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海豹真是太可爱啦

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« 上次编辑: 2015-03-03, 周二 23:23:44 由 祝孤生 »
海豹真是太可爱啦


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Re: 【索引】有关资源
« 回帖 #3 于: 2016-08-19, 周五 17:06:37 »
龙僧Scaled Fist 出自《龙之传承legacy of dragon》


    龙之威仪Draconic Might:龙僧的任何基于感知的职业能力(包括每日使用次数和DC,例如震慑拳。但不包括意志豁免和基于感知的技能)改为基于魅力。

    奖励专长Bonus Fea:龙僧将龙形拳(UC)和威逼加入1级的奖励专长列表,6级时,将炫目技巧和龙威(UC)加入列表,10级时,将狂傲技巧(ACG),龙吼(UC)和粉碎防御加入列表。此能力调整了奖励专长。

    龙之魄Draconic Mettle :在3级时,龙僧在对抗任何恐惧,麻痹和睡眠的豁免中得到+2加值。此能力取代心如止水,如果你是掉链僧,你在4级得到这个能力。

    龙之怒Draconic Fury:在3级时,龙僧学到了控制洪荒巨龙之力的窍门,她必须在酸,冰,火,电选择一种能量类型,一旦选择便不能更改。她可以用迅捷动作从气池中耗费1点气,使她的天生武器可以额外造成1d6点所选类型的能量伤害,持续1/2武僧等级轮。此能力取代招式训练。对于掉链武僧来说,龙之怒能力等同于绝学:四象怒,并且代替了原本在4级获得的绝学。

    龙息Draconic Breath :在15级,龙僧可以花费一个标准动作,从气池中消耗3点气来进行一次喷吐武器攻击,此喷吐武器造成1d6每武僧等级点所选类型的能量伤害,范围30尺锥形,反射减半,DC10+1/2龙僧等级+她的魅力调整值。此能力取代渗透劲,如果你是掉链武僧,你在12级获得此能力并取代12级获得的绝学
« 上次编辑: 2016-10-02, 周日 15:08:18 由 祝孤生 »
海豹真是太可爱啦

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Re: 【索引】有关资源
« 回帖 #4 于: 2016-10-02, 周日 15:07:39 »
完美学者Perfect Scholar (武僧变体)
完美学者们,通常是义洛理的信徒,通过积累知识来磨砺自身的肉体与精神。他们通过研习和解释宗师的教诲以及其它哲学著作来获得有关解剖、药物、哲学、武术与历史方面的知识。

本职技能Class Skills :完美学者将知识(所有)和语言学加入他的本职技能,取代威吓和表演。此能力取代武僧的本职技能。

学识Lore (Ex):在3级时,完美学者在知识检定中得到等同于他武僧等级1/2的加值,并且可以使用未受训的知识技能进行检定。此能力取代心如止水。对于unchained武僧,此能力在4级获得。

吃一堑,长一智Learn from Failure (Ex):在4级时,当完美学者在一次攻击骰上失手或在一次Research Check(UI 148腋) 中失败,他在24小时中下一次对抗同一目标的攻击骰或Research check 上得到+1洞察加值。单个目标无法在24小时内被此能力影响超过一次。在6级以及此后每2个武僧等级,此加值提升1点。此能力取代轻身落。对于unchained 武僧,此能力取代4级获得的绝学。

天眼通Eye of Sun and Moon (Ex):在17级时,完美学者可以阅读所有语言和写任何他听到或读到的语言。此能力取代天语通。对于unchained 武僧,此能力在13级时获得。

宗师门徒Walk with the Master (Su):在20级时,完美学者掌握了自身的精神共鸣,允许他通过从气池中消耗1点气来旅行,如同使用了cl等同于他的武僧等级的同游灵界,异界传送和行影术。他无法携带其它生物同行。他被视为异界生物而不是他原本的生物类型,但依然可以被复活,如同他属于原本的生物类型一般。此能力取代超凡入圣。
海豹真是太可爱啦

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可能会用的背景
« 回帖 #5 于: 2016-10-25, 周二 22:11:24 »
剧透 -   :
Cunning Liar
Source Heroes of the Streets pg. 5
Category Region
Requirement(s) Any City
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Transmuter of Korada
Source Champions of Purity pg. 13 (Amazon)
Category Basic (Magic)
You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Erutaki Sky Reader
Source Advanced Class Origins pg. 17 (Amazon)
Category Region
Requirement(s) Crown of the World
Born in the Crown of the World, you learned to read the aurora and the night sky for portents. Once per day, you gain a +2 luck bonus on a single saving throw. You can apply this bonus after the saving throw is rolled but before the results are revealed.

Bellis Axe Master
Source Andoran, Spirit of Liberty pg. 18 (Amazon)
Category Region
Requirement(s) Bellis [in Andoran]
No one knows how to swing an axe better than a Bellisian! You gain a +2 trait bonus on all rolls made to confirm critical hits with axes (battle axe, hand axe, or greataxe).

Oregent Timing
Source Andoran, Spirit of Liberty pg. 20 (Amazon)
Category Region
Requirement(s) Oregent [in Andoran]
After years of soulnumbing obedience to the schedules of others, you find synchronizing your actions with an ally second nature. Once per day when you take a readied action in combat, you gain a +3 trait bonus on the d20 roll for that action if it was triggered by an ally’s action.

Open Palm of Irori
Source Humans of Golarion pg. 30 (Amazon)
Category Race
Requirement(s) Vudrani
Your practice of the tenets of Vudrani martial arts has granted you a perfect balance between body and spirit. You gain a +1 trait bonus on Acrobatics and Knowledge (religion) checks. If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 trait bonus on one damage roll. This additional damage is precision damage.
« 上次编辑: 2016-10-25, 周二 22:27:14 由 祝孤生 »
海豹真是太可爱啦

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« 上次编辑: 2018-01-13, 周六 19:33:36 由 祝孤生 »
海豹真是太可爱啦

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Re: 【索引】有关资源
« 回帖 #7 于: 2018-02-13, 周二 16:52:06 »
御守卫ward speaker(武士变体)

御守卫从简单的,向全世界的精魂表达敬意的的仪式中汲取力量,以此来更好的保护被委托给他们的重任。

    阵营:御守卫必须是非邪恶阵营。这调整了武士的阵营。
    慰灵(EX,SP,SU):御守卫可以通过一种特殊的仪式来取悦社神,并获得他们力量的碎片。此仪式必须在神社或被特定社神御守的地点举行。慰灵仪式花费一分钟,包括拍手,敲钟,鞠躬以及献上香火钱,食物和其他贡品。御守卫必须不受打断的进行此仪式才能从中获得好处。仪式结束时,御守卫立刻获得一种赐福,取决于他们安抚的社神类型。Bestiary 3 159页起给出了常见的社神类型,每种社神的赐福将在下面列出。
    以一个直觉动作,御守卫可以解消赐福来在揭示结果之前重骰一个d20骰子,他必须接受第二次骰子的结果,即使更糟。如果没有被解消,赐福会持续直到御守卫重新获得他的每日能力时,此时赐福和其带来的好处会立刻结束。如果御守卫解消了赐福来获取基于他安抚的特定社神的好处(见下),他也无法获得此处描述的重骰。
    御守卫在1级时每天可以进行一次此种仪式,在1级后的每3级额外获得一次使用次数,最多为19级时的每日7次。他同时只能保有一个赐福,在已经拥有赐福时进行慰灵仪式会立刻结束上一个赐福及其好处。
    此能力取代决意,高等决意和真•决意。
地主神(EX,SP):御守卫(和他的坐骑,如果有)的基础速度获得10尺增强加值。在9级时,此加值提升到20尺。在17级时,他可以用直觉动作解消赐福,来以类法术能力施放地震术,以他的武士等级作为施法者等级。
木灵神(SU):以一个标准动作,御守卫可以用令人混乱的凝视来折磨一个可以看见他的目标。如果目标在意志豁免中失败(DC=10+御守卫武士等级的一半),他将恍惚1d4轮。在9级时,改为恍惚2d4轮。在17级时改为恍惚1分钟。一旦一个生物成为此能力的目标,它在24小时内无法再次被选为目标。
式神(EX):御守卫获得随手武器随手投掷作为奖励专长。在9级时,他获得健壮快步跟进专长。在17级时,他获得咄咄逼人飞步进击专长。
岁神(SP):御守卫可以与植物交谈,如图植物交谈法术。在9级时,御守卫可以用一个直觉动作解消赐福来以类法术能力施放加速术。在17级时,每日一次,御守卫可以解消赐福来以类法术能力施放永恒静滞。这些类法术能力的施法者等级等同于御守卫的武士等级。
随神(SP):以一个直觉动作,御守卫可以解消赐福来以类法术能力施放治疗轻伤。在9级时,御守卫可以解消赐福来施放治疗重伤次级复原术移除诅咒移除疾病,在17级时,他还可以将生命之息医疗术加入这个列表。这些类法术能力的施法者等级等同于御守卫的武士等级。
    坚韧抵抗(EX):在11级时,精魂能够激励御守卫的意志和决心,赋予他能在最需要的时刻激发的内在的能量。如果御守卫尚未用尽本日的慰灵次数,他可以呼唤精魂之力来在荣耀抵抗期间重骰一次豁免检定,取代消耗决意次数,这将消耗一次本日的慰灵次数。他必须接受第二次骰出的结果,即使更糟。此能力调整了荣耀抵抗。

剧透 -   :
waRd speakeR (samuRaI aRCheType)
 The ward speaker draws power from simple rituals to honor the spirits found throughout the world so that he might better protect those entrusted to his care.
Alignment: A ward speaker must be of a nonevil alignment. This alters the samurai’s alignment.
Propitiation (Ex, Su, Sp): A ward speaker can perform a special ritual to propitiate kami and gain a sliver of their power. This ritual must be performed at a shrine or a location warded by a specific type of kami. The propitiation takes 1 minute and involves clapping, ringing bells, bowing, and token offerings of coins, food, incense, or other gifts. The ward speaker’s propitiation must be performed uninterrupted to receive any benefits from it. At the end of this ritual, the ward speaker immediately gains a fortune depending on the type of kami he sought to propitiate. Common kami are presented beginning on page 159 of Bestiary 3, and the fortunes each of those kami grant are listed below. As an immediate action, the ward speaker can dismiss the fortune to reroll one d20 roll before the results of the roll are revealed; he must use the result of the second roll, even if it’s worse. If not dismissed, a fortune remains in effect until the ward speaker regains the use of his daily abilities, at which point the fortune and its benefits end. If a ward speaker dismisses a fortune to receive a benefit based on the specific kami he propitiated (see below), he does not also gain the reroll described here. The ward speaker can perform this ritual once per day at 1st level, plus one additional time per day for every 3 levels beyond 1st, to a maximum of seven times per day at 19th level. He can maintain only one fortune at a time; performing a propitiation while he already has a fortune active ends the previous fortune and its benefits. This replaces resolve, greater resolve, and true resolve.
Jinushigami (Ex, Sp): The ward speaker (and his mount, if he has one) gains a 10-foot enhancement bonus to base speed. At 9th level, this enhancement bonus increases to 20 feet. At 17th level, once per day, he can dismiss this fortune as an immediate action to cast earthquake as a spell-like ability, using his samurai level as his caster level.
Kodama (Su): As a standard action, the ward speaker can afflict one target that can see him with a distracting gaze. If the target fails a Will save (DC = 10 + half the ward speaker’s samurai level), it is staggered for 1d4 rounds. At 9th level, it is instead staggered for 2d4 rounds. At 17th level, it is instead staggered for 1 minute. Once a creature has been targeted by this ability, it cannot be targeted by it again for 24 hours.
Shikigami (Ex): The ward speaker gains Catch Off-Guard and Throw Anything as bonus feats. At 9th level, he gains Toughness and Step Up. At 17th level, he gains Following StepAPG and Step Up and StrikeAPG, even if he does not meet the prerequisites.
Toshigami (Sp): The ward speaker can speak with plants, as the speak with plants spell. At 9th level, the ward speaker can dismiss this fortune as an immediate action to cast haste as a spell-like ability. Once per day at 17th level, the ward speaker can instead dismiss this fortune to cast temporal stasis as a spell-like ability. The ward speaker’s caster level for these spell-like abilities is equal to his samurai level.
Zuishin (Sp): As an immediate action, the ward speaker can dismiss this fortune to cast cure light wounds as a spelllike ability. At 9th level, the ward speaker can dismiss this fortune to cast cure serious wounds, lesser restoration, remove curse, or remove disease; at 17th level, he also adds breath of life and heal to this list. The ward speaker’s caster level for these spell-like abilities is equal to his samurai level.
Resilient Stand (Ex): At 11th level, the spirits can bolster a ward speaker’s willpower and resolve, granting him an inner reservoir he can use when he needs it most. If a ward speaker has not expended his daily uses of propitiation, he can call upon the spirits to reroll a saving throw during an honorable stand instead of expending a use of resolve to do so. He must take the result of the second roll, even if it is worse. This expends a daily use of propitiation. This alters honorable stand.

« 上次编辑: 2018-02-13, 周二 18:24:58 由 祝孤生 »
海豹真是太可爱啦

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Re: 【索引】有关资源
« 回帖 #8 于: 2018-02-13, 周二 18:52:12 »





活神面具(忍者变体)








剧透 -   :
mask of The lIvIng god (nInja aRCheType)
 When the Living God needs to silence the voices of those heretics who question too loudly, these enforcers are the tools he employs.
Weapon and Armor Proficiency: In addition to having the ninja’s normal weapon and armor proficiencies, the mask of the Living God is proficient with bolas, saps, and whips. This alters the mask of the Living God’s weapon and armor proficiency.
Mask (Ex): A mask of the Living God has a mask that is a symbol of his faith and the myriad powers invested inhim. Abilities granted by this class other than undercover faith function only while the mask of the Living God is wearing his mask. Putting on or removing this mask is a move action.
Undercover Faith (Ex): At 1st level, when not wearing his mask, a mask of the Living God can take on an utterly mundane identity as if he were a vigilante with the many guises social talent (Pathfinder RPG Ultimate Intrigue 12). While in a mundane identity, the mask of the Living God cannot wear his mask; putting it on while in a mundane identity immediately ends the mundane identity and its effects. Changing into this mundane identity takes 1 minute and must be done out of sight to preserve the mask of the Living God’s secret. The time it takes the mask of the Living God to change into a mundane identity cannot be decreased. This replaces poison use.
 Expurgate (Sp): The role of a mask of the Living God is to silence heretics and blasphemers, and he is an expert at rendering even the most glib of his foes into babbling fools. At 2nd level, when he deals damage to a target, he can expend 1 point from his ki pool to affect that target as if he had cast fumbletongueUM, using his ninja level as his caster level. The target can attempt a Will saving throw (DC = 10 + half the ninja’s level + his Charisma modifier) to negate this effect. At 6th level, the target of this ability is instead struck entirely mute for 1d4 rounds unless it succeeds at a Will saving throw. The mask of the Living God cannot spend a point from his ki pool to make an additional attack. This alters ki pool.
 Stern Gaze (Ex): A mask of the Living God is trained to sense deception and strike fear into the hearts of his foes. At 3rd level, he gains a morale bonus equal to half his ninja level on Intimidate and Sense Motive checks. This replaces no trace.
Ninja Tricks: The following ninja tricks complement the mask of the Living God archetype: forgotten trickUC, kamikaze (Pathfinder Player Companion: Champions of Balance 18), unarmed combat trainingUC, vanishing trickUC, weapon trainingUC.
Master Tricks: The following master tricks complement the mask of the Living God: ghost stepUC, see the unseenUC, and shadow splitUC.
« 上次编辑: 2018-02-13, 周二 18:59:03 由 祝孤生 »
海豹真是太可爱啦

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Re: 【索引】有关资源
« 回帖 #9 于: 2018-03-16, 周五 18:31:50 »
巨石护卫(武僧变体)

巨石护卫是神圣的德鲁伊教派的苦修保护者,比起专注于内在的秩序和结构,他们更关注维持全世界的自然平衡。

阵营:一个巨石护卫可以是守序中立,中立善良,中立邪恶或绝对中立的。虽然他们可以与混乱的盟友合作,但他们本身无法成为混乱阵营。这调整了武僧的阵营需求。

武器和与防具擅长:巨石护卫擅长木棒,匕首,飞镖,木棍,镰刀,短矛,投石索和矛。巨石护卫可以用这些武器来使用他的狂野连击能力。这调整了武僧的武器和防具擅长。

爪(EX):巨石护卫学会了汲取自然之力来轻微的变化自己的身体。他获得变形者的变形者利爪职业能力,并且将他的武僧等级视为变形者等级。巨石护卫无法使用气池的斗气击能力。此能力取代徒手打击并调整了气池。

狂野连击(EX):巨石护卫获得疾风连击能力,他可以用变形者利爪能力提供的天生武器或在上述武器和防具擅长中指定的武器来使用此能力。此能力调整了疾风连击。

斥退击(EX):在1级时,巨石护卫可以通过一次毁灭性的打击来引导气击退敌人。巨石护卫必须在用他的爪子进行一次天生武器攻击前宣布使用斥退击能力。如果命中,受到巨石护卫爪抓伤害的敌人必须成功通过一个强韧豁免(DC=10+巨石护卫武僧等级的一半+他的感知调整)否则将被推离巨石护卫5尺。在1级后每拥有4个巨石护卫等级就额外加5尺。如果此移动被坚硬物体阻挡,斥退击的目标会受到每移动10尺1d6点伤害并在移动结束后被击倒至俯卧。在5级时,在对抗巨石护卫的斥退击的豁免中失败还会使该生物的基本速度降低至一半,持续轮数等于巨石护卫的等级。在15级时,在对抗巨石护卫的斥退击的豁免中失败还会使该生物受到厌烦术OA的效果,使其在每巨石护卫等级1轮内避开离巨石护卫最近的地点。巨石护卫每天可以使用斥退击的次数等于他的武僧等级,但每轮仅限一次。此能力取代震慑拳,轻功和渗透劲。
« 上次编辑: 2018-03-16, 周五 19:02:16 由 祝孤生 »
海豹真是太可爱啦