作者 主题: 【Bestiary I】骷髅(Skeleton)  (阅读 8867 次)

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【Bestiary I】骷髅(Skeleton)
« 于: 2013-07-04, 周四 18:37:13 »
骷髅 Skeleton

这堆朽坏的枯骨忽然晃动起来,从地面上聚集成一个人类的形状。他白骨森森的指爪饥渴地探向活物。


人类骷髅,挑战等级1/3
XP135
中立邪恶 中型不死生物
先攻+6;感官:黑暗视觉60尺;察觉+0

防御能力

防御等级16,接触12,措手不及14(+2护甲,+2敏捷,+2天生)
生命值4(1d8)
坚韧+0,反射+2,意志+2
DR5/钝击;免疫:寒冷,不死生物特性

攻击能力

速度30尺
近战:破损弯刀+0(1d6),爪抓-3(1d4+1)或者2爪抓+2(1d4+2)

数据

力量15,敏捷14,体质—,智力—,感知10,魅力10
基础攻击+0;CMB+2;CMD14
专长:精通先攻
装备:破损链甲衫,破损弯刀

生态

环境:任何
组织:任何
财宝:


  骷髅是被活化的死物骨架,它们形成的原因通常是因为一些秽恶魔法的作用。虽然绝大多数骷髅都是没有脑子的本能生物,但用来复活它们的死灵魔力还是多多少少赋予了这些怪物一点智能——足以让它们理解穿戴护甲和拿起武器作战的必要性。

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Re: 【Bestiary I】骷髅(Skeleton)
« 回帖 #1 于: 2013-07-04, 周四 18:42:46 »
创造骷髅生物模版

“骷髅”是一个可以添加到任何有实体的活物(非不死生物)上的生物模版,若要获得此模板,该生物必须具有基本的骨骼结构。

挑战等级:依据下表中列出的原生物HD调整:

引用
HD        CR        XP

1/2       1/6       65
1          1/3      135
2-3        1        400
4-5        2        600
6-7        3        800
8-9        4       1200
10-11     5       1600
12-14     6       2400
15-17     7       3200
18-20     8       4800

阵营:总是中立邪恶

类型:获得该模版的生物类型改为不死生物,生物亚种不变(除了阵营亚种,比如该生物拥有善良亚种;或者是此类生物的亚种,比如巨人亚种)也不获得增强亚种。生物保留原来的数据和特殊能力,除了以下特别列出的调整。

防御等级:依据下表,不同体型的骷髅获得相应的天生防御等级:

引用
骷髅体型                天生护甲加值

超小型或更小                  +0
小型                              +1
中型或大型                     +2
超大型                           +3
巨型                              +6
超巨型                           +10

生命骰数:骷髅将失去因为职业等级获得的HD并将种族HD修改为d8,没有种族HD的生物视为1HD。如果该生物所具有的HD多于20,它无法通过操纵死尸法术复活为骷髅。另外,骷髅以魅力调整值(而不是体质调整值)决定额外生命骰数。

豁免调整:骷髅生物的基础豁免改为:坚韧+1/3HD,反射+1/3HD,意志+1/2HD+2

防御能力:骷髅失去其原有的防御能力,而获得所有的不死生物防御能力和免疫。另外骷髅生物获得DR5/钝击和寒冷免疫。

速度:依赖翅膀飞行的骷髅失去其飞行能力。如果生物的飞行速度来源于魔法能力那么将依旧。其他的移动能力保持不变。

攻击能力:骷髅生物保有原本的所有天生武器、人造武器攻击和武器擅长,但失去依赖血肉才能进行攻击的武器。拥有手的骷髅还会获得相当于手数量的爪抓攻击,并且在整轮攻击时骷髅还可以以爪抓进行攻击。骷髅爪抓的伤害取决于其体型(见本书301-302页)。如果骷髅生物生前即拥有爪抓攻击,那么取二者伤害高者。

特殊攻击:骷髅失去原生物拥有的特殊攻击能力。

属性调整:骷髅获得敏捷值+2,并失去体质值和智力值。另外,骷髅的魅力和感知值调整为10。

基础攻击加值:骷髅的基础攻击加值等于其HD的3/4。

技能调整:骷髅生物将不获得任何原生物所有的技能等级。

专长:骷髅生物失去原有的所有专长。不过骷髅获得“精通先攻”作为奖励专长。

特殊能力:骷髅失去原生物的大多数特殊能力,不过保留所有用以增强其近战和远程攻击能力的特异能力。

环境:任何,通常是与原生物相同的环境。

组织:任何

财宝:通常为无。不过少数情况下骷髅的制造者会为其装备魔法护甲或武器。

骷髅变种

  骷髅存在着各种各样的变种。有的骷髅周身燃烧着永不止息的烈焰,有的则浸满了赤红的血腥并不断的为自己搜集更多鲜血。这两种骷髅都可以通过法术操纵死尸创造出来,但在施法的时候他们的HD视为正常的两倍来计算。被创造出来之后,在计算控制限制的时候骷髅变种如常计算。

  而最为危险的骷髅变种可能就是强大的骷髅勇士了。这些骷髅不但拥有智能,而且还经常具有生前的职业等级。骷髅勇士无法通过操纵死尸制造出来——它们只会出没于那些会形成幽魂的稀少地区,或者是利用特殊的邪法仪式制造出来。

  以下两种骷髅变种都在原有的骷髅上进行过一些调整。除非特别指出,这些特殊变种之间可以叠加——你可以尝试制造出一个燃烧血腥骷髅勇士。

血腥骷髅

血腥骷髅的体表覆盖着一层充满负能量的黏腻的血腥,这些恶心的物质可以重组和修复骷髅的身体。除了获得骷髅模版的调整以外,血腥骷髅还获得以下调整:

  挑战等级:比普通骷髅高1
  快速医疗:血腥骷髅获得每2个HD1点的快速医疗(至少为1)
  豁免调整:血腥骷髅获得+4引导抗力
  属性调整:血腥骷髅的魅力值为14
  特殊能力:血腥骷髅获得死而不僵特殊能力

死而不僵(Su):血腥骷髅会在生命值为0时被摧毁,不过它会在1小时后恢复到1点生命值并且启动快速医疗能力。只有正能量才能完全毁灭血腥骷髅,比如在血腥骷髅的残骸上浇上圣水或是将其置于法术祝福术或是圣居的影响范围之内。

燃烧骷髅

  燃烧骷髅周身笼罩着炽热的火焰,这些烈火会在它攻击时同时烧伤敌人。除了获得骷髅模版的调整以外,燃烧骷髅还获得以下调整:

  挑战等级:比普通骷髅高1
  灵光:燃烧骷髅获得烈焰灵光特殊能力

烈焰灵光(Su):所有邻接燃烧骷髅的生物在它们的回合开始时受到1d6点火焰伤害。使用徒手击打或者天生武器攻击燃烧骷髅的生物也会受到1d6点火焰伤害

  特殊防御:燃烧骷髅失去寒冷免疫并获得火焰免疫;除此之外,它还获得寒冷易伤弱点
  近战攻击:燃烧骷髅的近战攻击(无论是通过天生还是人造武器)均会造成额外1d6点火焰伤害。
  属性调整:燃烧骷髅的魅力值为12
  特殊能力:燃烧骷髅获得身死炎爆特殊能力

身死炎爆(Su):在被摧毁时,燃烧骷髅会在一阵火焰中炸成碎片。所有邻接燃烧骷髅的生物都会受到每两个燃烧骷髅HD1d6点的火焰伤害,通过一个DC=(10+1/2燃烧骷髅的HD+燃烧骷髅的魅力调整值)的反射检定可以将此伤害减半。


劇透 -   :
Skeleton

The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Human Skeleton CR 1/3

XP 135

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +0

Defense

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

hp 4 (1d8)

Fort +0, Ref +2, Will +2

DR 5/bludgeoning; Immune cold, undead traits

Offense

Speed 30 ft.

Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)

Statistics

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10

Base Atk +0; CMB +2; CMD 14

Feats Improved InitiativeB

Gear broken chain shirt, broken scimitar

Ecology

Environment any

Organization any

Treasure none

Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield weapons and wear armor.

Creating a Skeleton

“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Challenge Rating: Depends on Hit Dice, as follows:

Alignment: Always neutral evil.

Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Armor Class: Natural armor bonus changes as follows:
 


Skeleton Size

Natural Armor Bonus

Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities: A skeleton loses the base creature's defensive abilities and gains DR 5/bludgeoning and immunity to cold. It also gains all of the standard immunities and traits possessed by undead creatures.

Speed: A winged skeleton can't use its wings to fly. If the base creature flew magically, so can the skeleton. All other movement types are retained.

Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton's size (see Natural Attacks). If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.

Special Attacks: A skeleton retains none of the base creature's special attacks.

Abilities: A skeleton's Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

BAB: A skeleton's base attack bonus is equal to 3/4 of its Hit Dice.

Skills: A skeleton loses all skill ranks possessed by the base creature and gains none of its own.

Feats: A skeleton loses all feats possessed by the base creature and gains Improved Initiative as a bonus feat.

Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Environment: Any, usually the same as base creature.

Organization: Any.

Treasure: Generally none, although sometimes a skeleton's creator arms it with magical armor or weapons.

Variant Skeletons

Numerous variant skeletons exist, such as those whose bones burn with an unending fire and those who drip with gore and reassemble themselves over time. Both of these variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. Once controlled, they count normally against the controller's limit.

Perhaps the most dangerous variant skeleton, though, is the skeletal champion. This skeleton retains its intellect, and often any class levels it possessed in life. A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals.

Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another—it's possible to have a bloody burning skeletal champion.

Bloody Skeleton

A bloody skeleton is coated in a slick layer of blood and gore infused with negative energy. This gore allows the skeleton to reform and heal itself. In addition to the changes for the skeleton template, make the following adjustments to the base creature.

Challenge Rating: As a normal skeleton + 1.

Fast Healing: A bloody skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).

Saves: A bloody skeleton gains channel resistance +4.

Abilities: A bloody skeleton's Charisma is 14.

Special Qualities: A bloody skeleton gains the deathless special quality.

Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Burning Skeleton

A burning skeleton is surrounded by an aura of flames that deals fire damage to those it strikes. In addition to the changes for the skeleton template, make the following adjustments to the base creature.

Challenge Rating: As a normal skeleton + 1.

Aura: Burning skeletons possess a fiery aura.

Fiery Aura (Ex): Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.

Defensive Abilities: Burning skeletons lose their immunity to cold but gain immunity to fire. A burning skeleton gains vulnerability to cold damage.

Melee Attacks: A burning skeleton's melee attacks (including both those made with a natural weapon and those made with a manufactured weapon) deal an additional 1d6 points of fire damage.

Abilities: A burning skeleton's Charisma is 12.

Special Qualities: A burning skeleton gains fiery death.

Fiery Death (Su): A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) halves this damage.
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