作者 主题: 自用资源合集  (阅读 233 次)

副标题: 不如说是从别的地方搬回来

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自用资源合集
« 于: 2024-05-04, 周六 00:26:08 »
1楼荆棘之墙

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Re: 自用资源合集
« 回帖 #1 于: 2024-05-04, 周六 00:27:49 »
神聖武器技法 Divine Fighting Technique(戰鬥專長)
出處 神術選集 Divine Anthology
   你學習了某一神祇所用的偏好武器的格鬥技巧。

先決條件:必須信仰一位擁有神聖武器技法的神祉。

專長效果:選擇一個神祇,你可以按照你已經達到的先決條件獲得使用該神祇的武器技法的好處,如同以下列出的神聖武器技法所示。

特殊:一個崇拜特定神祇的牧師,審判者或是戰鬥祭司可以選擇將他們的領域之一的第一個領域能力或是祝福之一的次級祝福換取一個神聖戰鬥技法而無需滿足獲得神聖戰鬥技法的先決條件(比如神聖武器技法專長)。除此之外,一個戰鬥祭司可以選擇放棄一個高等祝福來獲取進階神聖戰鬥技法而無需滿足任何先決條件。


PFS clarification:
神聖武器技法專長也讓你能獲得來自其他來源的神聖武器技法,只要你滿足該來源所列出的先決條件。例如,你必須擁有和你所選神祉相同的陣營,才能選用武器大師手冊第10頁所記載的神聖武器技法。
The Divine Fighting Technique feat qualifies you for divine fighting techniques in other sources, as long as you meet the prerequisites listed in that source. For example, you must have the same alignment as your chosen deity to qualify for the divine fighting feats on page 10 of Pathfinder Player Companion: Weapon Master's Handbook.
(注:武大的DFT是只要陣營一致就可以多選【不用信仰】,DA這邊這個則是要信仰才能選)


洛瓦古格的雷霆擊 Rovagug’s Thunder
出處 Divine Anthology pg. 30
毀天巨獸洛瓦古格的神聖武技書,蹂躪與滅亡Ravage and Ruin,其大多數抄本都是由獸人祭司們用鮮血潦草地抄寫在人皮上——實際上它所記載的這門兇險的武技最初便是獸人們第一次佔據貝爾科澤恩要塞不久后從那片土地上流傳出來的。而蹂躪與滅亡在某些野蠻的烏爾芬部落間得到了更多的運用,這些已經墮落到信仰毀天巨獸的部落渴望化身成腐化而狂亂的食人部族,以洛瓦古格之命品嘗著掠奪之美,這也讓該書在內海地區名聲狼藉。

基礎獎勵:每當你成功對一個對手進行一次陰招APG戰技檢定,你會對他造成1d6+你的魅力調整值點非致命傷害。另外,每當你的陰招檢定超過對手CMD5點或更多時,你可以放棄增加你造成狀態持續時間1輪或更多,轉而讓對手所有基於魅力的檢定都受到-2減值。該減值不與其自身疊加,并持續等同於你魅力調整值的分鐘數(最少1分鐘)或直到目標接受任何形式的魔法治療為止。

進階先決條件:猛力攻擊,神聖武器技法,BAB+10
可選替換能力:一個至少10級的混亂邪惡且信仰洛瓦古格的野蠻人能用下列進階獎勵取代一個狂暴之力而無需滿足其先決。
進階獎勵:每當你用巨斧或天生武器使用猛力攻擊專長時,你可以無視目標的部分硬度或傷害減免,無視數值等同於猛力攻擊專長在你攻擊檢定上的減值。該效果與穿透打擊和高等穿透打擊疊加。
劇透 -   :
Rovagug’s Thunder

Source Divine Anthology pg. 30
Most copies of Ravage and Ruin, the divine fighting manual of the Rough Beast Rovagug, are scrawled in blood upon flensed skins by orc priests—and indeed the vile techniques described within originated from the Hold of Belkzen not long after the orcs first seized that land as their own. Reviled across the Inner Sea, Ravage and Ruin sees additional use among savage Ulfen clans who have fallen to the Rough Beast’s urges to become corrupt, lunatic cannibals who relish despoiling beauty in Rovagug’s name.

Initial Benefit: Whenever you succeed at a dirty trickAPG combat maneuver check against an opponent, you deal an amount of nonlethal damage equal to 1d6 + your Charisma modifier. In addition, whenever your dirty trick combat maneuver check beats an opponent’s CMD by 5 or more, you can forgo increasing the duration of your condition by 1 or more rounds to instead impose a –2 penalty on all of that opponent’s Charisma-based checks. This penalty doesn’t stack with itself, and it lasts for a number of minutes equal to your Charisma modifier (minimum of 1 minute) or until the target receives any form of magical healing.

Advanced Prerequisites: Power Attack, Divine Fighting Technique, base attack bonus +10.

Optional Replacement: A chaotic evil barbarian of at least 10th level who worships Rovagug can replace a rage power with the following advanced benefit without meeting its prerequisites.

Advanced Benefit: Anytime you use Power Attack with a great axe or a natural attack, you ignore an amount of the target’s hardness or damage reduction equal to the penalty Power Attack imparts to your attack roll. This benefit stacks with Penetrating Strike and Greater Penetrating Strike.

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Re: 自用资源合集
« 回帖 #2 于: 2024-05-04, 周六 00:28:25 »

借時咒 Borrowed Time
出自PF玩家伴侶:神話源起(Mythic Origins) pg. 14
學派 變化系;環級 煉金術師6,吟遊詩人6,魔戰士6,法師/術士6
施法時間 標準動作
成分 語言,姿勢
距離 個人
目標 自己
持續時間 1輪/等級 (可消解)
該法術由大法師耐克斯(Nex)本人發明,它能讓你用自己的健康作為代價,在時間流中快人一步,攫取來自未來的餘裕。在法術持續時間內,你會額外獲得一個只能在你回合內使用的迅捷動作。你不能將該迅捷動作用來在回合間進行第二次直覺動作,但你可以將其用於在使用過直覺動作的下一回合內進行迅捷動作。你每次用該效果進行額外的迅捷動作時,就會受到1點體質傷害。若你免疫屬性傷害,則改為受到5點生命值傷害。當該法術結束時,你會因暫時性的反衝,而恍惚1d4+1輪。
神話:若你花費1次神話之力,取代獲得一個額外的迅捷動作,你能轉而每輪獲得一個額外的移動動作或迅捷動作。你能使用該額外迅捷動作來在你回合間進行兩次直覺動作;這會消耗掉你下一輪中的額外直覺動作。你以此效果所獲得的每個額外動作依然會像上文所述般對你造成傷害。

劇透 -   :
Borrowed Time
School transmutation; Level alchemist 6, bard 6, magus 6,
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
A creation of the archmage Nex, this spell allows you to reach
ahead in time and draw alacrity from the future at the expense of
your own health. For the duration of this spell, you gain an extra
swift action you can use only during your turn. You can’t use this
swift action to take a second immediate action between turns, but
you can use it to take a swift action the turn after you’ve taken an
immediate action. Each time you take an extra swift action in this
fashion you take 1 point of Constitution damage. If you’re immune
to ability damage, you take 5 points of hit point damage instead.
When the spell ends, you are staggered for 1d4+1 rounds from the
temporal backlash.
Mythic: If you expend one use of mythic power, instead of
taking an extra swift action, you can take either an extra move or
an extra swift action each round. You can use this extra swift action
to take two immediate actions between your turns; this consumes
your extra swift action in your next round. Each extra action you
take still deals damage to you as described above.

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Re: 自用资源合集
« 回帖 #3 于: 2024-05-04, 周六 00:29:50 »
受身滚 我滚(战斗专长) Roll With It (Combat) PFS:地精限定
出处 格拉利昂的地精 25页 男神站漏了最后一句原文,此处补上。
你知道如何牢牢挡下一击,哪怕这会让你在尖叫中弹飞出战场。
先决:地精,特技1级
效果:如果你被一次近战攻击击中,你能尝试将伤害部分或全部转化成让你不受控制地弹飞出去的移动力。要这么做,你需要以直觉动作进行一次特技检定(DC=5+这次攻击造成的伤害)。如果检定成功,你不会受到伤害,而是将伤害转化为移动,每受到1点伤害你就会移动1尺。例如,如果你本应受到6点伤害,你会将其转化为移动6尺。你会立刻以直线移动这么多尺(向上取整到最接近的5尺方格),方向由你选择,若距离达到你自己的移动速度时则会停下来。若该移动会让你撞到与你体型相当或更大的物品或生物,移动会立刻结束,你会受到1d4点伤害,并在该方格中倒地。这种非自愿的移动会正常引发借机攻击(如果你移动穿过了敌人威胁的方格),但不会引发最初将你击飞的那个生物的借机攻击。
你在使用该专长后会恍惚1轮,无论成功与否。
劇透 -   :
Roll With It (Combat)
Source Goblins of Golarion pg. 25 (Amazon)
You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.

Prerequisites: Goblin, Acrobatics 1 rank.

Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.
You are staggered for 1 round after you attempt to use this feat,whether or not you succeed.

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Re: 自用资源合集
« 回帖 #4 于: 2024-05-04, 周六 00:30:38 »
一些医疗技能(治疗严重伤treat deadly wound)的强化手段(某些比较厉害)

战地医师(isg,宗教背景,宗库松)每个目标每天2次治疗严重伤

Clockwork Surgeon(blood of the ancient,宗教背景,Aesocar)开局免费获得一个特殊的医疗包,花8h和10gp就能找到足够草药将其发数补满;用这个医疗包治疗严重伤时,要么可以减半消耗时间,要么可以额外将智力调整加入治疗量


incredible healing(专长,blood of ancient)先决是医疗5级;可以将医疗检定的结果取代正常回血量(hd+感知)作为回复量(一般是20点起跳)

healer`s hand (conduct 专长 位面冒险 pfs不可)先决是1级医疗1级位面 每天等同于位面知识级数次(也就是最多hd次),可以用一个整轮动作进行治疗严重伤,且如果检定结果超过dc10点,可以再将位面等级数加到回复量上;以此专长进行的治疗严重伤无需医疗包,不算入每人每日1次限制中(反魔场中无效)

医疗挎包(奇物,治疗者手册)每天自动回复10发次数的医疗包,回复量额外加感知调整(检定结果超过dc5点则合计增加2倍感调)还有其他几种医疗技能用法的增强

符文守卫:仁慈符文(进阶,正义之道,pfs要单子)每天进阶等级次,治疗严重伤回复量翻倍(具体和其他效果怎么翻需要问dm),不计入当日次数,不消耗医疗包

疗者之手(先知生命域启示)医疗加4,可以同时对2人治疗严重伤(虽然一般做了生命先知都用不着。。但审判借的话说不定比借引导划算)

标志性技能(掉链子,专长/技能解放,pfs仅贼可)追加回复属性伤害,回复量为1/2/3/6倍hd(如同长休和长期护理)

精神疗法(专长,oa)需要能使用神秘技能解放;可以用信念医疗来治疗严重伤,成功的话除了正常回复以外还会有持续1h的等量临时hp;每个生物每天一次,和正版治疗严重伤次数互斥(而且未优化的神秘技能解放一天也只有1次)


理想中的究极版tread deadly wound:5级,一个整轮动作,回20~30血

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Re: 自用资源合集
« 回帖 #5 于: 2024-05-04, 周六 00:30:53 »
Threatening Defender
Source Cheliax, Empire of Devils pg. 19
Category Basic (Combat)
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.


Quick Action Slippers
Source Magical Marketplace pg. 25
Aura faint transmutation; CL 5th
Slot feet; Price 10,000 gp; Weight 1 lb.
Description
The wearer of a pair of quick action slippers may stand up from prone as a free action. Such movement still provokes attacks of opportunity as normal. If the wearer has the stand up rogue talent, the act of standing up from prone no longer provokes attacks of opportunity.
Construction
Requirements Craft Wondrous Item, haste, creator must have the stand up rogue talent; Cost 5,000 gp


Grasp of Torment
Source Book of the Damned pg. 196
Aura moderate transmutation CL 11th
Slot none; Price 17,025 gp; Weight 10 lbs.
Description
This wicked-looking +2 adamantine spiked chain is favored by those who associate with kytons. When used to perform a disarm or trip combat maneuver, the chain partly animates to grasp the target, granting a +4 bonus on the combat maneuver check. On a successful disarm or trip combat maneuver check, the chain deals damage to the target creature or weapon as if it had also hit with an attack (in addition to the maneuver’s effects).
Construction
Requirements Craft Magic Arms And Armor, animate objects; Price 10,025 gp

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Re: 自用资源合集
« 回帖 #6 于: 2024-05-04, 周六 00:31:17 »
格拉利昂的混种:阴招大师(战斗专长)
劇透 -   :
Dirty Trick Master (Combat)
Source Bastards of Golarion pg. 25
You are adept at stifling your enemies and can expertly make a bad situation even worse.

Prerequisites: Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11.

Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).



反英雄手册背景:卑鄙之徒(战斗)
劇透 -   :
Dirty Trickster
Source Antihero's Handbook pg. 7
Category Basic (Combat)
You learned early that there’s no point in fighting fair when you’re fighting for your life. Others may look down their noses at your tactics, but you know you wouldn’t have survived this long without breaking a few conventions of fair play. You can take the Improved Dirty TrickAPG feat without meeting its prerequisites, and you gain a +1 trait bonus on combat maneuver checks to attempt a dirty trickAPG.

蛇咬刺青 Serpentine Tattoo
出处 魔法集市pg5
灵光 昏暗咒法系 CL1
槽位 无;价格 2000gp; 重量-
描述
当拥有者肌肉屈伸时,这种蜿蜒的刺青似乎也会跟着一起蠕动。每天3次,当拥有者使用一把武僧或演武武器,或是徒手击打成功进行一次近战攻击时,他能让刺青像蛇一般朝被击中者猛然突进。这允许持有者以直觉动作进行一次阴招APG战技检定,且不会引发借机攻击。
制造条件
精通阴招APG,绘制魔法刺青ISM,召唤怪物1,1000gp
劇透 -   :
Serpentine Tattoo
Source Magical Marketplace pg. 5
Aura faint conjuration CL 1st
Slot none; Price 2,000 gp; Weight —
Description
This sinuous tattoo appears to move when the bearer flexes his muscles. Three times per day when the bearer makes a successful melee attack with a monk or performance weapon or an unarmed strike, he can cause the tattoo to lunge like a snake at the creature hit. This allows the bearer to perform a dirty trickAPG combat maneuver as an immediate action that does not provoke attacks of opportunity.
Construction
Requirements Improved Dirty TrickAPG, Inscribe Magical TattooISM, summon monster I; Cost 1,000 gp

PSFG附魔:决斗
劇透 -   :
Dueling (PSFG)
Source Pathfinder Society Field Guide pg. 50
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace; Price —

OM专长:痛苦仪典
劇透 -   :
Agonizing Obedience
Source Occult Mysteries pg. 45
You physically defile yourself out of zealous devotion to pain in order to gain special boons.

Prerequisites: 3 ranks in Heal.

Benefit: When you take this feat, select an agony. You can gain this feat multiple times, each time selecting a different agony, but you can perform an obedience for only a single agony in a 24-hour period. Each agony requires a different obedience, but all obediences take only an hour to perform. Once the obedience has been performed, you take a number of minor penalties and gain the benefit of a resistance to some element or attack associated with your agony, as indicated below. Additionally, you gain the ability to make an agony strike. A number of times per day equal to 1 + 1 per every 5 Hit Dice you possess, when you deal damage to a creature, you can declare that attack as an agony strike. In addition to the normal damage dealt by the attack, you cause the target to take the penalties associated with your agony for 1 minute. Incorporeal creatures and creatures that are immune to critical hits are immune to agony strikes.

If you have at least 12 Hit Dice, you also gain the first boon granted by your agony upon undertaking your obedience. If you have at least 16 Hit Dice, you gain the agony’s second boon as well. If you have 20 Hit Dice or more, you also gain the agony’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

If you ever fail to perform a daily obedience, or if you are healed of damage, conditions, or penalties caused in the course of performing your obedience, you lose all access to resistances and boons granted by this feat until you next perform the obedience.
Amputation
You have amputated a digit on one of your hands and treated the wound such that it will never fully heal.

Obedience: Manipulate the scabs, scar tissue, and open wound of your amputated digit, preventing it from closing and forcing bits of metal and glass into the wound. Take a –2 penalty on Disable Device, Disguise, Escape Artist, and Sleight of Hand skill checks, as well as to your CMD against disarm maneuvers. When attempting to cast a spell with somatic components, succeed at a caster level check whose DC is equal to 5 + twice the spell level or lose the spell slot with no effect. Gain a +2 bonus on saving throws against transmutation spells; this bonus increases to +4 against spells in the polymorph subschool.

Boon 1: In addition to the normal effects of your agony strike, the target has a chance of dropping one object held in its hand immediately after you hit it with the agony strike. A successful Reflex save (DC 10 + 1/2 your HD + your Dexterity modifier) avoids this effect.

Boon 2: You gain the use of a phantom arm, which functions as the vestigial arm alchemist discovery (Pathfinder RPG Ultimate Magic 18) save that it is an invisible force effect, it does not grant an additional ring magic item slot, and it cannot make attacks.

Boon 3: You are immune to effects that would cause you to become sickened, and you gain a +4 bonus on saving throws against any conditions that would make you nauseated.
Blinding
You temporarily blind yourself with blood to heighten your other senses.

Obedience: Scratch at your eyes with your fingernails, jagged metal shavings, and thorny branches, allowing the blood from your wounds to form thick scabs over your eyelids and tear ducts. Take a –4 penalty on visionbased Perception checks, and anytime you make an attack against a target benefiting from concealment, increase the miss chance by 10% (maximum 50%). Gain a +4 bonus on saving throws against illusions in the pattern subschool and against gaze attacks.

Boon 1: Creatures affected by your agony strike have the distance they can see in areas of dim light and darkness reduced by 50%.

Boon 2: You gain a gaze attack with a range of 30 feet that you can activate as a standard action. You can use this ability a number of minutes per day equal to half your hit dice; these minutes need not be consecutive but you must use the ability in 1-minute increments. Enemies affected by your gaze are frightened for 1 minute. A successful Will saving throw (DC 10 + 1/2 your HD + your Charisma modifier) negates this effect. A creature that successfully saves against your gaze is immune to its effects for 24 hours.

Boon 3: Your affinity to pain allows you to sense suffering in others. You gain lifesense out to a distance of 60 feet.
Flensing
Practitioners of the agony of flensing are adept at finely removing the skin from living flesh, revealing the vulnerable tissue beneath.

Obedience: Remove a patch of your own skin measuring at least 3 square inches with a flensing knife, while carefully avoiding damage to the muscles, veins, and other tissues underneath. Leave this patch of exposed nerves uncovered by clothing or armor, allowing it to be exposed to the elements and displaying your sacrifice to all you meet. Take a –2 penalty on saving throws against disease, and take 1 extra point of damage per die from sneak attacks. Gain a +4 bonus on saving throws against pain effects.

Boon 1: All attacks you make against a creature suffering the effects of your agony strike deal 1d6 points of bleed damage.

Boon 2: Your knowledge of anatomy imparts to you an awareness of others’ vulnerabilities. You gain a +4 bonus on attack rolls to confirm critical hits.

Boon 3: The frequent removal of skin and subsequent healing has covered your body in thick scars. Your natural armor bonus to AC increases by 2. Additionally, there is a 25% chance that critical hits and sneak attacks fail to affect you, as though you were wearing armor with the light fortification property.

OM进阶:饮痛者
劇透 -   :
Pain Taster
Source Occult Mysteries pg. 46, Pathfinder #15: The Armageddon Echo pg. 60
For pain tasters, agony is more than a pleasure—it’s a path to power. Until recently, pain tasting was a practice employed exclusively by the drow. However, in recent decades Kuthite scholars have begun spreading details about the practice through cult circles. Though on the surface most pain tasters are followers of Zon-Kuthon, that path is now beginning to crop up among other evil and neutral cults as well.
Requirements
To become a pain taster, a character must fulfill all the following criteria.

Feats: Diehard, Endurance, Great Fortitude.
Skills: Heal 5 ranks, Intimidate 5 ranks.
Alignment: Any nongood.
Special: The candidate must survive a special ritual designed to inure her to pain.
Class Skills
The Pain Taster's class skills are Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Sense Motive (Wis), and Survival (Wis).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   +1   +1   +0   +0   Disciple of pain, masochism 1, scourge
2nd   +2   +1   +1   +1   Cruelty +1d6, damage reduction 1/—
3rd   +3   +2   +1   +1   Blood control, torturer's mettle 1/day
4th   +4   +2   +1   +1   Cruelty +2d6, damage reduction 2/—, masochism 2
5th   +5   +3   +2   +2   Pain mastery
6th   +6   +3   +2   +2   Cruelty +3d6, damage reduction 3/—, torturer's mettle 2/day
7th   +7   +4   +2   +2   Exquisite lash, masochism 3
8th   +8   +4   +3   +3   Cruelty +4d6, damage reduction 4/—
9th   +9   +5   +3   +3   Sadism, torturer's mettle 3/day
10th   +10   +5   +3   +3   Cruelty +5d6, damage reduction 5/—, masochism 4

The following abilities are class features of the pain taster prestige class.

Weapon and Armor Proficiency: A pain taster is proficient with all simple weapons, martial weapons, and whips. A pain taster gains no armor or shield proficiencies.

Disciple of Pain (Su): At 1st level, a pain taster can focus her agony through the use of six torture routines. Each routine grants her a different day-long benefit. The first time a pain taster performs a particular torture routine, she must spend 1 hour inflicting self-harm using materials that cost 2,000 gp. The method of self-torture is detailed in the routines below. After performing a routine for the first time, she can subsequently perform a less strenuous version of that routine to gain its benefits for 24 hours without needing to expend any further money on torture implements, ritual incense, and pain heightening drugs.

If the pain taster wishes to change her routine, she must spend 2,000 gp when first performing the new ritual. She must pay this cost each time she changes her routine, even if returning to a routine she had previously paid for. A pain taster can benefit from only one routine at a time.

Disciple of Acuity: By spending an hour reciting a lengthy series of mantras while clutching a length of razor-edged metal, the pain taster gains a +2 enhancement bonus to Intelligence for 24 hours. The initial torture session for this routine involves making dozens of arterial incisions and writing the mantras in blood.

Disciple of Flexibility: By spending an hour painfully hyper-extending each joint, the pain taster gains a +2 enhancement bonus to Dexterity for 24 hours. The initial torture session for this routine involves tearing major tendons in each limb.

Disciple of Insight: By spending an hour whipping or bludgeoning herself while meditating on her failures and regrets, a pain taster gains a +2 enhancement bonus to Wisdom for 24 hours. The initial torture session for this routine involves inserting a long needle directly into the heart, causing massive internal hemorrhaging.

Disciple of Spirit: By spending an hour splitting her tongue by cutting it centrally from the tip to the base, the pain taster gains a +2 enhancement bonus to Charisma for 24 hours. The initial torture session for this routine involves applying acid to a normally visible part of the body, inflicting extensive chemical burns.

Disciple of Torment: By spending an hour eating dirt, rocks, and other indigestible matter, the pain taster gains a +2 enhancement bonus to Constitution for 24 hours. The initial torture session for this routine involves slicing open the abdominal cavity with a blade, and then sewing up the wound.

Disciple of Vigor: By spending an hour hanging by the wrists from a tree, crossbeam, or any other support structure, the pain taster gains a +2 enhancement bonus to Strength for 24 hours. The initial torture session for this routine involves breaking each rib by lying on the ground, and then repeatedly dropping a large rock directly on the ribcage.

Masochism (Ex): At 1st level, a pain taster becomes empowered by pain, and is inured to its effects. She receives a +4 class bonus on saving throws made against pain effects.

Additionally, a pain taster can deal lethal damage to herself at any time to gain a bonus on attack and damage rolls. Doing so is a swift action that deals 2 points of damage to the pain taster, does not require an attack roll, and bypasses any damage reduction the pain taster possesses. For 1 round, the pain taster gains a +1 morale bonus on attack rolls and a +2 bonus on damage rolls. Every 3 levels thereafter (4th, 7th, and 10th), the amount of damage the pain taster deals to herself increases by 2 and the resulting bonus she receives on damage rolls increase by 1 (to a maximum of 8 points of self-inflicted damage and 5 points of bonus damage to other targets at 10th level). At 7th level, the bonus on attack rolls gained when using this ability increases to +2.

Scourge (Ex) Pain tasters are masters of torture, and at 1st level they receive Weapon Focus (whip) as a bonus feat. If the pain taster already has Weapon Focus (whip), she instead receives Whip MasteryUC as a bonus feat.

Cruelty (Ex) At 2nd level, a pain taster gains the sneak attack ability, but only when using a whip. This additional damage stacks with any sneak attack damage she possesses from other classes. The amount of damage dealt by cruelty increases by 1d6 every 2 pain taster levels thereafter.

Damage Reduction (Ex) At 2nd level, the pain taster’s incredible resilience grants her a modest amount of damage reduction (DR). Subtract 1 point from the damage she is dealt by any weapon or natural attack. The pain taster’s damage reduction increases by 1 point every 2 pain taster levels thereafter. This ability stacks with any other damage reduction the pain taster might already have from other classes. The value of this damage resistance doubles when the pain taster is subject to nonlethal damage.

Blood Control (Ex) At 3rd level, the pain taster gains the ability to control the blood pressure throughout her body. Anytime the pain taster is dealt bleed damage, she reduces the amount of damage taken by 1 per pain taster level (minimum 0). When taking Constitution damage as a result of blood loss (such as a stirge or a vampire’s bite), a pain taster reduces the amount of ability damage dealt by an amount equal to half the pain taster’s class level (minimum 0).

As an immediate action, a pain taster can delay the onset of injury or contact poisons by succeeding at a Will save. The DC of this check is equal to the poison’s save DC. If the save is successful, the poison’s initial and secondary damage are both delayed by 1 minute per pain taster level.

Torturer’s Mettle (Ex) At 3rd level, a pain taster can gain a number of temporary hit points equal to her pain taster level as a swift action. These temporary hit points last for 1 minute. This ability is a swift action that can be used once per day at 3rd level and an additional time per day every 3 levels thereafter (6th and 9th).

Pain Mastery (Ex) At 5th level, when using her masochism ability, the pain taster can combine two of her daily routines into one. The pain taster must still selfinflict the combined amount of hit point damage for both routines, though she can perform both routines simultaneously in 1 hour. When she does so, she gains the benefits from both routines (a pair of +2 enhancement bonuses). To gain access to a second routine for the first time or to change out one of the paired routines, the pain taster must still perform the new routine’s initial torture session in full, and must pay the cost for it.

Exquisite Lash (Ex) At 7th level, a pain taster’s aptitude with the whip increases. She receives Whip MasteryUC as a bonus feat. If the pain taster already has Whip MasteryUC, she instead receives Improved Whip MasteryUC as a bonus feat.

Sadism (Ex) At 9th level, a pain taster becomes worked into a frenzy when dealing damage to other targets. When she deals bonus damage to a target using her cruelty ability, she halves the number of points of damage she must self-inflict as part of her masochism ability until the end of her next turn.

狂掷冲锋
劇透 -   :
Flinging Charge (Combat)
Source Ultimate Wilderness pg. 111
You hurl a weapon during your charge before drawing a new one to strike, enabling you to make another attack at the expense of the latter attack’s accuracy.

Prerequisites: Quick Draw, base attack bonus +6.

Benefit: If you have a thrown weapon in hand when you begin charging, you can make a ranged attack with that weapon against the target of your charge at any point during your charge. You gain the +2 bonus for charging on the attack roll for this ranged attack. You can then immediately draw a melee weapon during your charge. You take a –5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge (such as pounce), nor can you use abilities that grant you other ranged attacks on a charge, such as the hurling charge rage power.

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Re: 自用资源合集
« 回帖 #7 于: 2024-05-04, 周六 00:31:39 »
暴君ap5
引用
西瓦科亚特尔(女蛇神) Cihua Couatl
战争之子 The War Children
中立善良 分娩,保护与战争之神
领域 善良,医疗,保护,力量,战争
子域 盖丁,防御,凶猛,决意,复原,战术
偏好武器 短矛
徽记 两条相互衔尾成环的羽蛇,其羽翼在中央处重合
圣兽 猎鹰(hawk)

引用
阿普克 (Ah Pook)
毁灭者 The Destroyer
中立邪恶 死亡,毁灭和月亮之神
领域 黑暗,死亡,毁灭,邪恶,虚空
子域 天灾,恐惧,孤寂,失落,月亮,恐亡魔(Sahkil)
偏好武器 石刃剑
徽记 新月形月食中央的颅骨

引用
恐亡魔子域 Sahkil Subdomain
为了一己私欲,你指染了藏于每个凡人灵魂天性之中的恐惧。
相连领域:邪恶
相关神祇:阿普克,恐亡魔摧残者
取代力量:以下能力取代了邪恶领域的邪恶之触领域能力。
偏执之触 Touch of Paranoia (Su):通过一次近战接触攻击,你能向目标的类型注入强烈的怀疑情绪。受你触碰影响的生物视为没有盟友,也不被其他任何生物视为盟友(包括被该能力影响的其他生物)。目标生物无法自由穿越其(原本的)盟友占据的方格,无法与其造成夹击,无法通过团队专长与他人协作,也无法从援助他人动作或任何只能影响盟友的法术中获得好处。该能力持续时间为1/2牧师等级(最低1)。你每天能使用该能力3+感知次。
取代领域法术:2环 鬼灵迷雾UM 4环 魔由心生(They Know)UI 6环 恐惧症(Phobia)HA

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Re: 自用资源合集
« 回帖 #8 于: 2024-07-05, 周五 23:25:55 »
凯拉斯 2级游侠
阵营 中立
中体型 男性 半精灵
年龄27 移动速度 30尺
先攻+3 感官 昏暗视觉 察觉+8
语言:通用语,精灵语,瓦瑞西亚语


劇透 -   :


劇透 -   :
力量14+2
敏捷16+3+2种族
体质14+2
智力12+1
感知13+1
魅力10+0
BAB+2CMB+4CMD 117

攻击
近战
战斧+4 1d8+2/x3  挥砍
匕首+4 1d4+2/19-20 挥砍或穿刺
木棒+4 1d6+2 钝击
远程
轻弩+5 1d8/19-20 穿刺 6发普通弩矢 10发银弩矢
特殊攻击 宿敌(人类+2)

防御
AC 17(+3敏捷+3盔甲+1盾牌)措手不及14,接触13
HP 20(2d10+4)
强韧+4(2职业+2体质),反射+5(2职业+3敏捷),意志+3(0+1感知+2种族)
特殊防御 对抗惑控系法术或效果时豁免+2种族加值;每天一次重投对抗魅惑或胁迫效果 免疫 魔法睡眠

种族特性和背景特性
半精灵:属性+2(敏捷),昏暗视觉,精灵免疫,精灵血统,敏锐感官
双重思维(Dual Minded):部分半精灵的混合血统能够助其抵抗精神攻击。拥有该种族特性的半精灵的所有意志豁免+2。该特性取代适应力。
精类思维 Fey Thoughts :选择特技和察言观色加入到本职技能。该特性取代多才多艺。
(Heroes of the Wild pg. 5)
天赋职业:游侠(+1技能点)

背景:
3b. 家族蒙羞 - 你在唬骗检定上获得+1背景加值,唬骗成为你的本职技能
誓约者(Oathbound)【UCa】:你立下庄严誓约,并以强大的决意将其实现。每日1次,你可以重骰对抗魅惑和胁迫效果的豁免。你必须接受重骰结果,即便更糟。

职业特性
游侠:
擅长军武,中甲和盾牌;追踪;野性认同
宿敌:对类人生物(人类)+2 唬骗·知识·察觉·察言观色·生存检定·攻击·伤害


专长
1级 即时备战


技能加点  野性认同+2(2+0魅力)
(游侠6+天赋1+智力1)=16点   防具减值-1 标注#的技能会受到宿敌效果影响
特技 +8 (2+3本职+3敏捷) 
隐匿 +8 (2+3本职+3敏捷) 
察觉# +8 (2+3本职+1感知+2种族) 
生存# +5 (1+3本职+1感知)追踪时+1 
察言观色# +5 (1+3本职+1感知) 
唬骗# +6 (2+3本职+1背景) 
知识本地# +2 (1+1智力)
知识自然 +6 (2+3本职+1智力)
知识地理 +5 (1+3本职+1智力)
威吓 +5 (2+3本职)

装备
镶嵌皮甲 25gp 20磅 敏上限+5 防具检定减值-1
小圆盾 5gp #5磅 防具检定减值-1 0118准备半价卖给诗人
精制品小圆盾 155gp 5磅 0118预备购物 防御检定减值+0
轻弩 35gp 4磅 1116 loot
弩矢x10 1gp 1磅 1116 loot 剩余6
弩矢x10 1gp 1磅 0118预备购物 涂了银涂层
银涂层 5gp 0磅 0118预备购物 已使用
战斧 10gp 6磅  
寒铁匕首 4gp 1磅  
标枪X3 3gp #3磅 1116暂时交给圣武士
平民服装 —gp 2磅  
弹簧腕鞘 5gp 1磅 放有治疗轻伤药水
发烟棒 20gp 0.5磅  
盗贼工具 30gp #1磅 一整个皮质工具卷,9118放在养父家里
火把x3 0.03gp #3磅   0118放占卜屋
磨刀石 0.02gp #1磅   0118放占卜屋
燧石和铁片 1gp #1磅 0118放占卜屋
背包 2gp 2磅  
日光杖 2gp 1磅 放入背包中央大格
强酸x2 20gp 2磅 放入背包左侧小格 1116loot1
圣化武器油 30gp 0.5磅 放入背包上层小格
治疗轻伤药水 50gp 0.02磅 放入背包上层小格
腰包 1gp 0.5磅  
钱币 1.17gp 0.36磅 11sp7cp 放入腰包
钱币 207gp 0.54磅 0118分钱 20pp7gp放入背包最内部
粉笔 0.01gp 0.02磅 放入腰包
铁钥匙 -gp #0.02磅 放入腰包 1116剧情 0118准备给空山
黄铜钥匙 -gp #0.02磅 放入腰包 1116剧情 0118准备给空山
水袋 1gp 4磅 挂在腰间
负重 52.46磅轻载 58/116/175



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Re: 自用资源合集
« 回帖 #9 于: 2024-07-25, 周四 05:14:45 »
神圣武器技法:凯登·凯利恩的刃杯式 Cayden Cailean`s Blade and Tankard
出处 武器大师手册 pg11
  凯登·凯利恩以用副手持用啤酒杯发起猛攻而闻名于世。

可选替换能力:一个混乱善良阵营,信仰凯登·凯利恩的游荡剑客或是战士可以将对於所有盾牌或是小圆盾的擅长换取本技法的基础奖励。
基础奖励:你可以持用一只单柄啤酒杯或是马克杯( tankard or mug )作为武器,在各方面将其视为一把符合你体型的轻型硬头锤。如果你一手持刺剑或轻型武器,另一手持单柄啤酒杯,并以此进行双武器战斗,那么你可以选择喝下酒杯中装有的药水或其他液体,或是把将酒杯中液体泼出以发动一次阴招APG战技(例如用来使敌人目盲),来取代用其发动一次攻击。你在使用单柄啤酒杯发动阴招战技时不会引发藉机攻击。

进阶先决条件:双武器格斗,精通双武器格斗,基本攻击加值+10
可选替换能力:一个混乱善良阵营,信仰凯登·凯利恩的10级游荡剑客或是战士可以将一个奖励专长或是一个炫技换取本技法的进阶奖励,即使他们未满足先决条件。
进阶奖励:你可以用迅捷动作从其他瓶子或容器向你的单柄啤酒杯里倒满一份饮料、药水或是其他液体。你在用单柄啤酒杯对敌人发动阴招战技的战技检定获得+2加值。你以此方法发动战技会使敌人受到阴招的效果影响(1d4+1/你的战技检定结果每超过目标的CMD5点)轮;目标必须通过一个标准动作才能移除这个效果的影响。

劇透 -   :
Cayden Cailean's Blade and Tankard
Source Weapon Master's Handbook pg. 11
Cayden Cailean is famous for wading into battle with a tankard in his off hand.

Optional Replacement: A chaotic good fighter or swashbuckler who worships Cayden Cailean can replace proficiency with shields or bucklers with the following initial benefit.

Initial Benefit: You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trickAPG combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

Advanced Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +10.

Optional Replacement: A chaotic good fighter or swashbuckler of at least 10th level who worships Cayden Cailean can replace a bonus feat or deed with the following advanced benefit, even if he doesn’t meet the prerequisites.

Advanced Benefit: You can refill your tankard with a beverage, potion, or other liquid from a bottle or vial as a swift action. You gain a +2 bonus on combat maneuver checks to perform dirty tricksAPG with tankards. The effects of such a dirty trick lasts for 1d4 rounds + 1 round for every 5 points by which the result of your combat maneuver check exceeds the target’s CMD; a standard action is required for the target to remove this penalty.
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