作者 主题: 幻梦境  (阅读 40010 次)

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Re: 幻梦境
« 回帖 #20 于: 2020-08-11, 周二 22:50:46 »
Beast Summoner (Summoner/Druid)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:17:10 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 #21 于: 2020-08-11, 周二 23:08:34 »
Spirit Binder (Summoner/Oracle)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:17:32 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 #22 于: 2020-08-11, 周二 23:15:07 »
War Animator (Summoner/Warpriest)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:17:51 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 #23 于: 2020-08-11, 周二 23:24:17 »
Primal Avatar (Barbarian/Summoner)
劇透 -   :
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.


Class
Bonus
Armor
Str/Dex
Max. Evolution
Max.

Level
Hit Points
Bonus
Bonus
Points
Attacks
Special
« 上次编辑: 2021-02-07, 周日 16:18:41 由 犬良人 »
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Re: 幻梦境
« 回帖 #24 于: 2020-08-11, 周二 23:37:36 »
Abomination Rider (Cavalier/Summoner)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:18:55 由 犬良人 »
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and Time demands his due

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Re: 幻梦境
« 回帖 #25 于: 2020-08-11, 周二 23:44:02 »
Planar Vessel (Warpriest/Summoner)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:19:05 由 犬良人 »
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and Time demands his due

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Re: 幻梦境
« 回帖 #26 于: 2020-08-11, 周二 23:50:29 »
Twisted Pact Witch (Witch/Summoner)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:19:24 由 犬良人 »
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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 #27 于: 2020-08-12, 周三 00:30:22 »
Formbender (Monk/Summoner)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:18:23 由 犬良人 »
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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 #28 于: 2020-08-12, 周三 00:49:13 »
Bonded Warmage (Magus/Summoner)
(Original Concept by Orelius)
劇透 -   :
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.
« 上次编辑: 2021-02-07, 周日 16:16:02 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 #29 于: 2020-08-12, 周三 15:33:41 »
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)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。
« 上次编辑: 2020-08-12, 周三 15:46:12 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