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【Bestiary 1+2】招魂者(Psychopomp)
« 于: 2021-01-24, 周日 17:33:18 »
招魂者(Psychopomp)
招魂者是死之国度骨园(the Boneyard)的守护者和引路人,凡人灵魂会来到这巨大的墓之位面接受审判,并被引领至永世的奖赏或惩罚。招魂者要确保死者在他们的引渡之下接受死亡,并将死者引领至恰当的来世。招魂者还要保护灵魂免遭超自然掠食者的捕食。几乎所有招魂者都会佩戴面具,尤其是当他们与凡人互动之时,他们佩戴的面具类型也是多种多样,就如同招魂者自身也有着各式种类一般。骨园的法院里奏鸣着安魂曲(Requian),这是一种沉郁且有旋律的语言,语调缓慢且变化多样。

引述: 边栏:额外学识
招魂者神祇(PSYCHOPOMP DIVINITIES)
最强大的招魂者是一群被集体称为“引座人(ushers)”的独特半神,其中的每个个体都有自己的教派。这些招魂者神祇包含末名姊妹阿特洛波斯(Atropos, the Last Sister),末日之旅巴尔扎克(Barzahk, the Passage),牧羊人赛楠(Ceyanan, the Shepherd),抗拒者达玛尔(Dammar, the Denied),判决象征伊莫特(Imot, the Symbol of Doom),穿心者秃鹫主母(Mother Vulture, the Flesheater),死之伴侣穆图(Mrtyu, Death’s Consort),赦罪者洛迦丝(Narakas, the Cleansing Sentence),苍白之马(the Pale Horse),无信者之慰佛勒古阿斯(Phlegyas, Consoler of Atheists),不朽者之护萨洛克(Saloc, Minder of Immortals),原初之毒泰沙莱斯(Teshallas, the Primordial Poison)和先祖判庭威尔(Vale, the Court of the Ancestors)。

引述: 边栏:关联生物
其他招魂者(OTHER PSYCHOPOMPS)
疫鸟与摩莉甘猎魂使只是多种招魂者中的两类。其他种类,比如形似骸骨的万特护魂使(vanth)以及状如龙类的阎摩判魂使(Yamaraj)也会协助管理死者的工作。

原文
剧透 -  原文:
Psychopomp
Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they’re likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal?shifts.

PSYCHOPOMP DIVINITIES
The most powerful of the psychopomps are unique demigods known collectively as “ushers,” each of whom has its own cult. These psychopomp divinities include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death’s Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors

OTHER PSYCHOPOMPS
Nosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead.
« 上次编辑: 2022-05-04, 周三 17:43:05 由 璀璨星炬 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1】招魂者(Psychopomp)
« 回帖 #1 于: 2021-01-24, 周日 17:33:36 »
疫鸟(Nosoi)    生物 1
疫鸟形似戴着厚重皮质瘟疫医生面具的夜鹰、麻雀或其他小鸟。他们是骨园(the Boneyard)的办事员、信使和抄写员,执行见证审判、指引灵魂、并通常会执行枯燥乏味的行政工作以维持骨园的正常运转。大多数疫鸟都很健谈,并且热衷于讨论自己认为自身被分配的任务是如何重要。
N 超小型 观察者 招魂者 
察觉 +6;黑暗视觉(darkvision),生命感知60尺
语言 深渊语,天界语,炼狱语,安魂曲
技能 特技+6,骨园学识+8,图书馆学识+8,表演+6,宗教+6,社群+2,隐秘+6
力量 -1,敏捷 +3,体质 +1,智力 +1,感知 +1,魅力 +3
生命感知预言 神术) 招魂者能感受到所列范围内的活物与不死生物的生命精华

AC 16;强韧 +4,反射 +8,意志 +6
HP 18;免疫 死亡效果,疾病;抗力 负能量3,毒素3

速度 15尺,40尺飞行
近战单动 喙啄+6(娴熟,魔法),伤害 1d4-1穿刺 外加 灵魂之触
神术内在法术 DC 16
 4环 阅读机运(read omens),死者交谈(talking corpse)
 2环 随意隐形术(invisibility;仅限自身),音鸣爆(sound burst)
变形单动(专注 神术 变形 变化) 疫鸟呈现出渡鸦或夜莺的外观。这不会改变他的速度,也不会改变他的打击的攻击及伤害调整值
作祟旋律单动(听觉 专注 神术 惑控 失能 心灵) 疫鸟鸣唱让人入迷的歌声。60尺发散范围内的每个活物或不死生物都必须尝试DC 18的意志豁免。该效果持续1轮,但疫鸟能在随后的轮里再次使用该能力,用于将所有受影响生物的持续时间延长1轮。成功通过任何豁免的生物都会在24小时内临时免疫该效果。尽管这是个心灵效果,但该能力也能影响无心智的不死生物。招魂者免疫该能力
 失败 该生物陷入迷魂(fascinated)
 大失败 同失败,且该生物必须在其回合内花费自身的每个动作来尽可能地靠近疫鸟,于此同时该生物也会避开明显的危险。若被迷魂的生物与疫鸟相邻,那么他就会站在原地且不做行动。若该生物受到攻击,迷魂便会结束
灵魂之触 疫鸟的打击能影响虚体生物,就如同被蚀刻了幽冥性能符文(ghost touch property rune)一般,并且会对活物造成1d6负能量伤害或对不死生物造成1d6正能量伤害

原文
剧透 -  原文:
Nosoi
A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be.
NOSOI CREATURE 1
N TINY MONITOR PSYCHOPOMP
Perception +6; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +6, Boneyard Lore +8, Library Lore +8, Performance +6, Religion +6, Society +2, Stealth +6
Str –1, Dex +3, Con +1, Int +1, Wis +1, Cha +3
Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.
AC 16; Fort +4, Ref +8, Will +6
HP 18; Immunities death effects, disease; Resistances negative 3, poison 3
Speed 15 feet, fly 40 feet
Melee [one-action] beak +6 (finesse, magical), Damage 1d4–1 piercing plus spirit touch
Divine Innate Spells DC 16; 4th read omens, talking corpse; 2nd invisibility (at will; self only), sound burst
Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The nosoi takes the appearance of a raven or songbird. This doesn’t change its Speed or its attack and damage modifiers with its Strikes.
Haunting Melody [one-action] (auditory, concentrate, divine, enchantment, incapacitation, mental) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.
Failure The creature is fascinated.
Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature is attacked, the fascination ends.
Spirit Touch A nosoi’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead
« 上次编辑: 2021-01-25, 周一 08:33:53 由 原子能青蛙 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1】招魂者(Psychopomp)
« 回帖 #2 于: 2021-01-24, 周日 17:34:33 »
摩莉甘猎魂使(Morrigna)    生物 15
摩莉甘猎魂使是猎手与调查员,她们会寻找那些阻止死亡或干涉灵魂自然流动的生物。摩莉甘猎魂使身穿飘动的蛛丝佩戴让人联想到蛛网的面具,因为她们认为耐心且警觉的蜘蛛是其心灵上的亲族。
N 中型 观察者 招魂者 
察觉 +28;黑暗视觉(darkvision),生命感知60尺
语言 深渊语,天界语,炼狱语,死灵语,安魂曲;动物交谈,巧言术
技能 运动+27,骨园学识+28,交涉+27,威吓+29,宗教+29,社群+24,隐秘+27
力量 +8,敏捷 +4,体质 +4,智力 +3,感知 +6,魅力 +4
生命感知预言 神术) 同疫鸟
物品 +2强击长棒

AC 38;强韧 +25,反射 +27,意志 +29;对抗魔法时所有豁免+1状态
HP 240,再生20(酸或火焰使其失效);免疫 死亡效果,疾病;抗力 负能量15,毒素15
缠衣挥击反应 触发 摩莉甘猎魂使的蛛网缠衣的触及范围内有生物使用动作尝试打击或尝试技能检定;效果 摩莉甘猎魂使作出1次蛛网缠衣打击对抗触发生物。若打击造成重击,触发动作还会被中断

速度 30尺,30尺攀爬(蛛行术)
近战单动 长棒+31(魔法,格挡,10尺触及,摔拌),伤害 2d8+14钝击 外加 灵魂之触
近战单动 蛛网缠衣+29(魔法,10尺触及),伤害 3d12+14钝击 外加 攫抓 和 灵魂之触
神术自发法术 DC 35,攻击+30
 6环(4法术位) 生命力场(field of life),治疗术(heal),灵魂冲击(spirit blast)
 5环(4法术位) 防死结界(death ward),解除魔法(dispel magic),短讯术(sending)
 4环(4法术位) 行动自如(freedom of movement),阅读机运(read omens),法术免疫(spell immunity)
 3环(4法术位) 目盲术(blindness),信念崩塌(crisis of faith),托梦术(dream message)
 2环(4法术位) 安定心神(calm emotions),识破隐形(see invisibility),沉默术(silence)
 1环(4法术位) 绝望术(bane),祝福术(bless),衰弱射线(ray of enfeeblement)
 戏法(8环) 恐吓之触(chill touch),侦测魔法(detect magic),打击死灵(disrupt undead),阅读灵光(read aura),稳定伤势(stabilize)
神术内在法术 DC 37
 4环 死者交谈(talking corpse)
 常驻(5环) 巧言术(tongues)
 常驻(2环) 动物交谈(speak with animals),蛛行术(spider climb)
神术仪式 DC 37;呼唤灵魂(call spirit)
变形单动(专注 神术 变形 变化) 摩莉甘猎魂使呈现出任意小型或中型动物或类人生物的外观。这不会改变她们的速度,其打击的攻击及伤害调整值,但这有可能改变其打击所造成的伤害类型。除非她们选择显现蛛网缠衣并包裹其新形态,否则她们无法使用蛛网缠衣打击
蜘蛛仆役三动(专注 神术) 摩莉甘猎魂使召唤1只巨狼蛛(giant tarantula)蜘蛛群(spider swarm)。这些蜘蛛具有被召唤特征,会存续10分钟或者直至生命值降至0点为止,以较先发生者为准。摩莉甘猎魂使不需要维持法术来指挥这些被召唤的生物,且摩莉甘猎魂使在同一时间能让任意数量被召唤的蜘蛛同时存在。摩莉甘猎魂使可以在任意时点通过任何被她召唤的蜘蛛的眼睛视物
灵魂之触 同疫鸟,但数值为4d6

原文
剧透 -  原文:
Morrigna
Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin.
MORRIGNA CREATURE 15
N MEDIUM MONITOR PSYCHOPOMP
Perception +28; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Necril, Requian; speak with animals, tongues
Skills Athletics +27, Boneyard Lore +28, Diplomacy +27, Intimidation +29, Religion +29, Society +24, Stealth +27
Str +8, Dex +4, Con +4, Int +3, Wis +6, Cha +4
Lifesense (divination, divine) As nosoi.
Items +2 striking bo staff
AC 38; Fort +25, Ref +27, Will +29; +1 status to all saves vs. magic
HP 240, regeneration 20 (deactivated by acid or fire); Immunities death effects, disease; Resistances negative 15, poison 15
Wrappings Lash [reaction] Trigger A creature within reach of the morrigna’s web wrappings uses an action to Strike or attempt a skill check. Effect The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted.
Speed 30 feet, climb 30 feet (spider climb)
Melee [one-action] bo staff +31 (magical, parry, reach 10 feet, trip), Damage 2d8+14 bludgeoning plus spirit touch
Melee [one-action] web wrappings +29 (magical, reach 10 feet), Damage 3d12+14 bludgeoning plus Grab and spirit?touch
Divine Spontaneous Spells DC 35, attack +30; 6th (4 slots) field of life, heal, spirit blast; 5th (4 slots) death ward, dispel magic, sending; 4th (4 slots) freedom of movement, read omens, spell immunity; 3rd (4 slots) blindness, crisis of faith, dream message; 2nd (4 slots) calm emotions, see invisibility, silence; 1st (4 slots) bane, bless, ray of enfeeblement; Cantrips (8th) chill touch, detect magic, disrupt undead, read aura, stabilize
Divine Innate Spells DC 37; 4th talking?corpse; Constant (5th) tongues, (2nd) speak with animals, spider climb
Divine Rituals DC 37; call spirit
Change Shape [one-action] (concentrate, divine, polymorph, transmutation) A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes.
Spider Minions [three-actions] (conjuration, divine) The morrigna summons a giant tarantula (page 307) or spider swarm (page 306). These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time.
Spirit Touch As nosoi, but 4d6.
« 上次编辑: 2023-01-11, 周三 11:48:24 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1】招魂者(Psychopomp)
« 回帖 #3 于: 2021-01-25, 周一 03:35:44 »
那条阎王咧?
“是谁把正装裤带提到咯吱窝,我告诉你我身经百战见得多。西方哪一个国家我没有去过?荒烟蔓草的年头,辣妹子唱着小背篓。”

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Re: 【Bestiary 1】招魂者(Psychopomp)
« 回帖 #4 于: 2021-01-25, 周一 08:37:23 »
所以疫鸟能当宠物吗!估计是个话痨。
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【Bestiary 2】招魂者(Psychopomp)
« 回帖 #5 于: 2022-05-04, 周三 14:51:18 »
引用
以下内容来自Bestiary 2
招魂者 Psychopomp
许多招魂者都与骨园的庞大官僚机构有着密切的联系。 很少人追求仁慈、正义或个人利益;他们对法莱斯玛和骨园的职责是至高无上的。然而,个别招魂者以不同的方式解释他们的职责,这可能使他们与凡人之间发生冲突。

引述: 边栏:关联生物
招魂者叛徒 Psychopomp Traitors
一些招魂者认为他们引渡灵魂的任务终究是空洞和无意义的,因为多元宇宙本身总有一天会结束。几百年前,这些叛徒抛下了责任,逃到各星球的空旷角落,成为一种新型的邪恶生物,称为恐亡魔(Sahkil)。恐亡魔以凡人的恐惧为食,尤其是对死亡的恐惧,并喜欢折磨那些必须死亡的人。招魂者通常不会管这些让人不满的家伙,除非恐亡魔干扰了灵魂的正常流动。

招魂者之敌(PSYCHOPOMP FOES)
会吞噬和窃取灵魂的生物才是招魂者的大敌,比如星界邪魔(Astradaemon)和夜鬼婆(Night hag)。其他敌人包括死灵法师(necromancers)、幻蛇(Protean)、以及如巫妖(liches)那般以非自然形式延续寿命的存在。

引述: 边栏:建议与规则
万特护魂使的巨镰(VANTH SCYTHES)
万特护魂使最喜爱的武器便是巨镰,该选择进一步增强了他们那让人恐惧的外观,导致更多迷信的凡人将他们与收割者死神(Grim Reaper)或厄加图雅(Urgathoa)产生不幸的联想。万特护魂使认为这种联想往好了说是无知,往差了说则是一种侮辱。部分万特护魂使会将不同的材质融入自己的巨镰内,比如寒铁(cold iron)或银(silver),具体取决于他们最常遭遇的敌人的性质。

引述: 边栏:地理
招魂者法庭(PSYCHOPOMP COURTS)
招魂者很少与天族或魔族为敌。实际上,他们还经常在骨园(the Boneyard)招待这些生物,该行为主要集中在庞大的招魂者法庭内,这些异界来客会在这里要求将一个个灵魂归还到他们各自管辖的区域内。复杂的案件通常由阎摩判魂使(yamarajes)进行裁决,但是最棘手、在政治上最为敏感的案件则由法莱斯玛(Pharasma)亲自受理。



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Psychopomp
Many psychopomps are intimately involved with the Boneyard’s massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other

PSYCHOPOMP TRAITORS
Some psychopomps view their task of sorting souls as ultimately hollow and meaningless, since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a sahkil. Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls.

PSYCHOPOMP FOES
Psychopomps’ greatest enemies are creatures that devour or steal souls, such as astradaemons and night hags. Their other opponents include necromancers, proteans, and those who have unnaturally extended their lifespan, such as liches.

VANTH SCYTHES
Vanths’ favored weapon is the scythe, a choice that even further adds to their fearsome appearance and can lead to unfortunate associations with the Grim Reaper or Urgathoa among more superstitious mortals. Vanths find such comparisons to be ignorant at best or insulting at worst. Some vanths infuse their scythes with different qualities, such as cold iron or silver, depending on the nature of their most common enemies.

PSYCHOPOMP COURTS
Psychopomps rarely oppose celestials or fiends. In fact, they frequently host such creatures in the Boneyard, particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by yamarajes, while the thorniest or most politically delicate are handed by Pharasma herself.
« 上次编辑: 2022-08-28, 周日 10:25:46 由 原子能青蛙 »

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【Bestiary 2】卡崔娜迎魂使 Catrina
« 回帖 #6 于: 2022-05-04, 周三 15:35:44 »
原文

卡崔娜迎魂使 Catrina
并非所有进入骨园的灵魂都意识到他们已经死亡。卡崔娜迎魂使会见这些灵魂,并帮助说服他们相信自己命运的终结,以减轻灵魂的逝去。当凡人不能接受自己的死亡时,卡崔娜迎魂使更有可能进行干预。他们执行任务是为了保持来世的平静,而不是出于对凡人悲痛的真正同情。卡崔娜迎魂使很少访问物质位面(Material Plane),除非是为了帮助一个极其重要的凡人离世。

卡崔娜迎魂使像骷髅,穿着鲜豔的花朵和五颜六色的衣服,给他们一个既喜庆又可怕的外表。虽然大多数卡崔娜迎魂使以女性形像出现,但男性卡崔娜迎魂使也会穿着鲜豔的颜色,带着花环。

引述: 边栏:关联生物
招魂者的敌人 Psychopomp Foes
招魂者最大的敌人是那些吞噬或窃取灵魂的生物,比如星界邪魔(Astradaemon)和夜鬼婆(Night hag)。他们的其他对手包括死灵法师、幻蛇(Protean),以及那些不自然地延长自己寿命的人,如巫妖(liches)。



卡崔娜迎魂使 Catrina                生物 5
中立 中型 观察者 招魂者 

察觉 +13; 黑暗视觉, 生命感知 60 尺
语言 深渊语, 天界语, 炼狱语, 招魂语; 心灵感应 120 尺, 巧言术
技能 特技 +14, 骨园学识 +11, 交涉 +14, 威吓 +14, 医疗 +12, 神秘 +11, 宗教 +12
力量 +0, 敏捷 +5, 体质 +4, 智力 +2, 感知 +4, 魅力 +5

AC 22;强韧 +11,反射 +12,意志 +13; 对抗魔法的豁免检定获得+1状态加值
HP 75;免疫 死亡效果, 疾病; 抗力 负能量 5, 毒素 5
镇静灵气 Calming Presence   (灵光, 神术, 恐惧, 情绪, 惑控系, 失能) 30 尺。 在该区域内开始其回合的生物必须尝试进行 DC 18 意志豁免。
大成功 该生物不受影响,并且在 24 小时内暂时免疫镇静灵气。
成功 该生物的攻击检定会受到 -1 状态减值,持续 1 轮。
失败 任何会影响该生物的情绪效果都会被抑制,该生物不能使用敌对行动。 如果该生物受到任何其他生物的敌意,它将不再受到镇静灵气的影响,并在 24 小时内暂时免疫镇静灵气。
大失败 如同失败,但敌意并不会结束效果。

速度 25 尺
近战 [A] 拳头 +14 (灵巧, 娴熟), 伤害 2d8+2 钝击 加 灵魂之触
神术内在法术 DC 22; 4环级 次元门(Dimension Door), 死者交谈(Talking Corpse) (随意); 3环级 幻象伪装(Illusory Disguise); 2环级 隐形术(Invisibility) (任意, 仅自身); 戏法 (3级) 舞光术(Dancing Lights); 持续 (5级) 巧言术(Tongues)
致命诱惑 Compel Condemned [A] (神术, 惑控系, 失能, 心灵) 卡崔娜迎魂使通过心灵感应强迫 30 英尺内的生物靠近并让卡崔娜迎魂使亲吻他们,以准备使用死亡之吻。 目标必须尝试 DC 22 意志豁免。
成功 该生物不受影响,并且在 24 小时内暂时免疫致命诱惑。
失败 该生物必须用它的每一个动作尽可能快地靠近卡崔娜迎魂使,同时避免明显的危险。 如果被强迫的生物与卡崔娜迎魂使相邻,它会保持停止并且不行动。 如果该生物受到任何伤害,则该效果结束并且该生物在 24 小时内暂时免疫致命诱惑。 此效果持续 1 轮,但如果卡崔娜迎魂使在随后的几轮中再次使用此能力,它会将所有受影响的生物的持续时间延长 1 轮。
大失败 如同失败,但伤害不会结束效果。
死亡之吻 Kiss of Death [AA] (死亡, 神术, 操作, 死灵系) 卡崔娜迎魂使给一个失去意识或自愿的生物一个长而热情的吻,造成 3d6 负能量伤害。 任何被同一位卡崔娜迎魂使的死亡之吻连续 3 轮伤害的生物都会失去意识并承受濒死 1。
灵魂之触 Spirit Touch 同骨园鳄犬(Esobok)。

« 上次编辑: 2023-10-28, 周六 07:45:25 由 璀璨星炬 »

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Re: 【Bestiary 1+2】招魂者(Psychopomp)
« 回帖 #7 于: 2022-08-28, 周日 13:24:31 »
骨园鳄犬(Esobok)
骨园鳄犬是野蛮的猎手和好斗的哨兵,他们的职责是骨园(the Boneyard)的看门狗。这些粗矮、强壮的四足生物的独特头部类似于鳄鱼的头骨,在头骨的周围生有一圈黑色羽毛构成的装饰。骨园鳄犬几乎不会打扰那些真正逝去之人,他们会警惕着周遭的危险并让骨园的亡者去做他们应尽之事。尽管骨园鳄犬在追寻骨园的威胁或者面对他们的招魂者训练员时会表现得很狡猾,但他们是招魂者之中智力最低下的存在,除了在咆哮着吼出威胁之时以外几乎不会开口说话。聪明人会在他们警告威胁之时安静聆听,因为这些生物不会重复第二遍。
骨园鳄犬(Esobok)    生物 3
N 中型 观察者 招魂者 
察觉 +12;黑暗视觉(darkvision),生命感知60尺,灵敏嗅觉(模糊)60尺
语言 深渊语(Abyssal),天界语(Celestial),炼狱语(Infernal),安魂曲(Requian)
技能 特技(Acrobatics)+8,运动(Athletics)+10,威吓(Intimidation)+9,宗教(Religion)+4,隐秘(Stealth)+8,生存(Survival)+10
力量 +3,敏捷 +3,体质 +4,智力 -3,感知 +3,魅力 +2

AC 18;强韧 +11,反射 +8,意志 +8
HP 55;免疫 死亡效果(death effects),疾病(disease);抗力 负能量5,毒素5

速度 30尺
近战单动 啃咬+12(魔法),伤害 1d10+3穿刺 外加 攫抓 和 灵魂之触
近战单动 爪抓+12(灵巧,魔法),伤害 1d6+3挥砍 外加 灵魂之触
神术内在法术 DC 17
 2环 3×隐形术(invisibility;仅限自身)
猛扑(Pounce)单动 骨园鳄犬行走(Strides)然后作出1次打击(Strike)。若他在开始该动作之前处于藏匿(hidden)状态,则可以将藏匿状态维持至打击之后
灵魂之触(Spirit Touch) 骨园鳄犬的打击能如同具有幽冥性能符文(ghost touch property rune)的效果一般影响虚体生物(incorporeal creatures),对活物造成1d6点负能量伤害,对不死生物造成1d6点正能量伤害
撕扯灵魂(Wrench Spirit)单动(攻击 神术 失能 死灵) 要求 有生物被骨园鳄犬的啃咬攫抓了;效果 骨园鳄犬将目标从攫抓中放开,但在这么做的同时撕扯并拽出对方的灵魂。该生物必须尝试DC 20的意志豁免。没有灵魂(比如大多数构装体)以及肉体与灵魂同为一体的生物(比如大多数天族、魔族和观察者)在豁免中掷出失败或大失败时能够得到成功的结果作为替代
   大成功 该生物不受影响
   成功 目标陷入震慑1(stunned 1)
   失败 骨园鳄犬用啃咬将目标的灵魂从其体内扯到自己的嘴里。2级或更低等级的无心智不死生物会被摧毁(destroyed),其他不死生物会在1轮内陷入震慑(stunned),所有其他生物陷入麻痹(paralyzed)。在其每个回合结束时,被该效果麻痹的生物能尝试1次新的豁免来终止该效果。当骨园鳄犬尝试啃咬打击或者说话时,该麻痹状态会自动结束
   大失败 同失败,但是当生物陷入震慑或麻痹时,还会额外遭受呆滞2(stupefied 2)



原文
剧透 -  原文:
ESOBOK
Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they’re among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won’t do so twice.

ESOBOK CREATURE 3
N MEDIUM MONITOR PSYCHOPOMP
Perception +12; darkvision, lifesense 60 feet, scent (imprecise) 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +8, Athletics +10, Intimidation +9, Religion +4, Stealth +8, Survival +10
Str +3, Dex +3, Con +4, Int –3, Wis +3, Cha +2
AC 18; Fort +11, Ref +8, Will +8
HP 55; Immunities death effects, disease; Resistances negative 5, poison 5
Speed 30 feet
Melee [one-action] jaws +12 (magical), Damage 1d10+3 piercing plus Grab and spirit touch
Melee [one-action] claw +12 (agile, magical), Damage 1d6+3 slashing plus spirit touch
Divine Innate Spells DC 17; 2nd invisibility (×3; self only)
Pounce [one-action] The esobok Strides and then makes a Strike. If it began this action hidden, it remains hidden until after the Strike.
Spirit Touch An esobok’s Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.
Wrench Spirit[one-action] (attack, divine, incapacitation, necromancy) Requirement A creature is grabbed by the esobok’s jaws; Effect The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) that roll a failure or critical failure on the save get a success instead.
Critical Success The creature is unaffected.
Success The target is stunned 1.
Failure The esobok wrenches the target’s soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.
Critical Failure As failure, but as long as a creature is stunned or paralyzed, it is also stupefied 2.
« 上次编辑: 2022-09-01, 周四 00:03:32 由 璀璨星炬 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1+2】招魂者(Psychopomp)
« 回帖 #8 于: 2022-08-28, 周日 13:24:52 »
万特护魂使(Vanth)
骨园的保卫者是被称作万特护魂使的招魂者,他们是认真果敢的卫士,外观形似长着乌鸦双翼的骷髅,戴着宛若秃鹫头骨一般的面具。万特护魂使提着黑色巨镰与那些妨碍灵魂的自然循环的存在作战,他们认为任何造访骨园的存在都是潜在的麻烦制造者。当招魂者大军参战时,万特护魂使会担任前线士兵。万特护魂使很少开口说话,除了冷峻地坚守职责之外,表露情绪的次数更是罕见。
万特护魂使(Vanth)    生物 7
N 中型 观察者 招魂者 
察觉 +15;黑暗视觉(darkvision),生命感知60尺
语言 深渊语(Abyssal),天界语(Celestial),炼狱语(Infernal),安魂曲(Requian)
技能 特技(Acrobatics)+17,运动(Athletics)+17,骨园学识(Boneyard Lore)+15,威吓(Intimidation)+15,神秘(Occultism)+13,宗教(Religion)+13,隐秘(Stealth)+17
力量 +6,敏捷 +4,体质 +2,智力 +2,感知 +4,魅力 +2
物品 +1巨镰(+1 scythe)

AC 27;强韧 +15,反射 +13,意志 +17;对抗魔法时所有豁免+1状态
HP 105;免疫 死亡效果(death effects),疾病(disease);抗力 负能量10,毒素10
气势凶猛灵光 情绪 恐惧 心灵) 20尺,DC 22
借机攻击反应 

速度 25尺,飞行40尺
近战单动 巨镰+18(致命d10,魔法,摔拌),伤害 1d10+8挥砍 外加 灵魂之触
近战单动 啃咬+17(灵巧),伤害 1d6+8挥砍 外加 灵魂之触
神术内在法术 DC 22
 5环 次元门(dimension door)
 4环 随意次元门(dimension door)
 3环 3×定位术(locate),3×灼热光辉(searing light)
 2环 随意隐形术(invisibility;仅限自身)
灌注武器(Infuse Weapon)神术 塑能) 万特护魂使的巨镰是其职位的象征,同时将一定程度的自身力量赋予其中。当万特护魂使持用巨镰时,巨镰会成为+1巨镰并且被视同为由精金(adamantine)制成一般。巨镰被夺走或摧毁的万特护魂使能够通过一个小时的工作来向一把全新的巨镰注入力量
灵魂之触(Spirit Touch) 同骨园鳄犬,但伤害为2d6
万特诅咒(Vanth’s Curse)双动(诅咒 神术 惑控 厄运) 频率 3次/日;效果 万特护魂使用其巨镰碰触一个生物并以此对其降下诅咒。该生物必须尝试DC 25的意志豁免
   大成功 目标不受影响,并在24小时内免疫万特诅咒
   成功 目标由于感受到未来的劫数而短暂发抖,他会因为这种让人分神的感觉而在1分钟内陷入呆滞1(stupefied 1)
   失败 目标由于接受了无法逃避的命运而变得郁郁寡欢。目标在1小时内陷入呆滞2(stupefied 2)。每当目标获得濒死(dying)状态时,这呆滞状态值就会增加1点,最高值为呆滞4
   大失败 同失败,但该效果会永久持续下去



原文
剧透 -  原文:
VANTH
Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture’s skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. When the psychopomp armies go to war, vanths serve as front-line soldiers. They rarely speak and even more rarely show any emotion other than a grim adherence to duty

VANTH CREATURE 7
N MEDIUM MONITOR PSYCHOPOMP
Perception +15; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +17, Athletics +17, Boneyard Lore +15, Intimidation +15, Occultism +13, Religion +13, Stealth +17
Str +6, Dex +4, Con +2, Int +2, Wis +4, Cha +2
Items +1 scythe
AC 27; Fort +15, Ref +13, Will +17; +1 status to all saves vs. magic
HP 105; Immunities death effects, disease; Resistances negative 10, poison 10
Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 22
Attack of Opportunity[reaction]
Speed 25 feet, fly 40 feet
Melee [one-action] scythe +18 (deadly d10, magical, trip), Damage 1d10+8 slashing plus spirit touch
Melee [one-action] jaws +17 (agile), Damage 1d6+8 slashing plus spirit touch
Divine Innate Spells DC 22; 5th dimension door; 4th dimension door (at will); 3rd locate (×3), searing light (×3); 2nd invisibility (at will, self only)
Infuse Weapon (divine, evocation) A vanth’s scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were adamantine while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work.
Spirit Touch As esobok, but 2d6.
Vanth’s Curse [two-actions] (curse, divine, enchantment, misfortune) Frequency three times per day; Effect The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save.
Critical Success The target is unaffected and is temporarily immune to Vanth’s Curse for 24 hours.
Success The target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation.
Failure The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4.
Critical Failure As failure, but the effect is permanent.
« 上次编辑: 2022-09-01, 周四 00:03:11 由 璀璨星炬 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1+2】招魂者(Psychopomp)
« 回帖 #9 于: 2022-08-28, 周日 13:25:01 »
阎摩判魂使(Yamaraj)
体态庞大的阎摩判魂使是招魂者之中最好的法官,他们聪慧绝顶,只有引座人(ushers)和法莱斯玛(Pharasma)本人能够驳回他们宣告的判决。阎摩判魂使宛若一头庞大的巨龙,生有如羽毛一般的暗色鳞片,他们那羽毛构成的面具背后是一双不露情感的冷静目光。阎摩判魂使在没有在骨园担任高阶法官、领主或将军之时,会致力于追求高度个人化的兴趣爱好,比如园艺或文学。他们很乐意停下手中的工作,与那些专业知识和自己志趣相投的凡人攀谈。
阎摩判魂使(Yamaraj)    生物 20
罕见 N 超大型 观察者 招魂者 
察觉 +37;黑暗视觉(darkvision),生命感知240尺,真视术
语言 深渊语(Abyssal),天界语(Celestial),炼狱语(Infernal),安魂曲(Requian);120尺心灵感应(telepathy),巧言术
技能 特技(Acrobatics)+33,运动(Athletics)+36,骨园学识(Boneyard Lore)+40,欺骗(Deception)+34,交涉(Diplomacy)+34,威吓(Intimidation)+36,法律学识(Legal Lore)+40,神秘(Occultism)+38,宗教(Religion)+38,社群(Society)+38
力量 +10,敏捷 +7,体质 +7,智力 +10,感知 +7,魅力 +6

AC 45;强韧 +33,反射 +31,意志 +35;对抗魔法时所有豁免+1状态
HP 375,快速愈合20,吞电饮雷;免疫 死亡效果(death effects),疾病(disease),电击(electricity;见吞电饮雷);抗力 负能量20,毒素20
气势凶猛灵光 情绪 恐惧 心灵) 60尺,DC 39
吞电饮雷(Lightning Drinker) 每当阎摩判魂使没有使用自身的免疫而承受电击伤害时,其快速愈合会在下个回合增加至40点。在该回合内,若他使用了自己的喷吐武器,虫子缠绕着电流,造成2d12点额外电击伤害

速度 35尺,飞行50尺,游泳30尺
近战单动 啃咬+38(魔法,15尺触及),伤害 4d8+18穿刺 外加 精通攫抓 和 阎摩之毒 和 灵魂之触
近战单动 爪抓+38(灵巧,魔法,15尺触及),伤害 4d4+18挥砍 外加 灵魂之触
近战单动 尾扫+38(魔法,20尺触及),伤害 4d10+18钝击 外加 灵魂之触
神术内在法术 DC 44
 10环 神迹术(miracle),英雄不朽(revival)
 9环 缚魂术(bind soul),伤害术(harm),治疗术(heal),女妖之嚎(wail of the banshee)
 8环 3×闪电链(chain lightning),3×解除魔法(dispel magic),灵魂挽歌(spirit song),力墙术(wall of force)
 5环 随意次元门(dimension door),随意精神质询(mind probe)
 常驻(10环) 真视术(true seeing)
仪式 DC 44;呼唤灵魂(Call Spirit),起死回生(Resurrect)
喷吐武器(Breath Weapon)双动(神术 塑能) 阎摩判魂使喷出一阵甲虫群,对50尺锥形区域内的生物造成14d8点挥砍伤害和4d8点持续挥砍伤害(DC 42反射豁免)。他在1d4轮内无法再次使用喷吐武器
   大成功 生物不承受伤害
   成功 生物承受一半伤害并且陷入恶心1(sickened 1)
   失败 生物承受全额伤害并且陷入恶心2(sickened 2)
   大失败 生物承受双倍伤害并且陷入恶心3(sickened 3)
最终判决(Final Judgment) 阎摩判魂使的神迹术(miracle)仅能用于宣布判决,这通常是让一名已死或者已经被摧毁的生物复生、将某个生物束缚至骨园、或者将生物从骨园放逐。
灵魂之触(Spirit Touch) 同骨园鳄犬,但伤害为3d6
阎摩之毒(Yamaraj Venom)毒素) 当有生物由于该毒素而陷入笨拙(clumsy)时,它会具有相同数值的毁灭(doomed);豁免检定 DC 42强韧;最大持续时间 10轮;阶段1 3d8毒素伤害和笨拙1(1轮);阶段2 5d8毒素伤害和笨拙2(1轮);阶段3 7d8毒素伤害和笨拙3(1轮)



原文
剧透 -  原文:
YAMARAJ
The greatest judges among the psychopomps are the massive yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the Boneyard, yamarajes pursue highly individualistic hobbies, such as gardening or literature. They are willing to halt in their duties to converse with mortals whose expertise matches their interests.

YAMARAJ CREATURE 20
UNCOMMON N HUGE MONITOR PSYCHOPOMP
Perception +37; darkvision, lifesense 240 feet, true seeing
Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, tongues
Skills Acrobatics +33, Athletics +36, Boneyard Lore +40, Deception +34, Diplomacy +34, Intimidation +36, Legal Lore +40, Occultism +38, Religion +38, Society +38
Str +10, Dex +7, Con +7, Int +10, Wis +7, Cha +6
AC 45; Fort +33, Ref +31, Will +35; +1 status to all saves vs. magic
HP 375, fast healing 20, lightning drinker; Immunities death effects, disease, electricity (see lightning drinker); Resistances negative 20, poison 20
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 39
Lightning Drinker Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage.
Speed 35 feet, fly 50 feet, swim 30 feet
Melee [one-action] jaws +38 (magical, reach 15 feet), Damage 4d8+18 piercing plus Improved Grab and yamaraj venom and spirit touch
Melee [one-action] claw +38 (agile, magical, reach 15 feet), Damage 4d4+18 slashing plus spirit touch
Melee [one-action] tail +38 (magical, reach 20 feet), Damage 4d10+18 bludgeoning plus spirit touch
Divine Innate Spells DC 44; 10th miracle, revival; 9th bind soul, harm, heal, wail of the banshee; 8th chain lightning (×3), dispel magic (×3), spirit song, wall of force; 5th dimension door (at will), mind probe (at will); Constant (10th) true seeing
Rituals DC 44; call spirit, resurrect
Breath Weapon[two-actions] (divine, evocation) The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 persistent slashing damage to creatures in the area (DC 42 Reflex save). It can’t use Breath Weapon again for 1d4 rounds.
Critical Success The creature takes no damage.
Success The creature takes half damage and is sickened 1.
Failure The creature takes full damage and is sickened 2.
Critical Failure The creature takes double damage and is sickened 3.
Final Judgment A yamaraj’s miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the Boneyard, or banish a creature from the Boneyard.
Spirit Touch As esobok, but 3d6.
Yamaraj Venom (poison) While a creature is clumsy from this poison, it is doomed with the same value; Saving Throw DC 42 Fortitude; Maximum Duration 10 rounds; Stage 1 3d8 poison damage and clumsy 1 (1 round); Stage 2 5d8 poison damage and clumsy 2 (1 round); Stage 3 7d8 poison damage and clumsy 3 (1 round)
« 上次编辑: 2022-09-01, 周四 00:02:59 由 璀璨星炬 »
没有团,为什么还要翻译规则呢?
当然是为了友情了