作者 主题: 永罪之书(Book of the Damned)第一章魔神(Fiendish Divinities)  (阅读 23784 次)

副标题: 好的又开始挖坑了。。。老规矩先在自家吃灰,其他章节和后期润色什么的有空再说(躺死)

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 :em002如果已经有翻译的会直接贴超链接而不直接粘贴,感谢其他前辈大大(不要把偷懒说的这么冠冕堂皇啊!)
施工周期可能一周1位。。。吧(眼神开始游弋)翻译弱渣且社畜不要催就好了。。。有错求轻喷

魔神(Fiendish Divinities)
引言
只有最强大的邪灵才能晋升为魔神。而大部分半神都是从强大的邪灵中跻身而出,但若是有魔神的意志也可瞬间擢升一位邪灵为半神,比如魔鬼大公Mephistopheles。
在这之中有极少一部分是从神话生物晋升为魔神的非邪灵生命。比如恶魔领主祖拉就曾是古阿兹兰特帝国的女王,但其残忍且堕落的生活使得她在帝国毁灭前边晋升为了恶魔领主。
除阿斯莫提斯与拉玛什图外,本章节描述的魔神皆为半神(CR26及以上)或类神(CR25及以下)本书未提供其战斗数据,但某些存在早已登记在Bestiary系列之中。
其他魔神 OTHER FIENDISH DIVINITIES
本书讲述的魔神仅包括对格拉里昂饶有兴趣的存在。其他外层位面的存在可能注目于其他世界故而并未详细提及。若你愿意甚至可以加入如阿斯塔罗斯Astaroth、狄魔高根Demogorgon、格莱杨拉波尔Glasya-Labolas、因波斯Ipos、马尔巴士Marbas、拜帕Vepar等,甚至创造你设想的邪灵。但请不要忘记为这些存在加入上述模板。
魔族仪典 FIENDISH OBEDIENCE
忠诚与血祭并不能满足魔神的索求,祂们更渴求肉体与心灵上的痛楚以表达其顺从。这些都被通称为魔族仪典—由邪教徒举行的自残或极为亵渎的仪式。一般魔族仪典需要举行长达一小时。除非特殊备注,一般的仪典不会伤害举行仪式的人。施法者可以将魔族仪典的一小时与准备或恢复法术的时间结合起来,其他人可以自由选择执行的时间,但大部分人会选择黄昏之时。
魔族仪典可以带来莫大的恩惠,尤其是对于信徒。魔族仪典专长可以让邪教徒获得额外的加成,而208-213的三个进阶直接则可以使其更迅速地攫取强大的赐福。
魔神词条 FIENDISH DIVINITY
下述存在都以如下格式所记录,每一小节都总结了魔神信徒的细节与对于虔诚信徒和仆从的奖赏。格式如下。
名称:魔神在凡世的俗称。
尊称:魔神最常见的称谓或外号将标注于小节顶部。
阵营、性别、类型和神职;领域与子域;偏好武器;邪徽;神殿(偷懒跳过)
信徒:魔神最常见的代言人。
爪牙:与信徒不同,爪牙是为魔神服务的怪物或异界生物,被奴役用以处理对魔神神殿的威胁,一些魔神信徒也会将其视为请教对象,盟友和守卫者。
仪典:希望能表现对魔神忠诚的人可以选择魔族仪典专长(178)在执行仪典后这都会赋予其特殊的力量,详见各魔神的详细小节。仪典有时也会赋予防御能力,一般是对抗特定效果的豁免加成。其具体性质将注明在仪典末尾。
神恩:本书列举的三个进阶职业(恶魔狂信者,魔鬼大师和吮魂者)是角色对魔神进一步信奉与服从的体现,他们被视为获得魔族仪典。在高级别时甚至能获得魔神独有的赐福。神恩分为三类:传音者(与扩大魔神在凡世的影响力相关)颂教者(与教派的亵渎仪式相关)卫道者(与战斗相关)获得恩赐的类型取决于在获得第一级进阶职业的选择。若是选择魔族仪典专长,则获得颂教者的神恩(注,178的Damned Disciple与Damned Soldier专长可进一步修改角色获得的神恩)
每一类神恩都分为三级。获取神恩的速度取决于角色获得神恩的方式(专长or进阶职业)初级是三个类法术能力。中级与高级都是魔神特有的特殊、类法术或超自然能力。若无特殊说明,中级神恩视为7环法术效果,高级神恩视为9环法术效果。所有能力的CL等同HD(最高20)
描述:最后还会描述魔神的外表、性格、目的和领地。

魔神神恩
魔神的赐福可通过魔族仪典专长(P178)或208-213三个进阶职业获得。三类神恩与内海诸神一一对应,内海诸神一书中神祗赐予的祝福并没有那么强大,因此他们更有可能成为PC获得的恩赐,所以更适合在等级早期时获得。
虽然魔族仪典与服从仪典都随着HD获得增益,但内海诸神的进阶职业因服从仪典所获得的速度慢于魔族仪典。故而若玩家希望获得魔神神恩,请提升进阶的要求。
传音者:BAB+7,知识(宗教)技能等级高于7或能施展4环法术
颂教者:交涉7级,知识(宗教)7级,能施展4环神术
卫道者:BAB+7
劇透 -   :
O
nly the strongest fiends can rise to become divinities.
The majority of these burgeoning divinities ascend from
the existing ranks of powerful fiends, but sometimes
the will of a full-fledged deity can give rise to a fiendish
demigod, as was the case for the archdevil Mephistopheles.
Rarely, non-fiends can make the transition to divinity
through mythic achievements. The demon lord Zura, for
example, was once a human queen in the ancient human
empire of Azlant, but her life of cruelty and sin ensured her
ascension to nascent demon lord long before Azlant’s fall.
With the exception of Asmodeus and Lamashtu, all of the
divinities described in this chapter are demigods (CR 26 or
higher) or quasi deities (CR 25 or lower). Combat statistics are
not presented in this book, but some of the entities detailed
on the following pages have appeared as powerful foes in
various Pathfinder RPG Bestiary volumes.
OTHER FIENDISH DIVINITIES
The fiendish divinities presented in this book comprise
only those with specific interests on Golarion. Countless
others dwell in the sprawling reaches of the Outer Planes,
but since their attentions are focused on other worlds, they
are not detailed in this book. These creatures could appear in
your campaign if you wish, be they entities with names such
as Astaroth, Demogorgon, Glasya-Labolas, Ipos, Marbas, or
Vepar, or be they new fiends of your own creation. Use the
entries presented on the following pages as templates when
adding new divinities to your own campaign.
FIENDISH OBEDIENCE
Fiendish divinities are not satisfied with mere promises of
loyalty or blood sacrifices; they require physical and painful
proof of devotion. These demonstrations are known as
obediences—acts of self-mutilation or great blasphemy
performed by the truly damned. An obedience typically
consists of an hour-long ritual that must be performed
daily. Unless otherwise stated, it does not harm the creature
performing it. Spellcasting cultists can integrate their
obedience completely with their normal hour-long rituals
and methods of preparing or regaining spells, while others
are free to perform their obedience at any point during the
day. Most choose twilight as the time of obedience.
Obediences can bring great boons, particularly to the most
powerful of a divinity’s followers. The Fiendish Obedience
feat allows a worshiper of a divinity to gain access to
additional resistances and powers, and the three prestige
classes presented on pages 208–213 allow access to the most
powerful boons more quickly.
FIENDISH DIVINITY ENTRIES
Each of the entities described on the following pages is
presented in the same format, starting with a stat block
that summarizes the details of the divinity’s cult and the
boons that divinity grants to its most devout worshipers and
servitors. Each entry is organized as follows.
Name: This lists the fiend’s common name—the name by
which it is known in the world of mortals.
Appellation: The divinity’s most common appellation or
epithet is listed at the top of its stat block.
Alignment, Gender, Type, and Areas of Concern: This
entry lists the fiend’s alignment and gender, what type of
fiend it is, and the divinity’s areas of concern.
Domains and Subdomains: The domains and subdomains
the fiend grants to its clerics are listed here. Full rules on
subdomains can be found in the Pathfinder RPG Advanced
Player’s Guide. More subdomains are detailed on pages 180–182.
Favored Weapon: This lists the fiend’s favored weapon.
Unholy Symbol: A description of the fiend’s unholy symbol.
Temples: This entry describes the typical places of worship
for the fiend. The list is not intended to be exhaustive, and in
certain areas where the worship of a fiend is legal, its temples
can be much more varied than those shown here.
Worshipers: The worshipers listed here are the most
common agents of the fiend in question.
Minions: As opposed to those who typically worship the
fiend as a deity, minions are those monsters and outsiders
that serve the fiend. A fiend’s minions are common threats
encountered in temples and other places sacred to the
fiend. They are also called upon by the fiend’s worshipers as
advisors, allies, or guardians.
Obedience: Those who wish to deepen their devotion to a
fiendish divinity can do so by taking the Fiendish Obedience
feat (see page 178). Characters who do so must perform an
obedience ritual every day in order to maintain the special
powers and defenses the feat grants them, and this section
in each fiendish divinity’s entry describes the specifics of
the ritual for that divinity. Performing the obedience grants
the worshiper a specific defense, often a saving throw bonus
against a specific kind of effect. The exact nature of this
defense is listed at the end of the obedience entry.
Boons: The three prestige classes presented in Chapter 3
of this book (demoniac, diabolist, and souldrinker) allow
a character to deepen his faith and servitude to a fiendish
divinity, as does taking the Fiendish Obedience feat. At
higher levels, these characters gain access to boons unique to
the fiend they venerate. These boons are organized into three
categories: evangelist (boons often associated with how the
fiend influences the mortal realm), exalted (boons typically
associated with the profane traditions of the divinity’s cult),
and sentinel (boons usually associated with the fiend’s
offensive and defensive characteristics). Which category
of boon a character gains access to depends on choices he
makes when taking the 1st level in a boon-granting prestige
class. If a character receives boons only via the Fiendish
Obedience feat, he gains exalted boons. (Note that the feats
Damned Disciple and Damned Soldier on page 178 can
further modify which boons a character has access to.)
Each category of boon lists three tiers of boons. The rate at
which these three tiers are gained depends on how a character
gains boons in the first place (whether via a feat or a prestige
class feature). The first tier of a boon is always one of three
spell-like abilities: when a character gains this first boon, he
must choose which of the three spell-like abilities he gains
as his boon, be it a 1st-level spell usable three times per day, a
2nd-level spell usable twice per day, or a 3rd-level spell usable
once per day. The second and third boons are extraordinary,
spell-like, or supernatural abilities specific to each divinity.
Unless otherwise stated, spell-like second boons that do not
duplicate existing spells are treated as 7th-level spell effects,
and spell-like third boons are treated as 9th-level spell effects.
All spell-like abilities used in this way have a caster level equal
to your Hit Dice (maximum caster level of 20th).
Description: After each stat block, several paragraphs
describe the fiendish divinity’s appearance, personality,
goals, and realm.

FIENDISH DIVINITY BOONS
The boons granted by fiendish divinities assume that
characters gain them in one of two ways—via the Fiendish
Obedience feat (see page 178) or via that feat plus one
of the three prestige classes presented on pages 208–213.
While the boons of each divinity are categorized into the
same three categories of boons used in Pathfinder Campaign
Setting: Inner Sea Gods, the boons granted by deities in that
book are less powerful, as they are more likely to be boons
gained by PCs, and thus it’s more appropriate for them to be
gained at earlier levels.
While the Hit Dice at which you gain boons via Fiendish
Obedience or Deific Obedience (from Inner Sea Gods)
are identical, the prestige classes in Inner Sea Gods (the
evangelist, exalted, and sentinel) that allow accelerated
boon achievement have lower entrance requirements than
the prestige classes in this book. As a result, if you wish to
use one of those three prestige classes for a character who
wishes to gain the boons presented by one of the fiendish
divinities in this book, increase the requirements for entry
into evangelist, exalted, or sentinel so that a character must
be 7th level before selecting the class, as summarized below.
Evangelist: Base attack bonus +7, 7 ranks in a skill other
than Knowledge (religion), or ability to cast 4th-level spells.
Exalted: Diplomacy 7 ranks, Knowledge (religion) 7 ranks,
ability to cast 4th-level divine spells.
Sentinel: Base attack bonus +7.

  阿巴拉克萨斯Abraxas  ForestDew
  阿里曼Ahriman 完工
  奥迪娜克ALDINACH 完工
  安德莉芙库Andirifkhu 完工
  安加赞Angazhan 完工
  亚波轮Apollyon 完工
  阿达德·莉莉Ardad Lili Cyclop
  厄莱什卡果Areshkagal 完工
  阿斯莫迪尔斯Asmodeus 四月
  巴尔泽布Baalzebul Cyclop
  巴风特Baphomet 完工
  巴巴托斯Barbatos Cyclop
  贝利亚Belial Cyclop
  卡戎Charon 完工
  西斯 乌苏格Cyth-V’sug 星云
  大衮Dagon 完工
  德斯卡利Deskari 完工
  迪斯帕特Dispater Cyclop
  多洛蕾丝Doloras Cyclop我不承认这是痛苦女士啊啊印记城啊啊啊
  艾希斯Eiseth Cyclop
  弗洛厄斯Flauros
  格殷永Geryon Cyclop
  果甘蜍Gogunta 完工
  哈艮地Haagenti 犬良人
  杰萨尔达Jezelda 犬良人
  朱庇莱克斯JUBILEX Ghost-1008
  卡布里里KABRIRI HUZIqq5581611
  科什迪克提凯Kostchtchie 空山
  拉玛什图Lamashtu Evana&四月
  玛汉沙拉Mahathallah Cyclop
  马蒙Mammon Cyclop
  玛茨麦兹Mazmezz 已完工
  墨菲斯托菲利斯Mephistopheles Cyclop
  麦斯塔玛Mestama 已完工
  摩洛克Moloch Cyclop
  诺克提库拉Nocticula 完工
  怒加Nurgal 拉布拉多
  奥喀斯ORCUS Ghost-1008
  帕祖祖Pazuzu 犬良人
  煞克斯/沙克斯Shax 完工
  施瓦丝卡Shivaska 拉布拉多
  希芙珂什Sifkesh 完工
  索克斯贝诺Socothbenoth 启明星
  祖瑞尔Szuriel 完工
  崔玛瑞希Trelmarixian 完工
  乌尔克泽尔Urxehl 完工
  若伏嶐/佐伏隆Xoveron 完工
  依多卓思Yhidothrus 完工
  泽乌伽瓦灾布evgavizeb 完工
  祖拉Zura Ghost-1008
  阿修罗魔尊Asura Ranas 完工
  Daemon Harbingers
  地狱公爵Infernal Dukes Cyclop
  链魔喧主kyton demagogues 完工
  雄霸魔Malebranche 完工
  Nascent Demon Lords
  鬼大名 ONI DAIMYO 完工
  Qlippoth Lords
  罗刹邪仙Rakshasa Immortals 完工
  恐亡魔摧残者SAHKIL TORMENTORS 完工
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阿里曼(Ahriman)
妖灵之主
中立邪恶 男性邪灵 神职为毁灭,妖灵与虚无主义

教派
领域 黑暗,死亡,毁灭,邪恶
子域 天灾,恐惧(180)失却,狂暴
偏好武器 长鞭
邪徽 带着细细银边的黑环
神殿 柯莱士的Bleakmire,苏比亚的遗落宫House of Oblivion,Ahermanabad的Throne of the Lord;隐秘的圣殿
信徒 冷酷无情的雇佣兵,虚无主义者,乌西教信徒,军阀
爪牙 妖灵,鬼巨灵,夜鬼婆,某些恐亡魔
仪典 一边向阿里曼祈祷,一边摧毁对他人而言极具金钱价值或情感寄托之物,最好当着有着强烈情感的人的面。或是一边吟诵阿里曼的赞美诗一边用带刺的鞭子鞭笞自己,自愿受到1点体质伤害。完成后你的忠诚便通过了考验,并能获得对应的神恩。同时你可以选择你表面的的阵营,只有再次执行仪典或24小时后方能更换。比如,一个中立邪恶的信徒可以以此被视为守序善良,使其能安全通过限定为守序善良的守卫刻文。

传音者神恩
第一神恩 阿里曼之言Ahriman’s Word(SP)命令书3次/天,侦测思想2次/天或暗示术1次/天
第二神恩 无可动摇的意志Unassailable Conviction(SU)你深谙生命的虚无,因为他们极难影响你在暗淡的生活中悟出的真谛。每天一次,意志豁免失败后可以立刻重骰并使用第二次的结果。若第二次豁免成功,接下来1小时你的攻击和豁免检定获得+2士气加值。
第三神恩 扭曲谎言Force the Lie(SU)每天一次,你可以扭转增益效果的作用。以一个标准动作你可以以你90尺范围任意一点为基准,使其半径30尺半径内产生一阵噼啪作响的黑色能量波。除你以外的生物,在此区域受到的运气、士气或神圣增益加值将会转为罚值。你和其他阿里曼信徒可以看穿黑色能量,其他生物都视为受到隐雾术效果。黑色能量波存续轮数等同HD,且不能被风吹散。通过意志豁免(DC=10+1/2HD数+魅力调整值)可以免除加值被改为罚值的效果,但依旧受到隐雾术效果。

颂教者神恩
第一神恩 妨碍正道Hamper the Righteous(SP)防护善良3次/天,愚者之触2次/天或降咒1次/天
第二神恩 洞察迷障Pierce Obfuscation(SU)无论如何遮掩你都能直视惨淡的真实。你可以在任何黑暗中完美看清所有事物,包括幽深黑暗术制造出的黑暗环境。每天一次,你可以以类法术能力施展真知术。
第三神恩 呼唤毁灭Call for Ruin(SP)你可以召唤阿里曼的麾下。每天一次,以一个标准动作可以召唤1d4+1鲉鳍妖、1d3狮妖或1墟言妖,视为召唤怪物IX,且你与其之间获得100尺的心电感应。以此方式召唤的妖灵会完美遵从你的命令,存续轮数等同HD,然后返回末日荒原。但若命令这些妖灵去做好事或拯救你以外的凡人生命,它们会拒绝这些指令并立即消失。

卫道者神恩
第一神恩 摧毁弱者Break the Weak(SP)造成轻伤3次/天,死亡丧钟2次/天或解除魔法1次/天
第二神恩 蛇纹鞭笞Serpentine Lash(SU)被你挥舞的鞭子是你邪恶意志的延伸,其将猛烈攻击并摧毁不愿臣服于你之人。你获得武器专精(长鞭)与长鞭熟稔作为奖励专长,即使不满住先决条件。此外你手中的鞭子会呈现出蛇形幻象,你在摔绊战技获得+2亵渎加值。若手中的长鞭至少有+1增强,甚至可以以迅捷动作赋予其舞空武器附魔,每天6轮,轮数不必连续。
第三神恩 粉碎敌人Crush Opposition(SU)每天三次,你可以对准60尺内一个具有实体的敌人发起猛烈抨击,使其在噼啪作响的黑色能量中痛苦倒地。伤害为10XHD数。目标若通过强韧检定(DC=10+1/2HD+魅力调整值)伤害减半。被此效果杀死的生物将被彻底摧毁,且其携带的物品会掉在地上且受到诅咒,持续小时等同HD数。物品上的诅咒会使携带其的非邪恶生物在对抗恐惧与疯狂效果的豁免检定受到-1罚值,携带多个物品则罚值叠加。


据学者所说,在巨灵诞生之时,毁灭的阴影也随之而来。这团阴影散布到世界各地对抗一切光明与活物。在无数的年月后,人们终于知晓这团阴影名为阿里曼。
阿里曼是一位热衷毁灭的邪灵,他试图传播“错误的思想”以腐化凡人的思维与举止。他的破坏性并不只体现在灾难或物理意义的破坏。祂还热衷于毁灭凡人的政府,在宗教中传播分裂思想,以鼓励错误的选择或自我毁灭的行为来摧毁家庭或氏族之间的关系。
阿里曼居于毁灭荒原边缘的Mount Kaf顶端的宝座之上统御着妖灵。这有一个永久的跨面位传送门,连接着格拉里昂位面上苏比亚的遗落宫—当然也有一些传送门连接着其他世界阿里曼的神像。虽然Ahermanabad不大,毁灭荒原的邪魔也将这里丢给妖灵与他们的主人。然而妖灵与邪魔还是会时而发生冲突,而这一般以妖灵的退让收场,因他们害怕激怒任何一位四驭者。
阿里曼外表宛如野兽,祂有着老虎的前肢与秃鹫的利爪。毒蛇缠绕在祂满是伤痕的黑色身体上,将致命的毒液对准自己的宿主与祂身边的所有生命。在那形似老虎的脸上长有刻印着远古诅咒的角,那长满恐怖尖牙的巨口仿似通往黑暗国度的大门,而那里一切都将被毁灭。
阿里曼的目标就是散布这种毁灭。为推进自己永恒的阴谋祂催生了无数亵渎的生命,其中巨灵腐化后的妖灵是其拥有最多的奴隶。阿里曼及其爪牙乐于劝诱凡人抛弃理智去做出错误的决定。尽管其不朽且富有耐心,但这位古老的邪恶让世界走向消亡的计划却从未得逞。
阿里曼位于毁灭荒原的宫殿中有各种妖灵侍从,但祂最喜爱的贴身护卫还是强大的崇至妖王子们,甚至还为其赐名,如土崩,余烬,息风,涸海,乱魂等。阿里曼出行一定会有这些强大的妖灵随同。
作为一名狡诈的半神,阿里曼接受邪恶凡人的信仰,尽管其自身与爪牙都十分厌恶这些生命。阿里曼的牧师多为虚无主义者或被蛊惑的邪教徒,他们致力于腐化他人,散播不幸与摧毁巨灵的杰作。阿里曼最广为人知的教派被称为乌西教,这些危险的施法者一直致力于散播毁灭和博怀社会结构。乌西教这一秘密结社起源于柯莱士,然后散播到格拉里昂各地。这些邪教徒小心翼翼地隐瞒自己的身份,并暗中经营诡谋。乌西教信徒会尽力登上权利高位,以便从内部腐化整个系统。一些出色的乌西教信徒甚至担任着一国领袖或敌对宗教的牧师,以此腐坏这个国家或宗教所象征的美好事物。

劇透 -   :
AHRIMAN
LORD OF ALL DIVS
NE male div lord of destruction, divs, and nihilism
CULT
Domains Darkness, Death, Destruction, Evil
Subdomains Catastrophe, Fear (see page 180), Loss, Rage
Favored Weapon whip
Unholy Symbol black and silver eclipse
Temples Bleakmire in Kelesh, House of Oblivion in Thuvia,
Throne of the Lord in Ahermanabad; hidden shrines
Worshipers heartless mercenaries, nihilists, Usij cultists, warlords
Minions divs B3 , ghuls B3 , night hags, some sahkils B5
Obedience While praying to Ahriman, destroy something
of monetary or sentimental value to another person,
preferably in front of someone who feels a strong emotional
connection toward it. Alternatively, voluntarily take 1 point
of Constitution damage while chanting praises to Ahriman
and flagellating yourself with a barbed lash. After performing
this obedience, your true alignment is masked from
detection. Each time you perform this obedience, you select
an alignment that you wish to detect as. Once chosen, this
alignment can’t be changed until you perform this obedience
again or 24 hours pass. The masked alignment can trick items
and magic that require a particular alignment. For example,
a neutral evil follower can make her alignment appear to be
lawful good, which would allow her to safely pass beyond a
glyph of warding keyed to lawful good.
EVANGELIST BOONS
1: Ahriman’s Word (Sp) command 3/day, detect thoughts
2/day, or suggestion 1/day
2: Unassailable Conviction (Su) You know existence is
pointless and find little that can affect your outlook or sway
your ultimate outcome in the bleak span of existence. Once
per day when you fail a Will save, you can immediately roll
again and use the second result as your actual saving throw
result. If you succeed at this second save, you gain a +2
morale bonus on attack rolls and saving throws for 1 hour.
3: Force the Lie (Su) Once per day, you can twist the intention
of beneficial effects. As a standard action, you can create
a wave of crackling black energy that fills a 30-foot-radius
spread at any point within 90 feet of you. Creatures in this
area other than yourself that are benefiting from a luck,
morale, or sacred bonus instead treat that bonus as a penalty.
You and other worshipers of Ahriman can see through this
area of black energy with ease, but all other creatures treat
the area as if it were under the effects of obscuring mist. The
black energy persists for 1 round per Hit Die you have, and
cannot be dissipated by wind effects. An affected creature
can negate this adjustment to bonuses with a successful Will
save (DC = 10 + half your Hit Dice + your Charisma modifier),
but this does not negate the obscuring effect.
EXALTED BOONS
1: Hamper the Righteous (Sp) protection from good 3/day,
touch of idiocy 2/day, or bestow curse 1/day
2: Pierce Obfuscation (Su) You can see the bleak truth
despite means to hide your vision. You can see perfectly
in darkness of any kind, including that created by deeper
darkness. Once per day, you can cast true seeing as a spell-
like ability.
3: Call for Ruin (Sp) You can conjure some of Ahriman’s armies
for your own purposes. Once per day as a standard action,
you can summon 1d4+1 ghawwas B3 , 1d3 shiras B3 , or one
sepid B3 as if with summon monster IX, and you gain telepathy
with them to a range of 100 feet. The divs summoned in this
way follow your commands perfectly for 1 round per Hit Die
you have before vanishing back to their home in Abaddon.
The summoned divs don’t follow commands that would
cause them to perform overly good acts or save mortal lives
other than your own, and they immediately vanish if your
orders contradict these restrictions.
SENTINEL BOONS
1: Break the Weak (Sp) inflict light wounds 3/day, death knell
2/day, or dispel magic 1/day
2: Serpentine Lash (Su) Any whip you wield becomes an
extension of your embodiment of evil, lashing out against
all those who fail to prostrate themselves before you and
oblivion. You gain Weapon Specialization (whip) and Whip
Mastery UC as bonus feats, even if you do not meet the
prerequisites. In addition, your whip takes on the illusory
appearance of a serpent, and you gain a +2 profane bonus to
combat maneuver checks to trip opponents. If you wield a
whip with at least a +1 enhancement bonus, you can grant it
the dancing weapon special ability for 6 rounds per day as a
swift action. These rounds need not be consecutive.
3: Crush Opposition (Su) Three times per day, you can target
one corporeal enemy within 60 feet and call out a castigating
challenge that causes the creature to painfully collapse in on
itself in a crackle of black energy. The target takes 10 points
of damage per Hit Dice you have. Creatures targeted by this
ability can attempt a Fortitude save (DC = 10 + half your Hit
Dice + your Charisma modifier) to reduce the damage by
half. A creature slain by this effect is completely destroyed,
and all items it was carrying or wearing at the time fall to
the ground and become cursed for a number of hours equal
to your Hit Dice. The curse on these items causes nonevil
creatures who carry one of the items to take a –1 penalty on
saving throws against fear and insanity effects; the penalties
for carrying multiple items stack.
Scholars say that when genies were brought to life, a
shadow of destruction followed. This shadow cast itself
across the world, countering light and creation where it
fell. Over countless millennia, this spirit came to be known
as Ahriman.
Ahriman is a ruinous fiend
who seeks to corrupt mortals’
minds and works by spreading
“wrong thought.” He is a being of
destruction, but that destruction does not
need to be catastrophe or physical devastation
alone.  He  delights  in  wrecking  mortal
governments, sowing schisms in religions, and
breaking the bonds of family or clan by encouraging
poor choices and self-destructive behavior.
Ahriman rules the divs from his throne in the realm
of Ahermanabad, atop Mount Kaf on the edge of
Abaddon. At least one permanent extraplanar portal
connects this realm to the House of Oblivion in
central Thuvia on Golarion—other portals may well link to
additional monuments to Ahriman on other worlds. While
Ahermanabad is a small realm, the daemons of Abaddon
leave the divs and their lord to their own devices. However,
clashes still sometimes occur between daemons and divs,
often resulting in the divs’ retreat so as not to anger any of
the Four Horsemen.
Ahriman appears as a bestial fiend, his hands clawed
like those of a tiger and feet taloned like those of a vulture.
Oily snakes worm through his
scarred black flesh, riddling
their host and all near him
with deadly venoms. Horns
etched with ancient curses
crown Ahriman’s tigerlike face,
and beyond a great maw filled
with soul-rending fangs lies a
gate to a realm of darkness
rivaled only by oblivion.
Ahriman’s ultimate goal
is to spread such oblivion.
To further his immortal
plots,  he  has  spawned
innumerable  blasphemies,
but the corrupted genie
spirits known as divs are his
most numerous slaves. Ahriman
and his minions delight in
influencing mortals to abandon
wisdom in favor of destructive
decisions. As ageless and patient as he
is vicious, this force of ancient evil seeks to
ease the world toward dissolution, one failure at a time.
In his palace in Abaddon, Ahriman is served by all manner
of div, though his preferred bodyguards are powerful akvan B3
princes with evocative names such as Crumbling Earth,
Dying Ember, Gasping Wind, Thirsty Sea, and Unbalanced
Soul. Ahriman is rarely encountered without at least one of
these powerful divs at his side.
A conniving demigod, Ahriman accepts the worship of
evil mortals despite his and his minions’ loathing of such
beings. Clerics of Ahriman are either nihilists or deluded
cultists who work to corrupt others, sow misfortune, and
tear down the works of geniekind. The most widespread of
Ahriman’s cultists are known as the Usij. These dangerous
spellcasters seek to spread ruin and break down the bonds
of society. Usij cabals originated in Kelesh ages ago, but
they have spread throughout Golarion in the time since.
These cultists carefully hide their true affiliation and
operate with a strong attention to subtlety. Usij like
to work themselves into positions of power
so that they can corrupt a system
from within. Some exceptionally
skilled Usij have even stood
as national leaders or posed
as priests of rival religions,
where they have worked to
taint and destroy everything
good that nation or religion
ever stood for.
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奥迪娜克ALDINACH(我记得3r版本还是个大姐姐来着?)
« 回帖 #2 于: 2021-11-15, 周一 23:17:44 »
奥迪娜克ALDINACH
六毒之女
混乱邪恶 女性恶魔领主 神职为沙,蝎子和干涸

教派
领域 动物,混乱,邪恶,太阳
子域 恶魔,飞羽,毛兽,光明
偏好武器 反曲刀
邪徽 砂砾从金蝎子的螯上滑落
神殿 贫瘠的山谷,甬道,洞窟,金字塔
信徒 沙漠游牧民族,掠夺者,奴隶贩子,异常暴力或残忍的半蝎人
爪牙 魔化土元素,巨蝎
仪典 俯卧在沙地上向奥迪娜克祈祷一小时,期间必须至少吞下一只活蝎子。你对虫类的毒素与对抗疲乏与力竭效果的豁免检定获得+4亵渎加值。

传音者神恩
第一神恩 荒漠领主Dominion Over the Sands(SP)熵光护盾3次/天,造风术2次/天或力竭射线1次/天
第二神恩 活体沙暴Living Sandstorm(SU)每天三次,你将你的肉体与身上的所有装备化为一团漂浮在风中的沙子,持续5分钟。此形态下获得DR 10/-,且免疫酸、重击、疾病、火、感染、毒素和精准伤害(如偷袭)你可以说话但不能进行物理攻击或操纵物体,也不能使用任何需要姿势或材料(包括器材)的法术。但你获得10尺飞行速度且自动通过飞行检定,可以通过细小的洞口或狭窄的裂缝。在应对风的效果时你视为超微型生物。在此状态时你每轮可以以移动动作进入另一个生物所在的空间,这会引发借机攻击,但同时尖锐的砂砾会对对方造成3d6的挥砍伤害且目盲1d6轮;通过反射豁免(DC=10+1/2HD数=体质调整值)可减半伤害且不会目盲。一个生物每轮只能收到该效果一次,即使你反复进入其所在的空间。
第三神恩 裂体风沙Flensing Storm(SP)每天一次,你可以呼唤奥迪娜克之名,让其从低语沙海召唤出致命的沙尘暴,将受困其中的人撕裂得只余染血的白骨。这视为焚云术效果,但造成6d6挥砍伤害和1d4体质伤害而不是火焰伤害;通过反射豁免(DC=10+1/2HD数=体质调整值)可以免受体质伤害。你可以以移动动作指挥这场风沙向任何方向移动60尺,且不一定需要直线移动。你在你施展的风沙中不会受到伤害且可以不受惩罚地看穿其。

颂教者神恩
第一神恩 狂沙之怒Desert’s Wrath(SP)忍受环境3次/天,闪光尘2次/天或灼热光辉1次/天
第二神恩 唤起蝎身Raise Scorpion(SU)每天一次你可以使60尺范围内一具尸体在你的控制下变为一头凶猛的巨蝎。该变化的持续时间等于角色等级,之后巨蝎将变回尸体。这是一种变形效果。
第三神恩 脱水打击Dehydrating Strike(SU)每天一次以一个迅捷动作开启,在对一个生物造成伤害后,若对方未通过强韧豁免检定(DC=10+1/2HD数=体质调整值)变回立刻陷入痛苦的脱水状态。若未通过豁免受到1d10力量吸取,昏迷1轮,然后再1d4轮后再发作。豁免成功可将发作时间延后1轮。

卫道者神恩
第一神恩 甲壳刺叮Chitin and Sting(SP)毒针吹刺3次/天,树肤术2次/天或尘埃之饮1次/天
第二神恩 隐秘偷袭Hidden Strike(EX)六毒之女赋予了你蝎子般从藏匿处快速偷袭的天赋。你获得隐秘偷袭能力,在近战攻击范围后30尺内未发现,或将你的存在视为同伴时,你都能对其造成额外的2d8精准伤害。对于被你夹击、或是失敏的目标也会造成隐秘偷袭,但此时伤害减少为2d4.你可以对隐蔽(但不能使全隐蔽)的生物造成隐秘偷袭。但此能力不能与偷袭叠加。此外你如同蛰伏的蝎子般善于偷袭。你在突袭轮可以进行全部动作而不是一个标准动作。
第三神恩 奥迪娜克之刺Sting of Aldinach(SU)每日一次,你可以以一个迅捷动作长出一条金色且带有毒液的蝎尾。你将刺击视为主要天生武器,可以对与你同体型的生物造成合适的伤害(中体型生物1d6伤害)其上的毒素(伤口;豁免 DC=10+1/2HD数=体质调整值;频率 1/rd. for 6 rds;效果 1d3力量伤害与1d3体质伤害;治愈 1次豁免)你如同巨大的黑蝎般以肉眼难以捕捉的速度突刺,你可以以迅捷动作使用毒刺进行攻击(不计算在本轮的任何攻击或动作之外)你的毒刺保留分钟等同于HD数。

奥迪娜克外表是一只巨大的金色蝎子;双螯是鲜艳的红色水晶,其边缘锋利如刀;头部则是一张脸色及其不自然的可怕人脸。其背部有着无数细小的蝎子,这是祂无尽巢穴的成员,只需一个念头便可向它们下达任何指令。祂的毒刺十分危险,因每次攻击都会注入六种不同的可怕超自然毒素,据闻即使具有免疫毒素能力的生物也会死在这毒刺之下。
奥迪娜克的邪教在沙漠,尤其是奥斯里昂的野外与拉哈多姆的偏远地区,祂的邪教徒常出没于此以引诱或服饰当地的无神论者。特别暴力的半蝎人部落会在奥斯里昂东部的蜂窝都市祭拜祂,他们古怪的传统将奥迪娜克与洛瓦古格组建成一个关系如蛛丝般杂乱的诡异神系。祂的邪教领袖大多是炼狱半蝎人牧师。被这些隐藏在沙漠中的邪教徒抓住的祭品会迎来痛苦的折磨与延绵之死,因为最受欢迎的活祭方式便是由长时间的暴晒与定期的折磨相结合而成,而延绵之死则是在期间让祭品抿上一点水以吊命。这既能延长受害者因干渴而焦虑痛苦的时间,而受此折磨而死的灵魂也会变得更加甜美。在加伦德的沙漠以外,祂的信仰并不常见—所以在其他地区一般是独行的邪教徒或狂热者。
如同祂背负着自己无数的子孙一般,奥迪娜克也是拉玛什图众多子女之一,但拉玛什图登神后便鲜有往来。而与其姊妹厄莱什卡果Areshkagal则是另一幅场景,因祂们二位正在进行永无休止的斗争。自从奥迪娜克从对方手中夺走了低语沙海Sea of Whispering Sands这一层深渊位面,将其流放到荒凉的血色裂谷Blood Clefts后,祂便一直驻留在自己的沙漠国度中抵御其姊妹那永无休止且越发拼命的反攻。
奥迪娜克占领这一层不过数十个世纪,但祂通过不断鼓励手下以祂的名义建立了数百座隐匿于砂砾之中的诡异城市。其中最为宏大的位于沙海的中心—一个由带刺甲壳与柔韧树脂打造成的不规则的城市。这座名为Aioganthus的城市被建造在一个漏斗形沙漠坑壁之上,因而总是在缓缓下滑。当大量建筑随着坑壁下滑时,被压迫至中心的建筑会纠缠着形成由带刺甲壳与柔韧树脂交织成的尖锥,远远望去就如同巨大的蝎尾一般。每隔数小时这尖锥便会倾倒散落在沙坑的边缘,形成新的建筑。这座城市保持着这种永无休止的循环迫使居民不停被迁移,而最终他们也会与自己的家一起成为城市的材料。这种结构与布局使其变得难以确定位置和攻打。而城市只有中心塔楼附近的某些区域能保持稳定,缓慢升腾的建筑总会绕过它们融入尖锥的一部分。而这边区域便是奥迪娜克的私人宅邸、研究场所和监牢。

劇透 -   :
SHE OF THE SIX VENOMS
CE female demon lord of sand, scorpions, and thirst
CULT
Domains Animal, Chaos, Evil, Sun
Subdomains Demon, Feather, Fur, Light
Favored Weapon kukri
Unholy Symbol gold scorpion with sand dripping from its claws
Temples barren valleys, burrows, caves, pyramids
Worshipers desert nomads, raiders, slavers, unusually violent
or cruel girtablilus B3
Minions fiendish earth
elementals, giant
scorpions
Obedience Pray
to Aldinach
while lying
prone on sand
for an hour, during
which time you must
eat at least one live scorpion. Gain a +4 profane bonus
on saving throws against poison from vermin and
against effects that cause fatigue or exhaustion.
EVANGELIST BOONS
1: Dominion Over the Sands (Sp) entropic shield 3/day, gust
of wind 2/day, or ray of exhaustion 1/day
2: Living Sandstorm (Su) Three times per day, you can
dissipate yourself and all of your gear into a swirling mass
of wind-tossed sand for 5 minutes. While in this form, you
gain DR 10/— and immunity to acid, critical hits, disease, fire,
infestations, poison, and precision damage (such as sneak
attacks). You can speak, but you can’t make physical attacks
or manipulate objects, and you can’t use somatic or material
(including focus) spell components. You can fly at a speed of
10 feet and automatically succeed at Fly checks, and you can
pass through small holes or narrow openings. You are treated
as a Fine creature for the purpose of wind effects. While
in sandstorm form, you can enter another creature’s space
once per round as part of a move action; this provokes an
attack of opportunity as normal. When you enter a creature’s
space this way, that creature takes 3d6 points of slashing
damage from abrading sands and is blinded for 1d6 rounds;
the target can halve the damage and negate the blindness
with a successful Reflex save (DC = 10 + half your Hit Dice +
your Constitution modifier). A creature can be affected in this
way only once per round, even if you move into its space
multiple times.
3: Flensing Storm (Sp) Once per day, you can call out
to Aldinach to conjure a deadly sandstorm from the
Whispering Sands, which flenses those caught within down
to nothing but bloody bones. This acts as an incendiary
cloud spell, except that instead of fire damage
it deals 6d6 points of slashing damage and
1d4 points of Constitution damage; this
Constitution damage can be negated
with a successful Reflex save
(DC = 10 + half your Hit Dice +
your Constitution modifier). As
a move action, you can direct
a flensing storm to move up
to 60 feet in any direction;
this need not be a straight
line. You are immune to the
effects of your flensing storms
and can see through them
without penalty.
EXALTED BOONS
1: Desert’s Wrath (Sp) endure
elements 3/day, glitterdust 2/day,
or searing light 1/day
2: Raise Scorpion (Su) Once per day, you
can cause a dead body within 60 feet to transform into a
fiendish giant scorpion under your mental control. This
transformation lasts for 1 round per level, after which
the scorpion returns to its original corpse form. This is
a polymorph effect.
3: Dehydrating Strike (Su) Once per day as a swift action,
when you deal damage to a creature, that creature must
attempt a Fortitude save (DC = 10 + half your Hit Dice + your
Constitution modifier) to avoid becoming instantly and
painfully dehydrated. If the victim fails this save, it takes
1d10 points of Strength drain, is stunned for 1 round, and
is then staggered for 1d4 rounds. On a successful save, the
victim is instead staggered for 1 round.
SENTINEL BOONS
1: Chitin and Sting (Sp) nauseating dart ACG  3/day, barkskin
2/day, or cup of dust APG 1/day
2: Hidden Strike (Ex) She of the Six Venoms grants you a
scorpion’s talent for striking rapidly from hiding. You gain
a hidden strike, with which you deal an extra 2d8 points of
precision damage on melee attacks or ranged attacks from
within 30 feet against foes who are unaware of your presence
or who consider you an ally. You can also deal hidden strike
damage to a target that you are flanking or that is denied
its Dexterity bonus to AC, but in these cases, the damage is
reduced to 2d4. You can deal hidden strike damage against
targets with concealment (but not total concealment). This
stacks with other sources of hidden strike damage or sneak
attack damage you already have. In addition, like a deadfall
scorpion, you are adept at taking advantage of your foes’
surprise. During a surprise round, you can take a full round’s
worth of actions, rather than a single standard action.
3: Sting of Aldinach (Su) Once per day as a swift action, you
can grow a golden-hued scorpion’s tail, complete with
stinger. This sting is a primary natural attack that deals
damage as appropriate for a creature of your size (1d6 points
of damage for a Medium creature). The sting is poisonous
(injury; save DC 10 + half your Hit Dice + your Constitution
modifier; frequency 1/round for 6 rounds; effect 1d3 Str
damage and 1d3 Con damage; cure 1 save). Like that of the
immense black scorpion, your stinger strikes with blinding
speed; you can make an attack with your stinger as a swift
action (in addition to any other attacks or actions taken
during that round). Once activated, your stinger remains for a
number of minutes equal to your Hit Dice.
Aldinach appears as a Colossal golden scorpion. Her claws are
made of living crimson crystal and have razor-sharp edges,
and her face is hideously human, if unwholesomely colored.
On her back swarm countless smaller scorpions, members
of her endless brood that she can send out to do her bidding
with but a thought. Her sting is particularly dangerous, for
it injects six different horrific supernatural toxins with each
attack and has been said to be able to envenom even those
who normally count themselves as being immune to the
effects of poison.
Aldinach’s cults are strongest in deserts, particularly in
Osirion’s wastelands and the remote reaches of Rahadoum,
where her cultists work to seduce and corrupt that realm’s
godless citizens. Certain tribes of particularly violent
girtablilus B3 venerate her in hive-cities in eastern Osirion,
where their strange traditions mix worship of Aldinach and
Rovagug into an unusual pantheon of arachnoid horror. In
these cults, the leaders of her faithful are often half-fiend
girtablilu clerics. Those who fall prey to one of these desert-
dwelling cults can look forward to an agonizing and lingering
death, for a favored method of living sacrifice involves a painful
combination of death by long exposure to the elements and
periodic torments where the lingering demise is lengthened
by tantalizing sips of life-giving water. By extending a victim’s
periods of thirst to agonizing length, the suffering soul is
made to taste all the sweeter in death. Her worship is relatively
unknown outside of Garund’s desert regions—when she is
worshiped elsewhere, it is typically by a lone cultist or fanatic.
Just as the demon lord herself carries countless offspring
atop her back, Aldinach is in turn one of Lamashtu’s countless
daughters, although since Lamashtu’s ascension to divinity,
the two have not associated overmuch. The same cannot be
said of her and her sister Areshkagal, with whom Aldinach
is locked in an eternal war. Ever since Aldinach stole the
Abyssal realm known as the Sea of Whispering Sands from
her sister, forcing Areshkagal into exile in the desolate Blood
Clefts, Aldinach has been forced to defend her desert realm
from her sister’s constant, increasingly desperate attempts to
reclaim her lost territory.
Although Aldinach has ruled the Whispering Sands for
only a few dozen centuries, already she has inspired her
minions to create hundreds of eerie desert cities in her
honor, hidden amid the trackless sands. The greatest of these
cities lies at the heart of the Sea of Whispering Sands—a
sprawling metropolis of twisted buildings constructed from
spiny chitin and flexible resin. Named Aioganthus, this
impossible city is built within the slowly collapsing walls
of a funnel-shaped sinkhole in the sand. As the buildings
of Aioganthus slide inexorably down the funnel’s walls,
they gather in the center and tangle together, forming a
towering spire of chitin and resin that evokes the image of
an immense scorpion’s tail. Every few hours, this constantly
growing spire lurches downward to “sting” the funnel’s rim,
where building material at the tower’s apex breaks off, falling
toward the rim, and forms a new structure on the outskirts
of the city. The eternal recycling of Aioganthus’s buildings
in this manner forces those who dwell within to repeatedly
relocate, for those who remain in one building too long are
eventually crushed and recycled along with their domicile.
This ongoing replenishment of buildings and reworking of
the city layout makes Aioganthus an exceptionally difficult
location to navigate or assault. Only certain regions inside
the central tower remain fixed in place, the slowly churning
mass of structure flowing ever upward around them toward
the spire’s apex. These stable regions house the personal
quarters, laboratories, and prison cells of Aldinach herself.
« 上次编辑: 2022-01-01, 周六 15:52:06 由 雾音 »
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安德莉芙库Andirifkhu(不是蛇魔差评)
« 回帖 #3 于: 2021-11-15, 周一 23:19:07 »
安德莉芙库Andirifkhu
剃刀公主
混乱邪恶 女性恶魔领主 神职为幻象,刀械和陷阱

教派
领域 混乱,邪恶,机运,诡术
子域 诅咒,欺骗,恶魔,盗窃
偏好武器 反曲刀
邪徽 被六片刀刃刺穿的头骨
神殿 地牢,迷宫,刑讯室
信徒 熊地精,德洛人,卓尔精灵,幻术师,虐待狂,陷阱的制作者和设计师,拷问者
爪牙 拥有幻术能力的怪物,六臂蛇魔,猎魔蛛,拥有陷阱能力的怪物(如B2的伊特怪和冷蛛)
仪典 使用带有刀片或尖刺的机械装置折磨比你小的活物,或用刀折磨任何大小且被束缚的生物。仪式途中不能让其死去,但在仪式结束1分钟内必须终结其性命。若无祭品,也可以在身体上用刀具一遍雕刻迷宫图案,一边向安德莉芙库祈祷,但使用此方式每拥有1HD会受到1点伤害。你在对抗幻术的豁免检定和对抗造成挥砍伤害的陷阱的AC上获得+4亵渎加值。

传音者神恩
第一神恩 改变感官Alter Perception(SP)无声幻影3次/天,镜影术2次/天或隐形法球1次/天。
第二神恩 灵巧剃刀Subtle Razor(EX)你获得偷袭+2d6,这可以与其他任何等级或其他因素获得的偷袭伤害叠加。你造成的偷袭伤害时,可以使这次攻击的所有伤害转化为非致命伤害。如果你对未察觉到你存在的生物造成非致命伤害,他甚至不会知道已经收到攻击或收到伤害(表现为感到难以言喻的疲倦或虚弱)
第三神恩 幻影军团Unreal Legion(SU)一天一次,你可以制造出三个自己的幻术分身。这些分身亦真亦假,他们的豁免加值与本体一样,拥有等同于本体接触AC的AC值,HP为本体最大值得四分之一。分身随本体的意志行动(自有动作下命令)且可以进行绝对无法命中的攻击(但可以提供夹击)你施放法术或使用能力时可以让分身做同样动作,若该效果有明显的源点,你可以让其看上去同时起源于所有分身。你可以以直觉动作与某个分身交换位置。若分身离开你超过60尺或视线范围,又或是hp少于0,便会消失;否则分身将存续24小时或直到你再次使用该能力,以先达成条件者为准。

颂教者神恩
第一神恩 施虐窍门Sadist’s Trick(SP)魔法武器3次/天,魅影陷阱2次/天或圈套术1次/天。
第二神恩 刀刀入肉Deeper Cuts(EX)你以挥砍武器对生物造成伤害时,同时造成5点流血伤害。
第三神恩 安德莉芙库之吻Andirifkhu’s Kiss(SP)每天一次,你可以以来法术能力施展强效剑刃护壁。该能力不会伤害施法者本人。

卫道者神恩
第一神恩 公主之刃Princess’s Blade(SP)精准武器3次/天,灵能武器2次/天或暮光之刃1次/天。
第二神恩 杀人陷阱One of Ten Thousand Deaths(SP)你可以将安德莉芙库领地中的可怕造物召唤到凡间。每天3次,你可以以一个整轮动作在30尺内的一个或多个方格上召唤一个陷阱。陷阱CR必须等于或小于HD的一半,且具有对应的环境(比如落石陷阱必须要有可以掉落的天花板)而陷阱的触发,如压力板或预言术则由你选择的方式添加到环境中。此陷阱若未被解除、触发效果,则会在24小时后自动消失。
第三神恩 杀戮机器(SU)每天1次,你可以以一个整轮动作将自己变为陷阱。陷阱CR必须不大于HD(最高CR20)且具有对应的环境。在陷阱效果被触发或被试图解除时,你可以恢复原形(出现在陷阱目标的区域中)若陷阱效果被触发或以某种合理的方式解决,你进入突袭轮,只有你和知道真实情况的人可以进入突袭轮。该变化可持续24小时,你也可以以整轮动作将其解除。这是变形效果。

安德莉芙库钟爱恶德的幻术师,残忍的拷问者、虐待狂和发明家。祂的邪教徒喜欢建造陷阱重重的地牢,让祭品死于里面的尖刺、摆动的刀刃和长矛上。大多数时候,即使解决了面前的挑战受害者也会因受伤而难以行动,然后发现不过是回到原点再重复一次,所以死亡通常是逃离这一挑战的唯一途径。但这些地牢一般都有着非常隐秘的通道,一边邪教徒或来访的好友在较为安全的地方观察受害者在这充满死亡陷阱的地牢中如何蹒跚前行,以及评估陷阱的效果。
安德莉芙库本体是高挑美丽的女子,皮肤上布满翠绿的鳞片且长有暗红色的长发。虽然祂最爱的是反曲刀,但祂有着蛇瞳六臂,因而每只手都能挥舞不同的刀械。在战斗时祂喜欢先发制人,以所有武器卷起可怕的刀刃风暴,使得周围的敌人因流血过多而步履蹒跚。祂旋转的速度是如此的快,即使是发丝也能切开伤口。据说祂喜好使用自己的头发制作复杂的陷阱,还会就地使用顺手的刀具(包括友军或敌人手上的武器)有人相信,祂会通过自己神殿中密布的陷阱散播密语和施加影响,而不幸死于此地的灵魂将永远徘徊在祂的领地。
许多卓尔精灵都崇拜剃刀公主,以求获取设计新酷刑的灵感。一些卓尔幻术师虽然不能施放神术,但也是祂的信徒,他们深信所有幻术都是剃刀公主的投影。一些卓尔幻术师甚至声称能通过幻术与安德莉芙库交流。在地表世界,安德莉芙库的邪教徒则相对分散—他们都喜欢独自沉浸在自己的研究中,以增长对陷阱和刑具的知识。在只有在饱受革命蹂躏的伽尔特才有固定的组织,邪教徒们会结成小组暗中活动。尽管如此这些邪教组织仍然较为分散,对于更进一步的合作毫无兴趣。
安德莉芙库所在的深渊位面被称为Vault of Ten Thousand Deaths,这是一个庞大且布满陷阱的迷宫,据闻这里和多元宇宙中无数的地牢都有着隐秘的通道。学者认为主物质位面中发现的“死亡陷阱地牢death-trap dungeons”与剃刀公主脱不开干系。尽管这些复合陷阱看似与这位恶魔领主没有直接联系,但涉及并创造出这些危险品的虐待狂死后必将前往其领地。
一个可怕的传闻讲述了这些死亡陷阱是如何传播到多元宇宙。在传闻中安德莉芙库的领地深处有一条返回主物质位面的隐秘道路。虽然不少人认为这个谣言只是迷失在其中的受害者的自我安慰(不然就没有人愿意探索这层位面,而且受害者的求生欲也会大大减少)但真相则更为残酷,和所有深渊位面一样,Vault of Ten Thousand Deaths具有自己的意志,传说中的逃生之路只是深渊用以将自己的邪恶意志延伸到其他世界的手段。借此新的死亡地牢会成长为鲁莽冒险者的诱饵,使他们成为剃刀公主的受害者或是对新世界散播影响的桥梁。

劇透 -   :
ANDIRIFKHU
THE RAZOR PRINCESS
CE female demon lord of illusions, knives, and traps
CULT
Domains Chaos, Evil, Luck, Trickery
Subdomains Curse, Deception, Demon, Thievery
Favored Weapon kukri
Unholy Symbol skull pierced by six thin blades
Temples dungeons, labyrinths, torture chambers
Worshipers bugbears, derros, drow, illusionists, sadists, trap
creators and designers, torturers
Minions illusion-using monsters, mariliths, retrievers,
trap-using monsters (like ettercaps and leng spiders B2 )
Obedience Torture a living creature smaller than yourself using
a mechanical device that employs blades or spikes, or torture
a bound creature of any size with a knife. The creature must
remain alive for the duration but must die within 1 minute of
the end of the obedience. If no suitable victim is available,
you can instead carefully carve labyrinthine patterns into your
flesh with a knife while offering prayers to Andirifkhu, taking
1 point of damage per Hit Die you have as part of this variant
obedience. Gain a +4 profane bonus on saving throws against
illusions and to AC against traps that deal slashing damage.
EVANGELIST BOONS
1: Alter Perception (Sp) silent image 3/day, mirror image
2/day, or invisibility sphere 1/day
2: Subtle Razor (Ex) You gain sneak attack +2d6; this stacks
with any sneak attack damage you can already deal from
class levels and other sources. In addition, whenever you
deal sneak attack damage, you can have all damage dealt by
the attack become nonlethal damage. If you deal nonlethal
damage this way to a creature that is unaware of your
presence, the creature is unaware it has been attacked or has
taken damage (instead experiencing a sense of unexplained
weariness or weakness).
3: Unreal Legion (Su) Once per day, you can create three illusory
copies of yourself. These copies are semireal; each uses your
saving throws, has an Armor Class equal to your touch AC,
and has hit points equal to one-quarter your maximum hit
points. The copies move as you mentally direct them (a free
action) and can be instructed to attack, although they always
miss (the copies can provide flanking, however). When you
cast a spell or use an ability, you can have the copies appear
to cast that spell or use that ability simultaneously; if the
effect has an obvious point of origin, you can have it appear
to originate from all copies simultaneously. As an immediate
action, you can switch places with one of the copies. If a copy
is ever more than 60 feet from you, leaves your line of sight,
or is reduced to 0 hit points, it immediately ceases to exist;
otherwise, the copies last 24 hours or until you use this ability
again, whichever comes first.
EXALTED BOONS
1: Sadist’s Trick (Sp) magic weapon 3/day, phantom trap
2/day, or snare 1/day
2: Deeper Cuts (Ex) When you damage a creature with a
slashing weapon or an effect that deals slashing damage,
you can also deal 5 points of bleed damage.
3: Andirifkhu’s Kiss (Sp) Once per day, you can cast
empowered blade barrier as a spell-like ability. You are
immune to the effects of this blade barrier.
SENTINEL BOONS
1: Princess’s Blade (Sp) unerring weapon UC 3/day, spiritual
weapon 2/day, or twilight knife APG 1/day
2: One of Ten Thousand Deaths (Sp) You can summon the
murderous creations of Andirifkhu’s realm to the mortal
world. Three times per day as a full-round action, you can
conjure a trap into being in a square or squares within 30
feet. The trap must have a CR equal to or less than half your
Hit Dice, and the environment must be able to support it
(for example, a falling block trap must have a ceiling to fall
from). The appropriate triggers for the trap, such as pressure
plates or divination spells, are added to the environment
in the fashion of your choosing. A trap conjured this way
vanishes after 24 hours, when it is disabled, or after it is
triggered and its effects have been resolved.
3: Killing Machine (Su) Once per day as a full-round action,
you can transform yourself into a trap. The trap must have
a CR equal to or less than your total Hit Dice (maximum
CR 20), and the environment must be able to support your
new form. When your trap form is triggered, or when
a creature attempts to disable your trap form, you can
instantaneously return to your normal form (appearing
in the square or squares targeted by your trap form). This
occurs after the trap has finished triggering and its effects
are resolved (if appropriate), and it causes a surprise round
in which only you and those who were aware of your true
nature may act. This transformation otherwise lasts for
24 hours or until you dismiss it as a full-round action. This is
a polymorph effect.
Andirifkhu is the favored patron of debased illusionists,
cruel torturers, and sadistic inventors. Her cultists are
fond of building trap-ridden dungeons and sending
sacrifices inside to die on spikes, swinging blades, and
spear tips within. In most cases, solving one of these trap-
filled gauntlets only results in the victim being hobbled or
otherwise crippled before being returned to the start of the
maze and forced through again, so that death is often the
only way to escape the ordeal. Typically, these dungeons
include well-hidden networks of secret passages that allow
the cultist or visiting allies to navigate the death trap–filled
dungeon in relative safety so they may observe the effects of
the traps and watch the progress of those placed within the
murderous labyrinth.
Andirifkhu herself appears as a towering, beautiful woman
with green, scaled skin and long, crimson hair. She has
ophidian eyes and six arms that all wield different blades,
although her favorite weapons are kukris. She strikes in battle
with astonishing speed, and is capable of making multiple
attacks with all her weapons in a whirlwind of slashing fury
that leaves all around her bleeding and staggered from the
onslaught. Even her hair can flense flesh when she makes
such whirling assaults. It is said that she can pluck strands of
her hair to swiftly craft complex traps, often utilizing bladed
weapons in the surrounding area (including those wielded
by friend and foe alike). Some believe that in her temples, she
can whisper and influence through the traps that fill those
places of worship, and that those who fall prey to such fates
have their souls cursed to wander her realm for an eternity.
Worship of the Razor Princess is strong among the drow,
who look to her for inspiration in designing new methods
of torture and torment. Many drow illusionists are devout
worshipers of Andirifkhu, despite not casting divine spells,
and these specialist wizards share a belief that every illusion
is but a different reflection of the Razor Princess within
the world. Some drow illusionists even claim to be able to
communicate directly with Andirifkhu via these illusions.
On the surface world, Andirifkhu’s cult is less centralized—
her worshipers tend to work alone, immersing themselves
in grand projects to expand their working knowledge of
traps and mechanized forms of execution. In revolution-torn
Galt, her worship seems to be gaining a foothold, and here
one can find small cells of a half dozen or so cultists
working together in the shadows. Still, these cells of
cultists remain scattered and have little incentive or
interest in broader collaboration.
Andirifkhu’s realm in the Abyss is the Vault of
Ten Thousand Deaths, an immense, trap-filled
labyrinth rumored to have hidden connections
to hundreds of dungeons scattered throughout
the multiverse. Scholars believe that the
preponderance of “death-trap dungeons” found
on so many Material Plane worlds has some link
to the Razor Princess. While most such trap-filled
complexes have little direct link to the demon
lord, it’s certain that those sadistic souls who,
in life, oversaw the creation of such dangerous
complexes often find their way in the afterlife to
the Vault of Ten Thousand Deaths.
One particularly unsettling legend speaks
to a method by which these death traps have
spread to so many worlds. According to this tale, a well-
hidden route back to the Material Plane lies somewhere in
the depths of Andirifkhu’s domain. While some believe this
rumor exists only to give those who find themselves lost in
the Vault of Ten Thousand Deaths a bit of hope to cling to
(for without such hope, those trapped within the Vault would
be far less inclined to explore the realm and fall victim to
the Razor Princess’s traps during their escape attempts), the
truth is far more sinister. As with all Abyssal realms, the Vault
of Ten Thousand Deaths is alive, and the legendary back door
out of the complex is not so much a route for those trapped
within to escape as it is the nefarious tendrils of the Abyss
itself reaching out through thin spots in reality to extend
itself to other worlds. There, new dungeons of death take
root, serving as lures for foolhardy adventurers to fall victim
to, or to inspire new infestations of Andirifkhu’s religion on
worlds untouched by her influence.
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安加赞Angazhan
劫掠之王
混乱邪恶 男性恶魔领主 神职为猿猴,野蛮的独裁者,丛林

教派
领域 动物,混乱,邪恶,植物
子域 腐朽,恶魔,毛兽,滋长
偏好武器 矛
邪徽 魔猿的脸
神殿 丛林中的空地,城市废墟,庙塔
信徒 查咯猿人,强大的四臂猩猩,丛林军阀,sadistic saurians(是个没翻的东西呢)
爪牙 被启蒙的恐龙,巨大的炼狱凶暴猿,丛林中的怪物
仪典 服下致幻的丛林植物,一边在人皮与骨头制成的大鼓敲打繁杂的音乐,一边向安加赞祈祷。在丛林中的隐匿检定和对抗丛林生物造成的疾病和毒素的豁免检定获得+4亵渎加值。

传音者神恩
第一神恩 丛林吞噬The Jungle Consumes(SP)行踪无迹3次/天,树化术2次/天或荆棘丛生1次/天
第二神恩 树冠攀行Canopy Crawler(EX)你的手脚变得更易于抓握,身体更具柔韧性,这使得你能轻松在丛林中隐秘攀行。你获得基础速度+10尺的攀爬速度,且在树木间跳跃摆荡时使用攀爬检定替代特技检定。只要你的脚保持灵活(魔法鞋可以变形故不影响,普通鞋不行)你甚至在双手持物的情况下进行攀爬活动,且不会在攀爬时因持盾而失去敏捷的AC调整值。此外你在树上时使用攀爬检定替代隐匿检定,且可以全速移动而不吃减值。你在树上准备狙击时使用攀爬检定替代隐匿检定,罚值变为-10。你可以用脚替代法术的姿势成分或持有物体,但不能用来侍弄武器或盾牌。
第三神恩 融入丛林One With The Jungle(SU)你融入丛林的集体意识之中,你对身边的所有事物,从高大的树木到细微的虫孑都了如指掌。你在丛林中获得60尺盲视,AC和豁免检定获得+2洞察加值,且永远不会措手不及或被突袭。你无视丛林本身形成的掩蔽和隐蔽,仿佛植物和石头都在为你的攻击和法术让开道路。

颂教者神恩
第一神恩 丛林之怒Jungle’s Wrath(SP)纠缠术3次/天,公牛之力2次/天或召唤怪物III(1头炼狱猿,1d3头进阶炼狱狒狒或1d4+1头炼狱狒狒)1次/天
第二神恩 召唤安加赞之子Summon Child of Angazhan(SP)每天一次,你可以以一个迅捷动作召唤进阶炼狱四臂猩猩,1d3头进阶炼狱凶暴猿或1d4+1头进阶炼狱猿,视为召唤怪物VI。
第三神恩 丛林之力Jungle’s Might(SU)你的力量获得+2亵渎加值,强韧检定获得+2加值。

卫道者神恩
第一神恩 暴君怒吼Tyrant’s Roar(SP)命令书3次/天,音鸣爆2次/天或暗示术1次/天
第二神恩 恐怖统治Reign of Terror(EX)你十分擅长利用恐惧和威吓来压倒你的敌人和奴仆。你的威吓获得等于力量调整值得加值(与威逼等类似效果的加值不叠加)每分钟一次,你可以以迅捷动作使用威吓挫败30尺内的一个生物的士气,或以一个移动动作挫败10尺范围内所有生物的士气。若使用此能力时,你投掷的结果超过DC5点及以上,该生物将惊惧1轮,然后在被延长的时间内处于战栗状态;若结果超过DC10点级以上,该生物将畏缩1轮,然后惊惧1轮,最后在被延长的时间内处于战栗状态。你对队友使用挫败士气时,对象在生效时间内不会战栗,而是在攻击检定上获得+2士气加值。
第三神恩 至高暴君Unchallenged Tyrant(SU)你深知丛林法则是所有知性生物内心最基础的法则;你可以一次为你的精英仆从凝聚成强大的蛮力,而且完全统合在你的意志之下。在执行仪典时,指定与你魅力调整值相等的生物为你的奴仆,对方必须在场且完全自愿,这种指定将持续24小时或直到下一次执行仪典。每天3次,你可以一个迅捷动作影响50尺范围内所有奴仆,使其力量和体质获得+4加值,先攻获得+2加值,且共享你拥有的所有团队专长。任何时候有奴仆在你50尺范围内死亡,你获得防死结界效果(CL=1/2奴仆HD,最大CL为20)

安加赞外表是一头高大的血色猩猩,手有六只长长的手指,长有尖牙弯角,双眼布满血丝。祂的信徒在芒吉莽原的丛林最多,祂那叽叽喳喳的后裔查咯猿人(又称apefolk,详见内海世界指南)在丛林废墟中求欢和享用人肉。不少判魂魔也效力于安加赞,尽管他们十分傲慢自利,不承认安加赞的领主地位,但其族群仍在安加赞的丛林王国Ahvoth-Kor为其效劳。
安加赞在芒吉莽原的信仰早已因其外界警惕。数千年来许多冒险者都与其爪牙发生过接触,但大家都认为其在多元宇宙中统治的时间远比人类在伽伦德建立国家的是要要长上许多。祂最钟爱的代行者被称为猩猩王。历代猩猩王都统治着芒吉莽原,近数个世纪便已经更迭过数百位暴力的丛林君主,但他们身上都绘有猿猴的图案。这种魔法图腾不仅仅是邪教徒们的聚焦点,也因这是他们领袖永生的办法。在猩猩王死去时,这个魔法图腾会在全世界最近被杀害的灵魂作为新的宿主,那些生前便生性残暴的罪犯尤为受到安加赞的青睐。这些灵魂将获得以新一任猩猩王的身份复活的机会—接受提议的人将转生到一个强大的新的肉体上,且记忆与技能完好无损,但要对劫掠之王绝对效忠。
安加赞在战斗中也十分残暴。虽然祂可以使用武器(当然要以其超大的体型定制)但祂更喜欢在战斗中使用天生武器:强打的啃咬,能捏碎钢铁的拳头,锐利的尖角,以及那能快速造成切割痛感的长尾巴。在战斗中被劫掠之王杀死的人会遭遇可怕的厄运—被转生为猩猩王。屈从于诅咒新生的人会成为安加赞忠诚的奴仆,除非其盟友将其解放出来。这需要先杀死猩猩王,在被害者的灵魂前往骨园接受审判前使用魔法解除诅咒。而未能解除诅咒之人在死后将在深渊遭受永恒的折磨。
劫掠之王安加赞的领地Ahvoth-Kor十分辽阔,仿若一望无际的丛林再沿着巨大的深渊裂缝延伸开去。Ahvoth-Kor的引力时而会牵引裂缝的两侧,所有有时可以“仰望”对面裂缝的丛林,但通常厚重的云雾会遮盖你的视野。某些树木茂盛的地方还会有藤蔓连接着鸿沟的两侧,使得丛林中的居民可以爬往另一边。两边的丛林中都栖息着可怕的类人猿生物,炼狱恐龙,以及判魂魔统治的巨石之城。丛林交汇之处在于数万里之下的裂隙底部,安加赞的宫殿就建立在这里:一座巨大的黑曜石横跨在通往深渊其他层面的缝隙之上,不少古魔和来自星界的可怕存在都会从这里爬出。

劇透 -   :
ANGAZHAN
THE RAVENOUS KING
CE male demon lord of apes, brutal tyrants, and jungles
CULT
Domains Animal, Chaos, Evil, Plant
Subdomains Decay, Demon, Fur, Growth
Favored Weapon spear
Unholy Symbol demonic ape face
Temples jungle glades, ruined cities, ziggurats
Worshipers charau-ka (apefolk), powerful girallons, jungle
warlords, sadistic saurians B6
Minions awakened dinosaurs, fiendish dire apes of immense
size, girallons, jungle monsters
Obedience Ingest hallucinogenic jungle plants and then beat
a complex rhythm on a large drum made of human skin and
bones while chanting prayers to Angazhan. Gain a +4 profane
bonus on saving throws against diseases and poisons caused by
exposure to the jungle or inflicted by creatures native to jungles.
EVANGELIST BOONS
1: The Jungle Consumes (Sp) pass without trace 3/day, tree
shape 2/day, or spike growth 1/day
2: Canopy Crawler (Ex) Your feet become prehensile, making
you adept at brachiating, and you can move unseen through
the trees with ease. You gain a climb speed equal to your
base speed + 10 feet, and you can attempt a Climb check
in place of an Acrobatics check to leap or swing between
branches or trees. As long as your feet are available (magical
footwear reshapes to permit use, but mundane shoes do
not), you can perform climbing-related activities without
needing to use your hands, and you don’t lose your Dexterity
bonus to AC or your ability to use a shield while climbing. In
addition, you can attempt a Climb check in place of a Stealth
check while in the trees and can do so at full speed without
taking penalties. You can also attempt a Climb check in place
of a Stealth check while sniping from the trees, reducing
the penalty for sniping by 10. You can execute somatic spell
components and carry objects with your feet, though you
can’t wield weapons or shields with them.
3: One With The Jungle (Su) You tap into the collective
consciousness of the jungle’s life, from mighty trees to tiny
gnats, granting you perfect awareness of all that transpires
in your vicinity. While in the jungle, you gain blindsight to a
range of 60 feet, you gain a +2 insight bonus to AC and on
saving throws, and you are never flat-footed or surprised.
You ignore cover and concealment caused by natural features
of the jungle, as the very plants and stones twist out of the
path of your attacks and spells.
EXALTED BOONS
1: Jungle’s Wrath (Sp) entangle 3/day, bull’s strength 2/day, or
summon monster III (1 fiendish ape, 1d3 fiendish advanced
baboons B2 , or 1d4+1 fiendish baboons B2 ) 1/day
2: Summon Child of Angazhan (Sp) Once per day as a swift
action, you can summon an advanced fiendish girallon, 1d3
advanced fiendish dire apes, or 1d4+1 advanced fiendish
apes as if you had cast summon monster VI.
3: Jungle’s Might (Su) You gain a +2 profane bonus to your
Strength score and a +2 bonus on Fortitude saving throws.
SENTINEL BOONS
1: Tyrant’s Roar (Sp) command 3/day, sound burst 2/day, or
suggestion 1/day
2: Reign of Terror (Ex) You are a master of overwhelming your
foes and minions through fear and intimidation. You gain a
bonus equal to your Strength modifier on Intimidate checks
(this does not stack with the bonus provided by Intimidating
Prowess or similar effects). Once per minute, you can use
Intimidate to demoralize a creature within 30 feet as a swift
action, or all creatures within 10 feet as a move action.
When using Intimidate to demoralize a creature in this way,
if your result exceeds the DC by 5 or more, the creature
is frightened for 1 round and then shaken for the normal
duration; if your result exceeds the DC by 10 or more, the
creature cowers for 1 round, then is frightened for 1 round,
and then is shaken for the normal duration. When you use
Intimidate to demoralize an ally, instead of being shaken,
that creature gains a +2 morale bonus on attack rolls for the
appropriate duration.
3: Unchallenged Tyrant (Su) You are attuned to the jungle
mind, the primeval tangle of instinct that simmers below
every sentient creature’s consciousness; you can use it to
forge your elite minions into a force of unequaled savagery,
united by (and utterly subordinate to) your will. When you
perform your obedience, designate a number of present
and willing creatures equal to your Charisma modifier; these
are your thralls. This designation lasts for 24 hours or until
you next perform your obedience. Three times per day, you
can infuse all thralls within 50 feet of you as a swift action,
granting them a +4 bonus to their Strength and Constitution
scores and a +2 bonus on initiative checks, and granting any
teamwork feats you have as bonus feats. If a thrall dies within
50 feet of you at any time, you gain the effects of death ward
(CL = half the thrall’s Hit Dice, to a maximum of CL 20th).
Angazhan appears as a towering, blood-red ape with six
long fingers on each hand, sharp fangs, twisted horns, and
relatively small, bloodshot eyes. His worship is strongest in
the jungles of the Mwangi Expanse, where his chattering
brood, the simian charau-ka (known also as apefolk—see
Pathfinder Campaign Setting: Inner Sea World Guide) hold court
in jungle-choked ruins and feast on the flesh of human
chattel. Angazhan is also served by nalfeshnee demons, and
although most nalfeshnees are too proud and self-absorbed
to admit that Angazhan is their lord, he is nonetheless
served in his jungle realm of Ahvoth-Kor by hundreds, if not
thousands, of their kind.
Angazhan’s presence in the Mwangi Expanse of the Inner
Sea region has been noted for an exceptionally long time.
Explorers have encountered his minions for thousands of
years, and the general consensus is that Angazhan has held
power in the Expanse for far longer than humanity has ruled
nations on Garund. His favored agents are known as the
Gorilla Kings. Although only one Gorilla King rules in the
Mwangi Expanse at a time, there have been hundreds of these
violent jungle tyrants over the centuries, each assuming its
simian form through potent artifacts. These magical totems
are far more than focal sites for his worshipers to gather
at and worship, for they serve as a method of perpetuating
the leaders of his cult. When one such Gorilla King dies,
the magic of these totems reaches out into the world to
find a suitable replacement among the souls of recently
slain mortals who, in life, epitomized the sinful brutality
Angazhan so favors. These souls are given the opportunity to
return to life as the new Gorilla King—those who accept the
offer are reincarnated in a powerful new
body with their memories and skills
intact, save for a now-unending
loyalty to the Ravenous King.
Angazhan himself is a brutal
foe in combat. Although he
can use weapons (provided
they are crafted with his
immense size in mind), he
generally prefers his natural
attacks: a powerful bite, crushing
fists, impaling horns, and a swift
slashing sting from his reptilian
tail are typically more than enough to see
the demon lord through any
battle. Those slain in combat
by the Ravenous King are
sometimes  subjected  to
a horrific fate—a forced
reincarnation as a Gorilla
King. Those who succumb
to this cursed return to
life remain loyal servants to
Angazhan in their new lives
unless they are rescued from
the curse by allies. Such rescue
typically requires the new Gorilla
King’s death, followed by magic to undo
the curse before the victim’s soul slips
away to the Boneyard to be judged. Those who
suffer this fate and then perish without escaping the
curse find themselves consigned to eternal torment in the
afterlife in the Abyss.
The Ravenous King’s domain of Ahvoth-Kor is
an expansive Abyssal realm, a seemingly endless
jungle that stretches along opposing faces of a vast Abyssal
rift. Gravity in Ahvoth-Kor pulls toward the walls of this
rift, so that someone standing in the jungle realm in an area
where the canopy doesn’t block the view above can “look
up” to the opposite rift’s jungle, although thick mists and
clouds usually obscure the view. In places, immense trees
and thick vines bridge the gulf between the twin jungles,
allowing clambering denizens of one jungle to climb across
to the opposing one. Both jungles are rife with dreadful
simian life, fiendish dinosaurs, and megalithic nalfeshnee-
ruled cities populated by demons and other fiends. The
point where the jungles meet lies tens of thousands of miles
below at the bottom of the rift, and it is here that Angazhan’s
palace squats: an immense ziggurat of black stone straddling
deeper rifts that lead into uncharted horrors of the Abyss,
which often belch forth qlippoth monstrosities or other
alien horrors.
« 上次编辑: 2021-11-30, 周二 23:28:28 由 雾音 »
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亚波轮Apollyon(到底是亚波轮还是亚玻伦。。。。)
« 回帖 #5 于: 2021-11-15, 周一 23:19:38 »
天启驭者,亚波轮(Horseman, Apollyon)
瘟疫王子
中立邪恶 男性驭者 神职为瘟疫

教派
领域 气,黑暗,毁灭,邪恶
子域 天灾,邪魔,失却,暗夜
偏好武器 巨镰
邪徽 缠绕着病态肉质触须的黄色镰刀
神殿 战场,乱葬岗,下水道,沼泽
信徒 邪恶的德鲁伊,麻风病人,瘟疫病人,透肌魔人,流行病患者,鼠人(不得了啦大角鼠麾下,有鼠人叛教信纳垢啦)
爪牙 带有疾病的不死生物,疫病邪魔,鼠类怪物,海人马,食腐怪,残虐邪魔,害虫
仪典 通过污染井水、培育携带疾病的害虫、分发沾染病原体的衣物或将你身上的疾病直接传播给其他人,使得疾病在人群中蔓延。你对疾病和毒药的豁免检定获得+4亵渎加值。

传音者神恩
第一神恩 瘟疫祝福Plague’s Blessing(SP)恶心射线3次/天,目盲/耳聋术2次/天或疫病术1次/天
第二神恩 瘟疫突袭Plague Breath(SP)每天两次,你可以以类法术能力施放疫病风暴。
第三神恩 潜藏体内Fallow Fles(EX)在接受了亚波轮的神恩后你免疫了所有疾病的负面效果,但你仍是一名疾病携带者且可以感染他人。你所施展的疾病效果将立刻生效,目标将立刻受到当天遭受的伤害;然后其他如常。你施展的疾病豁免DC+1,受害者无法通过休整期自然恢复,只有魔法可以治愈(但若是被你的目标传染的人则不受此规则影响)任何因职业特性或非神器特性获得免疫疾病的生物也不再对你的疾病免疫,而是在豁免检定上获得+4加值。但通过种族特性或生物类型对疾病免疫的生物依然有效。(很奇怪,Disease effects you create,那到底是攻击带疾病还是什么意思啊,挠头)

颂教者神恩
第一神恩 瘟疫宠儿Plague’s Grace(SP)诊断疾病3次/天,飞虫走兽2次/天或虫类形态Ⅰ1次/天
第二神恩 苍蝇吐息Breath of Flies(SU)每分钟一次(每日最多三次)可以以标准动作喷出一团仿若从浮肿尸体中飞出的蜇人黑苍蝇,处于着20尺锥形范围内的生物会受到8d6挥砍伤害。通过反射豁免(DC=10+1/2HD+体质调整值)则受到的伤害减半,但受到伤害的生物都将恶心1分钟。苍蝇将会覆盖以锥形起点为中心半径20尺的区域,且徘徊1d4+1轮。回合结束仍在其中的生物若未通过反射豁免则受到4d6挥砍伤害并恶心1分钟。任何伤害或产生不弱于强风的效果都可将其驱散。你和任何邪魔都将免疫这些苍蝇造成的效果。
第三神恩 害虫成灾Flood of Vermin(SP)每日一次,你可以以类法术能力施放强效漫天虫蚀。你免疫集群的伤害。

卫道者神恩
第一神恩 瘟疫斗士Plague’s Crusader(SP)坐骑术3次/天,战斗坐骑2次/天或魅影驹1次/天
第二神恩 疫病打击Contagious Strike(SP)每天最多三次,你在以近战或远程武器对目标造成伤害时可以以迅捷动作使其受到疫病术效果影响。
第三神恩 亚波轮引导者Usher of Apollyon(SU)你可以以迅捷动作召唤一把+4邪恶血光巨镰或一把+4适应及远邪恶长弓,持续轮数等同于HD数+体质调整值。一旦你放开武器便会消失,使用轮数不需要连续。

瘟疫王子亚波轮外形是一位长满痘疮的男子,头却是咆哮着的病态公羊。他身穿一件将十几位天使的皮肤活剥下来,鞣化缝合成的披风,他们生前都是试图杀死这位驭者以解救囚禁于其领地中灵魂的失败者。亚波轮将他们的灵魂吃了一半,剩下的则用以量产一批长弓—黑雨引导者—并将这作为奖励赐予他最优秀的仆从们,而最初的黑雨引导者则是由驭者本人使用。
天启战马Septisaeus乃亚波轮的坐骑,头带雕刻着其主人标志的金色皇冠,颈部被十多支倒钩箭刺穿。Septisaeus表面是一匹健康的亮白色骏马,但若仔细观察则能发现有着许多被感染的痕迹:巩膜黑变且眼角流血,牙龈和牙齿布满裂痕,嘴吐白沫,四肢隐约可以发现紫癜。
瘟疫王子亚波轮的统治始于亿万年前,其前任瘟疫驭者死亡之后—和再前任不同,他并非死于下属或敌对神祗之手,其死因至今仍然成谜,至少邪魔们并不知道,但据传前任瘟疫驭者Yrsinius在闯入大漩涡后失踪。据闻是被传说中的恶毒匀称幻蛇合唱团(mythical protean Chorus of Malignant Symmetry)所杀害。虽然没有确凿的证据,但四驭者的其他人仍做出回应,他们屠戮了无数幻蛇合唱团,并将一位幻蛇长老从大漩涡深处拖回末日荒原。自此那位幻蛇领主腐烂了的尸体便化为了瘟疫之地的纪念碑。在Yrsinius死去后,他的下属为了继承主人的宝座而割裂成十数个阵营相互争斗。在这混乱的局面之中,亚波轮以屠杀了半数的竞争者获得了胜利。在那之后他的竞争者或是叛逃到其他驭者麾下,或是退守末日荒原无主的边缘地带又或是直接逃离这个位面。
在其他驭者对主物质位面的凡人张罗深远的阴谋或直接入侵时,亚波轮及其下属则专注于他们独特的创造:制造一种能完成邪魔终极目标的新疾病和瘟疫,并让其如野火般烧遍主物质位面。
亚波轮时常送他的手下到主位面,无论被消灭还是放逐,他的手下的行动总是能在当地留下长时间的传染病。当他要散布更可怕而致命的瘟疫时,天启驭者不反对赐予他的信徒暂时的免疫能力。作为交换,这些信徒将被当作瘟疫的载体和活着的培养皿。然而这些保护只是短暂的——最终,他们同样会倒在瘟疫之下,他们的灵魂也会被环绕尸体的苍蝇群抓回末日荒原。在邪魔创造的透肌魔人中亚波轮与崔玛瑞希的信仰最为普遍,因为他们与无智力的害虫比非邪魔的信徒和感染者在传播瘟疫方面更为可靠。
亚波轮的邪教徒知道比起信仰,做出实绩更重要。他们和亚波轮的邪魔仆从经常帮助潜在的盟友,比如邪恶的德鲁伊、洛瓦古格教团、厄迦图娅教团,尤其是希望大量收割凡人生命的珈兰德尔教团。寄生和感染的半神珈兰德尔并不信任他们,因为他知晓驭者将世界视为一场零和游戏,而亚波轮的帮助无疑不会有什么好结果。(当然他们紧张的关系也可能与珈兰德尔曾被上任驭者囚禁在自己的茧中榨取力量,直到被黛丝娜意外释放的谣言有关)

劇透 -   :
APOLLYON
THE PRINCE OF PLAGUES
NE male Horseman of Pestilence
CULT
Domains Air, Darkness, Destruction, Evil
Subdomains Catastrophe, Daemon, Loss, Night
Favored Weapon scythe
Unholy Symbol yellow scythe with diseased, fleshy tendrils
Temples battlefields, open mass graves, sewers, swamps
Worshipers evil druids, lepers, plague carriers, urdefhans B2 ,
victims of pandemics, wererats
Minions diseased undead, leukodaemons B2 , monstrous rats,
nuckelavees B3 , otyughs, piscodaemons B2 , vermin
Obedience Induce the spread of disease into a population,
either by befouling a well, encouraging the fecundity of
disease-carrying pests, handing out contaminated clothing,
or directly spreading a disease you carry to others. Gain a +4
profane bonus on saving throws against diseases and poisons.
EVANGELIST BOONS
1: Plague’s Blessing (Sp) ray of sickening UM 3/day, blindness/
deafness 2/day, or contagion 1/day
2: Plague Breath (Sp) You can cast plague storm UM twice per
day as a spell-like ability.
3: Fallow Flesh (Ex) Infused with Apollyon’s grace, you are
immune to the negative effects of disease, yet you can still
carry diseases in your body and infect others with them.
Disease effects you create take effect at once, with the
first day of damage happening immediately; the disease
then progresses as normal. The saving throw DCs of disease
effects you generate increase by 1, and victims can’t recover
from those effects naturally through rest; only magic can
cure the diseases you create (although those who contract
a disease from someone you infect treat the disease as
normal). Any creature that is immune to disease as a result
of a class feature or a nonartifact magic item is not immune
to disease effects you create, but it gains a +4 bonus on
its saving throw to resist the disease. Any creature that is
immune to disease via a racial feature or as a feature of its
creature type remains immune to your diseases.
EXALTED BOONS
1: Plague’s Grace (Sp) diagnose disease UM 3/day, summon
swarm 2/day, or vermin shape I UM 1/day
2: Breath of Flies (Su) Once per minute as a standard action
(up to three times a day), you can exhale a cloud of biting,
corpse-bloated black flies in a 20-foot cone. Creatures caught
in the cone take 8d6 points of slashing damage. A victim
can reduce this damage by half with a successful Reflex save
(DC = 10 + half your Hit Dice + your Constitution modifier),
but any creature that takes any damage at all from this effect
is sickened for 1 minute. The cloud of flies lingers for 1d4+1
rounds, congealing into a buzzing, 20-foot-square cloud
centered on the cone’s original point of origin. A creature
that ends its turn in this cloud must succeed at a Reflex
save or take 4d6 points of slashing damage and be sickened
for 1 minute. Any area effect that deals damage or creates
strong or stronger wind disperses this cloud. You are immune
to the effects of these flies, as are all daemons.
3: Flood of Vermin (Sp) You can cast empowered creeping
doom as a spell-like ability once per day. You are immune to
swarm attacks.
SENTINEL BOONS
1: Plague’s Crusader (Sp) mount 3/day, wartrain mount UM 2/
day, or phantom steed 1/day
2: Contagious Strike (Sp) Up to three times per day as a swift
action, you can cause a creature damaged by a ranged or
melee weapon you wield to become affected by contagion.
3: Usher of Apollyon (Su) As a swift action, you can summon
into your hands either a +4 unholy wounding scythe or a +4
adaptive UM distance unholy longbow, lasting for a number
of rounds equal to your Hit Dice + your Constitution modifier.
This weapon vanishes if you release it, and the rounds of use
need not be consecutive.
Apollyon, the Prince of Plagues, takes the form of a
pockmarked man with the head of a diseased, snarling ram.
The Horseman of Pestilence wears a cloak tailored from the
tanned, stitched-together skins of a dozen angels, each flayed
alive after failed attempts to slay the Horseman and recover
the souls imprisoned within his domain. Each angelic
soul was half devoured by Apollyon, and he used the other
portions to empower a series of bows—the Ushers of the Black
Rain—granted to his greatest servitors as badges of their
position, with the original Usher of the Black Rain kept by the
Horseman himself.
The apocalypse horse (Pathfinder RPG Bestiary 6 12)
Septisaeus serves as Apollyon’s mount, bearing a golden
crown marked with its master’s symbol and a neck
punctured by a dozen barbed arrows. With a gleaming white
coat, Septisaeus seems healthy at first glance but upon closer
inspection bears the signs of horrific infection: sclera black
with ocular bleeding, cracked gums and teeth, a frothing
mouth, and purpuric blemishes marring its extremities.
Apollyon’s reign as the Prince of Plagues began eons ago
when the previous Horseman of Pestilence fell—not at the
hands of one of its underlings or a vengeful god, as with
previous Horsemen, but to something totally unknown.
The precise details have never been discovered, at least not
by daemons, but it is thought that the former Horseman
of Pestilence Yrsinius went missing during a foray into the
Maelstrom. Some believe that he was killed by the almost
mythical protean Chorus of Malignant Symmetry. While
conclusive proof of this was never uncovered, the other
members of the Four provided a response nevertheless,
butchering several protean choruses and dragging one of
the protean elders from the Maelstrom’s depths back to
Abaddon. Since that time, the nameless protean lord’s corpse
has remained as a rotting monument in the Plaguemere. In
Yrsinius’s absence, the members of his court fought among
themselves to succeed their fallen master, fracturing into a
dozen different camps. It was amid this chaos that Apollyon
rose to power, slaughtering his way through half his rival
claimants before the others finally yielded. Tellingly, none of
his original rivals remain, having defected to the courts of the
other members of the Four, withdrawn into the unclaimed
lands at Abaddon’s fringes, or fled the plane entirely.
While other Horsemen engage in farther-reaching plans
and more overt acts of brutality toward the mortals of the
Material Plane, Apollyon and his servitors focus
instead on their distinct form of creation:
the crafting of new diseases and
plagues capable of doing the
daemons’ work for them, which
spread like wildfire across the
Material Plane.
Apollyon frequently sends his
minions to the Material Plane,
and their actions often leave dark,
communicable disasters long after
they themselves have been killed
or  banished.  When  creating
and spreading his ever more
horrific and virulent plagues,
the Horseman is not averse to
granting temporary immunity to
his mortal cultists in exchange
for using them as carriers and
living incubators, though this
protection  is  short-lived—
eventually, they too fall, their
souls carried back to Abaddon
amid clouds of corpse flies. Along
with Trelmarixian, Apollyon has
garnered the most followers among
the daemon-created urdefhan race,
trusting them and unintelligent
vermin to spread his plagues far
more reliably than non-daemon
supplicants and carriers.
Apollyon’s mortal proxies serve their
master’s goals, knowing that their
veneration means nothing and that
only results matter. Both they and
Apollyon’s daemonic servitors often
aid potential allies such as evil druids,
cults of Rovagug, the church of Urgathoa,
and especially the church of Ghlaunder
in their attempts to bring death to wide swaths of
mortal life. Of these, Ghlaunder, the demigod of parasites
and infection, is perhaps most skeptical, knowing that
the Horsemen view the cosmos as a zero-sum game and
that Apollyon’s aid in furthering their mutual goals will
undoubtedly have an unpleasant ending. (This strained
relationship may also have to do with the rumor that a
previous Horseman imprisoned Ghlaunder within his
cocoon in the first place, milking him of his power until
Desna accidentally released him.)
« 上次编辑: 2021-12-04, 周六 17:32:23 由 雾音 »
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厄莱什卡果Areshkagal
无面斯芬克斯
混乱邪恶 女性恶魔领主 神职为贪婪,魔法与凡俗门户,谜语

领域 气,混乱,邪恶,诡术
子域 欺骗,恶魔,盗窃,风
偏好武器 镰刀
邪徽 一个头戴染血法老头饰的无面女子头部
神殿 拱门,隐藏的宝库,金字塔,巨石阵,狮身人面石像
信徒 贪婪的统治者,龙,卓尔
爪牙 邪恶的斯芬克斯,魔像
仪典 以孩童肋骨制成的匕首,在肉身上刻下肉体相关的23个谜题(这些谜题必须相互串联且未被世人解开)对抗音波和语言相关效果的意志豁免获得+4亵渎加值。

传音者神恩
第一神恩 怪异谜题Twisted Riddles(SP)大舌头咒3次/天,狐之狡黠2次/天或迷幻手稿1次/天
第二神恩 磨人谜题Maddening Enigma(SP)你对无面斯芬克斯的信仰使你知晓了三个无解谜题。每日三次,你可以以标准动作说出谜题,但必须按顺序使用。第一个谜题是对30尺内的一个生物说出后,会使对方在思考时失去行动力,若未通过意志豁免(DC=1/2HD+魅力调整值)则视为受到怪物定身术效果。第二个谜题则包含着潜意识暗示,30尺内一个HD最多为3的生物若未通过意志豁免则视为受到暗示术效果。第三个谜题用上了诡异的逻辑思路以干扰他人的心智,60尺内所有生物未通过意志豁免则陷入困惑。厄莱什卡果的信徒不受此效果影响。
第三神恩 无面谜团Faceless Mystery(SU)厄莱什卡果的姿态至圣至美,作为受其恩宠的信徒之一,你受赐可以变为相似的形态。你获得通用怪物能力的改变外形能力,可以以野兽形态IV变为斯芬克斯。变形后你的面容将失去一切特征(尽管依旧可以进食,说话,啮咬攻击和施法等)且获得60尺盲视。虽然每天只能使用一次,但这可以长久的持续下去。但若你未能再次执行仪典或以其他方式结束变形,你将无法再次改变外形或变回原样。

颂教者神恩
第一神恩 斯芬克斯的秘密Sphinx’s Secret(SP)封门术3次/天,愚者之触2次/天或缩物术1次/天
第二神恩 门间穿梭Portal Jump(SP)你知晓门扉的所在与另一面并不是总在一个地方。每天一次,你可以以迅捷动作跨过一道门、一面拱门或一扇窗户,然后在500尺内类似的地方出来。这视为任意门效果,但不会迷失方向。
第三神恩 创立门扉Create Portal(SP)门无处不在—只要知道在何处已经如何寻找即可。每天一次,你可以以类法术能力施展异界之门,但只可用作位面旅行而不能呼唤生物。

卫道者神恩
第一神恩 镶金武器Gilded Arms(SP)魔法武器3次/天,灵能武器2次/天或魔化防具1次/天
第二神恩 金甲骑士Auric Knight(SU)你的贪婪驱使你用贵重的等价金属—黄金装备自己。你是使用纯金打造的武器或盾甲(UE 53)时,其视为具有精金的所有特性而不是普通的黄金;应对DR时同时视为寒铁和银。而持有纯金盾牌或穿着纯金护甲时,获得2点DR/-。若武器为黄金打造的镰刀则攻击与伤害检定额外获得+2加值。
第三神恩 贪欲化身Avatars of Avarice(SP)你可以支付一定代价从血色裂谷呼唤贪欲化身为你效劳。每天一次,你以标准动作将等价物(货币、金条或其他物品)丢在地上,其会立刻传送到厄莱什卡果的国度。每投下价值500gp的事物便会召唤出一头凶狠的少年红龙,最多召唤三条。他们会在1分钟内完美地遵从你的指令,然后返回深渊。

厄莱什卡果外形是无貌的六腿女性斯芬克斯,骨灰般灰白的肌肤上长有青蓝毛发。在巨龙翅膀后的尾巴是嘶嘶作响的毒蛇,她会通过蛇口向俘虏低语那可怕的谜题。传闻其真容即使是深渊也难以忍受,即使只是短暂直视其真容也会使人发疯,吓死,甚至更可怕—面容变得如同厄莱什卡果一般。
厄莱什卡果与外神奈亚拉托提普的化身之一是如此的神似,以至于许多学者一直在寻找两者之间是否存在关联。虽一直未被证实,但诸多学者仍对此深信不疑。两者都沉浸于诡谋与欺诈,而且很可能厄莱什卡果生前便是奈亚拉托提普的信徒,故而特意选择了这一外形以传播混乱,并借此不寻常的表现(对于恶魔领主而言)以表达对外神的敬畏。当然两者的教团之间似乎并无冲突,两者合作的魔法仪式或交易也时有传闻。两个邪教一直小心避免侵犯对方的领域—但这是出于相互尊重还是忌惮对方呢?
厄莱什卡果占据着无底深渊中一片荒凉的层面,其中布满血红色的山岭与峡谷,其间不断有鲜血流淌着。这里布满了滑动的草,带刺的灌木和扭曲的大树,它们都依赖着血液而非水来生长—其中一些更是偏爱吮吸活物体内的鲜血而非地面流淌的“地血”。这里被称为血色裂谷Blood Clefts,毗邻的是被奥迪娜克Aldinach侵占的领地。这位被驱逐的恶魔领主经常派出自己的军队反攻那片沙漠并杀害自己姊妹奥迪娜克的部属,希望重新夺回自己的领地,但现在的她完全无法和奥迪娜克的势力相比。据说在低语沙海Sea of Whispering Sands深处还藏有未被奥迪娜克发掘的隐秘宝库,而这个传闻也一直引诱着诸多冒险者和恶魔来此一探究竟。
厄莱什卡果的信徒十分重视谜题的神秘,经常在神殿的一些必经之路上布置被称为“谜语锁riddle locks”的魔法传送门。若不解答谜题则无法通过。一般来说回答错误不会打开通道,但这种魔法无论回答什么都会激活传送门。只是若回答错误会将生物传送到密闭的阴暗牢房,甚至丢到数百或数千里之外的大沙漠之中—更可怕的是可能会分开随机传送,有时还会传送到其他世界。厄莱什卡果的信徒极端敌视奥迪娜克的教派,而奥迪娜克的教派认为与之一战毫无意义则更是火上浇油。奥迪娜克的教派在自己信奉的恶魔领主将对方驱逐到血色裂谷后,都将这种暗中敌视视为一个教派,甚至一位半神的垂死挣扎。

劇透 -   :
ARESHKAGAL
THE FACELESS SPHINX
CE female demon lord of greed, magical and mundane portals,
and riddles
CULT
Domains Air, Chaos, Evil, Trickery
Subdomains Deception, Demon, Thievery, Wind
Favored Weapon sickle
Unholy Symbol a faceless woman’s head decorated with a
bloody pharaoh’s headdress
Temples archways, hidden treasuries, pyramids, stone
megaliths, stone sphinxes
Worshipers avaricious rulers, dragons, drow
Minions evil sphinxes, golems
Obedience Inscribe several of the 23 riddles of the flesh (an
interlocked series of conundrums, the answers to which no
mortal has yet found) on your own flesh with a tiny knife
carved from a child’s rib. Gain a +4 profane bonus on Will
saving throws against sonic and language-dependent effects.
EVANGELIST BOONS
1: Twisted Riddles (Sp) fumbletongue UM 3/day, fox’s cunning
2/day, or illusory script 1/day
2: Maddening Enigma (Sp) Through your faith in the Faceless
Sphinx, you are granted knowledge of three unsolvable
riddles. Three times per day as a standard action, you
can speak one of these riddles, though the riddles must
be spoken in order. When spoken to a creature within 30
feet, the first unsolvable riddle you use in a day paralyzes
the target as it searches for the answer; the creature
must succeed at a Will save (DC = half your Hit Dice + your
Charisma modifier) or be affected by hold monster. The
second unsolvable riddle is filled with subliminal messages;
up to one creature for every 3 Hit Dice you have within 30
feet must succeed at a Will save (at the same DC as above) or
be affected by a suggestion spell (with a suggestion of your
choosing). The third unsolvable riddle uses such circuitous
and warped logic that it shatters listeners’ sanity; each
creature within 60 feet must succeed at a Will save (using
the same DC) or become confused. Worshipers of Areshkagal
are immune to these effects.
3: Faceless Mystery (Su) Areshkagal’s
form is the most sacred of shapes, and
as one of her favored minions, you can
adopt a similar form as
your own. You gain
the change shape
universal monster
ability, allowing you
to assume the form
of a sphinx as per beast
shape IV. In sphinx form, your face is
eerily devoid of features (although
they appear when you need them
to eat, speak, make bite attacks,
cast spells, and so on), and
you gain blindsight to a range
of 60 feet. You can activate
this ability only once per
day, but the new form
lasts indefinitely.
However, if you lose
access to this boon
by failing to perform
your obedience, you
cannot change forms
or return to your
true form until
you perform the
obedience again or
the effect ends.
EXALTED BOONS
1: Sphinx’s Secret (Sp) hold portal 3/day, touch of idiocy 2/day,
or shrink item 1/day
2: Portal Jump (Sp) You understand that doorways and
openings don’t always have to lead to the same place. Once
per day as a swift action, you can step through one doorway,
arch, or window and emerge from another such portal at any
point within 500 feet. This is a teleportation effect similar to
dimension door, but you do not become disoriented when
you use this ability.
3: Create Portal (Sp) Doorways have the potential to exist
anywhere and everywhere—one simply needs to know
where and how to look for them to find them. Once per day,
you can use gate as a spell-like ability, but only as a mode of
planar travel, not as a method of calling creatures.
SENTINEL BOONS
1: Gilded Arms (Sp) magic weapon 3/day, spiritual weapon
2/day, or magic vestment 1/day
2: Auric Knight (Su) Your greed demands that you equip
yourself with the purest form of wealth: gold. When you are
wielding weapons or shields made purely of gold (Pathfinder
RPG Ultimate Equipment 53) or wearing armor made
purely of gold, that equipment is considered to have all the
properties of adamantine instead of the properties of gold;
weapons affected this way also count as both cold iron and
silver for the purpose of bypassing damage reduction. While
you wield a shield made purely of gold, any DR/— you gain
from armor made purely of gold increases by 2. In addition,
you gain a +2 bonus on attack and damage rolls with sickles
made purely of gold.
3: Avatars of Avarice (Sp) You can conjure the paragons of
greed from the Blood Clefts to serve you... for a price. Once
per day as a standard action, you can throw gold (as coins,
bars, or another form) to the ground, whereupon it vanishes
to Areshkagal’s realm. For every 500 gp’s worth of gold
thrown down this way, a fiendish young red dragon appears
to serve you, up to a maximum of three dragons per day.
These dragons follow your commands perfectly for 1 minute
per level before vanishing back to the Abyss.
Areshkagal appears as a faceless female sphinx with six legs,
blue fur, and pale flesh the color of old ashes. Her wings are
draconic and her tail is a hissing viper, from whose mouth she
whispers her unfair riddles to those she captures. Rumors hold
that her actual face is too hideous for even the Abyss to bear,
but that for brief moments she can reveal its true appearance
to drive viewers insane, strike them dead, or worse.
Similarities between Areshkagal’s form of a faceless sphinx
and the appearance of one of the avatars of the Outer God
Nyarlathotep have long intrigued scholars, and many have
tried to discover whether an actual link exists between the
demon lord and the Outer God. To date, no such connection
has been discovered, yet scholars have not been dissuaded.
The fact that both entities revel in trickery and deception
cannot be ignored, and it may well be that Areshkagal, in her
former mortal life, knew of or even worshiped Nyarlathotep
and chose her form as a demon lord in a deliberate attempt
to sow confusion or as an unusual display (for a demon lord)
of admiration and reverence to the Outer God. Certainly, the
cults of Areshkagal and Nyarlathotep seem to get along well
when they meet, and trades of secret magical rites or strange
rituals between the two are not unheard of. Their cults
have always taken care to avoid claiming territory known to
belong to the other—though whether this is out of mutual
respect or unwillingness to tolerate each other’s presence
and influence is unclear.
Areshkagal’s realm in the Abyss is a barren region of
stony, crimson hills and gulches through which rivers of
blood seep. Plants grow here, but they comprise slithering
grasses, thorny shrubs, and twisted trees that depend on
blood to survive, rather than water—and many of these
malevolent plants prefer blood sipped from living flesh
rather than from the “groundblood” that suffuses the land.
Known as the Blood Clefts, this region abuts Aldinach’s
Abyssal realm of the Sea of Whispering Sands, a realm that
Areshkagal once called her own. The displaced demon lord
often sends her armies into the desert to torment those
of her half-sister Aldinach in hopes of someday regaining
control over her former realm, but to date her forces have
been unable to match the power of Aldinach’s troops. It is
said that Areshkagal’s treasury still lies hidden somewhere
below the Sea of Whispering Sands, and that Aldinach
has yet to locate this vast vault. The riches rumored to lie
within this lost treasury have long tempted adventurers
and demons alike.
Areshkagal’s cult values the enigma of riddles and often
incorporates magical portals with eldritch defenses known
as “riddle locks” into her temples, and typically certain
parts of such structures can be accessed only via those
routes. These locks bar any visitors from passing until
they answer that portal’s riddle. In some cases, an incorrect
answer merely prevents the portal from activating, but in
many cases the portal appears to activate regardless of the
answer provided. When given an incorrect answer, however,
these trapped portals transport the creature to a dismal cell
with no physical exit or hurl the victim hundreds or even
thousands of miles away to be deposited in the middle of a
vast desert—perhaps not even on the same world where it
stepped through the portal in the first place. Areshkagal’s
followers have a legendary hatred of the cult of Aldinach;
this wrath is only fueled by the frustrating fact that the cult
of Aldinach sees no value in pursuing a war with the cult of
Areshkagal. It is almost as if Aldinach’s followers view such
a potential conflict as the pitiful death throes of a defeated
religion after their own demon lord defeated Areshkagal
and banished her to the Blood Clefts.
« 上次编辑: 2022-01-01, 周六 16:22:37 由 雾音 »
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巴风特Baphomet(这图一点都不牛头人!!!!!)
« 回帖 #7 于: 2021-11-15, 周一 23:21:06 »
巴风特Baphomet
牛头人之主
混乱邪恶 男性恶魔领主 神职为野兽,迷宫和牛头人

领域 动物,混乱,邪恶,力量
子域 恶魔,凶猛,毛兽,决意
偏好武器 大砍刀
邪徽 嵌有红宝石眼睛的黄铜牛头人的头
神殿 地下室,地下墓穴,迷宫
信徒 阴谋家,牛头人,秘密结社
爪牙 奇美拉,凶猛的食肉动物(尤其是食肉原牛和食肉野牛)铜牛
仪典 保持不动55分钟,花5分钟将对周遭环境观察到的50个特点对着挖空的牛角进行诉说。你免疫迷宫术,对抗困惑和疯狂的豁免检定获得+4亵渎加值。

传音者神恩
第一神恩 行于兽群Walk among the Herd(SP)行踪无迹3次/天,隐匿阵营2次/天或锐耳/鹰眼术1次/天
第二神恩 绝对影响Unquestioned Influence(SP)因你的忠诚,巴风特奖励你摆布那些意志薄弱之人与在无知群众中散播影响的力量。每天3次,你可以以类法术能力施展群体暗示术。
第三神恩 呼唤迷诱Invoke Tempter(SP)你可以召唤一名来自深渊的存在以传播恶魔的阴谋并诱惑愚蠢地凡人。每天一次,你可以以标准动作召唤一位迷诱魔,可以持续存在等同你HD数的分钟。这是一个呼唤效果,虽然迷诱魔一般情况下会提供协助并听从你的吩咐,但并不受你的控制。迷诱魔不会为你使用祈愿术,而是偏向将此作为你的筹码提供给他人或引诱愚蠢地凡人。你呼唤来的总是同一位迷诱魔,但若对方被杀死,你在接下来一个月都不能使用该神恩(然后呼唤新的迷诱魔)

颂教者神恩
第一神恩 谋逆私语Conspirator’s Whisper(SP)召唤怪物I 3次/天,误导术2次/天或野兽形态I 1次/天
第二神恩 牛头人形态Minotaur Form(SU)每天一次,你可以使用通用怪物能力的改变外形变成牛头人,持续1小时。此时你的力量获得+4体型加值,魅力获得-2减值。若你本身就是牛头人,则可以随意变成小型、中型或大型的类人生物(这不会改变你的属性)这是一种变形效果。
第三神恩 狂乱迷宫Maze of Madness(SP)每天1次,你可以以类法术能力施展延时迷宫术。

卫道者神恩
第一神恩 迷宫之力Might of the Labyrinth(SP)变巨术3次/天,牛之力量2次/天或回避侦测1次/天
第二神恩 食肉野兽Devouring Beast(EX)为了帮助你抵御众多讨伐邪教的敌人,巴风特派遣了一头来自象牙迷宫的食肉公牛帮你杀戮和吃掉敌人。除了可能已经拥有的任何动物伙伴外,你还可以获得一头原牛作为动物伙伴,视作HD-4的德鲁伊等级。这个动物伙伴拥有炼狱模板和跨位面亚种特性,且可以造成1D6伤害的啮咬。当有一天你无力完成仪典,这头野兽就将返回象牙迷宫;若以此或其他方式送返深渊,它会在下次执行仪典后回归(并带上你给它配备的任何装备)
第三神恩 石化牛祷告Invocation of the Gorgon(SU)你获得通用怪物能力的改变外形能力,如同野兽形态IV般变为象牙色的石化牛,虽然每天只能使用一次,但这可以长久的持续下去。但若你未能再次执行仪典或以其他方式结束变形,你将无法再次改变外形或变回原样。

尽管巴风特本身是牛头人的种族神,但在人类中他的信仰也在迅速崛起。那些人类信徒以他的名义暗中布道,将教义口耳相传,在格拉里昂的一些大城市中发展出拥有强大权力的秘密结社。但他们对巴风特依旧默默奉献着忠诚,耐心等待他号召自己击败敌人,使这个世界回归野兽的统治之下。他们使用繁杂的手势、暗号、纹章和符号以相互识别身份和传递信息;同时也只有在与教友交流时他们才会使用自己的“真名”并自称为象牙迷宫的圣殿骑士,以纪念巴风特那迷宫般的深渊领域。
牛头人们都以各自的方式公开祭拜巴风特,因为他也是自己种族的守护神。信仰巴风特的牛头人会在迷宫中保留一部分作为其神殿,在附近墙壁雕刻上经文,只有同样信奉巴风特之人才不会触发那里的魔法陷阱。
巴风特是一个身形瘦削,长着恶魔山羊头颅的类人生物,而那粗暴的大砍刀则甚少离开他的手(据说这把武器能对善良生物造成巨大的伤害和痛苦)身为牛头人之主,巴风特只需一个念头就能召唤强大的牛头人来到他身边。他的智慧让他可以使用任何语言,也可以使用所有封存在卷轴中的魔法。他的手下有不少迷诱魔,经常被召唤去为他的圣殿骑士提供建言,或是为他在新的城市散播邪教的种子。
巴风特本是拉玛什图将其作为配偶,用第一个牛头人鬼魂制造的恶魔领主。当时巴风特的野心与其愚蠢一样膨胀,他潜入了地狱的最深处意图为爱人意图为情人偷走阿斯莫迪尔斯的红宝石权杖。不用说,他很快就被抓住了。拉玛什图什么都没说,而阿斯莫迪尔斯则将他囚禁在这个魔鬼之首创造的曲折迷宫中,甚至第一个牛头人也无法破解。这位魔鬼之主还用他的食指指甲将自己的符号刻在了巴风特的额头上,试图控制这位牛头人。
但是在这次尝试中,是阿斯莫迪尔斯让他超越了界限。仅仅十年后,巴风特不仅解决了看似无解的迷宫,而且他逃脱时,他还带走了这世界大小的迷宫。那时,巴风特发生了变化,他的身材变得几乎瘦弱,但是变得更加聪明。他没有回到拉玛什图的身边,而是占有了地狱迷宫,并声称自己拥有深渊的一部分作为自己的领地。
这一层深渊被称为象牙迷宫。其大小规模无人知晓,但可以肯定比大多数物质位面世界都要大。汇总了探索过那里的冒险者的回报,那里有密集的城市,完整的山脉,埋骨的平原,广阔的地下河与沼泽,蜿蜒的河流和广阔的森林,这繁杂且各具特色的地形组成的迷宫让人感到无比的困惑。城市由狭窄的小巷和错综复杂的街道构成;山脉则纵横交错着蜿蜒的山壁和崎岖的山路;茂密的森林中满是各种小路。但所有人第一次来到这一层时遇到的第一个迷宫一定是象牙迷宫—这个扭曲的迷宫中的所有天花板、过道、墙壁、和地板都铺满了白骨。
自巴风特逃离地狱并开创自己的深渊层面已经有很长时间了,而今牛头人之主也成为了强大的恶魔领主。他原谅了拉玛什图,虽然时而也会作为情人温存,但再也不是她的仆人。他不断在多元宇宙扩大自己邪教的影响,并强化自己的军队,以期有朝一日可以反攻地狱。他谋划的可不再是阿斯莫迪尔斯的武器—他打算杀死阿斯莫迪尔斯!(什么给了你勇气在A总面前跳。。。)
战斗数据http://www.goddessfantasy.net/bbs/index.php?topic=117916.0

劇透 -   :
BAPHOMET
LORD OF THE MINOTAURS
CE male demon lord of beasts, labyrinths, and minotaurs
CULT
Domains Animal, Chaos, Evil, Strength
Subdomains Demon, Ferocity, Fur, Resolve
Favored Weapon glaive
Unholy Symbol a brass minotaur’s head with ruby eyes
Temples basements, catacombs, labyrinths
Worshipers conspirators, minotaurs, secret societies
Minions chimeras, fiendish carnivorous animals (particularly
carnivorous aurochs or bison), gorgons
Obedience Remain motionless for 55 minutes, and then
spend 5 minutes speaking 50 observations regarding your
surroundings into a hollowed-out bull’s horn. Gain immunity
to maze and a +4 profane bonus on saving throws against
confusion and insanity effects.
EVANGELIST BOONS
1: Walk among the Herd (Sp) pass without trace 3/day,
undetectable alignment 2/day, or clairaudience/clairvoyance
1/day
2: Unquestioned Influence (Sp) As a reward for your devotion
to him, Baphomet grants you the power to make pawns
of the weak willed and spread your influence among the
ignorant masses. Three times per day, you can cast mass
suggestion as a spell-like ability.
3: Invoke Tempter (Sp) You can conjure an agent of the Abyss
to spread demonic intrigues and tempt the foolish. Once
per day as a standard action, you can conjure a glabrezu
to your location. The glabrezu remains for 1 minute per Hit
Die you have before returning to the Abyss. This is a calling
effect, and the glabrezu is not under your control, although it
generally aids you and follows your directives. This glabrezu
is loath to employ its wish ability for your use, preferring
instead to offer it to others as a bargaining chip on your
behalf or to tempt foolish mortals. This ability always calls
the same glabrezu; if the glabrezu conjured this way is slain,
you cannot use this boon for 1 month (at which point you can
call a new glabrezu).
EXALTED BOONS
1: Conspirator’s Whisper (Sp) summon monster I 3/day,
misdirection 2/day, or beast shape I 1/day
2: Minotaur Form (Su) Once per day, you can change shape (as
per the universal monster ability) into a minotaur for 1 hour.
When you do so, you gain a +4 size bonus to Strength and
take a –2 penalty to Charisma. If you are already a minotaur,
this ability instead allows you to assume a Small, Medium, or
Large humanoid form at will (this change of form does not
alter your ability scores). This is a polymorph effect.
3: Maze of Madness (Sp) You can cast maze with the benefits of
the Extend Spell feat as a spell-like ability once per day.
SENTINEL BOONS
1: Might of the Labyrinth (Sp) enlarge person 3/day, bull’s
strength 2/day, or nondetection 1/day
2: Devouring Beast (Ex) To aid in your profane crusade against
the cult’s many enemies, Baphomet sends one of the flesh-
eating bulls of the Ivory Labyrinth to slaughter and feed
at your side. You gain an aurochs animal companion as a
druid of a level equal to your Hit Dice – 4, in addition to any
animal companions you already have. This animal companion
possesses the fiendish template and the extraplanar subtype,
along with a bite attack that inflicts 1d6 points of damage.
Any day on which you fail to perform your obedience, this
beast vanishes back to the Ivory Labyrinth; if returned to the
Abyss, whether by this or by other means, it returns to you
when you next perform your obedience (along with any gear
it was equipped with).
3: Invocation of the Gorgon (Su) You gain the change shape
universal monster ability, allowing you to assume the form
of an ivory-colored gorgon as per beast shape IV. Although
you can activate this ability only once per day, the new form
lasts indefinitely. If you lose access to this boon by failing to
perform your obedience, you cannot change forms or return
to your true form until you perform the obedience again or
the effect is otherwise ended.
Although Baphomet is traditionally the god of the minotaur
race, his cult is on the rise among humanity. His human
worshipers hold secret sermons in his name and hand down
his teachings along family lines across generations, forming
clandestine societies that tend to hold great political power
in Golarion’s larger cities. They remain silent about their
allegiance to Baphomet, however, patiently awaiting a time
when he might call upon them to rise up against their
enemies and return the world to the dominion of the beast.
These secret societies use complex hand gestures, passwords,
sigils, and signs to identify themselves to one another and
pass messages; in these communications, worshipers use
their “true names” and refer to themselves as Templars of
the Ivory Labyrinth in honor of Baphomet’s labyrinthine
Abyssal realm.
Minotaurs themselves worship Baphomet in a different
way; they are less secretive about their faith and value
Baphomet as the epitome of their kind. A minotaur that
worships Baphomet typically sets aside a portion of its maze
lair as sacred to Baphomet, where the walls are carved with
prayers and only the devout are allowed to tread without fear
of triggering magical traps.
Baphomet appears as a lanky humanoid with a demonic
goat’s head; he is only rarely depicted without his cruel
glaive in hand (a weapon said to be able to cause particularly
horrid and painful wounds to good-aligned targets). As the
Lord of the Minotaurs, Baphomet can summon powerful
members of this race to his side with a brief thought.
Incredibly intelligent, Baphomet can make use of any
language and utilize magic from scrolls with utmost skill.
He is served by glabrezu demons, who often act as advisors
to his Templars and seed new cults in cities not yet tainted
by his word.
Originally, Lamashtu kept Baphomet as her personal
consort, elevating him to the status of demon lord from the
soul of the first minotaur. In an ill-considered
attempt to gain even greater favor from his
benefactor, Baphomet left Lamashtu’s
side to seek out a legendary trophy.
Baphomet’s ambition was as great as his
folly, and he invaded the deepest layer
of Hell, intent on stealing Asmodeus’s
ruby rod for his mistress. Needless to say,
he was swiftly caught. Lamashtu claimed no relation to
him, and Asmodeus imprisoned Baphomet in a devious
maze that he proclaimed to be unsolvable—even by the
first minotaur. The archdevil also carved his
own symbol into Baphomet’s brow with the
nail of his index finger in an attempt to further
subjugate the demon lord.
But in this act, it was Asmodeus who overstepped his
bounds. Not only did Baphomet solve the seemingly
impossible maze after a mere decade, but when he escaped,
he took the world-sized labyrinth with him. Baphomet had
changed over time, and while his physical form had become
emaciated, he had grown much wiser. He did not return to
Lamashtu’s side; instead, he took Asmodeus’s infernal maze
and made it his own, claiming a portion of the Abyss as his
personal realm.
This realm is known today as the Ivory Labyrinth.
The true size of this world-maze is unknown, but it
is certainly larger than most Material Plane worlds.
Densely constructed cities, entire mountain
ranges, plains of bones, sprawling underground
reaches, swamps, torturously winding rivers,
and vast forests are but a sampling of the
terrains explorers of the Ivory Labyrinth have reported
encountering, all of which present their own unique
and confounding variants on the realm’s labyrinthine
theme. Cities are composed of narrow alleys and tangled
streets. Mountain ranges are crisscrossed by winding
ledges and craggy passes. Forests are dense and riddled
with trails and narrow paths. When one first travels to
this realm, however, the first maze encountered is always
the Ivory Maze for which the realm is named—a twisting
complex of rooms and tunnels with walls, ceilings, and
floors paved in countless bones.
It has been eons since Baphomet escaped Hell and
created his realm, and now the Lord of the Minotaurs is
a powerful demon lord in his own right. He has forgiven
Lamashtu and occasionally serves as her lover, but he’s no
longer her subservient minion. He works to increase the
influence of his cult on countless worlds, building his forces
so that one day he might again invade Hell. Yet next time,
Baphomet plans on taking much more than Asmodeus’s
weapon—he intends to take Asmodeus’s life!
« 上次编辑: 2021-12-12, 周日 07:23:35 由 雾音 »
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卡戎(Charon)
« 回帖 #8 于: 2021-11-15, 周一 23:21:57 »
天启驭者,卡戎 Horseman, Charon
摆渡人
中立邪恶 男性驭者 神职为死亡

教派
领域 死亡,邪恶,知识,水
子域 邪魔,冰,记忆,亡灵
邪徽 咧嘴大笑的头骨,眼窝放着金币
偏好武器 木棍
神殿 墓地,河流,废墟,地下墓穴
信徒 船夫,盗墓者,不死生物,送葬者,透肌魔人,渴望永生者
爪牙 星界邪魔,收割者死神,冥河邪魔,夜鬼婆,河中的怪物,死役邪魔,不死生物
仪典 细细反思凡躯的脆弱,以及时光对肉体与心灵那缓慢却不可阻挡的衰退。将自己或受害者浸入冰水直至几乎失去知觉,或通过饮酒吸毒模糊记忆力和智力以体现这种感觉。你在对抗死灵系法术和负能量效果的豁免检定上获得+4亵渎加值。

传音者神恩
第一神恩 死亡祝福Death’s Blessing(SP)记忆空白3次/天,肉体僵直2次/天或创造灵魂宝石1次/天
第二神恩 碾碎灵魂Soul Crush(SU)你可以以标准动作捏碎一颗灵魂宝石(你自己用法术制造或狂躁邪魔制造)你获得快速回复15,持续你HD数的轮数。被捏碎的灵魂将堕入末日荒原,若要将其复活需通过DC28的施法者等级检定。
第三神恩 死亡之握Death’s Clutches(SP)每天一次,你可以以类法术能力施放缚魂术。

颂教者神恩
第一神恩 死亡宠儿Death’s Grace(SP)衰弱射线3次/天,死亡丧钟2次/天或时之沙1次/天
第二神恩 冥河之饥Hunger of the Styx(SU)通过引导冥河消磨记忆的力量,你可以突然让敌人失去所有记忆。每天可以使用三次,你使用近战武器命中敌人时可以以迅捷动作将其激活。被击中的生物将震慑1轮,若未能通过意志豁免(DC=10+1/2HD+魅力调整值)则再恍惚1d4+1轮。即使通过豁免也还会恍惚1轮。这是一种影响心灵的效果。
第三神恩 冥河之握Grasp of the Styx(SP)每天一次,你可以以一个标准动作召唤冥河之水涌现,并使之形成一个由泥浆与冥河河水组成的巨大骷髅爪。效果和擒拿掌一般,但被抓住的生物若未能通过强韧豁免则获得1个负向等级。

卫道者神恩
第一神恩 死亡斗士Death’s Crusader(SP)坐骑术3次/天,战斗坐骑2次/天或魅影驹1次/天
第二神恩 灰马在上On a Pale Horse(SU)你获得呼唤灰马力量的能力。你可以迅捷动作召唤灰马的幻影出现在你身边的一个10尺方格内。你可以以意志操纵其最多移动120尺(这需要一个专注的移动动作)这个幻象忽略所有浑南地形,可以在水面或其他不能承受生物重量的地方行走,但不能飞行。被灰马幻象穿过的生物若未通过强韧豁免,则力量。敏捷和体质受到-6减值,就好似突然步入暮年。一般能从衰老中获得好处的生物(比如龙)也无法获得属性减值外的任何增益。这与已有的老化效果不叠加。只有通过强韧豁免(DC=10+1/2HD+魅力调整值)才能抗拒该效果。一个生物每轮只能受到一次灰马的影响,无论被幻影穿过多少次。这是衰老诅咒效果。(不限制使用次数?挠头)
第三神恩 死亡呼唤Death’s Call(SP)每天一次,你可以召唤卡戎的力量使敌人的生命枯萎。这视为女妖之嚎,只是不需要语言成分。

卡戎,死亡的天启驭者,冥河的摆渡人,比其他天启驭者更为古老的存在。在所有的四驭者中,他是唯一一个原初的天启驭者,也是第一个——和唯一一个——死亡之王。卡戎的头衔掩盖了他真正专注的事业:并非如同其他邪魔追求的简单的以死亡终结一切,而是让万物遵循衰老和死亡。哪怕是精力充沛的凡人都得屈服于这缓步逼近的死亡阴影,所以说冥河摆渡人拥有四驭者中最强大的力量就并不让人觉得奇怪了。如同凡人不可避免的结局,卡戎的耐心同样享负盛名,比起其他驭者他更愿意为了确保最终的胜利而放弃眼前的利益。他也是驭者中最为神秘的,掌握了许多其同类还是凡人之前就已被遗忘的知识。尽管年岁已高,但自从卡戎成为末日荒原的主宰之一以来,他的地位便从未受到挑战—或者挑战者在没有机会提起这件事。
卡戎麾下的邪魔在末日荒原游荡,时而通过冥河去往多元宇宙的其他地方以卡戎的名义狩猎灵魂。和其他驭者的下属不同,他的部下做事都十分低调小心,但却能收获同等的灵魂。据说卡戎也会和部下一起捕获灵魂,任何邪魔看向一个死役邪魔时都可能受到卡戎的注视。不论真假,这条传言让其他邪魔每一次与卡戎的每一次交流都小心翼翼。
以卡戎之名被抓走的灵魂并不都会被磨灭。不少邪魔在捕获灵魂后无法完全效果,而尖叫着的残余灵魂则会被吐入冥河。灵魂的残渣(The souls’ effluvium 实在想不到怎么翻用了个排出物)在其中沸腾翻滚,慢慢变回其生前的模样;但这些顺着冥河漂流的躯壳已经完全失去了人性,只会一心在被卡戎的死役邪魔抓住前在这片肮脏的河流中找到一样能抓牢的东西。
当冥河中的灵魂或其他旅行者单独靠近时,卡戎和他的仆从通常都会直接将其抓走吞噬。但有时他们也会进行交易,而交易的代价可能会在数百或者数千年后支付。在开始这场交易也许对交易者是有利的,卡戎的力量可以让其来生不会进入令人不快的位面,将冒险者小队送到他们要去的地方,或者保护某个位面的国家甚至整个世界免受灾难。但交易终要付出代价。卡戎的宝库中充斥着因愚蠢交易而成为代价的灵魂。
而且卡戎的交易对象不仅仅是凡人。有不少垂死或绝望的大魔鬼、神明甚至整个世界都曾与其交易,以灵魂换取卡戎的援手,直到再次见面他们才知道当初做出交易的自己是多么无可救药。在死去时卡戎会再次出现引领他们,并在其国度中举办盛大的邪魔盛宴。这些交易也让卡戎获益良多,所以四驭者的其他人也鲜少质疑他的权威。
作为四驭者中最年长且唯一一位的初代成员,如今只有卡戎知晓末日荒原的真实历史,在前任驭者死后,为了顺应新任驭者的计划,他都会对历史记录做出些许残忍地修正与抹除。卡戎不一定会与新任分享这些秘密,因为这些年轻的同僚并非同一年代的生命也不是其同胞。唯一例外的是最近被废黜的Lyutheria,他是最初的饥荒驭者,也是他认同的同胞。
卡戎一直致力于消除四驭者之间的摩擦和分歧,以确保在下属面前表现出他们共同进退无懈可击。虽然看上去是不想让部属产生有机会废黜他们中任何一位的想法,但不少人都曾怀疑卡戎不止一次密谋推翻了另一位驭者。现在卡戎的精力被最年轻驭者的不稳定天性牵扯了大部分,面对崔玛瑞希对自己本源的愈加痴迷,卡戎巧妙地阻止了他的探索,也许是担心疯狂的半神会发现什么。

劇透 -   :
CHARON
THE BOATMAN
NE male Horseman of death
CULT
Domains Death, Evil, Knowledge, Water
Subdomains Daemon, Ice, Memory, Undead
Unholy Symbol grinning skull, its eyes covered by gold coins
Favored Weapon quarterstaff
Temples graveyards, rivers, ruins, catacombs
Worshipers ferrymen, grave robbers, undead, undertakers,
urdefhans B2 , would-be immortals
Minions astradaemons B2 , grim reapers B5 , hydrodaemons B2 ,
night hags, river monsters, thanadaemons B2 , undead
Obedience Meditate upon your infirmities and the slow,
inevitable progression of physical and mental decay inherent
to the ravages of time. Mimic this progression by immersing
yourself or a victim in icy water until nearly unconscious, or
by consuming alcohol or drugs that dull memory and mental
faculties. Gain a +4 profane bonus on saving throws against
necromancy and negative energy effects.
EVANGELIST BOONS
1: Death’s Blessing (Sp) memory lapse APG 3/day, catatonia OA
2/day, or create soul gem (see page 184) 1/day
2: Soul Crush (Su) As a standard action, you can crush a
soul gem (such as one you create via create soul gem or
one created by a cacodaemon B2 ) to gain fast healing 15
for a number of rounds equal to your Hit Dice. This action
condemns the crushed soul to Abaddon; resurrecting this
victim requires a successful DC 28 caster level check.
3: Death’s Clutches (Sp) You can use soul bind as a
spell-like ability once per day.
EXALTED BOONS
1: Death’s Grace (Sp) ray of enfeeblement 3/day,
death knell 2/day, or sands of time UM 1/day
2: Hunger of the Styx (Su) By channeling
the memory-sapping ability of the River Styx, you
can stun foes with a sudden but temporary loss of
all memory. You can use this ability three times
per day, activating it as a swift action when you
strike a foe in combat with a melee weapon. The
creature struck is stunned for 1 round and then
staggered for an additional 1d4+1 rounds if
it fails a Will save (DC = 10 + half your Hit
Dice + your Charisma modifier). On a
successful save, the creature is instead
staggered for 1 round. This is a mind-
affecting effect.
3: Grasp of the Styx (Sp) Once per day
as a standard action, you can call upon the
waters of the Styx to bubble up and manifest as
an immense, skeletal talon of mud and black
water. This effect duplicates the effects of
grasping hand, except any creature
that is grappled by the hand must also
succeed at a Fortitude save against
the spell or gain 1 negative level.
SENTINEL BOONS
1: Death’s Crusader (Sp) mount
3/day, wartrain mount UM 2/day, or phantom
steed 1/day
2: On a Pale Horse (Su) You gain the ability to invoke the
power of the Pale Horse. As a swift action, you cause a
flickering image of the Pale Horse to appear in a 10-foot
square adjacent to you. It then moves up to 120 feet as you
mentally direct its movement (doing so is a move action
that requires concentration). The image of the Pale Horse
ignores difficult terrain and can walk over water or other
surfaces that would normally not bear a creature’s weight,
but it cannot fly. Any creature whose space the image of the
Pale Horse passes through must succeed at a Fortitude save
or take a –6 penalty to Strength, Dexterity, and Constitution,
as if it had suddenly aged to become venerable. Creatures
(like dragons) that normally gain benefits from aging do not
gain any benefits, and they instead take the ability score
penalties described above. These penalties do not stack with
themselves or with existing penalties from aging. A creature
can resist the effects of the Pale Horse with a successful
Fortitude save (DC = 10 + half your Hit Dice + your Charisma
modifier). A creature can be affected by the Pale Horse only
once per round, regardless of how many times the Pale Horse
moves through its space. This is an aging curse effect.
3: Death’s Call (Sp) Once per day, you can call upon Charon’s
power to wither your enemies into dust. This ability functions
as wail of the banshee, except it lacks a sonic component.
Charon, the Horseman of Death and Boatman of the Styx, is
ancient even in comparison to the other Horsemen. Mortals
whisper that, of all the Four, he alone is one of the original
Horsemen: the first—and only—Lord of Death. Yet Charon’s
title obfuscates his true focus. Charon holds dominion not
simply over death as a whole, which is the purview of all
daemons, but specifically over death by old age. Even the
heartiest mortals eventually succumb to that looming specter,
and so it’s not surprising that many consider the Boatman the
most powerful of the Four. The legendary force of Charon’s
patience echoes the certainty of mortality’s inevitable end,
and he is more willing than any other Horseman to sacrifice
immediate gains for a guaranteed eventual victory. Charon
is also the most secretive of his kind, holding knowledge of
many things forgotten before his kindred were even living
mortals. Despite his age, Charon has not been challenged
since he rose to power in Abaddon’s earliest days—or if he
has, no one speaks of it.
Daemons in Charon’s service rove far and wide across
Abaddon, often riding the Styx to other reaches of the
cosmos, hunting souls in his name. Unlike servitors of the
other Horsemen, his own often act in understated and subtle
ways, yet they harvest just as many souls. It is said Charon
operates alongside his servitors, fishing for souls in the
exact same way, and that any daemon looking upon one of
the thanadaemons might in fact be looking into the face of
Charon himself. True or not, the rumor hangs over other
daemons’ every interaction with Charon’s chosen.
Not all souls claimed in Charon’s name are consumed.
Many daemons capture or only partially devour their
cargo, then vomit the screaming souls into the Styx. The
souls’ effluvium boils and churns, slowly transforming
into the shapes of the victims as they appeared in life;
the bodies drift, brutalized, struggling to find purchase in
the fouled waters, before being fished from the current by
Charon’s thanadaemons.
When approached independently by a soul or other
traveler of the River Styx, Charon and his servitors
sometimes simply carry the guest off to be consumed.
At other times, however, they make deals, their bargains
working toward ends hundreds or thousands of years in
the future. In the beginning, such a deal might benefit the
bargainer, with Charon’s forces rescuing a soul from its
rightful afterlife in an unpleasant plane, transporting an
adventuring party to the place it needs to go, or safeguarding
an entire Material Plane nation or world from disaster. But
inevitably, the terms of the deal take their toll; Charon’s
coffers are always flooded with souls foolishly bargained
away by their owners.
Such dealings are not only with mere mortals. Charon has
bargained with dozens of dying and desperate archdevils,
divinities, and even entire worlds, offering them aid in
return for payments of souls, knowing all the while that the
bargainers were beyond saving before they came to him.
When they die, he claims them as well, and his domain hosts
daemonic feasts of untold scale. Charon’s dealings benefit
him in all things, and even his fellows among the Four often
acquiesce to his authority.
As the oldest and the only surviving original member
of the Four Horsemen of the Apocalypse, Charon alone
knows the true history of Abaddon, accounts of which are
brutally revised and scoured to suit the purposes of each
new Horseman upon the death of his or her predecessor.
Charon does not necessarily share these secrets with the
new Horsemen, whom he considers junior colleagues rather
than peers or siblings. The only exception in his regard is
the recently deposed Lyutheria, the original Horseman of
Famine, whom he saw as something akin to a sister.
Charon actively seeks to keep any friction or
disagreement between members of the Four a secret
among them, ensuring that they present a godlike, perfectly
unified, and unassailable front to their subjects. This is
ostensibly because he does not wish to tempt any of these
minions with the chance to depose one of their number,
though many suspect that Charon has precipitated just
such a revolt against one or another of his kindred in the
past. At present, Charon is most occupied with the erratic
spontaneity of the youngest of the Four. Increasingly faced
with Trelmarixian’s obsession with his own origins, Charon
has subtly stymied Famine’s search, perhaps worried about
what the mad demigod could discover.
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大衮(Dagon)人不能。。。至少不应该。。。。
« 回帖 #9 于: 2021-11-15, 周一 23:22:18 »
达贡DAGON
深海黯影
混乱邪恶 男性恶魔领主 神职为畸形,深海,海中怪兽

领域 混乱,毁灭,邪恶,水
子域 天灾,恶魔,海,狂暴
偏好武器 三叉戟
邪徽 金盘子上刻着恶毒的符文,中间是只睁大的章鱼眼睛
神殿 腐朽的海边神殿,灯塔,海边溶洞,水底神殿
信徒 沼蜍人、深潜者、绝望或疯狂的岸边居住者、沙华鱼人异端、鱼魔怪、海怪、沼泽巨人以及其他海中怪兽
爪牙 魔鬼鱼,炼狱水元素,海怪,修格斯,其他海中怪兽
仪典 一边向达贡祷告,一边将一碗仍有余温的鲜血倒入大海。器皿必须纯金打造且雕刻达贡的徽文,价格不可低于100gp,但可以重复使用。你对抗水生或水亚种生物的特异及超自然能力豁免获得+4亵渎加值。

传音者神恩
第一神恩 深海之主Enslave The Sea(SP)水流冲击3次/天,水流术2次/天或水中呼吸1次/天
第二神恩 伊谢尔的加护Aspect of Ishiar(SU)你可以以一个移动动作使肉身与骨头液化为带咸味的海水。此时你的身体变得光滑水润,且可以自由伸展和移动。你全身仿佛就是一团透明的液体,这让你在隐匿获得+4加值,在水下时变为+8,且可以在被看到的情况下进行无需遮掩物的隐匿检定。你获得DR/10挥砍且触及增加10尺。此外你在开启能力时可以携带任何东西(除活物)穿过细小的洞穴或狭窄的裂缝。你获得水生类型和60尺游泳速度,且效果持续期间可以在水下自由呼吸。每天可变形每HD10分钟;时间不必连续但每次开启最低消耗时间以10分钟计算。
第三神恩 溺水而亡Drowning Doom(SP)每天一次,你可以施展群体绞杀,但这不会抽走目标肺部的空气,而是往其中注入无氧的水(因此水中呼吸不可无视此效果)虽然令人不安,但这种水只是一种表现方式,并不会改变法术效果。

颂教者神恩
第一神恩 第一誓言First Oath(SP)动物交谈(仅水生动物)3次/天,毁容之触2次/天或召唤怪物III(仅水生动物)1次/天
第二神恩 第二誓言Second Oath(EX)你免疫水压造成的伤害且获得水下呼吸能力,体质+2亵渎加值,获得等同基本速度的游泳速度(若已有游泳速度则增加30尺)
第三神恩 第三誓言Third Oath(SP)每天一次可以以类法术能力施放支配怪物,但目标只能为水生生物或能在水中呼吸的生物。

卫道者神恩
第一神恩 致畸异变Teratogen(SP)长臂咒3次/天,熊之坚韧2次/天或树脂皮肤1次/天
第二神恩 致畸打击(SU)每天可使用等同HD次数,你使用近战武器攻击一个生物时,可以以一个迅捷动作使其发生畸变。被命中的生物若未通过强韧检定(DC=10+1/2HD+魅力调整值)则会扣除2点魅力。因此魅力归0的生物将会永久可怕的水生生物;套用变种生物模板,附加水生亚种和两栖特性,阵营转变为混乱邪恶。完成转化后所受到的魅力伤害将立刻治愈,且对你态度变为友好。这种转变是一种诅咒效果。
第三神恩 深海惧怖Horror of the Deep(SU)你可以以一个移动动作在普通形态与海怪的混合体之间切换。在混合形态下,你免疫水压的伤害,获得水下呼吸能力,获得两倍移动速度的游泳速度。同时你的头部变为蝮蛇头,可进行啮咬攻击,造成视为体型2倍的伤害(中等体型为2d6)此外体内还会长出一条触手,视为次要天生武器且可以进行攫抓和紧勒,造成等同体型的伤害(中等体型为1d4)紧勒伤害等同触手伤害加上力量调整值的1.5倍。以触手擒抱生物时,你不会视为被擒抱,也不会因此受到罚值。每天可转化为混合形态HD分钟,时间不需连续但最少需要以1分钟为计量单位。

达贡居住在名为伊谢尔的深海之中的一座名为Ugothanok的沉没之城。这片深渊之海上散布着众多岛屿,上面居住着名为Ishians的半恶魔居住于此。这些半恶魔一直在不断发动战争抢夺新的岛屿,以这种暴虐的行径祭奠达贡。
除了鱼,章鱼或鳗鱼,在达贡身上还能看到各种恐怖水怪的肢体,他起伏的身躯由触角、鳍、蛇形四肢和触手扭曲缠绕而成。和其他恶魔领主一般,他远远早于凡人降生,且在久远的深渊已经作为强大的古魔领主而存在。那时他没有自己的名字,也没有智慧或性格,只是一头不断游弋在伊谢尔之中的巨大海怪,不断吞噬遇到的事物以满足自己的永无止境的饥渴。在吞噬了大量恶魔和祈并者后,他慢慢衍生出知觉,并在他可怖的躯壳中注入了原罪的影响。他明了了之前作为古魔时的无知,渴望摆脱那种状态并沉醉在成为恶魔领主后的智慧,他耗费了无尽的时光在无数物质位面宣扬自己的存在。尽管对古魔没有恶意,但他也拒绝让其进入自己的领地。
达贡喜欢将自己的后裔送到主物质位面的深海之中以传播自己的影响力。而这些后裔又会通过与深海生物或与世隔绝的海边社区结合以实现这一目的。沼泽巨人是他在陆地上最狂热的信徒之一,但在一些偏远地区(如阿维斯坦Avistan和迦伦德Garund的西海岸)他的人类信徒飞速增长。那些秘密崇拜达贡的村子经常维持着崇拜其他神祗的表象。在更为人迹罕至的地方,邪教徒甚至会与沼蜍人、沙华鱼人或其他水生生物杂交,而因此诞生的畸形混血儿正是对达贡虔诚的象征,他们会以这些畸形为荣。
当然部分深潜者也是达贡的忠实信徒。但有时人们会他们会将达贡与其他旧日支配者,尤其是克苏鲁混为一体一并崇拜。此时他们会尊称自己的神为大衮,以此崇拜那统治着沉没之城的伟大存在。达贡对此暗自发笑,尽管这也是一种敬称,但恶魔领主与克苏鲁或其他旧日支配者毫无瓜葛。
战斗数据 https://www.goddessfantasy.net/bbs/index.php?topic=67957.0

劇透 -   :
DAGON
THE SHADOW IN THE SEA
CE male demon lord of deformity, the sea, and sea monsters
CULT
Domains Chaos, Destruction, Evil, Water
Subdomains Catastrophe, Demon, Oceans, Rage
Favored Weapon trident
Unholy Symbol gold disk inscribed with sinister runes around
an open octopus eye
Temples decaying seaside churches, lighthouses, sea caves,
underwater cathedrals
Worshipers boggards, deep ones B5 , desperate or insane coastal
dwellers, heretical sahuagin and skum, krakens, marsh
giants B2 , other sea monsters
Minions devilfish B2 , fiendish water elementals, krakens,
shoggoths, other sea monsters
Obedience Offer a bowl of fresh, warm blood to Dagon
by speaking prayers over the blood and then emptying
the bowl into the sea. The bowl must be made of gold,
inscribed with runes sacred to Dagon, and worth no less
than 100 gp, but it can be reused for multiple obediences.
Gain a +4 profane bonus on saves against the extraordinary
and supernatural attacks of creatures with the aquatic or
water subtype.
EVANGELIST BOONS
1: Enslave The Sea (Sp) hydraulic push APG 3/day, slipstream APG
2/day, or water breathing 1/day
2: Aspect of Ishiar (Su) You can cause the flesh and bone
of your body to liquefy into a roiling mass of brackish
sea water as a move action. While under this effect, your
body takes on a slick, watery appearance and can stretch
and shift with ease. You become mostly transparent, as if
you were composed of liquid, granting you a +4 bonus on
Stealth checks. While underwater, this bonus increases to
+8, and you can attempt Stealth checks while observed
and without needing cover or concealment. You gain
DR 10/slashing and your reach increases by 10 feet. In
addition, you can pass through small holes or narrow
openings, even mere cracks, with anything you were
carrying when you activated this ability (except other
creatures). Finally, you gain the water subtype and a swim
speed of 60 feet, and you can breathe both water and air
for the duration of this effect. You can use this ability for
10 minutes per Hit Die per day; this duration need not be
consecutive but must be spent in 10-minute increments.
3: Drowning Doom (Sp) You can use mass suffocation APG once
per day, but instead of drawing the air from creatures’ lungs,
this effect fills creatures’ lungs with anoxic water (and as
such, the ability to breathe water offers no protection). While
disturbing, this water is largely a cosmetic effect and doesn’t
otherwise adjust how the spell effect functions.
EXALTED BOONS
1: First Oath (Sp) speak with animals (aquatic animals only)
3/day, disfiguring touch UM 2/day, or summon monster III
(aquatic creatures only) 1/day
2: Second Oath (Ex) You become immune to damage from
water pressure and gain the ability to breathe water, a
+2 profane bonus to Constitution, and a swim speed equal
to your base speed (if you already have a swim speed, it
increases by 30 feet instead).
3: Third Oath (Sp) You can cast dominate monster as a spell-
like ability once per day but can target only aquatic creatures
or creatures currently breathing water.
SENTINEL BOONS
1: Teratogen (Sp) long arm ACG  3/day, bear’s endurance 2/day,
or resinous skin UC 1/day
2: Mutagenic Strike (Su) A number of times per day equal
to your Hit Dice, when you strike a creature with a melee
weapon, as a swift action you can cause it to become
deformed. When you do so, the creature struck must succeed
at a Fortitude save (DC = 10 + half your Hit Dice + your
Charisma modifier) or take 2 points of Charisma drain. A
creature reduced to 0 Charisma in this way is permanently
transformed into a hideously deformed aquatic version
of itself; it gains the mutant template (Pathfinder RPG
Bestiary 5 180), the aquatic subtype, and the amphibious
quality, and its alignment becomes chaotic evil. When this
transformation occurs, all Charisma damage the creature has
suffered is instantly cured. Such mutants are initially friendly
toward you. This transformation is a curse effect.
3: Horror of the Deep (Su) As a move action, you can switch
between your natural form and a hideous hybrid of your
natural form and a deep-sea monstrosity. In your hybrid
form, you are immune to damage from water pressure, gain
the ability to breathe water, and gain a swim speed equal to
twice your base speed. Your head becomes that of a viperfish,
granting you a bite attack that deals damage as for a creature
two size categories larger than you (2d6 for a Medium
creature). In addition, a single long tentacle sprouts from your
body, granting you a tentacle secondary natural attack that
deals damage as for a creature of your size category (1d4 for
a Medium creature). This tentacle has the grab and constrict
abilities; the constrict damage is equal to your tentacle
damage plus 1-1/2 times your Strength modifier. While
grappling a creature with your tentacle, you are not considered
grappled and do not take any of the penalties associated with
that condition. You can maintain this form for 1 minute per Hit
Die per day; this duration need not be consecutive but must be
spent in 1-minute increments.
Dagon dwells within the Abyssal sea of Ishiar, in a sunken
city called Ugothanok. The surface of this Abyssal sea is
dotted with countless islands, some inhabited by fiendish
and half-fiend humans known as Ishians. The Ishians wage
constant nautical warfare against each other, fighting to
claim new islands and impress Dagon with their cruelties.
Not quite fish or octopus or eel, Dagon is a monstrous
combination of all manner of aquatic horrors, his undulating
body an ever-shifting tangle of feelers, fins, serpentine limbs,
tendrils, and tentacles. Like some other demon lords, Dagon
predates the advent of mortal life and, before the rise of
demonkind in the Abyss, existed as a potent qlippoth lord. In
those early days, Dagon had no name and no real intellect or
personality of his own; he was only an immense, ravenous sea
monster that swam through the depths of Ishiar, feeding on
anything unfortunate enough to cross his path. It was through
the consumption of countless demons and once-mortal
petitioners that Dagon gained sentience and in so doing
infused his terrible form with the influence of mortal sin.
He is aware of his origin as a nearly mindless qlippoth
and does not seek to return to this state; on the
contrary, reveling in the awareness he earned,
the demon lord has spent eons building up
his presence on countless Material Plane
worlds. Although he bears the
qlippoth no ill will, he does
not suffer their intrusions
into his realm.
Dagon is fond of
sending his offspring
into the vast oceans of
the Material Plane to
spread his influence.
Often  they  do  so
physically by breeding
with either creatures
of the deep or ones in
isolated coastal societies.
Marsh giants are traditionally among
his most fervent worshipers on land,
but in some remote locations
(particularly along the western
coastlines  of  Avistan  and
Garund), his cult is growing among
humans. A village that turns to Dagon worship
often does so secretly, maintaining a facade of
worshiping another deity while the town’s
real devotions are to the Shadow
in the Sea. In the most remote
locations, these cults mix with
boggards, sahuagin, and other
hideous aquatic creatures. The
deformed  hybrid  children
born from these unions are a
sign of Dagon worship, and
these  communities  consider
such deformities badges of honor.
Deep ones have been known to venerate Dagon as well.
Those that do so often mix this worship with that of the
Great Old Ones, particularly of Cthulhu, merging the
traditions of these two powerful demigods into a singular,
blasphemous faith. Further confusing these practices
among the deep ones is their habit of using the name
“Dagon” as an honorific for the powerful elder deep ones
that rule their sunken cities. Dagon himself is amused by
this convention, interpreting the use of his name in this way
as a compliment, even though the demon lord has no direct
ties to Cthulhu or other Great Old Ones.
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