作者 主题: Corruption  (阅读 8922 次)

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Corruption
« 于: 2019-08-23, 周五 21:36:12 »
腐化(Corruption)
  即使最純潔的生物都有可能屈服於黑暗的浪潮。初始时只是一个轻微的疾病或出軌的想法都可能增值成为恶性的存在——腐化的蔓延能掩盖你的道德观、愚弄你的判断、最终吞噬你的灵魂。下列有几种不同的腐化,从血族化的饥渴到魔偶化的恐怖变形。被腐化侵蝕的生活通常是种可怕的经历,但是也提供暗赠礼的诱惑。宿主有时侯选择不抗拒腐化,反而接受並允許它进一步蔓延。这些不幸的人们要么屈服于对腐败力量的欲望,要么嘗試克制腐化带来的污染並用这份礼物来幹一番大事。

术语表(GLOSSARY)
下列是跟腐化相关的术语。
诱因(Catalyst):在游戏的故事中激发腐化的事件,结合你能邁向完全腐败的方法。
腐化(Corruption):一个邪惡或异种对你的影响的具现化,随着时间的推移改变你。
腐化阶段(Corruption Stage):衡量你接近墮入腐化的程度的指标。你的腐化阶段協助你想像灵魂中有多少部分已被你的腐化扭曲。到達腐化阶段3时,你即被壓垮並不再是PC。
贈礼(Gift):你的腐化的显形当中给予好處的部分。
显形(Manifestation):显形是种让你的腐化变得更加突出的方向。被腐化影響人生的你大概每兩个角色等级獲得显形。每种显形都有贈礼和污染,不过你也许不会兩样都獲得。
显形等级(Manifestation Level):是个衡量你的腐化已改变了多少你的身心的指标。你的显形等级等同你擁有的显形數目。
污染(Stain):你的腐化的显形当中承受负面效果的部分。

感染腐化(CONTRACTING A CORRUPTION)
每种腐化的诱因栅目提供了多种感染腐化的模式的可能性。一旦你感染腐化,你立即獲得一种显形。你的显形等级提升至1,而你的显形數目和你的显形等级能按照第15頁的显形等级栅目所描述来提高。你还会隨着你的腐化阶段越來越接近失去你的靈魂。此详情參见腐化过程。
多重腐化(Multiple Corruptions):一般情況你只能有种腐化。但在触發了某些非常罕見的條件下有机会导致你被多于一种腐化影響,这情況下你一般承受多重腐化的所有污染,但只獲得第一种感染腐化的贈礼,而次要的腐化也会以緩慢的進度给予显形。当描述指向你的显形等级时,只計算该次要腐化的显形等级,而非你的显形等级的总和。

显形(MANIFESTATIONS)
你在第一次感染腐化时獲得一种显形,而在後續等级中獲得更多。每种显形包括一份贈礼与一份污染(但是按战役变种能改变你是如何獲得這些,详情在下列变种栅目)。大多显形有先決條件的限制,只有被腐化更深的角色才能选择。在先決條件中带*号的是同一腐化中的其它显形。
除非特意描述,贈礼的DC=10+1/2你的等级+你的显形等级(详情如下)。你最多能擁有9种显形。

变种(Variants)
腐化的贈礼与污染不一定相伴相隨。你的GM能使用以下变种来改变如何獲得贈礼和污染。
实用腐化(Useful Corruption):在此形式的戰役中,你的腐化贈礼让你打擊黑惡势力。你在腐化时选择你獲得的显形並且选择是否提高你的显形等级。你獲得该贈礼但不需要承受该污染。若你拒絕接受污染,此显形不会提高你的显形等级,那可能阻止你滿足更多显形的先決條件。你能在任何时间接受你的显形中的污染,立即提高你的显形等级。
惡劣腐化(Vile Corruption):在此形式的戰役中,腐化是个可怕的負擔,越早清除越好。当你感染腐化或提高你的显形等级时,由GM決定你獲得的显形。你总是承受该污染但能选择不要该贈礼。若你拒絕接受贈礼,你跟腐化过程相关的豁免检定+1环境加值。每拒絕一份额外贈礼则此加值再+1。你能在任何时间接受你的显形中的贈礼,但这样做使你立即失去对應的豁免检定加值。

显形等级(MANIFESTATION LEVEL)
每个腐化的生物都有显形等级,一般而言等同该生物擁有的显形數目(使用变种规则除外)。有时侯贈礼与污染在生物提高显形等级时變得更加極端。
你大概每2级獲得一种新的显形。GM最早能在你的角色等级为1时引進腐化。1级感染腐化的PCk在正常進度下獲得首个污染,3级獲得第2个,5级獲得第3个等等。由于你被限制只能擁有9种显形,你的显形等级不可能超过9级。
所谓的正常進度是个指引而非嚴格的規則。许多腐化專題的故事基于考慮因素能加速或減緩此过程,GM能改变進度速度来为战役的故事敘述服務。当在高级团中引進腐化时,GM能加速獲得首个显形的進度,又或者同时间给予多个显形。在任何情況,腐化進度是由GM決定,而不是你(但是变种规刖能改变此情況,详情參见变种栅目)。

腐化过程(THE CORRUPTION’S PROGRESS)
每种腐化都有相关的豁免检定。每次你豁免检定失败,你的腐化進入下一个腐化阶段。每个阶段都会引起你的內在更顯著地變化,直到你墮入完全不可挽救的腐化阶段3。当你被拖向黑暗时,那些豁免一般持續一段長時間(通常是几星期或几个月)。正因如此,允许或强制重骰的能力(或双骰取高取低之类)永远不能用于腐化过程的豁免,即使它们是持久的。

劇透 -   :
Corruption

Even the most pure creature can succumb to tides of darkness. What begins as a minor malady or errant idea can grow into something malignant—a spreading corruption that can obscure your morals, cloud your judgment, and ultimately devour your soul. There are a number of different types of corruptions, from the hunger of vampirism to the horrifying transformation of the promethean. Living with a corruption is often a terrifying experience, but also offers the temptation of dark gifts. Hosts sometimes choose not to fight the corruption, but rather accept it and allow it to progress. These unfortunate folk either succumb to lust for the corruption’s power or attempt to control the stain of corruption and use its gifts for some greater good.

Each corruption detailed on the pages that follow features a general description, followed by its catalysts and manifestations. The catalyst section explains how a creature might contract the corruption, how it progresses, and how it can be cured. When a creature first contracts a corruption and its manifestation level increases, the corrupted creature gains manifestations. Manifestations carry both beneficial gifts and detrimental stains. Also, as the manifestation level increases, the stains and gifts of previous manifestations might grow more powerful. Lastly, as a creature’s manifestation level increases, so does the possibility of the corruption taking hold entirely, defiling its host forever.

GLOSSARY
A short list of terms related to corruptions follows.
Catalyst: The inciting incident that corrupted you in the game’s story, combined with ways you can progress toward total corruption.
Corruption: A dark manifestation of evil or alien influence that changes you over time.
Corruption Stage: A measure of how close you are to falling to your corruption. Think of your corruption stage as how much your soul has been altered by your corruption. At corruption stage 3, you succumb and are no longer a PC.
Gift: A benefit granted by a manifestation of your corruption.
Manifestation: A manifestation is a way in which your corruption becomes more prominent. You gain manifestations roughly every 2 character levels you live with your corruption. Each manifestation has both a gift and a stain, although you might not get both.
Manifestation Level: This is a measure of how much your corruption has changed your body and mind. Your manifestation level equals the number of manifestations you have.
Stain: A negative effect granted by a manifestation of your corruption.

CONTRACTING A CORRUPTION
The catalyst section of each corruption offers a number of possible methods for contracting that corruption. Once you contract a corruption, you immediately gain a manifestation. Your manifestation level becomes 1, and your number of manifestations and your manifestation level can increase as described in Manifestation Level on page 15. You also draw closer to losing your soul, as represented by your corruption stage. This is described under The Corruption’s Progress.
Multiple Corruptions: Typically, you can have only one corruption. If some exceedingly rare condition arises that would cause you to be affected by more than one, you typically gain stains from both corruptions’ manifestations but gifts from only the first one you contracted, and the secondary corruption also grants manifestations at a slower rate. When the text refers to your manifestation level, use only your manifestation level for the second corruption, not the sum of all your manifestation levels.

MANIFESTATIONS
You gain a manifestation of your curse when you first contract a corruption, and gain more at later levels. Each manifestation includes both a gift and a stain (though campaign variants can change how you acquire these gifts and stains as described in the Variants section below). Many manifestations have prerequisites that limit them to characters farther along in their corruptions. A prerequisite marked with an asterisk (*) is another manifestation in the same section.
Unless stated otherwise, the DC for gifts that allow a saving throw is equal to 10 + 1/2 your level + your manifestation level (see below). You can have a maximum of nine manifestations.

Variants
A corruption’s gift and stain don’t have to manifest together. Your GM can use the following variants to alter how gifts and stains are gained.
Useful Corruption: In this form of campaign, your corruption’s gifts allow you to fight sinister forces. You select which manifestation to take when you gain the corruption and with each increase to your manifestation level. You receive the gift, but you don’t have to take the stain. If you refuse the stain, that manifestation doesn’t increase your manifestation level, which could prevent you from qualifying for additional manifestations. You can accept the stain of your manifestations at any time, immediately increasing your manifestation level.
Vile Corruption: In this form of campaign, corruptions are terrible burdens to be purged as soon as possible. When you contract a corruption or your manifestation level increases, the GM decides which manifestation you gain. You always acquire the stain, but you can choose not to take the gift. If you refuse the gift, you gain a +1 circumstance bonus on saving throws related to the corruption progressing. For each additional gift you refuse, this bonus increases by 1. You can accept the gifts of your manifestations at any time, but once you do, you immediately lose the corresponding bonus on saving throws.

MANIFESTATION LEVEL
Each creature with a corruption has a manifestation level, which is normally equal to the number of manifestations the corrupted creature has (see Variants for exceptions). Sometimes gifts and stains become more extreme as a creature’s manifestation level increases.
You gain a new manifestation roughly every 2 levels. GMs can introduce corruptions as early as your 1st character level. A standard rate of corruption starts with a PC gaining the first stain at 1st level, the second at 3rd level, and another at 5th, 7th, 9th, and so on. Because you are limited to nine manifestations, your manifestation level can’t exceed 9th.
This standard rate of acquisition is a guideline rather than a strict rule. Many corruptions feature story considerations that could speed up or slow down the process, and individual GMs can alter the speed to serve the campaign’s narrative. When introducing a corruption at higher levels, a GM could accelerate the rate at which the first manifestations are acquired or grant multiple manifestations at once. In any case, the GM decides when a corruption progresses, not you (though variants can alter this, as described in Variants).

THE CORRUPTION’S PROGRESS
Every corruption has an associated saving throw. Each time you fail it, your corruption progresses to the next corruption stage. Each stage causes a more significant change within you, until you become completely irredeemable at corruption stage 3. When you gain a corruption, you begin at what is effectively stage 0, with no direct penalties. You must attempt a saving throw when you are being pulled toward darkness, and these saves are usually spread over a long period of time (often weeks or months). As such, abilities that allow or force rerolls (or rolling twice and taking the higher or lower result) can never be used on these saving throws, and temporary bonuses don’t apply on the progression saving throw, even if they are long-lasting.
« 上次编辑: 2019-08-26, 周一 11:03:46 由 杜恩.沃土.大地之子 »

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have no grief at all
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Re: Corruption
« 回帖 #1 于: 2019-08-23, 周五 21:43:21 »
兽化(Lycanthropy)
有一把聲音伴隨你的血液脈動,有一股呼喚把你引向世上荒野原始之地,在那里你能自由地为了滿足你的嗜血兽慾而狩獵和殺戮。你滿心希望用尖牙利爪將敵人撕个粉碎。

诱因(CATALYST)
染上兽化是由于你被兽化人用尖牙或利爪野蠻地傷害,通常情況为在一场与其中一位兽化人的战鬥中被打至少于10%最大hp。(此能按生物的力量而變化)当你染上此腐化时,記下跟该兽化人关聯的动物,因為这將是你成为兽化人时的品种。

过程(Progression)
兽化的过程跟月相息息相关。每月的月亮都有3晚視作滿月。一開始腐化时,你必須在上述由GM決定的其中一晚中嘗試一个意志豁免检定。你每擁有一个兽化的腐化阶段,你就有额外一晚要嘗試豁免检定,最終需要在月亮之夜那3天甚至之後的夜晚都要嘗試豁免。此DC=15+你的显形等级。若你豁免失败,你在下次滿月之前都不須要嘗試更多的豁免。
在此腐化上豁免检定失败会令你眼前一黑,失去对你的角色的控制。在此期间,你的形态转化成该关聯动物而且你屈服於你的獸性衝動,放縱地狩獵和殺戮。在接下来的早上,你重獲控制权,通常在身處荒野一絲不掛血污斑斑。若你豁免失败但没让你的內心的野獸跑出来,也許是因為你被束縛住,那么在餘下的月亮之夜你无須豁免检定就变身並嘗試脫離束縛,而且你在那段滿月的日子中任何时间变形也会失控。[註:我猜意思是指使用別的能力变形也会失控]。若你在保持束縛中撐过了全程,你的腐化则不会进入下一个阶段。但是,你对抗腐化过程的意志豁免DC+2。此提升每次叠加,直至你到達下一个腐化阶段。
腐化阶段1(Corruption Stage 1):第一次你失去控制时,你杀害毫無防備的小动物,例如小烏、鼠類、甚至是狗。
腐化阶段2(Corruption Stage 2):第二次你失去控制时,你杀害毫更大的动物,例如马、牛、或豬。
腐化阶段3(Corruption Stage 3):第三次你失去控制时,你杀害附近有知覺的类人生物,从此刻起此腐化無藥可救而你注定以兽化人的姿態活下去,永远变为邪惡並成为一个由GM控制的NPC。

移除腐化(Removing the Corruption)
移除兽化需要你杀死你腐化的根源,然后在下次滿月高挂时,一次性服用1劑顛茄(belladonna)/你每擁有2个显形等级。你必須放棄对抗顛茄的初始豁免检定。

显形(Manifestations)
以下是兽化腐化的显形。
引用
兽性活力(Animalistic Health)
你在动物形态时变得更加健壯。
先决条件:变形*。
贈礼:每当你变形时,只要你保持变身的形态,你的体质+2加值。从此加值獲得的生命值会因变回你的正常形態时一并失去。
污染:你的魅力承受-2罰值。

兽性威能(Animalistic Might)
你在动物形态时变得更加强大。
先决条件:变形*。
贈礼:每当你变形时,只要你保持变身的形态,你的力量+2加值。
污染:每当你非自願变形时,你的身体痙攣並變型,導致你掉落持有的東西並撐破了你的其他装备和衣服。由GM決定有什么道具能在此變型中留下来。

野性感官(Feral Senses)
你獲得你兽性部分的感官。
贈礼:你獲得昏暗視覺。当到達显形等级3时,若你的兽化人关聯动物擁有灵敏嗅觉能力,你獲得灵敏嗅觉。
污染:动物类形的生物(除了你的兽化人关聯动物)由于你的兽化气场而感到不安,使你在驯养动物和骑术检定承受-2罰值。当到達显形等级3时,罰值提升至-4。

皮毛护甲(Fur Armor)
当你变形时,你多了一身厚實的皮毛。
先决条件:变形*。
贈礼:每当你变形时,你的天生护甲加值+1。当到達显形等级5时,你的天生护甲加值提升至+2。
污染:每当你非自願变形时,你以自由动作变形但你在下个回合困惑地行动並必須骰来決定你的动作。当到達显形等级5时,你则困惑下2个回合。免疫不能阻止此困惑,而你不能以任何方法提前移除此困惑。

高等变形(Greater Shift Form)
你能变成动物了。
先决条件:显形等级6,变形*。
贈礼:当你使用变形时,你能变成你的动物形态,只同使用变形术(Polymorph)。非魔法的衣服和裝備不会融入你的动物形态。你不会T獲得任何屬性调整(从其它显形中獲得的除外),但你会獲得变形术(Polymorph)基于你的新形态给予的所有其它能力。
污染:当你变身时,面对目标为兽化人和变形者(shapeshifter)[註:疑似是變形亞種(Shapechanger)]的能力、道具、或法术时,你被视为一位兽化人和变形者。此外,当你非自願变形时,你不能变回去直至你花費整轮动作並成功通过DC 20的体质检定。若你未能成功,你保持在你变身后的形态,並自动消耗每天变形分鐘數直至全部用盡。

月之呼喚(Lunar Call)
月光影響你的思緒。
先决条件:变形*。
贈礼:每当你在月亮可见的戶外时,你的攻击骰和伤害骰獲得+1士气加值。此加值在滿月时翻倍。
污染:每当你在月亮可见的戶外时,你在对抗情緒效果豁免检定的承受-2罰值,抗拒非自願变形的豁免检定的承受-4罰值。此罰值在滿月时翻倍。

兽化人认同(Lycanthropic Empathy)
你能跟与你共享同一物种的生物達成共識。
贈礼:你能跟与你的动物品种相关的动物交流。你能使用交涉技能改变那么动物的态度,並在此检定獲得+4种族加值。此加值亦應用于你的野性認同检定。
污染:你的兽性迫使你在面对类人生物(或其他由GM決定的文明群体)时唬騙、交涉、察言觀色技能承受等同你的显形等级的罰值(最少为-2)。

变形(Shift Form)
你对你野性一面取得了部分控制。
贈礼:你能花費整轮动作並嘗試DC 15的体质检定来变形成野性形态,在此检定獲得等同你的显形等级的加值。此形态给予中体型的你造成1d6点穿刺伤害的嚙咬天生武器(小体型则是1d4)。你保留使用你的能力和裝備。你能維持此形态至多1分钟,但能在任何时间以移动动作变回去。若持續时间结束,你能以自由动作再次使用此能力来延長1分鐘。每天你能用此能力的次數等同你的显形等级。
污染:当你没有变形时被重击確定,你必須嘗試一个意志豁免(DC=15+你的显形等级)。若你失败,你在下一轮自动变形而无需检定。此消耗1次能力使用次數。若你在战鬥外或战鬥中能行动前受到的伤害≥你的显形等级,你也必須嘗試此豁免。
特殊:得到此显形时,你必須接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14頁)。

银质过敏(Silver Allergy)
你能抵抗伤害,但不能忍受接觸银器。
先决条件:显形等级4,变形。
贈礼:当你变身时,你獲得等同1/2你的显形等级的DR/銀。
污染:当你没变形並接觸銀时,包括被銀制武器击中,你惡心1轮。免疫无法防止此惡心狀態,而你不能提中移除它。你能以唬騙检定对抗察言觀色检定来隱藏這種厭惡。

劇透 -   :
Lycanthropy

There is a sound pulsing through your blood, a call to the wild and savage places of the world, where you are free to hunt and to kill to satisfy your bloodlust. You are filled with the desire to rend foes limb from limb with tooth and claw.

CATALYST
Lycanthropy is contracted from being savagely wounded by the teeth or claws of a lycanthrope, typically when reduced to less than 10% of your maximum hit points in a single combat with one. (This can vary with the power of the creature.) When you contract this corruption, note the animal associated with the lycanthrope, as that is the kind if lycanthrope you will become.

Progression
Lycanthropy’s progress is tied to the phases of the moon. Each month, the moon is considered full for three nights. At the onset of the corruption, you must attempt a Will saving throw during one of the nights chosen by the GM. For each stage of lycanthropy corruption you have, you must attempt a save on one additional night, eventually needing to save on nights leading up to and possibly after the full moon. The DC of this save is equal to 15 + your manifestation level. If you fail a save, you don’t need to attempt more until the next full moon.
Failing a saving throw against this corruption causes you to black out, losing control of your character. During this time, your form becomes that of the associated creature and you give into your animalistic urges, hunting and killing with abandon. The next morning, you regain control, typically in the wilderness without any gear and soaked in blood. If you fail the save but your inner animal is prevented from running free, perhaps because you were restrained, you transform and attempt to run free without a save on the remaining full moon nights, and you also go out of control any time you shift forms during the days of that full moon. If you last through it and remain restrained, your corruption doesn’t progress to the next stage. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next stage.
Corruption Stage 1: The first time you lose control, you kill defenseless small animals, such as birds, rodents, and possibly even a dog.
Corruption Stage 2: The second time this occurs, you kill larger animals, such as a horse, a cow, or a pig.
Corruption Stage 3: The third time this happens, you kill a nearby sentient humanoid, at which point the corruption becomes incurable and you are doomed to live a life of lycanthropy, forever turning evil and becoming an NPC under the GM’s control.

Removing the Corruption
Removing lycanthropy requires you to slay the source of your corruption and, at the height of the next full moon, consume 1 dose of belladonna per 2 manifestation levels you have all at once. You must choose to fail the initial saving throw against the belladonna.

MANIFESTATIONS
The following are manifestations of the lycanthropy corruption.

Animalistic Health
You are hardier in your animal form.
Prerequisite: Shift form*.
Gift: Whenever you shift forms, you gain a +2 bonus to your Constitution score that lasts as long as you are in your shifted form. Hit points gained from this bonus are lost when you revert to your normal form.
Stain: You take a –2 penalty to your Charisma score.

Animalistic Might
You are stronger in your animal form.
Prerequisite: Shift form*.
Gift: Whenever you shift forms, you gain a +2 bonus to your Strength score that lasts as long as you’re in your shifted form.
Stain: Whenever you shift form involuntarily, your body spasms and changes size, causing you to drop whatever you were holding and burst out of your other gear and clothing. Items that can stay on throughout this size change might not fall off, at the GM’s discretion.

Feral Senses
You gain the senses of your animalistic side.
Gift: You gain low-light vision. At manifestation level 3rd, you gain the scent special ability if your lycanthrope animal type has the scent ability.
Stain: Creatures of the animal type (except those of your lycanthrope type) are unnerved by your lycanthropic presence, causing you to take a –2 penalty on Handle Animal and Ride skill checks. At manifestation level 3rd, these penalties change to –4.

Fur Armor
When in your shifted form, you gain a thick coat of fur.
Prerequisite: Shift form*.
Gift: Whenever you shift your form, your natural armor bonus increases by 1. At manifestation level 5th, your natural armor bonus instead increases by 2.
Stain: Whenever you shift form involuntarily, you shift as a free action but you spend your next round confused and must roll to determine your action. At manifestation level 5th, you are confused for 2 rounds instead. Immunities don’t prevent this confusion, and you can’t remove the confusion early by any means.

Greater Shift Form
You can become an animal.
Prerequisites: Manifestation level 6th, shift form*.
Gift: When you use shift form, you can instead take your animal form, as if using polymorph. Nonmagical clothing and gear don’t meld into your animal form. You don’t gain any ability score adjustments (other than those gained from other manifestations), but you do gain all of the other abilities granted by polymorph for your new form.
Stain: While you’re shifted, you’re treated as a lycanthrope and shapeshifter for abilities, items, or spells that target lycanthropes or shapeshifters. In addition, when you shift involuntarily, you can’t shift back until you spend a full-round action and succeed at a DC 20 Constitution check. If you don’t succeed, you remain in your shifted form, automatically consuming a daily use of shifting each minute until you have used up all of your uses for the day.

Lunar Call
The moon’s light affects your mind.
Prerequisite: Shift form*.
Gift: Whenever you are outside and the moon is visible, you gain a +1 morale bonus on attack rolls and damage rolls. These bonuses double during a full moon.
Stain: Whenever you are outside and the moon is visible, you take a –2 penalty on saving throws against emotion effects and a –4 penalty on saving throws to resist involuntarily shifting. These penalties double during a full moon.

Lycanthropic Empathy
You can relate to the creatures that share your type.
Gift: You can communicate with animals related to your animal type. You can use Diplomacy to alter such animals’ attitudes, and you gain a +4 racial bonus on such checks. This bonus also applies on your wild empathy checks.
Stain: Your animalistic nature imposes a penalty on your Bluff, Diplomacy, and Sense Motive skill checks equal to your manifestation level (minimum –2) when dealing with humanoids (and other civilized folk at the GM’s discretion).

Shift Form
You have some control over your shift to a feral nature.
Gift: You can attempt a DC 15 Constitution check as a full-round action to shift into a feral form, with a bonus equal to your manifestation level. This form grants you a bite natural attack that deals 1d6 points of piercing damage if you’re Medium (1d4 if Small). You retain the use of your abilities and gear. You can remain in this form for up to 1 minute, but can revert back as a move action at any time. If the duration expires, you can extend it by 1 minute by spending another use of this ability as a free action. You can use this ability a number of times per day equal to your manifestation level.
Stain: When you are struck by a confirmed critical hit and aren’t in your shifted form, you must attempt a Will save (DC = 15 + your manifestation level). If you fail, you automatically shift form on your next turn without attempting a check. This consumes one use of that ability. You must also attempt this save if you take damage equal to or greater than your manifestation level while not in combat or before you’ve acted in combat.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

Silver Allergy
You’re resistant to harm, but can’t abide the touch of silver.
Prerequisites: Manifestation level 4th, shift form*.
Gift: When you are shifted, you gain an amount of damage reduction equal to half your manifestation level. This DR is overcome by silver.
Stain: When you’re not in your shifted form and you touch silver, including being struck by a silver weapon, you’re sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early. You can try to hide this aversion with a Bluff check opposed by Sense Motive.
« 上次编辑: 2019-08-26, 周一 14:15:37 由 杜恩.沃土.大地之子 »

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Re: Corruption
« 回帖 #2 于: 2019-08-23, 周五 21:45:39 »
鬼上身(Possessed)
不管它是真正的精魄还是你的另一个人格,有另一種思想在跟你爭奪你身體的控制權。

诱因(CATALYST)
一个邪惡的精魄、灵魂、或人格——以下簡稱为精魄——入住在你的身体里。

过程(Progression)
此腐化过程在你放棄掌控以使用精魄的力量时越發严重。如同通灵者的英灵(Pathfinder RPG Occult Adventures 30),当你与附身的精魄共鸣(Influence)时(此共鸣与通灵者英灵无关;兩者分开计算),它能给予你更多的力量。每天日出时,精魄对你的共鸣回歸至1点。精魄在你睡眠(或執行日常休息)、变得困惑、晕眩、惊惧、恐慌、震慑时獲得1点共鸣。
当精魄对你至少有3点共鸣时,你明顯地難以控制你的身體,而且你在你自己的人格与交融了精魄的人格之间来回切換。当精魄擁有5点共鸣时,你必需嘗試一个意志豁免(DC=15+你的显形等级)。若你成功通过,共鸣下降至4点;否则此腐化進入下一个階段。若你必需在下次日出之前再次嘗試此豁免检定,每多一次DC+2。
腐化阶段1(Corruption Stage 1):第一次你意志豁免失败时,你的陣營偏移一階向精魄的陣營(由GM选择),而且精魄控制你的行动直到下次日出。
腐化阶段2(Corruption Stage 2):第二次你意志豁免失败时,你的陣營变得跟精魄的陣營完全一致,而且精魄控制你的行动直到下次日出,以及不管共鸣為多少你也会在人格和掌控身体方面有所衰退。
腐化阶段3(Corruption Stage 3):第三次你意志豁免失败时,精魄会偷奪你的身体的全部控制权,而你变成一个由GM控制的NPC。此NPC擁有鬼上身腐化並將你化为附身中的精魄。

移除腐化(Removing the Corruption)
結束鬼上身腐化通常需要你站在朝向内作束缚用的反各邪惡法阵(Magic Circle against Evil),並成為反制邪恶(Dispel Evil)或祓除(Cast Out)APG的目标。此精魄使用你不含任何罰值的意志豁免调整值,而它的有效施法者等级等同你的角色等级+你的显形等级。
但是,由于占据(possession)方或式因具體情況而異,个別的占据可能須要其它的方法来移除,例如接受心理治療或實現该精魄未遂的事業。

显形(Manifestations)
以下是鬼上身腐化的显形。
引用
撲朔迷魂(Blurred Soul)
附身的精魄混淆了魔法的目标。
先决条件:显形等级5。
贈礼:在指定你时,只影響有限目标數目的法术可能失败,除非施法者选择你成为兩个分开的目标(selects you as two separate targets)。在对抗只指定你一次的法术时,你擁有SR 11+双倍你的显形等级。一个施法者完成施法並只指定你一次並成功突破你的SR將会留意到此干擾,他能嘗試DC 25的法术辨识来意识到他須要指定你兩次以使將來的法术規避此效果。
污染:你從善意的魔法符號之中畏縮。任何盟友嘗試向你施放接觸法术时必須成功以接觸攻击命中。你能花費一个移动动作来穩住自己1轮,让盟友不需接觸攻击也能接觸你。若精魄对你的共鸣为3点或以上,你必須嘗試進行豁免检定来对抗盟友的无害法术(但不包括你自己的),而你不再算作自願目标。

受染人格(Contaminated Personality)
你的思維在跟精魄抗爭时瓦特了。
先决条件:显形等级4。
贈礼:当附身的精魄对你的共鸣为4点或以上时,你的魅力獲得+2加值。
污染:你染上了精魄的怪癖,令人他人感到不安並使你更難掩飾被占据一事。你在交涉检定和易容检定承受-4罰值。

可憎之声(Hateful Voices)
偏執多疑的低語不斷混雜在你自己的想法之中。
贈礼:你在看穿偽裝、察覺惑控效果、和能突袭轮行动的察覺检定和察言观色检定獲得+4加值。
污染:每当一个你视为盟友或朋友的傢伙背叛或令你失望时,即使那份失望是完全無辜,你也会咕哝着(別人会聽到的察覺DC为15)那傢伙由始至终都是个坏蛋而他必须为此付出代價。只要精魄对你的共鸣为3点或以上,你就不能獲得其他生的物援助他人行动的好處。

一時清醒(Temporary Clarity)
你将你所有的负面情绪转移给精魄。
贈礼:每天1次,无須动作,你能将你所有的负面思想转移给精魄,以在獲得以下一种狀態时保持頭腦清醒:晕眩、惊惧、恐慌、戰慄、恍惚、和震慑。你无视该特定情況的该狀態的效果,持續等同你的显形等级的分鐘數(若你从另一来源承受该狀態,它则正常生效)。此段时间算入该狀態的持續时间。一旦持續时间结束,附身的精魄獲得1点共鸣。
污染:透过向精魄喂吃的最黑暗的思想,你使它变得更强大。当你睡眠(或執行日常休息)时,精魄对你的共鸣为2点而非1点,而且在日出时,精魄对你的共鸣调整至2点。

胡来的手(Traitorous Hand)
精魄集中在王之力你老婆一只手上。
贈礼:每天等同你的显形等级的次數,你能用胡来的手進行接觸攻击,用精魄的影响力混淆敌人。目标变得反胃的轮轮等同你的共呜点(意志通过则无效)。豁免不论成功与否,目标都不能借机攻击1轮。被此能力影響的生物接变得免疫24小时。
污染:你在需要你的双手的攻击骰和基于敏捷的检定承受-2罰值。每当你变得晕眩或震慑时,若精魄对你的共鸣在增加上这1点后为3点或以上,该手会以持用的物品或如同擅長的徒手击打攻击你(或一个脆弱的盟友,由GM決定),造成1d8+d8+你的力量调整值的伤害(不论持用的物品)。

双份意識(Two Minds)
你与精魄不是对手关系。
贈礼:额外的意識提供積聚的意志力来对抗精神攻击。你在对抗影響心灵效果时獲得+2加值;若你豁免失败,无須动作,你能提高1点精魄对你的共鸣来重骰此豁免。若你這樣做,你必需接受第二次骰的结束並且不能重骰。此好處不能用于此腐化。
污染:不協和的想法分散了你的注意力。你的先攻检定双骰取低。你的专注檢定承受-2罰值。当到達显形等级3时,罰值提升至-4。

无拘无束(Unrestrained)
精魄抵禦了物理的約束。
贈礼:你在特技、攀爬、飞行、和游泳检定獲得+2加值。以一个迅捷动作,你能提高1点精魄对你的共鸣来獲得行动自如(Freedom of Movement)的好處,持續1轮。当到達显形等级3时,此加值提升至+4。
污染:你穿戴的物品從你的掌中滑落,攜帶的物品並從口袋中掉出,又或者突然间向着对你态度不友好的生物扔投擲过去。你需要使用标準动作才能抽出或存放道具,而每当你掉落或丟失物品,它落在任何離你10尺的空间中。你在对抗卸武你或向你盗取的攻击和效果时,你的豁免检定和CMD承受-2罰值。当到達显形等级3时,罰值提升至-4。

肆虐意念(Violent Will)
精魄以你的身体作为导管来宣洩強烈的能量。
先决条件:显形等级5,无拘无束*,飄逸輕盈*。
贈礼:你能提高1点精魄对你的共鸣来使用心灵遥控(Telekinesis)(如同名法术),CL等同你的角色等级。
污染:每当你变得困惑、晕眩、惊惧、恐慌、震慑时,附身的精魄將怪責你的盟友如何讓你失望。它向最接近你的盟友釋放出猛烈版本的心灵遥控,要么向他投擲附近可能最大的物體,若没有物體能投擲,则把此盟友投擲到堅實的平面上。

飄逸輕盈(Weightlessness)
附身的精魄的影響力導致你快要浮起来了。
先决条件:无拘无束*。
贈礼:你能以类法术能力任意使用羽落术(Feather Fall)和跳跃术(Jump)。能提高1点精魄对你的共鸣来以类法术能力使用浮空术(Levitate)或蛛行术(Spider Climb)。在所有情況下,你的CL等同你的角色等级而且此类法术能力只能以自身为目标。
污染:你在对抗移动你或绊摔你的攻击和效果,以及除了脱离擒抱的所有战技检定时,你的豁免检定和CMD承受-4罰值。当到達显形等级3时,罰值提升至-6。
劇透 -   :
Possessed

Whether it’s an actual spirit or an alternate personality, another mind vies with you for control of your body.

CATALYST
An evil spirit, soul, or personality—hereafter referred to as a spirit—has taken up residence within your body.

Progression
The corruption progresses when you give up control to use the spirit’s power. Like a medium’s spirits (Pathfinder RPG Occult Adventures 30), the spirit possessing you can give you more power when you give it influence (this doesn’t interact with medium spirits; the influence is separate). Each day at sunrise, the number of points of influence the spirit has over you returns to 1. The spirit gains 1 point of influence whenever you fall asleep (or perform your daily rest) or become confused, dazed, frightened, panicked, or stunned. You lose any immunity to confusion, daze, fear, and stun.
When the spirit has at least 3 points of influence, you have visible difficulty controlling your body, and you shift back and forth between your own personality and a blend with the spirit. When the spirit has 5 points of influence, you must attempt a Will save (DC = 15 + your manifestation level). If you succeed, influence drops to 4 points; otherwise, the corruption progresses to the next stage. If you must attempt this saving throw again before the next sunrise, the DC increases by 2 for every previous attempt.
Corruption Stage 1: The first time you fail, you move one step closer to the spirit’s alignment (GM’s choice) and the spirit controls your actions until the next sunrise.
Corruption Stage 2: The second time you fail, your alignment changes to match the spirit’s, the spirit controls your actions until the next sunrise, and you have lapses of control and personality regardless of influence.
Corruption Stage 3: The third time you fail the saving throw, the spirit steals full control of your body and you become an NPC under the GM’s control. This NPC has the possessed corruption with you as the possessing spirit.

Removing the Corruption
Ending a possession corruption usually requires you to be targeted with dispel evil or cast outAPG while you stand inside a magic circle against evil turned inward as a trap. The spirit uses your Will save modifier without any of your penalties, and its effective caster level is equal to your character level + your possessed manifestation level.
However, since the method of possession varies from case to case, a particular possession might require other means of removal, such as undergoing therapy or fulfilling the spirit’s unfinished business.

MANIFESTATIONS
The following are manifestations of the possessed corruption.

Blurred Soul
The possessing spirit confounds targeted magic.
Prerequisite: Manifestation level 5th.
Gift: Spells that affect a limited number of targets can fail when targeting you unless the caster selects you as two separate targets. Against such spells that target you only once, you have an amount of spell resistance equal to 11 + double your manifestation level. A spellcaster who finishes casting a spell that targets you only once and succeeds at a caster level check against your spell resistance notices the interference and can attempt a DC 25 Spellcraft check to realize she needs to target you twice to circumvent it with future spells.
Stain: You cringe from symbols of benevolent magic. Any ally attempting to cast a touch spell on you must succeed at a touch attack. You can spend a move action steadying yourself to allow allies to touch you without a touch attack for 1 round. If the spirit has 3 or more points of influence over you, you must attempt saving throws against harmless spells cast by allies (but not yourself ), and you no longer count as willing.

Contaminated Personality
Your mind fractures in the struggle against the spirit.
Prerequisite: Manifestation level 4th.
Gift: You gain a +2 bonus to your Charisma score while the possessing spirit has 4 or more points of influence over you.
Stain: You adopt the spirit’s mannerisms, disturbing others and making it harder to disguise the possession. You take a –4 penalty on Diplomacy and Disguise checks.

Hateful Voices
Paranoid whispers constantly mingle with your own thoughts.
Gift: You gain a +4 bonus on Perception checks and Sense Motive checks to see through disguises, notice when a creature is under an enchantment, and act on the surprise round.
Stain: Whenever a character you consider an ally or friend betrays or disappoints you, even if the disappointment is completely innocent, you unknowingly mutter (Perception DC 15 for others to hear) about how that character was an enemy all along and must be made to pay. As long as the spirit has 3 or more points of influence, you gain no benefit from another creature’s aid another attempts.

Temporary Clarity
You channel all your negative emotions into the spirit.
Gift: Once per day, without spending an action, you can sublimate all of your negative thoughts into the spirit to clear your mind in response to gaining one of the following conditions: dazed, frightened, panicked, shaken, staggered, and stunned. You ignore the effects of that particular instance of that condition for a number of minutes equal to your manifestation level (if you suffer from that condition from another source, it applies normally). This time still counts against the condition’s duration. Once the duration expires, the possessing spirit gains 1 point of influence over you.
Stain: You make the spirit more powerful by feeding it your darkest thoughts. Whenever you fall asleep (or perform your daily rest), the spirit gains 2 points of influence over you rather than 1 point, and at sunrise, the number of points of influence the spirit has over you changes to 2.

Traitorous Hand
The spirit focuses on one hand.
Gift: A number of times per day equal to your manifestation level, you can use traitorous hand to make a touch attack that confounds foes with the spirit’s influence. The target is nauseated for 1 round per point of influence the spirit has over you (Will negates). Even if the target succeeds, it can’t make attacks of opportunity for 1 round. A creature affected by this ability becomes immune for 24 hours.
Stain: You take a –2 penalty on attack rolls and Dexterity-based checks involving your hands. Whenever you become dazed or stunned, if the spirit has 3 or more points of influence over you after adding the point, the hand attacks you (or a vulnerable ally, GM’s discretion) with a held item or unarmed strike as if proficient, dealing damage equal to 1d8 + your Strength modifier (regardless of the held item).

Two Minds
The spirit suffers no rivals.
Gift: The extra mind provides a reserve of willpower against mental attacks. You gain a +2 bonus on saves against mind-affecting effects; if you fail, you can give the spirit 1 point of influence over you to reroll the save without using an action. If you do, you must accept the result of the second roll and can’t reroll. These benefits don’t apply against this corruption.
Stain: A cacophony of thoughts distracts you. Roll twice on initiative checks and take the lower result. You also take a –2 penalty on concentration checks. At manifestation level 3rd, the penalty changes to –4.

Unrestrained
The spirit resists physical restraint.
Gift: You gain a +2 bonus on Acrobatics, Climb, Fly, and Swim checks. You can give the spirit 1 point of influence as a swift action to gain the benefits of freedom of movement for 1 round. At manifestation level 3rd, the bonuses increase to +4.
Stain: Objects you wear and carry slip from your grasp and fall from your pockets, or suddenly pelt creatures that have acted in an unhelpful manner toward you. It takes you a standard action to retrieve a stored item, and whenever you drop or lose hold of an item, it lands 10 feet away in a random direction. You take a –2 penalty on saving throws and to your CMD against attacks and effects that would disarm you or steal from you. At manifestation level 3rd, the penalty changes to –4.


Violent Will
The spirit uses your body as a conduit to unleash forceful energy.
Prerequisites: Manifestation level 5th, unrestrained*, weightlessness*.
Gift: You can give the possessing spirit 1 point of influence over you to use telekinesis (as per the spell) with a caster level equal to your character level.
Stain: Whenever you become confused, dazed, frightened, panicked, or stunned, the possessing spirit blames your allies for failing you. It unleashes a forceful version of telekinesis at your nearest ally, either hurling the largest possible nearby object at her or, if there are no objects to hurl, hurling the ally against a hard surface.

Weightlessness
The possessing spirit’s influence causes you to nearly float.
Prerequisite: Unrestrained*.
Gift: You can use feather fall and jump at will as spell-like abilities. You can give the possessing spirit 1 point of influence over you to use levitate or spider climb as a spell-like ability. In all cases, your caster level is equal to your character level and the spell-like ability can target only you.
Stain: You take a –4 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple. At manifestation level 3rd, the penalty changes to –6.
« 上次编辑: 2019-08-26, 周一 11:06:50 由 杜恩.沃土.大地之子 »

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Re: Corruption
« 回帖 #3 于: 2019-08-23, 周五 21:50:33 »
改造人(Promethean)
你的肉身日漸消瘦。当你的身體腐朽时,你必須逐渐用上更多的人工组件来替换——尸肉、骨头、木材、金屬、或其他特殊材料。

诱因(CATALYST)
此腐化源于旨在创造或延长生命的实验——也许你是自願參與一位炼金术师的研究或被非常规手段从死亡中复活,而代價则是剝奪了你的人性。

过程(Progression)
每当你对抗一个强韧豁免检定失败或hp降至0以下,你必須嘗試一个强韧豁免检定(DC=15+你的显形等级)。若你豁免失败,你身体里一些活着的器官开始衰竭。在接下来3天內,你或你相信的人必須花費8小时来替你的身体換上更多的构装组件。若你不这样做,你將死亡,即使你被复生术(Resurrection)或完全复生术(True Resurrection)复活(由于你的身体不可行,这是必要的),你仍然要進行手术,否则3天內又会死去。在手术后,50%机率你到達下一个腐化阶段。若没有则上述的强韧豁免DC+2,直至你到達下一个腐化阶段。此提升每次叠加。
腐化阶段1(Corruption Stage 1):第一次你腐化升级时,容易陷入例行公事,执行重复的行动。你的阵营向中立阵营偏移一阶。
腐化阶段2(Corruption Stage 2):第二次你腐化升级时,你發現自己对一切提不起勁,甚至连愛情也是。你的阵营变成中立。
腐化阶段3(Corruption Stage 3):第三次你腐化升级时,你失去了太多能容納你的灵魂的身体了。你成为一个由GM控制的无心智、破壞性的机器人或自由意志的邪恶构装体。

移除腐化(Removing the Corruption)
移除此腐化需要侵入性手术来移除融合在你体內的人工组件。即使这些程序也可能无法治愈你根本上的腐朽,而你可能需要四處搜尋医學和炼金大典並咨詢神术施法者,用比以往更安全的程序替換你的身体部件。强大的魔法例如神迹术(Miracle)祈愿术(Wish)配合再生术(Regenerate)能從身體中剝離組件並防止衰竭。

显形(Manifestations)
以下是改造人腐化的显形。
引用
护体裝甲(Armored)
你的身体在对抗攻击时异常地堅硬。
贈礼:你的骨头拴上了鋼板或你的血肉如皮革一样保護你的身体。你的AC獲得+1天生护甲加值。当到達显形等级5时,此加值提升至+2。
污染:你在基于敏捷和基于力量的技能检定承受-1罰值。当到達显形等级5时,此罰值提升至+2。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

狂怒(Berserk Fury)
你剩下的唯一情緒只有怒气。
贈礼:以自由动作,你能自願進入激怒狀態,持續轮數等同你的显形等级;此轮數不需要連續使用。一旦你终止此狀態,你1分鈡內不能再次進入。当激怒时,你在攻击骰和伤害骰獲得+2加值、1点臨时生命值/每角色等级、以及强韧豁免獲得+2加值。你在此激怒狀態中掌控著自己,但你必需成功通过意志检定来抗拒失控(详情如下)。当你自願進入激怒狀態时,你的意志检定承受-2罰值。
污染:当你被重击击中或hp降至最大值的一半以下,你必需成功通过意志检定(DC=15+你的显形等级)否则進入激怒狀態,持續轮數等同你的显形等级。你獲得此显形的好處,但你完全失控,近战攻击最接近的生物(若有多个目标则由骰子隨機決定)。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

高等护体裝甲(Greater Armored)
你的身体覆蓋着厚实的裝甲板。
先决条件:显形等级5、护体裝甲*。
贈礼:你从护体裝甲显形獲得的天生护甲AC+2。
污染:你从护体裝甲显形承受的罰值调整为-3。你的所有移动速度-10尺。

高等破碎身軀(Greater Shattered Body)
你的整个身軀几乎都被替換成人工组件。
先决条件:显形等级5、破碎身軀*。
贈礼:你的身軀幾乎完全是人造的,只餘下几个有機部件能將你和你原来的人生拴系起来。你从破碎身軀獲得的对抗毒素和疾病的豁免检定等同你的显形等级的加值。你在hp低于0时自动穩定。你不再需要吃、喝、或睡。你仍然須要休想至少8小时来準備法术。
污染:你大部分的內臟器官已被替換。你再也不能从葯水、灵葯、炼成、或其他任何需要食用的道具中獲得好處。
特殊:你只能從你接受破碎身軀起,在腐化过程中豁免检定又一次失败並替換上更多构裝部件时选择此显形。

高等破碎思維(Greater Shattered Mind)
你不能理解任何情緒,除了怒火。
先决条件:显形等级6、腐化阶段2、破碎思維*。
贈礼:你变得免疫所有影響心灵的情緒效果,除了產生狂暴、憎恨、或愤怒的情緒。
污染:你失去理解愛与快樂的能力。你不能从士气加值或吟遊表演中獲得好處。

人体創改(Promethean Transfiguration)
比起凡人,你現在更像機器。
先决条件:显形等级7、腐化阶段2、护体裝甲*、高等破碎身軀*、高等破碎思維*、破碎身軀*、破碎思維*。
贈礼:你免疫流血、疾病、麻痺、毒素、睡眠效果和震慑。
污染:你的身體現在已經失去了太多,你艱難地掙扎求存。你的体质承受-4罰值。

暴走(Rampage)
当你勃然大怒时,你毁灭周遭的一切。
先决条件:狂怒*。
贈礼:当激怒时,你对物品造成双倍伤害並在破坏物品的力量检定獲得+4加值。
污染:平息激昂中的狂怒對你的身體造成傷害。你结束任何种类的狂暴后会恍惚1分钟(包括狂怒显形、野蛮人狂暴、和法术狂暴)。没東西能移除此狀態,免疫恍惚也不能防止它。

义肢(Replacement Limb)
你的其中一只手被替換成假肢。
先决条件:护体裝甲*、破碎身軀*。
贈礼:你獲得一个挥击主要天生武器。此挥击在中体型的你造成1d6点伤害(小体型则是1d4)。
污染:你在使用双手的基于敏捷的技能检定、能力检定、以及基于敏捷攻击骰承受-2罰值。

破碎身軀(Shattered Body)
最近一次你在你身上添加更多的构裝部件时,你達到了臨界點。
先决条件:护体裝甲*。
贈礼:你在对抗毒素和疾病的强韧豁免检定獲得等同1/2你的显形等级的加值。此外,你只需求正常一半的食物和水,休息正常一半的时间就能獲得整晚休息(full night's rest)的效果。不过你仍然須要休想至少8小时来準備法术。
污染:你在決定法术和效果的目标类型时,你被同时视为原生物类型和构装体(例如破敌武器附魔或游俠宿敌业职特性)。
特殊:你只能在腐化过程中豁免检定至少失败1次並替換上更多构裝部件时选择此显形。

破碎思維(Shattered Mind)
你的变型損害到你的心靈。
先决条件:腐化阶段1或2。
贈礼:你的遲鈍情緒更難以被魔法影響。你在对抗情緒效果的意志豁免獲得+2加值,若你擁有此显形的污染,你在对抗它们时不需要双骰取低。此显形下應用于引起狂暴、憎恨、或愤怒的情緒效果。当到達显形等级5时,此加值提升至+4。
污染:现在的你易于被操縱,你在对抗胁迫效果时双骰取低。
 

劇透 -   :
Promethean

Your body is slowly wasting away. As your body decays, you must gradually replace more and more of it with artificial components—corpse flesh, bone, wood, metal, or other exotic materials.

CATALYST
This corruption stems from experimentation designed to create or extend life—perhaps you were a willing participant in an alchemist’s research or brought back from the dead by an unconventional means that robbed you of your humanity.

Progression
Whenever you fail a Fortitude save against any effect or fall below 0 hit points, you must attempt a Fortitude save (DC = 15 + your manifestation level). If you fail that save, some of the living components of your body begin to fail. Within the next 3 days, you or someone you trust must spend 8 hours replacing more of your body with construct parts. If you don’t do so, you die, and even if you are brought back from the dead with resurrection or true resurrection (which are necessary since your body isn’t viable), you still must perform the operation or you die again in 3 days. After an operation, there is a 50% chance your corruption progresses to the next stage. If it doesn’t, the DC of the above Fortitude save increases by 2 until your corruption reaches the next stage. These increases stack.
While your body parts are failing (after you’ve failed the Fort save but before you’ve repaired your body), you don’t have to attempt additional saves when you fail a Fortitude save or fall below 0 hit points. Once you’ve been repaired, you need to attempt saves in these circumstances again.
Corruption Stage 1: The first time your corruption progresses, you fall into routines easily, performing repetitive actions. Your alignment shifts one step toward neutral.
Corruption Stage 2: The second time your corruption progresses, you find you can’t bring yourself to care about things or even to love. Your alignment shifts to neutral.
Corruption Stage 3: The third time your corruption progresses, too much of your body is gone for your soul to remain. You become a mindless, destructive automaton or free-willed evil construct under the GM’s control.

Removing the Corruption
Getting rid of a corruption requires invasive surgery to remove the artificial components fused to your body. Even these procedures might not cure your underlying wasting, so you might need to scour medical and alchemical tomes and consult divine spellcasters for a safer procedure than replacing your body parts in the way you were before. Powerful magic like miracle or wish in conjunction with regenerate might strip the components from your body and prevent the wasting.

MANIFESTATIONS
The following are manifestations of the promethean corruption.

Armored
Your body is unnaturally hardened against attacks.
Gift: Plates bolted to your bones or flesh like leather protect your body. You gain a +1 natural armor bonus to your AC. At manifestation level 5th, this bonus increases to +2.
Stain: Your take a –1 penalty on Dexterity- and Strength-based skill checks. At manifestation level 5th, this penalty changes to –2.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

Berserk Fury
The only emotion left to you is rage.
Gift: You can voluntarily enter an enraged state as a free action for a number of rounds per day equal to your manifestation level; these rounds don’t have to be consecutive. Once you end this state, you can’t enter it again for 1 minute. While enraged, you gain a +2 bonus on attack and damage rolls, 1 temporary hit point per character level, and a +2 bonus on Fortitude saves. You are in control of yourself during this rage, but you must still succeed at a Will save to resist losing control (as detailed in this manifestation’s stain). While voluntarily enraged, you take a –2 penalty on Will saves.
Stain: When you’re hit by a critical hit or drop below half your maximum hit points, you must succeed at a Will save (DC = 15 + your manifestation level) or become enraged for a number of rounds equal to your manifestation level. You gain the benefits of this manifestation’s gift, but you’re completely out of control, making melee attacks against the nearest creature (roll randomly if there are multiple targets).
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

Greater Armored
Your body is covered in thick armored plating.
Prerequisites: Manifestation level 5th, armored*.
Gift: Your natural armor bonus to your AC from the armored manifestation increases by 2.
Stain: The penalty from armored changes to –3. All your movement speeds decrease by 10 feet.

Greater Shattered Body
Nearly all your body is replaced by artificial components.
Prerequisites: Manifestation level 5th, armored*, shattered body*.
Gift: Your body is almost entirely artificial, save for a few organic components tethering you to your original life. Your bonus on saving throws against poison and diseases from shattered body is equal to your manifestation level. You automatically stabilize when you are below 0 hit points. You no longer need to eat, drink, or sleep. You must still rest for at least 8 hours to prepare spells.
Stain: Most of your internal organs have been replaced. You can no longer benefit from potions, elixirs, extracts, or any other beneficial item that requires consumption.
Special: You can gain this manifestation only if you have failed another corruption progression saving throw and replaced more of your body with construct parts since the time you took shattered body.

Greater Shattered Mind
You can understand no emotion but rage.
Prerequisites: Manifestation level 6th, corruption stage 2, shattered mind*.
Gift: You become immune to all mind-affecting emotion effects, except those that produce emotions of rage, hatred, or anger.
Stain: You have lost the ability to understand love or joy. You can’t benefit from morale bonuses or bardic performances.

Promethean Transfiguration
You are more machine now than mortal.
Prerequisites: Manifestation level 7th, corruption stage 2, armored*, greater shattered body*, greater shattered mind*, shattered body*, shattered mind*.
Gift: You become immune to bleed, disease, paralysis, poison, sleep effects, and stunning.
Stain: So much of your body is now gone that you struggle to remain alive. You take a –4 penalty to your Constitution score.

Rampage
When you fly into a rage, you destroy everything nearby.
Prerequisite: Berserk fury*.
Gift: While enraged, you deal double damage to objects and gain a +4 bonus on Strength checks to break objects.
Stain: Returning from the heights of fury takes a toll on your body. You are staggered for 1 minute after ending a rage of any kind (including berserk fury, barbarian rage, and the rage spell). Nothing can remove this condition, nor does immunity to being staggered prevent it.

Replacement Limb
One of your arms has been replaced by a prosthetic.
Prerequisites: Armored*, shattered body*.
Gift: You gain one slam attack as a primary natural weapon. This slam deals 1d6 points of damage if your size is Medium (1d4 if Small).
Stain: You take a –2 penalty on Dexterity-based skill checks and ability checks using your hands, as well as on Dexterity-based attack rolls.

Shattered Body
The last time you added more construct parts to your body, you reached a tipping point.
Prerequisite: Armored*.
Gift: You gain a bonus on Fortitude saves against poison and disease equal to half your manifestation level. Additionally, you require only half as much food and water as normal, and half as much rest as normal to gain a full night’s sleep. However, you must still rest for at least 8 hours to prepare spells.
Stain: You are treated as both a construct and your original creature type for spells and effects that target creatures by type (such as the bane weapon special ability or a ranger’s favored enemy class feature).
Special: You can gain this manifestation only if you have failed at least one corruption progression saving throw and replaced more of your body with construct parts.

Shattered Mind
Your transformation damaged your psyche.
Prerequisite: Corruption Stage 1 or 2.
Gift: Your dulled emotions are more difficult to affect with magic. You gain a +2 bonus on Will saves against emotion effects, and if you have this manifestation’s stain, you don’t need to roll twice and take the lower result against them. This doesn’t apply to emotion effects that cause rage, hatred, or anger. At manifestation level 5th, this bonus increases to +4.
Stain: Now easy to manipulate, you roll twice and take the lower result against compulsion effects.
« 上次编辑: 2019-08-27, 周二 10:50:31 由 杜恩.沃土.大地之子 »

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

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Re: Corruption
« 回帖 #4 于: 2019-08-25, 周日 15:52:36 »
Horror Adventures

Simple Templates
You can apply these simple templates to monsters for a quick way to inject an atmosphere of horror into your game. This section includes simple templates related to the corruption rules in Chapter 1, along with a simple template for creating fleshwarped creatures.

SIMPLE CORRUPTION TEMPLATES
PCs aren’t the only ones who can carry the stain of corruption on their souls. However, the corruption rules were designed with PCs in mind, so they include numerous choices and progress over time. For a creature that appears in a single encounter, it makes more sense to grant it a simple package of abilities that captures the feel of the corruption. This allows you to create all sorts of custom monsters on the fly, inspired by the themes of the corruptions. Looking for a mount for a ghoul NPC? Add the ghoulish creature simple template to a horse (or other mount of your choice), and you’re good to go!
Corruption simple templates function the same way as other simple templates. All simple templates have two categories of changes. The quick rules present a faster way to modify a creature’s abilities without actually changing the creature’s ability scores and propagating those changes. The rebuild rules list the exact changes to make to the base creature’s abilities, including ability scores, if you have the capacity to completely rebuild it. These two methods result in creatures with similar abilities (though the quick rules will be missing some of the more obscure interactions of increasing an ability score). Some of these simple templates (lich creature, lycanthropic creature, and vampiric creature) are simplified versions of lengthier templates found in Pathfinder RPG Bestiary. A hellbound creature has the weakness of a devilbound creature (Pathfinder RPG Bestiary 4 56), and a hive creature has the hive subtype (see page 233). Abilities from these longer templates or the hive subtype are denoted with an asterisk (*). The simple template indicates any differences to the original template’s abilities.

Lycanthropic Creature (CR +1)
Lycanthropic creatures can act as simpler variants of any sort of lycanthrope in hybrid form, but the default is for a werewolf-like creature, so if the base lycanthrope has different features, adjust the creature accordingly (for instance, a wereshark can swim). This simple template reflects the creature’s hybrid form. The creature can’t take full animal form, and when it’s in its ordinary form, remove this template with the exceptions of change shape, low-light vision, and scent. Lycanthropic creatures don’t have to be humanoids, and at your discretion, a lycanthropic creature can afflict creatures of its own type with lycanthropy, in addition to humanoids.
Quick Rules: +1 to AC; DR 5/silver; +1 on rolls based on Str, Dex, and Con; +1 hp/HD; bite attack that deals 1d6 points of damage (for Medium creatures) plus curse of lycanthropy*; change shape (normal or hybrid form; polymorph); lycanthropic empathy* (as appropriate for the lycanthrope).
Rebuild Rules: Type gain the shapechanger subtype; DR 5/ silver; Senses low-light vision, scent; AC natural armor bonus increases by 1; Melee bite attack that deals 1d6 points of damage (for Medium creatures) plus curse of lycanthropy*; Special Attacks curse of lycanthropy*; Special Attacks change shape (normal or hybrid form; polymorph), lycanthropic empathy* (as appropriate for the lycanthrope); Ability Scores +2 Str, +2 Dex, +2 Con.

Possessed Creature (CR +1)
While there are rules in Pathfinder RPG Occult Adventures for when a creature is possessed and totally controlled by a specific spell, sometimes a creature is possessed by a vague entity (hereafter called a spirit) that acts as a second personality within the creature’s mind, sharing control and providing the creature some symbiotic benefits.
Quick Rules: +2 on rolls based on Cha; +4 on Will saves; after failing a save against a mind-affecting effect, reroll the save, but the spirit takes control if the second save succeeds; always acts on the surprise round.
Rebuild Rules: Defensive Abilities +4 on Will saves; after failing a save against a mind-affecting effect, reroll the save, but the spirit takes control if the second save succeeds; Special Qualities always acts on the surprise round; Ability Scores +4 Cha.

Promethean Creature (CR +1)
A promethean creature has had some of its body replaced by golem parts.
Quick Rules: +4 to AC; +2 on rolls based on Str; slam attack that deals 1d6 points of damage (for Medium creatures); +4 on saving throws vs. poison and disease; immune to emotionUM effects except those that produce rage, hatred, or anger; automatically stabilize when below 0 hp.
Rebuild Rules: AC natural armor bonus increases by 4; Defensive Abilities +4 on saving throws vs. poison and disease, immune to emotionUM effects except those that produce rage, hatred, or anger; automatically stabilize when below 0 hp; Melee slam attack that deals 1d6 points of damage (for Medium creatures); Special Qualities doesn’t need to eat, sleep, or drink; Ability Scores +4 Str.

VARIANT TEMPLATES
The following variant templates alter previous templates, similarly to the way archetypes alter character classes.

凶暴狼人(Bestial Werewolf)
凶暴狼人不会变身成一般的狼或狼与人混种的存在,而是变身成巨大而怪異的狼。
除了兽人化模板提供的变化外,对基底生物作出以下调整。

CR:一般狼人的CR+1。
防御能力:不管是天生的或是感染的,凶暴狼人都在动物形态时獲得DR 10/銀和凶猛。
特殊攻击:凶暴狼人不会獲得兽化人模板的改变形态(Change Shape)特殊攻击,而是获得以下特殊攻击:
引用

改变形态(Change Shape,Su):凶暴狼人不獲得混种形态,而且他的动物形态是凶暴狼而非一般的狼。此能力在其它方面如同一般兽化人模板给予的改变形态能力。
野性反擊(Feral Counter,Ex):当身處动物形态时,每轮首次有生物伤害凶暴狼人时,凶暴狼人能对该生物進行借机攻击。凶暴狼人必需正在威脅该觸發生物才能使用此能力。
属性调整:凶暴狼人在动物形态獲得+4力量和+4体质,而非兽化人模板给予的正常屬性调整。

劇透 -   :
Bestial Werewolf
Bestial werewolves do not transform into normal wolves or wolf-human hybrids, but instead transform into oversized, monstrous wolves.
In addition to the changes for the lycanthrope template, make the following adjustments to the base creature.
Challenge Rating: Normal werewolf ’s CR + 1.
Defensive Abilities: Regardless of whether it is natural or afflicted, a bestial werewolf gains DR 10/silver and ferocity when in animal form.
Special Attacks: A bestial werewolf does not gain the change shape special attack of the lycanthrope template, and instead gains the following special attacks.
Change Shape (Su): A bestial werewolf does not gain a hybrid form, and its animal form is that of a dire wolf, rather than an ordinary wolf. Otherwise, this ability functions identically to the change shape ability granted by the lycanthrope template.
Feral Counter (Ex): While in animal form, the first time each round that a creature damages a bestial werewolf, the bestial werewolf can take an attack of opportunity against the creature. The werewolf must threaten the triggering creature to use this ability.
Ability Scores: A bestial werewolf gains +4 Strength and +4 Constitution in animal form, instead of the normal statistic adjustments granted by the lycanthrope template.

月月狼人(Moonbound Werewolf)
月月狼人是跟月相循环密切关联的兽化人。
除了兽人化模板提供的变化外,对基底生物作出以下调整。

CR:跟一般狼人一样(但是取决于月相,遭遇狼人的CR可能±1)。
防御能力:不管是天生或是感染兽化人,月月狼人在动物形态或混种形态獲得DR 5/銀。当接近满月时,此提升至DR 10/銀;当满月时,此提升至DR 10/銀和魔法;当新月时,月月狼人失去其DR。
SQ:月月狼人获得以下SQ:
引用

月兆(Moonbound,Su):月月狼人根據当时月相的階段獲得好處和副作用。在此能力上月相被分成4个階段:满月、接近满月、新月、和其它。月亮最圆並在天空高挂的3天时间为满月,它的前后4天则为接近满月,而月亮在天空最暗的3天时间则为新月。「其它」階段则包括每个月的餘下日子。需要隨机決定月相的階段的GM可以用下列表格。

d8月相的階段
1新月
2–5其它
6–7接近满月
8满月
属性调整:当接近满月时,月月狼人在人类形态獲得+2力量和+2体质,在动物形态和混种形态时提升至+4。当满月时,月月狼人在人类形态獲得+4力量和+4体质,在动物形态和混种形态时提升至+6。当新月时,月月狼人在所有形态承受-2力量和-2体质,以取代正常情況下的+2加值。

劇透 -   :
Moonbound Werewolf
A moonbound werewolf ’s lycanthropy is closely linked to the cycles of the moon.
In addition to the changes for the lycanthrope template, make the following adjustments to the base creature.
Challenge Rating: Same as a normal werewolf (however, depending on the cycle of the moon, the CR of an encounter with a moonbound werewolf can shift up or down by 1).
Defensive Abilities: Regardless of whether it is a natural or afflicted lycanthrope, a moonbound werewolf gains DR 5/silver in animal or hybrid form. When the moon is near full, this increases to DR 10/silver; when the moon is full, it increases to DR 10/silver and magic; and when the moon is new, the moonbound werewolf loses this damage reduction.
Special Qualities: A moonbound werewolf gains the following special quality.
Moonbound (Su): A moonbound werewolf gains benefits and drawbacks based on the current phase of the moon. For the purposes of this ability, the moon is in one of four phases at any given time: full, nearly full, new, and other. The moon is full for the 3-day period when the moon appears the largest in the sky, it is nearly full for 4 days before it is full and 4 days afterward, and it is new for a 3-day period when the moon appears the darkest in the sky. The “other” phase encompasses the rest of each month. GMs who need to randomly determine the phase of the moon can use the table below.
d8 Moon Phase
1 New
2–5 Other
6–7 Nearly full
8 Full
Ability Scores: When the moon is nearly full, the moonbound werewolf gains +2 Strength and +2 Constitution in human form, and the bonuses he gains in hybrid and animal forms increase to +4. When the moon is full, the moonbound werewolf gains +4 Strength and +4 Constitution in human form, and the bonuses he gains in hybrid and animal forms increase to +6. When the moon is new, the moonbound werewolf has –2 Strength and –2 Constitution in all forms, instead of the normal +2 bonuses.
« 上次编辑: 2019-09-06, 周五 00:32:31 由 杜恩.沃土.大地之子 »

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Re: Corruption
« 回帖 #5 于: 2019-08-27, 周二 18:39:07 »
血魔(Vampirism)
你看着濺出来的血不禁垂涎三尺,並跟將你的牙齒插進朋友和無辜者的脖子的衝動搏鬥。

诱因(CATALYST)
你在一个月或更短的时间內被一只吸血鬼吸血——但没被杀——至少6次就会引發此腐化。更强大的吸血鬼或诅咒能更快地引發此腐化。

过程(Progression)
你吸血並杀死有知觉的生物时会促進血魔腐化。每星期你需要飲用一个型体跟你相差一级內的有知觉的生物的血,直至你吸取的血足以对该生物造成等同你的显形等级的体质伤害。若你没有獠牙显形,你则必須从无助或自願生物中餵食。若你在一星期后没飲用足夠的血,你必須成功一个意志豁免检定(DC=15+你的显形等级),直到你飲用足夠为止。若你检定失败,在你下次休息时,你的腐化会接管你而你無意識地狩獵並吸光一个有知觉的生物的血。若环境使你无法吸血(例如你被绑住或当地没有能吸血的目标),你会如同你3天没進食一样飢餓(Core Rulebook 445)並維持着嗜血沖动和挣扎逃脱,直至你从有知觉的生物中獲得你正常所需的5倍血量。若你的盟友能把你捆绑並餵食,你的腐化则不会惡化。每当你的hp降至0以下时,你必須嘗試一个意志豁免检定,如同该星期没飲用足夠的血。
腐化阶段1(Corruption Stage 1):一旦你从無辜的有知觉的生物吸血,你的陣營向邪惡偏移一阶而且偵測不死生物的法术能偵測到你,儘管施法者会獲得奇特的结果显示你仍然是个活物。其它法术和效果不视你为不死生物。
腐化阶段2(Corruption Stage 2):第二次出现这种情况,你的阵营再一次向邪惡偏移一阶而且你会被法术和效果影響,如同你是不死生物(包括破敌和宿敌业职特性)。此不给予你任何不死生物的免疫,也不使你免疫以活动为目标的效果或改变正负能量对你的效果。
腐化阶段3(Corruption Stage 3):第三次出现这种情况,你成为一个由GM控制的吸血鬼NPC。

移除腐化(Removing the Corruption)
移除血魔腐化需要你消滅你腐化的根源,例如杀死你的吸血鬼先輩或移除你的诅咒。

显形(Manifestations)
以下是血魔腐化的显形。
引用
诱惑(Allure)
你能巧妙地影响他人,但失去了你的倒影。
贈礼:你在唬骗、交涉、和威吓检定獲得+2种族加值。当到达显形等级3时,此加值提升至+4。
污染:你没有倒影。当你身于鏡子或反反光表面的10尺內时,附近的生物有可能注意到有什么不见了(察覺DC 20)。若他们成功通过並超出5点或以上,他们便注意到你缺少了倒影。当到达显形等级3时,以一个标準动作,生物能向你展示一面鏡子来驅趕你。你必須離鏡子5尺远並且不能接觸或近战攻击该生物。1轮后,若该生物持續展示鏡子,你可以每轮嘗試DC 25的意志豁免来无视该轮的排斥。

夜之子(Children of the Night)
你能召喚凶恶的野兽忠实地为你服务。
贈礼:每天1次,你能召喚老鼠集群或狼,如同使用召喚自然盟友II,CL=你的角色等级。此生物侍奉你10分钟或至死亡为止。当到达显形等级3和以后的每2级,你能每天额外使用1次此能力。当到达显形等级4时,你能花費2次每天使用次數来召喚蝙蝠集群。
污染:你在驯养动物和骑术检定承受-3罚值(除了以此显形贈礼召喚的生物)。当到达显形等级5时,你如同擁有反自然灵光(Unnatural Aura)(Bestiary 281)一般影響非敵對動物。

骇人魅力迷死人(Dreadful Charm)
你的说服力使你能够强迫弱者。
先决条件:诱惑*。
贈礼:每天1次当你对一个生物成功通过唬骗、交涉、或威吓检定,你能如同使用魅惑怪物(charm monster)一般魅惑该生物,CL=你的角色等级。若该生物豁免失败,他被魅惑的分钟數等同你的角色等级。
污染:你再也没有影子。在常光或强光之下需要DC 15的察覺检定来注意到此事。还有,若你在一個有強烈大蒜味道的区域,你必須成功一个DC 20的强韧豁免检定否则惡心1d4分钟。免疫不防止此惡心狀態。

獠牙(Fangs)
当你生气时,你的犬齿不自然地生长。
贈礼:以一个迅捷动作,你能長出獠牙以给予你嚙咬攻击。此攻击在中体型的你是造成1d6点穿刺伤害的啮咬天生武器(小体型则是1d4)。你能以移动动作消解此獠牙。以一个标準动作,你能从无助生物中用你的嚙咬攻击吸血,或在成功或維持压制后立即以一个自由动作从被压制生物中吸血。你的吸血每次造成1点体质伤害。该吸血算入避免腐化恶化的吸血量之中;你不需要吸光並杀死该生物。只有从非自願无辜的生物中吸血才能改变你的陣營。
污染:要避免腐化恶化带来的豁免检定,你必須每天吸取所須的血液量而非每星期。

高等反生命(Greater Unlife)
你能从几乎任何伤势中回復。
先决条件:显形等级3、反生命*。
贈礼:当你使用反生命显形的能力时,你獲得快速痊愈 3而非快速痊愈 1。在快速痊愈期间你免疫非致命攻击、屬性伤害、和屬性流失,但是已失去的仍然失去。
污染:当你被陽光直射时,你变得恍惚而非战栗。此狀態无法移除或防止,但在你沒有被陽光直射后立即结束。

生命流失(Life Drain)
你能使你伤害的生物流失生命力。
先决条件:显形等级2。
贈礼:你獲得挥砍攻击,此挥击在中体型的你造成1d6点鈍击伤害(小体型则是1d4)。若你以此攻击重击確定成功,你对目标造成1个臨时负向等级。移除此负向等级的DC等同标準腐化能力的DC。
污染:你如同不死生物般被负能量则治愈和被正能量伤害。

真正的反生命(True Unlife)
你能欺騙死亡。
先决条件:显形等级3、高等反生命*、反生命*。
贈礼:当你的hp降至0以下时但没被杀死並有未用完的快速痊愈次數,你立即气化形体(Gaseous Form),啟动你的快速痊愈、和保持意识。一旦你的hp多于0,此效果结束。此延遲你的腐化过程的正常意志豁免检定直至气化形体结束。
污染:若你保持被陽光直射,在你第2轮和接下来每轮结束时你迸發出火焰並受到1d6点火焰伤害/你的每个显形等级。此火焰伤害穿透抗性或免疫並且无法防止。此火焰伤害和恍惚狀態在你沒有被陽光直射后立即结束。若你被陽光直射时hp降至0以下,你直接被杀並除了完全复生术(True Resurrection)外无法复活你。

反生命(Unlife)
你以惊人的速度治愈。
先决条件:显形等级3。
贈礼:以一个标準动作,每天1/2你的显形等级次,你能给予你自己快速痊愈 1持續1分钟。
污染:当你被陽光直射时,你变得战栗。此狀態无法移除或防止,但在你沒有被陽光直射后立即结束。

血魔恩典(Vampiric Grace)
你的移动带着捕食者的恩典。
先决条件:显形等级2。
贈礼:你獲得闪避作为额外专长並在隐匿检定獲得+2种族加值。当到达显形等级6时,你能隨意爬牆(如同蛛行术(Spider Climb))。
污染:除非被有權這樣做的人邀请,或通过DC 30的意志豁免,否则你不能进入私人住宅。若你豁免失败,你永远不能重試此豁免,但若你後来被邀請到裡面,你也能進入。
 

劇透 -   :
Vampirism
You salivate when blood is spilled, and struggle against the urge to sink your teeth into the necks of friends and innocents.
CATALYST
Being drained—but not killed—at least six times by a vampire within a month or less causes this corruption. Powerful vampires or curses can cause this corruption more rapidly.
Progression
Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don’t have the fangs manifestation, you must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 15 + your manifestation level) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week.
Corruption Stage 1: Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Corruption Stage 3: The third time this occurs, you become an NPC vampire under the GM’s control.
Removing the Corruption
Ending the corruption requires eliminating the source, such as by slaying your progenitor vampire or ending your curse.

MANIFESTATIONS
The following are manifestations of the vampirism corruption.
Allure
You can influence others subtly, but lose your reflection.
Gift: You gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. At manifestation level 3rd, these bonuses increase to +4.
Stain: You cast no reflection. While you’re within 10 feet of a mirror or reflective surface, nearby creatures may notice something amiss (Perception DC 20). If they succeed by 5 or more, they notice your lack of reflection. When you reach manifestation level 3rd, a creature can present a mirror to you as a standard action to repel you. You must stay at least 5 feet away from the mirror and can’t touch or make melee attacks against that creature. After 1 round, if the creature continues presenting the mirror, you can attempt a DC 25 Will save each round to ignore the repulsion for that round.
Children of the Night
You can summon foul beasts to faithfully serve you.
Gift: Once per day, you can summon a rat swarm or a wolf, as if using summon nature’s ally II with a caster level equal to your character level. The creature serves you for 10 minutes or until destroyed. At manifestation level 3rd and every 2 manifestation levels thereafter, you can use this ability an additional time each day. At manifestation level 4th, you can spend two daily uses of this ability to summon a bat swarm.
Stain: You take a –3 penalty on Handle Animal and Ride checks against animals (except those you summon with this manifestation’s gift). At manifestation level 5th, you affect non-hostile animals as if you had an unnatural aura (Bestiary 281).
Dreadful Charm
Your powers of persuasion allow you to compel the weak.
Prerequisite: Allure*.
Gift: Once per day when you succeed at a Bluff, Diplomacy, or Intimidate check against a creature, you can charm that creature as if using charm monster with a caster level equal to your character level. If the creature fails its save, it’s charmed for a number of minutes equal to your character level.
Stain: You no longer cast a shadow. Noticing this in normal or bright light requires a successful DC 15 Perception check. Also, if you’re in an area that smells strongly of garlic, you must succeed at a DC 20 Fortitude save or be sickened for 1d4 minutes. Immunities don’t prevent this sickened condition.
Fangs
Your canines grow unnaturally long when you are angry.
Gift: You can, as a swift action, grow fangs that grant you a bite attack. This is a primary natural attack that deals 1d6 points of piercing damage if your size is Medium (1d4 if Small). You can dismiss the fangs as a move action. You can drain blood with your bite from a helpless creature as a standard action, or a pinned creature as a free action once per round immediately after succeeding at a combat maneuver check to pin the creature or maintain your pin. Each time you drain blood, you deal 1 point of Constitution damage. This counts toward the feeding you must do to avoid your corruption progressing; you needn’t entirely drain and kill the creature. Draining blood changes your alignment only if you feed on an unwilling innocent.
Stain: To avoid a saving throw against your corruption progressing, you must drink the requisite amount of blood each day instead of each week.
Greater Unlife
You can recover from nearly any wound.
Prerequisites: Manifestation level 3rd, unlife*.
Gift: When you use the ability of the unlife manifestation, you gain fast healing 3 instead of fast healing 1. While the fast healing lasts, you are immune to nonlethal damage, ability damage, and ability drain, although you retain any you already had.
Stain: Whenever you’re in direct sunlight, you’re staggered instead of shaken. Nothing can remove or prevent this condition, but it ends once you’re out of direct sunlight.
Life Drain
You can drain life from those you harm.
Prerequisites: Manifestation level 2nd.
Gift: You gain a slam attack, a primary natural attack that deals 1d6 points of bludgeoning damage if your size is Medium (1d4 if Small). If you confirm a critical hit with this attack, you inflict 1 temporary negative level on the target. The DC to remove this negative level is equal to the standard corruption ability DC.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.
True Unlife
You can cheat death.
Prerequisites: Manifestation level 3rd, greater unlife*, unlife*.
Gift: When you’re reduced to fewer than 0 hit points but not slain and you have a use of fast healing remaining, you immediately assume gaseous form, activate your fast healing, and remain conscious. Once you have more than 0 hit points, the effect ends. This delays the normal Will save against your corruption progressing until gaseous form ends.
Stain: If you remain in direct sunlight, at the end of your second turn you burst into flame, taking 1d6 points of fire damage per manifestation level you have each round. This fire damage bypasses resistance or immunity and can’t be prevented. The fire damage and staggered condition end as soon as you get out of direct sunlight. If you are reduced to fewer than 0 hit points while in direct sunlight, you are slain and can’t be brought back to life without true resurrection.
Unlife
You heal at a phenomenal rate.
Prerequisite: Manifestation level 3rd.
Gift: As a standard action a number of times per day equal to 1/2 your manifestation level, you can grant yourself fast healing 1 for 1 minute.
Stain: While you’re in direct sunlight, you become shaken. Nothing can remove this condition, nor does immunity to fear prevent it, but it ends as soon as you are no longer in sunlight.
Vampiric Grace
You move with a predator’s grace.
Prerequisite: Manifestation level 2nd.
Gift: You gain Dodge as a bonus feat and a +2 racial bonus on Stealth checks. At manifestation level 6th, you can climb walls (as per spider climb) at will.
Stain: You can enter a private dwelling only if invited in by someone with the authority to do so, unless you succeed at a DC 30 Will save. If you fail, you can never retry the save, but you can enter if you’re later invited inside.
« 上次编辑: 2019-08-30, 周五 11:25:23 由 杜恩.沃土.大地之子 »

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

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Re: Corruption
« 回帖 #6 于: 2019-08-27, 周二 18:51:53 »
虫群寄体(Hive)
你的身体是侵入性天外来客的容器,它们謀求在星際间蔓延,吞噬所有其他生命。

诱因(CATALYST)
你被蛆蟲蟲群(hive larvae)(例如蛆蟲蟲群集群(hive larva swarm),详见pg. 236)感染,但你的身体对蛆蟲產生代謝變化使你突变成全新的存在。

过程(Progression)
蟲群的增生随着时间的推移在增加,而你的身体同时也在适应。你的增生在每个月以不可预测的间隔在涌动,次數等同你的显形等级。每段發作期持續1小时,其间你被痛苦折磨並必須嘗試一个强韧豁免检定(DC=15+你的显形等级)。成功的话,你平安度過發作期。若你失败,你到达下一个腐化阶段,但直至下个月前你不再需要嘗試进一步的豁免。

腐化阶段1(Corruption Stage 1):第1次你强韧豁免失败时,你的特徵转化成天外来客的面容,你在交涉、易容、和馴養動物检定承受-2罚值。你的阵营向中立邪惡偏移一阶。
腐化阶段2(Corruption Stage 2):第2次你豁免失败时,你的身体起了变化。你的生物類型被法术和能力影響时视为異怪。你跟蟲群的精神連接將你的阵营变成中立邪惡。
腐化阶段3(Corruption Stage 3):第3次你豁免失败时,你屈服于精神連接。你尋找一个與世隔絕的地方并将自己包裹在一个树脂粘液形成的茧中,你的身体在那里溶化成蛆蟲蟲群集群,並在24小时后破茧而出。

移除腐化(Removing the Corruption)
治療虫群寄体腐化可能需要塑肉仪式(Fleshwarping)(详见pg. 164)或寻找谜一般的阿努納奇(Anunnaki)(Pathfinder RPG Bestiary 5 28)——当初創造出虫群的存在——求助。

显形(Manifestations)
以下是虫群寄体腐化的显形。
引用
酸性血液(Acid Blood)
你的血如同强酸一般擁有腐蝕性。
先决条件:显形等级3,血肉变化*。
贈礼:若有生物用人工武器对你造成挥砍或穿刺伤害,它必須成功通过反射豁免否则其武器受到2点强酸伤害/每显形等级;此伤害在面对武器硬度时不会減半。若有生物用天生武器对你造成挥砍或穿刺伤害,它必須成功通过反射豁免否则自身受到同量强酸伤害。
污染:你的酸性汗分泌损秏你的裝備。在使用或穿戴一件物品合共8小时后,它变成破損狀態。若你使用或穿戴一件破損物品8小时后,它则被毁灭。此能力不能破壞诅咒道具、神器、或类似难以或不可能被毁灭的道具。

盲感(Blindsense)
你能感應不能视之物。
先决条件:显形等级2,虫群之心*。
贈礼:以一个移动动作,你能强迫虫群之心以它的感官辅助你。你獲得5尺*1/2你的显形等级的盲感,持續至你下回合的开始;其间你无视此污染的察覺检定罰值,反而在察覺检定獲得等同1/2你的显形等级的加值。
污染:你獲得強光失明(Light Blindness)通用怪物能力。你的察覺检定罰值等同你的显形等级。

剛鬃竖刺(Bristling Spines)
你的身体被几丁质刺所包裹。
先决条件:显形等级3,活体武器*。
贈礼:你的鬃刺能穿插牆体,让你快速爬行。你獲得等同1/2你的基礎速度的攀爬速度。
污染:你的鬃刺但你难以行动,你的防具檢定減值搞高2点。即使你没穿戴防具,你仍然承受-2防具檢定減值。

高等酸性血液(Greater Acid Blood)
你的血液的酸性甚至更高了。
先决条件:显形等级5,酸性血液*,血肉变化*。
贈礼:每当你承受挥砍或穿刺伤害时,所有鄰近的生物受到等同1/2你的显形等级的强酸伤害(反射通过则无效)。
污染:你的血液稀薄,凝结情況很差,它的异常性质阻碍了魔法治疗。你受到的流血效果造成正常的双倍伤害,你癱瘓时行动或瀕死时流失双倍hp。穩定傷勢和阻止流血效果的醫療检定DC+5。魔法效果不再能令你穩定傷勢和阻止流血——只有成功的醫療检定才能。

高等虫群之心(Greater Hive Mind)
虫群的低语不论你醒着或睡着都在呼喚你。
先决条件:显形等级5,虫群之心*。
贈礼:以一个移动动作,你能跟30尺內的一个生物心靈感應1轮。虫群的低语透过此连接传播,使没有虫群亚种或虫群寄体集群的生物惡心1轮(意志通过则无效)。
污染:虫群之心的噪音在你最衰弱时变得最强。当你受到使你的hp降至最大的一半的伤害时,你还会恍惚1轮。免疫不能阻止此恍惚,而你不能以任何方法提前移除此恍惚。若你受到伤害时已低于最大hp的一半,此效果则不会被觸發。

虫群之心(Hive Mind)
你聽到虫群的集体意识的低语。
贈礼:虫群之心的力量增強了你,给予你的意志豁免+1加值。当到达显形等级5时,此加值提升至+2。
污染:你的思想与其他不同的声音混杂在一起。你的专注检定、基于智力和感知的屬性检定和技能检定承受-2罰值,而且在上述检定永远不能取10。

活体裝甲(Living Armor)
你能把你的身体裹在一个甲壳装甲里。
先决条件:显形等级2,活体武器*。
贈礼:以一个移动动作,你能使几丁质的装甲板从你的血肉中長出来。此装甲给予的你天生护甲加值等同1/2你的显形等级,只要你每轮以一个迅捷动作保持專注。你必須成功通过如同專注0环法术一般的專注检定,而你的专注加值=你的角色等级+你的显形等级。若你專注失败,此装甲则收回去。
污染:長出活体裝甲是个痛苦行為。当你長出和每次收回活体裝甲时(不论自願还是專注检定失败),你承受1点伤害/显形等级。在你收起活体裝甲期间,你每次受到穿刺伤害时承受1点流血伤害。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

活体武器(Living Armor)
你的双手扭曲並变异成可怕的撕裂之爪。
贈礼:你獲得2抓爪作为主要天生武器。此抓爪在中体型的你造成1d4点伤害(小体型则是1d3)。
污染:你畸形的双手使你在用人工武器進行远程攻击骰和攻击骰时承受-2罰值。

树脂分泌(Resin Secretion)
你的身体生產出树脂状的唾液。
先决条件:显形等级5,活体武器*。
贈礼:以一个标準动作,你能喷出唾沫並迅速硬化成树脂。此效果跟蛛網術(Web)一样,CL=你的显形等级,但效果只有5尺範圍,硬度1,2点hp/你的显形等级。被喷吐的生物能嘗試反射豁免来避免此效果。此树脂维持1分钟后碎裂成粉塵。
污染:每当你使用树脂分泌显形,你变得反胃直至你下回合结束。免疫不能阻止此反胃,而你不能以任何方法提前移除此反胃。
特殊:得到此显形时,你必须接受该赠礼与污染,即使战役在使用实用腐化或恶劣腐化变种规则(详看14页)。

血肉变化(Transformed Flesh)
你獲得了集群生物的一部分强酸抗力。
贈礼:你獲得强酸抗力5。当到达显形等级5时,此强酸抗力提升至10。
污染:你的整个肉体变暗变异,使你看来更像那种虫群生物。你的魅力承受-2罚值。
 

劇透 -   :
Hive
Your body is a vessel for an invasive otherworldly species that seek to spread across the stars and devour all other life.
CATALYST
You were infested with hive larvae (likely from a hive larva swarm; see page 236), but your body has metabolized the larvae and mutated you into something new.
Progression
A hive infestation increases over time as your body adapts. Each month, your infestation surges at unpredictable intervals a number of times equal to your manifestation level. Each episode lasts about an hour, during which you’re racked by pain and must attempt a Fortitude save (DC = 15 + manifestation level). On a success, you weather the episode. If you fail, your corruption progresses to the next stage, but you don’t need to attempt any further saves until the next month.
Corruption Stage 1: The first time you fail the Fortitude save, your features shifts into an alien visage. You take a –2 penalty on Diplomacy, Disguise, and Handle Animal checks. Your alignment shifts one step toward neutral evil.
Corruption Stage 2: The second time you fail, your body transforms. You are affected by spells and abilities as if your creature type were aberration. Your mental link with the hive shifts your alignment to neutral evil.
Corruption Stage 3: The third time you fail, you succumb to the link. You seek out an isolated place and wrap yourself in a cocoon of resinous mucous, in which your body dissolves into hive larva swarms, which erupt after 24 hours.
Removing the Corruption
Curing a hive corruption could require fleshwarping (see page 164) or even seeking out the enigmatic anunnaki (Pathfinder RPG Bestiary 5 28) who created the hive in the first place.
MANIFESTATIONS
The following are manifestations of the hive corruption.
Acid Blood
Your blood burns like acid.
Prerequisites: Manifestation level 3rd, transformed flesh*.
Gift: If a creature damages you with a slashing or piercing manufactured weapon, it must succeed at a Reflex saving throw or its weapon takes 2 points of acid damage per manifestation level; this damage is not halved before it is applied to the weapon’s hardness. If a creature damages you with a slashing or piercing natural weapon, it must succeed at the save or take that amount of acid damage itself.
Stain: Your acidic sweat damages your equipment. After using or wearing an item for 8 hours total, it gains the broken condition. If you use or wear a broken item for 8 hours, it is destroyed. This ability doesn’t break cursed items, artifacts, or similar items that are difficult or impossible to destroy.
Blindsense
You can feel the unseen.
Prerequisites: Manifestation level 2nd, hive mind*.
Gift: As a move action, you can force the hive mind to use its senses to assist you. You gain blindsense with a range of 5 feet × 1/2 your manifestation level until the beginning of your next turn; during that time, you negate the penalty on Perception checks from the stain and instead gain a bonus on Perception checks equal to 1/2 your manifestation level.
Stain: You gain the light blindness universal monster ability. You take a penalty on Perception checks equal to your manifestation level.
Bristling Spines
Your body becomes covered in chitinous spines.
Prerequisites: Manifestation level 3rd, living weapon*.
Gift: Your spines can pierce walls, allowing you to climb quickly. You gain a climb speed equal to half your base speed.
Stain: Your spines make it difficult to move. Your armor check penalty for any armor you wear increases by 2. Even when not wearing armor, you take a –2 armor check penalty.
Greater Acid Blood
Your blood becomes even more vitriolic.
Prerequisites: Manifestation level 5th, acid blood*, transformed flesh*.
Gift: Whenever you take slashing or piercing damage, all adjacent creatures take an amount of acid damage equal to 1/2 your manifestation level (Reflex negates).
Stain: Your blood is so thin it clots poorly, and its alien nature stymies magical healing. You take double the normal damage from bleed effects and lose double the normal amount of hit points per round when dying or when you act while disabled. The DC to stabilize you and stanch bleed effects on you with a Heal check increases by 5. Magical effects no longer stabilize you or end bleed effects—only a successful Heal check can do so.
Greater Hive Mind
The whispers of the hive call to you when awake or asleep.
Prerequisites: Manifestation level 5th, hive mind*.
Gift: As a move action, you can communicate telepathically with one creature within 30 feet for 1 round. The hive whispers through the connection, causing a creature that doesn’t have the hive subtype or hive corruption to be shaken for 1 round (Will negates).
Stain: The noise of the hive mind is strongest when you are at your weakest. Whenever damage causes you to drop below half your maximum hit points, you are also staggered for 1 round. Immunities don’t prevent this staggered condition, and you can’t remove it early by any means. This effect doesn’t trigger if you are already below half your maximum hit points before you take damage.
Hive Mind
You hear whispers of the hive’s collective consciousness.
Gift: The strength of the hive mind bolsters your own, granting you a +1 bonus on Will saves. At manifestation level 5th, this bonus increases to +2.
Stain: Your mind is cluttered with other disparate voices. You take a –2 penalty on concentration checks, as well as on Intelligence- and Wisdom-based ability checks and skill checks, and you can never take 10 on such checks.
Living Armor
You can sheathe your body in an armored carapace.
Prerequisites: Manifestation level 2nd, living weapon*.
Gift: As a move action, you can cause chitinous plates of armor to grow out of your flesh. This armor grants a natural armor bonus to your AC equal to 1/2 your manifestation level and persists as long you maintain concentration with a swift action each round. You must succeed at a concentration check as if concentrating on a 0-level spell, and your bonus to this concentration check is equal to your character level + your manifestation level. If you fail a concentration check, the armor retracts.
Stain: Growing living armor is painful. You take 1 point of damage per manifestation level when you take the action to draw out your living armor and every time you retract the living armor (either voluntarily or by failing a concentration check). While your armor is retracted, you take 1 point of bleed damage whenever you take piercing damage.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).
Living Weapon
Your hands contort and mutate into horrible rending claws.
Gift: You gain two claw attacks as primary natural weapons. These claws each deal 1d4 points of damage if your size is Medium (1d3 if Small).
Stain: You take a –2 penalty on ranged attack rolls and attack rolls with manufactured weapons because of your deformed hands.
Resin Secretion
Your body produces a resinous spittle.
Prerequisites: Manifestation level 5th, living weapon*.
Gift: As a standard action, you can expel spittle that rapidly hardens into a resin. This effect is identical to the web spell with a caster level equal to your manifestation level, except it targets a single 5-foot space, has a hardness of 1, and has 2 hit points per manifestation level you have. Creatures caught in the spray can attempt a Reflex save to avoid the effect. The resin lasts for 1 minute before crumbling to dust.
Stain: Whenever you use your resin secretion gift, you are nauseated until the end of your next turn. Immunities don’t prevent this nauseated condition, and you can’t remove it early by any means.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).
Transformed Flesh
Your gain some of a hive creature’s resistance to acid.
Gift: You gain acid resistance 5. At manifestation level 5th, this acid resistance increases to 10.
Stain: The entirety of your flesh darkens and mutates to look more like that of a hive creature. You take a –2 penalty to your Charisma score.
« 上次编辑: 2019-09-07, 周六 22:52:44 由 杜恩.沃土.大地之子 »

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Re: Corruption
« 回帖 #7 于: 2019-09-07, 周六 23:40:01 »
活屍化(Lich)
你转型成反生命(Unlife)的嘗試出了极度糟糕的岔子,而你的灵魂被困住了。活屍化腐化还会在化为其它有形不死生物时觸發(例以食屍鬼和吸血鬼,它们有自己独特的腐化)。

诱因(CATALYST)
此腐化源於嘗試转化为巫妖(lichdom)的不成功。你也许力有不或使用了有缺陷的命匣。若你不是施法者,你则可能是一個無辜的旁觀者或者毀灭一个特別强大的巫妖命匣时被感染了。

过程(Progression)
活屍化腐化是十分不穩定並对身心造成令人難以置信的勞損。每当你在对抗死灵系效果时豁免检定失败、學习新的法术、或在单次源頭暴露在25点负能量中(不管是来治療或伤害你),你必須成功通过强韧豁免检定(DC=15+你的显形等级),否则变得精神上脫離掉綫了。每当任何人成功对你施放防死結界(Death Ward)法术时你也須要通过豁免检定。一旦豁免失败,你的精神和肉体分離,你的精神被困在负能量位面卻留下你无助的肉体。此狀态持續每显形等级1小时;若你在此其间被杀了,你在24小时后转化成一个由GM控制的缚灵(Wraith)。
腐化阶段1(Corruption Stage 1):第1次你恢復此連繫时,有一部分的你並没有回歸,你的魅力承受-2罚值,而你的阵营向邪惡偏移一阶。
腐化阶段2(Corruption Stage 2):第2次發生时,你的阵营向邪惡再偏移一阶,而且你的魅力额外承受-2罚值。
腐化阶段3(Corruption Stage 3):第3次發生时,你正式死亡並且你的灵魂被负能量位面吞噬。除了强力的魔法例如神迹术(Miracle)和祈愿术(Wish),你不能被復活或復生(raised or resurrected),即使你被拉回来,你成为一个由GM控制的邪惡巫妖NPC。

移除腐化(Removing the Corruption)
治癒活屍化腐化需要强大的淨化行动,例如让強大的牧師给你驅魔、浸泡在神聖的泉水中、或創造一个屬於你自己的經匣/命匣(phylactery)来排除活屍化腐化。

显形(Manifestations)
以下是活屍化腐化的显形。
引用
痛苦之触(Agonizing Touch)
你的接觸使活物痛苦。
先决条件:显形等级4,死亡愛撫*。
贈礼:每天1次/每显形等级,你能以一个标準动作進行痛苦之触。被此接觸攻击击中的活物必須成功通过强韧豁免,否则变得恍惚1/2你的显形等级轮。
污染:你的双手枯萎到接近皮包骨,而你的情緒朝著不死生物的方向冷漠无情。你用人工武器的攻击承受-2罰值。你施放含有姿勢成分或情緒成分的法术有5%法术失敗機率。此法术失敗機率跟其他来源的叠加。

陰冷灵光(Bleak Aura)
熵从你的身体渗出。
先决条件:显形等级4,不死身*。
贈礼:任何活动在你鄰接空间结束其轮时承受1点负能量伤害/每2个你的显形等级。
污染:动物被你的存在嚇壞了,牠們对你的起始態度下降1級。你的任何动物伙伴在你得到此污染时拋棄你。低语充斥在你的四周,乞求被釋放或詛咒你的存在。任何成功通过DC 20察覺检定的生物能聽到此低语,若你使用隱匿时可能会警覺到你的存在。

亡者容貌(Cadaver’s Countenance)
你的身軀具有不死生物般的相似性。
贈礼:你的AC獲得+1天生护甲加值,而你在对抗影響心灵效果时豁免獲得+2加值。
污染:你的身體在腐爛,血肉繃緊,發灰,並變成屍體般。你的体质承受-2罰值。

不死身(Deathless)
你適應了负能量。
贈礼:你在对抗只影響活物的法术和效果时豁免检定獲得+2加值。
污染:你如同不死生物般被负能量则治愈和被正能量伤害。

死亡愛撫(Death’s Caress)
你的接觸从其他生命中抽走暖意。
贈礼:你能以标準动作進行接觸攻击並造成等同1d4+你的显形等级的寒冰伤害。
污染:你一只手的血肉全都爛掉,只留下發黑的骨爪。偵測不死生物的法术会找到你,尽管施法者会获得奇特的结果显示你仍然是个活物。其它法术和效果不视你为不死生物。

高等亡者容貌(Greater Cadaver’s Countenance)
你面容憔悴而且瘦骨嶙嶙。
先决条件:显形等级4,亡者容貌*。
贈礼:你獲得寒冰抗力5和DR/鈍击,數值等于1/2你的显形等级。
污染:你的体质额外承受-2罚值,法术和效果视你为不死生物(包括破敌和宿敌)。此不给予你任何不死生物的免疫,也不使你免疫以活动为目标的效果或改变正负能量对你的效果。

惡意附身(Malevolence)
你能从你的身体中猛拉走你的灵魂去佔據其他人。
先决条件:显形等级7,陰冷灵光*,不死身*。
贈礼:你能以柰準动作接觸活物並强迫你的灵魂進入它的身体。若此接觸攻击击中,目标必須成功通过意志豁免检定(DC=15+你的显形等级),否则被到佔據术(Possession)OA的影響。你能據生物的分鐘數等同你的显形等级。此時間不需要連續,但是必須以1分鐘為使用單位。嘗試失败消耗1分鐘使用次數並使你的目标免疫你的惡意附身24小时。你的身体在你佔據他人时无助,若它在惡意附身结束后被毀滅,你则死亡。你能在他人的身体中使用惡意附身来再次转移你的灵魂(按照施放佔據术(Possession)的相同規则)。
污染:你的灵魂脫離了你的身體的束縛。在对抗監禁或以你的灵魂为目标时你双骰取低,例如魔魂壺(Magic jar)和錮魂術(Trap the Soul),以及对抗引導正能量。若你的hp低于0时,你的灵魂離开你的身体而你立即死亡。

死亡之主(Master of the Dead)
你能用你的死灵力量操縱死屍。
先决条件:显形等级6,痛苦之触,死亡愛撫*。
贈礼:你能隨意以类法术能力施放操縱死屍(Animate Dead),CL=你的角色等级。你必須提供材料成分,而且每轉化1个生物使你受到2点魅力流失。若魅力流失被移除或避免,轉化的生物立即被毁灭(若魅力流失没有完全移除则由你选择那生物被毁灭)。反之而言,当该生被毁灭时你立即移除该魅力流失。你仍必需遵守操縱死屍的通常HD限制。
污染:你的情緒幾乎已成為歷史。你不能受益于士氣加值或吟遊表演。

死灵学问(Necromantic Knowledge)
你对死靈學派有不一样的洞察。
先决条件:显形等级2,有施法能力。
贈礼:你从术士/法師法术列表和增加1个死靈學派法术至你的法术书、魔宠、準備法術或已知法术列表。此法术必須是你能施放的法术环位。如此得到的法术被视为處于你的职业法术列表中。若正常情況下你从术士/法師列表施放法术,你则从牧師/女巫法术列表中增加1个死靈學派法术。
污染:你施放任何非死靈學派法术如同CL少1,这可能防止你完全施放该法术。(You cast any spell from a school other than necromancy as though your caster level were 1 lower, which might prevent you from casting the spell altogether. )
特殊:你能多次得到此显形。每次你獲得此贈礼时,你獲得不同的死靈學派法术,而每次你承受污染时,罰值叠加。
 

劇透 -   :
Lich
Your attempt to transition into unlife has gone horribly awry and your soul is trapped. Lich corruption also works for becoming another sort of corporeal undead (except ghouls and vampires, which have their own corruptions).
CATALYST
This corruption originates from an unsuccessful attempt at lichdom. You might have lacked sufficient power or used a flawed phylactery. If you’re not a spellcaster, you could have been an innocent bystander or become corrupted upon destroying a particularly powerful lich’s phylactery.
Progression
Lich corruptions are rarely stable, and cause incredible mental and physical strain. Whenever you fail a saving throw against a necromancy effect, learn how to cast a new spell or spells, or are exposed to 25 points of negative energy damage or more from a single source (whether it heals or harms you), you must succeed at a Fortitude save (DC = 15 + your manifestation level) or become spiritually disjoined. You also need to make a saving throw whenever anyone successfully casts the death ward spell on you. After a failed save, your spirit and body disconnect, leaving your corporeal form helpless and your mind trapped within the Negative Energy Plane. This state lasts for 1 hour per manifestation level; if you are killed during this time, you rise 24 hours later as a wraith under the GM’s control.
Corruption Stage 1: The first time you recover from this disconnected state, you return diminished, taking a permanent –2 penalty to your Charisma score, and your alignment shifts one step toward evil.
Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you take an additional –2 penalty to your Charisma score.
Corruption Stage 3: The third time this happens, you die and your soul is consumed by the Negative Energy Plane. You can’t be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM’s control.
Removing the Corruption
Curing lich corruption requires great acts of purification, such as being exorcised by a powerful cleric, bathing in sacred springs, or creating a phylactery of your own into which to expel the lich corruption.
MANIFESTATIONS
The following are manifestations of the lich corruption.
Agonizing Touch
Your touch racks the living with pain.
Prerequisites: Manifestation level 4th, death’s caress*.
Gift: Once per day per manifestation level, you can make an agonizing touch as a standard action. A living creature hit by this touch attack must succeed at a Fortitude save or be staggered for a number of rounds equal to 1/2 your manifestation level.
Stain: Both of your hands wither to nearly skeletal appendages, and your emotions dim towards the coldness of undeath. You take a –2 penalty on attacks with manufactured weapons. Your spells with somatic or emotion (Occult Adventures 144) components have a 5% failure chance. This stacks with any spell failure chances you incur from other sources.
Bleak Aura
Entropy seeps from your body.
Prerequisites: Manifestation level 4th, deathless*.
Gift: Any living creature that ends its turn adjacent to you takes 1 point of negative energy damage for every 2 manifestation levels you have.
Stain: Animals are startled by your presence, worsening their starting attitudes toward you by one step. Any animal companion you have abandons you when you acquire this stain. Whispering voices fill the air around you, begging for release or cursing your existence. Any creature that succeeds at a DC 20 Perception check can hear these whispers, which might alert it to your presence if you’re using Stealth.
Cadaver’s Countenance
Your body takes on a deathly likeness.
Gift: You gain a +1 natural armor bonus to your AC and a +2 bonus on saves against mind-affecting effects.
Stain: Your flesh tightens, turning corpselike and gray as your body rots. You take a –2 penalty to your Constitution.
Deathless
You are inured to negative energy.
Gift: You gain a +2 bonus on saving throws against spells and effects that work only on living creatures.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.
Death’s Caress
Your touch drains the warmth of life from others.
Gift: You can make a touch attack as a standard action that deals cold damage equal to 1d4 + your manifestation level.
Stain: The flesh from one of your hands rots away, leaving it a blackened, skeletal claw. Spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Greater Cadaver’s Countenance
You become emaciated and nearly skeletal.
Prerequisites: Manifestation level 4th, cadaver’s countenance*.
Gift: You gain cold resistance 5 and DR equal to 1/2 your manifestation level that is overcome by bludgeoning damage.
Stain: You take an additional –2 penalty to your Constitution score and are affected by spells and abilities (including bane and favored enemy) as if your creature type were undead. This doesn’t grant you the immunities of undead creatures, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Malevolence
You can wrench your soul from your body to possess another.
Prerequisites: Manifestation level 7th, bleak aura*, deathless*.
Gift: You can touch a living creature as a standard action and force your soul into its body. If hit by this touch attack, the target must succeed at a Will save (DC = 15 + your manifestation level) or be affected by possessionOA. You can possess creatures for a number of minutes per day equal to your manifestation level. These minutes don’t need to be used consecutively, but must be spent in 1-minute increments. A failed attempt costs 1 minute of use and renders your target immune to your malevolence for 24 hours. Your body is helpless while you possess another creature, and if it is destroyed you die when the duration of malevolence ends. You can use malevolence while in another creature’s body to transfer your soul again (following the same rules for casting possession while in a body that’s not your own).
Stain: Your spirit is untethered from your body. You roll twice and take the lowest result on saves against spells that imprison or target your soul, such as magic jar and trap the soul, as well as against positive energy effects. If you drop below 0 hit points, your soul leaves your body and you instantly die.
Master of the Dead
You can animate the dead with your necromantic power.
Prerequisites: Manifestation level 6th, agonizing touch*, death’s caress*.
Gift: You can cast animate dead at will as a spell-like ability with a caster level equal to your character level. You must provide the material components, and you take 2 points of Charisma drain for every creature you animate. If the drain is removed or you avoid taking it, the animated creature is immediately destroyed (you choose which creatures are destroyed if some but not all drain is removed). Conversely, the Charisma drain from animating a creature is instantly removed when that creature is destroyed. You still must abide by the usual Hit Die limits of animate dead.
Stain: Your emotions are nearly a thing of the past. You can’t benefit from morale bonuses or bardic performances.
Necromantic Knowledge
You have gained unusual insights into necromancy.
Prerequisites: Manifestation level 2nd, ability to cast spells.
Gift: You can add one necromancy spell from the sorcerer/ wizard spell list to your spellbook, familiar, or list of spells you can prepare or to your spells known. This spell must be of a level you can cast. A spell learned in this fashion is treated as though it were on your class spell list. If you normally cast your spells from the sorcerer/wizard spells list, you can add a necromancy spell from the cleric or witch spell list instead.
Stain: You cast any spell from a school other than necromancy as though your caster level were 1 lower, which might prevent you from casting the spell altogether.
Special: You can gain this manifestation multiple times. Each time you gain the gift, you gain a different necromancy spell, and each time you gain the stain, the penalties stack.
« 上次编辑: 2019-09-10, 周二 21:50:57 由 犬良人 »

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