作者 主题: 自用自翻资源帖  (阅读 942013 次)

副标题: 积少成多 滴水成河

离线 思维熵化

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Re: 自用自翻资源帖
« 回帖 #510 于: 2022-07-19, 周二 22:45:45 »
感谢wyg65309897翻译和排版的天元道(the Path of Numbers)
命理抗力(Numerological Resistance)  出自《异能奥秘》(Occult Mysteries pg.51)
学派:防护系
等级:法师/术士/奥能师 3,牧师/先知/战斗祭司 3
施法时间:标准动作
成分:语言,姿势
范围:近距
目标:见下文
持续时间:见下文
豁免:无
法术抗力:否

   命理抗力允许命理学家(numerologists)使用天元道给予他们的盟友面对元素危险的适应力。骰5个d8骰子;这是你的骰池。你将一次性使用每个骰池中的骰子来自定义命理抗力
      选择一个骰子,并将其结果与八种基本能量在表第一列中的对应值相匹配,以确定命理抗力赋予抗力的能量类型。
      接下来,分配一个骰子来代表你可以用命理抗力影响的生物数量(包括你自己)。所有这些生物都必须在法术的范围内。
      然后分配一个骰子来代表命理抗力持续的轮数。
      最后,将剩余的两个骰子结果相加。这是命理抗力赋予的抗力点数。


剧透 -  原文:
Numerological Resistance
Source Occult Mysteries pg. 51
School abjuration; Level arcanist 3, cleric 3, oracle 3, sorcerer 3, warpriest 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target see text
Duration see text
Saving Throw none; Spell Resistance no
Description
Numerological resistance allows numerologists to use the Path of Numbers to grant their allies resilience in the face of elemental dangers. Roll 5d8; this is your dice pool. You will use each die in the pool exactly once to customize numerological resistance.

Choose one of the dice, and match its result to the appropriate value in the first column of the Eight Basic Energies table to determine the type of energy to which numerological resistance grants resistance. Next, allocate one of the dice to represent the number of creatures you can affect with numerological resistance (including yourself). All of these creatures must be within the spell’s range. Then allocate one of the dice to represent the number of rounds numerological resistance lasts. Finally, sum the remaining two dice. This is the number of points of resistance that numerological resistance grants.

命理塑能(Numerological Evocation)  出自《异能奥秘》(Occult Mysteries pg.51)
学派:塑能系
等级:法师/术士/奥能师 3,魔战士 3,女巫 4
施法时间:标准动作
成分:语言,姿势
范围:见下文
目标:见下文
持续时间:立即
豁免:反射,通过则减半
法术抗力:可

   你可以使用天元道计算你周围潜在魔法的能量,并发射定制的元素能量射线,对附近的目标造成伤害。你每拥有2个施法者等级,掷1个d6骰子(咦怎么不是d8)。这是你的骰池。你将一次性使用每个骰池中的骰子来自定义命理塑能。
      在骰池中选择一些骰子,并将其结果与八种基本能量在表第一列中的对应值相匹配,以确定法术造成的能量伤害类型。你可以通过这种方式分配任意数量的骰子,前提是你仍有足够的骰子用于后续步骤。
      接下来,分配一个骰子来代表你可以影响的目标生物的总数,包括初始目标。无论你可以影响多少生物,每两个受影响的生物相距都不能超过15尺。
      然后,分配任意数量的骰子来表示命理塑能的范围。法术的范围是10×分配的骰子的结果总和。
      最后,将池中剩余的骰子的结果相加。这是命理塑能对第一个命中的生物造成的伤害量。成功的反射豁免可以将这种伤害减半。次要目标承受对第一个命中的生物造成的伤害的50%(向上取整),成功的反射豁免可以降低这种伤害。

剧透 -  原文:
Numerological Evocation
Source Occult Mysteries pg. 51
School evocation; Level arcanist 3, magus 3, sorcerer 3, witch 4, wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range see text
Target see text
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
You can use the Path of Numbers to calculate the latent magical energies all around you and fire customized rays of elemental energy that damage nearby targets. Roll 1d6 per 2 caster levels you possess. This is your dice pool. You will use each die in the pool exactly once to customize numerological evocation. Choose a number of dice in the pool, and match their results to the values in the first column of the Eight Basic Energies table to determine the types of energy damage the spell deals. You can allocate any number of dice in this manner, provided you still have enough dice remaining for the subsequent steps.

Next, allocate one of the dice to represent the total number of target creatures you can affect, including the initial target. No matter how many creatures you are eligible to affect, no two affected creatures can be more than 15 feet apart. Next, allocate any number of the dice to represent the range of numerological resistance. The range of the spell is 10 × the sum of the allocated dice. Finally, add up the results of the dice remaining in the pool. This is the amount of damage that numerological evocation deals to the first creature hit. A successful Reflex save halves this damage. Secondary targets take 50% of the damage dealt to the first creature hit (rounded up), and successful Reflex saves negate this damage.

数学诅咒(Mathematical Curse)  出自《异能奥秘》(Occult Mysteries pg. 51)
学派:死灵系[诅咒]
等级:反圣武士 2,法师/术士/奥能师 2,吟游诗人/歌者 2,牧师/先知/战斗祭司 3,女巫 2
施法时间:标准动作
成分:语言,姿势,材料/法器 (1整套10片指甲)
范围:接触
目标:一个活着的生物
持续时间:见下文
豁免:意志,通过则无效
法术抗力:可

  通过使用天元道,你能够影响生物周围环境中看似随机的元素,从而降低这个生物的性能。
     掷3个d8骰子然后选择其中一枚骰子——这枚骰子的结果就是数学诅咒赋予的减值。
     接下来,选择剩下两枚骰子中的任一个;与八种基本能量表中对应的d20掷骰类型就是法术的减值适用的检定。
     最后一枚骰子的结果代表数学诅咒持续的轮数。
     一个生物同一时间只能受一个数学诅咒影响。如果数学诅咒被施放在一个已经受到该法术影响的生物身上,那么新的诅咒将取代先前的。


剧透 -  原文:
Mathematical Curse
Source Occult Mysteries pg. 51
School necromancy [curse]; Level antipaladin 2, arcanist 2, bard 2, cleric 3, oracle 3, skald 2, sorcerer 2, warpriest 3, witch 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M/DF (a full set of 10 fingernails)
Effect
Range touch
Target one living creature
Duration see text
Saving Throw Will negates; Spell Resistance yes
Description
Using the Path of Numbers, you are able to influence the seemingly random elements in the environment around a creature, reducing that creature’s efficacy. Roll 3d8 and choose one of the dice—this die’s result is the penalty mathematical curse imparts. Next, choose either of the two remaining dice; the d20 roll corresponding to that result on the Eight Basic Energies table is the roll the spell’s penalty applies to. The result of the final die represents the number of rounds that mathematical curse lasts. A creature can be under the influence of only one mathematical curse at a time. If mathematical curse is cast on a creature already affected by that spell, the new curse replaces the previous one.

引述: 天元道
  d8 能量类型魔法学派d20掷骰类型
  1    气 惑控 意志豁免
  2  电 幻术 反射豁免
  3  火 死灵 攻击检定
  4  音波 塑能 先攻检定
  5  强酸 防护 强韧豁免
  6  水 变化 施法者等级检定
  7  寒冷 预言 专注检定
  8  大地 咒法 战技检定

« 上次编辑: 2022-10-04, 周二 18:51:57 由 思维熵化 »

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Re: 自用自翻资源帖
« 回帖 #511 于: 2022-07-24, 周日 19:56:03 »
划空裂隙护腕(Rift-Rending Bracers)【腕部奇物】出自《位面之力》第9页
灵光 中等咒法系 施法者等级:7
栏位 腕部; 价格 18000GP; 重量 1磅.
当被操念使穿戴时,这些护腕平坦的表面上会蚀刻出精细的图案,反映穿戴者与元素之间的连接。以一个整轮动作,穿戴着护腕的操念使可以承受3点超载来在她当前的位置与物质位面/灵界位面/元素位面之间撕开一道短暂的裂隙;这将如同法术异界传送一般运作,除了这裂隙只容她自己一人通过。额外承受1点超载可以让她带着最多8名自愿生物一起传送。当她传送到自己元素念力所选择首要元素的位面时,激活这个护腕的超载消耗减少1.
扭曲裂隙护腕必须在该操念使穿戴24小时后才能激活。
先决条件:制造奇物,异界传送;成本:9000GP

原文
剧透 -   :
Rift-Rending Bracers
Source Planes of Power pg. 9
Aura moderate conjuration; CL 7th
Slot wrists; Price 18,000 gp; Weight 1 lb.
Description
When worn by a kineticist, these bracers develop finely inscribed patterns on their once-plain surfaces that reflect the wearer’s elemental connection. As a full-round action, a kineticist wearing the bracers can accept 3 points of burn to tear open a brief rift between her current location and the Material Plane, Ethereal Plane, or an Elemental Plane; this behaves as per plane shift, but the rift is able to transport only her. By accepting an additional point of burn, she can allow up to 8 willing creatures to travel with her. When traveling to or from the plane that corresponds to her elemental focus, the total burn cost required to activate the bracers is reduced by 1.

Rift-rending bracers must be worn for 24 hours before a kineticist can activate them.
Construction
Requirements Craft Wondrous Item, plane shift; Cost 9,000 gp
« 上次编辑: 2022-07-24, 周日 19:59:02 由 unspeakable »

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Re: 自用自翻资源帖
« 回帖 #512 于: 2022-07-30, 周六 22:09:21 »
锁孔术(Keyhole)出自Pathfinder #143: Borne by the Sun's Grace pg. 78(暴君魔爪第五本)
学派:变化系
等级:法师/术士/奥能师 1,牧师/先知/战斗祭司 1,女巫 1
施法时间:1轮
成分:语言,法器
范围:接触
目标:一扇接触的门或城门
持续时间:1分钟/等级
豁免:特殊(见下文)
法术抗力:
     通过触摸一扇门、大门或其他的门(door, gate, or other portal),你可以创造一个之前不存在的锁孔,或是将现有的锁孔增大至两倍。
     一个魔法锁孔可以让你透过门端详,尽管有限的视角会使观察门外东西的察觉检定受到-10的罚值。
     如果之前不能,它还允许你锁上或撬开密闭的门。锁上或解锁这样一扇门需要DC等于障碍物的破坏DC+10的成功的解除装置检定。
     扩大现有的锁孔则可以让人看到外面的任何东西,即使先前存在的锁孔不允许这样做;而且它将降低开门锁门的解除装置的检定的DC5点。
     该法术通常不允许豁免,但魔法门和屏障可以通过成功的意志豁免来抵抗该效果,就好像它们由它们的最初创造者携带着一样。


剧透 -  原文:
This spell is legal for play but accessible only to worshippers of Barzahk.
Keyhole
Source Pathfinder #143: Borne by the Sun's Grace pg. 78
School transmutation; Level arcanist 1, cleric 1, oracle 1, sorcerer 1, warpriest 1, witch 1, wizard 1
Casting
Casting Time 1 round
Components V, DF
Effect
Range touch
Target one touched door or portal
Duration 1 minute/level
Saving Throw special (see text); Spell Resistance no
Description
By touching a single door, gate, or other portal, you create a keyhole where none existed before or double the size of an existing keyhole. A conjured keyhole allows you to peer through the door, though the limited perspective imposes a –10 penalty on Perception checks to spot anything beyond. It also allows a sealed door to be locked or picked if it could not be before. Locking or unlocking such a door requires a successful Disable Device check with a DC equal to the barrier’s break DC + 10. Enlarging an existing keyhole allows viewers to peer through to whatever lies beyond, even if the preexisting keyhole did not allow it, and it reduces the Disable Device DC to open or lock the door by 5.

This spell does not normally allow a saving throw, but magic doors and barriers can resist the effect with a successful Will saving throw, as if they were carried by their original creator..
« 上次编辑: 2023-03-22, 周三 01:31:16 由 思维熵化 »

离线 沉沦

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《亡命海寇》pg. 46
« 回帖 #513 于: 2022-08-05, 周五 13:02:21 »
存世三因(Three Reasons to Live)
位置:无;价格:9,000 gp
施法者等级:5级;重量:2磅
这个魔法乐器是由三种不同生物的角(奇美拉、凶暴公羊与半羊人)制成,相互连接成一根约2尺长的羊角号。每天可以吹响号角一次,影响30尺内所有能听到它声音的生物。受到影响的生物获得音波抗力10,并在所有造成音波伤害、依赖语言(language-dependent)或必须听到才能生效的法术或效果时,在豁免上获得+2加值。此保护效果能持续10分钟。若吟游诗人用此号角启动吟游表演,那么在计算时该吟游表演的所有效果,该吟游诗人的等级视为比原本高6级。这不会让吟游诗人能够使用新的吟游表演;它只会增强吟游诗人原本就能使用的那些吟游表演。
制造要求:“制造奇物”,咆哮术
制造成本:4,500 gp
« 上次编辑: 2022-08-05, 周五 13:15:46 由 沉沦 »
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 自用自翻资源帖
« 回帖 #514 于: 2022-09-01, 周四 13:21:27 »
仁慈之叶(Merciful Foliage)(操念使通用原力)
出处:极限荒野(pg.59);异能源始(pg.8)
元素 木; 类型:通用(Su); 等级:2; 超载:0
第一世界的生命万物竞发,这使得你可以利用其中的一些能量来减轻自己攻击的威胁。你可以在使用木袭或者其他元素包含木的复合念袭时造成非致命伤害而不承受减值。

原文:
剧透 -   :
Merciful Foliage
Source Ultimate Wilderness pg. 59, Occult Origins pg. 8
Talent Link Link
Element wood; Type utility (Su); Level 2; Burn 0
The First World is a place of rampant life, and you can use some of its energy to ease the danger of your attacks. You can deal nonlethal damage without taking a penalty on attack rolls with your wood blasts or composite blasts that include wood.

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Re: 自用自翻资源帖
« 回帖 #515 于: 2022-09-09, 周五 12:28:48 »
优雅双武Two-Weapon Grace(战斗专长)(PFS不可用)
出处:恶棍志Villain Codex pg. 224
先决条件:DEX 15;优雅挑刺/优雅挥砍/优雅繁星三者之一;双武器格斗;武器娴熟

好处:你在双武器战斗的时候也可以适用优雅挑刺/优雅挥砍/优雅繁星的好处(前提是你拥有该专长)。当你这么做时,你从双武器战斗中获得的减值增加2,且你不能使用任何能力将该减值降低到2以下。你副手武器的伤害掷骰适用0.5倍的敏捷调整值而非力量调整值。如果你不使用副手武器进行攻击,你仍然可以在另一只手被占用的情况下使用上述专长。

在判断双武器撕裂专长的先决条件时,本专长视作双重切割。

拥有此专长前的正常情况:你在没有空闲手时无法适用优雅挑刺/优雅挥砍/优雅繁星。
原文:
剧透 -   :
Two-Weapon Grace (Combat)
Source Villain Codex pg. 224
You can fight using agility instead of brute strength, even while fighting with two weapons.

Prerequisites: Dex 15; Fencing GraceUI, Slashing GraceACG, or Starry GraceUI; Two-Weapon Fighting; Weapon Finesse.

Benefit: You can gain the benefit of the Fencing GraceUI, Slashing GraceACG, or Starry GraceUI feats while fighting with two weapons. Your penalties from two-weapon fighting increase by 2 on all attack rolls you make when doing so, and you can’t decrease the penalties to less than –2 even if other abilities would reduce the penalties further. Add 1/2 your Dexterity bonus to damage with your off-hand weapon instead of 1/2 your Strength modifier. If you attack without using your off-hand weapon, you can use the aforementioned feats despite your other hand being occupied.

In addition, Two-Weapon Grace counts as Double Slice for the purposes of qualifying for the Two-Weapon Rend feat.

Normal: You gain no benefit from the listed feats if you don’t have a free hand.



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Re: 自用自翻资源帖
« 回帖 #516 于: 2022-09-09, 周五 13:05:00 »
触力旁通(Redistributed Might)(战斗专长)(PFS不可用)
出处:Adventurer's Guide pg. 26

你对自己身躯的控制炉火纯青,以至于可以将力量迸发为灵活度。

先决条件:体质或感知13,专长Enhanced Morale,异种武器擅长(奥多里决斗剑),钢铁意志,BAB+4

好处:当一个效果能给你的力量属性带来增强加值或士气加值时(如牛之力量或歌者的激发狂暴),你可以将该加值应用到敏捷上。你必须在得到这个加值的一开始做出决定,一旦决定不能更改。

原文:
剧透 -   :
Redistributed Might (Combat)
Source Adventurer's Guide pg. 26
You’ve gained enough control over your body to translate strength into swiftness.

Prerequisites: Con 13 or Wis 13, Enhanced Morale, Exotic Weapon Proficiency (Aldori dueling sword), Iron Will, base attack bonus +4.

Benefit: Whenever an effect would grant you an enhancement or morale bonus to your Strength score (such as via bull’s strength or a skald’s inspired rageACG performance), you can instead apply that bonus to your Dexterity score. You make this choice when you first gain the bonus. The bonus type does not change.


(Enhanced Morale专长从未存在过,故请DM判断此专长是否可用,如果可用的话请删除这个先决条件。)
« 上次编辑: 2022-09-09, 周五 13:07:56 由 unspeakable »

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Re: 自用自翻资源帖
« 回帖 #517 于: 2022-09-09, 周五 15:52:37 »
悄然脱逃Stealthy Escape(背景特性-装备背景)
出处:Adventurer's Armory pg. 31

你擅长在别人的眼皮底下从囚禁中溜走。当你试图逃脱手铐/绳索或其他类似的束缚时(不包括擒抱或类似的攻击效果),你可以进行巧手检定而不是逃脱检定。如果你成功解开束缚,你可以通过一个有+2背景加值的唬骗技能让别人相信你仍然在被束缚着。

原文:
剧透 -   :
Stealthy Escape
Source Adventurer's Armory pg. 31
Category Equipment
You are adept at escaping from confinement in an unobtrusive manner. When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.

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Re: 自用自翻资源帖
« 回帖 #518 于: 2022-10-04, 周二 17:38:08 »
这里有翻译过,但作用方式没读懂,且描述文本也有不同,所以斗胆翻新一下,有大面积参考
剧透 -   :
我也百度的:词根应当是法语cléromancie,“通过抽签来表达未来的艺术”,另一种可能词根是kleros(神职人员,后引申为书记员)+manteia(先知,预言),加上神术减一环,译为“神圣占卜”还是很合理的
另外,感觉即使是2环也远不如幸运数字和哈罗占卜好用......
神圣占卜(Cleromancy)出自《异能奥秘》(Occult Mysteries pg. 50)
学派:预言系
等级:法师/术士/奥能师 3,牧师/先知/战斗祭司 2,德鲁伊/猎人 3,审判者 3
施法时间:整轮动作
成分:语言,姿势,器材/法器(64根一套的占卜鸡骨)
范围:个人
目标:
持续时间:1轮/等级
豁免:
法术抗力:
     神圣占卜包含了扔“骨头”和解读结果,那些能够得出正确解读的人会被授予对即将发生的事件的知识。
     每有1个施法者等级掷1个d4骰子,将相同的结果分别归为几组,并从中选择一组。
     在持续时间内,你可以将这些结果作为幸运加值加在任何d20投骰上。你可以使用这些加值的次数等同于你所选定的那组结果中包含的数量。
     如果神圣占卜在你分配完所有的加值之前持续时间就结束了,那么余下的加值都会被浪费掉。

原文:
剧透 -   :
PFS Legal Cleromancy
Source Occult Mysteries pg. 50
School divination; Level arcanist 3, cleric 2, druid 3, hunter 3, inquisitor 3, oracle 2, sorcerer 3, warpriest 2, wizard 3
Casting
Casting Time full-round action
Components V, S, F/DF (a set of 64 chicken bones)
Effect
Range personal
Target you
Duration 1 round/caster level
Saving Throw none; Spell Resistance no
Description
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll. You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
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Re: 自用自翻资源帖
« 回帖 #519 于: 2022-10-04, 周二 18:08:58 »
痛苦仪典(Agonizing Obedience)(专长)
出自《异能奥秘》(Occult Mysteries pg. 45)(PFS不可)
出于对痛苦的狂热,你糟蹋自己的身体来获得特殊的恩惠(boons)
先决条件:医疗3级。
专长效果:当你选择这个专长时,选择一种痛苦(agony)。你可以多次获得这个专长,但每次都要选择不同的痛苦,不过你在24小时内只能对一种痛苦进行服从仪典。每一种痛苦都需要不同的服从仪典,但所有的仪典只需要一个小时就能完成。一旦仪典被执行,你就会受到一些轻微的惩罚,并获得与你的痛苦相关的某些元素或攻击的抵抗力,如下所述。此外,你还可以获得进行【痛苦打击】的能力,每日使用次数为每5个HD1次+1次。当你对一个生物造成伤害时,你可以宣言该攻击为【痛苦打击】。除了攻击造成的正常伤害外,你还会导致目标在1分钟内受到与你的痛苦相关的惩罚。虚体生物和对重击免疫的生物也免疫【痛苦打击】。
如果你拥有至少12个HD,你会在服从时获得痛苦所给予的第一个恩惠(boon)。如果你拥有至少16个HD,你还会获得痛苦的第二个恩惠。如果你拥有20个HD或更多,你也会获得痛苦的第三个恩惠。除非列出具体的持续时间或每天的使用次数,否则恩惠的影响是恒定的。

截肢
你已经截断了你的一根手指并治疗了伤口从而让它再也不能完全愈合。
服从仪典:操控你截断的手指的血痂、疤痕和开放的伤口,阻止它闭合,并把一些金属或玻璃强行弄进伤口。你会在解除装置、易容、逃脱、巧手检定以及你对抗卸武的CMD上承受-2减值。当尝试施放带有姿势成分的法术时,你需要通过DC为(5+2×法术环位)的施法者等级检定(甚至不是专注),否则失去该法术。
你在对抗变化系法术的豁免投骰上获得+2加值;如果这个法术是变形子学派的则加值提高到+4。
第一恩惠:除了痛苦打击的正常效果外,目标还可能在你用痛苦打击击中它后立即掉落手中的一个物体。成功的反射豁免(DC为10+1/2HD+你的敏捷调整值)可以避免此效果。
第二恩惠:你得到一只“魅影手臂”的使用权,它的功能就像炼金术士的畸变之臂科研发现(Pathfinder RPG Ultimate Magic 18)。但鉴于它是一种看不见的力场效果,它不能获得额外的戒指魔法装备栏,也不能作出攻击。
第三恩惠:你免疫使你恶心的效果,并且你在对抗任何使你反胃的情形的豁免中获得+4加值。

致盲
你暂时用血液使自己失明,来增强其他的感官。
服从仪典:用指甲、锯齿状的金属屑和多刺的树枝抓挠眼睛,使伤口的血液在眼睑和泪管上形成厚厚的结痂。你在基于视觉的察觉检定中获得-4的减值,并且每当你对受益于隐蔽(concealment)的目标进行攻击时,失手率增加10%(最多50%)。
你在对抗心灵幻觉子学派和凝视攻击的豁免投骰上获得+4加值。
第一恩惠:被你的痛苦打击影响的生物在昏暗和黑暗区域的能见距离减少50%。
第二恩惠:你获得30尺范围的凝视攻击,以标准动作启动。你可以每天使用这个能力的分钟数相当于你HD的一半;这些时间不必连续,但你必须以1分钟为单位。受你凝视攻击影响的敌人会惊惧1分钟。成功的意志豁免(DC为10+1/2HD+你的魅力修正)会无效化此效果。一个成功豁免你的凝视攻击的生物在24小时内对其效果免疫。
第三恩惠:你对痛苦的亲和力让你能感觉到别人的痛苦。你获得60尺远的生命感知。

剥皮
剥皮痛苦的服从者擅长从活生生的肉体上精细地去除皮肤,露出下面脆弱的组织。
服从仪典:用一把剥皮刀取下你自己至少3平方英寸的皮肤,同时小心避免损伤下面的肌肉、静脉和其他组织。让这片暴露的神经不被衣服或盔甲遮住,让它暴露在元素中,并向你遇到的所有人展示你的牺牲。你在对疾病的豁免中承受-2的减值,并且每个偷袭骰额外承受1点伤害。
你在对抗痛苦(pain)效果的豁免投骰上获得+4加值。
第一恩惠:你对遭受痛苦打击影响的生物进行的所有攻击都会造成1d6的流血伤害。
第二恩惠:你对解剖学的了解赋予你一种对他人的脆弱性的认识。你在确认重击的攻击检定中获得+4加值。
第三恩惠:频繁的皮肤去除和随后的愈合让你的你的身体复盖了厚厚的疤痕。你的AC增加2点天生护甲加值。此外,重击和偷袭有25%的几率不会影响你,就好像你穿着带有次等护命附魔的盔甲一样。

剧透 -  原文:
Agonizing Obedience
Source Occult Mysteries pg. 45
You physically defile yourself out of zealous devotion to pain in order to gain special boons.

Prerequisites: 3 ranks in Heal.

Benefit: When you take this feat, select an agony. You can gain this feat multiple times, each time selecting a different agony, but you can perform an obedience for only a single agony in a 24-hour period. Each agony requires a different obedience, but all obediences take only an hour to perform. Once the obedience has been performed, you take a number of minor penalties and gain the benefit of a resistance to some element or attack associated with your agony, as indicated below. Additionally, you gain the ability to make an agony strike. A number of times per day equal to 1 + 1 per every 5 Hit Dice you possess, when you deal damage to a creature, you can declare that attack as an agony strike. In addition to the normal damage dealt by the attack, you cause the target to take the penalties associated with your agony for 1 minute. Incorporeal creatures and creatures that are immune to critical hits are immune to agony strikes.

If you have at least 12 Hit Dice, you also gain the first boon granted by your agony upon undertaking your obedience. If you have at least 16 Hit Dice, you gain the agony’s second boon as well. If you have 20 Hit Dice or more, you also gain the agony’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

If you ever fail to perform a daily obedience, or if you are healed of damage, conditions, or penalties caused in the course of performing your obedience, you lose all access to resistances and boons granted by this feat until you next perform the obedience.
Amputation
You have amputated a digit on one of your hands and treated the wound such that it will never fully heal.

Obedience: Manipulate the scabs, scar tissue, and open wound of your amputated digit, preventing it from closing and forcing bits of metal and glass into the wound. Take a –2 penalty on Disable Device, Disguise, Escape Artist, and Sleight of Hand skill checks, as well as to your CMD against disarm maneuvers. When attempting to cast a spell with somatic components, succeed at a caster level check whose DC is equal to 5 + twice the spell level or lose the spell slot with no effect. Gain a +2 bonus on saving throws against transmutation spells; this bonus increases to +4 against spells in the polymorph subschool.

Boon 1: In addition to the normal effects of your agony strike, the target has a chance of dropping one object held in its hand immediately after you hit it with the agony strike. A successful Reflex save (DC 10 + 1/2 your HD + your Dexterity modifier) avoids this effect.

Boon 2: You gain the use of a phantom arm, which functions as the vestigial arm alchemist discovery (Pathfinder RPG Ultimate Magic 18) save that it is an invisible force effect, it does not grant an additional ring magic item slot, and it cannot make attacks.

Boon 3: You are immune to effects that would cause you to become sickened, and you gain a +4 bonus on saving throws against any conditions that would make you nauseated.
Blinding
You temporarily blind yourself with blood to heighten your other senses.

Obedience: Scratch at your eyes with your fingernails, jagged metal shavings, and thorny branches, allowing the blood from your wounds to form thick scabs over your eyelids and tear ducts. Take a –4 penalty on visionbased Perception checks, and anytime you make an attack against a target benefiting from concealment, increase the miss chance by 10% (maximum 50%). Gain a +4 bonus on saving throws against illusions in the pattern subschool and against gaze attacks.

Boon 1: Creatures affected by your agony strike have the distance they can see in areas of dim light and darkness reduced by 50%.

Boon 2: You gain a gaze attack with a range of 30 feet that you can activate as a standard action. You can use this ability a number of minutes per day equal to half your hit dice; these minutes need not be consecutive but you must use the ability in 1-minute increments. Enemies affected by your gaze are frightened for 1 minute. A successful Will saving throw (DC 10 + 1/2 your HD + your Charisma modifier) negates this effect. A creature that successfully saves against your gaze is immune to its effects for 24 hours.

Boon 3: Your affinity to pain allows you to sense suffering in others. You gain lifesense out to a distance of 60 feet.
Flensing
Practitioners of the agony of flensing are adept at finely removing the skin from living flesh, revealing the vulnerable tissue beneath.

Obedience: Remove a patch of your own skin measuring at least 3 square inches with a flensing knife, while carefully avoiding damage to the muscles, veins, and other tissues underneath. Leave this patch of exposed nerves uncovered by clothing or armor, allowing it to be exposed to the elements and displaying your sacrifice to all you meet. Take a –2 penalty on saving throws against disease, and take 1 extra point of damage per die from sneak attacks. Gain a +4 bonus on saving throws against pain effects.

Boon 1: All attacks you make against a creature suffering the effects of your agony strike deal 1d6 points of bleed damage.

Boon 2: Your knowledge of anatomy imparts to you an awareness of others’ vulnerabilities. You gain a +4 bonus on attack rolls to confirm critical hits.

Boon 3: The frequent removal of skin and subsequent healing has covered your body in thick scars. Your natural armor bonus to AC increases by 2. Additionally, there is a 25% chance that critical hits and sneak attacks fail to affect you, as though you were wearing armor with the light fortification property.
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