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Regardless of the type of customers an online business is targeting, no website would last without Search Engine Optimization (SEO). Failing to incorporate an appropriate SEO strategy is analogous to organizing a pop festival without arranging any publicity! Did you know that technological advances have made it straightforward to create websites? Whether for personal use or as revenue-making resources, developing a web platform can be achieved with minimal coding expertise – the main requirements are access to downloadable templates and a creative spark! The other aspect of digital communication worth mentioning is that of all the subject matter covered by new launches, the most lucrative is online dating. There are thousands of these platforms, in both desktop and app format, generating billions of dollars in membership fees per annum. Why SEO Is So Important For Online Dating Businesses There are all sorts of generic dating services available, but one way of illustrating how SEO can be best applied would be to focus on niche areas. So let’s take the example of a virtual matching platform aimed at single mothers. If you are going to attract people who are seeking relationships with hot single moms on a website, you’ll need to research the typical words your customers would use to find what you have to offer. Various available tools will provide suggestions based on most-searched-for words or phrases relating to this subject. When you are coding your pages, you’ll need to include more possible examples related to finding mature single moms as well as young men looking for dates with older women. SEO defines the relationship between your website and customer base. By seeding your content with appropriate keywords and phrases for single mom dating, you will boost your web traffic, both in terms of the quality of site visits and the frequency. This point is crucial, as it differentiates between the motivations of your visitors. Web traffic comes in so many formats, but the key question is defining who has dropped by out of idle curiosity and is liable to hop off again after a few moments, and who is here to seek a single mom! The latter are the ones who are most likely to keep returning and to spread the word of their satisfaction through their social media. This practice of providing worthwhile traffic, both in quantity and quality, is achieved by gaining a high ranking in the results that are returned when people pop those all-important keywords into their favorite search engine. This will increase your presence within the industry. When the industry under question is dating - one of the most popular services that currently exist on the Internet – it becomes even more necessary to achieve this potent visibility. The higher up that table of results, the more kudos. Where web traffic is concerned, this will lead to even more opportunities to attract worthwhile hits, customers who might be persuaded to invest in your brand and subscribe to your product. Define Your Target Audience First Considering the example above, we now know that before you even get as far as publishing your draft website, you must ensure your SEO strategy has taken into account all the keywords that anyone looking for single mothers or milfs might use. Understanding your audience is imperative. You’ll also need to appreciate the process of seeding your keywords across your web pages and distributing them in titles, URLs, anchors, and the alt tags accompanying your images. Optimize Your Dating Site Next For your target audience, this is about so much more than coming across a website they might wish to bookmark. They will find themselves both encouraged and inspired to become part of the community of singles looking for a partner by subscribing to one of your membership plans, whether that be weekly, monthly, or much longer-term. You will sew the seeds of customer loyalty. On their part, these clients will return to your web pages regularly, committing to paying fees and spreading the word around their social circle. Here are some SEO tips to keep in mind when targeting a site to satisfy your audience Key elements Apply SEO to your dating site URL, your titles, and the descriptions within your pages. Customer satisfaction - Take steps to ensure your site or app loads swiftly. A slow rendering in any browser will cause impatient customers to move on. Mobile-friendly SEO Pay heed that more people will be accessing your dating site via smartphones or tablets than PCs. Apply the appropriate SEO for mobile optimization. Continually refresh your content Search engines abhor static pages. For your dating website to remain competitive, ensure you add new articles, visual content and functions and overhaul the layout and design periodically. Registration Finally, make sure you register your site with webmaster tools. Google and Bing won’t know you’re there until you let them know. Use SEO tools to analyze and optimize the process Tools will help you understand the competitive dating market you are operating in, and a solid SEO strategy will give you an edge over sites offering similar content but who have spent less time fine-tuning their service. Overhauling content Ensure you continually refresh your articles, and layout is essential. As well as giving your customers the impression that your site is always evolving, inviting them to keep coming back for fresh content if your SEO is similarly altering, you’ll ensure positive search engine rankings. In conclusion We have examined the crucial role SEO plays in virtual dating. Although SEO itself is an evolving dynamic, the core aspects remain fairly consistent. Your keywords should not only reflect the essence of your venture, whether that’s mature dating or whatever, but it should demonstrate you are keeping abreast of the type of information your potential customers might be looking for. Maintaining a comprehensive SEO strategy can become useful for allowing you to keep focused on giving the best service possible.
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ニンジャのアーキタイプ Ninja Archetypes Frozen Shadow Frozen Shadow 出典 Inner Sea Intrigue 38ページ Frozen shadows belong to a rare ninja clan operating in Avistan, having migrated to the Lands of the Linnorm Kings decades ago. Most members are Tian, Ulfen, and Varki humans, and they work as thieves, power brokers, and spies loosely guided by secretive masters with unknown agendas. クラス技能:A frozen shadow adds Survival to his list of class skills, instead of Diplomacy. This ability alters the ninja’s class skills. Hardy Killer(変則)/Hardy Killer:At 2nd level, a frozen shadow has become incredibly inured to his surrounding climate. At the beginning of any day, the frozen shadow can spend 1 point from his ki pool to benefit from the effects of an endure elements spell. The frozen shadow does not treat any Acrobatics skill check to jump as if he had a running start, and at 10th level he cannot reduce the DC of Acrobatics skill checks made to jump by half. This ability alters ki pool. Track Victim(変則)/Track Victim:Starting at 4th level, a frozen shadow adds half his ninja level on Survival checks to follow tracks and on Perception checks to see through disguises. Additionally, if the frozen shadow sees a creature that has changed its appearance using the Disguise skill, he can always attempt a Perception check to see through the disguise, even if the disguised creature did nothing to draw attention to itself. The frozen shadow also gains a +2 bonus to Will saving throws when attempting to disbelieve an illusion affecting a creature or creatures. This ability replaces uncanny dodge. Swift Tracker(変則)/Swift Tracker:At 8th level, a frozen shadow can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving up to twice his normal speed while tracking. Additionally, his bonus on Will saving throws to disbelieve illusions affecting a creature or creatures increases to +4. This replaces improved uncanny dodge. 忍術:The following ninja tricks complement the frozen shadow archetype bleeding attackUC, darkvisionUC, deadly rangeUC, fast stealthUC, hidden weaponsUC, sudden disguiseUC, vanishing trickUC, and wall climberUC. 上位忍術:The following advanced ninja tricks complement the frozen shadow archetype assassinateUC, ghost stepUC, invisible bladeUC, master disguiseUC, and see the unseenUC. Gunpowder Bombardier Gunpowder Bombardier 出典 Heroes from the Fringe 30ページ Ratfolk assassins and other ninjas with an affinity for gunpowder demonstrate masterful control of bombs, using the explosives to inflict major damage or impair their foes. Gunpowder Bomb(変則)/Gunpowder Bomb:At 2nd level, a gunpowder bombardier can expend 1 ki point to throw a gunpowder bomb at a grid intersection as a ranged attack against AC 5 with a range of 20 feet. The gunpowder bomb deals 1d6 points of bludgeoning damage to all creatures in a 10-footradius burst, which can be increased to 20 feet by spending 1 additional ki point. A creature in the bomb’s radius can attempt a Reflex save (DC = 10 + half the gunpowder bombardier’s ninja level + her Dexterity modifier) for half damage. At 5th level and every 2 levels thereafter, the bomb’s damage increases by 1d6, to a maximum of 9d6 points of bludgeoning damage at 19th level. This alters ki pool and replaces the ninja trick gained at 2nd level. Explosive Impairment(超常)/Explosive Impairment:At 4th level, a gunpowder bombardier can imbue her gunpowder bombs with impairing effects. By spending 1 additional ki point when she throws a gunpowder bomb, the gunpowder bombardier can cause her bomb to inflict one of the following conditions, in addition to dealing its normal damage, for a number of rounds equal to half her ninja level dazzled, deafened, entangled, or shaken. At 8th level, she adds nauseated and stunned to the list of conditions her bombs can inflict. A creature that succeeds at the Reflex save to halve the damage also negates the condition inflicted by the gunpowder bomb. This replaces uncanny dodge. Delayed Explosive(変則)/Delayed Explosive:At 8th level, a gunpowder bombardier can plant a gunpowder bomb and delay its explosion. As a standard action, the gunpowder bombardier can place a gunpowder bomb—adding effects as she would if she were throwing the gunpowder bomb, and spending the requisite ki points—and specify a number of rounds after which the bomb will detonate, up to a maximum number of rounds equal to the gunpowder bombardier’s ninja level. If the bomb is touched or moved by another creature, it detonates immediately. The gunpowder bombardier can have only one delayed explosive active at a time; planting another gunpowder bomb renders the previous bomb inert. This replaces improved uncanny dodge. Mask of the Living God Mask of the Living God 出典 Disciple s Doctrine 20ページ When the Living God needs to silence the voices of those heretics who question too loudly, these enforcers are the tools he employs. Weapon and Armor Proficiencies:In addition to having the ninja’s normal weapon and armor proficiencies, the mask of the Living God is proficient with bolas, saps, and whips. This alters the mask of the Living God’s weapon and armor proficiency. Mask(変則)/Mask:A mask of the Living God has a mask that is a symbol of his faith and the myriad powers invested in him. Abilities granted by this class other than undercover faith function only while the mask of the Living God is wearing his mask. Putting on or removing this mask is a move action. Undercover Faith(変則)/Undercover Faith:At 1st level, when not wearing his mask, a mask of the Living God can take on an utterly mundane identity as if he were a vigilante with the many guises social talent. While in a mundane identity, the mask of the Living God cannot wear his mask; putting it on while in a mundane identity immediately ends the mundane identity and its effects. Changing into this mundane identity takes 1 minute and must be done out of sight to preserve the mask of the Living God’s secret. The time it takes the mask of the Living God to change into a mundane identity cannot be decreased. This replaces poison use. Expurgate(擬呪)/Expurgate:The role of a mask of the Living God is to silence heretics and blasphemers, and he is an expert at rendering even the most glib of his foes into babbling fools. At 2nd level, when he deals damage to a target, he can expend 1 point from his ki pool to affect that target as if he had cast fumbletongue, using his ninja level as his caster level. The target can attempt a Will saving throw (DC = 10 + half the ninja’s level + his Charisma modifier) to negate this effect. At 6th level, the target of this ability is instead struck entirely mute for 1d4 rounds unless it succeeds at a Will saving throw. The mask of the Living God cannot spend a point from his ki pool to make an additional attack. This alters ki pool. Stern Gaze(変則)/Stern Gaze:A mask of the Living God is trained to sense deception and strike fear into the hearts of his foes. At 3rd level, he gains a morale bonus equal to half his ninja level on Intimidate and Sense Motive checks. This replaces no trace. 忍術:The following ninja tricks complement the mask of the Living God archetype forgotten trick, kamikaze, unarmed combat training, vanishing trick, weapon training. 上位忍術:The following master tricks complement the mask of the Living God ghost step, see the unseen, and shadow split. Petal Ninja Petal Ninja 出典 Wilderness Origins 13ページ Petal ninjas are a secretive clan of ghoran infiltrators, in touch with their plantlike nature to the point where they can change their forms, allowing them access into places that were previously impossible to reach. Petal ninja is an archetype available only to ghorans. クラス技能:A petal ninja gains Heal as a class skill, but does not gain Appraise as a class skill. This alters the ninja’s class skills. Blossom Shower(変則)/Blossom Shower:At 2nd level, as a standard action, a petal ninja can spend 1 ki point to create a burst of flower petals in a 15-foot radius centered on a point within 20 feet. A blossom shower lasts for a number of rounds equal to half the petal ninja’s level (minimum 1 round). When activating a blossom shower, the petal ninja forgoes a number of sneak attack dice to determine the shower’s effects, as noted below. These sneak attack dice are unavailable for the duration of the blossom shower and are regained when the effect ends. If an effect requires a saving throw, the DC is equal to 10 + twice the number of sneak attack dice expended + the petal ninja’s Charisma modifier. The petal ninja can choose to create a lesser effect even if she expends more dice than required. For example, she can expend 4 sneak attack dice, but impart the effect of 3 sneak attack dice. The shower does not affect the petal ninja herself, apart from the concealment granted by using 1 sneak attack die. 1 Sneak Attack Die Creatures within the radius gain concealment (20% miss chance). 2 Sneak Attack Dice As 1 sneak attack die, except each creature in the radius must succeed at a Will save or be dazzled for 1d6 rounds. 3 Sneak Attack Dice As 2 sneak attack dice, except creatures are sickened on a failed save. 4 Sneak Attack Dice As 2 sneak attack dice, except creatures are fascinated on a failed save. 5 Sneak Attack Dice As 2 sneak attack dice, except creatures are staggered on a failed save. 6 Sneak Attack Dice As 2 sneak attack dice, except creatures are nauseated on a failed save. This replaces the ninja trick gained at 2nd level. Burst of Blossoms(超常)/Burst of Blossoms:At 4th level, a petal ninja gains the ability to transform into a cloud of blossoms as a standard action. By spending 1 point from her ki pool, a petal ninja can take the form of a cloud of blossoms, becoming insubstantial for 1 round, as gaseous form. While insubstantial she also gains a +4 circumstance bonus on Stealth checks. At 8th level, the duration increases to a number of rounds equal to 1 plus the petal ninja’s Charisma modifier. This replaces no trace, uncanny dodge, and improved uncanny dodge. Sundial(超常)/Sundial:At 6th level, the petal ninja gains the ability to change the lighting in a 30-foot-radius emanation centered on herself as a move action. For every ki point she spends, the light levels change by one step (from darkness to dim light, normal light, and bright light, and vice versa). This change remains in effect for 1 minute. This replaces light steps.
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実験的呪文修正 Experimental Spellshaping 出典 Player Core 195ページ Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects. You gain one 1st-level spellshape wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a spellshape wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations. 使い魔同調強化 Improved Familiar Attunement 出典 Player Core 195ページ You've long held that fine-tuning the magic that bonds a wizard and their familiar can improve the mystic connection and yield greater results, compared to the safe yet generic bond most wizards currently use. You've formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the Familiar wizard feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels. Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item. 混合呪文 Spell Blending 出典 Player Core 195ページ You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you've found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells. During your daily preparations, you can trade two spell slots of the same spell rank for a bonus spell slot of up to 2 spell ranks higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a spell rank you can normally cast, and each bonus spell slot must be of a different spell rank. You can also trade any spell slot for two additional cantrips, though you can't trade more than one spell slot at a time for additional cantrips in this way. 呪文置換 Spell Substitution 出典 Player Core 195ページ You don't accept the fact that once spells are prepared, they can't be changed until your next daily preparations, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again. スタッフ対結 Staff Nexus 出典 Player Core 195ページ Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power. You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell's rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn't require charges. You can Craft your makeshift staff into any other type of magical staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells. At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells.
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Nickelodeon All-Star Brawl 2 項目数:28 総ポイント:1000 難易度:★★★☆☆(スマブラに慣れているなら★-1) ストアページ ※日本語未対応 すべてオフラインで解除可。 キャンペーンの最高難易度以外はそこまで難しくないが、キャンペーンのボス戦は若干の慣れが必要。 ゲームシステムは大乱闘スマッシュブラザーズに酷似しているため、そちらに慣れていれば難易度は下がる。 Handsome Style Customize your profile badge for the first timeプロフィールバッジを初めてカスタマイズする 10 No Nonsense Avatar Clear Arcade with 1 brawler1キャラでArcade runをクリアする 10 Bushido Tactics Clear Arcade with 5 brawlers5キャラでArcade runをクリアする 10 World Domination is at Hand! Clear Arcade with 15 brawlers15キャラでArcade runをクリアする 30 Leave Everything to Me! Clear Arcade with all (standard) Brawlers全ての通常キャラでArcade runをクリアする 100 Don't you take that tone with me, young man! Complete an Arcade run without losing a single stockストックを1つも失わずにArcade runをクリアする 30 Blimey! Complete an Arcade run on the highest difficultyArcade runを最高難易度でクリアする 30 I Want an Award! Compete in your first local or online battle初めてのローカルマッチ、またはオンラインマッチを行う 10 Way of the Ninja Compete in 10 local or online battles10のローカルまたはオンラインバトルを行う 10 Monstrous Power! Compete in 50 local or online battles50のローカルまたはオンラインバトルを行う 30 Defender of the Earth Compete in 100 local or online battles100のローカルまたはオンラインバトルを行う 100 Smashing! Defeat an opponent without losing a single stock in a local or online battleローカルまたはオンラインバトルでライフを1つも失わずに相手を倒す 10 Say My Name! Play at least once with all standard brawlers in a local or online battleローカルまたはオンラインバトルで全ての通常キャラと戦う 10 Wicked Defeat a level 9 NPC in a 1v1 battle1vs1バトルでレベル9のNPCを倒す 30 Not Even a Contest Defeat three level 9 NPCs in a team-battleチームバトルでレベル9のNPCを3体倒す 100 ACTIVATE THE PLOT DEVICE! Complete your first Campaign run最初のキャンペーンのランを完了する 20 Savior of the World Complete the Campaign's storyキャンペーンのストーリーをクリアする 100 Research Complete! Level up a Campaign Perk to its max levelキャンペーンPERKを最大レベルまでレベルアップする 10 The Journey is the Destination, Man Unlock all Campaign Perksキャンペーン特典を全てアンロックする 30 Unleash the DOOM! Complete a Campaign run in the highest difficultyキャンペーンを最高難易度でクリアする 100 That was Nuts! Complete a Pop the Slime Balloons minigame levelミニゲーム「Pop the Slime Balloons」をクリアする 10 Brain Blast! Complete the Pop the Slime Balloons minigame with all (standard) brawlersミニゲーム「Pop the Slime Balloons」を全ての通常キャラでクリアする 30 秘密の実績 Jellyfishing Defeat King Jellyfish in the CampaignキャンペーンでKing Jellyfishを倒す 30 LEEDLE LEEDLE LEEDLE LEE Defeat the Flying Dutchman in the CampaignキャンペーンでFlying Dutchmanを倒す 30 Shredded Defeat Shredder in the CampaignキャンペーンでShredderを倒す 30 This I Swear! Defeat Sartana in the CampaignキャンペーンでSartanaを倒す 30 Going Ghost! Defeat Vlad Plasmius in the CampaignキャンペーンでVlad Plasmiusを倒す 30 Timed Out Defeat Clockwork in the CampaignキャンペーンでClockworkを倒す 30 マッチ回数系 ルールやレベルは関係ない。 キャラ画面でYを長押ししてルール設定画面に移動し、ModeをStamina、StockAmoutを1、Healthを5に変更する。 CPUのレベルを0にしてスタート後、攻撃を1発当てて勝利すると1カウント。15分ほどあれば100試合稼げる。 Not Even a Contest ステージはAquariumを選択し、ルールでStockを1に変更したあとLv9のCPUを3体用意して開始。 ステージの端で待機していると、CPU同士で潰しあうので様子見した後、残り1体になったら吹っ飛ばしを当てて倒すのが簡単。
https://w.atwiki.jp/krisallenjapan/pages/50.html
Mixfest in San Antonio こちらの方 のtweetがなかなか興奮を伝えていたので、抜粋。 (翻訳してくれる方募集) So i met the dj talked and talked to him. Kris set is at 7 50 and his interview Is at 5pm. The concert is from 4-10pm so i can probabl .. I got on the radio and got to talk about kris omg!! DD I still have like 2 hrs till kris interview what am i gonna do for free here downtown lol well i could go to watch other bands So I m waiting for kris to come in for his interview(which is open to the public) I feel like an accomplished krijna D lol Hopefully I get to meet kris before or after his interview the dj said I might be able to ) OMG i freaking just met kris and got a pic!!! Ahhhh jsnnnjxnsjjcjsja 3333 the security goes "hey we got a fan here" (im all shaky) And then i go "hey!" and hes like "hi!" and i go "can i get a picture with u?"and hes like "sure!" and then walked to the private elevat .. Now i get to go watched his interview with mix96.1! OMG im still shaky lol i was more calm than i expected ) kris walks up im sitting down "did the pic turn out?" me and mom"yes" "u coming to the concert?" (cont) Me "yep!" like my shirt it says "krisallenaddicts" and he goes "yes i do" and cale walked past and i said hi and he waved! ) Listening to the kris interview hes hotter in person! Lol So i got a pic with kris and cale! Talked to them too and got them to sign my CD!! D I have so much to tell! Now im waiting to 2 hours For kris to come on D lol im shocked i was the only fan waiting there lol And when i got the pic with cale kris took the pic! He touched my camera!!!! Lol ) Kris is at the meet and greet right now! Im so shocked i got to talk to kris and cale and rode the elevator with them i didnt even have ... I didnt even have meet and greet! Dude some girl just got arrested idk why maybe drugs? Well there is beer/ahcohol here but not in the concert area It was crazy the police had to hold her down then took her outside the gate This is def not family friendly concert with them selling alchohol lol....still waiting for kris by the food/drinks But theres people here from like age 5-50 I mean waiting for kris to come on, i already meet him if u read my other tweets ) The girl they handcuffed, they let her go home but idk what she did So white tie affair is on right now and i actually talked to lead singer cuz they were there when i met kris lol i had no idea! Kris is about to go on!! D OMG that was even more awesome than fiesta texas!! Kris and pat duet dkdjsjchhvhshsFjdjsj!! 3333 so amazingg! Trains next!!! But my mom wants to leave (( i at least want to hear "hey soul sister" Ugh i have to miss train (( i wanted to hear "hey soul sister" So much for missing trains act ( my mom wants to get home and plus there was like no toliet paper in the porter poties and they charge ... (cont) charge $1 for napkins WTP?!? Earlier it was funny cuz my moms like "kris allen touched our camera!" me "omg i know!!" LOL I kissed the camera LOL i know im weird hahaha P well kris touched it.... Ive been there since 1 30pm its almost 9 now! 7 hrs! And almost half the time i was outside in 90 degree weather so worth it! Ily u mom! Ilu uncle!! He told me to turn the channel to fox cuz kris was on for 5 secs! D They showed kris on tv for like a min!! IM HOMEEEEEEEEEEEE! DDDDD me and kris!!! D http //twitpic.com/1qj2jw Kris in the interview ) http //twitpic.com/1qj3nm another interview pic ) http //twitpic.com/1qj4nz my mom took this pic i love her ) http //twitpic.com/1qj5zi lol i look bad in this pic but cale looks great ) http //twitpic.com/1qj6ku Another Cale pic ) Kris took these he touched my camera!! D OMG! LOL http //twitpic.com/1qj7wk Kris 3333 ) http //twitpic.com/1qj97b Kris was amazingggg live D http //twitpic.com/1qj9s0 @KrisAllen It was! D OMG thanks so much for taking the time for u and @calevis24 to talk to me!!! D 33 concert was amazing!! ) This one is so cute ) lol sorry about that persons head http //twitpic.com/1qjb17 one more pic ) http //twitpic.com/1qjbtp U GUYS READY? D HERE IT IS! http //www.youtube.com/watch?v=0XF8fYuDNEo THE TRUTH gonna try to upload more videos while im still awake lol DUDE i dont wanna go to school tomorrow now ( i had a long day...lol my parents won t let me stay home though OMG im soo tired last video guys then im going to bed school tomorrow / lol gonna upload more tomorrow! D gnight! )
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We re different from JAP in a dimension. A dimension is different from the strong guy whom there is there. Please do not take it lightly. we don t do resistance in itself for a long time now. Leader--- havokk
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Human Figure Proportions - Cranial Units - Robert Beverly Hale 人体の比率 - Robert Beverly Haleによる頭蓋ユニット - https //www.youtube.com/watch?v=uJMoplyGboI http //www.proko.com/human-figure-proportions-cranium-unit-hale/ In the last lesson we looked at Dr.Paul Richer s system of measuring human proportions based on the height of the head. 前回のレッスンでは、 Dr.Paul Richerの 頭の高さに基づいた人体比率についてみていきました。 In this lesson we ll take a look at a different approach, based on the same proportions as Richer s, but uses a different unit for measuring. 今回のレッスンでは、 違うアプローチに取り組みます。 Richerのと同じ比率に基づきますが、 異なる計測の単位を用います。 At first glance head height seems like the logical unit to measure from. 一見したところ、 頭の高さというのは計測するのに理にかなっているように見えます。 It s the most commonly used method and the one used by most canons throughout history. それは最もよく使われるメソッドであり、 歴史を通して最も確立された規範です。 If Leonardo DaVinci used it, it must be the best way, right? レオナルド・ダ・ヴィンチが使っているのだから、 最も優れた方法ですよね? [show daVinci s Vitruvian man] Well, that s up to each artist to decide, but although it s not as popular, Robert Beverly Hale s Cranial method definitely gives The Head Height method a run for its money. 勿論、それは個々のアーティストが決めることです。 しかし、先に述べたほどに一般的でないとしても、 Robert Beverly Haleの頭蓋メソッドは、 頭の高さのメソッドといい勝負をするでしょう。 Since no method is perfect, you choose which one works best for you. どのメソッドも完璧ではないので、 皆さんに合うものを選んでください。 Hale s method uses the size of the cranium as the unit. Haleのメソッドは、頭蓋(頭の骨から下あごを除いた部分)の大きさを単位として使います。 This method is used today by artist like Glenn Vilppu, Marshall Vandruff and Michael Mentler. このメソッドは、今日では、Glenn Vilppu、 Marshall Vandruff、Michael Mentlerなどの アーティストが用いています。 The advantage of this method is that many important skeletal landmarks correspond to this unit, unlike with the head method that aligns with nipples and navel as landmarks, which vary a lot more than skeletal landmarks. このメソッドの利点は、 多くの骨格上のの目印がこのユニットに対応していることです。 目印としての乳首や臍 (それらは骨格上の目印より変化しやすいものです) に沿った頭部メソッドとは違うわけです。 Also the size of the cranium can be measured from any head angle and doesn t change. また、頭蓋の大きさは、どんな頭の方向からも計れまた変化しません。 However the length of the head changes as the jaw open and closes, or as the head is foreshortened. しかしながら、頭の長さは顎が開いたり閉じたり または短縮遠近されると変化します。 Hale s method seems to be more consistent and more reliable when drawing a person in a pose. Haleのメソッドは、ポーズの最中の人物を描くときには より一貫性と信頼性があるように思えます。 I asked Marshall Vandruff why he prefers it and this it what he said. 私はMarshall Vandruffに、なぜこの方法を好むのか問いました。 そして彼が言ったことがこれです。 I don t like the head-length system. 私は頭の長さ式を好みません。 It s great for straight-on studies, but it breaks down when you foreshorten anything, especially when you foreshorten the head. 棒立ちには良いですが、 何か短縮遠近したものを描こうとするときに破綻します。 とりわけ頭が短縮遠近しているときです。 Unless you have a full-view of the head, you have no unit to begin. 頭全体が見えているときでない限り、 始めるべき単位が見つかりません。 I like Robert Beverly Hale s head-width system for a number of reasons, The first is that you can find head width when the head is in any position - it makes a sphere at back of the cranium, and a sphere never foreshortens. 私は、Robert Beverly Haleの頭の幅方式を色々な理由から好んでいます。 第一に、頭蓋の後ろの方は球状になっており、いかなる姿勢においても 短縮遠近されないためその幅は変わりません。 This is a measurement that echoes through the body and isn t dependent on seeing the height of the head. このことは、人体全体にわたって反響し、 頭の高さを比較単位にするやり方に依存しません。 If you can draw a ball, you can look at a head in any position and deduce that ball. もし皆さんがボールを描けるのなら、 どの体勢の頭を見てもそのボールを推測できます。 Ok, let s go over the details of this method. はい、このメソッドの詳細を見ていきましょう。 The unit itself can be measured from the back view by taking the width or height of the cranium. 計測の単位は、 人体の後ろから見たときの頭蓋の幅もしくは高さから得られます。 From the front you can use the width or the height down to the bottom of the nose. 前からは、 幅か、もしくは鼻の底までの高さを使えます。 But, keep in mind that the bottom of the nose will only align with the cranium if the head isn t facing up or down. しかし、 覚えておいてほしいのは、 鼻の底までの高さを使えるのは、 頭が上を向いたり下を向いたりしていない場合だけです。 So, the width is more reliable from the front. ですので、前から見た場合、横幅のほうが信頼できる指標になります。 From the side you should use the height of the cranium, since the width is too long. 横から見た場合、頭蓋の高さを使いましょう。 幅は長すぎるからです。 An additional quarter of a unit is added on to the front. 頭蓋にユニットに頭蓋ユニットの1/4を加えたものが横幅になります。 This cranial unit can be measured with the width or height from any angle even when the head is foreshortened because the shape of a ball isn t affected by foreshortening. 球形は、短縮遠近に影響されませんので、 たとえ頭が短縮遠近されたときでも、 頭蓋ユニットは、どのアングルからでも、その高さと幅で測ることができます。 A ball is a ball from any angle. ボールはどのアングルから見てもボールです。 So, we ll take this cranial size and think of it as a box unit. さて、この頭蓋の大きさを把握したら、 それを箱型のユニットとして考えてみましょう。 We ll use this box to find 3dimensiomal placement of the landmarks on the skeleton. この箱を、骨格上の目印の三次元的な配置を見つけるために使いましょう。 One unit down brings you to the pit of the neck. 箱一つを下げると、首の下のくぼみです。 For the torso let s use a width of two units. トルソの幅は、2ユニットです。 The sternum is one unit long not including the xiphoid process. 胸骨は、剣状突起を含まない場合1ユニットです。 One more down to the corners of the ribcage at the 10th ribs. もう1ユニット下がると、胸郭の角、第10肋骨のあるあたりです。 So, notice how the width the rib cage doesn t quite reach the edges of this 2x2 box. 胸郭がこの2x2ボックスの幅に完全には達していないことに気を付けてください。 And the top plane of the rib cage, indicated by the oval of the first rib, faces towards the front as you can see from this side view. そして、胸郭のてっぺんの面は、第1肋骨による楕円形で形作られていますが、 今皆さんの視点からは正面を向いています。 So, the back of the ribcage is up higher than this 2x2 box. ですので、胸郭の背後は、2x2ボックスの高さより若干高くなっています。 The length of each clavicle is 1 unit. 各々の鎖骨の長さは1ユニットです。 Keep in mind that these units are slightly separated because of the gap at the pit of the neck. これらのユニット(鎖骨)は首のくぼみの隙間のせいで 若干分かれていることに気を付けてください。 In the back, the width and height of the scapulas fit into the box. 背後では、肩甲骨の幅と高さは箱に一致します。 In a relaxed position the distance between the scapulas near the bottom is also 1 unit. 中立姿勢では、 肩甲骨の底あたり同士の距離もまた1ユニットです。 One more unit down takes us to the corners of the pelvis, known as the ASIS. もう1ユニット下がると、骨盤の角です。 ASISとして知られています。 And one more down just past the bottom of the pelvis. もう1ユニット下がると、ちょうど骨盤の底です。 On a male, the distance between the greater trochanters is two units. 男性では、大転子同士の距離は2ユニットです。 The width of the pelvis is equal to the ribcage. 骨盤の幅は、胸郭と同じです。 The 10 rib and ASIS points also line up. 第10肋骨とASISは同じ線上に並びます。 On a female the width of the Pelvis is 2 units and it no longer aligns with the rib cage. 女性では、 骨盤の幅は2ユニットで、胸郭とは並びません。 The distance between the greater trochanters is wider too. 大転子同士の距離も広くなっています。 On the pelvis there are also some convenient alignments using half units. 骨盤に於いて、ユニット半分単位を用いた 便利な整列が存在します。 The top of the iliac crest is at the halfway mark of this box and the top of the pubic bone and greater trochanters is at the halfway mark here. 腸骨稜の頂点は、この箱の半分のところであり、 また、恥骨のてっぺんと大転子は、この箱半分のところにあります。 So, when drawing the front of the pelvis, look for these 5 points and remember their distances. ですので、骨盤の正面を描くときには、 これら五つの点を探し、それらの距離を思い出してください。 From the side, the pit of the neck and the ribcage align with the edges. 横から見ると、 首のくぼみと、胸郭は、箱の境界に整列しています。 Then the sternum comes out forward and the cartilage continues to come forward past the pit of the neck about half a unit. その後、胸骨は前方に飛び出、 軟骨が胸骨を超え、おおよそユニット半分ほど飛び出ます。 The depth of the pelvis is conveniently 1 unit. 骨盤の奥行きは、都合のいいことに1ユニットです。 We ve already found the placement of the greater trochanters relative to the pelvis. 我々はすでに、骨盤に対する大転子の位置を見つけています。 3 units down ends at the connection of the bottom of the femur and top of the tibia. 3ユニット下がると、大腿骨の底の接続部と、脛骨のてっぺんです。 Another 3 units to the heels. さらに3ユニット下がるとかかとです。 The foot from the side is 1.5 units long and half a unit tall. 側面から見た足(くるぶしから下)は、1.5ユニットの長さで、高さはユニット半分です。 Finally the arms. 最後に腕です。 The length of the humerus is 2 units. 上腕骨の長さは2ユニットです。 And from the elbow to the knuckles of the hand is another 2 units. 肘から手のナックルまではまた2ユニットです。 The hand itself is a bit longer than 1 unit. 手自身は1ユニットより若干長くなっています。 That s it! 以上です。 Since this system uses a 3-dimensional box for measuring, one of its advantages is that it s manageable when something is foreshortened, as long as you are capable of drawing a box in perspective. このシステムは計測に三次元の箱を使っているので、 その利点の一つが、 皆さんが遠近法に於いて箱を描くことが出来るのならば、 何か短縮遠近されたときに使いやすいということです。 If not, then you might need to go back to the structure lesson and practice that again. もしできないのならば、構造のレッスンに戻って練習しなおしましょう。 So, for example with this foreshortened leg.. 例として、この短縮遠近された足です。 We know from the top of the greater trochanter to the bottom of the femur is 3 boxes long. 我々は、大転子から大腿骨の底までは 箱三つ分だということを理解しているわけです。 So, if we can draw these 3 boxes in perspective, we can then fit the leg into those boxes. ですので、透視図法で三つの箱を描けば、 脚をその箱に収めることができるわけです。 Ok, so we ve explored 3 different systems of human proportions. はい、 我々は三つの異なる人体比率のシステムを探求しました。 Like I said, these work really well in neutral poses and as a general guide when you re drawing from your imagination. 私が述べたように、 これらは、皆さんが想像から人物を描く場合、 中立姿勢と一般的なガイドとして役に立ちます。 Sometimes it can come in handy when drawing from a model. 時々モデルから描く場合にも役に立つでしょう。 But, when you re drawing from a model or photo reference, measuring is much more practical. しかし、皆さんがモデルもしくは写真資料から描く場合、 このような計測はより実践的なものとなるでしょう。 So, in the next lesson I ll show you how to lay-in your drawing using various measuring techniques. ですので、 次のレッスンでは、 様々な計測の技術を用いてどのように紙面に配置するか お見せします。 "You are an artist now, you must make your own decisions. あなたはもはや一人の芸術家なので、 あなたはあなた自身の決定を下さなければならない。 Do you prefer the proportions of Rubens or Michelangelo? あなたはルーベンス、もしくはミケランジェロの比率どちらを好みますか? Or would you like to leave the ball of the abdomen out altogether, like Henry Moore?" または、ヘンリー・ムーアのように、 腹部のボールを取り去ってしまいたいですか? Robert Beverly Hale I ve created a downloadable diagram that you can print out for your reference. 皆さんが資料としてプリントアウトできるようにダウンロードできる図表を用意しました。 Find the link in the description below. 下にあるビデオの説明にリンクがあります。 And I have posters available for purchase at proko.com/store. またはproko.com/storeでポスターが買えます。
https://w.atwiki.jp/prdj/pages/3499.html
メスメリストのアーキタイプ Mesmerist Archetypes Autohypnotist Autohypnotist 出典 Psychic Anthology 17ページ An autohypnotist has incredibly powerful psychic abilities that he can’t entirely control. As a result, maintaining his powers against an opponent hinders him as much as his target. Autohypnosis(超常)/Autohypnosis:At 1st level, an autohypnotist has mastered techniques that make his hypnotic stare ability more potent, but at a terrible cost—the autohypnotist succumbs to his own power when he uses it. Whenever the autohypnotist focuses his stare on an opponent, the penalties that opponent takes from the hypnotic stare (as well as any bold stare improvements or stare feats that the autohypnotist has) increase by 1. However, the autohypnotist takes the same penalties as his target while focusing his stare, including those of any bold stare improvements he has. An autohypnotist can reduce or negate the penalty he imposes upon himself with his hypnotic stare, but doing so allows his opponent an opportunity to escape from the stare as well. The autohypnotist can reduce the penalty he takes from his hypnotic stare ability by half for 1 round as a swift action. If he does so, there is a 25% chance that his hypnotic stare ends altogether. Alternatively, he can choose to negate the penalty he takes from his hypnotic stare for 1 round, but his hypnotic stare then has a 50% chance of ending. This ability alters hypnotic stare. Wide Stare(超常)/Wide Stare:At 5th level, whenever an autohypnotist is focusing his stare on a foe, he can broaden his hypnotic stare as a standard action. When he does so, all creatures within 10 feet of his opponent take penalties from the mesmerist’s hypnotic stare and bold stare class features as if he were maintaining his hypnotic stare against each of those creatures, except such creatures treat his hypnotic stare penalty as if it were 2 lower. When the autohypnotist uses this ability, he cannot exclude allies or any other creatures from this effect. If the autohypnotist’s hypnotic stare ends for the focused opponent, this effect ends. This ability replaces mental potency. Chart Caster Chart Caster 出典 Blood of the Ancients 8ページ Lirgeni astrologists would divine their futures by consulting star charts, but some had no talent for astrology and simply faked their results. When prophecy died with Aroden, a few Lirgeni survivors continued with this “reliable” method. クラス技能:A chart caster adds Knowledge (nature) and Knowledge (planes) to his list of class skills. This alters the mesmerist’s class skills. Subject of the Stars(超常)/Subject of the Stars:A chart caster cannot implant tricks as a standard action. Instead, he can spend 5 minutes to implant multiple tricks in a single willing target. The number of tricks he can implant per day is unchanged from the regular mesmerist class, but he can apply as many of those tricks as he chooses on a single use of this ability. If implanting tricks in himself, the caster merely spends 5 minutes in contemplation; otherwise, he consults star charts while ritually asking the creature questions, and still must touch them to do so. At 1st level, he can select multiple instances of the same trick to implant in a single subject. At 5th level, a chart caster can implant two different subjects with multiple instances of one trick each and can choose a different trick for each subject. The number of additional subjects increases by one for every 4 mesmerist levels he has beyond 5th. Using this ability again on an existing subject or to implant any trick on a new subject ends all previously implanted tricks. The caster can trigger only one instance of the same trick on a given subject per round. This alters mesmerist tricks and manifold tricks. Feign Destiny(超常)/Feign Destiny:At 3rd level, as an immediate action, a chart caster can grant an ally a +1 competence bonus on a failed attack roll, saving throw, or skill check by reminding his ally of their destined success. The chart caster must use his ability within 1 round of the failed check, and his ally must be within 30 feet of him when he does. If the bonus is enough to turn the failure into a success, the ally succeeds at the check. At 6th level, the bonus increases to +2. At 10th level, it increases to +5. A chart caster can use this ability a number of times per day equal to his Charisma modifier. This replaces touch treatment. Material Manipulator Material Manipulator 出典 Psychic Anthology 18ページ Rather than waste time limiting himself to ruling minds, a material manipulator forces his whims upon reality and uses his magic to ensure that those around him comply with his demands. Manipulator Spells/Manipulator Spells:A material manipulator casts psychic spells drawn from the mesmerist spell list and augmented by a select list of sorcerer/wizard spells. All illusion (glamer), illusion (shadow), and transmutation spells of 6th level and lower are considered to be part of the material manipulator’s spell list. These are psychic spells. This ability alters the mesmerist’s spellcasting and replaces consummate liar, the mesmerist trick gained at 2nd level, and manifold tricks. Revision(超常)/Revision:At 3rd level, a material manipulator can revise a creature’s body to change its appearance. He can use revision a number of times per day equal to 3 + his Charisma modifier. Using revision is a standard action (or a swift action if the material manipulator uses it on himself ), and the material manipulator must be able to touch his target. An unwilling target must succeed at a Fortitude save (DC = 10 + half the material manipulator’s mesmerist level + his Charisma modifier) to negate the effect. At 3rd level, the material manipulator can adjust the target’s height and weight, increasing it or decreasing it to any height or weight within the standard range for creatures of the target’s type and size category (Pathfinder RPG Core Rulebook 169). At 6th level, he can adjust the target’s gender, physical traits (such as nose size, fingernail length, and foot shape), and pigmentation (including eye, hair, and skin color) to any natural variation for creatures of the target’s type (and heritage, if applicable). At 10th level, he can adjust the target’s age, rewinding the target’s age to as young as a young adult (approximately 8 years old for a human) or progressing it to as old as venerable. This causes the target to gain aging bonuses and penalties and adjust its size as appropriate for its new age, but doesn’t confer any other benefits gained from aging (such as additional racial Hit Dice, supernatural abilities, and so on). At 14th level, he can adjust the target’s type or subtype, as per polymorph. At 20th level, he can instead adjust the target’s type as per greater polymorph. This ability is a polymorph effect, and the subject of a revision cannot end the effect early by any means unless the material manipulator permits it. The material manipulator can stack multiple adjustments from this ability into the same polymorph effect—for instance, a 14th-level material manipulator can adjust himself into an orc, reduce his age to that of a young adult, give himself large feet and a bulbous nose, and change his gender. This effect lasts for 10 minutes per mesmerist level. At 10th level, the effect lasts for 1 hour per mesmerist level, or 1 minute per level if he uses it as polymorph. At 20th level, the effect lasts indefinitely, or 10 minutes per mesmerist level if the material manipulator uses it as greater polymorph and causes the target to assume a form with a different type than its true form. The mesmerist can dismiss this effect as a free action. Clothing and equipment worn by the target is not affected by this effect—gear does not resize to suit the wearer’s new form, nor does it merge into her body. Gear unable to be worn or wielded as a result of this effect falls to the ground in the wearer’s space. This ability replaces touch treatment and rule minds. 精神竜の催眠術師 Mindwyrm Mesmer 出典 Legacy of Dragons 13ページ 多くのメスメリストが繊細で巧妙な策士である一方、精神竜の催眠術は服従に至らせる他者への脅しや威圧のために、ドラゴンから触発された自負、大言壮語、恐怖を模倣する。この竜を彷彿とさせる念術魔法使いはそ服の装や発現する力である竜のイメージを用いる。 生来の強制力/Innate Coercion:1レベルの時点で、精神竜の催眠術師は、〈威圧〉判定にメスメリスト・レベルの半分(最小1)に等しいボーナスを得る。加えて、精神竜の催眠術師は、目標よりもサイズが小さいことによる〈威圧〉へのペナルティを受けない。 この能力は見事な嘘と置き換える、 幻影のブレス(超常)/Phantasmagorical Breath1レベルの時点で、精神竜の催眠術師は念術能力を用いることで本物の竜の破壊的なブレスを真似ることを学んだ。1日に【魅力】ボーナスに等しい回数(最小1日1回)、精神竜の催眠術師は標準アクションとして30フィートの円錐形か60フィートの直線上のいずれかで幻影のブレスを吐くことができる。ブレスの効果範囲内のクリーチャーは心因性の反応を誘発し、1レベルの時点で1d6ポイントのエネルギー・ダメージ、3レベル以降2メスメリスト・レベル毎に追加の1d6ポイントのエネルギー・ダメージを与える。精神竜の催眠術師はこの能力を得た時、与えるエネルギー・ダメージの種別([強酸]、[氷雪]、[雷撃]、[火炎])を選択する;一度決定すると変更はできない。影響を受けたクリーチャーはダメージを無効化するための意志セーヴを試みることができる(DC = 10+精神竜の催眠術師のメスメリスト・レベルの半分+【魅力】修正値)。これは[精神作用]効果である。 この能力は痛みの視線と置き換える。 竜の技(超常)/Draconic Trick:以下の新しい技は精神竜の催眠術師が選択することができる。 脅かす表情/Threatening Mien:対象の行動は極端に危険であるように見える。精神竜の催眠術師は対象が敵に隣接して移動をしたときにこの話材を起動することができる。対象に隣接している敵は、対象以外の目標に対する攻撃に-4のペナルティを受ける。この技は精神竜の催眠術師のメスメリスト・レベル毎に1ラウンドの間持続する。 竜の絶技(超常)/Masterful Draconic Trick:以下の新しい技は12レベル以上の精神竜の催眠術師が選択することができる。 畏怖すべき相貌/Frightful Countenance:対象の外観は、攻撃者を心の底から怖がらせるような外観に変貌する。 精神竜の催眠術師は、対象が攻撃または攻撃ロールを必要とする呪文の対象となったときに、この技を起動できる。攻撃者は意志セーヴに成功するか、攻撃は失敗し攻撃者は即座に1d4ラウンドの間怯え状態とならなければならない。これは[精神作用、恐怖]効果である。 Projectionist Projectionist 出典 Psychic Anthology 18ページ Not content to simply command others from afar, a projectionist is able to use his mesmerizing powers to utterly dominate other creatures and objects by projecting his spirit from his body. 呪文:A projectionist’s psychic powers manifest in an almost predictable manner, making them less versatile than other spellcasters. At each of the indicated levels, a projectionist must choose the indicated spell to learn—he cannot choose other spells. The spells that a projectionist must learn (and the level at which he must choose them) are enter imageAPG(4th), lesser object possessionOA (7th), riding possessionOA (10th), object possessionOA (13th), and greater object possessionOA (16th). The projectionist adds greater object possession to his spell list as a 6th-level spell. This ability alters the mesmerist’s spellcasting. Implant Consciousness(超常)/Implant Consciousness:At 4th level, a projectionist can spend one use of his mesmerist trick ability to create a psychic link between himself and one object that bears his likeness, such as a painting or a statue. This functions in all ways like implanting a mesmerist trick in a creature, except the target is an object. The projectionist can trigger the trick as a standard action at any time—upon doing so, his consciousness leaves his body and fills the target object, functioning as described by the “filling an image with your consciousness” use of the enter image spell (Pathfinder RPG Advanced Player’s Guide 219). Use the projectionist’s mesmerist level as the spell’s caster level. While filling an image with his consciousness, the projectionist can use and maintain his hypnotic stare on opponents, and can also trigger his painful stare. At 8th level, he can also use any purely mental action (including casting psychic spells) while filling an object with his consciousness. Once he implants this trick in an object, the projectionist can fill the target with his consciousness whenever he pleases, regardless of distance or whether he is on the same plane as his target. Once he stops concentrating on maintaining the enter image effect, his consciousness returns to his body and he cannot fill the target with his consciousness again until he implants another mesmerist trick in that object. This ability replaces the mesmerist tricks gained at 4th and 8th levels. Hidden Presence/Hidden Presence:At 5th level, a projectionist gains Hidden PresenceOA as a bonus feat. He doesn’t need to meet the feat’s prerequisites. He benefits from Hidden Presence and feats that list Hidden Presence as a prerequisite while possessing objects (as with object possessionOA) or while filling an object with his consciousness (as described in the enter imageAPG spell), as well as when he possesses creatures, provided the feat is applicable. For instance, Intrusive PresenceOA cannot be used to read the mind of an inanimate object possessed via enter image or object possession, as objects possess no minds to be read. This ability replaces the mesmerist’s mental potency. Umbral Mesmerist Umbral Mesmerist 出典 Occult Realms 16ページ Trained in secret, umbral mesmerists are clandestine weapons who spend years learning how to shape terrifying creatures from the inky darkness in which they revel. Diminished Spellcasting/Diminished Spellcasting:An umbral mesmerist can cast one fewer spell of each level than normal. If this reduces the number of spells for a level to 0, he can cast spells of that level only if his Charisma score allows bonus spells of that level. This ability alters the mesmerist’s spellcasting. Shadow Summoning(擬呪)/Shadow Summoning:An umbral mesmerist gains the ability to summon quasi-real creatures as per summon monster I a number of times per day equal to 3 + his Charisma modifier. The umbral mesmerist can use this ability as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). The creatures summoned are only partly real, but have normal effects unless a creature affected by the illusion succeeds at a Will save to disbelieve (as per shadow conjuration.) The DC for this save is equal to 10 + 1/2 the umbral mesmerist’s mesmerist level + the umbral mesmerist’s Charisma modifier. This is an illusion with the shadowUM descriptor. A shadow creature has half the hit points of a normal creature of its kind (regardless of whether it is recognized as a shadow creature). It deals the normal amount of damage and has all of the base creature’s normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is halved, and all special abilities that do not deal lethal damage are only 50% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are halved. A creature that succeeds at its save to disbelieve sees the summoned creature as transparent images superimposed on vague, shadowy forms. Objects automatically succeed at their Will saves against this spell. The umbral mesmerist cannot use this ability to summon creatures from more than one summon monster spell in this way at one time. At 4th level and every 4 mesmerist levels thereafter, the power of this ability increases by 1 spell level, allowing the umbral mesmerist to summon more powerful creatures (to a maximum of summon monster VI at 20th level). This ability replaces the mesmerist tricks gained at 1st, 4th, 8th, 12th, 16th, and 20th levels. Umbral Solipsism(超常)/Umbral Solipsism:At 2nd level, when a creature attempts a Will save to disbelieve a quasireal creature created by shadow summoning, it takes a penalty on the save equal to the mesmerist’s Charisma modifier (minimum 0). This ability replaces towering ego. Ephemeral Stare(超常)/Ephemeral Stare:At 5th level, the umbral mesmerist is treated as if he were invisible by the target of his hypnotic stare (as per the invisibility spell), provided neither he nor any creatures conjured by shadow summoning take hostile actions against the target. Once the umbral mesmerist or any creature conjured by his shadow summoning ability takes a hostile action against the target, the mesmerist becomes visible to the target and the target cannot be affected again by that umbral mesmerist’s ephemeral stare ability for 24 hours (although it can be affected by other effects of his hypnotic stare). This ability replaces mental potency. Vexing Trickster Vexing Trickster 出典 Psychic Anthology 19ページ While many mesmerists are called to embrace the art of deception, using their mind-binding powers to make their foes believe that even the most outrageous realities are actually true, others indulge in the various hijinks their power enables. These mesmerists are known as vexing tricksters. Consummate Trickster(変則)/Consummate Trickster:A vexing trickster gains a +1 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks. This bonus increases by 1 at 4th level and every 3 mesmerist levels thereafter (maximum +6). This ability replaces consummate liar. Trickster’s Ego(変則)/Trickster’s Ego:At 2nd level, a vexing trickster gains Combat Expertise as a bonus feat. If his Intelligence score is less than 13, his Intelligence counts as 13 for the purpose of meeting the prerequisites for combat feats. This ability replaces towering ego. ボーナス特技(変則):At 3rd level, a vexing trickster gains a trick feat as a bonus feat. He must meet the feat’s prerequisites. At 10th level, he gains a second trick feat as a bonus feat. This ability replaces touch treatment (minor) and touch treatment (greater). Manifold Hijinks(超常)/Manifold Hijinks:At 6th level, the vexing trickster learns to implant multiple mesmerist tricks that have been modified by trick feats (henceforth called modified tricks) in his targets’ minds simultaneously. At 6th level, the vexing trickster can implant up to two modified mesmerist tricks in a single target simultaneously. At 14th level, he can implant up to three modified mesmerist tricks in a single target simultaneously. This ability doesn’t allow a mesmerist to apply more than one trick feat to a single mesmerist trick at a time. This ability replaces touch treatment (moderate) and touch treatment (break enchantment).
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アンチェインド・モンクのアーキタイプ Unchained Monk Archetypes 空歩術の達人 Windstep Master 出典 Elemental Master s Handbook 17ページ ほとんどのモンクは俊敏で足が速いが、空歩術の達人の軽やかな足取りに並ぶ者はほとんどいない。空歩術の達人は、山の頂にある修道院や、風を奉納する聖堂(例えばニスワンにある『絶え間なき風の修道院/Monastery of Unfolding Wind』など)で修行を積む。 暴風拳(変則)/Hurricane Punch:1レベルの時点で、空歩術の達人は、前提条件を満たしていなくても、《暴風拳》/Hurricane Punch(19ページ参照)をボーナス特技として獲得する。この特技を使用している間、《突き飛ばし強化》の特技を持っていなくても、機会攻撃を誘発しない。 4レベルの時点で、《暴風拳》の特技を使用している間、空歩術の達人はサイズ段階が2段階まで大きな対象に突き飛ばしを行う事ができる。12レベルの時点で、空歩術の達人はサイズ段階が3段階大きなものを対象にする事ができる。20レベルの時点で、あらゆるサイズ段階を対象に取る事ができるようになる。 8レベルの時点で、《暴風拳》の特技を用いてクリーチャーに対する突き飛ばしに成功した場合、そのクリーチャーをさらに5フィート後退させることができる。16レベルの時点で、さらに10フィート後退させることができる。 この能力は朦朧化打撃を置き換える。 空歩術(超常)/Wind Step: 4レベルの時点で、空歩術の達人の足取りは超自然的な軽やかさを得る。移動アクションとして、自分の高速移動ボーナスに等しい距離までエア・ウォーク(呪文のように)を使用できる。自身のターン終了時までに、自分の体重を支えることができる固く平らな場所に到達しなければならず、さもなくば落下する。 この能力は4レベルで獲得する内功もしくは浮心を置き換える。 疾風の気(超常)/Swift Ki:4レベルの時点で、空歩術の達人は即行アクションとして気蓄積から1ポイントを消費し、空歩術を1分間持続させることができる。この持続時間の間、空歩術の達人は硬い表面に到達することなく空中に留まることができる。また、即行アクションとして気蓄積から1ポイントを消費する事により、1ラウンドの間、空歩術の距離を20フィート延長する事ができる。空歩術の達人は、気を消費することにより自分の基本速度を1ラウンドの間20フィート上昇する能力は得ない。 この能力は気蓄積を変更する。 Disciple of Wholness Disciple of Wholness 出典 Healer s Handbook 4ページ Disciples of wholeness train to bring themselves and others closer to physical and spiritual perfection. Healing Ki(超常)/Healing Ki:At 4th level, a disciple of wholeness can touch a creature as a swift action and spend 1 point from her ki pool to restore a number of hit points equal to 1d4 + 1/2 her monk level to that creature. If she has the wholeness of body ki power, she can spend 2 points to restore a number of hit points equal to 1d8 + her monk level to a touched creature. She does not gain the ability to spend ki to gain an extra attack during a flurry of blows. This ability alters ki pool, and it replaces the ki power gained at 4th level. Hone Body(超常)/Hone Body:At 5th level, a disciple of wholeness has immunity to supernatural and magical diseases as long as she is undamaged (she loses this immunity when she has hit point or ability score damage). In addition, she can always touch a creature as a swift action and spend 1 point from her ki pool to render it immune to all diseases for 1 day. She cannot grant this immunity if the target is already afflicted with a disease. This ability replaces purity of body. Greater Hone Body(超常)/Greater Hone Body:At 11th level, a disciple of wholeness is immune to poison while undamaged and can grant immunity to poison (lasting for 1 day). This ability otherwise functions as per hone body. This ability replaces the ki power gained at 12th level (and an unchained monk cannot gain the diamond body ki power). Hone Soul(超常)/Hone Soul:At 13th level, a disciple of wholeness can dispel a spell affecting a living creature by touching it as a standard action and spending 1 point from her ki pool. This power functions like the targeted dispel option of greater dispel magic, with the caster level equal to the disciple of wholeness’s monk level. This ability replaces the ki power gained at 14th level (and an unchained monk cannot gain the diamond soul ki power). Elemental Monk Elemental Monk 出典 Disciple s Doctrine 4ページ Elemental monks draw inspiration from genies to create their fighting style. Their adaptability and versatility make them capable of serving as emissaries of elemental balance. 属性:An elemental monk must be true neutral. This replaces the monk’s alignment requirement. Elemental Strike(変則)/Elemental Strike:An elemental monk gains Elemental Fist as a bonus feat, even if she doesn’t meet the prerequisites. She does not have to select an element; instead, each time she hits with an Elemental Fist attack, she can choose acid, cold, electricity, or fire for the type of the additional damage granted by that feat. This replaces all of the monk’s bonus feats and stunning fist. Genie Style(変則、擬呪)/Genie Style:At 2nd level, as a swift action an elemental monk can gain the benefits of one of the following style feats, based on one of the five types of genies. When she does so, she automatically enters that feat’s stance Djinni Style, Efreeti Style, Janni Style, Marid Style, or Shaitan Style. These feats, as well as those mentioned below, appear in Chapter 2 of Pathfinder RPG Ultimate Combat, and rules for style feats are on page 78 of that book. At 6th level, while the elemental monk is using a genie style feat, she also gains the benefits of a feat from the following list, as appropriate for that style’s feat path Djinni Spirit, Efreeti Stance, Janni Tempest, Marid Spirit, and Shaitan Skin. At 10th level, while the elemental monk is using a genie style feat, she also gains the benefits of a feat from the following list, as appropriate for that style’s feat path Djinni Spin, Efreeti Touch, Janni Rush, Marid Coldsnap, and Shaitan Earthblast. At 18th level, when the elemental monk gains the benefits of Djinni Spirit, Efreeti Stance, Marid Spirit, or Shaitan Skin, her elemental resistance from that feat instead becomes immunity to that element, as long as she is not denied her Dexterity bonus to AC. While she is using Janni Style, she gains the effects of enlarge person or reduce person (her choice), even if she is not humanoid. This is a spell-like ability with a caster level equal to the elemental monk’s level. This replaces evasion, purity of body, and the ki power gained at 10th-level. Elemental Precision(変則)/Elemental Precision:At 10th level, instead of treating her unarmed strikes as lawful for the purpose of overcoming damage reduction, an elemental monk overcomes all damage reduction of creatures with the air, earth, fire, or water subtypes except DR/— and DR/epic. This alters the monk’s ki pool. Planar Guide(擬呪)/Planar Guide:At 14th level as a standard action, an elemental monk can spend 1 ki point to transport herself and up to seven additional willing creatures, as per the plane shift spell, to one of the four Elemental Planes. Each additional creature increases the cost by 1 ki point. Invested Regent Invested Regent 出典 Heroes of the High Court 22ページ The invested regent has been handpicked by inscrutable divine forces to command others—either at the present or at some future time. The invested regent can harness a divine spark to perform superhuman stunts, influence others, and escape injury. Invested regents come from all races and walks of life, but they are more likely to be nobleborn in their cultures. Although some invested regents are acutely aware of their powers’ divine origins (such as powers gained from an investment ceremony to Asmodeus in the nation of Cheliax), others do not know the source of their abilities. Invested regents have strong personalities and a destiny to rule. Investiture(超常)/Investiture:An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected. A character with this feature and the ki pool class feature tracks investiture points and ki points separately. This ability replaces the bonus feat gained at 1st level. Vested Power(変則または擬呪)/Vested Power:At 2nd level and every 4 monk levels thereafter, an invested regent can select a vested power (see the Vested Powers section below) for which he qualifies in place of selecting a monk bonus feat. The invested regent need not do so and can instead take the bonus feat, but once the decision to take a bonus feat or a vested power is made, he can’t change it. This replaces the bonus feat the invested regent gives up for the vested power. Vested Powers/Vested Powers:Vested powers are abilities that draw on an invested regent’s investiture pool. Vested powers are divided into two categories feats and spells. Requirements:All vested powers have a minimum level requirement to select them. An invested regent who hasn’t reached the required monk level cannot select that vested power. Activation:Most vested powers require the invested regent to spend investiture points; the exact amount is listed after the vested power. Vested powers that cost 0 investiture points don’t require the invested regent to have any investiture points in his investiture pool to use the ability. The saving throw against an invested regent’s vested power, if any, is equal to 10 + 1/2 the invested regent’s monk level + his Charisma bonus. Feats:These vested powers duplicate the effects of specific feats. An invested regent doesn’t need to qualify for a feat to select it as a vested power. For example, an invested regent can select Spring Attack as a vested power even if he doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these vested powers is a free action on the invested regent’s turn; until the start of his next turn, the invested regent is treated as if he had that feat. Feats marked with an asterisk (*) can also be activated as an immediate action when it isn’t the invested regent’s turn. Spells:These vested powers duplicate the effects of a spell and are spell-like abilities. An invested regent’s monk level is the caster level for these spell-like abilities, and he uses Charisma to determine his concentration check bonus. Activating one of these vested powers is a standard action. 2nd-Level Vested Powers Comprehend languages (2 investiture points) Divine favor (1 investiture point) Dodge* (0 investiture points) Entropic shield (1 investiture point) Expeditious retreat (2 investiture points) Feather stepAPG (self only, 1 investiture point) Hide from undead (self only, 1 investiture point) Sanctuary (self only, 1 investiture point) Shield of faith (self only, 1 investiture point) 6th-Level Vested Powers Calm emotions (1 investiture point) Cloak of windsAPG (self only, 2 investiture points) Enthrall (2 investiture points) Gaseous form (self only, 1 investiture point) Helping hand (1 investiture point) Heroic DefianceAPG, * (1 investiture point) Heroic RecoveryAPG, * (1 investiture point) Protective spiritAPG (2 investiture points) Remove disease (self only, 2 investiture points) SidestepAPG, * (1 investiture point) Snatch Arrows* (1 investiture point) Spring Attack (1 investiture point) Tongues (self only, 2 investiture points) 10th-Level Vested Powers Air walk (self only, 2 investiture points) Death ward (self only, 2 investiture points) Dimension door (self only, 2 investiture points) Discern lies (3 investiture points) Divine power (3 investiture points) Freedom of movement (self only, 3 investiture points) Improved Blind-FightAPG, * (1 investiture point) Improved Great Fortitude* (1 investiture point) Improved Iron Will* (1 investiture point) Improved Lightning Reflexes* (1 investiture point) Mark of justice (3 investiture points) Neutralize poison (self only, 3 investiture points) Restoration (self only, 2 investiture points) Spell resistance (self only, 2 investiture points) Wind Stance (2 investiture points) 14th-Level Vested Powers Antilife shell (3 investiture points) Disarming StrikeAPG (2 investiture points) Greater Blind-FightAPG, * (2 investiture points) Greater command (3 investiture points) Greater forbid actionUM (3 investiture points) Lightning Stance (3 investiture points) Shadow walk (self only, 3 investiture points) Unwilling shieldAPG (3 investiture points) 18th-Level Vested Powers Divine vesselAPG (3 investiture points) Foresight (self only, 3 investiture points) Greater restoration (self only, 3 investiture points) Regenerate (self only, 3 investiture points) Repulsion (3 investiture points) Lifting Hand Lifting Hand 出典 Martial Arts Handbook 23ページ Those studied in the art of grappling know that using their opponents’ own weight and momentum to lift, disable, or throw them is impressive and effective. When facing a master of the lifting hand, an enemy is likely to find itself sailing through the air or locked in a tortuous compliance hold. Savage Toss(変則)/Savage Toss:A lifting hand gains Savage Slam as a bonus feat, even if she doesn’t meet the prerequisites. At 4th level, when the lifting hand succeeds at her grapple combat maneuver check while using the Savage Slam feat and her grapple combat maneuver check result exceeds the opponent’s CMD by at least 5, she can throw the opponent into an non-adjacent square. The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent’s CMD. For instance, if the lifting monk exceeds the target’s CMD by 15, she can throw the target into a square 20 feet away. At 8th level, when using Savage Slam, the lifting hand’s target no longer receives a bonus to its CMD when the lifting hand attempts to throw it into a dangerous area. This replaces stunning fist. ボーナス特技(変則):A lifting hand adds Whirling Hold to her list of bonus feats at 1st level. At 6th level, she adds Dramatic Slam and Overhead Flip. At 10th level, she adds Savage Leap. This alters the monk’s bonus feats. Joint Lock(変則)/Joint Lock:At 10th level, when a lifting hand succeeds at a combat maneuver check to maintain a grapple, instead of choosing to damage, move, pin, or tie up the opponent, she can instead force one of the target’s limbs into an agonizing position. The target becomes sickened as long as the lifting hand maintains the grapple. When the grapple is released or broken, the target is fatigued for a number of rounds equal to the lifting hand’s level. This is a pain effect. This replaces the bonus feat gained at 10th level. Counter-Throw(擬呪)/Counter-Throw:At 12th level, a lifting hand can ready an action to trigger if a creature tries to attack her. When the readied action triggers, the lifting hand can attempt a grapple combat maneuver check with a +2 bonus. If she succeeds, she grapples the creature and negates the triggering attack, and she can spend an immediate action to use the Savage Slam feat. This replaces the ki power gained at 12th level. Monk of the Mantis Monk of the Mantis 出典 Dirty Tactics Toolbox 11ページ A body contains many points where the flesh, mind, and spirit coincide. A monk of the mantis is skilled at manipulating these points. With precise strikes, she temporarily disrupts a body’s connection with the rest of the self. Pressuring Strikes(変則)/Pressuring Strikes:At 2nd level, a monk of the mantis gains the sneak attack ability. This ability functions as the rogue ability of the same name, except it can be used only during a flurry of blows. The initial sneak attack damage is +1d6, and the damage increases by 1d6 every 4 levels beyond 2nd. This ability replaces the monk’s 2nd-, 6th-, 10th-, 14th-, and 18th-level bonus feats. Debilitating Blows(変則)/Debilitating Blows:A monk of the mantis’s knowledge of anatomy allows her to deal blows that both deal damage and impose debilitating conditions. At 6th level, if a monk of the mantis stuns a target with Stunning Fist, the target is also entangled for 1 round after the Stunning Fist effect ends. At 10th level, if the monk of the mantis stuns a target with Stunning Fist, the target is also exhausted for 1 round after the Stunning Fist effect ends. At 12th level, the monk can spend 1 point from her ki pool as part of her Stunning Fist attack to increase the duration of these additional effects to a number of rounds equal to her Wisdom bonus (minimum 2 rounds). This ability replaces the 6th, 10th, and 12th-level ki powers. Disabling Palm(超常)/Disabling Palm:At 15th level, a monk of the mantis can render the target of her quivering palm unconscious instead of killing the creature. Upon failing its Fortitude saving throw, the target either is knocked unconscious for a number of minutes equal to the monk of the mantis’s monk level or dies (the monk of the mantis’s choice). This ability applies only if the monk selects the quivering palm ki power. Perfect Scholar Perfect Scholar 出典 Inner Sea Intrigue 44ページ Perfect scholars, often worshipers of Irori, hone their minds and bodies through the accumulation of knowledge. They study and annotate the holy texts of Irori and other philosophies as well as collect lore on anatomy, medicine, philosophy, martial arts, and history, among other topics of erudition. クラス技能:A perfect scholar adds Knowledge (all) and Linguistics to his list of class skills, instead of Intimidate and Perform. This ability alters the monk’s class skills. Lore(変則)/Lore:At 4th level, the perfect scholar gains a bonus equal to 1/2 his monk level on Knowledge checks and can attempt Knowledge checks untrained. This ability replaces still mind. Learn from Failure(変則)/Learn from Failure:At 4th level, when the perfect scholar misses with an attack roll or fails a Research check (Ultimate Intrigue 148), he gains a +1 insight bonus on his next attack roll or Research check against the same target attempted in the next 24 hours. An individual target cannot be affected by this ability more than once in a 24-hour period. At 6th level, and every 2 monk levels thereafter, this bonus increases by 1. This ability replaces the ki power gained at 4th level. Eye of the Sun and Moon(変則)/Eye of the Sun and Moon:At 13th level, a perfect scholar can read all languages and write all languages he has read or heard. This ability replaces tongue of the sun and moon. Walk with the Master(超常)/Walk with the Master:At 20th level, the perfect scholar has mastered his spiritual resonance, allowing him to travel as if using etherealness, plane shift, or shadow walk at his monk level by spending only 1 point from his ki pool. He cannot bring other creatures with him. He is treated as an outsider rather than his original type, although he can be brought back to life as if he were still of his former type. This ability alters perfect self. Scaled Fist Scaled Fist 出典 Legacy of Dragons 14ページ Steeped in traditions that trace their origins to the warrior-monks who trained under the tutelage of draconic masters in Tian Xia, scaled fists eschew passive introspection in favor of unshakable confidence. Scaled fists learn to combine brutal intimidation with the brazen ferocity of an ancient wyrm to devastate their foes. Draconic Might/Draconic Might:Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma. ボーナス特技:A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon FerocityUC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses. This ability modifies bonus feats. Draconic Fury(超常)/Draconic Fury:At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level. Draconic Mettle(超常)/Draconic Mettle:At 4th level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. This ability replaces the still mind ability. Draconic Breath(超常)/Draconic Breath:At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist’s monk level + her Charisma modifier) to halve the normal damage. This ability replaces the ki power gained at 12th level. Serpent-Fire Adept Serpent-Fire Adept 出典 Occult Origins 20ページ A serpent-fire adept embraces the secrets of her chakras and mastery of their energetic flow. クラス技能:The serpent-fire adept adds Appraise, Diplomacy, Fly, Heal, Knowledge (arcana), Linguistics, and Survival to her list of class skills, but does not gain Climb, Intimidate, Knowledge (history), Perform, Ride, or Swim as class skills. This alters the monk’s class skills. Chakra Training/Chakra Training:A serpent-fire adept gains Chakra Initiate and Psychic Sensitivity as bonus feats. She need not meet these feats’ prerequisites, and can use her serpent-fire ki from Chakra Initiate to open and maintain her root chakra, despite not being 2nd level. This ability replaces stunning fist and the bonus feat gained at 1st level. Chakra Expertise(変則)/Chakra Expertise:At 2nd level, the serpent-fire adept gains a bonus equal to 1/2 her monk level on Fortitude and Will saves attempted to maintain awakened chakras. At 8th level, when she has opened one or more chakras, she can maintain those chakras (without opening any new chakras) for 1 round without taking a swift action, expending ki, or attempting Fortitude or Will saves to maintain the chakras. This increases to 2 rounds at 16th level. After maintaining her chakras with chakra expertise, the monk must open a new chakra or maintain her open chakras normally before she can use chakra expertise again. This ability replaces the bonus feat gained at 2nd level. Light Spirit(超常)/Light Spirit:At 4th level when the serpent-fire adept has her sacral chakra open and chooses to benefit from its power, her fly speed is equal to either her base land speed or her bonus to her base speed from the monk fast movement class ability (whichever is higher). She maintains this fly speed for a number of rounds equal to her Wisdom bonus (minimum 1 round), even if she closes her chakras. This ability replaces the 4th-level ki power. Chakra Adept(変則)/Chakra Adept:At 6th level, the serpent-fire adept gains Chakra Adept as a bonus feat. She need not meet the feat’s prerequisites. When the serpent-fire adept has used all her rounds of chakra expertise to maintain open chakras, if she does not spend additional ki to maintain her open chakras on the next round, her highest chakra closes and she can spend a swift action to use any one of the abilities of her remaining open chakras. On the round after that, all her chakras close, and if she wishes to reopen them, she must start again with her root chakra. This ability replaces the bonus feat gained at 6th level. Linked Chakras(変則)/Linked Chakras:At 8th level, the serpent-fire adept can open multiple chakras at once as a standard action. The round that she does this, she is required to make saving throws only to resist being overwhelmed by the highest chakra she opens, though the save DCs are increased by 5. She can do this once per day, plus one additional time per day each at 12th and 17th level. This ability replaces the 8th-level ki power. Chakra Mastery(変則)/Chakra Mastery:At 10th level, the serpent-fire adept gains Chakra Master as a bonus feat. She need not meet the feat’s prerequisites. When maintaining her open chakras with chakra expertise, she can spend 1 point of ki to gain the benefits of two chakras rather than one in that round (or three chakras, if she has opened her crown chakra). At 14th level, the serpent-fire adept’s pool of serpent-fire ki increases to 7 points, and at 18th level, it increases to 9 points. This ability replaces the bonus feats gained at 10th, 14th, and 18th level. Softstrike Monk Softstrike Monk 出典 Martial Arts Handbook 6ページ The practices of softstrike monks date back to the peaceful eras of Imperial Lung Wa. Still common among warriors today, softstrike monks employ a nonlethal but effective form of combat. Weapon Proficiency:A softstrike monk is proficient with the aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage. He is considered proficient only with monk weapons that can deal multiple types of damage when dealing bludgeoning damage. This replaces the monk’s weapon proficiency. Feather Touch(変則)/Feather Touch:A softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon. Nonlethal Strikes(変則)/Nonlethal Strikes:A softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. This alters unarmed strike. Tenet of Life(超常)/Tenet of Life:Though a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent. Life-Giving Blows(超常)/Life-Giving Blows:At 6th level, a softstrike monk can force a piece of his life force into a nonliving creature to disrupt its animating essence. If he hits an undead foe with an unarmed attack, he can spend 1 ki point as a free action to remove the target’s immunity to nonlethal damage for a number of minutes equal to his Wisdom modifier. If, during this time, the target’s nonlethal damage exceeds its current hit points, it is destroyed. At 10th level, a softstrike monk can also use this ability against constructs. This replaces the bonus feats gained at 6th and 10th levels. Wholeness of Body and Spirit(超常)/Wholeness of Body and Spirit:At 7th level, a softstrike monk can use wholeness of body on both himself and other creatures, though it heals only nonlethal damage. If he uses this ability on an unconscious foe, he can spend 1 additional ki point to force the creature to accept a pact of life. The creature must succeed at a Will saving throw (DC = 10 + half the softstrike monk’s level + his Wisdom modifier) or the pact renders it unable to directly attack the monk and any allies within 60 feet, as per sanctuary, for a number of days equal to the softstrike monk’s level. This alters wholeness of body. (This ability applies only if the monk selects the wholeness of body ki power.) Incapacitating Palm(超常)/Incapacitating Palm:At 15th level, a softstrike monk renders the target of his quivering palm unconscious instead of killing the creature. Upon failing its Fortitude saving throw, the target is knocked unconscious for a number of minutes equal to the softstrike monk’s level. This alters quivering palm. (This ability applies only if the monk selects the quivering palm ki power.) Resilient Body(超常)/Resilient Body:At 19th level, a softstrike monk’s mastery of nonlethal combat lets him apply his techniques to his defense. A softstrike monk converts any precision damage he takes to nonlethal damage. This replaces empty body. 魂の番人 Soul Shepherd 出典 Pathfinder #139 The Dead Road 65ページ サイコポンプの足元で学んだり、単にクリーチャーの哲学や方法を真似たりして、魂の万人は魂のサイクル/Cycle of Soulsを守ることを信じている。 宥めの打撃(超常)/Calming Strike:非実体のアンデッド・クリーチャーを素手打撃で攻撃した直後の割り込みアクションとして、魂の番人はクリーチャーを落ち着かせようとし、形而上学的な旅の次の段階に平和的に移行するように促す。目標は意志セーヴに成功するか(DC = 10+魂の番人レベルの半分+【判断力】修正値)、1分間の間カーム・スピリットとしてなだめられなければならない。 魂の番人は10+霊障のCRのACに対して接触攻撃を行うことで、霊障に対してこの能力を使用できる。霊障はこの能力に対してセーヴィング・スローを受け取らないが、能力の持続時間は精神集中+1ラウンドで最大1ラウンド/レベルに変わる。魂の番人はこの能力を自身の魂の番人レベルに等しい回数だけ1日に使用できる。 これは朦朧化打撃と置き換える。 別世界の弾性力(変則)/Otherworldly Resilience:2レベルの時点で、魂の番人はDR 2/アダマンティン、[氷雪]に対する抵抗5、[雷撃]に対する抵抗5を得る。9レベルの時点で、DR 5/アダマンティン、[氷雪]に対する抵抗10、[雷撃]に対する抵抗10に増加する。 これは身かわし及び身かわし強化と置き換える。 魂感知(超常)/Spirit Sense:12レベルの時点で、魂の番人はサイコポンプの魂感知能力を持っているかのように、【判断力】修正値に等しいラウンド数の間(最小1ラウンド)、30フィート以内の生きているクリーチャーとアンデッド・クリーチャーに気が付き、検知し、区別する能力を自身に与えるために即行アクションとして1気ポイントを費やすことができる。 これは12レベルで得られる内功と置き換える。 ヤマラジの審判(擬呪)/Yamaraj s Judgment:15レベルの時点で、魂の番人はソウル・バインドやトラップ・ザ・ソウルなど囚われた魂を投獄する効果から開放するために標準アクションとして気蓄積から1ポイントを費やすことができる。これは魂の番人のレベルに等しい術者レベルを持つ、目標型解呪のディスペル・マジック呪文として機能する。この能力を起動すると、術者レベル判定に+4のボーナスを得るために追加の気ポイントを費やすことができる。魂がクリーチャーや非呪文効果で囚われている場合、術者レベル判定の結果が少なくとも11+クリーチャーまたは効果のCRであれば、解放する。 これは16レベルで得られる内功と置き換える。
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レイ・ライン Ley Lines 出典 Secrets of Magic 214ページ Magical energy exists throughout the multiverse and flows within and without all aspects of reality. In places where this magical energy flows particularly strongly, it takes the form of ley lines potent conduits of magic that flow throughout the cosmos. Magical energy travels through ley lines much like blood flows through the veins of living creatures. Ley lines transcend physical form and can be found throughout the universe, through entire worlds, and even across planes. 稀少度:レア Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways. Ley Lines in Your Game Ley Lines in Your Game 出典 Secrets of Magic 214ページ Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires—the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world. Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world. Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight. A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node. Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story. Locating Ley Lines Locating Ley Lines 出典 Secrets of Magic 214ページ Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice—but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants. A character can locate a ley line with a successful Occultism check to Identify Magic, usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to Identify Magic based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power. Ley Line Nodes Ley Line Nodes 出典 Secrets of Magic 214ページ Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power. Using Ley Lines Using Ley Lines 出典 Secrets of Magic 215ページ While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the Tap Ley Line general skill action. The results of this action are based on the benefits and drawbacks of a ley line. レイ・ラインの例 Sample Ley Lines 出典 Secrets of Magic 215ページ The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique. Basic Ley Line レイ・ライン2 Basic Ley Line レア 力術 Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the arcane, divine, occult, or primal trait as appropriate. Benefit When you Cast a Spell, alter the spell as if you had just used your choice of either Reach Spell or Widen Spell. Backlash The magical energy overwhelms your mind. You become stupefied 1 until the end of your next turn. Energy Ley Line レイ・ライン4 Energy Ley Line レア 力術 始原 Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater persistent damage on the benefit and greater damage on the backlash, usually 1d8 per 4 levels. Benefit All damage of the associated energy type you deal clings to your targets, dealing an additional 1d8 persistent damage of the ley line's energy type. Backlash The energy rebounds, and you take 2d8 persistent damage of the ley line's energy type. Focused Ley Line レイ・ライン10 Focused Ley Line レア 秘術 信仰 力術 伝承 始原 Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. Benefit You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours. Backlash Your entire being becomes overwhelmed with magical energy. You become stupefied 3 for 1 minute, and you can't Refocus for 1 hour. Haunted Ley Line レイ・ライン12 Haunted Ley Line レア 信仰 死霊術 伝承 Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level blink spell. Benefit You're affected by blink for the duration of the ley line benefit. You can Sustain the Spell as though you had cast it, and you can choose the direction of your reappearance when you do so (you still reappear randomly at the end of your turn). Backlash You get partially pulled into the Ethereal Plane. For 1 minute, you vanish and reappear in a random direction at the end of your turn as noted in the effects of blink, but you don't gain any of the other effects of the spell. Specialized Ley Line レイ・ライン14 Specialized Ley Line レア 秘術 Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. Benefit Spells you cast of the ley line's attuned school are empowered. When you Cast a Spell of that school, that spell is automatically heightened 1 level, up to a level equal to the highest spell level you can cast. Backlash Your connection to the ley line's school of magic weakens, making it temporarily harder to manifest those spells. For 1 minute, all spells of the attuned school require one additional action to cast. レイ・ラインの儀式 Ley Line Rituals 出典 Secrets of Magic 216ページ Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines. エスタブリッシュ・ネクサス 儀式5 Establish Eexus レア 聖別 変成術 出典 Secrets of Magic 217ページ 発動 1日;費用 magical foci worth 100 gp × the spell level × the node's level;副次術者 2 主要判定 Arcana, Nature, Occultism, or Religion based on the ley line (master);副次判定 Ley Line Lore or Occultism 距離 10フィート;目標 1 ley line node up to double establish nexus's level You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled. 大成功 The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift. 成功 The ley line nexus is established and lasts for a year and one day, unless the ley lines shift. 失敗 You fail to establish the ley line nexus. 大失敗 All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day. エンパワー・レイ・ライン 儀式7 Empower Ley Line レア 力術 出典 Secrets of Magic 216ページ 発動 1日;費用 magical foci worth a total value of 50 gp × the spell level × the target's level;副次術者 6 主要判定 Arcana, Nature, Occultism, or Religion, matching the ley line's tradition (legendary);副次判定 Ley Line Lore or Occultism 距離 10フィート;目標 1 ley line or ley line node up to double this ritual's level You draw upon surrounding magical energy to empower a ley line, enhancing both its positive and negative effects. The duration of an empowered ley line's benefits increases when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day. 大成功 You empower the ley line until the next turning of the season. 成功 You empower the ley line for 1 week. 失敗 You fail to empower the ley line. 大失敗 All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects.