作者 主题: 【CRB】第三章-神卫(Champion)  (阅读 37998 次)

副标题: 众神的使徒,庄严祭袍之下的忠仆,以利刃与坚盾恪守信条,常有圣灵与之相伴。

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【CRB】第三章-神卫(Champion)
« 于: 2019-08-15, 周四 16:38:11 »
引用
由于神卫重置要到24年7月才发布,因此P子发布了针对神卫的重置版勘误
http://45.79.87.129/bbs/index.php?topic=144187.0

神卫(Champion)

你是某位神祇的使者,身披肃穆斗篷的忠仆,始终追随着令你与众不同的准则。尽管任何阵营的神卫都是存在的,但作为善良的神卫,你将给无辜者带来信心与希望。你拥有强大的防御,也能自如地将其分享给盟友和无辜群众,你所运用的神圣之力更是能够终结邪恶的威胁。你的忠诚与奉献甚至引来一位圣灵与你结伴,在旅途中为你提供援助。


引用
关键属性
力量或敏捷
1级时,你的职业会在你所选的力量或敏捷上给予你属性提升。

生命值
10加你的体质调整值
你在1级和之后每个等级将你的最大生命值提升如上的数值。

初始熟练
1级时,你在如下列出的这些数据上获得熟练等级。你在任何没有列举于下方的项目上都视作未受训,除非你通过其他方式获得了更高的熟练等级。

察觉
在察觉上为受训

豁免检定
在强韧上为专家
在反射上为受训
在意志上为专家


技能
在宗教上为受训
在你所选择的信仰决定的一个技能上为受训
在数量为2+你的智力调整值个额外技能上为受训

攻击
在简易武器上为受训
在军用武器上为受训
在徒手攻击上为受训

防御
在所有护甲上为受训
在无甲防御上为受训


职业DC
在神卫职业DC上为受训

法术
在神术攻击上为受训
在神术DC上为受训


在战斗遭遇中…
你会在近身战中直面敌人,并且仔细调整自己的位置以保护盟友。

在社交遭遇中…
你即是希望之声,总是尽力寻求和平的解决方式,令大家团结一致并最终产生一个对所有人来说都算圆满的结果。

在探索中…
你会克服肉体与精神的双重阻碍,以你的行动鼓舞你的盟友,并且——在冒险同伴们需要的时候——为他们提供道德和伦理上的指导。

在休整期…
你把大量时间花在庄重的祈祷和沉思、严格训练、慈善活动,以及践行准则中的信条上,不过这并不意味着你没有时间从事工艺制作或满足个人兴趣。

你可能…
•相信希望永在,善良终将战胜邪恶,无论胜算有多么渺茫。
•知晓结果并不能证明行为的正当性,因为恶行会让罪恶滋长。
•拥有强烈的是非观念,当贪婪和短视滋生出罪孽时会让你倍感受挫。

其他人可能…
•将你视作希望的象征,尤其是在急需帮助的时刻。
•担心你会在暗地里因为别人没法践行你那严苛的标准而轻视他们,也担心你不愿意在必要的时候进行妥协。
•知晓你曾许下奉献自我的神圣誓言并相信你会恪守如一。
引述: 表3-1:神卫升级
你的等级职业特性
1族裔和背景,初始熟练,神卫准则,神祇与事业,神授武器,神卫反应,虔诚法术,神卫专长,盾牌格挡
2神卫专长,技能专长
3神圣盟友,通用专长,技能提升
4神卫专长,技能专长
5属性提升,族裔专长,技能提升,武器专家训练
6神卫专长,技能专长
7护甲专家训练,通用专长,技能提升,武器专精
8神卫专长,技能专长
9族裔专长,神卫专家训练,神圣制裁,钢铁之躯,闪电反射,技能提升
10属性提升,神卫专长,技能专长
11警觉,神圣意志,升格,通用专长,技能提升
12神卫专长,技能专长
13族裔专长,护甲大师训练,技能提升,武器大师训练
14神卫专长,技能专长
15属性提升,通用专长,高等武器专精,技能提升
16神卫专长,技能专长
17族裔专长,神卫大师训练,传奇装甲,技能提升
18神卫专长,技能专长
19通用专长,英雄不屈,技能提升
20属性提升,神卫专长,技能专长
职业特性
作为一名神卫你获得如下这些能力。高等级时才会获得的能力会在它们的名字旁边列出所需的等级。

族裔和背景
除了你的职业一级时所给予的能力之外,你还会如同第二章所述的那样从你所选择的族裔和背景那里获得好处。

初始熟练
1级时,你获得一定数量的初始熟练来代表你所受的基本训练。这些熟练在这个职业最开始的部分列出。

神卫准则(Champion’s Code)
你遵循着某种行为准则,最初是某一阵营的所有神卫共同遵循的信条,而之后则是你追寻的事业所带来的信条。神祇们常常会给自己的神卫设下额外的限制(举例而言,托拉格(Torag)的神卫不能对他们子民的敌人展现仁慈,因此这些神卫中几乎没有人会将救赎者作为自己的事业)。这本书中只呈现了善良神卫的准则。信条以重要程度为依据列出,最先列出的是最重要的信条。如果在某种情况下两个信条发生冲突,你不会陷入必败的境地,你只需要遵循最重要的信条。举例而言,作为一名圣武士,如果邪恶的国王询问你是否藏匿了难民,好让他能够把难民们揪出来处死,你可以对他说谎,因为禁止说谎的信条并不如保护无辜者免受伤害的信条重要。尝试创造一种让重要信条推翻次要信条的情景好让你颠覆信条的行为(例如,承诺你绝不会尊重官方当局,并坚守你的诺言,从而对官方当局进行冒犯)被视作违背神卫准则。
如果你偏离了你的阵营或是违背了行为准则,你会失去你的聚能池(Focus pool)和神圣盟友(Divine ally),直到你执行一个赎罪仪式(Atone ritual)(409页)证明你已经悔改为止,但你仍然保留其他不依赖上述职业特性的神卫能力。如果你的阵营发生偏移但仍在神祇的允许范围之内,你的GM可能会让你在追随同一位神祇的前提下重训你的事业。

善良信条(The Tenets of Good)
所有善良阵营的神卫遵循如下信条。
•你绝不触犯你所侍奉的神祇的禁忌,绝不自愿犯下邪恶行为,例如谋杀、拷问或是施展邪恶法术。
•你绝不故意伤害无辜,绝不在明知有能力阻止时放任无辜者受到伤害。这个信条并不会强迫你针对可能在未来不确定的时间里对无辜者造成的伤害采取行动,也不会迫使你为保护他们而献出生命。

神祇与事业(Deity and Cause)
神祇与事业(Deity and Cause)
神卫是某位神祇的神圣仆从。选择一位神祇并侍奉祂(437-440页);你的阵营必须符合神祇所接受的信徒阵营。从根本上违背你所侍奉的神祇的理念或阵营的行为对你的信仰来说是禁忌。一些被视作禁忌的行为的例子列举在每位神祇的条目下。由你和你的GM决定其他的行为是否算作禁忌。
你还需要投身于下述事业之一。你的事业必须与你的阵营精确匹配。你的事业决定了你的神卫反应(Champion’s reaction),授予你虔诚法术(Devotion spell)(107页),并决定了你神卫准则中的一部分。

圣武士(Paladin)(守序善良)
你光荣而正直,誓要击退一切残酷暴行。你获得报应打击(Retributive Strike)神卫反应,以及圣疗(Lay on hands)虔诚法术。在善良信条之后,添加如下信条:
•你必须依荣誉行事,绝不依靠谎言、欺骗和利用他人来获取优势。
•无论身在何方,你必须尊重正当统治者治下的合法当局的权威,遵守它们的法律。

救赎者(Redeemer)(中立善良)
你满怀仁慈与宽恕。你获得救赎瞥视(Glimpse of Redemption)神卫反应以及圣疗虔诚法术。在善良信条之后,添加如下信条:
•对于犯下罪行的人,你必须首先尝试给予其赎罪的机会,而不是将其杀死或给予惩戒。如果他们不知悔改依旧作恶,你也许需要采取更为极端的手段。
•无论他人身份地位为何,你都必须对其报以同情和怜悯。

解放者(Liberator)(混乱善良)
你决心守护他人的自由。你获得自由快步(Liberating Step)神卫反应以及圣疗虔诚法术。在善良信条之后,添加如下信条:
•你必须尊重他人选择的生活,你不能强迫别人按特定方式行事,也不能威胁别人做他们不愿意做的事。
•你必须争取他人为自己做决定的自由并为之而战。你绝不参与或支持奴隶制和暴政。

神授武器(Deific Weapon)
你充满热忱地使用你所侍奉的神祇最为钟爱的武器。如果它是一把罕见武器,那么你有权使用它。如果它是具有d4伤害骰的无武装攻击或是一把简易武器,它的伤害骰会提升一级(d4变为d6,d6变为d8,d8变为d10,d10变为d12)。

神卫反应(Champion’s Reaction)
你的事业给予你一种特殊的反应动作:圣武士会获得报应打击,救赎者会获得救赎瞥视,而解放者会获得自由快步。
引用
报应打击(RETRIBUTIVE STRIKE)

神卫
触发条件 一名敌人伤害了你的盟友,并且他们都在你周围15尺的范围内。

你保护你的盟友并痛击你的敌人。这位盟友在对抗触发这次报应打击的伤害时获得针对所有伤害的抗力,数值等同于2+你的等级。如果这名敌人在你的触及范围之内,你对其进行一次近战打击(Strike)。
引用
救赎瞥视(GLIMPSE OF REDEMPTION)

神卫
触发条件 一名敌人伤害了你的盟友,并且他们都在你周围15尺的范围内。

赎罪的幻景在敌人的脑海中闪现,罪恶的重负让他变得犹豫不决。这名敌人必须从下列选项中选择一个:
•这名盟友免受触发这次救赎瞥视的伤害。
•这名盟友在对抗触发这次救赎瞥视的伤害时获得针对所有伤害的抗力,数值等同于2+你的等级。在这次伤害效果结算完毕之后,这名敌人直到它下一回合结束为止获得力竭(Enfeebled)2。
引用
自由快步(LIBERATING STEP)

神卫
触发条件 一名敌人伤害、攫抓(Grab)或擒抱(Grapple)你的盟友,并且他们都在你周围15尺的范围内。

你的盟友从束缚中重获自由。如果触发条件为盟友受到伤害,那么这名盟友在对抗触发这次自由快步的伤害时获得针对所有伤害的抗力,数值等同于2+你的等级。如果这名盟友被某个效果擒抱(Grabbing),束缚(Restraining),禁足(Immobilizing)或麻痹(Paralyzing),他们可以尝试重获自由。他们可以尝试一个新的豁免检定对抗上述效果中允许豁免的一个,或是以一个自由动作尝试从一个效果中逃脱(Escape)。如果他们能够移动,这名盟友可以以自由动作进行快步(Step),哪怕他们并不需要逃离敌人。

虔诚法术(Devotion Spells)
你所侍奉的神祇的伟力授予你被称为虔诚法术的特殊神术,这是聚能法术(Focus spell)中的一种。它花费1点聚能点(Focus Point)来施展一个聚能法术,你起始会拥有一个可以容纳1点聚能点的聚能池。在你的日常准备期间,你会填满你的聚能池,你也可以花费10分钟的时间用再聚能(Refocus)行动向你的神祇祈祷或为他们的事业服务从而恢复1点聚能点。
聚能法术会自动提高它的环级至你等级的一半并向上取整。某些专长会给予你更多的聚能法术,扩大聚能池的容量,不过你的聚能池容量始终不会超过3点。相关的完整规则位于300页。你根据你的事业获得虔诚法术,你在神术攻击骰和神术DC上受训。你的施法属性是魅力。

神卫专长(Champion Feats)
在1级以及之后每个偶数等级,你获得神卫职业专长。神卫职业专长的描述开始于109页。

盾牌格挡(Shield Block)
你获得盾牌格挡(Shield Block)通用专长(266页),你可以使用盾牌进行一个反应动作来减少你受到的伤害。

技能专长(Skill Feats) 2级
在2级以及之后每2级,你获得一个技能专长。技能专长能够在第五章找到,并且全都拥有技能(Skill)特征。你必须在对应的技能上达到受训或更高的熟练等级才能选择技能专长。

神圣盟友(Divine Ally) 3级
你的忠诚与奉献吸引了一位与你所侍奉的神祇阵营相同的圣灵。一旦你选择一位盟友,就不能再改变这个选择。
神圣盟友的类型如下:
利刃盟友(Blade Ally):一位战斗圣灵栖息于你的武装之中。在你进行日常准备时选择一把武器或一件重拳缠手带(handwraps of mighty blows)。在你的手中,这件物品会获得一种性能符文(Property rune)的效果。对于遵循善良信条的神卫来说,他可以选择瓦解(Disrupting),幽冥(Ghost touch),回力(Returning)或变型(Shifting)。你也可以获得武器的重击专精效果。
坚盾盟友(Shield Ally):一位守护圣灵栖息于你的盾牌之中。在你的手中,这块盾牌的硬度提升2,它的HP和BT提升原本数值的一半。
骏骑盟友(Steed Ally):你获得一只幼年(Young)动物伙伴作为坐骑(214页)。通常来说,你的动物伙伴应当拥有坐骑(Mount)特殊能力,例如一匹马(Horse)。你能够选择不同的动物伙伴(需要GM许可),但这个能力不会授予它坐骑特殊能力。

通用专长(General Feats) 3级
在3级以及之后每4级,你获得一个通用专长。通用专长列举于第五章。

技能提升(Skill Increases) 3级
在3级以及之后每2级,你获得一个技能提升。你能够使用这个提升去将一个你未受训的技能的熟练等级提升至受训,或者将一个已经受训的技能的熟练等级提升至专家。
从7级起,你能够使用技能提升去将一个你已经成为专家的技能的熟练等级提升至大师,而从15级起,你能够使用技能提升去将一个你已经成为大师的技能的熟练等级提升至传奇。

属性提升(Ability Boosts) 5级
在5级以及之后每5级,你提升四项不同的属性值。你能够使用这些属性提升将你的属性值提升至18以上。提升一个已经有18或更高的属性值意味着将它的数值增加1,而提升低于18的属性值则将数值增加2。

族裔专长(Ancestry Feats) 5级
在你起始获得的族裔专长外,你还会在5级和之后每4级获得一个族裔专长。你能够在第二章中你的族裔的条目下找到可用族裔专长的列表。

武器专家训练(Weapon Expertise) 5级
你投身于学习你所持用的武器的复杂之处。你在简易武器和军用武器上的熟练等级提升至专家。

护甲专家训练(Armor Expertise) 7级
你在护甲训练上花费了许多时间,从而知晓如何最大程度地利用护甲提供的防护。你在轻甲、中甲和重甲,以及无甲防御上的熟练等级提升至专家。你获得中甲和重甲的护甲专精效果。

武器专精(Weapon Specialization) 7级
你学习了如何使用擅长的武器造成更大的伤害。你在熟练程度为专家或者以上的武器和无武装攻击上造成2点额外伤害。若熟练为大师则额外伤害为3,熟练为传奇则额外伤害为4。

神卫专家训练(Champion Expertise) 9级
虔诚的祈祷强化了你的神圣力量。你在神卫职业DC和神术攻击骰以及神术DC上的熟练等级提升至专家。

神圣制裁(Divine Smite) 9级
你的神卫反应得到强化。
圣武士:你以惩戒光环包围邪恶目标。如果你的报应打击命中,那么目标会受到等同于你魅力调整值的持续善良伤害(Persistent good damage)。
救赎者:拷问良心的内疚感袭向敢于蔑视救赎瞥视的敌人。因为造成伤害而触发了你救赎瞥视的敌人会承受等同于你魅力调整值的持续善良伤害。
解放者:你将惩戒那些敢于将你的盟友囚困于束缚之中的敌人。如果触发自由快步的敌人正在使用任何使你的盟友陷入压制(Grabbed)、束缚(Restrained)、固定(Immobilized)或麻痹(Paralyzed)效果,这名敌人会承受等同于你魅力调整值的持续善良伤害。

钢铁之躯(Juggernaut) 9级
你的身体习惯于承受物理伤害和抵抗细菌与疾病。你在强韧豁免上的熟练等级提升至大师。当你在一个强韧豁免检定上取得成功时,你可以将其替换为大成功。

闪电反射(Lightning Reflexes) 9级
你的反射如闪电般快速。你在反射豁免上的熟练等级提升至专家。

警觉(Alertness) 11级
你时刻警惕着周围的危险。你在察觉上的熟练等级提升至专家。

神圣意志(Divine Will) 11级
你的信仰授予你坚定不移的意志。你在意志豁免上的熟练等级提升至大师。当你在一个意志豁免检定上取得成功时,你可以将其替换为大成功。

升格(Exalt) 11级
你的神卫反应将升格邻近的盟友,让他们一并从中获益。
圣武士:当你使用报应打击时,每个在你和目标周围15尺内,且目标处于他们近战触及内的盟友都可以花费一个反应动作以-5的减值对其进行打击(Strike),
救赎者:你能保护多位盟友。你能够将来自救赎瞥视的抗力授予你自己以及你周围15尺内的所有盟友,包括触发反应动作的那位盟友,不过每个人获得的这个抗力都会减少2。
解放者:你能帮助整个团队调整站位。当你使用自由快步时,如果你的盟友没有尝试从某个状态中恢复自由,那么除了触发反应动作的那位盟友之外,你和你15尺范围内的其他盟友都能够进行快步(Step)。

护甲大师训练(Armor Mastery) 13级
你使用护甲的技艺有所提升,帮助你避开更多的打击。你在轻甲、中甲和重甲,以及无甲防御上的熟练等级提升至大师。

武器大师训练(Weapon Mastery) 13级
你完全理解了你手中的兵器。你在简易和军用武器上的熟练等级提升至大师。

高等武器专精(Greater Weapon Specialization) 15级
在你已经成为专家的武器和无武装攻击上,你来自武器专精能力的伤害提升至4,若已成为大师则提升至6,若已成为传奇则提升至8。

神卫大师训练(Champion Mastery) 17级
你已经完全掌握了神卫的武器技巧以及神术。你在你的神卫职业DC和神术攻击骰以及神术DC上的熟练等级提升至大师。

传奇装甲(Legendary Armor) 17级
你以钢铁武装自我,正如以信仰庇护己身。你在轻甲、中甲、重甲以及无甲防御上的熟练等级提升至传奇。

英雄不屈(Hero’s Defiance) 19级
只要神圣之力尚未燃尽,你就能违抗命运继续战斗。你获得英雄不屈(Hero's Defiance)虔诚法术。



引用
关键术语(KEY TERMS)
你将会在许多神卫能力中看到这些术语。
绝技(Flourish):绝技是一种需要大量的训练才能经常展现的技巧。你每轮只能使用1个具有绝技特征的动作。
超魔(Metamagic):这些动作会调整你的法术。你必须在施展(Casting the Spell)你想要调整的法术之前立即使用一个超魔动作。如果你在之后使用施展法术(Cast a Spell)以外任何动作(包括自由动作和反应动作),你都会浪费掉超魔动作带来的好处。由超魔动作添加的效果是法术效果的一部分,而不是超魔动作的一部分。
誓约(Oath):誓约会向你的准则中添加额外的信条。你通常只能选择一个带有誓约特征的专长。


劇透 -  原文:
Champion
You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.

KEY ABILITY
STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
HIT POINTS
10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Expert in Fortitude
Trained in Reflex
Expert in Will

SKILLS
Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

DEFENSES
Trained in all armor
Trained in unarmored defense

CLASS DC
Trained in champion class DC

SPELLS
Trained in divine spell attacks
Trained in divine spell DCs

During combat encounters...
You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.

During social encounters...
You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.

While exploring...
You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing moral and ethical guidance.

In downtime...
You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.

You Might...
• Believe there is always hope that good will triumph over evil, no matter how grim the odds.
• Know the ends don’t justify the means, since evil acts increase the power of evil.
• Have a strong sense of right and wrong, and grow frustrated when greed or shortsightedness breeds evil.

Others Probably...
• See you as a symbol of hope, especially in a time of great need.
• Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.
• Know that you’ve sworn divine oaths of service they can trust you to keep.

Class Features
You gain these abilities as a champion. Abilities gained at higher levels list the requisite levels next to their names.

Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Champion’s Code
You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.
If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual (page 409), but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.

The Tenets of Good
All champions of good alignment follow these tenets.
• You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
• You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

Deity and Cause
Champions are divine servants of a deity. Choose a deity to follow (pages 437–440); your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity’s ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM determine whether other acts are anathema.
You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell (page 107), and defines part of your champion’s code.

Paladin (Lawful Good)
You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these tenets:
• You must act with honor, never taking advantage of others, lying, or cheating.
• You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.

Redeemer (Neutral Good)
You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these:
• You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures.
• You must show compassion for others, regardless of their authority or station.

Liberator (Chaotic Good)
You’re committed to defending the freedom of others. You gain the Liberating Step champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these tenets:
• You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t.
• You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.

Deific Weapon
You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

Champion’s Reaction
Your cause gives you a special reaction: Retributive Strike for paladin, Glimpse of Redemption for redeemer, or Liberating Step for liberator.

RETRIBUTIVE STRIKE [reaction]
CHAMPION
Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.

GLIMPSE OF REDEMPTION [reaction]
CHAMPION
Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
• The ally is unharmed by the triggering damage.
• The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

LIBERATING STEP [reaction]
CHAMPION
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Devotion Spells
Your deity’s power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are on page 300. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.

Champion Feats
At 1st level and every even-numbered level thereafter, you gain a champion class feat. Champion class feats are presented beginning on page 109.

Shield Block
You gain the Shield Block general feat (page 266), a reaction that lets you reduce damage with your shield.

Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Divine Ally 3rd
Your devotion attracts a spirit of your deity’s alignment. Once you choose an ally, your choice can’t be changed.
The following are divine allies:
Blade Ally: A spirit of battle dwells within your weapon. Select one weapon when you make your daily preparations. In your hands, the weapon gains the effect of a property rune. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. You also gain the weapon’s critical specialization effect.
Shield Ally: A spirit of protection dwells within your shield. In your hands, the shield’s Hardness increases by 2 and its HP and BT increase by half.
Steed Ally: You gain a young animal companion as a mount (page 214). Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM’s discretion), but this ability doesn’t grant it the mount special ability.

General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th
At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Weapon Expertise 5th
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert.

Armor Expertise 7th
You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.

Weapon Specialization 7th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Champion Expertise 9th
Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.

Divine Smite 9th
Your champion’s reaction improves.
Paladin: You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma modifier.
Redeemer: A guilty conscience assails foes who spurn your Glimpse of Redemption. A foe that responds to your Glimpse of Redemption by dealing damage takes persistent good damage equal to your Charisma modifier.
Liberator: You punish those who ensnare your allies in bondage. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent good damage equal to your Charisma modifier.

Juggernaut 9th
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Lightning Reflexes 9th
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Alertness 11th
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Divine Will 11th
Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Exalt 11th
Your champion’s reaction exalts nearby allies, allowing them to benefit as well.
Paladin: When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.
Redeemer: You protect multiple allies. You can apply the resistance granted by Glimpse of Redemption to yourself and all allies within 15 feet of you, including the triggering ally, except the resistance is reduced by 2 for all.
Liberator: You can help your whole group get into position. When you use Liberating Step, if your ally doesn’t attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.

Armor Mastery 13th
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Weapon Mastery 13th
You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.

Greater Weapon Specialization 15th
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Champion Mastery 17th
You’ve mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.

Legendary Armor 17th
You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.

Hero’s Defiance 19th
You can defy fate and continue fighting as long as you have divine energy. You gain the hero’s defiance devotion spell.

Champion Feats
At each level that you gain a champion feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

KEY TERMS
You’ll see these terms in many champion abilities.
Flourish: Flourishes are techniques that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Metamagic: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell’s effect, not of the metamagic action.
Oath: Oaths add an additional tenet to your code. You can usually have only one feat with this trait.

« 上次编辑: 2023-11-22, 周三 17:48:21 由 原子能青蛙 »
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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #1 于: 2019-08-15, 周四 16:44:23 »
引述: 神卫专长
如果你需要通过名字而不是等级查找神卫专长,使用本表格。
名称名称等级
Advanced Deity’s Domain高阶神授领域8
Affliction Mercy苦难救济12
Anchoring Aura锚定灵光14
Attack of Opportunity借机攻击6
Aura of Courage勇气灵光4
Aura of Faith信念灵光12
Aura of Life生命灵光14
Aura of Righteousness正义灵光14
Aura of Vengeance复仇灵光14
Auspicious Mount吉兆坐骑16
Blade of Justice审判之刃12
Celestial Form天界形态18
Celestial Mount天界坐骑20
Champion’s Sacrifice神卫之牺牲12
Deity’s Domain神授领域1
Devoted Focus虔诚集中10
Divine Grace神圣恩典2
Divine Health神圣强健4
Divine Reflexes神圣反射14
Divine Wall神圣壁垒12
Dragonslayer Oath屠龙誓约2
Fiendsbane Oath驱魔誓约2
Greater Mercy高等救济8
Heal Mount医疗坐骑8
Imposing Destrier壮硕军骑10
Instrument of Zeal热诚兵器16
Lasting Doubt恒久疑虑12
Liberating Stride自由迈步12
Litany against Sloth反怠惰祷言10
Litany against Wrath反愤怒祷言6
Litany of Righteousness正义祷言14
Loyal Warhorse忠贞战骑6
Mercy救济4
Quick Shield Block快速盾牌格挡8
Radiant Blade Master闪耀利刃至尊20
Radiant Blade Spirit闪耀利刃圣灵10
Ranged Reprisal远距复仇1
Second Ally第二盟友8
Sense Evil感知邪恶8
Shield Paragon坚盾典范20
Shield of Grace恩典之盾16
Shield of Reckoning清算之盾10
Shield Warden坚盾守望者6
Shining Oath光辉誓约2
Smite Evil制裁邪恶6
Ultimate Mercy最终救济18
Unimpeded Step无阻快步1
Vengeful Oath复仇誓约2
Weight of Guilt负罪之重1
Wyrmbane Aura逐龙誓约14
神卫专长
在每个你获得神卫专长的等级,你都可以从下列专长中选择一个。在选择专长之前,你必须满足它具有的任何先决条件。

一级


神授领域(DEITY’S DOMAIN) 专长1

神卫
你是神祇某一方面的具现。从列举于441页的你所侍奉的神祇的领域中选择一个。你获得这个领域的初始领域法术作为你的虔诚法术。

远距复仇(RANGED REPRISAL) 专长1

神卫
先决条件 圣武士事业

你能够使用远程武器发动报应打击。此外,如果触发反应动作的敌人在你的触及范围周围5尺之中,而不在你的触及范围之内,你可以在发动一次近战报应打击之前,作为反应动作的一部分进行快步(Step)好让敌人处于你的触及范围之内。

无阻快步(UNIMPEDED STEP) 专长1

神卫
先决条件 解放者事业

伴随着神圣解放之力的爆发,因为你的自由快步而得以移动的盟友免受困难地形(Difficult terrain),高等困难地形(Greater difficult terrain),狭窄平面(Narrow surfaces)和崎岖地面(Uneven ground)的影响。

负罪之重(WEIGHT OF GUILT) 专长1

神卫
先决条件 救赎者事业

负罪感笼罩在那些忽视你救赎瞥视的敌人心中。你可以选择取代给触发反应动作的生物造成力竭(Enfeebled)2,令其在同样的时间内承受呆滞(Stupefied)2。

二级


神圣恩典(DIVINE GRACE) 专长2

神卫
触发条件 你尝试一次豁免检定对抗一个法术,在你进行投骰之前。

你呼唤神祇的恩典,在这个豁免检定上获得+2的环境加值。

屠龙誓约(DRAGONSLAYER OATH) 专长2

神卫 誓约
先决条件 善良信条

你立下誓约,屠尽邪龙。将后述信条添加到你的准则中的其他信条之后:“只要你有合理的机会取得成功,你就必须杀死你所遭遇到的邪恶龙类。”
你对抗邪恶龙类的报应打击在伤害上获得+4的环境加值,如果你在你所使用的武器上达到大师熟练等级,则获得+6的环境加值。你的救赎瞥视所给予的抗力在对抗邪恶龙类的伤害时变为7+你的等级。如果你使用由邪恶龙类触发的自由快步,你的盟友会在自由快步所给予的检定上获得+4的环境加值,这名盟友在之后还可以进行两次快步(Step)。
你不会将邪恶龙类视作正当的统治者,哪怕你正身处他们统治的国家。

驱魔誓约(FIENDBANE OATH) 专长2

神卫 誓约
先决条件 善良信条

你立下誓约,要将堕落的魔族(Fiend)逐回被他们称作家园的黑暗位面。将后述信条添加到你的准则中的其他信条之后:“只要你有合理的机会取得成功,你就必须驱逐或者杀死你所遇见的魔族;如果在极其罕见的情况下你遇到了一位善良的魔族,你不必驱逐或者屠戮它。”
你对抗魔族的报应打击在伤害上获得+4的环境加值,如果你在你所使用的武器上达到大师熟练等级,则获得+6的环境加值。你的救赎瞥视所给予的抗力在对抗魔族的伤害时变为7+你的等级。如果你使用由魔族触发的自由快步,你的盟友会在自由快步所给予的检定上获得+4的环境加值,这名盟友在之后还可以进行两次快步(Step)。
你不会将魔族视作正当的统治者,哪怕你正身处魔族统治的国家。

光辉誓约(SHINING OATH) 专长2

神卫 誓约
先决条件 善良信条

你立下誓约,要令亡灵安息。将后述信条添加到你的准则中的其他信条之后:“只要你有合理的机会取得成功,你就必须终结你所遭遇到的不死存在;如果在极其罕见的情况下你遇到了一位善良的不死生物,你可以尝试找到更为和平的方式让它从不死状态中解脱,而不是通过战斗将其摧毁,例如帮助它完成未了的心愿并寻获安宁。”
你对抗不死生物的报应打击在伤害上获得+4的环境加值,如果你在你所使用的武器上达到大师熟练等级,则获得+6的环境加值。你的救赎瞥视所给予的抗力在对抗不死生物的伤害时变为7+你的等级。如果你使用由不死生物触发的自由快步,你的盟友会在自由快步所给予的检定上获得+4的环境加值,这名盟友在之后还可以进行两次快步(Step)。
你不会将不死生物视作正当的统治者,哪怕你正身处不死生物统治的国家。

复仇誓约(VENGEFUL OATH) 专长2

神卫 誓约
先决条件 圣武士事业

你立下誓约,追捕穷凶极恶的罪人并将其送去接受审判。将后述信条添加到你的准则中的其他信条之后:“只要有合理的机会取得成功,你必须追捕并根除那些犯下凶恶暴行的邪恶生物,并且你绝不接受会妨碍你的抓捕行动的任务。”
你能够使用圣疗对那些你能够证实其伤害无辜者或善良盟友的生物造成伤害,如同他们是不死生物一般;在这种情况下,圣疗会造成善良伤害而不是正能量伤害,并且会获得善良特征。这种善良伤害也能够影响非邪恶的生物。这并不会妨碍你用圣疗治疗这些生物;你可以选择治疗或伤害他们。

四级


勇气灵光(AURA OF COURAGE) 专长4

神卫
先决条件 善良信条

你直面危险的强壮身姿激励着你的盟友竞相模仿。当你陷入惊惧(Frightened)时,将状态值(Condition value)减少1(最低为0)。在你的回合结束并将你身上的惊惧状态值减少1时,你周围15尺内的所有盟友身上的惊惧状态值也会减少1。

神圣强健(DIVINE HEALTH) 专长4

神卫
先决条件 善良信条

你的信仰给予你对疾病的抵抗力,在你向病患伸出援手时保护你。你在对抗疾病的豁免检定上获得+1状态加值。此外,如果你在对抗疾病的豁免检定上取得成功,你将其替换为大成功。

救济(MERCY) 专长4

神卫 专注 超魔
先决条件 虔诚法术(圣疗

你的接触将解除恐惧并恢复行动力。如果你的下一个动作是施展圣疗,那么在给予圣疗原本效果的同时,你还能够尝试反制(Counteract)一个恐惧效果或一个会导致目标陷入麻痹的效果。

六级


借机攻击(ATTACK OF OPPORTUNITY) 专长6

神卫
触发条件 一名在你触及范围之内的生物使用一个操纵动作或者移动动作,进行一次远程攻击或在它使用移动动作期间离开了一个方格。

你抓住机会猛击敌人。对触发反应动作的生物进行一次近战打击(Strike),如果你的攻击造成重击且满足触发条件的是一次操纵动作,你会打断这个动作。这次打击(Strike)不会计入你的多次攻击减值中,你的多次攻击减值也不会适用于这次打击(Strike)。

反愤怒祷言(LITANY AGAINST WRATH) 专长6

神卫
先决条件 虔诚法术,善良信条

你因敌人对美好之物的愤怒而予以谴责。你能够施展反愤怒祷言(Litany Against Wrath)虔诚法术。你的聚能池中的聚能点容量提升1。

忠贞战骑(LOYAL WARHORSE) 专长6

神卫
先决条件 神圣盟友(骏骑)

你和你的坐骑亲密无间,彼此之间的忠诚牢不可破。你通过神圣盟友职业特性获得的坐骑现在是一只成年(Mature)动物伙伴(214页)。此外,你的坐骑绝不会攻击你,哪怕有什么魔法正强迫它这样做。

坚盾守望者(SHIELD WARDEN) 专长6

神卫
先决条件 神圣盟友(坚盾),善良信条

你用你的盾牌保护自身和盟友。当你持有一面已经举起的盾牌时,你能够在邻接你的盟友即将承受一次攻击时使用盾牌格挡反应动作。如果你这样做,这面盾牌会阻挡即将对盟友造成的伤害而不是阻挡即将对你造成的伤害,除此之外如同正常的盾牌格挡规则一般运作。

制裁邪恶(SMITE EVIL) 专长6

神卫
先决条件 神圣盟友(利刃),善良信条

你的利刃盟友成为对抗恶徒的强力武器。选择一名你能够看到的敌人。直到你下一回合开始为止,你用利刃盟友栖息的武器对这名敌人进行的打击(Strike)会造成额外4点善良伤害,如果你在这把武器上的熟练等级达到大师则将伤害提升至6点。
如果这名敌人攻击你的盟友,这个效果的持续时间会延长到这名敌人下一回合结束为止。如果这名敌人每回合都持续攻击你的盟友,这个效果的持续时间还会继续延长。

八级


高阶神授领域(ADVANCED DEITY’S DOMAIN) 专长8

神卫
先决条件 神授领域

凭借你的信仰,你得以一窥神祇领域更深层的秘密。你从你在神授领域中选择的领域里获得高阶领域法术。你能够将这个法术作为虔诚法术施展。你的聚能池中的聚能点容量提升1。

高等救济(GREATER MERCY) 专长8

神卫
先决条件 救济

你的信仰强化了你移除负面状态的能力。当你使用救济时,你能够转而尝试反制(Counteract)目盲(Blinded),耳聋(Deafened),恶心(Sickened)或缓慢(Slowed)状态。

医疗坐骑(HEAL MOUNT) 专长8

神卫
先决条件 神圣盟友(骏骑)

你对坐骑的忠诚转化为汹涌的正能量浪潮。当你对坐骑施展圣疗时,你能够为其恢复10点生命值,外加每升高一个环级10点。

快速盾牌格挡(Quick Shield Block) 专长8

神卫
先决条件 盾牌格挡

你本能地使用盾牌进行格挡。在你每个回合开始时,你获得一个额外的反应动作,但这个反应动作只能用于执行盾牌格挡。


第二盟友(SECOND ALLY) 专长8

神卫
先决条件 神圣盟友

你心中的恩典引起了第二位守护灵的注意。再选择另一种类型的神圣盟友并获得它的好处。

感知邪恶(SENSE EVIL) 专长8

神卫
先决条件 善良信条

令人作呕的感觉或忽然闪现的预兆让你感知到邪恶的存在。当你的面前有强大(Powerful)或刺目(Overwhelming)邪恶灵光存在时,你最终会感知到这种灵光,不过你并不会立即察觉到,你也无法准确地将其定位。这个能力如同模糊感官(Vague sense)一般运作,类似于人类的嗅觉。邪恶生物能够使用某种伪装或其他方式尝试隐藏他的存在并进行一次欺骗检定对抗你的察觉DC来从你的眼中隐藏它的灵光。如果这名生物在这次欺骗检定中成功,它能够在一天内暂时免疫你的感知邪恶。

十级


虔诚集中(DEVOTED FOCUS) 专长10

神卫
先决条件 虔诚法术

你的虔诚如此强大,将你的聚能力提升至难以置信的境界。如果你自上次进行再聚能(Refocused)以来已经花费了至少2点聚能点,那么在你进行再聚能时会恢复2点聚能点而不是1点。

壮硕军骑(IMPOSING DESTRIER) 专长10

神卫
先决条件 神圣盟友(骏骑),忠贞战骑

在你的照料下,你的坐骑激发它的与生俱来的潜能。你通过神圣盟友职业特性获得的坐骑现在是一只灵敏(Nimble)或狂怒(Savage)动物伙伴(214页)。在遭遇中,即使你不使用命令动物(Command an Animal)动作,你的坐骑也仍然会在你的回合中使用一个动作进行迈步(Stride)或打击(Strike)。

反怠惰祷言(LITANY AGAINST SLOTH) 专长10

神卫
先决条件 虔诚法术,善良信条

你斥责怠惰之罪,让敌人的懒惰转而袭向它自己。你能够施展反怠惰祷言(Litany Against Sloth)虔诚法术。你的聚能池中的聚能点容量提升1。

闪耀利刃圣灵(RADIANT BLADE SPIRIT) 专长10

神卫
先决条件 神圣盟友(利刃)

你的神圣盟友闪耀着强大的力量,增幅你选中的武器。当你在日常准备期间为你的利刃盟友选择一把武器时,将如下属性符文添加到你的可选效果列表中:炽焰和匹配你事业阵营的任意阵营属性(混乱、公理、神圣或邪恶)。

清算之盾(SHIELD OF RECKONING) 专长10

神卫 绝技
先决条件 神卫反应,神圣盟友(坚盾),善良信条,坚盾守望者
触发条件 一名敌人针对你盟友的攻击同时满足你的盾牌格挡反应动作和神卫反应的触发条件。

当你运用盾牌为盟友挡下攻击时,你还能呼唤你的力量进一步保护盟友。你使用盾牌格挡反应动作去为一名盟友阻挡伤害,同时也启动你的神卫反应来对抗这名攻击你盟友的敌人。

十二级


苦难救济(AFFLICTION MERCY) 专长12

神卫
先决条件 救济

流淌于你体内的神圣恩典能够缓解苦难。当你使用救济时,你能够转而尝试反制(Counteract)一个诅咒、疾病或毒素。

信念灵光(AURA OF FAITH) 专长12

神卫
先决条件 善良信条

你散发出纯粹的信仰灵光,以神圣之力浸透你的攻击和邻近的盟友。你的打击(Strike)对邪恶生物造成额外1点善良伤害,周围15尺内所有善良阵营的盟友都能在每轮第一次对邪恶生物进行打击(Strike)时享受这个好处。

审判之刃(BLADE OF JUSTICE) 专长12

神卫

你呼唤神力并用武器或无武装打击(Strike)对抗你能够证实其伤害了盟友或无辜者的敌人。如果被你打击(Strike)的目标是邪恶的,那么这次打击(Strike)会造成两个额外的武器伤害骰。无论目标是否邪恶,你都可以将该攻击的所有物理伤害转变为善良伤害,另外如果你是圣武士,这次打击会适用正常报应打击所能造成的全部效果(例如神圣制裁)。

神卫之牺牲(CHAMPION’S SACRIFICE) 专长12

神卫
先决条件 善良信条

你能够为他人的生存作出牺牲。你能够施展神卫之牺牲(Champion's Sacrifice)虔诚法术。你聚能池中的聚能点容量提升1。

神圣壁垒(DIVINE WALL) 专长12

神卫
需求 你正在持用一面盾牌

你使用盾牌骚扰敌人,阻止他们在你的四周快步移动或远离你。所有邻接你的方格对你的敌人来说视为困难地形(Difficult terrain)。

恒久疑虑(LASTING DOUBT) 专长12

神卫
先决条件 救赎者事业

当你在敌人的心中种下疑虑时,它的效果将会比通常持续得更久。在你的救赎瞥视造成力竭(Enfeebled)2之后,敌人还会在1分钟内陷入力竭(Enfeebled)1。如果你拥有负罪之重,在救赎瞥视造成呆滞(Stupefied)2之后,你的敌人还会陷入呆滞(Stupefied)1,持续1分钟或直到呆滞产生的裸骰检定致使它失去一个法术为止,取其先者。

自由迈步(LIBERATING STRIDE) 专长12

神卫
先决条件 解放者事业

取代在你的自由快步结束之后进行一个快步(Step),触发自由快步的盟友能够以至多他们速度(Speed)的一半进行迈步(Stride)。即使你拥有升格,也只有触发自由快步的盟友才能从这个能力中获益。

十四级


锚定灵光(ANCHORING AURA) 专长14

神卫
需求 驱魔誓约

你的灵光阻碍魔族的传送。你的灵光会尝试反制(Counteract)15尺范围内由魔族施展的传送(Teleportation)法术,这会使用你的虔诚法术的DC和法术环级。

生命灵光(AURA OF LIFE) 专长14

神卫
需求 光辉誓约

你的灵光提供对抗死灵术效果的防护。你和你周围15尺内的盟友获得针对负能量的抗力5,并在对抗死灵系效果的豁免检定上获得+1状态加值。

正义灵光(AURA OF RIGHTEOUSNESS) 专长14

神卫
需求 善良信条

你的正义灵光将抑制邪恶力量。你和你周围15内的所有盟友获得邪恶抗力5。

复仇灵光(AURA OF VENGEANCE) 专长14

神卫
需求 升格,复仇誓约

当你号召周围的盟友采取报复时,你也会为他们指引攻击的方向。当你使用报应打击时,你因此而进行近战攻击(Strikes)的盟友只需要承受-2的减值,而不是-5的减值。

神圣反射(DIVINE REFLEXES) 专长14

神卫
在你的每个回合开始时,你获得一个额外的反应动作,你只能用它来进行神卫反应。

正义祷言(LITANY OF RIGHTEOUSNESS) 专长14

神卫
先决条件 善良信条

你呼唤正义之力揭露恶徒的弱点。你能够施展正义祷言(Litany of Righteousness)虔诚法术。你的聚能池中的聚能点容量提升1。

逐龙灵光(WYRMBANE AURA) 专长14

神卫
需求 屠龙誓约

你的灵光能提供对抗毁灭性能量和龙族吐息的保护。你和你周围15内的盟友获得等同于你魅力调整值的针对酸液、寒冷、电击、火焰和毒素伤害的抗力。如果这些类型的伤害的来源是龙息,那么这些抗力会提升至你等级的一半。

十六级


吉兆坐骑(AUSPICIOUS MOUNT) 专长16

神卫
先决条件 神圣盟友(骏骑),壮硕军骑

由于你持续不断地照料并给予指导,你的坐骑已经发展出了难以置信的智慧和技巧。你通过神圣盟友职业特性获得的坐骑现在是一只特化(Specialized)动物伙伴(217页)。你能够从正常的特化动物伙伴里选择一只,或者选择吉兆兽特化动物伙伴。
吉兆兽坐骑获得如下这些好处:你的动物伙伴被视作你所侍奉的神祇的宗教象征,就如同神祇的神圣生物一般。它在宗教上的熟练等级提升至专家,它能够说一种和你所侍奉的神祇有所关联的语言(对于遵循善良信条的神卫来说是天界语),它的智力调整值提升2,感知调整值提升1。

热诚兵器(INSTRUMENT OF ZEAL) 专长16

神卫
先决条件 神圣盟友(利刃),善良信条

神能充盈你的武器。当你使用制裁邪恶或者报应打击对一名敌人造成重击时,你的攻击增加一个额外的伤害骰,目标在它的下一回合中获得缓慢(Slowed)1。

恩典之盾(SHIELD OF GRACE) 专长16

神卫
先决条件 坚盾守望者

你以身躯和盾牌保护你的盟友。当你使用盾牌格挡反应动作阻挡一名盟友受到的伤害时,你能够将盾牌格挡之后剩余的伤害在你自己和盟友之间均分。

十八级


天界形态(CELESTIAL FORM) 专长18

神卫
先决条件 善良信条

你呈现出天界的面容,犹如一种侍奉你的神祇的天界生物;例如,作为一名天使,你会获得一个光环和一双羽翼。你获得等同于你速度的飞行速度。如果你没有黑暗视觉,那么你会获得它,你还会获得天界特征以及与你所变成的天界仆从类型符合的特征(亚空、天使或爱塔,诸如此类)。

最终救济(ULTIMATE MERCY) 专长18

神卫
先决条件 救济

你的救济将超越生死的界限。当你使用救济时,你能够将圣疗施展在一名在你上一回合结束后死亡的生物,令其重获生命。目标以1点生命值的状态重获生命并变得受伤(Wounded)1。如果目标是因为解离术(Disintegrate)或者死亡效果而死,那么你不能对其使用最终救济。

二十级


天界坐骑(CELESTIAL MOUNT) 专长20

神卫
先决条件 神圣盟友(骏骑),善良信条

你的坐骑被神祇授予了难以置信的天界力量。它获得黑暗视觉,它的最大生命值提升40,它获得针对邪恶伤害的弱点(Weakness)10。
此外,它长出一对符合侍奉神祇的天界仆从的翅膀(例如亚空的金属之翼),这会给予它等同于其速度的飞行速度。它获得天界特征以及与它所变成的天界仆从类型相符合的特征(亚空、天使或爱塔,诸如此类)。

闪耀利刃至尊(RADIANT BLADE MASTER) 专长20

神卫
先决条件 神圣盟友(利刃),闪耀利刃圣灵

你的神圣盟友将你所选中的武器转化为同类武器中的至尊之作。当你在日常准备期间为你的利刃神圣盟友选择武器时,将下列属性符文添加到你能选择的效果列表中:舞空(Dancing),高等瓦解(Greater Disrupting)以及锐锋(Keen)。

坚盾典范(SHIELD PARAGON) 专长20

神卫
先决条件 神圣盟友(坚盾)

你的盾牌成为神圣守护的容器。当你持用你所选择的盾牌时,它总是被视作已举起,哪怕你没有使用举起盾牌(Raise a Shield)动作。你所选的盾牌的HP和BT变为两倍,而不是增加原本的一半。如果盾牌将要被摧毁,作为代替,它会消失并出现在在你所侍奉的神祇的领地之中,而你的神圣盟友会在那里修复它。在你下次进行日常准备期间,这面盾牌会完好无损地回到你的手中。


劇透 -  原文:
Champion Feats
At each level that you gain a champion feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1ST LEVEL

DEITY’S DOMAIN FEAT 1
CHAMPION
You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell.

RANGED REPRISAL FEAT 1
CHAMPION
Prerequisites paladin cause
You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.

UNIMPEDED STEP FEAT 1
CHAMPION
Prerequisites liberator cause
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.

WEIGHT OF GUILT FEAT 1
CHAMPION
Prerequisites redeemer cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.

2ND LEVEL

DIVINE GRACE [reaction] FEAT 2
CHAMPION
Trigger You attempt a save against a spell, before you roll.
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

DRAGONSLAYER OATH FEAT 2
CHAMPION OATH
Prerequisites tenets of good
You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You must slay evil dragons you encounter as long as you have a reasonable chance of success.”
Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider evil dragons to be legitimate authorities, even in nations they rule.

FIENDSBANE OATH FEAT 2
CHAMPION OATH
Prerequisites tenets of good
You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.”
Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends.

SHINING OATH FEAT 2
CHAMPION OATH
Prerequisites tenets of good
You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.”
Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider undead to be legitimate authorities, even in nations ruled by undead.

VENGEFUL OATH FEAT 2
CHAMPION OATH
Prerequisites paladin cause
You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: “You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”
You can use lay on hands to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the good trait. This good damage can affect non-evil creatures. This doesn’t prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.

4TH LEVEL

AURA OF COURAGE FEAT 4
CHAMPION
Prerequisites tenets of good
You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.

DIVINE HEALTH FEAT 4
CHAMPION
Prerequisites tenets of good
Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.

MERCY [one-action] FEAT 4
CHAMPION CONCENTRATE METAMAGIC
Prerequisites devotion spell (lay on hands)
Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.

6TH LEVEL

ATTACK OF OPPORTUNITY [reaction] FEAT 6
CHAMPION
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

LITANY AGAINST WRATH FEAT 6
CHAMPION
Prerequisites devotion spells, tenets of good
You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.

LOYAL WARHORSE FEAT 6
CHAMPION
Prerequisites divine ally (steed)
You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion (page 214). In addition, your mount never attacks you, even if it is magically compelled to do so.

SHIELD WARDEN FEAT 6
CHAMPION
Prerequisites divine ally (shield), tenets of good
You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

SMITE EVIL [one-action] FEAT 6
CHAMPION
Prerequisites divine ally (blade)
Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon.
If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.

8TH LEVEL

ADVANCED DEITY’S DOMAIN FEAT 8
CHAMPION
Prerequisites Deity’s Domain
Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.

GREATER MERCY FEAT 8
CHAMPION
Prerequisites Mercy
Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions.

HEAL MOUNT FEAT 8
CHAMPION
Prerequisites divine ally (steed)
Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.

QUICK BLOCK FEAT 8
CHAMPION
You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block.

SECOND ALLY FEAT 8
CHAMPION
Prerequisites divine ally
Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.

SENSE EVIL FEAT 8
CHAMPION
Prerequisites tenets of good
You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, similar to humans’ sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.

10TH LEVEL

DEVOTED FOCUS FEAT 10
CHAMPION
Prerequisites devotion spells
Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

IMPOSING DESTRIER FEAT 10
CHAMPION
Prerequisites divine ally (steed), Loyal Warhorse
Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion (page 214). During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike.

LITANY AGAINST SLOTH FEAT 10
CHAMPION
Prerequisites devotion spells, tenets of good
You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1.

RADIANT BLADE SPIRIT FEAT 10
CHAMPION
Prerequisites divine ally (blade)
Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment.

SHIELD OF RECKONING [reaction] FEAT 10
CHAMPION FLOURISH
Prerequisites champion’s reaction, divine ally (shield), tenets of good, Shield Warden
Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.

12TH LEVEL

AFFLICTION MERCY FEAT 12
CHAMPION
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.

AURA OF FAITH FEAT 12
CHAMPION
Prerequisites tenets of good
You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round.

BLADE OF JUSTICE [two-actions] FEAT 12
CHAMPION
Prerequisites paladin cause
You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage.

CHAMPION’S SACRIFICE FEAT 12
CHAMPION
Prerequisites tenets of good
You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.

DIVINE WALL FEAT 12
CHAMPION
Requirements You are wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.

LASTING DOUBT FEAT 12
CHAMPION
Prerequisites redeemer cause
When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.

LIBERATING STRIDE FEAT 12
CHAMPION
Prerequisites liberator cause
Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit.

14TH LEVEL

ANCHORING AURA FEAT 14
CHAMPION
Requirements Fiendsbane Oath
Your aura hampers fiends’ teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells.

AURA OF LIFE FEAT 14
CHAMPION
Requirements Shining Oath
Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.

AURA OF RIGHTEOUSNESS FEAT 14
CHAMPION
Prerequisites tenets of good
Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.

AURA OF VENGEANCE FEAT 14
CHAMPION
Requirements exalt, Vengeful Oath
When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty.

DIVINE REFLEXES FEAT 14
CHAMPION
At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.

LITANY OF RIGHTEOUSNESS FEAT 14
CHAMPION
Prerequisites tenets of good
You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1.

WYRMBANE AURA FEAT 14
CHAMPION
Requirements Dragonslayer Oath
Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level.

16TH LEVEL

AUSPICIOUS MOUNT FEAT 16
CHAMPION
Prerequisites divine ally (steed), Imposing Destrier
Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion (page 217). You can select one of the usual specializations or the auspice specialization.
Auspice mounts gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity’s servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.

INSTRUMENT OF ZEAL FEAT 16
CHAMPION
Prerequisites divine ally (blade), tenets of good
Divine energy fills your weapon. Whenever you critically hit a foe with Smite Evil or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.

SHIELD OF GRACE FEAT 16
CHAMPION
Prerequisites Shield Warden
You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.

18TH LEVEL

CELESTIAL FORM FEAT 18
CHAMPION
Prerequisites tenets of good
You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example).

ULTIMATE MERCY FEAT 18
CHAMPION
Prerequisites Mercy
Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect.

20TH LEVEL

CELESTIAL MOUNT FEAT 20
CHAMPION
Prerequisites divine ally (steed), tenets of good
Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage.
Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example).

RADIANT BLADE MASTER FEAT 20
CHAMPION
Prerequisites divine ally (blade), Radiant Blade Spirit
Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing, greater disrupting, and keen.

SHIELD PARAGON FEAT 20
CHAMPION
Prerequisites divine ally (shield)
Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity’s realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired.

« 上次编辑: 2023-01-09, 周一 23:20:22 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

离线 炼金术士卡莉

  • 某个自称为面包的人。
  • Hero
  • ****
  • 帖子数: 733
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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #2 于: 2019-08-15, 周四 16:44:29 »
引述: 范例神卫
救赎者(REDEEMER)
你的真诚与怜悯如太阳般闪耀着光芒,将恶徒带至你所侍奉的女神,晨花(Dawnflower)的光辉之下。

属性值
分配高额的力量作为你的战斗属性,并分配较高的魅力支援你的虔诚法术。

技能
运动,交涉,宗教,医疗

神祇与事业
塞恩蕾(Sarenrae),救赎者

初始专长
神授领域(诚实(Truth))

高等级专长
光辉誓约(2级),救济(4级),反愤怒祷言(6级),感知邪恶(8级),虔诚集中(10级),恒久疑虑(12级),最终救济(18级)

引述: 范例神卫
解放者(LIBERATOR)
以情欲之刺(Savored Sting)的名义,你将会解放那些违背意愿遭到束缚的人们,并向给予束缚的家伙寻求复仇。

属性值
集中分配给敏捷,而魅力能强化你的虔诚法术和欺骗技能,较高的感知和体质能提升你的防御能力。

技能
欺骗,宗教,社科,隐匿

神祇与事业
卡莉丝翠(Calistria),解放者

初始专长
无阻快步

高等级专长
神圣恩典(2级),勇气灵光(4级),借机攻击(6级),自由迈步(12级)

劇透 -  原文:
REDEEMER
Your truth and compassion glow strong as the sun, bringing the evil into the light of your goddess, the Dawnflower.
ABILITY SCORES
Take a high Strength for your combat abilities, and a good Charisma for your devotion spells.
SKILLS
Athletics, Diplomacy, Religion, Medicine
DEITY AND CAUSE
Sarenrae, redeemer
STARTING FEAT
Deity’s Domain (truth)
HIGHER-LEVEL FEATS
Shining Oath (2nd), Mercy (4th), Litany Against Wrath (6th), Sense Evil (8th), Devoted Focus (10th), Lasting Doubt (12th), Ultimate Mercy (18th)

LIBERATOR
With the name of the Savored Sting on your lips, you free those held against their will and exact revenge upon their captors.
ABILITY SCORES
Focus on Dexterity. Charisma helps your devotion spells and Deception, and good Wisdom and Constitution improve your defenses.
SKILLS
Deception, Religion, Society, Stealth
DEITY AND CAUSE
Calistria, liberator
STARTING FEAT
Unimpeded Step
HIGHER-LEVEL FEATS
Divine Grace (2nd), Aura of Courage (4th), Attack of Opportunity (6th), Liberating Stride (12th)
« 上次编辑: 2019-08-16, 周五 17:35:36 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

离线 炼金术士卡莉

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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #3 于: 2019-08-15, 周四 19:02:21 »
神卫之牺牲(CHAMPION’S SACRIFICE) 聚能 6

罕见 防护系 神卫
施放 [[R]] 姿势
触发 [[R]] 一位盟友被打击命中或一位盟友在一个未影响你的效果中豁免失败
射程 30尺;目标 1位盟友

你塑造了和一位盟友之间的链接,使你可以代替目标承受伤害。所有打击和豁免失败带来的效果都会由你代为承受。例如,如果目标对火球术豁免大失败,你会受到双倍伤害。你代为承受的效果忽略任何抗力、免疫和其它任何你能进行缓和的能力,但在你受到效果前生效的能力正常生效。

英雄不屈(HERO’S DEFIANCE) 聚能 10

罕见 神卫 治疗 死灵系 正能量
施放 [[F]] 声音
触发 [[R]] 一次攻击会使你HP归0

  你发出不屈的咆哮,突如其来的治疗能量充盈全身。在受到该次攻击伤害前,你恢复10D4+20点HP。若恢复后足以使伤害不致HP归0,你不会失去意识或濒死。无论如何,逃过死亡终非易事,直到你下一次再聚能或每日准备为止,你无法使用英雄不屈。英雄不屈无法对抗具有死亡特征或使你不留痕迹的效果,例如解离术。

圣疗(LAY ON HANDS) 聚能 1

罕见 神卫 治疗 死灵系 正能量
施放 [[A]] 姿势
射程 接触;目标 1个自愿生物或1个不死生物

  你是手上蓄满正能量,通过接触治疗活物或不死生物。若用圣疗治疗自愿活物,恢复其6点HP;若目标是你的盟友,他的AC获得+2状态加值,持续1轮。若伤害不死生物,你造成1d6点伤害,且其必须进行基础强韧豁免检定;失败会使其AC获得-2状态减值,持续1轮。

升阶(+1) 治疗量增加6,对不死生物伤害量增加1d6。

反怠惰祷言(LITANY AGAINST SLOTH) 聚能 5

罕见 神卫 塑能系 善良 祷言
施放 [[A]] 声音
射程 30尺;目标 1个邪恶生物
豁免 意志;持续时间 1轮

  大声念出斥责懒惰的祷言,你干涉目标的行动能力。目标必须进行意志豁免。特别懒惰的生物,例如懒惰魔(sloth demon),将其豁免骰结果的成功度下降一级。目标对你所有的祷言获得1分钟的临时免疫。
大成功:目标不受影响。
成功:目标无法使用反应动作。
失败:目标无法使用反应动作,获得缓慢1。
大失败:目标无法使用反应动作,获得缓慢2。

反愤怒祷言(LITANY AGAINST WRATH) 聚能 3

罕见 神卫 塑能系 善良 祷言
施放 [[A]] 声音
射程 30尺;目标 1个邪恶生物
豁免 意志;持续时间 1轮

  大声念出斥责愤怒的祷言,驱逐目标攻击善良生物。目标必须进行意志豁免。特别愤怒的生物,例如愤怒魔(wrath demon),将其豁免骰结果的成功度下降一级。目标对你所有的祷言获得1分钟的临时免疫。
大成功:目标不受影响。
成功:目标第一次使用动作对至少1个善良生物造成伤害时,目标受到3d6点善良伤害。
失败:目标每次使用动作对至少1个善良生物造成伤害时,目标受到3d6点善良伤害。
大失败:目标获得力竭2。目标每次使用动作对至少1个善良生物造成伤害时,目标受到3d6点善良伤害。

升阶(+1) 伤害量增加1d6。

正义祷言(LITANY AGAINST WRATH) 聚能 7

罕见 神卫 塑能系 善良 祷言
施放 [[A]] 声音
射程 30尺;目标 1个邪恶生物
豁免 意志;持续时间 1轮

  你大声斥责邪恶的存在,使其易受善良之力的影响。目标获得善良弱点7。目标对你所有的祷言获得1分钟的临时免疫。

升阶(+1) 弱点增加1。
« 上次编辑: 2021-08-02, 周一 19:48:27 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #4 于: 2019-08-15, 周四 20:36:46 »

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: 【CRB】第三章-神卫(Champion)
« 回帖 #5 于: 2019-08-16, 周五 14:55:00 »
如果在极其韩静的情况下你遇到了一位善良的不死生物
——————————————————————————
抓个虫……这里应该是罕见,楼主打错字了……

话说这是个2版的新职业?话说我记得1版的时候,那几个有名字的神侍,都是CR15的强者啊 :em006

另外从范例来看,中立阵营的神也能有善良阵营的神卫? :em012

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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #6 于: 2019-08-16, 周五 15:20:11 »
错字改了 :em023
只要这位神祇允许善良阵营的信徒存在就会有善良阵营的神卫。

神卫Champion即为测试版中的圣武士Paladin,二版的圣武士是神卫的一种,现在这个职业代表所有阵营里一心侍奉神祇并恪守信条的诸位使徒。
不要在意这个很弱的家伙。

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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #7 于: 2019-09-22, 周日 01:03:54 »
pc只能做善良神卫啊。。。。翻译能改个 勇者啊
白雪諾 10/18/12/13/10/16 | LG 人类 男性 | 义洛理圣武2| HP 21/21 | AC 20(16 tch, 14 fl) | CMD 16 | F7 R7 W6 | 先攻+4 | 骑术+7,生存+3,魔法装置+5,唬骗+5,杂技+7,驯养动物+7|普通视觉 |随意攻击 AB+6,DMG 1D8| 随意侦测气池|试炼(1/1) +1| 圣疗(4/4)1D6+3正能量
赵灵儿 20/13/10/05/08/18 | LG 娜迦裔 女性 | 神圣使徒圣武4| HP 32/32 | AC 22(14 tch, 18 fl) | CMD 21 | F8 R6 W7 | 先攻+1 | 宗教+1,位面-1,交涉+8|昏暗视觉 |随意攻击 AB+8,DMG 2D8+7| 随意侦测邪恶|制裁(1/1) +4,毁灭(1/1) +1| 圣疗(6/6+3/3)2D6正能量|勇气灵光,病免,移除疲乏,引导正能量,法术1,领域1
4E模组恐怖墓穴汉化全本放出http://www.goddessfantasy.net/bbs/index.php?topic=131767.0

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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #8 于: 2019-09-22, 周日 10:30:09 »
pc只能做善良神卫啊。。。。翻译能改个 勇者啊

介绍里写了以后会有中立神卫和邪恶神卫。
翻译为勇者难以体现这个职业的性质,champion是神的使者,与神密不可分。
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Re: 【CRB】第三章-神卫(Champion)
« 回帖 #9 于: 2019-09-25, 周三 02:06:31 »
呃反正觉得名词还可以考虑,冠军、精英、豪杰、天驱、神策,哪怕 斗士(按阵营分圣斗士、神斗士、冥斗士),感觉也比神卫有些champion的意思。况且,有些信仰,也是不需要特定神祗的。
白雪諾 10/18/12/13/10/16 | LG 人类 男性 | 义洛理圣武2| HP 21/21 | AC 20(16 tch, 14 fl) | CMD 16 | F7 R7 W6 | 先攻+4 | 骑术+7,生存+3,魔法装置+5,唬骗+5,杂技+7,驯养动物+7|普通视觉 |随意攻击 AB+6,DMG 1D8| 随意侦测气池|试炼(1/1) +1| 圣疗(4/4)1D6+3正能量
赵灵儿 20/13/10/05/08/18 | LG 娜迦裔 女性 | 神圣使徒圣武4| HP 32/32 | AC 22(14 tch, 18 fl) | CMD 21 | F8 R6 W7 | 先攻+1 | 宗教+1,位面-1,交涉+8|昏暗视觉 |随意攻击 AB+8,DMG 2D8+7| 随意侦测邪恶|制裁(1/1) +4,毁灭(1/1) +1| 圣疗(6/6+3/3)2D6正能量|勇气灵光,病免,移除疲乏,引导正能量,法术1,领域1
4E模组恐怖墓穴汉化全本放出http://www.goddessfantasy.net/bbs/index.php?topic=131767.0