純美蘋果園

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主题: 中轉站
作者: 2019-01-08, 周二 21:34:10
已經亂成一團了…
主题:  怪 物 
作者: 2019-02-27, 周三 10:47:15
缚魂构装SOULBOUND CONSTRUCT
这个高耸的蝎子构装体的尾巴尖部有着超凡的能量,它的身体以超乎想象的速度运动。

缚魂歼灭机SOULBOUND ANNIHILATOR ROBOT CR 17
XP 102,400

绝对中立 巨型构装体(机体亚种)
先攻 +6;感官:120尺黑暗视觉,昏暗视觉,60尺颤动感知,觉察+22

防御能力

防御等级 32,接触 10,措手不及 29(+1偏斜,+2敏捷,+1闪避,+22天生,-4体型)
生命值 190(20d10+80),力能场(80hp,快速医疗16)
强韧 +8,反射 +8,意志 +5
防御属性:硬度10;免疫:寒冷,构装体特性;抗力:电击30,火焰30
弱点:易受心灵影响,重击易伤,电击易伤

进攻能力

速度 50尺,攀爬30尺,火箭推进器
近战:2爪抓 +28(2d6+12/19-20)
远程:2内置机关炮 +19(8d6/x4)
占据20尺;触及20尺
特殊攻击:全弹发射,死亡阵痛(DC14),电浆长枪,火力镇压
类法术能力(CL10;专注+14)
3/天——臭云术(DC17)
1/天——疫病术(DC18)

属性

力量 34,敏捷 15,体质 -,智力 18,感知 8,魅力 12
基本攻击加值 +20;CMB +36;CMD 49(57对抗摔绊)
专长:奥术打击B,寓守于攻,战斗反射,制造魔法武器与防具B,制造科技武器和护甲B,制造科技装置B,致命瞄准,闪避,擅长异种武器B(火器),强韧加强,精通重击(爪抓),精通先攻,灵活移动,抄写卷轴B,技能专攻(特技动作),技能专攻B(知识(工程)),技师B,健壮B,武器专攻(机关炮)
技能:特技动作 +28,攀爬 +20,手艺(构装机械)+15(+19在科技),威吓 +21,知识(奥秘,地理)+17,知识(工程)+23(+27在科技),语言学+8(+12在科技)觉察 +22,察言观色 +22,法术辨识+17
语言:机械语,邪灵语,通用语,龙语,哈利特语,炼狱语,兽人语
SQ 灵魂绑入,灵魂焦点

生态

环境:任何(纽梅利亚)
组织:单独
宝物:

缚魂构装是曾经活着的生物,将其灵魂绑定到作为其新身体的构装体宿主上。此示例中涉及的生物是科技联盟的队长(冒险之路89期,星陨之宫(Palace of Fallen Stars-钢神第5本)33页)和歼灭机(B5);这些条目中描述了此处略去的详细能力。

创建缚魂构装
缚魂构装是可以应用于构装体(以下称为宿主构装体)的获得模板;该模板从一个智力数值为4或更高(以下称为基础生物)的活体有形生物中获得了一些属性数据,该生物的灵魂包裹在一个灵魂焦点中。缚魂构装会使用所有宿主构装体的数据和特殊能力,除非此处另有说明。

CR:如果基础生物的生命骰为10个或更少,则宿主构装体的CR+1;如果基础生物具有11个或更多的生命骰,则宿主构造体的CR+2。
阵营:同基础生物
类型:缚魂构装获得基础生物具有的任何阵营亚种
AC:宿主构装体获得偏斜AC加值等于基础生物的魅力调整值。
弱点:缚魂构装保留宿主构装体所有的弱点,并获得了以下新弱点。
易受心灵影响Susceptible to Mind-Affecting Effects (Ex): 缚魂构装无法免疫影响心灵的效果。

特殊攻击:缚魂构装获得以下特殊攻击
类法术能力Spell-Like Abilities (Ex): 基于基础生物的HD,缚魂构装具有一个或多个基于阵营的类法术能力。如果基础生物的生命骰为1-4,缚魂构装可以每天施放下表中列出的阵营对应的第一个类法术能力每天一次。如果基础生物的HD为5-10,则它可以每天施放3次阵营对应的第一个类法术能力,第2个类法术能力每天一次。如果基础生物的HD为11-16,则它可以随意释放阵营对应的第一个类法术能力,每天3次第二个类法术能力,每天一次第3个类法术能力。如果基础生物具有17-20HD,它可以随意施展阵营对应的第一,第二个类法术能力,每天3次第三个类法术能力。这些能力的施法者等级等于基础生物的生命骰。这些能力的豁免DC取决于基础生物的智力,感知或魅力,以最高者为准。

属性:宿主构装体将其智力,感知,魅力属性替换为基础生物的对应属性。
技能:缚魂构装获得灵魂焦点中基于智力,感知和魅力的技能。如果宿主构造体已经具备这些技能中的任何一项,则在基础生物和宿主构造体之间选择较高的总加成。
专长:缚魂构装会获得基础生物的专长作为奖励专长。宿主构装体无法使用的功能不会以这种方式添加。

特殊能力:缚魂构装具有以下特性。
灵魂绑入Bind Soul (Su): 将灵魂焦点绑定到构装体的过程需要持续1d10天,目标构装体可以尝试进行意志豁免(DC=10+基础生物的生命骰/2+基础生物的智力、感知或魅力修正值,以最高者为准)以消除效果,无意识的构装体无法避免这种效果。
灵魂焦点Soul Focus (Su): 基础生物的灵魂生活在称为灵魂焦点的宝石中。只要灵魂焦点保持完整,一个缚魂构装便会获得此模板赋予的能力,并且会保留基础生物的个性,记忆和思想,以及其基础生物的心智属性,专长和基于心智属性的技能。它不会保留对这些技能的种族调整(如果有)。灵魂焦点的硬度为8,生命值为12,破坏的DC为20。

制造
缚魂构装的灵魂焦点是由每1基础生物生命骰1000gp的宝石制成的。要创建缚魂构装,首先要使用价值10,000gp的法术材料成分在10小时的仪式中将基础生物的灵魂绑定到宝石上。基础生物在创造灵魂焦点的过程中死亡(只要灵魂焦点保持原状,将会阻止之后该生命复活)。一个不自愿的灵魂可以通过成功DC20的意志豁免来抵抗该仪式。
灵魂焦点
施法者等级7级;价格:10,000gp+1,000gp/基础生物每个生命骰
制造
制造要求:制造构装体,制造奇物,指使术,魔魂壶,在创造过程中死亡或被杀死的活物的灵魂;技能:手艺(宝石雕琢);成本:5,000gp+1,000gp/基础生物每个生命骰
基础生物
阵营                  第一能力             第二能力                        第三能力

守序善良           人类定身术              次元锚                         排斥术
中立善良            英雄气概                高级隐形术                    医疗术
混乱善良              闪现术                 咆哮术                        虹光喷射
守序中立             暗示术               次等法术无效结界               剑刃护壁
绝对中立             深度睡眠              怪物定身术                  高等解除魔法
混乱中立              狂暴术                困惑术                           解离术
守序邪恶             弱效幻影            极度绝望                         防活物护罩
中立邪恶            造成中度伤             弱能术                          重伤术
混乱邪恶              臭云术                 疫病术                         摄心目光

可以用来干很多没人性事情和做很多奇葩怪的丧病模板,我要把你的灵魂缝进那个娃娃里(表情逐渐混邪)
(https://s1.ax1x.com/2020/05/13/YdaHWq.png)
SOULBOUND CONSTRUCT
The tip of this towering, scorpionic construct’s tail thrums with otherworldly energy, and its body moves with unexpected speed.
SOULBOUND ANNIHILATOR ROBOT CR 17
XP 102,400
N Gargantuan construct (robot)
Init +6; Senses darkvision 120 ft., low-light vision,tremorsense 60 ft.; Perception +22
DEFENSE
AC 32, touch 10, flat-footed 29 (+1 deflection, +2 Dex,+1 dodge, +22 natural, –4 size)
hp 190 (20d10+80); force field (80 hp, fast healing 16)
Fort +8, Ref +8, Will +5
Defensive Abilities hardness 10; Immune cold, construct traits; Resist electricity 30, fire 30
Weaknesses susceptible to mind-affecting effects, vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 50 ft., climb 30 ft.; booster jets
Melee 2 claws +28 (2d6+12/19–20)
Ranged 2 chain guns +19 (8d6/×4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, death throes (DC 14),
plasma lance, suppressing fire
Spell-Like Abilities (CL 10; concentration +14)
3/day—stinking cloud (DC 17)
1/day—contagion (DC 18)
STATISTICS
Str 34, Dex 15, Con —, Int 18, Wis 8, Cha 12
Base Atk +20; CMB +36; CMD 49 (57 vs. trip)
Feats Arcane StrikeB , Combat Expertise, Combat Reflexes, Craft Magic Arms and ArmorB , Craft Technological Arms and ArmorB , Craft Technological ItemB,Deadly Aim, Dodge, Exotic Weapon ProficiencyB  (firearms), Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Scribe ScrollB, Skill Focus (Acrobatics), Skill FocusB (Knowledge [engineering]),TechnologistB, ToughnessB, Weapon Focus (chain gun)
Skills Acrobatics +28, Climb +20, Craft (mechanical) +15 (+19 with technology), Intimidate +21, Knowledge (arcana, geography) +17, Knowledge (engineering) +23 (+27 with technology), Linguistics +8 (+12 with technology), Perception +22, Sense Motive +22, Spellcraft +17
Languages Androffan, Aklo, Common, Draconic,Hallit, Infernal, Orc
SQ bind soul, soul focus
ECOLOGY
Environment any (Numeria)
Organization solitary
Treasure none
A soulbound construct is a once-living creature that has had its soul bound to a construct host that serves as its new body. The creatures involved in this example are a Technic League captain (Pathfinder Adventure Path #89: Palace of Fallen Stars 33) and an annihilator robot (Pathfinder RPG Bestiary 5 206); any abilities not explained here are described in those entries.
CREATING A SOULBOUND CONSTRUCT
“Soulbound construct” is an acquired template that can be applied to a construct (referred to hereafter as the host construct); this construct draws several of its statistics from a living corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the base  creature) whose soul is contained within a soul focus. A soulbound construct uses all the host construct’s statistics and special abilities except as noted here.
Challenge Rating: If the base creature has 10 or fewer Hit Dice, host construct’s CR + 1; if the base creature has 11 or more Hit Dice, host construct’s CR + 2.
Alignment: As per base creature.
Type: A soulbound construct gains any alignment subtypes that the base creature had.
Armor Class: A host construct gains a deflection bonus to AC equal to the base creature’s Charisma modifier.
Weakness: A soulbound construct retains all the weaknesses of the host construct and gains the following additional weakness.
Susceptible to Mind-Affecting Effects (Ex): A soulbound construct is not immune to mind-affecting effects.
Special Attacks: A soulbound construct gains the following special attack.
Spell-Like Abilities (Ex): A soulbound construct has one or more alignment-based spell-like abilities, based upon the base creature’s HD. If the base creature has 1–4 HD, the soulbound construct can cast the first spell-like ability listed in the table below for its alignment once per day. If the base creature has 5–10 HD, it can cast the first listed spell-like ability three times per day and the second ability once per day. If the base creature has 11–16 HD, it can cast the first listed spell-like ability at will, the second ability three times per day, and the third ability once per day. If the base creature has 17–20 HD, it can cast the first and second listed spell-like abilities at will and the third ability three times per day. The caster level for these abilities is equal to the base creature’s Hit Dice. The save DC for these abilities is based on the base creature’s Intelligence, Wisdom, or Charisma, whichever is highest.
Ability Scores: The host construct replaces its Intelligence, Wisdom, and Charisma scores with those of the base creature.
Skills: A soulbound construct gains the Intelligence-, Wisdom-, and Charisma-based skills of the soul held in the soul focus. If the host construct already has any of these skills, select the higher total bonus between that of the base creature and that of the host construct.
Feats: A soulbound construct gains the base creature’s feats as bonus feats. Feats that can’t be used by the host construct are not added in this way.
Special Qualities: A soulbound construct gains the following special qualities.
Bind Soul (Su): The process to bind the soul focus to the construct body takes 1d10 days of continual concentration, and the target construct can attempt a Will save (DC = 10 + half the base creature’s Hit Dice + the base creature’s Intelligence, Wisdom, or Charisma modifier, whichever is highest) to negate the effect. Mindless constructs receive no save against this effect.
Soul Focus (Su): The base creature’s soul lives within a gem called a soul focus. As long as the soul focus remains intact, a soulbound construct gains the abilities granted by this template, and it retains the base creature’s personality, memories, and thoughts, as well as its alignment, mental ability scores, feats, and skills that are based on mental ability scores. It does not retain racial modifiers to those skills (if any). A soul focus has hardness 8, 12 hit points, and a break DC of 20.
CONSTRUCTION
A soulbound construct’s soul focus is made from a gem worth 1,000 gp per Hit Die of the base creature. Creating the soul-bound construct requires first binding the base creature’s soul to the gem in a 10-hour ritual using rare spell components worth 10,000 gp. The base creature dies at some point during the process of creating the soul focus (this prevents the body from later being revived, so long as the soul focus still remains intact). An unwilling soul can resist the procedure with a successful DC 20 Will save.
SOUL FOCUS
CL 7th; Price 10,000 gp + 1,000 gp per Hit Die of the base creature
CONSTRUCTION
Requirements Craft Construct, Craft Wondrous Item, geas/quest, magic jar, soul of a living creature who dies or is slain during the creation process; Skill Craft (gemcutting); Cost 5,000 gp + 1,000 gp per Hit Die of the
base creature
Alignment           First Ability             Second Ability                        Third Ability
Lawful good        Hold person          Dimensional anchor                  Repulsion
Neutral good      Heroism                 Greater invisibility                     Heal
Chaotic good      Blink                       Shout                                        Prismatic spray
Lawful neutral     Suggestion         Lesser globe of invulnerability    Blade barrier
Neutral                Deep slumber       Hold monster                         Greater dispel magic
Chaotic neutral   Rage                      Confusion                               Disintegrate
Lawful evil           Minor image         Crushing despair                     Antilife shell
Neutral evil         Inflict moderate wounds Enervation                      Harm
Chaotic evil         Stinking cloud                 Contagion                       Eyebite


【Bestiary 4】疫鸟(Psychopomp, Nosoi)
这种古怪的黑色鸟类佩戴者尖鼻头的皮质面具,就好像瘟疫医生一般。

疫鸟(Nosoi),CR 2
XP 600
绝对中立 超小型 异界生物(跨位面,招魂者)
先攻 +3;感官 60尺黑暗视觉(darkvision),昏暗视觉,生命感知;察觉 +9

防御能力

AC 15,接触 15,措手不及 12(+3 敏捷,+2 体型)
HP 19(3d10 + 3)
强韧 +2,反射 +6,意志 +4
伤害减免 2/精金
免疫 死亡效果(death effects),疾病(disease),毒素(poison)
抗力 寒冷10点,闪电10点

攻击能力

速度 20尺,飞行50尺(机动性良好)
近战 啮咬 +8(1d3 - 1)
占据 2.5尺;触及 0尺
特殊攻击 萦绕心弦(haunting melody)
类法术能力 CL 3级;专注 +6
随意——隐形术(invisibility;仅限自身)
3次/日——死者交谈(speak with dead;6个问题,CL 12级)
1次/日——亡灵无视术(hide from undead;DC 14),音鸣爆(sound burst;DC 15)

基本数据

力量 8,敏捷 16,体质 12,智力 11,感知 13,魅力 16
BAB +3;CMB +4;CMD 13
专长 警觉(Alertness),武器娴熟(Weapon Finesse)
技能 飞行 +17,知识(历史)+6,知识(位面)+6,察觉 +9,专业(抄写员)+7,察言观色 +3,潜行 +17
语言 深渊语(Abyssal),天界语(Celestial),炼狱语(Infernal)
特殊能力 改变外形(渡鸦或夜莺[数据相同],同野兽形态 II),魂之触碰

生态背景

环境 任意(判魂炼地)
组织 单独,一对或一群(3 - 15)
财宝 标准

特殊能力

萦绕心弦(Haunting Melody,Su):疫鸟的歌声具有抓住听者灵魂本质的能力。所有身处60尺扩散范围内的活物和不死生物都必须进行DC 14的意志豁免检定,失败则会陷入迷魂(fascinated)。成功通过豁免的生物在24小时内不会再受到同一只疫鸟的歌声影响。在第1轮之后,只要疫鸟持续歌唱,该效果就会继续下去。疫鸟每日能够歌唱的轮数等同于其生命骰的两倍。这是个音波(sonic)的影响心灵(mind-affecting)的魅惑(charm)效果。该能力也能够影响不死生物,即便是那些由于不死生物的生物类型而免疫影响心灵效果的生物也会受到影响(不过对于由其他来源获得免疫影响心灵效果的不死生物来说则依旧免疫)。该豁免DC基于魅力。

疫鸟十分希望能够加入判魂炼地(Purgatory)的机构中,跻身为书记员、抄书员或者信使的职位。它们记录下每个凡间之人的死亡之景、对其灵魂的判决、以及最终将要前往的外层位面(Outer Planes)。疫鸟看起来像是夜莺——也有可能是乌鸦、麻雀或夜鹰——不过它们都会佩戴着能够凸显出鸟喙的面具。许多疫鸟会利用与墓葬相关的货品或其他装饰品为自己制造尾饰,在它们飞翔时这种尾饰会飘荡在其身后。疫鸟的长度通常仅有1尺,但是不要被这小小的体型所迷惑,它们通常有大约10至15磅重。疫鸟能够使用为小型或中型生物制作的绘画或书写工具而不会受到任何惩罚。
疫鸟在判魂炼地的图书馆与缮写室中服务,不知疲倦地写写画画。作为社会性生物,它们会不厌其烦地与他人交谈或歌唱。疫鸟将进食视为难得的休歇时光,有时它们会通过分享自己所知的讯息来作为他人赠予美食的奖励。
疫鸟的主要职责是记录在判魂炼地发生的事情、引导灵魂前往它们注定抵达的终点、并将来自判魂炼地的消息送抵至其他位面的代理人们。大多数异界生物都会尊重这新信使的中立性,并允许它们安全通行。也有很多疫鸟作为助手服侍更为强大的招魂者,在牵涉到极其重大的命运或者可怖的情况时,甚至会成为凡人的仆从。疫鸟为自己使命而自豪,因为这些琐碎的日常任务关系到维持多元宇宙中最为重要的系统之一得以可靠而稳定地运作下去。
完全中立的施法者能够在7级时通过选取进阶魔宠(Improved Familiar)专长来让疫鸟成为自己的魔宠。疫鸟魔宠会使其主人在抄写卷轴(scribe scrolls)的技能检定获得+2加值。若疫鸟的主人创造或者永久地成为不死生物的话,它便会立即停止对其服务并迅速离去。

【译注】
疫鸟最早出现在AP47里,本区已经有AP模组中的疫鸟数据以及背景说明(由Hydrane翻译),但是因为数据有变动,而且有不同的配图,所以这里重新翻译了一下。
模组怪物说明详细请见http://www.goddessfantasy.net/bbs/index.php?topic=58632.0

普通能力速查
改变外形 (Change Shape, Su): 拥有此特质的生物获得将外貌改变成一个特定生物或者某种类型生物 (通常是类人生物) 的能力,但是保持他自己的物理属性。该生物不能使用改变外形能力变成体型比原有体型大或者小超过1级的样子。这个能力类似于『变形术 (polymorph)』,在生物描述中列出了可以变化的类型,但是该生物不会有属性的变化 (尽管他获得了变化目标的其他能力)。除非特殊说明,该生物可以永久地改变外形。某些生物,例如兽化人 (lycanthropes),可以通过变成独一无二的形态获得特殊加值和属性。这些有属性调整的生物会在他的描述中列出。

昏暗视觉 (低光视觉)  (Low-Light Vision, Ex): 拥有昏暗视觉的生物在星光、月光、火炬和类似的低光下可以看到人类的两倍远。昏暗视觉可看见色彩和细节。

魂之触碰(spirit touch,Su):招魂者的天生武器和所握持的武器视同拥有幽冥属性(Ghost touch)。

生命感知(spiritsense,Su):招魂者能感知、定位以及区分60尺内的活物和不死生物,作用如同盲视。

原文
Psychopomp, Nosoi
This strange black bird wears a leather long-nosed mask like a plague doctor.
NOSOI CR 2
XP 600
N Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +6, Will +4
DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10
OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee bite +8 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks haunting melody
Spell-Like Abilities (CL 3rd; concentration +6)
At will—invisibility (self only)
3/day—speak with dead (6 questions, CL 12th)
1/day—hide from undead (DC 14), sound burst (DC 15)
STATISTICS
Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 13
Feats Alertness, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same statistics], beast shape II), spirit touch
ECOLOGY
Environment any (Purgatory)
Organization solitary, pair, or group (3–15)
Treasure standard
SPECIAL ABILITIES
Haunting Melody (Su) A nosoi's song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi's song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.

Nosois eagerly fill the roles of clerks, scribes, and messengers in Purgatory's bureaucracy. They record the circumstances of each mortal's death, any judgments for and against its soul, and its final destination among the Outer Planes. A noisoi looks like a songbird—usually a crow, sparrow, or whippoorwill—though it wears a funerary mask that accentuates its beak. Many nosois craft decorative artificial tails from grave goods and other decorations that trail behind them as they fly. A nosoi typically measures about 1 foot in length but is deceptively heavy, weighing between 10 and 15 pounds. It can use drawing and writing tools suitable for Small or Medium creatures without penalty.
Nosois serve within the libraries and scriptoriums of Purgatory, tirelessly scribbling away without rest. Being social creatures, they frequently chatter or sing with one another. A nosoi considers eating a rare treat, and sometimes shares the information it knows if given a suitable tasty bribe.
A nosoi's primary duties are to record happenings within Purgatory, conduct souls to and from their appointed destinations, and carry messages from Purgatory to agents in other planes. Most outsiders respect the couriers' neutrality and allow them safe passage. Many also serve as assistants to more powerful psychopomps or even to mortals with particularly morbid concerns or important fates. Nosois take pride in knowing that their trivial tasks aid in keeping one of the multiverse's most important systems functioning with general reliability.
A true neutral spellcaster can gain a nosoi as a familiar at 7th level by taking the Improved Familiar feat. A nosoi familiar grants its master a +2 bonus on skill checks made to scribe scrolls. A nosoi immediately leaves the service of any master who creates or permanently becomes an undead.

【Bestiary 1】兽化人模板
兽化人
兽化人是能变化成动物或者其类人和动物形态的混种形态的类人生物。天生的兽化人生下来就拥有这种能力并能完美的控制自己的形态变化。被感染的兽化人的往往是因为另一个兽化人才被感染上这如同诅咒或者疾病的能力,他们有时并不是自愿的。

创造一个兽化人
“兽化人”是一个能加载任何类人生物上的遗传(对天生兽化人来说)或者后天获得(对受感染的兽化人来说)模板。
挑战等级:基底生物或者动物(两者中取高者者)+1。
体型与种类:生物(以下提到的基底生物)增加“变形生物”亚种。兽化人会以自己的体型大小呈现出某些动物(以下提到的基底动物)的特征。一个兽化人的混种形态的体型与其基础动物或基础生物相同,取其较大者。

AC:在混血者动物形态下兽化人获得基础动物的天生防御值并再+2。
防御能力:处于动物或混种形态下的受传染的兽化人拥有5/ 银的伤害减免能力。处于动物或混种形态下的天生兽化人拥有10/ 银的伤害减免能力。
速度:与其基础生物或基础动物相同,取决于兽化人正处于哪种形态下。混种形态下使用其基础生物的速度。

战斗:兽化人根据基础动物在动物形态以及混种形态下获得天生武器。
特殊攻击:兽化人保留基底生物的特殊攻击、特性和能力。在混种和动物形态下获得基底动物的特殊攻击、特性和能力。兽化人也获得昏暗视觉,灵敏嗅觉以及以下能力:

改变形态(SU):所有的兽化人都有三个形态—类人形态、动物形态以及混种形态。在类人形态与混种形态互相转换时装备不会融入自身,但在转变为动物形态时会融入自身。天生兽化人能以一个移动等效动作变为三个形态中任意一个。感染兽化人能以一个整轮动作以及一个DC=15的意志检定来呈现出动物或者混种形态,或者以一个整轮动作以及一个DC=20的意志检定来呈现出类人形态。在能看到满月的夜晚时,感染兽化人在呈现动物和混种形态时获得+5士气加值在意志检定上,呈现类人形态时获得-5士气加值在意志检定上。感染兽化人会在下个日出或者休息8小时候后自动变回他的类人形态,取较快者。一个被杀死的兽化人会变回他的类人形态,但仍会死去。更多这种超自然能力规则请翻阅298页。

兽化诅咒 (Su):任何被处于动物或混种形态下的天生兽化人的啮咬攻击所击中的类人生物都必须通过一个DC 15的强韧豁免检定,否则就可能被传染上兽化症。如果受害者的体型超出或小于兽化人一个体型以上,则该能力无效。

理解兽性 (Ex):无论处于任何形态下,天生兽化人都能与其动物形态相关的的动物交流沟通。这使它们在影响动物态度时可获得+4的种族加值。感染兽化人只在动物或者混种形态下获得该能力。


属性调整:所有形态下都+2感知,-2魅力;混种和动物形态下+2力量,+2体质。兽化人的感官得到了强化,但是他们不能完全控制他们的情绪和兽
欲。除了上面这些基础生物的属性调整外,兽化人在呈现为动物或者混种形态时其属性值也会变化。在混种和动物形态下,兽化人的属性值等于他的基底生物或者基底动物的属性值,取其高者。


兽化症
当一个生物被兽化人抓到时(上文的咬一口)就会被感染兽化症,直到下次满月的第一个夜晚症状才会显现出来(并且这段时间他不获得模板带来的调整和能力),当晚受害人会不自觉地变成动物形态并且会忘记他或她的身份。该人物会保持着动物形态直到下个黎明并且会忘记当晚的所有事情(或后续事件)。除非他通过一个DC=20的意志豁免检定,这样他会发觉他的真实身份。
等级12或更高的牧师所施放的移除疾病或医疗术法术也可以治好这传染病,受传染的人物只有在受到兽化人攻击后的三天内接受上述法术的治疗才有效。此外,服用一剂量的破狼草(注:翻译是附子草或狼毒乌头,和3R核心的颠茄不同。详见Pathfinder RPG Core Rulebook 560)能让感染兽化人以一次新的强韧豁免来从兽化症中恢复。(注:DC没说,详细估计要看规则书的详述)
----------------------------------------------------------------------------
关键变化较大,但细节不变的一个模板,和3R不同不再增加动物HD,而是直接获得动物的能力、属性。

【Bestiary 5】虫化人模板
本文参考沙包前辈的「嗷呜~~~B1模板:兽化症 (http://www.goddessfantasy.net/bbs/index.php?topic=41333.0)」的大部分内容

虫化人
虫化人是能变化成巨型虫类或者其类人和虫类形态的混种形态的类人生物。

创造一个虫化人
「虫化人」是一个能加载任何类人生物上的遗传模板(对天生虫化人来说)或者后天获得的模板(对受感染的虫化人来说)。

挑战等级:基底生物或者动物(两者中取高者者)+1。
体型与种类:该类人生物(以下提到的基底生物)获得「变形生物」亚种。该虫化人会以自己的体型大小呈现出某些虫类生物(以下提到的基底虫类)的特征。一个虫化人的混种形态的体型与其基础生物或基础虫类相同,取其较大者。
AC:在混种形态或虫类形态下,虫化人获得基底虫类的天生防御加值或+2天生防御加值,取其较高者。
防御能力:处于虫类形态或混种形态下的天生虫化人拥有DR 10/银的伤害减免能力。处于虫类形态或混种形态下的受传染的虫化人拥有DR 5/银的伤害减免能力。
速度:与其基底生物或基底虫类相同,取决于虫化人正在使用哪种形态。混种形态下使用其基础生物的速度,除非该虫化人的有CR 5或更高,这情况下该虫化人获得其基底虫类全部的额外速度(例如攀爬或飞行速度)。
近战:虫化人在混种形态和虫类形态时下获得根据其基底虫类的天生武器。
特殊能力:虫化人保留其基底生物的特殊攻击、特性和能力。在混种形态和虫类形态下,虫化人获得其基底虫类的特殊攻击、特性和能力。一个虫化人还会获得黑暗视觉60尺及以下能力:
改变形态(SU):所有虫化人都有三种形态——类人形态、虫类形态以及混种形态。在类人形态与混种形态互相转换时装备不会融入身体,但在转换成虫类形态时会融入身体。天生虫化人能以一个移动动作变形为三个形态中任意一个。感染虫化人能以一个整轮动作加上一个DC 15的意志检定来变形为虫类形态或混种形态,或以一个整轮动作加上一个DC 20的意志检定来变形为类人形态。在新月的夜晚,感染虫化人在变形为虫类形态或混种形态的意志检定获得+5士气加值,但在变形为类人形态的意志检定获得-5士气罚值。感染虫化人会在下个日出或者休息8小时候后自动变回他的类人形态,取其较早者。一个被杀死的虫化人会变回他的类人形态,尽管仍会死去。更多此超自然能力的规则,请翻查291页。
虫化诅咒(Su):任何被处于混种形态或虫类形态下的天生虫化人的啮咬攻击或钉刺攻击所击中的类人生物都必须通过一个DC 15的强韧豁免检定,否则就感染上虫化症。如果受害者的体型比虫化人的相差一个型号以上,该能力则无效。
虫类认同(Ex):处于任何形态下,天生虫化人都能与其虫类形态相关的虫类交流,即使大部分虫类都没有心智。虫化人能以交涉检定改变该生物的态度,这检定还可获得+4的种族加值。这行为能对该虫类植入一点点智力,允许虫化人训练这些虫类或以其他方式使它们作为有效盟友。感染虫化人只在混种形态或虫类形态下获得该能力。
虫类心智(Ex):在类人形态或混种形态下,虫化人在对抗影响心灵的效果的豁免获得+4加值。
属性调整:所有形态下都-2智力,+2感知;在混种形态和虫类形态下+2敏捷,+2体质。虫化人善于观察,但他们的头脑以低效的方式混作。除了上面这些基础生物的属性调整外,虫化人在变形为混种形态或虫类形态时其属性值也会改变。在类人形态,虫化人的属性值按其基底生物的属性值不变。在混种形态或虫类形态,虫化人的属性值等同其基底生物或者基底虫类的属性值,取其较高者。

虫化症
一个感染了虫化症的生物不会有任何症状(而且没有获得模版),直到下次新月的夜晚症状才会显现出来,当晚受害人会不由自主地变成虫类形态并且忘记他的身份。该人物会持续其虫类形态直到下个黎明并会忘记当晚的事(或后续事件),除非他通过一个DC 20的意志检定,这样他会察觉到他的状况。
在受到虫化人攻击并被感染后的三天内,接受等级12或更高的牧师所施放的移除疾病或医疗术法术,可以治好此疾病。此外,服用一个剂量的颠茄(而不是狼毒乌头)能让感染虫化人进行一次新的强韧豁免来以从虫化症中恢复。

虫化PC
当一个PC变成虫化人,你作为GM须要作出一个决定.在大多情况下,你应该控制该PC在混种形态或虫类形态下的行动——虫化症不应该成为PC变强的方法,毕竟一个感染虫化人在混种形态或虫类形态往往是奇奇怪怪,为所欲为,为所欲为,为所欲为,为所欲为,为所欲为,为所欲为。

【Belkzen, Hold of the Orc Hordes】鲁尔战猫(Warcat of Rull)
魯爾战猫(Warcat of Rull)
这巨大的类猫生物儘管生有殼狀的分段式裝甲,它还保持着貓的輕盈優雅。
出自《貝爾克澤恩,獸人部落之地 pg. 63》

魯爾战猫(Warcat of Rull) CR 13
XP 25,600
中立 超大型 动物
先攻 +4;感官 昏暗视觉,灵敏嗅觉;察覺+7

防禦

AC 28,接觸 12,措手不及 24 (+4敏捷,+16天生,-2体型)
hp 184(16d8+112)
強韌+17,反射+14,意志+7

攻擊

速度:50尺,攀爬速度20尺
近戰:啮咬+22 (2d6+12 附帶攫抓),2爪抓+22(1d8+12/19-20 附帶撕扯)
特殊攻击:猛扑,撕扯(2爪抓,1d8+18),践踏(2d8,DC 30)

屬性

力量35,敏捷18,體質24,智力2,感知11,魅力5
BAB:+12;CMB+26;CMD40
專長:特技专家,顺势斩,顽强,坚忍,精通重击(爪抓),钢铁意志,猛力攻擊,飞跑
技能: 特技+11,攀爬+25,察觉+7,隱匿+3,游泳+19

生態

環境:寒冷的山丘或山脉
組織:單獨或成对
財寶:


  魯爾战猫是巨大的生物,同時有着犰狳般的裝甲皮膚和大猫的外型习性。魯爾战猫重4000磅,由鼻至尾巴末端的体長可以伸展至25尺,它们是擁有大片領土的危險捕食者。野生的魯爾战猫会独自或与伴侣一同狩獵,从远古巨兽(Megafauna)到巨人,甚至少年龙类都是牠们眾所周知的狩獵目标。冰牙兽人部族会捕捉魯爾战猫幼崽並訓練它們為氏族服務。这些野兽經常作為部族勇士的坐骑,奔馳于跟猛犸象大王之国的戰士的戰鬥里。



魯爾战猫(Warcat of Rull)
初始数据
体型 中型
速度 40尺
AC +4天生护甲
攻击 啮咬(1d6),2爪抓(1d4)
属性 力量15,敏捷15,体质14,智力2,感知11,魅力5
特殊攻击 耙抓(1d4)
特殊能力 昏暗视觉,灵敏嗅觉

7级进化
体型 大型
AC +2天生护甲
攻击 啮咬(1d8),2爪抓(1d6)
属性 力量+8,敏捷-2,体质+4
特殊攻击 攫抓,猛扑,耙抓(1d6)

War Beast of Belkzen, Warcat of Rull
This massive catlike creature has the lithe grace of a feline despite a shell-like armor of segmented plates.
Warcat of Rull CR 13
Source Belkzen, Hold of the Orc Hordes pg. 63
XP 25,600
N Huge animal
Init +4; Senses low-light vision, scent; Perception +7
Defense
AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size)
hp 184 (16d8+112)
Fort +17, Ref +14, Will +7
Offense
Speed 50 ft., climb 20 ft.
Melee bite +22 (2d6+12 plus grab), 2 claw +22 (1d8+12/19–20 plus rend)
Space 15 ft., Reach 15 ft.
Special Attacks pounce, rend (2 claws, 1d8+18), trample (2d8, DC 30)
Statistics
Str 35, Dex 18, Con 24, Int 2, Wis 11, Cha 5
Base Atk +12; CMB +26; CMD 40
Feats Acrobatic, Cleave, Diehard, Endurance, Improved Critical (claw), Iron Will, Power Attack, Run
Skills Acrobatics +11, Climb +25, Perception +7, Stealth +3, Swim +19
Ecology
Environment cold hills or mountains
Organization solitary or pair
Treasure none
Description
Warcats of Rull are massive creatures with the shapes and habits of great cats but the armored skin of armadillos. Weighing 4,000 pounds and stretching 25 feet from nose to the base of its tail, a warcat of Rull is a dangerous predator with a large territory. Wild warcats of Rull hunt alone or with a single mate, and have been known to take down prey ranging from megafauna to giants and even young dragons. The Ice Tooth orc clan catches warcats of Rull as cubs and trains them to serve the clan. These beasts often act as mounts for the clan’s champions, who ride them into battle against warriors from the Realm of the Mammoth Lords.

Warcat of Rull
Starting Statistics:
Size Medium; Speed 40 ft.;
AC +4 natural armor; Attack bite (1d6), 2 claws (1d4);
Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 11, Cha 5;
Special Attacks rake (1d4); SQ low-light vision, scent.
7th-Level Advancement:
Size Large;
AC +2 natural armor;
Attack bite (1d8), 2 claws (1d6);
Ability Scores Str +8, Dex –2, Con +4;
Special Attacks grab, pounce, rake (1d6).

(https://i.imgur.com/LEAv7dF.jpg)

【Bestiary 5】以太元素(Elemental, Aether)
以太元素AETHER ELEMENTAL
这种奇怪的实体由一种半透明的多彩物质丝线交织而成。

通用怪兽特殊能力
念动遁形Telekinetic Invisibility (Ex) 以太元素的身体能偏折光线,抑制声波。除了这是持续性效果而且不会在以太元素攻击时结束以外,该效果在其他方面如同操念师同名通用原力一样运作。该能力是天生的,因此不会受类似消解隐形的效果影响。
速查:念动遁形(Telekinetic Invisibility)
元素:以太;类别:通用(Sp);等级:3;超载:0
你编织着以太,偏折光线的同时抑制着声音;该效果的功能如同隐形术(invisibility)一般,不过以太扭曲的视觉效果比普通的隐形更易于察觉,因此你在潜行检定中获得的加值减半(移动时+10点,静止不动时+20点)。然而,对声音的压制使得你不会被基于声音的盲感(blindsense)和盲视(blindsight)自动察觉到,但是这个原力也不会在你使用潜行检定对抗具有此类能力的生物时提供加值。

念动投掷Telekinetic Throw (Ex) 以太元素能猛扔一个生物或者物体(最大距离480尺)。生物能通过一个强韧检定来防止被投掷(豁免DC基于体质)。念动投掷对被投掷的生物或者物品以及投掷目标造成下文中列出的伤害。以太元素最多能投掷等同于它HDx60磅重的生物或物体。
念动偏斜Telekinetic Deflection (Su) 以太元素在它的AC上获得等同于它体质调整值的偏斜加值。
念动伎俩Telekinetic Maneuver (Su) 以太元素能尝试进行一次远程战技检定,如同心灵遥控法术(Telekinesis),CMB为以太元素的HD加上它的敏捷调整。

小型以太元素 SMALL AETHER ELEMENTAL
CR1 XP400
绝对中立 小型异界生物(以太,元素,跨位面)
先攻+6; 感官:盲感60尺,黑暗视觉60尺; 察觉+5
防御
AC 14,接触14,措手不及12(+1偏斜,+2敏捷,+1体型)
Hp 13(2d10+2)
强韧+4,反射+5,意志+0
防御能力:念动偏斜
免疫 元素特性,免疫力场效果(force)
攻击
速度 飞行60尺(良好机动性)
物理攻击 挥击+4(1d4+1)
远程  念动投掷+5(1d8+2)
特殊攻击:念动伎俩,念动投掷(DC12)
数据
力量12,敏捷15,体质12,智力4,感知11,魅力11
BAB+2;CMB+2;CMD 15
专长:精通先攻,近距射击
技能 特技+6,飞行+12,察觉+5,隐匿+11
特殊能力 念动遁形

Elemental (Aether)
Source Bestiary 5 pg. 106
This strange entity is formed from interwoven, translucent threads of an unusual multicolored material.

Special Abilities
Telekinetic Invisibility (Ex) An aether elemental’s body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility, except that it is constant and doesn’t end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.

Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.

Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.

Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.

Small Aether Elemental CR 1
Source Bestiary 5 pg. 106
XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5
Defense
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force
Offense
Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)
Statistics
Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved InitiativeB, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Ecology
Environment any (Ethereal Plane)
Organization solitary, pair, or gang (3–8)
Treasure none
Description
Aether elementals are made of living aether, the rare fifth element that arises on the Ethereal Plane near the borders of the Elemental Planes.

【Bestiary 5】小野人(Orang-Pendak)
小野人(Orang-Pendak)
此长毛的类人生物拥有橙啡色的毛发、宽阔的胸腔和肌肉发达的手臂。

出自《怪物图鑑5 pg. 186》

小野人战士 CR 1/2
XP 200
中立 小型 类人生物[大脚亚种]
先攻 +1;感官 昏暗视觉;察觉+1

防御

AC 13,接触 13,措手不及 11 (+2敏捷,+1体型)
hp 11(1d10+1)
强韧 +3,反射 +2,意志 +1

攻击

速度 30 尺
近战 矛+5 (1d6+3/×3)
远程 矛+4 (1d6+3/×3)或套牛绳+4 (1d3)
特殊攻击 撕开

属性

力量 17,敏捷 14,体质 13,智力 6,感知 12,魅力 10
BAB +1;CMB +3;CMD 15
专长 猛力攻击,技能专攻[隐匿]
技能 攀爬+7(在森林为+11),驯养动物+4(对猿和猴为+8),隐匿+9(在森林为+13);种族调整 在森林时攀爬和隐匿再+4,对猿和猴时驯养动物再+4
语言 大脚怪语
SQ 森林行者,全靠双脚,类人猿认同

生态

环境 温暖的森林
组织 单独、成对、家庭(3-7)或部落(8-30 + 8-30非战斗成员,1个族长[3-5级的猎人或游侠],1个萨满[3-5级的萨满或德鲁伊],1d4只大猩猩或猴群)
财宝 NPC装备(矛、2份套牛绳、其它宝物)

特殊能力


森林行者(Forest Walker,Ex):小野人在森林和丛林地形时攀爬和隐匿检定获得+4加值。
全靠双脚(Own Two Feet,Ex):小野人在骑乘其他生物或载具时会极度不安,他们在此情况下属性检定、攻击检定、伤害检定、豁免检定、技能检定都拥有-2罚值。
类人猿认同(Simian Empathy,Ex):小野人在面对猿和猴的驯养动物和野性认同检定获得+4种族加值。
撕开(Tear Apart,Ex):小野人拥有强壮的上半身并在破坏物品的力量检定获得+2种族加值。此加值还恣应用于使用徒手攻击的破武战技检定。

  小野人是大脚怪品种中一个罕见的分支,居住在偏远的山区丛林之中。
  由于难以捉摸兼且为人害羞,其他种族很少见到小野人。鑑于他们与猿的友谊(特别是长臂猿(gibbons)和红毛猩猩(orangutans))和他们弯腰的姿势和长满粗毛的皮毛——从黄褐色或红色到深棕色或黑色——他们经常在远距离时被误认成上述那些野兽。
  小野人训练猿和猴去为他们作战和狩猎,但尽管他们有着深厚的友谊和相似的外表,他们物种并没有密切相关。
  在他们的生活里,小野人聚集在一起组成半游牧的部落,在一个地区狩猎和聚集,直到食物和猎物变得稀缺,然后搬到下一个区域。许多部落遵循一个区域模式来进行迁移,让一部分的丛林重新补充和收集刚好足够的物质来避免破坏土地自行恢复的能力。
  小野人成年后有3至5尺高,重达150磅,他们在同型体中相当强大。小野人主要是草食性的,但有时侯也会用矛、木棒和套牛绳狩猎。


小野人角色
小野人并不具有种族HD,它们的HD仅仅来源于拥有的职业等级。所有小野人都拥有以下种族特性。
+2力量,+2感知,-2智力:小野人强大而且擅长直觉,但并不是特别聪明。
小型体型(Small):小野人是小体型生物,AC获得+1体型加值,攻击检定获得+1体型加值,CMB和CMD受到-1减值,隐匿技能检定获得+4体型加值。
森林行者(Forest Walker,Ex):小野人在森林和丛林地形时攀爬和隐匿检定获得+4加值。
昏暗视觉(Low-Light Vision):精灵拥有昏暗视觉,在昏暗光照下能够看到的距离是人类的两倍远。
全靠双脚(Own Two Feet,Ex):小野人在骑乘其他生物或载具时会极度不安,他们在此情况下属性检定、攻击检定、伤害检定、豁免检定、技能检定都拥有-2罚值。
类人猿认同(Simian Empathy,Ex):小野人在面对猿和猴的驯养动物和野性认同检定获得+4种族加值。
撕开(Tear Apart,Ex):小野人拥有强壮的上半身并在破坏物品的力量检定获得+2种族加值。此加值还应用于使用徒手攻击的破武战技检定。
起始语言(Languages):小野人的起始语言只有大脚怪语(Sasquatch)。智力足够高的小野人可以选择邪灵语(Aklo),通用语(Common),龙语(Draconic),地精语(Goblin),树蛙人语(Grippli), 木族语(Sylvan), 灵猴族语(Vanaran)和蝮血裔语(Vishkanya)作为额外语言。

Orang-Pendak
This hairy humanoid has orange-brown hair, a broad chest, and muscular arms.
Orang-Pendak CR 1/2

XP 200
Orang-pendak fighter 1
N Small humanoid (Sasquatch)
Init +1; Senses low-light vision; Perception +1

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1

OFFENSE

Speed 30 ft.
Melee spear +5 (1d6+3/×3)
Ranged spear +4 (1d6+3/×3) or bolas +4 (1d3)
Special Attacks tear apart

STATISTICS

Str 17, Dex 14, Con 13, Int 6, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack, Skill Focus (Stealth)
Skills Climb +7 (+11 in forests), Handle Animal +4 (+8 with apes and monkeys), Stealth +9 (+13 in forests); Racial Modifiers +4 Climb in forests, +4 Handle Animal with apes and monkeys, +4 Stealth in forests
Languages Sasquatch
SQ forest walker, own two feet, simian empathy
ECOLOGY
Environment warm forests
Organization solitary, pair, family (3–7), or tribe (8–30 plus 8–30 noncombatants, 1 chieftain [3rd- to 5th-level hunterACG or ranger], 1 shaman [3rd- to 5th-level druid or shamanACG], and 1d4 gorillas or 1 monkey swarmB2)
Treasure NPC gear (spear, 2 bolas, other treasure)

SPECIAL ABILITIES
Forest Walker (Ex) Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Own Two Feet (Ex) Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy (Ex) Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart (Ex) Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.

Orang-pendaks are a rare offshoot of the sasquatch species that dwells in remote mountainous jungles.

Elusive and shy, they are rarely seen by other races. Given their friendship with apes (gibbons and orangutans in particular) and their hunched posture and shaggy fur— ranging from tawny or reddish to dark brown or black— they are often mistaken for those beasts at a distance.

Orang-pendaks train apes and monkeys to hunt and fight for them, but despite the friendship and similar appearance, the species are not closely related.

Within their remote holds, Orang-pendaks cluster together into seminomadic tribes, hunting and gathering in a region until food and game becomes scarce, then moving on to the next area. Many tribes follow a regional pattern to this migration, allowing parts of the jungle to repopulate and gathering only enough substance so as not to disrupt the land’s ability to recoup the losses.

Orang-pendaks range from 3 to 5 feet tall as adults, weighing up to 150 pounds, and they are quite strong for their size. Orang-pendaks are largely herbivorous, but sometimes hunt with spears, clubs, and bolas.

ORANG-PENDAK CHARACTERS
Orang-pendaks are def ined by their class levels—they don’t have racial Hit Dice.
All orang-pendaks have the following racial traits.
+2 Strength, +2 Wisdom, –2 Intelligence: Orang-pendaks are strong and intuitive, but not particularly clever.
Small: Orang-pendaks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Forest Walker: Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.
Own Two Feet: Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy: Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart: Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
Languages: Orang-pendaks begin play speaking Sasquatch. Orang-pendaks who have high Intelligence scores can choose from the following: Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and Vishkanya.

(https://www.bigfoot411.com/uploads/2/6/9/7/26977415/bf411-orang-pendek_orig.jpg)

【Bestiary 1】巨龙绪论——原贴没排版太醜了
龙(Dragon)

  真龙分为两大类别:彩色龙及金属龙。彩色龙大多非常邪恶,对食物、宝藏与杀戮充满无法平息的欲望。金属龙则一般都是善良,经常在他们的照顾下守护整个世界。

年龄层(Age Category)
  龙的许多能力、攻击、以及其他属性都伴隨着年龄增长而增强。这些增长被划分为12个年龄层——随着龙的年龄增长,其基礎數值参照【龙的年龄层(Dragon Age Categories)】表格而变化。


【龙的年龄层】
年龄层年龄值挑战等级体型生命骰天生护甲喷吐武器
①雏龙(Wyrmling)0–5基礎基礎基礎基礎基礎
②幼龙(Very young)6–15基礎 +2基礎 +1基礎 +2基礎 +3基礎 x2
③少年(Young)16–25基礎 +4基礎 +2基礎 +4基礎 +6基礎 x3
④青少年(Juvenile)26–50基礎 +5基礎 +2基礎 +6基礎 +9基礎 x4
⑤青年(Young adult)51–100基礎 +7基礎 +3基礎 +8基礎 +12基礎 x5
⑥成年(Adult)101–200基礎 +8基礎 +3基礎 +10基礎 +15基礎 x6
⑦壮年(Mature adult)201–400基礎 +9基礎 +3基礎 +12基礎 +18基礎 x7
⑧老年(Old)401–600基礎 +11基礎 +4基礎 +14基礎 +21基礎 x8
⑨极老(Very old)601–800基礎 +12基礎 +4基礎 +16基礎 +24基礎 x9
⑩古龙(Ancient)801–1,000基礎 +13基礎 +4基礎 +18基礎 +27基礎 x10
⑪上古龙(Wyrm)1,001–1,200基礎 +14基礎 +4基礎 +20基礎 +30基礎 x11
⑫太古龙(Great wyrm)1,201+基礎 +16基礎 +5基礎 +22基礎 +33基礎 x12

年龄层(Age Category):此栏目展示了年龄层的名称。
年龄值(Age in Years):此栏目展示了龙的实际年龄值。
挑战等级(CR):此栏目调整了龙的基本挑战等级。
体型(Size):此栏目展示了伴隨龙的年龄层增长,他的基礎体型所带来的增长(从超小型到小型、小型到中型等等)。真龙不会因体型提升而获得属性值的提升——而是按年龄层提升属性值,如【龙的属性值(Dragon Ability Scores)】表格所示。
生命骰(Hit Dice):此栏目展示了伴隨龙的成长,除了基礎生命骰外所获得的額外生命骰数量。生命骰的提升给予额外生命值、专长和技能等级,以及提升龙的基礎攻击加值和基礎豁免加值。龙拥有每生命骰数6+智力调整值的技能等级。龙的属性值提升已经包括了生命骰数增加所带来的属性值提升(参见【龙的属性值(Dragon Ability Scores)】表格)。
天生护甲(Natural Armor):此栏目展示了每层年龄层的龙的基礎天生护甲加值。
喷吐武器(Breath Weapon):每种龙拥有一项喷吐武器(参见战斗部分),造成一个基礎的伤害量。此乘数值提升了龙的喷吐武器造成的伤害骰的数量。舉个例子,一头壮年龙(mature adult)的基礎喷吐武器是造成2d6强酸伤害,那他便能造成14d6强酸伤害(因倍率為 x7)。

【龙的属性值】
年龄层力量敏捷体质智力感知魅力
①雏龙(Wyrmling)基礎基礎基礎基礎基礎基礎
②幼龙(Very young)基礎 +4基礎 -2基礎 +2基礎 +2基礎 +2基礎 +2
③少年(Young)基礎 +8基礎 -2基礎 +4基礎 +2基礎 +2基礎 +2
④青少年(Juvenile)基礎 +10基礎 -2基礎 +6基礎 +4基礎 +4基礎 +4
⑤青年(Young adult)基礎 +12基礎 -4基礎 +6基礎 +4基礎 +4基礎 +4
⑥成年(Adult)基礎 +14基礎 -4基礎 +8基礎 +6基礎 +6基礎 +6
⑦壮年(Mature adult)基礎 +16基礎 -4基礎 +8基礎 +6基礎 +6基礎 +6
⑧老年(Old)基礎 +18基礎 -6基礎 +10基礎 +8基礎 +8基礎 +8
⑨极老(Very old)基礎 +20基礎 -6基礎 +10基礎 +8基礎 +8基礎 +8
⑩古龙(Ancient)基礎 +22基礎 -6基礎 +12基礎 +10基礎 +10基礎 +10
⑪上古龙(Wyrm)基礎 +24基礎 -8基礎 +12基礎 +10基礎 +10基礎 +10
⑫太古龙(Great wyrm)基礎 +26基礎 -8基礎 +14基礎 +12基礎 +12基礎 +12

战斗(Combat)
  【龙的攻击和速度(Dragon Attacks and Speeds)】表格列出了龙所能使用的攻击以及造成的伤害(横线代表该体型的龙不擁有该类型的天生攻击)。其他在此描述的能力在龙达到特定的年龄层时自动获得。

【龙的攻击和速度】
体型飞行速度(机动性)1啮咬2爪抓2翼击1尾掃1碾压1巨龙摆尾线形喷吐锥形喷吐
超小型Tiny100尺(普通)1d41d330尺15尺
小型Small150尺(普通)1d61d440尺20尺
中型Medium150尺(普通)1d81d61d460尺30尺
大型Large200尺(不良)2d61d81d61d880尺40尺
超大型Huge200尺(不良)2d82d61d82d62d8100尺50尺
巨型Gargantuan250尺(笨拙)4d62d82d62d84d62d6120尺60尺
超巨型Colossal250尺(笨拙)4d84d62d84d64d82d8140尺70尺

飞行速度(Fly Speed):此栏目展示了龙根据其体型所提升的飞行速度。
啮咬(Bite):这种主要攻击造成展示的伤害加上龙的1.5倍力量调整值(即使它拥有种项攻击)。在计算龙的啮咬攻击的触及范围时,视其為大一级体型(超巨型的龙则增加10尺)。如果拥有攫取专长,龙可以使用它的啮咬攻击攫取对手。
爪抓(Claws):这种主要攻击将造成展示的伤害加上龙的力量调整值。
翼击(Wings):即使在飞行中,龙也可以使用翅膀揮打对手。翼击是次要攻击,造成展示的伤害加上龙的0.5倍力量调整值。
尾掃(Tail Slap):龙每轮可以用其尾巴掃击一名敌人。尾拍是次要攻击,造成展示的伤害加上龙的1.5倍力量调整值(此是正常次要攻击规则之外的特例)。
碾压(Crush, Ex):超大型或以上的龙能在飞行或者跳跃后以一个标准动作降落到敌人之上,用整个身体去碾压它们。碾压攻击只能对比龙细至少3个体型的生物有效。碾压攻击对龙的占据空间内的所有适用生物造成效果。在影响区域内的生物必须成功通过反射检定(DC等于此龙的喷吐武器DC),否则将被压制,除非龙将身体移开,不然下一轮将自动受到钝击伤害。如果龙选择维持压制,其必须如常成功进行一个的战技检定。被压制的敌人如果不能逃脱,每轮都会受到碾压的伤害。碾压攻击造成展示的伤害加上1.5倍力量调整值。
 巨龙摆尾(Tail Sweep, Ex):此允許巨型或以上的龙以一个标准动作,用它的尾巴扫荡敌人。此次摆尾以龙的佔据空間的任一邊界交叉点为中心,影响半徑30尺的半圆型范围(超巨型的龙为40尺)。在摆尾范围內的生物如果比龙至少细4个体型将受到影響。巨龙摆尾自动造成展示的伤害加上龙的1.5倍力量调整值(向下取整)。被影响的生物可以尝试通过反射豁免来使伤害减半(DC等于此龙的喷吐武器DC)。
喷吐武器(Breath Weapon, Su):使用喷吐武器是一个标准动作。龙每1d4轮能使用其喷吐武器一次,即使其擁有超过一种的喷吐武器也是如此。喷吐攻击总是从与龙邻接的任意格子交叉点开始,并且沿着龙选择的方向延伸。喷吐武器有两种形状,线形和锥形,影響范围按龙的体型而变化。如果喷吐武器造成伤害,范围内的生物可以尝试通过反射豁免来使伤害减半,DC=10+1/2龙的HD+龙的体质调整值。对抗各种喷吐武器的豁免检定也使用相同的DC;具体豁免的类型已记录在各品种中的说明描述。龙可以在擒抱或被擒抱时使用其喷吐武器。

额外龙类规则(Additional Dragon Rules)
龙类感官(Dragon Senses, Ex):龙类拥有黑暗视觉120尺和盲感60尺。他们在昏暗亮度下的视力是人类的四倍,在正常亮度下则是人类的两倍。
氣勢兇猛(Frightful Presence, Ex):龙类的气势凶猛的半径范围等于【30尺x龙类的年龄层】,但其余方面如同通用怪物規則(Universal Monster Rules)中描述。
法术(Spells):龙类能如同特定描述中所写的术士等级般施展奧术。其施法者等级基于其年龄,参见每个种类的描述。
类法术能力(Spell-Like Abilities):龙类的类法术能力的施法者等级等于其总生命骰数。
伤害减免(Damage Reduction):龙类随年龄增长获得伤害减免能力,参见每类龙的条目内容。它们的天生武器在克服伤害减免时视为魔法武器。
免疫(Immunities, Ex):所有龙都对睡眠及麻痹效果免疫。此外,每种龙类无论年龄都额外对一种或两种攻击形式免疫,如同其描述。
法术抗力(Spell Resistance, Ex):随着龙类的年龄增长,它们对于法术及类法术能力產生抗力,如同龙类中的描述。龙类的法术抗力等于11+CR。

【Bestiary 3】仙灵龙(Faerie Dragon)——理由同上,而且數據有修正
仙灵龙(Faerie Dragon)

纤小龙族背后探出一对颜色鲜亮的蝴蝶翅膀。

仙灵龙(Faerie Dragon) CR 2
XP 600
混乱善良 超小型 龙类
先攻 +3;感官 黑暗视觉60尺,昏暗视觉;察觉+8

防御能力(Defense)

AC 18,接触 16,措手不及 14(+3敏捷,+1闪避,+2天生,+2体型)
hp 22(3d12+3)
强韧 +4,反射 +6,意志 +5
免疫 麻痹(paralysis),睡眠(sleep);SR 13

进攻能力(Offense)

速度 10尺,飞行60尺(机动性完美),游泳30尺
近战攻击 啮咬+4 (1d3–1)
占据 2.5尺;触及 0尺
特殊攻击 喷吐武器(Breath Weapon)(5尺锥形,兴奋(euphoria),强韧DC 12 通过则无视,每1d4轮可用)
类法术能力(CL 3; 专注+6)
每天3次——高等隐形术(greater invisibility)(限自身)
已知法术(CL 3; 专注+6)
1环(每天6次)——油腻术(grease)(DC 14),无声幻影(silent image)(DC 14),睡眠术(sleep)(DC 14)
0环 (随意)——舞光术(dancing lights)闪光术(flare)(DC 13),幻音术(ghost sound)(DC 13),法师之手(mage hand)开关术(open/close)

數据(Statistics)

力量 9,敏捷 17, 体质 13,智力 16,感知 14,魅力 16
BAB +3;CMB +4;CMD 14(18 对抗绊摔)
专长 特技專家(Acrobatic),闪避(Dodge)
技能 特技+8(跳跃时+0),唬骗+9,交涉+9,飞行+23,察觉+8,察言观色+8,隱匿+17,游泳+17,使用魔法装置+9
语言 通用语,龙语,精灵语,木族语;心灵感应(telepathy)100尺

生态(Ecology)

环境 温带或温暖的森林(temperate or warm forests)
组织 单独或部落(2-8)
宝藏 标准(standard)

特殊能力(Special Abilities)

喷吐武器(Breath Weapon, Su):5尺锥形,兴奋(euphoria)1d6轮,强韧DC 12 通过则无视。被兴奋(euphoria)影響的生物在持续时间变為恍惚(staggered),恶心(sickened),并免疫恐惧(fear)效果。仙灵龙仅每1d4轮能够使用此喷吐武器一次。此豁免DC基于体质。
法术能力(Spell):仙灵龙施法时视同3级术士。
 
  作为伪龙(pseudodragons)的近亲,仙灵龙生性精灵古怪且好开玩笑,总是花费大量时间在林间空地嬉戏或是准备各种恶作剧。尽管这类恶作剧通常天真,但据知有些仙灵龙会花费数月甚至数年时间准备一个绝对壮观的玩笑。需要途经这些善良天性——但有时也很恼人——的恶作剧生物所居住地域的旅行者常被告知最好保持警戒以免受到各种异想天开玩笑的困扰(马匹被涂满浆果汁,睡袋里被放进松鼠,衣服被挂在高处树杈上,这只是简单的一些例子)。
  与真龙不同,仙灵龙不会随年龄增长体型,但他们的鳞片会改变颜色,开始时是红色,随虹彩在老年时变为深紫色。仙灵龙会随年龄增长在施法者能力上增强(就像术士获得等级提升一样),获得更多强力法术来补充其天生能力。仙灵龙偏好能够创造或者增强其恶作剧的法术,因而幻术系和附魔系法术最受欢迎。
  仙灵龙会尽可能避开战斗,除非毫无选择余地。若必须战斗,仙灵龙会尝试迷惑而非直接消灭敌人,通常同时使用法术和喷吐武器来在逃走前削弱和分散敌人。唯一的例外情况是当仙灵龙的部落或盟友陷入危险时。由于这些超小型龙类的精灵古怪,很多都很快与其他合适的生物有所联系,特别是精类和其他他们感到有趣或热闹的生物——冒险者常常成为后者,特别是那些遭到仙灵龙恶作剧的人物。
  仙灵龙有时会成为施法者的同伴,作为富有好奇心的、偶尔鲁莽但通常可靠的魔宠。至少等级为7、且阵营与混乱善良相差一级以内的奥术施法者若拥有进阶魔宠(Improved Familiar)专长,则可以选择仙灵龙作为其魔宠。

(https://i.pinimg.com/originals/52/41/9c/52419c69c308fc640df0d1d342c86377.jpg)


【Qadira, Jewel of the East】沙漠骏马(Shissah)
沙漠骏马(Shissah)
这匹光滑的马比普通马略小,但牠的眼里有着一线聪慧。


出自《卡蒂亚,东方明珠 pg. 63》

沙漠骏马 CR 4
XP 1,200
中立 大型 动物
先攻 +5;感官 沙漠感应,昏暗视觉,灵敏嗅觉;察觉 +8(在沙漠时察觉 +12)

防御

AC 17,接触 14,措手不及 12 (+5 敏捷,+3 天生,-1 体型)
hp 42(5d8+20)
强韧 +8,反射 +9,意志 +3

攻击

速度 60 尺
近战 啮咬 +6 (1d8+4),2蹄击 +5 (1d4+2)
占据 10尺;触及 5尺

属性

力量 18,敏捷 20,体质 19,智力 2,感知 14,魅力 10
BAB +3;CMB +8;CMD 23
专长 坚忍,多重攻击,飞跑,武器专攻[蹄击]
技能 察觉 +8(在沙漠时察觉 +12),生存 +4(在沙漠时生存 +8);种族调整 在沙漠时察觉 +4和生存 +4
SQ 沙漠居民,易于驯养

生态

环境 温暖的沙漠
组织 单独、成对或牧群(3–16)
财宝

特殊能力


沙漠居民(Desert Dweller, Ex):沙漠如同沙漠骏马的家,碎石或沙子对沙漠骏马而言不视作困难地型。它在沙漠的生存检定获得+4种族加值,还会视热害的状况低一级。因此,沙漠骏马不会遭受炎热环境的影响,视高温环境为炎热环境,和极度高温为高温环境。

易于驯养(Easily Trained, Ex):沙漠骏马学习技巧和动物训练的速度异常地快。任何人尝试训练沙漠骏马时在驯养动物检定上皆获得+2加值。沙漠骏马更可以在动物的智力值限制之外学习额外2个技巧。

沙漠感应(Desert Senses, Ex):沙漠骏马熟识海市蜃楼,在对抗海市蜃楼效果和引起目眩状态的豁免上获得+4种族加值。在沙漠时沙漠骏马的察觉检定+4种族加值。

沙漠骏马比大多数马细并且更为娇贵,但牠们脆弱的外表掩盖了牠们吃苦耐劳的特性。牠们能以最少量的粮水行走数周的旅程,如有必要依靠沙漠的灌木丛甚至是蝗虫生存下去。牠们的双眼大而宽阔,被一层黑色无毛皮肤包围着,使牠们尽管在刺眼的沙漠烈日中仍能视物。牠们宽厚的额头和细长的吻部,都表明牠们的高度智慧。他们的高拱的尾部通常被视为他们火热精神的标志。

沙漠骏马有各种各样的肤色,牠们通常被用于改善其他品种的质素并增添更多的智慧和勇气。很少珂莱士拥有者会出让牠们,因为沙漠骏马不仅仅是坐骑,而是一个狂热且忠诚的伙伴。

PS) 卡蒂亚的Saffeh Horse Fair基本上是异国人能得到沙漠骏马的极少机会之一。这种著名的骏马开价至少5000gp,不过首先要说服其珂莱士拥有者出售给非珂莱士人。若其珂莱士拥有者认可了一位异国人,那交易将持续数日,包括买家与坐骑的训练和教牠听从牠的新主人。

PPS) PFS里表示牠能替代马当坐骑(mount),但原文好像啥都没说,请各位DM自行判断


动物伙伴——沙漠骏马

沙漠骏马作为动物伙伴时,初始的天生护甲比普通的马低,但牠更易于驯养;尽管牠直到7级才进化(不像普通的马在4级就进化),进化后带来的优势让等待是值得的。

起始数据:
体型 大型
速度 60尺
AC +1天生护甲
攻击 啮咬(1d6),2蹄击(1d4;次要天生武器)
属性 力量16,敏捷15,体质13,智力2,感知14,魅力10
特殊能力 沙漠居民,易于驯养

7级进化:
AC +3天生护甲
攻击 啮咬(1d8),2蹄击(1d4;次要天生武器)
属性 +2力量,+4敏捷,+2体质;
特殊能力 沙漠感应

(https://i.imgur.com/7QxLmo1.png)


Shissah
This sleek equine is slightly smaller than an average horse, but its eyes contain a gleam of higher intelligence.
SHISSAH CR 4
XP 1,200
N Large animal
Init +5; Senses desert senses, low-light vision, scent; Perception +8 (+12 in deserts)
DEFENSE
AC 17, touch 14, flat-footed 12 (+5 Dex, +3 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +9, Will +3
OFFENSE
Speed 60 ft.
Melee bite +6 (1d8+4), 2 hooves +5 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 20, Con 19, Int 2, Wis 14, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Endurance, Multiattack, RunB, Weapon Focus (hoof)
Skills Perception +8 (+12 in deserts), Survival +4 (+8 in deserts); Racial Modifiers +4 Perception and +4 Survival in deserts
SQ desert dweller, easily trained
ECOLOGY
Environment warm deserts
Organization solitary, pair, or herd (3–16)
Treasure none
SPECIAL ABILITIES
Desert Dweller (Ex) A shissah feels at home in the desert and does not treat light rubble or sand as difficult terrain. It gains a +4 racial bonus on Survival checks in the desert, and it treats hot temperatures as one category less for the purposes of heat danger. Thus, a shissah does not suffer unduly in very hot conditions, treating severe heat as very hot and extreme heat as severe heat.
Desert Senses (Ex) A shissah is familiar with mirages and gains a +4 racial bonus on saving throws against mirage effects and against effects that cause the dazzled condition. It gains a +4 racial bonus on Perception checks in deserts.
Easily Trained (Ex) A shissah is unusually quick to pick up tricks and animal training. Anyone attempting to train a shissah gains a +2 bonus on her Handle Animal checks. A shissah can learn an additional 2 tricks beyond what an animal of its intelligence can normally be taught.

Shissahs are smaller and seem more delicate than most horses, but their fragile appearance belies their hardiness. They can travel for weeks on minimal water rations and survive on desert scrub and even locusts if necessary. Their large, wide-set eyes, which are surrounded by a thin ring of black, hairless skin, enable them to see despite the glare of the desert sun. Their wide foreheads, tapering to a slender muzzle, indicate their great intelligence. Their high-arched tails are often taken as a sign of their fiery spirit.
Shissahs come in a wide range of colors, and they are often used to refine the lines of other breeds and lend them greater intelligence and bravery. Few leave the hands of Keleshite owners, for a shissah is no mere mount, but a fierce and loyal partner.
Shissah Companions
A shissah companion starts with slightly less natural armor than a typical horse, but it is easier to train; while it doesn’t advance until 7th level (unlike a typical horse, which advances at 4th level), the superior boons it gains in the end often make the wait worthwhile.
Starting Statistics: Size Large; Speed 60 ft.; AC +1 natural armor; Attack bite (1d6), 2 hooves (1d4; secondary attack); Ability Scores Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10; SQ desert dweller, easily trained.
7th-Level Advancement: AC +3 natural armor; Attack bite (1d8), 2 hooves (1d4, secondary attack); Ability Scores Str +2, Dex +4, Con +2; SQ desert senses.
主题:  神 祇 
作者: 2019-02-27, 周三 10:48:09
至高天神使——复仇战将——Ragathiel (http://www.goddessfantasy.net/bbs/index.php?topic=59385.0)——vs邪恶生物豁免+4

至高天神使——放纵之魂——阿谢伊Arshea (http://www.goddessfantasy.net/bbs/?topic=59347.0)——限定魅力鉴定与魅力技能+4

至高天神使——极光之塔——Lymnieris (http://www.goddessfantasy.net/bbs/?topic=59515.0)——治疗法术每个治疗骰多治愈1点伤害
别问我为什么忽然在研究这个…我不是,我没有,别瞎说x2

Lymnieris也有一些要更正的地方

Holy Symbol face in profile hidden by a white hood

圣徽:藏在白色风帽下的脸


Worshipers adolescents, the avowed chaste, prostitutes, unwillingly engaged couples
信徒:青少年,发贞操誓言的人,妓女,不情愿地订婚的夫妇


Obedience
Lie on a hard, flat surface wearing nothing but a cowl. Concentrate on the feeling of the surface and the air while achieving sexual release without touching yourself.
遵从仪式:
赤身只穿上蒙头斗篷躺在坚硬平坦的地方上。感受那表面和空气的触感,在不触及自身的前提下达到高潮。


Healing spells you cast heal 1 more point of damage per die.
遵从效果:你施放的治疗法术每颗治疗骰多治愈一点伤害

Lymnieris teaches that the passage from one state of being to another is a sacred time in every mortal’s life. He is thought to have originally been a planetar, as evidenced by the empyreal lord’s tall stature, emerald green skin, and
four white wings. His hard, radiant body is always coated in a thin sheen of perspiration, and he carries no weapons, instead wielding in one of his delicate hands a great white shield made of celestial ivory.
Lymnieris and his agents sometimes come to the aid of good-hearted virgins pressed into marriage or threatened with being def lowered against their will, as well as those devotees who wish to fulfill their sexual desires but who are restrained by culture or tradition. Any individual on the threshold of a major personal change may call on Lymnieris for aid. Prostitutes who work lawfully and willingly out of love for their profession also worship Lymnieris, and those forced into carnal service pray to him for salvation.
Lymnieris lives in a palace made of blue agate in Heaven, where he often entertains the visiting Arshea.

第一世界的古老者——三相——玛芙 (http://www.goddessfantasy.net/bbs/?topic=89740.0)——所有基于智力的技能检定中获得+4

永绽之花——密拉妮 (http://www.goddessfantasy.net/bbs/?topic=80541.0)——信仰燈塔,强大希望,CG亚空

恶魔领主——饥渴之月的女主人——杰萨尔达 (http://www.goddessfantasy.net/bbs/index.php?topic=105432.0)——看见月亮的夜空下所有豁免+4,狼人模板

恶魔领主——内在之语——哈艮地 (http://www.goddessfantasy.net/bbs/index.php?topic=105326.0)——鍊金,变型之魔神

龙神——引路者——阿普苏 (http://www.goddessfantasy.net/bbs/index.php?topic=101908.0)——龙神
主题: 杂项(Other)
作者: 2019-02-27, 周三 10:58:08
威吓
兽人干粮  orc trail rations  1gp

痛殴  hurtful 战斗专长 力量13 猛力攻击 当通过威吓检定成功挫败一个触及范围内生物的士气时候可以一个迅捷动作对其1次近战攻击。失手的话威吓的颤栗效果会立刻结束
胁迫者 若成功,目标会战栗,持续等同于伤害的轮数。
角魔之猛击

龙香水draconic perfume   75gp 鼠尾草那个  威吓检定+2环境加值 且在体型大目标时无罚值
--------不祥 ominous 武器附魔  增强加值加到威吓检定上  价格+1
---------狞笑颅骨头环mark of the grinning skull 价格2000  被佩戴者挫败士气的目标对佩戴者的检定的减值增加2点等
---------精制品威吓工具 50gp
------粗哑药浆 gravelly tonic  50gp  威吓+5炼金加值1小时
----------少女的战盔 maiden's helm 3500gp  灰少女装备  威吓+5表现加值 每天3次命令术类法术
嗅惧灵药 Elixir of Oppression
装备位置:无 灵光:微弱变化系 施法者等级:3
价格:600gp 重量:-



半身人星刃BD
歌者:擅長所有的軍用武器,中甲,以及所有類型的盾牌(AC+2~4),抄錄卷軸,群歌(但有限制),DR1/-,多才多藝,汲借秘術
吟遊詩人:迅捷动作,超多幸运加值,战斗类专長,察覺加值,多2技能点,反射閃避,10级萬事通,

1)近射
3)精射
5)余音
7)极端
9)集束

1)黛丝娜星刃射击
3)余音绕梁
4)近射
5)精射
7)极端情绪波动(Extreme Mood Swings)
8)武器專攻
9)散星式

1)黛丝娜星刃射击
3)余音绕梁
5)极端情绪波动(Extreme Mood Swings)

1,贞德再世-勇气诗人
Bard is suck!
吟唱诗人也是三版以来的经典形象之一了。进入PF之后,因为叠吟唱的资源大幅减少,诗人在各个战力团中少有人问津。
但实际上PF的吟唱诗人也可以很强。

主要资源:
【装备】Dervish Sikke(狂舞帽)10000g
【装备】Banner of the Ancient Kings(远古列王旗,出自Lands of the Linnorm Kings pg. 50 )18000g
【装备】号角Three reasons to live(出自Plunder and Peril pg. 46)9000g
这三件均为提升“提振勇气”的奇物,狂舞帽直接给你的提振勇气数值+1,而古王旗让你的等效诗人等级+4,号角提供等效诗人等级+6(不过出自模组,DM可能不开)
战旗和号角因为都占手,通常没法都拿,除非你完全放弃自己战斗
提振勇气的关键诗人等级为11级(+3)和17级(+4),请根据自己的等级、资金合理和喜欢的形象安排买哪件。

以8级标准诗人来举例,装上帽子和战旗后,提振勇气的加值便能达到+4,获得对团队的巨大增益,同时还不妨碍自身的战斗(旗子挂长矛上),而且手持战旗的形象非常刚正朴实(贞德:没错就是我)

——————
可选资源:
如果想要进一步提升团队辅助能力,只需要使用
【变体】二重奏者,然后一手旗子一手号角,在宠物合唱及号角的加成下,提振勇气加值能再提高2点,但是两手都占用了,多少会影响自身的正常战斗能力。
再配合BUFF【法术】强大希望,做一个超级BUFF机

如果不想走团队辅助路线也很简单
【变体】晨花狂舞者(Dawnflower Dervish)能让你自身从提振勇气获得的加值翻倍,于是在8级时就能获得命中和伤害+8之高的战斗Buff,可以说是为所欲为。唯一的限制便是你要么就得使用长矛或者长棍作为你的主武器,以为列王旗提供载体,要么就要一手号角一手弯刀(和狂舞者送的狂舞专长配合良好)
【变体】悲伤之魂Sorrowsoul同理

【种族】阿斯莫的天赋职业加值,每级给1/6的有效吟唱等级

此外【装备】Singing Steel(歌唱钢)则能让你启动吟唱的动作降低一级,对等级还不够迅捷吟唱的诗人来说相当实用(使用一次后需要整修10分钟来CD)

【混职】术士:皇帝血脉
在较高等级下,通过混职或者血统专长,拿到皇帝血脉的3级能力,并有至少9级的等效术士等级时(混职9级可满足,血统专长11级),此能力会再给你的提振勇气+1加值。此外强大希望或者英雄气概提供的士气加值也会受益于此能力

绯红玫瑰战旗(Banner of the Scarlet Rose)
位置:无;价格:18000gp
施法者等级:7级;重量:3磅
灵光:中等惑控系
这是一面绘有红玫瑰图案的银底战旗。由绯红玫瑰的旗手们制成的这些旗帜能够保护持有者并鼓舞她的盟友。为了获得效果,绯红玫瑰战旗的持有者必须是一位女性,且用一只手紧握战旗。当它被握紧时,它为持有者的AC提供+2的盾牌加值,并为她的CMD提供+4的幸运加值。绯红玫瑰战旗在计算一切要求使用者持握(wielding)一面盾牌的职业能力和专长(比如姊妹流(Sisterhood Style)和盾墙(Shield Wall)APG)时视为重盾。
当旗手使用授予一个表现加值的能力(比如吟游诗人的激发勇气(inspire courage)能力和骑将的狮之呼唤(lion’s call)骑士团能力),这个表现加值会额外提高1点。这个效果并不会对授予表现加值的法术起效,也不会和任何其他增强表现加值的物品效果叠加。
最后,在30尺内的盟友(包括旗手)会在对抗影响心灵效果的豁免检定上获得+2抗力加值。

士气流核心
专長:极端情绪波动(Extreme Mood Swings),沉迷凡世(故事专長),旗手,
法术:祝福术,懦夫的蒙头斗蓬,英雄气概,强大希望
变体:晨花狂武,悲伤之魂
兼職:先知(双重诅咒,独眼巨人,守律诅咒),蛮子/血蛮
UCH兼職:皇帝血脉术士
奇物:淡緑色艾恩石,部落战彩(緑色),诗人奇物
背景:社区棟樑


1 远古诸王旗有个小争议
就是这个旗子要求双手持用才能触发前半段效果 这个是肯定的。
但是有部分效果写的carry 所以很微妙的是后半段的效果要不要双手持用
这个可能需要确认GM (不过一般认为不需要。)

2 战舞很明显并不是用表演【号角】来开启的吟游表演 所以应该是不能战舞+号角的

3 优雅挥砍一般认为在投掷时无法触发
剧透 -   :
When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage.
这里要求你正在持用 然后你丢出去的时候不就不持用了吗233

主题: Re: 中轉站
作者: 2020-07-19, 周日 18:14:26
法術

【預言】阿蘭姆‧扎依的專注(Aram Zey's Focus)

等級:練金術師/調查員 2、吟遊詩人/調查員 2、術士/法師/奧能師 2
施放時間:標準動作
成分:語言、姿勢、器材 (價值100gp的精製品盜賊工具)
範圍:個人
目標:自己
持續:1分鐘/等級 (D)

阿蘭姆‧扎依創造本法術給他的學生使用,既是增進他們對自己技能的自信,也是確保他們在遭遇致命陷阱時存活下來。如果你沒有尋找陷阱職業能力(trapfinding class ability),這個法術會給予你此能力,並視你為等級為當前角色等級一半的盜賊。如果你通過職業等級擁有了尋找陷阱職業能力,這法術會在所有用來解除機械(但不能是魔法)陷阱上的解除裝置檢定,給予你+5表現(competence)加值。當你處於阿蘭姆‧扎依的專注效果,並在任何時間點因為進行解除裝置檢定骰低而觸發陷阱時,你可以重骰該解除裝置檢定。這次重骰會應用與第一次投擲相同的調整值。如果你的重骰高到能避免意外觸發這個陷阱,那你就能避免觸發,但你的解除仍就算做失敗。你每一次使用這種效果,法術剩餘的持續時間會扣除1分鐘,而如果剩下的時間連1分鐘都不到,那在你重骰解除裝置檢定時,這法術結束。

原文
Aram Zey created this spell for use by his students, both to increase their confidence in their skills and to ensure more of them survived encounters with deadly traps. If you don't have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level. If you have the trapfinding ability granted by class levels, however, this spell grants you a +5 competence bonus on all Disable Device checks made to disarm mechanical (but not magical) traps. While under the effects of Aram Zey's focus, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. This new roll uses the same modifiers as the first roll. If your second roll is high enough to avoid accidentally springing the trap, you avoid setting it off, but still fail to disarm it. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute—if less than a minute's worth of duration remains, the spell ends as soon as you reroll your Disable Device check.

【死靈】縫唇術(Lipstitch)

等級:術士/法師/奧能師 2、女巫 2
施放時間:標準動作
成分:姿勢、材料 (一根骨針與線捲)
範圍:近距 (25呎+5呎/2等級)
目標:一個生物
持續:立即
豁免:強韌,通過則無效
抗力:有

這是少數不需要語言成分的法術,如果受術者豁免失敗,縫唇術能將受術者的嘴唇緊密縫合,讓他無法清楚地說話、使用噬咬攻擊、施法或使用關鍵字。受術者會因為針織縫合血肉的緣故,受到1d6點傷害。受術者仍可以弄出夠大,通過DC10的察覺檢定可以在一定距離內聽到的噪音。
   被縫唇術縫合的嘴唇能以一個標準動作,通過DC20的力量檢定來掙開,或以一個整輪動作,使用穿刺或揮砍武器劃開(由受術者或其一位盟友進行)。切斷縫線會引發藉機攻擊,但進行力量檢定不會。無論你選擇哪個,都會受到1d6點傷害以及1點流血傷害。受術者施展帶有語言成分的法術,會有20%的機率施法失敗,直到流血停止。多次施法本法術,其效果不會疊加。你還可以選擇花一分鐘,通過DC20的醫療檢定,小心翼翼的拆除縫線。如果檢定失敗,受術者會受到上述所說的傷害以及流血。如果檢定成功,縫線可以無害的拆除。沒有嘴巴的生物不受縫唇術影響。有好幾張嘴巴的生物,每一次施法會使他無法使用一張嘴巴─具體是哪張嘴,由施法者決定。

原文
A rare spell without verbal components, lipstitch sews the target's lips tightly together if it fails a saving throw, such that no clear speech, bite attacks, spellcasting, or use of command words is possible. The target takes 1d6 points of damage as the stitches weave through flesh. The victim can still make enough noise to be heard at a distance with a DC 10 Perception check.

The thread created by lipstitch can be burst with a DC 20 Strength check as a standard action or can be sliced open with a piercing or slashing weapon (wielded by the target or an ally) as a full-round action. Cutting the thread provokes attacks of opportunity, while making a Strength check does not. Either option causes 1d6 points of damage and 1 point of bleed damage. The target has a 20% chance of failing to cast spells with verbal components until the bleeding is stopped. The effects of multiple castings of this spell do not stack. Optionally, the thread can be removed more carefully over the course of a minute with a DC 20 Heal check. If the check fails, the target takes damage and bleeds as described above. If the check succeeds, the stitches are removed with no harm. Creatures with no mouths are unaffected by lipstitch. Creatures with multiple mouths lose the use of only one mouth per casting—the particular mouth is chosen by the caster.


【預言】派圖萊格蘿的批准(Petulengro’s Validation)

等級:鍊金術師/調查員 1、審判者 1、術士/法師/奧能師 1
施放時間:標準動作
成分:語言、姿勢、材料
範圍:接觸
目標:接觸到的生物
持續:立即
豁免:無
抗力:有 (無害)

在一次由變形怪引發,伴隨死亡的恐怖衝突後,冒險隊長伊利薩‧派圖萊格蘿設計了一個方法來確保她的同伴確如外表所呈現的那般。要施放此法術,你必須有該生物的一些頭髮、一片剪下的手指甲或其他部分。上述的象徵物品不得超過1星期/施法者等級。作為施法的一部分,你碰觸目標生物,便能立即知曉該目標是否與象徵物品取自的生物為同一位。記住如果妳想分開進行,妳可以在遠離目標的地方施法,接著維持法術的能量,然後碰觸該生物,如此一來施法就不會被注意到。妳也可以對著一具屍體或甚至某具身體的一部分使用這個法術,確認是不是跟妳施展此法術時所使用的頭髮、手指甲屬於同一人。

原文
After a particularly harrowing brush with death at the hands of doppelgangers, Venture-Captain Eliza Petulengro devised a means of being sure her companions were actually who they appeared to be. To cast this spell, you must have a bit of hair, a fingernail clipping, or some other portion of a creature. The sample must be no more than 1 week old per caster level. As part of casting, you touch the target creature, and instantly know whether the target is the same creature the sample is from. Note that if you wish to be discrete, you can cast the spell away from the target and hold the charge before touching the creature, so that the casting is not noticed. You can also use this spell to divine whether a dead body, or even partial remains from a body, belonged to the same person whose fingernail clipping or bit of hair you used when casting the spell.

【死靈】姊妹齊心(Sharesister)

等級:牧師/先知/戰鬥祭司 3、女巫 3
施放時間:標準動作
成分:語言、姿勢、材料 (一滴你的血)
範圍:接觸
目標:你以及一位與你同性別的生物
持續:1分鐘/等級
豁免:意志,通過則無效 (無害)
抗力:有 (無害)

伊菲恩娜‧伐爾斯塔德堅稱這個法術是從戴斯娜廢棄神殿中的古代祈禱者娜發掘的,但探索者們回報,說在伊利森的冬女巫那有看到類似的法術。雖然這法術的名稱叫做姊妹齊心,但無論是雄性還是雌性的生物,效果都一樣,本法術的受術者必須要相同性別。

當你放了這個法術,在法術持續時間妳會獲得一個負向等級,而另一位受術者會在她的施法者等級以及她所有法術的DC,都獲得+1洞察加值。在11級,你可以選擇承受4個負向等級,讓洞察加值變為+2,如果你願意,在17級,妳可以承受6個負向等級,讓洞察加值變為+3。任何能移除或阻止負向等級的效果會使本法術立即結束。在本法術的效果結束時,獲得的負向等級也會立刻消失。多次施展本法術獲得的負向等級會疊加。

原文
Ithuna Vardsdottir claims to have unearthed this ancient prayer in a ruined temple of Desna, though Pathfinders have reported the use of similar magic in Irrisen among the White Witches. While the name of this spell is sharesister, it works equally well on male or female creatures—both targets of the spell must simply be of the same gender.

When you deliver the spell, you receive a negative level for the duration of the spell, and the other target receives a +1 insight bonus to her caster level and a +1 insight bonus to the save DCs of all of her spells. At 11th level, you can opt to take four negative levels to grant a +2 insight bonus to the other target’s caster level and spell save DCs if you wish, while at 17th level you can take 6 negative levels to increase the insight bonus to +3. Any effect that removes or prevents the negative level immediately ends the sharesister spell. Negative levels received from the spell vanish as soon as this spell effect ends. Negative levels from multiple castings of this spell stack.

【幻術】(虛假幻覺)存影術(Stolen Light)

等級:吟遊詩人/歌者 3、術士/法師/奧能師 3
施放時間:1個整輪
成分:語言、姿勢、器材 (一顆價值至少500金幣的寶石)
範圍:接觸
目標:碰觸到的透明寶石
持續:永久 或 1分鐘/等級 (見下)
豁免:意志,通過則無效 (物品)
抗力:有 (物品)

科瑞通‧沙尼在一處詭異的烏荼羅人苦行僧的墳墓中,從其破碎的筆記裡發掘此法術,並有謠言說他的書房隔間和抽屜有不下於十數枚存影術寶石。要儲存一個圖像,做為施法的一部分,你必須碰觸一枚價值不亞於500gp的寶石。妳能把以寶石為中心,30呎錐狀內所有可見畫面捕捉到寶石內部,錐狀的方位由你選擇。又或著妳可以捕抓在妳視線範圍內一件物品不太詳細的畫面。一旦法術施展完畢,寶石會變得不再透明,畫面會在寶石內部並且你看不見。被捕獲的畫面會一直留存在寶石內,直到釋出或是被解除。

想要釋放畫面,妳要使用一個標準動作碰觸存有存影術的寶石,並且說出在施法時決定的關鍵字。在1分鐘/施法者等級的期間,儲存在寶石內的畫面會變得肉眼可見。畫面的細節,其清晰程度和在施法之時所觀察到的相同。黑暗視覺無法從存影術中發現更多細節,但昏暗視覺或其他特別的視覺天賦或許能夠揭露施法者沒看到的細節。在存影術中若有比強光更亮的光源,那在畫面中其亮度會自動減弱成強光。當畫面被釋放,就無法從寶石里再次釋放了。

存影術可以被魔法恆定術恆定,這需要施法者等級10,以及5000gp。這能讓寶石無限次數投射畫面,使用關鍵字來激活或取消,直到寶石被摧毀或是被解除。

原文
Kreighton Shaine researched this spell from the fragmentary notes of a Vudrani ascetic recorded in a strange tome, and rumors credit him with no fewer than a dozen permanent stolen light gems hidden in compartments and drawers in his study. Stolen light stores images within a gem. To store an image, as part of casting you must touch a gem worth not less than 500 gp. You trap within the gem an image of everything visible within a 30-foot cone measured from the gem, in a direction of your choice. Alternatively, you can capture a less detailed image of a single object within sight. Once the casting is complete, the gem turns opaque, and the image inside cannot be seen. The stolen image remains within the gem until released or dispelled.

To release an image, you touch a gem holding stolen light as a standard action and speak a command word chosen at the time of casting. For 1 minute per caster level, the image stored within the gem becomes visible. Details can be made out as clearly as they could be perceived at the time of casting. Darkvision is of no use for making out details in a stolen image, though low-light vision or other exceptional visual talents may reveal information the caster did not see. Light sources brighter than bright light are reduced to bright light in the stolen image. Once the image has been released, it cannot again be recovered from the gem.

Stolen light can be made permanent with the permanency spell by a caster of 10th level for a cost of 5,000 gp. This leaves the gem capable of projecting the image indefinitely, activated and deactivated by its command word, until it is destroyed or dispelled.
主题: Re: 中轉站
作者: 2020-07-19, 周日 18:22:07

【咒法】(召喚)變更召喚生物(Alter Summoned Monster)

等級:反聖武士 2、吟遊詩人/歌者 2、牧師/先知/戰鬥祭司 2、德魯伊/獵人 2、遊俠 2、術士/法師/奧能師 2、召喚師 2、女巫 2
施放時間:標準動作
成分:語言、姿勢
範圍:近距 (25呎+5呎/2等級)
目標:一個被召喚的生物
持續:立即
豁免:意志,通過則無效
抗力:有

你將一個因為【咒法】(召喚)法術所召喚而來的生物替換為你可以通過召喚怪物或召喚自然盟友召喚來的另外一個生物。對於法術目標而言,你用於替換的新生物必須處於同環或更低的召喚法術的召喚選項上。這個新的召喚生物不能被召喚至不適合的環境。目標可以通過一個意志豁免來抵抗這個效果。但如果目標正受你的控制,這個效果沒有豁免。變更召喚生物並沒有影響法術召喚目標剩餘的持續時間,也沒有影響同一個法術召喚的其他生物。惡墮召喚生物有著基於你用於替換的新生物的相同陣營描述符。幻靈不能成為這個法術的目標。

原文
You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature’s ally spell. The new creature must be an option from a spell of the same level or lower as the spell that summoned the target. The new creature cannot be summoned into an environment that cannot support it. The target can attempt a Will saving throw to negate this effect, but if the target is under your control, it receives no saving throw. Alter summoned monster does not alter the duration of the spell that summoned the target, nor does it affect any additional creatures summoned by the same spell as the target. The new creature has the same conditions and amount of damage as the target creature, and remains affected by all curses, diseases, poisons, and penalties that affected the target, but no other spells or effects carry over. Alter summoned monster is a spell of the same alignment type or types as the creature for which you exchange the target. An eidolon can’t be targeted by this spell.


【塑能】最終奉獻(Final Sacrifice)

等級:反聖武士3,血脈狂怒者2,牧師/先知/戰鬥祭司3,薩滿3,術士/法師/奧能師3,召喚師2,女巫4
施放時間:標準動作
成分:語言、姿勢
範圍:近距(25呎+5呎/2等級)
目標:一個召喚生物
持續:立即
豁免:強韌,通過則無效;然後反射,通過則減半
抗力:有

你阻斷一個召喚生物體內的召喚能量,使得它被強制驅離。如果目標在強韌豁免中失敗,他會被立刻殺死,並且召喚該生物的法術每有一個法術環級,目標20尺範圍內的所有生物受到1d4點傷害。這個傷害屬於火焰傷害,除非目標生物具有寒系或者水系亞種,這種情況下造成寒冷傷害。受到傷害的生物如果通過反射豁免則傷害減半,DC等同於最終奉獻的DC。最終奉獻可以終結一個召喚師的幻靈,但幻靈在豁免上具有+4加值,除非這個法術是由召喚師自己釋放的。如果法術目標是一個幻靈,則幻靈周圍20尺範圍內的生物受到的傷害等同於1d4+1/2每控制幻靈的召喚師的等級。

原文
You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of thesummoning spell that conjured the target. This damage is fire damage unless the target creature has the cold or water subtype, in which case it’s cold damage. Creatures caught in this explosion take half damage if they succeed at their Reflex saves against this spell’s DC. Final sacrifice can detonate a summoner’seidolon, though an eidolon receives a +4 bonus on its Fortitude save unless the spell is cast by the eidolon’s own summoner. If this spell targets an eidolon, creatures within 20 feet of the eidolon take an amount of damage equal to 1d4 + 1/2 the caster level of the summoner who controlled the eidolon.

【咒法】(醫療)速效治癒(Instant Restoration)

等級:牧師/先知/戰鬥祭司4、德魯伊/獵人 4、薩滿4、召喚師4、女巫4
施放時間:直覺動作
成分:語言、姿勢、器材/法器(一筒水和一顆種子)
範圍:近距 (25呎+5呎/2等級)
目標:一個你控制的召喚生物
持續:1輪/等級(D)
豁免:無
抗力:無

速效治癒將位面能量鏈接到一個召喚生物上,這個法術可以在你控制的召喚生物的生命值降低至0或更低時以一個直覺動作釋放。
召喚生物不會立刻消失,而是會被治療4d8+每施法者等級1點HP(最大4D8+10HP),如果這個治療效果使得你的召喚生物的生命值為1點或更多。它就會如同生命值不曾低於0一般存留。被死亡效果殺死的生物無法被速效治癒拯救,一個召喚師可以以他的幻靈為目標使用這個法術。

原文
Instant restoration channels planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points. Rather than immediately disappear, the creature is healed for 4d8 hp + 1 hit point per caster level (maximum 4d8+10 hit points). If this healing brings your summoned creature’s hit point total to 1 or more hit points, it remains as if its hit points had never dropped to 0 or fewer. Creatures slain by death effects cannot be saved by instant restoration. A summoner can target his eidolon with this spell.


【咒法】(傳送)主宰脫逃(Master’s Escape)

等級:牧師/先知/戰鬥祭司4,德魯伊/獵人4,術士/法師/奧能師4,召喚師3,女巫4
施放時間:標準動作
成分:語言、姿勢
範圍:近距 (25呎+5呎/2等級)
目標:你和一個你控制的召喚生物
持續:1輪/等級(D)
豁免:無
抗力:無

你在你自己和一個由你控制的召喚生物之間創造一個異次元鏈接以允許你們互換位置。在施展主宰脫逃後,你可以以一個迅捷動作傳送到你召喚的生物所在的空間,同時你召喚的生物將傳送至你原本所在的空間。如果在你使用這個法術效果前你的召喚生物的生命值變為0或更低。你可以以一個迅捷動作傳送至30尺以內你所能看見的一個位置。當你使用了以上任意一個效果之一後,這個法術結束,一個召喚師可以以他的幻靈為目標使用這個法術。

原文
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell.




【咒法】(召喚)召喚勞工(Summon Laborers)

等級:牧師/先知/戰鬥祭司6,薩滿6,召喚師6,女巫6
施放時間:10分鐘
成分:語言、姿勢、器材/法器(一條符文羊皮紙)
範圍:近距 (25呎+5呎/2等級)
效果:每施法者等級一個祈並者
持續:8小時
豁免:無
抗力:無

召喚勞工會召喚每施法者等級一個祈並者。這些祈並者會從一個你所挑選的位面降臨並按你的指示執行任務。祈並者們無法戰鬥或者進入危險地帶,但是會在你結算一個休整期動作(UCa休整期事件條目)時協助你,提升50%的影響力或者勞動力,最多每2個施法等級一點額外的影響力或者勞動力。這與任何你的追隨者在一次結算內提供的影響力或者勞動力提升疊加(若有)。召喚勞工的法術陣營與祈並者降臨的位面相同(若來自無底深淵則為混亂邪惡,來自七重天堂則為守序善良,其他同理)。增加法術召喚生物數目的效果(例如高等召喚UM)不影響召喚勞工。

原文
Summon laborers summons one humanoid petitioner per caster level. These petitioners hail from one plane of your choice and perform tasks at your direction. The petitioners cannot fight or travel to dangerous lands, but do assist your downtime activities (Pathfinder RPG Ultimate Campaign 84) within a settlement, increasing the effect of Influence or Labor you spend by 50%, to a maximum of 1 additional point of Influence or Labor for every 2 caster levels you possess. This stacks with any increase to the effect of Influence or Labor that you receive from your followers within the settlement where the downtime activity takes place (if any). Summon laborers is a spell of the same alignment type as the plane from which the summoned petitioners hail (chaotic and evil for the Abyss, lawful and good for Heaven, and so on). Effects that increase the number of creatures summoned by a spell (such as Superior SummoningUM) do not affect summon laborers.

主题: Re: 中轉站
作者: 2020-10-11, 周日 13:18:55
密传骑士(Esoteric Knight)
  “那是我所曾见最古怪的战斗。每当我对那战士的下一步做出预测,就犯了错。她与传统的作战方式大相径庭;她的武器变换特性;她身在此处,随即又出现在另一处。或者那就存在着两个她?有一个刺客差点逮住她——但他崩溃了,抓着自己的脑袋尖叫。她看似在用自己的躯体和武器进行一场我能够观测到的战斗,但这场战斗只存在于她的思想——和她敌手的思想中。”
——摘自《探索者编年史》杂志“此处与彼处的战斗”,作者:冒险船长迪亚·阿肯
  身为诡谲的战士和异能操使者,密传骑士和他们持之以恒研习的隐秘技艺一样罕见。当其他人在对宁静的追寻中谋求身与心之完美时,这些战士将通过学习异能之秘、掌握致命招式来成为完美而危险的武器作为目标。密传骑士深知身与心之平衡是一个优势,他们可以利用它来对付那些偏爱大脑或肌肉的对手。
  每一位密传骑士间都存在差异。他们很少形成组织或训练学徒,并以无与伦比的偏执保守自己独特的秘密。尽管任何一个持有恰当能力组合的人都有机会成为密传骑士,但这条道路充斥死胡同、骇人的危险和预料之外的曲折。密传骑士最常见于不可思议之国乌笃纳,同时掌握躯体和心灵是此处常见的追求。

进阶条件(Requirements)
要进阶成为密传骑士,角色必须满足以下所有条件。
BAB:+5
特殊:【念袭】职业能力或能够释放1环异能法术。

生命骰(Hit Die):d8

本职技能(Class Skills)
密传骑士的本职技能为:估价(智力),攀爬(力量),知识(奥秘)(智力),知识(位面)(智力),知识(宗教)(智力),语言学(智力),骑术(敏捷),法术辨识(智力)和游泳(力量)。
每级技能点数:4 + 智力调整值

表:密传骑士
等级      BAB      强韧      反射      意志      特殊能力每日法术
1级+1+1+0+1身之密传     
2级+2+1+1+1心之密传+1现有施法职业等级
3级+3+2+1+2身之密传     
4级+4+2+1+2心之密传+1现有施法职业等级
5级+5+3+2+3身之密传     
6级+6+3+2+3心之密传+1现有施法职业等级
7级+7+4+2+4身之密传     
8级+8+4+3+4心之密传+1现有施法职业等级
9级+9+5+3+5身之密传     
10级+10+5+3+5心之密传+1现有施法职业等级

职业能力(Class Features)
后述内容为密传骑士进阶职业的职业能力。
武器与护甲擅长(Weapon and Armor Proficiency):密传骑士擅长所有简易与军用武器,以及轻甲,中甲与盾牌。

每日法术(Spells per Day):在指定等级,密传骑士如同之前异能施法职业获得提升一样,获得新的每日法术。除了额外每日法术、可知法术(若她是自发施法者)和有效施法者等级之外,她不会从该职业获得任何其他好处。若角色在成为密传骑士前拥有多个异能施法者职业,她必须选择一个职业来决定新等级带来的每日法术。
当一个角色在提供【念袭】职业能力的职业上拥有等级时,可取代选择一个施法者职业来提升有效职业等级。若她如此作,她在计算可获取原力的最高等级、【念袭】及【护身原力】的有效法术等级和每轮可承受的超载点数时有效等级获得提升。若这些密传骑士等级被视作获取念袭的职业等级,则她如常获得【通用原力】和【注能】。她不会获得除此之外任何相关的职业能力,如【注能熟稔】。

身之密传(Martial Esoterica):1级以及之后的每个奇数等级,密传骑士获得一项奖励战斗专长。她必须满足该专长的先决条件。在计算专长的先决条件时,密传骑士的等级视作战士等级,并与任何战士等级相叠加。
密传骑士可以通过标准动作,消耗一个1环法术位来学习一个新的战斗专长以取代最新获取的【身之密传】专长。若她是一个具有【超载】职业能力的角色(如操念者),则可以改为承受一点超载。作为效果,密教骑士失去奖励专长以换取新的专长。
她只能更换最新获得的战斗专长。当她获得一个新的奖励专长时,此前的专长将被固定且不能再被更改。

心之密传(Psychic Esoterica):随着密传骑士增长经验,她将习得诸多增强她攻防能力的心之密传。在2级遗迹之后的每个偶数等级,密传骑士获得一个心之密传。每个心之密传只能被选取一次。
部分密传需要角色消耗一个或更多法术位来启动。具有【超载】职业能力的角色(如操念者)可以承受1点超载来取代消耗一个1环或更低的法术位,或承受2点超载来取代消耗一个3环或更低的法术位。

斗争思维(Battle Mind,Su):在施展法术或念袭时,通过自由动作消耗一个1环法术位,密传骑士所施展的法术获得【本能法术】OA与【逻辑法术】OA超魔,念袭获得【近程射击】和【精准射击】的效果。

混淆投射(Confounding Projection,Su):通过迅捷动作消耗一个1环法术位,密传骑士可以在1轮内将自身的复制体投射至在30尺内的一个敌人的心智中。复制体视为占据敌人相邻的位置,为密传骑士提供夹击,即便面对通常免疫夹击的敌人也是如此。这是一个影响心灵效果。

诡法防具(Eldritch Armor,Su):当穿着盔甲或持用盾牌时,每个密传骑士等级都使密传骑士将她的1点智力或魅力调整值(取高者)作为增强加值加至护甲或盾牌AC上(至多+5)。密传骑士可添加无相、暗影或滑溜附魔以取代1点增强加值。
每日重新获取法术位时,密传骑士可将这些增强转移到另一件盔甲或盾牌上。增强效果将在密传骑士不再穿着护甲或持用盾牌时消散。

诡法武具(Eldritch Weapon,Su):通过迅捷动作消耗一个1环法术位,密传骑士可以在1分钟内赋予所持武器如下的特殊能力之一:护体、炽焰、冻寒、锐锋、慈悯或电击。这些增强可与任何武器现有的附魔叠加(但不可重叠)。密传骑士可以在击破DR时将武器的材质视作寒铁或银,持续1分钟。

魅影军备(Phantom’s Armory,Su):通过迅捷动作消耗一个2环法术位,无论武器与防具本身的类型或任何在武器和防具上生效的效果如何,密传骑士可以使她的攻击(武器攻击或念袭)与防具视作具有幽冥附魔,持续1分钟。

幽影投射(Shadow Projection,Su):通过标准动作消耗一个3环法术位,密传骑士可以召唤一个与她相似的幽影盟友。除却召唤生物持续每密传骑士等级1分钟且该生物的死亡与遣退不会产生惩罚外,此能力如同影武者的【召唤幽影】能力(Pathfinder RPG CRB 329页)一般生效。

梭空步履(Step through Reality,Sp):通过迅捷动作消耗一个3环法术位,密传骑士可以传送至30尺内的位置,如同【任意门】。这一动作不会引发藉机攻击。密传骑士无法携带其他生物一同传送。

Esoteric Knight

Mysterious warriors and wielders of psychic powers, esoteric knights are as rare as the obscure techniques they obsessively practice. While others seek the perfection of mind and body in the pursuit of tranquility, these warriors aim to become perfect, dangerous weapons by learning occult secrets and mastering deadly fighting moves. Esoteric knights know that balance between mind and body is an advantage they can exploit against those who favor brains or brawn.

Every esoteric knight is different. They rarely form orders or train apprentices and guard their unique secrets with unmatched paranoia. Though anyone with the right mix of abilities can become an esoteric knight, the road to becoming one is filled with dead ends, eldritch dangers, and unexpected twists. Esoteric knights are most commonly found in the Impossible Kingdoms of Vudra, where mastery of both body and mind are common pursuits.
Requirements
To qualify to become an esoteric knight, a character must fulfill all of the following criteria.

Base Attack Bonus: +5.
Special: Kinetic blast class feature or ability to cast 1st-level psychic spells.
Class Skills
The Esoteric Knight's class skills are Appraise (Int), Climb (Str), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Ride (Dex), Spellcraft (Int), and Swim (Str)..

Skill Points at each Level: 4 + Int modifier.
Hit Die: d10.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Spells Per Day
1st   +1   +1   +0   +1   Martial esoterica   —
2nd   +2   +1   +1   +1   Psychic esoterica   +1 level of existing class
3rd   +3   +2   +1   +2   Martial esoterica   —
4th   +4   +2   +1   +2   Physic esoterica   +1 level of existing class
5th   +5   +3   +2   +3   Martial esoterica   —
6th   +6   +3   +2   +3   Psychic esoterica   +1 level of existing class
7th   +7   +4   +2   +4   Martial esoterica   —
8th   +8   +4   +3   +4   Psychic esoterica   +1 level of existing class
9th   +9   +5   +3   +5   Martial esoterica   —
10th   +10   +5   +3   +5   Psychic esoterica   +1 level of existing class

The following are the class features of the esoteric knight prestige class.

Weapon and Armor Proficiency: An esoteric knight is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spells per Day: At the indicated levels, an esoteric knight gains new spells per day as if she had also gained a level in a psychic spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one psychic spellcasting class before becoming an esoteric knight, she must decide to which class she adds the new level for purposes of determining spells per day.

Instead of choosing a spellcasting class, a character with levels in a class that grants the kinetic blast class feature can add these effective levels to that class. If she does, she increases her effective kineticist level for purposes of determining the highest level of wild talents she can select, the effective spell level of her kinetic blast and defense wild talents, and the amount of burn she can accept each round. She continues to gain utility wild talents and infusions as if these levels of esoteric knight were levels of her class that grants kinetic blast. She does not gain or increase other related class features, such as infusion specializations.

Martial Esoterica: At 1st level and every 2 levels thereafter, the esoteric knight gains a bonus combat feat. She must meet the prerequisites of the feat. Her esoteric knight levels count as fighter levels and stack with any levels of fighter she might have for meeting the prerequisites for feats.

An esoteric knight can learn a new combat feat in place of the most recent martial esoterica feat she has learned either by expending a 1st-level spell slot or, if she is a character with the burn class feature (such as the kineticist), by accepting 1 point of burn as a standard action. In effect, the esoteric knight loses the bonus feat in exchange for the new one. She can change only the most recent combat feat gained. Whenever she gains a new bonus combat feat, the previous feat becomes set and cannot be changed again.

Psychic Esoterica: As an esoteric knight gains experience, she learns a number of psychic esoterica that enhance her offensive and defensive capabilities. At 2nd level and every 2 levels thereafter, an esoteric knight gains one psychic esoterica. Each esoterica can be selected only once.

Some esoterica require a character to expend one or more spell slots to activate. A character with the burn class feature (such as a kineticist) can accept burn instead of expending spell slots. She can accept 1 point of burn instead of expending a 1st-level or lower spell slot, or 2 points of burn instead of expending a 3rd-level or lower spell slot.

Battle Mind (Su): By expending a 1st-level spell slot as a free action while casting a spell or using a kinetic blast, the esoteric knight can cast the spell as if it were modified by the Intuitive Spell and Logical Spell feats or grant the kinetic blast the benefits of the Point-Blank Shot and Precise Shot feats.

Confounding Projection (Su): By expending a 1st-level spell slot as a swift action, an esoteric knight can project a duplicate of herself into the mind of an enemy within 30 feet for 1 round. This duplicate appears to the enemy to occupy an adjacent space and grants the esoteric knight the benefits of flanking, even against enemies who are normally immune to flanking. This is a mind-affecting effect.

Eldritch Armor (Su): When wearing armor or using a shield, the esoteric knight adds 1 point of her Intelligence or Charisma bonus (if any; whichever is higher) per esoteric knight class level as an enhancement bonus to her armor or shield (maximum +5). The esoteric knight can forgo 1 point of enhancement bonus per ability to instead grant the benefit of the glamered, shadow, or slick armor special abilities.

Each day when regaining spell slots, the esoteric knight can adjust these benefits and can transfer them to a different armor or shield; the benefits cease to function if the esoteric knight is not wearing the armor or wielding the shield.

Eldritch Weapon (Su): By expending a 1stlevel spell slot as a swift action, the esoteric knight can grant a magic weapon she is wielding any one of the following special abilities for 1 minute: defending, flaming, frost, keen, merciful, or shock. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The esoteric knight can alternatively cause the weapon to be treated as cold iron or silver for the purpose of bypassing damage reduction for 1 minute.

Phantom’s Armory (Su): By expending a 2nd-level spell slot as a swift action, the esoteric knight can cause her attacks (whether weapon attacks or kinetic blasts) and her armor to be treated as ghost touch weapons and armor for 1 minute, regardless of weapon or armor type or any other abilities modifying the weapons and armor.

Shadow Projection (Su): By expending a 3rd-level spell slot as a standard action, the esoteric knight can summon a phantom ally resembling herself. This ability functions as the shadowdancer’s summon shadow ability except that the summoned creature remains for 1 minute per esoteric knight level, and there is no penalty for the creature’s death or dismissal.

Step through Reality (Sp): By expending a 3rd-level spell slot as a swift action, the esoteric knight can teleport to a space within 30 feet as if using dimension door. This movement does not provoke attacks of opportunity. The esoteric knight cannot bring other creatures with her.
主题: Re: 中轉站
作者: 2020-10-20, 周二 10:06:27
戒指,权杖与奇物(Rings, Rods, and Wondrous Items)
你可以在内海地区各地找到后述魔法物品。

决斗护腕(Dueling Cuffs)
位置:腕部;价格:10000gp
施法者等级:3级;重量:1磅
灵光:微弱防护系
在内海地区盛行决斗的国度里,你可以看到使用这种紧身秘银护腕的人。决斗护腕的穿戴者的AC获得+1偏斜加值。这个加值会在穿戴者持用一把或更多把能够享受武器娴熟(Weapon Finesse)专长的武器时增加至+2点。
在决斗(见极限战斗) (http://www.goddessfantasy.net/bbs/index.php?topic=55638.0)中,穿戴者不会在进行决斗格挡(dueling parry)动作时承受通常的-5减值。此外,穿戴者能够尝试使用决斗格挡来偏转来自火器(firearms)的远程攻击,但是进行此类尝试要承受-5的减值。
制造要求:制造奇物(Craft Wondrous Item),防弹护盾UC(Bullet Shield),猫之优雅(Cat's Grace)
制造成本:5000gp

帝国军巨盔(Imperial Army Greathelm)
位置:头部;价格:29000gp
施法者等级:9级;重量:6磅
灵光:中等附魔系
许多摩尔苏恩(Molthune) (http://www.goddessfantasy.net/bbs/index.php?topic=55000.0)的老练指挥官都会佩戴这种有着大号红羽饰的银盔。若帝国军巨盔的佩戴者具有领导力专长,那么他的领导力值会获得+3加值,而且他的任何追随者或部署均会在攻击检定和对抗恐惧效果(fear effect)的豁免检定中获得+1加值,不过享受该效果需要这些生物与佩戴者之间有视觉线。
若佩戴者具有战术(tactician)职业能力的话,该能力的范围会增加至60尺。
制造要求:制造奇物(Craft Wondrous Item),领导力(Leadership),鹰之威仪(eagle’s splendor),高等命令术(Command, Greater)
制造成本:14500gp

十字军圣骸布(Mantle of the Crusader Host)
位置:胸部;价格:95000gp
施法者等级:20级;重量:—
灵光:强烈防护系
这件圣骸布上撰写了上百段赞颂善神的宗教文章。穿戴它的角色会被赋予DR 5/邪恶。在对抗具有恶魔亚种(demon subtype)的生物所进行的攻击时,伤害减免变为DR 5/—。若穿戴者时圣武士,那么在对抗她的制裁邪恶目标时,伤害减免变为DR 5/—。
制造要求:制造奇物(Craft Wondrous Item),石肤术(Stoneskin),制造者必须为善良阵营
制造成本:47500gp

紫貂精英鞍座(Sable Company Elite Saddle)
位置:无;价格:14000gp
施法者等级:5级;重量:5磅
灵光:微弱变化系
这副上好的皮质鞍座边缘有许多改动,专门用于让坐骑的翅膀能够更好的行动而设置。配备紫貂精英鞍座的坐骑会在飞行检定中获得+5表现加值,并且会使骑手在骑术检定中获得+5表现加值。若骑手在飞行中不幸落马,那么他会立即受到羽落术(Feather Fall)的效果影响。
坐骑还会额外获得骑手所具有的任何团队专长的好处。
制造要求:制造奇物(Craft Wondrous Item),飞行术(Fly),坐骑术(Mount),制作者的骑术至少有5级
制造成本:7000gp
主题: Re: 中轉站
作者: 2020-11-14, 周六 10:17:17
典范编年史
出自Chronicle of Legends,28~31页
维尔克拉姆广受欢迎的《十二王传》会告诉你无畏者费林高达12尺、每天早餐前抛接树木、并且是独自搏杀了破灭飞龙(Breaker-Wyrm)。而另一方面,梅希乌斯·伦那本很难取得的《异典》——我不得不通过一些既不太安全也不完全合法的途径来得到它——则表示皇家弓手团与此事关系更为密切。我认为下述的英雄壮举至少在某些方面比较接近真实。
——摘自《探索者编年史》卷册“古代英雄传说研究”,作者卡利谢纳·尼克斯

替代巅峰
当一个角色在某一职业上达到20级时,她会获得一个强大的职业特质或能力,也被称作巅峰(Capstone)。下文提供了一些新的巅峰供20级角色选择,角色可以选择下列巅峰来替代职业原有的巅峰。部分巅峰只供特定职业选择,另外一些则可由所有符合条件的职业选择。部分巅峰会指定它所取代的能力。若角色已经通过变体更换了职业原本的巅峰,她便不能选择替代巅峰。虽然牧师和法师原本没有巅峰,但她们仍可在20级获得巅峰。

特定职业巅峰
下列巅峰能力适用于特定职业角色。
反圣骑士——无情锋芒(Tip of the Spear,Su):20级时,反圣骑士不再区分善恶。反圣骑士的制裁善良(Smite Good)每日可用次数增加3次,且总可制裁任何敌人而无论其阵营如何。
奥能师——渊深源泉(Deep Reservoir,Su):20级时,奥能师拥有可供其肆意挥霍的能量。奥能师的奥能源泉(Arcane Reservoir)能量上限提升10点,且每日准备法术时额外恢复5点。
野蛮人或极限解放野蛮人——不可阻挡(Unstoppable,Ex):20级时,再没有什么可以杀死野蛮人,尽管随意尝试。野蛮人获得DR 3/—、或增加原有的伤害减免3点。此外,野蛮人获得等同于DR/—数值的强酸、寒冷、闪电和火焰抗力。
吟游诗人——热诚倾慕(Adoring Fan,Su):20级时,即使是最无情的看客也能被吟游诗人的表演打动。只有距离吟游诗人30尺内,且能够看见和听见吟游诗人表演整整一轮的目标才会受到影响。目标可以尝试通过意志豁免(DC=10+1/2吟游诗人等级+吟游诗人魅力调整值)以抵抗此效果。若豁免成功,吟游诗人在24小时内无法再次对该生物使用热诚倾慕。若豁免失败,在吟游诗人表演期间,该生物持续受其支配(如同支配怪物dominate monster),且在此后的1D4小时内被其魅惑(如同魅惑怪物charm monster)。热诚倾慕是一个影响心灵的胁迫效果,依赖听觉和视觉成分。
血脉狂怒者——赋能血怒(Empowered Bloodrage,Su):20级时,血脉狂怒者操弄法术如同驱使身躯一般自如。当血脉狂怒者进入血怒(Bloodrage)时,他可以对自身施放两个法术而非一个。
拳师——完美斗士(Perfect Warrior,Ex):20级时,拳师已然堪至技艺之巅。拳师的招式训练(Maneuver Training)提供的加值提升2点,AC闪避加值提升2点。这项能力取代了20级千招百式(Martial Flexibility)的提升。
骑将——战术天才(Tactical Genius,Ex):20级时,骑将成为战场上的艺术家,号令军队就如同摆弄棋子般得心应手。骑将获得1个团队专长作为奖励专长,战术(Tactician)可以分享至多三个专长,且战术(Tactician)的范围提升90尺(提升至120尺)。
牧师——代行神意(Proxy,Su):20级时,牧师与神祇建立起一道直接的、私密的联系。牧师本能地知晓自己的神祇赞同或反对某一特定的行动或想法(尽管神很少对过于平凡和琐碎的事务提出意见)。此外,牧师可以额外获得一个属于信奉神祇的领域。
德鲁伊——家园(Home Ground,Su):20级时,德鲁伊细致地了解家园的万事万物。德鲁伊选择战役中的一片特定区域,例如一片丛林,一座高山或一片海域。当德鲁伊位于该区域时总享受问道自然(Commune with Nature)法术的效果,且可在每日准备法术时改变从问道自然中获取的信息类别。此外,当德鲁伊位于该区域时,施法者等级获得+4加值。
战士——无尽战历(Veteran of Endless War,Ex):20级时,战士经历的战斗数十倍丰富于普通士兵。战士的护甲训练(Armor Training)和武器训练(Weapon Training)提供的加值各提升2点。
铳士——个人武库(Personal Armory,Ex):20级时,世间再没有铳士无法使用的枪械。铳士将枪械训练(Gun Training)应用至所有种类的火器,且枪械训练的伤害加成再增加敏捷调整值的一半。
猎人——狩猎大师(Huntmaster,Ex):20级时,猎人学会控制所有野兽。猎人获得第二动物伙伴(Animal Companion),在决定第二动物伙伴能力时将猎人等级视为比正常低4级。猎人可以分别为每个动物伙伴应用不同的动物之力(Animal Focus)拟态。
审判者——团队领袖(Team Leader,Ex):20级时,审判者可以将农民组建成军队,当然也能用训练有素的战士做得更好。当审判者每日恢复法术位时,她可以花费1小时来将团队战术传授一些角色,数目至多等同于审判者的智力调整值。在24小时内,这些角色获得三个审判者的团队专长(由审判者选择)作为奖励专长。
调查员——致命策略(Deadly Study,Ex):20级时,调查员知晓如何击中要害部位。调查员的战斗策略(Studied Combat)提供的加值提升4点,策士之击(Studied Strike)的伤害提升3D6点。
操念使——无拘原力(Unbridled Power,Su):20级时,操念使将元素挥舞如刀,斩断一切敌人。操念使选择一个念袭,该念袭的伤害增加2D6+2点(对于物理念袭)或2D6点(对于能量念袭),且忽略目标的前10点伤害减免或能量抗力。
魔战士——传奇刀锋(Legendary Blade,Su):20级时,魔战士可以使武器成为恐怖与奇迹的具现。当魔战士使用奥能力池(Arcane Pool)为武器附魔时,使武器额外获得+2增强加值(共计+7)。
通灵者——坚韧灵魂(Hardened Soul,Su):20级时,英灵及其他存在长期以来对支配通灵者的尝试使其灵魂更加坚韧。英灵需达到8点共鸣才能支配通灵者令其NPC化,且通灵者的灵力奔涌(Spirit Surge)提供的加值改为2D8。
催眠师——透心注视(Piercing Gaze,Su):催眠师的注视直透内心。催眠师的注视减值提升2。
武僧或极限解放武僧——宗师(Old Master,Ex):20级时,武僧已然堪至武艺之巅。武僧的疾风连击(Flurry of Blows)增加1次最高BAB攻击次数,AC闪避加值增加2。
忍者——斩风(Slicing Wind,Su):20级时,忍者几乎化作风与刃。忍者的轻身步(Light Steps)可以移动至多四倍于其速度,且可在移动中的任意时机以最高BAB进行1次攻击。
秘学士——怪异收藏家(Collector of the Strange,Su):20级时,秘学士全身上下挂满了奇怪的古董。秘学士获得2个灵器之力(Focus Powers)且心智点上限增加6点,但在同一个灵气学派中投入的心智点不能超过上限的三分之一。
先知——多重秘示(Diverse Mysteries,Su):20级时,先知知晓自己有时需要其他的方法来完成宗主的任务。先知可以从其他秘示域中选择两个启示,先知需满足这些启示的先决条件。
圣骑士——圣誓冕卫(Crusader Champion,Su):20级时,圣骑士的热诚光辉照耀周身一切。圣骑士的所有灵光(Aura)范围增加30尺。
异能者——纯熟精神(Phrenic Mastery,Su):20级时,异能者的心灵本身就成为了一件传奇武器。异能者的精神力池(Phrenic Pool)上限增加6点,且获得2个新精神增幅(Phrenic Amplifications)。
游侠——了若指掌(Seen It Before,Ex):20级时,游侠对于宿敌的所有伎俩都一清二楚。在豁免宿敌的法术和能力时,游侠可以获得等同于宿敌加值的洞察加值。
盗贼或极限解放盗贼——技艺天赋(Masterful Talent,Ex):20级时,盗贼是小偷,是演员,是商人,是斥候,是听者,是朋友,是刺客,也是数十种其他玩意。盗贼的所有技能均获得+4加值。
武士——不屈英魂(Indomitable Spirit,Ex):20级时,战场上的武士能在最绝望的力量面前振奋他人精神。武士的旗帜(Banner)范围增加90尺(增至150尺),提供的加值提升2点,且武士可以以移动动作(取代标准动作)挥舞旗帜发挥其效果。
萨满——精熟巫术(Hex Mastery,Su):20级时,萨满习得了最为可怕的巫术。萨满可以习得一个女巫的高等巫术(Grand Hex)。
变形者——灵活形态(Flexible Form,Su):20级时,变形者能够控制身体每个最细致的部位。当变形者使用自然变身(Wild Shape)时,在身体能力上获得总计+6加值,每次变身时可以自由分配。例如,变形者可以在一次变身中获得+4力量加值和+2敏捷加值,而在下次变身时获得+6体质加值。
歌者——高等秘术(Great Kenning,Su):20级时,歌者对其他魔法的了解愈发广泛。歌者的汲借秘术(Spell Kenning)每日可用次数增加3次,且可额外选择一个汲借秘术来源法术列表。
杀手——逆势而为(Against the Odds,Ex):20级时,杀手习惯了以少敌多的战局。当杀手使用杀戮目标(Studied Target)时,可以在同一动作中同时研究至多2个额外目标。
术士——独有血统(Unique Bloodline,Su):20级时,术士的血液变得狂野而奇诡,与其先祖关联的特质变得稀薄,而其本人的特质更为突出。选择第二血统(Bloodline)获得血统奥秘和1级、3级、9级的血统力量。第二血统血统力量的等级与术士原有血统的等级一致。
唤魂师——强力魅影(Potent Phantom,Su):20级时,唤魂师的魅影显形变得极度复杂而精巧。魅影(Phantom)获得第二情感羁绊(Emotional Focus)。这不会改变魅影的豁免,但魅影能从中得到技能加成和特殊能力。
召唤师或极限解放召唤师——高等幻灵(Grand Eidolon,Su):20级时,召唤师的幻灵化作了真正的魔怪——传奇与恐怖的具现。召唤师获得4个额外进化点,且可任意使用而不受亚种先决条件的限制。
游荡剑客——离奇好运(Incredible Luck,Ex):20级时,游荡剑客经历了太多的惊险而他甚至不曾注意到。游荡剑客的快乐人生(Charmed Life)每日可用次数增加3次,且可以自由动作使用,无论当前是否在自己的回合内。
侠客——超越极限(Past Your Limits,Ex):20级时,侠客习得延伸自我来完成他从未想过之事。侠客获得1个额外的社交天赋(Social Talent)和1个额外的侠客天赋(Vigilante Specialization),这些额外天赋不受侠客之道(Specialization)的限制——诡秘猎手可以选择仅限复仇骑士选择的天赋,反之亦然。在GM的允许下,侠客甚至可以选择仅限变体侠客选择的天赋,例如邪术师(Cabalist)的活体阴影(Living Shadow)天赋。
战斗祭司——神之铁锤(Hammer of God,Su):20级时,战斗祭司已经成为了他侍奉神祇最钟爱的武器之一——在需要毁灭时可以即刻呼唤的武器。战斗祭司额外获得两个信奉神祇的领域祝福(Blessing),且祝福的每日可用次数增加2次。
法师——准备万全(Well-Prepared,Su):20级时,法师为所能设想的每一种场景都准备好了法术——虽说仍会有没有想到的情况。法师每日可以准备2个额外戏法,额外增加6个1环和2环法术位,4个3环和4环法术位,2个5环法术位,以及一个6环法术位。(six additional 1st- and 2nd-level spell slots,拿不准是“6个1环”和“6个2环”、还是6个“1环或2环”,希望英语比较好的大佬辨识一下)

Chronicles of Paragons
“Vilkram’s popular Lives of the Twelve Kings would have you believe that Ferin the Bold was twelve feet tall, juggled tree trunks every day before breakfast, and personally wrestled the Breaker-Wyrm to death. Meanwhile, Mericius Lun’s rare Apocrypha——which I had to get through ways that are neither safe nor entirely legal——suggests that the company of royal archers had more to do with things. What follows, then, are the heroic feats which I think are at least somewhere in the general vicinity of truth.”
——From the Pathfinder Chronicles volume “A Study of Archaic Hero-Legends” by Kallixeina Nyx

ALTERNATE CAPSTONES
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Class-Specific Capstones
The following capstone abilities are available for characters of specific classes.
Antipaladin—Tip of the Spear (Su): At 20th level, the antipaladin tears through heroes and rival villains alike. The antipaladin gains three additional uses of smite good per day and can smite foes regardless of their alignment.
Arcanist—Deep Reservoir (Su): At 20th level, the arcanist has enough power to blast things all day long. Her arcane reservoir increases by 10, and she gains 5 additional points each day when preparing her spells.
Barbarian or Unchained BarbarianPU—Unstoppable (Ex):At 20th level, nothing can kill the barbarian, though not for lack of trying. The barbarian gains DR 3/— or increases the value of any existing damage reduction by 3. In addition, she gains energy resistance to acid, cold, electricity, and fire equal to her DR/— value.
Bard—Adoring Fan (Su): At 20th level, the bard can use his performance to convert even the toughest audience. To be affected, a target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target can attempt a Will save (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature succeeds at the saving throw, the bard cannot use this ability on that creature again for 24 hours. On a failure, the creature is dominated (as dominate monster) for as long as the bard keeps playing and is charmed (as charm monster) for 1d4 hours thereafter. Adoring fan is a mind-affecting, compulsion effect that relies on audible and visual components.
Bloodrager—Empowered Bloodrage (Su): At 20th level, the bloodrager is as much spell as mortal flesh. When the bloodrager enters a bloodrage, he can apply two spells to himself rather than one.
Brawler—Perfect Warrior (Ex): At 20th level, the brawler has reached the highest levels of her art. The brawler’s maneuver training increases by 2 and her dodge bonus to AC improves by 2. This replaces the 20th-level improvement to martial flexibility.
Cavalier—Tactical Genius (Ex): At 20th level, the cavalier is a maestro of the battlefield, commanding and moving troops like so many game pieces. The cavalier gains a bonus teamwork feat, can grant up to three bonus feats with tactician, and increases the range of tactician by 90 feet.
Cleric—Proxy (Su): At 20th level, the cleric forges a direct, personal connection to her deity. She knows instinctively whether her deity would approve or disapprove of a given course of action or idea (though deities rarely bother to form opinions about overly mundane or trivial events). In addition, she can select an additional domain from the list offered by her deity.
Druid—Home Ground (Su): At 20th level, the druid knows every tree, every deer, every blade of grass, and every scuttling beetle of her home. The druid selects a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea. The druid is constantly under the effect of commune with nature with regards to that area and can change the facts she gleans from the spell when she prepares her spells each day. In addition, while on her home ground, the druid gains a +4 bonus to her caster level.
Fighter—Veteran of Endless War (Ex): At 20th level, the fighter has seen more combat than entire platoons of soldiers put together. The bonuses granted by his armor training and weapon training increase by 2 each.
Gunslinger—Personal Armory (Ex): At 20th level, there is not a gun in the world that the gunslinger can’t fire. The gunslinger applies her gun training to all firearms, and her damage bonus from gun training increases to 1-1/2 times her Dexterity bonus.
Hunter—Huntmaster (Ex): At 20th level, the hunter learns to control all manner of beasts. The hunter gains a second animal companion. Her level is considered four lower for the purposes of her second animal companion. The hunter can use her animal focus feature to grant each animal companion a different animal aspect.
Inquisitor—Team Leader (Ex): At 20th level, the inquisitor has grown accustomed to teaching farmers to fight, but what she can do with trained warriors is far more terrifying. When the inquisitor regains her spells each day, she can also spend 1 hour training a number of characters up to her Wisdom modifier in battle tactics. These characters receive three of the inquisitor’s teamwork feats (the inquisitor’s choice) as bonus feats for the next 24 hours.
Investigator—Deadly Study (Ex): At 20th level, the investigator knows just how to hit where it hurts. The investigator increases the bonus from studied combat by 4, and his studied strike damage increases by 3d6.
Kineticist—Unbridled Power (Su): At 20th level, the kineticist wields her chosen element like a knife, cutting through all opposition. The kineticist chooses one blast. Her damage with that blast increases by 2d6+2 (for physical blasts) or by 2d6 (for energy blasts), and the blast ignores the first 10 points of damage reduction or energy resistance that the target has.
Magus—Legendary Blade (Su): At 20th level, the magus can turn his weapon into a thing of terror and wonder. When the magus enhances his weapon with his arcane pool, he grants it an additional +2 enhancement bonus (for a total of +7).
Medium—Hardened Soul (Su): At 20th level, the medium’s soul has calluses from all the times some spirit or another has tried to take over. The medium does not become an NPC until his influence with a spirit reaches 8, and his spirit surge dice increases to 2d8.
Mesmerist—Piercing Gaze (Su): At 20th level, the mesmerist’s gaze carries with it something of the beyond. His stare penalty increases by 2.
Monk and Unchained MonkPU—Old Master (Ex): At 20th level, the monk has reached the highest levels of his martial arts school. The monk gains one additional attack at his highest base attack bonus when using flurry of blows, and his dodge bonus to AC increases by 2.
Ninja—Slicing Wind (Su): At 20th level, the ninja is a creature of wind and blades. When using light steps, the ninja can move up to four times her speed and make a single attack at her highest base attack bonus at any point during the movement.
Occultist—Collector of the Strange (Su): At 20th level, the occultist has no end of odd curios hanging about his body. The occultist gains two new focus powers and increases his mental focus pool by 6, but he can have no more than one-third of his points invested into any one implement school.
Oracle—Diverse Mysteries (Su): At 20th level, the oracle knows that sometimes she needs different tools to do her patron’s work. The oracle can select two revelations from another mystery. She must meet the prerequisites for these revelations.
Paladin—Crusader Champion (Su): At 20th level, the paladin’s zeal is so inspiring that it affects all around her. The ranges of all of the paladin’s auras increase by 30 feet.
Psychic—Phrenic Mastery (Su): At 20th level, the psychic’s mind is a legendary weapon in its own right. The psychic’s phrenic pool increases by 6, and she gains two new phrenic amplifications.
Ranger—Seen It Before (Ex): At 20th level, the ranger is wise to all the tricks of his prey. The ranger adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by his favored enemies.
Rogue or Unchained RoguePU—Masterful Talent (Ex): At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides. The rogue gains a +4 bonus on all of her skills.
Samurai—Indomitable Spirit (Ex): At 20th level, the sight of the samurai on the battlefield gives heart to even the most doomed force. The range of the samurai’s banner increases by 90 feet, the bonuses offered by the banner increase by 2, and the samurai can wave his banner to use its ability as a move action instead of a standard action.
Shaman—Hex Mastery (Su): At 20th level, the shaman has learned ever more terrible hexes. She can select one grand hex from the list available to witches.
Shifter—Flexible Form (Su): At 20th level, the shifter has control over her bodies down to the finest details. When the shifter uses wild shape, she gains a total of a +6 bonus to her physical ability scores, which she can distribute as she likes each time she shifts. For example, she can gain a +4 bonus to Strength and a +2 bonus to Dexterity, and the next time she shifts she can instead gain a +6 bonus to Constitution.
Skald—Great Kenning (Su): At 20th level, the skald’s knowledge of other magic grows ever wider. The skald can use spell kenning three additional times per day and can select one additional spell list from which he can cast spells with spell kenning.
Slayer—Against the Odds (Ex): At 20th level, the slayer is used to fighting when the numbers are not in his favor. When the slayer uses studied target, he can study up to two additional foes with the same action.
Sorcerer—Unique Bloodline (Su): At 20th level, the sorcerer’s blood grows wild and strange, become less about her ancestors and more about her specifically. The sorcerer selects a second bloodline and gains the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. Her level for these powers is the same as for her primary bloodline.
Spiritualist—Potent Phantom (Su): At 20th level, the spiritualist’s phantom grows ever more complex and sophisticated in its manifestation. The phantom gains a second emotional focus. This does not change the phantom’s saving throws, but the phantom otherwise grants all the skills and powers of the focus.
Summoner and Unchained SummonerPU—Grand Eidolon (Su): At 20th level, the summoner’s eidolon becomes an absolute monstrosity—a thing of legend and terror. The summoner gains 4 additional evolution points to spend as he likes, not subject to subtype-based requirements.
Swashbuckler—Incredible Luck (Ex): At 20th level, the swashbuckler has had so many close calls that she barely notices them anymore. The swashbuckler gains three additional uses of charmed life and can activate the ability as a free action, even outside of her turn.
Vigilante—Past Your Limits (Ex): At 20th level, the vigilante has learned to stretch himself to do what he never thought he could before. The vigilante gains one additional social talent and one additional vigilante talent. This bonus vigilante talent is not subject to specialization requirements—a stalker can select an avenger-only talent, and vice versa. At the GM’s discretion, the vigilante can instead select an archetype-only vigilante talent, such as the cabalist’s living shadow.
Warpriest—Hammer of God (Su): At 20th level, the warpriest has become one of his deity’s favorite weapons—the first tool that comes to hand when destruction is called for. The warpriest gains two additional blessings from the list offered by his deity. He can also call upon his blessings two more times each day.
Wizard—Well-Prepared (Su): At 20th level, the wizard has a spell for every occasion he can imagine—and a few he can’t. The wizard gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot.

其他巅峰
符合下文各巅峰先决条件的职业均可选择。

大魔宠(Arch-Familiar,Su):20级时,角色的魔宠甚至比许多冒险家都要更聪颖、更精明——也更危险!魔宠的智力增加5,获得12环级的类法术能力(例如每日3次高等隐形术Invisibility, Greater),源自主人所能施放的法术且使用其主人的施法者等级、DC等数据。任何具有魔宠的职业均可选取该巅峰。

大首领(The Boss,Ex):20级时,角色已经远非孤独英雄,而是成为了所在领域的顶层人物之一,拥有与之相符的权力与责任。角色成为一个集团或组织(与战役设定相符)的领导者之一。一位法师可能会成为一所奥术学院的院长或法师公会的会长,一位战士可能会领导一支雇佣军或一支城市卫队,一位牧师可能担任大神殿或教派的领袖,诸如此类。PL应与GM商议共同确定具体细节。如果角色还没有获得领导力(Leadership)专长则获得领导力专长,且由专长授予的追随者数量为正常的10倍(具体取决于战役设定,该职位也可能授予其他权力)。若小队中有多个角色选择了该巅峰,GM可以考虑将他们集中起来创建一个庞大而强盛的组织,例如一个小国。任何职业均可选取该巅峰。

深奥魔法(Deep Magics,Su):20级时,角色知晓的魔法显著增加。在每个角色能够施放的法术环级,角色均获得一个额外已知法术。任何以已知法术形式施法的职业均可选取该巅峰。

伟兽(Great Beast,Su):20级时,角色的动物伙伴成长为同类中的典范——英雄和传奇般的存在。动物伙伴的力量、敏捷、体质与感知各增加4。任何具有动物伙伴的职业均可选取该巅峰。

气圣(Ki Sage,Su):20级时,角色的肉身与气的流动取得完美的协调。角色从极限解放武僧的绝学(Ki Power)中习得两种,且可将角色等级视为武僧等级来满足先决条件。此外,角色的气池上限增加4。任何具有气池的职业均可选取该巅峰。

推陈出新(Old Dog, New Tricks,Ex):20级时,角色证明了真正的战士总能将惊喜新招带给敌人。角色获得4个战斗专长。任何具有至少4个奖励战斗专长的职业均可选取该巅峰。

寻隙而动(The Right Spot,Ex):20级时,角色可以毫不费力地命中敌人的弱点。每轮一次,角色可以对不受夹击且未失去AC敏捷加值的敌人造成偷袭伤害。该能力不会允许角色偷袭免疫偷袭的目标(例如泥怪)。任何具有偷袭(Sneak Attack)能力的职业均可选取该巅峰。

完化身心(Perfect Body, Flawless Mind,Ex):20级时,角色无止境的修炼与钻研铸就了无与伦比的自我掌控。角色属性总值增加8点,例如一项属性增加8点,或一项属性增加5点而另一项属性增加3点,或四项属性各增加2点等。任何职业均可选取该巅峰。

灵魂引导(Soul Channel,Su):20级时,角色的引导能量(Channel Energy)每日可用次数增加6次,且引导能量的骰子增大一级。任何具有引导能量能力的职业均可选取该巅峰。

移动书库(Walking Library,Ex):20级时,角色成为一个满载神秘学识的小型移动知识库。角色的法术书或魔宠增加总计100环级的法术,且所有知识技能获得+4洞察加值。任何具有法术书或魔宠的职业均可选取该巅峰。

标志物品(With This Sword,Ex):20级时,角色的兵刃与他本人一同闻名于世。角色选择一件最具标志性且意义重大的物品,例如武器或奥术连结。该物品成为次级神器且获得价值100000gp的新能力。PL应与GM商议,从迄今为止的重要事件中汲取灵感,共同确定新能力。任何职业均可选取该巅峰。

奇迹归还(Won’t Stay Dead,Ex):20级时,角色挣扎求生的能力登峰造极。每周一次,当角色被杀死、石化或以其他方式离开游戏,该角色总能依靠某些能力或运气在战斗后或场景结束时返回(具体由GM决定)。PL应与GM商议确保该角色生还的方法至少还算有可行性。任何职业均可选取该巅峰。

伟大发现
当炼金术士选取巅峰时可以选择下列伟大发现。
终极爆裂(Vast Explosions):炼金术士多年以来持续钻研拆迁技术,而成果自然是规模愈发庞大的爆炸。炼金术士的炼金炸弹(Bomb)伤害提升3D6。

高等巫术
当女巫选取巅峰时可以选择下列高等巫术。
女巫之舞(Witch’s Dance,Ex):每日一次以标准动作,女巫可以宣布庆典开始,引领朋友们跳起暴乱而凶残的舞蹈。30尺范围内的所有盟友获得飞行能力(如同飞翔Flight巫术)和+2AC闪避加值,且使用5尺快步时可以移动10尺而非5尺。所有好处持续1轮,但可以尖笑(Cackle)巫术延长效力。

Other Capstones
The following capstone abilities are for characters who meet the specifications listed in the text for each.

Arch-Familiar (Su): At 20th level, the character’s familiar is smarter and savvier than plenty of adventurers—and also more dangerous! The familiar’s Intelligence increases by 5, and it gains 12 spells levels’ worth of spell-like abilities (for example, three daily castings of greater invisibility), drawn from spells its master can cast and using its master’s caster levels, DCs, and so forth. This capstone is available to anyclass with a familiar.

The Boss (Ex): At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

Deep Magics (Su): At 20th level, the character’s repertoire of spells deepens dramatically. She gains an additional spell known for each spell level she can cast. A character of any class with spells known can select this capstone.

Great Beast (Su): At 20th level, the character’s animal companion is a paragon of its kind—a hero and legend in its own right. The animal companion’s Strength, Dexterity, Constitution, and Wisdom scores each increase by 4. This capstone is available to anyclass with an animal companion.

Ki Sage (Su): At 20th level, the character is fully attuned to his own body and the ki that flows within. The character gains two ki powers from those available to the unchained monkPU, treating his character level as his monk level for the purpose of any requirements. In addition, his ki pool increases by four. This capstone is available to anyclass with a ki pool.

Old Dog, New Tricks (Ex): At 20th level, the character shows that a true warrior always has one more surprise the enemy hasn’t seen. The character gains four combat feats. This capstone is available to characters of any class that gains at least four bonus combat feats.

Perfect Body, Flawless Mind (Ex): At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Right Spot (Ex): At 20th level, the character can hit an opponent’s weak spot effortlessly. Once per round, the character can apply her sneak attack damage to an attack, even if the target is not flanked or denied its Dexterity bonus to AC. This does not allow the character to sneak attack targets that are immune to sneak attacks (such as oozes). This capstone is available for any class with the sneak attack class feature.

Soul Channel (Su): At 20th level, the character can channel energy six additional times per day, and her channel energy dice increase by one step. This capstone is available to characters with the channel energy class feature.

Walking Library (Ex): At 20th level, the character becomes a small, mobile athenaeum of occult scraps and lore. The character adds 100 spell levels’ worth of spells to his spellbook or familiar and gains a +4 insight bonus on all Knowledge skills. Characters of any class that prepares spells from a spellbook or familiar can select this ability.

With This Sword (Ex): At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Won’t Stay Dead (Ex): At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

GRAND DISCOVERY
Rather than gaining a capstone, an alchemist can select the following grand discovery.
Vast Explosions: The alchemist has been practicing his demolitions for years, and it’s paid off with ever larger explosions. The alchemist’s bomb damage increases by 3d6.

GRAND HEX
Rather than gaining a capstone, a witch can select the following grand hex.
Witch’s Dance (Ex): Once per day as a standard action, the witch can proclaim a celebration, leading her friends in a riotous and bloodthirsty dance. All allies within 30 feet gain the ability to fly (as per the flight hex) and a +2 dodge bonus to AC, and when they take a 5-foot step, they can instead move up to 10 feet instead of just 5 feet. The benefits remain for 1 round but can be extended with the cackle hex.
[/quote]
主题: Re: 中轉站
作者: 2020-11-19, 周四 11:22:09
奇物 Wondrous Items
雄主铁浆 Iron Lord`s Transforming Slivers(古拉姆)
装备位置: 施法者等级:价格:1000GP
重量:2磅  灵光:中等变化系

  这一袋金属粉末混有精金,寒铁,秘银和钢,它们有一定程度的磁性,可以涂在金属物体上不会脱落(需要的时候也可以被方便的擦去)。如果一件金属(或是大部分为金属)的武器涂上一整袋这种铁浆,然后加热一晚上使其熔化并成为镀层,那么这件武器的体型会变成与为它涂上铁浆的生物体型一致。举例来说,如果一个中型生物为一把小型+1长剑镀上铁浆,那么在一夜过后这把长剑会变成中型+1长剑。这种变化是永久性的,并且每一袋铁浆只能变形一件武器(无论其大小)。

制造需求:制造奇物,鬼斧神工
花费:500GP

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Iron%20Lord%27s%20Transforming%20Slivers

十六、魔法物品
铁骨框架(Steelbone Frame)
栏位:盔甲        灵光:轻微变化系        施法者等级:5
价格:6,000gp        重量:35磅
        这种齿轮拼接的金属外骨骼是由银山里走出的第一批齿轮人的残骸——机械“骨头”所制成的。花费10分钟,可以将金属外骨骼固定在一领合适的中型或重型盔甲上,或这从盔甲上移除。一旦装上,该强化框架可承担部分护甲的负担,盔甲的防具检定减值降低2点。此外,每天3次,盔甲的穿戴者可以在1轮内忽视盔甲所导致的移动速度降低。
成本:3,000 gp
需求:「制造奇物」,牛之力量、大步奔行

主题: Re: 中轉站
作者: 2020-11-21, 周六 10:42:46

炼金定装弹,灰尘弹(Alchemical Cartridges,Gray Dust Cartridge)
50gp
尖啸弹头(Bullet,screaming)
20gp

炼金定装弹:阿肯斯塔的发明家们发明了一种炼金定装弹,使得他们的铳士能够在他处压制和扰乱施法者敌人。
  灰尘弹(Alchemical Cartridges,Gray Dust Cartridge):装有神秘的抑法尘埃的子弹,在受到冲击时会爆炸并扰乱施法。灰尘弹仅造成一半伤害,但被命中的生物在施法时的专注检定承受-10减值的且不能防御式施法,持续1D4轮。
  尖啸弹头(Bullet,Screaming):这种弹头在击发时会发出尖厉的尖啸。如果作为挫败士气的一部分击发,它会为这次检定提供+5加值。如果作为惊异射击(Startling Shot)炫技使用,目标的措手不及额外延长一轮。



Heroes of Garund
Garund holds many civilizations, both ancient and modern, and the people there use sophisticated technology, magic, and social customs to command the respect of other nations.

ALKENSTAR GUNS AND AMMUNITION
The following new guns and ammunition are available to players with access to firearms technology from Alkenstar. See Pathfinder RPG Ultimate Combat for more on firearms.
Air Repeater: This long-barreled firearm is powered by a removable compressed air reservoir. A misfire while an air repeater has the broken condition does not cause the firearm to explode, but it does destroy the air reservoir. An air repeater can fire 6 shots before the air reservoir is depleted. An air repeater comes with three air reservoirs. Replacing the air reservoir requires 1 minute. The Rapid Reload feat reduces this to a full-round action.
Air Reservoir: A spare reservoir of compressed air comes with 6 pieces of ammunition to be used with an air repeater.
Alchemical Cartridges: Alkenstar’s inventors have devised alchemical cartridges enabling their gunslingers to suppress and disrupt enemy spellcasters in other lands.
Gray Dust Cartridge: Packed with mysterious magic-suppressing dust from the Mana Wastes, these rounds burst on impact and inhibit spellcasting. When a gray dust cartridge strikes a target, it deals only half damage, but the creature struck takes a –10 penalty on concentration checks to cast spells for 1d4 rounds and cannot cast defensively.
Gray Dust Shot Cartridge: This version of the gray dust cartridge can be loaded only into a weapon with the scatter quality. It functions similarly to a gray dust cartridge, except upon impact it bursts into a 20-foot-radius cloud. Creatures within the cloud take a –5 penalty on concentration checks to cast spells. This cloud dissipates in 1d6 rounds in still air. Light wind disperses the cloud in 1 round.
Smoke Cartridge: This cartridge can be loaded only into a weapon with the scatter quality. Upon striking a target, it deals no damage, but instead bursts into a cloud of smoke in a 20-foot radius. This smoke impairs sight beyond 5 feet; any creature farther away gains concealment (20% miss chance). The cloud disperses after 1d4 rounds, or in 1 round in light wind.
Bullet, Screaming: This ammunition makes a piercing scream when fired. If fired as part of an Intimidate check, it imparts a +5 bonus on the check. If used with the startling shot deed, the target is flat-footed for an additional round.
Breech-Loader: This double-barreled pistol variant has its barrel attached to its stock by a hinge, enabling ammunition to be loaded quickly and easily. Reloading a breech-loader is a standard action that reloads both barrels; the Rapid Reload feat reduces this to a move action.

主题: Re: 中轉站
作者: 2020-12-05, 周六 15:57:44

镭武器(Radium Weapon)
Pathfinder: Worldscape #2
巴松人的武器都用当地稀有的木材制成,而金属部件由铝和钢的合金组成,其强度超过了地球上的金属(使巴松武器的硬度达到12)。镭武器发射一种特殊的子弹,必须在人工光源下制造,因为暴露在阳光下会导致爆炸。当子弹击中目标时,它们就会碎裂,露出里面的镭粉。当阳光照射到这种物质的时候,它就会发生相当猛烈的爆炸,使得这种武器具有多功能,既可用于直接射击,也可用于压制射击。镭武器遵循《极限战斗》中的先进火器(Advanced Firearm)的一般规则。

所有镭武器都使用镭弹作为弹药。因此,除了瞄准特定生物或物体外,持枪者还可以用镭武器向一个无人的方格开火,类似于投掷投炸武器。目标方块15英尺内的所有生物都会受到2d6点挥砍/穿刺/钝击伤害(反射DC 15减半)。镭弹的伤害不会因为用来射击的武器大小而改变。镭弹在太阳光所及以外的地方,比如地下或夜间,无法有效地被发射。镭弹的价格为每发3gp。
Radium Weapons
Barsoomian firearms are stocked with rare local woods. Metal components consist of an alloy of aluminum and steel that exceeds the strength of Earth metals (giving Barsoomian firarms a hardness of 12). Radium weapons fire special cartridges that must be manufactured under artificial light, as exposure to sunlight results in an explosion. When the cartridges strike their target they shatter exposing the radium powder within. The moment sunlight strikes this substance it explodes with considerable violence, making the weapons versatile for either direct fire or suppressive fire. Radium weapons follow the general rules for advanced firearms found in Pathfinder Roleplaying Game: Ultimate Combat.

All radium weapons use radium cartridges for ammunition. As a result. in addition to targeting specific creatures or objects. the wielder may fire a radium weapon at an unoccupied square similar to throwing a splash weapon (Pathfinder RFC Core Rulebook 202). All creatures within 15 feet of the targeted square take 2d6 points of bludgeoning, piercing, and slashing damage (Reflex DC 15 half). Radium cartridge damage does not change based on the size of the weapon used to fire them. Radium cartridges cannot be fired effectively in this way outside the rays of the sun, such as underground or at night. Radium cartridges cost 3 gp per cartridge.
镭手枪
价格 4,500 gp 重量 3 lbs.
伤害 1d6 (小), 1d8 (中), 2d6(大); 重击倍数 x4; 射程 30 ft.; 伤害类型 穿刺/钝击; 特殊:见描述;哑火值 1; 容弹量 6
类别:单手火器;熟练 异种武器
镭手枪是一种单手武器,它的转轮枪巢内有六个膛室。每个膛室都装有特殊的镭粉弹,当一个膛室发射后,转轮会自动旋转(不需要额外的手或动作),为下一个膛室做好准备。
Radium pistol
Statistics
Cost 4,500 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x4; Range 30 ft.; Type B and P; Special see text
Misfire 1; Capacity 6
Category One-Handed; Proficiency Exotic
Description
A radium pistol is a one-handed weapon with a revolving cylinder containing six chambers. Each chamberholdsaspecial radium-powder cartridge, and when one cartridge is fired, the cylinder automatically rotates (no extra hand or action required). readying the next cartridge for firing.
镭步枪
价格 5,500 gp 重量 10 lbs.
伤害1d8(小), 1d10(中), 2d8(大); 重击倍数x4; 射程 100 ft; 伤害类型 穿刺/钝击; 特殊:见描述;哑火值 1;容量1
类别 双手火器;熟练 异种武器
镭手枪是一种单手武器,它的转轮枪巢内有六个膛室。每个膛室都装有特殊的镭粉弹,当一个膛室发射后,转轮会自动旋转(不需要额外的手或动作),为下一个膛室做好准备。
这款双手武器的长枪管和线条结构使得它的射程甚至优于现代的地球武器。
Radium rifle
Statistics
Cost 5,500 gp Weight 10 lbs.
Damage 1d8 (small), 1d10 (medium); Critical x4; Range 100 ft.; Type B and P; Special see text
Misfire 1; Capacity 1
Category Two-Handed; Proficiency Exotic
Description
The long barrel and line construction ofthis two handed weapon allows for a range superior to even modern Earth rifles.
萨克步枪
价格 6,500 gp 重量 12 lbs.
伤害1d8(小), 1d10(中), 2d8(大); 重击倍数x4; 射程 1英里(原文如此); 伤害类型 穿刺/钝击; 特殊:见描述;哑火值 1-2;容量1
类别 双手火器;熟练 异种武器
说明
萨克步枪(以Barsoom最著名的绿色火星人部落命名)的结构与巴松的红色火星人使用的标准镭射步枪类似,具有与其大型武器使用者的凶暴相符的惊人射程和更强大的伤害能力。萨克步枪是一把大型双手武器。
Thark rifle

Statistics
Cost 6,500 gp Weight 12 lbs.
Damage 1d8 (small), 1d10 (medium); Critical x4; Range 1 mile; Type B and P; Special see text
Misfire 1-2; Capacity 1
Category Two-Handed; Proficiency Exotic
Description
Similar in construction to the standard radium rifle employed by Barsoom's red Martians, the Thark rifle (named for Barsoom's most prominent green Martian tribe) offers a staggering range and greater damage capacity fitting the brutality of its Large wielder. The Thark rifle is a Large two-handed weapon.

绿色火星人(Green Martian)
Pathfinder: Worldscape #2
在巴松的蛮荒种族中最为坚韧、最长寿的种族,数千名火星的绿人战士组成的野蛮部落游荡在星球的荒原上,作为游牧民族在破败的古城废墟和广阔的废土之间谋生活。绿色火星人与巴松的红,黑,黄,白居民始终在战争中。传说在很久很久以前,火星上的种族曾经有一个共同的祖先,但今天,像希雷姆(Helium)和佐丹格(Zodanga)这样的城邦里的文明红火星人大多认为绿色火星人是危险的,亚人类的袭击者。但他们高大的身躯、四条手臂和凶猛的战斗力让绿色火星人成为巴松最受敬畏的居民之一。

身体特征:绿色火星人身高12到15英尺。四条灵活的手臂、粗壮的獠牙和充满洞察力的红眼睛突出了他们的威严特征。他们穿着简单的皮具和珠宝,从很小的时候开始,每个人都随时随地至少带着一件武器。肤色从橄榄色到深林绿不等,在更野蛮的部落,如令人闻风丧胆的沃风(Warhoon)族中常见重重的疤痕。

每个成年的绿色火星人雌性每年产下大约13个卵,部落将其存放在定居点附近的地下保险库中。每年,部落首领都会去地窖检查这些蛋。除了最完美的100个之外,所有的蛋都会在每年补充新蛋时被销毁,以免部落发展到火星贫瘠的资源无法支持的规模。那些经过5年的淘汰后幸存下来的卵,会被运送到隐藏在巴松远古海洋干涸海床中的孵化器中,被太阳的光芒所滋养直到5年后的孵化。绿色火星人在40岁时达到成熟。一个绿色火星人的自然寿命可能会持续一千年之久,但大多数人在被认为 "老 "之前很久就在部落争吵、荣誉决斗、竞技场战斗和战争中被杀死了。

社会:绿色火星人在酋长与一群年长的战将辅佐的领导下聚集而成部落。他们的部落通常以他们所居住的巴松干涸海床边的古火星人遗弃的废墟城市的名字命名,不过很少有部落能长期定居下来,他们更青睐游牧生活,在艰苦卓绝的猎寻中获取火星沙漠的珍贵资源。所有的绿火星人都通过不断地展现技能、力量和勇气来维持他们在部落中的地位。绿色火星人倾向于表现出令人震惊的暴力,并有着黑色的幽默感:比起简单的讽刺或脑筋急转弯,他们更可能因为将敌人残暴地斩首而哈哈大笑。除了他们的武器和装具,绿色火星人倾向于财产的公共所有权,甚至集体抚养孩子,这使他们几乎没有友谊或家庭的概念。他们有限的心灵感应能力确保了绿色火星人只说寥寥数语,他们更喜欢粗暴的行动而非学术对话。

人际关系: 绿色火星人倾向于保持自己的独立性 而且天生就不信任巴松的其他野蛮种族。更文明的绿色火星人部落--如Jeddak Tars Tarkas领导下的萨克斯(Tharks)--与希雷姆(Helium)的红色火星人有共同的事业。尽管有共同的对伊苏斯(Issus)的宗教信仰,绿色火星人通常不常与白皮肤的瑟恩人(Thern)或黑皮肤的初生人(First Born)互动。绿色火星人对红色星球上的食人四臂猿特别反感,一看到他们就会发动攻击。

阵营和宗教信仰:绿色火星人粗暴,没有友谊和爱的情感,只崇拜身体的力量和勇气。大多数绿色火星人是混乱中立,崇拜伊苏斯(Issus),死亡和生命永恒的女神。

冒险者:在绿色火星人杀死他的第一个敌人并取用他的受害者为自己取名之前,他是 "O Mad",一个只有一个名字的战士。许多绿色火星人作为冒险者开始他们的职业生涯,作为O Mad证明自己,深入废弃的古城,引诱这些破败的废墟中可憎的巴松白猿出来进行艰苦的战斗,以证明他们的勇敢和在部落中的地位。其他人则卖身为佣兵、竞技场斗士或赏金猎人,或是因为缺乏资源而被迫离开部落,或在战争中被打败。绿色火星人厌弃施法职业(魔法在巴松几乎完全不为人知),而更喜欢战斗职业,如战士、拳师或游荡剑客。战士(战将变体)的重点是在无护甲时提供AC的提升,因此对于许多绿色火星人来说,战将是一个特别受欢迎的选择。

APL调整:绿色火星人的角色比核心规则书中介绍的标准Pathfinder RPG种族的成员更强大,当创建遭遇来挑战绿色火星人的队伍时,游戏主持人应该在1-5级的队伍的平均队伍等级(APL)上增加+2,6-10级则增加+1。对于混合种族的队伍,GM应该仔细观察队伍的相对实力,临时调整APL。

绿色火星人的种族特征
力量+2,感知+2,魅力-2:绿色火星人目光敏锐,动作矫健,但他们对社交礼仪了解不多,倾向暴力。
大体型:绿色火星人是大体型生物,它在防御等级上有-1减值,在潜行技能检定上有-4体型减值,在战技攻击和战技防御检定上有+1体型加值
正常速度:绿色火星人的基本速度为30英尺。
侦测思想:绿色火星人拥有有限的心灵感应 使他们能够读懂周围人的表面想法 他们可以将侦测思想作为一种持续的类法术能力使用,类法术能力的施法等级等于使用者的角色等级。
无所畏惧:绿色火星人在所有针对恐惧效果的豁免中获得+2种族加值。
凶猛:当绿色火星人的生命值低于0但是并没有被杀害时,他能以瘫痪状态继续战斗。如果他这样做,他视为恍惚,并每回合继续受到1点生命值伤害。当其负生命值达到体质值时会死亡。
多臂: 绿色火星人有四只手,其中一只手是它的主手,其他的都是它的副手。它可以使用它的任何一只手满足其他需要自由手的用途。
武器熟悉:绿色火星人擅长长剑和矛。
技能:骑术和生存始终被认为是绿色火星人的本职技能。
语言:绿色火星人讲通用语,智力高的绿色火星人可以选择任何他们想要的奖励语言(除了秘密语言,如德鲁伊语)。
Green Martians
Among the hardiest and longest-lived of Barsoom’s savage races, the green men of Mars rove the planet’s wastelands in brutal tribes of thousands of warriors, seeking their fortunes as nomads amid the crumbling ruins of ancient cities and the vast barren wildlands between them. The green Martians have ever been at war with the red. black, yellow, and white inhabitants of Barsoom. Legends speak that once, long, long ago, the races of Mars shared a common ancestor, but today most civilized red Martians of city-states like Helium and Zodanga consider green Martians dangerous. subhuman raiders. Their tall frames, four arms. and battle ferocity nonetheless make the green Martians among the most respected denizens of Barsoom.

Physical Description: Green Martians stand 12 to 15 feet tall. with imposing features accentuated by their four agile arms, their mighty tusks, and the red hue of their perceptive eyes. They dress simply in leather harnesses and jewels, each carrying at least one weapon at all times from a very young age. Skin ranges from olive hues to deep forest green, with heavy scarring common among more savage tribes such as the much-feared Warhoon.

Each adult green Martian female gives birth annually to about 13 eggs, which the tribes deposit in subterranean vaults near their settlements. Every year, tribal chieftains visit the vaults to examine the eggs. All but about 100 of the most perfect are destroyed out of each year's supply, lest the tribe grow to a size the meager resources of Mars cannot support. Those that survive 5 years of cullings are transported to incubators hidden in the dried seabeds of Barsoom's ancient oceans, where they are nurtured by the sun's rays before hatching 5 years later. Green Martians reach maturity at age 40. A green Martian’s natural life span might last as long as a thousand years. but most are killed in tribal squabbles, honor duels, arena battles, and wars long before they are considered “old."

 Society: Green Martians gather in tribes under the leadership of a chieften counseled by a gaggle of elder warlords. Their tribes usually take the names of the abandoned ruined cities of Martian ancients along the dried seabeds of Barsoom that they inhabit, though few tribes remain stationary for long, preferring a nomadic existence centered on the hardscrabble hunt for the precious resources of the Martian desert. All green folk maintain their status within the tribe through constant examples of skill, strength, and courage. Prone to shocking displays of violence, green Martians possess dark humors; they are more likely to laugh at the gruesome beheading of an enemy than at a simple irony or turn of phrase. Apart from their weapons and harnesses, green Martians tend toward communal ownership of property, even raising children collectively. leaving them with little sense of friendship or family. Their limited telepathic abilities ensure that green Martians speak with few words. preferring hrutish action to academic conversation.

 Relations: Green Martians tend to keep to their own, and are. inherently distrustful of Barsoom's other barbaric races. The more civilized green Martian tribes—such as the Tharks under the leadership of Jeddak Tars Tarkas—make common cause with the red Martians of Helium. Despite the shared religion of Issus, green Martians as a rule interact infrequently with the white-skinned Therns or black-skinned First Born. Green Martians hold particular antipathy toward the Red Planet’s cannibalistic four-armed apes, whom they attack upon sight.

 Alignment and Religion: Green Martians are brutish and devoid of sentiments of friendship or love, worshiping only physical prowess and bravery. Most green Martians are chaotic neutral and worship Issus, Goddess ofDeath and Life Eternal.

 Adventurers: Before a green Martian kills his first enemy and takes his victim’s name, he is "o mad,” a warrior with a single name. Many green Martian adventurers begin their careers as o mads with something to prove, delving abandoned ancient cities, baiting the much-hated Barsoomian White Ape denizens of these crumbling ruins into hard-fought battles to the death to prove their bravery and achieve status within the tribe. Others sell themselves as mercenaries, arena fighters, or bounty hunters aflcr being exiled from their tribes. forced away from lack of resources, or defeated in war. Green Martians eschew spellcasting classes (magic is almost completely unknown on Barsoom), preferring instead martial occupations like fighter, brawler. or swashbuckler. With its focus on providing a boost to Armor Class when unarmored, the warlord fighter archetype (forthcoming in a future issue of Pathfinder Worldscape) is a particularly popular choice for many green Martians.

 APL Adjustment: Green Martian characters are more powerful than members of the standard Pathfinder RPG races presented in the Core Rulebook.When creating encounters to challenge a party of green Martians, the Game Master should add +2 to the party's Average Party Level (APL) for levels 1-5 and +1 for levels 6-10. Fnr groups containing a mixture ofraces, GMs should carefully watch the party’s relative power and adjust APL on an  ad hoc basis
Green Martian Racial Traits
+2 Strength, +2 Wisdom, -2 Charisma: Green Martians are keen-sighted and agile, but they understand little of social graces and are prone to brutishness.
Large: Green Martians are Large creatures and take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A Green Martian takes up a space that is 10 Feet by 10 feet, and has a reach of 5 feet.
Normal Speed: Green Martians have a base speed at 30 feet.
Detect Thoughts: Green Martians possess limited telepathy. allowing them to read the surface thoughts at those around them. they can use detect thoughts as a constant spell-like ability. The caster level of the spell-like ability is equal to the user's character level.
Fearless: Green Martians gain a +2 racial bonus on all saving throws against fear eftects.
Ferocity: If the hit points of a green Martian fall below 0 but it is not yet dead, it can continue to fight. It it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Multi-Armed: A green Martian has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Weapon Familiarity: Green Martians are proficient with longswords and spears.
Skill Training: Ride and Survival are always considered class skills for green Martians.
Languages: Green Martians begin play speaking Common. Green Martians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
示例图片
(https://i.loli.net/2020/11/27/kt13ZpqmRuMYlPB.jpg)
主题: Re: 中轉站
作者: 2020-12-06, 周日 12:19:30
窃断臂甲(STYLE-STEALING VAMBRACE)
灵光:中等变化系   施法者等级:10
价格:15,000gp      重量:2磅      位置:腕部
这个朴素的银-钢护腕为穿戴着提供了在穿刺或挥砍武器上施展锋锐术的能力。然而,每次穿戴者用这把武器进行重击确认时,她必须进行一个DC=17的强韧检定,如未通过,护腕将切断她的手,吸取1d6点敏捷属性,并造成2d6点流血伤害。窃断臂甲和其切下来的手将立刻传送到护腕的创造者处,只要它们在同一位面,否则它们将掉到地面上。
每天一次,持有断臂的生物可以通过说出臂甲的命令字来获得一个其前使用者的战斗专长24小时,该专长视为奖励专长。生物必须满足该专长的所有先决条件。
穿戴者可以通过再生术恢复其断臂。只要断臂对其在其残肢上,复原术和再生能力(例如再生戒指)也可以起到效果。恢复穿戴者的手腕将移除敏捷吸取。窃断臂甲无法从断掉的手臂上移除,除非受害者死亡或者手臂被重新接上。
 
制造条件:制造奇物,降咒,遗体防腐,锋锐术
制造成本:7,500gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Style-Stealing%20Vambrace
主题: Re: 中轉站
作者: 2020-12-10, 周四 22:38:19
无尽惊奇(untold wonder)
学派:惑控系(胁迫)【影响心灵】
等级:吟游诗人5,催眠师4,圣武士3,异能者5,术士/法师5
施法时间:1标准动作
成分:言语,姿势
距离:接触
目标:接触的生物
持续时间:10分钟/等级(可解消)
豁免检定:意志过则无效(无害)
法术抗力:可(无害)
你用孩童一般的好奇心填满目标的头脑,让这个生物对会削弱他人的事物感到惊奇。目标受到的情绪效果造成的减值会变为减值一半的士气加值,例如,如果目标受到极度绝望(crushing despair)法术影响,她会在攻击检定、豁免检定、属性检定、技能检定以及武器伤害检定上获得+1的士气加值,而不是受到该法术的正常效果)。此外,她在其他来源获得的士气加值会增加1。最后,目标在对抗心灵幻觉的子学派的法术时,在豁免检定上获得+2加值,因为她孩子般的好奇心会让她惊叹于这些效果的美丽,而不会被它们所淹没。

镇定自若(unflappable mien)
学派:塑能系【力场】
等级:吟游诗人3,催眠师3,秘学士3,异能者3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,器材(一枚价值至少100gp的钻石扣,胸针或别针)
距离:个人
区域:自我
持续时间:10分钟/等级或直到释放;见下文
当一个生物试图用攻击触碰你(例如接触攻击、徒手攻击、用天生武器攻击或擒抱),它会感到有一个力场挡住去路。它可以选择放弃尝试,失去动作,或者强行通过防御。如果它突破防御,你可以触发一道力场波来对付它。这会消耗掉魔法,每施法者等级造成1d4点的力场伤害(最大10d4点),并将该生物向后推离5英尺。如果该生物不能被向后推离5英尺(例如,一个固体表面就在它的后面),它将额外受到2d4点的力场伤害。一次成功的强韧豁免将使该生物所受的所有力场伤害减半。
进阶职业为卡利斯拉德先知(prophet of kalistrade)的人物可以施展此法术,即使其不是预言或惑控法术。该职业详见《进阶之路》第42页。
主题: Re: 中轉站
作者: 2020-12-12, 周六 11:06:08

【死靈】日行者(Daywalker)

等級:反聖武士 4、牧師/先知/戰鬥祭司 5、術士/法師/奧能師 5、女巫 5
施放時間:標準動作
成分:語言、姿勢、材料 (裝有邪水的黑色玻璃藥劑瓶)
範圍:接觸
目標:碰觸到的不死生物
持續:24小時 (D)
豁免:無
抗力:有 (無害)

   你重塑了一名自願不死生物的基本性質,讓它看起來像是個同體型,會呼吸的活著的生物。這是物理上的改變,對該名不死生物的骨頭、肉體,或是虛靈外質(incorporeal ectoplasm),並增添新的肌肉或骨骼,甚至頭髮、牙齒與血液,模擬一名活物的呼吸以及其他的物體生理過程,這些所有用來表明生命的虛假跡象。一名使用日行者的虛體不死生物,在法術持續時間將不再是虛體,它會獲得實質的屍身。與該不死生物互動的生物,可以嘗試一次察覺檢定(DC30 或 DC=21+該不死生物的易容調整值,取其高者)確認這生命特徵的虛假,而一次近距離觀察,使用醫療檢定,總是能夠揭露那是腐肉的事實。
   如果該不死生物擁有氣勢兇猛(frightful presence)、虛體(incorporeal)、強光失明(light blindness)、強光敏感(light sensitivity)、惡臭(stench)、陽光虛弱(sunlight powerlessness)或著返自然靈光(unnatural aura)能力,此法術會壓制這些能力。一名正常來說觸碰會造成傷害、屬性吸取或能量吸取的不死生物,處於此法術效果之下時則不會如此。此法術的目標能夠在持續時間內的任何時候,以一個標準動作結束此法術。

原文
You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size. This is a physical change to the undead creature’s bone, flesh, or incorporeal ectoplasm, adding new flesh or bone and even hair, teeth, and blood, all of which demonstrate false signs of life that mimic a living creature’s breathing and other physiological processes. An incorporeal undead creature using daywalker ceases to be incorporeal for the duration of the spell, gaining a physical corpse body. Creatures interacting with the undead can attempt a Perception check (DC = 30 or DC = 21 + the undead’s Disguise modifier, whichever is higher) to realize that the signs of life are false, and a close examination with a Heal check always reveals the truth of the dead flesh.

If the undead has the frightful presence, incorporeal, light blindness, light sensitivity, stench, sunlight powerlessness, or unnatural aura abilities, the spell suppresses them. An undead creature whose touch normally deals damage, ability drain, or energy drain doesn’t do so while under the spell’s effects. The target of this spell may end its duration at any time as a standard action.

【變化】植物之音(Plant Voice)

等級:牧師/先知/戰鬥祭司 3、德魯伊/獵人 2、薩滿 2、女巫 3
施放時間:標準動作
成分:語言、姿勢、材料 (一小段被切下來的樹根)
範圍:近距 (25呎+5呎/2等級)
目標:一名植物生物
持續:10分鐘/等級
豁免:意志,通過則無效 (無害)
抗力:有 (無害)

你給予一名植物生物說話、傾聽以及了解任何你所知曉語言的能力。如果你知曉的語言超過一種,你每有兩個施法者等級,就可以給予該植物生物一種語言,並在施展此法術時決定你要給予那些語言。此法術不會使植物生物以任何方式傾向於你,但這令你可以正常的使用基於魅力屬性的技能與他們互動。智力屬性為2或更低的植物生物僅能了解或以極其簡單的概念交談,像是”朋友”、”食物”以及”危險”。此法術對一般的植物還有真菌沒有效果。

原文
You grant one plant creature the ability to speak, hear, and understand any of the languages you know. If you know more than one language, you may grant the plant creature up to one language per 2 caster levels and you decide which languages to grant when the spell is cast. This spell does not cause the plant creature to be predisposed toward you in any way, but allows you to interact with them with Charisma-based skills normally. Plant creatures with an Intelligence score of 2 or lower can communicate and understand only the simplest of concepts, such as “friend,” “food,” and “danger.” This spell has no effect on ordinary plants and fungus.

【咒法】孢子噴發(Spore Burst)[毒素UM]

等級:德魯伊/獵人 2、遊俠 3、薩滿 2、女巫 2
施放時間:標準動作
成分:語言、姿勢、材料 (一小朵泡泡菇)
範圍:接觸
目標:一名植物生物;見下
持續:見下
豁免:特殊;見下
抗力:無

你使一名自願的植物生物的身體長出小且蓬鬆的菌類,保持每施法者等級1輪或直到該生物使用它們。以一個標準動作,目標可以令這些菌類爆裂開來,釋放毒性孢子雲,影響爆發半徑20呎內的所有生物。這些在區域內的生物必須成功一次強韌豁免檢定,否則因為要克服打噴嚏以及咳嗽,會變得噁心(sickened)1d6輪。施法者免疫此毒素效果,而所有的植物類型的生物也免疫。

原文
You cause a willing plant creature’s body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. As a standard action, the target can cause these mushrooms to burst open, releasing a cloud of toxic spores that affect all creatures in a 20-foot-radius spread. Those in the area must succeed at Fortitude saves or be sickened for 1d6 rounds as they are overcome by sneezing and coughing. The caster is immune to this poison effect, as are all creatures of the plant type.
主题: Re: 中轉站
作者: 2020-12-17, 周四 17:28:57
二次機會藥膏(Salve of the Second Chance)
出自《Guide to the River Kingdoms pg. 62》
灵光:中等变化系
CL:7
位置:无
价格:1600gp
重量:—
  在恩貝斯森林的精魄指導下,夜苔圣母(Mother Nightmoss)此從夜苔的蒸餾中开發出此强大的藥膏。当塗抹在近日去世的生物的身體或身體部上,此藥膏模擬出如同转生术(reincarnate)的效果。若在新月之夜对生物使用此藥膏,玩家接受者或NPC接受者能在转生表格中双骰取任一结果。
制作条件:制造奇物,转生术(reincarnate)
制作成本:800gp

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Salve%20of%20the%20Second%20Chance

女巫市集硬幣(Witchmarket Coin)
出自《Lost Treasures pg. 61》
灵光:中等咒法系
CL:9
位置:无
价格:8100gp
重量:—
  此魔法銀币能开啟通往第一世界的传送门。角色在任何时间持有此硬幣並表达出恳切的渴求或愿望之类时,魔法硬幣則不论持有者的意向自行啟动。在未来24小时內的某一刻,一个通往第一世界的传送门出現在該角色的附近。此传送门若隱若現,並形成在看似隨機的地方——田野中、門口、壁櫥背后等等。此传送门总是領導至第一世界的女巫市集中的隨機位置。
  当传送门首次显现时,觸發的角色必须成功通过DC 20的反射检定,否则会意外地絆过去。其他附近的生物成功通成DC 15的察覺检定能注意到此传送门,而且也能以此穿越。此传送门是双向並维持开啟10分钟。此硬幣在24小時內不能產生多于一個通往第一世界的傳送門。
  在第一世界,女巫市集硬幣充允许其持有者和任何指定的同伴穿梭至物质位面,如同透过異界傳送(plane shift),只需表達出主动意圖即可。此效果总是將生物传送回开啟通往第一世界的传送门的最后一个地点。
  女巫市集硬幣對任何被給予的人只生效一次,儘管已觸發过传送门的人仍能穿梭其他使用者創造的传送门。
制作条件:制造奇物,異界傳送(plane shift)
制作成本:4050gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Witchmarket%20Coin

本色颜料(Truecolor Dye)
出自《Pathfinder #27: What Lies in Dust pg. 34》
灵光:微弱預言系
CL:1
位置:无
价格:50gp
重量:—
  园艺家从仅在天夏中最蒼翠繁茂的地区收集稀有植物的果浆制作此魔法颜料。比斯柏(Bisby)在他早期作為協会探员拜訪奇蹟武士(Miracle Samurai)的宫殿时首次遇见此颜料。他要来了好几瓶,而此決定使他在几十年间受益匪浅。
  本色颜料產生出鲜艳的色彩,但是实际上呈现的颜色是根据观測者的个性和气质而有所不同——观測者的善良、中立或邪惡陣營要素決定其看见的颜色。善良的观測者看见悦目的金色,邪惡的观測者看见浓厚的血红色,而中立的观測者则看见其真正的颜色——暗淡的橙色。世纪以来,本色颜料被天夏的奇蹟宮廷(miracle courts)用作诱使使者们揭示其陣營的手段,但它的秘密早已在东大陆传播,使它失去了其隐藏价值。一个DC 25的知识[地理或自然]检定揭示此颜料的本质。
  一瓶本色颜料足以涂覆一平方尺的物料,或书写5页文字。一旦應用,本色颜料则永远生效,但是它乃能被萬溶劑(universal solvent)洗掉。
制作条件:制造奇物,偵測善良(detect good)或偵測邪惡(detect evil)
制作成本:25gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Truecolor%20Dye
主题: Re: 中轉站
作者: 2020-12-17, 周四 17:31:04
栖身符文巨人(Inhabit Rune Giant)

  许多學者知道符文領主創造了第一個符文巨人(Pathfinder RPG Bestiary 2 130)以協助控制被瑟西隆(Thassilon)奴役的其他巨人。卻少有有人意識到此用于創造巨人的魔法亦能充當符文領主魔法的传导通道。瑟西隆的敵人講述符文巨人發出强大的法术时——例如从他们的符文使用解離術(disintegration)[註:疑似解離術Disintegrate]虹光噴射(prismatic spray)——施法者是其主人而非巨人本身。
  当一位符文領主希望直接制控一个符文巨人,以遙距带領一场战爭或親自訓導桀驁不馴的巨人部隊时,他能运用此仪式来完全控制一个符文巨人的身心。当處于此狀態时,符文領主从符文巨人的巨大体型、力量和对其他巨人的控制力中得益,更能保證其自身的强大魔力。符文領主祖薩(Runelord Zutha)頻繁栖身于他的符文巨人——頻率之高即使他的最偏執多疑的敵人也低估了——以为了亲手对他的敌人释放他的力量。有些祖薩遗失已久的笔记中暗示了一件持續已久的挫折:即使經过數年的多番嘗試,有一个特定的符文巨人是他从来都未能栖身,因為已經有一些其他强大的占领者栖身于那巨人。[註:这是有什么剧情吗?]

栖身符文巨人(Inhabit Rune Giant)
學派 死靈系;等級 6
施放時間 60分鐘
成分 V,S,SC(最多等同主要施法者的智力调整值)
技能檢定 知識[奧秘]DC 26,3次成功;知識[地方]DC 26,3次成功
範圍 100英里/每主要施法者的職業等級;详情如下[註:你没看过是100英里=160.9344公里]
持續時間 1小时/每主要施法者的職業等級(D)
豁免 無
SR 否
反衝 主要施法者受到2d6點傷害
失敗 所有施法者獲得1个永久负向等级並变得力竭直至负向等级被移除為止
效果
此仪式让主要施法者栖身于一个他親身知道的符文巨人,如同使用佔據術(Possession)。该符文巨人必需在仪式完成时處于主要施法者的每角色等级100里內。符文巨人对抗此效果时没有豁免。跟佔據術(Possession)不同,当佔據符文巨人时主要施法者能使用其所有能力以及该符文巨人的能力,而且主要施法者能选择使用其自身或符文巨人的BAB或基礎豁免加值。当主要施法者栖身符文巨人时,该符文巨人獲得主要施法者的每角色等级5点hp。

https://www.aonprd.com/OccultRituals.aspx?ItemName=Inhabit%20Rune%20Giant

Inhabit Rune Giant
Many scholars know that runelords created the first rune giants (Pathfinder RPG Bestiary 2 130) to aid in controlling other giants enslaved by Thassilon. Few realize that the magic used to create these giants could also serve as conduits for the runelords’ magic. Thassilon’s enemies tell of rune giants emitting powerful spells such as disintegration or prismatic spray from their runes—spells cast not by the giants but by their masters.
When a runelord wished for direct control over a rune giant, either to lead a battle remotely or personally discipline recalcitrant giant troops, she could make use of this ritual to fully control a rune giant’s mind and body. While in this state, the runelord benefitted from the rune giant’s great size, strength, and control over other giants, but also retained her own powerful magic. Runelord Zutha inhabited his rune giants frequently—far more frequently than even the most paranoid of his enemies suspected—in order to unleash his power against his enemies firsthand. Some of Zutha’s long-lost notes hint at an ongoing frustration: one particular rune giant whom he could never inhabit, even after multiple attempts over several years, due to the fact that some other powerful occupant already inhabited the giant.

Inhabit Rune Giant
Source Pathfinder #135: Runeplague pg. 76
School necromancy; Level 6
Casting Time 60 minutes
Components V, S, SC (up to the Intelligence modifier of the primary caster)
Skill Checks Knowledge (arcana) DC 26, 3 successes; Knowledge (local) DC 26, 3 successes
Range 100 miles/character level of the primary caster; see text
Duration 1 hour/character level of the primary caster (D)
Saving Throw none; SR no
Backlash The primary caster takes 2d6 points of damage.
Failure All casters gain 1 permanent negative level and are exhausted until that negative level is removed.
Effect
The ritual allows the primary caster to inhabit the body of a rune giant that she knows firsthand as if using possession. The rune giant must be within 100 miles per character level of the primary caster when the ritual is complete. The rune giant receives no save against this effect. Unlike possession, the primary caster can use all of her own abilities as well as the rune giant’s abilities while possessing the rune giant, and the primary caster can choose to use either her own or the rune giant’s base attack bonus or base save bonuses. While the primary caster inhabits the rune giant, the rune giant gains 5 bonus hit points per character level of the primary caster.
主题: Re: 中轉站
作者: 2020-12-20, 周日 21:49:29
植者(Herbalist)豌豆射手
出自《Ultimate Wilderness pg. 22》
  藤蔓莱西研究自身生理和精魄的組成結構,並由此研發出一種奇妙的草藥煉金術。

草藥學(Herbalism, Su):植者的研究讓他以獨特方式制作煉金術發現。他能嘗試以專業[草药学]檢定取代所有工藝[煉金術]檢定,而且在以專業[草药学]檢定來進行制作煉金道具、採集和處理草藥(詳看152頁) (http://www.goddessfantasy.net/bbs/index.php?topic=116149.0)時獲得等同其1/2煉金術師等級的表現加值。植者在判斷所有煉金術師職業能力時使用感知屬性取代其智力屬性。

此能力改變煉金術和煉金術師的主要屬性。

自然魔法(Natural Magic):植者對的莱西精魄研究給予他接觸其他煉金術師無法企及的自然魔法。每次他獲得新的化合煉成環位時(包括1環),他能從同環的德魯伊法術列表中增加2個法術至其煉金術師的法術列表;此法術必須是目標為生物或距離為個人(these spells must target a creature or creatures or have a range of “you,”)以及他仍然必須如常添加至其公式簿才能準備他們。一如以往,化合煉成影響飲用者如同他為目標,所以攻擊性法術對于飲用者而言是討厭的陷阱。

此能力取代隨手投擲。

種子莢(Seedpods, Su):植者能產出並投擲種子莢作為遠程接觸攻擊,類似于其他莱西的遠程攻擊。他能創造的種子莢數量等同於其煉金術師等級+感知調整值,而且能以標準動作以20尺射程增量投擲出去。種子莢造成1d6點鈍擊傷害,以及3級和以後每2級額外造成1d6傷害(此額外傷害不會在重擊或類以于畏害打擊的效果中翻倍)。種子莢視作武器並且能選擇類以于武器專攻等專長,而且植者能選擇額外炸彈專長以獲得天每額外種子莢使用次數。除非目標成功通過強韌檢定(DC=10+1/2植者煉金術師等級+其感知調整值),否則植者的種子莢還會獲得一個下列額外效果。1級起,他的種子莢如同叶莱西一樣能使目標耳聾1輪。2級起,它如同真菌莱西一樣能降低目標的視野至10尺,持續1分鐘(除非目標消耗整輪動作從他的眼中清理孢子)。5級起,它如同葫芦莱西一樣能使目標糾纏2d4輪(除非目標以同樣DC成功通過力量檢定或脫逃檢定提早破開藤蔓)[註:按葫芦莱西說明此為整輪動作]。8級起,它如同捕蝇草莱西的唾沫一樣能使目標噁心標1d4輪。10級起,它如同海草莱西的喷水一樣能使目標目盲至目標下輪結束為止。

此能力取代煉金炸彈,用毒,毒性抗力,毒性免疫。

Herbalist
Source Ultimate Wilderness pg. 22
Vine leshys who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own.

Herbalism (Su): An herbalist’s studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs (see page 152). An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.

This alters alchemy and the alchemist’s key ability score.

Natural Magic: An herbalist’s study of the leshy spirit grants him access to natural magic that eludes other alchemists. Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.

This replaces Throw Anything.

Seedpods (Su): An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create a number of seedpods each day equal to his alchemist level + his Wisdom modifier and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier). At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy. At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy. At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy. At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy. At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.

This replaces bombs, poison use, poison resistance, and poison immunity.

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Herbalist
主题: Re: 中轉站
作者: 2020-12-22, 周二 22:36:32
快速腕鞘(Speed sheath)
出自《Ultimate Wilderness pg. 244》
类型:冒险装备[註:男神网有误]
价格:10gp
重量:1磅
此腕鞘被设计成綁在你的前臂上,但想將它隱藏在長袖之下实在过于笨重。它能收容一件等同前臂長度的物品,例如匕首、飛鏢、葯水、含有单一法术的卷轴或魔杖。以迅捷动作,你能彎曲手腕使腕鞘里的物品落入你的手中(如同正常取出物品一样引起借机攻击)。將物品收納在此腕鞘中是个会引起借机攻击的整轮动作。你只能在每只手臂上穿戴一个腕鞘。

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Speed%20sheath
主题: Re: 中轉站
作者: 2020-12-23, 周三 15:32:45
哈塔拉特特務(Hatharat Agent)
出自《Qadira, Jewel of the East pg. 47》
  儘管哈塔拉特僱用了所有方面的專家,扮演特務角色的吟遊詩人是其中最為臭名昭著而且比比皆是。

人情債(Called Favor, Ex):1級起,哈塔拉特特務能使用其聯繫向曾受益於哈塔拉特的人尋求各方面的支援。特務必須在至少擁有200人口的市區消耗1d4小時以使用此能力,而且必須成功通過DC 20的交涉檢定以爭取支援。一旦嘗試回收人情債,不論交涉檢定成功與否,在嘗試尋求新的支援之前哈塔拉特特務必須等待2d6天,以免整體上對欠債的社會過度索取。

哈塔拉特特務能使用成功的人情債爭取到重要NPC的正式引見、了解到一個重要的訊息(在其它程況下需要DC 20的知識檢定才能了解的類型)或對盟友已被定罪的輕罪予以赦免。類似的支援能按GM的決定給予。

7級時,哈塔拉特特務在回收人情債的間隔中只須要等待1d6天。除了上述支援外,他現在能請求提供一個5級專家的24小時協助(supplies the aid of a single 5th-level specialist for 24 hours)。此專家視為哈塔拉特特務的短期部屬(short-term cohort),但應該由GM操縱。專家的確切數據(他能是任何職業)也應該由GM計劃。能爭取到的專家的最大等級在哈塔拉特特務7級後的每2級提升1級,至19級時最大的11級專家。NPC法典內含一堆預先生成的NPC可用作此專家。

此能力取代逸聞知識。

有理有據令人信服(Informed Persuasion, Ex):2級起,哈塔拉特特務運用他對目標的了解提升其說服力。若他在關聯知識技能中擁有至少1級,他在針對該知識技能關聯的目標類型的唬騙、交涉和威嚇檢定加上其智力調整值(在如常加上其魅力調整值之外)。知識類型和它們關聯的目標類型為[奧秘](施法者),[地理](部落居民),[當地](都市居民),[貴族](政治家和貴族),[宗教](被辨認信仰的信徒)。

此能力取代通曉音律。

吟遊表演(Bardic Performance):哈塔拉特特務獲得下列吟遊表演。
引用
操縱大師(Master of Manipulation, Su):8級起,哈塔拉特特務因能夠感應謊言而建立其聲譽。當使用吟遊表演時,他強勢的存在經常能從他人抽取真相。此能力影響吟遊詩人20尺半徑彌散範圍內被他選中的所有生物。任何被影響的生物不能蓄意說謊,但會意識到此效果並且能選擇避免回答通常需要以謊言答覆的問題,或能在真相的邊界裡閃爍其詞。此為影響心靈的脅迫效果。

此能力取代末日喪歌。

Hatharat Agent
Source Qadira, Jewel of the East pg. 47
Although the Hatharat employs all manner of specialists, bards who take up the role of agent are among its most infamous and widespread.

Called Favor (Ex): At 1st level, a Hatharat agent can use his contacts to ask for a favor from various individuals who have benefited from Hatharat aid in the past. The agent must spend 1d4 hours in an urban area with a population of at least 200 people to use this ability, and must succeed at a DC 20 Diplomacy check to secure the favor. Once an attempt to call in a favor has been made, whether or not the Diplomacy check was successful, the Hatharat agent must wait 2d6 days before attempting to call in a new favor, so as to not overtax the favors owed the society as a whole.

The Hatharat agent can use a successful called favor to secure an introduction to an important NPC, either to learn an important piece of information (something that would otherwise require a successful DC 20 Knowledge check to know) or to secure a pardon for a minor crime of which an ally has been convicted. Similar favors could be granted at the GM’s discretion.

At 7th level, an agent need only wait 1d6 days between uses of called favors. In addition to the favors above, he can now ask for a favor that supplies the aid of a single 5th-level specialist for 24 hours. This specialist is treated as a short-term cohort for the agent, but should remain under the control of the GM. The exact statistics for the specialist (who can be of any class) should also be calculated by the GM. The maximum level of the specialist the agent can secure increases by 1 for every 2 bard levels the Hatharat agent has above 7th, to a maximum of an 11th-level specialist at 19th level. The Pathfinder RPG NPC Codex contains numerous pregenerated NPCs that can be used as these specialists.

This ability replaces bardic knowledge.

Informed Persuasion (Ex): At 2nd level, a Hatharat agent uses his knowledge of a target to increase his persuasiveness. If he has at least 1 rank in an associated Knowledge skill, he applies his Intelligence modifier (in addition to his Charisma modifier, as normal) to Bluff, Diplomacy, and Intimidate checks against that Knowledge skill’s associated category of targets. The types of Knowledge and their associated groups are arcana (spellcasters), geography (tribal citizens), local (urban citizens), nobility (politicians and nobles), and religion (worshipers of a recognized faith).

This ability replaces well-versed.

Bardic Performance: A Hatharat agent gains the bardic performance listed below.

Master of Manipulation (Su): At 8th level, a Hatharat agent gains a reputation of being able to sense lies. When using bardic performance, his very presence can often draw the truth out of others. This ability affects all creatures selected by the bard within a 20-foot-radius emanation from the bard. Any affected creature can’t speak any deliberate or intentional lies, but is aware of the effect and can choose to avoid answering a question to which it would normally respond with a lie, or may be evasive as long as it remains within the boundaries of the truth. This is a mind-affecting compulsion effect.

This performance replaces dirge of doom.

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Bard%20Hatharat%20Agent

(http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=109803.0;attach=92266;image)
主题: Re: 中轉站
作者: 2020-12-29, 周二 17:26:17
精类形态 I(FEY FORM I)
学派:变化系(变形)
等级:炼金术师3,血脉暴怒者3,德鲁伊3,魔战士4,萨满3,术士/法师4,女巫4
施法时间:1标准动作
成分:语言,姿势,材料(来自你想要变形的生物的一部分)
距离:个人
目标:自我
持续时间:1分钟/等级(可消解)
你获得一种小型或中等体型的精类生物的形态。你的基础速度会改变以适应新形态的基础速度,最大速度为60英尺(即使选择的精类形态的基础速度超过了这个速度)。如果你获得的形态有下列能力,你就能获得这些能力:30英尺的攀爬速度,30英尺的飞行速度(普通机动性),30英尺游泳速度,60英尺黑暗视觉,昏暗视觉,灵敏嗅觉和铁靴践踏(boot stomp)。如果你获得的形态有水栖亚种,你就可以呼吸空气和水。如果这个生物有任何弱点,你就会得到这些弱点。如果一个列出的能力取决于一个物体(如启动铁靴践踏的例子),这个法术将会把你的原有装备中最接近的一个对照物转化为该物体。
你可以更容易的施展和该生物所具有的类法术能力一样的法术,但你仍然必须把这些法术按照你的职业施法方式来如常施展。当你施放和该生物具有的类法术能力一样的法术时,施法将不需要任何语言或姿势成分,也不能被反制。
小型精类:如果你获得这种形态,你的敏捷和体质属性会得到+2的体型奖励。
中型精类:如果你获得这种形态,你的力量和体质属性会得到+2的体型奖励。

精类形态 II(FEY FORM II)
学派:变化系(变形)
等级:炼金术师5,德鲁伊5,魔战士6,萨满5,术士/法师6,女巫6
这种法术如同精类形态 I,除了它还让你能获得超小型或大型精类生物的形态。你的基础速度可以因此突破90英尺。如果你获得的形态有下列能力,你就能获得这些能力:30英尺的掘洞速度,90英尺的攀爬速度,60英尺的飞行速度(良好机动性),60英尺游泳速度,全域视野,30英尺盲感,60英尺黑暗视觉,昏暗视觉,灵敏嗅觉,看破黑暗,绑架(abduct),活化毛发(animated hair),流血(bleed),鲜血狂怒(blood rage),铁靴践踏(boot stomp),燃烧(burn),压缩(compression),紧勒(constrict),毁灭跃击(crushing leap),伤害减免 2/寒铁,擒抱,重型武器(heavy weapons),冰行(icewalking),碎膝(kneecapper),鼻腔喷雾(nasal spray),无影(no shadow),越型武器(oversized weapons),毒素(poison),腐臭呕吐(putrid vomit),投石(rock throwing)(50英尺,1d6点伤害),拟音(sound mimicry),无踪步(trackless step),践踏(trample),融身入树(tree meld),小号武器(undersized weapons),和穿林步(woodland stride)。
如果该生物免疫于影响心灵效果或毒素,你在对抗这些效果的豁免上得到+4的抗力加值。如果这个生物有任何弱点,你就会得到这些弱点。
超小型精类:如果你获得这种形态,你的敏捷上得到+6的体型奖励,并在力量属性上受到-2惩罚。
大型精类:如果你获得这种形态,你在力量和体质属性上得到+4的体型奖励,在敏捷属性上得到-2的惩罚。

精类形态 III(FEY FORM III)
学派:变化系(变形)
等级:炼金术师6,德鲁伊6,萨满6,术士/法师7,女巫7
这种法术如同精类形态 II,除了它还让你能获得微型或超大型的精类生物的形态。如果你获得的形态有下列能力,你就能获得这些能力:60英尺的掘洞速度,90英尺的攀爬速度,90英尺的飞行速度(良好机动性),90英尺游泳速度,全域视野,60英尺盲感,30英尺盲视,90英尺黑暗视觉,昏暗视觉,灵敏嗅觉,看破黑暗,颤动感知60英尺,绑架(abduct),活化毛发(animated hair),流血(bleed),鲜血狂怒(blood rage),铁靴践踏(boot stomp),燃烧(burn),压缩(compression),紧勒(constrict),毁灭跃击(crushing leap),伤害减免 5/寒铁,恐惧灵光,气势凶猛,擒抱,重型武器(heavy weapons),冰行(icewalking),碎膝(kneecapper),发光(luminous),鼻腔喷雾(nasal spray),无影(no shadow),越型武器(oversized weapons),毒素(poison),腐臭呕吐(putrid vomit),撕扯(rend),投石(rock throwing)(100英尺,2d6点伤害),拟音(sound mimicry),超自然速度(supernatural speed),撕破阴影(tear shadow),无踪步(trackless step),践踏(trample),融身入树(tree meld),小号武器(undersized weapons),和穿林步(woodland stride)。
如果该生物对任何能量种类免疫或有抗力,你会获得对于这些能量种类的20抗力。如果该生物免疫于影响心灵效果或毒素,你在对抗这些效果的豁免上得到+8的抗力加值。如果这个生物有任何弱点,你就会得到这些弱点。
微型精类:如果你获得这种形态,你的敏捷上得到+8的体型奖励,并在力量属性上受到-4惩罚。
超大型精类:如果你获得这种形态,你在力量和体质属性上得到+6的体型奖励,在敏捷属性上得到-4的惩罚。

精类形态 IV(FEY FORM IV)
学派:变化系(变形)
等级:德鲁伊8,萨满8,术士/法师9,女巫9
这种法术如同精类形态 III,除了它不会限制你的基础速度,且还允许你使用更多的能力。如果你获得的形态有下列能力,你就能获得这些能力:60英尺的掘洞速度,90英尺的攀爬速度,120英尺的飞行速度(良好机动性),120英尺游泳速度,全域视野,60英尺盲感,30英尺盲视,90英尺黑暗视觉,昏暗视觉,灵敏嗅觉,看破黑暗,颤动感知60英尺,绑架(abduct),活化毛发(animated hair),迷诱灵光(beguiling aura),流血(bleed),鲜血狂怒(blood rage),铁靴践踏(boot stomp),燃烧(burn),压缩(compression),紧勒(constrict),毁灭跃击(crushing leap),伤害减免 5/寒铁,快速医疗 5,恐惧灵光,气势凶猛,擒抱,重型武器(heavy weapons),视线躲藏(hide in plain sight),冰行(icewalking),碎膝(kneecapper),发光(luminous),鼻腔喷雾(nasal spray),无影(no shadow),越型武器(oversized weapons),毒素(poison),腐臭呕吐(putrid vomit),撕扯(rend),投石(rock throwing)(120英尺,2d10点伤害),拟音(sound mimicry),超自然速度(supernatural speed),撕破阴影(tear shadow),无踪步(trackless step),践踏(trample),透明(transparency),融身入树(tree meld),小号武器(undersized weapons),跳跃(vault),和穿林步(woodland stride)。
如果该生物对任何能量种类免疫或有抗力,你会获得对于这些能量种类的30抗力。如果该生物免疫于影响心灵效果或毒素,你在对抗这些效果的豁免上得到+8的抗力加值。如果该生物拥有法术抗力,你可以获得6+你的施法者等级的法术抗力。如果这个生物有任何弱点,你就会得到这些弱点。

魔法兽形态(MAGICAL BEAST SHAPE)
学派:变形系(变形)
等级:术士/法师7
这个法术的作用类似于野兽形态 IV,除了你只能获得一个体型介于微型和超大型的魔法兽的形态。如果你获得的形态有下列能力,你就能获得这些能力:60英尺掘洞速度,90英尺攀爬速度,120英尺飞行速度(良好机动性),120英尺游泳速度,60英尺盲感,30英尺盲视,90英尺黑暗视觉,昏暗视觉,灵敏嗅觉,看破黑暗,60英尺颤动感知,吸血(blood drain),鲜血狂怒(blood frenzy),喷吐武器(如果有伤害,最多12d6点),紧勒(constrict),快速医疗 5,凶残(ferocity),擒抱,屏息(hold breath),喷射(jet),不需呼吸(no breath),毒素(poison),猛扑(pounce),强力冲锋(powerful charge),拉拽(pull),耙抓(rake),撕扯(rend),咆哮(roar),钉刺(spikes),践踏(trample),绊摔(trip),织网(web)。如果该生物对毒素免疫,你会在对抗毒素的豁免上获得+8的抗力加值。
如果该生物对任何能量种类免疫或有抗力,你会获得对于这些能量种类的20抗力。如果这个生物对一个能量种类易伤,你就会得到这个弱点。
微型魔法兽:如果你获得这种形态,你在敏捷属性上得到+10的体型加值,并且在你的力量属性上受到-4惩罚。
超大型魔法兽:如果你获得这种形态,你在力量属性上得到+8的体型加值,并且在你的敏捷属性上受到-4惩罚,在体质属性上得到+2体型加值,并获得+7的天生护甲加值。

泥怪形态 I(OOZE FORM I)
学派:变化系(变形)
等级:炼金术师5,魔战士5,术士/法师5
施法时间:1标准动作
成分:语言,姿势,材料(来自你想要变形的生物的一部分)
距离:个人
目标:自我
持续时间:1分钟/等级(可消解)
你获得一个小型或中型泥怪的形态。无论泥怪种类,你获得10英尺的基础陆地速度,10英尺的攀爬速度,20英尺的游泳速度,30英尺盲感。

你在对抗影响心灵效果和毒素的豁免上得到+4的抗力加值。一个击中你的木制或金属武器会受到强酸伤害,如果受到你的挥击,除非使用者通过一次反射豁免检定。
小型泥怪:如果你获得这种形态,你的体质上得到+4的体型奖励,一个挥击伤害(1d3+1d3强酸),和紧勒(1d3),并在敏捷属性上受到-4惩罚。
中型泥怪:如果你获得这种形态,你的体质上得到+6的体型奖励,一个挥击伤害(1d4+1d4强酸),和紧勒(1d4),并在敏捷属性上受到-6惩罚。

泥怪形态 II(OOZE FORM II)
学派:变形系(变形)
等级:炼金术师6,魔战士6,术士/法师6
这种法术如同泥怪形状 I,除了你还能获得大型泥怪的形态。你获得30英尺的盲视,免疫重击和精准伤害。
大型泥怪:如果你获得这种形态,你在力量属性上得到+2体型加值,在体质上得到+8的体型奖励,一个挥击伤害(2d4+1d6强酸和擒抱),和紧勒(2d4),并在敏捷属性上受到-8惩罚。

泥怪形态 III(OOZE FORM III)
学派:变形系(变形)
等级:术士/法师7
这种法术如同泥怪形状 II,除了你还能获得超大型泥怪的形态。你获得60英尺的盲视,并在对抗影响心灵效果和毒素的豁免检定上获得+8的抗力加值。
超大型泥怪:如果你获得这种形态,你在力量属性上得到+4体型加值,在体质上得到+10的体型奖励,在敏捷属性上受到-10惩罚,20英尺的基础陆地速度,20英尺的攀爬速度,30英尺的游泳速度,一个挥击伤害(2d6+2d6强酸和擒抱),和紧勒(2d6)。

变形者的恩赐(SHAPECHANGER’S GIFT)
学派:变化系(变形)
等级:炼金术师5,魔战士5,术士/法师5
施法时间:1标准动作
成分:语言,姿势,材料(来自你想要变形的生物的一部分)
范围:接触
目标:接触的自愿活物
持续时间:10分钟/等级
豁免:强韧,通过则无效(无害)
法术抗力:可(无害)
你把目标变成动物(如同野兽形态 I),类人生物(如同变身术),或者类人怪物(如同类人形态 I)。所选的形态不能有飞行速度。受术者的数据会如同适当的法术一般发生变化,但生物的属性值和天生护甲不会改变。生物可以在他的自然形态和被选择的形态之间改变,这是一个标准动作。

高等变形者的恩赐(SHAPECHANGER’S GIFT, GREATER)
学派:变化系(变形)
等级:术士/法师7
持续时间:1小时/等级
法术如同变形者的恩赐,除了选择的形态可以是动物(如同野兽形态 I),元素生物(动物(如同元素形态 I),精类(如同精类形态 I),类人生物(如同变身术),类人怪物(如同类人形态 I),或虫类(如同虫类形态 I),且选定的形态可以有飞行速度。

【死靈】創造靈魂寶石(Create Soul Gem)[死亡、邪惡]

等級:牧師/先知/戰鬥祭司 3、術士/法師/奧能師 3、女巫 3
施放時間:1輪
成分:語言、姿勢、器材(價值至少25金幣的水晶或寶石容器)
範圍:近距 (25呎+5呎/2等級)
目標:一名瀕死或剛死的生物
持續:立即
豁免:意志,通過則無效
抗力:有

你從一名瀕死的生物或一位在上一輪死去的生物那抽取衰退的生命能量,將之強行灌注到水晶或寶石容器,創造一枚靈魂寶石。如果生物還活著,但豁免檢定失敗了,它會死去,並且你能將他的靈魂拘禁在寶石中。如果生物已死,你能直接拘禁它的靈魂。靈魂寶石的價值取決於被拘禁生物的本質從何而來(見P.30的靈魂交易)。

如果你是一位飲魂者(見P.34),你施展此法術時,可以消耗5點靈魂點數填充寶石,等價於一個基礎靈魂(basic soul)。

一位瀕死生物身上只能創造一枚靈魂寶石。那些想要復活靈魂要被困在靈魂寶石中的軀體,必須在你施放此法術時,通過DC為11+你施法者等級的施法者等級檢定。如果檢定失敗,對此法術的結果毫無影響,但如果成功,那受術者的靈魂寶石會碎裂,並且該生物會如常復活。如果靈魂寶石被安置在一處邪穢的地點,像是由邪居法術創造的區域,那施法者等級檢定的DC+2。

原文
You draw forth the ebbing life force of a dying creature or one that has died in the past round, forcing it into a crystal or gem receptacle and creating a soul gem. If the creature is alive and fails its saving throw, it dies and you capture its soul in the gem. If the creature is dead, you automatically capture the soul. The value of the soul gem depends on the nature of the creature it is made from (see The Soul Trade on page 30). If you are a souldrinker (see page 34), you may cast this spell and expend 5 soul points to fill the gem with the equivalent of one basic soul. Only one soul gem can be created from a particular dying creature. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a caster check against a DC of 11 + your caster level at the time you cast this spell. Failure results in the spell having no effect, while success shatters the target’s soul gem and returns the creature to life as normal. If the soul gem resides in an unholy location, such as that created by the unhallow spell, the DC of this check increases by +2.

【死靈】寄生靈魂(Parasitic Soul)[死亡、邪惡]

等級:牧師/先知 9、術士/法師/奧能師 9、女巫 9
施放時間:標準動作
持續:永久 (D)
豁免:意志,通過則無效
抗力:有

除了上述記載的外,此法術的功效如同魔魂壺 ,而並不是用你自己的靈魂,你能將一個被拘禁(像是被縛魂術或錮魂術拘禁的靈魂)在容器內的靈魂轉移到一名非自願的目標的軀殼內。如果目標生物豁免檢定失敗,它會死去,被拘禁在容器內的靈魂會棲息於該具軀殼內,如同使用魔魂壺法術。

被拘禁的靈魂不會獲得豁免檢定好抵抗這種轉移的機會。要想解消這個法術,你的施法距離內必須有那具被占據的軀殼。

原文
This spell functions like magic jar except as noted above, and instead of your own soul, you may transfer a trapped soul (such as one trapped with soul bind or trap the soul) from the receptacle into an unwilling target’s body. If the target creature fails its saving throw, it dies, and the trapped soul in the receptacle inhabits the body as if using magic jar. The trapped soul does not get a saving throw to resist this transfer. To dismiss the spell, you must be within range of the possessed body.

https://www.aonprd.com/SpellDisplay.aspx?ItemName=Parasitic%20Soul

強效換身術(Mind Swap,Major)
學派:附魔系(脅迫)[影響心靈]
等級:異能者 9
施法時間:1分鐘
成分:語言,姿勢,材料(價值10000gp的鑽石)
目標:與你種族相同的一個生物
持續時間:立即
該法術的功能如同換身術(Mind Swap)一般,不過會有上述區別。此外在24小時之後,取代使用對方的生命值,你們兩者會恢復到原本的生命值,並且以新的體質調整值進行調整。該法術僅能被神跡術(Miracle)、祈願術(Wish)或另一個強效換身術(Mind Swap,Major)所反轉。

https://aonprd.com/SpellDisplay.aspx?ItemName=Mind%20Swap,%20Major
主题: Re: 中轉站
作者: 2020-12-29, 周二 17:26:24
詐騙犯(Hoaxer)
出自《Black Markets pg. 29》
  詐騙犯專精於制作金玉其外的冒牌貨並向這些虛假財寶注入危險魔法使他們的羊祜在日後的騙局更為脆弱。

偽造者(Counterfeiter, Ex):詐騙犯在所有估價、唬騙和巧手檢定,以及在制造或檢測偽造品時的工藝、知識、語言學、察覺和專業檢定增加等同其吟遊詩人等級一半(最少為1)加值。他能未受訓嘗試上述技能。

此能力取代逸聞知識。

吟遊表演(Bardic Performance, Su):詐騙犯將其奧術能量奉獻於欺騙他人而非娛樂他人,此給予他下列獨特的吟遊表演。
引用
糟糕交易(Bad Deal, Su):詐騙犯能使用其表演誘哄一點運氣(好運或厄運)進一件金玉其外的物品。以會引起借機攻擊的標準動作,詐騙犯能消耗1輪吟遊表演向單一物品注入他已知的巫術。此物品必備足夠輕巧得能用單手持有,而且不能已經擁有任何魔法特性。詐騙犯需要每輪以迅捷動作消耗1輪吟遊表演維持此物品的巫術能力,直至詐騙犯放棄此道具或直至被觸發為止。當被另一個生物自願接受時,巫術立即觸發並以它的新擁有者作為目標。惡劣交易不能用於被強迫接受的生物或在他不知情下溜進他的所有物中,但詐騙犯能撒謊或作弊以說服他的目標接受此物品,或使用類似誘人贈禮(Beguiling Gift)等法術。

1級起,詐騙犯從下列列表中學習一個女巫巫術:凋零(Blight)、魅惑(Charm)、邪眼(Evil Eye)、祈福(Fortune)、治癒(Healing)、降禍(Misfortune)、沉眠(Slumber)或狂獸(Unnerve Beasts)。3級起和之後每3級,他能學習一個額外巫術。詐騙犯的巫術豁免DC=10+1/2詐騙犯等級+其魅力調整值。此巫術的功能如同女巫巫術,除了它們只能以單個生物為目標,而且詐騙犯只能使以注入物品的方式使用其巫術。若詐騙犯從其它來源學習巫術(例如女巫職業),他不能將它們調用到物品中。

12級起,詐騙犯從增加下列強力巫術至他其能學習的巫術列表:苦咒(Agony)、白霜(Hoarfrost)、白霜(Hoarfrost)、感染(Infected Wounds)、噩夢(Nightmares)、報償(Retribution)和夢談(Speak in Dreams)。

此吟遊表演取代激發勇氣,吟遊表演和提振戰力。

貨物出門概不退換(Buyer Beware, Su):以標準動作並消耗1輪吟遊表演作出神乎奇技的推銷手段,詐騙犯能說服某人接受一件禮品或交易,如同誘人贈禮(Beguiling Gift)(DC=10+1/2詐騙犯等級+其魅力調整值)。詐騙犯能使用此能力說服生物接受受惡劣交易表演而巫術過的物品。

此吟遊表演取代破咒曲。

人格擔保絕無問題(Personal Guarantee, Su):詐騙犯能阻止其巫術過的物品折磨目標直至他安全離開為止。他在能向物品注入巫術時能消耗最多等同其吟遊詩人等級的吟遊表演輪數。每輪消耗將延遲1分鐘巫術物品的觸發和發效於其現有擁有人。

此吟遊表演取代清心。

破诅人(Curse Breaker, Su):12級或以上的詐騙犯能使用表演創造等同於破除結界(Break Enchantment)。此能力在其它方面如同安神表演功能。

此吟遊表演取代激發豪情。[註:上面已取代激發豪情,疑似為安神]


禍不單行(Misery, Ex):2級起,詐騙犯學會從他人的不幸中取樂。他在針對承受詛咒、巫術或有害的影響心靈效果的生物時在攻擊骰和傷害骰獲得+1士氣加值,以及在對抗來源於該生物的法術時意志豁免檢定獲得+1士氣加值。此加值在5級和之後每6級提升1點。[/color]

此能力取代多才多藝。

熟諳詛咒(Versed in Curses, Ex):2級起,詐騙犯在對抗詛咒、巫術和依賴語言效果時豁免檢定獲得+4加值。

此能力取代通曉音律。

詛咒工匠(Curse Crafter, Ex):5級起,詐騙犯學會如何制作咒詛道具。在5級時他獲得1個造物專長,並在之後每6級獲得1個額外造物專長。他只能使用此專長制造詛咒道具。此外,他能制造看似魔法但沒有真正魔法特性的道具——如同被恒定魔法靈光(Magic Aura)法術——需要50gp。

此能力取代博學。

Hoaxer
Source Black Markets pg. 29
Hoaxers specialize in creating valuable-looking counterfeits and infusing these false treasures with dangerous magic to make their marks more vulnerable to future swindles.

Counterfeiter (Ex): A hoaxer adds half his bard level (minimum 1) on all Appraise, Bluff, and Sleight of Hand checks, as well as on Craft, Knowledge, Linguistics, Perception, and Profession checks to create or detect a counterfeit or forgery. He can attempt such skill checks untrained. This ability replaces bardic knowledge.

Bardic Performance (Su): A hoaxer dedicates his arcane energies to deceiving others rather than to entertaining them, granting him the following unique performances.

Bad Deal (Su): A hoaxer can use his performance to coax a bit of luck (good or bad) into a valuable-seeming object. As a standard action that provokes attacks of opportunity, the hoaxer can use 1 round of bardic performance to invest a single object in his possession with a hex he knows. This object must be light enough to hold in one hand, and cannot already have any magical properties. The object remains hexed as long as the hoaxer continues to spend 1 round of bardic performance each round as a swift action to maintain it, until the hoaxer drops the item, or until triggered. The hex triggers immediately upon being willingly accepted by another creature, targeting its new owner. A bad deal cannot be forced on a creature or slipped into its possession without its knowledge, but a hoaxer can lie or cheat to convince his mark to accept the object, or use spells like beguiling gift.

At 1st level, the hoaxer knows one witch hex from the following list: blight, charm, evil eye, fortune, healing, misfortune, slumber, or unnerve beasts. At 3rd level and every 3 bard levels thereafter, he can learn one additional hex. The save DC for a hoaxer’s hexes is equal to 10 + 1/2 the hoaxer’s bard level + his Charisma modifier. These hexes function identically to witch hexes, except they can only target single creatures, and the hoaxer can only use his hexes by investing them into objects. If the hoaxer learns hexes from any other source (such as the witch class), he cannot invoke them into an object.

Beginning at 12th level, the hoaxer adds the following major hexes to the list of hexes he can learn: agony, hoarfrost, ice tomb, infected wounds, nightmares, retribution, and speak in dreams. This performance replaces inspire courage, inspire competence, and inspire greatness.

Buyer Beware (Su): As a standard action, a hoaxer can convince someone to accept a gift or trade as per beguiling gift (DC = 10 + 1/2 the hoaxer’s bard level + his Charisma modifier) by spending 1 round of bardic performance on a supernatural sales pitch. The hoaxer can use this ability to convince a creature to accept a hexed object created with his bad deal performance. This performance replaces countersong.

Personal Guarantee (Su): A hoaxer can prevent his hexed wares from afflicting a target until he is safely out of sight. He can spend up to 1 round of bardic performance per bard level while hexing an object. For every round expended, the object’s hex is delayed for 1 minute before triggering and hexing its current owner. This performance replaces distraction.

Curse Breaker (Su): A hoaxer of 12th level or higher can use performance to create an effect equal to break enchantment. This otherwise functions as soothing performance. This performance replaces inspire greatness.

Misery (Ex): At 2nd level, a hoaxer learns to take joy in the misfortune of others. He gains a +1 morale bonus on attack rolls and damage rolls against creatures suffering from a curse, hex, or harmful mind-affecting effect, as well as a +1 morale bonus on Will saving throws against spells from such creatures. These bonuses increase by 1 at 5th level and every 6 bard levels thereafter. This ability replaces versatile performance.

Versed in Curses (Ex): At 2nd level, a hoaxer gains a +4 bonus on saving throws against curses, hexes, and language-dependent effects. This ability replaces well-versed.

Curse Crafter (Ex): At 5th level, a hoaxer learns how to craft cursed items. He gains one item creation feat as a bonus feat at 5th level, plus an additional item creation feat every 6 levels thereafter. He can use these feats only to craft cursed items. In addition, he can craft items that appear magical but have no true magical properties—as if permanently affected by the magic aura spell—for 50 gp. This ability replaces lore master.

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Bard%20Hoaxer
主题: Re: 中轉站
作者: 2021-01-01, 周五 21:01:15
星空守望者(Star Watcher)

出自《极限荒野》(Ultimate Wilderness)第57页

星空守望者研究太阳、月亮、星星的运动和位置,探索描绘在天空中的奥秘。他们将科学研究和神秘技艺结合到一起来测量、记录和预测天文周期以及其对自然的影响,比如月球对潮汐和河流的影响。一些星空守望者也利用这些观察来预测命运和重大事件,比如自然灾害。


武器和护甲擅长(Weapon and Armor Proficiency):
星空守望者获得对星刃的擅长,但是不会擅长细剑。

这修改了调查员的武器和护甲擅长。


占星术(Astrology,Su):
星空守望者专研一种被称为占星术的有关夜空的象征性术语。艺术形式和科学并重,占星术可以用来预测未来并以微妙的方式影响它。
就如同炼金术师和调查员那样,星空守望者在一本公式书里收集公式。不过,这些公式类似于星图,而且与炼金术师和普通调查员不同,他运用这些公式以及个人细节和天文观测来制作星相,一种如同卷轴那样存储着魔力的运算,他可以在其中存储法术。
在许多方面,星空守望者的星相能力如同化学炼成,不过有以下不同。

星空守望者的星相总是关联着一个特定的生物,这个生物在星空守望者准备星相的时候必须自愿并且在场。只有与星相关联的生物可以激活它并受其影响,星相是以一个标准动作来阅读它从而“施放”的,不过星空守望者也能够用一个标准动作来拿出并阅读星相。

星空守望者不会在制作炼金物品的工艺(炼金术)检定中获得表现加值,并且他无法使用这个技能来鉴定药水。此外,星空守望者不能选择炼金术士发现来作为调查员天赋。
星空守望者可以从法师的法术书或是炼金术士的公式书中学习公式,不过星空守望者的公式书对于别人来说过于深奥,除了另一位星空守望者以外没有人能从中学习法术。

这修改了炼金术。


追寻繁星(Starfinding,Ex):
星空守望者在知识(地理)检定中获得等于他等级一半的加值(至少为1)。
他可以使用占星术的方法来阅读他人,通过查阅他的星图,他可以使用知识(地理)来代替察言观色检定。

这取代了寻找陷阱和陷阱感知。


调查员天赋(Investigator Talents):
除了通常调查员的天赋以外,星空守望者还可以选择以下天赋。

星相卷轴(Horoscopic Scrolls,Su):
星空守望者获得“抄写卷轴”作为奖励专长。他可以运用这个专长创造他所知道的任何公式的奥术卷轴。与占星术能力创造的星相不同,任何能够使用奥术卷轴的人都可以使用这些卷轴来施放法术。
此外,星空守望者能够使用卷轴,就如同他是一个奥术施法者一样。
他还可以使用知识(地理)来鉴定卷轴,就如同使用“侦测魔法”一样。他必须要将卷轴在手中持有一轮才能进行这一检定。
(PFS替换:星相卷轴天赋将星空守望者从卷轴中施放的所有法术的豁免检定DC+1,而不是获得“抄写卷轴”专长)。

先见预知(Precognition,Su):
星空守望者可以窥见未来的神秘可能性,并准备一份他知道之后需要用到的星相。
每天一次,以一个迅捷动作,星空守望者可以在一个闲置的炼成位中直接准备好他的公式书中合适等级的公式。
星空守望者至少要达到4级才能选择这个天赋。

回返流星(Returning Star,Ex):
当星空守望者使用星刃作为投掷武器来攻击他的战斗策略测定的目标时,星刃会自动返回,就如同它拥有“回力”附魔一样。
星空守望者必须拥有“飞舞流星”调查员天赋才能选择这个天赋。

飞舞流星(Shooting Star,Ex):
星空守望者能够以令人惊叹的精准度测算出射击的轨迹。
他可以在使用星刃作为投掷武器时,获得战斗策略、策士之击以及那些给战斗策略或策士之击增加效果的调查员天赋的好处。

获取的这些额外调查员天赋取代了迅捷炼金。
主题: Re: 中轉站
作者: 2021-01-01, 周五 21:01:45
新的德鲁伊领域(New Druid Domains)

鳄鱼领域(Crocodile Domain)

神授力量(Granted Powers):
你与创造和破坏的原始力量以及鳄鱼之灵的远古智慧相互联结在一起。

魔宠(Familiar):
你获得一只钝吻古鳄(Dwarf Caiman)作为魔宠(出自 玩家伴侣:动物档案馆 和 冒险之路 第55期)。你的有效法师等级等于德鲁伊等级。在确定魔宠的能力时,将你的德鲁伊等级和其他能给予你魔宠的职业等级相互叠加。

死亡翻滚(Death Roll,Ex):
当擒抱住一个体型最多比你大一个级别的敌人时,你可以通过一个擒抱检定来猛烈的翻滚,从而将你的敌人扭倒至俯卧(Prone)并对其造成1D8点伤害。
当你使用本能力时,你的CMB获得相当于你德鲁伊等级一半的加值(至少为1)。
你每天可以使用该能力的次数等于3+你的感知修正。

伏击(Ambush,Ex):
6级起,你获得偷袭+1D6。这个偷袭伤害和你可能从其他来源中获得的偷袭伤害叠加。
你在6级后每获得5个德鲁伊等级,该偷袭伤害额外+1D6,在16级时达到最大值+3D6。

领域法术(Domain Spells):
1环:海洋之触(Touch of the Sea,APG)
2环:野蛮大嘴(Savage Maw,ARG)
3环:水面行走(Water Walk)
4环:铁碎颚(Strong Jaw,APG)
5环:通晓传奇(Legend Lore)
6环:群体枭之睿智(Owl's Wisdom, Mass)
7环:真知术(True Seeing)
8环:群体医疗术(Heal, Mass)
9环:再生术(Regenerate)

主题: Re: 中轉站
作者: 2021-01-13, 周三 23:52:28
面纱女巫(Ashiftah)

出自《卡蒂亚,东方明珠》(Qadira, Jewel of the East)第14页

卡蒂亚的军队将恐惧传递给敌人,但是相比沙漠修士或雷霆骑兵而言,还有着更为令人恐惧的传说萦绕在为卡蒂亚邻国服务的士兵的脑海中。
在塔尔多语中被称之为“战斗女巫”的面纱女巫如同幽灵鬼魅一般游荡漫步在敌方的军队中,将灾厄从他们的头顶降下削弱他们的战斗意志。
卡蒂亚的面纱女巫们通常都佩戴着面纱,即使是她们在帝国军队里的同伴也会迷信的认为看见她们的面容会带来不幸。


庇护面纱(Protecting Veil):
面纱女巫的面纱不仅仅是一件制服,它还是一件充满力量的魔法圣衣。它拥有的法术能力和女巫的魔宠相同。
面纱女巫必须为自己佩戴面纱并每天和她的庇护主沟通从而准备法术,她不能准备没有储存在她的面纱中的法术。

这能力取代了魔宠。


幽灵漫步(Ghostwalk,Su):
2级起,在使用巫术后以一个移动动作,面纱女巫可以按照“渐隐术”(Vanish)变为隐形(Invisible)状态,并且稍后可以继续使用5尺快步。使用幽灵漫步不会引起借机攻击。

这能力取代了2级时获得的巫术。


传递接触法术(Deliver Touch Spells,Su):
3级起,面纱女巫可以使用她的面纱来传递接触法术。
在施放了一个接触法术后,以一个整轮动作,她可以从她的面纱上撕下一块布条并对其低语从而指定一个目标,然后她松开布条使其随风飘动至目标,以远程接触攻击的方式传递法术。
目标必须位于女巫20尺范围内。在法术传递后,面纱会自动修复。


战争迷雾(Fog of War,Sp):
6级起,以一个标准动作,面纱女巫可以使一个半径20尺范围的战场上覆盖上潮湿的雾气,效果如同“坟冢黑雾”(Barrow Haze),她在使用巫术时只要雾中有任何一部分区域位于她30尺范围内,就可以将雾中的所有区域视为位于她30尺范围内。

这能力取代了6级时获得的巫术。
主题: Re: 中轉站
作者: 2021-01-15, 周五 15:23:08
海雾戒指 (Saltspray Ring)
灵光:微弱咒法系与变化系 施法者等级:5
价格:4500gp 重量:–
这个秘银指环刻绘着波澜的图案,环绕着整个戒指。海雾戒指不会锈蚀,无论是自然氧化还是由魔法效应引起的锈蚀效果。
以一个命令,该戒指就会产生一股浓密是雾气环绕穿戴者,如同隐雾术一般,只不过迷雾范围为以佩戴者为中心的10尺半径区域,而且影响范围会随佩戴者移动。这层迷雾非常潮湿,会熄灭其区域内所有非魔法的火焰。魔法火焰和具有火焰子类的生物不会被雾驱散或受到不利影响,尽管这些生物在雾中显得极为不适。雾不会给予没有两栖特性的水生生物在水中呼吸的能力,但必须保持潮湿、遭受负面影响或条件的生物可以被戒指的效果满足要求。这个效果可用一个标准动作消解。这个戒指在水下没有任何作用。
需求:锻造戒指,隐雾术,灭火术
成本:2250gp

https://www.aonprd.com/MagicRingsDisplay.aspx?FinalName=Saltspray%20Ring
主题: Re: 中轉站
作者: 2021-02-02, 周二 09:45:22

赐福者(VelleMancer,女巫变体)

虽然人们普遍认为女巫是散播痛苦的邪恶施法者,但仍有许多女巫使用法术来治愈他人,让世界变得更美好。赐福者是一个向导,她用巫术技艺来强化和教导他人。不过她很少用馈赠来满足那些渴求的灵魂,她提供的是人们实现自己梦想所需要的建议、机会和工具。


热心导师(Keen Counselor):
赐福者是一个向导和导师。赐福者把交涉和察言观色加入她的本职技能中。如果赐福者的阵营变为邪恶,她将失去所有变体能力。

赐福巫术(Invested Hex,Su):
2级时,赐福者可以对一个自愿的生物赋予巫术援助。每天她可以植入相当于她一半女巫等级(最少为1)加上她智力调整值(如果有的话)数量的巫术。任何被赐福的生物在赐福的时间内只能植入一个巫术,植入一个新的巫术将终止前一个巫术的作用(女巫仍然消耗此项能力的使用次数)。只有增益巫术能够作为赐福巫术的植入选项,这会消耗那些每天或每一个生物有限使用的巫术的每日使用量。赐福者必须用一个标准动作接触该自愿生物,以植入巫术。赐福者能用一个自由动作激活巫术,或者当满足单一预定条件时(决定巫术何时被植入)巫术可以自动激活。目标必须在中等范围内(每等级100尺+ 10尺),女巫才能触发巫术,但是预先设定的条件可以在任何范围内触发巫术。一个被植入的巫术将持续到下一次女巫重新获得法术位。一旦触发,巫术将不再是被植入的状态,也不能被再次触发。

这取代了女巫2级时获得的巫术。


实现愿望(Wishgranter,Su):
6级起,赐福者可以从他人的希望与梦想中借助精神力量,用以增强她自己的法术。一个生物可以随时用一个自由动作许愿,即使许愿时在赐福者的回合内。这个愿望被视做一个法术成分,因此赐福者必须能够听到并理解这个愿望。在赐福者使用这项能力的时候,通常没有语言成分的法术会获得语言成分。愿望不需要提及特定法术的名字,但是它必须描述一个可以通过使用赐福者知道的法术来实现的结果(例如,愿望是想要变得更讨人喜欢,赐福者可以用这个语言成分使用变身术(alter self),鹰之威仪(eagle’s splendor),甚至恶意变形术(baleful polymorph),取决于结果)。当以这种方式将一个生物的愿望作为语言成分时,赐福者的施法者等级将获得+1加值,但她不能将自己作为赐福法术的目标。如果法术影响的是一个区域而不是一个或多个目标,她就可以被赐福法术影响。赐福者实现生物愿望这个行为是自愿的。一旦赐福者使用此能力实现了一个生物的愿望,她就不能在24小时内使用此能力实现该生物的其他任何愿望。

这取代了女巫6级时获得的巫术。


增强赐福(Expanded Wishgranter,Su):
8级时,赐福者在她的魔宠里免费加入下列法术:熊之坚韧(Bear’s Endurance),牛之力量(Bull’s Strength),猫之优雅(Cat’s Grace),鹰之威仪(Eagle’s Splendor),狐之狡黠(Fox’s Cunning),枭之睿智(Owl’s Wisdom)。赐福者只能使用实现愿望(Wishgranter)能力来施放这些法术,但是她可以消耗任何已准备的2环或更低环位的法术来自发施放这些法术。

这取代了女巫8级时获得的巫术。

職人咖哩      759   $17   170g*2   1:20
HACHI咖哩      惠康   $20   300g   1:15
咖哩屋咖哩      百佳   $17   180g   1:10.5882
咖哩磚      百佳   $29   200g   1:6.8966
職人咖哩      百佳   $19   170g*2   (沒用)

桃寶食品肉醬      759   $16   250g*2   1:31.25
???肉醬         759   $17   250g*2   1:29.4117
KAUSOU忌雞肉醬   百佳   $12   250g   1:20
HACHI肉醬         惠康   $20   285g   1:14.25
HACHI忌廉魚肉醬   惠康   $20   260g   1:13
日清制品肉醬      惠康   $20   260g   1:13
KAUSOU忌雞肉醬   惠康   $16   250g    (沒用)

維他奶      惠康   $20   1L*2
家樂氏芒果玉米片   惠康   $17   300g   1:17.6471
日清雜味玉米片   惠康   $39   400/500g   1:12.8205
東尼巧克力玉米片   惠康   $19   200g   1:10.5263

Presto意粉通粉   759   $8.5      400g*2   1:94.1176
烏冬         家興   $10.5   200*4g   1:76.1904
四洲公仔面      家興   $10      90*5g   1:45
媽咪胡椒面      家興   15      100*6g   1:40
壽桃全蛋面      家興   $12.5   45.4*10g   1:36.32
壽桃蝦子面      家興   $12.5   45.4*10g   1:36.32
壽桃蝦子面      家興   $13      45.4*10g   1:34.9231
四洲公仔面      惠康   $13      90*5g    (沒用)
公仔公仔面      惠康   $14      100*5g    (沒用)
壽桃全蛋面      759   $13      45.4*10g    (沒用)
壽桃蝦子面      759   $14      45.4*10g    (沒用)
壽桃瑤池面      759   $15      45.4*10g    (沒用)

上湯龍蝦味杯面   惠康   $5   93g

健康工房   家興   4.9   500ml
鴻福堂   家興   12   500ml*3
蘋果綠茶   家興   18   250*6ml*2
立頓奶茶   家興   $43   34包   1:0.7907

韓國泡菜   佳宝   $24.8   400g
罐頭湯   惠康   $39   *3
主题: Re: 中轉站
作者: 2021-02-02, 周二 09:47:46
特殊庇护主

以下是特殊庇护主,选择特殊庇护主可以在特定等级获得奖励法术,这些奖励法术将替代原本庇护主主旨在该等级获得的奖励法术,并在1级时额外给予一个巫术和一项缺陷。
一旦特殊庇护主被女巫选中,她就不能改变特殊庇护主的种类;如果改变,则失去所有法术、巫术和魔宠。
能适用于特殊庇护主的庇护主主题是有限的,女巫只能从其中的四类庇护主主题中选择一个。



神圣之路(Celestial Agenda):当善神和天界领主(Empyreal Lords)组织信仰虔诚的人们去贯彻他们的意志时,强大的盖丁天族(Agathions)、天使(Angels)和神使(Archons),还有一些由各种善良异界生物组成的临时议会,他们有时会赋予善良女巫(White Witches)神圣的力量用以保护弱小和治愈病患。
你在1级时获得守护(Ward)巫术,但是你的庇护主对你为人处世的方式有比常人更高的要求。你必须处于善良阵营,并且你在唬骗、威吓、巧手和其他用以欺骗或威胁他人的技能检定上获得-2减值。
可用庇护主主旨:耐久(Endurance),治疗(Healing,UM),光耀(Light,UM),征兆(Portents,UM)
庇护主替换奖励法术:
4级  严加斥责(Castigate,APG)
10级 叱责(Rebuke,APG)
16级 高等异界盟友(Greater Planar Ally)(仅限善良异界生物)



众世之约(The Condition of All):那些经常找到一些促进宇宙平衡的事件,并在事件中分享她们既得利益的女巫,通常会受到制衡者的庇护。
你在1级获得瘢痕(Scar)巫术,但是为御衡者(Aeon)服务需要你坚定不移地致力于他们的事业。如果你在获得首个女巫等级后阵营发生偏移,你会失去你所有的法术和巫术(不失去魔宠);当你的阵营恢复原始阵营时,你重获你的法术和巫术。
可用庇护主主旨:元素(Elements),时间(Time,UM),转变(Transformation),智慧(Wisdom)
庇护主替换奖励法术:
2级  行动禁制(Forbid Action,UM)
8级  驱逐术(Dismissal)
12级 指使术(Geas/Quest)



同理之情(Empath):你的庇护主是人们共同生活经历的一种体现,这些凡人的欲望和目的由无数的头脑和心灵的信念所指引。
你在1级获得巧言(Tongues)巫术,但是你会不由自主地感受到周围人的绝望、痛苦和其他负面情绪,在对抗影响情绪效果(Emotion Effects)的豁免检定上获得-5减值。
可用庇护主主旨:先祖(Ancestors,UM),心灵(Mind,OA),精魂(Spirits,UM),智慧(Wisdom)
庇护主替换奖励法术:
2级  洞察力激增(Burst Of Insight,OA)
6级  分析灵光(Analyze Aura,OA)
10级 回溯过去(Retrocognition,OA)



精类之赠(Fey Gifts):一个强大的精类或者来自第一世界的存在赋予你魔力。你作为你的庇护主抛在主物质位面的一只锚和焦点,但是她也经常在你身上找乐子玩。
你在1级获得魅惑(Charm)巫术,但是你的精类庇护主以你的失败和伤痛为乐,并且经常让你倒霉。每天一次,GM可以命令你重骰一次属性检定,攻击检定,豁免检定或者技能检定,双骰取低。
可用庇护主主旨:灵巧(Agility),惑控(Enchantment),诡术(Trickery),寒冬(WinterUM)
庇护主替换奖励法术:
2级  易容术(Disguise Self)
4级  狂笑术(Hideous Laughter)
16级 迷舞(Irresistible Dance)



炼狱之契(Infernal Contract):你的力量被某个强大的邪魔、恶魔或魔鬼作为腐化凡间灵魂的媒介。当你死亡时,你魂归末日荒原(Abaddon),无底深渊(Abyss)或九层地狱(Hell)。除非有特殊的方法,你无法复活,尽管你为主人的大胆服务可能会为你在魂归后的世界中赢得一个有利的地位。
你在1级时获得降祸(Misfortune)巫术,但是你的魔力需要代价。每日当你准备法术时,你必须支付1d6点生命值作为你那炼狱仪式的一部分,并将这些血液喂给你的魔宠。
这个伤害达到5级时会增加1D6点,之后每5级都会增加1D6点。
可用庇护主主旨:惑控(Enchantment),力量(Strength),诡术(Trickery),复仇(Vengeance)。
庇护主替换奖励法术:
8级  次等异界盟友(Lesser Planar Ally)
12级 异界盟友(Planar Ally)
16级 高等异界盟友(Greater Planar Ally)
你的奖励法术只可用于召唤你的庇护主所代表的异界生物类型。



幽影之缚(Shadowbound):让自己的实体深度暴露于幽影界的灵界 (http://www.goddessfantasy.net/bbs/index.php?topic=89372)(Ethereal)存在——链魔 (http://www.goddessfantasy.net/bbs/index.php?topic=52766)(Kyton)、夜影 (http://www.goddessfantasy.net/bbs/index.php?topic=57336)(Nightshade)、幽暗之魂 (http://www.goddessfantasy.net/bbs/index.php?topic=64891)(Owb)和类似的其他生物,它们把阴影之力灌注于你的灵魂。
你在1级时获得易容(Disguise)巫术,但是你获得了强光致盲(Light blindness)特性。
可用庇护主主旨:死亡(Death,UM),欺瞒(Deception),灵界(Ethereal,OA),阴影(Shadow)
庇护主替换奖励法术:
8级  幽影咒法术(Shadow Conjuration)
12级 行影术(Shadow Walk)
16级 高等幽影塑能术(Greater Shadow Evocation)
主题: 震驚,巨魔居然是完美类人生物!
作者: 2021-02-03, 周三 22:37:19
「震驚,巨魔居然是唯一接近完美的类人生物!」

Troll, Canopy Troll
小体型巨魔,4天武,10尺觸及釘刺,只缺失游泳速度,和是模組怪
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Canopy%20Troll

Troll, Sewer Troll
中体型巨魔,3天武,10尺觸及雙爪,只缺失游泳速度
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Sewer%20Troll

Troll, Flood Troll
中体型巨魔,缺失灵敏啟嗅覺和咬,不太合适,但有Oversized Limbs Ex能力!
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Flood%20Troll

Beast Shape I
Dire Rat: 40 foot move speed, 20 foot climb, and 20 foot swim. Low-light vision and scent. With some ranks in Stealth, the Dire Rat is a fantastic Scout form. The 1d4 bite isn't going to get you far in combat, but if you've ever fought rats in an RPG that shouldn't surprise you.

Eagle: Low-light vision, and flight with average maneuverability. Eagles typically get 80 ft. flight, but Beast Shape I limits you to 30 ft. You also get 3 attacks, all three of which are primary, so none of them get a -5 penalty to hit, and you get to apply your full strength bonus to all of them.

Trumpeter Swan: While the base Trumpeter Swan has a better fly speed than the Eagle, with Beast Shape I you're limited to a fly speed of 30, making the two roughly identical.

Vulture:Low-light vision, and Scent. Scent is extremely rare on flying creatures. At Beast Shape I the Vulture will have the same speed as the Eagle or the Trumpeter Swan, so as long as you don't mind giving up the Eagle's attacks the Vulture is a fantastic option.

Deinonychus: Low-light vision, scent, 60 foot move speed. 2 primary claws at 1d8 damage, a primary bit attack at 1d6, and 1 secondary foreclaws attack at 1d4 just for fun. The best combat form in Beast Shape I, even though you don't get pounce until Beast Shape II.

Beast Shape II
Hawk: Low-light vision, 10 foot move speed, and 60 foot fly speed with average maneuverability. Two talons at 1d4 damage. The Hawk supplants the Eagle as the flying scout option because its smaller size makes it more difficult to notice.

Owl: Low-light vision, 10 foot move speed, and 60 foot fly speed with average maneuverability. Two talons at 1d4 damage.

Viper: Low-light vision, 20 foot move speed, 20 foot climb speed, 20 foot swim speed. 1d2 bite, but no poison until Beast Shape III.

Dire Tiger: Low-light vision, scent, 40 foot move speed. Primary bite at 2d6 damage plus grab, and 2 primary claws at 2d4 plus grab. You also get pounce, but you don't get Rake until Beast Shape III.

Giant Octopus: Low-light vision, 20 foot move speed, 30 foot swim speed, but no Jet until Beast Shape III. A primary bite 1d8 damage (no poison until Beast Shape III), and a brutal 8 secondary tentacle attacks at 1d4 damage each, plus grab. If you have a bard in the party, or some other bonus to all of your attack like Sneak Attack, this is a really fantastic option.

Beast Shape III
Bat: Fly speed of 40 feet with good maneuverability is respectable, low-light vision is nice, and 20 ft. blindsense is awesome. At Diminutive size, you get a +12 to Stealth, and a 1d3 bite attack. This is a fantastic form for scouting, assuming your DM doesn't mandate that you squeek to use your blindsense via echolocation.

Allosaurus: Three attacks, pounce, grab, and rake. The Allosaurus's base damage is equal to that of the Dire Tiger, but because it's larger you get better reach, a better size bonus to Strength, and a better size bonus on grapple checks.

Giant Squid: Low-light vision, 60 foot swim speed, 260 foot jet, 15 foot reach which increases to 30 with arms and tentacles. One primary bite at 2d6 damage, two primary arm attacks at 1d6 damage each, plus a single secondary tentacles attack at 2d6 damage with grab. With constrict for 4d6 damage plus 1.5 Strength, grab is pretty scary here. Even with no ability to move, the 30 foot reach can make you a huge scary grapple monster. If you cast Overland Flight, you're a giant scary flying tentacle monster.

Stegosaurus: Low-light vision, scent, 30 foot move speed, 15 foot reach. Tail attack at 4d6 damage plus 1.5 strength plus Trip. With the big reach and trip, this is a really great area control option.

Beast Shape IV
Catoblepas: Roughly equivalent to the Gorgon, the Catoblepas has four natural attacks, Trample, and a breath weapon with an impressive 60 foot range and which deals a stunning 1d6 constitution damage. Remember that the DC is equal to the DC of your polymorph effect, so a Wizard casting Beast Shape III will have a minimum DC of 17, but will probably be much better.

Gorgon: Darkvision, low-light vision, scent, 30 foot move speed. Primary Gore at 2d8 damage and two secondary hooves at 1d6, but they're not important. The big important ability here is the breath weapon. Remember that the DC is equal to the DC of your polymorph effect, so a Wizard casting Beast Shape III will have a minimum DC of 17, but will probably be much better.

Giant Form I
ice troll: Basically the same as the Troll, but you also get resist cold 20 (real ice trolls get immunity) and vulnerability to fire. In situations where you need to worry about cold damage the ice troll is better than the Troll, but in other situations the Rock Troll is your best bet.

rock troll: Basically the same as the Troll, but the Rock Troll's Regeneration is stopped by acid and sonic damage instead of acid and fire. Because sonic damage is so much less common than fire damage, the Rock Troll has a small advantage over the normal Troll. Note that you don't get Sunlight Petrification like a real Rock Troll.

Giant Form II
Void Yai: Darkvision, regeneration (you only get 5 instead of the void yai's normal 15), and immunity to cold.

Water Yai: Darkvision, regeneration (you only get 5 instead of the water yai's normal 15), and immunity to acid.

Monstrous Physique I
Gargoyle: 40 ft. speed, darkvision 60 ft., fly 30 feet (average). 2 claws, a bite, and a gore. Basically a flying deinonychus with better base damage. This makes Beast Shape I completely obsolete.

Storm Hag: 30 ft. speed, darkvision 60 ft., fly 30 ft. (average). Bite and 2 claws which all deal bonus electricity damage.

Monstrous Physique II
Anunnaki: 50 ft. speed, fly 60 ft. (good), darkvision 60 ft.. Bite and 4 wings, but you don't get primal chisel since you don't get Lantern of Civilization. This is a linear improvement from the Gargoyle, giving you better flight speed, the improves size bonuses, and another natural weapon attack. Since your natural weapons are no longer attached to your hands, you should be able to use weapons and cast spells in addition to the bite and wing attacks.

Monstrous Physique III
Gegenees: 50 ft. speed, darkvision 60 ft., low-light vision. 6 slams plus Grab on all of them.

Undead Anatomy I
Grim Reaper: 60 ft. speed, fly 30 ft. (average). The fastest land speed available and the best flight at this level.

Vermin Shape I
Water Strider, Nymph: 30 ft. speed, fly 20 ft. (poor), darkvision 60 ft.. 1 bite and 2 claws.

Ant, Giant: 50 ft. speed, climb 20 ft., darkvision 60 ft., scent. 1 bite and 1 sting, but no poison or grab. You may be able to use the "drone" version to get fly 30 ft. (average) if your GM allows it.

Mosquito, Giant: 20 ft. speed, fly 30 ft. (average), darkvision 60 ft., scent. 1 bite, but no bleed, disease, or grab.

Vermin Shape II
Bee, Giant Queen: 20 ft. speed, fly 60 ft. (good), darkvision 60 ft.. 1 sting plus poison that deals constitution damage. The best flight available on Vermin Shape, and Constitution damage poison. It's only 1d2, so it's not going to kill anything quickly, but it's still decent.

Scorpion, Giant: 50 ft. speed, darkvision 60 ft., tremorsense 30 ft.. 2 claws with grab and 1 sting with poison that deals Strength damage. A fierce combat threat.

https://rpgbot.net/pathfinder/characters/polymorph.html
主题: Re: 中轉站
作者: 2021-02-11, 周四 23:01:25
天界全身甲(Celestial Plate Armor)
出自《Pathfinder #11: Skeletons of Scarwall pg. 29》
灵光:微弱變化系(善良)
CL:8
位置:盔甲
价格:28650gp
重量:25磅

  天界全身甲是標準天界裝甲的更堅固版本。此亮銀色的+3全身甲輕得驚人,並視為中甲。它的最大敏捷加值為+6,防具檢定減值為-3,奧術失敗率為20%。每天1次,它允許其穿戴者通過命令使用飛行術(Fly)

制作条件:製造魔法武器和防具,製造者必須為善良陣營,飛行術(Fly)
制作成本:15150gp,1080XP

Celestial Plate Armor
Source Pathfinder #11: Skeletons of Scarwall pg. 29
Aura faint transmutation (good) CL 8th
Slot armor; Price 28,650 gp; Weight 25 lbs.
Description
Celestial plate armor is a sturdier version of the standard celestial armor. This bright silver suit of +3 full plate is remarkably light, and is treated as medium armor. It has a maximum Dexterity bonus of +6, an armor check penalty of –3, and an arcane spell failure chance of 20%. It allows the wearer to use fly on command (as the spell) once per day.
Construction
Requirements Craft Magic Arms and Armor, creator must be good, fly; Price 15,150 gp, 1,080 XP

https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Celestial%20Plate%20Armor
主题: Re: 中轉站
作者: 2021-02-28, 周日 15:53:45
炼金武器(Alchemical Weapons)
炼金武器最初被设计的目的就是为了用来致人死伤,不过它们通常还有其他方面的功用。所有这些物质都能够通过具有工艺(炼金)技能的角色来制作;每个物品的制作都DC列在了下表里。

表:炼金武器
名称英文价格重量    制作DC
指套封瓶(4个)    Dust knuckle vials (4)    5gp15
杂碎指套Dust knuckles25gp0.5磅20
晶尘封瓶Diamond dust vials25gp25
圣化武器油Holy weapon balm30gp    0.5磅20

杂碎指套(Dust Knuckles)
价格:25gp;重量:0.5磅
沿着这种露指皮手套的指关节部分,安置有4个小小的袋子,你可以向这些袋子内嵌入用蜡封口的易碎小瓶。你可以往小瓶内填满毒素或碎石。当你用拳头击打别人的面门时,小瓶便会粉碎,将内部填充的物质洒向目标的脸部与眼睛。在计算时,四个小袋子视为装一份毒素或碎石,如果不满四个小瓶,该物品无效。
晶尘封瓶(Diamond Dust Vials;25gp):这种小瓶里装满了经过仔细研磨的矿石晶体。当你用拳击打碎小瓶时,被你命中的目标必须进行DC 20的反射豁免来保护自己的双眼,失败则会在1轮内短暂失明(blinded)。

圣化武器油(Holy Weapon Balm)
价格:30gp;重量:0.5磅
这种紫色的香油被装在小陶罐里。当你以标准动作将这种香油涂抹在武器上时,它会在武器表面形成一个透明涂层。涂有这种香油的武器会对不死生物(undead)或邪恶异界生物(evil outsiders)造成额外2d4点伤害。受到香油影响的生物必须进行DC 10的反射豁免,否则会在接下来的回合受到1d4点额外伤害。涂抹香油的任何非魔法武器都可以如同魔法武器一般影响虚体不死生物(incorporeal undead)和邪恶异界生物。涂抹香油的任何魔法武器可以如同具有幽冥(Ghost Touch)特殊能力的武器一般影响虚体不死生物或邪恶异界生物。香油的效果会持续至你用武器做出一次成功的攻击或者直至经过1分钟为止,以较先发生者为准。一剂香油可以涂抹到1把武器或10个弹药上。

原文
http://paizo.com/pathfinderRPG/prd/advancedClassGuide/gear/alchemicalWeapons.html
主题: Re: 中轉站
作者: 2021-03-07, 周日 15:25:30
1
動物之力,自然訓練,野性認同
領域,怪物學識,嚴苛凝視

2
精準協調
巧奪先機,偵測陣營

3

4
動物之力
精通情感鏈接

5
破敵,辨識謊言
穿林步

6

協迫者
包抄
寓守于攻
兽群围猎
位面之力
好伙伴
警覺

1暴徒1:武器娴熟,協迫者   
2神衛獵師1
3神衛獵師2:寓守于攻
4神衛獵師3:兽群围猎
5暴徒2:擅長異種武器[精靈曲刃],戰鬥竅門——包抄
6神衛獵師4
7暴徒3:位面之力
8暴徒4:?
9神衛獵師5:好伙伴
10神衛獵師6:警覺
主题: Re: 中轉站
作者: 2021-03-09, 周二 11:54:22
贪婪之徽(EMBLEM OF GREED)
学派:变化系(变形)
等级:牧师6,审判者6,魔战士6,催眠师6,萨满7,术士/法师6
施法时间:1标准动作
成分:言语,姿势,材料(一件精品或魔法近战武器)
距离:接触
目标:接触的1件精品近战武器
持续时间:1分钟/等级
豁免:无(物品)
法术抗力:不可
你将一把近战武器转变成一把燃烧着的大砍刀,类似于古老的符文领主所使用的武器。你的法术目标必须是大小适合你体型的精品或魔法近战武器。武器会变成一把适合你体型的大砍刀,并附有+1增强加值和炽焰武器特殊能力。当使用这把大砍刀时,你被认为擅长它,并使用你的施法者等级作为你的基础攻击加值(这可能给予你多次攻击)。当你的施法者等级达到14时,大砍刀会获得储法武器特殊能力。当你的施法者等级到达17时,武器会失去炽焰武器特殊能力,并获得焰爆武器特殊能力。大砍刀的增强加值在15级时增加到+2,19级时为+3。如果此法术被施放在魔法武器上,法术的力量将取代武器通常拥有的能力,使武器的正常增强加值和能力在法术生效期间失效。这种法术和高等魔化武器或任何其他可能会以任何方式调整武器的法术无法叠加。这种法术不能在神器上使用。一件精品武器在攻击骰上的加值不会和增强加值在攻击上叠加。
主题: Re: 中轉站
作者: 2021-03-28, 周日 00:10:08
训练重拳护符
主题: Re: 中轉站
作者: 2021-03-31, 周三 16:18:36
血魔钉(NAIL OF BLOOD)
灵光:中等死灵系
施法者等级:7
位置:特殊,见内文
价格:25000 gp
重量:无
制造条件:制造奇物(Craft Wondrous Item)、血液解读(blood transcription)
制造成本:12500 gp

这枚以漆黑的金属制成的钉子长三英寸,通体刻满诡异的符文,散发着微弱的幽幽蓝光。钉子内注有怪异的死灵魔法,此物能让施法者抽取自己的生命力转换为魔力,以在死魔法区施放法术。若要生效,血魔钉必须被装备在某一空置且贴近肉躯的魔法物品栏位上(除了眼睛,头部以及头饰)。血魔钉在生效前需要花费一回合无痛苦地融入装备者的血肉之中(移除该钉子不会造成痛苦,且同样需要花费一回合)。一旦钉子就位,装备者可以在死魔法区正常施放最多每环位一个已知或已经准备的法术。若施法者愿意,他也可以在死魔法区释放数量不超过其平时极限的更多法术,然而每一个额外施放的法术都会让施法者疲乏,且他必须成功通过一个DC=15+法术环位的专注检定,否则施法失败。若装备者在血魔钉造成疲乏之前就已经疲乏,则其将会力竭。无论导致其力竭的效果为何,施法者在力竭时无法通过血魔钉来释放额外的法术。

http://www.goddessfantasy.net/bbs/index.php?topic=96281.0
主题: Re: 中轉站
作者: 2021-04-09, 周五 23:33:00
瓦瑞西安偶像(Varisian idol)
出自《Varisia, Birthplace of Legends pg. 15, Rise of the Runelords Player's Guide pg. 11, Curse of the Crimson Throne Player's Guide pg. 12》
价格:75gp
重量:1磅
類別:冒险装备
從神秘的遺跡中搜尋而来,这些被遺忘的人物和無名精魄的描繪品經常作為幸運符出售,但大部分普通人都不知道它们在增幅魔法上也很实用。现存有7种瓦瑞西安偶像;能影響塑能系、變化系和幻術系的最為常见。瓦瑞西安人以他们的民族名字给影響不同學派的偶像起名。

若施法时用此偶像作為额外材料成分,瓦瑞西安偶像增加下列效果至该法术上。在施法时使用多个偶像不会產生额外效果。瓦瑞西安偶像在1次使用后被毁灭。

Avaria: 当用作施放熊之堅韌(Bear's Endurance)牛之力量(Bull's Strength)貓之優雅(Cat's Grace)鷹之威儀(Eagle's Splendor)狐之狡黠(Fox's Cunning)梟之睿智(Owl's Wisdom)时,该法术对受影響的屬性给予+5增强加值。

Avidais: 当用作施放让你進行解除检定(dispel check)(例如解除魔法(dispel magic)法師裂解術(mage's disjunction))时,你在认检定獲得+2加值。

Carnasia: 当用作施放任何魅惑子學派的法术时,被威脅中的目标不会獲得正常情況下的对抗此法术时豁免檢定的+5加值。

Idolis: 当用作施放召喚怪物(summon monster)召喚自然盟友(summon nature's ally)时,被召喚生物每HD+2最大hp。

Ragario: 当用作施放造成能量伤害的法术时,你在穿透SR的CL检定獲得+2加值。

Vangloris: 当用作施放五官幻覺子學派的法术,並以分钟级或以下时间持續时(例如移位術(Displacement)隱形術(Invisibility)),此效果比正常持續多1轮。

Voratalo: 当用作施放死靈學派的法术並造成hp伤害时,你还会造成等同法术环级的流血伤害。此流血效果持續5轮。

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Varisian%20idol

数秘力量 Cleromancy
学派:预言系;等级:牧师/先知2,德鲁伊3,猎人3,审判者3,法师/术士3
施法时间:整轮动作
成分:语言,姿势,器材/法器(64根一套的占卜鸡骨)
距离:个人
目标:你
持续时间:1轮/等级
豁免:无;法术抗力:不可

  你扔出一把占卜骨头,并研究它们散落形态之中的数灵学奥秘。通过合适的解读方法你能从这个占卜中看出未来会发生的事情。投相当于你的施法者等级个1d4骰,将所有相同的结果分别归为一组。在本法术的持续时间内,你可以将这些结果作为幸运加值加在任何d20投骰上。你可以使用这些加值的次数等同于你所选定的那组结果中包含的数量。如果本法术在你用完所有的加值之前持续时间就结束了,那么余下的加值都会被浪费掉。

http://www.goddessfantasy.net/bbs/index.php?topic=86078.msg819253#msg819253
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Cleromancy

噁心之雲(Cloud of Seasickness)
學派 咒法系(創造) [毒素]
環位 奧能師 2,牧師 2,德魯伊 2,獵人 2,先知 2,術士/法師 2,戰鬥祭司 2(貝絲瑪拉)
施法時間 標準動作
成分 語言,姿勢,材料(一片海草)
距離 近距
效果 半徑20尺擴散範圍,20尺高的雲團
持續時間 1輪/等級
豁免 強韌,通過則無效;見後文
法術抗力 否

  此法术如同臭雲術(Stinking Cloud),除了上述註明外,此雲霧使生物噁心而非反胃。
  噁心之雲(Cloud of Seasickness)能以魔法恆定術(Permanency)恆定(需要9級施法者和2500gp)。被風吹散的恆定噁心之雲(Cloud of Seasickness)會在十分鐘後重組。

https://www.aonprd.com/SpellDisplay.aspx?ItemName=Cloud%20of%20Seasickness

催眠師面具(Mask of the mesmerist)
價格 25,000 gp;欄位 頭部;施法者等級 5;重量 4磅;靈光 微弱預言系和幻術系
這個木質面具被精心雕刻成一種神秘生物的模樣,它覆蓋其佩戴者的整個臉部,僅留下兩個眼孔。穿戴該面具的催眠者能更加專注於他的目標,使其催眠凝視能力範圍增加10尺。受穿戴者催眠凝視影響的生物所有對穿戴者進行的攻擊檢定都受到-2減值。
如果佩戴者擁有催眠師詭計職業能力,每天一次,他可以植入一個詭計,而無需消耗一次催眠師詭計的使用次數。該詭計也不算入他同時保有植入詭計的數目限制中。
成本 12,500 gp
需求 製造奇物,煩厭術aversion OA,監察焦點focused scrutinyACG

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Mask%20of%20the%20Mesmerist


符文守護紋身(Runeward Tattoo)
出自《Magical Marketplace pg. 5》
靈光:微弱预言系
CL:1
位置:
價格:1000gp
重量:

  每一個此類別的紋身都關聯着單一魔法學派。受紋身者能任意使用偵測魔法(Detect Magic),但只能感應到該學派的靈光。受紋身者在對抗關聯學派的法術和類法術能力時豁免檢定獲得+1洞察加值而且自動知曉60尺內有該法術和類法術被施放。

制作条件:绘制魔法刺青(Inscribe Magical Tattoo)ISM偵測魔法(Detect Magic),神導術(Guidance)
制作成本:500gp

https://www.aonprd.com/MagicTattooDisplay.aspx?FinalName=Runeward%20Tattoo

雪花石礼服(Alabaster Trapping)  Source Merchant's Manifest pg. 18
微弱塑能灵光;CL5
位置:躯体;价格3,500 gp;重量1 lb.
描述
这款白色的长袍以卡利斯拉德王国的传统风格缝制,上面缝有金色绣饰。
袍子上附带有持续的魔法伎俩咒语效果以去除任何灰尘或污渍同时防止变皱。每天一次,以一个直觉动作,穿戴者可以击退一个用物理上接触她的生物(比如用接触法术瞄准她或对她使用战技)。目标会受到5d4点力场伤害,并在佩戴者指定的方向上被推动10英尺。

制作
要求 制作魔法物品、充能之拳、魔法伎俩;成本1,750 gp。

http://www.goddessfantasy.net/bbs/index.php?topic=122716.0
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Alabaster%20Trapping

自主绘圖裝置(Autonomous Cartographer)魔法照相機
出自《Seekers of Secrets pg. 55》
灵光:微弱预言系
CL:5
位置:
价格:2000gp
重量:0.5磅

  透过命令,此道具绘畫出你的周圍環境,极限為你的正常视野,就像平凡但能干的画師一樣描繪渲染它們。它不会記錄你不能看见的任何細节。自主绘圖裝置創造的地圖需要绘制于內部已裝配的1尺x4尺羊皮紙或捲軸。第二個命令將擦除捲軸內容,允许你再次使用它。你能以一个整轮动作插入或移除一个捲軸。

制作条件:制造奇物,抹消術(erase),魔法伎倆(Prestidigitation)
制作成本:1000gp

Autonomous Cartographer
Source Seekers of Secrets pg. 55
Aura faint divination; CL 5th
Slot none; Price 2,000 gp; Weight 1/2 lb.
Description
Upon command, this item draws your surroundings, out to the limits of your normal vision, rendering them as if depicted by a competent but unexceptional artist. It does not record any details you cannot see. The autonomous cartographer creates the map as needed to fit upon a 1-foot-by-4-foot parchment or scroll contained within the item. A second command erases the scroll, allowing you to use it again. You may insert or remove a scroll as a full-round action.
Construction
Requirements Craft Wondrous Item, erase, prestidigitation; Cost 1,000 gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Autonomous%20Cartographer

飛天寶箱(Flying Chest)
出自《Lost Treasures pg. 13》
靈光:中等變化系
CL:10
位置:
價格:19000gp
重量:100磅

  此箱子最常見的為帶有馬鞍的鉸鏈加固木桶。經過仔細檢查,在木桶側邊有個可見的鎖孔,裡面有個優質的鎖頭(where a good lock is inset)。箱子的內部能裝載至多6立方尺的物質。箱子能被1個中體型的生物或2個小體型的生物騎乘,而且能如同受翱翔天際(Overland flight)影響在空中飛行(飛行檢定擁有+5加值)至多每天10小時,按其擁有者意願分配使用。箱子能負載至多300磅物體時飛行速度40尺,或負載至多600磅物體時飛行速度30尺。只有騎手的重量和綁在箱子外部的重量算入此限制,不包括存放在內部的物質。
制作条件:製造奇物,活化物體(Animate Objects),翱翔天際(Overland flight),魔法恆定術(Permanency)
制作成本:8500gp

Flying Chest
Source Lost Treasures pg. 13
Aura moderate transmutation; CL 10th
Slot none; Price 19,000 gp; Weight 100 lbs.
Description
These chests most often appear as hinged, reinforced wooden barrels with saddles. Upon close inspection, a keyhole is visible on the side of the barrel, where a good lock is inset. The chest’s interior can hold up to 6 cubic feet of material. The chest can be ridden by a single Medium creature or two Small creatures, and is able to fly through the air as if affected by an overland flight spell (with a +5 bonus on Fly checks) for up to 10 hours per day, split up as its owner desires. The chest can carry up to 300 pounds at a speed of 40 feet, or up to 600 pounds at a speed of 30 feet. Only the weight of riders and materials strapped to the chest’s exterior counts for this limitation, not the weight of material stored within.
Construction
Requirements Craft Wondrous Item, animate object, overland flight, permanency; Cost 8,500 gp

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Flying%20Chest

醉鬼之息 (Drunkard's Breath) Pathfinder #14: Children of the Void
学派:咒法系(创造)
等级:吟游诗人2,牧师/先知2,歌者2,战争祭司2 (凯登·凯连)
施法时间:标准动作
成分:言语,姿势,材料(一个臭鸡蛋或卷心菜叶)
射程:30尺
范围:锥形爆发
持续时间:1轮/施法者等级
豁免:强韧, 通过则无效; 见后文
法术抗力:否

此法术从你口中扩散开并造成如同臭云术的效果,除上述不同。法术效果几乎不可视且不会阻碍视线。法术造成的反胃效果如同严重宿醉。这是一个毒素效果。凯登·凯连的教会使用此法术驱散人群,比如庆祝活动上场面失控之类的场景。

神射手之箭(Deadeye's Arrow)
学派:塑能[电]
等级:牧师/先知2,德鲁伊?,圣武士1,巡林客1(埃拉斯蒂尔)
施法时间:标准动作
成分:语言,姿势,材料(一枚箭)

范围:中距或见后文
效果:一发电流箭
持续:瞬间或一轮(见后文)
豁免:无
抗力:可

你创造一枚由劈啪作响的电流组成的箭矢,并且造成如下两种效果。
攻击:你可以以中距范围投掷这枚箭矢,或是以一把弓的最大射程用这把弓发射。两者都是一次远程接触攻击。箭矢造成1d6加1点每等级的伤害(最多+5)。
信号:你垂直向上方投掷或发射这枚箭矢。当它达到最大射程或是撞到一层固体表面(如洞穴顶端)时,它将会伴随着轰隆的雷声爆炸,并且电流将会蜿蜒构成一枚埃拉斯蒂尔的圣徽并持续一轮。雷声和闪电的声响和亮度都如同自然雷声和闪电,不过不会对附近生物造成伤害。

玛娜布的笔记:作为自用攻击法术很弱,但是当作箭矢时是持续:立即效果,也许可以囤积好多好多的奇怪超魔版,交给射手用?



镇定自若(unflappable mien)
学派:塑能系【力场】
等级:吟游诗人3,催眠师3,秘学士3,异能者3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,器材(一枚价值至少100gp的钻石扣,胸针或别针)
距离:个人
区域:自我
持续时间:10分钟/等级或直到释放;见下文
当一个生物试图用攻击触碰你(例如接触攻击、徒手攻击、用天生武器攻击或擒抱),它会感到有一个力场挡住去路。它可以选择放弃尝试,失去动作,或者强行通过防御。如果它突破防御,你可以触发一道力场波来对付它。这会消耗掉魔法,每施法者等级造成1d4点的力场伤害(最大10d4点),并将该生物向后推离5英尺。如果该生物不能被向后推离5英尺(例如,一个固体表面就在它的后面),它将额外受到2d4点的力场伤害。一次成功的强韧豁免将使该生物所受的所有力场伤害减半。
进阶职业为卡利斯拉德先知(prophet of kalistrade)的人物可以施展此法术,即使其不是预言或惑控法术。该职业详见《进阶之路》第42页。
主题: Re: 中轉站
作者: 2021-04-24, 周六 17:04:11
捉捕不死魂護符(Amulet of Grasping Souls)
出自《Tears at Bitter Manor pg. 54》
靈光:強烈變化系
CL:13
位置:頸部
價格:21000gp
重量:

  此護符能被實體和虛體生物所穿戴。若被實體生物所穿戴,它賦予他的天生攻擊和持用的武器幽冥特殊能力(甚至是投擲武器和投射物)。每天1次以迅捷動作,穿戴者能使他施放的下個法術影響虛體生物,如同使用跨界法術(Ectoplasmic Spell)APG超魔專長但不會提高法術環位。

當虛體生物穿戴此護符,它能與周圍環境互動。處於他擁有之中的任何道具變成虛體,允許虛體生物獲取道具(to take items)並帶同一併穿越物品。沒有力量屬性的虛體生物使用其魅力屬性判斷其負載量。

制作条件:製造奇物,跨界法術(Ectoplasmic Spell),異界傳送(Plane Shift)
制作成本:10500gp

Amulet of Grasping Souls
Source Tears at Bitter Manor pg. 54
Aura strong transmutation; CL 13th
Slot neck; Price 21,000 gp; Weight —
Description
This amulet can be worn by both corporeal and incorporeal creatures. If worn by a corporeal creature, it confers the ghost touch special ability on her natural attacks and weapons she wields (even thrown weapons and projectiles). Once per day as a swift action, the wearer can make the next spell she casts affect incorporeal creatures as though she were using the Ectoplasmic SpellAPG metamagic feat but without increasing the spell level.

When an incorporeal creature wears the amulet, it can interact with its surroundings. Any item in its possession becomes incorporeal, allowing the incorporeal creature to take items and phase through objects with them. An incorporeal creature without a Strength score uses its Charisma score to determine how much it can carry.
Construction
Requirements Craft Wondrous Item, Ectoplasmic Spell, plane shift; Cost 10,500 gp

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Amulet%20of%20Grasping%20Souls

液態金屬皮套(Djezet Skin)
出自《Armor Master's Handbook pg. 25》
靈光:微弱惑控系
CL:3
位置:盔甲
價格:3410gp
重量:7磅

  當無主時,液態金屬皮套呈現成一個奇特光滑的銹紅色金屬球體。當它被持握而且說出命令詞時,盔甲滲出並像第二層皮膚一樣包裹穿戴者的身體。此盔甲能通過以自由動作脫出它來移除,使它成為一灘液體留在地上。液態金屬皮套如同+1皮甲一樣功效,除了它是由金屬制成(因此德魯伊不能穿戴它)和沒有防具檢定減值以及奧術失敗機率為0。此外液態金屬皮套的穿戴者在向態度為友善或樂於幫助的生物提出要求時獲得+5環境加值。[註:緊身衣引誘惑?]

制作条件:製造魔法武器和防具,魅惑人類(Charm Person)
制作成本:1785gp

Djezet Skin
Source Armor Master's Handbook pg. 25
Aura faint enchantment CL 3rd
Slot armor; Price 3,410 gp; Weight 7 lbs.
Description
When unattended, djezet skin appears as a curiously smooth sphere of rust-red metal. When it’s held and a command word is spoken, the armor oozes across the wearer’s body like a second skin. The armor can be removed as a free action by stepping out of it, causing it to pool on the floor. Djezet skin acts as a suit of +1 leather, except it is made of metal (and thus druids cannot wear it) and has no armor check penalty and a 0% chance of arcane spell failure. Additionally, the wearer of djezet skin gains a +5 circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of friendly or helpful.
Construction
Requirements Craft Magic Arms and Armor, charm person; Price 1,785 gp

https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Djezet%20Skin

推進(Advancing)
出自《Armor Master's Handbook pg. 25》
靈光:微弱死靈系
CL:5
位置:盔甲
價格:+1加值
重量:

  擁有推進特殊附魔的盔甲讓其穿戴者跨越倒下的敵人推進到任何衝突的前綫。每輪1次當推進盔甲的穿戴者以近戰攻擊將一個對手的hp減少至0或以下時,他能以自由動作立即移動最多10尺。此移動不會引起借機攻擊。若此盔甲是作為坐騎護甲(barding),效果則能由坐騎或其騎手將一個對手的hp減少至0或以下時觸發,讓坐騎移動最多10尺。推進特殊附魔只能應用於重甲。

制作条件:製造魔法武器和防具,死亡化身(Deadly Juggernaut)UC
制作成本:+1加值

Advancing
Source Armor Master's Handbook pg. 28
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Construction
Requirements Craft Magic Arms and Armor, deadly juggernautUC; Price +1 bonus

https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Advancing
主题: Re: 中轉站
作者: 2021-05-22, 周六 13:24:22
先祖的赋礼(ancestral gift)
学派:咒法(召唤)
等级:吟游诗人4,牧师4
施法时间:1个标准动作
成分:言语,姿势,器材/法器(你的祖先的石质或金属刻像)
距离:个人
效果:魔法武器
持续时间:10分钟/等级
你的面前出现一位你的祖先的幽灵显像,手中握着一把你选择的武器。武器可能是任何简单的、军事的或矮人的武器。武器有+1的增强加值和一个来自核心规则书的武器特殊能力(由你选择),其价值等同于+1加值(如果武器是双头武器,能力和增强加值只适用于一端,或武器两端都有+1的增强加值,但没有其他的特殊能力)。
你可以如同拥有熟稔一般使用武器。武器不能被任何其他人使用,如果武器被从你的手中拿走,武器就会消失,法术立即结束。
如果你召唤一把拥有火焰、霜冻、电击或雷鸣属性的武器,法术会拥有火焰、寒冷、闪电或音波描述符(分别的)。
劇透 -   :
ancestral gift
School conjuration (summoning); Level bard 4, cleric 4
Casting Time 1 standard action
Components V, S, F/DF (stone or metal image of your ancestor)
Range personal
Effect magical weapon
Duration 10 minutes/level
A ghostly manifestation of one of your ancestors appears before you bearing a weapon of your choice in its hands. The weapon may be any simple, martial, or dwarven weapon. It has a +1 enhancement bonus and one weapon special ability (your choice) from the Pathfinder RPG Core Rulebook with a price equivalent to a +1 bonus (if the weapon is a double weapon, the ability and the enhancement bonus only apply to one end, or the weapon can have a +1 enhancement bonus on both ends but no other magical abilities).
You may use the weapon as if you were proficient in it. The weapon may not be wielded by anyone else, and if removed from your grasp, it vanishes and the spell ends immediately.
If you conjure a weapon with the flaming, frost, shock, or thundering property, this spell has the fire, cold, electricity, or sonic descriptor (respectively).

http://www.goddessfantasy.net/bbs/index.php?topic=92031.0
https://aonprd.com/SpellDisplay.aspx?ItemName=Ancestral%20Gift

复仇血誓(bloodsworn retribution)
学派:死灵
等级:牧师6,圣武士4,游侠4(德朗维特)
施法时间:1轮
成分:言语,姿势,材料(你的血)
距离:个人
目标:自我
持续时间:特殊(见正文)
当你施放这个法术,你要在自己身上割出伤口,并向你自己的血发誓必定报仇。你可以自己决定这对自己造成多大伤害,最高为25点。只要法术效果还在持续,这些伤害就不能被治愈。每当你进行能够让你更加接近实现誓言的攻击、豁免或其他检定时,你获得等同伤害值除以5的士气加值奖励。城主要最终判定你的该次行为是否能够让你接近实现誓言。当你完成誓言(或决定放弃它)时,法术效果结束,失去的生命值就可以正常愈合。
例如,一个臭名昭著的强盗头子杀害了斯特格尔(Stigur)的兄弟,而斯特格尔发誓要为死去的兄弟报仇。斯特格尔施放了这个法术,牺牲了20点生命值。此后,斯特格尔对强盗头子的爪牙的攻击骰获得+4士气加值,面对爪牙的法术的豁免、以及强迫线人告诉自己强盗头子所在位置的情报的威吓检定也获得加值,以此类推。
劇透 -   :
bloodsworn retribution
School necromancy; Level cleric 6, paladin 4, ranger 4 (Dranngvit)
Casting Time 1 round
Components V, S, M (your blood)
Range personal
Target you
Duration special (see text)
When you cast this spell, you cut yourself and swear an oath of retribution on your own blood. You decide how much damage you want to take from this attack, up to 25 points. This damage cannot be healed for as long as the spell is in effect. Anytime you perform an attack, save, or check that is directly related to the oath and brings you closer to the fulfillment of that oath, you gain a morale bonus to that roll equal to the number of hit points of damage you took from the oath divided by 5. The GM is the final arbiter over whether or not an action qualifies for this bonus. When you fulfill the oath (or choose to forsake it), the spell ends, and the lost hit points can be healed as normal.
For example, a notorious bandit leader killed Stigur’s brother,and Stigur wants to avenge his brother’s death. Stigur casts this spell and sacrifices 20 hit points. hereafter Stigur gains a +4 morale bonus on attack rolls against the bandit leader’s minions, saves against spells from said minions, Intimidate checks to coerce an informant to tell him where the bandit leader is camped, and so on.
主题: Re: 中轉站
作者: 2021-05-26, 周三 19:14:32
诸因之盾(Shield of Countless Causes)
出处:信仰与哲学(Faiths & Philosophies) 第31页
价格:11,157gp
位置:盾牌 CL:5th 重量:10磅
灵光:微弱惑控系
描述:数十页经文覆盖着这面+2重木盾,每张的字样或插图都详细说明了骑士团的宗旨。 在佩戴或携带时,这面盾牌如同虔信经匣(phylactery of faithfulness),不同之处在于,它只对于违反佩戴者所属骑士团法令的行为有反应。
    一面全新的诸因之盾有5发充能。 通过花费1发充能并研究盾牌上经文10分钟,佩戴者可以重新获得自己的骑士道收益,如同已经过去24小时一般。 通过花费3发充能并研究盾牌上的经文8个小时,佩戴者可改变其所属骑士团。 当所有充能都耗尽时,盾牌仍是一面+2重木盾。
制造花费:5657gp
制造需求:制造奇物、赎罪术


(https://i.imgur.com/ARjII9u.png)

Shield of Countless Causes
Source Faiths and Philosophies pg. 31
Aura faint enchantment; CL 5th
Slot shield; Price 11,157 gp; Weight 10 lbs.
Description
Dozens of pages of scripture cover the face of this +2 heavy wooden shield, each detailing in word or illustration the tenets of a knightly order. While worn or carried, the shield acts like a phylactery of faithfulness, except that it only functions for actions that would violate the edicts of the wearer’s cavalier order. A newly created shield of countless causes has 5 charges. By expending 1 charge and studying the shield’s texts for 10 minutes, the wielder can regain the use of his order abilities as if 24 hours had passed. By expending 3 charges and studying the shield’s texts for 8 hours, the wielder can change his order. When the last charge is used, the shield remains a +2 heavy wooden shield.
Construction
Requirements Craft Wondrous Item, atonement; Cost 5,657 gp
主题: Re: 中轉站
作者: 2021-06-04, 周五 09:54:01

腐肉假身(RECORPOREAL INCARNATION)
學派:死靈系
等級:術士/法師7,女巫7
施法時間:10分鐘
成分:言語,姿勢,器材(一顆至少價值250gp的寶石)
距離:接觸
目標:一個自願的活物和一具類人生物屍體
持續時間:1周/等級
豁免:無
法術抗力:不可
腐肉假身能有效地將目標生物的身體替換為目標屍體。目標屍體必須是新鮮的——死亡不超過24小時,或者被遺體防腐之類的效果恰當的保存。當施展法術時,你必須與屍體保持接觸,同時用器材物品觸碰活體目標。當法術被施放時,屍體的皮肉會像飄帶般散開,包裹住活體目標,他與屍體的體型差必須在一個等級以內。在法術生效時,器材物品必須保持在目標活體生物附近的30英呎之內。
活體目標獲得屍體的身體外觀和體型,並獲得他的能力,就像變身術一般,還有屍體生前擁有的任何免疫、武器擅長、弱點、和法術抗力。活體目標在偽裝成屍體目標的易容檢定上獲得+20的環境加值。由腐肉假身創造的偽裝會維持等於你施法者等級的週數,或直到器材物品被移離到活體目標的30英呎以外。當效果結束時,活體目標會恢復原形,蛻去屍體的皮肉。
腐肉假身最強的力量在於很難查出它是一種偽裝。如果作為偵測魔法的目標,活體目標不會散發魔法靈光,但器材會散發著強烈的死靈系魔法靈光。真知術不會顯示出活體目標的真實形態,因為屍體的皮肉會用魔法掩蓋它。偵測死靈和類似效果會顯示活體目標是一個不死生物,但目標並不是真正的不死生物,而且不會受到任何其他以不死生物為目標的效果影響。腐肉假身不會掩飾目標的陣營。
如果腐肉假身在法術生效的時候死亡,法術將繼續。死者復生或任何類似法術如果被施放在目標身上,將復活目標,而不是屍體。由於腐肉假身摧毀了目標屍體的大部分剩餘物質,目標屍體無法被覆活,除了神蹟術、復生術、完全復生術、或祈願術。
腐肉假身可由一位15級的施法者用魔法恆定術恆定,其材料成分價值17500gp。
主题: Re: 中轉站
作者: 2021-06-05, 周六 10:11:31
思維支撐(Mind Buttressing)
出自《Magical Marketplace pg. 7》
靈光:微弱防護系
CL:12
位置:護甲
價格:+2加值
重量:

  思維支撐護甲給予穿戴者的意志豁免+2抗力加值和給予他免疫佔據和意識控制(包括魅惑和脅迫效果,例如命令術(Command)魅惑人類 (Charm Person))。若它被已處於該效果的影響下的生物所穿上,此生物立即獲得另一次豁免檢定(若開始時有允許進行豁免檢定)對抗該法術或效果。若檢定成功,該效果被壓制直至生物移除此護甲,然後效果再續。此附魔只能應用於中甲或重甲。
制作条件:製造魔法武器和防具,防護混亂/邪惡/善良/守序(Protection from chaos, evil, good, or law)
制作成本:+2加值

Mind Buttressing
Source Magical Marketplace pg. 7
Aura faint abjuration CL 12th
Slot armor; Price +2 bonus; Weight —
Description
Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.
Construction
Requirements Craft Magic Arms and Armor, protection from chaos, evil, good, or law; Price +2 bonus

https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Mind%20Buttressing
主题: Re: 中轉站
作者: 2021-06-05, 周六 17:06:35
擴展壁壘(Extend the Bulwark)[戰鬥,團隊]
出自《Magical Marketplace pg. 6》
  你能通過介入你披甲的身躺以加強受訓盟友的防禦力。

  專長效果:若你穿戴中甲或重甲而且鄰接也擁有此專長的一位盟友,以自由動作,你能給予你的盟友的AC等同1/2你的護甲提供的護甲加值的環境加值。此加值持續1回合。在此回合,你的AC不會從護甲中獲得加值。

Extend the Bulwark (Combat, Teamwork)
Source Magical Marketplace pg. 6
You can bolster a trained ally’s defenses by interposing your own armored body.

Benefit: If you are wearing medium or heavy armor and are adjacent to an ally who also has this feat, as a free action, you may give your ally a circumstance bonus to her AC equal to half the armor bonus provided by your armor. This bonus lasts for 1 round. During this round, you gain no bonus to your AC from your armor.

https://aonprd.com/FeatDisplay.aspx?ItemName=Extend%20the%20Bulwark
主题: Re: 中轉站
作者: 2021-06-23, 周三 11:19:57
劇毒咬撃(Noxious Bite)
出自《Dragons Revisited pg. 9》
  你滴落強酸的吐息使得被你啃咬的生物不適。

  前置需求:強酸吐息武器,啃咬攻擊。
  專長效果:你的啃咬攻擊在其正常傷害之上造成額外1點強酸傷害。被你啃咬的活物必須通過強韌豁免(DC=你的吐息武器DC)否則反胃1+你的體質調整值的輪數(最少為1輪)。

Noxious Bite
Source Dragons Revisited pg. 9
Your acid-dripping breath causes those you bite to become ill.

Prerequisites: Acidic breath weapon, bite attack.

Benefit: Your bite attack deals 1 point of acid damage in addition to its normal damage. Living creatures you bite must make a Fort save (DC equal to your breath weapon's DC) or be nauseated for a number of rounds equal to 1 + your Constitution modifier (minimum 1 round).

https://aonprd.com/FeatDisplay.aspx?ItemName=Noxious%20Bite
主题: Re: 中轉站
作者: 2021-06-23, 周三 16:45:50
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
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

https://aonprd.com/MagicTattooDisplay.aspx?FinalName=Serpentine%20Tattoo
主题: Re: 中轉站
作者: 2021-07-15, 周四 14:56:39
妖精侍臣(Fey Courtier)[吟遊詩人變體]
出自《Ultimate Wilderness pg. 11》

  跟妖精王庭有往來的精類經常會成為擅長為無踪荒野中的非人社會導航的吟遊詩人。

吟遊表演(Bardic Performance):妖精侍臣獲得以下的表演能力。
引用
荒野的蔑視(Scorn of the Wilds, Sp):8級時,妖精侍臣能使用吟遊表演來以自然的不滿永久標記一個生物,消耗2輪表演而且目標須要在30尺內。此表演包含目標對精類和自然的不當行為的連禱。除非目標成功通過意志豁免檢定(DC=10+1/2吟遊詩人等級+其魅力調整值),否則他被如同以自然的流放(Nature's Exile)降咒(Bestow Curse)所詛咒。14級時,妖精侍臣的選擇擴展至包括惡意變形術 (baleful polymorph)自然之吻(Green Caress)。作為表演的一部分,妖精侍臣必須定義解除詛咒的條件,而且必須跟對精類或自然造成的罪行進行補償有關,也不能是自殺性任務。生物成功通過豁免檢定能免疫妖精侍臣的荒野的蔑視24小時。這是一個詛咒效果。

此能力取代末日喪歌和恐懼魔音。

石之舞(Stone Dance, Sp):15級時,吟遊詩人的表演更能感動自然界。此表演的功能如同活化植物(Animate Plants)(DC=10+1/2吟遊詩人等級+其魅力調整值),除了它還能活化未經加功的石頭和源於自然水體的水(數據等同相符的植物)。

此能力取代激發豪情。

精類聯繫網(Fey Contacts):2級時,得益於精類聯繫網和有關妖精王庭那錯綜複雜的貿易習俗的知識,妖精侍臣能在購買或出售魔法道具時,基於其吟遊詩人等級將有精類居民的荒野地區視為有一定基礎購買價值和購買限額的定居點。詳看GMG定居點規則。妖精侍臣還能用此聯繫網以交涉技能收集關於居民、地理和附近地區的信息。

吟遊詩人等級基礎購買價值購買限額
2級50gp500gp
6級500gp2500gp
10級2000gp10000gp
14級8000gp50000gp
18級32000gp200000gp

此能力取代多才多藝。

召喚精類盟友(Summon Fey Allies):3級時,妖精侍臣獲得增強召喚(Augment Summoning)作為獎勵專長而且能呼喚欠他人情的自然盟友。他增加召喚自然盟友I(summon nature’s ally I)至其1環吟遊詩人已知法術列表。每當他獲得另一個法術環級時,他增加下一级召喚自然盟友(summon nature’s ally)法術至其吟遊詩人已知法術列表。妖精侍臣增加下列生物至其召喚自然盟列表:
1環——瘟鼠小魔怪(Grimple (Gremlin)),蟎精(Mite),小妖精(Sprite)
2環——微粒精(Atomie),憎惡小魔怪( Fuath (Gremlin)),尼克精(Nixie)
3環——小矮妖(Leprechaun),暴虐小魔怪( Nuglub (Gremlin)),噗哢精(Pooka)
4環——馬形水怪(Kelpie),考芮精(Korred),枝節妖(Twigjack)
5環——冥靈(Lampad),光明潜伏者(Lurker in Light),天鵝女(Swan maiden)
6環——冰寒騎士(Cold Rider),海仙女(Oceanid),嗜血精(Sangoi)

此能力取代提振技能。

Fey Courtier
Source Ultimate Wilderness pg. 11
Fey who associate with courts often become bards skilled at navigating the inhuman societies of the trackless wilds.

Bardic Performance: The fey courtier has access to the following bardic performances.

Scorn of the Wilds (Sp): At 8th level, the fey courtier can use bardic performance to permanently mark a creature with nature’s displeasure by spending 2 rounds performing while the target remains within 30 feet. The performance includes a litany of the target’s misdeeds against fey and nature. Unless the target succeeds at a Will saving throw (DC = 10 + half the bard’s level + his Charisma modifier), it is cursed as per nature’s exile or bestow curse. At 14th level, the fey courtier’s options expand to include baleful polymorph and green caress. As part of the performance, the fey courtier must define a condition under which the curse will be lifted, which must relate to making amends for the crime against fey or nature and cannot be suicidal to carry out. A creature that succeeds at its saving throw is immune to the fey courtier’s scorn of the wild for 24 hours. This is a curse effect.

This replaces dirge of doom and frightening tune.

Stone Dance (Sp): At 15th level, the bard’s performance can move even the features of the natural world. This performance functions as animate plants (DC = 10 + half the bard’s level + his Charisma modifier) except it can also animate unworked stone and water from natural bodies of water (with statistics equivalent to an appropriate plant).

This replaces inspire heroics.

Fey Contacts: At 2nd level, thanks to his fey contacts and knowledge of the byzantine trade customs of the fey courts, a fey courtier can treat any wilderness area with fey residents as a settlement with a certain base value and purchase limit based on his bard level for the purpose of buying and selling magic items. See here for rules on settlement base values and purchase limits. The fey courtier can also use these contacts to gather information about the residents, geography, and nearby areas with Diplomacy.

This replaces versatile performance.

Bard Level   Base Value   Purchase Limit
2nd   50 gp   500 gp
6th   500 gp   2,500 gp
10th   2,000 gp   10,000 gp
14th   8,000 gp   50,000 gp
18th   32,000 gp   200,000 gp


Summon Fey Allies: At 3rd level, the fey courtier gains Augment Summoning as a bonus feat and can call upon natural allies who owe him favors. He adds summon nature’s ally I to his list of 1st-level bard spells known. Whenever he gains access to another spell level, he adds the next-higher summon nature’s ally spell to his list of bard spells known. The fey courtier adds the following creatures to the summon nature’s ally list: 1st—grimple (gremlin), mite, sprite; 2nd—atomie, fuath (gremlin), nixie; 3rd—leprechaun, nuglub (gremlin), pooka; 4th—kelpie, korred, twigjack; 5th—lampad, lurker in light, swan maiden; 6th—cold rider, oceanid, sangoi.

This replaces inspire competence.

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Bard%20Fey%20Courtier

(https://static.wikia.nocookie.net/kemocoliseum/images/7/72/Cyrus_single.png)
主题: Re: 中轉站
作者: 2021-09-06, 周一 11:54:58
幽灵糖浆(Ghost Syrup)
灵光:强烈死灵系   施法者等级:13
价格:6000GP      重量:—      位置:无
这种坏死毒素会导致生物失去身体物质。
类型:摄入(ingested);   豁免 强韧 DC20
生效时间 :1分钟;    发作频率:1/轮,持续6轮
毒药效果:1d3 力量伤害,一个受害者每轮都会受到毒素的伤害,她有50%的几率扔下一个持有得物品(译注:扔下物品为一个自由动作)。如果一个受害者的力量被幽灵糖浆降低至0,力量伤害(Strength damage)将变成力量吸取(Strength drain),且受害者会变成永久性虚体(incorporeal)。携带和穿戴(Carried and worn)的装备不受影响且保持有形,而这个受害者只能通过有限祈愿术(limited wish)、神迹术(miracle)、移除诅咒(remove curse)和祈愿术(wish)法术来恢复;   治愈:2次连续豁免
制造条件:制造奇物,幻化灵体 (Ethereal Jaunt),制造者必须在工艺(炼金)上有13级;   制造成本:3000GP

Ghost Syrup
Source Agents of Evil pg. 23
Aura strong necromancy; CL 13th
Slot ; Price 6,000 gp; Weight —
Description
This necrotoxin causes a creature to lose corporeal substance.

Type ingested; Save Fortitude DC 20
Onset 1 minute; Frequency 1/round for 6 rounds
Effect 1d3 Str damage, and each round a victim takes damage from this poison, she has a 50% chance of dropping one held item. If a victim’s Strength is reduced to 0 by ghost syrup, the Strength damage becomes Strength drain, and the victim becomes permanently incorporeal. Carried and worn equipment is unaffected and remains corporeal, and the victim can be restored only through a limited wish, miracle, remove curse, or wish spell; Cure 2 consecutive saves
Construction
Requirements Craft Wondrous Item, ethereal jaunt, creator must have 13 ranks in Craft (alchemy); Cost 3,000 gp
主题: Re: 中轉站
作者: 2022-02-03, 周四 19:32:52
獨眼巨人頭盔(Cyclops Helm)
出自《The Emerald Spire Superdungeon pg. 124》
靈光:微弱預言系
CL:1
位置:頭部
價格:5600gp
重量:5磅

  此頭盔是由獨眼巨人的乾癟頭部的外皮製成,並給予該生物有限版本的瞬間洞察(Flash of Insight)能力。每天1次,以一個直覺動作,佩戴者能選擇他的下次攻擊骰、豁免檢定、技能檢定或屬性檢定的結果,而非擲骰。

制作条件:製造奇物,克敵機先(True Strike)
制作成本:2800gp

Cyclops Helm
Source The Emerald Spire Superdungeon pg. 124
Aura faint divination; CL 1st
Slot head; Price 5,600 gp; Weight 5 lbs.
Description
This helm is made from the husk of a cyclops’s shrunken head, and grants a limited version of that creature’s flash of insight ability. Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check.
Construction
Requirements Craft Wondrous Item, true strike; Cost 2,800 gp

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Cyclops%20Helm
主题: 時尚小垃圾
作者: 2022-05-01, 周日 21:42:36
寵僕雕像(Effigy of the Favored Servant)
出自《Magic of Thassilon (Web Enhancement) pg. 4》
靈光:強烈變化系和死靈系
CL:15
位置:手[註:來自早期的奇妙寫法,大概是没位置,使用時拿在手上]
價格:60000gp
重量:-

  寵僕雕像是一個擁有神奇力量卻只有拇指大小的雕像,由大理石雕刻了一個身穿長袍的奴隸。當受到命令時,雕像會長大並活化成與山丘巨人的相同數據。此巨人沒有一絲個性,但能通過心靈感應在至多100呎之內接收來自道具擁有者的命令。此道具每周能使用2次,每次使用最多6小時。如果活化在一個因空間太小而無法生成巨人的區域中,此雕像僅僅不會活化,而不消耗每週使用次數使用。
  作為奇妙雕像之外,每天1次,寵僕雕像能被用作垂死靈魂的寶庫。通過對HP為–1或以下的有知覺生物使用一個整輪動作,雕像的攜帶者能將其靈魂吸引到此雕像中,如果該生物未能通過DC 22的意志豁免則被殺死。從那時起,雕像召喚的巨人與被殺死的生物具有相同的個性。該生物必須服從雕像持有者的命令,而且雕像如常運作。該生物沒有保留他在生時擁有的任何技能或能力,緊緊地困在雕像中。除非雕像被摧毀,否則該生物不能複活或以其他方式恢復生命。如果雕像被用於困住另一個垂死靈魂,第一個則被釋放並能正常復活。

制作条件:製造奇物,活化物體(Animate Objects),死亡喪鐘(Death Knell),錮魂術(Trap the Soul)
制作成本:30000gp,2400XP

Effigy of the Favored Servant
Source Magic of Thassilon (Web Enhancement) pg. 4
Aura strong transmutation and necromancy; CL 15th
Slot hand; Price 60,000 gp; Weight —
Description
An effigy of the favored servant is a thumb-sized figurine of wondrous power depicting a marble, toga-wearing slave. When commanded, the statue grows and animates with the same statistics as a hill giant. The giant has no hint of personality, but is capable of telepathically receiving orders from the item’s possessor up to a range of 100 feet. The item can be used twice a week for up to 6 hours per use. If animated in an area too small for the giant to appear in, the figurine simply doesn’t animate, with no weekly use expended.

In addition to its use as a figurine of wondrous power, an effigy of the favored servant can be used as the repository of a dying soul once per day. By spending a full round action on a sentient, living creature reduced to –1 or fewer hit points, the effigy’s bearer can draw its soul into the statuette, killing the creature if it fails a DC 22 Will save. From that time forward, the giant summoned by the figurine has the same personality as the killed creature. The creature must obey the figurine bearer’s commands, and the effigy functions as normal. The creature retains none of the skills or abilities it had in life, being effectively trapped within the statuette. The creature cannot be resurrected or otherwise returned to life unless the effigy is destroyed. If the effigy is used to trap another dying soul, the first is released and may be raised normally.
Construction
Requirements Craft Wondrous Item, animate objects, death knell, trap the soul; Cost 30,000 gp, 2,400 XP

https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Effigy%20of%20the%20Favored%20Servant
主题: Re: 中轉站
作者: 2022-05-31, 周二 16:05:41
战争长枪(War Lance)

出处:Knights of the Inner Sea pg. 30

灵光: 中等防护系 CL: 8

槽位: 无 价格: 10310 重量: 10 lbs

描述:

这个+3 长枪比大多数长枪都要短和厚,它有一个常规尺寸的护盾附着在护板上,但由于它太重了,以至于无法像一般盾牌一样用于盾击或其他类似操作,并且不能自动给予持用者AC护盾加成。当持用者骑乘时,战争长枪会给予持用者及其坐骑+2的AC护盾加值。

制造条件: 制造魔法武器和盔甲;护盾术 花费: 5310 gp

译者:
劇透 -   :
这是吃了几斤大麻写出来的10310金币的+3武器

http://www.goddessfantasy.net/bbs/index.php?topic=128445.msg1175640#msg1175640
https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=War%20Lance
主题: Re: 中轉站
作者: 2022-06-18, 周六 21:34:38
话说魔宠是不是跟人走? 那如同伺服魔宠的主人共享了确保退路专长那是不是移动永不被借机?
上网查到別人问的是坐骑版, 网上不少人都是说雖然你很Baby,但RAW的確如此
https://paizo.com/threads/rzs2tx90?Mounts-and-Escape-Route

Spell Synergy (Teamwork)

精通法术共享 Improved Spell Sharing (团队专长)

违和感(动物伙伴专长)
所有魔宠都不只是它们看起来的那样,但你的魔宠的内在与外表特别不搭——就像是穿错了衣服一样。
前提:魔宠职业能力
效果:你的魔宠可以说一种你知道的语言。
特殊:在五级的时候,你的魔宠将展现出它真正的姿态,你可以用进阶魔宠(ImprovedFamiliar,CRB专长)替换此专长。
劇透 -   :

无定型魔宠(动物伙伴专长)
魔宠不仅仅是只动物,它是拥有智慧的精魂。你的魔宠拥有多种物理形态。
前提:魔宠职业能力,施法者等级7
效果:你的魔宠获得[改变外形]通用怪物能力,这种能力像野兽形态II(BeastShapeII,CRB)一样运作并且只能选择一种和你魔宠体型相同的形态,一经选择便无法改变。
特殊:你可以多次选择此专长,每次获得一种额外形态。如果你的魔宠已经拥有改变外形通用怪物能力(比如小魔鬼),这个专长将提供一种额外的形态。
劇透 -   :

化形魔宠(动物伙伴专长)
许多魔宠能将自己变形成其他的动物,但只有少数魔宠拥有更强的天赋,可以在类人形态和原始形态之间转换。
前提:魔宠职业能力,施法者等级9,你的魔宠必须拥有改变外形通用怪物能力。
效果:你魔宠的改变外形能力可以像变身术(AlterSelf,CRB)一样运作,获得一种小型或中型类人生物的形态,一经选择便无法改变。这一形态下的魔宠将会是魔宠主人同种族的少年或孩童,但带有一些魔宠原始形态的特征——比如猫的眼睛,分叉的爬行类舌头,或者小小的恶魔角。魔宠并不会因为新形态而获得新的语言,所以很多化形魔宠都是哑巴。
主题: Re: 中轉站
作者: 2022-06-19, 周日 11:28:53
蟑螂(Cockroach) CR 1/8
這只迅捷的棕色昆蟲爬上牆壁,它的觸角在擺動。

XP 50
絶對中立 微型 蟲類
先攻 +2;感官 黑暗視覺60尺,昏暗視覺;察覺 +0

防禦能力

AC 16,接觸 16,措手不及 14(+2 敏捷,+4 體型)
HP 6(1d8+2)
強韌 +4,反射 +2, 意志 +0
免疫 影響心靈效果(mind-affecting effects)
弱點 強光敏感(light sensitivity)

攻擊能力

速度 20尺,攀爬20尺,飛行30尺(機動性不良)
近戰 齧咬 -1(1d2-5)
佔據 1尺;觸及 0尺

基本數據

力量 1,敏捷 15,體質 14,智力 -,感知 11,魅力 2
BAB +0;CMB -2;CMD 3(對抗絆摔為11)
技能 攀爬+3,飛行+4
特殊能力 閉氣(Hold Breath)

生態背景

環境 任意
組織 單獨,成對或集群(3-60)
財寶


  蟑螂是通常被視為頑強的害蟲——特別是在被城市地區溫暖的建築物和無人看管的食物所吸引時。它們以怯懦著稱,會逃離更大的生物和光源。

  選擇蟑螂為魔寵的主人在HP獲得+3。

Cockroach CR 1/8
Source Ultimate Wilderness pg. 193
XP 50
N Diminutive vermin
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 6 (1d8+2)
Fort +4, Ref +2, Will +0
Immune mind-affecting effects
Weaknesses light sensitivity
Offense
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite –1 (1d2–5)
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 15, Con 14, Int —, Wis 11, Cha 2
Base Atk +0; CMB –2; CMD 3 (11 vs. trip)
Skills Climb +3, Fly +4
SQ hold breath
Ecology
Environment any
Organization solitary, pair, or swarm (3–60)
Treasure none
Description
Cockroaches are hardy insects commonly viewed as pests—especially for being attracted to warm buildings and unattended food in urban areas. They are famously skittish, fleeing from larger creatures and sources of light.
主题: Re: 中轉站
作者: 2022-08-11, 周四 13:58:32
惩戒棍(Chastising Baton)
灵光:中等死灵系;施法者等级:7级
栏位:无;价格:5,000 GP;重量:3磅
描述:
这根短短的金属权杖上刻有各种武器的轮廓,通常由拥有强大武装并牢牢掌控着其国家军队的统治者持用。一根惩戒棍使其持用者所施展的任何胁迫(compulsion)法术的豁免DC加1,并为该法术增加「痛苦」描述符。成功在意志豁免中抵抗其持用者所施展的一道胁迫(compulsion)法术的生物会受到痛苦的折磨,该生物受到1d6点非致命伤害并恶心1轮。
制造条件:制造权杖(Craft Rod),痛苦打击(pain strike, APG);
制造成本:2,500 GP

http://www.goddessfantasy.net/bbs/index.php?topic=134839.0
主题: Re: 中轉站
作者: 2022-08-12, 周五 11:36:12
削韧(Sapping)

出处:Dirty Tactics Toolbox pg. 24

灵光: 微弱惑控系 CL: 5

槽位: 无 价格: +1 加值 重量: —

描述:

这项附魔只能附加在可造成非致命伤害的武器上.削韧武器将造成额外的2D6非致命伤害.当持用者用这把武器确认了一个重击,目标将陷入疲乏5轮.

制造条件: 制造魔法武器和盔甲;痛苦打击;疲乏之触 花费: —

原文:
劇透 -   :
https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Sapping

http://www.goddessfantasy.net/bbs/index.php?topic=128445.msg1187547#msg1187547
主题: Re: 中轉站
作者: 2022-08-12, 周五 18:16:29
苍翠骑士(Green Knight)【骑将变体】PFS可
出处:Ultimate Wilderness pg. 44

一些骑士投身于服务大自然,致力于守护未遭侵害的自然生态和精类生物.

野兽之舌(Beast Tongue ,Ex):苍翠骑士可以用交涉来改善动物的态度.野兽之舌的其他功能就如同德鲁伊的野性认同职业能力一般,使用苍翠骑士的交涉修正,并使用她的骑将等级作为她的有效德鲁伊等级,本能力可以视作野性认同来确定其他效果(如专长的先决条件或调整或提高野性认同的效果).
此能力取代战术.

绝不退让(Implacable Knight ,Ex):苍翠骑士获得坚忍和顽强作为奖励专长.
此能力取代坐骑.

身随自然(Nature’s Servant ,Ex):苍翠骑士必须选择苍翠骑士团.
此能力调整骑士道.

势不可挡(Ferocious,Ex):3级时,苍翠骑士不会在生命值低于0时陷入恍惚.9级时,苍翠骑士在生命值低于0时不会因为进行动作而失去生命值.
此能力取代骑将冲锋.

穿林步(Woodland Stride, Ex): 4级时,苍翠骑士获得德鲁伊的穿林步职业能力.
此能力取代驯兽专家和旗帜.

坚不可摧(Stalwart, Ex):9级时,当苍翠骑士在一个即使成功通过也会受到部分影响的效果的强韧检定上成功,他可以完全不受该效果的影响.
此能力取代高等战术.

橡木活力(Oaken Vitality,Su):11级时,大自然的庇护使得苍翠骑士远离无妄的苦难.苍翠骑士免疫疾病,感染和毒素.
此能力取代强力冲锋和旗帜高扬.

刀起头落(Take Their Heads,Su):苍翠骑士的刀刃被强力的精类法力所祝福并被精准地引向敌人的脖颈.17级时,任何苍翠骑士持握的挥砍武器获得斩首(Vorpal)武器特性.
此能力取代战术大师.

生生不息(Indestructible, Su):20级时,苍翠骑士变得更加难以死亡.她在体质上获得6点加值.除此之外,她对死亡效果免疫,并且对所有除了将她生命值降低到0以下的能杀死她的效果免疫,除非效果涉及斩首(decapitation).如果她被斩首(decapitated),她能继续正常行动.续接躯体需要将头部和躯干拼接并应用任何可以恢复生命值的效果.
此能力取代至高冲锋.

http://www.goddessfantasy.net/bbs/index.php?topic=128445.msg1183264#msg1183264
主题: Re: 中轉站
作者: 2022-09-12, 周一 12:05:25
进阶职业:寻光者Brightness Seeker

——PZO9402-Pathfinder Companion-Elves of Golarion PAGE28
——PZO9402-pathfinder工具书-格拉瑞昂的精灵 第28页起

厄……翻到一半发现这本还是3R规则……

 寻光者献身于追寻光明,他们如同先知般受人崇敬,并能够沟通记忆甚至可以重塑前世的人形或动物形体。在他们的独一无二的旅行中,他们学得了如何解读各种预兆,使得他们能够准确预言他们自身和他人可能的行动。随着时间流逝,他们与他们那些逝去的生命之间的联系逐渐加深,接近与他们周围世界真正统一的终极状态,他们逐渐显出更多的能力,最后获得众多不同动物的真实形态。最终,寻光者甚至获得自己摆脱死亡的力量,只要它妨碍了他们追寻光明的任务,而这力量令他们能够完整保留所有的记忆转生自身,有机会能够恢复原本的形态。

 进阶条件
 要成为一名寻光者,人物必须满足下列条件。
 专长:钢铁意志
 种族:精灵
 技能:侦查4级,生存4级,知识(自然)4级及知识(宗教)8级(反之亦然)

寻光者                    HD:D8
Level  BAB 强韧  反射  意志  特殊能力
1st    +0  +2  +0  +2  发现预兆,受欢迎的朝圣客
2nd    +1  +3  +0  +3  沟通前世,安宁
3rd    +2  +3  +1  +3  自然同生,自然变身1次/天
4th    +3  +4  +1  +4  自然共生,安宁灵光
5th    +3  +4  +1  +4  复生,自然变身2次/天
职业技能(每等级4+智力调整值):攀爬,专注,手艺,交涉,驯养动物,医疗,躲藏,知识(自然),知识(宗教),聆听,专业,侦查,生存,游泳

 职业特性
以下内容为寻光者进阶职业的职业特性:

 发现预兆Discover Omen(Su):所有寻光者知道如何解读自然界向他们显露的预兆,从而能够知道她们自己及他人如何行动方能趋吉避凶。每日每个等级一次,寻光者可以尝试预言自身或30英尺内的一个生物的未来。
 寻找一个预兆需花费一小时的冥想,且不能被打断;寻光者投1d20加上她的职业等级和魅力调整值决定预兆检定的结果。若她知道目标的出生日期和月份,目标的真实姓名或出生姓名,或是他出生的城市(或类似的准确地理区域),她便可以在检定上获得+3加值;若她知道不止一项信息,则可以获得累计的加值。若检定结果等于或高于20,则她能够得到关于该生物接下来24小时的预兆信息。她能够对同一个生物多次尝试浮现预兆,只要之前的检定失败;但一旦她成功获得结果,她就在一天时间之内不能对该生物再次预言。
 得知关于自身的预兆信息的生物可以使用一个等同于寻光者职业等级的一次性洞察加值。此加值可以被用于该生物的任何单次攻击检定、属性检定、技能检定或豁免检定中。他也可以选择将此洞察加值加在AC上以对抗一次针对他的攻击(即使他处于措手不及状态)。使用此效果不需要任何动作,人物甚至可以在需要时在其他生物行动回合中令此加值生效。人物需要在进行投骰之前选择应用此能力。一旦被使用,则预兆效果结束。
 
 受欢迎的朝圣客(Ex):大多数精灵都崇敬寻光者,且经常愿意尽力帮助他们完成个人的旅程。信仰光明的精灵若初始态度为敌对、不友善或冷淡,则其对该人物的态度改为向友善移动一级的结果。
 沟通前世Channel Past Incarnation(Su):在2级时,寻光者能够与作为森林或旷野上普通生物度过的的前世建立起神秘的联系。每日一次,寻光者可以花费1小时冥想以回忆起下列特性的一种。此特性持续1天时间,或是直到寻光者改变或解除本效果。
×啮咬和爪抓(均为1d6点伤害)
×30英尺盲感(基于声音,类似蝙蝠)
×60英尺黑暗视觉
×嗅觉灵敏
×温度适应(类似忍受环境)
×表皮坚韧(AC+3天生防御加值)
×水生生命(游泳速度40英尺,能够在水中呼吸)
×翅膀(普通机动性,飞行速度40英尺)
 安宁Tranquility(Ex):在2级时,寻光者复苏了前世的记忆,意识到即便是最令人恐惧的死亡也不过是另一段存在方式的开始罢了。他们在所有对抗恐惧效果的检定上获得+10抗力加值。
 自然同生Common Ground(Ex):3级开始,寻光者了解到了如何令自然生物接受他们,并视他们如同亲属一般。他们获得理解动物能力,使用本能力需要投1d20加上其职业等级和魅力调整值。本能力与其他拥有理解动物能力的职业等级合计。
 自然变身Wild Shape(Su):在3级时,寻光者获得了更加强大的力量,使得他们能够化身为前世动物的形态,在效果上如同德鲁伊的【自然变身】能力,每日1次。在5级时增加到每日2次。若寻光者因其他职业获得【自然变身】能力,则每日可用次数累计。在计算可以变身的生物体型和种类时,以寻光者的职业等级和德鲁伊等级以及其他拥有自然变身能力的职业等级合计计算。
 自然共生One With Nature(Sp):在4级时,寻光者与生物界建立了联系。寻光者能够随意以类法术能力施展【问道自然】法术(但仍需花费10分钟施法且不能被打断,如同原法术)。
 安宁灵光Tranquility Aura(Ex):在4级时,所有寻光者10英尺半径内的友善生物在对抗恐惧效果的检定上获得+10抗力加值。
 复生Rebirth(Su):在5级时,若寻光者因暴力或其他效果导致非自然死亡时,他可以从坟墓中复生。寻光者可以在被杀后的10分钟到一周内的任意时间使用此能力,这会使其生前的灵魂化身为一只与生前同体型的健康的成年动物,且该动物需为之前死亡地点附近常见的动物种类。人物的属性值不发生变化,但其获得所有她的新形态的特殊能力,包括新形态的移动方式和速度,天生防御,天生攻击方式,特异能力,等等。人物获得一个负向等级,该负向等级无法以任何方式去除,但当人物获得一个新的等级或死亡时自动消失。本能力当人物被死亡效果杀死或被转化为不死生物时无法生效。
 每当动物形态的寻光者获得一个新的等级时,她可以尝试DC20的意志检定,检定成功则能够恢复她之前的种族和外表。若寻光者在动物形态下被杀死,则她无法以本能力再次复生。但仍可以以通常方法复活。神迹术或祈愿术能够令活着或者死亡的动物形态的寻光者恢复原形(并使其复活,若已经死亡的话)。

 
主题: Re: 中轉站
作者: 2022-09-12, 周一 12:05:46
https://aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Balanced%20Scale%20of%20Abadar

https://aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Spherewalker
主题: Re: 中轉站
作者: 2023-01-26, 周四 08:37:03
訂盟對戒(Covenant rings)
出自《Merchant's Manifest pg. 21》
分類:服裝
價格:100gp
重量:0磅

  這些銀戒指總是以獨特工藝制成一對出售——通常一隻是以瓦瑞西安風格制作另一個是則是古科瓦薩風格。最初是為了慶祝科瓦薩持不同政見者和瓦瑞西安當地居民在城市成立之初的團結,現在它們通常受到年輕戀人、非常親密的朋友和其他親密伴侶的追捧。當兩個情感親暱的生物各自佩戴對戒中的一隻時,兩個佩戴者在對抗恐懼效果的豁免檢定獲得+1加值。如果生物的情感關係被切斷(由GM決定)、其中一個生物取下戒指並歸還給另一個生物、或者一個關係生物不再佩戴戒指(或不再存活又或不在同一位面上),此加值結束。

Covenant rings
Source Merchant's Manifest pg. 21
Price 100 gp; Weight —
Category Clothing
Description
These silver rings are always sold in uniquely crafted pairs— usually one made in a Varisian style and one in an old Korvosan style. Originally made to celebrate the uniting of the Korvosan dissidents and Varisian locals at the city’s outset, they are now commonly sought by young lovers, very close friends, and other intimate pairs. When two emotionally intimate creatures each wear one of the rings in a set, both wearers gain a +1 bonus on saving throws against fear effects. This bonus ends if the creatures’ emotional bond is severed (at the GM’s discretion), one of the creatures removes a ring and returns it to the other creature, or a bonded creature is no longer wearing the ring (or is no longer alive or on the same plane).

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Covenant%20rings
主题: Re: 中轉站
作者: 2023-02-15, 周三 08:17:48
盗贼天赋能拿气池
我看只有核心贼才有气池盗贼天赋,但是吊链贼是没有这个盗贼天赋的,那是不是就是说吊链贼没法选气池盗贼天赋啊
但是魔法战术工具箱里面有无拘气池这个高等盗贼天赋,特地标明unchained贼也能拿
掉鏈賊:你的確能用氣開技能,但怎麽滿足先決條件拿到氣池就是你自己的事,反正我沒有 :em032
unchained贼可以选择忍术(ninja trick)盗贼天赋,然后选择忍法.身合(Rogue Talent)忍术,然后选择核心贼的气池(Ki Pool)盗贼天赋。
主题: Re: 中轉站
作者: 2024-12-21, 周六 10:50:34
吉日诞辰(Auspicious Birth)
      你降生于吉兆的星象,比如天体合相。
      出自《探索者玩家手册:古国血脉》(Pathfinder Player Companion: Blood of Ancients)第8页 (https://aonprd.com/FeatDisplay.aspx?ItemName=Auspicious%20Birth)(PFS可用)

      先决条件:必须在1级选取。
      专长效果:根据你降生时的星象,你获得下述好处之一。
  • 表观逆行:你的反射豁免获得+1幸运加值。你在反射豁免骰出1时不会视为自动失败。
  • 天体合相:当受益于一个团队专长时,你和你的盟友从其中获得的加值提升1(如果有)。
  • 日月交食:当受益于对一次攻击或效果的软掩蔽(Soft Cover)时,你被视为受益于硬掩蔽(Hard Cover)[1]作为替代。你不能借助此能力以软掩蔽进行隐匿检定(Stealth Checks)。
  • 流星雨群:在一轮内对你的第一次远程攻击之后的每次远程攻击,都会使你在对抗远程攻击的AC上获得可累计的+1闪避加值(最高+4)。该加值持续到你下轮开始。
  • 扫把星过:当使用神秘技能解放(Occult Skill Unlock)时,你的技能检定获得+2洞察加值。
  • 太阳星座:在确定法术豁免DC时,你具有[光亮](light)描述符的法术和类法术能力被视为高1环级。在判断其可以反制或解除的具有[黑暗](darkness)描述符的法术时,亦提升1环级。

译注

[1] 该掩蔽类型在核心规则中不存在,PFS战役说明将其更改为掩蔽(Cover)。应当是指取代通常软掩蔽只获得AC+4,此效果还可以额外使你获得正常情况下掩蔽应有的反射豁免加值(对爆发效果+2),以及其它掩蔽的好处(除了隐匿)。