吸血鬼 VAMPIRE【不羁角色】
吸血鬼这种智能不死生物会以活物的鲜血为食,以此延长自身的非自然存在。吸血鬼在许久之前就从阴影位面(Plane of Shadow)来到了格拉里昂(Golarion),但是其到达的方法已经失落在了历史当中,而学术界也为此争论不休。随着时间推移,这些"真祖吸血鬼"(true vampires)催生了更多子嗣。真祖吸血鬼在同类当中会用"纯血"(full-blood)这种俚语来将自身与那些在其眼中有所关联的下位存在(诸如吸血鬼衍体)区分开来。
类别:邪恶不死生物(吸血鬼)
属性:灵巧d10,聪慧d8,心魂d8,力量d8,活力d10
技能:运动d8,通用知识d10,格斗d10,威吓d12,察觉d8,交涉d12,射击d8,潜行d10
移速:6;
格挡:7;
坚韧:12(3)
专长:精通连击,沉稳冷静
特殊能力:
- 护甲+3:强化死灵表皮。
- 噬咬/爪抓:力量+d4。
- 吸血:吸血鬼能从陷入束缚的对手那里吸取血液,从紧勒对手变成痛饮血液,并造成能量流失(见下)。吸血鬼每吸血一轮就能治疗一个损伤。
- 魅惑:每天至多五次,吸血鬼能无须消耗奇术点来施放傀儡,其使用聪慧作为奥法技能,并且能无限地维持该奇术,但是不能同时控制超过20名对象。
- 夜之子民:每夜一次,吸血鬼能召唤并控制1d6匹狼,1d6个老鼠或蝙蝠集群。这些生物会在1d4+1轮内从周遭的荒野中赶来。
- 能量流失:遭到吸血鬼天生武器或是吸血能力命中的生物会遭受能量流失(活力),成功进行一次活力投骰(该攻击出现优良则还要-2)可以抵抗此效果。这个能力每轮只能触发一次。
- 环境抗性:寒冷,电。
- 环境弱点:魔法与银。
- 快速再生:吸血鬼在无力化前每轮能尝试一次自然治疗投骰。
- 气化形体:吸血鬼能变成气化形体,这样做(或是变回原形)需要一个行动以及一次-2的聪慧投骰,其能无限维持气化并以移速5飞行。
- 无敌:吸血鬼若是陷入无力化则会自动变成气化形体并尝试逃脱,其必须在两小时内回到栖息的棺材当中,否则就会彻底消灭。针对吸血鬼被迫变成的气化形体造成的更多伤害不会有所效果。这名吸血鬼一旦进入憩息就会陷入无助,并在之后的一小时内恢复一个损伤,然后其不再处于无助并恢复快速再生。
- 眷属:任何死于能量流失的对象会在1d4天内复苏为吸血鬼。
- 不死生物:坚韧+2;从动摇中恢复+2;不会因为定点打击而受到额外伤害;忽略1点损伤减值;无须呼吸;免疫疾病与毒素;忽略至多10英寸远的照明减值。
- 走壁:吸血鬼能以正常移速在垂直或颠倒表面上移动和奔跑。
- 弱点(吸血鬼):完整内容见吸血鬼弱点。
语言:深渊语,通用语,龙语
吸血鬼弱点 VAMPIRE WEAKNESSES- 弱点(大蒜与镜子):吸血鬼无法忍受大蒜的气味或是目视镜子,其不会进入有此物装饰的区域。
- 弱点(圣徽):角色能藉由展示圣徽来避免吸血鬼逼近。想要直接攻击对象的吸血鬼必须在心魂对抗投骰中击败对方。
- 弱点(圣水):被圣水泼洒到的吸血鬼会遭受疲乏。如果被浸没其中,则它会如同直接暴露在日光下那般燃烧(见下)。
- 弱点(非请勿进):吸血鬼不被邀请则无法进入私人住所,但其能随意出入公共领域。
- 弱点(流水):每在流水中浸没一轮都会给吸血鬼造成一个损伤,因这种方式而陷入无力化的吸血鬼会遭到消灭。
- 弱点(阳光):将任何吸血鬼暴露在直射的阳光下都会让其每轮受到一个损伤,若是陷入无力化,则此吸血鬼将会彻底消灭。
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VAMPIRE
Vampires are intelligent undead creatures. They feeds off the blood of the living in order to prolong their own unnatural existence. Vampires came to Golarion from the Plane of Shadow long ago. Exactly how they arrived remains lost to history and is a matter of debate in scholarly circles. Over time, these “true vampires” have spawned many more. Amongst their own kind, true vampires use the slang term full-blood to distinguish themselves from those they consider lesser but associated beings, such as vampire spawn.
Type: Evil Undead (Vampire)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d10, Fighting d10, Intimidation d12, Notice d8, Persuasion d12, Shooting d8, Stealth d10
Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Frenzy (Imp), Level Headed
Special Abilities:
-Armor +3: Necrotically augmented skin.
-Bite/Claws: Str+d4.
-Blood Drain: A vampire can suck blood from a bound opponent; instead of crushing a bound opponent, it drains blood, causing Energy Drain (see below). The vampire heals one Wound each round it drains blood.
-Charm: Vampires can cast puppet without spending Power Points, up to five times per day. They use Smarts as their arcane skill and can maintain the power indefinitely, though they may never have more than 20 thralls at a time.
-Children of the Night: Vampires have the ability to summon and control 1d6 wolves, 1d6 swarms of bats or rats, once per night. The creatures come from the surrounding wilds in 1d4+1 rounds.
-Energy Drain: A creature hit by a vampire’s natural weapon or Blood Drain ability suffers Energy Drain (Vigor). A Vigor roll (at –2 with a raise on the attack) resists this effect. This ability triggers once per round.
-Environmental Resistance: Cold, electricity.
-Environmental Weakness: Magic and Silver.
-Fast Regeneration: Vampires may attempt a natural healing roll every round until Incapacitated.
-Gaseous Form: Vampires have the ability to turn into gaseous form. Doing so (or returning to their original form) requires an action, and a Smarts roll at –2. It can remain gaseous indefinitely and fly at Pace 5.
-Invulnerability: If Incapacitated, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within two hours or be utterly destroyed. Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains one Wound after one hour, then is no longer helpless and its Fast Regeneration resumes.
-Sire: Anyone slain by Energy Drain raises as a vampire themselves in 1d4 days.
-Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.
-Wall Walker: A vampire can move on vertical or inverted surfaces at its normal Pace and may run.
-Weakness (Vampiric): See Vampire Weaknesses for a full list.
Languages: Abyssal, Common, Draconic.
VAMPIRE WEAKNESSES
-Weakness (Garlic and Mirror): Vampires cannot tolerate the strong odor of garlic or the sight of mirrors and will not enter an area laced with it.
-Weakness (Holy Symbol): A character with a holy symbol may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed Spirit roll.
-Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see below).
-Weaknesses (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.
-Weakness (Running Water): Each round of immersion in running water inflicts one Wound to a vampire—a vampire Incapacitated in this manner is destroyed.
-Weakness (Sunlight): Exposing any vampire to direct sunlight causes it to suffer one Wound each round. If Incapacitated, the vampire is utterly destroyed.
This post has been edited by 白药君: 2023-12-29, 18:29