作者 主题: 零散  (阅读 21786 次)

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Re: 零散
« 回帖 #10 于: 2017-11-10, 周五 18:00:22 »
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Re: 零散
« 回帖 #11 于: 2017-12-07, 周四 01:05:14 »
借时咒 Borrowed Time
出自PF玩家伴侣:神话源起(Mythic Origins) pg. 14
学派 变化系;环级 炼金术师6,吟游诗人6,魔战士6,法师/术士6
施法时间 标准动作
成分 语言,姿势
距离 个人
目标 自己
持续时间 1轮/等级 (可消解)
该法术由大法师耐克斯(Nex)本人发明,它能让你用自己的健康作为代价,在时间流中快人一步,攫取来自未来的余裕。在法术持续时间内,你会额外获得一个只能在你回合内使用的迅捷动作。你不能将该迅捷动作用来在回合间进行第二次直觉动作,但你可以将其用于在使用过直觉动作的下一回合内进行迅捷动作。你每次用该效果进行额外的迅捷动作时,就会受到1点体质伤害。若你免疫属性伤害,则改为受到5点生命值伤害。当该法术结束时,你会因暂时性的反冲,而恍惚1d4+1轮。
神话:若你花费1次神话之力,取代获得一个额外的迅捷动作,你能转而每轮获得一个额外的移动动作或迅捷动作。你能使用该额外迅捷动作来在你回合间进行两次直觉动作;这会消耗掉你下一轮中的额外直觉动作。你以此效果所获得的每个额外动作依然会像上文所述般对你造成伤害。

剧透 -   :
Borrowed Time
School transmutation; Level alchemist 6, bard 6, magus 6,
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
A creation of the archmage Nex, this spell allows you to reach
ahead in time and draw alacrity from the future at the expense of
your own health. For the duration of this spell, you gain an extra
swift action you can use only during your turn. You can’t use this
swift action to take a second immediate action between turns, but
you can use it to take a swift action the turn after you’ve taken an
immediate action. Each time you take an extra swift action in this
fashion you take 1 point of Constitution damage. If you’re immune
to ability damage, you take 5 points of hit point damage instead.
When the spell ends, you are staggered for 1d4+1 rounds from the
temporal backlash.
Mythic: If you expend one use of mythic power, instead of
taking an extra swift action, you can take either an extra move or
an extra swift action each round. You can use this extra swift action
to take two immediate actions between your turns; this consumes
your extra swift action in your next round. Each extra action you
take still deals damage to you as described above.
« 上次编辑: 2017-12-10, 周日 00:30:48 由 灯泡powerbult »

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occult 相关
« 回帖 #12 于: 2017-12-10, 周日 00:34:04 »
圣物收集者 Reliquairan(秘学士变体)
出自PF玩家伴侣:神秘源起(Occult Origins).14
并不是所有秘学士都从留在物品上的异能效果上获取力量。他们中有些人会先找到自己的信仰,然后再从各种宗教圣物中抽取出神圣之力。很多人将这些宗教学者们视为用怪异的手法盗取神术魔法的怪人或异端。

信仰 Faithful:圣物收集者必须信仰一个神祇,她的阵营必须与她所信奉的神祗在善良/邪恶轴、以及秩序/混乱轴上相差共计一阶以内。圣物收集者除了正常的武器和护甲擅长以外,还擅长她的神祇的偏好武器。

法术 Spell:圣物收集者的法术视为神术而非异能法术。她的法术使用语言成分取代思维成分,用姿势成分取代情绪成分,并且她将一个圣灵器(见下文)作为法器。该能力调整了秘学士的法术。

领域Domain:圣物收集者与她的神祇的一个领域建立起了联系。她将其秘学士等级视为牧师等级来决定该领域提供的领域之力和强度。另外,圣物收集者将该领域的法术加入她的秘学士法术列表以及她的已知法术中。

缩减灵器之力Diminished Focus Power (Su):圣物收集者在一级只会习得一个灵器中的基础灵器之力。她如常获得3级及之后的灵器之力。该能力调整了灵器之力。

圣灵器Sacred Implements(Su):圣物收集者在一级获得一个灵器学派。另外,她会获得一件与她的神相关的圣物,通常是一个特殊年代的圣徽,一个失落神殿中的物件,或是来自该信仰中著名历史人物的骨头或毛发。这件圣物让圣物收集者与她神祇的一个领域建立起了联系,详见上文。如果没有这件灵器,圣物收集者就无法使用她的领域之力,并且需要通过成功的专注检定才能施展她的领域法术。圣物收集者之后获得的所有灵器都必须在某程度上体现她的信仰。该能力修改了灵器。

祷念Orisons:圣物收集者每次选择一个灵器学派(包括当她重复选择一个已习得的学派)时都会获得一个祷念,或0环神术。这些祷念在其他方面如同秘学士的念力一般运作。该能力取代念力。

神力点Divine Focus(Su):圣物收集者使用她的感知调整,而非智力调整,来决定她每日可用心智点的数量。该能力修改了心智点。

剧透 -   :
Reliquarian
Source Occult Origins pg. 14
Not all occultists derive their power from psychic impressions left on objects. Some find faith first, and draw out the divine potential in religious relics. Many see these religious scholars as eccentrics or heretics who pilfer holy magic with their bizarre rituals.

Faithful: A reliquarian must worship a deity, and must be within one step of her deity’s alignment, along either the law/chaos axis or the good/evil axis. A reliquarian is proficient with her deity’s favored weapon in addition to her normal weapon and armor proficiencies.

Spells: A reliquarian’s spells are considered divine spells, not psychic spells. The reliquarian’s spells use verbal components instead of thought components, and somatic components instead of emotional components, and she uses a sacred implement (see below) as a divine focus. This ability alters the occultist’s spells.

Domain: A reliquarian gains access to one of her deity’s domains. She treats her occultist level as her cleric level for the purposes of access to domain powers and their strength. Additionally, the reliquarian adds the domain’s spells to her occultist spell list and her spells known.

Diminished Focus Power (Su): A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal. This ability alters focus powers.

Sacred Implements (Su): A reliquarian gains one implement school at 1st level. Additionally, the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion. This grants the reliquarian access to one of her deity’s domains, as detailed above. Without this implement, the reliquarian cannot use her domain powers and must succeed at a Concentration check to cast spells from her domain. All of a reliquarian’s future implements must be somehow representative of her faith. This ability modifies implements.

Orisons: A reliquarian gains one orison, or 0-level divine spell, each time she selects an implement school (including when she again selects a school that she has already learned to use.) These orisons otherwise behave as an occultist’s knacks. This ability replaces knacks.

Divine Focus (Su): A reliquarian uses her Wisdom modifier, rather than her Intelligence modifier, to determine the amount of mental focus available to her each day. This ability modifies mental focus.
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Re: 零散
« 回帖 #13 于: 2018-05-06, 周日 13:08:32 »
受身滚 我滚(战斗专长) Roll With It (Combat) PFS:地精限定
出处 格拉利昂的地精 25页 男神站漏了最后一句原文,此处补上。
你知道如何牢牢挡下一击,哪怕这会让你在尖叫中弹飞出战场。
先决:地精,特技1级
效果:如果你被一次近战攻击击中,你能尝试将伤害部分或全部转化成让你不受控制地弹飞出去的移动力。要这么做,你需要以直觉动作进行一次特技检定(DC=5+这次攻击造成的伤害)。如果检定成功,你不会受到伤害,而是将伤害转化为移动,每受到1点伤害你就会移动1尺。例如,如果你本应受到6点伤害,你会将其转化为移动6尺。你会立刻以直线移动这么多尺(向上取整到最接近的5尺方格),方向由你选择,若距离达到你自己的移动速度时则会停下来。若该移动会让你撞到与你体型相当或更大的物品或生物,移动会立刻结束,你会受到1d4点伤害,并在该方格中倒地。这种非自愿的移动会正常引发借机攻击(如果你移动穿过了敌人威胁的方格),但不会引发最初将你击飞的那个生物的借机攻击。
你在使用该专长后会恍惚1轮,无论成功与否。
剧透 -   :
Roll With It (Combat)
Source Goblins of Golarion pg. 25 (Amazon)
You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.

Prerequisites: Goblin, Acrobatics 1 rank.

Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.
You are staggered for 1 round after you attempt to use this feat,whether or not you succeed.
« 上次编辑: 2020-03-08, 周日 21:47:11 由 灯泡powerbult »

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Occult Realms:偶像
« 回帖 #14 于: 2018-09-27, 周四 00:48:42 »
偶像 Idols
偶像是一件拥有自我意识,且附有超凡能力的奇异物品,它算是魔法物品与次等神祇的某种混合体。教派的盛衰,以及教派提供祭品的多少,都会让偶像的影响力发生变化。与魔法物品不同,偶像的制造并非总是有意为之。有时候,用于祷告和祈神的雕像与器具会自然地产生一定的智能。比如,一颗长在德鲁伊圣林中的远古橡木可能会数百年的祭拜中成为偶像,又或者一位可敬的圣人之尸骸最终可能成为一尊偶像,一处意料之外的神力之源。
偶像之力的增长,以及其教派规模的扩张,常常要花上以年为单位的时间。在此期间,善于鼓动人心的教派领袖们需要吸引信徒,劝诱金主,供养偶像,在偶像不受欢迎的时候尽力延缓其自然衰败的进程。偶像会在增加信徒,扩张影响力的过程中获得超凡之力,而更古老,拥有更多信众的偶像则能为信徒加持足以威胁——或援助——整片地区的能力。
偶像与智能魔法物品很相似:他们拥有阵营,心智属性,预言,感官,以及各种特殊能力。这些能力让偶像可以将自己的意志加注于信徒身上,并在接收供养之后,将些许力量赐予给自己最爱的那些追随者。偶像通过信仰和献祭来获得这些能力,而这些行为会影响偶像的自我值(Ego)。偶像自我值越高,它就会越发强大,引导教会逐步扩张,成为行善之良派,或是危险的恶敌。
除了拥有智力、感知和魅力属性(见下文)以外,偶像有时也能当做生物,此时他们将被视为构装体。

属性值
和智能魔法物品一样,偶像拥有全部三种心智属性:智力,感知和魅力。每种属性起始值为10,但通过献祭(见下文)最高能被提升到20。偶像每获得10000GP的祭品,就能将三项属性同时增加2点,或是选择其中两项属性,一项增加4点,另一项增加2点。每当偶像属性值在献祭中提升,其自我值(见下文)就会因其属性调整值变动而提高3点。

自我值与阵营
自我值是衡量偶像保有的力量总和与人格强度的数值。偶像最初拥有5+其全部属性调整总和的自我值,而随着获得追随者,其自我值也会增加。偶像拥有自己的意志,而作为其阵营观的具现,他们会永远完全遵从自己的阵营行事。如果有信徒不忠于其偶像的目标,就会与偶像产生人格冲突。这种争斗会使用智能物品的反抗规则(PF CRB Page535),以决定偶像能否继续掌控它的教派领袖,维持它对追随者们的影响力。

信徒人数      自我值调整
至多10人      +1
11-50      +2
51-100      +3
101-200      +4
201-500      +6
501-1000      +8
1001-2000      +12
2001-3000      +16
3001或更多   +20

交流与感官
所有偶像都拥有看到与听到周围60尺事物的能力,并且可以用共情进行交流。这种共情能力可以让偶像通过情绪与欲求对特定行为表示支持或反对。偶像能读和理解通用语,以及等同于智力调整的额外语言;随着其自我值的提升与降低,它还会获得或失去额外的交流手段与感官。拥有10或更高自我值的偶像会将其感官范围增至半径120尺,并获得120尺黑暗视觉。而自我值为30或更高的偶像则会获得盲感,100尺心灵感应,以及随意使用通晓语言的能力。

躯体结构
无论是巨石雕像还是黄金约柜,每个偶像都会有AC,硬度与HP,数值和与其体型材质相同的普通魔法物品相同。偶像每有10点自我值,其hp额外增加10,硬度额外增加2。
偶像的强韧与反射豁免加值为2+1/2自我值(向下取整);其意志豁免加值则为此值再加上其感知调整。
难以摧毁:偶像难以被正常途径摧毁。虽然它有HP值,可以像其他物品一样被击破,但它不会因受到额外HP伤害而被完全摧毁。相反,偶像只会在有生物成功完成了某项无比特殊(而常常难度不小)的任务后,才会被摧毁。GM应当在设计偶像时确定需要做何种行动来摧毁这个偶像,而这些摧毁要求应当与偶像的背景、能力和角色定位相配。

献祭
献祭有很多种方式:圣宴、魔法物品、被杀敌人的武器、金钱、乃至受戮者的鲜血,不一而足。这些祭品必须供放在偶像面前——通常是偶像半径20尺范围之内——且在一天之内不得被移走或中断,才能让偶像受益。

物祭:物祭的献祭价值等同于餐宴与财宝的基础价格(列于CRB第六章的装备表格中)。所有这些物品必须无偿献出。1天之后,被献祭的食品会变质,非魔法财宝会从视野中神秘消失。被以此法献祭的魔法物品需要通过意志豁免(DC=10+1/2偶像的自我值),豁免成功的物品不会被献祭,不过它们无法免疫之后的献祭尝试。神器无法被献祭。

血祭:被屠杀的活物在献祭给邪恶偶像时也能提升其力量。没有智力属性的生物对邪恶偶像而言不是恰当的祭品,尝试用其献祭很可能会激怒偶像。动物祭品成效最小:智力为1或2的生物的献祭价值为每HD250gp。智力值为3或更高的祭品会意识到自己即将遭受的可怕命运,而此类情感能为偶像提供更大的好处:这些生物被屠戮时,献祭价值为每HD500gp+每一点智力加值100GP。非邪恶的偶像在接受血祭后,阵营会立即偏移到邪恶。血祭的残留物会在1天后消失。

献祭上限:虽然贪得无厌的偶像可能会让教派不断上供,但偶像每个月从中获得的收益是有限的。偶像每个月获得献祭价值的上限等于其自我值x500gp(圣日则能超过此上限,见下文)

力量熵减:偶像获得的力量不是永久的,信徒们必须一直有足够的供奉,才能维持住偶像现有的强度。缺乏献祭和崇拜的偶像会灵性大减,心气沉沦;它们受困于一隅,只得低声劝诱那些意志不坚的家伙,期望能有朝一日重建自家的部众。不仅信徒人数减少会降低偶像自我值,而且如果每月没有获得总计价值至少其自我值x100gp的献祭,偶像还会在下个月初受到2点智力、感知和魅力流失(最低降至10点)。该效果是永久的,不过失去的属性值与能力可以通过正常的献祭和信仰来重新获得。

圣日
对信仰偶像的教派而言,每年中有3天是他们的圣日。每一个月份中最多有一个圣日,这些圣日在GM设计偶像时确定,之后就无法更改。在圣日中,偶像正常的每月献祭上限有所改变。在圣日当天24小时内,偶像的教派能向偶像献上价值至高为每月上限的祭品,而这些献祭价值不计入当月的上限中。在计算是否获得属性提升时,圣日的献祭额与当月已有的献祭额叠加,但优先消耗圣日的额度。当一天结束后,所有在圣日中未被消耗的献祭价值会失效。血腥的教派通常会在圣日中发动他们最鬼畜的行动,希望能增强自家偶像的力量与影响力;这些行动可能是某些阴谋诡计,也可能是对他们藏身的社群进行大屠杀。这些教派还经常会在圣日数天前就进行精心准备——这通常是摆平那些敏锐的冒险者以及其他可能会碍事的家伙。

能力
偶像每拥有5点自我值,就能获得一个以下的特殊能力;而每拥有10点自我值,就还能再获得一个特殊能力,该特殊能力仅能在其圣日期间使用。某些能力需要其他能力或最小自我值作为前置。除非特别说明,否则每项特殊能力只能选择一次。
除非能力描述中有特殊说明,否则偶像启动一项能力或专注于生效中的能力都需要一个标准动作。这些效果的施法者等级等同于偶像自我值的一半。

活化(Su):该物品能随意活化自身,如同活化物品法术。偶像在其活化形态时如常保留其心智属性。
引导能量(Su):该偶像能爆发出一股正能量或负能量来治疗或造成伤害,能量类型与其阵营相符。该效果如同引导能量牧师职业能力,但其爆发范围是以偶像为中心半径60尺,且偶像每有5点自我值就能造成或治疗1d6点伤害(DC=10+1/4偶像自我值+偶像的魅力调整)。偶像能每日使用该能力次数为3+魅力调整。
隐匿(Su):该偶像能免受预言系法术影响,如同受到了回避侦测法术的效果,DC等于偶像的自我值。
圣化灵光(Su):该偶像散发出一股神圣或祟邪的气息。拥有至少10点自我值的偶像获得一个常驻防护阵营法术效果(与偶像自身阵营相配)。拥有至少20点自我值的偶像则改为获得一个常驻反阵营法阵法术效果;拥有30点或更多自我值的偶像则改为获得圣居或邪居法术的效果。
神力之源(Su):偶像能为信徒赐予神术,允许其信徒在决定法术和领域时将偶像视为自己的神祇。偶像在获得该能力时选取两个领域。它必须优先选择与自己阵营相符的阵营领域(如果有的话);剩下的一个(或两个)领域则可以从其他所有领域中挑选。(译者注:例如LG的只能挑L和G两个领域,NG的可以挑G+1个任选,N的则是2个任选)偶像会如同神祇一般获得(get access to)这些领域。从偶像获得法术的生物无法获得任何环位高于偶像自我值四分之一的每日法术(最低为1环);他们会失去这些法术位。偶像能第二次选取该能力,获得其第三个领域(最多三个)。偶像必须有至少10点自我值才能选取该能力。
注目(Su)每天一次,偶像能勾起周围生物心中轻微的触动。该能力如同注目术法术一般作用,不够偶像无需说话或歌唱——它的神力会在观者的心中化为轻容而动听的哼鸣,让意志不坚之辈不由自主地崇拜。非自愿的目标可以通过成功的意志豁免(DC=12+偶像最高的属性调整)以无效此效果。
裕荒之力(Su):每月一次,偶像可以通过影响天候来奖励其追随者,通常是用类似于操控天气法术的效果来制造一场及时雨,以缓解干旱和滋养作物。相反,愤怒的偶像则能通过类似操控天气的效果唤来恶劣天气以向其追随者表达自己的不悦,或是用天象变化反映自己对入侵者的态度。
飞行(Su):偶像获得30尺飞行速度,机动性为普通。偶像必须拥有活化能力才能选取该能力。
不朽之诺(Su):偶像为其一部分信徒赐予了某种程度的不朽性。每天,偶像可以选择数量等同于自我值的信徒。当这些被选中的信徒身处距离偶像1里范围内的区域时,他们就不会变老,无需饮食和呼吸,也不会因极度炎热或极度寒冷而受到有害影响。偶像每天可以自由更改受此赠与的信徒名单。偶像必须拥有至少10点自我值才能选取该能力。
狂欢(Su):每天一次,偶像能运起神力,让数量等同于自我值的注目于偶像的支持者们享受类似于英雄宴法术的效果,施法者等级等于自我值的一半。偶像必须拥有注目能力才能选取此能力。
技能点(Ex):偶像获得10点技能点。这些技能点必须被投入到基于智力、感知或魅力的技能上,除非偶像拥有活化能力(允许其选择特技)或飞行能力(允许其选择飞行)。该能力可以被选择多次。
施法(Sp):偶像获得了以类法术能力施放一定数量法术的能力。该能力可以选取超过一次。每次选取该能力,偶像获得5点来选购法术。选取一个法术需要花费的点数等于其环级(最小1)。被选取的类法术能力每个每天可以使用一次。若在选取法术时花费双倍的点数,则该类法术能力可以每日使用3次。所有法术必须来自牧师的法术列表。法术的最高环级不能超过偶像自我值的四分之一(最低1)。法术的施法者等级等于偶像自我值的一半,而DC等于10+法术环级+偶像最高的属性调整。
非凡气息(Su):偶像的气息非凡地迷人或令人不安。距离偶像60尺范围内的生物会遭受持续5d6轮的恐惧效果。受影响的生物若通过成功的意志豁免(DC=10+1/4偶像自我值+偶像最高的属性调整)则不受影响,并在24小时内免疫该偶像的非凡气息效果。豁免失败的生物会战栗,若HD不大于4则改为惊惧。这是一个影响心灵的恐惧效果。
传送(Sp):每日一次,偶像能使用传送术,如同同名法术。偶像必须拥有施法能力或飞行能力才能选取该能力。


剧透 -   :
赐予9环法术需要36点ego,3000名信徒有20点,起始5点,于是要累积上供4万GP;之后每月需要3600gp作为维持费用,平均每人出1gp6sp就够了。。。
考虑到每月限额和圣日,最快只用花2个月时间就能成就一尊偶像。。。
wum,如果是在地球搞的话,随便是个idol都有神力啊 :em032
« 上次编辑: 2018-09-27, 周四 00:58:13 由 灯泡powerbult »

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Re: 零散
« 回帖 #15 于: 2019-10-14, 周一 14:36:15 »
一些医疗技能(治疗严重伤treat deadly wound)的强化手段(某些比较厉害)

战地医师(isg,宗教背景,宗库松)每个目标每天2次治疗严重伤

Clockwork Surgeon(blood of the ancient,宗教背景,Aesocar)开局免费获得一个特殊的医疗包,花8h和10gp就能找到足够草药将其发数补满;用这个医疗包治疗严重伤时,要么可以减半消耗时间,要么可以额外将智力调整加入治疗量


incredible healing(专长,blood of ancient)先决是医疗5级;可以将医疗检定的结果取代正常回血量(hd+感知)作为回复量(一般是20点起跳)

healer`s hand (conduct 专长 位面冒险 pfs不可)先决是1级医疗1级位面 每天等同于位面知识级数次(也就是最多hd次),可以用一个整轮动作进行治疗严重伤,且如果检定结果超过dc10点,可以再将位面等级数加到回复量上;以此专长进行的治疗严重伤无需医疗包,不算入每人每日1次限制中(反魔场中无效)

医疗挎包(奇物,治疗者手册)每天自动回复10发次数的医疗包,回复量额外加感知调整(检定结果超过dc5点则合计增加2倍感调)还有其他几种医疗技能用法的增强

符文守卫:仁慈符文(进阶,正义之道,pfs要单子)每天进阶等级次,治疗严重伤回复量翻倍(具体和其他效果怎么翻需要问dm),不计入当日次数,不消耗医疗包

疗者之手(先知生命域启示)医疗加4,可以同时对2人治疗严重伤(虽然一般做了生命先知都用不着。。但审判借的话说不定比借引导划算)

标志性技能(掉链子,专长/技能解放,pfs仅贼可)追加回复属性伤害,回复量为1/2/3/6倍hd(如同长休和长期护理)

精神疗法(专长,oa)需要能使用神秘技能解放;可以用信念医疗来治疗严重伤,成功的话除了正常回复以外还会有持续1h的等量临时hp;每个生物每天一次,和正版治疗严重伤次数互斥(而且未优化的神秘技能解放一天也只有1次)


理想中的究极版tread deadly wound:5级,一个整轮动作,回20~30血
« 上次编辑: 2019-10-14, 周一 15:10:33 由 灯泡powerbult »

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Re: 零散
« 回帖 #16 于: 2020-02-15, 周六 23:01:22 »
Threatening Defender
Source Cheliax, Empire of Devils pg. 19
Category Basic (Combat)
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.


Quick Action Slippers
Source Magical Marketplace pg. 25
Aura faint transmutation; CL 5th
Slot feet; Price 10,000 gp; Weight 1 lb.
Description
The wearer of a pair of quick action slippers may stand up from prone as a free action. Such movement still provokes attacks of opportunity as normal. If the wearer has the stand up rogue talent, the act of standing up from prone no longer provokes attacks of opportunity.
Construction
Requirements Craft Wondrous Item, haste, creator must have the stand up rogue talent; Cost 5,000 gp


Grasp of Torment
Source Book of the Damned pg. 196
Aura moderate transmutation CL 11th
Slot none; Price 17,025 gp; Weight 10 lbs.
Description
This wicked-looking +2 adamantine spiked chain is favored by those who associate with kytons. When used to perform a disarm or trip combat maneuver, the chain partly animates to grasp the target, granting a +4 bonus on the combat maneuver check. On a successful disarm or trip combat maneuver check, the chain deals damage to the target creature or weapon as if it had also hit with an attack (in addition to the maneuver’s effects).
Construction
Requirements Craft Magic Arms And Armor, animate objects; Price 10,025 gp
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Re: 零散
« 回帖 #17 于: 2020-02-24, 周一 00:14:45 »
格拉利昂的混种:阴招大师(战斗专长)
剧透 -   :
Dirty Trick Master (Combat)
Source Bastards of Golarion pg. 25
You are adept at stifling your enemies and can expertly make a bad situation even worse.

Prerequisites: Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11.

Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).



反英雄手册背景:卑鄙之徒(战斗)
剧透 -   :
Dirty Trickster
Source Antihero's Handbook pg. 7
Category Basic (Combat)
You learned early that there’s no point in fighting fair when you’re fighting for your life. Others may look down their noses at your tactics, but you know you wouldn’t have survived this long without breaking a few conventions of fair play. You can take the Improved Dirty TrickAPG feat without meeting its prerequisites, and you gain a +1 trait bonus on combat maneuver checks to attempt a dirty trickAPG.

蛇咬刺青 Serpentine Tattoo
出处 魔法集市pg5
灵光 昏暗咒法系 CL1
槽位 无;价格 2000gp; 重量-
描述
当拥有者肌肉屈伸时,这种蜿蜒的刺青似乎也会跟着一起蠕动。每天3次,当拥有者使用一把武僧或演武武器,或是徒手击打成功进行一次近战攻击时,他能让刺青像蛇一般朝被击中者猛然突进。这允许持有者以直觉动作进行一次阴招APG战技检定,且不会引发借机攻击。
制造条件
精通阴招APG,绘制魔法刺青ISM,召唤怪物1,1000gp
剧透 -   :
Serpentine Tattoo
Source Magical Marketplace pg. 5
Aura faint conjuration CL 1st
Slot none; Price 2,000 gp; Weight —
Description
This sinuous tattoo appears to move when the bearer flexes his muscles. Three times per day when the bearer makes a successful melee attack with a monk or performance weapon or an unarmed strike, he can cause the tattoo to lunge like a snake at the creature hit. This allows the bearer to perform a dirty trickAPG combat maneuver as an immediate action that does not provoke attacks of opportunity.
Construction
Requirements Improved Dirty TrickAPG, Inscribe Magical TattooISM, summon monster I; Cost 1,000 gp

PSFG附魔:决斗
剧透 -   :
Dueling (PSFG)
Source Pathfinder Society Field Guide pg. 50
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace; Price —

OM专长:痛苦仪典
剧透 -   :
Agonizing Obedience
Source Occult Mysteries pg. 45
You physically defile yourself out of zealous devotion to pain in order to gain special boons.

Prerequisites: 3 ranks in Heal.

Benefit: When you take this feat, select an agony. You can gain this feat multiple times, each time selecting a different agony, but you can perform an obedience for only a single agony in a 24-hour period. Each agony requires a different obedience, but all obediences take only an hour to perform. Once the obedience has been performed, you take a number of minor penalties and gain the benefit of a resistance to some element or attack associated with your agony, as indicated below. Additionally, you gain the ability to make an agony strike. A number of times per day equal to 1 + 1 per every 5 Hit Dice you possess, when you deal damage to a creature, you can declare that attack as an agony strike. In addition to the normal damage dealt by the attack, you cause the target to take the penalties associated with your agony for 1 minute. Incorporeal creatures and creatures that are immune to critical hits are immune to agony strikes.

If you have at least 12 Hit Dice, you also gain the first boon granted by your agony upon undertaking your obedience. If you have at least 16 Hit Dice, you gain the agony’s second boon as well. If you have 20 Hit Dice or more, you also gain the agony’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

If you ever fail to perform a daily obedience, or if you are healed of damage, conditions, or penalties caused in the course of performing your obedience, you lose all access to resistances and boons granted by this feat until you next perform the obedience.
Amputation
You have amputated a digit on one of your hands and treated the wound such that it will never fully heal.

Obedience: Manipulate the scabs, scar tissue, and open wound of your amputated digit, preventing it from closing and forcing bits of metal and glass into the wound. Take a –2 penalty on Disable Device, Disguise, Escape Artist, and Sleight of Hand skill checks, as well as to your CMD against disarm maneuvers. When attempting to cast a spell with somatic components, succeed at a caster level check whose DC is equal to 5 + twice the spell level or lose the spell slot with no effect. Gain a +2 bonus on saving throws against transmutation spells; this bonus increases to +4 against spells in the polymorph subschool.

Boon 1: In addition to the normal effects of your agony strike, the target has a chance of dropping one object held in its hand immediately after you hit it with the agony strike. A successful Reflex save (DC 10 + 1/2 your HD + your Dexterity modifier) avoids this effect.

Boon 2: You gain the use of a phantom arm, which functions as the vestigial arm alchemist discovery (Pathfinder RPG Ultimate Magic 18) save that it is an invisible force effect, it does not grant an additional ring magic item slot, and it cannot make attacks.

Boon 3: You are immune to effects that would cause you to become sickened, and you gain a +4 bonus on saving throws against any conditions that would make you nauseated.
Blinding
You temporarily blind yourself with blood to heighten your other senses.

Obedience: Scratch at your eyes with your fingernails, jagged metal shavings, and thorny branches, allowing the blood from your wounds to form thick scabs over your eyelids and tear ducts. Take a –4 penalty on visionbased Perception checks, and anytime you make an attack against a target benefiting from concealment, increase the miss chance by 10% (maximum 50%). Gain a +4 bonus on saving throws against illusions in the pattern subschool and against gaze attacks.

Boon 1: Creatures affected by your agony strike have the distance they can see in areas of dim light and darkness reduced by 50%.

Boon 2: You gain a gaze attack with a range of 30 feet that you can activate as a standard action. You can use this ability a number of minutes per day equal to half your hit dice; these minutes need not be consecutive but you must use the ability in 1-minute increments. Enemies affected by your gaze are frightened for 1 minute. A successful Will saving throw (DC 10 + 1/2 your HD + your Charisma modifier) negates this effect. A creature that successfully saves against your gaze is immune to its effects for 24 hours.

Boon 3: Your affinity to pain allows you to sense suffering in others. You gain lifesense out to a distance of 60 feet.
Flensing
Practitioners of the agony of flensing are adept at finely removing the skin from living flesh, revealing the vulnerable tissue beneath.

Obedience: Remove a patch of your own skin measuring at least 3 square inches with a flensing knife, while carefully avoiding damage to the muscles, veins, and other tissues underneath. Leave this patch of exposed nerves uncovered by clothing or armor, allowing it to be exposed to the elements and displaying your sacrifice to all you meet. Take a –2 penalty on saving throws against disease, and take 1 extra point of damage per die from sneak attacks. Gain a +4 bonus on saving throws against pain effects.

Boon 1: All attacks you make against a creature suffering the effects of your agony strike deal 1d6 points of bleed damage.

Boon 2: Your knowledge of anatomy imparts to you an awareness of others’ vulnerabilities. You gain a +4 bonus on attack rolls to confirm critical hits.

Boon 3: The frequent removal of skin and subsequent healing has covered your body in thick scars. Your natural armor bonus to AC increases by 2. Additionally, there is a 25% chance that critical hits and sneak attacks fail to affect you, as though you were wearing armor with the light fortification property.

OM进阶:饮痛者
剧透 -   :
Pain Taster
Source Occult Mysteries pg. 46, Pathfinder #15: The Armageddon Echo pg. 60
For pain tasters, agony is more than a pleasure—it’s a path to power. Until recently, pain tasting was a practice employed exclusively by the drow. However, in recent decades Kuthite scholars have begun spreading details about the practice through cult circles. Though on the surface most pain tasters are followers of Zon-Kuthon, that path is now beginning to crop up among other evil and neutral cults as well.
Requirements
To become a pain taster, a character must fulfill all the following criteria.

Feats: Diehard, Endurance, Great Fortitude.
Skills: Heal 5 ranks, Intimidate 5 ranks.
Alignment: Any nongood.
Special: The candidate must survive a special ritual designed to inure her to pain.
Class Skills
The Pain Taster's class skills are Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Sense Motive (Wis), and Survival (Wis).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   +1   +1   +0   +0   Disciple of pain, masochism 1, scourge
2nd   +2   +1   +1   +1   Cruelty +1d6, damage reduction 1/—
3rd   +3   +2   +1   +1   Blood control, torturer's mettle 1/day
4th   +4   +2   +1   +1   Cruelty +2d6, damage reduction 2/—, masochism 2
5th   +5   +3   +2   +2   Pain mastery
6th   +6   +3   +2   +2   Cruelty +3d6, damage reduction 3/—, torturer's mettle 2/day
7th   +7   +4   +2   +2   Exquisite lash, masochism 3
8th   +8   +4   +3   +3   Cruelty +4d6, damage reduction 4/—
9th   +9   +5   +3   +3   Sadism, torturer's mettle 3/day
10th   +10   +5   +3   +3   Cruelty +5d6, damage reduction 5/—, masochism 4

The following abilities are class features of the pain taster prestige class.

Weapon and Armor Proficiency: A pain taster is proficient with all simple weapons, martial weapons, and whips. A pain taster gains no armor or shield proficiencies.

Disciple of Pain (Su): At 1st level, a pain taster can focus her agony through the use of six torture routines. Each routine grants her a different day-long benefit. The first time a pain taster performs a particular torture routine, she must spend 1 hour inflicting self-harm using materials that cost 2,000 gp. The method of self-torture is detailed in the routines below. After performing a routine for the first time, she can subsequently perform a less strenuous version of that routine to gain its benefits for 24 hours without needing to expend any further money on torture implements, ritual incense, and pain heightening drugs.

If the pain taster wishes to change her routine, she must spend 2,000 gp when first performing the new ritual. She must pay this cost each time she changes her routine, even if returning to a routine she had previously paid for. A pain taster can benefit from only one routine at a time.

Disciple of Acuity: By spending an hour reciting a lengthy series of mantras while clutching a length of razor-edged metal, the pain taster gains a +2 enhancement bonus to Intelligence for 24 hours. The initial torture session for this routine involves making dozens of arterial incisions and writing the mantras in blood.

Disciple of Flexibility: By spending an hour painfully hyper-extending each joint, the pain taster gains a +2 enhancement bonus to Dexterity for 24 hours. The initial torture session for this routine involves tearing major tendons in each limb.

Disciple of Insight: By spending an hour whipping or bludgeoning herself while meditating on her failures and regrets, a pain taster gains a +2 enhancement bonus to Wisdom for 24 hours. The initial torture session for this routine involves inserting a long needle directly into the heart, causing massive internal hemorrhaging.

Disciple of Spirit: By spending an hour splitting her tongue by cutting it centrally from the tip to the base, the pain taster gains a +2 enhancement bonus to Charisma for 24 hours. The initial torture session for this routine involves applying acid to a normally visible part of the body, inflicting extensive chemical burns.

Disciple of Torment: By spending an hour eating dirt, rocks, and other indigestible matter, the pain taster gains a +2 enhancement bonus to Constitution for 24 hours. The initial torture session for this routine involves slicing open the abdominal cavity with a blade, and then sewing up the wound.

Disciple of Vigor: By spending an hour hanging by the wrists from a tree, crossbeam, or any other support structure, the pain taster gains a +2 enhancement bonus to Strength for 24 hours. The initial torture session for this routine involves breaking each rib by lying on the ground, and then repeatedly dropping a large rock directly on the ribcage.

Masochism (Ex): At 1st level, a pain taster becomes empowered by pain, and is inured to its effects. She receives a +4 class bonus on saving throws made against pain effects.

Additionally, a pain taster can deal lethal damage to herself at any time to gain a bonus on attack and damage rolls. Doing so is a swift action that deals 2 points of damage to the pain taster, does not require an attack roll, and bypasses any damage reduction the pain taster possesses. For 1 round, the pain taster gains a +1 morale bonus on attack rolls and a +2 bonus on damage rolls. Every 3 levels thereafter (4th, 7th, and 10th), the amount of damage the pain taster deals to herself increases by 2 and the resulting bonus she receives on damage rolls increase by 1 (to a maximum of 8 points of self-inflicted damage and 5 points of bonus damage to other targets at 10th level). At 7th level, the bonus on attack rolls gained when using this ability increases to +2.

Scourge (Ex) Pain tasters are masters of torture, and at 1st level they receive Weapon Focus (whip) as a bonus feat. If the pain taster already has Weapon Focus (whip), she instead receives Whip MasteryUC as a bonus feat.

Cruelty (Ex) At 2nd level, a pain taster gains the sneak attack ability, but only when using a whip. This additional damage stacks with any sneak attack damage she possesses from other classes. The amount of damage dealt by cruelty increases by 1d6 every 2 pain taster levels thereafter.

Damage Reduction (Ex) At 2nd level, the pain taster’s incredible resilience grants her a modest amount of damage reduction (DR). Subtract 1 point from the damage she is dealt by any weapon or natural attack. The pain taster’s damage reduction increases by 1 point every 2 pain taster levels thereafter. This ability stacks with any other damage reduction the pain taster might already have from other classes. The value of this damage resistance doubles when the pain taster is subject to nonlethal damage.

Blood Control (Ex) At 3rd level, the pain taster gains the ability to control the blood pressure throughout her body. Anytime the pain taster is dealt bleed damage, she reduces the amount of damage taken by 1 per pain taster level (minimum 0). When taking Constitution damage as a result of blood loss (such as a stirge or a vampire’s bite), a pain taster reduces the amount of ability damage dealt by an amount equal to half the pain taster’s class level (minimum 0).

As an immediate action, a pain taster can delay the onset of injury or contact poisons by succeeding at a Will save. The DC of this check is equal to the poison’s save DC. If the save is successful, the poison’s initial and secondary damage are both delayed by 1 minute per pain taster level.

Torturer’s Mettle (Ex) At 3rd level, a pain taster can gain a number of temporary hit points equal to her pain taster level as a swift action. These temporary hit points last for 1 minute. This ability is a swift action that can be used once per day at 3rd level and an additional time per day every 3 levels thereafter (6th and 9th).

Pain Mastery (Ex) At 5th level, when using her masochism ability, the pain taster can combine two of her daily routines into one. The pain taster must still selfinflict the combined amount of hit point damage for both routines, though she can perform both routines simultaneously in 1 hour. When she does so, she gains the benefits from both routines (a pair of +2 enhancement bonuses). To gain access to a second routine for the first time or to change out one of the paired routines, the pain taster must still perform the new routine’s initial torture session in full, and must pay the cost for it.

Exquisite Lash (Ex) At 7th level, a pain taster’s aptitude with the whip increases. She receives Whip MasteryUC as a bonus feat. If the pain taster already has Whip MasteryUC, she instead receives Improved Whip MasteryUC as a bonus feat.

Sadism (Ex) At 9th level, a pain taster becomes worked into a frenzy when dealing damage to other targets. When she deals bonus damage to a target using her cruelty ability, she halves the number of points of damage she must self-inflict as part of her masochism ability until the end of her next turn.

狂掷冲锋
剧透 -   :
Flinging Charge (Combat)
Source Ultimate Wilderness pg. 111
You hurl a weapon during your charge before drawing a new one to strike, enabling you to make another attack at the expense of the latter attack’s accuracy.

Prerequisites: Quick Draw, base attack bonus +6.

Benefit: If you have a thrown weapon in hand when you begin charging, you can make a ranged attack with that weapon against the target of your charge at any point during your charge. You gain the +2 bonus for charging on the attack roll for this ranged attack. You can then immediately draw a melee weapon during your charge. You take a –5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge (such as pounce), nor can you use abilities that grant you other ranged attacks on a charge, such as the hurling charge rage power.
« 上次编辑: 2020-03-03, 周二 23:46:51 由 灯泡powerbult »

离线 灯泡powerbult

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人物卡存档
« 回帖 #18 于: 2020-02-25, 周二 00:20:34 »
守序邪恶男性人类6级游侠(神圣追猎者ACG)
年龄 27岁 身高 5尺5寸 体重 115磅
语言 通用语 阴影语
信仰 宗-库松
先攻+5; 感官 察觉+7

防御
AC22 (+7护甲+2敏捷+2盾牌+1偏斜)措手不及17,接触11
HP15(6d10+12)
强韧+1(5职业+2体质),反射+2(5职业+2敏捷),意志+3(2职业+1感知)

进攻
速度 30尺(中甲20尺)
近战
+1九环大刀 +12/+7 1d8+6 x3 挥砍
远程
寒铁标枪 +8/+3 1d6+5 穿刺

已准备游侠法术 (CL5 专注+4)

1环(2):抵抗能量伤害 重压之剑


战斗祭司祝福:每天6次 CL6 DC15
黑暗祝福(次等):标动接触盟友获得隐蔽1分钟,对看破黑暗的敌人无效
毁灭祝福(次等):标动接触赋予一个盟友,1分钟内伤害获得+3士气加值


属性
力量20(15+2种族+2腰带+1HD),敏捷14,体质14,智力10,感知14,魅力8
BAB+6 CMB+11(阴招+15) CMD23(阴招27)

背景
外勤人员(战役):
剧透 -   :
你是某个著名组织的外勤人员,你为其服务了数年,但因为某些原因并未正式加入其中。虽然不是正式成员,但你凭能力为自己在组织中积累了不小的名声,更履历功绩而接受过组织高层们安排的专业训练。而你也发誓将终生为该组织奉献自己的力量。此次,你的上级和你两人秘密来到此地,为了一次调查任务进行踩点。你的上级根据某些原因,让你报名参加了这次护卫人物。
常年在组织内的生活使得你养成了自律的习惯和坚定的信念。你不能为混乱阵营,你需要至少有一个必须遵守的戒律,该戒律可以是你效忠对象的规矩,也可以是你内心的信条(与DM商议后确定)
组织中专门训练过你如何在战斗辅助与队友配合。如果你成功使用援助动作来支援队友(攻击或技能均可),则你提供的加值额外+1。当你与队友夹击时,你和构成夹击的队友,对该敌人的攻击获得+1背景加值。
你的任务曾使你与长期与某种类型的敌人为敌,这使你获得了很多对付这种敌人的经验。选择一种生物类型,你在针对该类型生物的攻击和伤害检定上获得+1背景加值。

法理通:游侠cl+2,最高不超过hd

专长
1级 猛力攻击
1级 盲斗(人类额外)
2级 寓守于攻(游侠流派:黑手UI;选取专长时视为拥有13智力)
3级 月夜伏击者uc
3级 坚忍(游侠额外)
5级 精通阴招
6级 高等阴招APG(游侠流派)
剧透 -   :


技能点(6x6+6天赋)ACP -3(精制品胸甲)
医疗         +9(1)+3本职+4感知+1背景
生存         +8(1)+3本职+4感知
法术辨识   +7(2)+3本职+2智力
自然知识   +12(2)+3本职+2智力+1背景+1种族+3专攻
宗教知识   +7(1)+3本职+2智力+1种族
奥秘知识   +6(1)+3本职+2智力
本地知识   +6(1)+3本职+2智力
位面知识   +7(1)+3本职+2智力
地城知识   +6(1)+3本职+2智力
交涉         +5(1)+3本职+1魅力
察觉         +8(6)+4感知+2警觉
察言观色   +6(0)+4感知+2警觉


种族特性:
中体型,属性加值(力量),奖励专长,

职业特性:
擅长军武中甲盾牌,神术施法,坚忍
宿敌:不死生物+4,泥怪+2
擅长神选武器:刺链;取代理解动物
祝福:取代猎手羁绊



装备
+2力量腰带        4000gp
+1胸甲                1350gp
+1快卸黑木轻盾 1263gp
+1九环大刀 2315gp
寒铁mwk苜蓿战锤 330gp
炼银宽短剑 35gp
寒铁标枪x3(或者复合长弓+寒铁箭)
蛇咬刺青(魔法集市) 2000gp
永恒迷雾斗篷 (海洋之血)3600gp



弹簧腕鞘
大步奔行魔杖 750gp
变巨术药水 50gp
祝福武器油x2 100gp
风墙术卷轴 150gp
猎犬追踪卷轴 150gp
轻羽步卷轴x2 50gp
气泡术卷轴 25gp


变巨术药水 50gp


轻/中/重载 43/86/130
背景
剧透 -   :

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Re: 零散
« 回帖 #19 于: 2020-02-29, 周六 21:04:54 »
暴君ap5
引用
西瓦科亚特尔(女蛇神) Cihua Couatl
战争之子 The War Children
中立善良 分娩,保护与战争之神
领域 善良,医疗,保护,力量,战争
子域 盖丁,防御,凶猛,决意,复原,战术
偏好武器 短矛
徽记 两条相互衔尾成环的羽蛇,其羽翼在中央处重合
圣兽 猎鹰(hawk)

引用
阿普克 (Ah Pook)
毁灭者 The Destroyer
中立邪恶 死亡,毁灭和月亮之神
领域 黑暗,死亡,毁灭,邪恶,虚空
子域 天灾,恐惧,孤寂,失落,月亮,恐亡魔(Sahkil)
偏好武器 石刃剑
徽记 新月形月食中央的颅骨

引用
恐亡魔子域 Sahkil Subdomain
为了一己私欲,你指染了藏于每个凡人灵魂天性之中的恐惧。
相连领域:邪恶
相关神祇:阿普克,恐亡魔摧残者
取代力量:以下能力取代了邪恶领域的邪恶之触领域能力。
偏执之触 Touch of Paranoia (Su):通过一次近战接触攻击,你能向目标的类型注入强烈的怀疑情绪。受你触碰影响的生物视为没有盟友,也不被其他任何生物视为盟友(包括被该能力影响的其他生物)。目标生物无法自由穿越其(原本的)盟友占据的方格,无法与其造成夹击,无法通过团队专长与他人协作,也无法从援助他人动作或任何只能影响盟友的法术中获得好处。该能力持续时间为1/2牧师等级(最低1)。你每天能使用该能力3+感知次。
取代领域法术:2环 鬼灵迷雾UM 4环 魔由心生(They Know)UI 6环 恐惧症(Phobia)HA