设计師注:怪獸之友
这原本是作為怪獸骑將和怪獸魔战变体的一部分。但我決定做成一个單獨的附件並在其他变体中说明他们是一同设计。
怪獸之友(Monster Ally)
怪獸之友是跟这个世界业上的超自然生物结下契約的召喚師。此变体跟與許多其他变体從概念上都很配合,特別是放棄召喚怪物能力的变体。
GM鼓勵允許角色將此变体跟其他变体組合,即使是修改了相同职业特性的变体。此变体跟限制幻灵存在时间的变体不配合,例如氏族召喚師或創意艺术家,也不跟怪獸引導者或混源學者配合。
怪獸之友擁有所有召喚師UCH的职业特性,除了下列分別。
本地幻灵(Native Eidolon):怪獸之友在开始遊戲时伴隨着一个強大的生物,被稱為本地幻灵(native eidolon)。
本地幻灵跟怪獸之友结下契約的原因不需要完全清楚。本地幻灵是一个来自召喚師诞生位面的生物,通常是主物质位面。幸運的是,幻灵能是入何种类;正常是跨位面亚种的生物能中和自身至该主物质位面。
有些學者提出成為本地異界生物是该类生物选择成為怪獸之友的幻灵的首要原因。
怪獸之友能選擇透过1小时的仪式呼喚新的本地幻灵同时切斷跟旧的本地幻灵的所有聯繫。替換而来的幻灵必需以自身的能力移動至怪獸之友的身边,此過程取決于地点能长达一星期或以上。
本地幻灵獲得本地亚种而失去跨位面亚种。它不能被召喚或消解。这意味着它不能被輕易收藏;本地幻灵的存在可能會導致問題發生。本地幻灵在1级时獲得難以殺死(hard to kill)進化和1个额外進化。
它能选择體型增大(large)進化或改變体型(change size)進化。難以殺死和改變外形進化只开放给怪獸之友,详情如下。每当召喚師改变幻灵的進化时,他能改变它獲得的此额外進化。
此能力调整幻灵,除了說明之外,這跟正常的幻灵相同。
難以殺死(Hard to Kill, Ex):本地幻灵非常难以杀死;他们如常在负血时失去意识,但自动穩定並负血上限等同其完整hp的一半。跟正常幻灵不同,本地幻灵隨著時間的流逝自然恢復。即使它的类型在正常情況下不允许,本地幻灵被杀后能無需承受負向等級復活。
改變体型(Change Size, Su):以一个标準动作,本地幻灵能改变其体型,从超小型至其原本体型(一般是中等体型,但详见體型增大進化)。本地幻灵穿戴或持用的任何裝備也会一同改变。幻灵獲得基于现有体型的效果。超小型本地幻灵的敏捷獲得+4加值,力量承受-8罰值,体质承受-4罰值。他的AC和攻击骰獲得+2体型加值,CMB和CMD承受-2罰值,飞行技能检定獲得+4加值,隱匿技能检定獲得+8加值。它还失去天生接觸范围,所有天生和武器攻击骰从中型減少2个型號。超小型幻灵很可能會誤以為是魔宠。
短暫召喚怪物(Momentary Monsters):怪獸之友的召喚怪物能力可在本地幻灵存在时使用,但如此一来只持续1轮/等级。这是对召喚怪物I的修改並應用于怪獸之友所有环级的召喚怪物类法术能力。若怪獸之友组合其他调整了召喚怪物能力的变体,以召喚其他类型的生物或特定分类的怪物,该持续时间同样被減少。若此能力被取代成不涉及召喚怪物,此能力失去效果而且不干擾变体的择选。
[译註:若不失去幻靈亚种的基礎進化,这设计过于IMBA,建议失去難以殺死進化,而额外進化则从難以殺死和改變外形中选择而非體型增大。]
DESIGNER’S NOTE: MONSTER ALLY
This was originally a part of the monster knight and monster magus archetypes. I decided to make it a separate add-on and made notes in other archetypes saying that they fit together.
Monster Ally
A monster ally is a summoner who has a pact with a supernatural creature that is of this world. This archetype works conceptually well with many other archetypes, especially ones that give up the summon monster ability.
The GM is encouraged to allow characters to combine this archetype with other archetypes, even those that modify the same class features. This does not work with archetypes like the clan summoner or creative artist that limits how much the eidolon can be present, nor does it work with the monster channeler or synthesist archetypes.
The monster ally has all the unchained summoner’s class features, except as described here.
Native Eidolon: A monster ally begins play with the services of a powerful creature called a native eidolon.
The native eidolon has a pact with the monster ally for reasons that need not be entirely clear. A native eidolon is a creature from the summoner’s home plane, usually the material plane. Fortunately for the monster ally, this can be any kind of eidolon; a creature that is normally extraplanar can naturalize itself to the material plane.
Some scholars suggest that becoming a native outsider is the reason such creatures chose to become eidolons to a monster ally in the first place.
The monster ally can opt to call a new native eidolon as a one-hour ritual that severs all ties with the old native eidolon. The replacement eidolon must travel to the monster ally using its own abilities, a process that can take a week or more depending on location.
The native eidolon gains the native subtype and loses the extraplanar subtype. It cannot be summoned or dismissed. This means that it cannot be conveniently stowed; keeping the native eidolon around can cause problems. The native eidolon gains the hard to kill evolution and a choice of bonus evolutions at first level.
It can choose either to gain the large evolution[註:疑似是打错,译者覺得是Hard to Kill evolution], or the change size evolution. Hard to kill and change size are evolutions only available to monster allies and described below. Whenever the summoner changes the eidolon’s evolutions, he can also change which of these evolutions it gains.
This is a modification to the eidolon ability, except as noted this is the same as a regular eidolon.
Hard to Kill (Ex) Native eidolons are very hard to kill; they go unconscious normally at negative hit points, but automatically stabilize and can survive at negative hit points equal to half their full hit points. Unlike normal eidolons, native eidolons heal naturally over time. A native eidolon that is slain can be raised or resurrected without suffering negative levels even if its type would normally not allow this.
Change Size (Su) As a standard action the native eidolon can alter its size, from Tiny to it’s normal size (normally Medium, but see the large evolution). Any equipment the native eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently is. A Tiny native eidolon gains a +4 bonus to its Dexterity score, takes a –8 penalty to its Strength, and a –4 penalty to its Constitution. It gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. It also loses its natural reach and all natural and weapon attacks do two steps less damage than a Medium eidolon. A Tiny eidolon is likely to be mistaken for a familiar.
Momentary Monsters: The summon monster ability of the monster ally can be used when the native eidolon is present, but when doing so the duration is only 1 round/level. This is a modification of the summon monster I ability and applies to all levels of the monster ally’s summon monster spell-like ability. If monster ally is combined with another archetype that modifies the summon monster ability to summon a different type of creature or a specific subset of monsters, the duration of such summons is similarly reduced. If the ability is changed to something that does not involve summoning monsters, this ability has no effect and does not interfere with selecting that archetype.
设计师注:怪物降灵使
类似于混源学者,但不同的是混源学者只能将幻灵当成第二层皮穿,而怪物降灵使召唤的任何生物都会成为第二层皮。这既是限制也是好处。
怪物降灵使技术上是被他召唤的生物占据,但此占据是跟PFRPG通常的想法相反——被占据的角色拥有怪物的型态和能力,而且怪物降灵使保留控制权。这也能视作怪物降灵使召唤并占据一个怪物。这在机制上完全相同,但更贴近通常在PF里的占据。不过另一方面,我感觉这样就不够COOOOOOL了。这就是我把它写成这样子的原因。
怪物降灵使(Monster Channeler)
怪物降灵使并非召唤生物来到他的面前,而是召唤并附身于他的身体。怪物降灵使作为可容纳跨位面生物的容器常见于萨满社会,给予他们进入物质世界的机会。从结果看来这类似于变形,但怪物降灵使不单单呈现出其他型态,更是在真正意义上成为他所引导而来的生物。
怪物降灵使拥有所有召唤师UCH的职业特性,除了下列分别。
引导怪物(Channel Monster, Su):怪物降灵使充当生物进入物质世界的门户,然后困住该生物在其体内并控制它。这是占据效果,该生物占据了怪物降灵使,但怪物降灵使拥有控制。防护邪恶(Protection from evil)和类似的法术不能阻止此自愿的占据。
当怪物降灵使召唤一个生物,包括幻灵时,该生物出现在他的体内。因此怪物降灵使在同一时间只能控制一个被召唤生物,进一步的召唤只会取代目前的召唤生物。此限制应用于幻灵,以及以职业能力或法术召唤的生物。怪物降灵使和该生物的生命力同样占据着怪物引导者的身体,呈现出占据中的生物的物理型态和所有特征(characteristics),包括装备和阵营。怪物降灵使控制该生物而它则在怪物降灵使的合回时行动。当被占据时,怪物降灵使除了使用生命连结能力和控制或解消占据他身体的生物外不能采取行动。从效果而言即是怪物降灵使现在充当占据中的生物而非正常角色。怪物降灵使能感知占据中的生物所能感知的,而且能跟它使用心灵感应进行沟通。此心灵感应超越语言障碍,但没有赋予语言能力;该生物能被命令说话,但只能是它已知的语言(幻灵共享召唤师已知的语言)。
在判断影响他的法术和效果时,被占据的怪物降灵使同时视作他的原本类型和亚种和占据中的生物的类型和亚种。特别结束占据的效果能驱逐占据中的生物。若占据因任何原因而结束,例如生物降至0hp、被解消或被赶出身体,怪物降灵使的身体回复正常而且占据的生物立即回到其主位面。任何伤害(包括属性伤害、属性流失和负向等级)随该生物一同消失。当占据开始或结束时,任何法术、效果和状态(除了那些跟hp、属性伤害、属性流失和负向等级有关)保留于现栖身此身体的存在身上。若怪物降灵使不再是合法目标,法术和效果则不再影响他,例如那些不影响怪物降灵使的生物类型的法术。共享法术能力允许所有怪物降灵使的法术在他的幻灵占据他时保持生效。
当被占据时,怪物降灵使的所有装备将融入身体并没有效果;占据中的生物随着其描述中的装备一并出现。幻灵则随着已给予它的装备一并出现。相关魔法物品的限制详见幻灵的连结能力。
怪物降灵使仍能用正常方式以咒法系 [呼唤]效果呼唤生物。
占据施法(Possession Spellcasting, Su):2级时,被占据的怪物降灵使能对自己和占据着他身体的生物施放法术和使用类法术和超自然效果。为此,他被视为一个接触着占据中的生物的独立生物。他能存取并使用融入身体的任何装备。他能召唤或呼唤一个不同生物;如此将替代现正占据着他的生物。
除了占据着他的生物外他不能直接影响任何东西。占据中的生物能如常行动。
此能力取代连觉。
占据陷阱(Possession Trap, Su):4级时,以一个整轮动作,怪物降灵使能迫使一个生物占据他的身体。当30尺内有生物天生俱有占据他人的能力时,怪物降灵使能迫使该生物据他。此包括生物能使用超自然和类法术能力占据他人,但不包括法术。它还包括已经占据其他生物的生物,即使它是使用法术。对不能占据他人的生物使用此能力将自动失败。即使在怪物降灵使通常无法采取任何行动的情况下,他总能对占据他的生物使用此能力,不论该占据是源自什么。
[译注:这里出现了2种文本并有小量分别,我把他们以不同颜色列出]
目标允许进行一个意志豁免检定(DC=10+1/2怪物降灵使等级+其魅力调整值)。若成功通过豁免检定,无事发生。若未能通过豁免检定,该生物如同如引导怪物(Channel Monster)概述般占据怪物降灵使,怪物降灵使呈现出该生物的型态和能力并且控制它的行动。他不能迫使该生物自残、变成无助或以任何方式降低其防御。
当怪物降灵使以此方式被占据,在他每轮开始时敌对占据者能进行另一个意志豁免检定。若它检定失败,怪物降灵使在此轮拥有控制权并且能控制该生物的行动,行动于怪物降灵使的回合。若成功通过豁免检定,该生物拥有控制权并且能在本轮中它自己的回合如常行动。它也能选择立即结束此次占据,如此它将从物理上跟怪物降灵使分离,出现在邻接的空间,若没合法的空间则挤压。若占据者选择不结束此次占据,它保留在怪物降灵使的体内但拥有控制权。若占据中的生物被驱逐或hp降至0以下,它将作为单独生物出现。
此能力取代幻灵护体。
状态选择(Condition Selection, Ex):6级时,当开始或结束占据时,怪物降灵使能选择不从他跟占据中的生物之间转移选择的效果和状态。这允许他消除有害的影响并同时保留有益的影响。[心灵影响]效果不能以此方式移除。
此能力取代主宰呼唤。
快速幻灵召唤(Rapid Eidolon, Ex):8级时,怪物降灵使能以一个整轮动作召唤他的幻灵。12级时,他能以一个标准动作召唤他的幻灵。16级时,他能以一个迅捷动作召唤或解消他的幻灵。20级时,他能以一个即使动作召唤或解消他的幻灵。即使幻灵在召唤师的回合外被召唤,它总是在召唤师的先攻位行动。
此能力取代位置转换、强力幻灵护体、融合型态、幻灵双生。
护体占据(Shielded Possession, Ex):14级时,占据着怪物降灵使的生物AC获得+2盾牌加值和豁免获得+2环境加值。
此能力取代生命羁绊。
DESIGNER’S NOTE: MONSTER CHANNELER
A monster channeler is in a way like a synthesist, but unlike a synthesist that can only wear his eidolon as a second skin, any creature the channeler summons becomes a second skin. This is both a restriction and a benefit.
The monster channeler is technically possessed by the creatures he summons, but this possession is the reverse of what the Pathfinder Roleplaying Game normally thinks of as possession – the possessed character has the form and abilities of the monster while the channeler remains in control. This can also be seen as the monster channeler summoning and then possessing a monster. This would be exactly the same mechanically, but more similar to how possession normally works in Pathfinder. On the other hand, I feel this would lose some atmosphere. This is why the abilities are written as they are.
Monster Channeler
Instead of summoning creatures physically into his presence, the monster channeler summons creatures to possess his own body. Often found in shamanic societies, monster channelers are vessels that can house extraplanar creatures, granting those creatures access to the physical world. The result is visually similar to a polymorph, but a spirit channeler does not just assume another form, in a very real sense he becomes the creature he is channeling.
A monster channeler has all class abilities of the normal unchained summoner, except as follows.
Channel Monster (Su) The monster channeler acts as a portal for a creature to enter the physical world, then traps the creature in his own body and controls it. This is a possession effect, the creature possesses the channeler, but the channeler is in control. Protection from evil and similar effects cannot prevent this voluntary possession.
Whenever the monster channeler summons a creature, including his eidolon, that creature manifests inside his body. Because of this a monster channeler can only control one summoned creature at a time, further summons merely replace the current one. This limitation applies to the eidolon as well as to creatures summoned by spells or class abilities. Both the monster channeler’s and the creature’s life force occupies the monster channeler’s body, which assumes the physical form and all the characteristics of the possessing creature, including equipment and alignment. The monster channeler controls the creature and it acts on the monster channeler’s turn. While possessed, the monster channeler can take no actions other than to use the life link ability and to control or dismiss the creature possessing his body. In effect, the monster channeler’s player now plays the possessing creature instead of the normal character. The monster channeler can perceive what the possessing creature perceives and can communicate telepathically with it. This telepathy transcends language barriers but does not confer language skills; the creature can be ordered to speak, but only in a language it knows (an eidolon knows the same languages the summoner does).
The possessed monster channeler counts as both his original type and subtypes and as the possessing creature’s type and subtypes for the purpose of what spells and effects affect him. Effects that specifically end possession can expel the possessing creature. If the possession ends for any reason, such as if the creature is reduced to zero hit points, dismissed, or cast out of the body, the monster channeler’s body returns to normal and the possessing creature is immediately returned to its home plane. Any damage (including ability damage, ability drain, and negative levels) the creature took disappears with it. When possession begins or ends, any spells, effects, and conditions (except those related to hit points, ability damage, ability drain, and negative levels) stay with whoever now inhabits the body. Spells and effects cease to affect the monster channeler if he is no longer a legal target, such as a spell that does not affect the monster channeler’s creature type. The share spells ability allows all the monster channeler’s own spells to stay in effect when his eidolon possesses him.
All the monster channeler’s gear merges with the body when he is possessed and has no effect; the possessing creature appears with whatever gear is in its description. The eidolon appears with whatever gear it has been given. See the eidolon’s link ability for restrictions on the magic items of eidolons.
A monster channeler can still call creatures in the normal way with conjuration (calling) effects.
Possession Spellcasting (Su) At 2nd level, a possessed monster channeler can cast spells and use spell-like and supernatural effects on himself and on the creature possessing his body. He is considered a separate creature touching the possessing creature for this purpose. He can access and use any gear merged with his form. He can summon or call a different creature; doing so replaces the creature currently possessing him with a new one.
He cannot directly affect anything except the creature possessing him. The possessing creature can still act normally.
This replaces bond senses.
Possession Trap (Su) At 4th level, the monster channeler can force a creature to possess his body as a full-round action. When within 30 ft. of a creature with the inherent ability to possess others the monster channeler can force that creature to possess him. This includes creatures that can possess others using supernatural and spell-like abilities, but not spells. It also includes creatures already possessing another creature, even if it did so using spells. Using this ability on a creature incapable of possession automatically fails. A monster channeler can always use this ability on a creature possessing him, regardless of how it came to possess him and even in situations where he’d normally be incapable of taking any action.
The target is allowed a Will saving throw (DC 10 + 1/2 the monster channeler’s level + his Charisma modifier). If the saving throw succeeds, nothing happens. If the saving throw fails the creature possesses the monster channeler as outlined in channel monster, the channeler assumes the creature’s form and abilities and can control its actions. He cannot force the creature to attack itself, become helpless, or reduce it’s defenses in any way.
Each round at the beginning of the monster channeler’s turn while he is possessed in this way, a hostile possessor can make another Will saving throw. If it fails, the monster channeler is in control for this round and can control the creature’s actions, acting on the monster channeler’s turn. If the saving throw succeeds, the creature is in control and can act normally on its own turn later in the round. It can also choose to immediately end the possession, which physically separates it from the monster channeler, who appears adjacent to the creature, squeezing if there is no legal space. If the possessor chooses to not end the possession, it remains in the channeler’s body but is in control. If the possessing creature is exorcised or falls below zero hit points, it materializes as a separate creature.
Possession trap replaces shield ally.
Condition Selection (Ex) At 6th level, when beginning or ending a possession, the monster channeler can select to not transfer select effects and conditions from himself to the possessing creature and vice verso. This allows him to get rid of unwanted effects while keeping beneficial ones. Mind-affecting effects cannot be removed in this way.
Condition selection replaces maker’s call.
Rapid Eidolon (Ex) At 8th level, the monster channeler can summon his eidolon as a full-round action. At 12th level, he can summon the eidolon as a standard action. At 16th level, he can summon or dismiss it as a swift action, at 20th level, he can summon or dismiss the eidolon as an immediate action. The eidolon always acts on the summoner’s initiative, even if summoned outside his turn.
This ability replaces transposition, greater shield ally, merge forms, and twin eidolon.
Shielded Possession (Ex) At 14th level, a creature possessing the monster channeler gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws.
This replaces life bond.