先祖先驱(Ancestral Harbinger)[血脉狂怒者变体]崇皇时王出自《Monster Summoner's Handbook pg. 6》 当所有血脉狂怒者都利用他们的血统化作战斗中使用的奥术能量的燃料,有些则能直接呼唤其祖先的精魄出来协助他们
丢人,召唤精魄来为他们而战或激励他们的盟友。先祖先驱特别常见于休盎提的血脉狂怒者和生活于西迦伦德海岸的博诺瓦特族(Bonuwat)。
守护灵(Spirit Guardian, Sp):2级时,先祖先驱能呼唤其祖先在战斗中协助他,召唤出一把力场武器如同
灵能武器(Spiritual Weapon)般生效。6级时,其祖先精魄能以狂野生物的形态现身,此效果如同
召唤自然盟友II(Summon Nature's Ally II)(但不能用作召唤多个
召唤自然盟友I(Summon Nature's Ally I)列表中的生物)。12级时,其祖先精魄能以鬼魂的形象显现,此效果如同
灵能盟友(Spiritual Ally)。18级时,其祖先精魄能呈现成一个强大的生物或多个次级祖先,此效果如同
召唤自然盟友VI(Summon Nature's Ally VI)。先祖先驱在施放时选择此能力生效的法术,并而能在血怒时使用此能力。每天1次,以及2级后每4个血脉狂怒者等级1次,先祖先驱能使用此能力。
此能力取代直觉闪避、6级和18级获得的血脉专长。侍奉灵(Spirit Servants):5级时,先祖先驱增加
召唤怪物I(Summon Monster I)至其职业法术列表并作为额外已知法术。在8级时他增加
召唤怪物II(Summon Monster II),11级时增加
召唤怪物III(Summon Monster III),14级时增加
召唤怪物IV(Summon Monster IV)。此等法术只能用于召唤跟先祖先驱的家族历史有强烈羁绊的怪物种类——从氏族图腾到被其祖宗讨伐过的知名怪物种类。上述每个法术,先祖先驱能选择等同于其魅力调整值的怪物数目来代表这些侍奉灵。这些怪物要从合适的法术环位中的召唤怪物列表或扩展召唤列表(expanded summoning list)(详看召唤项目)选择。7级时以及之后的每2个血脉狂怒者等级,先祖先驱能在上述法术中更换1个同环的已选怪物。
先祖先驱跟此从此能力中召唤的侍奉灵有着神秘联系。当先祖先驱在血怒时,其所有侍奉灵在AC、攻击骰、伤害骰、豁免检定获得+2士气加值。侍奉灵还每HD获得2点临时hp。11级,此士气加值提升至+3,而每HD获得的临时hp提升至3点。20级时,此士气加值提升至+4,而每HD获得的临时hp提升至4点。此士气加值和临时hp持续至血怒结束。
此能力取代精通直觉闪避和12级获得的血脉专长。剧透 - 原文:
Ancestral Harbinger
Source Monster Summoner's Handbook pg. 6
While all bloodragers tap into their bloodlines to fuel the arcane energies they use in battle, some have the ability to call directly to the spirits of their ancestors to aid them, summoning spirits to fight for them or inspire their allies. Ancestral harbingers are particularly common among Shoanti bloodragers and among Bonuwat tribes living along the coast of western Garund.
Spirit Guardian (Sp): At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature’s ally II (this can’t be used to summon multiple creatures from the summon nature’s ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature’s ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd. This ability replaces uncanny dodge and the bloodline feats gained at 6th and 18th levels.
Spirit Servants: At 5th level, an ancestral harbinger adds summon monster I to her class spell list and gains it as a bonus spell known. She also gains summon monster II at 8th level, summon monster III at 11th level, and summon monster IV at 14th level. These spells can be used only to summon types of monsters with strong ties to the ancestral harbinger’s family history, ranging from clan totems to monsters of the same type as those famously killed by her forebears. For each of these spells, the ancestral harbinger selects a number of monsters she can summon equal to her Charisma bonus (minimum 1) to represent these spirits. These monsters are selected from the options on the summon monster creature list or the expanded summoning list (see the summoning project) that are appropriate for the spell level. At 7th level and every 2 bloodrager levels thereafter, the ancestral harbinger can swap one selected monster from one of these spells for a new monster from the same level’s summoning lists.
The ancestral harbinger has a mystic tie to the spirit servants summoned with this ability. When the ancestral harbinger is in a bloodrage, all of her spirit servants gain a +2 morale bonus to AC and on attack rolls, damage rolls, and saving throws. The spirit servants also gain 2 temporary hit points per Hit Die. At 11th level, the morale bonus increases to +3 and the number of temporary hit points per Hit Die increases to 3. At 20th level, the morale bonus increases to +4 and the number of temporary hit points per Hit Die increases to 4. The morale bonus and temporary hit points last until the bloodrage ends. This ability replaces improved uncanny dodge and the bloodline feat gained at 12th level.
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