約 4,707,227 件
https://w.atwiki.jp/enchant-farm/pages/29.html
互いに行き来できない5つのエリアから成る。テレポート像があるが封じられた妖精のテレポートの方が便利なのであまり利用価値は無い。 マップ情報 フロア おおまかな場所 メイン(#1) 中央街道テレポート像ずっと西の下り階段 討伐依頼受付所(#2) 中央街道テレポート像から東北の下り階段 礼拝堂(#3) 中央街道と雪の集落をつなぐ橋から飛び降りる 宝物庫(#4) 中央街道と緑の集落をつなぐ橋から飛び降りる テレポート像 緑の集落封じられた妖精の泉南西下り階段 テレポート登録できる場所 テレポート像 討伐依頼所(封じられた妖精の泉から飛ぶ) アイテム 地下道(#1)中央街道の西にある下り階段から。いろいろアイテムが落ちてる。兵士の鍵や水晶の欠片は是非。 落ちているもの:ものしりメガネ、ディスペルハーブ 宝箱:レイピア、兵士の鍵、水晶の欠片*2 地下道(#2)中央街道の通路にある下り階段から。イングリッドがいて依頼内容をこなすたびに水晶の塊が貰える。イングリッドがいる場所へはイングリッドと1度話しかけた後なら封じられた妖精の泉から飛ぶことができる。すべての依頼を終えるとイングリッドは勇者の墓標に移動するが・・・ 落ちているもの:水晶の鍵、きらめく星屑*2 地下道(#3)雪の集落入口から飛び降りる。 落ちているもの:マジックウォーター、薬草、薬草、闇の魔法石の欠片 宝箱:重魔の針、反魂香、生命の粉塵 地下道(#4)中道街道から緑の集落に来たところの橋から飛び降りる。落ちてすぐ赤敵がいるので不意打ちを受けないように注意。 宝箱:地の魔法石の塊(要:兵士の鍵)、無の魔法石の欠片 NPC イングリッド 依頼を受けることが出来る。依頼を達成するごとに水晶の塊を貰える。依頼は全部で6つ。依頼と報酬の詳細は以下の通り。依頼を全て終えるとイングリッドは勇者の墓標へ移動する。 1 大監獄「サイコアーティスト」報酬:水晶の塊 2 南の海辺「クラーケン」報酬:水晶の塊 3 狩猟者の森「殺人ウサギ」報酬:水晶の塊 4 宝物殿「メカドラゴン」報酬:水晶の塊*2 5 崩れた灯台「風の古竜」報酬:水晶の塊*2 6 灼溶洞「災厄の魂核」報酬:水晶の塊*2、草の魔法石の原盤 このページのトップへ戻る cf.本家:地下道 - エンチャントファーム
https://w.atwiki.jp/brigandine/pages/224.html
アウロボロス "神よりも古き神" 通常 ※分類的には騎士ユニットではなくモンスターユニットです。 プロフィール 神よりも古き神、もしくは混沌の蛇と呼ばれる存在。かつてルーンの神々がマナの力を使って大地に封じたとされる。感情も思考も持たず、ただ破壊の衝動のままに活動する。この蛇が本来の力を取り戻す前に倒せなければ世界は終わりを迎える…。 短評 ◎各国の最終戦候補(初期人材および正規加入人材のみで選抜) 西アルメキア ランスは確定。後は統魔力順にアルサスかリゲル。 その二人を育てるのがめんどくさいならハレーやアデリシアを育てて候補にしても良い。 回復役を担えるモンスターがあまり育っていない場合はコールを入れる。 ノルガルド ヴェイナード・ノイエ・ブランガーネで組めばほぼ危なげなく勝てる。 ノイエを育てるのが面倒ならヴェイナード・ブランガーネ・グイングラインでも良い。 この場合は回復役のモンスターを育てる必要がある。 レオニア キルーフは確定。と言うかこいつが育っていないと本当に苦しい戦いを強いられる。 後はバーリンとパテルヌス。バーリンは統魔範囲を補う必要がある。 上の二人よりもリオネッセの方が統魔力が高いのだが、HPが低すぎて足を引っ張るので他を頼りにした方が良い。 カーレオン メリオット・ミリア・ディナダンが一番安定して勝てる。 ミリアにはエンチャントレス系のみならずクレリック系もEXPERT!させておけば回復補助も万全になる。 カイは得意の範囲魔法がアウロボロス戦では有効ではないのとHPの低さ故に足を引っ張る。留守番させた方が良い。 イスカリオ ドリストとユーラは確定。ユーラは統魔範囲を補強すること。 後はリュシアを覚醒させているならリュシア。させていないならアルスター。 回復役はセイントのユーラだけでも充分だが、カーディナルのアルスター連れて行くと安定感はある。 エストレガレス ゼメキスとエスメレーは確定。 後はミラミレのどちらかを選ぶと良い。 攻撃重視で行きたいならミラ。回復補助を充実させたいならクレリック系をEXPERT!させたミレ。 回復役に関してはセイントのエスメレーと回復役のモンスターだけでも充分なので好みで良いと思う。 在野の騎士の候補 とりあえずコルチナさんにエンチャントレス系とクレリック系をEXPERT!させて育てておけば間違いはない。 後は加入が比較的早いヒュード、加入時期はやや遅くなるが統魔成長率の高いシェルーナやシェリダン。 ヒュードやシェリダンに関しては君主の耐久力が微妙なレオニアやカーレオンにいてくれるとかなり便利。 名前 コメント
https://w.atwiki.jp/enchant-farm/pages/61.html
ボスがいるだけで大したものも落ちていない完全な寄り道エリア。 マップ情報 移動先 おおまかな位置 王道 出入口 アイテム 落ちているもの:無の魔法石の欠片 ボス ダークナイト 戦闘情報 ダークナイト 属性:水闇 支配者の眼光:最低攻撃倍率75%・前列無効貫通孤高なる流儀:精神系の状態異常を無効化する ドロップ:ブラックランス、闇の魔法石の原盤、鋼の魔法石の原盤 行動パターン ターン ダークナイト 属性:水闇 行動1 行動2 備考 1 ダークソウルローバー 既に使っているときはパワーストリーム 2 アクアジェット エアートルピード 3 通常攻撃 通常攻撃 4 パラライクラウド ブラック・スピア 5 ダークネスIII デプスカオスバイト 1に戻る リターンフロムリンボ HP0のとき除外キャラがいると即時発動 攻撃内容 ダ|クナイト水闇 名称 分類 属性 パターン 備考 通常攻撃 物理攻撃 水or闇単体 固定 ダークソウルローバー 単体 固定 先頭キャラを除外する リターンフロムリンボ 自己 固定 除外キャラを復帰させ、自分を蘇生する パワーストリーム 状態変化 自己 固定 ちから2段階上昇 アクアジェット 物理攻撃 水単体 固定 先制行動 エアートルピード 物理攻撃 水単体 固定 ランダムな対象に2~5回攻撃 パラライクラウド 状態変化 全体 固定 麻痺付与 ブラック・スピア 物理攻撃 闇単体 固定 能力変化初期化 ダークネスIII 魔法攻撃 闇全体 固定 混乱付与 デプスカオスバイト 物理攻撃 水単体 固定 全能力2段階低下 攻略 ダークソウルローバー(以降、DSR)でこちらの戦闘メンバーを取り除き、戦闘不能になるとリターンフロムリンボ(以降、RFR)で吐きだして復活する。DSRは防ぐ手段が無く空蝉や即死耐性すら無視してくる。まともに殴り合うとRFRで復活後にDSRで再びメンバーを取り除かれ…以下、こちらが全滅するまで繰り返し。テレポ妖精さんとの会話で得られるヒントの通り、"スキルの謎を解かなければ"太刀打ちできない。 解法A:残HP割合の少ないキャラにDSRを当てさせるRFRで復活する際のボスのHPは"DSRを受けたキャラクターの残HP割合"に依存する。つまり、予めHPを減らしておいたキャラクターにDSRを当てさせることで復活時のHPを少なくできる。魔神殿で血を捧げたキャラを用意するか、もしくは地形ダメージや他の敵との戦闘で予めHPを調整しておくといいだろう。ただし割合参照なのでウィンドに当てさせると全快で復活してくる。 解法B:DSRを使わせない「スキルの謎を解くと言ったな、あれは嘘だ」先手を取って衝撃などの状態異常を付与することでDSRを使わせない。それだけ。ウィンドのキッチンシンクがうってつけだが、CT6なので戦闘の最初で使うと二回目のDSRには間に合わない。幸いにして相手の属性耐性は脆いので、有利属性で一気に削りきってしまおう。 このページのトップへ戻る cf.本家:魂縛の石牢 - エンチャントファーム
https://w.atwiki.jp/enchant-farm/pages/51.html
マップ情報 ボスえまりー 岩の古竜 マップ情報 鍾乳洞(その1) 第一収容所からHIKARIの王宮へ行く通り道。テレポート像あり。 移動先 おおまかな位置 第一収容所 南の上り階段 HIKARIの王宮 北にある魔法陣 鍾乳洞(その2) HIKARIの王宮からHIKARIの離宮へ行く通り道。 移動先 おおまかな位置 HIKARIの王宮 南の魔法陣 HIKARIの離宮 北の魔法陣 アイテム 鍾乳洞(その1) 落ちているもの:兵士の鍵、ディスペルハーブ*2、牢獄の鍵、水晶の欠片、水晶の塊、水晶の欠片、水晶の欠片、水晶の欠片、水晶の欠片*2 宝箱:光の魔法石の塊(要:水晶の鍵)、水晶の塊(要:水晶の鍵)、水晶の鍵(要:兵士の鍵)、モンスター、ソウルポット11600(要:兵士の鍵)、ブラッドスター 鍾乳洞(その2) 落ちているもの:水晶掘りの地図、薬草、薬草*2 宝箱:ソウルポット11600、生命の粉塵、無の魔法石の塊(要:水晶の鍵)、ソウルポット2800 固定敵運命の車輪:通り道を防ぐ回避不能の赤敵。鍾乳洞(その2)に出現。 雑魚敵大体が水属性。 ボス えまりー 鍾乳洞(その2)に出現。 戦闘情報 えまりー 属性:水岩 強者の威圧:最低攻撃倍率50% ドロップ:水の魔法石の原盤 岩の古竜 「各地に強大な存在が現れたようだ」のメッセージ後に鍾乳洞(その1)に出現。 戦闘情報 岩の古竜 属性:竜岩 支配者の眼光:最低攻撃倍率75%・前列無効貫通古の竜鱗:精神系異常無効・自然治癒率100% ドロップ:地霊の指輪、竜の魔法石の原盤、岩の魔法石の原盤、奇跡の雫 行動パターン ターン 岩の古竜 属性:竜岩 行動1 行動2 備考 1 ランダム りゅうのはどう 2 ランダム じしん 3 りゅうのはどう じしん 4 ロックカット 5 もろはのずつき もろはのずつき 6 古竜活性 1に戻る・体力低下時は古竜憤怒 このページのトップへ戻る cf.本家:鍾乳洞 - エンチャントファーム
https://w.atwiki.jp/prdj/pages/3441.html
クレリックのアーキタイプ Cleric Archetypes Angelfire Apostle Angelfire Apostle 出典 Healer's Handbook 7ページ Angelfire apostles use the powers of good to avoid violence when possible and cleanse both maladies and evil creatures with blinding flames. Angelfire apostles typically follow Sarenrae, but a few serve empyreal lords such as Ragathiel. Armor Proficiency:Angelfire apostles are not proficient with medium armor. This ability alters the cleric’s armor proficiency. Diminished Spellcasting/Diminished Spellcasting:An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells. This ability alters the cleric’s spellcasting. Extra Channel/Extra Channel:At 1st level, the angelfire apostle gains Extra Channel as a bonus feat. Channel Angelfire(超常)/Channel Angelfire:An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy. This ability alters channel energy. Versatile Healing Channel(擬呪)/Versatile Healing Channel:At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability. At 7th level, he can choose remove disease or remove paralysis. At 9th level, he can choose neutralize poison. At 11th level, he can choose breath of life. At 13th level, he can choose heal. At 15th level, he can choose regenerate. At 17th level, he can choose restoration but cannot affect permanent negative levels. At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level. Cleansing Flames(超常)/Cleansing Flames:At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of his deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier. Appeaser Appeaser 出典 Agents of Evil 15ページ A rare few seek the power of dark forces for brighter ends by focusing on the utilitarian aspects of a god’s portfolio, appeasing their deities through high praise and glorifying their chosen gods’ unaligned aspects. Aura(変則)/Aura:An appeaser always has an evil aura regardless of his actual alignment. This alters aura. Channel Utility(超常)/Channel Utility:An appeaser channels negative energy, but also gains limited access to positive energy. At 5th level, an appeaser can channel positive energy as a full-round action, but he treats his cleric level as if it were 4 lower when determining the amount of damage he can deal to undead and the amount of hit points he can restore to living creatures. This ability alters channel energy. Divine Apologist(変則)/Divine Apologist:An appeaser must worship an evil god. His alignment must be within one step of his deity’s, but he himself cannot have an evil alignment. An appeaser cannot cast any spells with the good or evil descriptor. This alters the cleric’s alignment and spells. Mollified Domain(超常)/Mollified Domain:At 1st level, an appeaser gains no domain or domain bonus spells. Once per day as a standard action, he can sacrifice his own force of will to gain divine providence. Doing so deals 1d3 points of Charisma damage to the appeaser, and allows him to select a single domain offered by his deity (except the Evil domain or its subdomains). The appeaser gains access to any granted powers offered by the domain he would otherwise qualify for, and can sacrifice a prepared spell to cast a domain spell from that domain just as if he were spontaneously casting a cure or inflict spell. He retains access to this domain for a number of minutes equal to 1/2 the appeaser’s cleric level + plus his Wisdom modifier. Any domain abilities that can be used a limited number of times per day can be used only once each time that particular domain is invoked. An appeaser can gain a mollified domain one additional time per day (taking Charisma damage each time) at 4th level and every 3 levels thereafter, to a maximum of seven times per day at 19th level. An appeaser can invoke only a single mollified domain at a time. This ability modifies the cleric’s domains class feature. アスモデウス派弁護士 Asmodean Advocate 出典 Dirty Tactics Toolbox 16ページ アスモデウス信者にとって、交渉や契約で使われる言葉は彼らの意図よりも重要である。法の言葉は尊重されるべきだが、抜け穴と漠然とした言葉遣いはすべての法律の一部である。アスモデウス派弁護士は、言葉の達人であり、彼らの言葉のように些細に見えても裏切り者のクリーチャーと手を組んでいる。 契約の縛り(変則)/Pact-Bound:アスモデウス派弁護士は、自身の神格としてアスモデウスを選択し、欺きの領域を選択しなければならない。2番目の領域を得ない。神格を変更するとこのアーキタイプを失い、通常の元クレリックとなる。この能力は領域を変更する。 蛇(超常)/Serpent:アスモデウス派弁護士は、ヴァイパーの使い魔を選択しなければならない。ヴァイパーは超常能力としてアスモデウス派弁護士が選択した言語1つを話す。 悪魔は細部に宿る(変則)/Devil in the Details:1レベルの時点で、アスモデウス派弁護士は自分の言葉を慎重に選ぶことを学び、聴衆者を欺くようなことを言ったとしても、その言葉は技術的に真実であるかのように言い表せる。〈はったり〉と〈交渉〉判定で〈職能:法律家〉技能を使用できる。この利益は自身の使い魔にも及ぶ。アスモデウス派弁護士は偽造に関連する〈言語学〉判定と全ての〈職能:法律家〉判定に、クレリック・レベルの半分に等しい洞察ボーナスを得る(最低+1)。 肩の上のデヴィル(超常)/Shoulder Devil:8レベルの時点で、アスモデウス派の弁護士は、《上級使い魔》特技を持っているかのようにインプの使い魔を選択できる。 Channeler of the Unknown Channeler of the Unknown 出典 Antihero's Handbook 12ページ While most clerics who fall out of favor with their deities simply lose their divine connection and the powers it granted, a few continue to go through the motions of prayer and obedience, persisting in the habits of faith even when their faith itself has faded. Among these, an even smaller number find that while their original deity no longer answers their prayers, something else does an unknown entity or force of the universe channeling its power through a trained and practicing vessel. This is an ex-class archetype and can be taken by a character immediately upon becoming an ex-cleric. EX-CLASS ARCHETYPES The following archetype can be taken by an ex-cleric immediately upon becoming an ex-cleric, regardless of character level, replacing some or all of the lost class abilities. If another archetype the character had before she became an ex-cleric replaces the same ability as the ex-class archetype, she loses the old archetype in favor of the new one; otherwise, she can retain both archetypes as normal. Channelers of the unknown can gain further levels in the cleric class, even though becoming an ex-cleric normally prohibits further advancement in the class. While an ex-member of a class can recant her failings and atone for her fall from her original class (typically involving an atonement spell), her acceptance of her ex-class archetype means she must atone both for her initial fall and for further straying from the path. As a result, such a character must be the target of two atonement spells or a similar effect to regain her lost class features. Upon doing so, she immediately loses this archetype and regains her original class (and archetype, if she had one). Weapon and Armor Proficiency:A channeler of the unknown loses proficiency with her deity’s favored weapon. She instead gains proficiency with one martial or exotic weapon, chosen when she first takes this archetype, which thereafter effectively functions as her holy or unholy symbol for the purposes of class abilities and spellcasting. The weapon chosen cannot be one associated with her former deity. Once she makes this choice, she can’t later change it. This alters the cleric’s weapon and armor proficiency. 呪文:A channeler of the unknown has one fewer spell slot per spell level in which she can prepare spells than normal. She is no longer restricted by alignment descriptors, and she gains access to all spells on the cleric spell list, even spells her alignment would normally prohibit. This alters the cleric’s spells. Unknown Aura(超常)/Unknown Aura:A channeler of the unknown never radiates an alignment aura, as if under the effect of a permanent undetectable alignment spell. This replaces the cleric’s aura. Channel Entropy(超常)/Channel Entropy:A channeler of the unknown can channel entropy as a cleric channels negative or positive energy, releasing a wave of twisting void that harms creatures in the area of effect. The amount of damage dealt is equal to that an evil cleric of her level would deal by channeling negative energy, except it affects living, unliving, and undead creatures alike. This functions in all other ways as a cleric’s channel energy class feature, including benefiting from feats that affect channel energy (such as Selective Channeling). This alters channel energy. Power of the Unknown/Power of the Unknown:A channeler of the unknown has lost the benefit of the domains granted by her deity, but the unknown entity that answers her supplications instead grants her the benefits of one domain from the following list Darkness, Destruction, Luck, Madness, or Void. Instead of a single domain spell slot, the channeler of the unknown gains two domain spell slots per spell level she can cast. A channeler of the unknown cannot select a subdomain in place of the domain available to her. This alters the cleric’s domains. Spontaneous Casting/Spontaneous Casting:Instead of converting prepared spells into cure or inflict spells, a channeler of the unknown can channel stored spell energy into her domain spells. She can lose a prepared spell, including a domain spell, to spontaneously cast a domain spell of the same spell level or lower. This alters spontaneous casting. Crashing Wave Crashing Wave 出典 Blood of the Sea 23ページ A crashing wave cleric can take other feats to augment her balanced channel ability as if it were channel energy, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. Clerics of Gozreh revere their deity as the embodiment of nature and the incarnation of wind and waves. Clerics who live in or near the sea sometimes embrace the watery aspect of Gozreh over the deity’s other dimensions and take the title of crashing wave. In aquatic communities, a crashing wave is often a healer and spiritual leader. Such clerics understand the tempestuousness and cruelty of the sea, but also its generosity and bounty. Among aquatic creatures, cecaelias, locathahs, and merfolk are the most likely to walk the path of the crashing wave. Gnomes, halflings, and humans living on coastlines or working aboard ships may also answer the call to become crashing waves. Sworn to the Sea/Sworn to the Sea:A crashing wave must select Gozreh as her deity. Speech of the Sea/Speech of the Sea:A crashing wave’s bonus language options include Aquan in addition to the bonus languages available to the character from her race. The crashing wave does not gain Abyssal, Celestial, or Infernal as bonus language options. This ability alters bonus languages. Balanced Channel(超常)/Balanced Channel: At 1st level, a crashing wave can channel the pure balance of the ocean—its wildness, its calm, its cruelty, and its gentleness. This energy can be used to harm or heal creatures, as the crashing wave chooses. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Using balanced channel is a standard action that does not provoke attacks of opportunity. A crashing wave can choose whether to include herself in the effect. The cleric must be able to present her holy symbol to use this ability, and she can channel energy a number of times equal to 3 + her Charisma modifier. If the crashing wave chooses to harm, creatures within the burst that are chaotic good, chaotic evil, lawful good, or lawful evil take 1d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures with a neutral alignment component are unaffected by this energy. Creatures that take damage from the channeled energy can attempt a Fortitude save (DC = 10 + half the crashing wave’s level + her Charisma modifier) for half damage. This damage is neither negative nor positive energy, so a creature’s resistance to positive or negative energy does not reduce this damage. (However, resistance to channeled energy in particular, such as that provided by channel resistance, applies normally.) If the crashing wave chooses to heal, creatures within the burst that have any neutral alignment component are healed 1d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). This healing does not affect creatures that are chaotic good, chaotic evil, lawful good, or lawful evil. This healing is positive energy, so any creatures not healed by positive energy (such as undead) receive no healing from this effect, even if they have a neutral alignment. This ability replaces channel energy. Spontaneous Casting:A crashing wave does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a crashing wave can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or higher. This ability alters spontaneous casting. Spell Level Sponantious Spell 1 Bless water 2 SlipstreamAPG 3 Water breathing 4 Control water 5 GeyserAPG 6 Fluid formAPG 7 Elemental body IV (water only) 8 SeamantleAPG 9 Elemental swarm (water only) Divine Paragon Divine Paragon 出典 Divine Anthology 15ページ Divine paragons strive to emulate their god’s ideals as closely as possible. They might see themselves as an incarnation of their deity in the flesh, or they could simply seek to embody the physical and spiritual ideals set forth by their deity. Many divine paragons go as far as to alter their appearance, as best as possible, to look similar to their chosen deity, but such a level of devotion is not required by the archetype. Devoted Domain:A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific ObedienceISG as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat). When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting Inner Sea Gods). At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon. In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels). This ability alters domains. Divine Brand(変則)/Divine Brand:At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good. This ability alters aura. Divine Scourge Divine Scourge 出典 Magic Tactics Toolbox 23ページ Some divine servants take on the role of dealing out unique punishments on behalf of their deities, taking pleasure in carrying out their sacrosanct duties. Such divine scourges are most common among worshipers of Abadar (meting out punishment to lawbreakers in concert with local courts), Calistria (punishing those truly deserving of vengeance), and Zon-Kuthon (seeing punishment as an applied form of pain and suffering). Divine scourges make a point of inflicting long-lasting maladies and curses on those deserving of such fates under the tenets of the scourges’ religions. Curser(変則)/Curser:A divine scourge must take the curse subdomain (Pathfinder RPG Advanced Player’s Guide 88) as a domain, regardless of the actual domains offered by her deity. The divine scourge does not receive a second domain. This ability alters domains. Divine Hexes/Divine Hexes:At 3rd level and every 4 cleric levels thereafter, a divine scourge can select the following hexes from the witchAPG class hex list, up to a maximum of five hexes at 19th level blight, cursed wound (Pathfinder Player Companion Blood of the Moon 15), evil eye, misfortune, scarUM, slumber, and unnerve beastsUM. At 11th level, a divine scourge can instead select from the following list of major hexes agony, hoarfrostUM, infected woundsUM, nightmares, and retributions. The divine scourge uses her Wisdom modifier instead of her Intelligence modifier to determine the save DCs of her hexes. Any hex that refers to using her Intelligence modifier to determine its duration or effect instead uses her Charisma modifier for that purpose. This ability replaces channel energy. Foundation of Faith Foundation of Faith 出典 Elemental Master's Handbook 8ページ Whether aiding the faithful or defending against the depredations of unbelievers, a foundation of faith is unshakable in her convictions. These clerics are most common among worshipers of deities of earth or protection, such as Abadar or Torag, but any religion might count foundations of faith among its priests. Channel Energy:A foundation of faith does not gain the channel energy ability. Bastion(変則)/Bastion:A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level, the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her. Granite Focus(変則)/Granite Focus:A foundation of faith’s focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her Constitution modifier to any concentration checks attempted as part of casting cleric spells until the end of her turn. Rooted Vitality(超常)/Rooted Vitality:At 5th level, a foundation of faith draws healing from the earth. As a swift action while standing on natural or worked stone, the foundation of faith can gain fast healing 1. This effect lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the foundation of faith loses contact with the natural or worked stone. At 7th level, this ability increases to fast healing 2, and it increases by an additional point every 2 levels thereafter (to a maximum of fast healing 8 at 19th level). Instead of gaining this fast healing herself, a foundation of faith can expend a use of this ability to instead touch up to six other creatures as a standard action to grant each creature half of the fast healing that the foundation of faith would receive (minimum fast healing 1). A recipient must be standing on natural or worked stone to receive this fast healing, and the fast healing lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the recipient leaves contact with natural or worked stone. If one recipient loses this fast healing early, it does not affect the duration for the other targets. This ability is usable once per day at 5th level, plus an additional time per day for every 5 levels beyond 5th. Herald Caller Herald Caller 出典 Monster Summoner's Handbook 7ページ Unlike warpriests or paladins, who charge headlong into battle in the name of their patron deities, herald callers are adept at calling powerful outsiders to aid their brethren in battle. Skill Ranks per Level:4 + Int modifier. This alters the cleric’s class skills. Dedicated Summoner/Dedicated Summoner:A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies. Call Heralds(超常)/Call Heralds:A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter. Divine Heralds(超常)/Divine Heralds:A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates). Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected. Mighty Heralds/Mighty Heralds:At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat. Hidden Priest Hidden Priest 出典 Inner Sea Magic 35ページ Practicing one’s religion is not always legal. For example, most lands outlaw worshiping fiends. Taldor has banned the faith of Sarenrae from being openly worshiped. Rahadoum flat-out forbids all religions within its borders. But as time has shown again and again, mere laws are poor deterrents to the worship of dedicated members of such faiths, whether the zealous wish to subvert authority, free the spirits of the oppressed, or merely enjoy the right to practice their beliefs. Clerics in these circumstances must conceal their true natures, practice their magic in secret, and always be on guard for betrayal and discovery. A hidden priest has the following class features. False Arcanist(変則)/False Arcanist:At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine. For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher. When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus. A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect). This ability replaces one of the cleric’s two 1st-level domain powers (her choice). Unseen Devotion(超常)/Unseen Devotion:At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice). Lawspeaker Lawspeaker 出典 Blood of the Ancients 9ページ The Umani priest-judges presided over justice in ancient Yamasa, driven by a zeal for discovering the truth. After the fall of Yamasa and the rise of hostile Koboto tribes in its place, the surviving Umani spread their philosophy of certain and unwavering justice throughout the Inner Sea region. 属性:A lawspeaker must be lawful. Divine Judgment/Divine Judgment:A lawspeaker must select the Law domain or any subdomain of Law offered by her deity. She does not gain a second domain. This alters domains. Circumvent Obfuscation(擬呪)/Circumvent Obfuscation:As a standard action, a lawspeaker can expend two uses of channel energy to expose truths and banish falsehoods. The energy manifests as a spell-like ability, and this action does not count as channeling for the purposes of abilities and feats. Unless listed otherwise, the resulting abilities use the lawspeaker’s cleric level as her caster level and have the same range and required components as the corresponding spell. The spell-like abilities available are cumulative and are listed below at the level at which the lawspeaker can first access them. Level 1:Calm emotions. Level 3:Zone of truth. Level 5:Invisibility purge. Level 7:Discern lies. Level 9:True seeing (self only). Level 11:Greater dispel magic (30-foot burst; targets only illusion spells, polymorph effects, and spells granting a bonus on Bluff and Disguise checks). Level 13:Communal tongues. Level 15:Discern location. Level 17:Antimagic field (30-foot radius). Mendevian Priest Mendevian Priest 出典 Inner Sea Magic 36ページ People of high and low character flock to Mendev for glory, plunder, or the desire to slay demons from the Worldwound. Crusade-minded clerics of Iomedae, Gorum, and other churches come to Mendev, learn battlefield tactics and the weaknesses of demons, and strike out to make a name for themselves. A Mendevian priest has the following class features. Weapon and Armor Proficiency:A Mendevian priest is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of her deity. Diminished Spellcasting:A Mendevian priest chooses only one domain from her deity’s list of domains rather than the normal two domains. In all other respects, this works like and replaces the standard cleric domain ability. Demonic Knowledge(変則)/Demonic Knowledge:At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, a Mendevian priest gains a bonus on the check equal to half her class level (minimum +1) and can make these Knowledge skill checks untrained. チームワーク特技:At 4th level and 8th level, the Mendevian priest gains a bonus feat. This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat. Roaming Exorcist Roaming Exorcist 出典 Undead Slayer's Handbook 18ページ The roaming exorcist travels far and wide to root out possessions, hauntings, and hidden evils. The roaming exorcist extracts unruly spirits from not only victims of possession, but also haunted sites and accursed items. Skill Ranks per Level:4 + Int modifier. Dedicated Wanderer/Dedicated Wanderer:A roaming exorcist is dedicated to her cause and affords no time to other pursuits typical of clerics. A roaming exorcist must choose to channel positive energy. She may choose only one domain from her deity’s list of domains, rather than the normal two domains, and she does not gain Medium Armor Proficiency or Shield Proficiency. Unseen Revealed(変則)/Unseen Revealed:At 1st level, a roaming exorcist gains a bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled. Spirit Sleuth(変則)/Spirit Sleuth:At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR). Curse Seeker(超常)/Curse Seeker:At 5th level, a roaming exorcist can more readily identify cursed items. When identifying a magic item, the roaming exorcist needs to exceed the item’s DC by only 5 (instead of by 10) in order to determine whether the item is cursed. Dispossession(超常)/Dispossession:At 8th level, a roaming exorcist can expend one use of her channel energy ability to force a possessing creature from its host body. The exorcist must make a melee touch attack against the possessed creature; if successful, the roaming exorcist deals damage to the possessing creature as if it were targeted by the roaming exorcist’s channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = the roaming exorcist’s channel energy DC) halves the damage taken, and the possessing creature resists being ejected from its host. Curse Eater(超常)/Curse Eater:At 11th level, a roaming exorcist gains Improved Disarm as a bonus feat, regardless of whether she meets the feat’s prerequisites. The roaming exorcist gains a +2 bonus on combat maneuver checks to disarm a creature of a magic item she knows to be cursed. If the roaming exorcist successfully disarms a creature of a cursed item without using a weapon, she may automatically pick up the disarmed cursed item without immediately succumbing to the item’s curse. She may wield or hold this cursed item for a number of rounds equal to her Charisma modifier (minimum 1 round)—during which time she may use the item normally, as if it were not cursed—before the item’s curse manifests again. Sacred Attendant Sacred Attendant 出典 Healer's Handbook 4ページ Sacred attendants bring out the varied beauty in everyone they help, and they typically worship deities of beauty, love, and sex. Channel Beauty(超常)/Channel Beauty:Whenever a sacred attendant channels energy to heal, she can opt to reduce the number of dice she rolls by 1 or more. For every die the sacred attendant subtracts, each of the targets of the channeled energy is healed of 1 point of Charisma damage. This ability alters channel energy. 領域:The sacred attendant can choose only one domain from those belonging to her deity. This ability alters domains. Nimble(変則)/Nimble:The sacred attendant gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level). This ability replaces the cleric’s proficiency with light and medium armor. Nurture Grace(超常)/Nurture Grace:The sacred attendant can coax forth the charm and beauty within a willing, touched creature as a standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 the sacred attendant’s cleric level (minimum +1) on Charisma checks and Charismabased skill checks. The sacred attendant can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day. The sacred attendant can use this ability a number of times per day equal to 3 + her Wisdom modifier. Inspiring Camaraderie(擬呪)/Inspiring Camaraderie:At 8th level, as a swift action whenever a sacred attendant casts a cure spell (a spell with “cure” in its name) that targets a single ally, the sacred attendant can infuse that ally with inspired vigor. For a number of rounds equal to 1/2 the sacred attendant’s cleric level, the ally’s attack rolls gain a competence bonus equal to the sacred attendant’s cleric level. These rounds begin as soon as the sacred attendant uses this ability and elapse consecutively. The sacred attendant can use this ability once per day at 8th level, and an additional time per day for every 4 cleric levels beyond 8th. Scroll Scholar Scroll Scholar 出典 Pathfinder Society Field Guide 26ページ A scroll scholar values knowledge and learning as much as her other abilities, trading a portion of her potential in her chosen class for greater breadth of skill at deciphering old texts, piecing together strange fragments of esoteric lore, and deciphering the hidden qualities of strange and unusual magical items. The scroll scholar archetype can be taken by either clerics or wizards—they give up different class abilities for the new abilities granted by this archetype. A wizard must either be a universalist wizard or a diviner wizard in order to take this archetype—other types of school specializations are not suited to this archetype’s focus. A scroll scholar has the following class features. Diligent Student(変則)/Diligent Student:At 1st level, a scroll scholar chooses one Knowledge skill. This becomes a class skill if it is not already one. The scroll scholar adds half her class level to all Knowledge checks of this type (minimum 1). At 5th level and every five levels thereafter, a scroll scholar chooses 1 additional Knowledge skill to receive this bonus. For clerics, this ability replaces one of the 1st-level granted powers from her domains—the character gets to choose which of her two 1st-level granted powers it replaces. For wizards, this ability replaces diviner’s fortune (if a diviner) or hand of the apprentice (if a universalist). Secrets Revealed(擬呪)/Secrets Revealed:At 5th level, a scroll scholar gains the ability to cast comprehend languages and identify as spelllike abilities. Her caster level is equal to her character level in whatever class she took the scroll scholar archetype for. She can cast these spells once per day each at 5th level, twice per day each at 7th level, and three times per day each at 9th level. At 11th level, one of these spell-like abilities (scholar’s choice) becomes a constant spell-like ability, and at 13th level, the second one becomes a constant spell-like ability. If the scholar is a cleric, this ability replaces the increase to her channel energy damage normally gained at 5th level—her channel energy damage increases to 3d6 at 7th level instead, and for the rest of her career as a cleric lags 1d6 behind normal. If the scholar is a wizard, this ability replaces her bonus feat for 5th level. Flash of Insight(超常)/Flash of Insight:At 10th level, once per day, a scroll scholar can gain a +5 bonus on a single attack roll, caster level check, or saving throw as an immediate action. This decision must be made before the results of the roll are known, but can be made after the die is rolled. This ability can be used twice per day at 15th level, and 3 times per day at 20th level. This ability replaces the normal addition of a new 4th-level spell slot to the character’s spells per day— from this point on, the cleric or wizard has one fewer 4thlevel spell slot than other clerics or wizards. Stoic Caregiver Stoic Caregiver 出典 Healer's Handbook 6ページ Stoic caregivers are champions of life in defiance of untimely death as well as undeath. Stoic caregivers are sent to protect and help those who find themselves in dangerous situations, especially children and expectant mothers, and they provide aid and comfort to individuals acting to fulfill prophecy. Positive Channeler(超常)/Positive Channeler:A stoic caregiver must choose to channel positive energy, even if she worships a deity who is neutral or if she is not devoted to a particular deity. A stoic caregiver cannot worship a deity who is evil. This ability alters channel energy. 領域:A stoic caregiver chooses only one domain. This ability alters domains. Midwife Training(超常)/Midwife Training:A stoic caregiver is an expert at caring for lives that are in the process of being formed as well as the bodies of those who expect to usher new life into the world. The stoic caregiver gains a +2 bonus on Heal checks to treat expectant mothers and children. Any Heal check by the stoic caregiver that deals damage to the patient always deals the minimum amount of damage. Whenever a stoic caregiver stops bleeding with the Heal skill or magical healing, or restores hit points with a healing spell or channeled positive energy, the healed creature gains partial resistance to bleed damage and negative energy for a number of minutes equal to 1/2 the stoic caregiver’s cleric level. Any bleed damage a target takes during that time is halved. Additionally, when protected creatures take negative energy damage (such as from an evil cleric’s or an antipaladin’s negative channeled energy, or spells such as inflict light wounds), the amount of that damage is reduced by 5. Fated Cures(超常)/Fated Cures:Creatures must roll twice and take the lower result when they make any saving throws against a stoic caregiver’s spells of the healing subschool. Three-Aspect Channel(超常)/Three-Aspect Channel:At 6th level, a stoic caregiver can channel positive energy to heal and harm simultaneously. When she does so, she restores only 1/2 the usual amount of hit points and deals only 1/2 the usual number of points of damage (or 1/4 on a successful saving throw). Triadic Priest Triadic Priest 出典 Blood of the Coven 19ページ Power comes not just from communion with one’s deity, but also from the formation of divine triumvirates. At the head of these groups are triadic priests. Although witch covens and changelings are the most likely to pursue this tradition, the practice sometimes appears among other faiths. Triadic Bond(超常)/Triadic Bond:A triadic priest can perform a 10-minute ritual with exactly two allies in order to create an enduring bond between them that lasts until the triadic priest either dissolves the bond (a process that takes 1 minute of concentration) or creates a new bond. When performing the bonding ritual, the triadic priest can also include any of her allies’ familiars or spirit animals; these creatures gain the benefits of the bonded channeler ability and the drawbacks of being in the bond, but they are not treated as bonded allies for the purpose of the triadic priest’s bonded domain. Only intelligent and fully independent creatures can serve as her two bonded companions. Animal companions, eidolons, familiars, phantoms, and similar nonsentient or dependent creatures are not suitable. The bonded allies gain numerous benefits and can help empower the triadic priest’s spellcasting, as noted in the abilities below. However, if a bonded ally dies, the other members of the bond must each succeed at a Fortitude save (DC = 10 + the triadic priest’s class level) or gain 1 permanent negative level. Bonded Channeler(超常)/Bonded Channeler:When a triadic priest uses her channel energy ability, she must choose to affect either only her bonded allies or everyone except her bonded allies. Bonded Domain(超常)/Bonded Domain:A triadic priest selects only one domain granted by her deity. However, while she is within 10 feet of least one of her bonded allies, she gains the following benefits. This alters the domains class feature. Bonded Power(超常)/Bonded Power:A triadic priest gains either a witch’s coven hex or the Allied Spellcaster feat as a bonus feat. Bonded Unity(超常)/Bonded Unity:As a move action, a triadic priest can share one teamwork feat she has with up to two bonded companions that are within 10 feet of her. Her bonded companions do not need to meet the feat’s prerequisites and gain the benefits of the feat for 1 round plus 1 additional round for every 5 class levels the triadic priest has. A bonded companion can gain only one teamwork feat in this way at a time. The triadic priest can use this ability a number of times per day equal to 3 + her Wisdom modifier. Bonded Ritual/Bonded Ritual:A triadic priest can prepare any of the spells below as though they were domain spells, though she can cast these domain spells only while she is within 10 feet of one of her bonded allies. At 8th level, once per day while within 10 feet of both her bonded allies, a triadic priest can cast any one of her domain spells of a spell level she can cast, whether she has prepared the spell or not, without expending a spell slot. If one of these domain spells has a casting time of more than one standard action, the triadic priest must succeed at a concentration check (DC = 20 + double the spell’s level) or lose the spell if at any point during the casting she does not have a bonded ally within 10 feet. 領域呪文:1レベル—ill omen、2レベル—blindness/deafness、3レベル—bestow curse、4レベルcharm monster、5レベル—baleful polymorph、6レベル—control weather、7レベル—forcecage、8レベル—mind blank、9レベルastral projection。 Varisian Pilgrim Varisian Pilgrim 出典 Inner Sea Magic 42ページ While most clerics are associated with a particular temple, adventuring clerics spend much of their time away from their favored place of worship, and there are those who worship primarily on the road and during the journey. These clerics see the act of travel and the arrival at sites sacred to their religion as valuable, and perhaps more so than time spent sequestered inside a church. Relatively common in Varisia, these pilgrims love to travel, typically on foot or with caravans. While the archetype is called the “Varisian pilgrim,” this archetype can be selected by any cleric who prefers to worship while on the move. Whether or not they are Varisian, these clerics learn a little about fortune-telling and a lot about people. A Varisian pilgrim has the following class features. Fortunate Road/Fortunate Road:At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability. Caravan Bond(超常)/Caravan Bond:At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only. Blessing of the Harrow(超常)/Blessing of the Harrow:At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Inner Sea World Guide 276). This replaces an 8th-level domain power of the Varisian pilgrim’s choice.
https://w.atwiki.jp/vipkohaku2014/pages/32.html
ポイズン種族値 スキル 使用感 タクティカル時の評価 おすすめ装備 EXスキル候補 覚醒能力 ポイズン 種族値 属性 RANK HP ちから まほう 丈夫さ 素早さ 重量 毒 2 80 95 60 82 75 17 スキル スキル名 SLv 種別 対象 威 命 コスト 効果 ポイズン 初期 魔法攻撃 毒単体中 65 100% SP5 100%で毒にする[持続ダメージ] クロスポイズン 70 物理攻撃 斬 斬撃 倍135% 100% CT2 斬限定・急所率高・30%毒[持続ダメージ] アシッドボム 90 魔法攻撃 毒単体中 40 100% SP10 相手の丈夫さを100%下げる ベノムトラップ 160 能力変化 毒全体 0 100% CT4 毒状態の相手の複数の能力を下げる ポイズンガード 初期 自動能力 毒単体 - - 永続 軽減40%・被接触攻撃時、30%で毒 変わり身 80 自動能力 闇単体 - - 永続 致死ダメージを受ける時、味方に対象変更 隠れる 100 自動能力 闇単体 - - CT5 敵の攻撃を回避する 追撃 130 自動能力 毒単体 - - 永続 相手が毒の時、物理攻撃の威力が1.5倍 使用感 回避とダメージ分散で耐える忍者タイプ。 防御に頼らずともしぶとく生き残るので殴る前衛に向く。 変わり身のダメージには最低倍率がかからないので、ボスの攻撃を無効化することも出来る。 全体100%毒の病み風とのコンボは非常に相性が良い。 会話時ウィンドⅠがメンバーに居ると戦わずに仲間になる。 戦えば得られたはずのsoulと毒の原盤が貰えないが、クロスポイズンの倍率があがる。 タクティカル時の評価 +... 防御を捨ててもやられにくいのは高ポイント 物理で殴るほかにアシッドボムで補助も可能 おすすめ装備 バイオクレセント 鋼対策。ただし麻痺の危険があるので雷盾やゴールドリングの併用を無属性にデバフが有効になったりもする デス・キロネックス 威力は低めだが自身の追撃との相乗効果がかなり高い アンバーデュエル 前衛で使うならコレ。HP吸収もあって耐久力も上がる スコーピオン 属性一致でデメリットが無効 レベルカンストなら結晶化のバフも使える 魔杖ウィンディ 重量0の中距離の斬武器。全体に毒をばら撒けるのも相性が良い。自分より速いキャラに使わせるのも有効。猛毒ではベノムトラップの能力低下が発動しない点には注意 闇朧 刀は中距離からでも使え、HP回復スキルによりさらにしぶとくなる。急所率が高いのも評価闘属性の武器として扱うと良い 千景 属性一致の刀。デメリットはあるが非常に強力な武器技を持つ通常攻撃でも無の複合は気にならない。入手する時期と難易度が欠点 カオスシールド 毒闇は優秀な耐性。他の闇盾はスキルがポイズンとあまり噛み合わない千景と使うとHPの減りが激しくなるため要注意(約1/7) EXスキル候補 EXスキル名 備考 ちから、素早さ アタッカーとして必須 斬撃マスタリ クロスポイズンの威力底上げに 連続攻撃 通常攻撃に毒追加の武器なら一石二鳥 物理クリティカル 火力UP 危機感・回避 変わり身の発動を抑えたいときに 異常付与 毒付与の補助。発動率100%のものが多いので優先度は低めだが 覚醒能力 +... クロスポイズンの強化:特殊会話を発生させる(ウィンドⅠを連れて行き戦闘無しで仲間にする)orおまけ部屋で強制ONにする クロスポイズン 70 物理攻撃 斬 斬撃 倍150% 100% CT2 斬限定・急所率高・30%毒[持続ダメージ]
https://w.atwiki.jp/krsk_souko/pages/15.html
“でーもんぷりーすと”レイチェル・タリスマン 性別:女 年齢:15 ■基本データ 【コロナ】 星詠み 【ミーム】 オリジン/パンデモニウム 【ブランチ】クレリック/デーモンロード 【消費経験点】0(能力値:0 特技:0 装備:0 パスの追加:0 ブランチの追加:0) ■能力値/耐久力 【能力値】 肉体:9 技術:5 魔術:14 社会:5 根源:3 【戦闘値元値】 白兵:6 射撃:7 回避:3 心魂:8 行動:14 【戦闘値修正値】 白兵:6 射撃:7 回避:3 心魂:8 行動:34 【HP】 元値:24 修正値:50 【LP】 元値:6 修正値:6 ■宿命/特徴/闘争/邂逅 宿命:祝福 特徴:超記憶 特徴効果:1度見聞きしたことを忘れない 闘争:平和 邂逅: ■初期パス 【因縁】“暁の大天使”ルシファーからの庇護 ■準備された装備 部位:名称(必要能力/行動修正/ダメージ/HP修正/射程/備考/参照P) 右手 :手袋 (必:技3/行:+10/ダ:-/HP:8/射:-/SC153) 左手 :ホーリーシンボル (必:-/行:+10/ダ:-/HP:-/射:-/LF192) 胴部 :神官服 (必:肉5/行:-/ダ:-/HP:18/射:-/SC152) その他: (必:―/行:―/ダ:―/HP:―/射:―/―) 乗り物: (必:―/行:―/ダ:―/HP:―/射:―/―) ■コロナ特技 【SC100/自/オ/フ1】◆女神の祝福 自分以外の対象の判定の[達成値]を+[フレア] 【SC100/自/オ/フ全】◆再生の車輪 〔Sin1〕[死亡][戦闘不能][覚醒]を解除し【HP】1【LP】1にする 【SC100/心/メ/5H】盾の乙女 対象が次に行なうメジャーアクションの[達成値]を+[達成値] 【SC100/自/オ/フ1】天上の霞 〔TLv+2〕。対象の[BS]を全て回復する 【SC101/自/セ/フ1】夜明けの星 [Lv+1]体までの対象のダメージ属性をターン終了時まで〈根〉に変更 ■ミーム特技 【SC113/自/ダ/3H】◆星光召喚 対象のダメージを【魔】だけ減少 【LF154/自/オ/フ1】◆魔神召喚 宣:セor登場時。1シーン【最大HP】【HP】+[Lv×20]。効果が解除されても、増えた【HP】は減少しない 【LF154/自/常/なし】◆パートナー指定:イナンナ 指定した《契約》系特技の代償を半分にする。《シンセンス》にも有効 【LF154/自/常/なし】契約:ピクシー ランクC。【魔】+2。12を越えても良い。《シンセンス》不可。《シンセンス》の元にする場合は4H扱い 【LF156/自/セ/フ2】契約:イナンナ ランクS。[白攻][射攻][突返]のダメージ+[差分値]。対象がこのターンに最初に行なう[白攻][射攻][突返]にのみ有効 ■装備 [SC153]手袋/ラウンドシールド相当(部:片/射:-/HP +8/) 【回】+2。 [SC152]神官服/チェインメイル相当(部:胴/射:-/HP +18) 情報収集の達成値+1 [SC165]輝く紋章(部:片/射:な/HP +0) 【行】+10。盾に描く場合は盾のコスト+10/+5(手袋に描かれている) [LF192]ホーリーシンボル/ガンターミナル相当(部:片/射:な/HP +0) [ブランチ:デーモンロード]専用。【行】+10。 「ミーム:グレズ」「ブランチ サイバーパンク」には装備不可 ■属性防御 肉体:× 技術:× 魔術:× 社会:× ■戦術、設定、メモなど レイチェル 「ねえイナちゃん、勇者様はどこいるんだろーねー」 でーもん様(ルシファー)を崇める神官。 ある晩、「勇者を助け造物主から世界を守るのです」というでーもん様のお告げを夢で見る。 翌朝目覚めると、枕元には拳銃型をしたでーもん様のホーリーシンボル(ガンターミナル:レイチェルはホーリーシンボルと言い張っている)とそれに抱きついて寝こけるイナンナの姿があった。 これはもうでーもん様のお告げ確定運命確変突入したことを確信したレイチェルは、イナンナと共に勇者を捜す旅に出た。 イナンナのことは「イナちゃん」と呼ぶ。 イナンナ 「イナちゃんゆーな。わしは戦の神、イナンナぞえ。敬ってへつらえ」 外見年齢10歳くらいの闘いの女神。 性格は尊大にして横暴、好戦的で短絡的。 とはいえ、自ら手を下すことより、下々の者を戦わせる方が好き。 大食らい。
https://w.atwiki.jp/minortornament/pages/55.html
赤文字は100以上の種族値、または500以上の合計種族値についています 青文字は50以下の種族値、または400以下の合計種族値についています 太文字は、個人的に選んだ有用な特性についています 無制限ポケモン ポケモン名 タイプ 特性 H A B C D S 合計 プクリン ノーマル / フェアリー メロメロボディ/ かちき (おみとおし) 140 70 45 85 50 45 435 ナッシー くさ / エスパー ようりょくそ ( しゅうかく ) 95 95 85 125 65 55 520 キリンリキ ノーマル / エスパー せいしんりょく/はやおき( そうしょく ) 70 80 65 90 65 85 455 フォレトス むし / はがね がんじょう (ぼうじん) 75 90 140 60 60 40 465 オドシシ ノーマル いかく /おみとおし( そうしょく ) 73 95 62 85 65 85 465 ルナトーン いわ / エスパー ふゆう 70 55 65 95 85 70 440 ソルロック いわ / エスパー ふゆう 70 95 85 55 65 70 440 ネンドール じめん / エスパー ふゆう 60 70 105 70 120 75 500 チリーン エスパー ふゆう 65 50 70 95 80 65 425 ドータクン はがね / エスパー ふゆう / たいねつ (ヘヴィメタル) 67 89 116 79 116 33 500 ポケモン名 タイプ 特性 H A B C D S 合計 ダイノーズ いわ / はがね がんじょう /じりょく(すなのちから) 60 55 145 75 150 40 525 レジギガス ノーマル スロースタート 110 160 110 80 110 110 670 ムシャーナ エスパー よちむ/ シンクロ (テレパシー) 116 55 85 107 95 29 487 ギガイアス いわ がんじょう (すなのちから) 85 135 130 60 80 25 515 タブンネ ノーマル いやしのこころ/ さいせいりょく ( ぶきよう ) 103 60 86 60 86 50 445 シンボラー エスパー / ひこう ミラクルスキン/ マジックガード ( いろめがね ) 72 58 80 103 80 97 490 ギギギアル はがね プラス/マイナス( クリアボディ ) 60 100 115 70 85 90 520 オーベム エスパー テレパシー/シンクロ( アナライズ ) 75 75 75 125 95 45 485 ゴルーグ じめん / ゴースト てつのこぶし /ぶきよう( ノーガード ) 89 124 80 55 80 55 483 ニャオニクス(♀) エスパー するどいめ/ すりぬけ ( かちき ) 74 48 76 83 81 104 466 ポケモン名 タイプ 特性 H A B C D S 合計 メレシー いわ / フェアリー クリアボディ( がんじょう ) 50 50 150 50 150 50 500 制限ポケモン ポケモン名 他タイプ 特性 H A B C D S 合計 レアコイル でんき / はがね じりょく/ がんじょう (アナライズ) 50 60 95 120 70 70 465 スターミー みず / エスパー はっこう/ しぜんかいふく (アナライズ) 60 75 85 100 85 115 520 ポリゴン2 ノーマル トレース / ダウンロード ( アナライズ ) 85 80 90 105 95 60 515 チャーレム エスパー / かくとう ヨガパワー (テレパシー) 60 60 75 60 75 80 410 サマヨール ゴースト プレッシャー ( おみとおし ) 40 70 130 60 130 25 455 ヨノワール ゴースト プレッシャー ( おみとおし ) 45 100 135 65 135 45 525 ランクルス エスパー ぼうじん/ マジックガード ( さいせいりょく ) 110 65 75 125 85 30 490 メガシンカポケモン ポケモン名 他タイプ 特性 H A B C D S 合計 メガタブンネ ノーマル / フェアリー いやしのこころ 103 60 126 80 126 50 545 その他の種族値一覧表 こちら
https://w.atwiki.jp/uncyclopediamabiwiki/pages/287.html
#shadowheader 有効時間が過ぎていないエンチャントスクロールやエンチャントされたアイテムを集めるコレクションブック。 コレクションブックを完成させると報酬がもらえる。 suffix Aランク 料理人の◆(Cook) 料理用道具にエンチャント可能 料理大会入賞者タイトル使用の場合、クリティカル+10%料理9以上の場合、バランス+5% 料理C以下の場合、スタミナ-20 スクロール ボスラッシュダンジョンエンチャントコレクションブックVol.6報酬 収集アイテム オモチャの 赤キツネ チキンサマナー ソルジャー 赤クマ ゴールドゴブリン コメントフォーム 名前 コメント
https://w.atwiki.jp/magicman/pages/35699.html
エンチャント・ルピア (U) (光/水) (3) クリーチャー:ファイアー・バード/サイバー・ウイルス (2000) ■S・トリガー ■このクリーチャーがバトルゾーンに出た時、自分のシールドを1つ相手に選ばせ、選ばれたシールドを手札に加える。それがコスト6以下のドラゴンを持つ進化ではないクリーチャーなら、コストを支払わずに召喚し、コスト6以下の多色の呪文ならコストを支払わずに唱えてもよい。その後、自分の山札の上から一枚目を裏向きでシールド化する。 ドラゴン・ラボ (水) (2) 呪文: ■自分の山札の上から3枚を表向きにする。その中にドラゴンがあれば1体手札に加え、残りを好きな順序で自分の山札の一番下に戻す。3枚ともドラゴンでない場合、この呪文を唱えた後、墓地に置くかわりに自分の手札に戻す。 作者:Rose Crown 評価 名前 コメント