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[EMH]元素大师手册(装修中)
« 于: 2017-08-21, 周一 14:28:11 »
介绍INTRODUCTION
元素位面包含着大量原初能量而掌握这些无序的能量则可以获得强大的力量。气之大师在云端飞奔,以风的速度与优雅疾行着。火之大师编织着迷人而带来毁灭的的爆炸能量。水之大师指挥着可以如河流般宁静,又可以如潮水般冲击敌人的力量。土之大师充满自信而不可阻挡,并且他们无论面对什么威胁都稳如泰山。
有些生物则从出生起就被注入了元素能量,然而其他人则通过冥想,苦修和学习来掌握。这本书包含了新规则和为那些寻求驾驭气 土 火 水这些无拘元素,以及那些想要探索元素炼金术,元素扩增,束缚巨灵,以及更多神秘元素,比如以太,虚空和木元素的人准备的信息。
劇透 -   :
The Elemental Planes contain vast amounts of raw energy, and mastery of such churning elemental energy promises great power. Masters of air run on clouds, racing with all the speed and grace of the wind. Masters of fire weave captivating and destructive displays of blazing energy. Masters of water command strength that can flow like a calm river or strike enemies like a tidal wave. Masters of earth are confident and unstoppable, and they can bring the weight of mighty boulders to bear against any threat.
Some creatures are infused with elemental energies at birth, while others attain mastery through meditation or rigorous training and study. This book contains new rules and information for those who seek to harness the incredible power of air, earth, fire, or water, as well as those who wish to explore elemental alchemy, elemental augmentation, genie binding, or more esoteric elements such as aether, void, and wood.


力量来源SOURCES OF POWER
这四种元素在多元宇宙组成了四个对应元素位面:气元素位面,土元素位面,火元素位面和水元素位面。每个位面都有着独特的地形,适应了位面那不同寻常环境的奇特动植物,以及少量的文明(元素位面的更多细节,包括完整的位面地名,请看PF战役设定:位面之力)
包围着物质位面的是气元素位面,一个有着巨大的云层,狂暴的旋风,水球和大量像空中的岛屿一样漂浮着的其他元素的地方。邻接这无穷宽广区域的是水元素位面,一片无尽的海洋,里面有着满是淡水,大漩涡,气泡,及大量岩石和冰块。土元素位面则是由无限的岩石组成的一个布满了洞穴隧道,无底裂缝和大量贵重金属的地方。最外层的元素位面是火元素位面,一片排外而美丽的酷暑之地,液态火海和巨大的火山让这个位面的天空满是尘埃与火焰。
一些理论包含了比四种更多的元素,额外添加了以太,金,虚空和木元素。位面旅行者提到有少数地方这些元素占据主导位置,形成了奇妙的景象,例如稠密的金属之山河和巨大的树。这些替换元素提供了不同于寻常四种元素的力量,他们依旧强大。
劇透 -   :
The four elements that make up the multiverse originate from four corresponding Elemental Planes: the Plane of Air, the Plane of Earth, the Plane of Fire, and the Plane of Water. Each plane features unique terrain, strange flora and fauna adapted to its unusual planar environment, and small pockets of civilization. (The Elemental Planes are covered in rich detail, including full planar gazetteers, in Pathfinder Campaign Setting: Planes of Power.)
Wrapped around the Material Plane is the Plane of Air, where gigantic clouds, raging cyclones, spheres of water, and masses of other elements float like islands in the sky. Adjacent to this infinite expanse is the Plane of Water, an endless blue ocean with pockets of fresh water, massive whirlpools, bubbles of air, and chunks of rock and ice. The Plane of Earth is a limitless mass of rock with endless networks of interlocking caverns, bottomless crevasses, and vast veins of valuable metals. The outermost of the Elemental Planes is the Plane of Fire, an inhospitable but beautiful landscape of smoldering terrain, oceans of liquid flame, and enormous volcanoes filling the plane’s skies with ash and fire
Some philosophies include more than these four elements, adding aether, metal, void, and wood. Planar travelers speak of rare places where these elements predominate, forming bizarre landscapes such as dense, metallic mountains and titanic trees. These alternate elements provide energies that differ from the common four elements, but they are no less potent.


元素起源ELEMENTAL ORIGINS
虽然很多人仅仅是渴望得到元素许诺的力量,但是有人寻求理解和控制元素则是因为很多其他原因。下面就是用来表明为什么角色想要追求元素之力的新背景。
劇透 -   :
Although many simply hunger for the power the elements promise, others seek to understand and control the elements for a myriad of other reasons. The following new traits offer backgrounds justifying why a character might seek elemental power.

元素灾难(魔法)Elemental Accident (Magic)
你童年时的悲惨经历,例如地震,沉船,火灾,雷劈,让你对着对应的元素产生无比的恐惧。你会在面对这些元素有关的危险时本能性的自我防御。当创建人物的时候选择酸液,寒冷,闪电或是火焰(一经选择,无法改变)。
每天一次当你受到造成对应元素伤害的攻击或者是效果时,你可以用一个直觉动作获得10点对应类型的元素抗力。这个抗力不与你所拥有的任何元素抗力叠加。
劇透 -   :
Elemental Accident (Magic): A traumatic experience inyour childhood, such as surviving a violent earthquake,fleeing a shipwreck, escaping a devastating fire, or getting struck by lightning, caused you to develop a fear of the corresponding element. You can instinctively shield yourself against elemental dangers of that type. Select acid, cold, electricity, or fire at character creation (once chosen, this damage type can’t be changed). Once per day when you are subjected to an attack or effect that deals energy damage of that type, you can gain resistance 10 against that damage type for 1 round as an immediate action. This resistance does not stack with any existing resistance you might have against that energy type.

元素学徒(战斗)Elemental Apprentice (Combat)
你在格拉利昂的那些随意使用元素魔法或是充满了元素能量的地区,比如Asuulek’s Mouth火山或者是饱受风暴侵袭的雨浸湿地,度过了童年。你在这些原初元素能量附近的时光让你已习惯用它们带来伤害。当创建人物的时,选择酸液,寒冷,闪电或是火焰(一经选择,无法改变)。
每天一次用一个自由动作,当你用近战武器击中一个生物时,你可以把至多等同于你角色等级的伤害转换为你所选定的元素伤害。如果这次攻击造成的伤害中包含其他来源的能量伤害(比如一把炽焰武器),那么你就不能转换这个伤害。
劇透 -   :
Elemental Apprentice (Combat): You spent your childhood in a region of Golarion where the use of elemental magic is commonplace or the environment is heavily infused with elemental energies, such as the volcano Asuulek’s Mouth or the hurricane-lashed Sodden Lands. Your time near raw elemental energies has inured you to taking damage from them. At character creation, select acid, cold, electricity, or fire (once chosen, this damage type can’t be changed). Once per day as a free action, when you hit a creature with a melee weapon, you can convert an amount of damage dealt by your attack equal to your character level into the selected energy type. You cannot convert this damage if any damage from the attack would
normally deal a different type of energy damage (such as that of a flaming weapon).

元素谈判家(社会)Elemental Negotiator(Social)
你曾经与一队有钱商人或是强大法师一同前往元素位面。当你创建人物时,你可以选择以下一种语言作为奖励语言:水族语,风族语,火族语或土族语。此外,你因为高智力而学会的奖励语言也会包括其他三种元素语,除非这些语言选项你原本的种族和职业就允许学习。当你用这些语言与来自对应元素位面生物交流时,你的交涉和唬骗检定获得+2背景加值。
劇透 -   :
Elemental Negotiator (Social): You have traveled to the Elemental Planes under the protection of a powerful group of merchants or spellcasters. At character creation, you learn one of the following languages as a bonus language: Aquan, Auran, Ignan, or Terran. Additionally, your options for bonus languages from having a high Intelligence score include the other three elemental languages, in addition to those language options allowed by your race and class. You gain a +2 trait bonus on Diplomacy and Bluff checks when using one of these languages to communicate with a creature originating from the language’s corresponding Elemental Plane.

位面逃犯(魔法)Planar Escapee(Magic)
你曾经是某个元素位面中一座城市的囚徒,比如火元素位面黄铜城残忍火巨灵的奴隶,或是土元素位面矮人城市Urgashaz里的下仆。当你逃出这个城市后,你不得不以彼之道,还施彼身,并因此了解了它们的弱点。在创建角色时,选择酸液,寒冷,闪电或是火焰(一经选择,无法改变)。
每天以一个迅捷动作,你可以选择你30尺内的一个对其拥有视觉线的生物,让这些生物一轮内对应的元素抗力降低5点。如果这个生物没有元素抗力或者是对该元素免疫,那么则没有效果。
劇透 -   :
Planar Escapee (Magic): You were a prisoner or slave in a city on the Elemental Planes, such as the cruel efreet’s City of Brass on the Plane of Fire or the dwarven city of Urgashaz on the Plane of Earth. When you escaped that city, you had to use your captors’ weapons and magic against them in addition to your sheer wits, and you learned how to find weaknesses in their natural resistances. At character creation, select acid, cold, electricity, or fire (once chosen, this selection can’t be changed). Once per day as a swift action, you can choose a single creature that is within 30 feet of you and within your line of sight; treat that creature’s resistance against your chosen energy as 5 lower than its normal energy resistance for 1 round. This ability has no effect if the creature has no resistance to the chosen energy or if the creature has immunity to the chosen energy.


规则目录RULES INDEX

下列是这本PF玩家伴侣的新规则选项所在的页数,旁边则是几个其他围绕着合适主题的选项。
法术则是按主题分类并且在其他规则选项下方提及。每组法术都包含了职业范围和法术环位,为许多职业提供了新的选择。
劇透 -   :
The following new rules options in this Pathfinder Player Companion are located on the indicated pages, alongside several other options that revolve around an appropriate topic or theme
Spells are organized by theme and referenced below under Other Rules Options. Each set of spells covers a range of classes and spell levels, providing new options for many classes.


变体Archetypes
阿本迭戈泳者(Abendego diver)游侠
大地之影(Earthshadow )盗贼
能量科研家(Energy scientist)炼金术士
纵火狂徒(Firebrand )铳士
歌火者(Flamesinger )吟游诗人
坚信者(Foundation of faith)牧师
风暴呼唤者(Storm caller)召唤师
风行大师(Windstep master)武僧
专长Feats
深海法术(Benthic Spell)超魔
PFS不可用


舱底之鼠(bilge rat)-


咸水法术(Brackish Spell)超魔


熔火狂暴(Flumefire Rage)-PFS不可用


重生于烬(Growth in Ash)-PFS不可用


护砧之锤(Hammer Guards the Anvil)团队


暴风拳(Hurricane Punch)战斗


Improved Elemental Counterspell-


抑郁圈套(Joyless Toil )战斗


库拉贡敦姿态(Kraggodan ’ s stance)战斗


Mobile Gathering-


群山之眼(Mountain Eye)-


碎石拳(Stone-Handed)战斗


风暴粉碎者(Storm Breaker)-


日耀斩(Sunblade )-


苔原疾行(Tundra stride )-


风之歌(Wind song )-


 

其他规则选项Other Rules Options
炼金物品(Alchemical items)
炼金发现(元素紊乱)(Alchemist discovery (elemental destabilizers))
奥术学派(以太元素学派)(Arcane school (aether elemental school))
血脉(Bloodlines )
幻灵亚种(巨灵幻灵)(Eidolon subtype (genie eidolon) )
元素扩增(Elemental augmentations)
专攻奥术学派(Focused arcane schools)
Kineticist infusions and wild talents
奇物(Magic items)
世界名著(Masterpieces )
先知诅咒(元素失衡)(Oracle curse (elemental imbalance)  )
先知秘示域(元素)(Oracle mystery (elemental) )  )
魅影情感羁绊(绝望)(Phantom emotional focus (desperation) )
进阶职业(巨灵束缚者)(Prestige class (genie binder)  )
盗贼天赋(Rogue talents )
法术(Spells )
背景(Traits  )

离线 星云迷蒙

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火之大师
« 回帖 #1 于: 2017-08-21, 周一 15:32:06 »
当很多把火焰认为是简单的毁灭者并且尝试为了这个原因去掌握它时,火元素实际上比大多数人想象的更复杂。无数冒险者想要支配火焰的力量:法师研究类似火球术的招牌法术,牧师向阿斯莫蒂斯或莎伦莱祈祷来获得神授之火,而炼金术士会用火焰摧毁他的敌人——或者把炼成当做神秘的兴奋剂。
这个部分展示了为寻求掌握复杂的火元素的人而准备新变体,职业能力,和专长。
劇透 -   :
While many see flame as a simple destroyer and seek to master it for that reason alone, the element of fire holds more complexity than most realize. Countless adventurers desire dominion over fire: wizards study iconic spells such as fireball, clerics pray to deities as varied as Asmodeus and Sarenrae to impart a measure of divinity’s flame, and alchemists use fire to devastate their foes—and as a catalyst for brewing miraculous restoratives.
This section presents new archetypes, class features, and feats intended for those who seek to master the complex element of fire.
变体ARCHETYPES
下列内容可以用来调整角色

纵火狂徒Firebrand(铳士变体)

不少铳士依靠着精准的射击,而纵火狂徒则是狂热于对爆炸的研究。纵火狂徒往往充满着激情,充实的渡过着每一天那疯狂的流浪生活。

炮匠(Gunsmith):在1级时,纵火狂徒会获得一把龙铳(PFRPG UE 45)作为她的破损火器。
这个能力调整了炮匠

未知(Wild Card,EX):纵火狂徒用她的魅力而不是感知来决定她每天开始获得的勇毅点和她炫技的豁免。纵火狂徒用炼金炸弹攻击敌人时,视为和火器一样来回复勇毅点(见第5页的炸弹能力)。这个能力在其他方面和铳士的勇毅职业能力一样运作。
这个能力取代了勇毅。

炫技(Deeds):纵火狂徒获得以下炫技

龙焰(Dragon Fire,EX):纵火狂徒是一位掌控被称为龙息的不稳定物质的大师。在1级时,用一个迅捷动作,直到她的回合结束,纵火狂徒可以消耗一点勇毅点来让她发射的所有龙息弹(UE 42)的豁免DC加上她的魅力加值。只有当她骰出两个或者更多个为1的伤害骰,她用龙息弹的攻击才会哑火。
这个炫技取代了狙击之眼。

大爆炸!(Big Boom!, SU):在7级时,纵火狂徒可以激发爆炸的可能性,从而引发巨大的爆炸。以一个标准动作,纵火狂徒可以从她的火器中喷出30尺锥形的火焰。纵火狂徒选择在锥形区域里面的一个生物作为目标,并且用她的火器对该生物投一个攻击骰;如果明知,目标会受到等同于被火器和炼金炸弹同时击中的伤害。在这片锥形区域的其他生物(如果铳士的攻击失手了,那么目标所占据的空间也会包含在内)则会受到如同处于纵火者炼金炸弹范围内般受到溅射伤害,一个成功的反射检定可以减半伤害。(该豁免DC=10+1/2纵火狂徒的铳士等级+纵火狂徒的魅力调整值)使用这个能力会消耗2点勇毅点并且消耗一发纵火狂徒每日所能使用的炼金炸弹(见第5页的炼金炸弹能力),已经火器攻击的对应弹药。不需要投攻击骰的弹药则无法这么使用。
这个能力取代了致命射击。

焦土(Scorched Earth,EX):纵火狂徒了解如何让龙息弹燃烧得更加狂野。在4级和之后每4个等级,纵火狂徒用龙息弹造成的火焰伤害会额外增加1D6(直到20级最高的7D6。)
这个能力取代了枪手在4级,8级,12级,16级,20级的奖励专长。

炼金炸弹(Bombs,SU):在5级时,纵火狂徒获得等同于他{铳士等级-4}的炼金术士的炼金炸弹能力,用她的魅力调整值来取代决定炸弹每天个数和避免溅射伤害的DC上的智力调整值。。纵火狂徒用魅力调整值替代她的智力调整值来增加炸弹的伤害,就像她拥有随手投掷职业能力一样。此外,纵火狂徒的炼金炸弹总是处于高爆炸弹科研发现的效果影响下。纵火狂徒的职业等级不与任何其他拥有炼金炸弹职业能力的职业叠加。
这个能力取代了枪械训练。
劇透 -   :
Firebrand (GunslinGer archetype )
Where other gunslingers rely on precision shooting, the firebrand instead masters explosive ordnance. Firebrands tend to be passionate, devil-may-care wanderers living each day to the fullest.
Gunsmith: At 1st level, a firebrand gains a dragon pistol (Pathfinder RPG Ultimate Equipment 45) as her battered firearm.
This ability alters gunsmith.
Wild Card (Ex): A firebrand uses her Charisma instead of Wisdom to determine the number of grit points she gains at the start of each day and to determine the DCs of her gunslinger deeds. A firebrand treats direct hits with her bombs as firearm attacks for the purpose of regaining grit (see the bombs ability on page 5). This ability works in all other ways like the gunslinger’s grit class feature.
This ability alters grit.
Deeds: A firebrand gains the following deeds.
Dragon Fire (Ex): A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges (Ultimate Equipment 42) she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice.
This deed replaces the deadeye deed.
Big Boom! (Su): At 7th level, a firebrand can channel her explosive potential into a mighty blast. As a standard action, the firebrand shoots a 30-foot cone of fire from the barrel of her gun. The firebrand designates one creature in the squares affected by the cone to be the target and makes an attack roll with her firearm against that creature; on a hit, the target takes damage as if it were directly hit by both the firebrand’s firearm and her bomb. Creatures in all other squares in the cone (as well as the target’s square, if the gunslinger’s attack missed) take splash damage as if they were in the area of the firebrand’s bomb, with a Reflex saving throw for half damage. (The DC of this saving throw is equal to 10 + half the firebrand’s gunslinger level + the firebrand’s Charisma modifier.) Using this deed costs 2 grit points and expends one of the firebrand’s daily uses of bombs (see the bombs ability on page 5), as well as the appropriate ammunition for the firearm attack; ammunition that does not require an attack roll cannot be used this way.
This deed replaces the dead shot deed.
Scorched Earth (Ex): The firebrand knows how to make dragon’s breath burn white-hot. At 4th level and every 4 levels thereafter, the fire damage of the first dragon’s breath cartridge fired by the firebrand each round increases by 1d6 (to a maximum total of 7d6 at 20th level).
This ability replaces the gunslinger’s bonus feats gained at 4th, 8th, 12th, 16th, and 20th levels.
Bombs (Su): At 5th level, the firebrand gains the bombs ability as an alchemist of her gunslinger level – 4, using her Charisma modifier in place of her Intelligence modifier to determine her number of bombs per day and the DC to avoid splash damage. The firebrand adds her Charisma modifier to her bombs’ damage instead of her Intelligence modifier, even if she has the throw anything class feature. In addition, the firebrand’s bombs are always under the effect of the explosive bombs discovery. Firebrand levels do not stack with levels in other classes with the bombs class feature.
This ability replaces gun training.

歌火者Flamesinger(诗人变体)

歌火者在火焰迷人的美丽中寻求灵感。传统的歌火者则起源于科莱什帝国那多种多样的人民,,并随着时间流逝传播到了卡蒂亚,乃至于整个内海地区。

燃火之音(Fire Music):一个歌火者获得燃火之音(UM)作为1级的奖励专长(不需要满足原本的前置要求)。在4级时(当她获得二环法术时),她可以把召唤怪物1和召唤怪物2添加到诗人的已知法术中,之后每3个职业等级,她都会获得下一环的召唤怪物,知道她在16级时获得召唤怪物6作为法术已知。歌火者必须在施展这些法术的时候,使用燃火之音专长。
这个能力取代了逸闻知识和博学。

吟游表演(Bardic Performance):歌火者获得以下吟游表演。

焰爆之刃(Blazing Blades,SU):歌火者的歌曲可以引发盟友的武器在火焰中熊熊燃烧。要获得效果,所有盟友必须可以听到诗人的表演并且在30尺内。受影响生物用人造武器或者天生武器成功攻击可以额外造成1D4的火焰伤害。这些火焰并不会伤害武器和持握手。这个伤害和任何其他来源的火焰伤害叠加,比如炽炎武器特殊能力。在5级和之后每6个诗人等级,火焰伤害会提高D4(直到17级的4D4)。这个火焰效果依赖于声音成分。
这个能力取代激发勇气。

野火(Wildfire,EX):就像是燃烧的野火一般,一个歌火者可以用猛烈的速度来移动。在2级和之后每4个诗人等级,歌火者的基础移动速度获得5点增强加值(直到18级最大的25尺)。
这个能力取代多才多艺
劇透 -   :
FlamesinGer (b ard a rchetype )
The flamesinger finds inspiration in the mesmerizing beauty of fire. While the flamesinger’s tradition originated among the varied peoples of the Padishah Empire of Kelesh, it long ago spread to Qadira and from there throughout the Inner Sea region.
Fire Music: A flamesinger gains Fire Music UM as a bonus feat at 1st level (without needing the meet the normal prerequisites). At 4th level (when she gains access to 2nd-level spells), she adds summon monster I and summonmonste r II to her bard spells known; every 3 levels thereafter she gains the next level of summon monster, until she add summon monster VI to her spells known at 16th level. The flamesinger must apply the Fire Music feat’s effect when casting these spells.
This ability replaces bardic knowledge and lore master.
Bardic Performance: A flamesinger gains the following bardic performance.
Blazing Blades (Su): The flamesinger’s song causes allies’ weapons to burst into flames. To be affected, an ally must be able to hear the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactured or natural weapons deal 1d4 additional points of fire damage. These flames do not harm the weapon or its wielder. This damage stacks with other sources of fire damage, such as the flaming special weapon ability. At 5th level and every 6 bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). This is a fire effect that relies on audible components.
This ability replaces inspire courage.
Wildfire (Ex): Like a raging wildfire, a flamesinger moves with blistering speed. At 2nd level and every 4 levels thereafter, the flamesinger gains a +5-foot enhancement bonus to her base speed (to a maximum of +25 feet at 18th level).
This ability replaces versatile performance.

世界名著MASTERPIECES
被火焰美丽与强大力量所感染的吟游诗人偏爱于以下的吟游诗人世界名著(要了解更多有关于名著,可以看PF RPG UM 21页。)
劇透 -   :
Bards who are inspired by fire’s beauty and power favor the following bardic masterpieces. (For more on masterpieces, see page 21 of Pathfinder RPG Ultimate Magic.)
爆燃回旋曲Blazing Rondo(演讲,打击乐
响亮的韵律加快了你盟友的动作,但是这也让他们必须努力才能跟上这节奏。
条件:表演(演讲)或者表演(打击乐)7级
代价:专长或者是3环诗人已知法术。
效果:最大数量等同于吟游诗人等级的盟友获得加速术效果,除了ac 攻击检定,反射豁免改为获得1/5诗人等级加值。这些盟友必须在你60尺内才能获得这个好处。当你停止这个表演时,任何获得该好处三轮以上的生物必须通过强韧检定,否则就会在两倍于他们受影响轮数的时间疲乏。
使用:每轮消耗1轮吟游诗人表演
动作:标准动作
劇透 -   :
Thundering rhythms quicken your allies’ movements, but the effort of keeping up with the beat is wearying.
Prerequisite: Perform (oratory) 7 ranks or Perform (percussion) 7 ranks.
Cost: Feat or 3rd-level bard spell known.
Effect: Up to one ally per bard level gains the benefits of haste while you maintain this masterpiece, except the bonus to AC and on attack rolls and Reflex saves is one- fifth of your bard level. These allies must be within 60 feet of you to receive this benefit. When you cease performing this masterpiece, any creature that received this benefit for at least 3 rounds must succeed at a Fortitude save at this masterpiece’s DC or be fatigued for twice as many rounds as they were affected.
Use: 1 round of bardic performance per round.
Action: 1 standard action.

迷欲之舞(舞蹈)dance of captivating desire (dance )
这是由卡莉丝翠祭司所首创,这种荡漾而性感的舞蹈可以激发观众的欲望之火
条件:表演(舞蹈)5级
代价:专长或者是2环诗人已知法术
效果:当你开启这一表演,你可以选择30尺内的一个生物对你发情。每一轮,该生物必须通过一个意志检定。如果目标通常不会被你吸引,那么会在豁免检定上获得+4加值。每次失败,你对该生物的唬骗和交涉检定DC都会减少2点(最多减少10点)并且目标受到你所释放的魅惑性法术的豁免检定也会受到-1的减值(最多为-5)。这些罚值会在你表演结束一分钟后消失。
使用:每轮消耗1轮吟游诗人表演
动作:一个标准动作
劇透 -   :
dance of captivating desire (dance )
A creation of Calistria’s priesthood, this swaying, sensuous dance fans the fires of lust.
Prerequisite: Perform (dance) 5 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: When you begin this performance, select one creature within 30 feet to become overwhelmed by lustful feelings toward you. Each round, the target must attempt a Will save. If the target would not normally be attracted to you, it receives a +4 bonus on its saving throws. For each failure, the DCs of your Bluff and Diplomacy checks against that creature are reduced by 2 (to a maximum reduction of 10) and the target takes a –1 penalty on Will saving throws against enchantment effects that you create (to a maximum of –5). These penalties last for 1 minute after the performance ends.
Use: 1 round of bardic performance per round.
Action: 1 standard action

血脉BLOODLINES
有时,无论是因为实验还是激情,那些被称为火蜥蜴的火元素位面蛇形原住民的血脉会与凡人混合。
劇透 -   :
On occasion, whether through experimentation or passion, the bloodlines of the serpentine Plane of Fire natives known as salamanders mingle with those of mortals.

火蜥Salamander(血脉狂怒者血脉)


火蜥蜴们是凶猛的战士和精熟的铁匠,你可以掌握他们的力量和他们与生俱来的那种对金属的亲和。

奖励专长:顺势斩,精通擒抱,精通钢铁意志,钢铁意志,猛力攻击,技能专攻(察觉),健壮

奖励法术重压之刃APG(7级),完全修复术(10级),武器幻化APG (13级),火焰护盾(限制温暖)(16级)

血脉力量(Bloodline Powers):当你血怒时,你可以获得火蜥蜴的身形和火焰以及以下的力量。

蛇尾(Serpent’s Tail,SU):在你1级时,你的双腿会扭曲在一起变成一条蛇尾,你的速度减少10尺(最少变为5尺),并且你不再会被摔绊。你的鞋会融入你的体内并且不再产生效果,除非他提供一个常态好处或者是不需要激活。你也可以获得一个尾扫攻击,造成1D6伤害(如果你是小型则是1D4)+你的力量调整值。在4级时,你的移动速度不再会下降10尺。在8级时,你的尾扫伤害提升为1D8(如果你是小型则是1D6)+你的力量调整值。在12级,你尾扫的触及增加5尺。

火蜥蜴之鳞(Salamander Scales,EX):在你4级时,你获得5点火焰抗力并在AC上获得1点天防加值。在8级时,火焰抗力提升至10点,天防加值提升至2点。在16级时,火焰抗力提升至20点,天防加值提升至3点。

血铸者(Bloodsmith,SU):在你8级时,当你进入血怒时,你可以选择一个你持握的人工武器,或者是举起的盾牌,亦或者是你穿着的铠甲来获得高等魔化武器(武器)或者魔化防具(盾牌或者盔甲)的好处。这个效果的施法者等级等同于你的血脉狂怒者等级,并且这个效果会当你血怒结束,或者是你不再持握武器,举起盾牌或者穿着铠甲时结束。

炽热(Scorching Heat,SU):当你12级时,你的武器会传导热量。你用天生武器和人工武器发动的近战攻击会附带1D6的火焰伤害。你也可以每轮对你擒抱的生物造成2d6的火焰伤害。这种火焰不会伤害你的装备。

血铸大师(Master Bloodsmith,SU):当你16级时,你的血铸者能力可以同时影响2件物品。当你20级时,则最多影响三件。

熔火核心(Essence of Fire,EX):在你20级时,你会变得免疫火焰伤害。此外,你的血脉狂怒者DR增加5点。如果你没有血脉狂怒者的DR,那么作为代替,你获得DR10/魔法。你即使不血怒,也可以获得这些好处。
劇透 -   :
Salamander (Bloodrager Bloodline)
Salamanders are fierce warriors and master smiths, and you wield their might and mastery of metal by birthright.
Bonus Feats: Cleave, Improved Grapple, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Toughness.
Bonus Spells: Lead bladesAPG (7th), make whole (10th), versatile weaponAPG (13th), fire shield (warm only) (16th).
Bloodline Powers: When you bloodrage, you gain the form and flame of the salamander and the following powers.
Serpent’s Tail (Su): At 1st level, your legs twist together into a slithering serpentine tail. Your speed is reduced by 10 feet (to a minimum of 5 feet), and you can’t be tripped. Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 5 1d6 points of damage (1d4 if you are Small) + your Strength modifier. At 4th level, your speed is no longer reduced by 10 feet. At 8th level, your tail slap’s damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, your reach with your tail slap increases by 5 feet.
Salamander Scales (Ex): At 4th level, you gain fire resistance 5 and a +1 natural armor bonus to AC. At 8th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your fire resistance increases to 20 and your natural armor bonus increases to +3.
Bloodsmith (Su): At 8th level, when entering a bloodrage, you can choose one manufactured weapon you wield, shield you wield, or piece of armor you wear to gain the benefit of greater magic weapon (weapon) or magic vestment (shield or armor). The caster level of this effect is equal to your bloodrager level, and its effects end when your bloodrage ends or when you no longer wear or wield the weapon, shield, or armor.
Scorching Heat (Su): At 12th level, your weapons conduct heat. You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. You also deal 2d6 points of fire damage per round to any creature you grapple. This does not damage your equipment.
Master Bloodsmith (Su): At 16th level, you can affect up to two items simultaneously with your bloodsmith bloodline power. At 20th level, you can affect up to three items.
Essence of Fire (Ex): At 20th level, you become immune to fire damage. In addition, your bloodrager damage reduction increases by 5. If you don’t have bloodrager damage reduction, you gain DR 10/magic instead. You have these benefits constantly, even while you are not bloodraging.

火蜥Salamander(术士血脉)

你是被称为火蜥蜴的元素异界生物的后裔,你把火焰当做武器和工具挥舞着,并且你的锻造技术无与伦比。

本职技能:特技

奖励法术:魔化武器(3级),熔融铁球ACG(5级),魔化防具(7级),火焰护盾(温暖护盾)(9级),火蛇术APG(11级),沥青池UC(13级),火焰纹章APG(15级),熔岩之墙APG(17级),流星爆(19级)

奖励专长:顺势斩,制造奇物,钢铁意志,猛力攻击,奇才,技能专攻(特技),技能专攻(察觉),健壮

血统奥秘:你释放的影响正受到持续性火焰伤害的生物的术士法术豁免DC+2。

血脉之力(Bloodline Powers):你火蜥蜴的血脉给予了你在锻造上的强大技巧,这甚至包括重塑你自己。

余烬(Ember,SU):在你1级时,当你进行涉及金属的工艺检定时,你可以使用多次这个能力(最多是你术士等级的一半,至少为1次)来在这次检定上获得等同于你使用次数两倍的加值。你每天可以使用这个能力3+你的魅力调整次。

铸造之火(Forge and Fire SU):在你3级时,你可以获得制造魔法武器和盔甲作为奖励专长。此外,当你使用一个非永久性,非立即的法术来强化或者附魔一件人造武器时,你可以给予这个武器在法术持续时间内拥有炽炎附魔(如果法术已经拥有炽炎能力,那么就没有影响。)

蛇尾(Serpent’s Tail,SU):在你9级时,你可以用自由动作把双腿会扭曲在一起变成一条蛇尾,你的速度减少10尺(最少变为5尺),并且你不再会被摔绊。你的鞋会融入你的体内并且不再产生效果,除非他提供一个常态好处或者是不需要激活。你也可以获得一个尾扫攻击,造成1D8伤害(如果你是小型则是1D6)+你的力量调整值。在15级,你尾扫的触及增加5尺。这个效果一天最多使用等同于你术士每等级分钟。时间不需要连续,但是每次至少1分钟。

炽热(Searing Heat,SU):当你15级时,你的身体会和火蜥蜴一样炽热。你用天生武器和人工武器发动的近战攻击会附带1D6的火焰伤害。你也可以每轮对你擒抱的生物造成2d6的火焰伤害。这种火焰不会伤害你的装备。你可以用自由动作激活或者关闭这个效果。

重构血肉(Reforged Flesh,EX):在你20级时,你变得免疫火焰并且获得DR10/魔法。
劇透 -   :
Salamander (Sorcerer Bloodline) You are descended from the elemental outsiders known as salamanders. You wield flame as a weapon and a tool, and your smithing skills are unrivaled. Class Skill: Acrobatics.
Bonus Spells: Magic weapon (3rd), molten orbACG (5th), magic vestment (7th), fire shield (warm shield) (9th), fire snakeAPG (11th), tar poolUC (13th), firebrandAPG (15th), wall of lavaAPG (17th), meteor swarm (19th).
Bonus Feats: Cleave, Craft Wondrous Item, Iron Will, Power Attack, ProdigyUM, Skill Focus (Acrobatics), Skill Focus (Perception), Toughness.
Bloodline Arcana: The DCs of your sorcerer spells increase by 2 against creatures that are suffering ongoing fire damage.
Bloodline Powers: Your salamander blood gives you great skill at crafting, even as it reshapes your form.
Ember (Su): At 1st level, when making a Craft check involving metal, you can expend any number of uses of this ability (up to half your sorcerer level, minimum one use) to gain a circumstance bonus on the check equal to twice the number of uses expended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Forge and Fire (Su): At 3rd level, you gain Craft Magic Arms and Armor as a bonus feat. In addition, whenever you cast a nonpermanent, noninstantaneous spell that improves or enhances a manufactured weapon, you can also give that weapon the flaming special ability for the spell’s duration. (This has no effect if the weapon already has the flaming special ability.)
Serpent’s Tail (Su): At 9th level, you can transform your legs into a slithering serpentine tail as a free action. Your speed is reduced by 10 feet (to a minimum of 5 feet), and you can’t be tripped. Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d8 points of damage (1d6 if you are Small) + your Strength modifier. At 15th level, your reach with your tail slap increases by 5 feet. These effects last a number of minutes per day equal to your sorcerer level; the duration does not need to be consecutive, but it must be used in 1-minute increments.
Searing Heat (Su): At 15th level, your body becomes as hot as a salamander’s. You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. In addition, you deal 2d6 points of fire damage per round to any creature you grapple. This heat does not damage your equipment. You can activate or deactivate this effect as a free action.
Reforged Flesh (Ex): At 20th level, you become immune to fire damage and gain DR 10/adamantine and magic.

火焰之地LANDS OF FIRE
格拉里昂的部分区域充满着火焰的力量,这些土地上的原住民则学会了如何从他们的家园中抽取元素遗产。下列列出的每个区域都包括了一个适合来自这片区域或是受到这片区域启发的角色的新专长。
劇透 -   :
On occasion, whether through experimentation or passion,the bloodlines of the serpentine Plane of Fire natives known as salamanders mingle with those of mortals.
阿苏拉卡之口LANDS OF FIRE
被称为阿苏拉卡之口的强大火山位于奥西里昂的西南部。火山爆发的频繁而强大,能让山顶周围数英里之内都落下熔岩之雨。在宽阔的火山口中有着一个充满了带毒高温空气的熔岩池。强大的红龙阿苏拉卡从位于山顶的家园出发,在徘徊时给这片土地带来清洗。虽然有火山活动和阿苏拉卡的巡游,阿苏拉卡之口附近的区域并不是了无生机;一些小部落一边在肥沃的土地上耕种着,一边警惕的看着天空。
劇透 -   :
The mighty volcano known as Asuulek’s Mouth stands in southwestern Osirion. Eruptions are frequent and powerful, raining volcanic bombs for miles around the peak. The wide caldera contains a lava lake engulfed by poisonous, superheated air. The powerful red dragon Asuulek ranges from his home in the peak to scour the land. Despite the volcano’s activity and Asuulek’s rampages, the area around Asuulek’s Mouth is far from lifeless; small communities work its fertile soil while keeping a wary eye on the skies.
重生于烬Growth in Ash
你知道,火焰代表着新生。
专长效果:当你成功通过一个避免遭受火焰的反射豁免,或者当你不再受到造成持续性火焰伤害的法术或效果时,你可以用一个直觉动作在你自己身上涂抹着灰烬来获得快速治疗1,持续3轮。你每拥有3个HD,快速治疗的持续时间就会额外持续一轮。
劇透 -   :
Growth in Ash
You’re aware that when fire passes, growth can begin.
Benefit: When you succeed at a Reflex save to avoid catching on fire, or when you cease taking ongoing fire damage from a spell or effect, you can smear ash on yourself as an immediate action to gain fast healing 1 for 3 rounds. For every Hit Die you have beyond 3, extend the duration of this fast healing by an additional round.
卓斯卡之峭Droskar’s Crag
格拉里昂最知名的火山,卓斯卡之峭,在AR3980年发生过一次灾难性的喷发,被称为大分裂。之前,火山只有一个山峰,但则是则是由2个独特的山峰,分别被称为锤与砧。虽然许多矮人在大分裂之前住在山里,矮人现在都离开了山峰,并且它的洞穴也栖息着怪物。大多数这些生物,例如火矮人和火魔蝠,都享受着火山的炎热。
虽然卓斯卡之峭自从大分裂就没有再次喷发过了,但依旧保持喷发气体和烟雾,偶尔也会有地震摇晃这片区域。火山的侧翼太高了,以至于冷到在其两边还有这几条冰川,它们的寒冷掩盖了潜伏在火山内部的灼热高温。
劇透 -   :
Golarion’s highest known volcano, Droskar’s Crag, exploded in a catastrophic eruption called the Rending in 3980 ar. Before, the volcano had only a single peak, but now it has two separate peaks called the Hammer and the Anvil. Although many dwarves lived within the mountain prior to the Rending, dwarves today shun the peaks, and its caves are inhabited by monsters. Most of these creatures, such as azers and fire mephits, enjoy the volcano’s heat.
Although Droskar’s Crag hasn’t erupted since the Rending, it still vents gas and smoke, and earthquakes occasionally shake the area. The volcano’s flanks are high and cold enough that several glaciers cling to its sides, their constant chill masking the violent heat that still lurks within.
护砧之锤Hammer Guards the Anvil(团队专长)
你的盟友会在你放松警惕的时候掩护你。

专长效果:当你从地上捡起物品,拿出一个存放的物品,收起武器或者是从地上起身时,被拥有这个专长的盟友威胁着的生物不能对你进行借机攻击。
劇透 -   :
Hammer Guards the Anvil(Teamwork)
Your allies cover you when your guard is down.
Benefit: Creatures threatened by an ally with this feat cannot make attacks of opportunity against you when you pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone.
熔槽隧道Flume Warrens
依偎在瓦瑞西亚那崎岖的灰烬之地下方的幽暗地域有一条灼热的洞穴隧道,被称为熔槽隧道——这片区域经常会成为火矮人与火蜥蜴争夺领地的场所。探险家们很早就发现了熔槽隧道里面可以找到火元素的隐藏秘密,特别是自从确定里面的一些符文石可以用来揭示一些有效技巧——既可以增强火焰魔法,又可以点燃那些让暴怒的血脉狂怒者血怒的怒火。
劇透 -   :
Nestled in the Darklands below eastern Varisia’s rugged Cinderlands is a fiery reach of caverns known as the Flume Warrens—a region that serves as home to warring tribes of azers and salamanders. Explorers have long sought out the Flume Warrens to ferret out hidden secrets of elemental fire, particularly since certain rune-carved stones within can reveal potent methods of both enhancing fire magic and bolstering the fire that makes the blood boil in the veins of a furious bloodrager.
熔火狂暴Flumefire Rage
你在熔槽隧道的一块符文石前的冥想揭开了燃烧火焰的秘密。
先决条件:魅力15;血怒职业能力,元素专攻职业能力,或瓦瑞西亚刺青(塑能)(PF 战役设定:内海世界指南 289页)
专长效果:当你使用一个造成火焰伤害的塑能系法术时,你可以让每个伤害骰会额外造成1点火焰伤害。如果你这么做,你必须通过一个强韧检定(DC=15+法术环位)否则就会疲乏。当你已经疲乏或者你不会陷入疲乏,那么你就不能使用这个专长。
如果你正在狂暴(例如你正在使用血怒,或者在被暴怒法术的影响下),每个伤害骰则会额外造成2点火焰伤害并且你在尝试进行强韧检定时可以双骰取高。这个专长并不会给予你在狂暴中施法的能力。
劇透 -   :
Flumefire Rage
Your meditation before a rune-engraved stone in the Flume Warrens unlocks the secret of its blazing flame.
Prerequisites: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation) (Pathfinder Campaign Setting: The Inner Sea World Guide 289).
Benefit: When casting an evocation spell that deals fire damage, you can deal +1 point of fire damage per die. If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued. If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
奥西里昂沙漠Osirian Desert
内海地区最大,也最不友好的沙漠就是奥西里昂沙漠了。这片沙漠的热风和移动的沙丘隐藏了古老的遗迹。虽然该地区类人生物的定居点是极其稀少的——大多数都位于沙漠少量外露岩石的阴影处——但是沙漠深处则是那些相互敌对的狂野元素的领地。有智慧的追寻者会通过遵守这些氏族之间的古老契约来了解隐藏的宝藏和悠远的秘密。
劇透 -   :
One of the largest and least hospitable deserts in the Inner Sea region is the Osirian Desert. The desert’s scouring winds and shifting dunes conceal ancient ruins. Although humanoid settlements in the region are rare—mostly sheltering in the desert’s few rocky outcroppings—the deep desert is the home of warring clans of savage elementals. Seekers of wisdom leverage ancient pacts between these clans to learn of hidden treasures and eldritch secrets.
日耀斩Sunblade
你可以通过你手中的利刃引导你神祇的太阳之怒。
先决条件:治愈之言UM,圣武士等级5,信仰拥有火焰或太阳领域的神祇。
专长效果:你可以用一个标准动作消耗一次圣疗来用武器发射一道火焰念袭。这视为操念师的火冲能力(PF RPG OA 15页),并且你的有效操念师等级为你的帕拉丁等级-4。你在使用这个能力时不需要有空闲手,但是你必须要持握一把人造近战武器。你使用你的魅力调整值来替代决定冲击波伤害的体质调整值。这个念袭不能被注能或是其他明确强化念袭的效果调整,甚至是你从其他职业中获得也不行。
劇透 -   :
Sunblade
You can channel your deity’s solar wrath through your blade.
Prerequisites: Word of HealingUM, paladin level 5th, worshiper of a deity that grants the Fire or Sun domain.
Benefit: You can expend a use of lay on hands as a standard action to launch a blast of flame from your weapon. This acts as the kineticist’s fire blast (Pathfinder RPG Occult Adventures 15), with an effective kineticist level equal to your paladin level – 4. You do not need a free hand to use this ability, but you must be wielding a manufactured melee weapon. You use your Charisma modifier instead of your Constitution modifier to determine the blast’s damage. This blast cannot be modified by infusions or other effects that specifically improve a kineticist’s blast, even if you have them from other classes.

离线 月夜白雨

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Re: [EMH]元素大师手册
« 回帖 #2 于: 2017-08-21, 周一 16:10:42 »
你就不能带点原文吗
起码名字给个啊

都是手打的,谁复制了
« 上次编辑: 2017-08-22, 周二 07:40:22 由 月夜白雨 »
我月夜白雨只想安静地过图书馆长的生活。

离线 星云迷蒙

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Re: [EMH]元素大师手册
« 回帖 #3 于: 2017-08-21, 周一 16:14:42 »
你就不能带点原文吗
起码名字给个啊
PDF里面原文复制起来很麻烦啦~等下补一下好啦~

离线 犬良人

  • 獸化人研究員
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Re: [EMH]元素大師手冊(施工中)
« 回帖 #4 于: 2017-08-21, 周一 23:55:11 »
星雲大師好快啊 :em020

我乃阿普蘇的狂怒之爪,只要確定是邪惡的事物,我定當出手,而且我的所作所為絕無可能滿足仇敵的惡意。

當我目標不詳時,我將踏上世界的道路,並在路途中發現新的焦點。條條大道都通往一個嶄新的開始。

沒什麼值得讓我奉祭性命,除保護他人之外。我當該退則退,君子報仇,十年不晚。

我會展示我的仁慈,但僅此一次。那些背叛我善意者,我將討伐並打倒之,至死不渝。

僅僅不斷斬邪除惡是不夠的。有須要時,我將停下幫助受我保護者,使其得以自立。

PFS

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大地大师
« 回帖 #5 于: 2017-08-22, 周二 11:05:38 »
-

坚信者Foundation of Faith(牧师变体)

无论是帮助同信者还是抵抗异教徒,坚信徒的信念永不动摇。这些牧师大多数都信仰着拥有土或者保护领域神祇,例如阿巴达尔或者拖拉格,但是任何宗教的牧师都有可能是坚信徒。

引导能量(Channel Energy):坚信徒不会获得引导能量能力。

堡垒(Bastion,Ex):面对着威胁和暴力,坚信徒是一个牢不可破的壁垒。在1级时,坚信徒在她的CMD和对抗威吓的DC上获得她体质调整值的加值。

花岗岩专注(Granite Focus,Ex):坚信徒的专注实在是令人印象深刻。在3级时,坚信徒可以用一个移动动作集中精神。如果她这么做,她可以在她直到回合结束所施放的任意牧师法术的专注检定上获得她体质调整值的加值。

脚下生根(Rooted Vitality,Su):在5级时,坚信徒可以被大地所治愈。以一个迅捷动作,坚信徒获得快速治疗1,这个效果的持续时间与坚信徒的体质调整值相同,除非坚信徒不再接触天然或者加工过的岩石。在7级时,这个能力获得快速治疗2,并且之后每2个等级都会额外增加一点(直到19级获得快速治疗8)。作为让自己获得快速治疗的替代,坚信徒可以消耗一次能力的使用次数来用一个标准动作触摸至多6个其他生物来让他们获得坚信徒可以获得的一半快速治疗(最小为快速治疗1)。受术者必须要站在天然或者人工岩石上才能获得这个效果,并且这个效果持续时间和坚信徒的体质调整值相同,除非受术者不再与天然或者人工岩石保持接触。如果其中一个受术者提前失去快速治疗,这不会影响其他受术者的持续时间。这个能力在5级每天只能使用一次,并在之后每5级可以额外使用一次。
劇透 -   :
FOUNDATION OF FAITH(CLERIC ARCHETYPE)
Whether aiding the faithful or defending against the depredations of unbelievers, a foundation of faith is unshakable in her convictions. These clerics are most common among worshipers of deities of earth or protection, such as Abadar or Torag, but any religion might count foundations of faith among its priests.
Channel Energy: A foundation of faith does not gain the channel energy ability.
Bastion (Ex): A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level,
the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her.
Granite Focus  (Ex): A foundation of faith’s focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her Constitution modifier  to  any concentration checks attempted as part of
casting cleric spells until the end of her turn.
Rooted Vitality (Su):At 5th level, a foundation of faith draws healing from the earth. As a swift action while standing on natural or worked stone, the foundation of faith can gain fast healing 1. This effect lasts for a number of rounds
equal to the foundation of faith’s Constitution modifier or until the foundation of faith loses contact with the natural or worked stone. At 7th level, this ability increases to fast healing 2, and it increases by an additional point every 2 levels thereafter (to a maximum of fast healing 8 at 19th level).
Instead of gaining this fast healing herself, a foundation of faith can expend a use of this ability to instead touch up to six other creatures as a standard action to grant each creature half of the fast healing that the foundation of faith would receive (minimum fast healing 1). A recipient must be standing on natural or worked stone to receive this fast healing, and the fast healing lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the recipient leaves contact with natural or worked stone. If one recipient loses this fast healing early, it does not affect the duration for the other targets.
This ability is usable once per day at 5th level, plus an additional time per day for every 5 levels beyond 5th.

大地之影Earthshadow(盗贼变体)

当矮人在数千年前开始寻天计划以求达到世界的表面时,他们已经对着大地的秘密有着深刻的理解。在几个世纪前,一个被矮人称为残岩的秘密学识被一代接着一代的传来下来,并且它的研习者则被称为大地之影。尽管大多数大地之影都是矮人,但是他们的秘密已经随着时代的变迁分享给了不少其他种族的成员。

大地链接(Earthlink,Su):大地授予了大地之影以迅捷,并磨炼了她的感官。当一个大地之影直接接触至少占据和她一样大的,天然地面或者是未加工岩石时。她可以在她的特技和察觉检定上增加1/2她盗贼等级的加值(最小为1)。
这个能力取代了陷阱感知。

残岩(Earthcraft,Su):在2级时,一个大地之影可以利用大地的力量来实行神秘的技巧。在每天开始时,一个大地之影会获得一个点数等同于1/2盗贼等级+感知调整值的残岩池,并且她可以使用残岩点数来使用特定的类法术能力。类法术能力的施法者等级则等同于大地之影的盗贼等级。残岩效果只会影响大地之影,即使这个法术通常会影响其他人。她可以花费一点残岩点数来使用融彩迷影(PF RPG ARG 29页),即使她不是一个精灵,但是这个能力只会在处于天然地面或者未加工岩石的区域起效。
在4级时,大地之影可以花费2点残岩点数来使用融身入石。
在8级时,大地之影可以花费3点残岩点数来使用任意门。她必须看得见目的地(或者她必须有能力用其他感官确认其表面,比如震颤感知),并且和她现在的位置也必须之间有着连续的天然地面或者未加工岩石相链接。
在12级时,大地之影可以花费5点残岩点数来使用石言术,但是只能与未加工的岩石交谈。
在16级时,大地之影可以花费6点残岩点数来施展雕像术。
这个能力取代了反射闪避和4级,8级,12级,16级获得的盗贼天赋。

盗贼天赋:以下盗贼天赋可以更好的完善大地之影变体:额外残岩(见下文),地形专家UC,坚固阵地(见下文),高等魔法,次等魔法,韧性,陷阱嗅觉。
劇透 -   :
EARTHSHADOW
(ROGUE ARCHETYPE)
When the dwarves began their Quest for Sky millennia ago to reach the world’s surface, they already had a deep understanding of the earth’s secrets. In the centuries since, the mystic lore the dwarves call earthcraft has been passed down through the generations, and its practitioners are called earthshadows.While many earthshadows are dwarves, their secrets have been shared with a worthy few members of other races over the ages.
Earthlink (Su): The earth grants an earthshadow swiftness and hones her senses. When an earthshadow is in direct contact with an expanse of natural earth or unworked stone that is at least as large as she is, she adds half her rogue level (minimum 1) to Acrobatics and Perception checks.
This replaces trapfinding.
Earthcraft (Su): At 2nd level, an earthshadow can draw upon the power of earth to perform mystical tricks. At the start of each day,  an  earthshadow gains a pool of earthcraft points equal to half her rogue level plus her Wisdom modifier, and she can spend earthcraft points to use certain spell-like abilities. The caster level of these spell-like abilities is equal to the earthshadow’s rogue level. Earthcraft effects affect only the earthshadow, even if the spell could normally affect others. She can spend 1 earthcraft point to cast blend (Pathfinder RPG Advanced Race Guide 29), even if she is not an elf, but this ability works only in areas of natural earth or unworked stone.
At 4th level, an earthshadow can spend 2 earthcraft points to cast meld into stone.
At 8th level, an earthshadow can spend 3 earthcraft points to cast dimension door. She must be able to see her destination (or she must be able to otherwise sense its surface, such as with tremorsense), and her current location must be connected to her destination by continuous natural earth or unworked stone.
At 12th level, an earthshadow can spend 5 earthcraft points to cast the spell stone tell but can communicate only with unworked stone.
At 16th level, an earthshadow can spend 6 earthcraft points to cast statue.
This ability replaces evasion and the rogue talents gained at 4th, 8th, 12th, and 16th levels.
Rogue Talents: The following rogue talents complement the earthshadow archetype: extra earthcraft (see below), favored terrain UC , fortified position (see below), major magic, minor magic, resiliency, and trap spotter.
Advanced Talents: The following advanced rogue talents complement the earthshadow archetype: against the wall (see below), dispelling attack, hide in plain sight UC , slippery mind, and stony skin (see below).

天赋
这些新天赋和高等天赋汲取着大地的力量。
盗贼天赋
大地之影盗贼通常会使用这些天赋,但是拥有盗贼天赋的任何角色-包括盗贼,影舞者,极限解放盗贼(PF RPG Uch 20页)-并且任何满足天赋先决条件的人都可以选择这些天赋。调查员ACG和杀手ACG也可以分别用她们的调查员天赋和杀手天赋选择这些天赋。
当其中一个天赋的效果有基于盗贼等级时,它也可以用授予玩家盗贼天赋能力的职业的职业等级来计算。一个玩家不可以选择一个天赋多次,除非有特别说明。
引用
壁垒(Castling,Ex):这个盗贼天赋可以把由于和她体型一样或者更大的其他生物造成的软掩蔽视为掩蔽。因为这个盗贼天赋获得的掩蔽不能让盗贼进行隐匿检定。
额外残岩:盗贼每天额外获得2点残岩点数。必须要拥有残岩能力的盗贼才能选择这个天赋。
坚固阵地(Fortified Position,Ex):当盗贼因为掩蔽而在反射检定上获得加值时,你在强韧检定上也可以获得相同的加值。
失衡技巧(Unbalancing Trick,Ex):盗贼获得精通摔绊作为奖励专长,即使她不满足先决条件。在6级时,你可以视为满足了高等摔绊的所有先决条件(但是她必须要选择这个专长才能获得这个专长的效果)。
高等盗贼天赋
以下可以被盗贼,影舞者和极限解放盗贼(PF Uch 20页)。
被标注了星号(*)的天赋会增强玩家的偷袭攻击。单次攻击只能使用其中一个天赋,并且必须在投出攻击骰之前决定。一个没有偷袭职业能力的角色不能选择这些强化偷袭的天赋。
引用
墙角杀法(Against the Wall,Ex):拥有这个天赋的盗贼可以夹击任何临接石墙(无论石头是否被加工过)的敌人。
石化打击*(Petrifying Strike,Su):当拥有这个天赋的盗贼对一个生物造成偷袭伤害时,她可以对让目标的身体石化,对其造成2点敏捷伤害。
回音击*(Resonating Rumbles,Su):当拥有这个天赋的盗贼对一个拥有震颤感知的敌人进行成功偷袭时,盗贼可以可以选择在她的偷袭伤害骰中减去3个来让目标在1/2盗贼等级轮数的时间内无法使用震颤感知。
石化肌肤(Stony Skin,Ex):拥有这个天赋的盗贼获得DR2/精金。盗贼可以选择这个天赋至多3次,每次额外选择这个天赋,这个天赋所授予的DR就会额外增加1点。
劇透 -   :
TALENTS
The new talents and advanced talents presented below draw upon the power of the earth.
rogue talents
Earthshadow rogues commonly use these talents, but any character who can take rogue talents—including rogues, shadowdancers, and unchained rogues (Pathfinder RPG Pathfinder Unchained 20)—and who meets a talent’s prerequisites can select any of these talents. Investigators ACG and slayers ACG can also take these talents as if they were investigator talents and slayer talents, respectively.
When one of these talents indicates a benefit based on the rogue’s level, it provides that benefit based on the character’s level in the class that granted that rogue talent. A character cannot take a talent more than once, unless the talent explicitly states otherwise.
Castling (Ex): The rogue treats soft cover granted by creatures of her size or larger as though it were cover instead.
Cover the rogue gains from this talent does not allow her to attempt Stealth checks.
Extra Earthcraft: The rogue gains 2 additional earthcraft points each day. The rogue must have the earthcraft ability to select this talent.
Fortified Position (Ex): Whenever the rogue gains a bonus on Reflex saves due to cover, she gains an equal bonus on Fortitude saves.
Unbalancing Trick (Ex): The rogue gains Improved Trip as a bonus feat, even if she does not meet the prerequisites.
At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
Advanced rogue talents
The following are available to rogues, shadowdancers, and unchained rogues (Pathfinder Unchained 20).
Talents marked with an asterisk (*) add effects to a character’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. A character lacking the sneak attack class feature cannot select talents that add effects to a sneak attack.
Against the Wall (Ex): A rogue with this talent is considered to be flanking any opponent adjacent to a stone wall (whether the stone is worked or unworked).
Petrifying Strike* (Su): Whenever the rogue damages a creature with one of her sneak attacks, she also deals 2 points of Dexterity damage to that creature as its body petrifies.
Resonating Rumbles* (Su): When a rogue with this talent makes a successful sneak attack against a creature with tremorsense, the rogue can subtract 3 dice from her sneak attack damage to prevent the target from using tremorsense for a number of rounds equal to half her rogue level.
Stony Skin (Ex): A rogue with this talent gains DR 2/adamantine. A rogue can select this talent up to three times; each additional time the rogue selects this talent, the DR granted by this talent increases by 1.

石之平面
一些魔法物品利用宝石来获得元素的亲和。
致密之锤
价格:26340Gp 位置:无 CL:9 重量:15磅
灵光:中等防护系
这把+3裂地锤UE显得斑驳而沉重。几颗金绿玉装饰着其用于击打敌人的锤头上的平面。密度之锤的使用者会免疫石化效果,但是每次使用者受到石化的影响,致密之锤的重量就会翻倍,并且附魔加值也会减少1点,持续24小时。如果致密之锤的增强加值变为0,使用者就不再免疫石化并且密度之锤获得易碎武器特性(PF RPG UE 22页)。
制造成本:13340GP
制造要求:制造魔法武器和防具 解除石化
劇透 -   :
FACETS OF STONE
Many magic-item creators use gemstones for their affinity
to elemental energies.
DENSITY HAMMER PRICE 26,340 GP
SLOT none CL 9th WEIGHT 15 lbs.
AURA moderate abjuration
This +3 earth breaker UE is blocky and heavy. Several chrysoberyls adorn the head around its striking surface. The density hammer’s wielder is immune to petrification effects, but each time the wielder would be subject to a petrification effect, the density hammer’s weight doubles and its enhancement bonus decreases by 1 for 24 hours. If the density hammer’s enhancement bonus decreases to 0, the wielder is no longer immune to petrification effects and the density hammer gains the fragile weapon special feature (Pathfinder RPG Ultimate Equipment 22).
CONSTRUCTION REQUIREMENTS COST 13,340 GP
Craft Magic Arms and Armor, stone to flesh
神秘皇冠        
价格:可变
引用
次等神秘皇冠     18000GP
神秘皇冠           50000GP
高等神秘皇冠     98000GP
位置:头饰 CL:10 重量:-
灵光:中等塑能系
这些镶嵌在金属头带上的棱型宝石通常是两种元素之一,分别对应着两种神秘元素:灰白色(虚空)和粉色(木);这些元素可以在PF 玩家伴侣:神秘起源的6-9页找到。这个王冠的宝石给予穿戴者对相关联元素更大的控制力。
如果穿戴者是操念师,那么这件物品可以增加操念师与镶嵌宝石相对应的元素有关的简易念袭或复合念袭1d6的伤害(如果是次等神秘皇冠),2d6伤害(如果是神秘皇冠),或3d6伤害(如果是高等神秘皇冠)。如果念袭是物理念袭,那么神秘皇冠所给予的额外伤害从D6变为D8。这些额外伤害不会被重击所翻倍,也无法适用于那些添加了无法获得元素满溢的额外伤害的塑形注能的念袭。
据说也存在对应着一些更鲜为人知的操念师元素的神秘皇冠。
制造成本:可变
引用
次等神秘皇冠     9000GP
神秘皇冠           25000GP
高等神秘皇冠     49000GP
制造要求:制造奇物,制造者必须是拥有对应元素使用能力的10级操念师。
劇透 -   :
ESOTERIC DIADEM
PRICE varies
Lesser esoteric diadem 18,000 GP
Esoteric diadem 50,000 GP
Greater esoteric diadem 98,000 GP
SLOT headband CL 10th WEIGHT —
AURA moderate evocation
The diamond-shaped gems in these metal headbands are typically one of two colors, each corresponding to a different esoteric element: onyx (void) and pink (wood); these elements are found on pages 6–9 of Pathfinder Player Companion: Occult Origins. The diadem’s gem grants the wearer greater control over its associated element.
While worn by a kineticist, this item increases the damage dealt by the kineticist’s simple and composite blasts that match the element of the inlaid gem by 1d6 points (for a lesser esoteric diadem), 2d6 points (for an esoteric diadem), or 3d6 points (for a greater esoteric diadem). If the blast is a physical blast, the extra damage dice from the esoteric diadem increase to d8s instead of d6s. These extra damage dice don’t multiply on a critical hit, and they don’t apply to blasts with form infusions that don’t apply the extra damage from elemental overflow. Other esoteric diadem variants exist for other little-known kineticist elements.
CONSTRUCTION REQUIREMENTS COST varies
Lesser esoteric diadem 9,000 GP
Esoteric diadem 25,000 GP
Greater esoteric diadem 49,000 GP
Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate element
奇妙雕像(赤铁山狮)
价格:10000Gp 位置:CL:11 重量:2磅
灵光:中等咒法系和变化系
这个由赤铁打造而成的巴掌般大小的雕像描绘着一个有着尖锐尾巴的猫科动物。这个赤铁山狮会变为一只钉锤猞猁(PF RPG B5 82页),并完全服从雕像的主人。即使是它活化状态时,赤铁山狮也是由致密的金属组成,它会获得2点护甲加值在AC上,2点加值在CMD上。一只活化了的赤铁山狮可以吸收少量闪电,临接赤铁山狮的生物会获得2点闪电抗力,但是吸收的伤害由赤铁山狮代为承担。赤铁山狮每周可以活化两次,每次最多8小时,可以在到达8小时之前使用命令词让赤铁山狮变回雕像。
制造成本:5000Gp
制造要求:制造奇物,活化物品,抵抗能量
劇透 -   :
FIGURINE OF WONDROUS
POWER (HEMATITE COUGAR)
PRICE 10,000 GP
SLOT none CL 11th WEIGHT 2 lbs.
AURA moderate conjuration and transmutationThis palm-sized figurine of a cat with a spiked tail is made of gleaming hematite. A hematite cougar turns into a digmaul (Pathfinder RPG Bestiary 5 82) that is fully obedient to the figurine’s owner. Even in its animated form, the hematite cougar is made of dense metal, granting it a +2 armor bonus to AC and a +2 bonus to its CMD. An animated hematite cougar conducts low levels of electricity; creatures adjacent to the hematite cougar gain electricity resistance 2, but any damage prevented by this ability is dealt to the hematite cougar instead. A hematite cougar can be animated twice per week for up to 8 hours per use; speaking the command word before the 8 hours expires returns the hematite cougar to a figurine.
CONSTRUCTION REQUIREMENTS COST 5,000 GP
Craft Wondrous Item, animate objects, resist energy
石化权杖    
价格:26400Gp 位置:CL:11 重量:4磅
灵光:中等死灵系和变化系
这个前臂大小的缟玛瑙权杖前段覆盖着一颗琥珀球。石化权杖的使用者每天可以使用一次操纵死尸来活化骷髅,她可以向骷髅内灌输土元素能量使其石化。石化骷髅获得土系亚种,并且减少4点敏捷,移动速度变为10尺,即使他们可以用魔法进行飞行,也无法这么做。但是,由于他们的骨骼被灌注了岩石,石化骷髅获得8点硬度。
制造成本:13200GP
制造需求:制造权杖,石化术
劇透 -   :
FOSSILIZING ROD PRICE 26,400 GP
SLOT none CL 11th WEIGHT 4 lbs.
AURA moderate necromancy and transmutation This forearm-length rod of onyx gemstone is capped by a sphere of amber. Once per day when the bearer of a fossilizing rod casts animate dead to animate skeletons,she can imbue the skeletons with fossilizing earth energy. Fossilized skeletons gain the earth subtype, reduce their Dexterity scores by 4 and their speeds by 10 feet, and cannot fly even if they could do so magically in life. However, due to the stone infusing their bones, fossilized skeletons gain hardness 8.
CONSTRUCTION REQUIREMENTS COST 13,200 GP Craft Rod, flesh to stone

宝石雕刻者工具PFS不可用
价格:9000Gp 位置:CL:11 重量:5磅
灵光:中等咒法系和变化系
这套纤细而优雅的精金工具有着数不清的符文,它们都是用四元素语(风族语 水族语 火族语 土族语)写成。这些工具可以让使用者在切割宝石的过程中向宝石灌注元素之力。此外它们也视为工艺(珠宝)的精制品工具。
这些工具的使用者可以尝试制作元素宝石(PF RPG CRB 511页)。制作一个元素宝石需要8小时的工作和一颗价值1000GP的宝石原材料。使用者必须通过DC21的工艺(珠宝)检定或者就会失败,让原材料损毁。使用者必须可以说适当的元素语以使用宝石雕刻者工具来制作特定的元素宝石。但是使用者不需要满足制造元素宝石的先决条件,这个过程的其他方面则采取制作魔法物品的一般规则。
制造成本:4500Gp
制造需求:制造奇物,鬼斧神工,召唤怪物5或者呼唤自然盟友5,在工艺(珠宝)上有5个技能等级
劇透 -   :
GEMCARVER’S TOOLS
PRICE 9,000 GP
SLOT none CL 11th WEIGHT 5 lbs.
AURA moderate conjuration and transmutation These thin, elegant adamantine tools are inscribed with numerous runes in the four elemental languages (Aquan, Auran, Ignan, and Terran). These tools grant a user the skill to imbue gems with elemental power during the cutting process. In addition, they act as masterwork artisan’s tools for the Craft (jewelry) skill.
The user of these tools can attempt to craft elemental gems (Pathfinder RPG Core Rulebook 511). Creating an elemental gem requires 8 total hours of work and an uncut gem worth 1,000 gp. The user must succeed at a DC 21 Craft (jewelry) check or the process fails and the raw materials are ruined. The user must speak the appropriate elemental language to use the elementalist’s tools to craft an elemental gem of a specific element. Although the user doesn’t need to meet any of the prerequisites for crafting elemental gems, this process otherwise follows the normal rules for magic item creation.
CONSTRUCTION REQUIREMENTS COST 4,500 GP
Craft Wondrous Item, fabricate, summon monster V or summon nature’s ally V, 5 ranks in Craft (jewelry)

大地之地
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翡翠塔
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碎石拳stone -handed(战斗)
你通过技巧来对付那些活化生物,你的攻击就如同是崩裂的碎石。
先决条件:力量13,震慑拳
专长效果:在你使用徒手攻击进行一次近战攻击之前,你可以花费一次震慑拳的使用次数来宣言进行一次碎石拳。这次攻击和普通攻击相同,除了你的这次攻击可以忽视目标最多等同于你武僧等级或1/4你的BAB(最小为1)的硬度,两者取高。这个效果会替代你震慑拳所引发的其他效果。
劇透 -   :
stone -handed (Combat )
Drawing upon techniques to combat animated creatures,you bring a strike like an avalanche of stone.
Prerequisites: Str 13, Stunning Fist.
Benefit: Before making a melee attack with an unarmed strike, you can expend one use of Stunning Fist to declare a stone-handed strike. Resolve the attack normally, except your attack ignores an amount of the target’s hardness equal to your monk level or one-quarter your base attack bonus (minimum 1), whichever is higher. This effect replaces other effects or conditions that would be caused by your Stunning Fist.

HAGEGRAF
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抑郁圈套Joyless toil(战斗)
你的攻击会令敌人反胃,从而无法专心进行有效行动。
先决条件:敏捷13,感知13,精通徒手攻击,BAB+8
专长效果:这个专长会让一个被你徒手攻击击中的敌人在正常受到伤害的同时,尝试进行一次强韧检定(DC=10+1/2角色等级+你的感知调整值)。你必须在你投攻击骰之前宣言使用这一专长——因此,就算是失败了,也会消耗次数。没有通过强韧检定的敌人会反胃一轮,或知道他遭受攻击。你每有4个等级,就可以尝试使用一次,但你一轮只能使用一次。构装体,虚体生物,无心智生物,植物,不死生物还有免疫重击的生物不会受到这个效果影响。
劇透 -   :
Joyless toil (Combat)
Your strikes render your enemy distracted and unable to focus on productive action.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,base attack bonus +8.
Benefit: Joyless Toil forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + half your character level + your Wisdom modifier) in addition to taking damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll wastes the attempt. An opponent who fails this saving throw is nauseated for 1 round or until the opponent is attacked. You can attempt to use Joyless Toil once per day for every 4 character levels you have, but you can use it no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.

库拉贡敦
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库拉贡敦姿态Kraggodan ’ s stance(战斗)
你已经学会了库拉贡敦守卫者的一个秘密并且可以把你的盔甲和盾牌化为一道难以逾越的障碍。
先决条件:体质13,擅长重甲和盾牌
专长效果:当你穿着重甲和使用重盾或者塔盾时,你可以用一个移动动作让你的盔甲和盾牌提供的AC加值各额外提升1点,直到你移出你现在占据的空间。你必须与坚实地面相接触才能得到这种好处。你不能用这个方法让你的盔甲或盾牌获得的额外AC加值超过1点。
劇透 -   :
Kraggodan ’ s stance (Combat )
You have learned one of the secrets of Kraggodan’s defenders and can lock your armor and shield into an impenetrable barrier.
Prerequisites: Con 13, proficiency with heavy armor and shields.
Benefit: As a move action when wearing heavy armor and using a heavy shield or tower shield, you increase the bonus to AC granted by your armor and your shield by 1 each until you move or are moved from your current square. You must be in contact with solid ground to gain this benefit. You can never increase an armor or shield bonus to AC by more than 1 each in this way.

离线 andrew H

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Re: 大地大师
« 回帖 #6 于: 2017-08-23, 周三 00:54:51 »
-

神秘皇冠         价格不同
次等神秘皇冠     18000GP
神秘皇冠         50000GP
高达神秘皇冠     98000GP
槽位:头饰 CL 10 重量 -
灵光 中等塑能系
这些镶嵌在金属头带上的棱型宝石通常是两种元素之一,分别对应着两种神秘元素:灰白色(虚空)和粉色(木);这些元素可以在PF 玩家伴侣:神秘起源的6-9页找到。这个王冠的宝石给予穿戴者对相关联元素更大的控制力。
如果穿戴者是操念师,那么这件物品可以增加操念师与镶嵌宝石相对应的元素有关的简易念袭或复合念袭1d6的伤害(如果是次等神秘皇冠),2d6伤害(如果是神秘皇冠),或3d6伤害(如果是高等神秘皇冠)。如果念袭是物理念袭,那么神秘皇冠所给予的额外伤害从D6变为D8。这些额外伤害不会被重击所翻倍,也无法适用于在元素满溢的额外伤害下注能过的念袭。
据说也存在对应着一些更鲜为人知的操念师元素的神秘皇冠。
制造需求 花费不同
次等神秘皇冠     9000GP
神秘皇冠         25000GP
高达神秘皇冠     49000GP
制造奇物,制造者必须是拥有对应元素使用能力的10级操念师。


捉虫(

离线 灯泡powerbult

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Re: [EMH]元素大师手册(施工中)
« 回帖 #7 于: 2017-08-23, 周三 02:14:30 »
那个土牧师变体所有能力没记错的话都是体质base而不是魅力base。
 :em030你以为你还需要魅力吗!

离线 星云迷蒙

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Re: [EMH]元素大师手册(施工中)
« 回帖 #8 于: 2017-08-23, 周三 18:35:22 »
那个土牧师变体所有能力没记错的话都是体质base而不是魅力base。
 :em030你以为你还需要魅力吗!
不好意思,昨天一天在医院,眼花了。

离线 星云迷蒙

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流水大师
« 回帖 #9 于: 2017-08-23, 周三 20:32:29 »

阿本迭戈泳者Abendgeo Diver(游侠变体)

以位于阿卡狄亚洋南部的汹涌的无尽风暴命名的阿本迭戈泳者已经将他们的肉体提升至极限,因此通过屏息来提升肺活量和深海潜泳成为了他们的第二天性。

武器和盔甲擅长:阿本迭戈泳者不再擅长盾牌但是擅长鱼叉UE和捕网。
这个能力调整了游侠的武器和盔甲擅长

大洋祝福(Ocean’s Blessing):阿本迭戈泳者把上浮术ACG,操纵水位,元素之语APG(限水),水流喷射APG,水流爆发APG,驭波术UM,流水长鞭ACG,水下呼吸和波涛护盾ACG以在牧师法术列表或术士/法师法术列表较低的环位加入他的游侠法术列表。必须正常将这些法术选为已知法术才能使用。
这个能力取代了追踪。
(然而游侠是个准备施法者,因此最后一句话特别神秘)

深潜者(Deep Diver,Ex):在1级时,阿本迭戈泳者的屏息时间可以是正常的两倍(这意味着可以每体质屏息4轮还不是普通的2轮。)
这个能力取代了野性认同。


深海地形(Aquatic Terrain,Ex):在3级时,处在水下时,阿本迭戈泳者的先攻检定和知识(地理)、察觉、隐匿和生存检定+2。之后每5级增加2点。(最高到18级的+8)
这个能力取代了偏好地形。

深海适应(Aquatic Adaptation,Ex):在7级时,阿本迭戈泳者可以获得等同于其未调整基础速度的游泳速度。因为他有游泳速度,所以他可以在水中进行特殊动作、或是避免险情时游泳检定获得+8种族加值。另外,拥有游泳速度的生物总是可以在游泳检定上取10,即使它们被其他事情分心或受到威胁也是一样。最后,拥有游泳速度的生物在游泳中可以进行奔跑动作,不过只能沿直线移动。如果你已经拥有游泳速度,那么游泳速度上升10尺。
这个能力取代了穿林步。

鲨鱼感官(Shark Sense,Ex):在8级时,一个阿本迭戈泳者在水下获得灵敏嗅觉能力。
这个能力取代了快速追踪能力。

深海杀手(Killer of the Deep,Ex):在20级时,阿本迭戈泳者可以在水下侦测猎物并进行突然击杀。他可以通过灵敏嗅觉注意到半径180尺内的生物并且可以侦测到水中1英里内的血液。他可以以一个标准动作对自己的宿敌进行一次攻击,应用全部的攻击加值。如果攻击命中,目标正常受到伤害,并且必须进行DC为「10+1/2游侠等级+感知修正」的强韧豁免检定,否则会立刻死亡。游侠可以选择对目标造成等同于其当前生命值的非致命伤害,成功的豁免检定会抵消这一伤害。游侠每天可以对每种宿敌使用1次此能力,但不能在24小时内对同一类型的生物使用多次。
这个能力取代了狩猎大师。
劇透 -   :
ABENDEGO DIVER (RANGER ARCHETYPE)
Named for the vicious and unending storm in the southern Arcadian Ocean, Abendego divers have pushed their bodies to their limits, holding their breath to expand their lung capacity and swimming until ocean travel is second nature to them.
Weapon and Armor Proficiency: An Abendego diver is not proficient with shields but is proficient with harpoons UE and nets.
This alters the ranger’s weapon and armor proficiencies.
Ocean’s Blessing: An Abendego diver adds buoyancy ACG , control water, elemental speech APG (water only), hydraulic push APG , hydraulic torrent APG , ride the waves UM , river whip ACG , water breathing, and wave shield ACG to his ranger spell list at the same spell level as they appear on the cleric spell list or sorcerer/wizard spell list, whichever is lower. He still must select them as spells known, as normal.
This ability replaces track.
Deep Diver (Ex): At 1st level, an Abendego diver can hold his breath for twice as long as usual (4 rounds times his Constitution score instead of the normal 2).
This ability replaces wild empathy.
Aquatic Terrain (Ex): At 3rd level, an Abendego diver gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while underwater. Every 5 levels thereafter, the bonus on each of those checks increases by 2 while the Abendego diver is underwater (to a maximum of +8 at 18th level).
This replaces favored terrain.
Aquatic Adaptation (Ex): At 7th level, an Abendego diver gains a swim speed equal to his unmodified base speed. Because he has a swim speed, he gains the standard +8 bonus on Swim checks to perform a special action or evade a hazard, the ability to take 10 on a Swim check even if distracted or threatened, and the ability to use the run action while swimming if he swims in a straight line. If he already has a swim speed, his swim speed increases by 10 feet.
This replaces woodland stride.
Shark Sense (Ex): At 8th level, an Abendego diver gains the scent ability while underwater.
This ability replaces swift tracker.
Killer of the Deep (Ex): At 20th level, an Abendego diver is peerless at detecting prey underwater and delivering killing blows. He can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water up to a mile away. As a standard action, he can make a single attack against a favored
情感羁绊
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绝望desperation

这种情感羁绊的魅影往往是在绝望和恐慌中死去的——溺水,窒息,亦或者是一些其他的漫长而痛苦的死亡。这些魅影会不断回顾着自己死亡的过程,徒劳的祈求自己的敌人来拯救自己或是将他们拖下水。绝望灵通常可以支配流水,但是一个死在洞穴内的幽灵可能令人联想到岩崩。绝望灵往往避免以实体现身,通常则会表现出一团紧握的手和尖叫的面庞。这些魅影现身时总是围绕着灰蓝色的光环。

技能:该魅影在特技和逃脱技能上获得相当于其HD的技能等级。当寄宿于唤魂师的意念中时,它赋予唤魂师这两项技能的技能专攻专长。

强豁免:反射和意志。

战斗反射(Combat Reflexes):该魅影获得战斗反射作为奖励专长。此外,当魅影在唤魂师的意识中时,它给予其主人战斗反射的好处(如果其主人没有这个专长)。

疯狂紧握(Frantic Grip):当尝试擒抱检定时,该魅影可以把敏捷调整值代替其力量调整值。当魅影生命值低于一半时,它在尝试擒抱的战技检定和对抗擒抱的CMD上获得+4的加值。

绝望灵光(Aura of Desperation,Su):当唤魂师到达7级时,魅影可以展开半径10尺的灵光,让敌人感到溺水,窒息或是其他可怕死亡的感觉。它可以用一个迅捷动作激活这个灵光。在灵光内尝试施展一个含有语言成分法术的敌人必须通过一个专注检定(DC=10+1/2魅影HD+法术环位)否则就会失去这个法术。
这是个影响心灵效果。停止灵光是一个自由动作。

恐惧之握(Clutch of Terror,Su):当唤魂师到达12级时,魅影可以用一个标准动作召唤大量的手擒抱一个60尺内的敌人。这些手会立刻进行一个使用魅影数据(包括魅影的CMB)的擒抱战技检定来对抗目标,除了这些手视为与目标大小相同。在之后的轮数,手会尝试保持擒抱(但是手不能压制目标)。每轮手成功的擒抱敌人,这些手也会对目标造成魅影正常的挥击伤害。当手擒抱失败,目标脱离擒抱或者死亡,亦或者是魅影不再显像的时候,手会立刻消失并结束效果。当魅影对其他目标使用这个能力时,这个效果也会结束。
这个能力魅影能每天使用3次。

绝望爆发(Burst of Desperation,Sp):当唤魂师到达17级时,每天可以用一个标准动作,魅影可以让自己和唤魂师都像被加速术的效果影响了一样。施法者等级等同于唤魂师的施法者等级。魅影和唤魂师可以用自用动作消解这个效果。这个能力的使用时间必须一次使用完,每天剩余的效果轮数会在能力消解后失去。
劇透 -   :
desperation
A phantom with this emotional focus died desperate and panicking—a victim of drowning, suffocation, or some other inexorable and traumatic death. The phantom relives its horrific demise over and over, futilely clawing at its foes to save itself and dragging them down with it.
Desperation phantoms often hold power over water, though a phantom that died in a cave-in might display powers that are reminiscent of pressing rock instead. Desperation phantoms eschew coherent forms, usually appearing as a cloud of grasping hands and screaming faces. A blue-gray aura tends to surround these phantoms when they manifest.
Skills: The phantom gains a number of ranks in Acrobatics and Escape Artist equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, such a phantom grants the spiritualist Skill Focus in each of these skills.
Good Saves: Reflex and Will.
Combat Reflexes: The phantom gains Combat Reflexes as a bonus feat. Furthermore, when the phantom is within its master’s consciousness, it grants the benefits of Combat Reflexes to its master (if its master doesn’t have that feat).
Frantic Grip (Ex): The phantom can add its Dexterity modifier instead of its Strength modifier to its combat maneuver bonus when attempting to grapple. When the phantom is below half its total hit points, it gains a +4 bonus on grapple attempts and to its CMD against grapple combat maneuvers.
Aura of Desperation (Su): When the spiritualist reaches 7th level, the phantom can emit a 10-foot-radius aura that fills its foes with the sensation of drowning, suffocation, or another terrible impending death. It can activate this aura as a swift action. Enemies attempting to cast a spell with a verbal component within the aura must succeed at a concentration check (DC = 10 + half the phantom’s Hit Dice + the level of the spell being cast) or lose the spell. This is a mind-affecting effect. Deactivating the aura is a free action.
Clutch of Terror (Su): When the spiritualist reaches 12th level, the phantom can summon a mass of hands to grapple an enemy within 60 feet as a standard action. The hands immediately attempt a grapple combat maneuver
against the target using the phantom’s statistics (including the phantom’s CMB), except the hands are collectively considered to be the same size as the target. On following rounds, the hands attempt to maintain the grapple (the hands cannot pin the target, however). Each round that the hands successfully grapple a target, the hands also deal the phantom’s normal slam damage to the target. The hands immediately disappear and the effect ends if the hands fail to grapple their target, if the target escapes the grapple or dies, or if the phantom ceases to be manifested. The effect also ends if the phantom uses this ability against a different target. The phantom can use this ability three times per day.
Burst of Desperation (Sp): When the spiritualist reaches 17th level, once per day as a standard action, the phantom can affect itself and the spiritualist with the effects of haste. The caster level of this effect is equal to the spiritualist’s caster level. The phantom or the spiritualist can dismiss this effect as a free action. The duration of this ability must be used all at once, and any of the effect’s remaining rounds per day are lost after this ability is dismissed.

流水法术
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【咒法】驱除血液[邪恶,水]

环位:术士/法师7 召唤师6 女巫7
施法时间:1轮
成分:V ,S,M(取自三个不同生物各自的一滴血)
范围:近距
目标:一个小型或者更大的活物
持续时间:立即和1轮/等级
豁免:强韧避免
法术抗力:

你可以操纵目标的一部分血液,强迫其排出受害者的身体并且形成一个受污染的水元素。除非目标通过了强韧豁免,否则就会受到2D4的体质伤害。此外,如果目标豁免检定失败,血液(或者是目标体内的液体,比如脓水)会从目标体内泼洒到附近的一个你选择空格。这些液体会立刻转变为一个大小和目标相同(最多大型)的炼狱水元素(PFRPG B1 294,126),这个邪恶的水元素没有制造漩涡能力,但是他有吸血特殊攻击(PF RPG B2 294),并且在当水元素擒抱着敌人结束回合时,对敌人造成1D3的体质伤害。这个元素获得精通擒抱作为奖励专长。一经召唤,你就无法控制这个炼狱水元素,但是这个炼狱水元素在任何情况下都不会攻击你。这个法术对小型或者更小的生物无效,对没有血液或者体内没有液体的生物也无效。

【咒法】提升水位[水]

环位:血脉狂怒者3,德鲁伊3,魔战士4,秘学士4,异能师4,游侠3,萨满4,术士/法师4 召唤师4
施法时间:1个标准动作
成分:V ,S,M(睡莲垫)
范围:圆柱形(20尺扩散,10尺高)
持续时间:1轮/等级(D)
豁免:
法术抗力:

你可以在一片区域的地上或者在水的上方创造圆柱形的静水。这些水会快速成型但是并不会替换空气,它不会把物体或者生物推走,但是任何在范围内的生物都会被淹没。区域内依赖空气呼吸的无意识生物会立刻开始溺水,但是在圆柱体内的其他生物可以进行屏息。正常穿过圆柱的生物需要通过DC10的游泳检定。否则,这个生物就得以四分之一的速度移动。
如果区域内没有足够空间来容纳整个圆柱体,这个圆柱体会达到尽可能大的程度,它会保持自己的形状并且在法术时间内无视重力,任何进入或者离开圆柱体边缘的生物都可以像是在普通水池边上岸或入水一样轻松。这些水会在法术持续时间结束时消失,因此在水中游泳的生物会立刻掉到地上。

流水之地
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阿卡狄亚洋
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深海法术benthic spell(超魔)
阿卡狄亚洋深处的探险者已经了解到致命的压力能够如同火焰一般制造死亡。
专长效果:你可以调整一个造成酸液,寒冷,闪电或者火焰伤害的法术来通过高压造水流成伤害。法术会获得[水]描述符,并且你也可以用钝击伤害来代替原本法术伤害,或者是把法术伤害一半转换为钝击伤害,一半不变。受到深海法术钝击伤害的生物可以运用他们的钝击伤害减免,但是法术会在击破伤害减免时同时视为钝击和魔法。
深海法术会占用高于原本1个环位的法术位。
劇透 -   :
benthic spell (metamagic )
Explorers in the depths of the Arcadian Ocean have learned that deadly pressure can be just as lethal as any flame.
Benefit: You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high- pressure water instead. The spell gains the water descriptor,and you can either replace the spell’s normal damage with bludgeoning damage or split the spell’s damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction.
A benthic spell uses up a spell slot one level higher than the spell’s actual level.
外海
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咸水法术brackish spell(超魔)
你可以用海水法球来保护自己。
专长效果:这个专长只适用于有水描述符的法术。你可以调整这个法术,使其在产生原本效果外还在你周围产生一层薄薄的咸水护膜。你在你完成施法后获得等同于法术环位的DR/挥砍,持续1轮。在这轮结束后,这些水崩塌为一个水坑。并且效果结束
咸水法术会占用高于原本1个环位的法术位。
劇透 -   :
brackish spell (metamagic )
You can conjure a seawater orb to protect yourself.
Benefit: This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell.
After this round, the water collapses into a briny puddle and the effect ends. A brackish spell does not use up a higher-level spell slot than the spell’s actual level.

镣铐群岛
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舱底之鼠bilge rat
呆在一艘水上的帆船意味着会在明亮的日光和黑暗的船舱之间不断穿梭。尽管不是必要的,但为了方便,你还是会戴着一个眼罩,确保你有一只眼睛能习惯黑暗,而另一只则适应光亮。
专长效果:如果在你因为受伤或是视觉刺激(比如来自烟花UE或是闪光尘法术的效果)而目眩或是目盲时你穿戴着一个眼罩,你可以通过一个移动动作移除或转移眼罩,来让你之前被眼罩覆盖的眼睛恢复视力。转移眼罩能够让你忽略目眩,或是让你将目盲减弱为目眩,直到其影响结束为止,在这段时间内你不能再次使用这个专长。
劇透 -   :
bilge rat
Keeping a sailing vessel afloat means moving constantly between bright sunlight and darkened holds. You wear an eye patch, out of convenience rather than necessity, to make one of your eyes used to the dark and the other to the light.
Benefit: If you are wearing an eye patch when you are dazzled or blinded as a result of eye damage or a visual stimulus (such as from fireworks UE or a glitterdust spell), you can remove or switch your eye patch as a move action to favor the eye you had kept covered. Switching your eye patch allows you to ignore the dazzled condition or to reduce the blinded condition to dazzled until the effect ends, at which time you regain the ability to use this feat.
雨浸湿地
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风暴粉碎者storm breaker
直面阿本迭戈之眼后,无论是正常还是魔法的风暴都无法动摇你。
专长效果:当计算你是否被旋风或者水流移动时,你的体型视为比原本大2级。如果你有11HD,那么你不会被非魔法的风所移动,除非你主动选择这么做。
劇透 -   :
storm breaker
After the Eye of Abendego, no other storm, magic or mundane, can faze you.
Benefit: You are treated as two sizes larger than your actual size when calculating whether you can be movedby wind or currents, including the vortex and whirlwind special abilities of monsters. If you have at least 11 Hit Dice, you cannot be moved by nonmagical wind unless you so choose.

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风暴大师
« 回帖 #10 于: 2017-08-25, 周五 11:12:19 »
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风暴召唤者(召唤师变体)

许多召唤师都从元素位面召唤怪物,但是很少会专门成为风暴召唤者,那些从气元素位面引导元素能量的人。风暴召唤者通常可以在满是雷暴的地方遭遇到,包括有超自然风暴的地方,比如润湿之地。用PFRPG PF Uch构筑的召唤师也能采用这个变体。

风暴幻灵:一个风暴召唤者必须要给他的幻灵选择能量抵抗(电)或者能量免疫(电)的进化。如果幻灵没有其中的一个进化,那么它会直到获得这个进化之前都保持恶心。使用该变体的极限解放召唤师必须选择1级拥有能量抵抗(电)或能量免疫(电),比如元素幻灵(PF Uch 33页)或者巨灵幻灵(见27页)。
这个能力调整了幻灵。

召唤风暴之怒(SP):风暴召唤者可以呼唤拥有风暴智力的生物来帮助他。这视为召唤怪物1-9的能力,除了风暴召唤者在特定环位只能召唤下列怪物。1环-老鹰,2环-小型气元素,小型闪电元素B2;3环-凶暴蝠, 4环-中形气元素,中形闪电元素B2,翼龙 5环-大型气元素,大型闪电元素B2 6环-超大型气元素 超大型闪电元素B2 7环 大鹏 8环 气元素长老,闪电元素长老B2 9环 进化气元素长老,进化闪电元素长老B2 任何用这个方式召唤的生物都会免疫闪电。此外,每当幻灵没有被召唤的时候,风暴召唤者可以花费这个能力的一次每日使用次数作为一个标准动作来召唤一个魔法风暴。这个视为施法者等级等同于召唤师等级的召雷术,除了下列的不同。每道落雷造成1D6的闪电伤害,这个伤害在3级增加1D6并在之后每2个等级增加1D6,直到19级的10d6,天气对落雷的伤害没有影响。反射豁免DC=10+1/2风暴召唤者的召唤师等级+魅力调整值。如果风暴召唤者在他使用完他所有可用的落雷之前再次使用这个能力(召唤另外一个魔法风暴,召唤怪物,或者使用异界之门),没有被使用的落雷会被无效耗散。
风暴召唤者把召雷术作为一个三环法术加入他的法术列表,召唤雷暴作为一个五环法术加入他的法术列表,但是这并不会把这些法术自动加入已知。
这个能力取代了召唤怪物1-9.

电极(SU):在4级时,风暴召唤者和他的幻灵之间可以短暂产生一道电流。风暴召唤者可以用一个标准动作消耗一次召唤风暴之怒能力的使用次数来在自己和60尺内的幻灵之间创造一条闪电链。闪电链会对之间的生物造成伤害,具体伤害和豁免DC与召唤风暴之怒能力的落雷相同(不像召雷术,这个伤害只会造成一次。)风暴召唤者和他的幻灵不会受到这个闪电的影响。
在12级时,只要幻灵在他30尺内,风暴召唤者会获得他幻灵能量抵抗(电)或者能量免疫(电)进化的好处。
这个能力取代了幻灵护身和高等幻灵护身。

风暴之翼(SU);在6级时,一个风暴召唤者可以从他的幻灵那儿借来一些元素之力。他得到飞行进化(PF Uch 37页)作为召唤师的异界形态能力,并从幻灵的进化池中扣除2点,如果他这么做了,只要风暴召唤者拥有这个进化,那么幻灵就无法获得飞行进化。
在8级时,风暴召唤者的幻灵即使在风暴召唤者拥有飞行进化时也可以选择飞行进化。
在10级时,风暴召唤者会自动获得飞行进化而不需要扣除其幻灵的进化池。他可以使用他的异界形态能力来获得更多进化。
这个能力取代了主宰召唤和位置转换。
劇透 -   :
Many summoners beckon monsters from the Elemental Planes, but few are as specialized as storm callers, who channel the elemental energies of the Plane of Air. Storm callers are most commonly encountered in areas where thunderstorms appear frequently, including supernaturally stormy places like the Sodden Lands. Summoners built using Pathfinder RPG Pathfinder Unchained can also take this archetype.
Stormy Eidolon: A storm caller must select the resistance (electricity) or immunity (electricity) evolution for his eidolon. If the eidolon has neither of these evolutions, it becomes nauseated until it regains one of them. An unchained summoner with this archetype must select an eidolon subtype that gains resistance or immunity to electricity at 1st level, such as the elemental eidolon
(Pathfinder Unchained 33) or genie eidolon (see page 27).
This ability alters eidolon.
Summon Storm’s Fury (Sp): A storm caller can summon creatures infused with the power of the storm to help him. This functions as the summoner’s summon monster I–IX abilities, except the storm caller can summon only the following creatures at the indicated spell levels: I—eagle; II—small air elemental, small lightning elemental B2 ;III—dire bat; IV—medium air elemental, medium lightning elemental B2 , pteranodon; V—large air elemental, large lightning elemental B2 ; VI—huge air elemental, hugelightning  elemental B2 ;  VII—roc; VIII—elder air elemental, elder lightning elemental B2 ; IX—advanced elder air elemental, advanced elder lightning elemental B2 . Any creatures summoned with this ability gain immunity to electricity.
Alternatively, whenever his eidolon is not summoned, a storm caller can expend a daily use of this ability to summon a magical storm as a standard action. This functions as call lightning with a caster level equal to his summoner level, except as noted below.
Each bolt of lightning deals 1d6 points of electricity damage. This damage increases by 1d6 at 3rd level and every 2 levels thereafter, to a maximum of 10d6 at 19th level. The prevailing weather has no effect on the damage of the lightning bolts. The Reflex save DC is equal to 10 + half the storm caller’s summoner level + his Charisma modifier. If the storm caller uses this ability again before he has used all of his available bolts of lightning (to summon another magical storm, to summon a monster, or to use the gate spell), any unused bolts are expended with no effect.
The storm caller adds call lightning to his summoner spell list as a 3rd-level spell and call lightning storm to his summoner spell list as a 5th-level spell, but he does not automatically add them to his list of spells known.
This alters the summoner’s summon monster I–IX abilities.
Electrical Polarity (Su): At 4th level, a storm caller and his eidolon can temporarily form an electrical current between them. The storm caller can expend a use of his summon storm’s fury ability as a standard action to create an instantaneous line of lightning between him and his eidolon, provided that the eidolon is within 60 feet of him. The lightning arc deals the same amount of damage to all creatures in the line and has the same save DC as a bolt of lightning from the summon storm’s fury ability (unlike call lightning, this damage is dealt only once). The storm caller and his eidolon are not affected by this lightning.
At 12th level, the storm caller gains the benefit of his eidolon’s resistance (electricity) or immunity (electricity) evolution whenever he is within 30 feet of the eidolon.
This ability replaces shield ally and greater shield ally.
Storm’s Wings (Su): At 6th level, a storm caller can borrow some of his eidolon’s elemental might. He can gain the flight evolution (Pathfinder Unchained 37) as though he were using the summoner’s aspect ability, deducting 2 evolution points from the eidolon’s evolution pool. If he does so, his eidolon is unable to take the flight evolution as long as the storm caller has that evolution.
At 8th level, the storm caller’s eidolon can have the flight evolution even if the storm caller has that evolution. At 10th level, the storm caller automatically gains the flight evolution without reducing the number of evolution points available to the eidolon. He can use the aspect ability (and at 18th level, the greater aspect ability) to gain additional evolutions.
This ability replaces maker’s call and transposition.



风行大师(武僧变体)

大多数武僧都灵活而脚力十足,但是很少可以比得过风行大师的轻盈步伐。风行僧往往在山顶的寺庙或者其他和风相连的圣所进行修行,比如尼斯旺的无拘之风修道院。用PFRPG PF UCh构筑的武僧也可以采用这个变体。

暴风拳(EX):在1级时,风行大师获得暴风拳(见19页)作为奖励专长,即使他不满足先决条件。在使用这个专长时,即使他没有精通冲撞的专长,也不会引发借机攻击。
在4级时,当使用暴风拳专长时,风行大师可以冲撞至多比他大2个体型的生物。在12级时,风行大师的目标可以比他大3个体型,在20级时,目标的体型不再有限制。
在8级时,当风行大师用暴风拳专长成功冲撞一个生物时,他可以把该生物额外推动5尺。在16级时,可以额外推动10尺。
这个能力取代了震慑拳。

风行步(SU):在4级时,风行大师的脚步可以变得超自然的轻盈。作为一个移动动作,他可以使用凌空而行(如同同名法术),并且最多移动与他快速移动加值相同的距离。他必须在回合结束时到达一个可以支持他体重的水平固体平面,否则就会坠落。
这个能力取代轻身坠或者是极限解放武僧4级获得的绝学。

迅捷真气(SU):在4级时,风行大师可以用迅捷动作花费1点气池里的气来维持自己的风行步持续一分钟。在这段时间里面,风行大师即使没有到达固体表面也可以维持浮空的状态。他也可以用迅捷动作消耗1点气池里的气来让他的风行步距离增加20尺。风行大师不会获得花费1点真气来提升20尺基础移动速度的能力。
这个能力调整了气池。
劇透 -   :
WINDSTEP MASTER (MONK ARCHETYPE)
Most monks are agile and fleet of foot, but few can rival a windstep master’s lightness of step. Windstep masters train in mountaintop monasteries and other holy houses dedicated to the wind, such as the Monastery of Unfolding Wind in Niswan. Monks built using Pathfinder RPG Pathfinder Unchained can also take this archetype.
Hurricane Punch (Ex): At 1st level, a windstep master gains Hurricane Punch (see page 19) as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.
At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.
At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.
This ability replaces stunning fist.
Wind Step (Su): At 4th level, the windstep master’s steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight by the end of his turn or he falls. This ability replaces slow fall or the ki power gained at 4th level for an unchained monk.
Swift Ki (Su): At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn’t reach a solid surface. He can also spend 1 point from his ki pool as a swift action to increase his wind step distance by 20 feet for 1 round. The windstep master does not gain the ability to spend ki to increase his base speed by 20 feet for 1 round.
This ability alters ki pool.
空气法术
-
【塑能】暴风术[气]

环位:德鲁伊4,术士/法师4,
施法时间:标准动作
成分:V,S
范围:60尺
效果:从你到极限距离的强力暴风线性爆发。
持续时间:1轮
豁免:强韧,通过则无效
法术抗力:

随着手部的上升手势和强力的呼气,你可以创造一次短暂而又强烈(90英里/小时)的阵风。这个法术可以视为造风术,但是区域内所有生物都会在计算法术效果时被视为比他的原本体型小一个等级。每比7级高4个施法者等级,生物就会被额外视为小一个体型(最多在15级时视为小三个体型。)

【咒法】携风术[气]

环位:德鲁伊3,萨满4,
施法时间:标准动作
成分:V,S,DF
范围:个人
目标:
持续时间:每等级10分钟

当你施展这个法术时,一股风暴精魄会包裹着你并且指引你方向。当法术效果起效时,你在基础移动速度和和飞行速度上获得10尺增强加值。如果你没有飞行速度,你会获得10尺飞行速度和机动性不良。如果你的施法者等级在10-14,增强加值就会变为20尺(如果起效的话,你的飞行速度会变为20尺,和普通机动性)。如果你的施法者等级比15更高,增强加值会变为30尺(如果起效的话,你的飞行速度会变为30尺,和普通机动性)。

【变化】避雷针[气]

环位:血脉狂怒者2,德鲁伊3,魔战士3,术士/法师 3
施法时间:标准动作
成分:V,S,M/DF(微型金属棒)
范围:个人
目标:
持续时间:每等级1分钟(D)

你可以用你的身体吸收闪电。在持续时间内,你可以吸收所有对你造成的闪电伤害,直到储存为18点伤害。任何过量伤害则会如常对你造成伤害。这些储存的能力会持续到他被花费或者是法术时间结束。如果你储存了至少3点伤害,你可以用一个迅捷动作,把所有能量在手上或者是手上的金属武器充能。当你充能手时,作为一个标准动作,你可以用一次不会引发借机攻击的近战接触攻击,或者是把这些能量作为一道射程30尺的射线发射。如果攻击命中,你会造成每储存6点伤害就会造成1D6的闪电伤害,并且这些能量会被消耗(剩余的部分则会被浪费)。充能武器则是会在你第一次用武器命中敌人时造成这种能量伤害。如果你的手或者是武器在回合结束时依旧有充能,或者是充能的武器在回合结束之前离开了你的手部,这些能量会无害消解。一旦你花费了吸收的能量,或者是吸收的能量消散了,你可以吸收更多的能量。储存在体内的最大能量上限是每比5级多2个等级就会有额外6点(最多在19级时到达60点吸收能量)。
如果你免疫闪电或者是有任何数值的闪电抗力,你就不能用这个法术吸收或消耗能量。

【咒法】复苏之风(治疗)[气]

环位:反圣武士3,牧师3,审判者3,圣武士3,游侠3
施法时间:1个迅捷动作或者是直觉动作;见下文
成分:V
范围:个人
目标:
持续时间:立即

当你血量低于25%时才能施展这个法术。随着深深的呼吸,你可以呼唤清新的空气充满着你的肺部。你可以恢复2D8+每施法者等级1(最多+10)的生命值。你可以在你回合用迅捷使用这个法术或者是在你血量低于0点时用直觉动作在回合外使用这个法术。如果你不能呼吸,你就不能获得这个法术的效果。

【咒法】迷雾之墙(创造)[气]

环位:魔战士3,术士/法师3
施法时间:1个标准动作
成分:V,S
范围:中距
目标:每等级10尺长的薄雾墙,或者是每等级5尺长的浓雾墙,都是20尺高
持续时间:每等级1分钟
豁免:
法术抗力:

随着一阵低语,你可以创造出一股静止的垂直雾墙。这个墙是连续的,并且有1尺厚,每施法者等级有10尺长。这些墙壁会让视觉模糊,从墙壁一面对墙壁另外一面的生物会被视为隐蔽(20%失手率)。和墙壁共用占据的生物不会被视为在任何一边的墙外,也不能获得隐蔽的好处。此外,你可以选择创造一个每施法者等级5尺长的墙来增强浓度。除了会提供隐蔽之外,浓雾墙也会阻碍移动。尝试进入或者穿过浓雾的生物必须通过一个DC15的力量检定否则就会在下一回合开始之前陷入纠缠状态(并且无法移动)。在墙壁里面开始回合的生物可以在里面自由移动或者是从任意方向移出墙壁。只有烈风或者更强的风(大于31英里/小时)才能吹散墙,但是即使这样也需要一轮。


空气之地
-
世界之冠
-
苔原疾行
无论是作为猎人还是猎物,你已经学会了在难以生存的时候像北风一样快速行动。
先决条件:特技5级
专长效果:每当你冲锋,奔跑或者撤退时,你可以在基础速度上获得10尺增强加值。这个加值也适用于你在任何平原地形进行大陆移动的速度上。你会在穿着重甲或者是重载的时候失去这个效果。
劇透 -   :
Tundra stride
Whether as predator or prey, you have learned to move like the arctic wind when survival is at stake.
Prerequisite: Acrobatics 5 ranks.
Benefit: While charging, running, or withdrawing, you gain a +10-foot enhancement bonus to your base speed. This bonus also applies to your speed when calculating overland movement in any plains terrain. You lose the benefits of this feat while you are wearing heavy armor or carrying a heavy load.

卡拉佩什
-

风之歌
你已经学会了如何演奏类似于可怕的染笛峡谷中的那些难忘而动人的旋律。就像回声一样,风会把你的声音和魔法传递到更远。
先决条件:表演(吹奏乐)5级,吟游表演职业能力或是战怒之歌职业能力
专长效果:每天3次,当你用吹奏乐器来开始进行吟游表演或者战怒之歌时,你可以选择额外消耗1轮表演轮数来选择一个在120尺内的方格。奇怪的回应会夹杂着你的音乐,并且来确定受你表演影响的生物,你的表演被视为来源于你选择的方格而不是你的位置。直到你表演结束,你都不能切换音乐源发的方格。如果你离选择的方格之间的距离超过了120尺,那么表演会立刻结束。
劇透 -   :
wind song
You have learned to play haunting, captivating melodies similar to those of the eerie Painted Flutes canyon. Like an echo, the wind carries the sound and magic of your music much farther than it would normally reach.
Prerequisites: Perform (wind instruments) 5 ranks; bardic performance or raging song class feature.
Benefit: Three times per day while you are using a wind instrument to play a bardic performance or raging song, you can spend an extra round of performance at the start of your performance and choose a square within 120 feet. Strange echoes carry your music, and for the purpose of determining which creatures are affected by your performance, your performance counts as originating from that square rather than from your location. You cannot change the square from which the music originates until you end your performance. If you move beyond 120 feet from the chosen square, the performance immediately ends.
魂皮山脉
-
群山之眼
你的目光可以轻松穿过云雾。
先决条件:盲斗,察觉5级。
专长效果:你会无视由雾,雨,烟,风或者其他气体以及天气效果(包括魔法效果,比如隐雾术)带来的隐蔽(不包括全隐蔽),并且你可以无视这种环境给予察觉检定的-4减值。你把10尺以内任何气体或天气效果造成的全隐蔽视为隐蔽(20%失手率)。
劇透 -   :
mountain eyes
Your gaze cuts through vapors with ease.
Prerequisites: Blind-Fight, Perception 5 ranks.
 Benefit: You ignore concealment (but not total concealment) caused by fog, rain, smoke, wind, and other gases or weather effects (including magical effects like obscuring mist), and you ignore up to –4 in penalties on Perception checks from such effects. You treat total concealment resulting from any such gas or weather effects within 10 feet of you as concealment (20% miss chance).
尼斯旺
-
暴风拳(战斗)
随着你带有暴风之力的快速攻击,你的敌人就被撞飞了。
先决条件:力量13,精通冲撞,精通徒手攻击,猛力攻击
专长效果:当你一轮内对一个生物命中至少2次徒手攻击时,你可以用迅捷动作尝试冲撞敌人。你可以在你没有剩余移动力的情况下和目标一起移动,但是你移动的距离不能超过你速度的一半。
劇透 -   :
mountain eyes
Your gaze cuts through vapors with ease.
Prerequisites: Blind-Fight, Perception 5 ranks.
When you hit the same creature with unarmed strikes at least twice in the same round, you can attempt a bull rush combat maneuver against that creature as a swift action. You can also move with the target even if you have no movement remaining, but the distance you move can’t exceed half your speed。

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神秘元素学派
« 回帖 #11 于: 2017-08-25, 周五 13:50:26 »
一些通过钻研晦涩学识来研究元素的法师尝试梳理出多元宇宙(multiverse)的秘密。
以太元素学派
以太是出现在接触以太位面的元素位面中的一种奇特而复杂的物质。法师通过研究以太来使用它来操纵物质位面的物体。以太元素学派是一种元素奥术学派,法师可以取代专精一个标准的魔法学派来进行专精。
就像是普通奥术学派一样,以太元素学派授予了一系列学派之力,也会从一环开始,在每个法师可以施展法术的环位获得一个奖励法术位,这个奖励法术位必须从以太元素学派的法术列表中选择(见下)。和普通元素学派法术不同,以太元素学派需要一个法师选择一个元素学派作为对立学派(比如在PFRPG APG142-143页的气,土,火或水学派)。法师并不需要选择第二个对立学派,他在准备对立学派的法术时需要花费2个法术位。
以太魔法:把下列法术加入加入你法师每环的法术列表,0-念动射弹OA,2环-灵能武器,4环-灵能盟友APG,5环-灵界睡茧OA,6环-活化物体,7环-灵质喷发OA,9环-心灵风暴OA
以太特权(SU):你在巧手检定上获得+2的增强加值。这个加值在你每比1级多5个法师等级就会额外提升1点。此外,你可以任意施展法师之手作为类法术能力,并且使用你的施法者等级。在5级时,你可以对30尺内的目标就行巧手检定,但是这样检定DC会增加5点,并且任何对你或者目标有视觉线的生物可以尝试一次察觉检定进行对抗,来注意到你的尝试。在10级时,你可以尝试用移动动作进行巧手并且只会受到-10的罚值。在20级时,当你尝试巧手检定时,骰子总是视为天然20。
念动保护(SU)作为一个迅捷动作,你可以通过展开一道念力力场来帮自己抵抗非魔法攻击。你获得DR5/魔法持续1轮。你每天可以使用这个能力的次数等同于3+你的智力调整值。
超凡感官(EX)在8级时,你可以持续看到短暂而隐形的以太残片,并增强你对周围环境的注意。你永远不会因为措手不及或者是无法看到攻击目标,而在对抗30尺内的攻击时失去敏捷调整值。此外,你在避免突袭轮的察觉检定上获得等同于你法师等级的加值。
以太元素法师法术
0环-念动射弹OA
1环-浮碟术,魔法飞弹,隐形仆役
2环-朦胧术,第三只手UC,灵能武器
3环-超越之障UC,闪现术,灵质捕网,充能之拳,避难小屋
4环-弹力法球,灵能盟友ACG,念动冲锋UC,念动战技OA
5环-以太凝聚场OA,灵界睡茧OA,护身掌,法师忠犬,迷藏箱,心灵遥控,灵质墙OA
6环-活化物品,人肉炮弹APG,飞击掌,枷锁束缚UM
7环-灵质爆发OA,幻化灵体,擒拿手,相位门,
8环-金刚拳,灵动法球
9环-同游灵界,心灵风暴OA
劇透 -   :
AETHER ELEMENTAL SCHOOL
Aether is a strange and complex substance that occurs where
the Elemental Planes touch the Ethereal Plane. Wizards who
study aether use it to manipulate objects on the Material
Plane. The aether elemental school is an elemental arcane
school a wizard can specialize in instead of one of the
standard schools of magic.
Like a normal arcane school, the aether elemental school
grants a number of school powers, as well as one bonus
spell slot of each level the wizard can cast, from 1st on up.
This bonus spell slot must be used to prepare a spell from
the aether elemental school’s spell list (see below). Unlike a
normal arcane school, the aether elemental school requires
the wizard to select a single element as his opposition
school (air, earth, fire, or water, from pages 142–143 of the
Pathfinder RPG Advanced Player’s Guide, for example). The
wizard does not need to select a second opposition school.
He must expend two spell slots to prepare a spell from his
opposed elemental school as normal.
Aether Magic: Add the following spells to your wizard
spell list at the listed spell level: 0—telekinetic projectile OA ,
2nd—spiritual weapon, 4th—spiritual ally APG , 5th—ethereal
envelope OA , 6th—animate objects, 7th—ectoplasmic eruption OA ,
9th—telekinetic storm OA .
Aether Supremacy (Su): You gain a +2 enhancement bonus
on Sleight of Hand checks. This bonus increases by 1 for
every 5 wizard levels you have. In addition, you can cast mage
hand at will as a spell-like ability that uses your caster level.
At 5th level, you can attempt Sleight of Hand checks against a
target within 30 feet, though the skill check DC increases by 5,
and any creature within line of sight of either you or the
target can attempt an opposed Perception check to
notice the attempt. At 10th level, you can attempt a
Sleight of Hand check as a move action with only
a –10 penalty. At 20th level, whenever you attempt
a Sleight of Hand check, assume the roll
resulted in a natural 20.
Telekinetic Protection (Su): As
a swift action, you can grant yourself
protection against nonmagical attacks
by forming a field to telekinetically
deflect them. You gain DR 5/magic for
1 round. You can use this ability a
number of times per day equal to
3 + your Intelligence modifier.
Receptive Vibrations (Su): At 8th
level, you are constantly surrounded
by ephemeral and invisible strands of
aether, increasing your awareness of
your surroundings. You are never denied
your Dexterity bonus to AC against
attacks made within 30 feet of you
because you are flat-footed or because
your assailant is unseen. In addition, you
gain a bonus on Perception checks to avoid
being surprised equal to half your wizard level.
Aether  Elementalist  Wizard  Spells:
0—telekinetic  projectile OA ;  1st—floating  disk,
magic missile, unseen servant; 2nd—blur, pilfering
hand UC , spiritual weapon; 3rd—ablative barrier UC ,
blink, ectoplasmic snare OA , force punch UM , tiny hut;
4th—resilient sphere, spiritual ally APG , telekinetic
charge UC , telekinetic maneuver OA ; 5th—condensed
ether OA , ethereal envelope OA , interposing hand,
mage’s faithful hound, secret chest, telekinesis,
wall of ectoplasm OA ; 6th—animate objects, enemy hammer APG ,
forceful hand, leashed shackles UM ; 7th—ectoplasmic eruption OA ,
ethereal jaunt, grasping hand, phase door; 8th—clenched fist,
telekinetic sphere; 9th—etherealness, telekinetic storm OA .

专攻学派
专精于一个元素学派的法师可以选择进一步加深自己的研究,从而选择一个专攻学派。选择专攻学派的法师和之前一样获得元素学派的奖励法术并且选择一个队里学派,但是一个专攻学派会替代一些元素学派的学派之力。一旦选择了专攻学派,就无法改变。
冰学派
关联元素:气 水
替代能力:气学派的电光一闪和飓风或水学派的寒冷爆发和波涛
冻结碎片(SU):以一个标准动作,你可以在你周围创造冰屑飞溅。这些碎片对你5尺内的生物造成1D4穿刺伤害和1D6+1/2法师等级的寒冷伤害。成功的反射检定(DC=10+1/2法师等级+你的智力调整值)可以避免穿刺伤害和一半寒冷伤害。这些碎片会持续到你下个回合开始,在时间内,这片区域为困难地形。你不受冻结碎片的影响并且可以正常穿过这些地区。你每天可以使用这个能力3+你的智力调整的次数。
寒冰镣铐(SU):从8级起,你可以使用一个标准动作,你可以进行一次近战接触来让寒冰束缚着目标的脚踝,减少目标5尺一本移速并且在回合开始的时候造成等同于你智力调整的寒冷伤害。这些镣铐AC10,硬度0并且有30点HP,并且一个生物可以用标准动作进行一个力量检定(DC=10+1/2法师等级+你的智力调整值)来挣脱。寒冰锁链会在一分钟后融化,你每天可以使用这个能力的次数等同于你智力调整值。
劇透 -   :
i ce s chool
Associated Schools: Air, water.
Replacement Powers: The following school powers replace
the lightning flash and cyclone powers of the air school and
the cold blast and wave powers of the water school.
Freezing Shards (Su): As a standard action, you can cause
shards of ice to burst forth from the ground around you.
The shards deal 1d4 points of piercing damage and 1d6
points of cold damage + 1 point for every 2 wizard levels you
have to all creatures within 5 feet of you. A successful Reflex
save (DC = 10 + half your wizard level + your Intelligence
modifier) negates the piercing damage and halves the cold
damage. The shards remain until the beginning of your
next turn; during this time, the area is difficult terrain. You
are not affected by your own freezing shards and can move
through the area normally. You can use this ability a number
of times per day equal to 3 + your Intelligence modifier.
Icy Shackles (Su): At 8th level, as a standard action, you
can make a melee touch attack against a foe to conjure icy
restraints around its ankles, reducing its base speed to 5 feet
and dealing it an amount of cold damage at the beginning
of its turn equal to your Intelligence modifier. The manacles
have AC 10, hardness 0, and 30 hit points, and a creature can
destroy them with a successful Strength check (DC = 10 + half
your wizard level + your Intelligence modifier) as a standard
action. The icy shackles melt away after 1 minute. You can
use this ability a number of times per day equal to your
Intelligence modifier.

熔岩学派
关联学派 土 火
替换能力 土学派的酸云术和大地滑翔,火学派的火焰放射和不知火舞。
熔岩沟壑(SU):作为一个标准动作,你可以发射出一条直线20英尺的熔岩,在这条线上的任何生物都会受到D6+1/2法师等级的伤害。成功的反射检定(DC=10+1/2法师等级+你的智力调整值)可以减半这个伤害。此外,这片区域的地面会开始熔化持续1D4轮。在这片区域开始回合的生物可以不承受任何罚值来移出,但是那些进入这片区域的生物会受到D6的火焰伤害。你每天可以使用这个能力的次数为3+你的智力调整值。
岩浆盾牌(SU):在8级时,你可以用一个标准动作创造一个保护你的盾牌,持续1轮。选择你占据的一条边,这条边在攻击你时视为固体墙壁,你可以对穿过这边对你的攻击视为全掩蔽,并且当你领接岩浆盾牌时还可以得到火焰护盾(温暖护盾)的效果。你可以自由动作消解这个盾牌,并且它会在你离开你占据的空间时消失。你每天可以使用这个能力为你法师等级的轮数。
劇透 -   :
m aGma s chool
Associated Schools: Earth, fire.
Replacement Powers: The following school powers replace
the acid cloud and earth glide powers of the earth school and
the fire jet and dancing flame powers of the fire school.
Magma Furrow (Su): As a standard action, you can send
forth a 20-foot line of magma. Any creature in this line takes
1d6 points of fire damage + 1 point for every 2 wizard levels
you have. A successful Reflex save (DC = 10 + half your wizard
level + your Intelligence modifier) halves this damage.
In addition, the ground in this area remains molten for
another 1d4 rounds. Creatures that begin their turns in the
area can move out that turn without penalty, but those that
enter the area each take 1d6 points of fire damage. You can
use this ability a number of times per day equal to 3 + your
Intelligence modifier.
Lava Shield (Su): At 8th level, you can create a barrier of
lava to protect you for 1 round as a standard action. Choose
one edge of your space. That edge is treated as a solid wall for
attacks targeting you only. You gain total cover from attacks
that pass through this edge, and you gain the benefits of fire
shield (warm shield) while adjacent to the lava shield. You
can dismiss the lava shield as a free action, and it disappears
immediately if you leave your space. You can use this ability
a number of rounds per day equal to half your wizard level.
泥学派
关联学派 土和水
替换能力:以下学派能力取代了土学派的酸云术和大地滑翔或水学派的寒冷爆发和波涛。
废土障碍(SU):作为一个标准动作,你可以创造15尺锥形的粘性泥土。任何在锥形范围内的生物必须通过反射检定(DC=10+1/2你的法师等级+你的智力调整值)否则就会陷入纠缠,持续法师等级的轮数。一个被影响的生物可以用一个标准动作来清除那些泥土,从而去除纠缠状态。跳到一个大型水域或者是在大量水流的效果影响下(比如施放造水术)也可以移除生物身上所有的泥土,你每天可以使用这个能力的次数为3+你的智力调整值。
泥浆飞弹(SU):在8级时,你可以用一个标准动作来向30尺内的一个敌人丢出一团硬泥。通过一次成功的远程接触检定,泥土可以砸到目标的脸上,造成1D6+1/2法师等级的钝击伤害,并且致盲1D4轮。生物可以通过一个标准动作来进行一次力量检定(DC=10+1/2法师等级)来移除自己或者其他生物的致盲泥浆。你每天可以使用这个能力的次数为1/2法师等级。
劇透 -   :
m ud s chool
Associated Schools: Earth, water.
Replacement Powers: The following school powers replace
the acid cloud and earth glide powers of the earth school and
the cold blast and wave powers of the water school.
Hindering Muck (Su): As a standard action, you can
create a 15-foot cone of sticky mud. Any creature in the cone
must succeed at a Reflex save (DC = 10 + half your wizard
level + your Intelligence modifier) or become entangled
for 1 round for every wizard level you have. An affected
creature can take a standard action that provokes attacks of
opportunity to wipe off enough of the mud to remove the
entangled condition. Jumping into a large body of water or
being subject to an effect that creates a substantial amount
of water (such as a casting of create water) removes all the
mud on a creature. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
Mud Missile (Su): At 8th level, you can fling a ball of
hardened mud at a foe within 30 feet as a standard action.
If you succeed at a ranged touch attack, the mud slams into
the target’s face, dealing 1d6 points of bludgeoning damage
for every 2 wizard levels you have and blinding the target for
1d4 rounds. A creature can remove the blinding mud from
itself or another creature with a successful Strength check
(DC = 10 + half your wizard level) as a standard action. You
can use this ability a number of times per day equal to half
your wizard level.
烟学派 PFS不可用
关联学派 气和火
替换能力:以下学派能力取代了火学派的火焰放射和不知火舞。或气学派的电光一闪和飓风
烟雾视觉(SU):你可以看穿自然云雾和烟雾,以及任何你(而不是别人)通过魔法制造的云烟。每天等同于3+智力调整次,你可以接触他人来授予目标获得1个小时的这种视觉。
烟雾之躯(SP):在8级时,你可以迅捷动作进入气化形体(就像是同名法术一样),每天可以使用等同于你法师等级的分钟。这些时间不需要连续,但是至少1分钟。
劇透 -   :
s moke s chool
Associated Schools: Air, fire.
Replacement Powers: The following school powers replace
the lightning flash and cyclone powers of the air school and
the fire jet and dancing flame powers of the fire school.
Smokesight (Su): You can see normally through natural
fog and smoke, as well as any fog and smoke that you (but
not others) magically create. A number of times per day
equal to 3 + your Intelligence bonus, you can touch another
creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a
gaseous form (as per the spell of that name) as a swift action
for a number of minutes per day equal to your wizard level.
This duration does not need to be consecutive, but it must
be used in 1-minute increments.


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元素扩增
« 回帖 #13 于: 2017-08-25, 周五 18:36:45 »
一些人刻意往自己体内灌注元素能量,将这些原初之力永远的变为自己的一部分。一旦对元素力进行一次普通的奉献,元素扩展现在是一种只有少数专家才了解的罕见技巧。量子城的元素师们用很大的代价来争取让自己也成为元素之力的容器。单并不是所有人都有专业知识——事故频发。
元素扩增会对受术者的身体特定部位用对应的元素进行增强。这些扩增让受术者获得了更强的力量,但是他们也经常会因为受术者的身体元素失衡而受到副作用。这些改造是永久的,一旦身体的一个部位被元素扩增,这授予的效果只有通过切除受术的身体部位才能移除。这会对体质造成1d6上海并且也会有其他副作用,比如失明,或者残疾,由GM决定。一个拥有元素之力的身体部分不能获得其他元素扩增的效果,即使它们是同一类型的。
一个元素扩增必须像是其他魔法物品一样制作或者购买,但是在找到一个自愿的受术者之前一直会保持未激活状态。元素扩增一个身体部位需要1个小时,并且受术者必须通过DC18的强韧坚定否则元素能量就无法与身体成功结合。无论成功失败,受术者都会因为尝试而受到2点体质伤害。
(PFS游戏中,你在2次冒险间的休整期植入的元素扩增自动成功。)
元素扩增
以下是常见的元素扩增
火眼金睛 价格 42000GP
槽位 无 CL13 重量-
灵光:强烈变化系
受术者的眼睛会变成一团炽热的火球。受术者可以用施展拥有火焰描述符的法术时就像被默发法术和定发法术挑战过一样。这并不会增加法术环位和施法时间。如果受术者失明或者闭眼,那么就不会受到这种能力的影响。受术者的眼睛回像蜡烛一样发光;除非受术者闭上眼睛或者是遮住眼睛,否则光线无法被隐藏,受术者无法从任何来源获得黑暗视觉的好处,即使是种族能力或者是职业能力。
这个元素扩增不能对没有眼睛的生物使用。
制造需求 价格21000GP
制造奇物,默发法术,定发法术,妖火或者是灼热射线,制造者在知识(位面)上有13个技能等级。

灼手热臂   价格 16000GP
CL 10 重量 –
灵光 中等塑能系
受术者的手臂和手都会被不灭之火燃烧着,受术者用灼手热臂造成的徒手攻击会附带1d6火焰伤害(并且,只要受术者有一个,那么他用这只手进行的任何爪抓攻击也会有相同的效果)。被受术者擒抱的生物每轮会受到2d6伤害。灼手热臂会像火把一样发光。如果手解除易燃物一轮,那么就会对目标造成1d6火焰伤害。
受术者必须有一条手臂(或者是类似手臂的器官)才能被这个元素扩增。
制造需求 价格8000GP
制造奇物 火球术或者焰击术,制造者在知识(位面)上有10个技能等级。

霜骨冰骸 价格 85000GP
槽位 无 CL 13 重量-
灵光 强烈变化系
受术者的骨骼会被元素结晶冰冻。她在寒冷天气(低于40华氏度)或水深及膝时获得快速治疗1,并且她使用有寒冷描述符的法术CL+1。受术者无法被自然治愈,除非周围的气候类似霜骨冰骸获得快速治疗的气候,但是她可以如常获得魔法治疗。此外,受术者会获得音波易伤。
受术者必须有骨骼才能接受这个元素扩增。
制造需求 42500GP
制造奇物 寒冰之躯UM 转变术 制造者在知识(位面)上有13个技能等级。

快银之血 价格 62000GP
槽位 无 CL9 重量-
灵光 中等变化系
受术者的血液将会被注入液态金属,并且与受术者的内循环产生魔法链接。当受术者流血时,金属会附着在伤口,变成明亮的银色。受术者负血时自动稳定,并且对流血攻击(包括有这类特殊效果的武器)和吸血带来的属性伤害免疫。受术者在面对类似锈蚀爪或者锈蚀怪的法术或者效果时,会被认为是一个钢铁生物。
没有血液的生物无法接收这个元素扩增。
制造需求 31000GP
制造奇物 凝胶之血ACG 次等复原术,制造者在知识(位面)上有9个技能等级。

燃烧之血 价格 8000GP
槽位 无 CL7 重量-
灵光 中等变化系
受术者的血液被注入了火元素。5尺内用穿刺或者挥砍武器攻击他的人会从受术者的高温血浆中受到1d6的火焰伤害,受术者不会受到高温或者寒冷环境的影响,就像是忍受环境一样,但是她在抵抗引起疲劳或者力竭效果的豁免检定中受到-4的罚值。
制造需求 4000gp
制造奇物,忍受环境,火焰护盾,制造者在知识(位面)上有7个技能等级。

蒸汽肺部  价格 10800GP
槽位 无 CL 7 重量 –
灵光 中等咒法系
受术者的肺部会被灌注了几个含有奇元素的小袋子,并且他的口鼻会不断流出稀薄的雾气或者烟雾。每天以一个标准动作,受术者可以吸入20尺内的全部非魔法云雾效果,并且无效其效果。虽然这片区域的天气可能会让云雾随着时间再次填满受术者吸入的区域,但它们很少会立刻如此。受术者也可以移除20尺内的魔法云雾效果,但是这需要通过一个j解除检定(D2O+7)来对抗区域内的每个法术(DC=11+法术CL)。任何云雾都不会因为受术者吸入而对受术者减值和伤害(比如酸雾术)。当被吸入后,法术效果时间会正常持续,并且如果在被吸入的情况下持续时间结束,那么法术会在受术者的肺部消解。受术者必须屏住呼吸来控制吸入的气体。吸入的气体会在受术者不再屏住呼吸时排出,以受术者为中心重新扩散。受术者可以用一个自由动作不再屏住呼吸,而此时蒸汽肺部的效果会被压制或是解除。
这个元素扩增不能应用于不呼吸的生物。
制造奇物 价格 5400GP
制造奇物,造风术,制造者在知识(位面)上有7个技能等级。

涡流之胃 价格 19000 Gp
槽位 无 CL 7 重量-
灵光 中等咒法系
受术者的嘴巴和喉咙会与异次元漩涡相连接。以一个整轮动作,受术者可以吞噬一个10尺立方的无主物品。被吞噬的物品不会对受术者造成伤害,也不会有重量。当吞咽时,物品就像是被储存在一个类似次元袋的异次元空间里面。受术者可以花费一个整轮动作吐出这个物品,并且这件物品除了被水淹没之外不会受到任何损坏。受术者的尾部同一时间只能储存一个物品,如果涡流之胃的效果被压制或者解除,那么储存的物品会立刻出现。受术者嘴巴张开时会不断的滴落流水,并且他屏住呼吸的时间是正常的一半。
这种元素扩增不能强化没有嘴巴的生物。

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束缚巨灵
« 回帖 #14 于: 2017-08-25, 周五 18:37:33 »
只有强大的咒法师可以在与巨灵尝试通过财宝或者忠诚来进行公平交易时逼迫他们服务。
巨灵束缚者(进阶职业)
虽然巨灵会因为被瓶封或被约束而感到愤怒,但他们崇拜力量——特别是掌握着束缚巨灵艺术的大师。这些其中最强大的咒法师就是大苏勒士,一个改良了巨灵封印技术的卡拉佩什施法者;他的学生则继续完善着他的技术。
HD:D6
需求
要成为巨灵束缚者,玩家必须满足下列条件。
阵营:任何非善良
专长:说服者,法术专攻(咒法)
技能:交涉4级,知识(贵族)4级,知识(位面)11级
特殊:必须可以施展异界盟友或者异界誓缚,或者可以施展召唤怪物6来作为类法术能力。
本职技能
巨灵束缚者的本质技能(和对应技能的属性)为唬骗(魅力),交涉(魅力),威吓(魅力),知识(奥秘)(智力),知识(贵族)(智力),知识(位面)(智力),察言观色(感知)和法术辨识(智力)
每级技能点:2+智力调整值
1级 BAB+0 强韧+0 反射+0 意志+1 束缚池,元素封印(气之封印),巨灵大师
2级 BAB+1 强韧+0 反射+0 意志+1  +1现有施法者等级,元素封印(土之封印),巨灵召唤者
3级 BAB+1 强韧+1 反射+1 意志+2  元素封印(火之封印),额外封印1
4级 BAB+2 强韧+1 反射+1 意志+2  +1现有施法者等级,元素封印(水之封印)
5级 BAB+2 强韧+1 反射+1 意志+3  +1现有施法者等级,额外封印2,无尽封印

职业能力
下列是巨灵束缚者进阶职业的职业能力
武器和盔甲擅长:一个巨灵束缚者不会获得额外的武器和盔甲擅长。
束缚池(SU):通过使用敲诈,契约,魔法技巧还有谈判,一个巨灵束缚者可以命令巨灵并且引导他们的魔法。一个巨灵束缚者拥有一个等同于其巨灵束缚者2倍的束缚池,并且束缚池每天都会充能,通常是在她渡过一个舒适的夜晚之后。在尝试一个魅力检定或者是基于魅力的技能来与巨灵互动时,作为一个自由动作,巨灵束缚者可以从束缚池花费1个点数来额外再结果上增加1D6。
元素封印(SP):通过从束缚池消耗1个点数,巨灵束缚者可以接触一个生物或者是一片固体表面来创造一个被称为元素封印的强力符文。在1级时,巨灵束缚者可以创造气之封印。在2级,3级,4级时,她可以分别了解如何创造涂,火或者水的封印。创建一个元素封印需要一个标准动作,并且对1个不自愿的生物则需要成功的近战接触攻击。1个元素封印是一种基于书写的魔法效果,其施法者等级等于巨灵束缚者的角色等级,并且其关联豁免检定则是等同于10+巨灵束缚者职业等级+巨灵束缚者魅力调整值。在1级时,巨灵束缚者只能同时保持一枚元素封印。如果她创造了超越限制的另外一枚符文,她需要选择立刻结束一个现有封印。除此之外,一个元素封印持续24小时,巨灵束缚者可以每天从巨束缚池里面花费1个点数来延长一个现有封印的持续时间24小时。一个元素封印的效果取决于其是放置在巨灵上,非巨灵的生物上,还是固体表面上。如果巨灵束缚者把元素封印放在对应亚种(比如一个气之封印放在风巨灵上)的巨灵身上,那么这个巨灵必须通过一个意志检定,否则就会被魅惑怪物效果所影响,持续时间和封印持续时间相同。
如果巨灵束缚者把元素封印放在非巨灵生物上,那么那个生物会获得持续效果,包括基于元素封印种类的10点元素抗力。一个气之封印会获得闪电抗力和羽落术。一个土之封印会获得酸液抗力和树肤术,一个火之封印会获得火焰抗力和让生物持有的一把武器获得炽炎武器特殊能力。一个水之封印会授予寒冷抗力,行动自如效果,还有水下呼吸。在5级时,授予的元素抗力会提升至20点。
当防止在固体表面时,元素封印会被视为守卫刻文。封印只能造成爆炸刻文的效果,并且伤害类型变成对应封印的:酸液(土之封印),寒冷(水之封印),闪电(风之封印),火焰(火之封印)。
巨灵大师(SU):在1级时,巨灵封印者必须决定是否束缚一个巨灵随从或者是追求提升施法能力。选择一旦选择,无法改变。如果她选择了巨灵随从,那么她可以获得一个巨灵亚种的幻灵,并且把巨灵束缚者等级视为有效召唤师等级;她的巨灵束缚者等级和召唤师等级可以叠加,但是只能选择巨灵亚种的幻灵。如果她选择了施法能力,那么她会在3级和其他对应等级一样获得施法职业能力(见下),。
每日法术:在对应等级,巨灵施法者可以获得新法术,如同角色进阶前的施法者等级同时提升。角色只能提高施法能力,而不能获得先前职业的其他好处,除了每日额外法术,法术已知(如果她是自发施法者),和有效施法者等级的上升。若角色在进阶前拥有多个施法职业,则必须选择要将此升级的诡术师等级加在哪一种施法职业上,以决定新的每日法术数量。
巨灵召唤者(SU):在2级时,一个巨灵束缚者可以在其召唤怪物法术的列表中增加几种巨灵:风巨灵(召唤怪物5),火巨灵和土巨灵(召唤怪物6),水巨灵。她每次这么召唤怪物,就需要从束缚池里面花费1个点数,并且召唤的巨灵无法使用祈愿术。
额外封印(SU):在3级时,一个巨灵束缚者可以同时保持2个元素封印。在5级时,可以同时保持3个。
无尽封印(SU):在5级时,当在巨灵身上放置元素封印时,巨灵束缚者可以从束缚池花费1点点数来增加2点豁免DC。

巨灵幻灵(幻灵亚种)
巨灵是拥有人形的元素生物,并且巨灵幻灵通常会在对召唤师的阿谀奉承和对其能让幻灵感到优越感的怪癖的尖酸讽刺之间摇摆。
下列规则是为极限解放召唤师设计的——见PF RPG PF UCH来获得关于召唤师职业可选亚种的更多信息。
阵营:混乱善良,混乱中立,守序邪恶,守序中立,或者绝对中立。
基础形态:二足型(肢体[臂],肢体[腿],挥击)。
基础进化:在1级时,巨灵幻灵会获得4点武器训练进化以及对应元素亚种的元素抵抗进化。
在4级时,巨灵幻灵会获得用整轮动作使用变化形体的能力,每天可以使用2次。这授予他们可以获得体型增大进化,持续等同于其HD的轮数,并且这不会与其他体型变化效果叠加。如果巨灵幻灵之后购买了体型增大进化则会失去该能力,但是这样他们会额外获得1点进化点。
在8级时,巨灵幻灵获得等同于其基础速度的飞行进化(魔法);掘地进化;或是鳃进化和两次游泳进化,获得的游泳速度等同于其基础速度+20尺之一。
在12级时,巨灵幻灵失去了在1级获得的抵抗能量进化并且获得等同于其选择能量类型的免疫能量进化。他们也可以施展位面传送作为每天一次的类法术能力(CL12),但是只能把自愿目标传送到星界,元素位面或者物质位面。
在16级时,每天一次用一个标准动作,巨灵幻灵可以对自己使用清洁术APG或者是高等激励进化APG(CL16)作为类法术能力,但是这只能在回应主人的愿望的时候使用(比如“我希望你更加强壮”)。主人可以用一个自由动作许下一个这样的愿望。
在20级是,巨灵幻灵会获得对应元素的元素幻灵的20级进化。