http://45.79.87.129/bbs/index.php?topic=140162.0 译者:unspeakable
暮行者(Duskwalker)
数据来源:D20PFSRD
Duskwalkers are tall, bipedal, gray-skinned
beings that are incarnated from souls that have earned the honor of a second
life. The souls that become duskwalkers have often distinguished themselves in
the eyes of psychopomps as guardians of the cycle of birth and death. Other than
their gray skin, their physical features bear some resemblance to those they
held in their previous lives. As such, a typical duskwalker looks mostly human,
other than her unusual coloration. However, duskwalkers whose ancestors belonged
to other races can manifest with characteristic features such as pointed ears,
hairy feet, or even feathers, horns, scales, or tails—though they rarely
manifest smaller or larger than Medium.
The first duskwalkers appeared as
the result of a bargain between two powerful psychopomps: an olethros mother and
a yamaraj. The olethros mother made the case to allow certain souls whose
actions helped preserve and protect the cycle of souls, but whose lives had been
cut short of what fate had decreed for them to reincarnate once before passing
to their final judgment. After a long debate, the yamaraj agreed but imposed a
strict limit on the number of duskwalkers that can exist at one time. Whenever
this limit has been reached, dead duskwalkers cannot be restored to life. Most
duskwalkers accept this limitation and appreciate that the end of their lives
opens the door for new lives to begin. Some request that those mourning their
deaths also celebrate the birth of a new duskwalker in the near future. The
length of time it takes for a new duskwalker to be born when one dies varies,
but is rarely more than a year.
When a duskwalker is born, she appears
spontaneously in a sanctified place with a connection to death, most often a
graveyard or a temple. Duskwalkers do not experience infancy, instead beginning
their lives with the appearance and facilities of a roughly 8-year-old human
child. These mysterious children always appear cloaked in simple white robes,
with a small satchel of food and water by their sides.
Duskwalker
children mature at a variable rate depending upon the support they receive. A
child adopted into a nurturing family or taken into care at a temple matures at
a rate similar to that of a human child and develops a healthy balance between
her appreciation for life and her interest in death. While duskwalker children
almost always appear near settlements, the unusual circumstances of their
creation sometimes lead them to be ostracized to the point where they are forced
to fend for themselves. Duskwalker children who endure such circumstances reach
physical and intellectual maturity rapidly, but they struggle socially and
emotionally.
Duskwalker naming conventions are varied. Many duskwalkers
prefer to select their own names shortly after they manifest. Duskwalkers who
have a good relationship with their surrounding community choose names that
follow that community’s traditions. Isolated duskwalkers make up their own
conventions, naming themselves after their accomplishments or values or even
just selecting a string of syllables that sounds nice to them.
Because
duskwalkers are so rare, the few duskwalker communities that exist are small and
form mostly among individuals united by a common goal, such as adventuring bands
of undead-hunters. Many duskwalkers go their entire lives without meeting
another member of their race. Instead, they usually live among whichever races
are most common near the graveyards in which they manifested. Duskwalkers meet
with mixed reactions from human communities. Some people look askance at their
ashen appearance and the manner of their creation. Others find the way in which
duskwalkers relate to death unsettling.
Duskwalkers struggle to
understand the fear and hesitance with which most other races speak of death,
and even cheerful duskwalkers tend toward dark and morbid senses of humor.
However, other communities value or even revere duskwalkers for their wisdom,
skill at medicine, and proficiency at fighting undead. Duskwalkers get along
particularly well with members of other races that share a planar heritage, such
as aasimars, aphorites, ganzis, and tieflings, but they share a mutual distrust
with dhampirs.
Despite the prejudices they sometimes face, duskwalkers
are typically companionable, open-minded, and accepting of people.
They
seek friendships and romantic relationships with others of many different races.
Many duskwalkers seek to build a family with children at some point in their
lives.
They grow their families by adopting children from their
communities, with a particular preference toward children that other prospective
parents may look over. Most have no interest in sexual relationships, though,
and no duskwalker is capable of bearing or siring biological
children.
Duskwalkers are typically neutral in their alignment, like
psychopomps themselves. Those who are not neutrally aligned tend toward good
alignments over evil ones.
Members of a growing contingent of evil
duskwalkers have been rejecting their inborn nature entirely, throwing in their
lot with the sahkils, who delight in such perversion. These duskwalkers can lose
the abilities that help them combat undead and gain powers better suited to
inflicting fear, but such choices also have a chance of altering their ward
against corruption in a particularly unsettling way. Such duskwalkers inevitably
find that not only can they become undead, but that their deaths all but
guarantee some form of unnatural unlife after death, often coming back as a
ghost without such an entity’s classic inability to travel far from the place of
its death.
暮行者种族特性(Duskwalker Racial
Traits)
暮行者的力量由其职业等级决定——他们没有种族生命骰。所有的暮行者都拥有以下特性:
+2敏捷,+2感知,-2体质:暮行者们灵活而睿哲,但也拥有脆弱的躯体。
本地异界生物:暮行者属于异界生物,本地亚种。
体型:暮行者是中等体型生物,不会从体型中获得任何加值或者减值。
速度:暮行者的基本速度是30尺。
黑暗视觉:暮行者可以在黑暗中看到60尺远。
技能奖励:暮行者在知识(宗教)和医疗上拥有+2种族加值。
幽魂猎手(Ghost
Hunter)(Su):暮行者手中的兵刃能够对鬼魅造成切实的威胁。一个暮行者手中的非魔法武器可在命中虚体生物时如同魔法武器一般造成一半伤害,而她的魔法武器则可以在即使没有幽冥附魔的情况下对虚体进行重击或造成精准伤害。(幽冥附魔的武器能重击虚体吗?)每日一次,以一个标准动作,一个暮行者可以将对不死生物的憎恶本能释放出来,从而使她在1分钟内手上持有的所有武器获得如同幽冥附魔的效果。
腐化抗性(Ward
against
Corruption)(Ex):暮行者在对抗负能量与死亡效果时豁免+2种族加值。这个加值也适用于来自不死生物与恐亡魔的类法术能力或超自然能力。暮行者免疫一切将他们的肉体或灵魂转变为不死生物的效果。
语言:暮行者以通用语和以下语言之一开始游戏:深渊语、天界语或者炼狱语。
拥有足够智力调整值的暮行者可以从语言中选取额外语言:深渊语,天界语,龙语,矮人语,精灵语,半身人语,炼狱语或者幻蛇语(Protean)。
由劫运观魂使孕母和阎魔判魂使之间古老契约而诞生的暮行者是荣耀的死者,因此灵魂被赠与了一次转生的特权。他们每个人都曾为命运的因果尽出一臂之力,出于责任、慈悲或恐惧而以疾笔或利剑捍卫灵魂的轮回。他们的生命过早地夭折,在命定之死期前戛然而止——如今他们在招魂使的注视之下再次还生,但却能自由书写自己新的命运。
种族特性替换(Alternate Racial Traits)
弃子(Abandoned):有些暮行者孩子被所在的社区回避与忌惮,只得以盗窃和拾荒为生。拥有此种族特性的暮行者在隐匿和生存检定中获得+2种族加值。
此特性取代技能奖励。
养子(Fosterling):有些暮行者孩子幸运地被好心人收养,并在父母、兄妹和宠物的陪伴下茁壮成长。拥有此种族特性的暮行者在交涉和驯养动物检定中获得+2种族加值。
此特性取代技能奖励。
劫运代理者(Olethros’s
Agent):有些暮行者身上比起同类体现出更多来自其守护者的力量,一位被劫运观魂使祝福的暮行者是万中无一的命运代行者。每天一次,以一个自由动作,拥有此种族特性的暮行者可以在一次攻击命中后无视相当于10+魅力调整值的DR。
此特性取代腐化抗性(ward against
corruption).
阎摩执行官(Yamaraj’s
Bailiff):与强大的阎摩判魂使们紧密联系的暮行者可以洞见那些终末判官的哲思,并将其中皮毛化为己用。拥有此种族特性的暮行者可以在进行交涉和唬骗时使用感知调整替代魅力调整。
此特性取代腐化抗性(ward against
corruption).
可选天赋职业奖励(Favored Class Options)
反圣骑士:【堕落之触】职业能力伤害增加1/2(可用于治疗或伤害)。
奥能师:释放死灵学派法术时增加1/4奥能师施法者等级。
吟游诗人:【逸闻知识】加值增加1/2.
牧师:使用正能量伤害不死生物时伤害增加1/2.
战士:在计算何时因负生命值死亡时,战士的体质值+2。
调查员:用在医疗/知识/语言学的灵感骰+1/3。
操念使:储念器容量+1/6.
武僧:武僧气池+1/4.
圣骑士:【圣疗】职业能力伤害增加1/2(可用于治疗或伤害)。
游侠:对抗不死生物时,游侠的宿敌加值+1/5.游侠必须拥有不死生物宿敌才能选择本选项。
盗贼:获得1/6个盗贼天赋。
歌者:【逸闻知识】加值增加1/2.
唤魂师:魅影的基本移动速度+1尺。在战斗中,这个速度加值只有选择本选项至少5次才起作用(下次战斗中的移动速度提升需要再选取5次,以此类推)。
侠客:惊愕现身的减值+1/4,骇人现身的威吓检定+1/2.
女巫:释放死灵学派法术时增加1/4女巫施法者等级。
法师:释放死灵学派法术时增加1/4法师施法者等级。
种族专长
个人编年史Personal Chronicler 出自位面行者手册(Plane-Hopper’s Handbook pg.16)
招魂者派了一只疫鸟记录员来记录你的行为。
先决条件:暮行者
专长效果:你获得一只羽翼未丰的疫鸟魔宠,如同奥术联结职业特性,使用你的角色作为法师等级。这只魔宠视为渡鸦raven或夜鹰whippoorwill魔宠(夜鹰魔宠使用画眉鸟thrush的数据,但会给予主人威吓技能+3的奖励而非交涉)。如果你能通过其他方式获得魔宠并且角色等级达到5级,这只魔宠将视为疫鸟,如同你获得了进阶魔宠专长一般。你只能同时拥有一只魔宠。
如果你的角色无法通过其他方式获得魔宠,这个专长可以在角色等级达到7级时再次选取,并将该专长得到的魔宠视为疫鸟,如同前文所述。
特殊:如果你自愿与恐亡魔或不死生物为伴,你的魔宠将离你而去并将你的行为报告给招魂者。为了重获魔宠,你必须用赎罪术来为自己的行为忏悔赎罪。