作者 主题: 永罪之书(Book of the Damned)第一章魔神(Fiendish Divinities)  (阅读 23786 次)

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德斯卡利Deskari
蝗群之主
混乱邪恶 男性恶魔领主 神职为裂缝,侵染,蝗虫

领域 混乱,毁灭,邪恶,战争
子域 鲜血,天灾,恶魔,战术
偏好武器 巨镰
邪徽 一对滴血的蝗虫翅膀
神殿 洞穴,裂缝,教堂废墟
信徒 世界之伤的住民,末日论者,蠕虫行者
爪牙 巨型害虫,猎魔蛛,集群,虫裂魔(vermlek demon 似乎已领但未查到译文)
仪典 一边冥想一边让任何类型的昆虫或蠕虫在你身体上爬行。若没有虫子则必须挖出一个土坑,面朝下地躺进去并向德斯卡利祷告,同时用锋利的骨头或木头刮伤自己。对抗疾病和害虫造成影响的豁免检定获得+4亵渎加值。

传音者神恩
第一神恩 蝗虫馈赠Locusts’ Gifts(SP)跳跃术3次/天,强酸箭2次/天或飞行术1次/天
第二神恩 蝗主化身Avatar of the Locust Host(SP)每天一次,你可以以类法术能力施展虫形转化;你的身体一部分化为蝗虫集群,集群对植物造成双倍伤害。
第三神恩 侵染肉身Infestation of Flesh(SU)每天一次,以一个标准动作你可以化为黄泉蜂群8小时。你获得集群特性(包括免疫武器伤害)和集群伤害,以及扰乱心,占据神和毒素等特俗攻击。但在此形态下你不能执行任何集群做不到的动作,如施展需要姿势的法术和挥动武器或物品。在不适用集群的占据能力时,你可以通过一个整轮动作变回原形。这是一个变形效果。

颂教者神恩
第一神恩 集群嗡响Swarming Susurrus(SP)造成轻伤3次/天,飞虫走兽2次/天或召唤怪物III(仅害虫)1次/天
第二神恩 行于集群Swarm-Walker(SU)你通过集群时不会受到伤害或负面影响—因为它们知晓你是自己人。你站在集群中时,先攻和豁免检定获得+4亵渎加值。
第三神恩 集群大师Swarm Master(SP)每天一次,你可以施放一次瞬发疫病虫群。

卫道者神恩
第一神恩 割裂大地Split the Earth(SP)绊脚沟坎3次/天,造坑术2次/天或刺坑1次/天
第二神恩 位面伤痕Planar Wound(SU)你可以撕裂现实的空间,将敌人送到主人的怀抱中。每天三次,你可以以一个标准动作用巨镰敲击地面,在你或与你相邻的中体型或小体型生物脚下撕开一条裂缝(若目标为自己那裂缝则足以也仅仅足以让你通过,无论你体型大小)这是一个位面裂隙,可以将生物传送到深渊的刺声裂口(the Rasping Rifts)在传送了一个生物(或被躲开)后立即关闭。目标可以尝试通过反射豁免(DC=10+1/2HD+魅力调整值)以躲开这道裂缝。飞行和漂浮生物免疫该效果,站立在地面且可飞行的生物可通过DC20的飞行检定规避该效果(即使失败也还可以尝试通过反射豁免躲开)
第三神恩 迎入刺声裂口Welcome the Rasping Rifts(SP)每天一次,你可以以类法术能力施展毁灭裂隙(Rift of Ruin)裂隙关闭时,所有位于其内的生物都需要通过意志豁免(DC同法术)成功会被猛地驱逐出去(法术的正常情况)失败则会落入深渊的刺声裂口。若提前关闭裂隙以召唤生物,你会额外召唤多一只同类型的生物。

远在世界之伤开启前,德斯卡利的领域因与古称萨克里斯(Sarkoris)的国度的屏障较为薄弱,所以这位恶魔领主时常到访那里捕食凡人。这种恶习使得他与活神奥罗登经常大打出手。最终不敌奥罗登的化身,与麾下的恶魔、邪教徒一并被扔进了雾纱之湖(Lake of Mists and Veils)但这位恶魔领主并未气馁—在萨克里斯一位强力的信徒协助下,在不到200年的时光便又重新建立了他的邪教,并在the city of Threshold打开了许多小型的传送通道。奥罗登于AR4606失踪后,德斯卡利便一具发力将萨克里斯化为了恶魔横行的世界之伤。这让他在格拉里昂站住了脚,开始了一场漫长的腐化推进游戏。他的爪牙在慢慢扩展领地,力争将格拉里昂拖入无尽深渊。
尽管并非人形,但德斯卡利既非单纯的野兽也非无智的昆虫。这位活了千万年的天才深知凡人恐惧、罪恶与灵魂的本质。只要能达成长远的目的,蝗群之主并不在意要消耗多少爪牙,甚至丢失一部分自己的领地。他在别的恶魔领主面前有一股发自内心的优越感,尤其是从凡人灵魂一步步爬上来的。因为身为两位强大恶魔后裔的他从未体验过凡人的感觉,因此他认为他更为“正统”。他以前是恶魔,现在和将来也必将是恶魔,这也是他在凡人晋升的恶魔领主面前感到优越的原因。(出现了,恶魔领主的鄙视链)
德斯卡利的睿智从他通过世界之伤侵蚀格拉里昂的策略便可见一斑。他本可以集结大军横扫一切,但这必将因其上层位面的关注与反击。所以她只是像现在这样随意派遣零散部队来慢慢侵蚀。各善神教会与其他势力联合的蒙蒂维十字军最终将恶魔打败,这也营造出这些恶魔群龙无首所以不能齐心协力—虽然这也十分危险,但可以将其包围起来徐徐为之。
同时德斯卡利在派出的第一波爪牙中挑选一部分传送到世界各个阴暗的角落,让他们激怒久居巢穴之中的怪物,引诱凡人犯罪。他本想陆续派遣更多恶魔去埋下祸根,但凡人打造的守护石限制了传送术的发挥。但他还有第二手计划:善神的军队在不断与恶魔战斗的同时就越容易被腐化,让他们在不知不觉间变为自己的爪牙。尽管受困于萨克里斯的废墟等待下一次反攻,恶魔大军仍有大量可以折磨和摧毁的目标。但在巴风特Baphomet与象牙圣殿骑士们的帮助下,恶魔不断削弱十字军的精神,派出善于伪装的恶魔和隐藏的邪教徒激起他们内心的愤怒和轻蔑,然后静待人性的发酵。十字军现在饱受腐坏、罪恶和背叛的折磨,已经出现了相互以掠夺、猎巫和夺权的内讧。世界之伤的影响日益扩大—深渊对凡人的影响力往往远超实际在这个世界占据的区域。
德斯卡利的邪教在布雷斡,蒙蒂维及纽梅利亚的东北部都开始扎根,当然在世界之伤最能直接感受到这位蝗群之主的伟力。那里强大的恶魔率领着纷争不断的恶魔大军,大地在痛苦地颤抖。即使在远离世界之伤的地方德斯卡利的邪教也恶名远扬。那些邪教徒不断积攒力量,从一个个村镇,一片片地区开始慢慢蚕食,以实现他们的恶魔领主一统物质位面的伟大计划。
德斯卡利所在的深渊层面是被称为刺声裂口the Rasping Rifts的恐怖迷宫,这里有着许多通往世界之伤的位面裂隙。德斯卡利本体是类昆虫姿态的恶魔,上半身是人形,下半身则是蝗虫,翅膀则是由昆虫集群组成。他可以喷吐能伤害免疫一般毒素的职业者的酸性粘液,并控制虫群。他手中的可怕巨镰名为裂谷者,这把强大的武器可以引发地震并肆意切开裂痕。
战斗数据http://www.goddessfantasy.net/bbs/index.php?topic=118075.0

劇透 -   :
DESKARI
LORD OF THE LOCUST HOST
CE male demon lord of chasms, infestations, and locusts
CULT
Domains Chaos, Destruction, Evil, War
Subdomains Blood, Catastrophe, Demon, Tactics
Favored Weapon scythe
Unholy Symbol crossed locust wings dripping with blood
Temples caverns, rifts, ruined churches
Worshipers denizens of the Worldwound, doomsayers, worms
that walk B2
Minions giant vermin, retrievers, swarms, vermleks B6
Obedience Meditate while allowing insects or worms of any
type to crawl upon your body. If no such vermin is available,
you must instead lie facedown in a trench dug into soil
and mouth prayers to Deskari into the dirt while scratching
yourself with sharp bits of bone or wood. Gain a +4 profane
bonus on saving throws against disease and against effects
caused by vermin.
EVANGELIST BOONS
1: Locusts’ Gifts (Sp) jump 3/day, acid arrow 2/day, or
fly 1/day
2: Avatar of the Locust Host (Sp) You can cast verminous
transformation HA as a spell-like ability once per day; the
swarming parts of your body are comprised of locusts, and
your swarm attack deals double damage to plant creatures.
3: Infestation of Flesh (Su) Once per day as a standard
action, you can take the form of a hellwasp swarm B3 for up
to 8 hours. You gain swarm traits (including immunity to
weapon damage) and a swarm attack. You also gain the
distraction, inhabit, and poison special attacks. While in this
form, you cannot perform any actions that the swarm could
not perform; this includes
casting spells with
somatic components
and wielding weapons
or items. While not using
the swarm’s inhabit ability,
you can return to your normal
form as a full-round action. This
is a polymorph effect.
EXALTED BOONS
1: Swarming Susurrus (Sp) inflict light
wounds 3/day, summon swarm 2/day, or
summon monster III (vermin only) 1/day
2: Swarm-Walker (Su) You can walk through
any swarm without taking damage or suffering any ill
effects—swarms recognize you as one of their own. As
long as you stand within a swarm, you gain a +4 profane
bonus on initiative checks and saving throws.
3: Swarm Master (Sp) You can cast quickened insect plague
once per day.
SENTINEL BOONS
1: Split the Earth (Sp) stumble gap APG 3/day, create pit APG
2/day, or spiked pit APG 1/day
2: Planar Wound (Su) You can cut through the fabric of
reality, delivering foes to your master’s embrace. Three
times per day as a standard action, you can strike the ground
with a scythe to open a fissure under your feet or the feet
of an adjacent Medium or smaller creature (if you target
yourself, the rift opens just enough to let
you—and only you—through,
regardless of your size). This
fissure is a planar rift that
sends the creature to the Rasping
Rifts in the Abyss, as per plane shift, except
the fissure can transport only one creature and closes instantly
after doing so (or after being avoided). An unwilling target
can attempt a Reflex save (DC = 10 + half your Hit Dice + your
Charisma modifier) to evade the fissure and negate this effect.
Flying and levitating creatures are immune to this effect, and
a creature capable of flight that is standing on the ground
can avoid this effect if it succeeds at a DC 20 Fly check (it
can still attempt a Reflex save to avoid the spell if it fails this
Fly check).
3: Welcome the Rasping Rifts (Sp) You can cast rift of ruin
(see page 185) once per day as a spell-like ability. When the
rift closes, each creature still present within the rift must
attempt a Will save (against the spell’s save DC). Creatures
that succeed at this save are expelled violently (as normal
for the spell), while those that fail are expelled violently into
the Rasping Rifts in the Abyss. If you close the rift early to
summon creatures, you summon one additional creature of
the same type.
Long before the Worldwound opened, the thin planar
boundary between Deskari’s realm and the land once known
as Sarkoris allowed the demon lord to prey upon the mortal
humans there. This habitual exploitation put him into
frequent conflict with the living god Aroden. Eventually,
Aroden was able to defeat Deskari’s avatar and drive many
of his demons and cultists into the Lake of Mists and Veils.
However, this was only a temporary setback for the demon
lord—with the help of a powerful worshiper in Sarkoris, he
managed to revive his cult there less than 200 years later and
create many small portals into the city of Threshold. Upon
Aroden’s death in 4606 ar, Deskari’s influence on Golarion
manifested in force, transforming Sarkoris into the demon-
haunted Worldwound. This gave the demon lord a solid
foothold on Golarion, and now he plays a patient game of
corruption and advancement. His minions press the borders
of their territory slowly forward, working toward fully
dragging Golarion into the realm of chaos.
Despite his monstrously inhuman appearance, Deskari is
neither a mere brute nor a mindless insect. He is a genius
who has lived for thousands of years and understands the
nature of mortal fears, sins, and souls. Just as a hive is willing
to sacrifice drones and soldiers to destroy a dangerous
invader or expand its territory, Deskari is willing to spend
the lives of his minions, even allowing territorial losses if
doing so helps him achieve victory in the long run. He thinks
of himself as superior to other demon lords, especially those
who began their route to power as mortal souls. As the spawn
of two powerful demons, Deskari himself was never mortal,
and as such he deems his origin to be “purer.” He was always
a demon and never anything else, and is thus superior to any
demon lord who had a mortal life before becoming a demon.
Deskari’s intellect is evident in his strategy for taking
over Golarion through the Worldwound. Although Deskari
could have sent his amassed armies surging over the land
in waves to conquer the realm, such a purposeful act would
have aroused great alarm in the celestial realms and spurred
immediate resistance. Instead, he tested the waters by
sending a disorganized wave of troops to murder and pillage.
The good churches and other factions of the Mendevian
Crusades eventually turned back the demons, thereby falling
under the impression that the armies were a leaderless
mob of frenzied fiends that were obviously unable to work
together—a tide that, while dangerous, could be contained
by walling it away.
Furthering Deskari’s aims, some of the servitors in that
first wave instead teleported to various dark places in the
world, stirring up monsters from their deep lairs and luring
mortals into sin. Deskari’s initial intent was to send many
more demons to do the same during later waves, but the
construction of magical megaliths known as wardstones
limited the use of teleportation. However, he had a secondary
plan: the longer the forces of good crusaded against his
armies, the more they would succumb to corruption,
unwittingly doing the demons’ work for them. And despite
being contained within the ruined land of Sarkoris, the
demonic armies would have plenty of targets to torment
and destroy while awaiting the next big onslaught. With the
aid of Baphomet and his cult of Ivory Templars, the demons
now use this time to pick away at the mental fortitude of the
crusaders, sending disguised demons and hidden cultists
to vex them and stir up feelings of contempt, then letting
human nature do the rest. The crusaders, now shot through
with corruption, sin, and treachery, weaken themselves with
pillaging, witch hunts, and infighting over strategy. The
reach of the Worldwound extends farther every day—and the
Abyss’s influence on mortals goes well beyond its physical
footprint in the world.
Cults of Deskari continue to prosper and cause problems
in Brevoy, Mendev, and northeastern Numeria, but it is
in the Worldwound itself that the presence of the Lord of
the Locust Host can most strongly be felt. There, powerful
demons lead armies of bickering fiends, and the land itself
shakes in pain. Even far beyond the regions directly affected
by the Worldwound, Deskari’s cult is known and abhorred.
His worshipers constantly seek to amass power and then use
it to further their demonic patron’s plans for domination
over the Material Plane, one small town or realm at a time.
Deskari’s Abyssal realm, a horrific maze of chasms known
as the Rasping Rifts, features many direct portals to the
growing rift of the Worldwound. Deskari himself appears as
an insectoid creature, humanoid above the waist and locust-
like below, with wings made of swarming insects. He can
breathe out a noxious acidic slime, poison those normally
immune to toxins, and control swarms. He wields a terrible
scythe known as the Riftcarver, a powerful weapon that can
cause earthquakes and cut chasms in the ground.
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弗洛厄斯Flauros
« 回帖 #11 于: 2021-11-15, 周一 23:23:23 »
弗洛厄斯Flauros
灼热巨口
混乱邪恶 男性恶魔领主 神职为火焰,火蜥蜴和火山
教条

领域 混乱,邪恶,火,战争
子域 灰烬,鲜血,恶魔,烟幕
偏好武器 矛
邪徽 长有獠牙的大嘴中流出岩浆
神殿 洞穴,溶洞,火山
信徒 纵火犯,卓尔,火巨人,邪恶铁匠,红龙,火蜥蜴
爪牙 火灾魔,炼狱火元素
仪典 点燃任何生命或有价值的非魔法物品(至少价值100gp)作为献祭,并吃下余下的灰烬。你对火焰效果的豁免获得+4亵渎加值。

传音者神恩
第一神恩 火蜥魔法Salamander Magic(SP)魔法武器3次/天,烟火术2次/天或防护能量伤害:火1次/天
第二神恩 灼热巨口的仆人Servants of the Burning Maw(SP)弗洛厄斯接受各种燃烧着的恶魔和炼狱火焰侍奉。作为其中一位宠信者你可以呼唤灼热巨口属下的帮助。每天一次,你可以以一个标准动作召唤两头进阶火蜥蜴或两头进阶火灾魔,视作召唤怪物VII。
第三神恩 火蜥之心Salamander’s Heart(SU)尽管也是火元素位面的居民,但是火蜥蜴一直是弗洛厄斯的心头肉,是他最喜爱的爪牙之一并派遣他们前往深渊之外的世界传播自己的意志。作为承领神恩之人,你也可以表现出这种族的体征。你的皮肤变为暗红色,身体散发着强烈的热量。你获得火系亚种和DR 10/魔法。你触碰任何金属武器都会造成1d6火焰伤害,但你的装备不会因此损坏。你可以以一个标准动作将腿变成火蜥蜴的尾巴或变回来。变成尾巴基本速度减少10尺,最低降为20尺,但你获得尾扫天生武器(中体型造成2d6伤害)触及范围扩大5尺。同时你获得攫抓和勒紧特殊能力,勒紧伤害等于尾扫伤害附加1.5倍力量修正。

颂教者神恩
第一神恩 火中妖妇Fire’s Harlot(SP)燃烧之手3次/天,炽焰法球2次/天或火球术1次/天
第二神恩 融身于火Flame’s Consort (Ex)你在信奉的恶魔领主的烈焰血液与熔岩肉身上看到了完美的构造,你也从中汲取了一丝力量。你永久获得30点火焰抗力。若你已有火焰免疫或在获得神恩后获得火焰免疫,你获得30点寒冷抗力,因为你的身躯是如此的炎热以致于能让你抵御着两种极端的伤害。
第三神恩 唤醒烈焰Awaken Flames (Su)所有火焰都将屈服于伟大的弗洛厄斯,在他的命令下火焰也会拥有自己的生命。而你也获得了这一恩赐。每日一次,以一个标准动作从任何火焰中召唤出一个火元素长老。或者你可以在施展任何带有火描述符的法术时以自由动作激活这一能力,使一个火元素长老在你邻近的位置出现。你可以以心灵感应指挥火元素,且该生物被视为呼唤called而非召唤summoned,且在1小时内服从你的命令。与一般火元素不同的是,你召唤出的火元素阵营为混乱邪恶,而且属于混乱与邪恶子类。

卫道者神恩
第一神恩 火山之怒Volcanic Fury(SP)魔石术3次/天,灼热射线2次/天或灰烬风暴1次/天
第二神恩 熔烬处决Pyroclastic Execution(Sp)传说每一座火山都是灼热巨口的延伸,而你被授予了为灼热巨口开拓新的火山的力量。在你用矛刺入脚下的土地时,将引发可怕的火山喷发湮没敌人。每日一次,你可以施展一次极效烟火喷发,你必须手持矛时才可使用该能力。
第三神恩 凶戾湮灭Vengeful Annihilation (Sp and Su)弗洛厄斯的怒火充盈着你,使得你的力量随着每一次受伤而增强—在你倒下那一刻还会爆发出毁灭的浪潮。每当你遭受至少1点伤害时,你的攻击额外造成1d6火焰伤害,且施展的火焰法术或效果的DC加1.每日一次,你可以以迅捷动作对自己施展火焰护盾(温暖护盾)。在死去时你的躯体会迸发出一股灰烬和熔岩,对半径30尺内所有生物造成10d6火焰伤害(DC=10+1/2HD+体质调整值)你的肉体会因此被摧毁,但装备不会。若你因此而死,你只能通过神迹术,完全复生术或许愿树复活。

弗洛厄斯常以近似人形的巨大爬行生物姿态出现,其皮肤是暗红色的玄武岩。一些地方还会因急速降温而凝结成黑曜石,但在灼热的“血液”喷涌而出时又会再度融化。祂的面部近乎被长满獠牙的大嘴占满,期间能看到烟云、流动的岩浆与火舌冲中喷涌而出。弗洛厄斯可以喷吐大量的灼热的超自然岩浆,即便是能免疫火焰的生物也会被此烧伤,甚至烧死。祂还能随意超控岩浆的形态,能让其如水一般奔涌,也可凝聚成泥一般粘稠,甚至能瞬间硬化为石头般坚硬。这一能力不仅让他能轻松困住岩浆中的敌人,还可以迅速制造出冒着火光的黑曜石武器,尽管是黑曜石材质,但其却具备了精金的特性,并具有着+2与焰爆附魔特性。弗洛厄斯的黑曜石矛Eshaharu便是以该能力打造,它可以转变为60尺的长鞭瞬间烧死被击中的凡人。然而这些武器和能力的破坏性,都比不上祂对火山的掌控。传说这位恶魔领主会升起新的火山,将轻慢祂的地区焚毁殆尽。
身为掌控火焰与岩浆的恶魔,弗洛厄斯备受火蜥蜴尊崇。一位嫉妒成性且报复心强的元素领主,烈火女士伊莫利Ymeri一直为了争夺火蜥蜴的信仰而与其争斗不息。但弗洛厄斯一直都稳居胜利者的宝座。这位恶魔领主甚至将领地的传送门安置在火山的核心处,以此连接物质位面与地元素和火元素交界的狂暴火山—而他的恶魔大军将会以此为桥梁侵扰伊莫利Ymeri的领地。但弗洛厄斯并不会在此过程中掠夺死者或者伊莫利Ymeri的资源,这可能也暗示了伊莫利Ymeri麾下的事物无法承受弗洛厄斯的高温。这两位强大半神的争斗据传是源于弗洛厄斯在很久以前曾向元素领主求爱,却以失败告终。伊莫利Ymeri有着大量的求爱者,祂也热衷于一次次地回绝他们,但弗洛厄斯却因这次拒绝而火冒三丈。对伊莫利Ymeri而言祂对于弗洛厄斯的骚扰展现出了十分冷漠的态度—而这也让弗洛厄斯更加怒火中烧。
弗洛厄斯也受到居住于火山区域的卓尔的祭拜。当然那些以熔岩为炉,以锻造武器为荣之人,以及火巨人、红龙和无数的纵火犯也都信奉祂为主。灼热巨口的信徒大多天性易怒且残忍,而且有着出色的锻冶造诣,尤其是需要用到一些难以熔炼锻冶的金属—如精金—的时候。
弗洛厄斯所在的深渊层被称为血盆之域Bloodpyre Fields,这个巨大的洞穴被半圆形的火山弧吞吐的火光所照亮,四周汹涌的岩浆永无止境地倾泻向一个看不到边际的深坑。一座精金打造的城堡用巨大的锁链悬挂在这里最大的火山口之上,那便是弗洛厄斯的宫殿,而那里下方的岩浆底部栖息着一条名为Fhengasma的红龙(wyrm red dragon?)据传她是弗洛厄斯的情人,而分别割据着这里其他火山的半恶魔红龙就是他们的结晶。弗洛厄斯时而会将这些半恶魔红龙代替自己送到主物质位面,而这些嗜虐的生物往往可以在数天内便毁灭一个国家。

劇透 -   :
THE BURNING MAW
CE male demon lord of fire, salamanders, and volcanoes
CULT
Domains Chaos, Evil, Fire, War
Subdomains Ash, Blood, Demon, Smoke
Favored Weapon spear
Unholy Symbol fanged mouth drooling lava
Temples caverns, lava caves, volcanoes
Worshipers arsonists, drow, fire giants, evil metalworkers, red
dragons, salamanders
Minions brimoraksB6, fiendish fire elementals
Obedience Burn any living creature or a valuable nonmagical
object (worth at least 100 gp) as an offering and eat the
ashes. Gain a +4 profane bonus on saving throws against
fire effects.
EVANGELIST BOONS
1: Salamander Magic (Sp) magic weapon 3/day, pyrotechnics
2/day, or protection from energy (fire only) 1/day
2: Servants of the Burning Maw (Sp) Flauros is served by a
wide range of burning demons and fiery fiends, and as one
of his favored, you have the power to call upon the aid of
the servants of the Burning Maw. Once per day as a standard
action, you can summon two advanced salamanders or two
advanced brimorakB6 demons as though using summon
monster VII.
3: Salamander’s Heart (Su) Although they dwell in the Plane
of Fire, salamanders have long ranked among Flauros’s
favorite minions he sends to impose his will upon realms
beyond the Abyss. As one of his chosen few, you can take
on aspects of this favored race. Your skin turns a deep
crimson, and your body emanates intense heat. You gain
the fire subtype and DR 10/magic. Your touch and any
metallic weapons you wield deal 1d6 points of fire damage,
but your equipment is not damaged by this effect. At will,
as a standard action you can transform your legs into a
salamander-like tail or back again. This tail reduces your base
speed by 10 feet, to a minimum of 20 feet, but grants you a
tail slap natural attack (dealing 2d6 points of damage for a
Medium creature) with reach 5 feet greater than your natural
reach. You also gain the grab and constrict special attacks;
your constrict damage is equal to your tail slap damage plus
1-1/2 times your Strength modifier.
EXALTED BOONS
1: Fire’s Harlot (Sp) burning hands 3/day, flaming sphere
2/day, or fireball 1/day
2: Flame’s Consort (Ex) You see perfection in the burning blood
and molten flesh of your demonic patron and have been
rewarded with a fraction of this power. You permanently gain
fire resistance 30. If you are immune to fire or gain permanent
immunity to fire at a point after you gain this boon, you
instead gain cold resistance 30, as your flesh and blood burn
so hot that they protect you against such extremes.
3: Awaken Flames (Su) Even fire itself must answer to mighty
Flauros, and at his whim, flames take on lives of their own.
You have developed a method of doing the same. Once
per day as a standard action, you can call forth an elder fire
elemental from any flame source. Alternatively, you can
activate this ability as a swift action while you cast a spell
with the fire descriptor, causing an elder fire elemental to
manifest in a space adjacent to you. The elemental appears
immediately, and you can direct its actions as a free action
via telepathy. The elemental is considered called, not
summoned, and remains your minion for 1 hour. Unlike a
normal elemental, this elder fire elemental is chaotic evil in
alignment and has the Chaotic and Evil subtypes.
SENTINEL BOONS
1: Volcanic Fury (Sp) magic stone 3/day, scorching ray 2/day,
or ash stormUM 1/day
2: Pyroclastic Execution (Sp) It is said that every volcano on
every world is an extension of the Burning Maw, and you
have been granted the power to open new maws in the
worlds you travel. By stabbing the earth below you with your
spear, you cause a deadly eruption that engulfs a foe. This
allows you to cast maximized pyrotechnic eruptionHA once
per day. You must be wielding a spear to use this ability.
3: Vengeful Annihilation (Sp and Su) The wrath of Flauros fills
you, causing your might to intensify with every wound—and
erupting from you in a killing wave when you finally fall.
Whenever you have taken at least 1 point of damage per
Hit Die, your attacks deal an additional 1d6 points of fire
damage, and the save DCs of fire spells and effects you
create increase by 1. Once per day, you can cast fire shield
(warm shield) on yourself as a swift action. When you die,
your body explodes in a wave of ash and magma, dealing
10d6 points of fire damage to all creatures within a 30-foot
burst; a target that succeeds at a Reflex save (DC = 10 + half
your Hit Dice + your Constitution modifier) takes half damage.
Your body is destroyed by this eruption, but your gear is not.
If you die in this way, you can be restored to life only via
miracle, true resurrection, or wish.
Flauros appears as an immense reptilian monster with
a humanoid torso and skin of red-hot lava. In places, his
flesh cools to the sheen of volcanic glass only to crack open
and melt anew as his liquid interior spills over the surface.
His face is dominated by a fanged mouth from which
clouds of smoke, thick rivulets of magma, and tongues of
fire emerge. Flauros has the ability to spew out gouts of
supernaturally hot molten rock that can scorch and burn
even those normally immune to fire. He can also command
the viscosity of lava, causing it to run like water, thicken into
a mud-like consistency, or harden instantly into rock. He
uses the latter ability not only to trap foes immersed in lava
but also to swiftly shape weapons of volcanic glass that burn
with fire. Despite being made of obsidian, they function like
adamantine weapons and typically have an enhancement
bonus of +2 with the flaming burst special ability. Flauros’s
obsidian spear, Eshaharu, was created in this way, and it can
transform into a 60-foot-long lash of lava that instantly
immolates mortals it strikes. Yet for all these weapons and
abilities, it is Flauros’s command over volcanoes that is most
devastating; legends tell of the demon lord causing new
volcanoes to emerge from the ground to
raze entire regions that have slighted him.
As a demon of fire and lava, Flauros
is favored by the salamander race. The
Mistress of Fire, a jealous and vindictive
elemental lord named Ymeri, has long
waged war against Flauros for the
salamanders’ worship, but Flauros has
traditionally emerged the victor. The
demon lord has even been known to work
portals into the hearts of volcanoes in
his domain, burning through reality to
connect to the equally violent volcanoes
that line the borders between the
Elemental Planes of Earth and Fire—all
for the sole purpose of tormenting Ymeri by
leading armies of demons on periodic assaults
against her domains. Flauros makes a point of
never looting the dead or stealing from Ymeri’s
resources on these raids, suggesting that the
tools Ymeri’s forces wield would not survive
the greater fires of Flauros’s domain.
The enmity between the two powerful
demigods is said to stem from a failed attempt by Flauros
eons ago to woo the elemental lord. Ymeri has never lacked
for suitors, and she quite famously enjoys rebuffing them,
but Flauros did not take rejection well. Ymeri, for her
part, endures Flauros’s attacks on the outskirts
of her domain with a stoicism bordering on
disinterest—a reaction that further vexes
and enrages Flauros.
Flauros is also worshiped by the
drow—particularly by those who dwell
in volcanic regions or pride themselves
on crafting weaponry in lava forges—and
by fire giants, red dragons, and countless
humanoid arsonists. Those who venerate
Flauros are typically known as much for
their swift tempers and cruel natures as for
their skill in working metal; this expertise is most
evident when followers of the Burning Maw work with
metals that are difficult to smelt or forge, such as adamantine.
Flauros’s Abyssal realm, known as the Bloodpyre Fields, is
an immense cavern lit by the searing fires of a semicircular
arc of volcanoes surrounding the shores of an ocean of lava.
This molten sea pours off the side of a bottomless chasm,
yet it never drains. Flauros dwells in an adamantine castle
suspended by immense chains over the boiling caldera
of the largest volcano in his domain. A great wyrm red
dragon named Fhengasma dwells in the lake below. Many
believe that she and Flauros are lovers and that the halffiend red dragons ruling other volcanoes of this realm are
their offspring. Flauros sends these Abyssal dragons to the
Material Plane to do his work, and their devastating visits
can lay waste to entire nations in a matter of days.
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果甘蜍Gogunta 达贡的老婆真可爱
« 回帖 #12 于: 2021-11-15, 周一 23:23:53 »
果甘蜍GOGUNTA
沼泽之歌
混乱邪恶 女性恶魔领主 神职为两栖动物,沼蜍人和沼泽
教条

领域 混乱,死亡,邪恶,水
子域 恶魔,杀戮,河流,亡灵
偏好武器 网
邪徽 枝条缠绕而成的沼蜍人或青蛙神像
神殿 沼泽中的岛屿,沼泽,沼泽的死角处
信徒 沼蜍人,甲伏怪和住在沼泽的疯子
爪牙 沼喉怪,巨蛙,狂战魔
仪典 把活物淹死在泥水中后,将尸体穿刺在树枝上让其他生物享用。在剩下的时间里聆听着尸体滴水的声音进入冥想。对因丛林或沼泽中的生物因其的疾病和毒素豁免上获得+4亵渎加值。

传音者神恩
第一神恩 沼泽隐秘Swamp Secrets(SP)隐雾术3次/天,树化术2次/天或步步生莲1次/天
第二神恩 浑浊目光Murky Gaze(SP和SU)果甘蜍眼睛众多,故而无人能逃脱其注视。你获取了其一部分的力量,你的眼眸变为蓝绿混合之色。你的察觉检定获得+2加值,可以直接看穿烟与雾。在沼泽中,植物和水不会为你带来隐蔽和掩蔽罚值(包括全掩蔽)每天一次,你在沼泽中可以以类法术施放真知术。
第三神恩 沼泽巫法Fen Witchcraft(SP或SU)身为果甘蜍的最强大的信徒之一,你被赐予了最邪恶的力量。你视为常驻行动自如。此外每天一次,你可以以一个标准动作激活溺毙灵光。半径30尺内的生物需每轮通过一次意志豁免(DC=10+1/2HD+体质调整值)否则他们将变得无法说话和呼吸。这些生物可以尝试屏息,但灵光可以阻隔空气—在灵光范围内的生物只能屏息体质调整值轮,然后耗尽氧气。果甘蜍的信徒与无需呼吸的生物不受此影响。激活后灵光会持续HD轮。

颂教者神恩
第一神恩 生于沼泽Swamper’s Boon(SP)跳跃术3次/天,飞虫走兽2次/天或水面行走1次/天
第二神恩 疣状皮肤Warty Skin(EX)你的皮肤变得厚重且长满疣子,和她最钟爱的爪牙一般(若已有疣子则会长出更多)天防额外+3。
第三神恩 召唤沼喉Summon Froghemoth(SP)每天一次,你可以视为施展召唤怪物IX一样召唤一头炼狱沼喉怪。

卫道者神恩
第一神恩  炼狱蛙灾Plague of Frogs(SP)召唤怪物I(1头炼狱毒蛙)3次/天,召唤怪物II(1头炼狱巨蛙或3头炼狱毒蛙)2次/天或天降之蛙1次/天
第二神恩 果甘蜍赐福Boggard’s Blessing(EX)你的外形变为青蛙状,和沼蜍人无异。你获得沼蜍人的屏气、粘性舌头与蛤蟆吼能力。此外计算效果与先决条件时都视为先决条件满足沼蜍人(但若未能按时执行仪典则暂时失效)若本身便是沼蜍人,你的力量、敏捷、体质和蛤蟆吼的DC获得+2亵渎加值,且可以随意使用蛤蟆吼能力。
第三神恩 果甘蜍亲吻Kiss of Gogunta(SP)每天一次,你呼唤沼泽之歌的力量,将你的敌人变为青蛙和蟾蜍。半径30尺内你可以选择任意数量的生物,其若未通过强韧豁免则变为微型的青蛙或蟾蜍,视为恶意变形术,但提升为9环。与恶意变形术一般,被变形者还需通过意志豁免才能保留心智。故意接触被转化生物者未通过强韧豁免也会被变形;亲吻变性生物可视为自动通过强韧豁免,但仍需通过意志豁免。

据传沼泽女神果甘蜍曾是一名强大的沼原魔蟾。沼蜍人相信她通过屠杀不同生物,吞食各自的某个部位以慢慢进化成了恶魔领主。恶魔学者认为她更可能是达贡手下的一名狂战魔,是以传统的方式被晋升为恶魔领主。当然她也偏爱挑选狂战魔作为她的守护者和情人,不时派遣他们前往物质位面的沼泽地,尤其是河域诸国、雨浸湿地和瓦瑞希亚的粘稠沼泽。
果甘蜍与其他恶魔领主不同的是她没有独自的领地—Mephizim的恶臭盐沼虽然辽阔,但仍位于达贡的伊谢尔。这座有着一片大陆大小的沼泽岛漂浮在浩瀚的伊谢尔上,也不过是沧海一粟。达贡乐于让果甘蜍统治自己小小的领地并容忍她的争闹。而果甘蜍的邪教徒虽会与达贡教会合作,但那些沼蜍人却从不肯与达贡的信徒们交合。某个骇人的传闻称达贡与果甘蜍曾有过不可描述的关系,若传言属实,那么沼蜍人便可以多上一个先祖了。
果甘蜍常以多头的庞大青蛙形象现身,有着诸多眼睛与舌头,又或是诸多沼蜍人的作品中呈现的那般是一位体型庞大的沼蜍人女王。事实上这都是她的真身,但她并没有特别喜爱哪一个。以青蛙出现时她可以发出令人心碎的蛙叫声,可以穿透出自己的沼泽岛屿数里之外,甚至可以穿越位面使得听到歌声的人陷入癫狂,这边是传说中的沼泽之歌,听到的人大多都会越来越痴迷于寻找歌声的来源,最终投身到果甘蜍的大口之中,或是做一些不可描述之事。当碰到不想吃掉或交配的人,她会用带有酸液的舌头、长满尖牙的大嘴与锋利的爪子杀掉。被吞下的人会在无数的胃中停滞漫长的时光,再被吐出时则已被转变成她最忠实的仆人—扭曲的沼蜍人。
而以沼蜍人女王出现的果甘蜍则可以以臃肿的身体不匹配的极速优雅地移动。她手持一条以巨蛙舌头做成的带刺鞭子,挥向目标的咽喉以扼杀他们的生命。这鞭子甚至在脱离果甘蜍手中也可以自主攻击—仿佛能像最强大的舞空武器一般。虽然此时她的歌声也产生了变化,但对于听众而言也是致命的,他们不会再痴迷于寻找源头,而是成为她最可怕的狂信徒,致力于让女王降临世上。
沼蜍人中膜拜其他存在都是异常的,但这并非他们天生就是果甘蜍的信徒,而是其信徒残酷的认为信仰其他存在都是侮辱甚至威胁果甘蜍的地位,一旦发现,这种异端的家族会被果甘蜍的信徒株连。即使万幸有人存活下来,那些俘虏也只能以忏悔和赞美果甘蜍换取活命。
虽然也有其他生物信奉果甘蜍,但并不是沼蜍人那般全体皆信徒。居住在沼泽的人类因畏惧或虔信有的也会信奉果甘蜍,他们会在自己的苔藓小屋上挂满各种物件或徽记,以彰显对女王的忠诚。沼泽中的女巫特别尊崇果甘蜍。但许多人在敬奉时会将对沼泽之歌与麦斯塔玛,巫婆之母混为一谈,但这两位恶魔领主并没有兴趣与对方联手。

劇透 -   :
GOGUNTA
SONG OF THE SWAMP
CE female demon lord of amphibians, boggards, and swamps
CULT
Domains Chaos, Death, Evil, Water
Subdomains Demon, Murder, Rivers (see page 181), Undead
Favored Weapon whip
Unholy Symbol fetish of a boggard or frog made of twigs
Temples bog islands, marshy pools, swamp deadfalls
Worshipers boggards, chuuls, swamp-dwelling maniacs
Minions froghemoths, giant frogs, hezrous
Obedience Drown a living creature in muddy water, and impale
the body on a branch so creatures can feast on it. You must
then spend the rest of your obedience meditating on the sound
of fluid dripping from the sodden corpse. Gain a +4 profane
bonus on saves against disease and poison caused by exposure
to the jungle or inflicted by creatures native to swamps.
EVANGELIST BOONS
1: Swamp Secrets (Sp) obscuring mist 3/day, tree shape 2/day,
or lily pad stride APG 1/day
2: Murky Gaze (Sp and Su) Gogunta has many eyes, and
nothing escapes her glare. Your eyes take on a pale green-
blue hue as you are granted a fraction of the power of her
murky gaze. You gain a +2 bonus on Perception checks
and can see through fog and mist as though they weren’t
there. While in swamp terrain, you ignore concealment and
cover (including total cover) from vegetation and water. In
addition, once per day when in swamp terrain, you can cast
true seeing as a spell-like ability.
3: Fen Witchcraft (Sp or Su) As one of Gogunta’s most
powerful worshipers, you have been granted access to some
of the most sinister powers of her faith. You are constantly
under the effects of freedom of movement. In addition, once
per day as a standard action, you can activate a drowning
aura. Creatures within 30 feet of you must succeed at a
Will save each round (DC = 10 + half your Hit Dice + your
Constitution modifier) or be unable to speak or breathe. A
creature can still hold its breath, but the aura saps held
breath as well—a creature in the aura can hold
its breath only for a number of rounds equal to
its Constitution modifier before running out of
air. Worshipers of Gogunta and creatures that
don’t breathe air are unaffected by this aura.
Once activated, your drowning aura persists for 1 round
per Hit Die.
EXALTED BOONS
1: Swamper’s Boon (Sp) jump 3/day, summon
swarm 2/day, or water walk 1/day
2: Warty Skin (Ex) Just as the flesh
of her favored minions, your skin
grows thick and warty (or more
warty than normal, in the
case of a worshiper such as
a boggard), increasing your
base natural armor bonus
by 3.
3: Summon Froghemoth
(Sp) Once per day, you
can summon a fiendish
froghemoth as if using
summon monster IX.
SENTINEL BOONS
1: Plague of Frogs (Sp)
summon monster I (1 fiendish
poisonous frog) 3/day,
summon monster II
(1 fiendish giant frog or
1d3 fiendish poisonous
frogs) 2/day, or rain of
frogs UM 1/day
2: Boggard’s Blessing (Ex) Your form becomes batrachian
in aspect, like the frogfolk of the marshes. You gain the
boggard’s hold breath, sticky tongue, and terrifying croak
abilities. In addition, you count as a boggard for the purpose
of effects, including prerequisites (although you lose access
to related options if you haven’t performed your obedience).
If you are a boggard, you instead gain a permanent +2
profane bonus to Strength, Dexterity, Constitution, and the
DC of your terrifying croak ability, and you can use your
terrifying croak ability at will.
3: Kiss of Gogunta (Sp) Calling out to the Song of the Swamp,
you transform those who oppose you into frogs and toads.
Any number of creatures of your choice within 30 feet
must succeed at a Fortitude save or be transformed into
Diminutive frogs or toads, as per baleful polymorph but
heightened to a 9th-level spell. As with baleful polymorph,
any creature that fails its Fortitude save must then succeed
at a Will save to retain its mental faculties. Any creature
that intentionally touches a creature transformed this way
must succeed at the same saving throws or be transformed
as well; a creature that kisses a transformed creature
automatically fails its Fortitude save against this effect but
automatically succeeds at its Will save. This ability can be
used once per day.
Gogunta, goddess of the boggards, is said to have begun her
life as a mighty mobogo B3 . The boggards believe she became
a demon lord by spending her life slaughtering just the
right creatures and feeding on just the right parts of their
bodies. Scholars of the demonic believe it more likely that
she was instead a hezrou in Dagon’s service who ascended to
the role of demon lord by more traditional means. Certainly
she favors the hezrous as guardians and lovers, and she often
sends them to guard or even lead boggard tribes on the
Material Plane, especially in the River Kingdoms, the Sodden
Lands, and Varisia’s Mushfens.
Gogunta is unusual among the demon lords in that her
realm is not entirely her own—the stinking salt marsh
of Mephizim is a vast region, but it is contained within
Dagon’s realm of Ishiar. Mephizim floats upon the surface
of the vast sea of Ishiar, pulled idly along by the current.
Though the swampy island is the size of a continent, it is
only a speck on the surface of the great Abyssal sea. Dagon
seems content to let Gogunta rule her tiny realm above his
own, ignoring her cavorting. Gogunta’s cult often mingles
freely with that of Dagon on the Material Plane, with her
boggards and Dagon’s cultists mixing and mating in ways
that nature never intended. Certain particularly lurid stories
uncomfortable to recount go into disturbing detail on the
nature of Dagon and Gogunta’s personal relationship, and
if these blasphemous tales are to be believed, the existence
of the boggard race owes as much to Dagon as they do to
Gogunta herself.
Gogunta can appear either as an immense, multiheaded
frog with many eyes and even more tongues, or—as in some
boggard artwork—as an immense boggard queen. In truth,
both of these appearances constitute her true form; she
favors neither one over the other. In the form of a frog, she
has the ability to unleash a soul-shattering croak that can
carry for miles through swamplands, even seeping across
planar boundaries to lure or drive mad those who hear it.
This is the legendary song of the swamp, and few that listen
to it are left unchanged, their thoughts increasingly obsessed
with tracking down the source of the song to offer themselves
to Gogunta as meals—or as something more unspeakable.
When confronted by those she simply wishes to kill rather
than feed upon or mate with, Gogunta can attack with her
multiple acid-dripping tongues, her many fanged maws, and
her sharp talons. Those swallowed by Gogunta spend ages in
stasis in one of her many stomachs, and when she belches
them up, it is as twisted, frog-like mutants who serve as her
minions forevermore.
In her boggard queen appearance, Gogunta is immensely
corpulent but moves with supernatural grace and speed. She
wields a barbed whip fashioned from the severed tongue
of an immense frog that lashes around the throats of those
it strikes, choking the life out of them. Gogunta need not
physically wield this whip for it to attack—it can fight on its
own like the most powerful of dancing weapons. The nature
of her song of the swamp changes when she adopts this less
monstrous form, but it is no less devastating to enemies
unfortunate enough to hear its croaking tones. This version
of the song of the swamp compels those who hear it not to
seek the source, but to move out into the world as her agents
and dreadful missionaries.
While it’s unusual for a tribe of boggards to worship
anyone but Gogunta, this isn’t entirely due to an inborn need
to venerate the demon lord; instead, it’s evidence of how
brutal Gogunta’s faithful are. Boggards that worship deities
other than Gogunta are seen by her favored as extraordinary
affronts—or even threats—to her rule, and when word of
such “heretical boggards” reaches the attention of a devout
Goguntan tribe, its members spare no expense or mercy
in striking down their wayward kin. These raids rarely
leave survivors, and the occasional captive survives only by
choosing to repent and praise Gogunta.
Other creatures worship Gogunta as well, although none as
ubiquitously as the boggards. Humans who dwell in swamps
often venerate Gogunta as much out of fear as true piety,
and they adorn their mossy fen shacks with all manner of
hanging charms and fetishes to prove to the denizens of the
swamp their allegiance to its queen. Swamp-dwelling witches
are particularly drawn to the worship of Gogunta; many meld
their veneration of the Song of the Swamp with adoration of
Mestama, the Mother of Witches, ignorant of the fact that the
two demon lords have very little interest in working together.
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科什迪克提凯Kostchtchie
« 回帖 #13 于: 2021-11-15, 周一 23:26:32 »
:em021感谢空山,他那边冬天后的介绍更详细,我加点小补充就好了(不知道是不是吃书,有些感觉变很多)https://www.goddessfantasy.net/bbs/?topic=86510.0
爪牙 霜虫,炼狱雪人,冰魔像,冰雪蛇龙,百足魔虫
仪典 将一个活物的鲜血抛撒在雪地之上。生物必须在整个仪式中存活,并且在仪式结束一分钟内死亡。若找不到合适的祭品,可以将身体极度扭曲成极度痛苦的姿态,若长久如此会使得身体永久变形(具体减值由GM判定)完成这个遵从仪式可以使信徒在所有对抗寒冷的豁免中获得+4加值。

传音者神恩
第一神恩 冰霜复仇Frozen Vengeance(SP)冻伤3次/天,冻寒金属2次/天或纯粹厌恶1次/天
第二神恩 不死复仇Deathless Vengeance(SP)即使你被杀死也无法安眠,直到你将凶手一起拉入死亡。你死后一轮,你的灵魂将从躯体中飘出并立刻冲向凶手。这视为复仇鬼影,但变为了带有死亡描述符的死灵法术,这修改了原有的学派,子学派及描述符。
第三神恩 永恒复仇Eternal Vengeance(SP)虽然科什迪克提凯耗费了数个世纪也没有找到那暗含了他一点灵魂碎片的项链的痕迹,但他也琢磨出了一些捕获灵魂的办法,并将其智慧的片段赐予给你。每天一次,当你成为会杀死你或让你陷入无助状态的攻击或法术时,你可以以直觉动作对攻击者施放锢魂术(即使生效时你已经死了)你必须佩带一件可以容纳目标灵魂的饰品(如手镯,戒指或项链)而不是宝石(以饰品价格计算可囚困HD)一件饰品只可封印一个生物,但若你回生,你可以拿起饰品以标准动作将被囚困的生物释放,但以此方式释放的生物将震慑1d4轮。

颂教者神恩
第一神恩 冰结之怒Frozen Wrath(SP)寒冷之触3次/天,牛之力量2次/天或雪风暴1次/天
第二神恩 凛冬之拥Cold’s Caress(EX)科什迪克提凯的领域是一片永冻之地,那片不洁之地开始慢慢侵袭和改造你的身体。你获得30点寒冷抗性。若你免疫寒冷,或神恩生效后获得免疫寒冷,则改为获得30点火焰抗性。
第三神恩 寒霜之怒Wrath of Frost(SP)无论你本体为何,你都在巨人的身躯中看到了纯净与力量。作为虔诚的嘉奖,每天一次,你可以以类法术能力施放巨人形态I。并在在此能力持续时间内,可以以类法术方式施放三次强效寒冰锥。

卫道者神恩
第一神恩 巨人之力Giant’s Might(SP)变巨术3次/天,熊之坚韧2次/天或充能之拳1次/天
第二神恩 扭曲之握Twisted Grasp(EX)你的手臂长到需要拖着行走,而且布满臃肿的肌肉。你获得一次挥击,伤害取比你体型大一级的数值(中等体型为1d8)若你已由一次或多次挥击或爪抓攻击,伤害也视为大一级的体型。这不影响你手中人造武器的大小,但投掷人造近战武器的攻击检定上获得+2加值。
第三神恩 泰坦之姿Titan Shape(SP)不死冰霜赋予了你能膨胀为巨人的力量,让你以泰坦的力量粉碎你的敌人。每天一次,你可以以类法术能力施放巨人形态II。你身上的装备会自动调整为适合你变形后的大小,且可以以此变为超大型的任何巨人(如超大型霜巨人)
战斗数据 http://www.goddessfantasy.net/bbs/index.php?topic=67976.0

劇透 -   :
KOSTCHTCHIE
THE DEATHLESS FROST
CE male demon lord of cold, giants, and revenge
CULT
Domains Chaos, Evil, Strength, War
Subdomains Demon, Ferocity, Ice, Tactics
Favored Weapon warhammer
Unholy Symbol ice-caked, rune-carved warhammer
Temples frozen castles, glacier fortresses, icy mountain caves,
remote high-mountain vales
Worshipers ettins, frost giants, hill giants, misogynists, ogres,
white dragons
Minions frost worms B2 , half-fiend yetis, ice golems, ice
linnorms, remorhazes
Obedience Spill the blood of a living creature onto snow-
covered ground; the creature must remain alive during the
entire obedience and die within 1 minute of the obedience’s
end. If no suitable creature is available for this sacred blood
spilling, you can instead spend an hour contorting your
body into painful forms; over time, this will cause your body
to become permanently deformed (and might result in
long-lasting penalties at the GM’s discretion). Gain a +4
profane bonus on saving throws against cold.
EVANGELIST BOONS
1: Frozen Vengeance (Sp) frostbite UM 3/day, chill
metal 2/day, or unadulterated loathing UM 1/day
2: Deathless Vengeance (Sp) After you are slain, you
will not rest until your killer is dragged shrieking into
death with you. One round after your demise, your soul
rises from your corpse and instantly seeks out your killer.
This acts as per phantasmal revenge APG , except
this is a necromancy effect with the death
descriptor instead of the spell’s normal
school, subschool, and descriptors.
3: Eternal Vengeance (Sp) While
Kostchtchie’s centuries of labor
have brought him no closer to discovering
the legendary torc that holds his
cloven soul, he has learned much
about the manner in which
his soul was captured, and
he gifts you with a fragment
of that knowledge. Once per day,
when you are the target of an attack
or spell that would either kill
you or render you helpless,
you can target your attacker
with a trap the soul spell
as an immediate action after
you resolve the effects of the
attack on yourself (even if you are dead
when this effect occurs). Instead of a gemstone, you
must be carrying a piece of jewelry (such as a bracelet, ring,
or torc) of adequate value to contain the target’s soul. (Value
derived from magical properties counts for this purpose.)
A single piece of jewelry can hold only one soul, but if you
are restored to life, you can release a trapped individual as a
standard action by holding the jewelry out before you, which
causes the target to reappear prone in that square. A creature
released this way is stunned for 1d4 rounds.
EXALTED BOONS
1: Frozen Wrath (Sp) chill touch 3/day, bull’s strength 2/day, or
sleet storm 1/day
2: Cold’s Caress (Ex) Your lord’s realm is a perpetually frozen
landscape, and in unholy anticipation of taking your rightful
place in that land your body has begun to adapt and change.
You gain cold resistance 30. If you are immune to cold, or
gain immunity to cold at a point after you gain this boon, you
instead gain fire resistance 30.
3: Wrath of Frost (Sp) Regardless of your true form, you see
purity and power in the hulking shape of all giants. As a
reward for your faith and devotion, you have gained the
ability to cast giant form I as a spell-like ability once per
day. Three times during this ability’s duration, you can cast
empowered cone of cold as a spell-like ability.
SENTINEL BOONS
1: Giant’s Might (Sp) enlarge person 3/day, bear’s endurance
2/day, or force punch UM 1/day
2: Twisted Grasp (Ex) Your arms become longer, nearly
dragging the ground when you walk, and appear to be
bloated with unnatural muscle. You gain a slam attack that
deals damage as appropriate for a creature one size category
larger than yourself (1d8 for a Medium creature). If you
already have one or more slam or claw attacks, those attacks
deal damage as though you were one size category larger.
This does not affect the size of manufactured weapons you
can wield, but you gain a +2 bonus on damage rolls with
manufactured melee weapons.
3: Titan Shape (Sp) Through the blessing of the Deathless Frost,
you can swell to giant size and crush your enemies with
your titanic might. You can cast extended giant form II once
per day as a spell-like ability. While under this effect, your
gear resizes to fit your giant form. You can use this ability
to assume a Huge-sized form of a giant that normally isn’t
Huge, such as a frost giant.
Kostchtchie was born of Ulfen parents, and he became a
murderer when his father forced him to kill his mother
and sisters. Unsatisfied with the fleeting rush of energy and
excitement afforded by these slayings, Kostchtchie proceeded
to murder his father as well. After this, the man’s taste for
bloodshed only grew. But with each murder he committed,
Kostchtchie grew more and more concerned that some day,
he would himself be slain. Later in life, after he had become a
ferocious warlord, Kostchtchie confronted the Witch Queen
Baba Yaga and tried to force her to grant him immortality.
The witch agreed, but she twisted his form, turning him into
a hideous giant and hiding the last fragment of his mortal
soul in a magical torc. Kostchtchie fled to the Abyss to hide
his shame and nurture his hatred, eventually finding a new
purpose as a patron of those frost giants who turned away
from the god Thremyr in search of an even more warlike
deity. His worship is common not only in the Realm of the
Mammoth Lords, but also in distant Iobaria and the frozen
wastes of the Crown of the World far to the north.
Kostchtchie appears as an immense, deformed frost giant
with twisted legs, tiny white eyes, and a thick, matted beard
into which he has woven dozens of skulls—trophies of slain
kings and priests of rival faiths. He is never seen without
his warhammer, an adamantine maul of such prodigious
size that even the strongest frost giant would have trouble
wielding it, but which appears almost weightless in
Kostchtchie’s grizzled hands. This nefarious weapon can
destroy nearly any object it strikes, and it stuns all but the
largest creatures to suffer its crushing blows.
Kostchtchie dwells in an immense fortress called
Skyscar, carved out of the heart of a towering mountain.
This mountain is located in the middle of a rugged realm
of jagged mountains and immense glaciers, known as
Jhuvumirak, infested with manifold frozen horrors.
Kostchtchie is unusual for a demon lord in that he was
neither a qlippoth nor a mortal soul that advanced from sin-
bloated larva to greater demon to demon lord. He never died
a mortal death—the immortality granted to him by Baba
Yaga allowed him to bypass the normal process through
which evil souls become demons. Over years of living in
the Abyss and absorbing both the essences of that plane
and his slain foes, Kostchtchie slowly transformed into a
demon. Then, after the defeat of the now nascent demon
lord Sithhud, Kostchtchie transformed fully into a demon
lord himself. Many other demon lords regard Kostchtchie as
a “false lord,” regarding his method of skipping directly from
mortal life to that of a full-fledged ruler of an Abyssal realm
with a mix of jealousy and anger. True to form, Kostchtchie
welcomes this envious rage.
Kostchtchie lived for less than a century as a mortal,
and he has been a demon lord for less than two millennia,
making him very young for a demon lord. He is thus very
cautious when dealing with other demon lords, wary of their
jealousy and suspicious of strange plans that predate his
own existence. Nonetheless, he considers himself superior
to them, for he was once a human and ascended to power
equal to their own without ever having died.
Kostchtchie is driven by one thing: revenge. His current
goal is the destruction of Irrisen and the recovery of the torc
that contains the fragment of his mortal soul, in the hope
that its release might reverse his deformity without removing
his immortality. Further, he fears that whoever controls the
torc holds the key to his undoing. He blames Baba Yaga for
his deformities, yet he hopes to convince her to reverse the
transformation—but even if she refuses, he suspects killing
her might reverse the spell anyway. As a human, Kostchtchie
believed women were good only for breeding. As a demon,
he has no need to reproduce, and his anger at Baba Yaga
has stoked his ages-old contempt into a burning hatred of
all women.
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拉玛什图Lamashtu
« 回帖 #14 于: 2021-11-15, 周一 23:26:45 »
已有信徒及相关翻译https://www.goddessfantasy.net/bbs/index.php?topic=57722.0
服从仪典https://www.goddessfantasy.net/bbs/index.php?topic=71496.msg672880#msg672880
好修正来了,首先仪典不变详见链接,为什么就改了一个传音者神恩

传音者神恩
第一神恩 癫狂馈赠Lunatic’s Gift(SP)次等困惑术3次/天,愚者之触2次/天或召唤怪物III 1次/天
第二神恩 畸胎异瘤Teratoma(EX)你获得有益的畸瘤。这会赋予你一个次要天生武器(啮咬,爪抓,扫尾或触手)造成1d6伤害(小体型1d4)同事该次要天生武器可在下述选择一项特性:流血3,攫抓,绊摔,增加5尺触及。
第三神恩 第三只眼Third Eye(SU)你的额头长出第三只眼。这赋予了你60尺的黑暗视觉(若已有黑暗视觉则增加60尺)察觉获得+4亵渎加值。每天三次,可以以迅捷动作施展一次持续1轮的凝视攻击。射程为30尺,未通过意志豁免将陷入永久的精神失常,视为精神错乱(DC=10+1/2HD+魅力调整值)
劇透 -   :
LAMASHTU
THE DEMON QUEEN
CE female deity of madness, monsters, and nightmares
CULT
Domains Chaos, Evil, Madness, Strength, Trickery
Subdomains Deception, Demon, Ferocity, Insanity,
Nightmare, Thievery
Favored Weapon falchion
Unholy Symbol three-eyed jackal head
Temples caves, dungeons, natural rock platforms, standing
stones in remote wilderness regions
Worshipers bugbears, derros, gnolls, the insane, lamias,
morlocks, ogres
Minions all demons and monsters (particularly yeth hounds),
hyenas, jackals
Obedience Sacrifice an unwilling living creature in the name of
Lamashtu. Draw the process out to inspire maximum terror
and suffering in your victim. The death blow you deal should
be savage and destructive—do not grant your sacrifice a
clean death. Once the creature is dead, remove one of its
bones and sharpen it to a point. Use the bone to cut yourself
deeply enough to leave a scar. Leave the sacrificed creature’s
mutilated form in the open where scavengers may devour
it or travelers may see it and know of Lamashtu’s power.
Alternatively, engage in a tryst with the sincere intention of
being impregnated or impregnating your partner. Gain a +1
natural armor bonus to your AC.
EVANGELIST BOONS
1: Lunatic’s Gift (Sp) lesser confusion 3/day, touch of idiocy 2/
day, or summon monster III 1/day
2: Teratoma (Ex) You gain a beneficial deformity. Generally,
this deformity grants you a secondary natural bite, claw,
tail, or tentacle attack dealing 1d6 points of damage (1d4
if you are Small). You gain an additional ability with this
extra attack, chosen from the following special features:
bleed 3, grab, trip, or a 5-foot increase to reach with the
natural attack.
3: Third Eye (Su) A third eye opens in your forehead. This eye
grants you darkvision to a range of 60 feet (if you already
have darkvision, it extends the range of your darkvision by
60 feet) and a +4 profane bonus on Perception checks. Three
times per day, as a swift action you can activate a gaze
attack that lasts for 1 round. This gaze attack has a range of
30 feet, and it drives those who fail to resist its effects with a
Will save permanently insane, as per the spell insanity (DC =
10 + half your Hit Dice + your Charisma modifier).
EXALTED BOONS
1: Howling Terror (Sp) cause fear 3/day, mad hallucination UM
2/day, or waters of Lamashtu (see page 186) 1/day
2: Maddening Thoughts (Su) Your mind constantly swirls with
dark whispers and disturbing thoughts. You gain a +4 profane
bonus on saving throws against mind-affecting (compulsion)
spells and effects and against divination spells and effects
that attempt to read your thoughts. Anyone who targets
you with such a spell or effect must succeed at a Will saving
throw (DC = 10 + half your Hit Dice + your Wisdom modifier)
or take 1d4 points of Wisdom damage.
3: Monstrous Transformation (Sp) Once per day, you can cast
baleful polymorph as a swift action, except you change the
target into a horribly mutated form of the chosen animal.
In addition to the other effects of the spell, the subject is
in constant pain due to its twisted and disfigured form, and
it takes a –2 penalty on ability checks, attack rolls, damage
rolls, saving throws, and skill checks.
SENTINEL BOONS
1: Ferocious Battler (Sp) stone fist APG 3/day, bear’s endurance
2/day, or greater magic fang 1/day
2: Bestial Jaws (Ex) Your body has reacted to your faith in the
Demon Queen, and as a result, your jaw distends slightly
and you grow prominent canines. You gain a bite attack that
deals 1d4 points of damage if you’re Medium or 1d3 points
of damage if you’re Small, plus half your Strength bonus.
When part of a full attack, the bite attack is made at your
full base attack bonus – 5. You can also make a bite attack as
part of the action to maintain or break free from a grapple.
This attack is resolved before the grapple check is attempted.
If the bite attack hits, you gain a +2 bonus on your grapple
check and any subsequent grapple checks against the same
creature this round.
3: Scarred Form (Su) An armor-like epidermis of thick scars
covers you. You take a –2 penalty on Charisma checks and
Charisma-based skill checks. You gain damage reduction
5/—. If you already had damage reduction with no method of
bypass (such as from the barbarian’s damage reduction class
feature), you instead increase that damage reduction by 5.
Lamashtu appears as a heavily pregnant human woman with
the head of a three-eyed jackal, a raven’s wings, a snake’s
tail, and a vulture’s feet. Her distended belly is crisscrossed
with ragged scars, and she wields twin blades—Chillheart
(a blade made of sentient ice) and Redlust (a blade made
of sentient fire). The length of these blades can vary from
kukri to falchion—in art, she is often depicted with kukris,
but in battle, she prefers to wield both as falchions with
horrific skill.
Lamashtu revels in destroying the most innocent, whether
by defiling their flesh or tainting their minds. To her, a
nursery is a banquet. Although she is a fertility goddess and
mothers who pray to her are in fact more likely to survive
childbirth, their offspring are inevitably tainted. She is called
the Demon Mother, the Demon Queen, and the Mother of
Monsters, though despite her titles, she is not the creator
of the demon race, merely the first of their kind to achieve
true godhood. While many demon lords loathe her or envy
her power, only a few—notably the demon lords Nocticula
and Pazuzu—openly oppose or threaten her position as the
Demon Queen.
Indeed, the battles between Lamashtu and Pazuzu are
legendary. While Lamashtu has greater power on her side,
Pazuzu has fewer responsibilities and can devote more
time to toppling his ancient enemy from her
throne. Countless worlds bear the scars of
immense conflicts that rise over time from
the slightest of imbalances, such as when a
priest of one faith secures an advantage over
the enemy cult. Over time—be it days, years, or
centuries—such conflicts escalate until finally
the two rivals send their direct agents (or, rarely,
appear themselves) to battle. That Pazuzu has not
been killed speaks to his great tenacity—yet he has
also failed so far to strike a decisive blow against
the Mother of Demons. It has been some time
since the last confrontation between these two
enemies, and priests of both faiths believe that
the time is nigh for another. Cultists on both
sides desperately seek to determine the site of
this coming conflict, in order to be present and
lend what support they can. Legends claiming
that Pazuzu and Lamashtu may have once been
allies or even lovers are much hated and
reviled by her worshipers.
Lamashtu is served by countless species
of monsters. Gnolls claim heritage from
Lamashtu, saying that when she first saw a hyena,
she took it as her consort, and thus the original
gnoll was born. Other races also cite the Mother
of Monsters as their race’s progenitor through carnal
conjunction with some beast. She is said to have created
the lamia race, and her worship may have played a part in
the transformation of exiled Azlanti into morlocks. In her
Abyssal realm, she is served by her seven favored daughters—
powerful demonic spellcasters called the Seven Witches.
Her herald is the Yethazmari, a winged jackal with a snake’s
tail and empty eye sockets that emit smoke. She focuses on
nurturing her children and expanding her territory for them
to inhabit.
She considers all other gods her enemies. She knows
Desna hates her for killing the god Curchanus and defiling
his faith, but Lamashtu treats Desna as beneath her notice.
Lamashtu’s greatest foes are Rovagug, Urgathoa, and the
demon lord Pazuzu, although Nocticula’s swift rise in power
(along with a trajectory of divine murder that bears more
than a passing resemblance to Lamashtu’s own ascendance)
has recently caught the Demon Queen’s attention as well.
Lamashtu’s church operates on the outskirts of civilization,
typically atop flat, bloodstained rocks or within rings of logs,
stones, or trees carved with the goddess’s image. Some use a
deep hole in the ground or some sort of chasm to represent
an entrance to the goddess’s underworld realm (detailed
on page 154). Hidden cathedrals and temples to Lamashtu
are unsettlingly common, both in the wilds and below the
streets of urban centers.
« 上次编辑: 2022-02-12, 周六 14:27:35 由 雾音 »
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玛茨麦兹Mazmezz (这是。。。罗斯在P子世界的化身?)
« 回帖 #15 于: 2021-11-15, 周一 23:27:53 »
玛茨麦兹Mazmezz
爬虫女王
混乱邪恶 女性恶魔领主 神职为束缚,蛛化精灵和毒虫
教条

领域 动物,混乱,毁灭,邪恶
子域 天灾,恶魔,狂暴,毒液
偏好武器 捕网
邪徽 蛛网中间的颅骨
神殿 洞窟,网状迷宫
信徒 诱拐或绑架者,蛛化精灵,卓尔精灵,疯狂的伊特怪,嗜虐的监狱管理者
爪牙 狩魔蛛,猎魔蛛,蜘蛛,毒虫,其他使用织网或束缚来捕猎的邪恶生物
仪典 捆绑住一个生物,只露出几个便于解剖的关键部位(腹部、眼睛或嘴等)然后以针、毒虫或小刀以折磨这些地方。擒抱战技检定及CMD获得+4亵渎加值。

传音者神恩
第一神恩 大型蜘蛛Webspinner(SP)蛛丝球3次/天,蛛网庇护所2次/天或虫类形态I 1次/天
第二神恩 爬虫女王的赐福Blessing of the Creeping Queen(EX)你与爬虫女王融为一体的梦想得以实现,你的身体产生了你梦寐以求的变化。你的下半身变为了巨大的蜘蛛,长出了八条细长的腿与吐丝的器具。你的体型变大一级,但可以使用的武器大小和触及范围不会改变。你获得织网能力(每日七次)和20尺攀爬速度,60尺黑暗视觉(若已有则扩大30尺)自行选择在力量、敏捷和体质上选其一获得+2加值。
第三神恩 转生蜘蛛Arachnidal Rebirth(SU)爬虫女王会将受害者的尸体作为自己孩子孵化的温床,而从不同的尸体中衍生出的生命也会沾染上其特色。你被赋予了模仿这一可怕繁殖方式的诅咒—当你对敌人施展后它新的可怕身躯将会从原有的躯壳内冲出。这视为女巫的枯荣巫术,但种族不再随机而是指定变为蜘蛛。其新的身体是与原本体型相等的蜘蛛,但保留了原来的头部。与转生术一样,被转生的生物只能通过祈愿术或神迹术恢复。你每天可以使用一次该能力,若通过强韧豁免(DC=10+1/2HD+魅力调整值)则无效。若你具有巫术或巫术奥能等职业特性,可使用其计算豁免DC。

颂教者神恩
第一神恩 玛茨麦兹的拥抱Mazmezz’s Embrace(SP)活化绳3次/天,蛛网术2次/天或圈套术1次/天
第二神恩 蜘蛛恩赐Spider’s Blessing(SP)在深入研究了深渊中蛛网的模样,你发掘出了与爬虫女王相关的神秘力量。每天各一次,你可以以类法术能力施展毒击术与虫类形态Ⅱ。
第三神恩 时光之网Temporal Web(SP)在继续深入研究受深渊影响的各式蛛网的模样与纹路后,你获得了更强大的魔法天赋,这使得你能用网将敌人困住并短暂地脱离时光之中。每天一次,你可以施放一次升阶永恒静滞,视为9环法术。

卫道者神恩
第一神恩 粘合奥秘Adhesive Arcana(SP)黏性唾液3次/天,蛛行术2次/天或缓慢术1次/天
第二神恩 身陷困网Caught in the Web(SP)你可以呼唤玛茨麦兹的力量将人束缚在蛛网之中。每天三次,你可以以类法术能力施放瞬发蛛网书。
第三神恩 飞虫投网Trapped Like Flies(SU)若目标被你创造的蛛网术纠缠住,则必须通过强韧豁免(DC=10+1/2HD+魅力调整值)否则将受到1d6力量吸取。这是一个毒药效果。

玛茨麦兹的真身是一头可怕的大蜘蛛,而且比普通蜘蛛有着更多的节肢。这些长腿有的末端是利爪,有的是鳌,甚至还有吐丝器官。诸多节肢的中央是一团长有蠕动毛发的近乎球形的作呕身躯,唯一能判断这是一头蜘蛛的证据就是其头部长有带着尖牙的蜘蛛口器,只是在口器附近也长着不少动来动去的节肢。
玛茨麦兹可以给身体付上薄纱般的蛛丝,并以此随意改变自己的外形。她在面对想要纳入收藏的受害者时,便时常以美丽女子或蛛化精灵的姿态出现。当然在降下惩罚和战斗时则会展现出她骇人的本相,并以多的可怕的节肢对能触及到的敌人展开攻击,以大量的蛛丝缠绕对方。
她每轮只能进行一次啮咬攻击,但除了带有注入麻痹毒素外,还会在敌人体内留下自己的卵。当卵孵化后,孵化的蜘蛛会从内而外地撑破母体并给予剧烈的痛苦。而若孵化的蜘蛛形成集群,甚至能以惊人的速度将母体的血肉骨骼吞噬殆尽。
玛茨麦兹的主要信徒群体为德鲁伊,卓尔精灵和伊特怪,不过也有一些较为疯狂的人类会选择信奉她,不过这些往往都是独行的信徒而不会形成教会组织。不过奇怪的是女郎蜘蛛对于玛茨麦兹冷眼相待,对于他们而言玛茨麦兹只是想着这原始蒙昧的怒火,这对于自认为蜘蛛乃是优雅美丽生物的她们极为不齿。而极少数崇拜玛茨麦兹的女郎蜘蛛会变得畸形和丑陋,其姊妹会将其视为怪胎,甚至最坏的结果是视为需要扑杀的可怖之物。
玛茨麦兹那蜂巢般的深渊层被称为Khavak-Vog,而她最宠爱的狩魔蛛就居住于此,而最为强大这则拱卫着其中心区域。传说玛茨麦兹乃是狩魔蛛的创造者,这也是为什么其他恶魔领主对爬虫女王深感厌憎。而对于玛茨麦兹的起源,据传她曾是一名古魔,但后来收到了凡人(尤其是卓尔)的膜拜,于是开始享受这种生活并对凡人的生活残生了兴趣,在她发现其他古魔同族试图摧毁恶魔赖以生存的源罪the source of sin时,她迅速背叛了自己的母族。虽然保留了自己可怕的身姿,但她已以极快的速度将自己从古魔转化为了恶魔领主。她任由狩魔蛛猎杀恶魔;虽然她重视凡人的信仰,但却对其命运毫不在意,而万一他们转化为了恶魔则更加弃之如敝。
虽然玛茨麦兹喜爱被信奉的感觉,但却甚少对信徒伸出援手。她并不仁慈,不过也只有傻子才会对恶魔领主除残酷外还有所期盼。唯一的例外便是在她最为忠实的信徒面临改信威胁之时,她才会选择出手。玛茨麦兹将大部分注意力都投入到极少的几个受宠者身上,当然她们几乎都是卓尔,卓尔精灵们尊称她们为蛛丝姐妹Sister of Silk,她们致力于迫害异教徒、失去恩宠的信徒,以及夺回爬虫女王的信徒以及那些改信之人。她们特有的黑白相间的网状盔甲与带有蜘蛛的捕网让她们在卓尔精灵社会中享有着无比的敬畏。蛛丝姐妹Sister of Silk在抓到异教徒或试图亵渎玛茨麦兹之人时,会将其抓到爬虫女王神庙深处,通过那里将恶徒丢进Khavak-Vog的监狱。在煎熬数年甚至数个世纪后,这些人会伴随着玛茨麦兹的意志变成蜘蛛状的可怕生物。但蛛化精灵对信徒而言是极为神圣的身姿,所以蛛丝姐妹Sister of Silk认为将异教徒变为蛛化精灵是一种亵渎。同时她们也极度渴望能成为一名蛛化精灵以作为自己虔诚的回报。但爬虫女王极为吝啬这种赠与,只有在面对最虔诚和有着莫大攻击的信徒才会降下这一恩赐。

劇透 -   :
THE CREEPING QUEEN
CE female demon lord of bindings, driders, and vermin
CULT
Domains Animal, Chaos, Destruction, Evil
Subdomains Catastrophe, Demon, Rage, Venom (see page 182)
Favored Weapon net
Unholy Symbol skull at the center of a spider web
Temples caverns, web labyrinths
Worshipers abductors and kidnappers, driders, drow, insane
ettercaps, sadistic prison wardens
Minions bebeliths, retrievers, spiders, vermin, other evil
creatures that use webbing or binding to immobilize prey
Obedience Bind a living creature so only a few key portions of its
anatomy (such as the belly, eyes, or mouth) remain exposed,
allowing you to torment these exposed areas with needles,
poisonous vermin, or tiny knives. Gain a +4 profane bonus on
combat maneuver checks to grapple and to your CMD.
EVANGELIST BOONS
1: Webspinner (Sp) web bolt ARG 3/day, web shelter UM 2/day, or
vermin shape I UM 1/day
2: Blessing of the Creeping Queen (Ex) The dreams you
experience of becoming one with the Creeping Queen
finally manifest in reality with a welcome change to your
form. Your lower half swells into a bloated spider’s body,
complete with eight spindly legs and dripping spinnerets.
You become one size category larger, but your reach and the
size of weapons you wield do not change. You gain the web
universal monster ability (usable seven times per day) and
a climb speed of 20 feet. You gain darkvision with a range
of 60 feet (or the range of your existing darkvision increases
by 30 feet). Finally, you gain a permanent +2 bonus to your
Strength, Dexterity, or Constitution score (your choice).
3: Arachnidal Rebirth (Su) The Creeping Queen often uses
the bodies of her victims as sources of nourishment for her
brood, and the monstrosities that hatch from her corpse-
implanted eggs often incorporate elements of the body
in which they were birthed. In emulation of this horrific
method of reproduction, you have been granted the ability
to curse a foe to rebirth itself—when you do so, its new
and horrible form bursts from the husk of its old flesh. This
works like the witch’s forced reincarnation hex (Pathfinder
RPG Advanced Player’s Guide 69), but instead of becoming
a random race, the creature’s new body is that of a spider of
its original size category with the head of its original form.
As with reincarnate, a rebirthed creature can be returned to
its original form only through a wish or miracle spell. This
ability can be used once per day, and a successful Fortitude
save (DC = 10 + half your Hit Dice + your Charisma modifier)
negates this effect. If you have the hex or hex arcana class
feature, you can use the DC for your hexes instead.
EXALTED BOONS
1: Mazmezz’s Embrace (Sp) animate rope 3/day, web 2/day,
or snare 1/day
2: Spider’s Blessing (Sp) Through study of eldritch patterns in
the webs spun by spiders influenced by the Abyss, you have
unlocked in your mind a pair of magical powers associated
with the Creeping Queen you adore so. You can cast poison
and vermin shape II UM once per day each as spell-like abilities.
3: Temporal Web (Sp) As you continue to study the patterns
and twists in Abyssally influenced spiderwebs, you unlock a
greater magical talent within yourself and can use webbing
to trap a victim in place and outside of time’s flow itself.
Once per day, you can cast temporal stasis heightened to
function as a 9th-level spell. The target of this ability appears
to be wrapped tightly in spiderwebs. You can maintain up
to three targets in temporal webs at a time; if you use this
ability on a fourth target, you must select one of the other
three targets to immediately release.
SENTINEL BOONS
1: Adhesive Arcana (Sp) adhesive spittle ACG 3/day, spider climb
2/day, or slow 1/day
2: Caught in the Web (Sp) You can call out to Mazmezz to wrap
your foes in paralytic webs. Three times per day, you can cast
quickened web as a spell-like ability.
3: Trapped Like Flies (Su) If a target begins a turn entangled
in a web you created, it must succeed at a Fortitude save
(DC = 10 + half your Hit Dice + your Charisma modifier) or
take 1d6 points of Strength drain. This is a poison effect.
Mazmezz appears as a hideous tangle of spidery legs—far more
limbs than any worldly spider could command. Some legs end
in claws, others in pincers, and still others in spinnerets. At
their center, a sickening clot of wriggling hair writhes around
a roughly spherical body, with the only concession toward a
“front” being an immense spider’s mouth surrounded by
thrashing pedipalps and filled with fangs.
Mazmezz has the ability to wrap herself in gauzy swaths
of webbing that can magically alter her form to anything
she can imagine. She often chooses the form of a beautiful
woman or female drider when she deals with victims she
wishes to capture and keep as trophies in her horrific harem.
Yet when punishing foes or in battle, the Creeping Queen
reverts to her nauseating true form, in which she is capable
of making a bewildering number of attacks, lashing out with
her multitude of web-tangled limbs at every creature within
her considerable reach.
She can make only one bite attack per round, but in
addition to injecting a paralytic toxin, she can use this attack
to lay eggs within her victims. When the eggs hatch, the
writhing spiders that matured within burst from her victims’
bodies, causing great agony. The multitudinous offspring
create swarming hordes capable of consuming flesh and
bone with alarming speed.
Mazmezz is worshiped primarily by driders, drow, and
ettercaps, but some other particularly demented humanoids
worship her as well, though these tend to be isolated admirers
rather than members of full-on cults. Curiously, the spider
women known as jorogumos tend not to worship Mazmezz.
To the typical jorogumo, Mazmezz represents raw and brutal
mindlessness and primal wrath—an affront to spiders, which
they see as creatures of elegance and beauty. Jorogumos who
do worship Mazmezz allow themselves to grow deformed,
hideous, and slovenly, and they are regarded by their sisters
as eccentrics or, at worst, terrors to be put down.
Mazmezz’s hive-like Abyssal domain is known as Khavak-
Vog. Her favored children, the bebeliths, inhabit its tangled
paths, and the largest bebeliths guard its core. Legend holds
that Mazmezz spawned the first bebeliths, which explains
the disgust and hatred most other demon lords have for
the Creeping Queen. Certainly this theory meshes well
with other tales that speak of Mazmezz’s ancient origin.
Once a qlippoth, she found herself increasingly worshiped
by mortals (particularly drow) and began to enjoy the
attention. She became interested in the lives
of mortals, and when she realized her fellow
qlippoth sought to destroy them to cut off
the source of sin that demons require
to manifest, Mazmezz turned traitor
to her own kind. Although she
retained her nightmarish form,
her transition from qlippoth
to demon lord was swift and
irreversible. She does not care
that her bebeliths continue to
hunt demons; while she values
the worship of mortals, she is
unconcerned with their fate
once they become demons.
As much as Mazmezz enjoys
the attention of her worshipers,
she does little to aid them. She is
not a benevolent demigoddess; only
fools would expect anything more
than cruelty from a demon lord. The
one major exception is when her
faithful are threatened by conversion.
Mazmezz  invests  great  power
in a chosen few of her favored
inquisitors. These worshipers,
almost always drow, are known
among drow society as the
Sisters of Silk, and they
live to persecute heretics,
lapsed worshipers, and those
who would seek to redeem the faithful of the
Creeping Queen or convert them to any other religion.
These inquisitors’ distinctive black-and-white web armor
and spider-infested nets earn them fearful respect in drow
settlements. When a Sister of Silk captures anyone who
sought to convert worshipers of Mazmezz or seizes a heretic
or other blasphemer against the faith, the victim vanishes
from society, taken through hidden portals deep within
temples devoted to the Creeping Queen to prison vaults
within Khavak-Vog. There, these victims are tormented for
years or even centuries, with the goal of transforming them
into spidery horrors bound to Mazmezz’s will. Driders are
particularly sacred to the faithful, so the Sisters of Silk view
transforming a heretic into a drider as blasphemy. Instead,
a Sister of Silk aches to become a drider herself as a reward
from Mazmezz—but the Creeping Queen almost never
grants this boon, reserving it as a gift for only her most
faithful and deserving subjects.
« 上次编辑: 2022-04-23, 周六 23:50:59 由 雾音 »
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麦斯塔玛Mestama
« 回帖 #16 于: 2021-11-15, 周一 23:28:15 »
麦斯塔玛Mestama
女巫之母
混乱邪恶 女性恶魔领主 神职为残忍,欺诈与鬼婆
教条

领域 混乱,魅惑,邪恶,诡术
子域 欺骗,恶魔,情欲,盗窃
偏好武器 拳匕
邪徽 一颗安放在三块尖锐石头上的人眼
神殿 废弃建筑(特别是教堂和学校)老房子,沼泽中的岛屿
信徒 鬼婆,被抛弃的恋人,复仇的寡妇,女巫
爪牙 报丧女妖,鬼火,巫焰
仪典 花一小时细心观察非麦斯塔玛的信徒—最好在不为其所知的地方—然后对其施以残虐的行为。在其中必须让对方流泪或发怒。对抗幻术的豁免检定获得+4亵渎加值。

传音者神恩
第一神恩 欺诈者Deceiver(SP)无声幻影3次/天,隐形术2次/天或花言巧语1次/天
第二神恩 三人战团Covenant of Three(SU或SP)虽然不是鬼婆,但你可以与你的姐妹一同施展鬼婆的力量。你可以视为鬼婆以加入鬼婆战团,但其中不能存在男性成员。若你本身就是鬼婆(或已经算作鬼婆)则直接视为战团的一份子。每天一次你可以以类法术能力施放投影术。
第三神恩 黑魔法Black Magic(SU)女巫之母授予了你最黑暗的魔法力量。你可以直接从女巫的可选巫术列表中,选择习得一项高等巫术。其DC=10+1/2等级+智力、感知或魅力调整值(取最高者)若你本身就是女巫,你可以以自己的巫术DC替代。若非女巫或鬼婆,你每日只能施放一次所选高等巫术。

颂教者神恩
第一神恩 女巫诡术Witch’s Trick(SP)易容术3次/天,误导术2次/天或降咒1次/天
第二神恩 长者之赐Elder’s Grace(EX)你立刻衰老到下一个年龄段,获得对应的心智属性奖励但不需承受肉体属性的罚值。若你已是暮年,则会立刻死亡并变为幽魂。同时任何你施展的幻术系法术的DC+2亵渎加值。若因此转化为幽魂是永久性的,即使你未能在成功执行仪典也不会恢复。
第三神恩 咒骂尖啸Shriek of the Damned(SP)每天一次,你可以以类法术施放女妖之嚎。

卫道者神恩
第一神恩 施虐祷言Tormentor’s Invocation(SP)凶兆3次/天,目盲/耳聋术 2次/天或痛苦打击1次/天
第二神恩 寡妇的狠毒Widow’s Cruelty(EX或SU)麦斯塔玛赐予了你新的形态与加入鬼婆战团的力量。你可以视为鬼婆以加入鬼婆战团。同时你的指甲变得锋利,可以将其视作天生武器,造成与你体型相应的伤害(中体型为1d4)若本身已有爪击,则视为大一级体型的伤害。你将化为女相(若原本并非女子)且更具有吸引力,这种变化之大甚至能完全看不出原本相貌的轮廓。若原本是鬼婆则变身后不会变得更具有吸引力。
第三神恩 致残挥击Maiming Strike(SU)你可以以爪击摧毁一个生物的生殖能力,以及肉体和施法能力。每日三次,你可以以标准动作进行爪击,在受到正常伤害外,被击中者若未能通过强韧豁免(DC=10+1/2HD+力量或敏捷调整值,取较高者)则其肉体与心神将受到永久性的创伤。目标的力量、敏捷或体质将受到-6罚值(由你选择),施法者等级、专注及法术穿透检定上受到-6罚值。同时受害者将永久失去生育能力。这是一个诅咒效果。

麦斯塔玛是鬼婆,复仇的寡妇与女巫的守护者。她喜爱在年轻女子的新婚前夕将其杀死,然后以她们的形象步入新婚殿堂,然后在新婚夜拿下新郎的精华时变回原样(一个双眼凹陷,长有利爪、乌鸦翅膀和驴子尾巴的老妪)然后阉割掉新郎后消失。侥幸活下来的人在数十年后会有可怕的半人半兽的怪物前来拜访—这正是麦斯塔玛与其精华结合诞下的子嗣,也是她派他们来完成当年没做完的事情,解决自己的父亲。
战斗时麦斯塔玛喜欢隐匿,狡黠和出人意料的方式,以造成可怕血腥的伤害后再次隐匿提来。仅仅是她的存在就使得合作变得困难,她会让受伤之人互相憎恶,并留下难以磨灭的创伤,尤其是那些试图为伤者提供援助者发现自己的法术将以可怕的方式反噬自己。尽管麦斯塔玛有着残酷且欢愉的战斗技巧,但她更偏好巧妙的手法。她最爱的就是欺瞒,通过挑拨操控,使得小队中的成员认为其他人已是叛徒而相互攻击,不少组织因此分崩离析,即使是善意也会酿成苦果。比如一队医师前往被瘟疫笼罩的小镇希望找到治疗之法。但他们会意外发现自己的治疗导致了更大的伤害,他们研究的解毒剂使病人转变为了杀人的怪物。医师们可能永远不会发现麦斯塔玛(或其眷属)在不断破坏他们的成果,将他们提供的救赎抓变为了灾厄。而受苦的村民则会认定那些所谓的医师有着不可告人的险恶用心。当麦斯塔玛的阴谋被揭露时,她通常会因急于惩罚和报复那些说出真相之人而昏招连连。
麦斯塔玛的可怖邪教由以欺诈散播残忍地阉人和妇女组成。她的信徒会极度与憎恶其他与女巫之母竞争的教派(如吉罗娜Gyronna的信徒)并在可能的情况下摧毁他们。这种对于竞争的痴迷意味着吉罗娜或暗夜女王们的信徒在不知情的情况下成为了一个地区的庇护者,因为只要他们持续活动,麦斯塔玛就会孜孜不倦地捣乱,给无辜平民带来无尽痛苦。颇为讽刺的是,虽然圣武士不屑与此,但一些混乱善良的人士会自导自演为其他与之竞争的邪教,并上演一场有着残酷献祭的戏码以引出潜在的麦斯塔玛教徒。在发现真相后,邪教徒会恼羞成怒,因为这样被欺骗是极为羞耻之事。而且在被引出来后他们只有数小时以“拨乱反正”,否则不耐烦且羞怒的麦斯塔玛会将给予这些失败者毁灭性的惩罚。
女巫之母所在的深渊层被称为荒芜森林,一片由或枯死或奄奄一息的松杉组成的林海之中。其中破败的房屋居住在众多女巫和鬼婆或成为她们的陷阱,而林中的荒凉之地则栖息着更多的黑暗生物。据传阿维斯坦Avistan一些偏僻的森林(尤其是位于伽尔特Galt、奈多Nidal和塔尔多Taldor)之中有着与荒芜森林连接的小径,而那些误入其中的人将会永远迷失在这里,因为他们手上的地图失去了作用,日夜的变化也被模糊,甚至时空的规律在这里也仿佛退却了。大多数时候那些迷失者的遗体—假如还能被找到回收—总是早已腐烂或残缺。一个失踪了一晚的冒险家可能在第二天只能找到穿着锈迹斑斑盔甲的腐坏白骨;而一个消失了数十年的冒险家可能会在挖掘时发现埋在地底,而且尸体新净得如同刚死去一小时。但无论过了多久,这些尸体必定都带有备受折磨和痛苦而死的痕迹—这正是麦斯塔玛在受害者的尸骨或躯体上留下的明确凭证。

劇透 -   :
MESTAMA
MOTHER OF WITCHES
CE female demon lord of cruelty, deception, and hags
CULT
Domains Chaos, Charm, Evil, Trickery
Subdomains Deception, Demon, Lust, Thievery
Favored Weapon punching dagger
Unholy Symbol human eye balanced atop three sharp stones
Temples abandoned buildings (particularly churches and
schools), old houses, swampy islands
Worshipers hags, spurned lovers, vengeful widows, witches
Minions banshees B2 , will-o’-wisps, witchfires B2
Obedience Perform an act of cruelty toward a nonbeliever of
Mestama after spending an hour observing the nonbeliever—
preferably from a vantage unknown by the victim. This act
must, at the very least, incite the victim to tears or anger.
Gain a +4 profane bonus on saves against illusions.
EVANGELIST BOONS
1: Deceiver (Sp) silent image 3/day, invisibility 2/day, or
glibness 1/day
2: Covenant of Three (Su or Sp) You may not be a hag, but
you can wield hags’ power in conjunction with your sisters.
You count as a hag for the purpose of forming a coven. You
can be part of a coven only if it has no male members. If you
are already a hag (or already count as one for the purpose of
forming a coven), you can use project image once per day as
a spell-like ability.
3: Black Magic (Su) The Mother of Witches imbues
you with the darkest power of witchcraft. You gain
a grand hex, chosen from any of those available
to witches. This hex’s DC is equal to 10 + half
your level + your Intelligence, Wisdom, or
Charisma modifier (whichever is highest); if
you are a witch, you can use your hexes’
DC instead. If you are not a witch or a
hag, you can use this hex only once
per day.
EXALTED BOONS
1: Witch’s Trick (Sp) disguise self
3/day, misdirection 2/day, or bestow
curse 1/day
2: Elder’s Grace (Ex) You immediately
age to the next age category, gaining
all of the appropriate bonuses to your
mental ability scores without taking
any penalties to your physical ability
scores. If you are venerable when
you achieve this boon, you die and
become a ghost. Any illusion effect
you create gains a +2 profane bonus
to the save DC. This transformation
into a ghost persists even
if you fail to perform
your obedience.
3: Shriek of the Damned (Sp)
Once per day, you can cast wail
of the banshee as a spell-like ability.
SENTINEL BOONS
1: Tormentor’s Invocation (Sp) ill omen APG
3/day, blindness/deafness
2/day, or pain strike APG 1/day
2: Widow’s Cruelty (Ex or Su) Mestama grants you a form
meant to beguile and slay, as well as the power to join a witch
coven. You count as a hag for the purpose of forming a coven.
In addition, your nails become razor sharp, granting you two
natural claw attacks that deal damage appropriate to your size
(1d4 for a Medium creature). If you already had claw attacks,
those attacks deal damage as though you were one size larger
instead. You become female (if you weren’t already) and
physically attractive; depending on how drastic the changes
are, you may or may not still be recognizable as your former
self. Hags do not become physically attractive in this way.
3: Maiming Strike (Su) With a single ripping claw, you destroy
a creature’s virility and wreck its physical and magical
potency. Three times per day, you can make a single claw
attack as a standard action. In addition to taking normal claw
damage, the creature struck must succeed at a Fortitude save
(DC = 10 + half your Hit Dice + your Strength or Dexterity
modifier, whichever is higher) or become permanently
mutilated in a physical and spiritual way. The victim takes
a –6 penalty to its Strength, Dexterity, or Constitution score
(chosen by you) and on caster level checks, concentration
checks, and spell penetration checks. The victim can no
longer sire or birth children. This is a curse effect.
Patron of hags, vengeful widows, and witches, Mestama
takes great delight in murdering young women on the eve
of their wedding day so she can take their forms and wed
their husbands-to-be. At the height of such a marriage’s
consummation, she returns to her true form (that of a
fanged crone with sunken black eyes, talons, raven wings,
and a donkey’s tail), and she castrates the new husband and
vanishes. Those who survive often receive visits decades
later from twisted and hideous half-fiends—their sons or
daughters, sent by Mestama to finish off the job and murder
their fathers.
Mestama prefers to use stealth, subtlety, and unexpected
violence in combat, striking from hiding to inflict horrific,
bleeding mutilations before vanishing once more. Her mere
presence complicates cooperation and antagonizes those
already in pain, so that wounds are difficult to heal, and often
those who seek to provide aid and comfort to those in agony
find themselves in greater peril when their own magic or
aid turns back on them in horrific ways. Despite Mestama’s
brutal skill and cackling glee in combat, she much prefers
to deal with her enemies via subtler methods. Deception
is her preference, working from within a group to turn its
members against each other and manipulating events and
relationships so that support structures collapse and good
intentions inevitably result in atrocities that are disturbingly
easy to accept as deliberate treacheries. For example, a group
of healers who come to a plague-stricken town in hopes of
bringing a cure to the disease might find that their cure
causes even greater harm when the antidote unexpectedly
transforms the afflicted into murderous monstrosities. The
healers may never discover that Mestama (or one of her
trusted agents) has undermined their efforts, causing their
attempt to provide relief to instead create this greater doom,
and those suffering in the village have the unavoidable
impression that the so-called healers came to the village to
do harm. When Mestama’s complex plots are revealed for the
deceptions they are, she reacts in a blind fury, often making
tactical errors in her haste to punish and wreak vengeance
upon those who revealed the truth.
Mestama’s cult is a hateful one, composed entirely of those
eunuchs and women who live to spread cruelty through
deception. Her cultists generally regard competing faiths
(such as worshipers of Gyronna) with jealous anger and
seek to ruin them when possible. This obsession with
competition often means that cults of Gyronna or the
Queens of the Night unknowingly provide protection to
a region, for as long as they operate in an area, cultists of
Mestama work against them instead bringing pain and
agony to the innocent. In an ironic turn of events that likely
no paladin would ever approve of, certain chaotic good sects
have taken it upon themselves to adopt the guise of one such
competing cult, staging mock sacrifices and false cruelties
to draw out suspected cultists of Mestama. When these
cultists invariably learn the truth, their anger is greater than
ever, for to be deceived in such a way themselves is a greater
shame than any other. When these traps work, the cultists
typically have only a span of hours to “set things right” before
Mestama grows impatient and annoyed and visits her own
destructive punishment upon her failed worshipers.
The Mother of Witches dwells in an Abyssal realm called
the Barren Wood, a vexing forest of dead and dying pine and
fir trees. Decrepit houses serve witches and hags as dens or
traps, and darker creatures haunt the more desolate reaches
of the wood. Certain remote forests in Avistan (particularly
in Galt, Nidal, and Taldor) are said to connect to the Barren
Wood; those who unknowingly wander too deeply into these
areas can become lost forever, as maps lose all meaning,
the cycle of day and night blurs or vanishes altogether, and
even the laws of time and space seem to fade away. Often,
the remains of those who fall victim to such traps—when
such remains can be discovered or recovered at all—bear
impossible signs of decay or lack thereof: a traveler missing
for a single night might be discovered the next day as
nothing but a moldering skeleton wearing rotted and rusted
remnants of recognizable armor, while an explorer who
vanishes for several decades might be discovered, buried in
the earth and uncovered at the site of a newly dug foundation,
perfectly preserved as if he had perished but an hour before.
Regardless of the apparent passage of time, these bodies
invariably bear evidence of a painful death by torture and
agony—Mestama’s unmistakable signature left in a victim’s
dead flesh and bare bones.
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诺克提库拉Nocticula(PF2真的登神了)
« 回帖 #17 于: 2021-11-15, 周一 23:28:36 »
诺克提库拉 Nocticula
阴影女士
混乱邪恶 女性恶魔领主 神职为刺客,黑暗和情欲

教派
领域 混乱,魅惑,邪恶,黑暗
子域 恶魔,失却,色欲,黑夜
偏好武器 手弩
邪徽 包裹着荆棘的七角尖冠
神殿 妓院,地牢,优美的庄园,隐秘的教堂
信徒,刺客,卓尔精灵,半恶魔,被放逐者,娼妇,使用阴影力量的生物
爪牙 蝙蝠,食肉植物,被操控心灵的类人生物,自绝魔(Demon, Seraptis)影魔,幽影,魅魔
仪典 服下一株迷幻植物或真菌,肆意放纵肉欲(无论独自还是和其他人)此期间至少流出一品脱的血液。你在对抗目盲和魅惑效果的豁免获得+4亵渎加值。

传音者神恩
第一神恩 魅魔之吻Kiss of the Succubus(SP)欲火焚身3次/天,侦测思想2次/天或吸血鬼之触1次/天
第二神恩 媚骨妖躯Tempting Flesh(SU)你可以将身体塑造得更为妖娆。每天一次,你可以以标准动作使用通用怪物能力的改变外形,变成任何小型火中型的类人生物。你的外表变得更为妖娆性感,并长出角,尖尾巴和小翅膀。同时你获得提夫林的黑暗视觉和炼狱抗性种族特性,以及卷尾和残翼这两个种族替换特性(ARG169)如果你本身就是提夫林,你不会获得以上种族特性但魅力获得+2加值。任何情况下你在进行欺骗和说话时唬骗检定获得+4加值。
第三神恩 致命爱抚Deadly Caress(SU)你的情爱和交合与魅魔一般可取人性命。你与另一个生物进行亲密接触(如亲吻)会给予对方一个负向等级。不情愿的生物则必须被你擒抱后才能使用。这种亲密接触还会附带暗示术效果,迫使对方接受其他亲密的行为。暗示术和消除负向等级的DC=10+1/2HD+魅力调整值。该能力每天只能使用一次,但若对方已被该效果影响,你可以对其任意使用此能力。

颂教者神恩
第一神恩 女士之媚The Lady’s Charms(SP)魅惑人类3次/天,黑暗术2次/天或暗示术1次/天
第二神恩 瞬间失明Instant Blindness(SP)每天3次,你可以以类法术能力瞬发目盲/耳聋术。
第三神恩 支配奴役Dominate Thrall(SP)每天1次,你你可以以类法术能力施放支配怪物。你每次只能支配一个生物,但该效果是永久,直到你支配一个新的目标前一个目标的支配才会被解除,且震慑1d4轮。

卫道者神恩
第一神恩 无形刺客Murder Walks Unseen(SP)渐隐术3次/天,隐形术2次/天或暮光之刃1次/天
第二神恩 在你身后Right behind You(EX)你获得偷袭+2d6;可与其他来源的偷袭叠加。你对知道你且视你为盟友的生物偷袭时,偷袭骰增强为d10,这适用于你获得的所有偷袭骰。
第三神恩 死非妄言Death Is But a Word(SP)你对诺克提库拉的热爱终会获得回报,她在你耳边

原初魅魔既动人又致命。诺克提库拉喜欢将一头青丝盘成复杂的风格。她的眼睛没有瞳孔,手指是锋利的爪子,腿的末端是流动着铁浆的石蹄。蝙蝠般的翅膀上布有发光的符文,三条尾巴的满是锐利的倒钩,这就是这位恶魔的外貌。不过在毫无防备的人会呈现出动人女子或英俊男子的姿态,以引诱他们步入魔掌。
即使是其他恶魔领主也难以无视她致命的诱惑,被她勾引后暗杀的恶魔领主不计其数。她最大的胜利果实便是影魔领主Vyriavaxus,并籍此获取了影魔们不情愿的效忠。其他较为著名的还有和她竞争魅魔女王的恶魔领主,包括Marah(曾是执掌耻辱与绯闻的半神)Alinythia(执掌鹰身女妖、音乐与诱惑的恶魔领主,也是她杀死的最强大的恶魔领主)当然第一个被她杀死的乃是执掌宝石,监狱与奴役的半神Nahyndri。他在试图奴役诺克提库拉时被她反杀—这也让她发现自己有能力谋害其他恶魔领主。自那以后诺克提库拉便越来越渴望杀死敌人。在杀死敌人后,她内心的本性会阻挠她做其他恶魔领主会做的事情—本能地去容纳死者的精髓然后陷入沉眠,她将死者的能量与躯体凝聚成了她的国度午夜群岛。
这层深渊位面由数十座岛屿组成,位于一片漆黑的汪洋之上。在永夜的天空中悬挂着诡异的星辰与可怖的月亮。午夜群岛详述见P154-156。
其他恶魔领主对诺克提库拉既迷恋又畏惧。直到最近她与其兄弟与爱人索克斯贝诺Socothbenoth还保持着相对亲密的关系,但随着诺克提库拉不断变强,索克斯贝诺的嫉妒之火也愈演愈烈。他在一次刺杀中失败后,被耻辱且遍体鳞伤地丢弃在其领地塞勒米克大教堂,四周散落着他最爱的魔法长棍的碎片。自此两人便形同陌路,因为她知道蔑视与拒绝承认他的怒火智慧让索克斯贝诺进一步被激怒。索克斯贝诺十分害怕会成为诺克提库拉下一个目标。但对诺克提库拉而言,比起多打造一座岛屿,一个受尽屈辱且活着的索克斯贝诺更能让她愉悦,所以她还并不打算除掉自己狡诈的兄弟。
诺克提库拉是深受卓尔精灵欢迎的恶魔之一,不过在盖布、卡塔佩什、奈克斯和河域诸国的一些地方也深受推崇。最近拉玛什图教会注意到她不断增强的力量,对她信徒的敌意日益剧增,不少人揣测她会成为第二个成神的恶魔。诺克提库拉总是仔细谨慎地挑选目标和晋升之路,期间并未对拉玛什图造成直接的威胁,所以也有不少人认为她们早已达成了某种协议—拉玛什图正是借她的手除去她讨厌的恶魔领主。当然许多诺克提库拉将此视作毫无根据的笑话,因为诺克提库拉也并未对拉玛什图最大的敌人帕祖祖做出攻击或威胁姿态。诺克提库拉的信徒将他们的异端邪信编著成教典,形成了松散的救赎女王教派。他们宣扬诺克提库拉在以谋害其他恶魔领主谋取救赎,为登上艺术家、流浪者与午夜女神宝座而努力。尽管该教派备受争议(尤其是将诺克提库拉视作刺客,阴暗与欲望的恶魔领主崇拜的信徒)但这些牧师依旧在神力的支持下发展壮大。这表明他们不是一班胡言乱语的伪信徒,而且诺克提库拉的确很有可能是新一位登临神明宝座的恶魔领主。
恶魔领主时的数据http://www.goddessfantasy.net/bbs/index.php?topic=117882.0

劇透 -   :
NOCTICULA
OUR LADY IN SHADOW
CE female demon lord of assassins, darkness, and lust
CULT
Domains Chaos, Charm, Darkness, Evil
Subdomains Demons, Loss, Lust, Night
Favored Weapon hand crossbow
Unholy Symbol seven-pointed crown wrapped with thorny
vines
Temples brothels, dungeons, elegant manors, hidden cathedrals
Worshipers assassins, drow, half-demons, outcasts, prostitutes,
shadow-using creatures
Minions bats, carnivorous plants, mind-controlled humanoids,
seraptis demons B5 , shadow demons, shadows, succubi
Obedience Ingest a dose of psychedelic plants or fungi and
engage in any number of sexual acts (either alone or with
others), during which at least a pint of blood must be shed.
Gain a +4 profane bonus on saves against blindness and
charm effects.
EVANGELIST BOONS
1: Kiss of the Succubus (Sp) unnatural lust UM 3/day, detect
thoughts 2/day, or vampiric touch 1/day
2: Tempting Flesh (Su) You can shape your flesh into seductive
forms. You gain the change shape universal monster ability,
usable once per day as a standard action, allowing you to
take the shape of any Small or Medium humanoid. Your
natural form becomes beautiful and sexually appealing,
and you gain horns, a pointed tail, and small wings. While
in your natural form, you gain a tiefling’s darkvision and
fiendish resistance racial traits as well as the prehensile tail
and vestigial wings alternate racial traits (Pathfinder RPG
Advanced Race Guide 169). If you’re already a tiefling, you
gain a +2 bonus to Charisma instead of these additional
tiefling traits. In any form, you gain a +4 bonus on Bluff
checks to deceive or lie.
3: Deadly Caress (Su) Like with a succubus, romantic or sexual
contact with you can be deadly. When you engage in an
act of passion (such as a kiss) with another creature, you
bestow one negative level upon that creature. You must
grapple an unwilling creature to use this ability on them.
Such an act of passion also has the effect of a suggestion
spell asking the victim to accept another act of passion.
The DC of this suggestion, as well as the DC to remove any
negative levels bestowed this way, is equal to 10 + half
your Hit Dice + your Charisma modifier. You can initially
activate this ability only once per day, but once you do so to
target a specific creature, you can affect that creature with
this ability at will.
EXALTED BOONS
1: The Lady’s Charms (Sp) charm person 3/day, darkness
2/day, or suggestion 1/day
2: Instant Blindness (Sp) Three times per day, you can cast
quickened blindness/deafness as a spell-like ability.
3: Dominate Thrall (Sp) Once per day, you can cast dominate
monster as a spell-like ability. You can have only one
creature dominated at a time via this effect, but the effects
are permanent until you dominate a new target, at which
point the previous target is released from domination but is
stunned for 1d4 rounds.
SENTINEL BOONS
1: Murder Walks Unseen (Sp) vanish APG 3/day, invisibility 2/day,
or twilight knife APG 1/day
2: Right behind You (Ex) You gain sneak attack +2d6; this
stacks with sneak attack dice from other sources. Whenever
you make a sneak attack against a creature that is aware of
your presence and considers you an ally, your sneak attack
dice are increased to d10s; this applies to both sneak attack
dice gained through this boon and those from other sources.
3: Death Is But a Word (Sp) Your devotion to Nocticula is
rewarded with a single whisper from her lips to your ear
alone, revealing one of the countless words Our Lady in
Shadow knows to cause death. Each of her worshipers receives
a unique word. When you learn it, you can use the word to
cast power word kill as a spell-like ability once per day.
The first succubus is a beautiful but deadly creature. Lady
Nocticula is fond of wearing her dark hair in complex
styles. Her eyes are devoid of pupils, her fingers are tipped
with talons, and her legs end in stony hooves that weep
molten iron. Bat-like wings covered with glowing runes
and three tails ending in stingers complete her demonic
appearance. Yet, she typically appears to unsuspecting folk as
a particularly beautiful woman or handsome man in order to
lure them into her clutches.
Even demon lords aren’t safe from her deadly temptations;
the number of demon lords she’s seduced and then
assassinated is impressive. Among her greatest triumphs was
Vyriavaxus, the demon lord of shadows, from whom she won
the grudging loyalty of the shadow demons. Other notable
victims include several of her prior competitors for the
position of Queen of the Succubi, including Marah (once a
demigoddess of shame and scandal) and Alinythia (a demon
lord of harpies, music, and seduction, and the most powerful
demon lord she’s slain). Her first such victim, Nahyndri, was
a demigod of gems, prisons, and slavery; it was his attempt to
enslave Nocticula that resulted in his death at her hands—an
event that opened her eyes to the startling fact that she had
the power to murder her demonic brothers and sisters. From
that first death, Nocticula’s lust for slaying rivals has only
grown. When they die at her hands, something in her nature
disrupts what usually happens to dead demon lords—rather
than their essence merging with the quintessence of the Rift
of Repose, her victims’ energy and lives form islands in her
realm of the Midnight Isles.
This Abyssal realm consists of dozens of islands on an
immense sea of still, black water. The sky is always dark, with
strange stars and a disturbingly large moon in the sky above.
The Midnight Isles are detailed further on pages 154–156.
The other demon lords treat Nocticula with a mixture
of obsession and fear. Until recently, she and her brother
Socothbenoth maintained a relatively friendly relationship—
at times as lovers—but as Nocticula’s power has grown, so
has Socothbenoth’s jealousy. After he betrayed her in a failed
assassination attempt, she left him humiliated and broken
on the steps before the Cathedral Thelemic, his Abyssal
domain, surrounded by the shattered fragments of his once-
powerful quarterstaff. Since that time, Nocticula has taken
pains to ignore Socothbenoth, knowing that her disdain
for his actions and refusal to acknowledge his rage only
further infuriate him. It may be but a matter of time before
Socothbenoth becomes her latest victim—a fate that the
Silken Sin fears more than anything else. But to Nocticula,
a humiliated but living Socothbenoth serves her needs
better than another island in her chain, and so for now, she
suffers her treacherous brother to live.
Nocticula is one of the most popular demons
among the drow, but she is also revered in places
of decadence such as Geb, Katapesh, Nex, and
certain parts of the River Kingdoms. Recently,
Lamashtu’s cult has taken notice of Nocticula’s
rising power and has increased its level of
hostility against her worshipers, causing
some to believe that Nocticula may be
close to becoming the second demon to
ascend to divinity. Nocticula has been
careful and canny in selecting her
victims and plotting her rise to power,
never directly threatening Lamashtu
herself, and many believe the demon
lord has in fact struck some form of
bargain with the Demon Queen—
that she serves as Lamashtu’s
personal assassin in cleansing
the Abyss of undesirable demon
lords. A growing contingent of
Nocticula’s worshipers deride this
theory as foolish prattle, pointing
out (rightly so) that Pazuzu, Lamashtu’s
greatest enemy, has never been so much
as threatened by Nocticula, much less
attacked. Many of these faithful have codified
their heretical beliefs, forming the loosely
organized Cult of the Redeemer Queen. This cult
of heretics preaches that Nocticula is working toward
her own redemption, slaying demon lords in a bid
to ascend to true divinity as a goddess of artists,
outcasts, and the glories of midnight. Though the
Cult of the Redeemer Queen’s claims are open to dispute
(particularly for those who worship Nocticula in her more
traditional role as a demon lord of assassins, darkness, and
lust), the cult’s clerics not only continue to gain divine support
from their goddess but also seem to be thriving. Their good
fortune suggests there may be more than blind faith at work,
and that Nocticula is indeed on the verge of being the next
demon lord to attain full divinity.
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怒加Nurgal
« 回帖 #18 于: 2021-11-15, 周一 23:28:48 »
http://www.goddessfantasy.net/bbs/index.php?topic=134021.0

补充:
并非所有崇拜太阳之人都心怀喜悦与仁慈。信仰耀目天灾之人的内心总是充盈着恐惧与敬畏,并且他们会把太阳顶礼膜拜这视为蠢货。怒加象征着的是太阳的毁灭之力,而他的信徒会毫无惧色地行走在白昼之中。怒加的下半身是黄金狮子的后腿与龙尾。他长着一个狮头,其双目与口中可以射出刺目的光芒以毁灭敌人的肉体及灵魂的视线。他赤裸的精壮肉体是古铜色,一把轻型硬头锤永不离手,而硬头锤的顶端则像是一个被四只手指握住的微型太阳。这把硬头锤可以造成可怕的伤害,灼烧敌人的肉体,蒸发敌人的水分,死于其之下的生命会立刻转化为被太阳烧焦的亡灵奴隶(sun-blackened undead slave 不太确定是不是什么模板)。
在曾经的阿兹兰特,怒加的信仰十分广泛,在被挖掘出的阿兹兰特遗迹中能看到的大量雄狮血口中的太阳浮雕和雄狮外表的怪物雕刻足以证明这一点。在彼时怒加还不是一位恶魔领主,也是一位信徒众多的神祗,而他的军国主义信仰在那古老帝国之中占有举足轻重的地位。怒加的教派被帝国畏惧,尤其是需要经历漫长且干燥的夏季与干旱的南方。同时他与死对头,月亮与战争女神阿嘉芙娜Acavna的斗争也充满传奇色彩。怒加象征的是战争中无尽的残酷,而阿嘉芙娜代表的则是防御战术。世人认为这两位神祇是互相制衡的存在,正如每个硬币都有着正反面,光明与黑暗相互依存一般。但这种想法在Eversiege of Aucharan中被打破了,那时阿嘉芙娜的军团前往支援被怒加的军队扔进了大漩涡的爱塔要塞。随着冲突的升级,阿嘉芙娜保护这座要塞与怒加企图毁灭此地的原因早已被人忘却(即使是有,两位神祗原本的计划也被防守与战斗的渴望所遮蔽)在战斗的高潮时,阿嘉芙娜与怒加甚至降临在要塞之上亲身战斗。而要塞则早已在战斗中化为了废墟,那些碎片与其中的居民也一同被大漩涡吞噬。但这是阿嘉芙娜最著名的胜利之一,因为她在激烈的战斗中用剑将怒加劈为两半。落败的神祗哀嚎着,那化为两边的身躯则坠入了大漩涡的边缘,也是在这时他再也不是阿兹兰特的神明中的一员。其中较小的一半坠入了地狱化为了炼狱公爵尼格Nergal,较大的一半则保留着怒加这个名头,化作了深渊中的一名恶魔领主。
而今怒加的信仰早已不能与阿兹兰特之时相提并论,只有都是沙漠的加伦德北部、卡蒂亚和宁沙巴的废墟之中依稀存在。在被分裂了数千年时光之中,化为恶魔领主的祂建立了名为库坦Kuthan的深渊国度,这是一个被巨大红日照耀着的广阔之地,布满了沙漠与干旱的草原。而顶上的那轮红日永恒居于正午的位置,恒古不变。
有传闻说怒加与一些恶魔领主沾亲带故,尤其是索克斯贝诺Socothbenoth(他深信自己是怒加的半个兄长)但鉴于其真正的起源,这些传闻并不可靠。但而今深渊之中的怒加早已今非昔比,尤其是在受到深渊本质的混乱影响后,原本明晰的血脉与血源也可能变得混浊与不稳定。

劇透 -   :
Not all who worship the sun do so with joy and kindness in
their hearts. Those who venerate the Shining Scourge do so
out of fear or awe, and they view those who revere the sun
out of admiration or adoration as fools. Nurgal embodies the
destructive aspects of the sun, and his minions walk without
fear in the full light of day. His lower body is that of a golden
lion with a draconic tail. Nurgal’s head is that of a lion as
well, and he can use the blinding light that spews from his
eyes and mouth to blind his enemies both physically and
spiritually. His torso is deeply tanned and masculine, and
he is rarely seen without a heavy mace, the head of which
appears to be a miniature sun held in one four-fingered,
taloned hand. This mace can deal horrific damage, scorching
flesh and drawing moisture from the body so that those slain
by the weapon instantly rise as sun-blackened undead slaves
of the Shining Scourge.
Nurgal’s faith was quite strong in ancient Azlant, and more
than a few Azlanti ruins bear evidence of this connection
in carvings depicting a fanged mouth around a sun or the
presence of lionlike monsters. Yet in that era, Nurgal was
more than a mere demon lord—he was a full-fledged deity
whose militaristic cult held significant positions of power
throughout the continent of that ancient empire. The cult of
Nurgal was feared throughout that land, but particularly in
its southern reaches during long, dry summers and in arid
locales. His clashes with his ultimate nemesis, the moon
goddess Acavna, were legendary. With Nurgal epitomizing
the senseless brutality of warfare and Acavna personifying
the necessity of defensive tactics against such onslaughts,
one could not be faulted for assuming the two deities were
equally balanced, one existing so the other could exist—much
as how every coin has two faces, or in the way that darkness
cannot exist without light. This assumption was shattered
during the Eversiege of Aucharan, wherein Acavna’s legions
came to protect a besieged fortress of azatas that had been
cast adrift into the Maelstrom by Nurgal’s armies. As the siege
escalated, the reasons for Acavna’s defense of the fortress and
for Nurgal’s overwhelming desire to destroy it were lost (if,
indeed, either deity had a purpose other than the drive to
defend and the urge to fight), but the height of the conflict
saw Acavna and Nurgal themselves battling atop the fortress.
While the fortification itself was lost, crumbled to ruin and
fragments that were swallowed up (along with its hapless
inhabitants) by the Maelstrom, the battle was one of Acavna’s
greatest victories, for at its climax she cut Nurgal in twain
with her sword. The defeated deity howled as his unevenly
bisected body tumbled into the gulf of the Maelstrom, his
position of power among Azlant’s gods forever destroyed.
The lesser of his halves plummeted into Hell and became
the infernal duke Nergal (see page 118), while the greater half,
which retained the name Nurgal in its original spelling, fell
into the Abyss and became a demon lord.
Today, worship of Nurgal has waned significantly from
its zenith in Azlant and is largely limited to the deserts of
northern Garund, Qadira, and ruined Ninshabur. Over the
thousands of years since Nurgal was split, his greater half
has built an Abyssal realm called Kuthan, an expansive
region of alternating desert and dry savannas under a vast
red sun that never moves from its noontime position in the
sky. Narrow gorges hundreds of miles long connect Kuthan
to its neighboring realm, the Sea of Whispering Sands,
where Nurgal’s lover, Areshkagal, once ruled before she was
banished to the Blood Clefts by her sister.
Rumors of Nurgal being related to other demon lords,
particularly Socothbenoth (whom some believe to be his
half brother) do not hold up to scrutiny, given Nurgal’s
true history, but the Nurgal of the Abyss today is very
much a different entity than he was before—and the
laws of lineage and bloodline may well become muddied
or entirely unreliable when the raw chaos of the Abyss
becomes involved.
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煞克斯/沙克斯Shax
« 回帖 #19 于: 2021-11-15, 周一 23:29:25 »
煞克斯/沙克斯Shax
鲜血侯爵THE BLOOD MARQUIS
混乱邪恶 男性恶魔领主 神职为嫉妒,谎言,极度的暴行和施虐的谋杀
教条

领域 混乱,毁灭,邪恶,高贵
子域 邪魔,领导,殉难,狂暴
偏好武器 匕首
邪徽 浮在血泊上的白色鸟羽
神殿 曲折的巷子,庄园里的密室,隐秘的牢房
信徒 巴布魔,锁喉怪,德洛人,卓尔精灵,邪恶贵族,连环杀手,拷问官
爪牙 半炼狱动物(尤其是鸟,狗,大猫和老鼠)影魔
仪典 对一个死亡时间在24小时内的生物进行解剖,但是你必须使用你的双手且不能用任何工具。你对会照成流血伤害的效果和虚假幻觉的豁免获得+4亵渎加值。

传音者神恩
第一神恩 骗子之秘Liar’s Arcana(SP)腹语术3次/天,误导术 2次/天或花言巧语1次/天
第二神恩 此地无我I Was Never Here (Sp)你可以瞬间从谋杀现场或摸消在某人脑海中的印象。每日一次可以以直觉动作或在进行先攻检定时施展隐身术。如果你是在先攻检定时使用该能力,你可以指定30尺范围内的一个生物,消除其脑海内关于你在这片区域内的所有记忆。
第三神恩 阴暗栖息Charnel Retreat(Sp)鲜血侯爵将他的深渊位面的角落分享给你暂用。每天3次,你可以打开一个通往此处的传送门。这视为法师豪宅,只是出于深渊的一个角落(拥有所有位面特性)你打开的传送门可以被任何人看见并使用。在你离开时这片区域依旧纯在,每天都会以魔法补充新的食物和奴仆。不过对于侵入者而言这里是凶险之地,这里一直出于铜墙铁壁的效果影响之下,而且每日这个效果每日都会刷新。而这里的食物都被加入了夺魂黑粉,而奴仆则可以视为灵能盟友(同时只能操纵一个)但你和你指定的生物不会受到上述效果的影响。

颂教者神恩
第一神恩 杀手奇技Killer’s Finesse(SP)克敌机先3次/天,隐形术2次/天或锐锋术1次/天
第二神恩 血液精髓ife in Blood (Su)你的血管被切开时,你会沉浸在伤痛的荣光,为你与你的亵渎信仰的贴近而兴奋。这种伤口不会伤害你,反而会使你更加精神。你受到的流血效果将会转化为快速医疗,比如你受到流血5的时候,你不会受到伤害而是获得快速医疗5.该能力会在你每天第一次受到流血效果时自动激活,持续到你被完全治愈为止,在那之后的24小时内该能力不会在此生效。若在此能力生效期间你收到多个流血效果影响,你只会获得等同最强的流血效果数值相等的快速医疗。
第三神恩 杀手之怒Murderer’s Wrath (Ex)你的训练与信仰磨练了你使用刀、斧和其他切割器械的放血技巧。若你没有偷袭能力,你将获得+5d6偷袭。在你使用挥砍武器造成偷袭伤害时,每个偷袭伤害偷额外造成2点伤害。

卫道者神恩
第一神恩 屠夫天赋Gifts of Slaughter(SP)神恩3次/天,痛苦刑具2次/天或加速术1次/天
第二神恩 邪秽屠宰Unholy Butcher (Su)沙克斯赐予了你天赋以传播死亡与谋杀。你可以以一个迅捷动作给你的天生武器或挥舞的人造武器注入反噬能力,持续1轮。在这轮中每当你受到1d6伤害(无论是因反噬还是其他原因)在直到你下一轮开始行动前,你的AC和豁免会获得相当于所受伤害的数值的亵渎加值。如果你在一回合使用多次反噬武器,该加值不会叠加只会取最高值。你每天可以使用的轮数等同于HD,但这些轮数不需要连续。
第三神恩 Bloodbath (Su) 匕首在你手中犹如画笔,每一次攻击都可以雕刻出精美的血肉佳作。在你使用匕首对生物造成伤害时,可以造成等同魅力调整值的流血伤害,这可以与其他能力造成的流血伤害叠加。在你15尺范围内的生物有被你击伤而受到流血伤害时,其血液会回流入你的伤口,恢复等同流血伤害的HP。

生性残虐的沙克斯沉溺于折磨与谋杀之中,祂尤其喜欢受害者带着活下去的希望时死亡的那个瞬间。在沙克斯堕落的思想之中,如果谋杀的耗时无法延长那也无必要进行谋杀。耗费数小时的虐杀是不错,但如果你能让受害者苟延残喘数日甚至数周那便更好。当然若在这段时间里你能不断赐予他们逃脱的契机与希望,再一次次将其粉碎,最终再终结其生命那便属上佳了。沙克斯尤其喜爱在受害者看到他打算使用的沾满血腥的刑具与装置后,将其眼球摘出并吞下。
沙克斯总以长有鸟爪与翅膀的鸟头人身形象出现,身边总是带着大量的锐刃和可怕的武器。伤口在沙克斯面前会大量出血,在沙克斯的命令下形成一个深红的血池,使人目不能视甚至溺亡,甚至可以变成长刺的触须攻击附近的敌人,这使得与这位恶魔领主的战斗更为惨烈。而不断新增的流血伤口又会使得战斗更为可怕,血腥和混乱。
沙克斯的信徒都是暗中的孤独杀人犯或者虐待狂—当然他们表面还是保持着良好市民的身份,这些凶狠的信徒都喜欢在危险街区的小巷,庄园里隐秘的审讯室和充满陷阱的地牢里奉上自己的献祭。这些亵渎之地大多都被炼狱生物,影魔或能短时间造成大量出血的怪物看守,在此巴布魔(Demon, Babau)十分常见,因为沙克斯是在远古时期培养出第一批巴布魔的存在。这些恶魔可以进阶为“沙克斯之子”,他们大多都效力于祂的强大邪教组织。
沙克斯的领地被称为藏尸阴宅Charnelhome,这是一个相当于城市大小的房子,坐落于一个略微倾斜的悬崖之上,周围是长满带有尖刺的吸血植物的沼泽。藏尸阴宅每个房间都有一个独具特色的死亡陷阱或者可怕的守护者。沙克斯更喜欢将受害
者丢进庄园的一个角落,然后观察他们逃跑的动向,有时还会冒充帮助他的同伴以在最近的距离切身体验受害者的绝望与恐惧。
除了沙克斯的信徒,那些连续杀人犯之间有一种令人不安的新生信仰正在崛起,某种奇特的东西驱使着,影响着他们,迫使他们追求某种特定的谋杀方式。虽然沙克斯的信徒将此归结于鲜血侯爵,但其他杀手信徒—比如信奉诺格巴的锯皮祖父Skinsaw Man、半神刺客阿卡艾克克Achaekek、新晋的恶魔领主夜幕开膛手Nightripper又或是嗜虐成性的邪魔先驱daemon harbinger Ajids的信徒之中,也存在类似的情况,不过他们都将这种蛊惑归结于各自信奉存在。
研究宗教学的学者们则有着不同的看法,诸多半神和神祗应当不会使用同一种方法来诱使他们的信徒,这可能是受到某种更高存在的影响—这甚至可以反过来影响神祗和半神的行为和习惯。学者们将此冠名为pattern(模式?型模?)并将受此蛊惑之人成为“pattern killers”。而在这一点上沙克斯和其信徒与其他信仰死亡的宗教不一样,沙克斯一直致力于教导其信徒谋杀之道,那边意味着可能真的有一种超越其之上的力量驱使凡人和超凡者参与谋杀之事。若真的如此,那pattern的起源便真的是令人不安的谜了。

劇透 -   :
THE BLOOD MARQUIS
CE male demon lord of envy, lies, and particularly violent or
sadistic murders
CULT
Domains Chaos, Destruction, Evil, Nobility
Subdomains Demon, Leadership, Martyr, Rage
Favored Weapon dagger
Unholy Symbol white bird feather floating on a pool of blood Temples crooked alleyways, hidden rooms in grand estates,
secret dungeons
Worshipers babaus, chokers, derros, drow, evil nobles, serial
killers, torturers
Minions fiendish animals (particularly birds, dogs, great cats,
and rats), shadow demons
Obedience Perform an autopsy on a creature killed within
the last 24 hours, using your bare hands instead of tools as much as possible. Gain a +4 profane bonus on saving throws against figments and effects that cause bleed damage.
EVANGELIST BOONS
1: Liar’s Arcana (Sp) ventriloquism 3/day, misdirection 2/day,
or glibness 1/day
2: I Was Never Here (Sp) You can disappear from the scene of
a murder at a moment’s notice or vanish before a soon-to-be victim knows of your presence. You can use invisibility once per day as an immediate action or as part of an initiative check. If you use this ability as part of an initiative check, you can target a single creature within 30 feet with the effects
of modify memory but only to remove memories of your presence in the area.
3: Charnel Retreat (Sp) The Blood Marquis grants you a tiny corner of his domain of Charnelhome to use for your own pleasures. Three times per day, you can create a portal to this place. This acts as mage’s magnificent mansion, except the mansion exists as part of the Abyss (all planar traits apply) and the portal can be seen and used by anyone. This realm continues to exist when not in use, although foodstuffs and servants are magically replenished each day. In addition, the realm is lethal to invaders. The entire mansion is under the effects of a guards and wards spell, which refreshes each
day. Any food conjured by the mansion is poisoned with
dark reaver powder, and the unseen servants can become spiritual alliesAPG (although only one can do so at a time).
You and creatures designated by you are unaffected by these hazardous effects.
EXALTED BOONS
1: Killer’s Finesse (Sp) true strike 3/day, invisibility 2/day, or
keen edge 1/day
2: Life in Blood (Su) When your veins are opened, you revel
in the glorious pain and exalt in the knowledge that you are closer to your unholy patron. Such wounds do not imperil
your life but instead invigorate you. You treat bleed effects as fast healing. For example, if you suffer an effect that causes bleed 5, you take no damage from the effect and instead
gain fast healing 5. This ability activates automatically the
first time each day you suffer a bleed effect, and it continues until you are fully healed. After that point, the ability ceases
to function and does not work for 24 hours, during which
time bleed effects affect you normally. If you are affected by multiple bleed effects during the time in which this ability
is active, you always gain fast healing equal to the most powerful bleed effect.
3: Murderer’s Wrath (Ex) Your training and worship has honed your bloodletting skill with knives, axes, and other cutting
implements. If you don’t already have the sneak attack
ability, you gain sneak attack +5d6. Whenever you deal sneak attack damage with a slashing weapon, you deal 2 additional points of damage per sneak attack die.
SENTINEL BOONS
1: Gifts of Slaughter (Sp) divine favor 3/day, instrument of
agonyUC 2/day, or haste 1/day
2: Unholy Butcher (Su) Shax grants you a blessing when
you use your gifts to spread death and murder. As a swift action, you can imbue a natural weapon you have or a manufactured weapon you wield with the vicious special ability for 1 round. During this round, whenever you take the 1d6 points of damage from using a vicious weapon (whether it’s one you created with this ability or otherwise), you gain
a profane bonus to Armor Class and saving throws equal to the amount of damage taken until the start of your turn in
the next round. This bonus does not stack with itself if you use a vicious weapon multiple times in a round, but a higher roll can increase the bonus gained. You can use this ability a number of rounds per day equal to your Hit Dice, but these rounds need not be consecutive.
3: Bloodbath (Su) You wield daggers like paintbrushes, crafting an exquisite masterpiece of blood and gore with every surgical stroke. Whenever you use a dagger to deal damage
to a creature, you also deal bleed damage equal to your Charisma modifier. This bleed damage stacks with bleed damage you have from other abilities. Whenever a creature within 15 feet of you takes bleed damage from a wound you inflict, the blood flows to you and into your wounds, healing you for an number of hit points equal to the bleed damage taken this way.
Cruel and sadistic, Shax revels in the acts of torture and murder, especially if the victim retains hope of survival up to the very instant of death. The act of murder, in Shax’s debased mind, is hardly worth performing if the process can’t be stretched out. Slayings that take hours to finish are fine, but when you can keep victims alive for days or even weeks, constantly allowing them to clutch at near escapes or moments of hope only to snatch them away and ultimately ending their lives, the murders are so much more rewarding. Shax is particularly fond of eating the eyes of his living victims, but not until he is certain they have seen the filthy tools and bloodstained devices he intends to use upon
their bodies.
Shax appears as a humanoid man with a bird’s head,
wings, and legs, carrying an immense collection of knives and other gruesome weaponry on his body. Wounds have a way of bleeding profusely in Shax’s presence,
and Shax can command blood to blind or even choke those whose bodies it flows from, to spread out in a crimson pool to make reaching a bleeding victim difficult, or even to lash out with stinging tendrils at
those nearby, which makes combat with the demon lord a grisly, gory mess. Bleeding wounds bolster Shax, making such encounters even more dangerous.
Shax’s cultists are typically lone murderers or sadists—killers who lead double lives as upstanding
citizens of society and slaughter in secret. To these murderous followers, narrow alleyways in dangerous neighborhoods, hidden torture chambers in grand
estates, and dungeons filled with death traps make for ideal locations to worship the Blood Marquis. These profane sites are often guarded by fiendish animals, shadow
demons, or monsters capable of inflicting bleeding wounds, but babau demons are nearly ubiquitous, for Shax is the entity who helped cultivate and shape the first babaus into being so long ago. Enhanced versions of these demons, known as the Sons of Shax, can often be found serving his greatest cults.
Shax’s realm is the appropriately named Charnelhome, an immense house the size of a city perched atop a slightly slanted bluff surrounded by a vast bog of thorny, blood-drinking plants. Each of Charnelhome’s rooms contains a different insidious death trap or horrific guardian. Shax is fond of releasing victims into a wing of the vast manor so he can watch them try to escape, often posing as a fellow prisoner so he can experience the victim’s despair and fear on as intimate a level as possible.
One particularly disturbing belief that has been gaining momentum among not only Shax’s worshipers but also those who study the habits of repeat killers as a whole is the notion that something drives the mind-sets of these killers, influencing them and compelling them to pursue specific methods of murder that lapse into habits of grisly comfort. While worshipers of Shax attribute this influence to the Blood Marquis himself, other cults of killers—such as worshipers of Norgorber in his aspect of the Skinsaw Man and followers of the deific assassin Achaekek, the nascent demon lord Nightripper, and the sadistic daemon
harbinger Ajids—have similar beliefs and
look to their own diverse patrons as the
source of this murderous compulsion.
Secular scholars of such beliefs find it hard to believe that so many divergent demigods and deities might use these methods to compel their followers, and they
argue that there must exist an even greater influence— something that in turn can even influence the actions and habits of the gods and demigods themselves. These scholars have taken to calling
this mysterious influence the Pattern, giving the
name “pattern killers” to those who fall under
its compulsions. It is here that Shax and
his faithful differ from those of other
death cults, for Shax has long taught
those who pray to him that a force
beyond even himself drives mortals
and immortals alike to kill. If so,
the true source of the Pattern is, for
now, an unnerving mystery.
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