作者 主题: [Bestiary 6]绿境公Green Man  (阅读 6065 次)

副标题: 半神的自然之相

离线 Namárië

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[Bestiary 6]绿境公Green Man
« 于: 2017-12-25, 周一 09:05:55 »
绿境公
这男人的躯体全然由碧绿的叶片和树皮构成。他的手指是长长的藤蔓。

绿境公 CR26
XP 2,457,600
绝对中立 中型植物 (变形者)
先攻 +14;感官 黑暗视觉60呎,翡翠视域60呎,生命感知,昏暗视觉;察觉 +11
灵光 自然之吻(60呎,DC36)
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防御
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AC 44,接触32,措手不及33 (+10敏捷,+1闪避,+11洞察,+12天生)
hp 595 (34d8+442);再生20(神祇或神话)
强韧+32,反射+23,意志+22
防御能力 荒野洞察;DR 15/传奇和挥砍;免疫 属性伤害,属性吸取,眩晕,电击,石化,植物特性,恍惚;SR 37
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攻击
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速度 40呎,攀爬40呎
近战 2挥击+40(1d8+15/19-20外加吸收魔法),6藤蔓+40(2d6+15/19-20外加攫抓)
远程 6荆棘+35(2d6+15)
占据5呎;触及5呎(藤蔓30呎)
特殊攻击 吸收魔法,紧勒(2d6+15),攫抓(超巨型)
 类法术能力 (施法者等级26;专注+35)
常驻—行踪无迹,植物交谈
随意施展—植物滋长,木遁术
3次/天—召唤植物
1次/天—启蒙术
德鲁伊准备法术(施法者等级20;专注+31)
9级—嫌恶术(DC30),瞬发治疗重伤,预警术,高等争战林木UM*,瞬发棘墙术
8级—操控植物(DC29),瞬发解除魔法,群体治疗重伤,反重力,阳炎爆(DC29)
7级—活化植物,瞬发治疗中伤,医疗术(2),高等探知,瞬发灭火术(DC24)
6级—防活物护罩,瞬发树肤术,高等解除魔法(4)
5级—瞬发治疗轻伤(3),防死结界,融身入林,棘墙术
4级—巨树之锤UM,命令植物(2,DC25),解除魔法,行动自如,喘息之林APG
3级—召雷术(DC24),治疗中伤(3),灭火术(2,DC24),荆棘丛生(DC24)
2级—树肤术,云雾术(2),抵抗能量伤害(2),曲木术,荒野兵团UC
1级—治疗轻伤(3),纠缠术(3,DC22),妖火术
0级—造水术,侦测魔法,神导术,稳定伤势
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数据
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力量40,敏捷31,体质36,智力25,感知32,魅力29
基础攻击+25;CMB +40(+44擒抱,+42破武);CMD 81(对抗破武83)
专长 战斗反射,制造法杖,制造奇物,防御式战斗训练,顽强,闪避,坚忍,高等法术穿透,精通重击(挥击,藤蔓),精通先攻,精通破武,闪电反射,猛力攻击,法术瞬发,法术穿透,通行禁止
 技能 特技动作+44,攀爬+40,易容+43,知识(地理,历史,宗教)+24,察觉+11,察言观色+45,法术辨识+41,潜行+47,生存+45
语言德鲁伊语,木族语; 植物交谈
特殊能力 改变外形(超巨型或更小的树木,如同树化术),近神,绿野认同+43
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生态
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环境 温带森林
组织 单独
财富 标准
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特殊能力
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吸收魔法Absorb Magic (Ex) 当绿境公以挥击命中一名生物时,他能够立刻试图从目标身上吸收一个魔法效果。这视为一个目标型解除魔法(CL 20)。绿境公偏好针对能够抵抗他藤蔓擒抱的效果,例如行动自如。若绿境公如此吸收了魔法,则他将获得等同于被吸收法术效果等级双倍的生命值。
近神Deific 绿境公能赐予崇拜者神术。这无需绿境公进行任何特别的行为。绿境公赐予的领域根据其阵营有所不同。大多数绿境公是中立阵营,他们赐予植物,保护,力量,和天气领域,以及防御APG,滋长APG,决意APG,和季节APG子域。中立善良的绿境公赐予善良,植物,保护,和天气领域,以及防御APG,滋长APG,纯净APG,和季节APG子域。中立邪恶的绿境公则赐予邪恶,植物,力量,和天气领域,以及腐朽APG,滋长APG,决意APG,和季节APG子域。无论其阵营,绿境公的偏好武器总是镰刀。崇拜绿境公的德鲁伊若是选择获取领域,则必须选取植物领域,无论其阵营。绿境公的圣徽是一张叶片构成的男性面容,但是面容的表情和外观根据每一个绿境公有所不同,各自有其独特的细节。
自然之吻Green Caress (Su) 在绿境公60呎以内,非植物类的活物将缓慢地变形成非魔法植物。这一效果视为自然之吻法术(见Pathfinder RPG惧怖冒险第119页),但是绿境公无需接触一个生物令这一效果生效。任何生物在第一次进入这一灵光范围时必须对这一效果进行DC36的强韧豁免。若豁免成功,则该生物如同法术描述中一般部分抵抗这一效果,且在24小时内免疫同一绿境公的灵光。若豁免失败,这一效果持续至该生物完成转变或效果被移除(和同名法术不同,这一效果持续时间没有7天的上限)。于法术另一不同是这一效果不具备传染性,且一名试图使用破除结界奇迹术变形万物移除诅咒许愿术中止这一效果的施法者也没有被该效果影响的风险。这一灵光本质是超自然效果而非法术或类法术能力,因此无法用解除魔法中止。绿境公能以一个直觉动作让一些生物免受其灵光影响,但是他必须知晓他们的存在才能赐下这样的赦免,而且绿境公无法逆转灵光已经造成的效果。这一能力豁免DC基于魅力。
绿野认同Green Empathy (Ex) 这一能力如同德鲁伊的野性认同一般生效,但是绿境公只能用这一能力影响植物类生物。绿境公的绿野认同检定加值等于其HD加上他的魅力调整值(对于通常的绿境公而言是+43)。
召唤植物 Summon Plants (Sp) 每天三次,绿境公能以迅捷动作召唤CR不超过20的任何组合的植物类生物。除上述不同外,这一效果视为成功率100%,视为9级法术的通用规则召唤怪物能力。
荆棘Thorns (Su) 绿境公的荆棘是射程增量为120呎的远程接触攻击。被绿境公的荆棘伤害的生物只能以半速移动,且无法以自然或魔法的方式进行五呎快步,飞行,或者使用凌空而行,直到目标或另一个生物以一个触发借机攻击的整轮动作拔出荆棘为止。
藤蔓 Vines (Ex) 绿境公能从身体中伸出至多六枝藤蔓攻击敌人。这视为首要天生武器攻击,造成钝击和穿刺伤害,其触及为30呎。
荒野洞察Wilderness Insight (Ex) 在具有植被的自然区域中,植物向绿境公窃窃私语。这赋予他等同于其智慧加值的AC洞察加值。这一加值已包含在以上数据中,但绿境公在没有大量植物(通常是荒漠,地底,或城市地区)的地点将失去这一加值。

传说之中极为古老的绿境公是原始森林的化身和守护者。绿境公是这些林地自然化神的产物。他们之中的大多数对自然之中从动物到地貌的其他方面都毫不关心,而一心关注着他们森林家园之中的植被和季节气候的影响。绿境公热衷为崇拜他们的智性植物提供神术,而对其他证明了自己是植物之友的智慧生物则略有疑虑。一些冷僻的文献中称绿境公为“莱西之王”,据传,最初是这些神秘的绿境公教授了德鲁伊创造莱西的秘密,然而他们本身却比这些小小的造物要强大得多。
只要“动物种族”不打扰森林,大多数绿境公都会主动避开他们。一些罕见的心具善意或恶意的绿境公会主动在他们的森林家园之中传播自己的影响。善良的绿境公像一名大族长一般友好地培育他们的领域之中所有生物,包括非植物生物。他们的领地长满了美丽的花朵和安宁的树林。邪恶的绿境公则是扭曲而嗜虐的作恶者。所幸这些植物生命的至高者之中,这一类绿境公最为稀少。他们的领土布满了有毒的植物,长满荆棘的藤条,和扭曲的树木。在这些地域之中仅有的动物要么本身便极其凶狠,能够同它们的植物对手抗衡,要么便是被留下当做取乐的猎物。

* 其实这个是Ultimate Combat的,原文写错了

劇透 -   :
Green Man
This man is formed entirely of green leafy plants and bark. His fingers extend into lengths of vine.
GREEN MAN CR 26
XP 2,457,600
N Medium plant (shapechanger)
Init +14; Senses darkvision 60 ft., greensight 60 ft., lifesense, low-light vision; Perception +11
Aura green caress (60 ft., DC 36)
DEFENSE
AC 44, touch 32, flat-footed 33 (+10 Dex, +1 dodge, +11 insight, +12 natural)
hp 595 (34d8+442); regeneration 20 (deific or mythic)
Fort +32, Ref +23, Will +22
Defensive Abilities wilderness insight; DR 15/epic and slashing; Immune ability damage, ability drain, daze, electricity, petrification, plant traits, stagger; SR 37
OFFENSE
Speed 40 ft., climb 40 ft.
Melee 2 slams +40 (1d8+15/19–20 plus absorb magic), 6 vines +40 (2d6+15/19–20 plus grab)
Ranged 6 thorns +35 (2d6+15)
Space 5 ft.; Reach 5 ft. (30 ft. with vines)
Special Attacks absorb magic, constrict (2d6+15), grab (Colossal)
Spell-Like Abilities (CL 26th; concentration +35)
Constant—pass without trace, speak with plants
At will—plant growth, transport via plants
3/day—summon plants
1/day—awaken
Druid Spells Prepared (CL 20th; concentration +31)
9th—antipathy (DC 30), quickened cure serious wounds, foresight, greater siege of treesUM, quickened wall of thorns
8th—control plants (DC 29), quickened dispel magic, mass cure serious wounds, reverse gravity, sunburst (DC 29)
7th—animate plants, quickened cure moderate wounds, heal (2), greater scrying, quickened quench (DC 24)
6th—antilife shell, quickened barkskin, greater dispel magic (4)
5th—quickened cure light wounds (3), death ward, tree stride, wall of thorns
4th—arboreal hammerUM, command plants (2, DC 25), dispel magic, freedom of movement, grove of respiteAPG
3rd—call lightning (DC 24), cure moderate wounds (3), quench (2, DC 24), spike growth (DC 24)
2nd—barkskin, fog cloud (2), resist energy (2), warp wood, wilderness soldiersUC
1st—cure light wounds (3), entangle (3, DC 22), faerie fire
0—create water, detect magic, guidance, stabilize
STATISTICS
Str 40, Dex 31, Con 36, Int 25, Wis 32, Cha 29
Base Atk +25; CMB +40 (+44 grapple, +42 sunder); CMD 81 (83 vs. sunder)
Feats Combat Reflexes, Craft Staff, Craft Wondrous Item, Defensive Combat Training, Diehard, Dodge, Endurance, Greater Spell Penetration, Improved Critical (slam, vine), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Quicken Spell, Spell Penetration, Stand Still
Skills Acrobatics +44, Climb +40, Disguise +43, Knowledge (geography, history, religion) +24, Perception +11, Sense Motive +45, Spellcraft +41, Stealth +47, Survival +45
Languages Druidic, Sylvan; speak with plants
SQ change shape (Colossal or smaller tree; tree shape), deific, green empathy +43
ECOLOGY
Environment temperate forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Absorb Magic (Ex) When a green man strikes a creature with his slam attack, he immediately attempts to absorb one magical effect from the target. Treat this as a targeted dispel magic (CL 20th), with the green man preferring to target effects that prevent his vines’ grapple attempts, like freedom of movement. When the green man absorbs magic in this way, he regains a number of hit points equal to double the level of the spell effect he absorbed.
Deific A green man grants divine spells to worshipers. This does not require any specific action on the green man’s behalf. The domains granted by a green man vary according to the green man’s alignment. Most green men are neutral and grant access to the domains of Plant, Protection, Strength, and Weather and to the subdomains of DefenseAPG, GrowthAPG, ResolveAPG, and SeasonsAPG. A neutral good green man grants access to the domains of Good, Plant, Protection, and Weather and to the subdomains of DefenseAPG, GrowthAPG, PurityAPG, and SeasonsAPG. A neutral evil green man grants access to the domains of Evil, Plant, Strength, and Weather and to the subdomains of DecayAPG, GrowthAPG, ResolveAPG, and SeasonsAPG. Regardless of his alignment, a green man’s favored weapon is the sickle. If a druid worshiping a green man chooses to take a domain, the druid must choose the Plant domain, regardless of alignment. The green man’s holy symbol is that of a masculine face made of leaves, but the exact expression and appearance of the face varies by green man, and each is unique in detail.
Green Caress (Su) Non-plant living creatures within 60 feet of a green man slowly begin to transform into nonmagical plants. Treat this effect as the spell green caress (Pathfinder RPG Horror Adventures 119), save that the green man need not touch a creature to begin the effect. A creature must attempt a DC 36 Fortitude save against this effect once upon first entering the aura. If successful, that creature partially resists the effect as per the spell description and is immune to that particular green man’s aura for 24 hours. On a failed save, the effect persists until the creature transforms or the effect is removed (unlike with the spell, it is not limited to a maximum
 
duration of 7 days). Also unlike the spell, this effect is not contagious, and a spellcaster who attempts to stop this green caress via break enchantment, miracle, polymorph any object, remove curse, or wish does not risk becoming targeted by the effect. This aura, being supernatural in nature and not a spell or spell-like ability, cannot be stopped via dispel magic. A green man can select creatures to be unaffected by his aura as an immediate action, but he must be aware of them to grant such clemency, and he cannot reverse the effects of the aura once inflicted. The save DC is Charisma-based.
Green Empathy (Ex) This ability functions as the druid’s wild empathy, save that the green man can only use this ability on plant creatures. A green man’s green empathy check bonus is equal to his HD plus his Charisma modifier (+43 for the typical green man).
Summon Plants (Sp) Three times per day as a swift action, a green man can summon any combination of plant creatures whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 9th-level spell effect.
Thorns (Su) A green man’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by a green man’s thorn moves at half speed and can’t take 5-foot steps, fly, or use air walk, either naturally or magically, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity.
Vines (Ex) A green man can extend up to six thorny vines from his body to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet.
Wilderness Insight (Ex) When in a natural area with foliage present, the plants whisper to the green man and grant him an insight bonus to his AC equal to his Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).
Ancient beyond measure, the legendary green men are avatars and guardians of the primeval forest. Green men are the naturally occurring apotheosis of such woodland terrains. Most care little for other aspects of nature, from animals to geology, focusing exclusively on the flora of their home forest and the seasonal impact of weather. They grant spells enthusiastically to intelligent plants that worship them and somewhat more hesitantly to other sentient races who prove themselves friends of plants. Sometimes called “leshy kings” in esoteric texts, the enigmatic green men are said to be the ones who first taught druids the secrets of creating leshies, yet they themselves are far more powerful than these tiny creations.
Most green men keep out of the way of the “animal races” as long as they leave the forest alone, while the rare benevolent and malevolent green men actively spread their influence over their home forests. Benevolent green men are kindly and nurturing patriarchs to all within their domain, even non-plants. Their territories are blessed with beautiful flowers and peaceful groves. Malevolent green men are twisted and sadistic bullies, and are fortunately the rarest of these paragons of plant life. Their territories are marred with poisonous plants, thorny vines, and twisted trees. What few animals remain in such regions are either vicious enough to stand up to their plant tormentors or are allowed to remain to provide sport.

插图画者为Will O’Brien
« 上次编辑: 2017-12-28, 周四 15:57:13 由 Namárië »

离线 Namárië

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #1 于: 2017-12-25, 周一 09:25:49 »
欧洲常见的跨文化雕塑Motif,尽管可能来自异教的信仰原型,但是出现在大量教堂雕塑里。
https://en.wikipedia.org/wiki/Green_Man

最早被人注意到并发到一本民俗学期刊上
https://www.jstor.org/stable/1257090

虽然有很多种猜测,但是Green Man这个Archetype(甚至是否是Archetype与否都有整轮)在民俗和宗教里的角色一直众说纷纭
http://www.greenmanenigma.com/theories.html
« 上次编辑: 2017-12-25, 周一 09:46:39 由 Namárië »

离线 Namárië

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #2 于: 2017-12-25, 周一 09:27:30 »
最后我就想说一句,中型生物CMD81………………不是很清楚怎么算的

离线 月夜白雨

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #3 于: 2017-12-25, 周一 09:30:11 »
力量和敏捷和bab够高,cmd就可以为所欲为 :em029
我月夜白雨只想安静地过图书馆长的生活。

离线 倚剑独饮

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #4 于: 2017-12-25, 周一 11:52:41 »
魔女惊悚地发现这个货居然用九环准备了一个治疗重伤。而且瞬发治疗重伤还是八环。
烂弱!

离线 Namárië

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #5 于: 2017-12-25, 周一 12:22:39 »
魔女惊悚地发现这个货居然用九环准备了一个治疗重伤。而且瞬发治疗重伤还是八环。
烂弱!
德鲁伊列表cxw系列和牧师列表等级不同,连Heal都要7级

离线 叶公好Dragon

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #6 于: 2017-12-25, 周一 12:40:36 »
力量和敏捷和bab够高,cmd就可以为所欲为 :em029

40CMB+10基础CMD+10敏捷+1闪避+11洞察=72,还有9点哪来的 :em016
好吧,还有9点防御式战斗训练专长给的CMD,81没错
« 上次编辑: 2017-12-25, 周一 13:23:47 由 叶公好Dragon »

离线 x2296506

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #7 于: 2017-12-25, 周一 14:53:44 »
居然没有神话等级吗?

离线 蒼月溟

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #8 于: 2017-12-27, 周三 14:08:13 »
沒有神話這表示 弒神 對祂無效 然後GM可以丟一把鐮刀版的弒神給祂
天上白玉京,十二樓五城。仙人撫我頂,結髮受長生。

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #9 于: 2017-12-27, 周三 17:39:18 »
沒有神話這表示 弒神 對祂無效 然後GM可以丟一把鐮刀版的弒神給祂

不要总和弑神过去,那玩应怎么可能落到玩家手里,会被gm之雷制裁的,还有我觉得下次跑团绝对会出场的存在

离线 叶公好Dragon

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #10 于: 2017-12-27, 周三 17:47:13 »
沒有神話這表示 弒神 對祂無效 然後GM可以丟一把鐮刀版的弒神給祂

不要总和弑神过去,那玩应怎么可能落到玩家手里,会被gm之雷制裁的,还有我觉得下次跑团绝对会出场的存在
弒神是啥?查了下MA没看到这个武器属性啊

离线 蒼月溟

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #11 于: 2017-12-28, 周四 02:25:29 »
沒有神話這表示 弒神 對祂無效 然後GM可以丟一把鐮刀版的弒神給祂

不要总和弑神过去,那玩应怎么可能落到玩家手里,会被gm之雷制裁的,还有我觉得下次跑团绝对会出场的存在
弒神是啥?查了下MA没看到这个武器属性啊

那不是武器屬性 是一把高等神器

弒神(Legendbane)
欄位 無;施法者等級 20;重量 1磅
靈光 強烈死靈系
這把+6精金匕首被鍛造來對付諸神與他們麾下的凡人英雄,弒神被創造出來的目的便是為了要殺死神話生物。弒神自動穿透所有傷害減免,並對神話生物以及擁有傳奇DR的生物造成額外3d6點的傷害,且此額外傷害再重擊時會被乘倍。

非神話角色可以正常地持握弒神而不會有任何狀況。然而,當一名神話生物首次嘗試持握此匕首,則她必須通過DC 25的強韌檢定,否則便需承受灰飛煙滅的效果。如果該神話角色活下來了,則她可以正常持握此匕首。

弒神會賦予持有者能力,使持有者能夠持續追蹤先前她所追獵的那些神話生物。持有者可以隨意施展生物定位術來尋找一名特定且為她所知的神話生物究竟身處何方。
摧毀 若是將一名被殺死的10階神話角色的血塗抹於弒神上,並用斬首武器打擊三次,弒神就會被摧毀。這個舉動同時也會摧毀該斬首武器。

神話團操控沒神話的角色拿這傢伙玩弄玩家是無良GM的惡趣味
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Re: [Bestiary 6]绿境公Green Man
« 回帖 #12 于: 2018-01-03, 周三 14:47:57 »
身为半神 :em016竟然没有神话等级·······
话说这也能算作妖精里的吧··· :em021
古老的妖精宗族和鬼婆们,差不多也是这个cr吧····
也许更老一些的cr能超过baba婆婆·· :em014
绿半神资质好的估计到cr30不成问题······

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #13 于: 2018-01-03, 周三 16:48:55 »
身为半神 :em016竟然没有神话等级·······
话说这也能算作妖精里的吧··· :em021
古老的妖精宗族和鬼婆们,差不多也是这个cr吧····
也许更老一些的cr能超过baba婆婆·· :em014
绿半神资质好的估计到cr30不成问题······

PF数据上和背景上当然都不算妖精,但是因为Green Man在民俗中的地位不清,而且和Pagan宗教可能有关联,如果你是DM的话让他在你的游戏里和妖精有紧密的联系是合情合理的。比如说有一些Green Man可能是原初世界的居民(世界上第一棵树的看护人之类的)。这样的话虽然不是精类生物,但是也可以加入到一个精类主题的游戏中(虽然这种生物我觉得没几个人的团里会遇得上);同理一些原初世界的鬼婆也很合适。

James Jacobs多次说过半神在PF里的CR必然在CR26-30之间,没有例外。但是仅仅这一点是不够的,在今年早些时候他又一次给了一个更正式也更严格的定义
http://paizo.com/threads/rzs2u6na?What-distinguishes-gods-from-demigods
劇透 -   :
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A demigod is a divinity that grants 4 domains and 4 subdomains and has a unique stat block that is CR 26 to CR 30.

A PC who takes Divine Source will never reach CR 26. They aren't demigods, even if they take Divine Source a number of times to grant 4 domains and 4 subdomains. Creatures of CR 25 or lower that can grant spells haven't had a category in print, but the name should probably be "quasi-deity."

In order to become a full demigod, a mythic PC would have to do something special and significant AND work with the GM to get that set up, and then would transition upon making that success (such as by passing the Test of the Starstone, or by doing something equally outlandish) would gain a brand new hand-crafted unique stat block.

Pathfinder's rules don't currently support this type of play, or the creation of a PC demigod beyond simply using the monster design rules in the Bestiary. So once you head into this realm, it's pretty much 100% house rules.


在没有关于神与半神的官方规则书的情况下,我一般把这个当做是半神的官方定义。绿境公符合了所有条件,可以说是刚刚踏入半神的领域。
另外James Jacobs还表示新生恶魔领主,邪魔先锋,Malebranche之类CR21-25的生物也没有官方定义,但是他称他们为准神(Quasi-deities),但是有一部分地狱公爵在CR26以上,所以可以算作半神。

http://paizo.com/products/btpy9r1y/discuss&page=40?Pathfinder-Roleplaying-Game-Bestiary-6
劇透 -   :
引用
Nope; no exceptions. At least not yet. That's merely has a typo. An Empyreal Lord is, by defintion, a demigod in the CR 26 to CR 30 range. They are intended to be analoges to the Horsemen, demon lords, archdevils, Great Old Ones, and other demigods.

The CR 21-25 range is for quasi-deities, such as nascent demon lords, maelbranche, qlippoth lords, mythic characters with the divine source ability, and others.

Infernal dukes are the weirdos that cross that barrier; most of them are CR 21 to 25, but a few are higher than CR 25. Those who are above CR 25 are demigods and could, in theory, some day be an archdevil.

所以原初世界的远古者作为半神,CR也在26-30,最多和Baba Yaga持平。CR30的生物比如Pazuzu, Nocticula, 克苏鲁和螳螂神之流是半神的巅峰。当然DM可以给Green Man加德鲁伊等级堆到CR30,但是这样的话不如直接跑一个PF+Exalted的团……而且CR26以上再比较CR就没啥意思了。
Baba Yaga虽然CR30但是不符合赋予神术的条件,不是半神(虽然似乎在冬临天下里说了她不成为半神完全只是因为别人向她祈求神术会让她很不爽)。
« 上次编辑: 2018-01-03, 周三 17:00:55 由 Namárië »

离线 月夜白雨

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Re: [Bestiary 6]绿境公Green Man
« 回帖 #14 于: 2018-01-03, 周三 16:58:38 »
考证好评,学到了,点赞
这个应该也是说明
半神和半神级实力是两码事
当然还有杀神实力更是别的概念了
我月夜白雨只想安静地过图书馆长的生活。