作者 主题: 魔法战术工具箱Magic Tactics Toolbox  (阅读 68533 次)

副标题: 全专长和法术完工,全变体完工,奇物大坑慢慢填

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魔法战术工具箱Magic Tactics Toolbox
« 于: 2016-06-13, 周一 03:28:50 »
专长

敏锐射击 acute shot
当魔法援助你的远程攻击时,你几乎从不失手。
先决条件:远距射击,精确射击
专长效果:每当你使用远程武器并在攻击骰上获得魔法加值时,可以将攻击检定上的任何距离减值改为计算在伤害检定上。另外,每当你在远程攻击骰上获得魔法加值时,你可以对有隐蔽的目标造成偷袭伤害(但不能是全隐蔽),只要该攻击满足造成偷袭伤害的其他要求。你能用该方式造成的最高偷袭伤害骰数等于你此次攻击骰上的魔法加值数。
(译者注:原文是magic bonces,然而并不存在这种加值。。。个人理解为由法术或类法术效果造成的加值(包括增强,士气,神圣等))
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acute   sHot When magic aids your ranged attacks, you rarely miss.
Prerequisites: Far Shot, Precise Shot.
Benefit: Whenever you gain a magic bonus on an attack roll with a ranged weapon, you can deduct any range penalties from your damage roll, instead of your attack roll. Additionally, when you gain a magic bonus on a ranged attack roll, you can deal sneak attack damage to a target that has concealment (but not total concealment) as long as the attack otherwise qualifies to deal sneak attack damage. The maximum number of sneak attack dice you can use in this way is equal to the value of your magic bonus on attack rolls.
轻快超魔 brisk spell(超魔专长)
你的移动类魔法让盟友比平时更迅捷。
先决条件:敏捷13
专长效果:你能调整一个提供给盟友正常所不具备的移动类型的法术,该法术提供的移动速度增加10尺。轻快超魔法术占用与原法术相同环级的法术位。
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brIsK   sPell   (MetaMagIc) Your movement spells make allies swifter than normal. Prerequisite: Dex 13+. Benefit: You can alter spells that grant a creature a movement type it doesn’t normally have to increase the speed for that movement type by 10 feet. A brisk spell uses a spell slot equal to the spell’s normal spell level.
奥法强袭 eldritch assault  pfs x
当魔法掩盖你的位置时,你能造成致命一击。
先决条件:盲斗,精通先攻
专长效果:每当你在魔法来源的全掩蔽效果中(例如移位术或者隐形术)攻击,你每轮第一个攻击骰若是重击威胁则自动确认重击。
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eldrItcH   assault You make deadly strikes when magic cloaks your location. Prerequisites: Blind-Fight, Improved Initiative. Benefit: Whenever you attack from total concealment provided by a magical source (such as the displacement or invisibility spells), the first attack roll you make each round that is a critical threat is automatically confirmed as a critical hit.
激励法术 encouraging spell(超魔专长)
你的鼓舞提供盟友更大的支持。
先决条件:魅力13,交涉技能6级
专长效果:激励法术提供的所有士气加值+1.激励法术占用比原法术环级高1环的法术位。
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encouragIng   sPell   (MetaMagIc) Your inspiration provides your allies with greater support. Prerequisites: Cha 13, Diplomacy 6 ranks. Benefit: Any morale bonus granted by an encouraging spell is increased by 1. An encouraging spell uses up a spell slot 1 level higher than the spell’s actual level.
熟练祭祀 practiced ritualist 在仪式施法者当中,你是个经验丰富的领头人。
先决条件:知识技能(奥秘,历史,位面和宗教)1级
专长效果:你在进行异能仪式(occult rituals,异能冒险OA208页)的技能检定,以及学习施放异能仪式的智力检定上获得+2加值。如果你是该仪式的主施法者(a ritual’s primary caster),对抗仪式效果的豁免DC+2.如果该仪式有所需副施法者的最小数量(minimum number of required secondary casters),该数量-1.
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PractIced   rItualIst You are an experienced leader among ritual casters. Prerequisites: Knowledge (arcana, history, planes, and religion) 1 rank. Benefit: You gain a +2 bonus on skill checks to perform occult rituals, and on Intelligence checks to learn the method of casting an occult ritual (Pathfinder RPG Occult Adventures 208). If you are a ritual’s primary caster, the DC for saving throws against the ritual’s effects is 2 higher. If the ritual has a minimum number of required secondary casters, that number is decreased by 1.
鳞片与毛皮 scale and skin pfs x
当你被魔法改变时,你的毛皮同样变得坚韧。
先决条件:体质13
专长效果:当一个变化系法术或者类法术能力影响你时,你的天生防御加值+1。如果你在AC上没有天防加值,计算该专长前将你的天防加值视为0。如果该效果的施法者等级至少有10级,你的天生防御获得+2加值而非+1。
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scale   and   sKIn When you are changed by magic, your skin also toughens. Prerequisite: Con 13. Benefit: Whenever a transmutation spell or spell-like ability affects you, your natural armor bonus increases by 1. If you have no natural armor bonus to Armor Class, treat your natural armor bonus as 0 for the purposes of this feat. The bonus to your natural armor bonus increases by 2 if the caster level of the effect is 10th or higher.
广域法术 vast spell (超魔专长)pfs x
你的法术复盖更大的区域中的目标。
先决条件:施法者等级3级
专长效果:你能调整一个目标为任意两者间距离不超过30尺的多个生物的法术(如加速术)。该法术目标间两两最大距离提高到60尺。广域法术占用比原法术环级高1级的法术位。
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vast   sPell   (MetaMagIc) Your spells cover targets across a larger area. Prerequisite: Caster level 3rd. Benefit: You can alter a spell that targets a number of creatures no more than 30 feet apart, such as haste. The maximum distance apart of those you target with the spell increases to 60 feet. A vast spell uses up a spell slot 1 level higher than the spell’s actual level.
燃烧扩增burning amplification
你能放大某些你火焰法术中的能量,使得火焰徘徊足够久到让你的对手着火。
专长效果:每当你释放一个带有【火焰】描述符的法术,你可以选择在该法术攻击骰上承受-1罚值并降低法术豁免DC1,使得任何受到该法术火焰伤害的目标被点燃。目标直到他们下一轮前不会受到点燃伤害,并且每个目标每轮可以尝试一个反射豁免骰在被伤害前扑灭身上的火。取代正常扑灭火的DC15反射豁免,目标必须通过DC等于10+法术环级+你施法主属性调整值的反射豁免。你必须在进行攻击骰或在你的目标尝试进行豁免骰之前选择是否使用该专长。该专长对那些既不需要攻击骰又不需要进行豁免的法术无效。
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burnIng   aMPlIfIcatIon You can expend some of the energy of your fire spells to make the flames linger long enough to cause your opponents to catch ablaze. Benefit: Whenever you cast a spell with the fire descriptor, you can take a –1 penalty on the spells’ attack rolls and reduce the spell’s saving throw DC by 1 to cause any target that is dealt fire damage to catch on fire (Pathfinder RPG Core Rulebook 444). The targets do not take burning damage for catching on fire until their next turn, and each target can attempt a Reflex saving throw to put out the fire before being damaged each round. Rather than the normal DC 15 Reflex saving throw to put the fire out, the target must succeed at a Reflex saving throw with a DC equal 10 + the spell’s level + the modifier of your spellcasting ability score). You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.
引导变化channeling variance
你根据你的神的教条调整了你的引导能量。
先决条件:领域职业能力,引导能量职业能力,必须信仰一个神祗并从其获得法术
专长效果:选择一种变体引导能力(极限魔法UM28页)。该能力必须与你神祗的其中一个领域,子域或神职相配。每天3次,当你引导能量时,你能应用该选择的变体引导能力,包括引导伤害或治疗量上的减少。如果你已经拥有了变体引导能力,该专长改为允许你每天三次如同未应用变体引导效果一般引导能量。
特殊:该专长能选择2次。当你第二次选择时,你可以在引导能量时随意使用引导变化专长,而非原本的每天3次。
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cHannelIng   varIance You alter your channeled energies based on your god’s tenets. Prerequisites: Domain class feature, channel energy class feature, must worship and receive spells from a deity. Benefit: Choose one variant channeling ability (Pathfinder RPG Ultimate Magic 28). The chosen ability must match one of your deity’s domains, subdomains, or areas of concern. Three times per day when you channel energy, you can apply the modifications of the chosen variant channeling ability to your channeled energy, including reductions to the damage dealt or healing performed by your channeled energy. If you already have a variant channeling ability, this feat instead allows you to channel energy without the modifications of your chosen variant channeling ability (including reductions to the damage dealt or healing performed by your channeled energy) three times per day. Special: This feat can be selected twice. The second time you do, you can use Channeling Variance whenever you channel energy instead of just three times per day.
寒冷扩增chilling amplification
你的寒冷法术使得目标变得缓慢
专长效果:每当你释放一个带有【寒冷】描述符的法术,你可以选择在该法术攻击骰上承受-1罚值并降低法术豁免DC1,使得任何受到该法术寒冷伤害的目标移动速度减少5尺且无法进行5尺快步。该效果持续【1+每3法术环级1】轮。你必须在进行攻击骰或在你的目标尝试进行豁免骰之前选择是否使用该专长。该专长对那些既不需要攻击骰又不需要进行豁免的法术无效。
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cHIllIng   aMPlIfIcatIon Your cold spells render their targets sluggish. Benefit: Whenever you cast a spell with the cold descriptor, you can take a –1 penalty on attack rolls made with the spell and reduce the spell saving throw’s DC by 1 to cause any target that is dealt cold damage by the spell to have its movement speed reduced by 5 feet and become unable to take 5-foot steps. This effect lasts for 1 round + 1 round per 3 spell levels of the spell. You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.
扩展超念 expanded metakinesis  你可以用新的方式提高你念袭的毁灭之力。
先决条件:念袭职业能力OA  超念职业能力OA
专长效果:选择以下超魔专长中之一:扰咒法术APG,跨界法术APG,暴怒法术OA,慈悯法术APG或法术穿刺UM。通过承受1点超载,你能改变你的念袭,如同使用了选择的超魔专长。
特殊:该专长可以选择多次,每一次你需要选择不同的超魔专长。
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exPanded   MetaKInesIs You can augment the destructive force of your kinetic blast in new ways. Prerequisites: Kinetic blastOA class feature, metakinesisOA class feature. Benefit: Select one of the following metamagic feats: Disrupting SpellAPG, Ectoplasmic SpellAPG, Furious SpellOA, Merciful SpellAPG, or Piercing SpellUM. By accepting 1 point of burn, you can alter your kinetic blast as if using the selected metamagic feat. Special: This feat can be chosen multiple times. Each time, you select a different metamagic feat.
额外变化 extra variance
你可以用新的方式提高你引导的能量。
先决条件:引导变化专长或变体引导能力,引导能量职业能力
专长效果:你获得额外多一种符合你神祗的领域,子域或神职的变体引导能力。每天3次,你可以应用这种变体引导的调整到你的引导能量上,包括降低伤害或治疗量。你不能同时将多种变体引导能力应用到一次引导中。
特殊:该专长能选择多次。每次选择,都可以获得一种变体引导能力。如果你已选择引导变化专长2次,你可以在引导能量时任意使用该专长获得的变体引导。
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extra   varIance You can augment your channeled energy in new ways.
Prerequisites: Channeling Variance or variant channeling ability, channel energy class feature. Benefit: You gain one additional variant channeling ability that matches one of your deity’s domains, subdomains, or areas of concern. Three times per day, you can apply the modifications of this variant channel energy, reducing the damage dealt or healing performed by your channeled energy as normal. You cannot apply more than one variant channeling ability to your channeled energy at once. Special: You can select this feat multiple times. Each time you do, you gain another variant channeling ability. If you have chosen Channeling Variance twice, you can use any variant channeling ability chosen with this feat whenever you channel energy.
多样凝视 manifold stare(战斗,注视)你的催眠注视使其目标承受巨大的痛苦。
先决条件:催眠师3级,痛苦注视OA职业能力
专长能力:你每轮可以多触发一次痛苦注视。
特殊:该专长只在催眠师3级开始可选择一次,并在达到9级和15级后各可再选择一次。催眠师在获得深邃注视时可以选择该专长作为替代。
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ManIfold   stare   (coMbat,   stare) Your hypnotic gaze causes tremendous pain in its victims. Prerequisites: Mesmerist level 3rd, painful stareOA class feature. Benefit: You can trigger your painful stare one additional time per round. Special: This feat can be taken once by a 3rd-level mesmerist, and again when he reaches 9th and 15th levels. Its effects stack. A mesmerist can take this feat in place of a bold stare improvementOA.
冲击扩增 shocking amplification
你的闪电法术让你的目标疲惫。
专长效果:当你释放一个带有【电】描述符的法术并以一个或多个生物为目标时,你可以选择在该法术攻击骰上承受-1罚值并降低法术豁免DC1,使得受到该法术闪电伤害且离你最近的目标疲乏1轮。该效果并不能使已经疲乏的生物变得力竭。你必须在进行攻击骰或在你的目标尝试进行豁免骰之前选择是否使用该专长。该专长对那些既不需要攻击骰又不需要进行豁免的法术无效。
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sHocKIng   aMPlIfIcatIon   Your electricity spells tire their targets. Benefit: Whenever you cast a spell with the electricity descriptor that targets one or more creatures, you can take a –1 penalty on attack rolls made with the spell and reduce the spell’s saving throw DC by 1 to cause the target closest to you that is dealt electricity damage by the spell to become fatigued for 1 round. This cannot cause a creature that is already fatigued to become exhausted. You must choose to use this feat before making an attack roll or before your target attempts its saving throw. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.
炼金打击 alchemical strike(战斗)
你专注于一次攻击中,大幅度提升了你投掷的炼金物品的效果。
先决条件:随手投掷,BAB+6
专长效果:你可以以一个全回合攻击动作投掷一个炼金物品,提升该炼金物品的效果。当你用全回合攻击动作投掷单一个炼金物品时,该物品造成的所有效果DC+2。当你的BAB加值达到+11以及之后的每多5点,DC就再增加2.该专长不能应用在炼金术师的炼金炸弹上。
特殊:炼金术师可以选择该专长来取代一个炼金术士科研发现。他不需要达到该专长的先决条件。炼金术士使用他的职业等级而非BAB来计算该专长中涉及BAB的效果。
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alcHeMIcal   strIKe   (coMbat) By focusing all your attention into a single attack, you vastly increase the effectiveness of thrown alchemical items. Prerequisites: Throw Anything, base attack bonus +6. Benefit: You can throw a single alchemical item as a fullattack action, increasing the effectiveness of the alchemical agent thrown. When throwing a single alchemical item as a full-attack action, you increase the DC of any effects associated with that alchemical item by 2. When your base attack bonus reaches +11 and every 5 points of bonus thereafter, increase the saving throw DC of the alchemical item by an additional 2. This feat does not apply to an alchemist’s bombs.
Special: An alchemist can take this feat in place of an alchemist discovery. He does not need to meet its prerequisites. The alchemist uses his class level, rather than the base attack bonus granted by the alchemist class, to calculate his total base attack bonus for the purposes of determining the bonus granted by this feat.
脱节凝视 disconnected stare(战斗,凝视)你的痛苦注视让你的目标失常,无法注意他的周围。
先决条件:催眠师5级,痛苦注视OA职业能力
专长效果:当你触发你的痛苦注视,目标必须通过一个意志豁免(DC=10+1/2催眠师等级+魅力调整),否则要在解除装置和察觉技能检定上承受-6罚值,反射豁免检定承受-2罚值,持续1分钟。如果目标拥有寻找陷阱或陷阱感知职业能力且在豁免中失败,目标还会失去这些职业能力1分钟。
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dIsconcertIng   stare   (coMbat,   stare) Your painful stare unnerves your target, making it oblivious to its surroundings. Prerequisites: Mesmerist level 5th, painful stareOA class feature. Benefit: When you trigger your painful stare, the target must succeed at a Will save (DC = 10 + 1/2 your mesmerist level + your Charisma modifier) or take a –6 penalty on Disable Device and Perception checks and a –2 penalty on Reflex saves for the next minute. If the target has the trap finding or trap sense class ability and fails this save, the target also loses the benefit of that ability (or abilities) for 1 minute.
消解障碍 hindrance dismissal
你掌握了消解那些成为你和你盟友麻烦的法术的艺术。
专长效果:你可以解消你释放的所有坑类法术(如造坑术APG,刺坑APG,饥饿坑APG,和其他名字中带有坑(pit)的法术)或者墙类法术(如火墙术,冰墙术,和其他名字中带有墙(wall)的法术)。这些法术必须持续至少1轮。该能力遵循解消法术的正常规则,即用标准动作消解咒法系的坑和墙。
正常:不使用该专长的情况下,这些坑类与墙类法术无法被消解。
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HIndrance   dIsMIssal You’ve mastered the art of dismissing certain spells when they become a problem for you or your allies. Benefit: You can dismiss any pit spell (such as create pitAPG, hungry pitAPG, spiked pitAPG, and similar spells with “pit” in their names) or wall spell (such as wall of fire, wall of ice, and similar spells with “wall” in their names) you cast. The spells must have a duration of at least 1 round. This ability follows the normal rules for dismissing spells, allowing you to dismiss conjured pits and walls as a standard action. Normal: Several pit and wall spells cannot be dismissed without the use of this feat.

Pfs:在决定物品掌握专长的先决条件与效果时,你只能选择你单一个职业的强韧豁免加值。
魔法物品掌握专长初出武器大师工具箱(果园已有翻译)

能力掌握 ability Mastery(物品掌握专长)
你能用变化系魔法物品增强你天生的能力。
先决条件:使用魔法装置技能3级,基础强韧豁免加值+4
专长效果:每天一次,你可以花费10分钟将你的思维集中在一套魔法护甲或者一件制造条件中列有2环或更高环数变化系法术的占用你一个装备栏位的奇物中。当你结束冥想时,你在自选一项属性值上获得+2增强加值。这个效果持续24小时。你必须穿戴这件物品才能获得这个好处;如果这个物品在该专长效果结束前被移除,则这个效果会马上消失,并且从专长最后一次激活24小时内无法重新获得。你同一时间只能从该专长获得一种好处。
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abIlIty   Mastery   (IteM   Mastery) You can augment your inherent abilities with transmutation magic items.
Prerequisites: Use Magic Device 3 ranks, base Fortitude saving throw bonus +4.
Benefit: Once per day, you can focus your thoughts for 10 minutes on a suit of magic armor or a wondrous item that has a transmutation spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body. At the end of the meditation, you gain a +2 enhancement bonus to one ability score of your choice. This benefit lasts for 24 hours. You must wear the item in order to gain this benefit; if the item is removed before this feat’s benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat’s last activation. You can gain only one benefit from this feat at a time.
隐藏掌握 concealment mastery(物品掌握专长)
你可以使用幻术系魔法物品来隐藏你的存在,或者隐瞒你真实的本性。
先决条件:潜行技能3级,使用魔法装置技能3级,基础强韧豁免加值+3
专长效果:你可以引导一件制造条件里有幻术系法术、且该法术至少为一环的魔法物品中的能量,施放一次法术渐隐术apg(vanish)。如果你在潜行和使用魔法装置技能都拥有7级或以上等级,你可以改为引导一件制造条件里有幻术系法术、且该法术至少为二环的魔法物品中的能量,施放一次隐形术invisibility或隐匿阵营undetectable alignment。你每天可以使用该专长1次,基础强韧豁免加值达到+9和+12时可以获得一次每日使用次数。
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concealMent   Mastery   (IteM   Mastery) You can use illusion magic items to conceal your presence, or possibly even your true nature.
Prerequisites: Stealth 3 ranks, Use Magic Device 3 ranks, base Fortitude saving throw bonus +3. Benefit: You can cause an item that has an illusion spell of 1st level or higher listed in its construction requirements to cast vanishAPG. If you have 7 ranks in both Stealth and Use Magic Device, you can instead cause an item that has an illusion spell of 2nd level or higher listed in its construction requirements to cast either invisibility or undetectable alignment. You can use this feat once per day, plus an additional time per day when your base Fortitude save bonus reaches +9 and +12.
力场盾掌握 force shield mastery(物品掌握专长)
你可以用防护系魔法物品创造力场屏障
先决条件:使用魔法装置技能3级,基础强韧豁免加值+3
专长效果:你可以引导一件制造条件里有防护系法术、且该法术至少为一环的魔法物品中的能量,创造一个魔法效果。该效果如同护盾术shield一样运作,除了其提供的AC盾牌加值等同于你的基础强韧豁免加值的1/3(最小+1)。你每天可以使用该专长1次,基础强韧豁免加值达到+6,+9和+12时可以获得一次每日使用次数。
剧透 -   :
Force sHIeld   Mastery   (IteM   Mastery) You can create barriers of force with abjuration magic items.
 Prerequisites: Use Magic Device 3 ranks, base Fortitude saving throw bonus +3.
 Benefit: You can cause an item that has an abjuration spell of 1st level or higher listed in its construction requirements to create a magical effect that functions like shield, except the
shield bonus to AC gained is equal to 1/3 your base Fortitude save bonus (minimum +1). You can use this feat once per day, plus an additional time per day when your base Fortitude save bonus reaches +6, +9, and +12.
灵器掌握  implement mastery(物品掌握专长)
你可以使用你的灵器来解开你掌控的圣遗物和其他强力魔法物品中的秘密。
先决条件:灵器职业能力OA,心智点职业能力OA
专长效果:你将你的灵器视为一件制造条件里有全部该灵器连接灵器学派的已知法术的魔法物品,来使用物品掌握专长。当使用灵器来启动一个物品掌握专长时,你可以消耗等同于该专长先决要求中基础强韧豁免加值一半数值的心智点来激活专长,以此使用不计入该专长的每日使用次数中。
特殊:只要满足了专长的先决条件,一个拥有该专长的秘学士可以选择物品掌握专长来代替选择灵器之力。
剧透 -   :
IMPleMent   Mastery   (IteM   Mastery) You can use your implements to unlock secrets of mastering relics and other items of power. Prerequisites: ImplementsOA class feature, mental focusOA class feature. Benefit: For the purposes of using item mastery feats, you treat your implements as magic items with all spells that you know from each implement’s associated implement school functioning as their effective construction requirements. When using an implement to activate an item mastery feat, you can spend a number of points of mental focus equal to half of the feat’s base Fortitude save bonus prerequisite to activate the feat without counting the use against the item mastery feat’s total number of daily uses. Special: An occultist who has this feat can select item mastery feats in place of focus powers, provided he meets the feats’ prerequisites.
种族物品掌握 racial item mastery(物品掌握专长)
你能用特定的魔法物品来填充你与生俱来的力量。
先决条件:使用魔法装置技能6级,基础强韧豁免加值+3
专长效果:你能专注于一个与你种族有联系的物品来使用你拥有的种族类法术能力而无须消耗类法术的每日使用次数。种族类法术能力指你从种族特性中获得类法术能力,从以种族为先决条件的专长或特性中获得的类法术能力,或者从仅限你的种族才能选择的职业变体或选项中获得的类法术能力。你必须使用一件制造时需求使用学派与你想使用的类法术能力相同且环数不低于该类法术能力的魔法物品。你每天可以使用该专长1次,基础强韧豁免加值达到+9和+12时可以获得一次每日使用次数。
剧透 -   :
racIal   IteM   Mastery   (IteM   Mastery)
 You can use certain magic items to fuel your innate powers.
Prerequisites: Use Magic Device 6 ranks, base Fortitude saving throw bonus +3.
Benefit: You can focus on an item associated with your race to use a racial spell-like ability that you have without expending any uses per day from that spell-like ability. A racial spell-like ability is any spell-like ability that you have gained from a racial trait, from a feat or trait that lists your race as a prerequisite, or from a class option or archetype that is available only to members of your race. You must use an item with a spell in its construction requirement that belongs to the same school and is at least of the same level as the spell-like ability that you wish to use. You can use this feat once per day, plus an additional time per day when your base Fortitude save bonus reaches +9 and +12.
抗力掌握 resistance mastery(物品掌握专长)
你可以用防护系魔法物品来让自己免受伤害。
先决条件:使用魔法装置技能3级,基础强韧豁免加值+3
专长效果:每天一次,你可以花费10分钟将你的思维集中在一套魔法护甲或一件制造条件中列有2环或更高环数防护系系法术的占用你一个装备栏位的奇物中来获得防御上的好处。该好处可以是在全豁免上获得+1抗力加值,或是在某一种能量类型中获得5点能量抗力(酸,寒冷,电,火焰或者音波)。这个效果持续24小时。你必须穿戴这件物品才能获得这个好处;如果这个物品在该专长效果结束前被移除,则这个效果会马上消失,而且从专长最后以此激活起24小时内无法重新获得。基础强韧豁免加值达到+6,+9和+12时,你从该专长获得的抗力加值+1,或能量抗力+5。同一时间你只能从该专长获得一种好处。
剧透 -   :
resIstance   Mastery   (IteM   Mastery) You can protect yourself from harm by using abjuration magic items. Prerequisites: Use Magic Device 3 ranks, base Fortitude saving throw bonus +3.
Benefit: Once per day, you can meditate for 10 minutes in order to use magic armor or a wondrous item that has an abjuration spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body to gain a defensive benefit. This benefit can be either a +1 resistance bonus on all saving throws or 5 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic). This benefit lasts for 24 hours. You must wear the item in order to gain this benefit; if the item is removed before this feat’s benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat’s last activation. The resistance bonus granted by this feat increases by 1 or the energy resistance increases by 5 when your base Fortitude save bonus reaches +6, +9, and +12. You can gain only one benefit from this feat at a time.
复原掌握 restoration mastery(物品掌握专长)
你不仅仅能治疗肉体上的伤势。
先决条件:医疗技能5级,使用魔法装置技能5级,基础强韧豁免加值+3
专长效果:你可以引导一件制造条件有用咒法(医疗)系法术、且该法术至少为二环的魔法物品中的能量,施放一次法术次级复原术lesser restoration。如果你在医疗和使用魔法装置技能上都拥有至少9级,你可以改为引导一件制造条件里有咒法(医疗)系法术、且该法术至少为三环的魔法物品中的能量,施放移除耳聋目盲remove blindness/deafness或移除麻痹remove paralysis。你每天可以使用该专长1次,基础强韧豁免加值达到+9和+12时可以获得一次每日使用次数。
剧透 -   :
restoratIon   Mastery   (IteM   Mastery) You can heal more than just injuries of the flesh. Prerequisites: Heal 5 ranks, Use Magic Device 5 ranks, base Fortitude saving throw bonus +3. Benefit: You can cause an item that has a conjuration (healing) spell of 2nd level or higher listed in its construction requirements to cast lesser restoration. If you have 9 ranks in both Heal and Use Magic Device, you can instead cause an item that has a conjuration (healing) spell of 3rd level or higher listed in its construction requirements to cast either remove blindness/deafness or remove paralysis. You can use this feat once per day, plus an additional time per day when your base Fortitude save bonus reaches +9 and +12.
圣徽掌握 symbolic mastery (物品掌握专长)
你可以引导你信仰的神的圣徽中的力量,并像武器一般使用它。
先决条件:使用魔法装置技能4级,基础强韧豁免加值+2
专长效果:每天等同于你基础强韧豁免加值次,你可以引导你所信仰的且阵营与你完全相同的神祗圣徽中的能量来释放一种名为圣徽弹的有害魔法攻击。用一个标准动作,该攻击可以通过接触或者射线来传导。近战圣徽弹是一个不引发借机攻击的近战接触攻击,而远程圣徽弹是射程30尺的远程攻击(译者注:不是远程接触)。圣徽弹造成1d6+1/2你使用魔法装置技能等级的伤害。每次使用该专长时,你从你圣徽所属神祗的牧师领域中选择一个来决定你的圣徽弹造成的伤害类型。伤害类型(和对应的领域)为酸(土,魔法,符文),寒冷(黑暗,魔法,符文,虚空,水,天气),电(气,魔法,符文,天气),火焰(毁灭,火,魔法,符文),负能量(死亡,毁灭,虚空),正能量(荣誉,医疗,安眠,太阳),音波(魔法,符文,天气)和无种类(其他)。如果圣徽弹造成了无种类伤害,它的伤害降低到1d3+1/2你使用魔法装置技能等级。当你创造圣徽弹时,它从你拿着圣徽的手中迅速出现,所以你在不使用圣徽弹攻击时视为空着一只手。武器专攻(射线)不能应用于圣徽弹,但是你可以选择武器专攻(圣徽弹)来同时应用在近战和远程圣徽弹上。以单个武器(如魔化武器)为目标的法术不能影响圣徽弹,圣徽弹也不能拥有魔法武器的特殊能力。影响所有武器攻击的能力与专长照常作用于圣徽弹。
剧透 -   :
syMbolIc   Mastery   (IteM   Mastery) You can channel the power of the gods through symbols of their faiths, using it as a weapon.
Prerequisites: Use Magic Device 4 ranks, base Fortitude saving throw bonus +2.
Benefit: A number of times per day equal to your base Fortitude save bonus, you can cause a holy symbol of a deity you worship and whose alignment is the same as yours to unleash a harmful magical attack called a symbolic bolt. This attack can be delivered via touch or a ray, as a standard action. A melee symbolic bolt requires a melee touch attack that doesn’t provoke attacks of opportunity, and a ranged symbolic bolt is a ranged attack with a range of 30 feet. A symbolic bolt deals damage equal to 1d6 + 1/2 your total number of ranks in the Use Magic Device skill. You choose the type of damage dealt by your symbolic bolt each time you use this feat from those offered by the cleric domains granted by the deity whose holy symbol you use. The types of damage (and the cleric domains that grant them) are acid (Earth, Magic, Rune), cold (Darkness, Magic, Rune, Void, Water, Weather), electricity (Air, Magic, Rune, Weather), fire (Destruction, Fire, Magic, Rune), negative energy (Death, Destruction, Void), positive energy (Glory, Healing, Repose, Sun), sonic (Magic, Rune, Weather), and untyped (any). If a symbolic bolt is used to deal untyped damage, the bolt’s damage is reduced to an amount equal to 1d3 + 1/2 your total number of ranks in Use Magic Device. When you create a symbolic bolt, it originates from the hand holding the holy symbol and appears only briefly, so you have a hand free anytime you’re not attacking with a symbolic bolt. The feat Weapon Focus (ray) doesn’t apply to symbolic bolts, but you can take the feat Weapon Focus (symbolic bolt) and apply it to both melee and ranged symbolic bolts. Spells that target a single weapon (such as magic weapon) can’t affect symbolic bolts, nor can a symbolic bolt have magic weapon special abilities. Abilities and feats that affect all weapon attacks function as normal with symbolic bolts.
武器觉醒掌握 weapen evoker mastery (武器掌握专长)
你用你魔法武器上的秘法能量折磨你的对手。
先决条件:使用魔法装置技能2级,基础强韧豁免加值+3
专长效果:当你持握一个拥有造成酸,寒冷,火,电或音波伤害特殊附魔能力的魔法武器时,以一个迅捷动作,你在1轮内使用该武器攻击时,每次攻击再造成额外1d4点相同类型的伤害。
剧透 -   :
weaPon   evoKer   Mastery      (IteM   Mastery) You rack opponents with eldritch power coursing from your magic weapons. Prerequisites: Use Magic Device 2 ranks, base Fortitude saving throw bonus +3. Benefit: As a swift action while wielding a magic weapon with a weapon special ability that deals extra acid, cold, fire, electricity, or sonic damage on a hit, you deal an additional 1d4 points of damage of the same type with each hit you make with that weapon for 1 round.
« 上次编辑: 2017-11-30, 周四 17:38:39 由 月夜白雨 »

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Re: [MTT]全法术
« 回帖 #1 于: 2016-06-13, 周一 03:40:37 »
骸骨之拳BONE FISTS
学派 死灵系
环位 血脉狂怒者2,牧师2,德鲁伊2,异能者2,萨满2,术士/法师2,女巫2
施法时间 标准动作
成分V,S,M(一只凶猛动物的指关节骨)
范围 近距
目标 每等级1个生物,两两间距离不超过30尺
持续时间:1分钟/等级
持续时间
豁免 无(无害)
法术抗力 否
   你目标关节中的骨头变得厚而锋利,从指、肘、肩、脊柱和膝部等关节处痛苦地穿透出皮肤。每个目标获得+1天防加值和天生武器伤害骰上的+2加值,并且他们被视为穿有并擅长甲刺。
剧透 -   :
BONE FISTS School necromancy; Level bloodrager 2, cleric 2, druid 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S, M (the knucklebone of a dire animal) Range close (25 ft. + 5 ft./2 levels) Targets 1 creature/level, no two of which can be more than 30 feet apart Duration 1 minute/level Saving Throw none (harmless); Spell Resistance no The bones of your targets’ joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees. The targets each gain a +1 bonus to natural armor and a +2 bonus on damage rolls with natural weapons, and they are treated as having armor spikes, with which they are proficient.

时光闪回FLASH FORWARD
学派 咒法系(传送)
环位 炼金术师4,反圣武士4,吟游诗人4,血脉狂怒者4,审判者4,魔战士4,通灵者4,秘学士4,异能师者4,术士/法师5
施法时间 标准动作
成分 V,S,F(一个齿轮或一点发条)
范围 个人
目标 自己
持续时间 立即
豁免 无(无害)
法术抗力 无
   你欺骗了时间的规则,在你回到初始位置之前先进入了战斗。作为施放该法术的一部分,你对一名敌人发动了冲锋。你正常进行这次冲锋攻击来计算地形障碍,借机攻击,攻击骰和伤害骰。在你的冲锋结束时,你以自由动作立刻传送回到你初始的位置。所有你造成或你受到的伤害或者状态都是真的并且在你返回初始位置时保留。
(译者吐槽:可以叫屁股闪回233)
剧透 -   :
FLASH FORWARD School conjuration (teleportation); Level alchemist 4, antipaladin 4, bard 4, bloodrager 4, inquisitor 4, magus 4, medium 4, occultist 4, paladin 4, psychic 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, F (a single gear or bit of clockwork) Range personal Target you Duration instantaneous Saving Throw none (harmless); Spell Resistance no You cheat the laws of time and enter into combat before reverting back to your original position. As part of the action to cast the spell, you make a charge attack against an enemy. You make this charge attack normally, accounting for terrain obstacles, attacks of opportunity, attack rolls, and damage rolls. At the end of your charge action, you instantly teleport back to your original location as a free action. Any damage or conditions dealt by you or to you during this action are real and remain when you return to your original location.
粒子形态 PARTICULATE FORM
学派 变化系
环位 牧师7,秘学士5,异能者7,术士/法师7,女巫7
施法时间 标准动作
成分 V,S,M(一撮细沙)
范围 近距
目标 每等级1个生物,两两间距离不超过30尺
持续时间 1轮/等级(可消解)
豁免 无(无害)
法术抗力 否
   目标的物理形态经历了怪诞的变形。虽然他们的外观与言行都正常,但是他们的身体由无数的分离的小颗粒所组成,并重聚回一个整体。每个目标获得快速医疗1,并对流血伤害,偷袭,重击和其他形式的精准伤害免疫。该快速医疗的值在施法者等级达到10,15和20级时再+1。任何目标能用一个迅捷动作终止它自己身上的该法术效果。之后它会恢复5d6点HP并可以额外尝试一次豁免骰来对抗任意一个作用在它身上的疾病或毒素效果(使用原本的豁免DC),一个成功的豁免骰可以终止这个疾病或者毒素效果。
剧透 -   :
PARTICULATE FORM School transmutation; Level cleric 7, occultist 5, psychic 7, sorcerer/wizard 7, witch 7 Casting Time 1 standard action Components V, S, M (a pinch of fine sand) Range close (25 ft. + 5 ft./2 levels) Targets 1 creature/level, no two of which can be more than 30 feet apart Duration 1 round/level (D) Saving Throw none (harmless); Spell Resistance no The targets’ physical forms undergo a bizarre transformation. They look and function normally, but are composed of countless particles that separate and reconnect to remain whole. Each target gains fast healing 1 and is immune to bleed damage, critical hits, sneak attacks, and other forms of precision damage. The value of this fast healing increases by 1 at caster levels 10th, 15th, and 20th. Any target can end the spell effect on itself as a swift action; the target then regains 5d6 hit points and can attempt an additional saving throw against any one disease or poison affecting it (at the original save DC), ending that disease or poison with a successful saving throw.
相位挑战 phasic challenge
学派 变化系
环位 牧师8,异能者8,萨满8,术士/法师8,唤魂师6,女巫7
施法时间 标准动作
成分 V,S,M(一小片骑士的旗帜)
范围 近距
目标 两个相距不超过60尺的生物;见下文
持续时间 1轮/等级(可消解)
豁免 意志无效(见下文)
法术抗力 可
你选择一个敌人和一个自愿的盟友作为目标。敌人在每轮开始前可以进行一次新的意志豁免骰,成功的豁免会终止该法术。两个目标拥有视觉和听觉,可以正常的看到和听到其他生物,但不能对除了对方以外的其他生物进行物理交互。被影响生物的法术或者武器攻击只能影响到对方,不过法术仍可影响到地形或别的不需要与其他生物交互的因素。如果其中一个目标失去意识或死亡,或者该效果被解除,则两个目标上的效果都会停止。
剧透 -   :
PHASIC CHALLENGE School transmutation; Level cleric 8, psychic 8, shaman 8, sorcerer/wizard 8, spiritualist 6, witch 7 Casting Time 1 standard action Components V, S, M (a scrap of a knight’s banner) Range short (25 ft. + 5 ft./2 levels) Targets two creatures within 60 feet of one another; see text Duration 1 round/level (D) Saving Throw Will negates (see below); Spell Resistance yes You select one enemy and one willing ally as targets. The enemy gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the spell ends. Both targets remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another. Spells or weapon attacks from the affected creatures impact only each other, though spells might affect terrain or other factors not related to other creatures. If one of the creatures becomes unconscious or dies, or if the effect is dispelled, the effect ends for both of them.
法咒 spellcurse
学派 死灵系(诅咒UM)
环位 反圣武士2,牧师3,审判者2,秘学士4,异能者3,萨满4,女巫3
施放时间 标准动作
成分 V,S,M(一块毁坏的魔法物品的碎片)
范围 中距
目标 一个生物
持续时间 立即
豁免 意志减半
法术抗力 可
你扰乱了影响你目标的所有法术能量,使得这些能量猛然碎裂并伤害目标。每有一个持续时间至少在1轮以上的法术正影响目标,它就会额外承受1d6伤害。那些法术并不会被解除或调整。
剧透 -   :
SPELLCURSE School necromancy [curseUM]; Level antipaladin 2, cleric 3, inquisitor 2, occultist 4, psychic 3, shaman 4, witch 3 Casting Time 1 standard action Components V, S, M (a fragment of a destroyed magical item) Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw Will half; Spell Resistance yes
 You disrupt any spell energy affecting your target, causing that energy to crackle with power and harm the target. The target takes 1d6 points of damage for each spell with a duration of 1 round or greater currently affecting it. The spells themselves are not dispelled or modified.
扭曲金属 warp metal
学派 变化系(土)
环位 血脉狂怒者4,牧师4,德鲁伊4,通灵者4,秘学士4,异能者4,术士/法师4
施放时间 标准动作
成分 V,S,M(一根缠绕的丝线)
范围 近距
目标 每等级1个小体型木制品,全部必须在一个20尺半径范围内;见下文
持续时间 立即
豁免 意志无效(物品)
法术抗力 可(物品)
你使得金属扭曲而歪斜,永久的摧毁了它的平直,形态以及强度。一个扭曲的门会被裂开(或卡死,需要用一个成功的力量检定来打开,根据你的选择而定)。马车会被挤压而无法前进和被操纵。被扭曲的远程武器毫无用处(useless)。被扭曲的近战武器在攻击骰承受-4的罚值。你可以扭曲每等级一个小体型或更小的物品。一个中体型物品算作2个小体型物品,大体型算作4个,超大体型算作8个,巨型算作16个,超巨型算作32个。另外,你也可以用该法术将被扭曲的物品复原(有效地将其扭回正常模样)。完全修复术无法修复被扭曲的物品。你可以将该法术连续释放多次,来扭曲(或恢复)一个对你来说大到无法用一次施法来完全影响的物品。在物品被完全扭曲之前,它不承受任何负面效果。
(译者注:虽然描述和法术名称都是“金属”然而目标里写的却是木制品。。。p子大麻注意。)
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WARP METAL School transmutation [earth]; Level bloodrager 4, cleric 4, druid 4, medium 4, occultist 4, psychic 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (a twisted wire) Range close (25 ft. plus 5 ft./2 levels) Targets 1 Small wooden object/level, all within a 20-ft. radius; see text Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object) You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a successful Strength check to open, at your option). A vehicle grinds to a halt and ceases to operate. Warped ranged weapons are useless. A warped melee weapon imposes a –4 penalty on attack rolls. You can warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. Alternatively, you can unwarp metal (effectively warping it back to normal) with this spell. Make whole, on the other hand, does nothing to repair a warped item. You can combine multiple consecutive castings of warp metal to warp (or unwarp) an object that is too large for you to warp with a single casting. Until the object is completely warped, it suffers no ill effects.
咬人之语 biting words
学派 塑能系(依赖语言,音波)
环位 吟游诗人1,血脉狂怒者1,
施放时间 标准动作
成分 V,S
范围 个人
目标 自己
持续时间 1分钟/等级
豁免 意志无效(无害)
法术抗力 否
你的声音充满了魔法,你可以仅用一个词来伤害对手。以一个标准动作,你可以通过说话,以30尺内一个对手为目标发动一次远程接触攻击,造成1d6+你的力量或魅力调整值,取其高者。该伤害为钝击,穿刺和挥砍伤害并能被伤害减免减少。每次你作出攻击就会减少该法术剩余时间1分钟。如果一次攻击将剩余时间降到了0分钟或更低,该法术在这次攻击完成后结束。取代清晰地说话,你可以大喊出咬人的字词进行攻击。如果这么做,伤害减少到1d4+1/2你的力量或魅力调整值(取其高者),但是该法术的这次攻击不再视为有【依赖语言】描述符。
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BITING WORDS School evocation [language-dependent, sonic]; Level bard 1, bloodrager 1 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance no Your voice becomes suffused with magic so that you can harm your opponents with but a word. As a standard action, you can target one opponent within 30 feet with a ranged touch attack by speaking to it, dealing an amount of damage equal to 1d6 + your Strength or Charisma modifier, whichever is higher. The damage dealt is bludgeoning, piercing, and slashing damage and can be reduced by damage reduction. Each attack you make reduces the spell’s remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. You can attack with biting words by shouting instead of speaking intelligibly. When doing so, the amount of damage dealt by the attack is reduced to 1d4 + 1/2 your Strength or Charisma modifier (whichever is higher), but the spell doesn’t count as having the language-dependent descriptor for that attack.
弹性炸弹添加剂 bouncing bomb admixture
学派 变化系
环位 炼金术师3
施放时间 迅捷动作
成分 V,S
范围 个人
目标 自己
持续时间 1轮
豁免 意志无效(无害)
法术抗力 否
通过饮用这个公式制作的化合炼成,你注入炸弹的魔法产生显著变化,在该化合炼成的持续时间内制造并投掷的普通炼金炸弹基本性质均被改变。该效果对任何用于改变炸弹性质的科研发现没有影响,而且同一时间你只能拥有一种添加剂效果(名字中带有“炸弹添加剂:的公式)。如果你饮用另一剂炸弹添加剂,那么之前生效的炸弹添加剂效果结束,新获得的效果生效。
当你投掷你下一个炸弹时,选择一个正常会被炸弹溅射伤害击中的目标。该目标改为如同被炸弹直接击中一般,
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BOUNCING BOMB ADMIXTURE School transmutation; Level alchemist 3 Casting Time 1 swift action Components V, S Range personal Target you Duration 1 round Saving Throw Will negates (harmless); Spell Resistance no Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of the next bomb you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (a formula with “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active. When you throw your next bomb, choose one target that would normally be hit by the bomb’s splash damage. The target is affected as if it suffered a direct hit from the bomb instead.
关门放狗 release the hounds
学派 咒法系(召唤)
环位 吟游诗人5,德鲁伊5,萨满5,术士/法师5,召唤师5,女巫5
施放时间 标准动作
成分 V,S,M/DF(一些犬牙的碎片)
范围 近距
效果 一群犬科动物
持续时间 1轮/等级(可消解)
豁免 无
法术抗力 无
该法术召唤出一群狗,他们听从施法者的指令,并且行动无比一致,使得他们如同集群一般运作。狗群使用冬狼(B1)的数据,除了它失去喷吐武器,寒冷子类和寒冷特殊攻击并获得集群子类,造成3d6伤害的集群攻击,和扰乱心神特殊攻击(DC17)。每当狗群用其集群攻击伤害到一个对手,它们可以立刻用它的摔拌特殊攻击对其尝试一次摔拌战技检定。狗群不会获得任何伤害减免或免疫并且可以被目标为特定数量生物的效果攻击和影响,不过这类攻击只能造成正常伤害量的1/4(25%),并且不造成伤害的效果只有25%几率生效。
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RELEASE THE HOUNDS School conjuration (summoning); Level bard 5, druid 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5 Casting Time 1 standard action Components V, S, M/DF (shards of a canine’s fang) Range close (25 ft. + 5 ft./2 levels) Effect one pack of canines Duration 1 round/level (D) Saving Throw none; Spell Resistance no This spell summons a pack of canines that respond to the spellcaster’s commands and act in perfect unison, causing them to function like a swarm. The pack uses the statistics for a winter wolf (Pathfinder RPG Bestiary 280), except it loses its breath weapon, the cold subtype, and its cold special attack and gains the swarm subtype, a swarm attack that deals 3d6 points of damage, and the distraction special attack (DC 17). Whenever the pack damages an opponent with its swarm attack, it can immediately attempt a trip combat maneuver check against that creature with its trip special attack. The pack does not gain any damage reduction or immunity to damage and can be attacked by effects that target a specific number of creatures, though such attacks deal 1/4 the normal amount of damage (25%) and effects that don’t deal hit point damage are only 25% likely to work.
追踪坑 roaming pit
学派 咒法系(创造)
环位 牧师6,德鲁伊6,异能者6,术士/法师5,召唤师5
施放时间 标准动作
成分 V,S,M(价值10gp的钻石尘)
范围 中距
效果 移动的10尺x10尺范围,每2等级深10尺的洞
持续时间 1轮/等级
豁免 反射无效
法术抗力 无
该法术如同造坑术create pitAPG一般运作,除了这个坑适合移动。以一个移动动作,你可以指示坑移动最多20尺,不过它必须永远保持在一个足够容纳其范围的水平面上。如果这个坑与同一水平面上的一个生物占用同一格,这个生物必须通过一个成功的反射豁免,否则就会落入坑中。当坑到达新的目的地时任何避免掉入坑中的生物会移动到最近的安全空格中。掉入坑中的生物会随着坑一起移动。
(译者注:嗯没看错,确实在俩神棍表里)
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ROAMING PIT School conjuration (creation); Level cleric 6, druid 6, psychic 6, sorcerer/wizard 5, summoner 5 Casting Time 1 standard action Components V, S, M (powered diamond dust worth 10 gp) Range medium (100 ft. + 10 ft./level) Effect mobile 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Duration 1 round/level Saving Throw Reflex negates; Spell Resistance no This spell functions as create pitAPG, except the pit is capable of movement. As a move action, you can direct the pit to move up to 20 feet, though it must always remain on a horizontal surface large enough to accommodate its area. If the pit’s movement causes it to share a space with a creature on the same horizontal surface, that creature must succeed at a Reflex saving throw or fall into the pit. Any creature that avoids falling into the pit when it reaches its new destination moves to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.
沉眠之触 TOUCH OF SLUMBER
学派 附魔系(胁迫)【影响心灵】
环级 吟游诗人6,牧师5,德鲁伊5,异能者6,萨满5,术士/法师5,女巫6
施放时间 标准动作
成分 V,S,M(一小块海藻)
范围 接触
目标 接触的非敌意生物
持续时间 立即
豁免 意志无效
法术抗力 可
该法术只会生效于对你态度为冷漠或更好态度,而且和你跟你的可见伙伴都非敌对的生物。被你触碰的目标(这通常需要一个成功的近战接触攻击)必须通过一个成功的意志豁免检定,否则会沉睡2d6小时。当睡着的时候,该生物无助。该生物被法术影响的1分钟内,任何吵闹声或者粗暴的身体接触都会让它马上醒来。之后,拍击或伤害被该法术影响的生物能唤醒它,不过通常的噪音则并不能唤醒它。唤醒一个生物是一个标准动作(这是援助他人动作的应用)
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分心徽记 SYMBOL OF DISTRACTION
学派 附魔系(胁迫)【影响心灵】
环级 吟游诗人6,牧师6,催眠师6,秘学士4,异能者6,术士/法师6,女巫6
施放时间 10分钟
成分 V,S,M(水银和磷,再加上价值5000gp的钻石尘和猫眼石尘)
范围 0尺;见下文
效果 一个徽记
持续时间 见下文
豁免 意志无效
法术抗力 可
该法术如同死亡徽记一般运作,除了所有在分心徽记内的范围内的生物会被迷魂每施法者等级10分钟。与死亡徽记不同,该法术没有生命值上限;一旦被触发,分心徽记会在每施法者等级10分钟内持续保持激活。所有被迷魂的生物会向分心徽记移动,试图停留在徽记作用范围内。如果徽记带领着被影响的生物进入一个危险的区域,每一个被迷魂的生物可以再进行一次意志豁免检定,成功则不再被迷魂。如果一个生物的视野中的分心徽记被完全遮挡,它会立即从徽记效果中解脱。
剧透 -   :
SYMBOL OF DISTRACTION School enchantment (compulsion) [mind-affecting]; Level bard 6, cleric 6, mesmerist 6, occultist 4, psychic 6, sorcerer/ wizard 6, witch 6 Casting Time 10 minutes Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp) Range 0 feet; see text Effect one symbol Duration see text Saving Throw Will negates; Spell Resistance yes This spell functions like symbol of death, except that all creatures within the radius of a symbol of distraction instead become fascinated by the symbol for 10 minutes per caster level. Unlike symbol of death, symbol of distraction has no hit point limit; once triggered, a symbol of distraction simply remains active for a duration of 10 minutes × your caster level. All fascinated creatures move toward the symbol of distraction, trying to remain within the symbol’s area of effect. If the symbol leads affected creatures into a dangerous area, each fascinated creature can attempt an additional Will saving throw, with success indicating it is no longer fascinated. If a creature’s view of the symbol is completely blocked, it is immediately freed of the symbol’s effect.

魅影重温PHANTASMAL REMINDER
学派 幻术系(魅影)【影响心灵】
环级 反圣武士3,吟游诗人4,催眠师3,异能者3,萨满4,术士/法师3,女巫3
施放时间 标准动作
成分 V,S
范围 中距
目标 一个活物
持续时间  1轮(见下文)
豁免 意志通过则不相信,之后强韧通过部分生效;见下文
法术抗力 可
你创造了一段记忆,让目标不断回想起之前一次对他造成的成功攻击,强迫他重温这次攻击中每一个折磨他身体的细节。该法术只能对自你上一轮结束之后受到过伤害的生物生效。目标首先可以通过一次意志豁免检定来知道这个攻击是虚假的。如果他在豁免检定中失败,他必须通过一个成功的强韧检定,否则会受到每施法等级1d6点伤害(最高10d6)。由于该伤害是之前受伤的拟真记忆,这个伤害无法被减少或被避免(例如护盾术或其他法术)。如果魅影重温的目标拥有天生的心灵感应能力或装备了心灵感应头盔,被伤害的记忆会自动反弹给你。你必须马上通过一个意志检定来不相信,如果你失败了,你受到一半的法术伤害
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PHANTASMAL REMINDER School illusion (phantasm) [mind-affecting]; Level antipaladin 3, bard 4, mesmerist 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one living creature Duration 1 round (see text) Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes You create a memory loop of a successful attack made against the target, forcing its conscious mind to recall the details of the attack in such excruciating detail that its physical body is racked by the recollection. This spell can affect only a creature that has taken damage since the end of your last turn. The target first can attempt a Will save to recognize the attack as unreal. If it fails that saving throw, the target must succeed at a Fortitude save or take an amount of damage equal to 1d6 × your caster level (maximum 10d6). Because the damage is a quasi-real memory of existing wounds, this damage can’t be reduced or prevented (such as by the shield other spell). If the target of a phantasmal reminder attack succeeds at the Will save to disbelieve the memory loop and either has natural telepathy or is wearing a helm of telepathy, the memory of damage automatically rebounds to affect you. You must immediately attempt a Will save to disbelieve; if you fail, you take half the spell’s damage yourself.

隐匿魔法书 SECLUDED GRIMOIRE
学派 咒法系(召唤)
环级 魔战士1,术士/法师1
施放时间 1轮
成分 V,S
范围 接触
目标 被触碰的法术书
持续时间 立即
豁免 无
法术抗力 否
该法术将法术书传送到灵界位面中一个随机但安全的位置,在那里它可以无限期的存在。当你施放这个法术时,目标法术书消解为迅速褪去的能量之线和符文,反映了所有它储存的法术。之后,你可以以一个标准动作专注,来唤回法术书,让它在你的手上重新出现。当你已经存了一本法术书在灵界位面时你不能再将该法术施放在另一本法术书上。其他生物或者物品都不能与你送走的法术书相伴,并且作用在法术书上的其他法术的持续时间照常计算。
剧透 -   :
SECLUDED GRIMOIRE School conjuration (summoning); Level magus 1, sorcerer/ wizard 1 Casting Time 1 round Components V, S Range touch Target spellbook touched Duration instantaneous Saving Throw none; Spell Resistance no This spell sends a spellbook into a random but safe location on the Ethereal Plane, where it remains indefinitely. When you cast this spell, the target spellbook dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within. Thereafter, you can retrieve the spellbook by concentrating as a standard action, causing it to reappear in your hands. You cannot cast this spell on another spellbook if you currently have a spellbook in the Ethereal Plane. No other creatures or objects accompany the spellbook you send away, and the duration of any spells currently affecting the spellbook continue normally.

先知誓缚 BIND SAGE
学派 咒法系(呼唤)
环级 秘学士5,异能者5,萨满5,术士/法师4,召唤师4,女巫5
施放时间 10分钟
成分 V,S
范围 近距;见下文
目标 一只膜生兽(caulborn,B3)
持续时间 立刻
豁免 意志无效
法术抗力 否,可;见下文。
这个异界誓缚法术的变体被专门用来召唤异界生物中最有学识的种类之一:不朽的预言者,膜生兽。该法术会将单一只膜生兽召唤到一个特别准备的陷阱中。该法术的施法者只能强迫一只被束缚的膜生兽来提供信息(用它自己的知识鉴定或思维感知能力);强迫膜生兽进行战斗,守卫某个地点,或进行其他任务的尝试自动失败。该法术在其他方面如同异界誓缚法术一般运作。膜生兽最喜欢的礼物是独特的书籍,或是智能生物(他们的思想能喂给膜生兽)。膜生兽的真名几乎不可能被发现,因为他们天生的个人主义。不过,在Kaer Maga的一些隐居的学者团体可能知道用于召唤特定膜生兽的头衔。
(译者:建议所有想用这个法术的自己去看看膜生兽的条目233)
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BIND SAGE School conjuration (calling); Level occultist 5, psychic 5, shaman 5, sorcerer/wizard 4, summoner 4, witch 5 Casting Time 10 minutes Components V, S Range close (25 ft. + 5 ft./2 levels); see text Target one caulborn (Pathfinder RPG Bestiary 3 48) Duration instantaneous Saving Throw Will negates; Spell Resistance no and yes; see text This variant of planar binding is specifically used to call one of the most knowledgeable types of outsiders: the immortal and prophetic caulborn (Pathfinder RPG Bestiary 3 48). This spell calls a single caulborn into a specially prepared trap. The caster of this spell can compel a bound caulborn only to provide information (using its Knowledge skills or detect thoughts); attempts to compel the caulborn to fight, guard a location, or perform some other task automatically fail. This spell otherwise functions as planar binding. The most effective gifts for a caulborn are unique books or intelligent creatures upon whose thoughts the caulborn can feed. The true names of caulborn are nearly impossible to discover, as they are not inherently individualistic, but certain reclusive scholar communities in Kaer Maga may know titles by which specific caulborn can be called.

阿卡西交流 AKASHIC COMMUNION
学派 预言系
环级 吟游诗人3,通灵者3,催眠师4,秘学士3,异能者3,萨满3,术士/法师4,唤魂者4,女巫3
施放时间 10分钟
成分 V,S,M/DF(一方价值100gp的发亮的银版)
范围 个人
持续时间 1min/等级
你尝试从阿卡西记录(异能冒险OA244页)这个记录了所有已经发生过的经验的异位面知识库中一瞥某些特殊的事件。这允许你每拥有有3个施法者等级,就可以进行一种你选定的知识技能检定,每一种都获得+10洞察加值。你被视为在所有这些检定中用到的知识技能中已受训,并可以用该法术对你之前已经失败的知识检定进行重骰。GM暗骰这些知识检定,因为阿卡西记录无比的遥远,从中获取的信息经常会发生扭曲。如果骰出自然1,会获得极其不准确的答案。该法术是在你用自身能力理解并抓取阿卡西记录中飞掠思绪时提供经验指导,而非直接提供那些去过这个异位面知识库的人能获取的完美知识。如果你发生了停顿,与他人讨论答案,或走开干别的事情,法术结束。一旦你已经用过该法术来对某特特定话题或事件收集信息,你不能再次使用该法术来了解相同的话题或事件,直到你获得了新的施法等级。
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AKASHIC COMMUNION School divination; Level bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, sorcerer/ wizard 4, spiritualist 4, witch 3 Casting Time 10 minutes Components V, S, M/DF (a square of reflective silver worth 100 gp) Range personal Duration 1 minute/level You attempt to obtain a glimpse of some specific event from the Akashic Record (Occult Adventures 244), the extraplanar repository of all experiences that have ever occurred. This allows you to attempt one Knowledge skill check of your choice per 3 caster levels you have, each with a +10 insight bonus. You are treated as trained in any Knowledge skills used for these checks, and can use this spell to reroll a Knowledge skill check you have already failed. The GM rolls these Knowledge checks in secret, as the Akashic Record is incredibly remote, and impressions gleaned from the distant repository are sometimes skewed when received. On a natural 1, the resulting answer is wildly inaccurate. This spell provides experiential guidance based on your ability to understand the flashes of insight gleaned from the Akashic Record, rather than the perfect knowledge available to those who travel to the extraplanar repository of knowledge. If you lag, discuss the answers, or go off to do anything else, the spell ends. Once you have used this spell to gain information on a specific topic or event, you cannot use it for Knowledge checks regarding that topic or event again until you have gained a caster level.
骸骨之墙 WALL OF BONE
学派 四零息
环级 反圣武士4,血脉狂怒者4,牧师4,异能者4,术士/法师4,唤魂师4
施放时间 标准动作
成分 V,S,M(擦亮的类人生物的股骨)
范围 近距
效果 每等级一个5尺方型区域的由类人生物骸骨组成的墙体
持续时间 1min/等级
豁免 无
法术抗力:可;见下文
该法术创造出由骷髅手臂组成的竖直墙体,可贴附在任何固体平面。
除了上文所述部分以及法术描述中所记载的部分以外,骸骨之墙如同石墙术一般生效。
该墙体必须被竖直的创造出来,并且必须落在坚固的地基上。例如,它不能用于在鸿沟上建一座桥,也不能用来制造一个斜坡。每5尺方形区域的墙体拥有4点硬度和每英寸厚度6点生命。墙体中生命值低于0的部分会被破坏。如果一个生物试图用单次攻击冲破墙,他需要通过一个DC为15+2每英寸厚度的力量检定。墙中的骷髅手会尝试对每一个与墙体相邻的生物进行一次战技检定来擒抱他们。骷髅手不会引发借机攻击。他们会在你的回合开始时,墙体被召唤时,或者当一个敌人第一次移动到邻近墙体位置时发动攻击。骷髅手的CMB等于你的施法者等级,并且他们能擒抱超大型或更小的生物而无须承受任何减值。如果墙体成功擒抱到敌人,敌人受到1d6点伤害并获得擒抱状态,被擒抱的生物在挣脱擒抱之前无法移动,也无法进行其他任何类型的移动(Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first)墙体无法移动或者压制敌人。只要每轮墙体成功进行了擒抱战技检定,它就可以造成额外1d6点伤害。用于逃脱出墙体擒抱的CMD为10+它的CMB。
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WALL OF BONE School necromancy; Level antipaladin 4, bloodrager 4, cleric 4, psychic 4, sorcerer/wizard 4, spiritualist 4 Casting Time 1 standard action Components V, S, M (a polished humanoid femur) Range close (25 ft. + 5 ft./2 level) Effect solid wall of humanoid bones with an area of up to one 5-ft. square/level Duration 1 minute/level Saving Throw none; Spell Resistance yes; see text This spell creates a vertical wall of skeletal arms that attaches itself to any solid surface. The wall of bone works identically to wall of stone except as noted above and in this spell description. The wall of bone is 1 inch thick per 4 caster levels and composed of up to one 5-foot square per level. The wall created must be vertical, and must rest upon a firm foundation. It cannot be used to bridge a chasm, for instance, or to act as a ramp. Each 5-foot square of the wall has hardness 4 and 7 hit points per inch of thickness. A section of wall whose hit points drops to 0 is breached. If a creature tries to break through the wall with a single attack, the DC of the Strength check is equal to 15 + 2 per inch of thickness. For each creature adjacent to the wall, the skeletal hands attempt a combat maneuver check to grapple it. The skeletal hands do not provoke attacks of opportunity. They make their attacks at the start of your turn, when the wall is summoned, or when an enemy first moves adjacent to the wall. The skeletal hands’ CMB is equal to your caster level, and they can grapple a Huge or smaller creature with no penalty. If the wall successfully grapples a foe, that foe takes 1d6 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The wall cannot move or pin foes. Each round the wall succeeds at a grapple combat maneuver check, it deals 1d6 additional points of damage. The CMD of the wall, for the purposes of escaping the grapple, is equal to 10 + its CMB.
顺风耳earsend PFS X
学派 死灵系
环级 炼金术师4,术士/法师4,女巫4
施放时间 标准动作
成分 V,S,M(蝴蝶的翅膀)
范围 近距
目标 接触的生物
持续时间 10min/等级
豁免 意志无效(无害)
法术抗力 否
你将你的一只耳朵从你身上取下并变形为一只由你控制的像苍蝇一样的魔法生物。该法术如同画皮UM(skinsend)一般运作,除了你的耳朵是一个超微型构装体,拥有与你基础速度相同的飞行速度,并在飞行检定上获得等于你施法者等级一半的加值。你那只活动耳朵的听觉效果如同它还连在你头上一样,允许你拥有像你平时用那只耳朵去听的优势。
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EARSEND School necromancy; Level alchemist 4, sorcerer/wizard 4, witch 4 Casting Time 1 standard action Components V, S, M (butterfly wing) Range close (25 ft. + 5 ft./2 levels) Target creature touched Duration 10 minutes/level Saving Throw Will negates (harmless); Spell Resistance no You cause one of your ears to tear itself free of your body and transform into a fly-like magical creature you control. This functions like skinsendUM, except your ear is a Fine construct with a fly speed equal to your base speed and a bonus on Fly checks equal to half your caster level. Your sense of hearing functions from your animated ear as if it were connected to your head, allowing you to hear as well as you normally could from your animated ear’s vantage point
隐藏之刃 hidden blads
学派 幻术系(五官幻觉)
环级 炼金术师2,反圣武士2,吟游诗人2,审判者2,魔战士2,术士/法师2,召唤师2
施放时间 标准动作
成分 V,S,M(一块玻璃碎片)
范围 接触
目标 被触碰的武器或弹药;见下文
持续时间 10min/等级
豁免 意志无效(无害,物品)
法术抗力 可(无害,物品)
你使得一把目标武器或最多50发弹药变得隐形,使得装备着在隐藏武器或弹药的巧手检定上获得+20加值,并在使用这些武器或弹药进行虚招时的唬骗检定获得+5环境加值
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HIDDEN BLADES School illusion (glamer); Level alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2 Casting Time 1 standard action Components V, S, M (a shard of glass) Range touch Target weapon or ammunition touched; see text Duration 10 minutes/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) You render a target weapon or up to 50 pieces of ammunition invisible, granting the wielder a +20 bonus on Sleight of Hand checks made to conceal the weapon or ammunition and a +5 circumstance bonus on Bluff checks to feint with the weapon or ammunition.
无解面纱IMPENETRABLE VEIL
学派 防护系
环级 吟游诗人6,催眠师6,异能者9,术士/法师9,唤魂师6,女巫9
施放时间 标准动作
成分 V,S,M(价值1250gp的来自幻梦境的尘土)
范围 接触
目标 被接触的生物
持续时间 10min/等级
豁免 意志无效(无害)
法术抗力 可(无害)
你对目标施法,使其几乎无法被魔法和物理手段所侦察到,并获得以下的好处。目标在潜行检定上获得等同于你施法者等级一半的加值,并可以使用潜行技能躲避所有试图察觉它的生物,即使它没有隐蔽或掩蔽。它还可以尝试一次潜行检定来避免被生物用盲感,盲视或其他类似效果(如生命感知或震颤感知)所侦察。除此之外,目标不会留下任何痕迹,也不会被追踪,除非它选择留下痕迹。如果一个生物尝试用预言法术(包括使用带有预言系灵光的魔法物品,如水晶球)来辨识目标的模样或位置,这个生物必须通过一个施法者等级检定,DC等于目标的潜行技能加值,才能获得关于目标的任何信息,若检定失败,则在该法术持续时间内,它都无法这么做。
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IMPENETRABLE VEIL School abjuration; Level bard 6, mesmerist 6, psychic 9, sorcerer/wizard 9, spiritualist 6, witch 9 Casting Time 1 standard action Components V, S, M (dust from the Dimension of Dreams worth 1,250 gp) Range touch Target creature touched Duration 10 minutes/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You enchant the target so it is nearly impossible to detect by both magical and mundane means, granting it the following benefits. The target gains a bonus on Stealth checks equal to half your caster level, and can use Stealth to hide from all creatures attempting to perceive it, even when it lacks concealment or cover. It can attempt a Stealth check to avoid detection from creatures using blindsight, blindsense, or any ability that functions as either (such as lifesense or tremorsense). Furthermore, the target leaves no trail and cannot be tracked unless it chooses to leave a trail. If a creature attempts to discern the target’s presence or location using divination magic (including magic items with a divination aura such as a crystal ball), that creature must succeed at a caster level check with a DC equal to the target’s Stealth bonus to discern any information about the target, and on a failed check cannot do so for the spell’s duration.
人畜无害 INNOCUOUS SHAPE
学派 变化系(变形)
环级 炼金术师4,异能者4,萨满4,术士/法师4,女巫4
施放时间 标准动作
成分 V,S,M(一把蒲公英的种子)
范围 接触
目标 被接触的活物
持续时间 1min/等级(可消解)
豁免 意志无效(无害)
法术抗力 可(无害)
该法术将一个生物变形为一个HD不超过1的中型或更小的动物或类人生物。如果你使用该法术导致目标获得动物的形态,法术如同野兽形态II般运作;如果该法术导致目标获得了类人生物的形态,则如同变身术,或返老还童UM,或两者一同般运作,因此你能将一个生物变形为任意种类的普通的年轻类人生物。任何与目标进行互动的生物必须通过一个意志检定(使用该法术的DC)或将目标视为尽可能无害。若豁免失败,目标的所有举动都会被视为完全无害的,也不会引起关注,除非目标成为了显而易见的威胁。生物在其他方面如同正常一般,并不会有任何被迫服从或忽视目标的感受。它只是简单的不认为目标的任何行为危险或有害,直到被展示了相关的证据。
(译者:你面前走过了一只人畜无害的小鸡。小鸡穿过了大门。小鸡偷家了。)
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INNOCUOUS SHAPE School transmutation (polymorph); Level alchemist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4 Casting Time 1 standard action Components V, S, M (a handful of dandelion seeds) Range touch Target living creature touched Duration 1 minute/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This spell transforms a creature into a Medium or smaller animal or humanoid of no more than 1 Hit Die. If you use this spell to cause the target to take on the form of an animal, the spell functions as beast shape II. If the form is that of a humanoid, the spell can function as alter self, youthful appearanceUM, or both, such that you can transform a creature into a generic, youthful humanoid of any type. Any creature that interacts with the target of this spell must succeed at a Will saving throw (using the DC of the spell) or view the target in the most innocuous possible light. On a failed saving throw, the creature views all of the target’s actions as inoffensive and no cause for concern unless the target becomes an obvious threat. The creature can otherwise act normally, and feels no compunction to obey or ignore the target; it simply assumes none of the target’s actions are dangerous or malicious unless shown evidence that proves otherwise.
次等回避侦测 LESSER NONDETECTION
学派 防护系
环级 炼金术师2,反圣武士2,审判者2,游侠3,术士/法师2,召唤师2
施放时间 标准动作
成分 V,S,M(一滴水银)
范围 近距
目标 被接触的生物
持续时间 1min/等级
豁免 意志无效(无害)
法术抗力 否
该法术如同回避侦测一般运作,除了它只会阻挡预言系法术和以一片区域为目标,而非你或被你掌控的特定物品为目标的效果。例如,次等回避侦测不会在一个施法者试图用探知法术来探知你或用物品定位术来找到你掌控的物品时保护你,但它会在你遭遇区域性效果,例如侦测魔法或者锐耳术/鹰眼术时保护你。
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LESSER NONDETECTION School abjuration; Level alchemist 2, antipaladin 2, inquisitor 2, ranger 3, sorcerer/wizard 2, summoner 2 Casting Time 1 standard action Components V, S, M (a drop of mercury) Range close (25 ft. + 5 ft./2 levels) Target creature touched Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance no This spell functions like nondetection, except it blocks the effects of only divination spells and effects that target an area, rather than you or an object in your possession specifically. For example, lesser nondetection doesn’t ward you against a spellcaster who is attempting to scry on you with the scrying spell or find an object in your possession with locate object, but it does protect you against effects that target an area you happen to be in, such as detect spells or clairaudience/clairvoyance.
诅咒法术 诅咒curse是一个法术描述符,初出于极限魔法UM。诅咒通常是永久效果,而且通常无法被解除魔法所解除,但他们能被破除结界,有限许愿术,神迹术,移除诅咒或许愿术所解除。

阿拉兹尼斯特的厄运 ALAZNIST’S JINX
学派 塑能系【诅咒UM】
环级 反圣武士4,吟游诗人4,牧师6,审判者5,秘学士5,异能者6,萨满5,术士/法师6,女巫5
施放时间 标准动作
成分 V,S
范围 接触
目标 被接触的生物
持续时间 永久
豁免 意志无效
法术抗力 可
你使得一个生物引发了一个类似于法燃法术荒芜(UM)的诅咒。被这个诅咒影响的施法者每次施法或使用类法术能力时,他的皮肤会像着火一般燃烧。通过一个成功的专注检定(DC=15+2倍法术或类法术能力环级),施法者能忽略这种痛苦的影响,但如果他失败了,他会失去这个法术或法术位并恍惚一轮。和法燃法术荒芜不同,这种燃烧感是可见效果,施法者施法时无形而猛烈的火焰会环绕着他。
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ALAZNIST’S JINX School evocation [curseUM]; Level antipaladin 4, bard 4, cleric 6, inquisitor 5, occultist 5, psychic 6, shaman 5, sorcerer/wizard 6, witch 5 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration permanent Saving Throw Will negates; Spell Resistance yes You inflict a curse similar to the spell burn spellblight (Pathfinder RPG Ultimate Magic 97) on a creature. Each time a spellcaster who is afflicted with this curse casts a spell or uses a spell-like ability, her skin seems to burn as though she were on fire. With a successful concentration check (DC = 15 + double the spell level of the spell cast or spell-like ability used), the spellcaster can ignore the pain of the effect, but if she fails, she loses the spell or spell slot and is staggered for a round. Unlike with the spell burn spellblight, the burning sensation is a tangible effect, visible during the act of spellcasting as an incorporeal, violet flame surrounding the caster.
软化诅咒 FLEXILE CURSE
学派 变化系【诅咒UM】
环级 吟游诗人3,牧师5,审判者3,异能者5,术士/法师5,女巫3
施放时间 标准动作
成分 V,S
范围 接触
目标 被接触的水生物
持续时间 永久
豁免 意志无效
法术抗力 可
你诅咒你的目标,使他获得一个凋零光环,削弱他的护甲和盾牌(如果有的话)。目标穿戴的任何护甲和盾牌的硬度,护甲加值和增强加值减少1。目标每穿戴一套护甲或盾牌一个小时,它的硬度,护甲加值和增强加值就额外减少1.如果这个护甲或盾牌的硬度减少到0,每当受到诅咒的目标穿着这个物品并被击中,就有20%几率使得该物品获得破损状态。如果魔法护甲或盾牌的增强加值被降到了0,它会失去所有其他原有的特殊能力。如果目标脱下了护甲或盾牌(哪怕它已经破损或被吸取了所有增强加值),该护甲或盾牌会重新获得它的硬度,护甲加值和增强加值,每2小时恢复1点。因这个诅咒而破损的护甲或盾牌在其硬度完全恢复时移除破损状态。因这个诅咒而失去特殊能力的魔法护甲或盾牌在其增强加值完全恢复时重新获得特殊能力。
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FLEXILE CURSE School transmutation [curseUM]; Level bard 3, cleric 5, inquisitor 3, psychic 5, sorcerer/wizard 5, witch 3 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration permanent Saving Throw Will negates; Spell Resistance yes You curse your target with a withering aura that degrades its armor and shield (if any). This reduces the hardness, armor bonus, and enhancement bonus of any armor or shield worn by the target by 1. For every hour the target wears a suit of armor or a shield, the hardness, armor bonus, and enhancement bonus are reduced by an additional 1. If the armor or shield’s hardness is reduced to 0, anytime the target of the curse is struck while wearing that item, there is a 20% chance that it gains the broken condition. If the enhancement bonus of magic suit of armor or shield is reduced to 0, the armor or shield loses any other special abilities it had. If the target removes the suit of armor or shield (even if it’s broken or has been drained of all enhancement bonuses), the armor or shield regains its hardness, armor bonus, and enhancement bonus at the rate of 1 per 2 hours. A suit of armor or shield broken by this curse that regains its full hardness ceases to be broken. A magic suit of armor or shield that lost its special abilities regains them when its enhancement bonus is fully restored.
不正体型IRREGULAR SIZE学派 变化系【诅咒UM】
环级 反圣武士3,血脉狂怒者4,牧师3,通灵者2,催眠师3,秘学士3,萨满3,术士/法师4,唤魂师4,女巫3
施放时间 标准动作
成分 V,S
范围 接触
目标 被接触的生物
持续时间 永久
豁免 强韧无效
法术抗力 可
你诅咒一个生物,使得它的一组肢体(通常是它的手臂,腿,或翅膀)萎缩。
手臂:在决定该生物能装备的武器的体型时,减小一个体型来计算;如果生物能用它的手臂进行天生武器攻击,这些攻击造成的伤害按照该生物的体型比原本缩小一个级别来计算。
腿:生物的基础移动速度减少10尺(最低5尺),并在计算负重时视为原本力量值-4。
翅膀:生物的飞行速度额减少10尺(最低5尺),任何用翅膀进行的攻击造成的伤害也会减少,如同目标的体型比原本缩小一个级别来计算;它的机动性还会下降一个等级(最低笨拙)。
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IRREGULAR SIZE School transmutation [curseUM]; Level antipaladin 3, bloodrager 4, cleric 3, medium 2, mesmerist 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration permanent Saving Throw Fortitude negates; Spell Resistance yes You curse a creature so one set of its limbs (typically its arms, legs, or wings) shrivels in size. Arms: The creature counts as one size category smaller for the purpose of determining the size of weapon it can wield. If the creature is capable of making natural attacks with its arms, the damage dealt by those attacks decreases as though the target were one size category smaller than its actual size. Legs: The creature’s base speed decreases by 10 feet (to a minimum of 5 feet) and its Strength score counts as 4 lower for the purpose of determining its carrying capacity. Wings: The creature’s Fly speed decreases by 10 feet (to a minimum of 5 feet), the damage dealt by any wing attacks decreases as though the target were one size category smaller than its actual size, and its fly maneuverability decreases by a step (to a minimum of clumsy).
痕痒诅咒ITCHING CURSE
学派 死灵系【诅咒UM】
环级 反圣武士1,吟游诗人1,德鲁伊1,审判者1,秘学士1,萨满1,术士/法师1,女巫1
施放时间 标准动作
成分 V,S
范围 近距
目标 一个不高于5HD的活物
持续时间 1小时/等级
豁免 意志无效
法术抗力 可
你诅咒目标,让它感受到断断续续而又无法忍受的痒感。除非目标用一个移动动作来挠痒,否则他会在攻击,豁免,技能检定和属性检定上获得-1罚值。
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ITCHING CURSE School necromancy [curseUM]; Level antipaladin 1, bard 1, druid 1, inquisitor 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature with 5 HD or fewer Duration 1 hour/level (D) Saving Throw Will negates; Spell Resistance yes You curse the target with a distracting, unbearable itch. Unless the target scratches as a move action, it takes a –1 penalty on attack rolls, saving throws, skill checks, and ability checks.
卡利斯拉德的梦魇KALISTOCRAT’S NIGHTMARE PFS X
学派 变化系【诅咒UM】
环级 炼金术师2,吟游诗人2,牧师3,审判者2,调查员2,魔战士2,秘学士2,术士/法师3,女巫2
施放时间 标准动作
成分V,S,M(一个铜币)
范围 接触
目标 接触到的生物
持续时间 1小时/等级(见下文(
豁免 意志无效
法术抗力 可
你暂时诅咒目标,使得被他接触过的钱币都会掉价。被这个效果诅咒时,只要目标接触了价值高过一个铜币的钱币,那个钱币会变成一个铜币。这种改变会在接触后的一分钟内发生,允许目标在诅咒效果显现之前接触复数钱币。被影响的钱币原本的材质(通常是金或银)被永久改变为铜币,不过移除诅咒(单次施法能影响最多50个钱币)或类似的法术能将它们变回原本的材质。
(想想看身上的100gp变成100cp。。。假如队里没人会移除诅咒的话估计身价大破2333)
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KALISTOCRAT’S NIGHTMARE School transmutation [curseUM]; Level alchemist 2, bard 2, cleric 3, inquisitor 2, investigator 2, magus 2, occultist 2, sorcerer/ wizard 3, witch 2 Casting Time 1 standard action Components V, S, M (a copper piece) Range touch Target creature touched Duration 1 hour/level (see text) Saving Throw Will negates; Spell Resistance yes You temporarily curse a creature so its touch lessens the value of coins it touches. While under the effects of this curse, whenever the target touches a coin of higher value than copper piece, that coin changes into a copper piece. The change takes place over the course of the following minute, allowing the target to interact with multiple coins before the effect of the curse becomes apparent. The affected coins are permanently transmuted from their previous material (typically gold or silver) into copper coins, though remove curse (which can affect up to 50 coins with a single casting) or a similar spell can restore them to their previous material.
失落馈赠LOST LEGACY
学派 附魔系【诅咒,影响心灵】
环级 吟游诗人6,牧师7,审判者6,秘学士6,异能者7,术士/法师7,女巫6
施放时间 标准动作
成分 V,S,DF/F(一个被遗忘的或死去的神祗的圣徽,或者一个被遗忘或已陷落的国家的国旗)
范围 接触
目标 被接触的生物
持续时间 永久
豁免 意志无效
法术抗力 可
你对接触的生物施加诅咒,让其他人在和目标互动时迅速忘记掉目标的积极一面。目标无法尝试用交涉(或野性认同,或其他类似技能)检定改善他人的态度。任何正常与目标态度为友善或者乐于帮助的生物每次与目标互动时都必须成功通过一个DC与该法术正常豁免DC相同的意志豁免,否则它的态度会变成冷漠。一旦该诅咒被移除,那些重新回来与目标交流的生物会恢复他们与目标的愉快记忆。如果他们与目标的态度没从冷漠降到更低,他们会恢复原本的态度。

剧透 -   :
LOST LEGACY School enchantment [curseUM, mind-affecting]; Level bard 6, cleric 7, inquisitor 6, occultist 6, psychic 7, sorcerer/wizard 7, witch 6 Casting Time 1 standard action Components V, S, DF/F (a holy symbol of a dead or forgotten deity, or flag of a fallen or forgotten nation) Range touch Target creature touched Duration permanent Saving Throw Will negates; Spell Resistance yes You inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of their interactions with the target. The target cannot attempt a Diplomacy (or wild empathy or similar ability) check to improve the attitude of other creatures. Any creature that normally has an attitude of friendly or helpful toward the target must succeed at a Will save at the spell’s normal saving throw DC each time it interacts with the target, or its attitude becomes indifferent. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it. If their attitudes toward the target have not been reduced from indifferent, their original attitudes are restored.
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Re: 魔法战术工具箱Magic Tactics Toolbox
« 回帖 #2 于: 2016-06-13, 周一 06:09:28 »
职业选项和变体职业:

牧兽者Drovier(德鲁伊变体)
牧守者把他们的同伴和动物伙伴视为需要被保护和指引的牧群。不同文化的牧兽者也会有很大的不同,例如,在贝尔克泽恩的兽人将牧兽者视为头号猎手,他们为部落战士提供动物图腾之力,来换取战士们在战斗中的服从;芒吉莽原的精灵将牧兽者视为丛林的发言人,扮演着保护领土的角色。
   自然纽带Bond(ex)牧兽者必须选择动物领域,苍鹰领域或狼群领域(出自UM)作为自然纽带。该能力调整了自然纽带。
   共用动物之型Communal Aspect(su):4级时,牧兽者能将野兽的一些形态灌输到他的盟友和他自己身上。以一个标准懂做,他选择一个动物图腾,并使得30尺内所有盟友都获得该图腾的能力。该效果在其他方main如同法术动物形态animal aspect UC一般运作。他每天可以使用该能力每德鲁伊等级10分钟。使用的持续时间不必连续,但必须以10分钟为单位使用。如果他使用该能力来获得新的形态,所有之前的形态马上停止。到了20级,牧兽者能随意使用该能力。6级时,牧兽者的共用动物之型能力能改为获得高等动物形态greater Animal aspect UC的好处(仍然只能选择将一个形态传输给盟友)。8级时,他可以选择传输隼之型 aspect of the falcon  APG而非动物形态,10级可以选择熊之型aspect of the bearAPG ,12级可以选择雄鹿之型 aspect of the stagAPG,14级可以选择狼之型aspect of the wolf APG。该能力取代自然变身。
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drovIer   (druId   arcHetyPe) Droviers view their allies and adventuring companions as a herd or pack to be protected and directed, with variations on that theme ranging from culture to culture. The orcs of Belkzen see droviers as alpha predators, offering tribal warriors totemic power in exchange for obedience in combat. The elves of the Mwangi Expanse regard them as spokespeople for the jungle, adopting aspects that help preserve and defend the land. Nature’s Bond (Ex): A drovier must take the Animal domain with this ability, or the Eagle or Wolf animal domains from pages 34 and 36 respectively of Pathfinder RPG Ultimate Magic. This ability modifies nature’s bond.
Communal Aspect (Su): At 4th level, a drovier can imbue her allies (including herself) with an aspect of a wild animal. As a standard action, she chooses an animal totem and grants the abilities of that totem to every ally within 30 feet. This otherwise functions like the spell animal aspectUC. She can use this ability for 10 minutes per druid level each day. This duration does not need to be consecutive, but it must be used in 10-minute increments. If she uses the ability to grant a new aspect, any previous aspect immediately ends. At 20th level, the drovier can use this ability at will. At 6th level, the drovier’s communal aspect ability grants the benefits of the spell greater animal aspectUC. The drovier can still choose only one aspect to grant her allies. At 8th level, the drovier can choose to grant her allies the benefits of the spell aspect of the falconAPG instead of an animal aspect. At 10th level, the drovier can choose to grant her allies the benefits of the spell aspect of the bearAPG instead of an animal aspect. At 12th level, the drovier can choose to grant her allies the benefits of the spell aspect of the stagAPG instead of an animal aspect. At 14th level, the drovier can choose to grant her allies the benefits of the spell aspect of the wolfAPG rather than an animal aspect. This replaces wild shape.

毒物学家toxicoloist (德鲁伊变体)
德鲁伊保护世界的自然环境,有时候也需要专注于接触那些被污染,掠夺或被其他方式伤害的地区。一两次胜利不足以赢下整场战争,因此某些德鲁伊专精于隐秘的让对手品尝各类潜伏性毒药。在芒吉莽原的青翠深渊,以及天夏的瓦拉苏迈蛮林中,许多德鲁伊致力于用强有力的毒素来对付他们的敌人,相信着他们敌人恐怖的死亡能警告其他想亵渎自然世界的人。
扩展列表Expanded Repertoire (Ex):毒物学家将以下公式和法术加入到他的德鲁伊法术列表中,使用下文中列出的法术环级:poisoned egg(1环,出自PF战役设定集Inner Sea Gods),化药为毒transmute potion to poisonAPG(2环),臭云术(3环),恶毒馈赠Toxic GiftUM(4环)和死云术(5环)。毒物学家只有在每天准备法术时准备了召唤法术时,才能用自发施法将其他已准备的法术转变为那个召唤法术。该能力调整了法术,并取代了自发施法。
自然毒识Natural Poison Lore (Ex):毒理学家善于理解乃至鉴赏各类毒药。2级是,她不会在为武器上毒时意外让自己中毒,也不会在为动物伙伴或召唤生物的爪子上毒时意外让他们中毒(不过毒药通常不能被应用在生物的啮咬攻击上)。该能力取代野性认同和穿林步。
毒药专家Expert Poisoner (Su)::4级时,毒物学家在施放任何拥有毒(poison)描述符的法术时,DC增加1.该能力取代无踪步和抗自然有货。
   毒性变身Toxic Shaper (Su):毒物学家永不获得使用自然变身能力变形为元素或植物的能力。8级是,毒物学家可以变形为小型或中型的虫类,如果她选择这个形态,她的自然变身如同虫类形态I vermin shape I(UM)一般运作。10级时她可以变形为超小型或大型虫类,如同虫类形态II  vermin shape II(UM)一般运作。该能力调整了自然变身。
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toxIcologIst   (druId   arcHetyPe) Druids protect the natural environs of the world, and sometimes that requires forcibly expelling those who would pollute, despoil, or otherwise harm such areas. Single battles may not be enough to win the war, so some druids specialize in the stealthy application of insidious poisons to their targets. In the verdant depths of the Mwangi Expanse or the Valashmai Jungle of Tian Xia, many druids work to root out their enemies by means of powerful toxins, believing word of their foes’ horrifying deaths will deter others from attempting similar desecrations of the natural world.
Expanded Repertoire (Ex): A toxicologist adds the following extracts and spells to her druid spell list as druid spells of the listed spell level: poisoned egg (1st level, Pathfinder Campaign Setting: Inner Sea Gods 238), transmute potion to poisonAPG (2nd level), stinking cloud (3rd level), toxic giftUM (4th level), and cloudkill (5th level). A toxicologist can channel stored spell energy only into summoning spells she has prepared ahead of time. This ability alters spells and replaces spontaneous casting
Natural Poison Lore (Ex): A toxicologist has a deep understanding of and appreciation for poisons. At 2nd level, she cannot accidentally poison herself when applying poison to a weapon and cannot accidentally poison an animal companion or summoned creature when applying poison to its claws (though poison obviously should not be applied to a creature’s bite). This ability replaces wild empathy and woodland stride.
Expert Poisoner (Su): At 4th level, a toxicologist increases the DCs of any spells she casts with the poison descriptor by 1. This ability replaces trackless step and resist nature’s lure.
Toxic Shaper (Su): A toxicologist never gains the ability to use wild shape to transform into an elemental or plant. At 8th level, a toxicologist can transform into a Small or Medium vermin. When she takes this form, her wild shape functions as vermin shape IUM. At 10th level, a toxicologist can transform into a tiny or large vermin. When she takes this form, her wild shape functions as vermin shape IIUM. This ability alters wild shape.



调查员与盗贼天赋Investigator and rogue talents 调查员,忍者和盗贼(包括Unchained 盗贼)可以选择以下的天赋来提升他们在魔法方面的能力。

   奥法导管eldritch conduit(su):以一个整轮动作,拥有该天赋的盗贼可以使用两瓶药水,两支魔杖,或两个卷轴。每个物品都会被正常消耗或失去单发充能。盗贼选择获得其中一个物品的效果,但用另一个物品的施法者等级来计算它的效果。盗贼仍然需要通过一个成功的使用魔法装置技能检定来操作卷轴或魔杖除非其他能力允许他这么做,不过他只需一次检定来同时操作两个物品。
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Eldritch Conduit (Su): Survival in the Mana Wastes between the nations of Nex and Geb can depend heavily on locating sufficient magical equipment, which sometimes involves stealing power from a wand or scroll to power a more necessary one. As a full-round action, a rogue with this talent can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The rogue chooses to gain the magical effect of one, but calculates its effects using the caster level of the other. The rogue must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows him to do so, but makes only one skill check to operate both items.
   芸芸众生 just a face in the croud(su):当10个或更多和他相同体型的生物在盗贼30尺内时,他在易容和察觉检定上获得等同于他职业等级一般的加值。
剧透 -   :
Just a Face in the Crowd (Su): The rabble-rousers of Galt can blend into a crowd and are able to hide and spot others who appear to be hiding. The rogue gains a bonus equal to half his class level on Disguise and Perception checks when 10 or more creatures of his size are within 30 feet of him.
   异能冒险家Occult Dungeoneer (Su):拥有该天赋的盗贼能如同以下法术在他的职业法术列表一般使用法术触发型和法术完成型物品:侦测密门,侦测陷阱,敲击术,物品定位术和遮蔽物品。如果法术触发型装置允许装备者应用自己的施法者等级(例如一根法杖),盗贼可以将他的职业等级视为施法者等级。盗贼还能每天一次将敲击术如同超自然能力般使用,使用他的盗贼等级作为施法者等级。
剧透 -   :
Occult Dungeoneer (Su): Street thieves in Absalom expect wares to be securely locked, and sometimes it takes high-quality tools and magic training to ensure there’s a meal at the end of the day. A rogue with this ability can use spell-trigger and spell-completion items as if the following spells were on a spell list to which he has access: detect secret doors, detect traps, knock, locate object, and obscure object. If the spell-trigger device allows a wielder to apply his own caster level (such as with a staff), the rogue may use his class level as his caster level. The rogue may also use knock as a supernatural ability once per day, using his rogue level as his caster level.
   储法spell storing(su):盗贼能能将一个最高2环的单目标无害法术储存在他自己身上。该法术施放时间必须是一个标准动作。每当一个符合以上要求的法术施放到盗贼身上,而他还没储存一个法术时,他就可以将该法术储存起来而不是让它立刻生效。之后的任意时间,他可以以一个标准动作使得该法术生效(如同它被正常施放在盗贼身上一般)。盗贼必须在使用魔法装置技能上有1个等级才能选择该天赋。
剧透 -   :
Spell Storing (Su): The rogue can store within himself a single targeted harmless spell of up to 2nd level. The spell must have a casting time of 1 standard action. Anytime a spell that meets these conditions is cast on the rogue, and he does not already have a spell stored, he can choose to store it rather than have it take effect immediately. Anytime afterward, as a standard action, the rogue can have the spell take effect (acting in all ways as if it had just been cast on him). A rogue must have 1 rank of Use Magic Device to select this talent.
   我刚一直在这儿!The whole time(su):拥有该能力的盗贼熟于从魔法隐蔽效果中攻击。他可以如同以下法术在他的法术列表中一般使用法术触发型和法术完成型物品:高等隐形术,隐形术和渐隐术vanishAPG。此外,如果盗贼因为使用武器或法术攻击而显型,他可以用一个自由动作将他的武器入鞘并马上扮演出一副中立的姿态。通过一个成功的唬骗或易容检定(对抗目击者的察言观色或察觉检定),不会有任何明显的痕迹来证明盗贼是攻击的来源。(不过缺乏其他合理的嫌疑人仍然会引导观察者发现正确的结果)
剧透 -   :
The Whole Time (Su): Mercenaries in the employ of the Aspis Consortium often use wands of invisibility to attack protected targets, then blend into the crowd to escape or disguise the source of the next attack. A rogue with this ability is practiced at attacking from magical concealment. He can use spell-trigger and spellcompletion items as if the following spells were on a spell list to which he has access: greater invisibility, invisibility, and vanishAPG. Additionally, if the rogue becomes visible as a result of a weapon or spell attack, he can sheathe his weapon as a free action and instantly adopt a neutral posture. With a successful Bluff or Disguise check (opposed by witnesses’ Sense Motive or Perception checks, whichever is higher), there is no obvious sign that the rogue is the source of the attack (though a lack of any other reasonable candidate can still lead observers to draw the correct conclusion).




盗贼天赋:以下天赋可以被盗贼(包括unchains盗贼)选取。(译者注:调查员也能选取其中一部分。)

  淡化身形Dampen Presence:选择该天赋的盗贼获得 同名专长Dampen Presence(出自Dungeoneer’s Handbook)作为奖励专长。盗贼无须满足该专长的先决条件。该盗贼在选取任何以淡化身形专长为先决的专长时,视为拥有技能专攻(潜行)来决定是否满足先决条件。

速查:淡化身形专长Dampen Presence:
先决条件:技能专供(潜行),潜行技能5级
好处:你可以用潜行技能避开任何想用盲视或盲感察觉你的生物,即使你已经完全进入那个生物的可察觉区域。该专长不提供对抗其他种类察觉方法的优势,例如灵敏嗅觉,视觉或震颤感知。
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Dampen Presence: A rogue who selects this talent gains Dampen Presence (Pathfinder Player Companion: Dungeoneer’s Handbook 10) as a bonus feat. The rogue does not need to meet the feat’s prerequisites. The rogue is also considered to have the Skill Focus (Stealth) feat for the purpose of satisfying the prerequisites of any feat that lists Dampen Presence as a prerequisite
  无辜假面Innocent Facade (Sp):每天一次,拥有该天赋的盗贼能以类法术能力使用无辜眼神innocenceAPG,使用她的盗贼等级作为施法者等级。盗贼必须拥有次级魔法盗贼才能选取这个天赋。一个调查员也能选取无辜假面盗贼天赋来取代一个调查员天赋。她必须拥有黑街灵感underworld inspirationACG(而非次等魔法天赋)才能选择该天赋。
剧透 -   :
Innocent Facade (Sp): Once per day, a rogue with this talent can use innocenceAPG as a spell-like ability, using her rogue level as the spell’s caster level. A rogue must have the minor magic talent before selecting this talent. An investigator can select the innocent facade rogue talent in place of an investigator talent. She must have the underworld inspirationACG investigator talent before selecting this talent, instead of minor magic.
  快速察觉Rapid Perception (Su):拥有该天赋的盗贼能以一个迅捷动作而非移动动作尝试一次察觉检定来有意搜索特定的物品或生物。如果她有意搜索一个隐形的生物,那个生物因隐形而在潜行检定上获得的加值减半。一个调查员也可以选取该盗贼天赋来取代一个调查员天赋,她必须拥有发散灵感 Expanded InspirationACG调查员天赋才能选取该天赋。
剧透 -   :
Rapid Perception (Su): A rogue with this talent can attempt a Perception check to intentionally search for a specific item or creature as a swift action instead of a move action. If she is intentionally searching for an invisible creature, the creature’s bonus on its Stealth check from its invisibility is halved. An investigator can select this rogue talent in place of an investigator talent. She must have the expanded inspirationACG investigator talent before selecting this talent.
  探知失误 scry slip(su):每当拥有该天赋的盗贼被允许意志豁免的探知效果选为目标时,那个预言系法术的施法者必须通过一个DC为15+盗贼等级的施法者等级检定。该天赋能保护盗贼和任何她携带或持握的物品。调查员能选择该天赋取代一个调查员天赋。
剧透 -   :
Scry Slip (Su): Whenever a rogue with this talent is targeted by a scrying effect that allows a Will save, the caster of the divination must succeed at a caster level check (DC = 15 + the rogue’s class level). This talent wards the rogue and any objects she is holding or carrying. An investigator can select this talent in place of an investigator talent.
  卓越狙击手:拥有该天赋的盗贼获得老练狙击Expert Sniper(阴招战术工具匣Dirty Tactics Toolbox)作为奖励专长。若她已经获得该专长,则她可以改为获得任何以老练狙击为先决条件的专长,只要她满足了这个专长的先决。

速查:老练狙击 Expert Sniper(战斗专长)
   你深通打一枪换一个地方的真髓。
先决条件:潜行技能3级
专长效果:你在发动狙击(Sniping)以后重新隐蔽自己的潜行技能检定减值降低10点。
正常情况:你在发动狙击以后重新隐蔽自己的潜行技能检定承受-20减值。
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Superior Sniper: A rogue who selects this talent gains Expert Sniper (Dirty Tactics Toolbox 10) as a bonus feat. If she already has this feat, she can instead select any feat that lists Expert Sniper as a prerequisite, as long as she meets the feat’s prerequisites.




高等盗贼天赋:以下天赋可以被10级或以上的盗贼(包括unchains盗贼)选取。

  巧言假面Glib Façade(Sp):每天一次,拥有该高等天赋的盗贼能以类法术能力使用花言巧语,使用她的盗贼等级作为施法者等级。盗贼必须拥有无辜假面盗贼天赋才能选取该天赋。
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Glib Facade (Sp): Once per day, a rogue with this advanced talent can use glibness as a spelllike ability, using her rogue level as the spell’s caster level. A rogue must have the innocent facade rogue talent before selecting this talent.
  无拘气池Unlock Ki (Ex) pfs x 拥有该高等天赋的盗贼将其从气池盗贼天赋UC获得的每日气池点数增加到等同于1/2盗贼等级+她最高的心智属性调整值(智力,感知或魅力)。此外,她能迅捷动作消耗气池中的2点气,来获得她选择的一个技能的技能解放(unchained),应用她在该技能上的等级。该效果持续1分钟。盗贼必须拥有气池才能选择该高等天赋。
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Unlock Ki (Ex): A rogue with this advanced talent increases the number of points in the ki pool that she gains from the ki poolUC rogue talent to be equal to 1/2 her rogue level + her highest mental ability score modifier (Intelligence, Wisdom, or Charisma). In addition, she can spend 2 points from her ki pool as a swift action to gain the skill unlocks (Pathfinder Unchained 82) for one skill of her choice as appropriate for her number of ranks in that skill. This benefit lasts for 1 minute. The rogue must have a ki pool before selecting this advanced talent.


进阶武器训练advanced weapen training(战士)(pfs:不可)
取代扩展他们的军事技能,一些战士将他们的天赋专注于如何利用他们的魔法武器中最深处的秘密力量。进阶武器训练职业选项取代了战士在9级,13级和17级获得的额外武器训练组,并在武器大师手册Weapon Master`s Handbook中有完整的介绍。
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advanced   weaPon   traInIng   (fIgHter) Rather than broadening their martial skills, some fighters focus their talents on harnessing the innermost secrets of their magical weapons. Advanced weapon training options replace the fighter’s choice of additional weapon training groups at 9th, 13th, and 17th levels and are described in full on pages 18–19 of Pathfinder Player Companion: Weapon Master’s Handbook.
   物品掌握Item Mastery:战士获得一个物品掌握专长(见本书和武器大师手册)作为奖励专长,并作用在任何他装备的魔法武器上,哪怕该魔法武器未满足该专长的正常要求。他必须满足专长的全部前置要求。
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Item Mastery: The fighter gains an item mastery feat (see pages 30–31 and pages 26–27 of Weapon Master’s Handbook) as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.
   勇士之魂Warrior Spirit (Su):战士能与属于他选择的类武器组中的一个武器建立精神上的纽带,并允许他解开武器的潜能。每天,他指定一把上述的武器并获得等同于1+他的武器训练加值的精神能量。当装备这个武器时,他可以消耗1点精神能量来使武器获得等同于他武器训练加值的增强加值。这个进阶武器训练选项提供的增强加值与武器自身的增强加值叠加,最高+5. 战士也可以不直接给予武器增强加值而是给予武器特殊属性,用特殊属性等效增强加值替换你本应给予的增强加值同额数值。在被赋予特殊属性前,目标物必须至少有+1增强加值(来自物品本身或勇士之魂能力)。一般而言,该能力的增强加值持续1分钟。
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Warrior Spirit (Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.



血统突变bloodline mutations(血脉狂怒者,术士)
虽然相似的血统会带来共性,术士和血脉狂怒者血系中的各种独特因素会使他们表现出各种奇异或不寻常的血统力量,也被称为突变。每当一个血脉狂怒者或者术士获得一个新的血统力量,他可以将这个血统力量换成一个他满足先决条件的血统突变。一旦他作出这个选择,就不能改变。一个血脉狂怒者或术士不能将一个已经被变体改变或取代的血统力量换为血统突变。血脉狂怒者无须进入血怒来使用他的血统突变。另外,一个血脉狂怒者或术士可以选择一个血统突变取代一个血统奖励专长,只要他的职业等级不低于该突变通常取代的血统能力的等级。
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bloodlIne   MutatIons      (bloodrager   and   sorcerer) Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces.
   血之毁灭Blood Havoc:当你施放一个造成伤害的血脉狂怒者或术士法术时,每有一个伤害骰就增加1点伤害。这个效果只会应用在属于你用法术专攻专长选择的学派的法术,或者属于你血统的血统法术上。该能力取代术士的1级血统力量或血脉狂怒者的4级血统力量。
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Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.
   血之强化Blood Intensity:当你施放一个造成伤害的血脉狂怒者或术士法术时,你能增加它的最大伤害骰数量,等同于力量或魅力调整值(取其高者)。该能力在其他方面如同强化法术专长intensifeid spell APG一般运作,并不与其叠加。你在3级时每天可以使用该能力1次,每比3级多4个施法者等级就可以多使用一次,最高在19级可每天使用5次。该能力取代术士的3级血统力量,或者血脉狂怒者的8级血统力量。
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Blood Intensity: Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with— the Intensified SpellUM feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. This ability replaces the sorcerer’s 3rd-level bloodline power or the bloodrager’s 8th-level bloodline power.
   穿刺之血 Blood Piercing 当你施放一个造成伤害的血脉狂怒者或术士法术时,被该法术影响的生物在对抗法术效果时,他们的能量抗性和法术抗力减少等同于你力量或魅力调整值的数值,取其高者。你在4级时每天能使用该能力一次,每比3级高5个施法者等级就可额外多使用一次,最高在18级可使用4次。该能力取代术士9级的血统力量,或者血脉狂怒者4级的血统力量。
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Blood Piercing: When you cast a bloodrager or sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level. This ability replaces the sorcerer’s 9thlevel bloodline power or the bloodrager’s 4th-level bloodline power.


新奥术发现(法师):
信仰魔法:选择一个属于你所认同的神祗的领域的领域法术。这个法术必须至少比你能施放的最高环级的法师法术低两级。当你每日第一次准备法术时,你可以使用一个比该法术原本环级高一环的法术位,来准备这个法术。你只能用这个方法准备该法术一次。该法术视为神术。
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Faith Magic: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell’s actual level. This is cast as a divine spell.
灵能准备:你学到了一种有限制的施放灵能魔法(异能冒险OA)的方式。当你每日第一次准备法术时,你可以准备一个法术,视其为灵能法术。该法术必须至少比你能释放的最高环级法师法术低两环,而且要占用一个比该法术原本环级高一环的法术位。当你施放这个法术时,它如同一个灵能法术一般生效,包括使用情绪和思维成分代替姿势和语言成分,和只含昂贵的材料成分。
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Psychic Preparation: You have learned a limited way to access psychic magic (Pathfinder RPG Occult Adventures 144). When you first prepare your spells for the day, you can prepare one spell as a psychic spell. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast, and takes a slot 1 level higher than the spell’s actual level. When you cast this spell, it operates as a psychic spell, including using emotional and thought components in place of somatic and verbal components, and only having expensive material components.

浩劫使Havocker(女巫变体)
虽然大多数女巫都被她们神秘的庇护主指引学习精妙的诅咒与使人衰弱的巫术,某些女巫却会被教导如何利用原生的,毁灭性的元素之力的奥秘。
庇护主元素Patron Element 浩劫使得庇护主提供给她用特定元素来毁灭她敌人的能力。一级时,取代选择标准的庇护主和获得庇护主法术,女巫选择一个特定的操念使元素(出自异能冒险OA),这代表着她从他的魔宠与职业能力中获得的阴暗力量。浩劫使根据自身关联的元素获得元素念力和念袭职业能力,使用她的女巫等级作为有效操念使等级。如果浩劫使在其他获得元素念力的职业上获得了等级,专注的元素必须为同一种类,即使这意味着其中一个职业的元素念力必须做出改变。根据GM的裁决,浩劫使可以改变她以前的元素念力使得它们匹配。该能力调整了女巫的魔宠并取代了女巫的1级巫术。
注能Infusion:2级和之后的每四级,浩劫使从她选择的元素念力的可用列表中获得一项注能原力,如同操念使的同名能力般运作。浩劫使必须达到获得该项注能原力的先决条件并且不能承受超载(但请见下文法术超载能力)该能力取代女巫2级与之后的巫术,强力巫术和高等巫术。
法术超载Spellburn:从2级开始,浩劫使能引导储存的法术能量转化为念袭来强化她念袭的整体效果与力量。要使用她的注能,浩劫使必须失去一个准备好的女巫法术应用在她念袭上的注能。被牺牲的法术环级必须不低于注能的等效法术等级。浩劫使不能承受额外的超载,即使注能原本允许她这么做。
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HavocKer   (wItcH   arcHetyPe) Although most witches are guided to subtle curses and debilitating hexes by their mysterious patrons, some are instead taught the secrets of harnessing raw, destructive elemental power.
 Patron Element: A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform. This ability alters the witch’s familiar and replaces the witch’s 1st-level hex.
Infusion: At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and can’t accept burn (but see the spellburn ability below). This ability replaces the witch’s hexes from 2nd level on, major hex, and grand hex.
Spellburn: Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast’s overall utility and power. To use her infusions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion’s effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so.


次元挖掘者Dimensional excavator(炼金术师变体)
炼金术师常被吸引到法力废墟(Mana waste)去学习那里奇异的能量与反应。虽然许多过于急切的炼金术师在研究中突然消失,更多在阿肯斯塔德的谨慎学者选择仅仅去阅读他们更加有冒险精神的亲属留下的笔记。他们中的一些人发现并记录下让他们的炼金炸弹制造出在物质界中的微小裂缝,形成异次元的坑洞来带给他们敌人麻烦。
异次元炼成 Extradimensional Extract (Su):次元挖掘者对次元之力的细致研究让他在计算获得炼金术士科研发现(除了那些在险峻发现能力中获得的能力)时视为比他职业等级低2级。4级时,次元挖掘者将造坑术 create pit APG加入他的已知公式,视为一个2环的炼金术师公式。他能制造一份该法术的化学炼成,并能以一个生物或格子作为目标用远程攻击将其投掷出去。如果它击中了方格,坑会出现在这个区域并且所有邻近的生物都被被正常影响;如果一个生物被击中,坑会出现在这个生物占据的空间,被击中的生物必须通过一个有-2罚值的反射豁免检定否则会掉入坑中。该能力调整了科研发现能力,取代了在4级获得的科研发现。
险峻发现Precipitous Discoveries (Su):到了6级,次元挖掘者能选择学会一个额外的坑类法术(pit spell)来取代学习一个新的科研发现。炼金术师必须能使用与其环级匹配的化学练成才能选择将一个坑类法术加入公式。他能选择以下的法术加入他已知公式,并如同使用异次元炼成能力般使用他们:刺坑术spiked pit APG(3环公式),酸液坑 acid pit APG(4环公式),饥饿坑hungry pitAPG(5环公式)。该能力调整了科研发现能力。
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dIMensIonal   excavator      (alcHeMIst   arcHetyPe) Alchemists are often drawn to the Mana Wastes to study the strange energies and interactions that can be found there. Though many overeager alchemists ultimately disappear during research expeditions, more cautious scholars of alchemy in Alkenstar are content to simply read the notes left behind by their more adventurous kindred. Some of these scholars have discovered and recorded ways to cause their bombs to create minor tears in the fabric of reality, forming extradimensional pits to vex their foes.
Extradimensional Extract (Su): The intense study a dimensional excavator applies to dimensional forces causes him to treat his class level as 2 lower when qualifying for alchemist discoveries other than those granted by Precipitous Discoveries (see below). At 4th level, the dimensional excavator adds create pitAPG to his list of extracts known, treating it as a 2nd-level alchemist extract. He can create an extract of this spell, which can then be thrown as a ranged attack, targeting a creature or square. If it strikes a square, the pit manifests in that area and all nearby creatures are affected normally. If a creature is struck, the pit manifests in the creature’s location, and the struck creature must succeed at a Reflex save with a –2 penalty or fall into the pit. This alters the discovery ability, and replaces the discovery gained at 4th level.
 Precipitous Discoveries (Su): At 6th level, a dimensional excavator can choose to learn an additional pit spell in place of learning a new discovery. The alchemist must be able to use an extract of the appropriate level to select a pit spell as an extract. He can add the following spells to his extracts known, and use them as per the extradimensional extract ability: spiked pitAPG (3rd-level extract), acid pitAPG (4th-level extract), hungry pitAPG (5th-level extract). This alters the discovery ability.

耐心伏击者 patient ambusher(猎人变体)
在格拉利昂的荒野中游荡的猎人中,有些人舍弃了他们与动物伙伴间与生俱来的团队联系;取而代之的是,这些猎人精通制造和设置复杂的游侠陷阱(见UM游侠变体),并经常用他自己或他的动物伙伴来引诱对手走进圈套。
本职技能class skill:耐心伏击者将解除装置加入本职技能。这调整了猎人的本职技能。
寻找陷阱Trapfinding:耐心伏击者可以在定位陷阱的察觉检定和解除装置检定中得到相当于自己等级一半的加值,并可以使用解除装置来解除魔法陷阱。该能力取代自然训练。
设置陷阱 Trap:3级时,耐心伏击者学会如何制造一个圈套陷阱。他每天可以使用该陷阱和其他已知陷阱总计数量等同于1/2他的耐心伏击者等级+他的感知调整值。该能力取代猎人的猎人战术职业能力。
已知陷阱Learned Traps:3级和之后每3级,耐心伏击者能学习一种新的陷阱。一旦一个陷阱被学习,它就不能被忘记或被不同种类的陷阱所取代。耐心伏击者不能重复选择特定的陷阱。该能力取代团队专长。
发射陷阱(Launch Trap):10级时,耐心伏击者学会了使用箭矢或投掷武器发射游侠魔法陷阱,这允许他将陷阱设置在远离他自己的地方,或是使用陷阱直接攻击。发射附加陷阱的弹丸视为设置陷阱整轮动作中的一环。附加陷阱的弹药射击的方式和原本一样。如果这个陷阱被射到一个区域中,那么就如同耐心伏击者本人在该区域设置陷阱,不过豁免DC比通常低5。要是他把陷阱发射到一个生物身上,那么该生物除了受到远程攻击的正常伤害之外,还会受到陷阱的效果影响,就如同他触发了该陷阱。陷阱的最大射程为60尺,此射程增量适用于攻击检定。陷阱的持续时间由弹丸被创造之后开始计算,而不是在使用时。该能力取代复活动物伙伴。
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PatIent   aMbusHer   (Hunter   arcHetyPe) Wandering the wilds of Golarion, some hunters eschew the bond of innate teamwork with their animal companions. Instead, these hunters master the creation and deployment of intricate ranger traps (Pathfinder RPG Ultimate Magic 64), often using themselves or their animal companions to lure foes into their snares.
 Class Skills: A patient ambusher adds Disable Device to her list of class skills. This alters the hunter’s class skills.
 Trapfinding: A patient ambusher adds 1/2 her hunter level on Perception checks to locate traps and on Disable Device skill checks (minimum +1). A patient hunter can use Disable Device to disarm magic traps. This ability replaces nature training.
Trap: At 3rd level, a patient ambusher learns how to create a snare trap. The patient ambusher can use this and other learned traps a total number of times per day equal to 1/2 her patient ambusher level + her Wisdom modifier. This ability replaces the hunter tactics class feature.
Learned Traps: At 3rd level and every 3 hunter levels thereafter, a patient ambusher can learn a new type of trap. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The patient ambusher cannot select an individual trap more than once. This ability replaces teamwork feats.
Launch Trap: At 10th level, a patient ambusher can affix a magical ranger trap to an arrow, a crossbow bolt, or a thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the hunter had set the trap in that square, except the DC is 5 lower than normal. If the trap is fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (attempting a saving throw, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trap starts when it is created, not when it is used. This ability replaces raise animal companion


法术捕猎者 spell trapper(魔战士变体)
法术捕猎者常见于那些充满了狩猎与魔法的地区,尤其是像苏比亚的沙漠,以及盖布和奈克斯严酷的土地上。他们抛弃了许多奥术技巧与军事知识,来换取布置魔法陷阱阻碍敌人的能力。
本职技能class skill:法术捕猎者将解除装置加入到他的本职技能,取代知识(位面)。这调整了魔战士的本职技能。
缩减奥能Diminished Arcana:法术捕猎者在决定哪些奥能可以选取时,将他的等效魔战士等级视为降低3级。他可以选择学习一个新陷阱(见法术陷阱能力)来取代学习一个新魔战士奥能。这调正了魔战士奥能能力
法术陷阱Spell Traps (Sp):4级时,法术捕猎者学会了如何献祭法术位来制造魔法陷阱。这些陷阱如同游侠陷阱(UM)般工作,不过他们总被视为类法术能力。法术陷阱永远被视为魔法陷阱(magical),并且被视为一个法术环级等同于1/3法术捕猎者等级的法术。魔法陷阱只持续1小时/等级或者直到被触发,取其先者。陷阱自被设置起每经过1小时,DC就减少1.在获得该能力时,法术捕猎者自动学会圈套陷阱。设置一个法术陷阱是一个引发借机攻击的整轮动作。如果在施放陷阱的过程中被攻击击中,法术捕猎者必须通过一个专注检定,如同在施放法术时被伤害一般。一个陷阱占据单一个5尺方格,并且不能与另一个法术陷阱或者一个魔法性陷阱,例如守卫刻文,放置在同一格。法术捕猎者需要带着一个施法材料包才能制造陷阱(除非他拥有施法免材专长),并且需要献祭一个法术位来创造这个陷阱。用于发现陷阱的察觉检定,解除它的解除装置检定以及避免被它影响的豁免检定的DC都等于10+1/2法术捕猎者等级+用于创造该陷阱而献祭的法术位的环级。所有法术陷阱都是位置型触发并且无法复位。该能力取代法术唤回。
远程陷阱Distant Trapping (Sp):10级时,法术捕猎者能远距离创造法术陷阱。他能在近距范围内以一个引发借机攻击的整轮动作创造他的陷阱。该能力取代战斗训练能力。
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sPell   traPPer   (Magus   arcHetyPe) Spell trappers are found in lands where hunting and magic are abundant, particularly the deserts of Thuvia and the harsh lands of Geb and Nex. They forsake much of their arcane skill and martial knowledge in exchange for the ability to conjure magical traps to hinder their foes.
 Class Skills: A spell trapper adds Disable Device to his list of class skills in place of Knowledge (planes). This alters the magus’s class skills.
Diminished Arcana: A spell trapper treats his effective magus level as 3 lower when determining which arcana he can select. A spell trapper can choose to learn a new trap (see Spell Traps below) in place of learning a new magus arcana. This modifies the magus arcana ability.

 Spell Traps (Sp): At 4th level, a spell trapper learns how to craft magical traps in exchange for the use of spell slots. These traps work as ranger traps (Ultimate Magic 64), except they always count as spell-like abilities. A spell trap is always considered magical, and is treated as a spell with a spell level equal to 1/3 the spell trapper’s class level. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full hour that passes after it is set. Upon gaining this ability, the spell trapper automatically knows the snare trap. Setting a spell trap is a full-round action that provokes attacks of opportunity. If attacked during the course of conjuring a trap, the spell trapper must attempt a concentration check, as though damaged while casting a spell. A trap fills a single 5-foot square, and cannot be placed in the same area as another spell trapper trap or a magical trap such as a glyph of warding. Spell trappers need access to a material component pouch to craft spell traps (unless they have the Eschew Materials feat) and must sacrifice a spell slot to create the trap. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to 10 + 1/2 the spell trapper’s magus level + the spell slot level sacrificed to create the trap. All spell traps are Trigger location, and Reset none. This ability replaces spell recall.
Distant Trapping (Sp): At 10th level, a spell trapper can create spell traps at a distance. She can create her traps at close range (25 feet + 5 feet per 2 caster levels) as a full-round action that provokes attacks of opportunity. This replaces the fighter training ability.



城市渗透者 urban infiltrator(审判者变体)
作为秘密收集情报的大师,城市渗透者精于在不友善的社群中行动,或潜入敌对教派,来进一步推动他们信仰的发展。这个变体流行于在塔尔多活动的的晨花密教Cult of the Dawnflower审判者,不过任何愿意更喜欢隐蔽的调查而非直率的狂热的审判者都可以选取这个变体。
本职技能class skills:城市渗透者将解除装置,知识(历史),知识(本地)和知识(贵族)加入到他的本职技能中,取代知识(地下城)和知识(自然)。这调整了审判者的本职技能。
天才侦探GiftedDetective(EX):城市渗透者将他的感知调整值额外加到他的唬骗和易容技能检定,以及用于收集信息的交涉技能检定。尝试用交涉技能检定来收集信息永远不会花费城市渗透者超过一个小时的时间。该能力取代怪物学识。
千面万相A Thousand Faces (Su):11级时,城市渗透者获得随意改变他外表的能力,如同使用了变身术法术。该能力取代坚定。
剧透 -   :
urban   InfIltrator      (InquIsItor   arcHetyPe) Masters of secretly gathering information to further their faith’s ends, urban infiltrators excel at operating within an unfriendly society or infiltrating an enemy cult. This archetype is popular among Cult of the Dawnflower inquisitors operating in Taldor, but it is available to any inquisitor who prefers subtle investigation to forthright zeal.
Class Skills: An urban infiltrator adds Disable Device, Knowledge (history), Knowledge (local), and Knowledge (nobility) to her list of class skills in place of Knowledge (dungeoneering) and Knowledge (nature). This alters the inquisitor’s class skills.
 Gifted Detective (Ex): An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour. This ability replaces monster lore.
A Thousand Faces (Su): At 11th level, an urban inquisitor gains the ability to change her appearance at will, as if using the alter self spell. This ability replaces stalwart.


SAGAS萨迦(歌者职业选项)
萨迦是常见于林诺姆诸国和依莉森的一种保存知识与讲述故事的形式。作为一种歌者战怒之歌的特殊应用,萨迦和吟游诗人的传世名作UM相似,不过只可被歌者使用。萨迦绝对不是单纯的艺术概念。它们被设计来保存知识或者纪念历史事件,并通常基于史实。因此,学习萨迦也需要知识(历史)等级作为先决条件。吟游诗人也可以学习萨迦,用他们的诗人表演能力而非战怒之歌。
Pfs:萨迦只能被歌者选取。
(译者注:saga萨迦原意特指古代挪威或冰岛讲述冒险经历和英雄业绩的长篇故事。)
剧透 -   :
Sagas are a form of lore-keeping and tale-telling common in Irrisen and the Lands of the Linnorm Kings. Specialized applications of a skald’s raging song ability, sagas function much like bardic masterpieces (Pathfinder RPG Ultimate Magic 21) but are available only to skalds. Sagas are never purely artistic constructs; they are designed to preserve lore or commemorate historical figures, and are usually based in fact. Sagas therefore require ranks in Knowledge (history) as a prerequisite, as well. Bards can learn sagas, using their bardic performance ability instead of raging song.
  学者王之叙事诗 lay of schlar-king(演讲,歌唱)
学者王的故事让你更加睿智,不过也让其他人蔑视你。
先决条件:知识(历史)2级,表演(演讲)或表演(歌唱)4级
代价:专长或2环歌者已知法术
效果:你讲述了关于那个勤奋好学而又善于反思的国王,ethered之子jarguut的悲伤故事。jarguut国王曾统治林诺姆王国,但他的王国因领主们藐视他的睿智而分崩离析。当你完成表演,你可以将你的魅力调整值(最少+1)额外追加到智力决定的技能鉴定上,但要在你所有魅力决定的技能检定上承受等同于你智力调整值的罚值(最少-1)
使用:1轮战怒之歌
动作:1分钟
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lay of   scHolar-KIng   (oratory,   sIng) Your tale of a scholarly king sharpens your intellect, but makes others treat you with contempt. Prerequisites: Knowledge (history) 2 ranks, Perform (oratory) or Perform (sing) 4 ranks. Cost: Feat or 2nd-level skald spell known. Effect: You tell the sad tale of studious and introspective King Jarguut, son of Ethered. King Jarguut ruled the Linnorm Kingdom of Raemerrund, but his kingdom fractured when the thanes would not respect his intellect. While you maintain the performance, you can add your Charisma modifier (minimum +1) to Intelligence-based skill checks in addition to your Intelligence modifier, but you take your Intelligence bonus as a penalty on all Charisma-based skill checks (minimum –1). Use: 1 raging song round per round. Action: 1 minute.
  女巫女王之歌 saga of the witch queen(演讲,歌唱)
你的关于芭芭雅嘎(Baba Yaga)无情归来的故事让你准确地定位你的目标。
先决条件:知识(历史)7级,表演(演讲)或表演(歌唱)15级
代价:专长或5环歌者已知法术
效果:你讲述芭芭雅嘎,女巫之王的传奇故事,她赢得冬日战争并建立了依莉森。每一个百年,她会派出她的一个女儿接替上一个女儿出任依莉森的女王。在1400年里,每一任女王都知道她们的母亲必将归来。当你完成这个表演,你念出一个你曾见过,或曾拥有过你现在正掌握的道具的生物的名字。你会立即知道该生物的位置,如同感知位置法术。与此同时,该生物会得知你的姓名并知道你已经得知它当前所在位置。
使用:10轮战怒之歌
动作:10分钟
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saga   of   tHe   wItcH   queen   (oratory,   sIng) Your tale of Baba Yaga’s inexorable return allows you to unerringly locate your target. Prerequisites: Knowledge (history) 7 ranks, Perform (oratory) or Perform (sing) 15 ranks. Cost: Feat or 5th-level skald spell known. Effect: You tell the epic tale of the Baba Yaga, the Queen of Witches, who founded Irrisen after winning the Winter War. Once each century, she deposes one of her daughters as queen of Irrisen to install another daughter in her place. For 1,400 years, each reigning queen has known that her mother’s return was a certainty. When you complete the performance, you name a creature you have seen or who once owned an item you have in your possession, and you immediately know the creature’s location, as per discern location. At the same time, the creature learns your name and that you have determined its current whereabouts. Use: 10 raging song rounds. Action: 10 minutes.


诅咒祝福curse(战斗祭司祝福)神祗: Andirifkhu,卡莉丝翠,黛丝娜,Graffiacane,Magdh
巫术攻击Hexing Attack(次级祝福):你可以接触一个武器,并让它在击中下一个目标时引发一个小型诅咒。被击中的目标必须成功通过一个意志豁免,否则会在攻击骰,豁免骰,技能检定或能力检定中受到-2罚值(由战斗祭祀选择),持续1分钟。
报应诅咒Retributive Curse(高等祝福)到了10级,以一个迅捷或直觉动作,你能对任何相邻的对你造成重击(scores a critical hit)或者对你造成精准伤害的生物施加诅咒。目标必须通过一个成功的意志豁免检定,否则会被诅咒。选择以下效果中的一个:目标在1项属性点(由你选择)承受-2罚值(不能降到低于1点);目标在攻击骰,豁免骰,属性检定和技能检定中承受-2罚值;目标每轮有25%几率无法进行动作(但其他方面如常)。该诅咒持续1小时。一个生物一次只能被一种诅咒影响。该能力在其他方面如同降咒法术一般运作。
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curse   (warPrIest   blessIng) Deities: Andirifkhu, Calistria, Desna, Graffiacane, Magdh.
Hexing Attack (minor): You can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. The struck target must succeed at a Will saving throw or take a –2 penalty on attack rolls, saving throws, skill checks, or ability checks (warpriest’s choice) for 1 minute.
 Retributive Curse (major): At 10th level, as a swift or immediate action, you can inflict a curse on any adjacent creature that scores a critical hit against you or deals precision damage to you. The target must succeed at a Will saving throw or be cursed. Select one of the following effects: the target takes a –2 penalty to one ability score of your choice (the ability cannot be reduced below 1); the target takes a –2 penalty on attack rolls, saving throws, ability checks, and skill checks; each turn, the target has a 25% chance of taking no action (otherwise, it acts normally). This curse lasts for 1 hour. A creature can be subjected to only one instance of retributive curse at a time. This otherwise functions as bestow curse



神圣鞭笞者DivIne scourge   (牧师变体)
某些神仆扮演了代表他们的神祗降下惩罚的角色,并在执行他们不可侵犯的任务时获得愉悦。这类神圣鞭笞者最常见于阿巴达尔(与当地法院共同对违法者实施制裁),卡莉丝翠(惩罚那些真正值得复仇的人)和宗-库山(将惩罚视为接受痛苦与磨难的一种方法)的信徒。神圣鞭笞者精于对那些在其所在教派的教义中值得接受如此命运的家伙施加长期性的疾病与诅咒。
诅咒者Curser(EX):神圣鞭笞者必须选择诅咒子域(APG)作为领域,而无视他的神祗实际提供的领域。他不会获得第二个领域。该能力调整了领域。
神圣巫术Divine Hexes:在3级和之后每4级,神圣鞭笞者能在女巫职业巫术列表中选择一个下列的巫术,最多能在19级获得5个巫术:凋零,cursed wound(出自月之血脉blood of the moon),邪眼,降祸,瘢痕UM,沉眠和狂兽UM。11级时,他还可以从下列强力巫术中选择:苦咒,白霜UM,感染UM,噩梦和报偿。神圣鞭笞者使用他的感知调整值取代智力调整值来决定他巫术的豁免DC,并用他的魅力调整值取代智力调整值来决定巫术的效果或持续时间。该能力取代引导能量。
剧透 -   :
dIvIne   scourge   (clerIc   arcHetyPe) Some divine servants take on the role of dealing out unique punishments on behalf of their deities, taking pleasure in carrying out their sacrosanct duties. Such divine scourges are most common among worshipers of Abadar (meting out punishment to lawbreakers in concert with local courts), Calistria (punishing those truly deserving of vengeance), and Zon-Kuthon (seeing punishment as an applied form of pain and suffering). Divine scourges make a point of inflicting long-lasting maladies and curses on those deserving of such fates under the tenets of the scourges’ religions.
 Curser (Ex): A divine scourge must take the curse subdomain (Pathfinder RPG Advanced Player’s Guide 88) as a domain, regardless of the actual domains offered by her deity. The divine scourge does not receive a second domain. This ability alters domains.
Divine Hexes: At 3rd level and every 4 cleric levels thereafter, a divine scourge can select the following hexes from the witchAPG class hex list, up to a maximum of five hexes at 19th level: blight, cursed wound (Pathfinder Player Companion: Blood of the Moon 15), evil eye, misfortune, scarUM, slumber, and unnerve beastsUM. At 11th level, a divine scourge can instead select from the following list of major hexes: agony, hoarfrostUM, infected woundsUM, nightmares, and retributions. The divine scourge uses her Wisdom modifier instead of her Intelligence modifier to determine the save DCs of her hexes. Any hex that refers to using her Intelligence modifier to determine its duration or effect instead uses her Charisma modifier for that purpose. This ability replaces channel energy.


监督者overseer(萨满变体)
当所有其他萨满都用他们与世上的精魂的链接来获得来自其他世界的魔法力量时,那些在林诺姆诸国的萨满则有一种特殊的传统:他们会使用庇护主精魂的力量直接控制他们的敌人。这些监督者有的会扮演起它们部落的保护者与宗教领袖,并为了部落的长远利益将敌人转化短期的盟友。其他监督者则会成为为了个人利益而将自身意愿强加于弱者的暴君。在战斗中,监督者通过用巫术与专门的法术削弱敌人来掌控战场。
控制魔法Controlling Magic (Su):监督者将下列法术加到她的魂术列表中:魅惑人类(1环),狂笑术(2环),人类定身术(3环),极度绝望(4环),弱智术(5环),群体暗示术(6环),真言术:盲(7环),迷舞(8环),和支配怪物(9环)。该能力取代了萨满魂域提供的魂术。
汹涌之魂Spirit Surge(ex):3级时,监督者获得通过他的魂兽施放他的任何目标为一个生物的影响心灵类法术。当他使用该能力时,所选择的法术的范围变为接触,而且他必须通过魂兽的传递接触法术能力将该法术传递过去。萨满用这种方法施放的法术的施法者等级比他的正常施法者等级高2.监督者能正常将任何其他法术通过魂兽的传递接触法术能力来传递出去。这调整了魂兽的传递接触法术能力。
剧透 -   :
overseer   (sHaMan   arcHetyPe) While all shamans use their connection to the spirits of the world to draw upon otherworldly magic powers, the shamans of the Lands of the Linnorm Kings have a unique tradition in which they use the power of patron spirits to directly control their enemies. Such overseers may assume roles as religious leaders and protectors of their tribes, turning foes into short-term allies for the tribe’s greater good. Other overseers become tyrants who enforce their will upon the weak for personal gain. In combat, an overseer manages the battlefield by debilitating foes using her hexes and specialized spells.
Controlling Magic (Su): The overseer adds the following spells to the list of spells she can cast using spirit magic: charm person (1st), hideous laughter (2nd), hold person (3rd), crushing despair (4th), feeblemind (5th), mass suggestion (6th), power word blind (7th), irresistible dance (8th), and dominate monster (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.
Spirit Surge (Ex): At 3rd level, an overseer gains the ability to cast any of her mind-affecting spells that target a single creature through her spirit animal. When she’s using this ability, the selected spell’s range becomes touch, and she must deliver the spell through the spirit animal via the spirit animal’s deliver touch spells supernatural ability. The shaman’s effective caster level for these spells is 2 higher than her normal caster level. The overseer can deliver any other spells via the deliver touch spells spirit animal ability. This alters the deliver touch spells spirit animal ability.




秘兽学者cryptid scholar (调查员变体)
秘兽学者研究那些潜伏在文明边缘的怪兽,并在它们的解剖学结构,习性和生态等方面有着极深的专业知识。大部分秘兽学者隶属于勒彼斯塔德大学,不过比起和大学中的同事结伴(这些人通常非常怀疑秘兽学者的特殊专业学识的真伪),他们更喜好在外参加现场工作。虽然秘兽学者能胜任作为独行怪物猎手的工作,他们也擅长在与同伴出行时分享自己的见解。
    直觉怪物学识Intuitive Monster Lore (Ex):秘兽学者在试图辨别生物的能力与弱点的知识检定上,在智力调整的基础上额外增加他的感知调整值。5级时,他可以在这类检定10,即便是他被威胁或分心。该能力取代毒剂学识和毒素抗性。
    适时建议Opportune Advice (Ex):4级时,当秘兽学者成功通过一个知识检定来辨别怪物的特殊能力或弱点时,他可以以一个移动动作将他的见解告诉同伴。30尺内所有能听见秘兽学者的盟友在对抗被辨别的怪物同种族且亚种完全相同的生物使用的特异能力,超自然能力和类法术能力时,AC和豁免骰上获得+1洞察加值。这个加值持续等同于秘兽学者智力调整值得轮数(最少1轮),或直到他使用博学之击(见下文),取其先者。这个加值在8级和之后每4个调查员等级会再+1(最高在20级达到+5)。生物在同一时间内只能受益于对抗一种特殊种类的怪物的适时建议。一旦秘兽学者使用了该能力在对抗一种特定类别的怪物时获得了加值,他在24小时内无法再次对同种怪物获得加值,除非他以一个移动动作消耗一点灵感点数来使用这个能力。该能力取代战斗策略,并且秘兽学者无法选择为战斗策略或策士之击增加效果的调查员天赋。
    博学之击Knowledgeable Strike (Ex):4级时,秘兽学者能引导盟友利用怪物的弱点进行战斗。如果秘兽学者选择用一个移动动作提前终止他的适时建议, 1轮内30尺内所有能听到秘兽学者的盟友在他对抗该种特定类别的怪物时,下一次的成功的徒手击打,天武攻击和武器攻击会造成额外伤害。4级时该额外伤害为1d6,之后每4个调查员等级再增加1d6(最高在20级为5d6)。博学之击的伤害为精准伤害,不会因重击而翻倍,免疫偷袭的生物也免疫博学之击。远程攻击只在攻击30尺内的目标时获得此额外伤害。盟友必须够充分地看到目标以找到一个要害并必须能够触到该要害。博学之击不能对拥有隐蔽的生物使用。该能力取代策士之击。
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cryPtId   scHolar      (InvestIgator   arcHetyPe) Cryptid scholars research monsters that lurk secretly at the edge of civilization, developing a deep expertise regarding their anatomy, habits, and ecology. Most cryptid scholars are affiliated with the University of Lepidstadt, but spend more time away performing field work than they do consorting with their fellow scholars (many of whom find a cryptid scholar’s peculiar specialty suspicious at best). Although competent as lone monster hunters, cryptid scholars excel when they have associates with whom to share their insights.
 Intuitive Monster Lore (Ex): A cryptid scholar adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier when attempting skill checks to identify the abilities and weaknesses of creatures. At 5th level, a cryptid scholar can take 10 on such checks, even when threatened or distracted. This ability replaces poison lore and poison resistance.
Opportune Advice (Ex): At 4th level, when the cryptid scholar succeeds at a Knowledge check to identify a monster’s special powers or vulnerabilities, he can take a move action to share his insights with his allies. Allies within 30 feet who can hear the cryptid scholar gain a +1 insight bonus to their ACs and on saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of the same type and all the same subtypes as the monster identified. This bonus lasts for a number of rounds equal to the cryptid scholar’s Intelligence modifier (minimum 1) or until he uses knowledgeable strike (see below), whichever comes first. This bonus increases by 1 at 8th level and every 4 investigator levels thereafter (to a maximum of +5 at 20th level). A creature cannot benefit from opportune advice regarding more than one specific kind of monster at a time. Once the cryptid scholar has used this ability to provide a bonus against a specific kind of monster, he can’t grant a bonus against that same kind of monster again for 24 hours, unless he expends one use of inspiration when taking a move action to use this ability. This ability replaces studied combat, and the cryptid scholar cannot choose investigator talents that add effects to studied combat or studied strike.
Knowledgeable Strike (Ex): At 4th level, the cryptid scholar can direct allies to exploit a monster’s weaknesses. If the cryptid scholar ends his opportune advice early as a move action, each ally within 30 feet who can hear the cryptid scholar deals additional damage on its next successful unarmed, natural, or weapon attack against that specific kind of monster within 1 round. The additional damage is 1d6 at 4th level and increases by 1d6 for every 4 investigator levels thereafter (to a maximum of 5d6 at 20th level). The damage of knowledgeable strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to knowledgeable strike. Ranged attacks gain this additional damage only against a target within 30 feet. The ally must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Knowledgeable strike cannot be used against a creature with concealment. This ability replaces studied strike.


发问者questioner(调查员变体)
作为奥术魔法的半桶水以及潜行与欺诈的大师,发问者是那些经常要在和不怎么友好的客户打交道,或那些需要多一点狡诈的生活中混日子的调查员。虽然发问者在内海地区的各大城市均有出没,但乌斯塔拉夫的还是最为知名;他们中许多隶属于著名的无眠侦探,其他则接受了训练以躲避那些著名组织的注意。
    诡计灵感Inspiration for Subterfuge (Ex):发问者能在尝试进行任何知识,语言学以及隐匿检定时使用灵感能力而无须消耗灵感点数,只要他在该技能受训。该能力调整了灵感。
    法术:发问者能施放吟游诗人法术列表中的法术。他能无须准备施放任何他的已知法术。要学习或施放一个法术,他必须拥有至少10+法术环级的智力属性。对抗发文者法术的豁免DC为10+法术环级+发问者智力调整值。如同其他施法者,发问者每天只能在每个环级施放特定数量的法术。他使用吟游诗人的每日法术数量以及可知法术数量,包括戏法。他也会因为更高的智力属性而获得额外每日法术。5级和之后每3个调查员等级,发问者可以学习一个新的法术来取代一个他的已知法术,使用和吟游诗人相同的规则。新的法术必须和被交换的法术的环级相同,且必须比发问者能施放的最高环级法术低一环。发问者无须准备法术。他能施放任何他已知的吟游诗人法术,只要他没用完所有他该环级的每日法术数量。该能力取代炼金术。
    百事通Know-It-All (Ex):2级时,发问者在所有他已受训的知识技能检定上获得+1加值。这个加值在5级和之后每3个调查员等级就再+1,最高在17级为+6。如果他拥有侦搜perceptive trackingACG调查员天赋,他也将这个加值加在用于循迹和追踪的察觉检定上。5级时,发问者获得离奇回忆eidetic recollectionACG调查员天赋作为奖励天赋,无视其先决条件。该能力取代毒剂学识。
    受限天赋Restricted Talents::发问者如常选择调查员天赋,不过他不能选择炼金术师发现调查员天赋。该能力调整了调查员天赋。
    推荐调查员天赋:额外灵感,解说灵感,侦搜,盗贼天赋和黑街灵感(全部出自ACG)
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questIoner   (InvestIgator   arcHetyPe) Dabblers in arcane magic and masters of stealth and guile, questioners are investigators who often find themselves mucking about in cases for less-than-savory clientele or that require an extra bit of subtlety. Although questioners are found in nearly every major city in the Inner Sea region, Ustalav has the highest concentration; many belong to the famed Sleepless Detectives, while others have trained to evade the notice of that acclaimed agency.
Inspiration for Subterfuge (Ex): A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill. This ability alters inspiration.
Spells: A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier. Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score. At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast. A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. This ability replaces alchemy.
Know-It-All (Ex): At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive trackingACG investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollectionACG investigator talent as a bonus talent, ignoring its prerequisites. This ability replaces poison lore.


血巫术 Blood Hexes(全职业;萨满和女巫巫术)
   满溢的鲜血能释放出显著的魔力,因此许多格拉利昂的文明都开发出利用这种力量的方法。例如,伊莉森的冬女巫以及卡斯马隆的苦行僧能通过造成明显的伤口来用魔力诅咒敌人。大多数这些尤为不详的巫术能在耐多的阴影朝廷,以及天夏的criminal blood magicians中找到。虽然这些不同的魔法习俗采取了各类战术,血巫术最广为人知的特点仍然是用被害者自己失去的血液来引发诅咒的力量。
   血巫术有很多形式,不过都服从几条基本规则,它们被应用到以下每一个血巫术专长。血巫术专长能被任何满足先决条件的角色选取。血巫术专长只会对近期内你曾对其造成过生命值伤害的目标生效,具体的时间间隔和如何造成伤害的要求会在专长中列举。一个血巫术的豁免DC总等于10+1/2角色等级+你的智力,感知或魅力调整(取其高者)。你24小时内只能用同一个血巫术指定一个目标一次,无论它是否被这个血巫术影响。你每天能使用血巫术的次数等同于你拥有的血巫术专长的数量,在4级和之后每4角色等级就再+1每日使用次数。你能多次使用同一个血巫术,只要没超出你的每日血巫术数量。
   萨满和女巫可以在获得巫术时,选择一个血巫术专长作为替代,而且有时会在使用血巫术时获得额外效果,不过他们也必须对生物造成过生命值伤害才能对其使用血巫术。萨满或女巫每天能无限次使用血巫术,但还是不能在24小时内对同一个生物使用同一个血巫术超过1次。所有持续时间为1轮的血巫术能被尖笑或禅唱巫术正常地延长。
一个血巫术的效果不与其自身叠加,即使那个血巫术来自不同来源,不过生物能被任意数量的不同血巫术同时影响。血巫术是一个超自然诅咒UM效果,并在计算对巫术起效的能力时也视为巫术。
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BloodH exes The spilling of blood can unleash significant magic power, and many cultures on Golarion have developed ways of accessing that power. Some among the winter witches of Irrisen and the dervishes of Casmaron can use magic powered by inflicting significant wounds to curse their enemies. More sinister versions of these hexes can be found in the shadowy realms of Nidal and among the criminal blood magicians of Tian Xia. While these disparate magical traditions employ different terms for the tactic, a curse powered by the subject’s own blood loss is commonly known as a blood hex.
Blood hexes take many forms, but all obey some basic rules that apply to each blood hex feat. Blood hex feats are available to any character who meets the feat’s prerequisites. Blood hex feats work only against targets you have dealt hit point damage to recently, with the exact time frame and any requirements for how you deal the damage outlined in each feat. The saving throw DC of a blood hex is always equal to 10 + 1/2 your character level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You can target a creature with the same blood hex at most once every 24 hours, whether it is affected by the blood hex or not. You can use a number of blood hexes per day equal to the number of blood hex feats you have, plus one additional use per day at 4th level and every 4 character levels thereafter. You can use the same blood hex multiple times, as long as you don’t exceed your total uses of blood hexes for the day.
 Shamans and witches can take a blood hex feat in place of a regular hex and sometimes gain additional effects when they use a blood hex, but must still deal hit point damage to a creature in order to use the blood hex. A shaman or witch can use blood hexes an unlimited number of times per day, but still cannot target the same creature with the same blood hex more than once every 24 hours. All blood hexes with a duration of 1 round can be extended normally using the cackle hex or the chant hex. The effects of a given blood hex doesn’t stack with themselves, even if the blood hex is used by different sources, but a creature can be cursed with any number of different blood hexes at one time. A blood hex is a supernatural curseUM effect, and counts as a hex for the purposes of abilities that work against hexes.
暂停Abeyance(血巫术) PFS X 你能干扰对手与他自己的魔力间的联系。
先决条件:智力13,法术辨识5级,,使用魔法装置1级
效果:以一个标准动作,你选取一个自你上一轮开始以来被你用金属武器造成过伤害的敌人,你能吸取他内在的魔法能力。这个生物必须通过一个成功的意志豁免检定,否则会无法使用任何它原本可以每天使用超过一次的类法术能力,直到它身上所有的伤害都被治疗,或者直到1分钟的最大持续时间结束。
特殊:如果萨满或女巫使用该血巫术,目标在巫术持续时间内无法使用任何类法术能力。
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abeyance   (blood   Hex) You can disrupt your opponent’s connection to its own magical power. Prerequisites: Int 13, Spellcraft 5 ranks, Use Magic Device 1 rank. Benefit: As a standard action, you can drain the innate magical ability of a creature you’ve dealt damage to with a metal weapon since the beginning of your last turn. That creature must succeed at a Will save or be unable to access any spell-like abilities it can use more than once per day, until it is healed of all hit point damage, or up to a maximum duration of 1 minute. Special: If a shaman or witch uses this blood hex, the target is unable to use any of its spell-like abilities for the hex’s duration.
钝刃blunt   blade(血巫术)你用一次诅咒让你的对手在战斗中变得不再可怕。
先决条件:智力13,基础攻击加值+6,使用魔法装置1级
效果:以一个标准动作,你诅咒一个你在上一分钟内曾对其造成过伤害的敌人,让他的精准度下降。目标必须通过一个成功的强韧检定,否则他会在确认所有重击威胁时自动失败。该效果持续一轮。
特殊:如果一个萨满或女巫使用这个血巫术,目标在巫术持续时间内也不能造成精准伤害或偷袭攻击伤害。
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blunt   blade   (blood   Hex) With a single curse, you make your rival less fearsome in combat. Prerequisites: Int 13, base attack bonus +6, Use Magic Device 1 rank. Benefit: As a standard action, you can curse the accuracy of an enemy you have dealt damage to in the last minute. The target must succeed at a Fortitude save or it automatically fails to confirm all critical threats. This effect lasts for 1 round. Special: If a shaman or witch uses this blood hex, the target is unable to deal precision damage or sneak attack damage for the hex’s duration.
牛眼bull’s   eye(血巫术)你的远程攻击准确地追踪被你诅咒过的人。
先决条件:敏捷13,智力13,闪避,灵活移动,近距射击,移动射击,基础攻击加值+4,使用魔法装置1级
效果:以一个标准动作,你诅咒一个自你上一轮开始以来被你用远程武器攻击造成过伤害的敌人。目标必须通过一个成功的反射豁免检定,否则你在用远程武器攻击它时无须承受第一个射程增量的罚值,也无视生物从掩蔽中获得的任何AC加值。生物仍然从全掩蔽中获得全部好处。该效果持续1分钟。
特殊:拥有该血巫术的萨满或女巫能对自他上一轮开始以来被他用远程攻击伤害过的生物使用这个血巫术,并将该巫术的好处应用到他对被影响生物作出的任何远程攻击。
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bull’s   eye   (blood   Hex) Your ranged attacks unerringly seek those you have cursed. Prerequisites: Dex 13, Int 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run, base attack bonus +4, Use Magic Device 1 rank. Benefit: As a standard action, you can curse a creature you’ve dealt damage to with a ranged weapon attack since the beginning of your last turn. The target must succeed at a Reflex save, or you don’t take penalties on ranged weapon attacks against the creature for the first range increment and you ignore any bonus to the creature’s Armor Class from cover. The creature still benefits from total cover. This effect lasts for 1 minute. Special: A shaman or witch with this blood hex can use it against a target she has damaged with any ranged attack since her last turn, and applies its benefits to any ranged attack she makes against an affected creature.
白内障 cataract   (血巫术)你能诅咒受伤敌人的眼睛。
先决:智力13,察觉5级,使用魔法装置1级
好处:以一个整轮动作,你能诅咒一个自你上一轮开始以来被你造成过伤害的敌人。该生物必须通过一个成功的强韧检定,否则它的眼睛变得浑浊,它的视野被遮蔽。一轮内,它远程接触攻击的目标在判定这次攻击时视为拥有隐蔽。
特殊:拥有该血巫术的萨满或女巫能将该巫术施加到在上一分钟内被他造成过伤害的敌人,并能以一个标准动作使用该巫术。
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cataract   (blood   Hex) You can curse the eyes of a wounded enemy. Prerequisites: Int 13, Perception 5 ranks, Use Magic Device 1 rank. Benefit: As a full-round action, you can curse a creature you’ve dealt damage to since the beginning of your last turn. The creature must succeed at a Fortitude save or its eyes become milky and its vision is obscured. For 1 round, any target the creature makes a ranged touch attack against gains concealment for the purposes of that attack. Special: A shaman or witch with this blood hex can use it against any creature she has dealt damage to in the past minute. A shaman or witch can use this blood hex as a standard action.
耗尽Consumption(血巫术)你让你的对手在受伤时消耗更多战斗资源。
先决条件:智力13,使用魔法装置5级
好处:以一个整轮动作,你诅咒一个自你上一轮开始以来被你造成过伤害的敌人,使他更快的消耗特定的力量。该生物必须通过一个成功的强韧豁免检定,否则如果它在接下来1min内使用了下列的职业能力,他必须消耗至少2发每日使用次数或2轮能力:奥能池UM,奥能源泉ACG,诗人表演,血怒ACG,炼金炸弹APG,灵感ACG气池,心智点OA,催眠师诡计OA,精神力池OA,狂暴,或者战怒之歌ACG。
特殊:萨满或女巫能以一个标准动作使用该血巫术。
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consuMPtIon   (blood   Hex) You cause your rivals to spend additional precious resources while wounded. Prerequisites: Int 13, Use Magic Device 5 ranks. Benefit: As a full-round action, you can curse a creature you’ve dealt damage to since the beginning of your last round to use certain powers quickly. The creature must succeed at a Fortitude save or if it uses any of the following class abilities during the next minute, it must spend at least two daily uses or rounds of that ability: arcane poolUM, arcane reservoirACG, bardic performance, bloodrageACG, bombAPG, inspirationACG, ki pool, mental focusOA, mesmerist trickOA, phrenic poolOA, rage, or raging songACG. Special: A shaman or witch can use this blood hex as a standard action.
额外血巫术 extra blood hex 跟大多数人相比,你与血巫术的联系更加紧密。
先决条件:智力15,2个或以上血巫术专长,法术辨识5级,使用魔法装置5级
效果:你每天能多使用2次血巫术。
特殊:你能多次选取该专长,每选取一次就能每天额外多使用2次血巫术。拥有该专长的角色在获得萨满或女巫等级时能立即用其他满足先决条件的血巫术专长取代该专长。
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extra   blood   Hex Your ties to blood hexes are much stronger than those of most other practitioners. Prerequisites: Int 15, two or more blood hex feats, Spellcraft 5 ranks, Use Magic Device 5 ranks. Benefit: You can use blood hexes two additional times per day. Special: You can take this feat more than once. Each time you do, you can use blood hexes two additional times per day. A character with this feat who takes levels in shaman or witch can immediately replace this feat with any blood feat for which she meets the prerequisites.
颤抖Falter(血巫术)你诅咒敌人的鲜血,强迫它们在接下来的行动中颤抖。
先决条件:智力13,法术辨识5级,使用魔法装置5级
效果:以一个标准动作,你能诅咒一个自你上一轮开始以来被你造成过伤害的敌人。目标必须通过一个成功的意志坚定,否则会无法进行五尺快步,延迟行动或准备动作,持续1轮。
特殊:拥有该血巫术的萨满或女巫能对在上一分钟内被他造成过伤害的敌人的生物施放该血巫术。被萨满或女巫施放的该血巫术影响的生物,在其持续时间内,移动速度也会减半。
剧透 -   :
falter   (blood   Hex) You curse the blood of your foes, forcing them to falter in their subsequent actions. Prerequisites: Int 13, Spellcraft 5 ranks, Use Magic Device 5 ranks. Benefit: As a standard action, you can curse an enemy you’ve dealt damage to since your last turn. That target must succeed at a Will save or be unable to take a 5-foot step, delay an action, or ready an action for 1 round. Special: A shaman or witch with this blood hex can use it against any creature she has dealt damage to in the past minute. A creature affected by this blood hex used by a shaman or witch also has its movement rate halved for the blood hex’s duration.
阻碍 hinder(血巫术)你用不确定性诅咒一个流血的敌人。
先决条件:智力13,使用魔法装置5级
效果:以一个标准动作,你能诅咒一个在上一分钟内被你用近战攻击造成过伤害的敌人,让它变得犹豫不决。目标必须通过一个成功的反射豁免检定,否则会在接下来的1分钟内在其作出的任何先攻检定上承受-10罚值。
特殊:如果一个萨满或女巫使用了这个血巫术,目标在1轮内不能进行全回合攻击。该效果能被尖笑巫术延长。
剧透 -   :
HInder   (blood   Hex) You curse a bleeding opponent with uncertainty. Prerequisites: Int 13, Use Magic Device 5 ranks. Benefit: As a standard action, you can curse an enemy you’ve damaged with a melee attack in the last minute to become hesitant. The target must succeed at a Reflex save or take a –10 penalty on any initiative check it makes in the next minute. Special: If a shaman or witch uses this blood hex, the target is unable to take a full-attack action for 1 round. This effect can be extended with the cackle hex.
不确定性uncertaInty   (血巫术)当你在战斗中汲取了敌人的血液,它会对自己的技能产生怀疑。
先决条件:智力13,唬骗,交涉和威吓5级
效果:以一个整轮动作,你能挫败一个在上一分钟内被你造成过伤害的敌人的自信。该生物必须通过一个成功的意志检定,否则会在以下一项你所选定的技能检定中承受-6罚值:唬骗,交涉,或威吓。该效果最多持续1小时,或直到目标受到的所有伤害都被治疗。
特殊:一个萨满或女巫能用标准动作使用该血巫术。另外,如果一个萨满或女巫使用了该血巫术,目标在唬骗,交涉和威吓技能上同时承受罚值。
剧透 -   :
uncertaInty   (blood   Hex) When you draw a foe’s blood in combat, that creature begins to doubt its skills. Prerequisites: Int 13; Bluff, Diplomacy, and Intimidate 5 ranks. Benefit: As a full-round action, you can diminish the confidence of a creature you’ve dealt damage to within the last minute. That creature must succeed at a Will save or take a –6 penalty on skill checks for one of the following skills of your choice: Bluff, Diplomacy, or Intimidate. This ability lasts until the subject is healed of all hit point damage, up to a maximum of 1 hour. Special: A shaman or witch with this blood hex can use it as a standard action. Additionally, if a shaman or witch uses this blood hex, the target takes the penalty on Bluff, Diplomacy, and Intimidate checks.

« 上次编辑: 2018-05-30, 周三 00:24:49 由 灯泡powerbult »

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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #3 于: 2016-06-13, 周一 07:05:30 »
奇物大坑铿铿
« 上次编辑: 2016-06-29, 周三 00:31:26 由 灯泡powerbult »

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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #4 于: 2016-06-13, 周一 10:38:22 »
时光闪回好IMBA!标准动作打full attack还可以走位!
[19:19] * Artoria|Saber 斩掉邪恶的LOLICON土司
[19:19] <Death> 请投破邪斩~~
[19:19] <DiceBot> Artoria|Saber进行一刀一刀割掉土司检定: d20=4
[19:19] <Artoria|Saber> ……
[19:19] <tooth|bower> 娃哈哈~~~
[19:19] <Death> ……
[19:19] <Artoria|Saber> 很好……
[19:20] <Artoria|Saber> DB你是在逼我发彪是吧?!!!!!!!!!!!!!!!
[19:20] <DiceBot> Artoria|Saber进行再来一次,怒了!DB你给我老实点!!!检定: d20=5
[19:20] <tooth|bower> ...
[19:20] <Artoria|Saber> - -#
[19:21] <Artoria|Saber> 看来几天没来,DB又开始皮痒了……
[19:21] * Artoria|Saber 九尾猫抽了DB
[19:22] <DiceBot> Artoria|Saber进行现在想起自己该干什么了吗?- -#检定: d20=20
[19:22] <Death> 终于想起来了……
[19:22] <Artoria|Saber> ……看,果然如此
[19:22] <Artoria|Saber> 抓来签名……

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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #5 于: 2016-06-13, 周一 12:12:24 »
时光闪回好IMBA!标准动作打full attack还可以走位!
标准冲锋的话移动距离只有一倍

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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #6 于: 2016-06-13, 周一 15:11:02 »
时光闪回好IMBA!标准动作打full attack还可以走位!
标准冲锋的话移动距离只有一倍

但是算上本身的移动,移动距离至少仍是2倍,还可以各种变向~最重要的是,这个法术能让你浪出去糊对面一熊脸再安全的闪回己方战线,实力装(zuo)逼(si)! :em020 :em020
[19:19] * Artoria|Saber 斩掉邪恶的LOLICON土司
[19:19] <Death> 请投破邪斩~~
[19:19] <DiceBot> Artoria|Saber进行一刀一刀割掉土司检定: d20=4
[19:19] <Artoria|Saber> ……
[19:19] <tooth|bower> 娃哈哈~~~
[19:19] <Death> ……
[19:19] <Artoria|Saber> 很好……
[19:20] <Artoria|Saber> DB你是在逼我发彪是吧?!!!!!!!!!!!!!!!
[19:20] <DiceBot> Artoria|Saber进行再来一次,怒了!DB你给我老实点!!!检定: d20=5
[19:20] <tooth|bower> ...
[19:20] <Artoria|Saber> - -#
[19:21] <Artoria|Saber> 看来几天没来,DB又开始皮痒了……
[19:21] * Artoria|Saber 九尾猫抽了DB
[19:22] <DiceBot> Artoria|Saber进行现在想起自己该干什么了吗?- -#检定: d20=20
[19:22] <Death> 终于想起来了……
[19:22] <Artoria|Saber> ……看,果然如此
[19:22] <Artoria|Saber> 抓来签名……

离线 弑君者伊恩

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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #7 于: 2016-06-13, 周一 16:04:23 »
因为冲锋是法术的一部分,冲锋(法术)结束后必须立刻决定是否闪回,所以法战并不能支持你冲锋全回合后闪回
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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #8 于: 2016-06-13, 周一 16:04:57 »
然后标动的冲锋能不能猛扑要律。倾向于不能
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Re: 魔法战术工具箱Magic Tactics Roolbox
« 回帖 #9 于: 2016-06-13, 周一 16:54:56 »
嘛重点不应该是这个法术可以先移动之后再用标动释放吗?
等于可以先调整冲锋前的位置再冲。。。(虽然也有点灰)