作者 主题: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)  (阅读 20006 次)

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【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 于: 2018-01-29, 周一 21:25:44 »
秘灵猎兵放弃了从玄奥的物品中汲取异能,转而与他从猎物身上采集的战利品建立了超自然的链接。借助于这些战利品,他所展现的不仅仅是自己的魔力,更有手下亡魂的超然之力。

技能:秘灵猎兵失去解除装置、知识(工程、历史)和巧手本职,获得医疗、知识(自然、本地)和生存本职。

战利品(Su):1级时,秘灵猎兵学会了如何从败者的尸骸中汲取力量。他获得【采集残骸】作为奖励专长。他为灵器学派关联的怪物尸骸会作为战利品永久保存,直到他失去了它们的所有权。这些战利品如同是秘灵猎兵关联学派的灵器一般运作。一个符合多个学派关联要求的战利品同一时间内只能关联一个学派。穿戴中的战利品不会占据装备位,除非它们被制做成其他物品,例如装饰或者魔法物品。一个秘灵猎兵可以从一个死亡的敌人身上采集并制作一个新的战利品以取代现有的一个。被取代的战利品会以正常的速度腐烂。为了制作战利品,秘灵猎兵在生物死亡时在场。
这个能力调整了灵器。
PFS:秘灵猎兵获得专长【技能专攻(医疗,自然知识,本地知识或生存)】取代【收集残骸】;秘灵猎兵可以拥有Pathfinder RPG Bestiary中任意CR不超过2的生物的战利品,战利品必须得自游戏中并记录在记录单上;秘灵猎兵不可以制作类人生物的战利品。

剧透 -  战利品列表:
秘灵猎兵使用以下这些怪物残骸作为学派灵器。
防护:甲壳,皮肤,鳞片或其他天然的护甲。
咒法:胃脏,腺体,心脏,肝脏或其他内器官。
预言:耳朵,眼睛,舌头或其他感觉器官。
惑控:羽毛,皮毛,头发,刺或其他装饰性部位
塑能:爪子,獠牙,角或其他天生武器
幻术:手指,脚趾,触手或其他用于抓握的部位。
死灵:骨头,胆汁和维持生命的体液,例如血液。
变化:脚,手,爪,翅膀或其他用于移动的肢体。
剧透 -  采集残骸:
采集残骸
前提:手艺(任意)1级或医疗1级。
收益:你可以尝试一次手艺或医疗检定,采集死亡不超过1小时的生物身上的部件来制作一个战利品。只有CR不小于1的生物才具有可用部件。收获的部件价值等于该生物CRx10GP(通过职业等级或模板提升的CR不会增加部件价值)。这些部件只能用作制造炼金物品、精制品、凡物或魔法物品的原始材料。用部件制造的物品必须用合适的材料制造——通常是骨制或革制,金属制物品只有极特殊情况下可用此部件制造。该造物的消耗最多只有四分之一能被部件替代。部件在失活前能保持2天的鲜度(在此期间必须用于造物或别的用途)。用此法收获的部件在绝大多数聚居点无法买卖。

狩猎学识(Ex):2级时,秘灵猎兵在制作战利品的技能鉴定和辨识怪物弱点的知识鉴定上获得等同于职业等级一半的加值。
这个能力取代魔装知识。

解析死亡(Su):2级时,以一个提供借机的整轮动作,秘灵猎兵可以从一个生物的尸体上获取信息。作为动作的一部分,他必须有至少一滴尸体的鲜血、一小片肌肉或者一小块骨骼碎片供以研究。除此以外,这个能力如同法术【血之讯息】一般运作,并使用秘灵猎兵等级作为施法者等级。这个能力在2级时每天可以使用一次,并在2级之后每3级增加一次。
这个能力取代触物感知。

猎物追踪(Su):5级时,秘灵猎兵可以用一个标准动作超自然地侦测周遭的生物。这个如同法术【阵营视域】,但有以下不同:此能力仅持续一轮,并且秘灵猎兵可以看出任意一个特定生物种类的灵光强度和位置,类似法术【侦测不死生物】,除了生物类型不限为不死生物。秘灵猎兵必须选择他当天所关联的战利品的生物类型之一。
这个能力取代阵营视域。

残存之憎(Su):8级时,秘学猎兵可以汲取战利品的原属生物死亡时的痛苦,提高他猎杀同类野兽的能力。秘学猎兵可以在花费填充在战利品中的心智点以获得游侠的【宿敌】职业能力,目标是战利品原属生物的种类。宿敌的加值仅针对特定的生物种类而不是如同游侠一般的生物类型。举例来说,一个拥有红龙鳞片的秘灵猎兵获得宿敌(红龙)而非宿敌(龙)。花费的每一点心智点都会获得可累计的+2宿敌加值,最高为每5个秘灵猎兵等级+2。这个益处持续到秘灵猎兵重恢复他的心智点。
这个能力取代异界接触。

能力显现(Su):12级时,一个秘灵猎兵可以使用战利品潜藏的能量以重现牺牲品的特殊能力。以一个标准动作,他可以花费1点填充在该战利品的心智点获得原属生物的一项法术【类人形态III】中列出的特殊能力。16级时,他可以改而获得一项法术【类人形态IV】中列出的特殊能力。这些能力的豁免dc=10+秘灵猎兵等级的一半+他的智力调整值。
除此以外,他也可以花费以一个标准动作花费1点心智点增添任意两种原属生物的类法术至他的已知法术中。在决定此能力的法术等级时,使用秘学士、法师或牧师的法术列表决定,以先者为准;如果不在上述三个职业的法术列表中,使用法术的最高等级。例如次级复原术将会是一个2环法术,尽管它对于圣武士来说是一个一环。
以上两种使用方法使用此能力都持续每秘灵猎兵1分钟。他也可以使用2点心智点以移动动作或用3点心智点以迅捷动作启动此能力。
这个能力取代了束缚法阵和速写法阵。


剧透 -  原文:
Psychodermist (Occultist Archetype)

Rather than tapping the psychic energy residing within esoteric items, psychodermists form supernatural bonds with trophies taken from creatures they have slain. Through these mementos, these occultists manifest not only their own magic, but also the unique powers of their fallen foes.

Class Skills: A psychodermist loses Disable Device, Knowledge (engineering), Knowledge (history), and Sleight of Hand as class skills, and adds Heal, Knowledge (nature), Knowledge (local), and Survival as class skills.

This alters the occultist’s class skills.

Trophies (Su)

At 1st level, a psychodermist learns how to siphon power from pieces of creatures he has slain. The psychodermist gains Harvest Parts as a bonus feat, and he can select one monster part per implement school he knows to become a permanently preserved trophy so long as it remains in his possession. Each trophy functions as the psychodermist’s implement for its associated implement school. A trophy that fits multiple implement categories, such as a hand with clawed fingers, can function for only one implement school at a time. A trophy can be integrated into another item, such as an ornament or a magic item, but otherwise does not take up a magic item slot, even when worn. A psychodermist can replace trophies with new ones harvested from slain foes, although doing so causes the old trophies to rot at their normal rate. In order to craft a trophy, the psychodermist must have been present during the creature’s death.

This ability alters implements.

Monster Hunting Lore (Ex)

At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.

This ability replaces magic item skill.

Discern Death (Su)

At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.

This ability replaces object reading.

Seek Prey (Su)

At 5th level, a psychodermist can supernaturally detect creatures around him as a standard action. This functions as the spell aura sight, except the duration is 1 round and the psychodermist learns the locations and power of all auras of a specific creature type, similar to detect undead except the psychodermist can choose any creature type represented among the trophies he has selected for that day.

This ability replaces aura sight.

Residual Hatred (Su)

At 8th level, a psychodermist can tap into the psychic death throes of the monsters his trophies are derived from, increasing his efficiency at slaying similar beasts. The psychodermist can spend mental focus invested in a trophy to gain the ranger’s favored enemy class feature against the kind of creature from which the trophy was crafted. The favored enemy bonus applies against the specific creature variety, not the creature type; a psychodermist could use a red dragon scale trophy to gain favored enemy (red dragon), but not favored enemy (dragon). Each point of mental focus spent grants a cumulative +2 favored enemy bonus, with a maximum bonus equal to +2 for every 5 psychodermist levels he has. This benefit lasts until the psychodermist regains his mental focus.

This replaces outside contact.

Manifest Abilities (Su)

At 12th level, a psychodermist can use the latent energy within his trophies to replicate his victims’ special abilities. As a standard action, he can spend 1 point of mental focus invested in a trophy to gain one of that creature’s special abilities that could be granted by the spell monstrous physique III. At 16th level, the psychodermist adds abilities offered by monstrous physique IV to the options he can select using this ability. The saving throw DC for these special abilities is equal to 10 + half the psychodermist’s level + his Intelligence modifier.

Alternatively, he can spend 1 point of mental focus as a standard action to add any two of the creature’s spell-like abilities to his list of spells known. To determine the spell’s level for this ability, use the level as it appears on the spell list for an occultist, wizard, or cleric, in that order; if it appears on none of those lists, use the spell’s highest spell level. For example, lesser restoration would be a 2nd-level spell, despite appearing on the paladin’s 1st-level list.

Both uses of this ability last for 1 minute per psychodermist level. He can instead spend 2 points of mental focus to activate this ability as a move action, or 3 points to activate it as a swift action.

This replaces binding circles and fast circles.

Trophies
Psychodermists use the following monster parts for each implement school.

Abjuration: Chitin, hides, scales, and other natural armor.

Conjuration: Gizzards, glands, hearts, livers, and other internal organs.

Divination: Ears, eyes, tongues, and other sensory organs.

Enchantment: Feathers, fur, hair, spines, and other decorative features.

Evocation: Claws, fangs, horns, and other natural weapons.

Illusion: Fingers, tendrils, toes, and other prehensile digits.

Necromancy: Bones, bile, and life-sustaining fluids, such as blood.

Transmutation: Feet, hands, paws, wings, and other appendages tied to locomotion.
« 上次编辑: 2019-12-17, 周二 04:15:06 由 黎白羽 »
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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #1 于: 2018-01-30, 周二 11:04:32 »
用一堆没啥用的能力换了一堆没啥用的能力,umd加值没了很伤,12级能力不错(前提是能摸到好素体)

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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #2 于: 2018-01-30, 周二 12:31:19 »
用一堆没啥用的能力换了一堆没啥用的能力,umd加值没了很伤,12级能力不错(前提是能摸到好素体)
辨别怪物的知识加值也还算有用,不过确实没umd加值那么好;宿敌人类的话也还是有一定泛用性的(吧)
顺带姥爷你的秘学手册怎么不动了! :em014
角色信息: 费恩 男性 | NG 魔裔 | 审判者1|HP 9/9 | AC 19(12 tch, 17 fl)  | CMD 16 | F3 R2 W5 | 先攻+2 | 黑暗视觉60尺 |  觉察+7 | 通用语,深渊语,炼狱语,龙语 | 戏法:侦测魔法;眩晕术;神导术;光亮术 | | 一环:神恩;命令术

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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #3 于: 2018-01-30, 周二 15:28:56 »
以为是没看过的秘学士, 看一下书MHH, 哦原是他, 没想到叫这名字了

那技能本职一般是译作医疗, 没怎么看过叫治疗的

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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #4 于: 2018-01-30, 周二 15:30:27 »
用一堆没啥用的能力换了一堆没啥用的能力,umd加值没了很伤,12级能力不错(前提是能摸到好素体)
辨别怪物的知识加值也还算有用,不过确实没umd加值那么好;宿敌人类的话也还是有一定泛用性的(吧)
顺带姥爷你的秘学手册怎么不动了! :em014

这宿敌人类会不会要分人种 :em020

While you live, shine
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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #5 于: 2018-01-30, 周二 15:46:45 »
用一堆没啥用的能力换了一堆没啥用的能力,umd加值没了很伤,12级能力不错(前提是能摸到好素体)
辨别怪物的知识加值也还算有用,不过确实没umd加值那么好;宿敌人类的话也还是有一定泛用性的(吧)
顺带姥爷你的秘学手册怎么不动了! :em014
沉迷神界不能自拔 :em032

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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #6 于: 2018-01-30, 周二 19:29:38 »
以为是没看过的秘学士, 看一下书MHH, 哦原是他, 没想到叫这名字了

那技能本职一般是译作医疗, 没怎么看过叫治疗的
犯傻了2333
Psychodermist反正也是生造词……按沉沦的说法大概是异能标本师的意思,不过总觉得这家伙更像打猎的不是做标本的 :em013

这宿敌人类会不会要分人种 :em020
应该不用分吧 :em032不然也太惨了
角色信息: 费恩 男性 | NG 魔裔 | 审判者1|HP 9/9 | AC 19(12 tch, 17 fl)  | CMD 16 | F3 R2 W5 | 先攻+2 | 黑暗视觉60尺 |  觉察+7 | 通用语,深渊语,炼狱语,龙语 | 戏法:侦测魔法;眩晕术;神导术;光亮术 | | 一环:神恩;命令术

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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #7 于: 2018-01-30, 周二 19:31:40 »
沉迷神界不能自拔 :em032
:em014 :em014 :em014磨刀霍霍向老爷
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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #8 于: 2018-01-30, 周二 20:37:23 »
血之信息不知道比触物感知低到哪里去了!( :em024来自一个见啥都能摸一摸的秘学)

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Re: 【MHH】秘学士变体:秘灵猎兵(Psychodermist)
« 回帖 #9 于: 2018-01-31, 周三 12:26:30 »
血之信息不知道比触物感知低到哪里去了!( :em024来自一个见啥都能摸一摸的秘学)
dm:天天让我现场编东西,还是撕了算了 :em024
角色信息: 费恩 男性 | NG 魔裔 | 审判者1|HP 9/9 | AC 19(12 tch, 17 fl)  | CMD 16 | F3 R2 W5 | 先攻+2 | 黑暗视觉60尺 |  觉察+7 | 通用语,深渊语,炼狱语,龙语 | 戏法:侦测魔法;眩晕术;神导术;光亮术 | | 一环:神恩;命令术