作者 主题: Summoners Brainstorm by Legendary Games  (阅读 6733 次)

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Summoners Brainstorm by Legendary Games
« 于: 2020-06-03, 周三 23:01:57 »

设计師注:混源學者
混源學者是許多人對召喚師职业抱持懷疑態度的重大原因。混源學者以行動力作為代價大量提升其生存能力;召喚師和幻灵的行动没有分別進行,融合的召喚師与幻灵只有每轮只有一套行动。經典的混源學者能拋棄所有物理屬性,但这情況在混源學者UCH中就已經不复存在。


混源學者(Synthesis)
  混源學者不召喚幻靈到到他身邊服務,而是將幻灵的精華融合于自身。混源學者和他的幻靈並不是兩個生物,而是密切連結的單一存在。

幻靈融合(Fused Eidolon):混源學者召喚幻灵的精華融合于自身。混源學者如同穿戴半透明的活化盔甲一样穿戴幻灵。
此幻灵模仿混源學者的所有動作,而且混源學者透过幻灵的感官感知外界,以它的声音说话,如同他們是單一個體。
混源學者必需选择二足型幻灵(或其他最能代表非人型混源學者的身體的基本型態),而且幻灵必須跟他的陣營完全相同。此幻灵的體型必須至少跟混源學者一樣。
混源學者和他的幻靈不能被分別當作目標,因為他們融合成一個生物。混源學者和幻靈無法分別採取獨立行動。
当跟他的幻靈融合时,混源學者能使用其所有能力和裝備,除了他的护甲。融合体必須撞有手才能實現施放擁有姿勢成分的法術。
当跟他的幻靈融合时,混源學者保留其屬性值,並以幻灵从力敏加值和進化中獲得的屬性值作调整,但不会从幻灵的HD提升中獲得任何屬性值调整。混源學者不能使用屬性強化進化提升心智屬性或技能精通進化提升基于心智屬性的技能。
融合体使用幻灵的BAB和豁免加值,除了他能使用混源學者自身的基礎意志豁免。混源學者还獲得幻靈的特殊能力和幻灵的進化。混源學者仍然受到幻靈的最大天武數量限制。幻靈没有自身的技能和专长,但混源學者能使用其武器和防具擅长、专长、技能等级、和本职技能,以幻灵的屬性和体型作调整。混源學者獲得幻灵的护甲和天生护甲加值。
当跟他的幻靈融合时,混源學者獲得每召喚師等级2点的臨时hp。此為幻灵的hp。当此臨时hp到达0点,幻靈被杀並遣返回其原位面。此幻灵的臨时hp能被幻靈治癒術法术和特別指定恢復幻灵hp的其他效果所回復,但不能被其他手段回復,例如自然休息或治療法术。此臨时hp永远不能超過此初始最大值。被杀死的幻灵在下一天被召喚时以最大臨时hp出现。混源學者自身的hp在處于融合体时仍能被治療。
当融合时,混源學者在面对基于类型的任何效果时被同时视作其原本类型和他的幻靈的类型与亚种。當他召喚他的幻靈時,任何影響混源學者的效果都會轉移到融合体中。 當幻灵被消解時,任何影響融合体的效果會轉移到混源學者中。基本異界生物或誇位面亚种生效但不能影響混源學者本身的效果会立即結束,例如放逐術(Banishment)或驅逐術(Dismissal)如常对幻灵生效,但对混源學者无效。此能力在其他方面如同召喚師的正常幻灵能力(例如当幻灵存在时混源學者不能使用其召喚怪物能力)。
此能力调整了幻灵,取代了連覺和生命羈絆。

融合連結(Fused Link, Su):1級時,混源學者跟他的幻灵形成了緊密的聯繫。当來自幻靈的臨時hp被降到0點時,混源學者能以一個自由動作犧牲其hp來吸收傷害。每犧牲1點hp便能阻止幻靈受到1點伤害(從而防止召喚師损失臨時hp),防止幻靈被杀並回其原位面。
此能力取代生命連結。

融合護盾(Shielded Meld, Ex):4級時,每当混源學者跟幻靈融合时,他的AC獲得+2盾牌加值。
此能力取代幻靈護體。

輸血(Transfusion, Su):6級時,当混源學者的hp已滿而且出於任何原因將被回復超出他的正常hp最大值时,他能转移此盈余量至他的幻灵,從而恢復当來自幻靈的臨時hp。此不能提升幻灵臨時hp超出正常最大值。此能力生效必須幻灵活着但不必要现身。
此能力取代主宰呼喚。

主宰傳躍(Maker's Jump, Sp):8級時,当混源學者跟他的幻靈融合时,混源學者能在他的CL以类法术能力施放任意門(dimension door)。此能力只影響混源學者和幻靈。在8級時混源學能每天1次使用此能力,以及之後每4級额外1次。
此能力取代位置轉換。

高等融合護盾(GreaterShielded Meld, Ex):12級時,每当混源學者跟幻靈融合时,他的AC獲得+4盾牌加值。
此能力取代高等幻靈守護。

分離型態(Split Forms, Su):16級時,以一個标準動作,混源學者跟他融合的幻靈能分離成兩個生物:混源學者和幻灵。此幻灵如同正常召喚師的幻灵运作,使用融合体的數据——包括魔法物品。它使用混源學者的专长和技能。它不会獲得任何混源學者的其他能力,例如法术或职业特性。混源學者失去來自幻靈的臨時hp,而幻靈现在的hp等于剩余临时hp的四倍,最大hp等于其最大临时hp的四倍。当分離时,幻靈能被正常的治療法术和能力所治療。
混源學者出现在幻靈的周圍方格或若不可行则擠压于幻灵的空间。所有目标為融合体的道具、效果和法术同时影響混源學者和幻靈。任何由于类型而不会影响混源學者或幻影的效果立即结束,但記得有法術共享能力。每天1次,混源學者能使用此能力「其召喚師等级」轮。他能在任何时侯以一个自由动作结束此效果。若幻灵在结束分離时仍存活,混源學者獲得幻灵餘下的hp的1/4作為臨时hp。
20级时,混源學者能使用此能力的分钟數等同其召喚師等级。此時間不需要連續,但是必須以1分钟為使用單位。
此能力取代融合型態和幻靈雙生。
« 上次编辑: 2020-06-05, 周五 18:43:34 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: Summoners Brainstorm by Legendary Games
« 回帖 #1 于: 2020-06-03, 周三 23:13:51 »
DESIGNER’S NOTE: CLAN SUMMONER
At the level when a new clan eidolon is gained, it has the same number of evolutions as the base eidolon. It is only on advancing further in level that the clan summoner has to finally decide which of the two will advance as the base eidolon, and which will retain its evolutions as it is because it is clan eidolon.

clan summoner
Some summoners are not content with one eidolon— they contact a related group of spirits, an entire clan of eidolons, and can summon any one of their allies at any time.
These are the new or changed class features on the clan summoner.
Fast Eidolon Summons (Sp) It is a standard action for a clan summoner to summon any of his eidolons. At 1st level a clan eidolon can have his eidolons summoned for a number of rounds per day equal to 6 + his Charisma modifier. For each class level after 1st, the clan summoner can keep his eidolons around for 6 additional rounds per day. Any eidolon can be dismissed at any time, this is not an action.
Eidolon Clan: Like most other summoners, the clan summoner begins with the ability to summon a single eidolon. This is called the base eidolon and is a normal eidolon.
At third level, the clan summoner gains the ability to summon multiple eidolons. All additional eidolons beyond the first are called clan eidolons. For every two levels after level three, the clan summoner learns to summon a new clan eidolon, up to a total of nine different eidolons at level 17. The clan summoner can summon any of his eidolons, but only one eidolon can be summoned at any time; if a new eidolon is summoned, any eidolons present at the time are immediately dismissed.
All the clan summoner’s eidolons have the same planar origin. If the base eidolon comes from hell, all clan eidolons do too. They must all be of the same subtype, but when there are variations within a subtype, different clan eidolons can pick different choices; specifically, elemental eidolons can be of different elements.  Each clan eidolon is built independently using the normal eidolon construction rules. Each can have a different base form and evolutions. The evolution pool of each eidolon is fixed at the level where it is gained. The clan eidolon gained at level nine always has 7 points in its evolution pool, the clan eidolon gained at level 15 always has 12 evolution points, and so on, as given in Table: Eidolon Base Statistics. All other aspects of each eidolon continue to advance, such as Hit Dice, armor, skill ranks, feats, and so on. All clan eidolons gain full benefits from their subtype and base form, based on the clan summoner’s level. All eidolons can have their evolutions changed when the clan summoner advances a level.
This replaces summon monster I - IX.
Clan Link: The summoner and base eidolon shares magic item slots as described in the eidolon’s link ability.
Clan eidolons cannot wear or use magic items, instead they share the static benefits of all magic items the base eidolon wears, even when the base eidolon is not present.  Only the base eidolon can activate the powers of magic items. Clan eidolons can still use magic items that do not use item slots, such as weapons and potions. This is a modification of the eidolon’s link ability.
For example, if the summoner wears a single magic ring, the base eidolon can use one magic ring, since a character has two ring slots. If the base eidolon wears a ring of elemental command (air), all clan eidolons gain feather fall, but only the base eidolon can activate the other powers of the ring.
Double Eidolons (Su) At 10th level, the clan summoner can summon two eidolons at once. When using this ability, one eidolon already present does not disappear when a new eidolon is summoned. Each round with two eidolons costs three rounds from the clan summoner’s eidolon time limit. Using double eidolons itself is not an action, merely removing a limit on other actions. Summoner abilities that target the eidolon, such as transposition, only target one of the two eidolons, clan summoner’s choice.
This replaces aspect which is moved to level 14.
Aspect (Su) At 14th level, the clan summoner gains the aspect ability and can select different evolutions to divert to himself for each of the eidolons in his clan. He only gains these evolutions when each specific eidolon is present. If several eidolons from whom the clan summoner has diverted evolutions are present, the clan summoner gains the aspects selected for all present eidolons. This modifies aspect and greater aspect and replaces life bond which is moved to level 16.
Life Bond (Su) Gained at 16th level, this is the same as the summoner ability of the same name. If the clan summoner has more than one eidolon summoned, he only transfers damage to one of them. He can change which eidolon he transfers damage to at the beginning of his turn. This replaces merge forms.
Gate (Sp) At 19th level, the clan summoner can use gate (sp) a number of times per week equal to his Charisma modifier. The summoner must pay any required material components. Gate is often used to contact or summon the leader of the planar faction the summoner draws his eidolons from. This is a modification of the gate ability.
Triple Eidolons (Su) At 20th level, a clan summoner can call a third eidolon while having two eidolons already present. Having three eidolons present in a round consumes five rounds of the daily summoning limit. This otherwise functions as double eidolons above and replaces the twin eidolon ability normally gained at level 20.
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: Summoners Brainstorm by Legendary Games
« 回帖 #2 于: 2020-06-03, 周三 23:14:53 »
Divine summoner

A divine summoner is a summoner that uses divine magic. Many are spirit-worshipers and consider their eidolon to be a god in manifest form, others serve a creed that grants them a divine servant as an eidolon. Others dedicate themselves to a divine concept manifested through their eidolon—such as battle, death, justice, or knowledge. A divine summoner has all class abilities of the unchained normal summoner, except as follows.

Alignment: A divine summoner with a patron must have an alignment within one step of his patron’s, along either the law/chaos axis or the good/evil axis.

Armor and Weapon Proficiencies: A divine summoner is proficient with all simple weapons and with light armor and medium armor. If he has a patron, he is also proficient with his patron’s favored weapon. As a divine spellcaster, a divine summoner can freely cast spells in armor.

Spells: A divine summoner uses divine spells from the cleric spell list. Cleric spells of 7th level and above are not on the divine summoner’s class spell list, and a divine summoner cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. A divine summoner uses orisons rather than cantrips (level zero divine spells rather than level zero arcane spells).
A divine summoner cannot cast spells or use spell-like abilities of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that summon monster spells have the same alignment as the alignment subtypes of the creature summoned.
Otherwise, a divine summoner learns and casts spells just like a summoner, including using Charisma as the casting ability, spontaneous casting, and spells known.

Domain: A divine summoner selects one domain among those available to clerics of his faith. The divine summoner gains and uses domain powers as a cleric of his summoner level, replacing all references to Wisdom with Charisma. Add all domain spells of level 0 to 6 of the two selected domains to the divine summoner’s spell list and list of known spells. The divine summoner gains no domain spell slots and uses his regular spell slots to cast domain spells.

Eidolon: The divine summoner’s eidolon is an agent of his faith and must be of a type appropriate to his patron or creed. Depending on the divine summoner’s faith, this can be any type of eidolon. The eidolon of a divine summoner with a patron must have an alignment within one step of both the summoner’s and his patron’s alignment.

Ex-Divine summoners
A divine summoner who changes to an alignment more than one step removed from that of his eidolon or his patron (if he has one) or grossly violates the code of conduct required by his faith loses all spells and class features, except for weapon, armor, and shield proficiencies. He cannot thereafter gain levels as a divine summoner of that faith until he atones for his deeds (see the atonement spell description).

敵對召喚者(Hostile Summoner)

  敵對召喚者的哲學信條指出召喚一个生物並要它们冒着生命风险和福祉在本质上是一种敌对的行為。因此,敵對召喚者召喚的生物都是跟自己相反的陣營。有人認為這是種一定会招致腐化的愚蠢哲學,但即使若真如此,这种腐敗也太过微妙而無法得到證實。
  此变体能跟擁有召喚怪物法术的任何职业叠加,但明顯地只有召喚師才能使用問題幻灵(Questionable Eidolon)能力。

問題幻灵(Questionable Eidolon, Ex):敵對召喚者能擁有任何陣營的幻灵。

敵對召喚术(Hostile Summons, Ex):对于敵對召喚者而言,使用呼喚或召喚效果来控制一个陣營或陣營亚种的生物是跟目标生物陣營相反的行為。被召喚的生物受縛于召喚師的命令,但仍会根据其个性和陣營来阐释其命令;一个被命令去守护神殿的恶魔会發現最好确保建筑物的安全的方法是杀光里面的难民,而当天使被命令制止暴动时很可能会选择非暴力或至少非致命的方法。敵對召喚者要為他的召喚生物的行动负责。若召喚師失去意识,被召喚的生物仍然不能伤害他或他的盟友,但能自由行动,而且可能会胡作非為。

spellbook summoner

The spellbook summoner is a learned summoner, endlessly studying to learn new arcane methods. A spellbook summoner has all class features of the normal summoner, except as follows.

Spells: Spellbook summoners have Intelligence as their spellcasting attribute. They learn and cast spells as a magus does, including cantrips, spellbook, and how they learn and prepare spells. They still use the summoner spell list.

Learned Summoner: The spellbook summoner used Intelligence instead of Charisma for the summon monster class feature.
« 上次编辑: 2020-06-11, 周四 22:37:13 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: Summoners Brainstorm by Legendary Games
« 回帖 #3 于: 2020-06-03, 周三 23:16:02 »
设计師注:怪獸之友
这原本是作為怪獸骑將和怪獸魔战变体的一部分。但我決定做成一个單獨的附件並在其他变体中说明他们是一同设计。

怪獸之友(Monster Ally)

  怪獸之友是跟这个世界业上的超自然生物结下契約的召喚師。此变体跟與許多其他变体從概念上都很配合,特別是放棄召喚怪物能力的变体。
  GM鼓勵允許角色將此变体跟其他变体組合,即使是修改了相同职业特性的变体。此变体跟限制幻灵存在时间的变体不配合,例如氏族召喚師或創意艺术家,也不跟怪獸引導者或混源學者配合。
  怪獸之友擁有所有召喚師UCH的职业特性,除了下列分別。

  本地幻灵(Native Eidolon):怪獸之友在开始遊戲时伴隨着一个強大的生物,被稱為本地幻灵(native eidolon)。
  本地幻灵跟怪獸之友结下契約的原因不需要完全清楚。本地幻灵是一个来自召喚師诞生位面的生物,通常是主物质位面。幸運的是,幻灵能是入何种类;正常是跨位面亚种的生物能中和自身至该主物质位面。
  有些學者提出成為本地異界生物是该类生物选择成為怪獸之友的幻灵的首要原因。
  怪獸之友能選擇透过1小时的仪式呼喚新的本地幻灵同时切斷跟旧的本地幻灵的所有聯繫。替換而来的幻灵必需以自身的能力移動至怪獸之友的身边,此過程取決于地点能长达一星期或以上。
  本地幻灵獲得本地亚种而失去跨位面亚种。它不能被召喚或消解。这意味着它不能被輕易收藏;本地幻灵的存在可能會導致問題發生。本地幻灵在1级时獲得難以殺死(hard to kill)進化和1个额外進化。
  它能选择體型增大(large)進化或改變体型(change size)進化。難以殺死和改變外形進化只开放给怪獸之友,详情如下。每当召喚師改变幻灵的進化时,他能改变它獲得的此额外進化。
  此能力调整幻灵,除了說明之外,這跟正常的幻灵相同。
引用
難以殺死(Hard to Kill, Ex):本地幻灵非常难以杀死;他们如常在负血时失去意识,但自动穩定並负血上限等同其完整hp的一半。跟正常幻灵不同,本地幻灵隨著時間的流逝自然恢復。即使它的类型在正常情況下不允许,本地幻灵被杀后能無需承受負向等級復活。

改變体型(Change Size, Su):以一个标準动作,本地幻灵能改变其体型,从超小型至其原本体型(一般是中等体型,但详见體型增大進化)。本地幻灵穿戴或持用的任何裝備也会一同改变。幻灵獲得基于现有体型的效果。超小型本地幻灵的敏捷獲得+4加值,力量承受-8罰值,体质承受-4罰值。他的AC和攻击骰獲得+2体型加值,CMB和CMD承受-2罰值,飞行技能检定獲得+4加值,隱匿技能检定獲得+8加值。它还失去天生接觸范围,所有天生和武器攻击骰从中型減少2个型號。超小型幻灵很可能會誤以為是魔宠。
  短暫召喚怪物(Momentary Monsters):怪獸之友的召喚怪物能力可在本地幻灵存在时使用,但如此一来只持续1轮/等级。这是对召喚怪物I的修改並應用于怪獸之友所有环级的召喚怪物类法术能力。若怪獸之友组合其他调整了召喚怪物能力的变体,以召喚其他类型的生物或特定分类的怪物,该持续时间同样被減少。若此能力被取代成不涉及召喚怪物,此能力失去效果而且不干擾变体的择选。

[译註:若不失去幻靈亚种的基礎進化,这设计过于IMBA,建议失去難以殺死進化,而额外進化则从難以殺死和改變外形中选择而非體型增大。]

劇透 -   :
DESIGNER’S NOTE: MONSTER ALLY
This was originally a part of the monster knight and monster magus archetypes. I decided to make it a separate add-on and made notes in other archetypes saying that they fit together.

Monster Ally

A monster ally is a summoner who has a pact with a supernatural creature that is of this world. This archetype works conceptually well with many other archetypes, especially ones that give up the summon monster ability.

The GM is encouraged to allow characters to combine this archetype with other archetypes, even those that modify the same class features. This does not work with archetypes like the clan summoner or creative artist that limits how much the eidolon can be present, nor does it work with the monster channeler or synthesist archetypes.

The monster ally has all the unchained summoner’s class features, except as described here.

Native Eidolon: A monster ally begins play with the services of a powerful creature called a native eidolon.

The native eidolon has a pact with the monster ally for reasons that need not be entirely clear. A native eidolon is a creature from the summoner’s home plane, usually the material plane. Fortunately for the monster ally, this can be any kind of eidolon; a creature that is normally extraplanar can naturalize itself to the material plane.

Some scholars suggest that becoming a native outsider is the reason such creatures chose to become eidolons to a monster ally in the first place.

The monster ally can opt to call a new native eidolon as a one-hour ritual that severs all ties with the old native eidolon. The replacement eidolon must travel to the monster ally using its own abilities, a process that can take a week or more depending on location.

The native eidolon gains the native subtype and loses the extraplanar subtype. It cannot be summoned or dismissed. This means that it cannot be conveniently stowed; keeping the native eidolon around can cause problems. The native eidolon gains the hard to kill evolution and a choice of bonus evolutions at first level.

It can choose either to gain the large evolution[註:疑似是打错,译者覺得是Hard to Kill evolution], or the change size evolution. Hard to kill and change size are evolutions only available to monster allies and described below. Whenever the summoner changes the eidolon’s evolutions, he can also change which of these evolutions it gains.

This is a modification to the eidolon ability, except as noted this is the same as a regular eidolon.

Hard to Kill (Ex) Native eidolons are very hard to kill; they go unconscious normally at negative hit points, but automatically stabilize and can survive at negative hit points equal to half their full hit points. Unlike normal eidolons, native eidolons heal naturally over time. A native eidolon that is slain can be raised or resurrected without suffering negative levels even if its type would normally not allow this.

Change Size (Su) As a standard action the native eidolon can alter its size, from Tiny to it’s normal size (normally Medium, but see the large evolution). Any equipment the native eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently is. A Tiny native eidolon gains a +4 bonus to its Dexterity score, takes a –8 penalty to its Strength, and a –4 penalty to its Constitution. It gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. It also loses its natural reach and all natural and weapon attacks do two steps less damage than a Medium eidolon. A Tiny eidolon is likely to be mistaken for a familiar.

Momentary Monsters: The summon monster ability of the monster ally can be used when the native eidolon is present, but when doing so the duration is only 1 round/level. This is a modification of the summon monster I ability and applies to all levels of the monster ally’s summon monster spell-like ability. If monster ally is combined with another archetype that modifies the summon monster ability to summon a different type of creature or a specific subset of monsters, the duration of such summons is similarly reduced. If the ability is changed to something that does not involve summoning monsters, this ability has no effect and does not interfere with selecting that archetype.
« 上次编辑: 2020-09-28, 周一 01:03:45 由 犬良人 »
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Re: Summoners Brainstorm by Legendary Games
« 回帖 #4 于: 2020-06-03, 周三 23:17:47 »
设计师注:怪物降灵使

类似于混源学者,但不同的是混源学者只能将幻灵当成第二层皮穿,而怪物降灵使召唤的任何生物都会成为第二层皮。这既是限制也是好处。

怪物降灵使技术上是被他召唤的生物占据,但此占据是跟PFRPG通常的想法相反——被占据的角色拥有怪物的型态和能力,而且怪物降灵使保留控制权。这也能视作怪物降灵使召唤并占据一个怪物。这在机制上完全相同,但更贴近通常在PF里的占据。不过另一方面,我感觉这样就不够COOOOOOL了。这就是我把它写成这样子的原因。

怪物降灵使(Monster Channeler)

怪物降灵使并非召唤生物来到他的面前,而是召唤并附身于他的身体。怪物降灵使作为可容纳跨位面生物的容器常见于萨满社会,给予他们进入物质世界的机会。从结果看来这类似于变形,但怪物降灵使不单单呈现出其他型态,更是在真正意义上成为他所引导而来的生物。

怪物降灵使拥有所有召唤师UCH的职业特性,除了下列分别。

引导怪物(Channel Monster, Su):怪物降灵使充当生物进入物质世界的门户,然后困住该生物在其体内并控制它。这是占据效果,该生物占据了怪物降灵使,但怪物降灵使拥有控制。防护邪恶(Protection from evil)和类似的法术不能阻止此自愿的占据。

当怪物降灵使召唤一个生物,包括幻灵时,该生物出现在他的体内。因此怪物降灵使在同一时间只能控制一个被召唤生物,进一步的召唤只会取代目前的召唤生物。此限制应用于幻灵,以及以职业能力或法术召唤的生物。怪物降灵使和该生物的生命力同样占据着怪物引导者的身体,呈现出占据中的生物的物理型态和所有特征(characteristics),包括装备和阵营。怪物降灵使控制该生物而它则在怪物降灵使的合回时行动。当被占据时,怪物降灵使除了使用生命连结能力和控制或解消占据他身体的生物外不能采取行动。从效果而言即是怪物降灵使现在充当占据中的生物而非正常角色。怪物降灵使能感知占据中的生物所能感知的,而且能跟它使用心灵感应进行沟通。此心灵感应超越语言障碍,但没有赋予语言能力;该生物能被命令说话,但只能是它已知的语言(幻灵共享召唤师已知的语言)。

在判断影响他的法术和效果时,被占据的怪物降灵使同时视作他的原本类型和亚种和占据中的生物的类型和亚种。特别结束占据的效果能驱逐占据中的生物。若占据因任何原因而结束,例如生物降至0hp、被解消或被赶出身体,怪物降灵使的身体回复正常而且占据的生物立即回到其主位面。任何伤害(包括属性伤害、属性流失和负向等级)随该生物一同消失。当占据开始或结束时,任何法术、效果和状态(除了那些跟hp、属性伤害、属性流失和负向等级有关)保留于现栖身此身体的存在身上。若怪物降灵使不再是合法目标,法术和效果则不再影响他,例如那些不影响怪物降灵使的生物类型的法术。共享法术能力允许所有怪物降灵使的法术在他的幻灵占据他时保持生效。

当被占据时,怪物降灵使的所有装备将融入身体并没有效果;占据中的生物随着其描述中的装备一并出现。幻灵则随着已给予它的装备一并出现。相关魔法物品的限制详见幻灵的连结能力。

怪物降灵使仍能用正常方式以咒法系 [呼唤]效果呼唤生物。

占据施法(Possession Spellcasting, Su):2级时,被占据的怪物降灵使能对自己和占据着他身体的生物施放法术和使用类法术和超自然效果。为此,他被视为一个接触着占据中的生物的独立生物。他能存取并使用融入身体的任何装备。他能召唤或呼唤一个不同生物;如此将替代现正占据着他的生物。

除了占据着他的生物外他不能直接影响任何东西。占据中的生物能如常行动。

此能力取代连觉。

占据陷阱(Possession Trap, Su):4级时,以一个整轮动作,怪物降灵使能迫使一个生物占据他的身体。当30尺内有生物天生俱有占据他人的能力时,怪物降灵使能迫使该生物据他。此包括生物能使用超自然和类法术能力占据他人,但不包括法术。它还包括已经占据其他生物的生物,即使它是使用法术。对不能占据他人的生物使用此能力将自动失败。即使在怪物降灵使通常无法采取任何行动的情况下,他总能对占据他的生物使用此能力,不论该占据是源自什么。
[译注:这里出现了2种文本并有小量分别,我把他们以不同颜色列出]

目标允许进行一个意志豁免检定(DC=10+1/2怪物降灵使等级+其魅力调整值)。若成功通过豁免检定,无事发生。若未能通过豁免检定,该生物如同如引导怪物(Channel Monster)概述般占据怪物降灵使,怪物降灵使呈现出该生物的型态和能力并且控制它的行动。他不能迫使该生物自残、变成无助或以任何方式降低其防御。

当怪物降灵使以此方式被占据,在他每轮开始时敌对占据者能进行另一个意志豁免检定。若它检定失败,怪物降灵使在此轮拥有控制权并且能控制该生物的行动,行动于怪物降灵使的回合。若成功通过豁免检定,该生物拥有控制权并且能在本轮中它自己的回合如常行动。它也能选择立即结束此次占据,如此它将从物理上跟怪物降灵使分离,出现在邻接的空间,若没合法的空间则挤压。若占据者选择不结束此次占据,它保留在怪物降灵使的体内但拥有控制权。若占据中的生物被驱逐或hp降至0以下,它将作为单独生物出现。

此能力取代幻灵护体。

状态选择(Condition Selection, Ex):6级时,当开始或结束占据时,怪物降灵使能选择不从他跟占据中的生物之间转移选择的效果和状态。这允许他消除有害的影响并同时保留有益的影响。[心灵影响]效果不能以此方式移除。

此能力取代主宰呼唤。

快速幻灵召唤(Rapid Eidolon, Ex):8级时,怪物降灵使能以一个整轮动作召唤他的幻灵。12级时,他能以一个标准动作召唤他的幻灵。16级时,他能以一个迅捷动作召唤或解消他的幻灵。20级时,他能以一个即使动作召唤或解消他的幻灵。即使幻灵在召唤师的回合外被召唤,它总是在召唤师的先攻位行动。

此能力取代位置转换、强力幻灵护体、融合型态、幻灵双生。

护体占据(Shielded Possession, Ex):14级时,占据着怪物降灵使的生物AC获得+2盾牌加值和豁免获得+2环境加值。

此能力取代生命羁绊。


劇透 -   :
DESIGNER’S NOTE: MONSTER CHANNELER
A monster channeler is in a way like a synthesist, but unlike a synthesist that can only wear his eidolon as a second skin, any creature the channeler summons becomes a second skin. This is both a restriction and a benefit.

The monster channeler is technically possessed by the creatures he summons, but this possession is the reverse of what the Pathfinder Roleplaying Game normally thinks of as possession – the possessed character has the form and abilities of the monster while the channeler remains in control. This can also be seen as the monster channeler summoning and then possessing a monster. This would be exactly the same mechanically, but more similar to how possession normally works in Pathfinder. On the other hand, I feel this would lose some atmosphere. This is why the abilities are written as they are.

Monster Channeler

Instead of summoning creatures physically into his presence, the monster channeler summons creatures to possess his own body. Often found in shamanic societies, monster channelers are vessels that can house extraplanar creatures, granting those creatures access to the physical world. The result is visually similar to a polymorph, but a spirit channeler does not just assume another form, in a very real sense he becomes the creature he is channeling.

A monster channeler has all class abilities of the normal unchained summoner, except as follows.

Channel Monster (Su) The monster channeler acts as a portal for a creature to enter the physical world, then traps the creature in his own body and controls it. This is a possession effect, the creature possesses the channeler, but the channeler is in control. Protection from evil and similar effects cannot prevent this voluntary possession.

Whenever the monster channeler summons a creature, including his eidolon, that creature manifests inside his body. Because of this a monster channeler can only control one summoned creature at a time, further summons merely replace the current one. This limitation applies to the eidolon as well as to creatures summoned by spells or class abilities. Both the monster channeler’s and the creature’s life force occupies the monster channeler’s body, which assumes the physical form and all the characteristics of the possessing creature, including equipment and alignment. The monster channeler controls the creature and it acts on the monster channeler’s turn. While possessed, the monster channeler can take no actions other than to use the life link ability and to control or dismiss the creature possessing his body. In effect, the monster channeler’s player now plays the possessing creature instead of the normal character. The monster channeler can perceive what the possessing creature perceives and can communicate telepathically with it. This telepathy transcends language barriers but does not confer language skills; the creature can be ordered to speak, but only in a language it knows (an eidolon knows the same languages the summoner does).

The possessed monster channeler counts as both his original type and subtypes and as the possessing creature’s type and subtypes for the purpose of what spells and effects affect him. Effects that specifically end possession can expel the possessing creature. If the possession ends for any reason, such as if the creature is reduced to zero hit points, dismissed, or cast out of the body, the monster channeler’s body returns to normal and the possessing creature is immediately returned to its home plane. Any damage (including ability damage, ability drain, and negative levels) the creature took disappears with it. When possession begins or ends, any spells, effects, and conditions (except those related to hit points, ability damage, ability drain, and negative levels) stay with whoever now inhabits the body. Spells and effects cease to affect the monster channeler if he is no longer a legal target, such as a spell that does not affect the monster channeler’s creature type. The share spells ability allows all the monster channeler’s own spells to stay in effect when his eidolon possesses him.

All the monster channeler’s gear merges with the body when he is possessed and has no effect; the possessing creature appears with whatever gear is in its description. The eidolon appears with whatever gear it has been given. See the eidolon’s link ability for restrictions on the magic items of eidolons.

A monster channeler can still call creatures in the normal way with conjuration (calling) effects.

Possession Spellcasting (Su) At 2nd level, a possessed monster channeler can cast spells and use spell-like and supernatural effects on himself and on the creature possessing his body. He is considered a separate creature touching the possessing creature for this purpose. He can access and use any gear merged with his form. He can summon or call a different creature; doing so replaces the creature currently possessing him with a new one.

He cannot directly affect anything except the creature possessing him. The possessing creature can still act normally.

This replaces bond senses.

Possession Trap (Su) At 4th level, the monster channeler can force a creature to possess his body as a full-round action. When within 30 ft. of a creature with the inherent ability to possess others the monster channeler can force that creature to possess him. This includes creatures that can possess others using supernatural and spell-like abilities, but not spells. It also includes creatures already possessing another creature, even if it did so using spells. Using this ability on a creature incapable of possession automatically fails. A monster channeler can always use this ability on a creature possessing him, regardless of how it came to possess him and even in situations where he’d normally be incapable of taking any action.

The target is allowed a Will saving throw (DC 10 + 1/2 the monster channeler’s level + his Charisma modifier). If the saving throw succeeds, nothing happens. If the saving throw fails the creature possesses the monster channeler as outlined in channel monster, the channeler assumes the creature’s form and abilities and can control its actions. He cannot force the creature to attack itself, become helpless, or reduce it’s defenses in any way.

Each round at the beginning of the monster channeler’s turn while he is possessed in this way, a hostile possessor can make another Will saving throw. If it fails, the monster channeler is in control for this round and can control the creature’s actions, acting on the monster channeler’s turn. If the saving throw succeeds, the creature is in control and can act normally on its own turn later in the round. It can also choose to immediately end the possession, which physically separates it from the monster channeler, who appears adjacent to the creature, squeezing if there is no legal space. If the possessor chooses to not end the possession, it remains in the channeler’s body but is in control. If the possessing creature is exorcised or falls below zero hit points, it materializes as a separate creature.

Possession trap replaces shield ally.

Condition Selection (Ex) At 6th level, when beginning or ending a possession, the monster channeler can select to not transfer select effects and conditions from himself to the possessing creature and vice verso. This allows him to get rid of unwanted effects while keeping beneficial ones. Mind-affecting effects cannot be removed in this way.

Condition selection replaces maker’s call.

Rapid Eidolon (Ex) At 8th level, the monster channeler can summon his eidolon as a full-round action. At 12th level, he can summon the eidolon as a standard action. At 16th level, he can summon or dismiss it as a swift action, at 20th level, he can summon or dismiss the eidolon as an immediate action. The eidolon always acts on the summoner’s initiative, even if summoned outside his turn.

This ability replaces transposition, greater shield ally, merge forms, and twin eidolon.

Shielded Possession (Ex) At 14th level, a creature possessing the monster channeler gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws.

This replaces life bond.
« 上次编辑: 2020-06-11, 周四 22:19:52 由 犬良人 »
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Re: Summoners Brainstorm by Legendary Games
« 回帖 #5 于: 2020-06-03, 周三 23:32:53 »
Monster Knight

This is a summoner archetype with many of the traits of a cavalier. A monster knight is not a spellcaster, he is a martial character that has a pact with a powerful supernatural creature, an eidolon mount. Besides the eidolon mount, a monster knight has little magic; no spells and few supernatural abilities. The monster knight and his mount make a perfect fighting team, each complimenting the abilities of the other. The pact between them is at the core of their lives. Some eidolon mounts have been longstanding allies of the summoner’s family for generations, for others the bond happened at birth, because of an astrological conjunction, or a chance meeting.

Some monster knights have a pact with a monster that is not extra-dimensional but instead native to the same plane as the summoner using the monster ally archetype from this book. These two archetypes work together, despite both changing the eidolon and summon monster abilities.

The monster knight has all the summoner’s class features, except as noted.

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). A monster knight gains 4 skill points plus her Intelligence modifier at each level.

Weapon and Armor Proficiencies
Monster knights are proficient with all simple and martial weapons, with all armor (heavy, light, and medium) and with shields (except tower shields).

Spells
Monster knights cannot cast spells, do not have a caster level, and cannot use spell trigger and spell completion magic items except by using the Use Magic Device skill.

Challenge (Ex)
Once per day, a monster knight can challenge a foe to combat. As a swift action, the monster knight chooses one target within sight to challenge. The monster knight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge.

This extra damage is equal to the monster knight’s level.

The monster knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. A monster knight also gains a +1 attack bonus on melee attacks against a challenged target. This attack bonus increases by one at level seven and every 6 levels thereafter (+2 at level 7, +3 at level 13, and +4 at level 19).

The challenge remains in effect until the target is dead or unconscious or until the combat ends. This replaces summon monster.

Eidolon Mount (Ex)
A monster knight begins play with the services of a powerful creature called an eidolon mount. The eidolon mount formed a pact with the monster knight for reasons that need not be entirely clear. This is the same as the summoner’s eidolon ability except as noted here. The eidolon mount gains the mount evolution as a bonus evolution at first level. Unlike normal eidolons, eidolon mounts heal naturally over time, and count time not summoned as rest aided by a successful Heal check, recovering 3 hit points/ Hit Die/day. The eidolon mount must have the quadruped or serpentine base form. An eidolon mount of any type or subtype can always choose a quadruped base form (bite, limbs [legs, 2]). It counts as a mount to abilities that specifically affect a cavalier’s mount. This is a modification of the eidolon ability. A monster knight riding his eidolon mount ignores any armor check penalty to the Ride skill.

A monster knight can opt to give up all his eidolon mount’s attacks in order to gain the large evolution for free. This prevents the eidolon from making attacks of any kind. The monster knight can pick or remove this option each time he changes the eidolon’s evolutions.

This option exists so that a Medium-size monster knight can ride his eidolon mount even at low levels.

Order (Ex)
The monster knight gains the cavalier’s order ability, including edicts, challenge benefits, skill bonuses, and new order abilities at level 2, 8, and 15.

Order abilities affecting a cavalier’s mount instead affect a monster knight’s eidolon mount. Order abilities that apply to cavalier class features the monster knight does not have (such as greater banner) are lost. This replaces bond senses, transposition, and merge forms.

Strong Fortitude Save (Ex)
The monster knight has a good Fortitude save, with the same base save bonus as his Will save.

Focused Charge (Ex)
At 3rd level, a monster knight learns to make focused mounted charge attacks. The monster knight receives a +4 bonus on melee attack rolls on a mounted charge (instead of the normal +2). In addition, the monster knight does not suffer any penalty to his AC after making a charge attack while mounted. If the monster knight is mounted on his eidolon, his mount also gains these benefits. This replaces shield ally.

Monster Tactics (Ex)
The monster knight gains a feat he fulfills the prerequisites for as a bonus feat at level 5, 12, and 17. These feats must be selected from combat or teamwork feats.

At level 5 and up, the eidolon mount gains any teamwork feat the monster knight learns as a bonus feat, ignoring all prerequisites. This replaces greater shield ally and gate.

Mascot (Ex)
At 9th level, the monster knight’s eidolon mount becomes a symbol of inspiration similar to a cavalier’s banner. As long as the eidolon mount is conscious and clearly visible, all allies within 60 feet (including the knight and his eidolon) receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. This is a variant of the cavalier’s banner ability and works with abilities that work with banner.

Mighty Charge (Ex)
At 11th level, a monster knight learns to make devastating charge attacks when mounted.

Double the threat range of any weapons wielded during a mounted charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, when changing while mounted, the monster knight can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Supreme Charge (Ex)
At 20th level, whenever the monster knight makes a charge attack while mounted, he deals double the normal amount of damage (triple if using a lance). If the monster knight has the Spirited Charge feat, he now inflicts triple damage (quadruple damage with a lance). In addition, if the monster knight confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the monster knight’s base attack bonus. This replaces twin eidolon.
« 上次编辑: 2020-06-05, 周五 23:22:04 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