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装置キャラクターの来歴 コモンの来歴 Anti-Tech Activist Anti-Tech Activist 出典 Guns Gears 44ページ You've seen the sorts of things that technology brings— polluted environments, workers put out of their jobs or horribly injured, and the slow erosion of society—and you've vowed to inform the larger world of these ills. You do so with long, impassioned speeches on street corners and village squares and by talking personally with the heads of various guilds. Adventuring into the wider world could help spread your message even farther. Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Intimidation skill, and the Guild Lore skill. You gain the Group Coercion skill feat. Clockfighter Clockfighter 出典 Guns Gears 44ページ While others choose to use their engineering ability to heal the injured or make brilliant innovations, you've used your skill to repair and modify clockwork constructs that battle in gladiatorial combat. You know how to get a crowd electrified for your clockwork gladiator, win or lose, and you know how to repair it when it gets damaged. These skills serve you well as an adventurer. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Crafting skill, and the Gladiatorial Lore skill. You gain the Experienced Professional skill feat. Clockwork Researcher Clockwork Researcher 出典 Guns Gears 44ページ New forms of clockwork technology are incredibly interesting to you, and you've been studying examples of them to see where else they might be best put to use. You might eventually develop a new prototype machine or find a way to make related technologies practical enough for everyone to benefit. Though before you do, you must continue your research! Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You're trained in the Society skill, and the Engineering Lore skill. You gain the Eye for Numbers skill feat. Codebreaker Codebreaker 出典 Guns Gears 44ページ Whether you're employed by a military organization to decipher coded messages sent by enemy factions or work independently to crack an enigma created by a past civilization, you have a head for patterns and linguistics. You might even use new clockwork devices to aid you in your efforts. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You're trained in the Society skill, and the Cryptography Lore skill. You gain the Glean Contents skill feat. Disciple of the Gear Disciple of the Gear 出典 Guns Gears 45ページ While many regard science and faith as incompatible, you believe scientific advancement is your deity's will. Perhaps you're a follower of Brigh, Casandalee, or some other god of technology, or perhaps you see the furnaces and sparks of modernity as the latest manifestation of Sarenrae's flame or Gozreh's lightning—whatever the case, you're always willing to spread the word of your deity, and you've learned some basic tinkering to show how your deity's focus can increase the common standard of living. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You're trained in the Crafting skill, and a Lore skill for the deity you worship. You gain the Quick Repair skill feat. Driver Driver 出典 Guns Gears 45ページ You practically live behind the controls of a vehicle, and can handle just about anything the road, waves, and sky can throw at you. You likely adventure to test your skills in unusual environments and new and interesting vehicles. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Piloting Lore skill. You gain the Assurance skill feat with Piloting Lore. Hounded Thief Hounded Thief 出典 Guns Gears 45ページ Some time ago, you stole a unique item from a strange individual. It might have been a piece of clockwork from a far-off land or some other bit of strange technology. You might still have it or you might have sold it, but either way, you can't shake the feeling that you're being followed and watched, likely by forces who want to retrieve what you took. Luckily, a life of adventure keeps you on the move. Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You're trained in the Thievery skill, and the Underworld Lore skill. You gain the Pickpocket skill feat. Junker Junker 出典 Guns Gears 45ページ You live on the outskirts of civilization, combing through the detritus left behind for interesting trinkets to sell or use in your own crafting. Though you have a preferred terrain to search, you know that the greatest treasures occur where people make greater use of technology. Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You're trained in the Athletics skill, and a Lore skill of the terrain in which you scavenge. You gain the Hefty Hauler skill feat. Mechanic Mechanic 出典 Guns Gears 45ページ The intricate inner workings of machines are no stranger to you. Whether they are mundane devices or complex clockworks, you know what makes them tick and how to maintain them. An adventuring group might keep you around to repair their equipment, or you might travel around to offer your rare services to those in need—for a price, of course! Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. You're trained in the Crafting skill, and the Engineering Lore skill. You gain the Quick Repair skill feat. Medicinal Clocksmith Medicinal Clocksmith 出典 Guns Gears 45ページ While others might have looked to clockwork as a mechanical innovation, you see the potential in the technology to improve the health of patients. You might be an experienced field medic who reached for a scrapped construct to help a wounded soldier, or a vanguard surgeon who's found replacing organs with clockwork more effective than repairing them. Perhaps you've also worked to “optimize” organic bodies with fine machinery, with or without the permission of your patients. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You're trained in the Medicine skill, and the Engineering Lore skill. You gain the Risky Surgery skill feat. Printer Printer 出典 Guns Gears 45ページ Keeping your finger on the pulse of the city, you write a small news broadsheet to sell on street corners. You rent the use of a printing press to achieve this goal, so you're familiar with such machines. However, people and their stories are your main focus, and you adventure to chase the latest scoop. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Society skill, and the Scribing Lore skill. You gain the Multilingual skill feat. Saboteur Saboteur 出典 Guns Gears 45ページ Whether you do it for personal enjoyment or at the behest of a mercenary company or military organization, you have a knack for destroying things. You have a sense for an object or structure's weak spots and know where to deliver a hammer strike or alchemical bomb. You adventure to hone your skills or complete a particular mission. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Thievery skill, and the Engineering Lore skill. You gain the Concealing Legerdemain skill feat. Toymaker Toymaker 出典 Guns Gears 45ページ You delight in making little trinkets for children of all ages, and seeing their faces light up thanks to one of your creations brings joy to your heart. Perhaps you sell your wares from a particular shop or from the back of a wagon as you travel from town to town. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Crafting skill, and the Mercantile Lore skill. You gain the Specialty Crafting skill feat, choosing artistry, blacksmithing, glassmaking, leatherworking, tailoring, or woodworking as your specialty. レアの来歴 Discarded Duplicate Discarded Duplicate レア 出典 Guns Gears 46ページ Someone created you for a specific purpose. Some important person, be they a storied royal, a contentious politician, or a stark military leader, needed a body double for their most dangerous appearances. Using a mixture of fringe science and magic, you were commissioned and trained to emulate this person in every way, and have stood in for them in countless deadly circumstances. You may or may not know the reason behind your decommissioning, but whoever discarded you didn't finish you off. Now, the world is yours to explore—but “you” may have a bold or brutish reputation, or the individual you were duplicating may be long dead. Regardless of the fate of this individual, your way of life has changed drastically. You and the GM can work out how to incorporate your previous life into your story. The GM can keep this knowledge hidden even from you, or you or another character know what happened. You and the GM can also leave the information unspecified and fill it in later. You gain three free ability boosts. You choose two, and the GM chooses one based on the attributes of the character you were built to duplicate. Mechanical Symbiosis Mechanical Symbiosis レア 出典 Guns Gears 46ページ Whether you purposefully took it on or had it thrust upon you, a bronze, clockwork object latched onto some part of your body. It may have sunk its needles into you or locked its spidery legs around your neck, torso, or upper arm. Some entity or spirit lives in this collection of gears and wires—whether or not other people hear its whispers is up to you. The entity may be an ancient, terrible being that has razed villages with its hosts, or it may be a brilliant, starry-eyed child who barely understands you're not part of its own body. You have studied and searched for information on these rare, crab-like machines, leaving you an expert in the binding of elemental spirits or mortal souls to mechanical objects. Though you have several theories on what the symbiotic entity might be, you have no definitive answers—this may be why you're adventuring in the first place, or perhaps you've made a deal with someone to get it removed. The entity might talk to you periodically, or it might only speak when it wants you to do something in particular or finds the two of you in danger. You and the GM should decide on the entity's motivations, or if the motivations should be a secret known only to the GM. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You're trained in the Arcana skill and an additional skill in which the clockwork entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were Aiding you. If you accept but fail the check, the entity clenches up and you are stunned 1 (stunned 2 on a critical failure). Saved by Clockwork Saved by Clockwork レア 出典 Guns Gears 47ページ Through bloody combat, a terrible accident, or purposeful sacrifice, you've lost some piece of your body that has been replaced with a clockwork mechanism. Whether your arm is now a whirring series of pumps, steel coils, and iron gears; your heart a intricate crystal clock that requires winding every day; or your lower leg a sculpted metal tube powered by adamantine springs and steam, part of you needs regular maintenance and repair. You might have received instructions from the brilliant inventor who saved you, or you might have woken up on a battlefield with no memory of the procedure or the individuals involved. Regardless, you possess the knowledge to take care of yourself—even if it's how to wind a key in your own heart or reconstruct a mechanical foot. Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. You're trained in the Crafting skill. Every day you must perform 10 minutes of maintenance and wind up your clockwork parts, or you risk failure of the components, with consequences depending on what you replaced (determined by you and the GM). Your clockwork components allow you to react to danger with alacrity. You gain a +2 circumstance bonus to initiative rolls. Tech-Reliant Tech-Reliant レア 出典 Guns Gears 47ページ Some event, be it an accident, attack, or disaster, has left you horribly scarred by magic. Your body no longer tolerates magical healing, and you can't use magic, forcing you to rely on gadgets and ingenuity where others trust in spells and magical items. You might have been well-versed in magic before, or barely familiar with its use. This event may have injured your body in visible ways, but no matter the extent of your injuries, your body no longer interacts with healing magic in any capacity. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Crafting skill and the Medicine skill. You gain the Battle Medicine skill feat, and a +1 circumstance bonus to saving throws against spells. Healing spells, healing magic items, and magical effects with the healing trait have no effect on you. Wished Alive Wished Alive レア 出典 Guns Gears 47ページ Once you were a simple construct or inanimate doll, but due to a deeply felt wish, either yours or another's, you came to life, and so you're now a living, breathing creature. Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Diplomacy skill. Once per day, you can fervently wish for something you could work towards achieving as a single action which has the concentrate trait. If you do, you gain a +2 circumstance bonus on the first skill check you attempt before the end of your turn to fulfill that wish.
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[Ninja]概要 Katsu, the Wanderer [Ninja] Fai, Rising Rebellion [Draconic Ninja] Ira, Crimson Haze [Ninja] Benji, the Piercing Wind [Ninja] [Ninja]概要 Ninjaは流れるような連続アタックを得意とします。豊富なGo again持ちアタックを駆使して相手ヒーローに反撃の暇すら与えません。また、連続アタックにcomboを持つカードを組み込むことで一連のアタックはより激しさを増します。 Katsu, the Wanderer [Ninja] ヒーロー能力 各ターン1回限定効果 -各ターン、あなたのコントロールするアタック・アクションカードがヒットしたとき、コスト0のカード1枚を捨ててよい。 そうした場合、自分の山札からComboを持つカード1枚を探し、表向きで追放し、山札をシャッフルする。このターン、あなたはそれをプレイしてもよい。 Harmonized Kodachi 得意武器 ターンに1回の行動- アタックあなたのピッチゾーンにコスト0のカードがある場合、Harmonized Kodachi はgo again を得る。 収録パック Welcome to Rathe(WTR) Crucible of War(CRU) History Pack 1(1HP) 【サンプルリスト】 2022/8/22 Battle Hardened(シンガポール)5位 フォーマット CC https //fabrary.net/decks/01GJDCDDMSF721QE1VM3YWY02W ページ上へ Fai, Rising Rebellion [Draconic Ninja] ヒーロー能力 あなたは自分の墓地にPhoenix Flameを置いてゲームを開始してもよい。 各ターン1回限定インスタント- : あなたの墓地にあるPhoenix Flame 1枚をあなたの手札に戻す。 この能力のコストは、あなたがコントロールするdraconic チェインリンクにつき少なくなる。 収録パック Uprising(UPR) Searing Emberblade 得意武器 各ターン1回限定アクション- アタックあなたが 2 つ以上の Draconic チェインリンクをコントロールしている場合、Searing Emberblade はgo againを得る。 【サンプルリスト】 2022/11/6 World Championship Top8 フォーマット CC https //fabrary.net/decks/01GJDCHGJB72K8T01SD72AGGZE ページ上へ Ira, Crimson Haze [Ninja] BLITZ限定ヒーロー ヒーロー能力 各ターンあなたの2回目のアタックは+1を得る 収録パック Crucible of War(CRU) History Pack 1(1HP) Edge of Autumn 得意武器 各ターン1回限定アクション- アタック。Go again ページ上へ Benji, the Piercing Wind [Ninja] BLITZ限定ヒーロー ヒーロー能力 あなたがコントロールする基礎2以下のアタックアクションカードは、手札のカードでは防御できない。(これには防御リアクションカードも含まれる。) 各ターン1回限定効果- あなたがコントロールするアタックアクションカードがヒットしたとき、このターンのあなたの次のアタックは +1 を得る 収録パック Crucible of War(CRU) History Pack 1(1HP) Zephyr Needle 得意武器 各ターン1回限定アクション- アタック。Go again Zephyr Needleが防御された場合、Zephyr Needleのより大きな防御値を持つカードによって防御されている場合、コンバットチェインが閉じたときに Zephyr Needleを破壊する。 ページ上へ
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リスト ( 番号順 ) セット名 レアリティ No. 名前 備考 Blood War ★Rare 01/60 Arcadian Hippogriff LG Blood War ◆Uncommon 02/60 Celestial Giant Stag Beetle LG Blood War ◆Uncommon 03/60 Dwarf Sniper LG Blood War ★Rare 04/60 Elf Dragonkith LG Blood War ◆Uncommon 05/60 Elf Warmage LG Blood War ◆Uncommon 06/60 Half-Orc Spy LG Blood War ●Common 07/60 Hammerer LG Blood War ●Common 08/60 Harmonium Guard LG Blood War ★Rare 09/60 Kolyarut LG Blood War ★Rare 10/60 Solar LG Blood War ●Common 11/60 Soldier of Bytopia LG Blood War ★Rare 12/60 Thundertusk Cavalry LG Blood War ★Rare 13/60 Air Genasi Swashbuckler CG Blood War ★Rare 14/60 Bralani Eladrin CG Blood War ★Rare 15/60 Centaur War Hulk CG Blood War ●Common 16/60 Free League Ranger CG Blood War ◆Uncommon 17/60 Gnome Trickster CG Blood War ●Common 18/60 Hero of Valhalla CG Blood War ★Rare 19/60 Lillend CG Blood War ◆Uncommon 20/60 Medium Copper Dragon CG Blood War ◆Uncommon 21/60 Phoera CG Blood War ◆Uncommon 22/60 Shadowdancer CG Blood War ★Rare 23/60 Storm Silverhand CG Blood War ★Rare 24/60 Valenar Nomad Charger CG Blood War ◆Uncommon 25/60 Dragonmark Heir of Deneith LG/LE Blood War ◆Uncommon 26/60 Maug LG/LE Blood War ◆Uncommon 27/60 Living Flaming Sphere CG/CE Blood War ●Common 28/60 Acheron Goblin LE Blood War ●Common 29/60 Blood of Vol Cultist LE Blood War ◆Uncommon 30/60 Bluespawn Stormlizard LE Blood War ★Rare 31/60 Fire Giant Forgepriest LE Blood War ●Common 32/60 Greenspawn Sneak LE Blood War ★Rare 33/60 Hellcat LE Blood War ★Rare 34/60 Horned Devil LE Blood War ★Rare 35/60 Ice Devil LE Blood War ◆Uncommon 36/60 Karsite Fighter LE Blood War ●Common 37/60 Kobold Monk LE Blood War ◆Uncommon 38/60 Large Water Elemental LE Blood War ★Rare 39/60 Lord of Blades LE Blood War ◆Uncommon 40/60 Mercykiller LE Blood War ◆Uncommon 41/60 Mezzoloth LE Blood War ★Rare 42/60 Pit Fiend LE Blood War ◆Uncommon 43/60 Red Hand War Sorcerer LE Blood War ◆Uncommon 44/60 Soulknife Infiltrator LE Blood War ★Rare 45/60 Chasme CE Blood War ◆Uncommon 46/60 Demonic Gnoll Priestess CE Blood War ●Common 47/60 Doomguard CE Blood War ◆Uncommon 48/60 Earth Element Gargoyle CE Blood War ◆Uncommon 49/60 Ethereal Marauder CE Blood War ●Common 50/60 Fiendish Snake CE Blood War ★Rare 51/60 Githyanki Dragon Knight CE Blood War ◆Uncommon 52/60 Gnoll Barbarian CE Blood War ◆Uncommon 53/60 Green Slaad CE Blood War ★Rare 54/60 Howler CE Blood War ★Rare 55/60 Marilith CE Blood War ◆Uncommon 56/60 Orc Wizard CE Blood War ★Rare 57/60 Owlbear Rager CE Blood War ●Common 58/60 Skeletal Reaper CE Blood War ★Rare 59/60 Succubus CE Blood War ★Rare 60/60 Vlaakith the Lich Queen CE ______________________ ____________ _____ _______________________________ リスト ( レアリティ順 ) セット名 レアリティ No. 名前 備考 Blood War ★Rare 01/60 Arcadian Hippogriff LG Blood War ★Rare 04/60 Elf Dragonkith LG Blood War ★Rare 09/60 Kolyarut LG Blood War ★Rare 10/60 Solar LG Blood War ★Rare 12/60 Thundertusk Cavalry LG Blood War ★Rare 13/60 Air Genasi Swashbuckler CG Blood War ★Rare 14/60 Bralani Eladrin CG Blood War ★Rare 15/60 Centaur War Hulk CG Blood War ★Rare 19/60 Lillend CG Blood War ★Rare 23/60 Storm Silverhand CG Blood War ★Rare 24/60 Valenar Nomad Charger CG Blood War ★Rare 31/60 Fire Giant Forgepriest LE Blood War ★Rare 33/60 Hellcat LE Blood War ★Rare 34/60 Horned Devil LE Blood War ★Rare 35/60 Ice Devil LE Blood War ★Rare 39/60 Lord of Blades LE Blood War ★Rare 42/60 Pit Fiend LE Blood War ★Rare 45/60 Chasme CE Blood War ★Rare 51/60 Githyanki Dragon Knight CE Blood War ★Rare 54/60 Howler CE Blood War ★Rare 55/60 Marilith CE Blood War ★Rare 57/60 Owlbear Rager CE Blood War ★Rare 59/60 Succubus CE Blood War ★Rare 60/60 Vlaakith the Lich Queen CE Blood War ◆Uncommon 02/60 Celestial Giant Stag Beetle LG Blood War ◆Uncommon 03/60 Dwarf Sniper LG Blood War ◆Uncommon 05/60 Elf Warmage LG Blood War ◆Uncommon 06/60 Half-Orc Spy LG Blood War ◆Uncommon 17/60 Gnome Trickster CG Blood War ◆Uncommon 20/60 Medium Copper Dragon CG Blood War ◆Uncommon 21/60 Phoera CG Blood War ◆Uncommon 22/60 Shadowdancer CG Blood War ◆Uncommon 25/60 Dragonmark Heir of Deneith LG/LE Blood War ◆Uncommon 26/60 Maug LG/LE Blood War ◆Uncommon 27/60 Living Flaming Sphere CG/CE Blood War ◆Uncommon 30/60 Bluespawn Stormlizard LE Blood War ◆Uncommon 36/60 Karsite Fighter LE Blood War ◆Uncommon 38/60 Large Water Elemental LE Blood War ◆Uncommon 40/60 Mercykiller LE Blood War ◆Uncommon 41/60 Mezzoloth LE Blood War ◆Uncommon 43/60 Red Hand War Sorcerer LE Blood War ◆Uncommon 44/60 Soulknife Infiltrator LE Blood War ◆Uncommon 46/60 Demonic Gnoll Priestess CE Blood War ◆Uncommon 48/60 Earth Element Gargoyle CE Blood War ◆Uncommon 49/60 Ethereal Marauder CE Blood War ◆Uncommon 52/60 Gnoll Barbarian CE Blood War ◆Uncommon 53/60 Green Slaad CE Blood War ◆Uncommon 56/60 Orc Wizard CE Blood War ●Common 07/60 Hammerer LG Blood War ●Common 08/60 Harmonium Guard LG Blood War ●Common 11/60 Soldier of Bytopia LG Blood War ●Common 16/60 Free League Ranger CG Blood War ●Common 18/60 Hero of Valhalla CG Blood War ●Common 28/60 Acheron Goblin LE Blood War ●Common 29/60 Blood of Vol Cultist LE Blood War ●Common 32/60 Greenspawn Sneak LE Blood War ●Common 37/60 Kobold Monk LE Blood War ●Common 47/60 Doomguard CE Blood War ●Common 50/60 Fiendish Snake CE Blood War ●Common 58/60 Skeletal Reaper CE ______________________ ____________ _____ _______________________________
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This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This article or section needs to be updated. Job Base(s) Alchemist Biochemist Job Type 3-2 Changes At Al De Baran× Number of Skills 19 Total Skill Points 91 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +1 +5 +3 +11 +6 +1 Overview Job Change Guide Builds Class DataSkills Job Bonuses Notes External Links Overview Geneticists are the 3rd class versions of Alchemists and Biochemists. When an Alchemist or Biochemist becomes base level 99 they can become a Geneticist. Alchemists who become a Genetic can no longer transcend and thus cannot gain any transcendent skills. Geneticists excel even more at chemical skills, being able to create and use more and stronger potions and flasks than they did when being Alchemist or Biochemist. Especially the plant skills of Geneticists have improved a lot having several new plant skills, that allows them to kill and disable players with their summoned plants. Mastersmiths already brought cart skills beyond the level of a merchant with Cart Boost× and HSCR×, but Geneticists go even further. Improving the Mastersmith s Cart Boost by giving it might strength and adding new skills that allow Geneticists you battle using their cart as a weapon. Job Change Guide See Geneticist Job Change Guide for detailed information. Changing into a Geneticist from an Alchemist or Biochemist requires the player to complete 2 tasks Gaining knowledge about plants Learning more about carts After completing these tests, the player will be transformed into a Geneticist. The test mostly takes place inside of the Geneticist s Lab in Lighthalzen. Builds Class Data Skills See Alchemist Skills or Biochemist Skills for 2nd class Skills. Skill Description Levels Type Sword Training× Increases Damage, ASPD×, and Hit× rating of 1-handed swords 5 Passive Cart Remodeling× Increases the weight limit and increased the damage when using cart-skills 5 Passive Cart Tornado× Deals damage surrounding the Geneticist depending of the ATK× of the player 5 Offensive Cart Cannon× Shoots a cannonball in order to deal a powerfull hit to an enemy and it s surrounding 5 Offensive Cart Boost (Geneticist)× Increased the walking speed and ATK of the player 5 Active Change Material× Changes ingredients used for the potion creation skills into another ingredient at random 1 Active Item Sling× Throws an item that is classified as a throwing item a maximum of 11 cells 1 Offensive Special Pharmacy× Allows one to make a wider variety of potions and items then they could previously 10 Active Thorns Trap× Throws a thorn trap onto a cell which binds the enemy s feet. While the target is trapped, they receive damage over time. If the target is hit by a Fire attribute attack, the thorn trap is destroyed. 5 Offensive Blood Sucker× Attach a blood sucking plant that can absorb life energy to a target, which as the target takes damage the caster recovers some HP. 5 Offensive Spore Explosion× Attach an explosive mushroom spore to a target. After a short period of time, the mushroom spores will explode, and damaging not just the target but dealing physical damage to anyone in range. 5 Offensive Wall of Thorn× Creates a barrier of thorns around a target location. If a target touches the wall, it will advance on them and deal damage. 5 Offensive Crazy Weed× Summons a huge plant mass that deals Earth element damage to all nearby targets and destroys any traps in the area. 10 Offensive Demonic Fire× Throws a bottle grenade to create a sea of fire. Chance to receive Burning status effect. 5 Offensive Fire Expansion× If used on an area that has a Demonic Fire, the skill causes various effects depending on what you throw. 5 Offensive Hell Plant× Summons a plant from hell onto the ground, which attacks nearby enemies dealing damage as well as causing Stun and Bleeding status. 5 Offensive Mandragora Howling× Pulls a live Mandragora from the ground which releases a wild scream that lowers the INT of nearby targets and drains their SP. Increases the fixed casting time of all skills. 5 Offensive Mixed Cooking× Mix various ingredients to create incredibly delicious food. If you use level 2 of Mix Cooking, you ll create 10 at a time. 2 Active Bomb Creation× Creates explosives out of various kinds of fruit. If you use level 2 of Create Bomb, you ll create 10 at a time. Requires a bomb creation manual 2 Active Job Bonuses Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 STR 37 AGI 8 20 29 40 47 VIT 18 24 25 INT 1 2 7 12 23 35 36 41 44 45 50 DEX 3 6 13 19 28 39 LUK 31 Notes Important Items used for various Genetic Skills Item Dropped by Black Powder Lava Golem White Powder Lude, Anacondaq, Disguise Dark Powder Pitman, Heater, Gargoyle Smoke Powder Assaulter Explosive Powder Noxious, Venomous Tear Gas Noxious, Venomous Oil Venatu, Rybio Savage Meat Savage, Savage Babe Drosera Feeler Drosera Cold Broth Minorous, Majoruros Blood of Wolf Desert Wolf Petite Tail Earth Petite Cold Ice Snowier, Freezer Ice Crystal Icicle Cold Ice Ice Titan Coconut Permeter Pineapple Mobster Mandragora Flowerpot Drosera, Muscipular External Links Official Geneticist Page on kRO (this page is in Korean) Genetic Discussion on Irowiki Forums -Alchemist ・ Biochemist ・ Geneticist Alchemist ・ Biochemist ・ Geneticist 2nd ClassSkills Acid Terror× ・ Aid Berserk Potion× ・ Aid Potion× ・ Alchemical Weapon× ・ Axe Mastery× ・ Biochemical Helm× ・ Bomb× ・ Potion Research× ・ Prepare Potion× ・ Spiritual Potion Creation (variant 1)× ・ Spiritual Potion Creation (variant 2)× ・ Spiritual Potion Creation (variant 3)× ・ Summon Flora× ・ Summon Marine Sphere× ・ Synthesized Shield× ・ Synthetic Armor× Homunculus-relatedSkills Bioethics× ・ Biotechnology× ・ Call Homunculus× ・ Creature Creation× ・ Cultivation× ・ Drillmaster× ・ Flame Control× ・ Heal Homunculus× ・ Homunculus Resurrection× ・ Vaporize× TranscendentSkills Acid Bomb× ・ Aid Condensed Potion× ・ Alchemy× ・ Cultivate Plant× ・ Full Chemical Protection× ・ Potion Synthesis× 3rd ClassSkills Blood Sucker× ・ Bomb Creation× ・ Cart Boost (Geneticist)× ・ Cart Cannon× ・ Cart Remodeling× ・ Cart Tornado× ・ Change Material× ・ Crazy Weed× ・ Demonic Fire× ・ Fire Expansion× ・ Hell Plant× ・ Item Sling× ・ Mandragora Howling× ・ Mixed Cooking× ・ Special Pharmacy× ・ Spore Explosion× ・ Sword Training× ・ Thorns Trap× ・ Wall of Thorn× Quests Alchemist Job Change Guide ・ Alchemist Skill Quest ・ Rebirth Walkthrough ・ Geneticist Job Change Guide Weapons× Axe× ・ Dagger× ・ Mace× ・ One Handed Sword× -Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing To Be Updated | Geneticist | Classes | Alchemist | Biochemist
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インヴェンター Inventor アンコモン 出典 Guns Gears 15ページ PFS注記 すべてのパスファインダー協会エージェントは、インヴェンター・クラスへの使用権を持つ。 機械いじりをする人なら誰でも図に従って装置を作ることができるが、君は不可能を発明するのだ! 君が夢見る奇妙な装置は、可能性の限界を押し上げる独自の実験であり、君だけのために働いているように見える不思議な機械である。君は常に次の偉大な限界突破の目前におり、すべての試行錯誤は試験と調整のための別の機会なのだ。夢を見ることができれば、君はそれを作ることができる。 重要能力値:【知力】 Key Ability 1レベルの時点で、クラスは君に【知力】の能力値増強を与える。 ヒット・ポイント:8+【耐久力】修正値 Hit Points 1レベルの時点と以降の各レベルにおいて、君はHPの最大値をこの値だけ増加させる。 重要な用語 Key Terms ガジェット/Gadget:ガジェットは新機軸で使用する、消耗品の技術的な発明品である。 再築/Modification:この特性を持つ特技は、君の新機軸の構成を変える。君が再築のクラス特技を持つ場合、これらの特技をより簡単に再訓練できる。 不安定/Unstable:不安定アクションは、君でさえ完全に予測できず、君の新機軸(そして潜在的には君)にとって危険な、新機軸の実験的な機能を使用する。不安定アクションを行う場合、君はその効果を適用した直後にDC 17の平目判定を試みる。失敗すると、新機軸は煙の噴出や火花のシャワーのように、無害ではあるが目を見張るような形で機能不全に陥り、それ以降不安定アクションに使用できなくなる。大失敗の場合、君は自分のレベルと同じ値の[火炎]ダメージを受ける。新機軸の作成者は10分かけて新機軸を再調整し、機能するように戻すことができる。その時点で、君はその新機軸を用いた不安定アクションを再使用できるようになる。 不安定アクションの使用には、新機軸を使用する(例えば、鎧の新機軸を着用したり、武器の新機軸を装備したり)必要がある。君が手下の新機軸を持つ場合、不安定アクションの中には君ではなく手下が行うものもある。これらについては、手下だけがそのアクションを使用でき、手下はアクションを行うためにそのターンに“命令する”の対象になっていなければならない。君が平目判定に大失敗した場合、君ではなくこの手下がダメージを受ける。 一部のアクションには、「不安定な機能」項が記載されている。この項を持つアクションでは、君は得られる利益を高めるために不安定特性をそのアクションに追加できる。不安定アクションを使用できない場合でも君はそのアクションを通常通り使用できるが、「不安定な機能」は使用できない。 インヴェンターのロールプレイ Roleplaying the Inventor 戦闘遭遇では…… During combat encounters…… 君は可能な限り自分の発明を頼りにし、さまざまな条件下でその機能を評価する。君は戦いに勝つだけの陳腐なものを達成しようとはしない。君の作品の改善に使用できる貴重なデータを収集しようとしている。 社会遭遇では…… During social encounters…… 君はさまざまな学術的な話題を議論するとき、特に工作や発明に関連する主題について話すときに、役立つ内容を提供する。より高価な実験や型破りな実験に資金を提供するために、君は後援者を得る機会を探すこともしばしばだ。結局のところ、発明品を組み立てるのに必要な材料は、それだけでは元が取れないのだ! 探索では…… While exploring…… 君は探索した環境の設計と構築を熱心に研究し、巧妙な罠、巧妙な機構、または後から見つけた特に鋭い構造を書き綴る。 余暇では…… In downtime…… 君は新しいデザインを思考実験し、慎重な工作と細部への細心の注意を払って実現する。また、以前の発明を修正して、現場で収集したデータを調整することもできる。君は地元の鍛冶屋や機械いじりの職人として、自分の技術が必要とされる場所で働くかもしれないし、町の外れに工房を構えて、自分の実験の音や音があまり注目されない場所で働くかもしれない。 君はおそらく…… You might…… 今まで見たことのない新しいものづくりを楽しむ。 仮説が正しいかどうかを検証して、理論に賭けてみることを厭わない。そうでない場合は、後で再試行するために結果を記録する。 油や汚れが飛び散った服を着たり、簡単な質問をされたときに興奮して専門的な話をしたりする。 ひょっとしたら他人は…… Others probably…… 君の発明と、それがもたらす様々な信じられない驚きに驚嘆する。 君の仕事は理解を超えており、君は天才だと信じる。 君の発明が裏目に出たり、爆発したりするのではないかと心配する。 開始時の習熟 Initial Proficiencies 1レベルの時点で、君は以下のデータに示す習熟ランクを得る。別の手段でよりよい習熟ランクを得ていないなら、記載されていないすべてのものは未修得である。 知覚 Perception 修得:知覚 セーヴィング・スロー Saving Throws 熟練:頑健 修得:反応 熟練:意志 技能 Skills 修得:〈製作〉、および3+【知力】修正値に等しい数の技能を追加 攻撃 Attacks 修得:単純武器 修得:軍用武器 修得:素手攻撃 防御 Defenses 修得:軽装鎧、中装鎧、および鎧なし防御 クラスDC Class DC 修得:インヴェンターのクラスDC クラス特徴 Class Features レベル クラス特徴 1 種族と来歴、開始時の習熟、過負荷、新機軸、炸裂、比類なき発明家、盾防御、インヴェンター特技 2 インヴェンター特技、技能特技 3 過負荷熟練、一般特技、再構築、技能増加 4 インヴェンター特技、技能特技 5 能力値増強、種族特技、インヴェンター武器熟練、技能増加 6 インヴェンター特技、技能特技 7 画期的な新機軸、一般特技、神速の反応、過負荷の達人、技能増加、武器開眼 8 インヴェンター特技、技能特技 9 種族特技、発明の熟練、攻撃力増幅、技能増加 10 能力値増強、インヴェンター特技、技能特技 11 一般特技、中装鎧熟練、決意、技能増加 12 インヴェンター特技、技能特技 13 鋭敏感覚、種族特技、再構築の完成、インヴェンター武器の達人、技能増加 14 インヴェンター特技、技能特技 15 能力値増強、一般特技、上級武器開眼、伝説の過負荷、革新的な新機軸、技能増加 16 インヴェンター特技、技能特技 17 種族特技、発明の達人、不撓不屈、技能増加 18 インヴェンター特技、技能特技 19 一般特技、無限の発明、中装鎧の達人、技能増加 20 能力値増強、インヴェンター特技、技能特技 君はインヴェンターとして以下のクラス特徴を得る。より高いレベルで得られる能力は、その能力名の横に、得られるレベルが記載されている。 種族と来歴 Ancestry and Background 1レベルの時点でクラスから得られる能力に加えて、君は選択した種族と来歴の利益を持つ。 開始時の習熟 Initial Proficiencies 1レベルの時点で、君は基本的な修得を表す多くの習熟を得る。これらの習熟はこのクラスのはじめの部分に記載されている。 過負荷 Overdrive 筋肉刺激装置から脳震盪を起こすピストンまで、君の体内には自分で発明した小さな装置が山ほどある。必要に応じて、君は戦闘で自分を支援するために、それらに強い負荷をかけることができる。 “過負荷” [one-action] Overdrive インヴェンター 操作 出典 Guns Gears 16ページ 頻度 ラウンド1回 君は一時的に体内の機械仕掛けに強い負荷をかけて攻撃力を高めようとする。君のレベルの標準DCに対する〈製作〉判定を試みる。 大成功 君の機械仕掛けは最適負荷と呼ばれる驚異的な効率をもたらし、攻撃に大きな力を加える。1分の間、君の“打撃”は君の【知力】修正値に等しい追加ダメージを与える。過負荷が終了すると、機械仕掛けが冷却または初期化されるまで、君は1分間“過負荷”を使用できなくなる。 成功 君の機械仕掛けはが過負荷になり、その攻撃力が増す。大成功と同様だが、追加ダメージは【知力】修正値の半分に等しい。 失敗 君は計算ミスをしてしまい、何も起こらない。 大失敗 おっと! 何かが爆発する。君は自分のレベルに等しい[火炎]ダメージを受ける。機械仕掛けが冷却または初期化されるまで、君は1分間“過負荷”を使用できなくなる。 特殊 君は“過負荷”の効果を受けている間でも“過負荷”アクションを使用できる。この方法で“過負荷”の持続時間を延長することはできないが、成功した場合は“過負荷”を最適負荷に変換できる。失敗しても現在の“過負荷”には影響はないが、大失敗の場合は“過負荷”は終了する。 新機軸 Innovation 君はすでに発明品を生み出しているが、君の卓越した技術を象徴するものがある。それは洗練されたもので、世界を変えるかもしれないと君が期待しているものだ。新機軸から1つを選択する。君の新機軸のレベルは君のレベルに等しい。君の新機軸が破壊されると、君は余暇を1日費やし、君のレベルのhigh DC(訳注:おそらく困難DCの誤記)に対する〈製作〉判定を試みる。成功すれば、新機軸を再度作成できる。新機軸は君の定常的なメンテナンスと改良のもとでのみ機能するため、市価を持たない。 新機軸の一覧は新機軸に記載されている。 炸裂 Explode 君の新機軸は君自身のエンジニアリングによってかろうじて維持されている創造物であり、常に完全に崩壊する寸前だ。これは危険を高めるが、特別な不安定アクションを使用することで、設計仕様をはるかに超える性能を実現できるように誘導できることを意味する。 インヴェンターはその経歴を通じてさまざまな不安定アクションを身につけることができる。しかし少なくとも、君は自分の新機軸を“炸裂”させる方法を知っている。 “炸裂” [two-actions] Explode 火炎 インヴェンター 操作 不安定 出典 Guns Gears 19ページ 君は新機軸を意図的に通常の安全限界を超えさせて爆発させ、新機軸を損なうことなく近くのクリーチャーにダメージを与える――うまくいけば。君の周囲5フィート放射(新機軸を着用あるいは保持している場合)または君の新機軸の周囲5フィート放射(新機軸が手下の場合)内にいるすべてのクリーチャーに、この炸裂は基本反応セーヴを伴う2d6の[火炎]ダメージを与える。 3レベルの時点と以降1レベル毎に、この炸裂のダメージは1d6ずつ増加する。 君が画期的な新機軸クラス特徴を持つ場合、君が“炸裂”を使用するときに、範囲を5フィート放射または10フィート放射のいずれかから選択できる。君が革新的な新機軸クラス特徴を持つ場合、5フィートの放射、10フィートの放射、15フィートの放射からいずれか1つを選択できる。 比類なき発明家 Peerless Inventor 君は常に発明をしていて、製作技術は申し分ない。君は前提条件を満たしていなくても、《発明家》の技能特技を得る。 《盾防御》 Shield Block 君は《盾防御》一般特技を得る。これは盾を用いて自分が受けるダメージを減少させるリアクションである。 インヴェンター特技 Inventor Feats 1レベルの時点と以降偶数レベル毎に、君はインヴェンター・クラス特技を1つ得る。クラス特徴とクラス特技の中には君が自分の体内に保持している様々な機械仕掛けを使用している。簡単のためにこれらは抽象的なままにしているが、何らかの理由で装備を奪われた場合、GMの判断によってはクラス特技やクラス特徴の使用権を失う可能性がある。 技能特技 2レベル Skill Feats 2レベルの時点と以降2レベル毎に、君は技能特技を得る。技能特技を選択するためには、君は対応する技能を修得済みか、それ以上でなければならない。 過負荷熟練 3レベル Expert Overdrive 君の製作技術工作は向上し、装置をより強力な過負荷に陥らせることができる。君は〈製作〉の熟練になり、“過負荷”の使用に成功したときの追加ダメージを1だけ増加させる。 一般特技 3レベル General Feats 3レベルの時点と以降4レベル毎に、君は一般特技を1つ得る。 再構築 3レベル Reconfigure 君はすべての工芸品の専門家になり、常に発明品を調整している。君の新機軸の修正を変更するには、1日の余暇を使ってそれを調整することで、自分のレベルの高いDC(訳注:おそらく困難DC)に対して〈製作〉判定を試みる。成功すると、君は新機軸のために選択した修正1つを、同じ種類(初期の新機軸、画期的な新機軸、革新的な新機軸のいずれか)の別の修正1つに変更できる。 君が再築特技を持つ場合、この判定に成功すると、再築特技を別の再築特技に再訓練できる。新しい特技は再訓練における通常の制限に従う。 技能増加 3レベル Skill Increases 3レベルの時点と以降2レベル毎に、君は技能増加を1つ得る。君は技能増加を使用することで、未修得の技能1つを修得済みにするか、修得済みの技能1つを熟練に向上させるかすることができる。 7レベルの時点で、君は技能増加を使用して熟練の技能1つの習熟ランクを達人に向上させることができるようになる。15レベルの時点で、君は達人の技能1つの習熟ランクを伝説に向上させることができるようになる。 能力値増強 5レベル Ability Boosts 5レベルの時点と以降5レベル毎に、君は4つの異なる能力値を増強できる。これらの能力値増強を使用して、君は能力値を18より高い値に増加しても良い。このとき、その能力値が18以上の場合は1、18未満の場合は2だけ能力値が増加する。 種族特技 5レベル Ancestry Feats 開始時の種族特技に加えて、5レベルの時点と以降4レベル毎に、君は種族特技を1つ得る。 インヴェンター武器熟練 5レベル Inventor Weapon Expertise 君は武器をより効果的に使用するための技を開発した。君の単純武器、軍用武器、素手攻撃の習熟度ランクは熟練へと向上する。君が武器の新機軸を持つなら、君は新機軸を用いてクリティカル開眼効果への使用権を得る。 画期的な新機軸 7レベル Breakthrough Innovation 君は研究分野で限界突破を起こし、新機軸を強化する強力な新しい方法を発見した。新機軸に適用する、自分の新機軸の種別に対応した画期的な新機軸を1つ選択する。望むなら、君は同じ新機軸の種別の初期の修正を選択しても良い。 神速の反応 7レベル Lightning Reflexes 君の反応は電光のように素早い。君の反応セーヴの習熟ランクは熟練となる。 過負荷の達人 7レベル Master Overdrive 発明と工作に熟達することで、君の過負荷はさらに強化される。君は〈製作〉の達人になる。君が“過負荷”に成功したなら、追加ダメージは合計で2に増加する。これは過負荷熟練の追加ダメージを置き換える。 武器開眼 7レベル Weapon Specialization 君は最良の方法を知る武器でより多くの傷を与える方法を身に着けた。熟練の習熟ランクを持つ武器と素手攻撃において、君が武器開眼から得る追加ダメージは4に増加する。このダメージは達人であれば6に、伝説であれば8に増加する。 発明の熟練 9レベル Inventive Expertise 新機軸と実験を通じて、君の発明はより効果的で信頼性の高いものになった。インヴェンター・クラスDCの習熟度ランクは熟練へと向上する。 攻撃力増幅 9レベル Offensive Boost 君は攻撃力を改良するために、自分の新機軸に手を加えた。その改良により、君の新機軸による“打撃”は1d6の追加ダメージを与えるようになる。追加ダメージのダメージ種別は君が選択した増強によって決まる。君の新機軸が鎧の場合、この増強は君の近接素手攻撃による“打撃”と、日毎の準備のたびに選択する武器1つによる近接“打撃”に適用される。君の新機軸が人造の場合、この増強は君の人造の相棒の“打撃”に適用される。君の新機軸が武器の場合、この増強は君の新機軸による君の“打撃”に適用される。君は余暇を使用して、再築を切り替える場合と同様の方法で増強を別のものに変更できる。以下の増強から1つを選択すること。括弧内はダメージ種別である。 寒気([氷雪]):君の新機軸は急速に熱を吸収し、強烈な寒気を生み出す。 発火([火炎]):君の新機軸は燃え盛る炎を放つ。 衝撃([雷撃]):君の新機軸は電荷で敵に衝撃を与える。 弾み([殴打]):君の新機軸は勢いを増して敵にぶつかる。 鋸([斬撃]):君の新機軸は攻撃中に回転する鋸刃をあらわにする。 棘([刺突]):君の新機軸は攻撃中に忌々しい棘をあらわにする。 硫酸([強酸]):君の新機軸は苛性酸を放つ。 中装鎧熟練 11レベル Medium Armor Expertise 君は攻撃から身を守る優れた方法を身につけた。 君の軽装鎧、中装鎧、鎧なし防御の習熟ランクは熟練へと向上する。 君が中装鎧もしくは重装鎧の新機軸を持つなら、君はその鎧の新機軸のクリティカル開眼効果への使用権を得る。 決意 11レベル Resolve 君は決意を持って自分の心を鍛えた。君の意志セーヴの習熟ランクは達人へと向上する。君が意志セーヴで成功したなら、代わりに大成功を得る。 鋭敏感覚 13レベル Alertness 君は周囲の脅威を警戒し続ける。君の知覚の習熟ランクは熟練へと向上する。 再構築の完成 13レベル Complete Reconfiguration 工作や手直しにおいて、新機軸の機能を調整するために修正を変更するのが非常に上手になった。余暇を使って新機軸を再構成し、〈製作〉判定に成功すると、1つではなく、任意の数の修正を交換したり、攻撃的な増強を入れ替えたり、任意の数の再築特技を再訓練したりすることができる。依然として、君は修正を同じ種類の修正(初期の新機軸、画期的な新機軸、革新的な新機軸のいずれか)にのみ変更できる。 インヴェンター武器の達人 13レベル Inventor Weapon Mastery 君は自分の扱う武器を完全に理解した。君の単純武器と軍用武器、素手攻撃に対する習熟度ランクは達人へと向上する。 上級武器開眼 15レベル Greater Weapon Specialization 熟練の習熟ランクを持つ武器と素手攻撃において、君が武器開眼から得る追加ダメージは4に増加する。このダメージは達人であれば6に、伝説であれば8に増加する。 伝説の過負荷 15レベル Legendary Overdrive 君の類まれな発明と製作の能力は、過負荷をさらに強化させた。君は〈製作〉の伝説になる。君が“過負荷”に成功すると、追加ダメージは合計で3だけ増加する。この増加は過負荷の達人の増加を置き換える。 革新的な新機軸 15レベル Revolutionary Innovation 君は並ぶもののない天才であり、君の選んだ分野に革命をもたらす技術を発見した――少なくとも当面は、君の発明である! 君の新機軸に適用する革新的な変更を1つ選択する。君が望むなら、同じ種別の初期の修正、あるいは画期的な修正を選択してもよい。 発明の達人 17レベル Inventive Mastery 君の発明は信じられないほど効果的だ。君のインヴェンター・クラスDCへの習熟度ランクは達人へと向上する。 不撓不屈 17レベル Juggernaut 君の身体は身体的な困難に慣れており、病気に強い。君の頑健セーヴの習熟ランクは達人へと向上する。君が頑健セーヴに成功したなら、代わりに大成功を得る。 無限の発明 19レベル Infinite Invention 君の新機軸の調整能力はありえない段階に到達し、君はこの技術を用いて空き時間に大幅な調整を行える。日毎の準備の間に、新機軸が破壊されたり破損状態であったりした場合は自動的に修理される。君は日毎の準備の間に、新機軸を別の新機軸(鎧、人造、武器、または君が使用権を持つ他の種別)に変更したり、修正や攻撃増強を変更したりすることができる。 君が前提条件に以前の新機軸が含まれルト釘を持つ場合、通常通り、君は再訓練するまでその特技を使用できない。ただし、このような特技を、新しい新機軸を前提条件とする特技に再訓練する際、君は1週間ではなくわずか1日の余暇を必要とする。 中装鎧の達人 19レベル Medium Armor Mastery 君の軽装鎧と中装鎧の技術は強化され、攻撃を防ぐ能力を高めた。君の軽装鎧、中装鎧、鎧無し防御の習熟ランクは達人へと向上する。 新機軸 Innovations 鎧の新機軸 Armor Innovation 出典 Guns Gears 16ページ Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2–2 Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access). 表2-2:鎧の新機軸のデータ Table 2-2 Innovation Armor Statistics 中装鎧 ACボーナス 【敏】上限 判定ペナルティ 移動速度ペナルティ 【筋力】 バルク 鎧種 鎧特性 Power suit +4 +1 -2 -5フィート 16 2 複合種 ― Subterfuge suit +1 +4 -1 ― 10 1 複合種 ― Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor. Choose one initial armor modification to apply to your innovation, either from the following or from other initial armor modifications to which you have access. Harmonic Oscillator/Harmonic Oscillator You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of Overdrive, the resistance increases by 2. Metallic Reactance/Metallic Reactance The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2. Muscular Exoskeleton (Power Suit Only)/Muscular Exoskeleton Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus. Otherworldly Protection/Otherworldly Protection Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to negative damage, or to positive damage if you have negative healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage—good, evil, chaotic, lawful—that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment). Phlogistonic Regulator/Phlogistonic Regulator A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of Overdrive, the resistance increases by 2. Speed Boosters/Speed Boosters You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of Overdrive. Subtle Dampeners (Subterfuge Suit Only)/Subtle Dampeners You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of Overdrive, you gain a +1 circumstance bonus to Stealth checks. If you're a master in Crafting, this increases to a +2 circumstance bonus. Breakthrough Modifications 7レベル Breakthrough Modifications Antimagic Plating/Antimagic Plating Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC. Camouflage Pigmentation (Subterfuge Suit Only)/Camouflage Pigmentation You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings. Dense Plating/Dense Plating You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level. Enhanced Resistance/Enhanced Resistance You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to. Heavy Construction (Power Suit Only)/Heavy Construction You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. The armor's adjusted statistics are AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark. Hyper Boosters/Hyper Boosters You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in Overdrive. If you're legendary in Crafting, it instead increases to a +30-foot status bonus when you're in Overdrive. You must have the speed boosters modification to select this modification. Layered Mesh/Layered Mesh You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level. Tensile Absorption/Tensile Absorption You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level. Revolutionary Modifications 15レベル Revolutionary Modifications Automated Impediments/Automated Impediments Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are difficult terrain for your enemies. Energy Barrier/ Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification. Incredible Resistance/Incredible Resistance You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level. Multisensory Mask (Subterfuge Suit Only)/Multisensory Mask You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain concealment against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this concealment to Hide or Sneak. If you use a hostile action, the concealment ends until you restore the mask as a single action, which has the manipulate trait. Perfect Fortification (Power Suit Only)/Perfect Fortification You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC 13 flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage. Physical Protections/Physical Protections Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification. Rune Capacity/Rune Capacity Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency armor). 人造の新機軸 Construct Innovation 出典 Guns Gears 17ページ Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure. You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2). Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form. Accelerated Mobility/Accelerated Mobility Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet. Amphibious Construction/Amphibious Construction Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet. Increased Size/Increased Size You built your construct innovation bigger than most. Your construct is Large. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become Large, you can immediately change increased size to a different initial construct modification. Manual Dexterity/Manual Dexterity Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform manipulate actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the companion trait, and it can't activate items. Projectile Launcher/Projectile Launcher Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet. Sensory Array/Sensory Array Additional sensory devices give your innovation low-light vision and darkvision, as well as imprecise tremorsense out to a range of 30 feet. Wonder Gears/Wonder Gears You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in Intimidation, Stealth, and Survival. Breakthrough Modifications 7レベル Breakthrough Modifications Advanced Weaponry/Advanced Weaponry You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen any initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity. Antimagic Construction/Antimagic Construction Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells. Climbing Limbs/Climbing Limbs With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed. Durable Construction/Durable Construction Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level. Marvelous Gears/Marvelous Gears Your innovation gains expert proficiency in Intimidation, Stealth, and Survival. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the revolutionary innovation class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification. Turret Configuration/Turret Configuration Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the manipulate trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is immobilized, but the damage die from its projectile launcher increases to 1d6 and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification. Revolutionary Modifications 15レベル Revolutionary Modifications Flight Chassis/Flight Chassis You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet. Miracle Gears/Miracle Gears As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like Coerce and Decipher Writing. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification. Resistant Coating/Resistant Coating Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine). Runic Keystone/Runic Keystone You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like glamered, the rune has no effect when etched into your construct. Wall Configuration/Wall Configuration Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the manipulate trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it flat-footed and giving it an additional –2 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through. 武器の新機軸 Weapon Innovation 出典 Guns Gears 17ページ Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the Overdrive action, you can choose to change the additional damage from Overdrive to fire damage. Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type bludgeoning, piercing, or slashing. Blunt Shot (Ranged Only)/Blunt Shot Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the nonlethal and versatile B traits. You can choose whether to apply the nonlethal trait on each attack with your innovation. Complex Simplicity (Simple Weapon Only)/Complex Simplicity Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice versatile B, versatile P, or versatile S. Dynamic Weighting (One-handed Melee Weapon Only; Can't Have the Agile, Attached, or Free-hand Trait)/Dynamic Weighting Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait. Entangling Form (Melee Only)/Entangling Form You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the grapple and trip traits. Hampering Spikes (Melee Only)/Hampering Spikes You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the hampering and versatile P traits. Hefty Composition (Melee Only)/Hefty Composition Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the shove and versatile B traits. Modular Head/Modular Head You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the modular trait for bludgeoning, piercing, and slashing. When you Interact to use the modular trait, you can also choose to give the weapon the nonlethal trait if it doesn't currently have it, or to remove that trait if it's currently nonlethal. Pacification Tools (Melee Only)/Pacification Tools Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the disarm and nonlethal traits. You can choose whether to apply the nonlethal trait on each attack with your innovation. Razor Prongs (Melee Only)/Razor Prongs You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the trip and versatile S traits. Segmented Frame/Segmented Frame Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon. Breakthrough Modifications 7レベル Breakthrough Modifications Advanced Rangefinder (Ranged Only)/Advanced Rangefinder A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 10 feet. Aerodynamic Construction (Melee Only)/Aerodynamic Construction You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait. Inconspicuous Appearance (Melee Only)/Inconspicuous Appearance Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait. Integrated Gauntlet (One-Handed Weapon Only; Can't Have the Two-Hand Trait)/Integrated Gauntlet Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait. Manifold Alloy/Manifold Alloy You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey. Rope Shot (Ranged Only)/Rope Shot Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits. Tangle Line (Thrown Only)/Tangle Line Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait. Revolutionary Modifications 15レベル Revolutionary Modifications Attack Refiner/Attack Refiner Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the backswing and shove traits. Deadly Strike/Deadly Strike Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, it increases its deadly die to d12 instead of gaining deadly d8. Enhanced Damage/Enhanced Damage You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity. Extensible Weapon (Melee only)/Extensible Weapon You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the reach trait. If the weapon already had the reach trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet. Impossible Alloy/Impossible Alloy Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals. Momentum Retainer (Melee only)/Momentum Retainer A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the forceful and versatile B traits. Omnirange Stabilizers (Ranged only)/Omnirange Stabilizers You've modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more. Rune Capacity/Rune Capacity Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon). インヴェンター特技 Inventor Feats 1レベル Built-In Tools 特技1 Built-In Tools インヴェンター 再築 出典 Guns Gears 24ページ You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation's Bulk doesn't increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear. Explosive Leap [one-action] 特技1 Explosive Leap 火炎 インヴェンター 移動 不安定 出典 Guns Gears 24ページ You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn. 特殊 If your innovation is a minion, it can take this action rather than you. Haphazard Repair [one-action] 特技1 Haphazard Repair インヴェンター 不安定 出典 Guns Gears 25ページ You quickly fix your innovation, at the cost of its stability. You Repair your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal. No! No! I Created You! [reaction] 特技1 No! No! I Created You! 聴覚 精神集中 インヴェンター 出典 Guns Gears 25ページ 頻度 once per minute 前提条件 construct companion トリガー Your construct companion would become confused or controlled. You appeal to your construct companion's bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that confused or controlled your construct companion, using your Crafting modifier for the counteract check and half your level rounded up for the counteract level. Prototype Companion 特技1 Prototype Companion インヴェンター 出典 Guns Gears 25ページ You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion. You gain a prototype construct companion. Tamper [one-action] 特技1 Tamper インヴェンター 操作 出典 Guns Gears 25ページ You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC. 大成功 Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. 成功 Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it. 大失敗 Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level. Variable Core 特技1 Variable Core インヴェンター 再築 出典 Guns Gears 25ページ You adjust your innovation's core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose. If you have the offensive boost class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost that deals the same damage type if you wish. 2レベル Collapse Armor [one-action] 特技2 Collapse Armor インヴェンター 操作 再築 出典 Guns Gears 25ページ 前提条件 armor innovation 必要条件 You are wearing your armor innovation, or holding it in both hands in its compact form (see text). You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you're wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don't have both hands available, it falls to the ground in an adjacent space). If you're holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body. In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry). Collapse Construct [one-action] 特技2 Collapse Construct インヴェンター 操作 再築 出典 Guns Gears 25ページ 前提条件 construct innovation You've modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form. Either your construct or you (if you're adjacent to it) can Collapse your Construct to turn it into its compact form or back into its normal form. In compact form, your construct can't act but is easily carried, with a Bulk of 2 if it's Small, 4 if it's Medium, or 8 if it's Large. The compact form has wheels, so you can easily drag it behind you at half your Speed (rather than the usual slower Speed for dragging). Reverse Engineer 特技2 Reverse Engineer インヴェンター 出典 Guns Gears 25ページ 前提条件 expert in Crafting You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. If you get a critical success on your Crafting check, you can opt to both create the formula and reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. Furthermore, you can use Crafting instead of Thievery to Disable a Device or Pick a Lock. Searing Restoration [one-action] 特技2 Searing Restoration 火炎 治療 インヴェンター 操作 不安定 出典 Guns Gears 26ページ They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. 特殊 If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself. 4レベル Advanced Construct Companion 特技4 Advanced Construct Companion インヴェンター 出典 Guns Gears 26ページ 前提条件 construct companion You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike. Diving Armor 特技4 Diving Armor インヴェンター 再築 出典 Guns Gears 26ページ 前提条件 armor innovation You've modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water. While wearing your armor innovation, you can breathe underwater and gain a swim Speed equal to your land Speed. Dual-Form Weapon 特技4 Dual-Form Weapon インヴェンター 再築 出典 Guns Gears 26ページ 前提条件 weapon innovation You've built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely. When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation's second configuration. Select a new set of weapon modifications for this new configuration. You can spend two Interact actions to switch your weapon innovation between the two configurations. These actions don't need to be taken consecutively, but if you've provided the first and not the second, the weapon is non-functional as it is stranded between states. Your weapon's Bulk is always the greater Bulk of the two configurations, regardless of which configuration it's in—if one weapon is smaller than the other, you still need to keep any weapon parts on hand. Any runes on your weapon innovation don't affect the second weapon configuration. Gadget Specialist 特技4 Gadget Specialist インヴェンター 出典 Guns Gears 26ページ 前提条件 expert in Crafting Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets. Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to Craft and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them. If you're a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine. Megaton Strike [two-actions] 特技4 Megaton Strike インヴェンター 出典 Guns Gears 27ページ 前提条件 armor, construct, or weapon innovation You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a Strike, dealing an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. The type of Strike you can make depends on your innovation. Armor You Strike with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations. Construct Your minion innovation Strikes. Weapon You Strike with your weapon innovation. Unstable Function You put even more force into the Strike, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The Strike deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level. 特殊 If your innovation is a minion, it can take this action rather than you. 6レベル Clockwork Celerity [free-action] 特技6 Clockwork Celerity インヴェンター 操作 不安定 出典 Guns Gears 27ページ 前提条件 armor, construct, or weapon innovation トリガー Your turn begins. You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are quickened for this turn. How you can use the extra action depends on your innovation. Armor You can use the extra action to Step, Stride, or use another movement action granted by your innovation (such as Swim if you have the Diving Armor feat). Construct You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you spend 2 actions to Command your construct). Weapon You can use the extra action to Strike with your innovation or Reload your innovation. Construct Shell 特技6 Construct Shell インヴェンター 出典 Guns Gears 27ページ 前提条件 construct innovation You've adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection. You have lesser cover from all attacks when mounted on your construct innovation, not just from attacks where the construct would be in the way. Additionally, if your construct uses an emanation while you're riding on it, such as Explode, you can choose not to be affected by the emanation. Megavolt [two-actions] 特技6 Megavolt 雷撃 インヴェンター 操作 出典 Guns Gears 27ページ You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter. Unstable Function You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s. If you have the breakthrough innovation class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line. 特殊 If your innovation is a minion, it can take this action rather than you. Visual Fidelity 特技6 Visual Fidelity インヴェンター 出典 Guns Gears 27ページ You've found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. You gain darkvision and low-light vision, and you can see invisible creatures and objects as translucent shapes, though these shapes are indistinct enough to be concealed to you. If an effect would give you the blinded condition, the effect must attempt a counteract check against your class DC, with your counteract level equaling half your level, rounded up. On a failed counteract check, you aren't blinded—your various devices are able to compensate. 8レベル Gigaton Strike 特技8 Gigaton Strike インヴェンター 出典 Guns Gears 27ページ 前提条件 Megaton Strike When you use a full-power Megaton Strike, you can knock your foe back. When you succeed at your Strike while using an unstable Megaton Strike, your target must attempt a Fortitude save against your class DC. 大成功 The creature is unaffected. 成功 The creature is pushed back 5 feet. 失敗 The creature is pushed back 10 feet. 大失敗 The creature is pushed back 20 feet. 特殊 If your innovation is a minion, this benefit applies on its unstable Megaton Strikes. Incredible Construct Companion 特技8 Incredible Construct Companion インヴェンター 出典 Guns Gears 28ページ 前提条件 Advanced Construct Companion Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes. Your construct companion becomes an incredible construct companion. Manifold Modifications 特技8 Manifold Modifications インヴェンター 再築 出典 Guns Gears 28ページ 前提条件 initial modification You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type. Overdrive Ally [one-action] 特技8 Overdrive Ally インヴェンター 操作 出典 Guns Gears 28ページ 前提条件 Overdrive 必要条件 You are currently in overdrive. You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly. Choose an ally within 30 feet. Until the end of their next turn, that ally's Strikes deal additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if you were in critical overdrive. The ally doesn't gain the increased damage from expert, master, or legendary overdrive. Ubiquitous Gadgets 特技8 Ubiquitous Gadgets インヴェンター 出典 Guns Gears 28ページ 前提条件 Gadget Specialist They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect. Increase the number of temporary gadgets you can create each day by 2. 特殊 You can select this feat a second time if you are 14th level or higher. 10レベル Distracting Explosion [reaction] 特技10 Distracting Explosion インヴェンター 操作 出典 Guns Gears 28ページ 前提条件 offensive boost トリガー A creature within your reach uses a concentrate action. Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right! Make a melee Strike against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Unstable Function You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action. 特殊 If your innovation is a minion, it can take this reaction instead of you, even though minions can't normally take reactions or act when it's not their turn. It uses your reaction for the turn to do so. Electrify Armor [one-action] 特技10 Electrify Armor インヴェンター 操作 出典 Guns Gears 29ページ 前提条件 armor innovation 必要条件 You are wearing your armor innovation. You electrify your armor to punish foes who dare to attack you. For 1 round, any creature that touches you, or that hits you with a melee unarmed attack or a non-reach melee weapon attack, takes 1d4 electricity damage. The effect ends if you cease wearing your armor innovation. If you have the revolutionary innovation class feature, the damage increases to 2d4. Unstable Function You create an unstable chain reaction, sending countless sparks dancing across your armor. Add the unstable trait to Electrify Armor. The effects last for 1 minute instead of 1 round, and the damage dice increase from d4s to d12s. Helpful Tinkering [one-action] 特技10 Helpful Tinkering インヴェンター 操作 出典 Guns Gears 29ページ 頻度 once per 10 minutes 前提条件 offensive boost You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a Crafting check against a high DC for your level. 成功 For 1 minute, the chosen ally's Strikes with the chosen weapon gain the same offensive boost your innovation has. 大失敗 Your ally takes damage of the type and amount that your offensive boost normally deals on a successful Strike. Lock On [one-action] 特技10 Lock On インヴェンター 出典 Guns Gears 29ページ 前提条件 construct innovation Aha! You lock on to your enemy's weak point to assist your construct companion in destroying it. When you Lock On, designate an enemy you can see. If your next action is to Command your construct, the construct gains a +2 circumstance bonus to attack rolls against the designated enemy until the end of the turn. If you use 2 actions for the Command, the bonus is instead a +3 circumstance bonus, or a +4 circumstance bonus if you're legendary in Crafting. 12レベル Boost Modulation 特技12 Boost Modulation インヴェンター 操作 出典 Guns Gears 29ページ 前提条件 offensive boost You aren't satisfied with keeping to just one kind of boost from your constant tinkering, so you've learned to modulate between several possibilities at once. Choose two additional offensive boosts. You can use an Interact action to change the offensive boost currently affecting your weapon, choosing between the one you chose for the class feature and the two you chose for this modification. If your weapon has the modular trait, you can swap the offensive boost as part of the Interact action you take to use that trait. Contingency Gadgets 特技12 Contingency Gadgets インヴェンター 出典 Guns Gears 29ページ 前提条件 Gadget Specialist You are too brilliant to be caught off guard, and you always have just the right gadget for the situation. When you prepare your gadgets during your daily preparations, you can choose to leave one of them as a contingency gadget that you keep ready for just this situation, rather than declaring which gadget you're making. You can pull the contingency gadget out using an Interact action, at which point you must choose which gadget you had prepared as a contingency. If you're legendary in Crafting, you can leave two contingency gadgets during your daily preparations, instead of just one. Deep Freeze [two-actions] 特技12 Deep Freeze 氷雪 インヴェンター 操作 出典 Guns Gears 29ページ You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target one creature within 60 feet. That creature takes cold damage equal to your level, with effects depending on its Reflex save. 大成功 The target is unaffected. 成功 The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round. 失敗 The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round. 大失敗 The target takes double damage, is slowed 1 for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round. Unstable Function Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level. If you have the revolutionary innovation class feature, you can choose a 60-foot or 90-foot cone when you use an unstable Deep Freeze. 特殊 If your innovation is a minion, it can take this action rather than you. Gigavolt 特技12 Gigavolt インヴェンター 出典 Guns Gears 30ページ 前提条件 Megavolt When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death. When you use Megavolt, each time your line of electricity hits a solid barrier, such as a wall, it bounces off at an angle of your choice and continues until you have reached the full length of the line. Even if a creature is in the area from multiple bounces, it takes the damage only once. Shared Overdrive 特技12 Shared Overdrive インヴェンター 出典 Guns Gears 30ページ 前提条件 Overdrive Ally You've experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive. The first time you use Overdrive Ally during a given Overdrive, the effect lasts for the remainder of the duration of your Overdrive, instead of just until the end of the target's next turn. Any further uses of Overdrive Ally during the same Overdrive have their normal duration, per Overdrive Ally. 14レベル Explosive Maneuver [one-action] 特技14 Explosive Maneuver インヴェンター 出典 Guns Gears 30ページ 前提条件 weapon innovation 必要条件 Your last action was a successful Strike against a foe using your weapon innovation. Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver. When you use Explosive Maneuver, choose Grapple, Shove, or Trip. Your weapon innovation must have a weapon trait that matches the action you chose (for instance, to choose Grapple, your weapon must have the grapple trait). You take the chosen action against the same foe as your previous successful Strike, using the same multiple attack penalty as your previous successful Strike. You still increase your multiple attack penalty after the Grapple, Shove, or Trip, as normal. Paragon Companion 特技14 Paragon Companion インヴェンター 出典 Guns Gears 30ページ 前提条件 Incredible Construct Companion Your construct companion has reached the pinnacle of form and function. Your construct companion becomes a paragon construct companion. Soaring Armor 特技14 Soaring Armor インヴェンター 再築 出典 Guns Gears 30ページ 前提条件 armor innovation Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you've managed to free your innovation from the bonds of gravity! While wearing your innovation, you gain a fly Speed equal to your land Speed. Unstable Redundancies [free-action] 特技14 Unstable Redundancies インヴェンター 出典 Guns Gears 31ページ トリガー You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet. You've built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments. You automatically succeed at the triggering flat check. You can't rely on your Unstable Redundancies again until you spend 10 minutes setting them back up. If you spend 10 minutes retuning your innovation so you can use unstable actions again, you can set up your Unstable Redundancies during the same time. 16レベル Just the Thing! 特技16 Just the Thing! インヴェンター 出典 Guns Gears 31ページ 頻度 once per hour Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand. For instance, you might use gravitic stabilizers to balance on the razor's edge, a force battering ram gizmo to open the iron door, or a device that produces an aroma with the ability to pacify wyrms to persuade the dragon. Using an invention in this way lets you alter how you calculate the skill check used in the action. Instead of the normal skill modifier associated with that skill action, you use your Crafting modifier. Persistent Boost 特技16 Persistent Boost インヴェンター 出典 Guns Gears 31ページ 前提条件 offensive boost Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack. When you or your construct innovation damage a foe with offensive boost, that foe also takes 1d8 persistent damage of the same damage type as the offensive boost damage. You Failed to Account for… This! [reaction] 特技16 You Failed to Account for… This! インヴェンター 出典 Guns Gears 31ページ トリガー A creature you can see targets you with an attack against your AC. When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. Describe a device you're attempting to use to protect yourself from the foe's attack—for instance, when attacked by a shocker lizard's shock Strike, you might pull out a specially grounded lightning rod from that time you tried to power an invention by harnessing a thunderstorm! Using an invention to defend in this way means that the attack roll for the triggering attack targets your Crafting DC instead of your AC. Since you're using your Crafting DC instead of your AC, any penalties to your AC don't apply, but this doesn't remove any conditions or other effects that are causing you such penalties. For instance, if you were flat-footed and used an invention to defend against a sneak attack, you'd still take the extra precision damage if you were hit, even though the –2 penalty to AC from being flat-footed wouldn't apply to your Crafting DC. 18レベル Devastating Weaponry [three-actions] 特技18 Devastating Weaponry インヴェンター 出典 Guns Gears 31ページ 前提条件 weapon innovation You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures. Make a Strike with your weapon innovation against each foe within 30 feet of you. Don't increase your multiple attack penalty until after making all the attacks. If your innovation is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. As normal, if your weapon innovation requires one or more actions to reload between Strikes, you can't use it to make multiple attacks with Devastating Weaponry. Engine of Destruction [three-actions] 特技18 Engine of Destruction インヴェンター 出典 Guns Gears 31ページ 前提条件 construct innovation Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc. You Command your innovation. Instead of its normal actions, it Strides once, then makes a Strike against each foe within 30 feet of it with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the construct makes all the attacks. Negate Damage [reaction] 特技18 Negate Damage インヴェンター 出典 Guns Gears 31ページ 前提条件 armor innovation トリガー You would take damage Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15. Unstable Function You activate all the precautions at once, violently repelling the incoming attack to blunt its force. Add the unstable trait to Negate Damage and reduce the damage you would take by 50. 20レベル Full Automation 特技20 Full Automation インヴェンター 出典 Guns Gears 32ページ 前提条件 armor, construct, or weapon innovation You become so entwined with your innovations that you can use them without a second thought. You're permanently quickened. How you can use the extra action depends on your innovation. Armor Your armor responds to the most subtle stimuli to move you in the right direction as long as you are wearing it. You can use the extra action to Stride, Step, or use a form of movement provided by your innovation (such as Fly or Swim). Construct Your ability to command your construct becomes instinctive. You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you choose to spend 2 actions to Command your construct). Weapon Your weapon becomes easier to wield with deadly efficacy, almost as if it is an extension of your body. It speeds effortlessly toward whatever target you choose as long as you are holding it. You can use the extra action to Strike with your innovation. Ubiquitous Overdrive 特技20 Ubiquitous Overdrive インヴェンター 出典 Guns Gears 32ページ 前提条件 Shared Overdrive You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once. During your daily preparations, select up to six willing allies. Whenever you Overdrive, you grant the benefits of your overdrive to any of these allies you choose who are within 30 feet of you. The allies don't gain the increased damage from expert, master, or legendary overdrive.
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必要条件 Base Level 70 アイテム Folding Fan of Cat Ghost 1個, Flame Stone 1個, Old Frying Pan 1個, Squid Ink 1個 前提クエスト Onward to the New World Quest 報酬 Base Exp 80,000 Job Exp 3,000 アイテム Rune Strawberry Cake 1個, Schwartzwald Pine Jubilee 1個, Arunafeltz Desert Sandwich 1個, First Aid Kit 1個 クエスト報酬 Ability to turn in New World monster drops for Consumables. 日本版タイトル : 会議のおとも 1. Walk near the United Research Official ( mid_camp 163, 234 - mid_campin 376, 120). He asks you to speak to the people managing the documents. 2. Speak to Ryosen (mid_camp 165, 245), he asks you to deliver a Meeting Invitation to Hue, then to Hansenne. 3. Deliver the invitation to Hue (mid_camp 247, 255), and ask him to sign it. 4. Next deliver the invitation to Hansenne (mid_camp 222, 218), and ask him to sign it. 5. Return to Ryosen, he directs you to return to the United Research Official. 6. The United Research Official asks you to check on each of the researchers to make sure they re preparing for their meeting. 7. Speak to Ryosen, he asks you to retrieve a document from Hansenne. 8. Hansenne tells you he lost the document while playing on the west bridge. He suggests you go fishing. 9. Take the west bridge and go to (mid_camp 69, 134), where you will find a School of Fish in the water. Attempt to fish until you retrieve a Messy File . 10. Return to Hansenne, who tells you to take the document to Hue to restore it. 11. Hue requires 1 Folding Fan of Cat Ghost , 1 Flame Stone , 1 Old Frying Pan , 1 Squid Ink to restore the document. 12. After giving him the items, he restores the document and gives you a Neat Report . 13. Return the document to Ryosen, who then asks you to go the Official to wait for the meeting to start. 14. Walk up to the Official, and the meeting begins. The three researchers give their reports, but the meeting is interrupted by the appearance of Thief Bug s, and everyone (including yourself) leaves the room. 15. Reenter the building and kill all of the Thief Bugs, after which the others reappear. 16. Walk over to the Official, and the "meeting" resumes, whereupon Ryosen accuses the rest of tampering with his precious Cake, and an argument ensues, until the Official finally tells everyone to call it a day. 17. Walk back again towards the Official, where you explain that you know Hansenne wasn t the tamperer, although he took the blame for it. 18. Talk to Hansenne, and he gives you a Arunafeltz Desert Sandwich in appreciation for your caring. He suggests you help Ryosen and Hue get along better. 19. Talk to Hue, who asks you to take the Rune Midgard report to Ryosen, and gives you a Schwartzwald Pine Jubilee in thanks. 20. Hand the report to Ryosen, who realizes he should ve thanked Hue earlier, and asks you to set up another meeting with the Official. He gives you a piece of Rune Strawberry Cake in appreciation. 21. Talk to the Official, who thanks you for all the work you ve done, and gives you a First Aid Kit . Receive 80,000 Base Exp and 3,000 Job Exp. Turn-in Follow-up Quests You will not be able to get any more if you have 5 in your inventory! Ryosen will give you 1 Rune Strawberry Cake (+5 ATK× and +5 MATK× for 10 minutes) for every 2 Mystic Horn you turn in. Hansenne will give you 1 Arunafeltz Desert Sandwich (+7 Crit for 10 minutes) for every 2 Peaked Hat you turn in. Hue will give you 1 Schwartzwald Pine Jubilee (+10 Hit× and +20 Flee× for 10 minutes) for every 2 Fur you turn in. Categories Quest Window Quests | Job Experience Reward | Base Experience Reward | Ash Vacuum Quests | New World Quests
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PPP Princes of The Apocalypse キャンペーン用キャラクター。 Andrew ( アンドリュー ) Race Half-Elf Alignment Lawful Good Experience / Next Level - / - xp Classes / Level Cleric 1 / Warlock 12 / Paladin 2 / Fighter 2 Patron Deity / Faith Bahamut Background Solder キャラ設定 戦士やパラディン、戦司祭を輩出している士族の末弟。 本人はパラディン志望だったが、兄姉の支えになれと、神官の道を強制されたため、不満を抱く。 神官の道を修め家に戻ったところ、一顧だにされなかったことに溜めこんでいた拗れが爆発し、出奔。 自身の力のみで成り上がるべく、流れの神官として荒事を求めていた。 その一環として、兵役も経験している。 が、兵役中に勲をたてられるような大きな争いもなかったため、冒険者の一団に加わることになる。 ( 将来ウォーロックを入れるため、色々と隙の多い設定 ) 【 2017/04/15 追記 ( ウォーロッククラス追加の顛末 ) 】 ネクロマンサーを倒してレッドラーチに戻った後、共同礼拝所で声を掛けられる。 どこからかネクロマンサー討伐の話を聞きつけたのかは分からないが、その功績を称えたいと酒の席に誘われた。 美酒を振る舞われ酩酊したところで、彼は自分の正体をバハムートの使いと名乗り、正しい行いをしたアンドリューに 更なる力を与えるよう遣わされたと明かした。 もちろんそれは、アンドリューの未熟さと功名心に付け込もうとするフィーンドの罠だったわけだが。 愚かなアンドリューは、その誘いを受け、契約書にサインをしてしまう……、 Hit Points 109 = 8 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 6 + 6 + 6 + 6 + 17 CON Mod. ( = + 1 CON ×17Lv. ) Ability Scores 【 STR 】 21 ( + 5 ) = 15 ( 9pts. ) + 1 Racial / 21 ( Belt of Hill Giant Strength ) 【 CON 】 12 ( + 1 ) = 12 ( 4pts. ) 【 DEX 】 10 ( + 0 ) = 10 ( 2pts. ) 【 INT 】 3 ( - 4 ) = 8 ( 0pts. ) - 5 Idiot 【 WIS 】 14 ( + 2 ) = 13 ( 5pts. ) + 1 Racial 【 CHA 】 18 ( + 4 ) = 14 ( 7pts. ) + 2 Racial + 2 Lv Initiative Move Speed Initiative : + 0 = + 0 DEX Land Speed : 35 feet. Armor Class 21 = 18 Plate mail + 2 Shield + 1 Fighting Style Saving Throws 【 STR 】 + 5 ( = + 5 STR ) 【 CON 】 + 1 ( = + 1 CON ) 【 DEX 】 + 0 ( 2 ) ※ ( = + 0 DEX ) 【 INT 】 - 4 ( = - 4 INT ) 【 WIS 】 + 8 ( = + 2 WIS + 6 Proficiency ) 【 CHA 】 + 10 ( = + 4 CHA + 6 Proficiency ) ※ See Shield Master feat. Proficiencies Proficiency Bonus + 6 Armor : All Armor, shields Weapons : All Simple Weapons, Martial Weapons Tools : One type of gaming set, vehicles ( land ) Language : Common, Elvish, Giant Attacks Ironfang Thrown ( Range 20 / 60 ), Versatile ( 1d10 ) Attack : + 13 ( = + 5 STR + 6 Proficiency + 2 Enc. ) Damage : 1d8 + 7 ( = + 5 STR + 2 Enc. ) + 1d8 ( Acid ) / Piercing Longsword Versatile ( 1d10 ) Attack : + 11 ( = + 5 STR + 6 Proficiency ) Damage : 1d8 + 5 ( = + 5 STR ) / Slashing Longsword, Silvered Versatile ( 1d10 ) Attack : + 11 ( = + 5 STR + 6 Proficiency ) Damage : 1d8 + 5 ( = + 5 STR ) / Slashing Warhammer Versatile ( 1d10 ) Attack : + 11 ( = + 5 STR + 6 Proficiency ) Damage : 1d8 + 5 ( = + 5 STR ) / Bludgeoning Dagger Finesse, Light, Thrown ( Range 20 / 60 ) Attack : + 11 ( = + 5 STR + 6 Proficiency ) Damage : 1d4 + 5 ( = + 5 STR ) / Piercing Javelin Thrown ( Range 30 / 120 ) Attack : + 11 ( = + 5 STR + 6 Proficiency ) Damage : 1d6 + 5 ( = + 5 STR ) / Piercing Light Crossbow Ammunition ( Range 80 / 320 ), Loading, Two-handed Attack : + 6 ( = + 0 DEX + 6 Proficiency ) Damage : 1d8 + 0 ( = + DEX ) / Piercing Skills Strength ■ Athletics : + 11 ( = + 5 STR + 6 Proficiency ) Dexterity Acrobatics : + 0 ( = + 0 DEX ) Sleight of Hand : + 0 ( = + 0 DEX ) Stealth : + 0 ( = + 0 DEX ) Intelligence Arcana : - 1 ( = - 1 INT ) ○ History : - 1 ( = - 1 INT ) Investigation : - 1 ( = - 1 INT ) Nature : - 1 ( = - 1 INT ) ○ Religion : - 1 ( = - 1 INT ) Wisdom Animal Handling : + 2 ( = + 2 WIS ) ● Insight : + 8 ( = + 2 WIS + 6 Proficiency ) ○ Medicine : + 2 ( = + 2 WIS ) Perception : + 2 ( = + 2 WIS ) Survival : + 2 ( = + 2 WIS ) Charisma Deception : + 4 ( = + 4 CHA ) ■ Intimidation : + 10 ( = + 4 CHA + 6 Proficiency ) Performance : + 4 ( = + 4 CHA ) ● Persuasion : + 10 ( = + 4 CHA + 6 Proficiency ) Traits Half-Elf Ability Score Increases : + 2 CHA, + 1 other two abilities Size : Medium Speed : 30 feet Darkvision : You can see in dim light 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can t discern color in darkness, only shades of gray. Fey Ancestry : You have advantage on saving throws against being charmed, and magic can t put you to sleep. Fleet of Foot : Your base walking speed increases to 35 feet. Languages : Common, Elvish, one other language Cleric 1 Hit Dice : 1d8 / Lv. Armor Proficiencies : Light Armors, Medium Armors, Shields Weapon Proficiencies : All Simple Weapons Tool Proficiencies : None Saving Throw Proficiencies : Wisdom, Charisma Skills : Choose two skills from History, Insight, Medicine, Persuasion, Religion Divine Domain : War Domain - Bonus Proficiencies : You gain proficiency with martial weapons and heavy armor. - War Priest : When you use the Attack action, yhou can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier ( a minimum of once ). You regain all expended uses when you dinish a long rest. Spellcasting : 3 Cantrips Known, 2 / - / - / - / - / - / - / - / - Warlock 12 Hit Dice : 1d8 / Lv. Armor Proficiencies : Simple Armors Weapon Proficiencies : All Simple Weapons Tool Proficiencies : None ( multiclassing ) Saving Throw Proficiencies : None ( multiclassing ) Skills : None ( multiclassing ) Other Worldly Patron : the Fiend - Dark One s Blessing : When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + Warlock level ( minimum of 1 ). - Dark One s Own Luck : When you make an ability check or a saving throw. you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll s effects occur. Once you use this feature, you can t use it again until you finish a short or long rest. - Fiendish Resilience : You can choose one damage type when you finish a short or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature. Damage from magical Weapons or silver Weapons ignores this Resistance. Pact Magic : 4 Cantrips Known, 11 Spells Known, 3 Spell Slots ( 5th Level ) Eldrich Invocations : - Agonizing Blast : When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. - Fiendish Vigor : You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. - Thirsting Blade : You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. - Repelling Blast : When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. - Grasp of Hadar : Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. - Lifedrinker : When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). Pact Boon : Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Paladin 2 Hit Dice : 1d10 / Lv. Armor Proficiencies : Light Armor, Medium Armor, Shields Weapon Proficiencies : All Simple Weapons, Martial Weapons Tool Proficiencies : None ( multiclassing ) Saving Throw Proficiencies : None ( multiclassing ) Skills : None ( multiclassing ) Divine Sense : As an action, until the end of your next turn, you know the location of any celestial, fiend,or undead within 60 feet of you that is not behind total cover.You know the type of any being whose presence you sense, but not its identity.Within the same radius, you also detect the presence of any place or objectthat has been consecrated or desecrated.You can use this feature a number of times equal to 1 + your Charisma modifier.When you finish a long rest, you regain all expended uses. Lay on Hands : You have a pool of healing power that replenishes when you take a long rest.With that pool, you can restore a total number of hit points equal to your paladin level x 5.As an action, you can touch a creature and draw power from the pool to restore a number ofhit points to that creature, up to the maximum amount remaining in your pool.Alternatively, you can expend 5 hit points from your pool of healing to cure the target of onedisease or neutralize one poison affecting it.You can cure multiple diseases and neutralize multiple poisons with a single use of Lay onHands, expending hit points separately for each one.This feature has no effect on undead and constructs. Fighting Style : Defense.While you are wearing armor, you gain a +1 bonus to AC. Spellcasting : Divine Smite : When you hit a creature with a melee weapon attack, you can expend one spell slot to dealradiant damage to the target, in addition to the weapon s damage.The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st,to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Solder ( Background ) Skill Proficiencies : Athletics, Intimidation Tool Proficiencies : One type of gaming set, vehicles ( land ) Boots of Speed While you wear these boots, you can use a Bonus Action and click the boots heels together.If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantageon the Attack roll. If you click your heels together again, you end the effect.When the boots property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.Requires Attunement. Belt of Hill Giant Strength Your Strength score is 21 while you wear these gauntlets. They have no effect on you if your Strength is already 21 or higher.Requires Attunement. Drown Brooch of Shielding While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.Requires Attunement. Feats War Caster ・You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. ・You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. ・When a hostile creature s movement provekes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Shield Master ・If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. ・If you aren t incapaciated, you can add your shield s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that tagets only you. ・If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take nodamage if you succeedon the saving throw, interposing your shield between yourself and the source of the effect. Spells Cleric 1 0Lv. Guidance Light Sacred Flame 1Lv. Bless ( Prepared ) Healing Word ( Prepared ) Sanctuary ( Prepared ) Paladin 2 1Lv. Command ( Prepared ) Compelled Duel ( Prepared ) Cure Wounds ( Prepared ) Protection from Evil and Good ( Prepared ) Shield of Faith ( Prepared ) Warlock 1 0Lv. Eldritch Blast Green Flame Blade Mage Hand Sword Burst 2Lv. Blindness/Deafness 3Lv. Counterspell Fireball Fly Remove Curse 4Lv. Charm Monster Dimension Door Fire Shield Wall of Fire 5Lv. Scrying Synaptic Static 6Lv. Mass Suggestion Equipments ★ Ironfang ( War Pick + 2 ) Longsword Longsword, Silvered Warhammer Light Crossbow - Bolt × 20 Dagger Javelin × 4 Plate mail Shield Holy Symbol Component Pouch ★ Belt of Hill Giant Strength ☆ Brooch of Shielding ★ Boots of Speed ☆ Bag of Holding ○○○○○○○ ☆ Potion of Healing × 7 ○ ☆ Potion of Healing, Greater × 1 ○ ☆ Potion of Giant Strength × 1 Priest s Pack - Backpack - Blanket - Candle × 10 - Tinderbox - Alms Box - 2 Blocks of Incense - Censer - Vestments - Ration × 2 Days + 11 Days - Waterskin Bedroll Healer s kit ( 20 use ) Rope, hempen × 50ft. Belt Pouch An insignia of rank A trophy taken from a fallen enemy A set of deck of cards A set of common clothes 18,342gp
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Combat engineer(APmine) Combat engineer(ATmine) Sappers Scout Sniper Tank crew Officer Combat engineer(APmine) Cost Point CP 人数 クールダウン(秒) 8 8 12 4 30 装備 主武装 MP-40短機関銃 ×4 副武装 対人地雷 ×60 アクセサリ - 【解説】 対人地雷装備。通称田植え兵。 基本的にはBattlezoneなどの占領地点にばら撒いて敵歩兵の侵入を防ぐのに使う。 60個全てを一気に配置すると結構な長さになるが、”線”で設置するより”面”で設置したほうがより効果的に敵の侵入を防げる。 また最前線に設置し、あえて地雷の存在をちらつかせておいて敵の進攻を遅らせる、といった使い方もある。 設置中は完全に無防備なので周辺地域のクリアリングが必須である。 Combat engineer(ATmine) Cost Point CP 人数 クールダウン(秒) 8 8 12 4 30 装備 主武装 MP-40短機関銃 ×4 副武装 対戦車地雷 ×28 アクセサリ - 【解説】 対戦車地雷装備。 重戦車だろうが踏めば一発大破の威力を誇る。 が、できるだけ最前線に設置しないとまず踏んでくれる事が無い。 基本的には”線”で設置し、敵の偵察車両の特攻を防ぐ。 その他説明は上に準ずる。 Sappers Cost Point CP 人数 クールダウン(秒) 3 4 6 2 30 装備 主武装 MP-40短機関銃 ×2 副武装 - アクセサリ 地雷探知機 ×2 【解説】 地雷探知機を装備した部隊。 安さが売りだが、あくまで歩兵なので最前線で地雷探知作業に当たらせるには不安が残る。 これを使うのは地雷除去戦車を買う余裕のない時だろう。 Scout Cost Point CP 人数 クールダウン(秒) 12 12 8 1 120 装備 主武装 ウェルロッド消音拳銃 ×1 副武装 M24手榴弾 ×2 , 発煙筒 ×2 , ナイフ ×3 , ダイナマイト ×2 アクセサリ 包帯 ×5 【解説】 偵察兵。 何故か英国製であるウェルロッドを所持している。 通常移動でも一般歩兵に比べ足が速い(ダッシュ時は更に速い)、伏せればほとんど発見されない、広い視界範囲、などの特徴を持つ。隠密行動が基本な為、持っている消音ピストルは殆ど使わない。 敵地後方に侵入させて敵リスポンポイントなどを偵察させたり、敵が通過する地点の傍に置いて、砲兵の”目”として使ったりする。射撃禁止にしておくのを忘れずに。 また爆薬を持っているので、陣地後方で油断している戦車・自走砲などを襲うと思いがけない戦果を上げる事もある。 Sniper Cost Point CP 人数 クールダウン(秒) 16 15 8 1 120 装備 主武装 Ker98K狙撃銃 ×1 副武装 ナイフ ×1 アクセサリ カモフラージュキット ×3 , 包帯 ×6 【解説】 狙撃手。 長い射程(100)を活かし、敵の固定目標(対戦車砲・機関銃)や地雷設置中の歩兵を殺したり、見方陣地にやってくる敵兵を撃退するのが主な任務。 高い所に放置しておくと、コスト以上の働きをしてくれる。 また、持っている狙撃ライフルは範囲こそ小さいもののOfficerの双眼鏡と同じ効果を持っているので、 最前線に出して偵察もできる。 ちなみに落ちている狙撃ライフルは一般歩兵が拾っても使用できるが、双眼鏡の効果は使えなくなる。 Tank crew Cost Point CP 人数 クールダウン(秒) 1 2 6 2 30 装備 主武装 ワルサーP38拳銃 ×2 副武装 - アクセサリ - 【解説】 戦車乗組員。 なんといっても安すぎる。一体この人々の人件費はおいくらなのだろうか。 損失を気にせず使用できるのが最大のメリットである。 使い道といえば、消耗した味方車両の乗組員を補充する他、最前線に万遍なく敷き詰めて(with射撃禁止)、さながら監視カメラのように敵の接近を察知するのに使う方法もある。 ただし、連発していると確実にCPを圧迫するのでCP上限の低いゲームでは注意するべきである。 またBattlezoneなどの占領ポイントをこのユニットで占領することはできない。 Officer Cost Point CP 人数 クールダウン(秒) 16 16 8 1 120 装備 主武装 ワルサーP38拳銃 ×1 副武装 ナイフ ×1 アクセサリ 双眼鏡 ×1 【解説】 将校。 コイツの持ってる双眼鏡は、狙った部分を明るく表示し、その部分を視界として見ることが出来るというもの。 決して飾りではない。Officer以外が所持しても無効。 自軍部隊の侵攻ルートなどをこれで照らしてやると戦闘を圧倒的に有利に展開することができる。また、榴弾砲などの曲射兵器と組み合わせると主力が敵部隊と接触する前に一方的に攻撃することができる。 チーム内で数体所持してると心強い。 逆を言うと、敵側もOfficerを使って同じことをしてくる可能性もある。敵の姿を確認できないのに榴弾やらなにやら降って来る時はOfficerの存在を疑った方が良い。 もし敵Officerを見つけたら真っ先に潰さないとかなり危険である。 ちなみに敵が近づくとしょっちゅう拳銃に切り替えて鬱陶しいのでいっそ捨ててしまった方がいい。 名前 コメント
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TITLE Clover 専用 WIKIです! 【Game of War】で活動する {Clover };の紹介WIKI兼、HPです {新規入隊の方へ!! }; 新規入隊の方は {必ず 同盟方針、規約を見てください。}; 新規入隊された方は必ずチャット欄にて一言しゃべり、名前の変更をして下さい! また、このWIKIは情報交換にも使いますのでブックマークをお願いいたします。 このWIKIは同盟HPも兼務するので変なこと書かないでね。 同盟員のみなさまへのお知らせ(※必読) 少しづつWIKIを作成していきます。 公式な情報やお役立ち情報なんかがあったら教えてね とりあえず動画でも載せとくか コメント WIKIの編集をした場合、報告までに書き込みをお願いします。 テスト -- maggles 名前 コメント MenuBarを編集する → 編集 MenuBar
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Fake/first war op Fake/first war 1 Fake/first war 2 Fake/first war Interlude Fake/first war Interlude2 Fake/first war 3 Fake/first war 4 Fake/first war 5 Fake/first war Interlude3 Fake/first war 6 Fake/first war 7 Fake/first war 8 Fake/first war 9 Fake/first war 10 Fake/first war 11 Fake/first war 12