作者 主题: 幻梦境  (阅读 40011 次)

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Re: 幻梦境
« 回帖 #10 于: 2020-03-17, 周二 08:17:51 »
【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。
« 上次编辑: 2020-06-27, 周六 17:56:06 由 犬良人 »
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Re: 幻梦境
« 回帖 #11 于: 2020-03-17, 周二 11:38:58 »
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。
« 上次编辑: 2020-07-01, 周三 23:52:07 由 犬良人 »
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 幻梦境
« 回帖 #12 于: 2020-03-18, 周三 16:58:48 »
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。
« 上次编辑: 2020-03-21, 周六 13:31:20 由 犬良人 »
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 幻梦境
« 回帖 #13 于: 2020-03-21, 周六 12:17:17 »
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。
« 上次编辑: 2020-03-22, 周日 10:25:58 由 犬良人 »
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Re: 幻梦境
« 回帖 #14 于: 2020-06-13, 周六 20:04:41 »
Galmash
While you live, shine
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Re: 幻梦境
« 回帖 #15 于: 2020-06-13, 周六 22:20:08 »
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]
« 上次编辑: 2020-06-13, 周六 22:35:07 由 犬良人 »
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Re: 幻梦境
« 回帖 #16 于: 2020-08-11, 周二 22:31:50 »
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)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。

劇透 -   :
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.
« 上次编辑: 2020-08-12, 周三 14:08:58 由 犬良人 »
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Re: 幻梦境
« 回帖 #17 于: 2020-08-11, 周二 22:37:27 »
Master of Havoc (Summoner/Barbarian)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:22:40 由 犬良人 »
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 幻梦境
« 回帖 #18 于: 2020-08-11, 周二 22:43:51 »
Astral Bombardier (Summoner/Alchemist)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:16:41 由 犬良人 »
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 幻梦境
« 回帖 #19 于: 2020-08-11, 周二 22:50:37 »
Battlefield Chirurgeon (Summoner/Cleric)

劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:16:54 由 犬良人 »
While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due