作者 主题: 【阿泽酱的秘密花园】堆了些奇怪的东西(部分PFS可用)  (阅读 45164 次)

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资源索引目录
引述: 法术
灰烬之路(Ashen Path)
腐蚀射线(Eroding Ray)
魅惑之光(Alluring Light)
降神术(Invoke Deity)
魅惑精类(Charm Fey)
呵斥(Chastise)
莺歌燕舞(Songbird)
次级/高等/法术契约(Spellcasting Contract)
引述: 专长
荒野之痕(Wilding)
荒野思维(Wilding Mind)
荒野感官(Wilding Senses)
荒野步伐(Wilding Stride)
荒野打击【战斗】(Wilding Strike,Combat)
监察者仪典(Monitor Obedience)
过肩摔(Reverse Somersault Throw)
巴洛炎魔之鞭笞(Balor Whip)
精通巴洛炎魔之鞭笞(Improved Balor Whip)
引述: 职业变体
巫师杀手Witch Killer(杀手变体)
瘾君子Hallucinist(调查员变体)
命运向导Fated Guide(唤魂师变体)
位面撕裂者Planar Rifter(铳士变体)
迦安比恩通灵者Magaambyan Telepath(异能者变体)
引述: 职业杂项
大地之子Earth Child(异能原力)
飓风女王Hurricane Queen(异能原力)
原初以太Primal Aether(异能原力)
净化烈焰Purging Flame(异能原力)
水体转化Water Alteration(异能原力)
破身障Break(武僧真劲击)
碎喉劲Throat Crush(武僧真劲击)
兔拳Rabbit Punch(武僧真劲击)
神之干涉God-Meddled(先知诅咒)
歌之誓缚Song-Bound(先知诅咒,人鱼限定)
引述: 杂项
宝座琉璃Throneglass(特殊材料)
圣银Sunsilver(特殊材料)
引述: 怪物
爆裂幽影(Blast Shadow)
负能量元素(Elemental, Negative Energy)
引述: 奇物
珠光金字塔形艾恩石Legal Pearlescent Pyramid Ioun Stone(无位置)
蔚蓝色梨形艾恩石Azure Briolette Ioun Stone(无位置)
原罪七兵(武器)
« 上次编辑: 2022-05-01, 周日 09:59:48 由 阿泽 »

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PFS-【UW】极限荒野 wilding系列专长(合法兽耳娘赛高!)
« 回帖 #1 于: 2018-05-03, 周四 14:39:46 »
荒野之痕(Wilding)
你在小时候受到了自然的触抚,与野兽共享其恩惠。你的身体可能会出现兽性的特征,比如说兽耳或者尾巴,或者你的体态有着其他的微妙不同。
先决条件:任意中立阵营,必须在1级选取
专长效果:你获得了德鲁伊的野性认同能力,使用你的角色等级作为德鲁伊等级。如果你的一个或者多个职业等级给予了野性认同能力,那么在你野性认同检定上获得+3加值。在判断目标为动物的有害心灵效果时(例如魅惑动物),你被视为动物。
特殊:具有此专长的角色可以选择动物之魂(ACG)专长,、化兽态(APG)专长,即使他不满足先决条件。
劇透 -  原文:
Wilding
You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others.
Prerequisites: Any neutral alignment, must be taken at 1st level.
Benefit: You gain the druid's wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).
Special: A character who has this feat can select the Animal SoulACG or Aspect of the BeastAPG feats without meeting the prerequisites.
荒野思维(Wilding Mind)
你可以压制自己的意识,依靠原始野性抵抗心灵影响。
先决条件:感知13,荒野之痕
专长效果:如果你在一次对抗恐惧或影响心灵的意志豁免中失败,那么你能够立即获得1d3点的智力伤害并重骰豁免检定。这种损害不能以任何方式减少或避免。你必须接受第二次结果,即使结果更差。
劇透 -  原文:
Wilding Mind
You can repress your conscious mind in favor of a primal state that helps you resist mental influence.
Prerequisites: Wis 13, Wilding*.
Benefit: Whenever you fail a saving throw against a fear or mind-affecting effect, you can take 1d3 points of Intelligence damage as an immediate action and reroll the saving throw. This damage cannot be reduced or avoided in any way. You must take the new result, even if it is worse.
荒野感官(Wilding Senses)
自然在你耳边低语,给予你超常的感官以应对到来的危险。
先决条件:感知13,荒野之痕
专长效果:你在察觉技能检定上获得+2奖励,当用以决定你是否在突袭轮行动时,这个奖励提升到+4。如果某技能受训等级10以上,对于该技能检定的奖励为+4(或者在用以决定你是否在突袭轮行动时增加到+ 8 )。该奖励与警觉专长所授予的奖励不相叠加,尽管在满足专长先决条件与进阶职业时荒野感官被视为警觉专长。
劇透 -  原文:
Wilding Senses
The wilderness speaks to you, giving you a preternatural sense of approaching danger.
Prerequisites: Wis 13, Wilding*.
Benefit: You gain a +2 bonus on Perception checks; this bonus increases to +4 when determining if you can act during a surprise round. If you have 10 or more ranks in Perception, this bonus increases to +4 (or +8 when determining whether you can act during a surprise round). This bonus does not stack with that granted by the Alertness feat, though Wilding Senses counts as the Alertness feat for the purpose of fulfilling feat prerequisites and prestige class requirements.
荒野步伐(Wilding Stride)
你的狂野冲动与健壮体格使你的行动更加迅捷。
先决条件:敏捷13,荒野之痕
专长效果:你的基本陆上速度增加10尺。这不会与快速移动能力或类似效果叠加,除非该能力或效果提供的是增强加值。
劇透 -  原文:
Wilding Stride
Your wild-hearted drive and honed physique allow you to move with great swiftness.
Prerequisites: Con 13, Wilding*.
Benefit: Your base speed increases by 10 feet. This does not stack with the fast movement class feature or similar effects, unless that class feature or effect provides an enhancement bonus.
荒野打击【战斗】(Wilding Strike 【Combat】)
自然之力充斥你的身躯,你无需木质或钢铁的武器,你的爪牙与任何人造的武器一样有力。
先决条件:力量13,精通徒手打击,荒野之痕
专长效果:徒手打击的伤害增加到1d6(小型体型为1d4)。这与其他增加徒手攻击伤害骰的能力无法与其叠加,包括武僧等级给予的奖励。增加你体型的效果(如人类变巨术)依然能够正常增大你的伤害骰。
劇透 -  原文:
Wilding Strike (Combat)
Filled with the might of nature, you need no weapons of steel or wood. Your fists and feet are as potent as any creation of the forge.
Prerequisites: Str 13, Improved Unarmed Strike, Wilding*.
Benefit: The damage die of your unarmed strikes increases to 1d6 (or 1d4 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal.
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PFS—【HA】杀手变体(切嗣爸爸?)
« 回帖 #2 于: 2018-10-31, 周三 14:43:07 »
巫师杀手Witch Killer(杀手变体)
来源恐怖冒险HA-67页
巫师杀手生于魔法使用者被恐惧与憎恨的环境当中,他们致力于清除世界上的奥秘污秽。

本职技能:巫师杀手将知识(奥秘)与法术辨识加入他的本职技能列表。这改变巫师杀手的本职技能表

研究巫师(Ex,Studied Witch):巫师杀手的杀戮目标的奖励加值适用于针对奥术魔法、类法能力以及巫术的法术辨识和豁免检定上。 如果目标不是奥术施法者,或是来源于被奥术魔法的召唤或盟誓效果,则此奖励加值减少1(最小0)。他在5级、10级、15级和20级时无法增加新的研究目标,但他的奖励加值依然会在这些等级获得提升。
这改变了杀戮目标职业能力

迷信(Ex,Superstitous):取代选择游侠游侠战斗流派专长作为杀手天赋,一个巫师杀手可以选择以下野蛮人狂暴之力作为杀手天赋,并使用杀手职业等级作为他的有效野蛮人等级。如果巫师杀手选择了一个通常每次狂暴时1次的狂暴之力(吞噬魔法,破甲祛法或破除强化),他可以使用该能力每天1次,每5巫师杀手等级,且在任何情况下每轮不超过1次。其他狂暴之力常驻影响巫师杀手,尽管猎巫人与迷信狂暴之力只影响奥术魔法与类法能力以及使用它们的生物。
引述: 可选狂暴之力
【CRB】迷信(Superstition, Ex):野蛮人对抗法术、超自然能力与类法术能力的豁免检定获得+2士气加值。此加值每4个野蛮人等级会再+1。当狂暴时,野蛮人无法自愿成为任何法术的目标,且必须进行豁免检定来对抗任何法术,就算它是由友方所施展的。
【CRB】心如坚钢(Clear Mind, Su):野蛮人可以重骰一次失败的意志豁免。使用此狂暴之力是一个直觉动作,而且必须在GM宣布结果前启用。他必须接受重骰结果,即使更糟。野蛮人必须至少8级才能选取此狂暴之力。他每次狂暴只能使用1次此能力。
【APG】猎巫人(Witch Hunter, Ex):狂暴时,野蛮人对拥有类法术能力或施法能力的敌人伤害+1,每4野蛮人等级再+1。野蛮人必须习得【迷信】才能选择此狂暴之力。
【APG】扰法者(Disruptive):狂暴时野蛮人获得“扰法者”作为奖励专长。野蛮人必须习得【迷信】才能选择此狂暴之力。野蛮人必须至少8级才能选择这个狂暴之力。
【APG】破法者(Spellbreaker):狂暴时,野蛮人获得“破法者”作为奖励专长。野蛮人必须习得【扰法者】且至少12级才能选择这个狂暴之力。
【UC】吞噬魔法(Eater of Magic, Su):每次狂暴时1次,当野蛮人对抗法术、类法术能力或超自然能力的豁免检定失败时,他可以重骰一次豁免。要是他豁免成功,将不受到该能力的影响,且得到相当于该能力施用者的CL或怪物CR的临时HP。此临时HP会持续1分钟。野蛮人必须拥有【迷信】且达到10级才能学习“吞噬魔法”。
【UC】破甲祛法(Spell Sunder, Su):每次狂暴时1次,野蛮人可以通过一次成功的战技检定来击破一个正持续中的法术效果。对并非施加在生物身上的法术来说,野蛮人必须对抗的CMD为“15+效果施法者等级”;而对那些施放在生物身上的法术来说,野蛮人则需要进行一次比那个生物CMD高5点的击破武器战技检定,此检定忽略任何法术或类法术能力带来的失手机率。如果此检定成功,野蛮人可以压制该法术效果一轮。若检定结果比目标高5~9则压制两轮;若检定结果比目标高10及以上,那么法术效果被解除。要学习“破甲祛法”,野蛮人必须要达到6级且学习过“猎巫人”。
【UC】破除强化(Sunder Enchantment, Ex):当狂暴的野蛮人成功对魔法物品进行击破武器战技检定后,那件魔法物品上的魔法能力被压制1轮,他的检定结果每比目标CMD高5再增加一轮,他必须先学会破甲祛法并达到八级才能学习此狂暴之力。

戳刺滞留(Ex,Lingering Thrust ):4级时,当一名巫师杀手的攻击迫使一个正在施法的奥术施法者尝试专注检定,巫师杀手将他一半的杀手等级加在该DC上。当他对奥术施法者造成偷袭伤害时,最多每杀手等级1点的偷袭伤害被视为持续伤害,在计算奥术施法者尝试专注检定的DC时(巫师杀手不会将等级的一半加在这个DC上)。
此能力取代杀手4级时获得的杀手天赋

奥术气息(Su,Scent Magic):5级时,一名巫师杀手可以通过嗅觉检查奥术魔法。他可以随意使用侦测魔法(如同圣武士侦测邪恶职业能力),但是只能对抗奥术魔法,并且该能力基于气味,因此会受到诸如消除气味(negate aroma,APG)等负面效果影响。即使他没有集中精力使用奥术气息职业能力,当一个生物在他的嗅觉范围内使用奥术(包括类法术能力或使用魔法物品)时,巫师杀手会自动定位施法者的位置。

焚烧恨意(Sp,Burn the Witch):10级时候,每天一次,当一个巫师杀手30尺内的生物使用奥术法术或类法能力时,他可以使该目标受到煽动恨意(Foster Hatred,OA)的效果,或者使一个被奥术伤害的生物受到复仇之怒 (Vengeful Outrage,UM)的效果,将施法者作为复仇目标。在15级时,他每天可以使用本能力二次;在20级时,他每天可以使用本能力三次。豁免DC基于魅力,并且使用巫师杀手的杀手等级作为施法者等级。
此能力取代杀手10级时获得的杀手天赋

劇透 -  原文:
Witch Killer
Source Horror Adventures pg. 67
Born into cultures where magic users are hated and feared, witch killers devote their lives to purge the arcane taint from the world.
Class Skills: A witch killer adds Knowledge (arcana) and Spellcraft to his list of class skills.This alters the slayer’s class skills.
Studied Witch (Ex): A witch killer’s studied combat bonus applies on Spellcraft checks and saving throws against arcane spells and spell-like abilities and hexes. This bonus is reduced by 1 (minimum 0) if the target is not an arcane spellcaster, or a being called or summoned by arcane magic. He does not gain the increases to the maximum number of studied targets he can have at a time normally attained at 5th, 10th, 15th, and 20th levels, but his bonuses still increase at those levels.
This ability alters studied target.

Superstitous (Ex): Instead of being able to select ranger combat style feats as slayer talents, a witch killer can select any of the following barbarian rage powers as slayer talents, treating his slayer level as his barbarian level: clear mind, disruptiveAPG, eater of magicUC, spell sunderUC, spellbreakerAPG, sunder enchantmentUC, superstition, or witch hunterAPG. If the witch killer selects a rage power that can normally be used only once per rage (eater of magic, spell sunder, or sunder enchantment), he can use it once per day per 5 slayer levels he possesses, though no more than once per round in any event. The other rage powers affect the slayer constantly, though the superstition and witch hunter rage powers apply only against arcane spells and spell-like abilities and the creatures that use them.

Lingering Thrust (Ex): At 4th level, when a witch killer’s attack against an arcane spellcaster in the midst of casting forces the spellcaster to attempt a concentration check, the witch killer adds half his slayer level to the check’s DC. When he makes a sneak attack against an arcane spellcaster, up to 1 point of sneak attack damage per slayer level counts as ongoing damage for the purpose of forcing the spellcaster to attempt concentration checks (the witch killer does not add half his slayer level to this DC).
This ability replaces the slayer talent gained at 4th level.

Scent Magic (Su): At 5th level, a witch killer can detect arcane magic by scent. He can use detect magic at will (as per a paladin’s ability to detect evil), but only against arcane magic, and the ability is scentbased and thus defeated by effects like negate aromaAPG. Even when he isn’t concentrating on using his magic scent, when a creature within scent range casts an arcane spell (including arcane spell-like abilities or magic item effects), the witch killer automatically pinpoints the caster’s location.

Burn the Witch (Sp): At 10th level, once per day when a witch killer observes a creature within 30 feet cast an arcane spell or use an arcane spell-like ability, he can use foster hatredOA on that character, or target one creature harmed by the arcane effect with vengeful outrageUM, identifying the caster as the enemy. He can use this ability twice per day at 15th level, and he can use this ability three times per day at 20th level. The save DC is Charisma-based and uses the witch killer’s slayer level as his caster level.
This ability replaces the slayer talent normally gained at 10th level.
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【UI】调查员变体(维他柠檬茶,爽过吸大麻)
« 回帖 #3 于: 2018-10-31, 周三 15:17:18 »
瘾君子Hallucinist(调查员变体)
来源 极限诡道 34页
瘾君子通过吸食魔法药物将精神拓展到迷幻世界,延展他的感官使他感知到平时无法察觉的事物。虽然瘾君子在他迷幻剂的作用下摇摇欲坠,但它给予了他不同寻常的视野——那些常人不可视的事物在他眼前被揭示。瘾君子知道其他人无法利用这一被延展的感官,所以他们常依靠这种优势去干扰或攻击反对他们的对手。

迷幻感知(Su,Psychedelic Perception):除了魔法炼成,瘾君子还学会快速的混合各种精神摄入物,并向这份混合物中注入一小部分他自身的力量来制作一种魔法迷幻剂,他可以喝下这种合剂来赋予自己迷幻感知的能力。迷幻剂遵循炼金术士的突变药剂的所有规则和限制,如同它们是同一种物质,就像异变药剂(cognatogen)一样。
1级时,迷幻剂的效果持续1分钟每瘾君子的调查员等级,并且迷幻剂给予昏暗视觉和+2洞察加值在察觉检定上,但敏捷承受-2减值。3级时,持续时间增加到10分钟每瘾君子的调查员等级,并且在察觉上的加值提升到+4。7级时,迷幻剂还会给予识破隐形和69尺黑暗视觉(如果喝下迷幻剂的瘾君子已经具有黑暗视觉能力,那么它会让黑暗视觉范围增大30尺,并且察觉加值增加到+6。11级时,迷幻剂还会赋予以阵营视域(aura sight,ACG),并且察觉加值增加到+8。15级时,饮用迷幻剂还会获得60尺盲感,并且察觉加值增加到+10。
本能力取代寻找陷阱,3级获得的陷阱感知,以及在3级,7级,11级,15级获得的调查员天赋

毒品学识 (Ex,Drug Lore): 2级时,一个瘾君子对毒品有着深刻的理解与认知。如果瘾君子花1分钟的时间对一种药物进行物理辨别,他可以尝试通过知识(自然)检定来识别任何一种天然药物,或者通过知识(奥秘)检定来识别任何一种魔法药物(DC =药物成瘾豁免DC)。一旦他确定了一种药物,他可以花1分钟的时间尝试一次工艺(炼金)检定(DC =药物成瘾豁免DC)来中和1剂药物,成功则使该无害。瘾君子在检查或试图中和药物时,不会受到药物效果影响。
本能力取代毒剂学识

抗药性(Ex,Drug Resistance):2级时,瘾君子在对抗所有毒品成瘾的豁免检定上获得+2加值,5级+4,8级+6。11级时,一个瘾君子对毒品成瘾完全免疫,但他可以选择压制对任何特定药物的免疫能力。如果他对某种药物上瘾,他必须从上瘾中完全痊愈,才能恢复对这种药物的免疫能力。
本能力取代了所有毒素抗力和毒素免疫能力

共享幻觉(Sp,Shared Hallucinations):3级时,一个瘾君子在受到迷幻剂效果影响时,可以分享操纵他的幻觉启示。通过消耗10分钟迷幻剂的持续时间或者一次灵感使用次数,他建议创造出一种类似于弱效幻影(minor image)或恐惧梦魇(oneiric horror,OA)的法术效果。5级时,他可以创造出类似感官超载(synesthesia,OA)的法术效果。所以效果都只在瘾君子保持专注时才会出现,最多持续每瘾君子的调查员等级1轮,除此之外在其它方面如同法术本身。对于这些效果的豁免DC等于“10+1/2调查员等级+主属性修正值”。9级时,瘾君子可以花费10分钟迷幻剂持续时间或1次灵感使用次数对一个生物或物体使用改写灵光(aura alteration,OA),不同于其他三种用法,该能力无需保持专注。
本能力取代敏锐回想以及5级、9级获得的调查员天赋

一心多用(Su,Simultaneous Study):6级以及之后的每3个调查员职业等级,瘾君子的思维拓增使他可以同时维持一个额外的目标,来应用战斗策略职业能力。如果这么做,瘾君子必须要使用他的迷幻感知职业能力,并且为每个除首个目标外的额外目标支付一次灵感使用次数(该消耗与重新指定24内的同一生物的消耗相叠加),他仍需要为每一个目标花费一个移动动作,每次指定一个目标。以一个自由动作,瘾君子能放弃一个对应目标的战斗策略链接,这让他可以研究另一个目标。
本能力改变了战斗策略,并取代了剩余的陷阱感知职业能力
劇透 -  原文:
Hallucinist
Source Ultimate Intrigue pg. 34
A hallucinist imbibes magical drugs to expand his mind into the psychedelic world, extending his awareness to things he could not normally perceive. While a hallucinist’s body sways oddly under the effects of his hallucinogen, it grants him strange insights that reveal things to him that others can’t see. Hallucinists know that others can’t function with these expanded senses, and they use that fact to repurpose their hallucinations as distractions or assaults against their enemies.

Psychedelic Perception (Su): In addition to magical extracts, a hallucinist learns to swiftly mix various psychoactive substances, using a fraction of his own power to create a magical hallucinogen that he can imbibe to grant himself powers of psychedelic perception. A hallucinogen follows all the normal rules and restrictions for an alchemist’s mutagen as if they were the same substance, just as a cognatogen does.
At 1st level, the effects of a hallucinogen last for 1 minute per investigator level, and the hallucinogen grants low-light vision and a +2 insight bonus on Perception checks, but imposes a –2 penalty to his Dexterity. At 3rd level, the duration increases to 10 minutes per the hallucinist’s investigator level and the insight bonus on Perception checks increases to +4. At 7th level, the hallucinogen also grants see invisibility and darkvision 60 feet (or if the hallucinist drinking it already has darkvision, it increases the range of the darkvision by 30 feet) and the Perception bonus increases to +6. At 11th level, the hallucinogen also grants aura sightACG and the Perception bonus increases to +8. At 15th level, the hallucinogen also grants blindsense 60 feet and the Perception bonus increases to +10.
This ability replaces trapfinding, the trap sense gained at 3rd level, and the investigator talents gained at 3rd, 7th, 11th, and 15th levels.

Drug Lore (Ex): At 2nd level, a hallucinist has a deep understanding and appreciation of drugs. If the hallucinist spends 1 minute physically examining a drug, he can attempt a Knowledge (nature) check to identify any natural drug or a Knowledge (arcana) check to identify any magical drug (DC = the drug’s addiction saving throw DC). Once he identifies a drug, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the drug’s addiction saving throw DC) to neutralize 1 dose of the drug. Success renders the dose harmless. The hallucinist has no chance of accidentally drugging herself when examining or attempting to neutralize a drug.
This ability replaces poison lore.

Drug Resistance (Ex): At 2nd level, a hallucinist gains a +2 bonus on all saving throws against drug addiction. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, a hallucinist becomes completely immune to drug addiction, but he can choose to lower this immunity for any particular drug. If he becomes addicted to a drug, he must fully recover from the addiction before he can resume his immunity to addiction to that drug.
This ability replaces all instances of poison resistance and poison immunity.

Shared Hallucinations (Sp): At 3rd level, a hallucinist under the effects of his hallucinogen can share and manipulate his hallucinatory revelations. By expending 10 minutes of the duration of his hallucinogen or one use of inspiration, he can create an effect similar to minor image or oneiric horrorOA. At 5th level, he can create an effect similar to synesthesiaOA.
Any of the effects remain only while the hallucinist concentrates upon it, for up to 1 round per hallucinist’s investigator level, but otherwise function as the spell. The DC of saving throws against these effects is equal to 10 + 1/2 the hallucinist’s investigator level + his modifier. At 9th level, a hallucinist can expend 10 minutes of the duration of the hallucinogen or one use of inspiration to use aura alterationOA on one creature or object (unlike the other three abilities, this does not require concentration).
This ability replaces keen recollection, and the investigator talents gained at 5th and 9th levels.

Simultaneous Study (Su): At 6th level and every 3 investigator levels thereafter, the expanded mind of a hallucinist is able to maintain his studied combat bonuses against an additional target at the same time. In order to do so, the hallucinist must be using his psychedelic perception ability and must expend one use of inspiration in order to designate each target beyond the first target (this cost stacks with the use of inspiration required to designate a target more than once per 24 hours). He still needs to take a move action for each target, designating them one at a time. The hallucinist can discard this connection to a target of studied combat as a free action, allowing him to study another target in its place.
This ability alters studied combat and replaces all remaining trap sense.
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PFS-【异能源始OO】唤魂师变体&新魅影(悔恨)
« 回帖 #4 于: 2018-10-31, 周三 20:18:39 »
命运向导Fated Guide(唤魂师变体)
源自异能源始Occult Origins pg. 18
并非所有的魅影都是不安的亡者逃避来世。极少数的情况下,法莱斯玛会将被审判的灵魂送回主位面——将它与一个虔诚的信徒连结在一起——去完成一些最终的考验以赎清罪孽,或慷慨的给予分裂的灵魂以第二次机会。可悲的是,从一个灵魂的角度来看,沿着灵魂长河的旅途与在骨园中的考验将持续几百年,而且大多数魅影(如果有的话)回来时几乎不知道自己是谁,也不知道他们所奉献的目标。命运向导帮助她的魅影揭示它的方向与它的过往细节,然后与它一同前行。

死亡牧者(Shepherd to the Dead):命运向导将打击死灵(disrupt undead)与尸体圣化(sanctify corpse,UM)加入已知法术列表。

魅影(Phantom):一个与命运向导连结的魅影必须具有悔恨(remorse)情感羁绊(见本书pg. 19)。
引述: 悔恨灵(魅影情感羁绊)
在良心上以沉重的负担死亡的生物的精神表现出悔恨的情感羁绊。 这些魅影的形态经常被阴影遮蔽,迫使敌人经历他们的懊悔和自我厌恶。 选择命运向导变体的唤魂师(参见第18页)必须选择悔恨灵作为她的魅影情感羁绊,但其他唤魂师也可以选择这种情感羁绊作为他们的魅影。

技能:悔恨灵在察觉和察言观色技能上获得相当于其HD的技能等级。当寄宿于唤魂师的意念中时,它赋予唤魂师这两项技能的技能专攻专长。

强豁免:强韧豁免与意志豁免

敌意(Antagonistic):悔恨灵获得嘲讽UM作为奖励专长。

无尽痛苦(Long-Suffering Strike,Su):每当悔恨灵以自己的挥击攻击命中一个生物时,这个生物如果不能通过DC=10+悔恨灵HD+悔恨灵魅力调整值的意志检定,任何针对该生物的攻击在其攻击检定和伤害检定上获得+1加值,直到魅影的下一回合开始。本能力造成多次挥击效果不可叠加。

悔恨灵气(Aura of Regret,Su):当唤魂师达到7级时,以一个迅捷动作,悔恨灵可以释放出半径10尺的悔恨灵气。任何被灵气影响的敌人都会在技能检定、施法者等级检定、战技检定与CMD上承受-2减值。结束此灵气是一个自由动作。悔恨灵可以在任何形态下使用本能力。。

尖啸(Keening,Su):当唤魂师达到12级时,每天一次以一个标准动作,悔恨灵可以嚎哭出它的错误,影响30尺锥形内的所有生物,如同一个法术深沉忏悔 (Terrible Remorse,UM)的效果,悔恨灵使用它的生命骰作为施法者等级,豁免DC=10+悔恨灵HD+悔恨灵魅力调整值。悔恨灵可以在任何形态下使用本能力。

忏悔苦楚(Utter Misery,Su):当唤魂师达到17级时,悔恨灵的无尽痛苦会使未能通过豁免的生物震慑,直到悔恨灵的下一回合开始。
神圣宗旨(Divine Purpose):一个命运向导的幻灵获得崇神仪典作为奖励专长,尽管它的唤魂师必须遵从她她所选择的神祇的服从仪典以获得好处。这取代了魅影的antagonistic ability能力

死圣降魂(Su,Thanatopic Bonded Manifestation):3级时,命运向导可以和她的魅影相结合,以引导法莱斯玛与其仆从的力量。当一个唤魂师获得这个能力时她必须选择取代她的虚灵态显形灵质态显形
当命运向导使用这种特殊的连结时,她可以获得她魅影的崇神仪典专长好处,并且可以与死者交谈如同同名法术,最多询问每唤魂师等级1个问题每天,并且每具尸体不超过一个问题。询问一个问题与等待答案需要两个整轮。
8级时,命运向导即使在HP达到0以下,也可以正常行动。如果她的HP降到体质属性负值,则会立刻死亡。她每次执行剧烈动作时都会受到1点额外伤害,例如攻击或施放法术,并且陷入昏迷,如果她在此期间解除连结或连结时间耗尽,则她立刻陷入濒死。保持临近死亡的状态是要付出代价的,每当她在0HP以下保持清醒就需要消耗2轮死圣降魂持续时间。
13级时,当她使用死圣降魂时,命运向导可以使用防活物护罩(antilife shell)作为类法术能力,保持这个法术很快就会耗尽她的魅影,每1轮她维持法术将会消耗2轮死圣降魂的持续时间。
18级时,命运向导的触摸可以净化不眠的亡魂。 她可以造成10d6正能量伤害“DC = 10 + 1/2命运向导的职业等级+她的智力修正,意志减半”作为对不死生物的接触攻击。 成功拯救这种触摸攻击的不死生物对24小时内相同的命运指南的正能量触摸免疫。一个成功通过豁免的亡灵生物在接下来24小时内,免疫同一个命运向导的这种正能量接触攻击。
本能力修改了附身显形

钢铁连接(Ex,Iron Bond):9级时,命运向导的幻灵在对抗放逐术(banishment),驱逐术( dismissal)或类似效果时获得+4加值。该能力取代识破隐形

牢不可破(Ex,Undeniable Bond):16级时,命运向导的幻灵在对抗放逐术(banishment),驱逐术( dismissal)或类似效果时额外获得+4加值,共计+8。该能力取代呼唤死魂
劇透 -  原文:
Fated Guide
Source Occult Origins pg. 18
Not all phantoms are restless dead escaping the afterlife. On rare occasions, Pharasma returns a judged soul to the Material Plane—linking the spirit to a devout believer—to complete some final task, make amends for a crime, or grant a sharply divided soul a second chance. Sadly, from a soul’s perspective, the journey along the River of Souls and its trials in the Boneyard last eons, and most phantoms return with little, if any, idea of who they were or the nature of their dedicated purposes. The fated guide helps her phantom uncover details about its life and what it can do to finally move on.

Shepherd to the Dead: A fated guide adds disrupt undead and sanctify corpseUM to her list of spells known.

Phantom: A phantom who bonds with a fated guide must have the remorse emotional focus (see page 19).

引用
Remorse (Phantom Emotional Focus)
Spirits of creatures that died with heavy weights upon their  consciences manifest with the remorse emotional focus. These  phantoms, whose forms are often darkened by shadows, force  foes to experience their regret and self-loathing. A spiritualist  with the fated guide archetype (see page 18) must choose remorse  as her phantom’s emotional focus, but other spiritualists can  also select this emotional focus for their phantoms. 

Skills: The phantom gains a number of ranks in  Perception and Sense Motive equal to its Hit Dice. While  confined in the spiritualist’s consciousness, the phantom  grants the spiritualist Skill Focus in each of these skills. 

Good Saves: Fortitude and Will. 

Antagonistic: The phantom gains Antagonize as a  bonus feat. 

Long-Suffering Strike (Su): When a phantom with this  focus hits a creature with its slam attack, that creature must  succeed at a Will saving throw (DC = 10 + 1/2 the phantom’s  Hit Dice + the phantom’s Charisma modifier) or any attacks  targeting the creature gain a +1 bonus on their attack rolls and  damage rolls until the beginning of the phantom’s next turn.  Penalties from multiple hits don’t stack with themselves. 

Aura of Regret (Su): When the spiritualist reaches 7th  level, her phantom can emit a 10-foot-radius aura of regret  as a swift action. Enemies within the aura take a –2 penalty  on skill checks, on caster level checks, on combat maneuver  checks, and to CMD. Ending the aura is a free action. The  phantom can use this ability in either ectoplasmic or  incorporeal form. 

Keening (Su): When the spiritualist reaches 12th level,  her phantom can wail about its misdeeds once per day as a  standard action, affecting all creatures within a 30-foot cone  with the terrible remorseUM spell. The phantom uses its Hit Dice  as its caster level for the effect, and the DC equals 10 + 1/2  the phantom’s Hit Dice + the phantom’s Charisma modifier.  The phantom can use this ability in either ectoplasmic or  incorporeal form. 

Utter Misery (Su): When the spiritualist reaches 17th level,  her phantom’s long-suffering strike also causes a creature  that fails its save to become stunned until the beginning of  the phantom’s next turn.

Divine Purpose: A fated guide’s phantom gains Deific ObedienceISG as a bonus feat, though the spiritualist must obey her god’s obedience to gain any benefit. This replaces the phantom’s antagonistic ability.

Thanatopic Bonded Manifestation (Su): A 3rd level, a fated guide can bond with her phantom to channel the influence of Pharasma and her servitors. When a spiritualist gains this ability, she must replace her ability to form either an ectoplasmic bonded manifestation or an incorporeal bonded manifestation.
When the fated guide uses this thanatopic bond, she gains access to the benefits of her phantom’s Deific Obedience feat, and can use speak with dead as per the spell, asking a maximum of one question per spiritualist level she has each day, and no more than one question per corpse; asking a question and getting an answer requires 2 full rounds.
At 8th level, the fated guide can act normally even after being reduced below 0 hit points. The spiritualist immediately dies if reduced to a number of negative hit points equal to her Constitution score. She takes 1 extra point of damage each round she performs a strenuous action, such as attacking or casting a spell, and immediately falls unconscious and begins dying if she dismisses the thanatopic bond or the duration of bonded manifestation expires. Maintaining her nearly dead form is taxing, and each round that she remains active below 0 hit points consumes 2 rounds of bonded manifestation’s duration.
At 13th level, while using her thanatopic bonded manifestation, the fated guide can cast antilife shell as a spell-like ability. Maintaining this spell quickly exhausts her phantom, and each round she maintains the spell consumes 2 rounds of bonded manifestation’s duration.
At 18th level, the fated guide’s touch banishes the unquiet dead. She can deal 10d6 points of positive energy damage (Will half; DC = 10 + 1/2 the fated guide’s spiritualist level + her Wisdom modifier) as a touch attack against undead creatures. An undead creature that successfully saves against this touch attack is immune to the same fated guide’s positive energy touch for 24 hours.
This ability modifies bonded manifestation.

Iron Bond (Ex): When the fated guide reaches 9th level, her phantom gains a +4 bonus on saving throws against banishment, dismissal, or other similar effects. This ability replaces the see invisibility ability.

Undeniable Bond (Ex): When the fated guide reaches 16th level, her phantom gains an additional +4 bonus on saving throws against banishment, dismissal, or other similar effects, for a total of +8. This ability replaces the call spirit ability.
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灰烬之路(Ashen Path)
来源 先祖血脉 pg.13
学派:变化系
环位:奥能师 2,牧师/先知 2,德鲁伊 2,猎人 2,游侠 2 ,术士/法师 2,战争祭司 2
施法时间:1个标准动作
成分:语言,姿势
距离:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:
法术抗力:
你使得这个被触摸的生物可以正常呼吸被灰尘、孢子、烟雾、灰尘等污染的空气。该生物不会受到自然空气中的刺激物或污染物的不良影响,并在豁免检定上获得+4加值,以对抗任何这些污染物的魔法效果。并且,该生物可以看透60尺的灰烬、烟雾、雾气,忽视范围内的魔法掩蔽或隐蔽效果。但这个法术并不会给予生物黑暗视觉与昏暗视觉。你可以将持续时间以10分钟为单位分配给接触到的复数生物。
劇透 -  原文:
Ashen Path
Source Blood of the Ancients pg. 13
School transmutation;Level arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, ranger 2, sorcerer 2, warpriest 2, wizard 2

Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 10 minutes/level
Saving Throw none; Spell Resistance no

You grant the creature touched the ability to breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions. You can cast this spell on multiple creatures, but if you do, divide the duration evenly among all the creatures you touch (to a minimum duration of 10 minutes per target).
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腐蚀射线(Eroding Ray)
来源 位面旅行者手册 pg.30
学派:变化系
环位:牧师/先知 2,德鲁伊 2,猎人 2,术士/法师/奥能师 2,战争祭司 2
施法时间:1个标准动作
成分:语言,姿势
距离:近距
目标:射线
持续时间:立即
豁免:
法术抗力:
你将郝金挂毯中混乱环境的一部分引导到你手中,将其作为一束腐蚀能量重新射出。你可以发射一道射线,每比3级每多4个等级就可以再加一道射线 (11级时达到最多三道射线)。每道射线都需要一个远程接触攻击来命中,并且只能瞄准一个构装体或一个物体。如果一条射线命中,目标开始瓦解,造成2d6点伤害。这个伤害忽视硬度和伤害减免。
劇透 -  原文:
Ashen Path
Source Plane-Hopper's Handbook pg. 30
School transmutation;Levelarcanist 2, cleric 2, druid 2, hunter 2, oracle 2, sorcerer 2, warpriest 2, wizard 2

Casting Time 1 standard action
Components V, S
Rangeclose (25 ft. + 5 ft./2 levels)
Effectray
Durationinstantaneous
Saving Throw none; Spell Resistance no

You channel a fraction of the tumultuous ecosystem of the Hao Jin Tapestry and redirect it through your hands as a beam of deteriorating energy. You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and can target only a construct or an object. If a ray hits, the target begins to crumble, taking 2d6 points of damage. This damage ignores hardness and damage reduction.

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魅惑之光(Alluring Light)
来源 探索者#134:来自空山 pg.72
学派:惑控系[胁迫]
环位:吟游诗人/歌者 1,女巫 1
施法时间:1个标准动作
成分:语言,姿势
距离:30尺
目标:以你为中心, 半径30尺范围弥散
持续时间:立即
豁免:意志无效(见下文)
法术抗力:
你发出柔和的光芒,引诱着所有看见光的人。每一个豁免失败的敌人都会被吸引到你身边,并且必须在它的每一回合开始时,使用它的移动动作接近你,持续每个施法者等级一轮。受影响的目标必须以最直接的方式向你移动,尽管它可以绕过障碍物或其他生物。这个法术不能强迫一个生物进入一个明显会伤害或杀死它的区域(比如进入一个坑里,在布满铁蒺藜的地板上,或者穿过一堵火墙)。一个受影响的生物如果看不见你,就不会被迫朝你移动,尽管如果它稍后在仍然受此法术影响的情况下恢复视觉,它必须再次朝你移动。对受影响生物的任何敌对行为(比如由于其移动而造成的借机攻击)都会结束对该生物的法术效果。
你最初的闪光也会使范围内的光照等级提升1级,至多为常光(黑暗变为昏暗,昏暗变为常光),每施法者等级持续1轮。
劇透 -  原文:
Alluring Light
Source Pathfinder #134: It Came from Hollow Mountain pg. 72
Schoolenchantment (compulsion);Levelbard 1, skald 1, witch 1

Casting Time 1 standard action
Components V, S
Range30 ft.
Effect30-ft.-radius emanation centered on you
Durationinstantaneous
Saving ThrowWill negates (see text); Spell Resistanceyes

You glow with a soft radiance that calls out to all who see it. Each enemy that fails its save is drawn to you and must use its move action to approach you at the beginning of each of its turns for 1 round per caster level. An affected target must move toward you in the most direct path it can, though it can step around obstacles or other creatures. This spell can’t force a creature to walk into an area that might obviously harm or kill it (such as into a pit, over a patch of floor studded with caltrops, or through a wall of fire). An affected creature that loses sight of you is not compelled to move toward you, although if it later regains vision of you while still affected by this spell, it must again move toward you. Any hostile action against an affected creature (such an attack of opportunity due to its movement) cancels the spell’s effect against that creature. Your initial flash of light also increases the light level within the spell’s area by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light) for 1 round per caster level.
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异能国度OR 元素协调(PFS可用,特殊)
« 回帖 #8 于: 2019-08-07, 周三 16:33:32 »
大地之子(Earth Child)
来源 异能国度OR pg. 8
元素 土;类型 通用(Su);等级 3;超载 -
将你的身体与水晶结合,你将自己转化为类似土元素裔的东西。你保留了你原有的种族能力(包括你的种族属性调整,但不包括你的移动速度),并且除了种族属性调整以外,还获得土元素裔的所有种族能力(包括移动速度与本地异界生物类型)。你拥有结晶态种族替换特性(进阶种族手册ARG,P144)而不是大地亲和种族特性,但不能选择其他种族替换特性。

同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
一个土操念使必须在水晶之源(Crystal Womb)的水晶中以胎儿的姿势安静地冥想9天,每天进行一个DC20的知识(地城)检定。水晶逐渐在她身体上蔓延,直到她被完全覆盖。每次检定失败,她必须重新开始,每次失败后她必须通过DC20的强韧检定,否则会受到一项变种生物模板中的畸化(怪物图鉴5,P180)。第九天结束时,她重生了,大地之子原力取代了她一个3级或更低的辅助原力。土操念使可以在任何时候停止这种协调而不产生负面影响。
劇透 -  原文:
Earth Child
Source Occult Realms pg. 8

Talent Link Link
Element earth; Type utility (Su); Level 3; Burn

Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities (including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities (including an oread’s movement speed and the outsider [native] type) except for ability score adjustments. You have the crystalline form alternate racial trait (Pathfinder RPG Advanced Race Guide 144) instead of earth affinity, but cannot otherwise choose alternate racial traits.

Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
A geokineticist must spend 9 days in quiet contemplation in a fetal position amid the crystals of the Crystal Womb, succeeding at a DC 20 Knowledge (dungeoneering) check each day. Crystals gradually grow on her until she is completely covered. If she fails a check, she must start over, and after each failure she must succeed at a DC 20 Fortitude save or develop a deformity from the mutant template (Bestiary 5 180). At the end of the ninth day, she emerges reborn, with the earth child wild talent in place of one of her 3rd-level or lower utility talents. A geokineticist can halt this attunement at any point without incurring negative effects.

飓风女王(Hurricane Queen)
来源 异能国度OR pg. 8
元素 气;类型 通用(Su);等级 9;超载
你与飓风有如一体。你的风卷之衣护体原力为你提供额外25%的失手率对于非魔法远程攻击,你的总失手率可以超过通常75%的上限。所有的风和天气(包括使用怪物能力-旋风-的生物)无法影响到你以及你的攻击,除非你希望如此;例如,你的射击可以直接穿过龙卷风而不受惩罚。

同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
气操念使必须通过连续12次DC40的飞行检定,以不间断地环绕整个阿班德果之眼盘旋一周。如果成功,她将习得飓风女王的原力。如果她失败了两次或以下,她将因为飓风的狂风吹打受到50d6点钝击伤害。如果她失败了3次或以上,她必须通过D25的反射豁免,否则她将被卷入没有通过3次或更多的检定,她必须在DC 25条件反射下成功扑救,否则她将被卷入阿班德果之眼,永远无法回来。
劇透 -  原文:
Purging Flame
Source Occult Realms pg. 8

Talent Link Link
Element air; Type utility (Su); Level 9; Burn

You are one with the hurricane. Your enveloping winds defense wild talent has an additional 25% chance of deflecting nonmagical ranged attacks, and your total deflection chance can exceed the usual cap of 75%. All wind and weather (including creatures using the whirlwind monster ability) affect you and your attacks only if you wish them to do so; for example, you could shoot arrows directly through a tornado without penalty.

Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
An aerokineticist must fly around the entire perimeter of the Eye of Abendego without stopping, while succeeding at a series of 12 consecutive DC 40 Fly checks. If successful, she can learn the hurricane queen wild talent. If she fails two or fewer checks, she takes 50d6 points of bludgeoning damage from the hurricane’s galeforce winds. If she fails three or more checks, she must succeed at a DC 25 Reflex save or be pulled into the Eye of Abendego, never to return.

原初以太(Primal Aether)
来源 异能国度OR pg. 8
元素 以太;类型 通用(Su);等级 3;超载 0
你可以凝聚你在法痕沙漠里所经历过的扭曲且异常的以太风暴,让它们纠缠盘结,使它们爆发激增,创造一个原能魔法事件,其CR等同于你的操念使等级。有关原能魔法事件的更多信息,请参见探路者战役指南:内海魔法12-13页。

同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
要确定以太凝聚在沙漠深处的位置,操念者必须首先确定一个以太风暴的位置。之后,她必须成功通过DC 20知识(奥秘)检定和DC 20生存检定,并花费1d4小时在荒野上从风暴的起始点追寻到最终产生它的凝聚点。然后她就可以习得原初以太的原力。
劇透 -  原文:
Primal Aether
Source Occult Realms pg. 8

Talent Link Link
Element aether; Type utility (Su); Level 3; Burn 0

You can gather strands of aether twisted and warped by your experiences in the Spellscar Desert, and wind them so tightly that they explode, creating a primal magic event with a CR equal to your kineticist level. See pages 12–13 of Pathfinder Campaign Setting: Inner Sea Magic for more information on primal magic events.

Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
To locate the aether saturations deep within the desert, a telekineticist must first locate an etheric storm. Afterwards, she must succeed at both a DC 20 Knowledge (arcana) check and a DC 20 Survival check and spend 1d4 hours navigating the wasteland from the storm’s origin point to the saturation that spawned it. She can then learn the primal aether wild talent.

净化烈焰(Purging Flame)
来源 异能国度OR pg. 9
元素 火;类型 通用(Su);等级 6;超载 1
你可以用火焰净化自己或他人,清除所有的污秽。这个效果如同一个目标为单体的破除结界。目标必须是自愿的,并且受到每角色等级2点火焰伤害和1点超载(除非你是目标,否则你无需承受超载)。即使你受到了一个限制你移动能力的效果,你可以使用这个能力,只要这个效果是一个可以被破除结界解除的效果。如果你使用净化烈焰燃烧了价值100金币或1000金币的稀有熏香或火成岩,你的目标将受到复原术的效果,就好像这个法术是用同等价值的钻石作为材料释放的一样

同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
一个火焰操念者必须给糸守山(Kumijinja)强大的山神留下深刻印象。这可能会需要一个合适的礼物以及操念使或一个会使用神知語或火族语的盟友尝试进行一次DC 30交涉检定。如果她打动了山神,操念使就会立即受到该原力影响,就如同使用净化烈焰的原力一般,并能习得该原力。
劇透 -  原文:
Purging Flame
Source Occult Realms pg. 9

Talent Link Link
Element fire; Type utility (Su); Level 6; Burn 1

You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn (you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks from Mount Kumijinja worth 100 gp or 1,000 gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.

Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
A pyrokineticist must impress Mount Kumijinja’s mighty kami. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan and Senzar. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.

水体转化(Water Alteration)
来源 异能国度OR pg. 9
元素 水;类型 通用(Su);等级 1;超载 0
你可以把淡水变成海水,反之亦然。这可以影响体积最多每操念使等级2加仑的水,让海洋生物在淡水中生存,而淡水生物在海水中生存。此外,当你用这个天赋改变水的盐度时,你可以调整水的温度,让生物更容易在里面生存(或者只是更舒适)。以这种方式改变的水必须处于一个大小适当的容器内;试图改变过量的水会直接失败。


同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
一位水操念使必须证明(或假装)对唐格罗萨(Danglosa)的支持,祂是城中之秘的鮟鱇鱼神王。然后她必须跟随外海的涡流,在不超过10次检定中连续通过4次DC20的游泳检定。如果她成功了,她就能学会水体转化的原能。如果她失败了,她将受到5d6点钝击伤害。
劇透 -  原文:
Purging Flame
Source Occult Realms pg. 9

Talent Link Link
Element water; Type utility (Su); Level 1; Burn 0

You can turn fresh water into seawater, and vice versa. This can affect a volume of water equal to 2 gallons per kineticist level, allowing sea creatures to survive in water that was fresh and freshwater creatures to survive in water that was briny. Additionally, when you alter water’s salinity with this talent, you can adjust the water’s temperature so that a creature can survive in it more easily (or simply be more comfortable). Water altered in this way must be confined within an appropriately sized container; attempts to alter a larger quantity of water fail.
Attunement.

Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
A hydrokineticist must demonstrate (or fake) the favor of Danglosa, the town’s mysterious anglerfish god-ruler. She must then follow the swirling currents of Outsea, succeeding at four consecutive DC 20 Swim checks without taking 10. If she succeeds, she can learn the water alteration wild talent. If she fails, she takes 5d6 points of bludgeoning damage.
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【武术手册Martial Arts Handbook】武僧可用新选项(真劲击)
« 回帖 #9 于: 2019-11-26, 周二 01:30:55 »
破身障(Break)[武术手册 pg. 7]:武僧结合揉绞巧劲和霸烈开合脱离敌人的擒抱。若攻击命中,他可以尝试以一个自由动作进行战技检定或逃脱检定来挣脱擒抱,并且这次检定获得等同于这次攻击伤害值的奖励加值。
劇透 -   :
Break (Martial Arts Handbook pg. 7): The monk combines a writhing twist with a violent strike against a foe that is grappling him. If the monk’s attack is successful, he can attempt a grapple combat maneuver check or Escape Artist check as a free action to escape a grapple, adding the strike’s damage as a bonus on his check.
兔拳(Rabbit Punch)[武术手册 pg. 6]:武僧对敌人后脑穴害一记重击。暴击倍率与暴击范围增加1,武僧在确定重击的攻击检定中+2奖励加值。该效果不会因为精通重击或类似效果翻倍。没有可辨识头部的生物不受此攻击影响(取决于GM判断)。该次真劲击必须使用拳头打出。
劇透 -   :
Rabbit Punch (Martial Arts Handbook pg. 6): The monk gives a sharp blow to the back of a foe’s head. The critical threat range and critical multiplier of this strike increase by 1, and the monk gains a +2 bonus on attack rolls to confirm a critical hit with this strike. This increase is not doubled by Improved Critical or similar effects. Creatures without a discernible head are unaffected by this style strike (subject to GM discretion). The monk must attack with a fist to use this style strike.

碎喉劲(Throat Crush)[武术手册 pg. 7]:武僧猛击敌人的喉部要害,削弱其语言能力1轮,就好像受到法术荒疫·粗哑的效果。没有可辨识喉部或有多个发声器官的生物不受影响(取决于GM的判断)。
劇透 -   :
Throat Crush (Martial Arts Handbook pg. 7): The monk gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).
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