作者 主题: 墓穴使徒(Agent of the Grave)  (阅读 4335 次)

副标题: 默语魔道的滥强使者

离线 炼金术士卡莉

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墓穴使徒(Agent of the Grave)
« 于: 2018-10-07, 周日 23:25:21 »
墓穴使徒(Agent of the Grave)
Source Pathfinder #45: Broken Moon pg. 67
进阶职业
行走于通往不朽的扭曲之途,默语魔道的信徒们找到了完善这一道路的秘密仪式。仪式的每一步都能让信徒向着终极奥秘不断迈进。而对极有希望加入组织精英团体的成员们来说更是如此。这些担任墓穴使徒的成员服务于组织领导层的意志,不过通常而言,墓穴使徒是在组织的某一部分或派系的授意下独自行动。
墓穴使徒在探索亡灵之道的过程中掌握了默语魔道最深层的奥术秘密,使得他们在最终晋升为超越死亡的形态之前便已经获得了类似不死生物的特质。由于这些秽恶的力量,加之以掩盖自我意图和拓展知识宽度的能力,在那些意图成为侍奉默语之道的强大法师与牧师,以及寻觅散落在格拉里昂各处的污秽遗迹、零件和尸骸,还有病态秘密的收藏家的人群中,墓穴使徒乃是最为完美的成员。

角色定位:墓穴使徒掌握着死灵魔法的艺术,比起支配一群亡灵奴仆,他们更执着于探求终极的启迪,并深谙追寻此道所需的精妙而残忍的技艺。墓穴使徒渗透入其他组织以获取他们的魔法秘密,而对拉拢那些具有天赋的成员加入他们自己的渎神之道也抱有相当的兴趣。

阵营:墓穴使徒致力于藉由转变为不死生物并在默语魔道的统治阶层中不断爬升来攫取个人权力。对他人的需求和行为麻木不仁,这些死亡的忠实仆从在寻求超越死亡的道路上乃是不容置疑的邪恶。

生命骰(Hit Die):d8

进阶条件(Requirements)
为了成为墓穴使徒,角色必须满足后述所有条件。
阵营:任意邪恶
技能:知识(神秘)5级,知识(宗教)5级
法术:必须能够施展操纵死尸(Animate dead)
特殊:必须成为默语魔道的成员至少1年

本职技能(Class Skills)
墓穴使徒的本职技能为:唬骗(魅力),医疗(感知),威吓(魅力),知识(神秘)(智力),知识(历史)(智力),知识(宗教)(智力),语言学(智力),法术辨识(智力),使用魔法装置(魅力)

每级技能点数:4+智力调整值

引用
表:墓穴使徒
等级基本攻击加值强韧豁免反射豁免意志豁免特殊能力施法者等级
1级
+0
+1
+0
+1
亡灵启迪,巫妖之触,不洁坚韧
2级
+1
+1
+1
+1
不死操纵者现有职业+1
3级
+1
+2
+1
+2
负能量导管现有职业+1
4级
+2
+2
+1
+2
死亡尸衣,负能量亲和现有职业+1
5级
+2
+3
+2
+3
死亡之秘,亡灵之途现有职业+1

职业能力(Class Features)
以下为墓穴使徒的职业能力。

武器与防具擅长:墓穴使徒不获得任何武器和防具擅长。

每日法术/已知法术:每当取得一个新的墓穴使徒等级,角色都会如同他在进阶之前的施法职业上提升等级一般获得新的法术。除了额外每日法术,已知法术(如果他是一个自发施法者),以及有效施法者等级外,角色不会因此而获得这个施法职业的任何其他好处。如果角色在成为墓穴使徒之前拥有超过一个施法职业,他必须选择将新的等级加到哪一个施法职业来决定每日法术。

亡灵启迪(Inspired Necromancy, Ex):在决定他能够用类似操纵死尸的法术来控制的不死生物的HD上限时,角色将墓穴使徒等级加倍计入。这个能力不会影响他在施展单个法术时所能创造的不死生物数量。因此,一名7级牧师/3级墓穴使徒能够运用操纵死尸支配52HD的不死生物。

巫妖之触(Lich’s Touch, Su):1级时,墓穴使徒成为负能量与冰冷死亡之力的导管,这让他就能够以近战接触攻击造成每个墓穴使徒等级1d6点负能量伤害。这个能力也允许他治疗不死仆从,当他4级获得负能量亲和(Negative Energy Affinity)能力后,也可以用于治疗他自己。他每天能够使用这个能力的次数等同于3+他的魅力加值。

不洁坚韧(Unholy Fortitude, Su):1级时,墓穴使徒迈向极致的信念强化了他的身体。在他开始为获得的第一个墓穴使徒等级以及之后获得的任意职业等级投生命骰时,他可以选择将体质加值或魅力加值加到他从这个等级获得的新的生命骰上。

亡灵操纵者(Undead Manipulator, Ex):2级时,墓穴使徒获得了对支配不死生物的心灵与死灵之力的强大洞察力。墓穴使徒具有影响心灵效果的法术和类法术能力将不死生物视作它原本的生物类型。因此,一名墓穴使徒能够对类人生物僵尸使用魅惑人类(Charm person),或是对一群骷髅勇士使用困惑术(Confusion)

负能量导管(Negative Energy Conduit, Ex):3级时,墓穴使徒能够增强围绕着他的不死生物。以一个标准动作,墓穴使徒展现出如同亵渎术(Desecrate)一般的灵光,不过这个秽恶的灵光只会持续每个等级10分钟。墓穴使徒每天能够使用这个能力一次。此外,任何墓穴使徒创造的不死生物都视作是在亵渎术的区域内创造出来的。

死亡尸衣(Death’s Shroud, Su):由于墓穴使徒需要从组织内汲取力量,他必须经常潜入其他组织以获得更进一步的学识。4级时,他知晓如何隐藏自己的真实意图,获得每天一次施展回避侦测(Nondetection)隐匿阵营(Undetectable alignment)的能力。这个能力的施法者等级等同于墓穴使徒的施法者等级。

负能量亲和(Negative Energy Affinity, Ex):4级时,尽管墓穴使徒技术上来讲仍然存活,但他对正负能量的反应却如同不死生物一般——受到正能量伤害,而被负能量治疗。如果墓穴使徒已经成为不死生物,那么这个能力不会给予额外的好处。

死亡之秘(Secrets of Death, Ex):5级时,墓穴使徒藉由默语魔道把持的秘密洞悉了死灵术的奥妙。当他获得这个能力时,角色可以将通常不在他的职业法术列表上的死灵学派法术添加到他的法术列表中。角色能够添加的法术数量等同于他的智力调整值。举例而言,拥有法师等级的墓穴使徒可以选择将像是观命术(Deathwatch)造成致命伤(Inflict critical wounds)杀生术(Slay Living)这些法术添加到他的法术列表中,而一个拥有牧师等级的墓穴使徒可以选择将例如弱能术(Enervation)魔魂壶(Magic jar)吸血鬼之触(Vampiric touch)添加到法术列表中。墓穴使徒可以选择添加他还无法施展的法术——这样做不会允许墓穴使徒施展比他能够施展的法术还要高等级的法术,而只是让他在达到足以施展这些法术的等级时有权使用它们。

亡灵之途(Undeath Initiate, Ex):5级时,墓穴使徒已经准备好将他的身体与心灵转化为不死生物。他在与转化为不死生物的过程相关的属性检定,技能检定或豁免检定上获得+5加值。这个加值能够被用在任何与成为类似巫妖的生物相关的检定上(转化过程大部分由GM决定)。此外,如果被拥有创造衍体(Create spawn)能力的不死生物杀死,墓穴使徒将会保留他的智力(无论他被转化为何种类型的不死生物)和自由意志(他不会处于杀死他的生物的支配之下)。除非不死生物的创造衍体能力中另有说明,这个新创造的不死生物墓穴使徒会失去他所有的职业等级。因此对探求亡灵之道的墓穴使徒来说,转化为巫妖或吸血鬼是最具吸引力的选择。

劇透 -  原文:
Agent of the Grave

On their twisted route to immortality, adherents of the Whispering Way learn secret rites that aid them on their path. Every step brings a member that much closer to the final secret. Particularly promising members earn invitations to join an elite group within the organization. In their role as agents of the grave, these members serve the desires of the current leadership, yet more often than not, agents of the grave act solely for one cell or faction.

Agents of the grave learn the deepest arcane secrets of the Whispering Way in their quest for undeath, gaining undeadlike traits before their final elevation to a state beyond death. These vile powers, paired with the ability to veil their intentions and increased breadth of knowledge, make agents of the grave perfect members for the task of turning powerful wizards and clerics to the path of the Whispering Way, as well as collectors of the foul relics, components, corpses, and morbid secrets that lie scattered across Golarion.

Role: Agents of the grave master the necromantic arts, yet instead of controlling hordes of undead minions, they instead seek ultimate enlightenment, and possess subtle and murderous skills to help them attain it. Agents of the grave infiltrate other organizations to glean their magical secrets and have an interest in turning talented members to their own blasphemous discipline.

Alignment: Agents of the grave are devoted to gaining personal power through the transition into undeath and advancement within the Whispering Way’s macabre hierarchy. Callous to the needs and agendas of others, these elite servants of death are unwaveringly evil in their pursuit of an ascended death.

Requirements
To become an agent of the grave, a character must fulfill all the following criteria.

Alignment: Any evil.
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks.
Spells: Must be able to cast animate dead.
Special: Must be a member of the Whispering Way for 1 year.

Class Skills
The Agent of the Grave's class skills are Bluff (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.

Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +1   +0   +1   Inspired necromancy, lich's touch, unholy fortitude   —
2nd   +1   +1   +1   +1   Undead manipulator   +1 level of existing class
3rd   +1   +2   +1   +2   Negative energy conduit   +1 level of existing class
4th   +2   +2   +1   +2   Death's shroud, negative energy affinity   +1 level of existing class
5th   +2   +3   +2   +3   Secrets of death, undead initiate   +1 level of existing class

All of the following are class features of the agent of the grave prestige class.

Weapon and Armor Proficiency: Agents of the grave gain no proficiency with any weapons or armor.

Spells per Day/Spells Known: When a new agent of the grave level is gained, the character gains new spells as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character has more than one spellcasting class before becoming an agent of the grave, he must decide which class he adds the new level to for the purpose of determining spells per day.


Inspired Necromancy (Ex): When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his agent of the grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/agent of the grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.


Lich’s Touch (Su): At 1st level, the agent of the grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the agent of the grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.


Unholy Fortitude (Su): At 1st level, the agent of the grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first agent of the grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.

Undead Manipulator (Ex): At 2nd level, the agent of the grave gains great insight into the minds and necromantic forces controlling undead creatures. An agent of the grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an agent of the grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.


Negative Energy Conduit (Ex):At 3rd level, an agent of the grave bolsters undead around him. As a standard action, an agent of the grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An agent of the grave can use this ability once per day. In addition, any undead the agent of the grave creates is treated as having been created within the area of a desecrate spell.

Death’s Shroud (Su): As an agent of the grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the agent of the grave’s highest caster level.


Negative Energy Affinity (Ex): At 4th level, the agent of the grave, while still technically alive, reacts to positive and negative energy as if he were undead—positive energy harms him, while negative energy heals him. If the agent of the grave is already undead, this ability grants no additional benefit.


Secrets of Death (Ex): At 5th level, an agent of the grave draws upon secrets held by the Whispering Way to gain insights into necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an agent of the grave with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an agent of the grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An agent of the grave may choose to add spells he cannot yet cast—this does not allow the agent of the grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.


Undeath Initiate (Ex): At 5th level, an agent of the grave has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead agent of the grave loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an agent of the grave seeking undeath.



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