純美蘋果園
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Blood Frenzy Style (Combat, Style)
Source Heroes from the Fringe pg. 31
You have learned to turn your pain into power, whipping yourself into a blood frenzy whenever you take damage.
Prerequisites: Str 13, Improved Unarmed Strike, base attack bonus +1, aquatic subtype.
Benefit: While you are using Blood Frenzy Style, you gain a +2 bonus to your Strength and Constitution, and you take a –2 penalty to AC.
Special: You can enter Blood Frenzy Style only as an immediate action when you take damage. You cannot enter this style as a swift action, as with other style feats.
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blood%20Frenzy%20Style
Blood Frenzy Strike (Combat)
Source Heroes from the Fringe pg. 31
Your strikes tear at an opponent’s flesh, inflicting serious wounds, and you can unleash all of your pent-up rage in a single powerful blow.
Prerequisites: Str 15, Blood Frenzy Style, Improved Unarmed Strike, Power Attack, base attack bonus +4, aquatic subtype.
Benefit: While you are using Blood Frenzy Style, when you damage an opponent with your unarmed strikes or natural attacks, you deal an extra 1d6 points of bleed damage; this bleed damage does not stack with itself. Once every 1d4 rounds, you can make an unarmed attack with a –5 penalty; if you hit, you deal an additional 2d6 points of bludgeoning damage.
https://www.aonprd.com/SourceDisplay.aspx?FixedSource=Heroes%20from%20the%20Fringe
Blood Frenzy Assault (Combat)
Source Heroes from the Fringe pg. 31
The scent of blood intensifies your fury, and every wound you tear into your foes increases both your drive and ability to wreak havoc.
Prerequisites: Str 17, Blood Frenzy Strike, Blood Frenzy Style, Bloody Assault, Improved Unarmed Strike, Power Attack, base attack bonus +6, aquatic subtype.
Benefit: While you are using Blood Frenzy Style, when you make a full attack, you can make an additional unarmed or natural weapon attack for each enemy within your reach that is affected by a bleed effect. Until your next turn, you take a –2 penalty to AC for each additional attack gained in this way. In addition, the bleed damage your unarmed strikes deal from Blood Frenzy Strike increases to 2d6 points of bleed damage.
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blood%20Frenzy%20Assault
Skaveling Companion
Source Inner Sea Monster Codex pg. 59
You are bonded with a terrifying undead mount created through foul daemonic rites.
Prerequisites: 7th level in a class that grants an animal companion or mount, urdefhan.
Benefit: In place of the animal companion or mount granted by your class feature, you are bonded with a skaveling (Bestiary 2 42). Though less intelligent than others of its kind and lacking the ability to paralyze and infect victims with its bite, the beast serves you unerringly.
Bat, Skaveling
Size Large; Speed 20 ft., fly 40 ft. (good); AC +6 natural armor; Attack bite +10 (2d8+6); Ability Scores Str 23, Dex 19, Con —, Int 2, Wis 15, Cha 14; Special Attacks screech (DC 15); Languages none; Special Abilities Screech (Su) Once per day as a standard action, a skaveling can utter an ear-splitting screech that stuns non-skavelings in a 20-foot burst. All creatures within the area must succeed at a DC 15 Fortitude save or be stunned for 1d3 rounds. Other skavelings, mobats, and urdefhans are immune to this effect. This is a sonic mind-affecting effect. The save DC is Charisma-based.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Skaveling%20Companion
Channel Deific Essence
Source Planar Adventures pg. 26
Rather than bringing forth positive or negative energy to heal allies or blast undead, you channel a fraction of your deity’s power into yourself.
Prerequisites: Alignment Channel, channel energy 5d6, domain class feature, same alignment as patron deity.
Benefit: As a standard action, you can expend a use of channel energy to select a domain you have. You gain the ability associated with that domain from the invoke deity spell for a number of rounds equal to your number of channel energy dice. While this ability is active, taking actions directly opposed to your deity’s teachings or alignment causes you to take the penalties listed in invoke deity and ends this effect. You can gain only one ability from this feat at a time, and its effects do not stack with invoke deity.
If you instead expend two uses of channel energy, you can instead infuse a single willing target within 30 feet with deific essence. The target need not be a worshiper of your deity, but is subject to the same penalties if it takes actions directly opposed to your deity’s teachings or alignment.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Channel%20Deific%20Essence
Death Field (Conduit)
Source Planar Adventures pg. 27
The deadly power of the Negative Energy Plane creates a field that snuffs out life forces at the cost of your own vitality.
Prerequisites: Knowledge (planes) 5 ranks.
Benefit: As a move action, you can exude deadly energy from your body. While this death field is in effect, small plants wither and recoil from you, allowing you to ignore the effects of difficult terrain caused by plant life and ignore the effects of spells like entangle that compel vegetation to grasp at you, provided the spell’s level is 3rd or lower (the death field cannot affect more powerful plant magic).
Any swarm that enters your space takes 1d6 points of negative energy damage; this damage is applied before you are affected by any swarm attacks, so if the damage is enough to destroy the swarm, it does not harm you.
At the end of your turn each round the death field is active, you take 1 point of negative energy damage, and you cannot be healed by positive energy effects while the death field is in place. Magic items and spells that protect against negative energy damage do not protect against this damage, but if you are undead or have negative energy affinity (or a similar ability), the death field instead grants fast healing 1 while it is in effect.
You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive. If you have at least 11 ranks in Knowledge (planes), you can activate your death field as a swift action.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Death%20Field
Shadow's Shroud (Conduit)
Source Planar Adventures pg. 32
You can camouflage yourself in shadows and gloom.
Prerequisites: Knowledge (planes) 5 ranks.
Benefit: As a swift action, you can shroud yourself in shifting, camouflaging shadow. While shrouded in this fashion, you can attempt Stealth checks as though you had concealment, even in areas of normal or bright light. Creatures that can see normally in supernatural darkness can still see you normally.
You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.
Special: Unlike spells like shadow walk, which require you to be on a plane that is coterminous with the Shadow Plane, this feat functions even on planes that do not normally share a border with the Shadow Plane. Like all conduit feats, the effects are suppressed when planar travel is forbidden.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Shadow%27s%20Shroud
Wanderer's Fortune (Conduit)
Source Planar Adventures pg. 33
The promise of Elysium’s freedom liberates you from all forms of restraint, allowing you to move as you will and to avoid numerous kinds of restraints that would otherwise vex a traveler or explorer.
Prerequisites: Knowledge (planes) 3 ranks.
Benefit: As a swift action, you gain the benefits of freedom of movement until the end of your turn or until you benefit from the effects to escape a grapple or magical restraint, whichever comes first.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Wanderer%27s%20Fortune
Unusual Heritage (Gillman)
Source Bastards of Golarion pg. 16
Your heritage is strange or difficult to trace, and people fear your otherworldly powers.
Prerequisites: Gillman.
Benefit: As a so-called “Low Azlanti,” you have abilities supposedly tied to mysterious ancestors who still watch over you and your ilk. Your divination spells and spell-like abilities manifest at 1 caster level higher. In addition, once per day while fully immersed in water, you can cast augury as a spell-like ability.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Unusual%20Heritage%20(Gillman)
Unusual Heritage (Dhampir)
Source Bastards of Golarion pg. 16
Your heritage is strange or difficult to trace, and people fear your otherworldly powers.
Prerequisites: Dhampir.
Benefit: Your undead progenitor left you with more than a hint of vampiric nature. You gain a natural bite attack that deals 1d4 points of damage. Once per day upon making a successful bite attack, you can choose to deal an additional 1d4 points of bleed damage to the creature struck.
Special: You can only select this feat at 1st level.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Unusual%20Heritage%20(Dhampir)
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海賊王眼罩(Pirate Lord's Patch)
出自《 Villain Codex pg. 189》
灵光:微弱預言系
CL:3
位置:眼部
价格:8500gp
重量:—
This eye patch is woven entirely from gold cloth and features a skull and crossbones embroidered in black stitching. A pair of small sapphires is sewn into the cloth within the skull’s eye sockets, making them appear as gleaming pinpricks of blue light. The wearer can see as if the eye patch were not there.
The wearer gains a +2 competence bonus on Appraise and Intimidate checks. Once per day, the wearer can activate the patch in order to gain the benefits of see invisibility for 5 minutes. Additionally, once per day, he can activate the patch in order to see through solid objects for 1 minute, as though with a ring of x-ray vision.
Construction
Requirements Craft Wondrous Item, locate object, see invisibility; Cost 4,250 gp
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Pirate%20Lord%27s%20Patch
Terra-Cotta Talisman
Source Pathfinder #51: The Hungry Storm pg. 63
Aura moderate evocation; CL 6th
Slot none; Price 13,000 gp (PFS Legal Horse), 16,000 gp (PFS Legal Warrior), 22,000 gp (PFS Legal Hound); Weight 1 lb.
Description
These ceramic statuettes are molded in the likenesses of armored soldiers, horses, or dogs, and are considered symbols of good fortune in battle. Once per day, the possessor of a terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. A terra-cotta talisman also contains the vestige of a spirit of an ancient warrior or warbeast that can be called upon once per day as a standard action to manifest itself as a spiritual force. The powers of the talismans are as follows:
Terra-Cotta Horse: phantom steed
Terra-Cotta Hound: mage’s faithful hound
Terra-Cotta Warrior: spiritual ally
Construction
Requirements Craft Wondrous Item, borrow fortune, mage's faithful hound (hound), phantom steed (horse), or spiritual ally (warrior); Cost 6,500 gp (Horse), 8,000 gp (Warrior), 11,000 gp (Hound)
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Terra-Cotta%20TalismanHorse
Swarmlord's Jar
Source Pathfinder #75: Demon's Heresy pg. 63
Aura moderate conjuration; CL 9th
Slot none; Price 3,000 gp; Weight 2 lbs.
Description
This small, lidded jar contains a sizable deformed insect that twitches and wriggles as if constantly undergoing a particularly painful death. A swarmlord’s jar has a lid, but the lid is fused to the rest of the jar and cannot be opened. While a swarmlord’s jar is carried openly in one hand, it grants a +2 luck bonus on all saving throws attempted against the attacks of swarms, and reduces swarm damage taken by the target by 5 points. These effects do not stack if more than one jar is carried.
A swarmlord’s jar can be thrown to shatter at any point within 30 feet. If the jar shatters in a square that isn’t currently occupied by an existing swarm, it creates a locust swarm (Pathfinder RPG Bestiary 4 183) that follows the thrower’s mental commands; these commands may be issued as a free action. If the jar shatters in a square occupied by a swarm, the swarm must succeed at a DC 15 Will save or become controlled by the thrower. Issuing mental commands to a swarm (whether it’s a freshly created locust swarm or a controlled swarm) is a move action, but once the swarm has been issued orders, it continues to follow those orders until it’s destroyed or the magic of the swarmlord’s jar ends. A locust swarm created by this item lasts for 1 minute if not destroyed earlier. Likewise, control granted by the jar lasts for 1 minute. Used against a worm that walks, a swarmlord’s jar merely deals 6d6 points of damage on a successful touch attack as it shatters (Will DC 15 half).
Construction
Requirements Craft Wondrous Item, summon swarm; Cost 1,500 gp
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Swarmlord%27s%20Jar
Kin's Face Tattoo
Source Pathfinder #91: Battle of Bloodmarch Hills pg. 61, Bastards of Golarion pg. 11
Aura faint illusion CL 5th
Slot none; Price 1,600 gp; Weight —
Description
This intricate tattoo covers the bearer’s face in thousands of hair-fine lines of ink and carefully incised scars. The bearer can activate the tattoo to cause the marked design to shift and the scars to open and pull the bearer’s face into a different shape. The bearer then gains the benefits of disguise self, save that he can take only the form of a specific half-orc, human, or orc, and the disguise lasts up to 5 hours per day. This duration need not be continuous, but it must be used in 1-hour increments.
The material components for the kin’s face tattoo include rare pigments that are mixed with the bearer’s blood, then worked into the bearer’s skin. To remove this tattoo the tattooed portions must be erased and the scars healed.
Construction
Requirements Inscribe Magical Tattoo, disguise self; Cost 800 gp
https://www.aonprd.com/MagicTattooDisplay.aspx?FinalName=Kin%27s%20Face%20Tattoo
Uplifting Boots
Source Black Markets pg. 23
Aura moderate transmutation; CL 7th
Slot feet; Price 11,000 gp; Weight 2 lbs.
Description
These worn, leather traveling boots respond to the wearer’s holy power. The wearer can sacrifice one use of channel energy, lay on hands, or fervor as a standard action to instead walk on air (as per the air walk spell) for the next minute.
Construction
Requirements Craft Wondrous Item; air walk; creator must have the channel energy, lay on hands, or fervor class ability; Cost 5,500 gp
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Uplifting%20Boots
Skin of Klendar the Troll King
Source Pathfinder #27: What Lies in Dust pg. 58
Aura moderate conjuration CL 8th
Slot armor; Price 16,315 gp; Weight 25 lbs.
Description
This suit of mottled, greenish hide armor has no seams, as if it were made from a single large, disgusting skin. When worn, it tightens to fit snugly against the body. The skin acts as a suit of +2 hide armor and grants the wearer 5 temporary hit points. These hit points regenerate at a rate of 1 hp per round. If the wearer is damaged by fire or acid, the temporary hit points do not regenerate, but may be restored by magical healing.
In addition, while wearing the armor, the bearer finds that he can speak Giant with a commanding voice. The wearer gains a +2 bonus on all Diplomacy or Intimidate skill checks made to influence any creature with the giant subtype. This bonus extends to all giants except trolls, which prove utterly offended by the armor, which all too readily resembles the flayed flesh of one of their kind. Any troll treats the wearer of the armor one step less favorably than it otherwise would. In addition, even the most charismatic can never improve a troll’s attitude any higher than indifferent while wearing the armor.
Construction
Requirements Craft Magic Arms and Armor, aid, regenerate; Price 8,157 gp
https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Skin%20of%20Klendar%20the%20Troll%20King
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Wasp metheglin
Source Merchant's Manifest pg. 4
Price 400 gp; Weight 2 lbs.
Category Food/Drink
Description
A rare breed of wasp produces the honey used to make this spiced, mead-like drink. For 1 hour after consuming a glass of wasp metheglin (this takes 1 round), the drinker is quick to respond to harm, gaining a +1 alchemical bonus on attack rolls against any creature that has damaged her with an attack within the previous round. This bonus does not stack with itself. A typical bottle holds four glasses’ worth of metheglin.
https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Wasp%20metheglin
Celwynvian stone fruit
Source Merchant's Manifest pg. 21
Price 500 gp; Weight 1 lb.
Category Food/Drink
Description
This bizarre fruit appears to be carved from stone, though it has a lovely aroma and is easily consumed. Stone fruits occasionally sprout from the strange treelike monument known as the Celwynvian Charge (Pathfinder Campaign Setting: Magnimar, City of Monuments 29), where they are gathered by licensed vendors and sold to travelers. Eating a stone fruit hardens flesh and restores vitality. When a creature eats the fruit as a fullround action that provokes attacks of opportunity, it immediately recovers 2d6 hit points and gains a +2 enhancement bonus to its natural armor for 1 minute.
https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Celwynvian%20stone%20fruit
Land limbs
Source Blood of the Sea pg. 18
Price 10 gp; Weight 4 lbs.
Category Adventuring Gear
Description
These two sturdy walking staves are topped with padded cradles that fit under the arm. Aquatic creatures with slow land speeds, such as merfolk or tritons, use land limbs to improve their locomotion while out of the water. Using land limbs increases your base land speed by 15 feet (to a maximum of 20 feet) and requires two free hands. You can remain stationary and balance your weight on land limbs to use your hands normally (such as to draw and hurl a javelin or to open a door), but you cannot move with the land limbs again without freeing your hands.
If your race provides immunity to trip attacks, you lose this immunity while moving with or balancing on land limbs.
http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Land%20limbs
Wheelchair
Source Adventurer's Armory 2 pg. 13
Price 20 gp; Weight 25 lbs.
Category Adventuring Gear
Description
This device is a chair, typically made from wood, with large wheels attached on either side. A wheelchair can seat a single Medium or Small creature. When seated in a wheelchair, you can propel yourself along a reasonably flat surface at your base speed as a move action, so long as you have at least one hand free. Moving twice in a round or taking the run action requires you to have both hands free. Moving uphill or over rough terrain halves the speed you move in a wheelchair, and certain terrain (such as fallen logs) may be entirely impassable. A wheelchair has hardness 5 and 30 hit points.
http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Wheelchair
Mantra wheel
Source Merchant's Manifest pg. 23
Price 450 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This handheld metal cylinder is embossed with traditional symbols tied to protectiveness and has a handle that can be used to spin it. Mantra wheels are often used by divine spellcasters who are blind or have difficulty with fine gestures, or who simply enjoy using this traditional device. As a move action, a scroll of a divine spell can be placed inside the wheel. The handle is then spun, activating the scroll without the use of verbal or somatic components. If the wheel’s user would need to attempt a caster level check to activate the scroll successfully, the wheel provides a +3 bonus on that check. Spinning the wheel is part of the normal action required to activate the scroll (usually a standard action or the spell’s casting time, whichever is longer). Using the wheel to activate a scroll provokes attacks of opportunity exactly as activating a scroll (or casting the spell) normally would. The wheel can hold only one divine scroll at a time. Removing an expended scroll from a mantra wheel is a swift action.
http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Mantra%20wheel
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Possessed Creature (CR +1)
Horror Adventures pg. 250
Acquired/Inherited Template Acquired
Simple Template Yes
Usable with Summons No
While there are rules in Pathfinder RPG Occult Adventures for when a creature is possessed and totally controlled by a specific spell, sometimes a creature is possessed by a vague entity (hereafter called a spirit) that acts as a second personality within the creature’s mind, sharing control and providing the creature some symbiotic benefits.
Quick Rulesb: +2 on rolls based on Cha; +4 on Will saves; after failing a save against a mind-affecting effect, reroll the save, but the spirit takes control if the second save succeeds; always acts on the surprise round.
Rebuild Rules: Defensive Abilities +4 on Will saves; after failing a save against a mind-affecting effect, reroll the save, but the spirit takes control if the second save succeeds; Special Qualities always acts on the surprise round; Ability Scores +4 Cha.
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Concealed
Source Spymaster's Handbook pg. 30
Aura moderate transmutation CL 10th
Price +7,500 gp; Weight —
Description
This special ability can be placed only on a light or one-handed melee weapon. A concealed weapon alters its shape at its wielder’s command, transforming into a non-weapon object of the wielder’s choice. This object must be a mundane item whose size and shape is similar to that of the concealed weapon or smaller, and it must be sized for a creature of the same size as the weapon’s intended wielder. For example, a Medium short sword can transform into a quill sized for a Medium creature, but it cannot transform into a saw sized for a Small creature. A concealed weapon cannot transform into a consumable item, and if its alternate form is that of a container, any contents stored within the concealed weapon’s alternate form are ejected into the wielder’s space when the weapon transforms back to its original form.
While transformed, a concealed weapon doesn’t register as magical, as per magic aura, though it retains the weight, hit points, and any hardness of its original form. A concealed weapon cannot assume the form of an object made from a special material (such as adamantine) unless it is already made of that material. For instance, a wooden club cannot transform into a mithral frying pan, but a mithral dagger can.
Transforming a concealed weapon into a mundane form requires a standard action, while returning it to its weapon form requires a move action. This transformation lasts until it is changed back into its original form or has been left unattended for 8 hours, whichever comes sooner.
Construction
Requirements Craft Magic Arms and Armor, major creation ; Price 3,750 gp
https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Concealed
Concealed, Lesser
Source Spymaster's Handbook pg. 30
Aura faint transmutation CL 5th
Price +3,000 gp; Weight —
Description
This special ability can be placed on only light or one-handed melee weapons. A lesser concealed weapon functions as a concealed weapon (above), but can transform into only a mundane object of the same size and general shape of the weapon (determined at the weapon’s creation). A melee weapon cannot have both this special ability and the concealed special ability
Construction
Requirements Craft Magic Arms and Armor, major creation ; Price 1,500 gp
https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Concealed,%20Lesser
Honor's Panoply
Source Pathfinder #104: Wrath of Thrune pg. 59
Aura faint abjuration CL 5th
Slot armor; Price 12,550 gp; Weight 50 lbs.
Description
This immaculate set of +1 full plate adorned with gilt flourishes and imagery of lions, and embossed red accents. When worn, the armor grants its wearer a +2 sacred bonus on all saves against spells with the evil descriptor or cast by evil creatures.
Once per day as a swift action, the wearer of honor’s panoply can call upon Iomedae for protection. For the next 5 minutes, the armor glows with an aura of golden light, and any hostile creature within 20 feet of the wearer must succeed at a DC 14 Will save or take a –2 penalty to its Armor Class and on attack rolls and saving throws for the duration, or until it hits the wearer with an attack. The wearer can dismiss this effect before the duration expires as a swift action on his turn to heal itself of 3d8+5 points of damage in a burst of healing energy.
A creature with the Craft Magic Arms and Armor feat and at least 5 ranks in the Craft (armor) skill can perform a ritual to corrupt honor’s panoply, shifting its dedication to an evil deity. This ritual takes 6 days to complete, costs 2,000 gp in incense and materials, and requires a successful DC 19 Craft (armor) check. If the magic warhammer Sinderbos (see page 42) is used during the ritual, the cost of the ritual is reduced by 1,000 gp and requires only a successful DC 10 Craft (armor) check to complete. Once performed, the ritual transforms the armor into infamy’s panoply; the armor turns black, the lions become animals sacred to the evil deity to which the armor is dedicated, and the red accents turn the crimson of fresh blood. The ritual also inverts the armor’s effects: the save bonus is now profane and applies to spells with the good descriptor or cast by good creatures, and the armor now emanates a palpable aura of horror, causing non-allies to be shaken on a failed save. Dismissing this effect now grants the wearer fast healing 2 for 1 minute.
Construction
Requirements Craft Magic Arms and Armor, archon's auraUM, veil of positive energyAPG, creator must worship Iomedae; Price 7,100 gp
https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Honor%27s%20Panoply
Hide of the Dragonrider
Source Pathfinder #70: The Frozen Stars pg. 63
Aura moderate abjuration and enchantment CL 8th
Slot armor; Price 18,480 gp; Weight 25 lbs.
Description
Crafted from the scaled hide of a black dragon and lined with wolliped fur for warmth, this suit of +1 bolstering (Ultimate Equipment) black dragonhide armor was designed to protect and aid dragonriders of the Dragon Legion in their battles against the evil dragons of the Drakelands. Hide of the dragonrider grants its wearer a +5 competence bonus on Ride checks, and the wearer does not take an armor penalty from the armor on Ride checks. In addition, when mounted, the wearer can transfer some or all of the armor’s armor bonus (including its enhancement bonus) to his mount as a bonus that stacks with all others. As a free action at the start of his turn, the wearer chooses how to allocate the armor’s armor bonus, and that allocation lasts until the wearer’s next turn. Once per day, the wearer can imbue hide of the dragonrider with resistance against one type of energy, as the energy resistance armor special ability. This resistance lasts for 10 minutes. Hide of the dragonrider functions as a cold weather outfit, granting its wearer a +5 circumstance bonus on Fortitude saves against the effects of cold weather.
Construction
Requirements Craft Magic Arms and Armor, heroism, resist energy, shield or shield of faith, creator must have 5 ranks in the Ride skill; Price 9,405 gp
https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Hide%20of%20the%20Dragonrider
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Shifts and Affirmations
Source Pathfinder Unchained pg. 97
When faced with a moral challenge or dilemma, use each character’s response to inform whether he or she gains a shift or an affirmation. It’s up to the GM to judge whether a response warrants a shift on the alignment axes. Often, this will be easy: Did a character act in a selfish and uncaring manner? That may cause a shift toward evil on the good/evil axis. Did the character uphold the law of the land over the rights of its citizens? That may cause a shift toward the lawful side of the law/chaos axis. Particularly severe actions may warrant a 2-step shift. However, you should never allow more than a 2-step shift for a single action. As the GM, the final decision is yours, but keep in mind that players may disagree with your initial judgments. Allow them to appeal your decision. Take their arguments seriously, and don’t be afraid to change your mind.
Early in a campaign, you will likely have many shifts as the moral dimensions of characters take shape. Later, as those moral characteristics start to gel, some characters will settle at the extreme ends on one or both of the alignment axes. At this point, they’ll likely commit acts that support their alignments, but since they’re already settled on one or more extreme ends of the alignment axes, there will be no movement on the charts. In these cases, the character is awarded one or two affirmations—small, temporary benefits keyed to the affirmed alignment—based on how many steps you think the action would otherwise have shifted the alignment. A character can spend an affirmation she has gained once within the next 24 hours; any affirmations not spent within that time disappear. Spending an affirmation is usually not an action, but a character must be conscious to do so. The following are benefits gained by spending affirmations.
Chaotic: When attempting a Ref lex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls instead.
Evil: You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inf lict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desires.
Good: You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Lawful: You can spend a lawful affirmation to gain a +4 bonus to AC against a single attack. You must choose to spend this affirmation before the attack roll is made.
Note that neutral characters do not gain affirmations—this is because neutral characters already have the advantage of not being targetable by alignment-based spells and effects.
As players advance in level and become more invested in the system, feel free to create your own affirmations based on a particular character’s emergent moral dimensions. For instance, if one of your players is a paladin of Torag, it’s reasonable to allow her to use a lawful affirmation to grant an adjacent ally her bonus to AC. You can also design your own affirmations based on the action that led to the affirmation.
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Sacrifice
Source Book of the Damned pg. 185, Book of the Damned - Volume 1: Princes of Darkness pg. 47
School enchantment (charm) [mind-affecting]; Level arcanist 4, cleric 4, oracle 4, sorcerer 4, warpriest 4, wizard 4
Casting
Casting Time 1 minute
Components V, S, M (see text)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one summoned elemental or outsider (see text)
Duration instantaneous, 1 hour, or 1 day (see text)
Saving Throw none; Spell Resistance no
Description
You make a sacrifice to aid in conjuring and commanding a creature called with planar ally, planar binding, or a similar spell. A sacrifice can be used in a variety of ways.
Bargain: Making a sacrifice directly to the conjured being grants you a bonus on opposed Charisma checks made to compel the creature into service for the next hour.
Enticement: Making a sacrifice the round before conjuring increases the DC of the Will save an outsider must attempt to resist being conjured.
Payment: Making a sacrifice directly to the conjured being allows you to pay for one service from the creature in commodities other than gold.
Reinforcement: Making a sacrifice the round before creating a magic circle and preparing a summoning diagram amplifies the power of its warding magic, increasing the DC of Charisma checks the creature might attempt to escape. This lasts 1 day.
Multiple sacrifices can be made to affect a single conjuring, but the bonuses provided by this spell do not stack. Therefore, while you can make sacrifices to aid in conjuring and bargaining with a creature, you cannot make multiple sacrifices (even of varying types) to enhance the same effect for a particular conjuration. A sacrifice can consist of any kind of commodity the target creature favors, including living creatures, treasures, or more ephemeral offerings. While this spell is not fundamentally evil, good-aligned creatures are more selective in what offerings they accept, typically scoffing at blood sacrifices. Many sacrifices are fundamentally evil acts, such as murdering a pious innocent to conjure a fiend. Any creature might reject certain types of sacrifices, thus denying you the benefits of this spell, as the offering must appeal to the target—few outsiders would care for 2,000 gp worth of parchment, while 2,000 gp of diamonds would be widely coveted. The GM determines what sacrifices creatures find appealing.
The table below lists a number of likely offerings, along with the bonus such gifts provide and the offering’s equivalent value in gold pieces for the purposes of planar ally. Several of these sacrifices involve the loss of ability scores, levels, or lives, and some can cause changes in alignment. Any change wrought by such sacrifices (loss of ability score or level, or change in alignment) cannot be recovered, cured, or undone by any spell or effect short of miracle or wish. The same is true of creatures killed as a sacrifice; such creatures cannot be resurrected by any magic less powerful than these spells. Any object sacrificed with this spell is effectively destroyed or removed to an extraplanar holding of the conjured creature’s choice. The bonuses and values noted on the sacrifice effects table are guidelines for offerings; certain types of treasures or lives might prove especially valuable to specific creatures, with extraordinary sacrifices (such as a potent artifact or the life of a high-level paladin) garnering increased bonuses.
You cannot make greater sacrifices than those noted on the table to gain increased bonuses or gold values. For example, you could not gain 2 permanent negative levels to gain a +16 bonus, nor gain increased benefit from slaying 20 Hit Dice worth of creatures to pay for a 10-HD creature’s service.
Type Sacrifice Granted Bonus GP Value
Treasures 100 gp/HD of target +1 Equal
Lives1 One living creature with HD equal to target +2 200 gp/HD
Body/Mind1 Reduction of ability scores by 1 reduced +4 500 gp/point
Morals2 Alignment shifts one step toward target's +6 1,000 gp/step
Soul1 One permanent negative level +8 2,500 gp
1When used to sacrifice a life, body, mind, or soul other than the caster's own, this is an evil act.
2 A character can sacrifice only her own morals, and can do so only once per lifetime.
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Sacrifice
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Sadist's Lash
Source Rise of the Runelords Anniversary Edition pg. 425, Magic of Thassilon (Web Enhancement) pg. 3
Aura strong abjuration and conjuration CL 11th
Slot none; Price 22,301 gp; Weight 1 lb.
Description
A sadist’s lash is a long whip of thin strips of leather. Created originally by a special sect of wizards who served under Runelord Sorshen, sadist’s lashes swiftly became quite popular throughout Thassilon. The lash acts as a +1 wounding whip, and also aids enchantment spells in two ways. First, it can deliver enchantment spells with a range of touch as if the wielder had touched the creature struck. Additionally, any creature that takes damage from a sadist’s lash takes a –5 penalty on Will saves against all enchantment effects created by the wielder of the lash for 1 minute unless it succeeds at a DC 15 Will save.
Construction
Requirements Craft Magic Arms and Armor, dominate person; Price 11,301 gp
https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Sadist%27s%20Lash
Tidy Trunk
Source Lost Treasures pg. 13
Aura faint universal; CL 1st
Slot none; Price 1,000 gp; Weight 25 lbs.
Description
This small-sized trunk is bound in polished metal and lined with velvet fabric. While the trunk is latched, items contained within are kept free of mold, moths, water damage, and other undesirable effects of long-term storage, though perishable items still eventually decay. If the trunk is kept latched for at least 8 hours, the items inside are neatly cleaned. The trunk folds and presses clothing, polishes crystalline and metal tableware, removes stains from items, and so on. Items are not repaired of any preexisting damage; they’re simply kept clean and organized.
Construction
Requirements Craft Wondrous Item, prestidigitation; Cost 500 gp
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Tidy%20Trunk
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Gug Hide
Source Planar Adventures pg. 47
Aura strong abjuration and transmutation CL 13th
Slot armor; Price 22,165 gp; Weight 25 lbs.
Description
This grotesque suit of +1 hide armor is stitched together from the hides of gugs from the underworld of the Dreamlands and the nightmare realm of Leng. The wearer of a suit of gug hide gains the benefits of Leng’s basic infusion when in an underground environment. Once per day as a standard action, the wearer can cause his arms to each split into two arms at the elbow, each bearing a furred hand like that of a horrid subterranean gug. The wearer must designate one hand as his primary hand; all others are considered off hands. He can use any of his hands for other purposes that require free hands. A user who has Two Weapon Fighting is treated as if he had Multi-Weapon Fighting while these extra arms are activated. This ability lasts for 10 minutes and has no effect if the wearer already has more than two arms.
Construction
Requirements Craft Magic Arms and Armor, alter self, limited wish; Price 11,165 gp
http://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Gug%20Hide
Greater Hat of Disguise
Source Curse of the Riven Sky pg. 30
Aura faint illusion; CL 3rd
Slot head; Price 12,000 gp; Weight —
Description
Like a hat of disguise, this garment allows its wearer to alter her appearance. It functions as an alter self spell (as opposed to disguise self). The hat becomes a part of the disguise and can be a hat, a helmet, a headscarf, and so forth.
Construction
Requirements Craft Wondrous Item, alter self; Cost 6,000 gp
http://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Greater%20Hat%20of%20Disguise
Mask of Stolen Identities (Gillman)
Source Inner Sea Races pg. 233
Aura moderate transmutation; CL 9th
Slot eyes; Price 20,000 gp; Weight 1/2 lb.
Description
The following wondrous item is generally available only to members of the indicated race or ethnicity.
This simple, pale porcelain mask has large, circular eye-holes. Twice per day, the wearer can speak a command word and make a touch attack against a humanoid creature as a free action. If he hits, the mask alters the wearer’s appearance to match the creature touched as per alter self. If the touch misses, the activation is wasted. Unlike a typical polymorph effect, the disguise is a good likeness of the specific individual and grants a +10 bonus on Disguise checks to pass as that individual. The mask melds into the wearer’s face, leaving only an extremely fine seam that can be noticed with a successful Perception check opposed by the user’s Disguise check. The effect lasts until the wearer removes the mask or uses it to assume a new form.
If the wearer is a gillman, he can concentrate on one simple question that could be answered in 25 words or fewer when he activates the mask. If he does so, he learns what the target thinks is the question’s answer when the touch attack hits, unless the target succeeds at a DC 17 Will saving throw.
Construction
Requirements Craft Wondrous Item, alter self, detect thoughts, creator must be a gillman; Cost 10,000 gp
http://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Mask%20of%20Stolen%20Identities%20(Gillman)
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Celestial Companion
Source Plane-Hopper's Handbook pg. 12
School transmutation; Level arcanist 2, druid 2, hunter 2, paladin 1, ranger 2, shaman 2, sorcerer 2, summoner 1, summoner (unchained) 1, witch 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, DF/M
Effect
Range touch
Target animal companion, eidolon, familiar, or mount
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You bestow divine protection on your companion. The target gains spell resistance equal to 5 plus half your caster level against spells and spell-like effects produced by evil creatures. The target also gains a +1 sacred bonus on saving throws and DR 5/evil or silver. Creatures under the effects of this spell often take on a celestial appearance, such as golden feathers or a radiant aura, but they are not truly celestial creatures.
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Celestial%20Companion
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Dread Wing
Source Armor Master's Handbook pg. 28
Aura strong transmutation CL 15th
Slot armor quality; Price +5 bonus; Weight —
Description
As an immediate action, the wearer of a suit of dread wing armor can order it to disassemble and reconfigure itself as a pair of immense dragon’s wings. These wings grant the armor’s wearer a fly speed of 60 feet (average maneuverability) and can be used as secondary natural weapons. These bladed wings each deal 1d6 points of damage for a Medium wearer (1d4 points of damage for a Small wearer). The wings are treated as the same kind of material as the base armor for the purpose of penetrating damage reduction. While the wings are unfurled, a suit of dread wing armor’s total armor bonus decreases by half. The dread wing special ability can be applied only to full-plate armor or Hellknight armor.
Construction
Requirements Craft Magic Arms and Armor, fly, iron body; Price +5 bonus
https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Dread%20Wing
Radiant Flight
Source Armor Master's Handbook pg. 28
Aura moderate transmutation CL 10th
Slot armor quality; Price +15,000 gp; Weight —
Description
On command, the wearer of a suit of radiant flight armor can conjure a pair of batlike wings from her back that shed light like a torch. These wings grant a fly speed of 30 (poor maneuverability) for 10 minutes per day. This duration need not be used consecutively, but must be used in 1-minute increments. The radiant flight special ability can be applied only to heavy armor.
Construction
Requirements Craft Magic Arms and Armor, fly; Price 7,500 gp
https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Radiant%20Flight
Unbowed
Source Armor Master's Handbook pg. 28
Aura moderate conjuration and evocation CL 9th
Slot armor quality; Price +5 bonus; Weight —
Description
When the wearer of unbowed armor would be reduced to 0 hit points or fewer by an attack that deals hit point damage, the wearer can negate all of that attack’s damage as an immediate action. Using this effect permanently destroys the unbowed armor and causes it to explode in a shower of metal shrapnel, dealing 1d6 points of piercing damage per point of armor bonus to AC granted by the armor. This damage affects all creatures within 10 feet of the wearer (but not the wearer herself). A successful DC 20 Reflex save halves this damage. The unbowed special ability can be applied only to heavy armor.
Construction
Requirements Craft Magic Arms and Armor, breath of life, shatter; Price +5 bonus
https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Unbowed
Mastering
Source Armor Master's Handbook pg. 30
Aura strong conjuration and transmutation CL 13th
Slot shield quality; Price +2 bonus; Weight —
Description
A character with the weapon training class feature who wields a mastering shield applies his highest weapon training bonus on attack rolls and damage rolls for shield bashes made with the shield. If the character already has weapon training with the close weapon group as his highest weapon mastery, he instead applies any of the following feats he has for other weapons to attacks performed with the shield: Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, and Weapon Specialization. A character with the weapon mastery class feature applies weapon mastery to attacks with a mastering shield. A character without weapon training gains no benefit.
Construction
Requirements Craft Magic Arms and Armor, transformationUM; Price +2 bonus
https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Mastering
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Poh armor
Source Merchant's Manifest pg. 24
Price 500 gp; Weight 65 lbs.
Category Animal Gear
Description
Named after a ferocious unicorn-tiger hybrid, this suit of scale mail barding bears a vicious horn on the forehead plate and metal tiger claws protruding from the poitrel. The armor is heavily reinforced to protect a horse’s chest and neck. A horse wearing poh armor gains a gore attack as a secondary natural attack that deals 1d8 points of damage. Additionally, a horse wearing poh armor deals 2d6 points of damage to any foe it knocks prone when using an overrun combat maneuver. Poh armor otherwise functions like barding.
The price and weight listed is for poh armor for a Large mount. Poh armor for a Medium mount costs 250 gp and weighs 35 pounds. Poh armor slows a mount with a base speed of 40 feet to 30 feet, 50 feet to 35 feet, or 60 feet to 40 feet.
https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Poh%20armor
Vibrant Frog Hide
Source Down the Blighted Path pg. 63
Aura moderate transmutation CL 7th
Slot armor; Price 28,165 gp; Weight 25 lbs.
Description
Cut from the colorful flesh of an enormous frog, this +1 hide armor squishes thickly and tightly around the body as it is donned. Light sheens brightly off the slippery skin, revealing vivid patterns in myriad hues.
Five times per day as a swift action, the wearer of a vibrant frog hide can cause the armor to ooze a virulent toxin. The next creature that touches the wearer must succeed at a DC 16 Fortitude save or take 1d3 points of Wisdom damage every round for 4 rounds. A poisoned creature can attempt the save again at the beginning of each of its turns, and is cured after one successful save. Successful unarmed strikes and natural weapon attacks made by or against the wearer count as touching. The wearer is immune to his own vibrant frog hide’s poison.
After being worn for 24 hours, a suit of vibrant frog hide armor causes the wearer to grow a froglike tongue. The tongue acts as a whip for the purposes of damage, reach, and special features, except that it is a natural weapon with which the wearer is automatically proficient. In addition to its normal trip and disarm weapon features, the tongue may also be used to perform a dragAPG combat maneuver with a +2 circumstance bonus, but only to pull a creature closer to the wearer (the wearer cannot step back as part of this attack). The wearer cannot speak or cast spells with verbal components for 1 round after he uses his new tongue to attack (including any attacks of opportunity).
Construction
Requirements Craft Magic Arms and Armor, beast shape II, poison; Price 14,000 gp
https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Vibrant%20Frog%20Hide
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Bloodlink
Source Inner Sea Intrigue pg. 52, Pathfinder #16: Endless Night pg. 11
Aura faint evocation and illusion; CL 3rd
Slot neck; Price 4,800 gp; Weight —
Description
This amulet allows the wearer to use the same spells many drow can cast innately. The wearer can use each of the following spells once per day as a spell-like ability: dancing lights, darkness, and faerie fire. In addition, while wearing this item, the wearer is granted the ability to speak and understand Undercommon and gains proficiency with the hand crossbow, the rapier, and the short sword. While the target is wearing the amulet, she radiates the aura of a chaotic evil creature for the purposes of spells such as detect chaos and detect evil. A bloodlink can serve as the focus for a recorporeal incarnation spell.
Construction
Requirements Craft Wondrous Item, bestow weapon proficiencyUC, comprehend languages, dancing lights, darkness, faerie fire, misdirection; Cost 6,075 gp
https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Bloodlink
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Secret of Steel-Shattering Spirit
Source Pathfinder Campaign Setting pg. 85
As a student trained in the Impossible Techniques of Jalmeray, you can rend wood, burst brick, or even shatter steel with the perfect focus and application of your ki.
Prerequisites: Improved Unarmed Strike, base attack bonus +6, must be lawful.
Benefit: You gain a pool of ki points equal to 1 + your Wisdom modifier (minimum of 1). As a swift action, you may focus your ki into strikes that can overcome the hardness of any substance. Each unarmed strike attack you make while in this focus expends 1 ki from your pool, whether or not it hit. You lose your focus automatically when you run out of ki, when the encounter ends, if you are reduced to fewer than 0 hit points or killed, or as a free action any time you wish.
While focused in this way, your unarmed strikes are treated as adamantine weapons for the purpose of overcoming damage reduction or bypassing hardness.
Special: You may gain this feat multiple times. For each additional time you gain the feat you add 1 to your ki pool and your unarmed strikes gain an additional property for overcoming damage reduction, in the following order: adamantine, cold iron, silver, magic, lawful, epic. If your unarmed strikes already count as one or more of those properties (from any source), they gain the next property in line.
A monk trained at one of the Houses of Perfection may select Secret of Steel-Shattering Spirit as his 6th-level monk bonus feat.
https://aonprd.com/FeatDisplay.aspx?ItemName=Secret%20of%20Steel-Shattering%20Spirit
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Ritual Hex
Source Occult Origins pg. 24
You are well versed in ancient secrets and forbidden curses, and know how to petition powers with which you are already in contact for additional knowledge.
Prerequisites: Knowledge (arcana) 4 ranks, Knowledge (history) 4 ranks, hex class feature.
Benefit: You learn to perform a special occult ritual (Pathfinder RPG Occult Adventures 208) known as Beseeching the Patron, which temporarily grants you a hex you don’t already know how to use. You always believe that your ritual is a success, so the GM should roll the required skill checks in secret, revealing the result only when you try to use your newly acquired hex.
Beseeching the Patron
School divination; Level 4
Casting Time 40 minutes
Components V, F (a book of occult lore worth at least 150 gp)
Skill Checks Knowledge (arcana) DC 20, 2 successes; Knowledge (history) DC 20, 2 successes
Range personal
Duration 24 hours
Saving Throw no; SR no
Backlash The caster is fatigued for 1 hour.
Failure All of the caster’s spells suffer a 10% spell failure chance for 24 hours.
Effect
The caster gains access to one additional hex for which she qualifies. This ritual can be used to acquire a major hex (increasing the DCs of the ritual’s skill checks by 10) or grand hex (increasing the DCs by 20) if desired. The caster can have only one additional hex from this ritual at a time.
https://aonprd.com/FeatDisplay.aspx?ItemName=Ritual%20Hex
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Spirit Symbiosis
Source Occult Origins pg. 19
Your phantom is impressionable and easily influenced by contact with new spirits.
Prerequisites: Ability to cast speak with dead, phantom class feature.
Benefit: When you cast speak with dead, you can choose not to gain any of the normal effects of the spell, instead temporarily merging the summoned spirit into your phantom, exchanging your phantom’s current emotional focus and all related abilities for a new emotional focus of your choice. This new emotional focus persists for 10 minutes per class level you have, after which your phantom’s original emotional focus returns.
https://aonprd.com/FeatDisplay.aspx?ItemName=Spirit%20Symbiosis
Overwhelming Phantom
Source Occult Origins pg. 19
Your phantom is strong-willed, allowing it to enter and dominate other creature’s minds.
Prerequisites: Phantom class feature, spiritualist level 15th.
Benefit: Three times per day, as a standard action while it is fully manifested, your phantom can attempt to enter and take control of a living creature; doing so provokes an attack of opportunity. A creature can resist this influence with a successful Will save (DC = 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier). A phantom can maintain this control for 1 minute per spiritualist level you have, but the victim is allowed a new saving throw each minute. This ability otherwise functions as greater possessionOA.
https://aonprd.com/FeatDisplay.aspx?ItemName=Overwhelming%20Phantom
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