作者 主题: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)  (阅读 16294 次)

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #1 于: 2019-02-22, 周五 15:16:16 »
暴君魔爪玩家指南 Tyrant`s Grasp Player`s Guide


      在自己的地下监牢之中,默语暴君再次试图自己的魔爪伸向整个格拉里昂,他和他默语魔道的手下们都已摩拳擦掌,即将用奥术之力掀动整个天下。凭借着他所掌控的致命新魔法——破坏力之大世间前所未见——默语暴君重获自由似乎已是必然,而且其行动极其迅速, 就连终焉之墙的警惕守卫者们都未能察觉!阿维斯坦最后的希望或许来自一群最不可能的英雄:默语魔道的最新受害者!

引述: 边栏
主题:生存恐怖
暴君魔爪的大主题是生存恐怖。PC们会经常发现自己身处绝境、资源受限,这在最初的几册冒险中尤甚。随着暴君魔爪故事的展开,可怕的悲剧注定要发生;很多时候,你的目标并非阻止这些灾难,而是要从灾难中生还,并在随后展现出英勇与智谋。各种环境因素会迫使PC们比预期更快地离开罗斯拉之匣,因此那些准备好远赴终焉之墙各地和更远方的角色最为适合该冒险之路。

聚首 Coming Together
      暴君魔爪冒险之路的第一册冒险假定所有PC最初都在位于终焉之墙西南角,名为罗斯拉之匣(Roslar’s Coffer)的小镇中。小镇得名于欧文·罗斯拉(Ervin Roslar),一名闪耀远征中的的英雄。小镇建成以来已有800多年历史,尽管与贝尔克泽恩的兽人们接壤,它依然屹立不倒,甚至还与每年定期游居到附近的几个兽人氏族有和平贸易往来。由于罗斯拉之匣维护了当地的边境安全,还是警醒城所用亚麻的主要产地,因此终焉之墙十分重视该小镇,常年部署一小批骑士驻防于此。尽管生活充满挑战,罗斯拉之匣数百年来并没出过什么大事,直到更为暴烈的曲趾氏族(Twisted Nail)将其他不那么好战的兽人氏族驱离这片地区,并开始劫掠一些偏远的农场。这些攻击逐步升级,最终在4707 AR 演变为曲趾氏族对罗斯拉之匣的一场大袭击;在这场袭击中,小镇充满历史的建筑被烧毁,超过四分之一的人口失去了性命,而幸存的居民们也四散奔逃。约有半数生还者在一季之后归来重建家园,但却发现一只被称为红甲虫(red reaver)的可怕怪物已搬入了离小镇一里之外的塞恩蕾修道院,将那里当成自己的领地,迫使教会搬迁到新重建的小镇内。
      在罗斯拉之匣重建过程中,终焉之墙派遣了额外的骑士在边境地区巡逻。这些武者们数次击退了曲趾氏族新发动的袭击,屡屡受挫的后者最终选择将怨气转向贝尔克泽恩。骑士们也反复试图将红甲虫赶出其新巢穴,但没有一次成功。它继续劫掠着附近的农场并攻击过往的旅行者,而当地人很快便学会远离这片曾由教会打理的庭院和果园,寻求其他手段谋生计。去年,声望崇高的探索者协会的探员们调查了这座神殿,经历了一番惊险的战斗,最终干掉了这只害兽!塞恩蕾教会依然留在镇上办公,仅对怪物在10年间所造成的各种破坏进行了简单的调查统计。不过,这件大喜事依然让镇上年轻人兴奋不已,他们中许多人开始遐想自己也成为冒险者,乃至探索者的一员。
      除了塞恩蕾神殿以外,罗斯拉之冢( Roslar’s Tomb)也为罗斯拉之匣赢来一点点名气,它是位于小镇公墓处的一座规模可观的地下墓室,里面藏有来自闪耀远征时期数位英雄的躯壳(讽刺的是,罗斯拉本人并不在其中,传闻中他死亡后发生了某件丑闻)。艾奥梅黛和古拉姆的虔信者们偶尔会到此参拜,以表达对先烈们的敬意,而小镇上下也非常愿意提供食宿服务来赚新来者的一点小钱。得益于坐落在托伦戴尔河边(Tourondel River),来自终焉之墙和涅玛萨斯的一些远征军人,信使,朝圣者和商人也会来小镇做些买卖。
      玩家的角色可能是罗斯拉之匣的顽强居民,被终焉之墙派遣来守卫边界的军队成员,流离失所的塞恩蕾教会的一份子,造访墓室的朝圣者,在上司们离开后继续留下调查神殿的探索者,商人,或是来自警醒城的官员。最好有至少一名角色是本地人——要么终身居住于此,要么则是在后曲趾时期的重建过程中落户此地。那些并非直接来自罗斯拉之匣或终焉之墙的PC应当至少对默语暴君的遗产和默语魔道怀有强烈兴趣,并希望能将这些险恶势力对世界造成的危害降到最低。
      本指南包含终焉之墙的简短地理志,以便帮助玩家了解在这个自诩为对抗世间诸黑暗势力之堡垒的国度中会发生些什么。更多关于终焉之墙和闪耀远征的内容可见于PF战役设定:内海世界指南PF战役设定:格拉利昂的城市

剧透 -  原文:
    The frst adventure of the Tyrant’s Grasp Adventure Path assumes all the PCs begin in the small town of Roslar’s Coffer, in the southwestern corner of Lastwall. Named for Ervin Roslar, a hero of the Shining Crusade, the town has survived over 800 years despite sharing a frontier with the orcs of Belkzen, even trading peacefully with several tribes who seasonally wander nearby. Lastwall considers the town, which helps establish the local borders and grows much of the flax used in Vigil, important enough to maintain a small garrison of knights there. While its existence has been challenging, Roslar’s Coffer persisted largely without issue for centuries until the more violent Twisted Nail tribe pushed the less aggressive orc tribes out of the region and began launching raids against outlying farms. These attacks eventually escalated until the Twisted Nails assaulted Roslar’s Coffer itself in 4707 ar, burning its historic buildings, wiping out over a quarter of the population, and scattering the remaining residents. About half the survivors returned the next season to rebuild, only to discover a territorial creature called a red reaver had moved into the Sarenite monastery a mile outside of town, forcing the church to relocate into the newly rebuilt town itself.
    Lastwall deployed additional knights to patrol the border regions as Roslar’s Coffer rebuilt. These warriors turned back several new raids by the Twisted Nail, who eventually turned their frustrations inward toward Belkzen. None of the knights’ efforts managed to dislodge the red reaver from its new lair, however. It continued to plunder nearby farms and assault travelers, and locals quickly learned to simply avoid the grounds and orchards once managed by the church and otherwise went on with their lives. Agents of the prestigious Pathfnder Society arrived last year to investigate the temple, and afer a daring battle, fnally felled the beast! The church of Sarenrae has made only brief surveys of the damage caused by the monster in its 10-year stay, and they still operate from town. This sudden burst of excitement nonetheless inspired many of the town’s youth to spin fantasies about becoming adventurers and Pathfnders themselves.
    In addition to the Sarenite temple, Roslar’s Coffer enjoys minor fame for Roslar’s Tomb, a sizable crypt in the town cemetery that houses the earthly remains of several heroes from the Shining Crusade (although, ironically, not Roslar himself, afer rumors ofa scandal arose upon his death). Faithful of both Iomedae and Gorum occasionally visit on pilgrimage to pay their respects to these fallen heroes of the past, and the town is all too happy to provide accommodations in exchange for newcomers’ coin. Thanks to its location along the Tourondel River, the town also sees some trafc in the form of crusaders, messengers, pilgrims, and traders from both Lastwall and Nirmathas.
    Player characters might be stubborn residents of Roslar’s Coffer, members of the militia dispatched by Lastwall to guard the border, part of the displaced church of Sarenrae, pilgrims visiting the crypt, Pathfnders surveying the temple afer their superiors departed, traders, or ofcials from Vigil. Ideally at least one character is a local—either a lifelong resident or someone who settled in the area as part of the post–Twisted Nail reconstruction. Those PCs who do not hail directly from Roslar’s Coffer or Lastwall should at least have a strong interest in the legacy of the Whispering Tyrant and the Whispering Way and hope to minimize the damage these vile forces can inflict on the world. This guide includes a short gazetteer of Lastwall to help players know what to expect from the self-styled bastion against the dark forces of the world. Additional information on Lastwall and the Shining Crusade can be found in Pathfnder Campaign Setting: Inner Sea World Guide and Pathfnder Campaign Setting: Cities of Golarion.
« 上次编辑: 2019-02-22, 周五 15:50:49 由 朔风 »

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #2 于: 2019-02-22, 周五 15:16:38 »
角色提示 Character Tips

      暴君魔爪的总概念——默语魔道的复苏以及他们的新型大规模破坏性武器——可以引导出许多种不同的角色,但你该如何从中选择单一项人物概念,而哪些人物概念又最能贴合战役的挑战和气氛呢?尽管故事线涉及范围很广,但大多数挑战都针对个体直接袭来——默语魔道和塔-巴冯的其他手下会直接威胁到PC个人性命,而在揭露和阻止他们阴谋的过程中,PC们会深入古代遗迹、踏足摧残过后的各处地平,探索秘密堡垒,而能保护他们的除了勇气和坚固的盾牌以外别无他物。PC们必须依靠自己和同行的冒险者,而非军队或社会法律。以下建议并未涵盖每个适合该战役的潜在角色概念;只要你的想象力无限,对过去十年间PFRPG产品中出现过的各种选项也有足够熟悉度,那么就有无限的可能。更多关于暴君魔爪冒险之路建立玩家角色的讨论,请浏览Paizo·com的论坛,并与其他正在游玩该战役的玩家们分享你的疑问与经验。

剧透 -  原文:
    The overall concept of Tyrant’s Grasp—a resurgence of the Whispering Way and their new weapon of mass destruction— is one that likely appeals to a vast variety of characters, but how do you pick just one concept, and what will best ft with the campaign’s challenges and mood? Despite the large scope of the storyline, most of the challenges are personal and immediate— the Whispering Way and other minions of Tar-Baphon threaten the PCs directly and personally, and in uncovering and stopping their plot, the PCs will delve into ancient ruins, devastated landscapes, and secret strongholds with nothing to protect them beyond courage and a sturdy shield. The PCs will need to rely on themselves and their fellow adventurers rather than armies or the social order. The following suggestions do not cover every potential character concept appropriate for this campaign; many more possibilities exist, limited only by your imagination and familiarity with the various options presented over the past 10 years of Pathfnder Roleplaying Game products. For more discussions about characters in the Tyrant’s Grasp Adventure Path, visit the forums at paizo.com and share your questions and experiences with others who are playing through this campaign.

阵营 (Alignment)
      无论善恶或是完全追随个人动机,在塔-巴冯和死者军团的统治之下,几乎所有人都注定会失去相当多的自由与人生安全,因此暴君魔爪中玩家的阵营观并非一定要锁死在崇高道德或是民族精神上面,只要他们认可默语暴君和默语魔道必须被阻止即可。由于终焉之墙是一个被圣骑士统治的国度,因此守序善良以及其近邻守序中立和中立善良是最常见的阵营:该国的国民会尽其所能为教育、社区和国家等公益事业而奋斗,并有着能在关键时刻提供专业知识、保护和资源的强大国家性基础设施作为后盾。就连终焉之墙的恶党们也更守信誉,更倾向于守序邪恶而非其他混乱倾向的价值观。混乱阵营的角色并不会特别被人鄙视,但在国家边境区域井然有序的社会体系中他们很难找到自己合适的定位(译者注:终焉之墙的大小城镇基本都在边境)。此类人等大多在像罗斯拉之匣之流的边境社区或锐齿森林内的伐木营地中辗转漂泊,而许多人最终则移居到更南方的涅玛萨斯。和往常一样,在创造邪恶阵营角色前记得与你的GM谈谈,因为他们并非适合每个队伍。

剧透 -  原文:
    Almost everyone, whether good, evil, or purely self-motivated, stands to lose considerable freedom and safety under the rule of Tar-Baphon and legions of the dead, and so alignment isn’t necessarily limited by morality or ethos for Tyrant’s Grasp so long as characters can agree that the Whispering Tyrant and the Whispering Way must be stopped. As Lastwall is a nation ruled by paladins, lawful good and its immediate neighbors lawful neutral and neutral good are the most common alignments, with citizens expected to work toward the common good for their education, community and nation when they are able, and benefting from a strong support infrastructure that delivers expertise, protection, and resources where and when they are needed. Even Lastwall’s villains tend to adopt a code of honor, leaning more toward lawful evil than any chaotic outlook. Chaotic characters aren’t especially disdained, but they have a difcult time fnding a place in the wellordered societies of the border nation. Those who do exist drif toward border communities like Roslar’s Coffer or lumber camps in the Fangwood Forest, and many eventually migrate further south to Nirmathas. As always, talk to your Game Master before creating an evil character, as they are not appropriate for all groups.

变体和职业选项 (Archetypes And Class Options)
      暴君魔爪冒险之路中大部分涉及到与宁顽不化的邪恶之徒战斗,以及在面对不可阻挡的毁灭时求生。许多冒险中包含了一些困难的情节:不祥之事已经发生,玩家们必须尽全力做到事后的补救——抚慰生者,治疗上元。所有职业都适用于该冒险之路,但那些一定程度上依赖于社会基础设施,尤其是那些专注于城市冒险的职业与变体,可能会发现自己的技能难以派上用场。该冒险之路中还有相当多时间用于旅行,因此那些擅长导航,在路途中过活,或是拥有某些快速旅行能力的角色,也会大有用武之地。
      从终焉之墙的流行度来看,圣骑士、牧师和战斗祭司都是明显的选项,但使用此类角色的玩家需要有开明的思想,因为在该冒险之路的许多重要的进展时刻,玩家都需要为了造福世界,而与两大邪恶势力中更弱的一方联手。值得一提的是,就连圣骑士的行为准则也允许守序善良的角色为了更大的良善而与邪恶同伴合作,只要他们能遏制住同伴们的黑暗行径。
      其他与暴君魔爪相性良好的职业包括战士,游侠,盗贼和法师。德鲁伊——居住在附近的锐齿森林——同样是当地的常见职业,但德鲁伊玩家可能会觉得该战役中满地的荒芜地形对他们限制过大。由于不死生物敌人居多,吟游诗人(以及惑控系和幻术系的专精法师)的进攻魔法与歌曲可能仅能影响到较少的目标,但他们提振盟友抵御恐惧的能力同样值得称赞。枪手和其他需求特定种类装备的职业可能会因无处购物而犯难,尤其是在前几个冒险中。终焉之墙境内有几间艾奥梅黛的修道院,它们倡导借由武艺和完善肉体来获得启蒙,不过其更专注于阿维斯坦的战斗流派,而非天夏的。在基础职业中,骑将和审判者是终焉之墙最有代表性的职业,但就连召唤师和女巫也可以在此地平安度日,只要他们不将自己的技艺用于破坏或操控他人。该国的英雄行列中还包括拳师、猎人、调查员和杀手,以及唤魂师和灵媒:国土内遍地是自第一次闪耀远征就徘徊至今的不息之魂,而后两个职业则擅长处理这些精魂。屈于混乱的职业——尤其是野蛮人和歌者,也并非不存在,但在文化习俗极为重视道义与荣耀的终焉之墙相对少见。

下列是一些可能有用的变体(译者注:原文按变体首字母排序)
    ·战斗侦察兵游侠UC
    ·信仰先锋战斗祭司ACG
    ·弩手战士APG
    ·天诛之剑牧师UC
    ·无畏勇者骑将ACG
    ·传旨者杀手ACG
    ·圣战指挥官战斗祭司ACG
    ·神圣防卫者圣骑士APG
    ·天界骑士圣骑士UC
    ·教头拳师ACG
    ·祛魔师审判者UM
    ·墓园守卫杀手ACG
    ·树篱女巫UM
    ·阿尼萨恩特骑士(Knight of Arnisant)骑将 (PF玩家伴侣:护甲大师手册)
    ·武师武僧UC
    ·轮回僧APG
    ·方阵士兵战士APG
    ·着魔智者先知UM
    ·斥候盗贼APG
    ·御盾士拳师ACG
    ·圣银奏者吟游诗人OA
    ·散兵游侠APG
    ·洗礼之盾魔战士UC
    ·灵媒师调查员ACG
    ·旗手骑将UC
    ·陷阱师游侠UM
    ·亡灵制裁者圣骑士APG
    ·猎巫人审判者UC
除了这些选项外,PFRPG:神秘冒险还为骑将们提供了专注于摧毁不死威胁的尸衣骑士团(Order of the Shroud)。

剧透 -  原文:
    Most of the Tyrant’s Grasp Adventure Path involves battling unrepentant evil and surviving in the face of overwhelming destruction. Many adventures involve difcult scenarios where awful things have already transpired, and the PCs must do what good they can in the afermath—comforting survivors and healing victims. All character classes are suitable for this Adventure Path, but those who rely on a certain degree of stable infrastructure, especially urban-focused classes and archetypes, may have a harder time fnding useful applications for their skills. This Adventure Path also requires considerable travel, and so characters with some ability to navigate effectively, get by on the road, or have some ability to travel faster will fnd practical application for their skills.
    Given their prevalence in Lastwall, paladins are an obvious choice, as are clerics and warpriests, but players of such characters should do so with an open mind, as many important growth moments in the Adventure Path require working alongside the lesser of two evils for the betterment of the world. It’s worth pointing out that even the paladin code allows lawful good characters to work alongside evil companions for the greater good, so long as they can curb the dark actions of their allies.
    Other classes well suited for the Tyrant’s Grasp include fghters, rangers, rogues, and wizards. Druids—residents of the nearby Fangwood Forest—are likewise a local feature, though druid players may fnd the desolate landscapes visited over the course of this campaign too limiting. Because of the prevalence of undead opponents, bards (as well as enchanter and illusionist specialist wizards) may fnd fewer targets for their offensive magic and songs, but their ability to make their companions more resistant to fear will be appreciated nonetheless. Gunslingers and other classes that require very specifc equipment might struggle to fnd places to shop, particularly in the frst few adventures. A few monasteries of Iomedae exist within the nation, encouraging enlightenment through martial skill and physical perfection, though they focus on Avistani fghting styles rather than those of Tian-Xia. Among the base classes, cavaliers and inquisitors are most represented in Lastwall, but even summoners and witches are lef in peace so long as their gifs aren’t turned toward destruction or control. Brawlers, hunters, investigators, and slayers are also found among the nation’s heroes, as well as spiritualists and mediums who handle the omnipresent restless spirits still lingering afer the original Shining Crusade. Classes of a chaotic bent—barbarians and skalds especially—are not unheard of, but are not as heavily represented among the notably honor-bound culture of Lastwall.
   
Some potentially useful archetypes are listed below.
    • Battle scout rangerUC
    • Champion of the faith warpriestACG
    • Crossbowman fghterAPG
    • Crusader clericUC
    • Daring champion cavalierACG
    • Deliverer slayerACG
    • Divine commander warpriestACG
    • Divine defender paladinAPG
    • Empyreal knight paladinUC
    • Exemplar brawlerACG
    • Exorcist inquisitorUM
    • Grave warden slayerACG
    • Hedge witchUM
    • Knight of Arnisant cavalier (Pathfnder Player Companion: Armor Master’s Handbook)
    • Martial artist monkUC
    • Monk of the healing handsAPG
    • Phalanx soldier fghterAPG
    • Possessed oracleUM
    • Reanimated mediumOA
    • Scout rogueAPG
    • Shield champion brawlerACG
    • Silver balladeer bardOA
    • Skirmisher rangerAPG
    • Skirnir magusUC
    • Spirit warden shamanACG
    • Spiritualist investigatorACG
    • Standard bearer cavalierUC
    • Trapper rangerUM
    • Undead scourge paladinAPG
    • Witch hunter inquisitorUC
    In addition to these options, Pathfnder RPG Occult Adventures also introduces the Order of the Shroud for cavaliers, dedicated to putting down undead threats.

血统,秘史域,和庇护主 (Bloodlines, Mysteries, And Patrons)
      尽管大多数术士和血脉狂怒者血统都可用于暴君魔爪冒险之路,那些源于魔族位面的血统肯定会招来不少怀疑的目光。终焉之墙的圣骑士们充满理智,知道孩童不该为父母之罪孽而负责——而这类角色无需担心自己的生活被盯上,只要他们遵守法律——但魔族血统或魔法过于明显之人还是会引人注意和被密切关注。下列血统特别适合该战役:咒怨UM,奥秘,天界,命运,亡灵,苍翠APG。最切合该冒险之路的先知秘史域和萨满魂域包括战斗,骸骨,苍天,和生命。适用于暴君魔爪冒险之路的庇护主包括先祖UM,死亡UM,耐久,治疗UM,光耀UM,征兆UM,精魂UM,力量,复仇UM,和智慧。
      这些选项仅为建议,玩家们无需受限于此。大多数血统,秘史域,魂域和庇护主都能在对抗默语魔道的战争中占得一席之地。

剧透 -  原文:
    While most sorcerer and bloodrager bloodlines are acceptable for the Tyrant’s Grasp Adventure Path, those derived from the fendish planes are sure to earn more than a few suspicious glances. The paladins of Lastwall understand intellectually that a child is not responsible for the sins of his parents—and such characters have nothing to fear as far as their lives are concerned, provided they obey the law—but overtly fendish heritage or magic still draws second glances and increased scrutiny. The following suggestions are especially appropriate for this campaign: accursedUM, arcane, celestial, destined, undead, verdantAPG. The oracle mysteries and shaman spirits with the strongest thematic ties to this Adventure Path include battle, bones, heavens, and life. Suitable witch patrons for the Tyrant’s Grasp Adventure Path include ancestorsUM, deathUM, endurance, healingUM, lightUM, portentsUM, spiritsUM, strength, vengeanceUM, and wisdom.
    These choices are only suggestions, and players should not feel obligated to select from only these options. Most bloodlines, mysteries, spirits, and patrons can fnd their place in the war against the Whispering Way.

魔宠和动物伙伴 (Familiar And Animal Companions)
      由于其特殊性,第一册的冒险会将玩家角色与其可能有的追随者,动物伙伴,坐骑或魔宠分离开来。在整一册的冒险期间失去一个职业特性可能充满挑战,但这只是暂时的,PC们在第二册冒险之初便能与伙伴们重聚。如果PC们能接受这项临时限制,下列魔宠多见于终焉之墙,且是不错的选择:蝙蝠,猫,狐狸B3,山羊B3,猎鹰,刺猬UM,蚰蜒UM,猫头鹰,猪B3,兔rabbit(PF玩家伴侣:动物档案),浣熊B3,鼠,渡鸦,臭鼬skunkB3(译者注:但B3并没说这个能当魔宠),树懒sloth B4(译者注:果园索引漏掉了,未翻译),松鼠squirrel(动物档案),蟾蜍,和鼬。寻找进阶魔宠的角色会发现下列魔宠最契合暴君魔爪的主题和各种挑战:灵猫神使B2,圣盔天使B2,预兆神使B3,卡班克尔B3,仲裁者B2,伪龙,和招魂者疫鸟B4 。
      下列动物多见于终焉之墙,它们是作为动物伙伴和坐骑的好选择,而当角色原有的动物伙伴死亡后也便于进行快速更换:野牛,斧嘴鸟B3,獾Badger B2(译者注:B2没说这个能当动物伙伴),熊,鸟(老鹰,猎鹰falcon,隼hawk),野猪,小型猫科动物(猞猁lynx或美洲狮mountain lion),钉锤猞猁Digmaul B5,凶暴鼠,狗,马,公羊B2,巨渡鸦Giant raven B6(未翻译),杜鹿B4,袋狼B3,巨秃鹫B3,巨鼬B4,和狼。

剧透 -  原文:
    Because of its unusual nature, the frst adventure separates the player characters from any followers, animal companions, mounts, or familiars they may have. Losing a class feature for the duration of an adventure may be challenging, but it is only temporary, and PCs will be able to regain their companions at the beginning of the second adventure. If players can accept this temporary limitation, the following list of familiars are local to Lastwall and make ideal choices for familiars: bat, cat, foxB3, goatB3, hawk, hedgehogUM, house centipedeUM, owl, pigB3, rabbit (Pathfnder Player Companion: Animal Archive), raccoonB3, rat, raven, skunkB3, slothB4, squirrel (Animal Archive), toad, and weasel. Characters looking for improved familiars will fnd the following most appropriate to the themes and challenges of tyrant’s Grasp: silvanshee agathionB2, cassisian angelB2, harbinger archonB3, carbuncleB3, arbiter inevitableB2, pseudodragon, and nosoi psychopompB4.
    The following animals can be found throughout Lastwall and would be good choices for companions or mounts, and are readily available replacements should a character’s existing animal companion perish: aurochs, axe beakB3, badger, bear, bird (eagle, falcon, or hawk), boar, small cat (lynx or mountain lion), digmaulB5, dire rat, dog, horse, ramB2, giant ravenB6, stagB4, thylacineB3, giant vultureB3, giant weaselB4, and wolf .

宿敌和偏好地形 (Favored Enemies And Favored Terrains)
      在暴君魔爪冒险之路中,玩家们将要遇到最多最明显的敌人显然是不死生物,他们占据了默语暴君势力的大部。PC们还会遇到许多为塔-巴冯效力的有生命敌人,其中包括人类和精灵。其他常见的威胁包括异怪,植物,以及新的接合类人亚种(mortic humanoid subtype)。战役中包含多种地形,而地下城——埋葬着死者和其秘密之所——最为多见。其他常见地形包括都市和森林,以及在终焉之墙和乌斯塔拉夫的起伏丘陵与崎岖山脉间度过的一段时日。

剧透 -  原文:
    Easily the most obvious and numerous opponent players will face in the course of the Tyrant’s Grasp Adventure Path will be undead, which make up the majority of the Whispering Tyrant’s forces. The PCs will also face many living opponents in service to Tar-Baphon, including humans and elves. Other common threats will include aberrations, plants, and the new mortic humanoid subtype. The campaign will cover a variety of landscapes, with underground dungeons—where the dead and their secrets lie buried—being the most common. Other common landscapes will include urban and forest, as well as some time spent in the rolling hills and rugged mountains of Lastwall and Ustalav.

起源 (Origins)
      由于战役开始在一座十多年前经受兽人袭击后稳步重建的边境小镇中,一般来说大多数玩家角色都来自终焉之墙,或者就是罗斯拉之匣本地人。他们可能是神职人员、工程司、农夫、治疗师、砖瓦将,小镇守卫或纺织工;当地产业主要集中于种植亚麻,绵羊养殖,重建,利用本地亚麻和羊毛织布,以及售卖亚麻油和羊毛脂。尽管最近几年与贝尔克泽恩的交界处平安无事,警醒城依然在罗斯拉之匣维持着一批由治疗者、骑士、斥候和士兵组成的小型防备力量,还派遣一些学术观察员评估和回报当地重建工作。罗斯拉之匣吸引了来自涅玛萨斯和乌斯塔拉夫的商贸,偶尔还会有瓦瑞西亚的大篷车队和拉兹密安的难民们造访。当地的重建工作吸引了许多渴望工作机会之人,而看到当局为流离失所的居民们派发补助和各类扶持后,也有一些投机分子来到此地,试图从此类善举中分一杯羹;不过大部分善款和补助运转到今日已经只剩下涓涓细流。

剧透 -  原文:
    With the campaign’s beginning set in a border town steadily rebuilding afer an orc attack a decade ago, most player characters likely hail from Lastwall in general, if not Roslar’s Coffer specifcally. They may be clergy, engineers, farmers, healers, masons, town watch, or weavers, with the local industry focusing primarily on flax farming, sheep herding, reconstruction, and weaving cloth from the local flax and wool, as well as selling linseed oil and lanolin. Even though the border with Belkzen has been quiet the past few seasons, Vigil maintains a small defensive force in Roslar’s Coffer made up of healers, knights, scouts, and soldiers, as well as a few academic observers who report on the reconstruction efforts. Roslar’s Coffer attracts trade from Nirmathas and Ustalav, and even the occasional Varisian caravan and Razmiri refugee. The reconstruction effort attracted many souls eager for work, as well as a few opportunistic sorts who saw the local authorities handing out compensation and support to displaced locals and decided to take advantage of this generosity, though most of these have long since moved on now that the charity has dwindled to a trickle.

语言 (Languages)
      由于闪耀远征的军力最初主要来自塔尔多,因此塔尔多官话(Taldan common tongue)成为了该地的语言。大量来自克拉铎冈( Kraggodan,涅玛萨斯矮人城堡)的矮人在战争和重建中提供了援助,所以矮人语也在此地流传开来,就连在人类之中也很常用。类似的,终焉之墙与乌斯塔拉夫接壤意味着许多农民至少能说得上一两句瓦瑞西亚语——尤其是咕哝几句诅咒或庇护的话语。许多早于塔-巴冯统治时期的古代遗迹之中仍能找到哈利特语和兽人语的内容,而亡灵语(Necril)曾是默语暴君铁拳之下唯一的语言选择,且至今仍常用于默语魔道成员之中。艾奥梅黛教会也经常用天界语来传递重要信息或祈祷。

剧透 -  原文:
    With the bulk of the Shining Crusade’s forces originally provided by Taldor, the Taldan common tongue is the language of the area. A large number of Kraggodan dwarves assisted in both the war and reconstruction, and Dwarven remains a fairly common tongue even among humans. Similarly, Lastwall’s proximity to Ustalav means that many among the peasantry speak at least a little Varisian—especially to mutter curses and protections. Hallit and Orc are still found on many of the old ruins that predate Tar-Baphon’s rule, while Necril was the language of choice under the Whispering Tyrant’s iron fst and remains the common tongue of the Whispering Way. The church of Iomedae also commonly commits important messages or prayers in Celestial.

进阶职业 (Prestige Classes)
有志于使用进阶职业的角色有很多选择。任何能突出他们的信仰与崇敬的选项——尤其是对艾奥梅黛或古拉姆两位神祇——都属上佳之选。下列选项是最贴合暴君魔爪冒险之路主题的一些建议。
    ·先锋 APG
    ·传音者(PF战役设定:内海诸神)
    ·颂教者(内海诸神)
    ·大地旅者 APG
    ·欧泽姆骑士(PF战役设定:进阶之路)
    ·卡利斯拉德先知(进阶之路)
    ·卫道者(内海诸神)
    ·坚定防卫者 APG

剧透 -  原文:
    Characters interested in pursuing a prestige class have many options. Any that emphasize their faith and dedication— especially to the gods Iomedae or Gorum—are prime choices. The following suggestions are the most thematic for the Tyrant’s Grasp Adventure Path.
    • Battle heraldAPG
    • Evangelist (Pathfnder Campaign Setting: Inner Sea Gods)
    • Exalted (Inner Sea Gods)
    • Horizon walkerAPG
    • Knight of Ozem (Pathfnder Campaign Setting: Paths of Prestige)
    • Prophet of Kalistrade (Paths of Prestige)
    • Sentinel (Inner Sea Gods)
    • Stalwart defenderAPG

种族 (Races)
      人类占据了终焉之墙人口的绝大多数,但闪耀远征也带来了来自整个内海地区的卫士们,而几乎阿维斯坦每个种族都在当地人口中有所体现。尽管终焉之墙大部分人口至少是混血塔尔多人,大多数国民体内都流淌着来自塔尔多人、切利亚斯人、瓦瑞西亚人、卡利德人和伽伦德人的混合血脉,而在终焉之墙从塔尔多独立后,就连珂莱士人和天洲人血统也因贸易往来增加而变得更为常见。
      矮人和半身人随处可见,在军队内尤甚。侏儒和精灵访客——主要来自锐齿森林——也并非闻所未闻,但至今终焉之墙中最为常见的非人类种族乃是半兽人。该国大多数半兽人来自于人类边境城镇与兽人游牧部落之间一代代紧张但和平的接触;还有一些则来自于自给自足的半兽人村落,这些村落自黑暗之年以来便坐落于眩心山脉山脚,偶尔还会接纳外来人类或兽人成员加入当地人口。尽管起源各异,由于人类对兽人的负面认知,大多数半兽人都至少会承受些许污名。
      尽管罕见,神裔和吸血裔都会以终焉之墙为家,也都遭受某种程度的猜忌:吸血裔出于他们与不死的明显联系,而神裔则出于他们的异界出身。此地还能找到少量替换儿,Duskwalker(出自PFRPG 位面冒险 )和易型者(Skinwalker B5)——大多从乌斯塔拉夫移居至此——但他们是如此少见,以至于通常不会引人注目,只会被当成是不太寻常的旅行者。

剧透 -  原文:
    Humans are the overwhelming majority of Lastwall’s population, but the Shining Crusade brought defenders from across the Inner Sea region, and almost every ethnicity on Avistan is represented in the local populace. Though the majority of Lastwall’s population is at least part Taldan, most citizens carry a blend of Taldan, Chelaxian, Varisian, Kellid, and Garundi ancestry, and Keleshite and Tian heritage have also become more common as trade has increased following Lastwall’s independence from Taldor.
    Dwarves and halflings are common sights, especially in the military. Gnome and elven visitors—primarily from the Fangwood Forest—are not unheard of, but by far the most common non-humans in Lastwall are half-orcs. Most of the nation’s half-orcs hail from the generations of tense but peaceful contact between human border towns and nomadic orc tribes, or even self-sustaining villages of half-orcs that have dwelled along the Mindspin Mountains since the Age of Darkness and that have occasionally adopted human or orc members into the local population. Despite these diverse origins, the negative perception of orcs among humans sees that most half-orcs bear at least some stigma.
    Though rare, aasimars and dhampirs both call Lastwall home, and both are treated with a certain level of mistrust— dhampirs for their obvious ties to undeath, and aasimars for their otherworldly origins. Changelings, duskwalkers, and skinwalkers—many immigrants from Ustalav—can also be found in small numbers, but are uncommon enough that they generally don’t draw attention as anything more than unusual travelers.

宗教 (Religion)
      宗教是终焉之墙文化的奠基石。由于该国的根源便是来自一场对抗庞大邪恶势力的宗教远征,无论崇敬之心多与少,几乎每个国民都会定期向一位或多位神祇致敬。在闪耀远征的74年间——以及那之后持续多年的复苏时期——生还者们都依靠着呼唤神祇之光的能力,或是借助从信仰中汲取的勇气与毅力,才得以生存。尽管严格来说终焉之墙并非神权国家,但每位守卫总帅(watcher-lord)都与某一教会有紧密联系。
      身为远征军一员,以及阿拉兹妮和奥罗登的典范,艾奥梅黛是终焉之墙最重要的神祇,而古拉姆紧随其后,他在终焉之墙的远征军和他们贝尔克泽恩的兽人宿敌之间都很有人气。大多数士兵同时信仰两者。艾奥梅黛在国内最受欢迎,而艾奥梅黛教会几乎算是当地政府的分支机构。其他常见于终焉之墙的神祇包括由最早的远征军带来的塔尔多神系——阿布达尔,凯登·凯连,诺格巴和莎琳。塞恩蕾信徒不那么常见,但也是闪耀远征军中的中流砥柱,尤其多见于治疗者。黛丝娜也是平民百姓中的常见信仰,在瓦瑞西亚人定居点中更是重要的神祇。许多矮人崇敬着托拉格以及矮人神系中的其他成员。
      此地还有着许多崇拜至高天神使的小教派,尤其是复仇天使拉贾瑟尔(Ragathiel)——他被许多最为暴烈的圣骑士所追随——以及安多莱塔(Andoletta),她被期望唤来她的庇护的社区以及渴望获得治疗与安定的老兵们所拥护。

剧透 -  原文:
    Faith is a cornerstone of Lastwall’s culture. Owing to the nation’s roots as a religious crusade against overwhelming evil, nearly every citizen pays homage, whether casual or devout, to one or more gods on a regular basis. During the 74 years of the Shining Crusade—and for many years into the recovery era—survival depended on the ability to invoke the light of the gods or fnd courage and perseverance through faith. Although Lastwall is not technically a theocracy, every watcher-lord has maintained strong ties to one church or another.
    Iomedae, the crusader and disciple of both Arazni and Aroden, is the most prominent god of Lastwall, followed closely by the war god Gorum, who is popular with both the crusaders of Lastwall and their orc rivals in Belkzen. Most soldiers worship both. Iomedae is the usual favorite, and the church of Iomedae is all but a branch of the government. Other gods commonly seen in Lastwall include the Taldan pantheon—Abadar, Cayden Cailean, Norgorber, and Shelyn—imported by the earliest crusaders. Sarenites are less common, but were still a strong foundation in the Shining Crusade, especially among healers. Desna, largely important among Varisian settlers, is also a common faith among the civilian citizenry.
    Many dwarves pay homage to Torag and the rest of the dwarven pantheon. Many small cults exist to various empyreal lords as well, especially the avenging angel Ragathiel—whom many of the most violent paladins follow—and Andoletta, who is embraced both by communities hoping to invoke her protection and by veterans who look to her for healing and peace.

技能与专长 (Skills And Feats)
      多样化的技能搭配能让暴君魔爪的队伍获益匪浅。各种知识技能都会在解决谜题和辨别威胁时体现价值,其中知识(历史)和知识(宗教)最为有用,而知识(奥秘),知识(工程),知识(地理)和知识(位面)也都有各自的用途。该冒险中许多体能挑战能让特技、攀爬和骑术等体能技能派上用场。察觉对大多数冒险者而言都很有用,而其他传统冒险类技能,如解除装置、法术辨识、隐匿和生存也都有闪光时刻。
      与种类繁多的敌人战斗是暴君魔爪冒险之路的重要一环,而PC也会从专注于一条或多条专长树中受益。由于不死生物十分常见,像猛力攻击和顺势斩这类能让武者迅速砍倒顽强敌人的专长,以及增强强韧和意志豁免的专长,都会十分好用。跨界法术 APG 超魔专长能让施法者更有效地对付虚体不死生物,而增强牧师或圣骑士引导能量的专长也同样有用。

剧透 -  原文:
    A Tyrant’s Grasp party will beneft most from a great diversity of skills. A diversity of Knowledge skills will prove valuable to solving puzzles and identifying threats, with Knowledge (history) and Knowledge (religion) being the most useful, and Knowledge (arcana), Knowledge (dungeoneering), Knowledge (geography), and Knowledge (planes) all having their own applications. Many of the physical challenges in the adventure will provide use for physical skills like Acrobatics, Climb, and Ride. Perception will serve most adventurers well, and classic adventuring standbys like Disable Device, Spellcraf, Stealth, and Survival will all have moments to shine.
    Combat with a wide variety of foes is a staple of the Tyrant’s Grasp Adventure Path, and PCs will beneft from dedicating themselves to one or more combat feat trees. With undead as a common feature, feats like Power Attack and Cleave that allow a warrior to carve quickly through resilient opponents will be handy, as will feats to bolster one’s Fortitude and Will saving throws. The Ectoplasmic SpellAPG metamagic feat allows spellcasters to more effectively engage incorporeal undead, and feats that augment a cleric or paladin’s ability to channel energy will likewise prove useful.

背景 (Traits)
      除了下列的战役背景以外,许多来自APG的背景在信仰心重的终焉之墙国民中也十分常见和相配:甲胄士(战斗),刻印使(信念),庙之子(信念),无畏者(战斗),圣战使(宗教,艾奥梅黛) ,坚信徒(信念),护卫兵(地区),反制者(战斗),铁胃人(战斗),圣能渠(信念),屠亡使(宗教,法莱斯玛),和精锐军(宗教,古拉姆)

剧透 -  原文:
    In addition to the campaign traits listed below, several traits from the Advanced Player’s Guide are common and appropriate among the faith-minded citizens of Lastwall: Armor Expert, Birthmark, Child of the Temple, Courageous, Divine Warrior, Indomitable Faith, Militia Veteran, Reactionary, Resilient, Sacred Conduit, Undead Slayer, and Veteran of Battle.

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #3 于: 2019-02-22, 周五 15:17:05 »
战役背景特质 Campaign Traits

暴君魔爪冒险之路会让玩家们横跨终焉之墙,进入乌斯塔拉夫,以及前往更为遥远之地。战役始于边境小镇罗斯拉之匣,而PC们应当熟悉其社区或周遭环境。无论出身背景,阻止企图称霸整个阿维斯坦的邪恶不死之力崛起这一目标,应当与每个角色的既得利益相符。

每个PC应当在创造角色时,从以下战役背景中选取一项,作为其两项背景之一。

剧透 -  原文:
CAMPAIGN TRAITS
The Tyrant’s Grasp Adventure Path takes players across Lastwall and into Ustalav, as well as to far more distant ports of call. The campaign begins in the border town of Roslar’s Coffer, and player characters should be natives of the community or its surrounding environs. Regardless of their backgrounds, every character should have a vested interest in stopping the rise of undeath and evil that threatens to conquer all of Avistan
    Each player character should select one of the following campaign traits as one of her two traits available at character creation.

匠人心 (The Artisan):只有精益求精才能让你制作出心目中的作品,因此无论是打造家居用品,还是修建大道乃至整个帝国,你都会认真慎重地做好思量。无论是会计,建筑师,工程师还是草药师,你那注重细节的品质对于重建10年前曾被兽人侵占过的罗斯拉之匣都至关重要。你对细节的重视使你的估价和医疗检定获得+1背景加值,且这些技能之一变成了你的本职技能。每天一次,你可以花费一整轮来施放一个你能施放的,且正常施法时间为1个标准动作的法术,该法术的有效施法者等级将会增加1。该能力对施法时间不为1个标准动作的法术无效。

执法使(The Lawbringer):边境乃是充满危机和动乱之地,尽管许多人愿意靠自己闯过这些困阻,但他们也经常为不愿冒险的家人们带去痛楚。你可能在小镇守卫队中当差,也可能是警醒城派来士兵的一员,甚至可能只是位比他人更能承受苦难的热心农夫,但你已决心化身为堡垒,保护有需要之人免遭残酷之命运。你在对抗恐惧效果的豁免骰获得+2背景加值。如果你拥有勇气灵光职业特性,你的灵光提供的加值增加1。你的勇气鼓舞人心;每天当你第一次被击至昏迷或被杀时,距离你30尺范围内的所有盟友会因你的奋力庇护而重新振作,并立刻获得等同于你的等级+你魅力调整值的临时生命。这些临时生命持续1分钟。

乐天派(The Optimist):们无需听到你说一切正变得更好;他们只需要用自己双眼看看周围便足以。小镇几乎已从10年前兽人的侵占中完全恢复,而镇外塞恩蕾神殿中的怪物也终于被打败。你那满溢的乐观情绪与大多数罗斯拉之匣居民所过的艰苦生活似乎显得格格不入,但你确信自己的正能量能鼓舞整个社区。你在对抗影响心灵效果的豁免骰获得+1背景加值。另外,你的乐观心富有感染力。每天等同于你的魅力调整次(最少1次),以一个迅捷动作,你可以将该加值给予10尺之内的一位盟友。该加值持续1分钟。

异乡人(The Outsider):你居无定所,但眼下边境生活对你来说似乎足够舒适。你可能太不拘礼节而无法适应城市生活,太过自私而无法被终焉之墙团结友爱的传统所接纳,或是被你曾目睹之事留下过多心伤而无法完全信赖他人。你习惯了默默无闻地四处漂泊,这为你的隐匿和生存检定获得+1背景加值,且这些技能之一总是你的本职技能。由于习惯独行,你仅从援助他人动作中获得一半的效果(+1),但你也习惯于第一时间把事情做好,因此当你为其他角色提供援助加值时,该加值增加1。

悲观者(The Pessimist):你总预期着最坏的情况,而世事也很少让你失望。你对前景看法如此暗淡,可能是源于罗斯拉之匣最初被曲趾氏族所毁灭,附近的塞恩蕾神殿被侵占导致虔信者流离失所,或是某些更为私人的不幸;但这种心态也使你和终焉之墙大部分选择向前看的人们显得截然不同。你那坚信最坏的可能终会发生的信念使你的意志豁免骰获得+1背景加值。你那沮丧的悲观情绪能刺激朋友们获得成功,只为了对你出口恶气;每天一次以一个自由动作,你能迫使30尺范围内的一个盟友重骰她刚失败的一个豁免骰,且使用两次结果中较好的一个。

挽往昔(The Reclaimer):你在12年前罗斯拉之匣的毁灭中失去了某些珍贵之物——家园,遗产,甚至是家族——但你依然选择归来,因为人不应躲避痛苦,而应从痛苦中痊愈。为了重建自己的生活,使他人免受与你一样的伤痛,你选择了保护和服务他人的道路,例如成为政治家,慈善工作者,治疗师或士兵;但往日的失落也使你的内心充满无以言表,难以排解的愤怒。你警觉的目光使你的察觉检定获得+1背景加值。在对抗上一轮曾对你的盟友之一造成过生命值伤害的敌人时,你在攻击和伤害骰上获得+1背景加值。

八卦精(The Snoop):你对罗斯拉之匣的一切人和事都略知一二。这可能是你的专业特长,比如你可能是位档案员,传报员或图书管理员——或者你只是单纯爱好打听八卦。无论如何,回忆和解读他人都是你的特长。你在知识(历史)和知识(本地)检定获得+1背景加值,并且它们都成为了你的本职技能。每天一次,你能对一个你已认识至少24小时的生物重骰单一次唬骗或察言观色检定,使用两次结果中较好的的一个。

教诲言(The Word):在这个遍地是信仰的国度中,你虽深信自己的教诲之语依然重要,但又怕它们被淹没在茫茫人海中。罗斯拉之匣居民的心灵曾经需要安抚与关怀,但如今已经完全恢复——一部分归功于你的勤奋工作——以至于你担心,正是自己过去所为,才使你今日不再为众人所需。你习惯了长时间工作,使你的强韧豁免骰获得+1加值。你的信仰让人精神振奋;每天一次,你可以如同一个职业等级等同于你人物等级一半(最少1)的圣骑士一半使用圣疗;若你已从职业中获得了圣疗能力,则改为你每天使用圣疗的总次数增加1次。


剧透 -  原文:
The Artisan: Precision is important in getting exactly what you want, and you give careful consideration in building everything from homes and vases to roads and empires. Your own attention to detail has proven vital in rebuilding Roslar’s Coffer from the orc occupation a decade ago, whether you are an accountant, architect, engineer, or herbalist. Your attention to detail provides you a +1 trait bonus on Appraise and Heal checks, and one of these skills becomes a class skill for you. Once per day, you can spend a full round casting a spell you can cast that has a normal casting time of 1 standard action to increase your effective caster level for that spell by 1. This ability has no affect on spells with a casting time other than 1 standard action.

The Lawbringer: The frontier is a land of risk and disorder, and while people are welcome to brave those elements themselves, they all too ofen bring pain down upon folk who never wanted such a risk. You might serve on the town guard or as part of a detachment of soldiers supported by Vigil, or you could be simply a concerned farmer who endures when others cannot, but your purpose is to stand as a bulwark against the cruel whims of fate for anyone who needs it. You gain a +2 trait bonus on saving throws against fear effects. If you have the aura of courage class feature, the bonus provided by your aura increases by 1. Your courage is inspiring; the frst time each day you are knocked unconscious orkilled, all allies within 30 feet of you immediately gain a number of temporary hit points equal to your level plus your Charisma modifer, as they rally to your defense. These temporary hit points last for 1 minute.

The Optimist: People don’t need to take your word that things are getting better; they only need to look around and see the proof before their eyes. The town’s recovery from the orc occupation more than a decade ago is all but complete, and the monster in the Sarenite temple outside of town has fnally been bested. Your irrepressible sense of optimism seems to fly in the face of the hard life that most residents of Roslar’s Coffer face, but you’re convinced that your positive attitude lifs up your community. You gain a +1 trait bonus on saving throws against mind-affecting effects. Further, your optimism can be infectious. As a swif action a number of times per day equal to your Charisma modifer (minimum 1), you can grant this bonus to an ally within 10 feet. This bonus lasts for 1 minute.

The Outsider: You don’t have a place, but the frontier seems comfortable enough for now. Maybe you’re too informal for city life, too selfsh for Lastwall’s general culture of camaraderie, or too scarred by things you’ve seen to entirely trust another person. You are accustomed to moving without drawing much attention to yourself, gaining a +1 trait bonus on Stealth and Survival checks, and one of these skills is always a class skill for you. Accustomed to working alone, you gain only half the beneft (+1) from aid another actions, but you’re accustomed to doing the job right the frst time and so increase the bonus you provide by 1 when aiding another character.

The Pessimist: You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

The Reclaimer: You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss flls you with an uncharitable anger that is ofen difcult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.

The Snoop: You know a little bit about most everything and everyone in Roslar’s Coffer. It may be your profession, as you could be an archivist, crier, or librarian—or you simply make a hobby of gossip. Either way, you have a gif for recall and reading others. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and these both become class skills for you. Once each day you can reroll a single Bluff or Sense Motive check against a creature you have known for at least 24 hours, using the better result.

The Word: In a nation overcrowded with faith, you ofen worry that your message is drowned out, but nonetheless important. The souls in Roslar’s Coffer needed comfort and charity once upon a time, but have bounced back so fully—in part thanks to your hard work—that you worry you’ve made yourself unnecessary. You are accustomed to long hours, granting you a +1 trait bonus on Fortitude saving throws. Your faith is invigorating, and once per day you can lay on hands as a paladin of half your character level (minimum 1). If you gain the lay on hands ability from a class, you instead gain one additional use of lay on hands each day.
« 上次编辑: 2019-02-22, 周五 15:22:03 由 朔风 »

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #4 于: 2019-02-22, 周五 15:17:31 »
终焉之墙小窥 Lastwall at a glance

      终焉之墙的由起伏草原,原始森林,和古代战争所留下的伤痕所组成。最初占据此地的是数个兽人据点和卡利德人城邦,还有一些塔尔多补给站错落其间;但在3200 AR之后,默语暴君开始迅速蚕食这片地区。兽人和卡利德人受其压迫或奴役被迫效忠,而那些死者们——无论死于战斗或是注定失败的叛逆——则被活化为不死生物,毫无心智地为主人们效力,直至白骨崩碎化尘为止。塔-巴冯的军队焚碑毁城,所到之处空余焚尽的地基,它们如今散落在各地,成为了地牢和简易墓穴。当塔尔多在5个世纪之后发起讨伐默语暴君的动员时,整片国土已经在一代代黑暗与压迫下沦为荒芜而绝望之地。随后的战争又给这片土地带来新的伤痕。为了向默语暴君致敬而修建的堡垒和城市被推平,化为了用来对抗巫师王的新要塞的建材。在大规模的战斗下,放眼望去遍地是残破尸骨和损毁的兵刃;而更有许多土地依然充满恶臭,无法种植作物。哪怕在一千多年后,骇人的魔法与精魂依然徘徊于许多古战场中。
      尽管遭受了如此恐怖,终焉之墙那些被凡人掌控的区域依旧富饶而美丽。临近恩卡坦湖使得当地雨水充沛且有着清凉的夏日,但伴随的还有多雪的严冬。足够长的生长季节使得当地可种植多种作物。北锐齿森林和饥饿山脉的山麓大致将终焉之墙一分为二。终焉之墙东部的城市化和复耕程度更高:这里有大量的农场和牧场,牧养着各类牲口和该国有名的马匹;而同样位于东部的还有贸易城市维鲁米斯,一处古代乌斯塔拉夫港口,也是该国最大的城市。终焉之墙西部更蛮荒,环境更恶劣——讽刺的是,该国首都警醒城便坐落在这蛮荒的一侧。这一带经常遭受贝尔克泽恩兽人的入侵,偶尔也会出现死灵能量复苏,大片的土地和森林都未被探索和被现代人开发。罗斯拉之匣是西终焉之墙最南侧的城镇,其生计大部分依靠托伦戴尔河的恩泽;在小镇和小镇北部约100里外的数座要塞之间,除了有一条治安良好的石板路和几间猎人小屋以外,几乎没有其他现代建筑物存在。尽管偏远,生活在罗斯拉之匣的人们仍毫不迟疑地将自己视为终焉之墙的国民,并尽其所能为国家做出贡献。
      由于有着坚强而忠诚的军事传统,终焉之墙的人们大多勤劳,直率,以社群为重。他们之所以生存至今,来源于对社群中的每一个人的信任,来源于坚信彼此都会尽全力完成各自的工作;每个国民都知道,如果不把自己的每一项任务做到最好,他的社群可能就会因下一次兽人袭击或严冬而被击垮。作为一个在两大敌对势力之间夹缝生存的民族,终焉之墙人非常虔诚,大多数居民都会一周多次前往神殿参拜;但和其他事情一样,一切以实际情况优先,如果有工作还没完成,信仰也得排在后头。大部分国民在春季耕种,夏季操练兵甲,并赶在第一场酷寒前完成秋收。漫长而寒冷的冬季乃是休养时节——兽人们极少冒雪进犯,而超低温不仅封冻了地表,还能阻止无法安息的死者四处游荡——这让人们得以把重心放回兴趣爱好,家庭和朋友上面。人们经常选择在冬季举行宴会和婚礼,不过其规模大多较小,多只有本地人参与,因为哪怕是经验老到的旅行者,走在冬季终焉之墙的道路上也会苦不堪言。

地图制作中 :em032

剧透 -  原文:
Lastwall at a glance
    Lastwall is a land of rolling grasslands, primeval forests, and ancient battle scars. Once a landscape of orc holds and Kellid city-states dotted with Taldan supply forts, the Whispering Tyrant began to steadily consume the territory afer 3200 ar. Orc and Kellid populations were pressed or enslaved into service, with those who fell—either in battle of ill-fated rebellions—animated to serve mindlessly until their bones crumbled to dust.
Tar-Baphon’s forces razed entire cities and monuments, leaving only buried foundations that now litter the landscape as dungeons and makeshif crypts. By the time Taldor mobilized against the Whispering Tyrant 5 centuries later, generations of gloom and toil had rendered the landscape fallow and hopeless. War lef new wounds upon the land. Strongholds and cities built to honor the Whispering Tyrant were torn down to the flagstones and used as the building blocks for new fortifcations against the wizard-king. Mass battles lef landscapes impregnated with shattered bone and bent steel, with many stretches of land still fetid and unable to support crops. Terrible magic and spirits still haunt many ancient battlefelds, even a millennium later.
    Despite the horror it has seen, those portions of Lastwall held by mortal hands are beautiful and bountiful. Proximity to Lake Encarthan provides ample rainfall and cool summers, albeit harsh and snowy winters. Growing seasons are long enough to support a variety of crops. The Northern Fangwood Forest and foothills of the Hungry Mountains effectively divide Lastwall in half. Eastern Lastwall is far more urban and reclaimed, with vast farms and ranches supporting cattle and the nation’s famous horses, as well as the trade city of Vellumis—an ancient Ustalavic port and the largest city in the nation. Western Lastwall is less tamed and more hostile—an irony, given that the nation’s capital of Vigil lies in this untamed half—with frequent incursions from Belkzen orcs, occasional resurgences of necromantic energy, and large tracts of land and forest lef largely unexplored and untouched by modern hands. Roslar’s Coffer—western Lastwall’s southernmost town—exists largely by the grace of the Tourondel River, and little in the way of modern construction exists between it and the fortresses over 100 miles north except a well-guarded stone road and a few hunting lodges. Despite this isolation, the people of Roslar’s Coffer squarely consider themselves residents of Lastwall and do what they can to contribute to the nation.
    With a strong-hearted and faithful military tradition, the people of Lastwall tend to be community-focused, forthright, and hard working. Their survival depends on trusting each person in the community to do their job to the best of her ability, and every citizen knows his community could fall to the next orc raid or harsh winter if he doesn’t give every task his best effort. As a people squeezed between two hostile presences, they are deeply devout, with most residents attending temple services multiple times a week, but as with all things, practicality comes frst, and worship must wait if there is work to be done. Most citizens spend the spring planting, summers drilling with weapons and armor, and the autumn harvesting before the frst hard freeze. The long, cold winters are a time of respite—orcs rarely campaign in the snow, and freezing temperatures harden the ground and prevent the restless dead from wandering—allowing more attention to hobbies, family, and friends. Feasts and marriages are common in the winter months, though most are generally small, local affairs, as roads during the Lastwall winter can be punishing even for seasoned travelers.

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #5 于: 2019-02-22, 周五 15:22:30 »
灯泡大佬牛逼!!! :em028 :em028 :em028 :em028

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #6 于: 2019-02-22, 周五 15:44:39 »
朔风大佬牛逼!灯泡大佬牛逼!

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【AP】暴君魔爪-玩家指南 (Tyrant`s Grasp Player`s Guide)
« 回帖 #7 于: 2023-05-11, 周四 08:22:45 »
请问大佬有没有暴君魔爪的汉化模组资源,原版的也可以啊