-
资源索引目录
灰烬之路(Ashen Path) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg984604#msg984604) | 腐蚀射线(Eroding Ray) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg984612#msg984612) | 魅惑之光(Alluring Light) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg985499#msg985499) | 降神术(Invoke Deity) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1037452#msg1037452) | 魅惑精类(Charm Fey) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1054847#msg1054847) | 呵斥(Chastise) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1054873#msg1054873) | 莺歌燕舞(Songbird) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1055462#msg1055462) | 次级/高等/法术契约(Spellcasting Contract) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1068146#msg1068146) |
| 荒野之痕(Wilding) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg924186#msg924186) | 荒野思维(Wilding Mind) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg924186#msg924186) | 荒野感官(Wilding Senses) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg924186#msg924186) | 荒野步伐(Wilding Stride) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg924186#msg924186) | 荒野打击【战斗】(Wilding Strike,Combat) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg924186#msg924186) | 监察者仪典(Monitor Obedience) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg924186#msg924186) | 过肩摔(Reverse Somersault Throw) (http://45.79.87.129/bbs/index.php?topic=100205.msg1105688#msg1105688) | 巴洛炎魔之鞭笞(Balor Whip) (http://45.79.87.129/bbs/index.php?topic=100205.msg1105693#msg1105693) | 精通巴洛炎魔之鞭笞(Improved Balor Whip) (http://45.79.87.129/bbs/index.php?topic=100205.msg1105693#msg1105693) |
| 巫师杀手Witch Killer(杀手变体) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg956917#msg956917) | 瘾君子Hallucinist(调查员变体) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg956922#msg956922) | 命运向导Fated Guide(唤魂师变体) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg956975#msg956975) | 位面撕裂者Planar Rifter(铳士变体) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1062688#msg1062688) | 迦安比恩通灵者Magaambyan Telepath(异能者变体) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1062688#msg1062688) |
| 大地之子Earth Child(异能原力) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1008508#msg1008508) | 飓风女王Hurricane Queen(异能原力) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1008508#msg1008508) | 原初以太Primal Aether(异能原力) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1008508#msg1008508) | 净化烈焰Purging Flame(异能原力) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1008508#msg1008508) | 水体转化Water Alteration(异能原力) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1008508#msg1008508) | 破身障Break(武僧真劲击) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1023227#msg1023227) | 碎喉劲Throat Crush(武僧真劲击) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1023227#msg1023227) | 兔拳Rabbit Punch(武僧真劲击) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1023227#msg1023227) | 神之干涉God-Meddled(先知诅咒) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1024416#msg1024416) | 歌之誓缚Song-Bound(先知诅咒,人鱼限定) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1050314#msg1050314) |
| 宝座琉璃Throneglass(特殊材料) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1054609#msg1054609) | 圣银Sunsilver(特殊材料) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1054612#msg1054612) |
| 爆裂幽影(Blast Shadow) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1061840#msg1061840) | 负能量元素(Elemental, Negative Energy) (http://www.goddessfantasy.net/bbs/index.php?topic=100205.msg1170446#msg1170446) |
| 珠光金字塔形艾恩石Legal Pearlescent Pyramid Ioun Stone(无位置) (http://45.79.87.129/bbs/index.php?topic=100205.msg1111939#msg1111939) | 蔚蓝色梨形艾恩石Azure Briolette Ioun Stone(无位置) (http://45.79.87.129/bbs/index.php?topic=100205.msg1114084#msg1114084) | 原罪七兵(武器) (http://45.79.87.129/bbs/index.php?topic=100205.msg1149630#msg1149630) |
|
-
荒野之痕(Wilding)
你在小时候受到了自然的触抚,与野兽共享其恩惠。你的身体可能会出现兽性的特征,比如说兽耳或者尾巴,或者你的体态有着其他的微妙不同。
先决条件:任意中立阵营,必须在1级选取
专长效果:你获得了德鲁伊的野性认同能力,使用你的角色等级作为德鲁伊等级。如果你的一个或者多个职业等级给予了野性认同能力,那么在你野性认同检定上获得+3加值。在判断目标为动物的有害心灵效果时(例如魅惑动物),你被视为动物。
特殊:具有此专长的角色可以选择动物之魂(ACG)专长,、化兽态(APG)专长,即使他不满足先决条件。
Wilding
You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others.
Prerequisites: Any neutral alignment, must be taken at 1st level.
Benefit: You gain the druid's wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).
Special: A character who has this feat can select the Animal SoulACG or Aspect of the BeastAPG feats without meeting the prerequisites.
荒野思维(Wilding Mind)
你可以压制自己的意识,依靠原始野性抵抗心灵影响。
先决条件:感知13,荒野之痕
专长效果:如果你在一次对抗恐惧或影响心灵的意志豁免中失败,那么你能够立即获得1d3点的智力伤害并重骰豁免检定。这种损害不能以任何方式减少或避免。你必须接受第二次结果,即使结果更差。
Wilding Mind
You can repress your conscious mind in favor of a primal state that helps you resist mental influence.
Prerequisites: Wis 13, Wilding*.
Benefit: Whenever you fail a saving throw against a fear or mind-affecting effect, you can take 1d3 points of Intelligence damage as an immediate action and reroll the saving throw. This damage cannot be reduced or avoided in any way. You must take the new result, even if it is worse.
荒野感官(Wilding Senses)
自然在你耳边低语,给予你超常的感官以应对到来的危险。
先决条件:感知13,荒野之痕
专长效果:你在察觉技能检定上获得+2奖励,当用以决定你是否在突袭轮行动时,这个奖励提升到+4。如果某技能受训等级10以上,对于该技能检定的奖励为+4(或者在用以决定你是否在突袭轮行动时增加到+ 8 )。该奖励与警觉专长所授予的奖励不相叠加,尽管在满足专长先决条件与进阶职业时荒野感官被视为警觉专长。
Wilding Senses
The wilderness speaks to you, giving you a preternatural sense of approaching danger.
Prerequisites: Wis 13, Wilding*.
Benefit: You gain a +2 bonus on Perception checks; this bonus increases to +4 when determining if you can act during a surprise round. If you have 10 or more ranks in Perception, this bonus increases to +4 (or +8 when determining whether you can act during a surprise round). This bonus does not stack with that granted by the Alertness feat, though Wilding Senses counts as the Alertness feat for the purpose of fulfilling feat prerequisites and prestige class requirements.
荒野步伐(Wilding Stride)
你的狂野冲动与健壮体格使你的行动更加迅捷。
先决条件:敏捷13,荒野之痕
专长效果:你的基本陆上速度增加10尺。这不会与快速移动能力或类似效果叠加,除非该能力或效果提供的是增强加值。
Wilding Stride
Your wild-hearted drive and honed physique allow you to move with great swiftness.
Prerequisites: Con 13, Wilding*.
Benefit: Your base speed increases by 10 feet. This does not stack with the fast movement class feature or similar effects, unless that class feature or effect provides an enhancement bonus.
荒野打击【战斗】(Wilding Strike 【Combat】)
自然之力充斥你的身躯,你无需木质或钢铁的武器,你的爪牙与任何人造的武器一样有力。
先决条件:力量13,精通徒手打击,荒野之痕
专长效果:徒手打击的伤害增加到1d6(小型体型为1d4)。这与其他增加徒手攻击伤害骰的能力无法与其叠加,包括武僧等级给予的奖励。增加你体型的效果(如人类变巨术)依然能够正常增大你的伤害骰。
Wilding Strike (Combat)
Filled with the might of nature, you need no weapons of steel or wood. Your fists and feet are as potent as any creation of the forge.
Prerequisites: Str 13, Improved Unarmed Strike, Wilding*.
Benefit: The damage die of your unarmed strikes increases to 1d6 (or 1d4 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal.
-
巫师杀手Witch Killer(杀手变体)
来源恐怖冒险HA-67页 (http://paizo.com/products/btpy9n5a?Pathfinder-Roleplaying-Game-Horror-Adventures)
巫师杀手生于魔法使用者被恐惧与憎恨的环境当中,他们致力于清除世界上的奥秘污秽。
本职技能:巫师杀手将知识(奥秘)与法术辨识加入他的本职技能列表。这改变巫师杀手的本职技能表
研究巫师(Ex,Studied Witch):巫师杀手的杀戮目标的奖励加值适用于针对奥术魔法、类法能力以及巫术的法术辨识和豁免检定上。 如果目标不是奥术施法者,或是来源于被奥术魔法的召唤或盟誓效果,则此奖励加值减少1(最小0)。他在5级、10级、15级和20级时无法增加新的研究目标,但他的奖励加值依然会在这些等级获得提升。
这改变了杀戮目标职业能力
迷信(Ex,Superstitous):取代选择游侠游侠战斗流派专长作为杀手天赋,一个巫师杀手可以选择以下野蛮人狂暴之力作为杀手天赋,并使用杀手职业等级作为他的有效野蛮人等级。如果巫师杀手选择了一个通常每次狂暴时1次的狂暴之力(吞噬魔法,破甲祛法或破除强化),他可以使用该能力每天1次,每5巫师杀手等级,且在任何情况下每轮不超过1次。其他狂暴之力常驻影响巫师杀手,尽管猎巫人与迷信狂暴之力只影响奥术魔法与类法能力以及使用它们的生物。
【CRB】迷信(Superstition, Ex):野蛮人对抗法术、超自然能力与类法术能力的豁免检定获得+2士气加值。此加值每4个野蛮人等级会再+1。当狂暴时,野蛮人无法自愿成为任何法术的目标,且必须进行豁免检定来对抗任何法术,就算它是由友方所施展的。
【CRB】心如坚钢(Clear Mind, Su):野蛮人可以重骰一次失败的意志豁免。使用此狂暴之力是一个直觉动作,而且必须在GM宣布结果前启用。他必须接受重骰结果,即使更糟。野蛮人必须至少8级才能选取此狂暴之力。他每次狂暴只能使用1次此能力。
【APG】猎巫人(Witch Hunter, Ex):狂暴时,野蛮人对拥有类法术能力或施法能力的敌人伤害+1,每4野蛮人等级再+1。野蛮人必须习得【迷信】才能选择此狂暴之力。
【APG】扰法者(Disruptive):狂暴时野蛮人获得“扰法者”作为奖励专长。野蛮人必须习得【迷信】才能选择此狂暴之力。野蛮人必须至少8级才能选择这个狂暴之力。
【APG】破法者(Spellbreaker):狂暴时,野蛮人获得“破法者”作为奖励专长。野蛮人必须习得【扰法者】且至少12级才能选择这个狂暴之力。
【UC】吞噬魔法(Eater of Magic, Su):每次狂暴时1次,当野蛮人对抗法术、类法术能力或超自然能力的豁免检定失败时,他可以重骰一次豁免。要是他豁免成功,将不受到该能力的影响,且得到相当于该能力施用者的CL或怪物CR的临时HP。此临时HP会持续1分钟。野蛮人必须拥有【迷信】且达到10级才能学习“吞噬魔法”。
【UC】破甲祛法(Spell Sunder, Su):每次狂暴时1次,野蛮人可以通过一次成功的战技检定来击破一个正持续中的法术效果。对并非施加在生物身上的法术来说,野蛮人必须对抗的CMD为“15+效果施法者等级”;而对那些施放在生物身上的法术来说,野蛮人则需要进行一次比那个生物CMD高5点的击破武器战技检定,此检定忽略任何法术或类法术能力带来的失手机率。如果此检定成功,野蛮人可以压制该法术效果一轮。若检定结果比目标高5~9则压制两轮;若检定结果比目标高10及以上,那么法术效果被解除。要学习“破甲祛法”,野蛮人必须要达到6级且学习过“猎巫人”。
【UC】破除强化(Sunder Enchantment, Ex):当狂暴的野蛮人成功对魔法物品进行击破武器战技检定后,那件魔法物品上的魔法能力被压制1轮,他的检定结果每比目标CMD高5再增加一轮,他必须先学会破甲祛法并达到八级才能学习此狂暴之力。
戳刺滞留(Ex,Lingering Thrust ):4级时,当一名巫师杀手的攻击迫使一个正在施法的奥术施法者尝试专注检定,巫师杀手将他一半的杀手等级加在该DC上。当他对奥术施法者造成偷袭伤害时,最多每杀手等级1点的偷袭伤害被视为持续伤害,在计算奥术施法者尝试专注检定的DC时(巫师杀手不会将等级的一半加在这个DC上)。
此能力取代杀手4级时获得的杀手天赋
奥术气息(Su,Scent Magic):5级时,一名巫师杀手可以通过嗅觉检查奥术魔法。他可以随意使用侦测魔法(如同圣武士侦测邪恶职业能力),但是只能对抗奥术魔法,并且该能力基于气味,因此会受到诸如消除气味(negate aroma,APG)等负面效果影响。即使他没有集中精力使用奥术气息职业能力,当一个生物在他的嗅觉范围内使用奥术(包括类法术能力或使用魔法物品)时,巫师杀手会自动定位施法者的位置。
焚烧恨意(Sp,Burn the Witch):10级时候,每天一次,当一个巫师杀手30尺内的生物使用奥术法术或类法能力时,他可以使该目标受到煽动恨意(Foster Hatred,OA)的效果,或者使一个被奥术伤害的生物受到复仇之怒 (Vengeful Outrage,UM)的效果,将施法者作为复仇目标。在15级时,他每天可以使用本能力二次;在20级时,他每天可以使用本能力三次。豁免DC基于魅力,并且使用巫师杀手的杀手等级作为施法者等级。
此能力取代杀手10级时获得的杀手天赋
Witch Killer
Source Horror Adventures pg. 67
Born into cultures where magic users are hated and feared, witch killers devote their lives to purge the arcane taint from the world.
Class Skills: A witch killer adds Knowledge (arcana) and Spellcraft to his list of class skills.This alters the slayer’s class skills.
Studied Witch (Ex): A witch killer’s studied combat bonus applies on Spellcraft checks and saving throws against arcane spells and spell-like abilities and hexes. This bonus is reduced by 1 (minimum 0) if the target is not an arcane spellcaster, or a being called or summoned by arcane magic. He does not gain the increases to the maximum number of studied targets he can have at a time normally attained at 5th, 10th, 15th, and 20th levels, but his bonuses still increase at those levels.
This ability alters studied target.
Superstitous (Ex): Instead of being able to select ranger combat style feats as slayer talents, a witch killer can select any of the following barbarian rage powers as slayer talents, treating his slayer level as his barbarian level: clear mind, disruptiveAPG, eater of magicUC, spell sunderUC, spellbreakerAPG, sunder enchantmentUC, superstition, or witch hunterAPG. If the witch killer selects a rage power that can normally be used only once per rage (eater of magic, spell sunder, or sunder enchantment), he can use it once per day per 5 slayer levels he possesses, though no more than once per round in any event. The other rage powers affect the slayer constantly, though the superstition and witch hunter rage powers apply only against arcane spells and spell-like abilities and the creatures that use them.
Lingering Thrust (Ex): At 4th level, when a witch killer’s attack against an arcane spellcaster in the midst of casting forces the spellcaster to attempt a concentration check, the witch killer adds half his slayer level to the check’s DC. When he makes a sneak attack against an arcane spellcaster, up to 1 point of sneak attack damage per slayer level counts as ongoing damage for the purpose of forcing the spellcaster to attempt concentration checks (the witch killer does not add half his slayer level to this DC).
This ability replaces the slayer talent gained at 4th level.
Scent Magic (Su): At 5th level, a witch killer can detect arcane magic by scent. He can use detect magic at will (as per a paladin’s ability to detect evil), but only against arcane magic, and the ability is scentbased and thus defeated by effects like negate aromaAPG. Even when he isn’t concentrating on using his magic scent, when a creature within scent range casts an arcane spell (including arcane spell-like abilities or magic item effects), the witch killer automatically pinpoints the caster’s location.
Burn the Witch (Sp): At 10th level, once per day when a witch killer observes a creature within 30 feet cast an arcane spell or use an arcane spell-like ability, he can use foster hatredOA on that character, or target one creature harmed by the arcane effect with vengeful outrageUM, identifying the caster as the enemy. He can use this ability twice per day at 15th level, and he can use this ability three times per day at 20th level. The save DC is Charisma-based and uses the witch killer’s slayer level as his caster level.
This ability replaces the slayer talent normally gained at 10th level.
-
瘾君子Hallucinist(调查员变体)
来源 极限诡道 34页 (http://paizo.com/products/btpy9j6p?Pathfinder-Roleplaying-Game-Ultimate-Intrigue)
瘾君子通过吸食魔法药物将精神拓展到迷幻世界,延展他的感官使他感知到平时无法察觉的事物。虽然瘾君子在他迷幻剂的作用下摇摇欲坠,但它给予了他不同寻常的视野——那些常人不可视的事物在他眼前被揭示。瘾君子知道其他人无法利用这一被延展的感官,所以他们常依靠这种优势去干扰或攻击反对他们的对手。
迷幻感知(Su,Psychedelic Perception):除了魔法炼成,瘾君子还学会快速的混合各种精神摄入物,并向这份混合物中注入一小部分他自身的力量来制作一种魔法迷幻剂,他可以喝下这种合剂来赋予自己迷幻感知的能力。迷幻剂遵循炼金术士的突变药剂的所有规则和限制,如同它们是同一种物质,就像异变药剂(cognatogen)一样。
1级时,迷幻剂的效果持续1分钟每瘾君子的调查员等级,并且迷幻剂给予昏暗视觉和+2洞察加值在察觉检定上,但敏捷承受-2减值。3级时,持续时间增加到10分钟每瘾君子的调查员等级,并且在察觉上的加值提升到+4。7级时,迷幻剂还会给予识破隐形和69尺黑暗视觉(如果喝下迷幻剂的瘾君子已经具有黑暗视觉能力,那么它会让黑暗视觉范围增大30尺,并且察觉加值增加到+6。11级时,迷幻剂还会赋予以阵营视域(aura sight,ACG),并且察觉加值增加到+8。15级时,饮用迷幻剂还会获得60尺盲感,并且察觉加值增加到+10。
本能力取代寻找陷阱,3级获得的陷阱感知,以及在3级,7级,11级,15级获得的调查员天赋
毒品学识 (Ex,Drug Lore): 2级时,一个瘾君子对毒品有着深刻的理解与认知。如果瘾君子花1分钟的时间对一种药物进行物理辨别,他可以尝试通过知识(自然)检定来识别任何一种天然药物,或者通过知识(奥秘)检定来识别任何一种魔法药物(DC =药物成瘾豁免DC)。一旦他确定了一种药物,他可以花1分钟的时间尝试一次工艺(炼金)检定(DC =药物成瘾豁免DC)来中和1剂药物,成功则使该无害。瘾君子在检查或试图中和药物时,不会受到药物效果影响。
本能力取代毒剂学识
抗药性(Ex,Drug Resistance):2级时,瘾君子在对抗所有毒品成瘾的豁免检定上获得+2加值,5级+4,8级+6。11级时,一个瘾君子对毒品成瘾完全免疫,但他可以选择压制对任何特定药物的免疫能力。如果他对某种药物上瘾,他必须从上瘾中完全痊愈,才能恢复对这种药物的免疫能力。
本能力取代了所有毒素抗力和毒素免疫能力
共享幻觉(Sp,Shared Hallucinations):3级时,一个瘾君子在受到迷幻剂效果影响时,可以分享操纵他的幻觉启示。通过消耗10分钟迷幻剂的持续时间或者一次灵感使用次数,他建议创造出一种类似于弱效幻影(minor image)或恐惧梦魇(oneiric horror,OA)的法术效果。5级时,他可以创造出类似感官超载(synesthesia,OA)的法术效果。所以效果都只在瘾君子保持专注时才会出现,最多持续每瘾君子的调查员等级1轮,除此之外在其它方面如同法术本身。对于这些效果的豁免DC等于“10+1/2调查员等级+主属性修正值”。9级时,瘾君子可以花费10分钟迷幻剂持续时间或1次灵感使用次数对一个生物或物体使用改写灵光(aura alteration,OA),不同于其他三种用法,该能力无需保持专注。
本能力取代敏锐回想以及5级、9级获得的调查员天赋
一心多用(Su,Simultaneous Study):6级以及之后的每3个调查员职业等级,瘾君子的思维拓增使他可以同时维持一个额外的目标,来应用战斗策略职业能力。如果这么做,瘾君子必须要使用他的迷幻感知职业能力,并且为每个除首个目标外的额外目标支付一次灵感使用次数(该消耗与重新指定24内的同一生物的消耗相叠加),他仍需要为每一个目标花费一个移动动作,每次指定一个目标。以一个自由动作,瘾君子能放弃一个对应目标的战斗策略链接,这让他可以研究另一个目标。
本能力改变了战斗策略,并取代了剩余的陷阱感知职业能力
Hallucinist
Source Ultimate Intrigue pg. 34
A hallucinist imbibes magical drugs to expand his mind into the psychedelic world, extending his awareness to things he could not normally perceive. While a hallucinist’s body sways oddly under the effects of his hallucinogen, it grants him strange insights that reveal things to him that others can’t see. Hallucinists know that others can’t function with these expanded senses, and they use that fact to repurpose their hallucinations as distractions or assaults against their enemies.
Psychedelic Perception (Su): In addition to magical extracts, a hallucinist learns to swiftly mix various psychoactive substances, using a fraction of his own power to create a magical hallucinogen that he can imbibe to grant himself powers of psychedelic perception. A hallucinogen follows all the normal rules and restrictions for an alchemist’s mutagen as if they were the same substance, just as a cognatogen does.
At 1st level, the effects of a hallucinogen last for 1 minute per investigator level, and the hallucinogen grants low-light vision and a +2 insight bonus on Perception checks, but imposes a –2 penalty to his Dexterity. At 3rd level, the duration increases to 10 minutes per the hallucinist’s investigator level and the insight bonus on Perception checks increases to +4. At 7th level, the hallucinogen also grants see invisibility and darkvision 60 feet (or if the hallucinist drinking it already has darkvision, it increases the range of the darkvision by 30 feet) and the Perception bonus increases to +6. At 11th level, the hallucinogen also grants aura sightACG and the Perception bonus increases to +8. At 15th level, the hallucinogen also grants blindsense 60 feet and the Perception bonus increases to +10.
This ability replaces trapfinding, the trap sense gained at 3rd level, and the investigator talents gained at 3rd, 7th, 11th, and 15th levels.
Drug Lore (Ex): At 2nd level, a hallucinist has a deep understanding and appreciation of drugs. If the hallucinist spends 1 minute physically examining a drug, he can attempt a Knowledge (nature) check to identify any natural drug or a Knowledge (arcana) check to identify any magical drug (DC = the drug’s addiction saving throw DC). Once he identifies a drug, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the drug’s addiction saving throw DC) to neutralize 1 dose of the drug. Success renders the dose harmless. The hallucinist has no chance of accidentally drugging herself when examining or attempting to neutralize a drug.
This ability replaces poison lore.
Drug Resistance (Ex): At 2nd level, a hallucinist gains a +2 bonus on all saving throws against drug addiction. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, a hallucinist becomes completely immune to drug addiction, but he can choose to lower this immunity for any particular drug. If he becomes addicted to a drug, he must fully recover from the addiction before he can resume his immunity to addiction to that drug.
This ability replaces all instances of poison resistance and poison immunity.
Shared Hallucinations (Sp): At 3rd level, a hallucinist under the effects of his hallucinogen can share and manipulate his hallucinatory revelations. By expending 10 minutes of the duration of his hallucinogen or one use of inspiration, he can create an effect similar to minor image or oneiric horrorOA. At 5th level, he can create an effect similar to synesthesiaOA.
Any of the effects remain only while the hallucinist concentrates upon it, for up to 1 round per hallucinist’s investigator level, but otherwise function as the spell. The DC of saving throws against these effects is equal to 10 + 1/2 the hallucinist’s investigator level + his modifier. At 9th level, a hallucinist can expend 10 minutes of the duration of the hallucinogen or one use of inspiration to use aura alterationOA on one creature or object (unlike the other three abilities, this does not require concentration).
This ability replaces keen recollection, and the investigator talents gained at 5th and 9th levels.
Simultaneous Study (Su): At 6th level and every 3 investigator levels thereafter, the expanded mind of a hallucinist is able to maintain his studied combat bonuses against an additional target at the same time. In order to do so, the hallucinist must be using his psychedelic perception ability and must expend one use of inspiration in order to designate each target beyond the first target (this cost stacks with the use of inspiration required to designate a target more than once per 24 hours). He still needs to take a move action for each target, designating them one at a time. The hallucinist can discard this connection to a target of studied combat as a free action, allowing him to study another target in its place.
This ability alters studied combat and replaces all remaining trap sense.
-
命运向导Fated Guide(唤魂师变体)
源自异能源始Occult Origins pg. 18 (http://paizo.com/products/btpy9grw?Pathfinder-Player-Companion-Occult-Origins)
并非所有的魅影都是不安的亡者逃避来世。极少数的情况下,法莱斯玛会将被审判的灵魂送回主位面——将它与一个虔诚的信徒连结在一起——去完成一些最终的考验以赎清罪孽,或慷慨的给予分裂的灵魂以第二次机会。可悲的是,从一个灵魂的角度来看,沿着灵魂长河的旅途与在骨园中的考验将持续几百年,而且大多数魅影(如果有的话)回来时几乎不知道自己是谁,也不知道他们所奉献的目标。命运向导帮助她的魅影揭示它的方向与它的过往细节,然后与它一同前行。
死亡牧者(Shepherd to the Dead):命运向导将打击死灵(disrupt undead)与尸体圣化(sanctify corpse,UM)加入已知法术列表。
魅影(Phantom):一个与命运向导连结的魅影必须具有悔恨(remorse)情感羁绊(见本书pg. 19)。
在良心上以沉重的负担死亡的生物的精神表现出悔恨的情感羁绊。 这些魅影的形态经常被阴影遮蔽,迫使敌人经历他们的懊悔和自我厌恶。 选择命运向导变体的唤魂师(参见第18页)必须选择悔恨灵作为她的魅影情感羁绊,但其他唤魂师也可以选择这种情感羁绊作为他们的魅影。
技能:悔恨灵在察觉和察言观色技能上获得相当于其HD的技能等级。当寄宿于唤魂师的意念中时,它赋予唤魂师这两项技能的技能专攻专长。
强豁免:强韧豁免与意志豁免
敌意(Antagonistic):悔恨灵获得嘲讽UM作为奖励专长。
无尽痛苦(Long-Suffering Strike,Su):每当悔恨灵以自己的挥击攻击命中一个生物时,这个生物如果不能通过DC=10+悔恨灵HD+悔恨灵魅力调整值的意志检定,任何针对该生物的攻击在其攻击检定和伤害检定上获得+1加值,直到魅影的下一回合开始。本能力造成多次挥击效果不可叠加。
悔恨灵气(Aura of Regret,Su):当唤魂师达到7级时,以一个迅捷动作,悔恨灵可以释放出半径10尺的悔恨灵气。任何被灵气影响的敌人都会在技能检定、施法者等级检定、战技检定与CMD上承受-2减值。结束此灵气是一个自由动作。悔恨灵可以在任何形态下使用本能力。。
尖啸(Keening,Su):当唤魂师达到12级时,每天一次以一个标准动作,悔恨灵可以嚎哭出它的错误,影响30尺锥形内的所有生物,如同一个法术深沉忏悔 (Terrible Remorse,UM)的效果,悔恨灵使用它的生命骰作为施法者等级,豁免DC=10+悔恨灵HD+悔恨灵魅力调整值。悔恨灵可以在任何形态下使用本能力。
忏悔苦楚(Utter Misery,Su):当唤魂师达到17级时,悔恨灵的无尽痛苦会使未能通过豁免的生物震慑,直到悔恨灵的下一回合开始。
神圣宗旨(Divine Purpose):一个命运向导的幻灵获得崇神仪典作为奖励专长,尽管它的唤魂师必须遵从她她所选择的神祇的服从仪典以获得好处。这取代了魅影的antagonistic ability能力
死圣降魂(Su,Thanatopic Bonded Manifestation):3级时,命运向导可以和她的魅影相结合,以引导法莱斯玛与其仆从的力量。当一个唤魂师获得这个能力时她必须选择取代她的虚灵态显形或灵质态显形
当命运向导使用这种特殊的连结时,她可以获得她魅影的崇神仪典专长好处,并且可以与死者交谈如同同名法术,最多询问每唤魂师等级1个问题每天,并且每具尸体不超过一个问题。询问一个问题与等待答案需要两个整轮。
8级时,命运向导即使在HP达到0以下,也可以正常行动。如果她的HP降到体质属性负值,则会立刻死亡。她每次执行剧烈动作时都会受到1点额外伤害,例如攻击或施放法术,并且陷入昏迷,如果她在此期间解除连结或连结时间耗尽,则她立刻陷入濒死。保持临近死亡的状态是要付出代价的,每当她在0HP以下保持清醒就需要消耗2轮死圣降魂持续时间。
13级时,当她使用死圣降魂时,命运向导可以使用防活物护罩(antilife shell)作为类法术能力,保持这个法术很快就会耗尽她的魅影,每1轮她维持法术将会消耗2轮死圣降魂的持续时间。
18级时,命运向导的触摸可以净化不眠的亡魂。 她可以造成10d6正能量伤害“DC = 10 + 1/2命运向导的职业等级+她的智力修正,意志减半”作为对不死生物的接触攻击。 成功拯救这种触摸攻击的不死生物对24小时内相同的命运指南的正能量触摸免疫。一个成功通过豁免的亡灵生物在接下来24小时内,免疫同一个命运向导的这种正能量接触攻击。
本能力修改了附身显形
钢铁连接(Ex,Iron Bond):9级时,命运向导的幻灵在对抗放逐术(banishment),驱逐术( dismissal)或类似效果时获得+4加值。该能力取代识破隐形
牢不可破(Ex,Undeniable Bond):16级时,命运向导的幻灵在对抗放逐术(banishment),驱逐术( dismissal)或类似效果时额外获得+4加值,共计+8。该能力取代呼唤死魂
Fated GuideSource Occult Origins pg. 18
Not all phantoms are restless dead escaping the afterlife. On rare occasions, Pharasma returns a judged soul to the Material Plane—linking the spirit to a devout believer—to complete some final task, make amends for a crime, or grant a sharply divided soul a second chance. Sadly, from a soul’s perspective, the journey along the River of Souls and its trials in the Boneyard last eons, and most phantoms return with little, if any, idea of who they were or the nature of their dedicated purposes. The fated guide helps her phantom uncover details about its life and what it can do to finally move on.
Shepherd to the Dead: A fated guide adds disrupt undead and sanctify corpseUM to her list of spells known.
Phantom: A phantom who bonds with a fated guide must have the remorse emotional focus (see page 19).
Remorse (Phantom Emotional Focus)
Spirits of creatures that died with heavy weights upon their consciences manifest with the remorse emotional focus. These phantoms, whose forms are often darkened by shadows, force foes to experience their regret and self-loathing. A spiritualist with the fated guide archetype (see page 18) must choose remorse as her phantom’s emotional focus, but other spiritualists can also select this emotional focus for their phantoms.
Skills: The phantom gains a number of ranks in Perception and Sense Motive equal to its Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.
Good Saves: Fortitude and Will.
Antagonistic: The phantom gains Antagonize as a bonus feat.
Long-Suffering Strike (Su): When a phantom with this focus hits a creature with its slam attack, that creature must succeed at a Will saving throw (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) or any attacks targeting the creature gain a +1 bonus on their attack rolls and damage rolls until the beginning of the phantom’s next turn. Penalties from multiple hits don’t stack with themselves.
Aura of Regret (Su): When the spiritualist reaches 7th level, her phantom can emit a 10-foot-radius aura of regret as a swift action. Enemies within the aura take a –2 penalty on skill checks, on caster level checks, on combat maneuver checks, and to CMD. Ending the aura is a free action. The phantom can use this ability in either ectoplasmic or incorporeal form.
Keening (Su): When the spiritualist reaches 12th level, her phantom can wail about its misdeeds once per day as a standard action, affecting all creatures within a 30-foot cone with the terrible remorseUM spell. The phantom uses its Hit Dice as its caster level for the effect, and the DC equals 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier. The phantom can use this ability in either ectoplasmic or incorporeal form.
Utter Misery (Su): When the spiritualist reaches 17th level, her phantom’s long-suffering strike also causes a creature that fails its save to become stunned until the beginning of the phantom’s next turn.
Divine Purpose: A fated guide’s phantom gains Deific ObedienceISG as a bonus feat, though the spiritualist must obey her god’s obedience to gain any benefit. This replaces the phantom’s antagonistic ability.
Thanatopic Bonded Manifestation (Su): A 3rd level, a fated guide can bond with her phantom to channel the influence of Pharasma and her servitors. When a spiritualist gains this ability, she must replace her ability to form either an ectoplasmic bonded manifestation or an incorporeal bonded manifestation.
When the fated guide uses this thanatopic bond, she gains access to the benefits of her phantom’s Deific Obedience feat, and can use speak with dead as per the spell, asking a maximum of one question per spiritualist level she has each day, and no more than one question per corpse; asking a question and getting an answer requires 2 full rounds.
At 8th level, the fated guide can act normally even after being reduced below 0 hit points. The spiritualist immediately dies if reduced to a number of negative hit points equal to her Constitution score. She takes 1 extra point of damage each round she performs a strenuous action, such as attacking or casting a spell, and immediately falls unconscious and begins dying if she dismisses the thanatopic bond or the duration of bonded manifestation expires. Maintaining her nearly dead form is taxing, and each round that she remains active below 0 hit points consumes 2 rounds of bonded manifestation’s duration.
At 13th level, while using her thanatopic bonded manifestation, the fated guide can cast antilife shell as a spell-like ability. Maintaining this spell quickly exhausts her phantom, and each round she maintains the spell consumes 2 rounds of bonded manifestation’s duration.
At 18th level, the fated guide’s touch banishes the unquiet dead. She can deal 10d6 points of positive energy damage (Will half; DC = 10 + 1/2 the fated guide’s spiritualist level + her Wisdom modifier) as a touch attack against undead creatures. An undead creature that successfully saves against this touch attack is immune to the same fated guide’s positive energy touch for 24 hours.
This ability modifies bonded manifestation.
Iron Bond (Ex): When the fated guide reaches 9th level, her phantom gains a +4 bonus on saving throws against banishment, dismissal, or other similar effects. This ability replaces the see invisibility ability.
Undeniable Bond (Ex): When the fated guide reaches 16th level, her phantom gains an additional +4 bonus on saving throws against banishment, dismissal, or other similar effects, for a total of +8. This ability replaces the call spirit ability.
-
灰烬之路(Ashen Path)
来源 先祖血脉 pg.13
学派:变化系
环位:奥能师 2,牧师/先知 2,德鲁伊 2,猎人 2,游侠 2 ,术士/法师 2,战争祭司 2
施法时间:1个标准动作
成分:语言,姿势
距离:接触
目标:接触到的生物
持续时间:10分钟/等级
豁免:无
法术抗力:无
你使得这个被触摸的生物可以正常呼吸被灰尘、孢子、烟雾、灰尘等污染的空气。该生物不会受到自然空气中的刺激物或污染物的不良影响,并在豁免检定上获得+4加值,以对抗任何这些污染物的魔法效果。并且,该生物可以看透60尺的灰烬、烟雾、雾气,忽视范围内的魔法掩蔽或隐蔽效果。但这个法术并不会给予生物黑暗视觉与昏暗视觉。你可以将持续时间以10分钟为单位分配给接触到的复数生物。
Ashen Path
Source Blood of the Ancients pg. 13 (https://paizo.com/products/btpy9wmz?Pathfinder-Player-Companion-Blood-of-the-Ancients)
School transmutation;Level arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, ranger 2, sorcerer 2, warpriest 2, wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
You grant the creature touched the ability to breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions. You can cast this spell on multiple creatures, but if you do, divide the duration evenly among all the creatures you touch (to a minimum duration of 10 minutes per target).
-
腐蚀射线(Eroding Ray)
来源 位面旅行者手册 pg.30
学派:变化系
环位:牧师/先知 2,德鲁伊 2,猎人 2,术士/法师/奥能师 2,战争祭司 2
施法时间:1个标准动作
成分:语言,姿势
距离:近距
目标:射线
持续时间:立即
豁免:无
法术抗力:无
你将郝金挂毯中混乱环境的一部分引导到你手中,将其作为一束腐蚀能量重新射出。你可以发射一道射线,每比3级每多4个等级就可以再加一道射线 (11级时达到最多三道射线)。每道射线都需要一个远程接触攻击来命中,并且只能瞄准一个构装体或一个物体。如果一条射线命中,目标开始瓦解,造成2d6点伤害。这个伤害忽视硬度和伤害减免。
Ashen Path
Source Plane-Hopper's Handbook pg. 30 (https://paizo.com/products/btpy9z15?Pathfinder-Player-Companion-PlaneHopper-s-Handbook)
School transmutation;Levelarcanist 2, cleric 2, druid 2, hunter 2, oracle 2, sorcerer 2, warpriest 2, wizard 2
Casting Time 1 standard action
Components V, S
Rangeclose (25 ft. + 5 ft./2 levels)
Effectray
Durationinstantaneous
Saving Throw none; Spell Resistance no
You channel a fraction of the tumultuous ecosystem of the Hao Jin Tapestry and redirect it through your hands as a beam of deteriorating energy. You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and can target only a construct or an object. If a ray hits, the target begins to crumble, taking 2d6 points of damage. This damage ignores hardness and damage reduction.
-
魅惑之光(Alluring Light)
来源 探索者#134:来自空山 pg.72
学派:惑控系[胁迫]
环位:吟游诗人/歌者 1,女巫 1
施法时间:1个标准动作
成分:语言,姿势
距离:30尺
目标:以你为中心, 半径30尺范围弥散
持续时间:立即
豁免:意志无效(见下文)
法术抗力:可
你发出柔和的光芒,引诱着所有看见光的人。每一个豁免失败的敌人都会被吸引到你身边,并且必须在它的每一回合开始时,使用它的移动动作接近你,持续每个施法者等级一轮。受影响的目标必须以最直接的方式向你移动,尽管它可以绕过障碍物或其他生物。这个法术不能强迫一个生物进入一个明显会伤害或杀死它的区域(比如进入一个坑里,在布满铁蒺藜的地板上,或者穿过一堵火墙)。一个受影响的生物如果看不见你,就不会被迫朝你移动,尽管如果它稍后在仍然受此法术影响的情况下恢复视觉,它必须再次朝你移动。对受影响生物的任何敌对行为(比如由于其移动而造成的借机攻击)都会结束对该生物的法术效果。
你最初的闪光也会使范围内的光照等级提升1级,至多为常光(黑暗变为昏暗,昏暗变为常光),每施法者等级持续1轮。
Alluring Light
Source Pathfinder #134: It Came from Hollow Mountain pg. 72 (http://paizo.com/products/btpy9z14?Pathfinder-Adventure-Path-134-It-Came-from-Hollow-Mountain)
Schoolenchantment (compulsion);Levelbard 1, skald 1, witch 1
Casting Time 1 standard action
Components V, S
Range30 ft.
Effect30-ft.-radius emanation centered on you
Durationinstantaneous
Saving ThrowWill negates (see text); Spell Resistanceyes
You glow with a soft radiance that calls out to all who see it. Each enemy that fails its save is drawn to you and must use its move action to approach you at the beginning of each of its turns for 1 round per caster level. An affected target must move toward you in the most direct path it can, though it can step around obstacles or other creatures. This spell can’t force a creature to walk into an area that might obviously harm or kill it (such as into a pit, over a patch of floor studded with caltrops, or through a wall of fire). An affected creature that loses sight of you is not compelled to move toward you, although if it later regains vision of you while still affected by this spell, it must again move toward you. Any hostile action against an affected creature (such an attack of opportunity due to its movement) cancels the spell’s effect against that creature. Your initial flash of light also increases the light level within the spell’s area by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light) for 1 round per caster level.
-
(https://imgur.com/0PqQ1a9.png)大地之子(Earth Child)
来源 异能国度OR pg. 8
元素 土;类型 通用(Su);等级 3;超载 -
将你的身体与水晶结合,你将自己转化为类似土元素裔的东西。你保留了你原有的种族能力(包括你的种族属性调整,但不包括你的移动速度),并且除了种族属性调整以外,还获得土元素裔的所有种族能力(包括移动速度与本地异界生物类型)。你拥有结晶态种族替换特性(进阶种族手册ARG,P144)而不是大地亲和种族特性,但不能选择其他种族替换特性。
同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
一个土操念使必须在水晶之源(Crystal Womb)的水晶中以胎儿的姿势安静地冥想9天,每天进行一个DC20的知识(地城)检定。水晶逐渐在她身体上蔓延,直到她被完全覆盖。每次检定失败,她必须重新开始,每次失败后她必须通过DC20的强韧检定,否则会受到一项变种生物模板中的畸化(怪物图鉴5,P180)。第九天结束时,她重生了,大地之子原力取代了她一个3级或更低的辅助原力。土操念使可以在任何时候停止这种协调而不产生负面影响。Earth Child
Source Occult Realms pg. 8 (https://paizo.com/products/btpy9hdt?Pathfinder-Campaign-Setting-Occult-Realms)
Talent Link Link
Element earth; Type utility (Su); Level 3; Burn —
Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities (including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities (including an oread’s movement speed and the outsider [native] type) except for ability score adjustments. You have the crystalline form alternate racial trait (Pathfinder RPG Advanced Race Guide 144) instead of earth affinity, but cannot otherwise choose alternate racial traits.
Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
A geokineticist must spend 9 days in quiet contemplation in a fetal position amid the crystals of the Crystal Womb, succeeding at a DC 20 Knowledge (dungeoneering) check each day. Crystals gradually grow on her until she is completely covered. If she fails a check, she must start over, and after each failure she must succeed at a DC 20 Fortitude save or develop a deformity from the mutant template (Bestiary 5 180). At the end of the ninth day, she emerges reborn, with the earth child wild talent in place of one of her 3rd-level or lower utility talents. A geokineticist can halt this attunement at any point without incurring negative effects.
(https://imgur.com/0PqQ1a9.png)飓风女王(Hurricane Queen)
来源 异能国度OR pg. 8
元素 气;类型 通用(Su);等级 9;超载 —
你与飓风有如一体。你的风卷之衣护体原力为你提供额外25%的失手率对于非魔法远程攻击,你的总失手率可以超过通常75%的上限。所有的风和天气(包括使用怪物能力-旋风-的生物)无法影响到你以及你的攻击,除非你希望如此;例如,你的射击可以直接穿过龙卷风而不受惩罚。
同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
气操念使必须通过连续12次DC40的飞行检定,以不间断地环绕整个阿班德果之眼盘旋一周。如果成功,她将习得飓风女王的原力。如果她失败了两次或以下,她将因为飓风的狂风吹打受到50d6点钝击伤害。如果她失败了3次或以上,她必须通过D25的反射豁免,否则她将被卷入没有通过3次或更多的检定,她必须在DC 25条件反射下成功扑救,否则她将被卷入阿班德果之眼,永远无法回来。
Purging Flame
Source Occult Realms pg. 8 (https://paizo.com/products/btpy9hdt?Pathfinder-Campaign-Setting-Occult-Realms)
Talent Link Link
Element air; Type utility (Su); Level 9; Burn —
You are one with the hurricane. Your enveloping winds defense wild talent has an additional 25% chance of deflecting nonmagical ranged attacks, and your total deflection chance can exceed the usual cap of 75%. All wind and weather (including creatures using the whirlwind monster ability) affect you and your attacks only if you wish them to do so; for example, you could shoot arrows directly through a tornado without penalty.
Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
An aerokineticist must fly around the entire perimeter of the Eye of Abendego without stopping, while succeeding at a series of 12 consecutive DC 40 Fly checks. If successful, she can learn the hurricane queen wild talent. If she fails two or fewer checks, she takes 50d6 points of bludgeoning damage from the hurricane’s galeforce winds. If she fails three or more checks, she must succeed at a DC 25 Reflex save or be pulled into the Eye of Abendego, never to return.
(https://imgur.com/0PqQ1a9.png)原初以太(Primal Aether)
来源 异能国度OR pg. 8
元素 以太;类型 通用(Su);等级 3;超载 0
你可以凝聚你在法痕沙漠里所经历过的扭曲且异常的以太风暴,让它们纠缠盘结,使它们爆发激增,创造一个原能魔法事件,其CR等同于你的操念使等级。有关原能魔法事件的更多信息,请参见探路者战役指南:内海魔法12-13页。
同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
要确定以太凝聚在沙漠深处的位置,操念者必须首先确定一个以太风暴的位置。之后,她必须成功通过DC 20知识(奥秘)检定和DC 20生存检定,并花费1d4小时在荒野上从风暴的起始点追寻到最终产生它的凝聚点。然后她就可以习得原初以太的原力。
Primal Aether
Source Occult Realms pg. 8 (https://paizo.com/products/btpy9hdt?Pathfinder-Campaign-Setting-Occult-Realms)
Talent Link Link
Element aether; Type utility (Su); Level 3; Burn 0
You can gather strands of aether twisted and warped by your experiences in the Spellscar Desert, and wind them so tightly that they explode, creating a primal magic event with a CR equal to your kineticist level. See pages 12–13 of Pathfinder Campaign Setting: Inner Sea Magic for more information on primal magic events.
Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
To locate the aether saturations deep within the desert, a telekineticist must first locate an etheric storm. Afterwards, she must succeed at both a DC 20 Knowledge (arcana) check and a DC 20 Survival check and spend 1d4 hours navigating the wasteland from the storm’s origin point to the saturation that spawned it. She can then learn the primal aether wild talent.
(https://imgur.com/0PqQ1a9.png)净化烈焰(Purging Flame)
来源 异能国度OR pg. 9
元素 火;类型 通用(Su);等级 6;超载 1
你可以用火焰净化自己或他人,清除所有的污秽。这个效果如同一个目标为单体的破除结界。目标必须是自愿的,并且受到每角色等级2点火焰伤害和1点超载(除非你是目标,否则你无需承受超载)。即使你受到了一个限制你移动能力的效果,你可以使用这个能力,只要这个效果是一个可以被破除结界解除的效果。如果你使用净化烈焰燃烧了价值100金币或1000金币的稀有熏香或火成岩,你的目标将受到复原术的效果,就好像这个法术是用同等价值的钻石作为材料释放的一样
同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
一个火焰操念者必须给糸守山(Kumijinja)强大的山神留下深刻印象。这可能会需要一个合适的礼物以及操念使或一个会使用神知語或火族语的盟友尝试进行一次DC 30交涉检定。如果她打动了山神,操念使就会立即受到该原力影响,就如同使用净化烈焰的原力一般,并能习得该原力。
Purging Flame
Source Occult Realms pg. 9 (https://paizo.com/products/btpy9hdt?Pathfinder-Campaign-Setting-Occult-Realms)
Talent Link Link
Element fire; Type utility (Su); Level 6; Burn 1
You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn (you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks from Mount Kumijinja worth 100 gp or 1,000 gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.
Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
A pyrokineticist must impress Mount Kumijinja’s mighty kami. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan and Senzar. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.
(https://imgur.com/0PqQ1a9.png)水体转化(Water Alteration)
来源 异能国度OR pg. 9
元素 水;类型 通用(Su);等级 1;超载 0
你可以把淡水变成海水,反之亦然。这可以影响体积最多每操念使等级2加仑的水,让海洋生物在淡水中生存,而淡水生物在海水中生存。此外,当你用这个天赋改变水的盐度时,你可以调整水的温度,让生物更容易在里面生存(或者只是更舒适)。以这种方式改变的水必须处于一个大小适当的容器内;试图改变过量的水会直接失败。
同调:有关元素满溢与同调的更多信息,请参阅《异能国度OR》。
一位水操念使必须证明(或假装)对唐格罗萨(Danglosa)的支持,祂是城中之秘的鮟鱇鱼神王。然后她必须跟随外海的涡流,在不超过10次检定中连续通过4次DC20的游泳检定。如果她成功了,她就能学会水体转化的原能。如果她失败了,她将受到5d6点钝击伤害。
Purging Flame
Source Occult Realms pg. 9 (https://paizo.com/products/btpy9hdt?Pathfinder-Campaign-Setting-Occult-Realms)
Talent Link Link
Element water; Type utility (Su); Level 1; Burn 0
You can turn fresh water into seawater, and vice versa. This can affect a volume of water equal to 2 gallons per kineticist level, allowing sea creatures to survive in water that was fresh and freshwater creatures to survive in water that was briny. Additionally, when you alter water’s salinity with this talent, you can adjust the water’s temperature so that a creature can survive in it more easily (or simply be more comfortable). Water altered in this way must be confined within an appropriately sized container; attempts to alter a larger quantity of water fail.
Attunement.
Attunement
See the book Occult Realms for more information on elemental saturation and attunements.
A hydrokineticist must demonstrate (or fake) the favor of Danglosa, the town’s mysterious anglerfish god-ruler. She must then follow the swirling currents of Outsea, succeeding at four consecutive DC 20 Swim checks without taking 10. If she succeeds, she can learn the water alteration wild talent. If she fails, she takes 5d6 points of bludgeoning damage.
-
(https://imgur.com/0PqQ1a9.png)破身障(Break)[武术手册 pg. 7]:武僧结合揉绞巧劲和霸烈开合脱离敌人的擒抱。若攻击命中,他可以尝试以一个自由动作进行战技检定或逃脱检定来挣脱擒抱,并且这次检定获得等同于这次攻击伤害值的奖励加值。
Break (Martial Arts Handbook pg. 7): The monk combines a writhing twist with a violent strike against a foe that is grappling him. If the monk’s attack is successful, he can attempt a grapple combat maneuver check or Escape Artist check as a free action to escape a grapple, adding the strike’s damage as a bonus on his check.
(https://imgur.com/0PqQ1a9.png)兔拳(Rabbit Punch)[武术手册 pg. 6]:武僧对敌人后脑穴害一记重击。暴击倍率与暴击范围增加1,武僧在确定重击的攻击检定中+2奖励加值。该效果不会因为精通重击或类似效果翻倍。没有可辨识头部的生物不受此攻击影响(取决于GM判断)。该次真劲击必须使用拳头打出。
Rabbit Punch (Martial Arts Handbook pg. 6): The monk gives a sharp blow to the back of a foe’s head. The critical threat range and critical multiplier of this strike increase by 1, and the monk gains a +2 bonus on attack rolls to confirm a critical hit with this strike. This increase is not doubled by Improved Critical or similar effects. Creatures without a discernible head are unaffected by this style strike (subject to GM discretion). The monk must attack with a fist to use this style strike.
碎喉劲(Throat Crush)[武术手册 pg. 7]:武僧猛击敌人的喉部要害,削弱其语言能力1轮,就好像受到法术荒疫·粗哑的效果。没有可辨识喉部或有多个发声器官的生物不受影响(取决于GM的判断)。
Throat Crush (Martial Arts Handbook pg. 7): The monk gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).
-
神之干涉God-Meddled(先知诅咒)
出至 格拉里昂的英雄(Heroes of Golarion pg. 14)
艾布利多斯岛上居住着众多英雄神,他们中的一些人以把凡人卷入自己的纠纷中而闻名。神对你生活的干涉对你产生了奇怪的影响,这些不可预知的力量取决于神的突发奇想。当你被一个神术施法者的法术影响时,奇怪的事件就会发生——不管是好还是坏。每轮一次,当一个生物施展一个目标包括你在内的神术时,投掷1d20并参考下表。这一效果在该施法者的回合结束时开始。这个效果只对你有效,即使其他生物也被包括在法术的目标范围内。5级时,你在抵抗神术的豁免检定上获得+2表现加值。10级时,你免疫困惑。15级时,你在抵抗影响心灵效果的豁免检定上获得+4表现加值。
神之干涉效果
d20 | 效果 |
1 | 你引起了一个相邻敌人的借机攻击。如果没有相邻敌人,距离最近的敌人可以一个自由动 作,向你的方向移动等同于他正常速度的距离。如果多个敌人符合条件,GM决定哪个生 物攻击或移动。这个动作不会引发借机攻击。 |
2-3 | 你的移动速度减半1轮。 |
4-5 | 你耳聋1轮。 |
6-7 | 你被击倒。 |
8-10 | 你的体型降低一个等级1轮,如同人类缩小术。 |
11-13 | 你的体型提升一个等级1轮,如同人类变巨术。 |
14-15 | 决定法术的持续时间时施法者等级获得+1加值,持续1轮。 |
16-17 | 与你邻格的生物被推离你所占据空间10英尺。 |
18-19 | 你能听懂所有语言1轮。 |
20 | 你获得加速术效果持续1轮。 |
God-Meddled (Heroes of Golarion pg. 14)
The isle of Iblydos is populated and watched over by hero-gods, some of whom are known for entangling mortals in their own affairs. The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell. At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells. At 10th level, you become immune to the confused condition. At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects.
God-Meddled Effects
d20 | Effect |
1 | You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity. |
2-3 | Your movement speed is halved for 1 round. |
4-5 | You are deafened for 1 round. |
6-7 | You are knocked prone. |
8-10 | You shrink by one size category for 1 round, as reduce person. |
11-13 | You grow by one size category for 1 round, as enlarge person. |
14-15 | Your caster level is treated as 1 higher for the purpose of spell durations for 1 round. |
16-17 | Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy. |
18-19 | You are able to understand all languages for 1 round. |
20 | You gain the benefits of haste for 1 round. |
-
降神术(Invoke Deity)
来源 《位面冒险》pg. 41
学派:变化系[见下文]
环位:反骑士/圣武士 4,牧师/先知 6,猎人 4,审判者 6,通灵者 4,秘学士 6,战争祭祀 6,女巫 6
施法时间:1轮
成分:语言,姿势,材料(价值1000gp的熏香),法器(价值2500gp符合你神明的宝石圣徽)
距离:个人
目标:自身
持续时间:10分钟/等级
高举圣徽,呼唤神名,神性系于汝身。当你施展这个法术时,选择一个你的神所提供的领域。你可以从下面的列表中获得领域的好处,以及其列出的性质调整;允许豁免的能力使用该法术的DC。在该法术持续期间内的任何时间,你都可以通过维持专注一轮来改变你所获得的领域奖励——这将引起藉机攻击并减少法术的剩余持续时间10分钟。如果你剩余的法术持续时间少于10分钟,你无法以这种方式改变选择的领域。如果你改变了你的领域,所有来自你之前选择领域的持续效果都将结束。
你必须信仰某个神才能施放这个法术,即使你通常并非神术施法者。如果你在这个法术的持续时间内公然违反了你信仰神的戒律,降神术立刻结束,你将被震慑相当于你HD的轮数。降神术与你的神有相同的阵营描述符([混乱],[邪恶],[善良],或[守序])。如果某项能力复制了某个法术效果,它的作用等同于该法术升阶到与你的降神术相同的环级。
气:你变得稀薄而透明。你获得60尺的飞行速度(完美),或者增加你目前的飞行速度30尺——以更高的速度为准。飞行时,你的AC获得+1闪避加值。
动物:你的形态变得兽化。你将获得昏暗视觉、灵敏嗅觉、+6天生防御加值和符合你体型的啮咬攻击。如果你已经具有啮咬攻击,那么该天武伤害所造成的伤害提升一级。你可以随意释放动物交谈。
手艺:你身体的一部分被活塞和齿轮代替。你可以被影响构装体的法术影响(比如完全修复术)。你免疫流血、疾病和毒素,并且你对死亡效果、影响心灵效果和死灵系效果的豁免检定获得+4加值。
混乱:你的肉体混乱地扭曲。你免疫重击伤害和精准伤害(比如偷袭伤害),并且你所使用的武器被视为混乱武器,以克服伤害减免。
魅惑:你会变得极具魅力和说服力。你的魅力获得+6增强加值。
团队:你的声音与群众的声音相互呼应。选择30英尺内的一些生物,它们的数量等于你每3等级一个——你将对他们获得关照术和心灵连线的效果。
黑暗:你的眼睛变成坚实的黑球。你免疫目盲,在任何形式的黑暗中都能清晰视物,即使是幽深黑暗术造成的黑暗。
死亡:你的肉体变得苍白。你同时被正能量和负能量治疗,免疫能量吸取和死亡效果,当生命值被降低到0以下时自动稳定。
毁灭:你周围的空气噼啪作响。你在双手武器的伤害骰上获得+2加值。造成生命值伤害的法术(如果有的话)豁免DC加1。你在击破物品的力量检定获得+4加值,并且当你用近战武器攻击一个目标时,你忽略了该目标的前5点硬度。
土:你的肉体变成石头。你将获得Dr 10/钝击,并且免疫石化效果。
邪恶:你的外表会变得堕落且邪恶。你的重击自动确认,并且你所使用的武器会被视为邪恶武器,以克服伤害减免。
火:你的头发变成火焰。你免疫火焰。每分钟一次,以一个标准动作,你可以发射一束火焰,如同灼热射线(仅限一束)。
荣耀:你端容肃目,铁面无情;你的怒火让亡者归亡。你获得英雄气概和防护邪恶效果,并且你每一轮对不死生物的第一次成功命中的伤害将造成额外的1d6点正能量伤害。
善良:你的外表变得纯洁如同天使。你免疫恐惧与胁迫效果,并且你所使用的武器会被视为善良武器,以克服伤害减免。
医疗:你的身体变得硬朗和健壮。你获得快速医疗3,并且你恢复生命值的法术和职业特性将恢复额外的1d8点生命值。
知识:你被无数翻页的声音包围着。你的智力得到+6增强加值。
秩序:数学符号的迷雾萦绕在你周围。你免疫对敌的变化系效果和所有困惑效果,并且你所使用的武器会被视为秩序武器,以克服伤害减免。
解放:你的身体变得柔软和灵活。你的敏捷获得+6增强加值。
机运:丁丁当当的铃铛声在你周围响起。你的AC和攻击骰、属性检定、豁免检定和技能检定都获得+1的运气加值。作为一个直觉动作,你可以迫使一个10英尺内的生物重投一个d20——你必须在掷出d20的结果揭示之前使用这个能力。每次你使用这个技能时,降神术的剩余持续时间减少10分钟,如果你的法术持续时间少于10分钟,你就不能使用这个能力。
疯狂:你的声音有一种怪异、刺耳的感觉。以一个标准动作,你可以让30英尺内的一个生物陷入疯狂;该生物必须通过意志豁免否则困惑1d4轮。你不能对一个生物在一分钟里使用超过一次。
魔法:你身上散发着魔力。你在对抗敌对法术时获得11 +施法者等级的法术抗力。
高贵:你的声音变得洪亮而专横。作为一个移动动作,你可以向30英尺内的单个生物发出一个命令。该效果如同命令术。
植物:你的外表变得像植物,树叶组成的头发以及绿色皮肤。你免疫麻痹、毒素、变形、睡眠和震慑免疫。
保护:一种保护性能量的光环围绕着你。从以下法术中选择三种:延缓毒发、虚假生命、法师护甲、防护混乱、防护邪恶、防护善良、防护秩序、抵抗能量、护盾术或虔诚护盾;你获得这些法术的防护效果。
安眠:你的眼睛变得纯净、清明。你的感知获得+6增强加值。
符文:你的皮肤上有符文纹身。你的存在不会触发守卫刻纹、徽记法术和类似效果,除非你选择这样做,而且你免疫它们的有害效果。你可以随意使用阅读魔法,并且可以使用你自己的施法者等级而不是卷轴的施法者等级来使用卷轴。
鳞类:你的身体长出鳞片,你的嘴巴长出毒牙。你获得一个符合你体型的啮咬攻击。如果你已经具有啮咬攻击,那么该天武伤害所造成的伤害提升一级。每一个被你咬伤的生物必须通过强韧豁免,否则将恶心1d4轮(如果已经恶心,则反胃1轮);这是一种毒素效果。
力量:你的身体明显地肌肉勃发。你的力量得到+6增强加值。
太阳:你的身体闪耀着太阳的光芒。你免疫目盲与目眩,也不受强光的影响(如灼热光辉、阳光、或闪耀之子 (http://www.goddessfantasy.net/bbs/index.php?topic=58541.0)的致盲之光),你如同昼明术般发光。会因为阳光而受到伤害或者不适的生物对你的攻击骰会受到-2的减值,并且你对这些生物造成的效果的豁免检定会得到+2的加值。
旅行:当你移动时,你身后会留下模糊的残像。你的体质获得+6增强加值。
诡计:你可以随意改变你的外貌(如隐匿之纱,除了只影响你自己)。改变你的外表是一个迅捷动作。你在唬骗、易容、巧手和潜行检定上获得+4加值。
虚空:你的衣服和头发似乎漂浮在你周围,就好像你漂浮在失重的环境中。你免疫寒冷,不再需要呼吸。你可以舒适地生活在外层空间的深处。
战争:你被战争的声音环绕。你使用你的神祇偏好武器的攻击检定上获得+2洞察加值,并且每次使用你的神祇偏好武器击中敌人时造成的额外1d6点伤害。你可以使用你的神祇偏好武器作为法器或圣徽。
水:你长出鳃、蹼状的手指和其他鱼鳞特征。你获得40尺的游泳速度,可以在水下呼吸,并忽视通常水下战斗带来的伤害与命中惩罚。
天气:你的头发和衣服经常被风吹动,环绕你的闪电发出噼啪声。你不会由于自然天气而承受惩罚、伤害、能见度下降或其他效果。你免疫闪电伤害,并且你的召雷术和召唤雷暴法术效果上视为你正身处室外,且处于风雨交加的区域。
Invoke Deity
Source Planar Adventures pg. 41 (https://paizo.com/products/btpya1am)
School:transmutation [see text]
Level :antipaladin 4, cleric 6, hunter 4, inquisitor 6, medium 4, occultist 6, oracle 6, paladin 4, ranger 4, warpriest 6, witch 6
Casting Time: 1 round
Components:V, S, M (incense worth 1,000 gp), F (a bejeweled holy symbol of your patron deity worth 2,500 gp)
Range:personal
Target:you
Duration:10 minutes/level
By holding aloft a holy symbol and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits from the list below, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC. At any point during the duration of this spell, you can change which domain benefit you gain by concentrating for 1 round—this provokes attacks of opportunity and reduces the remaining duration of the spell by 10 minutes. If you have less than 10 minutes of the spell’s duration remaining, you cannot change the selected domain in this way. If you change your domain, all ongoing effects from your previously chosen domain end.
You must worship a single divinity in order to cast this spell, even if you do not normally cast divine spells. If you perform an action that blatantly violates your deity’s precepts while under this spell’s effects, invoke deity immediately ends and you are stunned for a number of rounds equal to your Hit Dice. Invoke deity has the same alignment descriptors ([chaotic], [evil], [good], or [lawful]) as your deity’s alignment. If an ability duplicates a spell, it functions as that spell heightened to a level equal to your invoke deity spell.
Air: You become wispy and translucent. You gain a fly speed of 60 feet with perfect maneuverability, or you increase your current fly speed by 30 feet—whichever results in a faster speed. While flying, you gain a +1 dodge bonus to your AC.
Animal: Your form becomes bestial with animalistic features. You gain low-light vision, scent, a +6 natural armor bonus, and a bite attack that deals damage as normal for a creature of your size. If you already have a bite attack, the damage increases as if you increased one size category. You can use speak with animals at will.
Artifice: Parts of your body are replaced by pistons and gears. You can be affected by spells that specifically affect constructs (such as make whole). You are immune to bleed, disease, and poison effects, and you gain a +4 bonus on saving throws against death effects, mind-affecting effects, and necromancy effects.
Chaos: Your flesh churns and swirls chaotically. You are immune to additional damage from critical hits and precision damage (such as sneak attack damage), and weapons you wield count as chaotic for the purpose of overcoming damage reduction.
Charm: You become overwhelmingly attractive and persuasive. You gain a +6 enhancement bonus to Charisma.
Community: Your voice echoes with the sound of multitudes. Select a number of creatures within 30 feet equal to your level divided by three—you gain the effects of status and telepathic bond with those creatures.
Darkness: Your eyes become solid black orbs. You become immune to blindness and can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Death: Your flesh becomes pallid. You are healed by both positive and negative energy, are immune to energy drain and death effects, and automatically stabilize when reduced below 0 hit points.
Destruction: The air around you crackles. You gain a +2 bonus on damage rolls with two-handed melee weapons. Spells you cast that cause hit point damage have their save DCs (if any) increased by 1. You gain a +4 bonus on Strength checks to break objects, and you ignore the first 5 points of hardness any object has when you attack it with a melee weapon.
Earth: Your flesh becomes stony. You gain DR 10/bludgeoning and are immune to petrification effects.
Evil: Your appearance becomes corrupted and fiendish. You automatically confirm critical hits, and weapons you wield count as evil for the purpose of overcoming damage reduction.
Fire: Your hair ignites into flames. You are immune to fire. As a standard action once per minute, you can fire a ray of flame, as per scorching ray (limit one ray).
Glory: Your countenance becomes stern and implacable, and your wrath devastates the undead. You gain the benefits of heroism and protection from evil, and your first successful attack each round against an undead target deals an additional 1d6 points of positive energy damage.
Good: Your appearance becomes pristine and angelic. You are immune to fear and compulsion effects, and weapons you wield count as good for the purpose of overcoming damage reduction.
Healing: Your appearance becomes hale and hearty. You gain fast healing 3, and your spells and class features that restore hit points each restore an additional 1d8 hit points.
Knowledge: You are surrounded by the sound of numerous turning pages. You gain a +6 enhancement bonus to Intelligence.
Law: A haze of mathematical symbols hovers around you. You are immune to hostile transmutation effects and all confusion effects, and weapons you wield count as lawful for the purpose of overcoming damage reduction.
Liberation: Your form becomes lithe and flexible. You gain a +6 enhancement bonus to Dexterity.
Luck: The faint sound of tinkling bells plays around you. You gain a +1 luck bonus to your Armor Class and on attack rolls, ability checks, saving throws, and skill checks. As an immediate action, you can force a single creature within 10 feet to reroll a single d20 it just rolled—you must use this ability before the results of the d20 roll are known. Each time you use this ability, the remaining duration of invoke deity decreases by 10 minutes, and you can’t use this ability if you have less than 10 minutes remaining of the spell’s duration.
Madness: Your voice takes on an eerie, grating quality. As a standard action, you can inflict madness on a creature within 30 feet; that creature must succeed at a Will save or become confused for 1d4 rounds. You cannot target a creature more than once a minute with this effect.
Magic: You shimmer with magical power. You gain spell resistance equal to 11 + your caster level against hostile spells.
Nobility: Your voice becomes resonant and imperious. As a move action, you can issue one order to a single creature within 30 feet. This effect functions as if you had cast the spell command.
Plant: Your appearance becomes plantlike, with leafy hair and green skin. You become immune to paralysis, poison, polymorph effects, sleep effects, and stunning.
Protection: An aura of protective energy surrounds you. Select three of the following spells: delay poison, false life, mage armor, protection from chaos, protection from evil, protection from good, protection from law, resist energy, shield, or shield of faith; you gain the protective benefits of those spells.
Repose: Your eyes become pure, bleak white. You gain a +6 enhancement bonus to Wisdom.
Rune: Your skin is marked with runic tattoos. Your presence does not trigger the effects of glyphs of warding, symbol spells, and similar effects unless you choose to, and you are immune to their harmful effects. You can use read magic at will and can resolve the effects of scrolls using your own caster level rather than the scroll’s caster level.
Scalykind: Your flesh becomes squamous, and your mouth grows venomous fangs. You gain a bite attack that deals damage as normal for a creature of your size; if you already have a bite attack, the damage increases as if you had increased one size category. Each creature you bite must succeed at a Fortitude save or become sickened for 1d4 rounds (or if already sickened, staggered for 1 round); this is a poison effect.
Strength: Your body visibly ripples with muscle. You gain a +6 enhancement bonus to Strength.
Sun: Your form blazes with solar light. You are immune to blindness, the dazzled condition, and all effects generated by powerful light (such as searing light, sunray, or the blinding light of a shining child), and you radiate light as the daylight spell. Creatures that are harmed or hindered by sunlight take a –2 penalty on attack rolls against you, and you gain a +2 bonus on saving throws against effects originating from such creatures.
Travel: Faint afterimages trail behind you when you move. You gain a +6 enhancement bonus to Constitution.
Trickery: Your appearance changes as you desire (as veil, except affecting only yourself). Changing your appearance is a swift action. You gain a +4 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks.
Void: Your clothes and hair seem to float about you, as if you were adrift in a weightless environment. You are immune to cold damage and no longer need to breathe. You can exist comfortably in the depths of outer space.
War: You are surrounded by the sounds of battle. You gain a +2 insight bonus on attack rolls with your deity’s favored weapon and deal an additional 1d6 points of damage with your deity’s favored weapon each time you hit a foe. You can use your deity’s favored weapon as a divine focus or holy symbol.
Water: You gain gills, webbed fingers, and other ichthyic features. You gain a swim speed of 40 feet, can breathe water, and ignore the usual penalties on weapon attack and damage rolls from fighting underwater.
Weather: Your hair and clothing are constantly wind-tossed, and you crackle with electricity. You do not take penalties or damage or suffer from reduced visibility or other effects due to natural weather. You are immune to electricity damage, and your call lightning and call lightning storm spells and effects always function as though called outdoors in stormy weather.
-
歌之誓缚(Song-Bound)人鱼限定
来源海洋之血 pg. 12
当你说话时,你会被迫大声唱出来。即使简短的话语也要由一段旋律或简单和弦表达。你不能高声言语,尽管你可以选择不说话。你每日能够进行破咒曲吟游表演(仅可使用表演[演唱] )等同于你先知等级的轮数。如果你获得了吟游表演职业特性,这些轮数独立于你获得的任何其他吟游表演轮数之外,但是它们只能用于破咒曲吟游表演。在第5级,将命令术(command)以及暗示术(suggestion)加入到你的已知法术列表中。10级时,所有你创造的基于语言的法术效果额外+1DC。在第15级,将高等命令术(greater command)以及群体暗示术(mass suggestion)加入到你的已知法术列表中。
Song-Bound(Merfolk only)
Source Blood of the Sea pg. 12 (http://paizo.com/products/btpy9qjp?Pathfinder-Player-Companion-Blood-of-the-Sea)
Whenever you speak, you are compelled to sing loudly, and you draw out even short utterances with vocal scales or simple melodies. You cannot speak in less than a loud voice, although you may choose not to speak. You can perform the countersong bardic performance (using Perform [sing] only) for a number of rounds per day equal to your oracle level. If you gain the bardic performance class feature, these rounds are in addition to any other bardic performance rounds you gain, but they can be used only for the countersong bardic performance. At 5th level, add command and suggestion to your list of spells known. At 10th level, add 1 to the difficulty class of saving throws against language-dependent spells you cast. At 15th level, add greater command and mass suggestion to your list of spells known.
-
监察者仪典(Monitor Obedience)
来源均衡之敌 pg. 3
你以每日的祈祷和祭献侍奉某位半神监察者,而祂则赋予你特殊的恩宠。
先决条件:知识(位面)3级,信仰某位半神监察者(monitor demigod)
专长效果:每位monitor demigod都要求不同的遵从方式,但都只花费1小时。完成了该仪式便能享受对应的益处。如果你拥有12个HD,你获得该monitor demigod的第一重赐福,16个HD时获得第二重,20个HD时获得第三重。除非特别注明,赐福是恒效的。
如果未能执行遵从仪式,你失去其益处和赐福直至下次执行该仪式。
Monitor Obedience
Source Concordance of Rivals pg. 3 (https://paizo.com/products/btq01x4d?Pathfinder-Campaign-Setting-Concordance-of-Rivals)
Your daily prayer and minor sacrifices to a particular monitor demigod grant you special boons.
Prerequisites: Knowledge (planes) 3 ranks, must worship a monitor demigod.
Benefit: Each monitor demigod requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the demigod.
If you have at least 12 Hit Dice, you also gain the first boon granted by your monitor demigod upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the monitor demigod's second boon. If you have 20 Hit Dice or more, you also gain the monitor demigod's third boon. Unless a boon lists a specific duration or number of uses per day, its effects are constant.
If you ever fail to perform a daily obedience, you lose access to the benefits and boons granted by this feat until you next perform the obedience.
-
宝座琉璃(Throneglass)
来源 尘蒙昔日之后 pg. 49
阿兹兰特皇宫(the Imperial Palace)是一座传说中的建筑,有着经典的阿兹兰蒂式建筑构造,包括一个著名的天窗,它由一层魔法特制的玻璃制成,坚如钢铁。虽然这种绿色的物质坚固异常,但它仍然无法抵挡星陨(Earthfall)的冲击。当流星把整个大陆撕成碎片的时候,一颗流星直接击中了那座建筑,天窗化作无数碎片。多年后,当幸存者调查这些残骸时,他们发现这些材料仍能保持其耐久性,一些人将这些绿色的碎片制成武器,称这种材料为宝座琉璃。
The Knights of the Ioun Star尤其擅长将这些残余制成强力的武器,特别是在他们获取并了解了宝座琉璃的能力之后。这种材料通常被锻造成近战武器,尽管理论上可以用于其他用途。
宝座琉璃是一种特殊的材料,和钢铁一样坚固,同时也为持有者提供了对抗敌人心灵能力的保护。当一个生物使用由宝座琉璃制造的近战武器,并成功豁免生物的心灵或影响心灵的效果时,该武器将储存部分能量并为未来的攻击保存。宝座琉璃武器可以储存的轮数等同于该法术环级的能量,如果该效果不是法术或类法术能力,则可以储存该生物CR的一半的轮数。如果该武器在仍充盈此能量的情况下击中目标,它将向目标注入一股毁灭性的能量场,持续1轮。在重击时,能量场的影响效果将持续等于武器暴击倍数的轮数。当目标受到该力场的影响时,他必须通过一次专注检定(DC = 15 +法术等级的两倍)才能施展使用任何法术或类法术能力(以及其他需要的专注检定的能力)。如果检定失败,受影响生物的法术或类法术能力将被浪费。用宝座琉璃制作的小型或中型武器需要额外支付13000金币。
Throneglass
Source Pathfinder #126: Beyond the Veiled Past pg. 49 (https://paizo.com/products/btpy9xf0?Pathfinder-Adventure-Path-126-Beyond-the-Veiled-Past)
The Imperial Palace in Azlant was a fabulous building that featured classic Azlanti architecture, including a famous skylight made of a single sheet of magically treated glass as durable as steel. Though the green-tinted substance was sturdy, it was still no match for the onslaught of Earthfall. As the meteors tore the continent to pieces, a direct hit razed the building, shattering the skylight. Years later, as survivors surveyed the damage, they discovered that the material had retained its durability and some manufactured the green shards into weapons, calling the material throneglass.
The Knights of the Ioun Star were the most proficient in turning these remnants into potent weapons, especially after they unlocked and understood throneglass’s abilities. The material is typically forged into melee weapons, though it theoretically could be used for other functions.
Throneglass is a special material as strong as steel that also provides the bearer with protection against an opponent’s psychic abilities. When a creature wielding a melee weapon made of throneglass succeeds at a saving throw against a psychic or mind-affecting effect from a creature, the weapon stores some of that energy and holds it for a future attack. A throneglass weapon can store this energy for a number of rounds equal to the level of the spell, or half the creature’s CR if the effect wasn’t a spell or spell-like ability. If the weapon hits a creature while still holding this energy, it suffuses the target with a disruptive field for 1 round. On a critical hit, the disruptive field effect instead lasts for a number of rounds equal to the weapon’s critical multiplier. While affected by this field, a target must succeed at a concentration check (DC = 15 + twice the spell’s level) to cast any spell or spell-like ability (in addition to any other required concentration checks). If the check is failed, the affected creature’s spell or spell-like ability is wasted. A Small or Medium weapon made of throneglass costs an additional 13,000 gp.
-
圣银(Sunsilver)
来源 《冒险家的武器库2》 pg. 29
使用圣银制成的的武器任何情况下都视为炼银武器。并且免疫锈蚀效果,这包括锈蚀怪的特殊能力、锈蚀爪法术和其他类似的效果。亮银武器总是视为精制品——常见的亮银武器一般是弯刀或长剑。列出价格中已经包含了精制品部分。
圣银是一种高级的炼金术银,是帕迪沙帝国战争铁匠们的骄傲。使用圣银制成的的武器任何情况下都视为炼银武器。非金属制的或只有部分是金属制的物品 不能使用圣银制造 。(例如,弯刀或胸甲可以用圣银制成,而木棍或革甲则不可。)此外,由sunsilver圣银制作的物品免疫锈蚀效果(如锈蚀爪)。当在明亮的光照环境下时,一个由圣银制成的盾牌或盔甲会发出明亮的光,穿戴者可以一个移动动作将光反射到附近的敌人身上。当她这么做时,与穿戴者相邻的生物必须在通过DC 12强韧豁免,否则将被目眩一轮。
圣银武器和防具始终为精制品。要确定一个圣银物品的价格,在该物品的精制品的价格上增加每磅25金币。每英寸厚的圣银有10点生命值和硬度为8。
Sunsilver
Source Source Adventurer's Armory 2 pg. 29 (http://paizo.com/products/btpy9q01?Pathfinder-Player-Companion-Adventurers-Armory-2)
An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.
Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.
-
魅惑精类(Charm Fey)
来源 《第一世界,精类国度》 pg.12
学派:惑控系 (魅惑) [影响心灵]
环位:奥能师/术士/法师 1,吟游诗人/歌者 1
施法时间:1个标准动作
成分:语言,姿势
距离:近距
目标:一个精类
持续时间:1小时/等级
豁免:无
法术抗力:无
该法术的功能如同‘魅惑人类 (Charm Person)’一般,不过它影响的是一只精类生物。
Charm Fey
Source The First World, Realm of the Fey pg. 12 (http://paizo.com/products/btpy9op9?Pathfinder-Campaign-Setting-The-First-World-Realm-of-the-Fey)
School enchantment (charm) [mind-affecting];Level arcanist 1, bard 1, skald 1, sorcerer 1, wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one fey creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This spell functions as charm person, except it affects a fey instead of a humanoid.
-
呵斥(Chastise)
来源 《派系指南》 pg.61
学派:变化系
环位:奥能师/术士/法师 1,吟游诗人/歌者 1,红螳螂杀手 1
施法时间:1个标准动作
成分:语言
距离:个人
目标:自身
持续时间:1分钟/等级
你在唬骗、交涉和威吓检定上获得+5加值,以让听众相信,如果他们不按照你的要求去做,他们的上司或法律会给他们带来麻烦。
这个咒语常被鹰骑士们使用,虽然该法术并非由他们创造;地狱骑士们也广泛使用它来收集信息和促进合作。
Chastise
Source Faction Guide pg. 61 (http://paizo.com/store/downloads/pathfinder/pathfinderChronicles/pathfinderRPG/v5748btpy8emo)
School transmutation;Level arcanist 1, bard 1, red mantis assassin 1, skald 1, sorcerer 1, wizard 1
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 minute/level
You gain a +5 bonus on Bluff, Diplomacy, and Intimidate checks to convince a listener that they will get in trouble with their superiors or with the law if they don’t do what you ask.
This spell is primarily used by the Eagle Knights, though they did not create it; Hellknights also use it extensively to gather information and foster cooperation.
-
莺歌燕舞(Songbird)
来源 《位面冒险》 pg.44
学派:咒法系[善良]
环位:奥能师/术士/法师 1,吟游诗人/歌者 1,战争祭祀 1,异能者 1,牧师/先知 1 ,催眠术 1,圣武士 1
施法时间:1个迅捷动作
成分:姿势
距离:个人
目标:自身
持续时间:1轮
你召唤出来自极乐园野、七重天堂或涅槃桃源的令人振奋的音乐来配合你的表演。
如果您在尝试表演检定的同一轮中使用了该法术, 它将作为伴奏并在该次检定上给予+3加值。
如果你在激活一个吟游诗人表演的同一回合中使用了该法术,那么这一回合的吟游诗人表演不计入你当天可用的全部吟游诗人表演轮数中。
如果你在施放一个具有音波描述符的法术的同一回合中施放了该法术,这个法术的豁免DC增加1。
Chastise
Source Planar Adventures pg. 44 (http://paizo.com/products/btpya1am)
School conjuration [good];Level arcanist 1, bard 1, cleric 1, mesmerist 1, oracle 1, paladin 1, psychic 1, skald 1, sorcerer 1, warpriest 1, wizard 1
Casting Time 1 swift action
Components S
Range personal
Target you
Duration 1 round
You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.
If you cast songbird during the same round in which you attempt a Perform check, songbird acts as accompaniment and grants a +3 bonus on that Perform check.
If you cast songbird in the same round in which you activate a bardic performance, that round of bardic performance does not count against your total rounds of bardic performance available for the day.
If you cast songbird in the same round in which you cast a spell with the sonic descriptor, that spell’s save DC increases by 1.
-
爆裂幽影(Blast Shadow)
爆裂幽影 CR 5
来源 探索者#122 进入破碎之地,pg.21;探索者#15 末日回响,pg.82
XP 1,600
混乱邪恶 中型不死生物 (火系亚种)
先攻 +9; 感官 黑暗视觉 60 尺; 察觉 +12
防御能力
AC 18, 接触 14, 措手不及 14 (+4 敏捷, +4 天生)
hp 60 (8d8+24)
强韧 +5, 反射 +6, 意志 +7
免疫 火焰, 不死生物特性
弱点 寒冷易伤
攻击能力
速度 40 ft.
近战 2 爪抓 +11 (1d8+2 附带 1d6 火焰)
特殊攻击 烟火缭绕, 死亡爆裂
属性
力量 15, 敏捷 18, 体质 —, 智力 10, 感知 13, 魅力 16
基础攻击 +6; CMB +8; CMD 22
专长 战斗反射, 精通先攻, 武器娴熟, 武器专攻 (爪抓)
技能 特技 +12, 攀爬 +13, 察觉 +12, 隐匿 +15
语言 阿兹兰特语
特殊能力
烟火缭绕(Su,Cloud of Smoke and Fire) 以一个迅捷动作,爆裂幽影让灼烧生者的烟云环绕自己。当该能力生效时,爆裂幽影获得隐蔽效果,所有5尺内的生物每轮受到1d6点火焰伤害。如果爆裂幽影受到寒冷伤害,此烟云将被驱散,并且在1d6轮内无法再次激活。
死亡爆裂 (Su,Death Burst) 当爆裂幽影的生命值降低到0或更少时,它会爆发出火焰冲击波。所有30尺内的生物受到5d6点火焰伤害(反射DC17减半)。豁免DC基于魅力。
Nethys注: 爆裂幽影没有描述。以下转摘至探索者#15 末日回响(Pathfinder #15: The Armageddon Echo)
被火烧死是一种可怕的命运,但更糟糕的是死于一场炙焰天灾。虽然大多数生物都会被这样的大火焚毁,但其中的部分则被注入了可怕力量得以苏醒,并再次站起化作爆裂幽影。这些不死生物在历经地狱之后继续徘徊于世,试图将他们的痛苦传播给活着的人。爆裂幽影停留在孕育它们的废墟之中,等待着受害者的到来和灾难的消息。只有这样,他们才会从阴影中走出,让他们近距离感受它们的恐怖。
爆裂幽影通常拥有着其生前的外貌,尽管它们因为死亡变得焦黑且枯萎。爆裂幽影的重量通常不超过60磅,身高与其生前种族相类似,和带有肉屑和毛发粘连在焦骨上的人形骨架差不多。
创建爆裂幽影
爆裂幽影通常诞生于魔法灾祸之中,但也可以人为制造。火焰魔法的使用者,火焰邪神的崇拜者,以及渴望通过燔祭获取力量的人都喜欢这些恐怖的不死生物。一个14级或等级更高的施法者可以使用 唤起死灵 (Create Undead)来制造一个爆裂幽影。除了法术的正常成分外,施法者必须使用因火焰法术或效果而死亡的生物的身体。该法术必须能影响某个区域,灼热射线 (Scorching Ray)不行,但火球术 (Fireball)可以。该生物在被施放唤起死灵前死亡时间不超过24小时。以这种方式制造的爆裂幽影忠于他们的创造者,但那些由死亡爆裂产生的爆裂幽影不受任何人控制。
爆裂幽影变体
虽然大多数爆裂幽影是通过火焰产生的,但也有一些是特别的存在。下面的变种与标准的爆裂幽影有着不同的能力。
酸蚀幽影(Acid Shadow): 用酸雾术(acid fog)或类似效果制造而成,酸蚀幽影的爪抓、云雾与死亡爆裂能力造成强酸伤害而不是火焰伤害。并且酸蚀幽影的云雾不会提供掩蔽效果,但是如何攻击酸蚀幽影的武器都会受到2d6点强酸伤害。
冻寒幽影(Freezing Shadow): 那些死于超自然寒冷的人,比如由控制天气(control weather)造成的寒冷,有时会变成冻寒幽影。冻寒幽影的爪抓、云雾和死亡爆裂造成的是寒冷伤害而不是火焰伤害。冻寒幽影可以在冰雪中移动而不受惩罚。
电爆幽影(Lightning Shadow): 这些亡灵诞生于可怕的闪电风暴之中,比如那些通过召唤雷暴 (Call Lightning Storm)和复仇风暴 (Storm of Vengeance)而显现的亡灵。电爆幽影的爪爪、云雾和死亡爆裂造成闪电伤害而不是火焰伤害。电爆幽影的云雾不提供隐藏效果,但任何使用金属武器攻击电爆幽影的人将受到1d6点闪电伤害。
Blast Shadow
Blast Shadow CR 5
Source Pathfinder #122: Into the Shattered Continent pg. 21, Pathfinder #15: The Armageddon Echo pg. 82 (http://paizo.com/products/btpy9uk0?Pathfinder-Adventure-Path-122-Into-the-Shattered-Continent)
XP 1,600
CE Medium undead (fire)
Init +9; Senses darkvision 60 ft.; Perception +12
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 60 (8d8+24)
Fort +5, Ref +6, Will +7
Immune fire, undead traits
Weaknesses vulnerable to cold
Offense
Speed 40 ft.
Melee 2 claws +11 (1d8+2 plus 1d6 fire)
Special Attacks cloud of smoke and fire, death burst
Statistics
Str 15, Dex 18, Con —, Int 10, Wis 13, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Combat Reflexes, Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +12, Climb +13, Perception +12, Stealth +15
Languages Azlanti
Special Abilities
Cloud of Smoke and Fire (Su) As a swift action, a blast shadow can surround itself with a cloud of smoke that burns living flesh. While this ability is active, the blast shadow gains concealment, and all living creatures within 5 feet take 1d6 points of fire damage per round. If the blast shadow takes any cold damage, this cloud is dispelled and can’t be activated again for 1d6 rounds.
Death Burst (Su) When a blast shadow is reduced to 0 or fewer hit points, it explodes in a blast of flame. All creatures within 30 feet take 5d6 points of fire damage (Reflex DC 17 half). The save DC is Charisma-based.
Description
Nethys Note: The blast shadow was not given a description. The following is reprinted from its entry in Pathfinder #15: The Armageddon Echo
Death by fire is a horrible fate, but far worse is death by a fiery apocalypse. While most are incinerated by such conflagrations, others are infused with the energy of that terrible act and rise again as blast shadows. These undead creatures linger on after the inferno, seeking to spread their pain to the living. Blast shadows haunt the wastelands that spawned them, waiting for victims to come and learn of the catastrophe. Only then do they strike out from the shadows to show them the horrors up close.
Blast shadows typically have the form of the creatures they were in life, though scorched and withered by their fiery deaths. Little more than humanoid skeletons with bits of flesh and hair fused to charred bones, blast shadows usually weigh little more than 60 pounds, and stand at a height typical for the race of which they were formerly members.
Creating a Blast Shadow
Blast shadows usually spawn as the result of a magical catastrophe, but can also be artificially created. Pyromaniac magic users, worshipers of evil fire deities, and the servants of powers that crave burnt offerings favor these undead horrors. A spellcaster of 14th level or higher can create a blast shadow using create undead. In addition to the normal components of the spell, the spellcaster must use the body of a creature that died as a result of a fire spell or effect. The spell must be one that affects an area. Scorching ray is not sufficient, but fireball is. The creature must have died within 24 hours of the casting of create undead. Blast shadows created in this way are loyal to their creator, but those created by a death burst are beholden to no one.
Variant Blast Shadows
Although most blast shadows are created through fire, others are known to exist. The following variants have different abilities than the standard blast shadow.
Acid Shadow: Created using an acid fog or similar effect, the claws, cloud, and death burst of an acid shadow deal acid damage instead of fire damage. The cloud of an acid shadow does not grant concealment, but any weapon that strikes an acid shadow takes 2d6 points of acid damage.
Freezing Shadow: Those who die from supernatural cold, such as the cold created by control weather, sometimes rise as freezing shadows. The claws, cloud, and death burst of a freezing shadow deal cold damage instead of fire damage. A freezing shadow can move across ice and snow without penalty.
Lightning Shadow: These undead are created through terrible lightning storms, such as those manifested by call lightning storm and storm of vengeance. The claws, cloud, and death burst of a lightning shadow deal electricity damage instead of fire damage. The cloud of a lightning shadow does not grant concealment, but anyone who strikes a lightning shadow with a metal weapon takes 1d6 points of electricity damage.
-
位面撕裂者Planar Rifter
(裂空)
来源 位面行者手册 pg. 6 (https://paizo.com/products/btpy9z15?Pathfinder-Player-Companion-PlaneHopper-s-Handbook)
恶魔先驱者西克斯隆(Cixyron)的追随者发明了一种从阿巴顿(Abaddon)中汲取力量碎片的方法,他们将部分能量吸收到自己体内,然后将其余部分凝结成子弹以便用枪械发射。虽然这些方法起源于西克斯隆的追随者,但它已经在一些经验丰富的位面旅行者中传播开了。并非所有的位面撕裂者都是邪恶的,因为同样的方法在杀死天界尊主(celestial host )时被证明是有效的,而对付其他位面生物时也同样有效。
注能勇毅 (Infused Grit,Su): 每天当位面撕裂者恢复勇毅时,他可以将自己的勇毅池调协为以下几种类型之一:气、混乱、土、邪恶、火、善良、水、秩序。每当他处于一个拥有阵营特性或元素特性的位面时,以一个标准动作,他可以将他的调协转换成与该位面匹配的某个特性。当他将一个异界生物的生命值降至0或更低时,以一个自由动作,他可以将他的调协转换成与该异界生物匹配的某个亚种类型。他可以从火器重击中正常的恢复勇毅,但是只有当目标是一个异界生物的时,一枪致命才能回复他的沙砾勇毅。
该能力改变了勇毅。
铳技(Deeds): 一名位面撕裂者获得以下这些铳技。
注能弹药 (Infused Bullet,Su): 在1级时,一个位面撕裂者的子弹附有与他勇毅池相协调的位面特性,痛击那些因该位面特性而退缩的生物。只要他的勇毅池中拥有至少1点勇毅值,他就能获得以下好处:如果他的子弹附有一个阵营特性,他的子弹造成的伤害就会被视为该阵营,以克服伤害减免;如果他将元素特性注入他的子弹,他的子弹造成的一半伤害变为由注入的元素特性决定的能量类型:强酸(土)、寒冷(水)、闪电(空气)或火焰(火)。
该铳技取代狙击之眼。
位面涌动(Planar Surge,Su): 在7级时,位面撕裂者可以通过迅捷动作,消耗1点勇毅以将他的勇毅池调整为任意阵营或元素。该新调谐持续1分钟,之后勇毅池变为未调谐。
这一铳技取代致命射击。
裂空射击 (Breaching Shot,Su): 在15级时,一个位面撕裂者可以通过一次精确射击在位面之间撕开临时的裂缝。通过一个标准动作,他可以消耗3点勇毅向他火器的第一个射程增量内的某个位置进行一次射击,并撕开一个半径10尺通往他选择位面的传送门。裂缝将会通往位面上的一个随机位置,距离他的预定的目的地在5到500里之间,如同异界传送。裂隙持续存在1分钟,在此期间任意数量的生物都可以通过裂隙。这是一个单向裂缝,它不够稳定,所以无法查看另一边的环境细节。
该铳技取代威吓射击。
放逐射击(Banishing Shot,Su): 在19级时,只要位面撕裂者对异界生物确认重击,他就能花费1点勇毅只造成普通伤害,而目标必须以成功通过DC等同于“20+感知调整值”的意志豁免检定。豁免失败时,目标会被遣返它原本的位面,如同‘放逐术(Banishment)’效果。
此铳技取代死亡射击。
位面抵抗(Planar Resistance,Su): 在2级时,当一个位面撕裂者为他的勇毅池注入位面特性时,他就能获得抵抗对应位面危险的防护。如果他将勇毅池调协为混沌、善良、邪恶或守序,他将获得防护以对抗会伤害它的基于阵营的魔法效果,例如神圣打击,秩序之怒,圣骑士的制裁邪恶,或一把邪恶武器。如果他将他的勇毅池调协到气、土、火或水,他将获得对与该元素相关的能量抗力(参见注能弹药)。减少每等级级2点所选择的攻击伤害。
这一能力取代机敏。
位面打击(Planar Strike,Su): At 5th level, as long as he has at least 1 point in his grit pool, a planar rifter’s weapon attacks deal an extra 1d6 points of damage of the same damage type reduced by his planar resistance. Aligned damage harms only creatures of an opposed alignment. At 13th level, this damage increases to 2d6.
在5级时,只要他的勇毅池中拥有至少1点勇毅值,位面撕裂者的武器攻击就会造成额外1d6点伤害,其类型与位面抗力减少的伤害类型相同。阵营伤害只可伤害对立阵营生物。13级时,该伤害增加到2d6点。
这一能力取代枪械训练。
Planar RifterSource Plane-Hopper's Handbook pg. 6 (https://paizo.com/products/btpy9z15?Pathfinder-Player-Companion-PlaneHopper-s-Handbook)
Followers of the daemonic harbinger Cixyron invented a method of harvesting pieces from Abaddon, absorbing some of the energy into themselves and condensing other portions of it into bullets they could fire from their guns. While these methods originated among Cixyron’s followers, they have spread among a few other seasoned planar travelers. Not all planar rifters are evil, as the same methods that proved effective in slaying the celestial host are just as useful against other planar forces.
Infused Grit (Su): Each day when a planar rifter recovers grit, he can attune his grit pool to one of the following subtypes: air, chaotic, earth, evil, fire, good, lawful, or water. Whenever he is on a plane that has an alignment or elemental trait, he can switch his attunement to match one of that plane’s traits as a standard action. After reducing an outsider to 0 hit points or below, he can switch his attunement to match one of that outsider’s subtypes as a free action. He regains grit as normal from critical hits, but killing blows replenish his grit pool only if the target is an outsider.
This alters grit.
Deeds: A planar rifter gains the following deeds.
Infused Bullet (Su): At 1st level, a planar rifter’s bullets carry the essence of a plane to which his grit pool is attuned, striking true against creatures that shrink from that plane’s nature. As long as he has at least 1 point in his grit pool, he gains the following benefits: if he infuses his bullets with an alignment, his bullet’s damage counts as that alignment for the purposes of overcoming DR; if he infuses his bullets with an element, half of his bullet’s damage changes to an energy type determined by the element infused: acid (earth), cold (water), electricity (air), or fire (fire).
This deed replaces the deadeye deed.
Planar Surge (Su): At 7th level, a planar rifter can spend 1 grit point as a swift action to change the attunement of his grit pool to any alignment or element. This new attunement remains for 1 minute, after which time the grit pool becomes unattuned.
This deed replaces the dead shot deed.
Breaching Shot (Su): At 15th level, a planar rifter can fire bullets with such precision that he tears temporary rifts between planes. As a standard action, he can spend 3 grit points to shoot at a location within his firearm’s first range increment and tear a 10-foot-radius portal to a plane of his choice. The rift leads to a random location on the plane that is between 5 and 500 miles from his intended destination, as plane shift. The rift remains open for 1 minute, during which time any number of willing creatures can pass through. It is a one-way rift, and it is insufficiently stable to reveal details about the environment on the other side.
This deed replaces the menacing shot deed.
Banishing Shot (Su): At 19th level, whenever a planar rifter confirms a critical hit against an extraplanar target, he can spend 1 grit to deal normal damage, and the target must succeed at a Will saving throw with a DC equal to 20 + the planar rifter’s Wisdom modifier. On a failed saving throw, the target is returned to its original plane as per the banishment spell.
This deed replaces the death’s shot deed.
Planar Resistance (Su): At 2nd level, when a planar rifter infuses his grit with the essence of a plane, he gains protection against that plane’s dangers. If he attunes his grit pool to chaos, good, evil, or law, he gains resistance to magical effects that deal damage based on the chosen alignment, such as holy smite, order’s wrath, a paladin’s smite evil attack, or an unholy weapon. If he attunes his grit pool to air, earth, fire, or water, he gains protection against the energy type associated with that element (see infused bullet). He reduces the amount of damage taken from attacks of the chosen type by 2 points per gunslinger level.
This replaces nimble.
Planar Strike (Su): At 5th level, as long as he has at least 1 point in his grit pool, a planar rifter’s weapon attacks deal an extra 1d6 points of damage of the same damage type reduced by his planar resistance. Aligned damage harms only creatures of an opposed alignment. At 13th level, this damage increases to 2d6.
This replaces gun training.
-
次级法术契约(Spellcasting Contract, Lesser)
来源 《苍蝇之母》 pg.44
学派:塑能术
环位:牧师/先知 5,战争祭祀 5(阿斯摩蒂斯)
施法时间:10分钟
成分:姿势,语言,法器
距离:接触
目标:接触到的生物;见下文
持续时间:永久直到发散(可消解)
豁免:意志,通过无效(无害)
法术抗力:可(无害)
这个法术功能如同法术灌输 (Imbue with Spell Ability)一样,除了你可以转移任何你准备的法术给目标(而不只是防护系、预言系与咒法系 (医疗) 法术)和目标可能拥有不止一个被灌输的法术,根据其释放的顺序。(帮忙捉一下虫,这里有点迷depending upon the arrangements made when it is cast.)
施放这个法术需要你和目标之间签订一份契约,解释需要灌输什么法术,以及导致契约终止的情形。该契约可以非常简单,允许目标施放那些被灌输的法术(如同法术灌输),也可以持续数天甚至永久,当你下一次准备你自己的法术时,目标可以恢复施法次数。你可以加上任何你认为合适的附加条款,例如要求目标每天早晨向阿斯摩蒂斯祈祷,或者限制目标只能对自己施放被灌注的法术。如果目标不同意契约中的所有条件,该法术会在施放时失效。如果你或目标死亡,契约(和这个法术)会自动失效。当契约生效时,你在你的防御等级、豁免和检定上获得亵渎加值,加值等于你所灌输的最高的法术环级。
一旦你施放这个法术,你不能准备其他5环法术来取代该法术的法术位,直到契约终止。如果你能够施放的5环法术数量减少,并且比你施放法术灌输时的数量要少,那么所灌输的法术中比较晚施展的失效。
与法术灌输 (Imbue with Spell Ability)不同,目标如何使用法术不会影响你的阵营或与阿斯摩蒂斯的关系;黑暗王子承认,允许他人使用他的魔法可能对他的计划有长远的好处。注意,与法术灌输不同,你不能解除这个法术;你必须遵守契约的终止条款(尽管契约可能包含任意一方或双方废除合同的附带条款)。此法术不能与法术灌输或类似法术组合,从而使其施法数量超出上限。
例子:你在与你的一个5HD的战士随从签订了一份合适的契约后,向他施放了这个法术,在1个月内,他每天可以施放一次治疗中度伤、魔化武器和虔诚护盾。如果他使用这些法术,他会在每天你准备法术时恢复它们。在契约结束之前,你用来施展这个法术的5级法术位将被消耗,并且不能用于准备一个新的法术。因为你向你的同伴灌输了一个2环法术,所以在契约有效期间,你的攻击、豁免和检定获得+2亵渎加值。
Spellcasting Contract, Lesser
Source Pathfinder #29: Mother of Flies pg. 67 (http://paizo.com/pathfinder/adventurePath/councilOfThieves/v5748btpy8bc1)
School evocation;Level cleric 5, oracle 5, warpriest 5 (Asmodeus)
Casting Time 10 minutes
Components V, S, DF
Range touch
Target creature touched; see text
Duration permanent until discharged (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
This spell functions exactly like imbue with spell ability, except that you can imbue the target with any spell you have prepared (instead of just abjuration, divination, or conjuration [healing] spells) and the target may have more than one use of the imbued spells, depending upon the arrangements made when it is cast.
Casting this spell requires a contract between you and the target, explaining what spells are to be imbued and the circumstances that cause the contract to expire. The contract may be as simple as allowing the target one casting of each of the imbued spells (as per imbue with spell ability), or may continue for multiple days or even indefinitely, with the target regaining use of the imbued spells when you next prepare your own spells. You may include any proviso you see fit, such as requiring the target to pray to Asmodeus each morning, or restricting the target to only casting the imbued spells on himself. If the target does not agree to all the conditions in the contract, this spell fails when cast. The contract (and this spell) automatically expires if you or the target dies. While the contract remains in effect, you gain a profane bonus to your Armor Class, saving throws, and checks equal to the highestlevel spell you have imbued.
Once you cast this spell, you cannot prepare a new 5th-level spell to replace it until the contract expires. If the number of 5th-level spells you can cast decreases, and that number drops below your current number of active lesser spellcasting contract spells, the more recently cast imbued spells are dispelled.
Unlike imbue with spell ability, how the target uses the spell has no reflection on your alignment or relationship with Asmodeus; the Prince of Darkness accepts that allowing another access to his magic for good may benefit his plans in the long run. Note that unlike imbue with spell ability, you cannot dismiss this spell; you must abide by the contract’s termination clause (though the contract may include a proviso for at-will nullification by either or both parties). This spell cannot be combined with imbue with spell ability or similar spells to give a target more spells than the limit.
Example: You cast this spell on your 5 HD fighter cohort after negotiating an appropriate contract, imbuing him with the ability to cast cure moderate wounds, magic weapon, and shield of faith once per day for 1 month. If he casts any of these spells, he recovers them when you prepare your spells. Until the contract ends, your 5th-level spell slot used to cast this spell remains expended and cannot be filled with a new spell. Because you imbued your cohort with a 2nd-level spell, you gain a +2 profane bonus to attacks, saves, and checks while the contract remains in effect.
法术契约(Spellcasting Contract)
来源 《苍蝇之母》 pg.44
学派:塑能术
环位:牧师/先知 7(阿斯摩蒂斯)
施法时间:10分钟
成分:姿势,语言,法器
距离:接触
目标:接触到的生物;见下文
持续时间:永久直到发散(可消解)
豁免:意志,通过无效(无害)
法术抗力:可(无害)
这个法术的作用类似于“次级法术契约”,如果目标拥有9HD以上生命骰,你可以向他灌输一到两个2环和一个3环法术。
Spellcasting Contract
Source Pathfinder #29: Mother of Flies pg. 67 (http://paizo.com/pathfinder/adventurePath/councilOfThieves/v5748btpy8bc1)
School evocation;Level cleric 7, oracle 7 (Asmodeus)
Casting Time 10 minutes
Components V, S, DF
Range touch
Target creature touched; see text
Duration permanent until discharged (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
This spell functions like lesser spellcasting contract, except if the target has 9 HD or more, you can imbue him with one or two 2nd-level spells and one 3rd-level spell.
高等法术契约(Spellcasting Contract, Greater)
来源 《苍蝇之母》 pg.44
学派:塑能术
环位:牧师/先知 9(阿斯摩蒂斯)
施法时间:10分钟
成分:姿势,语言,法器
距离:接触
目标:接触到的生物;见下文
持续时间:永久直到发散(可消解)
豁免:意志,通过无效(无害)
法术抗力:可(无害)
这个法术的作用类似于“次级法术契约”,如果目标拥有13HD以上生命骰,你可以向他灌输一到两个4环和一个5环法术。
Spellcasting Contract
Source Pathfinder #29: Mother of Flies pg. 67 (http://paizo.com/pathfinder/adventurePath/councilOfThieves/v5748btpy8bc1)
School evocation;Level cleric 7, oracle 7 (Asmodeus)
Casting Time 10 minutes
Components V, S, DF
Range touch
Target creature touched; see text
Duration permanent until discharged (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
This spell functions like lesser spellcasting contract, except if the target has 13 HD or more you can imbue him with one or two 4th-level spells and one 5th-level spell.
-
灵触伙伴(Genie-Touched Companion)
来源卡蒂亚,东方的宝珠 pg. 3
你的动物伙伴是一个元素位面生物的后代。
先决条件:魅力13,动物伙伴或坐骑职业能力
专长效果:你可以把一个灵触生物作为动物伙伴。这个动物伙伴如同马动物伙伴一样,但有着以下的相关的调整。当你选择灵触伙伴时,你必须选择动物伙伴的类型:istaheq, misayyah, tuanu或zefaheen。你的选择决定了你的动物伙伴获得的能量抗力的类型,以及你的动物伙伴在升级时获得的三种额外能力。
动物伙伴类型 | 能量抗力 | 初始能力 | 4级能力 | 8级能力 |
istaheq | 强酸10 | Steadfast | Scion of stone | Thundering hooves |
misayyah | 火焰10 | Firesight | Sunborn | Flaming trail |
tuanu | 寒冷10 | Water sense | Fluid movement | Waterborn |
zefaheen | 电击10 | Desert walker | Sand sense | Air walker |
注意:在这里 (http://)可以看到特殊能力的描述。
Genie-Touched Companion
Source Qadira, Jewel of the East pg. 61 (http://paizo.com/products/btpy9nd2?Pathfinder-Campaign-Setting-Qadira-Jewel-of-the-East)
Your animal companion is descended from creatures from one of the Elemental Planes.
Prerequisites: Cha 13, animal companion or mount class feature.
Benefit: You can take a genie-touched creature as an animal companion. This animal companion functions as a horse companion, with the adjustments that follow. When you choose your genie-touched companion, you must select your companion’s breed: istaheq, misayyah, tuanu, or zefaheen. Your choice determines the type of energy resistance your companion gains, as well as the three additional abilities your companion acquires as you advance in level.
Note: see the descriptions of the special abilities here. (https://aonprd.com/MonsterDisplay.aspx?ItemName=Genie-Touched%20Horse)
-
特色童年事件
在你的童年,你受到一件特殊事件的影响,这件事帮助你成为了现在的你。翻到表1-29来确定在童年早期改变你的事件类型。
接触奇妙生物(Met a Fantastic Creature):当你还是一个孩子的时候,你遇见了一个魔法生物,比如龙(dragon,)、独角兽(unicorn)、巨灵(genie)、皮克精(Pixie)或类似的生物。你从那个生物身上学到了一个强大的知识或一个法术伎俩。这次巧遇改变了你的人生,让你和其他孩子与众不同。你可以获得天生咒GiftedAdept魔法背景。
Met a Fantastic Creature: When you were only a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie,or similar creature. You learned a powerful lessonor a magic trick from that creature. This meeting changed your life and made you different fromthe other children. You gain access to the GiftedAdept magic trait.
-
过肩摔(Reverse Somersault Throw)【战斗】
来源武艺手册 pg. 24
你的扣拉巧劲使对手失衡,然后借力将其抛过你的头顶。
先决条件:力量13,精通拖拽,猛力攻击,BAB+6或武僧3级
专长效果:当你成功的进行一次战技检定,并在你的移动结束时,你可以卧倒将敌人摔过你的头顶。如果此你可以将拖拽战技的目标移动到你的相邻格,该位置与你行动结束时目标所在的位置相反,目标会俯卧在那格或那些格中。你不能使用该能力将目标移动到固体物体或被障碍物占据的区域内。如果没有足够的空间让生物进入该区域,该能力失败,目标不会被移动。
Reverse Somersault Throw (Combat)
Source Martial Arts Handbook pg. 24 (https://paizo.com/products/btpya0b6)
You drag your opponent off balance, then use his momentum to fling him over your head.
Prerequisites: Str 13, Improved Drag, Power Attack, base attack bonus +6 or monk level 3rd.
Benefit: When you succeed at a drag combat maneuver check, at the end of your movement, you can fall prone to launch your target over your head. If you do, you move the target of your drag combat maneuver into the space adjacent to you that is opposite its position at the end of your movement, and the target falls prone in that square or squares. You can’t use this ability to move a creature into a square that is occupied by a solid object or obstacle. If there would not be enough room for the creature in its new position, the ability fails and the creature is not moved.
-
巴洛炎魔之鞭笞(Balor Whip)【战斗】
来源恶棍志 pg. 80
你可以用鞭子把远方的敌人拉过来。
先决条件:武器专攻(长鞭),长鞭熟稔UC,BAB+8
专长效果:当你用鞭子进行拖拽战技时,你可以选择不和目标一起移动,而是让你的目标离你更近。如果你这么做,你拖拽目标的最大距离为你与目标之间的距离,即使你的检定结果足够高,可以将目标拖拽得更远。当你使用鞭子进行拖拽战技时,你在拖拽战技检定上获得+2加值,这个加值与精通拖拽给予的加值不叠加。
特殊说明:巴洛炎魔之鞭可视为精通拖拽ACG以满足快速拖拽UC的先决条件。
Balor Whip (Combat)
Source Villain Codex pg. 80 (http://paizo.com/products/btpy9oo7?Pathfinder-Roleplaying-Game-Villain-Codex)
You can drag distant foes toward you with your whip.
Prerequisites: Weapon Focus (whip), Whip MasteryUC, base attack bonus +8.
Benefit: When you perform a dragAPG combat maneuver with your whip, you can choose not to move with your target, instead bringing your target closer to you. If you do this, you can’t drag the target any farther than the distance it takes to move it adjacent to you, even if your result was high enough to drag the target farther. You gain a +2 bonus on drag combat maneuver checks when using a whip to drag, but this bonus doesn’t stack with the bonus from Improved Drag.
Special:Balor Whip counts as Improved DragAPG for the purpose of qualifying for Quick DragUC.
精通巴洛炎魔之鞭笞(Improved Balor Whip)【战斗】
来源恶棍志 pg. 80
你可以用鞭子拉住敌人,并且用剑攻击他们。
先决条件:巴洛炎魔之鞭笞,武器专攻(长鞭),长鞭熟稔UC,BAB+12
专长效果:当你成功使用长鞭对一个与你不相邻的目标进行一次拖拽战技,并且在拖拽移动结束后目标与你相邻时,以一个自由动作你可以用另一只手中的武器使用最高攻击加值对其进行一次近战攻击。当你使用长鞭进行拖拽战技时,你在拖拽战技检定上获得额外的+2加值,但这个加值不能与高等拖拽给予的加值叠加。
Improved Balor Whip (Combat)
Source Villain Codex pg. 80 (http://paizo.com/products/btpy9oo7?Pathfinder-Roleplaying-Game-Villain-Codex)
You can pull in foes with your whip and attack them with your sword.
Prerequisites: Balor Whip, Weapon Focus (whip), Whip MasteryUC, base attack bonus +12.
Benefit: When you succeed at a drag attempt with your whip against a non-adjacent target and the target ends the drag adjacent to you, as a free action you can make a single attack against the target at your highest attack bonus using the melee weapon held in your other hand. You gain an additional +2 bonus on drag combat maneuver checks when using a whip to drag, but this bonus does not stack with the bonus from Greater Drag.
-
珠光金字塔形艾恩石Legal Pearlescent Pyramid Ioun Stone (Normal)
来源Pathfinder #125: 溺毙者之塔 pg. 31
灵光 强烈咒法系;施法者等级 12th
位置 无; 价格 48,000 gp; 重量 —
效果
这种艾恩石像一个微小的珍珠白色四面体。它赋予使用者幽冥特殊能力在徒手攻击和使用的近战武器上。使用者可以以一个标准动作集中感官,并获得1轮识破隐形效果。如果使用者是虚体,她接触的实体近战武器会获得幽冥特殊能力,允许她如常拿起和使用实体近战武器。
共振
这个石头赋予幽冥特殊能力在使用者穿戴超过24小时的普通或精制品轻型护甲上,只要使用者穿戴着护甲,这个好处会一直持续。
制造
制造条件 制造奇物,制造者必须为12级;花费 24,000 gp
瑕疵珠光金字塔形艾恩石Legal Pearlescent Pyramid Ioun Stone (Flawed)
来源Pathfinder #125: 溺毙者之塔 pg. 31
灵光 强烈咒法系;施法者等级 12th
位置 无; 价格 45,000 gp; 重量 —
效果
这种艾恩石如同普通版本一样,但它无法赋予使用者识破隐形的好处。
共振
这个石头赋予幽冥特殊能力在使用者穿戴超过24小时的普通或精制品轻型护甲上,只要使用者穿戴着护甲,这个好处会一直持续。
制造
制造条件 制造奇物,制造者必须为12级;花费 22,500 gp
瑕疵珠光金字塔形艾恩石Legal Pearlescent Pyramid Ioun Stone (Flawed)
来源Pathfinder #125: 溺毙者之塔 pg. 31
灵光 强烈咒法系;施法者等级 12th
位置 无; 价格 32,000 gp; 重量 —
效果
这种艾恩石如同普通版本一样,但使用者的徒手攻击和近战武器失去所有增强加值和其他武器特殊能力除了该艾恩石赋予的幽冥特殊能力(尽管一个魔法武器失去增强加值,但在考虑击破伤害减免时依然视为魔法武器)。
共振
这个石头赋予幽冥特殊能力在使用者穿戴超过24小时的普通或精制品轻型护甲上,只要使用者穿戴着护甲,这个好处会一直持续。
制造
制造条件 制造奇物,制造者必须为12级;花费 16,000 gp
Legal Pearlescent Pyramid (Normal) Ioun Stone
SourcePathfinder #125: Tower of the Drowned Dead pg. 31 (http://paizo.com/products/btpy9xa1?Pathfinder-Adventure-Path-125-Tower-of-the-Drowned-Dead)
Aura strong conjuration;CL 12th
Slot none; Price 48,000 gp; Weight —
Description
This ioun stone resembles a small, pearl-white tetrahedron. This stone grants the ghost touch special ability to the user’s unarmed strikes and to melee weapons she wields. The user can also focus her gaze as a standard action and gain the benefits of see invisibility for 1 round. If the user is incorporeal, corporeal melee weapons she touches gain the ghost touch special ability, allowing her to pick up and use corporeal melee weapons as normal.
Resonance
This stone grants the ghost touch special ability to normal or masterwork light armor the user has worn for at least 24 hours. This benefit lasts as long as the armor is in the user’s possession.
Construction
Requirements Craft Wondrous Item, creator must be 12th level;Cost 24,000 gp
Legal Pearlescent Pyramid (Flawed) Ioun Stone
SourcePathfinder #125: Tower of the Drowned Dead pg. 31 (http://paizo.com/products/btpy9xa1?Pathfinder-Adventure-Path-125-Tower-of-the-Drowned-Dead)
Aura strong conjuration; CL 12th
Price 45,000 gp; Weight —
Description
This stone functions as normal, but it doesn’t grant the user the benefits of see invisibility.
Resonance
This stone grants the ghost touch special ability to normal or masterwork light armor the user has worn for at least 24 hours. This benefit lasts as long as the armor is in the user’s possession.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 22,500 gp
Legal Pearlescent Pyramid (Cracked) Ioun Stone
SourcePathfinder #125: Tower of the Drowned Dead pg. 31 (http://paizo.com/products/btpy9xa1?Pathfinder-Adventure-Path-125-Tower-of-the-Drowned-Dead)
Aura strong conjuration; CL 12th
Price 32,000 gp; Weight —
Description
This stone functions as normal, but the user’s unarmed strikes and melee weapons lose all enhancement bonuses and other weapon special abilities except for the ghost touch special ability granted by this stone (although a magic weapon that loses its enhancement bonuses still counts as a magic weapon for the purpose of overcoming damage reduction).
Resonance
This stone grants the ghost touch special ability to normal or masterwork light armor the user has worn for at least 24 hours. This benefit lasts as long as the armor is in the user’s possession.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 16,000 gp
-
蔚蓝色梨形艾恩石Azure Briolette Ioun Stone(Normal)
来源Pathfinder #125: 溺毙者之塔 pg. 36
灵光 强烈附魔系与死灵系;施法者等级 12th
价格 15,000 gp; 重量 —
效果
这颗梨形的艾恩石闪耀着明亮的蔚蓝色光辉。当一个生物对抗该艾恩石的使用者施放的影响心灵的法术豁免检定中失败时,使用者将获得等同于目标生物魅力调整值(最低为0)的临时生命,直到使用者的下一个回合开始。这些临时生命值无法叠加。使用者无法从豁免检定自动失败的生物那里获得临时生命。
共振
此艾恩石允许使用者从尸体身上读取心灵回响。只要使用者携带艾恩石至少24小时,使用者每天接触的前三具尸体就会在使用者的脑海中留下残留的心灵回响。除了只有使用者能听到尸体说话之外,这个效果如同死者交谈corpse speak。
制造
制造条件 制造奇物,制造者必须为12级;花费 7,500 gp
瑕疵蔚蓝色梨形艾恩石Azure Briolette Ioun Stone(Cracked)
来源Pathfinder #125: 溺毙者之塔 pg. 36
灵光 强烈附魔系与死灵系;施法者等级 12th
价格 14,000 gp; 重量 —
效果
该艾恩石如同正常型号一般运作,但从蔚蓝色梨形艾恩石获得的临时生命不能超过使用者的魅力调整值(最低为0)。
共振
此艾恩石允许使用者从尸体身上读取心灵回响。只要使用者携带艾恩石至少24小时,使用者每天接触的前三具尸体就会在使用者的脑海中留下残留的心灵回响。除了只有使用者能听到尸体说话之外,这个效果如同死者交谈corpse speak。
制造
制造条件 制造奇物,制造者必须为12级;花费 7,000 gp
破损蔚蓝色梨形艾恩石Azure Briolette Ioun Stone(Cracked)
来源Pathfinder #125: 溺毙者之塔 pg. 36
灵光 强烈附魔系与死灵系;施法者等级 12th
价格 8,000 gp; 重量 —
效果
即使目标的魅力调整值超过1,此艾恩石也只能提供1点临时生命。
共振
此艾恩石允许使用者从尸体身上读取心灵回响。只要使用者携带艾恩石至少24小时,使用者每天接触的前三具尸体就会在使用者的脑海中留下残留的心灵回响。除了只有使用者能听到尸体说话之外,这个效果如同死者交谈corpse speak。
制造
制造条件 制造奇物,制造者必须为12级;花费 4,000 gp
Azure Briolette (Normal) Ioun Stone
SourcePathfinder #125: Tower of the Drowned Dead pg. 36 (http://paizo.com/products/btpy9xa1?Pathfinder-Adventure-Path-125-Tower-of-the-Drowned-Dead)
Aura strong enchantment and necromancy;CL 12th
Price 15,000 gp; Weight —
Description
This pear-shaped ioun stone sparkles in a brilliant blue color. Whenever a creature fails a saving throw against a mind-affecting spell cast by this ioun stone’s user, the user gains a number of temporary hit points equal to the targeted creature’s Charisma bonus (minimum 0) until the start of the user’s next turn. These temporary hit points do not stack. The user doesn’t gain temporary hit points from a creature that voluntarily fails its saving throw against the spell.
Resonance
This stone allows the user to pick up on psychic resonance from corpses. So long as the user has carried the ioun stone continuously for at least 24 hours, the first three corpses touched by the user each day babble residual psychic impressions into the bearer’s mind. This functions as the grave words spell, except that only the user can hear the corpse speak.
Construction
Requirements Craft Wondrous Item, creator must be 12th level;Cost 7,500 gp
Azure Briolette (Cracked) Ioun Stone
SourcePathfinder #125: Tower of the Drowned Dead pg. 36 (http://paizo.com/products/btpy9xa1?Pathfinder-Adventure-Path-125-Tower-of-the-Drowned-Dead)
Aura strong enchantment and necromancy;CL 12th
Price 14,000 gp; Weight —
Description
This stone functions as normal, but the number of temporary hit points gained from the azure briolette ioun stone cannot exceed the user’s Charisma bonus (minimum 0).
Resonance
This stone allows the user to pick up on psychic resonance from corpses. So long as the user has carried the ioun stone continuously for at least 24 hours, the first three corpses touched by the user each day babble residual psychic impressions into the bearer’s mind. This functions as the grave words spell, except that only the user can hear the corpse speak.
Construction
Requirements Craft Wondrous Item, creator must be 12th level;Cost 7,000 gp
Azure Briolette (Flawed) Ioun Stone
SourcePathfinder #125: Tower of the Drowned Dead pg. 36 (http://paizo.com/products/btpy9xa1?Pathfinder-Adventure-Path-125-Tower-of-the-Drowned-Dead)
Aura strong enchantment and necromancy;CL 12th
Price 8,000 gp; Weight —
Description
This stone grants only 1 temporary hit point, even if the target’s Charisma bonus is higher than 1.
Resonance
This stone allows the user to pick up on psychic resonance from corpses. So long as the user has carried the ioun stone continuously for at least 24 hours, the first three corpses touched by the user each day babble residual psychic impressions into the bearer’s mind. This functions as the grave words spell, except that only the user can hear the corpse speak.
Construction
Requirements Craft Wondrous Item, creator must be 12th level;Cost 4,000 gp
-
迦安比恩通灵者Magaambyan Telepath(异能者变体)
来源 荒野起源Wilderness Origins pg. 27
在芒吉莽原(Mwangi Expanse )的玛甘比(Magaambya)中,大多数的学生专注于奥术与神术的融合,而追寻老法师贾特比(Jatembe)奥妙智慧的追随者则更关注所有生物之间的异能联系,以及自然和超自然世界之间的共鸣。这些迦安比恩通灵者磨练他们的心灵力量,以探寻这种心灵和魔力的联系,并试图与丛林或其荒野生物进行心灵沟通。无论是探寻自然之秘,亦或者以其意志驾驭自然世界,这些通灵秘术鲜有玛甘比以外的人知晓。
原始咒法(Primal Spells): 迦安比恩通灵者可以从德鲁伊的法术列表中选择一个一环法术加入她的已知法术和异能法术列表中。每当迦安比恩通灵者获得施展新法术环位时,她可以从德鲁伊法术列表中选择一个该环级的法术加入她的已知法术和异能法术列表中。她将这些法术视为异能法术施展,这些法术一但选择就无法更改。
该能力取代了精神境界(Psychic Discipline)的奖励法术。
统御自然(Ex,Nature’s Command): 即便是植物(plant creatures),也会受到迦安比恩通灵者的影响心灵(mind-affecting)法术影响。当她施放影响心灵的法术时,迦安比恩通灵者能够从精神力池中花费2点精神力,来克服植物生物对影响心灵效果的免疫能力。该能力甚至可以对无心智(mindless)的植物生物,但是它对不属于植物生物的生物没有效果。
11级时,当迦安比恩通灵者施放一个影响心灵或依赖语言的法术时,迦安比恩通灵者能够从精神力池中花费2点精神力,使该法术影响植物(plant)和动物(animal),就好像它们是理解她语言的类人生物(humanoids)一样。
该能力取代了1级与11级的精神增幅(Phrenic Amplification)。
通晓大地(Sp,Know the Land): 9级起,迦安比恩通灵者能够以类法术能力每日使用一次问道自然 (Commune with Nature)),使用她的异能者等级作为她的施法者等级。她还能够花费任意一个未使用的5级或更高等级的法术位来施放问道自然。
该能力取代了心灵连线(Telepathic Bond)。
荒野之心(Su,Wild Mind ): 在第17级,当迦安比恩通灵者获得心灵感应能力时,她也可以与任何动物或植物生物进行精神沟通,就像它们会说语言一般。
该能力改变了心灵感应(Telepathy)。
Magaambyan Telepath
Source Wilderness Origins pg. 27 (https://paizo.com/products/btq01w1y)
While most students of the Magaambya in the Mwangi Expanse focus on the blending of arcane and divine magic, followers of Old-Mage Jatembe’s more esoteric wisdom instead focus on the occult connection between all living creatures and the resonance between the natural and supernatural world. These Magaambyan telepaths hone their mental abilities to detect such spiritual and eldritch bonds, and attempt to commune with the mind of the jungle or the hearts of its wild inhabitants. Whether seeking information that only nature knows or attempting to impose their will upon the natural world, these psychics employ techniques that few outside of the Magaambya understand.
Primal Spells: A Magaambyan telepath adds one 1st-level spell from the druid spell list to the psychic spell list and her spells known. Each time a Magaambyan telepath gains the ability to cast a new level of spell, she can add one spell of that level from the druid spell list to both the psychic spell list and her spells known. She casts these spells as psychic spells, and once the spells are selected these choices cannot be changed.
This replaces discipline spells.
Nature’s Command (Ex): The Magaambyan telepath’s mind-affecting spells can affect even plant creatures. When she casts a mind-affecting spell, the Magaambyan telepath can spend 2 points from her phrenic pool to overcome a plant creature’s immunity to mind-affecting effects for the purposes of that spell. This ability functions even on mindless plant creatures, but it has no effect on creatures that aren’t plants.
At 11th level, when the Magaambyan telepath casts a mind-affecting or language-dependent spell, the psychic can spend 2 points from her phrenic pool to cause the spell to affect creatures of the plant and animal types as if they were humanoids that understood her language.
This replaces the phrenic amplifications gained at 1st and 11th levels.
Know the Land (Sp): At 9th level, the Magaambyan telepath can cast commune with nature as a spell-like ability once per day, using her psychic level as her caster level. She can also expend any unused spell slot of 5th level or higher to cast commune with nature.
This replaces telepathic bond.
Wild Mind (Su): At 17th level, when the Magaambyan telepath gains the telepathy ability, she can also mentally communicate with any animal or plant creature as if it had a language.
This alters telepathy.
-
穿越罪恶:瑟西隆武具
Through Sin: Weaponry of Thassilon
作者:Isabelle ‘Kalindlara’ Lee 与 Jacob W. ‘Motteditor’ Michaels
艺术设计: Carlos Torreblanca
来源:寻路者Wayfinder #17 pg.10
古瑟西隆创造了许多具有神奇力量的魔法武器,从作为符文领主统治象征的长柄武器,到符文领主的受选冠军所挥舞的七柄智能魔剑。瑟西隆的许多初级法师(lesser wizard)也做到了这样的成就,虽然他们从未成功地制作出如他们统治者所持有的神器,但他们的造物仍然充斥着燃罪之力,值得被万众传唱。
天金中的时之合金horacalcum, 鬼铁inubrix和绝晶noqual的详细数据可以在《寻路者冒险之路#61:原罪七芒》(Pathfinder Adventure Path#61: Shards of Sin)与《寻路者战役设定:科技指南》(the Pathfinder Campaign Setting: Technology Guide)中找到。
卡拉杜奈之手 HAND OF KALADURNAE
灵光 中等防护系、死灵系及变化系;施法者等级 10
位置 无; 价格 13,000 gp; 重量 3磅
效果
被冠以第一位贪婪领主之名,这根坚固的权杖相比它朴素的外形蕴含着无尽潜力。通常情况下卡拉杜奈之手是一根+0变形精金棍。与其他变形武器不同,它可以变形为任何近战武器,无论其形态或持握方式;它可以轻松的从一把大砍刀变形成一把匕首而没有任何阻碍。然而,它真正的力量需要通过拥有的财富开启。
若持用者拥有2000gp或以上,卡拉杜奈之手将变成一把+1武器。这个奖励会进一步增加,按照《寻路者角色扮演游戏 核心规则手册Pathfinder Roleplaying Game Core Rulebook》中的表15-8,直到50,000 gp时达到最大+5。在以下阈值时,武器将获得额外的武器特殊能力:72,000 gp(守护guardian);98,000 gp(护体guardian);128,000 gp(觅心heartseeker);162,000 gp (同盟allying);200000 gp(反噬vicious)。这些能力叠加计算。
对于卡拉杜奈之手来说,“财富”指的是任何钱币、珠宝、宝石、艺术品或持用者身上的其他有价值的物品,只要这些物品的“唯一用处就是它们的价值”。魔法物品和普通装备不算在内,尽管某些物品的价值超出了它本身的价值(比如带有镶有珠宝柄头的普通匕首或饰有金饰的普通护手)。
制造
制造条件 制造魔法武器与防具,鬼斧神工,高等魔化武器,估价上有10个等级;花费 8,000 gp
HAND OF KALADURNAE
Aura moderate abjuration, necromancy, and transmutation;CL 10th
Slot none; Price 13,000 gp; Weight 3 lbs.
DESCRIPTION
Named af ter the first Runelord of Greed, this adamantine rod has more potential than its unassuming form would suggest.
Under normal circumstances, the hand of Kaladurnae is a +0 transformativeUE adamantine club. Unlike other transformative weapons, it can become any melee weapon, reg ardless of shape or handedness; it can become a dagger as easily as a glaive. Its true power, however, is unlocked by the possession of wealth.
If the wielder possesses 2,000 gp or more, the hand becomes a +1 weapon. This bonus increases again at the thresholds given on Table 15-8 of the Pathfinder Roleplaying Game Core Rulebook, to a maximum of +5 for 50,000 gp. At the following thresholds, the weapon gains an additional weapon special ability: 72,000 gp (guardian); 98,000 gp ( guardianUE ); 128,000 gp (heartseeker UE ); 162,000 gp (allyingUE ); 200,000 gp (vicious). These abilities are cumulative.
For the hand’s purposes, “ wealth” refers to any coinage, jewelry, gems, art objects, or other items of value on the wielder ’s person, so long as those items’ only benef it is their value. Magic items and mundane equipment do not count, although an item with value beyond its benef its does (such as a plain dagger with a jeweled pommel or a mundane gauntlet decorated with gold filigree).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, fabricate, greater magic weapon, 10 ranks in Appraise;Cost 8,000 gp
怠惰短棍 INDOLENCE SAP
灵光 强烈咒法系及惑控系;施法者等级 15
位置 无; 价格 80,301 gp; 重量 2磅
效果
这根短棍看起来就像一个半成品,粗糙木头的一端随意裹在皮革之中。 这个+1呼回舞空闷棍 可以持有者敌人的惰性。 30尺内的敌人在先攻检定中受到– 4的罚值,只要在进行先攻检定时怠惰短棍已被抽出并持握于手中。 此外,当怠惰短棍在舞空时成功确认了一次重击,目标必须成功通过 DC19 的意志豁免,否则会恍惚1轮。 这是一种影响心灵的胁迫效果。
制造
制造条件 制造魔法武器与防具,鬼斧神工,高等魔化武器,估价上有10个等级;花费 40,301 gp
INDOLENCE SAP
Aura strong conjuration and enchantment;CL 15th
Slot none; Price 80,301 gp; Weight 2 lbs.
DESCRIPTION
This cudgel looks half-finished, it s rough wood haphazardly wrapped in leather at one end . This +1 calledUE dancing sap inspires sluggishness in its wielder’s foes. Enemies within 30 feet suffer a – 4 penalty on initiative checks, provided the indolence sap is drawn and in hand when the initiative check is made. In addition, when the sap successfully confirms a critical hit while dancing, the target must succeed at a DC 19 Will save or be staggered for 1 round . These are mind-affecting compulsion effects.
CONSTRUCTION
Requirements Craf t Magic Arms and Armor, animate objects, telepor t, unprepared combatantUM;Cost 40,301 gp
(https://s2.loli.net/2021/12/26/8UDfyBrPW7SKeAi.png) | 贪欲之镰 INSATIABLE SCYTHE 灵光 微弱死灵系及变化系;施法者等级 5 位置 无; 价格 60,618 gp; 重量 10磅 效果 这把+2 吸血鬼铁巨镰由苍白的天金刀刃与取至快木的漆黑橡木构成。天金被魔法加固过,不会受到破损状态的影响(尽管它仍然能造成伤害,如同它的体型减小一级)。 虽然这些镰刀最初是由伽斯塔什Gastash的工匠所创造,但在默语暴君征服贝尔克泽恩Belkzen的过程中有一些于地下重见天日,它们今天仍然可以在默语魔道the Whispering Way中被找到。。 与其他吸血武器不同,持有者每天可以从贪欲之镰中恢复的生命值数量没有限制。 每天3次,当持有者以重击或致命一击(coup de grace)杀死一个生物时,她可以选择获得死亡丧钟death knell的好处。 使用此能力会永久伤害受害者的灵魂。 在判断复活和类似效果时,将受害者视为被死亡效果杀死。 制造 制造条件 制造魔法武器与防具,鬼斧神工,高等魔化武器,估价上有10个等级;花费 33,818 gp
|
INSATIABLE SCYTHE
Aura faint necromanc y and transmut ation;CL 5th
Slot none; Price 60,618 gp; Weight 10 lbs.
DESCRIPTION
This +2 vampiricHA inubrixAP61 scythe scythe bears a ghost-white blade of skymetal atop a length of blackened oak harvested from a quickwood’s grove. The skymetal is magically hardened, and does not suffer the effects of the broken condition (although it still deals damage as though it were one size smaller). While these scythes were originally created by the craf ter s of Gastash, the Whispering Tyrant unearthed several during his conquest of Belkzen, and they can still be found among the Whispering Way today.
Unlike other vampiric weapons, there is no limit to the number of hit point s the wielder can regain from an insatiable scythe each day. Three times per day, when the wielder kills a creature with a critical hit or a coup de grace, she can choose to gain the benefits of death knell. Using this abilit y damages the victim’s soul permanently. For the purposes of raise dead and similar effects, treat the victim as if they were killed by a death ef fect.
CONSTRUCTION
Requirements Craf t Magic Arms and Armor, death knell, vampiric touch;Cost 33,818 gp
嫉妒长鞭INVIDIAN LASH
灵光 强烈咒法系及惑控系;施法者等级 13
位置 无; 价格 65,501 gp; 重量 3磅
效果
这种+2灭法绝晶由紧密编织的天金丝线编织制成。 与普通长鞭不同,它会造成致命伤害,并且可以对目标造成伤害,即使目标具有护甲加值或天生护甲加值。 每轮一次,嫉妒长鞭的持有者可以使用该武器尝试缴械或窃取战技以代替近战攻击。 这次战技不会引发借机攻击。 如果持有者有空闲的手,则持有者可以抓住被盗或缴械的物品; 否则,该物品会落在持有者所处的方格中。 并非所有嫉妒长鞭都是古代制造的。 恶魔岛事件Devil’s Island incident后,谜港城Riddleport的卡莉丝翠Calistria高阶女祭司委托密文法师Cyphermage根据古代设计图仿制了一个,此后其他人也做了同样的事情。
制造
制造条件 制造魔法武器与防具,高等魔化武器,心灵遥控,制造者至少12级;花费 35,501 gp
INVIDIAN LASH
Aura strong abjuration and transmutation;CL 13th
Slot none; Price 65,501 gp; Weight 3 lbs.
DESCRIPTION
This +2 dispelling burstUE noqualAP61 whip is made of tightly braided wires of skymetal. Unlike normal whips, it deals lethal damage and can damage targets regardless of their armor or natural armor bonuses. Once per round, the wielder of an invidian lash can use the weapon to attempt a disarm or steal combat maneuver in place of a melee attack. This combat maneuver does not provoke an attack of oppor tunit y. If the wielder has a free hand, the wielder can catch a stolen or disarmed item; other wise, the item lands in the wielder’s square. Not all invidian lashes are of ancient make. After the Devil’s Island incident, Riddleport ’s high priestess of Calistria commissioned the Cyphermages to create one based on ancient designs, and others have since done the same.
CONSTRUCTION
Requirements Craf t Magic Arms and Armor, greater dispel magic, telekinesis, creator must be at least 12th level;Cost 35,501 gp
(https://s2.loli.net/2021/12/27/UWdJCaZGTNE5V3f.png) | 傲慢之刺PRIDEFUL FOIL 灵光 中等惑控系及幻术系;施法者等级 10 位置 无; 价格 23,010 gp; 重量 2磅 效果 这把+2时之合金细剑饰以镀金的龙形剑柄。在战斗中,一个傲慢之刺会使挥舞者在能力上充满自信,鼓励他独自行动。每有一个只受到持用者威胁的敌人,持用者将获得+1的士气加值以攻击和伤害,最多+5(由多个生物组成的敌人,例如集群,只能算作一个敌人)。此外,每日三次,持用者以一个命令词获得镜影术mirror image的效果。法术产生的幻像数量总是等于持用者所威胁的敌人数量(最多5个幻象)。 由于武器的影响,傲慢之刺持有者很难与盟友协同作战。手握傲慢之刺时,不能从团队专长中获得或授予好处,不能进行援助动作或从中获得好处,不能从夹击(包括偷袭)中获得任何好处(虽然别人仍然可以进行夹击)。 制造 制造条件 制造魔法武器与防具,镜影术,光荣时刻;花费 35,501 gp
|
PRIDEFUL FOIL
Aura moderate enchantment and illusion;CL 10th
Slot none; Price23,010 gp; Weight 2 lbs.
DESCRIPTION
A gold-plated hilt in the shape of a dragon adorns this +2 horacalcumAP61 rapier. When wielded in combat, a prideful foil suffuses it s wielder with ut ter self-conf idence in his abilities, urging him to act alone. For every enemy threatened only by the wielder, he gains a +1 morale bonus to attack and damage rolls with the foil, to a maximum of +5 (enemies comprised of multiple creatures, such as swarms, count only as a single foe). In addition, three times per day on command the wielder can gain the benef its of mirror image. The number of images gener ated by the spell is always equ al to the number of enemies threatened only by the wielder (to a maximum of five images).
Due to the weapon’s influence, the wielder of a prideful foil finds it difficult to work ooperatively with allies. While the foil is in hand, he cannot benefit from or grant the benefits of teamwork feats, cannot take or benefit from the aid another action, and gains none of the benefits from flanking, including sneak attack (although others can still flank with him).
CONSTRUCTION
Requirements Craf t Magic Arms and Armor, mirror image, moment of greatnessUC;Cost 14,510 gp
爱欲箭袋QUIVER OF EROS
灵光 中等惑控系;施法者等级 7
位置 无; 价格 48,000 gp; 重量 2磅
效果
这款紫檀木的箭袋摸起来总是很温暖,每当佩戴者伸手进去时,都会有一种淡淡的欢愉感。每一轮从爱欲箭袋中取出的第一件弹药(包括手里剑)都充斥着强大的欲望魔法。该效果持续到弹药击中目标或弹药被抽出的回合结束。任何被箭袋影响的弹药击中的人都必须通过 DC 16 的意志豁免,否则将受到4环的欲火焚身unnatural lust法术的影响。目标选择在场的他感觉(或可能感觉)最渴望的人。如果没有任何生物可作为目标,则此效果会改为应用于物体。该效果持续 7 轮。受影响的生物可在每轮回合结束时尝试进行一次新的豁免检定以结束该效果。
爱欲箭袋的危险是把双刃剑。如果使用者在使用注能弹药时在攻击骰上掷出自然 1,她必须立即进行意志豁免,如同自己被弹药击中一样。她的欲求目标始终是她打算攻击的生物。在效果持续时间结束时,她必须以相同的 DC进行第二次豁免,否则会被她的欲求目标魅惑(如同魅惑怪物charm monster)。该魅惑效果持续 7 天。在这个缺点被发现之前,不止一个潜在的刺客最终成为她刺杀目标的玩物。
制造
制造条件 制造奇物,法术升阶,欲火焚身;花费 24,000 gp
QUIVER OF EROS
Aura moderate enchantment;CL 7th
Slot none; Price 48,000 gp; Weight 2 lbs.
DESCRIPTION
This rosewood quiver is always warm to the touch, and the wearer feels a faint sensation of pleasure whenever she reaches inside. The f ir st piece of ammunition (including shurikens) drawn from the quiver of eros each round is imbued with potent lu st magic. This ef fect lasts until the ammunition strikes a target or the end of the turn in which the ammunition is drawn. Anyone struck by ammunition af fec ted by the quiver must succeed at a DC 16 Will save or suf fer the effects of a 4th level unnatural lust spell. The target selects the person present to whom he feels (or could feel) the most lust. If the t arget is not aware of any creatures, this ef fect applies to objects instead. This effect lasts for 7 rounds. Affected creatures may at tempt a new saving throw to end the effec t each round at the end of their turn.
The quiver of eros is capricious. If the user ever rolls a natural 1 on an at t ack roll with affected ammunition, she must immediately make a Will save as if struck by the ammunition herself. The target of her lust is always the creature she intended to attack. At the end of the effect’s duration, she must make a second save at the same DC or be charmed (as charm monster) by the target of her lust. This charm effect lasts for 7 days. More than one would-be assassin ended up as the play thing of her intended victim before this drawback was discovered.
CONSTRUCTION
Requirements Craf t Wondrou s Item, Heighten Spell, unnatural lust;Cost 24,000 gp
暴怒之刃WRATHFUL EDGE
灵光 强烈塑能系与变化系;施法者等级 12
位置 无; 价格 98,315 gp; 重量 4磅
效果
这把+2焰爆弯刀由血红色的铁合金制成; 这些武器在符文领主卡尔祖格Runelord Karzoug的爪牙——巴克拉哈尼勇士Bakrakhani champions中极为常见。 每当持用者受到狂暴效果的影响时(例如野蛮人的狂暴能力、歌者的战怒之歌表演或狂暴术),她也会获得加速术haste的好处。 该效果与狂暴效果的持续时间相同,并且不会被缓慢术slow驱散。
制造
制造条件 制造魔法武器与防具,火球术,狂暴或战怒之歌职业能力或狂暴术;花费 49,315 gp
WRATHFUL EDGE
Aura strong evocation and transmutation;CL 12th
Slot none; Price 98,315 gp; Weight 4 lbs.
DESCRIPTION
This +2 flaming burst scimitar is made of a blood-red iron alloy; these weapons were common among the Bakrakhani champions that fought Runelord Karzoug ’s minions. Whenever the wielder is under the effects of a rage effect (such as the barbarian’s rage ability, the skald’s raging song per formance, or the rage spell), she also g ains the benef its of the haste spell. This effect lasts as long as the rage effect does and cannot be dispelled by slow.
CONSTRUCTION
Requirements Craf t Magic Arms and Armor, fireball, haste, rage or raging song class feature or the rage spell;Cost 49,315 gp
-
负能量元素(Elemental, Negative Energy)
这种生物看起来像一个由灰色能量构成闪烁摇曳的半透明球体,在它的球形结构中,有发光的微小光粒迸发与湮灭。
来源 《恐惧之物3》Tome of Horrors III 66.pg;《恐惧之物大全》The Tome of Horrors Complete 293-294.pg
负能量元素(Elemental, Negative Energy)
生态
语言:负能量语
环境:负能量位面
组织:单独
宝藏:无
特殊能力
临终苦痛(Su,Death Throes)当一个负能量元素被杀死后,流转的负能量将迸发影响该区域内的所有人(临终苦痛的影响范围与负能量光环的影响范围相同)。负能量元素每有2HD便对区域内生物造成1d8点负能量伤害。基于负能量的生物和不死生物获得等同于临终苦痛所造成伤害的生命值(负能量特性中,关于临时生命值和双倍生命值的规则也适用于此。)通过一个成功的反射豁免(豁免DC与负能量元素的负能量豁免DC相同)使受到的伤害减半受。
负能量(Ex,Negative Energy)负能量元素会向被其猛击的目标注入负能量。这将对一个活物造成额外的伤害(在下表中列出),但会治疗不死生物(以及其他负能量生物)相同的数量。不死生物(以及其他负能量生物)可以被治疗超过其生命值上限,获得额外的生命值将作为临时生命值。这些临时生命值将在1分钟后消失。生命值被恢复到生命值上限两倍的生物(即生命值被加倍的生物)必须通过强韧豁免否则将在负能量爆发中爆裂开来。保存DC基于体质。每个阶层的负能量元素的豁免DC见下表。负能量(例如法术或引导负能量)可以治疗负能量元素。
负能量光环(Su,Negative Energy Aura)负能量元素四周散发着纯粹的负能量灵光。(每个阶层的负能量元素的光环影响范围见下表)在负能量元素的光环中,使用负能量的职业特性,如引“导负能量negative energy channeling”或“命令死灵Command Undead”专长,判断其效果时等级上升2级。此外,基于负能量效果的法术和类法术能力将被极效(就如同这些法术应用了“法术极效Maximize Spell”超魔专长一般,但无需消耗更高的法术位)。已经极效的法术和类法术能力不受此效果影响。此光环不会影响负能量元素自己的引导负能量能力,其效果也不会与;来自负能量元素的效果叠加。在负能量元素的光环中,使用正能量的职业特性,如“引导正能量positive energy channeling”或“驱散死灵Turn Undead”专长,判断其效果时等级减少2级。基于正能量效果的法术和类法术能力,包括治疗法术,施法者必须通过专注检定(DC = 15 + 释放的法术环级)。若检定失败,则该法术将被浪费。若成功,则法术正常释放。
负能量引导(Su,Negative Energy Channeling)一个大型或更大的负能量元素可以引导负能量如同一个等级等同于其HD数的牧师。该效果的意志豁免DC获得+2种族加值。
负能量元素体型 元素 | 高度 | 重量 | 负能量豁免DC | 元素灵光 | 小型 | 4尺 | 1磅 | 12 | 10尺半径 | 中型 | 8尺 | 2磅 | 14 | 20尺半径 | 大型 | 16尺 | 4磅 | 17 | 30尺半径 | 超大 | 32尺 | 8磅 | 19 | 30尺半径 | 菁英 | 36尺 | 10磅 | 20 | 40尺半径 | 长老 | 40尺 | 12磅 | 22 | 50尺半径 |
|
小型负能量元素 CR2
XP 600
绝对中立 小型 异界生物(元素,跨位面)
先攻 +7;感官 黑暗视觉 60 尺;察觉 +5
灵光 负能量光环(10尺半径)
防御
AC 18,接触 15,措手不及 14(+3 敏捷,+1 闪避,+3 天生,+1 体型)
hp 13(2d10+2)
强韧 +1,反射+6,意志+3
免疫 元素特性
攻击
速度 飞行 60 尺(良好)
近战 挥击 +6(1d4 外加 1d4 负能量)
特殊攻击 临终苦痛(10尺半径,DC12,1d8负能量伤害),负能量
属性
力量 10,敏捷 17,体质 12,智力 6,感知 11,魅力 11
BAB +2;CMB +1;CMD 15
专长 闪避,精通先攻,武器娴熟
技能 飞行 +14,知识(位面)+3,察觉 +5,潜行 +12
中型负能量元素 CR4
XP 1,200
绝对中立 中型 异界生物(元素,跨位面)
先攻 +9;感官 黑暗视觉 60 尺;察觉 +7
灵光 负能量光环(20尺半径)
防御
AC 19,接触 16,措手不及 13(+5 敏捷,+1 闪避,+3 天生)
hp 30(4d10+8)
强韧 +3,反射+9,意志+4
DR 5/—;免疫 元素特性
攻击
速度 飞行 60 尺(良好)
近战 挥击 +9(1d6+1 外加 1d6 负能量附带能量吸取)
特殊攻击 临终苦痛(20尺半径,DC14,2d8负能量伤害),能量吸取(1级,DC14),负能量
属性
力量 12,敏捷 21,体质 14,智力 6,感知 11,魅力 11
BAB +4;CMB +5;CMD 21
专长 闪避,精通先攻,灵活移动,武器娴熟
技能 飞行 +16,知识(位面)+5,察觉 +7,潜行 +12
大型负能量元素 CR6
XP 2,400
绝对中立 大型 异界生物(元素,跨位面)
先攻 +11;感官 黑暗视觉 60 尺;察觉 +11
灵光 负能量光环(30尺半径)
防御
AC 21,接触 17,措手不及 13(+7 敏捷,+1 闪避,+4 天生,-1 体型)
hp 68(6d10+24)
强韧 +5,反射+13,意志+6
DR 10/—;免疫 元素特性
攻击
速度 飞行 60 尺(良好)
近战 2挥击 +15(1d8+2 外加 1d8 负能量附带能量吸取)
占据 10尺;触及 10尺
特殊攻击 引导负能量 3次/天(4d6,DC16),临终苦痛(30尺半径,DC17,4d8负能量伤害),能量吸取(1级,DC17),负能量
属性
力量 14,敏捷 25,体质 16,智力 8,感知 11,魅力 11
BAB +8;CMB +11;CMD 29
专长 闪避,飞越攻击,精通先攻,灵活移动,武器娴熟,武器专攻(挥击)
技能 飞行 +20,威吓 +11,知识(位面)+10,察觉 +11,潜行 +14
超大型负能量元素 CR8
XP 4,800
绝对中立 超大型 异界生物(元素,跨位面)
先攻 +12;感官 黑暗视觉 60 尺;察觉 +13
灵光 负能量光环(30尺半径)
防御
AC 21,接触 17,措手不及 12(+8 敏捷,+1 闪避,+4 天生,-2 体型)
hp 95(10d10+40)
强韧 +7,反射+15,意志+7
DR 10/—;免疫 元素特性
攻击
速度 飞行 60 尺(良好)
近战 2挥击 +17(2d6+4 外加 2d6 负能量附带能量吸取)
占据 15尺;触及 15尺
特殊攻击 引导负能量 5次/天(5d6,DC17),临终苦痛(30尺半径,DC18,5d8负能量伤害),能量吸取(2级,DC19),负能量
属性
力量 18,敏捷 27,体质 18,智力 8,感知 11,魅力 11
BAB +10;CMB +16;CMD 35
专长 闪避,额外导能,飞越攻击,精通先攻,跳跃攻击,灵活移动,武器娴熟,武器专攻(挥击)
技能 飞行 +21,威吓 +13,知识(位面)+12,察觉 +13,潜行 +13
菁英负能量元素 CR10
XP 9,600
绝对中立 超大型 异界生物(元素,跨位面)
先攻 +13;感官 黑暗视觉 60 尺;察觉 +16
灵光 负能量光环(40尺半径)
防御
AC 26,接触 18,措手不及 16(+9 敏捷,+1 闪避,+8 天生,-2 体型)
hp 123(13d10+52)
强韧 +8,反射+17,意志+8
DR 10/—;免疫 元素特性
攻击
速度 飞行 60 尺(良好)
近战 2挥击 +21(2d8+5 外加 2d8 负能量附带能量吸取)
占据 15尺;触及 15尺
特殊攻击 引导负能量 5次/天(7d6,DC18),临终苦痛(40尺半径,DC20,6d8负能量伤害),能量吸取(2级,DC20),负能量
属性
力量 20,敏捷 29,体质 18,智力 10,感知 11,魅力 11
BAB +10;CMB +16;CMD 35
专长 盲斗,战斗反射,闪避,额外导能,飞越攻击,精通先攻,跳跃攻击,灵活移动,武器娴熟,武器专攻(挥击)
技能 飞行 +25,威吓 +16,知识(位面)+16,知识(宗教)+16,察觉 +16,潜行 +17
负能量元素长老 CR12
XP 19,200
绝对中立 超大型 异界生物(元素,跨位面)
先攻 +14;感官 黑暗视觉 60 尺;察觉 +19
灵光 负能量光环(50尺半径)
防御
AC 27,接触 19,措手不及 16(+10 敏捷,+1 闪避,+8 天生,-2 体型)
hp 152(16d10+64)
强韧 +9,反射+19,意志+10
DR 10/—;免疫 元素特性
攻击
速度 飞行 60 尺(良好)
近战 2挥击 +25(2d8+6 外加 2d8 负能量附带能量吸取)
占据 15尺;触及 15尺
特殊攻击 引导负能量 5次/天(8d6,DC20),临终苦痛(50尺半径,DC22,8d8负能量伤害),能量吸取(3级,DC22),负能量
属性
力量 22,敏捷 31,体质 18,智力 10,感知 11,魅力 11
BAB +16;CMB +24;CMD 45
专长 盲斗,战斗反射,闪避,额外导能,飞越攻击,精通先攻,猛力攻击,跳跃攻击,灵活移动,武器娴熟,武器专攻(挥击)
技能 飞行 +29,威吓 +19,知识(位面)+19,知识(宗教)+19,察觉 +19,潜行 +21
负能量元素是纯粹负能量构成的生物。他们大多在负能量面被发现,但在极少数情况下,一些个体会因为穿过传送门或被召唤到主位面中来。
这些生物似乎能够通过改变身体的能量强度和微小的形状来与同类交流。他们不会说任何已知的语言。
负能量元素讨厌正能量元素并且总是一见到他们就立刻攻击他们。除此之外,负能量元素很少参与战斗。然而,如果遭遇并被迫进入战斗,该生物会用其强大的肢体猛击敌人,给敌人带来负能量的侵袭。