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种族:
福尔瑞(Furry)[10 RP] (http://)
双体兽(Furtaur)[20 RP] (http://www.goddessfantasy.net/bbs/index.php?topic=110882.msg1022902#msg1022902)
喀迈尼(Khimere)[20 RP] (http://)
兽民(Therianthrope)[15 RP] (http://)
职业:
圣选者(The Chosen One)[聖武士和牧師的混合职业] (http://)
职业变体:
无畏浪子(Audacious Rogue)[盜賊变体] (http://)
合併者(Amalgamator)[召喚師变体] (http://www.goddessfantasy.net/bbs/index.php?topic=110882.msg1022829#msg1022829)
光之奏者(Brightness Singer)[吟遊詩人变体] (http://)
幻想御者(Fantasy Caller)[召喚師变体] (http://www.goddessfantasy.net/bbs/index.php?topic=110882.msg1022829#msg1022829)
神佑之魂(Favored Soul)[战斗祭司变体] (http://)
善良代行者(Goodness Agent)[戰鬥祭司变体] (http://)
调解者(Mediator)[变形者变体] (http://)
格鬥家(Rapple Fighter)[前武僧变体] (http://)
緣絆使(Relationer)[通靈者變體] (http://)
武俠(Wuxia)[武僧Unchained变体] (http://)
神祇:
特立独行的狼神——华轲德斯(Wadohs, The Maverick Lycanthrope) (http://www.goddessfantasy.net/bbs/index.php?topic=110882.msg1009765#msg1009765)
怪物:
月盈衛士模板(Moon-Blessed Guardian Template) (http://)
银血狼王模板(Silverblood Lycanthrope Lord Template) (http://www.goddessfantasy.net/bbs/index.php?topic=110882.msg1010409#msg1010409)
自創武器:
双体兽手甲(Furtaur Gauntlet) (http://)
从心剑(Sworndg) (http://)
魔法裝備:
刚正之盾(Shield of the Just) (http://)
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特立独行的狼神——华轲德斯(Wadohs, The Maverick Wolfman)
Wadohs
The Maverick Wolfman
----------Details----------
Alignment NG
Pantheon Lycanthrope Deities
Areas of Concern Freedom, Hunting, Transformation, Self-Cognition
Domains Animal, Good, Liberation, Travel
Subdomains Agathion (Good), Friendship, Fur, Moon, Self-Realization (Liberation), Trade
Favored Weapon Bite or Longbow
Symbol Confident werewolf head
Sacred Animal(s) Wolf
Sacred Color(s) Grey, Lime
----------Obedience----------
Recall back the previous day what you have done and how you could be better, then discuss these with your friends. If no friend nearby, jot down the iedas and review them if you have time. You gain a +4 sacred bonus on Wisdom checks and Wisdom-based skill checks.
----------Boons - Deific Obedience----------
Evangelist
1: First aid (Sp) Remove SicknessUM 3/day, Delay Poison 2/day, or Dispel Magic 1/day
2: Emergency Power (Su) A number of times equal to your highest mental ability modifier. When you suffer an affliction or condition, you can spend 1 times as a immediate action to temporarily suspend its effect for a number of rounds equal to your HD. Moreover, at the instant before you are reduced to 0 or fewer hit points, emergency power pool will automatically spend 1 point to grant you a number of temporary hit points equal to twice of your HD, until your total hit point above 0 or no more emergency power point left, whatever come first.
3: Always Prepared (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, and you gain Uncanny Dodge Class feature. If you already has uncanny dodge from other source, you automatically gains improved uncanny dodge instead. In addition, whenever you roll for initiative, you can roll twice and use any one of the results.
Exalted
1: Traveler Assistance (Sp) Expeditious Retreat 3/day, Make Whole 2/day, or Fly 1/day
2: Intimate Companion (Ex) Your animal companion infuse a spark from your deity. Your animal companion gains a +2 sacred bonus at two ability scores you've chosen and +2 sacred bonus at two save you've chosen. If you don’t have an animal companion, Once per day as a standard action, you instead gain the ability to summon a pair of Half-celestial Dire Wolf (NG) as a spell-like ability. The dire wolves follow your commands perfectly as if you had a shared language for 1 minute for every Hit Die you possess before vanishing. The dire wolves don’t follow commands that contravene Wadohs' creed. Issuing such untenable commands, if they’re egregious, could cause the dire wolves to attack you.
3: Learn from Others (Su) You are permanent with Speak with Animals and Tongues, you can supress and active them as a free action.
Sentinel
1: New perspective (Sp) Wizened AppearanceUI 3/day, Animal AspectUC 2/day, or Monstrous Physique IUM 1/day
2: Living as one (Su) Chose one type of lycanthrope related animal. As a standard action, you can assume the form of that animal as if using the spell beast shape VI. You can retain this form for 1 hour per HD you have; this time does not need to be consecutive, but it must be used in 1-hour increments. Dismiss this effect is a swift action or move action.
3: Among Both (Ex) You become a natural lycanthrope of the related animal type chosen at Living as one. If you are already a natural lycanthrope, you can use your change shape ability as a swift action, moreover, you can use it twice per day as a immediate action.
2: Second Skin (Su) You gain Change Shape Universal Monster Ability and shapechanger subtype. Chose one non-unique creature which is same as your original size but different from your original creature types, you can assume the appearance of that creature.
3: Second Life (Su) Your Change Shape ability can assume another from of non-unique creature which is within one size category of your original size but different from your original creature types. In additional, instead of polymorph spell, this ability function as Elemental Body IV, Fey Form III, Form of the Alien Dragon II, Form of the Dragon II, Form of the Exotic Dragon II, Giant Form I, Infuse Self, Magical Beast Shape, Monstrous Physique IV, Naga Shape III, Ooze Form III, Plant Shape III, Undead Anatomy III, or Vermin Shape II.
Animal, Good, Liberation, Travel
傳音者(Evangelist)
Travel, Liberation
you can teleport up to 10 feet per HD per day as a move action that does not provoke attacks of opportunity. This teleportation must be used in 5-foot increments. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
頌教者(Exalted)
Good, Animal
衛道者(Sentinel)
Liberation, Moon
Aspect of the Falcon
Aspect of the Nightingale
Face of the Devourer
False Face
Wizened Appearance
Youthful Appearance
Animal Aspect
Aspect of the Bear
Fleshy Facade
Quick Change
Squeeze
Animal Aspect, Greater
Assume Appearance
Infuse Self
Monstrous Extremities
Paragon Surge
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True Silverblood Lycanthrope Template
Creating a True Silverblood Lycanthrope
"True Silverblood lycanthrope" is an advanced Silverblood lycanthrope that can be added to any humanoid or lycanthrope. If added to a creature that already has the lycanthrope template, it replaces that template.
Challenge Rating: Same as base creature or base animal (whichever is higher) +2.
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The true silverblood lycanthrope takes on the characteristics of the base animal. Its hybrid form is the same size as the base animal or the base creature, whichever is larger.
AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +4.
Defensive Abilities: A true silverblood lycanthrope gains DR 10/- in animal or hybrid form.
Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature's speed.
Melee: A true silverblood lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.
Special Attacks: A true silverblood lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A true silverblood lycanthrope also gains low-light vision, scent, and the following abilities.
Change Shape (Su): All true silverblood lycanthropes have three forms: a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form when changing between humanoid and hybrid form, but does when changing between those forms and animal form. A true silverblood lycanthrope can shift to any of its three forms as a move action. A slain silverblood lycanthrope reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy (Su): A true silverblood lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 20 negates). If the victim's size is not within one size category of the true silverblood lycanthrope, this ability has no effect. Creatures that become lycanthropes as a result of this curse become true silverblood lycanthropes rather than standard afflicted lycanthropes.
Lunar Sympathy (Su): A true silverblood lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, a true silverblood lycanthrope gains the benefit of bless whenever it is outdoors at night. On nights of the full moon, a true silverblood lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, a true silverblood lycanthrope becomes fatigued during the night. On nights of the new moon, a true silverblood lycanthrope becomes fatigued during the day and night.
Lycanthropic Empathy (Ex): In any form, true silverblood lycanthropes can communicate and empathize with animals of the same species as the base animal. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Due to their near-legendary reputation, true silverblood lycanthropes gain a +8 racial bonus on Diplomacy and Intimidate checks against standard lycanthropes of the same base creature.
Ability Scores: +2 Wis, -2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. True Silverblood lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's statistics, a true silverblood lycanthrope's ability scores change when she assumes animal or hybrid form. In human form, the true silverblood lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid forms, the true silverblood lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.
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幻想呼喚者(Fantasy Caller)[召喚師变体]
幻想呼喚者滿腦子都是他的幻想、空想、甚至是怪念头,但这些思想无意间通过不可思议的情况創造出实体的存在,構成与別不同的幻灵,而非經由研習奧術或精練召喚技藝的結果。
本職技能:幻想呼喚者將交涉(魅力),威嚇(魅力),和表演[任一](魅力)加入到他的本職技能列表,並從中移除除了知識[奧秘]和知識[位面](智力)外的所有知識技能。
精神高於物質(Mind over matter):幻想呼喚者的召喚師法術和類法術能力是異能而非奧術。在幻想呼喚者施放法術時,使用思維成分(Thought Components)和情緒成分(Emotion Components)取代語言(Verbal)和姿勢(Somatic)作為法術成分。
此能力改变了法術和戲法。
亲密連結(Bosom link, Su):幻想呼喚者的幻灵的本质存在于召唤师的思想和灵魂而非別的,所以幻灵的存在是如此依赖召喚師,幻靈跟召喚師之间的可存在距離不能超越1000尺,否则立刻消失。但是幻想呼喚者能使用此连系以他自己的生命力来恢复他的幻灵。无须动作,幻想呼喚者能使用他的生命连结能力来牺牲任意hp。每点以此方式牺牲的hp治疗幻灵1点伤害,每轮最多以此方式恢復等同于其召喚師等级的hp。幻想呼喚者甚至能在幻灵被杀并返回召唤师的思想后使用此能力;若幻灵被治疗至总hp大于0,它则能如常被再此召唤。幻想呼喚者的幻灵是从他自己的心灵中召唤出来而非其他位面,所以驱逐术(Dismissal)和放逐术(Banishment)等法术不能对此幻灵生效。
此能力改变幻靈和生命連結。
空想顯形(Manifest phantasy, Su):幻想呼喚者的力量是從精神意識到心底最深處的慾望,而非严谨的奥术研究的产物,他幻灵会跟隨他的思想而变化。1級起,每當召喚師在整夜的休息後醒來時,他能重新決定幻灵的物理外表。除了11级外,在3级和之后每2级,幻灵则获得额外1点可变的进化点,以便呈現出召喚師幻想中的姿态和能力。
此能力取代召喚怪物和異界之門。
共享感官(Share Senses, Su):以一标準动作,你将自己的感官投射到幻灵之中。当你这么做时,你失去所有自身的感官情报,但能透过幻灵的身体进行感知,持续最多1分钟。你能以自由動作終止此效果。你的幻灵也能以此动作将他的感官投射到你的身体之中。
此能力取代連覺。
幻靈重塑(Transmogrify, Sp):11級時,每週一次,幻想呼喚者能以類法術能力施放幻靈重塑術(Transmogrify),此幻靈重塑術(Transmogrify)不需要任何材料成分,而且允許幻想呼喚者更幻靈的基本形態。
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双体兽(Furtaur)[20 RP]
+2力量,+2敏捷,+2体质,-2智力,+4感知:双体兽的肉体强健且灵活,他们充满警觉性,但往往隨性而动,不經思考。
本地异界生物:双体兽属于异界生物,本地亚种。
大型体型(Large):双体兽因 大型体型在力量获得+2体型加值,敏捷受到-2体型减值,AC和攻击检定受到-1体型减值,战技检定和CMD+1,隐匿技能受到-4体型减值,占据空间为10尺,触及范围为10尺。
多足(Quadruped):双体兽拥有四只脚和两只手臂,这带给他们对抗绊摔战技的CMD+4种族加值,以及基本速度为40尺。此外,双体兽如同中型生物般使用武器和防具,而非大型生物。
黑暗视觉(Darkvision):双体兽拥有60尺黑暗视觉。
月族伤害减免(Moon-Touched Damage Resistance):双体兽获得DR 5/银。
Taurs, also known as Quads, is the furspeech term for Centaur (Ancient Greek Κένταυροι – "Kéntauroi"), which refers to any creature with a furry anthro humanoid upper body joined onto the non-anthropomorphic lower body of another animal, in the same style as a centaur.
类型
本地异界生物 3 RP
体型
大型 7 RP
基本速度
普通速度 0 RP
属性调整
强化(+2力量,+2敏捷,+2体质,-2智力,+4感知) 4 RP
语言
标准语言 0 RP
防御型种族特性
月族伤害减免 3 RP
进攻型种族特性
增长触及 1 RP
其他种族特性
多足 2 RP
感官型
60尺黑暗视觉 - RP
合计消耗
20 RP
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调解者(Mediator)[变形者变体]
作为人,你。
作为动物之力的掌控者,你。
你更是超越兩者的存在
于是少部分變形者成为了高牆內外的特使,調解双方的沖突。
文明便利性(Beneficial Civilzation,Ex):文明社会有其可取之处,行走与都市和荒野之间的调解者比一般德鲁伊或变形者更深明其中的得益。2级时,调解者擅长所有简易武器。3级时,调解者可以裝備金屬盔甲和盾牌。5时,调解者擅长一种2自选的军用或异种武器。
此特性替换了追踪、穿林步、无踪步。
变形者感官(Shifter Senses,Ex):在人多杂乱的坏境,追踪其他生物留下的痕迹与路径变得额外困难,于是调解者开发出一种刺激自己感官的技巧。2级时,以一个整轮动作,调解者能刺激自己的感官并获得灵敏嗅觉(Scent)通用怪物特性,持续1分钟/变形者等级。调解者能以一个自由动作终止这个效果。
4级时盲信者获得昏暗视觉,若已拥有昏暗视觉则视野距离增加为3倍。
8级时他获得或增加黑暗视觉30尺。
12级时他获得「盲斗」作为奖励专长,而且持续时间提高至1小时/变形者等级。
16级时,他获得或增加盲感30尺。
20级时,他获得或增加盲视30尺。
此特性替换了防御本能。
混种形态(Hybrid Shape ,Su):6级时,调解者能在自然变身时,将身体转变为他的动物拟态与人型之间的混合形态而非纯粹的动物。若他选择如此,调解者的专攻形态的前肢(比如,鲨鱼的鱼鳍)会转化成能精巧操作的双手,让他能如常使用武器和操作物品,他同时也可以双脚直立行走(如果是鱼类的话,则是长出了双腿),并且他能正常的说话。
此特性替换了变形者之怒。
进化自然变身(Evolutional Wild Shape,Su):18级时,调解者在自然变身时(包括变身成混种形态),装备不再融入身体,而是转变为符合新形态的模样和体型,需要启动的道具在变形期间能如常使用。
此特性替换了千面万相。
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护衛之盾(Shield of Guarding)
2*3/5*1800(每天1次護衛他人)+1270(+1活鋼重盾)+1000(特效)=4430gp
這件+1活鋼重盾上面畫了一對背靠靠的組合,一個持杖一個持盾,歲月和戰鬥並沒有在上面留下任何痕跡。每天1次以標準動作,持用者能使用護衛他人(Shield Other)法術,當法術生效期間,盾上的持盾者將呈現出持用者的小量特徵,而持杖者則呈現出受術者的小量特徵,其他人能通過DC 20的感知檢定以比較谁為持杖者。
若持用者為聖武士或戰鬥祭司並擁有聖療或熱誠職業特性,在以此方式治療自己時持盾的手視為空手。在護衛他人(Shield Other)持續期間,持用者以此方式治療受術者時,持盾的手也視為空手。
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Werecreature Guardian
Moon-Blessed Werecreature
Alignment: LG, NG, CG, N
Challenge Rating: Same as base creature or base animal (whichever is higher) +0 - +2.
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The Moon-Blessed Werecreature takes on the characteristics of specific type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A Moon-Blessed Werecreature's hybrid form is the same size as the base animal or the base creature, whichever is larger.
AC: In hybrid or animal form the Moon-Blessed Werecreature has the natural armor bonus of the base animal increased by +2. In humanoid form, the Moon-Blessed Werecreature gain +1 dodge bouns.
Speed: Same as the base creature or base animal, depending on which form the Moon-Blessed Werecreature is using. A Moon-Blessed Werecreature's hybrid form is the same speed as the base animal or the base creature, whichever is higher.
Melee: A Moon-Blessed Werecreature gains natural attacks in animal and hybrid forms according to the base animal.
Special Attacks: A Moon-Blessed Werecreature retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A Moon-Blessed Werecreature also gains Scent in any form, and See in Darkness whenever under the moon.
Change Shape (Su): Moon-Blessed Werecreature have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. Moon-Blessed Werecreature can shift to any of its three alternate forms as a move-equivalent action.
Werecreature Empathy (Ex): Moon-Blessed Werecreature can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
Defensive Abilities: Moon-Blessed Werecreature gains DR 5/silver and Regeneration 1(silver). When the moon is near full, this increases to DR 5/silver and evil and Regeneration 3(silver); when the moon is full, it increases to DR 10/silver and evil and Regeneration 5(silver). However, when the moon is new, the moonbound werewolf loses all damage reduction and regeneration.
Special Qualities: A Moon-Blessed Werecreature gains the following special quality.
Moonbound (Su): A Moon-Blessed Werecreature gains benefits based on the current phase of the moon. For the purposes of this ability, the moon is in one of four phases at any given time: New, Crescent, Gibbous, and Full. The moon is full for the 3-day period when the moon appears the largest in the sky, and it is new for a 3-day period when the moon appears the darkest in the sky. GMs who need to randomly determine the phase of the moon can use the table below.
d6 Moon Phase
1 New
2–3 Crescent
4–5 Gibbous
6 Full
Uncanny Dodge (Ex): A Moon-Blessed Werecreature gains Uncanny Dodge same as the Barbarian.
Ability Scores: When the moon is New, the Moon-Blessed Werecreature gains no bonus ability scores. When the moon is Crescent, the Moon-Blessed Werecreature gains +2 Strength, +2 Constitution and +2 wisdom. When the moon is Gibbous, the Moon-Blessed Werecreature gains +4 Strength, +4 Constitution and +4 wisdom. When the moon is Full, the Moon-Blessed Werecreature gains +6 Strength, +6 Constitution and +6 wisdom.
In addition to these adjustments to the base creature's stats, Moon-Blessed Werecreature's ability scores change when he assumes hybrid or animal form. In humanoid form, the Moon-Blessed Werecreature's ability scores are unchanged from the base creature's form. In animal and hybrid form, the Moon-Blessed Werecreature's ability scores are the same as the base creature's or the base animal's, whichever is higher.
Skills: A Moon-Blessed Werecreature gain a +4 racial bonus on Perception, Sense Motive, Heal and Survival.
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武俠(Wuxia)[武僧Unchained变体]
阵营:任意非絕对中立
本职技能:武俠獲得交涉和知识[地方]作为本职技能。
武术(Wushu):1级时,武俠獲得「擅长军用武器」作為奖励专长,並能以此武器发动疾风连击。此能力取代了1级的奖励专长。
疾风连击(Flurry of Blows, Ex):武俠只能用徒手打击和武艺中的武器发动疾风连击,他无法使用其他武器作疾风连击,包含武僧武器。此能力改变了疾风连击。
以武犯禁(Fight for Ambition, Ex):4级时,武俠免疫恐惧。此能力取代了心如止水。
气池(Ki Pool,SU):10级起在穿透伤害减免时,武僧挑選他的其中一个非中立阵營,他的徒手攻击被视为该阵營的武器。此能力改变了斗气击。
超凡入圣(Perfect Self):武俠的伤害减免跟10级时在气池挑選的阵營相反。此能力改变了超凡入圣。
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本地异界生物(Native Outsider, 3 RP)
中型(Medium, 0 RP)
普通速度(Normal Speed, 0 RP)
强化(Advanced, 4 RP)+2力+2敏+2体-2智+4感
标准语言(Standard, 0 RP)通用语,狼语,矮人语,精灵语,兽人语,巨人语,地底通用语,天界语,木族语
灵敏嗅觉(Scent, 4 RP)HR变2RP
次等变身(Change Shape – Lesser, 3 RP)任一同体型类人生物
奖励固定专长(Static Bonus Feat, 2 RP)Wolf版Fox shape
天生武器(Natural Attack, 1 RP)啮咬
15RP
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【PF】神佑之魂Favored Soul(战斗祭司变体)
一拍即合:神佑之魂的力量來自於和神祇的关赏。他必須信奉一位神祇,並且陣營必須和對應神祇的陣營相一致。
武器與護甲擅長:神佑之魂擅長所有簡單武器,以及其所信仰神祇的偏好武器。神佑之魂擅長任輕甲,中甲和重甲但不擅長盾牌。
本能力取代原本的武器和護甲擅長。
伸展祝福(Su):通過向神祈禱10分鐘,神佑之魂能選擇1/2等級數量的盟友。他能將祝福力量运行在這些盟友身上时,就如同他們是她自身一般。原本需要接觸的距離提升至10尺內,並在3级与之后的每3级提升5尺。(18时最高40尺。)
额外祝福:神佑之魂獲得额外2次祝福呼喚祝福的次數,之后的每3级都会获得额外1次每天呼喚祝福的次數。
本能力取代3級時獲得的獎勵專長。
变化祝福:当使用祝福的时侯,神佑之魂可以改變祝福能力(無論是高等還是次級祝福)的须要的动作。把动作提升/降格一级须要双倍的祝福次數,把动作提升/降格兩级则须要四倍的祝福次數,最高為迅捷動作。
本能力取代引導能量。
神賜之翼(Ex):神佑之魂获得一双翅膀并且可以50尺的速度飞行(机动性良好),善良阵营的神佑之魂长出鳥状的翅膀,中立阵营是虫状的翅膀,邪恶阵营则是蝙蝠状的翅膀。守序陣營的颜色偏亮,混亂陣營的颜色偏暗。
本能力取代15級時獲得的獎勵專長。
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合併者(Amalgamator)
合併者並不將生物召喚到自己的身邊,而是直接召喚並附身到他身上。藉此合併者以召喚生物的多样性体验非一般的冒險。
召喚軀體(Summon Body):跟典型的召喚師不同,合併者召喚的不是共同战斗的伙伴,而是给他使用的肉体。
當合併者使用一個[召喚]法術召喚生物時,他必須佔據此生物,这是占据效果,如同高等佔據術(Possession, Greater)。防护邪恶(Protection from evil)和类似的法术不能阻止此自愿的占据。因此,合併者在同一时间只能召唤並控制一个被召唤生物,此限制同样应用于幻灵和以职业能力或法术[召唤]的生物。及后[召唤]的生物只会取代目前的召唤生物。不过合併者仍能以正常方式利用咒法系 [呼唤]效果呼唤生物。
特定结束占据的法术和效果能驱逐合併者並解消召唤生物。若此占据因任何原因而结束,例如生物的hp降至0以下、被解除或合併者被赶出身体,合併者立出现在该召唤生物的空间並受到等同於召喚生物的HD的双倍傷害。
由于合併者对召喚生物的特殊聯繫,合併者能跟召喚生物使用心靈感應溝通,此心灵感应超越语言障碍,但没有赋予语言能力。但同时,在判断影响他的法术和效果时,占据中合併者和被占据的召喚生物同时视作相方的生物类型和亚种,若效果同時影響兩者,则兩者取劣。若要施法,召喚生物必須擁有能夠實現法術成分的肢體。
当占据开始时,任何影響肉体的法术、效果、状态和苦难(由DM判斷)在占据期間都暫停生效,直至占据結束為止。当占据结束时,任何在占据期間生效影響肉体的法术、效果、状态和苦难都会随该生物一同消失。若合併者不再是合法目标,法术、效果、状态和苦难则不再影响他,例如那些不影响合併者的生物类型的效果。
此外,合併者能选择放棄控制權成為一名觀察者,以下达命令的方式继续他的冒險。该召喚生物能如常行动,允許他使用在合併者佔據时未能使用的能力。而合併者只能進行純粹的精神行為、跟该召喚生物使用心灵感应进行沟通、或以一个迅捷动作取回控制權。儘管召喚生物总是会按照合併者的命令行动,幻靈不是言聽計從、毫無心智的傀儡。若幻靈不同意合併者的行動,那麼他必須跟合併者進行一次魅力對抗檢定來決定下一個小時中由誰獲得對身體的控制權。
二重身(Stand-in, Su):幻灵和合併者的特殊連結影響兩者身上的物品道具。当合併者召喚並占据幻灵时,合併者能选择转移任意穿着中或攜帶中的物品道具至幻灵身上(护甲除外),该裝備的体型將變得符合新體型。期间在判斷魔法物品时(例如+2魅力頭帶),所有裝備都视為兩者一直穿戴,並在结束占据时回歸合併者身上。
融合護盾(Shielded Meld, Ex):4級時,若合併者跟幻靈融合,他在AC獲得+2盾牌加值,所有豁免獲得+2環境加值。若合併者跟其他召喚生物融合,他只獲得一半的加值。
此能力取代了幻靈護體。
精通召喚軀體(Improved Summon Body):合併者長时间佔據召喚生物的行為使他比任何施法者更懂得佔據召喚生物。
2级时,合併者能使用被佔據的召喚生物的強韌和反射基礎豁免加值,而且獲得它们的武器和防具擅长。
6级时,合併者知曉被佔據的召喚生物的特異能力而且能如该生物一样正常啟动它们。
10级时,合併者知曉被佔據的召喚生物的超自然能力而且能如该生物一样正常啟动它们。
14级时,合併者知曉被佔據的召喚生物的类法术能力而且能如该生物一样正常啟动它们。
18级时,合併者知曉被佔據的召喚生物的职业能力、专长和技能等級而且能如该生物一样正常啟动它们。
此能力取代了连觉、主宰呼喚、異界型態、生命羈絆、高等異界型態。
快速幻灵仪式(Rapid Eidolon Ritual, Ex):8级时,合併者能以一个整轮动作召唤他的幻灵。
此能力取代了位置转换。
高等融合護盾(Greater Shielded Meld, Ex):12級時,若合併者跟幻靈融合,他在AC獲得+4盾牌加值,所有豁免獲得+4環境加值。若合併者跟其他召喚生物融合,他只獲得一半的加值。
此能力取代了高等幻靈守護。
短暫召喚怪物(Momentary Monsters):16级时,合併者终于能在召唤並佔據一个召喚生物的同时召喚额外的生物。合併者能如同典型召喚師一样使用召喚怪物能力,但持续时间缩短為1轮/等级。若合併者是召喚幻灵,此效果如同幻靈召喚術(Summon Eidolon),但持续时间同样缩短為1轮/等级。召喚師不能在已跟幻靈融合的情況下召喚幻灵。
此能力取代了融合型態。
幻靈雙生(Twin eidolon, Su):20級時,召喚師跟他的幻靈真正連結在一起。召喚師可以在不影響召喚軀体的情況下真正地呼喚出他的幻靈。以一個標準動作,召喚師能如同正常召喚師一样召喚幻靈。召喚師每天能使用此召喚的时间為每等級1分鐘。此時間不需要連續,但是必須以1分鐘為使用單位。召喚師可以隨意以自由動作結束這個效果。
此能力调整了幻靈雙生。
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緣絆使(Relationer)[通靈者變體]
結緣(Profound Connection):相比起尋找過去或是傳說的年代中強大存在的迴響,緣絆使從人與人之間的緣份和羈絆攝取戰友(aibo)的力量。
緣絆使在任何地方都能降靈,但是相對地,他只能降靈結緣目標的摘出概念,具體為「種族+職階」。在開始遊戲時,緣絆使於每個職介上都擁有一個結緣目標的摘出概念,此初始概念只能從CRB的核心種族中挑選種族。緣絆使能背負的結緣目標量為「5+1/2職業等級+其魅力調整值」(最少為6)。
由於他與單一目標的強烈羈絆,一旦緣絆使選擇了某一英靈的英靈之力、禁忌和本能交融後,緣絆使以該結緣目標的摘出概念作降靈時都必須保持自己之前的選擇。緣絆使能隨時放棄一份羈絆以騰出結緣目標量(緣絆使能與放棄的目標再度結緣,但是由DM決定,結緣目標知曉此事後未必願意再次結緣)。
與目標結下緣份是一項長時間的互動,緣絆使需要在1天內保持在一個自願目標的15尺範圍內至少12小時,盡量用五官觀察並感應目標,從而摘出概念纏繞於自己之中。此時間不需要連續,每次提升職業等級後所需時間降低30分鐘。此為概念摘出而非完全複製目標,更多是象徵意義上,判斷參考如下,DM對此有最終決定權。:
.大法師:擁有6環或9環奧術或異能施法能力的角色
.勇士:滿BAB的角色
.守護者:擅長重甲或塔盾的角色
.大祭司:擁有6環或9環神術施法能力的角色
.統帥:擁有為盟友提供增益的能力的角色
.詭術師:每級擁有至少6個技能點的角色
由於此力量源於緣絆使從概念模仿而生的心像之力,你從英靈中獲得的施法能力使用同級的催眠師可知法術數量和催眠師每日法術數量,而且全視為異能法術。
此能力調整了英靈,並取代了降靈會和星界漫遊。
形態展現(Physique Reification, Su):1級時,緣絆使能將自己變形成另一種形態。此能力的效果類似於變身術(Alter Self),但有如下幾點不同:此能力持續每等職業等級1小時,或直到他變回來為止。改變形態(變成其他生物或變回來)是一個不會引發借機攻擊的標準動作。若緣絆使已降靈,選擇的形態則必須是該結緣目標的形態。若形態展現未能變型成結緣目標的種族,緣絆使能從CRB的核心種族中挑選合符概念而且可變型的種族作為代替,DM對此有最終決定權。
在3級和之後每2級,緣絆使每天能額外使用1次形態展現,至19級時每天合共能使用9次。當緣絆使等級提升時,此能力將允許緣絆使變形為更多種類的人型生物。不論變形成何種形態,都會消耗此能力的1次每天使用次數。
7級時,緣絆使的形態展現特性能類似於怪人形態I(Monstrous Physique I)UM般生效。
9級時,緣絆使的形態展現特性能類似怪人形態II(Monstrous Physique II)UM般生效。
11級時,緣絆使的形態展現特性能類似怪人形態III(Monstrous Physique III)UM般生效。
13級時,緣絆使的形態展現特性能類似怪人形態IV(Monstrous Physique IV)UM般生效。
15級時,緣絆使的形態展現特性能類似巨人形態 I(Giant Form I)般生效。
17級時,緣絆使的形態展現特性能類似巨人形態 II(Giant Form II)般生效。
此能力取代了法術、念力、呼喚浮游靈和詢問英靈。
本能交融(Instinctive Communion, Ex):3級時,當緣絆使形降靈時,他與結緣目標達到更深的羈絆,以至在各方面變成更為交融。緣絆使難以控制自己的身體,舉止、言語方式、認知和整體態度變得類似於結緣目標,同時允許他解放出更深層的力量。緣絆使能將擁有的1個專長暫時替換成任何1個他已經滿足先決條件的專長,以及替換任何1個技能等級,持續到降靈結束。
被暫時替換的專長不能是其他專長(除非該專長亦一併暫時替換)、進階職業或能力的先決條件。若替換前的技能為通靈者的本職技能,替換後的技能暫時視作通靈者的本職技能。需要保持的選擇只限制於替換後獲得的專長和技能等級,以什麼作替換條件並不受限制。
在6級和之後每4級,緣絆使能暫時替換額外1個專長和1個技能等級。DM對於該專長或技能是否合付結緣目標的摘出概念有最終決定權。
此能力取代了制祟者。
高等變身術(Greater Alter Self, Su):5級時,緣絆使能更精確地模仿類人生物,並使用類人生物多變的本質強化身心。緣絆使在啟動變身術(Alter Self)時獲得怪人形態I(Monstrous Physique I)UM中列舉的能力。
另外,在5級和之後每4級,緣絆使在啟動變身術(Alter Self)時任一屬性獲得+2洞察加值,他能自由分配各屬性獲得的洞察加值,但單一屬性從此能力獲得的洞察加值最多為+4。
7級時,緣絆使獲得怪人形態II(Monstrous Physique II)UM中列舉的能力,或者該類人生物的1個標準種族特性或特殊能力(不包括屬性調整)。
11級時,緣絆使獲得怪人形態III(Monstrous Physique III)UM中列舉的能力,或者該類人生物的2個標準種族特性或特殊能力(不包括屬性調整)。
15級時,緣絆使獲得怪人形態IV(Monstrous Physique IV)UM中列舉的能力,或者該類人生物的3個標準種族特性或特殊能力(不包括屬性調整)。
此能力取代了呼喚地縛靈。
精通結緣(Improved Connection):10級時,緣絆使對羈絆有了更深的認知並且能借用概念接近的結緣目標的力量,在形態展現時,他能變形成擁有相同職階的結緣目標的形態。此改變不影響英靈之力、禁忌和本能交融。
不分彼此(Beyond Single Existance, Ex):18級時,緣絆使能的降靈儀式縮短至10分鐘。每天1次,緣絆使的改變降靈的英靈,此舉將同時改變禁忌條件並解除形態展現,但不會影響共鳴值。當緣絆使獲得星界燈塔能力後,在他替換降靈時積存的共鳴也會替換,而且新的英靈獲得1點共鳴。
此能力取代了伽藍之洞。
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善良代行者(Goodness Agent)[戰鬥祭司变体]
陣營(Good Alignment):善良代行者必需為善良陣營,而且其中1个祝福必須選擇善良祝福。
法術(Spells):善良代行者能施放牧師和圣武士法術列表中的神術。不过只有6环或更低环級的牧師法術和圣武士法術被計入善良代行者的法術列表。若该法術同時存在于牧師和圣武士法術列表中,善良代行者使用兩者中較低环級的作為善良代行者列表中的法術。例如次等復原術(Restoration, Lesser)是2环牧師法術以及1环圣武士法術,因此它被視為1环善良代行者法術。同理,恩賜(Virtue)是0环牧師法術和1环圣武士法術,因此它被視為0环善良代行者法術。
此能力调整了法術。
神聖武器(Sacred Weapon, Su):在1級時,善良代行者能正常獲得自己的神聖武器。然而,他的神聖武器在4級時不會獲得通過灌注神力而增強能力,也無法以此方法附加任何特殊能力。但是,在4級時,善良代行者能的神聖武器將在克服目標的傷害減免時視為魔法和善良武器。
8級時,每天1次,以一個迅捷動作,善良代行者能可以將自己的武器注入善良陣營的力量以獲得幽冥(Ghost Touch)特殊附魔,持續1分鐘。在12级和之后每4级,他每天能額外1次使用此能力。
12級時,善良代行者能在注入善良陣營的力量时能选择獲得神聖(Holy)特殊附魔。16級时,善良代行者能在注入善良陣營的力量时同时獲得幽冥和神聖特殊附魔。
此能力取代神聖武器。
偵測邪惡(Detect Evil, Sp):在3級時,善良代行者獲得圣武士的偵測邪惡职业能力,视其职业等级為圣武士等级。
此能力取代3級獲得的獎勵專長。
譴罰邪惡(Condemn Evil, Su):在4級時,善良代行者可以呼喚善良陣營的力量打擊邪惡對手。以一個迅捷動作,善良代行者能選擇一個處於他視野中的目標作為降下譴罰的目標。此能力如同圣武士的制裁邪惡职业能力,除了以下变动:
當善良代行者對一個生物使用譴罰邪惡時,他在對抗該生物的攻擊檢定上獲得+4加值,在防禦等級上獲得+4偏斜加值,而非魅力調整值。
使用此能力消耗兩次熱誠,善良代行者並没有免費每天使用次數,但亦没有限制每天使用次數。
此能力取代引導能量。
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Galmash
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福尔瑞(Furry)[10 RP]
类人生物(Humanoid, 0 RP)
小型(Small, 0 RP)
普通速度(Normal Speed, 0 RP)
标准(Flexible, 0 RP)-4力量,+2敏捷,+2体质
标准语言(Standard, 0 RP)
技能加值(Skill Bonus, 2 RP)
獎勵固定專長(Static Bonus Feat, 2 RP)
堅韌(Hardy, 3 RP)
天生護甲(Natural Armor, 2 RP)
昏暗視覺(Low-Light Vision, 1 RP)
兽民(Therianthrope)[15 RP]
本地異界生物(Native Outsider, 3 RP)
中型(Medium, 0 RP)
普通速度(Normal Speed, 0 RP)
靈活(Flexible, 2 RP)
標準語言(Standard, 0 RP)
60尺黑暗視覺(Darkvision 60 Feet, 0 RP)
高等法術抗力(Spell Resistance – Greater, 3 RP)
技能訓練(Skill Training, 1 RP)
次等變身(Change Shape – Lesser, 3 RP)
常駐預言類法(Constant Spell-Like Divination, 3 RP)
替換:獎勵固定專長(Static Bonus Feat, 2 RP)
阿雷米齐(Aremich)[20 RP]
人型怪物(Monstrous Humanoid, 3 RP)
中型(Medium, 0 RP)
普通速度(Normal Speed, 0 RP)
强化(Advanced, 4 RP)+2力量,+2敏捷,+2体质,-2感知,+4魅力
標準語言(Standard, 0 RP)
次等防禦訓練(Defensive Training – Lesser, 1 RP)
靈敏嗅覺(Scent, 4 RP)
仇恨(Hatred, 1 RP)
天生武器(Natural Attack, 1 RP)
天生武器(Natural Attack, 1 RP)
飛行(Flight, 4 RP)
游泳(Swim, 2 RP)
60尺黑暗視覺(Darkvision 60 Feet, 0 RP)
強光敏感(Light Sensitivity, -1 RP)
起始语言:通用语和阿雷米齐語。擁有較高智力的神裔可以選擇一下的額外語言:邪靈語,風族語,龍語,巨人語,火族語,獸人語,地底通用語。
福尔瑞(Furry)[10 RP]
双体兽(Furtaur)[20 RP]
喀迈尼(Khimere)[20 RP]
兽民(Therianthrope)[15 RP]
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契約勇士(Pactgifted Champion)[註:我HR过的]
當庇护主希望給其選擇的代理人更大的權力时,契約勇士就此誕生。契約勇士能改變自己的形态以更好地實現庇护主的目標,他就是契約付予的力量的極致表現。
本職技能:契約勇士獲得醫療(感知)和威嚇(魅力)作為本职技能。
契約化身(Pact Avatar):作為庇护主選擇的代行人,契約勇士被付予呈现成契約化身的姿態的能力。契約勇士使用他自己的屬性和其它數据作為他的基礎型态,然后獲得幻灵的進化点。此進化点能用于契約勇士各方面的提升,例如增加新的能力、攻击方式和力量等等。此选择没有被锁定,每当契約勇士獲得新的等级时,他獲得更多的進化点並且能重新选择不同的進化(或透过幻靈重塑術(Transmogrify))。契約勇士不能选择给予施法能力的進化,例如基礎魔法、次級魔法、高級魔法或究極魔法等等。
此外,透过進行1分鐘的儀式,契約勇士能从庇护主召喚更强的力量。契約勇士从此獲得幻灵的BAB、護甲加值、力量和敏捷屬性加值、最大天武數量限制和幻灵的所有特殊能力(除了連結、法術共享和屬性提升),但自身盔甲失效。当處于此型态时,在判斷任何效果时,契約勇士同时視為他的原本类型和異界生物。驅逐術(Dismissal)和放逐術(Banishment)能解除此力量,但不会影響契約勇士身上的進化。
此能力取代幻灵。
庇护主(Patron):1级起,契約勇士必須选择一个庇护主。庇護主是一種抽像的神秘源泉,它出於某些連契約勇士本身也難以理解的原因,將神秘的力量授予他。儘管這些力量源泉並不需要命名,庇護主通常可以歸屬(详见女巫)。在2级和之后的每3级,他从庇護主獲得新的已知法术,7环或以上的法术不会添加至契約勇士的已知法术法术列表。
自我治療(Self Healing, Su):存活的契約勇士才能好好完成庇护主的目标。1级起,每天「3+魅力调整值」次,契約勇士能通過接觸治療自己的傷口。此能力如同圣武士的聖療职业特性,但只能治療自己而且不能傷害其他生物(最低為1d6)。
此能力取代召喚怪物。
巫術(Hex):在2级、6级、10级、16级、18级和20级,契約勇士獲得女巫的巫術职业特性並选择1个巫术。
此能力取代連覺、主宰呼喚、異界型態、融合型態、高等異界型態和幻靈雙生。
盟友守護者(Allied Guardian, Ex):4级起,每当契約化身的儀式完成时,契約勇士能以自由動作指定一个意欲保護的盟友。每当被指定的盟友處于契約勇士的觸及範圍內,他在AC獲得+2盾牌加值,豁免獲得+2環境加值。當契約勇士陷入擒抱、無助、麻痺、震懾或昏迷時,這些加值無法生效。
盟友換位(Allied Guardian, Ex):8级起,契約勇士能跟100尺內的盟友交換位置。此效果如同任意門(dimension door),使用契約勇士的等级作為CL。此能力能每天使用1次,此後每4級增加1次使用次數。若盟友的體型比契約勇士大,契約勇士能選擇出現在盟友佔據的任何格子中,而盟友则必須佔據契約勇士之前的位置,不行则盡量接近。反之亦然。
此能力取代位置轉換。
強力巫術(Major Hex):在10級和之後的每2級,契約勇士的巫術的選擇範圍將包括強力巫術。
強力盟友守護者(Greater Allied Guardian, Ex):12级起,每当被指定的盟友處于契約勇士的觸及範圍內,盟友守護者给予的加值提升至+4。其他盟友则在AC獲得+2盾牌加值,豁免獲得+2環境加值。當契約勇士陷入擒抱、無助、麻痺、震懾或昏迷時,這些加值無法生效。
此能力取代強力幻靈護體。
生命連結(Life Link, Su):14級起,以標準動作,契約勇士能在他與一個生物之間建立生命連結。每輪開始的時候,如果該生物的生命值比最大生命值低5點或以上,該生物恢復5點生命值而契約勇士受到5點傷害。契約勇士能激活每召喚師等級1個額外鏈接。這個鏈接持續到他或該生物死亡;當契約勇士與該生物的距離超過中距,或他以直覺動作切斷也能使連結結束。若契約勇士同時保有多條連結,他能以同一個直覺動作將其切斷。
此外,若盟友受到他死亡的傷害,契約勇士能透过此生命連結传送生命力保护该盟友,那些足以令盟友死亡的傷害將轉由契約勇士承受。這些傷害要逐點計算(首先將盟友的生命降至負體質值+1),這意味著當契約勇士的hp降到負的體質值之後,剩下的傷害將會立刻致盟友於死地。在此之后,他们之间的生命連結將因过度使用而自动切斷。
此能力取代生命羈絆。
高等巫術(Grand Hex):在18級和之後的每2級,契約勇士的選擇巫術的範圍還將包括高等巫術。
Pactgifted Champion (Summoner/Witch)
When a patron wishes to imbue its chosen agent with a greater measure of power, the pactgifted champion emerges. Able to change his form to better achieve his aims, the pactgifted champion is the ultimate expression of the power a pact can give. (Original Concept by Oceanshieldwolf)
Primary: Summoner.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The pactgifted champion selects three witch skills to add to his class skills in addition to the normal summoner class skills. The pactgifted champion gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The pactgifted champion is proficient with all simple weapons and with light armor. A pactgifted champion can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a pactgifted champion wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pactgifted champion still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Pact Avatar: As the chosen avatar of his patron, the pactgifted champion is gifted with the power to assume the form of a pact avatar. The pactgifted champion can assume the form of his pact avatar as a swift action for 1 minute per pactgifted champion level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. He can end his pact avatar manifestation as a free action.
At 1st level, the pactgifted champion uses her ability scores and other statistics as her base form, and receives a pool of evolution points as shown on Table: Eidolon Base Statistics. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the pactgifted champion. Whenever the pactgifted champion gains a level, the number in this pool increases and the pactgifted champion can spend these points to change the abilities. These choices are not set. The pactgifted champion can change them whenever he gains a level (and through the transmogrify spell). A pactgifted champion's pact avatar is restricted from selecting the following evolutions: basic magic, minor magic, major magic, ultimate magic.
While in his pact avatar form, the pactgifted champion also gains the eidolon’s base attack bonus, armor bonus, Strength and Dexterity bonus, and max attacks, as well as the darkvision, evasion, devotion, multiattack and improved evasion abilities at the indicated levels. A pactgifted champion does not gain the eidolon’s link, share spells, or ability score increase abilities of an eidolon. A pactgifted champion counts as both his original type and as a magical beast for the purpose of determining any effect related to type when in his pact avatar form.
In addition, while in his pact avatar form, the pactgifted champion can use all of his class abilities and gear as normal. Any armor worn by the pactgifted becomes part of his base form and is counted as his initial armor bonus until his form is dismissed. This ability replaces eidolon.
Patron: At 1st level, the pact avatar must select a patron. This patron is a vague and mysterious force, granting the pact avatar power for reasons that she might not entirely understand. The patron also grants a small boon to the pactgifted champion. She chooses one of the following skill sets and gains a +2 bonus on all skill checks made with the listed skills: Animal Affinity (Handle Animal, Ride), Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Deceptive (Bluff, Intimidate), Perceptive (Perception, Sense Motive), Persuasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim).
Self Healing (Sp): Starting at 1st level, a pactgifted champion can heal himself for 1d6 points of damage as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can use this ability as a standard action. A pactgifted champion can use this ability even while his pact avatar is manifested. At 3rd level, and every two levels thereafter, the amount of damage he can heal increases by 1d6, up to a maximum of 10d6 at 19th level. This ability replaces summon monster I.
Patron Spells: At 2nd level, and every three levels thereafter (up to 17th level), a pactgifted champion’s patron adds new spells to the pactgifted champion’s list of spells known. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the pactgifted champion to decide. This ability replaces life link.
Hex (Su): At 2nd level, a pactgifted champion gains the witch’s hex ability and gains one hex of her choice. She gains an additional hex at 4th level and for every two levels attained after 2nd level. This ability and major hex replace bond senses, shield ally, maker’s call, transposition, aspect, greater shield ally, life bond, merge forms, greater aspect, and twin eidolon.
Major Hex (Su): At 12th level, whenever a pactgifted champion could choose a hex, she can select a major hex instead.
NEW HEXES
The following hexes are restricted to and complement the Pactgifted Champion multiclass archetype.
Allied Exchange (Su): A pactgifted champion can swap locations with an ally within 30 feet. This functions as dimension door, using the pactgifted champion’s level as his caster level. If the ally is out of range, the hex is wasted. The pactgifted champion can use this hex once per day at 8th level, plus one additional time per day for every four levels beyond 8th. If the ally is larger than the pactgifted champion, he can appear in any square occupied by the ally. The ally must occupy the square that was occupied by the pactgifted champion if able, or as close as possible if it is not able. A pactgifted champion must be at least 8th level to select this hex.
Allied Guardian (Ex): A pactgifted champion can designate one ally that is within reach of him. The ally receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus to her saving throws until the end of combat, or until the pactgifted champion designates another ally. Only one ally can be affected by this hex at a time. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious. The pactgifted champion must be at least 4th level to select this hex.
NEW MAJOR HEXES
The following major hexes are restricted to and complement the Pactgifted Champion multiclass archetype.
Greater Allied Guardian (Ex): Whenever a designated ally is within the pactgifted champion’s reach, the bonuses granted by the allied guardian hex increase to +4. The pactgifted champion can designate a number of allies equal to her Charisma modifier. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious, as normal.
Transference (Su): A pactgifted champion’s life becomes linked to an opponent’s and the pactgifted champion is protected from harm. If the target of this hex fails its saving throw, damage in excess of that which would reduce the pactgifted champion to fewer than 0 hit points is instead transferred to the targeted opponent. This damage is transferred 1 point at a time, meaning that as soon as the target is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the pactgifted champion. Effects that cause death but not damage are unaffected by this hex. This hex does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. The pactgifted champion must be at least 14t level to select this major hex.
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Master of Havoc (Summoner/Barbarian)
Summoned from the yawning chaos of Limbo, the master of havoc’s havocbeast is war personified. Raging and ferocious, the havocbeast tears its way through enemies, rending and ripping limbs, ignoring wounds. Less mindful of its master’s safety, a havocbeast nevertheless provides powerful benefits–gifting its rage and ferocity to its master. The master of havoc has the essence of war under his control and draws upon it freely. (Original Concept by Oceanshieldwolf)
Primary Class: Summoner.
Secondary Class: Barbarian.
Alignment: Any nonlawful.
Hit Dice: d8.
Bonus Skills and Ranks: The master of havoc selects three barbarian skills to add to his class skills in addition to the normal summoner class skills. The master of havoc gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The master of havoc is proficient with all simple weapons. The master of havoc is also proficient with light armor. A master of havoc can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a master of havoc wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass master of havoc still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The master of havoc casts arcane spells drawn from the summoner spell list, and learns and casts spells as a summoner of his master of havoc level. He also gains bonus spells for a high Charisma score.
Havocbeast: This is exactly like the summoner’s eidolon ability, except for the following changes. The master of havoc summons the aspect of a creature from Limbo, the Plane of Chaos, called a havocbeast, but otherwise functions as an eidolon. The havocbeast uses a d12 for its Hit Dice (instead of the usual d10), and gains a bonus to its Constitution ability score instead of Dexterity. Also, the havocbeast removes Craft from its class skills, loses share spells, evasion, and improved evasion, but gains the barbarian’s rage, uncanny dodge, and improved uncanny dodge abilities instead. In addition, the havocbeast gains the barbarian’s rage powerability in place of the master of havoc’s aspect and greater aspect abilities. The havocbeast may select a rage power it qualifies for at 4th level and every four levels thereafter. Alternatively, whenever the havocbeast gains a feat, he may select a rage power that it qualifies for instead. Alternatively, whenever the havocbeast gains a feat, he may select a rage power that it qualifies for instead.
The master of havoc uses the following table to determine his havocbeast's base statisitics.
Havoc Link (Ex): This is exactly like to the summoner’s life link ability except that the master of havoc cannot sacrifice hit points to prevent his havocbeast from being sent back to its home plane.
In addition, due to a havocbeast’s unpredictable nature, the creature and the master of havoc must remain within 100 feet of one another for the havocbeast to remain at full strength. If the havocbeast is beyond 100 feet but closer than 500 feet, its current and maximum hit point totals are reduced by 50%. If the havocbeast is more than 500 feet away but closer than 5,000 feet, its current and maximum hit point totals are reduced by 75%. If the havocbeast is more than 5,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the havocbeast gets closer to its master of havoc, but its maximum hit point total does return to normal.
Summon Monster I (Sp): This is exactly like the summoner ability of the same name, except that the master of havoc’s summon monster ability only increases to a maximum of summon monster VII at 19th level, as shown on Table: Master of havoc.
Fast Movement (Ex): At 2nd level, the master of havoc gains the barbarian's fast movement ability.
Havoc Rager (Su): At 4th level, a master of havoc grants his havocbeast the barbarian’s rage power ability (see Havocbeast). This ability replaces aspect and greater aspect.
Wayward Fury (Ex): This is exactly like the summoner’s shield ally ability, except that the master of havoc loses his shield bonus to AC and his saving throw bonus to Will saves whenever his havocbeast is raging.
Transposition (Su): This is exactly like the summoner ability of the same name, except that any rage or rage powers the havocbeast has in effect when it swaps locations with the master of havoc remain in the havocbeast’s original square and are applied to the master of havoc instead. The havocmaster may then expend any remaining rounds of rage the havocbeast possesses to maintain the rage and any rage powers. Due to the havoc-link ability, when this rage ends, the havocbeast suffers the effects of fatigue, not the master of havoc. The havocbeast cannot rage or use rage powers upon itself, nor can the master of havoc cast spells when this ability is in effect.
Greater Wayward Fury (Su): This is exactly like the summoner’s greater shield ally ability, except that the master of havoc loses his shield bonus to AC and his saving throw bonus to Will saves whenever the havocbeast rages.
Havoc Bond (Su): At 14th level, a master of havoc’s life becomes linked to his havocbeast. As long as the havocbeast has 1 or more hit points, the master of havoc can enter a rage, expending his havocbeast’s rounds of rage as if he possessed the ability himself. He may also use any of his havocbeast’s rage powers even if he doesn’t normally qualify for them. The master of havoc and havocbeast may rage simultaneously, but both expend individual rounds of rage from the havocbeast’s daily total. When the rage ends, the master of havoc becomes fatigued as normal. The master of havoc cannot cast spells when using this ability. This ability replaces life bond.
Creature of Mayhem (Su): This is exactly like the summoner’s merge forms ability, except that the master of havoc cannot cast spells while merged with his havocbeast.
Twin Mayhem (Su): This is exactly like the summoner’s twin eidolon ability, except that the master of havoc can only use this ability when his havocbeast is raging. The master of havoc gains the havocbeast’s HD (d12) and receives an additional +2 hit points per master of havoc level. He also gains the havocbeast’s rage ability and any rage powers in effect or activated while in this form. In addition, the master of havoc gains the Moment of Clarity rage power and can use it as a barbarian equal to his level. Otherwise, the master of havoc cannot cast spells when using twin mayhem. The rage effect of twin mayhem is mandatory, and the master of havoc cannot use twin mayhem and choose not to rage.
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Astral Bombardier (Summoner/Alchemist)
On other planes, nature and magic combine to produce bizarre creatures with incomprehensible self-destructive capabilities. Astral bombardiers are innovators who weaponize these creatures, calling them to the Material Plane and enhancing them with yet deadlier explosive capabilities. Rather than utilizing an eidolon primarily as a companion or bodyguard, the astral bombardier employs his eidolon as a walking bomb. Using a mixture of alchemy and the summoning arts, the astral bombardier gradually improves upon his formulae, brewing more potent extracts and making his eidolon's explosions more and more deadly. (Original Concept by Flak)
Primary Class: Summoner.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The astral bombardier may select three alchemist skills to add to his class skills in addition to the normal summoner class skills. The astral bombardier gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The astral bombardier is proficient with all simple weapons, and with light armor, but not with shields.
Brew Potion: At 1st level, astral bombardiers receive Brew Potion as a bonus feat. An astral bombardier can brew potions of any formulae he knows (up to 3rd level), using his astral bombardier level as his caster level. The spell must be one that can be made into a potion. The astral bombardier does not need to meet the prerequisites for this feat. This ability replaces cantrips.
Exploding Eidolon (Su): At 1st level, the astral bombardier infuses his eidolon with volatile arcane substances. When the astral bombardier's eidolon would be sent back to its home plane due to death, it departs with a humongous alchemical explosion. All creatures within 10 feet of the eidolon take fire damage equal to 1d6 + the astral bombardier's Intelligence modifier. Affected creatures take only half damage on a successful Reflex save (DC = 10 + 1/2 the astral bombardier's level + the astral bombardier's Intelligence modifier). The damage from this ability increases by 1d6 points at every odd-numbered astral bombardier level. If the astral bombardier's eidolon is Small, reduce the blast radius to 5 feet; if the eidolon is Large, increase the radius to 15 feet; if the eidolon is Huge, increase the radius to 20 feet.
An astral bombardier's eidolon rejuvenates quickly on its home plane. Once per day per astral bombardier level, he can summon his eidolon even if it died that day. This ability replaces summon monster and gate.
Extracts: At 1st level, an astral bombardier gains the alchemist’s extracts ability, and adds the following spells at the indicated spell levels to his formulae list: 1st level–summon monster I; 2nd level–summon monster II; 3rd level–summon monster III; 4th level–summon monster IV; 5th level–summon monster V; 6th level–summon monster VI. When he prepares these extracts, he prepares a tiny, preserved specimen in a bottle as the preservationist alchemist archetype’s bottled ally ability. The astral bombardier otherwise learns, prepares, and uses extracts as an alchemist equal to his level. He gains bonus extracts per day if he has a high Intelligence score.
Fragile Eidolon: Thin-skinned and rigged to blow, the astral bombardier's eidolon is more frail than most. The eidolon’s Hit Dice changes to d6, its base attack bonus is equal to 1/2 its Hit Dice, and it is restricted from choosing the fast healing and spell resistance evolutions.
Infusion (Su): The astral bombardier counts as possessing the infusion discovery for the purposes of applying extracts to his eidolon. This ability replaces the eidolon's share spells ability.
Remote Detonation (Su): As a standard action, the astral bombardier can detonate his eidolon, causing it to instantly die and return to its home plane, which triggers the exploding eidolon ability. The astral bombardier can use this ability any time, as long as his eidolon is less than 1,000 feet away. If the eidolon is ever further away, it automatically explodes. At 8th level, the astral bombardier can detonate his eidolon as a swift action. At 12th level, the astral bombardier can detonate his eidolon as an immediate action. This ability replaces life link.
Discovery (Su): At 2nd level, and again every four levels thereafter, the astral bombardier may learn an alchemist discovery that would normally apply to an alchemist's bombs. This discovery instead applies to the astral bombardier's exploding eidolon, adding effects to the explosion, changing the damage type, or reducing or increasing the damage dice. The shape and size of the blast cannot be changed by a discovery. Furthermore, there is no direct target for the exploding eidolon ability, so many of these discoveries only have partial effect. (For example, if a 9th level astral bombardier applies the force bombs discovery to his exploding eidolon, it deals 5d4 force damage instead of 5d6 fire damage, but none of the affected creatures are knocked prone.)
Each time the astral bombardier's eidolon explodes, he chooses which discoveries to apply to the blast as an immediate action. Multiple discoveries marked with an asterisk (*) do not stack, and only one such discovery can be applied to an individual eidolon explosion. The astral bombardier must meet any prerequisites for these discoveries, treating his astral bombardier level as his alchemist level for this purpose. This ability replaces bond senses, maker's call, aspect, life bond, and greater aspect.
Explosion Anticipation (Ex): At 4th level the astral bombardier gains evasion, but only against his own eidolon's explosions. This ability replaces shield ally.
Whirlwind Eruption (Ex): At 8th level, when the astral bombardier's eidolon explodes, it erupts in a burst of claws, fangs, and other natural weapons. As the eidolon dies, it can immediately make one attack against each creature in the blast area, up to the number of natural attacks it possesses. Each affected creature may only be targeted by one of the eidolon's natural attacks, and each of the eidolon's natural attacks may only target one affected creature. Treat these attacks as melee attacks against an adjacent creature. Any evolutions that increase the damage of an eidolon's attack (such as Energy Attacks or Improved Damage) apply to that attack. Evolutions that add effects to the eidolon's attack (such as Grab or Poison) do not apply. A successful Reflex save against the explosion also halves the extra damage from this ability. Whirlwind eruption replaces transposition.
Fast Summoning: At 9th level, the astral bombardier can summon his eidolon as a full round action. At 16th level, the astral bombardier can summon his eidolon as a standard action. This ability replaces the eidolon's Multiattack ability and merge forms.
Improved Explosion Anticipation (Ex): At 12th level, the astral bombardier gains improved evasion, but only against his own eidolon's explosions. In addition, his evasion now applies to all attacks evasion would normally forefend. This ability replaces greater shield ally.
Alchemical Eidolon (Su): At 20th level, the astral bombardier's eidolon resembles a living alchemical golem, overflowing with reactants and toxins. The eidolon becomes immune to poison. Whenever a creature strikes the eidolon with a non-reach melee weapon, a spurt of volatile fluids hits that creature, dealing 1d6 points of acid, cold, electricity, or fire damage (determine randomly). Whenever the eidolon strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can…
deal 1d6 points of acid, cold, electricity or fire damage (determine randomly)
cause the target to become sickened (Fortitude DC 20 + eidolon's Constitution modifier) for 1d4 rounds
cause the target to become entangled (Reflex DC 20 + eidolon's Constitution modifier) for 1d4 rounds
These extra effects apply to attacks made as part of the whirlwind eruption ability. This ability replaces twin eidolon.
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Battlefield Chirurgeon (Summoner/Cleric)
While most summoner’s order their eidolon’s to engage in combat, battlefield chirurgeons willingly wade into the fray themselves in search of fallen comrades. Often branded as foolhardy for rushing into a conflict zone, battlefield chirurgeons are simply fulfilling their oath to preserve life. Blessed with the divine powers of healing and death-sight, a battlefield chirurgeon can uses his eidolon as aid, rescuer, and guardian on the field of battle. (Original Concept by Elghinn Lightbringer)
Primary Class: Summoner.
Secondary Class: Cleric.
Alignment: A battlefield chirurgeon’s alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d8.
Bonus Skills and Ranks: The battlefield chirurgeon may select three cleric skills to add to his class skills in addition to the normal summoner class skills, one of which must be Heal. The battlefield chirurgeon gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The battlefield chirurgeon is proficient with all simple weapons, with light armor, but not with shields. A battlefield chirurgeon can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcasters, a battlefield chirurgeon wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass battlefield chirurgeon still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A battlefield chirurgeon casts arcane spells drawn from the summoner spell list, but removes all summon monster spells from that list. A battlefield chirurgeon adds the following cleric spells to his list at the indicated spell levels: 0th level—bleed, stabilize; 1st level—cure light wounds, deathwatch, diagnose disease, inflict light wounds, remove sickness, restore corpse, sanctify corpse; 2nd level—aid, cure moderate wounds, delay pain, delay poison, inflict moderate wounds, remove paralysis, status, surmount affliction; 3rd level—contagion, cure serious wounds, inflict serious wounds, remove blindness/deafness, remove disease; 4th level—cure critical wounds, inflict critical wounds, neutralize poison, poison; 5th level—breath of life, cure light wounds (mass), inflict light wounds (mass), status (greater)*; 6th level—cure moderate wounds (mass), harm, heal, inflict moderate wounds (mass), raise dead, slay living. (*Pathfinder Campaign Setting, p.207)
A battlefield chirurgeon otherwise learns and casts spells as a summoner equal to his battlefield chirurgeon level. He also receives bonus spells per day if he has a high Charisma score.
Combat Medic (Ex): A battlefield chirurgeon adds half his class level (minimum 1) to all Heal skill checks and may make all Heal skill checks untrained.
Energy Surge (Su): Starting at 1st level, a battlefield chirurgeon can heal wounds (his own or those of others) or cause terrible wounds by touch (not a wave), similar to a paladin’s lay on hands or an antipaladin’s touch of corrution. A good battlefield chirurgeon (or a neutral battlefield chirurgeon who worships a good deity) can choose to deal damage to undead creatures or to heal living creatures. An evil battlefield chirurgeon (or a neutral battlefield chirurgeon who worships an evil deity) can choose to deal damage to living creatures or to heal undead creatures. A neutral battlefield chirurgeon of a neutral deity (or one who is not devoted to a particular deity) must choose whether she heals the living and deals damage to undead, or deals damage to the living and heals undead. Once this choice is made, it cannot be reversed.
When using this ability, the amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two battlefield chirurgeon levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from energy surge receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the battlefield chirurgeon's level + the battlefield chirurgeon's Charisma modifier. Creatures healed by energy surge cannot exceed their maximum hit point total—all excess healing is lost. A battlefield chirurgeon may use energy surge a number of times per day equal to 3 + his Charisma modifier. This is a standard action that and doesn't provoke an attack of opportunity, unless the battlefield chirurgeon targets himself, in which case it is a swift action. Using energy surge to deal damage requires a successful melee touch attack. Undead do not receive a saving throw against damage dealt by this ability. Energy surge otherwise counts as channel energy for the purpose of channeling feats. This ability replaces summon monster I.
Medic Eidolon: This is exactly like the summoner ability of the same name, except for the following changes. While a medic eidolon can choose any base form, biped is the most preferred. A medic eidolon gains 6 skill points for each Hit Dice and adds Heal and Use Magic Device to its list of class skills. It has one fewer evolution point than normal (maximum 25 points at 20th level), reduces its maximum attacks by two, and receives a Con/Cha bonus instead of a Str/Dex bonus. Also, a medic eidolon gains the following ability at 4th level.
Deliver Touch Spells (Su): If the battlefield chirurgeon is 4th level or higher, a medic eidolon can deliver touch spells for him. If the battlefield chirurgeon and the medic eidolon are in contact at the time the battlefield chirurgeon casts a touch spell, he can designate his medic eidolon as the “toucher.” The medic eidolon can then deliver the touch spell just as the battlefield chirurgeon would. As usual, if the battlefield chirurgeon casts another spell before the touch is delivered, the touch spell dissipates.
In addition, a battlefield chirurgeon can choose the following new evolutions for his medic eidolon, and are restricted to the Battlefield Chirurgeon multiclass archetype.
Anesthesia (Ex): The medic eidolon learns how to supplement uses of the Heal skill with pain-killing drugs. It gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a medic eidolon with this evolution. This evolution is a 1–point evolution.
Greater Merciful Touch (Sp): The medic eidolon gains the ability to remove certain conditions with a touch. Select one of the following conditions: exhausted, frightened, nauseated, or stunned. The medic eidolon can remove this condition three times per day a standard action. The battlefield chirurgeon must have the merciful touch evolution and be at least 9th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new condition from the above list. This evolution is a 3–point evolution when first selected, and a 2–point evolution for each additional mercy selected.
Healer’s Touch (Ex): The medic eidolon can, as a free action once per round, heal another creature for 5 hit points of damage. The medic eidolon can heal 5 hit points per day in this manner for every Hit Dice it possesses. The battlefield chirurgeon must be at least 6th level to select this evolution. This evolution is a 3–point evolution.
Major Healer’s Magic (Sp): This evolution functions as the major magic evolution, except that the medic eidolon may select one spell from the following list: aid, animate undead (lesser), compassionate ally, consecrate, cure moderate wounds, death knell, delay pain, delay poison, desecrate, inflict moderate wounds, remove paralysis, restoration (lesser), shield other, spiritual weapon, or status.The battlefield chirurgeon must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 3–point evolution.
Merciful Touch (Sp): The medic eidolon gains the ability to remove certain conditions with a touch. Select one of the following conditions: dazed, dazzled, fatigued, shaken, sickened, or staggered. The medic eidolon can remove this condition three times per day a standard action. The battlefield chirurgeon must be at least 3rd level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new condition from the above list. This evolution is a 2–point evolution when first selected, and a 1–point evolution for each additional mercy selected.
Minor Healer’s Magic (Sp): This evolution functions as the minor magic evolution, except that the medic eidolon may select one spell from the following list: bless water, bless, cure light wounds, curse water, deathwatch, decompose corpse, detect undead, inflict cure light wounds, remove sickness, restore corpse, sanctify corpse, or sanctuary. The battlefield chirurgeon must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 2–point evolution.
Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 9th level and have the healer’s touch evolution to select this evolution. This evolution is a 2–point evolution.
Ultimate Healer’s Magic (Sp): This evolution functions as the ultimate magic evolution, except that the medic eidolon may select one spell from the following list: animate dead, bestow curse, blindness/deafness, contagion, create food and water, cure serious wounds, inflict serious wounds, neutralize poison, poison, remove blindness/deafness, remove curse, or remove disease. The battlefield chirurgeon must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 4–point evolution.
Life Senses (Su): This is exactly like the summoner’s bond senses ability. Additionally, a battlefield chirurgeon is under the constant effect of a deathwatch spell. Whenever he shares his eidolon’s senses, both he and his eidolon can determine the conditions of any creature within sight of his eidolon. This ability otherwise functions and replaces bond senses.
Guard Ally (Ex): At 4th level, whenever an ally (including the battlefield chirurgeon) is within the medic eidolon’s reach, the ally receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the medic eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability otherwise functions as and replaces shield ally.
Transposition (Su): This is exactly like the summoner’s transposition ability. Alternatively, a medic eidolon can use maker’s call to send one ally to the battlefield chirurgeon’s location once per day. The ally appears in a square adjacent to the battlefield chirurgeon, or as close as possible if unable. The ally does not need to conscious to use this effect. This ability otherwise functions as and replaces transposition.
Expert Healer (Ex): At 10th level, a battlefield chirurgeon no longer provokes attacks of opportunity when using the Heal skill or casting healing spells (including his healing surge ability). This ability replaces aspect.
Greater Guard Ally (Ex): At 12th level, the bonuses gained from guarded ally increase to +4. This ability otherwise functions as and replaces greater shield ally.
Life Bond (Su): This is exactly like the summoner’s life bond ability. Alternatively, the battlefield chirurgeon can choose to transfer his life bond link to a single ally as a standard action. While the battlefield chirurgeon’s life bond is thus transferred, the ally is considered the battlefield chirurgeon for the purpose of this ability. This transfer remains for 1 minute per battlefield chirurgeon level, or until the battlefield chirurgeon ends it. Ending the transfer is a swift action.
Master Chirurgeon (Su): At 18th level, all of the battlefield chirurgeon’s cure spells (or inflict spells) are treated as if they were empowered, increasing the amount of damage healed or dealt by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spellmetamagic feat. This ability replaces greater aspect.
Twin Chirurgeon (Su): At 20th level, a battlefield chirurgeon and his eidolon share a true connection. As a standard action, the medic eidolon can assume the shape of its battlefield chirurgeon, copying all of its master’s abilities. The medic eidolon’s Intelligence, Wisdom and Charisma scores change to match the base scores of its battlefield chirurgeon. The medic eidolon can choose to have any gear that the battlefield chirurgeon carries (all mundane) when in its new form. The medic eidolon its natural attacks, evolutions, and all eidolon traits (except bonus feats, skills, and languages) in favor of the abilities granted by its new form. While in this new form, the medic eidolon gains all the battlefield chirurgeon’s class features and spells, but is restricted to only using spells with the healing subtype. Any uses of these class features or spells count against the uses and spells of the battlefield chirurgeon. The medic eidolon can keep this form for a number of minutes per day equal to the battlefield chirurgeon’s level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The battlefield chirurgeon can end this effect as a free action. This ability replaces twin eidolon.
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Beast Summoner (Summoner/Druid)
The summoner invokes images of strange or occasionally grotesque creatures appearing from nothingness to answer the call of their master. While this is the path of most summoners, some walk a different path, one that focuses on the natural world and the creatures that live within it. These beast summoners call forth creatures that resemble animals of the natural world–bears, wolves, eagles, lions–but gain evolutions like other eidolons. They also possess a weaker bond with their eidolon than other summons, and in turn gain abilities that allow them to traverse the wilds of the world without being hampered. As they increase in power, beast summoners gain greater control over their bestial eidolon, allowing them to separate it into two or more smaller and less powerful versions of his eidolon. Although most summoners view them as aberrations of their art, the beast summoner basks in the energies that flow from the natural world around him. (Original Concept by Elghinn Lightbringer)
Primary Class: Summoner.
Secondary Class: Druid.
Alignment: Any neutral.
Hit Dice: d8.
Bonus Skills and Ranks: The beast summoner may select three druid skills to add to his class skills in addition to the normal summoner class skills. The pack master gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The beast summoner is proficient with all simple weapons, and with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). The beast summoner is also proficient with light armor, but is prohibited from wearing metal armor; thus, they may wear only padded or leather armor. The beast summoner is not proficient with shields.
Spellcasting: A beast summoner casts arcane spells which are drawn from the summoner spell list, but removes all spells with the word “monster” or “person” in its name from that list, including all summon monster spells. The beast summoner adds the following druid spells at the indicated spell levels to his list: 0th level—create water; 1st level—call animal, calm animals, charm animals, detect animals or plants, entangle, goodberry, hide from animals, magic fang, speak with animals, summon minor ally, summon nature’s ally I; 2nd level—animal aspect, animal messenger, animal trance, delay poison, hold animal, reduce animal, summon monster II, wood shape; 3rd level—animal aspect (greater), anthropomorphic animal, diminish plants, dominate animal, neutralize poison, plant growth, speak with plants, summon monster IV; 4th level—antiplant shell, atavism, command plants, giant vermin, repel vermin, summon nature’s ally V; 5th level—animal growth, awaken, insect plague, summon nature’s ally VII, tree stride, wall of thorn; 6th level—eagle aerie, liveoak, repel wood, summon monster VIII, transport via plants. The beast summoner otherwise learns and casts spells as a summoner of the same level. The beast summoner gains bonus spells for a high Charisma score.
Bestial Eidolon: At 1st level, a beast summoner begins play with the ability to summon to his side a powerful animal outsider from the Plane of Beasts called a bestial eidolon. This is similar to the summoner’s eidolon ability, but with the following changes. The beast summoner chooses one animal companion from those listed in the druid’s animal companion description and uses his animal companion’s starting statistics (size, speed, AC, attacks, etc.) as the bestial eidolon’s base form (instead of one of the eidolon’s normal base forms). The bestial eidolon always appears and functions as an animal of its kind. The beast summoner then uses Table: Eidolon Base Statistics to determine its additional base statistics (Hit Dice, BAB, saves, skills, feats, etc.) at 1st level, and any further adjustments for level advancement.
The bestial eidolon is considered both an animal and outsider for the purpose of what spells affect it. Regardless of the animal’s starting statistics, a bestial eidolon always has good Fort and Reflex saves, poor Will saves, an Intelligence score of 7, and never exceeds a maximum of 3 natural attacks.
In addition, a bestial eidolon permanently loses one evolution point from its total, and therefore begins with only 2 evolution points at 1st level, and increases to a maximum of 25 at 20th level. A beast summoner keeps his bestial eidolon’s form as true to its animal counterparts. The bestial eidolon is restricted from selecting any evolution that alters its physical appearance or mode of movement in any way. Thus, a bestial eidolon with a lion as its starting animal could not select the flight or gills evolutions. Furthermore, the bestial eidolon is restricted from choosing the Basic Magic, Channel Resistance, Head, Incorporeal Form, Lifesense, Limbs, Major Magic, Minor Magic, Shadow Form, Ultimate Magic, and Undead Appearance evolutions. This ability otherwise functions and replaces the summoner’s eidolon.
Nature Sense (Ex): At 1st level, a beast summoner gains the druid’s nature sense ability. This ability replaces life link.
Summon Nature’s Ally I (Sp): Starting at 1st level, a beast summoner can cast summon nature’s ally I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon natures ally IX at 17th level). At 19th level, this ability can be used as gate or summon nature’s ally IX, but can only gate in creatures similar to those summoned by his summon nature’s ally IX spells. This ability otherwise functions as and replaces summon monsters I.
Woodland Stride (Ex): At 2nd level, the beast summoner gains the druid’s wild empathy ability. This ability replaces bonded senses.
Trackless Step (Ex): At 4th level, the beast summoner gains the druid’s trackless step ability. This ability replaces shield ally.
Second Form: At 6th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list. When a beast summoner calls forth his bestial eidolon, he can choose to summon it using the animal base form chosen at 1st level as its base form, or the new animal base form chosen at 6th level. Once the choice is made, it cannot be changed for 24 hours or until the next time the beast summoner rests to regain his spells, whichever comes first. The first time this second animal form is summoned, the beast summoner calculates its statistics as a bestial eidolon for his level and assigns evolution points to the new form as normal. Once its evolutions have been chosen, they remain fixed until the beast summoner gains a new level, just like his initial animal form. This ability replaces maker’s call.
Wild Shape (Su): At 8th level, a beast summoner gains the druid’s wild shape ability once per day, and an additional time per day at 10th, 14th, 18th, and 20th level. He can turn himself into any Medium creature with the animal or magical beast types and otherwise functions as beast shape I.
At 10th level, a beast summoner can use wild shape to change into a Large or Tiny animal or magical beast, which now functions as beast shape II. At 18th level, a beast summoner can use wild shape to change into a Huge or Diminutive animal or magical beast, which now functions as beast shape III. This ability replaces transposition, aspect, and twin eidolon.
Third Form: At 12th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list as his third bestial eidolon base form. This ability replaces greater shield ally.
Fourth Form: At 18th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list as his fourth bestial eidolon base form. This ability replaces greater aspect.
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Spirit Binder (Summoner/Oracle)
Sometimes, whether through freak accident or a right of birth, a seemly insignificant individual with only minor magical talents makes an inexplicable connection with a spirit from the outer planes. This spirit may have been an ancestor of the spirit binder in a past life, or he may have some special quality that makes him worthy of its notice. Whatever the case, the spirit binder has the ability to fuse this powerful spirit into his very being, allowing the two to become one being. Over time, as his connection to the spirit grows, the spirit binder may unlock more of it's power. (Original Concept by Big Lemon)
Primary Class: Summoner.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The spirit binder may select three oracle skills to add to his class skills in addition to the normal summoner class skills. The spirit binder gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The spirit binder is proficient with all simple weapons. The spirit binder is proficient with light armor. A spirit binder can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spirit binder wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spirit binder still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The spirit binder casts arcane spells drawn from the oracle spell list and can cast only a certain number of spells of each spell level per day. His daily allotment of runes is given on Table: Spirit Binder. He also receives bonus spells per day if he has a high Charisma score. A spirit binder otherwise learns, prepares, and casts spells as a summoner of equal level.
Spirit Bond: A spirit binder summons the essence of a powerful outsider to meld with his own being. The spirit binder wears the eidolon like translucent, living armor. The eidolon mimics all of the spirit binder’s movements, and the spirit binder perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. This functions exactly like the fused eidolon ability of the synthesist summoner archetype, except that the type of outsider that the spirit binder can summon must have an alignment similar to his own as follows: angel (any good), archon (lawful good), agathion (neutral good), azata (chaotic good), inevitable (lawful neutral), aeon (neutral), protean (chaotic neutral), devil (lawful evil), daemon (neutral evil), demon (chaotic evil). This ability replaces eidolon, bond senses, and life bond.
Spirit Link (Su): Starting at 1st level, the spirit binder forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the spirit binder can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the spirit binder’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane. This ability replaces life link.
Mystery: At 2nd level, a spirit binder gains the oracle’s ability of the same name, except that the spirit binder may not select a mystery that is in opposition to his alignment. A spirit binder of good alignment is restricted from choosing the Bones, Dark Tapestry, or Juju mystery. A spirit binder of evil alignment is restricted from choosing the Heaven, Nature, or Life mystery. In addition, at 2nd level and every three levels thereafter, a spirit binder learns an additional spell derived from his mystery. These spells are in addition to the number of spells given on Table: Spirit Binder Spells Known. They cannot be exchanged for different spells at higher levels. This ability and revelations replace summon monster I.
Planar Mastery (Ex): Starting at 3rd level, a spirit binder adds his class level to any Charisma-based checks made when interacting with outsiders or objects created by (or utilizing) outsiders. This includes the checks made to seal a bargain with an outsider when casting planar binding. This ability and binding replace merge forms.
Revelation: At 3rd level, a spirit binder gains the oracle’s ability of the same name, except that the spirit binder may choose a revelation at 3rd level and every six levels thereafter (9th and 15th).
Shielded Meld (Ex): At 4th level, whenever the spirit binder is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.
Maker’s Jump (Sp): At 6th level, whenever the spirit binder is fused with his eidolon, the spirit binder can cast dimension door as a spell-like ability using his caster level. This ability only affects the spirit binder and eidolon. The spirit binder can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. This ability replaces maker’s call and transposition.
Summon Ally (Sp): At 7th level, a spirit binder can summon forth a powerful servant from the outer planes to aid him. This allows the spirit binder to cast lesser planar ally once per day as a spell-like ability, but must pay the material component cost or the servant as normal. This improves to planar ally at 13th level, and to greater planar ally at 19th level. The spirit binder’s caster level for this effect is equal to his angelic knight level. This ability replaces aspect, greater aspect, and gate.
Binding (Sp): At 16th level, a spirit binder may use binding once per day as a spell-like ability, with a caster level equal the spirit binder’s level.
Greater Shielded Meld (Ex): At 12th level, whenever the spirit binder is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces greater shield ally.
Twin Spirit (Su): This is exactly like the summoner’s twin eidolon ability of the same name, except that a copy of the fused eidolon appears in an unoccupied, adjacent space.
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War Animator (Summoner/Warpriest)
It takes a witty and wise practitioner of magic to find use for the mundane. By enchanting items with animate power, the war animator is a master of that very art. The war animator uses his magic to infuse a semblance of life into the inanimate, allowing him to assemble an improvised and perfectly obedient army from the unattended objects around him. He then uses this control to force these animated objects to fight on his behalf, using them as an extension of his own armaments and magic. (Original Concept by Tryannical)
Primary Class: Summoner.
Secondary Class: Warpriest.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The war animator may select three warpriest skills to add to his class skills in addition to the normal summoner class skills. The war animator gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The war animator is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). A war animator can cast summoner spells while wearing light and medium armor, or using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a war animator wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass war animator still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A war animator casts arcane spells drawn from the summoner spells list, and adds the following spells to that list: 1st–forbid action, refine improvise weapon, sun metal; 2nd–alchemical tinkering, align weapon, effortless armor, instant armor, make whole, returning weapon; 3rd–align weapon (communal), disable construct, locate object, returning weapon (communal); 4th–apparent master, soothe construct; 5th–animate objects, forbid action (greater), rapid repair, sabotage construct, unbreakable construct; 6th–control construct. A war animator otherwise learns and casts spells as a summoner of equal level. He also gains bonus spells if he has a high Charisma score.
Animate Object (Sp): Starting at 1st level, a summoner can cast animate object as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the war animator uses to enhance his arcane arms. As a result, he can only use this ability when his weapons or shield are not enhanced. He can cast this spell as a standard action and the animated objects remain for 1 minute per level (instead of 1 round per level).
At 1st level, a war animator can animate one Tiny or smaller non-magical objects. Such objects must be constructed from wood, or a similar material, but not stone, metal, or any other special material. At 3rd level, and every 2 levels thereafter, the power of this ability increases, allowing him to animate a corresponding number of larger objects, or objects made of special materials.
At 3rd level, a war animator can animate a one Small object or two Tiny or smaller objects. At 5th level, he can animate one Medium or two Small objects. At 9th level, he can animate one Large (equal to four Small objects) or two Medium objects. At 11th level, he can animate one Huge (equal to eight Small objects) or two Large objects. At 15th level, he can animate one Gargantuan (equal to 16 Small objects) or two Huge objects. At 19th level, he can animate one Colossal (equal to 32 Small objects) or two Gargantuan objects.
A war animator can also animate any combination of smaller objects as long as the total number does not exceed his maximum number of Small or smaller objects. For example, an 11th level war animator could animate one Large object, two Medium objects, one Medium and two Small objects, four Small objects, or even eight Tiny or Smaller objects. (For the statistic of individual animated objects, see each Animated Object description in the Bestiary, according to its size).
The war animator can change the designated target or targets as a move action, as if directing an active spell. A war animator cannot have more than one animate object spell active in this way at one time. If this ability is used again, any existing animate object immediately ends. Objects carried or worn by a creature cannot be affected by this ability. The animate object spell is considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
This ability and construction pool replace summon monster and gate.
Arcane Arms (Su): At 1st level, a war animator gains the warpriest’s sacred weapon ability, except that the weapons wielded by a war animator are charged with the power of his magic.
At 4th level, the war animator gains the ability to enhance one of his arcane weapons or his shield with arcane power as a swift action. This power grants the weapon or shield a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the war animator has more than one arcane weapon, he can enhance another on the following round by using another swift action. The war animator can use this ability for a number of minutes per day equal to his war animator level. These minutes need not be consecutive, but must be spent in 1-round increments.
These bonuses stack with any existing bonuses the weapon or shield might have, to a maximum of +5. The war animator can enhance a melee or ranged weapon with any of the following weapon special abilities: anchoring, bane, cunning, dancing, heartseeker, impact, returning, seeking, throwing. These replace those listed in the warpriest’s sacred weapon ability.
Alternatively, the war animator can enhance a shield with any of the armor special abilities listed in the warpriest’s sacred armor ability, but removes the glamered special ability and adds the following to the list: animated, impervious.
Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost (or the amounts listed in the sacred weapon or sacred armor class features). Duplicate abilities do not stack. The weapon or shield must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons or shields are enhanced, each one consumes minutes of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the war animator's possession (such as if the weapon is thrown). The bonuses applied to his shield only function while the war animator is wielding the shield, and ends immediately if it is removed or leaves the war animator’s possession. This ability can be ended as a free action at the start of the war animator's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the war animator uses this ability on a double weapon, the effects apply to only one end of the weapon.
This ability, focus weapon, and bonus feats replace eidolon and merge forms.
Construction Pool (Su): At 1st level, the war animator gains a reservoir of mystical arcane energy that he can draw upon to enhance his animated objects with upgrades. This construction pool has a number of points equal to his war animator level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the war animator rests to regain his spells.
At 1st level, a war animator can expend 1 point from his construction pool as a swift action to grant any object he has animated through his animate object ability the selected upgrades for 1 minute per war animator level (or the duration of the animate object ability). Multiple uses of this ability do not stack with themselves.
Only a certain number of construction points can be spent on each size of animated object (see Table: Animated Object Statistics). The war animator can also gain additional construction points by giving construction flaws to his animated objects. Each flaw grants the war animator one additional construction point, which must be spent at the time the flaw is bestowed. The maximum number of construction points and flaws that the war animator can spend on or add to an individual animated object is also shown on Table: Animated Object Statistics.
At 3rd level, a war animator’s animated objects are treated as magic for the purpose of bypassing damage reduction. At 7th level, his animated objects are treated as cold iron and silver for the purpose of bypassing damage reduction. At 13th level, his animated objects are treated as mithral for the purpose of bypassing damage reduction. At 17th level, his animated objects are treated as adamantine for the purpose of bypassing damage reduction.
This ability replaces life link.
Focus Weapon: At 1st level, a war animator gains the warpriest’s focus weapon ability. This ability applies to any weapon, including improvised weapons.
Improvised Arms (Ex): At 2nd level, the war animator is adept at finding not only objects to animate, but at improvising weapons. He gains Catch Off-Guard and Improved Weapon Mastery as bonus feats, and may use any improvised weapon or shield as a focus for his arcane arms ability. This ability replaces bond senses.
Shield Ally (Ex): This is exactly like the summoner ability of the same name, except that it applies to his animated objects. The war animator or an ally can only gain the bonuses from these abilities once, regardless of how many animated objects are within reach.
Bonus Feats: At 5th level and every six levels thereafter, a war animator gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or crafting feats. The war animator must meet the prerequisites for these feats, but he treats his war animator level as his base attack bonus for combat feats.
Maker's Call (Su): This is exactly like the summoner ability of the same name, except that it applies to his animated objects. The war animator can only call one animated object to his side with each use of this ability.
Transposition (Su): This is exactly like the summoner ability of the same name, except that it applies to his animated objects. The war animator swaps his location with that of one animated object with each use of this ability.
Animate Form (Su): At 10th level, a war animator may project his own essence into a nearby object, similar to the possess object spell, except that it only functions while he is in this form and the war animator does not suffer the restrictions to casting spells or speaking. The war animator may inhabit and animate any size object that he can animate with his animate object ability, but he may only possess a single object. While in this form, he cannot use his animate objects ability. This ability replaces aspect.
Greater Shield Ally (Ex): This is exactly like the summoner ability of the same name, except that it applies to his animated objects.
Greater Animate Form (Su): At 14th level, a war animator gains a separate pool of construct points equal to half his normal construction pool to use on his animate form. The object loses these points as soon as this ability ends. This pool replenishes when she rests to regain her spells. The war animator can continue to use any weapons or shields he possesses as long as they are under the effects of the dancing or animated properties. This ability replaces life bond.
Master Animate Form (Su): At 18th level, a war animator's construct pool for his animate form ability is equal to his normal construction pool. The war animator can now use his animate objects ability while in this form without penalty. This ability replaces greater aspect.
Machine of War (Su): At 20th level, a war animator can channel his arcane energy into one of his animated objects to transform it into a machine of war. After activating this ability, for 1 minute the designated object treats the war animator’s level as its base attack bonus, gains DR10/—, and can move its full normal speed regardless of any spells or effects that affect its movement. In addition, the war animator can use his arcane arms ability to grant his machine of war the weapon or shield special abilities of his choice. The animated shield ability and dancing weapon ability have no effect on the object. The animated object is treated as the designated weapon or shield for the purpose of these special abilities, and is considered non-magical for the purpose enhancing the object. While his war machine is enhanced in this way, he cannot then enhance one of his weapons or shields. If he use arcane arms again, this use ends. This ability replaces twin eidolon.
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Primal Avatar (Barbarian/Summoner)
Some barbarians fuel their rage through arcane means. Instead of channeling their rage internally, they draw energy from the primal plane and form it into something only they can control. This spirit avatar feeds off its master’s rage like a parasite. In turn, the primal avatar gains great combat prowess, more than any mortal might normally obtain. (Original Concept by 55hi55)
Primary Class: Barbarian.
Secondary Class: Summoner.
Alignment: Any chaotic.
Hit Dice: d12.
Bonus Skills and Ranks: The spirit warrior may select three summoner skills to add to her class skills in addition to the normal barbarian class skills. The primal caller gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The spirit warrior is proficient with all simple and martial weapons, with natural weapons, and with light armor, but not with shields.
Primal Spirit: A primal avatar begins play with the ability to summon a powerful creature called a primal spirit to meld with his own being. The primal avatar wears the spirit like translucent, living armor. The primal spirit mimics all of the primal avatar’s movements, has the same alignment as the primal avatar that calls it, and can speak all of her languages. A primal avatar can summon her spirit for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can summon her primal spirit for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a primal avatar can summon her spirit per day. A primal avatar can summon her primal spirit as a move action that does not provoke an attack of opportunity. The total number of rounds of summoning her primal spirit per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. Unlike an eidolon, a primal spirit is not treated as a summoned creature, and is not subject to banishment, or similar effects that affect summoned creatures.
While a primal spirit is summoned, the primal avatar is treated as both an outsider and his original creature type. The spirit grants the primal avatar darkvision 60 feet, a number of temporary hit points equal to 1/2 her primal avatar level (minimum 1) + her Constitution modifier, and a +2 natural armor bonus. It also grants her the same maximum number of natural attacks as an eidolon of her level. If the primal avatar has more natural attacks than the maximum number, she must choose which natural attacks to use in any given round.
In addition, the primal avatar gains 2 evolution points. She can spend evolution points to gain any evolution an eidolon of her level has access to except for the Large, Huge, and Ability Increase evolutions, or any evolutions that duplicate the effects of a rage power. Whenever the primal avatar gains a level, she must decide how these points are spent, and they are set until she gains another level of primal avatar. She is also treated as having the bipedal base form for the purpose of what evolutions she qualifies for. The primal spirit does not grant the primal avatar a bonus to her base attack bonus, skill points, feats, or special abilities normally gained by to the eidolon (see Table: Primal Spirit Base Statistics).
At 9th level, a primal avatar gains the Multiattack feat whenever her primal spirit is summoned.
Due to the exposure of intense energy’s generated by summoning her primal spirit, the primal avatar becomes fatigued for a number of rounds equal to two times the number of rounds the primal spirit was summoned. All benefits granted by the primal spirit end once it has been dismissed.
If the primal avatar should wear an item or come under the effects of a spell that increases her natural armor bonus while her primal spirit is summoned, only the highest bonus from either the armor, spell, or her spirit applies. This ability replaces rage.
Primal Manifestation: As a primal avatar gains experience, the primal spirit grants her a primal manifestation. At 2nd level and every two levels thereafter, a primal avatar gains either a rage power or 2 additional evolution points to spend on new evolutions. The primal avatar treats her primal avatar class levels as barbarian levels for the purpose of qualifying for rage powers. Evolutions or rage powers are only manifested when the primal spirit is summoned. A primal avatar is restricted from choosing any evolution that duplicates the effects of a similar rage power (such as the bite, claws, climb, lowlight vision, gore, swim, and wings evolutions). A primal avatar cannot benefit from the transmogrify spell. All chosen evolutions remain fixed until she gains another level. This ability replaces rage powers gained at 2nd, 4th, 6th, 10th, 12th, 14th, 16th, 18th, and 20th level.
Guarded Ally (Su): At 4th level, whenever a primal avatar summons her primal spirit, any ally that is adjacent to her receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the primal avatar is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces trap sense.
Primal Jump (Sp): At 8th level, while her primal spirit is summoned, a primal avatar can cast dimension door as a spell-like ability using her caster level. This ability only affects the primal avatar and his primal spirit. The primal avatar can use this ability once per day at 8th level, plus one additional time per day for every five levels beyond 8th. This ability replaces
Greater Guarded Ally (Su): At 12th level, whenever an ally is adjacent to the primal avatar when her primal spirit is summoned, the ally receives a +4 shield bonus to its Armor Class and a +4 circumstance bonus on its saving throws. This bonus does not apply if the primal avatar is grappled, helpless, paralyzed, or unconscious. This ability replaces greater rage.
Tireless Spirit (Ex): Starting at 17th level, a primal avatar no longer becomes fatigued when her primal spirit is dismissed. This ability replaces tireless rage.
Twin Avatar (Su): At 20th level, a primal avatar can manifest his primal spirit in corporeal form. As a standard action, the primal avatar can create a duplicate of his primal spirit, copying all of her evolutions, form, and abilities. Its Strength, Dexterity, and Constitution scores change to match the base scores of the primal avatar. The duplicate spirit does not have any gear that the primal avatar is carrying, including magical items. The primal spirit also gains none of the primal avatar’s class features. The primal avatar can maintain this duplicate spirit form by expending 2 rounds of summoning per round. This duration does not need to be consecutive, but it must be spent in 2 round increments. If the twin avatar is reduced to zero hit points, it is banished to the primal plane and the primal avatar may resume normal summoning. The primal avatar can end this effect as a free action. This ability replaces mighty rage.
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Abomination Rider (Cavalier/Summoner)
Some men are called to great deeds, others share them. Bonded with and able to train and ride a powerful outsider or abomination, the abomination rider strikes fear into the hearts of his enemies. The powerful link forged between master and mount surpasses that usually exemplified by rider and beast–the abomination is uniquely gifted and keenly sensitive to the master’s thoughts and actions. As the bond grows, so too does the intuitive and organic synergy between master and mount. (Original Concept by OSW)
Primary Class: Cavalier.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The abomination rider may select three summoner skills to add to his class skills in addition to the normal cavalier class skills. The abomination rider gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The abomination rider is proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).
Abominable Mount (Su): An abomination rider begins play with the ability to summon to his side a powerful mount from another plane. This mount is exactly like the summoner’s eidolon, except that the abomination rider must choose an eidolon with the quadruped base form. While riding his mount, the abomination rider does not take an armor check penalty on Ride checks while riding his eidolon. Also, the eidolon is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. Wearing light armor no way interferes with the connection between master and mount, though the eidolon is still restricted from wearing medium or heavy armor. This supersedes the eidolon’s normal restriction for wearing armor. If the abomination rider is Medium size, his mount gains the Large evolution at 1st level as a permanent evolution, and its cost counts against his total evolution points. Thus, the abomination rider gains no additional evolution points until 3rd level, at which time he can spend the available 1 evolution point and any subsequent points gained from level advancement as he wishes. Small sized abomination riders cannot choose the Large evolution until 8th level, as normal. An abomination rider's eidolon does not gain the share spells special ability. In addition, the eidolon is treated as if it possessed the same teamwork feats as the abomination rider for the purpose of determining whether the abomination rider receives a bonus from his teamwork feats.This ability replaces mount and master tactician.
Life Link (Su): At 1st level, an abomination rider gains the summoner’s life link ability. This ability replaces tactician.
Order: This is exactly like the cavalier ability of the same name, except that the abomination rider can select the Order of the Abominable Horde. An abomination rider is restricted from selecting the Order of the Dragon or Order of the Lion.
Shield Ally (Ex): At 4th level, an abomination rider gains the summoner’s shield ally ability. This ability replaces expert trainer.
Master’s Vigil (Ex): At 5th level, the bond between the abomination rider and mount emboldens the eidolon. Whenever the abominable mount is in physical contact with its master, the eidolon gains a +2 morale bonus on saving throws against fear, and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. This ability replaces banner.
Bonus Feats: This is exactly like the cavalier’s ability of the same name, except that the abomination rider may also select any teamwork for which he qualifies.
Devoted Master (Ex): At 9th level, an abomination rider gains the summoner’s maker’s call ability. This ability replaces greater tactician.
Greater Master’s Vigil (Ex): At 14th level, whenever the abominable mount is in physical contact with its master, it gains a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, the abomination rider can spend a standard action to grant his abominable mount an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. The abomination can grant this additional saving throw once per day, plus an additional time per day every three levels after 14th. This ability replaces greater banner.
Order of the Abominable Horde
A cavalier who belongs to this order drawn to summoned creatures, particularly those of outlandish and strange origins. Although this unusual attraction is often unwelcome, the cavalier is driven to manifest this affinity in one of three ways–strive to protect and befriend them, attempt to dominate and enslave them, or seek to irrevocably destroy them. Regardless of one’s moral position, cavaliers of this order tend to be resolute, unbending, determined in their endeavors, and permit nothing to stop them from fulfilling their goal. This order complements the Abomination Rider multiclass archetype.
Edicts: The cavalier must strictly adhere to his chosen course, strive to uphold his moral position in regards to extraplanar creatures, and seek to reconcile his actions with the whispering of his heart. He must always seek out such creatures for the purpose of accomplishing his ultimate goal, and cement his name in history as a friend, subjugator, or eradicator of extraplanar beings.
Challenge: Whenever an order of the abominable horde cavalier issues a challenge, he receives a +1 morale bonus on Will saves and all attack damage rolls made against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. In addition, the cavalier gains a +2 bonus on all Diplomacy, Intimidate, and Sense Motive checks related to creatures of the outsider type until the end of the challenge.
Skills: An order of the abominable horde cavalier adds Knowledge (planes) (Int) and Perception (Wis) to his list of class skills. In addition, an order of the abominable horde cavalier adds twice his Charisma modifier to any Diplomacy or Intimidate checks pertaining to creatures of the outsider type.
Order Abilities: A cavalier that belongs to the order of the abominable horde gains the following abilities as he increases in level.
Bonded Sense (Su)
At 2nd level, an order of the abominable horde cavalier gains the summoner’s bond senses ability, except that it applies to his mount.
Abomination Warp (Su)
At 8th level, an order of the abominable horde cavalier has studied the shifting and ephemeral forms of extraplanar creatures and learned their techniques. He can cast evolution surge on his mount once per day, plus one additional time per day for every four levels beyond 8th.
Shield Ally (Su)
At 15th level, an order of the abominable horde cavalier gains the summoner’s shield ally ability, except that it applies to his mount. If the cavalier already has shield ally, he gains greater shield ally instead.
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Planar Vessel (Warpriest/Summoner)
Powerful denizens of the outer planes come in a myriad of forms and shapes. Where other warpriests find the weapons and armor enchanted by their faith, a planar vessel channels some aspect of a particular denizen of his gods plane, assuming an otherworldly mantle. (Original Concept by Apraham Lincoln)
Primary Class: Warpriest.
Secondary Class: Summoner.
Alignment: Any except true neutral.
Hit Dice: d8.
Bonus Skills and Ranks: The planar vessel may select three summoner skills to add to his class skills in addition to the normal warpriest class skills. The planar vessel gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The planar vessel is proficient with all simple and martial weapons, plus his deity’s favored weapon. He is also proficient with light armor, medium armor, and with shields (except tower shields). If the planar vessel worships a deity with unarmed strike as its favored weapon, the planar vessel gains Improved Unarmed Strike as a bonus feat.
Planar Blessings: This is exactly like warpriest’s blessings ability, except that the planar vessel must select one alignment blessing that matches his own. In addition, the planar vessel is considered to have the Augmented Summoning feat whenever he summons his battle companion from his alignment blessing.
Sacred Aspect (Su): At 1st level, a planar vessel can channel a sacred aspect of his alignment as a swift action. He gains a small pool of evolution points that he can spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to himself. This pool is equal to 2 evolution points at 1st level, plus 1 additional evolution point every odd level thereafter, to a maximum of 11 evolution points at 19th level. The planar vessel may choose from the following evolutions.
1 Point Evolutions: basic magic, bite, bleed, claws, gills, hooves, improved natural armor, low-light vision, magic attacks, pincers, pull, push, reach, resistance, scent, slam, slippery, sticky, sting, swim, tail, tail slap, tentacle, unnatural aura, wing buffet.
2 Point Evolutions: alignment smite (must match his alignment blessing), constrict, energy attack, flight, gore, grab, minor magic, poison, rend, shadow blend, shadow form, sickening, trample, trip.
3 Point Evolutions: celestial appearance, damage reduction, fiendish appearance, frightful presence, major magic, see in darkness.
4 Point Evolutions: breath weapon, dimension door, incorporeal form, spell resistance, ultimate magic.
He may change these evolutions every time he gains a new evolution point. A planar vessel can maintain his planar aspect for a number of rounds per day equal to his planar vessel level, but these rounds need not be consecutive. A planar vessel is considered proficient with any natural attacks gained from his evolutions.
In addition, weapons wielded by a planar vessel are charged with the power of his faith. In addition to the favored weapon of his deity, the planar vessel can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the planar vessel hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium planar vessels is listed on Table: Planar Vessel; see the table for Small and Large planar vessels in the Warpriest class description. The planar vessel can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage. The planar vessel may designate a natural attack gained through his evolutions as a sacred weapon with the Weapon Focus feat, granting it the sacred weapon damage increase (see Sacred Weapon Damage on Table: Planar Vessel).
A planar vessel does not gain the weapon enhancement aspect of the sacred weapon ability, and cannot add weapon special abilities to his sacred weapons. This ability replaces sacred weapon.
Planar Guard (Su): At 7th level, when a planar vessel is channeling his sacred aspect, he gains a +1 shield bonus to his Armor Class and a +1 circumstance bonus on his saving throws. This bonus increases by 1 every 3 levels thereafter, to a maximum of +5 at 19th level. This ability replaces sacred armor.
Persistent Aspect (Su): At 12th level, a planar vessel’s sacred aspect now lasts for 1 minute per level, but these minutes need not be consecutive. This ability replaces the bonus feat gained at 12th level.
Twin Aspect (Su): At 20th level, as a swift action, the planar vessel and his sacred aspect can split into two creatures: the planar vessel and the sacred aspect. Both have the same stats (including ability scores, hit points, AC, evolutions, etc.). The sacred aspect emerges in a square adjacent to the planar vessel if possible. All effects and spells currently targeting the planar vessel-sacred aspect affect both the planar vessel and the sacred aspect.
The planar vessel can use this ability for a number of rounds per day equal to his planar vessel level. He can end this effect at any time as a full-round action. For the duration of this effect, the sacred aspect functions as the planar vessel (see above), but any ability uses or spells cast count against the planar vessel’s daily maximum. This ability replaces aspect of war.
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Twisted Pact Witch (Witch/Summoner)
Witches of the twisted pact choose to draw their power from an outsider instead of their normal patron source, in a ritual resembling the one a summoner uses to form his bond. Such bonds always shift and mutate the familiar however, so many cease being recognizable from the creature they once were. (Original concept by +5 Toaster)
Primary Class: Witch.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The twisted pact witch may select three summoner skills to add to her class skills in addition to the normal witch class skills. The twisted pact witch gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The twisted pact witch is proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Diminished Spellcasting: The twisted pact witch casts arcane spells drawn from the witch spell list, and gains one fewer spell of each spell level per day. She also gains bonus spells for a high Intelligence score. She otherwise learns, prepares, and casts spells as a witch of equal level.
Bound Familiar: At 1st level, a twisted pact witch gains Evolved Familiar as a bonus feat. At 3rd level, she gains Improved Familiar as a bonus feat, at which time she must choose an outsider as her familiar, but she ignores any alignment prerequisites for that outsider. Outsiders bound in this way change their alignment to match that of the twisted pact witch and lose any alignment subtypes they may have. This ability replaces the witches first level hex.
Summon Monster I (Sp): At 1s level, a twisted pact witch gains the summoner’s summon monster I ability, except that it can be used a number of times per day equal to 3 + her Intelligence modifier. In addition, the power of the summon monster ability increases by 1 spell level at the levels indicated on Table: Twisted Pact Witch, to a maximum of summon monster VII at 19th level. This ability replaces spells lost due to diminished spellcasting.
Witch’s Familiar: This is exactly like the witch’s ability of the same name, except for the following changes.
Share Spells and Hexes: The twisted pact witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A twisted pact witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). In addition, whenever the twisted pact witch is affected by a hex that targets herself, her familiar also gains the effects. This otherwise functions as and replaces the familiar’s share spells ability.
Twisted Link (Su): The twisted pact witch has an empathic link with her familiar to a 1 mile distance. The twisted pact witch can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Whenever the familiar takes enough damage to reduce it to 0 hit points of lower, the twisted pact witch can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the familiar. This can prevent the familiar from becoming unconscious or dying.
In addition, the familiar must remain within 100 feet of the twisted pact witch one another for the familiar to remain at full strength. If the familiar is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the familiar is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the familiar is more than 10,000 feet away, it immediately becomes unconscious. Current hit points lost in this way are not restored when the familiar gets closer to its twisted pact witch, but its maximum hit point total does return to normal. This ability otherwise functions as and replaces the familiar’s empathic link ability.
Evolving Bond: Starting at 2nd level, the inherent corruption within a twisted pact witch’s familiar begins to grow, intensifying the bond between them. At 2nd level and every two levels thereafter, a twisted pact witch’s familiar gains 1 additional evolution point that is added to its total. However, the familiar is restricted to 1-point evolutions. At 10th level, the familiar can select 2-point evolutions. This ability otherwise functions as the Eidolons evolution pool, and replaces the witch’s patron.
Hex: This is exactly like the witch’s ability of the same name, except that the twisted pact witch may select the new Twisted Face hex, and complements the Twisted Pact Witch multiclass archetype.
Twisted Face (Su): The witch can warp her face and cause any creature within 30 feet to suffer from blinding fear for 1 round by twisting the creature’s face. The target becomes frightened and flees from the source of its fear as best it can. A Will save negates this hex. The duration of this hex increase to 2 rounds at 8th level, and 3 rounds at 16th level. Whether or not the save is successful, a creature cannot be the target of this hex again for 24 hours.
Twisted Summoning (Su): Starting at 6th level, whenever a twisted pact witch casts the summon monster spells or uses the summoning hex, her monsters gain a 1-point evolution of her choice until the end of the summoning. At 12th level, her summoned monsters gain up to two 1-point evolutions until the end of the summoning. At 18th level, her summoned monsters gain three 1-point evolutions. If multiple creatures are summoned, the twisted pact witch must divide the evolutions among her summoned monsters. If only one creature is summoned, the single creature gains all the evolutions. Evolutions that negate racial weaknesses may not be chosen. This ability replaces the hex gained at 6th level.
Life Bond (Su): At 14th level, a twisted pact witch life becomes linked to his familiar’s. As long as the familiar has 1 or more hit points, the twisted pact witch is protected from harm. Damage in excess of that which would reduce the twisted pact witch to fewer than 0 hit points is instead transferred to the familiar. This damage is transferred 1 point at a time, meaning that as soon as the familiar is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the twisted pact witch.
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. This ability replaces the hex gained at 14th level.
Grand Hex: This is exactly like the witch’s ability of the same name, except that the twisted pact witch may select the new Warped Summoner grand hex that is restricted to the Twisted Pact Witch multiclass archetype, or the Twisted Face hex.
Warped Summoner (Sp): The twisted pact witch becomes a master at summoning gruesome creatures from other planes. Creatures summoned by casting a summon monster spell or using her summon monster ability gains a number of evolutions totaling 4 evolution points. She can chose from any 1- or 2-point evolutions listed in the Evolutions section of the Summoner's Eidolon description. As before, evolutions that negate racial weaknesses may not be chosen.
In addition, once her summon monster ability increase to summon monster VII, the twisted pact witch can expend two uses of the ability to increase the power of the ability by one level to summon monster VIII, or four uses to increase it to summon monster IX.
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Formbender (Monk/Summoner)
Monks are well known for their mystical connection to their inner power. However, some bend this connection to form a bond with an extraplanar entity, gaining a number of powerful abilities in the process. These formbenders can summon forth the aspect of an eidolon from the outerplanes through meditation and training, enhancing their combat capabilities and diversifying their abilities. (Original Concept by Arkellus)
Primary Class: Monk.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The formbender may select three summoner skills to add to his class skills in addition to the normal monk class skills. The formbender gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The formbender is proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword, and all natural attacks. The formbender is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the formbender loses his AC bonus, as well as his fast movement and Multiattack abilities.
Eidolon Aspect (Su): A formbender gains evolutions as if he were an eidolon. Some of the evolutions can be permanently manifested in his normal form (see the Manifestation ability), while others can be summoned temporarily. A formbender begins play with the ability to assume the aspect of a powerful outsider called an eidolon. A formbender can assume this aspect by spending 1 point from his ki pool as a swift action. This aspect lasts for 1 minute per formbender level. The formbender’s hit points are unchanged from his normal form and he can heal naturally as normal. Spells such as banishment or dismissal do not work on the formbender’s aspect, but the aspect can be dismissed by the formbender (a swift action). Drawing upon this ability uses up the same power as the formbender’s manifestation ability. As a result, when the formbender assumes his eidolon aspect, his manifestation ability is immediately suppressed. He retains all evolutions granted by his manifestation and immediately gains any additional evolutions granted by his aspect.
At 1st level, a formbender must choose one of the base forms listed in the eidolon description, and when manifested, takes a form shaped by the formbender’s desires. The formbenders uses his Hit Dice, saving throws, skills, feats, and other abilities while assuming his eidolon aspect. He also receives a pool of evolution points, based his level, that can be used to give the formbender different abilities and powers. Whenever the formbender gains a level, he must decide how these points are spent, and they are set until he gains another level of formbender. In addition, the formbender is also limited a maximum number of natural attacks (see Table: Formbender).
The aspect’s physical appearance is up to the formbender, but it always appears as some sort of fantastical creature. This control is not fine enough to make the formbender appear like a specific creature. While the aspect is manifested, the formbender bears a glowing rune that appears on his forehead. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
The formbender can choose the Extra Evolution as a normal feat. This ability replaces the bonus feat gained at 1st, maneuver training, slow fall, diamond body, and quivering palm.
Manifestation (Su): At 1st level, a formbender permanently manifests his eidolon aspect evolutions by diverting 1 point from his eidolon aspect’s evolution pool. He cannot select the ability increase, Large, or Huge evolutions through this ability, nor can he select any evolution that the eidolon aspect could not possess.
As the formbender gains levels, he can divert more points from his eidolon aspect. For every two levels beyond 1st, the formbender can divert one additional point from his eidolon aspect, up to a maximum of 10 evolution points at 19th level. The formbender can change the evolutions he receives from these points any time he can change the eidolon aspect’s evolutions.The number of natural attacks that can be chosen with this ability is likewise limited to Table: Eidolon Manifestation Base Statistics.
A formbender can suppress his manifestation or reactivate it as a swift action. When the formbender uses his eidolon aspect ability, his manifestation is immediately suppressed and is superseded by his eidolon aspect. This ability replaces flurry of blows, and the bonus feats gained at 10th and 18th level.
Feral Strike: A formbender learns to improve his natural attacks gained through his evolutions. At 1st level, a formbender gains Feral Combat Training as a bonus feat. The damage of any natural attack manifested through his manifestation ability improves according to Table: Formbender. A Small formbender and some natural attacks deal less damage than the amount given there, while a Large formbender and other natural attacks deal more damage; see Table: Small or Large Formbender Feral Strike Damage. Feral strike attacks can be enhanced by the improved damage evolution, but not the Improved Natural Attack feat. This ability replaces stunning fist and unarmed strike.
Table: Small or Large Formbender Feral Strike Damage
Level
Damage (Small Formbender)
Damage (Large Formbender)
1st-3rd
1d4
1d8
4th-9th
1d6
1d10
10th-15th
1d8
2d6
16th-20th
1d10
2d8
Ki Pool (Su): This is exactly like the monk’s ability of the same name, except that the formbender gains his ki pool at 1st level. A formbender also uses his ki pool to power his eidolon manifestation ability. In addition, the formbender applies the effects of his ki strike to his feral strike ability. This ability otherwise functions as and replaces ki pool.
Unfettered Magic (Sp): Starting at 5th level, a formbender can spend points from his ki pool to cast spells as a spell-like ability. These spells have a caster level equal to his formbender level. These spells can only affect the formbender and he is treated as an eidolon for purposes of their effects.
At 5th level, he can cast lesser rejuvenate eidolon by spending 1 ki point.
At 8th level, he can cast enlarge person or lesser eidolon surge by spending 2 ki points.
At 11th level, he can cast eidolon surge or rejuvenate eidolon by spending 2 ki points.
At 14th level, he can cast greater eidolon surge or transmogrify by spending 3 ki points.
At 17th level, he can cast greater rejuvenate eidolon by spending 3 ki points.
The formbender can use this ability when his eidolon aspect is manifested. This ability replaces the bonus feat gained at 2nd level, high jump, purity of body, and wholeness of body.
Shielded Meld (Ex): At 6th level, whenever the formbender’s eidolon aspect is manifested, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces the bonus feat gained at 6th level.
Greater Shielded Meld (Ex): At 13th level, whenever the formbender’s eidolon aspect is manifested, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces diamond soul.
Persistent Manifestation (Su): At 14th level, a formbender’s eidolon aspect is manifested for 10 minutes per formbender level. This ability replaces the bonus feat gained at 14th level.
Perfect Merger: At 20th level, a formbender becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the formbender's creature type was) for the purpose of spells and magical effects. Additionally, the formbender gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the formbender can still be brought back from the dead as if he were a member of his previous creature type. In addition, a formbender can now use eidolon manifestation as long as she has at least 1 ki point, instead of spending 1 ki point. This ability otherwise functions as and replaces perfect self.
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Bonded Warmage (Magus/Summoner)
(Original Concept by Orelius)
Primary Class: Magus.
Secondary Class: Summoner.
Alignment: Any.
Hit Die: d8.
Bonus Skills and Ranks: The bonded warmage may select three summoner skills to add to his class skills in addition to the normal magus class skills. The bonded warmage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The bonded warmage is proficient with all simple and martial weapons. A bonded warmage is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bonded warmage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Diminished Spellcasting: The bonded warmage casts arcane spells drawn from the magus spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, he may cast spells of that level only if his Charisma allows bonus spells of that level. A bonded warmage adds the following spells to his list at the indicated spell levels: cantrips—resistance; 1st level—life conduit†, magic fang, rejuvenate eidolon (lesser*); 2nd level—evolution surge (lesser)*, restore eidolon (lesser)±; 3rd level—devolution*, evolution surge*, life conduit (improved)†, magic fang (greater), rejuvenate eidolon*, restore eidolon±; 4th level—evolution surge (greater)*, purified calling*, summoner conduit†, transmogrify*; 5th level—life conduit (greater)†, rejuvenate eidolon (greater). A bonded warmage otherwise learns, prepares, and casts spells as a magus equal to his bonded warmage level. (*Advanced Player’s Guide, ±Ultimate Magic, †Ultimate Combat)
Synergy Pool (Su): At 1st level, the bonded warmage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers, enhance his weapon, and empower his war eidolon. This synergy pool has a number of points equal to 1/2 his bonded warmage level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the bonded warmage prepares his spells.
At 1st level, a bonded warmage can expend 1 point from his synergy pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Likewise, he can expend 1 point from his synergy pool to grant his war eidolon a +1 enhancement to attack and damage rolls to a single bonus natural attack for 1 minute. For every four levels beyond 1st, the weapon or war eidolon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon or war eidolon’s natural attack, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. A war eidolon cannot gain the dancing weapon property.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon or war eidolon already has, but duplicates do not stack. If the weapon or war eidolon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the synergy pool point is spent and cannot be changed until the next time the bonded warmage uses this ability. These bonuses do not function if the weapon is wielded by another creature or if the war eidolon is under the control of anyone other than the bonded warmage.
A bonded warmage can only enhance one weapon or one of the war eidolon’s natural attacks in this way at one time. If he so chooses, a bonded warmage can enhance both his weapon and one of his war eidolon’s natural attacks simultaneous. Doing so expends 1 point from his synergy pool as normal, but the granted bonus must be split between the weapon and the war eidolon’s natural attack. For example, a 10th level bonded warmage chooses to enhance his weapon and one of his war eidolon’s natural attacks, and gains a maximum enhancement bonus of +3. He chooses to give his weapon a +2 enhancement bonus and his war eidolon’s natural attack a +1 enhancement bonus. He can then choose to consume his weapon bonus to add the flaming burst weapon property and his war eidolon’s natural attack bonus to add the frost weapon property. If he uses this ability again, the first use immediately ends. This ability otherwise functions as and replaces arcane pool.
War Eidolon: A bonded warmage begins play with the ability to summon to his side a powerful outsider called a war eidolon a number of times per day equal to 3 + his Intelligence modifier. This functions like the summoner’s eidolon ability except for the following changes.
Unlike a summoner’s eidolon, a bonded warmage can summon his war eidolon in a ritual that requires only a full-round action to perform. A war eidolon remains until dismissed by the bonded warmage (a standard action), or after the duration of his summons has expired. Once summoned, a war eidolon remains for 1 minute per bonded warmage level. If the war eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day, even if the bonded warmage has uses of this ability remaining. As a war eidolon is meant to be a combat partner for the bonded warmage, only the biped, quadruped, and serpentine base form may be chosen by the bonded warmage.
While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of armored or heavily scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales at her cost as if it were a suit of masterwork armor.
A war eidolon gains only 2 evolutions point at 1st level, plus 1 additional evolution point every level thereafter, up to a maximum of 21 evolution points at 20th level. He can also select the following new evolution.
Guarded Ally (Sp): The eidolon can cast shield other once per day as a spell-like ability. The bonded warmage must be at least 4th level to select this evolution. This evolution is a 2–point evolution.
In addition, a war eidolon also gains the following ability at 4th level.
Deliver Touch Spells (Su): If the bonded warmage is 4th level or higher, a war eidolon can deliver touch spells for him. If the bonded warmage and the war eidolon are in contact at the time the bonded warmage casts a touch spell, he can designate his war eidolon as the “toucher.” The war eidolon can then deliver the touch spell just as the bonded warmage would. As usual, if the bonded warmage casts another spell before the touch is delivered, the touch spell dissipates.
A war eidolon otherwise functions as a summoner’s eidolon. This ability replaces spells lost due to diminished spellcasting.
Magus Arcana: This is exactly like the magus ability of the same name, except that the bonded warmage may also choose from the following new magus arcana that are restricted to the bonded warmage multiclass archetype.
Bonus Feat: The bonded war mage may select a combat feat or teamwork feat that he qualifies for, the Extra Evolution feat, or the Extra Summons feat as a bonus feat. If he chooses the Extra Summons feat, it applies to his war eidolon ability instead. This magus arcana can be selected multiple times. Each time it applies to a new bonus feat.
Shield Ally (Su): At 6th level, a bonded mage gains the summoner’s shield ally ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 5th level.
Maker’s Call (Su): At 7th level, a bonded mage gains the summoner’s maker’s call ability. This only functions while the war eidolon is summoned. This ability replaces the knowledge pool.
Battle Synergy (Ex): At 8th level, a bonded warmage receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the war eidolon is within 30 feet of the bonded warmage, it also gains the use of this teamwork feat, as well as any gained from his magus arcana. The war eidolon does not need to meet the prerequisites of this teamwork feat.
Upon reaching 10th level, and every two levels thereafter, a bonded warmage can choose to learn a new teamwork feat in place of a teamwork feat he has already learned through his battle synergy, magus arcana, or improved battle synergy ability. In effect, the bonded warmage loses the teamwork feat in exchange for the new one. The old teamwork feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A bonded warmage can only change one teamwork feat at any given interval. In addition, while the war eidolon is adjacent to its bonded warmage, his DC to cast defensively is decreased by 2. This ability replaces improved spell combat.
Greater Shield Ally (Su): At 11th level, a bonded warmage gains the summoner’s greater shield ally ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 11th level.
Improved Battle Synergy (Ex): At 14th level, the bonded warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this teamwork feat. The bonded warmage’s war eidolon gains this teamwork feat, in addition to those gained from battle synergy and his magus arcana. In addition, while the war eidolon is adjacent to its bonded warmage, the DC to cast defensively is decreased by 4. This ability replaces greater spell combat.
Life Bond (Su): At 17th level, a boned mage gains the summoner’s life bond ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 17th level.
Greater Spell Access (Ex): This is exactly like the magus ability of the same name, except that the bonded warmage selects his spells from the summoner spell list instead of the wizard spell list.
True Synergist (Ex): At 20th level, the bonded warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this teamwork feat. The bonded warmage’s war eidolon gains this teamwork feat, in addition to those gained from battle synergy, improved battle synergy, and his magus arcana. In addition, whenever the bonded warmage and war eidolon are within 10 feet of each other, the bonded warmage can choose to use his war eidolon’s initiative roll instead of his, as a swift action. If the bonded warmage uses the war eidolon’s initiative, both the bonded mage and war eidolon gain a +4 bonus to their attack and damage rolls until the end of combat. If the either the bonded warmage or the war eidolon move beyond 10 feet of each other, this bonus immediately ends. This ability replaces true magus.
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注魔衛士(Infused Guardian)[召喚師变体]
在很久以前,有个可怕的女巫一夜之间拐走了大量的孩子,使用从庇護主得来的力量把他们灌注成半人半异界生物的存在,而且用魔法將他们的記憶修改,改造忠于她的死士。幸運的是,有路过的冒險者出手相救,把这邪惡的女巫杀死,而这个改造方法也跟隨着她一同埋葬在黃土之下。而最近探索者協会在一次考古中將这段歷史连同改造方法一并挖掘出来,經过協会大師的研究和改良,现在成為了獲取强大魔法力量的手段在協会中引起不少浪花。
本職技能:注魔衛士如同幻灵一样能選擇4個額外的技能作為他的本職技能。
契約化身(Pact Avatar):从神秘的庇護主中被灌注了難以理解的力量,注魔衛士被改造成更能守衛他人的型態。注魔衛士注魔衛士使用自己的屬性和其它數据作為他的基礎型态,並獲得幻灵的進化池,進化池中的點數可以用來對注魔衛士進行各式各樣調整與升級,使自己獲得新能力、攻擊方式和力量。每當注魔衛士獲得新的等級時,進化池中的點數便會得以增加,注魔衛士能用此進化點來改變自己的能力。進化的選擇並非固定的,注魔衛士在獲得新的等級時進行修改,此外也可以通過幻灵重塑術(Transmogrify)調整進化點,但注魔衛士不能选择给予施法能力的進化,例如基礎魔法、次級魔法、高級魔法或究極魔法等等。
(若為召喚師UCH,注魔衛士同时獲得付合他庇護主主題的亚种的基礎進化)
通过1分钟的喚醒儀式,注魔衛士喚醒了更多的力量,他獲得並使用幻灵的BAB、護甲加值、力量和敏捷加值、最大天武數量限制和幻灵的所有特殊能力(除了連結、法術共享和屬性提升),但自身盔甲失效。在判斷任何效果时,注魔衛士同时視為他的原本种族和幻灵。驅逐術(Dismissal)和放逐術(Banishment)能解除此力量的絕大部分,但不会影響注魔衛士身上的進化。
此能力取代幻灵。
守护者之約(Defender Contract):1級起,在喚醒儀式完成的同时,注魔衛士选择一个意欲保護的盟友作為自己的守护對象。他能跟守护對象建立一種精神鏈接,這使得他們無論相距多遠(只要位於相同的位面中),都能夠進行溝通。進行這種交流是自由動作。此守护對象在注魔衛士升级后獲得更多的好處。
此能力取代生命連結。
自我治療(Self Healing, Su):注魔衛士着重保障自己和守护對象的存活。1级起,注魔衛士能通過接觸治療傷口。每天「3+魅力调整值」次,注魔衛士能以標準動作為守护對象治療或以迅捷動作治療自己。治療量為1d6和之后的每2级提升1d6。
此能力取代召喚怪物。
巫術(Hex):庇護主的力量以类似于女巫的方式同样显现在注魔衛士身上。在2级、6级、10级、16级、18级和20级,注魔衛士獲得女巫的巫術职业特性並选择1个巫术,在计算巫术相关能力时,注魔衛士是以魅力調整值進行計算。
此能力取代連覺、主宰呼喚、異界型態、融合型態、高等異界型態和幻靈雙生。
重要之人守護者(VIP Guardian, Ex):4级起,每当守护對象處于注魔衛士的觸及範圍內,他在AC獲得+2盾牌加值,豁免獲得+2環境加值。當注魔衛士陷入擒抱、無助、麻痺、震懾或昏迷時,此加值無法生效。
此能力取代幻靈護體。
位置轉換(Transposition, Ex):8级起,注魔衛士能跟守护對象交換位置。此效果如同任意門(dimension door),使用注魔衛士的等级作為CL。此能力能每天使用1次,此後每4級增加1次使用次數。若守护對象的體型比注魔衛士大,注魔衛士能選擇出現在守护對象佔據的任何格子中,而守护對象则必須佔據注魔衛士之前的位置,不行则盡量接近。反之亦然。
此能力修改位置轉換。
強力巫術(Major Hex):在10級和之後的每2級,注魔衛士的巫術的選擇範圍將包括強力巫術。
強力重要之人守護者(Greater VIP Guardian, Ex):12级起,每当守护對象處于注魔衛士的觸及範圍內,重要之人守護者给予的加值提升至+4。其他于注魔衛士的觸及範圍內的盟友则在AC獲得+2盾牌加值,豁免獲得+2環境加值。當注魔衛士陷入擒抱、無助、麻痺、震懾或昏迷時,此加值無法生效。
此能力取代強力幻靈護體。
生命連結(Life Link, Su):14級起,注魔衛士的生命會跟守护對象聯繫在一起。每輪開始的時候,若守护對象的hp比最大hp低于5點或以上,該生物恢復5點hp而注魔衛士受到5點傷害。當注魔衛士與守护對象的距離超過中距,或他以直覺動作切斷也能使連結結束,重新建立生命連結需要一个標準動作。此外,只要注魔衛士具有1點或更多hp,守护對象便可以免于死亡。當守护對象受到使hp降至0點以下的傷害時,所有超出0點的傷害會轉移至注魔衛士作為替代。轉移的傷害要1點1點地計算,這意味著只要注魔衛士的負hp降低至與其體質屬性相等時,所有剩餘的傷害仍需要守护對象來承受。該能力對其他不造成傷害的效果无效。
此能力取代生命羈絆。
高等巫術(Grand Hex):在18級和之後的每2級,注魔衛士的選擇巫術的範圍還將包括高等巫術。
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本職技能:魔法少女將知識(神秘),知識(位面),語言學和法術辨識加入她的本職技能列表,但從她的本職技能列表中移除估價,解除裝置,巧手,攀爬,游泳和生存。本能力調整了俠客的本職技能。
武器和護甲擅長:魔法少女只擅长所有簡易武器(simple weapons)和輕甲(light armor)。但與召喚師相似,她可能夠在穿戴輕甲時施放召喚師法術,而無需承受正常的奧術失敗率。和其他奧術施法者一樣,召喚師在穿戴中甲或重甲、或者使用盾牌時,如果他所施放的法術包含姿勢成分,便需要承受相應的奧術失敗率。召喚師在施放其他職業提供的奧術時,仍舊會如常承受奧術失敗率。
此能力取代俠客原本的武器和護甲擅長。
人格面具使1级时获得变形序列作為额外社交天赋,但他不能择选和受益于任何縮短切换身份的魔法或效果。当完成切换身份时,人格面具使的幻灵会同时出现在他的身旁。
变形序列(Transformation Sequence,Su)
效果:侠客依靠魔法的辅助来完成身份转变。这会比通常用时更短,但是会更加引人注目。他可以使用5轮来切换身份,如果他有快速变装,就可以用一个标准动作来变装,如果他有飞速变装就可以用一个迅捷动作来变装。但是这个转变会制造一个宏大的场面,包括了巨大的声响或音乐,七彩闪耀的能量匹练以及高速的运动。只有有能力施展法术或者类法术能力(不需要来自侠客职业)的侠客可以选择这个天赋。
一个使用魔法少女(magical child)变体的侠客可以在1级免费获得这个天赋。
人格面具(Ex):人格面具使獲得APG召喚師的幻灵职业特性。但有以下區別
1. 幻灵只能在俠客身份出现
2. 召喚師只能夠選擇1個額外的技能作為幻靈的本職技能,但幻靈獲得技能专攻作為额外专长。
3. 当處于俠客身份时,人格面具使獲得生命連結职业特性
本能力取代俠客之道,2級,6級,12級,18級和20級的俠客天賦。
法術:魔法少女可以如同召喚師APG一般施放奧術法術與戲法,她不需要事先準備即可施放任何她已知的法術(只要她仍然有足夠的法術位)。魔法少女可以從召喚師的法術列表中選擇法術(但她不能選擇任何影響幻靈的法術)。
魔法少女可以選擇的法術數量受到很大的限制,她在每個等級只能按照召喚師APG職業的表:召喚師已知法術來獲得一定數量的可知法術。本能力取代4級,8級,10級,14級和16級的俠客天賦。
寸步不離 Staunch Ally(Ex):在判斷魔法少女的驚愕現身,駭人現身,震撼現身和替天行道效果時,魔法少女的吉祥物夥伴可以視為魔法少女本身。
除了標準的社交天賦外,人格面具使可以額外選擇以下這些社交天賦。
额外人格面具:人格面具使能創造出新的幻靈來分別對應給別人看的「偽裝」。但是人格面具使每次仍然只能召喚一个幻靈。人格面具使每具有5個等級可以額外選取1次。
人格面具力量:当未召喚任何人格面具时,人格面具使獲得其中一个人格面具的技能專攻的好處。他能使用一分钟的时间替換提供加值的人格面具。
此能力調整了社交天賦。
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Shifter的問題從來都不是不夠強,只要有一定等級配上奇物和種族,全回合打6,7下完全不是問題
Shifter的主要問題是太僵硬,作為以Shift起名的職級,他的變型比不上只是作為副能力的德魯伊
甚至可以說是一個定死的BD,在4級前只有一個擬態的後果就是大部分人用來選擇恐爪龍或老虎(猛撲)
不應該因擬態而限死自然變身, 而是因擬態而在自然變身时獲得額外收益
而且一點都不魔幻, 網了有句很搞笑的評論「當你用奇美拉擬態想要混合熊擬態和貓頭鷹擬態成枭熊時, 現實只會給一隻有隱匿加值的熊。」
至于其他問題, 例如持續時間等已經在補丁解決了
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英靈(Spirit, Su):通靈者將自己的身軀作為英靈——來自遙遠的過去或是傳說的年代中強大存在的迴響——的現世容器。每天通靈者都可以通過一種稱為降靈(Seance)的奧秘祭儀呼喚一個英靈。降靈儀式需要一小時進行,並且通靈者必須專注於儀式。在降靈結束時,英靈將受通靈者之邀前來附身於他,作為他的本日英靈。英靈共有六種,來自六項不同主題的職階(Legend,見後)。降靈成功後,通靈者可以獲得該英靈的降靈獎勵(Seance Boons)和次級英靈之力(Spirit Power),持續24小時;在6級時,通靈者還會獲得英靈的中級英靈之力;在11級時,獲得英靈的高等英靈之力;在17級時,獲得該英靈的至高英靈之力。在降靈後的24小時,英靈將離開通靈者,使他可以進行另一次降靈祭儀。
通靈者也可以邀請自己的盟友加入降靈,即降靈會(Shared Seance),這些參加者也可以獲得特定的英靈之力的好處。任何可以與進行或參加降靈的角色保持身體接觸,且自願與英靈接觸的角色都視為參加了降靈會,但是和通靈者不同,其他參加降靈會的角色仍然可以自如行動而無需專注。只有智力值不低於3的生物才能參加降靈會。
除了它賦予通靈者的力量之外,被招來的英靈同時還會對通靈者造成心理影響。每次降靈成功以後,附身通靈者的英靈將對他造成1點共鳴(Influence)。如果通靈者失去這1點共鳴,他與英靈間的聯繫也會斷裂,並且上次降靈之後的24小時內無法進行一次新的降靈。當英靈離開通靈者且目前的這個24小時週期過後,該英靈對通靈者的共鳴重設為0。通靈者的其他一些能力會偶爾以增長共鳴為代價使用英靈的強大力量。
一旦通靈者從某一英靈處獲得了3點共鳴,他本人的意識就會和體內的英靈發生激盪和融合。這種精神衝突會導致通靈者在先攻檢定上承受-2減值,並且獲得特定英靈描述中所提出的懲罰。但是,因為英靈的強悍意志正在嘗試支配通靈者,他在對抗佔據(Possession)效果時獲得+4加值,在對抗影響心靈的效果時在豁免檢定上獲得+2加值。
如果通靈者與某一英靈之間的共鳴達到「3+魅力调整值(最少+1)」點時,那麼後者將支配通靈者,被徹底支配的通靈者將暫時成為被GM控制的NPC角色,直到第二天英靈離去他醒來為止。
雖然通靈者可以自由選擇召喚符合哪一種職階的英靈,但若然他在符合該英靈意境的區域中舉行儀式,共鳴上限+1。每一個英靈都有與自己的意志相鏈接的區域,但它們通常也願意在其他符合自己意境的地方現身,這些偏好區域的信息可以在後章每種英靈職階的需求中找到。
在降靈過程中,通靈者也可以選擇呼喚一個較弱的英靈前來,從而無需承受過多的共鳴。如果通靈者選擇這樣做,那麼他必須承受放棄一部分英靈之力作為代價(先放棄最強的英靈之力)。使用較弱的英靈時,每放棄一個英靈之力,通靈者就可以每天發動2次靈力奔湧能力而不承受任何共鳴增長。
英靈同調(Spirit Bonus,Su):當通靈者降靈了一個英靈以後,他可以在特定檢定和數據上獲得加值,具體加值類型取決於他召喚的英靈類型。在1級時,英靈之力的加值為+1,在4級和之後每提升4級時額外+1。
靈力奔湧(Spirit Surge,Su):當通靈者做出任何一個享有英靈同調加值的d20檢定且失敗後,他可以借助英靈的力量,以增加1點共鳴為代價為檢定結果增加1d6加值(不需要任何動作)。這個加值可能會使一個失敗的檢定獲得成功,但通靈者需要意識到自己這麼做才能使用這個能力,且每輪最多使用一次。在10級時,這個加值提升到1d8;在20級時,提升到1d10。
巫寫預言(Automatic Writing, Su):在3級時,每天1次,通靈者花費1個小時進行不間斷的沉思,在冥想期間,他的雙手寫出了一段段屬於未來的神秘片段。在1級時巫寫預言的效果相當於「占卜術」,不過有90%準確率。5級時候可以達到「預言術」的效果,其準確率一樣為90%。8級時這個能力可以帶來「通神術」的效果,只是不需要材料和法器。
靈魂行走(Spirit Walk, Su):10級時,每天1次,以一個標準動作,通靈者可以變成虛體和隱形狀態。當變成這種形態時,通靈者可以向任何方向移動,穿過任何物體,除了那些由力場組成的物體。處於這種形態時通靈者除了移動無法做其他動作。通靈者可以保持此狀態的輪數等於其通靈者等級,但通靈者可以通過一個標準動作提前結束此能力。15級時可以使用2次。
双重降靈(Trance of Three,Su):在15級時,以一個迅捷動作,通靈者可以以當前附身的英靈對自己增加1點共鳴作為代價,將另一個職階的英靈招來並獲得該英靈的中等英靈之力,持續相當於他的通靈者等級輪的時間。如果第二個英靈提供的英靈之力有使用次數限制,那麼通靈者必須記錄自己的使用次數,即使該英靈之後離去;如果他在一天之內再次召喚第二英靈,這些使用次數不會恢復。如果在此期間通靈者使用了任何會堆積迴響的能力,這些迴響全部計算在第一英靈而非第二英靈與他之間。通靈者不會獲得任何第二英靈的降靈獎勵,他可以以一個自由動作送離第二英靈。
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大法師 Archmage
次級英靈之力:大法師魔術(Archmage Arcana, Su):你並不使用你這個等級的通靈者的每日法術來施法,而是使用Mesmerist的每日法術數量。每當你降靈大法師時,你在每個法術環位上(包括0環)都獲得2個來自法師/術士法術列表的法術,視為它們在通靈者法術列表內,直到大法師英靈離去為止。當你施放這些法術時它們視為奧術魔法(但不能被用於滿足其他能力的先決條件)。
守護者 Guaridan
守護者英靈頑強而堅韌,可以提供完美的防禦與保衛。
英靈同調:每當你降靈守護者時,你在AC,體質檢定,強韌和反射豁免檢定上獲得加值
降靈獎勵:你的CMD+1,AC+1
偏好降靈區域:城牆,碉堡,大門,軍事要塞
共鳴懲罰:你過分的戒備任何事情,以至於顯得神經質和保守。你在傷害投骰上承受相當於你的英靈同調加值數量的減值,並且你必須防禦式戰鬥和防禦式施法。
禁忌:選擇下列禁忌之一:
- 你必須挺身而出保護其他人免於危險(甚至包括敗降的敵人,除非他們對你和盟友造成威脅)
- 你必須時刻保持自己的身體狀況處於頂點,任何時候你的生命值如果被降到一半以下,你視為打破禁忌
- 你必須安靜淡定,不能說話,不能使用有音波描述的能力和法術;如果你發怒,被驚嚇到驚懼或恐慌則視為打破禁忌
次級英靈之力:守護者堅盾(Guardian's Shield, Su):你獲得所有的護甲和盾牌擅長(包括塔盾)。你在对抗毒素、疫病、石化和诅咒效果的豁免獲得+1加值,以及有25%機率把重擊或偷襲轉化為普通攻擊,如同擁有次等護命附魔。
高等英靈之力:突進格擋(Sudden Block, Su):每當一個敵人的攻擊即將命中你或一個30尺之內的生物時,你能使用你的靈力奔湧骰增加受害目標的AC、強韌豁免或反射豁免,以至於有可能使攻擊失手。你不能處於措手不及狀態且必須意識到這次攻擊才能進行格擋,如果敵人攻擊失手而且在你的威脅范围里,那麼你可以有一個即時動作立刻以最高攻擊加值對他發動一次攻擊。
至高英靈之力:傳奇守護者(Legendary Guardian, Su):每天一次,你可以以一個即時動作忽略對你發動的單次攻擊,包括目標為你或是範圍包括你的法術效果。但是你無法保護其他生物。此外,你免疫毒素、疫病、石化和诅咒效果,以及有50%機率把重擊或偷襲轉化為普通攻擊,如同擁有中等護命附魔。
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詭術師 Trickster
降靈獎勵:選擇一個技能,你在此技能獲得1级,並且這個技能視為你的本職技能。若你已在此技能受訓並且已經為本職技能,则改為在此獲得+2加值。
https://www.reddit.com/r/Pathfinder_RPG/comments/6gmk9f/fixing_the_medium/
I personally like the idea of the Medium, but the class is pretty poorly made RAW. Influence is incredibly punishing (especially for your main ability), you're locked into one spirit for the whole day, the Guardian spirit is trash, Favored Location is stupidly limiting, and the bonus spells the different spirits gave in the playtest version got dropped. To fix the class I was aiming to put it in Tier 3, like the Alchemist, Bard, or Occultist. I borrowed some abilities from Occult Oracle Mystery. Here are the changes I've come up with, what do you think?
Medium
Change the Influence "cap" to 3+Charisma modifier. Example: if you have a 19 Charisma (+4 Cha mod), you won’t get penalties until 5 Influence and won't lose control of your character until you hit 7 Influence.
同意, 但该為3+魅力调整值(最少+1)
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No penalty to initiative for influence.
不同意,這點先攻加值換成對抗佔據效果時獲得+4加值,在對抗影響心靈的效果時在豁免檢定上獲得+2加值還是合理的。
Spirits: You can change the spirit you’re channeling throughout the day. At level 5 you can decrease the time it takes to channel a spirit from 1 hour to 30 minutes, then at lvl 10 it drops to 10 minutes.
不同意,換的吧那太IMBA了。
Get bonus spells based on which Spirit you're channeling. Each time you cast a bonus spell, you get +1 Influence. These bonus spells for each level are based on the spirit you’re channeling. Champion gives you Enlarge Person, True Strike, Jump, or Gravity Bow for levels 1-4, then Bull Strength, Force Sword, Stone Throwing, or Tremor Blast for levels 5-9, etc. (This needs to be fleshed out more.)
不同意,共鳴的用處已經夠用了,法術方面我更認為修改大法師和大祭司的次級英靈之力。
Favored Locations are NOT required to channel the spirit you want. However, if you do channel a spirit in their Favored Location, the Influence cap goes up by 1.
同意,十分合理。
Gain Automatic Writing at level 3, acts like the occult oracle revelation.
同意,制祟者可真TM太少用得上的地方,送一個能天天用上的没用能力,BEST MATCH。
Gain Spirit Walk at level 10, acts like the occult oracle revelation
同意,靈力奔湧本身就不是常駐能力,使用次數又少,不該佔用一級。
Gain Project Psyche at level 11, acts like the occult oracle revelation.
不同意,這級已經有英靈之力(高等)了。
Guardian Spirit
Seance Boon: +1 AC, +1 CMD, +1 Fort Save
同意
Guardian’s Shield: as is, also gives DR/- equal to ½ your level, minimum 1
不同意,DR/-在前期太強了,野蠻人也只有換掉堅毅狂暴者才在这么早期有DR/-
Absorb Blow: add 25% chance of negating a critical hit or sneak attack.
相反,我認為這能添加在Guardian’s Shield上。
Sudden Block: Can be shared with any ally within 30 ft.
同意,那有那麼多鄰接盟友。但不鄰接的話就不能反擊。
Legendary Guardian: as is, also immune to poison, disease, petrification, and curses. 50% chance of negating a critical hit or sneak attack.
同意,的確要一個常駐能力(統帥的无限共鳴,詭術師的无限高等變形術,勇士的兩個戰鬥專長等)
大法師和大祭司的已知法术量應同催眠師一樣
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化形者(Shifter)
無論是如獵鷹乘風而翔或是伏於臭潭伺機而動,化形者都是荒野真正的主人。他們既是德魯伊社環的忠誠守護者,也是兇猛的掠食者,化形者們可以化作大自然非凡威能和無拘狂野的形態,甚至將其合而為一。通過對德魯伊自然變身的訓練,他們成為了荒野的鮮活擬態。一開始,他們只能展現一陣次級擬態,不過隨著時間和練習他們能夠徹底轉變為更加強大的形態。
化形者職業為玩家提供了一種比施法者德魯伊更為偏向戰鬥的變形角色體驗。在每個新等級,化形者都會獲得令人驚喜的新力量,以此創建一個在戰鬥、探索和隱秘行動中不斷成長的新角色。
化形者們是德魯伊社環的守護者與自然的復仇者,但是化形者的魔法力量與他的德魯伊姐妹們(druidic kin,不太確定格拉利昂的德魯伊之間的身份關係 )截然不同。相比于向自然界祈禱法術或者與動物建成為夥伴,化形者們操縱著他們與生俱來的超自然力量集中在他們的變身形態上。他們的變形能力如荒野本身的奇觀一般五花八門,但無一例外有一部分源於自然界。有很多方法可以成為一個化形者;大多數的化形者是經由德魯伊社環培養,並通過啟蒙儀式解放他們的力量。但是,偶爾總會有那麼些人天生就有這種天賦,仿佛化形者的轉變之秘就深藏在他們的血液中。
對於那些傾向秩序與善良的來說,化形者的道路是沉思與理解之路,通過精神上與身體上對自然的模仿而與自然合一,對自然世界的興衰流轉獲得更深刻的靈性理解。而那些傾向于德魯伊哲學中混亂於邪惡教義的人,則用更激烈的手段尋找啟示。這些典型的急功近利的轉變,既殘忍又痛苦,以最悲慘的形式講述大自然的黑暗教訓。只有真正中立的化形者才能掌握最多的有關變形的秘密。
角色定位:化形者調諧于自然與野獸,他可以呼喚這些力量神秘地強化他自己。力量流轉於變身形態和戰鬥能力上,他可以通過變身戰勝困難和支援同伴或雇主。
陣營:任意中立
生命骰:D10
起始資金:3d6 x 10gp(平均105gp)
本職技能
化形者的本職技能包括:特技(敏捷),攀爬(力量),工藝(智力),飛行(敏捷),馴養動物(魅力),醫療(感知),知識[自然](智力),察覺(感知),專業(感知),騎術(敏捷),隱匿(敏捷),生存(感知),游泳(力量)
每級技能點數:4+智力調整值
表:化形者
等級
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
| 基本攻擊加值
+1 +2 +3 +4 +5 +6 /+1 +7 /+2 +8 /+3 +9 /+4 +10 /+5 +11 /+6 /+1 +12 /+7 /+2 +13 /+8 /+3 +14 /+9 /+4 +15 /+10 /+5 +16 /+11 /+6 /+1 +17 /+12 /+7 /+2 +18 /+13 /+8 /+3 +19 /+14 /+9 /+4 +20 /+15 /+10 /+5
| 強韌豁免
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
| 反射豁免
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
| 意志豁免
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
| 特殊能力
化形者擬態,化形者利爪,野性認同 防禦本能,追蹤 化形者利爪增強,穿林步 獎勵專長,防禦本能(+1),自然變身 第二擬態,無蹤步 化形者之怒 化形者利爪增強 獎勵專長,防禦本能(+2) 奇美拉擬態 第三擬態 化形者利爪增強 獎勵專長,防禦本能(+3) 千面萬相,快速變形 高等奇美拉擬態 第四擬態 獎勵專長,防禦本能(+4) 化形者利爪增強 不老身軀,即時變形 化形者利爪增強 獎勵專長,防禦本能(+5),終極擬態
|
職業特性
武器與防具擅長:化形者擅長木棒,匕首,飛鏢,木棍,彎刀,巨鐮,鐮刀,短矛,投石索和矛。他同時也擅長來自化形者利爪職業能力以及他由自然變身所展現的形態所具有的任何天生武器(爪抓,齧咬等等)。他同時也擅長來自化形者利爪職業能力以及他由自然變身所展現的形態所具有的任何天生武器(爪抓,齧咬等等)。化形者同樣擅長輕甲、中甲和盾牌(塔盾除外)。
獎勵語言(bonus languages):化形者的額外語言包括木族語——一種森林生物使用的語言和邪靈語——某些陰險的精類以及那些罕有人至的世外之地的居民們的語言,這些選擇是屬於人物因其種族而可獲得的額外語言之外的可選語言。
除此之外,成為1級化形者之後他還能使用德魯伊語——這種僅為德魯伊和化形者知曉的秘密語言。化形者皆可自動獲得此語言,且不佔用語言欄位元。化形者禁止將此種語言傳授給非德魯伊或非化形者。
化形者擬態(Shifter aspect,Su):1級起,化形者獲得他的第一種擬態——一種與他的肉體和靈魂產生超自然調諧的動物。他每天能進入他的擬態的次級形態(見28頁:擬態)的分鐘數為「5*化形者等級」,這些時間不需要連續,但是必須以1分鐘為使用單位。化形者可以在他的回合以迅捷動作進入次級形態,而終止這個效果是一個只能在他回合內作出的自由動作。在化形者達到9級獲得奇美拉擬態職業特性前,他一次只能展現一種次級形態。當使用奇美拉擬態和高等奇美拉擬態時,每個展現的擬態的次級形態都計算分鐘數(即同時使用2個擬態需每分鐘使用2個分鐘數)。進入新的擬態(或多個擬態,如使用奇美拉擬態或高等奇美拉擬態)將會終止當前已展現的全部次級形態。化形者擬態的次級形態不是變形效果(polymorph effects),化形者受變形效果影響期間不會失去次級形態帶來的好處。
隨著化形者等級提升,他獲得更多的擬態;化形者在5級獲得他的第二種擬態,10級時獲得第三種擬態,15級時獲得第四種擬態。擬態的詳述內容在本書28頁的相關章節。
化形者利爪(Shifter Claws,Su):以一個迅捷動作,處於天生形態(natural form)的化形者可以任意生長出他的利爪作為武器使用(原文沒說爪子收回去的內容)。化形者依靠自身的天賦才能以及對自然的感悟推動了這種神奇的轉變。每只手的爪抓攻擊都是主要天生武器,造成1d4(小體型1d3)點穿刺和揮砍傷害。如果他用一隻利爪發動攻擊的同時另一隻手持握(hold)武器,則此爪抓視為次要天生武器攻擊。
此外,在化形者在其天生形態(natural form)啟動化形者擬態期间,他能呈現出與他所選擇的擬態或相關的替換天生攻擊。每種替換的天生攻擊都會取代一個化形者利爪的爪抓攻擊。化形者可以以此方式獲得最多兩種不同的天生攻擊。這些替換的天生攻擊僅修改了化形者的天生武器類型,在其他方面完全如同化形者利爪職業特性。
隨著化形者等級的提升,他的利爪也成長的更為強大。
3級起,他的爪抓忽略DR/魔法、DR/寒鐵和DR/銀。
7級起,他的爪抓傷害提升至1d6(小體型1d4),並如同擁有幽冥(Ghost Touch)附魔。
11級起,他的爪抓傷害提升至1d8(小體型1d6),並在判斷是否克服傷害減免時視為與其陣營相同的攻擊(若是絕對中立,在此能力上他能選擇任何陣營)。
17級起,他的爪抓傷害提升至1d10(小體型1d8)。並在穿透傷害減免或對抗物品硬度時視為精金武器。
最後,19級時,傷害不再提升,但是重擊倍率提升為X3,並且他的爪抓能忽略DR/-。
當化形者使用自然變身展現出他的擬態中的專攻形態時,他的天生武器也會獲得化形者利爪能力賦予除基本傷害改變外的好處。如果他從自然變身形態獲得了爪抓攻擊,他可以在他的化形者利爪的基本傷害或者自然變身形態的爪抓傷害,兩者取其高。若他的自然變身形態沒有爪抓攻擊,則他可以選擇至多兩個傷害低於化形者利爪傷害的天生武器,使之造成與化形者利爪相同的傷害作為替代。
野性認同(Wild Empathy,Ex):化形者能夠提高動物的起始態度。此能力如同使用交涉檢定來提高一個人的態度一般(見《開拓者核心規則書》pg. 93)。化形者投擲1d20再加上他的化形者等級與他的魅力調整值,以此來確定野性認同檢定的結果。通常來說,家養動物的起始態度為冷漠(indifferent),野生動物的起始態度為不友善(unfriendly)。要使用野性認同,一般情況下化形者和動物相互間的距離不得超過30尺。通常以此方式影響動物需要1分鐘,但是如同交涉影響普通人一般,實際花費的時間可能更長或更短。
化形者還能夠使用此能力影響智力屬性為1或2的魔法獸,但是會在檢定中承受-4減值。
防禦本能(Defensive Instinct,Ex):2級時,當不穿甲、沒有使用盾牌、沒有過度負重、且而保持意識時(conscious),化形者將其感知調整值(如果有)加在他的AC與CMD上。如果他穿著非金屬護甲或者使用非金屬盾牌時,他則將其一半的感知調整值加在他的AC與CMD上(最小為0)。另外,4級起和之後每4級,化形者的此AC與CMD加值額外+1(直到20級最大+5)。
這些加值在化形者對抗接觸攻擊或者措手不及時依然起效。當他無法動作或者無助時他將失去此加值。這些加值不與武僧的AC加值職業能力疊加。
追蹤(Track,Ex):2級起,化形者能夠將他等級的一半加到跟蹤的生存檢定中。
穿林步(Woodland Stride,Ex):3級起,化形者可以以正常速度通過任何種類的矮樹叢(例如自然的荊棘、石楠、茂密的灌木叢,以及其他類似地形),並且不會受到傷害或者其他懲罰。但是被魔法強化的、或使用魔法手段特意用來阻礙行動的此類地形還是會阻礙化形者的行動。
獎勵專長(Bonus Feats,Ex):4級起及之後每4級,化形者獲得獨立於角色升級時獲得的獎勵專長。這些專長必須是戰鬥專長或擁有自然變身作為先決條件的專長。
自然變身(Wild Shape,Su):4級起,化形者獲得變身成專攻形態並且再變回來的能力。此能力如同野獸形態II(beast shape II)法術,但有下列幾點不同:
化形者能變身成任何野獸形態II(beast shape II)法術範圍中的動物,但只會在變身成他擁有的擬態的動物時才獲得專攻形態的好處。
通過自然變身變形是一個不會引起借機攻擊的標準動作。
通常而言從一種擬態的專攻形態獲得的能力遠超野獸形態II(beast shape II)法術的正常效果。每個專攻形態都列出了化形者會在相應等級獲得的新能力;他獲得這些能力以取代野獸形態II(beast shape II)法術的正常效果,但他仍會獲得基於體型部分的能力。
限於只能發出未經訓練的普通動物的叫聲,化形者在動物形態時失去說話能力,但可以和他對應形態的動物同類交流。此外他可以用非語言的方式和盟友交流。
化形者每次能使用自然變身的小時數等同「其化形者等級+其感知調整值」。此時間不需要連續,但是必須以1小時為使用單位。對於基於「使用自然變身的次數」的能力中,每個小時視為1次使用次數。
化形者可以選擇需要自然變身作為前提條件的專長和其他能力,並以化形者等級作為有效的德魯伊等級。
無蹤步(Trackless Step,Ex):5級起,化形者在自然地形上不會留下足跡,也無法被追跡,但也可以選擇要留下足跡。
化形者之怒(Shifter’s Fury,Ex):6級起,化形者獲得以同一天生武器使出狂野連擊的能力。化形者能選擇單一天生武器來進行全回合攻擊,以取代以所有天生武器進行攻擊,如此獲得如同人造武器般-5AB的第2次攻擊。當他以此方式進行攻擊時,他的其他天生武器視為次要天生武器而且無法獲得化形者利爪能力的好處。11級起,他獲得-10AB的第3次攻擊。16級起,他獲得-15AB的第4次攻擊。
奇美拉擬態(Chimeric Aspect,Su):9級起,當化形者使用他的化形者擬態能力採取次級形態時,他能選擇兩種擬態並同時展現兩者的次級形態。
千面萬相(A Thousand Faces,Su):13級起,化形者獲得任意改變相貌的能力,如同變身術(Alter Self)法術,但使用時必須是其正常型態。
快速變形(Speed Shift,Ex):13級起,每天3次,以一個不引起借機攻擊的移動動作,化形者能使用其自然變身職業特性。
高等奇美拉擬態(Greater Chimeric Aspect,Su):14級起,當化形者使用他的化形者擬態能力採取次級形態,他能選擇至多三種擬態並同時展現三者的次級形態。
不老身軀(Timeless Body,Ex):18級起,化形者不再因為年老而造成屬性減值,也不會因魔法效果而老化。但之前的屬性減值仍然存在。屬性加值仍可累計,且化形者也仍會因壽命耗盡而死去。
即時變形(Instant Shift,Ex):18級起,每天1次,以一個不引起借機攻擊的即時動作,化形者能使用其自然變身職業特性。
終極擬態(final aspect,Su):20級起,化形者獲得了他的第五種擬態,當他使用化形者擬態時,他可以展現他全部擬態的次級形態,而且他能任意使用他的專攻形態和次級形態。
前化形者(Ex-Shifter)
不再敬愛大自然、轉成禁止陣營的化形者,或將德魯伊語傳給非德魯伊和化形者者,將失去他的所有超自然能力。並且無法再提升化形者職業等級,直到他贖罪為止(見贖罪術(Atonement)說明)。
使用德魯伊語
在教導和學習德魯伊語的目的時,化形者被視為是德魯伊──語言上的細微差別有助於教導這兩種職業的角色去使用和控制他們的能力。雖然一些稀有的德魯伊社環可能會因為教義而驅逐化形者,而一些古怪反常的化形者可能會將德魯伊視為競爭對手甚至是敵人,所有的化形者都被假定為會講德魯伊語。
化形者天賦職業獎勵
貓族(出自《荒野起源》):使用〖化形者利爪〗能力時造成的傷害+1/4。
吸血裔(出自《荒野起源》):針對蝙蝠、老鼠和狼提升態度的〖野性認同〗檢定+1加值。
卓爾(出自《荒野起源》):攀爬檢定+1/2加值。
矮人:影響通常會在地下境界遭遇的動物和魔法獸的〖野性認同〗檢定+1/2加值。
精靈:化形者的基本速度+1尺。化形者在獲得該獎勵5次(或者以5為單位的倍數)之前不在戰鬥中生效。此獎勵只在化形者未穿著護甲時生效。
伽瑟蘭(出自《荒野起源》):有關於植物和飛行動物的智識[自然]檢定+1加值。
蒿蘭人:使用〖自然變身〗呈現專攻形態時,天生護甲加值+1/5。
侏儒:獲得1點酸蝕,寒冷,閃電或者火焰的能量抗力。
樹蛙人(出自《荒野起源》):跟蹤的生存檢定+1加值。
半精靈:生存檢定+1/2。
半獸人: 〖化形者利爪〗的重擊確認檢定+1/3(最高+5)。此加值不與重擊專攻專長疊加。
半身人:對抗大型或更大的生物時,〖防禦本能〗的AC加值+1/4。
人類: 每日化形者能展現其〖次級形態〗的分鐘數+1。
狐妖(出自《野獸血脈》):獲得1/6魔性之尾ARG專長。
狐妖(出自《荒野起源》):每日化形者能展現其〖次級形態〗的分鐘數+1。
狗頭人(出自《荒野起源》):處於化形者〖次級形態〗或〖專攻形態〗時的隱匿檢定+1/2加值。
獸人(出自《荒野起源》):使用〖化形者利爪〗能力時造成的傷害+1/4。
鼠族(出自《荒野起源》):影響生活在地下的動物和魔法獸的〖野性認同〗檢定+1加值。
魔裔(出自《荒野起源》):針對煉獄生物提升態度的〖野性認同〗檢定+1加值。
水元素裔(出自《荒野起源》):影響生擁有水棲亞種的動物和魔法獸的〖野性認同〗檢定+1加值。
靈猴族(出自《荒野起源》):跳躍的特技檢定和〖野性認同〗檢定+1/2加值。
藤曼萊西(出自《荒野起源》):有關於植物的智識[自然]檢定+1加值。
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https://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/savant/
Savant
杂种职业
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超能儀(Omnitrix)
靈光:刺目變化系和防護系
CL:30
位置:腕部
重量:0.5磅
超能儀是一個便攜式多層位面遺傳數據庫,允許穿戴者任意改變他的DNA並變形成各式各樣的物種,使用他們的獨特能力。傳說中,超能儀被創造的目的是懺悔創造者以前創造的一件毀滅性武器,通過允許其他人體驗不同物種的生活方式來促進物種間的了解。而且它作為成千上萬智慧物種的DNA儲存庫,保障任何已收編物種免受徹底滅絕,在必須時使用超能儀重振他們。然而對於多層位面中的大部分生物,這只不過是又一件武器…
在無主狀態時是一個小巧的腕带,上面有個圓形的錶面,裡面是一個沙漏標記,散發着微弱的灰光。不是任何人都有資格使用超能儀,但判斷方式只有創造者知道。若合格的穿戴者带上,超能儀的錶面會亮起藍光表示開始進行綁定,1分鐘後沙漏標記將永遠轉換成綠色,表示綁定成功。
一旦穿戴,超能儀不能通過正常手段脫下或解除綁定,除非通過DC 40的智力檢定或使用創造它的工具並通過DC 20的智力檢定。若檢定失敗,嘗試者則受到30d4的力場傷害並被推離同等距離(DC30 反射減半)。其他針對脫下它而研發的法術和工具也能降低智力檢定的DC(最少為DC 30)。即使超能儀以非正常手段脫離穿戴者(例如穿戴者被斷手甚至被分解),超能儀依然會處於綁定狀態,但所需智力檢定的DC-5。
穿戴者獲得巧言術(Tongues)作為常駐類法術能力。
可收集目標生物有下列條件限制:
——目標生物不能是獨特生物
——目標生物的智力必須最少為3(除非GM決定,不包括模板影響)
——被接觸或成功通過近戰接觸檢定才能收集生物的數據。若此生物擁有任何先天或後天模板,你有50%機會收集失敗。收集後的分析需要1分鐘時間,期間超能儀的錶面會亮起黃光並且無視你的操作。除非GM決定,收集生物的數據不擁有任何模板。
——目標生物必須沒有死亡
以標準動作,你能啟動超能儀進行變形成目標生物,超能儀的錶面會亮起綠光並向你注入目標生物的DNA。你只能變形成任何已儲存數據的生物,雖然你能收集並儲存任何HD骰數的生物,但你只能變成HD骰最多等同你的HD骰1.5倍的生物(最多為30HD)。
你的屬性值向着目標生物靠攏,你的生理屬性(力量、敏捷和體質)最多獲得+8體型加值,最多承受-4減值,你的心靈屬性(智力、感知、魅力)最多獲得+4體型加值,最多承受-2減值,以及AC最多獲得+8天生護甲加值。
每次變形持續時間為10分鐘,在持續時間結束前1輪將響起提醒。每輪1次,只要你能操作超能儀,你能以自由動作改變自身形態1次。此改變只能在你回合開始時或結束後進行。每次改變形態將減少持續時間1d2-1分鐘。
當變形結束後,超能儀的錶面會亮起紅光並在接下來5分鐘不能安全使用。
若變形成沒有腕部奇物位置的生物時,超能儀會轉移至身體其他合適的部位。變形成功後超能儀會顯示在時上層,包括在轉變後的裝備之上。超能儀可以用一般的方法掩蓋,但即使是魔法變形也無法隱藏它(隱形或類似的效果可以讓它暫時消失)。
此能力在其他方面按照變形子學派生效,除了下列區別:
——此變形為特異能力(Ex)
——在變形期間,目標生物的類型和亞種會取代你的生物類型和亞種,但是你不會獲得跨位面亞種(除非你本來已經擁有),也不影響你已經使用的道具。
——你獲得目標生物的所有特異能力、天生能力和超自然能力,包括免疫、抗力和弱點。
——若目標生物是一個0HD種族的生物,你獲得種族關聯的所有標準種族特性作為代替,除非你收集的目標使用種族亞種(Racial Subtypes)替換。
——除非特別不適合(由GM決定),你的裝備會轉變為在你的新形態下生效所需的狀態,而且會統一色系。
若超能儀被指定為攻擊目標並成功造成傷害,按照下列表格進行檢定,以判斷後果,此判斷每輪只觸發一次:
%d | 後果 |
1-50 | 沒事發生 |
51-70 | 變形持續時間增加1d10分鐘而且不能改變形態 |
71-90 | 變形持續時間減少1d10分鐘,若持續時間減為少至0或以下則強制解除變形 |
91-95 | 每1d10輪隨機變形成另一個生物,持續1分鐘 |
96-100 | 變形持續時間提升至永久而且不能改變形態,其間不須要再次進行此判斷,此時超能儀錶面會亮起紫光,表示出現故障, 嘗試者需要消耗1分鐘並且通過DC 30的使用魔法裝置檢定來解除故障,解除故障後強制解除變形 |
若穿戴者陷入昏迷或受到單次攻擊造成至少等同你總HP一半的傷害(至少50點)而且未成功通過DC 15的強韌豁免,將強制解除變形。
除了變形外,超能儀能修復已收集生物的基因損傷,解除生物的任何後天模板,除非該模板是在生物死亡後獲得(例如骷髅模版)。若目標為非自願目標,他能通過DC 20的強韌豁免和意志豁免以避免模板被解除。
由GM決定,過於頻繁使用或進行危險操作可能產生意想不到的效果,例如強制長時間變形持續時間超過10分鐘而且穿戴者不能改變形態也不能解除。此時超能儀錶面會亮起紫光,表示出現故障。
摧毀:穿戴者或創造者能通過命令啟動自毀模式,但此命令只能靠猜測或從創造者得知,沒有其他任何手段可以知道啟動自毀模式的命令。此時超能儀錶面會亮起橙光並在一分鐘失去所有效果,變成黑色而且不再亮光。
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操作者(Operator)
支配是心靈控制,使目標的心靈受控制使之執行施法者的命令。因此,施法者並不直接控制目標的身體。目標被支配的心靈僅僅盡其所知和其經驗去執行施法者的要求。
精湛騙術(Consummate Liar):操作者的所有唬騙檢定、隱匿检定和跟作崇之力相關的技能检定獲得等同其催眠師等級1/2的加值(最低為1)。
此能力調整了精湛騙術。
手動控制(Manual Control, Su):2级时,以一个标準动作,操作者能嘗試佔據一个其天生觸及范围里的生物,这是一个影响心灵的佔據效果,DC=10+1/2操作者+等級+其魅力調整值。手動控制有2种:秘密控制和主動控制,操作者在嘗試佔據同时选择使用那种,若操作者成功佔據,他的身体和生命力會融入並占据宿主的身体。手動控制會以宿主的CR決定持續时间,如表:手動控制持續时间(在判斷生物例如动物伙伴、魔宠、幻靈等生物時,將其CR视為其HD-2)。
表:手動控制持續时间
CR
>等级+5 等级+2至+5 等级-4至+1 <等级-4
| 主動控制持续时间
1轮/等级(每轮能以自由动作嘗試结束手動控制) 1轮/等级 1分钟/等级 10分钟/等级
| 非自願的秘密控制持续时间
1分钟/等级 10分钟/等级 1小时/等级 1天/等级
| 自願的秘密控制持续时间
1小时/等级 1小时/等级 8小时/等级 1天/等级
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秘密控制(Secret Control):秘密控制不會给予操作者对被佔據生物(宿主)的操控权,此能力如同駕行佔據術(Riding Possession)法術,但你能以心靈感應跟宿主溝通(若宿主之前未注意到他已被佔據將讓宿主獲得一次額外豁免檢定机会)。嘗試秘密控制非自願目标消耗1次催眠師詭計。
当宿主陷入畏縮、震懾或失去意識时,操作者能在此期间如同主动控制般操控宿主的身体。当成功秘密控制时,若宿主未注意到操作者,他能嘗試進行一个隱匿检定对抗目标生物的察覺检定。若成功通過對抗檢定,该生物则不會注意到他的意志豁免檢定失败或他已經被秘密控制。
主動控制(Active Control):主動控制涉及操控被佔據生物(宿主)。嘗試主動控制需要消耗1次催眠師詭計。此能力如同佔據術(Possession)法術,但除了上述區別外,宿主仍然能進行純粹的精神能力行動,當被操作者迫使作出違反其天性的行动时,他獲得一次額外豁免檢定机会以提早结束手動控制,但此额外豁免每轮不多于1次。操作者不能迫使宿主作出明顯的自殺行為。
以一个移动动作,操作者能在主動控制和秘密控制之间转变。非自願生物能嘗試一个豁免檢定以阻止。秘密控制期间消耗的每个时间单元(通常為分钟级或小时级)將按单元減少主動控制的持續时间(通常為分钟级或轮级),反之亦然。
若操作者佔據的由于hp減少而失去意識的生物,操作者能保持清醒並带動身体行动,但陷入恍惚。宿主的身体仍需要以其正常调整值進行傷勢穩定检定,否則如常遭受hp流失。当佔據失去意識的生物时,喚醒该生物的效果不会结束佔據,但是被佔據的生物醒来时能嘗試一个豁免来结束手動控制。
以一个自由动作或即时动作,操作者总能提早结束手動控制,出现在由操作者选择的鄰接的空格里(若所有鄰接的空格已被占用则出现在最接近的可用空格)。作為结束手動控制的一部分,操作者能选择消耗1轮幽魂形態(詳情如下)以正在生效此能力的形态重新出现。若宿主的身体被杀或被驅逐,手動控制结束而且操作者陷入畏縮1轮,不能作為结束手動控制的一部分以自由动作啟动幽魂形態。
当佔據自願宿主时,縛靈能以自由动作通过正常时间增加此持續时间,如常消耗所需的任何催眠師詭計的次數。
影響心灵的效果仅作用于掌控身体的意識;若操作者沒有控制宿主,那他则不是目标。作用于操作者的影響心灵效果在手動控制结束后仍然影響着他而非影響前宿主。操作者不会从宿主擁有的任何免疫心灵效果中獲得好處。若操作者保持專注的法术或效果需因宿主的身体承受的效果影響進行專注检定。改变或增益操作者肉体的效果在手動控制其间將被压制但不会消耗其持續时间,例如护甲、盾牌、变形效果、疾病、毒素等等。针对被佔據身体的效果,例如HP伤害、疾病、治療或毒素影響被佔據身体而不会转移至操作者,除非它能影響佔據中的生物。
宿主衍生自心灵属性的能力和效果不受手動控制改变。例如擁有較高魅力的操作者不会增加他佔據的僵屍的HP,被佔據的寧芙不会改变其AC的偏斜加值。
成功过通豁免以抵抗或结束手動控制將使该操作者在24小时里再次嘗試佔據该生物时使用催眠師詭計次數+1。此消耗增加為累计制,但在成功佔據后重置。除非另有说明,生物注意到失败的佔據嘗試,感受到敌意的力量但不会獲得其他資訊。
此能力取代2級獲得的催眠師詭計。
幽魂形態(Ghost Form, Su):3級時,每天等同其職業等級+其魅力調整值的輪數,操作者能獲得虛體亞種,但有以下調整:
操作者受到來源于非魔法武器的一半傷害。
操作者在縛靈形態時不能作出武器或天生武器攻擊,除非他使用擁有[幽冥]附魔的武器。
不造成傷害而且來源于實體的效果在影響操作者時有20%機率失效而非正常的50%。力場效果不受此失效機率影響。
操作者保留所有不超過其最大負重的已穿戴裝備,以至任何給予長效效果的魔法物品的好處,但不從物理護甲或盾牌中獲得好處。
操作者使用正常移動速度(將穿越固態物品視作陸地移動)。
當不處于固態或液態中時,操作者將緩慢下降而且能以30尺速度(機動性完美)滑翔(glide),但每滑翔5尺就降落1尺(除非他擁有飛行速度)。
啓動此能力是移動動作而結束是自由動作。他在背負超越其最大負重時不能啓動此能力。當操作者在固態物品時變回實體,他會立即被彈出到最近的開放空間,每穿過5尺距離承受1d6點傷害。
此能力取代接觸療法。
作崇之力(Haunt Power):3级起,操作者能选择1种作崇之力以取代选择催眠師詭計。除非额外注明,每种作崇只能选择1次。若作崇需要豁免检定,DC=10+1/2操作者等级+其魅力調整值。除非额外注明,所有作崇之力视作超自然能力。
同調(synchronize, Su):
5级时,操作者在獲得使用被佔據生物的种族額外专长、种族技能调整值、武器和防具擅長。
9级时,操作者知曉被佔據生物的特異能力而且能如该生物一样正常啟动它们。
13级时,操作者知曉被佔據生物的超自然能力而且能如该生物一样正常啟动它们。
17级时,操作者知曉被佔據生物的类法术能力而且能如该生物一样正常啟动它们。
此能力取代多重詭計。
逐漸消失(Wear Off):5級起和之後的每5級,操作者獲得每天额外2轮幽魂形態能力或1次催眠師詭計能力。
此能力取代心智潛能。
恶意附身(Malevolent Possession):11級起,操作者獲得隱藏者作為額外专长,若他已擁有該专长,則獲得操控者作為代替,若他已擁有該专长,則獲得竊心者作為代替。
此能力取代從容妄言。
完美融合(Perfect Fusion):20級起,操作者獲得使用被佔據生物的任何专长、法术和技能等級,但必需支付基于法术环位:1环:1环;2-3环:2环;4环:3环;5-6环:4环;7环:5环;8-9环:6环。戲法和禱念在使用时不会消耗。若專長有每日使用次數限制,操作者的使用次數會同時計入兩者的專長每日使用次數限制中,若其中一方没有剩餘次數則不能次數。若主动使用的專長需要职业能力的配合,按被佔據生物的职业等級判斷並且視作仍有1次的每日使用次數。
此能力取代精神支配。
作崇之力(Wraith Haunts)
吞噬宿主(Consume Host):当佔據一个活物时,以一个移动动作,操作者能消耗1次催眠師詭計对宿主造成每2个职业等级1d6点伤害。成功通过強韌豁免则伤害減半。操作者獲得等同伤害量的治療量。成功通过豁免对抗此能力的生物在附身术期间免疫此能力。
相位深透(Deep Phase):当處于幽魂形態时,以一个移动动作,操作者能消耗2輪幽魂形態全穿越一個比它自身空間更大的物體。操作者能以其移速穿越固体物质。若操作者没有在能佔有的空间中结束移动,他被迫退回他的起点並每穿越過5尺距離承受1d6點傷害。
迷離控制(Disorienting Control):当操作者结束主动控制时,他能迫使被佔據的生物嘗試通过強韌豁免否则变得反胃「縛靈的施法属性调整值」轮。成功通过強韌豁免则只会惡心1轮。
掌控構裝體(Dominate Construct):操作者能佔據構裝體生物類型的生物,无视基于种族的免疫影響心灵效果。
掌控泥怪(Dominate Ooze):操作者能佔據泥形生物類型的生物,无视基于种族的免疫影響心灵效果。
掌控植物(Dominate Plant):操作者能佔據植物生物類型的生物,无视基于种族的免疫影響心灵效果。
掌控不死生物(Dominate Undead):操作者能佔據不死生物類型的生物,无视基于种族的免疫影響心灵效果。
掌控蟲類(Dominate Vermin):操作者能佔據蟲類生物類型的生物,无视基于种族的免疫影響心灵效果。
额外虛化(Extra Incorporeality):操作者獲得每天额外4轮幽魂形態能力。此作崇之力能选择多于1次;額外轮數可叠加。
强制幽魂形態(Forced Ghost Form)(需求:共享幽魂形態):操作者能针对非自願的目标以近战接觸攻击使用共享幽魂形態。成功通过意志豁免则无效。非自願的目标不能选择结束此效果,但是操作者能如常结束它。每轮以一个整轮动作,目标生物能嘗試一个新意志豁免来结束此效果。此作崇之力能选择第二次,让操作者以近距距離(25尺+每2职业等级5尺)的远程接觸攻击使用此能力。
鬼影幢幢(Ghostly Fade):当處于幽魂形態时,操作者能以一个自由动作或即使动作獲得隱蔽(concealment)直至他下一回合的开始。在4级和之后每4级,此隱蔽持續额外1轮。
幽靈滑翔(Ghost Glide)(需求:操作者7级):当處于幽魂形態时,操作者獲得等同于其基礎移速的飞行速度。
精通幽靈滑翔(Ghost Glide, Improved)(需求:操作者11级):即使不處于幽魂形態,操作者仍然獲得幽靈滑翔给予的飞行速度,但是机动性下降至一般。
高等佔據術(Greater Possession)(需求:操作者14级):操作者的手動控制能力能佔據靈魂本身便是自己身體的生物,例如虛體不死生物和非本地異界生物等。當宿主的身体被杀或被驅逐,操作者也不會陷入畏縮。
隐藏附身者(Hidden Possessor):没有意识到操作者存在或不把他视作敌对生物的生物在对抗他的附身术能力时豁免承受-2罰值。
隱于空氣(Into Thin Air):以一个即时动作,操作者能消耗額外3輪幽魂形態啟动其幽魂形態。若操作者擁有鬼影幢幢作崇之力,他能以即时动作的一部分同时啟用。
長效控制(Lengthened Control):当操作者成功使用其附身术能力时,他能以自由动作消耗1次催眠師詭計以在判斷附身术的持續时间时將生物視為按表:附身术持續时间低1層級的CR。若生物的CR低於「<等级-4」,该主动控制的持續时间由10分钟级提升至1小时级,或秘密控制的持續时间提升至无限(每24小时獲得新的豁免机会)。
殘留虛化(Lingering Incorporeality):当操作者结束其幽魂形態时,他能选择保持于幽魂形態额外2轮而无需消耗每天轮數。若操作者在幽魂形態时啟动其附身术能力,他在附身术结束时若仍在此时间內则自动回復到幽魂形態。
悲嘆呻吟(Moan):以一个标準动物,操作者能發出怪異的嗚咽声,操作者能嘗試一个威吓检定来对30尺以內的所有敌意生物進行挫敗士氣。
物體馭行(Object Ride):操作者能消耗1次催眠師詭計以秘密控制一个物品1小时/等级。目标物品獲得進行意志豁免的机会。此物品不能小于超小型和大于超大型。10级时,物品最小体型下降至微型和最大体型提升至巨型。操作者在佔據物品时保留其正常感官。
此外,操作者能指定正常限制中的单一物品成為其收容所(refuge)。秘密控制此收容所不消耗催眠師詭計。指定物品成為收容所需要1小时的仪式。指定新物品引致前任收容所失去收容所的功能。操作者處于其收容所时能如常说话。
軍械之灵(Possess Armaments):(需求:物體馭行):当佔據武器、盾牌或一套盔甲时,在佔據期间,操作者能给予它+1增強加值,每5CL提升1點,跟該裝備本身的增強加值疊加。若合共增強加值多於+5,+5之後的增強加值能韓換成等效加值的特殊附魔。若你佔據敵人的武器,秘密控制持續時間降至1轮/等级而且不给予增強加值,但該武器不能使用而且持用者必須成功通過反射豁免檢定,否則因爭奪武器的控制而失去所有動作。若你佔據敵人的防具,秘密控制持續時間降至1轮/等级而且不给予增強加值,但敵人陷入糾纏而且必須成功通過反射豁免檢定,否則還會陷入反胃。
远程附身术(Ranged Possession):操作者能嘗試佔據在近距距離(25尺+每2职业等级5尺)的有效目标。
反應性附身术(Reactive Possession):(需求:軍械之灵):当操作者受到人造武器造成的伤害时,他能以一个即时动作嘗試佔據该武器,如常消耗催眠師詭計。
共享幽魂形態(Share Ghost Form):以一个标準动作,操作者能接觸一个自願生物並给予他们其幽魂形態的好處和操作者已擁有的作崇之力的调整(例如殘留虛化)。该生物或操作者能以一个自由动作i结束此效果。被接觸的生物消耗操作者的幽魂形態轮數。操作者能以一个自由动作结束此效果。
思想竊取(Steal Thoughts):操作者能直觀地意識到什么行為是違反其宿主的天性。当佔據生物时,操作者能以一个标準动作消耗1次催眠師詭計以读取其思维,讓操作者用它的技能调整值嘗試進行单一知识检定(即使先前操作者在同一检定中用自身的调整值时失败)或收到該生物會知道的单一問題的答案(例如「我的鑰匙放哪?」或「我母亲的女僕叫什么?」)。
一个成功的意志豁免无效此效果。生物將意識他成功通过此豁免,感知到操作者的精神探索,但非所寻求資訊的细节。若操作者不能重試知识检定,他们不能对同一生物再次重試知识检定。
縛靈之刃(Wraith’s Blade):以一个迅捷动作,操作者能消耗2輪幽魂形態以他回合结束前转化其所有攻击成虛体接觸攻击(如同接觸攻击,但針对虛体接觸攻击的效果如常生效)。此能力還能讓處于幽魂形態时攻击实体目标。
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多面手召喚師(Many-sided Summoner)
雖然每次你仍只能召喚一位幻靈,但你能創造更多的幻靈以面對不同情況。你能選擇減少3次召喚怪物來創造另一個模版。當異界型態耗費進化點時,所有的進化池都減少同等數值。若你的召喚怪物次數為0,則不視作擁有召喚怪物職業能力。
你能暫時召喚出另一個未使用的幻靈,此能力如同幻靈召喚術(Summon Eidolon),但施法時間為標準動作而且幻靈只存在1輪/等級。此幻靈不與你的職業能力聯動,例如你不能用生命連結能將生命力傳給幻靈、不能用連覺分享感知、不繼算在幻靈護體中等等。6級時,這項能力每天可以使用1次,此後的每4級再增加1次使用次數。
此能力取代主宰呼喚。
8級時,你能以1輪時間施放XXXX,如此召喚出來的幻靈存在1分鐘/等級。
此能力取代位置轉換。
你能一直保持2位幻靈的存在,但只能與其中一位保持魔法連繫,不過兩者都受到普通幻靈的生命連結距離限制、可以如常觸碰或攻擊那些有『防護邪惡』或類似阻止召喚生物接觸的法術效果的生物、不能藉由『解除魔法』被送回、若幻靈因為生命損傷而被送回原屬位面的話接下來的一天內將不能召喚它。只有其中一位能與你的職業能力聯動,你能消耗1分鐘改變聯動的對象。你能用XXXX召喚第三位幻靈。
此能力取代融合型態。
20級時,除了一般的幻靈雙生能力外,你還能以XXXX召喚任何未使用的幻靈,總存在數量沒有限制。
此能力改變幻靈雙生。
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本職技能:聖僧失去估價(智力),知識(奧秘,智力),知識(貴族,智力),知識(位面,智力),語言學(智力)作為本職技能,並獲得特技(敏捷),攀爬(力量),威嚇(魅力),察覺(感知),游泳(力量)作為本職技能。
此能力調整牧師的本職技能。
護甲擅長:聖僧不擅長任何類型的護甲和盾牌。當他穿甲、持盾、中載或重載時,聖僧會失去AC加值和疾風連擊能力。
此能力取代牧師的護甲擅長。
AC加值(AC Bonus, Ex):聖僧獲得AC加值特性,如同武僧UCH的同名職業能力,將其牧師等級作為等效武僧等級。
聖祝武藝(Blessed Martial Arts):聖僧致力於展現神在非魔法方面的威能,聖僧獲得下列能力,除非另有說明,以下列能力為先決條件和效果時將其牧師等級作為等效武僧等級:
徒手擊打(Unarmed Strike, Ex):1級時,聖僧獲得徒手擊打特性,如同武僧UCH的同名職業能力。
疾風連擊(Flurry of Blows, Ex):1級時,聖僧可以用全力攻擊動作發動疾風連擊。發動疾風連擊時,他可以最高BAB進行一次額外攻擊。該次額外攻擊可與加速術或類似效果提供的額外攻擊次數疊加。聖僧只能使用徒手擊打或神祇偏好武器來使出疾風連擊。在持用多把武器進行疾風連擊時,他無需承受雙武器減值或多武器減值,但他亦無法在獲得疾風連擊所給予額外攻擊後,再獲得任何額外攻擊(他依然可以因高BAB、本能力、加速術或類似效果而獲得額外攻擊次數)。
11級時,聖僧在發動疾風連擊時可以再獲得1次以最高BAB進行的額外攻擊。該次攻擊與本能力1級時獲得的額外攻擊、加速術或類似效果提供的額外攻擊次數疊加。
此外,聖僧能在學習聖戰連擊專長以及任何以它為先決條件的專長時,視為擁有引導能量職業特性和武器專攻(神祇的偏好近戰武器)專長。
氣池(Ki Pool,Su):6級時,聖僧獲得一個氣池,如同武僧UCH的同名職業能力。將其牧師等級-3作為等效武僧等級來決定氣池的大小以及對他的徒手擊打能力造成的影響。13級時,在穿透傷害減免時,聖僧選擇1個同樣屬於他和其神祇的陣營,他的徒手擊打視為該陣營的武器,而非秩序武器。
絕學(Ki Powers,Su):8級時和之後每4級,聖僧可以學習一種絕學,如同武僧UCH的同名職業能力。聖僧的絕學需要與其神祇相關,由GM决定。
此能力取代領域。
快速移動(Fast Movement, Ex):1級時和之後每2級,聖僧的陸地移動速度獲得5尺增強加值。
此能力取代引導能量。
———————————改動5———————————
取代引導能量並給予快速移動作為補償
作為代替削減每日法術,最終決定改為取代引導能量,如此空出引導能量的專長位和魅力屬性要求
———————————改動4———————————
放棄原版武僧的複雜特性,全部使用UCH武僧
其實在獲得絕學時就該如此再動,原版气池就是有很多能力分拆成絕學,也是對疾風連擊的調整
———————————改動3———————————
不再送聖戰連擊作為額外專長,改為自動滿足其先決條件
經群友提醒,這很容易成為嫖表+巨劍疾風的1級挂件
———————————改動2———————————
取消以引導能量的增長換取絕學,改為隨等級獲得並加上神祇相關限制
本身想法是早期以引導能量保救缺失的治療量,8級時自行取捨專於引導的專長鏈還是放棄一心一意投入絕學,8級才拿絕學和等級-2的气池已經算削弱了
但經過討論後認為問題仍舊,屬性和專長不足支持引導專長的玩法,其實不太存在取捨
———————————改動1———————————
取消削減每日法術
削減每日法術和領域法術實在太傷,打拳+引導+施法+生存的屬性太分散,有18感知就頂天了,5環開始會出現沒法可施的尷尬
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Ascetic Priest
护甲擅長換AC加值
領域換快速移動+反射閃避+精通反射閃避
法術量換沒有气池的斗气+百病不侵+金剛體
徒手的慢骰子
4+技能點
跟我的想法差不多但在我看來法術量問題沒解決,進攻性也沒了(不如信古來姆的中甲巨剑)
Ascetic Priest (Cleric/Monk)
(Original Concept by Papa-DRB)
Primary: Cleric.
Secondary: Monk.
Alignment: An ascetic priest’s alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
Bonus Skills and Ranks: The ascetic priest selects three monk skills to add to her class skills in addition to the normal cleric class skills. The ascetic priest gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The ascetic priest is proficient with all simple martial weapons plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, temple sword*, and her deity’s favored weapon. Ascetic priests are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an ascetic priest loses her AC bonus, as well as her fast movement abilities. (*Advanced Player’s Guide)
Diminished Spellcasting: The ascetic priest casts divine spells drawn from the cleric spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a cleric of equal level.
AC Bonus (Su): At 1st level, when an ascetic priest is unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC and her CMD. In addition, she gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four an ascetic priest levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the ascetic priest is flat-footed. An ascetic priest loses these bonuses when she is immobilized or helpless, when she is wearing any armor, when she is carrying a shield, or when she is carrying a medium or heavy load. This ability replaces light armor and medium armor proficiency.
Unarmed Strike (Ex): At 1st level, an ascetic priest gains the monk’s unarmed strike ability, except that she deals 1d4 points of damage at 1st level. At 2n level and every four levels thereafter, this damage increases by 1 damage die category (1d6 at 2nd, 1d8 at 6th, 1d10 at 10th, 2d6 at 14th , and 2d8 at 18th level). These unarmed damage values are for a Medium ascetic priest. A Small ascetic priest deals 1 damage die smaller (1d3 at 1st, 1d4 at 2nd, 1d6 at 6th, 1d8 at 10th, 1d10 at 14th, and 2d6 at 18th level), while a Large sorcerer deals 1 damage die category larger (1d6 at 1st, 1d8 at 2nd, 1d10 at 6th, 2d6 at 10th, 2d8 at 14th, and 2d10 at 18th level). In addition, an ascetic priest can make an unarmed strike when wielding any monk weapon or her deity’s favored weapon.
Evasion (Ex): At 2nd level, an ascetic priest gains the monk’s evasion ability. This ability, fast movement, purity of body, and improved evasion replace domains.
Fast Movement (Ex): At 3rd level, an ascetic priest's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, and not carrying a shield, medium load, or heavy load. Apply this bonus before modifying the ascetic priest's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the ascetic priest’s land speed.
Divine Strike (Su): At 4th level, an ascetic priest becomes infused with divine power. This divine power allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as aligned weapons (choose either chaotic, evil, good, or lawful according to her deity’s alignment) for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. This ability, purity of body, and diamond body replace spells lost due to diminished spellcasting.
Purity of Body (Ex): At 5th level, an ascetic priest gains the monk’s purity of body ability.
Improved Evasion (Ex): At 9th level, an ascetic priest gains the monk’s improved evasion ability.
Diamond Body (Ex): At 11th level, an ascetic priest gains the monk’s purity of body ability.