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[EMH]元素大师手册
« 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
舱底之鼠(bilge rat)-
咸水法术(Brackish Spell)超魔
熔火狂暴(Flumefire Rage)-
重生于烬(Growth in Ash)-
护砧之锤(Hammer Guards the Anvil)团队
暴风拳(Hurricane Punch)战斗
Improved Elemental Counterspell-
无趣劳作(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;如果命中,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),以及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。

PFS勘误 计算大爆炸!的伤害时,可以加上任何如同攻击单体的伤害加值,只需要骰一个命中骰,就会受到炼金炸弹和子弹的伤害,以及双方的效果。

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.)
PFS勘误 这个世界名著叫做
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.

火之域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 AshPFS不可用
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 RagePFS不可用
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 星云迷蒙

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土之大师
« 回帖 #2 于: 2017-08-22, 周二 11:05:38 »
土地是一切的基础,是其他事物赖以存在的根基。那些研究土地的人经常会效仿土地的岿然不动,但是那些视野长远的人则是注意到了土地的多样性。土可以像花岗岩般坚硬,也可以像熔岩般流动。从单调的灰棕色到那些令矿工陶醉其中的红宝石和钻石。虽然土地并没有风的呼啸声与火的噼啪声,但是那些聪明的学生可以激动的发现这是值得信赖的——特别是当其他可以依靠的事物都失去之后。
这个部分展示了为寻求掌握耐久的土元素的人而准备新变体,天赋,物品,和专长。
劇透 -   :
Earth is the foundation of all things, the solid fundament upon which everything else depends. Those who study earth usually seek to emulate its stability and indestructibility, but those who look deeper see earth’s versatility. Earth can be hard as granite or fluid as molten lava. From the drab grays and browns of stone, miners pry the stunning beauty of rubies and diamonds. While earth does not have the flair of wind or the crackle of fire, the wise student looks past the exciting to the dependable—that which can be relied upon when all else is lost.
This section presents new archetypes, talents, items, and feats intended for those who seek to master the durable element of earth.
变体ARCHETYPES
下列内容可以用来调整角色

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。
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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
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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
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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
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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)
土之域
格拉利昂有很多区域都是土元素力量的家园。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旅行到这片区域过的角色的新专长。
翡翠之塔The Emerald Spire
一座巨大绿色玻璃塔矗立在河域诸国之上,翡翠之塔是一个深深扎根于土地之中的晶莹奇观。虽然必然堡垒附近小镇的居民都知道在塔附近的废墟中都是地精,尽管来自阿维斯坦各地到翡翠之塔络绎不绝,但是有传言说这座塔塔顶的那一系列宽广地城仅仅是由泥土雕刻而成。谁也猜不到在其下方有着怎样的邪恶在等待着来访者,但是谣言则表明里面有着强力的发条生物和由早已逝去的塔主在千年前所召唤出来的那些来自神秘的土元素位面传奇坟墓守卫。
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A large tower of green glass rising above the River Kingdoms, the Emerald Spire is a crystalline marvel deeply anchored within the earth. Although the inhabitants of the nearby town of Fort Inevitable know that goblins infest the ruins around the spire, explorers from across Avistan come to the Emerald Spire to follow up on rumors that the tower is merely the top of an expansive series of chambers carved out of the earth. What evils await in these subterranean realms is anyone’s guess, but rumors circulate of powerful clockwork horrors and the legendary Vault Keepers, entities from the Plane of Earth that maintain inscrutable, millennia-long experiments on behalf of their long-departed masters.
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。
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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.

海德霍弗Hagegraf
在格拉利昂的地表下深处,穿过几英里的土石,那就是海德霍弗,灰矮人最大的城市。海德霍弗的灰矮人从事着重复而无趣的劳作,以此来致敬他们的邪神。虽然他们的作品在矮人看来毫无灵魂,十分平庸,但是许多其他种族会将其视作珍宝——如果是用来干坏事,那就很漂亮了。海德霍弗有着巨大的岩石城堡,用坚固桥梁连接的钟乳石和设计精巧的奴隶区。虽然海德霍弗的灰矮人又排外又心胸狭窄,但是城市的访客的商人则是知道灰矮人在劳役和石头上有着无与伦比的力量。一代又一代的灰矮人不断发展着针对他们工作的战斗技巧。
劇透 -   :
Deep under the surface of Golarion, beneath miles of earth and stone, stands the city of Hagegraf, the largest city of the duergar. The duergar of Hagegraf engage in repetitive, joyless toil to venerate their evil god. Although their resulting works are considered lifeless and uninspired by dwarven standards, many other races would nevertheless consider them engineering marvels—they’re beautiful, if in a decidedly sinister way. Hagegraf contains enormous stone fortresses, stalactites connected by sturdy bridges, and cunningly designed slave pits. Although the duergar of Hagegraf are clannish and insular, the city’s visitors and traders know that the duergar find unsurpassed strength in toil and stone. Over the generations, they’ve developed combat techniques from their singular devotion to work
无趣劳作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Kraggodan
作为一座依旧留存的天空堡垒,库拉贡敦承载了那个逝去的矮人荣耀时代的遗产。创建于以他的名字来冠名这座堡垒的爱人英雄,库拉贡敦曾经是闪耀十字军那伟大联盟的一部分,它的矮人英雄们为结束默语暴君的统治而做出了极大的贡献。天空堡垒现在矗立在摩尔苏恩和涅玛萨斯之间的中立地带。尽管他们之间有冲突,这些淡薄的矮人则设法在纷争的两国之间保持公正而不冒犯任一方。
就像所有天空堡垒一样,库拉贡敦里蕴藏着大量珍贵的土元素知识。这些定居点最热情的守卫者会有他们自己的战斗技巧,并且从土元素那儿学习和传承了好几个世纪。那些给这些固执守卫留下深刻印象而或是得到库拉贡敦尊重的访客可能会学会这个技巧。
劇透 -   :
One of the remaining dwarven Sky Citadels, Kraggodan bears the legacy of a bygone age of dwarven glory. Founded by the dwarven hero who granted the Citadel his name, Kraggodan was part of the great alliance of the Shining Crusade, and its dwarven heroes were instrumental in ending the reign of the Whispering Tyrant. The Sky Citadel now stands as neutral ground between the warring states of Molthune and Nirmathas. Though conflict rages around them, the stoic dwarves manage to stay impartial while not offending either of the warring nations.
Like all Sky Citadels, Kraggodan is home to a wealth of earth elemental lore. The settlement’s most ardent defenders have their own fighting styles, learned from earth elementals and passed down for centuries. Visitors who impress these implacable guardians or otherwise gain the favor of Kraggodan might be privileged to learn this technique.
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 星云迷蒙

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水之大师
« 回帖 #3 于: 2017-08-23, 周三 20:32:29 »
水是最可塑的元素,并且它与格拉利昂大多数生物的生命都直接相关。这个强大的连接在很多文化中授予了水治疗和净化的力量,但水也是毁灭性灾难的来源,特别是当风暴和漩涡撕扯船只和建筑物的时候。水也和占卜,变化和冥思相关。这个部分展示了为寻求掌握强大的水元素的人而准备新变体,天赋,物品,和专长。
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Water is the most adaptable element, and it is directly tied to the life of most sentient creatures on Golarion. This powerful connection grants water the power of healing and spiritual cleansing in many cultures, yet water is also a source of cataclysmic destruction when storms and whirlpools yank apart ships and structures with ease. Water is also associated with divination, flowing change, and reflection. This section presents new archetypes, spells, and feats intended for those who seek to master the powerful element of water.

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轮而不是普通的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
-

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.

水之法术
以下是为水之大师们准备的新法术。那些术士/法术的法术也隶属于水元素学派,该学派位于PF RPG QPG 142页;元素学派法师位于APG的194-196页。
劇透 -   :
The following new spells are intended for masters of water. The sorcerer/wizard spells below also belong to the water elemental school, which is described on page 143 of the Pathfinder RPG Advanced Player’s Guide; elementalist wizard spell lists are on pages 194–196 of the Advanced Player’s Guide.

【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。
劇透 -   :
EXPEL BLOOD
School conjuration [evil, water]; Level sorcerer/wizard 7,
summoner 6, witch 7
Casting Time 1 round
Components V, S, M (a drop of blood from each of three
different creatures)
Range close (25 ft. + 5 ft./2 levels)
Target one Small or larger living creature
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude negates; Spell Resistance yes
You animate a portion of the target’s blood, causing it to itself out of the victim’s body and form a corrupted water elemental. The target takes 2d4 points of Constitution damage unless it succeeds at a Fortitude saving throw. Additionally, if the target fails the saving throw, blood (or an analogous internal fluid, such as ichor) pours from the target’s body and pools in an empty adjacent square of your choice. The fluids immediately form into a fiendish water elemental (Pathfinder RPG Bestiary 294, 126) of the same size as the target (but not larger than a Large fiendish water elemental). This fiendish water elemental does not have the vortex ability, but it has the blood drain special attack (Pathfinder RPG Bestiary 2 294), which deals 1d3 points of Constitution damage at the end of the water elemental’s turn if it grapples a foe. The elemental gains Improved Grapple as a bonus feat. You have no control over the fiendish water elemental once it is summoned, though the water elemental does not attack you under any circumstances.
This spell does not affect creatures that are Small or smaller or those that don’t have blood or some analogous internal fluid.

【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。
劇透 -   :
RISING WATER
School conjuration [water]; Level bloodrager 3, druid 4,
magus 4, occultist 4, psychic 4, ranger 3, shaman 4,
sorcerer/wizard 4, summoner 4
Casting Time 1 standard action
Components V, S, M (a lily pad)
Range medium (100 ft. + 10 ft./level)
Area cylinder (20-ft. radius, 10 ft. high)
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
You conjure a cylinder of calm water on an area of solid ground or on top of a body of water. The water forms quickly but displaces only air; it doesn’t push away objects or creatures, though anything in the area when the spell is cast is submerged. Unconscious air-breathing creatures caught in the area immediately begin to drown, but other air-breathing creatures can hold their breath while in the cylinder. Movement through the cylinder at normal speed requires a successful DC 10 Swim check (otherwise, creatures move at one-quarter speed). If conjured in an area with insufficient room for the entire cylinder, the cylinder attains its maximum possible size. It retains its shape in defiance of gravity for the spell’s duration, and any creature can enter or exit the cylinder’s sides as easily as stepping into or out of a pool of ordinary water.
The water disappears at the end of the spell’s duration, so creatures swimming in the water immediately fall to the ground.

【预言】涛言术[水]

环位:德鲁伊6 萨满7
施法时间:10分钟
成分:V ,S,DF
范围:个人
目标:
持续时间:1分钟/等级

这个法术视为石言术但是只允许和至少和你一样大的静水或者是流动的淡水进行交谈。流水往往可以知道上游发生了啥,但是不知道下游的事情。
劇透 -   :
SPEAK WITH WAVES
School divination [water]; Level druid 6, shaman 7
Casting Time 10 minutes
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
This spell functions as stone tell but allows conversations only with a body of standing or flowing fresh water at least as large as you are. Flowing water can generally speak about events happening upstream but not events happening downstream.

【咒法】(治疗)浪尘飞溅[水]

环位:牧师2,德鲁伊2,审判者2,圣武士1,游侠1,萨满2,唤魂师2
施法时间:1个直觉动作
成分:V ,S,
距离:近距
目标:一个生物
持续时间:立即
豁免:意志避免(无害)
法术抗力:是(无害)

你只有当一个目标尝试进行一次针对造成疲乏,战栗,恶心,恍惚效果的豁免检定时才能对那个生物使用。目标的这次豁免检定可以双骰取高。
劇透 -   :
SPINDRIFT SPRITZ
School conjuration (healing) [water]; Level cleric 2, druid 2,
inquisitor 2, paladin 1, ranger 1, shaman 2, spiritualist 2
Casting Time 1 immediate action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions. The target can roll its saving throw twice and take the higher result

【咒法】(治疗)群体浪尘飞溅[水]

环位:牧师4,德鲁伊4,审判者4,圣武士3,游侠3,萨满4,唤魂师4
距离:近距
目标:一个生物/等级,任意两个生物之间的距离不能超过20尺。

这个法术视为浪沫飞溅,除了上面提及的区别。
劇透 -   :
SPINDRIFT SPRITZ, MASS
School conjuration (healing) [water]; Level cleric 4, druid 4,
inquisitor 4, paladin 3, ranger 3, shaman 4, spiritualist 4
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 20 ft. apart
This spell functions as spindrift spritz, except as noted above.

【防护】防水术[水]

环位:炼金术士1,吟游诗人1,血脉狂怒者1,牧师,1,德鲁伊1,魔战士1,游侠1,萨满1,术士/法师1,女巫1
施法时间:1个标准动作
距离:近距
成分:V,S
目标:一个接触到的生物,或者一个接触到的物品,重量不能超过10磅/每等级。
持续时间:24小时
豁免检定:意志避免(无害)
法术抗力:有(无害)

这个法术让被触摸的物体在法术持续时间内防水,物体的重量不能超过10磅每施法者等级。法术可以在任何普通液体(例如酒精和油脂)中保护物体,但是对于魔法创造的液体则无能为力。
如果法术被施展在一个生物上,那么这个生物和装备也会受到防水的效果,只要它被目标生物携带。如果目标生物扔下或者丢弃一个物品,该物品则不再受到这个法术的保护,即使目标生物之后再捡起来。
在这个法术影响下的普通可燃物依旧要暴露在空气中才能燃烧。
劇透 -   :
WATERPROOF
School abjuration [water]; Level alchemist 1, bard 1,bloodrager 1, cleric 1, druid 1, magus 1, ranger 1, shaman 1,
sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target one touched creature, or one touched object of up to 10 lbs/level
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell renders a touched object waterproof for the duration of the spell. The object must be no larger than 10 pounds per caster level. The spell protects the object from any mundane liquids (such as alcohol or oil) but not from magically created liquids.
If this spell is cast on a creature, all of that creature’s equipment is rendered waterproof as long as it is carried by the target creature. If the creature drops or discards an item, the item is no longer protected by this spell, even if the targeted creature picks it up later.
Mundane combustibles under the effects of this spell still need exposure to air in order to ignite.
水之域
在格拉里昂某些区域和水有着强烈的联系,而住在那里的人则与这种元素有关系或是有冲突。下列列出几个与水元素连接紧密的地区作为例子,并且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 -   :
Certain regions of Golarion have a strong connection with water, requiring those who live there to connect with or combat the element. The following are examples of regions closely connected to the element of water, and each presents a new feat intended for characters hailing from or traveling through that region.

阿卡狄亚洋Arcadian Ocean
宽阔的阿卡狄亚洋与阿卡狄亚大陆的西部和阿维斯坦以及伽隆德大陆的东岸连接。在这些遥远海岸之间,是破碎的阿兹兰特大陆,一个吸引了全世界探险者和寻宝者前来的地方。阿卡狄亚洋的飓风十分猛烈;作为结果,能控制水或者潮汐的施法者供不应求。在永不停息的阿班德果之眼是阿卡狄亚洋最大的飓风,而且依旧被证明即使是魔法也对其毫无作用。
劇透 -   :
The wide Arcadian Ocean is bordered by the continents of Arcadia to the west and Avistan and Garund to the east. Between these distant coasts is the shattered continent of Azlant, which draws explorers and treasure hunters from all over the world. Hurricanes are fierce on the Arcadian Ocean; as a result, spellcasters who can control water and the tides are in high demand. The unending Eye of Abendego remains the fiercest hurricane on the Arcadian Ocean, having proven wholly resistant to magical attempts to tame it.

深海法术benthic spell(超魔)PFS不可用
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Outsea
外海是一片位于河域诸国的一条淡水河中的咸水区域,被通过一系列复杂的锁与门,还有法术组成的巧妙的装置维持。它的水下居民是两大海洋军队的后裔,但是现在不得不一起生存。人鱼,娜迦,沙华鱼人,梭螺鱼人和其他水生种族在外海和平的生活着,几个世纪的努力让他们抛弃了种族仇恨,并维持了这不可思议的家族。
劇透 -   :
Outsea is a saltwater expanse in a freshwater river of the River Kingdoms, maintained by cunning engineering, an intricate series of locks and gates, and magical spells. Its underwater inhabitants are the descendants of two great aquatic armies once forced to parlay with each other to survive. Merfolk, nagas, sahuagin, tritons, and other aquatic races live in peace alongside one another in Outsea, having shed their racial animosities over centuries of working together to preserve their unusual home.
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The Shackles
镣铐群岛由伽隆德西部的一片土地和周围的岛屿组成。虽然人们对这片区域的早期历史知之甚少,但是现在镣铐群岛已经成为了海盗的避风港。最初被这片有着萨迦瓦与切利亚斯之间贸易来往的区域吸引来进行劫掠的海盗,现在依旧袭击着商船,依靠他们对着岛屿的熟悉和对奇怪的洋流的掌握来躲避惩罚。
劇透 -   :
The Shackles consists of a stretch of land and nearby islands in western Garund. Though little is known of the early history of this region, the Shackles is now a haven for pirates. Originally drawn to the area to prey upon trade between Sargava and Cheliax, the corsairs now raid merchant ships, using their familiarity with the islands and the strange local currents to escape pursuit.
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The Sodden Lands
里尔根和亚玛萨的国土已经被阿班德果之眼所摧毁,那个在奥罗登死后约一个世纪产生的巨飓风。这导致雨浸湿地现在被沼蜍人,蜥蜴人和其他怪物统治着,但是这片区域的古代文明遗址还尚未被全部抹去。拾荒者和宝藏猎人留在了这片土地,勉强的在飓风的阴影下的残破土地上生存着。
劇透 -   :
The nations of Lirgen and Yamasa were destroyed by the Eye of Abendego, the massive hurricane that appeared upon Aroden’s death more than a century ago. The resulting Sodden Lands are now dominated by boggards, lizardfolk, and other monsters, but ruins of the ancient civilizations that once lived in the region have not been completely erased. Scavengers and treasure hunters remain in the region, eking out a living in the scarred and brutal land in the shadow of the hurricane.
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.

离线 星云迷蒙

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气之大师
« 回帖 #4 于: 2017-08-25, 周五 11:12:19 »
那些有能力驾驭气元素的人才是天空真正的主人,翱翔于他人之上,如风般自由。风也是一种保护向的元素,能够组成墙壁,卷走那些渴望鲜血的箭矢和生物。气是一种柔软而几乎无形的怨怒是,但是飓风就比一头奔跑的巨牛更蛮横,闪电可以击沉船只并且毁灭军队。最后,气是一种多谋的元素,可以在茫茫烟雾之下隐藏诡计。
这个部分展示了为寻求掌握高贵的风元素的人而准备新变体,职业能力,和专长。
劇透 -   :
Those with the power to harness elemental air are the true masters of the skies, soaring above everyone else, fleet and free as the wind. The wind is also a protective element, capable of forming walls that whisk away arrows and creatures hungry for blood. Air appears to be a soft, almost insubstantial element, but a hurricane can hit harder than a charging bull, and bolts of lightning can sink ships and lay waste to entire armies. Finally, air is the element of subterfuge, shrouding devious stratagems in disorienting mist and smoke.
This section presents new archetypes, spells, and feats for those who seek to master the noble element of air.

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.
气之法术SPELLS OF AIR
以下是为气之大师们准备的新法术。那些术士/法术的法术也隶属于气元素学派,该学派位于PF RPG APG 142页;元素学派法师位于APG的194-196页。
劇透 -   :
The following new spells are intended for masters of air. The sorcerer/wizard spells below also belong to the air elemental school, which is described on page 142 of the Pathfinder RPG Advanced Player’s Guide; elementalist wizard spell lists are on pages 194–196 of the Advanced Player’s Guide.
【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。)
劇透 -   :
BLAST OF WIND
School evocation [air]; Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 60 ft.
Effect line-shaped blast of hurricane-force wind emanating out
from you to the extreme of the range
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
With a spiraling gesture of your hand and a forceful exhalation, you create a brief but fierce (90 mph) blast of wind. This spell functions as gust of wind, except all creatures within the area are treated as though they were one size category smaller for the purpose of determining how the spell affects them. For every 4 caster levels beyond 7th, creatures in the area are treated as an additional size category smaller (to a maximum of three size categories smaller at 15th level)

【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依你的指挥带你前行。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)。
劇透 -   :
CARRYING WIND
School conjuration [air]; Level druid 3, shaman 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 10 minutes/level
When you cast this spell, a wind spirit envelopes you and carries you with it at your direction. You gain a +10-foot enhancement bonus to your base speed and fly speed while this spell is in effect. If you don’t have a fly speed, you instead gain a fly speed of 10 feet with poor maneuverability. If your caster level is 10th–14th, the enhancement bonus to these speeds is +20 feet (if applicable, your temporary fly speed is 20 feet with average maneuverability). If your caster level is 15th or higher, the enhancement bonus to these speeds is +30 feet (if applicable, your temporary fly speed is 30 feet with average maneuverability).

【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6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。
劇透 -   :
LIGHTNING CONDUCTOR
School transmutation [air]; Level bloodrager 2, druid 3,
magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (a miniature metal rod)
Range personal
Target you
Duration 1 minute/level (D)
You become capable of absorbing electricity with your body. For the duration, you absorb all electricity damage dealt to you until you have stored a total of 18 points of damage. Any excess damage affects you as normally. The energy remains stored until it is expended or the spell expires.
If you have at least 6 points of damage stored, you can expend all the energy stored in you as a swift action, charging your hand or a metal weapon in your hand. As a standard action while your hand is charged, you can make a melee touch attack that doesn’t provoke attacks of opportunity, or you can shoot the energy as a ray with a range of 30 feet. If the attack hits, you deal 1d6 points of electricity damage for every 6 points stored and the energy is expended (any remaining points are wasted). A weapon charged with this energy deals the damage as extra damage the first time you score a hit with the weapon. If your hand or weapon is still charged at the end of your turn, or if the charged weapon leaves your hand before the end of the turn, the energy dissipates harmlessly.
Once you have spent the absorbed energy, or if the absorbed energy dissipates, you can absorb more electricity damage. The maximum amount of damage you can store in your body at a time increases by 6 points for every 2 levels beyond 5th (to a maximum of 60 points of damage at 19th level).
If you are immune to electricity or have any amount of electricity resistance, you cannot absorb or expend energy with this spell.
【咒法】(治疗)复苏之风[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点时的瞬间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。
劇透 -   :
SECOND WIND
School conjuration (healing) [air]; Level antipaladin 3, cleric 3,
inquisitor 3, paladin 3, ranger 3
Casting Time 1 swift action or immediate action; see text
Components V
Range personal
Target you
Duration instantaneous
You can cast this spell only when you have fewer than onequarter of your total hit points. With a gasping utterance, you summon invigorating air to fill your lungs. You heal 2d8 points of damage + 1 point per caster level (maximum +10). You can cast this spell either as a swift action on your turn or as an immediate action when you are brought to below 0 hit points. If you do not breathe, you can’t benefit from this spell.

【咒法】(创造)迷雾之墙[气]

环位:魔战士3,术士/法师3,萨满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。这个墙是直的,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。
劇透 -   :
WALL OF MIST
School conjuration (creation) [air]; Level magus 3, shaman 3,
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect wall of thin fog 10 ft. long/level or dense fog 5 ft. long/
level; either form 20 ft. high
Duration 1 minute/level
Saving Throw none; Spell Resistance no
With a whispered incantation, you conjure a stationary vertical wall of misty vapor. The wall is straight, is 1 foot thick, and has a length up to 10 feet per caster level. The wall obscures vision, granting concealment (20% miss chance) against creatures on the other side of the wall. A creature that shares a square with the wall counts as being on neither side of the wall and neither benefits nor suffers from the concealment.
Alternatively, you can create a wall with increased density, but doing so reduces the maximum length of the wall to 5 feet per caster level.
In addition to granting concealment, this denser wall also hinders movement. Any creature moving into or attempting to pass through the wall must succeed at a DC 15 Strength check or be entangled (and unable to move) until the start of its next turn. A creature that starts its turn in the wall can freely move within it or move out of the wall in either direction.
Only a severe or stronger wind (31+ mph) disperses the wall, and it does so in 1 round.

气之域
从风化的沙漠到迷雾缭绕的山顶,气元素几乎在格拉里昂的每一个角落都存在。下列列出几个与气元素连接紧密的地区作为例子,并且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 -   :
The element of air is present nearly everywhere on Golarion, from windswept deserts to mist-shrouded mountaintops. The following are examples of regions closely connected to the element of air, and each section contains a new feat intended for characters traveling to or originating from that region.
世界之冠Crown of the World
暴雪和风暴在世界之冠非常常见,这是格拉利昂冰封的北部大陆。大部分区域,特别是格拉利昂北极附近的区域,都是冻土或覆盖着冰川,几乎没有地方给旅客躲避寒冷而刺骨的风。尽管如此,在这寒冷中依旧诞生了不少文明,比如雪咒精灵和Erutaki人。许多商人和冒险者为了从天夏来到阿维斯坦和vice versa,也选择挨过北极的风暴。
劇透 -   :
Blizzards and storms are common in the Crown of the World, Golarion’s frozen northern continent. Much of the continent, particularly the region surrounding Golarion’s north pole, is frozen tundra or covered in glacial ice, and there is little to shelter travelers against the cold, biting wind. Nonetheless, many cultures thrive on the cold continent, such as the snowcaster elves and the Erutaki humans. Many merchants and explorers also weather the arctic storms in order to travel from Tian Xia to Avistan and vice versa.
苔原疾行Tundra Stride
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.

卡塔佩什Katapesh
卡塔佩什的峡谷,沙漠和群山是不少与风相关的奇怪现象之源。在奈克斯边境附近,有一股全年肆虐的巨大沙尘暴,有时候飞沙的强度甚至可以让未经保护的皮肤剥落。在卡塔佩什西部的阻碍之墙群山处,有一股叫做染笛的巨大峡谷,里面有着不少被风侵蚀的石柱。这使当风吹过的时候,会创造出绝美的音乐。这种独特现象吸引了气元素,吟游诗人和风巨灵。
劇透 -   :
The canyons, deserts, and mountains of Katapesh are home to many strange wind-related phenomena. Near the border with Nex, a vast sandstorm rages throughout the year, sometimes reaching intensities capable of peeling skin from those unprotected from the flying sand. Within the Barrier Wall mountains in western Katapesh, a great canyon called the Painted Flutes contains wind-carved pillars that create hauntingly beautiful piping music when the wind blows around them. This unique feature attracts air elementals, bards, and jann.
风之歌Wind Song
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Mindspin Mountains
暴露在狂风中的魂皮山脉位于阿维斯坦西部,绵延了600英里,直至瓦瑞西亚东部的斯托瓦尔平原,几乎到达了马纳多山脉。甚至,它们还成为了许多国家间的天然屏障。一些献身于哥兹莱,并被称为风暴观察者的先知来到了这里研究狂风,同时坚信他们的行为有助于预测未来。因为这神圣意义,这些风暴观测者会在每当游客尝试用魔法改变天气的时候加以干预。
劇透 -   :
The windswept Mindspin Mountains in western Avistan stretch more than 600 miles south from the Storval Plateau in eastern Varisia, nearly reaching the Menador Mountains, and as such, they form a natural barrier between many nations. A group of seers devoted to Gozreh known as the Windwatchers study wind patterns in the mountains, believing their observations can be used to divine the future. Because of this sacred significance, the Windwatchers intervene whenever travelers in the mountains use magic to manipulate weather.
群山之眼Mountain Eyes
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Niswan
季风席卷着尼斯旺那繁华的港口城市,也就是不可能王国扎摩誄的首都。这是一个多层次的大都市,其中的宝塔,旌旗,以及众多献给数百位乌荼罗神祗的神龛,神像,寺庙。作为尼斯旺的三大完美学院之一,无拘之风修道院以其通过秘法训练武僧而著名,这些秘法让那些武僧可以如同狂风般移动并且像巨灵一样战斗。
劇透 -   :
Ocean winds sweep over the bustling port city of Niswan, the capital of the Impossible Kingdom of Jalmeray. The manytiered metropolis is known for its pagodas, silk banners, and numerous shrines, statues, and temples dedicated to the hundreds of Vudrani deities. One of Niswan’s three prestigious Houses of Perfection, the Monastery of Unfolding Wind, is famous for training its monks in secret techniques that allow them to move like the wind and to fight like djinn.
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 #5 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的秘密。
以太元素学派AETHER ELEMENTAL SCHOOL
以太是出现在接触灵界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FOCUSED ARCANE SCHOOL
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对立学派,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 -   :
ice school
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。选择你占据方格的一边,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。
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magma school
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,并且目盲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。
PFS勘误 泥浆飞弹可以通过DC=10+1/2法师等级+智力调整值的反射检定来避免目盲,但是依旧要受到伤害。
劇透 -   :
mud school
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 -   :
smoke school
Associated Schools: Air, fire.
Replacement Powers: The following school powers replacethe 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.

离线 星云迷蒙

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元素之力的操纵者WIELDERS OF ELEMENTAL POWER
« 回帖 #6 于: 2017-08-25, 周五 18:35:36 »
这个部分提供拓展操念使支配元素的新方式,其中涉及到的虚空元素和木元素出自玩家伴侣:异能起源和核心规则极限荒野。
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This section presents new options to expand a kineticist’s elemental mastery. Several refer to the void and wood elements presented in Pathfinder Player Companion: Occult Origins and Pathfinder RPG Ultimate Wilderness.

精通元素法术反制Improved Elemental Counterspell
你可以向念袭中注入足以来撕碎元素法术的毁灭性元素能量。
先决条件:掌握两种来自不同元素的念袭,元素扩展职业能力,念袭职业能力。
专长效果:如果目标法术有以下描述符:气、寒冷、黑暗、土、电击、火、力场、光亮或水,你就可以通过准备动作使用念袭来反制环位相同或较低的任何法术。
通常状况:准备的念袭只能反制相同描述符的法术。
劇透 -   :
Improved Elemental Counterspell
You can charge your kinetic blast with disruptive elemental energy that tears apart elemental spells.
Prerequisites: Two basic blast wild talents from two different elements, expanded element class feature, kinetic blast class feature.
Benefit: You can use a readied kinetic blast to counterspell any spell of equal or lower level, provided that the target spell has any of the following descriptors: air, cold, darkness, earth, electricity, fire, force, light, or water.
Normal: A readied kinetic blast can be used to counterspell spells that share its descriptor.


移动凝聚Mobile Gathering
你可以在缓慢移动中进行念力凝聚。
先决条件:操念使7级,念袭职业能力。
专长效果:当以移动动作进行念力凝聚时,你可以移动你基础速度的一半距离。当花费1整轮进行念力凝聚时,你可以在该轮中以半速移动。此移动会引发借机攻击,并且你不能通过特技检定或其他能力来避免引起借机,同时你正专注于进行念力凝聚(也不能使用特技进行平衡,跳跃或任何需要技能检定的行为)。在使用此专长时念力凝聚的专注会变的更难;假如你在念力凝聚期间或念力凝聚后释放念袭前(包括移动引起的借机攻击)受到伤害,避免念力凝聚失败的专注检定DC会提高两倍念袭有效环位的数值。
劇透 -   :
Mobile Gathering
You can gather elemental energy while walking slowly.
Prerequisites: Kineticist level 7th, kinetic blast class feature.
Benefit: While taking a move action to gather power, you can move up to half your base speed, and while taking 1 full round to gather power, you can move up to half your speed on the turn you begin the full round of gathering power. This movement provokes attacks of opportunity, and you can’t use Acrobatics checks or other abilities to attempt to negate them, as you’re concentrating on gathering power (nor can you use Acrobatics to balance, jump, or do anything else that requires a skill check). It’s harder to concentrate on gathering power while using this feat; if you take damage during or after gathering power and before using a kinetic blast that releases it (including from an attack of opportunity provoked by the movement), the concentration check DC to avoid losing the gathered power increases by twice the blast’s effective spell level.


注能INFUSIONS
下文为操念使能力增添新技巧。
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The following add new tricks to a kineticist’s repertoire.

抑光注能(DAMPENING INFUSION)
元素:虚空;类别:性质注能;等级:1;超载:1
关联念袭类别:负能,虚无力
豁免:意志,通过则无效
你的念袭缠绕着黑暗,让你的敌人难以视物。在其他方面如同炫目注能。
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DAMPENING INFUSION
Element void; Type substance infusion; Level 1; Burn 1
Associated Blasts negative, void
Saving Throw Will negates
Your kinetic blast swirls with darkness, making it harder for your foes to see. This otherwise functions as dazzling infusion.


炫目注能(DAZZLING INFUSION)
元素:火或木;类别:性质注能;等级:1;超载:1
关联念袭类别:蓝炎击,火冲,太阳风,正能量,藤花乱舞
豁免:意志,通过则无效
你的念袭闪耀着亮光,让你的敌人难以视物。假如你的念袭命中敌人(并且克服了可能存在的SR),该敌人必须通过一次意志检定否则目眩1分钟,无论此念袭是否造成了伤害。你可以选择降低念袭一半伤害来提高此DC 2点。
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DAZZLING INFUSION
Element fire or wood; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, plasma, positive, verdant
Saving Throw Will negates
Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.



注能武器(ENERGIZE WEAPON )
元素:气,火,虚空或水;类别:塑形注能;等级:1;超载:1
关联念袭类别:蓝炎击,霜打,电刺,火冲,负能
豁免:无
选择你手中的一件人造武器(不能是徒手打击或天生武器);假如该武器是一件双头武器,你必须选择其中一头获得效果。作为攻击动作或全力攻击的一部分,你向该武器中注入你的元素能量,为该武器在你下轮开始前的每次攻击提供额外伤害。你使用该武器的攻击额外造成1d6对应元素的伤害。在7级及之后每6级,此额外伤害提高1d6。蓝炎击念袭会提供两倍额外伤害。额外伤害的类型与对应念袭的伤害类型相同。此额外伤害忽略法术抗力并且不受任何影响念袭伤害的调整(比如你的体质调整值)。
劇透 -   :
ENERGIZE WEAPON
Element air, fire, void, or water; Type form infusion; Level 1; Burn 1
Associated Blasts blue flame, cold, electric, fire, negative
Saving Throw none
Choose a manufactured weapon in your hand (not an unarmed strike or natural attack); if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points. Blue flame blasts deal double this additional damage. The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage (such as your Constitution modifier).

渗透注能(PENETRATING INFUSION)
元素:气,火或水;类别:性质注能;等级:2;超载:2
关联念袭类别:蓝炎击,霜打,电刺,火冲
豁免:无
你念袭的强度足够让你击破敌人的抗力。在决定你念袭伤害时,敌人的寒冷,电击或火焰抗力视为低5点;此效果不会与枯萎之炎叠加。你可以提高此注能的超载进一步降低敌人的抗力,每超载1点降低5点抗力。此注能对免疫能量伤害的生物无效。
劇透 -   :
PENETRATING INFUSION
Element air, fire, or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blue flame, cold, electric, fire
Saving Throw none
The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s cold, electricity, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame. You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity.


纺锤(SPINDLE)
元素:通用;类别:塑形注能;等级:2;超载:2
关联念袭类别:任何
豁免:反射,通过则无效(见下文)
你向最远30ft处投掷一团5ft宽10长的纺锤形元素物质或能量(对于念动的情况是附近的未固定物体)。对两个相邻5ft方格内的所有生物或物品造成伤害,除非目标通过一次反射豁免检定。由纺锤注能增强的能量性质念袭会对每个目标造成正常伤害,不过物理性质念袭则会造成一半伤害。该豁免DC基于敏捷。
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SPINDLE
Element universal; Type form infusion; Level 2; Burn 2
Associated Blasts any
Saving Throw Reflex negates (see text)
You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy (or nearby unattended objects in the case of telekineticists) up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based.


丧胆注能(UNNERVING INFUSION)
元素:虚空;类别:性质注能;等级:3;超载:2
关联念袭类别:负能,虚无力
豁免:意志,通过则无效
你的念袭将湮灭的恐惧传递给敌人。每当受此注能增强的念袭对敌人造成负能量伤害时,目标会战力1轮。此战栗状态不会与自身叠加。
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UNNERVING INFUSION
Element void; Type substance infusion; Level 3; Burn 2
Associated Blasts negative, void
Saving Throw Will negates
Your kinetic blast sends the fear of oblivion into your foes. Whenever an infused blast deals negative energy damage to a living foe, it is shaken for 1 round. This shaken condition doesn’t stack with itself.


吸血注能(VAMPIRIC INFUSION)
元素:虚空;类别:性质注能;等级:5;超载:3
前置:虚空医者
关联念袭类别:负能,虚无力
豁免:无
你的念袭可以吸取敌人的生命力来恢复你自己。当你的念袭命中(或敌人在无需攻击骰的念袭中豁免失败),你可以承受超载并对自己使用虚空医者;此行动无需动作。以这种方式使用虚空医者通用原力会有效治疗你即使你是活物。
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VAMPIRIC INFUSION
Element void; Type substance infusion; Level 5; Burn 3
Prerequisite void healer
Associated Blasts negative, void
Saving Throw none
Your kinetic blast can drain your foes’ vitality to replenish your own. If your blast hits (or the enemy fails its saving throw against a blast without an attack roll), you can activate the void healer utility wild talent on yourself by accepting its burn cost; you don’t need to take an action to do so. The void healer utility wild talent heals you when used in this way even if you are a living creature.


通用原力UTILITY WILD TALENTS
以下新通用原力让操念使可以充分利用磁力或立起一根元素物质形成的柱子。
劇透 -   :
The following new utility wild talents allow a kineticist to use magnetism advantageously or raise a pillar of elemental matter.

磁力(MAGNETISM)
元素:气或土;类别:通用(Sp);等级:3;超载:0
前置:磁化注能
豁免:无;法术抗力:可
你可以通过磁力推开或拉近金属物质。此能力如同念动战技,但你只能使用冲撞和拖拽战技,并且目标只能是金属物品或生物。加入你对被持有的金属物品使用此能力,你必须正常通过该生物的cmd,并且若目标正拿着该物品,那么他必须松手丢弃该物品否则此能力会冲撞或拖拽该生物。
劇透 -   :
MAGNETISM
Element air or earth; Type utility (Sp); Level 3; Burn 0
Prerequisite magnetic infusion
Saving Throw none; Spell Resistance yes
You can push and pull metal objects using magnetism. This functions as telekinetic maneuvers but you can make only bull rush and dragAPG combat maneuvers, and can do so only against metal objects or creatures. If you use this ability on an attended metal object, you must exceed the creature’s CMD as normal, and if it’s holding the object, it must drop it or this ability pushes or pulls the creature.


高等磁力(MAGNETISM, GREATER)
元素:气或土;类别:通用(Sp);等级:9;超载:0
前置:磁化注能,磁力
豁免:无;法术抗力:否
你可以强大得无法逃脱的磁力来击退或吸引金属物体。此能力如同驱离金石,除了只能作用于金属物品,你也可以把物体拉向你而不是把它们推开。此效果持续1轮,而效果的拉动作用无法将物体拖到空中,除非它们已经浮空。你能够承受1点超载来将持续时间增加至每等级1轮。
劇透 -   :
MAGNETISM, GREATER
Element air or earth; Type utility (Sp); Level 9; Burn 0
Prerequisites magnetic infusion, magnetism
Saving Throw none; Spell Resistance no
You can repel or attract metal objects in a vast line with a magnetism so strong that there is no hope of escaping. This functions as repel metal or stone, except only for metal objects, and you can also pull the objects toward you instead of pushing them away. The effect lasts for 1 round, and the pulling version of the effect can’t pull objects into the air unless they are already airborne. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you have


升柱(PILLAR)
元素:土,水或木;类别:通用(Sp);等级:3;超载:0
前置:念力掩体
你创造出一根5 ftx 5 ft的冰柱,泥柱,或是缠绕根径,其高度可达15 ft。这会花费一个整轮,在此期间受影响区域内的地面会显著地震动,但只有在该轮结束时才会出现上升。除非受影响所有的生物都自愿,否则你不能在任何生物占据或临近的区域创造柱子,如果一个不自愿的生物在柱子升起前移动到该区域,它可以干扰和阻止柱子升起。当柱子在存在自愿生物或物品的升起时,受影响区域内的自愿生物和物体都会随柱子升起。
柱子不能用来碾压天花板上的生物或物体;如果空间不足够容纳柱子及在上面的任何生物或物体,柱子只会升高到最大可能的高度。你不能在一个大的或大的生物下方升起一个柱子。
柱子的拥有ac 4、0硬度和3点生命值每操念使等级。在支柱的粗糙边缘上攀爬需要通过DC 15的攀爬检定。当柱子被摧毁,或当你创造了一根新的柱子,或经过等于你体质调整值的轮数(最小1轮)后,柱子就会坍塌,融化,或者枯萎,然后轻轻地把上的任何东西放回地面。
劇透 -   :
PILLAR
Element earth, water, or wood; Type utility (Sp); Level 3; Burn 0
Prerequisite kinetic cover
You create a 5-foot-by-5-foot pillar of ice, packed dirt, or tangled roots with a height of up to 15 feet. This takes 1 full round, during which time the ground within the affected area rumbles conspicuously, but it rises only at the end of the round. You can’t create a pillar in an area occupied by or adjacent to any creatures unless all such creatures are willing, and if an unwilling creature moves into the area before the pillar finishes rising, it can disrupt and foil the pillar. As the pillar springs into existence, willing creatures and objects within the affected area are lifted with it.
The pillar can’t be used to crush creatures or objects against the ceiling; if insufficient room is available for the pillar and any creatures or objects on it, the pillar reaches only the maximum possible height. You can’t create a pillar under a Large or larger creature.
The pillar has AC 4, hardness 0, and 3 hit points per kineticist level. Scaling the pillar’s rough edges requires a successful DC 15 Climb check. When destroyed, when you create a new pillar, or when a number of rounds equal to your Constitution bonus (minimum 1) have elapsed, the pillar crumbles, melts, or withers away, gently lowering anything on it back to the ground.

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元素扩增
« 回帖 #7 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。尽管曾经只是对元素力的一种普通的奉献,但现在元素扩展是一种只有少数专家才了解的艺术。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伤害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ELEMENTAL AUGMENTATIONS
以下是常见的元素扩增
火眼金睛
价格 42000GP
槽位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调整过一样。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,那么就无法使用这个能力。受术者的眼睛会像蜡烛一样发光;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。
劇透 -   :
BLAZING EYES PRICE
42,000 GP
SLOT none CL 13th WEIGHT —
AURA strong transmutation
The recipient’s eyes are blazing orbs of fire. The recipient can cast spells with the fire descriptor as if they were modified by the Silent Spell and Still Spell feats. This does not increase their level or casting time. The recipient cannot use this ability if she is blinded or if her eyes are closed. The recipient’s eyes shed light like a candle; this light cannot be concealed unless the recipient closes or covers her eyes. The recipient cannot benefit from darkvision from any source, even a racial trait or class feature.
This elemental augmentation cannot be applied to a creature without eyes
CONSTRUCTION REQUIREMENTS COST 21,000 GP
Craft Wondrous Item, Silent Spell, Still Spell, faerie fire or scorching
ray, creator must have 13 ranks in Knowledge (planes)

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。
劇透 -   :
BLAZING HAND PRICE
16,000 GP
SLOT none CL 10th WEIGHT —
AURA moderate evocation
The recipient’s arm and hand burn with an unquenchable flame. The recipient deals 1d6 points of fire damage with unarmed attacks made with the blazing hand (and, if the recipient has one, with any claw attack made with this hand). The recipient deals 2d6 points of fire damage per round to any creature she grapples. The blazing hand sheds light like a torch. If the hand remains in contact with a flammable object for 1 full round, it deals 1d6 points of fire damage to the object.
The recipient must have an arm (or armlike appendage) to receive this elemental augmentation.
CONSTRUCTION REQUIREMENTS COST 8,000 GP
Craft Wondrous Item, fireball or flame strike, creator must have
10 ranks in Knowledge (planes)

霜骨冰骸
价格 85000GP
槽位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。
劇透 -   :
HOARFROST BONES PRICE
85,000 GP
SLOT none CL 13th WEIGHT —
AURA strong transmutation
The recipient’s bones are frozen with elemental rime. She gains fast healing 1 in cold weather (below 40° Fahrenheit) or when submerged at least knee deep in water, and she gains a +1 bonus to her caster level when casting spells with the cold descriptor
The recipient cannot heal naturally, regardless of the surrounding climate, other than the fast healing provided by the hoarfrost bones, although she can still benefit from magical healing as normal. Additionally, the recipient gains vulnerability to sonic damage
The recipient must have a skeletal structure to receive this elemental augmentation.
CONSTRUCTION REQUIREMENTS COST 42,500 GP
Craft Wondrous Item, ice bodyUM, simulacrum, creator must have 13 ranks in Knowledge (planes)

快银之血
价格 62000GP
槽位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受这个元素扩增。
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。
劇透 -   :
QUICKSILVER BLOOD PRICE
62,000 GP
SLOT none CL 9th WEIGHT —
AURA moderate transmutation
The recipient’s blood is infused with liquid metal that is magically bound to the recipient’s system. When the recipient bleeds, the metal clings to itself and turns a bright silver color. The recipient automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain. The recipient is considered a ferrous creature for the purposes of spells and effects such as rusting grasp and a rust monster’s attack.
This elemental augmentation cannot be applied to a creature without blood.
CONSTRUCTION REQUIREMENTS COST 31,000 GP Craft Wondrous Item, adhesive bloodACG, lesser restoration, creator must have 9 ranks in Knowledge (planes)

燃烧之血
价格 8000GP
槽位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。
劇透 -   :
SMOLDERING BLOOD PRICE
8,000 GP
SLOT none CL 7th WEIGHT —
AURA moderate abjuration
The recipient’s blood is infused with elemental fire. Anyone within 5 feet of the recipient who strikes him with a piercing or slashing weapon takes 1d6 points of fire damage from the recipient’s molten blood. The recipient suffers no harm from hot and cold environments as per endure elements, but he takes a –4 penalty on saving throws against effects that cause fatigue or exhaustion
This elemental augmentation cannot be applied to a creature without blood.
CONSTRUCTION REQUIREMENTS COST 4,000 GP
Craft Wondrous Item, endure elements, fire shield, creator must
have 7 ranks in Knowledge (planes)

蒸汽肺部 
价格 10800GP
槽位CL 7 重量
灵光 中等咒法系
受术者的肺部会附加了几个含有气元素的小袋子,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。
劇透 -   :
VAPOROUS LUNGS PRICE
10,800 GP
SLOT none CL 7th WEIGHT —
AURA moderate abjuration
The recipient’s lungs are imbued with tiny pockets that contain elemental air, and his mouth and nose constantly leak thin trails of mist or smoke. Once per day as a standard action, the user can inhale all nonmagical cloud and fog effects within a 20-foot radius, negating their effects. Mundane clouds and fogs in this area are automatically removed when the user inhales. Although prevailing weather conditions may refill the area over time, they rarely do so immediately. The recipient also removes any magical cloud or fog spells in the area, so long as the spell’s entire area is within 20 feet of the recipient, though he must succeed at a dispel check (and thus roll 1d20+7) against each spell (DC = 11 + the caster level of the spell). Any cloud or fog effect that provides a penalty or deals damage (such as acid fog) does not harm the recipient when inhaled. The effect’s normal duration continues while it is inhaled, and if the duration of the effect expires while inhaled, the effect dissipates inside the recipient’s lungs.
The recipient must hold his breath to contain the inhaled vapors. Inhaled vapors are expelled, centered on the recipient, when the recipient can no longer hold his breath, when he ceases holding his breath as a free action, or when the effect of vaporous lungs is suppressed or dispelled.
This elemental augmentation cannot be applied to a creature
that does not breathe.
CONSTRUCTION REQUIREMENTS COST 5,400 GP
Craft Wondrous Item, gust of wind, creator must have 7 ranks in
Knowledge (planes)

涡流之胃
价格 19000 Gp
槽位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立方英尺的无主物品。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。受术者的胃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。
制造奇物 价格 9500GP
制造奇物,水牢法球APG,锁物术,制造者在知识(位面)上有7个技能等级。
劇透 -   :
WHIRLPOOL MAW PRICE
19,000 GP
SLOT none CL 7th WEIGHT —
AURA moderate conjuration
The user’s mouth and throat are linked to an extradimensional whirlpool of water. As a full-round action, the user can swallow an adjacent unattended object up to 10 cubic feet in size. The swallowed object causes no damage to the user and has no weight; while it is swallowed, the object is stored within a nondimensional space similar to that of a bag of holding. The user can spend a full-round action to retrieve the object, which is unharmed except for being waterlogged. The recipient can store only one item at a time in his maw. If the whirlpool maw’s effect is suppressed or dispelled, the stored item appears instantly. The recipient constantly dribbles water when his mouth is open and halves the duration he can normally hold his breath.
This elemental augmentation cannot be applied to a creature without a mouth
CONSTRUCTION REQUIREMENTS COST 9,500 GP
Craft Wondrous Item, aqueous orbAPG, shrink item, creator must
have 7 ranks in Knowledge (planes)

离线 星云迷蒙

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束缚巨灵
« 回帖 #8 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。
劇透 -   :
Especially powerful conjurers compel genies into service as  often as they pay them fairly in treasures or favors.
巨灵束缚者(进阶职业)GENIE BINDER (PRESTIGE CLASS)
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。
劇透 -   :
While genies chafe at being bound and bottled, they respect power—especially masters of the art of genie binding. The greatest of these conjurers was Sulesh the Great, a Keleshite spellcaster who refined the art of genie seals; his students continue to perfect his methods
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:巨灵束缚者的本职技能(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
等级 BAB 强韧 反射 意志 特殊能力
1
 +0 
+0
 
+1
 
+0
 束缚池,元素封印(气之封印),巨灵大师
2
 +0 
+0
 
+1
 
+0
 +1现有施法者等级,元素封印(土之封印),巨灵召唤者
3
 +1 
+1
 
+2
 
+1
 元素封印(火之封印),额外封印1
4
 +1 
+1
 
+2
 
+1
 +1现有施法者等级,元素封印(水之封印)
5
 +1 
+1
 
+3
 
+1
 +1现有施法者等级,额外封印2,无尽封印
PFS勘误 2级的反射强韧豁免应为1 5级的反射强韧豁免应为2
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等级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巨灵束缚者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(召唤怪物7)。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。
劇透 -   :
Requirements
To qualify to become a genie binder, a character must fulfill the following criteria.
Alignment: Any nongood.
Feats: Persuasive, Spell Focus (conjuration).
Skills: Diplomacy 4 ranks, Knowledge (nobility) 4 ranks, Knowledge (planes) 11 ranks.
Special: Able to cast either planar ally or planar binding, or able to cast summon monster VI as a spell-like ability
Class Skills
The genie binder’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
Class Features
The following are class features of the genie binder prestige class.
prestige class.
Weapon and Armor Proficiency: A genie binder gains no additional weapon or armor proficiencies.
Binding Pool (Su): Using a combination of blackmail, contracts, magical finesse, and negotiation, a genie binder can command genies and channel their magic. A genie binder has a binding pool equal to twice her genie binder class level, and the pool recharges each day, typically after she gets a restful night’s sleep. As a free action before attempting a Charisma check or Charisma-based skill check to interact with a genie, the genie binder can expend 1 point from her binding pool to add 1d6 to the result.
Elemental Seal (Sp): By expending 1 point from her binding pool, a genie binder can touch a creature or solid surface to create a powerful rune known as an elemental seal. At 1st level, a genie binder can create a seal of air. At 2nd, 3rd, and 4th levels, she learns how to create seals of earth, fire, and water, respectively. Creating an elemental seal requires a standard action, and placing it on an unwilling target requires a successful melee touch attack. An elemental seal is a writing-based magical effect whose caster level is equal to the genie binder’s character level, and any associated saving throw is equal to 10 + the genie binder’s class level + the genie binder’s Charisma modifier.
At 1st level, a genie binder can maintain only one elemental seal at a time. If she creates another seal beyond that limit, she chooses one of her seals to end immediately. Otherwise, an elemental seal lasts for 24 hours, and a genie binder can expend 1 point from her binding pool each day to extend the duration of an existing seal by 24 hours.
An elemental seal has a different effect depending on whether it’s placed on a genie, a non-genie creature, or a solid surface. If a genie binder places an elemental seal on a genie with a matching subtype (such as a seal of air on a djinni), the genie must succeed at a Will save or be affected by charm monster as long as the seal lasts.
If a genie binder places an elemental seal on a nongenie creature, that creature gains several constant benefits, including resistance 10 to one energy type based on the seal’s element. A seal of air grants electricity resistance and feather fall. A seal of earth grants acid resistance and barkskin. A seal of fire grants fire resistance and causes one weapon the creature wields to gain the flaming weapon special ability. A seal of water grants cold resistance, freedom of movement, and water breathing. At 5th level, the granted energy resistance increases to 20.
When placed on a solid surface, an elemental seal functions as a glyph of warding. The seal can duplicate only the effects of a blast glyph and deals a specific type of damage based on the seal: acid (seal of earth), cold (seal of water), electricity (seal of air), or fire (seal of fire).
Genie Mastery (Su): At 1st level, a genie binder must decide whether to bind a genie minion or pursue spellcasting power.Once this decision is made, it can’t be changed. If she selectsa genie minion, she gains an eidolon with the genie subtype, treating her genie binder level as her effective summoner level; her genie binder levels stack with any summoner levels she has for this purpose, but only for an eidolon with the genie subtype. If she selects spellcasting, she gains the benefits of her aligned spellcasting class feature (see below) at 3rd level, in addition to the other indicated levels.
Spells per Day: At the indicated levels, a genie binder gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a genie binder, she must decide to which class she adds the new level for the purposes of determining spells per day.
Genie Summoner (Su): At 2nd level, a genie binder adds several types of genie to the creatures she can summon using the indicated summon monster spells: djinni (summon monster V), efreeti or shaitan (summon monster VI), or marid (summon monster VII). Each time she summons a genie in this way, she must expend 1 point from her binding pool, and summoned genies cannot cast wish
Extra Seal (Su): At 3rd level, a geniebinder can maintain up to two elemental seals at a time. At 5th level, she can maintain up to three elemental seals.
Unstoppable Seal (Su): At 5th level, when placing an elemental seal on a genie, the genie binder can expend 1 point from her binding pool to increase the saving throw DC to resist the effect by 2.


巨灵幻灵(幻灵亚种)GENIE EIDOLON(EIDOLON SUBTYPE)
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。
劇透 -   :
Genies are elemental beings that take humanoid forms, and genie eidolons often vacillate between humble kowtowing and biting observations about the summoner’s foibles that make the eidolon look superior. The following rules are designed for the unchained summoner—see Pathfinder RPG Pathfinder Unchained for more details on this optional variant of the summoner class
引用
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。
劇透 -   :
Alignment: Chaotic good, chaotic neutral, lawful evil, lawful neutral, or neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Base Evolutions: At 1st level, genie eidolons gain the 4-point weapon training evolution as well as the resistance evolution for any one energy type.
At 4th level, genie eidolons gain the ability to grow in size twice per day as a full-round action. This grants them the large evolution for 1 round per Hit Die they have, increases the size of their equipment for the duration, and does not stack with other size-changing effects. Genie eidolons who later purchase the large evolution lose this ability, but they add 1 point to their evolution pools.
At 8th level, genie eidolons gain either the flight evolution (using magic) with a speed equal to their base speed; the burrow evolution; or the gills evolution, plus the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet.
At 12th level, genie eidolons lose the resistance evolution gained at 1st level and instead gain the immunity evolution to the selected energy type. They can also cast plane shift as a spell-like ability once per day (CL 12th), but only to transport willing targets to the Astral Plane, Elemental Planes, or Material Plane.
At 16th level, once per day as a standard action, genie eidolons can cast cleanseAPG or greater evolution surgeAPG (CL 16th) on themselves as a spell-like ability, but only in response to their masters’ spoken wish (such as “I wish you were stronger”). The master can make such a wish as a free action.
At 20th level, genie eidolons gain the 20th-level base evolutions of an elemental eidolon of any one element.

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元素平衡
« 回帖 #9 于: 2017-08-25, 周五 18:37:52 »
先知是与超自然力量联系的纽带,其中就包括四个经典元素。然而一个先知往往只会专门引导单个元素,但偶尔也会出现同时作为四大元素混合的容器的存在。这些先知往往就是拥有元素先知秘示域。
劇透 -   :
Oracles are legendary for their association with otherworldly forces, including the four classical elements. While an oracle typically channels only a single element, occasionally one arises that acts as a vessel for all four elements in concert. Such oracles often draw upon the elemental oracle mystery.

元素(先知秘示域)ELEMENTAL (ORACLE MYSTERY)

元素先知从元素间的平衡与混合中汲取力量。
劇透 -   :
Elemental oracles gain their powers from forces that balance or blend elements together.
神祇:元素领主,哥兹莱,内西斯,山积

本职技能:一个元素秘示域的先知增加特技,攀爬,隐匿还有游泳在她的本职列表。

奖励法术忍受环境(2级),抵抗能量(4级),元素光环APG(6级),元素形态1(8级),元素形态2(10级),元素形态3(12级),元素形态4(14级),创造半位面(16级),元素集群(18级)
劇透 -   :
Deities: Elemental Lords, Gozreh, Nethys, Yamatsumi.
Class Skills: An oracle with the elemental mystery adds Acrobatics, Climb, Stealth, and Swim to her list of class skills.
Bonus Spells: Endure elements (2nd), resist energy (4th), elemental auraAPG (6th), elemental body I (8th), elemental body II (10th), elemental body III (12th), elemental body IV (14th), create demiplaneUM (16th), elemental swarm (18th).

启示:一个元素秘示域的先知可以选择下列启示之一。
引用
流转水舞(EX):在战场上舞动着的你用优雅与流水的力量摔绊着敌人或是利用气与水组成力量冲撞他们。当你成功通过一个特技检定来通过敌人占据的空间时,你可以在直到你下回合开始之前对这个敌人的摔绊检定上获得1/2先知等级(最小为1)的表现加值。在11级,你获得旋风攻击作为奖励专长,并且你可以把旋风攻击造成的攻击替换为冲撞战技检定,你在旋风攻击时,不可以和敌人一起移动。
沙漠幻影(SU):在敌人眼中,气和火包裹着你并且让你的攻击附带致命高温。你可以用一个迅捷动作来让高温空气环绕着你,让你获得隐蔽(如同朦胧术)。在7级时当你使用这个能力时,你可以让你的攻击额外造成2点火焰伤害。你每天可以使用这个能力每先知等级1分钟,时间不需要连续,但是至少1分钟。
你需要3级才能选择该启示。
元素庇护(SU):当你获得该启示时,选择一个元素:气,土,火,水。你可以创造一个由你选择的元素防护罩授予你在AC上拥有+4护甲加值(这个体现为你身体外的固体风墙,岩石覆盖着皮肤,诸如此类)在7级和之后每4级,护甲AC额外提高2点。你每天可以使用这个护甲每先知等级1小时。这个时间不需要连续,但是至少一次一小时。在13级时,你会根据你选择的元素获得额外的好处。如果你选择气,你可以在反射豁免上获得2点加值。如果选择土,在CMD上获得2点加值。如果选择火,你会获得2点火焰抗力(和其他火焰抗力叠加)。如果选择水,在游泳检定上获得+4加值。
元素盟友(SU):当你寻求帮助的时候,与你联系着的基础元素会清楚听到你的呼唤。当使用召唤怪物来召唤气,土,火,水亚种的元素时,你可以标准动作施展这个法术,而不是一轮。你每天可以使用这个能力等同于你先知等级的次数。
你必须7级才能选择这个启示。
元素导能(SU):你的治疗或者伤害可以影响元素生物。你获得元素导能(你选择气,土,火,水)作为奖励专长。你获得牧师的引导能量职业能力,用你的先知等级作为牧师等级计算,但是只能用来元素导能。效果DC为10+1/2先知等级+你的魅力调整值。在5级,10级,15级捏都可以额外选择一项剩余元素亚种的元素导能作为奖励专长。你可以为这个能力使用其他专长,比如精通导能,但是这个专长不能调整这个能力,比如阵营导能。这个启示与其他获得引导能量的职业能力不叠加。
元素抗力(EX):元素位面的力量保护着你的肉体免受敌对能量的伤害。你获得2点酸液,寒冷,闪电和火焰抗力(这个抗力和其他任何类型的抗力叠加)。这个抗力在7级提升为5,11级提升为10,并且在17级提升为20。
流动步伐(EX或SU):火的饥渴与水的流动授予你敏捷与优雅,并且你可以优雅的完成惊险的步伐。你的基础移动速度增加10尺,在7级时,当你使用这个能力时,你可以使用特技检定全速通过危险生物的占据或者是其他生物的占据而不会增加10点DC。在11级,当你使用这个能力时,你可以在液体上行走,如同水面行走一样,并且你不会因为靠近(而不是进入)熔岩,岩浆或者类似的高温岩石而受到伤害。你每天可以使用这个能力每先知等级1小时,时间不需要连续,但是一次至少1小时。陂足先知不能选择这个启示。
重铸武器(SU):锻造之火让土矿转化为有用的金属,并且你可以用这个方法锻炼武器。用一个标准动作,你可以接触一把金属或者石制武器,将其转化为精制品武器除非这已经是精制品或者魔法武器。在3级时,你可以让这些武器变为炼银或者寒铁制作的(你激活能力时选择),从而来穿透DR。在7级,15级,和19级,这些武器都会获得1点增强加值,并可以叠加。这个加值不与武器原有的增强加值等价。在11级,你可以让武器获得精金效果而不是炼银或者寒铁。这个效果持续每先知等级1分钟,你每天可以使用的次数为3+你的魅力调整值。
混浊之土(SU):你对土和水的掌握让你可以塑造对你有利的战场,为你和你盟友而将平原扭曲,从而阻碍敌人。你周围每2个先知等级5尺的地面会被你转化或扭曲;如果你在水下使用这个能力,周围的水体会被搅动。这些区域会随你而移动着,并且你和你的盟友不会受到扭曲平原的效果影响。其他生物要想在这片区域移动,需要半速通过一个DC10的特技检定。失败意味着本轮不再能移动,如果失败超过5点或者更多,代表他们会摔倒。如果在水下,周围的生物则会失衡(PF RPG CRB 433)而不是俯卧。这个效果持续于你先知等级的轮数。你可以多次使用这个能力,每天的使用次数等同于3+你的魅力调整。
横扫冲击(EX):你可以撼动大地并且用你从气元素位面呼唤的狂风之力来回敲击敌人。当你作为冲锋的一部分进行冲撞检定的时候,你如果你至少撞飞目标5尺,你就可以用自由动作对着目标尝试进行一次摔绊检定。如果你失败这个检定超过10点或者更多,你也不会被摔绊。在7级时,你可以冲撞或者摔绊比你大2个体型的生物,之后每4级你可以冲撞或者摔绊的生物都可以额外大1个体型。
最终启示:在你20级时,你的身体会经历对原初元素的转变,而你则会变成通往元素位面的活体通道。你的外表不会改变,但是你可以让身体产生一些装饰性的元素特征(燃烧的头发,石头版的皮肤)。你会免疫重击,和精准伤害,比如偷袭。你不再需要呼吸,进食和睡眠。
劇透 -   :
Revelations: An oracle with the elemental mystery canchoose from the following revelations
Dance of Whirling Water (Ex): You dance through the battlefield with all the grace and power of the waves, sweeping up enemies and tossing them away with the powers of air and water entwined. Whenever you succeed at an Acrobatics check to move through an enemy’s square, you gain a competence bonus equal to half your oracle level (minimum +1) on trip combat maneuvers against that creature until the start of your next turn. At 11th level, you gain Whirlwind Attack as a bonus feat, and you can make bull rush combat maneuvers in place of any of the attacks granted by Whirlwind Attack; you cannot move with enemies bull rushed this way.
Desert Mirage (Su): Air and fire shroud you from your enemies’ vision and superheat your strikes in combat. You can surround yourself with heated air as a swift action, gaining concealment (as per the blur spell). At 7th level while you are using this ability, your melee attacks each deal an additional 2 points of fire damage. You can use this ability for 1 minute per oracle level per day; this duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.
Desert Mirage (Su): Air and fire shroud you from your enemies’ vision and superheat your strikes in combat. You can surround yourself with heated air as a swift action, gaining concealment (as per the blur spell). At 7th level while you are using this ability, your melee attacks each deal an additional 2 points of fire damage. You can use this ability for 1 minute per oracle level per day; this duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.
Elemental Aegis (Su): When you take this revelation, choose one element: air, earth, fire, or water. You can conjure an enveloping, protective force made of this element that grants you a +4 armor bonus to AC (this manifests as a solid rush of air over your body, rocky plates covering your skin, and the like). At 7th level, and every 4 levels thereafter, this bonus increases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. At 13th level, you receive an additional boon depending on the element you chose. If you chose air, you gain a +2 bonus on Reflex saving throws. If you chose earth, you gain a +2 bonus to CMD. If you chose fire, you gain fire resistance 2 (this stacks with any other fire resistance you have). If you chose water, you gain a +4 bonus on Swim checks.
Elemental Allies (Su): The beings tied to the fundamental elements can hear your calls plainly when you seek aid from them. When casting summon monster spells to summon elementals with the air, earth, fire, or water subtype, you can cast the spell as a standard action instead of a casting time of 1  round. You can use this ability a number of times per day equal to your oracle level. You must be at least 7th level to select this revelation.
Elemental Channeling (Su): You can heal and harm elemental beings. You gain Elemental Channel (your choice of air, earth, fire, or water) as a bonus feat. You gain the cleric’s channel energy ability, as a cleric of your oracle level, but only to use Elemental Channel. The DC for this effect is 10 + half your oracle level + your Charisma modifier. At 5th, 10th, and 15th level, you gain Elemental Channel with one of the remaining elemental subtypes as a bonus feat. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel. This revelation’s effects do not stack with levels in other classes that grant the channel energy ability.
Elemental Resistance (Ex): The forces of the Elemental Planes envelop and inure your flesh against hostile energy. You gain resistance 2 to acid, cold, electricity, and fire (this stacks with any other resistance you have of that type). This resistance increases to 5 at 7th level, 10 at 11th level, and 20 at 17th level
Flowing Step (Ex or Su): Fire’s hunger and water’s flow grant you swiftness and elegance, and you move with breathtaking purpose and grace. You can increase your base speed by 10 feet. At 7th level, while using this ability, you can use Acrobatics to move at full speed through threatened squares or other creatures’ squares without increasing the DC by 10. At 11th level, while using this ability, you can walk on liquid as if using water walk, and you are immune to damage caused by proximity to (but not immersion in) lava, magma, and similarly heated stone. You can use this ability for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. Oracles with the lame oracle curse cannot select this revelation.
Reforged Arms (Su): The forge’s fire turns earthen ore into useful metal, and you can hone weapons in the same way. As a standard action, you can touch a metal or stone weapon and transform it into a masterwork equivalent if it is not already a masterwork or magical weapon. At 3rd level, you can also have the weapon act as if it were made of alchemical silver or cold iron (your choice when you activate this ability) for the purpose of bypassing damage reduction. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus, though this bonus does not stack with any enhancement bonus the weapon already has. At 11th level, you can have the weapon act as if it were made of adamantine rather than of alchemical silver or cold iron. This effect lasts for 1 minute per oracle level, and you can use this ability a number of times per day equal to 3 + your Charisma modifier.
Roiling Soil (Su): Combining your mastery of earth and water, you shape the battlefield in your favor, bending the terrain to benefit you and your allies and hinder any who might oppose you. The ground within 5 feet per 2 oracle levels you have shifts and rolls unpredictably; if you use this ability underwater, the surrounding waters  churn. This  area moves with you, and you and your allies are unaffected by the roiling terrain. Other creatures can move within the area at half speed with a successful DC 10 Acrobatics check. Failure means they stop moving for the round, while failure by 5 or more causes them to fall prone; if underwater, creatures gain the effects of being offbalance (Pathfinder RPG Core Rulebook 433) instead of falling prone. This effect lasts a number of rounds equal to your oracle level, and you can use this ability a number of times per day equal to 3 + your Charisma modifier.
Sweeping Impact (Ex): You can shake the earth and buffet foes with the roaring force of wind you draw from the Elemental Plane of Air. When performing a bull rush as part of a charge, if you push the target at least 5 feet, you can attempt a trip combat maneuver against that creature as a free action. You are not tripped if you fail this check by 10 or more. At 7th level, you can bull rush or trip creatures two size categories larger than you; for every 4 levels you gain beyond 7th, you can bull rush or trip creatures an additional size category larger.
Final Revelation: Upon reaching 20th level, your body undergoes an internal elemental shift, and you become a living conduit of the Elemental Planes. Your external appearance remains the same, although you may take on certain cosmetic elemental traits (such as smoldering hair or pebble-like skin). You become immune to critical hits and precision damage such as from sneak attacks. You no longer need to breathe, eat, or sleep.

元素失衡(先知诅咒)
你掌握着元素的力量,但是你也易受其对立面伤害。。选择气,土,火或者水。如果你选择气,你对酸液易伤,并且无法获得酸液抗力和酸液免疫,并且也无法施展有酸液或者土描述符的法术。如果你选择土,你对闪电易伤,并且无法获得闪电抗力和闪电免疫,并且也无法施展有电或者气描述符的法术。如果你选择火,你对寒冷易伤,并且无法获得寒冷抗力和寒冷免疫,并且也无法施展有水或者寒冷描述符的法术。如果你选择水,你对火焰易伤,并且无法获得火焰抗力和火焰免疫,并且也无法施展有火焰描述符的法术。
当你升级的时候,你可以在对应等级把基于你选择元素的法术加入先知已知法术中。1级,燃烧之手(火),油腻术(土),水流喷射APG(水),电爪(气)。5级时,寒冷之触(水),闪光尘(土),漂浮术(气)灼热射线(火)10级时 球形闪电APG(气),石化之触APG(土),冰风暴(水),火墙术(火) 15级时 闪电链(气),游荡烈焰(火) 石化术(土)冰封法球(水)。
劇透 -   :
You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain vulnerability to acid, cannot benefit from any acid resistance or immunity, and cannot cast spells with the acid or earth descriptors. If you select earth, you gain vulnerability to electricity, cannot benefit from any electricity resistance or immunity, and cannot cast spells with the air or electricity descriptors. If you select fire, you gain vulnerability to cold, cannot benefit from any cold resistance or immunity, and cannot cast spells with the cold or water descriptors. If you select water, you gain vulnerability to fire, cannot benefit from any fire resistance or immunity, and cannot cast spells with the fire descriptor.
As you advance in level, add the following spells to your oracle spells known based on your chosen element. At 1st level, add burning hands (fire), grease (earth), hydraulic pushAPG (water), or shocking grasp (air) to your spells known. At 5th level, add frigid touchUM (water), glitterdust (earth), levitate (air), or scorching ray (fire) to your spells known. At 10th level, add ball lightningAPG (air), calcific touchAPG (earth), ice storm (water), or wall of fire (fire) to your spells known. At 15th level, add chain lightning (air), contagious flameAPG (fire), flesh to stone (earth), or freezing sphere (water) to your spells known.

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元素炼金
« 回帖 #10 于: 2017-08-25, 周五 18:38:04 »
炼金术研究最根本的基础就是各种元素之间的互相作用。许多炼金突破产生于使用含有纯净元素能量的稀有试剂进行的实验,并创造了许多高价值的物质。虽然可以通过外出考察以获得这种试剂,但是,这经常让炼金术士不得不与危险而不稳的元素力相接触,要求他们通过紧张而专业的学习才能为这些外出调查做好准备。
劇透 -   :
The most fundamental bedrocks of alchemical research emerged from scholars’ understandings of elemental interactions. Many alchemical breakthroughs spring from experiments using rare reagents composed of pure elemental energy, making such substances highly valuable. Expeditions to retrieve such reagents, however, frequently put alchemists in contact with dangerously unstable elemental forces, requiring them to prepare for such excursions through intense, specialized study.
能量科研员(炼金术师变体)ENERGY SCIENTIST (ALCHEMIST ARCHETYPE)
能量科研员热切的做好了用以克服特定的元素灾难的准备,以此让他们能够遍历元素位面来寻求新的科研发现和化合药剂。
本职技能::一个能量科研员把知识(位面)和游泳加入本职技能。
这取代了炼金术师的本职技能。”
能量炸弹(Energy Bombs,SU)::每当能量科研员重新获得炼金炸弹的每日可用次数时,他必须把一种元素调和进其中并且会与能量种类相符合:气(闪电),土(酸液),火(火焰)或是水(寒冷)。能量科研员的炸弹会造成与他选择元素相对应的能量伤害直到他重新获得炼金炸弹的每日可用次数为止,在那个时候,他必须再次选择调和一种元素。如果能量科研员使用科研发现把炼金炸弹的伤害类型变得与调和元素不同(比如当调和火焰元素时选择酸液炸弹科研发现),作为普通伤害的替代,这颗炼金炸弹造成1d4的伤害,并且附带每奇数炼金术士等级额外1d4伤害。
如果炼金术师没有调和火元素时,这个能力会狱火炸弹APG和高爆炸弹APG科研发现把炸弹伤害改变为火焰。
这个能力调整了炼金炸弹并取代了调和药剂
有限化合炼成(Limited Extracts,EX)::一个能量科研员每环炼成都会比正常的少一个,并且他准备有元素或者能量描述符的化合炼成时,不能准备有描述符不符合调和元素的。
这个能力调整了炼金术
调和抗力(Attuned Resistance,EX)::在2级时,一个能量科研员会在对抗符合他当前调和元素或者是其对应能量类型描述符的效果的全部豁免检定上获得+2加值。在5级提升为+3,在8级提升为+4,在10级时,能量科研员会获得其选择元素相关位面的位面适应APG效果。
这个能力取代毒性抗力和毒性免疫。
元素残渣(Salvage Energy ,EX)::在2级时,一个能量科研员可以从一个被杀死的元素生物体内吸取力量作为临时炼金武器。当研究一个死亡时间不超过每炼金术士1分钟的元素生物残骸时,你可以用一个标准动作进行一个工艺(炼金)检定(DC=20+其CR)。成功通过检定代表着炼金术士可以创造数量等同于1/2元素生物CR的炽火胶(火和岩浆元素),瓶装闪电UE(气和闪电元素),死地尘(土和泥元素,见31页),液态冰UE(水和冰元素)。这些物品不能售卖并且在24小时后就会失去活性,在6级时,这些物品的豁免DC+2.
这个能力取代了用毒和迅捷上毒
劇透 -   :
Energy scientists fervently prepare themselves to overcome exposure to specific elemental hazards so that they can traverse the Elemental Planes in search of novel discoveries and reagents.
Class Skills: An energy scientist adds Knowledge (planes) and Swim to his class skills.
This alters the alchemist’s class skills
Energy Bombs (Su): Whenever an energy scientist regains his daily uses of bombs, he must attune to one element and its corresponding energy type: air (electricity), earth (acid), fire (fire), or water (cold). The energy scientist’s bombs deal the type of energy damage that corresponds to his attuned element until he regains his daily uses of bombs, at which point he must attune to one element again. If the energy scientist uses a discovery that changes his bomb’s damage type to one that is different from that of his attuned element (such as using the acid bomb discovery when the alchemist is attuned to fire), instead of its normal amount of damage, the bomb deals 1d4 points of damage, plus 1d4 for every odd-numbered alchemist level.
This ability causes the explosive bombAPG and inferno bombAPG discoveries to change the bomb’s damage type to fire if the alchemist is not attuned to fire.
This ability alters bombs and replaces brew potion.
Limited Extracts (Ex): An energy scientist reduces his extracts per day by 1 for each extract level he can create, and he cannot prepare extracts with an elemental or energy descriptor that doesn’t match his attuned element.
This ability alters alchemy.
Attuned Resistance (Ex): At 2nd level, an energy scientist gains a +2 bonus on all saving throws against effects with descriptors that match his currently attuned element or its corresponding energy type, or that deal his currently attuned element’s corresponding energy damage. This bonus increases to +3 at 5th level and to +4 at 8th level. At 10th level, an energy scientist gains the effect of planar adaptationAPG for the Elemental Plane tied to his currently attuned element. This ability replaces poison resistance and poison immunity.
Salvage Energy (Ex): At 2nd level, an energy scientist can siphon power from slain elementals into temporary  alchemical weapons. While studying  the remains  of  an elemental that  has been dead for no longer than 1 minute per alchemist level, you can attempt a Craft (alchemy) check (DC = 20 + the elemental’s CR) as a standard action. Success means the alchemist produces a number of canisters of alchemist’s fire (from fire and magma elementals), bottled lightningUE (from air and lightning elementals), deadground dust (from earth and mud elementals; see page 31), or liquid iceUE (from water and ice elementals) equal to half the elemental’s CR, rounded down. These items cannot be sold and become inert after 24 hours. At 6th level, the save DCs of the items produced increase by 2. This ability replaces poison use and swift poisoning.
新科研发现NEW DISCOVERY
下列科研发现可以让那些炼金术师影响元素。
劇透 -   :
The following discovery allows alchemists to disrupt the elements.
引用
元素紊乱(SU):炼金术士可以创造一些可以影响元素活性的类毒素化学物质。炼金术士可以创造出只会影响元素亚种异界生物的特殊毒素,但可以无视其免疫能力。魔法效果依旧可以消除这些毒素。如果一个生物针对毒素效果豁免失败,那么毒素会正常发作,但是毒素可能对该生物并没有影响(例如对火元素造成火焰伤害)。
炼金术士必须8级才能选择该科研发现。
劇透 -   :
Elemental Destabilizers (Su): The alchemist is able to concoct reactive chemical compounds that affect elementals like poisons. The alchemist can craft poisons that affect only outsiders with the elemental subtype, bypassing their inherent immunity. Magical effects that negate poisons still apply. If a creature fails its saving throw, the poison acts as normal, but it may have no effect on the creature depending on the effect of the poison (such as dealing fire damage to a fire elemental). An alchemist must be at least 8th level before selecting this discovery

炼金物品ALCHEMICAL ITEMS
畅游元素位面的炼金术士会学习制造一些和对应元素相关联的物品,这些炼金大师会让他们的发现以让其他和元素位面相连接的炼金术士也能使用的配方的方式获得不朽。
劇透 -   :
Alchemists who traverse the planes learn techniques for crafting substances closely connected to the elements. These master alchemists have immortalized their findings in recipes that other alchemists with ties to the Elemental Planes often use
炼金药Alchemical Remedies
在水元素位面发现的油脂可以和其他化合物,比如药剂来混合,以此调整其效果。
劇透 -   :
Oils found in elemental water can be mixed with other concoctions, including medicines, to alter their effects.
水延剂 价格 150gp 重量
作为一种来自油脂之森——水元素位面一片满是油泡的区域——的流行舶来品,水延剂是一种从那些自然产生的油球皮肤上提取的透明物质,并可精炼炼金物品的一种材料。以一个标准动作,水延剂可以与一种炼金药,炼成,药水相混合,从而使其在被使用后2分钟后才会起效。添加至药水和炼成时,需求剂量等同于其环位的份数,而炼金药则只需要一份。如果没有足够的水延剂添加至药水或者炼成,这份药水和炼成则完全不会延迟效果。一个生物只能体内储存一份使用了水延剂的化合物,使用更多会浪费所有吸收的物质(并且所有药剂,炼成,炼金药等等都会失活)同时导致生物恶心1d4轮。制造这个物品需要通过DC30的工艺(炼金)检定
劇透 -   :
AQUEMIR PRICE 150 GP
WEIGHT —
A popular export from the Forest of Oils—a field of massive oil bubbles on the Elemental Plane of Water—aquemir is a transparent substance extracted from the skins of autonomous oil orbs and refined into a useful alchemical reagent. As a standard action, aquemir can be mixed with an alchemical remedy, extract, or potion to delay the start of its effects by 2 minutes when it is imbibed. Administering a potion or extract that’s properly infused with aquemir requires 1 dose of aquemir per spell level to function in this way, whereas an alchemical remedy only requires 1 dose. If not enough aquemir is mixed with a potion or extract, the potion or extract’s effects are not delayed at all. A creature can internally store only one substance that uses aquemir; further attempts waste all imbibed substances (and immediately render inert all potions, extracts, alchemical remedies, and so on) and cause the creature to become nauseated for 1d4 rounds. Crafting this item requires a successful DC 30 Craft (alchemy) check.
炼金工具
炼金术士经常在水元素位面研究火元素的存在,并且发明了可以利用这种互动的独特工具。
劇透 -   :
Alchemists regularly study the presence of elemental fire on the Plane of Water and often devise tools that tap into the unique interaction.
阿塔拉之光  价格180GP 重量1/2磅
起初是由水元素位面的其中一个水下太阳附近的水体制造而成,一瓶阿塔拉之光可以在其耗尽之前像一个蜡烛一样燃烧。一瓶阿塔拉之光可以在水下使用一个移动动作来制造一个光亮等同于日光杖的小球,持续1d6小时,之后这个物品就会被消耗掉。这个水球会保持适当的位置,不会下沉,不会上浮,也不会飘走,除非有生物移动它。在水上,用移动动作摇晃一瓶A之光可以使其像日光杖一样发光1d6小时,之后就会被消耗。在任何区域,被阿塔拉之光创造的普通光亮都会像忍受环境一样保护生物不受寒冷温度影响。此外,施法者可以使用一瓶未使用过的阿塔拉之光用一个自由动作来消耗它,从而自动通过在水下施展火焰法术的施法者等级检定。(在水下施展的火焰法术会产生蒸汽,从而依旧造成火焰伤害;要了解更多,请看PF 战役设定:海洋冒险)。这种使用法不会让阿塔拉之光产生光亮。
制造这种炼金物品需要通过一个DC30的工艺(炼金)。
劇透 -   :
LIGHT OF AXTARR PRICE 180 GP
WEIGHT 1/2 lb
Originally brewed from waters adjacent to one of the Plane of Water’s subaquatic suns, a vial of light of Axtarr glows like a candle until expended. A vial of light of Axtarr that is emptied underwater as a move action forms a small orb that sheds light like a sunrod for 1d6 hours, after which the item is expended. Such an underwater orb remains suspended in place, not sinking, floating, or drifting away unless moved by a creature. Above water, shaking a vial of light of Axtarr as a move action also makes it shed light like a sunrod for 1d6 hours, after which it is expended. Any area of normal light created by light of Axtarr protects creatures within it from cold temperatures as per endure elements. Alternatively, a spellcaster holding an unused vial of light of Axtarr can expend it as a free action to automatically succeed at a caster level check to cast a fire spell underwater. (Fire spells successfully cast underwater produce steam that still deals fire damage; for more details, see page 46 of Pathfinder Campaign Setting: Aquatic Adventures.) This alternative use does not cause the light of Axtarr to produce light. Crafting this item requires a successful DC 30 Craft (alchemy) check
炼金武器Alchemical Weapons
旅行到土元素位面的人不少都折服于一系列可以对元素敌人有着有效效果的炼金武器之下。其中一些如下。
劇透 -   :
Voyages into the Plane of Earth have yielded a number of  alchemical weapons that are effective against elemental foes.  A few such alchemical weapons are presented below.
腐朽沙砾  价格90Gp 重量 1磅
这种砂砾可以附着抵抗能量伤害的表面,腐蚀防御。腐朽沙砾可以像毒药一样涂在武器上。一个被涂有腐朽沙砾的武器击中的生物,它的能量抗力会在5分钟内减少5点(无豁免DC),减少的能量抗力取决于其颜色,锈色的腐朽沙砾影响酸液抗力,盐色可以影响寒冷抗力,花岗岩色影响闪电抗力,灰尘色影响火焰抗力。作为一个整轮动作,目标可以尝试一个DC15的反射检定来让清楚身上的腐朽沙砾,以此回复失去的能量抗力。
制造这个物品需要通过DC25的工艺(炼金)检定。
劇透 -   :
CORROSENZE PRICE 90 GP
WEIGHT 1 lb
This gritty sand bonds to surfaces that resist energy damage, corroding the protection. Corrosenze can be applied to a weapon as if it were a poison. A creature struck with a weapon coated with corrosenze has its energy resistance reduced by 5 for 5 minutes (no saving throw), with the energy type correlating with the corrosenze’s color: rust-colored corrosenze affects acid resistance, salt-colored affects cold, granitecolored affects electricity, and ash-colored affects fire. As a full-round action, the target can attempt a DC 15 Reflex saving throw to scrape off the corrosenze and regain its lost energy resistance. Crafting this item requires a successful DC 25 Craft (alchemy) check.

死地尘  价格 70gp 重量 1磅
取自死去土元素身上的样本,这种粉末会像圣水伤害亡灵一样伤害拥有土亚种的生物,此外由土,石或者重金属(黄铜,青铜,金,秘银或者银)的构装体也会受到这样的影响。此外,死地尘也可以让石门的破坏DC减少10点(放多份并不能进一步减少DC),并且它也会像锈蚀粉一样影响贵金属或者石头做的装置和机械。制作这个物品需要一个DC25的工艺(炼金)
劇透 -   :
DEADGROUND DUST PRICE 70 GP
WEIGHT 1 lb
Concocted from samples of elemental earth drained of vitality, this fine powder damages creatures with the earth subtype, as well as constructs made from earth, stone, or precious metals (brass, bronze, copper, gold, mithral, or silver), like holy water damages undead. Deadground dust can also be applied to a stone door to reduce its break DC by 10 (multiple doses don’t further lower the DC), and it affects devices and mechanisms made from precious metals or stone like rusting powderUE does. Crafting this item requires a successful DC 25 Craft (alchemy) check.

土缚团块  价格45g 重量 3磅
这种黏糊糊的面团是用土元素位面的玻璃碎片作为材料调制而成,这些玻璃可以有效限制敌人的地下移动。当你把土缚团块丢到一个生物身上(这是一个射程增量为10尺的远程接触攻击),这个生物必须每轮通过一个DC20的力量检定,如果他通过了,那么他在那轮,他可以用其掘地速度的一半来掘地和使用潜地能力(如果他有)。如果他失败,那么他那一轮既不能掘地也不能潜地,但是他可以用其他速度正常行动。土缚团块会在1分钟后溶解,不再影响生物的移动。制造这个物品需要一个DC20的工艺(炼金)检定。
劇透 -   :
SOMNIGRIP PRICE 45 GP
WEIGHT 3 lbs.
This tacky paste is peppered with flakes of glass created using materials from the Elemental Planes, and this glass effectively limits underground movement. When you throw somnigrip at a creature (this requires a ranged touch attack with a range increment of 10 feet) and strike your target, the creature must succeed at a DC 20 Strength check each round. If the creature succeeds, it can burrow or use earth glide (if it has that ability) at half its burrow speed that round. If it fails, the creature cannot burrow or use earth glide at all that round, although it can still move using its other speeds as normal. Somnigrip dissolves and stops affecting a creature’s movement after 1 minute. Crafting this item requires a successful DC 20 Craft (alchemy) check.



离线 杀菌@深坑未填

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Re: [EMH]元素大师手册(施工中)
« 回帖 #11 于: 2017-08-27, 周日 18:53:14 »
蛇尾是血怒效果还是常驻的效果?

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Re: [EMH]元素大师手册(施工中)
« 回帖 #12 于: 2017-08-27, 周日 21:14:13 »
蛇尾是血怒效果还是常驻的效果?
除非另有说明,他仅会在处于血怒之中时获得狂血之力带来的效果

离线 犬良人

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Re: [EMH]元素大师手册(施工中)
« 回帖 #13 于: 2017-08-29, 周二 15:45:17 »
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般寒冷伤害。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。

是一半吧 :em019

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

离线 愤怒的书页

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Re: [EMH]元素大师手册(装修中)
« 回帖 #14 于: 2017-09-06, 周三 17:22:18 »
复苏之风简直是喘气回血 :em032 :em032