血之召喚師(Blood Summoner)[召唤师变体]出自《Champions of Corruption pg. 24》 血之召喚師从暴力和血液中召喚出幻灵。这些殘酷的施法者常常誔生于现已破碎的萨柯里斯(Sarkoris)的眾神呼喚者之中,在那裡,世界之伤的影響力已把他们扭曲成令人不寒而栗的恶意。
技能(Skills):血之召喚師增加醫療至其本职技能列表。
血的供奉(Blood Offering,Su):4级时,以一个标準动作,血之召喚師能獻祭一瓶血液——至多在1天前从一个生物或死亡时间不超过1分钟的尸体中提取——来協助並撫慰一个30尺內的邪惡异界生物。此血液能从自願或无助的生物身上以一个整轮作动抽取,並造成1点体质伤害。此供奉给予该异界生物由血之召喚師选择的任1屬性+2增强加值,以及在血之召喚師跟它议价时给予交涉检定和魅力检定+4环境加值。此加值持續10分钟。此供奉不能在同一天內跟同一个魔族進行2次。
此能力取代幻靈護體。血中傳導(Blood Travel,Su):8级时,血之召喚師能用其主宰呼喚能力让其幻灵通行於其他生物的血液中而非出現在召喚師身邊。幻灵能从没有滿HP的活物的血液中现身,或从死亡少于1分钟的小型或更大的生物屍体中迸裂而出。若幻灵从受伤的生物中现身,此生物受到4d6点伤害,成功通过強韌豁免则減半(DC=10+1/2血之召喚師等级+其魅力调整值)。幻灵出现在由它选择的该生物或屍体最接近而未被占用的空格中,並陷入恍惚1轮。
此能力取代位置轉換。煉獄呼喚(Fiendish Calling,Su):10级时,血之召喚師的召喚怪物能力可以额外用作
次等異界誓縛(lesser planar binding),施法時間为标準动作,但只能呼喚邪惡异界生物。13级时,他能把它用作
異界誓縛(planar binding)。16级时,他能把它用作
高等異界誓縛(greater planar binding)。
此能力取代高等幻靈護體。附身于血(Blood Possession,Su):16级时,以一个整轮动作,血之召喚師的幻灵能進入並控制任何有形有血的生物身體。此能力如同
傀儡憑依 (Marionette Possession)UM般生效,除了幻灵的身体也進入目标而且目标能是非自願。成功通过意志豁免(DC=10+1/2血之召喚師等级+其魅力调整值)则無效。此能在16时每天能用1次,在18时每天能用2次,在20时每天能用3次。此幻灵能在任何时侯以标準动作结束此佔據。若当幻灵佔據中时宿主的身体被杀,幻灵立即被逐出,受到4d6点伤害,並变得恍惚1轮。
此能力取代融合型態。劇透 - 原文:
Blood Summoner
Source Champions of Corruption pg. 24
A blood summoner conjures an eidolon born from violence and blood. These cruel spellcasters are common among the god-callers of now-shattered Sarkoris, where the influence of the Worldwound has warped them into beings of chilling malevolence.
Skills: A blood summoner adds Heal to his list of class skills.
Blood Offering (Su): At 4th level, the blood summoner can sacrifice a flask of blood, extracted up to 1 day ago from a living creature or a corpse that’s been dead no longer than 1 minute, to aid and appease an evil outsider within 30 feet as a standard action. This blood can be extracted from a willing or helpless creature as a full-round action that deals 1 point of Constitution damage. The offering grants the outsider a +2 enhancement bonus to the ability score of the blood summoner’s choice and grants the blood summoner a +4 circumstance bonus on Diplomacy checks and Charisma checks to bargain with it. The bonuses last for 10 minutes. The offering cannot be made to the same fiend twice in the same day. This ability replaces shield ally.
Blood Travel (Su): At 8th level, a blood summoner can use his maker’s call ability to allow his eidolon to travel through the blood of other creatures instead of bringing it to his side. The eidolon can either emerge from the blood of a living creature within range that has fewer than its maximum hit points remaining, or burst from the corpse of a Small or larger creature within range that has been dead for no longer than 1 minute. If the eidolon emerges from an injured creature, that creature takes 4d6 points of damage, which is halved if the creature succeeds at a Fortitude save (DC = 10 + 1/2 the blood summoner’s level + his Charisma modifier). The eidolon appears in its choice of the nearest unoccupied square to the creature or corpse it emerged from, and is staggered for 1 round. This ability replaces transposition.
Fiendish Calling (Su): At 10th level, the blood summoner’s summon monster ability can additionally be used as lesser planar binding as a standard action, but only to call evil outsiders. At 13th level, he can instead use it as planar binding. At 16th level, he can instead use it as greater planar binding. This ability replaces greater shield ally.
Blood Possession (Su): At 16th level as a full-round action, a blood summoner’s eidolon can enter and control the body of any corporeal creature that has blood. This ability functions as marionette possessionUM, except that the eidolon’s body also enters the target and the target can be unwilling. A successful Will save (DC = 10 + 1/2 the blood summoner’s level + his Charisma modifier) negates this effect. This ability can be used once per day at 16th level, twice per day at 18th level, and three times per day at 20th level. The eidolon can end this possession at any time as a standard action. If the host body is slain while the eidolon is possessing it, the eidolon is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round. This ability replaces merge forms.
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