作者 主题: 【整合】引导能量相关资源  (阅读 8329 次)

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【整合】引导能量相关资源
« 于: 2022-05-28, 周六 10:45:38 »
引导能量(Channel Energy,Su):无论牧师的阵营为何,她都能够透过自己的圣(或邪)徽,引导来自信仰的力量,释放出一阵能量波。这种能量可以用于造成或治疗伤害,取决于引导的能量类型,以及作为目标的生物类型。善良牧师(或信仰善良神祇的牧师)引导正能量,且可以选择伤害不死生物或治疗活物。邪恶牧师(或信仰邪恶神祇的牧师)可以引导负能量,并可以选择伤害活物或治疗不死生物。信仰中立神祇的中立牧师(或者不信奉某个特定神祇的牧师)必须选择自己要引导正能量或负能量。一旦选择便不能更改。这一决定同时也决定牧师能够自发施展的法术是治疗伤害还是造成伤害法术(见自发施法)。
引导能量的范围为30尺爆发半径,并影响同类的所有生物(不死生物或者活物择一)。造成或治疗的伤害量为1d6,1级之后每两个牧师等级再加1d6(3级时2d6,5级时3d6,以此类推)。受到引导能量伤害的生物可以通过意志检定来减半该伤害。此豁免检定的DC为10+1/2牧师等级+牧师的魅力调整值。被引导能量治疗的生物,生命值不能超出自己的最大生命值——所有多馀的治疗量都会浪费。牧师每天可以引导能量的次数等同于3+她的魅力调整值。引导能量是一个标准动作,且不会引发藉机攻击。牧师可以选择自己是否要受此效果影响。牧师必须能够亮出自己的圣徽才能使用此能力。

剧透 -   :
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

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Re: 【整合】引导能量相关资源
« 回帖 #1 于: 2022-05-28, 周六 12:41:58 »
变体引导

  无论是用来治疗/造成伤害,还是驱散/控制不死生物,引导正负能量都是牧师的招牌能力之一。不过,由于神祗及其神职的多样性,他们往往允许自己的凡间仆从以更接近自己不朽特征的方式来展现神能。以下是基于神祗神力本质给出的引导能量变体能力;譬如,引导火系神祗的负能量可以改变伤害类型为火焰伤害。当你建立一个牧师角色时,请决定他/她是使用标准的方式,还是以展现神祗某方面神职的方式来引导能量。该决定一旦作出即不可更改。变体引导与标准引导有着相同的作用范围,豁免DC,每日次数及其他引导相关规则。影响引导能量能力的专长、特性(譬如「命令死灵」或「驱散死灵」)皆可如常影响变体引导。

  变体引导会改变治疗伤害的正能量引导,或造成伤害的负能量引导。当引导正能量治疗伤害时,受影响生物仅恢复标准引导能量下生命值的一半,但同时获得特别的增益效果。当引导负能量造成伤害时,受影响生物仅受到标准引导能量下伤害的一半,但同时遭受额外的惩罚或有害效果;成功的豁免可以避免遭受额外效果,但无法再降低负能量伤害。正常情况下无视特定能量引导的生物(如不死生物无法通过正能量治疗伤害),同样无法受到变体引导的额外效果。有些变体引导会对特定种类的生物得到强化,此情况下引导能量治疗或造成的伤害值提高50%,而不是变体引导默认的减半。譬如,一个7级牧师引导正能量时本应治疗4D6点伤害;在使用「自然」变体引导时,该牧师对动物和精类生物的治疗量并非正常情况的一半(2D6),而是在原先基础上额外增加50%(4D6+50%,译注:类似超魔强效)。若无特别注明,变体引导带来的加值类型为神圣(若你引导正能量)或亵渎(若你引导负能量)。若变体引导能量会为检定或数据带来所谓“引导加值”,则该加值为+1,在牧师5级和之后每5级再+1,最高达到20级时+5。类似地,“引导减值”初始为-1,在牧师5级和之后每5级再-1,最高达到20级时-5。

  若角色从牧师以外的职业处获得了引导能量这一能力,且该职业与侍奉神祗紧密相关,那么该角色也可以选用变体引导。譬如,侍奉神的圣骑士可以选择变体引导,选择了「生命」专注领域的先知(他们侍奉很多神祗)也可以,但死灵学派的法师却不可以。

  以下是神职范例与其对应变体引导能力的列表。

神职
   
治疗伤害
   
造成伤害
「气/天空/风」
   在你下轮结束前,生物在特技和飞行检定,以及对抗风等含有空气描述的效果的豁免检
定时获得引导加值。
   在你下轮结束前,生物遭到暴风袭击,为其带来远程攻击的引导减值,并在向你靠近时
移动速度减半。
「麦酒/果酒」
   在你下轮结束前,生物无视反胃、恶心状态和毒素带来的属性伤害或吸取。   生物反胃1轮。
「艺术/音乐」
   生物在表演检定,以及对抗幻术、音波和基于语言的效果的豁免检定时获得引导加值,
持续1分钟。
   生物在对抗幻术、音波和基于语言的效果的豁免检定时遭受引导减值,持续1分钟。
「战斗/愤怒」
   在你下轮结束前,生物在武器伤害,以及确定重击的检定时获得引导加值。   在你下轮结束前,生物在武器伤害,以及确定重击的检定时获得引导减值。
「美/爱/欲」
   生物在对抗魅惑效果、基于迷魂或生理吸引(如水妖精的盲目绝色和震慑凝视能力)的
效果时获得引导加值,持续1分钟。
   生物在对抗魅惑效果和迷魂时遭受引导减值,持续1分钟。
「勇气/勇猛」
   已受恐惧效果影响的生物,可尝试另一次获得引导加值的豁免检定;未被恐惧效果影
响的生物,在你下轮结束前,其AC获得引导加值,若发动冲锋则攻击也获得引导加值。
   如同标准能量引导(不会减半)。
「城市」
   在你下轮结束前,生物在造成夹击时的攻击检定和被夹击时的AC上获得引导加值。   在你下轮结束前,所有生物所在方格及其威胁范围均被视为困难地形(这些方格会随生
物移动而改变,而非在引导能量的瞬间被确定下来),且生物在这些方格中的特技检定
和闯越战技检定遭受引导减值。
「契约/誓言」
   在你下轮结束前,生物在对抗胁迫效果的豁免检定时获得引导加值。   在你下轮结束前,生物在对抗胁迫效果的豁免检定时遭受引导减值。
「黑暗」
   在你下轮结束前,生物获得昏暗视觉;牧师等级达到5级则可使生物获得30尺黑暗视觉,
之后每5级再扩展30尺。
   区域内光照水平下降一级,如同「黑暗术」,持续1分钟;牧师等级达到10级则下降两
级;牧师等级达到15级则下降三级,且使微弱光源和黑暗成为超自然黑暗(拥有黑暗视
觉的生物亦无法视物)。
「死亡」
   生物在濒死时的稳定伤势检定,以及对抗死亡效果的豁免检定时获得引导加值,持续
1分钟。
   生物在濒死时的稳定伤势检定遭受引导减值,且使治疗魔法、快速治疗和再生效果受到
引导减值,持续1分钟。
「毁灭」
   在你下轮结束前,生物在对物体的攻击和伤害检定、击破武器战技检定和破坏物体的力
量检定时获得引导加值。
   无主物品受到完整伤害(不会减半)。
「疾病」
   生物在单项属性上收到的属性伤害恢复引导加值的点数。   在你下轮结束前,生物陷入恶心状态,并持续等同于引导减值的轮数;牧师等级达到10
级可选定区域内单个目标额外遭受「疫病术」;牧师等级达到20级可使区域内所有目标
额外遭受「疫病术」。
「梦境」
   已受睡眠效果影响的生物,可尝试另一次获得引导加值的豁免检定;自愿入睡的生物在
豁免检定和察觉检定时获得引导加值,最多持续8小时(效果维持至醒来)。
   生物在对抗力竭、疲乏和睡眠效果的豁免检定时遭受引导减值,持续1分钟。
「责任」
   在你下轮结束前,生物在借机攻击和尝试冲撞、卸武的检定上获得引导加值。   在你下轮结束前,生物在借机攻击和尝试冲撞、卸武的检定上承受引导减值。
「大地」
   在你下轮结束前,生物获得伤害减免1/精金,该减免值在5级及以后每5级再提高1点;
这并不会使受益者的攻击视为精金效果。
   区域内所有方格视为困难地形,持续1分钟。
「嫉妒」
   生物在卸除武器和窃取战技检定,唬骗和手上工夫检定时获得引导加值,持续1分钟。   生物必须在下次行动时对邻接敌人进行窃取战技,这是一个胁迫效果。
「田园」
   生物在1分钟内无视疲乏(非力竭)效果;该引导对植物类生物有强化效果。   该伤害对植物有强化效果;生物如同遭受饥饿般陷入疲乏。
「命运」
   在你下轮结束前,生物通过准备动作进行的单次D20检定获得引导加值。   生物在属性检定和技能检定时遭受引导减值,持续1分钟。
「火」
   该引导对火亚种生物有强化效果。   该引导对寒冷亚种生物有强化效果;豁免失败的生物将会着火。
「飞鸟」
   在你的下轮结束前,生物在飞行检定上获得引导加值,并且如果他们具有任何飞行速度,
此速度增加10尺。
   在你的下轮结束前,生物在飞行检定上承受引导减值,并且如果他们具有任何飞行速度,
此速度减少10尺。
「锻冶」
   在你下轮结束前,装备金属防具的生物AC获得引导加值;或者在修复金属物品和金属
构装体时将其视为生物,该引导视为强化效果。
   该引导对金属构装体和无主金属物品有强化效果。
「自由」
   生物在脱逃技能检定,脱出擒抱状态的战技检定和对抗缠绕、麻痹与减速效果的豁免检定
时获得引导加值(译者注:未标明持续时间,猜测为1轮)。
   在你下轮结束前,生物陷入减速状态(如同「减速术」)。
「狩猎」
   在你下轮结束前,生物在生存技能检定和远程攻击检定时获得引导加值。   生物在隐秘技能检定时遭受-5减值,持续1分钟,且在此期间暂时失去令自己无法被
追踪的能力。
「旅行」
   在你下轮结束前,生物在对抗借机攻击的AC上获得引导加值。   在你下轮结束前,生物的移动速度减半。
「正义/秩序」
   在你下轮结束前,守序阵营生物在察觉和察言观色技能检定,攻击检定和豁免检定时获
得引导加值。
   在你下轮结束前,生物受到「诚实之域」影响。
「知识」
   在你下轮结束前,生物在知识和察觉技能检定时获得引导加值。   智慧生物(智力属性3以上)豁免失败则受到1D2点智力属性伤害;豁免成功不受影响。
「幸运」
   在你下轮结束前,生物的单次检定(攻击,战技,技能,豁免)获得引导加值或幸运加
值(由其自选)。
   在你下轮结束前,生物的所有D20检定遭受引导减值。
「疯狂」
   生物在对抗困惑、精神错乱、狂暴及类似效果的豁免检定时获得引导加值(译者注:未
标明持续时间,猜测为1分钟)。
   在你下轮结束前,生物陷入困惑状态。
「魔法」
   在你下轮结束前,生物在施法者等级检定和专注检定时获得引导加值。   在你下轮结束前,所有生物必须进行专注检定(DC为引导能量DC加上法术等级)以
使用法术和类法术能力。
「怪物」
   该引导对异怪、龙、魔法兽、人形怪物类生物有强化效果。   生物在对抗召唤或呼唤而来的生物时,攻击和伤害检定获得引导减值(译者注:未标
明持续时间,猜测为1轮)。
「纪念」
   生物在对抗任何降低他们移动速度或造成属性伤害的效果的豁免检定上获得引导加值,
持续1分钟。
   在你下轮结束前,生物陷入恍惚。(造成伤害的效果pfs不合法)
「月光」
   在你下轮结束前,生物获得昏暗视觉并且在处于昏暗或更低光照环境下的攻击检定
上获得引导加值。
   在你下轮结束前,生物陷入目眩并且在处于昏暗或更低光照环境下的攻击检定上承受引
导减值。
「杀」
   在你下轮结束前,生物造成重击时会额外附加等同于引导加值的流血效果。   生物陷入等同于引导减值的流血状态。
「自然」
   该引导对动物和精类生物有强化效果;生物在驯养动物技能检定和野性认同检定时获得
引导加值,持续1分钟。
   该引导对动物和精类生物有强化效果。
「梦魇」
   生物在对抗魅惑和胁迫效果的豁免检定时获得引导加值,持续1分钟。   生物在专注检定,以及对抗恐惧、幻影效果的豁免检定时遭受引导减值(译者注:未标
明持续时间,猜测为1分钟)。
「痛苦」
   生物在对抗疼痛效果的豁免检定时获得引导加值,持续1分钟。   在你下轮结束前,生物陷入恶心状态,外加持续等同于引导减值的轮数;牧师等级达到
10级可选定区域内单个目标额外陷入反胃状态。
「毒」
   生物在对抗毒素的豁免检定时获得引导加值,持续1分钟。   作为毒素效果,生物受到1点力量、敏捷或体质伤害(由你选择)。
「保护」
   在你下轮结束前,生物的AC获得引导加值。   在你下轮结束前,生物的AC遭受引导减值。
「复仇/报复」
   如同标准能量引导(不会减半)。   在你下轮结束前,生物的攻击检定遭受引导减值。
「统治」
   在你下轮结束前,生物在交涉技能检定时获得引导加值;基于语言效果和魅惑效果的
豁免DC提高等同于引导加值的数值。
   生物陷入晕眩状态1轮。
「洋/海/水」
   生物在攀爬、游泳技能检定,以及屏息的体质检定时获得引导加值;生物无视干渴带来
的疲乏效果、以及深海水压伤害,持续1分钟。
   该引导对水生和水亚种生物有强化效果。
「神秘」
   在你下轮结束前,生物在察言观色技能检定和施法者等级检定获得引导加值;预言学派
法术的豁免DC提高等同于引导加值的数值。
   生物在对抗预言学派法术的豁免检定时遭受引导减值;对受此引导能量影响的生物进行
察言观色技能检定时获得引导加值,持续1分钟。
「修行」
   在你下轮结束前,生物可以选择无视一项其当前的临时状态。   生物在对当前状态进行驱散、移除或额外豁免检定时遭受引导减值(这并不会影响对可
豁免效果的初次豁免,但对持续型效果的后续豁免有效),持续1分钟。
「性欲」
   生物在表演检定和唬骗或交涉检定之一上获得引导加值,持续1分钟。    生物在对抗魅惑效果和引起迷魂效果的豁免检定上承受引导减值,持续1分钟。
「奴役/专制」
   生物无视疲乏和力竭,持续1分钟。   生物在对抗胁迫、疼痛和震慑效果的豁免检定时遭受引导减值,持续1分钟。
「策略」
   在你下轮结束前,生物使用援助他人动作时,受益者额外获得引导加值。   在你下轮结束前,生物无法进行借机攻击。
「力量」
   在你下轮结束前,生物基于力量的攻击、战技、技能、属性检定获得引导加值。   在你下轮结束前,生物基于力量的检定和与力量相关的游戏数据(如战技防御)遭受引
导减值。
「太阳」
   光照水平提高一级,生物在对抗目盲和强光效果的豁免检定时获得引导加值(译者注:
未标明持续时间,猜测为1分钟)。
   生物陷入晕眩状态,具有惧光特性的生物则陷入目盲状态,持续1分钟。
「诡术」
   生物在唬骗、易容、手上工夫、隐秘检定时获得引导加值,持续1分钟。   生物在察觉和察言观色技能检定时遭受引导减值,持续1分钟。
「亡灵」
   该引导对不死生物,以及负能量特性的生物有强化效果。   如同标准能量引导(不会减半)。
「武器」
   在你下轮结束前,持有你信奉神祗偏好武器的生物在攻击检定时获得引导加值。   在你下轮结束前,持有打造武器的生物在攻击检定时遭受引导减值。
「天气」
   生物在对抗电、音波和风的效果的豁免检定时获得引导加值(译者注:未标明持续时间,
猜测为1分钟)。
   每当你引导能量时,你可将伤害的一半转化为电或音波伤害(译者注:未标明减半前是标
准引导伤害,还是变体引导伤害;猜测为前者)。

剧透 -   :
Variant Channeling
Description Source: Ultimate Magic
An iconic ability of clerics is their power to channel positive or negative energy, whether for healing, for damage, or to turn or command the undead. However, given the great variety of deities and their divine portfolios, it naturally follows that some deities would endow their mortal servants with the power to channel energies in other ways that more closely mirror their particular focus. The following categories are examples of alternative channeling abilities based on the nature of a deity's power; for example, a fire deity's negative energy channeling may deal fire damage as part of or instead of the damage from channeling.

When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities.

A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

Some variant channeling abilities are enhanced when used on particular creature types. Such channeling increases the normal healing or damage from channeled energy by 50% for that creature type, rather than the default half healing or damage for the alternative channeling. For example, a 7th-level cleric normally heals 4d6 points of damage with channeled positive energy; with the Nature alternative channeling, that cleric instead heals only half that amount (2d6) when channeling, but heals animals and fey an additional +50% over the unhalved value (4d6 + 50%).

Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a “channel bonus” on rolls or statistics, the bonus is +1, increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a “channel penalty” is initially –1, increasing to –2 at cleric level 5 and every 5 cleric levels thereafter (to a maximum of –5).

A character who has the channel energy ability from a class other than cleric may use these variant channeling rules if the class's abilities are tied to serving a deity. For example, paladins can select alternative channeling abilities if they serve a deity, as can oracles with the Life mystery (as they serve many deities), but necromancer wizards cannot.

The following is a list of example portfolios and the variant channeling abilities available to each.

PFS Legal Air/Sky/Wind (Ultimate Magic pg. 28): Heal: Creatures gain a channel bonus on Acrobatics and Fly checks, saving throws against wind effects, and effects with the air descriptor until the end of your next turn. Harm: Creatures are buffeted with wind until the end of your next turn; this wind gives them a channel penalty on ranged attacks, and their movement is halved if they move toward you.
PFS Legal Ale/Wine (Ultimate Magic pg. 28): Heal: Creatures ignore the nauseated and sickened conditions, as well as ability damage and drain from poison, until the end of your next turn. This does not bring back to life creatures killed by Constitution damage. Harm: Creatures are nauseated for 1 round.
PFS Legal Art/Music (Ultimate Magic pg. 28): Heal: Creatures gain a channel bonus on Perform checks and on saving throws against illusions, sonic effects, and language-dependent effects for 1 minute. Harm: Creatures take a channel penalty on saving throws against illusions, sonic effects, and language-dependent effects for 1 minute.
PFS Legal Battle/Wrath (Ultimate Magic pg. 28): Heal: Creatures gain a channel bonus on weapon damage and critical hit confirmation rolls until the end of your next turn. Harm: Creatures take a channel penalty on weapon damage and critical hit confirmation rolls until the end of your next turn.
PFS Legal Beauty/Love/Lust (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on saving throws against charm effects and abilities based on fascination or physical attractiveness (such as a nymph's blinding beauty and stunning glance abilities) for 1 minute. Harm: Creatures gain a channel penalty on saving throws against charm effects and effects that fascinate for 1 minute.
PFS Legal Bravery/Valor (Ultimate Magic pg. 29): Heal: Creatures affected by fear may attempt another saving throw and receive a channel bonus on the roll. A creature unaffected by fear gains a channel bonus to its Armor Class until the end of your next turn and on its attack roll if it makes a charge attack before your next turn. Harm: This works like a standard channel (not halved).
PFS Legal Cities (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on attack rolls when flanking and to Armor Class when flanked until the end of your next turn. Harm: All creatures' squares and threatened areas are treated as difficult terrain until the start of your next turn (these areas move with the creatures rather than being fixed in place at the time of the channeling). Until the end of your next turn, creatures gain a channel penalty on Acrobatics checks and overrun attempts to move through these squares.
PFS Legal Contracts/Oaths (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on saves against compulsion effects until the end of your next turn. Harm: Creatures gain a channel penalty on saving throws against compulsions until the end of your next turn.
PFS Legal Darkness (Ultimate Magic pg. 29): Heal: Creatures gain low-light vision until the end of your next turn. At cleric level 5, they gain darkvision 30 feet as well, increasing this range by 30 feet for every 5 cleric levels thereafter. Harm: The illumination level in the area drops by 1 step, as darkness, for 1 minute. At cleric level 10, the light level drops by 2 steps. At cleric level 15, it drops by 3 steps, and areas of dim light or darkness become supernaturally dark (even creatures with darkvision cannot see within it).
PFS Legal Death (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on stabilization checks when dying and on saves against death effects for 1 minute. Harm: Creatures gain a channel penalty on stabilization checks when dying for 1 minute, and subtract the channel penalty from all healing magic, fast healing, and regeneration.
PFS Legal Destruction (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on attack and damage rolls against objects, CMB for sunder attempts, and Strength checks to break objects until the end of your next turn. Harm: Unattended objects take full channel damage (not half).
PFS Legal Disease (Ultimate Magic pg. 29): Heal: Creatures heal a number of points of ability damage to one ability score (your choice) equal to your channel bonus. Harm: Creatures are sickened until the end of your next turn, plus a number of rounds equal to your channel penalty. At cleric level 10, you may select one creature as the target of a contagion in addition to the effects of the channeled energy. At cleric level 20, all creatures in the area are subject to contagion in addition to the effects of the channeled energy.
PFS Legal Dreams (Ultimate Magic pg. 29): Heal: Creatures affected by sleep effects may attempt another saving throw and apply the channel bonus on the roll. Willingly sleeping creatures gain a channel bonus on saving throws and Perception checks for up to 8 hours (this bonus ends if the creature awakens). Harm: Creatures gain a channel penalty on Perception checks and saving throws against exhaustion, fatigue, and sleep effects for 1 minute.
PFS Legal Duty (Disciple's Doctrine pg. 15): Heal: Creatures gain a channel bonus on attacks of opportunity and bull rush and disarm attempts until the end of your next turn. Harm: Creatures take a channel penalty on attacks of opportunity and bull rush and disarm attempts until the end of your next turn.
PFS Legal Earth (Ultimate Magic pg. 29): Heal: Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm: All squares in the area are treated as difficult terrain for 1 minute.
PFS Legal Envy (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on disarm and steal combat maneuvers, Bluff checks, and Sleight of Hand checks for 1 minute. Harm: Creatures must attempt a steal combat maneuver on their next turn against an adjacent enemy. This is a compulsion effect.
PFS Legal Farming (Ultimate Magic pg. 29): Heal: Creatures ignore fatigue (but not exhaustion) for 1 minute. The healing effect is enhanced for plant creatures. Harm: The damage effect is enhanced for plant creatures. Creatures are fatigued, as if experiencing starvation.
PFS Legal Fate (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on one d20 roll made during their next readied action as long as it is taken before the end of your next turn. Harm: Creatures gain a channel penalty on ability checks and skill checks for 1 minute.
PFS Legal Fire (Ultimate Magic pg. 29): Heal: The healing effect is enhanced for creatures with the fire subtype. Harm: The damage effect is enhanced for creatures with the cold subtype. Affected creatures who fail their saves catch on fire.
PFS Legal Flying Creatures (Disciple's Doctrine pg. 15): Heal: Creatures gain a channel bonus on Fly checks and increase their fly speed (if any) by 10 feet until the end of your next turn. Harm: Creatures take a channel penalty on Fly checks and decrease their fly speed (if any) by 10 feet until the end of your next turn.
PFS Legal Forge (Ultimate Magic pg. 29): Heal: Creatures in metal armor gain a channel bonus to Armor Class until the end of your next turn. Alternatively, you may repair damage to metal objects and metal constructs as if they were creatures, and this healing is enhanced. Harm: The damage effect is enhanced against metal constructs and unattended metal objects.
PFS Legal Freedom (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on Escape Artist checks, CMB checks to escape a grapple, and saving throws against becoming entangled, paralyzed, or slowed. Harm: Creatures are slowed (as slow) until the end of your next turn.
PFS Legal Hunting (Ultimate Magic pg. 29): Heal: Creatures gain a channel bonus on Survival checks and ranged attack rolls until the end of your next turn. Harm: Creatures gain a –5 penalty on Stealth checks for 1 minute and temporarily lose effects or special abilities that reduce or negate tracks for that duration.
PFS Legal Journeys (Disciple's Doctrine pg. 15): Heal: Creatures gain a channel bonus to AC against attacks of opportunity until the end of your next turn. Harm: Creatures’ movement speed is halved until the end of your next turn.
PFS Legal Justice/Law (Ultimate Magic pg. 30): Heal: Lawful creatures gain a channel bonus on Perception and Sense Motive checks, attack rolls, and saving throws until the end of your next turn. Harm: Creatures are affected by zone of truth until the end of your next turn.
PFS Legal Knowledge (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus on Knowledge and Perception checks until the end of your next turn. Harm: Sentient creatures (Intelligence 3+) who fail their saves take 1d2 points of Intelligence damage. A successful save negates this Intelligence damage.
PFS Legal Luck (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus or a luck bonus (creature's choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn. Harm: Creatures take a channel penalty on all d20 rolls until the end of your next turn.
PFS Legal Madness (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus on saving throws against confusion, insanity, rage, and similar effects. Harm: Creatures are confused until the end of your next turn.
PFS Legal Magic (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus on caster level checks and concentration checks until the end of your next turn. Harm: All creatures must make concentration checks (DC = channel energy DC plus spell level) to use spells or spell-like abilities until the end of your next turn.
PFS Legal Monsters (Ultimate Magic pg. 30): Heal: The healing effect is enhanced for aberrations, dragons, magical beasts, and monstrous humanoids. Harm: Creatures gain a channel penalty to attack and damage rolls against summoned and called creatures.
The harm version of the Monuments varient channeling option is not legal  for play Monuments (Disciple's Doctrine pg. 15): Heal: For 1 minute, creatures gain a channel bonus on saving throws against effects that would in any way reduce their speed or deal ability score damage. Harm: Creatures are staggered until the end of your next turn.
PFS Legal Moonlight (Disciple's Doctrine pg. 15): Heal: Until the end of your next turn, creatures gain low-light vision and a channel bonus on attack rolls while in dim or darker light. Harm: Until the end of your next turn, creatures are dazzled and take a channel penalty on attack rolls while in dim or darker light.
PFS Legal Murder (Ultimate Magic pg. 30): Heal: Creatures that critically hit before the end of your next turn add a bleed effect equal to your channel bonus. Harm: Creatures gain a bleed effect equal to your channel penalty.
PFS Legal Nature (Ultimate Magic pg. 30): Heal: The healing effect is enhanced for animals and fey. Creatures gain a channel bonus on Handle Animal and wild empathy checks for 1 minute. Harm: The harmful effect is enhanced for animals and fey.
PFS Legal Nightmares (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus on charm and compulsion saves for 1 minute. Harm: Creatures gain a channel penalty on concentration checks and saves against fear and phantasms.
PFS Legal Ocean/Sea/Water (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on Climb and Swim checks and Constitution checks to hold their breath; this bonus lasts for 1 minute. Creatures ignore fatigue from thirst and pressure damage from deep water for 1 minute. Harm: The harming effect is enhanced for creatures with the aquatic or water subtypes.
PFS Legal Pain (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus on pain effect saves for 1 minute. Harm: Creatures are sickened until the end of your next turn, plus a number of rounds equal to your channel penalty. At cleric level 10, you may select one creature to be nauseated in addition to the effects of the channeled energy.
PFS Legal Poison (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus on poison saves for 1 minute. Harm: Creatures take 1 point of Strength, Dexterity, or Constitution damage (your choice) as a poison effect.
PFS Legal Protection (Ultimate Magic pg. 30): Heal: Creatures gain a channel bonus to Armor Class until the end of your next turn. Harm: Creatures gain a channel penalty to Armor Class until the end of your next turn.
PFS Legal Revenge/Vengeance (Ultimate Magic pg. 30): Heal: This works like a standard channel (not halved). Harm: Creatures gain a channel penalty on attack rolls until the end of your next turn.
PFS Legal Rulership (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm: Creatures are dazed for 1 round.
PFS Legal Secrets (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on Sense Motive checks and caster level checks and to save DCs of their divination spells until the end of your next turn. Harm: Creatures gain a channel penalty on saving throws against divinations for 1 minute. Creatures using Sense Motive against affected creatures for the next minute gain a channel bonus on Sense Motive checks.
PFS Legal Self-Perfection (Ultimate Magic pg. 31): Heal: Creatures may ignore one temporary condition of their choice until the end of your next turn. Harm: Creatures gain a channel penalty on attempts to dispel, remove, or make additional saving throws against all ongoing conditions for 1 minute (this does not apply to any initial saving throw allowed against such an effect but does apply to effects that begin during this duration).
PFS Legal Sexuality (Disciple's Doctrine pg. 15): Heal: Creatures gain a channel bonus on Perform checks and on either Bluff or Diplomacy checks for 1 minute. Harm: For 1 minute, creatures take a channel penalty on saving throws against charm effects and effects that cause the fascinated condition.
PFS Legal Slavery/Tyranny (Ultimate Magic pg. 31): Heal: Creatures ignore fatigue and exhaustion for 1 minute. Harm: Creatures gain a channel penalty on saves against compulsions, pain, and stun for 1 minute.
PFS Legal Strategy (Ultimate Magic pg. 31): Heal: Until your next turn, creatures using aid another add your channel bonus to the aided creature's roll in addition to the normal aid another bonus. Harm: Creatures may not take attacks of opportunity until the end of your next turn.
PFS Legal Strength (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on all Strength-based attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks until the end of your next turn. Harm: Creatures gain a channel penalty on all Strength-based rolls and to Strength-based game statistics (such as CMD) until the end of your next turn.
PFS Legal Sun (Ultimate Magic pg. 31): Heal: The illumination level in the area increases by one step, and creatures gain a channel bonus on saves against blindness and light-based effects. Harm: Creatures are dazzled for 1 minute; creatures with light blindness or light sensitivity are blinded instead of dazzled.
PFS Legal Trickery (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks for 1 minute. Harm: Creatures gain a channel penalty on Perception and Sense Motive checks for 1 minute.
PFS Legal Undeath (Ultimate Magic pg. 31): Heal: This works like a standard channel (not halved). Harm: The healing effect is enhanced for undead creatures and those with negative energy affinity.
PFS Legal Weapons (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on attack rolls until the end of your next turn when wielding your deity's favored weapon. Harm: Creatures gain a channel penalty on attack and damage rolls until the end of your next turn when wielding manufactured weapons.
PFS Legal Weather (Ultimate Magic pg. 31): Heal: Creatures gain a channel bonus on saving throws against electricity, sonic, and wind effects. Harm: Each time you channel energy, you may change half the channeled energy damage to electricity or sonic damage.

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Re: 【整合】引导能量相关资源
« 回帖 #2 于: 2022-05-28, 周六 12:43:19 »
背景特性(增强引导)

绝地引导(Channel the Earth)
来源 Blood of the Elements pg. 21
背景类型 地区
前置条件 土元素位面
也许因为你信奉着土元素领主,也许因为你通过种种手段从无垠绝地收集了命运许给的力量。你的神性力量中充满着来自土元素位面的元素之力。每当你引导正能量治疗活物时,受到影响的目标将在对抗冲撞、复位何绊摔战技的CMD上获得+2的亵渎加值。相对地,如果你引导负能量伤害活物,受到影响的目标将在对抗上述战技的CMD上承受-2减值。上述效果持续1轮。

剧透 -   :
Channel the Earth
Source Blood of the Elements pg. 21
Category Region
Requirement(s) Plane of Earth
Perhaps you worship the Elemental Lord of Earth, or perhaps you have gleaned your fated powers via some other means of interacting with the Eternal Delve. Your divine powers are infused with the elemental powers of the Plane of Earth. Whenever you channel positive energy to heal living creatures, affected targets gain a +2 profane bonus to CMD to resist bull rush, reposition, and trip combat maneuvers. Alternately, if you channel negative energy to harm living creatures, affected targets take a –2 penalty to CMD against such combat maneuvers. This effect lasts 1 round.

涤荡之光(Cleansing Light)
来源 Inner Sea Gods pg. 218, Faiths of Purity pg. 13
背景类型 宗教
前置条件 莎恩芮
你的信仰纯净而强大,你引导的正能量足以荡除不死。当你使用引导能量来伤害不死生物时,你可以重骰任何自然1的伤害骰。

剧透 -   :
Cleansing Light
Source Inner Sea Gods pg. 218, Faiths of Purity pg. 13
Category Religion
Requirement(s) Sarenrae
Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1.

医疗特使(Envoy of Healing) PFS不可用
来源 Healer's Handbook pg. 12
背景类型 宗教
前置条件 莎恩芮
无论道路多么艰险,你都行走在大陆上致力于传播莎恩芮那仁慈,怜悯的晨花教旨。
当你使用引导能量、热诚或者圣疗来治疗一个活物时,你可以重骰任何自然1的骰子(但是你必须接受新的结果)。

剧透 -   :
Envoy of Healing
Source Healer's Handbook pg. 12
Category Religion
Requirement(s) Sarenrae
You strive to spread the Dawnflower’s message of kindness and compassion throughout the land, no matter how dangerous the road may be. Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result).

协会颂教者(Exalted of the Society)
出自 Shattered Star Player's Guide pg. 5, Faction Guide pg. 62
背景类型 基础(信念)
前置条件 牧师,探索者协会
艾巴萨罗姆中的探索者本部的地下室里收藏了许多关于神祉的神圣力量的秘密,而你广泛地学习了其中你所信仰神祇的部分。你每天引导能量次数额外+1。

剧透 -   :
Exalted of the Society
Source Shattered Star Player's Guide pg. 5, Faction Guide pg. 62
Category Basic (Faith)
Requirement(s) Cleric, Pathfinder Society
The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

炼狱之炎(Flames of Hell)
来源 Inner Sea Gods pg. 220, Faiths of Corruption pg. 17
背景类型 宗教
前置条件 任何一位大魔鬼
你与你信奉的大魔鬼之间的纽带使你的引导的负能量更加强大。你的引导能量的豁免DC+1。

剧透 -   :
Flames of Hell
Source Inner Sea Gods pg. 220, Faiths of Corruption pg. 17
Category Religion
Requirement(s) any archdevil
Your bond with the archdevil you worship strengthens your ability to channel powers of the divine. Add 1 to the DC of saving throws made to resist the effects of your channel energy ability.

圣能渠(Sacred Conduit)
来源 Ultimate Campaign pg. 55, Second Darkness Player's Guide pg. 12, Advanced Player's Guide pg. 1
背景类型 基础(信念)
你的降生对母亲而言痛苦而又艰辛,以致需要借助圣能来确保你顺利存活(你的母亲则不一定有如此幸运)。那种魔法能量从儿时便萦绕在你身畔,如今你可以轻松自如地引导神圣能量。当你引导能量时,其豁免DC获得+1背景加值。

剧透 -   :
Sacred Conduit
Source Ultimate Campaign pg. 55, Second Darkness Player's Guide pg. 12, Advanced Player's Guide pg. 1
Category Basic (Faith)
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

虔学僧(Student of Faith)PFS不可用,冒险之路:木乃伊面具(Mummy's Mask)
来源 Rise of the Runelords Anniversary Edition Player's Guide pg. 4
背景类型 战役
当你决定将你的一生奉献给一名神祇时,你研究了所有的宗教与信仰。当你一听到沙点镇最近建造了一座大教堂用以供奉当地最受爱戴的六位神祇,你觉得必须前往亲眼观摩,并且赶上了这座神圣建筑的揭幕礼。由于你强烈的信念和广博的学识,你施放的所有治疗法术的施法者等级+1,并且当你引导能量时,在你引导能量的豁免DC上也获得+1背景加值。

剧透 -   :
Student of Faith
Source Rise of the Runelords Anniversary Edition Player's Guide pg. 4
Category Campaign
While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

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Re: 【整合】引导能量相关资源
« 回帖 #3 于: 2022-05-28, 周六 12:43:33 »
专长(增强引导)

阵营导能(Alignment Channel)
出自 PRPG Core Rulebook pg. 117
选择混乱,邪恶,善良或是秩序阵营。你能引导神力来影响对应阵营的异界生物。
前置条件:引导能量能力
专长效果:取代通常效果,你能选择引导能量来治疗或伤害一个特定阵营亚种的异界生物。你必须在每次引导能量时作出决定。若你选择治疗或伤害选定阵营的亚种或异界生物,你的引导能量将不会对其他生物产生影响。治疗和伤害量、以及豁免DC不做改变。
特殊说明:你可以多次选择本专长,效果并不叠加。每次选择本专长时,可以选择一个新的阵营。当你引导能量时,你必须决定影响哪个阵营。

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Alignment Channel
Source PRPG Core Rulebook pg. 117
Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Prerequisites: Ability to channel energy.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

Mythic Alignment Channel
Source Mythic Adventures pg. 54
The power of your faith harms all creatures that follow the alignment you abhor.
Prerequisites: Alignment Channel.
Benefit: Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just outsiders, and not just those with the alignment subtype), but grants only half healing or deals only half damage to these targets. Alternatively, you can expend two uses of mythic power when using Alignment Channel to affect all targets of the chosen alignment as if they had that alignment subtype.

灵光爆发(Aura Flare)
出自 Horror Adventures pg. 82
你可以让你的阵营灵光爆发来削弱你的敌人。
前置条件:魅力13;灵光,善良灵光,或邪恶灵光职业特性;引导能量4d6;强烈或刺目的善良或邪恶灵光。
专长效果:每日一次,当你引导能量时,你可以令你的神性灵光以一种势不可挡之力爆发,这会影响灵光范围内的全部善良生物(如果你引导负能量)或全部邪恶生物(如果你引导正能量)。这效果将额外附加在引导能量的正常效果之外。当你的灵光爆发时,根据你的灵光强度选择以下一项效果。你可以选择比你灵光更低强度的效果。
强烈:受到影响的生物必须通过一次强韧检定(DC=10+1/2给予你引导能量能力的职业等级+你的魅力调整值),否则在1d4轮内陷入疲乏。
刺目:受到影响的生物必须通过一次强韧检定(DC=10+1/2给予你引导能量能力的职业等级+你的魅力调整值),否则在1d4轮内陷入恍惚。

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Aura Flare
Source Horror Adventures pg. 82
You are able to flare your alignment aura to debilitate your foes.
Prerequisites: Cha 13; aura, aura of good, or aura of evil class feature; channel energy 4d6; strong or overwhelming good or evil aura.
Benefit: Once per day, when you channel energy, you are also able to cause your divine aura to flare in a display of overwhelming force, affecting all good creatures within the aura (if you channel negative energy) or all evil creatures in the aura (if you channel positive energy). This effect is in addition to the normal effects of channeling energy. When you flare your aura, select from one of the following options based on the strength of your alignment aura. You can select a lower-strength effect.
Strong: Affected creatures must succeed at a Fortitude save (DC = 10 + 1/2 your class level in the class granting you the channel energy ability + your Charisma bonus) or be fatigued for 1d4 rounds.
Overwhelming: Affected creatures must succeed at a Fortitude save (DC = 10 + 1/2 your class level in the class granting you the channel energy ability + your Charisma bonus) or be staggered for 1d4 rounds.

希望灯塔(Beacon of Hope)
出自 Inner Sea Gods pg. 207
你以强大的希望激励着所有浴血奋战的盟友们
前置条件:引导能量3d6,信仰密拉妮(Milani)
专长效果:每当你引导正能量治疗活物时,你所治疗的目标就会在豁免投骰,攻击检定和技能检定上获得+2士气加值,效果持续等同于你的魅力调整值轮(最小1轮)。

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Beacon of Hope
Source Inner Sea Gods pg. 207
Your hope inspires allies in their struggles.
Prerequisites: Channel energy 3d6, worshiper of Milani.
Benefit: When you channel positive energy to heal living creatures, those you heal gain a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks for a number of rounds equal to your Charisma bonus (minimum 1 round).

赋予希望(Bestow Hope)
出自 Inner Sea Gods pg. 207, Faiths of Purity pg. 25
在以正能量医疗盟友之外,你还会散发出激励他们继续战斗的勇气之光。
前置条件:精通引导,引导正能量职业特性,信仰莎恩芮(Sarenrae)
专长效果:每当你以引导能量能力治疗了一个生物,你还可以减轻他承受的恐惧。如果生物处于战栗状态,此状态提前结束;如果他处于恐慌状态,状态将变为战栗;如果他处于惊惧状态,状态将变为恐慌。

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Bestow Hope
Source Inner Sea Gods pg. 207, Faiths of Purity pg. 25
You instill hope in the creatures you heal.
Prerequisites: Improved Channel, channel energy class feature, worshiper of Sarenrae.
Benefit: When you heal a creature by channeling positive energy, you also relieve its fear. If a creature you heal is shaken, that condition ends. If the creature is frightened, it becomes shaken instead. If the creature is panicked, it becomes frightened instead.

支持亡灵(Bolster Undead)
出自 Inner Sea Gods pg. 208
你可以增强自己控制的不死者,让它们无惧正能量的效力
前置条件:引导能量6d6,信仰厄迦图娅(Urgathoa)
专长效果:每当你通过引导能量治疗不死生物时,你可以让所有被治疗的不死生物获得+1引导抗力(或是在现有的引导抗力上获得+1加值),效果持续等同于你的魅力调整值轮(最小1轮)。

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Bolster Undead
Source Inner Sea Gods pg. 208
You can fortify undead against positive energy.
Prerequisites: Channel energy 6d6, worshiper of Urgathoa.
Benefit: Whenever you channel negative energy to heal undead creatures, you grant all undead you heal +1 channel resistance (or a +1 bonus to their existing channel resistance) for a number of rounds equal to your Charisma modifier (minimum 1 round).

不谐引导(Channel Discord)
出自 Inner Sea Gods pg. 208
你引导的负能量能同时将无底深渊的混乱植入敌人心中
前置条件:引导能量8d6,信奉恶魔领主(demon lord)之一
专长效果:每日一次,当你引导负能量伤害活物时,作为对目标造成伤害的额外效果,你可以使在意志豁免检定中失败的目标受到法术狂乱之歌(Song of Discord)的效果(施法者等级等同于你的有效牧师等级)。

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Channel Discord
Source Inner Sea Gods pg. 208
You can focus the Abyss’s power to sow discord among those who take damage from your channeled energy.
Prerequisites: Channel energy 8d6, worshiper of a demon lord.
Benefit: Once per day when you channel negative energy to harm living creatures, in addition to dealing damage you can choose to affect those who fail their Will save against your channel with a song of discord (caster level equal to your effective cleric level).

坚韧引导(Channel Endurance)
出自 Inner Sea Gods pg. 209
召唤风与澜的伟力,你能让盟友们撑过最狂暴的自然灾害
前置条件:引导能量3d6,信仰哥兹莱(Gozreh)
专长效果:每天一次,当你引导正能量治疗活物时,你可以选择令受到引导能量治疗的每一个生物都获得法术忍受环境的效果(施法者等级等同于你的有效牧师等级)。这个效果持续24小时。

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Channel Endurance
Source Inner Sea Gods pg. 209
Calling upon the winds and the waves, you prepare your allies for the dangers of the natural world.
Prerequisites: Channel positive energy 3d6, worshiper of Gozreh.
Benefit: Once per day when you channel positive energy to heal living creatures, you can choose to grant each healed creature the benefit of endure elements (caster level equal to your effective cleric level). This effect lasts 24 hours.

原力导能(Channel Force)
出自 Advanced Race Guide pg. 88
你引导的能量出自于你的信仰,让你可以移动并伤害你的敌人。
前置条件:神裔,引导能量2d6
专长效果:当你引导能量以造成伤害,你可以选择仅影响30尺内一个单独目标。除了造成伤害,如果该单独目标豁免失败,你可以对其进行推动或拖曳(pull or push,Bestiary第303页),距离为你每能造成2d6引导能量伤害则增加5尺。

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Channel Force
Source Advanced Race Guide pg. 88
Your channel is bolstered by your faith, allowing you to move and damage your foes.
Prerequisites: Aasimar, channel energy 2d6.
Benefit: When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its saving throw, you may pull or push (Pathfinder RPG Bestiary 303) the target up to 5 feet for every 2d6 points of channel energy damage you are capable of dealing.

精通原力导能(Improved Channel Force)
出自 Advanced Race Guide pg. 88
你用闪光的能量射线移动你的敌人。
前置条件:原力导能,神裔,引导能量4d6
专长效果:当你使用原力导能,你可以影响60尺直线路径或30尺半径锥形爆发范围内的所有生物。你必须统一决定拖曳还是推动所有豁免检定失败的生物。

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Improved Channel Force
Source Advanced Race Guide pg. 88
You move your enemies within a beam of righteous energy.
Prerequisites: Channel Force, aasimar, channel energy 4d6.
Benefit: When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must choose to either push or pull all creatures within the affected area that fail their saves.

高等原力导能(Greater Channel Force)
出自 Advanced Race Guide pg. 88
你用爆发出的神圣力量冲击你的敌人。
前置条件:原力导能,精通原力导能,神裔,引导能量6d6
专长效果:当你使用精通原力导能,你可以影响30尺爆发半径内的所有生物。

剧透 -   :
Greater Channel Force
Source Advanced Race Guide pg. 88
Your eruptions of divine power move your enemies.
Prerequisites: Channel Force, Improved Channel Force, aasimar, channel energy 6d6.
Benefit: When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.

引导射线(Channel Ray)
出自 Ranged Tactics Toolbox pg. 12
你可以将引导出的能量集中到一个目标身上。
前置条件:引导能量职业特性
专长效果:当你引导能量时,你可以从圣徽上射出一道射线而非能量爆。对非自愿目标射出的能量需要进行远程接触攻击检定以命中;命中目标受到正常引导能量效果,非自愿目标正常需要进行豁免检定。对自愿生物引导射线无需攻击检定。引导射线的射程为每引导骰30尺,且此法引导出的能量射线豁免DC增加2。

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Channel Ray
Source Ranged Tactics Toolbox pg. 12
You can focus your channeled energy on a single target.
Prerequisites: Channel energy class feature.
Benefit: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.

导能浪潮(Channel Surge)
出自 Cohorts and Companions pg. 15
你是释放神圣或亵渎之力的强力渠道。
先决条件:引导能量或圣疗职业特性
专长效果:当你引导能量或者释放圣疗时,可以以一个整轮动作,花费两发该能力来将治疗或伤害量增加50%。

剧透 -   :
Channel Surge
Source Cohorts and Companions pg. 15
You are a mighty conduit of sacred or profane power.
Prerequisites: Channel energy or lay on hands class feature.
Benefit: When you channel energy or lay on hands, you may expend two uses of the ability as a full-round action to increase the amount of healing or damage you do by +50%.

引导祝福(Channeled Blessing)
出自 Advanced Class Guide pg. 143
你引导的能力将传递来自战斗祭司的祝福
前置条件:祝福(Blessings)职业特性,引导能量职业特性
专长效果:每当你引导能量来治疗伤害时,你可以选择将一个你的战斗祭司祝福传递给一名被你引导能量范围内的自愿生物(包括你自己),以代替其将从引导能量中获得的治疗。这个祝福能力必须需要标准动作启动并且可以影响一个或多个生物。即使这个祝福通常可以影响多个生物,但你只能以此法影响这一个生物。目标将受到祝福的效果来代替原本引导能量的治疗和引导能量带来的任何其他效果。本能力不会消耗你祝福能力的每日使用次数。

剧透 -   :
Channeled Blessing
Source Advanced Class Guide pg. 143
Your channeled energy can deliver a warpriest's blessing.
Prerequisites: Blessings class feature, channel energy class feature.
Benefit: When you channel energy to heal, you can instead deliver a warpriest’s blessing to a single willing creature (including yourself ) in the area that otherwise would have been healed by your channeled energy. The blessing must be one that requires a standard action and affects one or more creatures. If the blessing would normally affect multiple targets, you affect only a single target. The target receives the blessing in place of the healing and any other effects of the channeled energy. (This application doesn’t count toward your uses of blessings per day.)

惩责导能(Channeling Scourge)
出自 Ultimate Combat pg. 92
你在追猎你的信仰之敌时怀着如此之高的热情,以至于你的引导能量能力在造成伤害时变得更加强大。
前置条件:引导能量职业特性,审判者1级。
专长效果:当你使用引导能量造成伤害时,将你的审判者职业等级视为牧师等级来计算伤害骰数量和豁免DC。

剧透 -   :
Channeling Scourge
Source Ultimate Combat pg. 92
Your zeal for hunting your faith’s enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.
Prerequisites: Channel energy class feature, inquisitor level 1st.
Benefit: When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.

引导变化(Channeling Variance)
出自 Magic Tactics Toolbox pg. 9
你根据你的神的教条调整了你的引导能量。
前置条件:领域职业特性,引导能量职业特性,必须信仰一个神祇并从其获得法术
专长效果:选择一种变体引导能力(极限魔法UM28页)。该能力必须与你神祇的其中一个领域,子域或神职相配。每天3次,当你引导能量时,你能应用该选择的变体引导能力,包括引导伤害或治疗量上的减少。如果你已经拥有了变体引导能力,该专长改为允许你每天三次如同未应用变体引导效果一般引导能量。
特殊说明:该专长能选择2次。当你第二次选择时,你可以在引导能量时随意使用引导变化专长,而非原本的每天3次。

剧透 -   :
Channeling Variance
Source Magic Tactics Toolbox pg. 9
You alter your channeled energies based on your god’s tenets.
Prerequisites: Domain class feature, channel energy class feature, must worship and receive spells from a deity.
Benefit: Choose one variant channeling ability (Pathfinder RPG Ultimate Magic 28). The chosen ability must match one of your deity’s domains, subdomains, or areas of concern. Three times per day when you channel energy, you can apply the modifications of the chosen variant channeling ability to your channeled energy, including reductions to the damage dealt or healing performed by your channeled energy.
If you already have a variant channeling ability, this feat instead allows you to channel energy without the modifications of your chosen variant channeling ability (including reductions to the damage dealt or healing performed by your channeled energy) three times per day.
Special: This feat can be selected twice. The second time you do, you can use Channeling Variance whenever you channel energy instead of just three times per day.

额外变化(Extra Variance)
出自 Magic Tactics Toolbox pg. 9
你可以用新的方式提高你引导的能量。
前置条件:引导变化专长或变体引导能力,引导能量职业特性
专长效果:你获得额外多一种符合你神祇的领域,子域或神职的变体引导能力。每天3次,你可以应用这种变体引导的调整到你的引导能量上,包括降低伤害或治疗量。你不能同时将多种变体引导能力应用到一次引导中。
特殊说明:该专长能选择多次。每次选择,都可以获得一种变体引导能力。如果你已选择引导变化专长2次,你可以在引导能量时任意使用该专长获得的变体引导。

剧透 -   :
Extra Variance
Source Magic Tactics Toolbox pg. 9
You can augment your channeled energy in new ways.
Prerequisites: Channeling Variance or variant channeling ability, channel energy class feature.
Benefit: You gain one additional variant channeling ability that matches one of your deity’s domains, subdomains, or areas of concern. Three times per day, you can apply the modifications of this variant channel energy, reducing the damage dealt or healing performed by your channeled energy as normal. You cannot apply more than one variant channeling ability to your channeled energy at once.
Special: You can select this feat multiple times. Each time you do, you gain another variant channeling ability. If you have chosen Channeling Variance twice, you can use any variant channeling ability chosen with this feat whenever you channel energy.

真情引导(Clarifying Channel)
出自 Inner Sea Gods pg. 209
你的引导能量能在盟友心底唤起真爱,同时疗愈他们的肉体和心灵
前置条件:引导能量职业能力,信仰莎琳(Shelyn)
专长效果:每天一次,当你引导正能量治疗活物时,一个受到你的治疗且同时受到一个或多个允许豁免的魅惑或胁迫效果影响的生物能够立刻获得一次豁免投骰的机会来结束一个此类效果,这些生物在此次豁免投骰上获得相当于你的魅力调整值的神圣加值(至少+1)。

剧透 -   :
Clarifying Channel
Source Inner Sea Gods pg. 209
Your channeled energy heals the body and opens the mind to the possibility of true love.
Prerequisites: Channel energy class feature, worshiper of Shelyn.
Benefit: Once per day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Charisma bonus (minimum +1).

净化波纹(Cleansing Burst)
出自 Pathfinder #81: Shifting Sands pg. 73
你引导的能量能够摒除疾病。
前置条件:能够施放移除疾病(Remove Disease)或能够用恩惠治愈疾病,引导正能量职业特性
专长效果:当你引导正能量伤害不死生物或驱散亡灵(Turn Undead)时,范围内的全部不死生物将在1d4+1轮内失去以它们的近战或远程攻击引发疾病的能力。如果一名不死生物成功通过了对抗你引导能量的豁免,对于这名生物而言上述效果的持续时间将缩短为1轮。免疫正能量的生物也免疫此能力。
当你引导正能量治疗活物时,范围内的全部活物将在1d4+1轮内在对抗疾病的豁免上获得+4神圣加值。不会被正能量治疗的生物无法获得上述好处。

剧透 -   :
Cleansing Burst
Source Pathfinder #81: Shifting Sands pg. 73
Your channeled energy wards off disease.
Prerequisites: Able to cast remove disease or the ability to cure disease with a mercy, channel positive energy class feature.
Benefit: When you channel positive energy to harm or turn undead creatures, any undead creatures in the area lose the ability to cause disease with their melee and ranged attacks for 1d4+1 rounds. If an undead creature successfully saves against your channeled energy, this duration is reduced to 1 round for that creature. Immunity to positive energy negates this ability.
When you channel positive energy to heal living creatures, any living creatures in the area gain a +4 sacred bonus on saving throws against disease for 1d4+1 rounds. Creatures not healed by positive energy receive no benefit.

契信引导(Conversion Channel)
出自 Inner Sea Gods pg. 209
当你引导负能量时,你可以通过提供治疗来吸收信众。
前置条件:引导能量7d6,信仰阿斯莫迪斯(Asmodeus)
专长效果:每天一次,当你引导负能量伤害活物时,你可以同时治疗阿斯莫迪斯的信徒,视为你在引导正能量。在引导能量范围内的阿斯莫迪斯信徒将受到相当于引导负能量伤害量的正能量治疗。如果一个非阿斯莫迪斯信徒处于你的引导负能量范围内,他可以通过一个直觉动作改宗阿斯莫迪斯以获得同样的正能量治疗。在此之后,只要他真诚的信仰阿斯莫迪斯,你的引导负能量就将治疗而非伤害他。这种改变信仰的行为只能通过法术赎罪术或类似的效果解除。

剧透 -   :
Conversion Channel
Source Inner Sea Gods pg. 209
When you channel negative energy, you can heal others in return for their obedience.
Prerequisites: Channel energy 7d6, worshiper of Asmodeus.
Benefit: Once per day when you channel negative energy to deal damage to living creatures, you can grant the effects of channeling positive energy to the faithful of Asmodeus. Worshipers of Asmodeus within the area of your channel recover a number of hit points equal to the amount of negative energy channeled. Non- Asmodeus worshipers within the channeled energy can convert to the worship of Asmodeus as an immediate action in order to gain this healing effect. As long as their conversion is sincere, willing converts gain the healing instead of the damage from the channeled negative energy. Such a conversion can only be undone by an atonement or similar effect.

爆破协避(Coordinated Blast )[团队]
出自 Inner Sea Races pg. 204
以训练有素的精准手法,你可以在你的法术范围内创造安全空间,让你的盟友们保持安全。
前置条件:法术辨识5级,任意种族类法术能力
专长效果:当你使用影响一个区域的法术或者能力(例如,火球术或引导能量)时,你可以从该区域中将任意具有该专长的盟友排除在范围效果外。

剧透 -   :
Coordinated Blast (Teamwork)
Source Inner Sea Races pg. 204
With trained precision, you create safe pockets within the areas of your spells, inside which your allies remain safe.
Prerequisites: Spellcraft 5 ranks, any racial spell-like ability.
Benefit: Whenever you use a spell or ability with an area (such as fireball or channel energy), you can exclude any number of allies who also have this feat from that area of effect.

元素导能(Elemental Channel)
出自 PRPG Core Rulebook pg. 122
选择一种元素类型,例如气、土、火或者水。你能够引导你的神圣能量伤害或治疗你所选择的元素类型的异界生物。
前置条件:引导能量职业特性
专长效果:作为通常效果的替代,你可以选择在引导能量时治疗或伤害你所选的元素类型的异界生物。你必须在每次引导能量时做出选择。若你选择治疗或伤害特定元素类型的生物,则你的引导能量对其他生物不产生任何效果。除此之外,治疗或造成的伤害点数及令伤害减半的豁免DC均保持不变。
特殊说明:你可以多次选择本专长,其效果并不累加。每次你都必须选择一个新的元素类型。

剧透 -   :
Elemental Channel
Source PRPG Core Rulebook pg. 122
Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.
Prerequisites: Channel energy class feature.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.

Mythic Elemental Channel
Source Mythic Adventures pg. 64
Your power over elemental beings is nearly absolute.
Prerequisites: Elemental Channel.
Benefit: Your Elemental Channel can affect any elemental subtype, not just the one you chose when you took Elemental Channel. Each time you use Elemental Channel, you must pick one elemental subtype before using the feat. You can expend one use of mythic power when you use Elemental Channel to choose a second elemental subtype to affect.

额外引导(Extra Channel)
出自 Advanced Class Guide pg. 146, PRPG Core Rulebook pg. 123
你能更频繁地引导能量。
先决条件:引导能量职业特性
专长效果:你每日能够多引导能量2次。
特殊说明:若一名拥有引导能量能力的圣骑士选择本专长,则她可以每日多使用4次圣疗,但仅能用于引导正能量。如果一名拥有引导能量能力的战斗祭司选择本专场,则他获得4次额外的热诚每日使用次数,但他仅能使用这些次数来引导能量。

剧透 -   :
Extra Channel
Source Advanced Class Guide pg. 146, PRPG Core Rulebook pg. 123
You can channel divine energy more often.
Prerequisites: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times per day, but only to channel positive energy. If a warpriest with the ability to channel energy takes this feat, he gains four additional uses of fervor per day, but can use them only to channel energy.

注命引导(Fateful Channel)
出自 Inner Sea Gods pg. 212
你的引导能量不但能治疗伤口,甚至能重编命运之线
前置条件:引导正能量3d6,信仰法莱斯玛(Pharasma)
专长效果:当你引导正能量治疗活物时,你可以给予每一个被你所治疗的生物一次机会,让他们在一次攻击投骰,技能检定或豁免投骰时可以骰两次并选择较好的结果,上述效果持续轮数等同于你的魅力调整值(至少为1)。多次使用此能力的效果不叠加,但是每次使用后可以重置上述效果的持续时间。每个生物每次仅能从一个上述效果中受益。

剧透 -   :
Fateful Channel
Source Inner Sea Gods pg. 212
Your faith not only heals the body, it tugs the strands of fate.
Prerequisites: Channel positive energy 3d6, worshiper of Pharasma.
Benefit: When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time.

嗜血煽动(Foment the Blood)PFS不可用
出自 Advanced Race Guide pg. 141
你可以释放出一股能量,驱使兽人们陷入狂怒。
前置条件:引导能量职业特性,兽人
专长效果:当你引导能量时,代替通常效果,你可以给予兽人在武器伤害和重击确认检定的加值直到你的下一轮。这一加值等同于你引导能量治疗或伤害的骰数。你的引导能量对影响范围内的其他生物如常生效。

剧透 -   :
Foment the Blood
Source Advanced Race Guide pg. 141
You can unleash a wave of energy that drives orcs into a frenzy.
Prerequisites: Channel energy class feature, orc.
Benefit: When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls until your next turn. This bonus is equal to the number of dice your channeled energy normally heals or harms. Your channel has its normal effect on other creatures in the area.

力能引导(Forceful Channel)
出自 Inner Sea Gods pg. 212
以内希斯的毁灭之力为源,你引导的是纯粹的力场能量爆发
前置条件:引导负能量7d6,信仰内希斯(Nethys)
专长效果:每天一次,当你引导负能量伤害活物时,你可以令受到影响的生物进行强人检定以替代通常的意志检定。受此引导能量影响的生物将从中受到力场伤害(成功的豁免可以使伤害减半)。豁免检定失败的生物还会被击倒至俯卧。

剧透 -   :
Forceful Channel
Source Inner Sea Gods pg. 212
Calling on the destructive aspect of Nethys, you channel pure force.
Prerequisites: Channel negative energy 7d6, worshiper of Nethys.
Benefit: Once per day when you channel negative energy to deal damage to living creatures, you can cause affected creatures to make Fortitude saves instead of Will saves. Affected creatures take the amount of damage channeled in force damage (a successful save halves). Creatures that fail their saves are also knocked prone.

苍翠追随者(Green Faith Acolyte)
出自 Inner Sea World Guide pg. 287, Guide to Darkmoon Vale pg. 60, Pathfinder Campaign Setting pg. 218
经过修行,你可以以不会伤害自然环境的方式引导你的法术能量。
先决条件:苍翠誓约的成员(Follower of the Green Faith)
专长效果:你所施展的任何造成伤害、引导负能量或以其他能够伤害活物的方式不会再伤害到普通或魔法创造的植物。此外,当你施展那些操纵、治疗或强化普通或魔法植物的法术(例如纠缠术entangle或植物滋长plant growth)时,你的施法者等级提高1级。

剧透 -   :
Green Faith Acolyte
Source Inner Sea World Guide pg. 287, Guide to Darkmoon Vale pg. 60, Pathfinder Campaign Setting pg. 218
You have trained to channel your magical energies in ways that do not harm the natural world around you.
Prerequisites: Follower of the Green Faith.
Benefit: Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants. In addition, whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level.

炼狱镣铐(Hellish Shackles)
出自 Inner Sea Gods pg. 212
你可以召来地狱的枷锁困住敌人
先决条件:引导能量5d6,信仰魔鬼大公(Archdevil),炼狱公爵(Infernal Duke),雄霸魔(Malbranche)或娼妇女王(Whore Queen)之一
效果:每天一次,当你引导负能量伤害活物时,你可以尝试使被伤害的生物受到法术次元锚的影响。受到引导能量伤害的生物必须通过一个DC等同于你的引导能量DC的意志检定(在对抗引导负能量的豁免检定中失败的生物,在上述检定还会承受-4减值),否则将受到法术次元锚的影响,持续等同于你的魅力调整值分钟(至少一分钟)。

剧透 -   :
Hellish Shackles
Source Inner Sea Gods pg. 212
You can channel the shackles of Hell onto your foes.
Prerequisites: Channel energy 5d6; worshiper of an archdevil, infernal duke, malbranche, or whore queen.
Benefit: Once per day when you channel negative energy to damage living creatures, you can attempt to affect damaged creatures with a dimensional anchor. Those damaged must make a successful Will save (DC equal to the DC of the channel effect) in addition to the normal Will save to halve damage from the channeled energy. Those that fail their save against the channeled energy take a –4 penalty on their saving throw against the dimensional anchor effect. Those that fail their second Will save are affected by dimensional anchor for a number of minutes equal to your Charisma modifier (minimum 1 minute).

精通导能(Improved Channel)
出自 PRPG Core Rulebook pg. 126
你引导的能量难以被抵抗。
前置条件:引导能量职业特性
专长效果:你引导能量的豁免DC+2。

剧透 -   :
Improved Channel
Source PRPG Core Rulebook pg. 126
Your channeled energy is harder to resist.
Prerequisites: Channel energy class feature.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Mythic Improved Channel
Source Mythic Adventures pg. 66
As a divine conduit for energy, you're unmatched.
Prerequisites: Improved Channel.
Benefit: Non-mythic creatures that take damage from your channel energy must roll their saving throws twice and take the lower result.

元气引导(Ki Channel)
出自 Inner Sea Gods pg. 213
你不但能引导正能量,你还能调节精气神的流动
先决条件:引导正能量职业能力,信仰义洛理(Irori)
效果:当你引导正能量治疗活物时,任何此引导能量治疗的生物可以选择恢复气池作为替代。生物可以恢复的气池点数等同于你的引导能量骰数。一个可以此法恢复气池点数的生物必须选择恢复气池点数或接受治疗中的一个效果(它不能两者都选)。

剧透 -   :
Ki Channel
Source Inner Sea Gods pg. 213
When you channel positive energy, you can also channel ki.
Prerequisites: Channel positive energy class feature, worshiper of Irori.
Benefit: When you channel positive energy to heal living creatures, any creature that could be healed by the channeled energy can choose to regain ki from it instead. Affected creatures regain a number of ki points equal to the number of dice healed by the channel. A creature regaining ki in such a way must either regain ki or be healed by the channel (it cannot gain both).

解放引导(Liberation Channel)
出自 Inner Sea Gods pg. 213
你引导的能量将带来真正的自由
先决条件:引导能量7d6,信仰凯登•凯连(Cayden Cailean)
效果:当你引导正能量治疗活物时,任何受到你的引导能量治疗的生物也同时获得法术自由行动的效果(施法者等级等同于你的有效牧师等级),效果持续等同于你的魅力调整值轮(至少1轮)。

剧透 -   :
Liberation Channel
Source Inner Sea Gods pg. 213
Your channeled energy is truly liberating.
Prerequisites: Channel energy 7d6, worshiper of Cayden Cailean.
Benefit: When you channel positive energy, any creature healed by the channel also gains the effect of freedom of movement for a number of rounds equal to your Charisma modifier (minimum 1 round). This effect has a caster level equal to your effective cleric level.

幸运治疗(Lucky Healer)
出自 Advanced Race Guide pg. 66
你的运气使你比其他人得到的治疗更有效。
先决条件:万用幸运种族特性,半身人
好处:当你接受一次魔法治疗(名字带有“治疗”的法术或引导能量)时,消耗一次万用幸运种族特性使用次数,你可以重骰你的治疗骰。你获得两次投骰中较大的治疗量。受到相同治疗效果的其他生物无法享受上述好处。
剧透 -   :
Lucky Healer
Source Advanced Race Guide pg. 66
Your luck allows you to draw from magical healing far more efficiently than most.
Prerequisites: Adaptive luck racial trait, halfling.
Benefit: When a magical healing effect (such as a spell with "cure" in the title or channel energy) cures you, you can spend one use of your adaptable luck racial trait to reroll the amount of damage cured. You regain a number of hit points equal to the new roll or the original roll, whichever is greater. Other creatures healed by the effect do not gain this benefit.

阎摩威仪(Majesty of the Yamaraj)PFS不可用,冒险之路:暴君魔爪(Tyrant's Grasp)
出自 Pathfinder #139: The Dead Road pg. 71
前置条件:引导能量5d6,黄昏行者(Duskwalker),幽冥猎手(Ghost Hunter)种族特性
专长效果:当你引导正能量伤害不死生物时,你可以以自由动作额外花费幽冥猎手(Ghost Hunter)种族能力。你引导的能量将以幽冥甲虫或其他食腐昆虫的样子出现,对不死生物造成额外50%的伤害。另外你获得额外一次幽冥猎手(Ghost Hunter)的每日使用次数。

剧透 -   :
Majesty of the Yamaraj
Source Pathfinder #139: The Dead Road pg. 71
The magistrates of death can breathe death and decay. You were in the presence of a final judge once and your soul remembers that moment still.
Prerequisites: Channel energy 5d6, duskwalker, ghost hunter racial trait.
Benefit: When you channel positive energy to harm undead, you can expend your ghost hunter racial ability as a free action. Your channeled energy takes the form of spectral beetles and other insectile scavengers, dealing 50% more damage to the undead. You also gain an additional daily use of ghost hunter.

荒野自如(Nature's Freedom)
出自 Ultimate Wilderness pg. 116
前置条件:动物或植物领域,引导能量职业特性
专长效果:当你引导能量时,你可以额外花费一次引导能量次数,令受到影响的生物可以不受阻碍地在灌木丛中穿行如同德鲁伊的穿林步(Woodland Stride)职业特性。上述效果持续轮数等同于你的魅力调整值(至少1轮)。重复使用本专长可以延长穿林步效果的持续时间。

剧透 -   :
Nature's Freedom
Source Ultimate Wilderness pg. 116
Creatures affected by your channel energy are not affected by difficult terrain.
Prerequisites: Animal or Plant domain; channel energy class feature.
Benefit: When you expend one additional use when you channel energy, you enable affected creatures to move freely through undergrowth as per the druid's woodland stride class feature. This effect lasts a for number of minutes equal to your Charisma modifier (minimum 1). Multiple uses of this feat extend the duration of the woodland stride effect.

贵族后裔[塔尔多变体](Noble Scion [Taldor Variant])PFS不可用,冒险之路:皇冠战争(War of the Crown)
出自 War for the Crown Player's Guide pg. 10
你是欧帕拉某个显贵家族的一员,不论你跟亲戚们的关系到底好不好。部分家族是支持马克西勒·法撒琉斯的尊皇党人,因此你可能被视为家门之耻或甚至被断绝关系。
前置条件:魅力13或帝都之子(Child of Oppara)背景特性,必须在1级时选取。
效果:你在所有知识(贵族)检定上获得+2加值,且知识(贵族)总是你的本职技能。你还会依照出身的家族获得其他效果。
巴斯利 Basri:巴斯利一家自古出了许多使节、外交官、旅行者,而且还是全塔尔多中跟奇奥尼精灵关系最紧密的人类家族。你在游戏开始时获得下列之一的奖励语言:天界语、精灵语、地侏语或木族语。你擅长下列之一种武器:(复合)长弓、长剑、细剑或(复合)短弓;若你在1级时便已擅长所有军用武器,则可以选择擅长精灵曲剑。
克莱门 Clement:克莱门一家迦伦德裔与芒吉裔的祖宗光荣地参与了第六探险军,并因军功获赐领地。你的家族将此贵族头衔维持至今,并以敏锐的洞察及一针见血的批判闻名。你可以在进行交涉检定时,以感知调整值取代魅力调整值。
寇席纳 Corcina:寇席纳一家于第二探险军时期发迹,并继承了探索与航海的传统。你在攀爬与脱逃检定上获得+1加值,并在辨认方位的生存检定上获得+2加值。
卡西斯 Karthis:卡西斯一家由历战老兵、蛊惑政客与激进排外者所组成。随着亲戚向尊皇党靠拢,你逐渐与他们疏远,但自幼透过勤练学会的技巧可不是说忘就忘。你在进行先攻检定时,可以用魅力调整值取代敏捷调整值。
凯斯特纳 Kastner:凯斯特纳一家不遗余力地对抗他们在切利亚斯那些崇拜魔鬼的亲戚,这陈年积怨产生了许多塔尔多史上最高强的治疗者、祭司与谈判员。你每日额外获得1次引导能量、圣疗、催眠师诡计使用次数,或是每日额外获得3轮吟游表演时间。你只会获得上述效果之一,即使你日后在提供上述其他能力的另一个职业上获得等级。
拉希德 Lotheed:拉希德一家自古便是魔道名门,出了许多塔尔多史上最高明的法师与奥术研究者,在内海地带某些藏书最丰富的奥术图书馆学习可说是你们一族的特权。若你的智力值为11或更高,你获得下列类法术能力:1/每日─舞光术,魔法伎俩,阅读魔法,隐形仆役。这些能力的CL等于你的职业等级的一半。
梅罗赛特 Merosett:梅罗赛特一家的机智成员是塔尔多官僚系统中的老面孔,最为擅长追查祖籍以及回避繁文缛节。你在发出暗语的唬骗检定与解读暗语的察言观色检定上获得+5加值。你在搜索资料库、跑公文、检查契约以及进行其他你的家族早已世代掌握的复杂行政程序时,只需正常耗时的一半。
斯塔维安 Stavian:斯塔维安一家即是塔尔多皇室。贵为皇亲国戚的你,人生中自然充满物质享受,但也广受各方压力影响,实际上危机四伏。你在抵抗毒素的强韧豁免,以及抵抗魅惑与胁迫子学派的惑控法术的意志豁免上获得+2加值。
托伯特 Talbot:托伯特一家十分的保守,但比起贵族来更像商人;只要有钱赚,贵族义务什么的可以抛到九霄云外。他们十分厌恶冒险者,若有亲人志愿冒险便群起挞伐,假若出道更是会断绝关系─你就是这样被逐出家门的。你在1项自选的专业技能上获得+2加值。每日1次,你可用该专业技能替代1次知识检定。
法利玛 Varima:法利玛一家于数百年前自乌笃剌移民来塔尔多,靠着东国贵族的背景、多如繁星的贸易契约、以及无人能及的谈判术,马上就成了欧帕拉社交界不可或缺的成员。每当你使用交涉技能来影响一群人或一个房间(但不能是特定的个人)时,你可以双骰取高。
佛尼森特 Vernisant:佛尼森特一家是统御闪耀远征的阿尼森特大将军的后人......给我记好了!激进尊皇党亲戚们狂热的国家主义思想使他们和你形同陌路,但重视涵养的家训依旧不离你心。你在所有至少持有1级的知识技能上获得+1加值。
芬马克 Vinmark:芬马克一家说是新来的老外也不为过,这个乌尔芬家族才刚在19年前被升扬至贵族之位─斯塔维安三世为了奖励族长担任乌尔芬卫士的苦劳,将欧帕拉男爵的头衔赏赐给了他。老牌贵族们认为你们一家粗鲁野蛮,平时忙着将你们排挤出政坛,只有在想透过你们跟大亲王讨人情的时候才会来接触,但透过实务取得的务实经验,以及见识官场后的愤世嫉俗,给了你大多数塔尔多贵族缺乏的观点。每日1次,当你进行察言观色检定时,你可以双骰取高。
杰斯派尔 Zespire:杰斯派尔一家由于经营慈善机构与推行社会改革之故,在欧帕拉社交界没什么盟友,但受到普罗大众与低阶贵族所全心支持。你在面向平民或阶级为勋爵或骑士的贵族,所进行的交涉或表演检定上获得+2加值。
特殊说明:此专长是贵族后裔ISWG的变体,若你选取了此变体,则不能再选取原专长。
剧透 -   :
Noble Scion (Taldor Variant)
Source War for the Crown Player's Guide pg. 10
You are a member of one of the significant noble families of Oppara, whether or not you remain in good standing with your family. In many cases, these families are Imperialists loyal to Maxillar Pythareus, and as such you either are a black sheep or your family has cut you off entirely.
Prerequisites: Charisma 13 or Child of Oppara trait, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
Basri: You come from the long line of ambassadors, diplomats, and travelers that make up the Basri, and your family maintains the strongest ties to the elven nation of Kyonin of any Taldan humans. Select one of the following as a bonus starting language: Celestial, Elven, Gnome, Sylvan. You gain proficiency in one of the following weapons: longbow (including composite), longsword, rapier, or shortbow (including composite). If you gain proficiency in all martial weapons at 1st level, you can instead select elven curve blade.
Clement: Your Garundi and Mwangi ancestors served Taldor proudly during the Sixth Army of Exploration and were awarded titles for their service. Your family, which has maintained their noble titles to this day, is known for keen insights and biting observations. You can substitute your Wisdom modifier for your Charisma modifier when attempting Diplomacy skill checks.
Corcina: Your family came to prominence during the Second Army of Exploration, and maintains a legacy as explorers and sailors. You gain a +1 bonus on Climb and Escape Artist checks, and a +2 bonus on Survival checks to navigate.
Karthis: Yours is a family of distinguished military veterans, charismatic demagogues, and xenophobic zealots. As the rest of the family becomes increasingly Imperialist, you have made no effort to remain in their good graces, but you retain the skills they taught you during a childhood of rigorous training. You can apply your Charisma modifier instead of your Dexterity modifier to Initiative checks.
Kastner: Your stalwart family defines itself by opposing your devil-worshiping Chelish cousins, a grudge that inspired some of Taldor’s greatest healers, priests, and negotiators. You gain one additional use per day of channel energy, lay on hands, or mesmerist tricks, or 3 additional rounds of bardic music per day. You gain only one of these benefits, even if you later acquire a second class that provides one of the other class features listed.
Lotheed: Your family ranks include the greatest wizards and arcane scholars in Taldor, and schooling in some of the most comprehensive arcane libraries in the Inner Sea was your birthright. If your Intelligence is 11 or higher, you gain the following spell-like abilities: 1/day—dancing lights, prestidigitation, read magic, unseen servant. The caster level for these effects is equal to one-half your class level.
Merosett: The cunning members of your large family, a longtime fixture in Oppara’s bureaucracy, specialize in tracking lineages and sidestepping red tape. You gain a +5 bonus on Bluff checks to send secret messages and Sense Motive checks to discern secret messages. You halve the time required to search through archives, navigate government offices, review contracts, or otherwise work with the complex bureaucracies your family has mastered for generations.
Stavian: As a close relative of the Grand Prince, yours has been a life of material comfort and indulgence, colored by constant threats and direct influence. You gain a +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools.
Talbot: Your starkly conservative family are merchants and entrepreneurs first and aristocrats second, willing to forgo duty if they can instead pursue profit. They condemn would-be adventurers and readily oust them from the family ranks, leaving you an outcast. You gain a +2 bonus on one Profession skill of your choice. Once per day, you can use this Profession skill in place of a single Knowledge skill check.
Varima: Your family immigrated to Taldor from Vudra hundreds of years ago, and thanks to noble roots, extensive trade contacts, and an unparalleled skill in negotiation, soon developed into a steadfast fixture of Oppara’s social scene. Whenever you use Diplomacy to influence a crowd or a room (but not individuals), you can roll twice and use the better result.
Vernisant: Your family is descended from the great general Arnisant, who commanded Taldan forces during the Shining Crusade... and they will never let anyone forget it! Their fierce Imperialist support and nationalist fervor has left you alienated from your relatives now, but their emphasis on scholarship left a mark nonetheless. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
Vinmark: Newcomers and outsiders, your Ulfen family was exalted to nobility 19 years ago, when Stavian III promoted your family patriarch to Baron of Oppara as a reward for service in the Ulfen Guard. Established aristocrats consider your family crude, choosing to leave them on the margins of Taldan politics unless a noble thinks they could use you to curry favor with the Grand Prince, but hard-won practicality and newborn cynicism grant you insight most Taldan nobles lack. Once per day when rolling a Sense Motive check, you may roll two dice and use the better result.
Zespire: Your family runs charities and lobbies heavily for social reform, leaving them with few friends among their Opparan peers but heartfelt support from the common folk and lesser nobility. You gain a +2 bonus on Diplomacy and Perform checks when dealing with common citizens and with nobles whose titles are limited to Lord, Lady, Knight, or Dame.
Special: This is a variant of the Noble Scion feat presented in Pathfinder Campaign Setting: The Inner Sea World Guide. If you take this version of the feat, you cannot also take the version presented in that book.

位面谐律(Planar Infusion)[汲引]
出自 Planar Adventures pg. 31
在另一个位面中度过一段艰难的岁月之后,你的身心和灵魂都被那个位面的力量所灌注。
前置条件:你必须除了你诞生的位面和主位面之外的一个位面度过了一段足够长的时间。通常来说,这段时光应当类似于在那个位面经历一场冒险,不过根据GM的判断,你也可以通过其他方式获得此专长,例如透过一件与那个位面相关的神器的影响经受了强大的位面效果,暴露在那个位面纯粹的能量之下,或者曾经在另一个位面阵亡又在那里被复活。
专长效果:你的身心或者灵魂因为你选择的满足前置条件的位面能量的灌注而获得了某种好处。位面谐律的具体描述可以在本书第三章的每个位面的谐律章节找到。需要动作启动的位面谐律能力均为超自然能力,除了那些明确地允许你释放一个法术的,在这种情况下它们是类法术能力。你从位面谐律获得的类法术能力的施法者等级等同于你的HD(至多20级)。所有其它的位面谐律能力均为特异能力。
特殊说明:你可以多次习得这个专长。每次习得时,你必须选择一个不同的位面来获取。如果位面谐律的特殊效果完全相同,这些效果不会叠加。
正能量位面(Positive Energy Plane)
基础谐律(Basic)
你被注入了原始的生命之力,每当你被正能量效果(包括所有治疗法术)治疗时,你恢复额外等同于你总HD的生命值。你在稳定伤势的体质检定获得+4加值。

剧透 -   :
Planar Infusion (Conduit)
Source Planar Adventures pg. 31
After enduring hardship on another plane, your body, mind, and soul have become infused with that plane’s power.
Prerequisite: You must spend a significant amount of time on a plane other than your home plane or the Material Plane. Typically, this amount of time should coincide with an adventure set on that plane, but at the GM’s discretion, you can qualify for this feat in other ways, such as by being subjected to a powerful planar effect via the influence of an artifact associated with that plane, being exposed to raw energies from the plane, or even by dying on another plane and being brought back to life in that reality.
Benefit: Your body, mind, or soul gains a benefit of some sort as a result of your infusion with the plane of your choice for which you meet the prerequisite. Details on planar infusions can be found in each plane’s Infusion section, as presented in Chapter 3 of this book. Planar infusions that take actions to activate are supernatural abilities unless they specifically allow for the use of a spell, in which case they are spell-like abilities. Your caster level for spell-like abilities granted by a planar infusion is equal to your Hit Dice (maximum CL 20th). All other planar infusions are extraordinary abilities.
Special: You can take this feat multiple times. Each time you do, you must select another plane for which you qualify. In cases where the specific effects of Planar Infusion are identical, the effects do not stack.
Positive Energy Plane
Basic You've been infused with raw life force, and whenever you’re healed by a positive energy effect (including all cure spells), you regain an additional number of hit points equal to your total Hit Dice. You gain a +4 bonus on Constitution checks to stabilize while dying.

投毒引导(Posioner's Channel)
出自 Inner Sea Gods pg. 215
你的引导负能量不但会伤害敌人,还能让他们在面对毒药的侵袭时更加虚弱
前置条件:引导负能量3d6,信仰诺格巴(Norgorber)
专长效果:每天一次,当你引导负能量伤害活物时,你可以使任何在对抗引导能量的豁免检定失败的生物在对抗毒素的豁免检定上承受-4减值。上述减值持续一分钟。

剧透 -   :
Poisoner's Channel
Source Inner Sea Gods pg. 215
You cause anyone damaged by your negative energy to become susceptible to poison.
Prerequisites: Channel energy 3d6, worshiper of Norgorber.
Benefit: Once per day when you channel negative energy to damage living creatures, you can cause any creatures that failed their save against your channel to take a –4 penalty on saving throws against poison effects. This penalty lasts for 1 minute.

强力圣徽(Potent Holy Symbol)
出自 Blood of the Night pg. 28
在虔信的你的手中,你的圣徽就是闪耀的信仰之光。
前置条件:善良阵营,信仰一位善良神祇
专长效果:任何一轮只要你使用圣徽作为法器来施法或引导正能量,你都视为出示圣徽,进行祈祷或摇响手铃一般令吸血鬼却步。

剧透 -   :
Potent Holy Symbol
Source Blood of the Night pg. 28
In your pious hands, your holy symbol is a shining light of faith.
Prerequisites: Good alignment, worshiper of a good deity.
Benefit: Any round in which you use your holy symbol as a divine focus for the casting of a spell or to channel positive energy, you count as presenting a holy symbol, chanting prayers, or ringing a hand bell for the purpose of keeping vampires at bay.

防护引导(Protective Channel)
出自 Inner Sea Gods pg. 215
当你引导能量时,艾奥梅黛保护你远离黑暗势力的刀剑
前置条件:引导能量7d6,信仰艾奥梅黛(Iomedae)
专长效果:当你引导正能量治疗活物时,你可以选择使受到你的引导能量治疗的生物获得法术防护邪恶的效果(施法者等级等同于你的有效牧师等级)。

剧透 -   :
Protective Channel
Source Inner Sea Gods pg. 215
When you channel energy, Iomedae grants protection against dark forces.
Prerequisites: Channel energy 7d6, worshiper of Iomedae.
Benefit: When you channel positive energy to heal living creatures, you can choose to affect healed creatures with a protection from evil spell (caster level equal to your effective cleric level).

快速引导(Quick Channel)
出自 Ultimate Magic pg. 154
你的神圣能量以令人目眩的速度闪耀着。
前置条件:知识(宗教)5级,引导能量职业特性
专长效果:你可以花费2次每日使用次数以移动动作使用引导能量。

剧透 -   :
Quick Channel
Source Ultimate Magic pg. 154
Your divine energies flash with dazzling speed.
Prerequisites: Knowledge (religion) 5 ranks, channel energy class feature.
Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

救急医疗(Reactive Healing)
出自 Advanced Class Guide pg. 155
你将神能存储在体内,在最紧急的关头依靠它们撑过死劫。
前置条件:快速引导UM专长或法术瞬发,引导能量或圣疗职业特性
专长效果:如果一次攻击或效果将会把你的生命值降低到0或以下,你可以使用一次每日引导能量次数(如果它可以治疗你)或圣疗次数,以一个直觉动作用它治疗你。这个治疗效果仅对你生效。

剧透 -   :
Reactive Healing
Source Advanced Class Guide pg. 155
You can channel healing energy in response to an attack that would knock you unconscious.
Prerequisites: Quick Channel or Quicken Spell; channel energy or lay on hands class feature.
Benefit: When the damage from an attack or an effect would reduce you to 0 or fewer hit points, you can expend one use of channel energy (of a form that would heal you) or lay on hands as an immediate action to heal yourself. The healing affects only you, even if it would normally affect others.

晋升狗头人(Redeemed Kobold)PFS不可用
出自 Kobolds of Golarion pg. 25
在善良的龙族的教导之下你建立起的纯洁本性,让你的鳞片染上色彩并给予你更大的信心。
前置条件:善良阵营,狗头人
专长效果:你的鳞片呈现出与你拥有能量亲和相同或你要效仿的善良金属龙相同的金属光泽。在引起善良生物兴趣的交涉检定上你获得+2环境加值。另外,在判断引导正能量能力时,你的魅力视为比实际高2点。

剧透 -   :
Redeemed Kobold
Source Kobolds of Golarion pg. 25
The purity you have found in the teachings of good dragonkind colors your scales and grants you confidence.
Prerequisites: Good alignment, kobold.
Benefit: Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any existing energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes of channeling positive energy.

复兴导能(Reviving Channel)
出自 Distant Realms pg. 33
你可以通过聚焦来让失去意识的盟友从你引导的能量中获得额外的好处
前置条件:引导能量3d6
专长效果:当你引导能量时,你可以选择聚焦于范围内一个生命值在0以下的,能被你所引导的能量所治愈的生物。当你这么做时,其他范围内的生物都不会受到治疗,而被聚焦的生物在正常接受治疗效果影响之前生命值首先恢复到0。

剧透 -   :
Reviving Channel
Source Distant Realms pg. 33
You can target an unconscious ally to gain additional benefit from your channeled energy.
Prerequisites: Channel energy 3d6.
Benefit: When you use channel energy, you can focus on one creature within range that would be healed by your channel energy whose hit points are below 0. When you do so, no other creatures are healed, but the target creature is restored to 0 hit points before the normal healing takes effect.

诱惑引导(Seductive Channel)
出自 Inner Sea Gods pg. 215
即使是你的治疗也充满勾人心弦的魅力
前置条件:引导正能量职业特性,信仰卡莉丝翠(Calistria)
专长效果:当你引导正能量时,受到你的正能量治疗的生物可以选择额外受到相当于你的魅力调整值的治疗量(最少1点),但是,在受到你的魅惑或胁迫,以及情绪效果的影响,以及对抗你唬骗检定的察言观色检定上都承受-2减值。这个减值持续24小时,在承受减值时,生物无法获得本专长的好处。

剧透 -   :
Seductive Channel
Source Inner Sea Gods pg. 215
Even your healing is seductive.
Prerequisites: Channel positive energy class feature, worshiper of Calistria.
Benefit: When you channel positive energy, those you heal can choose to take additional healing equal to your Charisma bonus (minimum 1), but in return they take a –2 penalty on Will saves against your charms, compulsions, and emotion effects and on Sense Motive checks against your Bluff checks. This penalty lasts for 24 hours. A creature cannot benefit from this feat again for the duration of this penalty.

选择导能(Selective Channeling)
出自 PRPG Core Rulebook pg. 132
你引导能量时能够选择要影响谁。
前置条件:魅力13,引导能量职业特性
专长效果:当你引导能量时,你可以选择区域中数量至多等同于你魅力修正的目标。这些目标不受你引导能量的影响。
通常状况:当你引导能量时,所有30尺爆发范围内的目标都会受到影响。你只能选择自己是否要受到影响。

剧透 -   :
Selective Channeling
Source PRPG Core Rulebook pg. 132
You can choose whom to affect when you channel energy.
Prerequisites: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Mythic Selective Channeling
Source Mythic Adventures pg. 72
When you exclude creatures from your channel, you empower those you do affect.
Prerequisites: Selective Channeling.
Benefit: When you channel energy, the damage you heal or deal increases by a number of points equal to twice the number of targets you excluded from your channeled energy. You can expend one use of mythic power to increase the number of targets you exclude from your channeled energy by half your tier.

涤净引导(Purifying Channel)
出自 Adventurer's Guide pg. 15
你的治疗能量能够同时伤害敌人。
前置条件:魅力 15,选择引导,引导能量职业特性
专长效果:当你引导正能量治疗生物时,选择一个被你排除在引导能量治疗效果之外的生物,令其受到等同于你治疗骰结果的火焰伤害,并因这些火焰的强光而目眩一轮。一次成功的对抗你的引导能量的豁免检定可以减半火焰伤害并抵抗目眩效果。

剧透 -   :
Purifying Channel
Source Adventurer's Guide pg. 15
Your healing energy also damages your enemies.
Prerequisites: Cha 15, Selective Channeling, channel energy class feature.
Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.

自私引导(Selfish Channel)
出自 Legacy of the First World pg. 23
你可以为你自己储存引导的能量。
前置条件:引导能量职业特性
专长效果:当你在引导正能量治疗活物时,如果你是唯一一个被治疗的生物(一方面可能是因为范围内没有其他活物,另一方面可能是因为你使用了选择导能或者类似的效果来让范围内的其他活物不受影响),你将会比通常多回复一半的生命值(+50%)。
特殊说明:如果你被负能量治疗,这个专长在你引导负能量且你为唯一被该次引导能量治疗的生物时生效。

剧透 -   :
Selfish Channel
Source Legacy of the First World pg. 23
You can hoard channeled energy for yourself.
Prerequisites: Channel energy class feature.
Benefit: Whenever you channel positive energy to heal creatures, you regain half again as many hit points (+50%) as normal if you’re the only creature healed by the channeled energy (either because there are no other living creatures within the area or because you exclude them with Selective Channeling or a similar effect).
Special: If you are healed by negative energy, this feat applies when you channel negative energy and you’re the only creature healed by the channeled energy.

崩溃意志(Shatter Resolve)
出自 Inner Sea Gods pg. 216, Faiths of Corruption pg. 25
你制造的负能量冲击不但造成伤害,而且还带来绝望
前置条件:引导负能量职业特性,信仰厄加图娅(Urgathoa)
专长效果:当你使用引导负能量能力伤害一个生物时,你将同时在他心中植入恐惧。受到你的引导负能量能力影响的生物如果未能成功通过意志检定,那么他们将受到一半负能量伤害,但同时会战栗相当于你的引导骰数轮的时间(引导负能量1d6战栗1轮,2d6战栗2轮,以此类推)。

剧透 -   :
Shatter Resolve
Source Inner Sea Gods pg. 216, Faiths of Corruption pg. 25
Your negative energy causes despair in those you harm.
Prerequisites: Channel energy class feature, worshiper of Urgathoa.
Benefit: When you damage a creature by channeling negative energy, you fill your foe with fear. A creature that fails its Will save against your channeled energy also becomes shaken for a number of rounds equal to the number of dice you roll for your channel energy ability.

吮吸引导(Siphon Channel)
出自 Inner Sea Gods pg. 216
你引导的负能量可以从其他人的伤口吸取生命
前置条件:引导负能量3d6,信仰古朗德(Ghlaunder)
专长效果:每天一次,当你引导负能量伤害活物时,你可以获得相当于引导伤害数值一半加上每个被引导能量影响的生物+1的临时生命值。如果生物在对抗你的引导能量时豁免失败,那么它会额外为你提供+1临时生命值。这些临时生命值将在一小时后消失。

剧透 -   :
Siphon Channel
Source Inner Sea Gods pg. 216
You can channel negative energy to feed off the suffering of others.
Prerequisites: Channel energy 3d6, worshiper of Ghlaunder.
Benefit: Once per day when you channel negative energy to damage living creatures, you gain a number of temporary hit points equal to half the die result of your channeled energy + 1 per creature affected by the channeled energy. For each affected creature that did not succeed at its saving throw against the channeled energy, you gain an additional temporary hit point. These temporary hit points disappear after 1 hour.

钢皮引导(Steelskin Channel)
出自 Inner Sea Gods pg. 216
托拉格的祝福之力使肉体恢复,坚硬似钢。
前置条件:引导能量7d6,信仰托拉格(Torag)
专长效果:每天一次,当你引导正能量治疗活物时,你可以使被你所治疗的生物获得伤害减免,这些生物获得DR2/-(或增加DR2/-,如果他们已经拥有DR/-),持续相当于你的魅力调整值分钟(至少一分钟)。

剧透 -   :
Steelskin Channel
Source Inner Sea Gods pg. 216
Torag's blessing heals the body and hardens the skin.
Prerequisites: Channel energy 7d6, worshiper of Torag.
Benefit: Once per day when you channel positive energy to heal living creatures, you can grant healed creatures damage resistance. Affected creatures gain DR 2/— (or increase their DR/— by 2, if they already have DR/—) for a number of minutes equal to your Charisma bonus (minimum 1 minute).

蔓生引导(Thicket Channel)
出自 Inner Sea Gods pg. 217
你的引导能量充裕了大地的富饶
前置条件:引导能量7d6,信仰埃拉斯蒂尔(Erastil)
特性效果:每当你引导正能量,你都能使得被你的引导能量影响的区域植被快速生长,如同法术植物滋长的效果(施法者等级等同于你的有效牧师等级)。

剧透 -   :
Thicket Channel
Source Inner Sea Gods pg. 217
Your deity infuses your channeled energy with bounty.
Prerequisites: Channel energy 7d6, worshiper of Erastil.
Benefit: When you channel positive energy, you can cause plants in the affected area to grow as though targeted by the overgrowth version of plant growth (caster level equal to your effective cleric level).

寻路引导(Trailblazing Channel)
出自 Inner Sea Gods pg. 217
你的正能量可以为盟友们在崎岖中指引道路
前置条件:引导能量3d6,信仰戴斯娜(Desna)
专长效果:每天一次,当你引导正能量治疗活物时,你可以使他们无视困难地形的影响,效果持续相当于你的魅力调整值分钟。

剧透 -   :
Trailblazing Channel
Source Inner Sea Gods pg. 217
Your positive energy makes trailblazers of those you heal.
Prerequisites: Channel energy 3d6, worshiper of Desna.
Benefit: Once per day when you channel positive energy, you can cause healed creatures to be unimpeded by difficult terrain for a number of minutes equal to your Charisma modifier (minimum 1 minute).

丛生引导(Wild Growth Channel)
出自 Ultimate Wilderness pg. 119
当你引导正能量时,你可以令藤蔓丛生,困住敌人。
前置条件:引导正能量职业特性,植物领域
专长效果:当你引导能量时,通过花费额外2次使用次数,你可以让影响范围内的地面爆发出藤蔓。你创造出等同于你魅力调整值数量(至少为1)的藤蔓植被(AC10,5点hp)。每丛藤蔓占据由你选择的一个5尺方格。你使用此能力时消耗一个迅捷动作或者在回合开始时消耗一个自由动作,你可以命令这些藤蔓缠住占据这个方格的生物的腿。该生物必须通过一次成功的反射豁免(DC=10+1/2你的职业等级+你的魅力调整值),否则将被定在原地。这些藤蔓持续等同于你魅力调整值(至少为1)的轮数。受影响的地面必须由足以支持植物存活的材质构成(例如,土壤)

剧透 -   :
Wild Growth Channel
Source Ultimate Wilderness pg. 119
When you channel positive energy, you cause vines to grow and ensnare enemies.

Prerequisites: Channel positive energy class feature, Plant domain.

Benefit: By expending two additional uses when you channel energy, you cause the ground in the area of effect to erupt in a growth of vines. You create a number of vine growths (AC 10, 5 hp) equal to your Charisma modifier (minimum 1). Each growth of vines occupies 1 5-foot square of your choosing. As an immediate action when you use this ability, and again as a free action at the start of your turn, you can command the vines to wrap around the legs of a creature occupying the square. The creature must succeed at a Reflex save (DC = 10 + half your class level + your Charisma modifier) or become rooted to the spot. The vines last a number of rounds equal to your Charisma modifier (minimum 1). The ground must be composed of a material able to support plant life (such as soil).

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Re: 【整合】引导能量相关资源
« 回帖 #4 于: 2022-05-28, 周六 12:44:08 »
天赋职业奖励(增强引导)

———— 牧师(Cleric)————————
神裔:
出自 Advanced Race Guide pg. 85
引导能量对不死生物,以及阵营导能专长对邪恶异界生物的伤害+1/2。

剧透 -   :
Aasimar (Advanced Race Guide pg. 85): Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
吸血裔:
出自 Advanced Race Guide pg. 98
任何引导专长影响不死生物时施法者等级+1。

剧透 -   :
Dhampir (Advanced Race Guide pg. 98): Add +1 to the caster level of any channeling feat used to affect undead.
黄昏行者:
出自 Plane-Hopper's Handbook pg. 17
引导正能量伤害不死生物时伤害+1/2。

剧透 -   :
Duskwalker (Plane-Hopper's Handbook pg. 17): Add 1/2 point of damage when using positive energy against undead.
窃影鬼:
出自 Blood of Shadows pg. 7
引导负能量和造成伤害类法术造成的负能量伤害+1/2。

剧透 -   :
Fetchling (Blood of Shadows pg. 7): Add 1/2 point to negative energy damage dealt by channeling energy and inflict wounds spells.
侏儒:
出自 Advanced Race Guide pg. 3
治疗动物类、精类或植物类生物时引导能量效果+1/2点。

剧透 -   :
Gnome (Advanced Race Guide pg. 33): Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.
半精灵:
出自 Advanced Race Guide pg. 42
引导能量造成伤害或治疗伤害+1/3点。

剧透 -   :
Half-Elf (Advanced Race Guide pg. 42): Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
狗头人:
出自 Advanced Race Guide pg. 133
对AC失去敏捷加值的生物(无论目标敏捷是否为加值)引导能量伤害+1。(PFS不可用)

剧透 -   :
Kobold (Advanced Race Guide pg. 133): Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
剪影人:
出自 Blood of Shadows pg. 10
使用引导能量或施放法术造成正能量或负能量伤害时,伤害+1/2,包括治疗或造成伤害法术。上述加值在造成治疗的正能量或负能量效果上不生效。

剧透 -   :
Wayang (Blood of Shadows pg. 10): Add a +1/2 bonus to damage rolls the cleric makes when using channel energy and casting spells that deal negative energy damage or positive energy damage, including cure and inflict spells. This bonus does not apply to healing via negative energy effects or positive energy effects.


———— 先知(Oracle)————————
神裔:
出自 Advanced Race Guide pg. 85
在确定一种启示的效果时,视为先知的等级比实际高1/6。

剧透 -   :
Aasimar (Advanced Race Guide pg. 85): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
精灵:
出自 Advanced Race Guide pg. 23
在确定一种启示的效果时,视为先知的等级比实际高1/6。

剧透 -   :
Elf (Advanced Race Guide pg. 23): Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
火元素裔:
出自 Advanced Race Guide pg. 127
在确定一种【启示】的效果时,视为先知的等级比实际高1/6。

剧透 -   :
Ifrit (Advanced Race Guide pg. 127): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
娜迦裔:
出自 Blood of the Beast pg. 16
在确定一种【启示】的效果时,视为先知的等级比实际高1/6。

剧透 -   :
Nagaji (Blood of the Beast pg. 16): Add 1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
风元素裔:
出自 Advanced Race Guide pg. 157
在确定一种【启示】的效果时,视为先知的等级比实际高1/6。

剧透 -   :
Sylph (Advanced Race Guide pg. 157): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

———— 圣武士(Paladin)————————
剪影人:
出自 Blood of Shadows pg. 11
圣武士引导能量或圣疗的效果+1/3点(无论它被用于治疗或造成伤害)。

剧透 -   :
Wayang (Blood of Shadows pg. 11): Add 1/3 hit point to the paladin’s channel energy and lay on hands abilities (whether using it to heal or harm).

———— 战斗祭司(Warpriest)————————
侏儒:
出自 Advanced Class Guide pg. 70
治疗动物类、精类或植物类生物时引导能量效果+1/2点。

剧透 -   :
Gnome (Advanced Class Guide pg. 70): Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.
半精灵:
出自 Advanced Class Guide pg. 70
引导能量造成伤害或治疗伤害+1/3点。

剧透 -   :
Half-Elf (Advanced Class Guide pg. 70): Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.

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Re: 【整合】引导能量相关资源
« 回帖 #5 于: 2022-05-28, 周六 12:44:26 »
职业选项(增强引导)

———— 牧师领域(Cleric Domain)————————

荣耀领域(Glory Domain)
出自 PRPG Core Rulebook pg. 44
 关联神祗:Akuma, 奥罗登Aroden, Damerrich, Drokalion, 大将军进General Susumu, 古拉姆Gorum, Iapholi, 艾奥梅黛Iomedae, Jaidi, Jaidz, Kols, Myr, Osolmyr, Quindiovatos, Ra, Rubicante, 莎恩芮Sarenrae, Shizuru, Skode, Uruskreil, Vonymos
 神授力量:你沐浴在神性的荣光之中,乃是亡灵真正的大敌。此外,当你用引导正能量来伤害不死生物时,减半伤害的豁免DC+2。
 光荣之触(Touch of Glory,Sp):你可以让自己的手在圣光中熠熠生辉,从而使你能够用标准动作触碰一个生物,并使他在一次基于魅力的技能检定或魅力属性检定上获得等同你牧师等级的加值。此加值持续1小时,或者该生物选择将此加值用于一次检定上。你每天可以使用此能力的次数为3+你的感知调整值。
 煌煌神威(Divine Presence,Su):8级时,你可以散发出30半径的神威灵氲,每天能够散发灵氲的轮数等同于你的牧师等级。所有位于此灵氲范围内的盟友,视同处于DC等同10+1/2你的牧师等级+你的感知调整值的圣域术效果下。这些轮数无须连续。激活此能力是一个标准动作。若盟友离开区域或进行攻击,则该盟友身上的此效果结束。若你进行攻击,则你与盟友身上的效果皆结束。
 领域法术:
 1环—虔诚护盾(Shield of Faith),2环—祝福武器(Bless Weapon),3环—灼热光辉(Searing Light),4环—圣光击(Holy Smite),5环—正气如虹(Righteous Might),6环—亡灵归亡(Undeath to Death),7环—圣剑术(Holy Sword),8环—圣洁灵氲(Holy Aura),9环—异界之门(Gate)。

剧透 -   :
Glory
Source PRPG Core Rulebook pg. 44
Deities: Akuma, Aroden, Damerrich, Drokalion, General Susumu, Gorum, Iapholi, Iomedae, Jaidi, Jaidz, Kols, Myr, Osolmyr, Quindiovatos, Ra, Rubicante, Sarenrae, Shizuru, Skode, Uruskreil, Vonymos

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.
┗骑士子域
出自 Heroes of the High Court pg. 21
 关联神祗:艾奥梅黛Iomedae,  静琉Shizuru
 鼓舞之触(Bolstering Touch, Sp):你可以消耗一个标准动作接触一名自愿的生物,支持它们扛过令人恐惧的状况以保持冷静。这个效果可以让接下去1个小时内,首个影响目标生物的恐惧效果在最初的1d4轮内被压制。如果你接触的生物正在遭受恐惧效果的影响,作为代替此能力令正在作用的恐惧效果被压制1轮。这些被无视效果的轮数依然被计算在恐惧效果的持续时间内。如果恐惧效果的持续时间比上述效果短,则目标视为未被恐惧效果影响。每天你可以使用此能力的次数为3+感知调整值。此能力替代荣耀领域的光荣触摸能力。

 替代领域法术:
 1环—移除恐惧(remove fear);3环—英雄气概(heroism);6环—高等英雄气概(heroism, greater)。[/size]
剧透 -   :
Chivalry Subdomain
Source Heroes of the High Court pg. 21
Associated Domain(s): Glory
Associated Deities: Iomedae, Shizuru

Replacement Power: The following granted power replaces the touch of glory power of the Glory domain.

Bolstering Touch (Sp): You can touch a willing creature as a standard action, bracing it against frightening situations and allowing it to remain calm. The first fear effect that would affect the subject within the next hour is suppressed for the first 1d4 rounds of its effect. If you touch a creature currently suffering from an ongoing fear effect, this ability instead suppresses the ongoing fear effect for 1 round. The rounds during which the subject ignores the triggering fear effect still count against the effect’s duration. If the fear effect is suppressed for longer than it lasts, the subject isn’t affected by the fear effect at all. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—remove fear, 3rd—heroism, 6th—greater heroism.
┗英勇子域(Heroism Subdomain)
出自 Advanced Player's Guide pg. 1
 关联神祗:Damerrich, 大将军进General Susumu, 艾奥梅黛Iomedae, Myr, Osolmyr, Ra, 莎恩芮Sarenrae, 静琉Shizuru, Skode
 英勇灵光(Aura of Heroism, Su):到了8级,可以迅捷动作放出持续轮数为牧师等级的30尺英勇灵光,这些轮数不需连续。盟友受到效果等同“英雄气概”。此能力替换荣耀领域的神力光临能力。
 替代领域法术:
 3环—英雄气概(heroism);6环—高等英雄气概(heroism, greater)。

剧透 -   :
Heroism Subdomain
Source Advanced Player's Guide pg. 1
Associated Domain(s): Glory
Associated Deities: Damerrich, General Susumu, Iomedae, Myr, Osolmyr, Ra, Sarenrae, Shizuru, Skode

Replacement Power: The following granted power replaces the divine presence power of the Glory domain.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Replacement Domain Spells: 3rd—heroism, 6th—heroism (greater).
┗诚实子域(Honor Subdomain)
 出自 Advanced Player's Guide pg. 1
 义无反顾(Honor Bound, Su):以一次接触,你可以提醒一个生物其义务和责任,给其一次新的豁免机会,来对抗正在影响它的允许豁免的惑控系“魅惑”和“胁迫”效果,如果此次豁免成功效果立即结束。如果你在对抗这类效果的豁免中失败,你可以以一个直觉动作给你自己提供一次额外的豁免。如果目标(你或被触摸的生物)已经做过一次额外的豁免检定,此能力对该惑控效果不再生效。每天“3+感知修正”次。此能力替换荣耀领域的光荣触摸能力。
 替代领域法术:
 2环—诚实之域(zone of truth);6环—指使术(geas/quest)。

剧透 -   :
Honor Subdomain
Source Advanced Player's Guide pg. 1
Associated Domain(s): Glory
Associated Deities: Akuma, Damerrich, General Susumu, Iomedae, Jaidi, Myr, Quindiovatos, Ra, Rubicante, Shizuru, Smiad, Uruskreil

Replacement Power: The following granted power replaces the touch of glory power of the Glory domain.

Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—zone of truth, 6th—geas/quest.
以下子域替换了增强引导能量的能力,就不在此一一列举了
┗傲慢子域*(Hubris Subdomain)
┗传奇子域*(Legend Subdomain)


太阳领域(Sun Domain)
出自 PRPG Core Rulebook pg. 47
 关联神祗:Aldinach, 阿撒托斯Azathoth, Easivra, Horus, Iaozrael, 艾奥梅黛Iomedae, Jaidi, Jerishall, Keltheald, Khepri, Lalaci, Muronna, Nurgal, Pharimia, Ra, 莎恩芮Sarenrae, 静琉Shizuru, Skode
 神授力量:你在太阳纯净而灼热的光芒中见到了真理,能够召来它的赐福或烈怒,以此达成伟业。
 太阳祝福(Sun’s Blessing,Su):当你引导正能量来伤害不死生物时,将你的牧师等级加到所造成的伤害中。你引导正能量的时候,不死生物的豁免检定不会加上它们的引导抗力。
 光轮(Nimbus of Light,Su):8级时,你可以散发出30尺的光轮,每天能够散发光轮的轮数等同于你的牧师等级。此效果如同法术昼明术(Daylight)。此外,在此半径内的不死生物,只要还待在光轮范围内,每轮都会受到等同你牧师等级的伤害。有黑暗描述符的法术与类法术能力在此光轮内部自动被驱散。这些轮数无须连续。
 领域法术:
 1环—忍受环境(Endure Elements),2环—灼热金属(Heat Metal),3环—灼热光辉(Searing Light),4环—火焰护盾,5环—焰击术(Flame Strike),6环—火种术,7环—阳炎射线(Sunbeam),8环—阳炎爆(Sunburst),9环—虹光法球。

剧透 -   :
Sun
Source PRPG Core Rulebook pg. 47
Deities: Aldinach, Azathoth, Easivra, Horus, Iaozrael, Iomedae, Jaidi, Jerishall, Keltheald, Khepri, Lalaci, Muronna, Nurgal, Pharimia, Ra, Sarenrae, Shizuru, Skode

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

┗白昼子域(Day Subdomain)
 出自 Advanced Player's Guide pg. 1
 关联神祗:Easivra, Horus, Iaozrael, Iomedae, Jaidi, Keltheald, Khepri, Muronna, Nurgal, Ra, Sarenrae, Shizuru, Skode
 日新(Day's Resurgence, Su):到了8级,你能令一个生物仿佛休息了8小时一样恢复。它需要10分钟来使用此能力,被打断后需要重启,但不会当作用过。10分钟后,该生物治疗相当于休息8小时的生命并且可对度日需要豁免的效果进行豁免。而且失败后不会受到恶果,成功则可消除(若可能)。此能力不能用来准备法术。你在8级能使用1次,以后每比8级高2级能多用1次。此能力取代太阳领域的光轮能力。
 替代领域法术:2环-不灭明焰(continual flame);3环-昼明术(daylight)。

剧透 -   :
Day Subdomain
Source Advanced Player's Guide pg. 1
Associated Domain(s): Sun
Associated Deities: Easivra, Horus, Iaozrael, Iomedae, Jaidi, Keltheald, Khepri, Muronna, Nurgal, Ra, Sarenrae, Shizuru, Skode

Replacement Power: The following granted power replaces the nimbus of light power of the Sun domain.

Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Replacement Domain Spells: 2nd—continual flame, 3rd—daylight.
以下子域替换了增强引导能量的能力,就不在此一一列举了
┗光明子域(Light Subdomain)
┗启示子域(Revelation Subdomain)
┗干涸子域*(Thirst Subdomain)


———— 圣武士天界神契(Variant Divine Bonds)————————
出自 Healer's Handbook pg. 25
所有天界神契都是超自然能力,并且如果圣骑士有变体替换或者改变了神契职业能力,则她不能选择天界神契。

盖丁契约(Agathion Bond):
以一个标准动作,圣骑士可以呼唤一位盖丁的灵魂来与她的治疗之手契约,持续每圣骑士等级1分钟,这样做会让圣骑士的外貌呈现出某一种盖丁天族的特征。这个契约允许圣骑士在使用法术,圣疗以及引导能量恢复生命值时,额外恢复魅力加值的生命值。5级之后每3级,使用这些能力还会再额外恢复1点生命值,并在20级时达到最大[5+魅力加值]。5级的圣骑士每天可以使用1次此能力。在5级之后的每4级,圣骑士都会多获得一次使用次数,17级时达到最多每日4次。


天使契约(Angelic Bond):PFS不可用
以一个标准动作,圣骑士可以呼唤一位天使的灵魂来与她契约,这样做会让圣骑士展现出一个灿烂的光环。这个契约允许圣骑士如同不灭明焰(continual flame)一样发光,持续每圣骑士等级1分钟。另外,当光环发光时,所有20尺内的盟友都会获得防护邪恶(protection from evil)的好处,除了偏斜加值与豁免加值变为+3。5级之后每3级,偏斜与豁免加值还会+1,20级时达到最大值+8。5级的圣骑士每天可以使用1次此能力。在5级之后的每4级,圣骑士都会多获得一次使用次数,17级时达到最多每日4次。

神使契约(Archon Bond):
以一个标准动作,圣骑士可以呼唤一位神使的灵魂来与她的前额契约,这样做会让圣骑士的双眼充满了正义之怒,持续每圣骑士等级1分钟。当这个契约激活时,任何在圣骑士10尺范围内看着她并怀有敌意的生物都必须通过一个[DC=10+1/2她圣骑士等级+她魅力修正]的意志豁免,否则在攻击检定,豁免检定以及AC上承受-2罚值,持续24小时。无论豁免是否成功,一个生物都不会被同一个圣骑士的神使契约重复影响,并且罚值也不会因为复数神使契约而叠加。没有视力的生物不会受到这个能力的影响。5级之后每3级,神使契约的范围会增加5尺,20级时到达最大35尺。5级的圣骑士每天可以使用1次此能力。在5级之后的每4级,圣骑士都会多获得一次使用次数,17级时达到最多每日4次。

剧透 -   :
Variant Divine Bonds
Description Source: Healer's Handbook
Although all paladins commune with divine forces and celestial spirits, some are able to do so in ways that transcend the typical martial blessing or celestial servitor. When a paladin gains the divine bond class feature, she can choose one of the following variant divine bonds instead of those outlined by her class. All variant divine bonds are supernatural abilities, and a paladin cannot choose a variant divine bond if she has an archetype that alters or replaces divine bond.

PFS Legal Agathion Bond (Healer's Handbook pg. 25): As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
Angelic Bond (Healer's Handbook pg. 25): As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
PFS Legal Archon Bond (Healer's Handbook pg. 25): As a standard action, the paladin can call forth an archon spirit that bonds to her brow, causing her eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at her must succeed at a Will saving throw (DC = 10 + 1/2 her paladin level + her Charisma modifier) or take a –2 penalty on attack rolls and saving throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

———— 骑将/武士骑士团(Cavalier/Samurai Orders)————————
星辰骑士团(Order of the Star)
    加入了星辰骑士团的骑将献身于对于一种信仰及其成员的保护和服务。属于此骑士团的骑将趋于遵从所属信仰的原则和引导。在加入骑士团时,他应该选择一个信仰来效力。

    守则:骑将必须为保护信仰及其信徒而努力,从牧师到普通人。他必须遵从该信仰的约束,在任何可能的时刻推动其事业,并为其神圣的使者们效力。

    挑战:当星辰骑士团的骑将发出挑战时,如果他在威胁自己的挑战目标,则在所有豁免检定上获得+1士气加值。此加值每4骑将等级增加1。

    技能:星辰骑士团的骑将将医疗(感知)和知识(宗教,智力)加入本职技能。星辰骑士团的骑将可以在未受训的情况下使用知识(宗教)技能。如果他在该技能上已受训,他会在与其所选信仰相关的检定上获得等同于其骑将等级一半的加值(最低+1)。

    骑士团能力:星辰骑士团的骑将在升级过程中获得如下能力。

    信念呼唤(Calling, Ex):2级时,骑将可以以一个标准动作进行简短的祈祷,为自己灌注信心。在下1分钟的任何时刻中,他可以在一次属性检定、攻击检定、豁免检定或技能检定中获得等同于魅力修正的表现加值。他必须在进行检定之前声明使用此加值。他每天可以使用4次此能力,每种类型的检定1次。此外,他可以在使用引导能量或圣疗时将骑将等级的一半加到他的圣骑将或牧师等级上。

    为了信仰(For the Faith, Ex):8级时,骑将可以呼唤自己的信仰来支持自己的战斗。以一个自由动作,骑将可以呼喊他的神祇的名字,在1轮内获得等同于魅力修正的攻击加值。此外,30尺内的所有共同信仰的盟友也会获得他的加值的一半(最少+1)。骑将每天可使用此能力1次,12级以及之后每4级再增加1次。

    复仇惩戒(Retribution, Ex):15级时,骑将可以对敢于攻击其信仰的使者的目标进行惩戒。当一个敌人近战攻击击中了骑将或与骑将邻接的有共同信仰的盟友,骑将可以对该敌人进行一次借机攻击。骑将在该次攻击检定中获得+2士气加值。如果该敌人做出的攻击造成了重击,骑将可以在当次借机攻击中将其视为自己的挑战目标。骑将每轮可以使用此能力1次。


出自 Advanced Player's Guide pg. 37
剧透 -   :
Order of the Star
Source Advanced Player's Guide pg. 37
Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve. When a cavalier joins this order, he should select a single religion to serve.

Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.

Challenge: Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the star cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.

Order Abilities: An order of the star cavalier gains the following abilities as he increases in level.

Calling (Ex): At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.

For the Faith (Ex): At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.

Retribution (Ex): At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.

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Re: 【整合】引导能量相关资源
« 回帖 #6 于: 2022-05-28, 周六 12:44:51 »
变体职业(增强引导)

———— 牧师(Cleric)————————

圣炎使徒(Angelfire Apostle)
出自 Healer's Handbook pg. 7
圣炎使徒在必要时会使用善良的力量来阻止暴力并且用炫目的火焰来清洗世间丑恶与邪恶生物。她们是典型的莎伦莱的信者,但是也会追随例如Ragathiel这样的至高天使神。

防具擅长(Armor Proficiency):圣炎使徒不擅长中甲。这个能力改变了牧师的防具擅长。

缩减施法(Diminished Spellcasting):圣炎使徒很少专注于那些许多宗教信徒接受的传统神圣魔法。她的非领域每日法术量比正常少1个。如果该级的每日法术量被减到0个,则只有靠属性获得额外法术位以及领域法术来施法。这个能力调整的牧师的施法。

额外引导(Extra Channel):在1级时,圣炎使徒获得额外引导(Extra Channel)作为奖励专长。

引导天火(Channel Angelfire,Su):圣炎使徒必须是善良或中立阵营,并且必须选择引导正能量,即使她信仰中立神祇或者她没有特定信仰。当她引导正能量,除了正常的引导能量效果外,所有非善良的生物都会目眩1轮,这个效果不可豁免。这个能力改变了引导能量(channel energy)。

多样治疗能量(Versatile Healing Channel,Sp):在5级时,圣炎使徒可以花费2次引导能量来施展移除耳聋目盲(remove blindness/deafness)或者次级复原术(lesser restoration),这是一个类法术能力。在7级时,她可以选择移除疾病(remove disease)或移除麻痹(removeparalysis)。在9级时,她可以选择中和毒性(neutralize poison)。在11级时,她可以选择生命之息(breath of life)。在13级时,她可以选择医疗术(heal)。在15级时,她可以选择再生术(regenerate)。在17级时,她可以选择复原术(restoration)但是不能移除永久负向等级。在19级,她可以选择复生术(resurrection)但是不能影响死亡时间超过1轮每牧师等级的生物。

净世红莲(Cleansing Flames,Su):在9级时,圣炎使徒化身为她的神的神力通道。每当她施展了一个属于医疗学派且低于她最高环级的法术时,她可以花费一次引导能量的次数并以一个迅捷动作释放一次爆裂火焰。这个火焰持续1轮并且占据每法术环级10尺的方格(最少要有一个方格临近她的位置)。这个火焰造成每法术环级1D4点伤害。伤害的一半是火焰,一半是神圣,神圣的部分不会受到火焰抗性或者火焰免疫的影响。任何在范围内的生物可以用通过DC等于法术DC的反射豁免来减半伤害。圣炎使徒每天可以使用的次数等于她的魅力修正。

剧透 -   :
Angelfire Apostle
Source Healer's Handbook pg. 7
Angelfire apostles use the powers of good to avoid violence when possible and cleanse both maladies and evil creatures with blinding flames. Angelfire apostles typically follow Sarenrae, but a few serve empyreal lords such as Ragathiel.

Armor Proficiency: Angelfire apostles are not proficient with medium armor.

This ability alters the cleric’s armor proficiency.

Diminished Spellcasting: An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells.

This ability alters the cleric’s spellcasting.

Extra Channel: At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.

Channel Angelfire (Su): An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

This ability alters channel energy.

Versatile Healing Channel (Sp): At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability. At 7th level, he can choose remove disease or remove paralysis. At 9th level, he can choose neutralize poison. At 11th level, he can choose breath of life. At 13th level, he can choose heal. At 15th level, he can choose regenerate. At 17th level, he can choose restoration but cannot affect permanent negative levels. At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

Cleansing Flames (Su): At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of his deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier.
调和者(Appeaser)
出自 Agents of Evil pg. 15
罕见地,有一小撮人通过专注于神祇神职中实用性的方向,通过赞扬和美化他们信仰的神祇与阵营无关的层面,尝试从黑暗力量中寻求光明的前景。

灵光(Aura,Ex):与调和者本身的实际阵营无关,他总是具有邪恶灵光。此能力调整了牧师的灵光。

实用引导(Channel Utility,Su):调和者能够引导负能量,但同时也可以有限地引导正能量。5级时,调和者可以消耗一个整轮动作引导正能量,但他在决定对不死生物造成的伤害和治疗活物恢复的生命值时,将他的牧师等级视为比通常低4级。此能力调整了牧师的引导能量。

神圣护教士(Divine Apologist,Ex):调和者必须信仰一名邪恶神祇。他的阵营必须与神祇相距一阶以内,但他不可以是邪恶阵营。调和者不能施放具有[善良]或[邪恶]描述符的法术。这调整了牧师的阵营和法术。

灵活领域(Mollified Domain,Su):1级时,调和者不会获得任何领域或领域奖励法术。每日一次,以一个标准动作,他可以通过献祭自身的意志之力来获取神祇的庇佑。若如此做,对调和者造成1d3点魅力伤害,并允许他选择一个他的神祇可以提供的领域(除邪恶领域或它的子域之外)。调和者可以使用该领域提供并且他满足条件的神授力量,并可以通过消耗一个已准备法术来施展该领域的领域法术,如同他以法术转换能力自发施展了一个治疗或造成伤害法术一样。他能够保持与该领域连接的分钟数等同于1/2调和者的牧师等级+他的感知调整值。任何具有每日使用次数限制的领域能力,在每次该领域被祈求时仅可被使用1次。
在4级及之后每3级,调和者每日可以多使用1次灵活领域(每次使用均需承受魅力伤害),在19级时达到最多每日7次。调和者每次只能祈求一个领域。
该能力调整了牧师的领域职业特性。

剧透 -   :
Appeaser
Source Agents of Evil pg. 15
A rare few seek the power of dark forces for brighter ends by focusing on the utilitarian aspects of a god’s portfolio, appeasing their deities through high praise and glorifying their chosen gods’ unaligned aspects.

Aura (Ex): An appeaser always has an evil aura regardless of his actual alignment. This alters aura.

Channel Utility (Su): An appeaser channels negative energy, but also gains limited access to positive energy. At 5th level, an appeaser can channel positive energy as a full-round action, but he treats his cleric level as if it were 4 lower when determining the amount of damage he can deal to undead and the amount of hit points he can restore to living creatures. This ability alters channel energy.

Divine Apologist (Ex): An appeaser must worship an evil god. His alignment must be within one step of his deity’s, but he himself cannot have an evil alignment. An appeaser cannot cast any spells with the good or evil descriptor. This alters the cleric’s alignment and spells.

Mollified Domain (Su): At 1st level, an appeaser gains no domain or domain bonus spells. Once per day as a standard action, he can sacrifice his own force of will to gain divine providence. Doing so deals 1d3 points of Charisma damage to the appeaser, and allows him to select a single domain offered by his deity (except the Evil domain or its subdomains). The appeaser gains access to any granted powers offered by the domain he would otherwise qualify for, and can sacrifice a prepared spell to cast a domain spell from that domain just as if he were spontaneously casting a cure or inflict spell. He retains access to this domain for a number of minutes equal to 1/2 the appeaser’s cleric level + plus his Wisdom modifier. Any domain abilities that can be used a limited number of times per day can be used only once each time that particular domain is invoked.

An appeaser can gain a mollified domain one additional time per day (taking Charisma damage each time) at 4th level and every 3 levels thereafter, to a maximum of seven times per day at 19th level. An appeaser can invoke only a single mollified domain at a time.

This ability modifies the cleric’s domains class feature.
绽放之光(Blossoming Light)
出自 Adventurer's Guide pg. 112
有些牧师在追求自我的纯洁与光明上走向极至。这些牧师被称为绽放之光,放弃装甲与武器以利于对纯洁善良开放自己的心灵。他们大多许爱好和平,甚至是和平主义者,而且几乎每一位绽放之光都倾向救赎大于正义之怒。
绽放之光最初是出现在掌灯人之中[注:掌灯人Lantern Bearers是精灵对抗黑暗的组织,主要对手是卓尔精灵和恶魔势力],他们的力量在面对组织的敌人时受益无穷。尽管如此,他们并不始源于精灵之列。传说中,莎伦莱被哥姆兹的毁灭的后果所吓到了,去到其中一个城市幸存者的脸前。她给予那个惊惧的女士神圣的力量来引导她的同胞幸存者,向安全和善良迈步,并谦虚地请她传播有关救赎与宽恕的讯息。虽然这位女祭司的身份已消逝在历史长河中,晨花所传授的智慧仍然流芳百世。
在掌灯人之中,由于他们与莎伦莱教派的盟约越发紧密,绽放之光的传统找到能蓬勃发展的理想地方。这些牧师越来越多成为了组织救赎堕落者的先锋队员,尤其是想逃离他们社会的管束的卓尔精灵。

信仰的承诺(Promise of Faith):绽放之光发誓要信任她的神灵的庇佑高于靠武器和盔甲的保护。她不擅长任何护甲或盾牌。当穿着护甲或使用盾牌时,或在此后的1分钟,绽放之光不能使用或受益于任何她的职业能力(包括施法)。此能力调整了牧师的防具擅长。

纯洁的承诺(Promise of Purity):绽放之光必须有一颗真正纯洁的心。她必须是善良阵营并信仰非邪恶神祇。若绽放之光故意犯下的恶行,她将失去全部的职业能力(包括施法)直到她赎罪为止。此调整了牧师的阵营。

光之源(Luminous Font,Su):绽放之光放弃她神性的深层奥秘,专注于仁慈、医疗、和在暗黑中带来光明。绽放之光依然能选择领域并获得领域能力,但不会获得领域法术位。绽放之光是善良的信标,引领他人遵循自己最优的本性。绽放之光在跟善良生物交涉、或说服邪恶的生物对他邪恶的天性说不时,交涉获得相等于其职业等级一半的加值。

绽放之光的每天能够引导能量的次数相当于(5+她的魅力调整值)。在2级和之后的每2级,绽放之光都会获得额外1次每天引导能量次数。

在3级时,当绽放之光引导能量来伤害不死生物时,其引导能量还能伤害混乱邪恶异界生物、混乱邪恶之神的信徒、以及有着强光敏感或强光致盲特性的邪恶生物,如同它们是不死生物。

在7级时,当绽放之光引导能量时,她可以额外消耗一发次数使受影响区域变成强光区域(如同昼明术),持续轮数等同其牧师等级。

在10级时,绽放之光每天一次如同类法术能力一般施放赎罪术,但只能为他人提供救赎(如同同名法术)。如此使用此法术不须要器材或材料成份。此能力调整了牧师的引导能量和牧师领域。

剧透 -   :
Blossoming Light
Source Adventurer's Guide pg. 112
There are some clerics who take their pursuit of purity and light to extremes. These clerics are known as blossoming lights, and forsake armor and weaponry in favor of opening their hearts to pure goodness. Many are peace-loving or even pacifistic, and nearly every blossoming light favors redemption over righteous wrath.

Blossoming lights are primarily found among the Lantern Bearers, as their powers are a great boon against the organization’s foes. Despite this, their ways did not originate with elvenkind. Legend tells that Sarenrae, horrified by the consequences of the destruction of Gormuz, reached out to one of that city’s survivors. She granted the frightened woman divine powers to guide her fellow survivors, both to safety and to goodness, and humbly asked her to spread the message of redemption and forgiveness. While this priestess’s identity has been lost to history, the Dawnflower’s imparted wisdom has not.

Within the Lantern Bearers, given their growing alliance with Sarenrae’s faith, the traditions of the blossoming light have found the perfect place to flourish. These clerics are increasingly at the vanguard of the organization’s efforts to redeem the fallen, particularly drow who seek to escape their society’s strictures.

Promise of Faith: A blossoming light vows to trust in her deity’s protection over arms and armor. She is not proficient with any armor or shields. The blossoming light cannot use or benefit from any of her class features (including spellcasting) while wearing armor or using a shield, or for 1 minute thereafter.

This ability alters the cleric’s armor proficiencies.

Promise of Purity: A blossoming light must be truly pure of heart. She must be good-aligned and worship a nonevil deity. If the blossoming light willfully commits an evil act, she loses all class features (including spellcasting) until she atones.

This alters the cleric’s alignment.

Luminous Font (Su): A blossoming light forsakes her deity’s deeper mysteries to focus on benevolence, healing, and bringing light to darkness. A blossoming light still selects domains and retains access to domain powers, but does not gain domain spell slots. Blossoming lights are beacons of goodness, guiding others to follow their own best natures. A blossoming light adds half her level on Diplomacy checks against good creatures or to convince an evil creature to take an action against its evil nature.

A blossoming light’s channel energy is usable a number of times per day equal to 5 + her Charisma modifier. At 2nd level and every 2 levels thereafter, the blossoming light gains an additional use per day of channel energy.

At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.

At 7th level, when a blossoming light channels energy, she can expend an additional use to fill the affected area with bright light (as per daylight) for a number of rounds equal to her cleric level.

At 10th level, a blossoming light can use atonement once per day as a spell-like ability, but only to offer redemption to others (as per the spell). Using the spell in this way does not require a focus or material component.

This ability alters channel energy and the cleric’s domains.

神使呼唤者(Herald Caller)
出自 Monster Summoner's Handbook pg. 7
与以神祇之名一头扎入战场的战斗祭司或圣武士不同,神使呼唤者精通于唤来强大的异界生物来帮助他们战斗中的同侪。

升级技能点数(Skill Ranks per Level):4+智力调整值。这调整了牧师的职业技能。

专注召唤(Delicated Summoner):神使呼唤者依赖于召唤出盟友来打败敌人,这让她比起其他牧师而言专注面更窄,也更加不熟悉战斗方面的技艺。神使呼唤者只能从她的神祉的领域列表中选取1个领域而非两个,并且她也不会获得中甲或盾牌的擅长。这个能力调整了牧师的领域和护甲擅长。

呼唤神使(Call Heralds,Su):神使呼唤者能将事先准备好的法术转换为召唤法术,即使她事前并未准备该召唤法术亦可。她能“失去”一个准备好的法术,换来一个相同或较低环位的召唤怪物summon monster法术。她在以防御式施法来施放一个召唤怪物法术的专注检定上获得+1加值。该加值在5级增加至+2,并且在之后每5个牧师等级再增加1点.

神圣神使(Divine Heralds,Su):神使呼唤者只能用召唤怪物法术召唤出和她信奉的神祇相性特别良好的生物。这包括阵营至少与神祉阵营其中一项相匹配的生物,拥有与神祉拥有的领域相匹配的元素亚种的生物(如果有的话),以及在召唤怪物选项中该神祉的祭司能召唤的列表中存在的生物(请见Monster's Summoner handbook 30页的祭司召唤扩展表,该选项pfs不可用)。当召唤一个通常会带有天界或炼狱模板的生物时,信仰混乱阵营神祉的神使呼唤者可以改为增加熵化模板,而信仰秩序神祉的神使则可以改为增加绝对模板(这些简易模板详情请见Bestiary 2的292-293页).

由于这些召唤怪物与神使呼唤者的神祇紧密关联,她用牧师法术列表施放的召唤怪物法术所召唤的生物也会获得特殊的好处。神使呼唤者与她召唤的怪物之间能通过对话进行交流,就像他们拥有一门相同的语言一般(不过这并不会给予通常不能说话的召唤生物说话的能力)。每当神使呼唤者引导能量来治疗时,她能影响她所有召唤的怪物,哪怕他们并不处于她的正常引导范围或不属于通常能被该能量影响的生物种类。如果她选择引导能量来造成伤害,她能将任何她召唤的本来会受到影响的怪物排除在外。

伟力神使(Mighty Heralds):4级时,神使呼唤者获得增强召唤作为奖励专长,并在选取以增强召唤作为先决条件的专长时(例如进化召唤生物Evolved Summoned MonsterACG)视为拥有法术专攻(咒法)专长。到了8级,她获得高等召唤Superior SummoningUM作为奖励专长。
剧透 -   :
Herald Caller
Source Monster Summoner's Handbook pg. 7
Unlike warpriests or paladins, who charge headlong into battle in the name of their patron deities, herald callers are adept at calling powerful outsiders to aid their brethren in battle.

Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.

Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.

Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.
钢铁祭司(Iron Priest)
出自 Technology Guide pg. 12
钢铁祭司传颂来自群星彼端的喻示,赞美坠星所拥有的伟大神性。通过自己的引导能力,钢铁祭司可以修复战损的机器人和其他构造体,但却不具备击退不死生物的能力。钢铁祭司拥有如下职业能力。

本职技能(Class Skills):钢铁祭司的本职技能是估价(智力),手艺(智力),交涉(魅力),解除装置(敏捷),医疗(感知),知识(工程学、历史、本地、宗教,智力),语言学(智力),专业(感知),法术辨识(智力)和生存(感知)。

引导能量(Channel Energy,Su):当钢铁祭司引导能量伤害或治疗活物时,他同样可以伤害或治疗拥有发条(Clockwork)或机体(Robot)亚种的生物。其他亚种的构造体一样受到本能力的影响,但受到的伤害和治疗量均减半。这个能力替换标准的引导能量。

自发施法(Spontaneous Casting):钢铁祭司可以自发施放修复法术和完全修复术,但不能自发施放治疗/造成中伤和治疗/造成致命伤,无论他引导正能量或是负能量都是如此。这个能力替换标准的自发施法。

剧透 -   :
Iron Priest
Source Technology Guide pg. 12
Iron priests preach of the messengers from beyond the stars, envoys of the divine brought to Golarion in a falling star. Iron priests can affect robots and other unliving constructs with channeled energy, but lack power over the undead. Appropriate deities for an Iron Priest include Brigh, Nethys, Gorum, and Haagenti. An iron priest has the following class features.

Class Skills: The iron priest’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy. This ability alters channel energy.

Spontaneous Casting: An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.
仁心医者(Merciful Healer)
出自 Ultimate Combat pg. 41
仁心医者是战地治疗的大师,能够在战斗中保住同伴的小命,恢复他们的伤势,让他们能继续作战。

自愿行医(Willing Healer):仁心医者必须选择医疗领域。他不会获得第二个领域。若牧师信仰一名神祇,则该神祇必须能够赐与信徒治疗领域。仁心医者必须引导正能量。

引导能量(Channel Energy,Su):如同牧师能力,不过仁心医者必须选择引导正能量,而且她引导正能量时不能以不死生物为目标。此能力在其它方面与牧师的同名能力完全相同。

军医(Combat Medic,Ex):仁心医者在施展医疗法术或使用医疗技能为其它生物稳定伤势时,不会引发借机攻击。

仁心仁术(Merciful Healing,Su):3级时,仁心医者可以引导正能量来舒缓以下一个或多个有害状态:疲乏、颤栗或恶心。当仁心医者引导能量时,她可以从一个被她的引导能量爆发治疗的活物身上移除上述状态。6级时,她可以选择另一种状态进行移除。它可以是她在3级时未选的状态,或者从下列状态中选择一个:晕眩、疾病或恍惚。她的引导能量爆发可以从最多两个生物身上移除所选状态,或者移除3级时所选的那个状态。她在9级时还会获得另一个状态,可以从上述的状态中选择,也可以从以下表中选择:诅咒、力竭、惊惧、反胃或中毒。最后,12级时,她可以从较低等的表中进行选择,或者选择以下任一状态:目盲、耳聋、麻痹或震慑。她可以从一、二或三个生物身上移除该状态,或移除她先前所选的状态。影响圣武士恩惠的专长与效果,同样也影响此能力。

大医精诚(True Healer,Su):8级时,当仁心医者引导正能量时,她可以选择附加仁心仁术的效果,或者在决定她使用圣力能治疗多少伤害时重丢所有结果为1的骰。她必须在掷骰知道自己治疗多少伤害前,就决定要使用哪个效果。

剧透 -   :
Merciful Healer
Source Ultimate Combat pg. 41
The merciful healer is a master of battlefield revivification, sustaining and restoring allies to keep them in the fight.

Willing Healer: A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain. A merciful healer must channel positive energy.

Channel Energy (Su): As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.

Combat Medic (Ex): A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Merciful Healing (Su): At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions. The merciful healer chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst. At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst. She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst. Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst. Feats and effects that affect a paladin’s mercy also affect this ability.

True Healer (Su): At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.
受福侍者(Sacred Attendant)
出自 Healer's Handbook pg. 4
受福侍者会取回任何他们所帮助之人的动人一面,他们是典型的美貌,爱与性感之神的崇拜者

魅力引导(Channel Beauty,Su):每当受福侍者引导能量进行治疗时,她可以选择减少1个或者更多的骰数。每一个减少1个骰数都可以让每个被引导能量治疗的目标恢复1点魅力伤害。这个能力调整了引导能量。

领域(Domains):神圣使者只能选择属于她的神祇的一个领域。这个能力调整了领域。

机敏(Nimble,Ex):受福侍者在未着甲并且没有达到中载或重载,并且没有失去在AC上的敏捷加值(不论她是否有敏捷加值)时的AC和CMD上获得+1闪避加值。在2级以及之后每4级,该闪避加值+1(在18级时达到最大+6)。这个能力取代了牧师的对轻甲和中甲的擅长。

拔擢恩惠(Nurture Grace,Su):以一个标准动作,受福侍者接触一个自愿的生物,擢升其魅力与美貌。目标在魅力检定以及基于魅力的技能检定中获得等同于1/2受福侍者牧师等级的增强加值(最少+1),持续一轮。受福侍者可以消耗2次使用次数并花上10分钟为目标提供建议;若如此做,这个能力的持续时间为1天。受福侍者每天可以使用此能力的次数为3+感知调整值。

鼓舞人心的友情(Inspiring Camaraderie,Sp):8级时,当受福侍者施放治疗伤害类法术(任何名称中带有“cure”的法术)并仅以一名盟友作为目标时,以一个迅捷动作,她可以对这名盟友灌注强大的活力。该盟友在攻击骰上获得等同于受福侍者牧师等级的表现加值,持续轮数为1/2受福侍者牧师等级。这个轮数在受福侍者使用这个能力时开始计算并且连续消耗。在8级,受福侍者每日可以使用该能力1次,并在之后每4级获得1次额外使用次数。

剧透 -   :
Sacred Attendant
Source Healer's Handbook pg. 4
Sacred attendants bring out the varied beauty in everyone they help, and they typically worship deities of beauty, love, and sex.

Channel Beauty (Su): Whenever a sacred attendant channels energy to heal, she can opt to reduce the number of dice she rolls by 1 or more. For every die the sacred attendant subtracts, each of the targets of the channeled energy is healed of 1 point of Charisma damage.

This ability alters channel energy.

Domains: The sacred attendant can choose only one domain from those belonging to her deity.

This ability alters domains.

Nimble (Ex): The sacred attendant gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level).

This ability replaces the cleric’s proficiency with light and medium armor.

Nurture Grace (Su): The sacred attendant can coax forth the charm and beauty within a willing, touched creature as a standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 the sacred attendant’s cleric level (minimum +1) on Charisma checks and Charismabased skill checks. The sacred attendant can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day. The sacred attendant can use this ability a number of times per day equal to 3 + her Wisdom modifier.

Inspiring Camaraderie (Sp): At 8th level, as a swift action whenever a sacred attendant casts a cure spell (a spell with “cure” in its name) that targets a single ally, the sacred attendant can infuse that ally with inspired vigor. For a number of rounds equal to 1/2 the sacred attendant’s cleric level, the ally’s attack rolls gain a competence bonus equal to the sacred attendant’s cleric level. These rounds begin as soon as the sacred attendant uses this ability and elapse consecutively. The sacred attendant can use this ability once per day at 8th level, and an additional time per day for every 4 cleric levels beyond 8th.

苦修护理师(Stoic Caregiver)
出自 Healer's Handbook pg. 6
苦修护理师是对抗早衰和不死的生命捍卫者。她们被指引去保护和帮助那些身陷险境的人们,尤其是儿童和孕妇。她们提供援助并且以自己的行动来实现自己的誓言。

正能量引导者(Positive Channeler,Su):苦修护理师必须选择引导正能量,即使她所信仰的是中立神祇或者或者她并不信仰某个特定的神。她不能信仰邪恶的神祇。这个能力调整了引导能量。

领域(Domains):苦修护理师只能选择一个领域。这个能力调整了领域。

助产士训练(Midwife Training,Su):苦修护理师是照料正在孕育成型的生命和将把新生命带到世上的孕育者的专家。她在照料孕妇和儿童的医疗检定中获得+2加值。她做的医疗检定中会对患者产生的伤害都会自动取最小值。
每当苦修护理师只用医疗技能或魔法治疗停止出血伤害,或者使用法术和引导能量恢复生命值,她的目标都会获得少量对出血和负能量的抗性,持续分钟数等同于1/2苦修护理师牧师等级。在此期间目标所受的任何出血效果持续时间减半。另外,当受此能力影响的目标受到负能量伤害(例如来自于邪恶牧师或者反圣骑士引导的负能量,或法术,如造成轻伤(inflict light wounds))时,伤害值减少5点。

宿命治疗(Fated Cures,Su):其他生物在对抗苦修护理师的医疗子学派的法术的豁免检定中,必须双骰取低。

三重引导(Three-Aspect,Su):6级时,苦修护理师在引导正能量时可以同时进行伤害和治疗。当她这样做时,她只会恢复正常引导能量时所恢复生命值的1/2,并且造成正常引导能量时所能造成伤害的1/2(成功的豁免会降低到1/4)。

剧透 -   :
Stoic Caregiver
Source Healer's Handbook pg. 6
Stoic caregivers are champions of life in defiance of untimely death as well as undeath. Stoic caregivers are sent to protect and help those who find themselves in dangerous situations, especially children and expectant mothers, and they provide aid and comfort to individuals acting to fulfill prophecy.

Positive Channeler (Su): A stoic caregiver must choose to channel positive energy, even if she worships a deity who is neutral or if she is not devoted to a particular deity. A stoic caregiver cannot worship a deity who is evil.

This ability alters channel energy.

Domains: A stoic caregiver chooses only one domain.

This ability alters domains.

Midwife Training (Su): A stoic caregiver is an expert at caring for lives that are in the process of being formed as well as the bodies of those who expect to usher new life into the world. The stoic caregiver gains a +2 bonus on Heal checks to treat expectant mothers and children. Any Heal check by the stoic caregiver that deals damage to the patient always deals the minimum amount of damage.

Whenever a stoic caregiver stops bleeding with the Heal skill or magical healing, or restores hit points with a healing spell or channeled positive energy, the healed creature gains partial resistance to bleed damage and negative energy for a number of minutes equal to 1/2 the stoic caregiver’s cleric level. Any bleed damage a target takes during that time is halved. Additionally, when protected creatures take negative energy damage (such as from an evil cleric’s or an antipaladin’s negative channeled energy, or spells such as inflict light wounds), the amount of that damage is reduced by 5.

Fated Cures (Su): Creatures must roll twice and take the lower result when they make any saving throws against a stoic caregiver’s spells of the healing subschool.

Three-Aspect Channel (Su): At 6th level, a stoic caregiver can channel positive energy to heal and harm simultaneously. When she does so, she restores only 1/2 the usual amount of hit points and deals only 1/2 the usual number of points of damage (or 1/4 on a successful saving throw).
尸骸领主(Undead Lord) pfs不合法
出自 Ultimate Magic pg. 32
当牧师专注在以死灵术操弄死尸,他们即被称为尸骸领主,他的信众是行尸走肉,他的唱诗班是恸哭的亡灵,这个不朽的教团体现了他对亡魂的热爱。

除非她的神祇的神职中包含死亡领域或类似可以创造不死生物的领域,否则牧师无法选择成为尸骸领主。尸骸领主具有以下职业特性。

死亡魔法(Death Magic):尸骸领主必须要选择死亡领域(和亡灵子域,如果战役允许的话)。她不会得到第二个领域,在其他方面,此能力与正常的牧师领域相同,并取代之。

尸骸伙伴(Corpse Companion,Su):在经过8小时的仪式之后,尸骸领主可以唤起一只生命骰数不超过她牧师等级的殭尸或骷髅,这只不死伙伴将自动遵从她的指令,且不需要被她操纵。她不能同时拥有多于一名尸骸伙伴。此伙伴的生命骰数不计入她通过其他手段可以控制的不死生物生命骰上限。尸骸领主可以用此能力创造变种骷髅,如血腥或火焰骷髅,但是以此方式创造的变种骷髅其HD上限为牧师等级的一半。他能以一个标准动作遣散此伙伴,这将会使该尸骸伙伴被彻底摧毁。

奖励专长(Bonus Feats):尸骸领主获得命令亡灵作为奖励专长,此外,在10级时她还可以从以下专长中选取一个作为奖励专长:导能打击、额外导能、精通导能、快速导能、骸骨召唤者、亡灵之主。

不死医者(Unlife Healer,Su):8级时,尸骸领主的法术、类法术能力和超自然能力在治疗不死生物时可以额外治疗50%的伤害,16级时这些效果将自动造成可能达到的最大的治疗量,并且额外增加50%,此能力不会和其他的能力或专长叠加,例如法术强效或法术极效。


剧透 -   :
Undead Lord
Source Ultimate Magic pg. 32
An undead lord is a cleric focused on using necromancy to control undead. Her flock is the walking dead and her choir the keening spirits of the damned. This unliving congregation is the manifestation of her unceasing love affair with death.

A cleric cannot take the undead lord archetype unless her deity’s portfolio includes the Death domain or a similar domain that promotes undeath. An undead lord has the following class features.

Death Magic: An undead lord must select the Death domain (and the Undead subdomain, if available in the campaign). She does not gain a second domain. In all other respects, this works like and replaces the standard cleric’s domain ability.

Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.

Bonus Feats: All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner, Undead Master.

Unlife Healer (Su): At 8th level, the undead lord’s spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.

———— 圣武士(Paladin)————————

滥觞卫士(Champion of the Cascade)
出自 Wilderness Origins pg. 30
伟大的文明崛起又复灭,但滥觞之流始终标示着城市发祥之地。河流在土地上留下沟壑,使旅行和贸易成为了可能,潺潺活水为农耕社会的建立提供了基石。滥觞卫士是致力于保卫水路自由与水源纯净的圣武士,保护她们文明的存续。

盔甲擅长(Armor Proficiency):滥觞卫士擅长轻甲、中甲以及盾牌(除了塔盾)。这调整了圣骑士的防具擅长。

本职技能(Class Skills):滥觞卫士将特技、知识(地理)和游泳加入本职技能列表,把知识(贵族)从本职技能列表中移除。这调整了圣骑士的本职技能。

体迅飞凫(Swiftsurge,Ex):3级时,滥觞卫士在特技和游泳检定上不受防具检定减值的影响。此能力取代了神佑。

凌波微步(Flowing Stride,Su):3级时,每当滥觞卫士使用圣疗为一名目标恢复生命时,她可以令自愿的目标获得水上行走的能力,持续1分钟,如同法术水上行走。9级时,这个效果可扩展至受到她引导能量效果治疗的所有生物上。15级,受治疗的生物获得的水上行走能力持续24小时。此能力取代了恩惠。

惠泽远扬(Rising Tide,Su):5级时,滥觞卫士与神祇间的链接允许她召来河流以改变周围的环境。以一个标准动作,她可以在100英尺内将至多每圣骑士等级的2个5呎方格变为深度为至多每圣骑士等级5呎的淡水池。这些方格必须互相接邻。每名站在她首次召唤水体的区域内的生物必须尝试一次反射豁免(DC = 10 +圣骑士等级的一半+圣骑士的魅力修正值)来跳跃至最近的未受影响的空间以避免掉入水中。滥觞卫士可以使用此能力的时间为1分钟每圣骑士等级。这些时间不需连续,但每次消耗必须以1分钟为单位。在持续时间结束后,被改变的方格将恢复原状,水中的任何生物都会被转移到最近的开放空间。
10级时,以一个迅捷动作,她可以花费1分钟惠泽远扬的持续时间,在她所创造的任何水体中召唤一口间歇泉,将一个友方生物推到至多每圣骑士等级10呎高的空中,持续1轮。此能力取代了神契。

剧透 -   :
Champion of the Cascade
Source Wilderness Origins pg. 30
Great civilizations may rise and fall, but water will always mark the places where cities grow. Rivers carve trails through the ground, enabling travel and trade and delivering the fresh water necessary to make agrarian society possible. Champions of the cascade are paladins who defend the freedom and purity of waterways, protecting the very existence of the civilizations they belong to.

Armor Proficiency: A champion of the cascade is proficient with light armor, medium armor, and shields (except tower shields).

This alters the paladin’s armor proficiency.

Class Skills: A champion of the cascade adds Acrobatics, Knowledge (geography), and Swim to her list of class skills and removes Knowledge (nobility).

This alters the paladin’s class skills.

Swiftsurge (Ex): At 3rd level, a champion of the cascade does not take any penalty on Acrobatics or Swim checks due to her armor check penalty.

This replaces divine health.

Flowing Stride (Su): At 3rd level, whenever a champion of the cascade uses lay on hands to restore hit points to one target, she can grant a willing target the ability to walk on water as water walk for 1 minute. At 9th level, this extends to creatures healed by her channel positive energy. At 15th level, healed creatures can walk on water for 24 hours.

This replaces mercy.

Rising Tide (Su): At 5th level, a champion of the cascade’s connection to her deity allows her to summon rivers and alter her surroundings. As a standard action, she can change up to two 5-foot squares per paladin level within 100 feet to become freshwater pools with a depth of up to 5 feet per paladin level. The squares must be adjacent to each other. Each creature standing in the area where she first creates the water must attempt a Reflex save (DC = 10 + half the paladin’s level + the paladin’s Charisma modifier) to jump to the nearest unaffected space and avoid falling into the water. The champion of the cascade can use this ability for 1 minute per paladin level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. The changed squares revert back to their original form after the duration ends, and any creatures in the water are shunted out to the nearest open space.

At 10th level, as a swift action, she may spend 1 minute of her rising tide’s duration to create a geyser in any body of water she has created, lifting an allied creature in that square up to 10 feet per paladin level into the air for 1 round.

This replaces divine bond.

神选之子(Chosen One)
出自 Familiar Folio pg. 6
大多数圣武士都会在神殿中训练多年,以期获得崇高的地位,但是在某些罕见的情况下,神之使者会降临在谦卑的信者面前,征召她前去面对挑战。这些神选之子可能缺乏经验,但她们凭借着与神之使者的配合仍旧能够击退任何罪恶的存在。

未结神契(Bondless):神选之子不会获得神契(Divine Bond)职业能力。

神之使者(Divine Emissary,Ex):1级起,神选之子会获得一个神使魔宠(emissary familiar;见本书魔宠变体),将她的圣武士等级作为有效法师等级来判断该能力的效果。

宗教导师(Religious Mentor,Ex):魔宠誓言要履行的责任是为了未来的荣耀而帮助并训练神选之子。魔宠被视为在知识(宗教)上投入了技能点,点数与神选之子的圣武士等级相同。神选之子不会将知识(宗教)作为本职技能。

迟来之恩典(Delayed Grace,Su):神选之子在开启自己的冒险生涯之时还未充分意识到自己所具有的潜力。神选之子使用核心手册169页表格7-1中野蛮人、盗贼和术士的年龄来计算她的起始年龄。她会在2级时获得制裁邪恶(Smite Evil)能力,在4级获得神恩(Divine Grace)能力。这并不会影响她获得制裁邪恶每日使用次数的速率,因此她会在4级时获得制裁邪恶2次/日,在7级时提升至3次/日,以此类推。该能力改变了制裁邪恶(Smite Evil)和神恩(Divine Grace)。
【译注:即起始年龄表格中天赋之力(Intuitive)的一栏,也是最年轻的一栏。】

圣触(Lay on Paws,Su):2级起,神选之子的魔宠能够借用她的神力来治疗自己或他人。魔宠能够使用神选之子的圣疗(lay on hands)能力,这也包含了她的所有恩惠(Mercy),不过如此使用会耗费2次圣武士的圣疗能力。4级起,魔宠还能够引导正能量,但是如此使用会耗费4次圣武士的圣疗能力。该能力改变了圣疗(Lay On Hands)和引导正能量(Channel Positive Energy)。

神使真身(True Form,Ex):7级起,神选之子的魔宠展现出了它原本的形态,化身为异界生物进阶魔宠(outsider improved familiar),它与神选之子的守护神(parton)的阵营相符。神使的真身通常为仲裁者(Arbiter)、圣盔天使(Cassisian)、预兆神使(Harbinger)或者灵猫神使(Silvanshee),不过根据守护神本身的性质,任何守序中立、守序善良、中立善良的异界生物魔宠都是有可能的。若魔宠本身不具有改变外形(Change Shape)怪物通用能力的话,便会获得该能力,这使得它能够随意在最初的形态与真身间来回切换。

神使之裁(Emissary’s Smite,Su):11级起,每当神选之子使用制裁邪恶(smite evil)时,她的魔宠还能够从圣武士的制裁邪恶能力中获益。

剧透 -   :
Chosen One
Source Familiar Folio pg. 6
Most paladins train for years at a temple to attain a holy status, but rarely, an emissary of the divine appears to one of humble origins and calls her directly to the charge. These chosen ones may lack experience, but their teamwork with their emissaries allows them to defeat any evil.

Bondless: A chosen one does not gain the divine bond class feature.

Divine Emissary (Ex): At 1st level, a chosen one gains an emissary familiar (see page 10), treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

Delayed Grace (Su): A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.

Lay on Paws (Su): At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability. This ability alters lay on hands and channel positive energy.

True Form (Ex): At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.

Emissary’s Smite (Su): At 11th level, a chosen one’s familiar also benefits from the paladin’s smite evil ability whenever the chosen one uses smite evil.

医护骑士(Hospitaler)
出自 Advanced Player's Guide pg. 116
圣武士以她们的仁爱和对受病痛折磨者的关心而为人所知。医护骑士将此看作她们的第一职责,用她们大多数的时间去治疗穷苦者,或者为那些需要关怀和救助的人送去帮助。医护骑士获得以下职业能力。

制裁邪恶(Smite Evil)(Su):如同核心圣武士的此能力,但与核心圣武士每3级获得一次额外次数不同,医护骑士在7级时,以及之后每6级时才会获得一次额外的每日使用次数。

正能量引导(channel positive energy)(Su):4级起,医护骑士获得正能量引导的超自然能力,如同牧师所拥有的同名能力。她每天可以使用此能力的次数为3+她的魅力调整值,和其他圣武士不同,医护骑士的此能力并不需要消耗圣疗次数。在引导正能量时,医护骑士的有效牧师等级为她的圣武士等级-3。这个能力取代圣武士原本的正能量引导(channel positive energy)。

治疗灵光(Aura of Healing)(Su):11级时,医护骑士可以消耗一次正能量引导的使用次数,散发出一个30尺(半径?)范围的治疗灵光,持续时间等同于她的圣武士等级。所有在灵光范围内的盟友(包括医护骑士自身)免疫流血(bleed)伤害并且在生命值低于0时自动稳定。此外,在灵光内停留至少一整轮的盟友(包括圣武士自己)会治疗等同于她自身HD总数的伤害,并可以获得一次新的豁免机会以摆脱身上的负面状态(afflictions),如诅咒(curse),疾病(disease)或毒素(poison)。此豁免只在成功时有效,而在失败时并不会给予持有者更多的惩罚(影子注:如疾病的属性伤害等)。在一天内,一名盟友只能被此灵光治疗一次,也只能从中获得一次额外的豁免机会,哪怕他多次处于此灵光之中。此能力取代审判灵光(aura of justice)。

剧透 -   :
Hospitaler
Source Advanced Player's Guide pg. 116
Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need. The hospitaler has the following class features.

Smite Evil (Su): This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin’s channel positive energy ability.

Aura of Healing (Su): At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times. This ability replaces aura of justice.

神圣使徒(Sacred Servant)
出自 Advanced Player's Guide pg. 117
一般来说,所有圣武士都会信仰善良和公正的神祗。有些圣武士则更为虔诚,她们将自身完全奉献给她们所信仰的神祗,并因此而获得更多的法术和强力的盟友作为奖励。一名神圣使徒必须选定一个守序善良,守序中立或者中立善良的神祗作为她的信仰。神圣使徒拥有以下职业能力。

制裁邪恶(Smite Evil,Su):如同核心圣武士的此能力,但与核心圣武士在4级和之后的每3级获得一次额外次数不同,神圣使徒在7级时,以及之后每6级时才会获得一次额外的每日使用次数。此能力取代破邪斩(smite evil)。

法术(Spells):在第4级,当神圣使徒获得施法能力时,她需要同时选定一个她所信奉的神祗所拥有的领域。她对于这个领域的有效牧师等级等于她的圣武士等级-3。此外,她也会获得每个圣武士法术等级一个的领域法术位,且每天必须从她所选定的领域中选取并准备领域法术。

神契(Divine Bond,Su):5级时,神圣防卫者建立契约的对象乃是其圣徽,而非武器或坐骑。以一个标准动作,神圣使徒可以让一个天界灵魂与她的圣徽联结,持续时间为每圣武士等级1分钟。每当被呼唤,此灵魂会让神圣使徒的圣徽如同火把(torch)一样发光。在5级和之后的每3个等级,此灵魂都会给予一项奖励。这些奖励次数可以被用来提升圣武士引导正能量或者施展法术的能力,具体来说,每一项奖励都可以被用来给予以下强化:任何圣武士法术的施法者等级+1;在使用正能量引导伤害不死生物时,用来减半伤害的豁免DC+1;引导正能量的威力增加1D6点;每日的圣疗次数增加1次——这些强化可以被重复选择并且叠加计算。以上强化在灵魂被呼唤时决定,并在下一次呼唤之前无法更改。若神圣使徒用此方法增加她圣疗的每日使用次数,则当日的使用次数在第一次改动时确定,并且不会恢复(即使再次呼唤灵魂也一样)。非神圣使徒本人持有此圣徽不会获得任何契约带来的好处,但灵魂依旧存在于圣徽里,且所有奖励会在圣徽回到归属者手中后重新生效。5级的神圣使徒每天可以使用一次此能力。5级之后的每4级,神圣使徒都会多获得一次使用次数,17级时达到最多每日四次。
一旦附着着灵魂的圣徽被破坏,在之后三十天内,或者直到她获得一个新的等级,她将无法使用此能力。在此三十天期间内,神圣使徒在攻击和伤害检定上都要受到-1减值。

呼唤天界盟友(Call Celestial Ally,Sp):8级起,神圣使徒可以向从她所信奉的神祗那里呼唤一个强力的侍从来协助她。每周一次,此能力允许神圣使徒施放次等异界盟友(lesser planar ally)的类法术能力,且不需要花费材料或支付侍从报酬(若她要求的任务合理)。12级时,此能力提升为如同异界盟友(planar ally)的效果,并在16级时如同高等异界盟友(gerater planar ally)。施展这个能力时,神圣使徒的施法者等级等于她的圣武士等级。此能力取代虔诚灵光(aura of resolve)。

剧透 -   :
Sacred Servant
Source Advanced Player's Guide pg. 117
Paladins as a general rule, venerate the gods of good and purity, but some take this a step further, dedicating themselves to a specific deity and furthering the cause of the faith. These sacred servants are rewarded for their devotion with additional spells and powerful allies. A sacred servant must select one deity to worship. This deity’s alignment must be lawful good, lawful neutral, or neutral good. A sacred servant has the following class features.

Smite Evil (Su): This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This replaces smite evil.

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol. As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch. At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells. Each bonus can be used to grant one of the following enhancements: +1 caster level to any paladin spell cast, +1 to the DC to halve the damage of channel positive energy when used to harm undead, +1d6 to channel positive energy, +1 use/day of lay on hands. These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.

Call Celestial Ally (Sp): At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level. This ability replaces aura of resolve.

———— 战斗祭司(Warpriest)————————

神爪之拳Fist of the Godclaw
出自 Disciple's Doctrine pg. 12
献身于凌驾于其它一切之上的神圣的律法约束,这些狂热者寻求建立绝对的秩序。他们训练有素而又精准地引领盟友对抗乌合之众。

阵营(Alignment):神爪之拳必须是守序阵营。这调整了战斗祭司的阵营限制。

神祇(Deities):神爪之拳必须信仰阿巴达尔、阿斯摩蒂斯、艾奥梅黛、义洛里或托拉格。亦或神爪之拳必须遵从这些神祇被人称作神爪时的教条。

神爪祝福(Blessings of the Godclaw,Ex):神爪之拳必须选择秩序祝福和神爪祝福。这调整了战斗祭司的祝福。

侦测混乱(Detect Chaos,Sp):3级时,每日3次,神爪之拳可以以类法术能力施放侦测混乱,使用他的战斗祭司等级作为施法者等级。如果神爪之拳已经具有或后续获得了施放侦测混乱的能力,则他可以以类法术能力随意施放侦测混乱。这替代了3级获得的奖励专长。

阵营引导(Alignment Channel,Su):6级时,神爪之拳获得阵营导能作为奖励专长。当他应用此专长消耗热诚能力引导能量时,他可以只伤害具有混乱子类的异界生物。额外的,当应用此专长时,他仅需消耗一发热诚的使用次数来引导能量并造成每2个战斗祭司等级1d6的伤害。12级时,神爪之拳可以额外消耗一发热诚的使用次数以移动动作引导能量。这取代了6级和12级获得的奖励专长。

秩序之貌(Aspect of Law,Ex):20级时,神爪之拳可以展露秩序之貌,变得更加不可动摇。每日一次以迅捷动作,战斗祭司可以将他的等级视为基础攻击加值,获得DR 20/混乱,并且免疫影响心灵的效果。另外他可以在任意投骰中取平均值来取代正常投骰。此能力持续1分钟。此能力替代了战争之貌。

剧透 -   :
Fist of the Godclaw
Source Disciple's Doctrine pg. 12
Devoted to the divine control of law above all else, these zealots seek to establish absolute order. Disciplined and precise, they lead their allies against the chaotic hordes.

Alignment: A fist of the Godclaw must be of a lawful alignment.

This alters the warpriest’s alignment restriction.

Deities: A fist of the Godclaw must worship Abadar, Asmodeus, Iomedae, Irori, or Torag. Alternatively, the fist of the Godclaw must venerate the pantheon of these deities known as the Godclaw.

Blessings of the Godclaw (Ex): A fist of the Godclaw must select the Law blessing and the Godclaw blessing.

This alters blessings.

Detect Chaos (Sp): At 3rd level, a fist of the Godclaw can cast detect chaos three times per day as a spell-like ability, using his warpriest level as his caster level. If the fist of the Godclaw already has, or later gains, the ability to cast detect chaos, then he can cast detect chaos at will as a spell-like ability.

This replaces the bonus feat gained at 3rd level.

Alignment Channel (Su): At 6th level, a fist of the Godclaw gains Alignment Channel as a bonus feat. When he uses this feat and spends fervor to channel energy, he can harm only outsiders with the chaotic subtype. Additionally, when using this feat, he expends only one use of his fervor to channel energy and deals 1d6 points of damage for every 2 warpriest levels he has. At 12th level, a fist of the Godclaw can expend an additional use of fervor to channel energy as a move action.

This replaces the bonus feats gained at 6th level and 12th level.

Aspect of Law (Ex): At 20th level, a fist of the Godclaw can channel an aspect of law, growing even more inflexible. Once per day as a swift action, a warpriest can treat his level as his base attack bonus, gains DR 20/chaotic, and becomes immune to mind-affecting effects. In addition, he can take the average result on any die roll instead of rolling normally. This ability lasts for 1 minute.

This replaces aspect of war.

盾卫者(Shieldbearer)
出自 Armor Master's Handbook pg. 7
盾卫者是站在战场前线,与士兵肩并肩的神之勇士。长久以来盾卫者的传统便是五王山脉中矮人的伟大遗产,同样的,林诺姆诸王国和猛犸象大王之国的许多女性盾卫者也以“盾之少女”而出名。休盎提的盾卫者经常扮演着智者和战场指挥官的角色,而莽吉荒原上的盾卫者则因抗击黑猩猩王的军队,保卫村庄而闻名。

盾牌熟练(Shield Adept,Ex):1级时,盾卫者获得"精通盾击"作为奖励专长。当持有盾牌时,盾卫者可以在防御式施法的专注检定上加上盾牌加值。此能力替换了专注武器。

神圣武器(Sacred Weapon,Su):盾卫者将盾牌当作他的神圣武器(代替他信奉的神祗的偏好武器),同样也可以选择具有武器专攻专长的其他武器作为神圣武器。盾卫者的神圣武器伤害只能应用在用盾牌作出的攻击上。直到7级,盾卫者才会获得增强神圣武器的能力。7级之后的每3级,这些加值会加1(直到19级最大为+5)。此能力调整了神圣武器并替换了神圣装甲。

神圣之盾(Sacred Shield,Su):4级时,盾卫者能以迅捷动作使用神力增强他的盾牌。除了以下几点,该能力如同神圣装甲般起作用。该能力使盾牌获得+1增强加值(此加值不会加在盾击时的攻击和伤害骰上)。该加值在4级之后的每4个战斗祭司等级加1(直到20级最大+5)。盾卫者能够用以下任何护甲特性来增强盾牌(取代神圣装甲能力中的特性):辟矢,目盲,护命(次等,中等和高等),镜反和抗法(SR13,15,17和19)。

引导能量(Channel Energy,Su):盾卫者只有在持有盾牌时才能引导能量,此能力影响30尺锥形范围,而不是半径30尺圆形。

剧透 -   :
Shieldbearer
Source Armor Master's Handbook pg. 7
Shieldbearers are divine warriors who stand on the front lines of battle, shoulder to shoulder with the soldiers of their people. The shieldbearer tradition has long been a strong legacy among the dwarves of the Five Kings Mountains, while many young women throughout the Lands of the Linnorm Kings and Realm of the Mammoth Lords become shieldbearers known as shield maidens. Shieldbearers among the Shoanti are often advisors as well as combatants, while in the Mwangi Expanse shieldbearers are known for defending entire villages from the Gorilla King’s minions.

Shield Adept (Ex): At 1st level, a shieldbearer receives Improved Shield Bash as a bonus feat. When carrying a shield, the shieldbearer adds his shield bonus on concentration checks to cast defensively.

This ability replaces focus weapon.

Sacred Weapon (Su): A shieldbearer treats shields as sacred weapons (instead of his god’s favored weapon), though the shieldbearer can still designate additional weapons as sacred weapons by selecting them with the Weapon Focus feat. The shieldbearer’s sacred weapon damage applies only to attacks made with shields. The shieldbearer does not gain the ability to enhance sacred weapons until 7th level. For every 3 warpriest levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level).

This ability alters sacred weapon and also replaces sacred armor.

Sacred Shield (Su): At 4th level, a shieldbearer gains the ability to enhance his shield with divine power as a swift action. This ability functions as the sacred armor ability, except as follows. This power grants the shield a +1 enhancement bonus (this bonus does not act as an attack or damage bonus when the shield is used in a shield bash). For every 4 warpriest levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). The shieldbearer can enhance a shield with any of the following armor special abilities (instead of those listed for sacred armor): arrow deflection, blinding, fortification (heavy, light, or moderate), reflecting, and spell resistance (13, 15, 17, and 19).

Channel Energy (Su): The shieldbearer can channel energy only when carrying a shield, and the ability manifests as a 30-foot-cone burst, rather than as a radius.

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Re: 【整合】引导能量相关资源
« 回帖 #7 于: 2022-05-31, 周二 23:20:29 »
进阶职业(增强引导)
切尔纳萨多守望者(Chernasardo Warden)
出自 Pathfinder #116: Fangs of War pg. 68
切尔纳萨多守望者是一个仅有少数人能够奢望获得的头衔。在这些自由斗士当中,守望者必须在与威胁涅玛萨斯之命运的敌人的战斗中不断地证明他们自身。凭借他们无与伦比的战争技艺和战术技巧,切尔纳萨多守望者成为了森林的主宰。他们擅长在不被察觉的情况下令敌人失能,但在近身战斗中他们也是不容小觑的威胁。
这个头衔只有那些克服了不可逾越的困难并在难以想象的危险中幸存下来的人才能获得。因为这是一个令人持续处于危难之中的称号,在任何特定的一段时期内,都仅有屈指可数的守望者存世。守望者们穿戴着由战斗中斩获的战利品装饰的羽冠或盔甲,这令他们与众不同。传统上,这些应当由锐齿森林中巨兽的角或皮毛制成,但近年来,摩尔苏恩高级官员的制服变得更为常见。在切尔纳萨多的游侠中,只有涅玛萨斯森林元帅能享受比切尔纳萨多守望者更多的尊敬。

前置条件(Requirements)
要进阶成为切尔纳萨多守望者,角色必须满足以下所有条件。
阵营:任意非邪恶并且非守序阵营
基本攻击加值:+5
技能:隐匿5级,生存5级
特殊:必须击败一名挑战等级比你的角色等级高5级的邪恶阵营的敌人。这场胜利必须由一名切尔纳萨多的游侠见证。

本职技能(Class Skills)
切尔纳萨多守望者的本职技能为:特技(敏捷)、唬骗(魅力)、攀爬(力量)、解除装置(敏捷)、易容(魅力)、逃脱(敏捷)、驯养动物(魅力)、威吓(魅力)、知识(自然,智力)、察觉(感知)、察言观色(感知)、法术辨识(智力)、隐匿(敏捷)和生存(感知)。
每级技能点数:6 + 智力调整值
生命骰(Hit Die):D8

职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力
1
 +0 
+0
 
+1
 
+0
 森林魔法Ⅰ,奔放之心+2
2
 +1 
+1
 
+1
 
+1
 关联职业,奖励专长
3
 +2 
+1
 
+2
 
+1
 森林魔法Ⅱ,游击战术
4
 +3 
+1
 
+2
 
+1
 关联职业,奔放之心+3
5
 +3 
+2
 
+3
 
+2
 奖励专长,森林魔法Ⅲ
6
 +4 
+2
 
+3
 
+2
 进阶战术,关联职业
7
 +5 
+2
 
+4
 
+2
 森林魔法Ⅳ,奔放之心+4
8
 +6 
+3
 
+4
 
+3
 关联职业,奖励专长
9
 +6 
+3
 
+5
 
+3
 森林魔法Ⅴ,双重战术
10
 +7 
+3
 
+5
 
+3
 关联职业,幻影一击
后述为切尔纳萨多守望者进阶职业的职业特性。

武器和防具擅长(Weapon and Armor Proficiency):切尔纳萨多守望者擅长所有简易和军用武器,轻型盔甲以及小圆盾。

森林魔法(Sp):切尔纳萨多守望者是森林的一员,由于这种与树木之间的亲和力,她获得了一些类法术能力。她将切尔纳萨多守望者等级当作施法者等级。1级时,她可以从后述法术中选择一个,每日以类法术能力施展1次:魔法警报(Alarm)、侦测陷阱(Detect Snares and Pits)、忍受环境(Endure Elements)、纠缠术(Entangle)、跳跃术(Jump)、大步奔行(Longstrider)或行迹无踪(Pass without Trace)。从上述列表中选择的类法术能力,在3级时每日可以使用3次,5级时每日可以使用5次。

3级时,她获得第二项类法术能力,并且将后述法术增加至她的可选列表:云雾术(Fog Cloud)、圈套术(Snare)、蛛行术(spider climb)和荆棘丛生(spike growth)。 从上述列表中选择的类法术能力,在3级时每日可以使用1次,5级时每日可以使用3次,7级时每日可以使用5次。

5级时,她获得第三项类法术能力,并且将后述法术增加至她的可选列表:树肤术(Barkskin)、治疗轻伤(Cure Light Wounds)、黑暗视觉(Darkvision)、重压之箭APG(Gravity Bow)、重压之刃(Lead Blades)、植物滋长(Plant Growth)和幽灵斥候(Spectral Scout见本书67页)。 从上述列表中选择的类法术能力,在5级时每日可以使用1次,7级时每日可以使用3次,9级时每日可以使用5次。

引用
Spectral Scout
Source Pathfinder #116: Fangs of War pg. 67
School conjuration (creation); Level arcanist 3, bard 3, druid 3, hunter 3, ranger 3, shaman 3, skald 3, sorcerer 3, wizard 3
Casting
Casting Time 1 minute
Components V, S
Effect
Range 1 mile
Effect one incorporeal animal of size Tiny or smaller
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance no
Description
You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square. The creature emits a faint glow of a color you choose at the time of the spell’s casting, providing the illumination of a candle. It has the same statistics as the creature after which it is modeled (including ability scores, Armor Class, feats, senses, skills, and speed), but is incorporeal and has only 1 hit point. A spectral scout cannot attack, but can otherwise follow any basic instructions that could be given to a pet or animal companion of similar intelligence but without the need to make Handle Animal skill checks.

A spectral scout can communicate verbally with the caster but can’t be understood by others. A spectral scout can relay information it has directly witnessed with perfect clarity, including sights, sounds, and smells, but it cannot further interpret that information. For example, a spectral scout can report on how many individuals it sees, the direction they are going, and what equipment they carry; it can’t tell the caster whether the people were friend or foe, or their objective.

7级时,她获得第四项类法术能力,并且将后述法术增加至她的可选列表:问道自然(Commune with Nature)、治疗中伤(Cure Moderate Wounds)、回避侦测(Nondetection)、林中藏身处(Sylvan Hideaway,见本书67页)和树化术(Tree Shape)。 从上述列表中选择的类法术能力,在7级时可以每日使用1次,9级时每日使用3次。
引用
Sylvan Hideaway
Source Pathfinder #116: Fangs of War pg. 67
School conjuration (creation); Level druid 3, hunter 3, ranger 3, shaman 3
Casting
Casting Time 1 standard action
Components V, S, M (one pound of unworked stone or wood)
Effect
Range touch
Target one 5-foot square of touched earth
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
Description
When this spell is cast on a natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level (maximum 12). The room is sealed by a 5-foot-square camouflaged trap door that can be locked from within. (This trap door has hardness 10 and 20 hit points per caster level; the Perception DC to see the hidden trap door equals the spell’s save DC.) The door and room are made of the same material of the material component used to cast the spell. You can choose the shape and configuration of the room when you create it; however, any furnishings (tables, beds, etc.) in the room are made of the same material as the room and cannot be moved once created. When the spell ends, anything inside the space is ejected to the surface in the nearest available square.

9级时,她获得第五项类法术能力,并且将后述法术增加至她的可选列表:治疗重伤(Cure Serious Wounds)、辨识谎言(Discern Lies)、行动自如(Freedom of Movement)和融身入林(Tree Stride)。从上述列表中选择的类法术能力每日可以使用1次。

奔放之心(Unchained Heart,Ex):切尔纳萨多守望者的自由精神远超单纯的顽固。1级时,他在对抗胁迫和影响心灵的效果的意志豁免上获得+2加值。如果她成功地通过了这次豁免,在接下去的1d4轮中,切尔纳萨多游侠对法术或效果来源的攻击检定获得+1加值。上述豁免上的加值会在4级时增至+3,7级时增至+4。

关联职业(Aligned Class,Ex):切尔纳萨多守望者出身于各行各业,他们中的每个都具有独特的观念与技能。2级时,切尔纳萨多守望者必须从获得进阶职业之前所具有的职业中选择一个,将这个职业作为她的关联职业。她会获得这个职业提升了一级后的所有职业特性,就如同她在这个职业中提升了一级一样。在4级、6级、8级和10级时,她再次获得关联职业额外提升一级后的职业特性。她仍旧会获得进阶职业的生命骰、基本攻击加值、豁免加值以及技能等级。

奖励专长(Bonus Feats):在2级、5级和8级,切尔纳萨多守望者各获得一项奖励专长。她必须满足奖励专长的所有前置条件。她可以在后述列表中选择一项:弃兵断翼ACG(Broken Wing Gambit)、寓守于攻(Combat Expertise), 战斗戒备APG(Combat Patrol)、延迟法术(Delayed Spell,见本书67页)、高等阴招APG(Greater Dirty Trick)、精通阴招APG(Improved Dirty Trick)、学习游侠陷阱UM(Learn Ranger Trap)、矢暴流(Overwatch Style)、矢暴策(Overwatch Tactician)、矢暴啸(Overwatch Vortex)、双重藉机(Paired Opportunists)、(Quick Trapper,见本书67页)、移动射击(Shot on the Run)、法术默发(Silent Spell)、跳跃攻击(Spring Attack)、法术定发(Still Spell)、见缝插针UC(Target of Opportunity)、武器技法MAH(Weapon Trick)以及旋风攻击(Whirlwind Attack)。

引用
Delayed Spell (Metamagic)
Source Pathfinder #116: Fangs of War pg. 67
You can set a spell to trigger on a delay.

Benefit: A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identified with Knowledge (arcana) as a spell effect in place. A delayed spell uses up a spell slot 1 level higher than the spell’s actual level.
引用
Quick Trapper
Source Pathfinder #116: Fangs of War pg. 67
Your trap-making proficiency improves greatly.

Prerequisites: Learn Ranger Trap or trap class feature, Survival 5 ranks.

Benefit: When setting a ranger trap (Pathfinder RPG Ultimate Magic 64), you can do so as a standard action rather than a full-round action. If you do so, the trap DC is reduced by 5.

游击战术(Guerrilla Tactics,Ex):切尔纳萨多守望者是突袭后迅速撤离、蓄意破坏和秘密诡计的专家。3级时,她可以在战斗中使用以下战术。切尔纳萨多守望者同时仅能获得一项战术提供的加值,但她可以用一个迅捷动作切换战术。如果切尔纳萨多守望者陷入困惑、惊惧、恐慌或战栗状态时,她无法从游击战术中获得加值直到上述状态结束。

乘虚而入(Exploit Weakness):当夹击一名敌人时,切尔纳萨多守望者可以放弃直到她下轮行动前因夹击在攻击上获得的+2加值来进一步惩戒她的敌人。如果在放弃加值的情况下,切尔纳萨多守望者成功命中了一名被夹击的敌人,她可以用一个迅捷动作以最高的攻击加值对该目标进行一次卸武、破武或绊摔战技。这些动作仍会如常引起借机攻击。

偷袭(Sneak Attack):切尔纳萨多守望者获得偷袭+1d6。偷袭骰会在6级时上升至+2d6,9级时上升至+3d6。

狙击造诣(Sniping Prowess):切尔纳萨多守望者会利用一切可利用的掩蔽。她在狙击后的隐匿检定上的减值降至-16.这一减值会在6级时降至-12,9级时降至-8。

妖精步伐(Sprite Step):在有树木的地形中,切尔纳萨多守望者在特技和攀爬检定上获得+4环境加值。攀爬时,她不会失去在AC上的敏捷加值并且不会在加速攀爬时承受减值。

进阶战术(Advanced Tactics,Ex):6级时,切尔纳萨多守望者将以下战术加入她的可选列表。

先发制人(Preemptive Strike):切尔纳萨多守望者擅长在她的目标能够反应前攻击。突袭轮中,她可以进行一个移动动作和一个标准动作。在突袭轮中,她依旧不能进行整轮动作。

暗箭伤人(Trick Shot):这项战术允许切尔纳萨多守望者承受-4的减值以远程武器发动阴招战技。9级时,上述减值降至-2。

双重战术(Second Tactic,Ex):9级时,切尔纳萨多守望者可以同时从两项战术中受益。以一个迅捷动作她可以切换其中一项战术。

幻影一击(Phantom Strike,Ex):10级时,切尔纳萨多守望者成为一名真正的战场主宰。她总是可以在非魔法的困难地形上全速移动,并且不会因糟糕的视觉在移动速度上承受减值。
每日等同于她智力调整值次数,当切尔纳萨多守望者对一名未察觉其存在的敌人造成武器伤害时,她可以额外造成2d6点精准伤害并令目标畏缩,持续2d6轮。目标可以尝试一次意志豁免来免受畏缩效果(DC = 10+1/2切尔纳萨多游侠等级+她的智力调整值)。

剧透 -   :
Chernasardo Warden
Source Pathfinder #116: Fangs of War pg. 68
Chernasardo warden is a title that few can reasonably hope to earn. Among the freedom fighters, wardens have proven themselves again and again, taking on enemies that threaten the fate of Nirmathas. With their unmatched martial prowess and tactical skills, Chernasardo wardens are masters of the forest. They specialize in neutralizing enemies without being seen, but they are not a threat to be taken lightly even in close-quarters combat.

This title is earned only by those who have overcome insurmountable odds and survived unimaginable danger. There are just a handful of wardens alive at any given time, as it is a position that places one in constant peril. Wardens set themselves apart by wearing crests or armor fashioned from trophies won in battle. Traditionally, these were made from the horns or hide of great beasts of the Fangwood, but in recent years, regalia of high-ranking Molthuni officials has become more common. Only the Nirmathi forest marshal commands more respect than a warden among the Chernasardo Rangers.
Requirements
To qualify to become a Chernasardo warden, a character must fulfill all the following criteria.

Alignment: Any nonevil and nonlawful.
Base Attack Bonus: +5.
Skills: Stealth 5 ranks, Survival 5 ranks.
Special: You must defeat an evil enemy of a CR 5 levels higher than your character level. This victory must be witnessed by a Chernasardo Ranger.
Class Skills
The Chernasardo Warden's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   +0   +0   +1   +1   Forest magic 1, unchained heart +2
2nd   +1   +1   +1   +1   Aligned class, bonus feat
3rd   +2   +1   +2   +2   Forest magic 2, guerrila tactics
4th   +3   +1   +2   +2   Aligned class, unchained heart +3
5th   +3   +2   +3   +3   Bonus feat, forest magic 3
6th   +4   +2   +3   +3   Advanced tactics, aligned class
7th   +5   +2   +4   +4   Forest magic 4, unchained heart +4
8th   +6   +3   +4   +4   Aligned class, bonus feat
9th   +6   +3   +5   +5   Forest magic 5, second tactic
10th   +7   +3   +5   +5   Aligned class, phantom strike

All of the following are class features of the Chernasardo warden prestige class.

Weapon and Armor Proficiency: Chernasardo wardens are proficient with all simple and martial weapons, and light armor and bucklers.

Forest Magic (Sp): A Chernasardo warden is one with the forest and gains a number of spell-like abilities due to this arboreal affinity. She uses her Chernasardo warden level as her caster level. She can select one of the following spells to gain as a spell-like ability at 1st level, usable once per day: alarm, detect snares and pits, endure elements, entangle, jump, longstrider, or pass without trace. Spell-like abilities selected from this list can be used three times per day at 3rd level and five times per day at 5th level.

At 3rd level she gains a second spell-like ability and adds the following spells to her available choices: fog cloud, snare, spider climb, and spike growth. Spell-like abilities selected from this list can be used once per day at 3rd level, three times per day at 5th level, and five times per day at 7th level.

At 5th level she gains a third spell-like ability and adds the following spells to her available choices: barkskin, cure light wounds, darkvision, gravity bow, lead blades, plant growth, and spectral scout (see page 67). Spell-like abilities from this list can be used once per day at 5th level, three times per day at 7th level, and five times per day at 9th level.

At 7th level she gains a fourth spell-like ability and adds the following spells to her available choices: commune with nature, cure moderate wounds, nondetection, sylvan hideaway (see page 67), and tree shape. Spell-like abilities selected from this list can be used once per day at 7th level and three times per day at 9th level.

At 9th level, she gains a fifth spell-like ability and adds the following spells to her available choices: cure serious wounds, discern lies, freedom of movement, and tree stride. Spell-like abilities selected from this list can be used once per day.

Unchained Heart (Ex): A Chernasardo warden’s free spirit goes far beyond simple stubbornness. At 1st level, she gains a +2 bonus on Will saving throws made against compulsions and mind-affecting effects. If she succeeds at this saving throw, the Chernasardo warden gains a +1 bonus on attack rolls against the source of the spell or effect for 1d4 rounds. The bonus on saving throws increases to +3 at 4th level and +4 at 7th level.

Aligned Class (Ex): Chernasardo wardens come from all walks of life, each offering a unique perspective and skill set. At 2nd level, a Chernasardo warden must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for one additional level of her aligned class as if she had gained a level in it. She gains the class features of an additional level of her aligned class at 4th, 6th, 8th, and 10th levels. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class.

Bonus Feats: At 2nd, 5th, and 8th levels, a Chernasardo warden gains a bonus feat. She must meet the bonus feat’s prerequisites. She can choose one from the following list: Broken Wing Gambit, Combat Expertise, Combat Patrol, Delayed Spell, Greater Dirty Trick, Improved Dirty Trick, Learn Ranger Trap, Overwatch Style, Overwatch Tactician†, Overwatch Vortex†, Paired Opportunists, Quick Trapper, Shot on the Run, Silent Spell, Spring Attack, Still Spell, Target of Opportunity, Weapon Trick, and Whirlwind Attack.

Guerrilla Tactics (Ex): A Chernasardo warden is an expert at hit-and-run attacks, sabotage, and subterfuge. At 3rd level, she can use the following tactics in combat. She can gain the bonus of only a single tactic at a time, but can switch between them as a swift action. If the Chernasardo warden becomes confused, frightened, panicked, or shaken, she cannot gain any bonuses from guerrilla tactics for as long as the condition persists.

Exploit Weakness: When flanking an enemy, a Chernasardo warden can forgo the +2 bonus on attack rolls from flanking until the start of her next turn in order to further punish the foe. On a successful hit against a flanked enemy while forgoing the attack bonus, the Chernasardo warden can perform a disarm, sunder, or trip combat maneuver against the target as a swift action at her full base attack bonus. This action still provokes attacks of opportunity as normal.

Sneak Attack: A Chernasardo warden gains sneak attack +1d6. This increases to +2d6 at 6th level and +3d6 at 9th level.

Sniping Prowess: The Chernasardo warden takes advantage of any available cover. Her penalty on Stealth checks to snipe changes to –16. The penalty changes to –12 at 6th level and –8 at 9th level.

Sprite Step: When moving through wooded terrain, the Chernasardo warden gains a +4 competence bonus on Acrobatics and Climb checks. While climbing, she does not lose her Dexterity bonus to AC and does not take a penalty for climbing quickly.

Advanced Tactics (Ex): At 6th level, a Chernasardo warden adds the following tactics to her list of choices.

Preemptive Strike: The Chernasardo warden strikes before her targets can react. When acting during a surprise round, she can take one move action and one standard action. She cannot take a full-round action during a surprise round, as normal.

Trick Shot: This tactic allows the Chernasardo warden to attempt Dirty Trick combat maneuver checks with a ranged weapon at a –4 penalty. At 9th level, this penalty changes to –2.

Second Tactic (Ex): At 9th level, a Chernasardo warden is able to benefit from two tactics at a time. She can change one of these at a time as a swift action.

Phantom Strike (Ex): At 10th level, a Chernasardo warden becomes a true master of the battlefield. She can always move at her full speed across nonmagical difficult terrain and does not take movement penalties due to poor visibility.

A number of times per day equal to her Intelligence modifier, when the Chernasardo warden deals weapon damage to an opponent who is unaware of her presence, she can deal an additional 2d6 points of precision damage or cause the target to cower for 2d6 rounds. The target receives a Will saving throw to negate the cowering effect (DC = 10 + half the Chernasardo warden’s character level + her Intelligence modifier).
————————————————————————————

晨花隐者(Dawnflower Anchorite) PFS不可
出自 Paths of the Righteous pg. 12
尽管大多数莎伦莱(Sarenrae)的信徒都致力于帮助他人或者追寻那些可以被救赎的恶徒,不过有对于极少一部分来说,他们更加看重对于太阳——莎伦莱赐予人间最伟大的馈赠——的敬畏。这些隐居荒野的晨花隐者希望能够从中受到启迪,这样他们便能在某一日返回文明社会,用全新的神赐恩典协助治愈教会所遭受的伤痛。

进阶要求(Requirements)
要进阶成为晨花隐者,角色必须满足以下所有条件。
阵营:中立善良
信仰:必须信仰莎伦莱(Sarenrae)
技能:知识(自然)5级或知识(宗教)5级
法术:能够施放2环法术

本职技能(Class Skills)
晨花隐者的本职技能(以及每项技能的关键属性)为:攀爬(力量),飞行(敏捷),驯养动物(魅力),医疗(感知),知识(地理)(智力),知识(自然)(智力),知识(宗教)(智力),察觉(感知),骑术(敏捷),法术辨识(智力),生存(感知)和游泳(力量)
每级技能点数:4 + 智力调整值
生命骰(Hit Die):D8
职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +0 
+0
 
+1
 
+1
 日光祈福 +1 -
2
 +1 
+1
 
+1
 
+1
 信仰之证 +1现有施法者等级
3
 +2 
+1
 
+2
 
+2
 阳光普照 +1现有施法者等级
4
 +3 
+1
 
+2
 
+2
 信仰之证 +1现有施法者等级
5
 +3 
+2
 
+3
 
+3
 日光祈福 +2(移动动作) +1现有施法者等级
6
 +4 
+2
 
+3
 
+3
 信仰之证 +1现有施法者等级
7
 +5 
+2
 
+4
 
+4
 阳炎射线 +1现有施法者等级
8
 +6 
+3
 
+4
 
+4
 信仰之证 +1现有施法者等级
9
 +6 
+3
 
+5
 
+5
 日光祈福 +3 +1现有施法者等级
10
 +7 
+3
 
+5
 
+5
 信仰之证,晨花祈福,日光祈福(迅捷动作) +1现有施法者等级
后述为晨花隐者进阶职业的职业特性。

日光祈福(Solar Invocation,Su):晨花隐者能够利用太阳所赐予的热度保护无辜和惩奸除恶。在1级,晨花隐者能够以标准动作恳求太阳,让他在对抗邪恶生物(evil creatures)的攻击检定和伤害检定中获得+1表现加值,并且使得他所用来对抗邪恶生物(evil creatures)的法术或领域力量(domain powers)之DC增加1点。为攻击检定和伤害检定提供的加值会在5级时提升至+2点,并在9级时提升至+3点。若晨花隐者具有动物伙伴(animal companion),该动物伙伴也会在本能力生效时获得攻击和伤害的表现加值。
晨花隐者每日能够利用太阳之力的轮数等同于他的晨花隐者职业等级 + 他的魅力调整值。在随后的轮数内维持该能力是自由动作。这些加值仅会在晨花隐者立于光照为昏暗(dim light)、常光(normal light)或明亮(bright light)的户外区域(outdoor area)时生效,而且此时他必须清晰地展示出自身的圣徽(holy symbol)或任何弯刀(any scimitar)。
5级起,晨花隐者能够以移动动作恳求太阳,来取代原本的标准动作。10级起,晨花隐者能够以迅捷动作(swift action)来恳求太阳。

信仰之证(Credence):每名晨花隐者都会拓展出一种属于自身的信仰之证,并以此来指引自身对莎伦莱的信仰。在2级以及之后的每2个等级,他都会获得一种新的信仰之证。除非另有说明,每种信仰之证仅能被选取一次。

狂舞(Dervish Dance):晨花隐者获得狂舞(Dervish DanceISWG)作为奖励专长。

神圣光辉(Divine Light,Su):晨花隐者能够在室内或地下使用日光祈福,不过他仍旧需要身处光照为昏暗(dim light)、常光(normal light)或明亮(bright light)的环境。他每日可以使用日光祈福的轮数额外增加2轮。

额外祈福(Extra Invocations,Ex):晨花隐者能够使用日光祈福的每日轮数变为其正常使用轮数的2倍。

特性专擅(Focused Class Feature):从后述职业能力中选择一项:动物伙伴(animal companion),破敌(bane),吟游表演(bardic performance),祝福(blessings),引导能量(channel energy),领域(domain),宿敌(favored enemy),偏好地形(favored terrain),神圣武器(sacred weapon)或自然变身(wild shape)。角色将晨花隐者职业等级加到他所选择的一个职业的有效职业等级上,并以此来判断被选择的职业能力的效果。这项信仰之证能够选取2次,不过晨花隐者每次都必须选择不同的职业能力。

光耀仆从(Shining Servants):晨花隐者获得日光召唤(Sunlight Summons;UM)作为奖励专长。

日光屏障(Solar Defense,Su):当晨花隐者正在使用日光祈福时,他能够将攻击检定的表现加值作为神圣加值加到AC上,并且还能作为闪避加值加到反射豁免上。这项信仰之证能够选取2次,当晨花隐者第2次选取该项信仰之证时,若有任何同伴获得晨花隐者的日光祈福带来的加值,那么为AC和反射豁免提供的加值也能为其所用。

阳炎武器(Solar Weapons,Su):当晨花隐者正在使用日光祈福时,他能够选择一名由受到他日光祈福影响的生物,选择该生物持用的一件武器(天生或人造)。只要晨花隐者的日光祈福仍在产生效果,该件武器便能获得炽焰(flaming)武器特殊能力。这项信仰之证能够选取2次,当晨花隐者第2次选取该项信仰之证时,该能力会提供焰爆(flaming burst)武器特殊能力来替代原本的炽焰武器特殊能力。5级起,晨花隐者能为2把武器赋予该能力;10级起,晨花隐者至多能为3把武器赋予该能力。

炙日光刃(Sun Blade,Su):任何由晨花隐者所持用的武器在对抗易受阳光伤害(particularly harmed by sunlight)的不死生物时,都被视为具有破敌不死生物(undead-bane)武器特殊能力。远程武器所发射出的弹药都会被该能力强化。所有由晨花隐者持用的武器都会如同照明杖(sunrod)一般散发出光芒,他能够选择以移动动作压制该效果(当晨花隐者下一次拔出武器时,光芒会再次被自动激活)。

太阳之怜悯(Sun’s Mercy,Su):无论任何生物,只要通过晨花隐者的日光祈福能力而在攻击检定中获得表现加值的话,便能够在攻击检定不承受通常的-4减值时,使用致命武器(lethal weapon)造成非致命伤害(nonlethal damage)。

阳光普照(Bask in Radiance,Su):3级起,当晨花隐者使用日光祈福能力时,他能够指定距其30尺内任意数量的盟友获得日光祈福带来的加值,只要晨花隐者仍在维持该能力,这些加值便会持续下去。

阳炎射线(Sunbeam,Sp):7级起,晨花隐者获得每日以类法术能力施放1次阳炎射线(Sunbeam)的能力。他的施法者等级等同于他的生命骰(Hit Dice),该能力的豁免DC基于魅力。10级起,晨花隐者每日可以使用2次该能力。

晨花祈福(Dawnflower Invocation,Su):10级起,晨花隐者每日有1次机会,可以使用持续1分钟的日光祈福。晨花隐者能够在室内或者地下使用该能力。在使用晨花祈福之时,日光祈福提供的所有加值均会增加1点。使用该能力并不会消耗日光祈福的每日使用轮数。

剧透 -   :
Dawnflower Anchorite
Source Paths of the Righteous pg. 12
Although most of Sarenrae’s worshipers seek to aid others or seek out those villains who can be redeemed, a rare few instead raise their eyes in awe of the greatest of Sarenrae’s gifts to mortals: the sun. These Dawnflower anchorites hope to receive enlightenment in their retreat to the wilds so that they can, some day, return to civilization and use their newfound grace to help heal the church’s wounds.
Requirements
To qualify to become a Dawnflower anchorite, a character must fulfill all of the following criteria.

Alignment: Neutral good.
Deity: Must be a worshiper of Sarenrae.
Skills: Knowledge (nature) 5 ranks or Knowledge (religion) 5 ranks.
Spells: Able to cast 2nd-level spells.
Class Skills
The Dawnflower Anchorite's class skills are Climb (Str), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +0   +1   +1   Solar invocation +1   —
2nd   +1   +1   +1   +1   Credence   +1 level of existing spellcasting class
3rd   +2   +1   +2   +2   Bask in radiance   +1 level of existing spellcasting class
4th   +3   +1   +2   +2   credence   +1 level of existing spellcasting class
5th   +3   +2   +3   +3   Solar invocation +2 (move action)   +1 level of existing spellcasting class
6th   +4   +2   +3   +3   Credence   +1 level of existing spellcasting class
7th   +5   +2   +4   +4   Sunbeam   +1 level of existing spellcasting class
8th   +6   +3   +4   +4   Credence   +1 level of existing spellcasting class
9th   +6   +3   +5   +5   Solar Invocation +3   +1 level of existing spellcasting class
10th   +7   +3   +5   +5   Credence, Dawnflower invocation, solar invocation (swift action)   +1 level of existing spellcasting class

The following are the class features of the Dawnflower anchorite prestige class.

Solar Invocation (Su): A Dawnflower anchorite can harness the sun’s life-giving warmth to protect the innocent and smite the wicked. At 1st level, he can invoke the sun as a standard action, granting him a +1 competence bonus on attack rolls and damage rolls against evil creatures and adding 1 to the DC of his spells and domain powers (if any) against evil creatures. The bonus on attack rolls and damage rolls increases to +2 at 5th level and +3 at 9th level. If a Dawnflower anchorite has an animal companion, the companion also gains the competence bonus on attack and damage rolls while this ability is active.

A Dawnflower anchorite can invoke the sun for a number of rounds per day equal to twice his Dawnflower anchorite class level + his Charisma modifier. Maintaining this ability on subsequent rounds is a free action. These bonuses apply only when the Dawnflower anchorite is standing in an outdoor area of dim light, normal light, or bright light, and only while he is clearly presenting his holy symbol or any scimitar.

At 5th level, a Dawnflower anchorite can invoke the sun as a move action instead of a standard action. At 10th level, he can invoke the sun as a swift action.

Credence: Each Dawnflower anchorite develops a personal credence that guides his worship of Sarenrae. He gains a credence at 2nd level and again every 2 class levels thereafter. Each credence can be chosen only once unless noted otherwise.

Dervish Dance: The Dawnflower anchorite gains Dervish DanceISWG as a bonus feat.

Divine Light (Su): The Dawnflower anchorite can use solar invocation indoors or underground, provided he is in an area of dim light, normal light, or bright light. He can use solar invocation 2 additional rounds per day.

Extra Invocations (Ex): The Dawnflower anchorite can use solar invocation for twice as many rounds per day as normal.

Focused Class Feature: Choose one of the following class features: animal companion, bane, bardic performance, blessings, channel energy, domain, favored enemy, favored terrain, sacred weapon, or wild shape. The character adds his Dawnflower anchorite class levels to his effective class level in one class of his choice for the purpose of determining the effects of the chosen class feature. This credence can be selected twice, but the Dawnflower anchorite must select a different class feature each time.

Shining Servants: The Dawnflower anchorite gains Sunlight SummonsUM as a bonus feat.

Solar Defense (Su): While using solar invocation, the Dawnflower anchorite adds his competence bonus on attack rolls to his Armor Class as a sacred bonus and to Ref lex saving throws as a dodge bonus. The Dawnflower anchorite can select this credence twice—the second time he does so, the bonus to Armor Class and on Ref lex saves also applies to any companions who gain bonuses from the Dawnflower anchorite’s solar invocation.

Solar Weapons (Su): While using solar invocation, the Dawnflower anchorite can select one weapon (natural or manufactured) wielded by a creature affected by his solar invocation. That weapon gains the flaming weapon special ability for as long as the Dawnflower anchorite’s solar invocation persists. A Dawnflower anchorite can select this credence twice—the second time he does so, the credence grants the flaming burst special ability instead of flaming to the selected weapon. At 5th level, the Dawnflower anchorite can grant two weapons this ability; at 10th level, he can grant up to three weapons this ability.

Sun Blade (Su): Any weapon wielded by the Dawnflower anchorite is treated having the undead-bane special ability against undead who are particularly harmed by sunlight. Ranged weapons impart this ability to any ammunition fired from the weapon. All weapons wielded by the Dawnflower anchorite shed light as per a sunrod, unless the Dawnflower anchorite chooses to suppress this light as a move action (the light activates again automatically the next time the anchorite draws the weapon).

Sun’s Mercy (Su): Any creature that gains a competence bonus on attack rolls from the Dawnflower anchorite’s solar invocation can deal nonlethal damage with a lethal weapon without taking the usual –4 penalty on attack rolls.

Bask in Radiance (Su): At 3rd level, when a Dawnflower anchorite uses his solar invocation ability, he can designate any number of allies within 30 feet to gain the bonuses granted by solar invocation for as long as he maintains the ability.

Sunbeam (Sp): At 7th level, a Dawnflower anchorite gains the ability to cast sunbeam once per day as a spell-like ability. His caster level is equal to his Hit Dice, and the save DC is Charisma-based. At 10th level, the Dawnflower anchorite can use this ability twice per day.

Dawnflower Invocation (Su): At 10th level, a Dawnflower anchorite is able to, once per day, use his solar invocation ability for 1 minute. The Dawnflower anchorite can also use this ability indoors or underground. While using Dawnflower invocation, all bonuses gained from solar invocation increase by 1. Using this ability doesn’t cost rounds per day of solar invocation.
————————————————————————————

安息杀手(Death Slayer)
出自 Adventurer's Guide pg. 152
从组织建立伊始,红螳螂便遵守着由阿卡艾克克制定的神圣律法,执行着神圣的谋杀仪式,这其中包含着一条自然法则:世间万物均会消亡,只是需要假以时日——或者直至一纸合约锁定它的命运。即便贵为神明,也要面对死亡,一个世纪前的奥罗登之死便证明了这一点。若有生物不择手段地试图避免死亡,那便是对所有活物都必须遵从的世间规律的蔑视,也是对神圣的刺杀仪式的蔑视。不死生物是会让红螳螂的部分成员头疼的存在,而安息杀手则是受训专门执行针对此类目标,接受暗杀目标为不死生物的任务,或者在暗杀目标作为不死生物重返世间时将其消灭。
就像红螳螂刺客不会肆意滥杀一样,安息杀手也不会盲目地搜索不死生物并加以摧毁。她们专注于摧毁那些在雇佣合约中要求毁灭的特定目标,此外,她们也十分愿意消灭那些在世时已经被自己的同行杀过一次的目标。安息杀手甚至会接受死灵客户的合约去摧毁其他不死生物,比如当两名吸血鬼因为领地内的人类数量减少而产生纠纷时。对于安息杀手来说,也有打破禁止对君王出手的特例。当正统君王成为任意形式的不死生物时——无论这是否是出于本意(为了延续自己的王朝)、由于诅咒还是因为其他理由——便意味着否认了他生前拥有的神圣权力,对于这种特殊目标来说,安息杀手不会受到红螳螂关于禁止杀死正统君王的禁忌制约。当然,君王成为不死生物这件事本身并不会招致红螳螂的敌意:仍旧需要有人雇佣红螳螂,才会有执行者前去刺杀君王。
尽管大部分安息杀手信仰阿卡艾克克,但是任何神祗的信徒都可以受到安息杀手的指导——前提是这些进阶本职业的角色自身至少要隶属于红螳螂组织。善良或混乱阵营的安息杀手虽然极为罕见,但也并非是不存在的。同样地,尽管大多数安息杀手曾经身为牧师,但从理论上说,任何神术施法者都能够通过学习成为一名安息杀手。

进阶条件(Requirements)
要进阶成为安息杀手,角色必须满足以下所有条件。
专长:擅长异种武器(锯齿剑),强韧加强,武器专攻(锯齿剑)
技能:知识(宗教)5级,察觉5级,潜行5级
法术:能够施放3环神术

本职技能(Class Skills)
安息杀手的本职技能(以及每项技能的关键属性)为:易容(魅力),逃脱(敏捷),医疗(感知),知识(神秘)(智力),知识(本地)(智力),知识(贵族)(智力),知识(宗教)(智力),察觉(感知),察言观色(感知),法术辨识(智力),潜行(敏捷)和使用魔法装置(魅力)
每级技能点数:4 + 智力调整值
生命骰(Hit Die):D8

职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +0 
+1
 
+0
 
+1
 引导能量1d6,导能打击,墓穴视域 -
2
 +1 
+1
 
+1
 
+1
 奖励专长,宿敌+2 +1现有施法者等级
3
 +2 
+2
 
+1
 
+2
 引导能量2d6,快速导能击 +1现有施法者等级
4
 +3 
+2
 
+1
 
+2
 注能锯刃1次/日 +1现有施法者等级
5
 +3 
+3
 
+2
 
+3
 奖励专长,引导能量 3d6 +1现有施法者等级
6
 +4 
+3
 
+2
 
+3
 必杀信念,宿敌+4 -
7
 +5 
+4
 
+2
 
+4
 引导能量4d6,注能锯刃2次/日 +1现有施法者等级
8
 +6 
+4
 
+3
 
+4
 奖励专长,扼杀死灵 +1现有施法者等级
9
 +6 
+5
 
+3
 
+5
 引导能量 5d6 +1现有施法者等级
10
 +7 
+5
 
+3
 
+5
 驱死灵光,注能锯刃3次/日 +1现有施法者等级
后述为安息杀手进阶职业的职业特性。

引导能量(Channel Energy,Su):1级起,安息杀手获得以正能量伤害不死生物的力量。该能力的功能与牧师的引导正能量对不死生物造成伤害(但不能治疗活物)能力一样,在判断专长的先决条件或者判断其他依赖于引导能量的效果时,该能力都被视为引导能量。在引导能量时,安息杀手使用她的职业等级作为有效牧师等级。她每日可以引导能量的次数为:3 + 她的魅力调整值。她在1级时可以造成1d6点伤害,并且在之后的每2个等级额外增加1d6点。在判断安息杀手的引导能量对不死生物造成伤害的伤害骰数量时,安息杀手等级与其他任何提供引导能量(若有的话)的职业等级叠加,但是这个引导能量能力只能用于伤害不死生物。不死生物如果由于引导能量而承受伤害时,能够尝试1次意志豁免来使伤害减半;该豁免的DC为:10 + 安息杀手的职业等级 + 她的魅力调整值。安息杀手必须出示她的圣徽或者锯齿剑才能使用该能力。

导能打击(Channel Smite):安息杀手获得导能打击(Channel Smite)作为奖励专长。若她已经拥有该专长,则可以在2级能够选取的奖励专长中选择1个不同的专长作为替代(见后文)。

墓穴视域(Gravegaze,Su):安息杀手获得常驻的观命术(Deathwatch)效果。

奖励专长(Bonus Feats):在2级以及之后的每3个等级,安息杀手都能在正常的升级之外获取额外的奖励专长。这些奖励专长必须从后述列表中选取:额外引导(Extra Channel)高等导能打击(Greater Channel SmiteUC,引导之手(Guided HandUC),精通导能(Improved Channel)生命诱惑(Life LureUM快速导能(Quick ChannelUM,逆转控制(Shatter ControlHA),死圣法术(Thanatopic SpellUM),通灵法术(Threnodic SpellUM)或驱散死灵(Turn Undead)。安息杀手必须满足被选取的专长的先决条件。

宿敌(Favored Enemy,Ex):2级起,安息杀手将不死生物作为它的宿敌。该能力的功能与游侠的同名职业能力相同,并且和来自其他职业的类似加值叠加(这并不会增加针对其他生物类型的已有宿敌加值)。6级起,安息杀手对不死生物的宿敌加值增加至+4点。

快速导能击(Swift Smite,Su):3级起,安息杀手每日使用导能打击的次数得到增加,额外增加的次数等同于她的安息杀手等级,而且这些额外导能打击使用次数不会消耗她的每日引导能量使用次数。她无法使用这些导能打击的额外次数来进行常规的引导能量。每当安息杀手使用导能打击时,她能够在近战攻击的检定作出后以直觉动作启动该能力,但是该决定必须在检定得出结果前作出。

注能锯刃(Infuse Sabre,Su):在4级时每日1次,安息杀手能够以迅捷动作(swift action)向1把她所持用的锯齿剑(sawtooth sabre)注入正能量。这些被注入的能量会持续3轮。在挥舞注能锯刃时,安息杀手的引导能量伤害增加一半(+50%),而且不死生物会在对抗她的引导能量以及她的任何法术时,所有豁免检定受到-2减值。7级起,她每日可以向锯齿剑注能的次数增加至2次,10级时提升至每日3次,不过同一时间她仅能拥有1把注能锯刃。

必杀信念(Deadly Conviction,Su):6级起,安息杀手在对抗由不死生物创造的法术或效果时,所有豁免检定获得+4士气加值。每日1次,安息杀手能忽略1个本应影响到她的负向等级(negative level)。

扼杀死灵(Undead Bane):8级起,安息杀手所持用的1把锯齿剑(sawtooth sabre)被视为具有针对不死生物的破敌武器(bane weapon)效果,只要安息杀手持用该武器便可以让该效果生效。

驱死灵光(Aura of Life,Su):10级起,安息杀手能够以迅捷动作(swift action)放射出可以削弱不死生物的10尺正能量灵光。安息杀手身上会因此发出暗淡的深红色光芒。若不死生物身处在灵光范围内,则会在自己的回合开始时承受4d6点正能量伤害。当灵光被激活时,安息杀手获得10点快速恢复(fast healing)。安息杀手每日可以激活该灵光的时间至多为10轮。这些持续时间不必连续,而且她能够以自由动作(free action)停止灵光。

剧透 -   :
Death Slayer
Source Adventurer's Guide pg. 152
Since their establishment, the Red Mantis have abided by the divine laws established by Achaekek and the holy rituals of murder, including the law of reality that all things must die, in their time—or when a contract seals their fate. Even the gods themselves must face death, as evidenced by the death of the god Aroden a century ago. Creatures that attempt to avoid death through any means mock the order all living things must submit to, and as such mock the sacred act of assassination. Undead are particularly upsetting to some members of the Red Mantis, and death slayers are trained as specialized agents for missions where the target of an assassination is undead, or when an assassinated target returns from death as one of the undead.

Just as Red Mantis assassins do not wantonly slaughter the living, death slayers don’t indiscriminately seek out undead to destroy. They focus instead on eliminating specific targets they’ve been hired to destroy, and they take special satisfaction in destroying those who were assassinated in life by one of their colleagues. A death slayer may even take a contract from one undead client to destroy another, such as two vampires squabbling over territory that holds increasingly sparse human chattel. Death slayers also have a situational exception regarding the prohibition on targeting monarchs. Should a rightful monarch become an undead creature of any sort— whether intentionally (to extend his reign), via a curse, or by other means—this negates the monarch’s previous divine mandate, and the death slayer is not restrained by the Red Mantis’s taboo against killing rightful monarchs for this particular target. Of course, a monarch who becomes undead does not earn the enmity of the Red Mantis simply through the act of becoming undead: an outside agent must still hire the Red Mantis to take out the monarch.

While the majority of death slayers worship Achaekek, worshipers of any deity can follow the teachings of the death slayer, provided those who take levels in the prestige class are themselves at least affiliated with the Red Mantis. Good or chaotic death slayers, while incredibly rare, are not impossibilities. Likewise, while most death slayers were once clerics, any divine spellcaster could, in theory, study to become a death slayer.
Requirements
To qualify to become a death slayer, a character must fulfill the following criteria.

Feats: Exotic Weapon Proficiency (sawtooth sabre), Great Fortitude, Weapon Focus (sawtooth sabre).
Skills: Knowledge (religion) 5 ranks, Perception 5 ranks, Stealth 5 ranks.
Spells: Ability to cast 3rd-level divine spells.
Class Skills
The Death Slayer's class skills are Disguise (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +1   +0   +1   Channel energy 1d6, channel smite, gravegaze   —
2nd   +1   +1   +1   +1   Bonus feat, favored enemy +2   +1 level of existing class
3rd   +2   +2   +1   +2   Channel energy 2d6, swift smite   +1 level of existing class
4th   +3   +2   +1   +2   Infuse sabre 1/day   +1 level of existing class
5th   +3   +3   +2   +3   Bonus feat, channel energy 3d6   +1 level of existing class
6th   +4   +3   +2   +3   Deadly conviction, favored enemy +4   —
7th   +5   +4   +2   +4   Channel energy 4d6, infuse sabre 2/day   +1 level of existing class
8th   +6   +4   +3   +4   Bonus feat, undead bane   +1 level of existing class
9th   +6   +5   +3   +5   Channel energy 5d6   +1 level of existing class
10th   +7   +5   +3   +5   Aura of life, infuse sabre 3/day   +1 level of existing class

The following are class features of the death slayer prestige class.

Channel Energy (Su): At 1st level, a death slayer gains the power to harm undead with positive energy. This ability functions as a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and it counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A death slayer uses her class level as her effective cleric level when channeling energy. She can channel energy a number of times per day equal to 3 + her Charisma modifier. She deals 1d6 points of damage at 1st level and an additional 1d6 points of damage every 2 levels thereafter. Death slayer levels stack with levels in any class that grants channel energy (if any) for the purpose of determining the number of damage dice her channel energy ability deals to undead, but this channel energy can never do anything other than harm undead. An undead creature that takes damage from this channeled energy can attempt a Will save to halve the damage; the DC of this save is equal to 10 + the death slayer’s class level + her Charisma modifier. The death slayer must be able to present either her holy symbol or a sawtooth sabre to use this ability.

Channel Smite: A death slayer gains Channel Smite as a bonus feat. If she already has this feat, she instead gains a different feat selected from those bonus feats normally available to her at 2nd level (see below).

Gravegaze (Su): A death slayer gains the benefits of deathwatch at all times.

Bonus Feats: At 2nd level and every 3 levels thereafter, a death slayer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the following: Extra Channel, Greater Channel SmiteUC, Guided HandUC, Improved Channel, Life LureUM, Quick ChannelUM, Shatter ControlHA, Thanatopic SpellUM, Threnodic SpellUM, or Turn Undead. The death slayer must meet the prerequisites of the selected bonus feat.

Favored Enemy (Ex:) At 2nd level, a death slayer gains undead as a favored enemy. This ability functions as the ranger class feature of the same name and stacks with similar bonuses from other classes. (This doesn’t increase existing favored enemy bonuses against any other creature types.) At 6th level, the death slayer’s favored enemy bonus against undead increases to +4.

Swift Smite (Su): At 3rd level, a death slayer can use her Channel Smite feat an additional number of times per day equal to her death slayer level without expending a use of her total channel energy uses per day. She cannot use these additional uses of Channel Smite to use channel energy in the regular way. Whenever she uses Channel Smite, she can activate the ability as an immediate action after she rolls for a melee attack but before the result is revealed.

Infuse Sabre (Su): Once per day at 4th level, a death slayer can infuse a wielded sawtooth sabre with positive energy as a swift action. This infusion of energy lasts for 3 rounds. When brandishing an infused sabre, a death slayer’s channeled energy damage increases by half (+50%), and undead take a –2 penalty on all saving throws against her channeled energy and against any spell she casts. At 7th level, she can infuse a sabre twice per day, and at 10th level she can do so three times a day, but she can have only one infused sabre at a time.

Deadly Conviction (Su): At 6th level, a death slayer gains a +4 morale bonus on saving throws against spells and effects created by undead creatures. Once per day, she can ignore 1 negative level that would otherwise affect her.

Undead Bane: At 8th level, one sawtooth sabre a death slayer wields functions as a bane weapon against undead creatures as long as the death slayer wields the weapon.

Aura of Life (Su): At 10th level, a death slayer can emit a 10-foot aura of positive energy that weakens undead creatures as a swift action. This creates a dim crimson glow around the death slayer. Each undead creature within the aura at the start of its turn takes 4d6 points of positive energy damage. While this aura is active, the death slayer has fast healing 10. A death slayer can activate this aura for up to 10 rounds per day. The duration need not be consecutive, and she can deactivate the aura as a free action.
————————————————————————————

均衡密使(Envoy of Balance)
出自 Champions of Balance pg. 30
均衡密使超越了善与恶、治与乱,致力于对抗所有尝试将一种阵营提升至凌驾于所有其他阵营之上的极端主义。虽然他们的动机在旁人看来难以理解,但他们自诩为宏观尺度的守护人和和宇宙平衡仲裁者。

进阶要求(Requirements)
为了获得这个进阶职业的资格,一个角色必须满足以下标准。
阵营:绝对中立
专长:增强召唤,精通法术反制或万用引导UM
技能:知识(位面)5级,法术辨识5级     
法术:能够施放3环法术
特殊:如果此角色从一名神祇处获得法术,则该神祇的阵营必须为绝对中立且其必须能够授予信仰者引导正能量和引导负能量。

本职技能(Class Skills)
均衡密使的本职技能为:交涉(魅力)、知识(所有,智力)、语言学(智力)和使用魔法装置(魅力)。
每级技能点数:2+智力调整值   
生命骰:D6
职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +0 
+0
 
+0
 
+1
 锐化法术+1 +1现有施法者等级
2
 +1 
+1
 
+1
 
+1
 禀赋 +1现有施法者等级
3
 +1 
+1
 
+1
 
+2
 反律武器 +1现有施法者等级
4
 +2 
+1
 
+1
 
+2
 禀赋 +1现有施法者等级
5
 +2 
+2
 
+2
 
+3
 伦理悖论 +1现有施法者等级
6
 +3 
+2
 
+2
 
+3
 禀赋 +1现有施法者等级
7
 +3 
+2
 
+2
 
+4
 同态复仇 +1现有施法者等级
8
 +4 
+3
 
+3
 
+4
 禀赋 +1现有施法者等级
9
 +4 
+3
 
+3
 
+5
    +1现有施法者等级
10
 +5 
+3
 
+3
 
+5
 生死裁决 +1现有施法者等级
后述为均衡密使进阶职业的职业特性

武器和防具擅长(Weapon and Armor Proficiency):均衡密使不获得任何额外的武器或防具擅长。

每日法术(Spells per Day):每当均衡密使提升至一个新的等级,她的每日法术数量得到增加,如同角色进阶前的施法者等级同时提升。然而,角色除了每日法术数量,已知法术(如果她是一个自发施法的施法者)与等效施法者等级的提升之外,不能获得来自先前职业的其他好处。若角色在进阶均衡密使前有多个施法职业,她必须决定将新的施法者等级加在哪个职业上以决定每日法术数量。

锐化法术(Incisive Spells,Su):均衡密使在对抗具有阵营亚种的生物的法术抗力的施法者等级检定上获得+1加值。此加值在9级时增至+2。

禀赋(Endowment,Su):在2级、4级、6级和8级,均衡密使均可习得以下禀赋中的一项。

阵营中和(Aligned Annulment):以一个标准动作,均衡密使可以消耗一个具有阵营描述符的法术自动(无需施法者等级检定)解除一个具有相反阵营描述符的法术。所消耗的法术的环级必须与要解除的法术环级相同或更高。选择该禀赋的均衡密使须先习得阵营反制禀赋。

阵营反制(Aligned Counter):均衡密使可以消耗一个具有阵营描述符的法术反制一个具有相反阵营描述符的法术。如果均衡密使具有精通法术反制专长,她可以花费一个相同或更高环级的法术反制目标法术,否则她必须花费一个比目标法术至少高2环的法术。

位面均衡(Planar Parity):防护混乱/邪恶/善良/秩序和类似效果无法再防护由均衡密使召唤的生物的肉体接触。由均衡密使召唤的绝对中立生物获得均衡简单模板(见封底)。

灵性平衡(Spiritual Equilibrium):均衡密使的等级在决定她引导能量能力的效果时,视为牧师等级。如果她具有法术转换职业特性,她不再受限于1级时做出的将一个准备好的法术转换为治疗/造成伤害法术的限制。每当其转化一个法术时,可以选择转换成一个治疗伤害法术或造成伤害法术。此外,当均衡密使使用万用引导专长时,她的有效牧师等级不再减少2级,而是可以应用她的全部有效牧师等级。选择该禀赋的均衡密使须先习得万用引导专长。

两仪引导(Twinned Channeling):当引导能量时,均衡密使可以同时引导正能量和负能量。她选择一个受到影响的生物类型(活物或不死生物),并用这股纠缠的能量同时治疗和伤害受影响的生物。她需要为治疗量和伤害量结果分别掷骰。在决定伤害量以及减半伤害的豁免DC时,均衡密使的有效牧师等级视为比正常低2级。均衡密使可以选择自身是否包含于治疗或伤害中的任一效果的目标之中。如果均衡密使具有将其他生物排除在引导能量目标外的能力,例如选择引导专长,她可以为这次引导能量的治疗和伤害效果分别指定排除的目标。选择该禀赋的均衡密使须先习得灵性平衡禀赋。

深不可测(Utterly Inscrutable):均衡密使获得心灵屏障法术的好处,施法者等级等同于其角色等级。她可以以迅捷动作压制此效果,并以直觉动作重新启用。均衡密使必须达到8级才可选择该禀赋。

反律武器(Contravening Armament,Su):3级时,均衡密使的天武和人造武器均可穿透基于阵营的伤害减免。以一个标准动作,她可以接触一名盟友将此能力传递给他1分钟,期间均衡密使不再享受此能力带来的任何好处。均衡密使每日可传递此能力的次数等同于1/2均衡密使职业等级。

伦理悖论(Ethical Paradox,Su):5级时,均衡密使不再为基于其阵营或信仰的法术或魔法效果所影响。她不再触发基于生物阵营或宗教的刻印、徽记、魔法陷阱或魔法传感器。若任何基于阵营或信仰的法术或能力将产生有害效果,她视为最有利的阵营或信仰;但她不会在任何基于阵营或信仰的法术和能力产生的有利效果获得上述好处。

同态复仇(Retributive Symmetry,Su):7级时,每日一次,以一个直觉动作,均衡密使可以使自身和施法者同时受到一个目标为均衡密使的法术的全部效果,如同两个生物均被施展了法术反转,并在法术效果的掷骰中得到了相应的结果。

生死裁决(Scales of Mortality,Su):10级时,每日一次,均衡密使可花费一个标准动作对一名活物发起一次近战接触攻击传递致死之触。如果攻击命中并且目标生物阵营不是绝对中立,其将如同受到真言术·死的效果。如果攻击落空或目标生物阵营为绝对中立,则该能力的使用次数将被消耗。如果目标死亡,则其遗留的尸体(不包括身上的装备)将化为尘埃,如同解离术。如果法术杀死了目标生物,则均衡密使立即能够得知其阵营,并且获得一次接触一名生命骰等于或小于被杀生物并且其在善恶轴和/或秩乱轴上具有相反阵营的生物遗骸的能力。上述能力可以复活被接触的生物如同完全复生术。在成功杀死一名生物之后,均衡密使可以保持复活接触的能力至多1小时,在此之后复活能量将会消散。均衡密使无需为完全复生术支付昂贵的施法材料;上述真言术·死和完全复生术的施法者等级均等同于均衡密使的角色等级。

前均衡密使:一名均衡密使的阵营不再是绝对中立,将失去所有的职业能力直到其通过赎罪术恢复阵营。

剧透 -   :
Envoy of Balance
Source Champions of Balance pg. 30
Standing beyond good and evil, outside law and chaos, an envoy of balance serves as the countering force against any extremism that seeks to elevate one alignment above all others. While their motives seem almost inexplicable to onlookers, envoys of balance see themselves as guardians of the cosmic scales and arbiters of universal balance.
Requirements
To qualify to for this prestige class, a character must fulfill the following criteria.

Alignment: Neutral.
Feats: Augment Summoning, Improved Counterspell, or Versatile ChannelerUM.
Skills: Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
Spells: Able to cast 3rd-level spells.
Special: If the character gains spells from a deity, this deity’s alignment must be neutral and it must be able to grant followers the ability to channel both positive and negative energy.
Class Skills
The Envoy of Balance's class skills are Diplomacy (Cha), Knowledge (all) (Int), Linguistics (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d6.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +0   +0   +1   Incisive spells +1   +1 level of spellcasting class
2nd   +1   +1   +1   +1   Endowment   +1 level of spellcasting class
3rd   +1   +1   +1   +2   Contravening armament   +1 level of spellcasting class
4th   +2   +1   +1   +2   Endowment   +1 level of spellcasting class
5th   +2   +2   +2   +3   Ethical paradox   +1 level of spellcasting class
6th   +3   +2   +2   +3   Endowment   +1 level of spellcasting class
7th   +3   +2   +2   +4   Retributive symmetry   +1 level of spellcasting class
8th   +4   +3   +3   +4   Endowment   +1 level of spellcasting class
9th   +4   +3   +3   +5   Incisive spells +2   +1 level of spellcasting class
10th   +5   +3   +3   +5   Scales of morality   +1 level of spellcasting class

The following are class features of the envoy of balance prestige class.

Weapon and Armor Proficiency: An envoy of balance gains no additional weapon or armor proficiencies.

Spells per Day: When an envoy of balance gains a level, she gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefits a character of that class would have gained, except for additional spells per day, spells known (if a spontaneous spellcaster), and an increased effective level of spellcasting. If a character has more than one spellcasting class, she must decide to which class she adds the new level for the purpose of determining spells per day.

Incisive Spells (Su): An envoy of balance gains a +1 bonus on caster level checks to overcome the spell resistance of creatures with an alignment subtype. This bonus increases to +2 at 9th level.

Endowment (Su): At 2nd level and again at 4th, 6th, and 8th level, an envoy of balance gains one of the following endowments.

Aligned Annulment: As a standard action, the envoy of balance can expend a spell with an alignment descriptor to automatically (without requiring a caster level check) dispel a spell with the opposite descriptor. The spell she expends must be of the same level or higher than the spell being dispelled. An envoy of balance must have the aligned counter endowment to choose this endowment.

Aligned Counter: The envoy of balance can counterspell a spell with an alignment descriptor using a spell with the opposite alignment descriptor. The spell used to counterspell must be higher level than the spell being countered, unless the envoy of balance has the Improved Counterspell feat, in which case it can be the same level or higher. An envoy of balance with the Improved Counterspell feat can use the aligned counter ability as an immediate action instead of a readied action, but must expend an appropriate spell at least 2 levels higher than the spell to be countered.

Planar Parity: Protection from chaos/evil/good/law and similar effects no longer prevent bodily contact from creatures summoned by the envoy of balance. Neutral creatures summoned by the envoy of balance also gain the counterpoised simple creature template (see the inside back cover).

Spiritual Equilibrium: The envoy of balance’s class levels count as cleric levels for determining the effects of her channel energy ability. If she has the spontaneous casting class feature, she is no longer restricted by the choice made at 1st level to convert prepared spells into cure or inf lict spells. Each time the envoy of balance converts a spell, she can choose to convert it into a cure spell or an inf lict spell. Additionally, when using the Versatile Channeler feat, her effective cleric level is no longer reduced by 2—instead, she uses her full effective cleric level. An envoy of balance must have the Versatile Channeler feat to choose this endowment.

Twinned Channeling: When channeling energy, the envoy of balance can simultaneously release waves of positive and negative energy. She chooses a category of creatures (either living or undead), and this conjoined energy both heals and harms the affected creatures. Roll the amounts of damage healed and dealt separately. Treat the envoy of balance’s effective cleric level as 2 lower than normal for the amounts of damage and the DC to halve damage taken. The envoy of balance can choose whether to include herself in either or both the healing and harming effects. If she has an ability that allows her to exclude targets from her channeled energy, such as the Selective Channel feat, she can choose to exclude different targets from the healing effect than from the harming effect. An envoy of balance must possess the spiritual equilibrium endowment to choose this endowment.

Utterly Inscrutable: The envoy of balance gains the benefits of a mind blank spell whose caster level is equal to her character level. She can suppress this ability as a swift action and resume it as an immediate action. An envoy of balance must be 8th level to choose this endowment.

Contravening Armament (Su): At 3rd level, an envoy of balance’s natural and manufactured weapons bypass alignment-based damage reduction. As a standard action, she can touch an ally to transfer this ability to him for 1 minute, during which time the envoy of balance can’t benefit from the ability. The envoy of balance can transfer this ability a number of times per day equal to 1/2 her class level.

Ethical Paradox (Su): At 5th level, an envoy of balance remains unaffected by effects from spells and magical abilities based on her alignment or faith. She doesn’t trigger glyphs, symbols, magical traps, or magical sensors set to activate based on a creature’s alignment or religion. She counts as the most favorable alignment or faith for the purposes of any harmful effects these alignment- or faithbased spells or abilities may have, but doesn’t gain benefits these effects might grant those of a particular alignment or faith unless she is actually of that alignment or faith.

Retributive Symmetry (Su): At 7th level, once per day as an immediate action, an envoy of balance can cause a spell targeting her to affect both herself and the spell’s caster at full effect, as if both creatures had spell turning cast on them and then rolled the appropriate result on that spell’s table.

Scales of Mortality (Su): At 10th level, once per day as a standard action, an envoy of balance can make a melee touch attack, delivering a killing touch against a living creature. If the attack hits and the target is not neutral, the target is subject to a power word kill spell. If the attack misses or the target is neutral, this ability is wasted. If the target dies, its bodily remains (but not its equipment) turn to dust, as disintegrate. If this ability kills the target, the envoy of balance becomes aware of that creature’s alignment and may then touch the remains of another dead creature with fewer Hit Dice than or Hit Dice equal to the slain creature’s and with an alignment opposite to the slain creature’s on the good-evil axis, the lawful-chaotic axis, or both. This revives the second dead creature as if via true resurrection. The envoy of balance can delay using this reviving touch for up to 1 hour after successfully using the killing touch, but after that time the reviving power dissipates. The envoy doesn’t need to provide the material component for true resurrection; the caster level for both the power word kill and the true resurrection effects is equal to her character level.

Ex-Envoys of Balance: An envoy of balance who ceases to be neutral loses all class features until she regains her alignment via atonement.
————————————————————————————

传音者(Evangelist)
出自 Inner Sea Gods pg. 198
尽管所有宗教都有专司其职的牧师和为之尽忠的勇士,不过神祗还会从范围更加宽泛的个体中吸纳信仰。专门从事秘密行动并和毒药打交道的盗贼们会向诺格巴(Norgorber)立下誓言,而四处流浪的吟游诗人则会高歌赞颂黛丝娜(Desna)。即便是最为强大的神祗,也不会傲慢到忽视这些追随者的程度,因为无论这些狂热信徒背景、职业、种族或年龄如何,他们的崇敬之心都是如此珍贵,更何况这些人还有可能成为引领其他人改变信仰的榜样。这些看起来与众不同却又有着虔诚信仰的神之追随者通常被称为传音者。
传音者的背景并不重要,她可能出身贫贱,也可能流淌着望族之血,她可能来自极寒之地,也可能出生在炎热的荒漠,她的降生可能伴随着牧师的祝福,也可能在暮年才领悟到信仰的重要。传音者有可能是专精某种行业的大师,也有可能是博学众览的杂家。她可以是任何种族,也可以向着任何神祗誓言奉献自身的信仰之心。在所有主要神祗的虔诚信众中,最为难以辨认却又拥有着最为多彩技巧的就是传音者。

进阶要求(Requirements)
要成为传音者,角色必须满足后述所有要求。
阵营(Alignment):与其选择的神祗相差不超过1阶。
神祗(Deity):必须信奉单个特定的神祗。尽管任何神祗的信众都能成为传音者,不过每种信仰都有特定的关注点,唯有专注于这些方面的各色人群才能在此类信仰中走上传音者的道路。下面列出了内海地区里,各个主要信仰中最有可能成为传音者的范例职业类型。
剧透 -   :
阿巴达尔(Abadar):炼金术士,骑士,审判者,武僧,法师
阿斯莫蒂尔斯(Asmodeus):骑士,魔战士,武僧,盗贼,召唤师
卡莉斯翠(Calistria):吟游诗人,游侠,盗贼,术士,女巫
凯登·凯连(Cayden Cailean):炼金术士,吟游诗人,战士,魔战士,盗贼     
黛丝娜(Desna):吟游诗人,魔战士,游侠,盗贼,术士
埃拉斯蒂尔(Erastil):野蛮人,德鲁伊,战士,游侠,法师
古拉姆(Gorum):野蛮人,骑士,战士,魔战士,术士
哥兹莱(Gozreh):野蛮人,德鲁伊,游侠,召唤师,女巫
艾奥梅黛(Iomedae):吟游诗人,骑士,武僧,圣武士,游侠,法师
义洛理(Irori):炼金术士,吟游诗人,审判者,武僧,法师
拉玛什图(Lamashtu):炼金术士,野蛮人,术士,召唤师,女巫
内希斯(Nethys):炼金术士,魔战士,术士,召唤师,法师
诺格巴(Norgorber):炼金术士,战士,魔战士,盗贼,术士
法莱斯玛(Pharasma):战士,审判者,先知,术士,女巫
拉瓦古格(Rovagug):野蛮人,德鲁伊,战士,术士,召唤师
莎伦莱(Sarenrae):骑士,德鲁伊,审判者,术士,法师
纱琳(Shelyn):吟游诗人,战士,盗贼,术士,召唤师
托拉格(Torag):炼金术士,骑士,战士,武僧,法师
厄加图娅(Urgathoa):魔战士,盗贼,女巫,法师
宗-库山(Zon-Kuthon):审判者,武僧,盗贼,召唤师,女巫
专长(Feats):崇神仪典(Deific Obedience)
特殊(Special):达成后述内容中的任意一项:基本攻击加值+5,知识(宗教)之外的任意技能达到5级,或者能够施放3级法术。

本职技能(Class Skills)
传音者的本职技能为:工艺(智力),交涉(魅力),医疗(感知),知识(宗教)(智力),察觉(感知)和专业(感知)。
升级技能点数(Skill Ranks at Each Level):6 + 智力调整值
生命骰(Hit Die):D8
职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力
1
 +0 
+0
 
+1
 
+0
 尊奉,专家
2
 +1 
+1
 
+1
 
+1
 关联职业,守护恩典 +1
3
 +2 
+1
 
+2
 
+1
 第一神恩
4
 +3 
+1
 
+2
 
+1
 语言赐福
5
 +3 
+2
 
+3
 
+2
 天赋异禀
6
 +4 
+2
 
+3
 
+2
 第二神恩
7
 +5 
+2
 
+4
 
+2
 守护恩典 +2
8
 +6 
+3
 
+4
 
+3
 语言赐福
9
 +6 
+3
 
+5
 
+3
 第三神恩
10
 +7 
+3
 
+5
 
+3
 圣容
后述为传音者进阶职业的职业特性。

武器和防具擅长(Weapon and Armor Proficiency):传音者擅长所有简易武器和轻甲。传音者还擅长自身所信仰神祗的偏好武器。

尊奉(Obedience,Ex):为了维持这个进阶职业获得的能力以及所有关联职业带来的职业能力,传音者必须执行她所选择的神祗的日常服从仪典(Daily Obedience)。

专家(Skilled):传音者在许多领域中都进行过训练。1级起,传音者选择两个技能加入到她的本职技能列表中。一旦选取,这些本职技能就无法更改。

关联职业(Aligned Class,Ex):传音者的背景多种多样,她们所表现出的多样性极为丰富。2级起,传音者必须从获得进阶职业之前所具有的职业中选择一个,将这个职业作为她的关联职业。她会获得这个职业的所有职业能力,传音者将1级之后的每个传音者等级加到关联职业的等级上,来判断她能够获得的职业能力。她仍旧会获得进阶职业的生命骰、基本攻击加值、豁免加值以及技能等级,但是她还会获得关联职业的所有其他职业能力,就如同这些能力是传音者进阶职业的能力一般。

守护恩典(Protective Grace,Su):传音者所侍奉的神祗会赋予她更强的洞察力和反应力作为奖赏,让她在战斗中变得更加难以被击倒。2级起,传音者的AC获得+1点闪避加值。这个加值会在7级提升至+2点。传音者会在AC失去敏捷加值时失去上述加值。

神恩(Divine Boon):随着传音者的等级提升,她会获得自身信奉之神祗赋予的神恩。这些神恩的性质取决于传音者所信奉的神祗。每个神祗都会赋予她三个神恩,并且这些神恩会逐级加强。3级时,传音者会获得第一神恩(first boon)。6级时,传音者会获得第二神恩(second boon),之后会在9级时获得第三神恩(third boon)。请查看本书210页的崇神仪典(Deific Obedience)专长以及第一章的核心神祗内容来了解这些神恩的具体描述。若神恩会赋予类法术能力,那么对于传音者来说,这些类法术能力的施法者等级等同于她的总角色等级。该能力允许传音者比单独选取崇神仪典的角色更早获取神恩;但它并不会在角色达到神恩通常要求的生命骰数时获得神恩的额外使用次数。

语言赐福(Gift of Tongues):4级起,传音者可以选择一种新的语言作为她所信奉神祗的赠礼。她获得流畅地说出和写这项新语言的能力,从而能够更好地与在自身旅途中遇到的生物沟通。8级起,传音者能够选取并习得第二个语言。理解这些语言的能力是一种瞬间的神祗祝福,因此能够解除持续效果的法术和效果都无法移除语言赐福。

天赋异禀(Multitude of Talents,Ex):传音者发现自己在很多情况下都需要各种技能的支持。自5级起,传音者在尝试角色没有投入技能点数的技能,并进行任何技能检定时,会获得+4神圣或亵渎加值。这个加值仅能应用至未受训情况下还能进行的技能检定中。

圣容(Spiritual Form,Su):达到10级时,传音者获得呈现出圣容的能力。呈现出这种形态是标准动作,而且传音者每日能够在这种形态下保持的分钟数等同于她的角色等级。这些持续时间不需要连续,但是必须以1分钟为单位进行。恢复到的正常形态是自由动作。
传音者的圣容会赋予她100尺的心灵感应(telepathy)以及两种可变的能力。在达到10级时,传音者必须选择这两个能力的形态,一旦选取就无法更改。首先,她要选择一项属性,这个属性会在她呈现出圣容时获得+4加值。其次,她要选择后文中的一种身体上的形态变化,这会在她转变形态时获得:双翼(40尺飞行速度,机动性良好),鳃(能够在水下呼吸并且获得30尺游泳速度),或者单一一种天生攻击(一次爪抓、啮咬、抵撞、挥击或者尾扫,造成的伤害与传音者体型相适应)以及进行此次攻击的临时器官(如果需要的话)。

剧透 -   :
Evangelist
Source Inner Sea Gods pg. 198
Though all faiths have their dedicated priests and righteous warriors, gods inspire devotion from a wide range of individuals. Rogues who specialize in stealth and poisons might swear allegiance to Norgorber, while wandering bards sing songs in praise of Desna. Even the most powerful deity is not too proud to turn such followers aside, for the worship of passionate acolytes is precious regardless of their backgrounds, professions, races, or ages, and they might lead others to the faith by example. These unusual but skillful followers of the gods are called evangelists.

An evangelist could have a childhood rooted in wealth or poverty, hail from the north or the south, and may have been raised in her faith or come to it late in life. She may follow one path strictly or dabble in multiple professions. She may be of any race and pledge her faith to any of the core deities. Of all the preeminent followers of the core deities, the evangelist is the hardest to predict and shows the most variety in her abilities.
Requirements
To qualify to become an evangelist, a character must fulfill all of the following criteria.

Alignment: Within one step of chosen deity.
Deity: Must worship a single, specific deity. While any worshiper of any deity can become an evangelist, the unique focus of each faith inspires individuals of different backgrounds to aspire to this path within that faith. Below are examples of the class types most likely to become evangelists in each of the major faiths of the Inner Sea region.
Abadar: Alchemist, cavalier, inquisitor, monk, wizard
Asmodeus: Cavalier, magus, monk, rogue, summoner
Calistria: Bard, ranger, rogue, sorcerer, witch
Cayden Cailean: Alchemist, bard, fighter, magus, rogue
Desna: Bard, magus, ranger, rogue, sorcerer
Erastil: Barbarian, druid, fighter, ranger, wizard
Gorum: Barbarian, cavalier, fighter, magus, sorcerer
Gozreh: Barbarian, druid, ranger, summoner, witch
Iomedae: Bard, cavalier, monk, paladin, ranger, wizard
Irori: Alchemist, bard, inquisitor, monk, wizard
Lamashtu: Alchemist, barbarian, sorcerer, summoner, witch
Nethys: Alchemist, magus, sorcerer, summoner, wizard
Norgorber: Alchemist, fighter, magus, rogue, sorcerer
Pharasma: Fighter, inquisitor, oracle, sorcerer, witch
Rovagug: Barbarian, druid, fighter, sorcerer, summoner
Sarenrae: Cavalier, druid, inquisitor, sorcerer, wizard
Shelyn: Bard, fighter, rogue, sorcerer, summoner
Torag: Alchemist, cavalier, fighter, monk, wizard
Urgathoa: Magus, rogue, witch, wizard
Zon-Kuthon: Inquisitor, monk, rogue, summoner, witch
Feat: Deific Obedience
Special: Any one of the following: base attack bonus +5, 5 ranks in any skill other than Knowledge (religion), or ability to cast 3rd-level spells.
Class Skills
The Evangelist's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perception (Wis), and Profession (Wis).

Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   +0   +0   +1   +0   Obedience, skilled
2nd   +1   +1   +1   +1   Aligned class, protective grace +1
3rd   +2   +1   +2   +1   Divine boon 1
4th   +3   +1   +2   +1   Gift of tongues
5th   +3   +2   +3   +2   Multitude of talents
6th   +4   +2   +3   +2   Divine boon 2
7th   +5   +2   +4   +2   Protective grace +2
8th   +6   +3   +4   +3   Gift of tongues
9th   +6   +3   +5   +3   Divine boon 3
10th   +7   +3   +5   +3   Spiritual form

The following are class features of the evangelist prestige class.

Weapon and Armor Proficiency: An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.

Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).

Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

Divine Boon: As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat and her deity's description for details on these divine boons. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Gift of Tongues: At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.

Multitude of Talents (Ex): The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.

Spiritual Form (Su): Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.

The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.

————————————————————————————

地狱骑士持节士(Hellknight Signifer)
出自 Adventurer's Guide pg. 92, Paths of Prestige pg. 28
地狱骑士持节士构成了地狱骑士团的施法者武装。他们作为无面无私的秩序执行者,依照律法文本用他们的魔法之力无情地铲除罪恶、惩戒罪犯。他们佩戴着面具(通常缺乏特征)以标志自身作为无私的律法代理人,对同情无动于衷,将情感拒之门外,投身于将公正的审判带给所有违法者的事业当中。持节士标志性的面具是他献身于律法规范和严苛正义的象征,同时它将作为数项持节士能力的法器。惯例来说,持节士由奥术或者神术施法者担任。由于持节士必须为守序阵营,获取此进阶职业的牧师们通常信奉守序神祇,其中大部分是阿巴达尔或阿斯蒙蒂斯的信徒。尽管具有魔鬼主义的倾向,总的来说持节士的善恶观首先取决于其地狱骑士团,然后才是其他的一切。尽管通常来说一名异能施法者也能成为地狱骑士持节士,但到目前为止,这种情况在各个地狱骑士团都颇为罕见。然而随着这种魔法的传播与广泛地被接受,异能地狱骑士持节士也许将变得越来越常见。

进阶要求(Requirements)
要成为一名地狱骑士持节士,角色必须满足以下条件。
阵营:任意守序。
专长:奥术着甲训练或战斗祭司UM
技能:威吓2级,知识(位面)5级,辨识法术5级。
法术:可以施展3环法术。
特殊:角色必须杀死一只比他具有更高生命骰的魔鬼。必须有地狱骑士见证这一胜利。

本职技能(Class Skills)
地狱骑士持节士的本职技能(及其关键属性)为:交涉(魅力),威吓(魅力),语言学(智力),知识(全部)(智力),专业(感知),察言观色(感知)和辨识法术(智力)。
每级技能点数:2+智力调整值
生命骰:D8
职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +0 
+0
 
+0
 
+1
 守序灵光,口授传承,骑士团,持节士面甲 +1现有施法者等级
2
 +1 
+1
 
+1
 
+1
 奥术着甲大师 +1现有施法者等级
3
 +2 
+1
 
+1
 
+2
 持节士护甲训练1 +1现有施法者等级
4
 +3 
+1
 
+1
 
+2
 审视 +1现有施法者等级
5
 +3 
+2
 
+2
 
+3
 奥术着甲大师(直觉动作) +1现有施法者等级
6
 +4 
+2
 
+2
 
+3
 辨识谎言 +1现有施法者等级
7
 +5 
+2
 
+2
 
+4
 审视 +1现有施法者等级
8
 +6 
+3
 
+3
 
+4
 持节士护甲训练2 +1现有施法者等级
9
 +6 
+3
 
+3
 
+5
 炼狱坚韧 +1现有施法者等级
10
 +7 
+3
 
+3
 
+5
 魔鬼预言者 +1现有施法者等级
后述为地狱骑士持节士进阶职业的职业能力。

武器与护甲擅长(Weapon and Armor Proficiency):持节士获得重甲和一种他的骑士团偏好武器的擅长。

守序灵光(Aura of Law,Ex):地狱骑士持节士的守序灵光强度(参见侦测守序法术)等同于其总角色等级。

口授传承(Catechesis,Ex):若地狱骑士持节士拥有战斗祭司(Warrior Priest)UM专长,他的地狱骑士持节士等级与其他神术施法者等级叠加,以计算那些职业的领域力量,裁决领域,先知启示。这不会提供新的能力。此外,拥有战斗祭司专长的持节士获得引导阵营(混乱)作为奖励专长,并在计算对混乱异界生物造成的治疗或伤害时,以及在计算它们减半伤害的豁免DC时,将其地狱骑士持节士等级视作牧师等级。

骑士团(Order):地狱骑士持节士选择加入一个地狱骑士的骑士团。最常见的地狱骑士骑士团(及其偏好武器)为:锁链骑士团(轻型链枷),界门骑士团(匕首),圣爪骑士团(钉头锤),尖钉骑士团(长枪或戟),火刑骑士团(大砍刀),拷问骑士团(长剑或鞭),天谴骑士团(重型硬头槌或鞭)。更多关于地狱骑士团的内容请参见《内海世界指南》266页。

持节士面甲(Signifer Mask,Su):在开始地狱骑士之道时,持节士获得一面面甲,通常没有露出眼睛的地方,或其它类人特征。该面甲不会阻碍持节者的视野,且当穿戴该面具时,他在察言观色检定和对抗基于视觉效果的法术与能力的豁免上获得+2表现加值。

一名通过奥术联结职业能力获得了联结物品的地狱骑士持节士可以通过花费500金币和8小时来完成一个特殊的仪式。这一仪式将持节士的面具转换为他的新联结物品,占据头部位置。在这种情况下,地狱骑士持节士等级与提供联结物品的职业等级叠加,以决定可以在联结物品上添加何种额外魔法能力。

奥术着甲大师(Arcane Armor Expertise):2级时,若地狱骑士持节士拥有奥术着甲训练专长,他获得奥术着甲大师作为奖励专长。5级时,使用该专长的动作需求由迅捷动作变为直觉动作。
*译注:此处疑为有误,实际应为核心规则书中的奥术着甲大师(Arcane Armor Mastery)专长。

持节士护甲训练(Signifer Armor Training):3级时,当地狱骑士持节士着甲时,他的护甲检定减值降低1点(至少为0),奥术失败率降低5%。8级时,他的护甲检定减值再降低1点,奥术失败率再降低5%。此外,8级时,若地狱骑士持节士的速度因着中甲或重甲而降低,他独特的训练令速度少降低5尺。

审视(Assiduous Gaze):在4级和7级时,地狱骑士持节士获得一项审视能力,从下表中选择。地狱骑士持节士每日可以使用每个他拥有的审视能力的轮数等同于1/2其职业等级。这些轮数不必连续。地狱骑士持节士可以以一个迅捷动作启动一项审视能力以检视30尺内的一名单个生物,物体或五尺方格。地狱骑士持节士必须穿戴持节士面甲才能使用这些能力,他在使用这些能力时的施法者等级等同于其角色等级。
引用
辨咒审视(Elucidation,Su):辨识作用于目标的每个法术,包括法术的效果及施法者等级。

度德审视(Morality,Sp):确认目标是否是混乱,邪恶,善良或守序阵营,并确认其灵光强度,如同使用侦测混乱,侦测邪恶,侦测善良和侦测守序研究了三轮一般。

探法审视(Scrutiny,Su):辨识目标是有具有类法术能力或施法能力,施法能力是奥术还是神术,及其当前可用的最强大的法术或类法术能力的强度(见侦测魔法)。

知真审视(Veracity,Sp):观察目标,如同使用真知术。地狱骑士持节士必须达到7级才能选择此能力。

透物审视(Vigilance,Su):看穿至多5尺厚的石头,木头或类似阻碍物,如同它们并不存在一般。这一能力无法穿透任何种类的金属。

辨识谎言(Discern Lies,Sp):6级时,地狱骑士持节士可以以类法术能力使用辨识谎言法术,每日3+魅力调整值轮。这些轮数不必连续。他的施法者等级等同于其总角色等级。

炼狱坚韧(Infernal Resilience,Ex):9级时,地狱骑士持节士获得DR 5/混乱,且免疫毒素。

魔鬼预言者(Diabolic Harbinger,Su):10级时,只要地狱骑士持节士戴着他的持节者面甲,他便可获得100尺范围的心灵感应能力,且可以在魔法和普通黑暗中完美视物。当穿戴持节士面甲时,他免疫目盲和目眩效果,并在与守序生物互动时,在所有基于魅力的检定上获得+2加值。若该生物同时为异界生物,这一加值提升至+4。

剧透 -   :
Hellknight Signifer
Source Adventurer's Guide pg. 92, Paths of Prestige pg. 28
Hellknight signifers form the spellcasting arm of the Hellknight orders. They serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law. They wear masks— often featureless—to mark themselves as impersonal agents of order, unswayed by empathy, detached from emotion, and dedicated to passing impartial judgment upon all lawbreakers. A signifer’s distinctive mask is a symbol of his devotion to the precepts of law and exacting justice, and it serves as the focus for several of his signifer powers. Traditionally, signifers are arcane or divine spellcasters. As a signifer must be lawful, clerics who take this prestige class generally worship lawful deities, with the majority being worshipers of Abadar or Asmodeus. Despite trends toward diabolism, overall a signifer’s views of good and evil are defined by his Hellknight order first and everything else second. While it’s certainly possible for a psychic spellcaster to become a Hellknight signifer, to date, such examples are relatively rare among the various Hellknight orders. Yet in time, as such magic spreads and gains acceptance, psychic Hellknight signifers may well grow more common.
Requirements
To qualify to become a Hellknight signifer, a character must fulfill all of the following criteria.

Alignment: Any lawful.
Armor Proficiency: Proficient with medium armor.
Feats: Arcane Armor Training or Warrior PriestUM.
Skills: Intimidate 2 ranks, Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
Spells: Able to cast 3rd-level spells.
Special: The character must slay a devil with Hit Dice greater than his character level. This victory must be witnessed by a Hellknight.
Class Skills
The Hellknight Signifer's class skills are Diplomacy (Cha), Intimidate (Cha), Linguistics (Int), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +0   +0   +1   Aura of law, catechesis, order, signifer mask   +1 level of spellcasting class
2nd   +1   +1   +1   +1   Arcane armor expertise   +1 level of spellcasting class
3rd   +2   +1   +1   +2   Signifer armor training 1   +1 level of spellcasting class
4th   +3   +1   +1   +2   Assiduous gaze   +1 level of spellcasting class
5th   +3   +2   +2   +3   Arcane armor expertise (immediate action)   +1 level of spellcasting class
6th   +4   +2   +2   +3   Discern lies   +1 level of spellcasting class
7th   +5   +2   +2   +4   Assiduous gaze   +1 level of spellcasting class
8th   +6   +3   +3   +4   Signifer armor training 2   +1 level of spellcasting class
9th   +6   +3   +3   +5   Infernal resilience   +1 level of spellcasting class
10th   +7   +3   +3   +5   Diabolic harbinger   +1 level of spellcasting class

The following are class features of the Hellknight signifer prestige class.

Weapon and Armor Proficiency: A Hellknight signifer gains proficiency with heavy armor and with one of his order’s favored weapons (see Order on page 93).

Aura of Law (Ex): A Hellknight signifer’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight signifer’s character level.

Catechesis (Ex): If a Hellknight signifer has the Warrior Priest feat, his class level stacks with other divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. This doesn’t grant any new powers or abilities. In addition, a Hellknight signifer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hellknight signifer levels as cleric levels when determining the amount of damage healed or dealt and saving throw DCs of his channeled energy.

Order: A Hellknight signifer chooses a Hellknight order to join at 1st level. The most common Hellknight orders (and their favored weapon or weapons) are: Chain (flail), Gate (dagger), Godclaw (morningstar), Nail (halberd or lance), Pyre (glaive), Rack (longsword or whip), and Scourge (heavy mace or whip).

Signifer Mask (Su): Upon initiation, a Hellknight signifer receives a mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the Hellknight signifer’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.

A Hellknight signifer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the Hellknight signifer’s mask into his new bonded object, which takes up the head slot. In this case, his Hellknight signifer levels stack with levels from the class that grants the arcane bond for determining what additional magical abilities can be added to the bonded object.

Arcane Armor Expertise (Ex): At 2nd level, if a Hellknight signifer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat. At 5th level, the action required to use this feat changes from a swift action to a free action.

Signifer Armor Training (Ex): At 3rd level, while a Hellknight signifer wears Hellknight armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure by an additional 5%. Additionally, at 8th level, when a Hellknight signifer’s speed is reduced by wearing medium or heavy armor, his unique training decreases the speed reduction by 5 feet.

Assiduous Gaze: At 4th level and again at 7th level, a Hellknight signifer gains an assiduous gaze ability chosen from the list below. A Hellknight signifer can use each assiduous gaze ability he has for a number of rounds per day equal to half his class level. These rounds need not be consecutive. A Hellknight signifer can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. A Hellknight signifer must be wearing his signifer mask to use these abilities, and his caster level while using the ability is equal to his character level.

Elucidation (Su): The Hellknight signifer can discern each active spell on the target, including the spell’s effect and caster level.

Morality (Sp): The Hellknight signifer can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.

Scrutiny (Su): The Hellknight signifer can discern whether the target has spell-like abilities or spellcasting abilities; whether any spellcasting abilities are arcane, divine, or psychic; and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.

Veracity (Sp): The Hellknight signifer can observe the target as if using true seeing. A Hellknight signifer must be 7th level to select this ability.

Vigilance (Su): The Hellknight signifer can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.

Discern Lies (Sp): At 6th level, a Hellknight signifer can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. His caster level is equal to his total character level.

Infernal Resilience (Ex): At 9th level, a Hellknight signifer gains DR 5/chaotic and becomes immune to poison.

Diabolic Harbinger (Su): At 10th level, as long as a Hellknight signifer wears his signifer mask, he gains telepathy with a range of 100 feet and can see perfectly in both magical and mundane darkness. While wearing his signifer mask, he is immune to blindness and dazzling effects, and gains a +2 bonus on all Charisma-based checks when interacting with lawful creatures. This bonus increases to +4 if the creature is also an outsider.

————————————————————————————

神圣辩护者(Holy Vindicator)
出自 Advanced Player's Guide pg. 263
很多信仰的组织成员中都拥有一支护教军,他们是神圣的骑士或黑暗的战士,为他们的信仰奉献出生命和永恒灵魂。他们是战斗的典范,用钢铁替代言语布道。神力降至这些活着的男女的血液之中,令他们乐于为神祇带来更大的荣耀或是为异教徒、无信者和所有信仰的敌人送去判罚。
神圣辩护者大多是牧师或战士兼牧师,很多圣武士(甚至是圣武士兼牧师)也同样会选择本职业。无论哪种情况,这一职业都令他们在武力和职责上得到进一步提升。
团队角色:神圣辩护者拥有强大的施法能力,尽管赶不上牧师或圣武士。她的战斗技巧与治疗能力也同样可观,那些和他们信仰相处良好的同伴会发现他们的可靠一面。

进阶要求(Requirements)
想要成为一名神圣辩护者,角色必须满足以下所有条件。
基本攻击加值:+5
特殊:引导能量职业特性
技能:知识(宗教)5级
专长:阵营引导或元素引导
法术:能够施展1级神术

本职技能(Class Skills)
神圣辩护者的本职技能包括:攀爬(力量),医疗(感知),威吓(魅力),知识(界域)(智力),知识(宗教)(智力),骑术(敏捷),察言观色(感知),法术辨识(智力),和游泳(力量)。
每等级技能点数:2+智力调整值
生命骰:d10

职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +1 
+1
 
+0
 
+1
 引导能量,辩护之盾 -
2
 +2 
+1
 
+1
 
+1
 圣痕 +1神术施法者等级
3
 +3 
+2
 
+1
 
+2
 信念医疗(强效) +1神术施法者等级
4
 +4 
+2
 
+1
 
+2
 圣怒 +1神术施法者等级
5
 +5 
+3
 
+2
 
+3
 血焰,导能打击 -
6
 +6 
+3
 
+2
 
+3
 多样化引导 +1神术施法者等级
7
 +7 
+4
 
+2
 
+4
 圣裁 +1神术施法者等级
8
 +8 
+4
 
+3
 
+4
 信念医疗(极效) +1神术施法者等级
9
 +9 
+5
 
+3
 
+5
 血雨 -
10
 +10 
+5
 
+3
 
+5
 圣罚 +1神术施法者等级
后述为神圣辩护者进阶职业的职业特性。

武器和防具擅长(Weapon and Armor Proficiency):神圣辩护者擅长所有简易和军用武器以及所有类型的盔甲与盾牌(塔盾除外)。

每日法术(Spells per Day):神圣辩护者随等级的提升获得新的每日法术,就像在获得进阶之前的一个神术施法职业获得提升一个等级一样。然而除每日法术数量、可知法术及一个有效施法等级提升外,她不能获得该职业的其它能力。若人物之前拥有多个神术施法职业,则必须选择要将新等级加在哪一种职业上以决定每日法术。

引导能量(Channel Energy,Su):辩护者的职业等级与其他带来引导能量能力的职业等级合计。

辩护之盾(Vindicator's Shield,Su):辩护者能够以标准动作引导能量到他的盾中;当装备时,盾牌提供给辩护者一个神圣加值(若为正能量)或亵渎加值(若为负能量)到他的AC上,加值等于其引导能量的骰数。此加值持续24小时或直到辩护者在战斗中被命中。盾牌对任何其他使用者不会提供此加值,但辩护者无需一直手持盾牌以使其保留此效果。

圣痕(Stigmata,Su):自愿将鲜血为其信仰服务的辩护者,身上会被他的信仰神祇赋予伤痕作为印记。他能够用一个标准动作以意念之力制止或开始这种出血;在6级时改为一个移动动作,而10级时改为一个迅捷动作。圣痕生效会造成等于辩护者职业等级一半的持续性出血伤害,且该出血伤害无法被医疗魔法所停止。当圣痕持续出血时,辩护者获得等于其职业等级一半的神圣加值(若其引导正能量)或亵渎加值(若其引导负能量)。每次他令圣痕生效时,辩护者选择将加值加在攻击检定、武器伤害投骰、AC、施法者等级检定或是豁免上;要改变加值加成的项目,辩护者必须先停止然后再次启动圣痕效果。
当圣痕持续出血时,辩护者忽视任何其他来源带来的血液吸取和出血伤害效果,并能够以标准动作随意施展出血术Bleed或伤势稳定Stabilize。

信念医疗(Faith Healing,Su):3级时,辩护者对自己施展的任何治疗伤害法术自动强效,如同被法术强效专长增强一样,但并不使用更高等级的法术位或延长施法时间。若辩护者对自己释放一个能影响多个生物的治疗法术,则本能力仅对他自身生效。在8级时,这些治疗法术改为极效(代替强效)。

圣怒(Divine Wrath,Sp):4级时,每当辩护者确认重击命中时,他可以牺牲一个已准备好的1级法术或可用1级法术位对目标造成丧志术Doom,这是一个瞬时动作(使用辩护者的施法者等级)。若武器拥有x3重击伤害倍率则豁免DC+2,x4倍率则改为+4。辩护者也可以在被重击命中时响应使用本能力,即使该攻击对辩护者未造成伤害或致命。

血焰(Bloodfire,Su):5级时,当辩护者的圣痕出血时,他的鲜血淌至他的武器上,如同液态的神圣或亵渎能量;当他使用导能打击Channel Smite时伤害增加1d6,并且若目标豁免失败则陷入恶心sickened并在自己行动时每轮受1d6出血伤害。目标可以每轮尝试豁免检定以结束恶心和出血效果。

导能打击(Channel Smite):5级时,辩护者获得导能打击Channel Smite作为额外专长。

多样化引导(Versatile Channel,Su):6级时,辩护者的引导能量能够改为影响30英呎的锥形或120英呎直线区域。

圣裁(Divine Judgment,Sp):7级时,当辩护者的近战攻击将一个生物生命值降至-1或更低时,他可以牺牲一个已准备好的2级法术或2级可用法术位对目标造成死亡丧钟Death Knell,这是一个直觉动作(使用辩护者的施法者等级)。由于辩护者赋予的是神圣裁决,这并不是一项邪恶行为。若武器拥有x3重击伤害倍率则豁免DC+2,x4倍率则改为+4。

血雨(Bloodrain,Su):9级时,当圣痕出血时,辩护者的伤害性引导能量伴随着一阵神圣或亵渎液态能量的爆发,令伤害增加1d6。对抗引导能量豁免失败的生物陷入恶心并每轮受到1d6点出血伤害。受影响的生物可以每轮进行检定以终止恶心和出血效果。

圣罚(Divine Retribution,Sp):10级时,当辩护者成功地确认了一次重击后,他可以牺牲一个已准备好的3环法术或可用3环法术位对目标造成降咒Bestow Curse,这是一个直觉动作(使用辩护者的施法者等级)。若武器拥有x3重击伤害倍率则豁免DC+2,x4倍率则改为+4。辩护者也可以在被重击命中时响应使用本能力,即使该攻击对辩护者未造成伤害或致命。

剧透 -   :
Holy Vindicator
Source Advanced Player's Guide pg. 263
Many faiths have within their membership an order of the church militant, be they holy knights or dark warriors, who put their lives and immortal souls on the line for their faith. They are paragons of battle, eschewing sermons for steel. These men and women are living conduits of divine power, down to their very blood, which they happily shed in a moment if it brings greater glory to their deity or judgment upon heretics, infidels, and all enemies of the faith.

Holy vindicators are usually clerics or fighter/clerics, though many paladins (or even paladin/clerics) are drawn to this class as well. In all cases, the class offers a further opportunity to fuse and refine their martial and ministerial powers and role.

Role: The holy vindicator has substantial spellcasting ability, though not so much as a focused cleric or paladin. His combat skills are considerable and his healing powers prodigious, and those whose religious views align well with the vindicator will find a ready ally.

Alignment: While lawful vindicators are somewhat more common, vindicators may be of any alignment.
Requirements
To qualify to become a holy vindicator, a character must fulfill all the following criteria.

Base Attack Bonus: +5.
Special: Channel energy class feature.
Skills: Knowledge (religion) 5 ranks.
Feats: Alignment Channel or Elemental Channel.
Spells: Able to cast 1st-level divine spells.
Class Skills
The Holy Vindicator's class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +1   +1   +0   +1   Channel energy, vindicator's shield   —
2nd   +2   +1   +1   +1   Stigmata   +1 level of divine spellcasting class
3rd   +3   +2   +1   +2   Faith healing (empower)   +1 level of divine spellcasting class
4th   +4   +2   +1   +2   Divine wrath   +1 level of divine spellcasting class
5th   +5   +3   +2   +3   Bloodfire, Channel Smite   —
6th   +6   +3   +2   +3   Versatile channel   +1 level of divine spellcasting class
7th   +7   +4   +2   +4   Divine judgment   +1 level of divine spellcasting class
8th   +8   +4   +3   +4   Faith healing (maximize)   +1 level of divine spellcasting class
9th   +9   +5   +3   +5   Bloodrain   —
10th   +10   +5   +3   +5   Divine retribution   +1 level of divine spellcasting class

The following are class features of the holy vindicator prestige class.

Weapon and Armor Proficiency: A vindicator is proficient with all simple and martial weapons and all armor and shields (except tower shields).

Spells per Day: At the indicated levels, a vindicator gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a vindicator, he must decide to which class he adds the new level for the purpose of determining spells per day.

Channel Energy (Su): The vindicator's class level stacks with levels in any other class that grants the channel energy ability.

Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Stigmata (Su): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata.

While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.

Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.

Divine Wrath (Sp): At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator's caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.

Bloodfire (Su): At 5th level, while a vindicator's stigmata are bleeding, his blood runs down his weapons like sacred or profane liquid energy; when he uses Channel Smite, the damage increases by 1d6, and if the target fails its save, it is sickened and takes 1d6 points of bleed damage each round on its turn. The target can attempt a new save every round to end the sickened and bleed effects.

Channel Smite: At 5th level, a vindicator gains Channel Smite as a bonus feat.

Versatile Channel (Su): At 6th level, a vindicator's channel energy can instead affect a 30-foot cone or a 120-foot line.

Divine Judgment (Sp): At 7th level, when a vindicator's melee attack reduces a creature to –1 or fewer hit points, he may sacrifice a prepared 2nd-level spell or available 2nd-level spell slot to invoke death knell upon the target as an immediate action (using the vindicator's caster level). As vindicators mete out divine judgment, this is not an evil act. The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4.

Bloodrain (Su): At 9th level, while his stigmata are bleeding, the vindicator's harmful channeled energy is accompanied by a burst of sacred or profane liquid energy, increasing the damage by 1d6. Creatures failing their saves against the channeled energy become sickened and take 1d6 points of bleed damage each round. Affected creatures can attempt a new save every round to end the sickened and bleed effects.

Divine Retribution (Sp): At 10th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 3rd-level spell or available 3rd-level spell slot to invoke bestow curse upon the target as an immediate action (using the vindicator's caster level). The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.

————————————————————————————
后继者远征骑士(Inheritor's Crusader)
出自 Pathfinder #26: The Sixfold Trial pg. 71
勇气、正义与荣耀——虽然许多正义之士都相信这些美德,但有一小群艾奥梅黛的神选勇士则视之为生命。这些理念在他们的血液中流淌,总是出现在他们思想的第一线。这些骑士原本数量稀少且与世独立,但他们的理念启发了众人,而现在格拉利昂各地皆可见到英雄为这些理念而战。大多数的远征骑士把时间用于替受欺压者谋福利、解救被暴政与不公压迫的人们,或者帮助怯懦之人挺身直面邪恶,不过他们的能力也很适合追缉罪犯、打破洗脑或巫术施加的精神枷锁,并消灭那些可以让勇士中的勇士心生恐惧的怪物。
远征骑士或者各行其事,或者与同侪合作,又或者与其他艾奥梅黛的圣武士与牧师并肩作战。他们通常极为严格地遵守自己的戒律,并且很少容忍那些对他们骑士团四大理念一个不信的“英雄”们。

进阶要求(Requirements)
要进阶成为后继者远征骑士,角色必须满足以下所有条件。
阵营:守序善良。
神祇:必须信仰艾奥梅黛。
专长:钢铁意志。
技能:知识(宗教)5级,察言观色5级。
特殊:擅长长剑,引导正能量。

本职技能(Class Skills)
后继者远征骑士的本职技能为:工艺、交涉、医疗、知识(历史)、知识(贵族)、知识(宗教)、专业与察言观色。
每等级技能点数:2+智力调整值
生命骰:D10

职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +1 
+1
 
+0
 
+1
 荣誉神选,果敢灵氲 +1牧师或圣武士
2
 +2 
+1
 
+1
 
+1
 颠复暴政 +1牧师或圣武士
3
 +3 
+2
 
+1
 
+2
 刚正之剑 +1牧师或圣武士
后述内容为后继者远征骑士进阶职业的职业能力。
武器和防具擅长(Weapon and Armor Proficiency):后继者远征骑士不获得任何额外的武器与护甲擅长。
每日法术(Spells per Day):每个等级,远征骑士都会如同他在牧师或圣武士(取决于他拥有的是牧师或圣武士等级)上提升等级般获得新的每日法术。不过,除了额外的每日法术,以及有效施法者等级的提升之外,他不会该职业通常会给予角色的其他效果。若远征骑士同时拥有牧师与圣武士等级,则他必须决定在计算每日法术时,要将远征骑士的等级加到哪个职业上进行计算。
荣光神选(Champion of Honor):后继者远征骑士遵循与圣武士完全相同的行为准则。在决定圣武士制裁邪恶能力的效果时,将远征骑士的等级与圣武士职业等级叠加计算。
果敢灵氲(Aura of Great Courage,Su):1级时,远征骑士获得勇气灵氲,如同3级圣武士。若远征骑士已经拥有此能力,灵氲范围增加至20尺。
颠复暴政(Destroyer of Tyranny,Su):2级时,远征骑士可以粉碎压迫他人的力量。任何被远征骑士的引导能量或圣疗作为目标的生物,可尝试进行新的豁免检定来对抗自己身上正在生效的魅惑或胁迫效果。视GM判断,此效果也可让目标在对抗由于信仰、威逼或欺诈等力量带来的效果时尝试进行新的豁免检定对抗之,即便该效果并非真正的魅惑或胁迫效果。
    受到以上任一效果影响的远征骑士,可以用一次引导能量或圣疗的次数,尝试进行新的豁免检定来对抗该效果;他每轮都能以迅捷动作这么做一次,而且就算这样做会违反魅惑或胁迫效果,也仍然可以使用此能力;举例来说,远征骑士受到魅惑而保护敌人、对抗自己的盟友,他可以使用此能力来打破该效果,并转头对付刚才魅惑他的敌人。远征骑士可以间接受到此能力的影响;举例来说,若前文提及的敌人要求远征骑士用引导能量治疗他,所有范围内的生物(包括远征骑士本人)都可以尝试新的豁免检定来对抗控制效果。
刚正之剑(Sword Against Injustice,Su):3级时,远征骑士可以用自己的力量来审判罪人、赦免无辜者。他可以用一个标准动作,宣告自己将为被指控犯罪、说谎或行其他不义之举的对象降下艾奥梅黛的裁决;作为裁决的一部份,远征骑士用他的剑对该目标进行一次攻击。若目标并没有犯下他被指控的罪行,那么攻击会在将要命中时停止,彷佛打中一堵无形的墙;若目标有罪,该次攻击自动命中,并迸发出白色的闪光。此次攻击不需要进行攻击检定,且不会重击。若目标受到能够压制预言系能力的效果影响(例如心灵屏障),则攻击会从目标身上弹开,并且发出彷佛将烧得火红的刀剑放进水中,令人不悦的金属嘶嘶声。远征骑士每天可以使用此能力一次;每天初次使用后的每一次都会消耗角色的体力,让他变得疲乏。他不能在力竭时使用此能力。他可以在启动此能力时,花费一次引导能量或圣疗的使用次数来避免陷入疲乏。有时,蒙冤被控犯下重罪的人们会乞求后继者远征骑士能够介入,因为他们知道这个能力可以证明他们的清白。


————————————————————————————
凡世渡魂人(Mortal Usher) PFS不可
出自  Pathfinder #144: Midwives to Death pg. 76
有时,某个麻烦的巫妖奴役了千万魂灵并从中汲取力量,又或者某个古魔(qlippoth)通过某个深渊要塞窃取灵魂,让招魂者们(psychopomps)感到头大。这些灵魂之河的守卫们偶尔会考虑给凡间的特务弄个编制,赋予其招魂者们的力量与智慧,以代为前往这些自身无法涉足之处履行职责。

进阶条件(Requirements)
要进阶成为凡世渡魂人,角色必须满足以下所有条件。
阵营:任意中立
技能:知识(位面)6级,知识(宗教)6级
特殊:凡世渡魂人必须与一位招魂者有着良好关系,亦或完成一项捍卫轮回秩序的功绩。不死生物无法成为尘世渡魂人,而成为不死生物的尘世渡魂人会立刻丧失所有职业特性的好处(除凡世艺业外)。

本职技能(Class Skills)
凡世渡魂人的本职技能为:唬骗(魅力)、交涉(魅力)、威吓(魅力)、知识(位面)(智力)、知识(宗教)(智力)、察觉(感知)、察言观色(感知)和使用魔法装置(魅力)
每级技能点数:4+智力调整值
生命骰(Hit Die):D8

职业能力(Class Features)

等级 BAB 强韧 反射 意志 特殊能力
1
 +0 
+1
 
+0
 
+1
 灵魂收割+1D6,要害打击
2
 +1 
+1
 
+1
 
+1
 凡世艺业
3
 +2 
+2
 
+1
 
+2
 灵魂收割+2D6,疫鸟面具
4
 +3 
+2
 
+1
 
+2
 凡世艺业
5
 +3 
+3
 
+2
 
+3
 灵魂收割+3D6,卡崔娜之抚
6
 +4 
+3
 
+2
 
+3
 凡世艺业
7
 +5 
+4
 
+2
 
+4
 灵魂收割+4D6,莫瑞甘娜之拥
8
 +6 
+4
 
+3
 
+4
 凡世艺业
9
 +6 
+5
 
+3
 
+5
 灵魂收割+5D6,万斯之翼
10
 +7 
+5
 
+3
 
+5
 凡世艺业,阎罗羽袍
以下为凡世渡魂人的职业能力。

武器与护甲擅长(Weapon and Armor Proficiency):凡世摆渡人获得长鞭与巨镰的武器擅长。

灵魂收割(Reaping Strike,Su):1级时,每当凡世渡魂人造成伤害,且是通过攻击动作(attack action)、施展范围为目标且指向单个生物的法术(casting a spell targets only a single creature)或使用标准动作投掷炼金物品(包括炼金炸弹)时,他可以对目标造成额外的1D6伤害,再加上1级后每2个等级1D6。如果目标为不死生物则该伤害类型为正能量,如果目标为活物则该伤害类型为负能量,非生非死的目标(如构装体)则不受该能力影响。

要害打击(Vital Strike):1级时,凡世渡魂人获得要害打击专长,6级时获得精通要害打击专长,即使其未达通常所需的前置要求。如果凡世渡魂人在应通过该能力获得专长时已经拥有对应 专长,则他能立刻将相应专长换为获取时满足条件的另外专长。在满足任何以要害打击作为前置专长的专长前置要求时,将凡世渡魂人等级作为基础攻击加值,如常加上来自其他职业的基础攻击加值。

凡世艺业(Mortal Talents):2级时,凡世渡魂人必须选择一个获得进阶之前所拥有的职业。在2级及此后每2级,凡世渡魂人获得所选职业额外一个等级的职业特性(比如一个5级法师/4级凡世渡魂人可以获得7级法师应有的奥术联结、施法者等级和每日法术)。他仍然保留该进阶的生命骰、基础攻击加值、豁免奖励与技能点,但在相应等级获得所选职业的其他职业特性。

疫鸟面具(Nosoi Plague Mask,Su):3级时,凡世渡魂人可以以自由动作召唤或解消一个疫鸟面具。这个瘟疫医生面具是凡世渡魂人灵魂的具现,无法被毁坏或窃取,但其魔法效果会被反魔场或类似效果压制。只要疫鸟面具被召唤出来,凡世渡魂人就得到以标准动作对自己使用隐形术的能力,施法者等级为5+凡世渡魂人等级。

此外,凡世渡魂人可以以一个标准动作激活疫鸟面具,使60尺内的所有活物与不死生物尝试一个意志检定(DC =15+凡世渡魂人等级)。未能通过意志检定的目标将被迷魂,只要凡世渡魂人每轮以一个迅捷动作维持效果就会继续,在停止维持后仍保持1轮。当使用迷魂能力时,凡世渡魂人无法使用面具的隐形术能力,且通过意志检定的生物对该迷魂效果免疫24小时。这是一种基于声音的影响心灵效果,它能影响不死生物,尽管通常它们免疫影响心灵的效果。

卡崔娜之抚(Catrina’s Calm,Su):5级时,凡世渡魂人得到一个30尺半径的灵光,效果如同对范围内的生物使用安定心神法术,DC为15+凡世渡魂人等级。生物每次离开灵光范围后重新进入可以得到一次新的豁免机会。通过豁免的生物对该灵光的效果免疫24小时。凡世渡魂人能以一个迅捷动作压制或展开该灵光。

莫瑞甘娜之拥(Morrigna Wrappings,Su):7级时,凡世渡魂人可以指定身上任一斗篷、围巾、袍子或衬衫作为其武装(warppings),赋予其本身能力之外的独特力量。只要仍被凡世渡魂人穿着,该武装就能提供等于主人职业等级一半的天生护甲加值,它也能如魔法长鞭一般使用,且能在凡世渡魂人两手都被占用时持用。当作为长鞭使用时,该武装得到等于凡世渡魂人等级的增加加值。这些加值能用于提升长鞭的增强加值到最多+5(最少+1),也能用于增加下列武器特性:光能(brilliant energy)、瓦解(disruption,不受限于该附魔通常要求的钝击武器要求)、炽焰(flaming)、焰爆(flaming burst)、冻寒(frost)、神圣(holy)、冰爆(icy burst)、电击(shock)、电爆(shocking burst)、邪恶(unholy)或斩首(vorpal)。增加这些特性会从总的增强加值中减去等量的消耗。凡世渡魂人能在8小时的休息后重新指定武装,或重新分配增强加值与附魔属性。

万斯之翼(Vanth Wings,Ex):9级时,凡世渡魂人获得良好机动性的60尺的飞行速度及10+等级的寒冷抗性。凡世渡魂人也在特技检定和为施展法术所尝试的专注检定上获得+5的环境加值。

阎罗羽袍(Yamaraj-Feather Cloak,Su):10级时,凡世渡魂人免疫电击和即死效果,且每当遭受造成电击伤害的攻击或效果,都能获得相当于原本应受伤害1/3的治疗。如果该治疗溢出凡世渡魂人最大的生命值,则多余部分转化为临时生命值(最多50点)并持续1小时。

剧透 -   :
Mortal Usher
Source Pathfinder #144: Midwives to Death pg. 76
Whether the trouble is a formidable lich draining power from thousands of enslaved ghosts or a qlippoth funneling stolen souls through an Abyssal stronghold, occasionally the psychopomps must enlist a mortal usher—a living agent imbued with their power and cunning—to travel where even the guardians of the River of Souls cannot tread.
Requirements
To qualify to become a mortal usher, a character must fulfill all the following criteria.

Alignment: Any neutral.
Skills: Knowledge (planes) 6 ranks, Knowledge (religion) 6 ranks.
Special: A mortal usher must befriend a psychopomp or perform a deed of great significance in defense of the natural order of life and death. Undead creatures can never become mortal ushers, and a mortal usher who becomes undead immediately loses the benefits of all class features granted by this class except for mortal talents.
Class Skills
The Mortal Usher's class skills are Bluff (Cha), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Cha), and Use Magic Device (Cha)..

Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   +0   +1   +0   +1   Reaping strike +1d6, Vital Strike
2nd   +1   +1   +1   +1   Mortal Talents
3rd   +2   +2   +1   +2   Reaping strike +2d6, nosoi plague mask
4th   +3   +2   +1   +2   Mortal talents
5th   +3   +3   +2   +3   Catrina's calm, reaping strike +3d6
6th   +4   +3   +2   +3   Mortal talents
7th   +5   +4   +2   +4   Morrigna wrappings, reaping strike +4d6
8th   +6   +4   +3   +4   Mortal talents
9th   +6   +5   +3   +5   Reaping strike +5d6, vanth wings
10th   +7   +5   +3   +5   Mortal talents, yamaraj-feather cloak

The following are class features of the mortal usher.

Weapon and Armor Proficiency: A mortal usher gains proficiency with whips and scythes.

Reaping Strike (Su): At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.

Vital Strike: At 1st level, a mortal usher gains the Vital Strike feat, and at 6th level he gains the Improved Vital Strike feat, even if he would not normally meet the prerequisites for them. If the mortal usher already has Vital Strike or Improved Vital Strike when he would gain it through this ability, he can immediately swap it for another feat for which he qualified at the level he first took it. For the purposes of qualifying for any feat that includes Vital Strike as a prerequisite, the mortal usher can use his class level in place of his base attack bonus, adding this value to his base attack bonus from any other classes he has as normal.

Mortal Talents: At 2nd level, a mortal usher must choose a class he belonged to before adding the prestige class. At 2nd level and every 2 levels thereafter, the mortal usher gains the class features of an additional level in his chosen class (for example, a wizard 5/mortal usher 4 would have the arcane bond benefits, caster level, and spells per day of a 7th-level wizard). He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his chosen class at the specified levels.

Nosoi Plague Mask (Su): At 3rd level, a mortal usher can conjure or dismiss a nosoi plague mask as a free action. This plague mask is a physical manifestation of the mortal usher’s soul and cannot be destroyed or stolen, though its magic can be suppressed by an antimagic field or similar effect. As long as the mortal usher’s nosoi plague mask is conjured, the mortal usher gains the ability to cast invisibility on himself as a standard action with a caster level equal to 5 + his class level.

In addition, the mortal usher can activate the nosoi plague mask as a standard action, forcing all living and undead creatures within a 60-foot radius to attempt a Will saving throw (DC = 15 + the mortal usher’s class level). Those that fail are fascinated; this effect continues for every round the mortal usher maintains the effect as a swift action and for 1 round thereafter. The mortal usher cannot use the invisibility effect of the plague mask while using its fascinate ability, and a creature that saves against the fascination effect is immune for 24 hours. This is a sonic mind-affecting effect; it can affect undead even though they would normally be immune to mind-affecting effects.

Catrina’s Calm (Su) At 5th level, a mortal usher emits a 30-foot-radius aura that acts as a calm emotions spell on creatures within its area, with a DC of 16 + the mortal usher’s class level. Creatures are entitled to a new saving throw each time they reenter the area of the aura after leaving it, and a creature who successfully saves against the aura’s effects is immune to it for 24 hours. The mortal usher can suppress or resume this aura as a swift action.

Morrigna Wrappings (Su): At 7th level, a mortal usher gains the ability to designate any cloak, scarf, robe, or shirt in his possession as his wrappings, granting it unique powers in addition to any abilities or enchantments it may already have. The wrappings grant the mortal usher a natural armor bonus equal to half his class level as long as it is in his possession, and they can be used as a magic whip that can be wielded even if the mortal usher’s hands are full. When used as a whip, the wrappings gain an enhancement bonus equal to the mortal usher’s class level. These bonuses can be added to the whip to increase its enhancement bonus to a maximum of +5 (minimum +1), or they can be used to add any of the following weapon properties: brilliant energy, disruption (this supersedes the normal requirement that a disruption weapon must be a bludgeoning weapon), flaming, flaming burst, frost, holy, icy burst, shock, shocking burst, unholy, or vorpal. Adding these properties reduces the enhancement bonus granted by this ability by an amount equal to the property’s cost. The mortal usher can change how these properties and enhancements are assigned, or designate a new item as his wrappings, after an 8-hour rest.

Vanth Wings (Ex): At 9th level, a mortal usher gains a 60-foot fly speed with good maneuverability and resistance to cold equal to 10 + his class level. The mortal usher gains a +5 circumstance bonus on Acrobatics checks and on concentration checks attempted while casting a spell.

Yamaraj-Feather Cloak (Su): At 10th level, a mortal usher becomes immune to electricity and death effects, and whenever he is struck by an attack or effect dealing electricity damage, he regains 1 hit point per 3 points of electricity damage the attack or effect would normally deal. If the amount of healing would cause the mortal usher to exceed his maximum hit points, he gains any excess as temporary hit points (maximum 50) that last for 1 hour.
————————————————————————————
灵魂守卫(Soul Warden)
出自 Undead Slayer's Handbook pg. 30
作为远古战争的产物,灵魂守卫本身就是一个谜。最初的灵魂守卫是命运之年的耐克斯军队中受过特殊训练的反亡灵别动队。他们崛起于耐克斯与不死王国盖布的战争的巅峰时期。这场法师间的冲突因盖布的亡灵化和耐克斯的跃离在登基之年结束,随着这些军队的解散,灵魂守卫们变得默默无闻。现在,唯一现存于格拉利昂的灵魂守卫是一些未被授予头衔但掌握了这些已被遗忘了数千年的战士们的奥秘之人。

进阶要求(Requirements)
想要成为一名灵魂守卫,角色必须满足以下所有条件。
阵营:任意非邪恶
技能:知识(宗教)5级
法术:能够施放命令亡灵或祝圣术

本职技能(Class Skills)
灵魂守卫的本职技能包括:飞行(敏捷)、医疗(感知)、察觉(感知)、察言观色(感知)、法术辨识(智力)和使用魔法装置(魅力)。
每级技能点数:2+智力调整值
生命骰:D8

职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +0 
+0
 
+0
 
+1
 驱散引导1d6,聚焦法器 +1现有施法者等级
2
 +1 
+1
 
+1
 
+1
 引导施法,尸骸语者 +1现有施法者等级
3
 +1 
+1
 
+1
 
+2
 奖励专长,驱散引导2d6 +1现有施法者等级
4
 +2 
+1
 
+1
 
+2
 引导施法,捕获 +1现有施法者等级
5
 +2 
+2
 
+2
 
+3
 驱散引导3d6,强征不死 +1现有施法者等级
6
 +3 
+2
 
+2
 
+3
 奖励专长,引导施法 +1现有施法者等级
7
 +3 
+2
 
+2
 
+4
 驱散引导4d6,负能隔离 +1现有施法者等级
8
 +4 
+3
 
+3
 
+4
 引导施法,侵蚀抗力 +1现有施法者等级
9
 +4 
+3
 
+3
 
+5
 奖励专长,驱散引导5d6 +1现有施法者等级
10
 +5 
+3
 
+3
 
+5
 引导施法,生命护罩 +1现有施法者等级
后述为灵魂守卫进阶职业的职业特性。

武器和防具擅长(Weapon and Armor Proficiency):灵魂守卫不获得任何武器或防具的擅长。

每日法术(Spells per Day):灵魂守卫在特定的等级获得新的每日法术,如同角色进阶之前的施法职业获得等级提升一般,但并不会获得除了每日额外法术之外其他职业特性的提升。如果灵魂守卫在进阶之前有多个神术施法职业的等级,其必须选择其中一个职业将灵魂守卫的等级加在这之上决定每日法术的数量。

驱散引导(Channel Damage,Su):1级起,灵魂守卫获得用正能量来对不死生物造成伤害的能力,该能力与牧师引导正能量并对不死生物造成伤害的能力完全相同,并且在满足专长的前置条件以及判断引导能量相关的效果时该能力视为引导能量能力。灵魂守卫使用驱散引导时的有效牧师等级等同于灵魂守卫的职业等级,并且与其他任何赋予引导能量能力的职业等级(如果有)叠加计算。灵魂守卫能够使用该能力的每日最大次数为“3+魅力调整值”。

聚焦法器(Focus Item):灵魂守卫通过一种叫做聚焦法器的物体来集中其力量。灵魂守卫必须使用其聚焦法器才能使用驱散引导能力或者施放需要法器的法术。常见的聚焦法器包括护符、铃铛、圣徽和法杖。

引导施法(Channel Casting,Su):2级起,灵魂守卫可以通过消耗一次驱散引导的次数来从一组特定的法术中自发施放一个法术(译注:按原文写法大概率无需消耗法术位)。4级时以及这之后的每2级,灵魂守卫都将获得一些能通过这种方式施放的额外法术。灵魂守卫能通过该能力施放的法术以及其所需的等级如下所示。
2级:分解尸体UM,侦测死灵,亡灵无视术,尸体圣化UM
4级:命令死灵,死灵负担(本书27页)
6级:毁灭武器,死灵定身术,灼热光辉
8级:防死结界,不死转化(本书27页),火墙术
10级:生命之息,医疗术,亡灵归亡

引用
Necromantic Burden
Source Undead Slayer's Handbook pg. 27
School necromancy; Level arcanist 3, cleric 2, oracle 2, sorcerer 3, warpriest 2, witch 3, wizard 3
Casting
Casting Time 1 round
Components V, S, M/DF (a handful of knucklebones)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one undead creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
Description
You make an undead creature more difficult for necromancers and clerics to control via effects such as Command Undead or control undead. If the target fails its Will save, the target’s effective number of Hit Dice is doubled for the purposes of determining whether it remains under the control of another creature. Regardless of the target’s actual Hit Dice, its effective HD cannot exceed twice your caster level. (For example, a 12th-level cleric could cast this spell to cause an undead creature with 15 HD to instead effectively have 24 HD for the purpose of controlling it.)

If the targeted undead is under the control of another creature and this spell causes the target’s effective Hit Dice to exceed the controller’s maximum capability, the target creature is immediately freed from control. Any creature capable of controlling undead may attempt to control the target, provided the target’s effective HD won’t cause the would-be controller to exceed its HD limit. The target’s former controller can attempt to regain control over the target by relinquishing command over other creatures until its HD limit is no longer exceeded (or the former controller can wait until the spell’s duration expires to attempt this at the target’s normal HD).

引用
Undeath Inversion
Source Undead Slayer's Handbook pg. 27
School necromancy; Level arcanist 4, cleric 4, oracle 4, sorcerer 4, warpriest 4, witch 4, wizard 4
Casting
Casting Time 1 standard action
Components V, S, F/DF (a gold piece with one scratched face)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one undead creature
Duration 1 round/level (D); see text
Saving Throw Will negates, see text; Spell Resistance yes
Description
You alter an undead creature’s energy affinity so that it takes damage from negative energy and gains healing from positive energy, as if it were a living creature. If the target was able to channel negative energy or produce negative energy effects (such as inflict spells), these abilities produce positive energy instead, healing living targets and harming the undead. The target cannot impose negative levels on other creatures for the duration of the spell. The target’s creature type does not change, and it is still considered an undead creature. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.

3级起,灵魂守卫可以将其上一级获得的引导施法能够施放的法术加入其进阶前的施法职业的法术列表中,法术环级等同于引导施法该法术所需的灵魂守卫等级的一半。例如,一个拥有法师等级的3级灵魂守卫能够将分解尸体、侦测死灵、亡灵无视术和尸体圣化作为1环法术加入法师的法术列表。

尸骸语者(Corpse Whisperer,Ex):2级起,灵魂守卫在对抗不死生物的魅力检定或魅力决定的技能检定上(包括使用专长命令死灵或法术操纵死灵来控制不死生物的检定)获得其等级一半的加值。

奖励专长:3级以及之后的每3级,灵魂守卫能够获得普通升级途径以外的额外专长。通过这个方式获得的奖励专长必须从以下专长中选择:导能打击,跨界法术,高等导能打击快速导能,通灵法术,驱散死灵亡灵之主。灵魂守卫必须满足选取专长的前置条件。

捕获(Harvest,Su):4级起,每当灵魂守卫使用引导正能量,驱散引导或者一个持续时间为立即的法术摧毁一个不死生物时,他将恢复一次驱散引导的使用次数。灵魂守卫一轮只能通过此方式恢复一次驱散引导的次数,每天可恢复的最大次数等同于其职业等级。该能力不会使灵魂守卫当前可用的驱散引导次数超出每日次数的最大限制。

强征不死(Undead Imposition,Su):5级起,灵魂守卫可以用一个标准动作消耗一次驱散引导的次数尝试控制30尺内的一个不死生物。目标可以通过DC为“10+1/2灵魂守卫等级+灵魂守卫的魅力调整值”的意志豁免来无效这个效果,否则将被灵魂守卫所控制,尽可能地服从其命令,持续等于灵魂守卫等级的轮数。该能力在其他方面与法术操纵死灵一致。

负能隔离(Negative Energy Ward,Su):7级起,灵魂守卫每天一次可以保护以自身为中心15尺半径的一片区域免受不死生物的侵扰。任何HD低于灵魂守卫施法者等级的不死生物都不能进入这片区域,HD大于等于灵魂守卫施法者等级的不死生物在进入隔离区域时需要通过DC为“10+灵魂守卫等级”的意志豁免,豁免成功则可以在24小时内免疫隔离效果的影响并且不会受到伤害,豁免失败的不死生物会在进入区域时受到3d6点正能量伤害并恍惚1d4轮。一旦展开,负能隔离区域就不能再移动,并且隔离区域的持续时间为每灵魂守卫等级一分钟。

侵蚀抗力(Necrotic Resistance,Su):8级起,灵魂守卫获得抵抗属性吸取和负向等级的能力。每当灵魂守卫受到施加属性吸取或负向等级的效果影响时,他受到的属性吸取或负向等级将比通常情况减少1点或1级。10级时这个效果减少的属性吸取点数或负向等级数提高到2。

生命护罩(Life Shell,Sp):10级时,灵魂守卫能够创造一个击退不死生物的能量护罩。这个能力的效果和法术防活物护罩相同,除了它只会阻止不死生物的进入而不会阻止其他任何种类的生物,且受到护罩影响的区域内的活物在护罩效果持续期间获得快速医疗1。灵魂守卫每天最多可以使用该能力10分钟,使用时间无需连续但必须以1分钟为最小单位。


剧透 -   :
Soul Warden
Source Undead Slayer's Handbook pg. 30
Bygone products of an ancient war, soul wardens are an enigma of themselves. The original soul wardens were a specially trained cadre of anti-necromantic commandos in the Nexian army during the Age of Destiny. They rose to prominence during the height of Nex’s war against the undead kingdom of Geb. The wizards’ conflict came to a close during the Age of Enthronement with the undeath of Geb and the disappearance of Nex, and soul wardens fell into obscurity as those armies effectively dissolved. Now, the only soul wardens who tread Golarion are those individuals who unofficially claim the title by mastering the millennia-old secrets of these forgotten warriors.
Requirements
To qualify for this prestige class, a character must fulfill the following criteria.

Alignment: Any nonevil.
Skills: Knowledge (religion) 5 ranks.
Spells: Ability to cast command undead or consecrate.
Class Skills
The Soul Warden's class skills are Fly (Dex), Heal (Wis), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +0   +0   +1   Channel damage 1d6, focus item   +1 level of spellcasting class
2nd   +1   +1   +1   +1   Channel casting, corpse whisperer   +1 level of spellcasting class
3rd   +1   +1   +1   +2   Bonus feat, channel damage 2d6   +1 level of spellcasting class
4th   +2   +1   +1   +2   Channel casting, harvest   +1 level of spellcasting class
5th   +2   +2   +2   +3   Channel damage 3d6, undead imposition   +1 level of spellcasting class
6th   +3   +2   +2   +3   Bonus feat, channel casting   +1 level of spellcasting class
7th   +3   +2   +2   +4   Channel damage 4d6, negative energy ward   +1 level of spellcasting class
8th   +4   +3   +3   +4   Channel casting, necrotic resistance   +1 level of spellcasting class
9th   +4   +3   +3   +5   Bonus feat, channel damage 5d6   +1 level of spellcasting class
10th   +5   +3   +3   +5   Channel casting, life shell   +1 level of spellcasting class

The following are class features of the soul warden.

Weapon and Armor Proficiency: Soul wardens gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a soul warden gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he’s a spontaneous caster), and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a soul warden, he must decide to which class he adds the new level for the purpose of determining spells per day.

Channel Damage (Su): At 1st level, a soul warden gains the power to harm undead with positive energy. This ability functions exactly like a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A soul warden uses his class level as his effective cleric level when channeling damage. He can channel damage a number of times per day equal to 3 + his Charisma modifier. Soul warden levels stack with levels in any class that grants channel energy for the purpose of determining the number of damage dice his channel energy ability deals to undead (if any).

Focus Item: A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves.

Channel Casting (Su): At 2nd level, a soul warden can expend a use of his channel damage ability to spontaneously cast from a select group of spells. At 4th level and every 2 levels thereafter, a soul warden gains access to a number of additional spells he can cast in this manner. The spells a soul warden can cast with this ability (and the soul warden level necessary to cast such spells) are listed below.

Level   Spells
2nd   Decompose corpseUM, detect undead, hide from undead, sanctify corpse
4th   Command undead, necromantic burden (see page 27)
6th   Disrupting weapon, halt undead, searing light
8th   Death ward, undeath inversion (see page 27), wall of fire
10th   Breath of life, heal, undeath to death

Starting at 3rd level, a soul warden adds his channel casting spells gained from the previous level to the class spell list of a class he belonged to before adding the prestige class. The spell level is equal to half the soul warden level necessary to channel cast the spell. For example, a 3rdlevel spell warden who also has levels in sorcerer adds the decompose corpseUM, detect undead, hide from undead, and sanctify corpse to his sorcerer spell list, treating them as 1st-level sorcerer spells (since half of 2nd level is 1st level).

Corpse Whisperer (Ex): At 2nd level, a soul warden adds half his soul warden level on Charisma checks and Charisma-based skill checks against undead creatures, including checks to assume control of undead creatures via feats like Command Undead or spells like control undead.

Bonus Feats: At 3rd level and every 3 levels thereafter, a soul warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following: Channel Smite, Ectoplasmic SpellAPG, Greater Channel SmiteUC, Quick ChannelUM, Threnodic SpellUM, Turn Undead, and Undead Master. The soul warden must meet the prerequisites of the selected bonus feat.

Harvest (Su): At 4th level, whenever a soul warden destroys an undead creature using channel positive energy, channel damage, or a spell with an instantaneous duration, he regains a use of channel damage. A soul warden can regain only one use of channel damage per round, and can regain a number of uses of channel damage per day up to his class level. A soul warden cannot use this to exceed his maximum number of uses of channel damage per day.

Undead Imposition (Su): At 5th level, as a standard action a soul warden may expend one use of channel damage to control an undead creature within 30 feet. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the soul warden’s level + the soul warden’s Cha modifier). Failure means the creature falls under the soul warden’s control, obeying his commands to the best of its ability for a number of rounds equal to the soul warden’s class level. This ability is otherwise identical to control undead.

Negative Energy Ward (Su): At 7th level, once per day a soul warden can ward a 15-foot-radius area centered on himself to protect it against undead incursions. Any undead creatures with fewer Hit Dice than his caster level cannot enter the warded area. Undead with Hit Dice greater than or equal to the soul warden’s caster level must attempt a Will save (DC = 10 + soul warden’s level) when entering the area. An undead that succeeds at its save is unharmed, and is immune to the soul warden’s negative energy ward for 24 hours. Failure means the creature takes 3d6 points of positive energy damage when it enters the area and it becomes staggered for 1d4 rounds. Once placed, a negative energy ward cannot be moved. The ward lasts 1 minute per soul warden level.

Necrotic Resistance (Su): At 8th level, a soul warden becomes resistant to ability drain and negative levels. Whenever a soul warden is targeted by an effect that would result in ability drain or impose negative levels, he takes 1 point of ability drain fewer and gains 1 negative level fewer than he normally would (to a minimum of 0). At 10th level, he takes 2 fewer points of ability drain and gains 2 fewer negative levels than he normally would.

Life Shell (Sp): At 10th level, a soul warden can create a dome of energy that repels undead creatures. This ability functions identically to antilife shell, except it hedges out only undead creatures and not creatures of any other type. Living creatures within the affected area gain fast healing 1 for the duration of the effect. A soul warden can activate this spell-like ability for up to 10 minutes per day. The duration need not be consecutive, but it must be expended in 1-minute increments.
————————————————————————————

观星者(Stargazer) PFS不可
出自 Paths of the Righteous pg. 30
据称被称作微光少女(The Shimmering Maiden)的至高天神使普露拉(Pulura)会在极光之下翩翩起舞。因此普露拉的部分信徒会循着星空寻找着她的指引,致力于让自身和悬挂在空中的天际篷车星座群(constellations of the Cosmic Caravan)产生共鸣。
尽管观星者的关注点远在天际之中,但他们仍旧会为了对抗那些必然与其产生冲突的恶魔而接受训练。普露拉的信众在内海地区的传统聚居地原本是被称为萨柯里斯(Sarkoris)的土地,然而随着预言破灭之年(Age of Lost Omens)的到来,这片地区被世界之殇(Worldwound)所吞噬。许多普露拉的信徒死于深渊的入侵,而幸存者们仍然在过去的几十年间挣扎求存、积蓄力量。此处列出的进阶职业是在传统的观星者之上,将对抗恶魔及其同类的力量添加其中的近代版本,他们依旧信仰着微光少女,在世界之殇的破败土地上抵御恶魔的侵袭,守护着那片仍在他们控制之下的土地。

进阶条件(Requirements)
要进阶成为观星者,角色必须满足以下所有条件。
阵营:中立善良,混乱善良或混乱中立
信仰:必须信仰普露拉(Pulura)
技能:知识(地理)5级,知识(位面)5级,生存3级
法术:能够施放3环法术

本职技能(Class Skills)
观星者的本职技能(以及每项技能的关键属性)为:特技动作(敏捷),攀爬(力量),交涉(魅力),知识(全部)(智力),察觉(感知),表演(魅力),法术辨识(智力),生存(感知)和游泳(力量)
每级技能点数:4 + 智力调整值
生命骰(Hit Die):D6

职业特性(Class Features)

等级 BAB 强韧 反射 意志 特殊能力 每日法术
1
 +0 
+0
 
+1
 
+1
 指引明光,秘术(巫术) +1现有施法者等级
2
 +1 
+1
 
+1
 
+1
 星座奥秘 +1现有施法者等级
3
 +2 
+1
 
+2
 
+2
 秘术(星子域) +1现有施法者等级
4
 +3 
+1
 
+2
 
+2
 星座奥秘 +1现有施法者等级
5
 +3 
+2
 
+3
 
+3
 秘术(繁星罩衫) +1现有施法者等级
6
 +4 
+2
 
+3
 
+3
 星座奥秘 +1现有施法者等级
7
 +5 
+2
 
+4
 
+4
 秘术(星图预兆) +1现有施法者等级
8
 +6 
+3
 
+4
 
+4
 星座奥秘 +1现有施法者等级
9
 +6 
+3
 
+5
 
+5
 秘术(巫术) +1现有施法者等级
10
 +7 
+3
 
+5
 
+5
 星座奥秘,星座之舞 +1现有施法者等级
后述为观星者进阶职业的职业特性。

指引明光(Guiding Light,Su):观星者获得魔宠(familiar),将他的观星者等级视同为法师等级。

秘术(Mystery Magic,Ex):在第1级和第9级,观星者能够从女巫(witch)的巫术列表(list of hexes)中获得一个巫术(hex)。在判断巫术的效果时,将他的观星者等级视同为女巫等级(并与女巫等级叠加)。此外,将所有萨满(shaman)在苍天魂域(heavens spirit)中可以使用的巫术添加到女巫巫术列表中。
3级起,除了观星者已经拥有的任何领域之外,他还会获得星子域(Stars subdomain;ISG刊载,虚空领域的子域)。在判断领域观星者获得的领域能力以及效果时,将他的观星者等级视同为牧师等级(并与牧师等级叠加)。若他并非牧师,则将星子域的法术添加到他的职业法术列表(若有必要的话)和他的已知法术(spells known)、法术书(spellbook)、魔宠(familiar)或者类似的法术来源中。除非使用当群星归于正位(the stars are right;星子域领域能力),否则以此方式添加的法术每日仅能施放1次。无论观星者拥有何种施法职业,他都可以使用当群星归于正位(the stars are right)。
观星者会随着等级的提升获得先知(oracle)夜空秘示域(heavens mystery)中的部分能力。在5级时,观星者获得夜空秘示域的启示:繁星罩衫(Coat of Many Stars)。7级时则会获得星图预兆(Star Chart)。在判断这些启示的效果时,他观星者等级和牧师等级会被视同为先知等级(并与先知等级叠加)。

星座奥秘(Sidereal Arcana,Su或Sp):随着对夜空有着更加深入的研究,观星者与天际篷车星座群中的某些星座构筑起联系,获取了来自星体的神秘力量。在2级以及之后的每2个等级,观星者都可以从后述列表中自行选择1项星座奥秘。

天桥座(The Bridge):观星者能够抵御来自冬日的黑暗。他会获得5点寒冷抗力(cold resistance)和30尺距离的黑暗视觉(darkvision)。观星者能够无惩罚地看透恶魔(demons)创造的黑暗。

闺女座(The Daughter):闺女座能用春季的到来以及万物的新生鼓舞人心。观星者和10尺范围内的所有盟友会在对抗恐惧(fear)的豁免检定中获得+4士气加值,通过威吓技能挫败士气(demoralize)的DC也会增加4点。观星者免疫恶魔创造的恐惧效果(fear effects)。

追行者座(The Follower):死之阴影的跟随着观星者,让他免受毁灭之痛。观星者在对抗死亡效果(death effects)的豁免检定中获得+4加值。此外,他免疫所有由恶魔创造的死亡效果、负能量效果(negative energy effects)和负向等级(negative levels)。

持灯人座(The Lantern Bearer):观星者塑造光明的力量得到了增强。观星者通过魔法创造的所有光源的半径都会增加10尺,此类法术的环级视为比正常高2级(spell level is considered to be 2 higher)。

慈母座(The Mother):观星者引导着星座群的慈爱之心。每当观星者施放一个治疗法术(cure spell)、施放生命之息(Breath of Life)或者使用治愈(Healing)巫术时,他都能够将其职业等级的两倍加到恢复的生命值上。若观星者是牧师,并且引导正能量的话,在判断引导能量的效果时可以将观星者等级与牧师等级叠加。

新婚座(The Newlyweds):相爱之人缠绵合一的标志赋予观星者一种神秘的魅力。每当他对可能对其产生性趣(could be romantically attracted to him)的某人使用魅惑(charm)或依赖语言(language-dependent)的效果时,豁免DC都会增加2点。此外,他还会在对抗此类个体时,唬骗和交涉检定获得+2加值。最后,观星者在对抗恶魔创造的魅惑效果时,豁免检定会获得+2士气加值。

驮兽座(The Pack):观星者与星座群中负责背负篷车的野兽产生联结。他会在驯养动物检定上获得+2加值。此外,每当他施放能够呼唤复数动物类生物的召唤法术(summoning spell)时,都会额外召唤1只该类型的动物。

天父座(The Patriarch):观星者获得对方向的直觉。他总是能够哪面是正北方向,并且会在导航或寻找方向的生存检定中获得+4加值。观星者还会变得免疫迷宫术(Maze)以及类似的效果。

驭手座(The Rider):观星者能够召唤一匹骏马,让心生邪念之人无法伤害他。每日1次,观星者能够以类法术能力使用魅影驹(Phantom Steed);该类法术能力具有光亮描述符(light descriptor),而且只有观星者能够骑乘这匹坐骑。这匹马由星光构成,如同火把(torch)一般散发着光芒。当观星者骑乘着星光战马(star-steed)时,他视为受到升阶至(heightened to)4级的圣域术(Sanctuary)影响;若他的行为打破了圣域术,则可以在1分钟后重新启动。这些效果的施法者等级等同于他的角色等级。

观星者座(The Stargazer):与观星者同名的星座向他发出警告。这让观星者的先攻检定获得+2洞察加值,而且自身在战斗中进行行动之前不会被视为措手不及(flat-footed),但是该效果并不会真的让他能够提前进行行动。

陌路人座(The Stranger):观星者明白如何完美地融入其他文化之中。他获得每日3次以类法术能力施放适应文化(cultural adaptation;UI)的能力,施法者等级等同于他的角色等级。在受到该能力的效果影响时,身体的外观会如常产生变化,让他看起来像是合适的种族或民族(尽管他的属性不会产生变化)。

画眉鸟座(The Thrush):观星者的嗓音变得悦耳动听。观星者会在交涉和表演(歌唱)检定上获得相当于职业等级一半的加值。

马车座(The Wagon):观星者的行动变得迅捷且稳定。他的移动速度获得+10尺增强加值,而且能够在困难地形中进行五尺快步(take 5-foot steps)。此外,每日3次以迅捷动作(swift action),他能够在1轮内获得行动自如(Freedom of Movement)的效果,不过仅限用于对抗恶魔创造的效果。

星座之舞(Stars’ Dance,Ex):10级起,观星者对天际篷车星座群的理解达到了顶点。每日1次,观星者能够将自己已有的星座奥秘替换为任意一个其他的星座奥秘。新获得的星座奥秘也可以被本能力替换,如果不使用本能力的话,这种替换会是永久性的。

剧透 -   :
Stargazer
Source Paths of the Righteous pg. 30
The empyreal lord Pulura, the Shimmering Maiden, is said to dance among the lights of the aurora. Some of her worshipers seek her guidance in the starry skies, attuning themselves to the constellations of the Cosmic Caravan (Pathfinder Campaign Setting: Occult Mysteries 36). Beyond the stargazers’ interests in the heavens, though, they also train for the inevitable conf lict with demons. Pulura’s bastion of worship in the Inner Sea region has traditionally been in the land of Sarkoris, which was consumed from within by the Worldwound at the advent of the Age of Lost Omens. Many of Pulura’s worshipers perished during that disastrous invasion from the Abyss, but those who survived remained behind and, over the past several decades, have grown in power. This prestige class’s specific defenses against demons and their ilk are a relatively recent addition to the traditions of the Puluran stargazer, but have served her worshipers well in helping them defend what little land they still control in the demon-blighted wastes of the Worldwound.
Requirements
To qualify to become a stargazer, a character must fulfill all of the following criteria.

Alignment: Neutral good, chaotic good, or chaotic neutral.
Deity: Must worship Pulura.
Skills: Knowledge (geography) 5 ranks, Knowledge (planes) 5 ranks, Survival 3 ranks.
Spells: Able to cast 3rd-level spells.
Class Skills
The Stargazer's class skills are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.
Hit Die: d6.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +0   +0   +1   +1   Guiding light, mystery magic (hex)   +1 level of existing spellcasting class
2nd   +1   +1   +1   +1   Sidereal arcana   +1 level of existing spellcasting class
3rd   +2   +1   +2   +2   Mystery magic (Stars subdomain)   +1 level of existing spellcasting class
4th   +3   +1   +2   +2   Sidereal arcana   +1 level of existing spellcasting class
5th   +3   +2   +3   +3   Mystery magic (coat of many stars)   +1 level of existing spellcasting class
6th   +4   +2   +3   +3   Sidereal arcana   +1 level of existing spellcasting class
7th   +5   +2   +4   +4   Mystery magic (star chart)   +1 level of existing spellcasting class
8th   +6   +3   +4   +4   Sidereal arcana   +1 level of existing spellcasting class
9th   +6   +3   +5   +5   Mystery magic (hex)   +1 level of existing spellcasting class
10th   +7   +3   +5   +5   Sidereal arcana, star's dance   +1 level of existing spellcasting class

Below are the class features of the stargazer prestige class.

Guiding Light (Su): The stargazer gains a familiar, treating his stargazer level as his wizard level.

Mystery Magic (Ex): At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list.

At 3rd level, the stargazer gains the StarsISG subdomain in addition to any domains he already has. His stargazer levels count as (and stack with) cleric levels when determining which domain abilities he gains and their effects. If he isn’t a cleric, the subdomain’s spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. He can use the stars are right ability regardless of his spellcasting class.

A stargazer gains certain abilities from the heavens oracle mystery (Pathfinder Roleplaying Game Advanced Player’s Guide 48) as he gains levels as well. At 5th level, the stargazer gains the coat of many stars oracle revelation. At 7th level, he gains the star chart revelation. His stargazer levels and cleric levels count as (and stack with) oracle levels when he is determining the effects of these revelations.

Sidereal Arcana (Su or Sp): As he studies the skies, the stargazer binds himself to constellations from the Cosmic Caravan, drawing on their unearthly power. At 2nd level and every 2 class levels thereafter, the stargazer gains one sidereal arcana of his choice from the list below.

The Bridge: The stargazer is warded against winter’s darkness. He gains cold resistance 5 and darkvision with a range of 30 feet. The stargazer can see through darkness created by demons without penalty.

The Daughter: The Daughter emboldens hearts with the promise of springtime and new life. The stargazer and allies within 10 feet gain a +4 morale bonus on saving throws against fear, and the DC to demoralize them via Intimidate increases by 4. The stargazer is immune to fear effects created by demons.

The Follower: The specter of death follows the stargazer, shielding him from doom. The stargazer gains a +4 bonus on saves against death effects. In addition, he is immune to all death effects, negative energy effects, and negative levels created by demons.

The Lantern Bearer: The stargazer’s ability to conjure light increases. The radius of any light source he creates via magic increases by 10 feet, and its spell level is considered to be 2 higher.

The Mother: The stargazer channels the nurturing heart of the Caravan. Whenever the stargazer casts a cure spell, casts breath of life, or uses the healing hex, he adds twice his class level to the hit points restored. If the stargazer is a cleric with channel positive energy, his stargazer levels stack with his cleric levels to determine its effects.

The Newlyweds: The sign of intertwined lovers grants the stargazer a romantic mystique. Whenever he uses a charm or language-dependent effect against someone who could be romantically attracted to him, the save DC increases by 2. In addition, he gains a +2 bonus on Bluff and Diplomacy checks against such individuals. Finally, the stargazer gains a +2 morale bonus on saving throws against charm effects created by demons.

The Pack: The stargazer becomes attuned to the beasts that follow the Caravan. He gains a +2 bonus on Handle Animal checks. In addition, whenever he casts a summoning spell that conjures multiple creatures of the animal type, he summons an additional animal of that type.

The Patriarch: The stargazer gains an innate sense of direction. He always knows which way north lies, and gains a +4 bonus on skill checks made to navigate or find his way. The stargazer also becomes immune to maze and similar effects.

The Rider: The stargazer can conjure a steed that deters those who would harm him. Once per day, the stargazer can use phantom steed as a spell-like ability; this spell-like ability has the light descriptor, and only the stargazer can ride the mount. The steed is made of starlight, and sheds light as a torch. While riding his star-steed, he is under the effects of sanctuary heightened to 4th level; if he breaks this sanctuary, he can reactivate it after 1 minute. The caster level of these effects is equal to his character level.

The Stargazer: The constellation that shares his name warns the stargazer of danger. The stargazer gains a +2 insight bonus on initiative checks and is not considered flat-footed before he acts in combat, although this does not allow him to act if he could not otherwise do so.

The Stranger: The stargazer learns to blend seamlessly into others’ cultures. He can use cultural adaptationUI as a spell-like ability three times per day with a caster level equal to his character level. While under the effects of this ability, details of his body’s appearance change as well, making him physically appear as the appropriate race or ethnicity (although his statistics do not change).

The Thrush: The stargazer’s voice becomes harmonious. The stargazer gains a bonus equal to half his class level on Diplomacy and Perform (sing) checks.

The Wagon: The stargazer’s movement becomes swift and steady. He gains a +10-foot enhancement bonus to his movement speed, and can take 5-foot steps in difficult terrain. In addition, three times per day as a swift action, he can gain the effects of freedom of movement for 1 round, but only against effects created by demons.

Stars’ Dance (Ex): At 10th level, the stargazer’s mastery of the Cosmic Caravan reaches its zenith. Once per day, the stargazer can replace one of his sidereal arcana with any other one. The new sidereal arcana can also be replaced using this ability, but the change is otherwise permanent.

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Re: 【整合】引导能量相关资源
« 回帖 #8 于: 2022-05-31, 周二 23:21:05 »
职业选项(提供引导)
———— 德鲁伊(Druid)————————

动物和地形领域 Animal and Terrain Domains
出自 Ultimate Magic pg. 33
    德鲁伊是自然的信徒,守护着最凄凉的荒漠到最苍翠的森林。通过他们与动物和自然元素的链接,他们学会了自然界最强而有力的秘密,能唤起如同野性变身般强大的法术力量,并且施展独特的魔法。无论是靠着发觉魔法的力量还是依靠野生动物的爪牙来达成他们的目标,德鲁伊都是不可忽视的强大力量。那些胆敢打扰野生动物栖息还有自然界平衡的家伙,最好小心的面对自然之怒。
    以下是动物和地形领域,领域德鲁伊对于该地的专注超过他对动物、植物、气候和元素领域的亲和,德鲁伊的自然纽带可以选择一个动物或是地形领域取代传统的领域特性。像牧师的领域一样,这些领域具有独特的领域力量与领域法术,选择了动物或地形领域的德鲁伊可以在每级法术各得到一个领域法术字段。一个信仰神祇而非一般大自然的德鲁伊,没有办法选择和他神祇教义抵触、或是不属于其神祇神职的动物或是地形领域。
    如果一个领域的能力需要豁免,其DC为“10+1/2德鲁伊等级+感知修正”。其他以自然为主职业也可以选择动物或地形领域替代常规领域。

剧透 -   :
Druid Domains
Description Source: Ultimate Magic
Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity.

If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's druid level + her Wisdom modifier.

Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.

Note from Nethys: In addition to Animal and Terrain domains, this section contains any domain specific for Druid use.

水栖领域(Aquatic Domain)
    你是精通深海、川流、瀑布与无情海潮的大师。

    海王(Sealord, Su):你可以引导能量(有效牧师等级等于德鲁伊等级),次数相当于“3+魅力修正”,但是只能治疗或控制(如同“控制亡灵”专长)水栖与水系亚种生物。你可以用其他的专长来强化这个能力,如“额外导能”和“精通导能”,但是无法将此能力作为其他导能专长的先决条件,例如“元素导能”和“阵营导能”。此能力的DC为“10+1/2德鲁伊等级+魅力修正”。

    海袭(Seastrike, Su):6级时,以一个自由动作,你可以在水中如常使用天生或加工过的武器,如同“行动自如”法术的效果。以一个标准动作,你可以在水下投掷武器并忽略正常状况下的水下减值;如果你的目标在水中或水下,此武器还得到回力的效果。

    水栖领域法术

    1环    水流冲击(hydraulic pushAPG
    2环    水流术(slipstreamAPG
    3环    水中呼吸(water breathing)
    4环    行动自如(freedom of movement)
    5环    黑触手(black tentacles)
    6环    冰封法球(freezing sphere)
    7环    动物形态(animal shapes,限水栖生物)
    8环    水幕天华(seamantleAPG
    9环    津波(tsunamiAPG
剧透 -   :
Aquatic Domain
Source Ultimate Magic pg. 33

Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon (see page 471 of the Core Rulebook) for that attack.

Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.

极地领域(Arctic Domain)
    你乃威力无穷的极地风暴,在寒冷极风打击之下,万物的反抗皆如午夜之阳一般的无力。

    唤冰(Call Cold, Su):你可以引导能量(有效牧师等级等于德鲁伊等级),次数相当于“3+魅力修正”,但是只能治疗或控制(如同“控制亡灵”专长)寒冷亚种生物。你可以用其他的专长来强化这个能力,如“额外导能”和“精通导能”,但是无法将此能力作为其他导能专长的先决条件,例如“元素导能”和“阵营导能”。此能力的DC为“10+1/2德鲁伊等级+魅力修正”。

    逐焰(Banish Flame, Su):6级时,你可以使用你的唤冰能力伤害(如同导引负能量)火系亚种生物,或使其惊惧(如同“驱散亡灵”专长)。你还可以用此能力熄灭魔法火焰,如同“解除魔法”;在12级时若此效果用来解除魔法火焰,其能力等同“高等解除魔法”。

    极地领域法术

    1环    冻伤(frostbiteUM
    2环    熊之型(aspect of the bearAPG
    3环    雪雨暴(sleet storm)
    4环    冰墙术(wall of ice)
    5环    狼之型(aspect of the wolfAPG
    6环    冰封法球(freezing sphere)
    7环    御风而行(wind walk)
    8环    极冰射线(polar ray)
    9环    冷酷凛冬(polar midnightUM
剧透 -   :
Arctic Domain
Source Ultimate Magic pg. 33

Granted Powers: You master the might of the endless, snow-covered wastes beneath the midnight sun, where icy polar winds blow.

Call Cold (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Banish Flame (Su): At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). Alternatively, you may use this ability to negate magical fire effects as if using a targeted dispel magic; at 12th level, this functions as targeted or area greater dispel magic instead of dispel magic.

Domain Spells: 1st—frostbite, 2nd—aspect of the bear, 3rd—sleet storm, 4th—wall of ice, 5th—aspect of the wolf, 6th—freezing sphere, 7th—wind walk, 8th—polar ray, 9th—polar midnight.

沼泽领域(Swamp Domain)
    代着酸甜气味的草泽、泥沼和沼泽是你力量所在。

    自然愈疗(Natural Healing, Su):你可以引导能量(有效牧师等级等于德鲁伊等级),次数相当于“3+魅力修正”,但是只能治疗动物、植物和昆虫。你能治疗这些生物的属性伤害,每降低1d6生命值治疗量便能回复1点属性伤害。你可以用其他的专长来强化这个能力,如“额外导能”和“精通导能”,但是无法将此能力作为其他导能专长的先决条件,例如“元素导能”和“阵营导能”。此能力的DC为“10+1/2德鲁伊等级+魅力修正”。

    苇丛猎手(Reed Hunter, Ex):6级时,你对迷雾、植被和水所引起的隐蔽和掩蔽得到30尺盲感的效果。12级时,此能力进化为盲视。

    沼泽领域法术

    1环    水流冲击(hydraulic pushAPG
    2环    爆射荨麻(burst of nettlesUM
    3环    步步生莲(lily pad strideAPG
    4环    蜂群斗篷(cape of waspsUM
    5环    疫病虫群(insect plague)
    6环    群体死疽(mass festerAPG
    7环    活化植物(animate plants)
    8环    血雾术(blood mistUM
    9环    蔓生术(shambler)
剧透 -   :
Swamp Domain
Source Ultimate Magic pg. 35

Granted Powers: The sour-sweet depths of bogs, marshes, and swamps are your places of power.

Natural Healing (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal animals, plants, and vermin. You may reduce the number of dice healed to cure ability damage (your choice) to all affected creatures, curing 1 point of ability damage for each d6 that the channel energy is reduced. You can take other feats to add to this ability, such as Extra Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.

Reed Hunter (Ex): At 6th level, you gain blindsense 30 feet with respect to concealment and cover from fog, vegetation, or water. At 12th level, this improves to blindsight 30 feet with respect to these conditions.

Domain Spells: 1st—hydraulic push, 2nd—burst of nettles, 3rd—lily pad stride, 4th—cape of wasps, 5th—insect plague, 6th—mass fester, 7th—animate plants, 8th—blood mist, 9th—shambler.

———— 先知(Oracle)————————

秘示域 Mysteries
出自 Advanced Player's Guide pg. 43
    每一个先知都拥有属于自己的神力奥秘以为力量和法术之源,这些秘示域也同样会给予他们以额外的本职技能和其他特殊能力。秘示域代表了一个先知所追随的信念以及对于支持类型概念神祇的赞美,或是这些大能赋予一个代行者发自内心的召唤。举例来说,一个拥有波涛秘示域的先知可能是因为她在在风口浪尖之间出生长大、并受到了江河湖海之神的启迪,作为水之平静与狂暴双面的化身在人间行走。这些来源不明的能力将随着先知等级的提升而渐变演化为更多更强的力量,在她的第一个等级先知需要选择一个秘示域,一旦选定即无法更改。在2级,以及之后每提升2个等级时,取决于她的秘示域,先知可以将额外的一个法术加入她的已知法术列表。这些法术计在她已知法术数量之外,在提升等级时,先知无法替换这些法术。

剧透 -   :
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

生命 Life
出自 Advanced Player's Guide pg. 48
本职技能:拥有生命秘示域的先知可以将驯养动物,知识(自然)和生存技能加入它的本职技能列表。
    奖励法术

    2级     侦测死灵(Detect Undead)
    4级     次等复原术(Restoration, Lesser)
    6级     中和毒性(Neutralize Poison)
    8级     复原术(Restoration)
    10级    生命之息(Breath of Life)
    12级    医疗术(Heal)
    14级    复原术(Restoration, Greater)
    16级    群体医疗术(Heal, Mass)
    18级    完全复生术(True Resurrection)
启示:拥有生命秘示域的先知可以选择以下启示。

    引导能量(Su):你可以像牧师一样引导正能量,使用你的先知等级作为有效牧师等级来决定你可以造成的治疗和伤害(对不死生物)以及豁免DC。你每天可以使用此启示的数量等同于1+你的魅力调整值次。

    战斗医师(Su):每当你施放一个“治疗伤害”法术时,你都可以选择付出两个法术位以迅捷动作施放它,如同搭配有法术瞬发(Quicken Spell)专长一般,但是这个效果不会增加法术的环数。在7级时你可以每天使用一次本能力,并且之后每提升7级再获得一次本能力的每天使用次数。你必须达到7级才能选择此启示。

    延缓感染(Su):每天一次以一个即时动作,当你在一次对抗疾病或毒素的豁免检定上失败时,你可以忽视此效果对你的影响,持续每先知等级一小时。在7级和15级时你可以再获得一次本启示的每天使用次数。

    能量之躯(Su):以一个标准动作,你可以将自己的身体化为纯净的生命能量,在外观上看起来就如同一个金光闪闪的火元素一般。在此形态下,你获得元素亚种且你浑身散发的怡人暖光会使得身周10尺范围内的光照等级上升一级,最高到正常光照水平。任何用自己的身体部分或持有武器近战攻击你的不死生物可以正常造成伤害,不过同时也会受到1d6+每先知等级1点的正能量伤害。用触及武器近战攻击你的生物不受此效果影响,如果你在此状态下擒抱或者通过天生武器或徒手击打攻击不死生物,你也可以选择造成此伤害而非你的正常攻击伤害。每轮一次,如果你穿越一个盟友占据的方格或者一个盟友穿越你占据的方格,同时治疗他1d6+每先知等级1点的伤害,你也可以通过一个移动动作以此能力治疗自己,并且你自己可以选择是否治疗穿过你的盟友。你可以以一个自由动作返回正常形态,你每天可以转换为能量形态的轮数等同于你的先知等级。

    强化治疗(Su):每当你施放一个治疗法术时,该法术的最高治疗量将以你的先知等级而非法术本身来计算。举例来说,一个11级的先知在施放一个治疗轻伤法术时,他可以治疗1d8+11点生命值,而非正常的1d8+5点。

    医疗之手(Ex):你在医疗检定上获得+4加值。你可以通过一个标准动作同时给两个生物进行急救或解毒(不过需要为两个生物分别进行医疗检定)。当你使用医疗检定以治疗铁蒺藜(以及类似效果),治疗致命伤害,解毒,治疗疾病或进行长期护理时,你可以同时为双倍于普通数量的角色提供医疗。你也可以为你自己提供长期护理。

    生命链接(Su):以一个标准动作,你可以将自己的生命力与另一个生物相连。在你的每个行动轮开始时,如果该生物受到了5点或更多的伤害且其生命值低于最大生命值,那么这个生物会恢复5点生命值而你损失5点生命值。你每个先知等级可以保持链接一个生物,链接的效果会持续到链接生物死亡,你死亡,或你们之间的距离超过中等距离,又或是你以一个即时动作中断它(或者如果你保持着多个链接,你可以以一个即时动作中断你希望的数量)为止。

    生命感知(Su):你可以感知和定位距离你30尺范围内的所有活物,如同你拥有盲视能力一般。你必须达到11级才能选择本启示。

    安全治愈(Su):每当你施放一个治疗目标生物生命值伤害的法术时,你不会因此而受到借机攻击。

    精神充沛(Su):每当你的治疗法术将一个生物的生命值治疗到最大值时,这个法术过量治疗的部分将成为该生物的临时生命值(上限为你的先知等级数),这些临时生命值持续每先知等级1轮。

最终启示:在20级时,你成为了生命能量的完美导管。你免疫流血,死亡,力竭,疲劳,反胃,负向等级和恶心效果。属性伤害和吸取无法将你的任何属性降低到1以下,你也可以自动进行一次豁免检定对抗巨创效果(Massive Damage)。当你的生命值低于0时,你只有在生命值达到你体质值负数的两倍时才会死亡。


剧透 -   :
Life
Source Advanced Player's Guide pg. 48

Deities: Gozreh, Pharasma, Sarenrae.

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Revelations: An oracle with the Life mystery can choose from any of the following revelations.

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Combat Healer (Su): As the battle mystery revelation (Nethys: Provided here for your convenience.) Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long-term care for yourself.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.

Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.

Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

Final Revelation: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

———— 萨满(Shaman)————————
魂域 Spirit
出自 Advanced Class Guide pg. 35
    萨满与世上的精魂有着某种神秘的羁绊。她与某种特定精魂有着长久持续的链接,这给予了她一系列能力和职业特征。
    在1级时,萨满获得她所选魂域给予的精魂之力。她将该魂域给予的法术加入自己的法术列表,并且这些法术可以通过魂术的方式施放。将魂域赋予的巫术加入到她能够在巫术与飘渺巫术职业能力中选择的巫术列表中。
    在8级时,萨满获得所选魂域的高等精魂之力。在16级时,她获得所选精魂的最终精魂之力。
    若萨满从其它职业获得秘示域能力(比如先知),所选魂域和秘示域必须相同,这意味着其中之一可能要改选。若你的GM许可,你可以改变较先获得的秘示域或魂域来使得二者相同。

剧透 -   :
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

生命魂域(Life)
出自 Advanced Class Guide pg. 41
    选择生命魂域的萨满比一般凡人充斥着更多生命力。她的皮肤闪耀着光泽,牙齿如珍珠般洁白。当她激活该魂域能力时,她的瞳孔和头发会散发出微光。
    魂术

    1环    侦测死灵(Detect Undead)
    2环    次等复原术(Restoration, Lesser)
    3环    中和毒性(Neutralize Poison)
    4环    复原术(Restoration)
    5环    生命之息(Breath of Life)
    6环    医疗术(Heal)
    7环    复原术(Restoration, Greater)
    8环    群体医疗术(Heal, Mass)
    9环    完全复生术(True Resurrection)

    巫术:该魂域萨满可以选择下列巫术。

    痛苦诅咒(Curse of Suffering,Su):萨满能使30尺内一名生物从出血效果中承受更高伤害,并且创口愈合更慢。被诅咒生物受到出血伤害时,会额外承受1点出血伤害(即便出血是属性伤害亦增加)。此外,当目标成为可能恢复生命值的效果目标时,该效果只能恢复正常数值的一半。该诅咒持续轮数等于萨满的等级。持续时间结束后,该生物24小时内发再次成为该巫术的目标。

    拒绝救治(Deny Succor,Su):萨满可以将该巫术施放到30尺内一个生物身上。目标无法通过治疗法术恢复生命值,也无法从解除状态的法术或效果中受益。该效果持续轮数等于萨满等级的一半。成功的意志豁免可以避免该效果。无论豁免成功与否,目标24小时内无法再次成为该巫术目标。

    强力治疗(Enhanced Cures,Su):当你施展一个治疗法术时,以你的萨满等级,而非法术提供的上限来决定额外治疗量。例如11级萨满施展治疗轻伤,将治疗1D8+11点,而非1D8+5。

    生命连结(Life Link,Su):以一个标准动作,你可以在你与一个生物之间建立生命连结。每轮萨满回合开始时,如果该生物的生命值低于最大生命值5点或更多,该生物恢复5点生命值而你受到5点伤害。你可以激活每先知等级1个额外链接。这个连结持续到你或该生物死亡。当你与该生物的距离超过100尺,或你用直觉动作切断也能使连结结束。若你同时保有多条连结,可以用一个直觉动作同时切断。

    感知生命(Life Sight,Ex):萨满可以看到生命、死亡和普通的健康状态。当使用该能力时,她可以辨别30尺内任何生物是活着、受伤、濒死、还是死亡。同时也能辨别生物是否困惑、残废、生病、反胃、中毒、恶心或恍惚。12级时,使用该能力时同时可以感知到周围的活物,如同盲视,但只对30尺内活物有效。该能力使用轮数为萨满等级,无需连续。

    魂兽:该魂兽是同类生物中最漂亮和健康的类型,并且看上去满溢生气。该魂兽获得快速医疗1,若魂兽已有快速医疗能力,则原快速医疗增加1。

    精魂之力
    引导能量(Channel,Su):萨满可以如同牧师一样引导正能量,使用萨满等级作为有效牧师等级来计算引导骰和DC。每日引导次数为1+萨满魅力调整值。

    高等精魂之力
    医者之触(Healer’s Touch,Su):萨满的医疗检定获得+4加值。以一个标准动作,她可用半速移动并触摸最多6个濒死生物。被触摸生物将会自动稳定伤势而无需医疗检定。

    最终精魂之力
    快速医疗(Quick Healing,Su):萨满可以呼唤生命精魂来加速治疗。该能力使得萨满可以用迅捷动作来引导正能量或施放治疗法术。该能力每日使用次数为萨满魅力调整值。

    显圣(Manifestation):20级时,萨满成为生命能量的完美引导者。她将免疫流血、死亡攻击(death attack)、负能量、力竭、疲乏、反胃、恶心。属性伤害和能量吸取无法将她的属性值降低到1以下。当你受到巨创时你的豁免自动成功。当你生命值降到9以下时,你在受到超过2倍体质值的负生命值前不会死亡。

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Life Spirit
Source Advanced Class Guide pg. 41
A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light.

Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

Hexes: A shaman who chooses the Life spirit can select from the following hexes.

Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman’s level. A creature affected by this hex cannot be affected by it again for 24 hours.

Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman’s level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.

Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.

Spirit Animal: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1 (Bestiary 300); if the spirit animal already has fast healing, instead its fast healing increases by 1.

Spirit Ability: A shaman who chooses the Life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Greater Spirit Ability: A shaman who chooses the Life spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

True Spirit Ability: A shaman who chooses the Life spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Quick Healing (Su): The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.

Manifestation: Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, and negative energy, as well as to the exhausted, fatigued, nauseated, and sickened conditions. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically succeeds at saving throws against massive damage. When she is reduced to below 0 hit points, she doesn’t die until her negative hit point total exceeds double her Constitution score.

———— 术士(Sorcerer)————————

血统 Bloodline
出自 PRPG Core Rulebook pg. 71
    每位术士,在她遗传中都有都有某处魔法的来源——给予她魔法、奖励专长、额外本职技能以及特殊能力。这个来源可以表现为家族史中的某个血亲,或者卷入了某个生物的极端事件。例如,一个术士可能有一个龙类远亲,或者他的祖父可能与魔鬼签下一份恐怖的契约。不论其来源,这种影响会在得到术士等级的同时体现在方方面面。术士必须在她获得第1个术士等级的同时选定一种血统。一旦确定,不可更改。
    3级以及之后每2级,术士学到一个来源于自身血统的额外法术。这些法术不包含于术士所知法术列表。这些法术同样不能在更高等级时替换为其他法术。7级以及之后每6级,术士从自身血统的特定专长列表中选其一作为奖励专长。术士必须满足该专长的前提条件。

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Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

天界血统(Celestial)
出自 PRPG Core Rulebook pg. 74
    你的血统被天界力量祝福,不是来自你的天界祖先就是通过神力的直接干涉。尽管这力量将你导向善良之路,你的命运(和阵营)依然由你自己决定。
    本职技能:医疗。
    天界血统奖励法术

    3级      祝福术(bless)
    5级      抵抗能量(resist energy)
    7级      反邪恶法阵(magic circle against evil)
    9级      移除诅咒(remove curse)
    11级    焰击术(flame strike)
    13级    高等解除魔法(greater dispel magic)
    15级    放逐术(banishment)
    17级    阳炎爆(sunburst)
    19级    异界之门(gate)
    奖励专长:闪避,法术延时,钢铁意志,灵活移动,骑乘战斗,走马掠击,技能专攻(知识:宗教),武器娴熟。
    血统奥秘:当你施展一个“召唤”子学派的法术,召唤生物获得伤害减免“1/2术士等级(最小为1)”/邪恶。这项奖励不能与召唤生物的任何原有伤害减免叠加。
    血统力量:你的天界遗传给予你许多的力量,但非毫无代价。上界之主正密切地观注着你和你的行为。
    天堂之火(Heavenly Fire, Sp):1级开始,你能通过一个标准动作释放一道圣火射线,对30尺以内的任何目标进行一次远程接触攻击。此射线对邪恶生物造成“1d4+1/2术士等级”伤害,此伤害属于神圣伤害,无法免疫或抵抗。此射线位善良生物带来“1d4+1/2术士等级”的治疗,每个善良生物每天不能被你的天堂之火治疗超过一次。中立生物不会受伤也不会被治疗。你每天能够使用此能力次数为“3+魅力调整值”。
    天界抗力(Celestial Resistances, Ex):在3级时,你获得寒冷、强酸抗性各5点。9级时,此奖励提升为10点。
    天堂之翼(Wings of Heaven, Su):在9级时,你能够长出羽翼并且能够每天飞行等同于每术士等级1分钟的时间。速度60尺,机动性良好。使用此能力不需要连续,但是每次使用至少1分钟以上。
    坚定信念(Conviction, Su):15级开始,你能够重投任何一个你刚刚投出的属性、攻击、技能、豁免检定。你必须在投骰后、但在GM公布结果以前决定使用此能力。你必须接受第二次结果,即使结果更糟。你能使用此能力每天1次。
    飞升(Ascension, Su):在20级,你内在注满天堂的力量。你免疫强酸,寒冷,石化;获得10点电抗和火抗;对抗毒素豁免+4;你能够无限使用“天堂之翼”;并获得与任何能说话的生物交谈的能力(如同“巧言术”)。

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Celestial Bloodline
Source PRPG Core Rulebook pg. 74
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).

狂野血统
出自 Ultimate Magic pg. 70
    狂野血统是一般血统的突变,其血统奥秘与至少一个血统力量和未突变之前不同。要创建一个狂野血统术士,你必须选择一个现有的血统,然后从以下的突变血脉中选取一个与之相关的,取代血统奥秘和一部分的血统力量。在职业技能、奖励法术、奖励专长方面,异变后血统和原本的血脉相同。

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Wildblooded
Description Source: Ultimate Magic
A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's class skill, bonus spells, and bonus feats, and the mutated bloodline's bloodline arcana. Use the normal bloodline's bloodline powers, except when the mutated bloodline replaces one of those powers.

┗狂野血统:苍生(Empyreal)
出自 Ultimate Magic pg. 71
    你天界般的力量来自于洞察力而非人格。
    关联血脉:天界血统。
    血统奥秘:和大多数力量来自人格的术士不同,你使用意志力来强化法术并作为施法的燃料。你使用你的感知取代魅力以决定所有术士职业相关能力,包括额外法数量、最高可施展法术等级、法术的豁免DC。你在医疗和宗教知识上得到+2的加值。
    血统力量:你类似神术的天赋给予你强大的力量。
    圣能容器(Sacred Cistern, Su):9级时,每天1次,你可以像等级低你4级的牧师一样引导能量。此能力取代天堂之翼。

剧透 -   :
Empyreal
Source Ultimate Magic pg. 71
Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Bloodline Powers: Your quasi-divine nature gives you strange powers.

Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level – 4. This bloodline power replaces wings of heaven.

———— 法师(Wizard)————————
奥术学派 Arcane Schools
出自 PRPG Core Rulebook pg. 78
    法师能够选择专精于一个法术学派,获得基于该学派的额外法术和力量。这个选择必须在1级作出。一旦选定,不能更改。不选择专精学派的法师视为普通学派。法师决定专精与某个学派的同时必须选定两个对立学派,代表牺牲一个法术领域的知识去完全掌握另一个领域。法师如果准备对立学派法术则必须付出两倍的同级法术位。举例来说,一个选择塑能作为对立学派的法师需要用2个3级法术位来准备火球术。另外,当专精法师制作一件先决条件中需要对立法术的魔法物品时,所有技能检定获得-4罚值。一个普通学派法师准备法术没有相关限制。
    每个奥术学派都会给予法师一定数量的学派能力。另外,专精法师在每个法术等级上获得一个额外的学派法术位,从1级法术开始。每天,法师能够在此法术位中准备一个专精学派的法术,这个法术必须在法师的法术书中。学派法术位中能够添加超魔专长,但要使用更高级的法术位。普通学派法师不获得学派法术位。

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Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

死灵学派(Necromancy School)
出自 PRPG Core Rulebook pg. 81
    恐怖的死灵师指挥不死生物并且使用不生的污秽力量对抗他的敌人。
    力胜于亡(Power over Undead, Su):你获得“命令死灵”或者“驱散死灵”作为奖励专长。你每天能引导能量的次数等于“3+智力修正”,但只能使用你所选的专长。你能够选择其他专长来增强这项能力,比如“额外导能”或者“精通导能”。但是不能用专长来改变这项能力,比如“元素导能”或者“阵营导能”。对抗此专长的DC为“10+1/2法师等级+魅力修正”。在20级,不死生物不能用它们的导能抗性来对抗此能力。
    墓穴之触(Grave Touch, Sp):作为标准动作,你能通过一次近战接触攻击使一个活物战栗,此效果持续法师等级一半的轮数(至少1轮)。如果你对战栗中的生物使用此能力,将导致它惊惧1轮(如果该生物HD小于你的法师等级)。你每天能够使用此能力次数为“3+智力修正”。
    生命视野(Life Sight, Su):8级开始,你获得10尺盲视,每天持续等于你法师等级的轮数。此能力仅仅允许你侦测活物和不死生物。这个视野也会告诉你一个生物到底是不死生物还是活物。构装体和其他不死不活的生物无法被此能力看见。此能力的范围在12级以及之后的每4级额外增加10尺。使用此能力的轮数不必连续。

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Necromancy School
Source PRPG Core Rulebook pg. 81
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

专攻奥术学派(Focused Arcane Schools)
出自 Advanced Player's Guide pg. 143
    专注这些学派之一的法师可以选择取代专攻更进一步的学习。选择这些专攻学派的法师如常的保留他们的奖励法术且必须的选择两个禁制学派,但他们的可以依据他们的学派改变一个或更多的能力。一个法师必须选择全部相关的专攻学派能力取代原本的部分。当他的专攻学派选定后,就不能再改变。

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Focused Arcane Schools
Description Source: Advanced Player's Guide
Wizards that specialize in one of the schools of magic can instead chose to focus their studies still further. Wizards who choose a focused arcane school retain the bonus spells from their school and must select two prohibited schools as normal, but the focused school changes one or more of the powers granted by their arcane school. A wizard must take all of the replacement powers associated with his focused arcane school. Once a focused arcane school is chosen, it cannot be changed.

┗不死学派(Undead School)
出自 Advanced Player's Guide pg. 147
    取代能力:以下能力取代死灵学派的墓穴之触能力。
    支持(Bolster, Sp):以一个标准动作,你可以碰触一个不死生物并替它注入负能量。这会给予它攻击跟豁免检定的+1亵渎加值,以及每HD1点的临时生命值与+2驱散抗力。在攻击和豁免的加值会在你每5个法师等级增加1点。这些加值持续法师等级一半的轮数(至少1轮)。这些加值跟临时生命值会在进入“祝圣术(consecrate)”的范围时立刻解消。你每天可以使用这个能力的次数等同于“3+智力修正”。

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Undead School
Source Advanced Player's Guide pg. 147
Associated School: Necromancy.

Replacement Powers: The following school power replaces the grave touch power of the necromancy school.

Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

以下专攻学派替换了提供引导能量的能力,就不在此一一列举了
┗生命学派(Life School)


离线 Rivers

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Re: 【整合】引导能量相关资源
« 回帖 #9 于: 2022-05-31, 周二 23:21:32 »
变体职业(提供引导)
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