-
:em002如果已经有翻译的会直接贴超链接而不直接粘贴,感谢其他前辈大大(不要把偷懒说的这么冠冕堂皇啊!)
施工周期可能一周1位。。。吧(眼神开始游弋)翻译弱渣且社畜不要催就好了。。。有错求轻喷
魔神(Fiendish Divinities)
引言
只有最强大的邪灵才能晋升为魔神。而大部分半神都是从强大的邪灵中跻身而出,但若是有魔神的意志也可瞬间擢升一位邪灵为半神,比如魔鬼大公Mephistopheles。
在这之中有极少一部分是从神话生物晋升为魔神的非邪灵生命。比如恶魔领主祖拉就曾是古阿兹兰特帝国的女王,但其残忍且堕落的生活使得她在帝国毁灭前边晋升为了恶魔领主。
除阿斯莫提斯与拉玛什图外,本章节描述的魔神皆为半神(CR26及以上)或类神(CR25及以下)本书未提供其战斗数据,但某些存在早已登记在Bestiary系列之中。
其他魔神 OTHER FIENDISH DIVINITIES
本书讲述的魔神仅包括对格拉里昂饶有兴趣的存在。其他外层位面的存在可能注目于其他世界故而并未详细提及。若你愿意甚至可以加入如阿斯塔罗斯Astaroth、狄魔高根Demogorgon、格莱杨拉波尔Glasya-Labolas、因波斯Ipos、马尔巴士Marbas、拜帕Vepar等,甚至创造你设想的邪灵。但请不要忘记为这些存在加入上述模板。
魔族仪典 FIENDISH OBEDIENCE
忠诚与血祭并不能满足魔神的索求,祂们更渴求肉体与心灵上的痛楚以表达其顺从。这些都被通称为魔族仪典—由邪教徒举行的自残或极为亵渎的仪式。一般魔族仪典需要举行长达一小时。除非特殊备注,一般的仪典不会伤害举行仪式的人。施法者可以将魔族仪典的一小时与准备或恢复法术的时间结合起来,其他人可以自由选择执行的时间,但大部分人会选择黄昏之时。
魔族仪典可以带来莫大的恩惠,尤其是对于信徒。魔族仪典专长可以让邪教徒获得额外的加成,而208-213的三个进阶直接则可以使其更迅速地攫取强大的赐福。
魔神词条 FIENDISH DIVINITY
下述存在都以如下格式所记录,每一小节都总结了魔神信徒的细节与对于虔诚信徒和仆从的奖赏。格式如下。
名称:魔神在凡世的俗称。
尊称:魔神最常见的称谓或外号将标注于小节顶部。
阵营、性别、类型和神职;领域与子域;偏好武器;邪徽;神殿(偷懒跳过)
信徒:魔神最常见的代言人。
爪牙:与信徒不同,爪牙是为魔神服务的怪物或异界生物,被奴役用以处理对魔神神殿的威胁,一些魔神信徒也会将其视为请教对象,盟友和守卫者。
仪典:希望能表现对魔神忠诚的人可以选择魔族仪典专长(178)在执行仪典后这都会赋予其特殊的力量,详见各魔神的详细小节。仪典有时也会赋予防御能力,一般是对抗特定效果的豁免加成。其具体性质将注明在仪典末尾。
神恩:本书列举的三个进阶职业(恶魔狂信者,魔鬼大师和吮魂者)是角色对魔神进一步信奉与服从的体现,他们被视为获得魔族仪典。在高级别时甚至能获得魔神独有的赐福。神恩分为三类:传音者(与扩大魔神在凡世的影响力相关)颂教者(与教派的亵渎仪式相关)卫道者(与战斗相关)获得恩赐的类型取决于在获得第一级进阶职业的选择。若是选择魔族仪典专长,则获得颂教者的神恩(注,178的Damned Disciple与Damned Soldier专长可进一步修改角色获得的神恩)
每一类神恩都分为三级。获取神恩的速度取决于角色获得神恩的方式(专长or进阶职业)初级是三个类法术能力。中级与高级都是魔神特有的特殊、类法术或超自然能力。若无特殊说明,中级神恩视为7环法术效果,高级神恩视为9环法术效果。所有能力的CL等同HD(最高20)
描述:最后还会描述魔神的外表、性格、目的和领地。
魔神神恩
魔神的赐福可通过魔族仪典专长(P178)或208-213三个进阶职业获得。三类神恩与内海诸神一一对应,内海诸神一书中神祗赐予的祝福并没有那么强大,因此他们更有可能成为PC获得的恩赐,所以更适合在等级早期时获得。
虽然魔族仪典与服从仪典都随着HD获得增益,但内海诸神的进阶职业因服从仪典所获得的速度慢于魔族仪典。故而若玩家希望获得魔神神恩,请提升进阶的要求。
传音者:BAB+7,知识(宗教)技能等级高于7或能施展4环法术
颂教者:交涉7级,知识(宗教)7级,能施展4环神术
卫道者:BAB+7
O
nly the strongest fiends can rise to become divinities.
The majority of these burgeoning divinities ascend from
the existing ranks of powerful fiends, but sometimes
the will of a full-fledged deity can give rise to a fiendish
demigod, as was the case for the archdevil Mephistopheles.
Rarely, non-fiends can make the transition to divinity
through mythic achievements. The demon lord Zura, for
example, was once a human queen in the ancient human
empire of Azlant, but her life of cruelty and sin ensured her
ascension to nascent demon lord long before Azlant’s fall.
With the exception of Asmodeus and Lamashtu, all of the
divinities described in this chapter are demigods (CR 26 or
higher) or quasi deities (CR 25 or lower). Combat statistics are
not presented in this book, but some of the entities detailed
on the following pages have appeared as powerful foes in
various Pathfinder RPG Bestiary volumes.
OTHER FIENDISH DIVINITIES
The fiendish divinities presented in this book comprise
only those with specific interests on Golarion. Countless
others dwell in the sprawling reaches of the Outer Planes,
but since their attentions are focused on other worlds, they
are not detailed in this book. These creatures could appear in
your campaign if you wish, be they entities with names such
as Astaroth, Demogorgon, Glasya-Labolas, Ipos, Marbas, or
Vepar, or be they new fiends of your own creation. Use the
entries presented on the following pages as templates when
adding new divinities to your own campaign.
FIENDISH OBEDIENCE
Fiendish divinities are not satisfied with mere promises of
loyalty or blood sacrifices; they require physical and painful
proof of devotion. These demonstrations are known as
obediences—acts of self-mutilation or great blasphemy
performed by the truly damned. An obedience typically
consists of an hour-long ritual that must be performed
daily. Unless otherwise stated, it does not harm the creature
performing it. Spellcasting cultists can integrate their
obedience completely with their normal hour-long rituals
and methods of preparing or regaining spells, while others
are free to perform their obedience at any point during the
day. Most choose twilight as the time of obedience.
Obediences can bring great boons, particularly to the most
powerful of a divinity’s followers. The Fiendish Obedience
feat allows a worshiper of a divinity to gain access to
additional resistances and powers, and the three prestige
classes presented on pages 208–213 allow access to the most
powerful boons more quickly.
FIENDISH DIVINITY ENTRIES
Each of the entities described on the following pages is
presented in the same format, starting with a stat block
that summarizes the details of the divinity’s cult and the
boons that divinity grants to its most devout worshipers and
servitors. Each entry is organized as follows.
Name: This lists the fiend’s common name—the name by
which it is known in the world of mortals.
Appellation: The divinity’s most common appellation or
epithet is listed at the top of its stat block.
Alignment, Gender, Type, and Areas of Concern: This
entry lists the fiend’s alignment and gender, what type of
fiend it is, and the divinity’s areas of concern.
Domains and Subdomains: The domains and subdomains
the fiend grants to its clerics are listed here. Full rules on
subdomains can be found in the Pathfinder RPG Advanced
Player’s Guide. More subdomains are detailed on pages 180–182.
Favored Weapon: This lists the fiend’s favored weapon.
Unholy Symbol: A description of the fiend’s unholy symbol.
Temples: This entry describes the typical places of worship
for the fiend. The list is not intended to be exhaustive, and in
certain areas where the worship of a fiend is legal, its temples
can be much more varied than those shown here.
Worshipers: The worshipers listed here are the most
common agents of the fiend in question.
Minions: As opposed to those who typically worship the
fiend as a deity, minions are those monsters and outsiders
that serve the fiend. A fiend’s minions are common threats
encountered in temples and other places sacred to the
fiend. They are also called upon by the fiend’s worshipers as
advisors, allies, or guardians.
Obedience: Those who wish to deepen their devotion to a
fiendish divinity can do so by taking the Fiendish Obedience
feat (see page 178). Characters who do so must perform an
obedience ritual every day in order to maintain the special
powers and defenses the feat grants them, and this section
in each fiendish divinity’s entry describes the specifics of
the ritual for that divinity. Performing the obedience grants
the worshiper a specific defense, often a saving throw bonus
against a specific kind of effect. The exact nature of this
defense is listed at the end of the obedience entry.
Boons: The three prestige classes presented in Chapter 3
of this book (demoniac, diabolist, and souldrinker) allow
a character to deepen his faith and servitude to a fiendish
divinity, as does taking the Fiendish Obedience feat. At
higher levels, these characters gain access to boons unique to
the fiend they venerate. These boons are organized into three
categories: evangelist (boons often associated with how the
fiend influences the mortal realm), exalted (boons typically
associated with the profane traditions of the divinity’s cult),
and sentinel (boons usually associated with the fiend’s
offensive and defensive characteristics). Which category
of boon a character gains access to depends on choices he
makes when taking the 1st level in a boon-granting prestige
class. If a character receives boons only via the Fiendish
Obedience feat, he gains exalted boons. (Note that the feats
Damned Disciple and Damned Soldier on page 178 can
further modify which boons a character has access to.)
Each category of boon lists three tiers of boons. The rate at
which these three tiers are gained depends on how a character
gains boons in the first place (whether via a feat or a prestige
class feature). The first tier of a boon is always one of three
spell-like abilities: when a character gains this first boon, he
must choose which of the three spell-like abilities he gains
as his boon, be it a 1st-level spell usable three times per day, a
2nd-level spell usable twice per day, or a 3rd-level spell usable
once per day. The second and third boons are extraordinary,
spell-like, or supernatural abilities specific to each divinity.
Unless otherwise stated, spell-like second boons that do not
duplicate existing spells are treated as 7th-level spell effects,
and spell-like third boons are treated as 9th-level spell effects.
All spell-like abilities used in this way have a caster level equal
to your Hit Dice (maximum caster level of 20th).
Description: After each stat block, several paragraphs
describe the fiendish divinity’s appearance, personality,
goals, and realm.
FIENDISH DIVINITY BOONS
The boons granted by fiendish divinities assume that
characters gain them in one of two ways—via the Fiendish
Obedience feat (see page 178) or via that feat plus one
of the three prestige classes presented on pages 208–213.
While the boons of each divinity are categorized into the
same three categories of boons used in Pathfinder Campaign
Setting: Inner Sea Gods, the boons granted by deities in that
book are less powerful, as they are more likely to be boons
gained by PCs, and thus it’s more appropriate for them to be
gained at earlier levels.
While the Hit Dice at which you gain boons via Fiendish
Obedience or Deific Obedience (from Inner Sea Gods)
are identical, the prestige classes in Inner Sea Gods (the
evangelist, exalted, and sentinel) that allow accelerated
boon achievement have lower entrance requirements than
the prestige classes in this book. As a result, if you wish to
use one of those three prestige classes for a character who
wishes to gain the boons presented by one of the fiendish
divinities in this book, increase the requirements for entry
into evangelist, exalted, or sentinel so that a character must
be 7th level before selecting the class, as summarized below.
Evangelist: Base attack bonus +7, 7 ranks in a skill other
than Knowledge (religion), or ability to cast 4th-level spells.
Exalted: Diplomacy 7 ranks, Knowledge (religion) 7 ranks,
ability to cast 4th-level divine spells.
Sentinel: Base attack bonus +7.
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阿斯莫迪尔斯Asmodeus 四月 (http://45.79.87.129/bbs/index.php?topic=71496.msg672871#msg672871)
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迪斯帕特Dispater Cyclop (http://www.goddessfantasy.net/bbs/index.php?topic=129573.msg1144649#msg1144649)
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杰萨尔达Jezelda 犬良人 (http://www.goddessfantasy.net/bbs/index.php?topic=105432.0)
朱庇莱克斯JUBILEX Ghost-1008 (http://www.goddessfantasy.net/bbs/index.php?topic=107043.0)
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玛汉沙拉Mahathallah Cyclop (http://www.goddessfantasy.net/bbs/index.php?topic=129581.msg1144830#msg1144830)
马蒙Mammon Cyclop (http://www.goddessfantasy.net/bbs/index.php?topic=129573.msg1144652#msg1144652)
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祖瑞尔Szuriel 完工 (http://www.goddessfantasy.net/bbs/index.php?topic=129399.msg1143189#msg1143189)
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祖拉Zura Ghost-1008 (http://www.goddessfantasy.net/bbs/index.php?topic=106998.0)
阿修罗魔尊Asura Ranas 完工 (https://www.goddessfantasy.net/bbs/index.php?topic=129399.msg1143197#msg1143197)
Daemon Harbingers
地狱公爵Infernal Dukes Cyclop (http://www.goddessfantasy.net/bbs/index.php?topic=129598.0)
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雄霸魔Malebranche 完工 (https://www.goddessfantasy.net/bbs/index.php?topic=129399.msg1143201#msg1143201)
Nascent Demon Lords
鬼大名 ONI DAIMYO 完工 (https://www.goddessfantasy.net/bbs/index.php?topic=129399.msg1143203#msg1143203)
Qlippoth Lords
罗刹邪仙Rakshasa Immortals 完工 (https://www.goddessfantasy.net/bbs/index.php?topic=129399.msg1143205#msg1143205)
恐亡魔摧残者SAHKIL TORMENTORS 完工 (https://www.goddessfantasy.net/bbs/index.php?topic=129399.msg1143206#msg1143206)
-
阿里曼(Ahriman)
妖灵之主
中立邪恶 男性邪灵 神职为毁灭,妖灵与虚无主义
教派
领域 黑暗,死亡,毁灭,邪恶
子域 天灾,恐惧(180)失却,狂暴
偏好武器 长鞭
邪徽 带着细细银边的黑环
神殿 柯莱士的Bleakmire,苏比亚的遗落宫House of Oblivion,Ahermanabad的Throne of the Lord;隐秘的圣殿
信徒 冷酷无情的雇佣兵,虚无主义者,乌西教信徒,军阀
爪牙 妖灵,鬼巨灵,夜鬼婆,某些恐亡魔
仪典 一边向阿里曼祈祷,一边摧毁对他人而言极具金钱价值或情感寄托之物,最好当着有着强烈情感的人的面。或是一边吟诵阿里曼的赞美诗一边用带刺的鞭子鞭笞自己,自愿受到1点体质伤害。完成后你的忠诚便通过了考验,并能获得对应的神恩。同时你可以选择你表面的的阵营,只有再次执行仪典或24小时后方能更换。比如,一个中立邪恶的信徒可以以此被视为守序善良,使其能安全通过限定为守序善良的守卫刻文。
传音者神恩
第一神恩 阿里曼之言Ahriman’s Word(SP)命令书3次/天,侦测思想2次/天或暗示术1次/天
第二神恩 无可动摇的意志Unassailable Conviction(SU)你深谙生命的虚无,因为他们极难影响你在暗淡的生活中悟出的真谛。每天一次,意志豁免失败后可以立刻重骰并使用第二次的结果。若第二次豁免成功,接下来1小时你的攻击和豁免检定获得+2士气加值。
第三神恩 扭曲谎言Force the Lie(SU)每天一次,你可以扭转增益效果的作用。以一个标准动作你可以以你90尺范围任意一点为基准,使其半径30尺半径内产生一阵噼啪作响的黑色能量波。除你以外的生物,在此区域受到的运气、士气或神圣增益加值将会转为罚值。你和其他阿里曼信徒可以看穿黑色能量,其他生物都视为受到隐雾术效果。黑色能量波存续轮数等同HD,且不能被风吹散。通过意志豁免(DC=10+1/2HD数+魅力调整值)可以免除加值被改为罚值的效果,但依旧受到隐雾术效果。
颂教者神恩
第一神恩 妨碍正道Hamper the Righteous(SP)防护善良3次/天,愚者之触2次/天或降咒1次/天
第二神恩 洞察迷障Pierce Obfuscation(SU)无论如何遮掩你都能直视惨淡的真实。你可以在任何黑暗中完美看清所有事物,包括幽深黑暗术制造出的黑暗环境。每天一次,你可以以类法术能力施展真知术。
第三神恩 呼唤毁灭Call for Ruin(SP)你可以召唤阿里曼的麾下。每天一次,以一个标准动作可以召唤1d4+1鲉鳍妖、1d3狮妖或1墟言妖,视为召唤怪物IX,且你与其之间获得100尺的心电感应。以此方式召唤的妖灵会完美遵从你的命令,存续轮数等同HD,然后返回末日荒原。但若命令这些妖灵去做好事或拯救你以外的凡人生命,它们会拒绝这些指令并立即消失。
卫道者神恩
第一神恩 摧毁弱者Break the Weak(SP)造成轻伤3次/天,死亡丧钟2次/天或解除魔法1次/天
第二神恩 蛇纹鞭笞Serpentine Lash(SU)被你挥舞的鞭子是你邪恶意志的延伸,其将猛烈攻击并摧毁不愿臣服于你之人。你获得武器专精(长鞭)与长鞭熟稔作为奖励专长,即使不满住先决条件。此外你手中的鞭子会呈现出蛇形幻象,你在摔绊战技获得+2亵渎加值。若手中的长鞭至少有+1增强,甚至可以以迅捷动作赋予其舞空武器附魔,每天6轮,轮数不必连续。
第三神恩 粉碎敌人Crush Opposition(SU)每天三次,你可以对准60尺内一个具有实体的敌人发起猛烈抨击,使其在噼啪作响的黑色能量中痛苦倒地。伤害为10XHD数。目标若通过强韧检定(DC=10+1/2HD+魅力调整值)伤害减半。被此效果杀死的生物将被彻底摧毁,且其携带的物品会掉在地上且受到诅咒,持续小时等同HD数。物品上的诅咒会使携带其的非邪恶生物在对抗恐惧与疯狂效果的豁免检定受到-1罚值,携带多个物品则罚值叠加。
据学者所说,在巨灵诞生之时,毁灭的阴影也随之而来。这团阴影散布到世界各地对抗一切光明与活物。在无数的年月后,人们终于知晓这团阴影名为阿里曼。
阿里曼是一位热衷毁灭的邪灵,他试图传播“错误的思想”以腐化凡人的思维与举止。他的破坏性并不只体现在灾难或物理意义的破坏。祂还热衷于毁灭凡人的政府,在宗教中传播分裂思想,以鼓励错误的选择或自我毁灭的行为来摧毁家庭或氏族之间的关系。
阿里曼居于毁灭荒原边缘的Mount Kaf顶端的宝座之上统御着妖灵。这有一个永久的跨面位传送门,连接着格拉里昂位面上苏比亚的遗落宫—当然也有一些传送门连接着其他世界阿里曼的神像。虽然Ahermanabad不大,毁灭荒原的邪魔也将这里丢给妖灵与他们的主人。然而妖灵与邪魔还是会时而发生冲突,而这一般以妖灵的退让收场,因他们害怕激怒任何一位四驭者。
阿里曼外表宛如野兽,祂有着老虎的前肢与秃鹫的利爪。毒蛇缠绕在祂满是伤痕的黑色身体上,将致命的毒液对准自己的宿主与祂身边的所有生命。在那形似老虎的脸上长有刻印着远古诅咒的角,那长满恐怖尖牙的巨口仿似通往黑暗国度的大门,而那里一切都将被毁灭。
阿里曼的目标就是散布这种毁灭。为推进自己永恒的阴谋祂催生了无数亵渎的生命,其中巨灵腐化后的妖灵是其拥有最多的奴隶。阿里曼及其爪牙乐于劝诱凡人抛弃理智去做出错误的决定。尽管其不朽且富有耐心,但这位古老的邪恶让世界走向消亡的计划却从未得逞。
阿里曼位于毁灭荒原的宫殿中有各种妖灵侍从,但祂最喜爱的贴身护卫还是强大的崇至妖王子们,甚至还为其赐名,如土崩,余烬,息风,涸海,乱魂等。阿里曼出行一定会有这些强大的妖灵随同。
作为一名狡诈的半神,阿里曼接受邪恶凡人的信仰,尽管其自身与爪牙都十分厌恶这些生命。阿里曼的牧师多为虚无主义者或被蛊惑的邪教徒,他们致力于腐化他人,散播不幸与摧毁巨灵的杰作。阿里曼最广为人知的教派被称为乌西教,这些危险的施法者一直致力于散播毁灭和博怀社会结构。乌西教这一秘密结社起源于柯莱士,然后散播到格拉里昂各地。这些邪教徒小心翼翼地隐瞒自己的身份,并暗中经营诡谋。乌西教信徒会尽力登上权利高位,以便从内部腐化整个系统。一些出色的乌西教信徒甚至担任着一国领袖或敌对宗教的牧师,以此腐坏这个国家或宗教所象征的美好事物。
(https://z3.ax1x.com/2021/11/17/I5OldA.png)
AHRIMAN
LORD OF ALL DIVS
NE male div lord of destruction, divs, and nihilism
CULT
Domains Darkness, Death, Destruction, Evil
Subdomains Catastrophe, Fear (see page 180), Loss, Rage
Favored Weapon whip
Unholy Symbol black and silver eclipse
Temples Bleakmire in Kelesh, House of Oblivion in Thuvia,
Throne of the Lord in Ahermanabad; hidden shrines
Worshipers heartless mercenaries, nihilists, Usij cultists, warlords
Minions divs B3 , ghuls B3 , night hags, some sahkils B5
Obedience While praying to Ahriman, destroy something
of monetary or sentimental value to another person,
preferably in front of someone who feels a strong emotional
connection toward it. Alternatively, voluntarily take 1 point
of Constitution damage while chanting praises to Ahriman
and flagellating yourself with a barbed lash. After performing
this obedience, your true alignment is masked from
detection. Each time you perform this obedience, you select
an alignment that you wish to detect as. Once chosen, this
alignment can’t be changed until you perform this obedience
again or 24 hours pass. The masked alignment can trick items
and magic that require a particular alignment. For example,
a neutral evil follower can make her alignment appear to be
lawful good, which would allow her to safely pass beyond a
glyph of warding keyed to lawful good.
EVANGELIST BOONS
1: Ahriman’s Word (Sp) command 3/day, detect thoughts
2/day, or suggestion 1/day
2: Unassailable Conviction (Su) You know existence is
pointless and find little that can affect your outlook or sway
your ultimate outcome in the bleak span of existence. Once
per day when you fail a Will save, you can immediately roll
again and use the second result as your actual saving throw
result. If you succeed at this second save, you gain a +2
morale bonus on attack rolls and saving throws for 1 hour.
3: Force the Lie (Su) Once per day, you can twist the intention
of beneficial effects. As a standard action, you can create
a wave of crackling black energy that fills a 30-foot-radius
spread at any point within 90 feet of you. Creatures in this
area other than yourself that are benefiting from a luck,
morale, or sacred bonus instead treat that bonus as a penalty.
You and other worshipers of Ahriman can see through this
area of black energy with ease, but all other creatures treat
the area as if it were under the effects of obscuring mist. The
black energy persists for 1 round per Hit Die you have, and
cannot be dissipated by wind effects. An affected creature
can negate this adjustment to bonuses with a successful Will
save (DC = 10 + half your Hit Dice + your Charisma modifier),
but this does not negate the obscuring effect.
EXALTED BOONS
1: Hamper the Righteous (Sp) protection from good 3/day,
touch of idiocy 2/day, or bestow curse 1/day
2: Pierce Obfuscation (Su) You can see the bleak truth
despite means to hide your vision. You can see perfectly
in darkness of any kind, including that created by deeper
darkness. Once per day, you can cast true seeing as a spell-
like ability.
3: Call for Ruin (Sp) You can conjure some of Ahriman’s armies
for your own purposes. Once per day as a standard action,
you can summon 1d4+1 ghawwas B3 , 1d3 shiras B3 , or one
sepid B3 as if with summon monster IX, and you gain telepathy
with them to a range of 100 feet. The divs summoned in this
way follow your commands perfectly for 1 round per Hit Die
you have before vanishing back to their home in Abaddon.
The summoned divs don’t follow commands that would
cause them to perform overly good acts or save mortal lives
other than your own, and they immediately vanish if your
orders contradict these restrictions.
SENTINEL BOONS
1: Break the Weak (Sp) inflict light wounds 3/day, death knell
2/day, or dispel magic 1/day
2: Serpentine Lash (Su) Any whip you wield becomes an
extension of your embodiment of evil, lashing out against
all those who fail to prostrate themselves before you and
oblivion. You gain Weapon Specialization (whip) and Whip
Mastery UC as bonus feats, even if you do not meet the
prerequisites. In addition, your whip takes on the illusory
appearance of a serpent, and you gain a +2 profane bonus to
combat maneuver checks to trip opponents. If you wield a
whip with at least a +1 enhancement bonus, you can grant it
the dancing weapon special ability for 6 rounds per day as a
swift action. These rounds need not be consecutive.
3: Crush Opposition (Su) Three times per day, you can target
one corporeal enemy within 60 feet and call out a castigating
challenge that causes the creature to painfully collapse in on
itself in a crackle of black energy. The target takes 10 points
of damage per Hit Dice you have. Creatures targeted by this
ability can attempt a Fortitude save (DC = 10 + half your Hit
Dice + your Charisma modifier) to reduce the damage by
half. A creature slain by this effect is completely destroyed,
and all items it was carrying or wearing at the time fall to
the ground and become cursed for a number of hours equal
to your Hit Dice. The curse on these items causes nonevil
creatures who carry one of the items to take a –1 penalty on
saving throws against fear and insanity effects; the penalties
for carrying multiple items stack.
Scholars say that when genies were brought to life, a
shadow of destruction followed. This shadow cast itself
across the world, countering light and creation where it
fell. Over countless millennia, this spirit came to be known
as Ahriman.
Ahriman is a ruinous fiend
who seeks to corrupt mortals’
minds and works by spreading
“wrong thought.” He is a being of
destruction, but that destruction does not
need to be catastrophe or physical devastation
alone. He delights in wrecking mortal
governments, sowing schisms in religions, and
breaking the bonds of family or clan by encouraging
poor choices and self-destructive behavior.
Ahriman rules the divs from his throne in the realm
of Ahermanabad, atop Mount Kaf on the edge of
Abaddon. At least one permanent extraplanar portal
connects this realm to the House of Oblivion in
central Thuvia on Golarion—other portals may well link to
additional monuments to Ahriman on other worlds. While
Ahermanabad is a small realm, the daemons of Abaddon
leave the divs and their lord to their own devices. However,
clashes still sometimes occur between daemons and divs,
often resulting in the divs’ retreat so as not to anger any of
the Four Horsemen.
Ahriman appears as a bestial fiend, his hands clawed
like those of a tiger and feet taloned like those of a vulture.
Oily snakes worm through his
scarred black flesh, riddling
their host and all near him
with deadly venoms. Horns
etched with ancient curses
crown Ahriman’s tigerlike face,
and beyond a great maw filled
with soul-rending fangs lies a
gate to a realm of darkness
rivaled only by oblivion.
Ahriman’s ultimate goal
is to spread such oblivion.
To further his immortal
plots, he has spawned
innumerable blasphemies,
but the corrupted genie
spirits known as divs are his
most numerous slaves. Ahriman
and his minions delight in
influencing mortals to abandon
wisdom in favor of destructive
decisions. As ageless and patient as he
is vicious, this force of ancient evil seeks to
ease the world toward dissolution, one failure at a time.
In his palace in Abaddon, Ahriman is served by all manner
of div, though his preferred bodyguards are powerful akvan B3
princes with evocative names such as Crumbling Earth,
Dying Ember, Gasping Wind, Thirsty Sea, and Unbalanced
Soul. Ahriman is rarely encountered without at least one of
these powerful divs at his side.
A conniving demigod, Ahriman accepts the worship of
evil mortals despite his and his minions’ loathing of such
beings. Clerics of Ahriman are either nihilists or deluded
cultists who work to corrupt others, sow misfortune, and
tear down the works of geniekind. The most widespread of
Ahriman’s cultists are known as the Usij. These dangerous
spellcasters seek to spread ruin and break down the bonds
of society. Usij cabals originated in Kelesh ages ago, but
they have spread throughout Golarion in the time since.
These cultists carefully hide their true affiliation and
operate with a strong attention to subtlety. Usij like
to work themselves into positions of power
so that they can corrupt a system
from within. Some exceptionally
skilled Usij have even stood
as national leaders or posed
as priests of rival religions,
where they have worked to
taint and destroy everything
good that nation or religion
ever stood for.
-
奥迪娜克ALDINACH
六毒之女
混乱邪恶 女性恶魔领主 神职为沙,蝎子和干涸
教派
领域 动物,混乱,邪恶,太阳
子域 恶魔,飞羽,毛兽,光明
偏好武器 反曲刀
邪徽 砂砾从金蝎子的螯上滑落
神殿 贫瘠的山谷,甬道,洞窟,金字塔
信徒 沙漠游牧民族,掠夺者,奴隶贩子,异常暴力或残忍的半蝎人
爪牙 魔化土元素,巨蝎
仪典 俯卧在沙地上向奥迪娜克祈祷一小时,期间必须至少吞下一只活蝎子。你对虫类的毒素与对抗疲乏与力竭效果的豁免检定获得+4亵渎加值。
传音者神恩
第一神恩 荒漠领主Dominion Over the Sands(SP)熵光护盾3次/天,造风术2次/天或力竭射线1次/天
第二神恩 活体沙暴Living Sandstorm(SU)每天三次,你将你的肉体与身上的所有装备化为一团漂浮在风中的沙子,持续5分钟。此形态下获得DR 10/-,且免疫酸、重击、疾病、火、感染、毒素和精准伤害(如偷袭)你可以说话但不能进行物理攻击或操纵物体,也不能使用任何需要姿势或材料(包括器材)的法术。但你获得10尺飞行速度且自动通过飞行检定,可以通过细小的洞口或狭窄的裂缝。在应对风的效果时你视为超微型生物。在此状态时你每轮可以以移动动作进入另一个生物所在的空间,这会引发借机攻击,但同时尖锐的砂砾会对对方造成3d6的挥砍伤害且目盲1d6轮;通过反射豁免(DC=10+1/2HD数=体质调整值)可减半伤害且不会目盲。一个生物每轮只能收到该效果一次,即使你反复进入其所在的空间。
第三神恩 裂体风沙Flensing Storm(SP)每天一次,你可以呼唤奥迪娜克之名,让其从低语沙海召唤出致命的沙尘暴,将受困其中的人撕裂得只余染血的白骨。这视为焚云术效果,但造成6d6挥砍伤害和1d4体质伤害而不是火焰伤害;通过反射豁免(DC=10+1/2HD数=体质调整值)可以免受体质伤害。你可以以移动动作指挥这场风沙向任何方向移动60尺,且不一定需要直线移动。你在你施展的风沙中不会受到伤害且可以不受惩罚地看穿其。
颂教者神恩
第一神恩 狂沙之怒Desert’s Wrath(SP)忍受环境3次/天,闪光尘2次/天或灼热光辉1次/天
第二神恩 唤起蝎身Raise Scorpion(SU)每天一次你可以使60尺范围内一具尸体在你的控制下变为一头凶猛的巨蝎。该变化的持续时间等于角色等级,之后巨蝎将变回尸体。这是一种变形效果。
第三神恩 脱水打击Dehydrating Strike(SU)每天一次以一个迅捷动作开启,在对一个生物造成伤害后,若对方未通过强韧豁免检定(DC=10+1/2HD数=体质调整值)变回立刻陷入痛苦的脱水状态。若未通过豁免受到1d10力量吸取,昏迷1轮,然后再1d4轮后再发作。豁免成功可将发作时间延后1轮。
卫道者神恩
第一神恩 甲壳刺叮Chitin and Sting(SP)毒针吹刺3次/天,树肤术2次/天或尘埃之饮1次/天
第二神恩 隐秘偷袭Hidden Strike(EX)六毒之女赋予了你蝎子般从藏匿处快速偷袭的天赋。你获得隐秘偷袭能力,在近战攻击范围后30尺内未发现,或将你的存在视为同伴时,你都能对其造成额外的2d8精准伤害。对于被你夹击、或是失敏的目标也会造成隐秘偷袭,但此时伤害减少为2d4.你可以对隐蔽(但不能使全隐蔽)的生物造成隐秘偷袭。但此能力不能与偷袭叠加。此外你如同蛰伏的蝎子般善于偷袭。你在突袭轮可以进行全部动作而不是一个标准动作。
第三神恩 奥迪娜克之刺Sting of Aldinach(SU)每日一次,你可以以一个迅捷动作长出一条金色且带有毒液的蝎尾。你将刺击视为主要天生武器,可以对与你同体型的生物造成合适的伤害(中体型生物1d6伤害)其上的毒素(伤口;豁免 DC=10+1/2HD数=体质调整值;频率 1/rd. for 6 rds;效果 1d3力量伤害与1d3体质伤害;治愈 1次豁免)你如同巨大的黑蝎般以肉眼难以捕捉的速度突刺,你可以以迅捷动作使用毒刺进行攻击(不计算在本轮的任何攻击或动作之外)你的毒刺保留分钟等同于HD数。
奥迪娜克外表是一只巨大的金色蝎子;双螯是鲜艳的红色水晶,其边缘锋利如刀;头部则是一张脸色及其不自然的可怕人脸。其背部有着无数细小的蝎子,这是祂无尽巢穴的成员,只需一个念头便可向它们下达任何指令。祂的毒刺十分危险,因每次攻击都会注入六种不同的可怕超自然毒素,据闻即使具有免疫毒素能力的生物也会死在这毒刺之下。
奥迪娜克的邪教在沙漠,尤其是奥斯里昂的野外与拉哈多姆的偏远地区,祂的邪教徒常出没于此以引诱或服饰当地的无神论者。特别暴力的半蝎人部落会在奥斯里昂东部的蜂窝都市祭拜祂,他们古怪的传统将奥迪娜克与洛瓦古格组建成一个关系如蛛丝般杂乱的诡异神系。祂的邪教领袖大多是炼狱半蝎人牧师。被这些隐藏在沙漠中的邪教徒抓住的祭品会迎来痛苦的折磨与延绵之死,因为最受欢迎的活祭方式便是由长时间的暴晒与定期的折磨相结合而成,而延绵之死则是在期间让祭品抿上一点水以吊命。这既能延长受害者因干渴而焦虑痛苦的时间,而受此折磨而死的灵魂也会变得更加甜美。在加伦德的沙漠以外,祂的信仰并不常见—所以在其他地区一般是独行的邪教徒或狂热者。
如同祂背负着自己无数的子孙一般,奥迪娜克也是拉玛什图众多子女之一,但拉玛什图登神后便鲜有往来。而与其姊妹厄莱什卡果Areshkagal则是另一幅场景,因祂们二位正在进行永无休止的斗争。自从奥迪娜克从对方手中夺走了低语沙海Sea of Whispering Sands这一层深渊位面,将其流放到荒凉的血色裂谷Blood Clefts后,祂便一直驻留在自己的沙漠国度中抵御其姊妹那永无休止且越发拼命的反攻。
奥迪娜克占领这一层不过数十个世纪,但祂通过不断鼓励手下以祂的名义建立了数百座隐匿于砂砾之中的诡异城市。其中最为宏大的位于沙海的中心—一个由带刺甲壳与柔韧树脂打造成的不规则的城市。这座名为Aioganthus的城市被建造在一个漏斗形沙漠坑壁之上,因而总是在缓缓下滑。当大量建筑随着坑壁下滑时,被压迫至中心的建筑会纠缠着形成由带刺甲壳与柔韧树脂交织成的尖锥,远远望去就如同巨大的蝎尾一般。每隔数小时这尖锥便会倾倒散落在沙坑的边缘,形成新的建筑。这座城市保持着这种永无休止的循环迫使居民不停被迁移,而最终他们也会与自己的家一起成为城市的材料。这种结构与布局使其变得难以确定位置和攻打。而城市只有中心塔楼附近的某些区域能保持稳定,缓慢升腾的建筑总会绕过它们融入尖锥的一部分。而这边区域便是奥迪娜克的私人宅邸、研究场所和监牢。
(https://z3.ax1x.com/2021/11/20/ILKeld.png)
SHE OF THE SIX VENOMS
CE female demon lord of sand, scorpions, and thirst
CULT
Domains Animal, Chaos, Evil, Sun
Subdomains Demon, Feather, Fur, Light
Favored Weapon kukri
Unholy Symbol gold scorpion with sand dripping from its claws
Temples barren valleys, burrows, caves, pyramids
Worshipers desert nomads, raiders, slavers, unusually violent
or cruel girtablilus B3
Minions fiendish earth
elementals, giant
scorpions
Obedience Pray
to Aldinach
while lying
prone on sand
for an hour, during
which time you must
eat at least one live scorpion. Gain a +4 profane bonus
on saving throws against poison from vermin and
against effects that cause fatigue or exhaustion.
EVANGELIST BOONS
1: Dominion Over the Sands (Sp) entropic shield 3/day, gust
of wind 2/day, or ray of exhaustion 1/day
2: Living Sandstorm (Su) Three times per day, you can
dissipate yourself and all of your gear into a swirling mass
of wind-tossed sand for 5 minutes. While in this form, you
gain DR 10/— and immunity to acid, critical hits, disease, fire,
infestations, poison, and precision damage (such as sneak
attacks). You can speak, but you can’t make physical attacks
or manipulate objects, and you can’t use somatic or material
(including focus) spell components. You can fly at a speed of
10 feet and automatically succeed at Fly checks, and you can
pass through small holes or narrow openings. You are treated
as a Fine creature for the purpose of wind effects. While
in sandstorm form, you can enter another creature’s space
once per round as part of a move action; this provokes an
attack of opportunity as normal. When you enter a creature’s
space this way, that creature takes 3d6 points of slashing
damage from abrading sands and is blinded for 1d6 rounds;
the target can halve the damage and negate the blindness
with a successful Reflex save (DC = 10 + half your Hit Dice +
your Constitution modifier). A creature can be affected in this
way only once per round, even if you move into its space
multiple times.
3: Flensing Storm (Sp) Once per day, you can call out
to Aldinach to conjure a deadly sandstorm from the
Whispering Sands, which flenses those caught within down
to nothing but bloody bones. This acts as an incendiary
cloud spell, except that instead of fire damage
it deals 6d6 points of slashing damage and
1d4 points of Constitution damage; this
Constitution damage can be negated
with a successful Reflex save
(DC = 10 + half your Hit Dice +
your Constitution modifier). As
a move action, you can direct
a flensing storm to move up
to 60 feet in any direction;
this need not be a straight
line. You are immune to the
effects of your flensing storms
and can see through them
without penalty.
EXALTED BOONS
1: Desert’s Wrath (Sp) endure
elements 3/day, glitterdust 2/day,
or searing light 1/day
2: Raise Scorpion (Su) Once per day, you
can cause a dead body within 60 feet to transform into a
fiendish giant scorpion under your mental control. This
transformation lasts for 1 round per level, after which
the scorpion returns to its original corpse form. This is
a polymorph effect.
3: Dehydrating Strike (Su) Once per day as a swift action,
when you deal damage to a creature, that creature must
attempt a Fortitude save (DC = 10 + half your Hit Dice + your
Constitution modifier) to avoid becoming instantly and
painfully dehydrated. If the victim fails this save, it takes
1d10 points of Strength drain, is stunned for 1 round, and
is then staggered for 1d4 rounds. On a successful save, the
victim is instead staggered for 1 round.
SENTINEL BOONS
1: Chitin and Sting (Sp) nauseating dart ACG 3/day, barkskin
2/day, or cup of dust APG 1/day
2: Hidden Strike (Ex) She of the Six Venoms grants you a
scorpion’s talent for striking rapidly from hiding. You gain
a hidden strike, with which you deal an extra 2d8 points of
precision damage on melee attacks or ranged attacks from
within 30 feet against foes who are unaware of your presence
or who consider you an ally. You can also deal hidden strike
damage to a target that you are flanking or that is denied
its Dexterity bonus to AC, but in these cases, the damage is
reduced to 2d4. You can deal hidden strike damage against
targets with concealment (but not total concealment). This
stacks with other sources of hidden strike damage or sneak
attack damage you already have. In addition, like a deadfall
scorpion, you are adept at taking advantage of your foes’
surprise. During a surprise round, you can take a full round’s
worth of actions, rather than a single standard action.
3: Sting of Aldinach (Su) Once per day as a swift action, you
can grow a golden-hued scorpion’s tail, complete with
stinger. This sting is a primary natural attack that deals
damage as appropriate for a creature of your size (1d6 points
of damage for a Medium creature). The sting is poisonous
(injury; save DC 10 + half your Hit Dice + your Constitution
modifier; frequency 1/round for 6 rounds; effect 1d3 Str
damage and 1d3 Con damage; cure 1 save). Like that of the
immense black scorpion, your stinger strikes with blinding
speed; you can make an attack with your stinger as a swift
action (in addition to any other attacks or actions taken
during that round). Once activated, your stinger remains for a
number of minutes equal to your Hit Dice.
Aldinach appears as a Colossal golden scorpion. Her claws are
made of living crimson crystal and have razor-sharp edges,
and her face is hideously human, if unwholesomely colored.
On her back swarm countless smaller scorpions, members
of her endless brood that she can send out to do her bidding
with but a thought. Her sting is particularly dangerous, for
it injects six different horrific supernatural toxins with each
attack and has been said to be able to envenom even those
who normally count themselves as being immune to the
effects of poison.
Aldinach’s cults are strongest in deserts, particularly in
Osirion’s wastelands and the remote reaches of Rahadoum,
where her cultists work to seduce and corrupt that realm’s
godless citizens. Certain tribes of particularly violent
girtablilus B3 venerate her in hive-cities in eastern Osirion,
where their strange traditions mix worship of Aldinach and
Rovagug into an unusual pantheon of arachnoid horror. In
these cults, the leaders of her faithful are often half-fiend
girtablilu clerics. Those who fall prey to one of these desert-
dwelling cults can look forward to an agonizing and lingering
death, for a favored method of living sacrifice involves a painful
combination of death by long exposure to the elements and
periodic torments where the lingering demise is lengthened
by tantalizing sips of life-giving water. By extending a victim’s
periods of thirst to agonizing length, the suffering soul is
made to taste all the sweeter in death. Her worship is relatively
unknown outside of Garund’s desert regions—when she is
worshiped elsewhere, it is typically by a lone cultist or fanatic.
Just as the demon lord herself carries countless offspring
atop her back, Aldinach is in turn one of Lamashtu’s countless
daughters, although since Lamashtu’s ascension to divinity,
the two have not associated overmuch. The same cannot be
said of her and her sister Areshkagal, with whom Aldinach
is locked in an eternal war. Ever since Aldinach stole the
Abyssal realm known as the Sea of Whispering Sands from
her sister, forcing Areshkagal into exile in the desolate Blood
Clefts, Aldinach has been forced to defend her desert realm
from her sister’s constant, increasingly desperate attempts to
reclaim her lost territory.
Although Aldinach has ruled the Whispering Sands for
only a few dozen centuries, already she has inspired her
minions to create hundreds of eerie desert cities in her
honor, hidden amid the trackless sands. The greatest of these
cities lies at the heart of the Sea of Whispering Sands—a
sprawling metropolis of twisted buildings constructed from
spiny chitin and flexible resin. Named Aioganthus, this
impossible city is built within the slowly collapsing walls
of a funnel-shaped sinkhole in the sand. As the buildings
of Aioganthus slide inexorably down the funnel’s walls,
they gather in the center and tangle together, forming a
towering spire of chitin and resin that evokes the image of
an immense scorpion’s tail. Every few hours, this constantly
growing spire lurches downward to “sting” the funnel’s rim,
where building material at the tower’s apex breaks off, falling
toward the rim, and forms a new structure on the outskirts
of the city. The eternal recycling of Aioganthus’s buildings
in this manner forces those who dwell within to repeatedly
relocate, for those who remain in one building too long are
eventually crushed and recycled along with their domicile.
This ongoing replenishment of buildings and reworking of
the city layout makes Aioganthus an exceptionally difficult
location to navigate or assault. Only certain regions inside
the central tower remain fixed in place, the slowly churning
mass of structure flowing ever upward around them toward
the spire’s apex. These stable regions house the personal
quarters, laboratories, and prison cells of Aldinach herself.
-
安德莉芙库Andirifkhu
剃刀公主
混乱邪恶 女性恶魔领主 神职为幻象,刀械和陷阱
教派
领域 混乱,邪恶,机运,诡术
子域 诅咒,欺骗,恶魔,盗窃
偏好武器 反曲刀
邪徽 被六片刀刃刺穿的头骨
神殿 地牢,迷宫,刑讯室
信徒 熊地精,德洛人,卓尔精灵,幻术师,虐待狂,陷阱的制作者和设计师,拷问者
爪牙 拥有幻术能力的怪物,六臂蛇魔,猎魔蛛,拥有陷阱能力的怪物(如B2的伊特怪和冷蛛)
仪典 使用带有刀片或尖刺的机械装置折磨比你小的活物,或用刀折磨任何大小且被束缚的生物。仪式途中不能让其死去,但在仪式结束1分钟内必须终结其性命。若无祭品,也可以在身体上用刀具一遍雕刻迷宫图案,一边向安德莉芙库祈祷,但使用此方式每拥有1HD会受到1点伤害。你在对抗幻术的豁免检定和对抗造成挥砍伤害的陷阱的AC上获得+4亵渎加值。
传音者神恩
第一神恩 改变感官Alter Perception(SP)无声幻影3次/天,镜影术2次/天或隐形法球1次/天。
第二神恩 灵巧剃刀Subtle Razor(EX)你获得偷袭+2d6,这可以与其他任何等级或其他因素获得的偷袭伤害叠加。你造成的偷袭伤害时,可以使这次攻击的所有伤害转化为非致命伤害。如果你对未察觉到你存在的生物造成非致命伤害,他甚至不会知道已经收到攻击或收到伤害(表现为感到难以言喻的疲倦或虚弱)
第三神恩 幻影军团Unreal Legion(SU)一天一次,你可以制造出三个自己的幻术分身。这些分身亦真亦假,他们的豁免加值与本体一样,拥有等同于本体接触AC的AC值,HP为本体最大值得四分之一。分身随本体的意志行动(自有动作下命令)且可以进行绝对无法命中的攻击(但可以提供夹击)你施放法术或使用能力时可以让分身做同样动作,若该效果有明显的源点,你可以让其看上去同时起源于所有分身。你可以以直觉动作与某个分身交换位置。若分身离开你超过60尺或视线范围,又或是hp少于0,便会消失;否则分身将存续24小时或直到你再次使用该能力,以先达成条件者为准。
颂教者神恩
第一神恩 施虐窍门Sadist’s Trick(SP)魔法武器3次/天,魅影陷阱2次/天或圈套术1次/天。
第二神恩 刀刀入肉Deeper Cuts(EX)你以挥砍武器对生物造成伤害时,同时造成5点流血伤害。
第三神恩 安德莉芙库之吻Andirifkhu’s Kiss(SP)每天一次,你可以以来法术能力施展强效剑刃护壁。该能力不会伤害施法者本人。
卫道者神恩
第一神恩 公主之刃Princess’s Blade(SP)精准武器3次/天,灵能武器2次/天或暮光之刃1次/天。
第二神恩 杀人陷阱One of Ten Thousand Deaths(SP)你可以将安德莉芙库领地中的可怕造物召唤到凡间。每天3次,你可以以一个整轮动作在30尺内的一个或多个方格上召唤一个陷阱。陷阱CR必须等于或小于HD的一半,且具有对应的环境(比如落石陷阱必须要有可以掉落的天花板)而陷阱的触发,如压力板或预言术则由你选择的方式添加到环境中。此陷阱若未被解除、触发效果,则会在24小时后自动消失。
第三神恩 杀戮机器(SU)每天1次,你可以以一个整轮动作将自己变为陷阱。陷阱CR必须不大于HD(最高CR20)且具有对应的环境。在陷阱效果被触发或被试图解除时,你可以恢复原形(出现在陷阱目标的区域中)若陷阱效果被触发或以某种合理的方式解决,你进入突袭轮,只有你和知道真实情况的人可以进入突袭轮。该变化可持续24小时,你也可以以整轮动作将其解除。这是变形效果。
安德莉芙库钟爱恶德的幻术师,残忍的拷问者、虐待狂和发明家。祂的邪教徒喜欢建造陷阱重重的地牢,让祭品死于里面的尖刺、摆动的刀刃和长矛上。大多数时候,即使解决了面前的挑战受害者也会因受伤而难以行动,然后发现不过是回到原点再重复一次,所以死亡通常是逃离这一挑战的唯一途径。但这些地牢一般都有着非常隐秘的通道,一边邪教徒或来访的好友在较为安全的地方观察受害者在这充满死亡陷阱的地牢中如何蹒跚前行,以及评估陷阱的效果。
安德莉芙库本体是高挑美丽的女子,皮肤上布满翠绿的鳞片且长有暗红色的长发。虽然祂最爱的是反曲刀,但祂有着蛇瞳六臂,因而每只手都能挥舞不同的刀械。在战斗时祂喜欢先发制人,以所有武器卷起可怕的刀刃风暴,使得周围的敌人因流血过多而步履蹒跚。祂旋转的速度是如此的快,即使是发丝也能切开伤口。据说祂喜好使用自己的头发制作复杂的陷阱,还会就地使用顺手的刀具(包括友军或敌人手上的武器)有人相信,祂会通过自己神殿中密布的陷阱散播密语和施加影响,而不幸死于此地的灵魂将永远徘徊在祂的领地。
许多卓尔精灵都崇拜剃刀公主,以求获取设计新酷刑的灵感。一些卓尔幻术师虽然不能施放神术,但也是祂的信徒,他们深信所有幻术都是剃刀公主的投影。一些卓尔幻术师甚至声称能通过幻术与安德莉芙库交流。在地表世界,安德莉芙库的邪教徒则相对分散—他们都喜欢独自沉浸在自己的研究中,以增长对陷阱和刑具的知识。在只有在饱受革命蹂躏的伽尔特才有固定的组织,邪教徒们会结成小组暗中活动。尽管如此这些邪教组织仍然较为分散,对于更进一步的合作毫无兴趣。
安德莉芙库所在的深渊位面被称为Vault of Ten Thousand Deaths,这是一个庞大且布满陷阱的迷宫,据闻这里和多元宇宙中无数的地牢都有着隐秘的通道。学者认为主物质位面中发现的“死亡陷阱地牢death-trap dungeons”与剃刀公主脱不开干系。尽管这些复合陷阱看似与这位恶魔领主没有直接联系,但涉及并创造出这些危险品的虐待狂死后必将前往其领地。
一个可怕的传闻讲述了这些死亡陷阱是如何传播到多元宇宙。在传闻中安德莉芙库的领地深处有一条返回主物质位面的隐秘道路。虽然不少人认为这个谣言只是迷失在其中的受害者的自我安慰(不然就没有人愿意探索这层位面,而且受害者的求生欲也会大大减少)但真相则更为残酷,和所有深渊位面一样,Vault of Ten Thousand Deaths具有自己的意志,传说中的逃生之路只是深渊用以将自己的邪恶意志延伸到其他世界的手段。借此新的死亡地牢会成长为鲁莽冒险者的诱饵,使他们成为剃刀公主的受害者或是对新世界散播影响的桥梁。
(https://z3.ax1x.com/2021/11/21/IXatGd.png)
ANDIRIFKHU
THE RAZOR PRINCESS
CE female demon lord of illusions, knives, and traps
CULT
Domains Chaos, Evil, Luck, Trickery
Subdomains Curse, Deception, Demon, Thievery
Favored Weapon kukri
Unholy Symbol skull pierced by six thin blades
Temples dungeons, labyrinths, torture chambers
Worshipers bugbears, derros, drow, illusionists, sadists, trap
creators and designers, torturers
Minions illusion-using monsters, mariliths, retrievers,
trap-using monsters (like ettercaps and leng spiders B2 )
Obedience Torture a living creature smaller than yourself using
a mechanical device that employs blades or spikes, or torture
a bound creature of any size with a knife. The creature must
remain alive for the duration but must die within 1 minute of
the end of the obedience. If no suitable victim is available,
you can instead carefully carve labyrinthine patterns into your
flesh with a knife while offering prayers to Andirifkhu, taking
1 point of damage per Hit Die you have as part of this variant
obedience. Gain a +4 profane bonus on saving throws against
illusions and to AC against traps that deal slashing damage.
EVANGELIST BOONS
1: Alter Perception (Sp) silent image 3/day, mirror image
2/day, or invisibility sphere 1/day
2: Subtle Razor (Ex) You gain sneak attack +2d6; this stacks
with any sneak attack damage you can already deal from
class levels and other sources. In addition, whenever you
deal sneak attack damage, you can have all damage dealt by
the attack become nonlethal damage. If you deal nonlethal
damage this way to a creature that is unaware of your
presence, the creature is unaware it has been attacked or has
taken damage (instead experiencing a sense of unexplained
weariness or weakness).
3: Unreal Legion (Su) Once per day, you can create three illusory
copies of yourself. These copies are semireal; each uses your
saving throws, has an Armor Class equal to your touch AC,
and has hit points equal to one-quarter your maximum hit
points. The copies move as you mentally direct them (a free
action) and can be instructed to attack, although they always
miss (the copies can provide flanking, however). When you
cast a spell or use an ability, you can have the copies appear
to cast that spell or use that ability simultaneously; if the
effect has an obvious point of origin, you can have it appear
to originate from all copies simultaneously. As an immediate
action, you can switch places with one of the copies. If a copy
is ever more than 60 feet from you, leaves your line of sight,
or is reduced to 0 hit points, it immediately ceases to exist;
otherwise, the copies last 24 hours or until you use this ability
again, whichever comes first.
EXALTED BOONS
1: Sadist’s Trick (Sp) magic weapon 3/day, phantom trap
2/day, or snare 1/day
2: Deeper Cuts (Ex) When you damage a creature with a
slashing weapon or an effect that deals slashing damage,
you can also deal 5 points of bleed damage.
3: Andirifkhu’s Kiss (Sp) Once per day, you can cast
empowered blade barrier as a spell-like ability. You are
immune to the effects of this blade barrier.
SENTINEL BOONS
1: Princess’s Blade (Sp) unerring weapon UC 3/day, spiritual
weapon 2/day, or twilight knife APG 1/day
2: One of Ten Thousand Deaths (Sp) You can summon the
murderous creations of Andirifkhu’s realm to the mortal
world. Three times per day as a full-round action, you can
conjure a trap into being in a square or squares within 30
feet. The trap must have a CR equal to or less than half your
Hit Dice, and the environment must be able to support it
(for example, a falling block trap must have a ceiling to fall
from). The appropriate triggers for the trap, such as pressure
plates or divination spells, are added to the environment
in the fashion of your choosing. A trap conjured this way
vanishes after 24 hours, when it is disabled, or after it is
triggered and its effects have been resolved.
3: Killing Machine (Su) Once per day as a full-round action,
you can transform yourself into a trap. The trap must have
a CR equal to or less than your total Hit Dice (maximum
CR 20), and the environment must be able to support your
new form. When your trap form is triggered, or when
a creature attempts to disable your trap form, you can
instantaneously return to your normal form (appearing
in the square or squares targeted by your trap form). This
occurs after the trap has finished triggering and its effects
are resolved (if appropriate), and it causes a surprise round
in which only you and those who were aware of your true
nature may act. This transformation otherwise lasts for
24 hours or until you dismiss it as a full-round action. This is
a polymorph effect.
Andirifkhu is the favored patron of debased illusionists,
cruel torturers, and sadistic inventors. Her cultists are
fond of building trap-ridden dungeons and sending
sacrifices inside to die on spikes, swinging blades, and
spear tips within. In most cases, solving one of these trap-
filled gauntlets only results in the victim being hobbled or
otherwise crippled before being returned to the start of the
maze and forced through again, so that death is often the
only way to escape the ordeal. Typically, these dungeons
include well-hidden networks of secret passages that allow
the cultist or visiting allies to navigate the death trap–filled
dungeon in relative safety so they may observe the effects of
the traps and watch the progress of those placed within the
murderous labyrinth.
Andirifkhu herself appears as a towering, beautiful woman
with green, scaled skin and long, crimson hair. She has
ophidian eyes and six arms that all wield different blades,
although her favorite weapons are kukris. She strikes in battle
with astonishing speed, and is capable of making multiple
attacks with all her weapons in a whirlwind of slashing fury
that leaves all around her bleeding and staggered from the
onslaught. Even her hair can flense flesh when she makes
such whirling assaults. It is said that she can pluck strands of
her hair to swiftly craft complex traps, often utilizing bladed
weapons in the surrounding area (including those wielded
by friend and foe alike). Some believe that in her temples, she
can whisper and influence through the traps that fill those
places of worship, and that those who fall prey to such fates
have their souls cursed to wander her realm for an eternity.
Worship of the Razor Princess is strong among the drow,
who look to her for inspiration in designing new methods
of torture and torment. Many drow illusionists are devout
worshipers of Andirifkhu, despite not casting divine spells,
and these specialist wizards share a belief that every illusion
is but a different reflection of the Razor Princess within
the world. Some drow illusionists even claim to be able to
communicate directly with Andirifkhu via these illusions.
On the surface world, Andirifkhu’s cult is less centralized—
her worshipers tend to work alone, immersing themselves
in grand projects to expand their working knowledge of
traps and mechanized forms of execution. In revolution-torn
Galt, her worship seems to be gaining a foothold, and here
one can find small cells of a half dozen or so cultists
working together in the shadows. Still, these cells of
cultists remain scattered and have little incentive or
interest in broader collaboration.
Andirifkhu’s realm in the Abyss is the Vault of
Ten Thousand Deaths, an immense, trap-filled
labyrinth rumored to have hidden connections
to hundreds of dungeons scattered throughout
the multiverse. Scholars believe that the
preponderance of “death-trap dungeons” found
on so many Material Plane worlds has some link
to the Razor Princess. While most such trap-filled
complexes have little direct link to the demon
lord, it’s certain that those sadistic souls who,
in life, oversaw the creation of such dangerous
complexes often find their way in the afterlife to
the Vault of Ten Thousand Deaths.
One particularly unsettling legend speaks
to a method by which these death traps have
spread to so many worlds. According to this tale, a well-
hidden route back to the Material Plane lies somewhere in
the depths of Andirifkhu’s domain. While some believe this
rumor exists only to give those who find themselves lost in
the Vault of Ten Thousand Deaths a bit of hope to cling to
(for without such hope, those trapped within the Vault would
be far less inclined to explore the realm and fall victim to
the Razor Princess’s traps during their escape attempts), the
truth is far more sinister. As with all Abyssal realms, the Vault
of Ten Thousand Deaths is alive, and the legendary back door
out of the complex is not so much a route for those trapped
within to escape as it is the nefarious tendrils of the Abyss
itself reaching out through thin spots in reality to extend
itself to other worlds. There, new dungeons of death take
root, serving as lures for foolhardy adventurers to fall victim
to, or to inspire new infestations of Andirifkhu’s religion on
worlds untouched by her influence.
-
安加赞Angazhan
劫掠之王
混乱邪恶 男性恶魔领主 神职为猿猴,野蛮的独裁者,丛林
教派
领域 动物,混乱,邪恶,植物
子域 腐朽,恶魔,毛兽,滋长
偏好武器 矛
邪徽 魔猿的脸
神殿 丛林中的空地,城市废墟,庙塔
信徒 查咯猿人,强大的四臂猩猩,丛林军阀,sadistic saurians(是个没翻的东西呢)
爪牙 被启蒙的恐龙,巨大的炼狱凶暴猿,丛林中的怪物
仪典 服下致幻的丛林植物,一边在人皮与骨头制成的大鼓敲打繁杂的音乐,一边向安加赞祈祷。在丛林中的隐匿检定和对抗丛林生物造成的疾病和毒素的豁免检定获得+4亵渎加值。
传音者神恩
第一神恩 丛林吞噬The Jungle Consumes(SP)行踪无迹3次/天,树化术2次/天或荆棘丛生1次/天
第二神恩 树冠攀行Canopy Crawler(EX)你的手脚变得更易于抓握,身体更具柔韧性,这使得你能轻松在丛林中隐秘攀行。你获得基础速度+10尺的攀爬速度,且在树木间跳跃摆荡时使用攀爬检定替代特技检定。只要你的脚保持灵活(魔法鞋可以变形故不影响,普通鞋不行)你甚至在双手持物的情况下进行攀爬活动,且不会在攀爬时因持盾而失去敏捷的AC调整值。此外你在树上时使用攀爬检定替代隐匿检定,且可以全速移动而不吃减值。你在树上准备狙击时使用攀爬检定替代隐匿检定,罚值变为-10。你可以用脚替代法术的姿势成分或持有物体,但不能用来侍弄武器或盾牌。
第三神恩 融入丛林One With The Jungle(SU)你融入丛林的集体意识之中,你对身边的所有事物,从高大的树木到细微的虫孑都了如指掌。你在丛林中获得60尺盲视,AC和豁免检定获得+2洞察加值,且永远不会措手不及或被突袭。你无视丛林本身形成的掩蔽和隐蔽,仿佛植物和石头都在为你的攻击和法术让开道路。
颂教者神恩
第一神恩 丛林之怒Jungle’s Wrath(SP)纠缠术3次/天,公牛之力2次/天或召唤怪物III(1头炼狱猿,1d3头进阶炼狱狒狒或1d4+1头炼狱狒狒)1次/天
第二神恩 召唤安加赞之子Summon Child of Angazhan(SP)每天一次,你可以以一个迅捷动作召唤进阶炼狱四臂猩猩,1d3头进阶炼狱凶暴猿或1d4+1头进阶炼狱猿,视为召唤怪物VI。
第三神恩 丛林之力Jungle’s Might(SU)你的力量获得+2亵渎加值,强韧检定获得+2加值。
卫道者神恩
第一神恩 暴君怒吼Tyrant’s Roar(SP)命令书3次/天,音鸣爆2次/天或暗示术1次/天
第二神恩 恐怖统治Reign of Terror(EX)你十分擅长利用恐惧和威吓来压倒你的敌人和奴仆。你的威吓获得等于力量调整值得加值(与威逼等类似效果的加值不叠加)每分钟一次,你可以以迅捷动作使用威吓挫败30尺内的一个生物的士气,或以一个移动动作挫败10尺范围内所有生物的士气。若使用此能力时,你投掷的结果超过DC5点及以上,该生物将惊惧1轮,然后在被延长的时间内处于战栗状态;若结果超过DC10点级以上,该生物将畏缩1轮,然后惊惧1轮,最后在被延长的时间内处于战栗状态。你对队友使用挫败士气时,对象在生效时间内不会战栗,而是在攻击检定上获得+2士气加值。
第三神恩 至高暴君Unchallenged Tyrant(SU)你深知丛林法则是所有知性生物内心最基础的法则;你可以一次为你的精英仆从凝聚成强大的蛮力,而且完全统合在你的意志之下。在执行仪典时,指定与你魅力调整值相等的生物为你的奴仆,对方必须在场且完全自愿,这种指定将持续24小时或直到下一次执行仪典。每天3次,你可以一个迅捷动作影响50尺范围内所有奴仆,使其力量和体质获得+4加值,先攻获得+2加值,且共享你拥有的所有团队专长。任何时候有奴仆在你50尺范围内死亡,你获得防死结界效果(CL=1/2奴仆HD,最大CL为20)
安加赞外表是一头高大的血色猩猩,手有六只长长的手指,长有尖牙弯角,双眼布满血丝。祂的信徒在芒吉莽原的丛林最多,祂那叽叽喳喳的后裔查咯猿人(又称apefolk,详见内海世界指南)在丛林废墟中求欢和享用人肉。不少判魂魔也效力于安加赞,尽管他们十分傲慢自利,不承认安加赞的领主地位,但其族群仍在安加赞的丛林王国Ahvoth-Kor为其效劳。
安加赞在芒吉莽原的信仰早已因其外界警惕。数千年来许多冒险者都与其爪牙发生过接触,但大家都认为其在多元宇宙中统治的时间远比人类在伽伦德建立国家的是要要长上许多。祂最钟爱的代行者被称为猩猩王。历代猩猩王都统治着芒吉莽原,近数个世纪便已经更迭过数百位暴力的丛林君主,但他们身上都绘有猿猴的图案。这种魔法图腾不仅仅是邪教徒们的聚焦点,也因这是他们领袖永生的办法。在猩猩王死去时,这个魔法图腾会在全世界最近被杀害的灵魂作为新的宿主,那些生前便生性残暴的罪犯尤为受到安加赞的青睐。这些灵魂将获得以新一任猩猩王的身份复活的机会—接受提议的人将转生到一个强大的新的肉体上,且记忆与技能完好无损,但要对劫掠之王绝对效忠。
安加赞在战斗中也十分残暴。虽然祂可以使用武器(当然要以其超大的体型定制)但祂更喜欢在战斗中使用天生武器:强打的啃咬,能捏碎钢铁的拳头,锐利的尖角,以及那能快速造成切割痛感的长尾巴。在战斗中被劫掠之王杀死的人会遭遇可怕的厄运—被转生为猩猩王。屈从于诅咒新生的人会成为安加赞忠诚的奴仆,除非其盟友将其解放出来。这需要先杀死猩猩王,在被害者的灵魂前往骨园接受审判前使用魔法解除诅咒。而未能解除诅咒之人在死后将在深渊遭受永恒的折磨。
劫掠之王安加赞的领地Ahvoth-Kor十分辽阔,仿若一望无际的丛林再沿着巨大的深渊裂缝延伸开去。Ahvoth-Kor的引力时而会牵引裂缝的两侧,所有有时可以“仰望”对面裂缝的丛林,但通常厚重的云雾会遮盖你的视野。某些树木茂盛的地方还会有藤蔓连接着鸿沟的两侧,使得丛林中的居民可以爬往另一边。两边的丛林中都栖息着可怕的类人猿生物,炼狱恐龙,以及判魂魔统治的巨石之城。丛林交汇之处在于数万里之下的裂隙底部,安加赞的宫殿就建立在这里:一座巨大的黑曜石横跨在通往深渊其他层面的缝隙之上,不少古魔和来自星界的可怕存在都会从这里爬出。
(https://z3.ax1x.com/2021/11/27/oZ7rss.png)
ANGAZHAN
THE RAVENOUS KING
CE male demon lord of apes, brutal tyrants, and jungles
CULT
Domains Animal, Chaos, Evil, Plant
Subdomains Decay, Demon, Fur, Growth
Favored Weapon spear
Unholy Symbol demonic ape face
Temples jungle glades, ruined cities, ziggurats
Worshipers charau-ka (apefolk), powerful girallons, jungle
warlords, sadistic saurians B6
Minions awakened dinosaurs, fiendish dire apes of immense
size, girallons, jungle monsters
Obedience Ingest hallucinogenic jungle plants and then beat
a complex rhythm on a large drum made of human skin and
bones while chanting prayers to Angazhan. Gain a +4 profane
bonus on saving throws against diseases and poisons caused by
exposure to the jungle or inflicted by creatures native to jungles.
EVANGELIST BOONS
1: The Jungle Consumes (Sp) pass without trace 3/day, tree
shape 2/day, or spike growth 1/day
2: Canopy Crawler (Ex) Your feet become prehensile, making
you adept at brachiating, and you can move unseen through
the trees with ease. You gain a climb speed equal to your
base speed + 10 feet, and you can attempt a Climb check
in place of an Acrobatics check to leap or swing between
branches or trees. As long as your feet are available (magical
footwear reshapes to permit use, but mundane shoes do
not), you can perform climbing-related activities without
needing to use your hands, and you don’t lose your Dexterity
bonus to AC or your ability to use a shield while climbing. In
addition, you can attempt a Climb check in place of a Stealth
check while in the trees and can do so at full speed without
taking penalties. You can also attempt a Climb check in place
of a Stealth check while sniping from the trees, reducing
the penalty for sniping by 10. You can execute somatic spell
components and carry objects with your feet, though you
can’t wield weapons or shields with them.
3: One With The Jungle (Su) You tap into the collective
consciousness of the jungle’s life, from mighty trees to tiny
gnats, granting you perfect awareness of all that transpires
in your vicinity. While in the jungle, you gain blindsight to a
range of 60 feet, you gain a +2 insight bonus to AC and on
saving throws, and you are never flat-footed or surprised.
You ignore cover and concealment caused by natural features
of the jungle, as the very plants and stones twist out of the
path of your attacks and spells.
EXALTED BOONS
1: Jungle’s Wrath (Sp) entangle 3/day, bull’s strength 2/day, or
summon monster III (1 fiendish ape, 1d3 fiendish advanced
baboons B2 , or 1d4+1 fiendish baboons B2 ) 1/day
2: Summon Child of Angazhan (Sp) Once per day as a swift
action, you can summon an advanced fiendish girallon, 1d3
advanced fiendish dire apes, or 1d4+1 advanced fiendish
apes as if you had cast summon monster VI.
3: Jungle’s Might (Su) You gain a +2 profane bonus to your
Strength score and a +2 bonus on Fortitude saving throws.
SENTINEL BOONS
1: Tyrant’s Roar (Sp) command 3/day, sound burst 2/day, or
suggestion 1/day
2: Reign of Terror (Ex) You are a master of overwhelming your
foes and minions through fear and intimidation. You gain a
bonus equal to your Strength modifier on Intimidate checks
(this does not stack with the bonus provided by Intimidating
Prowess or similar effects). Once per minute, you can use
Intimidate to demoralize a creature within 30 feet as a swift
action, or all creatures within 10 feet as a move action.
When using Intimidate to demoralize a creature in this way,
if your result exceeds the DC by 5 or more, the creature
is frightened for 1 round and then shaken for the normal
duration; if your result exceeds the DC by 10 or more, the
creature cowers for 1 round, then is frightened for 1 round,
and then is shaken for the normal duration. When you use
Intimidate to demoralize an ally, instead of being shaken,
that creature gains a +2 morale bonus on attack rolls for the
appropriate duration.
3: Unchallenged Tyrant (Su) You are attuned to the jungle
mind, the primeval tangle of instinct that simmers below
every sentient creature’s consciousness; you can use it to
forge your elite minions into a force of unequaled savagery,
united by (and utterly subordinate to) your will. When you
perform your obedience, designate a number of present
and willing creatures equal to your Charisma modifier; these
are your thralls. This designation lasts for 24 hours or until
you next perform your obedience. Three times per day, you
can infuse all thralls within 50 feet of you as a swift action,
granting them a +4 bonus to their Strength and Constitution
scores and a +2 bonus on initiative checks, and granting any
teamwork feats you have as bonus feats. If a thrall dies within
50 feet of you at any time, you gain the effects of death ward
(CL = half the thrall’s Hit Dice, to a maximum of CL 20th).
Angazhan appears as a towering, blood-red ape with six
long fingers on each hand, sharp fangs, twisted horns, and
relatively small, bloodshot eyes. His worship is strongest in
the jungles of the Mwangi Expanse, where his chattering
brood, the simian charau-ka (known also as apefolk—see
Pathfinder Campaign Setting: Inner Sea World Guide) hold court
in jungle-choked ruins and feast on the flesh of human
chattel. Angazhan is also served by nalfeshnee demons, and
although most nalfeshnees are too proud and self-absorbed
to admit that Angazhan is their lord, he is nonetheless
served in his jungle realm of Ahvoth-Kor by hundreds, if not
thousands, of their kind.
Angazhan’s presence in the Mwangi Expanse of the Inner
Sea region has been noted for an exceptionally long time.
Explorers have encountered his minions for thousands of
years, and the general consensus is that Angazhan has held
power in the Expanse for far longer than humanity has ruled
nations on Garund. His favored agents are known as the
Gorilla Kings. Although only one Gorilla King rules in the
Mwangi Expanse at a time, there have been hundreds of these
violent jungle tyrants over the centuries, each assuming its
simian form through potent artifacts. These magical totems
are far more than focal sites for his worshipers to gather
at and worship, for they serve as a method of perpetuating
the leaders of his cult. When one such Gorilla King dies,
the magic of these totems reaches out into the world to
find a suitable replacement among the souls of recently
slain mortals who, in life, epitomized the sinful brutality
Angazhan so favors. These souls are given the opportunity to
return to life as the new Gorilla King—those who accept the
offer are reincarnated in a powerful new
body with their memories and skills
intact, save for a now-unending
loyalty to the Ravenous King.
Angazhan himself is a brutal
foe in combat. Although he
can use weapons (provided
they are crafted with his
immense size in mind), he
generally prefers his natural
attacks: a powerful bite, crushing
fists, impaling horns, and a swift
slashing sting from his reptilian
tail are typically more than enough to see
the demon lord through any
battle. Those slain in combat
by the Ravenous King are
sometimes subjected to
a horrific fate—a forced
reincarnation as a Gorilla
King. Those who succumb
to this cursed return to
life remain loyal servants to
Angazhan in their new lives
unless they are rescued from
the curse by allies. Such rescue
typically requires the new Gorilla
King’s death, followed by magic to undo
the curse before the victim’s soul slips
away to the Boneyard to be judged. Those who
suffer this fate and then perish without escaping the
curse find themselves consigned to eternal torment in the
afterlife in the Abyss.
The Ravenous King’s domain of Ahvoth-Kor is
an expansive Abyssal realm, a seemingly endless
jungle that stretches along opposing faces of a vast Abyssal
rift. Gravity in Ahvoth-Kor pulls toward the walls of this
rift, so that someone standing in the jungle realm in an area
where the canopy doesn’t block the view above can “look
up” to the opposite rift’s jungle, although thick mists and
clouds usually obscure the view. In places, immense trees
and thick vines bridge the gulf between the twin jungles,
allowing clambering denizens of one jungle to climb across
to the opposing one. Both jungles are rife with dreadful
simian life, fiendish dinosaurs, and megalithic nalfeshnee-
ruled cities populated by demons and other fiends. The
point where the jungles meet lies tens of thousands of miles
below at the bottom of the rift, and it is here that Angazhan’s
palace squats: an immense ziggurat of black stone straddling
deeper rifts that lead into uncharted horrors of the Abyss,
which often belch forth qlippoth monstrosities or other
alien horrors.
-
天启驭者,亚波轮(Horseman, Apollyon)
瘟疫王子
中立邪恶 男性驭者 神职为瘟疫
教派
领域 气,黑暗,毁灭,邪恶
子域 天灾,邪魔,失却,暗夜
偏好武器 巨镰
邪徽 缠绕着病态肉质触须的黄色镰刀
神殿 战场,乱葬岗,下水道,沼泽
信徒 邪恶的德鲁伊,麻风病人,瘟疫病人,透肌魔人,流行病患者,鼠人(不得了啦大角鼠麾下,有鼠人叛教信纳垢啦)
爪牙 带有疾病的不死生物,疫病邪魔,鼠类怪物,海人马,食腐怪,残虐邪魔,害虫
仪典 通过污染井水、培育携带疾病的害虫、分发沾染病原体的衣物或将你身上的疾病直接传播给其他人,使得疾病在人群中蔓延。你对疾病和毒药的豁免检定获得+4亵渎加值。
传音者神恩
第一神恩 瘟疫祝福Plague’s Blessing(SP)恶心射线3次/天,目盲/耳聋术2次/天或疫病术1次/天
第二神恩 瘟疫突袭Plague Breath(SP)每天两次,你可以以类法术能力施放疫病风暴。
第三神恩 潜藏体内Fallow Fles(EX)在接受了亚波轮的神恩后你免疫了所有疾病的负面效果,但你仍是一名疾病携带者且可以感染他人。你所施展的疾病效果将立刻生效,目标将立刻受到当天遭受的伤害;然后其他如常。你施展的疾病豁免DC+1,受害者无法通过休整期自然恢复,只有魔法可以治愈(但若是被你的目标传染的人则不受此规则影响)任何因职业特性或非神器特性获得免疫疾病的生物也不再对你的疾病免疫,而是在豁免检定上获得+4加值。但通过种族特性或生物类型对疾病免疫的生物依然有效。(很奇怪,Disease effects you create,那到底是攻击带疾病还是什么意思啊,挠头)
颂教者神恩
第一神恩 瘟疫宠儿Plague’s Grace(SP)诊断疾病3次/天,飞虫走兽2次/天或虫类形态Ⅰ1次/天
第二神恩 苍蝇吐息Breath of Flies(SU)每分钟一次(每日最多三次)可以以标准动作喷出一团仿若从浮肿尸体中飞出的蜇人黑苍蝇,处于着20尺锥形范围内的生物会受到8d6挥砍伤害。通过反射豁免(DC=10+1/2HD+体质调整值)则受到的伤害减半,但受到伤害的生物都将恶心1分钟。苍蝇将会覆盖以锥形起点为中心半径20尺的区域,且徘徊1d4+1轮。回合结束仍在其中的生物若未通过反射豁免则受到4d6挥砍伤害并恶心1分钟。任何伤害或产生不弱于强风的效果都可将其驱散。你和任何邪魔都将免疫这些苍蝇造成的效果。
第三神恩 害虫成灾Flood of Vermin(SP)每日一次,你可以以类法术能力施放强效漫天虫蚀。你免疫集群的伤害。
卫道者神恩
第一神恩 瘟疫斗士Plague’s Crusader(SP)坐骑术3次/天,战斗坐骑2次/天或魅影驹1次/天
第二神恩 疫病打击Contagious Strike(SP)每天最多三次,你在以近战或远程武器对目标造成伤害时可以以迅捷动作使其受到疫病术效果影响。
第三神恩 亚波轮引导者Usher of Apollyon(SU)你可以以迅捷动作召唤一把+4邪恶血光巨镰或一把+4适应及远邪恶长弓,持续轮数等同于HD数+体质调整值。一旦你放开武器便会消失,使用轮数不需要连续。
瘟疫王子亚波轮外形是一位长满痘疮的男子,头却是咆哮着的病态公羊。他身穿一件将十几位天使的皮肤活剥下来,鞣化缝合成的披风,他们生前都是试图杀死这位驭者以解救囚禁于其领地中灵魂的失败者。亚波轮将他们的灵魂吃了一半,剩下的则用以量产一批长弓—黑雨引导者—并将这作为奖励赐予他最优秀的仆从们,而最初的黑雨引导者则是由驭者本人使用。
天启战马Septisaeus乃亚波轮的坐骑,头带雕刻着其主人标志的金色皇冠,颈部被十多支倒钩箭刺穿。Septisaeus表面是一匹健康的亮白色骏马,但若仔细观察则能发现有着许多被感染的痕迹:巩膜黑变且眼角流血,牙龈和牙齿布满裂痕,嘴吐白沫,四肢隐约可以发现紫癜。
瘟疫王子亚波轮的统治始于亿万年前,其前任瘟疫驭者死亡之后—和再前任不同,他并非死于下属或敌对神祗之手,其死因至今仍然成谜,至少邪魔们并不知道,但据传前任瘟疫驭者Yrsinius在闯入大漩涡后失踪。据闻是被传说中的恶毒匀称幻蛇合唱团(mythical protean Chorus of Malignant Symmetry)所杀害。虽然没有确凿的证据,但四驭者的其他人仍做出回应,他们屠戮了无数幻蛇合唱团,并将一位幻蛇长老从大漩涡深处拖回末日荒原。自此那位幻蛇领主腐烂了的尸体便化为了瘟疫之地的纪念碑。在Yrsinius死去后,他的下属为了继承主人的宝座而割裂成十数个阵营相互争斗。在这混乱的局面之中,亚波轮以屠杀了半数的竞争者获得了胜利。在那之后他的竞争者或是叛逃到其他驭者麾下,或是退守末日荒原无主的边缘地带又或是直接逃离这个位面。
在其他驭者对主物质位面的凡人张罗深远的阴谋或直接入侵时,亚波轮及其下属则专注于他们独特的创造:制造一种能完成邪魔终极目标的新疾病和瘟疫,并让其如野火般烧遍主物质位面。
亚波轮时常送他的手下到主位面,无论被消灭还是放逐,他的手下的行动总是能在当地留下长时间的传染病。当他要散布更可怕而致命的瘟疫时,天启驭者不反对赐予他的信徒暂时的免疫能力。作为交换,这些信徒将被当作瘟疫的载体和活着的培养皿。然而这些保护只是短暂的——最终,他们同样会倒在瘟疫之下,他们的灵魂也会被环绕尸体的苍蝇群抓回末日荒原。在邪魔创造的透肌魔人中亚波轮与崔玛瑞希的信仰最为普遍,因为他们与无智力的害虫比非邪魔的信徒和感染者在传播瘟疫方面更为可靠。
亚波轮的邪教徒知道比起信仰,做出实绩更重要。他们和亚波轮的邪魔仆从经常帮助潜在的盟友,比如邪恶的德鲁伊、洛瓦古格教团、厄迦图娅教团,尤其是希望大量收割凡人生命的珈兰德尔教团。寄生和感染的半神珈兰德尔并不信任他们,因为他知晓驭者将世界视为一场零和游戏,而亚波轮的帮助无疑不会有什么好结果。(当然他们紧张的关系也可能与珈兰德尔曾被上任驭者囚禁在自己的茧中榨取力量,直到被黛丝娜意外释放的谣言有关)
(https://z3.ax1x.com/2021/11/30/o3GYAs.png)
APOLLYON
THE PRINCE OF PLAGUES
NE male Horseman of Pestilence
CULT
Domains Air, Darkness, Destruction, Evil
Subdomains Catastrophe, Daemon, Loss, Night
Favored Weapon scythe
Unholy Symbol yellow scythe with diseased, fleshy tendrils
Temples battlefields, open mass graves, sewers, swamps
Worshipers evil druids, lepers, plague carriers, urdefhans B2 ,
victims of pandemics, wererats
Minions diseased undead, leukodaemons B2 , monstrous rats,
nuckelavees B3 , otyughs, piscodaemons B2 , vermin
Obedience Induce the spread of disease into a population,
either by befouling a well, encouraging the fecundity of
disease-carrying pests, handing out contaminated clothing,
or directly spreading a disease you carry to others. Gain a +4
profane bonus on saving throws against diseases and poisons.
EVANGELIST BOONS
1: Plague’s Blessing (Sp) ray of sickening UM 3/day, blindness/
deafness 2/day, or contagion 1/day
2: Plague Breath (Sp) You can cast plague storm UM twice per
day as a spell-like ability.
3: Fallow Flesh (Ex) Infused with Apollyon’s grace, you are
immune to the negative effects of disease, yet you can still
carry diseases in your body and infect others with them.
Disease effects you create take effect at once, with the
first day of damage happening immediately; the disease
then progresses as normal. The saving throw DCs of disease
effects you generate increase by 1, and victims can’t recover
from those effects naturally through rest; only magic can
cure the diseases you create (although those who contract
a disease from someone you infect treat the disease as
normal). Any creature that is immune to disease as a result
of a class feature or a nonartifact magic item is not immune
to disease effects you create, but it gains a +4 bonus on
its saving throw to resist the disease. Any creature that is
immune to disease via a racial feature or as a feature of its
creature type remains immune to your diseases.
EXALTED BOONS
1: Plague’s Grace (Sp) diagnose disease UM 3/day, summon
swarm 2/day, or vermin shape I UM 1/day
2: Breath of Flies (Su) Once per minute as a standard action
(up to three times a day), you can exhale a cloud of biting,
corpse-bloated black flies in a 20-foot cone. Creatures caught
in the cone take 8d6 points of slashing damage. A victim
can reduce this damage by half with a successful Reflex save
(DC = 10 + half your Hit Dice + your Constitution modifier),
but any creature that takes any damage at all from this effect
is sickened for 1 minute. The cloud of flies lingers for 1d4+1
rounds, congealing into a buzzing, 20-foot-square cloud
centered on the cone’s original point of origin. A creature
that ends its turn in this cloud must succeed at a Reflex
save or take 4d6 points of slashing damage and be sickened
for 1 minute. Any area effect that deals damage or creates
strong or stronger wind disperses this cloud. You are immune
to the effects of these flies, as are all daemons.
3: Flood of Vermin (Sp) You can cast empowered creeping
doom as a spell-like ability once per day. You are immune to
swarm attacks.
SENTINEL BOONS
1: Plague’s Crusader (Sp) mount 3/day, wartrain mount UM 2/
day, or phantom steed 1/day
2: Contagious Strike (Sp) Up to three times per day as a swift
action, you can cause a creature damaged by a ranged or
melee weapon you wield to become affected by contagion.
3: Usher of Apollyon (Su) As a swift action, you can summon
into your hands either a +4 unholy wounding scythe or a +4
adaptive UM distance unholy longbow, lasting for a number
of rounds equal to your Hit Dice + your Constitution modifier.
This weapon vanishes if you release it, and the rounds of use
need not be consecutive.
Apollyon, the Prince of Plagues, takes the form of a
pockmarked man with the head of a diseased, snarling ram.
The Horseman of Pestilence wears a cloak tailored from the
tanned, stitched-together skins of a dozen angels, each flayed
alive after failed attempts to slay the Horseman and recover
the souls imprisoned within his domain. Each angelic
soul was half devoured by Apollyon, and he used the other
portions to empower a series of bows—the Ushers of the Black
Rain—granted to his greatest servitors as badges of their
position, with the original Usher of the Black Rain kept by the
Horseman himself.
The apocalypse horse (Pathfinder RPG Bestiary 6 12)
Septisaeus serves as Apollyon’s mount, bearing a golden
crown marked with its master’s symbol and a neck
punctured by a dozen barbed arrows. With a gleaming white
coat, Septisaeus seems healthy at first glance but upon closer
inspection bears the signs of horrific infection: sclera black
with ocular bleeding, cracked gums and teeth, a frothing
mouth, and purpuric blemishes marring its extremities.
Apollyon’s reign as the Prince of Plagues began eons ago
when the previous Horseman of Pestilence fell—not at the
hands of one of its underlings or a vengeful god, as with
previous Horsemen, but to something totally unknown.
The precise details have never been discovered, at least not
by daemons, but it is thought that the former Horseman
of Pestilence Yrsinius went missing during a foray into the
Maelstrom. Some believe that he was killed by the almost
mythical protean Chorus of Malignant Symmetry. While
conclusive proof of this was never uncovered, the other
members of the Four provided a response nevertheless,
butchering several protean choruses and dragging one of
the protean elders from the Maelstrom’s depths back to
Abaddon. Since that time, the nameless protean lord’s corpse
has remained as a rotting monument in the Plaguemere. In
Yrsinius’s absence, the members of his court fought among
themselves to succeed their fallen master, fracturing into a
dozen different camps. It was amid this chaos that Apollyon
rose to power, slaughtering his way through half his rival
claimants before the others finally yielded. Tellingly, none of
his original rivals remain, having defected to the courts of the
other members of the Four, withdrawn into the unclaimed
lands at Abaddon’s fringes, or fled the plane entirely.
While other Horsemen engage in farther-reaching plans
and more overt acts of brutality toward the mortals of the
Material Plane, Apollyon and his servitors focus
instead on their distinct form of creation:
the crafting of new diseases and
plagues capable of doing the
daemons’ work for them, which
spread like wildfire across the
Material Plane.
Apollyon frequently sends his
minions to the Material Plane,
and their actions often leave dark,
communicable disasters long after
they themselves have been killed
or banished. When creating
and spreading his ever more
horrific and virulent plagues,
the Horseman is not averse to
granting temporary immunity to
his mortal cultists in exchange
for using them as carriers and
living incubators, though this
protection is short-lived—
eventually, they too fall, their
souls carried back to Abaddon
amid clouds of corpse flies. Along
with Trelmarixian, Apollyon has
garnered the most followers among
the daemon-created urdefhan race,
trusting them and unintelligent
vermin to spread his plagues far
more reliably than non-daemon
supplicants and carriers.
Apollyon’s mortal proxies serve their
master’s goals, knowing that their
veneration means nothing and that
only results matter. Both they and
Apollyon’s daemonic servitors often
aid potential allies such as evil druids,
cults of Rovagug, the church of Urgathoa,
and especially the church of Ghlaunder
in their attempts to bring death to wide swaths of
mortal life. Of these, Ghlaunder, the demigod of parasites
and infection, is perhaps most skeptical, knowing that
the Horsemen view the cosmos as a zero-sum game and
that Apollyon’s aid in furthering their mutual goals will
undoubtedly have an unpleasant ending. (This strained
relationship may also have to do with the rumor that a
previous Horseman imprisoned Ghlaunder within his
cocoon in the first place, milking him of his power until
Desna accidentally released him.)
-
厄莱什卡果Areshkagal
无面斯芬克斯
混乱邪恶 女性恶魔领主 神职为贪婪,魔法与凡俗门户,谜语
领域 气,混乱,邪恶,诡术
子域 欺骗,恶魔,盗窃,风
偏好武器 镰刀
邪徽 一个头戴染血法老头饰的无面女子头部
神殿 拱门,隐藏的宝库,金字塔,巨石阵,狮身人面石像
信徒 贪婪的统治者,龙,卓尔
爪牙 邪恶的斯芬克斯,魔像
仪典 以孩童肋骨制成的匕首,在肉身上刻下肉体相关的23个谜题(这些谜题必须相互串联且未被世人解开)对抗音波和语言相关效果的意志豁免获得+4亵渎加值。
传音者神恩
第一神恩 怪异谜题Twisted Riddles(SP)大舌头咒3次/天,狐之狡黠2次/天或迷幻手稿1次/天
第二神恩 磨人谜题Maddening Enigma(SP)你对无面斯芬克斯的信仰使你知晓了三个无解谜题。每日三次,你可以以标准动作说出谜题,但必须按顺序使用。第一个谜题是对30尺内的一个生物说出后,会使对方在思考时失去行动力,若未通过意志豁免(DC=1/2HD+魅力调整值)则视为受到怪物定身术效果。第二个谜题则包含着潜意识暗示,30尺内一个HD最多为3的生物若未通过意志豁免则视为受到暗示术效果。第三个谜题用上了诡异的逻辑思路以干扰他人的心智,60尺内所有生物未通过意志豁免则陷入困惑。厄莱什卡果的信徒不受此效果影响。
第三神恩 无面谜团Faceless Mystery(SU)厄莱什卡果的姿态至圣至美,作为受其恩宠的信徒之一,你受赐可以变为相似的形态。你获得通用怪物能力的改变外形能力,可以以野兽形态IV变为斯芬克斯。变形后你的面容将失去一切特征(尽管依旧可以进食,说话,啮咬攻击和施法等)且获得60尺盲视。虽然每天只能使用一次,但这可以长久的持续下去。但若你未能再次执行仪典或以其他方式结束变形,你将无法再次改变外形或变回原样。
颂教者神恩
第一神恩 斯芬克斯的秘密Sphinx’s Secret(SP)封门术3次/天,愚者之触2次/天或缩物术1次/天
第二神恩 门间穿梭Portal Jump(SP)你知晓门扉的所在与另一面并不是总在一个地方。每天一次,你可以以迅捷动作跨过一道门、一面拱门或一扇窗户,然后在500尺内类似的地方出来。这视为任意门效果,但不会迷失方向。
第三神恩 创立门扉Create Portal(SP)门无处不在—只要知道在何处已经如何寻找即可。每天一次,你可以以类法术能力施展异界之门,但只可用作位面旅行而不能呼唤生物。
卫道者神恩
第一神恩 镶金武器Gilded Arms(SP)魔法武器3次/天,灵能武器2次/天或魔化防具1次/天
第二神恩 金甲骑士Auric Knight(SU)你的贪婪驱使你用贵重的等价金属—黄金装备自己。你是使用纯金打造的武器或盾甲(UE 53)时,其视为具有精金的所有特性而不是普通的黄金;应对DR时同时视为寒铁和银。而持有纯金盾牌或穿着纯金护甲时,获得2点DR/-。若武器为黄金打造的镰刀则攻击与伤害检定额外获得+2加值。
第三神恩 贪欲化身Avatars of Avarice(SP)你可以支付一定代价从血色裂谷呼唤贪欲化身为你效劳。每天一次,你以标准动作将等价物(货币、金条或其他物品)丢在地上,其会立刻传送到厄莱什卡果的国度。每投下价值500gp的事物便会召唤出一头凶狠的少年红龙,最多召唤三条。他们会在1分钟内完美地遵从你的指令,然后返回深渊。
厄莱什卡果外形是无貌的六腿女性斯芬克斯,骨灰般灰白的肌肤上长有青蓝毛发。在巨龙翅膀后的尾巴是嘶嘶作响的毒蛇,她会通过蛇口向俘虏低语那可怕的谜题。传闻其真容即使是深渊也难以忍受,即使只是短暂直视其真容也会使人发疯,吓死,甚至更可怕—面容变得如同厄莱什卡果一般。
厄莱什卡果与外神奈亚拉托提普的化身之一是如此的神似,以至于许多学者一直在寻找两者之间是否存在关联。虽一直未被证实,但诸多学者仍对此深信不疑。两者都沉浸于诡谋与欺诈,而且很可能厄莱什卡果生前便是奈亚拉托提普的信徒,故而特意选择了这一外形以传播混乱,并借此不寻常的表现(对于恶魔领主而言)以表达对外神的敬畏。当然两者的教团之间似乎并无冲突,两者合作的魔法仪式或交易也时有传闻。两个邪教一直小心避免侵犯对方的领域—但这是出于相互尊重还是忌惮对方呢?
厄莱什卡果占据着无底深渊中一片荒凉的层面,其中布满血红色的山岭与峡谷,其间不断有鲜血流淌着。这里布满了滑动的草,带刺的灌木和扭曲的大树,它们都依赖着血液而非水来生长—其中一些更是偏爱吮吸活物体内的鲜血而非地面流淌的“地血”。这里被称为血色裂谷Blood Clefts,毗邻的是被奥迪娜克Aldinach侵占的领地。这位被驱逐的恶魔领主经常派出自己的军队反攻那片沙漠并杀害自己姊妹奥迪娜克的部属,希望重新夺回自己的领地,但现在的她完全无法和奥迪娜克的势力相比。据说在低语沙海Sea of Whispering Sands深处还藏有未被奥迪娜克发掘的隐秘宝库,而这个传闻也一直引诱着诸多冒险者和恶魔来此一探究竟。
厄莱什卡果的信徒十分重视谜题的神秘,经常在神殿的一些必经之路上布置被称为“谜语锁riddle locks”的魔法传送门。若不解答谜题则无法通过。一般来说回答错误不会打开通道,但这种魔法无论回答什么都会激活传送门。只是若回答错误会将生物传送到密闭的阴暗牢房,甚至丢到数百或数千里之外的大沙漠之中—更可怕的是可能会分开随机传送,有时还会传送到其他世界。厄莱什卡果的信徒极端敌视奥迪娜克的教派,而奥迪娜克的教派认为与之一战毫无意义则更是火上浇油。奥迪娜克的教派在自己信奉的恶魔领主将对方驱逐到血色裂谷后,都将这种暗中敌视视为一个教派,甚至一位半神的垂死挣扎。
(https://s4.ax1x.com/2022/01/01/TIeNAH.png)
ARESHKAGAL
THE FACELESS SPHINX
CE female demon lord of greed, magical and mundane portals,
and riddles
CULT
Domains Air, Chaos, Evil, Trickery
Subdomains Deception, Demon, Thievery, Wind
Favored Weapon sickle
Unholy Symbol a faceless woman’s head decorated with a
bloody pharaoh’s headdress
Temples archways, hidden treasuries, pyramids, stone
megaliths, stone sphinxes
Worshipers avaricious rulers, dragons, drow
Minions evil sphinxes, golems
Obedience Inscribe several of the 23 riddles of the flesh (an
interlocked series of conundrums, the answers to which no
mortal has yet found) on your own flesh with a tiny knife
carved from a child’s rib. Gain a +4 profane bonus on Will
saving throws against sonic and language-dependent effects.
EVANGELIST BOONS
1: Twisted Riddles (Sp) fumbletongue UM 3/day, fox’s cunning
2/day, or illusory script 1/day
2: Maddening Enigma (Sp) Through your faith in the Faceless
Sphinx, you are granted knowledge of three unsolvable
riddles. Three times per day as a standard action, you
can speak one of these riddles, though the riddles must
be spoken in order. When spoken to a creature within 30
feet, the first unsolvable riddle you use in a day paralyzes
the target as it searches for the answer; the creature
must succeed at a Will save (DC = half your Hit Dice + your
Charisma modifier) or be affected by hold monster. The
second unsolvable riddle is filled with subliminal messages;
up to one creature for every 3 Hit Dice you have within 30
feet must succeed at a Will save (at the same DC as above) or
be affected by a suggestion spell (with a suggestion of your
choosing). The third unsolvable riddle uses such circuitous
and warped logic that it shatters listeners’ sanity; each
creature within 60 feet must succeed at a Will save (using
the same DC) or become confused. Worshipers of Areshkagal
are immune to these effects.
3: Faceless Mystery (Su) Areshkagal’s
form is the most sacred of shapes, and
as one of her favored minions, you can
adopt a similar form as
your own. You gain
the change shape
universal monster
ability, allowing you
to assume the form
of a sphinx as per beast
shape IV. In sphinx form, your face is
eerily devoid of features (although
they appear when you need them
to eat, speak, make bite attacks,
cast spells, and so on), and
you gain blindsight to a range
of 60 feet. You can activate
this ability only once per
day, but the new form
lasts indefinitely.
However, if you lose
access to this boon
by failing to perform
your obedience, you
cannot change forms
or return to your
true form until
you perform the
obedience again or
the effect ends.
EXALTED BOONS
1: Sphinx’s Secret (Sp) hold portal 3/day, touch of idiocy 2/day,
or shrink item 1/day
2: Portal Jump (Sp) You understand that doorways and
openings don’t always have to lead to the same place. Once
per day as a swift action, you can step through one doorway,
arch, or window and emerge from another such portal at any
point within 500 feet. This is a teleportation effect similar to
dimension door, but you do not become disoriented when
you use this ability.
3: Create Portal (Sp) Doorways have the potential to exist
anywhere and everywhere—one simply needs to know
where and how to look for them to find them. Once per day,
you can use gate as a spell-like ability, but only as a mode of
planar travel, not as a method of calling creatures.
SENTINEL BOONS
1: Gilded Arms (Sp) magic weapon 3/day, spiritual weapon
2/day, or magic vestment 1/day
2: Auric Knight (Su) Your greed demands that you equip
yourself with the purest form of wealth: gold. When you are
wielding weapons or shields made purely of gold (Pathfinder
RPG Ultimate Equipment 53) or wearing armor made
purely of gold, that equipment is considered to have all the
properties of adamantine instead of the properties of gold;
weapons affected this way also count as both cold iron and
silver for the purpose of bypassing damage reduction. While
you wield a shield made purely of gold, any DR/— you gain
from armor made purely of gold increases by 2. In addition,
you gain a +2 bonus on attack and damage rolls with sickles
made purely of gold.
3: Avatars of Avarice (Sp) You can conjure the paragons of
greed from the Blood Clefts to serve you... for a price. Once
per day as a standard action, you can throw gold (as coins,
bars, or another form) to the ground, whereupon it vanishes
to Areshkagal’s realm. For every 500 gp’s worth of gold
thrown down this way, a fiendish young red dragon appears
to serve you, up to a maximum of three dragons per day.
These dragons follow your commands perfectly for 1 minute
per level before vanishing back to the Abyss.
Areshkagal appears as a faceless female sphinx with six legs,
blue fur, and pale flesh the color of old ashes. Her wings are
draconic and her tail is a hissing viper, from whose mouth she
whispers her unfair riddles to those she captures. Rumors hold
that her actual face is too hideous for even the Abyss to bear,
but that for brief moments she can reveal its true appearance
to drive viewers insane, strike them dead, or worse.
Similarities between Areshkagal’s form of a faceless sphinx
and the appearance of one of the avatars of the Outer God
Nyarlathotep have long intrigued scholars, and many have
tried to discover whether an actual link exists between the
demon lord and the Outer God. To date, no such connection
has been discovered, yet scholars have not been dissuaded.
The fact that both entities revel in trickery and deception
cannot be ignored, and it may well be that Areshkagal, in her
former mortal life, knew of or even worshiped Nyarlathotep
and chose her form as a demon lord in a deliberate attempt
to sow confusion or as an unusual display (for a demon lord)
of admiration and reverence to the Outer God. Certainly, the
cults of Areshkagal and Nyarlathotep seem to get along well
when they meet, and trades of secret magical rites or strange
rituals between the two are not unheard of. Their cults
have always taken care to avoid claiming territory known to
belong to the other—though whether this is out of mutual
respect or unwillingness to tolerate each other’s presence
and influence is unclear.
Areshkagal’s realm in the Abyss is a barren region of
stony, crimson hills and gulches through which rivers of
blood seep. Plants grow here, but they comprise slithering
grasses, thorny shrubs, and twisted trees that depend on
blood to survive, rather than water—and many of these
malevolent plants prefer blood sipped from living flesh
rather than from the “groundblood” that suffuses the land.
Known as the Blood Clefts, this region abuts Aldinach’s
Abyssal realm of the Sea of Whispering Sands, a realm that
Areshkagal once called her own. The displaced demon lord
often sends her armies into the desert to torment those
of her half-sister Aldinach in hopes of someday regaining
control over her former realm, but to date her forces have
been unable to match the power of Aldinach’s troops. It is
said that Areshkagal’s treasury still lies hidden somewhere
below the Sea of Whispering Sands, and that Aldinach
has yet to locate this vast vault. The riches rumored to lie
within this lost treasury have long tempted adventurers
and demons alike.
Areshkagal’s cult values the enigma of riddles and often
incorporates magical portals with eldritch defenses known
as “riddle locks” into her temples, and typically certain
parts of such structures can be accessed only via those
routes. These locks bar any visitors from passing until
they answer that portal’s riddle. In some cases, an incorrect
answer merely prevents the portal from activating, but in
many cases the portal appears to activate regardless of the
answer provided. When given an incorrect answer, however,
these trapped portals transport the creature to a dismal cell
with no physical exit or hurl the victim hundreds or even
thousands of miles away to be deposited in the middle of a
vast desert—perhaps not even on the same world where it
stepped through the portal in the first place. Areshkagal’s
followers have a legendary hatred of the cult of Aldinach;
this wrath is only fueled by the frustrating fact that the cult
of Aldinach sees no value in pursuing a war with the cult of
Areshkagal. It is almost as if Aldinach’s followers view such
a potential conflict as the pitiful death throes of a defeated
religion after their own demon lord defeated Areshkagal
and banished her to the Blood Clefts.
-
巴风特Baphomet
牛头人之主
混乱邪恶 男性恶魔领主 神职为野兽,迷宫和牛头人
领域 动物,混乱,邪恶,力量
子域 恶魔,凶猛,毛兽,决意
偏好武器 大砍刀
邪徽 嵌有红宝石眼睛的黄铜牛头人的头
神殿 地下室,地下墓穴,迷宫
信徒 阴谋家,牛头人,秘密结社
爪牙 奇美拉,凶猛的食肉动物(尤其是食肉原牛和食肉野牛)铜牛
仪典 保持不动55分钟,花5分钟将对周遭环境观察到的50个特点对着挖空的牛角进行诉说。你免疫迷宫术,对抗困惑和疯狂的豁免检定获得+4亵渎加值。
传音者神恩
第一神恩 行于兽群Walk among the Herd(SP)行踪无迹3次/天,隐匿阵营2次/天或锐耳/鹰眼术1次/天
第二神恩 绝对影响Unquestioned Influence(SP)因你的忠诚,巴风特奖励你摆布那些意志薄弱之人与在无知群众中散播影响的力量。每天3次,你可以以类法术能力施展群体暗示术。
第三神恩 呼唤迷诱Invoke Tempter(SP)你可以召唤一名来自深渊的存在以传播恶魔的阴谋并诱惑愚蠢地凡人。每天一次,你可以以标准动作召唤一位迷诱魔,可以持续存在等同你HD数的分钟。这是一个呼唤效果,虽然迷诱魔一般情况下会提供协助并听从你的吩咐,但并不受你的控制。迷诱魔不会为你使用祈愿术,而是偏向将此作为你的筹码提供给他人或引诱愚蠢地凡人。你呼唤来的总是同一位迷诱魔,但若对方被杀死,你在接下来一个月都不能使用该神恩(然后呼唤新的迷诱魔)
颂教者神恩
第一神恩 谋逆私语Conspirator’s Whisper(SP)召唤怪物I 3次/天,误导术2次/天或野兽形态I 1次/天
第二神恩 牛头人形态Minotaur Form(SU)每天一次,你可以使用通用怪物能力的改变外形变成牛头人,持续1小时。此时你的力量获得+4体型加值,魅力获得-2减值。若你本身就是牛头人,则可以随意变成小型、中型或大型的类人生物(这不会改变你的属性)这是一种变形效果。
第三神恩 狂乱迷宫Maze of Madness(SP)每天1次,你可以以类法术能力施展延时迷宫术。
卫道者神恩
第一神恩 迷宫之力Might of the Labyrinth(SP)变巨术3次/天,牛之力量2次/天或回避侦测1次/天
第二神恩 食肉野兽Devouring Beast(EX)为了帮助你抵御众多讨伐邪教的敌人,巴风特派遣了一头来自象牙迷宫的食肉公牛帮你杀戮和吃掉敌人。除了可能已经拥有的任何动物伙伴外,你还可以获得一头原牛作为动物伙伴,视作HD-4的德鲁伊等级。这个动物伙伴拥有炼狱模板和跨位面亚种特性,且可以造成1D6伤害的啮咬。当有一天你无力完成仪典,这头野兽就将返回象牙迷宫;若以此或其他方式送返深渊,它会在下次执行仪典后回归(并带上你给它配备的任何装备)
第三神恩 石化牛祷告Invocation of the Gorgon(SU)你获得通用怪物能力的改变外形能力,如同野兽形态IV般变为象牙色的石化牛,虽然每天只能使用一次,但这可以长久的持续下去。但若你未能再次执行仪典或以其他方式结束变形,你将无法再次改变外形或变回原样。
尽管巴风特本身是牛头人的种族神,但在人类中他的信仰也在迅速崛起。那些人类信徒以他的名义暗中布道,将教义口耳相传,在格拉里昂的一些大城市中发展出拥有强大权力的秘密结社。但他们对巴风特依旧默默奉献着忠诚,耐心等待他号召自己击败敌人,使这个世界回归野兽的统治之下。他们使用繁杂的手势、暗号、纹章和符号以相互识别身份和传递信息;同时也只有在与教友交流时他们才会使用自己的“真名”并自称为象牙迷宫的圣殿骑士,以纪念巴风特那迷宫般的深渊领域。
牛头人们都以各自的方式公开祭拜巴风特,因为他也是自己种族的守护神。信仰巴风特的牛头人会在迷宫中保留一部分作为其神殿,在附近墙壁雕刻上经文,只有同样信奉巴风特之人才不会触发那里的魔法陷阱。
巴风特是一个身形瘦削,长着恶魔山羊头颅的类人生物,而那粗暴的大砍刀则甚少离开他的手(据说这把武器能对善良生物造成巨大的伤害和痛苦)身为牛头人之主,巴风特只需一个念头就能召唤强大的牛头人来到他身边。他的智慧让他可以使用任何语言,也可以使用所有封存在卷轴中的魔法。他的手下有不少迷诱魔,经常被召唤去为他的圣殿骑士提供建言,或是为他在新的城市散播邪教的种子。
巴风特本是拉玛什图将其作为配偶,用第一个牛头人鬼魂制造的恶魔领主。当时巴风特的野心与其愚蠢一样膨胀,他潜入了地狱的最深处意图为爱人意图为情人偷走阿斯莫迪尔斯的红宝石权杖。不用说,他很快就被抓住了。拉玛什图什么都没说,而阿斯莫迪尔斯则将他囚禁在这个魔鬼之首创造的曲折迷宫中,甚至第一个牛头人也无法破解。这位魔鬼之主还用他的食指指甲将自己的符号刻在了巴风特的额头上,试图控制这位牛头人。
但是在这次尝试中,是阿斯莫迪尔斯让他超越了界限。仅仅十年后,巴风特不仅解决了看似无解的迷宫,而且他逃脱时,他还带走了这世界大小的迷宫。那时,巴风特发生了变化,他的身材变得几乎瘦弱,但是变得更加聪明。他没有回到拉玛什图的身边,而是占有了地狱迷宫,并声称自己拥有深渊的一部分作为自己的领地。
这一层深渊被称为象牙迷宫。其大小规模无人知晓,但可以肯定比大多数物质位面世界都要大。汇总了探索过那里的冒险者的回报,那里有密集的城市,完整的山脉,埋骨的平原,广阔的地下河与沼泽,蜿蜒的河流和广阔的森林,这繁杂且各具特色的地形组成的迷宫让人感到无比的困惑。城市由狭窄的小巷和错综复杂的街道构成;山脉则纵横交错着蜿蜒的山壁和崎岖的山路;茂密的森林中满是各种小路。但所有人第一次来到这一层时遇到的第一个迷宫一定是象牙迷宫—这个扭曲的迷宫中的所有天花板、过道、墙壁、和地板都铺满了白骨。
自巴风特逃离地狱并开创自己的深渊层面已经有很长时间了,而今牛头人之主也成为了强大的恶魔领主。他原谅了拉玛什图,虽然时而也会作为情人温存,但再也不是她的仆人。他不断在多元宇宙扩大自己邪教的影响,并强化自己的军队,以期有朝一日可以反攻地狱。他谋划的可不再是阿斯莫迪尔斯的武器—他打算杀死阿斯莫迪尔斯!(什么给了你勇气在A总面前跳。。。)
战斗数据http://www.goddessfantasy.net/bbs/index.php?topic=117916.0 (http://www.goddessfantasy.net/bbs/index.php?topic=117916.0)
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BAPHOMET
LORD OF THE MINOTAURS
CE male demon lord of beasts, labyrinths, and minotaurs
CULT
Domains Animal, Chaos, Evil, Strength
Subdomains Demon, Ferocity, Fur, Resolve
Favored Weapon glaive
Unholy Symbol a brass minotaur’s head with ruby eyes
Temples basements, catacombs, labyrinths
Worshipers conspirators, minotaurs, secret societies
Minions chimeras, fiendish carnivorous animals (particularly
carnivorous aurochs or bison), gorgons
Obedience Remain motionless for 55 minutes, and then
spend 5 minutes speaking 50 observations regarding your
surroundings into a hollowed-out bull’s horn. Gain immunity
to maze and a +4 profane bonus on saving throws against
confusion and insanity effects.
EVANGELIST BOONS
1: Walk among the Herd (Sp) pass without trace 3/day,
undetectable alignment 2/day, or clairaudience/clairvoyance
1/day
2: Unquestioned Influence (Sp) As a reward for your devotion
to him, Baphomet grants you the power to make pawns
of the weak willed and spread your influence among the
ignorant masses. Three times per day, you can cast mass
suggestion as a spell-like ability.
3: Invoke Tempter (Sp) You can conjure an agent of the Abyss
to spread demonic intrigues and tempt the foolish. Once
per day as a standard action, you can conjure a glabrezu
to your location. The glabrezu remains for 1 minute per Hit
Die you have before returning to the Abyss. This is a calling
effect, and the glabrezu is not under your control, although it
generally aids you and follows your directives. This glabrezu
is loath to employ its wish ability for your use, preferring
instead to offer it to others as a bargaining chip on your
behalf or to tempt foolish mortals. This ability always calls
the same glabrezu; if the glabrezu conjured this way is slain,
you cannot use this boon for 1 month (at which point you can
call a new glabrezu).
EXALTED BOONS
1: Conspirator’s Whisper (Sp) summon monster I 3/day,
misdirection 2/day, or beast shape I 1/day
2: Minotaur Form (Su) Once per day, you can change shape (as
per the universal monster ability) into a minotaur for 1 hour.
When you do so, you gain a +4 size bonus to Strength and
take a –2 penalty to Charisma. If you are already a minotaur,
this ability instead allows you to assume a Small, Medium, or
Large humanoid form at will (this change of form does not
alter your ability scores). This is a polymorph effect.
3: Maze of Madness (Sp) You can cast maze with the benefits of
the Extend Spell feat as a spell-like ability once per day.
SENTINEL BOONS
1: Might of the Labyrinth (Sp) enlarge person 3/day, bull’s
strength 2/day, or nondetection 1/day
2: Devouring Beast (Ex) To aid in your profane crusade against
the cult’s many enemies, Baphomet sends one of the flesh-
eating bulls of the Ivory Labyrinth to slaughter and feed
at your side. You gain an aurochs animal companion as a
druid of a level equal to your Hit Dice – 4, in addition to any
animal companions you already have. This animal companion
possesses the fiendish template and the extraplanar subtype,
along with a bite attack that inflicts 1d6 points of damage.
Any day on which you fail to perform your obedience, this
beast vanishes back to the Ivory Labyrinth; if returned to the
Abyss, whether by this or by other means, it returns to you
when you next perform your obedience (along with any gear
it was equipped with).
3: Invocation of the Gorgon (Su) You gain the change shape
universal monster ability, allowing you to assume the form
of an ivory-colored gorgon as per beast shape IV. Although
you can activate this ability only once per day, the new form
lasts indefinitely. If you lose access to this boon by failing to
perform your obedience, you cannot change forms or return
to your true form until you perform the obedience again or
the effect is otherwise ended.
Although Baphomet is traditionally the god of the minotaur
race, his cult is on the rise among humanity. His human
worshipers hold secret sermons in his name and hand down
his teachings along family lines across generations, forming
clandestine societies that tend to hold great political power
in Golarion’s larger cities. They remain silent about their
allegiance to Baphomet, however, patiently awaiting a time
when he might call upon them to rise up against their
enemies and return the world to the dominion of the beast.
These secret societies use complex hand gestures, passwords,
sigils, and signs to identify themselves to one another and
pass messages; in these communications, worshipers use
their “true names” and refer to themselves as Templars of
the Ivory Labyrinth in honor of Baphomet’s labyrinthine
Abyssal realm.
Minotaurs themselves worship Baphomet in a different
way; they are less secretive about their faith and value
Baphomet as the epitome of their kind. A minotaur that
worships Baphomet typically sets aside a portion of its maze
lair as sacred to Baphomet, where the walls are carved with
prayers and only the devout are allowed to tread without fear
of triggering magical traps.
Baphomet appears as a lanky humanoid with a demonic
goat’s head; he is only rarely depicted without his cruel
glaive in hand (a weapon said to be able to cause particularly
horrid and painful wounds to good-aligned targets). As the
Lord of the Minotaurs, Baphomet can summon powerful
members of this race to his side with a brief thought.
Incredibly intelligent, Baphomet can make use of any
language and utilize magic from scrolls with utmost skill.
He is served by glabrezu demons, who often act as advisors
to his Templars and seed new cults in cities not yet tainted
by his word.
Originally, Lamashtu kept Baphomet as her personal
consort, elevating him to the status of demon lord from the
soul of the first minotaur. In an ill-considered
attempt to gain even greater favor from his
benefactor, Baphomet left Lamashtu’s
side to seek out a legendary trophy.
Baphomet’s ambition was as great as his
folly, and he invaded the deepest layer
of Hell, intent on stealing Asmodeus’s
ruby rod for his mistress. Needless to say,
he was swiftly caught. Lamashtu claimed no relation to
him, and Asmodeus imprisoned Baphomet in a devious
maze that he proclaimed to be unsolvable—even by the
first minotaur. The archdevil also carved his
own symbol into Baphomet’s brow with the
nail of his index finger in an attempt to further
subjugate the demon lord.
But in this act, it was Asmodeus who overstepped his
bounds. Not only did Baphomet solve the seemingly
impossible maze after a mere decade, but when he escaped,
he took the world-sized labyrinth with him. Baphomet had
changed over time, and while his physical form had become
emaciated, he had grown much wiser. He did not return to
Lamashtu’s side; instead, he took Asmodeus’s infernal maze
and made it his own, claiming a portion of the Abyss as his
personal realm.
This realm is known today as the Ivory Labyrinth.
The true size of this world-maze is unknown, but it
is certainly larger than most Material Plane worlds.
Densely constructed cities, entire mountain
ranges, plains of bones, sprawling underground
reaches, swamps, torturously winding rivers,
and vast forests are but a sampling of the
terrains explorers of the Ivory Labyrinth have reported
encountering, all of which present their own unique
and confounding variants on the realm’s labyrinthine
theme. Cities are composed of narrow alleys and tangled
streets. Mountain ranges are crisscrossed by winding
ledges and craggy passes. Forests are dense and riddled
with trails and narrow paths. When one first travels to
this realm, however, the first maze encountered is always
the Ivory Maze for which the realm is named—a twisting
complex of rooms and tunnels with walls, ceilings, and
floors paved in countless bones.
It has been eons since Baphomet escaped Hell and
created his realm, and now the Lord of the Minotaurs is
a powerful demon lord in his own right. He has forgiven
Lamashtu and occasionally serves as her lover, but he’s no
longer her subservient minion. He works to increase the
influence of his cult on countless worlds, building his forces
so that one day he might again invade Hell. Yet next time,
Baphomet plans on taking much more than Asmodeus’s
weapon—he intends to take Asmodeus’s life!
-
天启驭者,卡戎 Horseman, Charon
摆渡人
中立邪恶 男性驭者 神职为死亡
教派
领域 死亡,邪恶,知识,水
子域 邪魔,冰,记忆,亡灵
邪徽 咧嘴大笑的头骨,眼窝放着金币
偏好武器 木棍
神殿 墓地,河流,废墟,地下墓穴
信徒 船夫,盗墓者,不死生物,送葬者,透肌魔人,渴望永生者
爪牙 星界邪魔,收割者死神,冥河邪魔,夜鬼婆,河中的怪物,死役邪魔,不死生物
仪典 细细反思凡躯的脆弱,以及时光对肉体与心灵那缓慢却不可阻挡的衰退。将自己或受害者浸入冰水直至几乎失去知觉,或通过饮酒吸毒模糊记忆力和智力以体现这种感觉。你在对抗死灵系法术和负能量效果的豁免检定上获得+4亵渎加值。
传音者神恩
第一神恩 死亡祝福Death’s Blessing(SP)记忆空白3次/天,肉体僵直2次/天或创造灵魂宝石1次/天
第二神恩 碾碎灵魂Soul Crush(SU)你可以以标准动作捏碎一颗灵魂宝石(你自己用法术制造或狂躁邪魔制造)你获得快速回复15,持续你HD数的轮数。被捏碎的灵魂将堕入末日荒原,若要将其复活需通过DC28的施法者等级检定。
第三神恩 死亡之握Death’s Clutches(SP)每天一次,你可以以类法术能力施放缚魂术。
颂教者神恩
第一神恩 死亡宠儿Death’s Grace(SP)衰弱射线3次/天,死亡丧钟2次/天或时之沙1次/天
第二神恩 冥河之饥Hunger of the Styx(SU)通过引导冥河消磨记忆的力量,你可以突然让敌人失去所有记忆。每天可以使用三次,你使用近战武器命中敌人时可以以迅捷动作将其激活。被击中的生物将震慑1轮,若未能通过意志豁免(DC=10+1/2HD+魅力调整值)则再恍惚1d4+1轮。即使通过豁免也还会恍惚1轮。这是一种影响心灵的效果。
第三神恩 冥河之握Grasp of the Styx(SP)每天一次,你可以以一个标准动作召唤冥河之水涌现,并使之形成一个由泥浆与冥河河水组成的巨大骷髅爪。效果和擒拿掌一般,但被抓住的生物若未能通过强韧豁免则获得1个负向等级。
卫道者神恩
第一神恩 死亡斗士Death’s Crusader(SP)坐骑术3次/天,战斗坐骑2次/天或魅影驹1次/天
第二神恩 灰马在上On a Pale Horse(SU)你获得呼唤灰马力量的能力。你可以迅捷动作召唤灰马的幻影出现在你身边的一个10尺方格内。你可以以意志操纵其最多移动120尺(这需要一个专注的移动动作)这个幻象忽略所有浑南地形,可以在水面或其他不能承受生物重量的地方行走,但不能飞行。被灰马幻象穿过的生物若未通过强韧豁免,则力量。敏捷和体质受到-6减值,就好似突然步入暮年。一般能从衰老中获得好处的生物(比如龙)也无法获得属性减值外的任何增益。这与已有的老化效果不叠加。只有通过强韧豁免(DC=10+1/2HD+魅力调整值)才能抗拒该效果。一个生物每轮只能受到一次灰马的影响,无论被幻影穿过多少次。这是衰老诅咒效果。(不限制使用次数?挠头)
第三神恩 死亡呼唤Death’s Call(SP)每天一次,你可以召唤卡戎的力量使敌人的生命枯萎。这视为女妖之嚎,只是不需要语言成分。
卡戎,死亡的天启驭者,冥河的摆渡人,比其他天启驭者更为古老的存在。在所有的四驭者中,他是唯一一个原初的天启驭者,也是第一个——和唯一一个——死亡之王。卡戎的头衔掩盖了他真正专注的事业:并非如同其他邪魔追求的简单的以死亡终结一切,而是让万物遵循衰老和死亡。哪怕是精力充沛的凡人都得屈服于这缓步逼近的死亡阴影,所以说冥河摆渡人拥有四驭者中最强大的力量就并不让人觉得奇怪了。如同凡人不可避免的结局,卡戎的耐心同样享负盛名,比起其他驭者他更愿意为了确保最终的胜利而放弃眼前的利益。他也是驭者中最为神秘的,掌握了许多其同类还是凡人之前就已被遗忘的知识。尽管年岁已高,但自从卡戎成为末日荒原的主宰之一以来,他的地位便从未受到挑战—或者挑战者在没有机会提起这件事。
卡戎麾下的邪魔在末日荒原游荡,时而通过冥河去往多元宇宙的其他地方以卡戎的名义狩猎灵魂。和其他驭者的下属不同,他的部下做事都十分低调小心,但却能收获同等的灵魂。据说卡戎也会和部下一起捕获灵魂,任何邪魔看向一个死役邪魔时都可能受到卡戎的注视。不论真假,这条传言让其他邪魔每一次与卡戎的每一次交流都小心翼翼。
以卡戎之名被抓走的灵魂并不都会被磨灭。不少邪魔在捕获灵魂后无法完全效果,而尖叫着的残余灵魂则会被吐入冥河。灵魂的残渣(The souls’ effluvium 实在想不到怎么翻用了个排出物)在其中沸腾翻滚,慢慢变回其生前的模样;但这些顺着冥河漂流的躯壳已经完全失去了人性,只会一心在被卡戎的死役邪魔抓住前在这片肮脏的河流中找到一样能抓牢的东西。
当冥河中的灵魂或其他旅行者单独靠近时,卡戎和他的仆从通常都会直接将其抓走吞噬。但有时他们也会进行交易,而交易的代价可能会在数百或者数千年后支付。在开始这场交易也许对交易者是有利的,卡戎的力量可以让其来生不会进入令人不快的位面,将冒险者小队送到他们要去的地方,或者保护某个位面的国家甚至整个世界免受灾难。但交易终要付出代价。卡戎的宝库中充斥着因愚蠢交易而成为代价的灵魂。
而且卡戎的交易对象不仅仅是凡人。有不少垂死或绝望的大魔鬼、神明甚至整个世界都曾与其交易,以灵魂换取卡戎的援手,直到再次见面他们才知道当初做出交易的自己是多么无可救药。在死去时卡戎会再次出现引领他们,并在其国度中举办盛大的邪魔盛宴。这些交易也让卡戎获益良多,所以四驭者的其他人也鲜少质疑他的权威。
作为四驭者中最年长且唯一一位的初代成员,如今只有卡戎知晓末日荒原的真实历史,在前任驭者死后,为了顺应新任驭者的计划,他都会对历史记录做出些许残忍地修正与抹除。卡戎不一定会与新任分享这些秘密,因为这些年轻的同僚并非同一年代的生命也不是其同胞。唯一例外的是最近被废黜的Lyutheria,他是最初的饥荒驭者,也是他认同的同胞。
卡戎一直致力于消除四驭者之间的摩擦和分歧,以确保在下属面前表现出他们共同进退无懈可击。虽然看上去是不想让部属产生有机会废黜他们中任何一位的想法,但不少人都曾怀疑卡戎不止一次密谋推翻了另一位驭者。现在卡戎的精力被最年轻驭者的不稳定天性牵扯了大部分,面对崔玛瑞希对自己本源的愈加痴迷,卡戎巧妙地阻止了他的探索,也许是担心疯狂的半神会发现什么。
(https://z3.ax1x.com/2021/12/02/oN6JGn.png)
CHARON
THE BOATMAN
NE male Horseman of death
CULT
Domains Death, Evil, Knowledge, Water
Subdomains Daemon, Ice, Memory, Undead
Unholy Symbol grinning skull, its eyes covered by gold coins
Favored Weapon quarterstaff
Temples graveyards, rivers, ruins, catacombs
Worshipers ferrymen, grave robbers, undead, undertakers,
urdefhans B2 , would-be immortals
Minions astradaemons B2 , grim reapers B5 , hydrodaemons B2 ,
night hags, river monsters, thanadaemons B2 , undead
Obedience Meditate upon your infirmities and the slow,
inevitable progression of physical and mental decay inherent
to the ravages of time. Mimic this progression by immersing
yourself or a victim in icy water until nearly unconscious, or
by consuming alcohol or drugs that dull memory and mental
faculties. Gain a +4 profane bonus on saving throws against
necromancy and negative energy effects.
EVANGELIST BOONS
1: Death’s Blessing (Sp) memory lapse APG 3/day, catatonia OA
2/day, or create soul gem (see page 184) 1/day
2: Soul Crush (Su) As a standard action, you can crush a
soul gem (such as one you create via create soul gem or
one created by a cacodaemon B2 ) to gain fast healing 15
for a number of rounds equal to your Hit Dice. This action
condemns the crushed soul to Abaddon; resurrecting this
victim requires a successful DC 28 caster level check.
3: Death’s Clutches (Sp) You can use soul bind as a
spell-like ability once per day.
EXALTED BOONS
1: Death’s Grace (Sp) ray of enfeeblement 3/day,
death knell 2/day, or sands of time UM 1/day
2: Hunger of the Styx (Su) By channeling
the memory-sapping ability of the River Styx, you
can stun foes with a sudden but temporary loss of
all memory. You can use this ability three times
per day, activating it as a swift action when you
strike a foe in combat with a melee weapon. The
creature struck is stunned for 1 round and then
staggered for an additional 1d4+1 rounds if
it fails a Will save (DC = 10 + half your Hit
Dice + your Charisma modifier). On a
successful save, the creature is instead
staggered for 1 round. This is a mind-
affecting effect.
3: Grasp of the Styx (Sp) Once per day
as a standard action, you can call upon the
waters of the Styx to bubble up and manifest as
an immense, skeletal talon of mud and black
water. This effect duplicates the effects of
grasping hand, except any creature
that is grappled by the hand must also
succeed at a Fortitude save against
the spell or gain 1 negative level.
SENTINEL BOONS
1: Death’s Crusader (Sp) mount
3/day, wartrain mount UM 2/day, or phantom
steed 1/day
2: On a Pale Horse (Su) You gain the ability to invoke the
power of the Pale Horse. As a swift action, you cause a
flickering image of the Pale Horse to appear in a 10-foot
square adjacent to you. It then moves up to 120 feet as you
mentally direct its movement (doing so is a move action
that requires concentration). The image of the Pale Horse
ignores difficult terrain and can walk over water or other
surfaces that would normally not bear a creature’s weight,
but it cannot fly. Any creature whose space the image of the
Pale Horse passes through must succeed at a Fortitude save
or take a –6 penalty to Strength, Dexterity, and Constitution,
as if it had suddenly aged to become venerable. Creatures
(like dragons) that normally gain benefits from aging do not
gain any benefits, and they instead take the ability score
penalties described above. These penalties do not stack with
themselves or with existing penalties from aging. A creature
can resist the effects of the Pale Horse with a successful
Fortitude save (DC = 10 + half your Hit Dice + your Charisma
modifier). A creature can be affected by the Pale Horse only
once per round, regardless of how many times the Pale Horse
moves through its space. This is an aging curse effect.
3: Death’s Call (Sp) Once per day, you can call upon Charon’s
power to wither your enemies into dust. This ability functions
as wail of the banshee, except it lacks a sonic component.
Charon, the Horseman of Death and Boatman of the Styx, is
ancient even in comparison to the other Horsemen. Mortals
whisper that, of all the Four, he alone is one of the original
Horsemen: the first—and only—Lord of Death. Yet Charon’s
title obfuscates his true focus. Charon holds dominion not
simply over death as a whole, which is the purview of all
daemons, but specifically over death by old age. Even the
heartiest mortals eventually succumb to that looming specter,
and so it’s not surprising that many consider the Boatman the
most powerful of the Four. The legendary force of Charon’s
patience echoes the certainty of mortality’s inevitable end,
and he is more willing than any other Horseman to sacrifice
immediate gains for a guaranteed eventual victory. Charon
is also the most secretive of his kind, holding knowledge of
many things forgotten before his kindred were even living
mortals. Despite his age, Charon has not been challenged
since he rose to power in Abaddon’s earliest days—or if he
has, no one speaks of it.
Daemons in Charon’s service rove far and wide across
Abaddon, often riding the Styx to other reaches of the
cosmos, hunting souls in his name. Unlike servitors of the
other Horsemen, his own often act in understated and subtle
ways, yet they harvest just as many souls. It is said Charon
operates alongside his servitors, fishing for souls in the
exact same way, and that any daemon looking upon one of
the thanadaemons might in fact be looking into the face of
Charon himself. True or not, the rumor hangs over other
daemons’ every interaction with Charon’s chosen.
Not all souls claimed in Charon’s name are consumed.
Many daemons capture or only partially devour their
cargo, then vomit the screaming souls into the Styx. The
souls’ effluvium boils and churns, slowly transforming
into the shapes of the victims as they appeared in life;
the bodies drift, brutalized, struggling to find purchase in
the fouled waters, before being fished from the current by
Charon’s thanadaemons.
When approached independently by a soul or other
traveler of the River Styx, Charon and his servitors
sometimes simply carry the guest off to be consumed.
At other times, however, they make deals, their bargains
working toward ends hundreds or thousands of years in
the future. In the beginning, such a deal might benefit the
bargainer, with Charon’s forces rescuing a soul from its
rightful afterlife in an unpleasant plane, transporting an
adventuring party to the place it needs to go, or safeguarding
an entire Material Plane nation or world from disaster. But
inevitably, the terms of the deal take their toll; Charon’s
coffers are always flooded with souls foolishly bargained
away by their owners.
Such dealings are not only with mere mortals. Charon has
bargained with dozens of dying and desperate archdevils,
divinities, and even entire worlds, offering them aid in
return for payments of souls, knowing all the while that the
bargainers were beyond saving before they came to him.
When they die, he claims them as well, and his domain hosts
daemonic feasts of untold scale. Charon’s dealings benefit
him in all things, and even his fellows among the Four often
acquiesce to his authority.
As the oldest and the only surviving original member
of the Four Horsemen of the Apocalypse, Charon alone
knows the true history of Abaddon, accounts of which are
brutally revised and scoured to suit the purposes of each
new Horseman upon the death of his or her predecessor.
Charon does not necessarily share these secrets with the
new Horsemen, whom he considers junior colleagues rather
than peers or siblings. The only exception in his regard is
the recently deposed Lyutheria, the original Horseman of
Famine, whom he saw as something akin to a sister.
Charon actively seeks to keep any friction or
disagreement between members of the Four a secret
among them, ensuring that they present a godlike, perfectly
unified, and unassailable front to their subjects. This is
ostensibly because he does not wish to tempt any of these
minions with the chance to depose one of their number,
though many suspect that Charon has precipitated just
such a revolt against one or another of his kindred in the
past. At present, Charon is most occupied with the erratic
spontaneity of the youngest of the Four. Increasingly faced
with Trelmarixian’s obsession with his own origins, Charon
has subtly stymied Famine’s search, perhaps worried about
what the mad demigod could discover.
-
达贡DAGON
深海黯影
混乱邪恶 男性恶魔领主 神职为畸形,深海,海中怪兽
领域 混乱,毁灭,邪恶,水
子域 天灾,恶魔,海,狂暴
偏好武器 三叉戟
邪徽 金盘子上刻着恶毒的符文,中间是只睁大的章鱼眼睛
神殿 腐朽的海边神殿,灯塔,海边溶洞,水底神殿
信徒 沼蜍人、深潜者、绝望或疯狂的岸边居住者、沙华鱼人异端、鱼魔怪、海怪、沼泽巨人以及其他海中怪兽
爪牙 魔鬼鱼,炼狱水元素,海怪,修格斯,其他海中怪兽
仪典 一边向达贡祷告,一边将一碗仍有余温的鲜血倒入大海。器皿必须纯金打造且雕刻达贡的徽文,价格不可低于100gp,但可以重复使用。你对抗水生或水亚种生物的特异及超自然能力豁免获得+4亵渎加值。
传音者神恩
第一神恩 深海之主Enslave The Sea(SP)水流冲击3次/天,水流术2次/天或水中呼吸1次/天
第二神恩 伊谢尔的加护Aspect of Ishiar(SU)你可以以一个移动动作使肉身与骨头液化为带咸味的海水。此时你的身体变得光滑水润,且可以自由伸展和移动。你全身仿佛就是一团透明的液体,这让你在隐匿获得+4加值,在水下时变为+8,且可以在被看到的情况下进行无需遮掩物的隐匿检定。你获得DR/10挥砍且触及增加10尺。此外你在开启能力时可以携带任何东西(除活物)穿过细小的洞穴或狭窄的裂缝。你获得水生类型和60尺游泳速度,且效果持续期间可以在水下自由呼吸。每天可变形每HD10分钟;时间不必连续但每次开启最低消耗时间以10分钟计算。
第三神恩 溺水而亡Drowning Doom(SP)每天一次,你可以施展群体绞杀,但这不会抽走目标肺部的空气,而是往其中注入无氧的水(因此水中呼吸不可无视此效果)虽然令人不安,但这种水只是一种表现方式,并不会改变法术效果。
颂教者神恩
第一神恩 第一誓言First Oath(SP)动物交谈(仅水生动物)3次/天,毁容之触2次/天或召唤怪物III(仅水生动物)1次/天
第二神恩 第二誓言Second Oath(EX)你免疫水压造成的伤害且获得水下呼吸能力,体质+2亵渎加值,获得等同基本速度的游泳速度(若已有游泳速度则增加30尺)
第三神恩 第三誓言Third Oath(SP)每天一次可以以类法术能力施放支配怪物,但目标只能为水生生物或能在水中呼吸的生物。
卫道者神恩
第一神恩 致畸异变Teratogen(SP)长臂咒3次/天,熊之坚韧2次/天或树脂皮肤1次/天
第二神恩 致畸打击(SU)每天可使用等同HD次数,你使用近战武器攻击一个生物时,可以以一个迅捷动作使其发生畸变。被命中的生物若未通过强韧检定(DC=10+1/2HD+魅力调整值)则会扣除2点魅力。因此魅力归0的生物将会永久可怕的水生生物;套用变种生物模板,附加水生亚种和两栖特性,阵营转变为混乱邪恶。完成转化后所受到的魅力伤害将立刻治愈,且对你态度变为友好。这种转变是一种诅咒效果。
第三神恩 深海惧怖Horror of the Deep(SU)你可以以一个移动动作在普通形态与海怪的混合体之间切换。在混合形态下,你免疫水压的伤害,获得水下呼吸能力,获得两倍移动速度的游泳速度。同时你的头部变为蝮蛇头,可进行啮咬攻击,造成视为体型2倍的伤害(中等体型为2d6)此外体内还会长出一条触手,视为次要天生武器且可以进行攫抓和紧勒,造成等同体型的伤害(中等体型为1d4)紧勒伤害等同触手伤害加上力量调整值的1.5倍。以触手擒抱生物时,你不会视为被擒抱,也不会因此受到罚值。每天可转化为混合形态HD分钟,时间不需连续但最少需要以1分钟为计量单位。
达贡居住在名为伊谢尔的深海之中的一座名为Ugothanok的沉没之城。这片深渊之海上散布着众多岛屿,上面居住着名为Ishians的半恶魔居住于此。这些半恶魔一直在不断发动战争抢夺新的岛屿,以这种暴虐的行径祭奠达贡。
除了鱼,章鱼或鳗鱼,在达贡身上还能看到各种恐怖水怪的肢体,他起伏的身躯由触角、鳍、蛇形四肢和触手扭曲缠绕而成。和其他恶魔领主一般,他远远早于凡人降生,且在久远的深渊已经作为强大的古魔领主而存在。那时他没有自己的名字,也没有智慧或性格,只是一头不断游弋在伊谢尔之中的巨大海怪,不断吞噬遇到的事物以满足自己的永无止境的饥渴。在吞噬了大量恶魔和祈并者后,他慢慢衍生出知觉,并在他可怖的躯壳中注入了原罪的影响。他明了了之前作为古魔时的无知,渴望摆脱那种状态并沉醉在成为恶魔领主后的智慧,他耗费了无尽的时光在无数物质位面宣扬自己的存在。尽管对古魔没有恶意,但他也拒绝让其进入自己的领地。
达贡喜欢将自己的后裔送到主物质位面的深海之中以传播自己的影响力。而这些后裔又会通过与深海生物或与世隔绝的海边社区结合以实现这一目的。沼泽巨人是他在陆地上最狂热的信徒之一,但在一些偏远地区(如阿维斯坦Avistan和迦伦德Garund的西海岸)他的人类信徒飞速增长。那些秘密崇拜达贡的村子经常维持着崇拜其他神祗的表象。在更为人迹罕至的地方,邪教徒甚至会与沼蜍人、沙华鱼人或其他水生生物杂交,而因此诞生的畸形混血儿正是对达贡虔诚的象征,他们会以这些畸形为荣。
当然部分深潜者也是达贡的忠实信徒。但有时人们会他们会将达贡与其他旧日支配者,尤其是克苏鲁混为一体一并崇拜。此时他们会尊称自己的神为大衮,以此崇拜那统治着沉没之城的伟大存在。达贡对此暗自发笑,尽管这也是一种敬称,但恶魔领主与克苏鲁或其他旧日支配者毫无瓜葛。
战斗数据 https://www.goddessfantasy.net/bbs/index.php?topic=67957.0 (https://www.goddessfantasy.net/bbs/index.php?topic=67957.0)
(https://s4.ax1x.com/2022/01/31/HiapZQ.png)
DAGON
THE SHADOW IN THE SEA
CE male demon lord of deformity, the sea, and sea monsters
CULT
Domains Chaos, Destruction, Evil, Water
Subdomains Catastrophe, Demon, Oceans, Rage
Favored Weapon trident
Unholy Symbol gold disk inscribed with sinister runes around
an open octopus eye
Temples decaying seaside churches, lighthouses, sea caves,
underwater cathedrals
Worshipers boggards, deep ones B5 , desperate or insane coastal
dwellers, heretical sahuagin and skum, krakens, marsh
giants B2 , other sea monsters
Minions devilfish B2 , fiendish water elementals, krakens,
shoggoths, other sea monsters
Obedience Offer a bowl of fresh, warm blood to Dagon
by speaking prayers over the blood and then emptying
the bowl into the sea. The bowl must be made of gold,
inscribed with runes sacred to Dagon, and worth no less
than 100 gp, but it can be reused for multiple obediences.
Gain a +4 profane bonus on saves against the extraordinary
and supernatural attacks of creatures with the aquatic or
water subtype.
EVANGELIST BOONS
1: Enslave The Sea (Sp) hydraulic push APG 3/day, slipstream APG
2/day, or water breathing 1/day
2: Aspect of Ishiar (Su) You can cause the flesh and bone
of your body to liquefy into a roiling mass of brackish
sea water as a move action. While under this effect, your
body takes on a slick, watery appearance and can stretch
and shift with ease. You become mostly transparent, as if
you were composed of liquid, granting you a +4 bonus on
Stealth checks. While underwater, this bonus increases to
+8, and you can attempt Stealth checks while observed
and without needing cover or concealment. You gain
DR 10/slashing and your reach increases by 10 feet. In
addition, you can pass through small holes or narrow
openings, even mere cracks, with anything you were
carrying when you activated this ability (except other
creatures). Finally, you gain the water subtype and a swim
speed of 60 feet, and you can breathe both water and air
for the duration of this effect. You can use this ability for
10 minutes per Hit Die per day; this duration need not be
consecutive but must be spent in 10-minute increments.
3: Drowning Doom (Sp) You can use mass suffocation APG once
per day, but instead of drawing the air from creatures’ lungs,
this effect fills creatures’ lungs with anoxic water (and as
such, the ability to breathe water offers no protection). While
disturbing, this water is largely a cosmetic effect and doesn’t
otherwise adjust how the spell effect functions.
EXALTED BOONS
1: First Oath (Sp) speak with animals (aquatic animals only)
3/day, disfiguring touch UM 2/day, or summon monster III
(aquatic creatures only) 1/day
2: Second Oath (Ex) You become immune to damage from
water pressure and gain the ability to breathe water, a
+2 profane bonus to Constitution, and a swim speed equal
to your base speed (if you already have a swim speed, it
increases by 30 feet instead).
3: Third Oath (Sp) You can cast dominate monster as a spell-
like ability once per day but can target only aquatic creatures
or creatures currently breathing water.
SENTINEL BOONS
1: Teratogen (Sp) long arm ACG 3/day, bear’s endurance 2/day,
or resinous skin UC 1/day
2: Mutagenic Strike (Su) A number of times per day equal
to your Hit Dice, when you strike a creature with a melee
weapon, as a swift action you can cause it to become
deformed. When you do so, the creature struck must succeed
at a Fortitude save (DC = 10 + half your Hit Dice + your
Charisma modifier) or take 2 points of Charisma drain. A
creature reduced to 0 Charisma in this way is permanently
transformed into a hideously deformed aquatic version
of itself; it gains the mutant template (Pathfinder RPG
Bestiary 5 180), the aquatic subtype, and the amphibious
quality, and its alignment becomes chaotic evil. When this
transformation occurs, all Charisma damage the creature has
suffered is instantly cured. Such mutants are initially friendly
toward you. This transformation is a curse effect.
3: Horror of the Deep (Su) As a move action, you can switch
between your natural form and a hideous hybrid of your
natural form and a deep-sea monstrosity. In your hybrid
form, you are immune to damage from water pressure, gain
the ability to breathe water, and gain a swim speed equal to
twice your base speed. Your head becomes that of a viperfish,
granting you a bite attack that deals damage as for a creature
two size categories larger than you (2d6 for a Medium
creature). In addition, a single long tentacle sprouts from your
body, granting you a tentacle secondary natural attack that
deals damage as for a creature of your size category (1d4 for
a Medium creature). This tentacle has the grab and constrict
abilities; the constrict damage is equal to your tentacle
damage plus 1-1/2 times your Strength modifier. While
grappling a creature with your tentacle, you are not considered
grappled and do not take any of the penalties associated with
that condition. You can maintain this form for 1 minute per Hit
Die per day; this duration need not be consecutive but must be
spent in 1-minute increments.
Dagon dwells within the Abyssal sea of Ishiar, in a sunken
city called Ugothanok. The surface of this Abyssal sea is
dotted with countless islands, some inhabited by fiendish
and half-fiend humans known as Ishians. The Ishians wage
constant nautical warfare against each other, fighting to
claim new islands and impress Dagon with their cruelties.
Not quite fish or octopus or eel, Dagon is a monstrous
combination of all manner of aquatic horrors, his undulating
body an ever-shifting tangle of feelers, fins, serpentine limbs,
tendrils, and tentacles. Like some other demon lords, Dagon
predates the advent of mortal life and, before the rise of
demonkind in the Abyss, existed as a potent qlippoth lord. In
those early days, Dagon had no name and no real intellect or
personality of his own; he was only an immense, ravenous sea
monster that swam through the depths of Ishiar, feeding on
anything unfortunate enough to cross his path. It was through
the consumption of countless demons and once-mortal
petitioners that Dagon gained sentience and in so doing
infused his terrible form with the influence of mortal sin.
He is aware of his origin as a nearly mindless qlippoth
and does not seek to return to this state; on the
contrary, reveling in the awareness he earned,
the demon lord has spent eons building up
his presence on countless Material Plane
worlds. Although he bears the
qlippoth no ill will, he does
not suffer their intrusions
into his realm.
Dagon is fond of
sending his offspring
into the vast oceans of
the Material Plane to
spread his influence.
Often they do so
physically by breeding
with either creatures
of the deep or ones in
isolated coastal societies.
Marsh giants are traditionally among
his most fervent worshipers on land,
but in some remote locations
(particularly along the western
coastlines of Avistan and
Garund), his cult is growing among
humans. A village that turns to Dagon worship
often does so secretly, maintaining a facade of
worshiping another deity while the town’s
real devotions are to the Shadow
in the Sea. In the most remote
locations, these cults mix with
boggards, sahuagin, and other
hideous aquatic creatures. The
deformed hybrid children
born from these unions are a
sign of Dagon worship, and
these communities consider
such deformities badges of honor.
Deep ones have been known to venerate Dagon as well.
Those that do so often mix this worship with that of the
Great Old Ones, particularly of Cthulhu, merging the
traditions of these two powerful demigods into a singular,
blasphemous faith. Further confusing these practices
among the deep ones is their habit of using the name
“Dagon” as an honorific for the powerful elder deep ones
that rule their sunken cities. Dagon himself is amused by
this convention, interpreting the use of his name in this way
as a compliment, even though the demon lord has no direct
ties to Cthulhu or other Great Old Ones.
-
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 (http://www.goddessfantasy.net/bbs/index.php?topic=118075.0)
(https://s4.ax1x.com/2021/12/12/oHvgts.png)
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.
-
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。
(https://s1.ax1x.com/2023/05/22/p9oyzVI.png)
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.
-
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。
(https://s3.bmp.ovh/imgs/2022/09/12/a613bfc93011a9af.png)
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.
-
: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 (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 (http://www.goddessfantasy.net/bbs/index.php?topic=67976.0)
(https://s3.bmp.ovh/imgs/2022/09/12/57974613655750d5.png)
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.
-
已有信徒及相关翻译https://www.goddessfantasy.net/bbs/index.php?topic=57722.0 (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 (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)
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.
-
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。
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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.
-
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。
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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.
-
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 (http://www.goddessfantasy.net/bbs/index.php?topic=117882.0)
(https://s1.ax1x.com/2020/05/26/tiKDeS.png)
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.
-
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。
(https://s3.bmp.ovh/imgs/2022/11/02/dff45ffbebd7dcc9.png)
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.
-
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。
(https://z1.ax1x.com/2023/11/02/piKHsc8.png)
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.
-
希芙珂什 Sifkesh
异端女士
混乱邪恶 女性恶魔领主 神职为自杀、异教和绝望
教派
领域 混乱,邪恶,疯狂,诡术
子域 欺骗,恶魔,失却,梦魇
偏好武器 战斗剃刀
邪徽 一双女性的手交叉在割开的手腕上
神殿 被亵渎的教堂,闹鬼的屋子,许多窗户的塔楼
信徒 渎神者、异教徒、背弃其他宗教之人和自杀的幸存者
爪牙 拉米亚,自绝魔seraptis demon,自杀者衍变成的不死生物
仪典 首先写下一张痛斥敌人的纸条,然后假装上吊或割腕以进行仪式自杀(也就是假自杀?这不是亵渎?)在对抗影响心灵效果的豁免检定上获得+4亵渎加值。
传音者神恩
第一神恩 悲苦圣歌Hymn of Sorrow(SP)刺耳尖啸3次/天,人类定身术2次/天或极度绝望1次/天
第二神恩 亵渎者的虔心Blasphemer’s Piety(EX)你因自己亵渎的灵魂而能轻松适应他人的信仰。当被基于阵营或信仰而产生的效果作用在你身上时,你可以选择被视为对应阵营或信仰而获得效果(你不需要准确知道对方的阵营或信仰)在作为基于信仰的法术或效果目标或目标之一时,你也是为该神祗的信徒。作此选择无需动作,甚至不需要意识到你是目标(因为这对角色而言最为有利)此外你也可以选择其他神祗信徒特有的专长,特性或其他选项,如同你就是其信徒一般。每周一次你可以选择执行你熟悉的任何守序或善良神祗的仪典而非希芙珂什的仪典。但这仍会为你提供希芙珂什的魔神神恩。
第三神恩 罪孽洗礼Baptism of Sin(SU)你用邪恶的魔法侵染凡人的灵魂,洗涤了他们的道德,将他们引入异端女士温柔的怀抱。每当一个生物在对抗你影响心灵的法术豁免检定失败后,其内心将充斥着自己曾犯下无数可怕罪行的逼真记忆,当然这都是虚假的。非邪恶非善良的目标若未通过意志豁免(DC=10+1/2HD+魅力调整值)将会恍惚1轮,善良目标未通过意志豁免则会反胃1轮。成功通过豁免的生物在接下来24小时免疫罪孽洗礼效果。这是一种影响心灵的情绪效果。
颂教者神恩
第一神恩 异端呢喃Heretic’s Hiss(SP)命令术3次/天,风讯术2次/天或暗示术1次/天
第二神恩 异端邪说Heresy(SU)你以玩弄其他宗教典籍的弱点为乐。每天一次,你可以以一个标准动作针对某位神祗发表亵渎或异端言论,而不是宣扬对恶魔领主的颂扬。对应神祗的信徒必须能听到你的话语,否则该能力失效。你对该神祗的信徒的法术获得等同HD+11的SR。这将持续到你亵渎其他神祗或未能执行仪典为止。
第三神恩 集体自杀Mass Suicide(SP)你可以驱使许多人迈向自我毁灭。每日一次你可以以类法术能力施放怪影杀手。但这不会制造出恐怖的景象攻击目标,而是让目标严重充盈着极度悲伤绝望的景象和感受。而屈从于法术之人将会自我了断。若目标手边没有可以自我了断的手段,则会因哀伤过度而死。这是一种影响心灵的情绪效果。
卫道者神恩
第一神恩 溺于绝望Wallow in Despair(SP)丧志术3次/天,示敌以弱2次/天或肉体僵直1次/天
第二神恩 迎接终末Welcome the End(SP)你能以虚无主义的低语让一个失去活下去的动力并自杀。每天3次,你可以以类法术能力施放魅影杀手,但这不再是幻术(魅影幻觉)而是影响心灵的惑控(胁迫)效果。目标若未通过意志豁免,其肉体的维生本能将不受自控地停止。
第三神恩 肢解天使Broken Angel(EX)和你信仰的深渊圣娼妓一样,你的肉体也已支离破碎。你的四肢不再连接在躯干而是漂浮在原来的位置,而你的后背长出漂浮着的天使羽翼。你获得30尺飞行速度,机动性完美。你的四肢可以短暂脱离躯体攻击远处的目标,你的近战接触范围扩大15尺,且由于你的躯体间存在缝隙且不断轮换,你获得20%失手率。你免疫因断臂断腿而产生的效果(包括斩首剑的斩首鲜果)流血效果和流血伤害。HP降为负值时你可以自动稳定伤势。
希芙珂什是十分与众不同的深渊恶魔,因为她的动机比起其他同类更为邪恶。她不追求毁灭肉体或环境,而是让心灵不再纯洁,引诱圣洁的男女以亵渎神明的方式叛离宗教,对神祗的声誉造成难以磨灭的伤害。她最喜欢的是萦绕在意识到自己所作所为而即将绝望自杀的堕落牧师身边,以趁机夺走这异端的灵魂并吞食。希芙珂什被渎神者、异教徒、背弃其他宗教之人和自杀的幸存者们崇拜。她的信仰相对单独和个人化,并且从来没有一个强大的抱团组织集体崇拜这位恶魔领主。而且她的很多追随者明面上都信仰其他宗教,通过散播猜疑从内部渗透和破坏其他宗教。
希芙珂什常以人类女子形象出现,有着洁白如雪的羽翼和鲜血淋漓的青丝,她的眼睛和嘴唇被铁丝缝合着,身体的断肢漂浮在切面附近,看起来还没有断似的。通常这些断肢会漂浮在臀部和肩部附近,但也可能出现在其他地方。她的所有肢体都可以独立漂浮而不需与其他部分同步。许多人都认为她曾是强大的欲魔,后来成为地狱第一批异端之一。她体现了三类主要下层位面生物的特征—如魔鬼般腐化他人,如邪魔般饥渴难耐,但也难掩其恶魔本质,这也是长期以来困扰着研究恶魔的诸多学者的难题。
希芙珂什统治着叫做梵天Vantian的深渊国度,一座被叫做“敞窗Open Windows”的传说之城,这座城市沿着悬崖而立,俯瞰波涛汹涌的大海;而每天部分悬崖都会带着其上的建筑坠入大海。梵天的居民只能不断在城市的边缘建起新的建筑,但这也难以跟上毁灭的速度。据说在这里可以找到各种宗教的异端神殿,各自由自杀身亡的堕落牧师主持。虽然城市极具悠远的哥特式美感,但和希芙珂什的信徒一般,除了不断自我毁灭外没有更贴合的形容词。
武器 价钱 伤害(S) 伤害(M) 重击 射程 重量 伤害类型 特殊
战斗剃刀 8GP 1D3 1D4 (19-20/X2) - 1磅 挥砍 -
补充:战斗剃刀表面是一把特大的剃须刀或折叠刀。因为可以折叠到手柄中所以不需要护具,这也使其更容易隐藏,因此将此藏在身上的巧手检定获得+2加值。
To all appearances, a war razor is an oversized razor or
flip knife. Since the razor folds into the handle, no sheath
is required, making the weapon easy to hide and thus
granting the wielder a +2 bonus on Sleight of Hand checks
to conceal the weapon on her body.
战斗数据http://www.goddessfantasy.net/bbs/index.php?topic=117763.0 (http://www.goddessfantasy.net/bbs/index.php?topic=117763.0)
(https://s1.ax1x.com/2021/12/11/oTKQ0A.png)
SIFKESH
LADY OF HERESY
CE female demon lord of despair, heresy, and suicide
CULT
Domains Chaos, Evil, Madness, Trickery
Subdomains Deception, Demon, Loss, Nightmare
Favored Weapon war razor
Unholy Symbol bloody feminine
hands crossed at slashed wrists
Temples desecrated churches, haunted houses, many-
windowed towers
Worshipers blasphemers, heretics, outcasts from other
religions, survivors of attempted suicides
Minions lamias, seraptis demons B5 , undead created from the
bodies of suicide victims
Obedience Perform a ritualized suicide by first scribing a note
lambasting your enemies and then pretending to kill yourself
via strangulation or cutting. Gain a +4 profane bonus on
saving throws against mind-affecting effects.
EVANGELIST BOONS
1: Hymn of Sorrow (Sp) ear-piercing scream UM 3/day, hold
person 2/day, or crushing despair 1/day
2: Blasphemer’s Piety (Ex) Your blasphemous soul adapts
effortlessly to reflect the convictions of others. When you are
targeted by an effect based on alignment or patron deity,
you can choose to be treated as having the alignment
and faith of the creature originating the effect (you
don’t need to know that creature’s alignment or faith
to make this choice). You can also be treated as
having the faith of your target or targets when using
a spell or effect dependent on patron deity. Making
this choice does not require an action, or even
awareness that you are being targeted (in which
case the ability always functions as best benefits
the character in that situation). In addition,
you can select feats, traits, and other options
dependent on worship of particular deities
as though you were a worshiper of those
deities. Once per week, you can choose to
perform the obedience of any lawful or
good deity with which you are familiar
instead of Sifkesh’s obedience. This still
grants you your normal benefits from
Sifkesh, not those from the other faith.
3: Baptism of Sin (Su) Your unholy
magic infects the souls of mortal
creatures, washing away their
morality and drawing them into
the Lady of Heresy’s tender
embrace. Whenever a creature
fails a saving throw against
one of your mind-affecting
spells, that creature
becomes filled with false
but nevertheless convincing
memories of having
committed a horrific sin. A
nonevil and nongood target
must succeed at a Will save
(DC = 10 + half your Hit Dice
+ your Charisma modifier) or
become staggered for 1 round,
while a good target must succeed at this Will save or become
nauseated for 1 round. Once a creature successfully saves
against this effect, it is immune to baptism of sin for 24 hours.
This is a mind-affecting emotion effect.
EXALTED BOONS
1: Heretic’s Hiss (Sp) command 3/day, whispering wind 2/day,
or suggestion 1/day
2: Heresy (Su) You take great delight in worrying at
weaknesses in the dogma of other religions. Once per day as
a standard action, you can utter blasphemy or heresy against
a single religion other than the worship of a demon lord. A
worshiper of the targeted religion must be able to hear your
utterance, or this ability fails. You gain spell resistance equal
to your Hit Dice + 11 against spells cast by worshipers of the
religion you spoke out against. This spell resistance lasts until
you use this ability again to blaspheme a different religion or
until you fail to perform your daily obedience.
3: Mass Suicide (Sp) Your influence can drive entire groups of
people to acts of self-destruction. You can cast weird once
per day as a spell-like ability. Rather than assaulting the
victims with images of fear, this ability assaults the targets
with images and sensations of crippling sadness and despair.
Those who succumb to the spell and die do so at their own
hands. If no method of suicide is available for one who falls
prey to this effect, the victim simply dies outright of sadness.
This is a mind-affecting emotion effect.
SENTINEL BOONS
1: Wallow in Despair (Sp) doom 3/day, miserable pity UM 2/day,
or catatonia OA 1/day
2: Welcome the End (Sp) With a cooing nihilistic whisper,
you cause a creature to kill itself, making its body lose
the drive to maintain life. You can cast phantasmal killer
three times per day as a spell-like ability, but rather than
this functioning as an illusion (phantasm), this is a mind-
affecting enchantment (compulsion) effect. The victim must
succeed at a Will save to resist the urge to end its life. On
a failure, the victim must succeed at a Fortitude save or its
body’s life-sustaining autonomic processes irreparably and
lethally shut down.
3: Broken Angel (Ex) Like that of your Abyssal mistress, your
body has fallen to pieces. Your arms and legs do not directly
attach to your body, instead floating near their original
locations, while your torso sprouts angelic wings that
keep it aloft. You gain a fly speed of 30 feet, with perfect
maneuverability. Your limbs can disassociate briefly from
the whole to attack distant targets at a moment’s notice,
extending your melee reach by 15 feet, and attacks against
you suffer a miss chance of 20% due to the gaps between
your constantly shifting body parts. You are immune to
effects that cause severed limbs or that arise from severed
limbs (including the beheading effect of a vorpal sword) and
also to bleed effects and bleed damage. You automatically
stabilize when reduced to negative hit points.
Sifkesh is unusual among the demons of the Abyss in
that her motives seem much more diabolical than those
of most of her kin. She doesn’t seek to destroy the body
and ruin the environment, but instead works to twist the
mind away from purity, to seduce men and women of faith
into betraying their religions with blasphemies that cause
lingering damage to their faith’s reputation in society. Her
greatest pleasure is to linger near a fallen priest when he
or she realizes what has been done and dies by suicide,
for then Sifkesh can snatch away the heretic’s soul and
consume it. Her worshipers are blasphemers, heretics, and
outcasts from other religions, many of whom have survived
suicide attempts themselves. These cultists tend to be
loners, and there isn’t a strong element of group worship
in her faith. Instead, her cultists seek to infiltrate and ruin
other religions from within by spreading doubt among
the faithful.
Sifkesh appears as a human woman with snow-white
bird wings and stringy black hair that drips blood. Her lips
and eyes are stitched shut with rusty wire, and her body is
cut into sections at the joints. Usually, these amputations
appear at the hips and shoulders, but at times they can
appear elsewhere. Each portion floats independently, not
quite moving in sync with the rest. Many believe Sifkesh
was originally a powerful erinyes devil who became one
of Hell’s first heretics. Sifkesh embodies the roles from all
three major fiendish races—she corrupts like a devil, feeds
like a daemon, but is in fact a demon, a conundrum that
has long vexed scholars seeking to impose order upon their
understanding of the demonic.
Sifkesh’s Abyssal realm is Vantian, the legendary City of
Open Windows. This city sprawls along the edge of a cliff
overlooking a churning sea; portions of the cliff collapse
into the sea daily, taking with them chunks of city. Vantian’s
inhabitants constantly rebuild along the city’s far side,
barely keeping pace with its destruction. It is said that
false temples of every religion can be found in Vantian, all
tended by fallen priests who took their own lives. The city
itself bears a gothic, haunting beauty, but as with her cult,
its constant process of self-destruction defines it more than
anything else.
-
天启驭者,祖瑞尔 Horseman, Szuriel
凄凉天使
中立邪恶 女性驭者 神职为战争
教派
领域 邪恶,火,力量,战争
子域 鲜血,邪魔,凶猛
偏好武器 重剑
邪徽 苍白之手与黑色大剑
神殿 战场,军队医院,城市废墟,火山,战争纪念馆
信徒 军火商,掠夺者,雇佣兵,士兵,透肌魔人,军阀
爪牙 星界邪魔,食腐生物,构装体,族灭邪魔,战狂邪魔,亡灵士兵
仪典 选择一个或多个你宣泄怒火的目标,研究一段时间后,在有多个目击者的公开战斗中击杀他们或在公共场所将他们钉在十字架上。对抗基于火影响的豁免获得+4亵渎加值。
传音者神恩
第一神恩 炽天使祝福Seraph’s Blessing(SP)魅惑人类3次/天,战术敏锐2次/天或暗示术1次/天
第二神恩 动如火掠Swift Fires of War(SP)每天一次,可以以类法术能力施展瞬发加速术。
第三神恩 祖瑞尔之令Szuriel’s Command(SP)每天一次,你可以借用祖瑞尔的狂怒,激起30尺内所有生物的怒火并攻击你的敌人。这视为瞬发挑拨曲,
颂教者神恩
第一神恩 炽天使宠儿Seraph’s Grace(SP)光荣时刻3次/天,灼热凝视2次/天或火球术1次/天
第二神恩 薪火之触Pyre’s Touch(EX)你获得30点火焰抗性,与你的任何其他天生火焰抗性叠加。
第三神恩 神弃者之罚Punishment of the Forsaken(SP)每天一次,你可以以一个标准动作对一个目标呼唤凄凉天使的怒火。效果与内爆术一致,但目标会被吸到空中保持十字姿态,然后被无形的巨力撕碎。
卫道者神恩
第一神恩 战狂斗士War’s Crusader(SP)坐骑术3次/天,战斗坐骑2次/天或魅影驹1次/天
第二神恩 武器学识Weapon Lor(SU)你精通所有武器,但特别擅长剑类。在使剑时攻击和伤害检定获得+2亵渎加值;使用重剑时则变为+4.(等等这里的proficient with all weapons是只是修辞还是真的全部武器擅长???)
第三神恩 炽天使化身(SU)你的力量和体质获得+2亵渎加值。
战争驭者的更迭比其他三位驭者更为频繁—只要有更暴力的存在出现。据说现任的凄凉天使祖瑞尔在位时间是自古以来最长的,对此不知道这是记录出了问题还是被扭曲了。当然很少人能(或不愿意)说出前任战争驭者的名讳,但大家都知道祖瑞尔在灰烬熔炉的顶峰将其杀死才获得了现在的地位,这也严重打击了她的竞争对手。
第一眼看去,祖瑞尔就像一个20尺高,正在高奏凯歌的天使。她有着象牙色的皮肤,金色的头发,完美无瑕而充满力量的身体包裹在一尘不染的丝绸之中,以及一双如同渡鸦一般的蓝黑色翅膀。她如同荣耀的化身高高在上—就像真正的战神一般。靠近细看,这印象变会迅速消失。祖瑞尔的眼睛如同镜子和黑色玛瑙,深红的鲜血如同眼泪从眼中不断涌出,流过她的脸颊,最后落到地上。当她偶然放下高傲露出笑容时,你可以看到如同刀锋般尖锐的,只有鲨鱼和巨龙才会拥有的非人的尖牙。祖瑞尔的巨剑,背信者的哀伤,是每一任战争的天启驭者的武器,它的历史可以追溯到原初的战争的天启驭者,据说是古代天族孔雀天使(the Peacock Angel)Melek Taus被偷走后腐化的佩剑。这把黑色神兵的来源早已淹没在历史的黑暗旋涡中,只有战争才是它现在的象征与本质。
祖瑞尔曾经是一个因为其散布异端邪说被驱逐出教会的凡人圣武士。愤怒与仇恨驱使她成为了一个将军,最终登临女王宝座,然后她便下令将曾经教会的同袍,上至神职人员下至普通信徒都钉死在了十字架上。但这样的她却没有死在战场,而是死在刺客的剑下。然而她的死亡不过是她伟大传奇的新的开始。
凭借其外形与各种头衔—尤其是凄凉天使和天灾的炽天使—祖瑞尔公开嘲讽天使们,将其利用在与凡人之间的扭曲而充满毁灭性互动当中,让无知者和知情者皆因其本性而恐惧。她的教团从不把她描绘成一个破坏,征服和屠杀的象征,而是尊崇其为胜利的希望或烈士的忠贞,称其将宽恕一切阵亡士兵的罪行并指引它们的灵魂进入天国(甚至会说服他们这么去做)砍死亵渎者,屠戮异教徒,消灭无信者,将所有人都卷入钢铁浪潮之中,驭者必将微笑着引领所有的杀人犯,然后归于麾下。
祖瑞尔和其他位面的神祗关系错综复杂,而神祗对她也是又爱又恨,因为他们不少人在跨位面的小规模战斗中都雇佣过她的军队。祖瑞尔十分蔑视神祗(因为还是凡人时的经历)但她也知道异端邪说与宗教冲突乃是位面间战斗的最大根源之一,所以她还是以雇佣自己军队的服务收获了大量灵魂。不过她唯独不反感拉玛什图,因为怪物植物入侵末日荒原并杀死织钢者Roshmolem是让其崛起的重要转折。
虽然祖瑞尔憎恨诸神的教会,但她却不反对培养自己的邪教和帮扶其他驭者的教派。她热衷于让诸神的信徒犯下罪孽以抓捕到末日荒原,同时计划着消灭多元宇宙中所有的凡人。她不仅会给信徒赐下神恩和神术,还会派遣自己的邪魔部下和可怕的战争武器,以及其他驭者打造的致命之物。虽然私人的理念与目标并不完全一致,但他们都喜欢利用其他驭者的信徒来测试、使用或传播自己的可怕造物或道具。
祖瑞尔在位时不断诱惑凡人君主和她签订契约,在他们面临处于绝地险境时会为其提供雇佣军以解救于水火之中。但这是一笔不公平的交易,因为和阿斯莫迪尔斯的魔鬼不同,末日荒原的邪魔若非是被强迫或收到魔法的束缚,是否遵守契约都是任凭喜恶的。祖瑞尔的军队是末日荒原位面中最庞大和组织最严密的势力,他们都一直在进行军事训练,研究或完善可怕的战争武器,但他们在祖瑞尔领地逗留的时间并不长。无论什么时候,半数以上的军队会以雇佣兵的形式分布在无数位面,为恶魔领主,大魔鬼或者其他势力提供服务。这些势力通常要支付高昂的代价,或是满足祖瑞尔对凡人奴隶和灵魂的需要,或是奴役战场上的战死者的权利。但不一样的是若是来到凡人的位面,他们会以契约所议定的报酬过低而宣称契约无效,然后将屠刀挥向曾经的“同伴”—然后消灭整个位面的所有生命。若是她的军队入侵主位面,它们会暂时遵守协议以帮助它们的“盟友”获得傲人的功绩,然后反手将他们屠戮殆尽。
祖瑞尔是踏入摩洛克那号称宇宙中最坚不可摧的Melqart Keep,并在那里直面Eye of Ba’al后全身而退的非魔鬼生命之一。这在地狱的某些地方引起了不少关注,但事实上四驭者和阿斯莫迪尔斯都没做出声明,这说明这对于末日荒原和地狱都有好处。
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SZURIEL
ANGEL OF DESOLATION
NE female Horseman of war
CULT
Domains Evil, Fire, Strength, War
Subdomains Blood, Daemon, Ferocity, Tactics
Favored Weapon greatsword
Unholy Symbol pale hand and black sword
Temples battlefields, military hospitals, razed cities, volcanoes,
war memorials
Worshipers arms dealers, looters, mercenaries, soldiers,
urdefhans B2 , warlords
Minions astradaemons B2 , carrion eaters, constructs,
obcisidaemons B6 , purrodaemons B2 , undead soldiers
Obedience Select a target or multiple targets of your wrath,
studying them for a time before either slaying them in open
combat with multiple witnesses or crucifying your enemies
in effigy in a public venue. Gain a +4 profane bonus on saving
throws against fire-based effects.
EVANGELIST BOONS
1: Seraph’s Blessing (Sp) charm person 3/day, tactical
acumen UC 2/day, or suggestion 1/day
2: Swift Fires of War (Sp) You can cast quickened haste once
per day as a spell-like ability.
3: Szuriel’s Command (Sp) Once per day, you can invoke
Szuriel’s fury, exhorting every creature within 30 feet to
fly into a rage and attack your enemies. This functions as a
quickened song of discord.
EXALTED BOONS
1: Seraph’s Grace (Sp) moment of greatness UC 3/day, burning
gaze APG 2/day, or fireball 1/day
2: Pyre’s Touch (Ex) You gain fire resistance 30 (this stacks with
any other natural fire resistance you have).
3: Punishment of the Forsaken (Sp) Once per day as a
standard action, you call down the Angel of Desolation’s
wrath upon a single target. This ability acts as implosion, but
the victim is drawn into the air, held cruciform, and then torn
apart by an invisible force.
SENTINEL BOONS
1: War’s Crusader (Sp) mount 3/day, wartrain mount UM 2/day,
or phantom steed 1/day
2: Weapon Lore (Su) You are proficient with all weapons, but
you are particularly gifted with swords. You gain a +2 profane
bonus on attack and damage rolls with swords; this bonus
becomes +4 when you wield a greatsword.
3: Avatar of the Seraph (Su) You gain a +2 profane bonus to
Strength and Constitution.
More entities have borne the title of Horseman of War
than that of any of the other three Horsemen—as is only
fitting for such a violent role. The current Horseman of
War, Szuriel, the Angel of Desolation, is reported to have
held the title longer than any previous Horseman, though
it’s unclear whether this is a matter of record or a deliberate
distortion. Certainly very few can (or are willing to) say who
the previous Horseman of War was, though it is widely told
that Szuriel slew him at the summit of the Cinder Furnace,
elevating her to her current status and granting her a
reputation that discourages any rivals within her ranks.
At first glance, Szuriel seems a triumphant angelic figure
standing 20 feet tall. With ivory skin, flowing golden hair, a
flawless and powerful body clothed in a coil of immaculate
silk, and the wings the blue-black of a raven, she appears as
a personification of glory from on high—an awe-inspiring
goddess of war. Up close, however, this impression quickly
fades. Mirrored and black as onyx, Szuriel’s eyes bleed
constantly, with rivulets of blood running down her cheeks
and falling to the ground, leaving behind the twin trails of
crimson. When she deigns to smile, she reveals a mouth full
of jagged, razor-sharp fangs more fitting for a shark or dragon
than anything humanoid. Wielded by every Horseman of
War dating back to the first, Szuriel’s greatsword, Lamentation
of the Faithless, is said to be the corrupted blade of an ancient
celestial—possibly the stolen sword of Melek Taus, the
Peacock Angel. Regardless, the exact origins of the black-
bladed weapon are lost to the dark eddies of history, and the
touch of war has long since subsumed the sword’s original
identity and nature.
Szuriel is thought to have once been a mortal paladin
excommunicated for heresy. Anger and a lust for revenge
drove her to elevate herself in rank to general and then
empress, and she demanded the crucifixion of every member
of her former faith, from hierophant to lay believer. When
her death came, not on the battlefield but by an assassin’s
blade, it merely opened another chapter in her conquests.
With both her form and her various titles—notably the
Angel of Desolation and the Seraph of Devastation—Szuriel
makes open mockery of the angelic, often playing upon
celestial thematic elements in her warped, destructive
interactions with mortals, awing both the misguided and
those fully cognizant of her nature. Szuriel’s cults often
portray her not as a paragon of conquest, destruction, and
genocide but as a being promising righteous victory or the
purity of a martyr’s death, in whose faith the souls of fallen
soldiers ascend to paradise regardless of the horrific crimes
they might commit (and which they are, in fact, persuaded
to perform). The impure are put to the sword, the infidels
butchered, the heretics killed, and the others swept below a
tide of steel. The Horseman will smile and guide the hand of
each and every killer before claiming him as well.
Szuriel’s relationship to other planar powers is complex
and troubled, with the gods’ collective distaste for the
daemons complicated by the fact that many of them have
purchased the temporary loyalty of her armies in skirmishes
and battles across the planes. Szuriel has her own profound
disdain for other gods (due to her mortal history), but
she understands perfectly well that heresies and
conflicts between rival religions are among the
greatest motivators of war across the planes, and
she reaps a fortune in souls through the mercenary
services she provides. It is worth noting that her
antipathy toward the gods excludes Lamashtu, given
that the Mother of Monster’s invasion of Abaddon and
slaughter of Roshmolem the Steel Weaver eventually
made way for Szuriel’s own rise to power.
Despite Szuriel’s hatred of faith in the gods, she sees
no contradiction in cultivating her own mortal cult and
supporting those of the other members of the Four. In
siphoning off souls that might otherwise have gone to the
other gods and condemning them to the wastes of Abaddon,
she obliterates faith at the same time that she inches the
multiverse toward her ultimate goal of extinguishing all
mortal life. She sends not only boons and divine magic
but also daemonic servitors and horrific weapons of
war to her followers, as well as deadly creations wrought
in the domains of her kindred Horsemen. Although the
Four each have their own particular competing plots and
intrigues, they all gleefully jump at the opportunity to
utilize the followers of their siblings to test, use, or disperse
their own hideous creations and monstrous tools.
Throughout the history of her reign, Szuriel has
repeatedly tempted mortal sovereigns into damning
bargains, offering them the aid of her armies to
expand their nations or to save them when they face
impossible odds. In every case, all involved are doomed,
for unlike Asmodeus’s devils, Abaddon’s fiends adhere
to their bargains only so long as they care to do so,
or as long as they can be forcibly and magically
bound to obey. Szuriel’s armies form the largest
and most strictly organized force in Abaddon.
The soldiers of these armies train with, develop,
and perfect the use of horrific weapons of war, but
their time within Szuriel’s domain is short. At any
given moment, half of the Horseman’s armies are
scattered throughout the planes in mercenary service
to various Abyssal lords, archdevils, or whatever other
force will purchase their services. Most times the price
is steep, requiring living mortals or souls, or granting
the mercenaries the right to consume the souls of their
enemies upon the field of battle. The rules are different,
however, when the armies march upon the mortal plane,
with their erstwhile allies often falling victim to absurdly
cheap and ultimately voided bargains—wholesale genocide
instead ruling the day. Unleashed upon the Material
Plane, Szuriel’s armies honor their commitments just long
enough to make their “allies” complacent, and then butcher
them indiscriminately.
Szuriel remains one of the only non-devils ever to set
foot inside Moloch’s supposedly impregnable Melqart Keep
and there behold the Eye of Ba’al. This visit
caused concern in some corners of Hell, but
the fact that neither the other members of
the Four nor Asmodeus himself has voiced
any objection suggests that it stands to benefit
Abaddon and Hell alike.
-
天启驭者,崔玛瑞希 Horseman, Trelmarixian
病毒/溶源王子(路过的渣古原译病毒王子,Lysogenic是生物定义上病毒进入细胞后将自身遗传物质整合进细胞中,拥有可以随代遗传的能力,但是感觉贴在饥饿驭者头上两个翻译都好怪啊。。。)
中立邪恶 男性驭者 神职为饥荒
教派
领域 土,邪恶,疯狂,天气
子域 邪魔,腐朽,疯狂,季节
偏好武器 带刺铁手套
邪徽 一个侧面的在吞噬太阳的豺狼头骨
神殿 荒废的田地,弃置的粮仓,因火山喷发而烧毁的森林,有毒或富营养化的湖泊,战争过后或被污染的土地,荒地
信徒 邪恶的德鲁伊,饥民,饥饿的食尸鬼
爪牙 星界邪魔,炼狱豺狼和豺狼类怪物,食尸鬼,饥馑邪魔,食腐动物,吸血鬼,害虫
仪典 在体验到饥饿的痛苦前不可进食或饮水。保持这种状态冥想一小时,在尽情享受所有可以塞进嘴的东西,不管其是否是食物,比如沙土,灰烬或生肉。你在对抗导致力竭、疲乏、反胃或恶心效果的豁免检定上获得+4亵渎加值。
传音者神恩
第一神恩 豺狼祝福Jackal’s Blessing(SP)记忆空白3次/天,虚假生命2次/天或吸血鬼之触1次/天
第二神恩 无尽低语Unending Whispers(SP)每天一次,你可以以类法术能力施展精神错乱。
第三神恩 溶源王子之吻Kiss of the Lysogenic Prince(SU)你可以以近战接触攻击,用你的灵魂碎片感染另一个生物。若目标未通过意志豁免(DC=10+1/2HD+魅力调整值)则只要你与对方在同一位面,你就可以以自由动作观察他感知到的东西。每天一次,你可以以标准动作直接控制目标1+魅力调整值的轮数。受影响的生物不会记得被你控制或影响的事情,这是诅咒效果。你一次只能让一个目标受到影响;若更换目标,前一个受影响的目标效果自动解除。
颂教者神恩
第一神恩 豺狼宠儿Jackal’s Grace(SP)衰弱射线3次/天,尘埃之宴2次/天或尘埃之饮1次/天
第二神恩 无尽饥渴Unending Hunger(SU)每天一次,你可以以标准动作吞下并消化任何无生命物体而免受不良效果。被吞下的东西不能大于你的体型,而不管物件大小你只需要1轮就能将其完全消化。因此被消化的躯体只能通过神迹术、完全复生术或祈愿术来复原。被吞下的物体可以尝试通过强韧豁免以避免被摧毁(DC=10+1/2HD+体质调整值)
第三神恩 凋萎祈祷Withering Invocation(SP)每天一次,你可以祈祷崔玛瑞希赐下无尽的饥渴,让敌人由内而外地吞食自己的肉体。你可以以类法术能力施展內爆术。
卫道者神恩
第一神恩 饥荒斗士Famine’s Crusader(SP)坐骑术3次/天,战斗坐骑2次/天或魅影驹1次/天
第二神恩 消渴灵光Consumptive Aura(SU)你以以迅捷动作开启半径20尺的消渴灵光。激活后可以每轮以自由动作维持,每天可以使用的轮数等于HD数,但这些轮数不必连续,但只要开启就必须以1轮计算。处于灵光内的所有生物在每一轮若未能通过强韧豁免(DC=10+1/2HD+魅力调整值)就会受到1d6非致命伤害,且因记得饥饿而陷入疲乏。无需进食的生物不受此效果影响。你虽然也会感到饥渴的痛苦,但不会受到伤害,也不会因饥饿而陷入疲乏。
第三神恩 内爆降临Eruptive Arrival(SP)每天一次,你可以将自己传送到你能看到的任何生物的肉体之中(视为高等传送术)带着迸裂出的鲜血、碎骨和内脏落在相邻的方格中,并对10尺范围内的所有生物造成5d6伤害,目标本身受到20d6伤害;而且所有受到伤害的生物都将反胃1d4轮。受伤害的生物若通过强韧豁免检定(DC=10+1/2HD+体质调整值)则伤害减半且免除反胃状态。
作为最年轻最野心勃勃的驭者,崔玛瑞希痴迷于系统地探索灵魂的消磨。用他的话就是“我们自灵魂而生,以毁灭凡人为命,但我们将要做的一定不只有这么一点事情。”
崔玛瑞希保持着一个瘦弱饥饿的类人形态,长有三个有着水晶般的尖牙,黑色的古怪体液或膜装肉块组成的三首豺狼头类。他没有真正的形体,其真身如同一团可怕的,由胆汁,血液和粘液组成的原生质,如同一具液化为肉浆的腐烂尸体。
正是野心造就了溶源王子。虽说年轻,但他成为饥荒驭者也已经有千万年了。他作为凡人死亡后,因死状而被前任饥荒驭者,寄生女王Lyutheria抓住,但她并没有将其吃掉而是扭曲成她钟爱的形态。作为回报他成为了其手下,随着时光流逝他从仆人慢慢获得了配偶和学徒的地位,提供自己的研究来回馈寄生女王。不过Lyutheria的统治是如此长久以至于她放松了会被废黜的进阶,同时也比其他驭者给了下属更多的自由。所以崔玛瑞希制服并吞噬了他的爱人已成为新人饥荒驭者时,大家也并不惊讶。
和前任一样,黑色的崔玛瑞希不仅不单止代表着饥饿,还包含着更广义上的虚痨概念(concept of wasting)。这其中包括物理意义和精神意义上的。寄生女王体现的暴虐的寄生以达成这一目的,而溶源王子则代表以癌症等自我消耗性的概念;以侵染目标的免疫系统使其身体自己攻击自己,最终达成身体衰变的目的。
崔玛瑞希也将权柄延伸到疯狂,这与他现在的状态和过往息息相关。与代表着病毒性癌症一样,饥荒其实也以自己的方式具现其概念。数个世纪依赖饥荒驭者总是以一种具体的方式履行他所象征的意义,比如秘密地把他身体的部分物质植入到他的大量手下体内,包括他枯萎宫廷的强大手下,他的本质如同病毒一般潜伏在他们体内。要确切的说可以一次施加多少影响和控制只有驭者本人知道,但即使这只是在他和所有仆从的意识间建立了微弱的连接,但这庞大到足以使人疯狂的感官信息轰炸也使得他的意识充满疯狂。
因此崔玛瑞希的部分灵魂充斥着疯狂和大量杂音,这其中包括了前任驭者的声音。他仍然以自己的形式崇拜著前任驭者,而她有时会和他交流,提出合理的意见或则嘲笑他的错误,如同一个激进的,具有自我意识的良知。
通过意志的力量,它可以沉默这些声音,但其中一个比任何其他更缠扰他的声音却不可能被轻松打发。所有邪魔都只能保留生前短暂而破碎的回忆。与其他邪魔不同,崔玛瑞希记得他的生命最后几分钟发生的所有事情。作为一个凡人,一个邪魔血统的泰夫林,崔玛瑞希通过一个威力强大的巫术消灭了他的世界的所有生命,然后他以饥饿而死作为自己罪行的惩罚。在他临近痛苦死亡的最后瞬间,他回忆起某人曾经和他交谈,问他问题,并嘲弄他那与死后世界相比微不足道的功绩。尽管他已经毁掉了每一个他生命中认识的每一个人,但他知道那个声音的主人还活着—尽管已经记不起对方的脸和死前所说的对话。
身为凡人时的崔玛瑞希并不知道自己的邪魔血统来自何处。他的记忆中的疑问仍然困扰着他,比如他灵魂携带的血统来源于何人,或者是否有某个存在仍然对他保留着未知的宣称。他只是一个普通邪魔的后代,还是寄生女王或其他驭者的后裔?最让他困扰的是他或许是作为引导初代饥荒驭者回归的坐标而诞生—如同他种下的病毒,静静地蛰伏,直到某日露出獠牙把他杀死,如同他对他的前任所做的一切。
(https://s3.bmp.ovh/imgs/2022/09/12/4f9a2dc863806b62.png)
TRELMARIXIAN
THE LYSOGENIC PRINCE
NE male Horseman of famine
CULT
Domains Earth, Evil, Madness, Weather
Subdomains Daemon, Decay, Insanity, Seasons
Favored Weapon spiked gauntlet
Unholy Symbol jackal skull clenching an eclipse in its jaws
Temples circles at the hearts of blighted fields, empty
granaries, forests made barren by volcanic activity, poisoned
or eutrophic lakes, scarred and polluted regions, wastelands
Worshipers evil druids, famine sufferers, hungry ghosts
Minions astradaemons B2 , fiendish jackals and jackal monsters,
ghouls, meladaemons B2 , scavengers, vampires, vermin
Obedience Abstain from eating or drinking until you experience
the bitter pangs of hunger. Meditate in this state for just
under an hour, and then gorge yourself upon any available
substance regardless of its suitability as food, such as sand,
ashes, or flesh. Gain a +4 profane bonus on saving throws
against effects that cause exhaustion, fatigue, nausea,
or sickness.
EVANGELIST BOONS
1: Jackal’s Blessing (Sp) memory lapse APG 3/day, false life
2/day, or vampiric touch 1/day
2: Unending Whispers (Sp) You can cast insanity once per day
as a spell-like ability.
3: Kiss of the Lysogenic Prince (Su) You can make a touch
attack to infect another creature with a fragment of your
soul. The target can resist the attach with a successful Will
save (DC = 10 + half your Hit Dice + your Charisma modifier).
Otherwise, while you and the target are on the same plane,
as a free action you can observe what your target perceives
with its senses. Once per day as a standard action, you
can directly control the target’s actions for 1 round plus a
number of additional rounds equal to your Charisma bonus.
The affected creature retains no memory of your controlling
influence or its actions while controlled. This is a curse effect.
You can have only one target affected by your kiss at a time;
if you target another creature, the first is no longer affected.
EXALTED BOONS
1: Jackal’s Grace (Sp) ray of enfeeblement 3/day, feast of
ashes APG 2/day, or cup of dust APG 1/day
2: Unending Hunger (Su) Once per day as a standard action,
you can consume any nonliving substance without ill effect.
The size of the object consumed can be no larger than a
creature of your own size category, but regardless of the
size, consuming the object takes only 1 round. A body
consumed in this way can be restored to life only via miracle,
true resurrection, or wish. Any object you consume can
attempt a Fortitude save (DC = 10 + half your Hit Dice + your
Constitution modifier) to avoid being destroyed.
3: Withering Invocation (Sp) Once per day, you can invoke
Trelmarixian’s unending hunger to cause a number of victims
to consume themselves from the inside out. You can cast
implosion once per day as a spell-like ability.
SENTINEL BOONS
1: Famine’s Crusader (Sp) mount 3/day, wartrain mount UM
2/day, or phantom steed 1/day
2: Consumptive Aura (Su) As a swift action, you can radiate an
aura of hunger to a radius of 20 feet. Once you activate this
ability, you can maintain it each round as a free action. You can
use this ability for a number of rounds per day equal to your
Hit Dice; these rounds need not be consecutive, but they must
be used in 1-round increments. Each round a creature begins
its turn within this aura, it must succeed at a Fortitude save
(DC = 10 + half your Hit Dice + your Charisma modifier) or take
1d6 points of nonlethal damage and become fatigued from
extreme hunger. Creatures that don’t need to eat are immune
to this effect. You are immune to this effect, and although you
still feel hunger pangs, you no longer take damage nor are
otherwise inconvenienced by the effects of starvation.
3: Eruptive Arrival (Sp) Once per day, you can teleport yourself
into the flesh of any living creature that you can see (as
per greater teleport), erupting out of its body in a shower
of blood, bone, and viscera, arriving in an adjacent square,
and dealing 5d6 damage to all creatures within 10 feet.
The target itself takes 20d6 points damage. The target and
creatures in the affected areas can attempt Fortitude saves
(DC = 10 + half your Hit Dice + your Constitution bonus) to
reduce the damage by half, but any creature that fails this
saving throw is also nauseated for 1d4 rounds.
The youngest and most ambitious of the Four Horsemen,
Trelmarixian the Black obsesses over the systematic
exploration of soul consumption. In his words, “We are
born of souls and destined to destroy mortality. But we are
destined for even greater things thereafter.”
Often depicted as a thin, starving man with three jackal
heads, crystalline teeth, and black, oddly fluid or membranous
flesh, Trelmarixian in fact has no true form. The Horseman
of Famine’s physical body exists as a protoplasmic slurry of
bile, blood, and mucus, like a corpse that has decayed and
been reduced to a liquefied, pulpy muck.
The Lysogenic Prince is nothing if not ambitious. While
he is young compared to the other Horsemen, “young” is
a relative term, and the Horseman of Famine has held his
position for eons. Due to the nature of his mortal death,
his soul was ensnared by the former Horseman of Famine,
Lyutheria the Parasite Queen, but rather than devouring it,
she warped it into a form that was to her liking. Her interest
was rewarded, and he worked for millennia beneath her, as
time passed acting less as a servitor and more as a consort
and an apprentice, supplementing her research with his
own. So long had Lyutheria reigned, however, that she no
longer truly believed that she might be deposed, and thus
she allowed her servant more freedom than any of the other
Horsemen would ever consider doing. When Trelmarixian
eventually overwhelmed and consumed his mistress,
becoming the new Horseman of Famine, few were surprised.
Much like his predecessor, Trelmarixian the Black
concerns himself with both his titular dominion of
starvation and the broader concept of wasting, both
physically and metaphysically. Whereas the Parasite Queen
embodied the idea of wasting through violent parasitism,
the Lysogenic Prince instead embodies the idea of wasting
from cancers and other forms of self-consumption: physical
withering as a hijacked immune system turns the body
against itself in a downward spiral of corporeal decay.
Trelmarixian’s espousal of the Madness domain is also
telling, linked to both his current status and his past. Like
the viral cancers he represents, the Horseman of Famine
also behaves like his chosen concept in a concrete manner.
Over the centuries, he has infected his servitor caste of
meladaemons, including several of his more powerful
vassals among the Withered Court, with aspects of his
essence that lurk within them like viruses. Precisely
how much influence or control he can exert this way
is known only to the Horseman himself, but even if
this infection opens only a tiny window of awareness
to each servitor, he would be bombarded with sensory
information on a truly massive scale, enough to make
nearly any single consciousness insane.
As a result, Trelmarixian’s fragmented mind brims with
madness and a multitude of voices, chief among them the
voice of his lover, mentor, and predecessor: Lyutheria. He
still adores her in a way, though consumption was his only
means of expressing those mortal feelings. She in turn still
speaks to him, advising him as she sees fit or mocking his
shortcomings like an aggressive, self-aware conscience.
By force of will, he can silence the voices, but one of them
haunts him even so. Most daemons retain only fragmented
recollections of their mortal existences; Trelmarixian, on
the other hand, remembers everything save for the last few
minutes of his life. After snuffing out every single life on his
world in an unparalleled work of sorcery, but condemning
himself to starvation, at the end of his mortal existence he
recalls a voice talking to him, asking him questions and
mocking his success as paltry compared to what awaited him
after death. Despite killing everyone he had ever known in
life, he knew someone was there—but he cannot remember
the watcher’s face or last words before his own death.
As a mortal, Trelmarixian was born a tiefling of mixed and
unknown mortal heritage, but his blood carried a distinctly
daemonic taint. His memories haunt him, as does the
question of whose blood he inherited—and thus who may
still have some unfulfilled claim on him. Was he merely the
progeny of a random daemon or perhaps of the Parasite
Queen or some other Horseman? What troubles him most is
the notion that he was born to be the vector for the return of
his own progenitor—a virus within another, incubating and
waiting for the day to come to express itself and snuff out the
Lysogenic Prince as he did his own predecessor.
-
巨魔之父
混乱邪恶 男性恶魔领主,神职为天灾,风暴和巨魔
教条
领域 混乱,邪恶,火,天气
子域 灰烬,天灾,恶魔,风暴
偏好武器 巨木棒
邪徽 被闪电穿透的雷云
神殿 被烈火或风暴摧毁的洞穴或森林沼泽,山顶的塔楼,断裂的废桥(尤其是这些废墟之下的黑暗之地)船只
信徒 邪恶的德鲁伊,生活在天灾恐惧之中的人,巨魔
爪牙 青足龙蛇,可以操纵天气的邪恶生物,炼狱元素生物,半炼狱巨魔犬
仪典 你需要于狂风暴雨中赤身裸体地在山丘,山顶或屋顶上游荡,以祭礼的方式砍下异教徒的手指、脚趾、手臂和腿,然后把切下来的部分烧成灰。你在对方于天气相关的效果和法术时,获得+4亵渎加值。
传音者神恩
第一神恩 风暴之怒Storm’s Wrath(SP)电爪3次/天,雷云侵袭2次/天或闪电束1次/天
第二神恩 风暴兽皮Tempest Hide(EX)乌尔克泽尔将降下恩赐,将你的皮肤变成锈红色的兽皮(若你已长有皮毛,兽皮或鳞片,那只会改变颜色)你将因此获得30点电抗力。若你拥有电免疫(或在获得该恩赐后获得电免疫)你将获得30点声波抗力。无论在什么情况下,该恩赐都可以让你在最狂暴的风暴中处于相对安全的环境(不懂,是不会被吹飞吗?)
第三神恩 Verakivhan的风暴Storm of Verakivhan(SU)你可以用声音传释放巨魔之父的力量,以雷鸣般的吼声传递他永恒的风暴国度的原始之怒。每天两次,你可以以标准动作以自己为中心,在半径30尺的范围喷涌出能量波。这不会伤害到你希望排除的自然植被或生物。但区域内其他生物都会受到酸、寒冷、电或火焰伤害,伤害值HD*1d8(最高20d8)并晕眩1轮。你激活该能力是可以选择造成伤害的能量类型(所有目标都会受到同种能量伤害,你不能选择一个生物受到火焰伤害,另一个受到酸伤害)如果目标通过强韧豁免(DC=10+1/2HD+魅力调整值)则只收到一般伤害且不会受到晕眩效果。
颂教者神恩
第一神恩 风暴之息Storm Breath(SP)隐雾术3次/天,风之衣2次/天或召雷术1次/天
第二神恩 撼动大地Earthshaker(SP)每天一次,你可以以类法术能力施展地震术,但只能影响半径40尺的范围。
第三神恩 唤起风暴Invoke the True Storm(SP)每天一次,你可以以类法术能力施展复仇风暴。
卫道者神恩
第一神恩 巨魔大师Master of Trolls(SP)变巨术3次/天,抵抗能量(火或酸)2次/天或火球术1次/天
第二神恩 碎肉裂肢Rip Flesh and Tear Limbs(EX)你的四肢变得粗壮,你的双手长出扭曲可怕的利爪。你获得两次爪抓攻击,若你为中等体型可造成1D6伤害;此外你还将获得撕扯能力,你在成功命中两次爪抓后,可以额外造成伤害骰加力量调整值的伤害。若你已拥有撕扯能力,你的撕扯可以造成双倍伤害。
第三神恩 巨魔之父的神选Trollfather’s Chosen(EX)你的肉体以可怕的速度扭结在一起,几乎在你受伤后的瞬间你的伤就会痊愈。你获得5点再生(酸或火)若你本身已拥有再生能力,将提升为10点再生。
乌尔克泽尔的深渊层是一片一直燃烧着的森林,强烈的暴风雨不但不会熄灭火焰,反而让其更加凶猛。而乌尔克泽尔对这可怕的天灾十分满意,他时常将这片灾厄的景象传入凡人的脑海中,并期待他们会因此而引发新的灾厄。
虽然祂被视为巨魔的守护神,但这位深渊领主十分鄙视那些与自己外貌相似的扭曲巨人。但巨魔仍是祂忠实的信徒,其中的狂信徒坚信他们的再生能力便是乌尔克泽尔德馈赠,使得他们可以在可怕的掠夺行动中存活。乌尔克泽尔的蔑视给了巨魔信徒一种扭曲的需求,那就是赢得乌尔克泽尔德的青睐与敬意。虽然祂不会为巨魔降下恩赐,但这对巨魔而言并不重要—身为父亲(哪怕只是精神意义上)却如此厌恶自己的后裔,这让巨魔信徒们愈加卖力地想要讨好他们暴虐的守护神。巨魔牧师经常准备一些法术以保护他们免受火焰的灼伤,但又可以将火作为武器,这便是他们制造恐惧以控制部落的手段。
乌尔克泽尔的信徒在河域诸国最为活跃,因为那里巨魔十分常见。同时这里的人类和其他种族也有小部分信奉祂,但确实将其视为天灾与风暴之子,而非巨魔的守护神。不过奇怪的是反而在经常遭受风暴袭击的地区对其的信仰却十分稀少,最为明显的便是阿本迪戈海湾,学者们怀疑这是因为神秘的阿本迪戈暴风眼起源于更为强大的存在—即便是风暴之主也许对其表现敬畏与尊重。
大量混乱中立或混乱邪恶的德鲁伊将乌尔克泽尔视为其力量的源泉。他们一般不是巨魔而是普通人,但他们都认识到乌尔克泽尔代表着的风暴与天灾的力量。当然其他德鲁伊会将这些人视为异端,与信奉乌尔克泽尔的德鲁伊的交流只有诉诸于武力。一些学者认为少数信仰乌尔克泽尔的德鲁伊才是巨魔之父真正的信徒,那些巨魔都只是异端,因为乌尔克泽尔公开表示过自己鄙夷巨魔对祂的信奉。
乌尔克泽尔外形是一个高大的长角巨魔,身高近20尺,身上长有锈红色的皮毛但只有腹部是浅棕色,舌头则长满尖刺。祂可以自由操控风暴,一念之间就能引发山林大火。祂拥有恐怖的再生能力,从身上掉落的血肉也可以成长为巨魔外形的恶魔供其驱使。乌尔克泽尔是如此厌憎巨魔,以致于祂经常用利爪撕扯自己的脸和躯体,试图徒劳地改变自己的外貌。但祂对自己的伤害比不上自己的再生能力,所以祂一直未能如愿。不过奇怪的是自己造成的伤口并不会长出恶魔,而是迅速腐烂撒发出腐臭的气味,这注意让附近的敌人陷入失明和恶心的状态。因为祂和其爪牙不会受到瘴气的影响,所以祂经常在战斗中利用这一点,通过切下手指或撕下肉块以施放出剧毒瘴气,来达到自己的战略目的。
虽然乌尔克泽尔偏好用利爪、尖角和獠牙战斗,但受到重创时也会爆发出可怕的火焰,这不但可以增强祂的再生与其他防御能力,还能增强祂的毁灭之力。在这个状态下祂会狂暴着扯下自己的左臂,将其作为巨棒拿在右手挥舞。祂的信徒也会效仿着用巨木棒战斗,但他们并非巨魔之父,如果没有经过特殊训练他们还做不到单手挥舞。乌尔克泽尔的眷者拿着的巨木棒的一段是用巨魔的断指制成的握把,在施展魔法强化的同时还会经过炼金处理,使其变得如同钢铁一般坚硬且不易损坏。
(https://z1.ax1x.com/2023/11/13/piJ8q6f.md.png)
TROLLFATHER
CE male demon lord of natural disasters, storms, and trolls
CULT
Domains Chaos, Evil, Fire, Weather
Subdomains Ash, Catastrophe, Demon, Storms
Favored Weapon greatclub
Unholy Symbol storm cloud pierced by lightning
Temples caverns, forest glades blasted by fire or wind,
mountaintop towers, ruined bridges (particularly the dark places below such ruins), ships
Worshipers evil druids, those who live in fear of natural disasters, trolls
Minions behirs, evil creatures that can manipulate the weather, fiendish elementals, half-fiend trollhoundsB3
Obedience Cavort naked atop a hill, mountaintop, or rooftop during a storm, or else ritualistically sever the fingers, toes,
and then arms and legs of a nonevil being, burning each severed part to ash before moving on to the next. Gain a +4 profane bonus on saving throws against weather-related
effects and spells.
EVANGELIST BOONS
1: Storm’s Wrath (Sp) shocking grasp 3/day, aggressive
thundercloudACG 2/day, or lightning bolt 1/day
2: Tempest Hide (Ex) Urxehl rewards your devotion by
transforming your skin into leathery rust-red hide (if you already have fur, hide, or scales on your body, the coloration merely changes). As a result of this transformation, you
gain electricity resistance 30. If you are already immune
to electricity (or if you gain immunity to electricity at a
point after you gain this boon), you gain sonic resistance 30 instead. In either case, the gift allows you to enjoy the fury
of the greatest of storms in relative safety.
3: Storm of Verakivhan (Su) You can unleash the power of
the Trollfather with your voice, channeling the raw fury
of his eternally tempest-tormented realm in a thunderous shout. With a mighty roar, you blast those around you with deadly storms of Abyssal energy. Twice per day as a standard action, you can exude waves of energy in a 30-foot-radius burst centered on yourself. The blast does not harm natural vegetation or creatures in the area you wish to exclude from damage. Other creatures in the area take 1d8 points of acid, cold, electricity, or fire damage per character level you have (maximum 20d8) and are stunned for 1 round. You choose what type of energy damage this ability deals when you activate your storm (all targets take the same type of energy damage; you can’t cause one target to take fire damage
and another to take acid damage). A creature that succeeds
at a Fortitude saving throw (DC = 10 + half your Hit Dice + your Charisma modifier) takes half damage and negates the stunned effect.
EXALTED BOONS
1: Storm Breath (Sp) obscuring mist 3/day, gust of wind 2/day,
or call lightning 1/day
2: Earthshaker (Sp) You can cast earthquake once per day as a
spell-like ability, but it affects only a 40-foot-radius spread.
3: Invoke the True Storm (Sp) You can cast storm of
vengeance as a spell-like ability once per day.
SENTINEL BOONS
1: Master of Trolls (Sp) enlarge person 3/day, resist energy
(acid or fire only) 2/day, or fireball 1/day
2: Rip Flesh and Tear Limbs (Ex) Your limbs become rangy
and your hands twist into ghastly claws. You gain two claw attacks, each dealing 1d6 points of damage for a Medium creature; in addition, you gain the rend ability, which requires two successful claw attacks and deals a number of points
of damage equal to the damage die of one claw plus your Strength modifier. If you already have the rend ability, you deal double your existing rend damage when rending.
3: Trollfather’s Chosen (Ex) Your flesh knits together with gruesome speed, healing wounds almost as soon as they are
inflicted. You gain regeneration 5 (acid or fire). If you already have regeneration, increase the rate of healing granted by your regeneration by 10 instead.
Urxehl’s Abyssal realm of Verakivhan is a constantly burning forest lashed by powerful storms with rain that fuels the flames below rather than extinguishing them. It is only in the face of such tremendous natural devastation that Urxehl is truly pleased, and he often sends visions of such disasters to mortals in hopes that they might find a way to create them.
Although he is considered the patron of the troll race, the demon lord greatly despises the twisted giants that share his form. Even so, the trolls remain his strongest worshipers, the most religious of which believe that Father Urxehl gifted them with regeneration so they could survive his terrible rages and depredations. The fact that he despises them so instills within the troll faithful a paradoxical need and drive to earn Urxehl’s favor and respect. That he will never give them to a troll matters not to the troll—the concept that one’s father (even in such a spiritual sense as this) could so hate his offspring only inspires troll worshipers to redouble their attempts to please their abusive patron. Troll priests often prepare spells that both protect them from fire and allow them to utilize fire as a weapon, primarily as a way for them to maintain control of those they lead through fear.
Urxehl’s cultists are particularly active in the River Kingdoms, where trolls are common. Here, smaller sects of human or other races worship him as well, though less as a patron of trolls and more as a scion of disasters and storms. Strangely, worship of Urxehl isn’t particularly strong in those regions constantly lashed by storms and is most
notably absent along the Abendego Coast. Scholars suspect this is because the mysterious Eye of Abendego arises from an even greater source of power—one that even the demon lord of storms must fear and respect.
A surprising number of chaotic neutral or neutral evil druids look to Urxehl as a source of inspiration and divine power. These druids are generally not trolls but more often are humans who recognize Urxehl’s power over storms and natural disasters. Of course, other druids view these cultists as heretics at best, and their interactions with these nontraditional worshipers of Urxehl are almost without exception violent. Some philosophers argue that these few druids who venerate Urxehl are in fact the true worshipers of the Trollfather and that his self-loathing troll cultists are in fact the heretics, pointing out that Urxehl openly despises the worship of his own kind.
Urxehl appears as a towering horned troll, nearly 20 feet tall, with rust-red hide, a pale tan belly, and a long spiked tongue. He can command storms with ease and direct the
flow and power of forest fires with a thought.
He benefits from incredible regenerative
capabilities, and bits of his flesh or drops
of his blood that fall from his frame have
a horrific tendency to grow into troll-like
demons that serve his will. Urxehl’s
furious hatred of trolls extends even
to his own form, and he often claws
and tears at his face and body in a
futile attempt to shape his visage
into something other than that which he
loathes. Yet his regeneration is more than
a match for these brutal, self-inflicted
wounds. Curiously, flesh shed and
blood spilled via this self-harm
do not grow into monstrous
servants; instead, they swiftly rot
away, producing a reek of corruption
and decay powerful enough to cause
blindness and extended nausea
in those unfortunate enough to
come near. Urxehl often takes advantage
of this trait in battle when not directly
facing foes in melee; since he and his
demonic minions are unaffected by this
poisonous miasma, the Trollfather often lops off fingers or rips out chunks of flesh deliberately to create areas of unbearable fetor on the battlefield that he then uses to his strategic advantage.
Although Urxehl prefers to fight with his claws, horns, and tusks, when he is significantly wounded, he flies into a horrifying fury that not only bolsters his
regeneration and his other defenses but also enhances
his self-destructive nature. In such frenzies, he rips off his own left arm and wields it in his right as a twitching, grasping greatclub. His worshipers emulate this tradition by arming themselves with greatclubs in battle, yet unlike the Trollfather, they cannot do so using only one hand without special training. The favored cultists of Urxehl carry magical greatclubs with grasping digits at the tips—hideous weapons crafted from the severed limbs of trolls and then alchemically treated during their magical enhancement to become as rigid and resistant to damage as iron.
-
若伏嶐/佐伏隆Xoveron
长角王子
混乱邪恶 男性恶魔领主 神职为石像鬼,暴食和废墟
教派
领域 混乱,土,邪恶,力量
子域 窟,恶魔,熵,凶猛
偏好武器 刺叉
邪徽 缺少下颌的五角灰色石像鬼头骨
神殿 荒废的酒馆,洞窟,屋顶,教堂废墟,高大的建筑物
信徒 土匪,强盗,暴徒,暴食者和那些居住在毁灭残破的地区中的人,食魂魔
爪牙 可以活吞猎物的混乱邪恶生物,炼狱紫虫,食人动物,鼹鼠
仪典 站在高处俯瞰四周。如果是在无人之地那只需要静待1小时,但如果是有人出没的地区—如城市—则要小心不要让人发现你是活着的,否则必须在这1小时内杀死对方。对抗力竭、疲乏、反胃或恶心效果的豁免检定获得+4亵渎加值。
传音者神恩
第一神恩 掌控废墟Master of Desolation(SP)侦测密门3次/天,柔石术2次/天或融身入石1次/天
第二神恩 行于废墟Ruinwalker(SP)长角王子是所有废墟的主宰,他的赐福能让你在这些荒凉地区来去自由。你可以以类法术能力施展任意门(仅自身),每日使用次数等于HD。法术起终点都必须在一片废墟区域之中,比如古老的地牢或被灾难破灭的城市。特定区域是否构成废墟地形由GM决定。
第三神恩 废墟军团Wake the Ruined Realm(SP)你可以命令古代文明的遗迹和城市废墟起来摧毁你的敌人。每天一次,你可以以标准动作将30尺内的一个大型石像活化为石魔像。魔像可活动1小时,并遵从你的指令。若你活化的是Xoveron的石像,额外获得进阶模板。
颂教者神恩
第一神恩 石像鬼馈赠Gargoyle’s Gift(SP)圣域术3次/天,粉碎音波2次/天或吸血鬼之触1次/天
第二神恩 饕餮盛宴Glutton’s Feast(SP)每天一次,你可以以类法术能力施展英雄宴。但制造的食物是变质牛奶和生肉或腐肉。与宴者会以惊人的速度吞食食物,仿佛饿死鬼一般—只要1分钟就可以获得增益。不信仰Xoveron的人若未通过强韧豁免(DC=16+魅力调整值)则恶心6小时(但还是会获得增益)
第三神恩 窃亡凝视Death-Stealing Gaze(SU)你获得食魂魔的窃亡凝视能力。你可以以自有动作激活,每日可使用3+体质调整值轮—无需连续,但最少以1轮计算使用次数。激活能力后30尺范围内所有生物若未通过强韧豁免(DC=10+1/2HD+魅力调整值)则获得一个负向等级。以此杀死的类人生物会立刻变为受你控制的食尸鬼。每轮只可以此方式制造一头食尸鬼。若多个类人生物同时因此而死你可以自行选择谁变为食尸鬼“复活”。若获得此神恩的是食魂魔则可以随意使用该能力而无需计算成长点数。
卫道者神恩
第一神恩 石像鬼魔法Gargoyle Magic(SP)石拳术3次/天,防护箭矢2次/天或飞行术1次/天
第二神恩 荒凉石像Idol of Desolation(SP)你可以在清醒状态下承受石头的力量,化为石雕哨兵。每天一次你可以以类法术施放雕像术。
第三神恩 石刻触击Sculptor’s Strike(SU)你的近战攻击会使指定的敌人一点点石化,最终化为Xoveron的宠儿。你需要先以标准动作指定30尺范围内一个敌人。指定后你使用近战武器(包括徒手打击和天生武器)对对方造成伤害时,对方会额外受到1d6敏捷吸取,通过强韧豁免(DC=10+1/2HD+魅力调整值)降低为1。因此敏捷归0的生物会永久转变为石像鬼(视为无豁免变形万物)若未能通过意志豁免思想也会转化为石像鬼(视为恶意变形术)因此被变形的生物将取回因此能力受到的敏捷吸取,HP全满。任何解除诅咒的效果都能逆转精神的转化,但生理的转化只能通过神迹术或祈愿术处理。你每日只可指定一个对象,此能力将持续到你们双方有一方死亡为止。若你在之后指定了另一个敌人,则之前被指定的任何敌人在你重新指定前都不再受此能力影响。
有人认为长角王子是通过栖息废墟上的石像鬼眼眸来观察世界,并以此挑选自己的目标。不管这是真是假,世间的所有石像鬼都将长角王子Xoveron视为君王。他以四臂四首的石像鬼姿态出现,在移动时空气中会传出石头摩擦的声音,仿佛这位恶魔领主并非只是肉体构成,而是由污秽石像转化成的恶魔生命体。他期盼着扫平世界所有的城市以统治那满是废墟的世界。
他的深渊位面是一片巨大的废墟之城Ghahazi,位于一个由石头与钢铁组成的锋利山丘之上。城市下方是辽阔的地下墓穴,有可以延伸到至少十数个其他深渊位面的通道—但这些秘密通道只有Xoveron和他的亲密盟友才知道。
虽说Xoveron是石像鬼的种族神,但自从预言破灭之年开启他的类人生物信徒开始爆炸性增长,特别是在土匪,强盗,暴徒,暴食者和那些居住在毁灭残破的地区(例如世界之殇(the Worldwound)和湿润之地(Sodden Lands))中的人。在这样的地区,城市的废墟和被摧毁的天际线吸引了那些崇拜有角王子的人们。信奉者们为他们的恶魔守护神建起神庙在洞穴,破烂的屋顶上或在部分信仰和敬拜活动终止的神灵的倒塌的大教堂的残骸中。他们会从高高的窗户丢下尸体或在开阔之地将尸体穿刺在尖顶上—但他们只在荒芜地区活动,因为有人居住的城市将承受长角王子的憎恶。
除了石像鬼,他也是可怕的食魂魔的种族神,他常将后者送入主物质位面以宣扬其残暴。有的邪教徒甚至会主动找上新生的食魂魔,将自己奉为贡品。这时恶魔会吞食几位邪教徒,但还是会忍痛留下一些让他们去寻找更多的受害者。但食魂魔也会给予在这一方面工作能力杰出的邪教徒尊重,会把他留到最后吃。而通过吞食生命将使得食魂魔进化为完全体四臂蝠魔,能成为其一部分也被Xoveron邪教徒视为最高荣誉之一。
战斗数据http://www.goddessfantasy.net/bbs/index.php?topic=118057.0 (http://www.goddessfantasy.net/bbs/index.php?topic=118057.0)
(https://s4.ax1x.com/2021/12/20/TuF0Fe.png)
XOVERON
THE HORNED PRINCE
CE male demon lord of gargoyles, gluttony, and ruins
CULT
Domains Chaos, Earth, Evil, Strength
Subdomains Caves, Demon, Entropy (see page 180), Ferocity
Favored Weapon ranseur
Unholy Symbol gray, five-horned gargoyle skull missing its jaw
Temples abandoned taverns, caverns, rooftops, ruined
cathedrals, tall structures
Worshipers bandits and brigands, exiles and scavengers who
dwell in ruined cities gargoyles, gluttons, nabasus
Minions chaotic evil creatures who are skilled at swallowing
their prey whole, fiendish purple worms, man-eating
animals, stirges
Obedience Perch atop a high outcrop and look out over the
surrounding terrain. If the outcrop is in an uninhabited area,
you need do nothing more but wait and watch for an hour,
but if the outcrop is in an inhabited area, such as a city, no
passersby should realize you are a living thing—any who do
must be slain before the hour’s end. Gain a +4 profane bonus
on saving throws against effects that cause exhaustion,
fatigue, nausea, or sickness.
EVANGELIST BOONS
1: Master of Desolation (Sp) detect secret doors 3/day, soften
earth and stone 2/day, or meld into stone 1/day
2: Ruinwalker (Sp) The Horned Prince is master of all ruins,
and his blessing lets you flash instantly from place to place
in such desolate areas. You can cast dimension door (self
only) as a spell-like ability a number of times per day
equal to your Hit Dice. Both the start and end point of your
teleportation must be within a single continuous area of
ruins terrain, such as an ancient dungeon or catastrophe-
wracked city. Whether a given area constitutes ruins terrain
is decided at the GM’s discretion.
3: Wake the Ruined Realm (Sp) At your bidding, the remains
of ancient civilizations and shattered cities rise up to destroy
your foes. Once per day as a standard action, you can cause
a Large stone statue within 30 feet to animate as a stone
golem. The golem obeys your commands and remains active
for up to 1 hour. If the stone statue you target is a statue
of Xoveron, the resulting stone golem gains the advanced
creature template.
EXALTED BOONS
1: Gargoyle’s Gift (Sp) sanctuary 3/day, shatter 2/day, or
vampiric touch 1/day
2: Glutton’s Feast (Sp) You can cast heroes’ feast once per day
as a spell-like ability. The food created by this effect consists
of rancid milk and raw or rotting meat. Those who partake
of this feast consume their food shockingly fast, as if they
were starving—it takes only 1 minute to gain the benefits of
this spell. Those who don’t worship Xoveron must succeed
at a Fortitude save (DC = 16 + your Charisma modifier) or be
sickened by the feast for 6 hours (though all other benefits of
the feast still apply).
3: Death-Stealing Gaze (Su) You gain the death-stealing gaze
ability of a nabasu. You can activate this ability as a free
action and use it for up to 3 rounds per day plus a number of
additional rounds equal to your Constitution modifier—these
rounds need not be consecutive, but they must be used in
1-round increments. All living creatures within 30 feet of
you when your death-stealing gaze is active must succeed
at a Fortitude save (DC = 10 + half your Hit Dice + your
Charisma modifier) or gain a negative level. A humanoid
slain in this manner immediately transforms into a ghoul
under your control. You can create only one ghoul in this
manner per round. If multiple humanoids die from this ability
simultaneously, you choose which of them rises as a ghoul.
Nabasu demons that gain this boon can instead use their
death-stealing gaze at will, regardless of their total number
of growth points.
SENTINEL BOONS
1: Gargoyle Magic (Sp) stone fist APG 3/day, protection from
arrows 2/day, or fly 1/day
2: Idol of Desolation (Sp) You can take on the strength of stone
without sacrificing your awareness to temporarily become
a sentinel of stone. You can cast statue as a spell-like ability
once per day.
3: Sculptor’s Strike (Su) The strike of your weapons causes
a specified foe to calcify and harden into stone, bit by bit,
eventually transforming that enemy into a favored child of
Xoveron. To use sculptor’s strike, you must first designate
a foe in sight within 30 feet as a standard action. Once
you’ve designated the foe, whenever you deal damage to
that creature with a melee weapon (including unarmed
strikes and natural weapons), the creature takes 1d6 points
of Dexterity drain in addition to the normal damage. If the
target succeeds at a Fortitude save (DC = 10 + half your
Hit Dice + your Charisma modifier) this drain is reduced
to 1 point. A creature drained to 0 Dexterity in this way is
permanently transformed into a gargoyle (as per polymorph
any object, except no Fortitude save is allowed) and must
succeed at a Will save (using this ability’s DC) or have
its mind also become that of a gargoyle (as per baleful
polymorph). When a creature is transformed in this way,
all Dexterity drain caused by this effect is instantly healed
and the creature’s hit points are fully restored. The mental
change can be reversed by any effect that removes curses,
but the physical transformation can only be reversed by
miracle or wish. You can activate sculptor’s strike once per
day to designate a foe, but once you’ve done so, that foe
remains susceptible to your ability until you or it is slain. If
you designate a different foe on a later day, any previously
designated foe is no longer designated and can no longer
be affected by this ability (unless you designate it once
again at a later date).
Some believe that the Horned Prince can look out of the
stone eyes of any gargoyle perched atop a ruined building
to watch the world below, and that it is from these vantage
points he selects those he wishes to torment. Whether or not
this is true, the monstrous gargoyles of the world certainly
venerate horned Xoveron as their lord. He appears as a four-
armed, four-headed gargoyle; when he moves, the sound of
stone grinding on stone fills the air, as if the demon lord
were composed not of mere flesh but of some unholy stone
come to demonic life. His goal is nothing less than the
emptying of the cities of the world so that he may reign over
the resulting desolation.
Xoveron’s realm is an immense, ruined city called
Ghahazi, located in a ragged realm of razor-sharp hills of
flint and iron. The catacombs below Ghahazi are extensive,
and are said to stretch to no less than a dozen other Abyssal
realms—though many of these routes are secrets known
only to Xoveron and his closest allies.
Although Xoveron is typically worshiped by gargoyles,
his cult among humanoids has been rising sharply since
the advent of the Age of Lost Omens, particularly among
bandits, brigands, gluttons, and those who dwell in
blasted, apocalyptic regions such as the Sodden Lands or
the Worldwound. The landscapes of such ruined cities
and devastated skylines appeal to those who venerate the
Horned Prince; his cultists raise temples to their demonic
patron in caverns, on ruined rooftops, or within the skeletal
frames of partially collapsed cathedrals to gods whose faith
and worship alike have moved on. Sacrifices to the demon
require bodies to be cast from high windows or impaled
atop spires under the open sky—but always in areas that
have been abandoned, for inhabited cities are anathema to
the Horned Prince.
Xoveron is the patron not only of gargoyles but also of
the dreaded nabasu demons, and he often sends the latter
into the Material Plane to spread his cruelties. Xoveron’s
association with these demons sometimes drives cultists to
seek out newly “born” nabasus, so that the cultist can offer
itself to the demon as tribute. Usually, the demon takes a
few cultists to feed upon, but it always takes care to spare
some, urging them to find more victims to bring to it to aid
its growth. A nabasu will often honor a cultist who has been
particularly productive and helpful in this regard by saving
the worshiper to be eaten last. Being the life consumed that
finally enables a nabasu to ascend into the role of a fully
grown vrolikai demon B2 is among the highest honors a
worshiper in Xoveron’s faith can hope for.
-
依多卓思Yhidothrus
毁灭蠕虫
混乱邪恶 男性恶魔领主,神职为岁月,时光和蠕虫
教条
领域 混乱,死亡,邪恶,安眠
子域 先祖,恶魔,熵,谋杀
偏好武器 刺链
邪徽 装着蠕虫而不是砂砾的沙漏(好别扭。。。)
神殿 教堂,岩洞,钟楼,墓地,隐匿教堂,老旧房子
信徒 混乱邪恶的conqueror worms(以及它们无数的爪牙与追随者)巫妖、为回避死亡不择手段之人、蠕虫行者
爪牙 幽魂、grimslake B5、水蛭、集群(他们之间真的有个逗号?震惊我)不死生物、虫裂魔vermlek demon、像蠕虫的怪物
仪典 将一些放有水蛭或蠕虫的泥土装入棺材中,将自己封闭在棺材里并吞下至少一打鲜活的水蛭或蠕虫。你在对抗任何对属性造成伤害、吸取或造成罚值的能力时豁免获得+4亵渎加值
传音者神恩
第一神恩 蠕虫之噬Consumption of the Worm(SP)酸蚀之触 3次/天,强酸箭2次/天或吸血鬼之触1次/天
第二神恩 地底梦魇Nightmare Below (Ex和Su) 你能和蠕虫一样钻入地底并冲出来恐吓敌人。你获得30尺掘地速度,但只能在泥土、沙地、土壤或其他松软的地方(非坚硬岩石)里穿行,掘地时你的隐匿获得+10加值。每小时一次你可以以一个标准动作冲出地面,怒吼着向四周溅射泥沙,你冲出时附近30尺未能发现你存在的生物都需要通过意志豁免(DC=10+1/2HD+魅力调整值)否则将震慑1轮,然后战栗2d4抡。掘地是特异能力,但其他的则是超自然能力,属于影响心灵的恐惧效果。
第三神恩 蠕虫巨噬The Very Worm That Gnaws (Su) 你因敬奉依多卓思而与寄生虫滋生的泥土共眠,你的肉身已经被邪恶力量所侵蚀。但这些虫子非但不会给你造成麻烦,还会给你带来意外之喜。你获得该神恩时你的肉身会被一大群蠕动的水蛭、蛆虫、蠕虫和其他可怕的虫类由里而外地吞噬,并在你的邪恶思维影响下结合成一个整体。此时你变为了蠕虫行者,当其他生物因地底梦魇陷入战栗时,他们还会额外恶心1分钟。
颂教者神恩
第一神恩 蠕虫祝福Blessing of the Worm (SP)衰弱射线3次/天,遗体防腐2次/天或缓慢术1次/天
第二神恩 脆骨诅咒Curse of Brittle Bones (Sp) 每日一次你可以以类法术能力施展一个特殊的被升阶为7环法术的降咒,这会使目标瞬间进入暮年。该诅咒会使得目标的力量、敏捷和体质获得-6罚值,但智力、感知和魅力不会获得加值。此罚值不会与生物本身已有年龄而带来的罚值叠加。
第三神恩 呼唤蠕虫Call of the Worm (Sp) 你将手放在地面,低声念出对毁灭蠕虫的亵渎赞歌,你就能从地底召唤出一头巨大且极具破坏力的依多卓思化身。每天一次你可以以类法术能力施展一次召唤怪物IX以召唤一头进化炼狱紫虫。
卫道者神恩
第一神恩 加速终末Hasten the End(SP)脚底抹油3次/天,沉默术2次/天或时之沙1次/天
第二神恩 岁月恐怖Specter of Time(SU)你用武器对一个生物造成重击时,你可以以迅捷动作放弃重击造成的额外伤害,并迫使对方通过一个强韧豁免(DC=10+1/2HD+魅力调整值)若失败目标将痛苦地成长至下一个年龄段,该效果不会伴随任何增益效果(即使目标是真龙)其力量、敏捷和体质将获得对应减值,而智力、感知和魅力不会获得加值。该效果将持续24小时方可恢复原本的年龄。该目标(仅限已收到该效果影响而老化,不包括因其他效果如时之沙)再次未通过该能力的豁免将被立刻杀死。死亡时他会恢复到原本年纪的外貌。被此效果击杀的生物只能通过神迹术,转生术、完全复生术或祈愿术复活。这是一种诅咒效果。
第三神恩 时光尽头End Time (Sp)你可以呼唤毁灭蠕虫暂时吞噬你附近的时光。每天一次你可以以类法术能力施展一次时间停止。在使用该能力时范围内的生物将会受到强烈的视觉冲击—他们身处的时空仿佛被毁灭蠕虫无尽的身躯所笼罩,无法看见其首尾,他们只知道在你使此地陷入短暂的停滞时,他们身处的时空正在被远超想想的邪恶之物所笼罩。(我还以为这个视觉冲击写这么长会有什么特殊效果呢。。。。)
依多卓思是一位狰狞的恶魔领主,其能力与伴随时光而来的衰老,通过消逝以毁灭事物和熵有关。祂的人类信徒都是独行者,沉迷于回避日益逼近的衰老,这一小部分会选择堕落或崇拜恶魔以求取永生。他们中的许多人最终会选择转化为巫妖,同时比起其他不死生物同类,你可以在他们身上看到被虫蛀过和潮湿的痕迹(appears worm-eaten and moist 这句想了好久也没想明白该怎么翻)。另一些信徒则会选择变化为蠕虫行者以避开死亡—这可能也是他们获得的神恩(见上)抑或是通过某些亵渎仪式所达成的。但这些人类信徒鲜少有人直接沟通依多卓思或呼唤蠕虫的力量,因为他们与其他更为理智的同类一般畏惧这位恶魔领主。
依多卓思是一条巨大的蠕虫,有着乌黑油亮的表皮,其张嘴时会露出如同镶嵌了许多象牙大小尖钩的下颚。只有疯子能说出毁灭蠕虫那无尽身躯的另一端是何等模样。但这些无稽的疯言疯语都有一个共同点,即越沿着依多卓思身躯往后而去,其身躯则越加沧桑。这些谣言似乎表明依多卓思的另一端也许是一个被遗忘了的深渊位面,那里古魔仍旧统治并象征着凡人的罪孽,而未有如今的恶魔之概念形成。学者和哲学家都认为这是最可能的解释,但若为真,那又会引出更多问题。依多卓思是否曾是古魔领主?或者在其末端是他作为古魔领主时的躯体?依多卓思能否挣脱其根源爬出深渊,并盘绕于伟大彼岸上?而最另人不安的则是有传言说,我们能看到的依多卓思的躯体不过是利维坦的舌头?
依多卓思的深渊位面并不是一个独立的位面,而是这位恶魔领主在外层位面钻出的巨大隧道网络。这些被称为螺旋通道的隧道几乎连接着所有深渊位面,甚至一些其他外层位面的地底。至今为止没有一位凡人能走完所有隧道以此追溯依多卓思的根源—能完成这项伟业的人可能还未出现,又或者他们没有能力或不愿透露自己目睹到的可怖场景。当然随着深入螺旋通道,就能看到越多居住其中的古魔,而能看到的恶魔则越来越少。这也进一步从侧面证实了依多卓思对时空的扭曲。
一些由统御一个国度的怪物conqueror worms所设立的教派将依多卓思奉为他们污秽的起源。这些conqueror worms不会打着自己的名号,而是以毁灭蠕虫的名义征服一地,而教会的信徒也可以选择依多卓思的牧师领域而非conqueror worms授予的领域(但不能选择子领域)
(https://s3.bmp.ovh/imgs/2024/07/01/6c57873b2fba9243.png)
THE RAVAGER WORM
CE male demon lord of age, time, and worms
CULT
Domains Chaos, Death, Evil, Repose
Subdomains Ancestors, Demon, Entropy (see page 180), Murder
Favored Weapon spiked chain
Unholy Symbol hourglass fflled with worms instead of sand
Temples cathedrals, caverns, clock towers, graveyards, hidden
cathedrals, old houses
Worshipers chaotic evil conqueror wormsB6
(and their countless
minions and followers), liches, those who would do anything
to avoid death, worms that walkB2
Minions ghosts, grimslakesB5
, leeches, swarms, undead,
vermleksB6
, wormlike monsters
Obedience Meditate in a closed cofffn partially fflled with
leech-infested mud or worm-infested soil. During the
obedience, you must swallow or inhale at least a dozen
living leeches or worms. Gain a +4 profane bonus on saving
throws against effects that cause magical aging, slowness, or
anything that damages, drains, or penalizes ability scores.
EVANGELIST BOONS
1: Consumption of the Worm (Sp) corrosive touchUM 3/day,
acid arrow 2/day, or vampiric touch 1/day
2: Nightmare Below (Ex and Su) You can crawl beneath the
surface of the earth like a worm and then burst forth to
horrify foes. You gain a burrow speed of 30 feet, which can
be used only in mud, sand, soil, or other soft substances
(not solid stone). You gain a +10 bonus on Stealth checks
while burrowing. Once per hour, if you take a standard
action to emerge from burrowing with a roar and spray of
soil, each creature within 30 feet of your emergence that
was not aware of your presence must succeed at a Will save
(DC = 10 + half your Hit Dice + your Charisma modiffer) or be
shaken and stunned for 1 round and shaken for 2d4 rounds
thereafter. The burrowing ability is an extraordinary ability,
but the latter part of the ability is a supernatural, mindaffecting
fear effect.
3: The Very Worm That Gnaws (Su) As a result of your
practice of sleeping in parasite-infested mud or soil to
fulffll your obedience to Yhidothrus, your ffesh has become
riddled with an unholy infection. Yet far from being a
troublesome condition, these worms are a welcome
addition to your life, and as you gain this ffnal boon, your
body is devoured from the inside out by a mass of wriggling
leeches, maggots, worms, and other horrid vermin, which
are thereafter bound together into a cohesive whole by
your foul will. When you attain this boon, you become a
worm that walksB2
. When your emergence (see above)
causes creatures to become shaken, those creatures are also
sickened for 1 minute.
EXALTED BOONS
1: Blessing of the Worm (Sp) ray of enfeeblement 3/day,
gentle repose 2/day, or slow 1/day
2: Curse of Brittle Bones (Sp) Once per day, you can cast a
powerful bestow curse, heightened to a 7th-level spell,
as a spell-like ability. This special curse causes the target
creature to suddenly advance to venerable age. This curse
imposes a –6 penalty to the target’s Strength, Dexterity, and
Constitution scores, but its Intelligence, Wisdom, or Charisma
scores do not increase. These penalties do not stack with any
existing penalties a creature might already have as the result
of advanced age.
3: Call of the Worm (Sp) By placing a hand upon the ground
and whispering a series of blasphemies to the Ravager
Worm, you can call up from below an immense and
destructive manifestation of your ffendish lord. You can cast
summon monster IX once per day as a spell-like ability to
summon one advanced ffendish purple worm.
SENTINEL BOONS
1: Hasten the End (Sp) expeditious retreat 3/day, silence
2/day, or sands of timeUM 1/day
2: Specter of Time (Su) As a swift action when you conffrm
a critical hit with a weapon against a living foe, instead of
dealing the additional damage from the critical hit, you can
instead deal normal damage and force the target to attempt
a Fortitude save (DC = 10 + half your Hit Dice + your Charisma
modiffer). On a failed save, the target painfully advances in
years to the next age category. This aging can never have
beneffcial effects (such as if used against a true dragon).
The target gains the penalties associated with the new age
category to its Strength, Dexterity, and Constitution scores,
but its Intelligence, Wisdom, or Charisma scores do not
increase. This advanced age effect lasts for 24 hours before
it fades and the affected creature returns to its normal age.
A venerable creature (including one whose age has been
magically accelerated via this ability to venerable, but not
one whose age is temporarily advanced from other effects,
such as per sands of timeUM) that fails its saving throw
against the aging effects of this ability is instantly slain, as if
via old age (though the body instantly reverts to its original
age appearance upon death). A creature slain by this effect
can only be restored to life via miracle, reincarnate, true
resurrection, or wish. This is a curse effect.
3: End Time (Sp) You can call upon the Ravager Worm to
temporarily consume time itself in an area surrounding you.
You can cast time stop once per day as a spell-like ability.
When you use this ability, those in the area of effect are
subjected to a powerful vision—that the world they are in
becomes wrapped in the endless coils of the Ravager Worm.
The affected creatures never glimpse Yhidothrus’s head, and
know only for the brief instant of eternity they spend in your
time stop area that the world around them is fully wrapped
in the coils of something more foul than they even imagined.
Yhidothrus is a hideous demon lord associated with the
negative aspects of time—aging, the destruction of all matter
via erosion, and entropy. Among humanity, Yhidothrus’s
cultists are typically loners obsessed with the encroaching
threat of old age; desperate to avoid their fate, these few turn
to blasphemy and demon worship as a means of escape. Many
become liches as a result of their obsession—a Yhidothrin
lich typically appears worm-eaten and moist compared to the
typical specimen of that kind of undead. Others in his cult
avoid death by transforming into the monstrosities known as
the worms that walk—either as the result of their obedience
to the demon lord (see The Very Worm That Gnaws above) or
through other fell rituals. Very few of these cultists actively
seek to contact Yhidothrus or call upon the worm’s powers
directly, as they fear the immense demon lord just as their
more sane kin would.
Yhidothrus appears as an immense worm with
oily, night-black ffesh and a mouth that folds back
to reveal a dozen hook-like ivory jaws surrounding
a gullet ringed with countless teeth. None but the
mad can claim to have seen what lies at the other end
of the Ravager Worm’s impossibly long body, and the
accounts of such lunatics are not to be
trusted—but nearly all of
them seem to contain
similar elements,
suggesting that the
farther one travels
along Yhidothrus’s body,
the more ancient it grows.
These rumors suggest that
the far end of Yhidothrus
remains rooted in a deep,
forgotten Abyssal crevice where
the qlippoth still rule and the concept
of mortal sin, and thus the very idea of
demonic life, has not yet penetrated.
Scholars and philosophers have come to agree
that this may be the most likely explanation—but if true,
this explanation raises more questions than it answers. Was
Yhidothrus originally a qlippoth lord, and is he, in fact, still
a qlippoth lord at the far end of his body? If Yhidothrus
were to break free from his source, would he be able to
climb out of the Abyss entirely to encircle the Great Beyond
itself ? And perhaps most disturbingly, what of the mindnumbing
rumors that what is believed to be Yhidothrus’s
body is nothing more than the tip of some unimaginably
vast leviathan’s tongue?
Yhidothrus’s Abyssal realm is not a single place as much
as a massive network of tunnels the demon lord has bored
through the surrounding strata of the Outer Sphere. These
tunnels, called the Spiral Path, are said to connect to nearly
every other Abyssal realm and even to the lower reaches of
other Outer Planes. No mortal has yet managed to navigate
the entirety of the Spiral Path and travel its winding ways
back to Yhidothrus’s source—or if they have, they either never
emerged or emerged without the capacity or desire to divulge
whatever awfulness it was that they witnessed there. Certainly,
the deeper one ventures into the Spiral Path, the more the
tunnels become inhabited by qlippoth, while demons are
encountered less and less. This lends further credence to the
theories about Yhidothrus’s time-bending nature.
Certain sects of the powerful, nation-controlling monsters
known as conqueror worms see Yhidothrus as their unclean
origin. Rather than control regions in their own names,
these chaotic evil conqueror worms do so in the name of the
Ravager Worm. They grant access to the same domains that
Yhidothrus grants to his clerics, not the normal domains
granted by conqueror worms (although these conqueror
worms still lack the ability to grant access to subdomains).
-
泽乌伽瓦灾布 ZEVGAVIZEB
穴窟之神
混乱邪恶 恶魔领主 神职为洞窟,爬虫动物,战蜥人
领域 动物,混乱,邪恶,力量
子域 恶魔,凶猛,决意,蜥类
偏好武器 带刺铁手套
邪徽 扭曲触手的末端长有巨大的利爪
神殿 洞窟,战蜥人巢穴,地下湖边
信徒 混乱邪恶的蜥蜴人,混乱邪恶的蜥龙人Saurian,摩洛克,战蜥人
爪牙 炼狱恐龙,炼狱爬行动物(尤其是巨蜥)
仪典 将祭品穿刺在石笋上且保证其一息尚存。一边在祭品附近跳舞一边向泽乌伽瓦灾布祈祷。每跳十分钟将祭品往下压,使其石笋刺入更深,且舞蹈结束时必须到达石笋底部—当然它不需要活到舞蹈结束。战蜥人也可以选择将泽乌伽瓦灾布的祭坛为桌,享用从温血动物身上撕下的生肉。对爬虫类生物的特殊攻击和法术豁免获得+4亵渎加值。
传音者神恩
第一神恩 此身污秽As a Foulness(SP)无声幻影3次/天,食尸鬼之触2次/天或臭云术1次/天
第二神恩 心灵践踏Mind Stomp(SP)你可以如恐龙踩死老鼠般轻易地践踏敌人的心灵。每天一次,你可以以类法术能力施放一次心灵碾压III。
第三神恩 原始典范Primeval Paragon(SP)你继承了古老的泽乌伽瓦灾布那无与伦比的精神力量,你可以借此奴役本应臣服于你的生物。每天一次,你可以对类人生物、爬行生物或类爬行生物(如龙)施放一次支配怪物。每次只可支配一个生物,但效果永久,直到你支配新的目标方可解除。但因此被解放的生物会受到无豁免的弱智术影响,但以其他方式(如解除魔法)则不受此影响。
颂教者神恩
第一神恩 泽乌伽瓦灾布赐福Zevgavizeb’s Blessing(SP)魅惑动物(仅爬虫类)3次/天,黑暗术2次/天或高等魔牙术1次/天
第二神恩 洞窟之子Children of the Caves(SP)每天一次,你可以以类法术能力施放一次召唤怪物VII,可召唤一头炼狱暴龙,1d3炼狱薄片龙或1d4+1甲龙。
第三神恩 原始之力Primeval Might(EX)你体内充满了原始的力量。体质与天生护甲获得+4亵渎加值
卫道者神恩
第一神恩 蜥龙之术Saurian Spellcraft(SP)雷霆重踏3次/天,黑暗视觉2次/天或野兽形态I(爬虫类)1次/天
第二神恩 有鳞怪物Scaled Monstrosity(SP)战蜥人之神赐福与你,你可以变成古今最强的爬虫生物。每天三次,你可以以类法术能力施放三次延时野兽形态IV。若你选择恐龙心态,还可以如同拥有自然施法般施放法术,在该情况下视为自然变身以满足专长条件。
第三神恩 蜥蜴暴君Lizard Tyrant (SP)每天一次,你可以施放一次召唤怪物VII以召唤一头进阶炼狱暴龙。该效果持续时间为永久,但每次只能召唤一头。因为是被召唤而来,所以防护邪恶,驱逐术等对其依旧生效。
野兽泽乌伽瓦灾布统治着暴食暗域,一个由地下河与峡谷串联这无数恐怖洞窟的深渊位面。许多洞穴都堪比位面,其中布满丛林、山脉、海洋和沼泽,在引力的作用下拉扯成一个个球形腔室。悬挂在中间的颜色古怪的光球自动地改变明晦,模拟着日夜的流转。这里栖息着恐龙,海怪,奇怪的蝠状怪兽和炼狱战蜥人,他们也是这里的统治者。各个洞穴中的住民经常会对其他洞穴发起进攻,因为与位面间需要跨越遥远的星界不同,暴食暗域错中复杂的隧道网络让他们能在数周甚至数天便可抵达。泽乌伽瓦灾布默许这些争斗,因为这可以筛掉其中的懦弱者。而讨取这位恶魔领主欢心的办法便是保证自己的强大。在一个洞穴被征服后,泽乌伽瓦灾布会现身并吞噬掉那里所有的生命。然后引爆中心的光球将所有事物化为灰烬。随着时光流逝,在深渊力量的推动下又会诞生出新的世界,如此往复,这也是泽乌伽瓦灾布充实自己在无尽战争中的军队的办法。
泽乌伽瓦灾布是体型如巨龙一般大的可怕野兽,身躯能看出恐龙,长有触手的头足类动物以及蝙蝠的特征。他的巢穴是最大的洞穴世界,位于暴食暗域中心,而在这里漂浮着一颗jungle moon替代了微型太阳。战蜥人之神在不享用被击败国度的盛宴时就会在这里沉睡与进食。只要外界没有能引起他关注的事情他就会沉醉在自己的国度,任由其发展。但若他被强行从这半梦半醒的状态唤醒时,他会在接下来的数年疯狂宣泄自己的愤怒,然后再度沉眠。战斗时的泽乌伽瓦灾布极其恐怖,他会活用自己的尖牙、利爪、尾巴、触手和其他天生武器来发动攻击,其中大部分都可以抓住并捏碎猎物,注入痛苦的毒素或造成其他更大的痛苦。然而这只是其赖以生存的武器之一。他还能施放几个强大的类法术能力,以及能让大多数人感到无比恶心的可怕恶臭。
泽乌伽瓦灾布对自己领地的事兴致缺缺,对外界的事更加毫无兴趣,因此可以说是威胁度最小的恶魔领主。但他的战蜥人又以其名犯下了无数的恶行,因为他们深信需要定期献祭以满足主人的食欲。在地表附近出没的战蜥人已经十分危险了。但居住在世界北端,Deep Tolguth深处的Orvian Vault的同类更为残暴。Deep Tolguth与暴食暗域极为相似—尤其是空中的模拟太阳和在其丛林中出没的强大原始野兽。这里的战蜥人与数百年前刚衍生异能的先祖极为相似,他们能使用强大的异能,并在中心的石头之城建立自己的帝国。与居住于地表的亲族不同,他们依旧沿用着古名地蜥人(Pathfinder Campaign Setting: Occult Bestiary 61)
虽然泽乌伽瓦灾布主要是战蜥人的种族神,但混乱邪恶的蜥蜴人和摩洛克部族也会信奉他(后者主要将其视作穴窟之神而非爬虫之神)但其信徒最危险的莫过于蜥龙人,这一高大的畸形类人生物。这些类爬虫的巨人裹着与世隔绝且遵循自然戒律的生活。但一部分特别暴力的蜥龙人抛弃了代表自然的德鲁伊教义,如苍翠誓约,他们尊崇泽乌伽瓦灾布代表的原始且破坏性的力量。他们热衷于与其他同族战斗,以模仿暴食暗域中永无停息的争斗。他们认为那些原始巨兽并非自然的造物,而是可以被奴役或控制的,所以会将恐龙驯服为可怕的战争巨兽或活体攻城器具。但幸运的是他们的争权夺利与其他蜥龙人的厌憎孤立了他们。但人们仍旧担心这些部落会在一位祭司的号召下团结起来。
(https://s3.bmp.ovh/imgs/2022/09/12/1c7b3250bbc17754.png)
PF2 泽乌伽瓦灾布 (http://www.goddessfantasy.net/bbs/index.php?topic=131533.msg1161457#msg1161457)
PF2 暴食暗域施工中 (http://施工中)
ZEVGAVIZEB
GOD OF THE TROGLODYTES
CE male demon lord of caverns, reptiles, and troglodytes
CULT
Domains Animal, Chaos, Evil, Strength
Subdomains Demon, Ferocity, Resolve, Saurian (see page 181).
Favored Weapon spiked gauntlet
Unholy Symbol twisted length of tentacle terminating in an
oversized talon
Temples caverns, troglodyte dens, underground lake shores
Worshipers chaotic evil lizardfolk, chaotic evil saurians B6 ,
morlocks, troglodytes
Minions fiendish dinosaurs, fiendish
reptiles (particularly fiendish
giant lizards)
Obedience In a cavern, impale a sacrifice
on a stalagmite in a way that does not
cause the creature to immediately die. Dance
around the sacrifice while shouting prayers to
Zevgavizeb, taking time every 10 minutes to push
the impaled creature farther down the stalagmite.
Time the dance so that at the end, the creature is at the
stalagmite’s base—it need not survive to the end of the
dance. Troglodyte worshipers can choose an alternative
obedience if they wish—partaking of a feast of raw meat
torn from a warm-blooded creature while using an altar of
Zevgavizeb as a banquet table. Gain a +4 profane bonus on
saving throws against special attacks and spells originating
from reptilian creatures.
EVANGELIST BOONS
1: As a Foulness (Sp) silent image 3/day, ghoul touch 2/day, or
stinking cloud 1/day
2: Mind Stomp (Sp) You can crush a foe’s psyche like a
dinosaur stepping on a rat. You can cast psychic crush III OA
once per day as a spell-like ability.
3: Primeval Paragon (Sp) You are heir to the unmatched
psychic power of the troglodyte lords of old, and you can
wield this power to make slaves of those creatures whose
service is yours by right. You can cast dominate monster
once per day on humanoids, reptilian animals, or other
reptile-like creatures (such as dragons). 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. A target released this
way is immediately affected by feeblemind, with
no saving throw, but a target that
is released from control via other
methods (such as via dispel magic)
does not suffer this fate.
EXALTED BOONS
1: Zevgavizeb’s Blessing (Sp)
charm animal (reptiles only) 3/day,
darkness 2/day, or greater magic
fang 1/day
2: Children of the Caves (Sp) Once
per day, you can cast summon
monster VII as a spell-like ability to
summon one fiendish tyrannosaurus,
1d3 fiendish elasmosauruses, or
1d4+1 fiendish ankylosauruses.
3: Primeval Might (Ex) You become
infused with primeval power,
gaining a +4 profane bonus to
your Constitution score and
natural armor.
SENTINEL BOONS
1: Saurian Spellcraft (Sp)
thunderstomp ACG 3/day, darkvision
2/day, or beast shape I (reptiles
only) 1/day
2: Scaled Monstrosity (Sp) By invoking
the blessing of the God of the Troglodytes,
you can take the form of the mightiest reptiles
ever to exist. You can cast extended beast shape IV three
times per day as a spell-like ability. If you assume the form
of a dinosaur and you are capable of casting spells in your
original form, you can also cast spells in your dinosaur form
as if you had the Natural Spell feat; treat this spell as wild
shape for the purpose of that feat’s effects.
3: Lizard Tyrant (Sp) You can cast summon monster VII once
per day to summon one advanced fiendish tyrannosaurus.
The duration of this spell is permanent, but you can have
only one tyrannosaurus summoned this way at a time. As a
summoned monster, this advanced fiendish tyrannosaurus is
still hedged out by effects like protection from evil, and it can
be banished as normal.
Bestial Zevgavizeb rules the horror-filled Abyssal caves
of Gluttondark, a vast network of caverns connected
by subterranean rivers and great chasms. Many of the
caverns of Gluttondark are the size of small planets. Such
vaults are rife with jungles, mountains, seas, and swamps,
with gravity pulling away from the center of the roughly
spherical chambers. Strangely colored suns pulse from
light to dark at the heart of these vast inverted worlds,
simulating the ebb and flow of day and night. Dinosaurs,
sea monsters, strange bat-like monstrosities, and worse
rule these realms alongside nations of fiendish troglodytes.
Often, the inhabitants of one world wage war against
those in neighboring caverns, for unlike the vast distances
that separate planets on the Material Plane, the tangles of
tunnels that weave between the worlds of Gluttondark make
for relatively short journeys that can be made on foot in a
matter of weeks or even days. Zevgavizeb encourages these
conflicts, for the winnowing of the weak and the culling
of the cowardly are the demon lord’s favored methods of
ensuring his minions are as powerful as they can be. When
a world is finally defeated, Zevgavizeb appears within the
realm to feed, devouring all life within the stony sphere
before its central sun explodes, scorching what remains to
ash and powder. In time, the Abyss heals these wounds and
new worlds spring up within to eventually add new armies
to the endless wars of Gluttondark.
Zevgavizeb, a hideous beast the size of a dragon, is part
dinosaur, part tentacled worm, and part bat. His personal
lair is the largest of his cavern worlds—a place at the center
of Gluttondark with a jungle moon floating at its core
rather than a miniature pulsing sun. It is on this moon that
the God of the Troglodytes slumbers and gnaws when he
is not feasting on defeated realms. When no such regions
lure him forth, he is content to remain in his moon den
and to let events play out in the caves beyond as they will.
Zevgavizeb fills with an immense fury when forcibly roused
from this state of semitorpor, and he often vents his rage
for years thereafter before returning to slumber. In combat,
Zevgavizeb is a true terror, lashing out with bites, claws,
tails, tentacles, and other natural attacks, many of which
can clutch and crush prey, inject painful toxins, or inflict
any number of other agonizing fates. Yet physical attacks
are but one of the weapons Zevgavizeb relies upon. In
addition to several powerful spell-like abilities, the God
of the Troglodytes exudes an horrendous stench that can
overwhelm those unfortunate enough to be exposed with
permanent nausea.
As Zevgavizeb has little interest in events in his own realm,
he has even less concern for those that take place beyond
his empire. As a result, he of all the demon lords presents
perhaps the least danger to Golarion. His troglodytes, on
the other hand, commit countless atrocities in his name,
for they believe that only by regularly sacrificing other
creatures to his hunger can they prevent him from emerging
into their own cavern lairs to feed on them. The troglodytes
that infest the caverns near the surface of the world are
dangerous enough. However, those that dwell deep below
in the Orvian Vault known as Deep Tolguth, far beneath the
northern reaches of the world, are perhaps the deadliest of
their kind. Deep Tolguth resembles Gluttondark in many
ways—not the least of which being its artificial sun or the
infestations of mighty primeval beasts within its jungle-
choked interior. The troglodytes dwelling therein are little
changed from the psychically awakened forebears of the
race as it existed eons ago. They are capable of wielding
mighty psychic magic and rule their realm from a stone city
at the heart of the Vault. Unlike their surface-dwelling kin,
they can still recall their racial name: xulgath (Pathfinder
Campaign Setting: Occult Bestiary 61).
Although Zevgavizeb is known primarily as the patron of
the troglodyte race, he is also worshiped by debased tribes
of chaotic evil lizardfolk and morlocks (the latter race
venerating him more as a god of caverns than of reptiles).
Yet perhaps the most dangerous of his worshipers belong
to the race of towering monstrous humanoids known as
saurians. These reptilian giants are typically reclusive and
respectful of the natural world, often following druidic
teachings such as the Green Faith. Yet a few particularly
violent saurian tribes see the divine not in the natural
world but in the raw, destructive power of Zevgavizeb.
Their warlike propensities are focused mostly on other
saurian tribes, as if in emulation of the eternal battles
between worlds in Gluttondark. They view the great beasts
of primeval lands not as wonders of nature but as things to
enslave and control, and their talent for training dinosaurs
as beasts of war or living siege engines is unparalleled.
Fortunately, the combination of internal power struggles
among their own ranks and constant opposition from other
saurian tribes that view them as abhorrent degenerates has
kept them isolated. Fears nevertheless persist that some
day a high priest will manage to unite these tribes under
one banner.
-
阿修罗魔尊Asura Ranas
斗转星移,最凶恶的阿修罗通过累世暴行的轮回,终于进化成了族群中的至强者-阿修罗魔尊。
阿修罗魔尊是中立邪恶的半神,其等级从CR26到CR30不等。下面详细介绍了每位阿修罗魔尊的仪典,但是并没有大魔鬼所给予的神恩那么复杂。地狱公爵们的神恩表现为每天可用一次的类法术能力。
安达克ANDAK(出处未明)
肢解者安达克外形惨不忍睹—一个肢体被肢解后随意拼接而成的,受尽折磨的魂体。祂的牧师练习自残,并试图通过外科手术和扭曲的再生法术以再现其神祗的外形。
神职 斧头、肢解、酷刑
领域 死亡、毁灭、邪恶、秩序
子域 恐惧、杀戮、狂暴、折磨
偏好武器 战斧
仪典 在你的四肢上刮出痛苦的伤口或裂痕。获得DR2/挥砍。
神恩 1.锐锋术 2.瞬发治疗重伤 3.大屠杀
博加BOHGA(出处未明)
博加在洛瓦古格的后裔科索加兹肆虐之时,抢掠了数以百计的被废弃的神殿和庙宇。在对着这些赃物冥想千年后,祂终于趋于完美并获得了司库之名。其外表是一个由黄金与宝石雕琢而成,身材婀娜但无脸的女子。
神职 贪婪、冥想、警惕
领域 邪恶、秩序、保护、力量
子域 防御、凶猛、决意、暴政
偏好武器 戟
仪典 花1小时记下你抢夺他人珍贵的传家宝的理由,并想法将其据为己有。你在对抗卸武与盗取的CMD上获得+4亵渎加值
神恩 1.锐耳术/鹰眼术 2.高等探知 3.预警术
楚格拉CHUGARRA(出处未明)
楚格拉是一个没有皮肤,穿着血迹斑斑的围裙,双手各拿着一把菜刀一般的斧头(?)的肥胖屠夫。那些死于祂斧头之下的人的血肉将会融入祂的身体。
神职 献血、屠夫、皮革
领域 死亡、邪恶、秩序、战争
子域 鲜血、恐惧、杀戮、亡灵
偏好武器 手斧
仪典 宰杀动物或制作一件皮草。免疫流血效果。(。。。。为什么给我一种清流的感觉)
神恩 1.血之讯息 2.死亡一指 3.瞬发落皮症
CHUPURVAGASTI(完全不会念了。。。)
毒雾女士所到之处都会蔓延着呛人肺腑的瘴气与肚脐。据说祂因一个被唾弃的神明的愤怒而诞生,亦正是因为这位神明的怒火让那个世界笼罩在了毒雾之中。
神职 雾气、毒药、面纱
领域 气、邪恶、秩序、诡术
子域 云、欺骗、恐惧、风
偏好武器 手斧
仪典 带着浸泡过刺鼻毒素的面巾进行冥想,直到引起轻微皮疹。对抗毒素的豁免获得+4亵渎加值。
神恩 1.移位术 2.瞬发臭云术 3.瞬发死云术
加伟迪亚GAVIDYA(出处未明)
无尽相者加伟迪亚外形是一个披着斗篷,任何时候都有着不少于六张脸的人,每张脸都从他头部的皱褶长出,然后不断向脸部中央靠近,争着被他微笑着的嘴给吃掉。祂的邪教徒热衷于以假先知的身份,通过变节和内讧的方式破坏教派,并向病毒一样散播到其他教派中。
神职 腐败、灌输想法、谎言
领域 团队、邪恶、秩序、诡术
子域 欺骗、家族、奴役、盗窃
偏好武器 闷棍
仪典 清点目标携带之物的各个位置,各自安排一个你认识且打算传教或欺骗的人去拿走。(sap无论翻蠢货还是汁液都好怪,有懂哥求指正)你在撒谎时的唬骗检定和对抗占卜效果的豁免上获得+4亵渎加值。
神恩 1.花言巧语 2.高等塑造心像结界 3.心像囚笼
海迪姆HYDIM
海迪姆身形枯槁且正面和后背都有各有一张脸,祂每只手臂的末端都长有反向延伸的两只手。祂诞生于一个极度饥荒的国度,而这场毁灭性的饥荒源于一位反复无常的神祗的无心之举。
神职 永生、饥饿、癫狂
领域 邪恶、知识、秩序、狂乱
子域 疯狂、记忆、梦魇、思想
偏好武器 反曲刀
仪典 吃下13页圣典。你在对抗力竭、疲乏、饥渴和痛苦效果时豁免获得+4亵渎加值。
神恩 1.延时尘埃之宴 2.精神错乱 3.癫狂与苦难的迷宫
约兰沃尔IORAMVOL(出处未明)
约兰沃尔经历过无数次的摔落、活埋和塌方而死,最终成为了吐巨岩者约兰沃尔。其外貌是一个笨重且浑身纹身的巨人,而且浑身穿刺着岩石碎片,祂无牙的大嘴还能吐出嶙峋的岩石。
神职 岩洞、悬崖、活埋
领域 死亡、土、邪恶、秩序
子域 窟、恐惧、杀戮、亡灵
偏好武器 重型镐
仪典 将身体的一部分埋入泥土或砾石中冥想。你在对抗土描述符和石化效果时豁免获得+4亵渎加值。
神恩 1.刺坑术 2.雕像术 3.巨石碾压
梅哈MAEHA(出处未明)
谎言之父梅哈将被遗弃的半位面聚集在星界的一隅,那里被称为“绝望天国”。其外形是一条夜黑色的巨蛇,腹部有着13张低语着的面孔。
神职 绑架、孤立、传道
领域 黑暗、邪恶、秩序、虚空
子域 孤寂、失却、暗夜、星辰
偏好武器 捕网
仪典 伪装成非邪恶的牧师,花1小时向穷人传教并向他们分发有毒的食物。你在对抗带有混乱或善良描述符的法术时豁免获得+4亵渎加值。
神恩 1.幽深黑暗术 2.异界传送 3.禁锢术
奥娜马赫莉ONAMAHLI(出处未明)
奥娜马赫莉曾是以为逝去女神的先知,她因不切实际的愿望而将自己撕成两半,然后乱喊着逃跑了。如今祂被称为双生纯洁,其相互的半身无休止地在思辨相互矛盾的圣典中的悖论。
神职 美丽、双标、自残
领域 魅惑、邪恶、秩序、虚空
子域 恐惧、疯狂、情欲、梦魇
偏好武器 软剑
仪典 花1小时,利用化妆品、伤疤或其他办法让自己左右两侧呈现出截然不同的形态。你在对抗魅惑效果时豁免获得+4亵渎加值。
神恩 1.延时镜影术 2.精神错乱 3.思维分割
拉胡RAHU(印度象征日蚀月食的魔神)
拉胡外形是一条巨蛇被砍下的头颅,但祂依旧有着超凡的战斗能力。祂的信徒常在死刑场与日蚀时出没,因为这两者都象征着对生命和光明的饥渴。
神职 日蚀、处决、贪食
领域 黑暗、死亡、邪恶、秩序
子域 恐惧、失却、杀戮、暗夜
偏好武器 钉头锤
仪典 砍下蛇头并献向旭日。如果没有蛇,你需要在仪式中象征性地用银刀献上你的头颅(照成1点伤害)。你在对抗失明和基于视觉效果时豁免获得+4亵渎加值。
神恩 1.造粮术 2.窃取伟力 3.真言术 死
雷塔拉RYTARA(出处未明)
雷塔拉外形是长有四张人脸的蛇,每张脸上都有着三只眼睛。通过第三只眼睛祂可以看到他人最可怕的回忆—祂也借此重现那些恐惧。
神职 可怕的回忆、毒蛇、幻象
领域 邪恶、知识、秩序、鳞类
子域 恐惧、记忆、思想、毒液
偏好武器 长鞭
仪典 回忆并让自己沉浸在可怕的过往。你在对抗恐惧效果时豁免获得+4亵渎加值。
神恩 1.秘法视力 2.复仇鬼影 3.怪影杀手
塔拉克孙TARAKSUN(出处未明)
愤怒觉着诞生于那些怒火无处宣泄之人的梦境中,尤其是那些被囚禁豁压迫而绝望之人。祂的外形是一个无头四手的人,无数张尖啸着的面孔在从祂脖子中喷吐的黑烟里盘旋。
神职 怒火、梦境、挣脱束缚
领域 邪恶、秩序、解放、狂乱
子域 自由、疯狂、梦魇、革命
偏好武器 战锤
仪典 用头发编织的绳索绑住自己,然后让自己沉溺在愤怒的梦境中1小时。你在对抗麻痹和睡眠效果时豁免获得+4亵渎加值。
神恩 1. 2. 3.
祖拉帕丁ZURAPADYN(出处未明)
雾中狡兽祖拉帕丁对于任何失误引发的火灾都兴致勃勃。祂不是会离开那当做家的巨大地狱火山,从柴堆中跃出,并将火焰引向高傲牧师所看管的神殿。
神职 火焰、不公、仇杀
领域 毁灭、邪恶、火、秩序
子域 纵火、灰烬、天灾、狂暴
偏好武器 反曲刀
仪典 偷窃饱含回忆的物件,烧毁后将灰烬放在失主会发现的地方。你在对抗火焰效果时豁免获得+4亵渎加值
神恩 1.火球术 2.延迟爆裂火球 3.流星爆
(https://cdn.chaihezi.com/wp-content/uploads/2016/05/kydo-tekeya-intro-14.jpg)
Over time, the mightiest of the asuras complete enough
cycles of reincarnation and build upon the atrocities
committed over multiple lives to incarnate into the most
powerful of their kind: the asura ranas.
Asura ranas are lawful evil demigods that range in power
from CR 26 to CR 30. Each asura rana detailed below is given
an obedience, but the boons they grant are less complex
than those granted by archdevils, manifesting as spell-like
abilities usable once per day each.
ANDAK
Andak the Dismembered is a grisly sight—a tortured soul
whose limbs have been hewn into multiple pieces and
reattached awkwardly and randomly. His priests practice
self-mutilation and seek to improve upon the physical form
via surgery and magical but hideous regeneration.
Obedience: Ritualistically scrape painful scratches and
welts along your limbs’ joints. Gain DR 2/slashing.
Boons: 1: keen edge; 2: quickened inffict serious wounds;
3: massacreHA.
BOHGA
Bohga looted hundreds of abandoned monasteries and
temples in the affermath of the rampage of the spawn
of Rovagug known as Kothogaz, but affer a millennium
meditating upon the stolen goods, she attained perfection
and came to be known as the Treasurer. She appears as a
beautiful but faceless woman made of gold and gems.
Obedience: Spend 1 hour recording reasons you deserve
another’s treasured heirloom and devising ways to steal it
for yourself. Gain a +4 profane bonus to your CMD against
disarm and steal combat maneuvers.
Boons: 1: clairaudience/clairvoyance; 2: greater scrying;
3: foresight.
CHUGARRA
Chugarra appears as a skinless, obese butcher who wears a
bloodstained leather apron and carries a cleaver-like axe in
each hand. Those who fall to his axes ffnd portions of their
ffesh temporarily added to his body.
Obedience: Either butcher an animal or work on the
craffing of a leather garment. Gain immunity to bleed effects.
Boons: 1: blood biographyAPG; 2: ffnger of death;
3: quickened sloughHA.
CHUPURVAGASTI
The Lady of Poison Mist brings a cloying miasma of lungscarring
toxic fumes wherever she travels. She is said to have
been born from a spurned deity’s wrath that resulted in an
entire world being shrouded in a poison cloud.
Obedience: Meditate while wearing a veil soaked in acrid,
toxic chemicals that induce minor rashes. Gain a +4 profane
bonus on saving throws against poison effects.
Boons: 1: displacement; 2: quickened stinking cloud;
3: quickened cloudkill.
GAVIDYA
Gavidya the Numberless is a cloaked ffgure who has no
fewer than six faces at all times, each forming from folds on
his scalp before gravitating toward the center of his head
and competing to be eaten by his smiling mouth. His cult
establishes false prophets who undermine religions with
apostasy and internecine conffict before spreading like
viruses to other faiths.
Obedience: Count the bearings inside a sap, assigning each
the name of someone you know and intend to indoctrinate or
deceive. Gain a +4 profane bonus on Bluff checks to tell lies
and on saving throws against divination effects.
Boons: 1: glibness; 2: create greater mindscapeOA; 3: microcosmOA.
HYDIM
Hydim appears as an emaciated man with a face on the front
and the back of his head. Each of his arms ends in a pair of
hands with separate wrists that bend in opposite directions.
He was born from the ravenous hunger of a nation where a
ffckle god accidentally created a devastating famine.
Obedience: Consume 13 pages from a sacred text. Gain a
+4 profane bonus on saving throws against effects that cause
exhaustion, fatigue, hunger, or pain.
Boons: 1: extended feast of ashesAPG; 2: insanity; 3: maze of
madness and sufferingHA.
IORAMVOL
Ioramvol suffered countless deaths via falls, premature
burial, and rockslides before ffnally being reborn as Ioramvol
with the Mouth Full of Boulders. He appears as a lumbering,
tattooed colossus pierced with shards of rock, and he is
capable of spitting jagged rocks from his toothless maw.
Obedience: Partially bury yourself in dirt or gravel while
meditating. Gain a +4 profane bonus on saving throws
against earth effects and petriffcation.
Boons: 1: spiked pit
APG; 2: statue; 3: clashing rocksAPG.
MAEHA
Maeha, the Father of False Words, gathers abandoned
demiplanes into an astral constellation known as the Haven
of Lost Hope. He appears as a night-black serpent with a row
of 13 whispering faces along his upper belly.
Obedience: Don the guise of a nonevil priest, and spend
1 hour proselytizing and distributing poisoned food to the
poor. Gain a +4 profane bonus on saving throws against
spells with the chaotic or good descriptors.
Boons: 1: deeper darkness; 2: plane shiff; 3: imprisonment.
ONAMAHLI
Once the herald of a departed goddess of beauty, Onamahli
tore herself in half in a vain attempt to match impossible
expectations and ffed screaming incoherently. Onamahli is
known now as the Twice Pure, and her two halves compete
with one another to this day, contemplating the paradoxes of
competing divine truths.
Obedience: Spend 1 hour using cosmetics, scariffcation, or
other means to decorate the leff side of your body differently
from your right side. Gain a +4 profane bonus on saving
throws against charm effects.
Boons: 1: extended mirror image; 2: insanity; 3: divide mindOA.
RAHU
Rahu appears as the severed head of an immense serpent, yet
he remains capable of supernatural ffight. His cult sees his
work in every execution and every eclipse, viewing both as
expressions of gluttony for life and light.
Obedience: Behead a serpent and offer its head to the
rising sun. If no serpent is available, you must undertake
a ritual that symbolizes severing your own head with a
silver knife (this deals 1 point of damage). Gain a +4 profane
bonus on saving throws against blindness and visionbased effects.
Boons:
1: create food and water; 2: plundered powerHA; 3: power
word kill.
RYTARA
Rytara appears as a four-headed snake, with three eyes on
each face. Through her third eyes, she can view the most
frightening memory of those she meets—so that she may
cause those fears to be relived.
Obedience: Think back upon a frightful memory and
immerse yourself in growing terror. Gain a +4 profane bonus
on saving throws against fear effects.
Boons: 1: arcane sight; 2: phantasmal revengeAPG; 3: weird.
TARAKSUN
The Awakener of Wrath is born in the dreaming minds of
those whose anger has no outlet, particularly those who
have been imprisoned or oppressed to the point of losing all
hope. He appears as a headless, four-armed man; countless
screaming faces swirl in the roiling cloud of black smoke
spewing from the ragged stump of his neck.
Obedience: Bind yourself tightly with cords of woven hair
and then lull yourself into anger-fflled dreams for an hour.
Gain a +4 profane bonus on saving throws against paralysis
and sleep effects.
Boons: 1: deeper slumber; 2: night terrorsHA; 3: dream voyageOA.
ZURAPADYN
The feline Beast Who Waits in Smoke, Zurapadyn revels
in any act of ffery puriffcation performed for misguided
reasons. He occasionally leaves the immense hellffre volcano
he calls home in order to leap out from pyres and set ffre to
temples run by self-important acolytes.
Obedience: Steal something of sentimental value, burn it,
and place the ashes where the owner will ffnd them. Gain a
+4 profane bonus on saving throws against ffre effects.
Boons: 1: ffreball; 2: delayed blast ffreball; 3: meteor swarm.
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占坑
-
链魔喧主kyton demagogues
链魔的宗师是诸多位面中最大胆的探索者、艺术家和研究者。祂们摈弃道德与禁忌的约束,在无数亵渎的领域中追求祂们的完美。链魔执链者并不在意失去肢体或生命,祂们更重视突破界限与对未来的愿景。链魔执链者人数众多,这里介绍的九位是格拉利昂的宗教学者最为熟悉的。
和其他半神相比,链魔执链者不会炫耀自己的力量。所有的链魔执链者都是守序邪恶,等级从CR26到CR30不等。祂们给予的神恩没有其他炼狱半神那么复杂。其神恩表现为每天可用一次的类法术能力。
阿罗格斯AROGGUS
在格殷永背叛后,阿罗格斯作为链魔的长老之一将其族人从地狱迁往了阴影位面。祂建立里纳韦尔修道院,一个充满荒谬且千变万化的半物理之地,若有必要链魔可以在此永恒地躲藏起来。经年岁月后修道院的缔造者和此地融为一体,无论是这里的受害者、祂的追随者还是祂自身都陷入了复仇的执妄中,不断完善着唯一真正的复仇。(格殷永我看了原本也不是链魔啊,那他们迁徙有关联吗?还有怎么也看不到他们仇恨什么啊。。。。)
神职 可能性、复仇、庇护所
领域 邪恶、守序、保护、诡术
子域 欺骗、防御、恐惧、暴政
偏好武器 战锤
仪典 记录下仇人的名字,写满一页,然后将纸吞掉。你在对抗胁迫效果时豁免获得+4亵渎加值。
神恩 1.回避侦测 2.力场监牢 3.禁锢术
巴拉沃克莱尔BARRAVOCLAIR
终息女士将祂死前最后一刻化为了永恒。巴拉沃克莱尔在死亡的瞬间获得了成功,在灵肉分离之时获得了升华。
神职 老人、宿命论、复活
领域 死亡、邪恶、医疗、守序
子域 杀戮、亡灵、复原、回生
偏好武器 战剃刀
仪典 屏住呼吸知道自己几乎晕倒。你在对抗溺水和吸入毒素时豁免获得+4亵渎加值。
神恩 1.死者交谈 2.复生术 3.缚魂术
法拉亚斯FHARAAS
正如人可以从年轮读出树木成长的年月,肌肤先知的信徒也可以通过肌肤内侧的肌理与纹路推测出凡人的过往。他们有的人宣言杀手与受害者之间存在宿命的关联,所以在受害者身上也可以映照出杀手的生命。
神职 经验、谋杀、花纹
领域 邪恶、知识、守序、安眠
子域 先祖、恐惧、记忆、灵魂
偏好武器 战斧
仪典 研究新鲜的断肢内部。你对造成低于6点的流血伤害免疫。
神恩 1.锐锋术 2.灵视 3.预警术
茵卡雷亚斯INKARIAX
沉寂、孤寂和静止方是最完美的状态。White Death深知完美的稍瞬即逝并试图保护它。无论是极寒之地,华丽的地窖还是星空深处,frozen-fingered茵卡雷亚斯都致力于囤积并保护各种奇珍异宝,幽雅曲谱和完美灵魂,让他们避免熵的摧残。
神职 绝对零度、保存、孤寂
领域 邪恶、守序、虚空、水
子域 冰、孤寂、恐惧、奴役
偏好武器 带刺铁手套
仪典 清点你囤积的事物,一边清点一边念出你为他们取的独特名字。你在低于石化或麻痹效果时豁免获得+4亵渎加值。
神恩 1.雪风暴 2.隔离术 3.心像囚笼
凯基顿KAIKYTON
凯基顿是灵魂的拼合者,也是肌肤的缝合者,祂致力于将各个部位接合成一个整体。缝针者在黑暗时代就在格拉利昂留下了祂的记号—祂建造的峡谷城市Kagalko。自那时起,迦伦德南部的Choir Vales便变为了绵延数英里的锋利山脊Kyton Lace
神职 实验、物理融合、缝合
领域 团队、土、邪恶、守序
子域 家族、恐惧、铁、暴政
偏好武器 刺链
仪典 花一小时缝合凡人的肉身。被缝合的生物会获得其一半HD的临时生命值(持续24小时或直到失去)你会知道他何时失去临时生命值。
神恩 1.塑石术 2.高等变形术 3.形体变化
莫罗巴恩MORROBAHN
寄生之种深知冗余才是唯一的保险。祂在无数广阔的土地上培育出完美的生命—完美的歌者、完美的繁衍者、完美的杀手。他在力图将自己的造物繁衍到新的家园,确保任何灾难都无法将这完美之物抹消。
神职 入侵、扩散、冗余
领域 动物、邪恶、守序、旅行
子域 探索、恐惧、飞羽、毛兽
偏好武器 重型链枷
仪典 找到两个相同类型的生物(如动物、昆虫、人类等)让他们死斗。你在CMD上获得+2亵渎加值。
神恩 1.召唤自然盟友III 2.高等传送术 3.召唤怪物 IX
雷托格什RAETORGASH
世界的历史刻画在岩石上,生命的历史雕琢在骨骼上。雷托格什从无数生命的缓慢进化中参悟了完美的途径。在生物的变异中,在永恒地变化中,在骨头的记录中,骨骼贮藏者从中回眸过去,占卜未来。祂注视着所有可以趋于完美的血统、物种和世界。如果有所发现祂会将其收藏并期待着他的成长—但若找到的是残次品祂会将其终结。
神职 进化、变异、头骨
领域 邪恶、医疗、守序、机运
子域 诅咒、天命、恐惧、复原
偏好武器 戟
仪典 花一小时清洁并思考你收藏的头骨。你在抵抗能量吸取和负能量效果时豁免获得+4亵渎加值。
神恩 1.吸血鬼之触 2.灰飞烟灭 3.吸能术
苏格洛兹SUGROZ
肉体毫无美感。呐喊之声试图成为抛却肉身,只需要呼吸、歌唱和思考的存在。祂几乎抛弃了全部肉体,纸保留了颂唱福音所必须得部分。祂虔诚的信徒追求着音乐的奥秘,并将肉体转化为崇高的容器。
神职 极乐、短促、没有实体
领域 气、邪恶、守序、高贵
子域 恐惧、领导、殉难、风
偏好武器 捕网
仪典 吟诵你的名字或生平事迹一小时。在对抗音波效果时豁免获得+4亵渎加值。
神恩 1.塑声术 2.幻化灵体 3.真言术 死
维维洛Vevelor
祂原本并非链魔,但破碎之梦因受指点而自愿成为链魔,并登上了完美的巅峰。祂美丽又危险,现在则是一个半阴影状态的带翼梦魇,如同充满了机会与胆魄的dark spectrum(想不到怎么翻了。。。)祂唾弃宿命,并引导他人发觉祂眼中的潜能。未来是毁灭还是成功皆因人而异,但最有价值之人—也是最稀少的那部分人—将会与祂一同超脱。
神职 自由的幻觉、潜能、超脱
领域 毁灭、邪恶、守序、解放
子域 自由、革命、奴役、折磨
偏好武器 长鞭
仪典 回想昨日你如何以意想不到的方式改写了他人的日常(这应是一个痛苦的改变)你在抵抗魅惑效果时豁免获得+4亵渎加值。
神恩 1.人类定身术 2.窃取伟力 3.解锢术
(https://s3.bmp.ovh/imgs/2024/07/08/4da25c6b436d341a.png)
KYTON DEMAGOGUES
The principals of the kyton race number among the
planes’ most audacious explorers, artistes, and scientists.
Constrained by neither morals nor taboos, kyton demagogues
pursue perfection in myriad profane ffelds. Lost limbs and
lives mean little to the kyton demagogue—only the next
boundary to shatter and the promise of what could be. The
kyton demagogues are legion, but nine of those best known
to Golarion’s cultic scholars are presented here.
Kyton demagogues are far less likely than other ffendish
demigods to ffaunt their power. All kyton demagogues are
lawful evil and range in power from CR 26 to CR 30. The
boons they grant are less complex than those granted by
other ffendish demigods, manifesting as spell-like abilities
each usable once per day.
AROGGUS
Following Geryon’s betrayal, Aroggus was one of the elder
kytons who led his people from Hell into the darkness of
the Plane of Shadow. There he raised the Abbey of Nevers,
a half-physical kaleidoscope of impossibilities where the
kytons could hide forever if necessary. In the ages since, the
Abbey Maker has become one with his refuge, indulging his
victims, his followers, and himself in inescapable delusions
of retribution, ever perfecting the one true revenge.
Obedience: List the names of those who have wronged
you until the writing covers a page, then consume the
parchment. Gain a +4 profane bonus on saving throws to
resist compulsion effects.
Boons: 1: nondetection; 2: forcecage; 3: imprisonment.
BARRAVOCLAIR
The Lady of the Final Gasp has stretched her last breath into
an eternity. Stealing years of life from countless mortals,
Barravoclair seeks triumph in the moment of expiration,
merging exaltation with the parting of spirit and ffesh.
Obedience: Practice breath control, holding your breath
until you nearly pass out. Gain a +4 profane bonus on checks
to resist drowning and on saves against inhaled poisons.
Boons: 1: speak with dead; 2: resurrection; 3: soul bind.
FHARAAS
As one might read a tree’s years in the exposed rings of its
stump, followers of the Seer in Skin divine all a mortal’s days
by scrutinizing the whorls and layers within its ffesh. Some
even teach that, if a destined bond exists, a killer’s life is
reffected in a victim’s fateful meat.
Obedience: Study the interior of a freshly severed limb.
You are immune to bleed effects that deal 6 damage or less.
Boons: 1: keen edge; 2: vision; 3: foresight.
INKARIAX
Stillness, solitude, and stasis: these are the true perfections.
The White Death knows the ffeetingness of perfection and
seeks to preserve it. Whether in lands gripped by ice, ornate
vaults, or deepest space, frozen-ffngered Inkariax hoards and
protects all manner of beautiful treasures, singular notes,
and perfect souls against the ravages of entropy.
Obedience: Inventory your collection of hoarded
knickknacks, reciting your unique name for each item as you
do. Gain a +4 profane bonus on saving throws to resist effects
that would petrify or paralyze you.
Boons: 1: sleet storm; 2: sequester; 3: microcosmOA.
KAIKYTON
A joiner of souls and uniffer of skins, Kaikyton seeks to
merge parts into greater wholes. The Stitchweaver leff her
mark upon Golarion during the Age of Darkness when she
created the canyon city of Kagalko. Ever since, the Choir
Vales of Southern Garund have been marred by the mileslong
march of razor-sharp ridges known as Kyton Lace.
Obedience: Spend an hour stitching mortal ffesh. The
creature you stitch gains a number of temporary hit points
equal to half its Hit Dice (lasting 24 hours or until lost). You
know when any of these hit points are lost.
Boons: 1: stone shape; 2: greater polymorph; 3: shapechange.
MORROBAHN
The Parasite Seed knows that redundancy is the only
insurance. Across countless expanses, it has cultivated perfect
beings—perfect singers, perfect reproducers, perfect killers.
Now it seeks to propagate them to new homes, assuring that
no one calamity can wipe out said perfection.
Obedience: Find two similar creatures
of any type (animals, insects, people,
etc.) and make them ffght to the death.
Gain a +2 profane bonus to your CMD.
Boons: 1: summon nature’s ally III;
2: greater teleport; 3: summon monster IX.
RAETORGASH
As the history of a world is written in stone, the
history of life is written in bone. Raetorgash reads
the trajectory of perfection in the slow evolution of
countless beings. In mutations, in ages-long changes, in
the story of bones, the Skull-Hoarder sees the past and
predicts futures. She searches for bloodlines, species, and
worlds that may be perfected. What she ffnds, she keeps,
anticipating greatness—but those she ffnds lacking she ends.
Obedience: Spend an hour cleaning and considering
your collection of skulls. Gain a +4 profane bonus on saving
throws to resist energy drain and negative energy effects.
Boons: 1: vampiric touch; 2: destruction; 3: energy drain.
SUGROZ
There is no beauty in meat. The Voice in Screams seeks to
defy physicality and become a being of breath, song, and
thought. She has stripped away nearly all of her physical
being, retaining only what she needs to whisper
her gospel. Her most devout adherents seek the
mysteries of music and transform their bodies
into vessels of the sublime.
Obedience: Sing your name or events from
your life for an hour. Gain a +4 profane bonus
on saving throws to resist sonic effects.
Boons: 1: sculpt sound; 2: ethereal jaunt;
3: power word kill.
VEVELOR
The Broken Dream was shown the path. He did not begin
as a kyton, but he became one of his own volition and rose
to the summit of perfection. A beauteous calamity, Vevelor
is a winged nightmare of semi-shadows, a dark spectrum
of possibilities and daring. He rails against predestination
and seeks to guide others to his unique vision of potential.
Should such lead to ruin or triumph is for the individual
to decide, but the most worthy—a singular few—might join
him in exaltation.
Obedience: Meditate on how you changed someone’s
daily routine in an unexpected way the previous day (this
should be a painful change). Gain a +4 profane bonus on
saving throws to resist charm effects.
Boons: 1: hold person; 2: plundered powerHA; 3: freedom.
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雄霸魔由角魔进化而来,并以地狱之名征服凡世。炼狱有着诸多雄霸魔,以下仅介绍12位较为出名的存在。
雄霸魔的权柄仅次于炼狱大公,他们皆是守序邪恶阵营,CR从21到25不等。祂们赋予的神恩并没有大魔鬼所给予的神恩那么复杂,表现为类法术能力,每人每天可以使用两次。
亚利几诺ALICHINO(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
臭名昭著的受囚小丑王子(丑王?)用高超的诡计和伪装诱惑凡人。据说亚利几诺由十数种不同的声调和上百张迥异的面孔。
神职 欺诈,疯狂,王权
领域 邪恶,守序,狂乱,诡术
子域 欺骗,魔鬼,疯狂,盗窃
偏好武器 匕首
仪典 讲一个关于卑劣暴力或残忍的冷笑话,然后狂笑到喘不过气。你在对抗影响心灵效果时豁免获得+4加值。
神恩 1.变身术 2.困惑术 3.群体暗示术
巴巴利却BARBARICCIA(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
恐怖之父是一位古老且难以捉摸的魔鬼,据说祂诞下了一个军团的邪恶生物,并让他们致力于征服所有自然之地。
神职 繁衍,掠食者,屠戮
领域 动物,邪恶,守序,植物
子域 魔鬼,恐惧,毛兽,滋长
偏好武器 带刺铁手套
仪典 使用从可怕猎食者收割的牙齿或利爪,撕碎你最近杀死的生物之血肉。你在对抗力场效果时豁免获得+4亵渎加值。
神恩 1.召唤自然盟友II 2.召唤自然盟友IV 3.召唤自然盟友VI
加惹索Cagnazzo(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
灵魂猎手跨越诸多凡人世界以屠杀那些发对祂和地狱血腥征服计划之人。
神职 躲避,恐惧,谋杀
领域 死亡,邪恶,守序,旅行
子域 魔鬼,杀戮,灵魂,交易
偏好武器 短剑
仪典 对敌人立下漫长的血誓。你在对抗恐惧效果时豁免获得+4亵渎加值。
神恩 1.死亡丧钟 2.恐惧术 3.重伤术
加卡比那Calcabrina(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
暮光女士领导麾下以非肉体的方式实现侵略。祂对梦境有着强大的掌控力。
神职 梦境,疯狂,神秘
领域 邪恶,知识,守序,狂乱
子域 魔鬼,疯狂,记忆,梦魇
偏好武器 反曲刀
仪典 写下你做过的骇人的噩梦,并将纸条放在公共场所让别人发现。你在对抗魅影幻觉时豁免获得+4亵渎加值。
神恩 1.误导术 2.困惑术 3.隐匿之纱
切尔奇亚托CIRCIATTO(出处未明)
切尔奇亚托及贪吃又冷漠,祂会吃掉所有阻碍祂的人,甚至暴食奴隶主还会将尸体呕出将其变为亡灵仆从。
神职 暴食,贪婪,亡灵
领域 死亡,邪恶,守序,魔法
子域 魔鬼,恐惧,奴役,亡灵
偏好武器 战锤
仪典 吃下腐烂或变质的食物然后呕出,让尽可能多的人看到。你在对抗疾病效果时豁免获得+4亵渎加值。
神恩 1.命令死灵 2.操纵死尸 3.唤起死灵
达其惹索Draghignazzo(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
毁灭魔龙与其同胞兄弟司加密林Scarmiglione居住在一座雄伟的地狱城堡中。
神职 毁灭,怪物,耐心
领域 毁灭,土,邪恶,守序
子域 天灾,窟,魔鬼,龙
偏好武器 巨斧
仪典 匍匐在你能找到最热闹的地方(什么鬼?)你在对抗魔法睡眠效果时豁免获得+4亵渎加值。
神恩 1.人类定身术 2.召唤怪物IV 3.解离术
发发累罗Farfarello(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
被遗忘者领主没有肉体,这位极度邪恶的灵体只会出没在发生过大规模屠杀之地(巫妖王?)
神职 古老,死亡,迷雾
领域 死亡,邪恶,知识,守序
子域 魔鬼,记忆,杀戮,思想
偏好武器 钉头锤
仪典 躺在坟墓之上并幻想主人麾下的亡灵们将造成的破坏。你在对抗死亡效果时豁免获得+4亵渎加值。
神恩 1.云雾术 2.重雾术 3.酸雾术
格拉非冈GRAFFIACANE(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
虫群领主可以附身在主物质位面的害虫和虫群之上,以其眼而视,以其尖牙利爪而传递自己的意志。
神职 腐败,飘忽。害虫
领域 动物,邪恶,守序,机运
子域 诅咒,魔鬼,恐惧,毛兽
偏好武器 手里剑
仪典 在平静之地释放一群黄蜂。你在对抗会导致反胃的法术和效果时豁免获得+4亵渎加值。
神恩 1.飞虫走兽 2.巨虫术 3.假象术
利比谷谷Libicocco(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
传说傲慢的风之女士曾是一个古老联盟的成员,该联盟由四位致力于征服整个主物质位面的雄霸魔组成。
但如今祂背弃了死去的盟友,开始致力于毁灭一切美好事物。
神职 愤怒,暴力,风
领域 气,毁灭,邪恶,守序
子域 天灾,魔鬼,狂暴,风
偏好武器 弯刀
仪典 粉碎任何艺术品,并将其碎片分撒到四个不同的角落。你在对抗变化效果时豁免获得+4亵渎加值。
神恩 1.造风术 2.咆哮术 3.人肉炮弹
马纳果达Malacoda(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
地平线的掠夺者已知征服了八个世界,他的信徒都是格拉利昂位于政治权利顶端之人。
神职 征服,残忍,武艺
领域 邪恶,守序,力量,战争
子域 魔鬼,凶猛,战术,暴政
偏好武器 重剑
仪典 挥舞你主的圣徽,讲述你征服敌人的战术。你在对抗影响心灵效果时豁免获得+4亵渎加值。
神恩 1.阵营武器(仅守序或邪恶) 2.极度绝望 3.转变术
路比冈德Rubicante(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
路比冈德全身都是燃烧着的锈铁,路比冈德据说可以与祂的信徒进行理智且平和的沟通。在格拉利昂已经失落的国度瑟西隆Thassilon长红者曾被广泛地信奉着。
神职 火,荣誉,高贵(这真的魔鬼?)
领域 邪恶,火,荣耀,守序
子域 灰烬,魔鬼,诚实,烟幕
偏好武器 星刃
仪典 站在燃烧的炭火上,讲述高温和烈焰时如何淬炼你的意志使你成为祂更强大的追随者。你在对抗火焰效果时豁免获得+4亵渎加值。
神恩 1.火球术 2.火墙术 3.游荡烈焰
司加密林Scarmiglione(神曲,於地狱第8圈第5沟惩罚生前贪污与诈欺的亡灵的十二名魔鬼集团)
苍白之契是毁灭魔龙达其惹索Draghignazzo的同胞兄弟,祂与兄弟居住在一起,引诱旅行者和凡人落入恶龙的魔爪。
神职 欺骗,毒药,诱惑
领域 魅惑,邪恶,守序,水
子域 欺骗,魔鬼,情欲,毒液
偏好武器 手弩
仪典 编织谎言以美化自身和你信奉的存在,在不说出其真名情况下暗示信奉存在昭示的辉煌真理。你在对抗基于语言的效果时豁免获得+4亵渎加值。
神恩 1.侦测思想 2.毒击术 3.隐匿之纱
(https://s3.bmp.ovh/imgs/2024/08/16/e9bdf72bef20ed05.png)
MALEBRANCHE
Malebranche are horned devils transformed so as to conquer a mortal world in Hell’s name. Many malebranche exist in Hell’s ranks, and the 12 detailed below are merely the best known.
Malebranche occupy a tier of power just below infernal dukes. All malebranche are lawful evil and range in power from CR 21 to CR 25. The boons they grant are less complex than those granted by archdevils, manifesting as spell-like abilities usable twice per day each.
ALICHINO
The infamous Jester Prince of the Cage tempts mortals using masterful trickery and disguises. It’s said that Alichino has a dozen different voices and a hundred different faces.
Obedience: Tell a joke with a sadistic punch line involving abject violence or cruelty, and laugh maniacally at it until you’re out of breath. Gain a +4 bonus on saving throws against mind-affecting effects.
Boons: 1: alter self; 2: confusion; 3: mass suggestion. BARBARICCIA
An ancient and unpredictable fiend, the Fearsome Father is said to be the sire of an entire army of evil creatures with their sights set on conquering various natural places.
Obedience: Use the harvested teeth or claws of a fearsome predator to shred the flesh of a creature you recently killed. Gain a +4 profane bonus on saving throws against force effects.
Boons: 1: summon nature’s ally II; 2: summon nature’s ally IV; 3: summon nature’s ally VI.
CAGNAZZO
The Hunter of Souls races across mortal worlds, slaughtering those who oppose his and Hell’s plans of bloody conquest.
Obedience: Swear a lengthy blood oath against an enemy. Gain a +4 profane bonus on saving throws against fear effects.
Boons: 1: death knell; 2: fear; 3: harm. CALCABRINA
The Mistress of Twilight leads her armies in acts of manipulation rather than physical aggression. She has great power over dreams.
Obedience: Inscribe a heinous nightmare you have had, and leave the note in a public place for another to find. Gain a +4 profane bonus on saving throws against phantasms.
Boons: 1: misdirection; 2: confusion; 3: veil. CIRCIATTO
Circiatto is an exceptionally gluttonous and ruthless fiend who consumes all enemies who stand in his way. Worse, the Glutton Slaver then vomits them back up as undead servants.
Obedience: Consume rotten or spoiled food, then vomit it up where as many people as possible will find it. Gain a +4 profane bonus on saving throws against disease.
Boons: 1: command undead; 2: animate dead; 3: create undead. DRAGHIGNAZZO
The Devil-Dragon of Devastation inhabits a mighty infernal castle with Scarmiglione, his sibling and fellow malebranche.
Obedience: Lie prostrate in an area with the most bustling activity you can find. Gain a +4 profane bonus on saving throws against magical sleep effects.
Boons: 1: hold person; 2: summon monster IV; 3: disintegrate.
FARFARELLO
The Lord of the Forgotten has no corporeal form and is instead an intensely malevolent spirit haunting areas where massive slaughters have occurred.
Obedience: Contemplate the terror an army of your lord’s spirits might wreak while reclining atop a grave. Gain a +4 profane bonus on saving throws against death effects.
Boons: 1: fog cloud; 2: solid fog; 3: acid fog.
GRAFFIACANE
The Swarm Lord is said to be able to possess vermin and vermin swarms on the Material Plane, seeing through their eyes and enacting his will through their claws and teeth.
Obedience: Release a cloud of wasps in the midst of a peaceful situation. Gain a +4 profane bonus on saves against spells and effects that would cause the nauseated condition.
Boons: 1: summon swarm; 2: giant vermin; 3: mislead. LIBICOCCO
It is said that the Prideful Lady of the Winds was once part of an ancient alliance of four malebranche dedicated to conquering entire planets on the Material Plane.
She broke with her now-slain allies to pursue the
utter destruction of all that’s good.
Obedience: Smash any work of art and scatter its pieces into four opposing corners. Gain a +4 profane bonus on
saving throws against transmutation effects.
Boons: 1: gust of wind; 2: shout; 3: enemy
hammerAPG.
MALACODA
The Despoiler of Horizons is known to have
conquered eight worlds and has devotees
among the most politically powerful individuals
on Golarion.
Obedience: Brandish your unholy symbol and recount the tactics you will use to conquer your enemies. Gain a +4 profane bonus on saving throws
against mind-affecting effects.
Boons: 1: align weapon (lawful or evil only); 2: crushing
despair; 3: transformation.
RUBICANTE
An infernal fiend made of flame-shrouded rust, Rubicante
is said to speak words of seeming sense and peace to his worshipers. He Who Grows Red was widely venerated in the fallen realm of Thassilon on Golarion.
Obedience: Stand on smoldering coals. Recount how the heat and flames harden your resolve and make you a stronger follower of your liege. Gain a +4 profane bonus on saving throws against fire effects.
Boons: 1: flaming sphere; 2: wall of fire; 3: contagious flameAPG.
SCARMIGLIONE
The sibling of the monstrous malebranche Draghignazzo, the Pale Promise also inhabits his brother’s realm and lures travelers and mortals into the devil-dragon’s clutches.
Obedience: Weave a fabric of lies glorifying yourself and your malebranche liege, but never name him, instead hinting at glorious truths your faith reveals. Gain a +4 profane bonus on saving throws against language-dependent effects.
Boons: 1: detect thoughts; 2: poison; 3: veil.
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占坑
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鬼大名 ONI DAIMYO
恶鬼中的鬼神即为鬼大名,祂们都在主位面的偏远之地称霸一方。虽然他们已经超越弱小的同类成为接近半神的存在,但祂们并不夸耀自己的力量,而是喜欢居住在广袤天夏大陆的一隅。
鬼大名皆是邪恶阵营,但守序、中立及混乱三者皆有。祂们的CR从21到25不定,祂们给予的神恩没有其他下层位面半神那么复杂,其表现为每人每天可以使用两次的类法术能力。
阿库玛 Akuma
角王居于凌乘西北深山老林的一座隐秘佛塔中。祂是一位长有七只角和三只眼的食人魔法师。
阵营 守序邪恶
神职 战斗,荣耀,武术
领域 邪恶,荣耀,守序,战争
子域 鲜血,恐惧,诚实,战术
偏好武器 徒手打击
仪典 练习武术招式。你的CMD获得+4亵渎加值。
神恩 1.熊之坚韧 2.神能 3.转变术
奇蒙CHIMON
血狩是狡猾的追踪者,伏击大师和精英捕猎者。祂以浑身箭孔,鲜血不断流出的食人魔法师形象潜行在广袤的神灵之森中。
阵营 中立邪恶
神职 伏击,狩猎,陷阱
领域 手艺,邪恶,旅行,诡术
子域 构装,欺骗,探索,疲累
偏好武器 长弓
仪典 以血为墨,书写复杂的伏击或陷阱计划。先攻检定获得+2亵渎加值。
神恩 1.寻找陷阱 2.高等隐形术 3.剑刃护壁
古尤库GUYUKU
海魔居住在明海南部的致命岛屿附近的水中洞窟,祂是一个皮肤蓝色,下半身如同鳗鱼的独眼女子。
阵营 混乱邪恶
神职 海盗,茶道,海啸
领域 混乱,邪恶,力量,水
子域 熵,恐惧,凶猛,海
偏好武器 九环大刀
仪典 在海边或蒙着眼睛表演茶道。在对抗基于水效果时豁免获得+4亵渎加值。
神恩 1.水流术 2.操纵水位 3.英雄宴
英玛INMA
最强的恶鬼大名莫过于寰世女帝。祂的堡垒位于恶鬼统治的楚業最高山峰下的一处隐蔽山谷中。其外表是一个皮肤黢黑,有着三只眼睛四只手臂的虚巨鬼。
阵营 守序邪恶
神职 财富,折纸,奴役
领域 团队,邪恶,守序,高贵
子域 家族,家园,领导,暴政
偏好武器 武士刀
仪典 用精美的折纸折出你想要统治之人的外形。你在对抗影响心灵效果时豁免获得+4亵渎加值。
神恩 1.创造宝图 2.魅惑怪物 3.延时支配人类
穆罗娜MURONNA
暗母是一个体态轻盈,皮肤灰白的食人魔法师。传说祂居住在明海首都川西的地下某处。
阵营 中立邪恶
神职 日蚀,日落,看不见的东西
领域 黑暗,邪恶,太阳,诡术
子域 白昼,欺骗,暗夜,盗窃
偏好武器 锁镰
仪典 蒙上双眼背对夕阳,在脑海构思若次日太阳不再升起世界将会变成怎样。你在对抗目盲和基于视觉的效果时豁免获得+4亵渎加值。
神恩 1.目盲/耳聋术 2.高等隐形术 3.假象术
那咤迦NATAKA
对赤王而言烟是最甜蜜的香气。祂高大英俊,长着两张嘴和四只眼,祂居住在唐马与舍诲交界的焦谷之中。
阵营 中立邪恶
神职 干旱,森林大火,香水
领域 毁灭,邪恶,火,天气
子域 纵火,天灾,季节,烟幕
偏好武器 弯刀
仪典 在火圈中冥想,并定时向火焰中加入香料。你在对抗火焰效果时豁免获得+4亵渎加值。
神恩 1.火焰刀 2.延时尘埃之饮 3.极效火球术
昂米尤扎ONMYUZA
肉身妙妓令人迷醉,祂也醉心于一切肉身的放纵。即便是最浪荡的狂欢者都会因祂自认平常的行径而羞红。祂居住在過峽地下的某个隐秘建筑中,其外表是一个美丽且有着大量纹身的三眼食人魔法师,不过祂的第三只眼被三个穿过其眼皮的金环而掩盖。
阵营 混乱邪恶
神职 狂欢,清酒,刺青
领域 混乱,魅惑,邪恶,符文
子域 语言,情欲,狂欢,守护
偏好武器 虎牙刺
仪典 用蘸过清酒的针尖轻轻描绘纹身的线条。你在对抗困惑、力竭和疲乏效果时豁免获得+4亵渎加值。
神恩 1.欲火焚身 2.怨毒反击 3.群体暗示术
丑寅USHITORA
鬼门守居住在高領北部偏远的裂谷深处。祂看守着神秘的鬼门关,也只有祂知道其钥匙的藏身之处,以及若鬼门关被打开后世界将会面临怎样的灾厄。祂是一位四臂的虚巨鬼,挥舞着两把金镶玉的巨大金碎棒。
阵营 混乱邪恶
神职 地震,钥匙,蓄意破坏
领域 混乱,毁灭,土,邪恶
子域 天灾,熵,铁,狂暴
偏好武器 金碎棒
仪典 将钥匙埋入地里,在冥想后取出钥匙。你在对抗土效果时豁免获得+4亵渎加值。
神恩 1.敲击术 2.故障术 3.地动术
乌苏梅UZUMAE
冰封的乌苏梅居住在天境之牆极北山脉,一座由冰川的核心所雕琢而成的堡垒之中。据说寒风在穿过其领地尖塔时传出的声音会引诱迷失的旅人走向死亡。北境大名的外表是一个皮肤被冻伤,牙齿和指甲如同冰柱一般的骇鬼。
阵营 守序邪恶
神职 暴风雪,冰封幽魂,饥饿
领域 死亡,邪恶,守序,水
子域 恐惧,冰,杀戮,亡灵
偏好武器 软剑
仪典 冥想在雪地里饿死的感觉,但你不需要真的经受饥饿或身处雪地,但没缺少一个条件你便需对自己照成1d4伤害以自我鞭笞。你在对抗寒冷效果时豁免获得+4亵渎加值。
神恩 1.冻寒金属 2.冰风暴 3.冰封法球
亚布YABU
这位Kazan火山领主居住在休眠火山的火山口处。其外表是一个肌肉发达,长有巨大獠牙和石质皮肤的火巨鬼。
阵营 中立邪恶
神职 诅咒,承诺,火山
领域 毁灭,邪恶,火,机运
子域 灰烬,天灾,诅咒,烟幕
偏好武器 流星锤
仪典 焚烧一个小型建筑模型,并在烟雾中冥想。你在对抗火焰效果时豁免获得+4亵渎加值。
神恩 1.占卜术 2.火山暴 3.强效诅咒
(https://s3.bmp.ovh/imgs/2024/09/04/2ffae1bea6246307.png)
ONI DAIMYO
The most powerful oni, the oni daimyo, hold their domains in isolated regions of the Material Plane. While they have transcended their lesser incarnations to become something close to demigods in stature, they do not flaunt their power and prefer to dwell in remote corners of the massive land of Tian Xia.
Oni daimyo are always evil in alignment but can be chaotic, lawful, or neutral. They range in power from CR 21 to CR 25. The boons they grant are less complex than those granted by fiendish demigods, manifesting as spell-like abilities usable twice per day each.
AKUMA
The so-called Horned King dwells within the deep forests of northwestern Lingshen in a hidden pagoda. He appears as a wiry, three-eyed ogre mage with seven horns.
Obedience: Practice martial art stances and routines. Gain a +4 profane bonus to CMD.
Boons: 1: bear’s endurance; 2: divine power; 3: transformation. CHIMON
The Hunter of Blood is a cunning stalker of prey, master of ambushes, and skilled trapper. He stalks the vast expanse of the Forest of Spirits, appearing as a flensed ogre mage whose arrow-perforated body constantly weeps blood.
Obedience: Draft plans for a complex ambush or trap using blood as ink. Gain a +2 profane bonus on Initiative checks.
Boons: 1: find traps; 2: greater invisibility; 3: blade barrier.
GUYUKU
The Sea Devil dwells in an underwater grotto amid the deadly isles of southern Minata and appears as a blue-skinned, one-eyed woman with the lower body of an eel.
Obedience: Perform a tea ceremony on the shore of an ocean or while blindfolded. Gain a +4 profane bonus on saving throws against water-based effects.
Boons: 1: slipstreamAPG; 2: control water; 3: heroes’ feast. INMA
The most powerful of the oni daimyo of Tian Xia is Inma, the Empress of the World. She dwells in a fortress nestled in a hidden valley under the highest peak in the oni-ruled nation of Chu Ye. She appears as dark-skinned, three-eyed, four-armed void yai.
Obedience: Craft delicate origami representing those you seek to rule over. Gain a +4 profane bonus on saving throws against mind-affecting effects.
Boons: 1: create treasure mapAPG; 2: charm monster; 3: extended dominate person.
MURONNA
The Dark Mother appears as a lithe ogre mage with gray skin. Rumor holds that she dwells in an underground complex somewhere below Minkai’s capital of Kasai.
Obedience: While blindfolded, turn your back to the setting sun and concentrate on what the world might be like should the sun fail to rise the next day. Gain a +4 profane bonus on saving throws against blindness and vision-based effects.
Boons: 1: blindness/deafness; 2: greater invisibility; 3: mislead.
NATAKA
To the Red King, there is no perfume sweeter than smoke. He appears as a towering, handsome fire yai with two mouths and four eyes, and he dwells in a scorched valley that lies in the mountainous border region between Dtang Ma and Xa Hoi.
Obedience: Meditate within a ring of fire while periodically casting incense into the flames. Gain a +4 profane bonus on saves against fire effects.
Boons: 1: flame blade; 2: extended cup of dustAPG; 3: maximized fireball.
ONMYUZA
Enthralling Onmyuza, the so-called Dancer in Flesh, revels in all things physical; even the most jaded, debauched reveler would blush at the extremes she takes for granted. She dwells in a hidden underground complex below the metropolis of Goka and appears as a beautiful and heavily tattooed three-eyed ogre mage (although her third eye is held shut by three golden rings that pierce both eyelids).
Obedience: Lightly trace the lines of your tattoos with the tip of a needle dipped in sake. Gain a +4 profane bonus on saving throws against effects that cause the confused, exhausted, or fatigued condition.
Boons: 1: unnatural lustUM; 2: spiteAPG; 3: mass suggestion. USHITORA
The Keeper of the Oni Gate dwells in the depths
of a remote rift in northern Kaoling, where she
guards the mysterious Oni Gate. Only Ushitora
knows where the keys to the Oni Gate lie hidden, or
what dread doom will unfold upon the world when
the gate is opened. She appears as a four-armed void
yai who wields two immense jade-and-gold tetsubos.
Obedience: Bury a key in the earth, and meditate over the site before retrieving the key. Gain a +4 profane bonus on saves against earth effects and being knocked prone.
Boons: 1: knock; 2: malfunctionUM; 3: move earth. UZUMAE
Frozen Uzumae dwells in a fortress
carved from the icy heart of a glacier in
the northernmost mountains of Tian Xia’s Wall of Heaven. It is said that the sound of the wind blowing across the spires of his realm lures lost travelers to their doom. The Daimyo of the North appears as a kuwa oni with frostbitten skin and icicles for teeth and fingernails.
Obedience: Meditate on the sensations of starving to death in the snow; you need not actually be starving or in the snow to do so, but for each of these conditions you lack, you must deal 1d4 points of damage to yourself via self-flagellation. Gain a +4 profane bonus on saving throws against cold-based effects.
Boons: 1: chill metal; 2: ice storm; 3: freezing sphere.
YABU
Yabu, the Lord of the Kazan Caldera, dwells in the throat of a dormant volcano. He appears as a muscular fire yai with large tusks and stony skin.
Obedience: Burn a small model of a building, and meditate on the smoke. Gain a +4 profane bonus on saving throws against fire effects.
Boons: 1: augury; 2: volcanic stormUM; 3: major curseUM.
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占坑
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罗刹邪仙Rakshasa Immortals
有一些罗刹机会在缘巧合下触碰到邪恶的本质,从而摆脱死亡和轮回,晋升为不朽的存在。这些罗刹因自己的力量而将自己视若神明。
与本书中描述的其他神系不同,罗刹邪仙没有传统意义上的领域,因为祂们只注重自己的荣光和力量。虽然每个罗刹邪仙都有着独特的外表与个性,但祂们对信徒的种族毫无兴趣。所有罗刹邪仙都可以连接相同的领域(动物,邪恶,守序,诡术)子域(欺骗,恐惧,毛兽,暴政)和共同的偏好武器(反曲刀)
罗刹邪仙都是守序邪恶的存在,挑战等级从CR21到25不等。祂们给予的神恩没有其他下层位面半神那么复杂,其表现为每人每天可以使用两次的类法术能力。
阿克沙,双息者 AKSHA
传说虎头人身的罗刹邪仙阿克沙原是一名术士,双息者用自己的灵魂与墨菲斯托费利斯交换了能随意射出地狱之火的能力。阿克沙有两张嘴,一张能发出柔和的嘶嘶声,一张能喷出可怕的腐蚀性火焰
仪典 点燃带香气的火炬,在烟雾中冥想。你在对抗火焰效果时豁免获得+4亵渎加值。
神恩 1.灼热射线 2.火焰护盾 3.燃烧之风
班恩达,吟屠者 BUNDHA
吟屠者是一个肥头大耳,长有六只獠牙和四只耳朵的罗刹邪仙,每天祂都会一边用雄浑但令人不安的男中音歌唱,一边活生生地屠戮祂的受害者。
仪典 将一块生肉切开一片片吃下,吃完一定要放声高歌。你在对抗疾病效果时豁免获得+4亵渎加值。
神恩 1.牛之力量 2.造成致命伤 3.剑刃护壁
卡拉,浴血者 CAERA
浴血者长着一颗没有毛皮覆盖的黑眼狼头。传说祂是在一场大战中失去了自己的毛皮,但也是在那一战中获得了永生。但祂需要沐浴无辜者的鲜血以避免身体枯萎。
仪典 将大量任意种族的鲜血泼在脸上让其自然风干。你在对抗痛苦效果时豁免获得+4亵渎加值。
神恩 1.血浴 2.魅影杀手 3.重伤术
德拉吉,戮神者 DRADJIT
戮神者原是一位罗刹邪仙的佞臣,祂长有三颗深红色的龙头。祂在背刺主人后拔掉其牙齿制成了项链,据说正是这条项链让祂永垂不朽。
仪典 用磨利的龙牙刺穿你的皮肤,在痛苦中感受其带来的力量。你在对抗造成穿刺伤害的效果时豁免获得+4亵渎加值。
神恩 1.灵能武器 2.延时高等魔牙术 3.巨龙形态I
胡达玛,弑亲者 HUDIMA
弑亲者曾与自己的孪生姊妹身体相连。通过与炼狱大公的交易使妹妹陷入沉睡并将其杀害,从而拜托了原来的躯体成为了不朽的存在。
仪典 向任何愿意倾听之人散播关于你家人的诽谤和谣言。你在对抗胁迫效果时豁免获得+4亵渎加值。
神恩 1.镜影术 2.花言巧语 3.双子形态
吉悠达,从圣者 JYOTAH
从圣者传说在不朽前曾到访过地狱所有神祗的国度,并学习祂们的举止(way有太多含义了只有这一句话太难想了吧)
仪典 在冥想中感受自私与决心带来的欢愉。你在对抗影响心灵效果时豁免获得+4亵渎加值。
神恩 1.安定心神 2.行动自如 3.放逐术
坤名,梦武者 KUNKARNA
梦武者是一位奇怪的不朽者,拥有着不可思议的读心术和通灵法术。但奇怪的是许久以来(99 lifetimes查不到是什么。。。但是99世又很怪,暂且当时间很久吧,有懂的朋友麻烦和我说一下)没有人见过祂的真身,祂只是以一个半透明的多头鬼魂的形象出现。
仪典 研究现在或最近在你身旁的人,想象着用竭尽全力去撕裂他们可怜的肉体。你在对抗力场效果时豁免获得+4亵渎加值。
神恩 1.侦测思想 2.精神质询 3.窥视梦境
穆沙,驭兽者 MURSHA
驭兽者体型庞大,除了最大的炼狱生物以外在祂面前都相形见绌(。。。很怪,就很怪)祂有着四个头,分别是熊、豹、鲨鱼和豺狼。据说只要祂一声令下就能驱使与祂的头呼应的动物群起而动。
仪典 向穆沙嚎叫着祈祷,向祂的每一个头致以敬意。你在对抗召唤生物效果时豁免获得+4亵渎加值。
神恩 1.延时动物交谈 2.魅惑怪物 3.野兽形态IV
奥蒂卡亚,射魂者 OTIKAYA
射魂者是一位威武的鹰头罗刹,据说祂能将自己的灵魂撕裂成一千份,同时让这些碎片向敌人同时发起射击。有人说其真身被困在了世界之伤的某处,现在看到的只是祂的投影。
仪典 爬上你能达到的最高处,瞄准所有你能看到的生物。你在对抗死亡效果时豁免获得+4亵渎加值。
神恩 1.鹰眼术 2.延时秘法视力 3.精神庇护所
普瑞哈斯塔,天地将军 PRIHASTA
天地将军可以根据场所的不同将自己的头从地狱犬和闪现犬之间切换。
仪典 在正义的生物耳边倾诉蜜语,用你的邪恶败坏其美德。你在对抗善良效果时豁免获得+4亵渎加值。
神恩 1.误导术 2.高等隐形术 3.假象术
罗波那,肇始及终 RAVANA
罗波那是时间最古老的罗刹邪仙,祂有着四只手和三面虎头。在大多数罗刹中有着一个传言,肇始及终可以知晓所有同族所思所想,并能随心对其施加影响。
仪典 保持一动不动的情况下高声念出你施虐的想法。你在对抗胁迫效果时豁免获得+4亵渎加值。
神恩 1.侦测思想 2.魅惑怪物 3.群体暗示术
舒帕,复仇者 SURPA
复仇者的凡人之躯在重复其独裁者祖先的足迹时,一些人因战争罪而绞死了她。祂回归后便将参与者的后裔屠戮殆尽。
仪典 说出一个或多个对不起你或你家人的名字,并描述你终将如何残忍地杀害他们。你在对抗恐惧效果时豁免获得+4亵渎加值。
神恩 1.死亡丧钟 2.造成致命伤 3.重伤术
维毗沙,探寻者 VIBHISHAH
探寻者花费了一千个轮回找回一根从祂脸上掉落的胡须,在找到后祂便晋升为了不朽存在。传说那根胡须囚禁着有史以来最为睿智的法师之一的灵魂,不过其名字已被遗忘。
仪典 将猫的胡须丢进树叶堆或干草堆中,然后将其找出。你在对抗困惑效果时豁免获得+4亵渎加值。
神恩 1.猫之优雅 2.生物定位术 3.寻找捷径
扎帕,亵渎者 ZABHA
浑身恶臭的亵渎者自称犯下了对所有善良和中立神祇的渎神之罪,并在上万名圣人的坟墓上跳舞
仪典 随意亵渎一位善神,并诅咒所有你认识崇拜其的人之名字。你在对抗基于语言的效果时豁免获得+4亵渎加值。
神恩 1.狂笑术 2.邪影击 3.煽动恨意
(https://s3.bmp.ovh/imgs/2024/08/20/59b0be7785cb4c2a.png)
RAKSHASA IMMORTALS
Once in a great while, a rakshasa achieves a purity of evil that allows it to break free from the cycle of death and reincarnation and transcend its own mortality. The power of such rakshasas approaches that of the gods they think they are.
Unlike the other pantheons described in this book, the rakshasa immortals do not present themselves as having traditional areas of concern, for each of these immortals is concerned primarily with its own glory and power. And while each rakshasa immortal has its own unique appearance and personality, they have little interest in diversification among their faithful. All rakshasa immortals grant access to thesame domains (Animal, Evil, Law, and Trickery), the same subdomains (Deception, Fear [see page 180], Fur, and Tyranny [see page 182]), and the same favored weapon (kukri).
All rakshasa immortals are lawful evil and range in power from CR 21 to CR 25. The boons they grant are less complex than those granted by other fiendish demigods, manifesting as spell-like abilities usable twice per day each.
AKSHA
Tales tell that the tiger-headed rakshasa immortal Aksha of the Second Breath was originally a reincarnation of a sorceress who traded her soul to Mephistopheles for the ability to breathe hellfire upon her enemies at will. Aksha has two mouths—one through which she can speak in sibilant, silken tones, and another through which she can breathe terrible cones of caustic fire.
Obedience: Light a scented torch and meditate on its smoke. Gain a +4 profane bonus on saves against fire effects.
Boons: 1: scorching ray; 2: fire shield; 3: siroccoAPG. BUNDHA
The Singing Butcher is an obscenely rotund, boar-headed rakshasa immortal with six tusks and four ears. Every day
he eats nearly his weight in the raw meat of his enemies, preferring to butcher his victims alive while singing in his rich, unnerving baritone.
Obedience: Filet a slab of raw meat and then eat the slices one by one, being sure to sing while your mouth is full. Gain a +4 profane bonus on saving throws against disease.
Boons: 1: bull’s strength; 2: inflict critical wounds; 3: blade barrier. CAERA
Caera the Blood Bather has the head of a skinless, black-eyed wolf. According to legend, she lost her fur and skin in the same great battle in which she ultimately earned
her immortality, but she must bathe in the blood of the innocent to keep her body from withering.
Obedience: Pour a large amount of any sort of blood over your face and let it dry in natural rivulets. Gain a +4
profane bonus on saving throws against pain effects. Boons: 1: bloodbathHA; 2: phantasmal killer; 3: harm.
DRADJIT
Dradjit the Godslayer was once a sycophantic servant of a now-dead rakshasa immortal who boasted three crimson draconic heads. She betrayed her master, then ripped out his teeth to craft a necklace, which is said to fuel her immortality.
Obedience: Pierce your skin with a sharpened dragon’s tooth and bask in the power that the pain brings you. Gain a +4 profane bonus on saving throws against effects that deal piercing damage.
Boons: 1: spiritual weapon; 2: extended greater magic fang; 3: form of the dragon I.
HUDIMA
The Kinslayer was once conjoined to her twin. After making a deal with an infernal duke, she lured her sister into a torpid sleep and murdered her, which enabled her to step out of her old body and into a new immortal form.
Obedience: Spread slander and lies about a member of your family to anyone who will listen. Gain a +4 profane bonus on saving throws against compulsions.
Boons: 1: mirror image; 2: glibness; 3: twin formAPG. JYOTAH
He Who Walks Among the Gods supposedly traveled to the realms of all deities in Hell, visiting with them and learning their ways, before he achieved immortality.
Obedience: Meditate upon the ecstasy that utter selfishness and determination can bring. Gain a +4 profane bonus on saving throws against mind-affecting effects.
Boons: 1: calm emotions; 2: freedom of movement; 3: banishment. KUNKARNA
Kunkarna the Dream Warrior is a bizarre immortal with incredible powers of mind reading and psychic magic. Oddly, no one has seen his true body in 99 lifetimes; he appears merely as a translucent, multi-headed spirit.
Obedience: Study those presently or recently around you and envision using your life force to rip through their pathetic flesh. Gain a +4 profane bonus on saving throws against force effects.
Boons: 1: detect thoughts; 2: mind probeOA; 3: dream scanOA. MURSHA
An enormous rakshasa who dwarfs all but the largest fiends, Mursha the Beastmaster has four heads: one bear, one panther, one shark, and one jackal. It’s said that with a command he can bring droves of one or all of those beasts to do his bidding.
Obedience: Howl prayers to Mursha and pay homage to each of his mighty heads. Gain a +4 profane bonus on saving throws against effects from summoned creatures.
Boons: 1: extended speak with animals; 2: charm monster; 3: beast shape IV.
OTIKAYA
A mighty hawk-headed rakshasa, Otikaya the Spirit Archer can supposedly split his spirit into a thousand pieces and use them to fire on his enemies simultaneously. Some say his true body is trapped somewhere in the Worldwound and the form he presents is merely a projected image.
Obedience: Climb to the highest point you can reach and draw a bead on as many living creatures as you see. Gain a +4 profane bonus on saving throws against death effects.
Boons: 1: eagle eyeAPG; 2: extended arcane sight; 3: psychic asylumOA.
PRIHASTA
The General Between Heaven and Hell can change her face’s appearance from that of a hell hound to that of a blink dog depending on her locale.
Obedience: Speak honeyed words into a righteous creature’s ear with the intent of poisoning its virtue with your evil. Gain a +4 profane bonus on saving throws against good-aligned effects.
Boons: 1: misdirection; 2: greater invisibility; 3: mislead. RAVANA
By far the oldest rakshasa immortal, Ravana has four arms and a tiger’s head with three extra faces. Most rakshasas know of the rumor that the First and Last knows the thoughts and intentions of all their kind at any given moment and can influence them as he wishes.
Obedience: Stay perfectly still while whispering sadistic thoughts aloud. Gain a +4 profane bonus on saving throws against compulsions.
Boons: 1: detect thoughts; 2: charm monster; 3: mass suggestion. SURPA
Surpa the Avenger shed mortality when she retraced the footsteps of her dictatorial progenitor; she then slaughtered the descendants of all those responsible for hanging her for heinous war crimes.
Obedience: Speak the names of one or more individuals who have wronged you or your family and describe how you will one day brutally murder them. Gain a +4 profane bonus on saving throws against fear effects.
Boons: 1: death knell; 2: inflict critical wounds; 3: harm. VIBHISHAH
Vibhishah the Seeker spent a thousand lifetimes searching for a single whisker that had fallen from his face, and when he finally found it, he ascended to immortality. That whisker supposedly holds captive the soul of one of the wisest shamans to have ever lived, though none recall her name.
Obedience: Toss a cat’s whisker into a pile of leaves or a bale of hay and search for it meticulously. Gain a +4 profane bonus on saving throws against effects that cause the confused condition.
Boons: 1: cat’s grace; 2: locate creature; 3: find the path. ZABHA
The foul-smelling Desecrator claims to have committed blasphemy against every good and neutral god in existence, and to have danced on the graves of the 10,000 saints.
Obedience: Spew blasphemies against a random good-aligned god and curse the names of all those you know who worship that deity. Gain a +4 profane bonus on saving throws against language-dependent effects.
Boons: 1: hideous laughter; 2: unholy blight; 3: foster hatredOA.
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恐亡魔摧残者SAHKIL TORMENTORS
恐亡魔摧残者掌控着凡人的恐惧和痛苦。祂们都是混乱邪恶的存在,CR从21到25不等。祂们的恩赐没有其他半神那么复杂,表现为每人每天可以使用两次的类法术能力。
阿楠希亚Ananshea
阿楠希亚在被挑衅时会变得鲁莽冲动,但在谋划消灭敌人时却工于心计。祂掌管着Xibalba西巴尔巴的一部分围墙,那里布满了淫猥的陷阱和暴虐的生物,它们都臣服于The Skin That Walks on Teeth(想不到这个怎么翻了)
神职 残暴,酷刑,野生动物
领域 动物,毁灭,邪恶,力量
子域 恐惧, 凶猛, 狂暴, 折磨
偏好武器 反曲刀
仪典 用你的天生武器或利刃撕裂自己的肉身,对自己照成1d4伤害。你在对抗动物或虫类的攻击时AC获得+3亵渎加值。
神恩 1.血浴 2.恐惧术 3.剑刃护壁
查米霍罗姆Chamiaholom
查米霍罗姆掌管着对死亡的恐惧,并派遣祂的邪恶爪牙以保证凡人记住他们终有一死。头骨之杖是一位面目狰狞的骷髅摧残者,其身高是最高人类的两倍(好抽象,就不能直接说具体数值吗)手持一根由被他杀害之人的头骨制成的法杖。
神职 支配,绝望,死亡
领域 死亡,邪恶,魔法,安眠
子域 恐惧, 杀戮, 灵魂, 亡灵
偏好武器 木棍
仪典 在为陌生人进行假预言时祈祷,并在预言中透露其死讯。你在附魔系法术和能力的DC获得+1亵渎加值。
神恩 1.掌控尸体 2.操纵死尸 3.唤起死灵
查克Charg
提丰之轮是一个由各种人和怪物的头颅,器官和肢体扭成一体的怪物。
神职 灾难性的衰退,有害的骄傲,怪兽
领域 毁灭,邪恶,狂乱,力量
子域 天灾, 恐惧, 凶猛, 梦魇
偏好武器 弯刃大刀
仪典 冥想危险生物的狩猎习性。你的咒法系法术和类法术能力的持续时间增加两轮。
神恩 1.愚者之触 2.延时时之沙 3.召唤自然盟友VI
达克泽茹Dachzerul
达克泽茹,身后之暗,是摧残者中最桀骜但外表迷人的,但祂也会在瞬间变成杀人狂魔。
神职 致命恶作剧,跟踪者,猝死
领域 魅惑,邪恶,机运,诡术
子域 诅咒, 欺骗, 恐惧, Thievery
偏好武器 细剑
仪典 痴迷于向冤枉你的人复仇。你的唬骗和隐匿检定获得+2亵渎加值。
神恩 1.黑暗术 2.魅影杀手 3.假象术
哈塔姆Hataam
以弱者为食得怪物和居住在可怕腥臭的沼泽中的类人生物都会崇拜食河者,它们会将祭品淹死或使其脱水以进行祭拜。哈塔姆看上去是一团有漂浮的废物与腐烂肢体组成的东西。
神职 干旱,溺水,停滞
领域 邪恶,旅行,水,天气
子域 恐惧, 河流,季节, 风暴
偏好武器 捕网
仪典 堵住一条溪流或者其他流动水体。你的游泳检定获得+4亵渎加值。
神恩 1.流水长鞭 2.魅影窒息 3.操纵水位
伊葛芮特Iggeret
伊葛芮特声称他还是凡人时捏造了自己被绑架的假象,只因想看看家人和村落会怎么做。在父母因绝望而自杀后,迷失之女将自己与父母的尸体活埋一起。伊葛芮特常以长着骷髅脸的年轻溺水女子形象出现。
神职 黑暗,空地,坑洞
领域 黑暗,邪恶,保护,虚空
子域 恐惧, 孤寂,失却,暗夜
偏好武器 短弓
仪典 藏起一件对熟人而言有价值或有纪念的物品。你在对抗占卜效果时获得+4亵渎加值。
神恩 1.黑暗术 2.酸池坑 3.恐惧症
无名Nameless
无名如同人脑海中挥之不去的一丝念头,似乎听错的一阵幻听,眼角模糊而过的一个幻影。无人王座致力于碾碎那些渴望权利的人,但并不在意他们是否邪恶。
神职 权威的幻灭,怀疑,折磨
领域 手艺,邪恶,高贵,力量
子域 恐惧, 审判, 决意, 疲累
偏好武器 长剑
仪典 抹去你过往的证据,或为了利益迫使其他生命作出违背自身利益的行为。你的意志豁免获得+2亵渎加值。
神恩 1.鬼冥长鞭 2.魅惑怪物 3.群体暗示术
欧兹兰威尔Ozranvial
欧兹兰威尔厌恶简单的惊吓或恐惧,祂喜欢能与玩物长期地玩下去。绝望笑容喜欢成为猎物的好朋友再破坏这种关系,在重复这一过程中瓦解对方的自我价值观。
神职 绝望,无助,悲伤
领域 毁灭,邪恶,狂乱,安眠
子域 恐惧, 梦魇, 灵魂, 折磨
偏好武器 蝎尾鞭
仪典 折磨或训斥其他活物,向其灌输其毫无价值。你的威吓检定获得+4亵渎加值。
神恩 1.死亡丧钟 2.恐惧术 3.重伤术
沙拉里Shawnari
其他摧残者也很少注意到隐身的沙拉里,即便这位不协调者将祂微妙的手段加诸在祂们身上。他掌控着与世隔绝的焦虑与孤独。
神职 孤独,寂寞,时光消逝
领域 黑暗,邪恶,知识,虚空
子域 恐惧, 孤寂,失却,记忆
偏好武器 闷棍
仪典 在隐秘的地方独自祈祷1小时。你的隐匿检定获得+4亵渎加值。
神恩 1.隐形术 2.修改记忆 3.排斥术
瓦伽斯Velgaas
瓦伽斯是被认为最有条理的摧残者,祂利用其能力在遇到的人中埋下怀疑与不信任的种子。黑暗内心会将善意扭曲成谎言和邪恶行径。其外表是一个长满鳞片,舌头分叉的人类。
神职 操控情绪,空虚,愚昧
领域 魅惑,邪恶,知识,虚空
子域 Corruption(?怎么好像没搜到这个), 恐惧,记忆,思想
偏好武器 刺链
仪典 说服他人作出羞辱的行为。你的唬骗检定获得+4亵渎加值。
神恩 1.侦测思想 2.心智擦除 3.群体暗示术
朱砂之母Vermilion Mother
杂草,霉菌和匍匐的藤蔓都是朱砂之母的钟爱,祂注视着这些遮挡着野性与文明的翠绿帷幕。朱砂之母是一位古怪的半神,祂会在可怕的梦境或幻觉中出现在信徒面前。而祂经常以食肉植物和老妪的混杂形态出现,祂身上的花苞都长着血淋淋的獠牙。
神职 繁殖,植物滋长之地,精神类植物(?psychoactive plants 大麻什么的吗)
领域 魅惑,邪恶,植物,天气
子域 腐朽, 恐惧,滋长,情欲
偏好武器 巨镰
仪典 吃下有毒植物或在平和之地种下危险植物的种子。你在对抗植物或植物类生物的效果时豁免获得+4亵渎加值。
神恩 1.毒液纠缠术 2.诅咒地形 3.自然之吻
希奎帕特Xiquiripat
虽然所有的摧残者都是狡猾的掠食者,但飞天疥疮希奎帕特则致力于恐吓和杀死一切活物。他被困在Black Pyramid下方的一个洞穴,而祂诡异的信徒—由远离家乡的恐亡魔和凡人所生的混血儿—则在西巴尔巴深处徘徊,与任何胆敢引起他们注意的人搏杀。希奎帕特的外形变化不定,时而是一团能移动的贪婪的血块,时而又像绯红色的灯笼草和头发纠结在一起。
神职 腐烂,死亡坠落,种族灭绝
领域 气,毁灭,邪恶,战争
子域 鲜血, 恐惧,狂暴,风
偏好武器 石刃剑
仪典 暴虐地撕裂比自己小的生物,或将其在致命的高度扔下。你的伤害骰获得+1亵渎加值。
神恩 1.造坑术 2.高等恐惧梦魇 3.剑刃护壁
泽帕那Zipacna
高山之下既懒惰又残暴,他热衷于折磨身边的人并要求他们满足祂一切要求。泽帕那几乎将所有时间用于享受祂可触及的快乐,并强迫其仆从满足其欲望。祂也是体型最大的恐亡魔摧残者,其外形如同一只笨重的凯门鳄,只是有着四只眼睛和一双和人类相似的手。
神职 逃避责任,地表移动,暴力
领域 土,邪恶,火,力量
子域 灰烬, Corruption, 恐惧, 凶猛
偏好武器 石刃战棍
仪典 在完全黑暗中冥想如何推卸自己的责任并专注于自己的欲望,或者思考如何恐吓他人为你所用。你的威吓检定获得+4亵渎加值。
神恩 1.牛之力量 2.困惑术 3.移土术
附注:Xibalba西巴尔巴(出处应为玛雅神话中的死后世界,但是这里是P子的恐亡魔摧残者领地,未查到是否有已有的译名)
Sahkil tormentors hold dominion over mortal fears and suffering. All are chaotic evil and range in power from CR 21 to CR 25. Their boons are less complex than those of other demigods, manifesting as spell-like abilities usable twice per day each.
ANANSHEA
Ananshea is rash when initially provoked, but calculated when it comes to planning the demise of a foe. Ananshea rules a walled portion of Xibalba filled with obscene traps and violent creatures utterly dedicated to The Skin That Walks on Teeth.
Obedience: Rend your flesh, dealing 1d4 points of damage with one of your natural weapons or a knife. Gain a +3 profane bonus to AC against attacks from animals or vermin.
Boons: 1: bloodbathHA; 2: fear; 3: blade barrier. CHAMIAHOLOM
Chamiaholom lords over the fear of death and sends his wicked minions to remind mortals that their day will come. A gaunt, skeletal tormentor, Skull Staff stands twice the height of the tallest human and carries a staff made of the skulls of those he’s killed.
Obedience: Pray while performing a false divination for a stranger in which you reveal the person’s death. Gain a +1 profane bonus to the DC of your enchantment spells and abilities.
Boons: 1: grasping corpseHA; 2: animate dead; 3: create undead. CHARG
The Typhon Wheel is a conglomeration of swirling heads, organs, and limbs both humanoid and monstrous.
Obedience: Meditate on the hunting habits of a dangerous animal. The duration of your conjuration spells and spell-like abilities increases by 2 rounds.
Boons: 1: touch of idiocy; 2: extended sands of timeUM; 3: summon monster VI.
DACHZERUL
Dachzerul, the Darkness Behind You, is among the most rambunctious and outwardly pleasant of the tormentors, but he can turn murderous and obsessive in a flash.
Obedience: Obsess on revenge against one who wronged you. Gain a +2 profane bonus on Bluff and Stealth checks.
Boons: 1: darkness; 2: phantasmal killer; 3: mislead.
HATAAM
Monstrous creatures who prey on the weak and humanoid cultists who dwell in dreadful mires and fetid swamps venerate Hataam. They ritually drown or dehydrate those they sacrifice to the River Eater. Hataam appears as a tangle of flotsam and decayed limbs.
Obedience: Dam a small stream or another source of flowing water. Gain a +4 profane bonus on Swim checks.
Boons: 1: river whipACG; 2: phantasmal asphyxiationHA; 3: control water.
IGGERET
Iggeret claims she was once a mortal who faked her own kidnapping just to see how it would affect her family and village. After her parents killed themselves out of despair, She Who Was Lost entombed herself with their bodies to join them in death. Iggeret appears as a young, drowned girl with a skeletal face.
Obedience: Hide an item valuable or sentimental to someone you know. Gain a +4 profane bonus on saving throws against divination effects.
Boons: 1: darkness; 2: acid pitAPG; 3: phobiaHA. NAMELESS
Nameless manifests as a lingering thought in the back of one’s mind, a misheard sound, or a vague sense of movement out of the corner of one’s eye. Upon an Empty Throne seeks to crush those who aspire to power, and doesn’t bother to discriminate between the righteous and the wicked.
Obedience: Erase evidence of your deeds or compel a sentient creature to act against its own interests for your benefit. Gain a +2 profane bonus on Will saving throws.
Boons: 1: ghost whipOA; 2: charm monster; 3: mass suggestion. OZRANVIAL
Never content with a simple dose of fright or dread, Ozranvial enjoys the long game. Despair’s Smile especially likes befriending her victims and sabotaging the relationship repeatedly, slowly breaking down her opponents’ sense of self-worth.
Obedience: Torment or berate another sentient creature to instill a sense worthlessness. Gain a +4 profane bonus on Intimidate checks.
Boons: 1: death knell; 2: fear; 3: harm.
SHAWNARI
Most of the other tormentors barely notice invisible Shawnari, the One Out of Place, even as she works against them in subtle ways. She holds dominion over the anxiety of isolation and feelings of being alone.
Obedience: Pray alone for an hour in a hidden place. Gain a +4 profane bonus on Stealth checks.
Boons: 1: invisibility; 2: modify memory; 3: repulsion.
VELGAAS
Considered by many to be the most methodical of the tormentors, Velgaas uses his abilities to sow doubt and uncertainty among those he encounters. Minds in the Dark twists good intentions into lies and bad behavior. He appears as a scaly human man with a forked tongue.
Obedience: Convince someone to perform a humiliating act. Gain a +4 profane bonus on Bluff checks.
Boons: 1: detect thoughts; 2: mindwipeOA; 3: mass suggestion. VERMILION MOTHER
Weeds, molds, and creeping vines invite the attention of the Vermilion Mother, who also watches the verdant curtain that shields the wild from the civilized. A strange patron, the Vermilion mother manifests to her followers in terrible dreams and frightening hallucinations. When she does, she appears as a horrific amalgamation of crone and carnivorous plant, her blossoms studded with bloody fangs.
Obedience: Ingest a toxic plant or sow the seeds of a dangerous plant somewhere meant to be safe. Gain a +4 profane bonus on Fortitude and Will saving throws against effects from plants or plant creatures.
Boons: 1: sickening entanglementACG; 2: curse terrainHA; 3: green caressHA.
XIQUIRIPAT
Though all tormentors are devious predators, Xiquiripat, the Flying Scab, strives to frighten and kill everything in existence. Trapped in a cavern deep below the Black Pyramid, Xiquiripat’s bizarre clergy—made up of sahkils and mortals far from their home—wander the depths of Xibalba, fighting any who dare engage them. Shapeless and formless, Xiquiripat’s body seems at times like a mobile but ravenous blood clot and at others a crimson tangle of lampreys and matted hair.
Obedience: Savagely eviscerate a creature smaller than yourself or throw such a creature from a deadly height. Gain a +1 profane bonus on damage rolls.
Boons: 1: create pitAPG; 2: greater oneiric horrorOA; 3: blade barrier. ZIPACNA
The Mountain Below is a lazy but violent fiend who spends his time abusing those around him and demanding they attend to his every whim. Zipacna spends nearly all his time indulging in any delight he can lay claim to, forcing his servants to cater to his desires. Among the largest of the sahkil tormentors, Zipacna manifests in the rough shape of a lumbering caiman—albeit one with four eyes and hands that look a little too human in shape.
Obedience: In a completely dark space, meditate on how you can shirk your duties to focus on your wants, or how you can intimidate another person to do something for you. Gain a +4 profane bonus on Intimidate checks.
Boons: 1: bull’s strength; 2: confusion; 3: move earth.