骑士选择另一个子学派或描述以在意志豁免上获得+2加值,且第一次选择获得的加值提升为+4。9级时,他再次从表中选择,且之前所选择的两个加值均再次提升+2,即他获得一项+6,一项+4和一项+2加值,分别对应三种不同的效果。

秩序使者(Lawbringer,特异能力):7级时,地狱骑士的攻击在穿透伤害减免时被视为守序。

炼狱战甲(Infernal Armor,超自然能力):只要穿戴地狱骑士战甲,9级的地狱骑士就在与守序非善良生物互动的所有魅力相关的检定上获得+2加值。此外,他获得了在任何种类的黑暗中完美视物的能力,以及火焰抗力30,酸性抗力10和寒冷抗力10。

地狱骑士(Hell's Knight,超自然能力):10级时,地狱骑士可以使一件他持用或接触的武器获得秩序,焰爆或邪恶特殊能力。只要地狱骑士处在该武器的100尺内,武器就会保持这一新获得的特性——一名地狱骑士同时只能维持一件武器的特殊能力。同时,地狱骑士在穿戴地狱骑士战甲时免疫火焰。





剧透 -   :
HELLKNIGHT (PRESTIGE CLASS)
Not all who start as novice armigers have what it takes to become a full-fledged Hellknight, but those who do receive a wide array of abilities as they grow more powerful. While the individual powers and focus of a particular Hellknight vary according to his order, all Hellknights are universally feared and respected in regions where they maintain a presence. Most Hellknights are lawful neutral and proudly avoid being “tainted” by distractions such as good or evil, but some who rise in power shift toward tyrannical and cruel natures.
Hit Die: d10.


Requirements
To qualify to become a Hellknight, a character must fulfill the following criteria.
Alignment: Any lawful.
Armor Proficiency: Must be proficient with heavy armor.
Base Attack Bonus: +5.
Skills: Intimidate 5 ranks, Knowledge (planes) 2 ranks.
Special: The character must slay a devil with Hit Dice greater than his character level. This victory must be witnessed by a Hellknight.
Class Skills
The Hellknight’s class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks at Each Level: 2 + Int modifier.


The following are class features of the Hellknight.
Aura of Law (Ex): A Hellknight’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight’s character level.
Detect Chaos (Sp): This ability functions like the paladin’s detect evil class feature, save that it grants the use of detect chaos instead.
Order: A character must choose one Hellknight order to join at 1st level (see page 89 for a list of orders). The choice of order determines which disciplines the character later gains access to.
Smite Chaos (Su): This ability functions as the paladin’s smite evil class feature but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Discern Lies (Sp): At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier with a caster level equal to his character level.
Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight plate (see page 97), which does not reduce his speed. While wearing this armor, the Hellknight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.


Disciplines: At 3rd level, a Hellknight gains access to his first discipline, choosing one associated with his specific order. At 6th level, the Hellknight gains a second discipline, choosing from any listed as being available to “any order.” At 9th level, the Hellknight gains his third discipline, choosing this one from any of the disciplines listed below, even those from another order, with the exception of pentamic faith. When applicable, the save DC to resist a discipline’s effect is equal to 10 + the Hellknight’s level + his Charisma modifier. The Hellknight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he can use his discipline once per day. At 6th level, he can use both disciplines twice per day each. At 9th level, he can use all three of his disciplines three times per day.


Brand (Sp; Order of the Pyre): The Hellknight can use mark of justice as a spell-like ability.
Censor (Su; Order of the Rack): When the Hellknight uses smite chaos on a creature, he can strike the creature mute for 1d4 rounds unless it succeeds at a Will save. A mute creature cannot speak, cast spells with verbal components, or use language-dependent effects.
Fearsomeness (Ex; any order): A Hellknight who successfully uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.
Onslaught (Su; Order of the Nail): As a free action, a Hellknight increases his base speed by 10 feet and gains a +4 bonus to his Strength for 1 round. If the Hellknight is mounted, these bonuses also apply to his mount.
Pentamic Faith (Ex; Order of the Godclaw only): This ability allows the Hellknight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, or War. The Hellknight gains the granted powers (but not domain spells) of that domain, treating his Hellknight levels as cleric levels to determine what domain abilities he has access to.
Shackle (Su; Order of the Chain): When the Hellknight uses smite chaos on a creature, he can impede its mobility. The creature can negate this effect with a successful Will save; otherwise, it is affected as if by slow for 1d4 rounds.
Summon Devil (Sp; Order of the Gate): The Hellknight can use summon monster V as a spell-like ability to summon 1 bearded devil. At 6th level, this spell-like ability is replaced by summon monster VI, allowing him to summon 1d3 bearded devils or 1 erinyes. At 9th level, this spell-like ability is replaced by summon monster VII, allowing him to summon 1d4+1 bearded devils, 1d3 erinyes, or 1 bone devil.
Tracker (Sp; any order): The Hellknight can summon a creature to aid him, either in battle or to track an enemy, as if using a summon monster spell, save that the summoned creature lingers for 1 hour before vanishing. A 6th-level Hellknight can summon either an eagle, a riding dog, a wolf, or a leopard. A 9th-level Hellknight can instead opt to summon a dire wolf or a hell hound.
Vigilance (Su; Order of the Scourge): The Hellknight gains low-light vision (this effect is constant). In addition, as a full-round action, he can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. Metal and denser barriers block this effect. Each use of this ability to see through solid objects lasts as long as the Hellknight concentrates, up to a number of rounds equal to the Hellknight’s level.
Wrack (Su; any order): The Hellknight can make a touch attack as a standard action to cause a creature to suffer incredible pain. The creature touched takes damage equal to 1d6 + the Hellknight’s Charisma modifier, and must succeed at a Will save or become staggered for 1d4 rounds.


Force of Will (Ex): At 3rd level, a Hellknight gains a +2 bonus on Will saves against spells with any one of the following subschools or descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm. At 6th level, the Hellknight chooses another subschool or descriptor from the list and gains a +2 bonus on his Will saves against spells of that type, and the bonus provided by his first selection increases to +4. At 9th level, he chooses from the list again, and both previous selections increase by 2, so that he has a +6, a +4, and a +2 bonus, respectively, against spells of three different groups.
Lawbringer (Ex): At 7th level, a Hellknight’s attacks are treated as being lawful for the purpose of overcoming damage reduction.
Infernal Armor (Su): As long as he wears Hellknight armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks made while interacting with lawful, nongood creatures. In addition, while wearing the armor, he gains the ability to see perfectly in darkness of any kind, resistance to fire 30, resistance to acid 10, and resistance to cold 10.
Hell’s Knight (Su): At 10th level, a Hellknight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon special ability. This weapon has this special ability as long as the Hellknight remains within 100 feet of the weapon, but a Hellknight can maintain only a single weapon’s granted special ability at a time. The Hellknight also becomes immune to fire while wearing Hellknight plate.
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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #3 于: 2018-02-14, 周三 06:23:49 »
地狱骑士持节士(进阶职业)
地狱骑士持节士是地狱骑士团们的施法者臂助。他们是骑士团意志的无面(面甲会遮住大部分脸)执行者,使用他们的魔法力量无情的惩罚和处决违反法律条文的罪犯。他们会带着面甲-大多数都是很常见的那种-来表明他们仅仅是骑士团的意志代言人,不为私情所扰,不为情绪所动,全心全意为所有秩序破坏者带来公正的审判。持节者的独特面甲既象征着他们对法律的忠诚和对公正的拥护,也同样预示着他们的力量和阶级。一般来说,持节士是奥术或是神术的施法者。一名持节士必须是守序的,这些牧师往往信仰一些守序侧的神明,比如阿巴达尔或是阿斯摩蒂斯。大体上,持节士们的阵营总是优先取决于他们所在的骑士团,其后再考虑其他。当然,一些奥术施法者也同样可以成为一名地狱骑士持节士,但就目前来说,这种例子在骑士团中是十分罕见的。但在不远的将来,随着魔法的传播和普及,奥术持节士的数量也注定会得到相当的增长(普遍)。
生命骰:d8

先决条件
要成为一名地狱骑士持节士,角色必须满足以下条件。
阵营:任意守序。
护甲擅长:必须擅长中甲。
专长:奥术着甲训练或战斗祭司UM。
技能:威吓2级,知识(位面)5级,辨识法术5级。
法术:可以施展3环法术。
特殊:角色必须杀死一只比他具有更高生命骰的魔鬼。必须有地狱骑士见证这一胜利。

本职技能
地狱骑士持节士的本职技能(及其关键属性)为:交涉(魅力),威吓(魅力),语言学(智力),知识(全部)(智力),专业(感知),察言观色(感知)和辨识法术(智力)。
每级技能点数:2+智力调整值

引用
表:地狱骑士持节士
等级BAB强韧反射意志特殊能力每日法术
1级+0+0+0+1守序灵光,口授传承,骑士团,持节士面甲+1施法者等级
2级+1+1+1+1奥术着甲大师+1施法者等级
3级+2+1+1+2持节士护甲训练1+1施法者等级
4级+3+1+1+2审视+1施法者等级
5级+3+2+2+3奥术着甲大师(直觉动作)+1施法者等级
6级+4+2+2+3辨识谎言+1施法者等级
7级+5+2+2+4审视+1施法者等级
8级+6+3+3+4持节士护甲训练2+1施法者等级
9级+6+3+3+5炼狱坚韧+1施法者等级
10级+7+3+3+5魔鬼预言者+1施法者等级

职业能力
以下是地狱骑士持节士进阶职业的职业能力。
武器与护甲擅长(Weapon and Armor Proficiency):持节士获得重甲和一种他的骑士团偏好武器的擅长。

守序灵光(Aura of Law,特异能力):地狱骑士持节士的守序灵光强度(参见侦测守序法术)等同于其总角色等级。

口授传承(Catechesis,特异能力):若地狱骑士持节士拥有战斗祭司(Warrior Priest)UM专长,他的地狱骑士持节士等级与其他神术施法者等级叠加,以计算那些职业的领域力量,裁决领域,先知启示。这不会提供新的能力。此外,拥有战斗祭司专长的持节士获得引导阵营(混乱)作为奖励专长,并在计算对混乱异界生物造成的治疗或伤害时,以及在计算它们减半伤害的豁免DC时,将其地狱骑士持节士等级视作牧师等级。

骑士团(Order):地狱骑士持节士选择加入一个地狱骑士的骑士团。最常见的地狱骑士骑士团(及其偏好武器)为:锁链骑士团(轻型链枷),界门骑士团(匕首),神爪骑士团(钉头锤),圣钉骑士团(长枪或戟),焚烧骑士团(大砍刀),刑架骑士团(长剑或鞭),天谴骑士团(重型硬头槌或鞭)。

持节士面甲(Signifer Mask,超自然能力):在开始地狱骑士之道时,持节士获得一面面甲,通常没有露出眼睛的地方,或其它类人特征。该面甲不会阻碍持节者的视野,且当穿戴该面具时,他在察言观色检定和对抗基于视觉效果的法术与能力的豁免上获得+2表现加值。
一名通过奥术联结职业能力获得了联结物品的地狱骑士持节士可以通过花费500金币和8小时来完成一个特殊的仪式。这一仪式将持节士的面具转换为他的新联结物品,占据头部位置。在这种情况下,地狱骑士持节士等级与提供联结物品的职业等级叠加,以决定可以在联结物品上添加何种额外魔法能力。

奥术着甲大师(Arcane Armor Expertise):2级时,若地狱骑士持节士拥有奥术着甲训练专长,他获得奥术着甲大师作为奖励专长。5级时,使用该专长的动作需求由迅捷动作变为自由动作。
*译注:此处疑为有误,实际应为核心规则书中的奥术着甲大师(Arcane Armor Mastery)专长。

持节士护甲训练(Signifer Armor Training):3级时,当地狱骑士持节士穿戴着地狱骑士战甲时,他的护甲检定减值降低1点(至少为0),奥术失败率降低5%。8级时,他的护甲检定减值再降低1点,奥术失败率再降低5%。此外,8级时,若地狱骑士持节士的速度因着中甲或重甲而降低,他独特的训练令速度少降低5尺。

审视(Assiduous Gaze):在4级和7级时,地狱骑士持节士获得一项审视能力,从下表中选择。地狱骑士持节士每日可以使用每个他拥有的审视能力的轮数等同于1/2其职业等级。这些轮数不必连续。地狱骑士持节士可以以一个迅捷动作启动一项审视能力以检视30尺内的一名单个生物,物体或五尺方格。地狱骑士持节士必须穿戴持节士面甲才能使用这些能力,他在使用这些能力时的施法者等级等同于其角色等级。
引用
辨咒审视(Elucidation,超自然能力):辨识作用于目标的每个法术,包括法术的效果及施法者等级。

度德审视(Morality,类法术能力):确认目标是否是混乱,邪恶,善良或守序阵营,并确认其灵光强度,如同使用侦测混乱侦测邪恶侦测善良侦测守序研究了三轮一般。

探法审视(Scrutiny,超自然能力):辨识目标是有具有类法术能力或施法能力,施法能力是奥术还是神术,及其当前可用的最强大的法术或类法术能力的强度(见侦测魔法)。

知真审视(Veracity,类法术能力):观察目标,如同使用真知术。地狱骑士持节士必须达到7级才能选择此能力。

透物审视(Vigilance,超自然能力):看穿至多5尺厚的石头,木头或类似阻碍物,如同它们并不存在一般。这一能力无法穿透任何种类的金属。

辨识谎言(Discern Lies,类法术能力):6级时,地狱骑士持节士可以以类法术能力使用辨识谎言法术,每日3+魅力调整值轮。这些轮数不必连续。他的施法者等级等同于其总角色等级。

炼狱坚韧(Infernal Resilience,特异能力):9级时,地狱骑士持节士获得DR 5/混乱,且免疫毒素。

魔鬼预言者(Diabolic Harbinger,超自然能力):10级时,只要地狱骑士持节士戴着他的持节者面甲,他便可获得100尺范围的心灵感应能力,且可以在魔法和普通黑暗中完美视物。当穿戴持节士面甲时,他免疫目盲和目眩效果,并在与守序生物互动时,在所有基于魅力的检定上获得+2加值。若该生物同时为异界生物,这一加值提升至+4。

剧透 -   :
HELLKNIGHT SIGNIFER (PRESTIGE CLASS)
Hellknight signifers form the spellcasting arm of the Hellknight orders. They serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law. They wear masks— often featureless—to mark themselves as impersonal agents of order, unswayed by empathy, detached from emotion, and dedicated to passing impartial judgment upon all lawbreakers. A signifer’s distinctive mask is a symbol of his devotion to the precepts of law and exacting justice, and it serves as the focus for several of his signifer powers. Traditionally, signifers are arcane or divine spellcasters. As a signifer must be lawful, clerics who take this prestige class generally worship lawful deities, with the majority being worshipers of Abadar or Asmodeus. Despite trends toward diabolism, overall a signifer’s views of good and evil are defined by his Hellknight order first and everything else second. While it’s certainly possible for a psychic spellcaster to become a Hellknight signifer, to date, such examples are relatively rare among the various Hellknight orders. Yet in time, as such magic spreads and gains acceptance, psychic Hellknight signifers may well grow more common.
Hit Die: d8.


Requirements
To qualify to become a Hellknight signifer, a character must
fulfill all of the following criteria.
Alignment: Any lawful.
Armor Proficiency: Proficient with medium armor.
Feats: Arcane Armor Training or Warrior PriestUM.
Skills: Intimidate 2 ranks, Knowledge (planes) 5 ranks,Spellcraft 5 ranks.
Spells: Able to cast 3rd-level spells.
Special: The character must slay a devil with Hit Dice greater than his character level. This
victory must be witnessed by a Hellknight.
Class Skills
The Hellknight signifer’s class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Linguistics (Int), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
Class Features
The following are class features of the Hellknight signifer prestige class.


Weapon and Armor Proficiency: A Hellknight signifer gains proficiency with heavy armor and with one of his order’s favored weapons (see Order on page 93).
Aura of Law (Ex): A Hellknight signifer’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight signifer’s character level.
Catechesis (Ex): If a Hellknight signifer has the Warrior Priest feat, his class level stacks with other divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. This
doesn’t grant any new powers or abilities. In addition, a Hellknight signifer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hellknight signifer levels as cleric levels when Hellknights determining the amount of damage healed or dealt and saving throw DCs of his channeled energy.
Order: A Hellknight signifer chooses a Hellknight order to join at 1st level. The most common Hellknight orders (and their favored weapon or weapons) are: Chain (flail), Gate (dagger), Godclaw (morningstar), Nail (halberd or lance), Pyre (glaive), Rack (longsword or whip), and Scourge (heavy mace or whip).
Signifer Mask (Su): Upon initiation, a Hellknight signifer receives a mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the Hellknight signifer’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.
A Hellknight signifer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the Hellknight signifer’s mask into his new bonded object, which takes up the head slot. In this case, his Hellknight signifer levels stack with levels from the class that grants the arcane bond for determining what additional magical abilities can be added to the bonded object.
Arcane Armor Expertise (Ex): At 2nd level, if a Hellknight signifer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat. At 5th level, the action required to use this feat changes from a swift action to a free action.
Signifer Armor Training (Ex): At 3rd level, while a Hellknight signifer wears Hellknight armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure by an additional 5%. Additionally, at 8th level, when a Hellknight signifer’s speed is reduced by wearing medium or heavy armor, his unique training decreases the speed reduction by 5 feet.


Assiduous Gaze: At 4th level and again at 7th level, a Hellknight signifer gains an assiduous gaze ability chosen from the list below. A Hellknight signifer can use each assiduous gaze ability he has for a number of rounds per day equal to half his class level. These rounds need not be consecutive. A Hellknight signifer can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. A Hellknight signifer must be wearing his signifer mask to use these abilities, and his caster level while using the ability is equal to his character level.
Elucidation (Su): The Hellknight signifer can discern each active spell on the target, including the spell’s effect and caster level.
Morality (Sp): The Hellknight signifer can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny (Su): The Hellknight signifer can discern whether the target has spell-like abilities or spellcasting abilities; whether any spellcasting abilities are arcane, divine, or psychic; and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity (Sp): The Hellknight signifer can observe the target as if using true seeing. A Hellknight signifer must be 7th level to select this ability.
Vigilance (Su): The Hellknight signifer can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.


Discern Lies (Sp): At 6th level, a Hellknight signifer can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. His caster level is equal to his total character level.
Infernal Resilience (Ex): At 9th level, a Hellknight signifer gains DR 5/chaotic and becomes immune to poison.
Diabolic Harbinger (Su): At 10th level, as long as a Hellknight signifer wears his signifer mask, he gains telepathy with a range of 100 feet and can see perfectly in both magical and mundane darkness. While wearing his signifer mask, he is immune to blindness and dazzling effects, and gains a +2 bonus on all Charisma-based checks when interacting with lawful creatures. This bonus increases to +4 if the creature is also an outsider.
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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #4 于: 2018-02-14, 周三 06:24:03 »
地狱扈从(Armiger)(战士变体)
在成为“地狱骑士”之前,所有的参与者都需要经过一个简单的测试-他们需要独自一人和一个被召唤出的魔鬼展开场生死搏杀,要么荣耀的凯旋,要么孤独的死去——这些待审者被称为地狱扈从。这是对所有仍处于地狱骑士训练下成员的总称(同样包括打算成为持节士的成员),并为加入训练的战士们提供一些特殊的能力。尽管他们并不被认可为地狱骑士的一员,但他们仍然是熟练且致命的勇士。
大多数的地狱扈从会居住在所属骑士团的大本营,进行重复的工作和训练直到成为名副其实的地狱骑士的那一天。这些地狱扈从经历的是近乎严苛的日常训练;他们每天会和其余新兵在训练场上耗费数小时来打磨战斗技巧,空闲时则在城堡的图书馆内阅读和学习,或是反复牢记所属骑士团的度量和锁链(The Measure And The Chain,具体查看地狱骑士之道)。每隔一段时间,地狱扈从会以小队为单位离开城堡,奉命在附近的城市或边境巡逻,在实践中践行地狱骑士和所属骑士团的准则。
有时,一些地狱扈从会被允许前往更远的地域,追寻那些违法分子并将他们绳之以法。有一些扈从会跟随一或数名地狱骑士一起行动,但大多数更倾向于组建自己的队伍或是加入一些冒险队。地狱扈从经常会在冒险生活中被迫打破他们的准则并对他们的盟友做出一定妥协,但他们会通过苦痛来牢记这份过错和屈辱,其中包括鞭打自身,喝滚水等等,以此来确保自己不会偏离骑士团的度量和锁链。



奖励专长:当选择战士奖励专长时,地狱扈从可以选择任何包含了“地狱骑士”名词的专长。
此能力调整了战士的奖励专长。

地狱骑士团:1级时,一名地狱扈从必须选择她想要加入的骑士团。如果她之后成功在地狱骑士上获取等级,她必须选择同样的骑士团。

好学侍从:地狱扈从每级可以额外获得2个技能点。这些技能点必须用在威吓和知识(位面)上。此外,地狱扈从将知识(本地)和知识(位面)视为本职技能。
此能力调整了战士的本职技能和升级技能点数,并取代1级和10级获得的战士额外专长。

炽念(Ardent超自然能力):地狱扈从无法违背他的戒律。2级时,一名地狱扈从会在意志豁免上获得+1加值对抗魅惑(charm)效果。在2级后的每4个战士等级,这项加值会增加1。每天一次,如果地狱扈从被魅惑或是被胁迫(compulsion)去执行一项违背她骑士团戒律的行为时,她可以立刻尝试通过一个意志对抗施法者的DC来抵抗这个命令。成功并不会摆脱魅惑或是胁迫的效果,但能允许地狱扈从拒绝执行违背戒律的行为。
此能力取代英勇。

剧透 -   :
ARMIGER (FIGHTER ARCHETYPE)
Until would-be Hellknights take the trial referred to simply as the Test—in which they enter single combat with a conjured devil and either emerge victorious or die— they are known as armigers. While this is a blanket term for all Hellknights-in-training (including those training to become signifers), it also applies specifically to fighters who focus their training to become Hellknights. Despite their lack of recognized rank, armigers are skilled and deadly warriors.
Most armigers live and train at their order’s citadel, working toward the day when they become full-fledged Hellknights. These armigers follow a brutally strict routine; they spend hours honing their combat skills against other trainees, obsessively studying in the citadel’s libraries, or memorizing passages of the Hellknight philosophy known as the Measure and the Chain. At regular intervals, squads of armigers emerge from their citadels to patrol nearby cities or frontier lands, working to enforce Hellknight law and their order’s edicts.
On occasion, some armigers travel farther from their citadels, searching out those who mock the law and bringing them to justice by any means necessary. While a few do so as squires to full-fledged Hellknights, others strike out on their own or join bands of adventurers. To make up for the broken routine of adventuring life and the frequent compromises necessary in the presence of such allies, such roaming armigers are expected to perform frequent reckonings. These painful acts of mortification, such as scourging oneself or drinking boiling water, keep the would-be Hellknight disciplined and focused on the strictures of the Measure and the Chain.
Bonus Feats: When selecting fighter bonus feats, the armiger can select any feats whose names include the word “Hellknight” (such as those that appear on page 62 of Pathfinder Campaign Setting: Path of the Hellknight) as though they were combat feats.
This alters the fighter’s bonus feats.
Hellknight Order: At 1st level, an armiger must select which Hellknight order she intends to join. If the armiger later gains levels in a Hellknight prestige class, she must select that same order.
Studious Squire: An armiger gains 2 additional skill ranks at each level. These ranks must be put into Intimidate and Knowledge (planes). In addition, the armiger treats Knowledge (local) and Knowledge (planes) as class skills.
This alters the fighter’s class skills and skill points per level, and replaces the fighter’s bonus feats gained at 1st and 10th levels.
Ardent (Su): Armigers are difficult to sway from their beliefs. At 2nd level, an armiger gains a +1 bonus on Will saves against charm effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd. Once per day, if an armiger is forced to take an action that is diametrically opposed to her order’s beliefs and values while under the influence of a charm or compulsion effect, she can immediately attempt a Will save against the effect’s DC to resist acting out that order. Success does not remove the existing charm or compulsion effect, but does allow the armiger to resist betraying her beliefs.
This replaces bravery.

« 上次编辑: 2018-11-05, 周一 08:18:35 由 墨叶 »

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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #5 于: 2018-02-14, 周三 06:24:12 »
缚魔士(召唤师Unchain变体)
世界上依然有着很多人认为地狱骑士是炼狱的崇拜者和代理人—或者说,是被下层界愚弄的可怜傀儡—然而,虽然大多数地狱骑士都确实的见证过地狱和活着的魔鬼,但他们只是将对方视为必须跨过的试炼。他们坚信如果能够掌控这片纯粹的秩序(残酷且邪恶),那么秩序(地狱)的力量就能为其所用。‘炼狱试炼’就是为此被创造,用来帮助地狱骑士们掌控这股力量的特殊仪式,而缚魔士们则进一步的继承了这种理念,支配魔鬼为自己服务。
不像大多数的召唤师,缚魔士的幻灵并非自愿或是类似的原因而服侍于他的主人。虽然有些缚魔士(尤其是那些为地狱服务的人)会希望和他的炼狱仆从打好关系,但大多数都只是把他们的幻灵视为工具,冷酷的命令这些魔鬼加入战斗。召唤师和幻灵的连接与异界形态往往会根据幻灵的种类而改变,对于缚魔士来说,他们可以从幻灵中获得跨位面亚种的模板,同时获得一些特殊能力和进化幻灵的能力。

阵营:与地狱的契约以及和魔鬼之间的链接会在他们的灵魂中铭刻上堕落的印记。缚魔士的阵营必定是守序邪恶或是守序中立。
 
地狱链接(Infernal Binding,特异能力):缚魔士必须选择魔鬼子类的幻灵。缚魔士的幻灵不会随等级增加攻击次数的上限,他的基础攻击加值等同于生命骰的一半。在4级和之后每4个等级,幻灵的魅力值都会增加2。
本能力替代了幻灵。

地狱奥法(Infernal Arcana,类法术能力):在1级和之后每2个等级,缚魔士的幻灵会得到以下类法术能力:防护混乱(1st),灼热射线(3rd),暗示术(5th),魅惑怪物(7th),支配人类(9th),异界誓缚(11th),高等传送术(13th),真言术:震(15th),流星爆(17th)。幻灵可使用每个类法术能力1次/日,施法者等级等同于缚魔士的召唤师等级。当幻灵使用异界誓缚时,缚魔士可以被视为这个法术的施术者。在19级,缚魔士的幻灵可以使用每个地狱奥法3次/日。
本能力取代召唤怪物。

地狱亲和(Infernal Affinity,特异能力,超自然能力或类法术能力):缚魔士可以依靠她的幻灵歪曲地狱的力量。这会赋予缚魔士等同于地狱血统术士的血统能力(获得的等级如下所示):腐化之触(4th),地狱抗力(8th),地狱火(12th),黑暗之翼(16th),炼狱之力(20th)。缚魔士将他的召唤师等级视为术士等级来决定血统能力的效果。
本能力取代连觉,幻灵护体,位置转换,强力幻灵护体,融合形态和幻灵双生。
剧透 -  速查:
地狱血统(Infernal)【CRB】
在你的家族历史中,一个成员与魔鬼做了一笔交易。从那时以来,那个契约一直影响着你的家系。在你身上,它以明确而直接的方式显现---授予你力量和能力。尽管你的命运依然在你手中,你也不禁疑惑------你的最终奖赏,也许就是坠入炼狱。

  血统力量:你可以利用地狱的力量,虽然你必须警惕它的腐化影响----正如力量不会来得毫无代价。

  腐化之触(Sp):在1级时,你能用一个近战接触攻击导致一个生物颤栗。此效果持续每1/2术士等级一轮(至少为1)。受此能力影响而颤栗的生物发出邪恶灵光,如同他们是邪恶异界生物。重复接触不会叠加,但是能延长效果。你能够每天使用此能力次数为3+魅力修正值。
  地狱抗力(Ex):在3级时,你获得5火抗和对毒豁免+2。在9级时,提升为10火抗和对毒豁免+4。
  地狱火(Sp):在9级时,你能召来一道地狱火柱。10尺半径爆发,造成1D6火焰伤害/术士等级。爆发区域内的生物能够通过一次成功的反射豁免使伤害减半。豁免失败的善良生物将颤栗1轮/术士等级。此能力DC=10+1/2术士等级+魅力修正值。在9级时,你能使用此能力每天1次。在17级时,每天2次。20级时,每天3次。此能力有60尺射程。
  黑暗天翼(Su):在15级时,你能通过标准动作长出可怕的蝙蝠翼。给予你60尺飞行速度,机动性中等。你能够通过自由动作收起蝙蝠翼,使之消失。
  炼狱之力(Su):在20级时,你的形体变得充满极恶力量。你免疫火与毒。你同样获得酸抗,冷抗各10,以及60尺黑暗视力。
制裁混乱(Smite Chaos,超自然能力):在6级,缚魔士的幻灵就如同地狱骑士(进阶职业)一般获得制裁混乱的能力。这项能力每日可使用1次,并在6级后的每4级可额外使用一次。
本能力取代主宰呼唤和幻灵的忠诚能力。

剧透 -   :
DEVIL BINDER (UNCHAINED SUMMONER ARCHETYPE)
While many assume Hellknights are worshipers or agents of devilkind—or, at best, duped puppets of the infernal realm—most Hellknights see Hell and its native devils as a challenge
to be conquered. If one can dominate these beings of pure (albeit cruel) law, then the power of that law is theirs by right. While the Test undertaken by those who seek to become full Hellknights is one method by which this power is earned, the devil binder takes this philosophy a step further, forcing a devil into service.
Unlike those of most summoners, a devil binder’s eidolon does not willingly serve its master due to a similar philosophical bent. While some devil binders (especially those who do serve Hell) seek more amicable relationships with these infernal servants, others treat their eidolons as mere tools, remorselessly ordering the devils into battle. The nature of the summoner’s magical bond is irrevocably altered by their style of invocation. A devil binder borrows extraplanar quintessence from her eidolon, gaining strange abilities for herself and evolving her eidolon’s magical powers.
Alignment: The infernal bargains and rituals a devil binder pursues leave an indelible stain upon her soul. A devil binder must be lawful evil or lawful neutral in alignment.
Infernal Binding (Ex): A devil binder must select an eidolon of the devil subtype. The devil binder’s eidolon never increases its maximum number of attacks, and its base attack bonus is equal to half its Hit Dice. At 4th level and every 4 levels thereafter, the eidolon’s Charisma score increases by 2.
This alters the summoner’s eidolon.
Infernal Arcana (Sp): At 1st level and every 2 levels thereafter, the devil binder’s eidolon gains the following spell-like abilities: protection from chaos (1st), scorching ray (3rd), suggestion (5th), charm monster (7th), dominate person (9th), planar binding (devils only) (11th), greater teleport (13th), power word stun (15th), meteor swarm (17th). Each of these spell-like abilities is usable once per day, and the eidolon’s caster level is equal to the devil binder’s summoner level. When the eidolon casts planar binding this way, the devil binder is considered to be the spell’s caster instead. At 19th level, the devil binder’s eidolon can use each of its infernal arcana spell-like abilities three times per day.
This replaces the summon monster I summoner class feature.
Infernal Affinity (Ex, Su, or Sp): A devil binder wrenches Hell’s power from her eidolon. This grants the devil binder the bloodline powers of the infernal sorcerer bloodline (gained at the following levels): corrupting touch (4th), infernal resistances (8th), hellfire (12th), on dark wings (16th), and power of the Pit (20th). The devil binder treats her summoner level as her sorcerer level for the purpose of determining their effects.
This replaces bond senses, shield ally, transposition, greater shield ally, merge forms, and twin eidolon.
Smite Chaos (Su): At 6th level, the summoner’s eidolon gains the ability to smite chaos as a Hellknight (see page 90) of its Hit Dice. This ability can be used once per day and an additional time for every 4 levels beyond 6th.
This ability replaces maker’s call and the eidolon’s devotion ability.
« 上次编辑: 2018-11-05, 周一 08:20:29 由 墨叶 »

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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #6 于: 2018-02-14, 周三 06:25:20 »
与地狱骑士结盟
虽然地狱骑士的成员需要遵守十分严格的要求和戒律,但他们并非只会与志同道合或是愿意加入骑士团的优秀人才交好结盟。同时,因为地狱骑士一直在寻求新的潜在成员(或者说线人),所以他们也很乐意和这些有意加入的人分享机密和训练技巧。以上这两种情况都可以和地狱骑士达成结盟关系。但相对的,对于那些钟情于混乱,将违法视为炫耀资本的无法无天之徒,以及企图取缔或是代替政府的暴徒团伙,他们不仅会被永久的剔出友好名单,还会迎来地狱骑士的追捕和惩处。

范例结盟遭遇:想要成为一名地狱骑士的人必须通过炼狱试炼,而测试者必须在一名地狱骑士的见证下击败一头强大的魔鬼,同样的,寻求与地狱骑士结盟的人也需要接受一个类似的试炼。但是,仅仅打败一个更强的魔鬼并不足以获得地狱骑士的敬重。除了必须在见证下击败一个强大的魔鬼外,你还必须表现出对骑士团理念的坚持和认同。通常来说,你可以通过抓捕并移交一名罪犯或是违背了骑士团戒律的违法者来满足这点。大部分地狱骑士团都拥有着庞大的通缉名单,所以想要和他们结盟的人可以从追捕罪犯处入手。

装备(Equipment)
地狱骑士经常使用以下装备来对抗混乱。这些装备可能会在任何一名地狱骑士的身上发现,尽管有些骑士团会拥有一些额外的装备。举例来说,尖钉骑士团的很多骑士都会为坐骑披上地狱骑士马铠,而界门骑士团则往往会装备有持节士面甲。


烙铁(Branding Iron)

通常 价格: 2 GP      重量: 5 lbs.
定制 价格: 10 GP    重量: 5 lbs.
这块表面光滑的金属有着2至4英尺的长度。一端用来充当把手,另一端则被铸成简单的形状,比如球形或正方形。烙铁的末端可以铸造成更复杂的结构,比如地狱骑士团的徽记,但这会额外花费相当多的预算。
假如烙铁在明火中被加热10分钟或更久,它会变得极端炽热发红。如果在这时将烙铁压向木条,皮革,皮肤或是其他可以被烧焦的物体表面,目标会受到1点的火焰伤害,并留下烙铁形状的伤痕。一个自愿或是无助状态下的生物可以被炽热的烙铁烙下印记;一个被充分加热的烙铁也可以作为临时武器造成伤害并在生物身上留下印记。如果使用者想要在特定位置留下印记,那么她会在攻击骰上承受-4的减值(会额外增加在临时武器的减值中)。拥有火免或是火抗的生物不会被烙铁留下印记。烙铁会很快的失去他的热度,仅仅能在离开火焰后维持5分钟,或是为一个生物留下一个完整的印记。


地狱骑士马铠
价格:取决于骑士团
重量:取决于骑士团
地狱骑士往往会为他们的坐骑披上于自己相当的护甲。这种为了地狱战马特制的马铠有着装饰性的尖刺(不会造成伤害),经常被设计的与骑手的护甲相像,或是把战马装饰等等如同一个怪物(骸骨样式,恶魔样式或是梦魔样式)。地狱骑士马铠可以被做成地狱骑士皮甲,地狱骑士半身甲或是地狱骑士全身甲的样式;它会花费常规4倍的价格并拥有2倍的重量。地狱骑士半身马铠或者全身马铠会减慢坐骑的速度,40尺移速会变为30尺,50尺移速会变为35尺,60尺移速会变为40尺。穿上了重甲的战马只能以常规速度3倍进行奔跑而不是4倍。


地狱骑士半身甲
价格: 850GP
重量: 50磅
地狱骑士持节士所穿的是一种由装甲钢板和钢链构成,伴有黑色织布装饰特殊半身甲。它被视为半身铠甲,但可以如中甲一般进行穿戴和移除。任何穿戴这个盔甲的施法者都可以在计算专长或是其他效果时将它视为地狱骑士全身甲。这套铠甲包含一个持节士面甲,但可以被自由移除。



地狱骑士皮甲
价格: 30GP
重量: 25磅
有时候过于执着于全身甲可能会反过来危及到地狱骑士的生命。这套镶有饰钉的皮革铠甲包含一对重手套和雕琢成头骨外貌-或许是人类的,又或许是什么怪物-的皮质头盔。地狱骑士皮甲的数据和镶嵌皮甲一样,但价格要贵5gp,同时重了5磅。


地狱骑士全身甲
价格: 2000GP
重量: 50磅
这些与众不同的铠甲是专门特制的精制全身甲,做为影响力和荣耀的象征授予那些成功取得地狱骑士阶级的人物。除了它独特的外观(不同骑士团都有着独有的风格),这些地狱骑士全身甲都被视为精制全身甲。


持节士面甲
价格 75GP
重量 2磅
这个地狱骑士持节士们专有的,看起来就显得凶恶的封目面甲最早由界门骑士团的成员发明,如果从内部往外看,会发现面甲就好似透明的一般。这种特殊的炼金处理让佩戴者的脸部变得模糊,同时能让他们透过烟雾状的玻璃看到外界。当佩戴持节士面甲的时候,佩戴者在对抗凝视攻击时通常视为避开了对方的视线,同时,她会在有关视觉效果(vision-based)的豁免检定上获得+8环境加值。但相对的,面甲的朦胧效果也会对佩戴者依赖视觉的察觉检定获得-4减值,并且对所有看到的敌人承担20%的失手几率(敌人会被视为隐蔽(concealment))。
一名拥有地狱骑士持节士阶级的角色可以使用面甲正常视物,但她也可以通过一个标准动作改变面甲的功能(如上所示)。持节士面甲作为头部奇物同样可以进行强化附魔以获得更多的能力。此外,当一名角色获得地狱骑士持节士的等级时,他会被授予持节士面甲作为奖励,就如同地狱战甲对地狱骑士意义。

魔法物品
地狱骑士有着为数众多的精制魔法物品,不过很多实用的道具都被赋予了奇特的外形。以下所示的特殊物品是地狱骑士和骑士团们的最珍贵的藏品。

冰魔重铠(Gelugon Plate)
位置:铠甲; 价格:60950GP
施法者等级:7级;重量:50磅。
灵光:中等咒法系和变化系
这件闪烁着深蓝色光芒的+3地狱骑士板甲(+3 Hellknight Plate)触碰起来是如此的寒冷,围绕着板甲旋转的冻雾好似魔鬼的脸庞。这套铠甲的穿戴者获得10点寒冷抗力。在移动结束时处于穿戴者5尺范围内的任何生物都必须成功进行DC为16的强韧豁免,失败则会由于护甲所散发出的冰寒而恍惚(staggered)1轮。豁免成功的生物会在24小时内免疫同一套冰魔重铠的效果。冰魔重铠的穿戴者能够以标准动作启动或压制这个效果。
地狱骑士(Hellknight)或者擅长重甲的地狱骑士持节士(Hellknight signifer)在穿戴这件护甲时,每日至多能够施放3次冰墙术。
制造要求:制造魔法武器和防具,缓慢术,冰墙术
制造成本:31550GP



持节士之拳(Signifer's Fist)
位置:无;价格:10305GP
施法者等级:5级;重量:2磅
灵光:微弱咒法系和变化系
这柄+1轻型硬头锤通体由黑钢锻造而成,锤部是一个紧握着的拳头,手指之间有着突出的尖刺。通过一个移动动作,使用者可以从奥能力池(如同一个魔战士UM一般),奥能源泉(如同一名奥能师ACG),或是热诚(如同一名战争祭司ACG)中消耗一点能量发动一次近战攻击。无法完成以上动作的角色也可以改为通过一个标准动作使用持节士之拳,但每天限用一次。如果这次攻击对一个生物造成了伤害,持节士之拳会变成对这名生物类型的破敌武器(如果生物是异界类人生物,那么获得对该亚种的破敌效果)持续一分钟。如果目标免疫流血,那么这项能力不会生效,但攻击仍然会造成正常伤害。
制造要求:制造魔法武器和防具,加速术,召唤怪物I
制造成本:5305GP

剧透 -   :
AFFILIATION WITH THE HELLKNIGHTS
While the Hellknights have very strict requirements and regulations to which all members are expected to adhere, they are not above allying with like-minded specialists who bring talents and abilities uncommon in those seeking to join one of the orders. Furthermore, the Hellknights are constantly on the lookout for new potential members, and they are often willing to share secrets and training techniques with those who might not initially be interested in joining an order. In both of these situations, the Hellknights have been known to offer affiliation. By contrast, those who revel in chaos, flaunt their lawlessness, or otherwise seek to undermine governments or established order often find themselves not only barred from affiliation but actively pursued and hunted by Hellknights eager to punish such miscreants.
Example Affiliation Encounter: Just as those who seek to become actual Hellknights or signifers must pass the Test, in which the initiate defeats a powerful devil before a Hellknight witness, so too can those who seek affiliation with a Hellknight order undertake a similar test. It is not enough to merely defeat a single devil with more Hit Dice than oneself for a nonmember to earn the respect of a Hellknight’s order, though. In addition to defeating such a devil while under observation, a character must also demonstrate her adherence to that order’s virtues. Typically, this requirement can be met by handing over a criminal or law-breaker whose crimes are among those the order in question seeks to punish. Most Hellknight orders maintain relatively extensive lists of bounties, so those who seek affiliation can focus their hunt on known criminals.


Hellknights often employ the following equipment in their war against chaos. This equipment might be found in the possession of any Hellknight, though some individual pieces might be used more by some orders than others. For example, the Order of the Nail has many mounted knights who use Hellknight barding, and the Order of the Gate has many signifers who use signifer masks.


Branding Iron
This length of bare metal is 2 to 4 feet long. One end serves as a handle, while the other forms a simple shape, such as a square or circle. Branding irons with ends that form complex symbols, such as the symbol of a Hellknight order, are much more expensive.
If the branding iron is heated in an open fire for 10 minutes or more, it becomes red-hot. If then pressed against wood, leather, skin, or another surface capable of being scorched, it deals 1 point of fire damage, leaving behind a burn mark that becomes a mundane scar of the branding iron’s symbol. A willing or helpless creature can be marked with a hot branding iron. If employed as an improvised weapon in combat, a sufficiently heated branding iron deals damage and leaves behind its symbol on any creature struck. If the wielder is trying to mark a particular spot on a target creature, she takes a –4 penalty on her attack roll (in addition to any penalties from using improvised weapons). Creatures immune or resistant to fire damage cannot be marked by a branding iron. A hot branding iron loses its heat quickly. It can mark only one creature, within 5 minutes of being removed from a fire, before it needs to be reheated.


HELLKNIGHT BARDING
Hellknights often equip their steeds with armor similar to their own. Typical barding for Hellknight steeds features ornamental spikes (these spikes deal no damage). Such barding is usually designed to look similar to the armor of the horse’s rider, or to look skeletal, fiendish, or similar to a nightmare. Hellknight barding can be made from Hellknight leather, Hellknight half-plate, or Hellknight plate; it costs four times as much and weighs twice as much. Hellknight half-plate barding or Hellknight plate barding slows a mount’s speed from 40 feet to 30 feet, from 50 feet to 35 feet, or from 60 feet to 40 feet. A mount wearing such armor moves at only triple its normal speed when running instead of quadruple.


HELLKNIGHT HALF-PLATE
PRICE 850 GP
WEIGHT 50 lbs.


The armor worn by a Hellknight signifer is a vestment of armored plates, chain, and dark fabric. It functions as half-plate, but it can be donned and removed as though it were medium armor. Any spellcaster who wears this armor is treated as if he were wearing Hellknight plate for the purposes of any feats and effects that require it. This armor includes a signifer mask, though signifer masks can also be purchased separately.
HELLKNIGHT LEATHER
PRICE 30 GP
WEIGHT 25 lbs.
There are instances where wearing full plate armor can jeopardize a Hellknight’s life. Primarily worn by Hellknight sailors, this studded leather armor includes heavy gloves and a helm of sculpted leather designed to look like a skull—either a human’s or that of some aquatic creature. Hellknight leather’s statistics are identical to those of studded leather, except it costs 5 gp more and weighs 5 pounds more.


HELLKNIGHT PLATE
PRICE 2,000 GP
WEIGHT 50 lbs.
These distinctive suits of armor are a special type of masterwork full plate that grant additional effects when worn by a character with levels in the Hellknight prestige class. Apart from its distinctive look (each order of Hellknights has its own style of armor), a suit of Hellknight plate functions the same as a suit of masterwork full plate.


SIGNIFER MASK
PRICE 75 GP
WEIGHT 2 lbs.
The menacing, eyeless masks of the Hellknight signifers were first created by members of the Order of the Gate, and are semitransparent when viewed from the inside. This alchemical treating of the material obscures the face of the wearer as a full helm does but allows the wearer to see as if through a smoky pane of glass. When wearing a signifer mask, the wearer is always treated as averting her gaze when dealing with gaze attacks, and she gains a +8 circumstance bonus on saving throws against vision-based effects. However, the obscuring nature of the mask means that the wearer also takes a –4 penalty on vision-based Perception checks while wearing the mask, and all opponents are treated as having concealment (20% miss chance).
A character with the Hellknight signifer prestige class can see through the mask as normal, but she can also adjust her mask as a standard action to function as detailed above. Signifer masks are often magically enhanced, becoming variants of items that take up the head item slot. Additionally, when a character takes levels in the Hellknight signifer prestige class, this mask grants the benefits and capabilities of the signifer mask class feature.
MAGIC ITEMS
Hellknights have crafted a wide range of magical items, many being baroque versions of well-known items. Special and custom items like those detailed below are among the most valued possessions of Hellknights and their orders.


GELUGON PLATE
PRICE 60,950 GP
SLOT armor CL 7th WEIGHT 50 lbs.
AURA moderate conjuration and transmutation
This iridescent +3 Hellknight plate is cold to the touch, and the fiendish features that swirl across the plates shed gouts of cold mist. The wearer of this armor gains cold resistance 10. Any creature that ends its movement within 5 feet of the wearer must succeed at a DC 16 Fortitude saving throw or be staggered for 1 round, numbed by the cold emitted by the armor. A creature that succeeds at its saving throw is immune to the effects of that gelugon plate for 24 hours. The wearer of a suit of gelugon plate can suppress or reactivate this effect as a standard action.
A Hellknight (or Hellknight signifer with heavy armor proficiency) wearing this armor can cast wall of ice three times per day.
CONSTRUCTION REQUIREMENTS COST 31,550 GP
Craft Magic Arms and Armor, slow, wall of ice


SIGNIFER’S FIST
PRICE 10,305 GP
SLOT none CL 5th WEIGHT 2 lbs.
AURA faint conjuration and transmutation
This +1 light mace is forged of black iron and topped with what appears to be a clenched fist with spikes protruding from between the fingers. As a move action, the wielder can expend 1 point from his arcane pool (as per a magusUM), 1 point from his arcane reservoir (as per an arcanistACG), or one use of fervor (as per a warpriestACG) to make a single melee attack with the signifer’s fist. Characters without any of these options can instead activate a signifer’s fist in this way as a standard action once per day. If the attack deals damage to a creature, the signifer’s fist gains the bane weapon special ability against that creature’s type (or subtype if the creature is a humanoid or outsider) for 1 minute. This benefit doesn’t apply if the target is immune to bleed, though the attack still deals damage normally.
CONSTRUCTION REQUIREMENTS COST 5,305 GP
Craft Magic Arms and Armor, haste, summon monster I
« 上次编辑: 2018-07-02, 周一 10:05:08 由 墨叶 »

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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #7 于: 2018-02-14, 周三 06:25:32 »
地狱骑士专长
地狱骑士之庇护(Hellknight Aegis)
你的地狱骑士盔甲让你免于许多威胁。
   
先决条件:擅长重型盔甲(Heavy Armor Proficiency)、BAB+5、必须宣誓效忠单一一个地狱骑士团。
专长效果:每天一次,以一个整轮动作,你可以让你的地狱骑士盔甲进入破损状态(broken condition)。如果你这样做了,你会被以下列表中的一个法术影响(由你选择),使用你的角色等级做为施法者等级:破除结界(break enchantment)、中和毒性(neutralize poison)、移除疾病(remove disease)或着移除麻痹(remove paralysis)。一旦你使用了此能力,你的地狱骑士盔甲必须修复好,才会提供你原来的AC加值,因破损状态承受的减值才会回复正常。(译注:一般破损的盔甲,提供的AC会是原来的一半,并且向下取整,因为盔甲造成的防具减值会在进行相关技能检定时,以双倍计算)
   你可以在被麻痹或是被其他方式所束缚(restrained)时使用此能力,但如果失去意识(unconscious)则不行。对于上述所说的「地狱骑士战甲」,这指的是所有在名称中带有「地狱骑士」的盔甲。你不可以在盔甲已是破损状态中使用此能力。


地狱骑士的准则(Hellknight Obedience)
每日履行地狱骑士的洗礼仪式(reckonings)会给予你一些特殊的恩典。

先决条件:知识(位面)3,必须宣誓效忠单一一个地狱骑士团。
专长效果:选择这个专长后,你会擅长所在地狱骑士团的所有偏好武器。此外,经过少许冥思并完成一次成功的仪式后,你将获得所在骑士团的戒律能力(恩典)。每个地狱骑士团都有着专有的仪式需求。每天,经过必要的沉思和冥想,你需要花费大约一小时来完成洗礼仪式。当你完成了所在骑士团的洗礼仪式,你会如上表所示在对应等级从对应的特殊能力获得好处。当你有至少12个生命骰时,你会获得骑士团的第一恩典(boon)。当你有至少16个生命骰时,你获得第二恩典。当你拥有20个或更高生命骰时,你得到第三恩典。除非上表中有明示使用限制和次数,否则这些恩典都是恒定效果。如果你今日没有进行洗礼仪式或没有成功完成洗礼,你会失去这个专长提供的所有好处和骑士团的恩典直到重新完成一次洗礼。你无法选择这个专长除非你已经与骑士团结盟,正在接受地狱骑士的训练,是一名地狱骑士(进阶职业)或是地狱骑士团的一员-具体由GM决定。
每年一次,你可以在获得另一个骑士团允许后,选择改变效忠的对象(骑士团)。如果你曾被驱逐出了宣誓效忠的骑士团,那么你会失去这个专长提供的能力直到你重新获得地狱骑士们的认可。具体细节有GM决定。


地狱骑士的狂热(Hellkngiht Obsession)
你对自己造成了致命伤害,并通过这份疼痛自我惩戒,解放更为强大的力量。
先决条件:地狱骑士的准则,知识(位面)3,必须宣誓效忠单一一个地狱骑士团。
专长效果:当你进行维持一小时的洗礼时,如果你选择对自己造成致命伤害,你的精神将会变得格外集中。当你进入这个状态后,你将获得下列任意一个特殊能力或是效果,持续24小时。通过一个迅捷动作,你可以对自己造成1点致命伤害并使用这个能力。此外,尖钉骑士团的成员往往会在他们的盔甲上安有非常锋利的倒刺,在受到暴击时会对佩戴者造成少许伤害;如果你穿着类似的盔甲并受到重击,那么你无需迅捷动作即可使用能力。
   热诚祝福(Fervor):你从地狱骑士的准则中获得的所有恩典效果的DC提升1持续一小时。
   不屈不挠(Indomitability):你能重骰一次失败的意志检定并且必须接受第二次的结果,就算更糟。你无需使用迅捷动作来启动这个能力,但还是要受到伤害。
   咄咄逼人(Menacing):你在威吓和察言观色检定上获得+3额外加值,持续一小时。
   冷酷无情(Mercilessness):你使用骑士团偏好武器的重击威胁范围加倍,持续一小时(即使它并非一个穿刺和挥砍武器)。这个能力不会和其他增加武器重击威胁范围的效果叠加。


持节士护甲训练(Signifer Armor Training)
你获得了穿着持节士护甲进行施法的能力。

先决条件:奥术着甲大师(Arcane Armor Mastery),奥术着甲训练,擅长重甲,施法者等级7,必须宣誓效忠单一一个地狱骑士团。
专长效果:通过一个迅捷动作,对于本轮所有法术,减少由穿戴盔甲带来的施法失败机率30%.这个好处只会在你穿戴名字中带有“地狱骑士”的护甲时才会生效。本效果取代奥术着甲大师,奥术着甲训练和类似专长或能力。
剧透 -   :
Hellknight Aegis

Your Hellknight armor guards you against many threats.
Prerequisites: Heavy Armor Proficiency, base attack bonus +5, must swear allegiance to a single Hellknight order.
Benefit: Once per day as a full-round action, you can give your Hellknight armor the broken condition. Upon doing so, you are affected by one of the following spells (your choice), using your character level as your caster level: break enchantment, neutralize poison, remove disease, or remove paralysis. Once you have used this benefit, your Hellknight armor must be repaired as normal to restore its full bonus to your Armor Class and return its armor check penalty to normal.

You can use this ability even if paralyzed or otherwise restrained, but not if you are unconscious. For the purposes of this ability, “Hellknight armor” means any armor with the word “Hellknight” in its name. You cannot use this ability if your armor is already broken.
Hellknight Obedience
Performing daily Hellknight reckonings grants you special boons.

Prerequisites: Knowledge (planes) 3 ranks, must swear allegiance to a single Hellknight order.
Benefit: Upon taking this feat, you gain proficiency in all of your Hellknight order’s favored weapons. Additionally, by meditating and inflicting strenuous reckonings upon yourself, you unlock the power behind your order’s doctrine. Each Hellknight order has its own unique reckoning—a trial of obedience and pain (described in general on page 9 and in the Reckoning entries of the Hellknight order stat blocks throughout this book). When coupled with the necessary reflection and meditation, this reckoning takes 1 hour per day to perform. Once you have performed your order’s reckoning, you gain the benefit of a special ability as indicated in the Reckoning entry for the Hellknight order to which you’ve sworn allegiance. If you have at least 12 Hit Dice, you also gain the first boon granted by the Hellknight order. If you have at least 16 Hit Dice, you also gain the Hellknight order’s second
boon. If you have 20 Hit Dice or more, you also gain the Hellknight order’s third boon. Unless a specific duration or number of uses per day is listed in a boon’s description, the boon’s effects are constant. If you ever fail to perform a daily reckoning, you lose all access to the benefits and boons granted by this feat until you next perform the reckoning. You can take this feat only if you are associated with a Hellknight order, whether you’re in training to become a Hellknight, already a member, or otherwise aligned with the order—the specifics are left to you and the GM to determine. Once per year, you can change your Hellknight allegiance, but doing so requires the approval of the Hellknight order you wish to join. If you are ever cast out of the Hellknight order to which you’ve sworn allegiance, you lose the benefits of this feat until you restore yourself in the Hellknights’ esteem. The details of this are left to the GM’s discretion.

Hellknight Obsession
 You equate pain with discipline and can inflict damage upon yourself to unlock greater power.
Prerequisites: Hellknight Obedience, Knowledge (planes) 3 ranks, must swear allegiance to a single Hellknight order.
Benefit: During your hour-long Hellknight reckoning, if you choose to deal lethal damage to yourself (see page 9), you reach a state of fantastic focus. Once during the next 24 hours, you can draw upon this focus to gain the benefits of any one of the following effects. To activate the ability, you must deal 1 point of lethal damage to yourself as a swift action (unless otherwise noted). Members of the Order of the Nail often install a sharp barb within their armor that deals this damage when the wearer is subject to a critical hit (see page 28); if you’re struck by a critical hit while wearing such armor, using this ability doesn’t require a swift action. Fervor: The DCs to resist the effects of the boons granted by your Hellknight Obedience feat increase by 1 for 1 hour. Indomitability: You can reroll a single failed Will saving throw and must take the result of the second roll, even if it is worse. A swift action isn’t required to use this effect, but you must still take 1 point of damage. Menacing: You gain a +3 bonus on Intimidate and Sense Motive skill checks for 1 hour. Mercilessness: The critical threat range of your order’s favored weapon doubles for 1 hour (even if it is not a piercing or slashing weapon). This does not stack with any other effects that increase a weapon’s critical threat range.
Signifer Armor Training
 You have learned the art of spellcasting while wearing signifer armor. Prerequisites: Arcane Armor Mastery, Arcane Armor Training, Heavy Armor Proficiency, caster level 7th, must swear allegiance to a single Hellknight order.
Benefit: As a swift action, you can reduce the arcane spell failure chance due to the armor you are wearing by 30% for any spells you cast this round. This benefit applies only if you are wearing armor with “Hellknight” in its name. This bonus replaces, and does not stack with, the bonuses granted by Arcane Armor Mastery, Arcane Armor Training, and similar feats and effects.



法术
地狱持节士是下列法术最常见的使用者。这些法术有很多都是由界门骑士团的持节士们所创造,被记录在了骑士团的魔法手册上。

服从(失语)烙印(brand of conformity)
学派 变化系(诅咒UM)
环位 审判者1
施法时间 1轮
成分 语言,姿势,法器
距离 接触
目标 接触到的生物
持续时间 1天/级
豁免 强韧,通过则无效
法术抗力

这个法术会对目标造成1点伤害,并在目标身上铭下某国家,组织或是团体的徽记。这个印记可以铭在目标生物任何裸露的位置,比如头部或是手臂。当目标被铭上标记后,他会丧失对母语(或是第一语种)和种族语的陈述与理解能力。举例来说,一个来自休盎提的精灵会失去说和理解精灵语和休盎提语(假设她学过这两种语言)的能力。而一个出生在侏儒社会中的侏儒只会丧失侏儒语,不会影响到他掌握的其他语种。这个法术对通用语和地底通用语不起作用,也不会阻碍施法,但如果受术者被封印了所有知晓的语种,那么他无法说出任何能让他人理解的话语。服从烙印可以被遮盖或是被削除(这会造成1d6伤害,并且在伤口被治疗后会回归原状)。但无论是遮盖还是削除,服从烙印的禁言效果都会持续下去。


蹒跚烙印(brand of hobbling)
学派 变化系(诅咒UM)
环位 审判者2
施法时间 1轮
成分 语言,姿势,法器
距离 接触
目标 接触到的生物
持续时间 1天/级
豁免 强韧,通过则无效
法术抗力

这个法术会在目标身上铭刻下锁链,某特殊监狱或是某执法机构的徽记并造成1d6点伤害。这个印记可以刻在目标生物任何裸露的位置,比如头部或是手臂。被铭下标记的受术者移动速度会减半(四舍五入到5尺增量)。蹒跚烙印可以被遮盖或是被削除(造成1d6伤害并且会在被治疗后回归),但烙印效果会持续。


追踪烙印(Brand of Tracking)
学派 变化系(诅咒UM)
环位 审判者4
施法时间 1轮
成分 语言,姿势,法器
距离 接触
目标 接触到的生物
持续时间 永久
豁免 强韧,通过则无效
法术抗力

这个法术会在目标身上铭下一个眼睛或是某个执法机构的徽记,并造成1d6点伤害。这个印记可以刻在目标生物任何裸露的位置,比如头部或是手臂。当目标被铭下烙印,每天两次,你可以通过一个标准动作知晓目标所在的方向和距离,作用范围为每施法者等级1英里。假如目标所在超出了范围或是去了别的位面,那么你便无法获得目标所处的位置信息。与之类似,如果目标获得了反侦测或是反占卜(如回避侦测(nondetection))的效果,比如法术作用或是进入了特殊区域(如反魔场(antimagic field)),那么你同样无法获得任何信息。这个探查效果被视为生物定位术(locate creature)并持续每施法者等级1分钟,可以被误导术(mislead)影响但无视变形术(polymorph)。
追踪烙印可以被遮盖或是被削除(造成1d6伤害并且会在被治疗后回归),但烙印效果会持续。追踪烙印无法被魔法消除,但可以被正义之印(mark of justice)抹去。


凯旋骑士的挽歌(dirge of the victorious knights)
学派 幻术系(幽影)
环位 吟游诗人6
施法时间 1轮
成分 语言,姿势,器材(100gp,以及一名死亡地狱骑士的勋章或是一份切利亚斯歌剧手稿复件(a copy of a Chelish opera script))
距离 120尺
区域 120尺长,10尺宽
持续时间 瞬间
豁免 反射,通过则减半;
法术抗力

通过表演切利亚斯歌剧-地狱骑士的挽歌(dirge of the Hellknights),你会呼唤出地狱骑士的幻象驾驭战马冲锋践踏你的敌人。这些幽影骑士会出现在你附近的一个10尺方形区域,向指定的方向冲锋,对轨迹上的所有生物造成每施法者等级1d6的伤害(最高20d6)。这些伤害一半属于寒冷伤害,一半属于不受寒冷抗性影响的魔法伤害。这批骑士无法通过力场范围,和由虚体生物或不死生物构成的障碍。


炼狱试炼(infernal challenger)
学派 咒法系(召唤)【秩序】
环位 牧师3,术士/法师3,召唤师3
施法时间 1轮
成分 语言,姿势,器材/法器(一个铁质徽章或奖章)
距离 近距(25尺+5尺/2级)
区域 一个被强征来的魔鬼出现在测试地点
持续时间 1分钟/级
豁免
法术抗力

这个法术会强行束缚一个被召唤而来的魔鬼,并让它出现在你指定的地点。魔鬼出现的50尺半径区域会出现环状的浓烟和红光。这里便是试炼场所。要成功施放该法术,在法术施放过程中,除了该魔鬼的挑战者外任何生物都不能位于这片区域中。
在试炼开始的回合,这名魔鬼会了解到当前情况并进行自我介绍(通常是它的名字和事迹),同时做好成为唯一生还者的战前准备;同轮,你必须决定好这名魔鬼的挑战者。在法术持续时间内,魔鬼会尽全力杀死它的挑战者。你无法控制或是指挥这个魔鬼的战斗方法,它也无法离开试炼的场地。不同于召唤怪物或是其他类似法术,你无法解散这名魔鬼。这个被召唤来的魔鬼会在达成以下条件中任意一个时被遣返:魔鬼的生命值低于0或是被击败;试炼者被杀死;试炼者离开考核场地;或是魔鬼受到了来自其他人的伤害。
召唤魔鬼是一项邪恶的行为。当你将这个法术用于试炼以外的场合时,它被视为邪恶法术。


地狱缚链(shackle)
学派 咒法系(创造)
环位 牧师2,审判者2,游侠2,术士/法师2,召唤师2
施法时间 1个标准动作
成分 语言,姿势
距离 接触
区域 一副缚链(如图)
持续时间 1小时/级
豁免 反射,通过则无效(如图)
法术抗力

你可以召唤一条小型或是中型的精制缚链。当你使用这个法术时,你可以决定这条缚链是脚镣还是手链(manacles or fetters)(manacles通常用来束缚住脚踝)。你会一同召唤出缚链的钥匙;打开这条缚链的开锁DC=15+施法者等级+施法主属性调整值。通常来说,缚链会出现在你的手上。但作为施法的一部分,你可以用一个近战接触攻击触碰一个生物,如果你成功命中且对方的反射检定小于你的法术DC,那么这条缚链在出现的同时会把你和目标生物铐在一起;你可以决定缚链是从什么方向铐住地方的。如果你使用一个整轮动作进行施法,那么你可以同时对两个生物进行近战接触攻击,如果你都成功命中并且目标的反射检定均失败,缚链会把这两个目标铐在一起。
当你等级提升时,缚链的能力也会更强,而你也能更好的控制它。当你拥有6级或更高,你可以召唤出一条秘银缚链,或者选择召唤超小型或是大型缚链。当你拥有12级或更高,可以召唤微型或是超大型缚链;假如你在施法时额外消耗至少价值1000gp的绿宝石,你可以通过一个标准动作为被缚链束缚住的目标们添加一个次元锚(dimensional anchor)效果,持续每施法者等级1分钟,每次召唤地狱缚链只能使用一次。如果你拥有18级或更高,你可以在施法时额外消耗至少价值1000gp的绿宝石,将缚链的坚硬度提高到30,拥有60点生命值,并且无法通过蛮力(力量检定)破坏。(如果你仍打算附加次元锚效果,那么需要至少价值2000gp的绿宝石)。
如果你在缚链失效前再次使用了这个法术,那么你可以召唤出一条新的缚链或是重置旧缚链的持续时间。如果你在旧缚链上消耗了贵重的施法材料,那么你必须花费同样多的材料来维持缚链的特殊效果。只要你和地狱缚链仍处于同一位面,那么你不需要碰触到它即可重置持续时间。当这个法术结束时,地狱缚链会消失,它所附带的特殊效果也会消失。

剧透 -   :
SPELLS
Hellknight signifers are the most common users of the following spells. Many of these spells are innovations of the Order of the Gate’s signifers, originating in the notes of the order’s magic-users.


BRAND OF CONFORMITY
School transmutation [curseUM]; Level inquisitor 1
Casting Time 1 round
Components V, S, DF
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes
This spell etches the symbol of a nation, organization, or order on the target, dealing 1 point of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While branded in this way, the recipient loses the ability to speak or understand its racial language and the language of its homeland or primary culture (if these are different). For example, an elf raised among the Shoanti would lose Elven and Shoanti (if she knew both those languages), while a halfling raised among dwarves would lose both Halfling and Dwarven (if she knew both those languages). A gnome raised among gnomes would lose Gnome, but no other language. This spell never suppresses Common or Undercommon, nor does it prevent spellcasting, though it may prevent a target from speaking intelligibly if it suppresses all of the target’s languages. A brand of conformity can be hidden beneath clothing or removed by scraping it away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed). In any event, the language-suppression element of a brand of conformity continues to function even when hidden or scraped away.
BRAND OF HOBBLING
School transmutation [curseUM]; Level inquisitor 2
Casting Time 1 round
Components V, S, DF
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes
This spell etches a symbol of chains, a particular prison, or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically on the head or forearm. While the recipient is branded in this way, all of its movement speeds are reduced by half (rounded down to the next 5-foot increment). A brand of hobbling can be hidden by clothing or removed by scraping the brand away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed), but in either case the effects of a brand of hobbling continue to function.


BRAND OF TRACKING
transmutation [curseUM]; Level inquisitor 4
Casting Time 1 round
Components V, S, DF
Range touch
Target creature touched
Duration permanent
Saving Throw Fortitude negates; Spell Resistance yes
This spell etches the symbol of an eye or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While the target is branded in this way, twice per day as a standard action, you can instantly determine in what direction and how far away the target is, as long as it is within a range equal to 1 mile per your caster level. If the target travels beyond this range or to another plane, you cannot gain information about the recipient’s location. Similarly, if the target becomes warded by a spell or effect that thwarts divination spells (such as nondetection) or moves into such an area (such as one created by antimagic field), you cannot gain information about the target’s location. This effect otherwise works as a locate creature spell that lasts for 1 minute per caster level. It can be fooled by mislead but not by polymorph.
A brand of tracking can be hidden by clothing or temporarily removed by scraping it away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed, or 1 day later otherwise). The effects of a brand of tracking continue to function even when hidden or scraped away. A brand of tracking cannot be dispelled, but it can be permanently removed by any means that removes a mark of justice (see page 312 of the Pathfinder RPG Core Rulebook).


DIRGE OF THE VICTORIOUS KNIGHTS
School illusion (shadow); Level bard 6
Casting Time 1 round
Components V, S, F (a medal from a dead Hellknight or a copy of a Chelish opera script, either worth at least 100 gp)
Range 120 ft.
Effect 120-ft. line, 10 ft. wide
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
By performing part of the Chelish opera Victory of the Hellknights, you call forth spectral illusions of mounted Hellknights to trample your foes under the hooves of their glorious steeds. The shadowy knights appear in an adjacent 10-foot square and ride forward in the direction you indicate, dealing 1d6 points of damage per caster level (maximum 20d6) to all creatures in their path. Half of this damage is cold damage, while half results directly from arcane power and is not subject to cold resistance or immunity. The knights cannot pass through force effects or barriers that block incorporeal creatures or undead.


INFERNAL CHALLENGER
School conjuration (calling) [lawful]; see text; Level cleric 3, sorcerer/wizard 3, summoner 3
Casting Time 1 round
Components V, S, F/DF (an iron badge or medallion)
Range close (25 ft. + 5 ft./2 levels)
Effect one called bearded devil and testing ground; see text
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This spell summons a bearded devil, causing it to appear where you designate. The area within a 50-foot radius of where the devil appears is ringed with a smoldering, red glow. This area is the testing ground. To successfully cast this spell, no creature other than the devil’s challenger (see below) can be within this area while the spell is being cast.
On the round it appears, the devil identifies itself (typically by name and with a brief recitation of honors) and states it is prepared to do battle with a sole mortal champion. In the same round, either you or a creature you designate while casting the spell must identify the devil’s challenger. For the duration of the spell, the devil does everything in its power to kill the challenger. You do not control the devil or have any influence over how it conducts itself in battle, but the devil cannot leave the testing ground. Unlike with summon monster and similar spells, you cannot dismiss the devil. Rather, the conjured devil remains until any one of the following criteria is met: it is reduced below 0 hit points or otherwise defeated, its challenger is slain, its challenger leaves the testing ground, or it takes damage from any source other than its challenger. Upon any of these occurrences, the devil vanishes.
Conjuring a devil is typically an evil act. If cast for any purpose besides the administering of
a Hellknight test, this spell has the evil descriptor.


SHACKLE
School conjuration (creation); Level cleric 2, inquisitor 2, ranger 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S
Range touch
Effect one set of restraints; see text
Duration 1 hour/level
Saving Throw Reflex negates; see text; Spell Resistance no
You summon a set of Small or Medium masterwork restraints into being. When you cast this spell, you can choose whether the restraints are manacles or fetters (manacles specifically designed to fit around the ankles). You also summon the restraints’ key to your person; the Disable Device DC to open the locked restraints is equal to 15 + your caster level + the modifier of your primary casting ability score. Typically, the restraints appear in your hands. However, as part of the spell’s casting, you can make a melee touch attack against a creature; if you succeed and the creature then fails a Reflex saving throw against the spell’s DC, the locked fetters appear clasped on the creature or locked manacles clasp you and the creature together. You can instead have manacles restrain the target’s limbs in front of or behind it. If you cast the spell as a full-round action, you can make melee touch attacks against two creatures you can reach. If you succeed at both attacks and both creatures fail their Reflex saving throws, you can cause the set of manacles to bind the targets together.
As you increase in level, the restraints become stronger and you gain more control over them. If you are 6th level or higher, you can make the restraints mithral, or you can summon Tiny or Large restraints. If you are 12th level or higher, you can summon Diminutive or Huge restraints. If you use an emerald worth at least 1,000 gp as a material
component while casting this spell, as a standard action once during its duration, you can affect any creature bound by these restraints as per dimensional anchor with a duration of 1 minute per caster level. If you are 18th level or higher and use an emerald worth at least 1,000 gp as a material component while casting this spell, the restraints’ hardness increases to 30, they have 60 hit points, and they can’t be broken with a successful Strength check. (The emerald must be worth at least 2,000 gp if you also wish to use the dimensional anchor effect described earlier.)
If you cast this spell before the duration of a previous casting has lapsed, you can create a new set of restraints or reset the previous spell’s duration. If you used an expensive material component during a previous casting, you must again use a component when creating new restraints or resetting the duration if you wish to maintain the special effect. You do not need to touch these previously created shackles to renew their duration, though you must be on the same plane as the shackles. When this spell ends, the restraints disappear, and any ongoing effects created by the spell end.
« 上次编辑: 2018-03-02, 周五 11:59:32 由 墨叶 »

离线 墨叶

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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #8 于: 2018-02-14, 周三 06:25:55 »
说明和备注:
Reckoning重译为‘洗礼’(baptism),但鉴于美德和格言里的一些条目,有时候也会变成‘涤罪’(purgatory),‘自我审判’之类的仪式,描述的时候或许有些差异,所以只在这里稍微提一下。
骑士团的进一步介绍在《地狱骑士之道》里,这里也翻了一小部分“地狱骑士之道”的内容,方便设计人物。
因为地狱骑士之道有巨巨在翻,所以有些图我就没截,感兴趣的可以去看看地狱战甲的样式。
对自己狠的人对别人才能更狠,果然放哪都是真理 ( ﹁ ﹁ )


鸣谢和引用
笨哈翻译提供的一些戒律介绍,【AG】和【POTH】
地狱骑士:http://www.goddessfantasy.net/bbs/?topic=50486.0
地狱骑士,组织:http://www.goddessfantasy.net/bbs/index.php?topic=29741.0
地狱骑士持节士:http://www.goddessfantasy.net/bbs/?topic=51880.0
« 上次编辑: 2018-02-22, 周四 09:18:08 由 墨叶 »

离线 墨叶

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Re: 【AG】地狱骑士(Hellknights)
« 回帖 #9 于: 2018-02-14, 周三 06:26:05 »
备用